From 2ba8cae64e263e55bac074a0a36ad16f980cb067 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:21:03 +0200 Subject: [PATCH 001/494] Added DirectX hooks Warning: DX9 doesn't support resizing (TODO), DX12 has not beed tested and is not finished. No OpenGL support for now. --- overlay_experimental/Base_Hook.cpp | 40 +++ overlay_experimental/Base_Hook.h | 43 ++++ overlay_experimental/DX10_Hook.cpp | 208 ++++++++++++++++ overlay_experimental/DX10_Hook.h | 49 ++++ overlay_experimental/DX11_Hook.cpp | 224 +++++++++++++++++ overlay_experimental/DX11_Hook.h | 49 ++++ overlay_experimental/DX12_Hook.cpp | 186 ++++++++++++++ overlay_experimental/DX12_Hook.h | 49 ++++ overlay_experimental/DX9_Hook.cpp | 204 +++++++++++++++ overlay_experimental/DX9_Hook.h | 50 ++++ overlay_experimental/DirectX_VTables.h | 330 +++++++++++++++++++++++++ overlay_experimental/Hook_Manager.cpp | 178 +++++++++++++ overlay_experimental/Hook_Manager.h | 46 ++++ 13 files changed, 1656 insertions(+) create mode 100644 overlay_experimental/Base_Hook.cpp create mode 100644 overlay_experimental/Base_Hook.h create mode 100644 overlay_experimental/DX10_Hook.cpp create mode 100644 overlay_experimental/DX10_Hook.h create mode 100644 overlay_experimental/DX11_Hook.cpp create mode 100644 overlay_experimental/DX11_Hook.h create mode 100644 overlay_experimental/DX12_Hook.cpp create mode 100644 overlay_experimental/DX12_Hook.h create mode 100644 overlay_experimental/DX9_Hook.cpp create mode 100644 overlay_experimental/DX9_Hook.h create mode 100644 overlay_experimental/DirectX_VTables.h create mode 100644 overlay_experimental/Hook_Manager.cpp create mode 100644 overlay_experimental/Hook_Manager.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp new file mode 100644 index 0000000..24d39b5 --- /dev/null +++ b/overlay_experimental/Base_Hook.cpp @@ -0,0 +1,40 @@ +#include "Base_Hook.h" + +#include +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +Base_Hook::~Base_Hook() +{ + UnhookAll(); +} + +void Base_Hook::BeginHook() +{ + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); +} + +void Base_Hook::EndHook() +{ + DetourTransactionCommit(); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + DetourDetach(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + +void Base_Hook::HookFuncs(std::pair hook) +{ + DetourAttach(hook.first, hook.second); +} \ No newline at end of file diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h new file mode 100644 index 0000000..7fb9281 --- /dev/null +++ b/overlay_experimental/Base_Hook.h @@ -0,0 +1,43 @@ +#ifndef __INCLUDED_BASE_HOOK_H__ +#define __INCLUDED_BASE_HOOK_H__ + +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + +#include +#include + +class Base_Hook +{ +protected: + std::vector> _hooked_funcs; + + HMODULE _dll; + bool _hooked; + + Base_Hook(const Base_Hook&) = delete; + Base_Hook(Base_Hook&&) = delete; + Base_Hook& operator =(const Base_Hook&) = delete; + Base_Hook& operator =(Base_Hook&&) = delete; + +public: + Base_Hook() {} + virtual ~Base_Hook(); + + void BeginHook(); + void EndHook(); + void UnhookAll(); + + void HookFuncs(std::pair hook); + + template + void HookFuncs(std::pair funcs, Args... args) + { + _hooked_funcs.emplace_back(std::move(funcs)); + HookFuncs(funcs); + HookFuncs(args...); + } +}; + +#endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp new file mode 100644 index 0000000..47d9bf8 --- /dev/null +++ b/overlay_experimental/DX10_Hook.cpp @@ -0,0 +1,208 @@ +#include "../dll/base.h" +#include "DX10_Hook.h" +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +#include +#include +#include + +// This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used +static DX10_Hook* hook; + +void DX10_Hook::hook_dx10(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 10\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDXGISwapChain* pSwapChain; + ID3D10Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.BufferDesc.Width = 800; + SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present , &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget , &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); + + pDevice->Release(); + pSwapChain->Release(); + } +} + +void DX10_Hook::resetRenderState() +{ + if (initialized) + { + mainRenderTargetView->Release(); + + ImGui_ImplDX10_Shutdown(); + + initialized = false; + } +} + +void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + if (FAILED(pSwapChain->GetDevice(__uuidof(ID3D10Device), (PVOID*)& pDevice))) + return; + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ID3D10Texture2D* pBackBuffer; + + pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)& pBackBuffer); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + pBackBuffer->Release(); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX10_Init(pDevice); + initialized = true; + } + + ImGui_ImplDX10_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 10 Initialization functions +//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice) +//{ +// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx10(SDKVersion); +// +// return res; +//} + +HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, + DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) +{ + auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx10(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX10_Hook::DX10_Hook(): + initialized(false), + pDevice(nullptr), + mainRenderTargetView(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX10 will be used to render the overlay. + //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); + D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), + std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) + ); + EndHook(); +} + +DX10_Hook::~DX10_Hook() +{ + PRINT_DEBUG("DX10 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX10_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX10_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::X] + +#undef LOAD_FUNC + + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h new file mode 100644 index 0000000..35d6b68 --- /dev/null +++ b/overlay_experimental/DX10_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX10_HOOK_H__ +#define __INCLUDED_DX10_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX10_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d10.dll"; + +private: + // Variables + bool initialized; + ID3D10Device* pDevice; + ID3D10RenderTargetView* mainRenderTargetView; + + // Functions + DX10_Hook(); + virtual ~DX10_Hook(); + + void hook_dx10(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain *pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX10 + //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; + static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; + + //decltype(D3D10CreateDevice)* _D3D10CreateDevice; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; + +public: + static void Create(); // Initialize DX10 Hook. + + void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp new file mode 100644 index 0000000..7c044d5 --- /dev/null +++ b/overlay_experimental/DX11_Hook.cpp @@ -0,0 +1,224 @@ +#include "../dll/base.h" +#include "DX11_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +// This is created by DX11_Hook::Create, and deleted by the Hook_Manager if not used +static DX11_Hook* hook; + +HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) +{ + HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D11Device), (PVOID*)ppDevice); + + if (SUCCEEDED(ret)) + (*ppDevice)->GetImmediateContext(ppContext); + + return ret; +} + +void DX11_Hook::hook_dx11(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 11\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDXGISwapChain* pSwapChain; + ID3D11Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.BufferDesc.Width = 800; + SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present , &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget , &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); + + pDevice->Release(); + pSwapChain->Release(); + } +} + +void DX11_Hook::resetRenderState() +{ + if (initialized) + { + mainRenderTargetView->Release(); + pContext->Release(); + + ImGui_ImplDX11_Shutdown(); + + initialized = false; + } +} + +void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + ID3D11Device* pDevice = nullptr; + if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext))) + return; + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ID3D11Texture2D* pBackBuffer; + + pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& pBackBuffer); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + pBackBuffer->Release(); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX11_Init(pDevice, pContext); + initialized = true; + } + + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 11 Initialization functions +//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, +// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, +// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +//{ +// auto res = _D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); +// +// if (SUCCEEDED(res)) +// hook->hook_dx11(SDKVersion); +// +// return res; +//} + +HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, + __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, + __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, + __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +{ + auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); + + if (SUCCEEDED(res)) + hook->hook_dx11(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX11_Hook::DX11_Hook(): + initialized(false), + pContext(nullptr), + mainRenderTargetView(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX11 will be used to render the overlay. + //_D3D11CreateDevice = (decltype(_D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); + D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)_D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) + ); + EndHook(); + +} + +DX11_Hook::~DX11_Hook() +{ + PRINT_DEBUG("DX11 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX11_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX11_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::X] + +#undef LOAD_FUNC + + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h new file mode 100644 index 0000000..5f44f7d --- /dev/null +++ b/overlay_experimental/DX11_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX11_HOOK_H__ +#define __INCLUDED_DX11_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX11_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d11.dll"; + +private: + // Variables + bool initialized; + ID3D11DeviceContext* pContext; + ID3D11RenderTargetView* mainRenderTargetView; + + // Functions + DX11_Hook(); + virtual ~DX11_Hook(); + + void hook_dx11(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain* pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX11 + //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; + static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; + + //decltype(D3D11CreateDevice)* D3D11CreateDevice; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; + +public: + static void Create(); // Initialize DX11 Hook. + + void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp new file mode 100644 index 0000000..7e74c5b --- /dev/null +++ b/overlay_experimental/DX12_Hook.cpp @@ -0,0 +1,186 @@ +#include "../dll/base.h" +#include "DX12_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used +static DX12_Hook* hook; + +void DX12_Hook::hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 12\n"); + } +} + +void DX12_Hook::resetRenderState() +{ + if (initialized) + { + pCmdAlloc->Release(); + pCmdList->Release(); + pDescriptorHeap->Release(); + + ImGui_ImplDX12_Shutdown(); + + initialized = false; + } +} + +void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +{ + DXGI_SWAP_CHAIN_DESC desc; + pSwapChain->GetDesc(&desc); + + if (!initialized) + { + D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; + ID3D12Device* pDevice; + + HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice); + + d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + d3d12_desc.NumDescriptors = 1; + d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + d3d12_desc.NodeMask = 1; + if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK) + { + pDevice->Release(); + return; + } + + SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); + mainRenderTargetDescriptor = rtvHandle; + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)); + + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)); + + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + ImGui_ImplWin32_Init(desc.OutputWindow); + ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), + pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + initialized = true; + } + + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ImGui::Render(); + + pCmdAlloc->Reset(); + pCmdList->Reset(pCmdAlloc, NULL); + //pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL); + pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 12 Initialization functions +HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( + _In_opt_ IUnknown* pAdapter, + D3D_FEATURE_LEVEL MinimumFeatureLevel, + _In_ REFIID riid, // Expected: ID3D12Device + _COM_Outptr_opt_ void** ppDevice) +{ + auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx12(MinimumFeatureLevel); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) +{ + hook->prepareForOverlay(_this); + + return (_this->*hook->Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeTarget)(pNewTargetParameters); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) +{ + hook->resetRenderState(); + return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +DX12_Hook::DX12_Hook(): + initialized(false), + pCmdAlloc(nullptr), + pCmdList(nullptr), + pDescriptorHeap(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX11 will be used to render the overlay. + D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) + ); + EndHook(); + +} + +DX12_Hook::~DX12_Hook() +{ + PRINT_DEBUG("DX11 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX12_Hook::Create() +{ + if (hook == nullptr) + { + hook = new DX12_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) +{ + void** vTable = *reinterpret_cast(pDevice); + + /* +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] + +#undef LOAD_FUNC + */ + vTable = *reinterpret_cast(pSwapChain); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] + LOAD_FUNC(Present); + LOAD_FUNC(ResizeBuffers); + LOAD_FUNC(ResizeTarget); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h new file mode 100644 index 0000000..5851bbd --- /dev/null +++ b/overlay_experimental/DX12_Hook.h @@ -0,0 +1,49 @@ +#ifndef __INCLUDED_DX12_HOOK_H__ +#define __INCLUDED_DX12_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX12_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d12.dll"; + +private: + // Variables + bool initialized; + ID3D12CommandAllocator* pCmdAlloc; + ID3D12GraphicsCommandList* pCmdList; + ID3D12DescriptorHeap* pDescriptorHeap; + D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor; + + // Functions + DX12_Hook(); + virtual ~DX12_Hook(); + + void hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel); + void resetRenderState(); + void prepareForOverlay(IDXGISwapChain* pSwapChain); + + // Hook to render functions + static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); + static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + + decltype(&IDXGISwapChain::Present) Present; + decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + + // Hook functions so we know we use DX11 + static decltype(D3D12CreateDevice) MyD3D12CreateDevice; + + decltype(D3D12CreateDevice)* D3D12CreateDevice; + +public: + static void Create(); // Initialize DX11 Hook. + + void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); +}; + +#endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp new file mode 100644 index 0000000..210e301 --- /dev/null +++ b/overlay_experimental/DX9_Hook.cpp @@ -0,0 +1,204 @@ +#include "../dll/base.h" +#include "DX9_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +static DX9_Hook* hook; + +////////////////////////////////////////////////////////////////// +///////// ///////// +///////// This hook doesn't support game resize for now ///////// +///////// ///////// +////////////////////////////////////////////////////////////////// + +void DX9_Hook::hook_dx9(UINT SDKVersion) +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked DirectX 9\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + IDirect3D9Ex* pD3D; + IDirect3DDevice9Ex* pDevice; + + Direct3DCreate9Ex(SDKVersion, &pD3D); + + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = GetForegroundWindow(); + + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDevice); + + loadFunctions(pDevice); + + UnhookAll(); + BeginHook(); + HookFuncs( + //std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), + std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) + //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) + ); + EndHook(); + + pDevice->Release(); + pD3D->Release(); + } +} + +void DX9_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + + ImGui_ImplDX9_Shutdown(); + } +} + +void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) +{ + IDirect3DSwapChain9* pSwapChain; + pDevice->GetSwapChain(0, &pSwapChain); + D3DPRESENT_PARAMETERS PresentParameters; + pSwapChain->GetPresentParameters(&PresentParameters); + + pSwapChain->Release(); + + if (!initialized) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + D3DDEVICE_CREATION_PARAMETERS param; + pDevice->GetCreationParameters(¶m); + + Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); + ImGui_ImplWin32_Init(param.hFocusWindow); + ImGui_ImplDX9_Init(pDevice); + initialized = true; + } + + ImGui_ImplDX9_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// DirectX 9 Initialization functions +IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) +{ + auto res = hook->Direct3DCreate9(SDKVersion); + + if( res != nullptr ) + hook->hook_dx9(SDKVersion); + + return res; +} + +HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) +{ + auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); + + if (SUCCEEDED(res)) + hook->hook_dx9(SDKVersion); + + return res; +} +///////////////////////////////////////////////////////////////////////////////////// + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) +{ + hook->resetRenderState(); + return (_this->*hook->Reset)(pPresentationParameters); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) +{ + //if( !hook->uses_present ) + hook->prepareForOverlay(_this); + return (_this->*hook->EndScene)(); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + hook->prepareForOverlay(_this); + return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + + +DX9_Hook::DX9_Hook(): + initialized(false), + uses_present(false) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. + // If its called, then DX9 will be used to render the overlay. + Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), + std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) + ); + EndHook(); +} + +DX9_Hook::~DX9_Hook() +{ + PRINT_DEBUG("DX9 Hook removed\n"); + + if (_hooked) + { + ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void DX9_Hook::Create() +{ + if( hook == nullptr ) + { + hook = new DX9_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} + +void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* obj) +{ + void** vTable = *reinterpret_cast(obj); + +#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] + LOAD_FUNC(Reset); + LOAD_FUNC(EndScene); + LOAD_FUNC(Present); + LOAD_FUNC(PresentEx); +#undef LOAD_FUNC +} \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h new file mode 100644 index 0000000..18b8ffb --- /dev/null +++ b/overlay_experimental/DX9_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_DX9_HOOK_H__ +#define __INCLUDED_DX9_HOOK_H__ + +#include +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class DX9_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "d3d9.dll"; + +private: + // Variables + bool initialized; + bool uses_present; + + // Functions + DX9_Hook(); + virtual ~DX9_Hook(); + + void hook_dx9(UINT SDKVersion); + void resetRenderState(); + void prepareForOverlay(IDirect3DDevice9* pDevice); + + // Hook to render functions + decltype(&IDirect3DDevice9::Reset) Reset; + decltype(&IDirect3DDevice9::EndScene) EndScene; + decltype(&IDirect3DDevice9::Present) Present; + decltype(&IDirect3DDevice9Ex::PresentEx) PresentEx; + + static HRESULT STDMETHODCALLTYPE MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters); + static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9 *_this); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + + // Hook functions so we know we use DX9 + static decltype(Direct3DCreate9) MyDirect3DCreate9; + static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; + + decltype(Direct3DCreate9)* Direct3DCreate9; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; + +public: + static void Create(); // Initialize DX9 Hook. + + void loadFunctions(IDirect3DDevice9Ex *obj); +}; + +#endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h new file mode 100644 index 0000000..43cddfb --- /dev/null +++ b/overlay_experimental/DirectX_VTables.h @@ -0,0 +1,330 @@ +#pragma once + +#include + +enum class IDXGISwapChainVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // IDXGIObject + SetPrivateData, + SetPrivateDataInterface, + GetPrivateData, + GetParent, + + // IDXGIDeviceSubObject + GetDevice, + + // IDXGISwapChain + Present, + GetBuffer, + SetFullscreenState, + GetFullscreenState, + GetDesc, + ResizeBuffers, + ResizeTarget, + GetContainingOutput, + GetFrameStatistics, + GetLastPresentCount, +}; + +enum class ID3D11DeviceVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D11Device + CreateBuffer, + CreateTexture1D, + CreateTexture2D, + CreateTexture3D, + CreateShaderResourceView, + CreateUnorderedAccessView, + CreateRenderTargetView, + CreateDepthStencilView, + CreateInputLayout, + CreateVertexShader, + CreateGeometryShader, + CreateGeometryShaderWithStreamOutput, + CreatePixelShader, + CreateHullShader, + CreateDomainShader, + CreateComputeShader, + CreateClassLinkage, + CreateBlendState, + CreateDepthStencilState, + CreateRasterizerState, + CreateSamplerState, + CreateQuery, + CreatePredicate, + CreateCounter, + CreateDeferredContext, + OpenSharedResource, + CheckFormatSupport, + CheckMultisampleQualityLevels, + CheckCounterInfo, + CheckCounter, + CheckFeatureSupport, + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + GetFeatureLevel, + GetCreationFlags, + GetDeviceRemovedReason, + GetImmediateContext, + SetExceptionMode, + GetExceptionMode, +}; + +enum class ID3D10DeviceVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D10Device + VSSetConstantBuffers, + PSSetShaderResources, + PSSetShader, + PSSetSamplers, + VSSetShader, + DrawIndexed, + Draw, + PSSetConstantBuffers, + IASetInputLayout, + IASetVertexBuffers, + IASetIndexBuffer, + DrawIndexedInstanced, + DrawInstanced, + GSSetConstantBuffers, + GSSetShader, + IASetPrimitiveTopology, + VSSetShaderResources, + VSSetSamplers, + SetPredication, + GSSetShaderResources, + GSSetSamplers, + OMSetRenderTargets, + OMSetBlendState, + OMSetDepthStencilState, + SOSetTargets, + DrawAuto, + RSSetState, + RSSetViewports, + RSSetScissorRects, + CopySubresourceRegion, + CopyResource, + UpdateSubresource, + ClearRenderTargetView, + ClearDepthStencilView, + GenerateMips, + ResolveSubresource, + VSGetConstantBuffers, + PSGetShaderResources, + PSGetShader, + PSGetSamplers, + VSGetShader, + PSGetConstantBuffers, + IAGetInputLayout, + IAGetVertexBuffers, + IAGetIndexBuffer, + GSGetConstantBuffers, + GSGetShader, + IAGetPrimitiveTopology, + VSGetShaderResources, + VSGetSamplers, + GetPredication, + GSGetShaderResources, + GSGetSamplers, + OMGetRenderTargets, + OMGetBlendState, + OMGetDepthStencilState, + SOGetTargets, + RSGetState, + RSGetViewports, + RSGetScissorRects, + GetDeviceRemovedReason, + SetExceptionMode, + GetExceptionMode, + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + ClearState, + Flush, + CreateBuffer, + CreateTexture1D, + CreateTexture2D, + CreateTexture3D, + CreateShaderResourceView, + CreateRenderTargetView, + CreateDepthStencilView, + CreateInputLayout, + CreateVertexShader, + CreateGeometryShader, + CreateGeometryShaderWithStreamOutput, + CreatePixelShader, + CreateBlendState, + CreateDepthStencilState, + CreateRasterizerState, + CreateSamplerState, + CreateQuery, + CreatePredicate, + CreateCounter, + CheckFormatSupport, + CheckMultisampleQualityLevels, + CheckCounterInfo, + CheckCounter, + GetCreationFlags, + OpenSharedResource, + SetTextFilterSize, + GetTextFilterSize, +}; + +enum class IDirect3DDevice9VTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // IDirect3DDevice9 + TestCooperativeLevel, + GetAvailableTextureMem, + EvictManagedResources, + GetDirect3D, + GetDeviceCaps, + GetDisplayMode, + GetCreationParameters, + SetCursorProperties, + SetCursorPosition, + ShowCursor, + CreateAdditionalSwapChain, + GetSwapChain, + GetNumberOfSwapChains, + Reset, + Present, + GetBackBuffer, + GetRasterStatus, + SetDialogBoxMode, + SetGammaRamp, + GetGammaRamp, + CreateTexture, + CreateVolumeTexture, + CreateCubeTexture, + CreateVertexBuffer, + CreateIndexBuffer, + CreateRenderTarget, + CreateDepthStencilSurface, + UpdateSurface, + UpdateTexture, + GetRenderTargetData, + GetFrontBufferData, + StretchRect, + ColorFill, + CreateOffscreenPlainSurface, + SetRenderTarget, + GetRenderTarget, + SetDepthStencilSurface, + GetDepthStencilSurface, + BeginScene, + EndScene, + Clear, + SetTransform, + GetTransform, + MultiplyTransform, + SetViewport, + GetViewport, + SetMaterial, + GetMaterial, + SetLight, + GetLight, + LightEnable, + GetLightEnable, + SetClipPlane, + GetClipPlane, + SetRenderState, + GetRenderState, + CreateStateBlock, + BeginStateBlock, + EndStateBlock, + SetClipStatus, + GetClipStatus, + GetTexture, + SetTexture, + GetTextureStageState, + SetTextureStageState, + GetSamplerState, + SetSamplerState, + ValidateDevice, + SetPaletteEntries, + GetPaletteEntries, + SetCurrentTexturePalette, + GetCurrentTexturePalette, + SetScissorRect, + GetScissorRect, + SetSoftwareVertexProcessing, + GetSoftwareVertexProcessing, + SetNPatchMode, + GetNPatchMode, + DrawPrimitive, + DrawIndexedPrimitive, + DrawPrimitiveUP, + DrawIndexedPrimitiveUP, + ProcessVertices, + CreateVertexDeclaration, + SetVertexDeclaration, + GetVertexDeclaration, + SetFVF, + GetFVF, + CreateVertexShader, + SetVertexShader, + GetVertexShader, + SetVertexShaderConstantF, + GetVertexShaderConstantF, + SetVertexShaderConstantI, + GetVertexShaderConstantI, + SetVertexShaderConstantB, + GetVertexShaderConstantB, + SetStreamSource, + GetStreamSource, + SetStreamSourceFreq, + GetStreamSourceFreq, + SetIndices, + GetIndices, + CreatePixelShader, + SetPixelShader, + GetPixelShader, + SetPixelShaderConstantF, + GetPixelShaderConstantF, + SetPixelShaderConstantI, + GetPixelShaderConstantI, + SetPixelShaderConstantB, + GetPixelShaderConstantB, + DrawRectPatch, + DrawTriPatch, + DeletePatch, + CreateQuery, + + // IDirect3DDevice9Ex + SetConvolutionMonoKernel, + ComposeRects, + PresentEx, + GetGPUThreadPriority, + SetGPUThreadPriority, + WaitForVBlank, + CheckResourceResidency, + SetMaximumFrameLatency, + GetMaximumFrameLatency, + CheckDeviceState, + CreateRenderTargetEx, + CreateOffscreenPlainSurfaceEx, + CreateDepthStencilSurfaceEx, + ResetEx, + GetDisplayModeEx, +}; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp new file mode 100644 index 0000000..d3d2d9c --- /dev/null +++ b/overlay_experimental/Hook_Manager.cpp @@ -0,0 +1,178 @@ +#include "../dll/dll.h" +#include "Hook_Manager.h" + +#include "../detours/detours.h" + +#include "DX12_Hook.h" +#include "DX11_Hook.h" +#include "DX10_Hook.h" +#include "DX9_Hook.h" + +#include + +decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; +decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; +decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; +decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; + +void create_hookA(const char* libname) +{ + if (!strcmp(libname, "d3d9.dll")) + DX9_Hook::Create(); + else if (!strcmp(libname, "d3d10.dll")) + DX10_Hook::Create(); + else if (!strcmp(libname, "d3d11.dll")) + DX11_Hook::Create(); + else if (!strcmp(libname, "d3d12.dll")) + DX12_Hook::Create(); +} + +void create_hookW(const wchar_t *libname) +{ + if (!wcscmp(libname, L"d3d9.dll")) + DX9_Hook::Create(); + else if (!wcscmp(libname, L"d3d10.dll")) + DX10_Hook::Create(); + else if (!wcscmp(libname, L"d3d11.dll")) + DX11_Hook::Create(); + else if (!wcscmp(libname, L"d3d12.dll")) + DX12_Hook::Create(); +} + +HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) +{ + auto res = _LoadLibraryA(lpLibFileName); + create_hookA(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryW(LPCWSTR lpLibFileName) +{ + auto res = _LoadLibraryW(lpLibFileName); + create_hookW(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +{ + auto res = _LoadLibraryA(lpLibFileName); + create_hookA(lpLibFileName); + return res; +} + +HMODULE WINAPI mLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +{ + auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); + create_hookW(lpLibFileName); + return res; +} + +Hook_Manager::Hook_Manager(): + _isSet(false), + _LoadLibraryHooked(false) +{} + +Hook_Manager::~Hook_Manager() +{ + for (auto& i : _hooks) + delete i; +} + +Hook_Manager& Hook_Manager::Inst() +{ + static Hook_Manager hook; + return hook; +} + +void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) +{ + overlay = ovlay; + HookLoadLibrary(); + std::vector const libraries = { "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != 0 && x != INVALID_HANDLE_VALUE) + return true; + return false; + }); + + if (it == libraries.end()) + break; + + if (*it == "d3d9.dll") + DX9_Hook::Create(); + else if (*it == "d3d10.dll") + DX10_Hook::Create(); + else if (*it == "d3d11.dll") + DX11_Hook::Create(); + else if (*it == "d3d12.dll") + DX12_Hook::Create(); + + ++it; + } +} + +void Hook_Manager::UnHookLoadLibrary() +{ + _LoadLibraryHooked = false; + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); + + DetourDetach((PVOID*)& _LoadLibraryA, mLoadLibraryA); + DetourDetach((PVOID*)& _LoadLibraryW, mLoadLibraryW); + DetourDetach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); + DetourDetach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); + + DetourTransactionCommit(); +} + +void Hook_Manager::HookLoadLibrary() +{ + if (!_isSet && !_LoadLibraryHooked) + { + _LoadLibraryHooked = true; + + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); + + DetourAttach((PVOID*)& _LoadLibraryA, mLoadLibraryA); + DetourAttach((PVOID*)& _LoadLibraryW, mLoadLibraryW); + DetourAttach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); + DetourAttach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); + + DetourTransactionCommit(); + } +} + +void Hook_Manager::FoundHook(Base_Hook* hook) +{ + if (!_isSet) + { + _isSet = true; + + UnHookLoadLibrary(); + + // Remove all hooks that are unused + _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { + if (hook != it_hook) + { + delete it_hook; + return true; + } + return false; + }), _hooks.end()); + } +} + +void Hook_Manager::ChangeGameWindow(HWND hWnd) const +{ + overlay->HookReady(hWnd); +} + +void Hook_Manager::CallOverlayProc(int width, int height) const +{ + overlay->OverlayProc(width, height); +} \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h new file mode 100644 index 0000000..5451d78 --- /dev/null +++ b/overlay_experimental/Hook_Manager.h @@ -0,0 +1,46 @@ +#ifndef __INCLUDED_HOOK_BASE_H__ +#define __INCLUDED_HOOK_BASE_H__ + +#include +#include +#include "Base_Hook.h" + +class Hook_Manager +{ + friend class Base_Hook; +public: + using overlayProc_t = void(*)(int,int); + using hookReady_t = void(*)(void*); + +protected: + std::vector _hooks; + + WNDPROC _gameWndProc; // The game main windows proc + HWND _gameHWnd; // The game main window + bool _showOverlay; // Should we render the overlay + bool _isSet; // Is the renderer hooked ? + bool _LoadLibraryHooked; // Are the LoadLibrary functions hooked ? + class Steam_Overlay* overlay; + + Hook_Manager(); + virtual ~Hook_Manager(); + + void HookLoadLibrary(); + void UnHookLoadLibrary(); + +public: + static Hook_Manager& Inst(); + + void HookRenderer(Steam_Overlay *overlay); + + // Set the found hook and free all other hooks + void FoundHook(Base_Hook *hook); + + inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } + void ChangeGameWindow(HWND hWnd) const; + void CallOverlayProc(int width, int height) const; + Steam_Overlay* GetOverlay() const { return overlay; } +}; + + +#endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file From 176c9eb7dd833732629b84c4981e9fffb3050e53 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:25:46 +0200 Subject: [PATCH 002/494] Added ImGui base code I'll implement overlay with ImGui --- ImGui/imconfig.h | 93 + ImGui/imgui.cpp | 9899 ++++++++++++++++++++++++++++++ ImGui/imgui.h | 2219 +++++++ ImGui/imgui_draw.cpp | 3358 ++++++++++ ImGui/imgui_internal.h | 1714 ++++++ ImGui/imgui_widgets.cpp | 7505 ++++++++++++++++++++++ ImGui/impls/imgui_impl_dx10.cpp | 524 ++ ImGui/impls/imgui_impl_dx10.h | 23 + ImGui/impls/imgui_impl_dx11.cpp | 534 ++ ImGui/impls/imgui_impl_dx11.h | 24 + ImGui/impls/imgui_impl_dx12.cpp | 650 ++ ImGui/impls/imgui_impl_dx12.h | 34 + ImGui/impls/imgui_impl_dx9.cpp | 284 + ImGui/impls/imgui_impl_dx9.h | 23 + ImGui/impls/imgui_impl_win32.cpp | 322 + ImGui/impls/imgui_impl_win32.h | 21 + 16 files changed, 27227 insertions(+) create mode 100644 ImGui/imconfig.h create mode 100644 ImGui/imgui.cpp create mode 100644 ImGui/imgui.h create mode 100644 ImGui/imgui_draw.cpp create mode 100644 ImGui/imgui_internal.h create mode 100644 ImGui/imgui_widgets.cpp create mode 100644 ImGui/impls/imgui_impl_dx10.cpp create mode 100644 ImGui/impls/imgui_impl_dx10.h create mode 100644 ImGui/impls/imgui_impl_dx11.cpp create mode 100644 ImGui/impls/imgui_impl_dx11.h create mode 100644 ImGui/impls/imgui_impl_dx12.cpp create mode 100644 ImGui/impls/imgui_impl_dx12.h create mode 100644 ImGui/impls/imgui_impl_dx9.cpp create mode 100644 ImGui/impls/imgui_impl_dx9.h create mode 100644 ImGui/impls/imgui_impl_win32.cpp create mode 100644 ImGui/impls/imgui_impl_win32.h diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h new file mode 100644 index 0000000..2b77129 --- /dev/null +++ b/ImGui/imconfig.h @@ -0,0 +1,93 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) +// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +//#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). +//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. +//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of imgui cpp files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp new file mode 100644 index 0000000..3b9996a --- /dev/null +++ b/ImGui/imgui.cpp @@ -0,0 +1,9899 @@ +// dear imgui, v1.72 WIP +// (main code and documentation) + +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui +// Releases change-log at https://github.com/ocornut/imgui/releases +// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 + +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but I need your support to sustain development and maintenance. +// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. +// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE (read me!) + - Read first. + - How to update to a newer version of Dear ImGui. + - Getting started with integrating Dear ImGui in your code/engine. + - This is how a simple application may look like (2 variations). + - This is how a simple rendering function may look like. + - Using gamepad/keyboard navigation controls. +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - Where is the documentation? + - Which version should I get? + - Who uses Dear ImGui? + - Why the odd dual naming, "Dear ImGui" vs "ImGui"? + - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + - How can I display an image? What is ImTextureID, how does it works? + - Why are multiple widgets reacting when I interact with a single one? How can I have + multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... + - How can I use my own math types instead of ImVec2/ImVec4? + - How can I load a different font than the default? + - How can I easily use icons in my application? + - How can I load multiple fonts? + - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I interact with standard C++ types (such as std::string and std::vector)? + - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) + - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) + - I integrated Dear ImGui in my engine and the text or lines are blurry.. + - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + - How can I help? + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiListClipper +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUG WINDOW + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize screen real-estate usage. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. + opening a tree node for the first time, etc. but a typical frame should not allocate anything). + + Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A our Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) + - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW + + + PROGRAMMER GUIDE + ================ + + READ FIRST: + + - Read the FAQ below this section! + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction + or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: + + - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - Try to keep your copy of dear imgui reasonably up to date. + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: + + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - Add the Dear ImGui source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that your your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->TexID = (void*)texture; + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.MousePos = my_mouse_pos; // set the mouse position + io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states + io.MouseDown[1] = my_mouse_buttons[1]; + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: + + void void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // The texture for the draw call is specified by pcmd->TextureId. + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->TextureId); + + // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) + // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. + // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + ImVec2 pos = draw_data->DisplayPos; + MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + } + + - The examples/ folders contains many actual implementation of the pseudo-codes above. + - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. + - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Gamepad: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). + Note that io.NavInputs[] is cleared by EndFrame(). + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: + 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. + - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. + - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo + to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. + when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. + If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) + { + float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; + return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); + } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } + became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. + it is now recommended that you sample the font texture with bilinear interpolation. + (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + ====================================== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: Which version should I get? + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + fixed fast when reported. You may also peak at the 'docking' branch which includes: + - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) + - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) + Many projects are using this branch and it is kept in sync with master regularly. + + Q: Who uses Dear ImGui? + A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and + "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages + for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + + Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + longer name "Dear ImGui" that people can use to refer to this specific library. + Please try to refer to this library as "Dear ImGui". + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) + - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. + This is because imgui needs to detect that you clicked in the void to unfocus its own windows. + Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). + It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. + Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also + perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). + Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically + have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs + were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + + Q: How can I display an image? What is ImTextureID, how does it works? + A: Short explanation: + - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. + - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. + - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. + + Long explanation: + - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. + At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code + to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). + - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. + ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. + Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. + - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying + an image from the end-user perspective. This is what the _examples_ rendering functions are using: + + OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) + DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) + DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) + + For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. + Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure + tying together both the texture and information about its format and how to read it. + - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about + the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase + is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. + If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID + representation suggested by the example bindings is probably the best choice. + (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) + + User code may do: + + // Cast our texture type to ImTextureID / void* + MyTexture* texture = g_CoffeeTableTexture; + ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); + + The renderer function called after ImGui::Render() will receive that same value that the user code passed: + + // Cast ImTextureID / void* stored in the draw command as our texture type + MyTexture* texture = (MyTexture*)pcmd->TextureId; + MyEngineBindTexture2D(texture); + + Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. + This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. + If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. + + Here's a simplified OpenGL example using stb_image.h: + + // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: + #define STB_IMAGE_IMPLEMENTATION + #include + [...] + int my_image_width, my_image_height; + unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); + + // Turn the RGBA pixel data into an OpenGL texture: + GLuint my_opengl_texture; + glGenTextures(1, &my_opengl_texture); + glBindTexture(GL_TEXTURE_2D, my_opengl_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + + // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: + ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); + + C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. + Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. + Examples: + + GLuint my_tex = XXX; + void* my_void_ptr; + my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) + my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint + + ID3D11ShaderResourceView* my_dx11_srv = XXX; + void* my_void_ptr; + my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* + my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* + + Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + + Q: Why are multiple widgets reacting when I interact with a single one? + Q: How can I have multiple widgets with the same label or with an empty label? + A: A primer on labels and the ID Stack... + + Dear ImGui internally need to uniquely identify UI elements. + Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. + Interactive widgets (such as calls to Button buttons) need a unique ID. + Unique ID are used internally to track active widgets and occasionally associate state to widgets. + Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. + + - Unique ID are often derived from a string label: + + Button("OK"); // Label = "OK", ID = hash of (..., "OK") + Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") + + - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having + two buttons labeled "OK" in different windows or different tree locations is fine. + We used "..." above to signify whatever was already pushed to the ID stack previously: + + Begin("MyWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") + End(); + Begin("MyOtherWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") + End(); + + - If you have a same ID twice in the same location, you'll have a conflict: + + Button("OK"); + Button("OK"); // ID collision! Interacting with either button will trigger the first one. + + Fear not! this is easy to solve and there are many ways to solve it! + + - Solving ID conflict in a simple/local context: + When passing a label you can optionally specify extra ID information within string itself. + Use "##" to pass a complement to the ID that won't be visible to the end-user. + This helps solving the simple collision cases when you know e.g. at compilation time which items + are going to be created: + + Begin("MyWindow"); + Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") + Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above + Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above + End(); + + - If you want to completely hide the label, but still need an ID: + + Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! + + - Occasionally/rarely you might want change a label while preserving a constant ID. This allows + you to animate labels. For example you may want to include varying information in a window title bar, + but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: + + Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") + Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different + + sprintf(buf, "My game (%f FPS)###MyGame", fps); + Begin(buf); // Variable title, ID = hash of "MyGame" + + - Solving ID conflict in a more general manner: + Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts + within the same window. This is the most convenient way of distinguishing ID when iterating and + creating many UI elements programmatically. + You can push a pointer, a string or an integer value into the ID stack. + Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. + At each level of the stack we store the seed used for items at this level of the ID stack. + + Begin("Window"); + for (int i = 0; i < 100; i++) + { + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); + } + End(); + + - You can stack multiple prefixes into the ID stack: + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); + PopID(); + + - Tree nodes implicitly creates a scope for you by calling PushID(). + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) + { + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); + } + + - When working with trees, ID are used to preserve the open/close state of each tree node. + Depending on your use cases you may want to use strings, indices or pointers as ID. + e.g. when following a single pointer that may change over time, using a static string as ID + will preserve your node open/closed state when the targeted object change. + e.g. when displaying a list of objects, using indices or pointers as ID will preserve the + node open/closed state differently. See what makes more sense in your situation! + + Q: How can I use my own math types instead of ImVec2/ImVec4? + A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. + This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. + + Q: How can I load a different font than the default? + A: Use the font atlas to load the TTF/OTF file you want: + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + (Read the 'misc/fonts/README.txt' file for more details about font loading.) + + New programmers: remember that in C/C++ and most programming languages if you want to use a + backslash \ within a string literal, you need to write it double backslash "\\": + io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) + io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT + io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT + + Q: How can I easily use icons in my application? + A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you + main font. Then you can refer to icons within your strings. + You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. + (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) + With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, + and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. + + Q: How can I load multiple fonts? + A: Use the font atlas to pack them into a single texture: + (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) + + ImGuiIO& io = ImGui::GetIO(); + ImFont* font0 = io.Fonts->AddFontDefault(); + ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + // the first loaded font gets used by default + // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime + + // Options + ImFontConfig config; + config.OversampleH = 2; + config.OversampleV = 1; + config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up + config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); + + // Combine multiple fonts into one (e.g. for icon fonts) + static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; + ImFontConfig config; + config.MergeMode = true; + io.Fonts->AddFontDefault(); + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs + + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. + + // Add default Japanese ranges + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) + ImVector ranges; + ImFontGlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 + by using the u8"hello" syntax. Specifying literal in your source code using a local code page + (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + + Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). + The applications in examples/ are doing that. + Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). + You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. + Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for + the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. + + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), + and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use + any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. + - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. + - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API + lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. + Prefer using them over the old and awkward Combo()/ListBox() api. + - Generally for most high-level types you should be able to access the underlying data type. + You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). + - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass + to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. + Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. + Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those + are not configurable and not the same across implementations. + - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount + of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern + is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. + One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str + This is a small helper where you can instance strings with configurable local buffers length. Many game engines will + provide similar or better string helpers. + + Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. + (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) + Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + contents behind or over every other imgui windows (one bg/fg drawlist per viewport). + - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create + your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". + (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) + - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) + This is the preferred solution for developer productivity. + In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple + and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect + to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. + Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. + - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends + the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. + - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate + for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing + for screen real-estate and precision. + + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). + Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. + + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + A: You are probably mishandling the clipping rectangles in your render function. + Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + + Q: How can I help? + A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. + - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. + - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + + - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. + this is also useful to set yourself in the context of another window (to get/set other settings) + - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". + - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle + of a deep nested inner loop in your code. + - tip: you can call Render() multiple times (e.g for VR renders). + - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) +static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); +static void CheckStacksSize(ImGuiWindow* window, bool write); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +static ImRect GetViewportRect(); + +// Settings +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); + +namespace ImGui +{ +static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingList(); +static void NavUpdateMoveResult(); +static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static inline void NavUpdateAnyRequestFlag(); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Misc +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). +// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call +// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. +// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. +// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts, you can: +// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. +// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif + +static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; +static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in ImGui + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. + AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f/60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; + KeyRepeatDelay = 0.250f; + KeyRepeatRate = 0.050f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; + ImeWindowHandle = NULL; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + RenderDrawListsFn = NULL; +#endif + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +//----------------------------------------------------------------------------- + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)toupper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (toupper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (toupper(*a) != toupper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +//#define IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "imstb_sprintf.h" +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +FILE* ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) + const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; + const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); + ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); + return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && file_open_mode); + if (out_file_size) + *out_file_size = 0; + + FILE* f; + if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + return NULL; + + long file_size_signed; + if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + { + fclose(f); + return NULL; + } + + size_t file_size = (size_t)file_size_signed; + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + fclose(f); + return NULL; + } + if (fread(file_data, 1, file_size, f) != file_size) + { + fclose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + fclose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bits character, process single character input. +// Based on stb_from_utf8() from github.com/nothings/stb/ +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + unsigned int c = (unsigned int)-1; + const unsigned char* str = (const unsigned char*)in_text; + if (!(*str & 0x80)) + { + c = (unsigned int)(*str++); + *out_char = c; + return 1; + } + if ((*str & 0xe0) == 0xc0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 2) return 1; + if (*str < 0xc2) return 2; + c = (unsigned int)((*str++ & 0x1f) << 6); + if ((*str & 0xc0) != 0x80) return 2; + c += (*str++ & 0x3f); + *out_char = c; + return 2; + } + if ((*str & 0xf0) == 0xe0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 3) return 1; + if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; + if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x0f) << 12); + if ((*str & 0xc0) != 0x80) return 3; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 3; + c += (*str++ & 0x3f); + *out_char = c; + return 3; + } + if ((*str & 0xf8) == 0xf0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 4) return 1; + if (*str > 0xf4) return 4; + if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; + if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x07) << 18); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 12); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 4; + c += (*str++ & 0x3f); + // utf-8 encodings of values used in surrogate pairs are invalid + if ((c & 0xFFFFF800) == 0xD800) return 4; + *out_char = c; + return 4; + } + *out_char = 0; + return 0; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c >= 0xdc00 && c < 0xe000) + { + return 0; + } + if (c >= 0xd800 && c < 0xdc00) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + //else if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int dummy = 0; + return ImTextCharFromUtf8(&dummy, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c >= 0xdc00 && c < 0xe000) return 0; + if (c >= 0xd800 && c < 0xdc00) return 4; + return 3; +} + +int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_out = buf; + const char* buf_end = buf + buf_size; + while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_out++ = (char)c; + else + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + } + *buf_out = 0; + return (int)(buf_out - buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILTIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f/255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f/360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + float style_alpha = GImGui->Style.Alpha; + if (style_alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + if (Data.Size > 1) + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +{ + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } + else + { + InputBuf[0] = 0; + CountGrep = 0; + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + ImGuiTextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const ImGuiTextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + +static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a 4th step to display the last item in a regular manner. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +// Use case B: Begin() called from constructor with items_height>0 +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +void ImGuiListClipper::Begin(int count, float items_height) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = count; + StepNo = 0; + DisplayEnd = DisplayStart = -1; + if (ItemsHeight > 0.0f) + { + ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display + if (DisplayStart > 0) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + StepNo = 2; + } +} + +void ImGuiListClipper::End() +{ + if (ItemsCount < 0) + return; + // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + StepNo = 3; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) + { + ItemsCount = -1; + return false; + } + if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + { + DisplayStart = 0; + DisplayEnd = 1; + StartPosY = window->DC.CursorPos.y; + StepNo = 1; + return true; + } + if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + { + if (ItemsCount == 1) { ItemsCount = -1; return false; } + float items_height = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically + Begin(ItemsCount - 1, items_height); + DisplayStart++; + DisplayEnd++; + StepNo = 3; + return true; + } + if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + { + IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + StepNo = 3; + return true; + } + if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. + End(); + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + // FIXME-STYLE: RenderPixelEllipsis() style should use actual font data. + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const int ellipsis_dot_count = 3; + const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; + const char* text_end_ellipsis = NULL; + + float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + + const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; + if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x) + RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f,+0.750f) * r; + b = ImVec2(-0.866f,-0.750f) * r; + c = ImVec2(+0.866f,-0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f,+0.000f) * r; + b = ImVec2(-0.750f,+0.866f) * r; + c = ImVec2(-0.750f,-0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness*0.5f; + pos += ImVec2(thickness*0.25f, thickness*0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third*0.5f; + window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); + window->DrawList->PathStroke(col, false, thickness); +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) + : DrawListInst(&context->DrawListSharedData) +{ + Name = ImStrdup(name); + ID = ImHashStr(name); + IDStack.push_back(ID); + Flags = ImGuiWindowFlags_None; + Pos = ImVec2(0.0f, 0.0f); + Size = SizeFull = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); + WindowPadding = ImVec2(0.0f, 0.0f); + WindowRounding = 0.0f; + WindowBorderSize = 0.0f; + NameBufLen = (int)strlen(name) + 1; + MoveId = GetID("#MOVE"); + ChildId = 0; + Scroll = ImVec2(0.0f, 0.0f); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + ScrollbarSizes = ImVec2(0.0f, 0.0f); + ScrollbarX = ScrollbarY = false; + Active = WasActive = false; + WriteAccessed = false; + Collapsed = false; + WantCollapseToggle = false; + SkipItems = false; + Appearing = false; + Hidden = false; + HasCloseButton = false; + ResizeBorderHeld = -1; + BeginCount = 0; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; + PopupId = 0; + AutoFitFramesX = AutoFitFramesY = -1; + AutoFitOnlyGrows = false; + AutoFitChildAxises = 0x00; + AutoPosLastDirection = ImGuiDir_None; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + + LastFrameActive = -1; + ItemWidthDefault = 0.0f; + FontWindowScale = 1.0f; + SettingsIdx = -1; + + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + ParentWindow = NULL; + RootWindow = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumns(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + return ImHashStr(str, str_end ? (str_end - str) : 0, seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&ptr, sizeof(void*), seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::SetNavID(ImGuiID id, int nav_layer) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowNavDirFlags = 0; + g.ActiveIdBlockNavInputFlags = 0; + g.ActiveIdAllowOverlap = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } +} + +// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavId = id; + g.NavWindow = window; + g.NavLayer = nav_layer; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + + return true; +} + +// Advance cursor given item size for layout. +void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Always align ourselves on pixel boundaries + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); + const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.PrevLineTextBaseOffset = text_base_offset; + window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +{ + ItemSize(bb.GetSize(), text_offset_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif + } + + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); + + // Test for bounding box overlap, as updated as ItemAdd() + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. + // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. + //if (g.HoveredWindow != window) + // return false; + if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) + return false; + + // Test if another item is active (e.g. being dragged) + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) + return false; + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + return false; + if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + return false; + + SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakID == id) + IM_DEBUG_BREAK(); + + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || id != g.ActiveId) + if (clip_even_when_logged || !g.LogEnabled) + return true; + return false; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterAll++; + if (is_tab_stop) + window->DC.FocusCounterTab++; + + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + return true; + if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + { + g.NavJustTabbedId = id; + return true; + } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); + } + + return false; +} + +void ImGui::FocusableItemUnregister(ImGuiWindow* window) +{ + window->DC.FocusCounterAll--; + window->DC.FocusCounterTab--; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiWindow* window = GImGui->CurrentWindow; + if (wrap_pos_x == 0.0f) + wrap_pos_x = window->WorkRect.Max.x; + else if (wrap_pos_x > 0.0f) + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return GImAllocatorAllocFunc(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + if (GImGui->IO.SetClipboardTextFn) + GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + return g.DrawData.Valid ? &g.DrawData : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + return &GImGui->BackgroundDrawList; +} + +static ImDrawList* GetForegroundDrawList(ImGuiWindow*) +{ + // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + return &GImGui->ForegroundDrawList; +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + return &GImGui->ForegroundDrawList; +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + } + FocusWindow(g.MovingWindow); + } + else + { + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window, handle left-click and right-click focus +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + // Initiate moving window + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + if (g.HoveredRootWindow != NULL) + { + StartMouseMovingWindow(g.HoveredWindow); + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + } + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) + { + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; + } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; + } +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + return; + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + ImGuiWindow* window = g.HoveredWindow; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + // FIXME: Lock scrolling window while not moving (see #2604) + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) + { + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step); + } + } + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + ImGuiWindow* window = g.HoveredWindow; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } + } +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + FindHoveredWindow(); + + // Modal windows prevents cursor from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window) + if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + g.HoveredRootWindow = g.HoveredWindow = NULL; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + if (g.IO.MouseClicked[i]) + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); + mouse_any_down |= g.IO.MouseDown[i]; + if (g.IO.MouseDown[i]) + if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) + mouse_earliest_button_down = i; + } + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + g.HoveredWindow = g.HoveredRootWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + if (g.WantCaptureMouseNextFrame != -1) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + else + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + + // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; + + // Load settings on first frame (if not explicitly loaded manually before) + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } + + g.Time += g.IO.DeltaTime; + g.FrameScopeActive = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + + // Setup current font and draw list shared data + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + g.BackgroundDrawList.Clear(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); + + g.ForegroundDrawList.Clear(); + g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.ForegroundDrawList.PushClipRectFullScreen(); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + g.DrawData.Clear(); + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Clear reference to active widget if the widget isn't alive anymore + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSourceOrTarget = false; + + // Update keyboard input state + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard directional navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Pressing TAB activate widget focus + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) + { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterAll = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) + g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); + if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) + g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; + + // Mark all windows as not visible + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; + } + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow, false); + + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + g.FrameScopePushedImplicitWindow = true; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; + ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; + ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsFocusOrder.clear(); + g.WindowsSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.DrawDataBuilder.ClearFreeMemory(); + g.BackgroundDrawList.ClearFreeMemory(); + g.ForegroundDrawList.ClearFreeMemory(); + g.PrivateClipboard.clear(); + g.InputTextState.ClearFreeMemory(); + + for (int i = 0; i < g.SettingsWindows.Size; i++) + IM_DELETE(g.SettingsWindows[i].Name); + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile && g.LogFile != stdout) + { + fclose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.empty()) + return; + + // Remove trailing command if unused + ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); + if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) + { + draw_list->CmdBuffer.pop_back(); + if (draw_list->CmdBuffer.empty()) + return; + } + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(out_render_list, window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active + AddWindowToDrawData(out_render_list, child); + } +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->Flags & ImGuiWindowFlags_Tooltip) + AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); + else + AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +{ + ImGuiIO& io = ImGui::GetIO(); + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = ImVec2(0.0f, 0.0f); + draw_data->DisplaySize = io.DisplaySize; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } +} + +// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. + return; + IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); + + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) + { + g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); + g.PlatformImeLastPos = g.PlatformImePos; + } + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + End(); + } + else + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.FrameScopePushedImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Show CTRL+TAB list window + if (g.NavWindowingTarget) + NavUpdateWindowingList(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) + { + g.DragDropWithinSourceOrTarget = true; + SetTooltip("..."); + g.DragDropWithinSourceOrTarget = false; + } + + // End frame + g.FrameScopeActive = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because childs may not exist yet + g.WindowsSortBuffer.resize(0); + g.WindowsSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); + g.Windows.swap(g.WindowsSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); +} + +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + g.FrameCountRendered = g.FrameCount; + + // Gather ImDrawList to render (for each active window) + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + g.DrawDataBuilder.Clear(); + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + g.DrawDataBuilder.FlattenIntoSingleLayer(); + + // Draw software mouse cursor if requested + if (g.IO.MouseDrawCursor) + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + + // Setup ImDrawData structure for end-user + SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); + g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; + g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + + // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(&g.DrawData); +#endif +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + text_size.x = (float)(int)(text_size.x + 0.95f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +int ImGui::GetKeyIndex(ImGuiKey imgui_key) +{ + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + return GImGui->IO.KeyMap[imgui_key]; +} + +// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +bool ImGui::IsKeyDown(int user_key_index) +{ + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); + return GImGui->IO.KeysDown[user_key_index]; +} + +int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +{ + if (t == 0.0f) + return 1; + if (t <= repeat_delay || repeat_rate <= 0.0f) + return 0; + const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); + return (count > 0) ? count : 0; +} + +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + if (key_index < 0) + return 0; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[key_index]; + return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) + return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(int user_key_index) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} + +bool ImGui::IsMouseDown(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +bool ImGui::IsMouseClicked(int button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + if (amount > 0) + return true; + } + + return false; +} + +bool ImGui::IsMouseReleased(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; +} + +bool ImGui::IsMouseDragging(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +ImVec2 ImGui::GetMousePos() +{ + return GImGui->IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + return GImGui->MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + GImGui->MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + return true; +} + +bool ImGui::IsItemClicked(int mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.GetSize(); +} + +static ImRect GetViewportRect() +{ + ImGuiContext& g = *GImGui; + return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); +} + +static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + char title[256]; + if (name) + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(title, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +static void CheckStacksSize(ImGuiWindow* window, bool write) +{ + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + ImGuiContext& g = *GImGui; + short* p_backup = &window->DC.StackSizesBackup[0]; + { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() + { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() + { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() + { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() + { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() + IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + window->Pos = ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + window->Pos = ImFloor(settings->Pos); + window->Collapsed = settings->Collapsed; + if (ImLengthSqr(settings->Size) > 0.00001f) + size = ImFloor(settings->Size); + } + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + g.WindowsFocusOrder.push_back(window); + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; +} + +static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +{ + ImGuiContext& g = *GImGui; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static ImVec2 CalcContentSize(ImGuiWindow* window) +{ + if (window->Collapsed) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->ContentSize; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->ContentSize; + + ImVec2 sz; + sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; +} + +static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +{ + ImVec2 size_contents = CalcContentSize(window); + return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +{ + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; + +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right + { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left + { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) rect.Max -= ImVec2(1,1); + if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top + if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right + if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom + if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left + IM_ASSERT(0); + return ImRect(); +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); + ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; + window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + struct ImGuiResizeBorderDef + { + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + float OuterAngle; + }; + static const ImGuiResizeBorderDef resize_border_def[4] = + { + { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top + { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right + { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom + { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left + }; + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + alpha = g.NextWindowData.BgAlphaVal; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + { + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + window = CreateNewWindow(name, size_on_first_use, flags); + } + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindowStack.push_back(window); + g.CurrentWindow = NULL; + CheckStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + + // Process SetNextWindow***() calls + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); + window->IDStack.resize(1); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + window->ContentSize = CalcContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = ImVec2(0.f, 0.f); + } + } + + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Clamp position/size so window stays visible within its viewport or monitor + + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + ImRect viewport_rect(GetViewportRect()); + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + { + if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + { + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ClampWindowRect(window, viewport_rect, clamp_padding); + } + } + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = { 0 }; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 + const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + if (!window->Collapsed) + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - NavScrollToBringItemIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + else + window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + window->DrawList->Clear(); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Draw modal window background (darkens what is behind them, all viewports) + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); + if (dim_bg_for_modal || dim_bg_for_window_list) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } + + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + + // [LEGACY] Contents Region + // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.MenuBarAppending = false; + window->DC.ChildWindows.resize(0); + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemFlagsStack.resize(0); + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + window->DC.CurrentColumns = NULL; + window->DC.TreeDepth = 0; + window->DC.TreeStoreMayJumpToParentOnPop = 0x00; + window->DC.StateStorage = &window->StateStorage; + window->DC.GroupStack.resize(0); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + + if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) + { + window->DC.ItemFlags = parent_window->DC.ItemFlags; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + } + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + if (g.ActiveId == move_id) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + window->DC.LastItemId = window->MoveId; + window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + window->DC.LastItemRect = title_bar_rect; +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentWindow(window); + } + + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + if (first_begin_of_the_frame) + window->WriteAccessed = false; + + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + return !skip_items; +} + +// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) +{ + // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. + if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) + SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); + + // Old API feature: override the window background alpha with a parameter. + if (bg_alpha_override >= 0.0f) + SetNextWindowBgAlpha(bg_alpha_override); + + return Begin(name, p_open, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + + if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + { + IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); + return; // FIXME-ERRORHANDLING + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + ImGuiWindow* window = g.CurrentWindow; + + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + CheckStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WindowsFocusOrder.back() == window) + return; + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.WindowsFocusOrder[i] == window) + { + memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); + g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Move the root window to the top of the pile + if (window->RootWindow) + window = window->RootWindow; + + // Steal focus on active widgets + if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + ClearActiveID(); + + // Bring to front + BringWindowToFocusFront(window); + if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) + BringWindowToDisplayFront(window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = GImGui->Style; + const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components-1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = (float)(int)w; + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); +} + +void ImGui::PopItemFlag() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleModifiers.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleModifiers.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + + if (flags & ImGuiHoveredFlags_AnyWindow) + { + if (g.HoveredWindow == NULL) + return false; + } + else + { + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } + } + + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + { + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; + } +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->Scroll.x = new_scroll_x; +} + +void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->Scroll.y = new_scroll_y; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = ImFloor(size.x); + } + else + { + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; + } + if (size.y > 0.0f) + { + window->AutoFitFramesY = 0; + window->SizeFull.y = ImFloor(size.y); + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentsRegionRect.GetWidth(); +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + +void ImGui::SetKeyboardFocusHere(int offset) +{ + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; + g.FocusRequestNextCounterTab = INT_MAX; +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + { + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHereY(); + } +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); +} + +void ImGui::PushID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + + if (!group_data.EmitItem) + { + window->DC.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), 0.0f); + ItemAdd(group_bb, 0); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) + window->DC.LastItemId = g.ActiveId; + else if (group_contains_prev_active_id) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + BeginTooltipEx(0, true); + } + else + { + BeginTooltipEx(0, false); + } +} + +// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +{ + ImGuiContext& g = *GImGui; + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (override_previous_tooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + BeginTooltip(); + else + BeginTooltipEx(0, true); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +bool ImGui::IsPopupOpen(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; +} + +bool ImGui::IsPopupOpen(const char* str_id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id)); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + int current_stack_size = g.BeginPopupStack.Size; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + g.OpenPopupStack.resize(current_stack_size + 1); + g.OpenPopupStack[current_stack_size] = popup_ref; + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; +} + +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.empty()) + return; + + // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + + End(); +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// You can pass a NULL str_id to use the identifier of the last item. +bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) +{ + if (!str_id) + str_id = "window_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (also_over_items || !IsAnyItemHovered()) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) +{ + if (!str_id) + str_id = "void_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Default popup policy + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + if (avail_w < size.x || avail_h < size.y) + continue; + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + *last_dir = dir; + return pos; + } + + // Fallback, try to keep within display + *last_dir = ImGuiDir_None; + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + IM_UNUSED(window); + ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; + ImRect r_screen = GetViewportRect(); + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetWindowAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + if (window->AutoPosLastDirection == ImGuiDir_None) + pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + return pos; + } + IM_ASSERT(0); + return window->Pos; +} + + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Contains(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + #endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +{ + ImGuiContext& g = *GImGui; + //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. + // return; + + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) + { + ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) + { + result = &g.NavMoveResultLocalVisibleSet; + result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->DC.FocusCounterTab; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + ImGui::NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; +} + +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) + return; + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; + + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent_window = nav_window; + while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent_window = parent_window->ParentWindow; + if (parent_window && parent_window != nav_window) + parent_window->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; +} + +static void NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + else + ImGui::NavInitWindow(g.NavWindow, true); +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + bool init_for_nav = false; + if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + if (init_for_nav) + { + SetNavID(0, g.NavLayer); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + if (IsMousePosValid(&g.IO.MousePos)) + return g.IO.MousePos; + return g.LastValidMousePos; + } + else + { + // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. + const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect visible_rect = GetViewportRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +// Scroll to keep newly navigated item fully into view +// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. +static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect.Contains(item_rect)) + return; + + ImGuiContext& g = *GImGui; + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + { + window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + { + window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; + } + if (item_rect.Min.y < window_rect.Min.y) + { + window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + else if (item_rect.Max.y >= window_rect.Max.y) + { + window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; + } +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + g.IO.WantSetMousePos = false; +#if 0 + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif + + // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) + { + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest) + NavUpdateMoveResult(); + + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } + + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + { + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); + g.IO.WantSetMousePos = true; + } + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + if (g.ActiveId != 0) + { + if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0); + g.NavIdIsAlive = false; + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else if (g.NavLayer != 0) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; + if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + { + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + { + SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + if (scroll_dir.y != 0.0f) + { + SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); + + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = 0; + } + g.NavMoveFromClampedRefRect = false; + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); + g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; + IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +// Apply result from previous frame navigation directional move request +static void ImGui::NavUpdateMoveResult() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (g.NavId != 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + return; + } + + // Select which result to use + ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) + result = &g.NavMoveResultLocalVisibleSet; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == 0) + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + NavScrollToBringItemIntoView(result->Window, rect_abs); + + // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); + ImVec2 delta_scroll = result->Window->Scroll - next_scroll; + result->RectRel.Translate(delta_scroll); + + // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). + if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) + NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + } + + ClearActiveID(); + g.NavWindow = result->Window; + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + } + SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + g.NavMoveFromClampedRefRect = false; +} + +static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + } + else + { + const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + return nav_scoring_rect_offset_y; + } + } + } + return 0.0f; +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) + return i; + return -1; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window != NULL) + { + g.NavWindowingTarget = NULL; + return; + } + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL-TAB or Square+L/R window selection + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + ClearActiveID(); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + + // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + NavRestoreLayer(new_nav_layer); + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingList() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingList == NULL) + g.NavWindowingList = FindWindowByName("###NavWindowingList"); + SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// Call when current ID is active. +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + int mouse_button = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + return false; + + if (source_id == 0) + { + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + else + { + g.ActiveIdAllowOverlap = false; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSourceOrTarget = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSourceOrTarget = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + { + // FIXME-DRAG: Settle on a proper default visuals for drop target. + r.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(r); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + if (push_clip_rect) window->DrawList->PopClipRect(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget); + g.DragDropWithinSourceOrTarget = false; +} + + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + if (g.LogFile) + vfprintf(g.LogFile, fmt, args); + else + g.LogBuffer.appendfv(fmt, args); + va_end(args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + g.LogLineFirstItem = true; + + const char* text_remaining = text; + if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. + // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_first_line = (line_start == text); + const bool is_last_line = (line_end == text_end); + if (!is_last_line || (line_start != line_end)) + { + const int char_count = (int)(line_end - line_start); + if (log_new_line || !is_first_line) + LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); + else if (g.LogLineFirstItem) + LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); + else + LogText(" %.*s", char_count, line_start); + g.LogLineFirstItem = false; + } + else if (log_new_line) + { + // An empty "" string at a different Y position should output a carriage return. + LogText(IM_NEWLINE); + break; + } + + if (is_last_line) + break; + text_remaining = line_end + 1; + } +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + FILE* f = ImFileOpen(filename, "ab"); + if (f == NULL) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: + fflush(g.LogFile); + break; + case ImGuiLogType_File: + fclose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); + const bool log_to_tty = Button("Log To TTY"); SameLine(); + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + g.SettingsWindows.push_back(ImGuiWindowSettings()); + ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + name = p; + settings->Name = ImStrdup(name); + settings->ID = ImHashStr(name); + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (int i = 0; i != g.SettingsWindows.Size; i++) + if (g.SettingsWindows[i].ID == id) + return &g.SettingsWindows[i]; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + char* buf = (char*)IM_ALLOC(ini_size + 1); + char* buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf[ini_size] = 0; + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + { + name_start = type_start; // Import legacy entries that have no type + type_start = "Window"; + } + else + { + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + } + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + IM_FREE(buf); + g.SettingsLoaded = true; +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + FILE* f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + fwrite(ini_data, sizeof(char), ini_data_size, f); + fclose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); + if (!settings) + settings = ImGui::CreateNewWindowSettings(name); + return (void*)settings; +} + +static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiContext& g = *ctx; + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + float x, y; + int i; + if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); + else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); + else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); +} + +static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = window->Pos; + settings->Size = window->SizeFull; + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve + for (int i = 0; i != g.SettingsWindows.Size; i++) + { + const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; + if (settings->Pos.x == FLT_MAX) + continue; + buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); + buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); + buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->appendf("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef __MINGW32__ +#include +#else +#include +#endif +#elif defined(__APPLE__) +#include +#endif + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#endif + +// Win32 clipboard implementation +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + static ImVector buf_local; + buf_local.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) + { + int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; + buf_local.resize(buf_len); + ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return buf_local.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); + ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (int i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + int length = (int)CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); + clipboard_text[length] = 0; + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.PrivateClipboard.clear(); + const char* text_end = text + strlen(text); + g.PrivateClipboard.resize((int)(text_end - text) + 1); + memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); + g.PrivateClipboard[(int)(text_end - text)] = 0; +} + +#endif + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +{ + // Notify OS Input Method Editor of text input position + if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM cf; + cf.ptCurrentPos.x = x; + cf.ptCurrentPos.y = y; + cf.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUG WINDOW +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW +void ImGui::ShowMetricsWindow(bool* p_open) +{ + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) + { + ImGui::End(); + return; + } + + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + + static bool show_windows_begin_order = false; + static bool show_windows_rects = false; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_drawcmd_clip_rects = true; + + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); + ImGui::Text("%d active allocations", io.MetricsActiveAllocations); + ImGui::Separator(); + + struct Funcs + { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + { + bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); + if (draw_list == ImGui::GetWindowDrawList()) + { + ImGui::SameLine(); + ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) ImGui::TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + int elem_offset = 0; + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) + { + if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) + continue; + if (pcmd->UserCallback) + { + ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) + { + ImRect clip_rect = pcmd->ClipRect; + ImRect vtxs_rect; + for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) + vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); + } + if (!pcmd_node_open) + continue; + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); + ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + { + char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangles_pos[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; + triangles_pos[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + ImGui::Selectable(buf, false); + if (fg_draw_list && ImGui::IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + static void NodeColumns(const ImGuiColumns* columns) + { + if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + + static void NodeWindows(ImVector& windows, const char* label) + { + if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) + return; + for (int i = 0; i < windows.Size; i++) + Funcs::NodeWindow(windows[i], "Window"); + ImGui::TreePop(); + } + + static void NodeWindow(ImGuiWindow* window, const char* label) + { + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + return; + ImGuiWindowFlags flags = window->Flags; + NodeDrawList(window, window->DrawList, "DrawList"); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); + ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); + ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (!window->NavRectRel[0].IsInverted()) + ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); + else + ImGui::BulletText("NavRectRel[0]: "); + if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); + if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); + if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); + if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + NodeColumns(&window->ColumnsStorage[n]); + ImGui::TreePop(); + } + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); + ImGui::TreePop(); + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } + }; + + // Access private state, we are going to display the draw lists from last frame + ImGuiContext& g = *GImGui; + Funcs::NodeWindows(g.Windows, "Windows"); + if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + { + for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) + Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + ImGuiWindow* window = g.OpenPopupStack[i].Window; + ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + { + for (int n = 0; n < g.TabBars.Data.Size; n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Internal state")) + { + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tools")) + { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (ImGui::Button("Item Picker..")) + ImGui::DebugStartItemPicker(); + + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); + ImGui::Checkbox("Show windows rectangles", &show_windows_rects); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + if (show_windows_rects && g.NavWindow) + { + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + ImGui::Unindent(); + } + ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::TreePop(); + } + + if (show_windows_rects || show_windows_begin_order) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + ImGui::End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- diff --git a/ImGui/imgui.h b/ImGui/imgui.h new file mode 100644 index 0000000..a81296f --- /dev/null +++ b/ImGui/imgui.h @@ -0,0 +1,2219 @@ +// dear imgui, v1.72 WIP +// (headers) + +// See imgui.cpp file for documentation. +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui + +/* + +Index of this file: +// Header mess +// Forward declarations and basic types +// ImGui API (Dear ImGui end-user API) +// Flags & Enumerations +// Memory allocations macros +// ImVector<> +// ImGuiStyle +// ImGuiIO +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// Obsolete functions +// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) + +*/ + +#pragma once + +// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) +#include "imconfig.h" +#endif + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#include // FLT_MAX +#include // va_list +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) +#define IMGUI_VERSION "1.72 WIP" +#define IMGUI_VERSION_NUM 17101 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#if defined(__clang__) || defined(__GNUC__) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Warnings +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// Forward declarations and basic types +//----------------------------------------------------------------------------- + +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") + +// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef ImTextureID +typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif +typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) +typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); + +// Scalar data types +typedef signed char ImS8; // 8-bit signed integer == char +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) +typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t ImS64; // 64-bit signed integer (pre C++11) +typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +#else +typedef signed long long ImS64; // 64-bit signed integer (post C++11) +typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) +#endif + +// 2D vector (often used to store positions, sizes, etc.) +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// 4D vector (often used to store floating-point colors) +struct ImVec4 +{ + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; + +//----------------------------------------------------------------------------- +// ImGui: Dear ImGui end-user API +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. + // All those functions are not reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - You may append multiple times to the same window during the same frame. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. + // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // + + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drags + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + + // Widgets: Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " + IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! + + // Widgets: Data Plotting + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. + IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. + IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. + IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. + + // Columns + // - You can also use SameLine(pos_x) to mimic simplified columns. + // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // [BETA API] API may evolve! + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + + // Drag and Drop + // [BETA API] API may evolve! + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Clipping + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities + // - Most of the functions are referring to the last/previous item we submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities + IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. + IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) + IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) + IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. + IMGUI_API void ResetMouseDragDelta(int button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + + // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Memory Allocators + // - All those functions are not reliant on the current context. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + + // [Obsolete] + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +}; + +// Flags for ImGui::InputText() +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] +#endif +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead. + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +enum ImGuiKey_ +{ + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_COUNT +}; + +// Gamepad/Keyboard directional navigation +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. + ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. +}; + +// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] + , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] + //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. + //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. +// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] +#endif +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// Enumeration for GetMouseCursor() +// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] +#endif +}; + +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_Always = 1 << 0, // Set the variable + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// Helper: ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. +// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } +}; + +//----------------------------------------------------------------------------- +// ImGuiStyle +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. + bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// ImGuiIO +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. + ImVec2 DisplaySize; // // Main display size, in pixels. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx back-end files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL + void* BackendRendererUserData; // = NULL + void* BackendLanguageUserData; // = NULL + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*ImeSetInputScreenPosFn)(int x, int y); + void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! + // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); +#else + // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. + void* RenderDrawListsFnUnused; +#endif + + //------------------------------------------------------------------ + // Input - Fill before calling NewFrame() + //------------------------------------------------------------------ + + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + bool KeyCtrl; // Keyboard modifier pressed: Control + bool KeyShift; // Keyboard modifier pressed: Shift + bool KeyAlt; // Keyboard modifier pressed: Alt + bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows + bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Functions + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + + //------------------------------------------------------------------ + // Output - Retrieve after calling NewFrame() + //------------------------------------------------------------------ + + bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. + bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + // OBSOLETED in 1.66 (from Sep 2018) + static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } + // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) + static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } + // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) + IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! + IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); + // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } + static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } + static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } + // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + static inline void ShowTestWindow() { return ShowDemoWindow(); } + static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } + static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } + static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } + static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } + // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. + static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } + static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } + static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } +} +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +#endif + +//----------------------------------------------------------------------------- +// Helpers +//----------------------------------------------------------------------------- + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// Usage: +// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). +// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. +// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. +struct ImGuiListClipper +{ + float StartPosY; + float ItemsHeight; + int ItemsCount, StepNo, DisplayStart, DisplayEnd; + + // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). + ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). + ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. + + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. +}; + +// Helpers macros to generate 32-bits encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } +}; + +//----------------------------------------------------------------------------- +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// Draw callbacks for advanced uses. +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. +struct ImDrawCmd +{ + unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // The draw callback code can access this. + + ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } +}; + +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; +#endif + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// For use by ImDrawListSplitter. +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 + ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 + ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 + ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA + ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience +}; + +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawListSplitter _Splitter; // [Internal] for channels api + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } + ~ImDrawList() { ClearFreeMemory(); } + IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Internal helpers + // NB: all primitives needs to be reserved via PrimReserve() beforehand! + IMGUI_API void Clear(); + IMGUI_API void ClearFreeMemory(); + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } + IMGUI_API void UpdateClipRect(); + IMGUI_API void UpdateTextureID(); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) + ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + + // Functions + ImDrawData() { Valid = false; Clear(); } + ~ImDrawData() { Clear(); } + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +struct ImFontGlyph +{ + ImWchar Codepoint; // 0x0000..0xFFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read misc/fonts/README.txt for more details about using colorful icons. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Internal data + int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#endif +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetFallbackChar(ImWchar c); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ +#endif +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp new file mode 100644 index 0000000..e7c5e82 --- /dev/null +++ b/ImGui/imgui_draw.cpp @@ -0,0 +1,3358 @@ +// dear imgui, v1.72 WIP +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wcomma") +#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // +#endif +#if __has_warning("-Wreserved-id-macro") +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_STATIC +#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) IM_ASSERT(x) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + Font = NULL; + FontSize = 0.0f; + CurveTessellationTol = 0.0f; + ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; + + // Const data + for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); + CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); + } +} + +void ImDrawList::Clear() +{ + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; + _VtxCurrentOffset = 0; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); +} + +void ImDrawList::ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds +#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = GetCurrentClipRect(); + draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) + { + AddDrawCmd(); + current_cmd = &CmdBuffer.back(); + } + current_cmd->UserCallback = callback; + current_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::UpdateClipRect() +{ + // If current command is used with different settings we need to add a new command + const ImVec4 curr_clip_rect = GetCurrentClipRect(); + ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->ClipRect = curr_clip_rect; +} + +void ImDrawList::UpdateTextureID() +{ + // If current command is used with different settings we need to add a new command + const ImTextureID curr_texture_id = GetCurrentTextureId(); + ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->TextureId = curr_texture_id; +} + +#undef GetCurrentClipRect +#undef GetCurrentTextureId + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect && _ClipRectStack.Size) + { + ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + UpdateClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + IM_ASSERT(_ClipRectStack.Size > 0); + _ClipRectStack.pop_back(); + UpdateClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + UpdateTextureID(); +} + +void ImDrawList::PopTextureID() +{ + IM_ASSERT(_TextureIdStack.Size > 0); + _TextureIdStack.pop_back(); + UpdateTextureID(); +} + +// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); + } + + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; + draw_cmd.ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// Those macros expects l-values. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +{ + if (points_count < 2) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + int count = points_count; + if (!closed) + count = points_count-1; + + const bool thick_line = thickness > 1.0f; + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + const int idx_count = thick_line ? count*18 : count*12; + const int vtx_count = thick_line ? points_count*4 : points_count*3; + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 + ImVec2* temp_points = temp_normals + points_count; + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count-1] = temp_normals[points_count-2]; + + if (!thick_line) + { + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; + temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y) + dm_x *= AA_SIZE; + dm_y *= AA_SIZE; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1); + _IdxWritePtr += 12; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; + _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; + _VtxWritePtr += 3; + } + } + else + { + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Stroke + const int idx_count = count*6; + const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count-2)*3 + points_count*6; + const int vtx_count = (points_count*2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr += 3; + } + + // Compute normals + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count-2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius == 0.0f || a_min_of_12 > a_max_of_12) + { + _Path.push_back(centre); + return; + } + _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); + for (int a = a_min_of_12; a <= a_max_of_12; a++) + { + const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; + _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + } +} + +void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +{ + if (radius == 0.0f) + { + _Path.push_back(centre); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + } +} + +static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; + float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; + float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; + float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; + float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; + float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; + + PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); + PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + } +} + +void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + // Auto-tessellated + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + float t = t_step * i_step; + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t*t*t; + _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y)); + } + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +{ + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || rounding_corners == 0) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; + const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; + const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; + const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(a + ImVec2(0.5f,0.5f)); + PathLineTo(b + ImVec2(0.5f,0.5f)); + PathStroke(col, false, thickness); +} + +// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + else + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, true, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding > 0.0f) + { + PathRect(a, b, rounding, rounding_corners_flags); + PathFillConvex(col); + } + else + { + PrimReserve(6, 4); + PrimRect(a, b, col); + } +} + +void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); + PrimWriteVtx(a, uv, col_upr_left); + PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); + PrimWriteVtx(c, uv, col_bot_right); + PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(pos0); + PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathStroke(col, false, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _ClipRectStack.back(); + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(a, b, uv_a, uv_b, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + { + AddImage(user_texture_id, a, b, uv_a, uv_b, col); + return; + } + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(a, b, rounding, rounding_corners); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + + if (push_texture_id) + PopTextureID(); +} + + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + FontData = NULL; + FontDataSize = 0; + FontDataOwnedByAtlas = true; + FontNo = 0; + SizePixels = 0.0f; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + PixelSnapH = false; + GlyphExtraSpacing = ImVec2(0.0f, 0.0f); + GlyphOffset = ImVec2(0.0f, 0.0f); + GlyphRanges = NULL; + GlyphMinAdvanceX = 0.0f; + GlyphMaxAdvanceX = FLT_MAX; + MergeMode = false; + RasterizerFlags = 0x00; + RasterizerMultiply = 1.0f; + memset(Name, 0, sizeof(Name)); + DstFont = NULL; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " + "X - X.X - X.....X - X.....X -X...X - X...X- X..X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " + " X..X - X...X - X...X - X..X X..X - - X........X " + " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " + "------------ - X - X -X.....................X- ------------------" + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand +}; + +ImFontAtlas::ImFontAtlas() +{ + Locked = false; + Flags = ImFontAtlasFlags_None; + TexID = (ImTextureID)NULL; + TexDesiredWidth = 0; + TexGlyphPadding = 1; + + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexWidth = TexHeight = 0; + TexUvScale = ImVec2(0.0f, 0.0f); + TexUvWhitePixel = ImVec2(0.0f, 0.0f); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < Fonts.Size; i++) + IM_DELETE(Fonts[i]); + Fonts.clear(); +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + { + if (ConfigData.empty()) + AddFontDefault(); + Build(); + } + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Invalidate texture + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char *input); +static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + font->DisplayOffset.y = 1.0f; + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT(0); // Could not load file. + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) +{ + IM_ASSERT(id >= 0x10000); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(CustomRectIds[0] != -1); + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + return ImFontAtlasBuildWithStbTruetype(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride) + for (int i = 0; i < w; i++) + data[i] = table[data[i]]; +} + +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const int* it_begin = in->Storage.begin(); + const int* it_end = in->Storage.end(); + for (const int* it = it_begin; it < it_end; it++) + if (int entries_32 = *it) + for (int bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & (1u << bit_n)) + out->push_back((int)((it - it_begin) << 5) + bit_n); +} + +bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + + const float char_advance_x_org = pc.xadvance; + const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); + float char_off_x = font_off_x; + if (char_advance_x_org != char_advance_x_mod) + char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + + // Register glyph + stbtt_aligned_quad q; + float dummy_x = 0.0f, dummy_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); + } + } + + // Cleanup temporary (ImVector doesn't honor destructor) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcData(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) +{ + if (atlas->CustomRectIds[0] >= 0) + return; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = pack_rects[i].x; + user_rects[i].Y = pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->CustomRectIds[0] >= 0); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + IM_ASSERT(r.IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) + for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) + { + const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; + const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; + atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; + } + } + else + { + IM_ASSERT(r.Width == 2 && r.Height == 2); + const int offset = (int)(r.X) + (int)(r.Y) * w; + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); +} + +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data block + ImFontAtlasBuildRenderDefaultTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; + if (r.Font == NULL || r.ID > 0x10000) + continue; + + IM_ASSERT(r.Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(&r, &uv0, &uv1); + r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD79D, // Korean characters + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 1946 common ideograms code points for Japanese + // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering + // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, + 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, + 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, + 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, + 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, + 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, + 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, + 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, + 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, + 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, + 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, + 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, + 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, + 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, + 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, + 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, + 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, + 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, + 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, + 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, + 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, + 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, + 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, + 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, + 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, + 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, + 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, + 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, + 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, + 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, + 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, + 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + if (c < 0x10000) + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint - 1 && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)'?'; + DisplayOffset = ImVec2(0.0f, 0.0f); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + } + + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +void ImFont::SetFallbackChar(ImWchar c) +{ + FallbackChar = c; + BuildLookupTable(); +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (ImWchar)codepoint; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX + + if (ConfigData->PixelSnapH) + glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + int index_size = IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // Simple word-wrapping for English, not full-featured. Please submit failing cases! + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) + + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +{ + if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + return; + if (const ImFontGlyph* glyph = FindGlyph(c)) + { + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + } +} + +void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y && !word_wrap_enabled) + while (y + line_height < clip_rect.y && s < text_end) + { + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + x = pos.x; + y += line_height; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + float char_width = 0.0f; + if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) + { + char_width = glyph->AdvanceX * scale; + + // Arbitrarily assume that both space and tabs are empty glyphs as an optimization + if (c != ' ' && c != '\t') + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + } + + x += char_width; + } + + // Give back unused vertices + draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); + draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data)); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_current_idx; +} + +//----------------------------------------------------------------------------- +// [SECTION] Internal Render Helpers +// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state) +//----------------------------------------------------------------------------- +// - RenderMouseCursor() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderPixelEllipsis() +//----------------------------------------------------------------------------- + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +{ + if (mouse_cursor == ImGuiMouseCursor_None) + return; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + + const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); + const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black + const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White + + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + pos -= offset; + const ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, +// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match +// the boldness or positioning of what the font uses... +void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count) +{ + ImFont* font = draw_list->_Data->Font; + const float font_scale = draw_list->_Data->FontSize / font->FontSize; + pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); + for (int dot_n = 0; dot_n < count; dot_n++) + draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + unsigned int olen; + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980+1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" + "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`�j@'DbG&#^$PG.Ll+DNa&VZ>1i%h1S9u5o@YaaW$e+bROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc." + "x]Ip.PH^'/aqUO/$1WxLoW0[iLAw=4h(9.`G" + "CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?Ggv:[7MI2k).'2($5FNP&EQ(,)" + 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v1.72 WIP +// (internal structures/api) + +// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: +// Header mess +// Forward declarations +// STB libraries includes +// Context pointer +// Generic helpers +// Misc data structures +// Main imgui context +// Tab bar, tab item +// Internal API + +*/ + +#pragma once + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#error Must include imgui.h before imgui_internal.h +#endif + +#include // FILE* +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- + +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColumnData; // Storage data for a single column +struct ImGuiColumns; // Storage data for a columns set +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavMoveResult; // Result of a directional navigation move query result +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) + +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() + +//------------------------------------------------------------------------- +// STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// Context pointer +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// Generic helpers +//----------------------------------------------------------------------------- + +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) + +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Helpers: UTF-8 <> wchar +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 + +// Helpers: Misc +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); +IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +#define ImQsort qsort +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif + +// Helpers: Geometry +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: ImVec2/ImVec4 operators +// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) +// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } +#endif + +// Helpers: Maths +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_MATH_FUNCTIONS +static inline float ImFabs(float x) { return fabsf(x); } +static inline float ImSqrt(float x) { return sqrtf(x); } +static inline float ImPow(float x, float y) { return powf(x, y); } +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImFmod(float x, float y) { return fmodf(x, y); } +static inline double ImFmod(double x, double y) { return fmod(x, y); } +static inline float ImCos(float x) { return cosf(x); } +static inline float ImSin(float x) { return sinf(x); } +static inline float ImAcos(float x) { return acosf(x); } +static inline float ImAtan2(float y, float x) { return atan2f(y, x); } +static inline double ImAtof(const char* s) { return atof(s); } +static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) +static inline float ImCeil(float x) { return ceilf(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for variety of types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } +static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)f; } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } + +// Helper: ImBoolVector. Store 1-bit per value. +// Note that Resize() currently clears the whole vector. +struct ImBoolVector +{ + ImVector Storage; + ImBoolVector() { } + void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; } + void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } +}; + +// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct IMGUI_API ImPool +{ + ImVector Data; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + + ImPool() { FreeIdx = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Data[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Data.Size; } +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat + ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item + ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) + ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) + ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on +}; + +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Vertical = 1 << 0 +}; + +enum ImGuiDragFlags_ +{ + ImGuiDragFlags_None = 0, + ImGuiDragFlags_Vertical = 1 << 0 +}; + +enum ImGuiColumnsFlags_ +{ + // Default: 0 + ImGuiColumnsFlags_None = 0, + ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}; + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_Default_ = 0 +}; + +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Nav, + ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code + ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_COUNT +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. +}; + +enum ImGuiNavForward +{ + ImGuiNavForward_None, + ImGuiNavForward_ForwardQueued, + ImGuiNavForward_ForwardActive +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox +}; + +// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// 2D axis aligned bounding-box +// NB: we can't rely on ImVec2 math operators being available here +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiGroupData +{ + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + float Spacing; + float Width, NextWidth; + float Pos[3], NextWidths[3]; + + ImGuiMenuColumns(); + void Update(int count, float spacing, bool clear); + float DeclColumns(float w0, float w1, float w2); + float CalcExtraSpace(float avail_w); +}; + +// Internal state of the currently focused/edited text input box +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + + // Temporarily set when active + ImGuiInputTextFlags UserFlags; + ImGuiInputTextCallback UserCallback; + void* UserCallbackData; + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation +}; + +// Windows data saved in imgui.ini file +struct ImGuiWindowSettings +{ + char* Name; + ImGuiID ID; + ImVec2 Pos; + ImVec2 Size; + bool Collapsed; + + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } +}; + +struct ImGuiColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiColumnsFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } +}; + +struct ImGuiColumns +{ + ImGuiID ID; + ImGuiColumnsFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + + ImGuiColumns() { Clear(); } + void Clear() + { + ID = 0; + Flags = ImGuiColumnsFlags_None; + IsFirstFrame = false; + IsBeingResized = false; + Current = 0; + Count = 1; + OffMinX = OffMaxX = 0.0f; + LineMinY = LineMaxY = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; + Columns.clear(); + } +}; + +// Data shared between all ImDrawList instances +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // Const data + // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 CircleVtx12[12]; + + ImDrawListSharedData(); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +struct ImGuiNavMoveResult +{ + ImGuiID ID; // Best candidate + ImGuiID SelectScopeId;// Best candidate window current selectable group ID + ImGuiWindow* Window; // Best candidate window + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space + + ImGuiNavMoveResult() { Clear(); } + void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } +}; + +//----------------------------------------------------------------------------- +// Tabs +//----------------------------------------------------------------------------- + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiTabBarRef +{ + ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int IndexInMainPool; + + ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } + ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } +}; + +//----------------------------------------------------------------------------- +// Main imgui context +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() + bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() + bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiStyle Style; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front + ImVector WindowsSortBuffer; + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImGuiWindow* CurrentWindow; // Being drawn into + ImGuiWindow* HoveredWindow; // Will catch mouse inputs + ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Item/widgets state and tracking information + ImGuiID HoveredId; // Hovered widget + bool HoveredIdAllowOverlap; + ImGuiID HoveredIdPreviousFrame; + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) + int ActiveIdBlockNavInputFlags; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks + ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() + ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() + ImVector FontStack; // Stack for PushFont()/PopFont() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + + // Navigation data (for gamepad/keyboard) + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 + ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + int NavScoringCount; // Metrics for debugging + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f + ImGuiWindow* NavWindowingList; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + bool NavMoveRequest; // Move request for this frame + ImGuiNavMoveFlags NavMoveRequestFlags; + ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + ImGuiDir NavMoveClipDir; + ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + + // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterAll; // Stored for next frame + int FocusRequestNextCounterTab; // " + bool FocusTabPressed; // + + // Render + ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user + ImDrawDataBuilder DrawDataBuilder; + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImDrawList BackgroundDrawList; // First draw list to be rendered. + ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. + ImGuiMouseCursor MouseCursor; + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSourceOrTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly + unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + + // Tab bars + ImPool TabBars; + ImGuiTabBar* CurrentTabBar; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Widget state + ImVec2 LastValidMousePos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImVec4 ColorPickerRef; + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + int TooltipOverrideCount; + ImVector PrivateClipboard; // If no custom clipboard handler is defined + + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + + // Platform support + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + + // Logging + bool LogEnabled; + ImGuiLogType LogType; + FILE* LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + + // Misc + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024*3+1]; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) + { + Initialized = false; + FrameScopeActive = FrameScopePushedImplicitWindow = false; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredRootWindow = NULL; + MovingWindow = NULL; + + HoveredId = 0; + HoveredIdAllowOverlap = false; + HoveredIdPreviousFrame = 0; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdAllowNavDirFlags = 0x00; + ActiveIdBlockNavInputFlags = 0x00; + ActiveIdClickOffset = ImVec2(-1,-1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + NavWindow = NULL; + NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavInputSource = ImGuiInputSource_None; + NavScoringRectScreen = ImRect(); + NavScoringCount = 0; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavLayer = ImGuiNavLayer_Main; + NavIdTabCounter = INT_MAX; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveFromClampedRefRect = false; + NavMoveRequest = false; + NavMoveRequestFlags = 0; + NavMoveRequestForward = ImGuiNavForward_None; + NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; + FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusTabPressed = false; + + DimBgRatio = 0.0f; + BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging + ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = DragDropWithinSourceOrTarget = false; + DragDropSourceFlags = 0; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = 0; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + CurrentTabBar = NULL; + + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputTextId = 0; + ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; + TooltipOverrideCount = 0; + + MultiSelectScopeId = 0; + + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempBuffer, 0, sizeof(TempBuffer)); + } +}; + +//----------------------------------------------------------------------------- +// ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +struct IMGUI_API ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position in client area with padding + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + int TreeDepth; + ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; // Interaction rect + ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. + int NavLayerActiveMask; // Which layer have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImVector ChildWindows; + ImGuiStorage* StateStorage; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTab; // (same, but only count widgets which you can Tab through) + + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] + float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window + float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] + ImVectorItemFlagsStack; + ImVector ItemWidthStack; + ImVector TextWrapPosStack; + ImVectorGroupStack; + short StackSizesBackup[6]; // Store size of various stacks for asserting + + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 GroupOffset; + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImGuiColumns* CurrentColumns; // Current columns set + + ImGuiWindowTempData() + { + CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + TreeDepth = 0; + TreeStoreMayJumpToParentOnPop = 0x00; + LastItemId = 0; + LastItemStatusFlags = 0; + LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = ImGuiNavLayer_Main; + NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavHideHighlightOneFrame = false; + NavHasScroll = false; + MenuBarAppending = false; + MenuBarOffset = ImVec2(0.0f, 0.0f); + StateStorage = NULL; + LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; + FocusCounterAll = FocusCounterTab = -1; + + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; + TextWrapPos = -1.0f; + memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); + + Indent = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + CurrentColumns = NULL; + } +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; + ImGuiID ID; // == ImHash(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of begin. + float WindowRounding; // Window rounding at the time of begin. + float WindowBorderSize; // Window border size at the time of begin. + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis + bool ScrollbarX, ScrollbarY; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + int AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + int AutoFitChildAxises; + ImGuiDir AutoPosLastDirection; + int HiddenFramesCanSkipItems; // Hide the window for N frames + int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + + int LastFrameActive; // Last frame number the window was Active. + float ItemWidthDefault; + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWidow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. +struct ImGuiItemHoveredDataBackup +{ + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; + ImRect LastItemDisplayRect; + + ImGuiItemHoveredDataBackup() { Backup(); } + void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } + void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } +}; + +//----------------------------------------------------------------------------- +// Tab bar, tab item +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. +}; + +// Storage for one active tab item (sizeof() 26~32 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float WidthContents; // Width of actual contents, stored during BeginTabItem() call + + ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } +}; + +// Storage for a tab bar (sizeof() 92~96 bytes) +struct ImGuiTabBar +{ + ImVector Tabs; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float ContentsHeight; + float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + ImGuiTabBarFlags Flags; + ImGuiID ReorderRequestTabId; + int ReorderRequestDir; + bool WantLayout; + bool VisibleTabWasSubmitted; + short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// Internal API +// No guarantee of forward compatibility here. +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested + IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + + // Popups, Modals, Tooltips + IMGUI_API void OpenPopupEx(ImGuiID id); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); + + // Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); + IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavID(ImGuiID id, int nav_layer); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); + + // Inputs + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } + inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + + // New Columns API (FIXME-WIP) + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + + // Debug Tools + inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + +} // namespace ImGui + +// ImFontAtlas internals +IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) +//#define IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp new file mode 100644 index 0000000..1373ea7 --- /dev/null +++ b/ImGui/imgui_widgets.cpp @@ -0,0 +1,7505 @@ +// dear imgui, v1.72 WIP +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(text != NULL); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0,0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] +// - Scrollbar() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default behavior requires click+release on same spot + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + flags |= ImGuiButtonFlags_PressedOnClickRelease; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + ImGuiTestEngineHook_ItemAdd(&g, bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + { + pressed = true; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + { + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveID) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + { + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + pressed = true; + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; + + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + pressed = true; + if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + g.NavActivateId = id; // This is so SetActiveId assign a Nav source + SetActiveID(id, window); + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + } + + bool held = false; + if (g.ActiveId == id) + { + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.NavActivateDownId != id) + ClearActiveID(); + } + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, 0); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); + if (hovered || held) + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging()) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + + // Update values for rendering + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + ImRect grab_rect; + if (horizontal) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +// The color used are the button colors. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = (float)(int)center.x + 0.5f; + center.y = (float)(int)center.y + 0.5f; + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + return pressed; +} + +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x*2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0,0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0,0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + PopColumnsBackground(); + return; + } + + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count > 1) + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width == items[count_same_width].Width) + count_same_width++; + float width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + // Always consume the SetNextWindowSizeConstraint() call in our early return paths + ImGuiContext& g = *GImGui; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float expected_w = CalcItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id); + + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); + popup_open = true; + } + + if (!popup_open) + return false; + + if (has_window_size_constraint) + { + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Peak into expected window size so we can position it + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImRect r_outer = GetWindowAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // Horizontally align ourselves with the framed text + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)data_ptr; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)data_ptr; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)data_ptr; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, data_ptr); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(data_backup, data_ptr, type_info->Size) != 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool has_min_max = (v_min != v_max); + const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + + // Default tweak speed + if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); + if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + if (is_power) + { + // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range + FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); + v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_old_ref_for_accum_remainder = v_old_norm_curved; + } + else + { + v_cur += (TYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_power) + { + FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && has_min_max) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (power != 1.0f) + IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); + if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +template +float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +{ + if (v_min == v_max) + return 0.0f; + + const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_power) + { + if (v_clamped < 0.0f) + { + const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); + return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + } + else + { + const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); + return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + } + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_power = (power != 1.0f) && is_decimal; + + const float grab_padding = 2.0f; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f + float linear_zero_pos; // 0.0->1.0f + if (is_power && v_min * v_max < 0.0f) + { + // Different sign + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); + linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + } + else + { + // Same sign + linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if ((decimal_precision > 0) || is_power) + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } + } + + if (set_new_value) + { + TYPE v_new; + if (is_power) + { + // Account for power curve scale on both sides of the zero + if (clicked_t < linear_zero_pos) + { + // Negative: rescale to the negative range before powering + float a = 1.0f - (clicked_t / linear_zero_pos); + a = ImPow(a, power); + v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); + } + else + { + // Positive: rescale to the positive range before powering + float a; + if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) + a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); + else + a = clicked_t; + a = ImPow(a, power); + v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); + } + } + else + { + // Linear slider + if (is_decimal) + { + v_new = ImLerp(v_min, v_max, clicked_t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (!is_decimal && v_new_off_floor < v_new_off_round) + v_new = v_min + v_new_off_round; + else + v_new = v_min + v_new_off_floor; + } + } + + // Round to user desired precision based on format string + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2*IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); + *v_rad = v_deg * (2*IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + ImGuiContext& g = *GImGui; + + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + const bool init = (g.TempInputTextId != id); + if (init) + ClearActiveID(); + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + ImStrTrimBlanks(data_buf); + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputTextId = g.ActiveId; + } + if (value_changed) + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. + + if (step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +// Prefer using "const char* format" directly, which is more flexible and consistent with other API. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputFloat(label, v, step, step_fast, format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +#ifdef __APPLE__ // FIXME: Move setting to IO structure +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#endif +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x20000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + } + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + + // Generic named filters + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A'-'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + draw_pos.y = draw_window->DC.CursorPos.y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + if (alpha) + sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); + window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +{ + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + ColorConvertRGBtoHSV(R, G, B, H, S, V); + else if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(H, S, V, R, G, B); + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + + const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); + draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); + draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); + draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); + draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + } + RenderNavHighlight(bb, id); + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(0, true); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1,0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + if (flags & ImGuiColorEditFlags_NoAlpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + SetCursorScreenPos(backup_pos); + ImVec4 dummy_ref_col; + memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height)); + if (display_frame) + { + // Framed header expand a little outside the default padding + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + // Flags that affects opening behavior: + // - 0 (default) .................... single-click anywhere to open + // - OpenOnDoubleClick .............. double-click anywhere to open + // - OpenOnArrow .................... single-click on arrow to open + // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed) + { + toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + toggled |= g.IO.MouseDoubleClicked[0]; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + { + // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. + const char log_prefix[] = "\n##"; + const char log_suffix[] = "##"; + LogRenderedText(&text_pos, log_prefix, log_prefix+3); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + LogRenderedText(&text_pos, log_suffix, log_suffix+2); + } + else + { + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + } + + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiItemHoveredDataBackup last_item_backup; + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PushColumnsBackground(); + + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ImRect bb_inner(pos, pos + size); + ItemSize(size); + + // Fill horizontal space. + ImVec2 window_padding = window->WindowPadding; + float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); + ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); + ImRect bb(pos, pos + size_draw); + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) + bb.Max.x += window_padding.x; + + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = (float)(int)(spacing_x * 0.50f); + const float spacing_U = (float)(int)(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); + return false; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; + if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; + if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) + if (pressed || hovered) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + { + PopColumnsBackground(); + bb.Max.x -= (GetContentRegionMax().x - max_x); + } + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - ListBox() +// - ListBoxHeader() +// - ListBoxFooter() +//------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- + +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. +// Helper to calculate the size of a listbox and display a label on the right. +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" +bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); + + // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + return ListBoxHeader(label, size); +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +void ImGui::ListBoxFooter() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + EndChildFrame(); + + // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) + // We call SameLine() to restore DC.CurrentLine* data + SameLine(); + parent_window->DC.CursorPos = bb.Min; + ItemSize(bb, style.FramePadding.y); + EndGroup(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + if (!ListBoxHeader(label, items_count, height_in_items)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. + ImGuiContext& g = *GImGui; + bool value_changed = false; + ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + int v_hovered = -1; + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + v_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +ImGuiMenuColumns::ImGuiMenuColumns() +{ + Spacing = Width = NextWidth = 0.0f; + memset(Pos, 0, sizeof(Pos)); + memset(NextWidths, 0, sizeof(NextWidths)); +} + +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +{ + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = (float)(int)Width; + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +{ + return ImMax(0.0f, avail_w - Width); +} + +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(ImVec2(0.0f, 0.0f)); + SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.GroupStack.back().EmitItem = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.MenuBarAppending = false; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + bool pressed; + bool menu_is_open = IsPopupOpen(id); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a menu + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_other_child_menu = false; + + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; + + if (g.NavActivateId == id) + { + want_close = menu_is_open; + want_open = !menu_is_open; + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + SetNextWindowPos(popup_pos, ImGuiCond_Always); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation we render neither the shortcut neither the selected tick mark + float w = label_size.x; + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); + if (shortcut_size.x > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + } + + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + ContentsHeight = 0.0f; + OffsetMax = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); +} + +static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); + return ImGuiTabBarRef(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->FramePadding = g.Style.FramePadding; + + // Layout + ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + return; // FIXME-ERRORHANDLING + } + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + { + if (tab->ID == tab_bar->SelectedTabId) + tab_bar->SelectedTabId = 0; + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_track_selected_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + } + + // Compute width + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->WidthContents, tab_max_width); + } + } + + // Layout all active tabs + float offset_x = initial_offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Update scrolling + if (scroll_track_selected_tab_id) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) + TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! This code has been extracted out of the Docking branch, +// and some of the construct which are not used in Master may be left here to facilitate merging. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; // FIXME-ERRORHANDLING + } + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->WidthContents = size.x; + + if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (!held) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + TabBarRemoveTab(tab_bar, tab_id); + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Close Button + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiItemHoveredDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + close_button_pressed = true; + PopStyleVar(); + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz; + } + + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + + return close_button_pressed; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp new file mode 100644 index 0000000..22c4b9d --- /dev/null +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -0,0 +1,524 @@ +// dear imgui: Renderer for DirectX10 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D10Device* g_pd3dDevice = NULL; +static IDXGIFactory* g_pFactory = NULL; +static ID3D10Buffer* g_pVB = NULL; +static ID3D10Buffer* g_pIB = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10VertexShader* g_pVertexShader = NULL; +static ID3D10InputLayout* g_pInputLayout = NULL; +static ID3D10Buffer* g_pVertexConstantBuffer = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D10PixelShader* g_pPixelShader = NULL; +static ID3D10SamplerState* g_pFontSampler = NULL; +static ID3D10ShaderResourceView*g_pFontTextureView = NULL; +static ID3D10RasterizerState* g_pRasterizerState = NULL; +static ID3D10BlendState* g_pBlendState = NULL; +static ID3D10DepthStencilState* g_pDepthStencilState = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +{ + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ID3D10Device* ctx = g_pd3dDevice; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) + return; + } + + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = NULL; + ImDrawIdx* idx_dst = NULL; + g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unmap(); + g_pIB->Unmap(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + void* mapped_resource; + if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + g_pVertexConstantBuffer->Unmap(); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + ctx->PSGetShader(&old.PS); + ctx->VSGetShader(&old.VS); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply scissor/clipping rectangle + const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D *pTexture = NULL; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + + // Create texture sampler + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pFontSampler) + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) + return false; + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return false; + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) + return false; + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.DestBlendAlpha = D3D10_BLEND_ZERO; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + + ImGui_ImplDX10_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } + if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } + if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } + if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + // Get factory from device + IDXGIDevice* pDXGIDevice = NULL; + IDXGIAdapter* pDXGIAdapter = NULL; + IDXGIFactory* pFactory = NULL; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + g_pd3dDevice = device; + g_pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void ImGui_ImplDX10_NewFrame() +{ + if (!g_pFontSampler) + ImGui_ImplDX10_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx10.h b/ImGui/impls/imgui_impl_dx10.h new file mode 100644 index 0000000..db156e1 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx10.h @@ -0,0 +1,23 @@ +// dear imgui: Renderer for DirectX10 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#pragma once + +struct ID3D10Device; + +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp new file mode 100644 index 0000000..3bcb03a --- /dev/null +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -0,0 +1,534 @@ +// dear imgui: Renderer for DirectX11 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static IDXGIFactory* g_pFactory = NULL; +static ID3D11Buffer* g_pVB = NULL; +static ID3D11Buffer* g_pIB = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D11VertexShader* g_pVertexShader = NULL; +static ID3D11InputLayout* g_pInputLayout = NULL; +static ID3D11Buffer* g_pVertexConstantBuffer = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D11PixelShader* g_pPixelShader = NULL; +static ID3D11SamplerState* g_pFontSampler = NULL; +static ID3D11ShaderResourceView*g_pFontTextureView = NULL; +static ID3D11RasterizerState* g_pRasterizerState = NULL; +static ID3D11BlendState* g_pBlendState = NULL; +static ID3D11DepthStencilState* g_pDepthStencilState = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +{ + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + ctx->Unmap(g_pVB, 0); + ctx->Unmap(g_pIB, 0); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + ctx->Unmap(g_pVertexConstantBuffer, 0); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + UINT PSInstancesCount, VSInstancesCount; + ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = 256; + ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply scissor/clipping rectangle + const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D *pTexture = NULL; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + + // Create texture sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + return false; + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return false; + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + return false; + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } + if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } + if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } + if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + // Get factory from device + IDXGIDevice* pDXGIDevice = NULL; + IDXGIAdapter* pDXGIAdapter = NULL; + IDXGIFactory* pFactory = NULL; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + g_pd3dDevice = device; + g_pd3dDeviceContext = device_context; + g_pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + g_pd3dDevice->AddRef(); + g_pd3dDeviceContext->AddRef(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } +} + +void ImGui_ImplDX11_NewFrame() +{ + if (!g_pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx11.h b/ImGui/impls/imgui_impl_dx11.h new file mode 100644 index 0000000..1741a5d --- /dev/null +++ b/ImGui/impls/imgui_impl_dx11.h @@ -0,0 +1,24 @@ +// dear imgui: Renderer for DirectX11 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#pragma once + +struct ID3D11Device; +struct ID3D11DeviceContext; + +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp new file mode 100644 index 0000000..b40e928 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -0,0 +1,650 @@ +// dear imgui: Renderer for DirectX12 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// Issues: +// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D12RootSignature* g_pRootSignature = NULL; +static ID3D12PipelineState* g_pPipelineState = NULL; +static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; +static ID3D12Resource* g_pFontTextureResource = NULL; +static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; +static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; + +struct FrameResources +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(g_pPipelineState); + ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: I'm assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Apply Scissor, Bind texture, Draw + const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = NULL; + g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = NULL; + HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = NULL; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = NULL; + hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != NULL); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = NULL; + hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = NULL; + hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = NULL; + hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); + if (g_pFontTextureResource != NULL) + g_pFontTextureResource->Release(); + g_pFontTextureResource = pTexture; + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr; +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + ID3DBlob* blob = NULL; + if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + return false; + + g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = g_pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } + if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } + if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + for (UINT i = 0; i < g_numFramesInFlight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + } +} + +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + g_pd3dDevice = device; + g_RTVFormat = rtv_format; + g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + g_pFrameResources = new FrameResources[num_frames_in_flight]; + g_numFramesInFlight = num_frames_in_flight; + g_frameIndex = UINT_MAX; + + // Create buffers with a default size (they will later be grown as needed) + for (int i = 0; i < num_frames_in_flight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = NULL; + fr->VertexBuffer = NULL; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_InvalidateDeviceObjects(); + delete[] g_pFrameResources; + g_pFrameResources = NULL; + g_pd3dDevice = NULL; + g_hFontSrvCpuDescHandle.ptr = 0; + g_hFontSrvGpuDescHandle.ptr = 0; + g_numFramesInFlight = 0; + g_frameIndex = UINT_MAX; +} + +void ImGui_ImplDX12_NewFrame() +{ + if (!g_pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx12.h b/ImGui/impls/imgui_impl_dx12.h new file mode 100644 index 0000000..8ae75e5 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx12.h @@ -0,0 +1,34 @@ +// dear imgui: Renderer for DirectX12 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// Issues: +// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#pragma once + +enum DXGI_FORMAT; +struct ID3D12Device; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/imgui_impl_dx9.cpp new file mode 100644 index 0000000..2ee76ca --- /dev/null +++ b/ImGui/impls/imgui_impl_dx9.cpp @@ -0,0 +1,284 @@ +// dear imgui: Renderer for DirectX9 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// DirectX data +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; +static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; +static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = NULL; + if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); + g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); + g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + return; + if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + return; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unlock(); + g_pIB->Unlock(); + g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); + g_pd3dDevice->SetIndices(g_pIB); + g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; + g_pd3dDevice->SetTexture(0, texture); + g_pd3dDevice->SetScissorRect(&r); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + g_pd3dDevice = device; + g_pd3dDevice->AddRef(); + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + g_FontTexture = NULL; + if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + g_FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)g_FontTexture; + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/ImGui/impls/imgui_impl_dx9.h b/ImGui/impls/imgui_impl_dx9.h new file mode 100644 index 0000000..1eaea87 --- /dev/null +++ b/ImGui/impls/imgui_impl_dx9.h @@ -0,0 +1,23 @@ +// dear imgui: Renderer for DirectX9 +// This needs to be used along with a Platform Binding (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#pragma once + +struct IDirect3DDevice9; + +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/imgui_impl_win32.cpp new file mode 100644 index 0000000..85dede4 --- /dev/null +++ b/ImGui/impls/imgui_impl_win32.cpp @@ -0,0 +1,322 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. + +// Win32 Data +static HWND g_hWnd = 0; +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplWin32_Init(void* hwnd) +{ + if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + return false; + + // Setup back-end capabilities flags + g_hWnd = (HWND)hwnd; + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_win32"; + io.ImeWindowHandle = hwnd; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + return true; +} + +void ImGui_ImplWin32_Shutdown() +{ + g_hWnd = (HWND)0; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + ::ClientToScreen(g_hWnd, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + POINT pos; + if (HWND active_window = ::GetForegroundWindow()) + if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) + if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) + io.MousePos = ImVec2((float)pos.x, (float)pos.y); +} + +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect; + ::GetClientRect(g_hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); + io.MouseDown[button] = true; + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + io.MouseDown[button] = false; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); + return 0; + } + case WM_MOUSEWHEEL: + io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + return 0; +} + diff --git a/ImGui/impls/imgui_impl_win32.h b/ImGui/impls/imgui_impl_win32.h new file mode 100644 index 0000000..7616186 --- /dev/null +++ b/ImGui/impls/imgui_impl_win32.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ From faf13e77b65fc060e56cebf768374a550be8eacc Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:27:09 +0200 Subject: [PATCH 003/494] Added 64bits support to ImGui --- ImGui/imgui.h | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/ImGui/imgui.h b/ImGui/imgui.h index a81296f..aa5b534 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -120,9 +120,14 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef _WIN64 +#include +typedef int64_t ImTextureID; +#else #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif +#endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling From cb28b22fd3c543c5eb3ae90326868d28531422f3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:27:54 +0200 Subject: [PATCH 004/494] Don't support gamepad (remove directinput dependency) --- ImGui/impls/imgui_impl_win32.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/imgui_impl_win32.cpp index 85dede4..3e2f72d 100644 --- a/ImGui/impls/imgui_impl_win32.cpp +++ b/ImGui/impls/imgui_impl_win32.cpp @@ -146,6 +146,7 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MousePos = ImVec2((float)pos.x, (float)pos.y); } +/* #ifdef _MSC_VER #pragma comment(lib, "xinput") #endif @@ -196,6 +197,7 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_ANALOG } } +*/ void ImGui_ImplWin32_NewFrame() { @@ -232,7 +234,7 @@ void ImGui_ImplWin32_NewFrame() } // Update game controllers (if enabled and available) - ImGui_ImplWin32_UpdateGamepads(); + //ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. From ead81a704bca90419684887b3ff2989161b8787e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:31:24 +0200 Subject: [PATCH 005/494] Added missing ImGui headers --- ImGui/imstb_rectpack.h | 630 ++++++ ImGui/imstb_textedit.h | 1417 ++++++++++++ ImGui/imstb_truetype.h | 4903 ++++++++++++++++++++++++++++++++++++++++ 3 files changed, 6950 insertions(+) create mode 100644 ImGui/imstb_rectpack.h create mode 100644 ImGui/imstb_textedit.h create mode 100644 ImGui/imstb_truetype.h diff --git a/ImGui/imstb_rectpack.h b/ImGui/imstb_rectpack.h new file mode 100644 index 0000000..23f922a --- /dev/null +++ b/ImGui/imstb_rectpack.h @@ -0,0 +1,630 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 0.99. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// +// Version history: +// +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else +typedef unsigned short stbrp_coord; +#endif + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +// [DEAR IMGUI] Added STBRP__CDECL +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height < c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/ImGui/imstb_textedit.h b/ImGui/imstb_textedit.h new file mode 100644 index 0000000..d7fcbd6 --- /dev/null +++ b/ImGui/imstb_textedit.h @@ -0,0 +1,1417 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.13 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Todo: +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // remove the undo since we didn't actually insert the characters + if (state->undostate.undo_point) + --state->undostate.undo_point; + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str,state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // now find character position down a row + if (find.length) { + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + int start = find.first_char + find.length; + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // can only go up if there's a previous row + if (find.prev_first != find.first_char) { + // now find character position up a row + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + +// @TODO: +// STB_TEXTEDIT_K_PGUP - move cursor up a page +// STB_TEXTEDIT_K_PGDOWN - move cursor down a page + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // {DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/ImGui/imstb_truetype.h b/ImGui/imstb_truetype.h new file mode 100644 index 0000000..c1cdb18 --- /dev/null +++ b/ImGui/imstb_truetype.h @@ -0,0 +1,4903 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain +// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// +// VERSION HISTORY +// +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + }; + } + } + break; + }; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i,j,n, return_value = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commmented double assignment + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From 3d3c8b26cd8728047d591145a7f4c2588d97f36a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:32:52 +0200 Subject: [PATCH 006/494] Added ImGui precompiled shaders (And removed dependency to d3dcompile) --- ImGui/impls/imgui_impl_dx10.cpp | 57 ++-- ImGui/impls/imgui_impl_dx11.cpp | 57 ++-- ImGui/impls/imgui_impl_dx12.cpp | 27 +- ImGui/impls/imgui_impl_dx9.cpp | 2 +- overlay_experimental/ImGui_ShaderBlobs.cpp | 286 +++++++++++++++++++++ overlay_experimental/ImGui_ShaderBlobs.h | 34 +++ 6 files changed, 418 insertions(+), 45 deletions(-) create mode 100644 overlay_experimental/ImGui_ShaderBlobs.cpp create mode 100644 overlay_experimental/ImGui_ShaderBlobs.h diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index 22c4b9d..8ff8381 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -23,16 +23,19 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX10: Disabling depth-write. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx10.h" // DirectX #include #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ static ID3D10Device* g_pd3dDevice = NULL; static IDXGIFactory* g_pFactory = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D10VertexShader* g_pVertexShader = NULL; static ID3D10InputLayout* g_pInputLayout = NULL; static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D10PixelShader* g_pPixelShader = NULL; static ID3D10SamplerState* g_pFontSampler = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL; @@ -336,39 +337,45 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = @@ -377,8 +384,13 @@ bool ImGui_ImplDX10_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -394,6 +406,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -415,6 +428,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -477,11 +494,13 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX10_Init(ID3D10Device* device) diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 3bcb03a..466bf25 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -23,15 +23,18 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX11: Disabling depth-write. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx11.h" // DirectX #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data @@ -40,11 +43,9 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static IDXGIFactory* g_pFactory = NULL; static ID3D11Buffer* g_pVB = NULL; static ID3D11Buffer* g_pIB = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D11VertexShader* g_pVertexShader = NULL; static ID3D11InputLayout* g_pInputLayout = NULL; static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11ShaderResourceView*g_pFontTextureView = NULL; @@ -343,32 +344,33 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); @@ -376,6 +378,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) return false; +#else + if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK) + return false; +#endif // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = @@ -384,8 +390,13 @@ bool ImGui_ImplDX11_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; +#ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; +#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) + return false; +#endif // Create the constant buffer { @@ -401,6 +412,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -422,6 +434,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) return false; +#else + + if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK) + return false; +#endif } // Create the blending setup @@ -484,11 +501,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } +#ifdef USE_D3DCOMPILE + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +#endif } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index b40e928..846c2c8 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -23,21 +23,22 @@ // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx12.h" // DirectX #include #include -#include -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + +#include "../../overlay_experimental/ImGui_ShaderBlobs.h" + +#ifdef USE_D3DCOMPILE +static ID3DBlob* g_pVertexShaderBlob = NULL; +static ID3DBlob* g_pPixelShaderBlob = NULL; #endif // DirectX data static ID3D12Device* g_pd3dDevice = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D12RootSignature* g_pRootSignature = NULL; static ID3D12PipelineState* g_pPipelineState = NULL; static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; @@ -441,6 +442,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; ID3DBlob* blob = NULL; + + static decltype(D3D12SerializeRootSignature)* D3D12SerializeRootSignature = (decltype(D3D12SerializeRootSignature))GetProcAddress(GetModuleHandle("d3d12.dll"), "D3D12SerializeRootSignature"); if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; @@ -467,6 +470,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the vertex shader { +#ifdef USE_D3DCOMPILE static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ @@ -499,7 +503,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; +#else + psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; +#endif + // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, @@ -511,6 +519,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the pixel shader { +#ifdef USE_D3DCOMPILE static const char* pixelShader = "struct PS_INPUT\ {\ @@ -531,6 +540,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; +#else + + psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; +#endif } // Create the blending setup @@ -589,8 +602,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() return; ImGuiIO& io = ImGui::GetIO(); +#ifdef USE_D3DCOMPILE if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } +#endif if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/imgui_impl_dx9.cpp index 2ee76ca..16102ed 100644 --- a/ImGui/impls/imgui_impl_dx9.cpp +++ b/ImGui/impls/imgui_impl_dx9.cpp @@ -22,7 +22,7 @@ // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_dx9.h" // DirectX diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/ImGui_ShaderBlobs.cpp new file mode 100644 index 0000000..3c536f6 --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.cpp @@ -0,0 +1,286 @@ +#include "ImGui_ShaderBlobs.h" + +extern unsigned char ImGui_vertexShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, + 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x04, 0x01, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00, 0xe8, 0x01, 0x00, 0x00, + 0xf0, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xc8, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xa0, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, + 0x00, 0xab, 0xab, 0xab, 0x3c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x64, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69, + 0x6f, 0x6e, 0x4d, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0xab, 0xab, 0xab, + 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, + 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, + 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, + 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0x49, 0x53, 0x47, 0x4e, + 0x68, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, + 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, + 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, + 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, + 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, 0x48, 0x44, 0x52, + 0x00, 0x01, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x56, 0x15, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x32, 0x00, 0x00, 0x0a, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, + 0x6c, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, + 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, + 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, + 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_vertexShaderDX12[] = { + 0x44, 0x58, 0x42, 0x43, 0xb6, 0xcc, 0x5b, 0x29, 0xde, 0xfb, 0x4d, 0x91, + 0x1f, 0x52, 0xbe, 0xc7, 0x8b, 0x0f, 0xbf, 0x5c, 0x01, 0x00, 0x00, 0x00, + 0xdc, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x50, 0x01, 0x00, 0x00, 0xc0, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00, + 0x40, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x14, 0x01, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xec, 0x00, 0x00, 0x00, 0x52, 0x44, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; \ No newline at end of file diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/ImGui_ShaderBlobs.h new file mode 100644 index 0000000..f278f4c --- /dev/null +++ b/overlay_experimental/ImGui_ShaderBlobs.h @@ -0,0 +1,34 @@ +#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ +#define __IMGUI_SHADER_BLOBS_INCLUDED__ + +// Defining this will use d3dcompiler and it will be a dependence of the dll. +//#define USE_D3DCOMPILE + +#ifdef USE_D3DCOMPILE + #include + #ifdef _MSC_VER + #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + #endif +#else + +#define ImGui_vertexShaderDX10_len 876 +extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; + +#define ImGui_pixelShaderDX10_len 660 +extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; + +#define ImGui_vertexShaderDX11_len ImGui_vertexShaderDX10_len +#define ImGui_vertexShaderDX11 ImGui_vertexShaderDX10 + +#define ImGui_pixelShaderDX11_len ImGui_pixelShaderDX10_len +#define ImGui_pixelShaderDX11 ImGui_pixelShaderDX10 + +#define ImGui_vertexShaderDX12_len 988 +extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; + +#define ImGui_pixelShaderDX12_len 736 +extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len]; + +#endif + +#endif//__IMGUI_SHADER_BLOBS_INCLUDED__ \ No newline at end of file From bf9d85755cf65fc70a7def4be3f14c096a5fa6e8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:33:07 +0200 Subject: [PATCH 007/494] Added overlay base --- overlay_experimental/steam_overlay.h | 428 +++++++++++++++++++++++++++ 1 file changed, 428 insertions(+) create mode 100644 overlay_experimental/steam_overlay.h diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h new file mode 100644 index 0000000..2edd219 --- /dev/null +++ b/overlay_experimental/steam_overlay.h @@ -0,0 +1,428 @@ +#pragma once + +#include +#include +#include +#include +#include +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +#include "base.h" +#include "Hook_Manager.h" + +static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; +static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; + +class Steam_Overlay +{ + Settings* settings; + SteamCallResults* callback_results; + SteamCallBacks* callbacks; + RunEveryRunCB* run_every_runcb; + + HWND game_hwnd; + WNDPROC game_hwnd_proc; + bool is_ready; + bool show_overlay; + Base_Hook window_hooks; + ENotificationPosition notif_position; + int h_inset, v_inset; + + Steam_Overlay(Steam_Overlay const&) = delete; + Steam_Overlay(Steam_Overlay&&) = delete; + Steam_Overlay& operator=(Steam_Overlay const&) = delete; + Steam_Overlay& operator=(Steam_Overlay&&) = delete; + + static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } + + LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) + { + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + static RECT old_clip; + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1))) + { + show_overlay = !show_overlay; + } + + if (show_overlay) + { + RECT cliRect, wndRect, clipRect; + + GetClipCursor(&old_clip); + // The window rectangle has borders and menus counted in the size + GetWindowRect(hWnd, &wndRect); + // The client rectangle is the window without borders + GetClientRect(hWnd, &cliRect); + + clipRect = wndRect; // Init clip rectangle + + // Get Window width with borders + wndRect.right -= wndRect.left; + // Get Window height with borders & menus + wndRect.bottom -= wndRect.top; + // Compute the border width + int borderWidth = (wndRect.right - cliRect.right) / 2; + // Client top clip is the menu bar width minus bottom border + clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; + // Client left clip is the left border minus border width + clipRect.left += borderWidth; + // Here goes the same for right and bottom + clipRect.right -= borderWidth; + clipRect.bottom -= borderWidth; + + ClipCursor(&clipRect); + + ImGui::GetIO().MouseDrawCursor = true; + + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = true; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + } + else + { + ClipCursor(&old_clip); + ImGui::GetIO().MouseDrawCursor = false; + + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = false; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + } + } + + } + // If we should show the overlay + if (show_overlay) + { + // Call the overlay window procedure + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + return true; + } + // Else call the game window procedure + return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); + } + + bool IgnoreMsg(const MSG* lpMsg) + { + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; + } + + static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg) + { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageA(lpMsg); + } + + static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg) + { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageW(lpMsg); + } + +public: + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) : + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + game_hwnd(NULL), + game_hwnd_proc(nullptr), + show_overlay(false), + is_ready(false) + {} + + ~Steam_Overlay() + {} + + bool Ready() const { return is_ready; } + bool NeedPresent() const { return true; } + void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; } + void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; } + void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); } + + void HookReady(void* hWnd) + { + if (game_hwnd != hWnd) + { + if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + { + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)); + + window_hooks.EndHook(); + } + + is_ready = true; + if (game_hwnd) + SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + + game_hwnd = (HWND)hWnd; + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + } + } + + // https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ + // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook + + void OverlayProc( int width, int height ) + { + static int item = -1; + static const char* strs[] = { + "test1", + "test2", + "test3", + }; + + if (!show_overlay) + return; + + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); + + ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); + + ImGui::LabelText("", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); + + ImGui::Spacing(); + + //ImGui::ListBoxHeader(""); + ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs))); + //ImGui::ListBoxFooter(); + + ImGui::Spacing(); + + RECT rect; + + GetWindowRect(game_hwnd, &rect); + + auto pos = ImGui::GetMousePos(); + + + ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); + ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); + + ImGui::End(); + + } + + /* + switchstr(args[0]) + { + casestr("get"): + sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_id") : + sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_server_id") : + sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_lobby") : + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("list_friends") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; + ovlay.write(sstr.str()); + } + } + break; + casestr("list_games") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (friend_info.m_steamIDLobby != k_steamIDNil) + { + connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("invite_user") : + { + ovlay.write(str + "\n"); + + if (_this->lobbyID.IsValid()) + { + if (args.size() == 2) + { + std::string& friendName = args[1]; + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + if (friendName == name) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(id.ConvertToUint64()); + _this->_client->network->sendTo(&msg, true); + + sstr << "Invite sent" << std::endl; + ovlay.write(sstr.str()); + break; + } + } + + } + else + { + sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; + ovlay.write(sstr.str()); + } + } + } + break; + + casestr("join_game") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("join_user") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (args[1] == name ) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + } + } + } + */ + + +}; \ No newline at end of file From a60a106daf86e66b725122900cb9e6490329f12a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 25 Jul 2019 23:33:28 +0200 Subject: [PATCH 008/494] Implementing overlay into existing code. --- dll/dll.cpp | 6 +++++- dll/steam_client.cpp | 9 ++++++--- dll/steam_client.h | 4 ++++ dll/steam_friends.h | 14 ++++++++------ dll/steam_utils.h | 19 +++++++++++-------- 5 files changed, 34 insertions(+), 18 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index eb35c2f..98eb1a7 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -200,7 +200,11 @@ S_API bool S_CALLTYPE SteamAPI_Init() crack_SteamAPI_Init(); #endif load_old_interface_versions(); - get_steam_client()->userLogIn(); + + Steam_Client* client = get_steam_client(); + client->userLogIn(); + client->steam_overlay->SetupOverlay(); + return true; } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index c68d022..ddc12f3 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -303,9 +303,12 @@ Steam_Client::Steam_Client() PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port); + steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb); + steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); - steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); - steam_utils = new Steam_Utils(settings_client, callback_results_client); + steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay); + steam_utils = new Steam_Utils(settings_client, callback_results_client, steam_overlay); + steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network); steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client); @@ -333,7 +336,7 @@ Steam_Client::Steam_Client() PRINT_DEBUG("client init gameserver\n"); steam_gameserver = new Steam_GameServer(settings_server, network, callbacks_server); - steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server); + steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server, steam_overlay); steam_gameserverstats = new Steam_GameServerStats(settings_server, network, callback_results_server, callbacks_server); steam_gameserver_networking = new Steam_Networking(settings_server, network, callbacks_server, run_every_runcb); steam_gameserver_http = new Steam_HTTP(settings_server, network, callback_results_server, callbacks_server); diff --git a/dll/steam_client.h b/dll/steam_client.h index 08803e6..27b472f 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -48,6 +48,8 @@ #include "steam_gameserverstats.h" #include "steam_masterserver_updater.h" +#include "../overlay_experimental/steam_overlay.h" + #include class Steam_Client : @@ -113,6 +115,8 @@ public: Steam_Game_Coordinator *steam_gameserver_game_coordinator; Steam_Masterserver_Updater *steam_masterserver_updater; + Steam_Overlay* steam_overlay; + bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 145a1d5..7d1992f 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -40,6 +40,7 @@ public ISteamFriends class SteamCallBacks *callbacks; class SteamCallResults *callback_results; class RunEveryRunCB *run_every_runcb; + class Steam_Overlay* overlay; Friend us; bool modified; @@ -99,13 +100,14 @@ static void steam_friends_run_every_runcb(void *object) steam_friends->RunCallbacks(); } -Steam_Friends(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay): + settings(settings), + network(network), + callbacks(callbacks), + callback_results(callback_results), + run_every_runcb(run_every_runcb), + overlay(overlay) { - this->settings = settings; - this->network = network; - this->callbacks = callbacks; - this->callback_results = callback_results; - this->run_every_runcb = run_every_runcb; this->network->setCallback(CALLBACK_ID_FRIEND, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->network->setCallback(CALLBACK_ID_FRIEND_MESSAGES, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 047e3ff..ed43326 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -17,6 +17,7 @@ #include "base.h" #include "local_storage.h" +#include "../overlay_experimental/steam_overlay.h" static std::chrono::time_point app_initialized_time = std::chrono::steady_clock::now(); @@ -34,13 +35,14 @@ public ISteamUtils private: Settings *settings; class SteamCallResults *callback_results; + Steam_Overlay* overlay; public: -Steam_Utils(Settings *settings, class SteamCallResults *callback_results) -{ - this->settings = settings; - this->callback_results = callback_results; -} +Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay): + settings(settings), + callback_results(callback_results), + overlay(overlay) +{} // return the number of seconds since the user uint32 GetSecondsSinceAppActive() @@ -144,6 +146,7 @@ uint32 GetAppID() void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) { PRINT_DEBUG("SetOverlayNotificationPosition\n"); + overlay->SetNotificationPosition(eNotificationPosition); } @@ -218,8 +221,7 @@ void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) bool IsOverlayEnabled() { PRINT_DEBUG("IsOverlayEnabled\n"); - //TODO - return false; + return overlay->Ready(); } @@ -235,7 +237,7 @@ bool IsOverlayEnabled() bool BOverlayNeedsPresent() { PRINT_DEBUG("BOverlayNeedsPresent\n"); - return false; + return overlay->NeedPresent(); } @@ -305,6 +307,7 @@ bool IsSteamRunningInVR() void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) { PRINT_DEBUG("SetOverlayNotificationInset\n"); + overlay->SetNotificationInset(nHorizontalInset, nVerticalInset); } From 6328b59b0b4142c17da3ecc061680132149790db Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:19:44 +0200 Subject: [PATCH 009/494] Added opengl hook --- ImGui/impls/imgui_impl_opengl3.cpp | 632 ++++++++++++++++++++++++++ ImGui/impls/imgui_impl_opengl3.h | 47 ++ overlay_experimental/Hook_Manager.cpp | 33 +- overlay_experimental/OpenGL_Hook.cpp | 144 ++++++ overlay_experimental/OpenGL_Hook.h | 41 ++ 5 files changed, 879 insertions(+), 18 deletions(-) create mode 100644 ImGui/impls/imgui_impl_opengl3.cpp create mode 100644 ImGui/impls/imgui_impl_opengl3.h create mode 100644 overlay_experimental/OpenGL_Hook.cpp create mode 100644 overlay_experimental/OpenGL_Hook.h diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..9585215 --- /dev/null +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -0,0 +1,632 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif + +// Auto-detect GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#endif +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#else +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) +#include // Needs to be initialized with gl3wInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) +#include // Needs to be initialized with glewInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) +#include // Needs to be initialized with gladLoadGL() in user's code +#else +#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#endif +#endif + +// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#endif + +// OpenGL Data +static char g_GlslVersionString[32] = ""; +static GLuint g_FontTexture = 0; +static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + + // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + if (glsl_version == NULL) + glsl_version = "#version 300 es"; +#else + if (glsl_version == NULL) + glsl_version = "#version 130"; +#endif + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); + strcpy(g_GlslVersionString, glsl_version); + strcat(g_GlslVersionString, "\n"); + + // Make a dummy GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); +#ifdef GL_SAMPLER_BINDING + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); +#endif + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); +#endif +#ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) + if (last_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glGenVertexArrays(1, &vertex_array_object); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) + { + // Apply scissor/clipping rectangle + if (clip_origin_lower_left) + glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + else + glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); +#else + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); +#endif + } + } + } + } + + // Destroy the temporary VAO +#ifndef IMGUI_IMPL_OPENGL_ES2 + glDeleteVertexArrays(1, &vertex_array_object); +#endif + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); +#endif + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(g_GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision mediump float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = NULL; + const GLchar* fragment_shader = NULL; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glCompileShader(g_VertHandle); + CheckShader(g_VertHandle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); + glCompileShader(g_FragHandle); + CheckShader(g_FragHandle, "fragment shader"); + + g_ShaderHandle = glCreateProgram(); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + CheckProgram(g_ShaderHandle, "shader program"); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h new file mode 100644 index 0000000..0f7eef7 --- /dev/null +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -0,0 +1,47 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Set default OpenGL3 loader to be gl3w +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +#define IMGUI_IMPL_OPENGL_LOADER_GL3W +#endif + +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index d3d2d9c..32812a4 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -7,6 +7,7 @@ #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#include "OpenGL_Hook.h" #include @@ -17,26 +18,30 @@ decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; void create_hookA(const char* libname) { - if (!strcmp(libname, "d3d9.dll")) + if (!_stricmp(libname, "d3d9.dll")) DX9_Hook::Create(); - else if (!strcmp(libname, "d3d10.dll")) + else if (!_stricmp(libname, "d3d10.dll")) DX10_Hook::Create(); - else if (!strcmp(libname, "d3d11.dll")) + else if (!_stricmp(libname, "d3d11.dll")) DX11_Hook::Create(); - else if (!strcmp(libname, "d3d12.dll")) + else if (!_stricmp(libname, "d3d12.dll")) DX12_Hook::Create(); + else if (!_stricmp(libname, "opengl32.dll")) + OpenGL_Hook::Create(); } void create_hookW(const wchar_t *libname) { - if (!wcscmp(libname, L"d3d9.dll")) + if (!_wcsicmp(libname, L"d3d9.dll")) DX9_Hook::Create(); - else if (!wcscmp(libname, L"d3d10.dll")) + else if (!_wcsicmp(libname, L"d3d10.dll")) DX10_Hook::Create(); - else if (!wcscmp(libname, L"d3d11.dll")) + else if (!_wcsicmp(libname, L"d3d11.dll")) DX11_Hook::Create(); - else if (!wcscmp(libname, L"d3d12.dll")) + else if (!_wcsicmp(libname, L"d3d12.dll")) DX12_Hook::Create(); + else if (!_wcsicmp(libname, L"opengl32.dll")) + OpenGL_Hook::Create(); } HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) @@ -88,7 +93,7 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) { overlay = ovlay; HookLoadLibrary(); - std::vector const libraries = { "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; std::vector::const_iterator it = libraries.begin(); while (it != libraries.end()) { @@ -102,15 +107,7 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) if (it == libraries.end()) break; - if (*it == "d3d9.dll") - DX9_Hook::Create(); - else if (*it == "d3d10.dll") - DX10_Hook::Create(); - else if (*it == "d3d11.dll") - DX11_Hook::Create(); - else if (*it == "d3d12.dll") - DX12_Hook::Create(); - + create_hookA(it->c_str()); ++it; } } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp new file mode 100644 index 0000000..6a2adeb --- /dev/null +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -0,0 +1,144 @@ +#include "../dll/base.h" +#include "OpenGL_Hook.h" +#include "Hook_Manager.h" + +#include +#include +#include + +#include + +#pragma comment(lib, "opengl32") +#pragma comment(lib, "glew32s") + + +// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used +static OpenGL_Hook* hook; + +void OpenGL_Hook::hook_ogl() +{ + if (!_hooked) + { + PRINT_DEBUG("Hooked OpenGL\n"); + _hooked = true; + Hook_Manager::Inst().FoundHook(this); + + GLenum err = glewInit(); + if (GLEW_OK != err) + { + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + } + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) + ); + EndHook(); + } +} + +void OpenGL_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +void OpenGL_Hook::prepareForOverlay(HDC hDC) +{ + HWND hWnd = WindowFromDC(hDC); + RECT rect; + + GetClientRect(hWnd, &rect); + + if (!initialized) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + Hook_Manager::Inst().ChangeGameWindow(hWnd); + + ImGui_ImplWin32_Init(hWnd); + ImGui_ImplOpenGL3_Init(); + + initialized = true; + } + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplWin32_NewFrame(); + + ImGui::NewFrame(); + + Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); +} + +///////////////////////////////////////////////////////////////////////////////////// +// OpenGL Initialization functions +BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + auto res = hook->wglMakeCurrent(hDC, hGLRC); + hook->hook_ogl(); + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// +BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) +{ + hook->prepareForOverlay(hDC); + return hook->wglSwapBuffers(hDC); +} + +OpenGL_Hook::OpenGL_Hook(): + initialized(false), + wglSwapBuffers(nullptr) +{ + _dll = GetModuleHandle(DLL_NAME); + _hooked = false; + // Hook to wglMakeCurrent so we know when it gets called. + // If its called, then OpenGL will be used to render the overlay. + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) + ); + EndHook(); +} + +OpenGL_Hook::~OpenGL_Hook() +{ + PRINT_DEBUG("OpenGL Hook removed\n"); + + if (_hooked) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } + + hook = nullptr; +} + +void OpenGL_Hook::Create() +{ + if (hook == nullptr) + { + hook = new OpenGL_Hook; + // Register the hook to the Hook Manager + Hook_Manager::Inst().AddHook(hook); + } +} \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h new file mode 100644 index 0000000..ae3df16 --- /dev/null +++ b/overlay_experimental/OpenGL_Hook.h @@ -0,0 +1,41 @@ +#ifndef __INCLUDED_OPENGL_HOOK_H__ +#define __INCLUDED_OPENGL_HOOK_H__ + +#include "DirectX_VTables.h" +#include "Base_Hook.h" + +class OpenGL_Hook : public Base_Hook +{ +public: + static constexpr const char DLL_NAME[] = "opengl32.dll"; + + using wglSwapBuffers_t = BOOL(WINAPI)(HDC); + using wglMakeCurrent_t = BOOL(WINAPI)(HDC, HGLRC); + +private: + // Variables + bool initialized; + + // Functions + OpenGL_Hook(); + virtual ~OpenGL_Hook(); + + void hook_ogl(); + void resetRenderState(); + void prepareForOverlay(HDC hDC); + + // Hook to render functions + static BOOL WINAPI MywglSwapBuffers(HDC hDC); + + wglSwapBuffers_t* wglSwapBuffers; + + // Hook functions so we know we use OGL + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + + wglMakeCurrent_t* wglMakeCurrent; + +public: + static void Create(); // Initialize OGL Hook. +}; + +#endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file From 631bcf9edf0aa5c760f1f4a634944fd6007e1767 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:20:27 +0200 Subject: [PATCH 010/494] Updated hooks. --- overlay_experimental/Base_Hook.cpp | 3 +- overlay_experimental/DX10_Hook.cpp | 10 ++----- overlay_experimental/DX11_Hook.cpp | 8 ++--- overlay_experimental/DX12_Hook.cpp | 10 +++---- overlay_experimental/DX9_Hook.cpp | 48 +++++++++++++++++------------- overlay_experimental/DX9_Hook.h | 2 +- 6 files changed, 40 insertions(+), 41 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 24d39b5..59d4762 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -36,5 +36,6 @@ void Base_Hook::UnhookAll() void Base_Hook::HookFuncs(std::pair hook) { - DetourAttach(hook.first, hook.second); + if( DetourAttach(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); } \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 47d9bf8..e1f8e01 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -2,8 +2,6 @@ #include "DX10_Hook.h" #include "Hook_Manager.h" -#include "../detours/detours.h" - #include #include #include @@ -59,6 +57,8 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -172,11 +172,7 @@ DX10_Hook::~DX10_Hook() PRINT_DEBUG("DX10 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX10_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 7c044d5..4492046 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -68,6 +68,8 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -188,11 +190,7 @@ DX11_Hook::~DX11_Hook() PRINT_DEBUG("DX11 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 7e74c5b..ac3317b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -26,6 +26,8 @@ void DX12_Hook::resetRenderState() pDescriptorHeap->Release(); ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); initialized = false; } @@ -35,7 +37,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); - + if (!initialized) { D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; @@ -149,11 +151,7 @@ DX12_Hook::~DX12_Hook() PRINT_DEBUG("DX11 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 210e301..15e6dc3 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -6,6 +6,8 @@ #include #include +#include "steam_overlay.h" + static DX9_Hook* hook; ////////////////////////////////////////////////////////////////// @@ -23,7 +25,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDevice; + IDirect3DDevice9Ex* pDeviceEx; Direct3DCreate9Ex(SDKVersion, &pD3D); @@ -32,21 +34,21 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) params.BackBufferHeight = 1; params.hDeviceWindow = GetForegroundWindow(); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDevice); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - loadFunctions(pDevice); + loadFunctions(pDeviceEx); - UnhookAll(); + //UnhookAll(); BeginHook(); HookFuncs( - //std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); EndHook(); - pDevice->Release(); + pDeviceEx->Release(); pD3D->Release(); } } @@ -56,8 +58,9 @@ void DX9_Hook::resetRenderState() if (initialized) { initialized = false; - ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); } } @@ -67,18 +70,20 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetSwapChain(0, &pSwapChain); D3DPRESENT_PARAMETERS PresentParameters; pSwapChain->GetPresentParameters(&PresentParameters); - pSwapChain->Release(); + D3DDEVICE_CREATION_PARAMETERS param; + pDevice->GetCreationParameters(¶m); + + if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + resetRenderState(); + if (!initialized) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - D3DDEVICE_CREATION_PARAMETERS param; - pDevice->GetCreationParameters(¶m); - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); @@ -130,27 +135,32 @@ HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_ HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) { - //if( !hook->uses_present ) + if( !hook->uses_present ) hook->prepareForOverlay(_this); return (_this->*hook->EndScene)(); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { + hook->uses_present = true; hook->prepareForOverlay(_this); return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { + hook->uses_present = true; hook->prepareForOverlay(_this); return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } - DX9_Hook::DX9_Hook(): initialized(false), - uses_present(false) + uses_present(false), + EndScene(nullptr), + Present(nullptr), + PresentEx(nullptr), + Reset(nullptr) { _dll = GetModuleHandle(DLL_NAME); _hooked = false; @@ -172,11 +182,7 @@ DX9_Hook::~DX9_Hook() PRINT_DEBUG("DX9 Hook removed\n"); if (_hooked) - { - ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); hook = nullptr; } @@ -191,9 +197,9 @@ void DX9_Hook::Create() } } -void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* obj) +void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) { - void** vTable = *reinterpret_cast(obj); + void** vTable = *reinterpret_cast(pDeviceEx); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] LOAD_FUNC(Reset); diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 18b8ffb..8a98404 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -44,7 +44,7 @@ private: public: static void Create(); // Initialize DX9 Hook. - void loadFunctions(IDirect3DDevice9Ex *obj); + void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file From e6826d8ead3bd88a7f704fa840cca7e3368cd51f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 31 Jul 2019 22:21:02 +0200 Subject: [PATCH 011/494] Basic & Ugly implementation of overlay. Overlay still WIP, don't look too much into the code. I will do it better soon. --- ImGui/imconfig.h | 9 +- dll/steam_client.cpp | 2 +- dll/steam_friends.h | 11 +- overlay_experimental/steam_overlay.cpp | 528 +++++++++++++++++++++++++ overlay_experimental/steam_overlay.h | 429 ++------------------ 5 files changed, 586 insertions(+), 393 deletions(-) create mode 100644 overlay_experimental/steam_overlay.cpp diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 2b77129..712b03c 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -27,12 +27,12 @@ //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) // It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. -//#define IMGUI_DISABLE_DEMO_WINDOWS -//#define IMGUI_DISABLE_METRICS_WINDOW +#define IMGUI_DISABLE_DEMO_WINDOWS +#define IMGUI_DISABLE_METRICS_WINDOW //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. -//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. @@ -91,3 +91,6 @@ namespace ImGui void MyFunction(const char* name, const MyMatrix44& v); } */ + +#define GLEW_STATIC +#define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index ddc12f3..3bab4f8 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -303,7 +303,7 @@ Steam_Client::Steam_Client() PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port); - steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb); + steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network); steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay); diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 7d1992f..dda67f1 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -15,7 +15,11 @@ License along with the Goldberg Emulator; if not, see . */ +#ifndef __INCLUDED_STEAM_FRIENDS_H__ +#define __INCLUDED_STEAM_FRIENDS_H__ + #include "base.h" +#include "../overlay_experimental/steam_overlay.h" #define SEND_FRIEND_RATE 4.0 @@ -113,6 +117,8 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this); modified = false; + + overlay->SetupFriends(&friends); } ~Steam_Friends() @@ -491,6 +497,7 @@ void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) void ActivateGameOverlay( const char *pchDialog ) { PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog); + overlay->OpenOverlay(pchDialog); } @@ -547,7 +554,7 @@ void SetPlayedWith( CSteamID steamIDUserPlayedWith ) void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) { PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n"); - // TODO: Here open the overlay + overlay->OpenOverlayInvite(steamIDLobby); } // gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set @@ -1048,3 +1055,5 @@ void Callback(Common_Message *msg) } }; + +#endif//__INCLUDED_STEAM_FRIENDS_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp new file mode 100644 index 0000000..c6aba7c --- /dev/null +++ b/overlay_experimental/steam_overlay.cpp @@ -0,0 +1,528 @@ +#include "steam_overlay.h" + +#include +#include +#include +#include +#include + +#include // iota + +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; +static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; + +LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); +} + +LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + ShowOverlay(!show_overlay); + } + + } + // If we should show the overlay + if (show_overlay) + { + // Call the overlay window procedure + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + return true; + } + // Else call the game window procedure + return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); +} + +bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +{ + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; +} + +LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageA(lpMsg); +} + +LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (_this->IgnoreMsg(lpMsg)) + return 0; + return _DispatchMessageW(lpMsg); +} + +Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + network(network), + game_hwnd(NULL), + game_hwnd_proc(nullptr), + show_overlay(false), + is_ready(false), + notif_position(ENotificationPosition::k_EPositionBottomLeft), + h_inset(0), + v_inset(0), + friend_action(friend_action_none), + overlay_state_changed(false) +{ + run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); +} + +Steam_Overlay::~Steam_Overlay() +{ + run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); +} + +void Steam_Overlay::steam_overlay_run_every_runcb(void* object) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->RunCallbacks(); +} + +HWND Steam_Overlay::GetGameHwnd() const +{ + return game_hwnd; +} + +bool Steam_Overlay::Ready() const +{ + return is_ready; +} + +bool Steam_Overlay::NeedPresent() const +{ + return true; +} + +void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition) +{ + notif_position = eNotificationPosition; +} + +void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset) +{ + h_inset = nHorizontalInset; + v_inset = nVerticalInset; +} + +void Steam_Overlay::SetupOverlay() +{ + Hook_Manager::Inst().HookRenderer(this); +} + +void Steam_Overlay::HookReady(void* hWnd) +{ + if (game_hwnd != hWnd) + { + if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + { + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) + // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on + ); + + window_hooks.EndHook(); + + is_ready = true; + } + + if (game_hwnd) + SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + + game_hwnd = (HWND)hWnd; + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + } +} + +// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ +// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook +// https://github.com/unknownv2/LinuxDetours + +void Steam_Overlay::SetupFriends(const std::vector* friends) +{ + this->friends = friends; +} + +void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) +{ + //this->lobbyId = lobbyId; + show_overlay = true; +} + +void Steam_Overlay::OpenOverlay(const char* pchDialog) +{ + // TODO: Show pages depending on pchDialog + show_overlay = true; +} + +void Steam_Overlay::ShowOverlay(bool state) +{ + static RECT old_clip; + + if (show_overlay == state) + return; + + show_overlay = state; + if (show_overlay) + { + RECT cliRect, wndRect, clipRect; + + GetClipCursor(&old_clip); + // The window rectangle has borders and menus counted in the size + GetWindowRect(game_hwnd, &wndRect); + // The client rectangle is the window without borders + GetClientRect(game_hwnd, &cliRect); + + clipRect = wndRect; // Init clip rectangle + + // Get Window width with borders + wndRect.right -= wndRect.left; + // Get Window height with borders & menus + wndRect.bottom -= wndRect.top; + // Compute the border width + int borderWidth = (wndRect.right - cliRect.right) / 2; + // Client top clip is the menu bar width minus bottom border + clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; + // Client left clip is the left border minus border width + clipRect.left += borderWidth; + // Here goes the same for right and bottom + clipRect.right -= borderWidth; + clipRect.bottom -= borderWidth; + + ClipCursor(&clipRect); + + ImGui::GetIO().MouseDrawCursor = true; + } + else + { + ClipCursor(&old_clip); + ImGui::GetIO().MouseDrawCursor = false; + } + overlay_state_changed = true; +} + +void Steam_Overlay::OverlayProc( int width, int height ) +{ + if (!show_overlay) + return; + + int friend_size = friends->size(); + + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); + + bool close = false; + if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse)) + { + ImGui::LabelText("", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); + + ImGui::Spacing(); + + ImGui::ListBoxHeader("Friends", friend_size); + if (friend_size) + { + for (int i = 0; i < friend_size; ++i) + { + ImGui::PushID(i); + ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::BeginPopupContextItem("Friends", 1)) + { + if (ImGui::Button("Invite")) + { + friend_action |= friend_action_invite; + friend_to_action = friends->at(i).id(); + } + if (ImGui::Button("Join")) + { + friend_action |= friend_action_join; + friend_to_action = friends->at(i).id(); + } + ImGui::EndPopup(); + } + else if (ImGui::IsMouseDoubleClicked(0)) + { + // Here handle the chat with the user friends->at(i).id() + } + ImGui::PopID(); + } + } + ImGui::ListBoxFooter(); + + //RECT rect; + //GetWindowRect(game_hwnd, &rect); + //auto pos = ImGui::GetMousePos(); + //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); + //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); + + + ImGui::End(); + } + + //ImGui::ShowDemoWindow(); +} + +#include "../dll/dll.h" + +void Steam_Overlay::RunCallbacks() +{ + if (overlay_state_changed) + { + GameOverlayActivated_t data = { 0 }; + data.m_bActive = show_overlay; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + overlay_state_changed = false; + } + + if (friend_action & friend_action_invite) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(friend_to_action); + network->sendTo(&msg, true); + + friend_action &= ~friend_action_invite; + } + + if (friend_action & friend_action_join) + { + FriendGameInfo_t friend_info = {}; + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); + //get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby); + + const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_to_action); + strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + + friend_action &= ~friend_action_join; + } +} + + /* + switchstr(args[0]) + { + casestr("get"): + sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_id") : + sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_server_id") : + sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("get_lobby") : + sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; + ovlay.write(sstr.str()); + sstr.str(""); + break; + + casestr("list_friends") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; + ovlay.write(sstr.str()); + } + } + break; + casestr("list_games") : + { + ovlay.write(str + "\n"); + + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (friend_info.m_steamIDLobby != k_steamIDNil) + { + connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("invite_user") : + { + ovlay.write(str + "\n"); + + if (_this->lobbyID.IsValid()) + { + if (args.size() == 2) + { + std::string& friendName = args[1]; + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + if (friendName == name) + { + Common_Message msg; + Friend_Messages* friend_messages = new Friend_Messages(); + friend_messages->set_type(Friend_Messages::LOBBY_INVITE); + friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); + msg.set_allocated_friend_messages(friend_messages); + msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(id.ConvertToUint64()); + _this->_client->network->sendTo(&msg, true); + + sstr << "Invite sent" << std::endl; + ovlay.write(sstr.str()); + break; + } + } + + } + else + { + sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; + ovlay.write(sstr.str()); + } + } + } + break; + + casestr("join_game") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + + casestr("join_user") : + if (args.size() == 2) + { + ovlay.write(str + "\n"); + int cnt = steamFriends->GetFriendCount(0); + for (int i = 0; i < cnt; ++i) + { + CSteamID id = steamFriends->GetFriendByIndex(i, 0); + const char* name = steamFriends->GetFriendPersonaName(id); + + std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(id, &friend_info); + + if (connect.length() > 0) + { + sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + } + else if (args[1] == name ) + { + connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); + sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; + matchMaking->JoinLobby(friend_info.m_steamIDLobby); + } + ovlay.write(sstr.str()); + sstr.str(""); + } + } + break; + } + } + } + */ diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 2edd219..2c61dd4 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -1,17 +1,16 @@ -#pragma once +#ifndef __INCLUDED_STEAM_OVERLAY_H__ +#define __INCLUDED_STEAM_OVERLAY_H__ -#include -#include -#include -#include -#include -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -#include "base.h" +#include "../dll/base.h" #include "Hook_Manager.h" +#include -static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; -static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; +enum friend_action +{ + friend_action_none = 0, + friend_action_invite = 1<<0, + friend_action_join = 1<<1 +}; class Steam_Overlay { @@ -19,6 +18,9 @@ class Steam_Overlay SteamCallResults* callback_results; SteamCallBacks* callbacks; RunEveryRunCB* run_every_runcb; + Networking* network; + + const std::vector* friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -28,401 +30,52 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; + // Callback infos + uint64 friend_to_action; + int friend_action; + bool overlay_state_changed; + Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } + bool IgnoreMsg(const MSG* lpMsg); + LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) - { - // Is the event is a key press - if (uMsg == WM_KEYDOWN) - { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) - { - static RECT old_clip; - // If Left Shift is pressed - if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1))) - { - show_overlay = !show_overlay; - } + static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg); + static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); - if (show_overlay) - { - RECT cliRect, wndRect, clipRect; - - GetClipCursor(&old_clip); - // The window rectangle has borders and menus counted in the size - GetWindowRect(hWnd, &wndRect); - // The client rectangle is the window without borders - GetClientRect(hWnd, &cliRect); - - clipRect = wndRect; // Init clip rectangle - - // Get Window width with borders - wndRect.right -= wndRect.left; - // Get Window height with borders & menus - wndRect.bottom -= wndRect.top; - // Compute the border width - int borderWidth = (wndRect.right - cliRect.right) / 2; - // Client top clip is the menu bar width minus bottom border - clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; - // Client left clip is the left border minus border width - clipRect.left += borderWidth; - // Here goes the same for right and bottom - clipRect.right -= borderWidth; - clipRect.bottom -= borderWidth; - - ClipCursor(&clipRect); - - ImGui::GetIO().MouseDrawCursor = true; - - { - GameOverlayActivated_t data = { 0 }; - data.m_bActive = true; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - } - else - { - ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; - - { - GameOverlayActivated_t data = { 0 }; - data.m_bActive = false; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - } - } - - } - // If we should show the overlay - if (show_overlay) - { - // Call the overlay window procedure - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - return true; - } - // Else call the game window procedure - return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); - } - - bool IgnoreMsg(const MSG* lpMsg) - { - if (lpMsg->hwnd == game_hwnd && show_overlay) - { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } - } - return false; - } - - static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg) - { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageA(lpMsg); - } - - static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg) - { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageW(lpMsg); - } + static void steam_overlay_run_every_runcb(void* object); + void RunCallbacks(); public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) : - settings(settings), - callback_results(callback_results), - callbacks(callbacks), - run_every_runcb(run_every_runcb), - game_hwnd(NULL), - game_hwnd_proc(nullptr), - show_overlay(false), - is_ready(false) - {} + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); - ~Steam_Overlay() - {} + ~Steam_Overlay(); - bool Ready() const { return is_ready; } - bool NeedPresent() const { return true; } - void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; } - void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; } - void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); } + HWND GetGameHwnd() const; - void HookReady(void* hWnd) - { - if (game_hwnd != hWnd) - { - if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. - { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)); + bool Ready() const; - window_hooks.EndHook(); - } + bool NeedPresent() const; - is_ready = true; - if (game_hwnd) - SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); + void SetNotificationPosition(ENotificationPosition eNotificationPosition); - game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); - } - } + void SetNotificationInset(int nHorizontalInset, int nVerticalInset); + void SetupOverlay(); - // https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ - // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook + void HookReady(void* hWnd); - void OverlayProc( int width, int height ) - { - static int item = -1; - static const char* strs[] = { - "test1", - "test2", - "test3", - }; + void OverlayProc(int width, int height); - if (!show_overlay) - return; + void SetupFriends(const std::vector* friends); - // Set the overlay windows to the size of the game window - ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); + void OpenOverlayInvite(CSteamID lobbyId); + void OpenOverlay(const char* pchDialog); - ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); + void ShowOverlay(bool state); +}; - ImGui::LabelText("", "Username: %s(%llu) playing %u", - settings->get_local_name(), - settings->get_local_steam_id().ConvertToUint64(), - settings->get_local_game_id().AppID()); - - ImGui::Spacing(); - - //ImGui::ListBoxHeader(""); - ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs))); - //ImGui::ListBoxFooter(); - - ImGui::Spacing(); - - RECT rect; - - GetWindowRect(game_hwnd, &rect); - - auto pos = ImGui::GetMousePos(); - - - ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); - ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - - ImGui::End(); - - } - - /* - switchstr(args[0]) - { - casestr("get"): - sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_id") : - sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_server_id") : - sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_lobby") : - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("list_friends") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; - ovlay.write(sstr.str()); - } - } - break; - casestr("list_games") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (friend_info.m_steamIDLobby != k_steamIDNil) - { - connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("invite_user") : - { - ovlay.write(str + "\n"); - - if (_this->lobbyID.IsValid()) - { - if (args.size() == 2) - { - std::string& friendName = args[1]; - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - if (friendName == name) - { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(id.ConvertToUint64()); - _this->_client->network->sendTo(&msg, true); - - sstr << "Invite sent" << std::endl; - ovlay.write(sstr.str()); - break; - } - } - - } - else - { - sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; - ovlay.write(sstr.str()); - } - } - } - break; - - casestr("join_game") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("join_user") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (args[1] == name ) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - } - } - } - */ - - -}; \ No newline at end of file +#endif//__INCLUDED_STEAM_OVERLAY_H__ From a08c8102a95be9ab6371d1ed2b5c8476d90af2f9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 11:15:38 +0200 Subject: [PATCH 012/494] Use already defined functions to invite user to game. --- overlay_experimental/steam_overlay.cpp | 225 +++---------------------- 1 file changed, 24 insertions(+), 201 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index c6aba7c..ffe8834 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -314,215 +314,38 @@ void Steam_Overlay::RunCallbacks() overlay_state_changed = false; } + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; + if (friend_action & friend_action_invite) { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(friend_to_action); - network->sendTo(&msg, true); + std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); + if (connect.length() > 0) + steamFriends->InviteUserToGame(friend_to_action, connect.c_str()); + else if(settings->get_lobby().IsValid()) + steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action); friend_action &= ~friend_action_invite; } if (friend_action & friend_action_join) { - FriendGameInfo_t friend_info = {}; - Steam_Friends* steamFriends = get_steam_client()->steam_friends; - steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); - //get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby); + std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); + if (connect.length() > 0) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_to_action); + strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + else + { + FriendGameInfo_t friend_info = {}; + steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); + if(friend_info.m_steamIDLobby.IsValid()) + steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby); + } - const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_to_action); - strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - friend_action &= ~friend_action_join; } -} - - /* - switchstr(args[0]) - { - casestr("get"): - sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_id") : - sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_server_id") : - sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("get_lobby") : - sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; - ovlay.write(sstr.str()); - sstr.str(""); - break; - - casestr("list_friends") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; - ovlay.write(sstr.str()); - } - } - break; - casestr("list_games") : - { - ovlay.write(str + "\n"); - - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (friend_info.m_steamIDLobby != k_steamIDNil) - { - connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("invite_user") : - { - ovlay.write(str + "\n"); - - if (_this->lobbyID.IsValid()) - { - if (args.size() == 2) - { - std::string& friendName = args[1]; - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - if (friendName == name) - { - Common_Message msg; - Friend_Messages* friend_messages = new Friend_Messages(); - friend_messages->set_type(Friend_Messages::LOBBY_INVITE); - friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); - msg.set_allocated_friend_messages(friend_messages); - msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(id.ConvertToUint64()); - _this->_client->network->sendTo(&msg, true); - - sstr << "Invite sent" << std::endl; - ovlay.write(sstr.str()); - break; - } - } - - } - else - { - sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; - ovlay.write(sstr.str()); - } - } - } - break; - - casestr("join_game") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - - casestr("join_user") : - if (args.size() == 2) - { - ovlay.write(str + "\n"); - int cnt = steamFriends->GetFriendCount(0); - for (int i = 0; i < cnt; ++i) - { - CSteamID id = steamFriends->GetFriendByIndex(i, 0); - const char* name = steamFriends->GetFriendPersonaName(id); - - std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(id, &friend_info); - - if (connect.length() > 0) - { - sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - } - else if (args[1] == name ) - { - connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); - sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; - matchMaking->JoinLobby(friend_info.m_steamIDLobby); - } - ovlay.write(sstr.str()); - sstr.str(""); - } - } - break; - } - } - } - */ +} \ No newline at end of file From d646f6158267e1286fa2375a69687fb67b1b3a57 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 11:35:36 +0200 Subject: [PATCH 013/494] Removed numeric (don't use iota anymore) Also placed the include on the top of cpp file. Need to look into directinput and xinput hooks. --- overlay_experimental/steam_overlay.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ffe8834..0300e81 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -6,7 +6,7 @@ #include #include -#include // iota +#include "../dll/dll.h" extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); @@ -301,8 +301,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) //ImGui::ShowDemoWindow(); } -#include "../dll/dll.h" - void Steam_Overlay::RunCallbacks() { if (overlay_state_changed) From 890f19c20ad1d1a658240bf9339e6019056fa3a0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 15:58:24 +0200 Subject: [PATCH 014/494] Fixing cross compiling with clang-cl --- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/DX9_Hook.h | 2 +- overlay_experimental/OpenGL_Hook.h | 10 +++++----- 5 files changed, 9 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 35d6b68..c345bb6 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -8,7 +8,7 @@ class DX10_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d10.dll"; + static constexpr const char *DLL_NAME = "d3d10.dll"; private: // Variables diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 5f44f7d..cf39514 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -8,7 +8,7 @@ class DX11_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d11.dll"; + static constexpr const char *DLL_NAME = "d3d11.dll"; private: // Variables diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 5851bbd..a449101 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -8,7 +8,7 @@ class DX12_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d12.dll"; + static constexpr const char *DLL_NAME = "d3d12.dll"; private: // Variables diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 8a98404..e81d844 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -8,7 +8,7 @@ class DX9_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "d3d9.dll"; + static constexpr const char *DLL_NAME = "d3d9.dll"; private: // Variables diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index ae3df16..1eacc9f 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -7,10 +7,10 @@ class OpenGL_Hook : public Base_Hook { public: - static constexpr const char DLL_NAME[] = "opengl32.dll"; + static constexpr const char *DLL_NAME = "opengl32.dll"; - using wglSwapBuffers_t = BOOL(WINAPI)(HDC); - using wglMakeCurrent_t = BOOL(WINAPI)(HDC, HGLRC); + using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); + using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: // Variables @@ -27,12 +27,12 @@ private: // Hook to render functions static BOOL WINAPI MywglSwapBuffers(HDC hDC); - wglSwapBuffers_t* wglSwapBuffers; + wglSwapBuffers_t wglSwapBuffers; // Hook functions so we know we use OGL static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - wglMakeCurrent_t* wglMakeCurrent; + wglMakeCurrent_t wglMakeCurrent; public: static void Create(); // Initialize OGL Hook. From dda1e3210cb80c96141d10ddc422f53f8f36910b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 17:04:49 +0200 Subject: [PATCH 015/494] Fixed dual hook on last function call --- overlay_experimental/Base_Hook.cpp | 2 +- overlay_experimental/Base_Hook.h | 11 ++++++++--- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 59d4762..d0da907 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -34,7 +34,7 @@ void Base_Hook::UnhookAll() } } -void Base_Hook::HookFuncs(std::pair hook) +void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 7fb9281..153bac6 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -29,13 +29,18 @@ public: void EndHook(); void UnhookAll(); - void HookFuncs(std::pair hook); + void HookFunc(std::pair hook); + + template + void HookFuncs(std::pair funcs) + { + HookFunc(funcs); + } template void HookFuncs(std::pair funcs, Args... args) { - _hooked_funcs.emplace_back(std::move(funcs)); - HookFuncs(funcs); + HookFunc(funcs); HookFuncs(args...); } }; From c293c1ae05d5521dcf89378117b558756e27c62e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 17:05:41 +0200 Subject: [PATCH 016/494] Fixed game shutdown hang. Should watch the other implementations if they need the same treat or not. --- overlay_experimental/DX9_Hook.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 15e6dc3..bc7b315 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -182,7 +182,11 @@ DX9_Hook::~DX9_Hook() PRINT_DEBUG("DX9 Hook removed\n"); if (_hooked) - resetRenderState(); + { + ImGui_ImplDX9_InvalidateDeviceObjects(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + } hook = nullptr; } From e674cd96e50e3f7e11fa7cba3fa4c4e426cb1256 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 19:07:19 +0200 Subject: [PATCH 017/494] DX9 Hook info comment --- overlay_experimental/DX9_Hook.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index bc7b315..9fdd5bb 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -183,6 +183,8 @@ DX9_Hook::~DX9_Hook() if (_hooked) { + //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) + // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); From a1037e3bf2dc1ae56ea44128a1c40a3809401733 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 1 Aug 2019 19:08:09 +0200 Subject: [PATCH 018/494] size() returns a size_t. --- dll/steam_matchmaking.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 4622cc2..3a3fafc 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1250,7 +1250,7 @@ void Callback(Common_Message *msg) if (msg->lobby().owner() != settings->get_local_steam_id().ConvertToUint64() && msg->lobby().appid() == settings->get_local_game_id().AppID()) { Lobby *lobby = get_lobby((uint64)msg->lobby().room_id()); if (!lobby) { - unsigned int old_size = lobbies.size(); + size_t old_size = lobbies.size(); lobbies.resize(old_size + 1); lobbies[old_size].set_room_id(msg->lobby().room_id()); lobby = &(lobbies[old_size]); From 3a0d9c55c192053be2a651ebe51ecfbcb5d0ee5c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:06:59 +0200 Subject: [PATCH 019/494] Added support for dynamic d3dcompile load If you really want to use d3dcompile, then I think its better to find the most recent d3dcompile you have on your computer and load its D3DCompile function. This process is now automatically handled. Just define the right Preprocessor. --- ImGui/impls/imgui_impl_dx10.cpp | 12 ++++++++ ImGui/impls/imgui_impl_dx11.cpp | 10 +++++++ ImGui/impls/imgui_impl_dx12.cpp | 10 +++++++ overlay_experimental/ImGui_ShaderBlobs.cpp | 35 +++++++++++++++++++++- overlay_experimental/ImGui_ShaderBlobs.h | 9 ++++-- 5 files changed, 72 insertions(+), 4 deletions(-) diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index 8ff8381..dd462f9 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -335,6 +335,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -367,6 +373,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; @@ -424,6 +431,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) @@ -434,6 +442,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D10_BLEND_DESC desc; diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 466bf25..0cf1b2b 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -342,6 +342,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -441,6 +447,10 @@ bool ImGui_ImplDX11_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D11_BLEND_DESC desc; diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index 846c2c8..2f57fe9 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -468,6 +468,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects() psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; +#ifdef USE_D3DCOMPILE + decltype(D3DCompile)* D3DCompile = load_d3dcompile(); + if (D3DCompile == nullptr) + return false; +#endif + // Create the vertex shader { #ifdef USE_D3DCOMPILE @@ -546,6 +552,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() #endif } +#ifdef USE_D3DCOMPILE + unload_d3dcompile(); +#endif + // Create the blending setup { D3D12_BLEND_DESC& desc = psoDesc.BlendState; diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/ImGui_ShaderBlobs.cpp index 3c536f6..4ab9d09 100644 --- a/overlay_experimental/ImGui_ShaderBlobs.cpp +++ b/overlay_experimental/ImGui_ShaderBlobs.cpp @@ -1,5 +1,36 @@ #include "ImGui_ShaderBlobs.h" +#ifdef USE_D3DCOMPILE + +#include + +static HMODULE d3dcompile_dll = nullptr; + +decltype(D3DCompile)* load_d3dcompile() +{ + decltype(D3DCompile)* func = nullptr; + for (int i = 47; i > 30; i--) + { + char dll_name[20]; + sprintf_s(dll_name, "d3dcompiler_%02d.dll", i); + if (d3dcompile_dll = LoadLibraryA(dll_name)) + { + func = (decltype(D3DCompile)*)GetProcAddress(d3dcompile_dll, "D3DCompile"); + break; + } + } + + return func; +} + +void unload_d3dcompile() +{ + if (d3dcompile_dll) + FreeLibrary(d3dcompile_dll); +} + +#else + extern unsigned char ImGui_vertexShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, @@ -283,4 +314,6 @@ extern unsigned char ImGui_pixelShaderDX12[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 -}; \ No newline at end of file +}; + +#endif \ No newline at end of file diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/ImGui_ShaderBlobs.h index f278f4c..a6a523b 100644 --- a/overlay_experimental/ImGui_ShaderBlobs.h +++ b/overlay_experimental/ImGui_ShaderBlobs.h @@ -6,9 +6,12 @@ #ifdef USE_D3DCOMPILE #include - #ifdef _MSC_VER - #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. - #endif + //#ifdef _MSC_VER + // #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. + //#endif + + decltype(D3DCompile)* load_d3dcompile(); + void unload_d3dcompile(); #else #define ImGui_vertexShaderDX10_len 876 From 7137fae413bdf2a3b1bffb36bb28c4d827f27b0a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:07:53 +0200 Subject: [PATCH 020/494] Added error checks for renderer hooks Added errors checks but there are no error correction, If it fails your won't have any overlay at all. --- overlay_experimental/DX10_Hook.cpp | 43 ++++++++++++++++------------ overlay_experimental/DX11_Hook.cpp | 42 ++++++++++++++++----------- overlay_experimental/DX9_Hook.cpp | 34 +++++++++++++--------- overlay_experimental/OpenGL_Hook.cpp | 23 +++++++++------ 4 files changed, 85 insertions(+), 57 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index e1f8e01..373071e 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -13,19 +13,18 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 10\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.BufferDesc.Width = 800; - SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.OutputWindow = GetForegroundWindow(); SwapChainDesc.SampleDesc.Count = 1; @@ -34,19 +33,27 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); - loadFunctions(pDevice, pSwapChain); + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 10\n"); + loadFunctions(pDevice, pSwapChain); - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX10_Hook::Present , &DX10_Hook::MyPresent), - std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget , &DX10_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) - ); - EndHook(); - - pDevice->Release(); - pSwapChain->Release(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 10\n"); + _hooked = false; + } + if(pDevice)pDevice->Release(); + if(pSwapChain)pSwapChain->Release(); } } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 4492046..61b3f9f 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -23,19 +23,18 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 11\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.BufferDesc.Width = 800; - SwapChainDesc.BufferDesc.Height = 600; + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.OutputWindow = GetForegroundWindow(); SwapChainDesc.SampleDesc.Count = 1; @@ -44,19 +43,28 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); - loadFunctions(pDevice, pSwapChain); + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 11\n"); + loadFunctions(pDevice, pSwapChain); - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX11_Hook::Present , &DX11_Hook::MyPresent), - std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget , &DX11_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) - ); - EndHook(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 11\n"); + _hooked = false; + } - pDevice->Release(); - pSwapChain->Release(); + if(pDevice) pDevice->Release(); + if(pSwapChain) pSwapChain->Release(); } } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 9fdd5bb..1579917 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -20,7 +20,6 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) { if (!_hooked) { - PRINT_DEBUG("Hooked DirectX 9\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); @@ -36,20 +35,29 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - loadFunctions(pDeviceEx); + if (pDeviceEx != nullptr) + { + PRINT_DEBUG("Hooked DirectX 9\n"); + loadFunctions(pDeviceEx); - //UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), - std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), - std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) - //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) - ); - EndHook(); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), + std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) + //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to DirectX 9\n"); + _hooked = false; + } - pDeviceEx->Release(); - pD3D->Release(); + if(pDeviceEx)pDeviceEx->Release(); + if(pD3D)pD3D->Release(); } } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 6a2adeb..6a5e813 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -19,23 +19,28 @@ void OpenGL_Hook::hook_ogl() { if (!_hooked) { - PRINT_DEBUG("Hooked OpenGL\n"); _hooked = true; Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); - if (GLEW_OK != err) + + if (err == GLEW_OK) { + PRINT_DEBUG("Hooked OpenGL\n"); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) + ); + EndHook(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + _hooked = false; } - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) - ); - EndHook(); } } From 300832ebb3fd39314f31110cb3ac86c1473f9b27 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 09:09:32 +0200 Subject: [PATCH 021/494] I think i should protect this --- overlay_experimental/steam_overlay.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 0300e81..3dd5d75 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -241,6 +241,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!show_overlay) return; + std::lock_guard lock(global_mutex); + int friend_size = friends->size(); // Set the overlay windows to the size of the game window From 156bee156485cab1effd5060f8c77c8909f4ee93 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 11:16:30 +0200 Subject: [PATCH 022/494] Invitation & Chat support (WIP) --- dll/steam_friends.h | 28 ++++--- overlay_experimental/steam_overlay.cpp | 100 +++++++++++++++++-------- overlay_experimental/steam_overlay.h | 39 +++++++++- 3 files changed, 120 insertions(+), 47 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index dda67f1..b456aec 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -117,8 +117,6 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this); this->run_every_runcb->add(&Steam_Friends::steam_friends_run_every_runcb, this); modified = false; - - overlay->SetupFriends(&friends); } ~Steam_Friends() @@ -990,6 +988,7 @@ void Callback(Common_Message *msg) auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; }); if (friends.end() != f) { persona_change((uint64)f->id(), k_EPersonaChangeStatus); + overlay->FriendDisconnect(*f); friends.erase(f); } } @@ -1015,6 +1014,7 @@ void Callback(Common_Message *msg) if (!f) { if (msg->friend_().id() != settings->get_local_steam_id().ConvertToUint64()) { friends.push_back(msg->friend_()); + overlay->FriendConnect(msg->friend_()); persona_change((uint64)msg->friend_().id(), k_EPersonaChangeName); } } else { @@ -1036,20 +1036,26 @@ void Callback(Common_Message *msg) if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet - GameLobbyJoinRequested_t data; - data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); - data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + // Then we will handle it ! + overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id()); + + //GameLobbyJoinRequested_t data; + //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); + //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) { PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above - std::string const& connect_str = msg->friend_messages().connect_str(); - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + // Then we will handle it ! + overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str()); + + //std::string const& connect_str = msg->friend_messages().connect_str(); + //GameRichPresenceJoinRequested_t data = {}; + //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + //strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } } diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3dd5d75..aff7657 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -173,21 +173,16 @@ void Steam_Overlay::HookReady(void* hWnd) // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook // https://github.com/unknownv2/LinuxDetours -void Steam_Overlay::SetupFriends(const std::vector* friends) -{ - this->friends = friends; -} - void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { //this->lobbyId = lobbyId; - show_overlay = true; + ShowOverlay(true); } void Steam_Overlay::OpenOverlay(const char* pchDialog) { // TODO: Show pages depending on pchDialog - show_overlay = true; + ShowOverlay(true); } void Steam_Overlay::ShowOverlay(bool state) @@ -236,6 +231,38 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } +void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId) +{ + invitation invite; + invite.type = invitation_type_lobby; + invite.friendId = friendId; + invite.lobbyId = lobbyId; + invitations.push_back(invite); +} + +void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str) +{ + invitation invite; + invite.type = invitation_type_rich; + invite.friendId = friendId; + strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); + invitations.push_back(invite); +} + +void Steam_Overlay::FriendConnect(Friend _friend) +{ + std::lock_guard lock(global_mutex); + friends[_friend] = false; +} + +void Steam_Overlay::FriendDisconnect(Friend _friend) +{ + std::lock_guard lock(global_mutex); + auto it = friends.find(_friend); + if (it != friends.end()) + friends.erase(it); +} + void Steam_Overlay::OverlayProc( int width, int height ) { if (!show_overlay) @@ -243,15 +270,15 @@ void Steam_Overlay::OverlayProc( int width, int height ) std::lock_guard lock(global_mutex); - int friend_size = friends->size(); + int friend_size = friends.size(); // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); - bool close = false; - if (ImGui::Begin("SteamOverlay", &close, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse)) + bool open_overlay = show_overlay; + if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { ImGui::LabelText("", "Username: %s(%llu) playing %u", settings->get_local_name(), @@ -261,33 +288,40 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); ImGui::ListBoxHeader("Friends", friend_size); - if (friend_size) + std::for_each(friends.begin(), friends.end(), [this]( auto& i) { - for (int i = 0; i < friend_size; ++i) + ImGui::PushID(i.first.id()); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::BeginPopupContextItem("Friends", 1)) { - ImGui::PushID(i); - ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - if (ImGui::BeginPopupContextItem("Friends", 1)) + if (ImGui::Button("Invite")) { - if (ImGui::Button("Invite")) - { - friend_action |= friend_action_invite; - friend_to_action = friends->at(i).id(); - } - if (ImGui::Button("Join")) - { - friend_action |= friend_action_join; - friend_to_action = friends->at(i).id(); - } - ImGui::EndPopup(); + this->friend_action |= friend_action_invite; + this->friend_to_action = i.first.id(); } - else if (ImGui::IsMouseDoubleClicked(0)) + if (ImGui::Button("Join")) { - // Here handle the chat with the user friends->at(i).id() + this->friend_action |= friend_action_join; + this->friend_to_action = i.first.id(); } - ImGui::PopID(); + ImGui::EndPopup(); } - } + //else if (ImGui::IsMouseDoubleClicked(0)) + else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second = true; + } + ImGui::PopID(); + + if (i.second) + { + if (ImGui::Begin(i.first.name().c_str(), &i.second)) + { + // Fill this with the chat box and maybe the invitation + } + ImGui::End(); + } + }); ImGui::ListBoxFooter(); //RECT rect; @@ -295,10 +329,10 @@ void Steam_Overlay::OverlayProc( int width, int height ) //auto pos = ImGui::GetMousePos(); //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - - - ImGui::End(); } + ImGui::End(); + + ShowOverlay(open_overlay); //ImGui::ShowDemoWindow(); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 2c61dd4..ac0d725 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -3,6 +3,7 @@ #include "../dll/base.h" #include "Hook_Manager.h" +#include #include enum friend_action @@ -12,6 +13,31 @@ enum friend_action friend_action_join = 1<<1 }; +enum invitation_type +{ + invitation_type_lobby, + invitation_type_rich +}; + +struct invitation +{ + uint8 type; + uint64 friendId; + union + { + uint64 lobbyId; + char connect[k_cchMaxRichPresenceValueLength]; + }; +}; + +struct Friend_Less +{ + bool operator()(const Friend& lhs, const Friend& rhs) const + { + return lhs.id() < rhs.id(); + } +}; + class Steam_Overlay { Settings* settings; @@ -20,7 +46,8 @@ class Steam_Overlay RunEveryRunCB* run_every_runcb; Networking* network; - const std::vector* friends; + // friend id, show client window (to chat and accept invite maybe) + std::map friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -30,6 +57,8 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; + std::vector invitations; + // Callback infos uint64 friend_to_action; int friend_action; @@ -70,12 +99,16 @@ public: void OverlayProc(int width, int height); - void SetupFriends(const std::vector* friends); - void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); void ShowOverlay(bool state); + + void AddLobbyInvite(uint64 friendId, uint64 lobbyId); + void AddRichInvite(uint64 friendId, const char* connect_str); + + void FriendConnect(Friend _friend); + void FriendDisconnect(Friend _friend); }; #endif//__INCLUDED_STEAM_OVERLAY_H__ From 8fe7c2267a23a1cd0f3b6e8c740c0312fd604348 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 13:02:20 +0200 Subject: [PATCH 023/494] User must now accept invite --- dll/steam_friends.h | 4 +- overlay_experimental/steam_overlay.cpp | 150 +++++++++++++++++-------- overlay_experimental/steam_overlay.h | 35 +++--- 3 files changed, 117 insertions(+), 72 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index b456aec..e6f6501 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->AddLobbyInvite(msg->source_id(), msg->friend_messages().lobby_id()); + overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->AddRichInvite(msg->source_id(), msg->friend_messages().connect_str().c_str()); + overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index aff7657..6ac05f5 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -95,7 +95,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu notif_position(ENotificationPosition::k_EPositionBottomLeft), h_inset(0), v_inset(0), - friend_action(friend_action_none), overlay_state_changed(false) { run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); @@ -231,28 +230,34 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId) +void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) { - invitation invite; - invite.type = invitation_type_lobby; - invite.friendId = friendId; - invite.lobbyId = lobbyId; - invitations.push_back(invite); + std::lock_guard lock(global_mutex); + auto i = friends.find(friendId); + if (i != friends.end()) + { + auto& frd = i->second; + frd.lobbyId = lobbyId; + frd.window_state |= window_state_lobby_invite; + } } -void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str) +void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) { - invitation invite; - invite.type = invitation_type_rich; - invite.friendId = friendId; - strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); - invitations.push_back(invite); + std::lock_guard lock(global_mutex); + auto i = friends.find(friendId); + if (i != friends.end()) + { + auto& frd = i->second; + strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); + frd.window_state |= window_state_rich_invite; + } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - friends[_friend] = false; + friends[_friend].window_state = window_state_none; } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -296,29 +301,46 @@ void Steam_Overlay::OverlayProc( int width, int height ) { if (ImGui::Button("Invite")) { - this->friend_action |= friend_action_invite; - this->friend_to_action = i.first.id(); + i.second.window_state |= window_state_invite; + this->has_friend_action.push(i.first); } if (ImGui::Button("Join")) { - this->friend_action |= friend_action_join; - this->friend_to_action = i.first.id(); + i.second.window_state |= window_state_join; + this->has_friend_action.push(i.first); } ImGui::EndPopup(); } - //else if (ImGui::IsMouseDoubleClicked(0)) else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { - i.second = true; + i.second.window_state |= window_state_show; } ImGui::PopID(); - if (i.second) + if (i.second.window_state & window_state_show) { - if (ImGui::Begin(i.first.name().c_str(), &i.second)) + bool show = true; + if (ImGui::Begin(i.first.name().c_str(), &show)) { // Fill this with the chat box and maybe the invitation + if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite)) + { + ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str()); + ImGui::SameLine(); + if (ImGui::Button("Accept")) + { + this->has_friend_action.push(i.first); + } + ImGui::SameLine(); + if (ImGui::Button("Refuse")) + { + i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); + } + } } + // User closed the friend window + if( !show ) + i.second.window_state &= ~window_state_show; ImGui::End(); } }); @@ -351,35 +373,65 @@ void Steam_Overlay::RunCallbacks() Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; - if (friend_action & friend_action_invite) + while (!has_friend_action.empty()) { - std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); - if (connect.length() > 0) - steamFriends->InviteUserToGame(friend_to_action, connect.c_str()); - else if(settings->get_lobby().IsValid()) - steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action); - - friend_action &= ~friend_action_invite; - } - - if (friend_action & friend_action_join) - { - std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect"); - if (connect.length() > 0) + auto friend_info = friends.find(has_friend_action.front()); + if (friend_info != friends.end()) { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_to_action); - strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - } - else - { - FriendGameInfo_t friend_info = {}; - steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info); - if(friend_info.m_steamIDLobby.IsValid()) - steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby); - } + uint64 friend_id = friend_info->first.id(); + // The user clicked on "Invite" + if (friend_info->second.window_state & window_state_invite) + { + std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect"); + if (connect.length() > 0) + steamFriends->InviteUserToGame(friend_id, connect.c_str()); + else if (settings->get_lobby().IsValid()) + steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id); - friend_action &= ~friend_action_join; + friend_info->second.window_state &= ~window_state_invite; + } + // The user clicked on "Join" + if (friend_info->second.window_state & window_state_join) + { + std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect"); + if (connect.length() > 0) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + else + { + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid()) + steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby); + } + + friend_info->second.window_state &= ~window_state_join; + } + // The user got a lobby invite and accepeted it + if (friend_info->second.window_state & window_state_lobby_invite) + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); + data.m_steamIDFriend.SetFromUint64(friend_id); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + friend_info->second.window_state &= ~window_state_lobby_invite; + } + // The user got a rich presence invite and accepeted it + if (friend_info->second.window_state & window_state_rich_invite) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + friend_info->second.window_state &= ~window_state_rich_invite; + } + } + has_friend_action.pop(); } } \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index ac0d725..24e84cc 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -4,25 +4,21 @@ #include "../dll/base.h" #include "Hook_Manager.h" #include -#include +#include -enum friend_action +enum window_state { - friend_action_none = 0, - friend_action_invite = 1<<0, - friend_action_join = 1<<1 + window_state_none = 0, + window_state_show = 1<<0, + window_state_invite = 1<<1, + window_state_join = 1<<2, + window_state_lobby_invite = 1<<3, + window_state_rich_invite = 1<<4 }; -enum invitation_type +struct friend_window_state { - invitation_type_lobby, - invitation_type_rich -}; - -struct invitation -{ - uint8 type; - uint64 friendId; + uint8 window_state; union { uint64 lobbyId; @@ -47,7 +43,7 @@ class Steam_Overlay Networking* network; // friend id, show client window (to chat and accept invite maybe) - std::map friends; + std::map friends; HWND game_hwnd; WNDPROC game_hwnd_proc; @@ -57,11 +53,8 @@ class Steam_Overlay ENotificationPosition notif_position; int h_inset, v_inset; - std::vector invitations; - // Callback infos - uint64 friend_to_action; - int friend_action; + std::queue has_friend_action; bool overlay_state_changed; Steam_Overlay(Steam_Overlay const&) = delete; @@ -104,8 +97,8 @@ public: void ShowOverlay(bool state); - void AddLobbyInvite(uint64 friendId, uint64 lobbyId); - void AddRichInvite(uint64 friendId, const char* connect_str); + void AddLobbyInvite(Friend friendId, uint64 lobbyId); + void AddRichInvite(Friend friendId, const char* connect_str); void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); From 73fa7b50b5a1b3c8666677bd500ff37db4e01d3f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 15:26:16 +0200 Subject: [PATCH 024/494] Moved some code to functions. --- overlay_experimental/steam_overlay.cpp | 98 +++++++++++++++----------- overlay_experimental/steam_overlay.h | 5 ++ 2 files changed, 61 insertions(+), 42 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6ac05f5..1e12f75 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -268,6 +268,55 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) +{ + if (ImGui::BeginPopupContextItem("Friends", 1)) + { + if (ImGui::Button("Invite")) + { + state.window_state |= window_state_invite; + has_friend_action.push(frd); + } + if (ImGui::Button("Join")) + { + state.window_state |= window_state_join; + has_friend_action.push(frd); + } + ImGui::EndPopup(); + } +} + +void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state) +{ + if (!(state.window_state & window_state_show)) + return; + + bool show = true; + ImGui::SetNextWindowSizeConstraints({ 160.0,90.0 }, { 9999.0, 9999.0 }); + if (ImGui::Begin(frd.name().c_str(), &show)) + { + // Fill this with the chat box and maybe the invitation + if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) + { + ImGui::LabelText("", "%s invited you to join the game.", frd.name().c_str()); + ImGui::SameLine(); + if (ImGui::Button("Accept")) + { + this->has_friend_action.push(frd); + } + ImGui::SameLine(); + if (ImGui::Button("Refuse")) + { + state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); + } + } + } + // User closed the friend window + if (!show) + state.window_state &= ~window_state_show; + ImGui::End(); +} + void Steam_Overlay::OverlayProc( int width, int height ) { if (!show_overlay) @@ -292,57 +341,22 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); - ImGui::ListBoxHeader("Friends", friend_size); + ImGui::LabelText("", "Friends"); + ImGui::ListBoxHeader("", friend_size); std::for_each(friends.begin(), friends.end(), [this]( auto& i) { ImGui::PushID(i.first.id()); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - if (ImGui::BeginPopupContextItem("Friends", 1)) - { - if (ImGui::Button("Invite")) - { - i.second.window_state |= window_state_invite; - this->has_friend_action.push(i.first); - } - if (ImGui::Button("Join")) - { - i.second.window_state |= window_state_join; - this->has_friend_action.push(i.first); - } - ImGui::EndPopup(); - } - else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { i.second.window_state |= window_state_show; } + ImGui::PopID(); - if (i.second.window_state & window_state_show) - { - bool show = true; - if (ImGui::Begin(i.first.name().c_str(), &show)) - { - // Fill this with the chat box and maybe the invitation - if (i.second.window_state & (window_state_lobby_invite | window_state_rich_invite)) - { - ImGui::LabelText("", "%s invited you to join the game.", i.first.name().c_str()); - ImGui::SameLine(); - if (ImGui::Button("Accept")) - { - this->has_friend_action.push(i.first); - } - ImGui::SameLine(); - if (ImGui::Button("Refuse")) - { - i.second.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); - } - } - } - // User closed the friend window - if( !show ) - i.second.window_state &= ~window_state_show; - ImGui::End(); - } + BuildFriendWindow(i.first, i.second); }); ImGui::ListBoxFooter(); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 24e84cc..15efdfc 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -72,6 +72,11 @@ class Steam_Overlay static void steam_overlay_run_every_runcb(void* object); void RunCallbacks(); + // Right click on friend + void BuildContextMenu(Friend const& frd, friend_window_state &state); + // Double click on friend + void BuildFriendWindow(Friend const& frd, friend_window_state &state); + public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); From 2a373bbf796f3e265459fd4481c2cbc16cc5d3c7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 2 Aug 2019 23:01:24 +0200 Subject: [PATCH 025/494] Now I set the invite instead of adding it. You should send a lobby invite or a rich invite, but not both. --- dll/steam_friends.h | 4 ++-- overlay_experimental/steam_overlay.cpp | 8 ++++++-- overlay_experimental/steam_overlay.h | 4 ++-- 3 files changed, 10 insertions(+), 6 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index e6f6501..295851d 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->AddLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); + overlay->SetLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->AddRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); + overlay->SetRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 1e12f75..3e46414 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -230,7 +230,7 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) +void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { std::lock_guard lock(global_mutex); auto i = friends.find(friendId); @@ -239,10 +239,12 @@ void Steam_Overlay::AddLobbyInvite(Friend friendId, uint64 lobbyId) auto& frd = i->second; frd.lobbyId = lobbyId; frd.window_state |= window_state_lobby_invite; + // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) + frd.window_state &= ~window_state_rich_invite; } } -void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) +void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { std::lock_guard lock(global_mutex); auto i = friends.find(friendId); @@ -251,6 +253,8 @@ void Steam_Overlay::AddRichInvite(Friend friendId, const char* connect_str) auto& frd = i->second; strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1); frd.window_state |= window_state_rich_invite; + // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) + frd.window_state &= ~window_state_lobby_invite; } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 15efdfc..fc879ef 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -102,8 +102,8 @@ public: void ShowOverlay(bool state); - void AddLobbyInvite(Friend friendId, uint64 lobbyId); - void AddRichInvite(Friend friendId, const char* connect_str); + void SetLobbyInvite(Friend friendId, uint64 lobbyId); + void SetRichInvite(Friend friendId, const char* connect_str); void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); From 4f9e67d7003194fca7632fcba51ad399b0ee362e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 12:58:48 +0200 Subject: [PATCH 026/494] Support for chat message (WIP) --- ImGui/imgui_draw.cpp | 30 +++++++++ dll/net.proto | 12 ++++ dll/network.cpp | 5 ++ dll/network.h | 1 + overlay_experimental/steam_overlay.cpp | 89 +++++++++++++++++++++++--- overlay_experimental/steam_overlay.h | 12 +++- 6 files changed, 138 insertions(+), 11 deletions(-) diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index e7c5e82..6fef016 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -2816,6 +2816,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { + ImU32 color_bkp = col; + if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. @@ -2871,6 +2873,34 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col while (s < text_end) { + if (*s == 1) + { + ++s; + + unsigned char color[4]; + + for (int i = 0; i < 4; ++i, s+=2) + { + if (s[0] >= '0' && s[0] <= '9') + color[i] = (s[0] - '0') * 16; + else if (s[0] >= 'a' && s[0] <= 'f') + color[i] = (s[0] - 'a' + 10) * 16; + else if (s[0] >= 'A' && s[0] <= 'F') + color[i] = (s[0] - 'A' + 10) * 16; + + if (s[1] >= '0' && s[1] <= '9') + color[i] += (s[1] - '0'); + else if (s[1] >= 'a' && s[1] <= 'f') + color[i] += (s[1] - 'a' + 10); + else if (s[1] >= 'A' && s[1] <= 'F') + color[i] += (s[1] - 'A' + 10); + } + + col = ImColor(color[0], color[1], color[2], color[3]); + + continue; + } + if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. diff --git a/dll/net.proto b/dll/net.proto index 6146adc..d30e9af 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -185,6 +185,17 @@ message Friend_Messages { } } +message Steam_Messages { + enum Types { + FRIEND_CHAT = 0; + } + + Types type = 1; + oneof message_data { + bytes message = 2; + } +} + message Common_Message { uint64 source_id = 1; uint64 dest_id = 2; @@ -200,6 +211,7 @@ message Common_Message { Friend_Messages friend_messages = 11; Network_Old network_old = 12; Networking_Sockets networking_sockets = 13; + Steam_Messages steam_messages = 14; } uint32 source_ip = 128; diff --git a/dll/network.cpp b/dll/network.cpp index b85ce3f..eff9746 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -533,6 +533,11 @@ void Networking::do_callbacks_message(Common_Message *msg) PRINT_DEBUG("has_networking_sockets\n"); run_callbacks(CALLBACK_ID_NETWORKING_SOCKETS, msg); } + + if (msg->has_steam_messages()) { + PRINT_DEBUG("has_steam_messages\n"); + run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg); + } } bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket) diff --git a/dll/network.h b/dll/network.h index bc0ce91..324ed62 100644 --- a/dll/network.h +++ b/dll/network.h @@ -60,6 +60,7 @@ enum Callback_Ids { CALLBACK_ID_AUTH_TICKET, CALLBACK_ID_FRIEND_MESSAGES, CALLBACK_ID_NETWORKING_SOCKETS, + CALLBACK_ID_STEAM_MESSAGES, CALLBACK_IDS_MAX }; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3e46414..bdf84ee 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -3,6 +3,7 @@ #include #include #include +#include #include #include @@ -98,6 +99,7 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu overlay_state_changed(false) { run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); + this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this); } Steam_Overlay::~Steam_Overlay() @@ -105,6 +107,12 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } +void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->Callback(msg); +} + void Steam_Overlay::steam_overlay_run_every_runcb(void* object) { Steam_Overlay* _this = reinterpret_cast(object); @@ -262,6 +270,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); friends[_friend].window_state = window_state_none; + memset(friends[_friend].chat_input, 0, max_chat_len); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -296,13 +305,13 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st return; bool show = true; - ImGui::SetNextWindowSizeConstraints({ 160.0,90.0 }, { 9999.0, 9999.0 }); + if (ImGui::Begin(frd.name().c_str(), &show)) { // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { - ImGui::LabelText("", "%s invited you to join the game.", frd.name().c_str()); + ImGui::LabelText("##label", "%s invited you to join the game.", frd.name().c_str()); ImGui::SameLine(); if (ImGui::Button("Accept")) { @@ -314,6 +323,30 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite); } } + + ImGui::PushItemWidth(-1.0f); + ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); + ImGui::PopItemWidth(); + + if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) + { + if (!(state.window_state & window_state_send_message)) + { + has_friend_action.push(frd); + state.window_state |= window_state_send_message; + } + } + + ImGui::SameLine(); + + if (ImGui::Button("Send")) + { + if (!(state.window_state & window_state_send_message)) + { + has_friend_action.push(frd); + state.window_state |= window_state_send_message; + } + } } // User closed the friend window if (!show) @@ -335,18 +368,17 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); - bool open_overlay = show_overlay; - if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { - ImGui::LabelText("", "Username: %s(%llu) playing %u", + ImGui::LabelText("##label", "Username: %s(%llu) playing %u", settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::Spacing(); - ImGui::LabelText("", "Friends"); - ImGui::ListBoxHeader("", friend_size); + ImGui::LabelText("##label", "Friends"); + ImGui::ListBoxHeader("##label", friend_size); std::for_each(friends.begin(), friends.end(), [this]( auto& i) { ImGui::PushID(i.first.id()); @@ -372,11 +404,25 @@ void Steam_Overlay::OverlayProc( int width, int height ) } ImGui::End(); - ShowOverlay(open_overlay); - //ImGui::ShowDemoWindow(); } +void Steam_Overlay::Callback(Common_Message *msg) +{ + if (msg->has_steam_messages()) + { + Friend frd; + frd.set_id(msg->source_id()); + auto friend_info = friends.find(frd); + if (friend_info != friends.end()) + { + Steam_Messages const& steam_message = msg->steam_messages(); + // Change color to cyan for friend + friend_info->second.chat_history.append("\x1", 1).append("00FFFFFF", 8).append(steam_message.message()).append("\n", 1); + } + } +} + void Steam_Overlay::RunCallbacks() { if (overlay_state_changed) @@ -397,6 +443,31 @@ void Steam_Overlay::RunCallbacks() if (friend_info != friends.end()) { uint64 friend_id = friend_info->first.id(); + // The user clicken on "Send" + if (friend_info->second.window_state & window_state_send_message) + { + char* input = friend_info->second.chat_input; + char* end_input = input + strlen(input); + char* printable_char = std::find_if(input, end_input, [](char c) { + return std::isgraph(c); + }); + if (printable_char != end_input) + { + // Handle chat send + Common_Message msg; + Steam_Messages* steam_messages = new Steam_Messages; + steam_messages->set_type(Steam_Messages::FRIEND_CHAT); + steam_messages->set_message(friend_info->second.chat_input); + msg.set_allocated_steam_messages(steam_messages); + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(friend_id); + network->sendTo(&msg, true); + + friend_info->second.chat_history.append("\x1", 1).append("00FF00FF", 8).append(input).append("\n", 1); + } + *input = 0; // Reset the input field + friend_info->second.window_state &= ~window_state_send_message; + } // The user clicked on "Invite" if (friend_info->second.window_state & window_state_invite) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fc879ef..376ed67 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -6,6 +6,8 @@ #include #include +static constexpr size_t max_chat_len = 768; + enum window_state { window_state_none = 0, @@ -13,17 +15,20 @@ enum window_state window_state_invite = 1<<1, window_state_join = 1<<2, window_state_lobby_invite = 1<<3, - window_state_rich_invite = 1<<4 + window_state_rich_invite = 1<<4, + window_state_send_message = 1<<5, }; struct friend_window_state { uint8 window_state; - union + union // The invitation (if any) { uint64 lobbyId; char connect[k_cchMaxRichPresenceValueLength]; }; + std::string chat_history; + char chat_input[max_chat_len]; }; struct Friend_Less @@ -70,6 +75,9 @@ class Steam_Overlay static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); static void steam_overlay_run_every_runcb(void* object); + static void steam_overlay_callback(void* object, Common_Message* msg); + + void Callback(Common_Message* msg); void RunCallbacks(); // Right click on friend From 804355fa54e1ddb328243e5341b6481e34f34e97 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 13:44:33 +0200 Subject: [PATCH 027/494] Fix input select going out of bound --- ImGui/imgui.cpp | 5 +++++ ImGui/imgui_widgets.cpp | 6 ++++++ 2 files changed, 11 insertions(+) diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 3b9996a..9834687 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1700,6 +1700,11 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; + if (*in_text == 1) + { + in_text += 9; + continue; + } in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index 1373ea7..a23486a 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -3097,6 +3097,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t if (c == '\r') continue; + if (*s == 1) + { + s += 9; + continue; + } + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } From d2a75db9300d4bbb34f3185d8ed935fc17796748 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 3 Aug 2019 14:37:03 +0200 Subject: [PATCH 028/494] Moved colored implementation to their own functions To minimise source code modifications, colored input text has been moved to their own functions. The ImFont is still modified tho. --- ImGui/imconfig.h | 2 + ImGui/imgui.cpp | 5 - ImGui/imgui_draw.cpp | 6 +- ImGui/imgui_user.h | 5 + ImGui/imgui_widgets.cpp | 841 ++++++++++++++++++++++++- overlay_experimental/steam_overlay.cpp | 2 +- 6 files changed, 845 insertions(+), 16 deletions(-) create mode 100644 ImGui/imgui_user.h diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 712b03c..2bc8568 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -92,5 +92,7 @@ namespace ImGui } */ +#define IMGUI_INCLUDE_IMGUI_USER_H + #define GLEW_STATIC #define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 9834687..3b9996a 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1700,11 +1700,6 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; - if (*in_text == 1) - { - in_text += 9; - continue; - } in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index 6fef016..84a1214 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -2816,8 +2816,6 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { - ImU32 color_bkp = col; - if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. @@ -2876,10 +2874,10 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (*s == 1) { ++s; - + unsigned char color[4]; - for (int i = 0; i < 4; ++i, s+=2) + for (int i = 0; i < 4; ++i, s += 2) { if (s[0] >= '0' && s[0] <= '9') color[i] = (s[0] - '0') * 16; diff --git a/ImGui/imgui_user.h b/ImGui/imgui_user.h new file mode 100644 index 0000000..ad36c45 --- /dev/null +++ b/ImGui/imgui_user.h @@ -0,0 +1,5 @@ +namespace ImGui +{ + IMGUI_API bool ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); +} \ No newline at end of file diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index a23486a..0dbd048 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -3097,12 +3097,6 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t if (c == '\r') continue; - if (*s == 1) - { - s += 9; - continue; - } - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } @@ -7509,3 +7503,838 @@ void ImGui::Columns(int columns_count, const char* id, bool border) } //------------------------------------------------------------------------- + +// Custom part + +int ColoredImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + if (*in_text == 1) + { + in_text += 9; + continue; + } + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + * buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_remaining) + * in_remaining = in_text; + return (int)(buf_out - buf); +} + +static ImVec2 ColoredInputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + if (*s == 1) + { + s += 9; + continue; + } + + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + * out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + * remaining = s; + + return text_size; +} + +// Same code as InputTextEx but with colored functions +bool ImGui::ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + draw_pos.y = draw_window->DC.CursorPos.y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = ColoredInputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +bool ImGui::ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return ColoredInputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index bdf84ee..6d77f4b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -325,7 +325,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } ImGui::PushItemWidth(-1.0f); - ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); + ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) From d3ded5842dfa219d5e420a8e4dc4e871b4d90cf7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 6 Aug 2019 13:46:43 +0200 Subject: [PATCH 029/494] Added invite/join checks Don't show "Invite" button if current user doesn't have a lobby. Don't show "Join" button if friend doesn't have a lobby. Added a button to open chat with a right click. Close the popup when you click a button. --- overlay_experimental/steam_overlay.cpp | 136 ++++++++++++++++--------- overlay_experimental/steam_overlay.h | 3 + 2 files changed, 93 insertions(+), 46 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6d77f4b..d95754b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -14,9 +14,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; -LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) { - return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); + if (lpMsg->hwnd == game_hwnd && show_overlay) + { + switch (lpMsg->message) + { + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + // We ignore theses message in the game windows, but our overlay needs them. + HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); + return true; + } + } + return false; } LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) @@ -44,27 +62,9 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); } -bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { - if (lpMsg->hwnd == game_hwnd && show_overlay) - { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } - } - return false; + return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) @@ -83,6 +83,18 @@ LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) return _DispatchMessageW(lpMsg); } +void Steam_Overlay::steam_overlay_run_every_runcb(void* object) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->RunCallbacks(); +} + +void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) +{ + Steam_Overlay* _this = reinterpret_cast(object); + _this->Callback(msg); +} + Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : settings(settings), callback_results(callback_results), @@ -107,18 +119,6 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } -void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->Callback(msg); -} - -void Steam_Overlay::steam_overlay_run_every_runcb(void* object) -{ - Steam_Overlay* _this = reinterpret_cast(object); - _this->RunCallbacks(); -} - HWND Steam_Overlay::GetGameHwnd() const { return game_hwnd; @@ -182,7 +182,6 @@ void Steam_Overlay::HookReady(void* hWnd) void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { - //this->lobbyId = lobbyId; ShowOverlay(true); } @@ -227,7 +226,6 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; } else @@ -281,20 +279,62 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +bool Steam_Overlay::FriendHasLobby(uint64 friend_id) +{ + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + + if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 ) + return true; + + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid()) + return true; + + return false; +} + +bool Steam_Overlay::IHaveLobby() +{ + Steam_Friends* steamFriends = get_steam_client()->steam_friends; + if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0) + return true; + + if (settings->get_lobby().IsValid()) + return true; + + return false; +} + void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) { if (ImGui::BeginPopupContextItem("Friends", 1)) { - if (ImGui::Button("Invite")) + bool close_popup = false; + + if (ImGui::Button("Chat")) + { + state.window_state |= window_state_show; + close_popup = true; + } + if (IHaveLobby() && ImGui::Button("Invite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); + close_popup = true; } - if (ImGui::Button("Join")) + if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) { state.window_state |= window_state_join; has_friend_action.push(frd); + close_popup = true; } + + if( close_popup) + { + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); } } @@ -305,6 +345,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st return; bool show = true; + bool send_chat_msg = false; if (ImGui::Begin(frd.name().c_str(), &show)) { @@ -330,16 +371,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { - if (!(state.window_state & window_state_send_message)) - { - has_friend_action.push(frd); - state.window_state |= window_state_send_message; - } + send_chat_msg = true; } ImGui::SameLine(); if (ImGui::Button("Send")) + { + send_chat_msg = true; + } + + if (send_chat_msg) { if (!(state.window_state & window_state_send_message)) { @@ -351,6 +393,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // User closed the friend window if (!show) state.window_state &= ~window_state_show; + ImGui::End(); } @@ -443,7 +486,7 @@ void Steam_Overlay::RunCallbacks() if (friend_info != friends.end()) { uint64 friend_id = friend_info->first.id(); - // The user clicken on "Send" + // The user clicked on "Send" if (friend_info->second.window_state & window_state_send_message) { char* input = friend_info->second.chat_input; @@ -451,6 +494,7 @@ void Steam_Overlay::RunCallbacks() char* printable_char = std::find_if(input, end_input, [](char c) { return std::isgraph(c); }); + // Check if the message contains something else than blanks if (printable_char != end_input) { // Handle chat send @@ -500,7 +544,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_join; } - // The user got a lobby invite and accepeted it + // The user got a lobby invite and accepted it if (friend_info->second.window_state & window_state_lobby_invite) { GameLobbyJoinRequested_t data; @@ -510,7 +554,7 @@ void Steam_Overlay::RunCallbacks() friend_info->second.window_state &= ~window_state_lobby_invite; } - // The user got a rich presence invite and accepeted it + // The user got a rich presence invite and accepted it if (friend_info->second.window_state & window_state_rich_invite) { GameRichPresenceJoinRequested_t data = {}; diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 376ed67..dbfd877 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -80,6 +80,9 @@ class Steam_Overlay void Callback(Common_Message* msg); void RunCallbacks(); + bool FriendHasLobby(uint64 friend_id); + bool IHaveLobby(); + // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend From 9f3e3a95da93051bab52e9a273304f5672fc04f3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 7 Aug 2019 11:11:31 +0200 Subject: [PATCH 030/494] Cleaned hooks I don't even know why I thought it was a good idea to hook dispatchMessage. --- overlay_experimental/steam_overlay.cpp | 94 ++++++++++---------------- overlay_experimental/steam_overlay.h | 7 +- 2 files changed, 37 insertions(+), 64 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d95754b..d004296 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,34 +11,27 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; -static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; - -bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg) +bool Steam_Overlay::IgnoreMsg(UINT uMsg) { - if (lpMsg->hwnd == game_hwnd && show_overlay) + switch (uMsg) { - switch (lpMsg->message) - { - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: - // We ignore theses message in the game windows, but our overlay needs them. - HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); - return true; - } + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: + case WM_CHAR: + return true; } return false; } -LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); // Is the event is a key press if (uMsg == WM_KEYDOWN) { @@ -47,40 +40,19 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l { // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) - ShowOverlay(!show_overlay); + _this->ShowOverlay(!_this->show_overlay); } - } - // If we should show the overlay - if (show_overlay) + + if (_this->show_overlay) { - // Call the overlay window procedure ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - return true; + if (_this->IgnoreMsg(uMsg)) + return 0; } - // Else call the game window procedure - return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); -} -LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); -} - -LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageA(lpMsg); -} - -LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (_this->IgnoreMsg(lpMsg)) - return 0; - return _DispatchMessageW(lpMsg); + // Call the overlay window procedure + return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam); } void Steam_Overlay::steam_overlay_run_every_runcb(void* object) @@ -154,16 +126,16 @@ void Steam_Overlay::HookReady(void* hWnd) { if (game_hwnd != hWnd) { - if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. + if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) - // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on - ); - - window_hooks.EndHook(); + //window_hooks.BeginHook(); + // + //window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), + // std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) + // // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on + // ); + // + //window_hooks.EndHook(); is_ready = true; } @@ -172,7 +144,7 @@ void Steam_Overlay::HookReady(void* hWnd) SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); + game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::HookWndProc); } } @@ -410,6 +382,10 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); + + ImGui::SetNextWindowBgAlpha(0.50); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index dbfd877..d721361 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -67,12 +67,9 @@ class Steam_Overlay Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - bool IgnoreMsg(const MSG* lpMsg); - LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + bool IgnoreMsg(UINT uMsg); - static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg); - static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg); + static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); From 86fa3ab47acdb4736be7b4970f96b547aadcb68c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 12 Aug 2019 16:04:14 +0200 Subject: [PATCH 031/494] Comments Explains what I could use to get steam's info. Its in plain http, could use a simple socket to read the json. --- overlay_experimental/steam_overlay.cpp | 42 ++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d004296..ef7230a 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -9,6 +9,48 @@ #include "../dll/dll.h" +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=27FB0BB1A97A95244C5E08B170A54F96&appid=218620 +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + "description" : "", + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 7af2d08388c68d48a95789887e237dd5022726d3 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 12 Aug 2019 11:17:27 -0400 Subject: [PATCH 032/494] Some words added to blogpost. --- blog/1_year.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/blog/1_year.md b/blog/1_year.md index 7818b1e..76b2107 100644 --- a/blog/1_year.md +++ b/blog/1_year.md @@ -1,7 +1,8 @@ # Goldberg Emulator v0.2.5 : 1 Year of Steam Emulator Development -If you just want the download link go to [the Gitlab pages website](https://mr_goldberg.gitlab.io/goldberg_emulator/) +If you just want the download link or more info go to [the Gitlab pages website](https://mr_goldberg.gitlab.io/goldberg_emulator/) +For those that don't know what this is, this is a steam api replacement that lets you play games that use the steam multiplayer apis on LAN without needing steam installed. It has been a bit more than 1 year since I started working on this steam emulator. I started working on this project on August 3, 2018 and released a first version on August 12, 2018. It has been a much more challenging project than I originally expected. I made it open source on April 13, 2019. From 56b4e6a7c73413debd4b15bcb3f5713c2803e403 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:55:31 +0200 Subject: [PATCH 033/494] Added preprocessor exclusion for linux --- overlay_experimental/Base_Hook.h | 6 +++++ overlay_experimental/DX10_Hook.cpp | 8 +++++- overlay_experimental/DX10_Hook.h | 6 ++++- overlay_experimental/DX11_Hook.cpp | 8 +++++- overlay_experimental/DX11_Hook.h | 6 ++++- overlay_experimental/DX12_Hook.cpp | 28 ++++++++++++------- overlay_experimental/DX12_Hook.h | 5 +++- overlay_experimental/DX9_Hook.cpp | 10 +++++-- overlay_experimental/DX9_Hook.h | 6 ++++- overlay_experimental/Hook_Manager.h | 6 ++++- overlay_experimental/OpenGL_Hook.cpp | 8 +++++- overlay_experimental/OpenGL_Hook.h | 3 ++- overlay_experimental/steam_overlay.cpp | 12 ++++++++- overlay_experimental/steam_overlay.h | 37 ++++++++++++++++++++++++++ 14 files changed, 127 insertions(+), 22 deletions(-) diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 153bac6..e00404e 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,6 +1,10 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ +#include "../dll/base.h" + +#ifdef STEAM_WIN32 + #define WIN32_LEAN_AND_MEAN #define VC_EXTRALEAN #include @@ -45,4 +49,6 @@ public: } }; +#endif + #endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 373071e..f065455 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX10_Hook.h" #include "Hook_Manager.h" @@ -71,6 +74,7 @@ void DX10_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -208,4 +212,6 @@ void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index c345bb6..a713287 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX10_HOOK_H__ #define __INCLUDED_DX10_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX10_Hook : public Base_Hook { @@ -46,4 +48,6 @@ public: void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 61b3f9f..782d007 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX11_Hook.h" #include "Hook_Manager.h" @@ -83,6 +86,7 @@ void DX11_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -227,4 +231,6 @@ void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index cf39514..be04502 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX11_HOOK_H__ #define __INCLUDED_DX11_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX11_Hook : public Base_Hook { @@ -46,4 +48,6 @@ public: void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index ac3317b..799f334 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "DX12_Hook.h" #include "Hook_Manager.h" @@ -33,6 +36,7 @@ void DX12_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; @@ -134,21 +138,23 @@ DX12_Hook::DX12_Hook(): { _dll = GetModuleHandle(DLL_NAME); _hooked = false; - // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX11 will be used to render the overlay. - D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) - ); - EndHook(); + PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); + // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. + // If its called, then DX12 will be used to render the overlay. + //D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) + //); + //EndHook(); } DX12_Hook::~DX12_Hook() { - PRINT_DEBUG("DX11 Hook removed\n"); + PRINT_DEBUG("DX12 Hook removed\n"); if (_hooked) resetRenderState(); @@ -181,4 +187,6 @@ void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index a449101..c01acd5 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX12_HOOK_H__ #define __INCLUDED_DX12_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX12_Hook : public Base_Hook { @@ -46,4 +48,5 @@ public: void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; +#endif//STEAM_WIN32 #endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1579917..0affc7f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,5 +1,7 @@ -#include "../dll/base.h" #include "DX9_Hook.h" + +#ifdef STEAM_WIN32 + #include "Hook_Manager.h" #include @@ -72,6 +74,7 @@ void DX9_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) { IDirect3DSwapChain9* pSwapChain; @@ -83,6 +86,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) D3DDEVICE_CREATION_PARAMETERS param; pDevice->GetCreationParameters(¶m); + // Workaround to detect if we changed window. if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) resetRenderState(); @@ -221,4 +225,6 @@ void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) LOAD_FUNC(Present); LOAD_FUNC(PresentEx); #undef LOAD_FUNC -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index e81d844..69470d1 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -1,9 +1,11 @@ #ifndef __INCLUDED_DX9_HOOK_H__ #define __INCLUDED_DX9_HOOK_H__ +#include "Base_Hook.h" +#ifdef STEAM_WIN32 + #include #include "DirectX_VTables.h" -#include "Base_Hook.h" class DX9_Hook : public Base_Hook { @@ -47,4 +49,6 @@ public: void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; +#endif//STEAM_WIN32 + #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 5451d78..5a600af 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -1,9 +1,12 @@ #ifndef __INCLUDED_HOOK_BASE_H__ #define __INCLUDED_HOOK_BASE_H__ +#include "Base_Hook.h" + +#ifdef STEAM_WIN32 + #include #include -#include "Base_Hook.h" class Hook_Manager { @@ -42,5 +45,6 @@ public: Steam_Overlay* GetOverlay() const { return overlay; } }; +#endif//STEAM_WIN32 #endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 6a5e813..368a07f 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,4 +1,7 @@ #include "../dll/base.h" + +#ifdef STEAM_WIN32 + #include "OpenGL_Hook.h" #include "Hook_Manager.h" @@ -56,6 +59,7 @@ void OpenGL_Hook::resetRenderState() } } +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); @@ -146,4 +150,6 @@ void OpenGL_Hook::Create() // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } -} \ No newline at end of file +} + +#endif \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 1eacc9f..b32cf88 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -1,8 +1,8 @@ #ifndef __INCLUDED_OPENGL_HOOK_H__ #define __INCLUDED_OPENGL_HOOK_H__ -#include "DirectX_VTables.h" #include "Base_Hook.h" +#ifdef STEAM_WIN32 class OpenGL_Hook : public Base_Hook { @@ -38,4 +38,5 @@ public: static void Create(); // Initialize OGL Hook. }; +#endif//STEAM_WIN32 #endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ef7230a..0ca30a9 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1,5 +1,7 @@ #include "steam_overlay.h" +#ifdef STEAM_WIN32 + #include #include #include @@ -585,4 +587,12 @@ void Steam_Overlay::RunCallbacks() } has_friend_action.pop(); } -} \ No newline at end of file +} + +#else + +/* TODO: + * Add here the code for Linux overlay + */ + +#endif \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index d721361..0f95031 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,6 +39,8 @@ struct Friend_Less } }; +#ifdef STEAM_WIN32 + class Steam_Overlay { Settings* settings; @@ -117,4 +119,39 @@ public: void FriendDisconnect(Friend _friend); }; +#else + +class Steam_Overlay +{ +public: + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); + ~Steam_Overlay(); + + bool Ready() const { return false: } + + bool NeedPresent() const { return false; } + + void SetNotificationPosition(ENotificationPosition eNotificationPosition) {} + + void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} + void SetupOverlay() {} + + void HookReady(void* hWnd) {} + + void OverlayProc(int width, int height) {} + + void OpenOverlayInvite(CSteamID lobbyId) {} + void OpenOverlay(const char* pchDialog) {} + + void ShowOverlay(bool state) {} + + void SetLobbyInvite(Friend friendId, uint64 lobbyId) {} + void SetRichInvite(Friend friendId, const char* connect_str) {} + + void FriendConnect(Friend _friend) {} + void FriendDisconnect(Friend _friend) {} +}; + +#endif + #endif//__INCLUDED_STEAM_OVERLAY_H__ From 2c74abd6ab5982102b2ca2bd0ee77aa9ba558587 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:56:27 +0200 Subject: [PATCH 034/494] Moved this docs to the tool's doc --- overlay_experimental/steam_overlay.cpp | 42 -------------------------- 1 file changed, 42 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 0ca30a9..064542c 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,48 +11,6 @@ #include "../dll/dll.h" -// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ -// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI -// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=27FB0BB1A97A95244C5E08B170A54F96&appid=218620 -/* -{ - "game" : { - "gameName" : "", - "availableGameStats" : { - "achievements" : { - ("" : { - "name" : "achievement_name", - "displayName" : "achievement name on screen", - "hidden" : (0|1), - "description" : "", - "icon" : "", - "icongray" : "" - }, - ...) - } - } - } -} -*/ -// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 -/* -"appid" : { - "success" : (true|false), - (success == true "data" : { - ... - "name" : "", - "steam_appid" : , - (OPT "dlc" : [, ]), - "header_image" : "" <-- Use this in the overlay ? - (OPT "achievements" : { - "total" : - }), - "background" : "" <-- Use this as the overlay background ? - (OPT "packages" : [, ]) - }) -} -*/ - extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 3eeca9b50e50dd5a453bceef3b1ec3242f7a2c02 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 14:56:57 +0200 Subject: [PATCH 035/494] Modified a bit overlay and added comments --- overlay_experimental/steam_overlay.cpp | 104 ++++++++++++++----------- 1 file changed, 59 insertions(+), 45 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 064542c..723e4a2 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -339,10 +339,30 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::PushItemWidth(-1.0f); + ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); - + + // TODO: Fix the layout of the chat line + send button. + // It should be like this: chat input should fill the window size minus send button size (button size is fixed) + // |------------------------------| + // | /--------------------------\ | + // | | | | + // | | chat history | | + // | | | | + // | \--------------------------/ | + // | [____chat line______] [send] | + // |------------------------------| + // + // And it is like this + // |------------------------------| + // | /--------------------------\ | + // | | | | + // | | chat history | | + // | | | | + // | \--------------------------/ | + // | [__chat line__] [send] | + // |------------------------------| if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; @@ -371,61 +391,55 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +// Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc( int width, int height ) { - if (!show_overlay) - return; - std::lock_guard lock(global_mutex); - int friend_size = friends.size(); - - // Set the overlay windows to the size of the game window - ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); - - ImGui::SetNextWindowBgAlpha(0.50); - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 0.0; - - if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + if (show_overlay) { - ImGui::LabelText("##label", "Username: %s(%llu) playing %u", - settings->get_local_name(), - settings->get_local_steam_id().ConvertToUint64(), - settings->get_local_game_id().AppID()); + int friend_size = friends.size(); - ImGui::Spacing(); + // Set the overlay windows to the size of the game window + ImGui::SetNextWindowPos({ 0,0 }); + ImGui::SetNextWindowSize({ static_cast(width), + static_cast(height) }); - ImGui::LabelText("##label", "Friends"); - ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this]( auto& i) + ImGui::SetNextWindowBgAlpha(0.50); + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; // Disable round window + + if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { - ImGui::PushID(i.first.id()); + ImGui::LabelText("##label", "Username: %s(%llu) playing %u", + settings->get_local_name(), + settings->get_local_steam_id().ConvertToUint64(), + settings->get_local_game_id().AppID()); - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + ImGui::Spacing(); + + ImGui::LabelText("##label", "Friends"); + ImGui::ListBoxHeader("##label", friend_size); + std::for_each(friends.begin(), friends.end(), [this](auto& i) { - i.second.window_state |= window_state_show; - } + ImGui::PushID(i.first.id()); - ImGui::PopID(); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second.window_state |= window_state_show; + } - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::PopID(); - //RECT rect; - //GetWindowRect(game_hwnd, &rect); - //auto pos = ImGui::GetMousePos(); - //ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); - //ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); - } - ImGui::End(); + BuildFriendWindow(i.first, i.second); + }); + ImGui::ListBoxFooter(); + } + ImGui::End(); + }// if(show_overlay) - //ImGui::ShowDemoWindow(); } void Steam_Overlay::Callback(Common_Message *msg) @@ -439,7 +453,7 @@ void Steam_Overlay::Callback(Common_Message *msg) { Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend - friend_info->second.chat_history.append("\x1", 1).append("00FFFFFF", 8).append(steam_message.message()).append("\n", 1); + friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1); } } } @@ -485,7 +499,7 @@ void Steam_Overlay::RunCallbacks() msg.set_dest_id(friend_id); network->sendTo(&msg, true); - friend_info->second.chat_history.append("\x1", 1).append("00FF00FF", 8).append(input).append("\n", 1); + friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; From d87760b78b8fdd4fd0e6801d69bf0a71752ccb7e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 15:09:57 +0200 Subject: [PATCH 036/494] Created a define to not compile overlay. --- overlay_experimental/Base_Hook.cpp | 6 +++++- overlay_experimental/Base_Hook.h | 4 ++-- overlay_experimental/DX10_Hook.cpp | 4 ++-- overlay_experimental/DX10_Hook.h | 4 ++-- overlay_experimental/DX11_Hook.cpp | 4 ++-- overlay_experimental/DX11_Hook.h | 4 ++-- overlay_experimental/DX12_Hook.cpp | 4 ++-- overlay_experimental/DX12_Hook.h | 4 ++-- overlay_experimental/DX9_Hook.cpp | 4 ++-- overlay_experimental/DX9_Hook.h | 4 ++-- overlay_experimental/Hook_Manager.cpp | 6 +++++- overlay_experimental/Hook_Manager.h | 4 ++-- overlay_experimental/OpenGL_Hook.cpp | 4 ++-- overlay_experimental/OpenGL_Hook.h | 4 ++-- overlay_experimental/steam_overlay.cpp | 8 +------- overlay_experimental/steam_overlay.h | 2 +- 16 files changed, 36 insertions(+), 34 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index d0da907..4c98310 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,5 +1,7 @@ #include "Base_Hook.h" +#ifndef NO_OVERLAY + #include #include "Hook_Manager.h" @@ -38,4 +40,6 @@ void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index e00404e..47a04cd 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -3,7 +3,7 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #define WIN32_LEAN_AND_MEAN #define VC_EXTRALEAN @@ -49,6 +49,6 @@ public: } }; -#endif +#endif//NO_OVERLAY #endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f065455..103079c 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX10_Hook.h" #include "Hook_Manager.h" @@ -214,4 +214,4 @@ void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index a713287..ffcbca6 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX10_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,6 +48,6 @@ public: void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 782d007..3541d30 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX11_Hook.h" #include "Hook_Manager.h" @@ -233,4 +233,4 @@ void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index be04502..838c51f 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX11_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,6 +48,6 @@ public: void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 799f334..5e117d3 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "DX12_Hook.h" #include "Hook_Manager.h" @@ -189,4 +189,4 @@ void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index c01acd5..e89d90c 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX12_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -48,5 +48,5 @@ public: void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 0affc7f..2d8dbf9 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,6 +1,6 @@ #include "DX9_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "Hook_Manager.h" @@ -227,4 +227,4 @@ void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) #undef LOAD_FUNC } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 69470d1..86678aa 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX9_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include "DirectX_VTables.h" @@ -49,6 +49,6 @@ public: void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 32812a4..16f2d01 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -1,6 +1,8 @@ #include "../dll/dll.h" #include "Hook_Manager.h" +#ifndef NO_OVERLAY + #include "../detours/detours.h" #include "DX12_Hook.h" @@ -172,4 +174,6 @@ void Hook_Manager::ChangeGameWindow(HWND hWnd) const void Hook_Manager::CallOverlayProc(int width, int height) const { overlay->OverlayProc(width, height); -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 5a600af..529b828 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -3,7 +3,7 @@ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include @@ -45,6 +45,6 @@ public: Steam_Overlay* GetOverlay() const { return overlay; } }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 368a07f..ff77a35 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,6 +1,6 @@ #include "../dll/base.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include "OpenGL_Hook.h" #include "Hook_Manager.h" @@ -152,4 +152,4 @@ void OpenGL_Hook::Create() } } -#endif \ No newline at end of file +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index b32cf88..975cf92 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_OPENGL_HOOK_H__ #include "Base_Hook.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY class OpenGL_Hook : public Base_Hook { @@ -38,5 +38,5 @@ public: static void Create(); // Initialize OGL Hook. }; -#endif//STEAM_WIN32 +#endif//NO_OVERLAY #endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 723e4a2..f0e42af 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1,6 +1,6 @@ #include "steam_overlay.h" -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY #include #include @@ -561,10 +561,4 @@ void Steam_Overlay::RunCallbacks() } } -#else - -/* TODO: - * Add here the code for Linux overlay - */ - #endif \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 0f95031..4a6bf22 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,7 +39,7 @@ struct Friend_Less } }; -#ifdef STEAM_WIN32 +#ifndef NO_OVERLAY class Steam_Overlay { From 1ce95ec6729416b006c6892e44fa3b10e39a49b7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 17:56:32 +0200 Subject: [PATCH 037/494] Fixed compilation on Clang-cl --- ImGui/impls/imgui_impl_dx10.cpp | 6 +++--- ImGui/impls/imgui_impl_dx11.cpp | 6 +++--- ImGui/impls/imgui_impl_dx12.cpp | 6 +++--- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/imgui_impl_dx10.cpp index dd462f9..6eef767 100644 --- a/ImGui/impls/imgui_impl_dx10.cpp +++ b/ImGui/impls/imgui_impl_dx10.cpp @@ -387,9 +387,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; #ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/imgui_impl_dx11.cpp index 0cf1b2b..624eff0 100644 --- a/ImGui/impls/imgui_impl_dx11.cpp +++ b/ImGui/impls/imgui_impl_dx11.cpp @@ -392,9 +392,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; #ifdef USE_D3DCOMPILE if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/imgui_impl_dx12.cpp index 2f57fe9..9f77668 100644 --- a/ImGui/impls/imgui_impl_dx12.cpp +++ b/ImGui/impls/imgui_impl_dx12.cpp @@ -516,9 +516,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } From 62243501429fd1c054c530cfed7920d0b52d1f30 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 18:11:00 +0200 Subject: [PATCH 038/494] Fixed compilation for windows --- .gitignore | 3 ++- dll/dll.cpp | 2 ++ download_glew.sh | 12 ++++++++++++ overlay_experimental/steam_overlay.h | 6 +++--- 4 files changed, 19 insertions(+), 4 deletions(-) create mode 100755 download_glew.sh diff --git a/.gitignore b/.gitignore index 21b8995..f6ed44a 100644 --- a/.gitignore +++ b/.gitignore @@ -14,4 +14,5 @@ base.lib rtlgenrandom* steamclient.exp steamclient.lib -out/* \ No newline at end of file +out/* +glew diff --git a/dll/dll.cpp b/dll/dll.cpp index c99558b..9395b50 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -204,7 +204,9 @@ S_API bool S_CALLTYPE SteamAPI_Init() Steam_Client* client = get_steam_client(); client->userLogIn(); +#ifndef NO_OVERLAY client->steam_overlay->SetupOverlay(); +#endif return true; } diff --git a/download_glew.sh b/download_glew.sh new file mode 100755 index 0000000..7214a1b --- /dev/null +++ b/download_glew.sh @@ -0,0 +1,12 @@ +#!/bin/bash + +rm -rf glew* + +URL="https://downloads.sourceforge.net/project/glew/glew/2.1.0/glew-2.1.0-win32.zip?r=https%3A%2F%2Fsourceforge.net%2Fprojects%2Fglew%2Ffiles%2Fglew%2F2.1.0%2Fglew-2.1.0-win32.zip%2Fdownload&ts=1565791827" + +wget "$URL" -O glew.zip +unzip glew.zip +rm glew.zip +mv glew-* glew +# Fix libraries name +sed -i "s/LIBCMT/libcmt/;s/OLDNAMES/oldnames/" glew/lib/Release/*/glew32s.lib diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 4a6bf22..bd80474 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -124,10 +124,10 @@ public: class Steam_Overlay { public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); - ~Steam_Overlay(); + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) {} + ~Steam_Overlay() {} - bool Ready() const { return false: } + bool Ready() const { return false; } bool NeedPresent() const { return false; } From cb67853e45548ea95bce611154ead07b36337712 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 18:54:38 +0200 Subject: [PATCH 039/494] Fixed build for 64bits --- dll/steam_friends.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 295851d..d87c3fe 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1037,7 +1037,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); //TODO: the user should accept the invite first but we auto accept it because there's no gui yet // Then we will handle it ! - overlay->SetLobbyInvite(*find_friend(msg->source_id()), msg->friend_messages().lobby_id()); + overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); //GameLobbyJoinRequested_t data; //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); @@ -1049,7 +1049,7 @@ void Callback(Common_Message *msg) PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above // Then we will handle it ! - overlay->SetRichInvite(*find_friend(msg->source_id()), msg->friend_messages().connect_str().c_str()); + overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); //std::string const& connect_str = msg->friend_messages().connect_str(); //GameRichPresenceJoinRequested_t data = {}; @@ -1062,4 +1062,4 @@ void Callback(Common_Message *msg) }; -#endif//__INCLUDED_STEAM_FRIENDS_H__ \ No newline at end of file +#endif//__INCLUDED_STEAM_FRIENDS_H__ From 7386e55fb51fc489087f108f4fb7225dc73a3bbe Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 19:06:14 +0200 Subject: [PATCH 040/494] Added overlay to windows batch build --- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index a2fbd18..9e29cf0 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 329012d..8144a30 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index d4acf0c..b02d4a1 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From b17db3ce1dcbbee4519aef2e334c36ca7670b7c4 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 19:09:53 +0200 Subject: [PATCH 041/494] Added linux overlay (disaled) --- build_steamos.sh | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 11f799d..7dc9a1d 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -6,8 +6,8 @@ mkdir -p linux/lobby_connect mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 From 6ef60bfe631883ebb1f1a680eb0ffd98a6c37a75 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:08:22 +0200 Subject: [PATCH 042/494] Test fix --- build_win_debug_experimental.bat | 4 ++-- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 0a49f7b..38e4d21 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index 9e29cf0..ca4073d 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 8144a30..e377cb0 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index b02d4a1..5b50ba8 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 2b5516f70943d94c7190cf97a132aa554170709b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:13:25 +0200 Subject: [PATCH 043/494] Even if disabled, remove overlay sources from linux build --- build_steamos.sh | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 7dc9a1d..3fc061a 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -6,8 +6,8 @@ mkdir -p linux/lobby_connect mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 From c67bc528d121ffbd9e204568ab1681a31cca1caa Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:20:17 +0200 Subject: [PATCH 044/494] Removed overlay from lobby_connect in linux build --- build_steamos.sh | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 3fc061a..9ea5d2b 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,7 +7,7 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc overlay_experimental/*.cpp -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 From 411c2c2dda28a3361f46ac35a5fddfde9a64a24e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 22:31:44 +0200 Subject: [PATCH 045/494] Revert Test Fix --- build_win_debug_experimental.bat | 4 ++-- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 38e4d21..48620bb 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll\*.cpp dll\*.cc detours\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index ca4073d..9e29cf0 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -4,7 +4,7 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index e377cb0..43d9b08 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -7,11 +7,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 5b50ba8..b02d4a1 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll\*.cpp dll\*.cc detours\*.cpp ImGui\*.cpp ImGui\impls\*.cpp overlay_experimental\*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 9729ae9e4de70b4400ba0f8f0216fa84b5311444 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:01:56 +0200 Subject: [PATCH 046/494] Added overlay files to cmake --- .gitlab-ci.yml | 7 ++++--- CMakeLists.txt | 9 +++++++++ build_win_release_experimental.bat | 2 +- 3 files changed, 14 insertions(+), 4 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 6ef8dd9..97e9478 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -59,7 +59,8 @@ build_windows: image: fedora script: - - dnf -y install wine wget p7zip sed dos2unix + - dnf -y install wine wget p7zip sed dos2unix unzip + - ./download_glew.sh - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - sed -i 's/C:\\Program Files (x86)\\Microsoft Visual Studio 14.0\\VC\\bin\\amd64\\vcvars64.bat/.\\sdk_standalone\\set_vars64.bat/g' build_env_x64.bat @@ -96,7 +97,7 @@ build_cmake_linux: script: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" && ninja + - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON && ninja - cd .. # - mkdir x64-experimental-release && cd x64-experimental-release # - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD:BOOL=ON && ninja @@ -129,7 +130,7 @@ build_cmake_windows: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. diff --git a/CMakeLists.txt b/CMakeLists.txt index aa2c057..eed3898 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -77,6 +77,12 @@ file(GLOB DETOURS_SRC_SHARED detours/*.cpp ) +file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp +) + ################################################### # Setup for the steam_api(64).dll / libsteam_api.so ################################################### @@ -85,6 +91,7 @@ file(GLOB DETOURS_SRC_SHARED add_library(${LIB_STEAM_API} SHARED $<$:${DETOURS_SRC_SHARED}> + $<$,$>>:${OVERLAY_EXPERIMENTAL_SRC_SHARED}> ${DLL_SRC_SHARED} ${PROTO_SRCS} ${PROTO_HDRS} @@ -113,6 +120,7 @@ target_compile_definitions(${LIB_STEAM_API} $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> $<$:EMU_EXPERIMENTAL_BUILD> + $<$:NO_OVERLAY> ) # Install the target @@ -237,6 +245,7 @@ target_link_libraries(${BIN_LOBBY_CONNECT} target_compile_definitions(${BIN_LOBBY_CONNECT} PRIVATE NO_DISK_WRITES + NO_OVERLAY LOBBY_CONNECT $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index b02d4a1..3801a0c 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -9,6 +9,6 @@ cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EH %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib/EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 664d9a29b10fc617429fc1b35d5745b557939bb8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:22:56 +0200 Subject: [PATCH 047/494] Updated build paths --- build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 48620bb..ad227e4 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 3801a0c..9174cf8 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\Win32\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% /LIBPATH:"glew\lib\Release\x64\" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib glew32s.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 86d74c7a059fe222ec377073c91230202623a8ce Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 14 Aug 2019 23:57:47 +0200 Subject: [PATCH 048/494] Added EMU_EXPERIMENTAL_BUILD define --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 97e9478..e118f23 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -136,7 +136,7 @@ build_cmake_windows: - cd .. - mkdir x64-experimental-release && cd x64-experimental-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. From 71afa0daf6492f0a0b069c9e7377915ed5c55c80 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 10:40:49 +0200 Subject: [PATCH 049/494] Added ImGui include dir --- CMakeLists.txt | 1 + 1 file changed, 1 insertion(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index eed3898..66a6ab1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -102,6 +102,7 @@ target_include_directories(${LIB_STEAM_API} PRIVATE ${PROTOBUF_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR} + ${CMAKE_CURRENT_BINARY_DIR}/ImGui ) # Link the required libraries From 631bcd96ceb817bcb52ee6455600fa256491d325 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 12:54:18 +0200 Subject: [PATCH 050/494] Added glew and pointing to the right directory for imgui --- .gitlab-ci.yml | 3 ++- CMakeLists.txt | 6 +++++- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index e118f23..f0b76e0 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -116,7 +116,7 @@ build_cmake_windows: - dnf update -y - dnf install 'dnf-command(config-manager)' -y - dnf config-manager --add-repo https://dl.winehq.org/wine-builds/fedora/30/winehq.repo - - dnf install wget p7zip winehq-devel samba-winbind-clients -y + - dnf install wget unzip p7zip winehq-devel samba-winbind-clients -y - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - 7za x sdk_standalone.7z -osdk_standalone - wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip' @@ -129,6 +129,7 @@ build_cmake_windows: - wine cmd /c - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release + - ../download_glew.sh - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat diff --git a/CMakeLists.txt b/CMakeLists.txt index 66a6ab1..a0b19c5 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -50,12 +50,14 @@ if(WIN32) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets64) set(BIN_LOBBY_CONNECT lobby_connect64) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file64) + link_directories(glew/lib/Release/x64) else() set(LIB_STEAM_API steam_api) set(LIB_STEAMCLIENT steamclient) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets) set(BIN_LOBBY_CONNECT lobby_connect) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file) + link_directories(glew/lib/Release/Win32) endif() elseif(UNIX AND NOT APPLE) set(LIB_STEAM_API steam_api) @@ -102,7 +104,8 @@ target_include_directories(${LIB_STEAM_API} PRIVATE ${PROTOBUF_INCLUDE_DIRS} ${CMAKE_CURRENT_BINARY_DIR} - ${CMAKE_CURRENT_BINARY_DIR}/ImGui + ${CMAKE_CURRENT_SOURCE_DIR}/ImGui + ${CMAKE_CURRENT_SOURCE_DIR}/glew/include ) # Link the required libraries @@ -111,6 +114,7 @@ target_link_libraries(${LIB_STEAM_API} protobuf::libprotobuf $<$:ws2_32> $<$:iphlpapi> + $<$,$,$>>:glew32s.lib> ) # Add target compile definitions From bbfdcd848fd040d6601f971823aba22558f05442 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 14:02:40 +0200 Subject: [PATCH 051/494] Moved download of glew --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index f0b76e0..61ff769 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -123,13 +123,13 @@ build_cmake_windows: - 7za x cmake-3.15.0-rc1-win64-x64.zip - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' - 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static + - ./download_glew.sh script: - export WINEDEBUG=-all - wine cmd /c - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - - ../download_glew.sh - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat From 3516b9804201e70ac22b3a48f793c07912e24f2d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 15 Aug 2019 22:23:59 +0200 Subject: [PATCH 052/494] Replaced wildcard with sed. --- .gitlab-ci.yml | 1 + overlay_experimental/steam_overlay.cpp | 3 +++ 2 files changed, 4 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 61ff769..aa6f46c 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -74,6 +74,7 @@ build_windows: - 7za x sdk_standalone.7z -osdk_standalone - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f0e42af..efd7cf9 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,6 +11,9 @@ #include "../dll/dll.h" +// Look here for info on how to hook on linux +// https://github.com/AimTuxOfficial/AimTux/ + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) From 8abd24ca5474b7f94f1c7147f22697733615ede7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 00:12:11 +0200 Subject: [PATCH 053/494] Re-enabled auto join if overlay is not ready --- dll/steam_friends.h | 42 ++++++++++++++++++------------ overlay_experimental/DX11_Hook.cpp | 6 ++--- 2 files changed, 29 insertions(+), 19 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index d87c3fe..d12a680 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1035,27 +1035,37 @@ void Callback(Common_Message *msg) if (msg->has_friend_messages()) { if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); - //TODO: the user should accept the invite first but we auto accept it because there's no gui yet - // Then we will handle it ! - overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); - - //GameLobbyJoinRequested_t data; - //data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); - //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (overlay->Ready()) + { + //TODO: the user should accept the invite first but we auto accept it because there's no gui yet + // Then we will handle it ! + overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); + } + else + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); + data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) { PRINT_DEBUG("Steam_Friends Got Game Invite\n"); //TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above - // Then we will handle it ! - overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); - - //std::string const& connect_str = msg->friend_messages().connect_str(); - //GameRichPresenceJoinRequested_t data = {}; - //data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); - //strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); - //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (overlay->Ready()) + { + // Then we will handle it ! + overlay->SetRichInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().connect_str().c_str()); + } + else + { + std::string const& connect_str = msg->friend_messages().connect_str(); + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + strncpy(data.m_rgchConnect, connect_str.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } } } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 3541d30..1073fbc 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -135,7 +135,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, // __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) //{ -// auto res = _D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); +// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); // // if (SUCCEEDED(res)) // hook->hook_dx11(SDKVersion); @@ -185,12 +185,12 @@ DX11_Hook::DX11_Hook(): _hooked = false; // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. - //_D3D11CreateDevice = (decltype(_D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); + //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); BeginHook(); HookFuncs( - //std::make_pair(&(PVOID&)_D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) ); EndHook(); From 2fe5e902941753c2e645ad917b54bdf4359e29fe Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:28:23 +0200 Subject: [PATCH 054/494] Reworked booleans --- overlay_experimental/Base_Hook.cpp | 4 ++++ overlay_experimental/Base_Hook.h | 2 +- overlay_experimental/DX10_Hook.cpp | 6 +++--- overlay_experimental/DX11_Hook.cpp | 6 +++--- overlay_experimental/DX12_Hook.cpp | 1 - overlay_experimental/DX9_Hook.cpp | 5 ++--- overlay_experimental/OpenGL_Hook.cpp | 9 +++------ 7 files changed, 16 insertions(+), 17 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 4c98310..b7913e5 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -7,6 +7,10 @@ #include "../detours/detours.h" +Base_Hook::Base_Hook(): + _hooked(false) +{} + Base_Hook::~Base_Hook() { UnhookAll(); diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 47a04cd..6b5443b 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -26,7 +26,7 @@ protected: Base_Hook& operator =(Base_Hook&&) = delete; public: - Base_Hook() {} + Base_Hook(); virtual ~Base_Hook(); void BeginHook(); diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 103079c..ceb3980 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -16,7 +16,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; @@ -38,6 +38,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) if (pDevice != nullptr && pSwapChain != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 10\n"); loadFunctions(pDevice, pSwapChain); @@ -53,7 +54,6 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) else { PRINT_DEBUG("Failed to hook DirectX 10\n"); - _hooked = false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); @@ -164,7 +164,7 @@ DX10_Hook::DX10_Hook(): mainRenderTargetView(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; + // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 1073fbc..f5baa9c 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -26,7 +26,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; @@ -48,6 +48,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) if (pDevice != nullptr && pSwapChain != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 11\n"); loadFunctions(pDevice, pSwapChain); @@ -63,7 +64,6 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) else { PRINT_DEBUG("Failed to hook DirectX 11\n"); - _hooked = false; } if(pDevice) pDevice->Release(); @@ -182,7 +182,7 @@ DX11_Hook::DX11_Hook(): mainRenderTargetView(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; + // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5e117d3..5bdcbd4 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -137,7 +137,6 @@ DX12_Hook::DX12_Hook(): pDescriptorHeap(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 2d8dbf9..c9129a2 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -22,7 +22,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; @@ -39,6 +39,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) if (pDeviceEx != nullptr) { + _hooked = true; PRINT_DEBUG("Hooked DirectX 9\n"); loadFunctions(pDeviceEx); @@ -55,7 +56,6 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) else { PRINT_DEBUG("Failed to DirectX 9\n"); - _hooked = false; } if(pDeviceEx)pDeviceEx->Release(); @@ -175,7 +175,6 @@ DX9_Hook::DX9_Hook(): Reset(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ff77a35..a199b21 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -11,9 +11,7 @@ #include -#pragma comment(lib, "opengl32") -#pragma comment(lib, "glew32s") - +#include "steam_overlay.h" // This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used static OpenGL_Hook* hook; @@ -22,13 +20,14 @@ void OpenGL_Hook::hook_ogl() { if (!_hooked) { - _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); if (err == GLEW_OK) { + _hooked = true; PRINT_DEBUG("Hooked OpenGL\n"); UnhookAll(); BeginHook(); @@ -42,7 +41,6 @@ void OpenGL_Hook::hook_ogl() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - _hooked = false; } } } @@ -115,7 +113,6 @@ OpenGL_Hook::OpenGL_Hook(): wglSwapBuffers(nullptr) { _dll = GetModuleHandle(DLL_NAME); - _hooked = false; // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); From 4d3c355fccfd3d0774004a3b69574147f518592f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:31:29 +0200 Subject: [PATCH 055/494] Renammed hook_ to start_hook --- overlay_experimental/DX10_Hook.cpp | 4 ++-- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.cpp | 4 ++-- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.cpp | 2 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/DX9_Hook.cpp | 4 ++-- overlay_experimental/DX9_Hook.h | 2 +- overlay_experimental/OpenGL_Hook.cpp | 2 +- overlay_experimental/OpenGL_Hook.h | 2 +- 10 files changed, 13 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index ceb3980..de6e118 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used static DX10_Hook* hook; -void DX10_Hook::hook_dx10(UINT SDKVersion) +void DX10_Hook::start_hook() { if (!_hooked) { @@ -34,7 +34,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion) SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index ffcbca6..a4869f2 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -22,7 +22,7 @@ private: DX10_Hook(); virtual ~DX10_Hook(); - void hook_dx10(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index f5baa9c..ebc0fe9 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,7 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** return ret; } -void DX11_Hook::hook_dx11(UINT SDKVersion) +void DX11_Hook::start_hook() { if (!_hooked) { @@ -44,7 +44,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion) SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, SDKVersion, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 838c51f..d32b032 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -22,7 +22,7 @@ private: DX11_Hook(); virtual ~DX11_Hook(); - void hook_dx11(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5bdcbd4..5453193 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used static DX12_Hook* hook; -void DX12_Hook::hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel) +void DX12_Hook::start_hook() { if (!_hooked) { diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index e89d90c..cbc7cb0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -24,7 +24,7 @@ private: DX12_Hook(); virtual ~DX12_Hook(); - void hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index c9129a2..82be136 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -18,7 +18,7 @@ static DX9_Hook* hook; ///////// ///////// ////////////////////////////////////////////////////////////////// -void DX9_Hook::hook_dx9(UINT SDKVersion) +void DX9_Hook::start_hook() { if (!_hooked) { @@ -28,7 +28,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion) IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; - Direct3DCreate9Ex(SDKVersion, &pD3D); + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 86678aa..310ce6d 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -21,7 +21,7 @@ private: DX9_Hook(); virtual ~DX9_Hook(); - void hook_dx9(UINT SDKVersion); + void start_hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index a199b21..b960485 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -16,7 +16,7 @@ // This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used static OpenGL_Hook* hook; -void OpenGL_Hook::hook_ogl() +void OpenGL_Hook::start_hook() { if (!_hooked) { diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 975cf92..df72cfc 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -20,7 +20,7 @@ private: OpenGL_Hook(); virtual ~OpenGL_Hook(); - void hook_ogl(); + void start_hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); From 40615d07a71de421093b4eee77c61bb3ca5a2c8b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:36:44 +0200 Subject: [PATCH 056/494] Reworked how renderers are hooked. Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used. --- overlay_experimental/DX10_Hook.cpp | 40 +-- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 45 +-- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 27 +- overlay_experimental/DX12_Hook.h | 4 +- overlay_experimental/DX9_Hook.cpp | 59 ++-- overlay_experimental/DX9_Hook.h | 8 +- overlay_experimental/Hook_Manager.cpp | 388 +++++++++++++++++++++----- overlay_experimental/Hook_Manager.h | 69 ++++- overlay_experimental/OpenGL_Hook.cpp | 33 ++- overlay_experimental/OpenGL_Hook.h | 6 +- 12 files changed, 497 insertions(+), 190 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index de6e118..4fdc274 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -17,11 +17,12 @@ void DX10_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -128,16 +129,16 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // return res; //} -HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, - DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) -{ - auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx10(SDKVersion); - - return res; -} +//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, +// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) +//{ +// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx10(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -168,14 +169,14 @@ DX10_Hook::DX10_Hook(): // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); - D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); - - BeginHook(); - HookFuncs( - //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), - std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) - ); - EndHook(); + //D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + // + //BeginHook(); + //HookFuncs( + // //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), + // std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) + //); + //EndHook(); } DX10_Hook::~DX10_Hook() @@ -193,6 +194,7 @@ void DX10_Hook::Create() if (hook == nullptr) { hook = new DX10_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index a4869f2..d23338a 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -37,10 +37,10 @@ private: // Hook functions so we know we use DX10 //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; - static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; + //static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; //decltype(D3D10CreateDevice)* _D3D10CreateDevice; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; + //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: static void Create(); // Initialize DX10 Hook. diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index ebc0fe9..41ffd9c 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -27,11 +27,12 @@ void DX11_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -143,18 +144,18 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) // return res; //} -HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, - __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, - __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, - __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -{ - auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); - - if (SUCCEEDED(res)) - hook->hook_dx11(SDKVersion); - - return res; -} +//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, +// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, +// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, +// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) +//{ +// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); +// +// if (SUCCEEDED(res)) +// hook->hook_dx11(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -186,15 +187,14 @@ DX11_Hook::DX11_Hook(): // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); - D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); - - BeginHook(); - HookFuncs( - //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), - std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) - ); - EndHook(); - + //D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + // + //BeginHook(); + //HookFuncs( + // //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), + // std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) + //); + //EndHook(); } DX11_Hook::~DX11_Hook() @@ -212,6 +212,7 @@ void DX11_Hook::Create() if (hook == nullptr) { hook = new DX11_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index d32b032..031ee9c 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -37,10 +37,10 @@ private: // Hook functions so we know we use DX11 //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; - static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; + //static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; //decltype(D3D11CreateDevice)* D3D11CreateDevice; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; + //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: static void Create(); // Initialize DX11 Hook. diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 5453193..924e9fe 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -96,19 +96,19 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ///////////////////////////////////////////////////////////////////////////////////// // DirectX 12 Initialization functions -HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( - _In_opt_ IUnknown* pAdapter, - D3D_FEATURE_LEVEL MinimumFeatureLevel, - _In_ REFIID riid, // Expected: ID3D12Device - _COM_Outptr_opt_ void** ppDevice) -{ - auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx12(MinimumFeatureLevel); - - return res; -} +//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( +// _In_opt_ IUnknown* pAdapter, +// D3D_FEATURE_LEVEL MinimumFeatureLevel, +// _In_ REFIID riid, // Expected: ID3D12Device +// _COM_Outptr_opt_ void** ppDevice) +//{ +// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx12(MinimumFeatureLevel); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -166,6 +166,7 @@ void DX12_Hook::Create() if (hook == nullptr) { hook = new DX12_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index cbc7cb0..555826f 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -38,9 +38,9 @@ private: decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; // Hook functions so we know we use DX11 - static decltype(D3D12CreateDevice) MyD3D12CreateDevice; + //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; - decltype(D3D12CreateDevice)* D3D12CreateDevice; + //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: static void Create(); // Initialize DX11 Hook. diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 82be136..9fbad2b 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -23,10 +23,10 @@ void DX9_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); @@ -118,25 +118,25 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ///////////////////////////////////////////////////////////////////////////////////// // DirectX 9 Initialization functions -IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) -{ - auto res = hook->Direct3DCreate9(SDKVersion); - - if( res != nullptr ) - hook->hook_dx9(SDKVersion); - - return res; -} - -HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) -{ - auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); - - if (SUCCEEDED(res)) - hook->hook_dx9(SDKVersion); - - return res; -} +//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) +//{ +// auto res = hook->Direct3DCreate9(SDKVersion); +// +// if( res != nullptr ) +// hook->hook_dx9(SDKVersion); +// +// return res; +//} +// +//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) +//{ +// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); +// +// if (SUCCEEDED(res)) +// hook->hook_dx9(SDKVersion); +// +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) @@ -177,15 +177,15 @@ DX9_Hook::DX9_Hook(): _dll = GetModuleHandle(DLL_NAME); // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. - Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); - Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); - - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), - std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) - ); - EndHook(); + //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); + //Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), + // std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) + //); + //EndHook(); } DX9_Hook::~DX9_Hook() @@ -209,6 +209,7 @@ void DX9_Hook::Create() if( hook == nullptr ) { hook = new DX9_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 310ce6d..e20913a 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -37,11 +37,11 @@ private: static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); // Hook functions so we know we use DX9 - static decltype(Direct3DCreate9) MyDirect3DCreate9; - static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; + //static decltype(Direct3DCreate9) MyDirect3DCreate9; + //static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; - decltype(Direct3DCreate9)* Direct3DCreate9; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; + //decltype(Direct3DCreate9)* Direct3DCreate9; + //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: static void Create(); // Initialize DX9 Hook. diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 16f2d01..7d8871a 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -5,78 +5,368 @@ #include "../detours/detours.h" +#ifdef STEAM_WIN32 #include "DX12_Hook.h" #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#endif + #include "OpenGL_Hook.h" #include +#ifdef STEAM_WIN32 decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; -void create_hookA(const char* libname) +decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; +decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; +decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; +decltype(wglMakeCurrent)* _wglMakeCurrent; + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) +{ + IUnknown *pDevice; + _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX10_Hook::Create(); + } + else + { + _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX11_Hook::Create(); + } + else + { + _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + if (pDevice) + { + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX12_Hook::Create(); + } + } + } + if (pDevice) pDevice->Release(); + + return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX9_Hook::Create(); + return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + DX9_Hook::Create(); + return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + +BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + Hook_Manager::Inst().UnHookAllRendererDetector(); + OpenGL_Hook::Create(); + return _wglMakeCurrent(hDC, hGLRC);; +} + +void Hook_Manager::HookDXGIPresent() +{ + if (!_dxgi_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDXGISwapChain_Present, &Hook_Manager::MyIDXGISwapChain_Present) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::HookDX9Present() +{ + if (!_dx9_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent), + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::HookwglMakeCurrent() +{ + if (!_ogl_hooked) + { + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _wglMakeCurrent, &Hook_Manager::MywglMakeCurrent) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::hook_dx9() +{ + if (!_dx9_hooked && !_renderer_found) + { + IDirect3D9Ex* pD3D; + IDirect3DDevice9Ex* pDeviceEx; + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); + + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = GetForegroundWindow(); + + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); + + if (pDeviceEx) + { + PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::Present]; + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::PresentEx]; + HookDX9Present(); + } + else + { + PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); + } + + if (pDeviceEx)pDeviceEx->Release(); + if (pD3D)pD3D->Release(); + } +} + +void Hook_Manager::hook_dx10() +{ + if (!_dxgi_hooked && !_renderer_found) + { + IDXGISwapChain* pSwapChain; + ID3D10Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX10_Hook::DLL_NAME), "D3D10CreateDeviceAndSwapChain"); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + if (pDevice)pDevice->Release(); + if (pSwapChain)pSwapChain->Release(); + } +} + +void Hook_Manager::hook_dx11() +{ + if (!_dxgi_hooked && !_renderer_found) + { + IDXGISwapChain* pSwapChain; + ID3D11Device* pDevice; + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX11_Hook::DLL_NAME), "D3D11CreateDeviceAndSwapChain"); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + + if (pDevice != nullptr && pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pSwapChain) pSwapChain->Release(); + } +} + +void Hook_Manager::hook_dx12() +{ + if (!_dxgi_hooked && !_renderer_found) + { + DX12_Hook::Create(); + } +} + +void Hook_Manager::hook_opengl() +{ + if (!_ogl_hooked && !_renderer_found) + { + _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(GetModuleHandle(OpenGL_Hook::DLL_NAME), "wglMakeCurrent"); + HookwglMakeCurrent(); + } +} + +void Hook_Manager::create_hookA(const char* libname) { if (!_stricmp(libname, "d3d9.dll")) - DX9_Hook::Create(); + Hook_Manager::Inst().hook_dx9(); else if (!_stricmp(libname, "d3d10.dll")) - DX10_Hook::Create(); + Hook_Manager::Inst().hook_dx10(); else if (!_stricmp(libname, "d3d11.dll")) - DX11_Hook::Create(); + Hook_Manager::Inst().hook_dx11(); else if (!_stricmp(libname, "d3d12.dll")) - DX12_Hook::Create(); + Hook_Manager::Inst().hook_dx12(); else if (!_stricmp(libname, "opengl32.dll")) - OpenGL_Hook::Create(); + Hook_Manager::Inst().hook_opengl(); } -void create_hookW(const wchar_t *libname) +void Hook_Manager::create_hookW(const wchar_t *libname) { if (!_wcsicmp(libname, L"d3d9.dll")) - DX9_Hook::Create(); + Hook_Manager::Inst().hook_dx9(); else if (!_wcsicmp(libname, L"d3d10.dll")) - DX10_Hook::Create(); + Hook_Manager::Inst().hook_dx10(); else if (!_wcsicmp(libname, L"d3d11.dll")) - DX11_Hook::Create(); + Hook_Manager::Inst().hook_dx11(); else if (!_wcsicmp(libname, L"d3d12.dll")) - DX12_Hook::Create(); + Hook_Manager::Inst().hook_dx12(); else if (!_wcsicmp(libname, L"opengl32.dll")) - OpenGL_Hook::Create(); + Hook_Manager::Inst().hook_opengl(); } -HMODULE WINAPI mLoadLibraryA(LPCTSTR lpLibFileName) +HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) { auto res = _LoadLibraryA(lpLibFileName); - create_hookA(lpLibFileName); + Hook_Manager::Inst().create_hookA(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryW(LPCWSTR lpLibFileName) +HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) { auto res = _LoadLibraryW(lpLibFileName); - create_hookW(lpLibFileName); + Hook_Manager::Inst().create_hookW(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) { auto res = _LoadLibraryA(lpLibFileName); - create_hookA(lpLibFileName); + Hook_Manager::Inst().create_hookA(lpLibFileName); return res; } -HMODULE WINAPI mLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) { auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); - create_hookW(lpLibFileName); + Hook_Manager::Inst().create_hookW(lpLibFileName); return res; } +void Hook_Manager::HookLoadLibrary() +{ + if (!_renderer_found && !_loadlibrary_hooked) + { + _loadlibrary_hooked = true; + + rendererdetect_hook = new Base_Hook(); + AddHook(rendererdetect_hook); + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _LoadLibraryA, &Hook_Manager::MyLoadLibraryA), + std::pair((PVOID*)& _LoadLibraryW, &Hook_Manager::MyLoadLibraryW), + std::pair((PVOID*)& _LoadLibraryExA, &Hook_Manager::MyLoadLibraryExA), + std::pair((PVOID*)& _LoadLibraryExW, &Hook_Manager::MyLoadLibraryExW) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Hook_Manager::ChangeGameWindow(HWND hWnd) const +{ + overlay->HookReady(hWnd); +} + +void Hook_Manager::CallOverlayProc(int width, int height) const +{ + overlay->OverlayProc(width, height); +} + +#endif + +void Hook_Manager::UnHookAllRendererDetector() +{ + auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook); + if (it != _hooks.end()) + { + _hooks.erase(it); + delete rendererdetect_hook; + rendererdetect_hook = nullptr; + } + _ogl_hooked = false; + +#ifdef STEAM_WIN32 + _dxgi_hooked = _dx9_hooked = false; +#endif +} + Hook_Manager::Hook_Manager(): - _isSet(false), - _LoadLibraryHooked(false) +#ifdef STEAM_WIN32 + _game_hwnd(nullptr), + _game_wndproc(nullptr), + _loadlibrary_hooked(false), + _dxgi_hooked(false), + _dx9_hooked(false), +#endif + _renderer_found(false), + _ogl_hooked(false) {} Hook_Manager::~Hook_Manager() @@ -94,6 +384,7 @@ Hook_Manager& Hook_Manager::Inst() void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) { overlay = ovlay; +#ifdef STEAM_WIN32 HookLoadLibrary(); std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; std::vector::const_iterator it = libraries.begin(); @@ -112,47 +403,14 @@ void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) create_hookA(it->c_str()); ++it; } +#endif } -void Hook_Manager::UnHookLoadLibrary() +void Hook_Manager::FoundRenderer(Base_Hook* hook) { - _LoadLibraryHooked = false; - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - - DetourDetach((PVOID*)& _LoadLibraryA, mLoadLibraryA); - DetourDetach((PVOID*)& _LoadLibraryW, mLoadLibraryW); - DetourDetach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); - DetourDetach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); - - DetourTransactionCommit(); -} - -void Hook_Manager::HookLoadLibrary() -{ - if (!_isSet && !_LoadLibraryHooked) + if (!_renderer_found) { - _LoadLibraryHooked = true; - - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); - - DetourAttach((PVOID*)& _LoadLibraryA, mLoadLibraryA); - DetourAttach((PVOID*)& _LoadLibraryW, mLoadLibraryW); - DetourAttach((PVOID*)& _LoadLibraryExA, mLoadLibraryExA); - DetourAttach((PVOID*)& _LoadLibraryExW, mLoadLibraryExW); - - DetourTransactionCommit(); - } -} - -void Hook_Manager::FoundHook(Base_Hook* hook) -{ - if (!_isSet) - { - _isSet = true; - - UnHookLoadLibrary(); + _renderer_found = true; // Remove all hooks that are unused _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { @@ -163,17 +421,9 @@ void Hook_Manager::FoundHook(Base_Hook* hook) } return false; }), _hooks.end()); + + _loadlibrary_hooked = false; } } -void Hook_Manager::ChangeGameWindow(HWND hWnd) const -{ - overlay->HookReady(hWnd); -} - -void Hook_Manager::CallOverlayProc(int width, int height) const -{ - overlay->OverlayProc(width, height); -} - #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 529b828..bffe287 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -5,9 +5,19 @@ #ifndef NO_OVERLAY -#include #include +#if defined(_WIN32) || defined(WIN32) +#include + +struct IDXGISwapChain; +struct IDirect3DDevice9; +struct IDirect3DDevice9Ex; +#endif + +/* + * + */ class Hook_Manager { friend class Base_Hook; @@ -16,20 +26,59 @@ public: using hookReady_t = void(*)(void*); protected: - std::vector _hooks; + // TODO: If needed, create a second vector with only the renderers hook + // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook + // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? + std::vector _hooks; - WNDPROC _gameWndProc; // The game main windows proc - HWND _gameHWnd; // The game main window - bool _showOverlay; // Should we render the overlay - bool _isSet; // Is the renderer hooked ? - bool _LoadLibraryHooked; // Are the LoadLibrary functions hooked ? + bool _renderer_found; // Is the renderer hooked ? + bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) + Base_Hook* rendererdetect_hook; class Steam_Overlay* overlay; Hook_Manager(); virtual ~Hook_Manager(); + void UnHookAllRendererDetector(); + + void hook_opengl(); + void HookLoadLibrary(); - void UnHookLoadLibrary(); + +#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) + WNDPROC _game_wndproc; // The game main window proc + HWND _game_hwnd; // The game main window + bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? + bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? + bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) + + void HookDXGIPresent(); + void HookDX9Present(); + void HookwglMakeCurrent(); + void hook_dx9(); + void hook_dx10(); + void hook_dx11(); + void hook_dx12(); + void create_hookA(const char* libname); + void create_hookW(const wchar_t* libname); + + static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); + static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); + static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + +public: + void ChangeGameWindow(HWND hWnd) const; + +protected: + +#elif defined(__linux__) + +#endif public: static Hook_Manager& Inst(); @@ -37,10 +86,10 @@ public: void HookRenderer(Steam_Overlay *overlay); // Set the found hook and free all other hooks - void FoundHook(Base_Hook *hook); + void FoundRenderer(Base_Hook *hook); inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } - void ChangeGameWindow(HWND hWnd) const; + void CallOverlayProc(int width, int height) const; Steam_Overlay* GetOverlay() const { return overlay; } }; diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index b960485..7211883 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -21,7 +21,6 @@ void OpenGL_Hook::start_hook() if (!_hooked) { Hook_Manager::Inst().FoundRenderer(this); - Hook_Manager::Inst().FoundHook(this); GLenum err = glewInit(); @@ -65,6 +64,9 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) GetClientRect(hWnd, &rect); + if (hWnd != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + resetRenderState(); + if (!initialized) { ImGui::CreateContext(); @@ -94,12 +96,12 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ///////////////////////////////////////////////////////////////////////////////////// // OpenGL Initialization functions -BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -{ - auto res = hook->wglMakeCurrent(hDC, hGLRC); - hook->hook_ogl(); - return res; -} +//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +//{ +// auto res = hook->wglMakeCurrent(hDC, hGLRC); +// hook->hook_ogl(); +// return res; +//} ///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) @@ -115,14 +117,14 @@ OpenGL_Hook::OpenGL_Hook(): _dll = GetModuleHandle(DLL_NAME); // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. - wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); - wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); - - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) - ); - EndHook(); + //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); + //wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); + // + //BeginHook(); + //HookFuncs( + // std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) + //); + //EndHook(); } OpenGL_Hook::~OpenGL_Hook() @@ -144,6 +146,7 @@ void OpenGL_Hook::Create() if (hook == nullptr) { hook = new OpenGL_Hook; + hook->start_hook(); // Register the hook to the Hook Manager Hook_Manager::Inst().AddHook(hook); } diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index df72cfc..80b94e0 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -10,7 +10,7 @@ public: static constexpr const char *DLL_NAME = "opengl32.dll"; using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); - using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); + //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: // Variables @@ -30,9 +30,9 @@ private: wglSwapBuffers_t wglSwapBuffers; // Hook functions so we know we use OGL - static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + //static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - wglMakeCurrent_t wglMakeCurrent; + //wglMakeCurrent_t wglMakeCurrent; public: static void Create(); // Initialize OGL Hook. From 2792793bf35df4c17571085d436827d26e143e64 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:37:45 +0200 Subject: [PATCH 057/494] Only call overlay related functions if it is ready Continue to receive friends notifications, so if the overlay becomes ready we already have the list of friends. --- overlay_experimental/steam_overlay.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index efd7cf9..ecdcce8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -172,7 +172,7 @@ void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; - if (show_overlay == state) + if (!Ready() || show_overlay == state) return; show_overlay = state; @@ -215,6 +215,9 @@ void Steam_Overlay::ShowOverlay(bool state) void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { + if (!Ready()) + return; + std::lock_guard lock(global_mutex); auto i = friends.find(friendId); if (i != friends.end()) @@ -229,6 +232,9 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) { + if (!Ready()) + return; + std::lock_guard lock(global_mutex); auto i = friends.find(friendId); if (i != friends.end()) @@ -399,6 +405,9 @@ void Steam_Overlay::OverlayProc( int width, int height ) { std::lock_guard lock(global_mutex); + if (!Ready()) + return; + if (show_overlay) { int friend_size = friends.size(); From 78ffbc65712dfaa1b1517cec9e293ad4b54fdd37 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 10:42:43 +0200 Subject: [PATCH 058/494] Added ImGui wildcard escape --- .gitlab-ci.yml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index aa6f46c..027dd83 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -75,6 +75,8 @@ build_windows: - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat From cb0e1dff25c9198e57038715cc3ebdc0256386ac Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 11:11:13 +0200 Subject: [PATCH 059/494] Added opengl32 lib and declared glew as static --- CMakeLists.txt | 2 ++ ImGui/imconfig.h | 1 - 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index a0b19c5..f4db082 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -115,6 +115,7 @@ target_link_libraries(${LIB_STEAM_API} $<$:ws2_32> $<$:iphlpapi> $<$,$,$>>:glew32s.lib> + $<$,$,$>>:opengl32.lib> ) # Add target compile definitions @@ -126,6 +127,7 @@ target_compile_definitions(${LIB_STEAM_API} $<$:EMU_RELEASE_BUILD> $<$:EMU_EXPERIMENTAL_BUILD> $<$:NO_OVERLAY> + $<$,$,$>>:GLEW_STATIC> ) # Install the target diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 2bc8568..3afdd4b 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -94,5 +94,4 @@ namespace ImGui #define IMGUI_INCLUDE_IMGUI_USER_H -#define GLEW_STATIC #define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file From d7f6d254eb810b48b6e80b38b8fe1e76f91bcf47 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 11:27:07 +0200 Subject: [PATCH 060/494] Added static glew to build scripts --- build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index ad227e4..a64065f 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 9174cf8..a3869a3 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 05f3fa09b396a6b0c81ffdaf6e11d02ca8899c4e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:29:49 +0200 Subject: [PATCH 061/494] Better compatibility for DX10 & DX11 Create a NULL Device (We only need it to retrieve its vtable) --- overlay_experimental/DX10_Hook.cpp | 2 +- overlay_experimental/DX11_Hook.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 4fdc274..90dbff6 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -35,7 +35,7 @@ void DX10_Hook::start_hook() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 41ffd9c..628ca7a 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -45,7 +45,7 @@ void DX11_Hook::start_hook() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { From 7b531345120e6eb562801dfe0ae0800a995a8bd5 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:30:55 +0200 Subject: [PATCH 062/494] Initialize overlay after full initialization of UI. --- overlay_experimental/DX10_Hook.cpp | 3 ++- overlay_experimental/DX11_Hook.cpp | 3 ++- overlay_experimental/DX9_Hook.cpp | 3 ++- overlay_experimental/OpenGL_Hook.cpp | 2 +- 4 files changed, 7 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 90dbff6..acaa653 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -96,9 +96,10 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX10_Init(pDevice); + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + initialized = true; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 628ca7a..44967f7 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -109,9 +109,10 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX11_Init(pDevice, pContext); + Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); + initialized = true; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 9fbad2b..98a6480 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -96,9 +96,10 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); + Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); + initialized = true; } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 7211883..bb5fed6 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -73,10 +73,10 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - Hook_Manager::Inst().ChangeGameWindow(hWnd); ImGui_ImplWin32_Init(hWnd); ImGui_ImplOpenGL3_Init(); + Hook_Manager::Inst().ChangeGameWindow(hWnd); initialized = true; } From 1b37e837a1934ec376ce38a3fe161f7bdbaffa71 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:31:56 +0200 Subject: [PATCH 063/494] Notification sound when something happen --- overlay_experimental/notification.h | 5521 ++++++++++++++++++++++++ overlay_experimental/steam_overlay.cpp | 70 +- overlay_experimental/steam_overlay.h | 15 +- 3 files changed, 5582 insertions(+), 24 deletions(-) create mode 100644 overlay_experimental/notification.h diff --git a/overlay_experimental/notification.h b/overlay_experimental/notification.h new file mode 100644 index 0000000..7d8cc9d --- /dev/null +++ b/overlay_experimental/notification.h @@ -0,0 +1,5521 @@ +unsigned char notif_invite_wav[] = { + 0x52, 0x49, 0x46, 0x46, 0x9a, 0x02, 0x01, 0x00, 0x57, 0x41, 0x56, 0x45, + 0x66, 0x6d, 0x74, 0x20, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, + 0x44, 0xac, 0x00, 0x00, 0x88, 0x58, 0x01, 0x00, 0x02, 0x00, 0x10, 0x00, + 0x64, 0x61, 0x74, 0x61, 0x76, 0x02, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0xfe, 0xff, 0x02, 0x00, + 0xff, 0xff, 0x00, 0x00, 0x01, 0x00, 0xfe, 0xff, 0x02, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0xff, 0xff, 0x02, 0x00, 0x01, 0x00, 0x02, 0x00, + 0x00, 0x00, 0x01, 0x00, 0xfe, 0xff, 0x00, 0x00, 0x00, 0x00, 0xfd, 0xff, + 0xff, 0xff, 0xfd, 0xff, 0xfe, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, + 0x02, 0x00, 0xff, 0xff, 0x04, 0x00, 0xfd, 0xff, 0x06, 0x00, 0xfc, 0xff, + 0x03, 0x00, 0xff, 0xff, 0x00, 0x00, 0x01, 0x00, 0xfe, 0xff, 0x02, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x02, 0x00, 0xfe, 0xff, 0x01, 0x00, + 0x01, 0x00, 0xfd, 0xff, 0x04, 0x00, 0xfc, 0xff, 0x02, 0x00, 0xfe, 0xff, + 0xfd, 0xff, 0x00, 0x00, 0xfa, 0xff, 0x01, 0x00, 0xfb, 0xff, 0x01, 0x00, + 0xfd, 0xff, 0x02, 0x00, 0x01, 0x00, 0x02, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x05, 0x00, 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0x12, 0x00, 0x22, 0x00, + 0x3a, 0x00, 0x26, 0x00, 0xd9, 0xff, 0x9a, 0xff, 0x83, 0xff, 0x9c, 0xff, + 0xd6, 0xff, 0xf3, 0xff, 0xf4, 0xff, 0xcb, 0xff, 0xb8, 0xff, 0xcb, 0xff, + 0x09, 0x00, 0x47, 0x00, 0x42, 0x00, 0x0a, 0x00, 0xdb, 0xff, 0xc4, 0xff, + 0xd9, 0xff, 0x13, 0x00, 0x3a, 0x00, 0x19, 0x00, 0xea, 0xff, 0xc9, 0xff, + 0xd8, 0xff, 0x1c, 0x00, 0x42, 0x00, 0x24, 0x00, 0xe5, 0xff, 0xd7, 0xff, + 0xc0, 0xff, 0xbb, 0xff, 0xe9, 0xff, 0xe5, 0xff, 0xb8, 0xff, 0xaf, 0xff, + 0xb7, 0xff, 0xcb, 0xff, 0x04, 0x00, 0x52, 0x00, 0x3e, 0x00, 0x33, 0x00, + 0x40, 0x00, 0x3e, 0x00, 0x42, 0x00, 0x83, 0x00, 0x76, 0x00, 0x26, 0x00, + 0x08, 0x00, 0x04, 0x00, 0xd3, 0xff, 0xee, 0xff, 0x0f, 0x00, 0xea, 0xff, + 0xb6, 0xff, 0xc4, 0xff, 0xa7, 0xff, 0xa7, 0xff, 0xe7, 0xff, 0xf0, 0xff, + 0xa5, 0xff, 0x9e, 0xff, 0x9f, 0xff, 0x81, 0xff, 0xae, 0xff, 0xf1, 0xff, + 0xea, 0xff, 0xd8, 0xff, 0xff, 0xff, 0x0c, 0x00, 0x18, 0x00, 0x79, 0x00, + 0x8e, 0x00, 0x6e, 0x00, 0x5e, 0x00, 0x5b, 0x00, 0x22, 0x00, 0x3a, 0x00, + 0x5d, 0x00, 0x38, 0x00, 0xf7, 0xff, 0xf0, 0xff, 0xcc, 0xff, 0xba, 0xff, + 0xed, 0xff, 0xf3, 0xff, 0xcf, 0xff, 0xc4, 0xff, 0xbd, 0xff, 0xa1, 0xff, + 0xc0, 0xff, 0x01, 0x00, 0xe5, 0xff, 0xc7, 0xff, 0xcb, 0xff, 0xc6, 0xff, + 0xbb, 0xff, 0xfb, 0xff, 0x13, 0x00, 0xfe, 0xff, 0x06, 0x00, 0x11, 0x00, + 0xf6, 0xff, 0x25, 0x00, 0x56, 0x00, 0x47, 0x00, 0x1d, 0x00, 0x1b, 0x00, + 0xf5, 0xff, 0xdb, 0xff, 0x03, 0x00, 0x0c, 0x00, 0xdc, 0xff, 0xd0, 0xff, + 0xda, 0xff, 0xc1, 0xff, 0xee, 0xff, 0x2e, 0x00, 0x2a, 0x00, 0x13, 0x00, + 0x22, 0x00, 0x0c, 0x00, 0xfe, 0xff, 0x2f, 0x00, 0x2d, 0x00, 0xf1, 0xff, + 0xe2, 0xff, 0xe2, 0xff, 0xbf, 0xff, 0xda, 0xff, 0x0f, 0x00, 0xff, 0xff, + 0xec, 0xff, 0xfc, 0xff, 0xe6, 0xff, 0xd9, 0xff, 0x08, 0x00, 0x11, 0x00, + 0xd5, 0xff, 0xc5, 0xff, 0xc2, 0xff, 0x9c, 0xff, 0xc0, 0xff, 0xf8, 0xff, + 0xf3, 0xff, 0xe1, 0xff, 0x05, 0x00, 0xf4, 0xff, 0x06, 0x00, 0x4f, 0x00, + 0x6c, 0x00, 0x37, 0x00, 0x32, 0x00, 0x28, 0x00, 0xfd, 0xff, 0x0d, 0x00, + 0x31, 0x00, 0x12, 0x00, 0xe7, 0xff, 0xf2, 0xff, 0xd8, 0xff, 0xd5, 0xff, + 0x14, 0x00, 0x2b, 0x00, 0xff, 0xff, 0x03, 0x00, 0x05, 0x00, 0xd4, 0xff, + 0xe9, 0xff, 0x0e, 0x00, 0xf2, 0xff, 0xbc, 0xff, 0xc4, 0xff, 0xa7, 0xff, + 0x9f, 0xff, 0xda, 0xff, 0x03, 0x00, 0xde, 0xff, 0xf1, 0xff, 0xfc, 0xff, + 0xe6, 0xff, 0x04, 0x00, 0x3d, 0x00, 0x1d, 0x00, 0xfa, 0xff, 0xf9, 0xff, + 0xea, 0xff, 0xd2, 0xff, 0x06, 0x00, 0x1e, 0x00, 0xf6, 0xff, 0xff, 0xff, + 0x11, 0x00, 0xfe, 0xff, 0x27, 0x00, 0x5f, 0x00, 0x56, 0x00, 0x34, 0x00, + 0x39, 0x00, 0x1d, 0x00, 0xf9, 0xff, 0x1d, 0x00, 0x1a, 0x00, 0xdf, 0xff, + 0xc8, 0xff, 0xc5, 0xff, 0xa3, 0xff +}; +unsigned int notif_invite_wav_len = 66210; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ecdcce8..ed53221 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -14,21 +14,28 @@ // Look here for info on how to hook on linux // https://github.com/AimTuxOfficial/AimTux/ +#include "notification.h" + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) { switch (uMsg) { + // Mouse Events case WM_MOUSEMOVE: case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + // Keyboard Events case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: - case WM_CHAR: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + // Raw Input Events + case WM_INPUT: return true; } return false; @@ -227,6 +234,12 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; + + if (!(frd.window_state & window_state_show)) + { + frd.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } @@ -244,14 +257,21 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; + + if (!(frd.window_state & window_state_show)) + { + frd.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - friends[_friend].window_state = window_state_none; - memset(friends[_friend].chat_input, 0, max_chat_len); + auto& item = friends[_friend]; + item.window_state = window_state_none; + memset(item.chat_input, 0, max_chat_len); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -332,6 +352,11 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::Begin(frd.name().c_str(), &show)) { + if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) + { + state.window_state &= ~window_state_need_attention; + } + // Fill this with the chat box and maybe the invitation if (state.window_state & (window_state_lobby_invite | window_state_rich_invite)) { @@ -431,23 +456,29 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::Spacing(); ImGui::LabelText("##label", "Friends"); - ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this](auto& i) + if (!friends.empty()) { - ImGui::PushID(i.first.id()); - - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + ImGui::ListBoxHeader("##label", friend_size); + std::for_each(friends.begin(), friends.end(), [this](auto& i) { - i.second.window_state |= window_state_show; - } + ImGui::PushID(i.first.id()); - ImGui::PopID(); + /* TODO: Do something with this to notify the user something happened with this friend (invite or chat) + * i.second.window_state & window_state_need_attention + */ - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second.window_state |= window_state_show; + } + ImGui::PopID(); + + BuildFriendWindow(i.first, i.second); + }); + ImGui::ListBoxFooter(); + } } ImGui::End(); }// if(show_overlay) @@ -466,6 +497,11 @@ void Steam_Overlay::Callback(Common_Message *msg) Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1); + if (!(friend_info->second.window_state & window_state_show)) + { + friend_info->second.window_state |= window_state_need_attention; + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + } } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index bd80474..914e7f0 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -10,13 +10,14 @@ static constexpr size_t max_chat_len = 768; enum window_state { - window_state_none = 0, - window_state_show = 1<<0, - window_state_invite = 1<<1, - window_state_join = 1<<2, - window_state_lobby_invite = 1<<3, - window_state_rich_invite = 1<<4, - window_state_send_message = 1<<5, + window_state_none = 0, + window_state_show = 1<<0, + window_state_invite = 1<<1, + window_state_join = 1<<2, + window_state_lobby_invite = 1<<3, + window_state_rich_invite = 1<<4, + window_state_send_message = 1<<5, + window_state_need_attention = 1<<6, }; struct friend_window_state From 71d3e301c27a7975db7be7d29159104a39aaeff6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 18:33:51 +0200 Subject: [PATCH 064/494] Added Winmm (Wav Play) --- CMakeLists.txt | 1 + build_win_debug_experimental.bat | 4 ++-- build_win_release_experimental.bat | 4 ++-- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index f4db082..1697100 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -116,6 +116,7 @@ target_link_libraries(${LIB_STEAM_API} $<$:iphlpapi> $<$,$,$>>:glew32s.lib> $<$,$,$>>:opengl32.lib> + $<$,$,$>>:Winmm.lib> ) # Add target compile definitions diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index a64065f..550d6ba 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -2,11 +2,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index a3869a3..2b8a94a 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat %PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll %PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From d06fbba10401b239289a172e4d1398e31bdb6c5a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:10:12 +0200 Subject: [PATCH 065/494] Added error handling when hook fails --- overlay_experimental/DX10_Hook.cpp | 4 +- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 4 +- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 7 +-- overlay_experimental/DX12_Hook.h | 4 +- overlay_experimental/DX9_Hook.cpp | 4 +- overlay_experimental/DX9_Hook.h | 4 +- overlay_experimental/Hook_Manager.cpp | 83 +++++++++++++++++++++++---- overlay_experimental/Hook_Manager.h | 15 ++++- overlay_experimental/OpenGL_Hook.cpp | 26 ++++----- overlay_experimental/OpenGL_Hook.h | 6 +- 12 files changed, 122 insertions(+), 43 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index acaa653..a71135a 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,7 +12,7 @@ // This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used static DX10_Hook* hook; -void DX10_Hook::start_hook() +bool DX10_Hook::start_hook() { if (!_hooked) { @@ -55,10 +55,12 @@ void DX10_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 10\n"); + return false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); } + return true; } void DX10_Hook::resetRenderState() diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index d23338a..ecea403 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -22,7 +22,6 @@ private: DX10_Hook(); virtual ~DX10_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: - static void Create(); // Initialize DX10 Hook. + bool start_hook(); + static DX10_Hook* Inst(); void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 44967f7..951fb23 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,7 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** return ret; } -void DX11_Hook::start_hook() +bool DX11_Hook::start_hook() { if (!_hooked) { @@ -65,11 +65,13 @@ void DX11_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 11\n"); + return false; } if(pDevice) pDevice->Release(); if(pSwapChain) pSwapChain->Release(); } + return true; } void DX11_Hook::resetRenderState() diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 031ee9c..c238167 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -22,7 +22,6 @@ private: DX11_Hook(); virtual ~DX11_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: - static void Create(); // Initialize DX11 Hook. + bool start_hook(); + static DX11_Hook* Inst(); void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 924e9fe..af6548f 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -9,15 +9,14 @@ #include #include -// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used -static DX12_Hook* hook; - -void DX12_Hook::start_hook() +bool DX12_Hook::start_hook() { if (!_hooked) { PRINT_DEBUG("Hooked DirectX 12\n"); + return false; } + return true; } void DX12_Hook::resetRenderState() diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 555826f..2d07fd0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -24,7 +24,6 @@ private: DX12_Hook(); virtual ~DX12_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -43,7 +42,8 @@ private: //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: - static void Create(); // Initialize DX11 Hook. + bool start_hook(); + static DX12_Hook* Inst(); void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 98a6480..64f1cbe 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -18,7 +18,7 @@ static DX9_Hook* hook; ///////// ///////// ////////////////////////////////////////////////////////////////// -void DX9_Hook::start_hook() +bool DX9_Hook::start_hook() { if (!_hooked) { @@ -56,11 +56,13 @@ void DX9_Hook::start_hook() else { PRINT_DEBUG("Failed to DirectX 9\n"); + return false; } if(pDeviceEx)pDeviceEx->Release(); if(pD3D)pD3D->Release(); } + return true; } void DX9_Hook::resetRenderState() diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index e20913a..fb1e623 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -21,7 +21,6 @@ private: DX9_Hook(); virtual ~DX9_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); @@ -44,7 +43,8 @@ private: //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: - static void Create(); // Initialize DX9 Hook. + bool start_hook(); + static DX9_Hook* Inst(); void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); }; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 7d8871a..bf23852 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -34,7 +34,17 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* if (pDevice) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX10_Hook::Create(); + DX10_Hook* hook = DX10_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } } else { @@ -42,15 +52,31 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* if (pDevice) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX11_Hook::Create(); + DX11_Hook* hook = DX11_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } } else { _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - if (pDevice) + DX12_Hook* hook = DX12_Hook::Inst(); + if (!hook->start_hook()) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX12_Hook::Create(); + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); } } } @@ -62,28 +88,60 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook::Create(); + DX9_Hook* hook = DX9_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook::Create(); + DX9_Hook* hook = DX9_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { Hook_Manager::Inst().UnHookAllRendererDetector(); - OpenGL_Hook::Create(); - return _wglMakeCurrent(hDC, hGLRC);; + OpenGL_Hook* hook = OpenGL_Hook::Inst(); + if (!hook->start_hook()) + { + // Hook failed, start over + delete static_cast(hook); + Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + } + else + { + Hook_Manager::Inst().AddHook(hook); + } + + return _wglMakeCurrent(hDC, hGLRC); } void Hook_Manager::HookDXGIPresent() { if (!_dxgi_hooked) { + _dxgi_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -98,6 +156,7 @@ void Hook_Manager::HookDX9Present() { if (!_dx9_hooked) { + _dx9_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -113,6 +172,7 @@ void Hook_Manager::HookwglMakeCurrent() { if (!_ogl_hooked) { + _ogl_hooked = true; rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -238,7 +298,9 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { - DX12_Hook::Create(); + DX12_Hook* hook = DX12_Hook::Inst(); + hook->start_hook(); // TODO: Prints to error log about DX12 Implementation status + delete static_cast(hook); } } @@ -350,6 +412,7 @@ void Hook_Manager::UnHookAllRendererDetector() delete rendererdetect_hook; rendererdetect_hook = nullptr; } + _loadlibrary_hooked = false; _ogl_hooked = false; #ifdef STEAM_WIN32 diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index bffe287..a55188a 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -38,9 +38,9 @@ protected: Hook_Manager(); virtual ~Hook_Manager(); - - void UnHookAllRendererDetector(); + void UnHookAllRendererDetector(); + // Setup opengl device void hook_opengl(); void HookLoadLibrary(); @@ -52,13 +52,21 @@ protected: bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) + // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay void HookDXGIPresent(); + // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay void HookDX9Present(); + // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay void HookwglMakeCurrent(); + // Setup DX9 Device and get vtable void hook_dx9(); + // Setup DX10 Device and get vtable void hook_dx10(); + // Setup DX11 Device and get vtable void hook_dx11(); + // Setup DX12 Device and get vtable void hook_dx12(); + void create_hookA(const char* libname); void create_hookW(const wchar_t* libname); @@ -66,9 +74,12 @@ protected: static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + // If this is called, then DX10, DX11 or DX12 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + // If any of theses is called, then DX9 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + // If this is called, then OpenGL 3 will be used to render overlay static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); public: diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index bb5fed6..c326ab2 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -13,10 +13,9 @@ #include "steam_overlay.h" -// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used -static OpenGL_Hook* hook; +OpenGL_Hook* OpenGL_Hook::_inst = nullptr; -void OpenGL_Hook::start_hook() +bool OpenGL_Hook::start_hook() { if (!_hooked) { @@ -40,8 +39,10 @@ void OpenGL_Hook::start_hook() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + return false; } } + return true; } void OpenGL_Hook::resetRenderState() @@ -106,8 +107,8 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) { - hook->prepareForOverlay(hDC); - return hook->wglSwapBuffers(hDC); + OpenGL_Hook::Inst()->prepareForOverlay(hDC); + return OpenGL_Hook::Inst()->wglSwapBuffers(hDC); } OpenGL_Hook::OpenGL_Hook(): @@ -138,18 +139,15 @@ OpenGL_Hook::~OpenGL_Hook() ImGui::DestroyContext(); } - hook = nullptr; + _inst = nullptr; } -void OpenGL_Hook::Create() +OpenGL_Hook* OpenGL_Hook::Inst() { - if (hook == nullptr) - { - hook = new OpenGL_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new OpenGL_Hook; + + return _inst; } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index 80b94e0..bae017c 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -13,6 +13,8 @@ public: //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: + static OpenGL_Hook* _inst; + // Variables bool initialized; @@ -20,7 +22,6 @@ private: OpenGL_Hook(); virtual ~OpenGL_Hook(); - void start_hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); @@ -35,7 +36,8 @@ private: //wglMakeCurrent_t wglMakeCurrent; public: - static void Create(); // Initialize OGL Hook. + bool start_hook(); + inline static OpenGL_Hook* Inst(); }; #endif//NO_OVERLAY From 5d4b4371f3d2edaf411fcb837ce8d96a77a7ca2e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:21:30 +0200 Subject: [PATCH 066/494] Fixed everything that I've forgot --- overlay_experimental/DX10_Hook.cpp | 30 +++++++++----------- overlay_experimental/DX10_Hook.h | 2 ++ overlay_experimental/DX11_Hook.cpp | 30 +++++++++----------- overlay_experimental/DX11_Hook.h | 2 ++ overlay_experimental/DX12_Hook.cpp | 29 ++++++++++--------- overlay_experimental/DX12_Hook.h | 2 ++ overlay_experimental/DX9_Hook.cpp | 45 ++++++++++++------------------ overlay_experimental/DX9_Hook.h | 2 ++ 8 files changed, 66 insertions(+), 76 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index a71135a..3897902 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -9,8 +9,7 @@ #include #include -// This is created by DX10_Hook::Create, and deleted by the Hook_Manager if not used -static DX10_Hook* hook; +DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { @@ -146,20 +145,20 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + DX10_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX10_Hook::Inst()->resetRenderState(); + return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX10_Hook::Inst()->resetRenderState(); + return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX10_Hook::DX10_Hook(): @@ -189,18 +188,15 @@ DX10_Hook::~DX10_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX10_Hook::Create() +DX10_Hook* DX10_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX10_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX10_Hook; + + return _inst; } void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index ecea403..e66e840 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d10.dll"; private: + static DX10_Hook* _inst; + // Variables bool initialized; ID3D10Device* pDevice; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 951fb23..2bde2c0 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -9,8 +9,7 @@ #include #include -// This is created by DX11_Hook::Create, and deleted by the Hook_Manager if not used -static DX11_Hook* hook; +DX11_Hook* DX11_Hook::_inst = nullptr; HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { @@ -163,21 +162,21 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); + DX11_Hook::Inst()->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + return (_this->*DX11_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX11_Hook::Inst()->resetRenderState(); + return (_this->*DX11_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX11_Hook::Inst()->resetRenderState(); + return (_this->*DX11_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX11_Hook::DX11_Hook(): @@ -207,18 +206,15 @@ DX11_Hook::~DX11_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX11_Hook::Create() +DX11_Hook* DX11_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX11_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX11_Hook; + + return _inst; } void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index c238167..207252f 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d11.dll"; private: + static DX11_Hook* _inst; + // Variables bool initialized; ID3D11DeviceContext* pContext; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index af6548f..6f3951a 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -9,6 +9,8 @@ #include #include +DX12_Hook* DX12_Hook::_inst = nullptr; + bool DX12_Hook::start_hook() { if (!_hooked) @@ -112,21 +114,21 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - hook->prepareForOverlay(_this); + DX12_Hook::Inst()->prepareForOverlay(_this); - return (_this->*hook->Present)(SyncInterval, Flags); + return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - hook->resetRenderState(); - return (_this->*hook->ResizeTarget)(pNewTargetParameters); + DX12_Hook::Inst()->resetRenderState(); + return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - hook->resetRenderState(); - return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + DX12_Hook::Inst()->resetRenderState(); + return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX12_Hook::DX12_Hook(): @@ -157,18 +159,15 @@ DX12_Hook::~DX12_Hook() if (_hooked) resetRenderState(); - hook = nullptr; + _inst = nullptr; } -void DX12_Hook::Create() +DX12_Hook* DX12_Hook::Inst() { - if (hook == nullptr) - { - hook = new DX12_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if (_inst == nullptr) + _inst = new DX12_Hook(); + + return _inst; } void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 2d07fd0..d4e5681 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d12.dll"; private: + static DX12_Hook* _inst; + // Variables bool initialized; ID3D12CommandAllocator* pCmdAlloc; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 64f1cbe..26285c3 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -10,13 +10,7 @@ #include "steam_overlay.h" -static DX9_Hook* hook; - -////////////////////////////////////////////////////////////////// -///////// ///////// -///////// This hook doesn't support game resize for now ///////// -///////// ///////// -////////////////////////////////////////////////////////////////// +DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { @@ -144,29 +138,29 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) { - hook->resetRenderState(); - return (_this->*hook->Reset)(pPresentationParameters); + DX9_Hook::Inst()->resetRenderState(); + return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) { - if( !hook->uses_present ) - hook->prepareForOverlay(_this); - return (_this->*hook->EndScene)(); + if( !DX9_Hook::Inst()->uses_present ) + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->EndScene)(); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { - hook->uses_present = true; - hook->prepareForOverlay(_this); - return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + DX9_Hook::Inst()->uses_present = true; + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { - hook->uses_present = true; - hook->prepareForOverlay(_this); - return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + DX9_Hook::Inst()->uses_present = true; + DX9_Hook::Inst()->prepareForOverlay(_this); + return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } DX9_Hook::DX9_Hook(): @@ -204,18 +198,15 @@ DX9_Hook::~DX9_Hook() ImGui::DestroyContext(); } - hook = nullptr; + _inst = nullptr; } -void DX9_Hook::Create() +DX9_Hook* DX9_Hook::Inst() { - if( hook == nullptr ) - { - hook = new DX9_Hook; - hook->start_hook(); - // Register the hook to the Hook Manager - Hook_Manager::Inst().AddHook(hook); - } + if( _inst == nullptr ) + _inst = new DX9_Hook; + + return _inst; } void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index fb1e623..c795fe3 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -13,6 +13,8 @@ public: static constexpr const char *DLL_NAME = "d3d9.dll"; private: + static DX9_Hook* _inst; + // Variables bool initialized; bool uses_present; From 757dc479e47555a6b0530b8d665ac1e6aeb52e25 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 16 Aug 2019 19:32:32 +0200 Subject: [PATCH 067/494] Removed inline --- overlay_experimental/OpenGL_Hook.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index bae017c..f6e2a9f 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -37,7 +37,7 @@ private: public: bool start_hook(); - inline static OpenGL_Hook* Inst(); + static OpenGL_Hook* Inst(); }; #endif//NO_OVERLAY From e044205e719abe5c525e9d1ac9b6b84ac6b8b97b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 17 Aug 2019 18:00:31 -0400 Subject: [PATCH 068/494] Make encrypted ticket size more realistic. --- dll/steam_user.h | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/dll/steam_user.h b/dll/steam_user.h index 404cbc5..a49c65c 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -373,11 +373,16 @@ SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToIncl // retrieve a finished ticket bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) { - PRINT_DEBUG("Steam_User::GetEncryptedAppTicket\n"); + PRINT_DEBUG("Steam_User::GetEncryptedAppTicket %i\n", cbMaxTicket); if (!pcbTicket || !pTicket) return false; - if (encrypted_app_ticket.size() < cbMaxTicket) cbMaxTicket = encrypted_app_ticket.size(); + unsigned int ticket_size = encrypted_app_ticket.size() + 126; + //TODO figure out exact sizes? + if (ticket_size < cbMaxTicket) cbMaxTicket = ticket_size; + char ticket_base[] = {0x08, 0x01}; memset(pTicket, 'g', cbMaxTicket); + memcpy(pTicket, ticket_base, sizeof(ticket_base)); *pcbTicket = cbMaxTicket; + return true; } From 0e17aeef766aa669fed426ff4160718985dfbcbe Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 17 Aug 2019 18:02:15 -0400 Subject: [PATCH 069/494] Basic steamclient.dll emulation. Build with STEAMCLIENT_DLL defined to build in steamclient.dll mode. --- dll/base.h | 35 +- dll/dll.cpp | 444 +++++++++--- dll/dll.h | 42 +- dll/flat.cpp | 1568 +++++++++++++++++++++--------------------- dll/steam_client.cpp | 38 +- 5 files changed, 1173 insertions(+), 954 deletions(-) diff --git a/dll/base.h b/dll/base.h index 8eb158d..4b3453e 100644 --- a/dll/base.h +++ b/dll/base.h @@ -142,6 +142,7 @@ std::string canonical_path(std::string path); class SteamCallResults { std::vector callresults; std::vector completed_callbacks; + void (*cb_all)(std::vector result, int callback) = nullptr; public: void addCallCompleted(class CCallbackBase *cb) { @@ -241,6 +242,10 @@ public: return addCallResult(generate_steam_api_call_id(), iCallback, result, size, timeout, run_call_completed_cb); } + void setCbAll(void (*cb_all)(std::vector result, int callback)) { + this->cb_all = cb_all; + } + void runCallResults() { unsigned long current_size = callresults.size(); for (unsigned i = 0; i < current_size; ++i) { @@ -256,9 +261,9 @@ public: callresults[index].run_call_completed_cb = false; } + callresults[index].to_delete = true; if (callresults[index].has_cb()) { std::vector temp_cbs = callresults[index].callbacks; - callresults[index].to_delete = true; for (auto & cb : temp_cbs) { PRINT_DEBUG("Calling callresult %p %i\n", cb, cb->GetICallback()); global_mutex.unlock(); @@ -277,18 +282,30 @@ public: if (run_call_completed_cb) { //can it happen that one is removed during the callback? std::vector callbacks = completed_callbacks; - for (auto & cb: callbacks) { - SteamAPICallCompleted_t data; - data.m_hAsyncCall = api_call; - data.m_iCallback = iCallback; - data.m_cubParam = result.size(); + SteamAPICallCompleted_t data; + data.m_hAsyncCall = api_call; + data.m_iCallback = iCallback; + data.m_cubParam = result.size(); + for (auto & cb: callbacks) { PRINT_DEBUG("Call complete cb %i %p %llu\n", iCallback, cb, api_call); //TODO: check if this is a problem or not. + SteamAPICallCompleted_t temp = data; global_mutex.unlock(); - cb->Run(&data); + cb->Run(&temp); global_mutex.lock(); } + + if (cb_all) { + std::vector res; + res.resize(sizeof(data)); + memcpy(&(res[0]), &data, sizeof(data)); + cb_all(res, data.k_iCallback); + } + } else { + if (cb_all) { + cb_all(result, iCallback); + } } } else { if (callresults[index].timed_out()) { @@ -367,6 +384,10 @@ public: SteamAPICall_t api_id = results->addCallResult(iCallback, result, size, timeout, false); results->addCallBack(api_id, cb); } + + if (callbacks[iCallback].callbacks.empty()) { + results->addCallResult(iCallback, result, size, timeout, false); + } } void addCBResult(int iCallback, void *result, unsigned int size) { diff --git a/dll/dll.cpp b/dll/dll.cpp index a07fb2a..ccfef42 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -104,15 +104,17 @@ static void load_old_interface_versions() } //steam_api_internal.h -S_API HSteamUser SteamAPI_GetHSteamUser() +STEAMAPI_API HSteamUser SteamAPI_GetHSteamUser() { PRINT_DEBUG("SteamAPI_GetHSteamUser\n"); if (!get_steam_client()->user_logged_in) return 0; return CLIENT_HSTEAMUSER; } -S_API ISteamClient *g_pSteamClientGameServer; +STEAMAPI_API ISteamClient *g_pSteamClientGameServer; +#ifndef STEAMCLIENT_DLL ISteamClient *g_pSteamClientGameServer; +#endif Steam_Client *get_steam_client() { @@ -131,11 +133,8 @@ Steam_Client *get_steam_clientserver_old() return get_steam_client(); } -S_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) +static void *create_client_interface(const char *ver) { - PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver); - if (!get_steam_client()->user_logged_in) return NULL; - if (strstr(ver, "SteamClient") == ver) { void *steam_client; @@ -175,9 +174,17 @@ S_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) } } +STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) +{ + PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver); + if (!get_steam_client()->user_logged_in) return NULL; + + return create_client_interface(ver); +} + struct ContextInitData { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; }; -S_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData ) +STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData ) { //PRINT_DEBUG("SteamInternal_ContextInit\n"); struct ContextInitData *contextInitData = (struct ContextInitData *)pContextInitData; @@ -194,7 +201,7 @@ S_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData ) //steam_api.h // SteamAPI_Init must be called before using any other API functions. If it fails, an // error message will be output to the debugger (or stderr) with further information. -S_API bool S_CALLTYPE SteamAPI_Init() +STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() { PRINT_DEBUG("SteamAPI_Init called\n"); #ifdef EMU_EXPERIMENTAL_BUILD @@ -206,14 +213,14 @@ S_API bool S_CALLTYPE SteamAPI_Init() } //TODO: not sure if this is the right signature for this function. -S_API bool S_CALLTYPE SteamAPI_InitAnonymousUser() +STEAMAPI_API bool S_CALLTYPE SteamAPI_InitAnonymousUser() { PRINT_DEBUG("SteamAPI_InitAnonymousUser called\n"); return SteamAPI_Init(); } // SteamAPI_Shutdown should be called during process shutdown if possible. -S_API void S_CALLTYPE SteamAPI_Shutdown() +STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() { PRINT_DEBUG("SteamAPI_Shutdown\n"); get_steam_client()->clientShutdown(); @@ -229,7 +236,7 @@ S_API void S_CALLTYPE SteamAPI_Shutdown() // // NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary // since the DRM wrapper will ensure that your application was launched properly through Steam. -S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ) +STEAMAPI_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ) { PRINT_DEBUG("SteamAPI_RestartAppIfNecessary %u\n", unOwnAppID); #ifdef EMU_EXPERIMENTAL_BUILD @@ -243,18 +250,18 @@ S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ) // SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread. // This function is also called automatically by SteamAPI_RunCallbacks(), so a single-threaded // program never needs to explicitly call this function. -S_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory() +STEAMAPI_API void S_CALLTYPE SteamAPI_ReleaseCurrentThreadMemory() { PRINT_DEBUG("SteamAPI_ReleaseCurrentThreadMemory\n"); } // crash dump recording functions -S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID ) +STEAMAPI_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID ) { PRINT_DEBUG("SteamAPI_WriteMiniDump\n"); } -S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ) +STEAMAPI_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ) { PRINT_DEBUG("SteamAPI_SetMiniDumpComment: %s\n", pchMsg); } @@ -285,7 +292,7 @@ S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ) // but if you choose to do this, callback code could be executed on any thread. // One alternative is to call SteamAPI_RunCallbacks from the main thread only, // and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads. -S_API void S_CALLTYPE SteamAPI_RunCallbacks() +STEAMAPI_API void S_CALLTYPE SteamAPI_RunCallbacks() { PRINT_DEBUG("SteamAPI_RunCallbacks\n"); get_steam_client()->RunCallbacks(true, false); @@ -307,14 +314,14 @@ S_API void S_CALLTYPE SteamAPI_RunCallbacks() // Internal functions used by the utility CCallback objects to receive callbacks -S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ) +STEAMAPI_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ) { PRINT_DEBUG("SteamAPI_RegisterCallback %p %u funct:%u\n", pCallback, iCallback, pCallback->GetICallback()); std::lock_guard lock(global_mutex); get_steam_client()->RegisterCallback(pCallback, iCallback); } -S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ) +STEAMAPI_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ) { PRINT_DEBUG("SteamAPI_UnregisterCallback %p\n", pCallback); std::lock_guard lock(global_mutex); @@ -322,7 +329,7 @@ S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallbac } // Internal functions used by the utility CCallResult objects to receive async call results -S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ) +STEAMAPI_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ) { PRINT_DEBUG("SteamAPI_RegisterCallResult\n"); if (!hAPICall) @@ -331,7 +338,7 @@ S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallbac get_steam_client()->RegisterCallResult(pCallback, hAPICall); } -S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ) +STEAMAPI_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ) { PRINT_DEBUG("SteamAPI_UnregisterCallResult\n"); if (!hAPICall) @@ -340,13 +347,13 @@ S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallb get_steam_client()->UnregisterCallResult(pCallback, hAPICall); } -S_API void *S_CALLTYPE SteamInternal_FindOrCreateUserInterface( HSteamUser hSteamUser, const char *pszVersion ) +STEAMAPI_API void *S_CALLTYPE SteamInternal_FindOrCreateUserInterface( HSteamUser hSteamUser, const char *pszVersion ) { PRINT_DEBUG("SteamInternal_FindOrCreateUserInterface %i %s\n", hSteamUser, pszVersion); return get_steam_client()->GetISteamGenericInterface(hSteamUser, SteamAPI_GetHSteamPipe(), pszVersion); } -S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser hSteamUser, const char *pszVersion ) +STEAMAPI_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser hSteamUser, const char *pszVersion ) { PRINT_DEBUG("SteamInternal_FindOrCreateGameServerInterface %i %s\n", hSteamUser, pszVersion); return get_steam_client()->GetISteamGenericInterface(hSteamUser, SteamGameServer_GetHSteamPipe(), pszVersion); @@ -359,7 +366,7 @@ S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser //----------------------------------------------------------------------------------------------------------------------------------------------------------// // SteamAPI_IsSteamRunning() returns true if Steam is currently running -S_API bool S_CALLTYPE SteamAPI_IsSteamRunning() +STEAMAPI_API bool S_CALLTYPE SteamAPI_IsSteamRunning() { PRINT_DEBUG("SteamAPI_IsSteamRunning\n"); return true; @@ -367,7 +374,7 @@ S_API bool S_CALLTYPE SteamAPI_IsSteamRunning() // Pumps out all the steam messages, calling registered callbacks. // NOT THREADSAFE - do not call from multiple threads simultaneously. -S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks ) +STEAMAPI_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks ) { PRINT_DEBUG("Steam_RunCallbacks\n"); @@ -378,13 +385,13 @@ S_API void Steam_RunCallbacks( HSteamPipe hSteamPipe, bool bGameServerCallbacks } // register the callback funcs to use to interact with the steam dll -S_API void Steam_RegisterInterfaceFuncs( void *hModule ) +STEAMAPI_API void Steam_RegisterInterfaceFuncs( void *hModule ) { PRINT_DEBUG("Steam_RegisterInterfaceFuncs\n"); } // returns the HSteamUser of the last user to dispatch a callback -S_API HSteamUser Steam_GetHSteamUserCurrent() +STEAMAPI_API HSteamUser Steam_GetHSteamUserCurrent() { PRINT_DEBUG("Steam_GetHSteamUserCurrent\n"); //TODO @@ -393,7 +400,7 @@ S_API HSteamUser Steam_GetHSteamUserCurrent() // returns the filename path of the current running Steam process, used if you need to load an explicit steam dll by name. // DEPRECATED - implementation is Windows only, and the path returned is a UTF-8 string which must be converted to UTF-16 for use with Win32 APIs -S_API const char *SteamAPI_GetSteamInstallPath() +STEAMAPI_API const char *SteamAPI_GetSteamInstallPath() { PRINT_DEBUG("SteamAPI_GetSteamInstallPath\n"); static char steam_folder[1024]; @@ -404,7 +411,7 @@ S_API const char *SteamAPI_GetSteamInstallPath() } // returns the pipe we are communicating to Steam with -S_API HSteamPipe SteamAPI_GetHSteamPipe() +STEAMAPI_API HSteamPipe SteamAPI_GetHSteamPipe() { PRINT_DEBUG("SteamAPI_GetHSteamPipe\n"); if (!get_steam_client()->user_logged_in) return 0; @@ -412,19 +419,19 @@ S_API HSteamPipe SteamAPI_GetHSteamPipe() } // sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks -S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks ) +STEAMAPI_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks ) { PRINT_DEBUG("SteamAPI_SetTryCatchCallbacks\n"); } // backwards compat export, passes through to SteamAPI_ variants -S_API HSteamPipe GetHSteamPipe() +STEAMAPI_API HSteamPipe GetHSteamPipe() { PRINT_DEBUG("GetHSteamPipe\n"); return SteamAPI_GetHSteamPipe(); } -S_API HSteamUser GetHSteamUser() +STEAMAPI_API HSteamUser GetHSteamUser() { PRINT_DEBUG("GetHSteamUser\n"); return SteamAPI_GetHSteamUser(); @@ -432,57 +439,57 @@ S_API HSteamUser GetHSteamUser() // exists only for backwards compat with code written against older SDKs -S_API bool S_CALLTYPE SteamAPI_InitSafe() +STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe() { PRINT_DEBUG("SteamAPI_InitSafe\n"); SteamAPI_Init(); return true; } -S_API ISteamClient *SteamClient() { +STEAMAPI_API ISteamClient *SteamClient() { PRINT_DEBUG("SteamClient()\n"); load_old_interface_versions(); return (ISteamClient *)SteamInternal_CreateInterface(old_client); } -S_API ISteamUser *SteamUser() { PRINT_DEBUG("SteamUser()\n");return get_steam_client_old()->GetISteamUser(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_user); } -S_API ISteamFriends *SteamFriends() { PRINT_DEBUG("SteamFriends()\n");return get_steam_client_old()->GetISteamFriends(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_friends ); } -S_API ISteamUtils *SteamUtils() { PRINT_DEBUG("SteamUtils()\n");return get_steam_client_old()->GetISteamUtils(SteamAPI_GetHSteamPipe(), old_utils); } -S_API ISteamMatchmaking *SteamMatchmaking() { PRINT_DEBUG("SteamMatchmaking()\n");return get_steam_client_old()->GetISteamMatchmaking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking); } -S_API ISteamUserStats *SteamUserStats() { PRINT_DEBUG("SteamUserStats()\n");return get_steam_client_old()->GetISteamUserStats(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_userstats); } -S_API ISteamApps *SteamApps() { PRINT_DEBUG("SteamApps()\n");return get_steam_client_old()->GetISteamApps(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_apps); } -S_API ISteamMatchmakingServers *SteamMatchmakingServers() { PRINT_DEBUG("SteamMatchmakingServers()\n");return get_steam_client_old()->GetISteamMatchmakingServers(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking_servers); } -S_API ISteamNetworking *SteamNetworking() { PRINT_DEBUG("SteamNetworking()\n");return get_steam_client_old()->GetISteamNetworking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_networking); } -S_API ISteamRemoteStorage *SteamRemoteStorage() { PRINT_DEBUG("SteamRemoteStorage()\n");return get_steam_client_old()->GetISteamRemoteStorage(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_remote_storage_interface); } -S_API ISteamScreenshots *SteamScreenshots() { PRINT_DEBUG("SteamScreenshots()\n");return get_steam_client_old()->GetISteamScreenshots(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_screenshots); } -S_API ISteamHTTP *SteamHTTP() { PRINT_DEBUG("SteamHTTP()\n");return get_steam_client_old()->GetISteamHTTP(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_http); } -S_API ISteamController *SteamController() { PRINT_DEBUG("SteamController()\n");return get_steam_client_old()->GetISteamController(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_controller); } -S_API ISteamUGC *SteamUGC() { PRINT_DEBUG("SteamUGC()\n");return get_steam_client_old()->GetISteamUGC(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_ugc_interface ); } -S_API ISteamAppList *SteamAppList() { PRINT_DEBUG("SteamAppList()\n");return get_steam_client_old()->GetISteamAppList(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_applist); } -S_API ISteamMusic *SteamMusic() { PRINT_DEBUG("SteamMusic()\n");return get_steam_client_old()->GetISteamMusic(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music); } -S_API ISteamMusicRemote *SteamMusicRemote() { PRINT_DEBUG("SteamMusicRemote()\n");return get_steam_client_old()->GetISteamMusicRemote(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music_remote); } -S_API ISteamHTMLSurface *SteamHTMLSurface() { PRINT_DEBUG("SteamHTMLSurface()\n");return get_steam_client_old()->GetISteamHTMLSurface(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_html_surface); } -S_API ISteamInventory *SteamInventory() { PRINT_DEBUG("SteamInventory()\n");return get_steam_client_old()->GetISteamInventory(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_inventory); } -S_API ISteamVideo *SteamVideo() { PRINT_DEBUG("SteamVideo()\n");return get_steam_client_old()->GetISteamVideo(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_video); } -S_API ISteamParentalSettings *SteamParentalSettings() { PRINT_DEBUG("SteamParentalSettings()\n");return get_steam_client_old()->GetISteamParentalSettings(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), ""); } +STEAMAPI_API ISteamUser *SteamUser() { PRINT_DEBUG("SteamUser()\n");return get_steam_client_old()->GetISteamUser(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_user); } +STEAMAPI_API ISteamFriends *SteamFriends() { PRINT_DEBUG("SteamFriends()\n");return get_steam_client_old()->GetISteamFriends(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_friends ); } +STEAMAPI_API ISteamUtils *SteamUtils() { PRINT_DEBUG("SteamUtils()\n");return get_steam_client_old()->GetISteamUtils(SteamAPI_GetHSteamPipe(), old_utils); } +STEAMAPI_API ISteamMatchmaking *SteamMatchmaking() { PRINT_DEBUG("SteamMatchmaking()\n");return get_steam_client_old()->GetISteamMatchmaking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking); } +STEAMAPI_API ISteamUserStats *SteamUserStats() { PRINT_DEBUG("SteamUserStats()\n");return get_steam_client_old()->GetISteamUserStats(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_userstats); } +STEAMAPI_API ISteamApps *SteamApps() { PRINT_DEBUG("SteamApps()\n");return get_steam_client_old()->GetISteamApps(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_apps); } +STEAMAPI_API ISteamMatchmakingServers *SteamMatchmakingServers() { PRINT_DEBUG("SteamMatchmakingServers()\n");return get_steam_client_old()->GetISteamMatchmakingServers(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking_servers); } +STEAMAPI_API ISteamNetworking *SteamNetworking() { PRINT_DEBUG("SteamNetworking()\n");return get_steam_client_old()->GetISteamNetworking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_networking); } +STEAMAPI_API ISteamRemoteStorage *SteamRemoteStorage() { PRINT_DEBUG("SteamRemoteStorage()\n");return get_steam_client_old()->GetISteamRemoteStorage(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_remote_storage_interface); } +STEAMAPI_API ISteamScreenshots *SteamScreenshots() { PRINT_DEBUG("SteamScreenshots()\n");return get_steam_client_old()->GetISteamScreenshots(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_screenshots); } +STEAMAPI_API ISteamHTTP *SteamHTTP() { PRINT_DEBUG("SteamHTTP()\n");return get_steam_client_old()->GetISteamHTTP(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_http); } +STEAMAPI_API ISteamController *SteamController() { PRINT_DEBUG("SteamController()\n");return get_steam_client_old()->GetISteamController(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_controller); } +STEAMAPI_API ISteamUGC *SteamUGC() { PRINT_DEBUG("SteamUGC()\n");return get_steam_client_old()->GetISteamUGC(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_ugc_interface ); } +STEAMAPI_API ISteamAppList *SteamAppList() { PRINT_DEBUG("SteamAppList()\n");return get_steam_client_old()->GetISteamAppList(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_applist); } +STEAMAPI_API ISteamMusic *SteamMusic() { PRINT_DEBUG("SteamMusic()\n");return get_steam_client_old()->GetISteamMusic(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music); } +STEAMAPI_API ISteamMusicRemote *SteamMusicRemote() { PRINT_DEBUG("SteamMusicRemote()\n");return get_steam_client_old()->GetISteamMusicRemote(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music_remote); } +STEAMAPI_API ISteamHTMLSurface *SteamHTMLSurface() { PRINT_DEBUG("SteamHTMLSurface()\n");return get_steam_client_old()->GetISteamHTMLSurface(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_html_surface); } +STEAMAPI_API ISteamInventory *SteamInventory() { PRINT_DEBUG("SteamInventory()\n");return get_steam_client_old()->GetISteamInventory(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_inventory); } +STEAMAPI_API ISteamVideo *SteamVideo() { PRINT_DEBUG("SteamVideo()\n");return get_steam_client_old()->GetISteamVideo(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_video); } +STEAMAPI_API ISteamParentalSettings *SteamParentalSettings() { PRINT_DEBUG("SteamParentalSettings()\n");return get_steam_client_old()->GetISteamParentalSettings(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), ""); } //Gameserver stuff -S_API void * S_CALLTYPE SteamGameServerInternal_CreateInterface( const char *ver ) +STEAMAPI_API void * S_CALLTYPE SteamGameServerInternal_CreateInterface( const char *ver ) { PRINT_DEBUG("SteamGameServerInternal_CreateInterface %s\n", ver); return SteamInternal_CreateInterface(ver); } -S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe() +STEAMAPI_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe() { PRINT_DEBUG("SteamGameServer_GetHSteamPipe\n"); if (!get_steam_client()->server_init) return 0; return SERVER_STEAM_PIPE; } -S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() +STEAMAPI_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() { PRINT_DEBUG("SteamGameServer_GetHSteamUser\n"); if (!get_steam_client()->server_init) return 0; @@ -490,8 +497,8 @@ S_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() } //See: SteamGameServer_Init -//S_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) -S_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) +//STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { const char *pchVersionString; EServerMode serverMode; @@ -518,7 +525,9 @@ S_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, return ret; } -S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +STEAMAPI_API ISteamClient *SteamGameServerClient(); + +STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) { PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString); load_old_interface_versions(); @@ -529,12 +538,12 @@ S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, } //SteamGameServer004 and before: -//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString ); +//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString ); //SteamGameServer010 and before: -//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString ); +//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString ); //SteamGameServer011 and later: -//S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); -S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) +//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { const char *pchVersionString; EServerMode serverMode; @@ -561,92 +570,92 @@ S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGameP return ret; } -S_API void SteamGameServer_Shutdown() +STEAMAPI_API void SteamGameServer_Shutdown() { PRINT_DEBUG("SteamGameServer_Shutdown\n"); get_steam_clientserver_old()->serverShutdown(); g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called } -S_API void SteamGameServer_RunCallbacks() +STEAMAPI_API void SteamGameServer_RunCallbacks() { PRINT_DEBUG("SteamGameServer_RunCallbacks\n"); get_steam_client()->RunCallbacks(false, true); } -S_API bool SteamGameServer_BSecure() +STEAMAPI_API bool SteamGameServer_BSecure() { PRINT_DEBUG("SteamGameServer_BSecure\n"); return get_steam_client()->steam_gameserver->BSecure(); } -S_API uint64 SteamGameServer_GetSteamID() +STEAMAPI_API uint64 SteamGameServer_GetSteamID() { PRINT_DEBUG("SteamGameServer_GetSteamID\n"); return get_steam_client()->steam_gameserver->GetSteamID().ConvertToUint64(); } -S_API ISteamClient *SteamGameServerClient() { +STEAMAPI_API ISteamClient *SteamGameServerClient() { PRINT_DEBUG("SteamGameServerClient()\n"); if (!get_steam_clientserver_old()->IsServerInit()) return NULL; return (ISteamClient *)SteamInternal_CreateInterface(old_client); } -S_API ISteamGameServer *SteamGameServer() { PRINT_DEBUG("SteamGameServer()\n"); return get_steam_clientserver_old()->GetISteamGameServer(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver ); } -S_API ISteamUtils *SteamGameServerUtils() { PRINT_DEBUG("SteamGameServerUtils()\n"); return get_steam_clientserver_old()->GetISteamUtils(SteamGameServer_GetHSteamPipe(), old_utils ); } -S_API ISteamNetworking *SteamGameServerNetworking() { PRINT_DEBUG("SteamGameServerNetworking()\n"); return get_steam_clientserver_old()->GetISteamNetworking(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_networking ); } -S_API ISteamGameServerStats *SteamGameServerStats() { PRINT_DEBUG("SteamGameServerStats()\n"); return get_steam_clientserver_old()->GetISteamGameServerStats(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver_stats ); } -S_API ISteamHTTP *SteamGameServerHTTP() { PRINT_DEBUG("SteamGameServerHTTP()\n"); return get_steam_clientserver_old()->GetISteamHTTP(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_http ); } -S_API ISteamInventory *SteamGameServerInventory() { PRINT_DEBUG("SteamGameServerInventory()\n"); return get_steam_clientserver_old()->GetISteamInventory(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_inventory ); } -S_API ISteamUGC *SteamGameServerUGC() { PRINT_DEBUG("SteamGameServerUGC()\n"); return get_steam_clientserver_old()->GetISteamUGC(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_ugc_interface ); } -S_API ISteamApps *SteamGameServerApps() { PRINT_DEBUG("SteamGameServerApps()\n"); return get_steam_clientserver_old()->GetISteamApps(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_apps ); } +STEAMAPI_API ISteamGameServer *SteamGameServer() { PRINT_DEBUG("SteamGameServer()\n"); return get_steam_clientserver_old()->GetISteamGameServer(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver ); } +STEAMAPI_API ISteamUtils *SteamGameServerUtils() { PRINT_DEBUG("SteamGameServerUtils()\n"); return get_steam_clientserver_old()->GetISteamUtils(SteamGameServer_GetHSteamPipe(), old_utils ); } +STEAMAPI_API ISteamNetworking *SteamGameServerNetworking() { PRINT_DEBUG("SteamGameServerNetworking()\n"); return get_steam_clientserver_old()->GetISteamNetworking(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_networking ); } +STEAMAPI_API ISteamGameServerStats *SteamGameServerStats() { PRINT_DEBUG("SteamGameServerStats()\n"); return get_steam_clientserver_old()->GetISteamGameServerStats(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver_stats ); } +STEAMAPI_API ISteamHTTP *SteamGameServerHTTP() { PRINT_DEBUG("SteamGameServerHTTP()\n"); return get_steam_clientserver_old()->GetISteamHTTP(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_http ); } +STEAMAPI_API ISteamInventory *SteamGameServerInventory() { PRINT_DEBUG("SteamGameServerInventory()\n"); return get_steam_clientserver_old()->GetISteamInventory(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_inventory ); } +STEAMAPI_API ISteamUGC *SteamGameServerUGC() { PRINT_DEBUG("SteamGameServerUGC()\n"); return get_steam_clientserver_old()->GetISteamUGC(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_ugc_interface ); } +STEAMAPI_API ISteamApps *SteamGameServerApps() { PRINT_DEBUG("SteamGameServerApps()\n"); return get_steam_clientserver_old()->GetISteamApps(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_apps ); } -S_API ISteamMasterServerUpdater *SteamMasterServerUpdater() {PRINT_DEBUG("SteamMasterServerUpdater()\n"); return get_steam_clientserver_old()->GetISteamMasterServerUpdater(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_masterserver_updater); } +STEAMAPI_API ISteamMasterServerUpdater *SteamMasterServerUpdater() {PRINT_DEBUG("SteamMasterServerUpdater()\n"); return get_steam_clientserver_old()->GetISteamMasterServerUpdater(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_masterserver_updater); } -S_API uint32 SteamGameServer_GetIPCCallCount() +STEAMAPI_API uint32 SteamGameServer_GetIPCCallCount() { return get_steam_client()->GetIPCCallCount(); } -S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback ) +STEAMAPI_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback ) { } -S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID ) +STEAMAPI_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID ) { } //VR stuff -S_API void *VR_Init(int *error, int type) +STEAMAPI_API void *VR_Init(int *error, int type) { if (error) *error = 108; //HmdError_Init_HmdNotFound return NULL; } -S_API void *VR_GetGenericInterface( const char *pchInterfaceVersion, int *peError ) +STEAMAPI_API void *VR_GetGenericInterface( const char *pchInterfaceVersion, int *peError ) { return NULL; } -S_API const char *VR_GetStringForHmdError( int error ) +STEAMAPI_API const char *VR_GetStringForHmdError( int error ) { return ""; } -S_API bool VR_IsHmdPresent() +STEAMAPI_API bool VR_IsHmdPresent() { return false; } -S_API void VR_Shutdown() +STEAMAPI_API void VR_Shutdown() { } -S_API bool SteamAPI_RestartApp( uint32 appid ) +STEAMAPI_API bool SteamAPI_RestartApp( uint32 appid ) { PRINT_DEBUG("SteamAPI_RestartApp %u\n", appid); return SteamAPI_RestartAppIfNecessary(appid); @@ -673,7 +682,7 @@ ISteamGameServer_SetGameType ISteamGameServer_SetServerType ISteamGameServer_UpdateSpectatorPort ISteamGameServer_UpdateStatus -S_API bool ISteamMasterServerUpdater_AddMasterServer +STEAMAPI_API bool ISteamMasterServerUpdater_AddMasterServer ISteamMasterServerUpdater_ClearAllKeyValues ISteamMasterServerUpdater_ForceHeartbeat ISteamMasterServerUpdater_GetMasterServerAddress @@ -711,20 +720,251 @@ SteamGameServer_Shutdown SteamMasterServerUpdater - -S_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) -{ - return false; -} - -S_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) -{ - -} - -S_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) -{ - return false; -} - */ + +struct cb_data { + int cb_id; + std::vector result; +}; +static std::queue client_cb; +static std::queue server_cb; + +static void cb_add_queue_server(std::vector result, int callback) +{ + struct cb_data cb; + cb.cb_id = callback; + cb.result = result; + server_cb.push(cb); +} + +static void cb_add_queue_client(std::vector result, int callback) +{ + struct cb_data cb; + cb.cb_id = callback; + cb.result = result; + client_cb.push(cb); +} + +STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) +{ + PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); + std::queue *q = NULL; + HSteamUser m_hSteamUser = 0; + get_steam_client()->callback_results_server->setCbAll(&cb_add_queue_server); + get_steam_client()->callback_results_client->setCbAll(&cb_add_queue_client); + get_steam_client()->RunCallbacks(true, true); + if (hSteamPipe == SERVER_STEAM_PIPE) { + q = &server_cb; + m_hSteamUser = SERVER_HSTEAMUSER; + } else { + q = &client_cb; + m_hSteamUser = CLIENT_HSTEAMUSER; + } + + if (q->empty()) return false; + if (pCallbackMsg) { + pCallbackMsg->m_hSteamUser = m_hSteamUser; + pCallbackMsg->m_iCallback = q->front().cb_id; + pCallbackMsg->m_pubParam = (uint8 *)&(q->front().result[0]); + pCallbackMsg->m_cubParam = q->front().result.size(); + PRINT_DEBUG("Steam_BGetCallback cb number %i\n", q->front().cb_id); + return true; + } + + return false; +} + +STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); + std::queue *q = NULL; + if (hSteamPipe == SERVER_STEAM_PIPE) { + q = &server_cb; + } else { + q = &client_cb; + } + + if (!q->empty()) q->pop(); +} + +STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) +{ + PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); + if (!hSteamPipe) return false; + if (hSteamPipe == SERVER_STEAM_PIPE) { + return get_steam_client()->steam_gameserver_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); + } else { + return get_steam_client()->steam_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); + } +} + +STEAMCLIENT_API void *CreateInterface( const char *pName, int *pReturnCode ) +{ + PRINT_DEBUG("CreateInterface %s %p\n", pName, pReturnCode); + return create_client_interface(pName); +} + +STEAMCLIENT_API void Breakpad_SteamMiniDumpInit( uint32 a, const char *b, const char *c ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Breakpad_SteamSetAppID( uint32 unAppID ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Breakpad_SteamSetSteamID( uint64 ulSteamID ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Breakpad_SteamWriteMiniDumpSetComment( const char *pchMsg ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Breakpad_SteamWriteMiniDumpUsingExceptionInfoWithBuildId( int a, int b ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_BConnected( HSteamUser hUser, HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_BLoggedOn( HSteamUser hUser, HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_BReleaseSteamPipe( HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API HSteamUser Steam_ConnectToGlobalUser( HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API HSteamUser Steam_CreateGlobalUser( HSteamPipe *phSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API HSteamUser Steam_CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API HSteamPipe Steam_CreateSteamPipe() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSBLoggedOn( void *phSteamHandle ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSBSecure( void *phSteamHandle) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSGetSteam2GetEncryptionKeyToSendToNewClient( void *phSteamHandle, void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API uint64 Steam_GSGetSteamID() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_GSLogOff( void *phSteamHandle ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_GSLogOn( void *phSteamHandle ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSRemoveUserConnect( void *phSteamHandle, uint32 unUserID ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSSendSteam2UserConnect( void *phSteamHandle, uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSSendSteam3UserConnect( void *phSteamHandle, uint64 steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSSendUserDisconnect( void *phSteamHandle, uint64 ulSteamID, uint32 unUserID ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSSendUserStatusResponse( void *phSteamHandle, uint64 ulSteamID, int nSecondsConnected, int nSecondsSinceLast ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSSetServerType( void *phSteamHandle, int32 nAppIdServed, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_GSSetSpawnCount( void *phSteamHandle, uint32 ucSpawn ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API bool Steam_GSUpdateStatus( void *phSteamHandle, int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void* Steam_GetGSHandle( HSteamUser hUser, HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API int Steam_InitiateGameConnection( HSteamUser hUser, HSteamPipe hSteamPipe, void *pBlob, int cbMaxBlob, uint64 steamID, int nGameAppID, uint32 unIPServer, uint16 usPortServer, bool bSecure ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_LogOff( HSteamUser hUser, HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_LogOn( HSteamUser hUser, HSteamPipe hSteamPipe, uint64 ulSteamID ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_SetLocalIPBinding( uint32 unIP, uint16 usLocalPort ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +STEAMCLIENT_API void Steam_TerminateGameConnection( HSteamUser hUser, HSteamPipe hSteamPipe, uint32 unIPServer, uint16 usPortServer ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} diff --git a/dll/dll.h b/dll/dll.h index 9c2c71b..f8f6642 100644 --- a/dll/dll.h +++ b/dll/dll.h @@ -16,37 +16,13 @@ . */ #include "steam_client.h" + +#ifdef STEAMCLIENT_DLL +#define STEAMAPI_API static +#define STEAMCLIENT_API S_API +#else +#define STEAMAPI_API S_API +#define STEAMCLIENT_API static +#endif + Steam_Client *get_steam_client(); - -S_API ISteamClient *SteamClient(); -S_API ISteamUser *SteamUser(); -S_API ISteamFriends *SteamFriends(); -S_API ISteamUtils *SteamUtils(); -S_API ISteamMatchmaking *SteamMatchmaking(); -S_API ISteamUserStats *SteamUserStats(); -S_API ISteamApps *SteamApps(); -S_API ISteamNetworking *SteamNetworking(); -S_API ISteamMatchmakingServers *SteamMatchmakingServers(); -S_API ISteamRemoteStorage *SteamRemoteStorage(); -S_API ISteamScreenshots *SteamScreenshots(); -S_API ISteamHTTP *SteamHTTP(); -S_API ISteamController *SteamController(); -S_API ISteamUGC *SteamUGC(); -S_API ISteamAppList *SteamAppList(); -S_API ISteamMusic *SteamMusic(); -S_API ISteamMusicRemote *SteamMusicRemote(); -S_API ISteamHTMLSurface *SteamHTMLSurface(); -S_API ISteamInventory *SteamInventory(); -S_API ISteamVideo *SteamVideo(); -S_API ISteamParentalSettings *SteamParentalSettings(); - - -S_API ISteamClient *SteamGameServerClient(); -S_API ISteamGameServer *SteamGameServer(); -S_API ISteamUtils *SteamGameServerUtils(); -S_API ISteamNetworking *SteamGameServerNetworking(); -S_API ISteamGameServerStats *SteamGameServerStats(); -S_API ISteamHTTP *SteamGameServerHTTP(); -S_API ISteamInventory *SteamGameServerInventory(); -S_API ISteamUGC *SteamGameServerUGC(); -S_API ISteamApps *SteamGameServerApps(); diff --git a/dll/flat.cpp b/dll/flat.cpp index 399fcb7..af42ae3 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -17,712 +17,712 @@ #include "dll.h" -S_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe(intptr_t instancePtr) +STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe(intptr_t instancePtr) { return get_steam_client()->CreateSteamPipe(); } -S_API bool SteamAPI_ISteamClient_BReleaseSteamPipe(intptr_t instancePtr, HSteamPipe hSteamPipe) +STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe(intptr_t instancePtr, HSteamPipe hSteamPipe) { return get_steam_client()->BReleaseSteamPipe(hSteamPipe); } -S_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser(intptr_t instancePtr, HSteamPipe hSteamPipe) +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser(intptr_t instancePtr, HSteamPipe hSteamPipe) { return get_steam_client()->ConnectToGlobalUser(hSteamPipe); } -S_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser(intptr_t instancePtr, HSteamPipe * phSteamPipe, EAccountType eAccountType) +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser(intptr_t instancePtr, HSteamPipe * phSteamPipe, EAccountType eAccountType) { return get_steam_client()->CreateLocalUser(phSteamPipe, eAccountType); } -S_API void SteamAPI_ISteamClient_ReleaseUser(intptr_t instancePtr, HSteamPipe hSteamPipe, HSteamUser hUser) +STEAMAPI_API void SteamAPI_ISteamClient_ReleaseUser(intptr_t instancePtr, HSteamPipe hSteamPipe, HSteamUser hUser) { return get_steam_client()->ReleaseUser(hSteamPipe, hUser); } -S_API class ISteamUser * SteamAPI_ISteamClient_GetISteamUser(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamUser * SteamAPI_ISteamClient_GetISteamUser(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamUser(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamGameServer(hSteamUser, hSteamPipe, pchVersion); } -S_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort) +STEAMAPI_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort) { return get_steam_client()->SetLocalIPBinding(unIP, usPort); } -S_API class ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamFriends(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils(intptr_t instancePtr, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils(intptr_t instancePtr, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamUtils(hSteamPipe, pchVersion); } -S_API class ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamMatchmaking(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamMatchmakingServers(hSteamUser, hSteamPipe, pchVersion); } -S_API void * SteamAPI_ISteamClient_GetISteamGenericInterface(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API void * SteamAPI_ISteamClient_GetISteamGenericInterface(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamGenericInterface(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamUserStats(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamGameServerStats(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamApps * SteamAPI_ISteamClient_GetISteamApps(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamApps * SteamAPI_ISteamClient_GetISteamApps(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamApps(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamNetworking(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamRemoteStorage(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamScreenshots(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamGameSearch(hSteamuser, hSteamPipe, pchVersion); } -S_API uint32 SteamAPI_ISteamClient_GetIPCCallCount(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamClient_GetIPCCallCount(intptr_t instancePtr) { return get_steam_client()->GetIPCCallCount(); } -S_API void SteamAPI_ISteamClient_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) +STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) { return get_steam_client()->SetWarningMessageHook(pFunction); } -S_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed(intptr_t instancePtr) { return get_steam_client()->BShutdownIfAllPipesClosed(); } -S_API class ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamHTTP(hSteamuser,hSteamPipe,pchVersion); } -S_API void *SteamAPI_ISteamClient_GetISteamUnifiedMessages(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API void *SteamAPI_ISteamClient_GetISteamUnifiedMessages(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->DEPRECATED_GetISteamUnifiedMessages(hSteamuser,hSteamPipe,pchVersion); } -S_API class ISteamController * SteamAPI_ISteamClient_GetISteamController(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamController * SteamAPI_ISteamClient_GetISteamController(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamController(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamUGC(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamAppList(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamMusic(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamMusicRemote(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamHTMLSurface(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamInventory(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamVideo(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamParentalSettings(hSteamuser, hSteamPipe, pchVersion); } -S_API class ISteamInput * SteamAPI_ISteamClient_GetISteamInput(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamInput * SteamAPI_ISteamClient_GetISteamInput(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamInput(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamParties * SteamAPI_ISteamClient_GetISteamParties(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamParties * SteamAPI_ISteamClient_GetISteamParties(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamParties(hSteamUser, hSteamPipe, pchVersion); } -S_API class ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API class ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) { return get_steam_client()->GetISteamRemotePlay(hSteamUser, hSteamPipe, pchVersion); } -S_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser(intptr_t instancePtr) +STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetHSteamUser(); } -S_API bool SteamAPI_ISteamUser_BLoggedOn(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BLoggedOn(); } -S_API uint64 SteamAPI_ISteamUser_GetSteamID(intptr_t instancePtr) +STEAMAPI_API uint64 SteamAPI_ISteamUser_GetSteamID(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetSteamID().ConvertToUint64(); } -S_API int SteamAPI_ISteamUser_InitiateGameConnection(intptr_t instancePtr, void * pAuthBlob, int cbMaxAuthBlob, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure) +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection(intptr_t instancePtr, void * pAuthBlob, int cbMaxAuthBlob, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure) { return (get_steam_client()->steam_user)->InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure); } -S_API void SteamAPI_ISteamUser_TerminateGameConnection(intptr_t instancePtr, uint32 unIPServer, uint16 usPortServer) +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection(intptr_t instancePtr, uint32 unIPServer, uint16 usPortServer) { return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); } -S_API void SteamAPI_ISteamUser_TrackAppUsageEvent(intptr_t instancePtr, class CGameID gameID, int eAppUsageEvent, const char * pchExtraInfo) +STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent(intptr_t instancePtr, class CGameID gameID, int eAppUsageEvent, const char * pchExtraInfo) { return (get_steam_client()->steam_user)->TrackAppUsageEvent(gameID, eAppUsageEvent, pchExtraInfo); } -S_API bool SteamAPI_ISteamUser_GetUserDataFolder(intptr_t instancePtr, char * pchBuffer, int cubBuffer) +STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder(intptr_t instancePtr, char * pchBuffer, int cubBuffer) { return (get_steam_client()->steam_user)->GetUserDataFolder(pchBuffer, cubBuffer); } -S_API void SteamAPI_ISteamUser_StartVoiceRecording(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording(intptr_t instancePtr) { return (get_steam_client()->steam_user)->StartVoiceRecording(); } -S_API void SteamAPI_ISteamUser_StopVoiceRecording(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUser_StopVoiceRecording(intptr_t instancePtr) { return (get_steam_client()->steam_user)->StopVoiceRecording(); } -S_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice(intptr_t instancePtr, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice(intptr_t instancePtr, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) { return (get_steam_client()->steam_user)->GetAvailableVoice(pcbCompressed, pcbUncompressed_Deprecated, nUncompressedVoiceDesiredSampleRate_Deprecated); } -S_API EVoiceResult SteamAPI_ISteamUser_GetVoice(intptr_t instancePtr, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetVoice(intptr_t instancePtr, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) { return (get_steam_client()->steam_user)->GetVoice(bWantCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed_Deprecated, pUncompressedDestBuffer_Deprecated, cbUncompressedDestBufferSize_Deprecated, nUncompressBytesWritten_Deprecated, nUncompressedVoiceDesiredSampleRate_Deprecated); } -S_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice(intptr_t instancePtr, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice(intptr_t instancePtr, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate) { return (get_steam_client()->steam_user)->DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, nDesiredSampleRate); } -S_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetVoiceOptimalSampleRate(); } -S_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) { return (get_steam_client()->steam_user)->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } -S_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) { return (get_steam_client()->steam_user)->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } -S_API void SteamAPI_ISteamUser_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) { return (get_steam_client()->steam_user)->EndAuthSession(steamID); } -S_API void SteamAPI_ISteamUser_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) +STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) { return (get_steam_client()->steam_user)->CancelAuthTicket(hAuthTicket); } -S_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) { return (get_steam_client()->steam_user)->UserHasLicenseForApp(steamID, appID); } -S_API bool SteamAPI_ISteamUser_BIsBehindNAT(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BIsBehindNAT(); } -S_API void SteamAPI_ISteamUser_AdvertiseGame(intptr_t instancePtr, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer) +STEAMAPI_API void SteamAPI_ISteamUser_AdvertiseGame(intptr_t instancePtr, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer) { return (get_steam_client()->steam_user)->AdvertiseGame(steamIDGameServer, unIPServer, usPortServer); } -S_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket(intptr_t instancePtr, void * pDataToInclude, int cbDataToInclude) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket(intptr_t instancePtr, void * pDataToInclude, int cbDataToInclude) { return (get_steam_client()->steam_user)->RequestEncryptedAppTicket(pDataToInclude, cbDataToInclude); } -S_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) { return (get_steam_client()->steam_user)->GetEncryptedAppTicket(pTicket, cbMaxTicket, pcbTicket); } -S_API int SteamAPI_ISteamUser_GetGameBadgeLevel(intptr_t instancePtr, int nSeries, bool bFoil) +STEAMAPI_API int SteamAPI_ISteamUser_GetGameBadgeLevel(intptr_t instancePtr, int nSeries, bool bFoil) { return (get_steam_client()->steam_user)->GetGameBadgeLevel(nSeries, bFoil); } -S_API int SteamAPI_ISteamUser_GetPlayerSteamLevel(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamUser_GetPlayerSteamLevel(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetPlayerSteamLevel(); } -S_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL(intptr_t instancePtr, const char * pchRedirectURL) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL(intptr_t instancePtr, const char * pchRedirectURL) { return (get_steam_client()->steam_user)->RequestStoreAuthURL(pchRedirectURL); } -S_API bool SteamAPI_ISteamUser_BIsPhoneVerified(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BIsPhoneVerified(); } -S_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BIsTwoFactorEnabled(); } -S_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BIsPhoneIdentifying(); } -S_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification(intptr_t instancePtr) { return (get_steam_client()->steam_user)->BIsPhoneRequiringVerification(); } -S_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetMarketEligibility(); } -S_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl(intptr_t instancePtr) { return (get_steam_client()->steam_user)->GetDurationControl(); } -S_API const char * SteamAPI_ISteamFriends_GetPersonaName(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPersonaName(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetPersonaName(); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName(intptr_t instancePtr, const char * pchPersonaName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName(intptr_t instancePtr, const char * pchPersonaName) { return (get_steam_client()->steam_friends)->SetPersonaName(pchPersonaName); } -S_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState(intptr_t instancePtr) +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetPersonaState(); } -S_API int SteamAPI_ISteamFriends_GetFriendCount(intptr_t instancePtr, int iFriendFlags) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCount(intptr_t instancePtr, int iFriendFlags) { return (get_steam_client()->steam_friends)->GetFriendCount(iFriendFlags); } -S_API uint64 SteamAPI_ISteamFriends_GetFriendByIndex(intptr_t instancePtr, int iFriend, int iFriendFlags) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetFriendByIndex(intptr_t instancePtr, int iFriend, int iFriendFlags) { return (get_steam_client()->steam_friends)->GetFriendByIndex(iFriend, iFriendFlags).ConvertToUint64(); } -S_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendRelationship(steamIDFriend); } -S_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendPersonaState(steamIDFriend); } -S_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendPersonaName(steamIDFriend); } -S_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed(intptr_t instancePtr, class CSteamID steamIDFriend, struct FriendGameInfo_t * pFriendGameInfo) +STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed(intptr_t instancePtr, class CSteamID steamIDFriend, struct FriendGameInfo_t * pFriendGameInfo) { return (get_steam_client()->steam_friends)->GetFriendGamePlayed(steamIDFriend, pFriendGameInfo); } -S_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory(intptr_t instancePtr, class CSteamID steamIDFriend, int iPersonaName) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory(intptr_t instancePtr, class CSteamID steamIDFriend, int iPersonaName) { return (get_steam_client()->steam_friends)->GetFriendPersonaNameHistory(steamIDFriend, iPersonaName); } -S_API int SteamAPI_ISteamFriends_GetFriendSteamLevel(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendSteamLevel(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendSteamLevel(steamIDFriend); } -S_API const char * SteamAPI_ISteamFriends_GetPlayerNickname(intptr_t instancePtr, class CSteamID steamIDPlayer) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPlayerNickname(intptr_t instancePtr, class CSteamID steamIDPlayer) { return (get_steam_client()->steam_friends)->GetPlayerNickname(steamIDPlayer); } -S_API int SteamAPI_ISteamFriends_GetFriendsGroupCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupCount(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetFriendsGroupCount(); } -S_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex(intptr_t instancePtr, int iFG) +STEAMAPI_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex(intptr_t instancePtr, int iFG) { return (get_steam_client()->steam_friends)->GetFriendsGroupIDByIndex(iFG); } -S_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) { return (get_steam_client()->steam_friends)->GetFriendsGroupName(friendsGroupID); } -S_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) { return (get_steam_client()->steam_friends)->GetFriendsGroupMembersCount(friendsGroupID); } -S_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList(intptr_t instancePtr, FriendsGroupID_t friendsGroupID, class CSteamID * pOutSteamIDMembers, int nMembersCount) +STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList(intptr_t instancePtr, FriendsGroupID_t friendsGroupID, class CSteamID * pOutSteamIDMembers, int nMembersCount) { return (get_steam_client()->steam_friends)->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount); } -S_API bool SteamAPI_ISteamFriends_HasFriend(intptr_t instancePtr, class CSteamID steamIDFriend, int iFriendFlags) +STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend(intptr_t instancePtr, class CSteamID steamIDFriend, int iFriendFlags) { return (get_steam_client()->steam_friends)->HasFriend(steamIDFriend, iFriendFlags); } -S_API int SteamAPI_ISteamFriends_GetClanCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanCount(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetClanCount(); } -S_API uint64 SteamAPI_ISteamFriends_GetClanByIndex(intptr_t instancePtr, int iClan) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanByIndex(intptr_t instancePtr, int iClan) { return (get_steam_client()->steam_friends)->GetClanByIndex(iClan).ConvertToUint64(); } -S_API const char * SteamAPI_ISteamFriends_GetClanName(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanName(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->GetClanName(steamIDClan); } -S_API const char * SteamAPI_ISteamFriends_GetClanTag(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->GetClanTag(steamIDClan); } -S_API bool SteamAPI_ISteamFriends_GetClanActivityCounts(intptr_t instancePtr, class CSteamID steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting) +STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts(intptr_t instancePtr, class CSteamID steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting) { return (get_steam_client()->steam_friends)->GetClanActivityCounts(steamIDClan, pnOnline, pnInGame, pnChatting); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts(intptr_t instancePtr, class CSteamID * psteamIDClans, int cClansToRequest) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts(intptr_t instancePtr, class CSteamID * psteamIDClans, int cClansToRequest) { return (get_steam_client()->steam_friends)->DownloadClanActivityCounts(psteamIDClans, cClansToRequest); } -S_API int SteamAPI_ISteamFriends_GetFriendCountFromSource(intptr_t instancePtr, class CSteamID steamIDSource) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCountFromSource(intptr_t instancePtr, class CSteamID steamIDSource) { return (get_steam_client()->steam_friends)->GetFriendCountFromSource(steamIDSource); } -S_API uint64 SteamAPI_ISteamFriends_GetFriendFromSourceByIndex(intptr_t instancePtr, class CSteamID steamIDSource, int iFriend) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetFriendFromSourceByIndex(intptr_t instancePtr, class CSteamID steamIDSource, int iFriend) { return (get_steam_client()->steam_friends)->GetFriendFromSourceByIndex(steamIDSource, iFriend).ConvertToUint64(); } -S_API bool SteamAPI_ISteamFriends_IsUserInSource(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDSource) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDSource) { return (get_steam_client()->steam_friends)->IsUserInSource(steamIDUser, steamIDSource); } -S_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking(intptr_t instancePtr, class CSteamID steamIDUser, bool bSpeaking) +STEAMAPI_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking(intptr_t instancePtr, class CSteamID steamIDUser, bool bSpeaking) { return (get_steam_client()->steam_friends)->SetInGameVoiceSpeaking(steamIDUser, bSpeaking); } -S_API void SteamAPI_ISteamFriends_ActivateGameOverlay(intptr_t instancePtr, const char * pchDialog) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlay(intptr_t instancePtr, const char * pchDialog) { return (get_steam_client()->steam_friends)->ActivateGameOverlay(pchDialog); } -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser(intptr_t instancePtr, const char * pchDialog, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser(intptr_t instancePtr, const char * pchDialog, class CSteamID steamID) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToUser(pchDialog, steamID); } -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage(intptr_t instancePtr, const char * pchURL, EActivateGameOverlayToWebPageMode eMode) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage(intptr_t instancePtr, const char * pchURL, EActivateGameOverlayToWebPageMode eMode) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToWebPage(pchURL, eMode); } -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore(intptr_t instancePtr, AppId_t nAppID, EOverlayToStoreFlag eFlag) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore(intptr_t instancePtr, AppId_t nAppID, EOverlayToStoreFlag eFlag) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToStore(nAppID, eFlag); } -S_API void SteamAPI_ISteamFriends_SetPlayedWith(intptr_t instancePtr, class CSteamID steamIDUserPlayedWith) +STEAMAPI_API void SteamAPI_ISteamFriends_SetPlayedWith(intptr_t instancePtr, class CSteamID steamIDUserPlayedWith) { return (get_steam_client()->steam_friends)->SetPlayedWith(steamIDUserPlayedWith); } -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_friends)->ActivateGameOverlayInviteDialog(steamIDLobby); } -S_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetSmallFriendAvatar(steamIDFriend); } -S_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetMediumFriendAvatar(steamIDFriend); } -S_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetLargeFriendAvatar(steamIDFriend); } -S_API bool SteamAPI_ISteamFriends_RequestUserInformation(intptr_t instancePtr, class CSteamID steamIDUser, bool bRequireNameOnly) +STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation(intptr_t instancePtr, class CSteamID steamIDUser, bool bRequireNameOnly) { return (get_steam_client()->steam_friends)->RequestUserInformation(steamIDUser, bRequireNameOnly); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->RequestClanOfficerList(steamIDClan); } -S_API uint64 SteamAPI_ISteamFriends_GetClanOwner(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanOwner(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->GetClanOwner(steamIDClan).ConvertToUint64(); } -S_API int SteamAPI_ISteamFriends_GetClanOfficerCount(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanOfficerCount(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->GetClanOfficerCount(steamIDClan); } -S_API uint64 SteamAPI_ISteamFriends_GetClanOfficerByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iOfficer) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanOfficerByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iOfficer) { return (get_steam_client()->steam_friends)->GetClanOfficerByIndex(steamIDClan, iOfficer).ConvertToUint64(); } -S_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetUserRestrictions(); } -S_API bool SteamAPI_ISteamFriends_SetRichPresence(intptr_t instancePtr, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence(intptr_t instancePtr, const char * pchKey, const char * pchValue) { return (get_steam_client()->steam_friends)->SetRichPresence(pchKey, pchValue); } -S_API void SteamAPI_ISteamFriends_ClearRichPresence(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamFriends_ClearRichPresence(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->ClearRichPresence(); } -S_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchKey) { return (get_steam_client()->steam_friends)->GetFriendRichPresence(steamIDFriend, pchKey); } -S_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendRichPresenceKeyCount(steamIDFriend); } -S_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex(intptr_t instancePtr, class CSteamID steamIDFriend, int iKey) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex(intptr_t instancePtr, class CSteamID steamIDFriend, int iKey) { return (get_steam_client()->steam_friends)->GetFriendRichPresenceKeyByIndex(steamIDFriend, iKey); } -S_API void SteamAPI_ISteamFriends_RequestFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->RequestFriendRichPresence(steamIDFriend); } -S_API bool SteamAPI_ISteamFriends_InviteUserToGame(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchConnectString) +STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchConnectString) { return (get_steam_client()->steam_friends)->InviteUserToGame(steamIDFriend, pchConnectString); } -S_API int SteamAPI_ISteamFriends_GetCoplayFriendCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetCoplayFriendCount(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetCoplayFriendCount(); } -S_API uint64 SteamAPI_ISteamFriends_GetCoplayFriend(intptr_t instancePtr, int iCoplayFriend) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetCoplayFriend(intptr_t instancePtr, int iCoplayFriend) { return (get_steam_client()->steam_friends)->GetCoplayFriend(iCoplayFriend).ConvertToUint64(); } -S_API int SteamAPI_ISteamFriends_GetFriendCoplayTime(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCoplayTime(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendCoplayTime(steamIDFriend); } -S_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame(intptr_t instancePtr, class CSteamID steamIDFriend) { return (get_steam_client()->steam_friends)->GetFriendCoplayGame(steamIDFriend); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->JoinClanChatRoom(steamIDClan); } -S_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->LeaveClanChatRoom(steamIDClan); } -S_API int SteamAPI_ISteamFriends_GetClanChatMemberCount(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMemberCount(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->GetClanChatMemberCount(steamIDClan); } -S_API uint64 SteamAPI_ISteamFriends_GetChatMemberByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iUser) +STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetChatMemberByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iUser) { return (get_steam_client()->steam_friends)->GetChatMemberByIndex(steamIDClan, iUser).ConvertToUint64(); } -S_API bool SteamAPI_ISteamFriends_SendClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, const char * pchText) +STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, const char * pchText) { return (get_steam_client()->steam_friends)->SendClanChatMessage(steamIDClanChat, pchText); } -S_API int SteamAPI_ISteamFriends_GetClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, class CSteamID * psteamidChatter) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, class CSteamID * psteamidChatter) { return (get_steam_client()->steam_friends)->GetClanChatMessage(steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter); } -S_API bool SteamAPI_ISteamFriends_IsClanChatAdmin(intptr_t instancePtr, class CSteamID steamIDClanChat, class CSteamID steamIDUser) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin(intptr_t instancePtr, class CSteamID steamIDClanChat, class CSteamID steamIDUser) { return (get_steam_client()->steam_friends)->IsClanChatAdmin(steamIDClanChat, steamIDUser); } -S_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) { return (get_steam_client()->steam_friends)->IsClanChatWindowOpenInSteam(steamIDClanChat); } -S_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) { return (get_steam_client()->steam_friends)->OpenClanChatWindowInSteam(steamIDClanChat); } -S_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) { return (get_steam_client()->steam_friends)->CloseClanChatWindowInSteam(steamIDClanChat); } -S_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages(intptr_t instancePtr, bool bInterceptEnabled) +STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages(intptr_t instancePtr, bool bInterceptEnabled) { return (get_steam_client()->steam_friends)->SetListenForFriendsMessages(bInterceptEnabled); } -S_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchMsgToSend) +STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchMsgToSend) { return (get_steam_client()->steam_friends)->ReplyToFriendMessage(steamIDFriend, pchMsgToSend); } -S_API int SteamAPI_ISteamFriends_GetFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType) { return (get_steam_client()->steam_friends)->GetFriendMessage(steamIDFriend, iMessageID, pvData, cubData, peChatEntryType); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount(intptr_t instancePtr, class CSteamID steamID) { return (get_steam_client()->steam_friends)->GetFollowerCount(steamID); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing(intptr_t instancePtr, class CSteamID steamID) { return (get_steam_client()->steam_friends)->IsFollowing(steamID); } -S_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList(intptr_t instancePtr, uint32 unStartIndex) { return (get_steam_client()->steam_friends)->EnumerateFollowingList(unStartIndex); } -S_API bool SteamAPI_ISteamFriends_IsClanPublic(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->IsClanPublic(steamIDClan); } -S_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup(intptr_t instancePtr, class CSteamID steamIDClan) { return (get_steam_client()->steam_friends)->IsClanOfficialGameGroup(steamIDClan); } -S_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages(intptr_t instancePtr) { return (get_steam_client()->steam_friends)->GetNumChatsWithUnreadPriorityMessages(); } -S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -734,7 +734,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t instancePtr) return (ptr)->GetSecondsSinceAppActive(); } -S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -746,7 +746,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t instanc return (ptr)->GetSecondsSinceComputerActive(); } -S_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instancePtr) +STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -758,7 +758,7 @@ S_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instancePtr) return (ptr)->GetConnectedUniverse(); } -S_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -770,7 +770,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr) return (ptr)->GetServerRealTime(); } -S_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -782,7 +782,7 @@ S_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr) return (ptr)->GetIPCountry(); } -S_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iImage, uint32 * pnWidth, uint32 * pnHeight) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iImage, uint32 * pnWidth, uint32 * pnHeight) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -794,7 +794,7 @@ S_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iImage, u return (ptr)->GetImageSize(iImage, pnWidth, pnHeight); } -S_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iImage, uint8 * pubDest, int nDestBufferSize) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iImage, uint8 * pubDest, int nDestBufferSize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -806,7 +806,7 @@ S_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iImage, u return (ptr)->GetImageRGBA(iImage, pubDest, nDestBufferSize); } -S_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint32 * unIP, uint16 * usPort) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint32 * unIP, uint16 * usPort) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -818,7 +818,7 @@ S_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint32 * unI return (ptr)->GetCSERIPPort(unIP, usPort); } -S_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instancePtr) +STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -830,7 +830,7 @@ S_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instancePtr) return (ptr)->GetCurrentBatteryPower(); } -S_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -842,7 +842,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr) return (ptr)->GetAppID(); } -S_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t instancePtr, ENotificationPosition eNotificationPosition) +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t instancePtr, ENotificationPosition eNotificationPosition) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -854,7 +854,7 @@ S_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t instance return (ptr)->SetOverlayNotificationPosition(eNotificationPosition); } -S_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, bool * pbFailed) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, bool * pbFailed) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -866,7 +866,7 @@ S_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, SteamAP return (ptr)->IsAPICallCompleted(hSteamAPICall, pbFailed); } -S_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(intptr_t instancePtr, SteamAPICall_t hSteamAPICall) +STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(intptr_t instancePtr, SteamAPICall_t hSteamAPICall) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -878,7 +878,7 @@ S_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(intptr_t return (ptr)->GetAPICallFailureReason(hSteamAPICall); } -S_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -890,7 +890,7 @@ S_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, SteamAPIC return (ptr)->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); } -S_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -902,7 +902,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr) return (ptr)->GetIPCCallCount(); } -S_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) +STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -914,7 +914,7 @@ S_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePtr, Stea return (ptr)->SetWarningMessageHook(pFunction); } -S_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -926,7 +926,7 @@ S_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr) return (ptr)->IsOverlayEnabled(); } -S_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -938,7 +938,7 @@ S_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr) return (ptr)->BOverlayNeedsPresent(); } -S_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t instancePtr, const char * szFileName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t instancePtr, const char * szFileName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -950,7 +950,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t instancePt return (ptr)->CheckFileSignature(szFileName); } -S_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText) +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -962,7 +962,7 @@ S_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr, EGame return (ptr)->ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText); } -S_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -974,7 +974,7 @@ S_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t instanceP return (ptr)->GetEnteredGamepadTextLength(); } -S_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t instancePtr, char * pchText, uint32 cchText) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t instancePtr, char * pchText, uint32 cchText) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -986,7 +986,7 @@ S_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t instancePtr, return (ptr)->GetEnteredGamepadTextInput(pchText, cchText); } -S_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -998,7 +998,7 @@ S_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t instancePtr) return (ptr)->GetSteamUILanguage(); } -S_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1010,7 +1010,7 @@ S_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr) return (ptr)->IsSteamRunningInVR(); } -S_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t instancePtr, int nHorizontalInset, int nVerticalInset) +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t instancePtr, int nHorizontalInset, int nVerticalInset) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1022,7 +1022,7 @@ S_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t instancePtr return (ptr)->SetOverlayNotificationInset(nHorizontalInset, nVerticalInset); } -S_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1034,7 +1034,7 @@ S_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instancePtr) return (ptr)->IsSteamInBigPictureMode(); } -S_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1046,7 +1046,7 @@ S_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr) return (ptr)->StartVRDashboard(); } -S_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1058,7 +1058,7 @@ S_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t instancePtr return (ptr)->IsVRHeadsetStreamingEnabled(); } -S_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePtr, bool bEnabled) +STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePtr, bool bEnabled) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1070,7 +1070,7 @@ S_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePt return (ptr)->SetVRHeadsetStreamingEnabled(bEnabled); } -S_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1082,7 +1082,7 @@ S_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr) return (ptr)->IsSteamChinaLauncher(); } -S_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1094,7 +1094,7 @@ S_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr) return (ptr)->InitFilterText(); } -S_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly) +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); @@ -1106,1927 +1106,1927 @@ S_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFil return (ptr)->FilterText(pchOutFilteredText, nByteSizeOutFilteredText, pchInputMessage, bLegalOnly); } -S_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGameCount(); } -S_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame(intptr_t instancePtr, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame(intptr_t instancePtr, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGame(iGame, pnAppID, pnIP, pnConnPort, pnQueryPort, punFlags, pRTime32LastPlayedOnServer); } -S_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer) { return (get_steam_client()->steam_matchmaking)->AddFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer); } -S_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags) { return (get_steam_client()->steam_matchmaking)->RemoveFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags); } -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList(intptr_t instancePtr) { return (get_steam_client()->steam_matchmaking)->RequestLobbyList(); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter(intptr_t instancePtr, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter(intptr_t instancePtr, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListStringFilter(pchKeyToMatch, pchValueToMatch, eComparisonType); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, eComparisonType); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToBeCloseTo) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToBeCloseTo) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListNearValueFilter(pchKeyToMatch, nValueToBeCloseTo); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable(intptr_t instancePtr, int nSlotsAvailable) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable(intptr_t instancePtr, int nSlotsAvailable) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListFilterSlotsAvailable(nSlotsAvailable); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter(intptr_t instancePtr, ELobbyDistanceFilter eLobbyDistanceFilter) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter(intptr_t instancePtr, ELobbyDistanceFilter eLobbyDistanceFilter) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListDistanceFilter(eLobbyDistanceFilter); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter(intptr_t instancePtr, int cMaxResults) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter(intptr_t instancePtr, int cMaxResults) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListResultCountFilter(cMaxResults); } -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListCompatibleMembersFilter(steamIDLobby); } -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyByIndex(intptr_t instancePtr, int iLobby) +STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyByIndex(intptr_t instancePtr, int iLobby) { return (get_steam_client()->steam_matchmaking)->GetLobbyByIndex(iLobby).ConvertToUint64(); } -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby(intptr_t instancePtr, ELobbyType eLobbyType, int cMaxMembers) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby(intptr_t instancePtr, ELobbyType eLobbyType, int cMaxMembers) { return (get_steam_client()->steam_matchmaking)->CreateLobby(eLobbyType, cMaxMembers); } -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->JoinLobby(steamIDLobby); } -S_API void SteamAPI_ISteamMatchmaking_LeaveLobby(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->LeaveLobby(steamIDLobby); } -S_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDInvitee) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDInvitee) { return (get_steam_client()->steam_matchmaking)->InviteUserToLobby(steamIDLobby, steamIDInvitee); } -S_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->GetNumLobbyMembers(steamIDLobby); } -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iMember) +STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iMember) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberByIndex(steamIDLobby, iMember).ConvertToUint64(); } -S_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) { return (get_steam_client()->steam_matchmaking)->GetLobbyData(steamIDLobby, pchKey); } -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) { return (get_steam_client()->steam_matchmaking)->SetLobbyData(steamIDLobby, pchKey, pchValue); } -S_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->GetLobbyDataCount(steamIDLobby); } -S_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize) { return (get_steam_client()->steam_matchmaking)->GetLobbyDataByIndex(steamIDLobby, iLobbyData, pchKey, cchKeyBufferSize, pchValue, cchValueBufferSize); } -S_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) { return (get_steam_client()->steam_matchmaking)->DeleteLobbyData(steamIDLobby, pchKey); } -S_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDUser, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDUser, const char * pchKey) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberData(steamIDLobby, steamIDUser, pchKey); } -S_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) { return (get_steam_client()->steam_matchmaking)->SetLobbyMemberData(steamIDLobby, pchKey, pchValue); } -S_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg(intptr_t instancePtr, class CSteamID steamIDLobby, const void * pvMsgBody, int cubMsgBody) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg(intptr_t instancePtr, class CSteamID steamIDLobby, const void * pvMsgBody, int cubMsgBody) { return (get_steam_client()->steam_matchmaking)->SendLobbyChatMsg(steamIDLobby, pvMsgBody, cubMsgBody); } -S_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry(intptr_t instancePtr, class CSteamID steamIDLobby, int iChatID, class CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry(intptr_t instancePtr, class CSteamID steamIDLobby, int iChatID, class CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType) { return (get_steam_client()->steam_matchmaking)->GetLobbyChatEntry(steamIDLobby, iChatID, pSteamIDUser, pvData, cubData, peChatEntryType); } -S_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->RequestLobbyData(steamIDLobby); } -S_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, class CSteamID steamIDGameServer) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, class CSteamID steamIDGameServer) { return (get_steam_client()->steam_matchmaking)->SetLobbyGameServer(steamIDLobby, unGameServerIP, unGameServerPort, steamIDGameServer); } -S_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, class CSteamID * psteamIDGameServer) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, class CSteamID * psteamIDGameServer) { return (get_steam_client()->steam_matchmaking)->GetLobbyGameServer(steamIDLobby, punGameServerIP, punGameServerPort, psteamIDGameServer); } -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby, int cMaxMembers) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby, int cMaxMembers) { return (get_steam_client()->steam_matchmaking)->SetLobbyMemberLimit(steamIDLobby, cMaxMembers); } -S_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberLimit(steamIDLobby); } -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyType(intptr_t instancePtr, class CSteamID steamIDLobby, ELobbyType eLobbyType) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType(intptr_t instancePtr, class CSteamID steamIDLobby, ELobbyType eLobbyType) { return (get_steam_client()->steam_matchmaking)->SetLobbyType(steamIDLobby, eLobbyType); } -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable(intptr_t instancePtr, class CSteamID steamIDLobby, bool bLobbyJoinable) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable(intptr_t instancePtr, class CSteamID steamIDLobby, bool bLobbyJoinable) { return (get_steam_client()->steam_matchmaking)->SetLobbyJoinable(steamIDLobby, bLobbyJoinable); } -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby) { return (get_steam_client()->steam_matchmaking)->GetLobbyOwner(steamIDLobby).ConvertToUint64(); } -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDNewOwner) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDNewOwner) { return (get_steam_client()->steam_matchmaking)->SetLobbyOwner(steamIDLobby, steamIDNewOwner); } -S_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDLobbyDependent) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDLobbyDependent) { return (get_steam_client()->steam_matchmaking)->SetLinkedLobby(steamIDLobby, steamIDLobbyDependent); } -S_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded(intptr_t instancePtr, HServerListRequest hRequest, int iServer) { return ((ISteamMatchmakingServerListResponse *)instancePtr)->ServerResponded(hRequest, iServer); } -S_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond(intptr_t instancePtr, HServerListRequest hRequest, int iServer) { return ((ISteamMatchmakingServerListResponse *)instancePtr)->ServerFailedToRespond(hRequest, iServer); } -S_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete(intptr_t instancePtr, HServerListRequest hRequest, EMatchMakingServerResponse response) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete(intptr_t instancePtr, HServerListRequest hRequest, EMatchMakingServerResponse response) { return ((ISteamMatchmakingServerListResponse *)instancePtr)->RefreshComplete(hRequest, response); } -S_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded(intptr_t instancePtr, class gameserveritem_t & server) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded(intptr_t instancePtr, class gameserveritem_t & server) { return ((ISteamMatchmakingPingResponse *)instancePtr)->ServerResponded(server); } -S_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond(intptr_t instancePtr) { return ((ISteamMatchmakingPingResponse *)instancePtr)->ServerFailedToRespond(); } -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList(intptr_t instancePtr, const char * pchName, int nScore, float flTimePlayed) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList(intptr_t instancePtr, const char * pchName, int nScore, float flTimePlayed) { return ((ISteamMatchmakingPlayersResponse *)instancePtr)->AddPlayerToList(pchName, nScore, flTimePlayed); } -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond(intptr_t instancePtr) { return ((ISteamMatchmakingPlayersResponse *)instancePtr)->PlayersFailedToRespond(); } -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete(intptr_t instancePtr) { return ((ISteamMatchmakingPlayersResponse *)instancePtr)->PlayersRefreshComplete(); } -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded(intptr_t instancePtr, const char * pchRule, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded(intptr_t instancePtr, const char * pchRule, const char * pchValue) { return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesResponded(pchRule, pchValue); } -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond(intptr_t instancePtr) { return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesFailedToRespond(); } -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete(intptr_t instancePtr) { return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesRefreshComplete(); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestInternetServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList(intptr_t instancePtr, AppId_t iApp, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList(intptr_t instancePtr, AppId_t iApp, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestLANServerList(iApp, pRequestServersResponse); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestFriendsServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestFavoritesServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestHistoryServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->RequestSpectatorServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -S_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest(intptr_t instancePtr, HServerListRequest hServerListRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest(intptr_t instancePtr, HServerListRequest hServerListRequest) { return (get_steam_client()->steam_matchmaking_servers)->ReleaseRequest(hServerListRequest); } -S_API class gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API class gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails(intptr_t instancePtr, HServerListRequest hRequest, int iServer) { return (get_steam_client()->steam_matchmaking_servers)->GetServerDetails(hRequest, iServer); } -S_API void SteamAPI_ISteamMatchmakingServers_CancelQuery(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelQuery(intptr_t instancePtr, HServerListRequest hRequest) { return (get_steam_client()->steam_matchmaking_servers)->CancelQuery(hRequest); } -S_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery(intptr_t instancePtr, HServerListRequest hRequest) { return (get_steam_client()->steam_matchmaking_servers)->RefreshQuery(hRequest); } -S_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing(intptr_t instancePtr, HServerListRequest hRequest) { return (get_steam_client()->steam_matchmaking_servers)->IsRefreshing(hRequest); } -S_API int SteamAPI_ISteamMatchmakingServers_GetServerCount(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API int SteamAPI_ISteamMatchmakingServers_GetServerCount(intptr_t instancePtr, HServerListRequest hRequest) { return (get_steam_client()->steam_matchmaking_servers)->GetServerCount(hRequest); } -S_API void SteamAPI_ISteamMatchmakingServers_RefreshServer(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshServer(intptr_t instancePtr, HServerListRequest hRequest, int iServer) { return (get_steam_client()->steam_matchmaking_servers)->RefreshServer(hRequest, iServer); } -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPingResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPingResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->PingServer(unIP, usPort, pRequestServersResponse); } -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPlayersResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPlayersResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->PlayerDetails(unIP, usPort, pRequestServersResponse); } -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingRulesResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingRulesResponse * pRequestServersResponse) { return (get_steam_client()->steam_matchmaking_servers)->ServerRules(unIP, usPort, pRequestServersResponse); } -S_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery(intptr_t instancePtr, HServerQuery hServerQuery) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery(intptr_t instancePtr, HServerQuery hServerQuery) { return (get_steam_client()->steam_matchmaking_servers)->CancelServerQuery(hServerQuery); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams(intptr_t instancePtr, const char * pchKeyToFind, const char * pchValuesToFind) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams(intptr_t instancePtr, const char * pchKeyToFind, const char * pchValuesToFind) { return ((ISteamGameSearch *)instancePtr)->AddGameSearchParams(pchKeyToFind, pchValuesToFind); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby(intptr_t instancePtr, class CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby(intptr_t instancePtr, class CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax) { return ((ISteamGameSearch *)instancePtr)->SearchForGameWithLobby(steamIDLobby, nPlayerMin, nPlayerMax); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo(intptr_t instancePtr, int nPlayerMin, int nPlayerMax) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo(intptr_t instancePtr, int nPlayerMin, int nPlayerMax) { return ((ISteamGameSearch *)instancePtr)->SearchForGameSolo(nPlayerMin, nPlayerMax); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame(intptr_t instancePtr) { return ((ISteamGameSearch *)instancePtr)->AcceptGame(); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame(intptr_t instancePtr) { return ((ISteamGameSearch *)instancePtr)->DeclineGame(); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails(intptr_t instancePtr, class CSteamID steamIDHost, char * pchConnectionDetails, int cubConnectionDetails) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails(intptr_t instancePtr, class CSteamID steamIDHost, char * pchConnectionDetails, int cubConnectionDetails) { return ((ISteamGameSearch *)instancePtr)->RetrieveConnectionDetails(steamIDHost, pchConnectionDetails, cubConnectionDetails); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch(intptr_t instancePtr) { return ((ISteamGameSearch *)instancePtr)->EndGameSearch(); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams(intptr_t instancePtr, const char * pchKey, const char * pchValue) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams(intptr_t instancePtr, const char * pchKey, const char * pchValue) { return ((ISteamGameSearch *)instancePtr)->SetGameHostParams(pchKey, pchValue); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails(intptr_t instancePtr, const char * pchConnectionDetails, int cubConnectionDetails) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails(intptr_t instancePtr, const char * pchConnectionDetails, int cubConnectionDetails) { return ((ISteamGameSearch *)instancePtr)->SetConnectionDetails(pchConnectionDetails, cubConnectionDetails); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame(intptr_t instancePtr, int nPlayerMin, int nPlayerMax, int nMaxTeamSize) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame(intptr_t instancePtr, int nPlayerMin, int nPlayerMax, int nMaxTeamSize) { return ((ISteamGameSearch *)instancePtr)->RequestPlayersForGame(nPlayerMin, nPlayerMax, nMaxTeamSize); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart(intptr_t instancePtr, uint64 ullUniqueGameID) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart(intptr_t instancePtr, uint64 ullUniqueGameID) { return ((ISteamGameSearch *)instancePtr)->HostConfirmGameStart(ullUniqueGameID); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame(intptr_t instancePtr) { return ((ISteamGameSearch *)instancePtr)->CancelRequestPlayersForGame(); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult(intptr_t instancePtr, uint64 ullUniqueGameID, class CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult(intptr_t instancePtr, uint64 ullUniqueGameID, class CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult) { return ((ISteamGameSearch *)instancePtr)->SubmitPlayerResult(ullUniqueGameID, steamIDPlayer, EPlayerResult); } -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame(intptr_t instancePtr, uint64 ullUniqueGameID) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame(intptr_t instancePtr, uint64 ullUniqueGameID) { return ((ISteamGameSearch *)instancePtr)->EndGame(ullUniqueGameID); } -S_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons(intptr_t instancePtr) { return ((ISteamParties *)instancePtr)->GetNumActiveBeacons(); } -S_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex(intptr_t instancePtr, uint32 unIndex) +STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex(intptr_t instancePtr, uint32 unIndex) { return ((ISteamParties *)instancePtr)->GetBeaconByIndex(unIndex); } -S_API bool SteamAPI_ISteamParties_GetBeaconDetails(intptr_t instancePtr, PartyBeaconID_t ulBeaconID, class CSteamID * pSteamIDBeaconOwner, struct SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata) +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails(intptr_t instancePtr, PartyBeaconID_t ulBeaconID, class CSteamID * pSteamIDBeaconOwner, struct SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata) { return ((ISteamParties *)instancePtr)->GetBeaconDetails(ulBeaconID, pSteamIDBeaconOwner, pLocation, pchMetadata, cchMetadata); } -S_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty(intptr_t instancePtr, PartyBeaconID_t ulBeaconID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty(intptr_t instancePtr, PartyBeaconID_t ulBeaconID) { return ((ISteamParties *)instancePtr)->JoinParty(ulBeaconID); } -S_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations(intptr_t instancePtr, uint32 * puNumLocations) +STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations(intptr_t instancePtr, uint32 * puNumLocations) { return ((ISteamParties *)instancePtr)->GetNumAvailableBeaconLocations(puNumLocations); } -S_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations(intptr_t instancePtr, struct SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations) +STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations(intptr_t instancePtr, struct SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations) { return ((ISteamParties *)instancePtr)->GetAvailableBeaconLocations(pLocationList, uMaxNumLocations); } -S_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon(intptr_t instancePtr, uint32 unOpenSlots, struct SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon(intptr_t instancePtr, uint32 unOpenSlots, struct SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata) { return ((ISteamParties *)instancePtr)->CreateBeacon(unOpenSlots, pBeaconLocation, pchConnectString, pchMetadata); } -S_API void SteamAPI_ISteamParties_OnReservationCompleted(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) +STEAMAPI_API void SteamAPI_ISteamParties_OnReservationCompleted(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) { return ((ISteamParties *)instancePtr)->OnReservationCompleted(ulBeacon, steamIDUser); } -S_API void SteamAPI_ISteamParties_CancelReservation(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) +STEAMAPI_API void SteamAPI_ISteamParties_CancelReservation(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) { return ((ISteamParties *)instancePtr)->CancelReservation(ulBeacon, steamIDUser); } -S_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots(intptr_t instancePtr, PartyBeaconID_t ulBeacon, uint32 unOpenSlots) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots(intptr_t instancePtr, PartyBeaconID_t ulBeacon, uint32 unOpenSlots) { return ((ISteamParties *)instancePtr)->ChangeNumOpenSlots(ulBeacon, unOpenSlots); } -S_API bool SteamAPI_ISteamParties_DestroyBeacon(intptr_t instancePtr, PartyBeaconID_t ulBeacon) +STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon(intptr_t instancePtr, PartyBeaconID_t ulBeacon) { return ((ISteamParties *)instancePtr)->DestroyBeacon(ulBeacon); } -S_API bool SteamAPI_ISteamParties_GetBeaconLocationData(intptr_t instancePtr, struct SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut) +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData(intptr_t instancePtr, struct SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut) { return ((ISteamParties *)instancePtr)->GetBeaconLocationData(BeaconLocation, eData, pchDataStringOut, cchDataStringOut); } -S_API bool SteamAPI_ISteamRemoteStorage_FileWrite(intptr_t instancePtr, const char * pchFile, const void * pvData, int32 cubData) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite(intptr_t instancePtr, const char * pchFile, const void * pvData, int32 cubData) { return (get_steam_client()->steam_remote_storage)->FileWrite(pchFile, pvData, cubData); } -S_API int32 SteamAPI_ISteamRemoteStorage_FileRead(intptr_t instancePtr, const char * pchFile, void * pvData, int32 cubDataToRead) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead(intptr_t instancePtr, const char * pchFile, void * pvData, int32 cubDataToRead) { return (get_steam_client()->steam_remote_storage)->FileRead(pchFile, pvData, cubDataToRead); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync(intptr_t instancePtr, const char * pchFile, const void * pvData, uint32 cubData) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync(intptr_t instancePtr, const char * pchFile, const void * pvData, uint32 cubData) { return (get_steam_client()->steam_remote_storage)->FileWriteAsync(pchFile, pvData, cubData); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync(intptr_t instancePtr, const char * pchFile, uint32 nOffset, uint32 cubToRead) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync(intptr_t instancePtr, const char * pchFile, uint32 nOffset, uint32 cubToRead) { return (get_steam_client()->steam_remote_storage)->FileReadAsync(pchFile, nOffset, cubToRead); } -S_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete(intptr_t instancePtr, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete(intptr_t instancePtr, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead) { return (get_steam_client()->steam_remote_storage)->FileReadAsyncComplete(hReadCall, pvBuffer, cubToRead); } -S_API bool SteamAPI_ISteamRemoteStorage_FileForget(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FileForget(pchFile); } -S_API bool SteamAPI_ISteamRemoteStorage_FileDelete(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FileDelete(pchFile); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FileShare(pchFile); } -S_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms(intptr_t instancePtr, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms(intptr_t instancePtr, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform) { return (get_steam_client()->steam_remote_storage)->SetSyncPlatforms(pchFile, eRemoteStoragePlatform); } -S_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamOpen(pchFile); } -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamWriteChunk(writeHandle, pvData, cubData); } -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamClose(writeHandle); } -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamCancel(writeHandle); } -S_API bool SteamAPI_ISteamRemoteStorage_FileExists(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FileExists(pchFile); } -S_API bool SteamAPI_ISteamRemoteStorage_FilePersisted(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->FilePersisted(pchFile); } -S_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->GetFileSize(pchFile); } -S_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->GetFileTimestamp(pchFile); } -S_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms(intptr_t instancePtr, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->GetSyncPlatforms(pchFile); } -S_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount(intptr_t instancePtr) { return (get_steam_client()->steam_remote_storage)->GetFileCount(); } -S_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize(intptr_t instancePtr, int iFile, int32 * pnFileSizeInBytes) +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize(intptr_t instancePtr, int iFile, int32 * pnFileSizeInBytes) { return (get_steam_client()->steam_remote_storage)->GetFileNameAndSize(iFile, pnFileSizeInBytes); } -S_API bool SteamAPI_ISteamRemoteStorage_GetQuota(intptr_t instancePtr, uint64 * pnTotalBytes, uint64 * puAvailableBytes) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota(intptr_t instancePtr, uint64 * pnTotalBytes, uint64 * puAvailableBytes) { return (get_steam_client()->steam_remote_storage)->GetQuota(pnTotalBytes, puAvailableBytes); } -S_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount(intptr_t instancePtr) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForAccount(); } -S_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp(intptr_t instancePtr) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForApp(); } -S_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp(intptr_t instancePtr, bool bEnabled) +STEAMAPI_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp(intptr_t instancePtr, bool bEnabled) { return (get_steam_client()->steam_remote_storage)->SetCloudEnabledForApp(bEnabled); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload(intptr_t instancePtr, UGCHandle_t hContent, uint32 unPriority) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload(intptr_t instancePtr, UGCHandle_t hContent, uint32 unPriority) { return (get_steam_client()->steam_remote_storage)->UGCDownload(hContent, unPriority); } -S_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress(intptr_t instancePtr, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress(intptr_t instancePtr, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected) { return (get_steam_client()->steam_remote_storage)->GetUGCDownloadProgress(hContent, pnBytesDownloaded, pnBytesExpected); } -S_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails(intptr_t instancePtr, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, class CSteamID * pSteamIDOwner) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails(intptr_t instancePtr, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, class CSteamID * pSteamIDOwner) { return (get_steam_client()->steam_remote_storage)->GetUGCDetails(hContent, pnAppID, ppchName, pnFileSizeInBytes, pSteamIDOwner); } -S_API int32 SteamAPI_ISteamRemoteStorage_UGCRead(intptr_t instancePtr, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_UGCRead(intptr_t instancePtr, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction) { return (get_steam_client()->steam_remote_storage)->UGCRead(hContent, pvData, cubDataToRead, cOffset, eAction); } -S_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount(intptr_t instancePtr) { return (get_steam_client()->steam_remote_storage)->GetCachedUGCCount(); } -S_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle(intptr_t instancePtr, int32 iCachedContent) +STEAMAPI_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle(intptr_t instancePtr, int32 iCachedContent) { return (get_steam_client()->steam_remote_storage)->GetCachedUGCHandle(iCachedContent); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile(intptr_t instancePtr, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile(intptr_t instancePtr, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType) { return (get_steam_client()->steam_remote_storage)->PublishWorkshopFile(pchFile, pchPreviewFile, nConsumerAppId, pchTitle, pchDescription, eVisibility, pTags, eWorkshopFileType); } -S_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->CreatePublishedFileUpdateRequest(unPublishedFileId); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchFile) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileFile(updateHandle, pchFile); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFilePreviewFile(updateHandle, pchPreviewFile); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTitle(updateHandle, pchTitle); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileDescription(updateHandle, pchDescription); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileVisibility(updateHandle, eVisibility); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, struct SteamParamStringArray_t * pTags) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, struct SteamParamStringArray_t * pTags) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTags(updateHandle, pTags); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle) { return (get_steam_client()->steam_remote_storage)->CommitPublishedFileUpdate(updateHandle); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld) { return (get_steam_client()->steam_remote_storage)->GetPublishedFileDetails(unPublishedFileId, unMaxSecondsOld); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->DeletePublishedFile(unPublishedFileId); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles(intptr_t instancePtr, uint32 unStartIndex) { return (get_steam_client()->steam_remote_storage)->EnumerateUserPublishedFiles(unStartIndex); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->SubscribePublishedFile(unPublishedFileId); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles(intptr_t instancePtr, uint32 unStartIndex) { return (get_steam_client()->steam_remote_storage)->EnumerateUserSubscribedFiles(unStartIndex); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->UnsubscribePublishedFile(unPublishedFileId); } -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileSetChangeDescription(updateHandle, pchChangeDescription); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->GetPublishedItemVoteDetails(unPublishedFileId); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, bool bVoteUp) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, bool bVoteUp) { return (get_steam_client()->steam_remote_storage)->UpdateUserPublishedItemVote(unPublishedFileId, bVoteUp); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) { return (get_steam_client()->steam_remote_storage)->GetUserPublishedItemVoteDetails(unPublishedFileId); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles(intptr_t instancePtr, class CSteamID steamId, uint32 unStartIndex, struct SteamParamStringArray_t * pRequiredTags, struct SteamParamStringArray_t * pExcludedTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles(intptr_t instancePtr, class CSteamID steamId, uint32 unStartIndex, struct SteamParamStringArray_t * pRequiredTags, struct SteamParamStringArray_t * pExcludedTags) { return (get_steam_client()->steam_remote_storage)->EnumerateUserSharedWorkshopFiles(steamId, unStartIndex, pRequiredTags, pExcludedTags); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo(intptr_t instancePtr, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo(intptr_t instancePtr, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags) { return (get_steam_client()->steam_remote_storage)->PublishVideo(eVideoProvider, pchVideoAccount, pchVideoIdentifier, pchPreviewFile, nConsumerAppId, pchTitle, pchDescription, eVisibility, pTags); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction) { return (get_steam_client()->steam_remote_storage)->SetUserPublishedFileAction(unPublishedFileId, eAction); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction(intptr_t instancePtr, EWorkshopFileAction eAction, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction(intptr_t instancePtr, EWorkshopFileAction eAction, uint32 unStartIndex) { return (get_steam_client()->steam_remote_storage)->EnumeratePublishedFilesByUserAction(eAction, unStartIndex); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles(intptr_t instancePtr, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, struct SteamParamStringArray_t * pTags, struct SteamParamStringArray_t * pUserTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles(intptr_t instancePtr, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, struct SteamParamStringArray_t * pTags, struct SteamParamStringArray_t * pUserTags) { return (get_steam_client()->steam_remote_storage)->EnumeratePublishedWorkshopFiles(eEnumerationType, unStartIndex, unCount, unDays, pTags, pUserTags); } -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation(intptr_t instancePtr, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation(intptr_t instancePtr, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority) { return (get_steam_client()->steam_remote_storage)->UGCDownloadToLocation(hContent, pchLocation, unPriority); } -S_API bool SteamAPI_ISteamUserStats_RequestCurrentStats(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats(intptr_t instancePtr) { return (get_steam_client()->steam_user_stats)->RequestCurrentStats(); } -S_API bool SteamAPI_ISteamUserStats_GetStat(intptr_t instancePtr, const char * pchName, int32 * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStat(intptr_t instancePtr, const char * pchName, int32 * pData) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -S_API bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const char * pchName, float * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const char * pchName, float * pData) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -S_API bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, nData); } -S_API bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const char * pchName, float fData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const char * pchName, float fData) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, fData); } -S_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat(intptr_t instancePtr, const char * pchName, float flCountThisSession, double dSessionLength) +STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat(intptr_t instancePtr, const char * pchName, float flCountThisSession, double dSessionLength) { return (get_steam_client()->steam_user_stats)->UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength); } -S_API bool SteamAPI_ISteamUserStats_GetAchievement(intptr_t instancePtr, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement(intptr_t instancePtr, const char * pchName, bool * pbAchieved) { return (get_steam_client()->steam_user_stats)->GetAchievement(pchName, pbAchieved); } -S_API bool SteamAPI_ISteamUserStats_SetAchievement(intptr_t instancePtr, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement(intptr_t instancePtr, const char * pchName) { return (get_steam_client()->steam_user_stats)->SetAchievement(pchName); } -S_API bool SteamAPI_ISteamUserStats_ClearAchievement(intptr_t instancePtr, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement(intptr_t instancePtr, const char * pchName) { return (get_steam_client()->steam_user_stats)->ClearAchievement(pchName); } -S_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime(intptr_t instancePtr, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime(intptr_t instancePtr, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) { return (get_steam_client()->steam_user_stats)->GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); } -S_API bool SteamAPI_ISteamUserStats_StoreStats(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats(intptr_t instancePtr) { return (get_steam_client()->steam_user_stats)->StoreStats(); } -S_API int SteamAPI_ISteamUserStats_GetAchievementIcon(intptr_t instancePtr, const char * pchName) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetAchievementIcon(intptr_t instancePtr, const char * pchName) { return (get_steam_client()->steam_user_stats)->GetAchievementIcon(pchName); } -S_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute(intptr_t instancePtr, const char * pchName, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute(intptr_t instancePtr, const char * pchName, const char * pchKey) { return (get_steam_client()->steam_user_stats)->GetAchievementDisplayAttribute(pchName, pchKey); } -S_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress(intptr_t instancePtr, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress) +STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress(intptr_t instancePtr, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress) { return (get_steam_client()->steam_user_stats)->IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress); } -S_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements(intptr_t instancePtr) { return (get_steam_client()->steam_user_stats)->GetNumAchievements(); } -S_API const char * SteamAPI_ISteamUserStats_GetAchievementName(intptr_t instancePtr, uint32 iAchievement) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementName(intptr_t instancePtr, uint32 iAchievement) { return (get_steam_client()->steam_user_stats)->GetAchievementName(iAchievement); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) { return (get_steam_client()->steam_user_stats)->RequestUserStats(steamIDUser); } -S_API bool SteamAPI_ISteamUserStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -S_API bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -S_API bool SteamAPI_ISteamUserStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) { return (get_steam_client()->steam_user_stats)->GetUserAchievement(steamIDUser, pchName, pbAchieved); } -S_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) { return (get_steam_client()->steam_user_stats)->GetUserAchievementAndUnlockTime(steamIDUser, pchName, pbAchieved, punUnlockTime); } -S_API bool SteamAPI_ISteamUserStats_ResetAllStats(intptr_t instancePtr, bool bAchievementsToo) +STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats(intptr_t instancePtr, bool bAchievementsToo) { return (get_steam_client()->steam_user_stats)->ResetAllStats(bAchievementsToo); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) { return (get_steam_client()->steam_user_stats)->FindOrCreateLeaderboard(pchLeaderboardName, eLeaderboardSortMethod, eLeaderboardDisplayType); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName) { return (get_steam_client()->steam_user_stats)->FindLeaderboard(pchLeaderboardName); } -S_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) { return (get_steam_client()->steam_user_stats)->GetLeaderboardName(hSteamLeaderboard); } -S_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) { return (get_steam_client()->steam_user_stats)->GetLeaderboardEntryCount(hSteamLeaderboard); } -S_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) { return (get_steam_client()->steam_user_stats)->GetLeaderboardSortMethod(hSteamLeaderboard); } -S_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) { return (get_steam_client()->steam_user_stats)->GetLeaderboardDisplayType(hSteamLeaderboard); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) { return (get_steam_client()->steam_user_stats)->DownloadLeaderboardEntries(hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, class CSteamID * prgUsers, int cUsers) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, class CSteamID * prgUsers, int cUsers) { return (get_steam_client()->steam_user_stats)->DownloadLeaderboardEntriesForUsers(hSteamLeaderboard, prgUsers, cUsers); } -S_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry(intptr_t instancePtr, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, struct LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry(intptr_t instancePtr, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, struct LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) { return (get_steam_client()->steam_user_stats)->GetDownloadedLeaderboardEntry(hSteamLeaderboardEntries, index, pLeaderboardEntry, pDetails, cDetailsMax); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) { return (get_steam_client()->steam_user_stats)->UploadLeaderboardScore(hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) { return (get_steam_client()->steam_user_stats)->AttachLeaderboardUGC(hSteamLeaderboard, hUGC); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers(intptr_t instancePtr) { return (get_steam_client()->steam_user_stats)->GetNumberOfCurrentPlayers(); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages(intptr_t instancePtr) { return (get_steam_client()->steam_user_stats)->RequestGlobalAchievementPercentages(); } -S_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo(intptr_t instancePtr, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo(intptr_t instancePtr, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) { return (get_steam_client()->steam_user_stats)->GetMostAchievedAchievementInfo(pchName, unNameBufLen, pflPercent, pbAchieved); } -S_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo(intptr_t instancePtr, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo(intptr_t instancePtr, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) { return (get_steam_client()->steam_user_stats)->GetNextMostAchievedAchievementInfo(iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved); } -S_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent(intptr_t instancePtr, const char * pchName, float * pflPercent) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent(intptr_t instancePtr, const char * pchName, float * pflPercent) { return (get_steam_client()->steam_user_stats)->GetAchievementAchievedPercent(pchName, pflPercent); } -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats(intptr_t instancePtr, int nHistoryDays) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats(intptr_t instancePtr, int nHistoryDays) { return (get_steam_client()->steam_user_stats)->RequestGlobalStats(nHistoryDays); } -S_API bool SteamAPI_ISteamUserStats_GetGlobalStat(intptr_t instancePtr, const char * pchStatName, int64 * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStat(intptr_t instancePtr, const char * pchStatName, int64 * pData) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } -S_API bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, const char * pchStatName, double * pData) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, const char * pchStatName, double * pData) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } -S_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory(intptr_t instancePtr, const char * pchStatName, int64 * pData, uint32 cubData) +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory(intptr_t instancePtr, const char * pchStatName, int64 * pData, uint32 cubData) { return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -S_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory0(intptr_t instancePtr, const char * pchStatName, double * pData, uint32 cubData) +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory0(intptr_t instancePtr, const char * pchStatName, double * pData, uint32 cubData) { return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -S_API bool SteamAPI_ISteamApps_BIsSubscribed(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsSubscribed(); } -S_API bool SteamAPI_ISteamApps_BIsLowViolence(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsLowViolence(); } -S_API bool SteamAPI_ISteamApps_BIsCybercafe(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsCybercafe(); } -S_API bool SteamAPI_ISteamApps_BIsVACBanned(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsVACBanned(); } -S_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->GetCurrentGameLanguage(); } -S_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->GetAvailableGameLanguages(); } -S_API bool SteamAPI_ISteamApps_BIsSubscribedApp(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp(intptr_t instancePtr, AppId_t appID) { return ((ISteamApps *)instancePtr)->BIsSubscribedApp(appID); } -S_API bool SteamAPI_ISteamApps_BIsDlcInstalled(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled(intptr_t instancePtr, AppId_t appID) { return ((ISteamApps *)instancePtr)->BIsDlcInstalled(appID); } -S_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamApps *)instancePtr)->GetEarliestPurchaseUnixTime(nAppID); } -S_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsSubscribedFromFreeWeekend(); } -S_API int SteamAPI_ISteamApps_GetDLCCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->GetDLCCount(); } -S_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex(intptr_t instancePtr, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize) +STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex(intptr_t instancePtr, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize) { return ((ISteamApps *)instancePtr)->BGetDLCDataByIndex(iDLC, pAppID, pbAvailable, pchName, cchNameBufferSize); } -S_API void SteamAPI_ISteamApps_InstallDLC(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API void SteamAPI_ISteamApps_InstallDLC(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamApps *)instancePtr)->InstallDLC(nAppID); } -S_API void SteamAPI_ISteamApps_UninstallDLC(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API void SteamAPI_ISteamApps_UninstallDLC(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamApps *)instancePtr)->UninstallDLC(nAppID); } -S_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamApps *)instancePtr)->RequestAppProofOfPurchaseKey(nAppID); } -S_API bool SteamAPI_ISteamApps_GetCurrentBetaName(intptr_t instancePtr, char * pchName, int cchNameBufferSize) +STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName(intptr_t instancePtr, char * pchName, int cchNameBufferSize) { return ((ISteamApps *)instancePtr)->GetCurrentBetaName(pchName, cchNameBufferSize); } -S_API bool SteamAPI_ISteamApps_MarkContentCorrupt(intptr_t instancePtr, bool bMissingFilesOnly) +STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt(intptr_t instancePtr, bool bMissingFilesOnly) { return ((ISteamApps *)instancePtr)->MarkContentCorrupt(bMissingFilesOnly); } -S_API uint32 SteamAPI_ISteamApps_GetInstalledDepots(intptr_t instancePtr, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetInstalledDepots(intptr_t instancePtr, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots) { return ((ISteamApps *)instancePtr)->GetInstalledDepots(appID, pvecDepots, cMaxDepots); } -S_API uint32 SteamAPI_ISteamApps_GetAppInstallDir(intptr_t instancePtr, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir(intptr_t instancePtr, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize) { return ((ISteamApps *)instancePtr)->GetAppInstallDir(appID, pchFolder, cchFolderBufferSize); } -S_API bool SteamAPI_ISteamApps_BIsAppInstalled(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled(intptr_t instancePtr, AppId_t appID) { return ((ISteamApps *)instancePtr)->BIsAppInstalled(appID); } -S_API uint64 SteamAPI_ISteamApps_GetAppOwner(intptr_t instancePtr) +STEAMAPI_API uint64 SteamAPI_ISteamApps_GetAppOwner(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->GetAppOwner().ConvertToUint64(); } -S_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam(intptr_t instancePtr, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam(intptr_t instancePtr, const char * pchKey) { return ((ISteamApps *)instancePtr)->GetLaunchQueryParam(pchKey); } -S_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress(intptr_t instancePtr, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) +STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress(intptr_t instancePtr, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) { return ((ISteamApps *)instancePtr)->GetDlcDownloadProgress(nAppID, punBytesDownloaded, punBytesTotal); } -S_API int SteamAPI_ISteamApps_GetAppBuildId(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamApps_GetAppBuildId(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->GetAppBuildId(); } -S_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->RequestAllProofOfPurchaseKeys(); } -S_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails(intptr_t instancePtr, const char * pszFileName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails(intptr_t instancePtr, const char * pszFileName) { return ((ISteamApps *)instancePtr)->GetFileDetails(pszFileName); } -S_API int SteamAPI_ISteamApps_GetLaunchCommandLine(intptr_t instancePtr, char * pszCommandLine, int cubCommandLine) +STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine(intptr_t instancePtr, char * pszCommandLine, int cubCommandLine) { return ((ISteamApps *)instancePtr)->GetLaunchCommandLine(pszCommandLine, cubCommandLine); } -S_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing(intptr_t instancePtr) { return ((ISteamApps *)instancePtr)->BIsSubscribedFromFamilySharing(); } -S_API bool SteamAPI_ISteamNetworking_SendP2PPacket(intptr_t instancePtr, class CSteamID steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel) +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket(intptr_t instancePtr, class CSteamID steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel) { return ((ISteamNetworking *)instancePtr)->SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, nChannel); } -S_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable(intptr_t instancePtr, uint32 * pcubMsgSize, int nChannel) +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable(intptr_t instancePtr, uint32 * pcubMsgSize, int nChannel) { return ((ISteamNetworking *)instancePtr)->IsP2PPacketAvailable(pcubMsgSize, nChannel); } -S_API bool SteamAPI_ISteamNetworking_ReadP2PPacket(intptr_t instancePtr, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, class CSteamID * psteamIDRemote, int nChannel) +STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket(intptr_t instancePtr, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, class CSteamID * psteamIDRemote, int nChannel) { return ((ISteamNetworking *)instancePtr)->ReadP2PPacket(pubDest, cubDest, pcubMsgSize, psteamIDRemote, nChannel); } -S_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) +STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) { return ((ISteamNetworking *)instancePtr)->AcceptP2PSessionWithUser(steamIDRemote); } -S_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) { return ((ISteamNetworking *)instancePtr)->CloseP2PSessionWithUser(steamIDRemote); } -S_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser(intptr_t instancePtr, class CSteamID steamIDRemote, int nChannel) +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser(intptr_t instancePtr, class CSteamID steamIDRemote, int nChannel) { return ((ISteamNetworking *)instancePtr)->CloseP2PChannelWithUser(steamIDRemote, nChannel); } -S_API bool SteamAPI_ISteamNetworking_GetP2PSessionState(intptr_t instancePtr, class CSteamID steamIDRemote, struct P2PSessionState_t * pConnectionState) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState(intptr_t instancePtr, class CSteamID steamIDRemote, struct P2PSessionState_t * pConnectionState) { return ((ISteamNetworking *)instancePtr)->GetP2PSessionState(steamIDRemote, pConnectionState); } -S_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instancePtr, bool bAllow) +STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instancePtr, bool bAllow) { return ((ISteamNetworking *)instancePtr)->AllowP2PPacketRelay(bAllow); } -S_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay) +STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay) { return ((ISteamNetworking *)instancePtr)->CreateListenSocket(nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); } -S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(intptr_t instancePtr, class CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(intptr_t instancePtr, class CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) { return ((ISteamNetworking *)instancePtr)->CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay); } -S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, uint32 nIP, uint16 nPort, int nTimeoutSec) +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, uint32 nIP, uint16 nPort, int nTimeoutSec) { return ((ISteamNetworking *)instancePtr)->CreateConnectionSocket(nIP, nPort, nTimeoutSec); } -S_API bool SteamAPI_ISteamNetworking_DestroySocket(intptr_t instancePtr, SNetSocket_t hSocket, bool bNotifyRemoteEnd) +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket(intptr_t instancePtr, SNetSocket_t hSocket, bool bNotifyRemoteEnd) { return ((ISteamNetworking *)instancePtr)->DestroySocket(hSocket, bNotifyRemoteEnd); } -S_API bool SteamAPI_ISteamNetworking_DestroyListenSocket(intptr_t instancePtr, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket(intptr_t instancePtr, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) { return ((ISteamNetworking *)instancePtr)->DestroyListenSocket(hSocket, bNotifyRemoteEnd); } -S_API bool SteamAPI_ISteamNetworking_SendDataOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable) +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable) { return ((ISteamNetworking *)instancePtr)->SendDataOnSocket(hSocket, pubData, cubData, bReliable); } -S_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, uint32 * pcubMsgSize) +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, uint32 * pcubMsgSize) { return ((ISteamNetworking *)instancePtr)->IsDataAvailableOnSocket(hSocket, pcubMsgSize); } -S_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize) +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize) { return ((ISteamNetworking *)instancePtr)->RetrieveDataFromSocket(hSocket, pubDest, cubDest, pcubMsgSize); } -S_API bool SteamAPI_ISteamNetworking_IsDataAvailable(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket) +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket) { return ((ISteamNetworking *)instancePtr)->IsDataAvailable(hListenSocket, pcubMsgSize, phSocket); } -S_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket) +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket) { return ((ISteamNetworking *)instancePtr)->RetrieveData(hListenSocket, pubDest, cubDest, pcubMsgSize, phSocket); } -S_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, uint32 * punIPRemote, uint16 * punPortRemote) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, uint32 * punIPRemote, uint16 * punPortRemote) { return ((ISteamNetworking *)instancePtr)->GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, punIPRemote, punPortRemote); } -S_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pnIP, uint16 * pnPort) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pnIP, uint16 * pnPort) { return ((ISteamNetworking *)instancePtr)->GetListenSocketInfo(hListenSocket, pnIP, pnPort); } -S_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType(intptr_t instancePtr, SNetSocket_t hSocket) +STEAMAPI_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType(intptr_t instancePtr, SNetSocket_t hSocket) { return ((ISteamNetworking *)instancePtr)->GetSocketConnectionType(hSocket); } -S_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr, SNetSocket_t hSocket) +STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr, SNetSocket_t hSocket) { return ((ISteamNetworking *)instancePtr)->GetMaxPacketSize(hSocket); } -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight) +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight) { return (get_steam_client()->steam_screenshots)->WriteScreenshot(pubRGB, cubRGB, nWidth, nHeight); } -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary(intptr_t instancePtr, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight) +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary(intptr_t instancePtr, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight) { return (get_steam_client()->steam_screenshots)->AddScreenshotToLibrary(pchFilename, pchThumbnailFilename, nWidth, nHeight); } -S_API void SteamAPI_ISteamScreenshots_TriggerScreenshot(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamScreenshots_TriggerScreenshot(intptr_t instancePtr) { return (get_steam_client()->steam_screenshots)->TriggerScreenshot(); } -S_API void SteamAPI_ISteamScreenshots_HookScreenshots(intptr_t instancePtr, bool bHook) +STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots(intptr_t instancePtr, bool bHook) { return (get_steam_client()->steam_screenshots)->HookScreenshots(bHook); } -S_API bool SteamAPI_ISteamScreenshots_SetLocation(intptr_t instancePtr, ScreenshotHandle hScreenshot, const char * pchLocation) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation(intptr_t instancePtr, ScreenshotHandle hScreenshot, const char * pchLocation) { return (get_steam_client()->steam_screenshots)->SetLocation(hScreenshot, pchLocation); } -S_API bool SteamAPI_ISteamScreenshots_TagUser(intptr_t instancePtr, ScreenshotHandle hScreenshot, class CSteamID steamID) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser(intptr_t instancePtr, ScreenshotHandle hScreenshot, class CSteamID steamID) { return (get_steam_client()->steam_screenshots)->TagUser(hScreenshot, steamID); } -S_API bool SteamAPI_ISteamScreenshots_TagPublishedFile(intptr_t instancePtr, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile(intptr_t instancePtr, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID) { return (get_steam_client()->steam_screenshots)->TagPublishedFile(hScreenshot, unPublishedFileID); } -S_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked(intptr_t instancePtr) { return (get_steam_client()->steam_screenshots)->IsScreenshotsHooked(); } -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary(intptr_t instancePtr, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename) +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary(intptr_t instancePtr, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename) { return (get_steam_client()->steam_screenshots)->AddVRScreenshotToLibrary(eType, pchFilename, pchVRFilename); } -S_API bool SteamAPI_ISteamMusic_BIsEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->BIsEnabled(); } -S_API bool SteamAPI_ISteamMusic_BIsPlaying(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->BIsPlaying(); } -S_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus(intptr_t instancePtr) +STEAMAPI_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->GetPlaybackStatus(); } -S_API void SteamAPI_ISteamMusic_Play(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_Play(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->Play(); } -S_API void SteamAPI_ISteamMusic_Pause(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_Pause(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->Pause(); } -S_API void SteamAPI_ISteamMusic_PlayPrevious(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_PlayPrevious(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->PlayPrevious(); } -S_API void SteamAPI_ISteamMusic_PlayNext(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_PlayNext(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->PlayNext(); } -S_API void SteamAPI_ISteamMusic_SetVolume(intptr_t instancePtr, float flVolume) +STEAMAPI_API void SteamAPI_ISteamMusic_SetVolume(intptr_t instancePtr, float flVolume) { return ((ISteamMusic *)instancePtr)->SetVolume(flVolume); } -S_API float SteamAPI_ISteamMusic_GetVolume(intptr_t instancePtr) +STEAMAPI_API float SteamAPI_ISteamMusic_GetVolume(intptr_t instancePtr) { return ((ISteamMusic *)instancePtr)->GetVolume(); } -S_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote(intptr_t instancePtr, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote(intptr_t instancePtr, const char * pchName) { return ((ISteamMusicRemote *)instancePtr)->RegisterSteamMusicRemote(pchName); } -S_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->DeregisterSteamMusicRemote(); } -S_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->BIsCurrentMusicRemote(); } -S_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->BActivationSuccess(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_SetDisplayName(intptr_t instancePtr, const char * pchDisplayName) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName(intptr_t instancePtr, const char * pchDisplayName) { return ((ISteamMusicRemote *)instancePtr)->SetDisplayName(pchDisplayName); } -S_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) { return ((ISteamMusicRemote *)instancePtr)->SetPNGIcon_64x64(pvBuffer, cbBufferLength); } -S_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnablePlayPrevious(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnablePlayNext(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_EnableShuffled(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnableShuffled(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_EnableLooped(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnableLooped(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_EnableQueue(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnableQueue(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->EnablePlaylists(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus(intptr_t instancePtr, AudioPlayback_Status nStatus) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus(intptr_t instancePtr, AudioPlayback_Status nStatus) { return ((ISteamMusicRemote *)instancePtr)->UpdatePlaybackStatus(nStatus); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->UpdateShuffled(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateLooped(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped(intptr_t instancePtr, bool bValue) { return ((ISteamMusicRemote *)instancePtr)->UpdateLooped(bValue); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateVolume(intptr_t instancePtr, float flValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume(intptr_t instancePtr, float flValue) { return ((ISteamMusicRemote *)instancePtr)->UpdateVolume(flValue); } -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->CurrentEntryWillChange(); } -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable(intptr_t instancePtr, bool bAvailable) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable(intptr_t instancePtr, bool bAvailable) { return ((ISteamMusicRemote *)instancePtr)->CurrentEntryIsAvailable(bAvailable); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText(intptr_t instancePtr, const char * pchText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText(intptr_t instancePtr, const char * pchText) { return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryText(pchText); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds(intptr_t instancePtr, int nValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds(intptr_t instancePtr, int nValue) { return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryElapsedSeconds(nValue); } -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) { return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryCoverArt(pvBuffer, cbBufferLength); } -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->CurrentEntryDidChange(); } -S_API bool SteamAPI_ISteamMusicRemote_QueueWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->QueueWillChange(); } -S_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->ResetQueueEntries(); } -S_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) { return ((ISteamMusicRemote *)instancePtr)->SetQueueEntry(nID, nPosition, pchEntryText); } -S_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry(intptr_t instancePtr, int nID) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry(intptr_t instancePtr, int nID) { return ((ISteamMusicRemote *)instancePtr)->SetCurrentQueueEntry(nID); } -S_API bool SteamAPI_ISteamMusicRemote_QueueDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->QueueDidChange(); } -S_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->PlaylistWillChange(); } -S_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->ResetPlaylistEntries(); } -S_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) { return ((ISteamMusicRemote *)instancePtr)->SetPlaylistEntry(nID, nPosition, pchEntryText); } -S_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry(intptr_t instancePtr, int nID) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry(intptr_t instancePtr, int nID) { return ((ISteamMusicRemote *)instancePtr)->SetCurrentPlaylistEntry(nID); } -S_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange(intptr_t instancePtr) { return ((ISteamMusicRemote *)instancePtr)->PlaylistDidChange(); } -S_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest(intptr_t instancePtr, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL) +STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest(intptr_t instancePtr, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL) { return ((ISteamHTTP *)instancePtr)->CreateHTTPRequest(eHTTPRequestMethod, pchAbsoluteURL); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue(intptr_t instancePtr, HTTPRequestHandle hRequest, uint64 ulContextValue) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue(intptr_t instancePtr, HTTPRequestHandle hRequest, uint64 ulContextValue) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestContextValue(hRequest, ulContextValue); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue); } -S_API bool SteamAPI_ISteamHTTP_SendHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) { return ((ISteamHTTP *)instancePtr)->SendHTTPRequest(hRequest, pCallHandle); } -S_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) { return ((ISteamHTTP *)instancePtr)->SendHTTPRequestAndStreamResponse(hRequest, pCallHandle); } -S_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) { return ((ISteamHTTP *)instancePtr)->DeferHTTPRequest(hRequest); } -S_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) { return ((ISteamHTTP *)instancePtr)->PrioritizeHTTPRequest(hRequest); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize) { return ((ISteamHTTP *)instancePtr)->GetHTTPResponseHeaderSize(hRequest, pchHeaderName, unResponseHeaderSize); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize) { return ((ISteamHTTP *)instancePtr)->GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 * unBodySize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 * unBodySize) { return ((ISteamHTTP *)instancePtr)->GetHTTPResponseBodySize(hRequest, unBodySize); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize) { return ((ISteamHTTP *)instancePtr)->GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize) { return ((ISteamHTTP *)instancePtr)->GetHTTPStreamingResponseBodyData(hRequest, cOffset, pBodyDataBuffer, unBufferSize); } -S_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) { return ((ISteamHTTP *)instancePtr)->ReleaseHTTPRequest(hRequest); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct(intptr_t instancePtr, HTTPRequestHandle hRequest, float * pflPercentOut) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct(intptr_t instancePtr, HTTPRequestHandle hRequest, float * pflPercentOut) { return ((ISteamHTTP *)instancePtr)->GetHTTPDownloadProgressPct(hRequest, pflPercentOut); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen); } -S_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer(intptr_t instancePtr, bool bAllowResponsesToModify) +STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer(intptr_t instancePtr, bool bAllowResponsesToModify) { return ((ISteamHTTP *)instancePtr)->CreateCookieContainer(bAllowResponsesToModify); } -S_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer) +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer) { return ((ISteamHTTP *)instancePtr)->ReleaseCookieContainer(hCookieContainer); } -S_API bool SteamAPI_ISteamHTTP_SetCookie(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie) { return ((ISteamHTTP *)instancePtr)->SetCookie(hCookieContainer, pchHost, pchUrl, pchCookie); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer(intptr_t instancePtr, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer(intptr_t instancePtr, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestCookieContainer(hRequest, hCookieContainer); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchUserAgentInfo) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchUserAgentInfo) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(intptr_t instancePtr, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(intptr_t instancePtr, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate); } -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unMilliseconds) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unMilliseconds) { return ((ISteamHTTP *)instancePtr)->SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds); } -S_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut(intptr_t instancePtr, HTTPRequestHandle hRequest, bool * pbWasTimedOut) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut(intptr_t instancePtr, HTTPRequestHandle hRequest, bool * pbWasTimedOut) { return ((ISteamHTTP *)instancePtr)->GetHTTPRequestWasTimedOut(hRequest, pbWasTimedOut); } -S_API bool SteamAPI_ISteamInput_Init(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamInput_Init(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->Init(); } -S_API bool SteamAPI_ISteamInput_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->Shutdown(); } -S_API void SteamAPI_ISteamInput_RunFrame(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->RunFrame(); } -S_API int SteamAPI_ISteamInput_GetConnectedControllers(intptr_t instancePtr, InputHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers(intptr_t instancePtr, InputHandle_t * handlesOut) { return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } -S_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); } -S_API void SteamAPI_ISteamInput_ActivateActionSet(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle) +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSet(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle) { return (get_steam_client()->steam_controller)->ActivateActionSet(inputHandle, actionSetHandle); } -S_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->GetCurrentActionSet(inputHandle); } -S_API void SteamAPI_ISteamInput_ActivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) { return (get_steam_client()->steam_controller)->ActivateActionSetLayer(inputHandle, actionSetLayerHandle); } -S_API void SteamAPI_ISteamInput_DeactivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) { return (get_steam_client()->steam_controller)->DeactivateActionSetLayer(inputHandle, actionSetLayerHandle); } -S_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->DeactivateAllActionSetLayers(inputHandle); } -S_API int SteamAPI_ISteamInput_GetActiveActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetActiveActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut) { return (get_steam_client()->steam_controller)->GetActiveActionSetLayers(inputHandle, handlesOut); } -S_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) { return (get_steam_client()->steam_controller)->GetDigitalActionHandle(pszActionName); } -S_API struct InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle) +STEAMAPI_API struct InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle) { return (get_steam_client()->steam_controller)->GetDigitalActionData(inputHandle, digitalActionHandle); } -S_API int SteamAPI_ISteamInput_GetDigitalActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut) { return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(inputHandle, actionSetHandle, digitalActionHandle, originsOut); } -S_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); } -S_API struct InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle) +STEAMAPI_API struct InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle) { return (get_steam_client()->steam_controller)->GetAnalogActionData(inputHandle, analogActionHandle); } -S_API int SteamAPI_ISteamInput_GetAnalogActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetAnalogActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut) { return (get_steam_client()->steam_controller)->GetAnalogActionOrigins(inputHandle, actionSetHandle, analogActionHandle, originsOut); } -S_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } -S_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } -S_API void SteamAPI_ISteamInput_StopAnalogActionMomentum(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction) +STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(inputHandle, eAction); } -S_API struct InputMotionData_t SteamAPI_ISteamInput_GetMotionData(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API struct InputMotionData_t SteamAPI_ISteamInput_GetMotionData(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->GetMotionData(inputHandle); } -S_API void SteamAPI_ISteamInput_TriggerVibration(intptr_t instancePtr, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration(intptr_t instancePtr, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) { return (get_steam_client()->steam_controller)->TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); } -S_API void SteamAPI_ISteamInput_SetLEDColor(intptr_t instancePtr, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor(intptr_t instancePtr, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) { return (get_steam_client()->steam_controller)->SetLEDColor(inputHandle, nColorR, nColorG, nColorB, nFlags); } -S_API void SteamAPI_ISteamInput_TriggerHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) { return (get_steam_client()->steam_controller)->TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec); } -S_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) { return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } -S_API bool SteamAPI_ISteamInput_ShowBindingPanel(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->ShowBindingPanel(inputHandle); } -S_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->GetInputTypeForHandle(inputHandle); } -S_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) +STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) { return (get_steam_client()->steam_controller)->GetControllerForGamepadIndex(nIndex); } -S_API int SteamAPI_ISteamInput_GetGamepadIndexForController(intptr_t instancePtr, InputHandle_t ulinputHandle) +STEAMAPI_API int SteamAPI_ISteamInput_GetGamepadIndexForController(intptr_t instancePtr, InputHandle_t ulinputHandle) { return (get_steam_client()->steam_controller)->GetGamepadIndexForController(ulinputHandle); } -S_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetStringForXboxOrigin(eOrigin); } -S_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetGlyphForXboxOrigin(eOrigin); } -S_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin(intptr_t instancePtr, InputHandle_t inputHandle, EXboxOrigin eOrigin) +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin(intptr_t instancePtr, InputHandle_t inputHandle, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetActionOriginFromXboxOrigin(inputHandle, eOrigin); } -S_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin) +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin) { return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -S_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision(intptr_t instancePtr, InputHandle_t inputHandle, int * pMajor, int * pMinor) +STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision(intptr_t instancePtr, InputHandle_t inputHandle, int * pMajor, int * pMinor) { return (get_steam_client()->steam_controller)->GetDeviceBindingRevision(inputHandle, pMajor, pMinor); } -S_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID(intptr_t instancePtr, InputHandle_t inputHandle) { return (get_steam_client()->steam_controller)->GetRemotePlaySessionID(inputHandle); } -S_API bool SteamAPI_ISteamController_Init(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamController_Init(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->Init(); } -S_API bool SteamAPI_ISteamController_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamController_Shutdown(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->Shutdown(); } -S_API void SteamAPI_ISteamController_RunFrame(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamController_RunFrame(intptr_t instancePtr) { return (get_steam_client()->steam_controller)->RunFrame(); } -S_API int SteamAPI_ISteamController_GetConnectedControllers(intptr_t instancePtr, ControllerHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamController_GetConnectedControllers(intptr_t instancePtr, ControllerHandle_t * handlesOut) { return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } -S_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); } -S_API void SteamAPI_ISteamController_ActivateActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) { return (get_steam_client()->steam_controller)->ActivateActionSet(controllerHandle, actionSetHandle); } -S_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle) { return (get_steam_client()->steam_controller)->GetCurrentActionSet(controllerHandle); } -S_API void SteamAPI_ISteamController_ActivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) { return (get_steam_client()->steam_controller)->ActivateActionSetLayer(controllerHandle, actionSetLayerHandle); } -S_API void SteamAPI_ISteamController_DeactivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamController_DeactivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) { return (get_steam_client()->steam_controller)->DeactivateActionSetLayer(controllerHandle, actionSetLayerHandle); } -S_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle) { return (get_steam_client()->steam_controller)->DeactivateAllActionSetLayers(controllerHandle); } -S_API int SteamAPI_ISteamController_GetActiveActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamController_GetActiveActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut) { return (get_steam_client()->steam_controller)->GetActiveActionSetLayers(controllerHandle, handlesOut); } -S_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) { return (get_steam_client()->steam_controller)->GetDigitalActionHandle(pszActionName); } -S_API struct InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle) +STEAMAPI_API struct InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle) { return (get_steam_client()->steam_controller)->GetDigitalActionData(controllerHandle, digitalActionHandle); } -S_API int SteamAPI_ISteamController_GetDigitalActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamController_GetDigitalActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut) { return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(controllerHandle, actionSetHandle, digitalActionHandle, originsOut); } -S_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); } -S_API struct InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle) +STEAMAPI_API struct InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle) { return (get_steam_client()->steam_controller)->GetAnalogActionData(controllerHandle, analogActionHandle); } -S_API int SteamAPI_ISteamController_GetAnalogActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamController_GetAnalogActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut) { return (get_steam_client()->steam_controller)->GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, originsOut); } -S_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } -S_API const char * SteamAPI_ISteamController_GetStringForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } -S_API void SteamAPI_ISteamController_StopAnalogActionMomentum(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) +STEAMAPI_API void SteamAPI_ISteamController_StopAnalogActionMomentum(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(controllerHandle, eAction); } -S_API struct InputMotionData_t SteamAPI_ISteamController_GetMotionData(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API struct InputMotionData_t SteamAPI_ISteamController_GetMotionData(intptr_t instancePtr, ControllerHandle_t controllerHandle) { return (get_steam_client()->steam_controller)->GetMotionData(controllerHandle); } -S_API void SteamAPI_ISteamController_TriggerHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) +STEAMAPI_API void SteamAPI_ISteamController_TriggerHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) { return (get_steam_client()->steam_controller)->TriggerHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec); } -S_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) { return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } -S_API void SteamAPI_ISteamController_TriggerVibration(intptr_t instancePtr, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) +STEAMAPI_API void SteamAPI_ISteamController_TriggerVibration(intptr_t instancePtr, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) { return (get_steam_client()->steam_controller)->TriggerVibration(controllerHandle, usLeftSpeed, usRightSpeed); } -S_API void SteamAPI_ISteamController_SetLEDColor(intptr_t instancePtr, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor(intptr_t instancePtr, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) { return (get_steam_client()->steam_controller)->SetLEDColor(controllerHandle, nColorR, nColorG, nColorB, nFlags); } -S_API bool SteamAPI_ISteamController_ShowBindingPanel(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel(intptr_t instancePtr, ControllerHandle_t controllerHandle) { return (get_steam_client()->steam_controller)->ShowBindingPanel(controllerHandle); } -S_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle(intptr_t instancePtr, ControllerHandle_t controllerHandle) { return (get_steam_client()->steam_controller)->GetInputTypeForHandle(controllerHandle); } -S_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) +STEAMAPI_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) { return (get_steam_client()->steam_controller)->GetControllerForGamepadIndex(nIndex); } -S_API int SteamAPI_ISteamController_GetGamepadIndexForController(intptr_t instancePtr, ControllerHandle_t ulControllerHandle) +STEAMAPI_API int SteamAPI_ISteamController_GetGamepadIndexForController(intptr_t instancePtr, ControllerHandle_t ulControllerHandle) { return (get_steam_client()->steam_controller)->GetGamepadIndexForController(ulControllerHandle); } -S_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetStringForXboxOrigin(eOrigin); } -S_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetGlyphForXboxOrigin(eOrigin); } -S_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin(intptr_t instancePtr, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin) +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin(intptr_t instancePtr, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin) { return (get_steam_client()->steam_controller)->GetActionOriginFromXboxOrigin_(controllerHandle, eOrigin); } -S_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin) +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin) { return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -S_API bool SteamAPI_ISteamController_GetControllerBindingRevision(intptr_t instancePtr, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor) +STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision(intptr_t instancePtr, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor) { return (get_steam_client()->steam_controller)->GetControllerBindingRevision(controllerHandle, pMajor, pMinor); } -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest(intptr_t instancePtr, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest(intptr_t instancePtr, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3038,7 +3038,7 @@ S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest(intptr_t ins return (ptr)->CreateQueryUserUGCRequest(unAccountID, eListType, eMatchingUGCType, eSortOrder, nCreatorAppID, nConsumerAppID, unPage); } -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3050,7 +3050,7 @@ S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr_t inst return (ptr)->CreateQueryAllUGCRequest(eQueryType, eMatchingeMatchingUGCTypeFileType, nCreatorAppID, nConsumerAppID, unPage); } -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor) +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3062,7 +3062,7 @@ S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intptr_t ins return (ptr)->CreateQueryAllUGCRequest(eQueryType, eMatchingeMatchingUGCTypeFileType, nCreatorAppID, nConsumerAppID, pchCursor); } -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3074,7 +3074,7 @@ S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(intptr_t return (ptr)->CreateQueryUGCDetailsRequest(pvecPublishedFileID, unNumPublishedFileIDs); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3086,7 +3086,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t instancePtr return (ptr)->SendQueryUGCRequest(handle); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, struct SteamUGCDetails_t * pDetails) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, struct SteamUGCDetails_t * pDetails) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3098,7 +3098,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGCQueryHa return (ptr)->GetQueryUGCResult(handle, index, pDetails); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3110,7 +3110,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, UGCQue return (ptr)->GetQueryUGCPreviewURL(handle, index, pchURL, cchURLSize); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3122,7 +3122,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, UGCQuery return (ptr)->GetQueryUGCMetadata(handle, index, pchMetadata, cchMetadatasize); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3134,7 +3134,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, UGCQuery return (ptr)->GetQueryUGCChildren(handle, index, pvecPublishedFileID, cMaxEntries); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3146,7 +3146,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, UGCQuer return (ptr)->GetQueryUGCStatistic(handle, index, eStatType, pStatValue); } -S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3158,7 +3158,7 @@ S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t instan return (ptr)->GetQueryUGCNumAdditionalPreviews(handle, index); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3170,7 +3170,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t instancePtr, return (ptr)->GetQueryUGCAdditionalPreview(handle, index, previewIndex, pchURLOrVideoID, cchURLSize, pchOriginalFileName, cchOriginalFileNameSize, pPreviewType); } -S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3182,7 +3182,7 @@ S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t instancePtr, return (ptr)->GetQueryUGCNumKeyValueTags(handle, index); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3194,7 +3194,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQu return (ptr)->GetQueryUGCKeyValueTag(handle, index, keyValueTagIndex, pchKey, cchKeySize, pchValue, cchValueSize); } -S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3206,7 +3206,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQ return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); } -S_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) +STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3218,7 +3218,7 @@ S_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQu return (ptr)->ReleaseQueryUGCRequest(handle); } -S_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3230,7 +3230,7 @@ S_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandl return (ptr)->AddRequiredTag(handle, pTagName); } -S_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3242,7 +3242,7 @@ S_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandl return (ptr)->AddExcludedTag(handle, pTagName); } -S_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnOnlyIDs) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnOnlyIDs) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3254,7 +3254,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHan return (ptr)->SetReturnOnlyIDs(handle, bReturnOnlyIDs); } -S_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnKeyValueTags) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnKeyValueTags) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3266,7 +3266,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQue return (ptr)->SetReturnKeyValueTags(handle, bReturnKeyValueTags); } -S_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnLongDescription) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnLongDescription) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3278,7 +3278,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instancePtr, UGC return (ptr)->SetReturnLongDescription(handle, bReturnLongDescription); } -S_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnMetadata) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnMetadata) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3290,7 +3290,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGCQueryHa return (ptr)->SetReturnMetadata(handle, bReturnMetadata); } -S_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnChildren) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnChildren) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3302,7 +3302,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGCQueryHa return (ptr)->SetReturnChildren(handle, bReturnChildren); } -S_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3314,7 +3314,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instancePtr, return (ptr)->SetReturnAdditionalPreviews(handle, bReturnAdditionalPreviews); } -S_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnTotalOnly) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnTotalOnly) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3326,7 +3326,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UGCQueryH return (ptr)->SetReturnTotalOnly(handle, bReturnTotalOnly); } -S_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3338,7 +3338,7 @@ S_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr, UGCQu return (ptr)->SetReturnPlaytimeStats(handle, unDays); } -S_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pchLanguage) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pchLanguage) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3350,7 +3350,7 @@ S_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryHandle_t return (ptr)->SetLanguage(handle, pchLanguage); } -S_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3362,7 +3362,7 @@ S_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr, UGCQu return (ptr)->SetAllowCachedResponse(handle, unMaxAgeSeconds); } -S_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pMatchCloudFileName) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pMatchCloudFileName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3374,7 +3374,7 @@ S_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr, UGCQu return (ptr)->SetCloudFileNameFilter(handle, pMatchCloudFileName); } -S_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQueryHandle_t handle, bool bMatchAnyTag) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQueryHandle_t handle, bool bMatchAnyTag) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3386,7 +3386,7 @@ S_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQueryHandl return (ptr)->SetMatchAnyTag(handle, bMatchAnyTag); } -S_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pSearchText) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pSearchText) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3398,7 +3398,7 @@ S_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQueryHandle return (ptr)->SetSearchText(handle, pSearchText); } -S_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3410,7 +3410,7 @@ S_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, UGCQuer return (ptr)->SetRankedByTrendDays(handle, unDays); } -S_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pKey, const char * pValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pKey, const char * pValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3422,7 +3422,7 @@ S_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr, UGCQu return (ptr)->AddRequiredKeyValueTag(handle, pKey, pValue); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3434,7 +3434,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instancePtr, return (ptr)->RequestUGCDetails(nPublishedFileID, unMaxAgeSeconds); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, AppId_t nConsumerAppId, EWorkshopFileType eFileType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, AppId_t nConsumerAppId, EWorkshopFileType eFileType) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3446,7 +3446,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, AppId_t return (ptr)->CreateItem(nConsumerAppId, eFileType); } -S_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t instancePtr, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t instancePtr, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3458,7 +3458,7 @@ S_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t instancePtr, return (ptr)->StartItemUpdate(nConsumerAppId, nPublishedFileID); } -S_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchTitle) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchTitle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3470,7 +3470,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdateHandle return (ptr)->SetItemTitle(handle, pchTitle); } -S_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchDescription) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchDescription) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3482,7 +3482,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UGCUpdate return (ptr)->SetItemDescription(handle, pchDescription); } -S_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchLanguage) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchLanguage) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3494,7 +3494,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, UGCUpd return (ptr)->SetItemUpdateLanguage(handle, pchLanguage); } -S_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchMetaData) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchMetaData) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3506,7 +3506,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUpdateHan return (ptr)->SetItemMetadata(handle, pchMetaData); } -S_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3518,7 +3518,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGCUpdateH return (ptr)->SetItemVisibility(handle, eVisibility); } -S_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdateHandle_t updateHandle, const struct SteamParamStringArray_t * pTags) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdateHandle_t updateHandle, const struct SteamParamStringArray_t * pTags) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3530,7 +3530,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdateHandle_ return (ptr)->SetItemTags(updateHandle, pTags); } -S_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszContentFolder) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszContentFolder) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3542,7 +3542,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpdateHand return (ptr)->SetItemContent(handle, pszContentFolder); } -S_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3554,7 +3554,7 @@ S_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpdateHand return (ptr)->SetItemPreview(handle, pszPreviewFile); } -S_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, UGCUpdateHandle_t handle, bool bAllowLegacyUpload) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, UGCUpdateHandle_t handle, bool bAllowLegacyUpload) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3566,7 +3566,7 @@ S_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, UGCUpda return (ptr)->SetAllowLegacyUpload(handle, bAllowLegacyUpload); } -S_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3578,7 +3578,7 @@ S_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instancePtr, UG return (ptr)->RemoveAllItemKeyValueTags(handle); } -S_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3590,7 +3590,7 @@ S_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr, UGCUp return (ptr)->RemoveItemKeyValueTags(handle, pchKey); } -S_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3602,7 +3602,7 @@ S_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UGCUpdate return (ptr)->AddItemKeyValueTag(handle, pchKey, pchValue); } -S_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3614,7 +3614,7 @@ S_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UGCUpdate return (ptr)->AddItemPreviewFile(handle, pszPreviewFile, type); } -S_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszVideoID) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszVideoID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3626,7 +3626,7 @@ S_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, UGCUpdat return (ptr)->AddItemPreviewVideo(handle, pszVideoID); } -S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3638,7 +3638,7 @@ S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, UGCUpd return (ptr)->UpdateItemPreviewFile(handle, index, pszPreviewFile); } -S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID) +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3650,7 +3650,7 @@ S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr, UGCUp return (ptr)->UpdateItemPreviewVideo(handle, index, pszVideoID); } -S_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3662,7 +3662,7 @@ S_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGCUpdateH return (ptr)->RemoveItemPreview(handle, index); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchChangeNote) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchChangeNote) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3674,7 +3674,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instancePtr, U return (ptr)->SubmitItemUpdate(handle, pchChangeNote); } -S_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t instancePtr, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal) +STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t instancePtr, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3686,7 +3686,7 @@ S_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t instan return (ptr)->GetItemUpdateProgress(handle, punBytesProcessed, punBytesTotal); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bVoteUp) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bVoteUp) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3698,7 +3698,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instancePtr, Pu return (ptr)->SetUserItemVote(nPublishedFileID, bVoteUp); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3710,7 +3710,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instancePtr, Pu return (ptr)->GetUserItemVote(nPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3722,7 +3722,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t instancePtr, return (ptr)->AddItemToFavorites(nAppId, nPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3734,7 +3734,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t instanc return (ptr)->RemoveItemFromFavorites(nAppId, nPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3746,7 +3746,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePtr, Publ return (ptr)->SubscribeItem(nPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3758,7 +3758,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instancePtr, Pu return (ptr)->UnsubscribeItem(nPublishedFileID); } -S_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3770,7 +3770,7 @@ S_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePtr) return (ptr)->GetNumSubscribedItems(); } -S_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3782,7 +3782,7 @@ S_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, Publish return (ptr)->GetSubscribedItems(pvecPublishedFileID, cMaxEntries); } -S_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3794,7 +3794,7 @@ S_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, PublishedFile return (ptr)->GetItemState(nPublishedFileID); } -S_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3806,7 +3806,7 @@ S_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, Published return (ptr)->GetItemInstallInfo(nPublishedFileID, punSizeOnDisk, pchFolder, cchFolderSize, punTimeStamp); } -S_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3818,7 +3818,7 @@ S_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, Publishe return (ptr)->GetItemDownloadInfo(nPublishedFileID, punBytesDownloaded, punBytesTotal); } -S_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bHighPriority) +STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bHighPriority) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3830,7 +3830,7 @@ S_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, PublishedFileId return (ptr)->DownloadItem(nPublishedFileID, bHighPriority); } -S_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instancePtr, DepotId_t unWorkshopDepotID, const char * pszFolder) +STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instancePtr, DepotId_t unWorkshopDepotID, const char * pszFolder) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3842,7 +3842,7 @@ S_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instancePtr, D return (ptr)->BInitWorkshopForGameServer(unWorkshopDepotID, pszFolder); } -S_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool bSuspend) +STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool bSuspend) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3854,7 +3854,7 @@ S_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool bSuspe return (ptr)->SuspendDownloads(bSuspend); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3866,7 +3866,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t instanceP return (ptr)->StartPlaytimeTracking(pvecPublishedFileID, unNumPublishedFileIDs); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3878,7 +3878,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t instancePt return (ptr)->StopPlaytimeTracking(pvecPublishedFileID, unNumPublishedFileIDs); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3890,7 +3890,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(intptr_t return (ptr)->StopPlaytimeTrackingForAllItems(); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3902,7 +3902,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePtr, Publ return (ptr)->AddDependency(nParentPublishedFileID, nChildPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3914,7 +3914,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instancePtr, P return (ptr)->RemoveDependency(nParentPublishedFileID, nChildPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3926,7 +3926,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instancePtr, P return (ptr)->AddAppDependency(nPublishedFileID, nAppID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3938,7 +3938,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t instancePtr return (ptr)->RemoveAppDependency(nPublishedFileID, nAppID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3950,7 +3950,7 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t instancePtr, return (ptr)->GetAppDependencies(nPublishedFileID); } -S_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3962,217 +3962,217 @@ S_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, Publish return (ptr)->DeleteItem(nPublishedFileID); } -S_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps(intptr_t instancePtr) { return ((ISteamAppList *)instancePtr)->GetNumInstalledApps(); } -S_API uint32 SteamAPI_ISteamAppList_GetInstalledApps(intptr_t instancePtr, AppId_t * pvecAppID, uint32 unMaxAppIDs) +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetInstalledApps(intptr_t instancePtr, AppId_t * pvecAppID, uint32 unMaxAppIDs) { return ((ISteamAppList *)instancePtr)->GetInstalledApps(pvecAppID, unMaxAppIDs); } -S_API int SteamAPI_ISteamAppList_GetAppName(intptr_t instancePtr, AppId_t nAppID, char * pchName, int cchNameMax) +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppName(intptr_t instancePtr, AppId_t nAppID, char * pchName, int cchNameMax) { return ((ISteamAppList *)instancePtr)->GetAppName(nAppID, pchName, cchNameMax); } -S_API int SteamAPI_ISteamAppList_GetAppInstallDir(intptr_t instancePtr, AppId_t nAppID, char * pchDirectory, int cchNameMax) +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppInstallDir(intptr_t instancePtr, AppId_t nAppID, char * pchDirectory, int cchNameMax) { return ((ISteamAppList *)instancePtr)->GetAppInstallDir(nAppID, pchDirectory, cchNameMax); } -S_API int SteamAPI_ISteamAppList_GetAppBuildId(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppBuildId(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamAppList *)instancePtr)->GetAppBuildId(nAppID); } -S_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t instancePtr) { //return (get_steam_client()->steam_HTMLsurface)->DestructISteamHTMLSurface(); } -S_API bool SteamAPI_ISteamHTMLSurface_Init(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init(intptr_t instancePtr) { return (get_steam_client()->steam_HTMLsurface)->Init(); } -S_API bool SteamAPI_ISteamHTMLSurface_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown(intptr_t instancePtr) { return (get_steam_client()->steam_HTMLsurface)->Shutdown(); } -S_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser(intptr_t instancePtr, const char * pchUserAgent, const char * pchUserCSS) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser(intptr_t instancePtr, const char * pchUserAgent, const char * pchUserCSS) { return (get_steam_client()->steam_HTMLsurface)->CreateBrowser(pchUserAgent, pchUserCSS); } -S_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->RemoveBrowser(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_LoadURL(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_LoadURL(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData) { return (get_steam_client()->steam_HTMLsurface)->LoadURL(unBrowserHandle, pchURL, pchPostData); } -S_API void SteamAPI_ISteamHTMLSurface_SetSize(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetSize(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight) { return (get_steam_client()->steam_HTMLsurface)->SetSize(unBrowserHandle, unWidth, unHeight); } -S_API void SteamAPI_ISteamHTMLSurface_StopLoad(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopLoad(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->StopLoad(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_Reload(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Reload(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->Reload(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_GoBack(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoBack(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->GoBack(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_GoForward(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoForward(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->GoForward(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_AddHeader(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AddHeader(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue) { return (get_steam_client()->steam_HTMLsurface)->AddHeader(unBrowserHandle, pchKey, pchValue); } -S_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchScript) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchScript) { return (get_steam_client()->steam_HTMLsurface)->ExecuteJavascript(unBrowserHandle, pchScript); } -S_API void SteamAPI_ISteamHTMLSurface_MouseUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) { return (get_steam_client()->steam_HTMLsurface)->MouseUp(unBrowserHandle, eMouseButton); } -S_API void SteamAPI_ISteamHTMLSurface_MouseDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) { return (get_steam_client()->steam_HTMLsurface)->MouseDown(unBrowserHandle, eMouseButton); } -S_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) { return (get_steam_client()->steam_HTMLsurface)->MouseDoubleClick(unBrowserHandle, eMouseButton); } -S_API void SteamAPI_ISteamHTMLSurface_MouseMove(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseMove(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) { return (get_steam_client()->steam_HTMLsurface)->MouseMove(unBrowserHandle, x, y); } -S_API void SteamAPI_ISteamHTMLSurface_MouseWheel(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int32 nDelta) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseWheel(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int32 nDelta) { return (get_steam_client()->steam_HTMLsurface)->MouseWheel(unBrowserHandle, nDelta); } -S_API void SteamAPI_ISteamHTMLSurface_KeyDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey) { return (get_steam_client()->steam_HTMLsurface)->KeyDown(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers, bIsSystemKey); } -S_API void SteamAPI_ISteamHTMLSurface_KeyUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers) { return (get_steam_client()->steam_HTMLsurface)->KeyUp(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers); } -S_API void SteamAPI_ISteamHTMLSurface_KeyChar(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyChar(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers) { return (get_steam_client()->steam_HTMLsurface)->KeyChar(unBrowserHandle, cUnicodeChar, eHTMLKeyModifiers); } -S_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) { return (get_steam_client()->steam_HTMLsurface)->SetHorizontalScroll(unBrowserHandle, nAbsolutePixelScroll); } -S_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) { return (get_steam_client()->steam_HTMLsurface)->SetVerticalScroll(unBrowserHandle, nAbsolutePixelScroll); } -S_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus) { return (get_steam_client()->steam_HTMLsurface)->SetKeyFocus(unBrowserHandle, bHasKeyFocus); } -S_API void SteamAPI_ISteamHTMLSurface_ViewSource(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ViewSource(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->ViewSource(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->CopyToClipboard(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->PasteFromClipboard(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_Find(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Find(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse) { return (get_steam_client()->steam_HTMLsurface)->Find(unBrowserHandle, pchSearchStr, bCurrentlyInFind, bReverse); } -S_API void SteamAPI_ISteamHTMLSurface_StopFind(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopFind(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->StopFind(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) { return (get_steam_client()->steam_HTMLsurface)->GetLinkAtPosition(unBrowserHandle, x, y); } -S_API void SteamAPI_ISteamHTMLSurface_SetCookie(intptr_t instancePtr, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetCookie(intptr_t instancePtr, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly) { return (get_steam_client()->steam_HTMLsurface)->SetCookie(pchHostname, pchKey, pchValue, pchPath, nExpires, bSecure, bHTTPOnly); } -S_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY) { return (get_steam_client()->steam_HTMLsurface)->SetPageScaleFactor(unBrowserHandle, flZoom, nPointX, nPointY); } -S_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bBackgroundMode) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bBackgroundMode) { return (get_steam_client()->steam_HTMLsurface)->SetBackgroundMode(unBrowserHandle, bBackgroundMode); } -S_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flDPIScaling) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flDPIScaling) { return (get_steam_client()->steam_HTMLsurface)->SetDPIScalingFactor(unBrowserHandle, flDPIScaling); } -S_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) { return (get_steam_client()->steam_HTMLsurface)->OpenDeveloperTools(unBrowserHandle); } -S_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bAllowed) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bAllowed) { return (get_steam_client()->steam_HTMLsurface)->AllowStartRequest(unBrowserHandle, bAllowed); } -S_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bResult) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bResult) { return (get_steam_client()->steam_HTMLsurface)->JSDialogResponse(unBrowserHandle, bResult); } -S_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instancePtr, SteamInventoryResult_t resultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4184,7 +4184,7 @@ S_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instancePtr, Ste return (ptr)->GetResultStatus(resultHandle); } -S_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, SteamInventoryResult_t resultHandle, struct SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, SteamInventoryResult_t resultHandle, struct SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4196,7 +4196,7 @@ S_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, SteamIn return (ptr)->GetResultItems(resultHandle, pOutItemsArray, punOutItemsArraySize); } -S_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instancePtr, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instancePtr, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4208,7 +4208,7 @@ S_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instancePtr, return (ptr)->GetResultItemProperty(resultHandle, unItemIndex, pchPropertyName, pchValueBuffer, punValueBufferSizeOut); } -S_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instancePtr, SteamInventoryResult_t resultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4220,7 +4220,7 @@ S_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instancePtr, S return (ptr)->GetResultTimestamp(resultHandle); } -S_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instancePtr, SteamInventoryResult_t resultHandle, class CSteamID steamIDExpected) +STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instancePtr, SteamInventoryResult_t resultHandle, class CSteamID steamIDExpected) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4232,7 +4232,7 @@ S_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instancePtr, Ste return (ptr)->CheckResultSteamID(resultHandle, steamIDExpected); } -S_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4244,7 +4244,7 @@ S_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, SteamInv return (ptr)->DestroyResult(resultHandle); } -S_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4256,7 +4256,7 @@ S_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, SteamInven return (ptr)->GetAllItems(pResultHandle); } -S_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4268,7 +4268,7 @@ S_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, SteamInve return (ptr)->GetItemsByID(pResultHandle, pInstanceIDs, unCountInstanceIDs); } -S_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize) +STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4280,7 +4280,7 @@ S_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, SteamI return (ptr)->SerializeResult(resultHandle, pOutBuffer, punOutBufferSize); } -S_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePtr, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE) +STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePtr, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4292,7 +4292,7 @@ S_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePtr, Stea return (ptr)->DeserializeResult(pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE); } -S_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4304,7 +4304,7 @@ S_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, SteamInv return (ptr)->GenerateItems(pResultHandle, pArrayItemDefs, punArrayQuantity, unArrayLength); } -S_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4316,7 +4316,7 @@ S_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, SteamI return (ptr)->GrantPromoItems(pResultHandle); } -S_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef) +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4328,7 +4328,7 @@ S_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, SteamInve return (ptr)->AddPromoItem(pResultHandle, itemDef); } -S_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4340,7 +4340,7 @@ S_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, SteamInv return (ptr)->AddPromoItems(pResultHandle, pArrayItemDefs, unArrayLength); } -S_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) +STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4352,7 +4352,7 @@ S_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, SteamInven return (ptr)->ConsumeItem(pResultHandle, itemConsume, unQuantity); } -S_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4364,7 +4364,7 @@ S_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, SteamInv return (ptr)->ExchangeItems(pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength); } -S_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) +STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4376,7 +4376,7 @@ S_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instancePtr, S return (ptr)->TransferItemQuantity(pResultHandle, itemIdSource, unQuantity, itemIdDest); } -S_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4388,7 +4388,7 @@ S_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instancePtr) return (ptr)->SendItemDropHeartbeat(); } -S_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition) +STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4400,7 +4400,7 @@ S_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, SteamI return (ptr)->TriggerItemDrop(pResultHandle, dropListDefinition); } -S_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, class CSteamID steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, class CSteamID steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4412,7 +4412,7 @@ S_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, SteamInvent return (ptr)->TradeItems(pResultHandle, steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength); } -S_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4424,7 +4424,7 @@ S_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instancePtr) return (ptr)->LoadItemDefinitions(); } -S_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instancePtr, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instancePtr, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4436,7 +4436,7 @@ S_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instancePtr, S return (ptr)->GetItemDefinitionIDs(pItemDefIDs, punItemDefIDsArraySize); } -S_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t instancePtr, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t instancePtr, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4448,7 +4448,7 @@ S_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t instanceP return (ptr)->GetItemDefinitionProperty(iDefinition, pchPropertyName, pchValueBuffer, punValueBufferSizeOut); } -S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs(intptr_t instancePtr, class CSteamID steamID) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4460,7 +4460,7 @@ S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinition return (ptr)->RequestEligiblePromoItemDefinitionsIDs(steamID); } -S_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(intptr_t instancePtr, class CSteamID steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(intptr_t instancePtr, class CSteamID steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4472,7 +4472,7 @@ S_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(intptr_t i return (ptr)->GetEligiblePromoItemDefinitionIDs(steamID, pItemDefIDs, punItemDefIDsArraySize); } -S_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t instancePtr, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t instancePtr, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4484,7 +4484,7 @@ S_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t instancePtr return (ptr)->StartPurchase(pArrayItemDefs, punArrayQuantity, unArrayLength); } -S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4496,7 +4496,7 @@ S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t instancePtr return (ptr)->RequestPrices(); } -S_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4508,7 +4508,7 @@ S_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t instancePtr return (ptr)->GetNumItemsWithPrices(); } -S_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instancePtr, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instancePtr, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4520,7 +4520,7 @@ S_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instancePtr, Ste return (ptr)->GetItemsWithPrices(pArrayItemDefs, pCurrentPrices, pBasePrices, unArrayLength); } -S_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4532,7 +4532,7 @@ S_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, SteamItem return (ptr)->GetItemPrice(iDefinition, pCurrentPrice, pBasePrice); } -S_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties(intptr_t instancePtr) +STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties(intptr_t instancePtr) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4544,7 +4544,7 @@ S_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdatePropertie return (ptr)->StartUpdateProperties(); } -S_API bool SteamAPI_ISteamInventory_RemoveProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName) +STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4556,7 +4556,7 @@ S_API bool SteamAPI_ISteamInventory_RemoveProperty(intptr_t instancePtr, SteamIn return (ptr)->RemoveProperty(handle, nItemID, pchPropertyName); } -S_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue) +STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4568,7 +4568,7 @@ S_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInven return (ptr)->SetProperty(handle, nItemID, pchPropertyName, pchPropertyValue); } -S_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4580,7 +4580,7 @@ S_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInve return (ptr)->SetProperty(handle, nItemID, pchPropertyName, bValue); } -S_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue) +STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4592,7 +4592,7 @@ S_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInve return (ptr)->SetProperty(handle, nItemID, pchPropertyName, nValue); } -S_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue) +STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4604,7 +4604,7 @@ S_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInve return (ptr)->SetProperty(handle, nItemID, pchPropertyName, flValue); } -S_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4616,352 +4616,352 @@ S_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t instancePtr, return (ptr)->SubmitUpdateProperties(handle, pResultHandle); } -S_API void SteamAPI_ISteamVideo_GetVideoURL(intptr_t instancePtr, AppId_t unVideoAppID) +STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL(intptr_t instancePtr, AppId_t unVideoAppID) { return ((ISteamVideo *)instancePtr)->GetVideoURL(unVideoAppID); } -S_API bool SteamAPI_ISteamVideo_IsBroadcasting(intptr_t instancePtr, int * pnNumViewers) +STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting(intptr_t instancePtr, int * pnNumViewers) { return ((ISteamVideo *)instancePtr)->IsBroadcasting(pnNumViewers); } -S_API void SteamAPI_ISteamVideo_GetOPFSettings(intptr_t instancePtr, AppId_t unVideoAppID) +STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings(intptr_t instancePtr, AppId_t unVideoAppID) { return ((ISteamVideo *)instancePtr)->GetOPFSettings(unVideoAppID); } -S_API bool SteamAPI_ISteamVideo_GetOPFStringForApp(intptr_t instancePtr, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize) +STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp(intptr_t instancePtr, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize) { return ((ISteamVideo *)instancePtr)->GetOPFStringForApp(unVideoAppID, pchBuffer, pnBufferSize); } -S_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled(intptr_t instancePtr) { return ((ISteamParentalSettings *)instancePtr)->BIsParentalLockEnabled(); } -S_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked(intptr_t instancePtr) { return ((ISteamParentalSettings *)instancePtr)->BIsParentalLockLocked(); } -S_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamParentalSettings *)instancePtr)->BIsAppBlocked(nAppID); } -S_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList(intptr_t instancePtr, AppId_t nAppID) { return ((ISteamParentalSettings *)instancePtr)->BIsAppInBlockList(nAppID); } -S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked(intptr_t instancePtr, EParentalFeature eFeature) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked(intptr_t instancePtr, EParentalFeature eFeature) { return ((ISteamParentalSettings *)instancePtr)->BIsFeatureBlocked(eFeature); } -S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList(intptr_t instancePtr, EParentalFeature eFeature) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList(intptr_t instancePtr, EParentalFeature eFeature) { return ((ISteamParentalSettings *)instancePtr)->BIsFeatureInBlockList(eFeature); } -S_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instancePtr) { return ((ISteamRemotePlay *)instancePtr)->GetSessionCount(); } -S_API uint32 SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex) +STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex) { return ((ISteamRemotePlay *)instancePtr)->GetSessionID(iSessionIndex); } -S_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, uint32 unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionSteamID(unSessionID).ConvertToUint64(); } -S_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, uint32 unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionClientName(unSessionID); } -S_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, uint32 unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionClientFormFactor(unSessionID); } -S_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, uint32 unSessionID, int * pnResolutionX, int * pnResolutionY) +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, uint32 unSessionID, int * pnResolutionX, int * pnResolutionY) { return ((ISteamRemotePlay *)instancePtr)->BGetSessionClientResolution(unSessionID, pnResolutionX, pnResolutionY); } -S_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) +STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); } -S_API void SteamAPI_ISteamGameServer_SetProduct(intptr_t instancePtr, const char * pszProduct) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct(intptr_t instancePtr, const char * pszProduct) { return ((ISteamGameServer *)instancePtr)->SetProduct(pszProduct); } -S_API void SteamAPI_ISteamGameServer_SetGameDescription(intptr_t instancePtr, const char * pszGameDescription) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription(intptr_t instancePtr, const char * pszGameDescription) { return ((ISteamGameServer *)instancePtr)->SetGameDescription(pszGameDescription); } -S_API void SteamAPI_ISteamGameServer_SetModDir(intptr_t instancePtr, const char * pszModDir) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir(intptr_t instancePtr, const char * pszModDir) { return ((ISteamGameServer *)instancePtr)->SetModDir(pszModDir); } -S_API void SteamAPI_ISteamGameServer_SetDedicatedServer(intptr_t instancePtr, bool bDedicated) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer(intptr_t instancePtr, bool bDedicated) { return ((ISteamGameServer *)instancePtr)->SetDedicatedServer(bDedicated); } -S_API void SteamAPI_ISteamGameServer_LogOn(intptr_t instancePtr, const char * pszToken) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn(intptr_t instancePtr, const char * pszToken) { return ((ISteamGameServer *)instancePtr)->LogOn(pszToken); } -S_API void SteamAPI_ISteamGameServer_LogOnAnonymous(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->LogOnAnonymous(); } -S_API void SteamAPI_ISteamGameServer_LogOff(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->LogOff(); } -S_API bool SteamAPI_ISteamGameServer_BLoggedOn(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->BLoggedOn(); } -S_API bool SteamAPI_ISteamGameServer_BSecure(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->BSecure(); } -S_API uint64 SteamAPI_ISteamGameServer_GetSteamID(intptr_t instancePtr) +STEAMAPI_API uint64 SteamAPI_ISteamGameServer_GetSteamID(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->GetSteamID().ConvertToUint64(); } -S_API bool SteamAPI_ISteamGameServer_WasRestartRequested(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->WasRestartRequested(); } -S_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount(intptr_t instancePtr, int cPlayersMax) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount(intptr_t instancePtr, int cPlayersMax) { return ((ISteamGameServer *)instancePtr)->SetMaxPlayerCount(cPlayersMax); } -S_API void SteamAPI_ISteamGameServer_SetBotPlayerCount(intptr_t instancePtr, int cBotplayers) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount(intptr_t instancePtr, int cBotplayers) { return ((ISteamGameServer *)instancePtr)->SetBotPlayerCount(cBotplayers); } -S_API void SteamAPI_ISteamGameServer_SetServerName(intptr_t instancePtr, const char * pszServerName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName(intptr_t instancePtr, const char * pszServerName) { return ((ISteamGameServer *)instancePtr)->SetServerName(pszServerName); } -S_API void SteamAPI_ISteamGameServer_SetMapName(intptr_t instancePtr, const char * pszMapName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName(intptr_t instancePtr, const char * pszMapName) { return ((ISteamGameServer *)instancePtr)->SetMapName(pszMapName); } -S_API void SteamAPI_ISteamGameServer_SetPasswordProtected(intptr_t instancePtr, bool bPasswordProtected) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected(intptr_t instancePtr, bool bPasswordProtected) { return ((ISteamGameServer *)instancePtr)->SetPasswordProtected(bPasswordProtected); } -S_API void SteamAPI_ISteamGameServer_SetSpectatorPort(intptr_t instancePtr, uint16 unSpectatorPort) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort(intptr_t instancePtr, uint16 unSpectatorPort) { return ((ISteamGameServer *)instancePtr)->SetSpectatorPort(unSpectatorPort); } -S_API void SteamAPI_ISteamGameServer_SetSpectatorServerName(intptr_t instancePtr, const char * pszSpectatorServerName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName(intptr_t instancePtr, const char * pszSpectatorServerName) { return ((ISteamGameServer *)instancePtr)->SetSpectatorServerName(pszSpectatorServerName); } -S_API void SteamAPI_ISteamGameServer_ClearAllKeyValues(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->ClearAllKeyValues(); } -S_API void SteamAPI_ISteamGameServer_SetKeyValue(intptr_t instancePtr, const char * pKey, const char * pValue) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue(intptr_t instancePtr, const char * pKey, const char * pValue) { return ((ISteamGameServer *)instancePtr)->SetKeyValue(pKey, pValue); } -S_API void SteamAPI_ISteamGameServer_SetGameTags(intptr_t instancePtr, const char * pchGameTags) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags(intptr_t instancePtr, const char * pchGameTags) { return ((ISteamGameServer *)instancePtr)->SetGameTags(pchGameTags); } -S_API void SteamAPI_ISteamGameServer_SetGameData(intptr_t instancePtr, const char * pchGameData) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData(intptr_t instancePtr, const char * pchGameData) { return ((ISteamGameServer *)instancePtr)->SetGameData(pchGameData); } -S_API void SteamAPI_ISteamGameServer_SetRegion(intptr_t instancePtr, const char * pszRegion) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion(intptr_t instancePtr, const char * pszRegion) { return ((ISteamGameServer *)instancePtr)->SetRegion(pszRegion); } -S_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate(intptr_t instancePtr, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, class CSteamID * pSteamIDUser) +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate(intptr_t instancePtr, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, class CSteamID * pSteamIDUser) { return ((ISteamGameServer *)instancePtr)->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } -S_API uint64 SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection(intptr_t instancePtr) +STEAMAPI_API uint64 SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->CreateUnauthenticatedUserConnection().ConvertToUint64(); } -S_API void SteamAPI_ISteamGameServer_SendUserDisconnect(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect(intptr_t instancePtr, class CSteamID steamIDUser) { return ((ISteamGameServer *)instancePtr)->SendUserDisconnect(steamIDUser); } -S_API bool SteamAPI_ISteamGameServer_BUpdateUserData(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchPlayerName, uint32 uScore) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchPlayerName, uint32 uScore) { return ((ISteamGameServer *)instancePtr)->BUpdateUserData(steamIDUser, pchPlayerName, uScore); } -S_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) { return ((ISteamGameServer *)instancePtr)->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } -S_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) { return ((ISteamGameServer *)instancePtr)->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } -S_API void SteamAPI_ISteamGameServer_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) { return ((ISteamGameServer *)instancePtr)->EndAuthSession(steamID); } -S_API void SteamAPI_ISteamGameServer_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) +STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) { return ((ISteamGameServer *)instancePtr)->CancelAuthTicket(hAuthTicket); } -S_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) { return ((ISteamGameServer *)instancePtr)->UserHasLicenseForApp(steamID, appID); } -S_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDGroup) +STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDGroup) { return ((ISteamGameServer *)instancePtr)->RequestUserGroupStatus(steamIDUser, steamIDGroup); } -S_API void SteamAPI_ISteamGameServer_GetGameplayStats(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->GetGameplayStats(); } -S_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->GetServerReputation(); } -S_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->GetPublicIP(); } -S_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort) +STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort) { return ((ISteamGameServer *)instancePtr)->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } -S_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket(intptr_t instancePtr, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort) +STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket(intptr_t instancePtr, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort) { return ((ISteamGameServer *)instancePtr)->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); } -S_API void SteamAPI_ISteamGameServer_EnableHeartbeats(intptr_t instancePtr, bool bActive) +STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats(intptr_t instancePtr, bool bActive) { return ((ISteamGameServer *)instancePtr)->EnableHeartbeats(bActive); } -S_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval(intptr_t instancePtr, int iHeartbeatInterval) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval(intptr_t instancePtr, int iHeartbeatInterval) { return ((ISteamGameServer *)instancePtr)->SetHeartbeatInterval(iHeartbeatInterval); } -S_API void SteamAPI_ISteamGameServer_ForceHeartbeat(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat(intptr_t instancePtr) { return ((ISteamGameServer *)instancePtr)->ForceHeartbeat(); } -S_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan(intptr_t instancePtr, class CSteamID steamIDClan) { return ((ISteamGameServer *)instancePtr)->AssociateWithClan(steamIDClan); } -S_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility(intptr_t instancePtr, class CSteamID steamIDNewPlayer) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility(intptr_t instancePtr, class CSteamID steamIDNewPlayer) { return ((ISteamGameServer *)instancePtr)->ComputeNewPlayerCompatibility(steamIDNewPlayer); } -S_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) { return ((ISteamGameServerStats *)instancePtr)->RequestUserStats(steamIDUser); } -S_API bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) { return ((ISteamGameServerStats *)instancePtr)->GetUserStat(steamIDUser, pchName, pData); } -S_API bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) { return ((ISteamGameServerStats *)instancePtr)->GetUserStat(steamIDUser, pchName, pData); } -S_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) { return ((ISteamGameServerStats *)instancePtr)->GetUserAchievement(steamIDUser, pchName, pbAchieved); } -S_API bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData) { return ((ISteamGameServerStats *)instancePtr)->SetUserStat(steamIDUser, pchName, nData); } -S_API bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float fData) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float fData) { return ((ISteamGameServerStats *)instancePtr)->SetUserStat(steamIDUser, pchName, fData); } -S_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength) { return ((ISteamGameServerStats *)instancePtr)->UpdateUserAvgRateStat(steamIDUser, pchName, flCountThisSession, dSessionLength); } -S_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) { return ((ISteamGameServerStats *)instancePtr)->SetUserAchievement(steamIDUser, pchName); } -S_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) { return ((ISteamGameServerStats *)instancePtr)->ClearUserAchievement(steamIDUser, pchName); } -S_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats(intptr_t instancePtr, class CSteamID steamIDUser) { return ((ISteamGameServerStats *)instancePtr)->StoreUserStats(steamIDUser); } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 3c85575..a1a678b 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -470,8 +470,14 @@ HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe ) // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) { - PRINT_DEBUG("CreateLocalUser\n"); - return SERVER_HSTEAMUSER; + PRINT_DEBUG("CreateLocalUser %p %i\n", phSteamPipe, eAccountType); + if (eAccountType == k_EAccountTypeIndividual) { + if (phSteamPipe) *phSteamPipe = CLIENT_STEAM_PIPE; + return CLIENT_HSTEAMUSER; + } else { + if (phSteamPipe) *phSteamPipe = SERVER_STEAM_PIPE; + return SERVER_HSTEAMUSER; + } } HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe ) @@ -491,7 +497,6 @@ ISteamUser *Steam_Client::GetISteamUser( HSteamUser hSteamUser, HSteamPipe hStea { PRINT_DEBUG("GetISteamUser %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "SteamUser009") == 0) { return (ISteamUser *)(void *)(ISteamUser009 *)steam_user; @@ -529,7 +534,7 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte { PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!server_init) return NULL; + if (strcmp(pchVersion, "SteamGameServer005") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer006") == 0) { @@ -565,7 +570,6 @@ ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe { PRINT_DEBUG("GetISteamFriends %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "SteamFriends004") == 0) { return (ISteamFriends *)(void *)(ISteamFriends004 *)steam_friends; @@ -613,7 +617,6 @@ ISteamUtils *Steam_Client::GetISteamUtils( HSteamPipe hSteamPipe, const char *pc if (hSteamPipe == SERVER_STEAM_PIPE) { steam_utils_temp = steam_gameserver_utils; } else { - if (!user_logged_in) return NULL; steam_utils_temp = steam_utils; } @@ -645,7 +648,6 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS { PRINT_DEBUG("GetISteamMatchmaking %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "SteamMatchMaking001") == 0) { //TODO @@ -683,7 +685,6 @@ ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser { PRINT_DEBUG("GetISteamMatchmakingServers %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; return steam_matchmaking_servers; } @@ -698,7 +699,7 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe server = true; } else { if ((strstr(pchVersion, "SteamNetworkingUtils") != pchVersion) && (strstr(pchVersion, "SteamUtils") != pchVersion)) { - if (!user_logged_in) return NULL; + if (!hSteamUser) return NULL; } } @@ -817,7 +818,6 @@ ISteamUserStats *Steam_Client::GetISteamUserStats( HSteamUser hSteamUser, HSteam { PRINT_DEBUG("GetISteamUserStats %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION001") == 0) { //TODO @@ -867,7 +867,6 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea return steam_gameserver_apps; } - if (!user_logged_in) return NULL; return steam_apps; } @@ -882,7 +881,6 @@ ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSte if (hSteamUser == SERVER_HSTEAMUSER) { steam_networking_temp = steam_gameserver_networking; } else { - if (!user_logged_in) return NULL; steam_networking_temp = steam_networking; } @@ -908,7 +906,6 @@ ISteamRemoteStorage *Steam_Client::GetISteamRemoteStorage( HSteamUser hSteamuser { PRINT_DEBUG("GetISteamRemoteStorage %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION001") == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage001 *)steam_remote_storage; @@ -950,7 +947,6 @@ ISteamScreenshots *Steam_Client::GetISteamScreenshots( HSteamUser hSteamuser, HS { PRINT_DEBUG("GetISteamScreenshots %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_screenshots; } @@ -996,7 +992,6 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea return steam_gameserver_http; } - if (!user_logged_in) return NULL; return steam_http; } @@ -1020,7 +1015,6 @@ ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSte { PRINT_DEBUG("GetISteamController %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "STEAMCONTROLLER_INTERFACE_VERSION") == 0) { return (ISteamController *)(void *)(ISteamController001 *)steam_controller; @@ -1054,7 +1048,6 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP if (hSteamUser == SERVER_HSTEAMUSER) { steam_ugc_temp = steam_gameserver_ugc; } else { - if (!user_logged_in) return NULL; steam_ugc_temp = steam_ugc; } @@ -1100,7 +1093,6 @@ ISteamAppList *Steam_Client::GetISteamAppList( HSteamUser hSteamUser, HSteamPipe { PRINT_DEBUG("GetISteamAppList %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; return steam_applist; } @@ -1109,7 +1101,6 @@ ISteamMusic *Steam_Client::GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSt { PRINT_DEBUG("GetISteamMusic %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_music; } @@ -1118,7 +1109,6 @@ ISteamMusicRemote *Steam_Client::GetISteamMusicRemote(HSteamUser hSteamuser, HSt { PRINT_DEBUG("GetISteamMusicRemote %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_musicremote; } @@ -1127,7 +1117,6 @@ ISteamHTMLSurface *Steam_Client::GetISteamHTMLSurface(HSteamUser hSteamuser, HSt { PRINT_DEBUG("GetISteamHTMLSurface %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; if (strcmp(pchVersion, "STEAMHTMLSURFACE_INTERFACE_VERSION_001") == 0) { return (ISteamHTMLSurface *)(void *)(ISteamHTMLSurface001 *)steam_HTMLsurface; @@ -1185,7 +1174,6 @@ ISteamInventory *Steam_Client::GetISteamInventory( HSteamUser hSteamuser, HSteam if (hSteamuser == SERVER_HSTEAMUSER) { steam_inventory_temp = steam_gameserver_inventory; } else { - if (!user_logged_in) return NULL; steam_inventory_temp = steam_inventory; } @@ -1207,7 +1195,6 @@ ISteamVideo *Steam_Client::GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSt { PRINT_DEBUG("GetISteamVideo %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_video; } @@ -1216,7 +1203,6 @@ ISteamParentalSettings *Steam_Client::GetISteamParentalSettings( HSteamUser hSte { PRINT_DEBUG("GetISteamParentalSettings %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_parental; } @@ -1239,7 +1225,6 @@ ISteamGameSearch *Steam_Client::GetISteamGameSearch( HSteamUser hSteamuser, HSte { PRINT_DEBUG("GetISteamGameSearch %s\n", pchVersion); if (!hSteamPipe || !hSteamuser) return NULL; - if (!user_logged_in) return NULL; return steam_game_search; } @@ -1249,7 +1234,6 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt { PRINT_DEBUG("GetISteamInput %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; return steam_controller; } @@ -1259,7 +1243,6 @@ ISteamParties *Steam_Client::GetISteamParties( HSteamUser hSteamUser, HSteamPipe { PRINT_DEBUG("GetISteamParties %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; return steam_parties; } @@ -1268,7 +1251,6 @@ ISteamRemotePlay *Steam_Client::GetISteamRemotePlay( HSteamUser hSteamUser, HSte { PRINT_DEBUG("GetISteamRemotePlay %s\n", pchVersion); if (!hSteamPipe || !hSteamUser) return NULL; - if (!user_logged_in) return NULL; return steam_remoteplay; } From 06b43321874aed69c4e46f415786b5c28400b404 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 17 Aug 2019 18:03:21 -0400 Subject: [PATCH 070/494] Add some commented out code to disable https in winhttp. --- dll/base.cpp | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) diff --git a/dll/base.cpp b/dll/base.cpp index 00c8907..0d37424 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -673,6 +673,35 @@ HINTERNET WINAPI Mine_WinHttpConnect( } } +HINTERNET (WINAPI *Real_WinHttpOpenRequest)( + IN HINTERNET hConnect, + IN LPCWSTR pwszVerb, + IN LPCWSTR pwszObjectName, + IN LPCWSTR pwszVersion, + IN LPCWSTR pwszReferrer, + IN LPCWSTR *ppwszAcceptTypes, + IN DWORD dwFlags +); + +HINTERNET WINAPI Mine_WinHttpOpenRequest( + IN HINTERNET hConnect, + IN LPCWSTR pwszVerb, + IN LPCWSTR pwszObjectName, + IN LPCWSTR pwszVersion, + IN LPCWSTR pwszReferrer, + IN LPCWSTR *ppwszAcceptTypes, + IN DWORD dwFlags +) { + PRINT_DEBUG("Mine_WinHttpOpenRequest %ls %ls %ls %ls %i\n", pwszVerb, pwszObjectName, pwszVersion, pwszReferrer, dwFlags); + if (dwFlags & WINHTTP_FLAG_SECURE) { + dwFlags ^= WINHTTP_FLAG_SECURE; + } + + return Real_WinHttpOpenRequest(hConnect, pwszVerb, pwszObjectName, pwszVersion, pwszReferrer, ppwszAcceptTypes, dwFlags); +} + + + static bool network_functions_attached = false; BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { switch ( dwReason ) { @@ -689,7 +718,10 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { if (winhttp) { Real_WinHttpConnect = (decltype(Real_WinHttpConnect))GetProcAddress(winhttp, "WinHttpConnect"); DetourAttach( &(PVOID &)Real_WinHttpConnect, Mine_WinHttpConnect ); + // Real_WinHttpOpenRequest = (decltype(Real_WinHttpOpenRequest))GetProcAddress(winhttp, "WinHttpOpenRequest"); + // DetourAttach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); } + DetourTransactionCommit(); network_functions_attached = true; } @@ -706,6 +738,7 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { DetourDetach( &(PVOID &)Real_WSAConnect, Mine_WSAConnect ); if (Real_WinHttpConnect) { DetourDetach( &(PVOID &)Real_WinHttpConnect, Mine_WinHttpConnect ); + // DetourDetach( &(PVOID &)Real_WinHttpOpenRequest, Mine_WinHttpOpenRequest ); } DetourTransactionCommit(); } From ced9b77afc15f5762754cbeee631380f065cfccd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 17 Aug 2019 18:15:18 -0400 Subject: [PATCH 071/494] Tweaked auth delays. --- dll/base.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index 0d37424..72ec0fa 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -256,7 +256,7 @@ Auth_Ticket_Manager::Auth_Ticket_Manager(class Settings *settings, class Network this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &steam_auth_ticket_callback, this); } -#define STEAM_TICKET_PROCESS_TIME 0.02 +#define STEAM_TICKET_PROCESS_TIME 0.03 void Auth_Ticket_Manager::launch_callback(CSteamID id, EAuthSessionResponse resp, double delay) { @@ -316,7 +316,7 @@ uint32 Auth_Ticket_Manager::getTicket( void *pTicket, int cbMaxTicket, uint32 *p GetAuthSessionTicketResponse_t data; data.m_hAuthTicket = ttt; data.m_eResult = k_EResultOK; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), STEAM_TICKET_PROCESS_TIME); outbound.push_back(ticket_data); From fdeb5912d3e1373999f1a43c63296c08002ea1c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 14:29:08 +0200 Subject: [PATCH 072/494] Try to Disable all inputs when overlay is on --- overlay_experimental/steam_overlay.cpp | 44 ++++++++++++++++++++------ overlay_experimental/steam_overlay.h | 2 ++ 2 files changed, 37 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ed53221..8a69180 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -16,6 +16,9 @@ #include "notification.h" +static decltype(GetRawInputBuffer)* _GetRawInputBuffer = GetRawInputBuffer; +static decltype(GetRawInputData)* _GetRawInputData = GetRawInputData; + extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); bool Steam_Overlay::IgnoreMsg(UINT uMsg) @@ -134,20 +137,43 @@ void Steam_Overlay::SetupOverlay() Hook_Manager::Inst().HookRenderer(this); } +UINT WINAPI Steam_Overlay::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if( !_this->show_overlay ) + return _GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + + return -1; +} + +UINT WINAPI Steam_Overlay::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) +{ + Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); + if (!_this->show_overlay) + return _GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + return -1; +} + void Steam_Overlay::HookReady(void* hWnd) { if (game_hwnd != hWnd) { if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - //window_hooks.BeginHook(); - // - //window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), - // std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) - // // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on - // ); - // - //window_hooks.EndHook(); + window_hooks.BeginHook(); + + window_hooks.HookFuncs(std::make_pair(&(PVOID&)_GetRawInputBuffer, &MyGetRawInputBuffer), + std::make_pair(&(PVOID&)_GetRawInputData, &MyGetRawInputData) + ); + + window_hooks.EndHook(); + + // TODO: Uncomment this and draw our own cursor (cosmetics) + //ImGuiIO &io = ImGui::GetIO(); + //io.WantSetMousePos = false; + //io.MouseDrawCursor = false; + //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; is_ready = true; } @@ -181,7 +207,7 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; - + show_overlay = state; if (show_overlay) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 914e7f0..fde2b9e 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -73,6 +73,8 @@ class Steam_Overlay bool IgnoreMsg(UINT uMsg); static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); From f096a2d8a234dfd2566ce93e0d2b12c3fe117c58 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 16:19:28 +0200 Subject: [PATCH 073/494] Use LoadLibrary instead of LoadModule LoadLibrary increase the reference count to the library. So we make sure this library is still loaded when we shut down the hook. --- overlay_experimental/Base_Hook.cpp | 4 ++++ overlay_experimental/Base_Hook.h | 6 +----- overlay_experimental/DX10_Hook.cpp | 7 ++++--- overlay_experimental/DX11_Hook.cpp | 7 ++++--- overlay_experimental/DX12_Hook.cpp | 7 ++++--- overlay_experimental/DX9_Hook.cpp | 9 ++++++--- overlay_experimental/OpenGL_Hook.cpp | 11 ++++------- 7 files changed, 27 insertions(+), 24 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index b7913e5..a7d3b88 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -7,6 +7,10 @@ #include "../detours/detours.h" +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + Base_Hook::Base_Hook(): _hooked(false) {} diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 6b5443b..bb0c2dd 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -5,10 +5,6 @@ #ifndef NO_OVERLAY -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include - #include #include @@ -17,7 +13,7 @@ class Base_Hook protected: std::vector> _hooked_funcs; - HMODULE _dll; + void* _library; bool _hooked; Base_Hook(const Base_Hook&) = delete; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 3897902..21fae0b 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -166,7 +166,7 @@ DX10_Hook::DX10_Hook(): pDevice(nullptr), mainRenderTargetView(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. @@ -185,8 +185,9 @@ DX10_Hook::~DX10_Hook() { PRINT_DEBUG("DX10 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 2bde2c0..f7b1ef5 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -184,7 +184,7 @@ DX11_Hook::DX11_Hook(): pContext(nullptr), mainRenderTargetView(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. @@ -203,8 +203,9 @@ DX11_Hook::~DX11_Hook() { PRINT_DEBUG("DX11 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 6f3951a..0696994 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -137,7 +137,7 @@ DX12_Hook::DX12_Hook(): pCmdList(nullptr), pDescriptorHeap(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = GetModuleHandle(DLL_NAME); PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); @@ -156,8 +156,9 @@ DX12_Hook::~DX12_Hook() { PRINT_DEBUG("DX12 Hook removed\n"); - if (_hooked) - resetRenderState(); + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 26285c3..a79771d 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -20,7 +20,7 @@ bool DX9_Hook::start_hook() IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); @@ -171,7 +171,7 @@ DX9_Hook::DX9_Hook(): PresentEx(nullptr), Reset(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. // If its called, then DX9 will be used to render the overlay. //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); @@ -189,7 +189,8 @@ DX9_Hook::~DX9_Hook() { PRINT_DEBUG("DX9 Hook removed\n"); - if (_hooked) + //resetRenderState(); + if (initialized) { //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? @@ -198,6 +199,8 @@ DX9_Hook::~DX9_Hook() ImGui::DestroyContext(); } + FreeLibrary(reinterpret_cast(_library)); + _inst = nullptr; } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index c326ab2..868e99a 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -115,7 +115,7 @@ OpenGL_Hook::OpenGL_Hook(): initialized(false), wglSwapBuffers(nullptr) { - _dll = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); // Hook to wglMakeCurrent so we know when it gets called. // If its called, then OpenGL will be used to render the overlay. //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); @@ -132,12 +132,9 @@ OpenGL_Hook::~OpenGL_Hook() { PRINT_DEBUG("OpenGL Hook removed\n"); - if (_hooked) - { - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - } + resetRenderState(); + + FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } From 5b0306dcccbfc3d60b5b9116c568004225247866 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 16:22:07 +0200 Subject: [PATCH 074/494] Moved window hooks to its own class Every class has a job. Overlay is to show an overlay not to hook windows functions. Hook_Manager's job is to manage hooks and should not contain a reference to the overlay. (It should not contains any reference to directX or OpenGL either but I'll see that later... Maybe) This makes the overlay code much cleaner and "could" be used in Linux as well. --- overlay_experimental/DX10_Hook.cpp | 22 ++-- overlay_experimental/DX11_Hook.cpp | 22 ++-- overlay_experimental/DX12_Hook.cpp | 13 ++- overlay_experimental/DX9_Hook.cpp | 22 ++-- overlay_experimental/Hook_Manager.cpp | 27 ++--- overlay_experimental/Hook_Manager.h | 12 +- overlay_experimental/OpenGL_Hook.cpp | 24 ++-- overlay_experimental/Windows_Hook.cpp | 155 +++++++++++++++++++++++++ overlay_experimental/Windows_Hook.h | 46 ++++++++ overlay_experimental/steam_overlay.cpp | 124 +++----------------- overlay_experimental/steam_overlay.h | 15 +-- 11 files changed, 281 insertions(+), 201 deletions(-) create mode 100644 overlay_experimental/Windows_Hook.cpp create mode 100644 overlay_experimental/Windows_Hook.h diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 21fae0b..02d2128 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX10_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX10_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX10_Hook* DX10_Hook::_inst = nullptr; @@ -21,7 +20,7 @@ bool DX10_Hook::start_hook() ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D10CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -50,6 +49,9 @@ bool DX10_Hook::start_hook() std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -69,7 +71,7 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -97,19 +99,17 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX10_Init(pDevice); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); initialized = true; } ImGui_ImplDX10_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index f7b1ef5..cb18260 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX11_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX11_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX11_Hook* DX11_Hook::_inst = nullptr; @@ -31,7 +30,7 @@ bool DX11_Hook::start_hook() ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D11CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; @@ -60,6 +59,9 @@ bool DX11_Hook::start_hook() std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -81,7 +83,7 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -110,19 +112,17 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX11_Init(pDevice, pContext); - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); initialized = true; } ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 0696994..2e4790e 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "DX12_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "DX12_Hook.h" -#include "Hook_Manager.h" - #include -#include #include DX12_Hook* DX12_Hook::_inst = nullptr; @@ -30,7 +29,7 @@ void DX12_Hook::resetRenderState() pDescriptorHeap->Release(); ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -40,6 +39,7 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { + /* DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); @@ -93,6 +93,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + */ } ///////////////////////////////////////////////////////////////////////////////////// diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index a79771d..0d9231f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,11 +1,11 @@ #include "DX9_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "Hook_Manager.h" - #include -#include #include #include "steam_overlay.h" @@ -46,6 +46,9 @@ bool DX9_Hook::start_hook() //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -65,7 +68,7 @@ void DX9_Hook::resetRenderState() { initialized = false; ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } } @@ -83,7 +86,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetCreationParameters(¶m); // Workaround to detect if we changed window. - if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd()) resetRenderState(); if (!initialized) @@ -92,19 +95,16 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - ImGui_ImplWin32_Init(param.hFocusWindow); ImGui_ImplDX9_Init(pDevice); - Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow); - initialized = true; } ImGui_ImplDX9_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); + get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); ImGui::EndFrame(); @@ -195,7 +195,7 @@ DX9_Hook::~DX9_Hook() //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index bf23852..a12e06f 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -39,7 +39,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -57,7 +57,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -72,7 +72,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -93,7 +93,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -110,7 +110,7 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, C { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -127,7 +127,7 @@ BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { // Hook failed, start over delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(Hook_Manager::Inst().GetOverlay()); + Hook_Manager::Inst().HookRenderer(); } else { @@ -391,16 +391,6 @@ void Hook_Manager::HookLoadLibrary() } } -void Hook_Manager::ChangeGameWindow(HWND hWnd) const -{ - overlay->HookReady(hWnd); -} - -void Hook_Manager::CallOverlayProc(int width, int height) const -{ - overlay->OverlayProc(width, height); -} - #endif void Hook_Manager::UnHookAllRendererDetector() @@ -422,8 +412,6 @@ void Hook_Manager::UnHookAllRendererDetector() Hook_Manager::Hook_Manager(): #ifdef STEAM_WIN32 - _game_hwnd(nullptr), - _game_wndproc(nullptr), _loadlibrary_hooked(false), _dxgi_hooked(false), _dx9_hooked(false), @@ -444,9 +432,8 @@ Hook_Manager& Hook_Manager::Inst() return hook; } -void Hook_Manager::HookRenderer(Steam_Overlay *ovlay) +void Hook_Manager::HookRenderer() { - overlay = ovlay; #ifdef STEAM_WIN32 HookLoadLibrary(); std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index a55188a..7f634e7 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -46,8 +46,6 @@ protected: void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) - WNDPROC _game_wndproc; // The game main window proc - HWND _game_hwnd; // The game main window bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) @@ -82,11 +80,6 @@ protected: // If this is called, then OpenGL 3 will be used to render overlay static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); -public: - void ChangeGameWindow(HWND hWnd) const; - -protected: - #elif defined(__linux__) #endif @@ -94,15 +87,12 @@ protected: public: static Hook_Manager& Inst(); - void HookRenderer(Steam_Overlay *overlay); + void HookRenderer(); // Set the found hook and free all other hooks void FoundRenderer(Base_Hook *hook); inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } - - void CallOverlayProc(int width, int height) const; - Steam_Overlay* GetOverlay() const { return overlay; } }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 868e99a..ffea7a2 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,12 +1,11 @@ -#include "../dll/base.h" +#include "OpenGL_Hook.h" +#include "Windows_Hook.h" +#include "Hook_Manager.h" +#include "../dll/dll.h" #ifndef NO_OVERLAY -#include "OpenGL_Hook.h" -#include "Hook_Manager.h" - #include -#include #include #include @@ -33,6 +32,9 @@ bool OpenGL_Hook::start_hook() std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) ); EndHook(); + + if (Windows_Hook::Inst().start_hook()) + get_steam_client()->steam_overlay->HookReady(); } else { @@ -50,7 +52,7 @@ void OpenGL_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplWin32_Shutdown(); + Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -60,12 +62,13 @@ void OpenGL_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { + HWND hWnd = WindowFromDC(hDC); RECT rect; GetClientRect(hWnd, &rect); - if (hWnd != Hook_Manager::Inst().GetOverlay()->GetGameHwnd()) + if (hWnd != Windows_Hook::Inst().GetGameHwnd()) resetRenderState(); if (!initialized) @@ -74,19 +77,16 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - - ImGui_ImplWin32_Init(hWnd); ImGui_ImplOpenGL3_Init(); - Hook_Manager::Inst().ChangeGameWindow(hWnd); initialized = true; } ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(hWnd); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom); + get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom); ImGui::EndFrame(); diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp new file mode 100644 index 0000000..2f70036 --- /dev/null +++ b/overlay_experimental/Windows_Hook.cpp @@ -0,0 +1,155 @@ +#include "Windows_Hook.h" + +#include +#include + +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +#include "../dll/dll.h" + +bool Windows_Hook::start_hook() +{ + if (!_hooked) + { + GetRawInputBuffer = ::GetRawInputBuffer; + GetRawInputData = ::GetRawInputData; + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), + std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData) + ); + EndHook(); + + _hooked = true; + } + return true; +} + +void Windows_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc); + _game_hwnd = nullptr; + _game_wndproc = nullptr; + ImGui_ImplWin32_Shutdown(); + } +} + +void Windows_Hook::prepareForOverlay(HWND hWnd) +{ + if (!initialized) + { + ImGui_ImplWin32_Init(hWnd); + + _game_hwnd = hWnd; + _game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc); + + initialized = true; + } + + ImGui_ImplWin32_NewFrame(); +} + +HWND Windows_Hook::GetGameHwnd() const +{ + return _game_hwnd; +} + +WNDPROC Windows_Hook::GetGameWndProc() const +{ + return _game_wndproc; +} + +///////////////////////////////////////////////////////////////////////////////////// +// Windows window hooks +bool IgnoreMsg(UINT uMsg) +{ + switch (uMsg) + { + // Mouse Events + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + // Keyboard Events + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + // Raw Input Events + case WM_INPUT: + return true; + } + return false; +} + +LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + // Is the event is a key press + if (uMsg == WM_KEYDOWN) + { + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) + { + // If Left Shift is pressed + if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + overlay->ShowOverlay(!overlay->ShowOverlay()); + } + } + + if (overlay->ShowOverlay()) + { + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + if (IgnoreMsg(uMsg)) + return 0; + } + + // Call the overlay window procedure + return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam); +} + +UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +{ + if (!get_steam_client()->steam_overlay->ShowOverlay()) + return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + + return -1; +} + +UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) +{ + if (!get_steam_client()->steam_overlay->ShowOverlay()) + return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + return -1; +} +///////////////////////////////////////////////////////////////////////////////////// + +Windows_Hook::Windows_Hook() : + initialized(false), + _game_hwnd(nullptr), + _game_wndproc(nullptr), + GetRawInputBuffer(nullptr), + GetRawInputData(nullptr) +{ + +} + +Windows_Hook::~Windows_Hook() +{ + PRINT_DEBUG("Windows Hook removed\n"); + + resetRenderState(); +} + +Windows_Hook& Windows_Hook::Inst() +{ + static Windows_Hook _inst; + return _inst; +} \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h new file mode 100644 index 0000000..9b2c80f --- /dev/null +++ b/overlay_experimental/Windows_Hook.h @@ -0,0 +1,46 @@ +#ifndef __INCLUDED_WINDOWS_HOOK_H__ +#define __INCLUDED_WINDOWS_HOOK_H__ + +#include "Base_Hook.h" +#ifndef NO_OVERLAY + +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#include + +class Windows_Hook : public Base_Hook +{ +public: + //static constexpr const char* DLL_NAME = "user32.dll"; + +private: + // Variables + bool initialized; + HWND _game_hwnd; + WNDPROC _game_wndproc; + + // Functions + Windows_Hook(); + virtual ~Windows_Hook(); + + // Hook to Windows window messages + decltype(GetRawInputBuffer)* GetRawInputBuffer; + decltype(GetRawInputData)* GetRawInputData; + + static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); + +public: + bool start_hook(); + void resetRenderState(); + void prepareForOverlay(HWND); + + HWND GetGameHwnd() const; + WNDPROC GetGameWndProc() const; + + static Windows_Hook& Inst(); +}; + +#endif//NO_OVERLAY +#endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 8a69180..62c144e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -7,69 +7,17 @@ #include #include #include -#include #include "../dll/dll.h" +#include "Hook_Manager.h" +#include "Windows_Hook.h" + // Look here for info on how to hook on linux // https://github.com/AimTuxOfficial/AimTux/ #include "notification.h" -static decltype(GetRawInputBuffer)* _GetRawInputBuffer = GetRawInputBuffer; -static decltype(GetRawInputData)* _GetRawInputData = GetRawInputData; - -extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -bool Steam_Overlay::IgnoreMsg(UINT uMsg) -{ - switch (uMsg) - { - // Mouse Events - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: - // Keyboard Events - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: - case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: - // Raw Input Events - case WM_INPUT: - return true; - } - return false; -} - -LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - // Is the event is a key press - if (uMsg == WM_KEYDOWN) - { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) - { - // If Left Shift is pressed - if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) - _this->ShowOverlay(!_this->show_overlay); - } - } - - if (_this->show_overlay) - { - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - if (_this->IgnoreMsg(uMsg)) - return 0; - } - - // Call the overlay window procedure - return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam); -} - void Steam_Overlay::steam_overlay_run_every_runcb(void* object) { Steam_Overlay* _this = reinterpret_cast(object); @@ -88,8 +36,6 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), - game_hwnd(NULL), - game_hwnd_proc(nullptr), show_overlay(false), is_ready(false), notif_position(ENotificationPosition::k_EPositionBottomLeft), @@ -106,11 +52,6 @@ Steam_Overlay::~Steam_Overlay() run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this); } -HWND Steam_Overlay::GetGameHwnd() const -{ - return game_hwnd; -} - bool Steam_Overlay::Ready() const { return is_ready; @@ -134,55 +75,20 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { - Hook_Manager::Inst().HookRenderer(this); + Hook_Manager::Inst().HookRenderer(); } -UINT WINAPI Steam_Overlay::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) +void Steam_Overlay::HookReady() { - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if( !_this->show_overlay ) - return _GetRawInputBuffer(pData, pcbSize, cbSizeHeader); - - return -1; -} - -UINT WINAPI Steam_Overlay::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) -{ - Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); - if (!_this->show_overlay) - return _GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); - - return -1; -} - -void Steam_Overlay::HookReady(void* hWnd) -{ - if (game_hwnd != hWnd) + if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. { - if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. - { - window_hooks.BeginHook(); - - window_hooks.HookFuncs(std::make_pair(&(PVOID&)_GetRawInputBuffer, &MyGetRawInputBuffer), - std::make_pair(&(PVOID&)_GetRawInputData, &MyGetRawInputData) - ); - - window_hooks.EndHook(); + // TODO: Uncomment this and draw our own cursor (cosmetics) + //ImGuiIO &io = ImGui::GetIO(); + //io.WantSetMousePos = false; + //io.MouseDrawCursor = false; + //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; - // TODO: Uncomment this and draw our own cursor (cosmetics) - //ImGuiIO &io = ImGui::GetIO(); - //io.WantSetMousePos = false; - //io.MouseDrawCursor = false; - //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; - - is_ready = true; - } - - if (game_hwnd) - SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); - - game_hwnd = (HWND)hWnd; - game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::HookWndProc); + is_ready = true; } } @@ -201,6 +107,11 @@ void Steam_Overlay::OpenOverlay(const char* pchDialog) ShowOverlay(true); } +bool Steam_Overlay::ShowOverlay() const +{ + return show_overlay; +} + void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; @@ -211,6 +122,7 @@ void Steam_Overlay::ShowOverlay(bool state) show_overlay = state; if (show_overlay) { + HWND game_hwnd = Windows_Hook::Inst().GetGameHwnd(); RECT cliRect, wndRect, clipRect; GetClipCursor(&old_clip); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fde2b9e..c5dee4b 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -2,7 +2,6 @@ #define __INCLUDED_STEAM_OVERLAY_H__ #include "../dll/base.h" -#include "Hook_Manager.h" #include #include @@ -53,11 +52,8 @@ class Steam_Overlay // friend id, show client window (to chat and accept invite maybe) std::map friends; - HWND game_hwnd; - WNDPROC game_hwnd_proc; bool is_ready; bool show_overlay; - Base_Hook window_hooks; ENotificationPosition notif_position; int h_inset, v_inset; @@ -70,12 +66,6 @@ class Steam_Overlay Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; - bool IgnoreMsg(UINT uMsg); - - static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); - static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); - static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_callback(void* object, Common_Message* msg); @@ -95,8 +85,6 @@ public: ~Steam_Overlay(); - HWND GetGameHwnd() const; - bool Ready() const; bool NeedPresent() const; @@ -106,13 +94,14 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset); void SetupOverlay(); - void HookReady(void* hWnd); + void HookReady(); void OverlayProc(int width, int height); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); + bool ShowOverlay() const; void ShowOverlay(bool state); void SetLobbyInvite(Friend friendId, uint64 lobbyId); From ca0ef4380abb311739ee43e70fbaf38fb7719d14 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 17:12:57 +0200 Subject: [PATCH 075/494] Moved hooks calls and added hook retry With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization. Added a retry count. --- overlay_experimental/DX10_Hook.cpp | 11 ++- overlay_experimental/DX11_Hook.cpp | 11 ++- overlay_experimental/DX12_Hook.cpp | 3 + overlay_experimental/DX9_Hook.cpp | 11 ++- overlay_experimental/Hook_Manager.cpp | 134 +++++++++----------------- overlay_experimental/Hook_Manager.h | 3 +- overlay_experimental/OpenGL_Hook.cpp | 14 ++- overlay_experimental/Windows_Hook.h | 2 +- 8 files changed, 83 insertions(+), 106 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 02d2128..e4f3a39 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -14,7 +14,8 @@ bool DX10_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; @@ -37,8 +38,11 @@ bool DX10_Hook::start_hook() if (pDevice != nullptr && pSwapChain != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 10\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDevice, pSwapChain); UnhookAll(); @@ -50,8 +54,7 @@ bool DX10_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index cb18260..9c65e16 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -24,7 +24,8 @@ bool DX11_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; @@ -47,8 +48,11 @@ bool DX11_Hook::start_hook() if (pDevice != nullptr && pSwapChain != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 11\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDevice, pSwapChain); UnhookAll(); @@ -60,8 +64,7 @@ bool DX11_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2e4790e..b89cc9f 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -14,6 +14,9 @@ bool DX12_Hook::start_hook() { if (!_hooked) { + //if (!Windows_Hook::Inst().start_hook()) + // return false; + PRINT_DEBUG("Hooked DirectX 12\n"); return false; } diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 0d9231f..1c66282 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -16,7 +16,8 @@ bool DX9_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; @@ -33,8 +34,11 @@ bool DX9_Hook::start_hook() if (pDeviceEx != nullptr) { - _hooked = true; PRINT_DEBUG("Hooked DirectX 9\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + loadFunctions(pDeviceEx); UnhookAll(); @@ -47,8 +51,7 @@ bool DX9_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index a12e06f..2195088 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -29,111 +29,73 @@ decltype(wglMakeCurrent)* _wglMakeCurrent; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { - IUnknown *pDevice; - _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); - if (pDevice) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX10_Hook* hook = DX10_Hook::Inst(); - if (!hook->start_hook()) - { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); - } - } - else - { - _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + IUnknown* pDevice; + _this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice); if (pDevice) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX11_Hook* hook = DX11_Hook::Inst(); - if (!hook->start_hook()) - { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); - } + DX10_Hook* hook = DX10_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } else { - _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - DX12_Hook* hook = DX12_Hook::Inst(); - if (!hook->start_hook()) + _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); + if (pDevice) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); + DX11_Hook* hook = DX11_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } else { - Hook_Manager::Inst().AddHook(hook); + _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + DX12_Hook* hook = DX12_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } } + if (pDevice) pDevice->Release(); } - if (pDevice) pDevice->Release(); return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook* hook = DX9_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); + DX9_Hook* hook = DX9_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - DX9_Hook* hook = DX9_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); - } - else - { - Hook_Manager::Inst().AddHook(hook); + DX9_Hook* hook = DX9_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { - Hook_Manager::Inst().UnHookAllRendererDetector(); - OpenGL_Hook* hook = OpenGL_Hook::Inst(); - if (!hook->start_hook()) + Hook_Manager& inst = Hook_Manager::Inst(); + if (!inst.stop_retry()) { - // Hook failed, start over - delete static_cast(hook); - Hook_Manager::Inst().HookRenderer(); + OpenGL_Hook* hook = OpenGL_Hook::Inst(); + if (hook->start_hook()) + inst.AddHook(hook); } - else - { - Hook_Manager::Inst().AddHook(hook); - } - return _wglMakeCurrent(hDC, hGLRC); } @@ -369,6 +331,20 @@ HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFil return res; } +bool Hook_Manager::stop_retry() +{ + // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" + bool stop = ++_hook_retries >= 200; + + if (stop) + { + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + FoundRenderer(nullptr); + } + + return stop; +} + void Hook_Manager::HookLoadLibrary() { if (!_renderer_found && !_loadlibrary_hooked) @@ -393,24 +369,8 @@ void Hook_Manager::HookLoadLibrary() #endif -void Hook_Manager::UnHookAllRendererDetector() -{ - auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook); - if (it != _hooks.end()) - { - _hooks.erase(it); - delete rendererdetect_hook; - rendererdetect_hook = nullptr; - } - _loadlibrary_hooked = false; - _ogl_hooked = false; - -#ifdef STEAM_WIN32 - _dxgi_hooked = _dx9_hooked = false; -#endif -} - Hook_Manager::Hook_Manager(): + _hook_retries(0), #ifdef STEAM_WIN32 _loadlibrary_hooked(false), _dxgi_hooked(false), diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 7f634e7..6ba20a0 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -31,6 +31,7 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::vector _hooks; + unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) Base_Hook* rendererdetect_hook; @@ -39,10 +40,10 @@ protected: Hook_Manager(); virtual ~Hook_Manager(); - void UnHookAllRendererDetector(); // Setup opengl device void hook_opengl(); + bool stop_retry(); void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ffea7a2..ef707c0 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -18,14 +18,20 @@ bool OpenGL_Hook::start_hook() { if (!_hooked) { - Hook_Manager::Inst().FoundRenderer(this); + if (!Windows_Hook::Inst().start_hook()) + return false; GLenum err = glewInit(); if (err == GLEW_OK) { - _hooked = true; PRINT_DEBUG("Hooked OpenGL\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast(_library), "wglSwapBuffers"); + UnhookAll(); BeginHook(); HookFuncs( @@ -33,8 +39,7 @@ bool OpenGL_Hook::start_hook() ); EndHook(); - if (Windows_Hook::Inst().start_hook()) - get_steam_client()->steam_overlay->HookReady(); + get_steam_client()->steam_overlay->HookReady(); } else { @@ -62,7 +67,6 @@ void OpenGL_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void OpenGL_Hook::prepareForOverlay(HDC hDC) { - HWND hWnd = WindowFromDC(hDC); RECT rect; diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 9b2c80f..32b4350 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -11,7 +11,7 @@ class Windows_Hook : public Base_Hook { public: - //static constexpr const char* DLL_NAME = "user32.dll"; + static constexpr const char* DLL_NAME = "user32.dll"; private: // Variables From 3c83e08d34ea0113a3a620a97459a288d0930401 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 18 Aug 2019 17:49:47 +0200 Subject: [PATCH 076/494] Fix the last frame before not showing overlay The last frame was sending inputs to the game window, making the game receive a . --- overlay_experimental/Windows_Hook.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 2f70036..34194d7 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -91,6 +91,7 @@ bool IgnoreMsg(UINT uMsg) LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); // Is the event is a key press if (uMsg == WM_KEYDOWN) { @@ -99,11 +100,15 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, { // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + { overlay->ShowOverlay(!overlay->ShowOverlay()); + if (overlay->ShowOverlay()) + show = true; + } } } - if (overlay->ShowOverlay()) + if (show) { ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (IgnoreMsg(uMsg)) From 5893b69d1fcf3196aea7a795fddcee553ae7880d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 18:56:15 +0200 Subject: [PATCH 077/494] Partially working DX12 overlay DX12 hook seems ok, there are some bugs remaining. ImGui setup for DX12 doesn't work. --- overlay_experimental/DX12_Hook.cpp | 114 ++++++++++++++++++++----- overlay_experimental/DX12_Hook.h | 1 + overlay_experimental/DirectX_VTables.h | 13 +++ overlay_experimental/Hook_Manager.cpp | 61 +++++++++++-- 4 files changed, 164 insertions(+), 25 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index b89cc9f..ef1bac1 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -8,17 +8,82 @@ #include #include +#include + DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { if (!_hooked) { - //if (!Windows_Hook::Inst().start_hook()) - // return false; + if (!Windows_Hook::Inst().start_hook()) + return false; - PRINT_DEBUG("Hooked DirectX 12\n"); - return false; + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.Width = 0; + SwapChainDesc.Height = 0; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.BufferCount = 3; + SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue) + { + reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked DirectX 12\n"); + + _hooked = true; + Hook_Manager::Inst().FoundRenderer(this); + + loadFunctions(pDevice, pSwapChain); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook DirectX 12\n"); + return false; + } + } + } + + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); } return true; } @@ -42,7 +107,6 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - /* DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); @@ -51,8 +115,9 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; ID3D12Device* pDevice; - HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice); - + if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) + return; + d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; d3d12_desc.NumDescriptors = 1; d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; @@ -63,28 +128,40 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) return; } - SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); - D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - mainRenderTargetDescriptor = rtvHandle; + mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)); + if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)))) + { + pDescriptorHeap->Release(); + pDevice->Release(); + return; + } + if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) + { + + return; + } + + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)); - - Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow); - ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + + pCmdAlloc->Release(); + pDescriptorHeap->Release(); + pDevice->Release(); initialized = true; } ImGui_ImplDX12_NewFrame(); - ImGui_ImplWin32_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); - Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); + get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); ImGui::EndFrame(); @@ -96,7 +173,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); - */ } ///////////////////////////////////////////////////////////////////////////////////// @@ -141,7 +217,7 @@ DX12_Hook::DX12_Hook(): pCmdList(nullptr), pDescriptorHeap(nullptr) { - _library = GetModuleHandle(DLL_NAME); + _library = LoadLibrary(DLL_NAME); PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index d4e5681..a195f4c 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -5,6 +5,7 @@ #ifndef NO_OVERLAY #include +#include #include "DirectX_VTables.h" class DX12_Hook : public Base_Hook diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h index 43cddfb..73a2847 100644 --- a/overlay_experimental/DirectX_VTables.h +++ b/overlay_experimental/DirectX_VTables.h @@ -29,6 +29,19 @@ enum class IDXGISwapChainVTable GetContainingOutput, GetFrameStatistics, GetLastPresentCount, + + // IDXGISwapChain1 + GetDesc1, + GetFullscreenDesc, + GetHwnd, + GetCoreWindow, + Present1, + IsTemporaryMonoSupported, + GetRestrictToOutput, + SetBackgroundColor, + GetBackgroundColor, + SetRotation, + GetRotation, }; enum class ID3D11DeviceVTable diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 2195088..f776df6 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -52,9 +52,12 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* else { _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - DX12_Hook* hook = DX12_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); + if (pDevice) + { + // DX12_Hook* hook = DX12_Hook::Inst(); + // if (hook->start_hook()) + // inst.AddHook(hook); + } } } if (pDevice) pDevice->Release(); @@ -260,9 +263,55 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { - DX12_Hook* hook = DX12_Hook::Inst(); - hook->start_hook(); // TODO: Prints to error log about DX12 Implementation status - delete static_cast(hook); + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.Width = 0; + SwapChainDesc.Height = 0; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.BufferCount = 3; + SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue) + { + reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + HookDXGIPresent(); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + } + } + + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); } } From c99628a88a9293e4b9fae0fbf6c3a339abb3f6a0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 18:57:55 +0200 Subject: [PATCH 078/494] Added hook retry. Handed hook detection to a thread that can then retry. With that, don't need to wait for loadLibrary. Will remove all those commented functions in another version. --- overlay_experimental/Hook_Manager.cpp | 161 ++++++++++++-------------- overlay_experimental/Hook_Manager.h | 18 +-- 2 files changed, 85 insertions(+), 94 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index f776df6..170b7dc 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -17,23 +17,18 @@ #include #ifdef STEAM_WIN32 -decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA; -decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW; -decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA; -decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW; - -decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; -decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; -decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; -decltype(wglMakeCurrent)* _wglMakeCurrent; +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; +static decltype(wglMakeCurrent)* _wglMakeCurrent; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { Hook_Manager& inst = Hook_Manager::Inst(); if (!inst.stop_retry()) { - IUnknown* pDevice; - _this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice); + IUnknown* pDevice = nullptr; + _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); if (pDevice) { DX10_Hook* hook = DX10_Hook::Inst(); @@ -324,7 +319,7 @@ void Hook_Manager::hook_opengl() } } -void Hook_Manager::create_hookA(const char* libname) +void Hook_Manager::create_hook(const char* libname) { if (!_stricmp(libname, "d3d9.dll")) Hook_Manager::Inst().hook_dx9(); @@ -338,47 +333,47 @@ void Hook_Manager::create_hookA(const char* libname) Hook_Manager::Inst().hook_opengl(); } -void Hook_Manager::create_hookW(const wchar_t *libname) -{ - if (!_wcsicmp(libname, L"d3d9.dll")) - Hook_Manager::Inst().hook_dx9(); - else if (!_wcsicmp(libname, L"d3d10.dll")) - Hook_Manager::Inst().hook_dx10(); - else if (!_wcsicmp(libname, L"d3d11.dll")) - Hook_Manager::Inst().hook_dx11(); - else if (!_wcsicmp(libname, L"d3d12.dll")) - Hook_Manager::Inst().hook_dx12(); - else if (!_wcsicmp(libname, L"opengl32.dll")) - Hook_Manager::Inst().hook_opengl(); -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) -{ - auto res = _LoadLibraryA(lpLibFileName); - Hook_Manager::Inst().create_hookA(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) -{ - auto res = _LoadLibraryW(lpLibFileName); - Hook_Manager::Inst().create_hookW(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -{ - auto res = _LoadLibraryA(lpLibFileName); - Hook_Manager::Inst().create_hookA(lpLibFileName); - return res; -} - -HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -{ - auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); - Hook_Manager::Inst().create_hookW(lpLibFileName); - return res; -} +//void Hook_Manager::create_hookW(const wchar_t *libname) +//{ +// if (!_wcsicmp(libname, L"d3d9.dll")) +// Hook_Manager::Inst().hook_dx9(); +// else if (!_wcsicmp(libname, L"d3d10.dll")) +// Hook_Manager::Inst().hook_dx10(); +// else if (!_wcsicmp(libname, L"d3d11.dll")) +// Hook_Manager::Inst().hook_dx11(); +// else if (!_wcsicmp(libname, L"d3d12.dll")) +// Hook_Manager::Inst().hook_dx12(); +// else if (!_wcsicmp(libname, L"opengl32.dll")) +// Hook_Manager::Inst().hook_opengl(); +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) +//{ +// auto res = _LoadLibraryA(lpLibFileName); +// Hook_Manager::Inst().create_hookA(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) +//{ +// auto res = _LoadLibraryW(lpLibFileName); +// Hook_Manager::Inst().create_hookW(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +//{ +// auto res = _LoadLibraryA(lpLibFileName); +// Hook_Manager::Inst().create_hookA(lpLibFileName); +// return res; +//} +// +//HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) +//{ +// auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); +// Hook_Manager::Inst().create_hookW(lpLibFileName); +// return res; +//} bool Hook_Manager::stop_retry() { @@ -394,25 +389,33 @@ bool Hook_Manager::stop_retry() return stop; } -void Hook_Manager::HookLoadLibrary() +void Hook_Manager::find_renderer(Hook_Manager* _this) { - if (!_renderer_found && !_loadlibrary_hooked) + _this->rendererdetect_hook = new Base_Hook(); + _this->AddHook(_this->rendererdetect_hook); + + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + + while (!_this->_renderer_found && !_this->stop_retry()) { - _loadlibrary_hooked = true; + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); - rendererdetect_hook = new Base_Hook(); - AddHook(rendererdetect_hook); + if (it == libraries.end()) + break; - rendererdetect_hook->BeginHook(); + _this->create_hook(it->c_str()); + ++it; + } - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _LoadLibraryA, &Hook_Manager::MyLoadLibraryA), - std::pair((PVOID*)& _LoadLibraryW, &Hook_Manager::MyLoadLibraryW), - std::pair((PVOID*)& _LoadLibraryExA, &Hook_Manager::MyLoadLibraryExA), - std::pair((PVOID*)& _LoadLibraryExW, &Hook_Manager::MyLoadLibraryExW) - ); - - rendererdetect_hook->EndHook(); + std::this_thread::sleep_for(std::chrono::milliseconds(500)); } } @@ -444,24 +447,7 @@ Hook_Manager& Hook_Manager::Inst() void Hook_Manager::HookRenderer() { #ifdef STEAM_WIN32 - HookLoadLibrary(); - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; - std::vector::const_iterator it = libraries.begin(); - while (it != libraries.end()) - { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != 0 && x != INVALID_HANDLE_VALUE) - return true; - return false; - }); - - if (it == libraries.end()) - break; - - create_hookA(it->c_str()); - ++it; - } + _hook_thread = new std::thread(&Hook_Manager::find_renderer, this); #endif } @@ -471,6 +457,9 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) { _renderer_found = true; + _hook_thread->join(); + delete _hook_thread; + // Remove all hooks that are unused _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { if (hook != it_hook) @@ -480,8 +469,6 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) } return false; }), _hooks.end()); - - _loadlibrary_hooked = false; } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 6ba20a0..ec0318e 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -6,6 +6,7 @@ #ifndef NO_OVERLAY #include +#include #if defined(_WIN32) || defined(WIN32) #include @@ -31,6 +32,7 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::vector _hooks; + std::thread *_hook_thread; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) @@ -44,7 +46,7 @@ protected: void hook_opengl(); bool stop_retry(); - void HookLoadLibrary(); + //void HookLoadLibrary(); #if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? @@ -66,13 +68,15 @@ protected: // Setup DX12 Device and get vtable void hook_dx12(); - void create_hookA(const char* libname); - void create_hookW(const wchar_t* libname); + void create_hook(const char* libname); + //void create_hookW(const wchar_t* libname); - static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); - static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); - static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + static void find_renderer(Hook_Manager* _this); + + //static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); + //static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); + //static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); + //static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); // If this is called, then DX10, DX11 or DX12 will be used to render overlay static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); // If any of theses is called, then DX9 will be used to render overlay From 8757f4a548a8cea690baaffd7becaae27b829563 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 19 Aug 2019 19:51:35 +0200 Subject: [PATCH 079/494] Fixed ressource leaks. --- overlay_experimental/DX10_Hook.cpp | 6 ++++-- overlay_experimental/DX11_Hook.cpp | 6 ++++-- overlay_experimental/DX12_Hook.cpp | 5 ++++- 3 files changed, 12 insertions(+), 5 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index e4f3a39..f02d591 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -89,7 +89,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) if (!initialized) { - if (FAILED(pSwapChain->GetDevice(__uuidof(ID3D10Device), (PVOID*)& pDevice))) + if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) return; ImGui::CreateContext(); @@ -98,12 +98,14 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ID3D10Texture2D* pBackBuffer; - pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)& pBackBuffer); + pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX10_Init(pDevice); + pDevice->Release(); + initialized = true; } diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 9c65e16..3ebfcab 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -12,7 +12,7 @@ DX11_Hook* DX11_Hook::_inst = nullptr; HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { - HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D11Device), (PVOID*)ppDevice); + HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice)); if (SUCCEEDED(ret)) (*ppDevice)->GetImmediateContext(ppContext); @@ -111,12 +111,14 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ID3D11Texture2D* pBackBuffer; - pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& pBackBuffer); + pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX11_Init(pDevice, pContext); + pDevice->Release(); + initialized = true; } diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index ef1bac1..a97ff05 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -138,7 +138,9 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) { - + pCmdAlloc->Release(); + pDescriptorHeap->Release(); + pDevice->Release(); return; } @@ -150,6 +152,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); + pCmdList->Release(); pCmdAlloc->Release(); pDescriptorHeap->Release(); pDevice->Release(); From dc7480c633e9462852a76b2743f80dfc31f81046 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 20 Aug 2019 08:27:50 +0200 Subject: [PATCH 080/494] Better compatibility for dx10 and 11 --- overlay_experimental/Hook_Manager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 170b7dc..cb91789 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -198,7 +198,7 @@ void Hook_Manager::hook_dx10() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { @@ -236,7 +236,7 @@ void Hook_Manager::hook_dx11() SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); if (pDevice != nullptr && pSwapChain != nullptr) { From 5a0653d080a37c658965a88c65522750c6e04681 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 20 Aug 2019 23:27:17 +0200 Subject: [PATCH 081/494] Refactor dx device creation Find the game's window instead of using the foreground window. --- overlay_experimental/DX10_Hook.cpp | 6 ++++- overlay_experimental/DX11_Hook.cpp | 6 ++++- overlay_experimental/DX12_Hook.cpp | 6 ++++- overlay_experimental/DX9_Hook.cpp | 6 ++++- overlay_experimental/Hook_Manager.cpp | 37 +++++++++++++++++++++------ overlay_experimental/Windows_Hook.cpp | 20 +++++++++++++++ overlay_experimental/Windows_Hook.h | 2 ++ 7 files changed, 71 insertions(+), 12 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f02d591..8ce5dfe 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -17,6 +17,10 @@ bool DX10_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -29,7 +33,7 @@ bool DX10_Hook::start_hook() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 3ebfcab..e225b07 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -27,6 +27,10 @@ bool DX11_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -39,7 +43,7 @@ bool DX11_Hook::start_hook() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index a97ff05..bd1aa1e 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -19,6 +19,10 @@ bool DX12_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; D3D12_COMMAND_QUEUE_DESC queueDesc = {}; @@ -50,7 +54,7 @@ bool DX12_Hook::start_hook() if (pCommandQueue) { reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); if (pSwapChain != nullptr) { diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1c66282..bbd5611 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -19,6 +19,10 @@ bool DX9_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; + HWND hWnd = GetGameWindow(); + if (!hWnd) + return false; + IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); @@ -28,7 +32,7 @@ bool DX9_Hook::start_hook() D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; - params.hDeviceWindow = GetForegroundWindow(); + params.hDeviceWindow = hWnd; pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index cb91789..6398e74 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -10,12 +10,15 @@ #include "DX11_Hook.h" #include "DX10_Hook.h" #include "DX9_Hook.h" +#include "Windows_Hook.h" #endif #include "OpenGL_Hook.h" #include +constexpr int max_hook_retries = 500; + #ifdef STEAM_WIN32 static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; @@ -147,6 +150,10 @@ void Hook_Manager::hook_dx9() { if (!_dx9_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDirect3D9Ex* pD3D; IDirect3DDevice9Ex* pDeviceEx; decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); @@ -156,7 +163,7 @@ void Hook_Manager::hook_dx9() D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; - params.hDeviceWindow = GetForegroundWindow(); + params.hDeviceWindow = hWnd; pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); @@ -181,6 +188,10 @@ void Hook_Manager::hook_dx10() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -193,7 +204,7 @@ void Hook_Manager::hook_dx10() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; @@ -219,6 +230,10 @@ void Hook_Manager::hook_dx11() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGISwapChain* pSwapChain; ID3D11Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; @@ -231,7 +246,7 @@ void Hook_Manager::hook_dx11() SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = GetForegroundWindow(); + SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; @@ -258,6 +273,10 @@ void Hook_Manager::hook_dx12() { if (!_dxgi_hooked && !_renderer_found) { + HWND hWnd = GetGameWindow(); + if (!hWnd) + return; + IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; D3D12_COMMAND_QUEUE_DESC queueDesc = {}; @@ -289,7 +308,7 @@ void Hook_Manager::hook_dx12() if (pCommandQueue) { reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain); + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); @@ -378,13 +397,10 @@ void Hook_Manager::create_hook(const char* libname) bool Hook_Manager::stop_retry() { // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" - bool stop = ++_hook_retries >= 200; + bool stop = ++_hook_retries >= max_hook_retries; if (stop) - { - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); FoundRenderer(nullptr); - } return stop; } @@ -457,6 +473,11 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) { _renderer_found = true; + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries); + _hook_thread->join(); delete _hook_thread; diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 34194d7..6218b00 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -7,6 +7,26 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include "../dll/dll.h" +HWND GetGameWindow() +{ + HWND hWnd = FindWindow(NULL, NULL); + while (hWnd) + { + if (!GetParent(hWnd)) + { +#if defined(_WIN64) + if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE)) + break; +#elif defined(_WIN32) + if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE)) + break; +#endif + } + hWnd = GetWindow(hWnd, GW_HWNDNEXT); + } + return hWnd; +} + bool Windows_Hook::start_hook() { if (!_hooked) diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 32b4350..be2a0e4 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -42,5 +42,7 @@ public: static Windows_Hook& Inst(); }; +HWND GetGameWindow(); + #endif//NO_OVERLAY #endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file From 0fa2d82c678c6961e777e201e8aebf90f3f50203 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 10:46:58 +0200 Subject: [PATCH 082/494] Fixed overlay on x64 They are not longer available with GetWindowLong. There is a new function GetWindowLongPtr. GWLP* must be used. --- overlay_experimental/Hook_Manager.cpp | 2 +- overlay_experimental/Windows_Hook.cpp | 9 +++------ 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 6398e74..a6458e7 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -396,7 +396,7 @@ void Hook_Manager::create_hook(const char* libname) bool Hook_Manager::stop_retry() { - // Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames" + // Retry or not bool stop = ++_hook_retries >= max_hook_retries; if (stop) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 6218b00..55530e3 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -14,16 +14,13 @@ HWND GetGameWindow() { if (!GetParent(hWnd)) { -#if defined(_WIN64) - if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE)) + if (GetModuleHandle(NULL) == (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE)) break; -#elif defined(_WIN32) - if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE)) - break; -#endif } hWnd = GetWindow(hWnd, GW_HWNDNEXT); } + if (!hWnd) + PRINT_DEBUG("Failed to get game window HWND\n"); return hWnd; } From ea4588f442b885809639d79ff6965b2020958bf7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 20:52:36 +0200 Subject: [PATCH 083/494] (WIP) achievements support build is also WIP --- build_curl.sh | 45 ++++ curl/CMakeLists.txt | 79 +++++++ dll/steam_client.cpp | 3 +- dll/steam_user_stats.h | 180 +++++++++++++-- generate_game_infos/generate_game_infos.cpp | 242 ++++++++++++++++++++ 5 files changed, 535 insertions(+), 14 deletions(-) create mode 100644 build_curl.sh create mode 100644 curl/CMakeLists.txt create mode 100644 generate_game_infos/generate_game_infos.cpp diff --git a/build_curl.sh b/build_curl.sh new file mode 100644 index 0000000..6d40296 --- /dev/null +++ b/build_curl.sh @@ -0,0 +1,45 @@ +#! /bin/bash + +# Build type (Debug or Release) +BUILD_TYPE="$1" +# where to build protobuf, must be win32 or win64 +OUT_DIR="$2" + +[ "$OUT_DIR" != "win32" -a "$OUT_DIR" != "win64" -a "$OUT_DIR" != "x86" -a "$OUT_DIR" != "x64" ] && echo "The output dir must be 'Win32', 'Win64', 'x86' or 'x64'" && exit 1 +[ "$BUILD_TYPE" != "Debug" -a "$BUILD_TYPE" != "Release" ] && echo "The build type must be 'Debug' or 'Release'" && exit 1 + +# apt install libssl1.0-dev libssl1.0-dev:i386 + +# My variable to decide if we build x86 or x64 in CMakeLists.txt +if [ "$OUT_DIR" == "win32" -o "$OUT_DIR" == "x86" ]; then + custom_arch_var="-DX86=ON" +else + custom_arch_var="-DX64=ON" +fi + +build_type="-DCMAKE_BUILD_TYPE=${BUILD_TYPE}" + +build_http="-DHTTP_ONLY=ON" +build_exe="-DBUILD_CURL_EXE=OFF" +build_shared="-DBUILD_SHARED_LIBS=OFF" +build_testing="-DBUILD_TESTING=OFF" + +args=() +args+=($build_http) +args+=($build_exe) +args+=($build_shared) +args+=($build_testing) +args+=($build_type) +args+=($custom_arch_var) + +# EXTRA_CMAKE_ENV is set by setup_clang_env.sh to build for windows. +# You must run setup_clang_env.sh before calling this script if you build for windows. + +rm -rf "curl/$OUT_DIR" && +mkdir "curl/$OUT_DIR" && +cd "curl/$OUT_DIR" && +echo "cmake -G \"Unix Makefiles\" $EXTRA_CMAKE_ENV \"${args[@]}\" .." && +cmake -G "Unix Makefiles" $EXTRA_CMAKE_ENV "${args[@]}" .. && +make -j${JOBS-2} || exit 1 + +exit 0 diff --git a/curl/CMakeLists.txt b/curl/CMakeLists.txt new file mode 100644 index 0000000..7894dc9 --- /dev/null +++ b/curl/CMakeLists.txt @@ -0,0 +1,79 @@ +#CMAKE_TOOLCHAIN_FILE + +project(goldberg_emulator_protobuf) +cmake_minimum_required(VERSION 3.0) + +if(WIN32) + # Detect arch on Windows + if( ${CMAKE_SIZEOF_VOID_P} EQUAL 8) + set(X64 ON) + else() + set(X86 ON) + endif() + + if(MSVC) + add_definitions(-D_CRT_SECURE_NO_WARNINGS) + set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING "" FORCE) + else() + add_compile_options(-std=c++11) + endif() + + set(win_libs Iphlpapi ws2_32) + if(X64) + set(STEAM_NAME steam_api64) + elseif(X86) + set(STEAM_NAME steam_api) + else() + message(FATAL_ERROR "Arch unknown") + endif() +elseif(APPLE) + message(FATAL_ERROR "No CMake for Apple") +else() + if(X64) + set(CMAKE_C_FLAGS "-m64") + set(CMAKE_CXX_FLAGS "-m64") + elseif(X86) + set(CMAKE_C_FLAGS "-m32") + set(CMAKE_CXX_FLAGS "-m32") + else() + message(FATAL_ERROR "Arch unknown") + endif() + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fvisibility=hidden -fPIC") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden -fPIC") + +endif() + +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +set(CURL_VERSION "7.65.3") +set(CURL_DIR ${CMAKE_CURRENT_SOURCE_DIR}) +set(CURL_RELEASE_URL "https://curl.haxx.se/download/curl-${CURL_VERSION}.tar.xz") +set(CURL_SRC curl-src) + +if( NOT EXISTS ${CURL_DIR}/${CURL_SRC} ) + file( + DOWNLOAD ${CURL_RELEASE_URL} ${CURL_DIR}/curl.tar.xz + SHOW_PROGRESS + EXPECTED_HASH MD5=7bd5b2ebfd3f591034eb8b55314d8c02 + ) + + if( NOT EXISTS ${CURL_DIR}/curl.tar.xz ) + message(FATAL_ERROR "Download of curl failed") + endif() + + execute_process( + COMMAND ${CMAKE_COMMAND} -E tar -xf curl.tar.xz + WORKING_DIRECTORY ${CURL_DIR} + ) + + file(REMOVE ${CURL_DIR}/curl.tar.xz) + file(RENAME ${CURL_DIR}/curl-${CURL_VERSION} "${CURL_SRC}") +endif() + +set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) +set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) + +add_subdirectory(${CURL_DIR}/${CURL_SRC}) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index a1a678b..ba33cf5 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -335,6 +335,7 @@ Steam_Client::Steam_Client() } } + std::string achievements_db_file_path = (Local_Storage::get_game_settings_path() + "achievements.json"); std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); network = new Networking(settings_server->get_local_steam_id(), appid, port, &custom_broadcasts); @@ -352,7 +353,7 @@ Steam_Client::Steam_Client() steam_utils = new Steam_Utils(settings_client, callback_results_client); steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network); - steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client); + steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client, achievements_db_file_path); steam_apps = new Steam_Apps(settings_client, callback_results_client); steam_networking = new Steam_Networking(settings_client, network, callbacks_client, run_every_runcb); steam_remote_storage = new Steam_Remote_Storage(settings_client, local_storage, callback_results_client); diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index d889579..57bb57a 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -17,13 +17,16 @@ #include "base.h" +#include +#include +#include "../json/json.hpp" + struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; ELeaderboardDisplayType display_type; }; - class Steam_User_Stats : public ISteamUserStats003, public ISteamUserStats004, @@ -41,6 +44,9 @@ public ISteamUserStats class SteamCallBacks *callbacks; std::vector leaderboards; + std::string db_file_path; + nlohmann::json achievements; + unsigned int find_leaderboard(std::string name) { unsigned index = 1; @@ -52,13 +58,41 @@ unsigned int find_leaderboard(std::string name) return 0; } -public: -Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks) +void load_achievements() { - this->local_storage = local_storage; - this->settings = settings; - this->callback_results = callback_results; - this->callbacks = callbacks; + std::ifstream achs_file(db_file_path); + + if (achs_file) + { + achs_file.seekg(0, std::ios::end); + size_t size = achs_file.tellg(); + std::string buffer(size, '\0'); + achs_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + achs_file.read(&buffer[0], size); + achs_file.close(); + + try + { + achievements = nlohmann::json::parse(buffer); + } + catch (std::exception &e) + { + PRINT_DEBUG("(Achievements): Error while parsing json: %s\n", e.what()); + } + } +} + +public: +Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, std::string const&achievements_db_file_path): + settings(settings), + local_storage(local_storage), + callback_results(callback_results), + callbacks(callbacks), + db_file_path(achievements_db_file_path) +{ + load_achievements(); } // Ask the server to send down this user's data and achievements for this game @@ -155,19 +189,65 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) { //TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly PRINT_DEBUG("GetAchievement %s\n", pchName); - *pbAchieved = false; + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName]( nlohmann::json &item ) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + *pbAchieved = it.value()["earned"]; + return true; + } + } + catch (...) + { + + } + return false; } bool SetAchievement( const char *pchName ) { PRINT_DEBUG("SetAchievement %s\n", pchName); + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + it.value()["earned"] = 1; + return true; + } + } + catch (...) + { + + } + return false; } bool ClearAchievement( const char *pchName ) { PRINT_DEBUG("ClearAchievement %s\n", pchName); + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + it.value()["earned"] = 0; + return true; + } + } + catch (...) + { + } + return false; } @@ -178,7 +258,26 @@ bool ClearAchievement( const char *pchName ) bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("GetAchievementAndUnlockTime\n"); + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + *pbAchieved = it.value()["earned"].get(); + *punUnlockTime = std::time(NULL); + //*punUnlockTime = it.value()["time_earned"].get(); + return true; + } + } + catch (...) + { + + } + *pbAchieved = false; + *punUnlockTime = 0; return true; } @@ -195,6 +294,12 @@ bool StoreStats() PRINT_DEBUG("StoreStats\n"); std::lock_guard lock(global_mutex); + std::ofstream achiev_file(db_file_path, std::ios::trunc | std::ios::out); + if (achiev_file) + { + achiev_file << std::setw(2) << achievements; + } + UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; @@ -222,18 +327,56 @@ int GetAchievementIcon( const char *pchName ) const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) { PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); - return ""; //TODO if (strcmp (pchKey, "name") == 0) { - return "Achievement Name"; + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + return it.value()["displayName"].get().c_str(); + } + } + catch (...) + { + + } } if (strcmp (pchKey, "desc") == 0) { - return "Achievement Description"; + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + return it.value()["description"].get().c_str(); + } + } + catch (...) + { + + } } if (strcmp (pchKey, "hidden") == 0) { - return "0"; + try + { + auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != achievements.end()) + { + return (it.value()["hidden"].get() ? "1" : "0"); + } + } + catch (...) + { + + } } return ""; @@ -253,13 +396,21 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint uint32 GetNumAchievements() { PRINT_DEBUG("GetNumAchievements\n"); - return 0; + return achievements.size(); } // Get achievement name iAchievement in [0,GetNumAchievements) const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); + try + { + return static_cast(achievements[iAchievement]["name"]).c_str(); + } + catch (...) + { + + } return ""; } @@ -276,6 +427,9 @@ SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); std::lock_guard lock(global_mutex); + // Enable this to allow hot reload achievements status + //load_achievements(); + UserStatsReceived_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp new file mode 100644 index 0000000..509f42c --- /dev/null +++ b/generate_game_infos/generate_game_infos.cpp @@ -0,0 +1,242 @@ +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +class CurlGlobal +{ + bool _init; + + CurlGlobal() :_init(false) {} + + ~CurlGlobal() { cleanup(); } + +public: + static CurlGlobal& Inst() + { + static CurlGlobal _this; + return _this; + } + + CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } + void cleanup() + { + if (_init) + { + curl_global_cleanup(); + _init = false; + } + } +}; + +class CurlEasy +{ + CURL* _me; + bool _init; + std::string _buffer; + + static int writer(char* data, size_t size, size_t nmemb, + CurlEasy *_this) + { + if (_this == nullptr) + return 0; + + _this->_buffer.append(data, size * nmemb); + + return size * nmemb; + } + +public: + CurlEasy() :_me(nullptr), _init(false) {} + ~CurlEasy() { cleanup(); } + + bool init() + { + _init = (_me = curl_easy_init()) != nullptr; + if (_init) + { + if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) + { + cleanup(); + return false; + } + + if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) + { + cleanup(); + return false; + } + } + return _init; + } + + void cleanup() + { + if (_init) + { + curl_easy_cleanup(_me); + } + } + + CURLcode set_url(const std::string& url) + { + return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); + } + + CURLcode skip_verifypeer(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); + } + + CURLcode skip_verifhost(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); + } + + CURLcode connect_only(bool connect = true) + { + return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); + } + + CURLcode perform() + { + _buffer.clear(); + return curl_easy_perform(_me); + } + + CURLcode recv(void *buffer, size_t buflen, size_t* read_len) + { + return curl_easy_recv(_me, buffer, buflen, read_len); + } + + CURLcode get_html_code(long &code) + { + return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); + } + + std::string const& get_answer() const { return _buffer; } +}; + +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + ["description" : "",] + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ + +#ifdef max +#undef max +#endif + +int main() +{ + CurlGlobal& cglobal = CurlGlobal::Inst(); + cglobal.init(); + + CurlEasy easy; + if (easy.init()) + { + std::string url; + std::string steam_apikey; + std::string app_id; + + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + + url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = item.value()["hidden"]; + try + { + output_json[i]["description"] = item.value()["description"]; + } + catch (...) + { + output_json[i]["description"] = ""; + } + output_json[i]["icon"] = item.value()["icon"]; + output_json[i]["icongray"] = item.value()["icongray"]; + output_json[i]["time_earned"] = 0; + output_json[i]["earned"] = 0; + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } + } +} + \ No newline at end of file From b17e3b7be39dcf5cc61186babe7de0d8599735cf Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 21:35:41 +0200 Subject: [PATCH 084/494] Added win static build for curl --- build_curl.sh | 4 ++++ build_env_x64.bat | 0 build_env_x86.bat | 0 build_linux.sh | 0 build_set_protobuf_directories.bat | 0 build_steamos.sh | 0 build_win_debug_experimental.bat | 0 build_win_find_interfaces.bat | 0 build_win_lobby_connect.bat | 0 build_win_release.bat | 0 build_win_release_experimental.bat | 0 curl/CMakeLists.txt | 3 --- 12 files changed, 4 insertions(+), 3 deletions(-) mode change 100644 => 100755 build_curl.sh mode change 100644 => 100755 build_env_x64.bat mode change 100644 => 100755 build_env_x86.bat mode change 100644 => 100755 build_linux.sh mode change 100644 => 100755 build_set_protobuf_directories.bat mode change 100644 => 100755 build_steamos.sh mode change 100644 => 100755 build_win_debug_experimental.bat mode change 100644 => 100755 build_win_find_interfaces.bat mode change 100644 => 100755 build_win_lobby_connect.bat mode change 100644 => 100755 build_win_release.bat mode change 100644 => 100755 build_win_release_experimental.bat diff --git a/build_curl.sh b/build_curl.sh old mode 100644 new mode 100755 index 6d40296..4fb9d47 --- a/build_curl.sh +++ b/build_curl.sh @@ -32,6 +32,10 @@ args+=($build_testing) args+=($build_type) args+=($custom_arch_var) +if [ ! -z "$EXTRA_CMAKE_ENV" ]; then + args+=("-DCURL_STATIC_CRT=ON") +fi + # EXTRA_CMAKE_ENV is set by setup_clang_env.sh to build for windows. # You must run setup_clang_env.sh before calling this script if you build for windows. diff --git a/build_env_x64.bat b/build_env_x64.bat old mode 100644 new mode 100755 diff --git a/build_env_x86.bat b/build_env_x86.bat old mode 100644 new mode 100755 diff --git a/build_linux.sh b/build_linux.sh old mode 100644 new mode 100755 diff --git a/build_set_protobuf_directories.bat b/build_set_protobuf_directories.bat old mode 100644 new mode 100755 diff --git a/build_steamos.sh b/build_steamos.sh old mode 100644 new mode 100755 diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat old mode 100644 new mode 100755 diff --git a/build_win_find_interfaces.bat b/build_win_find_interfaces.bat old mode 100644 new mode 100755 diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat old mode 100644 new mode 100755 diff --git a/build_win_release.bat b/build_win_release.bat old mode 100644 new mode 100755 diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat old mode 100644 new mode 100755 diff --git a/curl/CMakeLists.txt b/curl/CMakeLists.txt index 7894dc9..cfaca4f 100644 --- a/curl/CMakeLists.txt +++ b/curl/CMakeLists.txt @@ -38,9 +38,6 @@ else() else() message(FATAL_ERROR "Arch unknown") endif() - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fvisibility=hidden -fPIC") - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden -fPIC") - endif() set(CMAKE_CXX_STANDARD 11) From 4db2b6528cbfd235f3b4de6abed00511d834daba Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 21:50:59 +0200 Subject: [PATCH 085/494] Changed window detection code. GetModuleHandle(NULL) get the exe handle. Sometimes the window couldn't be found because the window wasn't created in the .exe but in a dll. Thats why I list all dll HANDLES and try to find the main window handle. --- overlay_experimental/Windows_Hook.cpp | 27 +++++++++++++++++++-------- 1 file changed, 19 insertions(+), 8 deletions(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 55530e3..f755f34 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -7,20 +7,31 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include "../dll/dll.h" +#include + HWND GetGameWindow() { - HWND hWnd = FindWindow(NULL, NULL); - while (hWnd) + HWND hWnd = FindWindow(nullptr, nullptr); + HMODULE hModules[512]; + DWORD needed; + if (EnumProcessModules(GetCurrentProcess(), hModules, 512, &needed) != 0) { - if (!GetParent(hWnd)) + int numMods = needed/sizeof(HMODULE); + while (hWnd) { - if (GetModuleHandle(NULL) == (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE)) - break; + HMODULE wndInst = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE); + if (wndInst != nullptr) + { + for (int i = 0; i < numMods; ++i) + { + if (!GetParent(hWnd) && hModules[i] == wndInst) + return hWnd; + } + } + hWnd = GetWindow(hWnd, GW_HWNDNEXT); } - hWnd = GetWindow(hWnd, GW_HWNDNEXT); } - if (!hWnd) - PRINT_DEBUG("Failed to get game window HWND\n"); + PRINT_DEBUG("Failed to get game window HWND\n"); return hWnd; } From 42a22dd4bb491933a15ea601eee5fa1bb816a40a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 21 Aug 2019 21:52:08 +0200 Subject: [PATCH 086/494] Don't free objects with shutdown Some games don't like to free the DX objects after the game has shut down. --- overlay_experimental/DX10_Hook.cpp | 12 +++++++++++- overlay_experimental/DX11_Hook.cpp | 13 ++++++++++++- overlay_experimental/DX12_Hook.cpp | 14 +++++++++++++- 3 files changed, 36 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 8ce5dfe..ceba0e6 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -194,7 +194,17 @@ DX10_Hook::~DX10_Hook() { PRINT_DEBUG("DX10 Hook removed\n"); - resetRenderState(); + if (initialized) + { + mainRenderTargetView->Release(); + + //ImGui_ImplDX10_Shutdown(); + ImGui_ImplDX10_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index e225b07..5e5c197 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -212,7 +212,18 @@ DX11_Hook::~DX11_Hook() { PRINT_DEBUG("DX11 Hook removed\n"); - resetRenderState(); + if (initialized) + { + mainRenderTargetView->Release(); + pContext->Release(); + + //ImGui_ImplDX11_Shutdown(); + ImGui_ImplDX11_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index bd1aa1e..edb85f8 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -243,7 +243,19 @@ DX12_Hook::~DX12_Hook() { PRINT_DEBUG("DX12 Hook removed\n"); - resetRenderState(); + if (initialized) + { + pCmdAlloc->Release(); + pCmdList->Release(); + pDescriptorHeap->Release(); + + //ImGui_ImplDX12_Shutdown(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + Windows_Hook::Inst().resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } FreeLibrary(reinterpret_cast(_library)); From 13acbb3d949715d56082e7740bc5849648737b6d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 17:33:39 +0200 Subject: [PATCH 087/494] Reworked generate_game_infos. --- generate_game_infos/generate_game_infos.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 509f42c..921ac06 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -206,7 +206,7 @@ int main() { output_json[i]["name"] = item.value()["name"]; output_json[i]["displayName"] = item.value()["displayName"]; - output_json[i]["hidden"] = item.value()["hidden"]; + output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); try { output_json[i]["description"] = item.value()["description"]; @@ -217,8 +217,6 @@ int main() } output_json[i]["icon"] = item.value()["icon"]; output_json[i]["icongray"] = item.value()["icongray"]; - output_json[i]["time_earned"] = 0; - output_json[i]["earned"] = 0; ++i; } ach_file << std::setw(2) << output_json; From 46f2199cd209126ccf92f419acb9aa23d816eb3a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 17:34:06 +0200 Subject: [PATCH 088/494] Added examples --- Readme_release.txt | 9 +- .../232090/achievements.json | 2098 +++++++++++++ .../achievements.EXAMPLE.json | 2622 +++++++++++++++++ 3 files changed, 4727 insertions(+), 2 deletions(-) create mode 100644 files_example/inventory.EXAMPLE/232090/achievements.json create mode 100644 files_example/steam_settings.EXAMPLE/achievements.EXAMPLE.json diff --git a/Readme_release.txt b/Readme_release.txt index 0685e60..ae495b8 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -65,11 +65,16 @@ If you want to set custom ips (or domains) which the emulator will send broadcas If the custom ips/domains are specific for one game only you can put the custom_broadcasts.txt in the steam_settings\ folder. An example is provided in steam_settings.EXAMPLE\custom_broadcasts.EXAMPLE.txt -Items or Inventory: -Create a folder named steam_settings right beside steam_api.dll if there isn't one already. In that folder, create a file named items.json which will contain every item you want to have in your game. +Achievements, Items or Inventory: +Create a folder named steam_settings right beside steam_api.dll if there isn't one already. In that folder, create a file named items.json and/or achievements.json which will contain every item/achievement you want to have in your game. An example can be found in steam_settings.EXAMPLE that works with Killing Floor 2. The items.json syntax is simple, you SHOULD validate your .json file before trying to run your game or you won't have any item in your inventory. Just look for "online json validator" on your web brower to valide your file. You can use https://steamdb.info/ to list items and attributes they have and put them into your .json. +Then you have to add item/achievement to you inventory. To do so, go to %appdata%\Goldberg SteamEmu Saves\inventory\ on windows or [$XDG_DATA_HOME|~/.local/share]/Goldberg SteamEmu Saves on linux. +In that folder, create a file items.json and/or achievements.json and fill it like in the example inventory.EXAMPLE. +items.json syntax is like so: { "item_id": , "other_item_id": }. +achievements.json syntax is like so: { "achievement_name": { "earned" : [true|false], "earned_time": }, "second_name": { "earned" : [true|false], "earned_time": } } +"earned_time" can be 0, meaning the achievement was earned before before trace the earn time. (See https://partner.steamgames.com/doc/api/ISteamUserStats#GetAchievementAndUnlockTime) Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. Leaderboards: diff --git a/files_example/inventory.EXAMPLE/232090/achievements.json b/files_example/inventory.EXAMPLE/232090/achievements.json new file mode 100644 index 0000000..7a45fb5 --- /dev/null +++ b/files_example/inventory.EXAMPLE/232090/achievements.json @@ -0,0 +1,2098 @@ +[ + { + "description": "Complete Burning Paris on Survival Normal difficulty", + "displayName": "Tower Tussle", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/602f536d30b0c235518e7a1e44187d441eaf63d6.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_0" + }, + { + "description": "Complete Burning Paris on Survival Hard difficulty", + "displayName": "Seine Skirmish", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/636fe6d6fabcabde48e874b7f4743632578b1c5d.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_1" + }, + { + "description": "Beat Burning Paris on Suicidal", + "displayName": "Bastille Brawl", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c917888af91dfe611af82089437b2893779c8efc.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_2" + }, + { + "description": "Beat Burning Paris on Hell on Earth", + "displayName": "Arc Action", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70b565ce3857b76c0a05369f06c8c049e16f7acb.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_3" + }, + { + "description": "Beat Outpost on Normal", + "displayName": "You Can't Fight In Here, This Is The Control Room", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d47d3ba3fd18af18307316c45ef5928a2ef548ea.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_4" + }, + { + "description": "Beat Outpost on Hard", + "displayName": "This Is What Happens When You Meet A Zed In The Alps", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/02ee9ce922c7ce7a64829cd532f1ba2643dd4bb1.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_5" + }, + { + "description": "Beat Outpost on Suicidal", + "displayName": "The Shield Doors Must Be Closed", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/050dcb99026091b63eddda0cdc4d63fd722c1e1b.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_6" + }, + { + "description": "Beat Outpost on Hell on Earth", + "displayName": "Fear Is For The Zeds, My Little Lord", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8431a972a1983e9caf674f6789a5c465805ebbc4.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_7" + }, + { + "description": "Beat Biotics Lab on Normal", + "displayName": "Open For Testing", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0a8d274c3d77ec81d2aab54af370f724d40f15bc.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_8" + }, + { + "description": "Beat Biotics Lab on Hard", + "displayName": "Limited Contact", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cbcc021969245995ce09589ad53ab1a47f0fdff7.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_9" + }, + { + "description": "Beat Biotics Lab on Suicidal", + "displayName": "Restricted Access", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/44268ccc9bac63ecbf60f39898d7dc2c17bd53ab.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_10" + }, + { + "description": "Beat Biotics Lab on Hell on Earth", + "displayName": "Controlled Environment", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70cb90730ab2705bb1e306819354651d56c38552.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_11" + }, + { + "description": "Beat Volter Manor on Normal", + "displayName": "Just Visiting", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/61fa8d36c9829af872c0ad5228c60d64069fce17.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_12" + }, + { + "description": "Beat Volter Manor on Hard", + "displayName": "Mind Your Manor", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4e5b10441e0474095bbb81d5960f1af27c932084.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_13" + }, + { + "description": "Beat Volter Manor on Suicidal", + "displayName": "Settling In", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1683c9b2122f6ede072934269661f93e17ab984e.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_14" + }, + { + "description": "Complete Volter Manor on Survival Hell On Earth difficulty", + "displayName": "Lord of the Manor", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6c4b365273492452a071837a4255bd4d2dea73da.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_15" + }, + { + "description": "Collect all the items on Burning Paris", + "displayName": "Paris Plunder", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e1438bcf38af2bfc2c847a1f668faf687df0b732.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_16" + }, + { + "description": "Collect all the items on Outpost", + "displayName": "Outpost Offerings", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/59ffefa9465aaf04ffdbc9e705cf3164d28a91b0.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_17" + }, + { + "description": "Collect all the items on Biotics Lab", + "displayName": "Biotics Bling", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/da4820f31888fcefa4a634a584e12a96de211e88.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_18" + }, + { + "description": "Collect all the items on Volter Manor", + "displayName": "Manor Money", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/30c452781f10edb7b6b3abd3a038776eac66252d.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", + "name": "Achievement_19" + }, + { + "description": "Complete Evacuation Point on Survival Normal difficulty", + "displayName": "The Suite Life", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9c80431926b58a51f442831f69d109df8d3f64e1.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_20" + }, + { + "description": "Complete Evacuation Point on Survival Hard difficulty", + "displayName": "Unsinkable II", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3b2a9c5c63aad9b5f0a43f93424e0f29c8c6deb9.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_21" + }, + { + "description": "Complete Evacuation Point on Survival Suicidal difficulty", + "displayName": "Bow Movement", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4b22d317141e729496ec00a2f0f7bc6a8a3146f2.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_22" + }, + { + "description": "Complete Evacuation Point on Survival Hell On Earth difficulty", + "displayName": "Seas The Day", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b64bf6337277640aa8f455aed9d210168a7ce414.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_23" + }, + { + "description": "Complete Catacombs on Survival Normal difficulty", + "displayName": "A Light In The Darkness", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d2908401103ad32380e3cf3525dafc45a1691306.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_24" + }, + { + "description": "Complete Catacombs on Survival Hard difficulty", + "displayName": "This Is No Mine", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1b79ab127fcaba5394686438c187275672fa62e3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_25" + }, + { + "description": "Complete Catacombs on Survival Suicidal difficulty", + "displayName": "This Is A Tomb, Theirs", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/72a312fa2a311a0d57ba43d5d0ff5324560bd954.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_26" + }, + { + "description": "Complete Catacombs on Survival Hell On Earth difficulty", + "displayName": "They Shall Not Pass", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b4770075a39f42f45b4fa7cf8f4c2e9c377633a0.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_27" + }, + { + "description": "Collect all the items on Evacuation Point", + "displayName": "Point Paper", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8946b527da24edc10caea62e796b1b43420f736b.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_28" + }, + { + "description": "Collect all the items on Catacombs", + "displayName": "Catacombs Cash", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/daa37be2677f123e123bf39b945e996fb8758c45.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_29" + }, + { + "description": "Reach Level 5 Berserker", + "displayName": "Reach Level 5 Berserker", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ec445dee4f5bfcfca9e132ff680068e02c80983a.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_30" + }, + { + "description": "Reach Level 10 Berserker", + "displayName": "Reach Level 10 Berserker", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8b2a3fc6e4112e667d045e7a0e3d1d229afe9273.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_31" + }, + { + "description": "Reach 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"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e08ae8778751acbcf861ee08f3b9803d3181f34f.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_76" + }, + { + "description": "Complete any map as a Support on Survival Normal difficulty", + "displayName": "Normal Support", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f18256b3f3ddee86f22b477be44e0093f6d1897d.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_77" + }, + { + "description": "Complete any map as a Support on Survival Hard difficulty", + "displayName": "Hard Support", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4ad83923f2f9638896fe49aa80b04f11a80bd6db.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_78" + }, + { + "description": "Complete any map as a Support on Survival Suicidal difficulty", + "displayName": "Suicidal Support", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/eb55f2e2431b03b787ca803bd8ebb09ba4d0fbdd.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_79" + }, + { + "description": "Complete any map as a Support on Survival Hell On Earth difficulty", + "displayName": "Hellish Support", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2c483d17dea8fedf4b013c3b8a1f3a86ed7c53a1.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_80" + }, + { + "description": "Complete any map as a Firebug on Survival Normal difficulty", + "displayName": "Normal Firebug", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d787f7a96c2396e035bfae8415739dd3ec53ce69.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_81" + }, + { + "description": "Complete any map as a Firebug on Survival Hard difficulty", + "displayName": "Hard Firebug", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/924384c8d486ef91bf856c25edd258e29b7243d5.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_82" + }, + { + "description": "Complete any map as a Firebug on Survival Suicidal difficulty", + "displayName": 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"icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/da1fb07964ecc32315a797b1c825d8562bb86113.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_96" + }, + { + "description": "Complete Black Forest on Survival Hell On Earth difficulty", + "displayName": "Kein Bier Vor Vier", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5284866c575c132f4d4c838d8c380b5c731e05b6.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_97" + }, + { + "description": "Collect all the items on Black Forest", + "displayName": "Black Forest Babies", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8b8f2d33dbc9f884b8de60ea4573cf8cdf737d6d.jpg", + "icongray": 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Farmhouse on Suicidal Difficulty", + "displayName": "Water the Crops", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a2da718294f17bc3fc0e06dac6e64c4942e691c4.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_101" + }, + { + "description": "Beat Farmhouse on Hell on Earth Difficulty", + "displayName": "Reap what you Sow", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7beeff9f0fb5fc641f2ad9d986db7cab1cb93486.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_102" + }, + { + "description": "Collect all the items on Farmhouse", + "displayName": "Darkness Dolls", + "hidden": "0", + "icon": 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British Intel.", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8ca6f43274c132cf9d995591fb4045aa5c57709c.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_107" + }, + { + "description": "Collect all the items on Prison", + "displayName": "Perilous Prison", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/95c90482f7da7e7759fb68200f71d3b784e1396d.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_108" + }, + { + "description": "Complete the Training Floor", + "displayName": "School's Out Forever", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/66f5309ba8030f4f5dc5f1c15e1db4dad14ffbb1.jpg", + "icongray": 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"description": "Reach Level 20 Survivalist", + "displayName": "Reach Level 20 Survivalist", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f9526579c6b4f52621b85c5913ff8773940fed11.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", + "name": "Achievement_167" + }, + { + "description": "Reach Level 25 Survivalist", + "displayName": "Reach Level 25 Survivalist", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a472196ec80ad363c21e1bac0206061a8ec6e1e1.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", + "name": "Achievement_168" + }, + { + "description": "Beat Any One Map as Survivalist on Normal Difficulty", + "displayName": "Normal Survivalist", + "hidden": "0", + "icon": 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What is Fun Size?", + "hidden": "0", + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53e20884174ea4717588f5a7c324d1a02d207dae.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_195" + }, + { + "description": "Beat Nightmare on Hell on Earth", + "displayName": "Victory! 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"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3798d728855dc6dc65e926288176ab87666dbd86.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_249", + "time_earned": 0 + }, + { + "description": "Complete Zed Landing on Objective Hard Difficulty", + "displayName": "Data Deliverier ", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7933cd8f729179eb61274fffa8ac3af69368997c.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_250", + "time_earned": 0 + }, + { + "description": "Complete Zed Landing on Objective Suicidal Difficulty", + "displayName": "Island Isolation", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c25b0221caf5779641711eae5dbe5e915d7feef0.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_251", + "time_earned": 0 + }, + { + "description": "Complete Zed Landing on Objective Hell On Earth Difficulty", + "displayName": "Someone Call a Chopper?", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9ccce9f949a52cf79fbc4b53f703fb4bd726d652.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_252", + "time_earned": 0 + }, + { + "description": "Complete Outpost on Objective Normal Difficulty", + "displayName": "It's Snow Good. ", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/626744b7626d76146205e4ee0545ff5b82d48536.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_253", + "time_earned": 0 + }, + { + "description": "Complete Outpost on Objective Hard Difficulty", + "displayName": "Giving the Cold Shoulder", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f0d63ed438b13319e0c81a6d7b3b0fea00e28b84.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_254", + "time_earned": 0 + }, + { + "description": "Complete Outpost on Objective Suicidal Difficulty", + "displayName": "Frozen Assets", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/72142caac4513322346bb51b738a099219288e9c.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_255", + "time_earned": 0 + }, + { + "description": "Complete Outpost on Objective Hell On Earth Difficulty", + "displayName": "The Snow Must Go On", + "earned": 0, + "hidden": 0, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fb3f2cd9de0a8d536b4070a2ac59d747f5e76a.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_256", + "time_earned": 0 + }, + { + "description": null, + "displayName": "Achievement_257_Name", + "earned": 0, + "hidden": 1, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_257", + "time_earned": 0 + }, + { + "description": null, + "displayName": "Achievement_258_Name", + "earned": 0, + "hidden": 1, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_258", + "time_earned": 0 + }, + { + "description": null, + "displayName": "Achievement_259_Name", + "earned": 0, + "hidden": 1, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_259", + "time_earned": 0 + }, + { + "description": null, + "displayName": "Achievement_260_Name", + "earned": 0, + "hidden": 1, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_260", + "time_earned": 0 + }, + { + "description": null, + "displayName": "Achievement_261_Name", + "earned": 0, + "hidden": 1, + "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", + "name": "Achievement_261", + "time_earned": 0 + } +] \ No newline at end of file From 21e08ed220bcbc3700b06d651e56efaca3c27ed9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 17:42:39 +0200 Subject: [PATCH 089/494] Achievements support & inventory customization. Added achievements support. Achievements are saved like real steam, see your inventory directory.(like items, uses a .json, tool can be used to dump achievements from steam public api). You will need a public apikey. (See https://steamcommunity.com/dev) Reworked item support to split inventory items to defined items. --- dll/item_db_loader.cpp | 62 ---------- dll/item_db_loader.h | 24 ---- dll/local_storage.cpp | 75 ++++++++++- dll/local_storage.h | 21 ++-- dll/steam_client.cpp | 11 +- dll/steam_inventory.h | 191 ++++++++++++++++++---------- dll/steam_remote_storage.h | 34 ++--- dll/steam_user.h | 2 +- dll/steam_user_stats.h | 247 +++++++++++++++++++------------------ 9 files changed, 365 insertions(+), 302 deletions(-) delete mode 100644 dll/item_db_loader.cpp delete mode 100644 dll/item_db_loader.h diff --git a/dll/item_db_loader.cpp b/dll/item_db_loader.cpp deleted file mode 100644 index ee59105..0000000 --- a/dll/item_db_loader.cpp +++ /dev/null @@ -1,62 +0,0 @@ -/* Copyright (C) 2019 Nemirtingas (Maxime P) - This file is part of the Goldberg Emulator - - The Goldberg Emulator is free software; you can redistribute it and/or - modify it under the terms of the GNU Lesser General Public - License as published by the Free Software Foundation; either - version 3 of the License, or (at your option) any later version. - - The Goldberg Emulator is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public - License along with the Goldberg Emulator; if not, see - . */ -#include "item_db_loader.h" - -#include -#include "../json/json.hpp" - -void read_items_db(std::string items_db, std::map> *items, std::atomic_bool *is_loadedb) -{ - std::ifstream items_file(items_db); - // If there is a file and we opened it - if( items_file ) - { - items_file.seekg(0, std::ios::end); - size_t size = items_file.tellg(); - std::string buffer(size, '\0'); - items_file.seekg(0); - // Read it entirely, if the .json file gets too big, - // I should look into this and split reads into smaller parts. - items_file.read(&buffer[0], size); - items_file.close(); - - try - { - std::map> tmp; - nlohmann::json json = nlohmann::json::parse(buffer); - - for (auto& i : json.items()) - { - SteamItemDef_t key = std::stoi((*i).key()); - nlohmann::json& value = (*i).value(); - for (auto& j : value.items()) - { - tmp[key][(*j).key()] = (*j).value(); - } - } - - items->swap(tmp); - } - catch (std::exception& e) - { - PRINT_DEBUG("Error while parsing json: %s\n", e.what()); - } - } - - PRINT_DEBUG("Loaded json. Loaded %u items.\n", items->size()); - *is_loadedb = true; -} \ No newline at end of file diff --git a/dll/item_db_loader.h b/dll/item_db_loader.h deleted file mode 100644 index 89c0912..0000000 --- a/dll/item_db_loader.h +++ /dev/null @@ -1,24 +0,0 @@ -/* Copyright (C) 2019 Nemirtingas (Maxime P) - This file is part of the Goldberg Emulator - - The Goldberg Emulator is free software; you can redistribute it and/or - modify it under the terms of the GNU Lesser General Public - License as published by the Free Software Foundation; either - version 3 of the License, or (at your option) any later version. - - The Goldberg Emulator is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public - License along with the Goldberg Emulator;*/ -#ifndef __ITEM_DB_LOADER_INCLUDED__ -#define __ITEM_DB_LOADER_INCLUDED__ - -#include "base.h" // For SteamItemDef_t - -#include -void read_items_db(std::string items_db, std::map> *items, std::atomic_bool *is_loaded); - -#endif//__ITEM_DB_LOADER_INCLUDED__ \ No newline at end of file diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index d5d6d46..5b1ab8c 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -20,6 +20,7 @@ #include #include #include +#include struct File_Data { std::string name; @@ -52,6 +53,11 @@ std::string Local_Storage::get_global_settings_path() return ""; } +std::string Local_Storage::get_global_inventory_path() +{ + return ""; +} + Local_Storage::Local_Storage(std::string save_directory) { @@ -127,6 +133,16 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) +{ + return true +} + +bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) +{ + return true; +} + std::vector Local_Storage::get_filenames_path(std::string path) { return std::vector(); @@ -378,7 +394,7 @@ std::string Local_Storage::get_program_path() std::string Local_Storage::get_game_settings_path() { - return get_program_path().append(GAME_SETTINGS_FOLDER).append(PATH_SEPARATOR); + return get_program_path().append(game_settings_folder).append(PATH_SEPARATOR); } #if defined(STEAM_WIN32) @@ -508,7 +524,12 @@ std::string Local_Storage::get_path(std::string folder) std::string Local_Storage::get_global_settings_path() { - return save_directory + SETTINGS_STORAGE_FOLDER + PATH_SEPARATOR; + return save_directory + settings_storage_folder + PATH_SEPARATOR; +} + +std::string Local_Storage::get_global_inventory_path() +{ + return save_directory + inventory_storage_folder + PATH_SEPARATOR; } std::vector Local_Storage::get_filenames_path(std::string path) @@ -680,4 +701,54 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) +{ + std::string inv_path = std::move(get_global_inventory_path() + appid + file); + std::ifstream inventory_file(inv_path); + // If there is a file and we opened it + if (inventory_file) + { + inventory_file.seekg(0, std::ios::end); + size_t size = inventory_file.tellg(); + std::string buffer(size, '\0'); + inventory_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + inventory_file.read(&buffer[0], size); + inventory_file.close(); + + try { + json = std::move(nlohmann::json::parse(buffer)); + PRINT_DEBUG("Loaded inventory \"%s\". Loaded %u items.\n", inv_path.c_str(), json.size()); + return true; + } catch (std::exception& e) { + PRINT_DEBUG("Error while parsing \"%s\" inventory json: %s\n", inv_path.c_str(), e.what()); + } + } + else + { + PRINT_DEBUG("Couldn't open file \"%s\" to read inventory\n", inv_path.c_str()); + } + + return false; +} + +bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) +{ + std::string inv_path = std::move(get_global_inventory_path() + appid); + + create_directory(inv_path); + + std::ofstream inventory_file(inv_path + file, std::ios::trunc | std::ios::out); + if (inventory_file) + { + inventory_file << std::setw(2) << json; + return true; + } + + PRINT_DEBUG("Couldn't open file \"%s\" to write inventory\n", inv_path.c_str()); + + return false; +} + #endif diff --git a/dll/local_storage.h b/dll/local_storage.h index fb22db7..ef618a5 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -21,18 +21,21 @@ #ifndef LOCAL_STORAGE_INCLUDE #define LOCAL_STORAGE_INCLUDE -#define SETTINGS_STORAGE_FOLDER "settings" -#define REMOTE_STORAGE_FOLDER "remote" -#define STATS_STORAGE_FOLDER "stats" -#define USER_DATA_FOLDER "local" - -#define GAME_SETTINGS_FOLDER "steam_settings" - #include +#include "../json/json.hpp" #define MAX_FILENAME_LENGTH 300 class Local_Storage { +public: + static constexpr auto inventory_storage_folder = "inventory"; + static constexpr auto settings_storage_folder = "settings"; + static constexpr auto remote_storage_folder = "remote"; + static constexpr auto stats_storage_folder = "stats"; + static constexpr auto user_data_storage = "local"; + static constexpr auto game_settings_folder = "steam_settings"; + +private: std::string save_directory; std::string appid; public: @@ -56,9 +59,13 @@ public: bool file_delete(std::string folder, std::string file); uint64_t file_timestamp(std::string folder, std::string file); std::string get_global_settings_path(); + std::string get_global_inventory_path(); std::string get_path(std::string folder); bool update_save_filenames(std::string folder); + + bool load_inventory_file(nlohmann::json &json, std::string const&file); + bool write_inventory_file(nlohmann::json const& json, std::string const&file); }; #endif diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index ba33cf5..8ae55e7 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -162,7 +162,7 @@ Steam_Client::Steam_Client() uint64 steam_id = 0; bool generate_new = false; //try to load steam id from game specific settings folder first - if (local_storage->get_data(SETTINGS_STORAGE_FOLDER, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { + if (local_storage->get_data(Local_Storage::settings_storage_folder, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { user_id = CSteamID((uint64)std::atoll(array_steam_id)); if (!user_id.IsValid()) { generate_new = true; @@ -335,9 +335,6 @@ Steam_Client::Steam_Client() } } - std::string achievements_db_file_path = (Local_Storage::get_game_settings_path() + "achievements.json"); - std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); - network = new Networking(settings_server->get_local_steam_id(), appid, port, &custom_broadcasts); callback_results_client = new SteamCallResults(); @@ -353,7 +350,7 @@ Steam_Client::Steam_Client() steam_utils = new Steam_Utils(settings_client, callback_results_client); steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network); - steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client, achievements_db_file_path); + steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client); steam_apps = new Steam_Apps(settings_client, callback_results_client); steam_networking = new Steam_Networking(settings_client, network, callbacks_client, run_every_runcb); steam_remote_storage = new Steam_Remote_Storage(settings_client, local_storage, callback_results_client); @@ -365,7 +362,7 @@ Steam_Client::Steam_Client() steam_music = new Steam_Music(callbacks_client); steam_musicremote = new Steam_MusicRemote(); steam_HTMLsurface = new Steam_HTMLsurface(settings_client, network, callback_results_client, callbacks_client); - steam_inventory = new Steam_Inventory(settings_client, callback_results_client, callbacks_client, run_every_runcb, items_db_file_path); + steam_inventory = new Steam_Inventory(settings_client, callback_results_client, callbacks_client, run_every_runcb, local_storage); steam_video = new Steam_Video(); steam_parental = new Steam_Parental(); steam_networking_sockets = new Steam_Networking_Sockets(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); @@ -383,7 +380,7 @@ Steam_Client::Steam_Client() steam_gameserverstats = new Steam_GameServerStats(settings_server, network, callback_results_server, callbacks_server); steam_gameserver_networking = new Steam_Networking(settings_server, network, callbacks_server, run_every_runcb); steam_gameserver_http = new Steam_HTTP(settings_server, network, callback_results_server, callbacks_server); - steam_gameserver_inventory = new Steam_Inventory(settings_server, callback_results_server, callbacks_server, run_every_runcb, items_db_file_path); + steam_gameserver_inventory = new Steam_Inventory(settings_server, callback_results_server, callbacks_server, run_every_runcb, local_storage); steam_gameserver_ugc = new Steam_UGC(settings_server, callback_results_server, callbacks_server); steam_gameserver_apps = new Steam_Apps(settings_server, callback_results_server); steam_gameserver_networking_sockets = new Steam_Networking_Sockets(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 2eec7fb..8518230 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -15,8 +15,8 @@ License along with the Goldberg Emulator; if not, see . */ -#include "item_db_loader.h" -#include +#include "base.h" // For SteamItemDef_t +#include "../json/json.hpp" struct Steam_Inventory_Requests { double timeout = 0.1; @@ -42,22 +42,24 @@ class Steam_Inventory : public ISteamInventory002, public ISteamInventory { +public: + static constexpr auto items_user_file = "items.json"; + +private: class Settings *settings; class SteamCallResults *callback_results; class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; + class Local_Storage* local_storage; std::vector inventory_requests; - std::map> items; - // Like typedefs - using item_iterator = std::map>::iterator; - using attr_iterator = std::map::iterator; + nlohmann::json defined_items; + nlohmann::json user_items; - std::atomic_bool items_loaded; - std::string items_db_file; - std::once_flag load_items_flag; + bool inventory_loaded; bool call_definition_update; + bool call_inventory_update; bool definition_update_called; bool full_update_called; @@ -89,6 +91,40 @@ struct Steam_Inventory_Requests *get_inventory_result(SteamInventoryResult_t res return &(*request); } +void read_items_db() +{ + std::string items_db_path = Local_Storage::get_game_settings_path() + items_user_file; + PRINT_DEBUG("Items file path: %s\n", items_db_path.c_str()); + std::ifstream inventory_file(items_db_path); + // If there is a file and we opened it + if (inventory_file) + { + inventory_file.seekg(0, std::ios::end); + size_t size = inventory_file.tellg(); + std::string buffer(size, '\0'); + inventory_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + inventory_file.read(&buffer[0], size); + inventory_file.close(); + + try + { + defined_items = std::move(nlohmann::json::parse(buffer)); + PRINT_DEBUG("Loaded inventory. Loaded %u items.\n", defined_items.size()); + } + catch (std::exception& e) + { + PRINT_DEBUG("Error while parsing inventory json: %s\n", e.what()); + } + } +} + +void read_inventory_db() +{ + local_storage->load_inventory_file(user_items, items_user_file); +} + public: static void run_every_runcb_cb(void *object) @@ -99,21 +135,21 @@ static void run_every_runcb_cb(void *object) obj->RunCallbacks(); } -Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, std::string items_db_file_path) +Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, class Local_Storage *local_storage): + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + local_storage(local_storage), + defined_items(nlohmann::json::object()), + user_items(nlohmann::json::object()), + inventory_loaded(false), + call_definition_update(false), + call_inventory_update(false), + definition_update_called(false), + full_update_called(false) { - items_db_file = items_db_file_path; - PRINT_DEBUG("Items file path: %s\n", items_db_file.c_str()); - items_loaded = false; - - this->settings = settings; - this->callbacks = callbacks; - this->callback_results = callback_results; - this->run_every_runcb = run_every_runcb; this->run_every_runcb->add(&Steam_Inventory::run_every_runcb_cb, this); - - call_definition_update = false; - definition_update_called = false; - full_update_called = false; } ~Steam_Inventory() @@ -160,6 +196,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, struct Steam_Inventory_Requests *request = get_inventory_result(resultHandle); if (!request) return false; if (!request->result_done()) return false; + if (!inventory_loaded) return false; if (pOutItemsArray != nullptr) { @@ -167,21 +204,35 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, if (request->full_query) { // We end if we reached the end of items or the end of buffer - for( auto i = items.begin(); i != items.end() && max_items; ++i, --max_items ) + for( auto i = user_items.begin(); i != user_items.end() && max_items; ++i, --max_items ) { - pOutItemsArray->m_iDefinition = i->first; - pOutItemsArray->m_itemId = i->first; - pOutItemsArray->m_unQuantity = 1; + pOutItemsArray->m_iDefinition = std::stoi(i.key()); + pOutItemsArray->m_itemId = pOutItemsArray->m_iDefinition; + try + { + pOutItemsArray->m_unQuantity = i.value().get(); + } + catch (...) + { + pOutItemsArray->m_unQuantity = 0; + } pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; ++pOutItemsArray; } - *punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast(items.size())); + *punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast(user_items.size())); } else { for (auto &itemid : request->instance_ids) { if (!max_items) break; pOutItemsArray->m_iDefinition = itemid; pOutItemsArray->m_itemId = itemid; - pOutItemsArray->m_unQuantity = 1; + try + { + pOutItemsArray->m_unQuantity = user_items[itemid].get(); + } + catch (...) + { + pOutItemsArray->m_unQuantity = 0; + } pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; ++pOutItemsArray; --max_items; @@ -190,7 +241,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, } else if (punOutItemsArraySize != nullptr) { - *punOutItemsArraySize = items.size(); + *punOutItemsArraySize = user_items.size(); } PRINT_DEBUG("GetResultItems good\n"); @@ -278,7 +329,7 @@ bool GetAllItems( SteamInventoryResult_t *pResultHandle ) std::lock_guard lock(global_mutex); struct Steam_Inventory_Requests* request = new_inventory_result(); - if (!definition_update_called) call_definition_update = true; + call_inventory_update = true; if (pResultHandle != nullptr) *pResultHandle = request->inventory_result; @@ -302,6 +353,7 @@ bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unC std::lock_guard lock(global_mutex); if (pResultHandle) { struct Steam_Inventory_Requests *request = new_inventory_result(false, pInstanceIDs, unCountInstanceIDs); + //call_inventory_update = true; *pResultHandle = request->inventory_result; return true; } @@ -559,15 +611,15 @@ bool GetItemDefinitionIDs( if (pItemDefIDs == nullptr) { - *punItemDefIDsArraySize = items.size(); + *punItemDefIDsArraySize = defined_items.size(); return true; } - if (*punItemDefIDsArraySize < items.size()) + if (*punItemDefIDsArraySize < defined_items.size()) return false; - for (auto& i : items) - *pItemDefIDs++ = i.first; + for (auto i = defined_items.begin(); i != defined_items.end(); ++i) + *pItemDefIDs++ = std::stoi(i.key()); return true; } @@ -588,25 +640,38 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope PRINT_DEBUG("GetItemDefinitionProperty %i %s\n", iDefinition, pchPropertyName); std::lock_guard lock(global_mutex); - item_iterator item; - if ((item = items.find(iDefinition)) != items.end()) + auto item = defined_items.find(std::to_string(iDefinition)); + if (item != defined_items.end()) { - attr_iterator attr; if (pchPropertyName != nullptr) { // Should I check for punValueBufferSizeOut == nullptr ? // Try to get the property - if ((attr = item->second.find(pchPropertyName)) != items[iDefinition].end()) + auto attr = item.value().find(pchPropertyName); + if (attr != item.value().end()) { - std::string const& val = attr->second; + std::string val; + try + { + val = attr.value().get(); + } + catch (...) + { + pchPropertyName = ""; + *punValueBufferSizeOut = 0; + PRINT_DEBUG("Error, item: %d, attr: %s is not a string!", iDefinition, pchPropertyName); + return true; + } if (pchValueBuffer != nullptr) { // copy what we can strncpy(pchValueBuffer, val.c_str(), *punValueBufferSizeOut); } - - // Set punValueBufferSizeOut to the property size - *punValueBufferSizeOut = std::min(static_cast(val.length() + 1), *punValueBufferSizeOut); + else + { + // Set punValueBufferSizeOut to the property size + *punValueBufferSizeOut = val.length() + 1; + } if (pchValueBuffer != nullptr) { @@ -628,8 +693,8 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope { // Should I check for punValueBufferSizeOut == nullptr ? *punValueBufferSizeOut = 0; - for (auto& i : item->second) - *punValueBufferSizeOut += i.first.length() + 1; // Size of key + comma, and the last is not a comma but null char + for (auto i = item.value().begin(); i != item.value().end(); ++i) + *punValueBufferSizeOut += i.key().length() + 1; // Size of key + comma, and the last is not a comma but null char } else { @@ -637,16 +702,16 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope uint32_t len = *punValueBufferSizeOut-1; *punValueBufferSizeOut = 0; memset(pchValueBuffer, 0, len); - for( auto i = item->second.begin(); i != item->second.end() && len > 0; ++i ) + for( auto i = item.value().begin(); i != item.value().end() && len > 0; ++i ) { - strncat(pchValueBuffer, i->first.c_str(), len); + strncat(pchValueBuffer, i.key().c_str(), len); // Count how many chars we copied // Either the string length or the buffer size if its too small - uint32 x = std::min(len, static_cast(i->first.length())); + uint32 x = std::min(len, static_cast(i.key().length())); *punValueBufferSizeOut += x; len -= x; - if (len && std::distance(i, item->second.end()) != 1) // If this is not the last item, add a comma + if (len && std::distance(i, item.value().end()) != 1) // If this is not the last item, add a comma strncat(pchValueBuffer, ",", len--); // Always add 1, its a comma or the null terminator @@ -781,24 +846,26 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update || inventory_requests.size()) { - std::call_once(load_items_flag, [&]() { - std::thread items_load_thread(read_items_db, items_db_file, &items, &items_loaded); - items_load_thread.detach(); - }); + if (call_definition_update) { + read_items_db(); + definition_update_called = true; + + SteamInventoryDefinitionUpdate_t data = {}; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + call_definition_update = false; } - if (items_loaded) { - if (call_definition_update) { - SteamInventoryDefinitionUpdate_t data = {}; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - call_definition_update = false; - definition_update_called = true; - } + if (call_inventory_update) { + read_inventory_db(); + inventory_loaded = true; + call_inventory_update = false; + } + + if (definition_update_called && inventory_loaded) + { std::chrono::system_clock::time_point now = std::chrono::system_clock::now(); - - for (auto & r : inventory_requests) { + for (auto& r : inventory_requests) { if (!r.done && std::chrono::duration_cast>(now - r.time_created).count() > r.timeout) { if (r.full_query) { if (!full_update_called) { diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index d0c7646..5a95d2a 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -69,7 +69,7 @@ Steam_Remote_Storage(class Settings *settings, Local_Storage *local_storage, cla this->local_storage = local_storage; this->callback_results = callback_results; steam_cloud_enabled = true; - local_storage->update_save_filenames(REMOTE_STORAGE_FOLDER); + local_storage->update_save_filenames(Local_Storage::remote_storage_folder); } // NOTE @@ -84,7 +84,7 @@ bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWrite %s %u\n", pchFile, cubData); std::lock_guard lock(global_mutex); - int data_stored = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData); + int data_stored = local_storage->store_data(Local_Storage::remote_storage_folder, pchFile, (char* )pvData, cubData); PRINT_DEBUG("Steam_Remote_Storage::Stored %i, %u\n", data_stored, data_stored == cubData); return data_stored == cubData; } @@ -93,7 +93,7 @@ int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileRead %s %i\n", pchFile, cubDataToRead); std::lock_guard lock(global_mutex); - int read_data = local_storage->get_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubDataToRead); + int read_data = local_storage->get_data(Local_Storage::remote_storage_folder, pchFile, (char* )pvData, cubDataToRead); if (read_data < 0) read_data = 0; PRINT_DEBUG("Read %i\n", read_data); return read_data; @@ -104,7 +104,7 @@ SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 c { PRINT_DEBUG("Steam_Remote_Storage::FileWriteAsync\n"); std::lock_guard lock(global_mutex); - bool success = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData) == cubData; + bool success = local_storage->store_data(Local_Storage::remote_storage_folder, pchFile, (char* )pvData, cubData) == cubData; RemoteStorageFileWriteAsyncComplete_t data; data.m_eResult = k_EResultOK; @@ -118,7 +118,7 @@ SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToR PRINT_DEBUG("Steam_Remote_Storage::FileReadAsync\n"); std::lock_guard lock(global_mutex); - unsigned int size = local_storage->file_size(REMOTE_STORAGE_FOLDER, pchFile); + unsigned int size = local_storage->file_size(Local_Storage::remote_storage_folder, pchFile); RemoteStorageFileReadAsyncComplete_t data; if (size <= nOffset) { @@ -153,7 +153,7 @@ bool FileReadAsyncComplete( SteamAPICall_t hReadCall, void *pvBuffer, uint32 cub return false; char *temp = new char[a_read->size]; - int read_data = local_storage->get_data(REMOTE_STORAGE_FOLDER, a_read->file_name, (char* )temp, a_read->size); + int read_data = local_storage->get_data(Local_Storage::remote_storage_folder, a_read->file_name, (char* )temp, a_read->size); if (read_data < a_read->to_read + a_read->offset) { delete[] temp; return false; @@ -175,7 +175,7 @@ bool FileForget( const char *pchFile ) bool FileDelete( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::FileDelete\n"); - return local_storage->file_delete(REMOTE_STORAGE_FOLDER, pchFile); + return local_storage->file_delete(Local_Storage::remote_storage_folder, pchFile); } STEAM_CALL_RESULT( RemoteStorageFileShareResult_t ) @@ -184,7 +184,7 @@ SteamAPICall_t FileShare( const char *pchFile ) PRINT_DEBUG("Steam_Remote_Storage::FileShare\n"); std::lock_guard lock(global_mutex); RemoteStorageFileShareResult_t data = {}; - if (local_storage->file_exists(REMOTE_STORAGE_FOLDER, pchFile)) { + if (local_storage->file_exists(Local_Storage::remote_storage_folder, pchFile)) { data.m_eResult = k_EResultOK; data.m_hFile = generate_steam_api_call_id(); strncpy(data.m_rgchFilename, pchFile, sizeof(data.m_rgchFilename) - 1); @@ -237,7 +237,7 @@ bool FileWriteStreamClose( UGCFileWriteStreamHandle_t writeHandle ) if (stream_writes.end() == request) return false; - local_storage->store_data(REMOTE_STORAGE_FOLDER, request->file_name, request->file_data.data(), request->file_data.size()); + local_storage->store_data(Local_Storage::remote_storage_folder, request->file_name, request->file_data.data(), request->file_data.size()); stream_writes.erase(request); return true; } @@ -258,25 +258,25 @@ bool FileWriteStreamCancel( UGCFileWriteStreamHandle_t writeHandle ) bool FileExists( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::FileExists %s\n", pchFile); - return local_storage->file_exists(REMOTE_STORAGE_FOLDER, pchFile); + return local_storage->file_exists(Local_Storage::remote_storage_folder, pchFile); } bool FilePersisted( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::FilePersisted\n"); - return local_storage->file_exists(REMOTE_STORAGE_FOLDER, pchFile); + return local_storage->file_exists(Local_Storage::remote_storage_folder, pchFile); } int32 GetFileSize( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::GetFileSize %s\n", pchFile); - return local_storage->file_size(REMOTE_STORAGE_FOLDER, pchFile); + return local_storage->file_size(Local_Storage::remote_storage_folder, pchFile); } int64 GetFileTimestamp( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::GetFileTimestamp\n"); - return local_storage->file_timestamp(REMOTE_STORAGE_FOLDER, pchFile); + return local_storage->file_timestamp(Local_Storage::remote_storage_folder, pchFile); } ERemoteStoragePlatform GetSyncPlatforms( const char *pchFile ) @@ -290,7 +290,7 @@ ERemoteStoragePlatform GetSyncPlatforms( const char *pchFile ) int32 GetFileCount() { PRINT_DEBUG("Steam_Remote_Storage::GetFileCount\n"); - int32 num = local_storage->count_files(REMOTE_STORAGE_FOLDER); + int32 num = local_storage->count_files(Local_Storage::remote_storage_folder); PRINT_DEBUG("Steam_Remote_Storage::File count: %i\n", num); return num; } @@ -299,7 +299,7 @@ const char *GetFileNameAndSize( int iFile, int32 *pnFileSizeInBytes ) { PRINT_DEBUG("Steam_Remote_Storage::GetFileNameAndSize %i\n", iFile); static char output_filename[MAX_FILENAME_LENGTH]; - if (local_storage->iterate_file(REMOTE_STORAGE_FOLDER, iFile, output_filename, pnFileSizeInBytes)) { + if (local_storage->iterate_file(Local_Storage::remote_storage_folder, iFile, output_filename, pnFileSizeInBytes)) { PRINT_DEBUG("Steam_Remote_Storage::Name: |%s|, size: %i\n", output_filename, pnFileSizeInBytes ? *pnFileSizeInBytes : 0); return output_filename; } else { @@ -372,7 +372,7 @@ SteamAPICall_t UGCDownload( UGCHandle_t hContent, uint32 unPriority ) data.m_eResult = k_EResultOK; data.m_hFile = hContent; data.m_nAppID = settings->get_local_game_id().AppID(); - data.m_nSizeInBytes = local_storage->file_size(REMOTE_STORAGE_FOLDER, shared_files[hContent]); + data.m_nSizeInBytes = local_storage->file_size(Local_Storage::remote_storage_folder, shared_files[hContent]); shared_files[hContent].copy(data.m_pchFileName, sizeof(data.m_pchFileName) - 1); data.m_ulSteamIDOwner = settings->get_local_steam_id().ConvertToUint64(); downloaded_files[hContent].file = shared_files[hContent]; @@ -426,7 +426,7 @@ int32 UGCRead( UGCHandle_t hContent, void *pvData, int32 cubDataToRead, uint32 c } Downloaded_File f = downloaded_files[hContent]; - int read_data = local_storage->get_data(REMOTE_STORAGE_FOLDER, f.file, (char* )pvData, cubDataToRead, cOffset); + int read_data = local_storage->get_data(Local_Storage::remote_storage_folder, f.file, (char* )pvData, cubDataToRead, cOffset); if (eAction == k_EUGCRead_Close || (eAction == k_EUGCRead_ContinueReadingUntilFinished && (read_data < cubDataToRead || (cOffset + cubDataToRead) >= f.total_size))) { downloaded_files.erase(hContent); diff --git a/dll/steam_user.h b/dll/steam_user.h index a49c65c..8e2d35c 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -149,7 +149,7 @@ bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) PRINT_DEBUG("GetUserDataFolder\n"); if (!cubBuffer) return false; - std::string user_data = local_storage->get_path(USER_DATA_FOLDER); + std::string user_data = local_storage->get_path(Local_Storage::user_data_storage); strncpy(pchBuffer, user_data.c_str(), cubBuffer - 1); pchBuffer[cubBuffer - 1] = 0; return true; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 57bb57a..4b578bb 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -38,14 +38,19 @@ public ISteamUserStats009, public ISteamUserStats010, public ISteamUserStats { +public: + static constexpr auto achievements_user_file = "achievements.json"; + +private: + Local_Storage *local_storage; Settings *settings; SteamCallResults *callback_results; class SteamCallBacks *callbacks; std::vector leaderboards; - std::string db_file_path; - nlohmann::json achievements; + nlohmann::json defined_achievements; + nlohmann::json user_achievements; unsigned int find_leaderboard(std::string name) { @@ -58,9 +63,10 @@ unsigned int find_leaderboard(std::string name) return 0; } -void load_achievements() +void load_achievements_db() { - std::ifstream achs_file(db_file_path); + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; + std::ifstream achs_file(file_path); if (achs_file) { @@ -73,26 +79,34 @@ void load_achievements() achs_file.read(&buffer[0], size); achs_file.close(); - try - { - achievements = nlohmann::json::parse(buffer); - } - catch (std::exception &e) - { - PRINT_DEBUG("(Achievements): Error while parsing json: %s\n", e.what()); + try { + defined_achievements = std::move(nlohmann::json::parse(buffer)); + } catch (std::exception &e) { + PRINT_DEBUG("Error while parsing json: \"%s\" : %s\n", file_path.c_str(), e.what()); } } + else + { + PRINT_DEBUG("Couldn't open file \"%s\" to read achievements definition\n", file_path.c_str()); + } +} + +void load_achievements() +{ + local_storage->load_inventory_file(user_achievements, achievements_user_file); } public: -Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, std::string const&achievements_db_file_path): +Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks): settings(settings), local_storage(local_storage), callback_results(callback_results), callbacks(callbacks), - db_file_path(achievements_db_file_path) + defined_achievements(nlohmann::json::object()), + user_achievements(nlohmann::json::object()) { - load_achievements(); + load_achievements_db(); // achievements db + load_achievements(); // achievements per user } // Ask the server to send down this user's data and achievements for this game @@ -118,7 +132,7 @@ bool GetStat( const char *pchName, int32 *pData ) if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); if (read_data == sizeof(int32)) return true; @@ -131,7 +145,7 @@ bool GetStat( const char *pchName, float *pData ) if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); if (read_data == sizeof(int32)) return true; @@ -146,7 +160,7 @@ bool SetStat( const char *pchName, int32 nData ) if (!pchName) return false; std::lock_guard lock(global_mutex); - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); } bool SetStat( const char *pchName, float fData ) @@ -155,7 +169,7 @@ bool SetStat( const char *pchName, float fData ) if (!pchName) return false; std::lock_guard lock(global_mutex); - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); } bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) @@ -164,7 +178,7 @@ bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dS std::lock_guard lock(global_mutex); char data[sizeof(float) + sizeof(float) + sizeof(double)]; - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )data, sizeof(*data)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )data, sizeof(*data)); float oldcount = 0; double oldsessionlength = 0; if (read_data == sizeof(data)) { @@ -180,30 +194,28 @@ bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dS memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, data, sizeof(data)) == sizeof(data); + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); } // Achievement flag accessors bool GetAchievement( const char *pchName, bool *pbAchieved ) { - //TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly PRINT_DEBUG("GetAchievement %s\n", pchName); - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName]( nlohmann::json &item ) { - return static_cast(item["name"]) == pchName; + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName]( nlohmann::json &item ) { + return item["name"].get() == pchName; }); - if (it != achievements.end()) - { - *pbAchieved = it.value()["earned"]; + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; return true; } - } - catch (...) - { + } catch (...) {} - } + if (pbAchieved != nullptr)* pbAchieved = false; return false; } @@ -211,21 +223,18 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) bool SetAchievement( const char *pchName ) { PRINT_DEBUG("SetAchievement %s\n", pchName); - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return item["name"].get() == pchName; }); - if (it != achievements.end()) - { - it.value()["earned"] = 1; + if (it != defined_achievements.end()) { + user_achievements[pchName]["earned"] = true; + user_achievements[pchName]["earned_time"] = static_cast(std::time(nullptr)); return true; } - } - catch (...) - { - - } + } catch (...) {} return false; } @@ -233,20 +242,18 @@ bool SetAchievement( const char *pchName ) bool ClearAchievement( const char *pchName ) { PRINT_DEBUG("ClearAchievement %s\n", pchName); - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); - if (it != achievements.end()) - { - it.value()["earned"] = 0; + }); + if (it != defined_achievements.end()) { + user_achievements[pchName]["earned"] = false; + user_achievements[pchName]["earned_time"] = static_cast(0); return true; } - } - catch (...) - { - } + } catch (...) {} return false; } @@ -258,26 +265,22 @@ bool ClearAchievement( const char *pchName ) bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("GetAchievementAndUnlockTime\n"); - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); - if (it != achievements.end()) - { - *pbAchieved = it.value()["earned"].get(); - *punUnlockTime = std::time(NULL); - //*punUnlockTime = it.value()["time_earned"].get(); + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + if(punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; return true; } - } - catch (...) - { + } catch (...) {} - } - - *pbAchieved = false; - *punUnlockTime = 0; + if(pbAchieved != nullptr) *pbAchieved = false; + if(punUnlockTime != nullptr) *punUnlockTime = 0; return true; } @@ -294,11 +297,7 @@ bool StoreStats() PRINT_DEBUG("StoreStats\n"); std::lock_guard lock(global_mutex); - std::ofstream achiev_file(db_file_path, std::ios::trunc | std::ios::out); - if (achiev_file) - { - achiev_file << std::setw(2) << achievements; - } + local_storage->write_inventory_file(user_achievements, achievements_user_file); UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); @@ -317,6 +316,8 @@ bool StoreStats() int GetAchievementIcon( const char *pchName ) { PRINT_DEBUG("GetAchievementIcon\n"); + if (pchName == nullptr) return 0; + return 0; } @@ -327,56 +328,40 @@ int GetAchievementIcon( const char *pchName ) const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) { PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); + if (pchName == nullptr) return ""; + if (pchKey == nullptr) return ""; if (strcmp (pchKey, "name") == 0) { - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); - if (it != achievements.end()) - { + }); + if (it != defined_achievements.end()) { return it.value()["displayName"].get().c_str(); } - } - catch (...) - { - - } + } catch (...) {} } if (strcmp (pchKey, "desc") == 0) { - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); - if (it != achievements.end()) - { + }); + if (it != defined_achievements.end()) { return it.value()["description"].get().c_str(); } - } - catch (...) - { - - } + } catch (...) {} } if (strcmp (pchKey, "hidden") == 0) { - try - { - auto it = std::find_if(achievements.begin(), achievements.end(), [pchName](nlohmann::json& item) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); - if (it != achievements.end()) - { - return (it.value()["hidden"].get() ? "1" : "0"); + }); + if (it != defined_achievements.end()) { + return it.value()["description"].get().c_str(); } - } - catch (...) - { - - } + } catch (...) {} } return ""; @@ -388,6 +373,8 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) { PRINT_DEBUG("IndicateAchievementProgress\n"); + if (pchName == nullptr) return false; + } @@ -396,21 +383,16 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint uint32 GetNumAchievements() { PRINT_DEBUG("GetNumAchievements\n"); - return achievements.size(); + return defined_achievements.size(); } // Get achievement name iAchievement in [0,GetNumAchievements) const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); - try - { - return static_cast(achievements[iAchievement]["name"]).c_str(); - } - catch (...) - { - - } + try { + return defined_achievements[iAchievement]["name"].get().c_str(); + } catch (...) {} return ""; } @@ -428,7 +410,10 @@ SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) std::lock_guard lock(global_mutex); // Enable this to allow hot reload achievements status - //load_achievements(); + //if (steamIDUser == settings->get_local_steam_id()) { + // load_achievements(); + //} + UserStatsReceived_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); @@ -442,6 +427,8 @@ SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) { PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { @@ -456,6 +443,8 @@ bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) { PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { @@ -470,6 +459,12 @@ bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("GetUserAchievement %s\n", pchName); + if (pchName == nullptr) return false; + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievement(pchName, pbAchieved); + } + return false; } @@ -477,6 +472,11 @@ bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchi bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); + if (pchName == nullptr) return false; + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); + } return false; } @@ -486,6 +486,13 @@ bool ResetAllStats( bool bAchievementsToo ) { PRINT_DEBUG("ResetAllStats\n"); //TODO + if (bAchievementsToo) { + std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { + v["earned"] = false; + v["earned_time"] = 0; + }); + } + return true; } From abb26d402fbb8ce349bf4ec0d2bfb53758c0f06d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 18:10:56 +0200 Subject: [PATCH 090/494] Fix --- dll/local_storage.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 5b1ab8c..08f4465 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -135,7 +135,7 @@ bool Local_Storage::update_save_filenames(std::string folder) bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) { - return true + return true; } bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) From 751e78057983992f42c58fc8841b64ddc9110065 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 22:21:27 +0000 Subject: [PATCH 091/494] Delete build_curl.sh --- build_curl.sh | 49 ------------------------------------------------- 1 file changed, 49 deletions(-) delete mode 100755 build_curl.sh diff --git a/build_curl.sh b/build_curl.sh deleted file mode 100755 index 4fb9d47..0000000 --- a/build_curl.sh +++ /dev/null @@ -1,49 +0,0 @@ -#! /bin/bash - -# Build type (Debug or Release) -BUILD_TYPE="$1" -# where to build protobuf, must be win32 or win64 -OUT_DIR="$2" - -[ "$OUT_DIR" != "win32" -a "$OUT_DIR" != "win64" -a "$OUT_DIR" != "x86" -a "$OUT_DIR" != "x64" ] && echo "The output dir must be 'Win32', 'Win64', 'x86' or 'x64'" && exit 1 -[ "$BUILD_TYPE" != "Debug" -a "$BUILD_TYPE" != "Release" ] && echo "The build type must be 'Debug' or 'Release'" && exit 1 - -# apt install libssl1.0-dev libssl1.0-dev:i386 - -# My variable to decide if we build x86 or x64 in CMakeLists.txt -if [ "$OUT_DIR" == "win32" -o "$OUT_DIR" == "x86" ]; then - custom_arch_var="-DX86=ON" -else - custom_arch_var="-DX64=ON" -fi - -build_type="-DCMAKE_BUILD_TYPE=${BUILD_TYPE}" - -build_http="-DHTTP_ONLY=ON" -build_exe="-DBUILD_CURL_EXE=OFF" -build_shared="-DBUILD_SHARED_LIBS=OFF" -build_testing="-DBUILD_TESTING=OFF" - -args=() -args+=($build_http) -args+=($build_exe) -args+=($build_shared) -args+=($build_testing) -args+=($build_type) -args+=($custom_arch_var) - -if [ ! -z "$EXTRA_CMAKE_ENV" ]; then - args+=("-DCURL_STATIC_CRT=ON") -fi - -# EXTRA_CMAKE_ENV is set by setup_clang_env.sh to build for windows. -# You must run setup_clang_env.sh before calling this script if you build for windows. - -rm -rf "curl/$OUT_DIR" && -mkdir "curl/$OUT_DIR" && -cd "curl/$OUT_DIR" && -echo "cmake -G \"Unix Makefiles\" $EXTRA_CMAKE_ENV \"${args[@]}\" .." && -cmake -G "Unix Makefiles" $EXTRA_CMAKE_ENV "${args[@]}" .. && -make -j${JOBS-2} || exit 1 - -exit 0 From 9c04ce6a81fd73a0aa96b869647bf827ab22af1a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 24 Aug 2019 22:22:01 +0000 Subject: [PATCH 092/494] Delete CMakeLists.txt --- curl/CMakeLists.txt | 76 --------------------------------------------- 1 file changed, 76 deletions(-) delete mode 100644 curl/CMakeLists.txt diff --git a/curl/CMakeLists.txt b/curl/CMakeLists.txt deleted file mode 100644 index cfaca4f..0000000 --- a/curl/CMakeLists.txt +++ /dev/null @@ -1,76 +0,0 @@ -#CMAKE_TOOLCHAIN_FILE - -project(goldberg_emulator_protobuf) -cmake_minimum_required(VERSION 3.0) - -if(WIN32) - # Detect arch on Windows - if( ${CMAKE_SIZEOF_VOID_P} EQUAL 8) - set(X64 ON) - else() - set(X86 ON) - endif() - - if(MSVC) - add_definitions(-D_CRT_SECURE_NO_WARNINGS) - set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING "" FORCE) - else() - add_compile_options(-std=c++11) - endif() - - set(win_libs Iphlpapi ws2_32) - if(X64) - set(STEAM_NAME steam_api64) - elseif(X86) - set(STEAM_NAME steam_api) - else() - message(FATAL_ERROR "Arch unknown") - endif() -elseif(APPLE) - message(FATAL_ERROR "No CMake for Apple") -else() - if(X64) - set(CMAKE_C_FLAGS "-m64") - set(CMAKE_CXX_FLAGS "-m64") - elseif(X86) - set(CMAKE_C_FLAGS "-m32") - set(CMAKE_CXX_FLAGS "-m32") - else() - message(FATAL_ERROR "Arch unknown") - endif() -endif() - -set(CMAKE_CXX_STANDARD 11) -set(CMAKE_CXX_STANDARD_REQUIRED ON) -set(CMAKE_CXX_EXTENSIONS OFF) - -set(CURL_VERSION "7.65.3") -set(CURL_DIR ${CMAKE_CURRENT_SOURCE_DIR}) -set(CURL_RELEASE_URL "https://curl.haxx.se/download/curl-${CURL_VERSION}.tar.xz") -set(CURL_SRC curl-src) - -if( NOT EXISTS ${CURL_DIR}/${CURL_SRC} ) - file( - DOWNLOAD ${CURL_RELEASE_URL} ${CURL_DIR}/curl.tar.xz - SHOW_PROGRESS - EXPECTED_HASH MD5=7bd5b2ebfd3f591034eb8b55314d8c02 - ) - - if( NOT EXISTS ${CURL_DIR}/curl.tar.xz ) - message(FATAL_ERROR "Download of curl failed") - endif() - - execute_process( - COMMAND ${CMAKE_COMMAND} -E tar -xf curl.tar.xz - WORKING_DIRECTORY ${CURL_DIR} - ) - - file(REMOVE ${CURL_DIR}/curl.tar.xz) - file(RENAME ${CURL_DIR}/curl-${CURL_VERSION} "${CURL_SRC}") -endif() - -set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) -set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) -set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) - -add_subdirectory(${CURL_DIR}/${CURL_SRC}) From f1118030e8e87156086d8d776255fbc87a1cd691 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 25 Aug 2019 00:29:05 +0200 Subject: [PATCH 093/494] Added the forgotten size update if copied less chars. --- dll/steam_inventory.h | 1 + 1 file changed, 1 insertion(+) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 8518230..bdde870 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -666,6 +666,7 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope { // copy what we can strncpy(pchValueBuffer, val.c_str(), *punValueBufferSizeOut); + *punValueBufferSizeOut = std::min(static_cast(val.length() + 1), *punValueBufferSizeOut); } else { From 1d525c77c1976ec47135f975de7aa5bef8fca8d1 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 25 Aug 2019 09:35:34 +0200 Subject: [PATCH 094/494] Updated examples Should not push a commit when you're tired. --- .../232090/achievements.EXAMPLE.json | 18 + .../232090/achievements.json | 2098 ----------------- .../232090/items.EXAMPLE.json | 4 + .../achievements.EXAMPLE.json | 1572 ++++-------- 4 files changed, 546 insertions(+), 3146 deletions(-) create mode 100644 files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json delete mode 100644 files_example/inventory.EXAMPLE/232090/achievements.json create mode 100644 files_example/inventory.EXAMPLE/232090/items.EXAMPLE.json diff --git a/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json b/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json new file mode 100644 index 0000000..7cf5155 --- /dev/null +++ b/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json @@ -0,0 +1,18 @@ +{ + "Achievement_0": { + "earned": true, + "earned_time": 1566718428 + }, + "Achievement_1": { + "earned": true, + "earned_time": 1566718431 + }, + "Achievement_10": { + "earned": true, + "earned_time": 1566718431 + }, + "Achievement_100": { + "earned": true, + "earned_time": 1566718432 + } +} \ No newline at end of file diff --git a/files_example/inventory.EXAMPLE/232090/achievements.json b/files_example/inventory.EXAMPLE/232090/achievements.json deleted file mode 100644 index 7a45fb5..0000000 --- a/files_example/inventory.EXAMPLE/232090/achievements.json +++ /dev/null @@ -1,2098 +0,0 @@ -[ - { - "description": "Complete Burning Paris on Survival Normal difficulty", - "displayName": "Tower Tussle", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/602f536d30b0c235518e7a1e44187d441eaf63d6.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_0" - }, - { - "description": "Complete Burning Paris on Survival Hard difficulty", - "displayName": "Seine Skirmish", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/636fe6d6fabcabde48e874b7f4743632578b1c5d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_1" - }, - { - "description": "Beat Burning Paris on Suicidal", - "displayName": "Bastille Brawl", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c917888af91dfe611af82089437b2893779c8efc.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_2" - }, - { - "description": "Beat Burning Paris on Hell on Earth", - "displayName": "Arc Action", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70b565ce3857b76c0a05369f06c8c049e16f7acb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_3" - }, - { - "description": "Beat Outpost on Normal", - "displayName": "You Can't Fight In Here, This Is The Control Room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d47d3ba3fd18af18307316c45ef5928a2ef548ea.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_4" - }, - { - "description": "Beat Outpost on Hard", - "displayName": "This Is What Happens When You Meet A Zed In The Alps", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/02ee9ce922c7ce7a64829cd532f1ba2643dd4bb1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_5" - }, - { - "description": "Beat Outpost on Suicidal", - "displayName": "The Shield Doors Must Be Closed", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/050dcb99026091b63eddda0cdc4d63fd722c1e1b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_6" - }, - { - "description": "Beat Outpost on Hell on Earth", - "displayName": "Fear Is For The Zeds, My Little Lord", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8431a972a1983e9caf674f6789a5c465805ebbc4.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_7" - }, - { - "description": "Beat Biotics Lab on Normal", - "displayName": "Open For Testing", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0a8d274c3d77ec81d2aab54af370f724d40f15bc.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_8" - }, - { - "description": "Beat Biotics Lab on Hard", - "displayName": "Limited Contact", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cbcc021969245995ce09589ad53ab1a47f0fdff7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_9" - }, - { - "description": "Beat Biotics Lab on Suicidal", - "displayName": "Restricted Access", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/44268ccc9bac63ecbf60f39898d7dc2c17bd53ab.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_10" - }, - { - "description": "Beat Biotics Lab on Hell on Earth", - "displayName": "Controlled Environment", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70cb90730ab2705bb1e306819354651d56c38552.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_11" - }, - { - "description": "Beat Volter Manor on Normal", - "displayName": "Just Visiting", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/61fa8d36c9829af872c0ad5228c60d64069fce17.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", - "name": "Achievement_12" - }, - { - "description": "Beat Volter Manor on Hard", - "displayName": "Mind Your Manor", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4e5b10441e0474095bbb81d5960f1af27c932084.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", - "name": "Achievement_13" - }, - { - "description": "Beat Volter Manor on Suicidal", - "displayName": "Settling In", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1683c9b2122f6ede072934269661f93e17ab984e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fa19ba1f7d3065bc5a546edd438feed6b4fb9d.jpg", - "name": "Achievement_14" - }, - { - "description": "Complete Volter Manor on Survival Hell On Earth difficulty", - 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"displayName": "The Suite Life", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9c80431926b58a51f442831f69d109df8d3f64e1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_20" - }, - { - "description": "Complete Evacuation Point on Survival Hard difficulty", - "displayName": "Unsinkable II", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3b2a9c5c63aad9b5f0a43f93424e0f29c8c6deb9.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_21" - }, - { - "description": "Complete Evacuation Point on Survival Suicidal difficulty", - "displayName": "Bow Movement", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4b22d317141e729496ec00a2f0f7bc6a8a3146f2.jpg", - 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"displayName": "Reach Level 5 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f81cafc2e08f2373cf4a5a4feb8ebc9d42609f52.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_35" - }, - { - "description": "Reach Level 10 Medic", - "displayName": "Reach Level 10 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6cfa49ae2939448e3eae52e6ef5d88a8d3e8cee5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_36" - }, - { - "description": "Reach Level 15 Medic", - "displayName": "Reach Level 15 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9d05bece5bdc0c4a919629378aa8d0a838b01548.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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"displayName": "Reach Level 20 Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/46e7a0273fe5e82f4cbf6a650e8e9b519651ed46.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_43" - }, - { - "description": "Reach Level 25 Commando", - "displayName": "Reach Level 25 Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ea698f23e293f79e28ad83c710820c86c30e8639.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_44" - }, - { - "description": "Reach Level 5 Support", - "displayName": "Reach Level 5 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8405e32f8bd371eb86b2d2c969efaba94d1b0076.jpg", - 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"displayName": "Reach Level 20 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/87d64c361dbacf7bb024abbfa1cb379b86e91989.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_48" - }, - { - "description": "Reach Level 25 Support", - "displayName": "Reach Level 25 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5a435a108d19908931941b652c758534d0147ce2.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_49" - }, - { - "description": "Reach Level 5 Firebug", - "displayName": "Reach Level 5 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4e6db9d05a3d33d94868e43f0a7034ecdb3ad840.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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"displayName": "Reach Level 10 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b2664d73ed43ef164935a580a295bbf1e9e4e8de.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_56" - }, - { - "description": "Reach Level 15 Demolitions", - "displayName": "Reach Level 15 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/dda8becc826584df747b1db31c1f36d8fe4a827e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_57" - }, - { - "description": "Reach Level 20 Demolitions", - "displayName": "Reach Level 20 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/97e880c18ee6117082b2fbf43e2c7f6b170fa5f8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_58" - }, - { - "description": "Reach Level 25 Demolitions", - "displayName": "Reach Level 25 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ae40a49979e39239251944daaee0eb6a1e72603d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_59" - }, - { - "description": "Reach Level 5 Gunslinger", - "displayName": "Reach Level 5 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6dc5ed68550025c39e585746f5f9386e38661758.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_60" - }, - { - "description": "Reach Level 10 Gunslinger", - "displayName": "Reach Level 10 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9a79962091ac4c31ea093da1edb1c3b0f47d129b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_61" - }, - { - "description": "Reach Level 15 Gunslinger", - "displayName": "Reach Level 15 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7fb6931c29993732579b4cd3d8e9daab9a09f0ca.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_62" - }, - { - "description": "Reach Level 20 Gunslinger", - "displayName": "Reach Level 20 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/815dec2cee244bec1fd47ddcc4393276c0463ff9.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_63" - }, - { - "description": "Reach Level 25 Gunslinger", - "displayName": "Reach Level 25 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cc7a9b384ed3897cc74fade28cde0e0c2c95b0ce.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_64" - }, - { - "description": "Beat Any One Map as Berserker on Normal Difficulty", - "displayName": "Normal Berserker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/36cc13be1928003332588ad18221760939c1dce3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_65" - }, - { - "description": "Beat Any One Map as Berserker on Hard Difficulty", - "displayName": "Hard Berserker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/880c29a1d0131e4ecd8e863040e17bf504da9f2b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_66" - }, - { - "description": "Beat Any One Map as Berserker on Suicidal Difficulty", - "displayName": "Suicidal Berserker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1916652e0bc1aeeaa0d3b13031fa8bb67b4a4737.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_67" - }, - { - "description": "Beat Any One Map as Berserker on Hell on Earth Difficulty", - "displayName": "Hellish Berserker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5134cbc5bab84d4fc20ada8bc9b51c6c742fffec.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_68" - }, - { - "description": "Beat Any One Map as Medic on Normal Difficulty", - "displayName": "Normal Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4839101153acbfda639e129955f4ad766cd24ee3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_69" - }, - { - "description": "Beat Any One Map as Medic on Hard Difficulty", - "displayName": "Hard Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4f2fc7260bbd80517e4ddc089ead393fee197a6a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_70" - }, - { - "description": "Beat Any One Map as Medic on Suicidal Difficulty", - "displayName": "Suicidal Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/74bfb721ee43daade7c92e83593e2633d1531016.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_71" - }, - { - "description": "Beat Any One Map as Medic on Hell on Earth Difficulty", - "displayName": "Hellish Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/bbf40f4f99ddd1251494c45cf44436fc3032364e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_72" - }, - { - "description": "Complete any map as a Commando on Survival Normal difficulty", - "displayName": "Normal Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5a8c0c6211e1314c175b8e5dd2785c79d97e8480.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_73" - }, - { - "description": "Complete any map as a Commando on Survival Hard difficulty", - "displayName": "Hard Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b44f5d459d8b35a7383718ea39540b8aed9f1d28.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_74" - }, - { - "description": "Complete any map as a Commando on Survival Suicidal difficulty", - "displayName": "Suicidal Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3d5b0e7ae171e6abd460c512bf7afaad20cb9c53.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_75" - }, - { - "description": "Complete any map as a Commando on Survival Hell On Earth difficulty", - "displayName": "Hellish Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e08ae8778751acbcf861ee08f3b9803d3181f34f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_76" - }, - { - "description": "Complete any map as a Support on Survival Normal difficulty", - "displayName": "Normal Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f18256b3f3ddee86f22b477be44e0093f6d1897d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_77" - }, - { - "description": "Complete any map as a Support on Survival Hard difficulty", - "displayName": "Hard Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4ad83923f2f9638896fe49aa80b04f11a80bd6db.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_78" - }, - { - "description": "Complete any map as a Support on Survival Suicidal difficulty", - "displayName": "Suicidal Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/eb55f2e2431b03b787ca803bd8ebb09ba4d0fbdd.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_79" - }, - { - "description": "Complete any map as a Support on Survival Hell On Earth difficulty", - "displayName": "Hellish Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2c483d17dea8fedf4b013c3b8a1f3a86ed7c53a1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_80" - }, - { - "description": "Complete any map as a Firebug on Survival Normal difficulty", - "displayName": "Normal Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d787f7a96c2396e035bfae8415739dd3ec53ce69.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_81" - }, - { - "description": "Complete any map as a Firebug on Survival Hard difficulty", - "displayName": "Hard Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/924384c8d486ef91bf856c25edd258e29b7243d5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_82" - }, - { - "description": "Complete any map as a Firebug on Survival Suicidal difficulty", - "displayName": "Suicidal Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0372e445fd1ad3208f784c254192a5b07ca00e94.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_83" - }, - { - "description": "Complete any map as a Firebug on Survival Hell On Earth difficulty", - "displayName": "Hellish Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/41e8861feba48471f3677b706c259ab7cc3c6ec1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_84" - }, - { - "description": "Complete any map as a Demolitionist on Survival Normal difficulty", - "displayName": "Normal Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ba1d7d23335daf81fa6358a296219983d5c41d1a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_85" - }, - { - "description": "Complete any map as a Demolitionist on Survival Hard difficulty", - "displayName": "Hard Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2d72fe0b205be4a7c58f1a2f0560e7390fea1f5d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_86" - }, - { - "description": "Complete any map as a Demolitionist on Survival Suicidal difficulty", - "displayName": "Suicidal Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/68c99c300525c4b0524f9d1df77d54bab2b91b5f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_87" - }, - { - "description": "Complete any map as a Demolitionist on Survival Hell On Earth difficulty", - "displayName": "Hellish Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f3e2fa5c5bf2fd11d3646cf4046fcd46f6fcea6f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_88" - }, - { - "description": "Complete any map as a Gunslinger on Survival Normal difficulty", - "displayName": "Normal Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fd2324d876a594a4a5e64a8e7e6912d41a334a30.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_89" - }, - { - "description": "Complete any map as a Gunslinger on Survival Hard difficulty", - "displayName": "Hard Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/74f2431f94c6ecc6639f6af75f4a02f12b2e164d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_90" - }, - { - "description": "Complete any map as a Gunslinger on Survival Suicidal difficulty", - "displayName": "Suicidal Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/35cc28c801142cd4e1e8c64c4f8f747e13761420.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_91" - }, - { - "description": "Complete any map as a Gunslinger on Survival Hell On Earth difficulty", - "displayName": "Hellish Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/77b47b409488fe21a216cef5d279ac6293bb0b5e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_92" - }, - { - "description": "Reach Level 25 in all Perks", - "displayName": "Perked Up", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/36350fb27669319b6c3ec26304250c9ff76b8a13.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_93" - }, - { - "description": "Complete Black Forest on Survival Normal difficulty", - "displayName": "Killer Korn", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b69373a99d3d8d3216b09402a9896f5f29009564.jpg", - 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}, - { - "description": "Complete Black Forest on Survival Hell On Earth difficulty", - "displayName": "Kein Bier Vor Vier", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5284866c575c132f4d4c838d8c380b5c731e05b6.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_97" - }, - { - "description": "Collect all the items on Black Forest", - "displayName": "Black Forest Babies", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8b8f2d33dbc9f884b8de60ea4573cf8cdf737d6d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_98" - }, - { - "description": "Beat Farmhouse on Normal Difficulty", - "displayName": "Plow the Field", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/46cef619b81b1c389955bc1442c346a1b966431c.jpg", - 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"displayName": "Reap what you Sow", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7beeff9f0fb5fc641f2ad9d986db7cab1cb93486.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_102" - }, - { - "description": "Collect all the items on Farmhouse", - "displayName": "Darkness Dolls", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/21abe9ca2790fed3a4f400bb82171de07460309e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_103" - }, - { - "description": "Beat Prison on Normal", - "displayName": "Walked into the wrong room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/10b030dec54a8de662134975904e4b18546d2f8b.jpg", - 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"displayName": "I was trained by the best. British Intel.", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8ca6f43274c132cf9d995591fb4045aa5c57709c.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_107" - }, - { - "description": "Collect all the items on Prison", - "displayName": "Perilous Prison", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/95c90482f7da7e7759fb68200f71d3b784e1396d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_108" - }, - { - "description": "Complete the Training Floor", - "displayName": "School's Out Forever", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/66f5309ba8030f4f5dc5f1c15e1db4dad14ffbb1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_109" - }, - { - "description": "Reach Level 5 Sharpshooter", - "displayName": "Reach Level 5 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/023f4f3f8b8b45547a7c0bd9a1ac409cb262fbe8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_110" - }, - { - "description": "Reach Level 10 Sharpshooter", - "displayName": "Reach Level 10 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ca9c4dea499a0212dd521cbf872715b54aa22018.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_111" - }, - { - "description": "Reach Level 15 Sharpshooter", - "displayName": "Reach Level 15 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3c7a93ae33709f3e087c2d73b580ab71be443515.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_112" - }, - { - "description": "Reach Level 20 Sharpshooter", - "displayName": "Reach Level 20 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/00d137f6217d596365635659f788f81a12a56cc7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_113" - }, - { - "description": "Reach Level 25 Sharpshooter", - "displayName": "Reach Level 25 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1010a85f23b67a0ed426f76827dc71a47c898e91.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_114" - }, - 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"icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/92ecee481d00897d6bd2d0526fd34fad7dd4dac2.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_117" - }, - { - "description": "Complete any map as a Sharpshooter on Survival Hell On Earth difficulty", - "displayName": "Hellish Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/37762c27fa85c5bfea8793d99760979c383105a1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_118" - }, - { - "description": "Complete Containment Station on Survival Normal difficulty", - "displayName": "Never Got the Hang of Thursdays", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9c72b7326246881b9d9e4c2a446f75fa5709455b.jpg", - 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"name": "Achievement_121" - }, - { - "description": "Complete Containment Station on Survival Hell On Earth difficulty", - "displayName": "So Long and Thanks for All the Zeds", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a9313fc5d346da24302330d8784dcf7143b5c143.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_122" - }, - { - "description": "Collect All the Items on Containment Station", - "displayName": "Can't Be Contained", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffbbbe46c760cbed9d23cb5e53bf875384da70ee.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_123" - }, - { - "description": "Complete Hostile Grounds on Survival Normal difficulty", - "displayName": "Mind the Gap", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b2de6a1efe33cabc68b9ddc4bbc831a32bc4bc50.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_124" - }, - { - "description": "Complete Hostile Grounds on Survival Hard difficulty", - "displayName": "Can't Make an Omelette Without Killing a Few People", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/69d31dd091f48198d692aa5bdb64e07cf52a92a3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_125" - }, - { - "description": "Complete Hostile Grounds on Survival Suicidal difficulty", - "displayName": "There Is No I in Team, But There Is an I in Pie", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/bfcfa4a2fe2399e53034b696436610b0205540c8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_126" - }, - { - "description": "Complete Hostile Grounds on Survival Hell On Earth difficulty", - "displayName": "Who Died and Made You #*%$&@ King of the Zombies?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e3c20ee2ab91c0172796eac857bde8d7de639188.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_127" - }, - { - "description": "Collect All the Items on Hostile Grounds", - "displayName": "You've Got Red on You", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/020adbeabf8554ba8fe763cbb3c08df037a4965a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_128" - }, - { - "description": "Kill a Siren Before She Screams", - "displayName": "Dead Silence", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/08e4690859d94699a73a80e5589fb0b8c799fa1c.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_129" - }, - { - "description": "Kill the Patriarch Before He Has a Chance to Heal", - "displayName": "Quick on the Trigger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6fdfdd1f09fb91e90a1b25cb83a5421ae81a2cb5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_130" - }, - { - "description": "Kill Your First Fleshpound", - "displayName": "It's Only a Flesh Wound", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/03ff0be17f0e56d8e312aa117844f27f134c47af.jpg", - 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"displayName": "Win Hard", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/be68c7423f778e6a2fc636b4dc2e20942c6f0c68.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_134" - }, - { - "description": "Win Any Match on Suicidal Difficulty", - "displayName": "Win Suicidal", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3f199fbc299b56e873bb1bfb2d1726d88db3bbe6.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_135" - }, - { - "description": "Win Any Match on Hell on Earth Difficulty", - "displayName": "Win Hell on Earth", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/35c0be17200bacee8c54fbe87f16e8f27a82a181.jpg", - 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"displayName": "Mr. Perky 15", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/26c3035ca19855e765ad032d1de71fe64ae153e9.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_139" - }, - { - "description": "Reach Level 20 on Any Perk", - "displayName": "Mr. Perky 20", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/99a2fb3824c9f1eb2c607e22da9b4109cee0124f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_140" - }, - { - "description": "Reach Level 25 on Any Perk", - "displayName": "Mr. Perky 25", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9aa58d0c8f2f80e8250bb75aa4de09ffba6da5b5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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"icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_144" - }, - { - "description": "Win a VS Survival Round Playing as the Zeds", - "displayName": "VS Zed Win", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/992d3a5c5c8d736cd26ef8ce2f371eeea33a8469.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_145" - }, - { - "description": "Win a VS Survival Round Playing as the Humans", - "displayName": "VS Human Win", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/af8cdf129ec3eaa218ca706105ed329792893872.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_146" - }, - { - "description": "Weld a Door to 100%", - "displayName": "Hold Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d5b03919fefaa82dc87765dc29961e4fd3816acb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_147" - }, - { - "description": "Heal a Teammate With the Syringe", - "displayName": "I Got Your Back", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a873278bb202e325e5073ae542ebabf0dd276236.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_148" - }, - { - "description": "Give 1000 Dosh to Another Player During a Multiplayer Match", - "displayName": "Benefactor", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7b07b668e976c865c0a2ad8707149d43f9652ef6.jpg", - 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"displayName": "Infernal Relics", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3c81f20349851c9b12ea9fba2116d4458c8bb309.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_154" - }, - { - "description": "Reach Level 5 SWAT", - "displayName": "Reach Level 5 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6919e017b0389e4e4f80b94a282bd10b88632567.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_155" - }, - { - "description": "Reach Level 10 SWAT", - "displayName": "Reach Level 10 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ba0a2d8bea98c36f402cf72ff59a17a6ea8a5097.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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"icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_164" - }, - { - "description": "Reach Level 10 Survivalist", - "displayName": "Reach Level 10 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c87bbe270e7a60494f0d6a46a173f48e8e90f266.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_165" - }, - { - "description": "Reach Level 15 Survivalist", - "displayName": "Reach Level 15 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0fc03a0b9535d3f31d8cfe3055e905e7cda85939.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_166" - }, - { - "description": "Reach Level 20 Survivalist", - "displayName": "Reach Level 20 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f9526579c6b4f52621b85c5913ff8773940fed11.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_167" - }, - { - "description": "Reach Level 25 Survivalist", - "displayName": "Reach Level 25 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a472196ec80ad363c21e1bac0206061a8ec6e1e1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_168" - }, - { - "description": "Beat Any One Map as Survivalist on Normal Difficulty", - "displayName": "Normal Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b4c78a847b3842fac7ea587a603594d9a39ffc8a.jpg", - 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"hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1d855a17989f39be054443c9277c90907eff1f8d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_174" - }, - { - "description": "Complete Zed Landing on Survival Suicidal difficulty", - "displayName": "Close-out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/25a425379ed71d99787c091fa7a24e507c2eecac.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_175" - }, - { - "description": "Complete Zed Landing on Survival Hell On Earth difficulty", - "displayName": "Blown Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8d5f30aa2ff0b4a3e080eab4a61e202a87cf1775.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_176" - }, - { - "description": "Collect all the volley balls on Zed Landing", - "displayName": "ALAN!!!!!!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffad0d1970b1b8813ba164cd4465fc4de9b271eb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_177" - }, - { - "description": "Complete The Descent on Survival Normal difficulty", - "displayName": "How Bout Some Gas?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/02f005688d599e8f655a6d41a65751031c1a4392.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_178" - }, - { - "description": "Complete The Descent on Survival Hard difficulty", - "displayName": "But what if we added Gas?", - "hidden": "0", - 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"icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_181" - }, - { - "description": "Collect all the items on The Descent", - "displayName": "Hans Off the Merchandise", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/21ab02dcc7dc02c09b5e65a82fcdfa200a96a0db.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_182" - }, - { - "description": "Complete Nuked on Survival Normal difficulty", - "displayName": "The War Room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2a96570f609cf5842a31691e5cc8c0a800907786.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_183" - }, - { - "description": "Complete Nuked on Survival Hard difficulty", - "displayName": "The Mineshaft Gap", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/47c28acbddf4b6bed6d2ad1ec7536b1160e3b056.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_184" - }, - { - "description": "Complete Nuked on Survival Suicidal difficulty", - "displayName": "Peace is Our Profession", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e759bb1400427742feb5d39e715e6c956c11987a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_185" - }, - { - "description": "Complete Nuked on Survival Hell On Earth difficulty", - "displayName": "How I Learned to Love the Bomb", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/47c42d2d9c5eb25d2c2c4a58dddd8084f470892e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_186" - }, - { - "description": "Collect all the items on Nuked", - "displayName": "Davy Crockett", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c16a98ee7a9a777730733ca1ec1cda2391fb89c7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_187" - }, - { - "description": "Complete Tragic Kingdom on Survival Normal difficulty", - "displayName": "It's a Bloody World After All", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f0803a7e5a71920b9aa9c08e71eb381a9eda6e12.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_188" - }, - { - "description": "Complete Tragic Kingdom on Survival Hard difficulty", - "displayName": "The Goriest Place on Earth", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e2f6339b665184291d2987a3a48a5dbfb4b54c0e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_189" - }, - { - "description": "Complete Tragic Kingdom on Survival Suicidal difficulty", - "displayName": "The House the Zed Built", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/85f0612297393d567d8ff712fa324dabb0c269fb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_190" - }, - { - "description": "Complete Tragic Kingdom on Survival Hell On Earth difficulty", - "displayName": "Where Nightmares Come True", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f68565b02007c17260805be1d5bb3c55271e1cb3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_191" - }, - { - "description": "Collect all the items on The Tragic Kingdom", - "displayName": "The Wonderful World of Merchandising", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/79ad35a7fe93d31661bd54825571708545e43210.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_192" - }, - { - "description": "Beat Nightmare on Normal", - "displayName": "I Got a Rock", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1777445a1bc01a5c39a75c7167df6359edd5f26e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_193" - }, - { - "description": "Beat Nightmare on Hard", - "displayName": "Yuck, Candy Corn", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fb9b4f18d7f58d43295ee571cae5c821a5f12836.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_194" - }, - { - "description": "Beat Nightmare on Suicidal", - "displayName": "Fun Size? What is Fun Size?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53e20884174ea4717588f5a7c324d1a02d207dae.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_195" - }, - { - "description": "Beat Nightmare on Hell on Earth", - "displayName": "Victory! Full Size Candy Bar!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c69b7865a24dcc827d5ea44ac166907b8f08b4ad.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_196" - }, - { - "description": "Collect all the items (skulls) on Nightmare", - "displayName": "Letting the Demons Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/874e1f46efd7b59e66485ee1b9b4b5765bcab692.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_197" - }, - { - "description": "Beat Krampus Lair on Normal", - "displayName": "Stocking Full of Coal", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ff769cc651d4be77250428a4b6d4e0a254015b11.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_198" - }, - { - "description": "Beat Krampus Lair on Hard", - "displayName": "Bundle of Switches", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/84082b5ce17368ef1e6a1d9e78174866674686ba.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_199" - }, - { - "description": "Beat Krampus Lair on Suicidal", - "displayName": "A Whupping", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fe7e707e5ad19ef5e0dd9152a6d1b3ddeb59d883.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_200" - }, - { - "description": "Complete Krampus Lair on Survival Hell On Earth difficulty", - "displayName": "Carried off to the Underworld", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c318550b2c02db9532d6051dd3af1f855cd87f5e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_201" - }, - { - "description": "Collect all the items (Snowglobes) on Krampus Lair", - "displayName": "A World Under Glass", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/486d1b5971dbe85edd3b93b61d19b474ff6764a8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_202" - }, - { - "description": "Complete DieSector wave 25 on Endless Normal difficulty", - "displayName": "Training Simulation", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/510dc6da957123fce45794b85cc89075b6aa35d0.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_203" - }, - { - "description": "Complete DieSector wave 25 on Endless Hard difficulty", - "displayName": "Test Trials", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/925db58c260bb48f62eb56ef9a5e8faf9274c905.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_204" - }, - { - "description": "Complete DieSector wave 25 on Endless Suicidal difficulty", - "displayName": "Code Dead", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/222996c8e587aefda46d41c4c70b9108357ed175.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_205" - }, - { - "description": "Complete DieSector wave 25 on Endless Hell On Earth difficulty", - "displayName": "Fatal Exception", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cf61a22148cdb35bd943ff14fb83f68c0cd8736e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_206" - }, - { - "description": "Collect all the items (D.A.R. Bobbleheads) on DieSector", - "displayName": "It's aD.A.R.able", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53405d791ad24a2a03b0d71c9c6f515e05fe3620.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_207" - }, - { - "description": "Complete Power Core on Survival Normal difficulty", - "displayName": "A Spark to Light the Way", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/877725c3b9e141295e2c52ac6f14af6f68013f04.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_208" - }, - { - "description": "Complete Power Core on Survival Hard difficulty", - "displayName": "Bolting through the Core", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/95d39cdab7b75fca64b64c39e4671f3ff09f3871.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_209" - }, - { - "description": "Complete Power Core on Survival Suicidal difficulty", - "displayName": "High Voltage", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d5521e83f9cf369d9f807489db0120d97a3e3002.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_210" - }, - { - "description": "Complete Power Core on Survival Hell On Earth difficulty", - "displayName": "I Have the Power!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8ca61bb09f6a26eebd4f76e5ab2804b2bdbd6540.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_211" - }, - { - "description": "Collect all the items (Batteries) on Power Core", - "displayName": "Surge Breaker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2942584ef67dfc745bed2c7fcbd8f04bd0c9b11b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_212" - }, - { - "description": "Complete Airship on Survival Normal difficulty", - "displayName": "A Little Turbulence", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e76995587e9bf81b4beecad3b305b06f32ee35c3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_213" - }, - { - "description": "Complete Airship on Survival Hard difficulty", - "displayName": "Flying Unfriendly Skies", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3dcc2a19350aef1f5b5079d2fa1510225bb5924f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_214" - }, - { - "description": "Complete Airship on Survival Suicidal difficulty", - "displayName": "Soar, Gore, and More", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d318dee401d56bafc7ebed0eaab6e4dcfb593b00.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_215" - }, - { - "description": "Complete Airship on Survival Hell On Earth difficulty", - "displayName": "Mile High Dead Club", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/350d3e23eb31845a77fcef992c7fe899fd436f80.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_216" - }, - { - "description": "Collect all the items (Steam Cells) on Airship", - "displayName": "Powered by Steam", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b5fdc74747940179c7dc5f3ab964b1ef4175fdc0.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_217" - }, - { - "description": "Complete Lockdown on Survival Normal difficulty", - "displayName": "Station Stabilization", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffab338f1cf3295c1efd4a01d0e0bca3def85229.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_218" - }, - { - "description": "Complete Lockdown on Survival Hard difficulty", - "displayName": "Fun Near the Sun", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/39205159c665ba3b80af9365b4f6e58ccac29ef2.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_219" - }, - { - "description": "Complete Lockdown on Survival Suicidal difficulty", - "displayName": "Space Race", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7c8cfb7f628de3b9c7a438d17311882900314c75.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_220" - }, - { - "description": "Complete Lockdown on Survival Hell On Earth difficulty", - "displayName": "Houston, We Don't Have a Problem", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/177825463454281e2ef5c05ecc1526ef2474c3d4.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_221" - }, - { - "description": "Collect all the items (Batteries) on Lockdown", - "displayName": "Shocking Discovery!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c5b893ccd87f50690b337222fe6139c931b3533c.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_222" - }, - { - "description": "Complete Monster Ball on Survival Normal difficulty", - "displayName": "Castle Crashers", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a5f8f0ecc173daa77a844bc1ad6b91ddaf60383d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_223" - }, - { - "description": "Complete Monster Ball on Survival Hard difficulty", - "displayName": "Party Hard!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/49cda67ccd22c0ebf522717bd03fad590b786389.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_224" - }, - { - "description": "Complete Monster Ball on Survival Suicidal difficulty", - "displayName": "Dance on the Gore Floor", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ce29727842be31de090c83871e6f5831efacfb87.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_225" - }, - { - "description": "Complete Monster Ball on Survival Hell on Earth difficulty", - "displayName": "Rest In Pieces", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/25005dfa6da839a95b8aa3664ebb13034a228f49.jpg", - 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What is Fun Size?", - "earned": 0, - "hidden": 0, + "hidden": "0", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53e20884174ea4717588f5a7c324d1a02d207dae.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_195", - "time_earned": 0 + "name": "Achievement_195" }, { "description": "Beat Nightmare on Hell on Earth", "displayName": "Victory! 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"name": "Achievement_252", - "time_earned": 0 + "name": "Achievement_252" }, { "description": "Complete Outpost on Objective Normal Difficulty", "displayName": "It's Snow Good. ", - "earned": 0, - "hidden": 0, + "hidden": "0", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/626744b7626d76146205e4ee0545ff5b82d48536.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_253", - "time_earned": 0 + "name": "Achievement_253" }, { "description": "Complete Outpost on Objective Hard Difficulty", "displayName": "Giving the Cold Shoulder", - "earned": 0, - "hidden": 0, + "hidden": "0", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f0d63ed438b13319e0c81a6d7b3b0fea00e28b84.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_254", - "time_earned": 0 + "name": "Achievement_254" }, { "description": "Complete Outpost on Objective Suicidal Difficulty", "displayName": "Frozen Assets", - "earned": 0, - "hidden": 0, + "hidden": "0", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/72142caac4513322346bb51b738a099219288e9c.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_255", - "time_earned": 0 + "name": "Achievement_255" }, { "description": "Complete Outpost on Objective Hell On Earth Difficulty", "displayName": "The Snow Must Go On", - "earned": 0, - "hidden": 0, + "hidden": "0", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/18fb3f2cd9de0a8d536b4070a2ac59d747f5e76a.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_256", - "time_earned": 0 + "name": "Achievement_256" }, { "description": null, "displayName": "Achievement_257_Name", - "earned": 0, - "hidden": 1, + "hidden": "1", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_257", - "time_earned": 0 + "name": "Achievement_257" }, { "description": null, "displayName": "Achievement_258_Name", - "earned": 0, - "hidden": 1, + "hidden": "1", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_258", - "time_earned": 0 + "name": "Achievement_258" }, { "description": null, "displayName": "Achievement_259_Name", - "earned": 0, - "hidden": 1, + "hidden": "1", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_259", - "time_earned": 0 + "name": "Achievement_259" }, { "description": null, "displayName": "Achievement_260_Name", - "earned": 0, - "hidden": 1, + "hidden": "1", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_260", - "time_earned": 0 + "name": "Achievement_260" }, { "description": null, "displayName": "Achievement_261_Name", - "earned": 0, - "hidden": 1, + "hidden": "1", "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_261", - "time_earned": 0 + "name": "Achievement_261" } ] \ No newline at end of file From cd8c5fc2eae4e8447b0a7836e0df648fcaeea162 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 25 Aug 2019 21:22:25 +0200 Subject: [PATCH 095/494] Fixed memory leak --- overlay_experimental/Base_Hook.cpp | 1 + overlay_experimental/DX10_Hook.cpp | 5 +++-- overlay_experimental/DX11_Hook.cpp | 5 +++-- overlay_experimental/DX12_Hook.cpp | 5 +++-- overlay_experimental/DX9_Hook.cpp | 5 +++-- overlay_experimental/OpenGL_Hook.cpp | 3 ++- overlay_experimental/Windows_Hook.cpp | 7 +++++-- 7 files changed, 20 insertions(+), 11 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index a7d3b88..452309e 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -12,6 +12,7 @@ #include Base_Hook::Base_Hook(): + _library(nullptr), _hooked(false) {} diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index ceba0e6..54e43b7 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -12,6 +12,7 @@ DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -63,12 +64,12 @@ bool DX10_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 10\n"); - return false; + res = false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); } - return true; + return res; } void DX10_Hook::resetRenderState() diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 5e5c197..c27ede6 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -22,6 +22,7 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** bool DX11_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -73,13 +74,13 @@ bool DX11_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 11\n"); - return false; + res = false; } if(pDevice) pDevice->Release(); if(pSwapChain) pSwapChain->Release(); } - return true; + return res; } void DX11_Hook::resetRenderState() diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index edb85f8..4b835ba 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -14,6 +14,7 @@ DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -79,7 +80,7 @@ bool DX12_Hook::start_hook() else { PRINT_DEBUG("Failed to hook DirectX 12\n"); - return false; + res = false; } } } @@ -89,7 +90,7 @@ bool DX12_Hook::start_hook() if (pCommandQueue) pCommandQueue->Release(); if (pDevice) pDevice->Release(); } - return true; + return res; } void DX12_Hook::resetRenderState() diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index bbd5611..1842493 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -14,6 +14,7 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -60,13 +61,13 @@ bool DX9_Hook::start_hook() else { PRINT_DEBUG("Failed to DirectX 9\n"); - return false; + res = false; } if(pDeviceEx)pDeviceEx->Release(); if(pD3D)pD3D->Release(); } - return true; + return res; } void DX9_Hook::resetRenderState() diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index ef707c0..de3071b 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -16,6 +16,7 @@ OpenGL_Hook* OpenGL_Hook::_inst = nullptr; bool OpenGL_Hook::start_hook() { + bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) @@ -46,7 +47,7 @@ bool OpenGL_Hook::start_hook() PRINT_DEBUG("Failed to hook OpenGL\n"); /* Problem: glewInit failed, something is seriously wrong. */ PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - return false; + res = false; } } return true; diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index f755f34..4483a14 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -37,6 +37,7 @@ HWND GetGameWindow() bool Windows_Hook::start_hook() { + bool res = true; if (!_hooked) { GetRawInputBuffer = ::GetRawInputBuffer; @@ -51,7 +52,7 @@ bool Windows_Hook::start_hook() _hooked = true; } - return true; + return res; } void Windows_Hook::resetRenderState() @@ -171,7 +172,7 @@ Windows_Hook::Windows_Hook() : GetRawInputBuffer(nullptr), GetRawInputData(nullptr) { - + //_library = LoadLibrary(DLL_NAME); } Windows_Hook::~Windows_Hook() @@ -179,6 +180,8 @@ Windows_Hook::~Windows_Hook() PRINT_DEBUG("Windows Hook removed\n"); resetRenderState(); + + //FreeLibrary(reinterpret_cast(_library)); } Windows_Hook& Windows_Hook::Inst() From dd530e80b1f9d09d970784e9afb00e5e43877792 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:38:01 +0200 Subject: [PATCH 096/494] Now passing to hooks device object. Added Base_Hook::get_lib_name to track what renderer is hooked for overlay. Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device. Updated VTables for DX12. --- overlay_experimental/Base_Hook.cpp | 5 ++ overlay_experimental/Base_Hook.h | 1 + overlay_experimental/DX10_Hook.cpp | 64 ++++---------- overlay_experimental/DX10_Hook.h | 1 + overlay_experimental/DX11_Hook.cpp | 65 ++++---------- overlay_experimental/DX11_Hook.h | 1 + overlay_experimental/DX9_Hook.cpp | 66 +++++---------- overlay_experimental/DX9_Hook.h | 3 +- overlay_experimental/DirectX_VTables.h | 105 +++++++++++++++++++++++ overlay_experimental/Hook_Manager.cpp | 112 ++++++++++++++++--------- overlay_experimental/Hook_Manager.h | 13 +-- overlay_experimental/OpenGL_Hook.cpp | 5 ++ overlay_experimental/OpenGL_Hook.h | 1 + overlay_experimental/Windows_Hook.cpp | 5 ++ overlay_experimental/Windows_Hook.h | 1 + overlay_experimental/steam_overlay.cpp | 13 ++- overlay_experimental/steam_overlay.h | 1 + 17 files changed, 277 insertions(+), 185 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 452309e..3c73584 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -45,6 +45,11 @@ void Base_Hook::UnhookAll() } } +const char* Base_Hook::get_lib_name() const +{ + return ""; +} + void Base_Hook::HookFunc(std::pair hook) { if( DetourAttach(hook.first, hook.second) == 0 ) diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index bb0c2dd..55fbfae 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -29,6 +29,7 @@ public: void EndHook(); void UnhookAll(); + virtual const char* get_lib_name() const; void HookFunc(std::pair hook); template diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 54e43b7..6f5db63 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -18,56 +18,21 @@ bool DX10_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 10\n"); + _hooked = true; - IDXGISwapChain* pSwapChain; - ID3D10Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D10CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + Hook_Manager::Inst().FoundRenderer(this); - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + ); + EndHook(); - if (pDevice != nullptr && pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 10\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), - std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 10\n"); - res = false; - } - if(pDevice)pDevice->Release(); - if(pSwapChain)pSwapChain->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -220,6 +185,11 @@ DX10_Hook* DX10_Hook::Inst() return _inst; } +const char* DX10_Hook::get_lib_name() const +{ + return DLL_NAME; +} + void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index e66e840..4979e74 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -46,6 +46,7 @@ private: public: bool start_hook(); static DX10_Hook* Inst(); + virtual const char* get_lib_name() const; void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index c27ede6..9cda270 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -28,57 +28,21 @@ bool DX11_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 11\n"); + _hooked = true; - IDXGISwapChain* pSwapChain; - ID3D11Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D11CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + Hook_Manager::Inst().FoundRenderer(this); - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + ); + EndHook(); - if (pDevice != nullptr && pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 11\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), - std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 11\n"); - res = false; - } - - if(pDevice) pDevice->Release(); - if(pSwapChain) pSwapChain->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -239,6 +203,11 @@ DX11_Hook* DX11_Hook::Inst() return _inst; } +const char* DX11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 207252f..83de88d 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -46,6 +46,7 @@ private: public: bool start_hook(); static DX11_Hook* Inst(); + virtual const char* get_lib_name() const; void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); }; diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index 1842493..e5a0113 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -14,60 +14,34 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { - bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 9\n"); + _hooked = true; - IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast(_library), "Direct3DCreate9Ex"); - - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - - if (pDeviceEx != nullptr) + Hook_Manager::Inst().FoundRenderer(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), + std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent) + ); + if (PresentEx != nullptr) { - PRINT_DEBUG("Hooked DirectX 9\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDeviceEx); - - UnhookAll(); - BeginHook(); HookFuncs( - std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), - std::make_pair(&(PVOID&)Present, &DX9_Hook::MyPresent), std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to DirectX 9\n"); - res = false; } + EndHook(); - if(pDeviceEx)pDeviceEx->Release(); - if(pD3D)pD3D->Release(); + get_steam_client()->steam_overlay->HookReady(); } - return res; + return true; } void DX9_Hook::resetRenderState() @@ -220,15 +194,21 @@ DX9_Hook* DX9_Hook::Inst() return _inst; } -void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx) +const char* DX9_Hook::get_lib_name() const { - void** vTable = *reinterpret_cast(pDeviceEx); + return DLL_NAME; +} + +void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex) +{ + void** vTable = *reinterpret_cast(pDevice); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] LOAD_FUNC(Reset); LOAD_FUNC(EndScene); LOAD_FUNC(Present); - LOAD_FUNC(PresentEx); + if (ex) + LOAD_FUNC(PresentEx); #undef LOAD_FUNC } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index c795fe3..6239f1b 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -47,8 +47,9 @@ private: public: bool start_hook(); static DX9_Hook* Inst(); + virtual const char* get_lib_name() const; - void loadFunctions(IDirect3DDevice9Ex *pDeviceEx); + void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/DirectX_VTables.h index 73a2847..46f0497 100644 --- a/overlay_experimental/DirectX_VTables.h +++ b/overlay_experimental/DirectX_VTables.h @@ -44,6 +44,111 @@ enum class IDXGISwapChainVTable GetRotation, }; +enum class ID3D12CommandQueueVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D12Object + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + SetName, + + // ID3D12DeviceChild + GetDevice, + + // ID3D12Pageable + + // ID3D12CommandQueue + UpdateTileMappings, + CopyTileMappings, + ExecuteCommandLists, + SetMarker, + BeginEvent, + EndEvent, + Signal, + Wait, + GetTimestampFrequency, + GetClockCalibration, + GetDesc, +}; + +enum class ID3D12GraphicsCommandListVTable +{ + // IUnknown + QueryInterface, + AddRef, + Release, + + // ID3D12Object + GetPrivateData, + SetPrivateData, + SetPrivateDataInterface, + SetName, + + // ID3D12DeviceChild + GetDevice, + + // ID3D12CommandList + GetType, + + // ID3D12GraphicsCommandList + Close, + Reset, + ClearState, + DrawInstanced, + DrawIndexedInstanced, + Dispatch, + CopyBufferRegion, + CopyTextureRegion, + CopyResource, + CopyTiles, + ResolveSubresource, + IASetPrimitiveTopology, + RSSetViewports, + RSSetScissorRects, + OMSetBlendFactor, + OMSetStencilRef, + SetPipelineState, + ResourceBarrier, + ExecuteBundle, + SetDescriptorHeaps, + SetComputeRootSignature, + SetGraphicsRootSignature, + SetComputeRootDescriptorTable, + SetGraphicsRootDescriptorTable, + SetComputeRoot32BitConstant, + SetGraphicsRoot32BitConstant, + SetComputeRoot32BitConstants, + SetGraphicsRoot32BitConstants, + SetComputeRootConstantBufferView, + SetGraphicsRootConstantBufferView, + SetComputeRootShaderResourceView, + SetGraphicsRootShaderResourceView, + SetComputeRootUnorderedAccessView, + SetGraphicsRootUnorderedAccessView, + IASetIndexBuffer, + IASetVertexBuffers, + SOSetTargets, + OMSetRenderTargets, + ClearDepthStencilView, + ClearRenderTargetView, + ClearUnorderedAccessViewUint, + ClearUnorderedAccessViewFloat, + DiscardResource, + BeginQuery, + EndQuery, + ResolveQueryData, + SetPredication, + SetMarker, + BeginEvent, + EndEvent, + ExecuteIndirect, +}; + enum class ID3D11DeviceVTable { // IUnknown diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index a6458e7..4b18fa6 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -20,10 +20,10 @@ constexpr int max_hook_retries = 500; #ifdef STEAM_WIN32 -static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present; -static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present; -static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx; -static decltype(wglMakeCurrent)* _wglMakeCurrent; +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; +static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) { @@ -100,11 +100,13 @@ BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return _wglMakeCurrent(hDC, hGLRC); } -void Hook_Manager::HookDXGIPresent() +void Hook_Manager::HookDXGIPresent(IDXGISwapChain *pSwapChain) { if (!_dxgi_hooked) { _dxgi_hooked = true; + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -115,17 +117,26 @@ void Hook_Manager::HookDXGIPresent() } } -void Hook_Manager::HookDX9Present() +void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) { if (!_dx9_hooked) { _dx9_hooked = true; + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; + if (ex) + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent), - std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent) ); + if (ex) + { + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) + ); + } rendererdetect_hook->EndHook(); } @@ -154,33 +165,48 @@ void Hook_Manager::hook_dx9() if (!hWnd) return; - IDirect3D9Ex* pD3D; - IDirect3DDevice9Ex* pDeviceEx; - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); - - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + IDirect3D9Ex* pD3D = nullptr; + IUnknown* pDevice = nullptr; D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; params.hDeviceWindow = hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx); - - if (pDeviceEx) + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); + if (Direct3DCreate9Ex != nullptr) + { + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9"); + if (Direct3DCreate9) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } + } + + if (pDevice != nullptr) { PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); - (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::Present]; - (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDeviceEx))[(int)IDirect3DDevice9VTable::PresentEx]; - HookDX9Present(); + auto h = DX9_Hook::Inst(); + h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + _hooks.insert(h); + HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); } else { PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); } - if (pDeviceEx)pDeviceEx->Release(); - if (pD3D)pD3D->Release(); + if (pDevice) pDevice->Release(); + if (pD3D) pD3D->Release(); } } @@ -214,8 +240,10 @@ void Hook_Manager::hook_dx10() if (pDevice != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + auto h = DX10_Hook::Inst(); + h->loadFunctions(pDevice, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -256,8 +284,10 @@ void Hook_Manager::hook_dx11() if (pDevice != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + auto h = DX11_Hook::Inst(); + h->loadFunctions(pDevice, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -282,6 +312,7 @@ void Hook_Manager::hook_dx12() D3D12_COMMAND_QUEUE_DESC queueDesc = {}; ID3D12CommandQueue* pCommandQueue = nullptr; ID3D12Device* pDevice = nullptr; + decltype(D3D12CreateDevice)* D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); @@ -290,14 +321,14 @@ void Hook_Manager::hook_dx12() if (pDevice) { DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.Width = 0; - SwapChainDesc.Height = 0; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; SwapChainDesc.Stereo = FALSE; SwapChainDesc.SampleDesc = { 1, 0 }; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.BufferCount = 3; - SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; @@ -312,8 +343,11 @@ void Hook_Manager::hook_dx12() if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - HookDXGIPresent(); + + auto h = DX12_Hook::Inst(); + h->loadFunctions(pDevice, pCommandQueue, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); } else { @@ -472,6 +506,7 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) if (!_renderer_found) { _renderer_found = true; + game_renderer = hook; if (hook == nullptr) PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); @@ -480,16 +515,15 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook) _hook_thread->join(); delete _hook_thread; + _hook_thread = nullptr; // Remove all hooks that are unused - _hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) { - if (hook != it_hook) - { - delete it_hook; - return true; - } - return false; - }), _hooks.end()); + std::set::iterator item; + while ((item = std::find_if(_hooks.begin(), _hooks.end(), [hook](Base_Hook* item) {return item != hook; })) != _hooks.end()) + { + delete *item; + _hooks.erase(item); + } } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index ec0318e..8f1e367 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -5,7 +5,7 @@ #ifndef NO_OVERLAY -#include +#include #include #if defined(_WIN32) || defined(WIN32) @@ -30,13 +30,14 @@ protected: // TODO: If needed, create a second vector with only the renderers hook // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? - std::vector _hooks; + std::set _hooks; std::thread *_hook_thread; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; class Steam_Overlay* overlay; Hook_Manager(); @@ -54,9 +55,9 @@ protected: bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay - void HookDXGIPresent(); + void HookDXGIPresent(IDXGISwapChain* pSwapChain); // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay - void HookDX9Present(); + void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay void HookwglMakeCurrent(); // Setup DX9 Device and get vtable @@ -97,7 +98,9 @@ public: // Set the found hook and free all other hooks void FoundRenderer(Base_Hook *hook); - inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); } + inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); } + + inline Base_Hook* get_renderer() const { return game_renderer; } }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index de3071b..0b77924 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -152,4 +152,9 @@ OpenGL_Hook* OpenGL_Hook::Inst() return _inst; } +const char* OpenGL_Hook::get_lib_name() const +{ + return DLL_NAME; +} + #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index f6e2a9f..a0bdb2c 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -38,6 +38,7 @@ private: public: bool start_hook(); static OpenGL_Hook* Inst(); + virtual const char* get_lib_name() const; }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 4483a14..b7e5731 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -188,4 +188,9 @@ Windows_Hook& Windows_Hook::Inst() { static Windows_Hook _inst; return _inst; +} + +const char* Windows_Hook::get_lib_name() const +{ + return DLL_NAME; } \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index be2a0e4..e4c03d3 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -40,6 +40,7 @@ public: WNDPROC GetGameWndProc() const; static Windows_Hook& Inst(); + virtual const char* get_lib_name() const; }; HWND GetGameWindow(); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 62c144e..f22712d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -30,12 +30,13 @@ void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg) _this->Callback(msg); } -Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) : +Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) : settings(settings), callback_results(callback_results), callbacks(callbacks), run_every_runcb(run_every_runcb), network(network), + setup_overlay_called(false), show_overlay(false), is_ready(false), notif_position(ENotificationPosition::k_EPositionBottomLeft), @@ -75,7 +76,12 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { - Hook_Manager::Inst().HookRenderer(); + std::lock_guard lock(global_mutex); + if (!setup_overlay_called) + { + setup_overlay_called = true; + Hook_Manager::Inst().HookRenderer(); + } } void Steam_Overlay::HookReady() @@ -390,6 +396,9 @@ void Steam_Overlay::OverlayProc( int width, int height ) settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); + ImGui::SameLine(); + Base_Hook *hook = Hook_Manager::Inst().get_renderer(); + ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c5dee4b..c3337f5 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -52,6 +52,7 @@ class Steam_Overlay // friend id, show client window (to chat and accept invite maybe) std::map friends; + bool setup_overlay_called; bool is_ready; bool show_overlay; ENotificationPosition notif_position; From 8e07dd0c6b498c76ef8064716771ca04084cbf70 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:38:21 +0200 Subject: [PATCH 097/494] Changed window detection. --- overlay_experimental/Windows_Hook.cpp | 56 +++++++++++++++++---------- 1 file changed, 35 insertions(+), 21 deletions(-) diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index b7e5731..83f5c31 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -9,30 +9,44 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam #include +struct enum_wnd_param +{ + //HMODULE hModules[512]; + //DWORD num_mods; + DWORD pid; + HWND window; +}; + +static BOOL __stdcall EnumWindowsProc(HWND hWnd, enum_wnd_param* param) +{ + DWORD pid; + GetWindowThreadProcessId(hWnd, &pid); + if (pid == param->pid && GetWindow(hWnd, GW_OWNER) == nullptr && IsWindowVisible(hWnd)) + { + param->window = hWnd; + return FALSE; + } + + return TRUE; +} + HWND GetGameWindow() { - HWND hWnd = FindWindow(nullptr, nullptr); - HMODULE hModules[512]; - DWORD needed; - if (EnumProcessModules(GetCurrentProcess(), hModules, 512, &needed) != 0) - { - int numMods = needed/sizeof(HMODULE); - while (hWnd) - { - HMODULE wndInst = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE); - if (wndInst != nullptr) - { - for (int i = 0; i < numMods; ++i) - { - if (!GetParent(hWnd) && hModules[i] == wndInst) - return hWnd; - } - } - hWnd = GetWindow(hWnd, GW_HWNDNEXT); - } + enum_wnd_param param; + param.window = nullptr; + + param.pid = GetCurrentProcessId(); + EnumWindows(reinterpret_cast(EnumWindowsProc), reinterpret_cast(¶m)); + + if (param.window != nullptr) { + PRINT_DEBUG("Failed to get game window HWND\n"); } - PRINT_DEBUG("Failed to get game window HWND\n"); - return hWnd; + else { + char wnd_name[1024]; + GetWindowText(param.window, wnd_name, 1023); + PRINT_DEBUG("Found window %s\n", wnd_name); + } + return param.window; } bool Windows_Hook::start_hook() From d0251b0b01688522f9352f522680c93d7c59cb40 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 16:46:56 +0200 Subject: [PATCH 098/494] Some kind of DX12 hook --- overlay_experimental/DX12_Hook.cpp | 242 +++++++++++++---------------- overlay_experimental/DX12_Hook.h | 14 +- 2 files changed, 115 insertions(+), 141 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 4b835ba..7b9f09b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -20,75 +20,23 @@ bool DX12_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 12\n"); + _hooked = true; - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + Hook_Manager::Inst().FoundRenderer(this); - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), + std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists), + std::make_pair(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose) + ); + EndHook(); - if (pDevice) - { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.Width = 0; - SwapChainDesc.Height = 0; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.BufferCount = 3; - SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue) - { - reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 12\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), - std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 12\n"); - res = false; - } - } - } - - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -97,9 +45,7 @@ void DX12_Hook::resetRenderState() { if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); + pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst().resetRenderState(); @@ -112,75 +58,41 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - DXGI_SWAP_CHAIN_DESC desc; - pSwapChain->GetDesc(&desc); + pSwapChain->GetDesc(&sc_desc); + + IDXGISwapChain3* pSwapChain3; + pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (!initialized) { - D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; ID3D12Device* pDevice; - - if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) + if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; - d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - d3d12_desc.NumDescriptors = 1; - d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; - d3d12_desc.NodeMask = 1; - if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK) { - pDevice->Release(); - return; - } - - mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - - if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)))) - { - pDescriptorHeap->Release(); - pDevice->Release(); - return; - } - if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) - { - pCmdAlloc->Release(); - pDescriptorHeap->Release(); - pDevice->Release(); - return; + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) + { + pDevice->Release(); + return; + } } ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - - ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, - pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), - pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); - pCmdList->Release(); - pCmdAlloc->Release(); - pDescriptorHeap->Release(); + ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + pDevice->Release(); + initialized = true; } - - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); - - ImGui::Render(); - - pCmdAlloc->Reset(); - pCmdList->Reset(pCmdAlloc, NULL); - //pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL); - pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); - pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); } ///////////////////////////////////////////////////////////////////////////////////// @@ -219,15 +131,54 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } +void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) +{ + DX12_Hook* me = DX12_Hook::Inst(); + // ----------------------------------------------------- // + // \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ // + // I'd like to put it in IDXGISwapChain::Present // + // ----------------------------------------------------- // + if (me->initialized) + { + static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant + std::lock_guard lock(render_mutex); + for (int i = 0; i < NumCommandLists; ++i) + { + if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + { + ImGui_ImplDX12_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]); + (((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)(); + } + } + } + (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) +{ + if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + return S_OK; + else + return (_this->*DX12_Hook::Inst()->Close)(); +} + DX12_Hook::DX12_Hook(): - initialized(false), - pCmdAlloc(nullptr), - pCmdList(nullptr), - pDescriptorHeap(nullptr) + initialized(false) { _library = LoadLibrary(DLL_NAME); - PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); + PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n"); // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX12 will be used to render the overlay. @@ -246,10 +197,6 @@ DX12_Hook::~DX12_Hook() if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); - //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); Windows_Hook::Inst().resetRenderState(); @@ -271,21 +218,44 @@ DX12_Hook* DX12_Hook::Inst() return _inst; } -void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) +const char* DX12_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); - - /* #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] - + #undef LOAD_FUNC - */ + + vTable = *reinterpret_cast(pCommandQueue); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] + LOAD_FUNC(ExecuteCommandLists); +#undef LOAD_FUNC + + + ID3D12CommandAllocator* pCommandAllocator; + ID3D12CommandList* pCommandList; + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + + vTable = *reinterpret_cast(pCommandList); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] + LOAD_FUNC(Close); +#undef LOAD_FUNC + vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] LOAD_FUNC(Present); LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC + + pCommandList->Release(); + pCommandAllocator->Release(); } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index a195f4c..0889ce0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -18,10 +18,9 @@ private: // Variables bool initialized; - ID3D12CommandAllocator* pCmdAlloc; - ID3D12GraphicsCommandList* pCmdList; - ID3D12DescriptorHeap* pDescriptorHeap; - D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor; + + DXGI_SWAP_CHAIN_DESC sc_desc; + ID3D12DescriptorHeap* pSrvDescHeap; // Functions DX12_Hook(); @@ -34,10 +33,14 @@ private: static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); + static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; + decltype(&ID3D12GraphicsCommandList::Close) Close; // Hook functions so we know we use DX11 //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; @@ -47,8 +50,9 @@ private: public: bool start_hook(); static DX12_Hook* Inst(); + virtual const char* get_lib_name() const; - void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY From 1d920c538ac97137af993403c7bf1c7ec84a2ee2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 26 Aug 2019 13:01:00 -0400 Subject: [PATCH 099/494] Christsnatcher .bat improvements. --- build_env_x64.bat | 22 ++++++++++++++-------- build_env_x86.bat | 22 ++++++++++++++-------- build_win_debug_experimental.bat | 10 +++++++--- build_win_find_interfaces.bat | 2 ++ build_win_lobby_connect.bat | 6 ++++-- build_win_release.bat | 11 +++++++---- build_win_release_experimental.bat | 10 ++++++---- 7 files changed, 54 insertions(+), 29 deletions(-) diff --git a/build_env_x64.bat b/build_env_x64.bat index 7e622a2..128cc2e 100644 --- a/build_env_x64.bat +++ b/build_env_x64.bat @@ -1,16 +1,22 @@ -if exist "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 -if exist "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 -if exist "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 +@echo off +cd /d "%~dp0" +rem Put in the base path in which Visual Studio is installed, default would be C:\Program Files (x86) -:vs14 -call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" +set VS_Base_Path=C:\Program Files (x86) + +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 +if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 + +:vs2019 +call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto batend :vs2017 -call "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto batend -:vs2019 -call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +:vs14 +call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto batend :batend diff --git a/build_env_x86.bat b/build_env_x86.bat index 55b3520..cc2d46e 100644 --- a/build_env_x86.bat +++ b/build_env_x86.bat @@ -1,16 +1,22 @@ -if exist "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\vcvars32.bat" goto vs14 -if exist "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 -if exist "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 +@echo off +cd /d "%~dp0" +rem Put in the base path in which Visual Studio is installed, default would be C:\Program Files (x86) -:vs14 -call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\vcvars32.bat" +set VS_Base_Path=C:\Program Files (x86) + +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 +if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 + +:vs2019 +call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto batend :vs2017 -call "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +call "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto batend -:vs2019 -call "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +:vs14 +call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto batend :batend diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 0a49f7b..b2ea89c 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -1,12 +1,16 @@ +@echo off +cd /d "%~dp0" call build_set_protobuf_directories.bat -%PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll + +"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_find_interfaces.bat b/build_win_find_interfaces.bat index 8a92ef5..53c157b 100644 --- a/build_win_find_interfaces.bat +++ b/build_win_find_interfaces.bat @@ -1,3 +1,5 @@ +@ecbo off +cd /d "%~dp0" mkdir release\tools del /Q release\tools\* call build_env_x86.bat diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index a2fbd18..27c83e5 100644 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -1,10 +1,12 @@ +@echo off +cd /d "%~dp0" mkdir release\lobby_connect del /Q release\lobby_connect\* call build_set_protobuf_directories.bat -%PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 329012d..895303a 100644 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -1,17 +1,20 @@ +@echo off +cd /d "%~dp0" del /Q /S release\* rmdir /S /Q release\experimental rmdir /S /Q release\lobby_connect rmdir /S /Q release mkdir release call build_set_protobuf_directories.bat -%PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll -%PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +call build_set_protobuf_directories.bat +"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index d4acf0c..0c58b81 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -1,14 +1,16 @@ +@echo off +cd /d "%~dp0" mkdir release\experimental del /Q release\experimental\* call build_set_protobuf_directories.bat -%PROTOBUF_X86_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X86_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll -%PROTOBUF_X64_DIRECTORY%%PROTOC_DIRECTORY% -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp %PROTOBUF_X64_DIRECTORY%%PROTOBUF_LIBRARY% Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From bca4bd6dc1d3aedff08fdaade03a08e842934e2a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 26 Aug 2019 13:01:45 -0400 Subject: [PATCH 100/494] Added a way to configure stats and moved parser logic to other file. --- Readme_release.txt | 7 + dll/settings.h | 25 ++ dll/settings_parser.cpp | 394 ++++++++++++++++++ dll/settings_parser.h | 27 ++ dll/steam_client.cpp | 300 +------------ dll/steam_user.h | 2 +- dll/steam_user_stats.h | 22 +- .../steam_settings.EXAMPLE/stats.EXAMPLE.txt | 7 + 8 files changed, 486 insertions(+), 298 deletions(-) create mode 100644 dll/settings_parser.cpp create mode 100644 dll/settings_parser.h create mode 100644 files_example/steam_settings.EXAMPLE/stats.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 0685e60..647ffcb 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -82,6 +82,13 @@ For the sort methods: 0 = none, 1 = ascending, 2 = descending For the display type: 0 = none, 1 = numeric, 2 = time seconds, 3 = milliseconds An example can be found in steam_settings.EXAMPLE +Stats: +By default this emulators assumes all stats do not exist unless they have been written once by the game. This works for the majority of games but some games might read a stat for the first time +and expect a default value to be read when doing so. To set the type for each stat along with the default value, put a stats.txt file in the steam_settings/ folder. +The format is: STAT_NAME=type=default value +The type can be: int, float or avgrate +The default value is simply a number that represents the default value for the stat. + Support for CPY steam_api(64).dll cracks: See the build in the experimental folder. diff --git a/dll/settings.h b/dll/settings.h index 940f121..cd6d1de 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -38,6 +38,20 @@ struct Leaderboard_config { enum ELeaderboardDisplayType display_type; }; +enum Stat_Type { + STAT_TYPE_INT, + STAT_TYPE_FLOAT, + STAT_TYPE_AVGRATE +}; + +struct Stat_config { + enum Stat_Type type; + union { + float default_value_float; + uint32 default_value_int; + }; +}; + class Settings { CSteamID steam_id; CGameID game_id; @@ -50,7 +64,9 @@ class Settings { std::vector mods; std::map app_paths; std::map leaderboards; + std::map stats; bool create_unknown_leaderboards; + uint16 port; public: #ifdef LOBBY_CONNECT @@ -68,6 +84,8 @@ public: void set_lobby(CSteamID lobby_id); CSteamID get_lobby(); bool is_offline() {return offline; } + uint16 get_port() {return port;} + void set_port(uint16 port) { this->port = port;} //DLC stuff void unlockAllDLC(bool value); @@ -91,6 +109,13 @@ public: std::map getLeaderboards() { return leaderboards; } void setCreateUnknownLeaderboards(bool enable) {create_unknown_leaderboards = enable;} bool createUnknownLeaderboards() { return create_unknown_leaderboards; } + + //custom broadcasts + std::set custom_broadcasts; + + //stats + std::map getStats() { return stats; } + void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; } }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp new file mode 100644 index 0000000..b2a377a --- /dev/null +++ b/dll/settings_parser.cpp @@ -0,0 +1,394 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "settings_parser.h" +#include +#include + +static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) +{ + std::ifstream broadcasts_file(broadcasts_filepath); + PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); + if (broadcasts_file.is_open()) { + std::string line; + while (std::getline(broadcasts_file, line)) { + std::set ips = Networking::resolve_ip(line); + custom_broadcasts.insert(ips.begin(), ips.end()); + } + } +} + + +uint32 create_localstorage_settings(Settings **settings_client_out, Settings **settings_server_out, Local_Storage **local_storage_out) +{ + std::string program_path = Local_Storage::get_program_path(), save_path = Local_Storage::get_user_appdata_path();; + + PRINT_DEBUG("Current Path %s save_path: %s\n", program_path.c_str(), save_path.c_str()); + + char array[10] = {}; + array[0] = '0'; + Local_Storage::get_file_data(Local_Storage::get_game_settings_path() + "steam_appid.txt", array, sizeof(array) - 1); + uint32 appid = 0; + try { + appid = std::stoi(array); + } catch (...) {} + if (!appid) { + memset(array, 0, sizeof(array)); + array[0] = '0'; + Local_Storage::get_file_data("steam_appid.txt", array, sizeof(array) - 1); + try { + appid = std::stoi(array); + } catch (...) {} + if (!appid) { + memset(array, 0, sizeof(array)); + array[0] = '0'; + Local_Storage::get_file_data(program_path + "steam_appid.txt", array, sizeof(array) - 1); + try { + appid = std::stoi(array); + } catch (...) {} + } + } + + if (!appid) { + std::string str_appid = get_env_variable("SteamAppId"); + std::string str_gameid = get_env_variable("SteamGameId"); + PRINT_DEBUG("str_appid %s str_gameid: %s\n", str_appid.c_str(), str_gameid.c_str()); + uint32 appid_env = 0; + uint32 gameid_env = 0; + + if (str_appid.size() > 0) { + try { + appid_env = std::stoul(str_appid); + } catch (...) { + appid_env = 0; + } + } + + if (str_gameid.size() > 0) { + try { + gameid_env = std::stoul(str_gameid); + } catch (...) { + gameid_env = 0; + } + } + + PRINT_DEBUG("appid_env %u gameid_env: %u\n", appid_env, gameid_env); + if (appid_env) { + appid = appid_env; + } + + if (gameid_env) { + appid = gameid_env; + } + } + + { + char array[33] = {}; + if (Local_Storage::get_file_data(program_path + "local_save.txt", array, sizeof(array) - 1) != -1) { + save_path = program_path + Settings::sanitize(array); + } + } + + PRINT_DEBUG("Set save_path: %s\n", save_path.c_str()); + Local_Storage *local_storage = new Local_Storage(save_path); + local_storage->setAppId(appid); + + // Listen port + char array_port[10] = {}; + array_port[0] = '0'; + local_storage->get_data_settings("listen_port.txt", array_port, sizeof(array_port) - 1); + uint16 port = std::stoi(array_port); + if (port == 0) { + port = DEFAULT_PORT; + snprintf(array_port, sizeof(array_port), "%hu", port); + local_storage->store_data_settings("listen_port.txt", array_port, strlen(array_port)); + } + + + // Custom broadcasts + std::set custom_broadcasts; + load_custom_broadcasts(local_storage->get_global_settings_path() + "custom_broadcasts.txt", custom_broadcasts); + load_custom_broadcasts(Local_Storage::get_game_settings_path() + "custom_broadcasts.txt", custom_broadcasts); + + // Acount name + char name[32] = {}; + if (local_storage->get_data_settings("account_name.txt", name, sizeof(name) - 1) <= 0) { + strcpy(name, DEFAULT_NAME); + local_storage->store_data_settings("account_name.txt", name, strlen(name)); + } + + // Language + char language[32] = {}; + if (local_storage->get_data_settings("language.txt", language, sizeof(language) - 1) <= 0) { + strcpy(language, DEFAULT_LANGUAGE); + local_storage->store_data_settings("language.txt", language, strlen(language)); + } + + // Steam ID + char array_steam_id[32] = {}; + CSteamID user_id; + uint64 steam_id = 0; + bool generate_new = false; + //try to load steam id from game specific settings folder first + if (local_storage->get_data(SETTINGS_STORAGE_FOLDER, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { + user_id = CSteamID((uint64)std::atoll(array_steam_id)); + if (!user_id.IsValid()) { + generate_new = true; + } + } else { + generate_new = true; + } + + if (generate_new) { + generate_new = false; + if (local_storage->get_data_settings("user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { + user_id = CSteamID((uint64)std::atoll(array_steam_id)); + if (!user_id.IsValid()) { + generate_new = true; + } + } else { + generate_new = true; + } + } + + if (generate_new) { + user_id = generate_steam_id_user(); + uint64 steam_id = user_id.ConvertToUint64(); + char temp_text[32] = {}; + snprintf(temp_text, sizeof(temp_text), "%llu", steam_id); + local_storage->store_data_settings("user_steam_id.txt", temp_text, strlen(temp_text)); + } + + bool steam_offline_mode = false; + { + std::string steam_settings_path = Local_Storage::get_game_settings_path(); + + std::vector paths = Local_Storage::get_filenames_path(steam_settings_path); + for (auto & p: paths) { + PRINT_DEBUG("steam settings path %s\n", p.c_str()); + if (p == "offline.txt") { + steam_offline_mode = true; + } + } + } + + Settings *settings_client = new Settings(user_id, CGameID(appid), name, language, steam_offline_mode); + Settings *settings_server = new Settings(generate_steam_id_server(), CGameID(appid), name, language, steam_offline_mode); + settings_client->set_port(port); + settings_server->set_port(port); + settings_client->custom_broadcasts = custom_broadcasts; + settings_server->custom_broadcasts = custom_broadcasts; + + { + std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; + std::ifstream input( dlc_config_path ); + if (input.is_open()) { + settings_client->unlockAllDLC(false); + settings_server->unlockAllDLC(false); + PRINT_DEBUG("Locking all DLC\n"); + + for( std::string line; std::getline( input, line ); ) { + if (!line.empty() && line.front() == '#') { + continue; + } + if (!line.empty() && line.back() == '\n') { + line.pop_back(); + } + + if (!line.empty() && line.back() == '\r') { + line.pop_back(); + } + + std::size_t deliminator = line.find("="); + if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { + AppId_t appid = stol(line.substr(0, deliminator)); + std::string name = line.substr(deliminator + 1); + bool available = true; + + if (appid) { + PRINT_DEBUG("Adding DLC: %u|%s| %u\n", appid, name.c_str(), available); + settings_client->addDLC(appid, name, available); + settings_server->addDLC(appid, name, available); + } + } + } + } else { + //unlock all DLC + PRINT_DEBUG("Unlocking all DLC\n"); + settings_client->unlockAllDLC(true); + settings_server->unlockAllDLC(true); + } + } + + { + std::string dlc_config_path = Local_Storage::get_game_settings_path() + "app_paths.txt"; + std::ifstream input( dlc_config_path ); + if (input.is_open()) { + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + std::size_t deliminator = line.find("="); + if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { + AppId_t appid = stol(line.substr(0, deliminator)); + std::string rel_path = line.substr(deliminator + 1); + std::string path = canonical_path(program_path + rel_path); + + if (appid) { + if (path.size()) { + PRINT_DEBUG("Adding app path: %u|%s|\n", appid, path.c_str()); + settings_client->setAppInstallPath(appid, path); + settings_server->setAppInstallPath(appid, path); + } else { + PRINT_DEBUG("Error adding app path for: %u does this path exist? |%s|\n", appid, rel_path.c_str()); + } + } + } + } + } + } + + { + std::string dlc_config_path = Local_Storage::get_game_settings_path() + "leaderboards.txt"; + std::ifstream input( dlc_config_path ); + if (input.is_open()) { + settings_client->setCreateUnknownLeaderboards(false); + settings_server->setCreateUnknownLeaderboards(false); + + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + std::string leaderboard; + unsigned int sort_method = 0; + unsigned int display_type = 0; + + std::size_t deliminator = line.find("="); + if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { + leaderboard = line.substr(0, deliminator); + std::size_t deliminator2 = line.find("=", deliminator + 1); + if (deliminator2 != std::string::npos && deliminator2 != line.size()) { + sort_method = stol(line.substr(deliminator + 1, deliminator2 - (deliminator + 1))); + display_type = stol(line.substr(deliminator2 + 1)); + } + } + + if (leaderboard.size() && sort_method <= k_ELeaderboardSortMethodDescending && display_type <= k_ELeaderboardDisplayTypeTimeMilliSeconds) { + PRINT_DEBUG("Adding leaderboard: %s|%u|%u\n", leaderboard.c_str(), sort_method, display_type); + settings_client->setLeaderboard(leaderboard, (ELeaderboardSortMethod)sort_method, (ELeaderboardDisplayType)display_type); + settings_server->setLeaderboard(leaderboard, (ELeaderboardSortMethod)sort_method, (ELeaderboardDisplayType)display_type); + } else { + PRINT_DEBUG("Error adding leaderboard for: %s, are sort method %u or display type %u valid?\n", leaderboard.c_str(), sort_method, display_type); + } + } + } + } + + { + std::string stats_config_path = Local_Storage::get_game_settings_path() + "stats.txt"; + std::ifstream input( stats_config_path ); + if (input.is_open()) { + + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + std::string stat_name; + std::string stat_type; + std::string stat_default_value; + + std::size_t deliminator = line.find("="); + if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { + stat_name = line.substr(0, deliminator); + std::size_t deliminator2 = line.find("=", deliminator + 1); + + if (deliminator2 != std::string::npos && deliminator2 != line.size()) { + stat_type = line.substr(deliminator + 1, deliminator2 - (deliminator + 1)); + stat_default_value = line.substr(deliminator2 + 1); + } else { + stat_type = line.substr(deliminator + 1); + stat_default_value = "0"; + } + } + + std::transform(stat_type.begin(), stat_type.end(), stat_type.begin(),[](unsigned char c){ return std::tolower(c); }); + struct Stat_config config = {}; + + try { + if (stat_type == "float") { + config.type = Stat_Type::STAT_TYPE_FLOAT; + config.default_value_float = std::stof(stat_default_value); + } else if (stat_type == "int") { + config.type = Stat_Type::STAT_TYPE_INT; + config.default_value_int = std::stol(stat_default_value); + } else if (stat_type == "avgrate") { + config.type = Stat_Type::STAT_TYPE_AVGRATE; + config.default_value_float = std::stof(stat_default_value); + } else { + PRINT_DEBUG("Error adding stat %s, type %s isn't valid\n", stat_name.c_str(), stat_type.c_str()); + continue; + } + } catch (...) { + PRINT_DEBUG("Error adding stat %s, default value %s isn't valid\n", stat_name.c_str(), stat_default_value.c_str()); + continue; + } + + if (stat_name.size()) { + PRINT_DEBUG("Adding stat type: %s|%u|%f|%u\n", stat_name.c_str(), config.type, config.default_value_float, config.default_value_int); + settings_client->setStatDefiniton(stat_name, config); + settings_server->setStatDefiniton(stat_name, config); + } else { + PRINT_DEBUG("Error adding stat for: %s, empty name\n", stat_name.c_str()); + } + } + } + } + + { + std::string mod_path = Local_Storage::get_game_settings_path() + "mods"; + std::vector paths = Local_Storage::get_filenames_path(mod_path); + for (auto & p: paths) { + PRINT_DEBUG("mod directory %s\n", p.c_str()); + try { + PublishedFileId_t id = std::stoull(p); + settings_client->addMod(id, p, mod_path + PATH_SEPARATOR + p); + settings_server->addMod(id, p, mod_path + PATH_SEPARATOR + p); + } catch (...) {} + } + } + + *settings_client_out = settings_client; + *settings_server_out = settings_server; + *local_storage_out = local_storage; + + return appid; +} \ No newline at end of file diff --git a/dll/settings_parser.h b/dll/settings_parser.h new file mode 100644 index 0000000..5c20ea4 --- /dev/null +++ b/dll/settings_parser.h @@ -0,0 +1,27 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "settings.h" + +#ifndef SETTINGS_PARSER_INCLUDE +#define SETTINGS_PARSER_INCLUDE + +//returns appid +uint32 create_localstorage_settings(Settings **settings_client_out, Settings **settings_server_out, Local_Storage **local_storage_out); + + +#endif diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index a1a678b..38d86a0 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -16,8 +16,8 @@ . */ #include "steam_client.h" +#include "settings_parser.h" -#include static void background_thread(Steam_Client *client) { @@ -39,305 +39,13 @@ static void background_thread(Steam_Client *client) } } -static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) -{ - std::ifstream broadcasts_file(broadcasts_filepath); - PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); - if (broadcasts_file.is_open()) { - std::string line; - while (std::getline(broadcasts_file, line)) { - std::set ips = Networking::resolve_ip(line); - custom_broadcasts.insert(ips.begin(), ips.end()); - } - } -} - Steam_Client::Steam_Client() { - std::string program_path = Local_Storage::get_program_path(), save_path = Local_Storage::get_user_appdata_path();; - - PRINT_DEBUG("Current Path %s save_path: %s\n", program_path.c_str(), save_path.c_str()); - - char array[10] = {}; - array[0] = '0'; - Local_Storage::get_file_data(Local_Storage::get_game_settings_path() + "steam_appid.txt", array, sizeof(array) - 1); - uint32 appid = 0; - try { - appid = std::stoi(array); - } catch (...) {} - if (!appid) { - memset(array, 0, sizeof(array)); - array[0] = '0'; - Local_Storage::get_file_data("steam_appid.txt", array, sizeof(array) - 1); - try { - appid = std::stoi(array); - } catch (...) {} - if (!appid) { - memset(array, 0, sizeof(array)); - array[0] = '0'; - Local_Storage::get_file_data(program_path + "steam_appid.txt", array, sizeof(array) - 1); - try { - appid = std::stoi(array); - } catch (...) {} - } - } - - if (!appid) { - std::string str_appid = get_env_variable("SteamAppId"); - std::string str_gameid = get_env_variable("SteamGameId"); - PRINT_DEBUG("str_appid %s str_gameid: %s\n", str_appid.c_str(), str_gameid.c_str()); - uint32 appid_env = 0; - uint32 gameid_env = 0; - - if (str_appid.size() > 0) { - try { - appid_env = std::stoul(str_appid); - } catch (...) { - appid_env = 0; - } - } - - if (str_gameid.size() > 0) { - try { - gameid_env = std::stoul(str_gameid); - } catch (...) { - gameid_env = 0; - } - } - - PRINT_DEBUG("appid_env %u gameid_env: %u\n", appid_env, gameid_env); - if (appid_env) { - appid = appid_env; - } - - if (gameid_env) { - appid = gameid_env; - } - } - - { - char array[33] = {}; - if (Local_Storage::get_file_data(program_path + "local_save.txt", array, sizeof(array) - 1) != -1) { - save_path = program_path + Settings::sanitize(array); - } - } - - PRINT_DEBUG("Set save_path: %s\n", save_path.c_str()); - local_storage = new Local_Storage(save_path); - local_storage->setAppId(appid); - - // Listen port - char array_port[10] = {}; - array_port[0] = '0'; - local_storage->get_data_settings("listen_port.txt", array_port, sizeof(array_port) - 1); - uint16 port = std::stoi(array_port); - if (port == 0) { - port = DEFAULT_PORT; - snprintf(array_port, sizeof(array_port), "%hu", port); - local_storage->store_data_settings("listen_port.txt", array_port, strlen(array_port)); - } - - // Custom broadcasts - std::set custom_broadcasts; - load_custom_broadcasts(local_storage->get_global_settings_path() + "custom_broadcasts.txt", custom_broadcasts); - load_custom_broadcasts(Local_Storage::get_game_settings_path() + "custom_broadcasts.txt", custom_broadcasts); - - // Acount name - char name[32] = {}; - if (local_storage->get_data_settings("account_name.txt", name, sizeof(name) - 1) <= 0) { - strcpy(name, DEFAULT_NAME); - local_storage->store_data_settings("account_name.txt", name, strlen(name)); - } - - // Language - char language[32] = {}; - if (local_storage->get_data_settings("language.txt", language, sizeof(language) - 1) <= 0) { - strcpy(language, DEFAULT_LANGUAGE); - local_storage->store_data_settings("language.txt", language, strlen(language)); - } - - // Steam ID - char array_steam_id[32] = {}; - CSteamID user_id; - uint64 steam_id = 0; - bool generate_new = false; - //try to load steam id from game specific settings folder first - if (local_storage->get_data(SETTINGS_STORAGE_FOLDER, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { - user_id = CSteamID((uint64)std::atoll(array_steam_id)); - if (!user_id.IsValid()) { - generate_new = true; - } - } else { - generate_new = true; - } - - if (generate_new) { - generate_new = false; - if (local_storage->get_data_settings("user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { - user_id = CSteamID((uint64)std::atoll(array_steam_id)); - if (!user_id.IsValid()) { - generate_new = true; - } - } else { - generate_new = true; - } - } - - if (generate_new) { - user_id = generate_steam_id_user(); - uint64 steam_id = user_id.ConvertToUint64(); - char temp_text[32] = {}; - snprintf(temp_text, sizeof(temp_text), "%llu", steam_id); - local_storage->store_data_settings("user_steam_id.txt", temp_text, strlen(temp_text)); - } - - bool steam_offline_mode = false; - { - std::string steam_settings_path = Local_Storage::get_game_settings_path(); - - std::vector paths = Local_Storage::get_filenames_path(steam_settings_path); - for (auto & p: paths) { - PRINT_DEBUG("steam settings path %s\n", p.c_str()); - if (p == "offline.txt") { - steam_offline_mode = true; - } - } - } - - settings_client = new Settings(user_id, CGameID(appid), name, language, steam_offline_mode); - settings_server = new Settings(generate_steam_id_server(), CGameID(appid), name, language, steam_offline_mode); - - { - std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; - std::ifstream input( dlc_config_path ); - if (input.is_open()) { - settings_client->unlockAllDLC(false); - settings_server->unlockAllDLC(false); - PRINT_DEBUG("Locking all DLC\n"); - - for( std::string line; std::getline( input, line ); ) { - if (!line.empty() && line.front() == '#') { - continue; - } - if (!line.empty() && line.back() == '\n') { - line.pop_back(); - } - - if (!line.empty() && line.back() == '\r') { - line.pop_back(); - } - - std::size_t deliminator = line.find("="); - if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { - AppId_t appid = stol(line.substr(0, deliminator)); - std::string name = line.substr(deliminator + 1); - bool available = true; - - if (appid) { - PRINT_DEBUG("Adding DLC: %u|%s| %u\n", appid, name.c_str(), available); - settings_client->addDLC(appid, name, available); - settings_server->addDLC(appid, name, available); - } - } - } - } else { - //unlock all DLC - PRINT_DEBUG("Unlocking all DLC\n"); - settings_client->unlockAllDLC(true); - settings_server->unlockAllDLC(true); - } - } - - { - std::string dlc_config_path = Local_Storage::get_game_settings_path() + "app_paths.txt"; - std::ifstream input( dlc_config_path ); - if (input.is_open()) { - for( std::string line; getline( input, line ); ) { - if (!line.empty() && line[line.length()-1] == '\n') { - line.erase(line.length()-1); - } - - if (!line.empty() && line[line.length()-1] == '\r') { - line.erase(line.length()-1); - } - - std::size_t deliminator = line.find("="); - if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { - AppId_t appid = stol(line.substr(0, deliminator)); - std::string rel_path = line.substr(deliminator + 1); - std::string path = canonical_path(program_path + rel_path); - - if (appid) { - if (path.size()) { - PRINT_DEBUG("Adding app path: %u|%s|\n", appid, path.c_str()); - settings_client->setAppInstallPath(appid, path); - settings_server->setAppInstallPath(appid, path); - } else { - PRINT_DEBUG("Error adding app path for: %u does this path exist? |%s|\n", appid, rel_path.c_str()); - } - } - } - } - } - } - - { - std::string dlc_config_path = Local_Storage::get_game_settings_path() + "leaderboards.txt"; - std::ifstream input( dlc_config_path ); - if (input.is_open()) { - settings_client->setCreateUnknownLeaderboards(false); - settings_server->setCreateUnknownLeaderboards(false); - - for( std::string line; getline( input, line ); ) { - if (!line.empty() && line[line.length()-1] == '\n') { - line.erase(line.length()-1); - } - - if (!line.empty() && line[line.length()-1] == '\r') { - line.erase(line.length()-1); - } - - std::string leaderboard; - unsigned int sort_method = 0; - unsigned int display_type = 0; - - std::size_t deliminator = line.find("="); - if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { - leaderboard = line.substr(0, deliminator); - std::size_t deliminator2 = line.find("=", deliminator + 1); - if (deliminator2 != std::string::npos && deliminator2 != line.size()) { - sort_method = stol(line.substr(deliminator + 1, deliminator2)); - display_type = stol(line.substr(deliminator2 + 1)); - } - } - - if (leaderboard.size() && sort_method <= k_ELeaderboardSortMethodDescending && display_type <= k_ELeaderboardDisplayTypeTimeMilliSeconds) { - PRINT_DEBUG("Adding leaderboard: %s|%u|%u\n", leaderboard.c_str(), sort_method, display_type); - settings_client->setLeaderboard(leaderboard, (ELeaderboardSortMethod)sort_method, (ELeaderboardDisplayType)display_type); - settings_server->setLeaderboard(leaderboard, (ELeaderboardSortMethod)sort_method, (ELeaderboardDisplayType)display_type); - } else { - PRINT_DEBUG("Error adding leaderboard for: %s, are sort method %u or display type %u valid?\n", leaderboard.c_str(), sort_method, display_type); - } - } - } - } - - { - std::string mod_path = Local_Storage::get_game_settings_path() + "mods"; - std::vector paths = Local_Storage::get_filenames_path(mod_path); - for (auto & p: paths) { - PRINT_DEBUG("mod directory %s\n", p.c_str()); - try { - PublishedFileId_t id = std::stoull(p); - settings_client->addMod(id, p, mod_path + PATH_SEPARATOR + p); - settings_server->addMod(id, p, mod_path + PATH_SEPARATOR + p); - } catch (...) {} - } - } + uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); - network = new Networking(settings_server->get_local_steam_id(), appid, port, &custom_broadcasts); + network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts)); callback_results_client = new SteamCallResults(); callback_results_server = new SteamCallResults(); @@ -345,7 +53,7 @@ Steam_Client::Steam_Client() callbacks_server = new SteamCallBacks(callback_results_server); run_every_runcb = new RunEveryRunCB(); - PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", user_id.ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, port); + PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", settings_client->get_local_steam_id().ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, settings_server->get_port()); steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); diff --git a/dll/steam_user.h b/dll/steam_user.h index a49c65c..93cc428 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -361,7 +361,7 @@ void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPort STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) { - PRINT_DEBUG("Steam_User::RequestEncryptedAppTicket\n"); + PRINT_DEBUG("Steam_User::RequestEncryptedAppTicket %i\n", cbDataToInclude); std::lock_guard lock(global_mutex); EncryptedAppTicketResponse_t data; data.m_eResult = k_EResultOK; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index d889579..7bc9e9e 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -83,11 +83,21 @@ bool GetStat( const char *pchName, int32 *pData ) PRINT_DEBUG("GetStat int32 %s\n", pchName); if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; + } int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); if (read_data == sizeof(int32)) return true; + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_int; + return true; + } + return false; } @@ -96,11 +106,21 @@ bool GetStat( const char *pchName, float *pData ) PRINT_DEBUG("GetStat float %s\n", pchName); if (!pchName || !pData) return false; std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; + } int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(int32)) + if (read_data == sizeof(float)) return true; + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_float; + return true; + } + return false; } diff --git a/files_example/steam_settings.EXAMPLE/stats.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/stats.EXAMPLE.txt new file mode 100644 index 0000000..7263d56 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/stats.EXAMPLE.txt @@ -0,0 +1,7 @@ +lifetime_experience=int=0 +experience=int=0 +stat_example_name1=float=3.5 +stat_example_name2=int=1337 +stat_example_name3=int=0 +stat_example_name4=float=0 +stat_example_name5=avgrate=0 From 9b178146c45a1b459ab6225194125f0187c219e4 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 19:36:07 +0200 Subject: [PATCH 101/494] Cleaned a bit hooks and added sanity checks. --- generate_game_infos/generate_game_infos.cpp | 241 ++++++++++++++++ generate_items_infos/generate_items_infos.cpp | 157 +++++++++++ overlay_experimental/DX10_Hook.cpp | 13 +- overlay_experimental/DX10_Hook.h | 2 +- overlay_experimental/DX11_Hook.cpp | 13 +- overlay_experimental/DX11_Hook.h | 2 +- overlay_experimental/DX12_Hook.cpp | 24 +- overlay_experimental/DX12_Hook.h | 2 +- overlay_experimental/Hook_Manager.cpp | 266 +++++++++++------- overlay_experimental/Hook_Manager.h | 2 +- overlay_experimental/steam_overlay.cpp | 12 + overlay_experimental/steam_overlay.h | 3 +- 12 files changed, 595 insertions(+), 142 deletions(-) create mode 100644 generate_game_infos/generate_game_infos.cpp create mode 100644 generate_items_infos/generate_items_infos.cpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp new file mode 100644 index 0000000..2b74a3f --- /dev/null +++ b/generate_game_infos/generate_game_infos.cpp @@ -0,0 +1,241 @@ +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +class CurlGlobal +{ + bool _init; + + CurlGlobal() :_init(false) {} + + ~CurlGlobal() { cleanup(); } + +public: + static CurlGlobal& Inst() + { + static CurlGlobal _this; + return _this; + } + + CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } + void cleanup() + { + if (_init) + { + curl_global_cleanup(); + _init = false; + } + } +}; + +class CurlEasy +{ + CURL* _me; + bool _init; + std::string _buffer; + + static int writer(char* data, size_t size, size_t nmemb, + CurlEasy* _this) + { + if (_this == nullptr) + return 0; + + _this->_buffer.append(data, size * nmemb); + + return size * nmemb; + } + +public: + CurlEasy() :_me(nullptr), _init(false) {} + ~CurlEasy() { cleanup(); } + + bool init() + { + _init = (_me = curl_easy_init()) != nullptr; + if (_init) + { + if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) + { + cleanup(); + return false; + } + + if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) + { + cleanup(); + return false; + } + } + return _init; + } + + void cleanup() + { + if (_init) + { + curl_easy_cleanup(_me); + } + } + + CURLcode set_url(const std::string& url) + { + return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); + } + + CURLcode skip_verifypeer(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); + } + + CURLcode skip_verifhost(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); + } + + CURLcode connect_only(bool connect = true) + { + return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); + } + + CURLcode perform() + { + _buffer.clear(); + return curl_easy_perform(_me); + } + + CURLcode recv(void* buffer, size_t buflen, size_t* read_len) + { + return curl_easy_recv(_me, buffer, buflen, read_len); + } + + CURLcode get_html_code(long& code) + { + return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); + } + + std::string const& get_answer() const { return _buffer; } +}; + +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + ["description" : "",] + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ + +#ifdef max +#undef max +#endif +//232090 +int main() +{ + CurlGlobal& cglobal = CurlGlobal::Inst(); + cglobal.init(); + + CurlEasy easy; + if (easy.init()) + { + std::string url; + std::string steam_apikey; + std::string app_id; + + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + + url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = item.value()["hidden"]; + try + { + output_json[i]["description"] = item.value()["description"]; + } + catch (...) + { + output_json[i]["description"] = ""; + } + output_json[i]["icon"] = item.value()["icon"]; + output_json[i]["icongray"] = item.value()["icongray"]; + output_json[i]["time_earned"] = 0; + output_json[i]["earned"] = 0; + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } + } +} diff --git a/generate_items_infos/generate_items_infos.cpp b/generate_items_infos/generate_items_infos.cpp new file mode 100644 index 0000000..4def7b9 --- /dev/null +++ b/generate_items_infos/generate_items_infos.cpp @@ -0,0 +1,157 @@ +#define _CRT_SECURE_NO_WARNINGS + +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +struct ClientCBS +{ + STEAM_CALLBACK(ClientCBS, OnSteamInventoryDefinitionUpdate, SteamInventoryDefinitionUpdate_t); + STEAM_CALLBACK(ClientCBS, OnSteamInventoryResultReady , SteamInventoryResultReady_t); +}; + +bool definition_update = false; + +std::vector split(const std::string& s, char delimiter) +{ + std::vector tokens; + std::string token; + std::istringstream tokenStream(s); + while (std::getline(tokenStream, token, delimiter)) + { + tokens.push_back(token); + } + return tokens; +} + +void ClientCBS::OnSteamInventoryResultReady(SteamInventoryResultReady_t* param) +{ + switch (param->m_result) + { + case k_EResultOK: break; + case k_EResultPending: break; + } + + if (param->m_handle) + { + SteamInventory()->DestroyResult(param->m_handle); + } +} + +void ClientCBS::OnSteamInventoryDefinitionUpdate(SteamInventoryDefinitionUpdate_t* param) +{ + std::ofstream out("items.json", std::ios::out | std::ios::trunc); + nlohmann::json json = nlohmann::json::object(); + SteamItemDef_t* items; + uint32 size = 0; + SteamInventory()->GetItemDefinitionIDs(nullptr, &size); + items = new SteamItemDef_t[size]; + SteamInventory()->GetItemDefinitionIDs(items, &size); + + definition_update = true; + + std::cerr << "Creating json, please wait..." << std::endl; + + for (int i = 0; i < size; ++i) + { + uint32 len; + len = 0; + if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, nullptr, &len)) + { + std::string buffer(len, '\0'); + if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, &buffer[0], &len)) + { + buffer.pop_back(); + std::vector strs(std::move(split(buffer, ','))); + + std::string key = std::to_string(items[i]); + + for (auto j = strs.begin(); j != strs.end(); ++j) + { + len = 0; + if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), nullptr, &len)) + { + std::string buffer(len, '\0'); + if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), &buffer[0], &len)) + { + buffer.pop_back(); + if( *j == "quantity") + json[key][*j] = "0"; + else + json[key][*j] = buffer; + } + } + } + } + } + } + + out << std::setw(2) << json; + + delete[]items; +} + +int main(int argc, char *argv[]) +{ + uint32_t appid; + + if (argc == 2) + { + appid = std::stoi(argv[1]); + } + else + { + std::cout << "Enter the game appid: "; + std::cin >> appid; + } + + std::ofstream steam_api("steam_appid.txt", std::ios::out | std::ios::trunc); + steam_api << appid; + steam_api.close(); + + if (SteamAPI_RestartAppIfNecessary(0)) + { + std::cerr << "This app needs restart" << std::endl; + return EXIT_FAILURE; + } + + if (!SteamAPI_Init()) + { + std::cerr << "SteamAPI_Init() failed" << std::endl; + return EXIT_FAILURE; + } + + auto SUser = SteamUser(); + + if (!SUser->BLoggedOn()) + { + std::cerr << "Steam user is not logged in" << std::endl; + return EXIT_FAILURE; + } + + ClientCBS cbs; + + int max_retry = 10; + while (!definition_update && max_retry-- > 0) + { + std::cerr << "Running LoadItemDefinitions" << std::endl; + bool ret = SteamInventory()->LoadItemDefinitions(); + int retry = 0; + while (retry++ <= 100 && !definition_update) + { + SteamAPI_RunCallbacks(); + std::this_thread::sleep_for(std::chrono::milliseconds(10)); + } + } + + SteamAPI_Shutdown(); + + return 0; +} \ No newline at end of file diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index 6f5db63..fe0726a 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -139,7 +139,10 @@ HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX10_Hook::DX10_Hook(): initialized(false), pDevice(nullptr), - mainRenderTargetView(nullptr) + mainRenderTargetView(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -190,13 +193,9 @@ const char* DX10_Hook::get_lib_name() const return DLL_NAME; } -void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) +void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); - -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::X] - -#undef LOAD_FUNC + void** vTable; vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 4979e74..63bb974 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -48,7 +48,7 @@ public: static DX10_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 9cda270..81c4afa 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -156,7 +156,10 @@ HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX11_Hook::DX11_Hook(): initialized(false), pContext(nullptr), - mainRenderTargetView(nullptr) + mainRenderTargetView(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -208,13 +211,9 @@ const char* DX11_Hook::get_lib_name() const return DLL_NAME; } -void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) +void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); - -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::X] - -#undef LOAD_FUNC + void** vTable; vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index 83de88d..c0ceea3 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -48,7 +48,7 @@ public: static DX11_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 7b9f09b..2665170 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -178,7 +178,7 @@ DX12_Hook::DX12_Hook(): { _library = LoadLibrary(DLL_NAME); - PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n"); + PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX12 will be used to render the overlay. @@ -223,25 +223,10 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandList* pCommandList, IDXGISwapChain *pSwapChain) { - void** vTable = *reinterpret_cast(pDevice); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] + void** vTable; -#undef LOAD_FUNC - - vTable = *reinterpret_cast(pCommandQueue); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] - LOAD_FUNC(ExecuteCommandLists); -#undef LOAD_FUNC - - - ID3D12CommandAllocator* pCommandAllocator; - ID3D12CommandList* pCommandList; - - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); - vTable = *reinterpret_cast(pCommandList); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] LOAD_FUNC(Close); @@ -253,9 +238,6 @@ void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pComman LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC - - pCommandList->Release(); - pCommandAllocator->Release(); } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 0889ce0..4556c52 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -52,7 +52,7 @@ public: static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12CommandList *pCommandList, IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index 4b18fa6..aaa4e82 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -49,13 +49,13 @@ HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* } else { - _this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - if (pDevice) - { + //_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); + //if (pDevice) + //{ // DX12_Hook* hook = DX12_Hook::Inst(); // if (hook->start_hook()) // inst.AddHook(hook); - } + //} } } if (pDevice) pDevice->Release(); @@ -142,11 +142,14 @@ void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) } } -void Hook_Manager::HookwglMakeCurrent() +void Hook_Manager::HookwglMakeCurrent(BOOL(WINAPI* wglMakeCurrent)(HDC, HGLRC)) { if (!_ogl_hooked) { _ogl_hooked = true; + + _wglMakeCurrent = wglMakeCurrent; + rendererdetect_hook->BeginHook(); rendererdetect_hook->HookFuncs( @@ -167,28 +170,32 @@ void Hook_Manager::hook_dx9() IDirect3D9Ex* pD3D = nullptr; IUnknown* pDevice = nullptr; - - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - params.BackBufferCount = 1; - params.Windowed = TRUE; - params.SwapEffect = D3DSWAPEFFECT_DISCARD; - - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex"); - if (Direct3DCreate9Ex != nullptr) + HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; + if (library != nullptr) { - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); - } - else - { - decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9"); - if (Direct3DCreate9) + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; + + if (Direct3DCreate9Ex != nullptr) { - pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); - pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); + if (Direct3DCreate9 != nullptr) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } } } @@ -218,30 +225,37 @@ void Hook_Manager::hook_dx10() if (!hWnd) return; - IDXGISwapChain* pSwapChain; - ID3D10Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX10_Hook::DLL_NAME), "D3D10CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + IDXGISwapChain* pSwapChain = nullptr; + ID3D10Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); + if (D3D10CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; - if (pDevice != nullptr && pSwapChain != nullptr) + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + } + } + if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); auto h = DX10_Hook::Inst(); - h->loadFunctions(pDevice, pSwapChain); + h->loadFunctions(pSwapChain); _hooks.insert(h); HookDXGIPresent(pSwapChain); } @@ -262,30 +276,37 @@ void Hook_Manager::hook_dx11() if (!hWnd) return; - IDXGISwapChain* pSwapChain; - ID3D11Device* pDevice; - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(GetModuleHandle(DX11_Hook::DLL_NAME), "D3D11CreateDeviceAndSwapChain"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + IDXGISwapChain* pSwapChain = nullptr; + ID3D11Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); + if (D3D11CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; - if (pDevice != nullptr && pSwapChain != nullptr) + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + } + } + if (pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); auto h = DX11_Hook::Inst(); - h->loadFunctions(pDevice, pSwapChain); + h->loadFunctions(pSwapChain); _hooks.insert(h); HookDXGIPresent(pSwapChain); } @@ -309,53 +330,81 @@ void Hook_Manager::hook_dx12() IDXGIFactory4* pDXGIFactory = nullptr; IDXGISwapChain1* pSwapChain = nullptr; - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; ID3D12CommandQueue* pCommandQueue = nullptr; ID3D12Device* pDevice = nullptr; + ID3D12CommandAllocator* pCommandAllocator = nullptr; + ID3D12CommandList* pCommandList = nullptr; - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); - - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - - if (pDevice) + HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); + if (library != nullptr) { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.Width = 1; - SwapChainDesc.Height = 1; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.Scaling = DXGI_SCALING_NONE; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue) + if (D3D12CreateDevice != nullptr) { - reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - auto h = DX12_Hook::Inst(); - h->loadFunctions(pDevice, pCommandQueue, pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else + if (pDevice != nullptr) { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - } + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue != nullptr) + { + HMODULE dxgi = GetModuleHandle("dxgi.dll"); + if (dxgi != nullptr) + { + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + if (CreateDXGIFactory1 != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + if (pCommandAllocator != nullptr) + { + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + } + } + } + } + } + }//if (pDevice != nullptr) + }//if (D3D12CreateDevice != nullptr) + }//if (library != nullptr) + if (pSwapChain != nullptr && pCommandList != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + auto h = DX12_Hook::Inst(); + h->loadFunctions(pCommandList, pSwapChain); + _hooks.insert(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); } + if (pCommandList) pCommandList->Release(); + if (pCommandAllocator) pCommandAllocator->Release(); if (pSwapChain) pSwapChain->Release(); if (pDXGIFactory) pDXGIFactory->Release(); if (pCommandQueue) pCommandQueue->Release(); @@ -367,8 +416,21 @@ void Hook_Manager::hook_opengl() { if (!_ogl_hooked && !_renderer_found) { - _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(GetModuleHandle(OpenGL_Hook::DLL_NAME), "wglMakeCurrent"); - HookwglMakeCurrent(); + HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); + decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; + if (library != nullptr) + { + _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + } + if (wglMakeCurrent != nullptr) + { + PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); + HookwglMakeCurrent(wglMakeCurrent); + } + else + { + PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); + } } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 8f1e367..0722cbf 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -59,7 +59,7 @@ protected: // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay - void HookwglMakeCurrent(); + void HookwglMakeCurrent(BOOL (WINAPI *wglMakeCurrent)(HDC, HGLRC)); // Setup DX9 Device and get vtable void hook_dx9(); // Setup DX10 Device and get vtable diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f22712d..ab8b3e5 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -369,6 +369,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +void Steam_Overlay::BuildNotifications() +{ + //ImGui::SetNextWindowPos(ImVec2{ (float)width - 300, (float)height - 80 }); + //ImGui::SetNextWindowSize(ImVec2{ 300.0, 80.0 }); + //ImGui::Begin("##notification", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse + // | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing + // | ImGuiWindowFlags_NoDecoration); + // + //ImGui::End(); +} + // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc( int width, int height ) { @@ -430,6 +441,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) ImGui::End(); }// if(show_overlay) + BuildNotifications(); } void Steam_Overlay::Callback(Common_Message *msg) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c3337f5..45fd514 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -80,7 +80,8 @@ class Steam_Overlay void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend void BuildFriendWindow(Friend const& frd, friend_window_state &state); - + // Notifications like achievements, chat and invitations + void BuildNotifications(); public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); From 22c32c46b6d56b8021be15a517ec1662be3d792c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 26 Aug 2019 13:49:18 -0400 Subject: [PATCH 102/494] Forgot this. --- build_set_protobuf_directories.bat | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/build_set_protobuf_directories.bat b/build_set_protobuf_directories.bat index 7d8fbd5..bf81456 100644 --- a/build_set_protobuf_directories.bat +++ b/build_set_protobuf_directories.bat @@ -1,10 +1,20 @@ +@echo off +cd /d "%~dp0" SET PROTOBUF_X86_DIRECTORY=..\vcpkg\packages\protobuf_x86-windows-static SET PROTOBUF_X64_DIRECTORY=..\vcpkg\packages\protobuf_x64-windows-static + rem location of protoc in protobuf directories: -SET PROTOC_DIRECTORY=\tools\protobuf\protoc.exe +SET PROTOC_X86_EXE=%PROTOBUF_X86_DIRECTORY%\tools\protobuf\protoc.exe +SET PROTOC_X64_EXE=%PROTOBUF_X64_DIRECTORY%\tools\protobuf\protoc.exe + +if exist "%PROTOBUF_X86_DIRECTORY%\lib\libprotobuf-lite.lib" ( +SET PROTOBUF_X86_LIBRARY=%PROTOBUF_X86_DIRECTORY%\lib\libprotobuf-lite.lib +) else ( +SET PROTOBUF_X86_LIBRARY=%PROTOBUF_X86_DIRECTORY%\lib\libprotobuf.lib +) if exist "%PROTOBUF_X64_DIRECTORY%\lib\libprotobuf-lite.lib" ( -SET PROTOBUF_LIBRARY=\lib\libprotobuf-lite.lib +SET PROTOBUF_X64_LIBRARY=%PROTOBUF_X64_DIRECTORY%\lib\libprotobuf-lite.lib ) else ( -SET PROTOBUF_LIBRARY=\lib\libprotobuf.lib +SET PROTOBUF_X64_LIBRARY=%PROTOBUF_X64_DIRECTORY%\lib\libprotobuf.lib ) From d9b9b990f37f545d563af542d9b36f1b4e340e02 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 26 Aug 2019 17:55:31 +0000 Subject: [PATCH 103/494] Update settings_parser.cpp --- dll/settings_parser.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index b2a377a..b0abdbc 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -144,7 +144,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s uint64 steam_id = 0; bool generate_new = false; //try to load steam id from game specific settings folder first - if (local_storage->get_data(SETTINGS_STORAGE_FOLDER, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { + if (local_storage->get_data(Local_Storage::settings_storage_folder, "user_steam_id.txt", array_steam_id, sizeof(array_steam_id) - 1) > 0) { user_id = CSteamID((uint64)std::atoll(array_steam_id)); if (!user_id.IsValid()) { generate_new = true; From 734ff8929127c3063857d798f0ac87e4ba5062f6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 26 Aug 2019 14:45:49 -0400 Subject: [PATCH 104/494] Gitlab ci fix. --- .gitlab-ci.yml | 2 -- build_env_x64.bat | 5 +++++ build_env_x86.bat | 5 +++++ 3 files changed, 10 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 6ef8dd9..3ce4094 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -62,8 +62,6 @@ build_windows: - dnf -y install wine wget p7zip sed dos2unix - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - - sed -i 's/C:\\Program Files (x86)\\Microsoft Visual Studio 14.0\\VC\\bin\\amd64\\vcvars64.bat/.\\sdk_standalone\\set_vars64.bat/g' build_env_x64.bat - - sed -i 's/C:\\Program Files (x86)\\Microsoft Visual Studio 14.0\\VC\\bin\\vcvars32.bat/.\\sdk_standalone\\set_vars32.bat/g' build_env_x86.bat - sed -i 's/..\\vcpkg\\packages\\/.\\/g' build_set_protobuf_directories.bat - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' diff --git a/build_env_x64.bat b/build_env_x64.bat index 128cc2e..89656d5 100644 --- a/build_env_x64.bat +++ b/build_env_x64.bat @@ -7,6 +7,7 @@ set VS_Base_Path=C:\Program Files (x86) if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 +if exist ".\sdk_standalone\set_vars64.bat" goto gitlabci :vs2019 call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" @@ -19,4 +20,8 @@ goto batend :vs14 call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto batend + +:gitlabci +call ".\sdk_standalone\set_vars64.bat" +goto batend :batend diff --git a/build_env_x86.bat b/build_env_x86.bat index cc2d46e..093b198 100644 --- a/build_env_x86.bat +++ b/build_env_x86.bat @@ -7,6 +7,7 @@ set VS_Base_Path=C:\Program Files (x86) if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 +if exist ".\sdk_standalone\set_vars32.bat" goto gitlabci :vs2019 call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" @@ -19,4 +20,8 @@ goto batend :vs14 call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto batend + +:gitlabci +call ".\sdk_standalone\set_vars32.bat" +goto batend :batend From ff25f294f04caf0cc237493475ec5a26863a4b43 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 00:16:53 +0200 Subject: [PATCH 105/494] Fixed typo --- overlay_experimental/Hook_Manager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index aaa4e82..ca6523c 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -420,7 +420,7 @@ void Hook_Manager::hook_opengl() decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; if (library != nullptr) { - _wglMakeCurrent = (decltype(_wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); } if (wglMakeCurrent != nullptr) { From da75aa3ae721f98e2a50aa7aea31886dd98b6f1a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 00:17:57 +0200 Subject: [PATCH 106/494] Added item definition to generate_game_infos Thx psychonic. --- generate_game_infos/generate_game_infos.cpp | 244 ++++++++++++++++---- 1 file changed, 193 insertions(+), 51 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 921ac06..a67fa56 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -164,11 +164,202 @@ public: }) } */ +// --------------------------------- +// -- Special thanks to psychonic -- +// --------------------------------- +// Get game items definition digest (Phase1): https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key=&appid=218620 +/* +{ + "response": { + "modified": 1566848385, + "digest": "3CDFC1CC1AC2B0D55D12C1C130F4294BDD6DF8D0" + } +} +*/ + +// Get game items definition: https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid=218620&digest= +/* +[ + { + "appid":"218620", + "itemdefid":"0", + "Timestamp":"2016-04-08T18:00:21.3643085Z", + "modified":"20160408T180021Z", + "date_created":"20160408T180021Z", + "type":"", + "display_type":"", + "name":"", + "quantity":0, + "description":"", + "tradable":false, + "marketable":false, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0" + }, + { + "appid":"218620", + "itemdefid":"50002", + "Timestamp":"2015-11-13T16:01:18.0338618Z", + "modified":"20151113T160117Z", + "date_created":"20151113T160117Z", + "type":"item", + "display_type":"", + "name":"Sputnik Safe", + "quantity":0, + "description":"[color=#2360D8]THE JUDGE SHOTGUN | Pixel [/color]\n[color=#2360D8]KOBUS 90 SUBMACHINE GUN | Red Stars[/color]\n[color=#2360D8]PLAINSRIDER BOW | Arctic Plains[/color]\n[color=#2360D8]GRUBER KURZ PISTOL | Little Leopard[/color]\n[color=#2360D8]HRL-7 ROCKET LAUNCHER | Headline[/color]\n[color=#2360D8]LOCOMOTIVE 12G SHOTGUN | Cosmonaut[/color]\n[color=#9900FF]FLAMETHROWER | St. Basil[/color]\n[color=#9900FF]JP36 RIFLE | Ice Leopard [/color]\n[color=#9900FF]CAR-4 RIFLE | Stripe On[/color]\n[color=#9900FF]BRONCO .44 REVOLVER | Black Bull[/color]\n[color=#FF00FF]BERNETTI 9 PISTOL | Angry Bear[/color]\n[color=#FF00FF]THANATOS .50 CAL SNIPER RIFLE | Matrjoschka[/color]\n[color=#FF00FF]M308 RIFLE | Helmet Space Program[/color]\n[color=#FF0000]CLARION RIFLE | Breaching Owl[/color]\n[color=#FF0000]MOSCONI 12G SHOTGUN | Bullet Bear Gun[/color]\n[color=#FFAA00]or an exceedingly rare special item![/color]", + "icon_url":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "icon_url_large":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "store_tags":"safe;sputnik safe;", + "tradable":true, + "marketable":true, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0", + "dsl_bonus":"false", + "item_name":"weapon_01", + "item_slot":"safes" + } +*/ #ifdef max #undef max #endif +std::string steam_apikey; +std::string app_id; + +void generate_achievements(CurlEasy &easy) +{ + std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); + try + { + output_json[i]["description"] = item.value()["description"]; + } + catch (...) + { + output_json[i]["description"] = ""; + } + output_json[i]["icon"] = item.value()["icon"]; + output_json[i]["icongray"] = item.value()["icongray"]; + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } +} + +void generate_items(CurlEasy& easy) +{ + std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + + easy.set_url(url); + easy.perform(); + + try + { + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + std::string digest = json["response"]["digest"]; + + url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url += app_id; + url += "&digest="; + url += digest; + + easy.set_url(url); + easy.perform(); + + nlohmann::json item_json = nlohmann::json::object(); + json = nlohmann::json::parse(easy.get_answer()); + std::ofstream items_file("items.json", std::ios::trunc | std::ios::out); + for (auto &i : json) + { + for (auto j = i.begin(); j != i.end(); ++j) + { + //if (j.key() == "itemdefid") + //{ + // j.value() = std::stoll(j.value().get()); + //} + //else + { + nlohmann::json& v = j.value(); + switch (v.type()) + { + case nlohmann::json::value_t::boolean: + v = (v.get() ? "true" : "false"); + break; + + case nlohmann::json::value_t::number_float: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_integer: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_unsigned: + v = std::to_string(v.get()); + break; + } + } + } + item_json[i["itemdefid"].get()] = i; + } + + items_file << std::setw(2) << item_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } +} + int main() { CurlGlobal& cglobal = CurlGlobal::Inst(); @@ -177,10 +368,6 @@ int main() CurlEasy easy; if (easy.init()) { - std::string url; - std::string steam_apikey; - std::string app_id; - std::cout << "Enter the game appid: "; std::cin >> app_id; std::cout << "Enter your webapi key: "; @@ -188,53 +375,8 @@ int main() std::cin.ignore(std::numeric_limits::max(), '\n'); std::cin >> steam_apikey; - url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; - url += steam_apikey; - url += "&appid="; - url += app_id; - easy.set_url(url); - easy.perform(); - try - { - std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - nlohmann::json output_json = nlohmann::json::array(); - - bool first = true; - int i = 0; - for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) - { - output_json[i]["name"] = item.value()["name"]; - output_json[i]["displayName"] = item.value()["displayName"]; - output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); - try - { - output_json[i]["description"] = item.value()["description"]; - } - catch (...) - { - output_json[i]["description"] = ""; - } - output_json[i]["icon"] = item.value()["icon"]; - output_json[i]["icongray"] = item.value()["icongray"]; - ++i; - } - ach_file << std::setw(2) << output_json; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error in webapi key"; - } - else - { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; - } - std::cerr << std::endl; - } + generate_achievements(easy); + generate_items(easy); } } \ No newline at end of file From 44d583ee7dba0c58af385f0b7fc45c27d6c41b73 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 15:38:07 +0200 Subject: [PATCH 107/494] Added class Renderer_Detector. Hook_Manager now only manages hooks. Renderer_Detector is used to detect the game's renderer. There will be 2 version of it. 1 for windows and 1 for Linux. --- overlay_experimental/Base_Hook.cpp | 3 +- overlay_experimental/Base_Hook.h | 1 - overlay_experimental/DX10_Hook.cpp | 17 +- overlay_experimental/DX10_Hook.h | 4 +- overlay_experimental/DX11_Hook.cpp | 17 +- overlay_experimental/DX11_Hook.h | 4 +- overlay_experimental/DX12_Hook.cpp | 32 +- overlay_experimental/DX12_Hook.h | 6 +- overlay_experimental/DX9_Hook.cpp | 21 +- overlay_experimental/DX9_Hook.h | 4 +- overlay_experimental/Hook_Manager.cpp | 572 +----------------- overlay_experimental/Hook_Manager.h | 77 +-- overlay_experimental/OpenGL_Hook.cpp | 30 +- overlay_experimental/OpenGL_Hook.h | 5 +- overlay_experimental/Renderer_Detector.cpp | 670 +++++++++++++++++++++ overlay_experimental/Renderer_Detector.h | 68 +++ overlay_experimental/Windows_Hook.cpp | 73 +-- overlay_experimental/Windows_Hook.h | 12 +- overlay_experimental/steam_overlay.cpp | 8 +- 19 files changed, 865 insertions(+), 759 deletions(-) create mode 100644 overlay_experimental/Renderer_Detector.cpp create mode 100644 overlay_experimental/Renderer_Detector.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 3c73584..6189f2a 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -12,8 +12,7 @@ #include Base_Hook::Base_Hook(): - _library(nullptr), - _hooked(false) + _library(nullptr) {} Base_Hook::~Base_Hook() diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 55fbfae..28fdcdb 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -14,7 +14,6 @@ protected: std::vector> _hooked_funcs; void* _library; - bool _hooked; Base_Hook(const Base_Hook&) = delete; Base_Hook(Base_Hook&&) = delete; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index fe0726a..f7895d3 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -1,6 +1,6 @@ #include "DX10_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -13,17 +13,16 @@ DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 10\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), @@ -44,7 +43,7 @@ void DX10_Hook::resetRenderState() mainRenderTargetView->Release(); ImGui_ImplDX10_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -80,7 +79,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } ImGui_ImplDX10_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); @@ -138,6 +137,7 @@ HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX10_Hook::DX10_Hook(): initialized(false), + hooked(false), pDevice(nullptr), mainRenderTargetView(nullptr), Present(nullptr), @@ -169,7 +169,6 @@ DX10_Hook::~DX10_Hook() //ImGui_ImplDX10_Shutdown(); ImGui_ImplDX10_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 63bb974..972be00 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -16,13 +16,13 @@ private: static DX10_Hook* _inst; // Variables + bool hooked; bool initialized; ID3D10Device* pDevice; ID3D10RenderTargetView* mainRenderTargetView; // Functions DX10_Hook(); - virtual ~DX10_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain *pSwapChain); @@ -44,6 +44,8 @@ private: //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; public: + virtual ~DX10_Hook(); + bool start_hook(); static DX10_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index 81c4afa..ae728fe 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -1,6 +1,6 @@ #include "DX11_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -23,17 +23,16 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** bool DX11_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 11\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), @@ -55,7 +54,7 @@ void DX11_Hook::resetRenderState() pContext->Release(); ImGui_ImplDX11_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -92,7 +91,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } ImGui_ImplDX11_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); ImGui::NewFrame(); @@ -155,6 +154,7 @@ HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT DX11_Hook::DX11_Hook(): initialized(false), + hooked(false), pContext(nullptr), mainRenderTargetView(nullptr), Present(nullptr), @@ -187,7 +187,6 @@ DX11_Hook::~DX11_Hook() //ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index c0ceea3..a56bc66 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -16,13 +16,13 @@ private: static DX11_Hook* _inst; // Variables + bool hooked; bool initialized; ID3D11DeviceContext* pContext; ID3D11RenderTargetView* mainRenderTargetView; // Functions DX11_Hook(); - virtual ~DX11_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -44,6 +44,8 @@ private: //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; public: + virtual ~DX11_Hook(); + bool start_hook(); static DX11_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2665170..89f0ef6 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -1,6 +1,6 @@ #include "DX12_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -15,17 +15,16 @@ DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 12\n"); - _hooked = true; + hooked = true; - Hook_Manager::Inst().FoundRenderer(this); + Renderer_Detector::Inst().renderer_found(this); - UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), @@ -48,7 +47,7 @@ void DX12_Hook::resetRenderState() pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -147,7 +146,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) { ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow); + Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow); ImGui::NewFrame(); @@ -174,7 +173,14 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) } DX12_Hook::DX12_Hook(): - initialized(false) + initialized(false), + hooked(false), + pSrvDescHeap(nullptr), + Present(nullptr), + ResizeBuffers(nullptr), + ResizeTarget(nullptr), + ExecuteCommandLists(nullptr), + Close(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -199,7 +205,6 @@ DX12_Hook::~DX12_Hook() { //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -223,10 +228,15 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12CommandList* pCommandList, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain) { void** vTable; + vTable = *reinterpret_cast(pCommandList); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] + LOAD_FUNC(ExecuteCommandLists); +#undef LOAD_FUNC + vTable = *reinterpret_cast(pCommandList); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] LOAD_FUNC(Close); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 4556c52..7bf7fa4 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -17,6 +17,7 @@ private: static DX12_Hook* _inst; // Variables + bool hooked; bool initialized; DXGI_SWAP_CHAIN_DESC sc_desc; @@ -24,7 +25,6 @@ private: // Functions DX12_Hook(); - virtual ~DX12_Hook(); void resetRenderState(); void prepareForOverlay(IDXGISwapChain* pSwapChain); @@ -48,11 +48,13 @@ private: //decltype(D3D12CreateDevice)* D3D12CreateDevice; public: + virtual ~DX12_Hook(); + bool start_hook(); static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12CommandList *pCommandList, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index e5a0113..f663b01 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -1,6 +1,6 @@ #include "DX9_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -14,17 +14,16 @@ DX9_Hook* DX9_Hook::_inst = nullptr; bool DX9_Hook::start_hook() { - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 9\n"); - _hooked = true; - - Hook_Manager::Inst().FoundRenderer(this); + hooked = true; - UnhookAll(); + Renderer_Detector::Inst().renderer_found(this); + BeginHook(); HookFuncs( std::make_pair(&(PVOID&)Reset, &DX9_Hook::MyReset), @@ -50,7 +49,7 @@ void DX9_Hook::resetRenderState() { initialized = false; ImGui_ImplDX9_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); } } @@ -68,7 +67,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) pDevice->GetCreationParameters(¶m); // Workaround to detect if we changed window. - if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd()) + if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); if (!initialized) @@ -82,7 +81,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) } ImGui_ImplDX9_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow); + Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); ImGui::NewFrame(); @@ -147,6 +146,7 @@ HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST DX9_Hook::DX9_Hook(): initialized(false), + hooked(false), uses_present(false), EndScene(nullptr), Present(nullptr), @@ -177,7 +177,6 @@ DX9_Hook::~DX9_Hook() //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); - Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 6239f1b..28f35ab 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -16,12 +16,12 @@ private: static DX9_Hook* _inst; // Variables + bool hooked; bool initialized; bool uses_present; // Functions DX9_Hook(); - virtual ~DX9_Hook(); void resetRenderState(); void prepareForOverlay(IDirect3DDevice9* pDevice); @@ -45,6 +45,8 @@ private: //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; public: + virtual ~DX9_Hook(); + bool start_hook(); static DX9_Hook* Inst(); virtual const char* get_lib_name() const; diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index ca6523c..b1888e5 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -3,545 +3,7 @@ #ifndef NO_OVERLAY -#include "../detours/detours.h" - -#ifdef STEAM_WIN32 -#include "DX12_Hook.h" -#include "DX11_Hook.h" -#include "DX10_Hook.h" -#include "DX9_Hook.h" -#include "Windows_Hook.h" -#endif - -#include "OpenGL_Hook.h" - -#include - -constexpr int max_hook_retries = 500; - -#ifdef STEAM_WIN32 -static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; -static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; -static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; -static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - IUnknown* pDevice = nullptr; - _this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice); - if (pDevice) - { - DX10_Hook* hook = DX10_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - else - { - _this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice); - if (pDevice) - { - DX11_Hook* hook = DX11_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - else - { - //_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice); - //if (pDevice) - //{ - // DX12_Hook* hook = DX12_Hook::Inst(); - // if (hook->start_hook()) - // inst.AddHook(hook); - //} - } - } - if (pDevice) pDevice->Release(); - } - - return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); -} - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - DX9_Hook* hook = DX9_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); -} - -HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - DX9_Hook* hook = DX9_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); -} - -BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -{ - Hook_Manager& inst = Hook_Manager::Inst(); - if (!inst.stop_retry()) - { - OpenGL_Hook* hook = OpenGL_Hook::Inst(); - if (hook->start_hook()) - inst.AddHook(hook); - } - return _wglMakeCurrent(hDC, hGLRC); -} - -void Hook_Manager::HookDXGIPresent(IDXGISwapChain *pSwapChain) -{ - if (!_dxgi_hooked) - { - _dxgi_hooked = true; - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDXGISwapChain_Present, &Hook_Manager::MyIDXGISwapChain_Present) - ); - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) -{ - if (!_dx9_hooked) - { - _dx9_hooked = true; - (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; - if (ex) - (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9_Present, &Hook_Manager::MyPresent) - ); - if (ex) - { - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Hook_Manager::MyPresentEx) - ); - } - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::HookwglMakeCurrent(BOOL(WINAPI* wglMakeCurrent)(HDC, HGLRC)) -{ - if (!_ogl_hooked) - { - _ogl_hooked = true; - - _wglMakeCurrent = wglMakeCurrent; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _wglMakeCurrent, &Hook_Manager::MywglMakeCurrent) - ); - - rendererdetect_hook->EndHook(); - } -} - -void Hook_Manager::hook_dx9() -{ - if (!_dx9_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDirect3D9Ex* pD3D = nullptr; - IUnknown* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; - if (library != nullptr) - { - Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); - D3DPRESENT_PARAMETERS params = {}; - params.BackBufferWidth = 1; - params.BackBufferHeight = 1; - params.hDeviceWindow = hWnd; - params.BackBufferCount = 1; - params.Windowed = TRUE; - params.SwapEffect = D3DSWAPEFFECT_DISCARD; - - if (Direct3DCreate9Ex != nullptr) - { - Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); - } - else - { - decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); - if (Direct3DCreate9 != nullptr) - { - pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); - pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); - } - } - } - - if (pDevice != nullptr) - { - PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); - auto h = DX9_Hook::Inst(); - h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - _hooks.insert(h); - HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - } - else - { - PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); - } - - if (pDevice) pDevice->Release(); - if (pD3D) pD3D->Release(); - } -} - -void Hook_Manager::hook_dx10() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D10Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); - if (D3D10CreateDeviceAndSwapChain != nullptr) - { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; - - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); - } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - auto h = DX10_Hook::Inst(); - h->loadFunctions(pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - if (pDevice)pDevice->Release(); - if (pSwapChain)pSwapChain->Release(); - } -} - -void Hook_Manager::hook_dx11() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D11Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); - if (D3D11CreateDeviceAndSwapChain != nullptr) - { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; - - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); - } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - auto h = DX11_Hook::Inst(); - h->loadFunctions(pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - - if (pDevice) pDevice->Release(); - if (pSwapChain) pSwapChain->Release(); - } -} - -void Hook_Manager::hook_dx12() -{ - if (!_dxgi_hooked && !_renderer_found) - { - HWND hWnd = GetGameWindow(); - if (!hWnd) - return; - - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - ID3D12CommandAllocator* pCommandAllocator = nullptr; - ID3D12CommandList* pCommandList = nullptr; - - HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); - if (library != nullptr) - { - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); - - if (D3D12CreateDevice != nullptr) - { - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); - - if (pDevice != nullptr) - { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.BufferCount = 2; - SwapChainDesc.Width = 1; - SwapChainDesc.Height = 1; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.Scaling = DXGI_SCALING_NONE; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue != nullptr) - { - HMODULE dxgi = GetModuleHandle("dxgi.dll"); - if (dxgi != nullptr) - { - decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); - if (CreateDXGIFactory1 != nullptr) - { - CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); - if (pDXGIFactory != nullptr) - { - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); - if (pCommandAllocator != nullptr) - { - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); - } - } - } - } - } - }//if (pDevice != nullptr) - }//if (D3D12CreateDevice != nullptr) - }//if (library != nullptr) - if (pSwapChain != nullptr && pCommandList != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - - auto h = DX12_Hook::Inst(); - h->loadFunctions(pCommandList, pSwapChain); - _hooks.insert(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - - if (pCommandList) pCommandList->Release(); - if (pCommandAllocator) pCommandAllocator->Release(); - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); - } -} - -void Hook_Manager::hook_opengl() -{ - if (!_ogl_hooked && !_renderer_found) - { - HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); - decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; - if (library != nullptr) - { - wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); - } - if (wglMakeCurrent != nullptr) - { - PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); - HookwglMakeCurrent(wglMakeCurrent); - } - else - { - PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); - } - } -} - -void Hook_Manager::create_hook(const char* libname) -{ - if (!_stricmp(libname, "d3d9.dll")) - Hook_Manager::Inst().hook_dx9(); - else if (!_stricmp(libname, "d3d10.dll")) - Hook_Manager::Inst().hook_dx10(); - else if (!_stricmp(libname, "d3d11.dll")) - Hook_Manager::Inst().hook_dx11(); - else if (!_stricmp(libname, "d3d12.dll")) - Hook_Manager::Inst().hook_dx12(); - else if (!_stricmp(libname, "opengl32.dll")) - Hook_Manager::Inst().hook_opengl(); -} - -//void Hook_Manager::create_hookW(const wchar_t *libname) -//{ -// if (!_wcsicmp(libname, L"d3d9.dll")) -// Hook_Manager::Inst().hook_dx9(); -// else if (!_wcsicmp(libname, L"d3d10.dll")) -// Hook_Manager::Inst().hook_dx10(); -// else if (!_wcsicmp(libname, L"d3d11.dll")) -// Hook_Manager::Inst().hook_dx11(); -// else if (!_wcsicmp(libname, L"d3d12.dll")) -// Hook_Manager::Inst().hook_dx12(); -// else if (!_wcsicmp(libname, L"opengl32.dll")) -// Hook_Manager::Inst().hook_opengl(); -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName) -//{ -// auto res = _LoadLibraryA(lpLibFileName); -// Hook_Manager::Inst().create_hookA(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName) -//{ -// auto res = _LoadLibraryW(lpLibFileName); -// Hook_Manager::Inst().create_hookW(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -//{ -// auto res = _LoadLibraryA(lpLibFileName); -// Hook_Manager::Inst().create_hookA(lpLibFileName); -// return res; -//} -// -//HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags) -//{ -// auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags); -// Hook_Manager::Inst().create_hookW(lpLibFileName); -// return res; -//} - -bool Hook_Manager::stop_retry() -{ - // Retry or not - bool stop = ++_hook_retries >= max_hook_retries; - - if (stop) - FoundRenderer(nullptr); - - return stop; -} - -void Hook_Manager::find_renderer(Hook_Manager* _this) -{ - _this->rendererdetect_hook = new Base_Hook(); - _this->AddHook(_this->rendererdetect_hook); - - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; - - while (!_this->_renderer_found && !_this->stop_retry()) - { - std::vector::const_iterator it = libraries.begin(); - while (it != libraries.end()) - { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != NULL) - return true; - return false; - }); - - if (it == libraries.end()) - break; - - _this->create_hook(it->c_str()); - ++it; - } - - std::this_thread::sleep_for(std::chrono::milliseconds(500)); - } -} - -#endif - -Hook_Manager::Hook_Manager(): - _hook_retries(0), -#ifdef STEAM_WIN32 - _loadlibrary_hooked(false), - _dxgi_hooked(false), - _dx9_hooked(false), -#endif - _renderer_found(false), - _ogl_hooked(false) +Hook_Manager::Hook_Manager() {} Hook_Manager::~Hook_Manager() @@ -556,36 +18,18 @@ Hook_Manager& Hook_Manager::Inst() return hook; } -void Hook_Manager::HookRenderer() +void Hook_Manager::AddHook(Base_Hook* hook) { -#ifdef STEAM_WIN32 - _hook_thread = new std::thread(&Hook_Manager::find_renderer, this); -#endif + _hooks.insert(hook); } -void Hook_Manager::FoundRenderer(Base_Hook* hook) +void Hook_Manager::RemoveHook(Base_Hook* hook) { - if (!_renderer_found) + auto it = _hooks.find(hook); + if (it != _hooks.end()) { - _renderer_found = true; - game_renderer = hook; - - if (hook == nullptr) - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); - else - PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries); - - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - - // Remove all hooks that are unused - std::set::iterator item; - while ((item = std::find_if(_hooks.begin(), _hooks.end(), [hook](Base_Hook* item) {return item != hook; })) != _hooks.end()) - { - delete *item; - _hooks.erase(item); - } + delete hook; + _hooks.erase(it); } } diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 0722cbf..8d84170 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -6,15 +6,6 @@ #ifndef NO_OVERLAY #include -#include - -#if defined(_WIN32) || defined(WIN32) -#include - -struct IDXGISwapChain; -struct IDirect3DDevice9; -struct IDirect3DDevice9Ex; -#endif /* * @@ -22,9 +13,6 @@ struct IDirect3DDevice9Ex; class Hook_Manager { friend class Base_Hook; -public: - using overlayProc_t = void(*)(int,int); - using hookReady_t = void(*)(void*); protected: // TODO: If needed, create a second vector with only the renderers hook @@ -32,75 +20,14 @@ protected: // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::set _hooks; - std::thread *_hook_thread; - unsigned int _hook_retries; - bool _renderer_found; // Is the renderer hooked ? - bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) - Base_Hook* rendererdetect_hook; - Base_Hook* game_renderer; - class Steam_Overlay* overlay; - Hook_Manager(); virtual ~Hook_Manager(); - - // Setup opengl device - void hook_opengl(); - - bool stop_retry(); - //void HookLoadLibrary(); - -#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) - bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ? - bool _dx9_hooked; // DX9 Present and PresentEx Hooked ? - bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12) - - // DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay - void HookDXGIPresent(IDXGISwapChain* pSwapChain); - // DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay - void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); - // wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay - void HookwglMakeCurrent(BOOL (WINAPI *wglMakeCurrent)(HDC, HGLRC)); - // Setup DX9 Device and get vtable - void hook_dx9(); - // Setup DX10 Device and get vtable - void hook_dx10(); - // Setup DX11 Device and get vtable - void hook_dx11(); - // Setup DX12 Device and get vtable - void hook_dx12(); - - void create_hook(const char* libname); - //void create_hookW(const wchar_t* libname); - - static void find_renderer(Hook_Manager* _this); - - //static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName); - //static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName); - //static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - //static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags); - // If this is called, then DX10, DX11 or DX12 will be used to render overlay - static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); - // If any of theses is called, then DX9 will be used to render overlay - static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); - static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); - // If this is called, then OpenGL 3 will be used to render overlay - static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - -#elif defined(__linux__) - -#endif public: static Hook_Manager& Inst(); - void HookRenderer(); - - // Set the found hook and free all other hooks - void FoundRenderer(Base_Hook *hook); - - inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); } - - inline Base_Hook* get_renderer() const { return game_renderer; } + void AddHook(Base_Hook* hook); + void RemoveHook(Base_Hook* hook); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 0b77924..9dfbfc0 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -1,6 +1,6 @@ #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY @@ -17,9 +17,9 @@ OpenGL_Hook* OpenGL_Hook::_inst = nullptr; bool OpenGL_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { - if (!Windows_Hook::Inst().start_hook()) + if (!Windows_Hook::Inst()->start_hook()) return false; GLenum err = glewInit(); @@ -28,10 +28,8 @@ bool OpenGL_Hook::start_hook() { PRINT_DEBUG("Hooked OpenGL\n"); - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast(_library), "wglSwapBuffers"); + hooked = true; + Renderer_Detector::Inst().renderer_found(this); UnhookAll(); BeginHook(); @@ -58,7 +56,7 @@ void OpenGL_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - Windows_Hook::Inst().resetRenderState(); + Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -73,7 +71,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) GetClientRect(hWnd, &rect); - if (hWnd != Windows_Hook::Inst().GetGameHwnd()) + if (hWnd != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); if (!initialized) @@ -87,7 +85,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } ImGui_ImplOpenGL3_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(hWnd); + Windows_Hook::Inst()->prepareForOverlay(hWnd); ImGui::NewFrame(); @@ -118,6 +116,7 @@ BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) OpenGL_Hook::OpenGL_Hook(): initialized(false), + hooked(false), wglSwapBuffers(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -137,7 +136,11 @@ OpenGL_Hook::~OpenGL_Hook() { PRINT_DEBUG("OpenGL Hook removed\n"); - resetRenderState(); + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } FreeLibrary(reinterpret_cast(_library)); @@ -157,4 +160,9 @@ const char* OpenGL_Hook::get_lib_name() const return DLL_NAME; } +void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) +{ + wglSwapBuffers = pfnwglSwapBuffers; +} + #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index a0bdb2c..bf45754 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -16,11 +16,11 @@ private: static OpenGL_Hook* _inst; // Variables + bool hooked; bool initialized; // Functions OpenGL_Hook(); - virtual ~OpenGL_Hook(); void resetRenderState(); void prepareForOverlay(HDC hDC); @@ -36,9 +36,12 @@ private: //wglMakeCurrent_t wglMakeCurrent; public: + virtual ~OpenGL_Hook(); + bool start_hook(); static OpenGL_Hook* Inst(); virtual const char* get_lib_name() const; + void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers); }; #endif//NO_OVERLAY diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp new file mode 100644 index 0000000..90495f4 --- /dev/null +++ b/overlay_experimental/Renderer_Detector.cpp @@ -0,0 +1,670 @@ +#include "Renderer_Detector.h" + +#include "../detours/detours.h" +#include "Hook_Manager.h" + +#ifdef STEAM_WIN32 +#include "DX12_Hook.h" +#include "DX11_Hook.h" +#include "DX10_Hook.h" +#include "DX9_Hook.h" +#include "OpenGL_Hook.h" +#include "Windows_Hook.h" +#endif + +#include + +constexpr int max_hook_retries = 500; + +#ifdef STEAM_WIN32 +static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; +static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; +static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; +static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; + +static constexpr auto windowClassName = "___overlay_window_class___"; + +void Renderer_Detector::create_hwnd() +{ + if (dummy_hWnd == nullptr) + { + HINSTANCE hInst = GetModuleHandle(nullptr); + if (atom == 0) + { + // Register a window class for creating our render window with. + WNDCLASSEX windowClass = {}; + + windowClass.cbSize = sizeof(WNDCLASSEX); + windowClass.style = CS_HREDRAW | CS_VREDRAW; + windowClass.lpfnWndProc = DefWindowProc; + windowClass.cbClsExtra = 0; + windowClass.cbWndExtra = 0; + windowClass.hInstance = hInst; + windowClass.hIcon = NULL; + windowClass.hCursor = ::LoadCursor(NULL, IDC_ARROW); + windowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); + windowClass.lpszMenuName = NULL; + windowClass.lpszClassName = windowClassName; + windowClass.hIconSm = NULL; + + atom = ::RegisterClassEx(&windowClass); + } + + if (atom > 0) + { + dummy_hWnd = ::CreateWindowEx( + NULL, + windowClassName, + "", + WS_OVERLAPPEDWINDOW, + 0, + 0, + 1, + 1, + NULL, + NULL, + hInst, + nullptr + ); + + assert(dummy_hWnd && "Failed to create window"); + } + } + +} + +void Renderer_Detector::destroy_hwnd() +{ + if (dummy_hWnd != nullptr) + { + DestroyWindow(dummy_hWnd); + UnregisterClass(windowClassName, GetModuleHandle(nullptr)); + } +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + IUnknown* pDevice = nullptr; + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX10_Hook::Inst()->start_hook(); + } + else + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX11_Hook::Inst()->start_hook(); + } + else + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (pDevice) + { + DX12_Hook::Inst()->start_hook(); + } + } + } + if (pDevice) pDevice->Release(); + } + + return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + DX9_Hook::Inst()->start_hook(); + } + return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); +} + +HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + DX9_Hook::Inst()->start_hook(); + } + return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + +BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + if (!inst.stop_retry()) + { + OpenGL_Hook::Inst()->start_hook(); + } + return _wglMakeCurrent(hDC, hGLRC); +} + +void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) +{ + if (!_dxgi_hooked) + { + _dxgi_hooked = true; + (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDXGISwapChain_Present, &Renderer_Detector::MyIDXGISwapChain_Present) + ); + + rendererdetect_hook->EndHook(); + } +} + +void Renderer_Detector::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) +{ + (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; + if (ex) + (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9_Present, &Renderer_Detector::MyPresent) + ); + if (ex) + { + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Renderer_Detector::MyPresentEx) + ); + } + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent) +{ + _wglMakeCurrent = wglMakeCurrent; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair((PVOID*)& _wglMakeCurrent, &Renderer_Detector::MywglMakeCurrent) + ); + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::hook_dx9() +{ + if (!_dx9_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDirect3D9Ex* pD3D = nullptr; + IUnknown* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); + decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; + if (library != nullptr) + { + Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); + D3DPRESENT_PARAMETERS params = {}; + params.BackBufferWidth = 1; + params.BackBufferHeight = 1; + params.hDeviceWindow = dummy_hWnd; + params.BackBufferCount = 1; + params.Windowed = TRUE; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; + + if (Direct3DCreate9Ex != nullptr) + { + Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + else + { + decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); + if (Direct3DCreate9 != nullptr) + { + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + } + } + } + + if (pDevice != nullptr) + { + PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); + + _dx9_hooked = true; + auto h = DX9_Hook::Inst(); + h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + Hook_Manager::Inst().AddHook(h); + HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); + } + else + { + PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pD3D) pD3D->Release(); + } +} + +void Renderer_Detector::hook_dx10() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGISwapChain* pSwapChain = nullptr; + ID3D10Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = + (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); + if (D3D10CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummy_hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + } + } + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx10_hooked = true; + auto h = DX10_Hook::Inst(); + h->loadFunctions(pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + if (pDevice)pDevice->Release(); + if (pSwapChain)pSwapChain->Release(); + } +} + +void Renderer_Detector::hook_dx11() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGISwapChain* pSwapChain = nullptr; + ID3D11Device* pDevice = nullptr; + HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = + (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); + if (D3D11CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummy_hWnd; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + } + } + if (pSwapChain != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx11_hooked = true; + auto h = DX11_Hook::Inst(); + h->loadFunctions(pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pDevice) pDevice->Release(); + if (pSwapChain) pSwapChain->Release(); + } +} + +void Renderer_Detector::hook_dx12() +{ + if (!_dxgi_hooked && !_renderer_found) + { + create_hwnd(); + if (dummy_hWnd == nullptr) + return; + + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + ID3D12CommandAllocator* pCommandAllocator = nullptr; + ID3D12GraphicsCommandList* pCommandList = nullptr; + + HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); + if (library != nullptr) + { + decltype(D3D12CreateDevice)* D3D12CreateDevice = + (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); + + if (D3D12CreateDevice != nullptr) + { + D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + + if (pDevice != nullptr) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); + + if (pCommandQueue != nullptr) + { + HMODULE dxgi = GetModuleHandle("dxgi.dll"); + if (dxgi != nullptr) + { + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + if (CreateDXGIFactory1 != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, dummy_hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + if (pCommandAllocator != nullptr) + { + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + } + } + } + } + } + }//if (pDevice != nullptr) + }//if (D3D12CreateDevice != nullptr) + }//if (library != nullptr) + if (pSwapChain != nullptr && pCommandList != nullptr) + { + PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); + + _dx12_hooked = true; + auto h = DX12_Hook::Inst(); + h->loadFunctions(pCommandQueue, pCommandList, pSwapChain); + Hook_Manager::Inst().AddHook(h); + HookDXGIPresent(pSwapChain); + } + else + { + PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); + } + + if (pCommandList) pCommandList->Release(); + if (pCommandAllocator) pCommandAllocator->Release(); + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); + } +} + +void Renderer_Detector::hook_opengl() +{ + if (!_ogl_hooked && !_renderer_found) + { + HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); + decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; + OpenGL_Hook::wglSwapBuffers_t wglSwapBuffers = nullptr; + if (library != nullptr) + { + wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); + wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(library, "wglSwapBuffers"); + } + if (wglMakeCurrent != nullptr && wglSwapBuffers != nullptr) + { + PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); + + _ogl_hooked = true; + auto h = OpenGL_Hook::Inst(); + h->loadFunctions(wglSwapBuffers); + Hook_Manager::Inst().AddHook(h); + HookwglMakeCurrent(wglMakeCurrent); + } + else + { + PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); + } + } +} + +void Renderer_Detector::create_hook(const char* libname) +{ + if (!_stricmp(libname, "d3d9.dll")) + hook_dx9(); + else if (!_stricmp(libname, "d3d10.dll")) + hook_dx10(); + else if (!_stricmp(libname, "d3d11.dll")) + hook_dx11(); + else if (!_stricmp(libname, "d3d12.dll")) + hook_dx12(); + else if (!_stricmp(libname, "opengl32.dll")) + hook_opengl(); +} + +bool Renderer_Detector::stop_retry() +{ + // Retry or not + bool stop = ++_hook_retries >= max_hook_retries; + + if (stop) + renderer_found(nullptr); + + return stop; +} + +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + + std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + + while (!_this->_renderer_found && !_this->stop_retry()) + { + std::vector::const_iterator it = libraries.begin(); + while (it != libraries.end()) + { + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); + + if (it == libraries.end()) + break; + + _this->create_hook(it->c_str()); + ++it; + } + + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + } +} + +#endif + +void Renderer_Detector::find_renderer() +{ + if (_hook_thread == nullptr) + { +#ifdef STEAM_WIN32 + _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); +#endif + } +} + +void Renderer_Detector::renderer_found(Base_Hook* hook) +{ + Hook_Manager& hm = Hook_Manager::Inst(); + + _renderer_found = true; + game_renderer = hook; + + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); + + _hook_thread->join(); + delete _hook_thread; + _hook_thread = nullptr; + + hm.RemoveHook(rendererdetect_hook); + destroy_hwnd(); + +#ifdef STEAM_WIN32 + if (hook == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(Windows_Hook::Inst()); + } + else + { + hm.AddHook(Windows_Hook::Inst()); + } + if (_ogl_hooked) + { + auto h = OpenGL_Hook::Inst(); + if (h != hook) + { + _ogl_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx9_hooked) + { + auto h = DX9_Hook::Inst(); + if (h != hook) + { + _dx9_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx10_hooked) + { + auto h = DX10_Hook::Inst(); + if (h != hook) + { + _dx10_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx11_hooked) + { + auto h = DX11_Hook::Inst(); + if (h != hook) + { + _dx11_hooked = false; + hm.RemoveHook(h); + } + } + if (_dx12_hooked) + { + auto h = DX12_Hook::Inst(); + if (h != hook) + { + _dx12_hooked = false; + hm.RemoveHook(h); + } + } +#endif +} + +Renderer_Detector& Renderer_Detector::Inst() +{ + static Renderer_Detector inst; + return inst; +} + +Base_Hook* Renderer_Detector::get_renderer() const +{ + return game_renderer; +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _dx9_hooked(false), + _dx10_hooked(false), + _dx11_hooked(false), + _dx12_hooked(false), + _dxgi_hooked(false), + _ogl_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr), + atom(0), + dummy_hWnd(nullptr) +{} + +Renderer_Detector::~Renderer_Detector() +{ + if (_hook_thread != nullptr) + { + _hook_retries = max_hook_retries; + _hook_thread->join(); + delete _hook_thread; + } +} \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h new file mode 100644 index 0000000..8f72d3c --- /dev/null +++ b/overlay_experimental/Renderer_Detector.h @@ -0,0 +1,68 @@ +#ifndef __INCLUDED_RENDERER_DETECTOR_H__ +#define __INCLUDED_RENDERER_DETECTOR_H__ + +#include "Base_Hook.h" +#ifndef NO_OVERLAY + +#if defined(_WIN32) || defined(WIN32) +#include + +struct IDXGISwapChain; +struct IDirect3DDevice9; +struct IDirect3DDevice9Ex; +#endif + +class Renderer_Detector +{ +private: + // Variables + std::thread* _hook_thread; + unsigned int _hook_retries; + bool _renderer_found; // Is the renderer hooked ? + bool _dx9_hooked; + bool _dx10_hooked; + bool _dx11_hooked; + bool _dx12_hooked; + bool _dxgi_hooked; + bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) + Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; + + ATOM atom; + HWND dummy_hWnd; + + // Functions + Renderer_Detector(); + ~Renderer_Detector(); + + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); + static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); + static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); + + void HookDXGIPresent(IDXGISwapChain* pSwapChain); + void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); + void HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent); + + void hook_dx9(); + void hook_dx10(); + void hook_dx11(); + void hook_dx12(); + void hook_opengl(); + + void create_hwnd(); + void destroy_hwnd(); + void create_hook(const char* libname); + bool stop_retry(); + + static void find_renderer_proc(Renderer_Detector* _this); + +public: + void find_renderer(); + void renderer_found(Base_Hook* hook); + Base_Hook* get_renderer() const; + static Renderer_Detector& Inst(); +}; + +#endif//NO_OVERLAY +#endif//__INCLUDED_RENDERER_DETECTOR_H__ \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/Windows_Hook.cpp index 83f5c31..4ccff4a 100644 --- a/overlay_experimental/Windows_Hook.cpp +++ b/overlay_experimental/Windows_Hook.cpp @@ -1,62 +1,26 @@ #include "Windows_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY #include #include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -#include "../dll/dll.h" - -#include - -struct enum_wnd_param -{ - //HMODULE hModules[512]; - //DWORD num_mods; - DWORD pid; - HWND window; -}; - -static BOOL __stdcall EnumWindowsProc(HWND hWnd, enum_wnd_param* param) -{ - DWORD pid; - GetWindowThreadProcessId(hWnd, &pid); - if (pid == param->pid && GetWindow(hWnd, GW_OWNER) == nullptr && IsWindowVisible(hWnd)) - { - param->window = hWnd; - return FALSE; - } - - return TRUE; -} - -HWND GetGameWindow() -{ - enum_wnd_param param; - param.window = nullptr; - - param.pid = GetCurrentProcessId(); - EnumWindows(reinterpret_cast(EnumWindowsProc), reinterpret_cast(¶m)); - - if (param.window != nullptr) { - PRINT_DEBUG("Failed to get game window HWND\n"); - } - else { - char wnd_name[1024]; - GetWindowText(param.window, wnd_name, 1023); - PRINT_DEBUG("Found window %s\n", wnd_name); - } - return param.window; -} +Windows_Hook* Windows_Hook::_inst = nullptr; bool Windows_Hook::start_hook() { bool res = true; - if (!_hooked) + if (!hooked) { GetRawInputBuffer = ::GetRawInputBuffer; GetRawInputData = ::GetRawInputData; + PRINT_DEBUG("Hooked Windows\n"); + BeginHook(); HookFuncs( std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), @@ -64,7 +28,7 @@ bool Windows_Hook::start_hook() ); EndHook(); - _hooked = true; + hooked = true; } return res; } @@ -159,13 +123,13 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, } // Call the overlay window procedure - return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam); + return CallWindowProc(Windows_Hook::Inst()->_game_wndproc, hWnd, uMsg, wParam, lParam); } UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) { if (!get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); return -1; } @@ -173,7 +137,7 @@ UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UI UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) { if (!get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); return -1; } @@ -181,6 +145,7 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, Windows_Hook::Windows_Hook() : initialized(false), + hooked(false), _game_hwnd(nullptr), _game_wndproc(nullptr), GetRawInputBuffer(nullptr), @@ -196,15 +161,21 @@ Windows_Hook::~Windows_Hook() resetRenderState(); //FreeLibrary(reinterpret_cast(_library)); + + _inst = nullptr; } -Windows_Hook& Windows_Hook::Inst() +Windows_Hook* Windows_Hook::Inst() { - static Windows_Hook _inst; + if (_inst == nullptr) + _inst = new Windows_Hook; + return _inst; } const char* Windows_Hook::get_lib_name() const { return DLL_NAME; -} \ No newline at end of file +} + +#endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index e4c03d3..24e3156 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -14,14 +14,16 @@ public: static constexpr const char* DLL_NAME = "user32.dll"; private: + static Windows_Hook* _inst; + // Variables + bool hooked; bool initialized; HWND _game_hwnd; WNDPROC _game_wndproc; // Functions Windows_Hook(); - virtual ~Windows_Hook(); // Hook to Windows window messages decltype(GetRawInputBuffer)* GetRawInputBuffer; @@ -32,18 +34,18 @@ private: static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); public: - bool start_hook(); + virtual ~Windows_Hook(); + void resetRenderState(); void prepareForOverlay(HWND); HWND GetGameHwnd() const; WNDPROC GetGameWndProc() const; - static Windows_Hook& Inst(); + bool start_hook(); + static Windows_Hook* Inst(); virtual const char* get_lib_name() const; }; -HWND GetGameWindow(); - #endif//NO_OVERLAY #endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ab8b3e5..4f833ec 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -10,7 +10,7 @@ #include "../dll/dll.h" -#include "Hook_Manager.h" +#include "Renderer_Detector.h" #include "Windows_Hook.h" // Look here for info on how to hook on linux @@ -80,7 +80,7 @@ void Steam_Overlay::SetupOverlay() if (!setup_overlay_called) { setup_overlay_called = true; - Hook_Manager::Inst().HookRenderer(); + Renderer_Detector::Inst().find_renderer(); } } @@ -128,7 +128,7 @@ void Steam_Overlay::ShowOverlay(bool state) show_overlay = state; if (show_overlay) { - HWND game_hwnd = Windows_Hook::Inst().GetGameHwnd(); + HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); RECT cliRect, wndRect, clipRect; GetClipCursor(&old_clip); @@ -408,7 +408,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::SameLine(); - Base_Hook *hook = Hook_Manager::Inst().get_renderer(); + Base_Hook* hook = Renderer_Detector::Inst().get_renderer(); ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); ImGui::Spacing(); From 04847abeb732e93f82b4f6e9872b737a24263c6a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 15:45:53 +0200 Subject: [PATCH 108/494] Overlay & Hook cleanup. --- overlay_experimental/DX10_Hook.cpp | 37 ----------------------- overlay_experimental/DX11_Hook.cpp | 41 -------------------------- overlay_experimental/DX12_Hook.cpp | 28 ------------------ overlay_experimental/DX9_Hook.cpp | 37 ----------------------- overlay_experimental/OpenGL_Hook.cpp | 20 ------------- overlay_experimental/steam_overlay.cpp | 10 ++----- 6 files changed, 3 insertions(+), 170 deletions(-) diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/DX10_Hook.cpp index f7895d3..3f0fd96 100644 --- a/overlay_experimental/DX10_Hook.cpp +++ b/overlay_experimental/DX10_Hook.cpp @@ -93,30 +93,6 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 10 Initialization functions -//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice) -//{ -// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx10(SDKVersion); -// -// return res; -//} - -//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, -// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) -//{ -// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx10(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX10_Hook::Inst()->prepareForOverlay(_this); @@ -145,18 +121,6 @@ DX10_Hook::DX10_Hook(): ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); - - // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX10 will be used to render the overlay. - //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); - //D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); - // - //BeginHook(); - //HookFuncs( - // //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), - // std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) - //); - //EndHook(); } DX10_Hook::~DX10_Hook() @@ -167,7 +131,6 @@ DX10_Hook::~DX10_Hook() { mainRenderTargetView->Release(); - //ImGui_ImplDX10_Shutdown(); ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/DX11_Hook.cpp index ae728fe..6ec6017 100644 --- a/overlay_experimental/DX11_Hook.cpp +++ b/overlay_experimental/DX11_Hook.cpp @@ -105,34 +105,6 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 11 Initialization functions -//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, -// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, -// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -//{ -// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); -// -// if (SUCCEEDED(res)) -// hook->hook_dx11(SDKVersion); -// -// return res; -//} - -//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, -// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, -// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, -// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) -//{ -// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); -// -// if (SUCCEEDED(res)) -// hook->hook_dx11(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX11_Hook::Inst()->prepareForOverlay(_this); @@ -162,18 +134,6 @@ DX11_Hook::DX11_Hook(): ResizeTarget(nullptr) { _library = LoadLibrary(DLL_NAME); - - // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX11 will be used to render the overlay. - //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); - //D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); - // - //BeginHook(); - //HookFuncs( - // //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), - // std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) - //); - //EndHook(); } DX11_Hook::~DX11_Hook() @@ -185,7 +145,6 @@ DX11_Hook::~DX11_Hook() mainRenderTargetView->Release(); pContext->Release(); - //ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 89f0ef6..2b3ae13 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -94,23 +94,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) } } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 12 Initialization functions -//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice( -// _In_opt_ IUnknown* pAdapter, -// D3D_FEATURE_LEVEL MinimumFeatureLevel, -// _In_ REFIID riid, // Expected: ID3D12Device -// _COM_Outptr_opt_ void** ppDevice) -//{ -// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx12(MinimumFeatureLevel); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX12_Hook::Inst()->prepareForOverlay(_this); @@ -185,16 +168,6 @@ DX12_Hook::DX12_Hook(): _library = LoadLibrary(DLL_NAME); PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); - - // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. - // If its called, then DX12 will be used to render the overlay. - //D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice) - //); - //EndHook(); } DX12_Hook::~DX12_Hook() @@ -203,7 +176,6 @@ DX12_Hook::~DX12_Hook() if (initialized) { - //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/DX9_Hook.cpp index f663b01..0f1e14f 100644 --- a/overlay_experimental/DX9_Hook.cpp +++ b/overlay_experimental/DX9_Hook.cpp @@ -94,29 +94,6 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// DirectX 9 Initialization functions -//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion) -//{ -// auto res = hook->Direct3DCreate9(SDKVersion); -// -// if( res != nullptr ) -// hook->hook_dx9(SDKVersion); -// -// return res; -//} -// -//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice) -//{ -// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice); -// -// if (SUCCEEDED(res)) -// hook->hook_dx9(SDKVersion); -// -// return res; -//} -///////////////////////////////////////////////////////////////////////////////////// - HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) { DX9_Hook::Inst()->resetRenderState(); @@ -154,28 +131,14 @@ DX9_Hook::DX9_Hook(): Reset(nullptr) { _library = LoadLibrary(DLL_NAME); - // Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called. - // If its called, then DX9 will be used to render the overlay. - //Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9"); - //Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9), - // std::make_pair(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex) - //); - //EndHook(); } DX9_Hook::~DX9_Hook() { PRINT_DEBUG("DX9 Hook removed\n"); - //resetRenderState(); if (initialized) { - //ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release()) - // maybe because D3D is already shut down when we try to free the device? ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui::DestroyContext(); } diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/OpenGL_Hook.cpp index 9dfbfc0..0e706d8 100644 --- a/overlay_experimental/OpenGL_Hook.cpp +++ b/overlay_experimental/OpenGL_Hook.cpp @@ -98,16 +98,6 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } -///////////////////////////////////////////////////////////////////////////////////// -// OpenGL Initialization functions -//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -//{ -// auto res = hook->wglMakeCurrent(hDC, hGLRC); -// hook->hook_ogl(); -// return res; -//} - -///////////////////////////////////////////////////////////////////////////////////// BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) { OpenGL_Hook::Inst()->prepareForOverlay(hDC); @@ -120,16 +110,6 @@ OpenGL_Hook::OpenGL_Hook(): wglSwapBuffers(nullptr) { _library = LoadLibrary(DLL_NAME); - // Hook to wglMakeCurrent so we know when it gets called. - // If its called, then OpenGL will be used to render the overlay. - //wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent"); - //wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers"); - // - //BeginHook(); - //HookFuncs( - // std::make_pair(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent) - //); - //EndHook(); } OpenGL_Hook::~OpenGL_Hook() diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 4f833ec..596f5eb 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -182,7 +182,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) if (!(frd.window_state & window_state_show)) { frd.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + // TODO: Push a notification } } } @@ -205,7 +205,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) if (!(frd.window_state & window_state_show)) { frd.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); + // TODO: Push a notification } } } @@ -298,6 +298,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); state.window_state &= ~window_state_need_attention; } @@ -421,10 +422,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) { ImGui::PushID(i.first.id()); - /* TODO: Do something with this to notify the user something happened with this friend (invite or chat) - * i.second.window_state & window_state_need_attention - */ - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) @@ -459,7 +456,6 @@ void Steam_Overlay::Callback(Common_Message *msg) if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); } } } From 36e8966223bd5ebce3c4a67b1da218e8b9f0373f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 16:29:20 +0200 Subject: [PATCH 109/494] Cleanup again --- overlay_experimental/Base_Hook.cpp | 7 +------ overlay_experimental/Base_Hook.h | 4 ++-- overlay_experimental/DX10_Hook.h | 7 ------- overlay_experimental/DX11_Hook.h | 7 ------- overlay_experimental/DX12_Hook.h | 5 ----- overlay_experimental/DX9_Hook.h | 7 ------- overlay_experimental/OpenGL_Hook.h | 6 ------ overlay_experimental/Renderer_Detector.cpp | 2 -- overlay_experimental/Renderer_Detector.h | 6 +++--- 9 files changed, 6 insertions(+), 45 deletions(-) diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 6189f2a..34ff4f6 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,16 +1,11 @@ #include "Base_Hook.h" +#include "Hook_Manager.h" #ifndef NO_OVERLAY #include -#include "Hook_Manager.h" - #include "../detours/detours.h" -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include - Base_Hook::Base_Hook(): _library(nullptr) {} diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 28fdcdb..55028f7 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,13 +1,13 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ -#include "../dll/base.h" - #ifndef NO_OVERLAY #include #include +#include "../dll/base.h" + class Base_Hook { protected: diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/DX10_Hook.h index 972be00..63921ff 100644 --- a/overlay_experimental/DX10_Hook.h +++ b/overlay_experimental/DX10_Hook.h @@ -36,13 +36,6 @@ private: decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; - // Hook functions so we know we use DX10 - //static decltype(D3D10CreateDevice) MyD3D10CreateDevice; - //static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain; - - //decltype(D3D10CreateDevice)* _D3D10CreateDevice; - //decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain; - public: virtual ~DX10_Hook(); diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/DX11_Hook.h index a56bc66..bf2074d 100644 --- a/overlay_experimental/DX11_Hook.h +++ b/overlay_experimental/DX11_Hook.h @@ -36,13 +36,6 @@ private: decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; - // Hook functions so we know we use DX11 - //static decltype(D3D11CreateDevice) MyD3D11CreateDevice; - //static decltype(D3D11CreateDeviceAndSwapChain) MyD3D11CreateDeviceAndSwapChain; - - //decltype(D3D11CreateDevice)* D3D11CreateDevice; - //decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain; - public: virtual ~DX11_Hook(); diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index 7bf7fa4..5cfb7ee 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -42,11 +42,6 @@ private: decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; decltype(&ID3D12GraphicsCommandList::Close) Close; - // Hook functions so we know we use DX11 - //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; - - //decltype(D3D12CreateDevice)* D3D12CreateDevice; - public: virtual ~DX12_Hook(); diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/DX9_Hook.h index 28f35ab..974c8c8 100644 --- a/overlay_experimental/DX9_Hook.h +++ b/overlay_experimental/DX9_Hook.h @@ -37,13 +37,6 @@ private: static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); - // Hook functions so we know we use DX9 - //static decltype(Direct3DCreate9) MyDirect3DCreate9; - //static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex; - - //decltype(Direct3DCreate9)* Direct3DCreate9; - //decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex; - public: virtual ~DX9_Hook(); diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/OpenGL_Hook.h index bf45754..b0d8a45 100644 --- a/overlay_experimental/OpenGL_Hook.h +++ b/overlay_experimental/OpenGL_Hook.h @@ -10,7 +10,6 @@ public: static constexpr const char *DLL_NAME = "opengl32.dll"; using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); - //using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC); private: static OpenGL_Hook* _inst; @@ -29,11 +28,6 @@ private: static BOOL WINAPI MywglSwapBuffers(HDC hDC); wglSwapBuffers_t wglSwapBuffers; - - // Hook functions so we know we use OGL - //static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - - //wglMakeCurrent_t wglMakeCurrent; public: virtual ~OpenGL_Hook(); diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 90495f4..a182899 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,6 +1,4 @@ #include "Renderer_Detector.h" - -#include "../detours/detours.h" #include "Hook_Manager.h" #ifdef STEAM_WIN32 diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 8f72d3c..04f20b2 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -2,11 +2,11 @@ #define __INCLUDED_RENDERER_DETECTOR_H__ #include "Base_Hook.h" +#include + #ifndef NO_OVERLAY -#if defined(_WIN32) || defined(WIN32) -#include - +#ifdef STEAM_WIN32 struct IDXGISwapChain; struct IDirect3DDevice9; struct IDirect3DDevice9Ex; From 78e57f069348fa9340b7d4cc89bf5156f45476ca Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 17:16:31 +0200 Subject: [PATCH 110/494] Cleanup This is not part of the overlay. --- generate_game_infos/generate_game_infos.cpp | 241 ------------------ generate_items_infos/generate_items_infos.cpp | 157 ------------ 2 files changed, 398 deletions(-) delete mode 100644 generate_game_infos/generate_game_infos.cpp delete mode 100644 generate_items_infos/generate_items_infos.cpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp deleted file mode 100644 index 2b74a3f..0000000 --- a/generate_game_infos/generate_game_infos.cpp +++ /dev/null @@ -1,241 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include - -#include -#include - -class CurlGlobal -{ - bool _init; - - CurlGlobal() :_init(false) {} - - ~CurlGlobal() { cleanup(); } - -public: - static CurlGlobal& Inst() - { - static CurlGlobal _this; - return _this; - } - - CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } - void cleanup() - { - if (_init) - { - curl_global_cleanup(); - _init = false; - } - } -}; - -class CurlEasy -{ - CURL* _me; - bool _init; - std::string _buffer; - - static int writer(char* data, size_t size, size_t nmemb, - CurlEasy* _this) - { - if (_this == nullptr) - return 0; - - _this->_buffer.append(data, size * nmemb); - - return size * nmemb; - } - -public: - CurlEasy() :_me(nullptr), _init(false) {} - ~CurlEasy() { cleanup(); } - - bool init() - { - _init = (_me = curl_easy_init()) != nullptr; - if (_init) - { - if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) - { - cleanup(); - return false; - } - - if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) - { - cleanup(); - return false; - } - } - return _init; - } - - void cleanup() - { - if (_init) - { - curl_easy_cleanup(_me); - } - } - - CURLcode set_url(const std::string& url) - { - return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); - } - - CURLcode skip_verifypeer(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); - } - - CURLcode skip_verifhost(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); - } - - CURLcode connect_only(bool connect = true) - { - return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); - } - - CURLcode perform() - { - _buffer.clear(); - return curl_easy_perform(_me); - } - - CURLcode recv(void* buffer, size_t buflen, size_t* read_len) - { - return curl_easy_recv(_me, buffer, buflen, read_len); - } - - CURLcode get_html_code(long& code) - { - return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); - } - - std::string const& get_answer() const { return _buffer; } -}; - -// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ -// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI -// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= -/* -{ - "game" : { - "gameName" : "", - "availableGameStats" : { - "achievements" : { - ("" : { - "name" : "achievement_name", - "displayName" : "achievement name on screen", - "hidden" : (0|1), - ["description" : "",] - "icon" : "", - "icongray" : "" - }, - ...) - } - } - } -} -*/ -// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 -/* -"appid" : { - "success" : (true|false), - (success == true "data" : { - ... - "name" : "", - "steam_appid" : , - (OPT "dlc" : [, ]), - "header_image" : "" <-- Use this in the overlay ? - (OPT "achievements" : { - "total" : - }), - "background" : "" <-- Use this as the overlay background ? - (OPT "packages" : [, ]) - }) -} -*/ - -#ifdef max -#undef max -#endif -//232090 -int main() -{ - CurlGlobal& cglobal = CurlGlobal::Inst(); - cglobal.init(); - - CurlEasy easy; - if (easy.init()) - { - std::string url; - std::string steam_apikey; - std::string app_id; - - std::cout << "Enter the game appid: "; - std::cin >> app_id; - std::cout << "Enter your webapi key: "; - std::cin.clear(); - std::cin.ignore(std::numeric_limits::max(), '\n'); - std::cin >> steam_apikey; - - url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; - url += steam_apikey; - url += "&appid="; - url += app_id; - easy.set_url(url); - easy.perform(); - try - { - std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - nlohmann::json output_json = nlohmann::json::array(); - - bool first = true; - int i = 0; - for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) - { - output_json[i]["name"] = item.value()["name"]; - output_json[i]["displayName"] = item.value()["displayName"]; - output_json[i]["hidden"] = item.value()["hidden"]; - try - { - output_json[i]["description"] = item.value()["description"]; - } - catch (...) - { - output_json[i]["description"] = ""; - } - output_json[i]["icon"] = item.value()["icon"]; - output_json[i]["icongray"] = item.value()["icongray"]; - output_json[i]["time_earned"] = 0; - output_json[i]["earned"] = 0; - ++i; - } - ach_file << std::setw(2) << output_json; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error in webapi key"; - } - else - { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; - } - std::cerr << std::endl; - } - } -} diff --git a/generate_items_infos/generate_items_infos.cpp b/generate_items_infos/generate_items_infos.cpp deleted file mode 100644 index 4def7b9..0000000 --- a/generate_items_infos/generate_items_infos.cpp +++ /dev/null @@ -1,157 +0,0 @@ -#define _CRT_SECURE_NO_WARNINGS - -#include -#include -#include -#include -#include -#include -#include - -#include -#include - -struct ClientCBS -{ - STEAM_CALLBACK(ClientCBS, OnSteamInventoryDefinitionUpdate, SteamInventoryDefinitionUpdate_t); - STEAM_CALLBACK(ClientCBS, OnSteamInventoryResultReady , SteamInventoryResultReady_t); -}; - -bool definition_update = false; - -std::vector split(const std::string& s, char delimiter) -{ - std::vector tokens; - std::string token; - std::istringstream tokenStream(s); - while (std::getline(tokenStream, token, delimiter)) - { - tokens.push_back(token); - } - return tokens; -} - -void ClientCBS::OnSteamInventoryResultReady(SteamInventoryResultReady_t* param) -{ - switch (param->m_result) - { - case k_EResultOK: break; - case k_EResultPending: break; - } - - if (param->m_handle) - { - SteamInventory()->DestroyResult(param->m_handle); - } -} - -void ClientCBS::OnSteamInventoryDefinitionUpdate(SteamInventoryDefinitionUpdate_t* param) -{ - std::ofstream out("items.json", std::ios::out | std::ios::trunc); - nlohmann::json json = nlohmann::json::object(); - SteamItemDef_t* items; - uint32 size = 0; - SteamInventory()->GetItemDefinitionIDs(nullptr, &size); - items = new SteamItemDef_t[size]; - SteamInventory()->GetItemDefinitionIDs(items, &size); - - definition_update = true; - - std::cerr << "Creating json, please wait..." << std::endl; - - for (int i = 0; i < size; ++i) - { - uint32 len; - len = 0; - if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, nullptr, &len)) - { - std::string buffer(len, '\0'); - if (SteamInventory()->GetItemDefinitionProperty(items[i], nullptr, &buffer[0], &len)) - { - buffer.pop_back(); - std::vector strs(std::move(split(buffer, ','))); - - std::string key = std::to_string(items[i]); - - for (auto j = strs.begin(); j != strs.end(); ++j) - { - len = 0; - if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), nullptr, &len)) - { - std::string buffer(len, '\0'); - if (SteamInventory()->GetItemDefinitionProperty(items[i], j->c_str(), &buffer[0], &len)) - { - buffer.pop_back(); - if( *j == "quantity") - json[key][*j] = "0"; - else - json[key][*j] = buffer; - } - } - } - } - } - } - - out << std::setw(2) << json; - - delete[]items; -} - -int main(int argc, char *argv[]) -{ - uint32_t appid; - - if (argc == 2) - { - appid = std::stoi(argv[1]); - } - else - { - std::cout << "Enter the game appid: "; - std::cin >> appid; - } - - std::ofstream steam_api("steam_appid.txt", std::ios::out | std::ios::trunc); - steam_api << appid; - steam_api.close(); - - if (SteamAPI_RestartAppIfNecessary(0)) - { - std::cerr << "This app needs restart" << std::endl; - return EXIT_FAILURE; - } - - if (!SteamAPI_Init()) - { - std::cerr << "SteamAPI_Init() failed" << std::endl; - return EXIT_FAILURE; - } - - auto SUser = SteamUser(); - - if (!SUser->BLoggedOn()) - { - std::cerr << "Steam user is not logged in" << std::endl; - return EXIT_FAILURE; - } - - ClientCBS cbs; - - int max_retry = 10; - while (!definition_update && max_retry-- > 0) - { - std::cerr << "Running LoadItemDefinitions" << std::endl; - bool ret = SteamInventory()->LoadItemDefinitions(); - int retry = 0; - while (retry++ <= 100 && !definition_update) - { - SteamAPI_RunCallbacks(); - std::this_thread::sleep_for(std::chrono::milliseconds(10)); - } - } - - SteamAPI_Shutdown(); - - return 0; -} \ No newline at end of file From 622c435cb71821eaeabfc1d0e87afa9ba5f61b7a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 17:40:44 +0200 Subject: [PATCH 111/494] Fixed typo in DX12 & reorder hook call. Should call the Present function before hooking DX cause DX also hook Present even if the hook is disabled by Renderer_Detector before initializing the DX hook. --- overlay_experimental/DX12_Hook.cpp | 5 +---- overlay_experimental/Renderer_Detector.cpp | 6 ++++-- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 2b3ae13..5c8981b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -58,9 +58,6 @@ void DX12_Hook::resetRenderState() void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { pSwapChain->GetDesc(&sc_desc); - - IDXGISwapChain3* pSwapChain3; - pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (!initialized) { @@ -204,7 +201,7 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC { void** vTable; - vTable = *reinterpret_cast(pCommandList); + vTable = *reinterpret_cast(pCommandQueue); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] LOAD_FUNC(ExecuteCommandLists); #undef LOAD_FUNC diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index a182899..3de8478 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -84,6 +84,8 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + + auto res = (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); if (!inst.stop_retry()) { IUnknown* pDevice = nullptr; @@ -111,7 +113,7 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC if (pDevice) pDevice->Release(); } - return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); + return res; } HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) @@ -433,7 +435,7 @@ void Renderer_Detector::hook_dx12() }//if (pDevice != nullptr) }//if (D3D12CreateDevice != nullptr) }//if (library != nullptr) - if (pSwapChain != nullptr && pCommandList != nullptr) + if (pCommandQueue != nullptr && pCommandList != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); From 3c265596a975b0b48d33a53178ca46665f86a621 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 19:21:32 +0200 Subject: [PATCH 112/494] Removed DX12 until further notice. --- overlay_experimental/Renderer_Detector.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 3de8478..2d28f46 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -103,11 +103,11 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC } else { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); - if (pDevice) - { - DX12_Hook::Inst()->start_hook(); - } + //_this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + //if (pDevice) + //{ + // DX12_Hook::Inst()->start_hook(); + //} } } if (pDevice) pDevice->Release(); From 4f7e42a905097c50bbd4d77c603f1819a006b8f6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 19:56:41 +0200 Subject: [PATCH 113/494] Call the true function before initializing hook. --- overlay_experimental/Hook_Manager.h | 6 ------ overlay_experimental/Renderer_Detector.cpp | 9 ++++++--- 2 files changed, 6 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 8d84170..29a56b7 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -7,17 +7,11 @@ #include -/* - * - */ class Hook_Manager { friend class Base_Hook; protected: - // TODO: If needed, create a second vector with only the renderers hook - // Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook - // If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ? std::set _hooks; Hook_Manager(); diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 2d28f46..bc74d1a 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -120,33 +120,36 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); if (!inst.stop_retry()) { DX9_Hook::Inst()->start_hook(); } - return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + return res; } HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); if (!inst.stop_retry()) { DX9_Hook::Inst()->start_hook(); } - return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + return res; } BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) { Renderer_Detector& inst = Renderer_Detector::Inst(); Hook_Manager& hm = Hook_Manager::Inst(); + auto res = _wglMakeCurrent(hDC, hGLRC); if (!inst.stop_retry()) { OpenGL_Hook::Inst()->start_hook(); } - return _wglMakeCurrent(hDC, hGLRC); + return res; } void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) From b6eb929383faa5383fcae87df9eb0606a2b264c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 27 Aug 2019 21:15:58 +0200 Subject: [PATCH 114/494] Should fix the cursor until we draw our own cursor. --- overlay_experimental/steam_overlay.cpp | 22 ++++++++++++++++++---- 1 file changed, 18 insertions(+), 4 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 596f5eb..282da5f 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -121,12 +121,12 @@ bool Steam_Overlay::ShowOverlay() const void Steam_Overlay::ShowOverlay(bool state) { static RECT old_clip; + static BOOL show_cursor = FALSE; if (!Ready() || show_overlay == state) return; - show_overlay = state; - if (show_overlay) + if (state) { HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); RECT cliRect, wndRect, clipRect; @@ -154,13 +154,27 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; + + CURSORINFO cinfo; + cinfo.cbSize = sizeof(cinfo); + GetCursorInfo(&cinfo); + show_cursor = cinfo.flags == CURSOR_SHOWING; + + POINT pos; + pos.x = cliRect.right/2; + pos.y = cliRect.bottom/2; + ClientToScreen(game_hwnd, &pos); + SetCursorPos(pos.x, pos.y); + while (ShowCursor(TRUE) < 0); } else { ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; + if (!show_cursor) + while (ShowCursor(FALSE) >= 0); } + show_overlay = state; + overlay_state_changed = true; } From 92ed36f499253570fa26b339ae198e376cae6585 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:47:38 +0200 Subject: [PATCH 115/494] Linux version of detour --- overlay_experimental/Linux_Detour.cpp | 637 ++++++++++++++++++++++++++ overlay_experimental/Linux_Detour.h | 32 ++ 2 files changed, 669 insertions(+) create mode 100644 overlay_experimental/Linux_Detour.cpp create mode 100644 overlay_experimental/Linux_Detour.h diff --git a/overlay_experimental/Linux_Detour.cpp b/overlay_experimental/Linux_Detour.cpp new file mode 100644 index 0000000..984e815 --- /dev/null +++ b/overlay_experimental/Linux_Detour.cpp @@ -0,0 +1,637 @@ +#include "Linux_Detour.h" + +#include +#include + +#include + +#include +#include +#include +#include + +//------------------------------------------------------------------------------// +// Helper funcs +//------------------------------------------------------------------------------// +constexpr static auto relative_jump_size = 5; +constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto absolute_jump_size = 6; + +struct +{ + bool has_r_m; + uint8_t base_size; +} s_opcodes[256] = +{ + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 + // PUSH ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 + // POP ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 + // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG + {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 + // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP + {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 + // NOP + {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 + // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH + {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 + // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, + {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 + // RETN_IMM16 RETN + {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 + // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO + {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 + // CALL JMP LJMP SHORT_JMP + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 + // EXTENDED + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 +}; + +static constexpr auto mod_mask = 0xC0; +static constexpr auto register_addressing_mode = 0xC0; +static constexpr auto four_bytes_signed_displacement = 0x80; +static constexpr auto one_byte_signed_displacement = 0x40; + +static constexpr auto rm_mask = 0x05; +static constexpr auto displacement_only_addressing = 0x05; +static constexpr auto sib_with_no_displacement = 0x04; +static constexpr auto register_indirect_addressing_mode = 0x00; + +enum opcodes_e // Commonly used opcode in the beginning of functions +{ + PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, + POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , + + R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, + TEST_8, TEST, + XCHG_8, XCHG, + MOV_8 , MOV, + MOV_8_B, MOV_32_D, MOV_32_ES, + LEA, + MOV_ES_32, POP, + NOP, + MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, + MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, + RETN_IMM16 = 0xC2, RETN, + LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, + CALL = 0xE8, // 5 bytes don't process + JMP, // 5 bytes don't process + LJMP, // 7 bytes, don't process + SHORT_JMP, // 2 bytes don't process + EXTENDED = 0xFF, +}; + +const char* opcode_name(uint8_t opcode) +{ +#define NAME(opcode_name) case opcode_name: return #opcode_name + switch( opcode ) + { + NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); + NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); + NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); + NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); + NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); + NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); + NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); + NAME(LEA); + NAME(MOV_ES_32); NAME(POP); + NAME(NOP); + NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; + NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); + NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); + NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); + NAME(EXTENDED); + } +#undef NAME + return "no registered"; +} + +#pragma pack(push, 1) + +struct trampoline_x86_t +{ + uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes + uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow + uint8_t nOriginalBytes; // number of original function bytes bkp + uint8_t originalBytes[16]; // original function bytes +}; + +typedef trampoline_x86_t trampoline_t; + +struct trampoline_region_t +{ + uint32_t header; + uint8_t numTrampolines; // current trampolines allocated + trampoline_t *trampolines_start; // start pointer of current region trampolines + trampoline_t *next_free_trampoline; // next free trampoline in region +}; + +#pragma pack(pop) + +struct transaction_t +{ + bool detach; + void** ppOriginalFunc; + trampoline_t *trampoline; +}; + +static std::list trampoline_regions; + +static bool transaction_started = false; +static std::list cur_transaction; + +inline size_t page_size() +{ + static size_t _page_size = sysconf(_SC_PAGESIZE); + return _page_size; +} + +inline size_t region_size() +{ + return page_size(); +} + +static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); + +inline void* library_address_by_handle(void *library) +{ + return (library == nullptr ? nullptr : *reinterpret_cast(library)); +} + +inline size_t page_align(size_t size, size_t page_size) +{ + return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); +} + +inline void* page_addr(void* addr, size_t page_size) +{ + return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); +} + +//////////////////////////////////////////////////// +/// Tiny disasm + +bool is_opcode_terminating_function(uint8_t* pCode) +{ + switch( *pCode ) + { + case LEAVE: + case RETN: case RETN_IMM16: + case RETF: case RETF_IMM16: + case INT: case INT_IMM8: case INTO: + return true; + } + return false; +} + +int find_space_for_trampoline(uint8_t* func, int bytes_needed) +{ + if( func == nullptr ) + return -1; + + int code_len = -1; + bool search = true; + uint8_t *startCode = reinterpret_cast(func); + uint8_t *pCode = startCode; + while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP + { + if( is_opcode_terminating_function(pCode) ) + break; + + if( s_opcodes[*pCode].has_r_m ) + { // MOD-REG-R/M Byte + // 7 6 5 4 3 2 1 0 - bits + //[ MOD ][ REG ][ R/M ] + switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode + { + case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] + case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement + case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement + case 0x00: + switch( pCode[1] & rm_mask ) + { + case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement + case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode + case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode + } + } + } + else if( s_opcodes[*pCode].base_size ) + { + pCode += s_opcodes[*pCode].base_size; + } + else + { + switch( *pCode ) + { + case CALL: case JMP: case LJMP: case SHORT_JMP: + //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + search = false; + break; + + case EXTENDED: + //std::cerr << "IMPORT_JUMP is not handled" << std::endl; + if (pCode[1] == 0x25) // This is an imported function + { // Get the true function call + //pCode = (uint8_t*)*(pCode+2); + //startCode = pCode; + // For now disable this case + search = false; + } + else + { + search = false; + } + break; + + default: + //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + search = false; + } + } + + if( (pCode - startCode) >= bytes_needed && search ) + { + search = false; + code_len = pCode-startCode; + } + } + return code_len; +} + +/////////////////////////////////////////// +// Tiny asm + +inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) +{ + *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); + return opcode_addr + relative_addr_jump_size; +} + +inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = JMP; + return gen_immediate_addr(opcode_addr, dest); +} + +inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = CALL; + return gen_immediate_addr(opcode_addr, dest); +} + +uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) +{ + return code_addr + rel_addr + relative_jump_size; +} + +void alloc_new_trampoline_region() +{ + trampoline_region_t region; + + region.numTrampolines = 0; + // allocate new trampoline right in the middle of memory so relative jump can access any function + region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing + region_size(), // size + PROT_EXEC|PROT_WRITE|PROT_READ, // protection + MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory + -1, // fd = -1 + 0) // offset + ); + // Fill the region with 0 + std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); + region.next_free_trampoline = region.trampolines_start; + // Protect trampoline region memory + mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); + + trampoline_regions.push_back(region); +} + +trampoline_t* get_free_trampoline() +{ + if (!transaction_started) + return nullptr; + + trampoline_t *res = nullptr; + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ + if( region.numTrampolines == max_trampolines_in_region ) + return false; + return true; + }); + + if( it == trampoline_regions.end() ) + { + alloc_new_trampoline_region(); + it = --trampoline_regions.end(); + } + res = it->next_free_trampoline; + + trampoline_t *next_new_trampoline = res+1; + if( it->numTrampolines != max_trampolines_in_region ) + { + while( next_new_trampoline->nOriginalBytes != 0 ) + { + ++next_new_trampoline; + } + } + else + { + next_new_trampoline = nullptr; + } + it->next_free_trampoline = next_new_trampoline; + + ++it->numTrampolines; + + return res; +} + +void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) +{ + --region.numTrampolines; + + std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); + if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) + region.next_free_trampoline = trampoline; +} + +inline bool is_page_inside_region(void *page, trampoline_region_t& region) +{ + if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) + return true; + return false; +} + +//------------------------------------------------------------------------------// + +/* +#include +#include + +static pid_t tid = 0; + +struct dism_pthread_t +{ + uint32_t d0; + uint32_t d4; + uint32_t d8; + uint32_t dc; + uint32_t d10; + uint32_t d14; + uint32_t d18; + uint32_t d1c; + uint32_t d20; + uint32_t d24; + uint32_t d28; + uint32_t d2c; + uint32_t d30; + uint32_t d34; + uint32_t d38; + uint32_t d3c; + uint32_t d40; + uint32_t d44; + uint32_t d48; + uint32_t d4c; + uint32_t d50; + uint32_t d54; + uint32_t d58; + uint32_t d5c; + uint32_t d60; + uint32_t d64; + pid_t task_id; +}; +*/ + +int Linux_Detour::update_thread(pthread_t thread_id) +{ + //dism_pthread_t *dt = (dism_pthread_t*)thread_id; + + // dt->task_id == syscall(SYS_gettid); + + + return 0; +} + +int Linux_Detour::transaction_begin() +{ + if( transaction_started ) + return -1; + + transaction_started = true; + + return 0; +} + +int Linux_Detour::transaction_abort() +{ + if(!transaction_started) + return -1; + + for( auto &i : cur_transaction ) + { + trampoline_t *trampoline = i.trampoline; + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + clear_trampoline(*it, trampoline); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::transaction_commit() +{ + if (!transaction_started ) + return -1; + + for( auto &i : cur_transaction) + { + trampoline_t *trampoline = i.trampoline; + void **ppOriginalFunc = i.ppOriginalFunc; + + int res; + + if( i.detach ) + { + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), + trampoline->trampolineBytes)); + + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the original opcodes + std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + reinterpret_cast(*ppOriginalFunc)); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + // Allow write on trampoline page + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); + + // Remove write permission + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + } + else + { + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the jump to trampoline + gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + *ppOriginalFunc = (void*)(trampoline->trampolineBytes); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + cur_transaction.push_back({true, ppOriginalFunc, trampoline}); + } + + return -EINVAL; +} + +int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + uint8_t* hook = reinterpret_cast(_hook); + uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); + int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); + + if( code_len < relative_jump_size ) + return -ENOSPC; + + // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) + // + // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) + // /!\ TODO: Add checks on JMP overflow + + trampoline_t *trampoline = get_free_trampoline(); + uint8_t *pTrampolineCode = trampoline->trampolineBytes; + + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + // Enable write to the trampoline region + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + // Create relative jmp to hook + gen_immediate_jump(trampoline->hookJump, hook); + // Copy original opcodes + trampoline->nOriginalBytes = code_len; + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); + pTrampolineCode += code_len; + // Create the relative jmp to original (function + backed up opcodes) + pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); + pTrampolineCode += relative_addr_jump_size; + + // Disable trampoline region write + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + + cur_transaction.push_back({false, ppOriginalFunc, trampoline}); + + return 0; +} + +/* ------ DOCUMENTATION ------ +http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) +http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler +http://ref.x86asm.net/coder32.html <- opcodes reference + +X86 + +push ebx : 0x53 +sub esp ?? : 0x83 0xEC 0x?? +call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? + + +// relative jmp: ???????? = dst_addr - curr_addr - 5 +jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? +destination = 0x8dba8 +jmp location: 0x91995 - opcodes: e9 0e c2 ff ff +0e c2 ff ff = 0x8dba8 - 0x91995 - 5 + +// short jmp: ?? = dst_addr - curr_addr - 2 +jmp short ??: 0xeb 0x?? +destination = 0x91964 +jmp location: 0x9198f - opcodes: 0xeb 0xd3 +d3 = 0x91964 - 0x9198f - 2 + +X64 + +TODO: + Hint: make relative jump to near (+/-2Gb) code : 5 bytes + load absolute addr into R11 and call a jmp on register R11 : 13 bytes + Or + Reuse x86 relative jmp method + +Example: +mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 +jmp r11 -> 0x41 0xff 0xe3 + + +*/ diff --git a/overlay_experimental/Linux_Detour.h b/overlay_experimental/Linux_Detour.h new file mode 100644 index 0000000..731d426 --- /dev/null +++ b/overlay_experimental/Linux_Detour.h @@ -0,0 +1,32 @@ +#ifndef LINUX_DETOUR_H +#define LINUX_DETOUR_H + +#include +#include +#include +#include + +class Linux_Detour +{ + public: + static int update_thread(pthread_t thread_id); + static int transaction_begin(); + static int transaction_abort(); + static int transaction_commit(); + static int hook_func(void** ppOriginalFunc, void* _hook); + static int unhook_func(void** ppOriginalFunc, void* _hook); + + private: + static int hook_func_abs(void** ppOriginalFunc, void* _hook); + static int hook_func_rel(void** ppOriginalFunc, void* _hook); + + Linux_Detour() = delete; + Linux_Detour(Linux_Detour const&) = delete; + Linux_Detour(Linux_Detour &&) = delete; + Linux_Detour& operator=(Linux_Detour const&) = delete; + Linux_Detour& operator=(Linux_Detour &&) = delete; +}; + +extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); + +#endif // LINUX_DETOUR_H From 495bc957cdb7932b804ee50f4da0c38eeff0e690 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:46:55 +0200 Subject: [PATCH 116/494] Added some os detection Need to detect linux x86 or x64 --- dll/base.h | 16 +++++++++++++++- overlay_experimental/Windows_Hook.h | 9 ++++----- 2 files changed, 19 insertions(+), 6 deletions(-) diff --git a/dll/base.h b/dll/base.h index 4b3453e..82b6a38 100644 --- a/dll/base.h +++ b/dll/base.h @@ -18,6 +18,20 @@ #ifndef BASE_INCLUDE #define BASE_INCLUDE +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) + #define __WINDOWS_64__ +#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define __WINDOWS_32__ +#endif + +#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__) + #define __WINDOWS__ +#endif + +#if defined(__linux__) || defined(linux) + #define __LINUX__ +#endif + #if defined(WIN32) || defined(_WIN32) #define STEAM_WIN32 #pragma warning( disable : 4716) @@ -205,7 +219,7 @@ public: if (it != cr.callbacks.end()) { cr.callbacks.erase(it); } - + if (cr.callbacks.size() == 0) { cr.to_delete = true; } diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/Windows_Hook.h index 24e3156..5fd6d47 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/Windows_Hook.h @@ -2,11 +2,9 @@ #define __INCLUDED_WINDOWS_HOOK_H__ #include "Base_Hook.h" -#ifndef NO_OVERLAY -#define WIN32_LEAN_AND_MEAN -#define VC_EXTRALEAN -#include +#ifdef __WINDOWS__ +#ifndef NO_OVERLAY class Windows_Hook : public Base_Hook { @@ -48,4 +46,5 @@ public: }; #endif//NO_OVERLAY -#endif//__INCLUDED_WINDOWS_HOOK_H__ \ No newline at end of file +#endif//__WINDOWS__ +#endif//__INCLUDED_WINDOWS_HOOK_H__ From 0573c4eb94a7ec23b9f5183f5c9fd7fd9666eee8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:07 +0200 Subject: [PATCH 117/494] Windows only part --- overlay_experimental/steam_overlay.cpp | 23 +++++++++++++++-------- 1 file changed, 15 insertions(+), 8 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 282da5f..3b414ef 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -120,12 +120,13 @@ bool Steam_Overlay::ShowOverlay() const void Steam_Overlay::ShowOverlay(bool state) { + if (!Ready() || show_overlay == state) + return; + +#ifdef STEAM_WIN32 static RECT old_clip; static BOOL show_cursor = FALSE; - if (!Ready() || show_overlay == state) - return; - if (state) { HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd(); @@ -173,8 +174,12 @@ void Steam_Overlay::ShowOverlay(bool state) if (!show_cursor) while (ShowCursor(FALSE) >= 0); } + +#else + +#endif + show_overlay = state; - overlay_state_changed = true; } @@ -260,7 +265,7 @@ bool Steam_Overlay::IHaveLobby() Steam_Friends* steamFriends = get_steam_client()->steam_friends; if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0) return true; - + if (settings->get_lobby().IsValid()) return true; @@ -312,7 +317,9 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { +#ifdef STEAM_WIN32 PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); +#endif state.window_state &= ~window_state_need_attention; } @@ -335,7 +342,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); ImGui::PopItemWidth(); - + // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| @@ -432,7 +439,7 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!friends.empty()) { ImGui::ListBoxHeader("##label", friend_size); - std::for_each(friends.begin(), friends.end(), [this](auto& i) + std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { ImGui::PushID(i.first.id()); @@ -578,4 +585,4 @@ void Steam_Overlay::RunCallbacks() } } -#endif \ No newline at end of file +#endif From 8a6db1c401b59582d1fb06d11f671455329978e9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:20 +0200 Subject: [PATCH 118/494] ImGui X11 impl --- ImGui/impls/imgui_impl_x11.cpp | 302 +++++++++++++++++++++++++++++++++ ImGui/impls/imgui_impl_x11.h | 21 +++ 2 files changed, 323 insertions(+) create mode 100644 ImGui/impls/imgui_impl_x11.cpp create mode 100644 ImGui/impls/imgui_impl_x11.h diff --git a/ImGui/impls/imgui_impl_x11.cpp b/ImGui/impls/imgui_impl_x11.cpp new file mode 100644 index 0000000..1065ae4 --- /dev/null +++ b/ImGui/impls/imgui_impl_x11.cpp @@ -0,0 +1,302 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [?] Platform: Clipboard support +// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [?] Platform: Keyboard arrays indexed using +// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_x11.h" + +#include +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-08-31: Initial X11 implementation + +// X11 Data +static Display* g_Display = nullptr; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplX11_Init(void *display) +{ + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + // return false; + //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + // return false; + + // Setup back-end capabilities flags + g_Display = reinterpret_cast(display); + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_x11"; + io.ImeWindowHandle = nullptr; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = -1; + io.KeyMap[ImGuiKey_LeftArrow] = -1; + io.KeyMap[ImGuiKey_RightArrow] = -1; + io.KeyMap[ImGuiKey_UpArrow] = -1; + io.KeyMap[ImGuiKey_DownArrow] = -1; + io.KeyMap[ImGuiKey_PageUp] = -1; + io.KeyMap[ImGuiKey_PageDown] = -1; + io.KeyMap[ImGuiKey_Home] = -1; + io.KeyMap[ImGuiKey_End] = -1; + io.KeyMap[ImGuiKey_Insert] = -1; + io.KeyMap[ImGuiKey_Delete] = -1; + io.KeyMap[ImGuiKey_Backspace] = -1; + io.KeyMap[ImGuiKey_Space] = -1; + io.KeyMap[ImGuiKey_Enter] = -1; + io.KeyMap[ImGuiKey_Escape] = -1; + io.KeyMap[ImGuiKey_A] = -1; + io.KeyMap[ImGuiKey_C] = -1; + io.KeyMap[ImGuiKey_V] = -1; + io.KeyMap[ImGuiKey_X] = -1; + io.KeyMap[ImGuiKey_Y] = -1; + io.KeyMap[ImGuiKey_Z] = -1; + return true; +} + +void ImGui_ImplX11_Shutdown() +{ + g_Display = nullptr; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + /* + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + */ + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + //if (io.WantSetMousePos) + //{ + // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + // ::ClientToScreen(g_hWnd, &pos); + // ::SetCursorPos(pos.x, pos.y); + //} + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + +} + +/* TODO: support linux gamepad ? +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} +*/ + +void ImGui_ImplX11_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + Window rootWnd = DefaultRootWindow(g_Display); + + // Todo: use X11 to get this value + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + io.DisplaySize.x = m_viewport[2]; + io.DisplaySize.y = m_viewport[3]; + + + /* + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + */ + + // Update game controllers (if enabled and available) + //ImGui_ImplWin32_UpdateGamepads(); +} + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (event.type) + { + case ButtonPress: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = true; + break; + + case Button4: // Mouse wheel up + event.xbutton.button = Button4; + //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + + case Button5: // Mouse wheel down + event.xbutton.button = Button5; + //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + } + + break; + + case ButtonRelease: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = false; + break; + } + break; + + case KeyPress: + case KeyRelease: + break; + + case MotionNotify: + io.MousePos.x = event.xmotion.x; + io.MousePos.y = event.xmotion.y; + break; + } + /* + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + */ + return 0; +} + diff --git a/ImGui/impls/imgui_impl_x11.h b/ImGui/impls/imgui_impl_x11.h new file mode 100644 index 0000000..387609a --- /dev/null +++ b/ImGui/impls/imgui_impl_x11.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); +*/ From 86f94bc3372dbe427dac5874394bac60f66f86e1 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:46 +0200 Subject: [PATCH 119/494] Linux hooks --- overlay_experimental/Base_Hook.cpp | 73 ++++++--- overlay_experimental/OpenGLX_Hook.cpp | 150 ++++++++++++++++++ overlay_experimental/OpenGLX_Hook.h | 45 ++++++ overlay_experimental/X11_Hook.cpp | 214 ++++++++++++++++++++++++++ overlay_experimental/X11_Hook.h | 50 ++++++ 5 files changed, 514 insertions(+), 18 deletions(-) create mode 100644 overlay_experimental/OpenGLX_Hook.cpp create mode 100644 overlay_experimental/OpenGLX_Hook.h create mode 100644 overlay_experimental/X11_Hook.cpp create mode 100644 overlay_experimental/X11_Hook.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 34ff4f6..418f50b 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,20 +1,13 @@ #include "Base_Hook.h" #include "Hook_Manager.h" -#ifndef NO_OVERLAY - #include + +#ifndef NO_OVERLAY +#ifdef STEAM_WIN32 + #include "../detours/detours.h" -Base_Hook::Base_Hook(): - _library(nullptr) -{} - -Base_Hook::~Base_Hook() -{ - UnhookAll(); -} - void Base_Hook::BeginHook() { DetourTransactionBegin(); @@ -26,6 +19,12 @@ void Base_Hook::EndHook() DetourTransactionCommit(); } +void Base_Hook::HookFunc(std::pair hook) +{ + if( DetourAttach(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + void Base_Hook::UnhookAll() { if (_hooked_funcs.size()) @@ -39,15 +38,53 @@ void Base_Hook::UnhookAll() } } +#else +#include "Linux_Detour.h" + +void Base_Hook::BeginHook() +{ + Linux_Detour::transaction_begin(); + Linux_Detour::update_thread(pthread_self()); +} + +void Base_Hook::EndHook() +{ + Linux_Detour::transaction_commit(); +} + +void Base_Hook::HookFunc(std::pair hook) +{ + if( Linux_Detour::hook_func(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + Linux_Detour::unhook_func(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + +#endif + +Base_Hook::Base_Hook(): + _library(nullptr) +{} + +Base_Hook::~Base_Hook() +{ + UnhookAll(); +} + const char* Base_Hook::get_lib_name() const { return ""; } -void Base_Hook::HookFunc(std::pair hook) -{ - if( DetourAttach(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -#endif//NO_OVERLAY \ No newline at end of file +#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.cpp b/overlay_experimental/OpenGLX_Hook.cpp new file mode 100644 index 0000000..a4fa3da --- /dev/null +++ b/overlay_experimental/OpenGLX_Hook.cpp @@ -0,0 +1,150 @@ +#include "OpenGLX_Hook.h" +#include "X11_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY + +#include +#include + +#include "steam_overlay.h" + +OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; + +bool OpenGLX_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + if (!X11_Hook::Inst()->start_hook()) + return false; + + GLenum err = glewInit(); + + if (err == GLEW_OK) + { + PRINT_DEBUG("Hooked OpenGLX\n"); + + hooked = true; + Renderer_Detector::Inst().renderer_found(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGLX\n"); + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + res = false; + } + } + return true; +} + +void OpenGLX_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + //X11_Hook::Inst()->resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. +void OpenGLX_Hook::prepareForOverlay(Display* display) +{ + PRINT_DEBUG("Called SwapBuffer hook"); + + if( ! initialized ) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ImGui_ImplOpenGL3_Init(); + initialized = true; + } + + if( initialized ) + { + ImGuiIO& io = ImGui::GetIO(); + + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + int width = m_viewport[2]; + int height = m_viewport[3]; + + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(width, height); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } +} + +void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); +} + +OpenGLX_Hook::OpenGLX_Hook(): + initialized(false), + hooked(false), + _glXSwapBuffers(nullptr) +{ + //_library = dlopen(DLL_NAME); +} + +OpenGLX_Hook::~OpenGLX_Hook() +{ + PRINT_DEBUG("OpenGLX Hook removed\n"); + + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } + + //dlclose(_library); + + _inst = nullptr; +} + +OpenGLX_Hook* OpenGLX_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new OpenGLX_Hook; + + return _inst; +} + +const char* OpenGLX_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) +{ + _glXSwapBuffers = pfnglXSwapBuffers; +} + +#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.h b/overlay_experimental/OpenGLX_Hook.h new file mode 100644 index 0000000..271d50f --- /dev/null +++ b/overlay_experimental/OpenGLX_Hook.h @@ -0,0 +1,45 @@ +#ifndef __INCLUDED_OPENGLX_HOOK_H__ +#define __INCLUDED_OPENGLX_HOOK_H__ + +#include "Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY +#include +#include + +class OpenGLX_Hook : public Base_Hook +{ +public: + static constexpr const char *DLL_NAME = "libGLX.so"; + +private: + static OpenGLX_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + OpenGLX_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display* display); + + // Hook to render functions + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + + decltype(glXSwapBuffers)* _glXSwapBuffers; + +public: + virtual ~OpenGLX_Hook(); + + bool start_hook(); + static OpenGLX_Hook* Inst(); + virtual const char* get_lib_name() const; + void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp new file mode 100644 index 0000000..9ad5de8 --- /dev/null +++ b/overlay_experimental/X11_Hook.cpp @@ -0,0 +1,214 @@ +#include "X11_Hook.h" +#include "Renderer_Detector.h" +#include "../dll/dll.h" + +#ifndef NO_OVERLAY + +#include +#include + +#include +#include +#include + +extern int ImGui_ImplX11_EventHandler(XEvent &event); + +X11_Hook* X11_Hook::_inst = nullptr; + +bool X11_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + res = false; + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) + { + _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); + + if( _library != nullptr ) + { + // Hook only this + _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); + // Thoses are needed to ignore some events when overlay is on + _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); + _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); + _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); + _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); + + if( _XEventsQueued != nullptr && _XPeekEvent != nullptr + && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr + && _XLookupKeysym != nullptr ) + { + PRINT_DEBUG("Hooked X11\n"); + hooked = true; + + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) + ); + + EndHook(); + break; + } + dlclose(_library); + } + } + } + } + return res; +} + +void X11_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + ImGui_ImplX11_Shutdown(); + } +} + +void X11_Hook::prepareForOverlay(Display *display) +{ + if (!initialized) + { + ImGui_ImplX11_Init(display); + + ImGuiIO &io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); + io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); + io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); + io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); + io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); + io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); + io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); + io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); + io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); + io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); + io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + + initialized = true; + } + + ImGui_ImplX11_NewFrame(); +} + +///////////////////////////////////////////////////////////////////////////////////// +// X11 window hooks +bool IgnoreEvent(XEvent &event) +{ + switch(event.type) + { + // Keyboard + case KeyPress: case KeyRelease: + // MouseButton + case ButtonPress: case ButtonRelease: + // Mouse move + case MotionNotify: case ClientMessage: + return true; + } + return false; +} + +int X11_Hook::MyXEventsQueued(Display *display, int mode) +{ + static Time prev_time = {}; + X11_Hook* inst = X11_Hook::Inst(); + XEvent event = {}; + + int res = inst->_XEventsQueued(display, mode); + + if( res > 0 ) + { + /// The XPeekEvent function returns the first event from the event queue, + /// but it does not remove the event from the queue. If the queue is + /// empty, XPeekEvent flushes the output buffer and blocks until an event + /// is received. + inst->_XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is help, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + inst->_XNextEvent(display, &event); + res = 0; + } + } + } + // XEventsQueued returns the num of events available. + // Usually, games tend to read all events queued before calling again XEventsQueued + // making us unavailable to intercept undesired events + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// + +X11_Hook::X11_Hook() : + initialized(false), + hooked(false) +{ + //_library = dlopen(DLL_NAME, RTLD_NOW); +} + +X11_Hook::~X11_Hook() +{ + PRINT_DEBUG("X11 Hook removed\n"); + + resetRenderState(); + + //dlclose(_library); + + _inst = nullptr; +} + +X11_Hook* X11_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new X11_Hook; + + return _inst; +} + +const char* X11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +#endif//NO_OVERLAY diff --git a/overlay_experimental/X11_Hook.h b/overlay_experimental/X11_Hook.h new file mode 100644 index 0000000..5c6228d --- /dev/null +++ b/overlay_experimental/X11_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_X11_HOOK_H__ +#define __INCLUDED_X11_HOOK_H__ + +#include "Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include // XEvent types +#include // XEvent structure + +class X11_Hook : public Base_Hook +{ +public: + static constexpr const char* DLL_NAME = "libX11.so"; + +private: + static X11_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + X11_Hook(); + + // Hook to X11 window messages + static int MyXEventsQueued(Display * display, int mode); + + decltype(XEventsQueued)* _XEventsQueued; + + decltype(XPeekEvent)* _XPeekEvent; + decltype(XNextEvent)* _XNextEvent; + decltype(XKeysymToKeycode)* _XKeysymToKeycode; + decltype(XLookupKeysym)* _XLookupKeysym; + +public: + virtual ~X11_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display *display); + + bool start_hook(); + static X11_Hook* Inst(); + virtual const char* get_lib_name() const; +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_X11_HOOK_H__ From c27ab3993ce20eb56db3048208bd0d5015596f18 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:49:55 +0200 Subject: [PATCH 120/494] Linux renderer detection --- overlay_experimental/Renderer_Detector.cpp | 231 ++++++++++++++++----- overlay_experimental/Renderer_Detector.h | 41 +++- 2 files changed, 221 insertions(+), 51 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index bc74d1a..e15957c 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,6 +1,10 @@ #include "Renderer_Detector.h" #include "Hook_Manager.h" +#include + +constexpr int max_hook_retries = 500; + #ifdef STEAM_WIN32 #include "DX12_Hook.h" #include "DX11_Hook.h" @@ -8,13 +12,7 @@ #include "DX9_Hook.h" #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#endif -#include - -constexpr int max_hook_retries = 500; - -#ifdef STEAM_WIN32 static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; @@ -493,29 +491,18 @@ void Renderer_Detector::hook_opengl() void Renderer_Detector::create_hook(const char* libname) { - if (!_stricmp(libname, "d3d9.dll")) + if (!_stricmp(libname, DX9_Hook::DLL_NAME)) hook_dx9(); - else if (!_stricmp(libname, "d3d10.dll")) + else if (!_stricmp(libname, DX10_Hook::DLL_NAME)) hook_dx10(); - else if (!_stricmp(libname, "d3d11.dll")) + else if (!_stricmp(libname, DX11_Hook::DLL_NAME)) hook_dx11(); - else if (!_stricmp(libname, "d3d12.dll")) + else if (!_stricmp(libname, DX12_Hook::DLL_NAME)) hook_dx12(); - else if (!_stricmp(libname, "opengl32.dll")) + else if (!_stricmp(libname, OpenGL_Hook::DLL_NAME)) hook_opengl(); } -bool Renderer_Detector::stop_retry() -{ - // Retry or not - bool stop = ++_hook_retries >= max_hook_retries; - - if (stop) - renderer_found(nullptr); - - return stop; -} - void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) { _this->rendererdetect_hook = new Base_Hook(); @@ -547,18 +534,6 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) } } -#endif - -void Renderer_Detector::find_renderer() -{ - if (_hook_thread == nullptr) - { -#ifdef STEAM_WIN32 - _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); -#endif - } -} - void Renderer_Detector::renderer_found(Base_Hook* hook) { Hook_Manager& hm = Hook_Manager::Inst(); @@ -578,7 +553,6 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) hm.RemoveHook(rendererdetect_hook); destroy_hwnd(); -#ifdef STEAM_WIN32 if (hook == nullptr) // Couldn't hook renderer { hm.RemoveHook(Windows_Hook::Inst()); @@ -632,18 +606,6 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) hm.RemoveHook(h); } } -#endif -} - -Renderer_Detector& Renderer_Detector::Inst() -{ - static Renderer_Detector inst; - return inst; -} - -Base_Hook* Renderer_Detector::get_renderer() const -{ - return game_renderer; } Renderer_Detector::Renderer_Detector(): @@ -662,6 +624,179 @@ Renderer_Detector::Renderer_Detector(): dummy_hWnd(nullptr) {} +#else// defined(__LINUX__)//!STEAM_WIN32 +#include "X11_Hook.h" + +#include +#include + +static decltype(glXSwapBuffers)* _glXSwapBuffers = nullptr; + +void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + Hook_Manager& hm = Hook_Manager::Inst(); + _glXSwapBuffers(reinterpret_cast<::Display*>(dpy), drawable); + if (!inst.stop_retry()) + { + OpenGLX_Hook::Inst()->start_hook(); + } +} + +void Renderer_Detector::HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers) +{ + _glXSwapBuffers = glXSwapBuffers; + + rendererdetect_hook->BeginHook(); + + rendererdetect_hook->HookFuncs( + std::pair(&(void*&)_glXSwapBuffers, (void*)MyglXSwapBuffers) + ); + + rendererdetect_hook->EndHook(); +} + +void Renderer_Detector::hook_openglx(const char* libname) +{ + if (!_oglx_hooked && !_renderer_found) + { + void* library = dlopen(libname, RTLD_NOW); + decltype(glXSwapBuffers)* glXSwapBuffers = nullptr; + if (library != nullptr) + { + glXSwapBuffers = (decltype(glXSwapBuffers))dlsym(library, "glXSwapBuffers"); + } + if (glXSwapBuffers != nullptr) + { + PRINT_DEBUG("Hooked glXMakeCurrent to detect OpenGLX\n"); + + _oglx_hooked = true; + auto h = OpenGLX_Hook::Inst(); + h->loadFunctions(glXSwapBuffers); + Hook_Manager::Inst().AddHook(h); + HookglXSwapBuffers(glXSwapBuffers); + } + else + { + PRINT_DEBUG("Failed to Hook glXMakeCurrent to detect OpenGLX\n"); + } + } +} + +void Renderer_Detector::create_hook(const char* libname) +{ + if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) + hook_openglx(libname); +} + +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + + + std::vector const libraries = { "libGLX.so" }; + + while (!_this->_renderer_found && !_this->stop_retry()) + { + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + std::for_each(libraries.begin(), libraries.end(), [&line, &_this]( std::string const& library ) + { + if( std::search(line.begin(), line.end(), library.begin(), library.end()) != line.end() ) + { + _this->create_hook(line.substr(line.find('/')).c_str()); + } + }); + } + + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + } +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _oglx_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr) +{} + +void Renderer_Detector::renderer_found(Base_Hook* hook) +{ + Hook_Manager& hm = Hook_Manager::Inst(); + + _renderer_found = true; + game_renderer = hook; + + if (hook == nullptr) + PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); + else + PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); + + _hook_thread->join(); + delete _hook_thread; + _hook_thread = nullptr; + + hm.RemoveHook(rendererdetect_hook); + + if (hook == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(X11_Hook::Inst()); + } + else + { + hm.AddHook(X11_Hook::Inst()); + } + if (_oglx_hooked) + { + auto h = OpenGLX_Hook::Inst(); + if (h != hook) + { + _oglx_hooked = false; + hm.RemoveHook(h); + } + } +} + +#endif + +bool Renderer_Detector::stop_retry() +{ + // Retry or not + bool stop = ++_hook_retries >= max_hook_retries; + + if (stop) + { + renderer_found(nullptr); + } + + return stop; +} + +void Renderer_Detector::find_renderer() +{ + if (_hook_thread == nullptr) + { + _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); + } +} + +Renderer_Detector& Renderer_Detector::Inst() +{ + static Renderer_Detector inst; + return inst; +} + +Base_Hook* Renderer_Detector::get_renderer() const +{ + return game_renderer; +} + Renderer_Detector::~Renderer_Detector() { if (_hook_thread != nullptr) @@ -670,4 +805,4 @@ Renderer_Detector::~Renderer_Detector() _hook_thread->join(); delete _hook_thread; } -} \ No newline at end of file +} diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 04f20b2..a7ba624 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -5,12 +5,11 @@ #include #ifndef NO_OVERLAY +#ifdef __WINDOWS__ -#ifdef STEAM_WIN32 struct IDXGISwapChain; struct IDirect3DDevice9; struct IDirect3DDevice9Ex; -#endif class Renderer_Detector { @@ -64,5 +63,41 @@ public: static Renderer_Detector& Inst(); }; +#elif defined __LINUX__ +#include "OpenGLX_Hook.h" + +class Renderer_Detector +{ + // Variables + std::thread* _hook_thread; + unsigned int _hook_retries; + bool _oglx_hooked; + bool _renderer_found; // Is the renderer hooked ? + Base_Hook* rendererdetect_hook; + Base_Hook* game_renderer; + + // Functions + Renderer_Detector(); + ~Renderer_Detector(); + + static void MyglXSwapBuffers(Display *dpy, GLXDrawable drawable); + + void HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers); + + void hook_openglx(const char* libname); + + void create_hook(const char* libname); + bool stop_retry(); + + static void find_renderer_proc(Renderer_Detector* _this); + +public: + void find_renderer(); + void renderer_found(Base_Hook* hook); + Base_Hook* get_renderer() const; + static Renderer_Detector& Inst(); +}; + +#endif//__WINDOWS__ #endif//NO_OVERLAY -#endif//__INCLUDED_RENDERER_DETECTOR_H__ \ No newline at end of file +#endif//__INCLUDED_RENDERER_DETECTOR_H__ From 549dc7c50e42df58c6fde3b93f5f825889df285e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 20:51:26 +0200 Subject: [PATCH 121/494] This carries window exit --- overlay_experimental/X11_Hook.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp index 9ad5de8..81ec275 100644 --- a/overlay_experimental/X11_Hook.cpp +++ b/overlay_experimental/X11_Hook.cpp @@ -117,7 +117,7 @@ bool IgnoreEvent(XEvent &event) // MouseButton case ButtonPress: case ButtonRelease: // Mouse move - case MotionNotify: case ClientMessage: + case MotionNotify: return true; } return false; From dd13377be700df733a1806c674c6edd9fb72e9bf Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 31 Aug 2019 21:08:27 +0200 Subject: [PATCH 122/494] Added linux arch define --- dll/base.h | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/dll/base.h b/dll/base.h index 82b6a38..9d5b5bb 100644 --- a/dll/base.h +++ b/dll/base.h @@ -29,10 +29,18 @@ #endif #if defined(__linux__) || defined(linux) - #define __LINUX__ + #if defined(__x86_64__) + #define __LINUX_64__ + #else + #define __LINUX_32__ + #endif #endif -#if defined(WIN32) || defined(_WIN32) +#if defined(__LINUX_32__) || defined(__LINUX_64__) + #define __LINUX__ +#endif + +#if defined(__WINDOWS__) #define STEAM_WIN32 #pragma warning( disable : 4716) #ifndef NOMINMAX From 1785ae6eaf174ca809392a7590a6361119d7a170 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:48:27 +0200 Subject: [PATCH 123/494] Moved every platform specific code to their own folder --- ImGui/impls/imgui_impl_x11.cpp | 302 --------- ImGui/impls/imgui_impl_x11.h | 21 - ImGui/impls/{ => windows}/imgui_impl_dx10.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx10.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx11.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx11.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx12.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx12.h | 0 ImGui/impls/{ => windows}/imgui_impl_dx9.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_dx9.h | 0 .../impls/{ => windows}/imgui_impl_win32.cpp | 0 ImGui/impls/{ => windows}/imgui_impl_win32.h | 0 overlay_experimental/Base_Hook.cpp | 2 +- overlay_experimental/Linux_Detour.cpp | 637 ------------------ overlay_experimental/Linux_Detour.h | 32 - overlay_experimental/OpenGLX_Hook.cpp | 150 ----- overlay_experimental/OpenGLX_Hook.h | 45 -- overlay_experimental/Renderer_Detector.cpp | 2 +- overlay_experimental/Renderer_Detector.h | 2 +- overlay_experimental/X11_Hook.cpp | 214 ------ overlay_experimental/X11_Hook.h | 50 -- overlay_experimental/steam_overlay.cpp | 10 +- .../{ => windows}/DX10_Hook.cpp | 0 .../{ => windows}/DX10_Hook.h | 0 .../{ => windows}/DX11_Hook.cpp | 0 .../{ => windows}/DX11_Hook.h | 0 .../{ => windows}/DX12_Hook.cpp | 0 .../{ => windows}/DX12_Hook.h | 0 .../{ => windows}/DX9_Hook.cpp | 0 overlay_experimental/{ => windows}/DX9_Hook.h | 0 .../{ => windows}/DirectX_VTables.h | 0 .../{ => windows}/ImGui_ShaderBlobs.cpp | 0 .../{ => windows}/ImGui_ShaderBlobs.h | 0 .../{ => windows}/OpenGL_Hook.cpp | 0 .../{ => windows}/OpenGL_Hook.h | 0 .../{ => windows}/Windows_Hook.cpp | 0 .../{ => windows}/Windows_Hook.h | 2 +- 37 files changed, 9 insertions(+), 1460 deletions(-) delete mode 100644 ImGui/impls/imgui_impl_x11.cpp delete mode 100644 ImGui/impls/imgui_impl_x11.h rename ImGui/impls/{ => windows}/imgui_impl_dx10.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx10.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx11.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx11.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx12.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx12.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx9.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_dx9.h (100%) rename ImGui/impls/{ => windows}/imgui_impl_win32.cpp (100%) rename ImGui/impls/{ => windows}/imgui_impl_win32.h (100%) delete mode 100644 overlay_experimental/Linux_Detour.cpp delete mode 100644 overlay_experimental/Linux_Detour.h delete mode 100644 overlay_experimental/OpenGLX_Hook.cpp delete mode 100644 overlay_experimental/OpenGLX_Hook.h delete mode 100644 overlay_experimental/X11_Hook.cpp delete mode 100644 overlay_experimental/X11_Hook.h rename overlay_experimental/{ => windows}/DX10_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX10_Hook.h (100%) rename overlay_experimental/{ => windows}/DX11_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX11_Hook.h (100%) rename overlay_experimental/{ => windows}/DX12_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX12_Hook.h (100%) rename overlay_experimental/{ => windows}/DX9_Hook.cpp (100%) rename overlay_experimental/{ => windows}/DX9_Hook.h (100%) rename overlay_experimental/{ => windows}/DirectX_VTables.h (100%) rename overlay_experimental/{ => windows}/ImGui_ShaderBlobs.cpp (100%) rename overlay_experimental/{ => windows}/ImGui_ShaderBlobs.h (100%) rename overlay_experimental/{ => windows}/OpenGL_Hook.cpp (100%) rename overlay_experimental/{ => windows}/OpenGL_Hook.h (100%) rename overlay_experimental/{ => windows}/Windows_Hook.cpp (100%) rename overlay_experimental/{ => windows}/Windows_Hook.h (97%) diff --git a/ImGui/impls/imgui_impl_x11.cpp b/ImGui/impls/imgui_impl_x11.cpp deleted file mode 100644 index 1065ae4..0000000 --- a/ImGui/impls/imgui_impl_x11.cpp +++ /dev/null @@ -1,302 +0,0 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [?] Platform: Clipboard support -// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [?] Platform: Keyboard arrays indexed using -// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#include "imgui.h" -#include "imgui_impl_x11.h" - -#include -#include -#include -#include - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2019-08-31: Initial X11 implementation - -// X11 Data -static Display* g_Display = nullptr; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; - -// Functions -bool ImGui_ImplX11_Init(void *display) -{ - //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) - // return false; - //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) - // return false; - - // Setup back-end capabilities flags - g_Display = reinterpret_cast(display); - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendPlatformName = "imgui_impl_x11"; - io.ImeWindowHandle = nullptr; - - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_Tab] = -1; - io.KeyMap[ImGuiKey_LeftArrow] = -1; - io.KeyMap[ImGuiKey_RightArrow] = -1; - io.KeyMap[ImGuiKey_UpArrow] = -1; - io.KeyMap[ImGuiKey_DownArrow] = -1; - io.KeyMap[ImGuiKey_PageUp] = -1; - io.KeyMap[ImGuiKey_PageDown] = -1; - io.KeyMap[ImGuiKey_Home] = -1; - io.KeyMap[ImGuiKey_End] = -1; - io.KeyMap[ImGuiKey_Insert] = -1; - io.KeyMap[ImGuiKey_Delete] = -1; - io.KeyMap[ImGuiKey_Backspace] = -1; - io.KeyMap[ImGuiKey_Space] = -1; - io.KeyMap[ImGuiKey_Enter] = -1; - io.KeyMap[ImGuiKey_Escape] = -1; - io.KeyMap[ImGuiKey_A] = -1; - io.KeyMap[ImGuiKey_C] = -1; - io.KeyMap[ImGuiKey_V] = -1; - io.KeyMap[ImGuiKey_X] = -1; - io.KeyMap[ImGuiKey_Y] = -1; - io.KeyMap[ImGuiKey_Z] = -1; - return true; -} - -void ImGui_ImplX11_Shutdown() -{ - g_Display = nullptr; -} - -static bool ImGui_ImplWin32_UpdateMouseCursor() -{ - /* - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return false; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); - } - else - { - // Show OS mouse cursor - LPTSTR win32_cursor = IDC_ARROW; - switch (imgui_cursor) - { - case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; - case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; - case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; - case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; - case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; - case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; - case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; - case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; - } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); - } - */ - return true; -} - -static void ImGui_ImplWin32_UpdateMousePos() -{ - ImGuiIO& io = ImGui::GetIO(); - - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - //if (io.WantSetMousePos) - //{ - // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - // ::ClientToScreen(g_hWnd, &pos); - // ::SetCursorPos(pos.x, pos.y); - //} - - // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - -} - -/* TODO: support linux gamepad ? -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - -// Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. - // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) - { - XINPUT_CAPABILITIES caps; - g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); - g_WantUpdateHasGamepad = false; - } - - XINPUT_STATE xinput_state; - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) - { - const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } - #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); - #undef MAP_BUTTON - #undef MAP_ANALOG - } -} -*/ - -void ImGui_ImplX11_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - - // Setup display size (every frame to accommodate for window resizing) - Window rootWnd = DefaultRootWindow(g_Display); - - // Todo: use X11 to get this value - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - io.DisplaySize.x = m_viewport[2]; - io.DisplaySize.y = m_viewport[3]; - - - /* - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - - // Setup time step - INT64 current_time; - ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - - // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); - - // Update OS mouse cursor with the cursor requested by imgui - ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) - { - g_LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); - } - */ - - // Update game controllers (if enabled and available) - //ImGui_ImplWin32_UpdateGamepads(); -} - -// Process Win32 mouse/keyboard inputs. -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) -{ - if (ImGui::GetCurrentContext() == NULL) - return 0; - - ImGuiIO& io = ImGui::GetIO(); - switch (event.type) - { - case ButtonPress: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = true; - break; - - case Button4: // Mouse wheel up - event.xbutton.button = Button4; - //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - - case Button5: // Mouse wheel down - event.xbutton.button = Button5; - //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - } - - break; - - case ButtonRelease: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = false; - break; - } - break; - - case KeyPress: - case KeyRelease: - break; - - case MotionNotify: - io.MousePos.x = event.xmotion.x; - io.MousePos.y = event.xmotion.y; - break; - } - /* - case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; - case WM_KEYUP: - case WM_SYSKEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return 0; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); - return 0; - case WM_DEVICECHANGE: - if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; - return 0; - } - */ - return 0; -} - diff --git a/ImGui/impls/imgui_impl_x11.h b/ImGui/impls/imgui_impl_x11.h deleted file mode 100644 index 387609a..0000000 --- a/ImGui/impls/imgui_impl_x11.h +++ /dev/null @@ -1,21 +0,0 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#pragma once - -IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); -IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); - -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. -/* -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); -*/ diff --git a/ImGui/impls/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx10.cpp rename to ImGui/impls/windows/imgui_impl_dx10.cpp diff --git a/ImGui/impls/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h similarity index 100% rename from ImGui/impls/imgui_impl_dx10.h rename to ImGui/impls/windows/imgui_impl_dx10.h diff --git a/ImGui/impls/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx11.cpp rename to ImGui/impls/windows/imgui_impl_dx11.cpp diff --git a/ImGui/impls/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h similarity index 100% rename from ImGui/impls/imgui_impl_dx11.h rename to ImGui/impls/windows/imgui_impl_dx11.h diff --git a/ImGui/impls/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx12.cpp rename to ImGui/impls/windows/imgui_impl_dx12.cpp diff --git a/ImGui/impls/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h similarity index 100% rename from ImGui/impls/imgui_impl_dx12.h rename to ImGui/impls/windows/imgui_impl_dx12.h diff --git a/ImGui/impls/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp similarity index 100% rename from ImGui/impls/imgui_impl_dx9.cpp rename to ImGui/impls/windows/imgui_impl_dx9.cpp diff --git a/ImGui/impls/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h similarity index 100% rename from ImGui/impls/imgui_impl_dx9.h rename to ImGui/impls/windows/imgui_impl_dx9.h diff --git a/ImGui/impls/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp similarity index 100% rename from ImGui/impls/imgui_impl_win32.cpp rename to ImGui/impls/windows/imgui_impl_win32.cpp diff --git a/ImGui/impls/imgui_impl_win32.h b/ImGui/impls/windows/imgui_impl_win32.h similarity index 100% rename from ImGui/impls/imgui_impl_win32.h rename to ImGui/impls/windows/imgui_impl_win32.h diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 418f50b..c04b39d 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -39,7 +39,7 @@ void Base_Hook::UnhookAll() } #else -#include "Linux_Detour.h" +#include "linux/Linux_Detour.h" void Base_Hook::BeginHook() { diff --git a/overlay_experimental/Linux_Detour.cpp b/overlay_experimental/Linux_Detour.cpp deleted file mode 100644 index 984e815..0000000 --- a/overlay_experimental/Linux_Detour.cpp +++ /dev/null @@ -1,637 +0,0 @@ -#include "Linux_Detour.h" - -#include -#include - -#include - -#include -#include -#include -#include - -//------------------------------------------------------------------------------// -// Helper funcs -//------------------------------------------------------------------------------// -constexpr static auto relative_jump_size = 5; -constexpr static auto relative_addr_jump_size = sizeof(int32_t); -constexpr static auto absolute_jump_size = 6; - -struct -{ - bool has_r_m; - uint8_t base_size; -} s_opcodes[256] = -{ - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 - // PUSH ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 - // POP ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 - // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG - {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 - // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP - {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 - // NOP - {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 - // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH - {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 - // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, - {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 - // RETN_IMM16 RETN - {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 - // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO - {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 - // CALL JMP LJMP SHORT_JMP - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 - // EXTENDED - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 -}; - -static constexpr auto mod_mask = 0xC0; -static constexpr auto register_addressing_mode = 0xC0; -static constexpr auto four_bytes_signed_displacement = 0x80; -static constexpr auto one_byte_signed_displacement = 0x40; - -static constexpr auto rm_mask = 0x05; -static constexpr auto displacement_only_addressing = 0x05; -static constexpr auto sib_with_no_displacement = 0x04; -static constexpr auto register_indirect_addressing_mode = 0x00; - -enum opcodes_e // Commonly used opcode in the beginning of functions -{ - PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, - POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , - - R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, - TEST_8, TEST, - XCHG_8, XCHG, - MOV_8 , MOV, - MOV_8_B, MOV_32_D, MOV_32_ES, - LEA, - MOV_ES_32, POP, - NOP, - MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, - MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, - RETN_IMM16 = 0xC2, RETN, - LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, - CALL = 0xE8, // 5 bytes don't process - JMP, // 5 bytes don't process - LJMP, // 7 bytes, don't process - SHORT_JMP, // 2 bytes don't process - EXTENDED = 0xFF, -}; - -const char* opcode_name(uint8_t opcode) -{ -#define NAME(opcode_name) case opcode_name: return #opcode_name - switch( opcode ) - { - NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); - NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); - NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); - NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); - NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); - NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); - NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); - NAME(LEA); - NAME(MOV_ES_32); NAME(POP); - NAME(NOP); - NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; - NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); - NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); - NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); - NAME(EXTENDED); - } -#undef NAME - return "no registered"; -} - -#pragma pack(push, 1) - -struct trampoline_x86_t -{ - uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes - uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow - uint8_t nOriginalBytes; // number of original function bytes bkp - uint8_t originalBytes[16]; // original function bytes -}; - -typedef trampoline_x86_t trampoline_t; - -struct trampoline_region_t -{ - uint32_t header; - uint8_t numTrampolines; // current trampolines allocated - trampoline_t *trampolines_start; // start pointer of current region trampolines - trampoline_t *next_free_trampoline; // next free trampoline in region -}; - -#pragma pack(pop) - -struct transaction_t -{ - bool detach; - void** ppOriginalFunc; - trampoline_t *trampoline; -}; - -static std::list trampoline_regions; - -static bool transaction_started = false; -static std::list cur_transaction; - -inline size_t page_size() -{ - static size_t _page_size = sysconf(_SC_PAGESIZE); - return _page_size; -} - -inline size_t region_size() -{ - return page_size(); -} - -static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); - -inline void* library_address_by_handle(void *library) -{ - return (library == nullptr ? nullptr : *reinterpret_cast(library)); -} - -inline size_t page_align(size_t size, size_t page_size) -{ - return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); -} - -inline void* page_addr(void* addr, size_t page_size) -{ - return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); -} - -//////////////////////////////////////////////////// -/// Tiny disasm - -bool is_opcode_terminating_function(uint8_t* pCode) -{ - switch( *pCode ) - { - case LEAVE: - case RETN: case RETN_IMM16: - case RETF: case RETF_IMM16: - case INT: case INT_IMM8: case INTO: - return true; - } - return false; -} - -int find_space_for_trampoline(uint8_t* func, int bytes_needed) -{ - if( func == nullptr ) - return -1; - - int code_len = -1; - bool search = true; - uint8_t *startCode = reinterpret_cast(func); - uint8_t *pCode = startCode; - while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP - { - if( is_opcode_terminating_function(pCode) ) - break; - - if( s_opcodes[*pCode].has_r_m ) - { // MOD-REG-R/M Byte - // 7 6 5 4 3 2 1 0 - bits - //[ MOD ][ REG ][ R/M ] - switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode - { - case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] - case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement - case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement - case 0x00: - switch( pCode[1] & rm_mask ) - { - case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement - case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode - case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode - } - } - } - else if( s_opcodes[*pCode].base_size ) - { - pCode += s_opcodes[*pCode].base_size; - } - else - { - switch( *pCode ) - { - case CALL: case JMP: case LJMP: case SHORT_JMP: - //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; - search = false; - break; - - case EXTENDED: - //std::cerr << "IMPORT_JUMP is not handled" << std::endl; - if (pCode[1] == 0x25) // This is an imported function - { // Get the true function call - //pCode = (uint8_t*)*(pCode+2); - //startCode = pCode; - // For now disable this case - search = false; - } - else - { - search = false; - } - break; - - default: - //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; - search = false; - } - } - - if( (pCode - startCode) >= bytes_needed && search ) - { - search = false; - code_len = pCode-startCode; - } - } - return code_len; -} - -/////////////////////////////////////////// -// Tiny asm - -inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) -{ - *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); - return opcode_addr + relative_addr_jump_size; -} - -inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = JMP; - return gen_immediate_addr(opcode_addr, dest); -} - -inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = CALL; - return gen_immediate_addr(opcode_addr, dest); -} - -uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) -{ - return code_addr + rel_addr + relative_jump_size; -} - -void alloc_new_trampoline_region() -{ - trampoline_region_t region; - - region.numTrampolines = 0; - // allocate new trampoline right in the middle of memory so relative jump can access any function - region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing - region_size(), // size - PROT_EXEC|PROT_WRITE|PROT_READ, // protection - MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory - -1, // fd = -1 - 0) // offset - ); - // Fill the region with 0 - std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); - region.next_free_trampoline = region.trampolines_start; - // Protect trampoline region memory - mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); - - trampoline_regions.push_back(region); -} - -trampoline_t* get_free_trampoline() -{ - if (!transaction_started) - return nullptr; - - trampoline_t *res = nullptr; - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ - if( region.numTrampolines == max_trampolines_in_region ) - return false; - return true; - }); - - if( it == trampoline_regions.end() ) - { - alloc_new_trampoline_region(); - it = --trampoline_regions.end(); - } - res = it->next_free_trampoline; - - trampoline_t *next_new_trampoline = res+1; - if( it->numTrampolines != max_trampolines_in_region ) - { - while( next_new_trampoline->nOriginalBytes != 0 ) - { - ++next_new_trampoline; - } - } - else - { - next_new_trampoline = nullptr; - } - it->next_free_trampoline = next_new_trampoline; - - ++it->numTrampolines; - - return res; -} - -void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) -{ - --region.numTrampolines; - - std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); - if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) - region.next_free_trampoline = trampoline; -} - -inline bool is_page_inside_region(void *page, trampoline_region_t& region) -{ - if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) - return true; - return false; -} - -//------------------------------------------------------------------------------// - -/* -#include -#include - -static pid_t tid = 0; - -struct dism_pthread_t -{ - uint32_t d0; - uint32_t d4; - uint32_t d8; - uint32_t dc; - uint32_t d10; - uint32_t d14; - uint32_t d18; - uint32_t d1c; - uint32_t d20; - uint32_t d24; - uint32_t d28; - uint32_t d2c; - uint32_t d30; - uint32_t d34; - uint32_t d38; - uint32_t d3c; - uint32_t d40; - uint32_t d44; - uint32_t d48; - uint32_t d4c; - uint32_t d50; - uint32_t d54; - uint32_t d58; - uint32_t d5c; - uint32_t d60; - uint32_t d64; - pid_t task_id; -}; -*/ - -int Linux_Detour::update_thread(pthread_t thread_id) -{ - //dism_pthread_t *dt = (dism_pthread_t*)thread_id; - - // dt->task_id == syscall(SYS_gettid); - - - return 0; -} - -int Linux_Detour::transaction_begin() -{ - if( transaction_started ) - return -1; - - transaction_started = true; - - return 0; -} - -int Linux_Detour::transaction_abort() -{ - if(!transaction_started) - return -1; - - for( auto &i : cur_transaction ) - { - trampoline_t *trampoline = i.trampoline; - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - clear_trampoline(*it, trampoline); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::transaction_commit() -{ - if (!transaction_started ) - return -1; - - for( auto &i : cur_transaction) - { - trampoline_t *trampoline = i.trampoline; - void **ppOriginalFunc = i.ppOriginalFunc; - - int res; - - if( i.detach ) - { - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), - trampoline->trampolineBytes)); - - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the original opcodes - std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, - reinterpret_cast(*ppOriginalFunc)); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - // Allow write on trampoline page - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); - - // Remove write permission - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - } - else - { - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the jump to trampoline - gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - *ppOriginalFunc = (void*)(trampoline->trampolineBytes); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - cur_transaction.push_back({true, ppOriginalFunc, trampoline}); - } - - return -EINVAL; -} - -int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - uint8_t* hook = reinterpret_cast(_hook); - uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); - int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); - - if( code_len < relative_jump_size ) - return -ENOSPC; - - // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) - // - // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) - // /!\ TODO: Add checks on JMP overflow - - trampoline_t *trampoline = get_free_trampoline(); - uint8_t *pTrampolineCode = trampoline->trampolineBytes; - - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - // Enable write to the trampoline region - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - // Create relative jmp to hook - gen_immediate_jump(trampoline->hookJump, hook); - // Copy original opcodes - trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); - pTrampolineCode += code_len; - // Create the relative jmp to original (function + backed up opcodes) - pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); - pTrampolineCode += relative_addr_jump_size; - - // Disable trampoline region write - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - - cur_transaction.push_back({false, ppOriginalFunc, trampoline}); - - return 0; -} - -/* ------ DOCUMENTATION ------ -http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) -http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler -http://ref.x86asm.net/coder32.html <- opcodes reference - -X86 - -push ebx : 0x53 -sub esp ?? : 0x83 0xEC 0x?? -call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? - - -// relative jmp: ???????? = dst_addr - curr_addr - 5 -jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? -destination = 0x8dba8 -jmp location: 0x91995 - opcodes: e9 0e c2 ff ff -0e c2 ff ff = 0x8dba8 - 0x91995 - 5 - -// short jmp: ?? = dst_addr - curr_addr - 2 -jmp short ??: 0xeb 0x?? -destination = 0x91964 -jmp location: 0x9198f - opcodes: 0xeb 0xd3 -d3 = 0x91964 - 0x9198f - 2 - -X64 - -TODO: - Hint: make relative jump to near (+/-2Gb) code : 5 bytes - load absolute addr into R11 and call a jmp on register R11 : 13 bytes - Or - Reuse x86 relative jmp method - -Example: -mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 -jmp r11 -> 0x41 0xff 0xe3 - - -*/ diff --git a/overlay_experimental/Linux_Detour.h b/overlay_experimental/Linux_Detour.h deleted file mode 100644 index 731d426..0000000 --- a/overlay_experimental/Linux_Detour.h +++ /dev/null @@ -1,32 +0,0 @@ -#ifndef LINUX_DETOUR_H -#define LINUX_DETOUR_H - -#include -#include -#include -#include - -class Linux_Detour -{ - public: - static int update_thread(pthread_t thread_id); - static int transaction_begin(); - static int transaction_abort(); - static int transaction_commit(); - static int hook_func(void** ppOriginalFunc, void* _hook); - static int unhook_func(void** ppOriginalFunc, void* _hook); - - private: - static int hook_func_abs(void** ppOriginalFunc, void* _hook); - static int hook_func_rel(void** ppOriginalFunc, void* _hook); - - Linux_Detour() = delete; - Linux_Detour(Linux_Detour const&) = delete; - Linux_Detour(Linux_Detour &&) = delete; - Linux_Detour& operator=(Linux_Detour const&) = delete; - Linux_Detour& operator=(Linux_Detour &&) = delete; -}; - -extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); - -#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/OpenGLX_Hook.cpp b/overlay_experimental/OpenGLX_Hook.cpp deleted file mode 100644 index a4fa3da..0000000 --- a/overlay_experimental/OpenGLX_Hook.cpp +++ /dev/null @@ -1,150 +0,0 @@ -#include "OpenGLX_Hook.h" -#include "X11_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" - -#ifndef NO_OVERLAY - -#include -#include - -#include "steam_overlay.h" - -OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; - -bool OpenGLX_Hook::start_hook() -{ - bool res = true; - if (!hooked) - { - if (!X11_Hook::Inst()->start_hook()) - return false; - - GLenum err = glewInit(); - - if (err == GLEW_OK) - { - PRINT_DEBUG("Hooked OpenGLX\n"); - - hooked = true; - Renderer_Detector::Inst().renderer_found(this); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook OpenGLX\n"); - /* Problem: glewInit failed, something is seriously wrong. */ - PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - res = false; - } - } - return true; -} - -void OpenGLX_Hook::resetRenderState() -{ - if (initialized) - { - ImGui_ImplOpenGL3_Shutdown(); - //X11_Hook::Inst()->resetRenderState(); - ImGui::DestroyContext(); - - initialized = false; - } -} - -// Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGLX_Hook::prepareForOverlay(Display* display) -{ - PRINT_DEBUG("Called SwapBuffer hook"); - - if( ! initialized ) - { - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - - ImGui_ImplOpenGL3_Init(); - initialized = true; - } - - if( initialized ) - { - ImGuiIO& io = ImGui::GetIO(); - - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - int width = m_viewport[2]; - int height = m_viewport[3]; - - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(width, height); - - ImGui::EndFrame(); - - ImGui::Render(); - - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - } -} - -void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) -{ - OpenGLX_Hook::Inst()->prepareForOverlay(display); - OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); -} - -OpenGLX_Hook::OpenGLX_Hook(): - initialized(false), - hooked(false), - _glXSwapBuffers(nullptr) -{ - //_library = dlopen(DLL_NAME); -} - -OpenGLX_Hook::~OpenGLX_Hook() -{ - PRINT_DEBUG("OpenGLX Hook removed\n"); - - if (initialized) - { - ImGui_ImplOpenGL3_Shutdown(); - ImGui::DestroyContext(); - } - - //dlclose(_library); - - _inst = nullptr; -} - -OpenGLX_Hook* OpenGLX_Hook::Inst() -{ - if (_inst == nullptr) - _inst = new OpenGLX_Hook; - - return _inst; -} - -const char* OpenGLX_Hook::get_lib_name() const -{ - return DLL_NAME; -} - -void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) -{ - _glXSwapBuffers = pfnglXSwapBuffers; -} - -#endif//NO_OVERLAY diff --git a/overlay_experimental/OpenGLX_Hook.h b/overlay_experimental/OpenGLX_Hook.h deleted file mode 100644 index 271d50f..0000000 --- a/overlay_experimental/OpenGLX_Hook.h +++ /dev/null @@ -1,45 +0,0 @@ -#ifndef __INCLUDED_OPENGLX_HOOK_H__ -#define __INCLUDED_OPENGLX_HOOK_H__ - -#include "Base_Hook.h" - -#ifdef __LINUX__ -#ifndef NO_OVERLAY -#include -#include - -class OpenGLX_Hook : public Base_Hook -{ -public: - static constexpr const char *DLL_NAME = "libGLX.so"; - -private: - static OpenGLX_Hook* _inst; - - // Variables - bool hooked; - bool initialized; - - // Functions - OpenGLX_Hook(); - - void resetRenderState(); - void prepareForOverlay(Display* display); - - // Hook to render functions - static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); - - decltype(glXSwapBuffers)* _glXSwapBuffers; - -public: - virtual ~OpenGLX_Hook(); - - bool start_hook(); - static OpenGLX_Hook* Inst(); - virtual const char* get_lib_name() const; - void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); -}; - -#endif//NO_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index e15957c..8a429d0 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -625,7 +625,7 @@ Renderer_Detector::Renderer_Detector(): {} #else// defined(__LINUX__)//!STEAM_WIN32 -#include "X11_Hook.h" +#include "linux/X11_Hook.h" #include #include diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index a7ba624..e0e5939 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -64,7 +64,7 @@ public: }; #elif defined __LINUX__ -#include "OpenGLX_Hook.h" +#include "linux/OpenGLX_Hook.h" class Renderer_Detector { diff --git a/overlay_experimental/X11_Hook.cpp b/overlay_experimental/X11_Hook.cpp deleted file mode 100644 index 81ec275..0000000 --- a/overlay_experimental/X11_Hook.cpp +++ /dev/null @@ -1,214 +0,0 @@ -#include "X11_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" - -#ifndef NO_OVERLAY - -#include -#include - -#include -#include -#include - -extern int ImGui_ImplX11_EventHandler(XEvent &event); - -X11_Hook* X11_Hook::_inst = nullptr; - -bool X11_Hook::start_hook() -{ - bool res = true; - if (!hooked) - { - res = false; - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) - { - _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); - - if( _library != nullptr ) - { - // Hook only this - _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); - // Thoses are needed to ignore some events when overlay is on - _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); - _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); - _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); - _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); - - if( _XEventsQueued != nullptr && _XPeekEvent != nullptr - && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr - && _XLookupKeysym != nullptr ) - { - PRINT_DEBUG("Hooked X11\n"); - hooked = true; - - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) - ); - - EndHook(); - break; - } - dlclose(_library); - } - } - } - } - return res; -} - -void X11_Hook::resetRenderState() -{ - if (initialized) - { - initialized = false; - ImGui_ImplX11_Shutdown(); - } -} - -void X11_Hook::prepareForOverlay(Display *display) -{ - if (!initialized) - { - ImGui_ImplX11_Init(display); - - ImGuiIO &io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); - io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); - io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); - io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); - io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); - io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); - io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); - io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); - io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); - io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); - io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); - io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); - io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); - io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); - io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); - io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); - io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); - io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); - io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); - io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); - io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); - - initialized = true; - } - - ImGui_ImplX11_NewFrame(); -} - -///////////////////////////////////////////////////////////////////////////////////// -// X11 window hooks -bool IgnoreEvent(XEvent &event) -{ - switch(event.type) - { - // Keyboard - case KeyPress: case KeyRelease: - // MouseButton - case ButtonPress: case ButtonRelease: - // Mouse move - case MotionNotify: - return true; - } - return false; -} - -int X11_Hook::MyXEventsQueued(Display *display, int mode) -{ - static Time prev_time = {}; - X11_Hook* inst = X11_Hook::Inst(); - XEvent event = {}; - - int res = inst->_XEventsQueued(display, mode); - - if( res > 0 ) - { - /// The XPeekEvent function returns the first event from the event queue, - /// but it does not remove the event from the queue. If the queue is - /// empty, XPeekEvent flushes the output buffer and blocks until an event - /// is received. - inst->_XPeekEvent(display, &event); - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); - // Is the event is a key press - if (event.type == KeyPress) - { - // Tab is pressed and was not pressed before - if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - { - // if key TAB is help, don't make the overlay flicker :p - if( event.xkey.time != prev_time) - { - overlay->ShowOverlay(!overlay->ShowOverlay()); - - if (overlay->ShowOverlay()) - show = true; - } - } - } - else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) - { - prev_time = event.xkey.time; - } - - if (show) - { - ImGui_ImplX11_EventHandler(event); - - if (IgnoreEvent(event)) - { - inst->_XNextEvent(display, &event); - res = 0; - } - } - } - // XEventsQueued returns the num of events available. - // Usually, games tend to read all events queued before calling again XEventsQueued - // making us unavailable to intercept undesired events - return res; -} - -///////////////////////////////////////////////////////////////////////////////////// - -X11_Hook::X11_Hook() : - initialized(false), - hooked(false) -{ - //_library = dlopen(DLL_NAME, RTLD_NOW); -} - -X11_Hook::~X11_Hook() -{ - PRINT_DEBUG("X11 Hook removed\n"); - - resetRenderState(); - - //dlclose(_library); - - _inst = nullptr; -} - -X11_Hook* X11_Hook::Inst() -{ - if (_inst == nullptr) - _inst = new X11_Hook; - - return _inst; -} - -const char* X11_Hook::get_lib_name() const -{ - return DLL_NAME; -} - -#endif//NO_OVERLAY diff --git a/overlay_experimental/X11_Hook.h b/overlay_experimental/X11_Hook.h deleted file mode 100644 index 5c6228d..0000000 --- a/overlay_experimental/X11_Hook.h +++ /dev/null @@ -1,50 +0,0 @@ -#ifndef __INCLUDED_X11_HOOK_H__ -#define __INCLUDED_X11_HOOK_H__ - -#include "Base_Hook.h" - -#ifdef __LINUX__ -#ifndef NO_OVERLAY - -#include // XEvent types -#include // XEvent structure - -class X11_Hook : public Base_Hook -{ -public: - static constexpr const char* DLL_NAME = "libX11.so"; - -private: - static X11_Hook* _inst; - - // Variables - bool hooked; - bool initialized; - - // Functions - X11_Hook(); - - // Hook to X11 window messages - static int MyXEventsQueued(Display * display, int mode); - - decltype(XEventsQueued)* _XEventsQueued; - - decltype(XPeekEvent)* _XPeekEvent; - decltype(XNextEvent)* _XNextEvent; - decltype(XKeysymToKeycode)* _XKeysymToKeycode; - decltype(XLookupKeysym)* _XLookupKeysym; - -public: - virtual ~X11_Hook(); - - void resetRenderState(); - void prepareForOverlay(Display *display); - - bool start_hook(); - static X11_Hook* Inst(); - virtual const char* get_lib_name() const; -}; - -#endif//NO_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 3b414ef..49cfe9b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -11,10 +11,10 @@ #include "../dll/dll.h" #include "Renderer_Detector.h" -#include "Windows_Hook.h" -// Look here for info on how to hook on linux -// https://github.com/AimTuxOfficial/AimTux/ +#ifdef __WINDOWS__ +#include "windows/Windows_Hook.h" +#endif #include "notification.h" @@ -123,7 +123,7 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; -#ifdef STEAM_WIN32 +#ifdef __WINDOWS__ static RECT old_clip; static BOOL show_cursor = FALSE; @@ -317,7 +317,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { -#ifdef STEAM_WIN32 +#ifdef __WINDOWS__ PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); #endif state.window_state &= ~window_state_need_attention; diff --git a/overlay_experimental/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp similarity index 100% rename from overlay_experimental/DX10_Hook.cpp rename to overlay_experimental/windows/DX10_Hook.cpp diff --git a/overlay_experimental/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h similarity index 100% rename from overlay_experimental/DX10_Hook.h rename to overlay_experimental/windows/DX10_Hook.h diff --git a/overlay_experimental/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp similarity index 100% rename from overlay_experimental/DX11_Hook.cpp rename to overlay_experimental/windows/DX11_Hook.cpp diff --git a/overlay_experimental/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h similarity index 100% rename from overlay_experimental/DX11_Hook.h rename to overlay_experimental/windows/DX11_Hook.h diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp similarity index 100% rename from overlay_experimental/DX12_Hook.cpp rename to overlay_experimental/windows/DX12_Hook.cpp diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h similarity index 100% rename from overlay_experimental/DX12_Hook.h rename to overlay_experimental/windows/DX12_Hook.h diff --git a/overlay_experimental/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp similarity index 100% rename from overlay_experimental/DX9_Hook.cpp rename to overlay_experimental/windows/DX9_Hook.cpp diff --git a/overlay_experimental/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h similarity index 100% rename from overlay_experimental/DX9_Hook.h rename to overlay_experimental/windows/DX9_Hook.h diff --git a/overlay_experimental/DirectX_VTables.h b/overlay_experimental/windows/DirectX_VTables.h similarity index 100% rename from overlay_experimental/DirectX_VTables.h rename to overlay_experimental/windows/DirectX_VTables.h diff --git a/overlay_experimental/ImGui_ShaderBlobs.cpp b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp similarity index 100% rename from overlay_experimental/ImGui_ShaderBlobs.cpp rename to overlay_experimental/windows/ImGui_ShaderBlobs.cpp diff --git a/overlay_experimental/ImGui_ShaderBlobs.h b/overlay_experimental/windows/ImGui_ShaderBlobs.h similarity index 100% rename from overlay_experimental/ImGui_ShaderBlobs.h rename to overlay_experimental/windows/ImGui_ShaderBlobs.h diff --git a/overlay_experimental/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp similarity index 100% rename from overlay_experimental/OpenGL_Hook.cpp rename to overlay_experimental/windows/OpenGL_Hook.cpp diff --git a/overlay_experimental/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h similarity index 100% rename from overlay_experimental/OpenGL_Hook.h rename to overlay_experimental/windows/OpenGL_Hook.h diff --git a/overlay_experimental/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp similarity index 100% rename from overlay_experimental/Windows_Hook.cpp rename to overlay_experimental/windows/Windows_Hook.cpp diff --git a/overlay_experimental/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h similarity index 97% rename from overlay_experimental/Windows_Hook.h rename to overlay_experimental/windows/Windows_Hook.h index 5fd6d47..a05a339 100644 --- a/overlay_experimental/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_WINDOWS_HOOK_H__ #define __INCLUDED_WINDOWS_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifdef __WINDOWS__ #ifndef NO_OVERLAY From b9cd9ae6c29f2fc0b3878ba5d7e9e0562ced7d4b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 20:53:16 +0200 Subject: [PATCH 124/494] Fix build --- ImGui/impls/linux/imgui_impl_x11.cpp | 302 +++++++++ ImGui/impls/linux/imgui_impl_x11.h | 21 + ImGui/impls/windows/imgui_impl_dx10.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 4 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 2 +- ImGui/impls/windows/imgui_impl_win32.cpp | 2 +- overlay_experimental/Base_Hook.cpp | 100 ++- overlay_experimental/Renderer_Detector.cpp | 12 +- overlay_experimental/linux/Linux_Detour.cpp | 637 ++++++++++++++++++ overlay_experimental/linux/Linux_Detour.h | 32 + overlay_experimental/linux/OpenGLX_Hook.cpp | 152 +++++ overlay_experimental/linux/OpenGLX_Hook.h | 45 ++ overlay_experimental/linux/X11_Hook.cpp | 216 ++++++ overlay_experimental/linux/X11_Hook.h | 50 ++ overlay_experimental/windows/DX10_Hook.cpp | 6 +- overlay_experimental/windows/DX10_Hook.h | 6 +- overlay_experimental/windows/DX11_Hook.cpp | 6 +- overlay_experimental/windows/DX11_Hook.h | 8 +- overlay_experimental/windows/DX12_Hook.cpp | 6 +- overlay_experimental/windows/DX12_Hook.h | 6 +- overlay_experimental/windows/DX9_Hook.cpp | 8 +- overlay_experimental/windows/DX9_Hook.h | 6 +- overlay_experimental/windows/OpenGL_Hook.cpp | 6 +- overlay_experimental/windows/OpenGL_Hook.h | 6 +- overlay_experimental/windows/Windows_Hook.cpp | 6 +- 26 files changed, 1544 insertions(+), 109 deletions(-) create mode 100644 ImGui/impls/linux/imgui_impl_x11.cpp create mode 100644 ImGui/impls/linux/imgui_impl_x11.h create mode 100644 overlay_experimental/linux/Linux_Detour.cpp create mode 100644 overlay_experimental/linux/Linux_Detour.h create mode 100644 overlay_experimental/linux/OpenGLX_Hook.cpp create mode 100644 overlay_experimental/linux/OpenGLX_Hook.h create mode 100644 overlay_experimental/linux/X11_Hook.cpp create mode 100644 overlay_experimental/linux/X11_Hook.h diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp new file mode 100644 index 0000000..1065ae4 --- /dev/null +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -0,0 +1,302 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [?] Platform: Clipboard support +// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [?] Platform: Keyboard arrays indexed using +// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_x11.h" + +#include +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2019-08-31: Initial X11 implementation + +// X11 Data +static Display* g_Display = nullptr; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +// Functions +bool ImGui_ImplX11_Init(void *display) +{ + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + // return false; + //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + // return false; + + // Setup back-end capabilities flags + g_Display = reinterpret_cast(display); + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_x11"; + io.ImeWindowHandle = nullptr; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = -1; + io.KeyMap[ImGuiKey_LeftArrow] = -1; + io.KeyMap[ImGuiKey_RightArrow] = -1; + io.KeyMap[ImGuiKey_UpArrow] = -1; + io.KeyMap[ImGuiKey_DownArrow] = -1; + io.KeyMap[ImGuiKey_PageUp] = -1; + io.KeyMap[ImGuiKey_PageDown] = -1; + io.KeyMap[ImGuiKey_Home] = -1; + io.KeyMap[ImGuiKey_End] = -1; + io.KeyMap[ImGuiKey_Insert] = -1; + io.KeyMap[ImGuiKey_Delete] = -1; + io.KeyMap[ImGuiKey_Backspace] = -1; + io.KeyMap[ImGuiKey_Space] = -1; + io.KeyMap[ImGuiKey_Enter] = -1; + io.KeyMap[ImGuiKey_Escape] = -1; + io.KeyMap[ImGuiKey_A] = -1; + io.KeyMap[ImGuiKey_C] = -1; + io.KeyMap[ImGuiKey_V] = -1; + io.KeyMap[ImGuiKey_X] = -1; + io.KeyMap[ImGuiKey_Y] = -1; + io.KeyMap[ImGuiKey_Z] = -1; + return true; +} + +void ImGui_ImplX11_Shutdown() +{ + g_Display = nullptr; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + /* + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + */ + return true; +} + +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + //if (io.WantSetMousePos) + //{ + // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + // ::ClientToScreen(g_hWnd, &pos); + // ::SetCursorPos(pos.x, pos.y); + //} + + // Set mouse position + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + +} + +/* TODO: support linux gamepad ? +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} +*/ + +void ImGui_ImplX11_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + Window rootWnd = DefaultRootWindow(g_Display); + + // Todo: use X11 to get this value + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + io.DisplaySize.x = m_viewport[2]; + io.DisplaySize.y = m_viewport[3]; + + + /* + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + */ + + // Update game controllers (if enabled and available) + //ImGui_ImplWin32_UpdateGamepads(); +} + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (event.type) + { + case ButtonPress: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = true; + break; + + case Button4: // Mouse wheel up + event.xbutton.button = Button4; + //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + + case Button5: // Mouse wheel down + event.xbutton.button = Button5; + //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + } + + break; + + case ButtonRelease: + switch(event.xbutton.button ) + { + case Button1: case Button2: case Button3: + io.MouseDown[event.xbutton.button-1] = false; + break; + } + break; + + case KeyPress: + case KeyRelease: + break; + + case MotionNotify: + io.MousePos.x = event.xmotion.x; + io.MousePos.y = event.xmotion.y; + break; + } + /* + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + io.AddInputCharacter((unsigned int)wParam); + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + } + */ + return 0; +} + diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h new file mode 100644 index 0000000..387609a --- /dev/null +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -0,0 +1,21 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. +/* +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); +*/ diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index 6eef767..ee8b3d6 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -23,7 +23,7 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX10: Disabling depth-write. -#include "../imgui.h" +#include "../../imgui.h" #include "imgui_impl_dx10.h" // DirectX @@ -31,7 +31,7 @@ #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 624eff0..641d4c8 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -23,14 +23,14 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX11: Disabling depth-write. -#include "../imgui.h" +#include "../../imgui.h" #include "imgui_impl_dx11.h" // DirectX #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index 9f77668..c529a25 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -23,14 +23,14 @@ // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. -#include "../imgui.h" +#include "../../imgui.h" #include "imgui_impl_dx12.h" // DirectX #include #include -#include "../../overlay_experimental/ImGui_ShaderBlobs.h" +#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" #ifdef USE_D3DCOMPILE static ID3DBlob* g_pVertexShaderBlob = NULL; diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 16102ed..99c497e 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -22,7 +22,7 @@ // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -#include "../imgui.h" +#include "../../imgui.h" #include "imgui_impl_dx9.h" // DirectX diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index 3e2f72d..423b918 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -7,7 +7,7 @@ // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -#include "imgui.h" +#include "../../imgui.h" #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index c04b39d..a9889c0 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -8,68 +8,20 @@ #include "../detours/detours.h" -void Base_Hook::BeginHook() -{ - DetourTransactionBegin(); - DetourUpdateThread(GetCurrentThread()); -} +#define DETOUR_HOOKBEGIN DetourTransactionBegin +#define DETOUR_UPDATETHREAD() DetourUpdateThread(GetCurrentThread()) +#define DETOUR_ENDHOOK DetourTransactionCommit +#define DETOUR_HOOK DetourAttach +#define DETOUR_UNHOOK DetourDetach -void Base_Hook::EndHook() -{ - DetourTransactionCommit(); -} - -void Base_Hook::HookFunc(std::pair hook) -{ - if( DetourAttach(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -void Base_Hook::UnhookAll() -{ - if (_hooked_funcs.size()) - { - BeginHook(); - std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - DetourDetach(hook.first, hook.second); - }); - EndHook(); - _hooked_funcs.clear(); - } -} - -#else +#elif defined(__LINUX__) #include "linux/Linux_Detour.h" -void Base_Hook::BeginHook() -{ - Linux_Detour::transaction_begin(); - Linux_Detour::update_thread(pthread_self()); -} - -void Base_Hook::EndHook() -{ - Linux_Detour::transaction_commit(); -} - -void Base_Hook::HookFunc(std::pair hook) -{ - if( Linux_Detour::hook_func(hook.first, hook.second) == 0 ) - _hooked_funcs.emplace_back(hook); -} - -void Base_Hook::UnhookAll() -{ - if (_hooked_funcs.size()) - { - BeginHook(); - std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - Linux_Detour::unhook_func(hook.first, hook.second); - }); - EndHook(); - _hooked_funcs.clear(); - } -} +#define DETOUR_HOOKBEGIN Linux_Detour::transaction_begin +#define DETOUR_UPDATETHREAD() Linux_Detour::update_thread(pthread_self()) +#define DETOUR_ENDHOOK Linux_Detour::transaction_commit +#define DETOUR_HOOK Linux_Detour::hook_func +#define DETOUR_UNHOOK Linux_Detour::unhook_func #endif @@ -87,4 +39,34 @@ const char* Base_Hook::get_lib_name() const return ""; } +void Base_Hook::BeginHook() +{ + DETOUR_HOOKBEGIN(); + DETOUR_UPDATETHREAD(); +} + +void Base_Hook::EndHook() +{ + DETOUR_ENDHOOK(); +} + +void Base_Hook::HookFunc(std::pair hook) +{ + if( DETOUR_HOOK(hook.first, hook.second) == 0 ) + _hooked_funcs.emplace_back(hook); +} + +void Base_Hook::UnhookAll() +{ + if (_hooked_funcs.size()) + { + BeginHook(); + std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { + DETOUR_UNHOOK(hook.first, hook.second); + }); + EndHook(); + _hooked_funcs.clear(); + } +} + #endif//NO_OVERLAY diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 8a429d0..30a6ff2 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -6,12 +6,12 @@ constexpr int max_hook_retries = 500; #ifdef STEAM_WIN32 -#include "DX12_Hook.h" -#include "DX11_Hook.h" -#include "DX10_Hook.h" -#include "DX9_Hook.h" -#include "OpenGL_Hook.h" -#include "Windows_Hook.h" +#include "windows/DX12_Hook.h" +#include "windows/DX11_Hook.h" +#include "windows/DX10_Hook.h" +#include "windows/DX9_Hook.h" +#include "windows/OpenGL_Hook.h" +#include "windows/Windows_Hook.h" static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp new file mode 100644 index 0000000..984e815 --- /dev/null +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -0,0 +1,637 @@ +#include "Linux_Detour.h" + +#include +#include + +#include + +#include +#include +#include +#include + +//------------------------------------------------------------------------------// +// Helper funcs +//------------------------------------------------------------------------------// +constexpr static auto relative_jump_size = 5; +constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto absolute_jump_size = 6; + +struct +{ + bool has_r_m; + uint8_t base_size; +} s_opcodes[256] = +{ + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 + // PUSH ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 + // POP ... + {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 + // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG + {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 + // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP + {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 + // NOP + {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 + // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH + {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 + // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, + {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 + // RETN_IMM16 RETN + {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 + // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO + {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 + // CALL JMP LJMP SHORT_JMP + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 + // EXTENDED + {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 +}; + +static constexpr auto mod_mask = 0xC0; +static constexpr auto register_addressing_mode = 0xC0; +static constexpr auto four_bytes_signed_displacement = 0x80; +static constexpr auto one_byte_signed_displacement = 0x40; + +static constexpr auto rm_mask = 0x05; +static constexpr auto displacement_only_addressing = 0x05; +static constexpr auto sib_with_no_displacement = 0x04; +static constexpr auto register_indirect_addressing_mode = 0x00; + +enum opcodes_e // Commonly used opcode in the beginning of functions +{ + PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, + POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , + + R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, + TEST_8, TEST, + XCHG_8, XCHG, + MOV_8 , MOV, + MOV_8_B, MOV_32_D, MOV_32_ES, + LEA, + MOV_ES_32, POP, + NOP, + MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, + MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, + RETN_IMM16 = 0xC2, RETN, + LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, + CALL = 0xE8, // 5 bytes don't process + JMP, // 5 bytes don't process + LJMP, // 7 bytes, don't process + SHORT_JMP, // 2 bytes don't process + EXTENDED = 0xFF, +}; + +const char* opcode_name(uint8_t opcode) +{ +#define NAME(opcode_name) case opcode_name: return #opcode_name + switch( opcode ) + { + NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); + NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); + NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); + NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); + NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); + NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); + NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); + NAME(LEA); + NAME(MOV_ES_32); NAME(POP); + NAME(NOP); + NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; + NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); + NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); + NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); + NAME(EXTENDED); + } +#undef NAME + return "no registered"; +} + +#pragma pack(push, 1) + +struct trampoline_x86_t +{ + uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes + uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow + uint8_t nOriginalBytes; // number of original function bytes bkp + uint8_t originalBytes[16]; // original function bytes +}; + +typedef trampoline_x86_t trampoline_t; + +struct trampoline_region_t +{ + uint32_t header; + uint8_t numTrampolines; // current trampolines allocated + trampoline_t *trampolines_start; // start pointer of current region trampolines + trampoline_t *next_free_trampoline; // next free trampoline in region +}; + +#pragma pack(pop) + +struct transaction_t +{ + bool detach; + void** ppOriginalFunc; + trampoline_t *trampoline; +}; + +static std::list trampoline_regions; + +static bool transaction_started = false; +static std::list cur_transaction; + +inline size_t page_size() +{ + static size_t _page_size = sysconf(_SC_PAGESIZE); + return _page_size; +} + +inline size_t region_size() +{ + return page_size(); +} + +static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); + +inline void* library_address_by_handle(void *library) +{ + return (library == nullptr ? nullptr : *reinterpret_cast(library)); +} + +inline size_t page_align(size_t size, size_t page_size) +{ + return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); +} + +inline void* page_addr(void* addr, size_t page_size) +{ + return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); +} + +//////////////////////////////////////////////////// +/// Tiny disasm + +bool is_opcode_terminating_function(uint8_t* pCode) +{ + switch( *pCode ) + { + case LEAVE: + case RETN: case RETN_IMM16: + case RETF: case RETF_IMM16: + case INT: case INT_IMM8: case INTO: + return true; + } + return false; +} + +int find_space_for_trampoline(uint8_t* func, int bytes_needed) +{ + if( func == nullptr ) + return -1; + + int code_len = -1; + bool search = true; + uint8_t *startCode = reinterpret_cast(func); + uint8_t *pCode = startCode; + while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP + { + if( is_opcode_terminating_function(pCode) ) + break; + + if( s_opcodes[*pCode].has_r_m ) + { // MOD-REG-R/M Byte + // 7 6 5 4 3 2 1 0 - bits + //[ MOD ][ REG ][ R/M ] + switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode + { + case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] + case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement + case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement + case 0x00: + switch( pCode[1] & rm_mask ) + { + case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement + case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode + case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode + } + } + } + else if( s_opcodes[*pCode].base_size ) + { + pCode += s_opcodes[*pCode].base_size; + } + else + { + switch( *pCode ) + { + case CALL: case JMP: case LJMP: case SHORT_JMP: + //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + search = false; + break; + + case EXTENDED: + //std::cerr << "IMPORT_JUMP is not handled" << std::endl; + if (pCode[1] == 0x25) // This is an imported function + { // Get the true function call + //pCode = (uint8_t*)*(pCode+2); + //startCode = pCode; + // For now disable this case + search = false; + } + else + { + search = false; + } + break; + + default: + //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + search = false; + } + } + + if( (pCode - startCode) >= bytes_needed && search ) + { + search = false; + code_len = pCode-startCode; + } + } + return code_len; +} + +/////////////////////////////////////////// +// Tiny asm + +inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) +{ + *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); + return opcode_addr + relative_addr_jump_size; +} + +inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = JMP; + return gen_immediate_addr(opcode_addr, dest); +} + +inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) +{ + *opcode_addr++ = CALL; + return gen_immediate_addr(opcode_addr, dest); +} + +uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) +{ + return code_addr + rel_addr + relative_jump_size; +} + +void alloc_new_trampoline_region() +{ + trampoline_region_t region; + + region.numTrampolines = 0; + // allocate new trampoline right in the middle of memory so relative jump can access any function + region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing + region_size(), // size + PROT_EXEC|PROT_WRITE|PROT_READ, // protection + MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory + -1, // fd = -1 + 0) // offset + ); + // Fill the region with 0 + std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); + region.next_free_trampoline = region.trampolines_start; + // Protect trampoline region memory + mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); + + trampoline_regions.push_back(region); +} + +trampoline_t* get_free_trampoline() +{ + if (!transaction_started) + return nullptr; + + trampoline_t *res = nullptr; + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ + if( region.numTrampolines == max_trampolines_in_region ) + return false; + return true; + }); + + if( it == trampoline_regions.end() ) + { + alloc_new_trampoline_region(); + it = --trampoline_regions.end(); + } + res = it->next_free_trampoline; + + trampoline_t *next_new_trampoline = res+1; + if( it->numTrampolines != max_trampolines_in_region ) + { + while( next_new_trampoline->nOriginalBytes != 0 ) + { + ++next_new_trampoline; + } + } + else + { + next_new_trampoline = nullptr; + } + it->next_free_trampoline = next_new_trampoline; + + ++it->numTrampolines; + + return res; +} + +void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) +{ + --region.numTrampolines; + + std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); + if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) + region.next_free_trampoline = trampoline; +} + +inline bool is_page_inside_region(void *page, trampoline_region_t& region) +{ + if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) + return true; + return false; +} + +//------------------------------------------------------------------------------// + +/* +#include +#include + +static pid_t tid = 0; + +struct dism_pthread_t +{ + uint32_t d0; + uint32_t d4; + uint32_t d8; + uint32_t dc; + uint32_t d10; + uint32_t d14; + uint32_t d18; + uint32_t d1c; + uint32_t d20; + uint32_t d24; + uint32_t d28; + uint32_t d2c; + uint32_t d30; + uint32_t d34; + uint32_t d38; + uint32_t d3c; + uint32_t d40; + uint32_t d44; + uint32_t d48; + uint32_t d4c; + uint32_t d50; + uint32_t d54; + uint32_t d58; + uint32_t d5c; + uint32_t d60; + uint32_t d64; + pid_t task_id; +}; +*/ + +int Linux_Detour::update_thread(pthread_t thread_id) +{ + //dism_pthread_t *dt = (dism_pthread_t*)thread_id; + + // dt->task_id == syscall(SYS_gettid); + + + return 0; +} + +int Linux_Detour::transaction_begin() +{ + if( transaction_started ) + return -1; + + transaction_started = true; + + return 0; +} + +int Linux_Detour::transaction_abort() +{ + if(!transaction_started) + return -1; + + for( auto &i : cur_transaction ) + { + trampoline_t *trampoline = i.trampoline; + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + clear_trampoline(*it, trampoline); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::transaction_commit() +{ + if (!transaction_started ) + return -1; + + for( auto &i : cur_transaction) + { + trampoline_t *trampoline = i.trampoline; + void **ppOriginalFunc = i.ppOriginalFunc; + + int res; + + if( i.detach ) + { + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), + trampoline->trampolineBytes)); + + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the original opcodes + std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + reinterpret_cast(*ppOriginalFunc)); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + // Allow write on trampoline page + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); + + // Remove write permission + res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + } + else + { + void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); + + // Allow write on the original func + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + + // Write the jump to trampoline + gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); + + // Remove write permission + res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); + + *ppOriginalFunc = (void*)(trampoline->trampolineBytes); + } + } + cur_transaction.clear(); + transaction_started = false; + + return 0; +} + +int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); + void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); + auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ + if( is_page_inside_region(page_start, region) ) + return true; + return false; + }); + if( it != trampoline_regions.end() ) + { + cur_transaction.push_back({true, ppOriginalFunc, trampoline}); + } + + return -EINVAL; +} + +int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) +{ + if( !transaction_started ) + return -EPERM; + + if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) + return -EINVAL; + + uint8_t* hook = reinterpret_cast(_hook); + uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); + int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); + + if( code_len < relative_jump_size ) + return -ENOSPC; + + // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) + // + // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) + // /!\ TODO: Add checks on JMP overflow + + trampoline_t *trampoline = get_free_trampoline(); + uint8_t *pTrampolineCode = trampoline->trampolineBytes; + + void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); + + // Enable write to the trampoline region + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); + // Create relative jmp to hook + gen_immediate_jump(trampoline->hookJump, hook); + // Copy original opcodes + trampoline->nOriginalBytes = code_len; + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); + std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); + pTrampolineCode += code_len; + // Create the relative jmp to original (function + backed up opcodes) + pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); + pTrampolineCode += relative_addr_jump_size; + + // Disable trampoline region write + mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); + + cur_transaction.push_back({false, ppOriginalFunc, trampoline}); + + return 0; +} + +/* ------ DOCUMENTATION ------ +http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) +http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler +http://ref.x86asm.net/coder32.html <- opcodes reference + +X86 + +push ebx : 0x53 +sub esp ?? : 0x83 0xEC 0x?? +call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? + + +// relative jmp: ???????? = dst_addr - curr_addr - 5 +jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? +destination = 0x8dba8 +jmp location: 0x91995 - opcodes: e9 0e c2 ff ff +0e c2 ff ff = 0x8dba8 - 0x91995 - 5 + +// short jmp: ?? = dst_addr - curr_addr - 2 +jmp short ??: 0xeb 0x?? +destination = 0x91964 +jmp location: 0x9198f - opcodes: 0xeb 0xd3 +d3 = 0x91964 - 0x9198f - 2 + +X64 + +TODO: + Hint: make relative jump to near (+/-2Gb) code : 5 bytes + load absolute addr into R11 and call a jmp on register R11 : 13 bytes + Or + Reuse x86 relative jmp method + +Example: +mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 +jmp r11 -> 0x41 0xff 0xe3 + + +*/ diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h new file mode 100644 index 0000000..731d426 --- /dev/null +++ b/overlay_experimental/linux/Linux_Detour.h @@ -0,0 +1,32 @@ +#ifndef LINUX_DETOUR_H +#define LINUX_DETOUR_H + +#include +#include +#include +#include + +class Linux_Detour +{ + public: + static int update_thread(pthread_t thread_id); + static int transaction_begin(); + static int transaction_abort(); + static int transaction_commit(); + static int hook_func(void** ppOriginalFunc, void* _hook); + static int unhook_func(void** ppOriginalFunc, void* _hook); + + private: + static int hook_func_abs(void** ppOriginalFunc, void* _hook); + static int hook_func_rel(void** ppOriginalFunc, void* _hook); + + Linux_Detour() = delete; + Linux_Detour(Linux_Detour const&) = delete; + Linux_Detour(Linux_Detour &&) = delete; + Linux_Detour& operator=(Linux_Detour const&) = delete; + Linux_Detour& operator=(Linux_Detour &&) = delete; +}; + +extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); + +#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp new file mode 100644 index 0000000..bc6f114 --- /dev/null +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -0,0 +1,152 @@ +#include "OpenGLX_Hook.h" +#include "X11_Hook.h" +#include "../Renderer_Detector.h" +#include "../dll/dll.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include +#include + +#include "../steam_overlay.h" + +OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; + +bool OpenGLX_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + if (!X11_Hook::Inst()->start_hook()) + return false; + + GLenum err = glewInit(); + + if (err == GLEW_OK) + { + PRINT_DEBUG("Hooked OpenGLX\n"); + + hooked = true; + Renderer_Detector::Inst().renderer_found(this); + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) + ); + EndHook(); + + get_steam_client()->steam_overlay->HookReady(); + } + else + { + PRINT_DEBUG("Failed to hook OpenGLX\n"); + /* Problem: glewInit failed, something is seriously wrong. */ + PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); + res = false; + } + } + return true; +} + +void OpenGLX_Hook::resetRenderState() +{ + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + //X11_Hook::Inst()->resetRenderState(); + ImGui::DestroyContext(); + + initialized = false; + } +} + +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. +void OpenGLX_Hook::prepareForOverlay(Display* display) +{ + PRINT_DEBUG("Called SwapBuffer hook"); + + if( ! initialized ) + { + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + + ImGui_ImplOpenGL3_Init(); + initialized = true; + } + + if( initialized ) + { + ImGuiIO& io = ImGui::GetIO(); + + GLint m_viewport[4]; + glGetIntegerv( GL_VIEWPORT, m_viewport ); + int width = m_viewport[2]; + int height = m_viewport[3]; + + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(width, height); + + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } +} + +void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); +} + +OpenGLX_Hook::OpenGLX_Hook(): + initialized(false), + hooked(false), + _glXSwapBuffers(nullptr) +{ + //_library = dlopen(DLL_NAME); +} + +OpenGLX_Hook::~OpenGLX_Hook() +{ + PRINT_DEBUG("OpenGLX Hook removed\n"); + + if (initialized) + { + ImGui_ImplOpenGL3_Shutdown(); + ImGui::DestroyContext(); + } + + //dlclose(_library); + + _inst = nullptr; +} + +OpenGLX_Hook* OpenGLX_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new OpenGLX_Hook; + + return _inst; +} + +const char* OpenGLX_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) +{ + _glXSwapBuffers = pfnglXSwapBuffers; +} + +#endif//NO_OVERLAY +#endif//__LINUX__ diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h new file mode 100644 index 0000000..0a204c4 --- /dev/null +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -0,0 +1,45 @@ +#ifndef __INCLUDED_OPENGLX_HOOK_H__ +#define __INCLUDED_OPENGLX_HOOK_H__ + +#include "../Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY +#include +#include + +class OpenGLX_Hook : public Base_Hook +{ +public: + static constexpr const char *DLL_NAME = "libGLX.so"; + +private: + static OpenGLX_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + OpenGLX_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display* display); + + // Hook to render functions + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + + decltype(glXSwapBuffers)* _glXSwapBuffers; + +public: + virtual ~OpenGLX_Hook(); + + bool start_hook(); + static OpenGLX_Hook* Inst(); + virtual const char* get_lib_name() const; + void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp new file mode 100644 index 0000000..dbb9a83 --- /dev/null +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -0,0 +1,216 @@ +#include "X11_Hook.h" +#include "../Renderer_Detector.h" +#include "../dll/dll.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include +#include + +#include +#include +#include + +extern int ImGui_ImplX11_EventHandler(XEvent &event); + +X11_Hook* X11_Hook::_inst = nullptr; + +bool X11_Hook::start_hook() +{ + bool res = true; + if (!hooked) + { + res = false; + std::ifstream flibrary("/proc/self/maps"); + std::string line; + while( std::getline(flibrary, line) ) + { + if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) + { + _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); + + if( _library != nullptr ) + { + // Hook only this + _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); + // Thoses are needed to ignore some events when overlay is on + _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); + _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); + _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); + _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); + + if( _XEventsQueued != nullptr && _XPeekEvent != nullptr + && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr + && _XLookupKeysym != nullptr ) + { + PRINT_DEBUG("Hooked X11\n"); + hooked = true; + + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) + ); + + EndHook(); + break; + } + dlclose(_library); + } + } + } + } + return res; +} + +void X11_Hook::resetRenderState() +{ + if (initialized) + { + initialized = false; + ImGui_ImplX11_Shutdown(); + } +} + +void X11_Hook::prepareForOverlay(Display *display) +{ + if (!initialized) + { + ImGui_ImplX11_Init(display); + + ImGuiIO &io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); + io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); + io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); + io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); + io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); + io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); + io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); + io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); + io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); + io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); + io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + + initialized = true; + } + + ImGui_ImplX11_NewFrame(); +} + +///////////////////////////////////////////////////////////////////////////////////// +// X11 window hooks +bool IgnoreEvent(XEvent &event) +{ + switch(event.type) + { + // Keyboard + case KeyPress: case KeyRelease: + // MouseButton + case ButtonPress: case ButtonRelease: + // Mouse move + case MotionNotify: + return true; + } + return false; +} + +int X11_Hook::MyXEventsQueued(Display *display, int mode) +{ + static Time prev_time = {}; + X11_Hook* inst = X11_Hook::Inst(); + XEvent event = {}; + + int res = inst->_XEventsQueued(display, mode); + + if( res > 0 ) + { + /// The XPeekEvent function returns the first event from the event queue, + /// but it does not remove the event from the queue. If the queue is + /// empty, XPeekEvent flushes the output buffer and blocks until an event + /// is received. + inst->_XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is help, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + inst->_XNextEvent(display, &event); + res = 0; + } + } + } + // XEventsQueued returns the num of events available. + // Usually, games tend to read all events queued before calling again XEventsQueued + // making us unavailable to intercept undesired events + return res; +} + +///////////////////////////////////////////////////////////////////////////////////// + +X11_Hook::X11_Hook() : + initialized(false), + hooked(false) +{ + //_library = dlopen(DLL_NAME, RTLD_NOW); +} + +X11_Hook::~X11_Hook() +{ + PRINT_DEBUG("X11 Hook removed\n"); + + resetRenderState(); + + //dlclose(_library); + + _inst = nullptr; +} + +X11_Hook* X11_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new X11_Hook; + + return _inst; +} + +const char* X11_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +#endif//NO_OVERLAY +#endif//#__LINUX__ diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h new file mode 100644 index 0000000..e4692de --- /dev/null +++ b/overlay_experimental/linux/X11_Hook.h @@ -0,0 +1,50 @@ +#ifndef __INCLUDED_X11_HOOK_H__ +#define __INCLUDED_X11_HOOK_H__ + +#include "../Base_Hook.h" + +#ifdef __LINUX__ +#ifndef NO_OVERLAY + +#include // XEvent types +#include // XEvent structure + +class X11_Hook : public Base_Hook +{ +public: + static constexpr const char* DLL_NAME = "libX11.so"; + +private: + static X11_Hook* _inst; + + // Variables + bool hooked; + bool initialized; + + // Functions + X11_Hook(); + + // Hook to X11 window messages + static int MyXEventsQueued(Display * display, int mode); + + decltype(XEventsQueued)* _XEventsQueued; + + decltype(XPeekEvent)* _XPeekEvent; + decltype(XNextEvent)* _XNextEvent; + decltype(XKeysymToKeycode)* _XKeysymToKeycode; + decltype(XLookupKeysym)* _XLookupKeysym; + +public: + virtual ~X11_Hook(); + + void resetRenderState(); + void prepareForOverlay(Display *display); + + bool start_hook(); + static X11_Hook* Inst(); + virtual const char* get_lib_name() const; +}; + +#endif//NO_OVERLAY +#endif//__LINUX__ +#endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 3f0fd96..c01864f 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -1,12 +1,12 @@ #include "DX10_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include DX10_Hook* DX10_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index 63921ff..ddfaffa 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX10_HOOK_H__ #define __INCLUDED_DX10_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -42,10 +42,10 @@ public: bool start_hook(); static DX10_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX10_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX10_HOOK_H__ diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 6ec6017..21ad917 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -1,12 +1,12 @@ #include "DX11_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include DX11_Hook* DX11_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index bf2074d..f8025c9 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX11_HOOK_H__ #define __INCLUDED_DX11_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -19,7 +19,7 @@ private: bool hooked; bool initialized; ID3D11DeviceContext* pContext; - ID3D11RenderTargetView* mainRenderTargetView; + ID3D11RenderTargetView* mainRenderTargetView; // Functions DX11_Hook(); @@ -42,10 +42,10 @@ public: bool start_hook(); static DX11_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX11_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX11_HOOK_H__ diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 5c8981b..a3d52f6 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -1,12 +1,12 @@ #include "DX12_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include #include diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index 5cfb7ee..d8e82f2 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX12_HOOK_H__ #define __INCLUDED_DX12_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -48,9 +48,9 @@ public: bool start_hook(); static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX12_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX12_HOOK_H__ diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 0f1e14f..ef184d3 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -1,14 +1,12 @@ #include "DX9_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include - -#include "steam_overlay.h" +#include DX9_Hook* DX9_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index 974c8c8..3e42b99 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_DX9_HOOK_H__ #define __INCLUDED_DX9_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY #include @@ -43,10 +43,10 @@ public: bool start_hook(); static DX9_Hook* Inst(); virtual const char* get_lib_name() const; - + void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); }; #endif//NO_OVERLAY -#endif//__INCLUDED_DX9_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_DX9_HOOK_H__ diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 0e706d8..1e1026d 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -1,7 +1,7 @@ #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY @@ -10,7 +10,7 @@ #include -#include "steam_overlay.h" +#include "../steam_overlay.h" OpenGL_Hook* OpenGL_Hook::_inst = nullptr; diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index b0d8a45..a2c9c7f 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -1,14 +1,14 @@ #ifndef __INCLUDED_OPENGL_HOOK_H__ #define __INCLUDED_OPENGL_HOOK_H__ -#include "Base_Hook.h" +#include "../Base_Hook.h" #ifndef NO_OVERLAY class OpenGL_Hook : public Base_Hook { public: static constexpr const char *DLL_NAME = "opengl32.dll"; - + using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); private: @@ -39,4 +39,4 @@ public: }; #endif//NO_OVERLAY -#endif//__INCLUDED_OPENGL_HOOK_H__ \ No newline at end of file +#endif//__INCLUDED_OPENGL_HOOK_H__ diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 4ccff4a..2d98f28 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -1,11 +1,11 @@ #include "Windows_Hook.h" -#include "Renderer_Detector.h" -#include "../dll/dll.h" +#include "../Renderer_Detector.h" +#include "../../dll/dll.h" #ifndef NO_OVERLAY #include -#include +#include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); From 86b178f55bd3e7ac48e7705d6605c86c3849899d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 21:32:48 +0200 Subject: [PATCH 125/494] Fixed definition update not being called Should update definition when inventory is requested and definition is not loaded --- dll/steam_inventory.h | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index bdde870..acc6319 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -847,9 +847,9 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update) { - read_items_db(); + if (call_definition_update && !definition_update_called) { definition_update_called = true; + read_items_db(); SteamInventoryDefinitionUpdate_t data = {}; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); @@ -860,6 +860,7 @@ void RunCallbacks() read_inventory_db(); inventory_loaded = true; + call_definition_update = true; call_inventory_update = false; } From cfa04f2df859c52e591842ea50e4a12139b26652 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 22:19:36 +0200 Subject: [PATCH 126/494] Description is an empty string if not set --- generate_game_infos/generate_game_infos.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index a67fa56..a3f74b8 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -254,7 +254,10 @@ void generate_achievements(CurlEasy &easy) output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); try { - output_json[i]["description"] = item.value()["description"]; + if( !item.value()["description"].is_null() ) + output_json[i]["description"] = item.value()["description"]; + else + output_json[i]["description"] = ""; } catch (...) { From 95e87eb832350e00d406e8cbbc18920a7cc82565 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 1 Sep 2019 23:21:13 +0200 Subject: [PATCH 127/494] Clean Linux Detour --- overlay_experimental/linux/Linux_Detour.cpp | 7 ++--- overlay_experimental/linux/Linux_Detour.h | 30 +++++---------------- 2 files changed, 9 insertions(+), 28 deletions(-) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 984e815..33cbdae 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -13,8 +13,8 @@ //------------------------------------------------------------------------------// // Helper funcs //------------------------------------------------------------------------------// -constexpr static auto relative_jump_size = 5; constexpr static auto relative_addr_jump_size = sizeof(int32_t); +constexpr static auto relative_jump_size = 1 + relative_addr_jump_size; constexpr static auto absolute_jump_size = 6; struct @@ -134,14 +134,12 @@ struct trampoline_x86_t uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow uint8_t nOriginalBytes; // number of original function bytes bkp - uint8_t originalBytes[16]; // original function bytes }; typedef trampoline_x86_t trampoline_t; struct trampoline_region_t { - uint32_t header; uint8_t numTrampolines; // current trampolines allocated trampoline_t *trampolines_start; // start pointer of current region trampolines trampoline_t *next_free_trampoline; // next free trampoline in region @@ -492,7 +490,7 @@ int Linux_Detour::transaction_commit() res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); // Write the original opcodes - std::copy(trampoline->originalBytes, trampoline->originalBytes+trampoline->nOriginalBytes, + std::copy(trampoline->trampolineBytes, trampoline->trampolineBytes+trampoline->nOriginalBytes, reinterpret_cast(*ppOriginalFunc)); // Remove write permission @@ -582,7 +580,6 @@ int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) gen_immediate_jump(trampoline->hookJump, hook); // Copy original opcodes trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, trampoline->originalBytes); std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); pTrampolineCode += code_len; // Create the relative jmp to original (function + backed up opcodes) diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h index 731d426..bbc1760 100644 --- a/overlay_experimental/linux/Linux_Detour.h +++ b/overlay_experimental/linux/Linux_Detour.h @@ -1,32 +1,16 @@ #ifndef LINUX_DETOUR_H #define LINUX_DETOUR_H -#include -#include #include -#include -class Linux_Detour +namespace Linux_Detour { - public: - static int update_thread(pthread_t thread_id); - static int transaction_begin(); - static int transaction_abort(); - static int transaction_commit(); - static int hook_func(void** ppOriginalFunc, void* _hook); - static int unhook_func(void** ppOriginalFunc, void* _hook); - - private: - static int hook_func_abs(void** ppOriginalFunc, void* _hook); - static int hook_func_rel(void** ppOriginalFunc, void* _hook); - - Linux_Detour() = delete; - Linux_Detour(Linux_Detour const&) = delete; - Linux_Detour(Linux_Detour &&) = delete; - Linux_Detour& operator=(Linux_Detour const&) = delete; - Linux_Detour& operator=(Linux_Detour &&) = delete; + int update_thread(pthread_t thread_id); + int transaction_begin(); + int transaction_abort(); + int transaction_commit(); + int hook_func(void** ppOriginalFunc, void* _hook); + int unhook_func(void** ppOriginalFunc, void* _hook); }; -extern "C" void *elf_hook(char const *library_filename, void const *library_address, char const *function_name, void const *substitution_address); - #endif // LINUX_DETOUR_H From aeeb85da55a9c5a5d4ac4ea71f85be5eeb0ccafa Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 2 Sep 2019 01:29:09 +0200 Subject: [PATCH 128/494] This should do something like this (Working on portal2 ubuntu 18.04) --- ImGui/impls/linux/imgui_impl_x11.cpp | 69 +++++++++++++++++++++++----- 1 file changed, 58 insertions(+), 11 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 1065ae4..76aadd6 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -15,12 +15,16 @@ #include #include +#include + // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-08-31: Initial X11 implementation // X11 Data static Display* g_Display = nullptr; +static uint64_t g_Time = 0; +static uint64_t g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; @@ -28,6 +32,13 @@ static bool g_WantUpdateHasGamepad = true; // Functions bool ImGui_ImplX11_Init(void *display) { + timespec ts, tsres; + clock_getres(CLOCK_MONOTONIC_RAW, &tsres); + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + g_TicksPerSecond = 100000000 / (static_cast(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); + g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; + //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) // return false; //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) @@ -42,6 +53,28 @@ bool ImGui_ImplX11_Init(void *display) io.ImeWindowHandle = nullptr; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down); + io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next); + io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home); + io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End); + io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert); + io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space); + io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return); + io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape); + io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A); + io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C); + io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V); + io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X); + io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y); + io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z); + /* io.KeyMap[ImGuiKey_Tab] = -1; io.KeyMap[ImGuiKey_LeftArrow] = -1; io.KeyMap[ImGuiKey_RightArrow] = -1; @@ -63,6 +96,8 @@ bool ImGui_ImplX11_Init(void *display) io.KeyMap[ImGuiKey_X] = -1; io.KeyMap[ImGuiKey_Y] = -1; io.KeyMap[ImGuiKey_Z] = -1; + */ + return true; } @@ -120,7 +155,15 @@ static void ImGui_ImplWin32_UpdateMousePos() // Set mouse position io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + Window rootWnd = DefaultRootWindow(g_Display); + Window unused_window; + int rx, ry, x, y; + unsigned int mask; + XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + + io.MousePos.x = rx; + io.MousePos.y = ry; } /* TODO: support linux gamepad ? @@ -185,31 +228,35 @@ void ImGui_ImplX11_NewFrame() Window rootWnd = DefaultRootWindow(g_Display); // Todo: use X11 to get this value - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - io.DisplaySize.x = m_viewport[2]; - io.DisplaySize.y = m_viewport[3]; + unsigned int width, height; + Window unused_window; + int unused_int; + unsigned int unused_unsigned_int; + XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); - /* - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + io.DisplaySize.x = width; + io.DisplaySize.y = height; + + timespec ts, tsres; + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + uint64_t current_time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; - // Setup time step - INT64 current_time; - ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; + /* // Read keyboard modifiers inputs io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - + */ // Update OS mouse position ImGui_ImplWin32_UpdateMousePos(); - + /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (g_LastMouseCursor != mouse_cursor) From 5af1d18a8f467be28125fe360dc4c2304dd53f6b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 2 Sep 2019 10:50:46 +0200 Subject: [PATCH 129/494] Fixed overlay thread joining on himself --- overlay_experimental/Renderer_Detector.cpp | 107 ++++++++------------ overlay_experimental/linux/Linux_Detour.cpp | 2 +- 2 files changed, 45 insertions(+), 64 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 30a6ff2..85e4548 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -532,28 +532,10 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::this_thread::sleep_for(std::chrono::milliseconds(500)); } -} -void Renderer_Detector::renderer_found(Base_Hook* hook) -{ - Hook_Manager& hm = Hook_Manager::Inst(); + _this->destroy_hwnd(); - _renderer_found = true; - game_renderer = hook; - - if (hook == nullptr) - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); - else - PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); - - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - - hm.RemoveHook(rendererdetect_hook); - destroy_hwnd(); - - if (hook == nullptr) // Couldn't hook renderer + if (_this->game_renderer == nullptr) // Couldn't hook renderer { hm.RemoveHook(Windows_Hook::Inst()); } @@ -561,51 +543,54 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) { hm.AddHook(Windows_Hook::Inst()); } - if (_ogl_hooked) + if (_this->_ogl_hooked) { auto h = OpenGL_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _ogl_hooked = false; + _this->_ogl_hooked = false; hm.RemoveHook(h); } } - if (_dx9_hooked) + if (_this->_dx9_hooked) { auto h = DX9_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx9_hooked = false; + _this->_dx9_hooked = false; hm.RemoveHook(h); } } - if (_dx10_hooked) + if (_this->_dx10_hooked) { auto h = DX10_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx10_hooked = false; + _this->_dx10_hooked = false; hm.RemoveHook(h); } } - if (_dx11_hooked) + if (_this->_dx11_hooked) { auto h = DX11_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx11_hooked = false; + _this->_dx11_hooked = false; hm.RemoveHook(h); } } - if (_dx12_hooked) + if (_this->_dx12_hooked) { auto h = DX12_Hook::Inst(); - if (h != hook) + if (h != _this->game_renderer) { - _dx12_hooked = false; + _this->_dx12_hooked = false; hm.RemoveHook(h); } } + + delete _this->_hook_thread; + _this->_hook_thread = nullptr; } Renderer_Detector::Renderer_Detector(): @@ -715,6 +700,27 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::this_thread::sleep_for(std::chrono::milliseconds(500)); } + + if (_this->game_renderer == nullptr) // Couldn't hook renderer + { + hm.RemoveHook(X11_Hook::Inst()); + } + else + { + hm.AddHook(X11_Hook::Inst()); + } + if (_this->_oglx_hooked) + { + auto h = OpenGLX_Hook::Inst(); + if (h != _this->game_renderer) + { + _this->_oglx_hooked = false; + hm.RemoveHook(h); + } + } + + delete _this->_hook_thread; + _this->_hook_thread = nullptr; } Renderer_Detector::Renderer_Detector(): @@ -726,6 +732,8 @@ Renderer_Detector::Renderer_Detector(): game_renderer(nullptr) {} +#endif + void Renderer_Detector::renderer_found(Base_Hook* hook) { Hook_Manager& hm = Hook_Manager::Inst(); @@ -738,42 +746,16 @@ void Renderer_Detector::renderer_found(Base_Hook* hook) else PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); - _hook_thread->join(); - delete _hook_thread; - _hook_thread = nullptr; - hm.RemoveHook(rendererdetect_hook); - - if (hook == nullptr) // Couldn't hook renderer - { - hm.RemoveHook(X11_Hook::Inst()); - } - else - { - hm.AddHook(X11_Hook::Inst()); - } - if (_oglx_hooked) - { - auto h = OpenGLX_Hook::Inst(); - if (h != hook) - { - _oglx_hooked = false; - hm.RemoveHook(h); - } - } } -#endif - bool Renderer_Detector::stop_retry() { // Retry or not bool stop = ++_hook_retries >= max_hook_retries; if (stop) - { renderer_found(nullptr); - } return stop; } @@ -783,6 +765,7 @@ void Renderer_Detector::find_renderer() if (_hook_thread == nullptr) { _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); + _hook_thread->detach(); } } @@ -802,7 +785,5 @@ Renderer_Detector::~Renderer_Detector() if (_hook_thread != nullptr) { _hook_retries = max_hook_retries; - _hook_thread->join(); - delete _hook_thread; } } diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 33cbdae..8fd8f56 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -208,7 +208,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) if( func == nullptr ) return -1; - int code_len = -1; + int code_len = 0; bool search = true; uint8_t *startCode = reinterpret_cast(func); uint8_t *pCode = startCode; From bb8cfbda103d1ccd74f7696d05d29a5208d859c3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:29:37 +0200 Subject: [PATCH 130/494] Updated ImGui event handle for X11 --- ImGui/impls/linux/imgui_impl_x11.cpp | 155 +++++++++++++-------------- ImGui/impls/linux/imgui_impl_x11.h | 2 +- 2 files changed, 76 insertions(+), 81 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 76aadd6..be67763 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -29,6 +29,32 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; +bool GetKeyState(int keysym, char keys[32]) +{ + int keycode = XKeysymToKeycode(g_Display, keysym); + return keys[keycode/8] & (1<(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); + g_TicksPerSecond = 1000000000.0f / (static_cast(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) @@ -74,29 +100,6 @@ bool ImGui_ImplX11_Init(void *display) io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X); io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y); io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z); - /* - io.KeyMap[ImGuiKey_Tab] = -1; - io.KeyMap[ImGuiKey_LeftArrow] = -1; - io.KeyMap[ImGuiKey_RightArrow] = -1; - io.KeyMap[ImGuiKey_UpArrow] = -1; - io.KeyMap[ImGuiKey_DownArrow] = -1; - io.KeyMap[ImGuiKey_PageUp] = -1; - io.KeyMap[ImGuiKey_PageDown] = -1; - io.KeyMap[ImGuiKey_Home] = -1; - io.KeyMap[ImGuiKey_End] = -1; - io.KeyMap[ImGuiKey_Insert] = -1; - io.KeyMap[ImGuiKey_Delete] = -1; - io.KeyMap[ImGuiKey_Backspace] = -1; - io.KeyMap[ImGuiKey_Space] = -1; - io.KeyMap[ImGuiKey_Enter] = -1; - io.KeyMap[ImGuiKey_Escape] = -1; - io.KeyMap[ImGuiKey_A] = -1; - io.KeyMap[ImGuiKey_C] = -1; - io.KeyMap[ImGuiKey_V] = -1; - io.KeyMap[ImGuiKey_X] = -1; - io.KeyMap[ImGuiKey_Y] = -1; - io.KeyMap[ImGuiKey_Z] = -1; - */ return true; } @@ -140,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() return true; } -static void ImGui_ImplWin32_UpdateMousePos() +static void ImGui_ImplWin32_UpdateMousePos(Window window) { ImGuiIO& io = ImGui::GetIO(); @@ -153,17 +156,14 @@ static void ImGui_ImplWin32_UpdateMousePos() //} // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - Window rootWnd = DefaultRootWindow(g_Display); Window unused_window; int rx, ry, x, y; unsigned int mask; - XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); - io.MousePos.x = rx; - io.MousePos.y = ry; + io.MousePos.x = x; + io.MousePos.y = y; } /* TODO: support linux gamepad ? @@ -219,7 +219,7 @@ static void ImGui_ImplWin32_UpdateGamepads() } */ -void ImGui_ImplX11_NewFrame() +void ImGui_ImplX11_NewFrame(void* window) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); @@ -233,7 +233,7 @@ void ImGui_ImplX11_NewFrame() int unused_int; unsigned int unused_unsigned_int; - XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); io.DisplaySize.x = width; io.DisplaySize.y = height; @@ -246,37 +246,37 @@ void ImGui_ImplX11_NewFrame() io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; - /* // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + char keys[32]; + XQueryKeymap(g_Display, keys); + + io.KeyCtrl = GetKeyState(XK_Control_L, keys); + io.KeyShift = GetKeyState(XK_Shift_L, keys); + io.KeyAlt = GetKeyState(XK_Alt_L, keys); io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - */ + // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); + ImGui_ImplWin32_UpdateMousePos((Window)window); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (g_LastMouseCursor != mouse_cursor) { g_LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); + ImGui_ImplX11_UpdateMouseCursor(); } */ // Update game controllers (if enabled and available) - //ImGui_ImplWin32_UpdateGamepads(); + //ImGui_ImplX11_UpdateGamepads(); } -// Process Win32 mouse/keyboard inputs. +// Process X11 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) { if (ImGui::GetCurrentContext() == NULL) @@ -286,58 +286,53 @@ IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) switch (event.type) { case ButtonPress: - switch(event.xbutton.button ) + case ButtonRelease: + switch(event.xbutton.button) { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = true; + case Button1: + io.MouseDown[0] = event.type == ButtonPress; + break; + + case Button2: + io.MouseDown[2] = event.type == ButtonPress; + break; + + case Button3: + io.MouseDown[1] = event.type == ButtonPress; break; case Button4: // Mouse wheel up - event.xbutton.button = Button4; - //io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + if( event.type == ButtonPress ) + io.MouseWheel += 1; return 0; case Button5: // Mouse wheel down - event.xbutton.button = Button5; - //io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + if( event.type == ButtonPress ) + io.MouseWheel -= 1; return 0; } break; - case ButtonRelease: - switch(event.xbutton.button ) - { - case Button1: case Button2: case Button3: - io.MouseDown[event.xbutton.button-1] = false; - break; - } - break; - case KeyPress: - case KeyRelease: - break; + { + int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); + if( IsKeySys(key) ) + io.KeysDown[event.xkey.keycode] = true; + else + io.AddInputCharacter(key); + return 0; + } - case MotionNotify: - io.MousePos.x = event.xmotion.x; - io.MousePos.y = event.xmotion.y; - break; + case KeyRelease: + { + int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); + if( IsKeySys(key) ) + io.KeysDown[event.xkey.keycode] = false; + return 0; + } } /* - case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; - case WM_KEYUP: - case WM_SYSKEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return 0; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); - return 0; case WM_DEVICECHANGE: if ((UINT)wParam == DBT_DEVNODES_CHANGED) g_WantUpdateHasGamepad = true; diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h index 387609a..2d05551 100644 --- a/ImGui/impls/linux/imgui_impl_x11.h +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -11,7 +11,7 @@ IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. From d6f29ffffa913540cadfae072dd98c27e8e22b69 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:29:49 +0200 Subject: [PATCH 131/494] Added logs for Linux_Detour --- overlay_experimental/linux/Linux_Detour.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp index 8fd8f56..52d7128 100644 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ b/overlay_experimental/linux/Linux_Detour.cpp @@ -10,6 +10,8 @@ #include #include +#include "../../dll/base.h" + //------------------------------------------------------------------------------// // Helper funcs //------------------------------------------------------------------------------// @@ -244,7 +246,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) switch( *pCode ) { case CALL: case JMP: case LJMP: case SHORT_JMP: - //std::cerr << "CALL and JMP are not supported for trampolines." << std::endl; + PRINT_DEBUG("JMP or CALL is forbidden for trampolines.\n"); search = false; break; @@ -264,7 +266,7 @@ int find_space_for_trampoline(uint8_t* func, int bytes_needed) break; default: - //std::cerr << "opcode " << std::hex << (uint32_t)*pCode << " no registered" << std::endl; + PRINT_DEBUG("Unknown opcode %02X\n", (int)*pCode); search = false; } } From ecd753422b50850c13c286034255499981434504 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 10:32:32 +0200 Subject: [PATCH 132/494] Updated Linux X11 & OLGX hooks. Use LD_PRELOAD=$PWD/libsteam_api.so app_name to load overlay. --- overlay_experimental/Renderer_Detector.cpp | 180 +++++++++++++++----- overlay_experimental/linux/OpenGLX_Hook.cpp | 20 +-- overlay_experimental/linux/OpenGLX_Hook.h | 6 +- overlay_experimental/linux/X11_Hook.cpp | 136 +++++++-------- overlay_experimental/linux/X11_Hook.h | 29 +++- 5 files changed, 232 insertions(+), 139 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 85e4548..18b8446 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -509,7 +509,13 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) Hook_Manager& hm = Hook_Manager::Inst(); hm.AddHook(_this->rendererdetect_hook); - std::vector const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" }; + std::vector const libraries = { + OpenGL_Hook::DLL_NAME, + DX12_Hook::DLL_NAME, + DX11_Hook::DLL_NAME, + DX10_Hook::DLL_NAME, + DX9_Hook::DLL_NAME + }; while (!_this->_renderer_found && !_this->stop_retry()) { @@ -615,8 +621,12 @@ Renderer_Detector::Renderer_Detector(): #include #include -static decltype(glXSwapBuffers)* _glXSwapBuffers = nullptr; +extern "C" void *_dl_sym(void *, const char *, void *); +static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr; +static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr; + +/* void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) { Renderer_Detector& inst = Renderer_Detector::Inst(); @@ -653,7 +663,7 @@ void Renderer_Detector::hook_openglx(const char* libname) } if (glXSwapBuffers != nullptr) { - PRINT_DEBUG("Hooked glXMakeCurrent to detect OpenGLX\n"); + PRINT_DEBUG("Hooked glXSwapBuffers to detect OpenGLX\n"); _oglx_hooked = true; auto h = OpenGLX_Hook::Inst(); @@ -663,7 +673,7 @@ void Renderer_Detector::hook_openglx(const char* libname) } else { - PRINT_DEBUG("Failed to Hook glXMakeCurrent to detect OpenGLX\n"); + PRINT_DEBUG("Failed to Hook glXSwapBuffers to detect OpenGLX\n"); } } } @@ -673,54 +683,15 @@ void Renderer_Detector::create_hook(const char* libname) if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) hook_openglx(libname); } +*/ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) { + /* _this->rendererdetect_hook = new Base_Hook(); Hook_Manager& hm = Hook_Manager::Inst(); hm.AddHook(_this->rendererdetect_hook); - - - std::vector const libraries = { "libGLX.so" }; - - while (!_this->_renderer_found && !_this->stop_retry()) - { - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - std::for_each(libraries.begin(), libraries.end(), [&line, &_this]( std::string const& library ) - { - if( std::search(line.begin(), line.end(), library.begin(), library.end()) != line.end() ) - { - _this->create_hook(line.substr(line.find('/')).c_str()); - } - }); - } - - std::this_thread::sleep_for(std::chrono::milliseconds(500)); - } - - if (_this->game_renderer == nullptr) // Couldn't hook renderer - { - hm.RemoveHook(X11_Hook::Inst()); - } - else - { - hm.AddHook(X11_Hook::Inst()); - } - if (_this->_oglx_hooked) - { - auto h = OpenGLX_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_oglx_hooked = false; - hm.RemoveHook(h); - } - } - - delete _this->_hook_thread; - _this->_hook_thread = nullptr; + */ } Renderer_Detector::Renderer_Detector(): @@ -732,6 +703,123 @@ Renderer_Detector::Renderer_Detector(): game_renderer(nullptr) {} +static decltype(dlsym)* real_dlsym = nullptr; + +// hook library static loading +extern "C" int XEventsQueued(Display *display, int mode) +{ + auto h = X11_Hook::Inst(); + if( h->get_XEventsQueued() == nullptr ) + h->loadXEventsQueued((decltype(XEventsQueued)*)real_dlsym(RTLD_NEXT, "XEventsQueued")); + + return X11_Hook::MyXEventsQueued(display, mode); +} + +//extern "C" int XPeekEvent(Display *display, XEvent *event) +//{ +// auto h = X11_Hook::Inst(); +// if( h->get_XPeekEvent() == nullptr ) +// h->loadXPeekEvent((decltype(XPeekEvent)*)real_dlsym(RTLD_NEXT, "XPeekEvent")); +// +// return X11_Hook::MyXPeekEvent(display, event); +//} + +//extern "C" int XNextEvent(Display *display, XEvent *event) +//{ +// auto h = X11_Hook::Inst(); +// if( h->get_XNextEvent() == nullptr ) +// h->loadXNextEvent((decltype(XNextEvent)*)real_dlsym(RTLD_NEXT, "XNextEvent")); +// +// return X11_Hook::MyXNextEvent(display, event); +//} + +extern "C" int XPending(Display *display) +{ + auto h = X11_Hook::Inst(); + if( h->get_XPending() == nullptr ) + h->loadXPending((decltype(XPending)*)real_dlsym(RTLD_NEXT, "XPending")); + + return X11_Hook::MyXPending(display); +} + +extern "C" void glXSwapBuffers(Display *display, GLXDrawable drawable) +{ + OpenGLX_Hook::Inst()->start_hook(); + OpenGLX_Hook::MyglXSwapBuffers(display, drawable); +} + +extern "C" __GLXextFuncPtr glXGetProcAddress(const GLubyte * procName) +{ + if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + { + decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddress(procName); + OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); + return (__GLXextFuncPtr)glXSwapBuffers; + } + + __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddress(procName); + + return func; +} + +extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName) +{ + if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + { + decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddressARB(procName); + OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); + return (__GLXextFuncPtr)glXSwapBuffers; + } + + __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddressARB(procName); + + return func; +} + +extern "C" void* dlsym(void* handle, const char* name) +{ + if (real_dlsym == nullptr) + real_dlsym = (decltype(dlsym)*)_dl_sym(RTLD_NEXT, "dlsym", reinterpret_cast(dlsym)); + + if ( strcmp(name,"dlsym") == 0 ) + return (void*)dlsym; + + if( strcmp(name, "glXGetProcAddress") == 0 ) + { + if( real_glXGetProcAddress == nullptr ) + { + real_glXGetProcAddress = (decltype(glXGetProcAddress)*)real_dlsym(RTLD_NEXT, "glXGetProcAddress"); + } + return (void*)glXGetProcAddress; + } + if( strcmp(name, "glXGetProcAddressARB") == 0 ) + { + if( real_glXGetProcAddressARB == nullptr ) + { + real_glXGetProcAddressARB = (decltype(glXGetProcAddressARB)*)real_dlsym(RTLD_NEXT, "glXGetProcAddressARB"); + } + return (void*)glXGetProcAddressARB; + } + if( strcmp(name, "XEventsQueued") == 0 ) + { + return (void*)XEventsQueued; + } + //if( strcmp(name, "XNextEvent") == 0 ) + //{ + // return (void*)XNextEvent; + //} + //if( strcmp(name, "XPeekEvent") == 0 ) + //{ + // return (void*)XPeekEvent; + //} + if( strcmp(name, "XPending") == 0 ) + { + return (void*)XPending; + } + + return real_dlsym(handle,name); +} + #endif void Renderer_Detector::renderer_found(Base_Hook* hook) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index bc6f114..86b884a 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -30,12 +30,14 @@ bool OpenGLX_Hook::start_hook() hooked = true; Renderer_Detector::Inst().renderer_found(this); + /* UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) ); EndHook(); + */ get_steam_client()->steam_overlay->HookReady(); } @@ -55,7 +57,7 @@ void OpenGLX_Hook::resetRenderState() if (initialized) { ImGui_ImplOpenGL3_Shutdown(); - //X11_Hook::Inst()->resetRenderState(); + X11_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; @@ -63,10 +65,13 @@ void OpenGLX_Hook::resetRenderState() } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGLX_Hook::prepareForOverlay(Display* display) +void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) { PRINT_DEBUG("Called SwapBuffer hook"); + if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() ) + resetRenderState(); + if( ! initialized ) { ImGui::CreateContext(); @@ -81,17 +86,12 @@ void OpenGLX_Hook::prepareForOverlay(Display* display) { ImGuiIO& io = ImGui::GetIO(); - GLint m_viewport[4]; - glGetIntegerv( GL_VIEWPORT, m_viewport ); - int width = m_viewport[2]; - int height = m_viewport[3]; - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display); + X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(width, height); + get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); ImGui::EndFrame(); @@ -103,7 +103,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display) void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) { - OpenGLX_Hook::Inst()->prepareForOverlay(display); + OpenGLX_Hook::Inst()->prepareForOverlay(display, drawable); OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); } diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index 0a204c4..b440961 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -24,14 +24,16 @@ private: OpenGLX_Hook(); void resetRenderState(); - void prepareForOverlay(Display* display); + void prepareForOverlay(Display* display, GLXDrawable drawable); // Hook to render functions - static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + decltype(glXSwapBuffers)* _glXSwapBuffers; public: + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); + virtual ~OpenGLX_Hook(); bool start_hook(); diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index dbb9a83..65d755d 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -21,44 +21,8 @@ bool X11_Hook::start_hook() bool res = true; if (!hooked) { - res = false; - std::ifstream flibrary("/proc/self/maps"); - std::string line; - while( std::getline(flibrary, line) ) - { - if( strcasestr(line.c_str(), DLL_NAME) != nullptr ) - { - _library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW); - - if( _library != nullptr ) - { - // Hook only this - _XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued"); - // Thoses are needed to ignore some events when overlay is on - _XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent"); - _XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent"); - _XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode"); - _XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym"); - - if( _XEventsQueued != nullptr && _XPeekEvent != nullptr - && _XNextEvent != nullptr && _XKeysymToKeycode != nullptr - && _XLookupKeysym != nullptr ) - { - PRINT_DEBUG("Hooked X11\n"); - hooked = true; - - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued) - ); - - EndHook(); - break; - } - dlclose(_library); - } - } - } + PRINT_DEBUG("Hooked X11\n"); + hooked = true; } return res; } @@ -67,44 +31,24 @@ void X11_Hook::resetRenderState() { if (initialized) { + game_wnd = 0; initialized = false; ImGui_ImplX11_Shutdown(); } } -void X11_Hook::prepareForOverlay(Display *display) +void X11_Hook::prepareForOverlay(Display *display, Window wnd) { if (!initialized) { ImGui_ImplX11_Init(display); - ImGuiIO &io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab); - io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left); - io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right); - io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up); - io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down); - io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior); - io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next); - io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home); - io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End); - io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert); - io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete); - io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace); - io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space); - io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return); - io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape); - io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A); - io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C); - io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V); - io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X); - io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y); - io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z); + game_wnd = wnd; initialized = true; } - ImGui_ImplX11_NewFrame(); + ImGui_ImplX11_NewFrame((void*)wnd); } ///////////////////////////////////////////////////////////////////////////////////// @@ -126,28 +70,28 @@ bool IgnoreEvent(XEvent &event) int X11_Hook::MyXEventsQueued(Display *display, int mode) { - static Time prev_time = {}; X11_Hook* inst = X11_Hook::Inst(); - XEvent event = {}; int res = inst->_XEventsQueued(display, mode); - if( res > 0 ) + if( res ) { - /// The XPeekEvent function returns the first event from the event queue, - /// but it does not remove the event from the queue. If the queue is - /// empty, XPeekEvent flushes the output buffer and blocks until an event - /// is received. - inst->_XPeekEvent(display, &event); + static Time prev_time = {}; + + XEvent event; + //inst->_XPeekEvent(display, &event); + XPeekEvent(display, &event); + Steam_Overlay* overlay = get_steam_client()->steam_overlay; bool show = overlay->ShowOverlay(); // Is the event is a key press if (event.type == KeyPress) { // Tab is pressed and was not pressed before - if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + //if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) + if (event.xkey.keycode == XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) { - // if key TAB is help, don't make the overlay flicker :p + // if key TAB is held, don't make the overlay flicker :p if( event.xkey.time != prev_time) { overlay->ShowOverlay(!overlay->ShowOverlay()); @@ -157,7 +101,8 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) } } } - else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) + else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab)) { prev_time = event.xkey.time; } @@ -168,22 +113,61 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) if (IgnoreEvent(event)) { - inst->_XNextEvent(display, &event); - res = 0; + //inst->_XNextEvent(display, &event); + XNextEvent(display, &event); + return 0; } } } + // XEventsQueued returns the num of events available. // Usually, games tend to read all events queued before calling again XEventsQueued // making us unavailable to intercept undesired events return res; } +int X11_Hook::MyXNextEvent(Display* display, XEvent *event) +{ + return Inst()->_XNextEvent(display, event); +} + +int X11_Hook::MyXPeekEvent(Display* display, XEvent *event) +{ + return Inst()->_XPeekEvent(display, event); +} + +int X11_Hook::MyXPending(Display* display) +{ + int res = Inst()->_XPending(display); + + if( res && get_steam_client()->steam_overlay->ShowOverlay() ) + { + XEvent event; + //Inst()->_XPeekEvent(display, &event); + XPeekEvent(display, &event); + if( IgnoreEvent(event) ) + { + ImGui_ImplX11_EventHandler(event); + + //Inst()->_XNextEvent(display, &event); + XNextEvent(display, &event); + res = 0; + } + } + + return res; +} + ///////////////////////////////////////////////////////////////////////////////////// X11_Hook::X11_Hook() : initialized(false), - hooked(false) + hooked(false), + game_wnd(0), + _XEventsQueued(nullptr), + _XPeekEvent(nullptr), + _XNextEvent(nullptr), + _XPending(nullptr) { //_library = dlopen(DLL_NAME, RTLD_NOW); } diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index e4692de..13161aa 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -20,29 +20,48 @@ private: // Variables bool hooked; bool initialized; + Window game_wnd; // Functions X11_Hook(); // Hook to X11 window messages - static int MyXEventsQueued(Display * display, int mode); + decltype(XEventsQueued)* _XEventsQueued; - decltype(XPeekEvent)* _XPeekEvent; decltype(XNextEvent)* _XNextEvent; - decltype(XKeysymToKeycode)* _XKeysymToKeycode; - decltype(XLookupKeysym)* _XLookupKeysym; + decltype(XPending)* _XPending; + //decltype(XKeysymToKeycode)* _XKeysymToKeycode; + //decltype(XLookupKeysym)* _XLookupKeysym; + //decltype(XGetGeometry)* _XGetGeometry; public: + static int MyXEventsQueued(Display * display, int mode); + static int MyXNextEvent(Display* display, XEvent *event); + static int MyXPeekEvent(Display* display, XEvent *event); + static int MyXPending(Display* display); + virtual ~X11_Hook(); void resetRenderState(); - void prepareForOverlay(Display *display); + void prepareForOverlay(Display *display, Window wnd); + + Window get_game_wnd() const{ return game_wnd; } bool start_hook(); static X11_Hook* Inst(); virtual const char* get_lib_name() const; + + inline decltype(XEventsQueued)* get_XEventsQueued() const { return _XEventsQueued; } + inline decltype(XPeekEvent)* get_XPeekEvent() const { return _XPeekEvent; } + inline decltype(XNextEvent)* get_XNextEvent() const { return _XNextEvent; } + inline decltype(XPending)* get_XPending() const { return _XPending; } + + inline void loadXEventsQueued(decltype(XEventsQueued)* pfnXEventsQueued) { _XEventsQueued = pfnXEventsQueued; } + inline void loadXPeekEvent(decltype(XPeekEvent)* pfnXPeekEvent) { _XPeekEvent = pfnXPeekEvent; } + inline void loadXNextEvent(decltype(XNextEvent)* pfnXNextEvent) { _XNextEvent = pfnXNextEvent; } + inline void loadXPending(decltype(XPending)* pfnXPending) { _XPending = pfnXPending; } }; #endif//NO_OVERLAY From 9fa4053551cd9933a57353a1815deed995799988 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 11:37:13 +0200 Subject: [PATCH 133/494] Cleanup --- ImGui/impls/linux/imgui_impl_x11.cpp | 22 +++++++--------------- 1 file changed, 7 insertions(+), 15 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index be67763..2268309 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -109,7 +109,7 @@ void ImGui_ImplX11_Shutdown() g_Display = nullptr; } -static bool ImGui_ImplWin32_UpdateMouseCursor() +static bool ImGui_ImplX11_UpdateMouseCursor() { /* ImGuiIO& io = ImGui::GetIO(); @@ -143,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() return true; } -static void ImGui_ImplWin32_UpdateMousePos(Window window) +static void ImGui_ImplX11_UpdateMousePos(Window window) { ImGuiIO& io = ImGui::GetIO(); @@ -166,14 +166,10 @@ static void ImGui_ImplWin32_UpdateMousePos(Window window) io.MousePos.y = y; } -/* TODO: support linux gamepad ? -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - // Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() +static void ImGui_ImplX11_UpdateGamepads() { + /* TODO: support linux gamepad ? ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) @@ -216,18 +212,14 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_BUTTON #undef MAP_ANALOG } + */ } -*/ void ImGui_ImplX11_NewFrame(void* window) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - // Setup display size (every frame to accommodate for window resizing) - Window rootWnd = DefaultRootWindow(g_Display); - - // Todo: use X11 to get this value unsigned int width, height; Window unused_window; int unused_int; @@ -257,7 +249,7 @@ void ImGui_ImplX11_NewFrame(void* window) // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos((Window)window); + ImGui_ImplX11_UpdateMousePos((Window)window); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); @@ -269,7 +261,7 @@ void ImGui_ImplX11_NewFrame(void* window) */ // Update game controllers (if enabled and available) - //ImGui_ImplX11_UpdateGamepads(); + ImGui_ImplX11_UpdateGamepads(); } // Process X11 mouse/keyboard inputs. From 1016e7f47ff525c5bb4fe1c0ad50725ffd06c628 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 17:24:34 +0200 Subject: [PATCH 134/494] Fix lag on events Found on sanctum2, returning 0 in XPending & XEventsQueued make the SDL do something else than polling events and makes lag the event loop. Now the event loop returns 0 when there are no more events. --- ImGui/impls/linux/imgui_impl_x11.cpp | 19 ++-- ImGui/impls/linux/imgui_impl_x11.h | 4 +- overlay_experimental/linux/X11_Hook.cpp | 123 ++++++++++++------------ overlay_experimental/linux/X11_Hook.h | 1 + 4 files changed, 78 insertions(+), 69 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index 2268309..f5f3666 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -23,8 +23,9 @@ // X11 Data static Display* g_Display = nullptr; -static uint64_t g_Time = 0; -static uint64_t g_TicksPerSecond = 0; +static Window g_Window = 0; +static uint64_t g_Time = 0; +static uint64_t g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; @@ -56,7 +57,7 @@ bool IsKeySys(int key) } // Functions -bool ImGui_ImplX11_Init(void *display) +bool ImGui_ImplX11_Init(void *display, void *window) { timespec ts, tsres; clock_getres(CLOCK_MONOTONIC_RAW, &tsres); @@ -72,6 +73,7 @@ bool ImGui_ImplX11_Init(void *display) // Setup back-end capabilities flags g_Display = reinterpret_cast(display); + g_Window = reinterpret_cast(window); ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) @@ -107,6 +109,7 @@ bool ImGui_ImplX11_Init(void *display) void ImGui_ImplX11_Shutdown() { g_Display = nullptr; + g_Window = 0; } static bool ImGui_ImplX11_UpdateMouseCursor() @@ -143,7 +146,7 @@ static bool ImGui_ImplX11_UpdateMouseCursor() return true; } -static void ImGui_ImplX11_UpdateMousePos(Window window) +static void ImGui_ImplX11_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); @@ -160,7 +163,7 @@ static void ImGui_ImplX11_UpdateMousePos(Window window) int rx, ry, x, y; unsigned int mask; - XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); io.MousePos.x = x; io.MousePos.y = y; @@ -215,7 +218,7 @@ static void ImGui_ImplX11_UpdateGamepads() */ } -void ImGui_ImplX11_NewFrame(void* window) +void ImGui_ImplX11_NewFrame() { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); @@ -225,7 +228,7 @@ void ImGui_ImplX11_NewFrame(void* window) int unused_int; unsigned int unused_unsigned_int; - XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); io.DisplaySize.x = width; io.DisplaySize.y = height; @@ -249,7 +252,7 @@ void ImGui_ImplX11_NewFrame(void* window) // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position - ImGui_ImplX11_UpdateMousePos((Window)window); + ImGui_ImplX11_UpdateMousePos(); /* // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h index 2d05551..3022f05 100644 --- a/ImGui/impls/linux/imgui_impl_x11.h +++ b/ImGui/impls/linux/imgui_impl_x11.h @@ -9,9 +9,9 @@ #pragma once -IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display); +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window); IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index 65d755d..f3dee1e 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -41,14 +41,14 @@ void X11_Hook::prepareForOverlay(Display *display, Window wnd) { if (!initialized) { - ImGui_ImplX11_Init(display); + ImGui_ImplX11_Init(display, (void*)wnd); game_wnd = wnd; initialized = true; } - ImGui_ImplX11_NewFrame((void*)wnd); + ImGui_ImplX11_NewFrame(); } ///////////////////////////////////////////////////////////////////////////////////// @@ -68,6 +68,65 @@ bool IgnoreEvent(XEvent &event) return false; } +int X11_Hook::check_for_overlay(Display *d, int num_events) +{ + static Time prev_time = {}; + + X11_Hook* inst = Inst(); + + if( inst->initialized ) + { + XEvent event; + while(num_events) + { + //inst->_XPeekEvent(d, &event); + XPeekEvent(d, &event); + + Steam_Overlay* overlay = get_steam_client()->steam_overlay; + bool show = overlay->ShowOverlay(); + // Is the event is a key press + if (event.type == KeyPress) + { + // Tab is pressed and was not pressed before + //if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) + if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) + { + // if key TAB is held, don't make the overlay flicker :p + if( event.xkey.time != prev_time) + { + overlay->ShowOverlay(!overlay->ShowOverlay()); + + if (overlay->ShowOverlay()) + show = true; + } + } + } + //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab)) + else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab)) + { + prev_time = event.xkey.time; + } + + if (show) + { + ImGui_ImplX11_EventHandler(event); + + if (IgnoreEvent(event)) + { + //inst->_XNextEvent(d, &event); + XNextEvent(d, &event); + --num_events; + } + else + break; + } + else + break; + } + } + return num_events; +} + int X11_Hook::MyXEventsQueued(Display *display, int mode) { X11_Hook* inst = X11_Hook::Inst(); @@ -76,53 +135,9 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) if( res ) { - static Time prev_time = {}; - - XEvent event; - //inst->_XPeekEvent(display, &event); - XPeekEvent(display, &event); - - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); - // Is the event is a key press - if (event.type == KeyPress) - { - // Tab is pressed and was not pressed before - //if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - if (event.xkey.keycode == XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask) - { - // if key TAB is held, don't make the overlay flicker :p - if( event.xkey.time != prev_time) - { - overlay->ShowOverlay(!overlay->ShowOverlay()); - - if (overlay->ShowOverlay()) - show = true; - } - } - } - //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab)) - else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(display, XK_Tab)) - { - prev_time = event.xkey.time; - } - - if (show) - { - ImGui_ImplX11_EventHandler(event); - - if (IgnoreEvent(event)) - { - //inst->_XNextEvent(display, &event); - XNextEvent(display, &event); - return 0; - } - } + res = inst->check_for_overlay(display, res); } - // XEventsQueued returns the num of events available. - // Usually, games tend to read all events queued before calling again XEventsQueued - // making us unavailable to intercept undesired events return res; } @@ -140,19 +155,9 @@ int X11_Hook::MyXPending(Display* display) { int res = Inst()->_XPending(display); - if( res && get_steam_client()->steam_overlay->ShowOverlay() ) + if( res ) { - XEvent event; - //Inst()->_XPeekEvent(display, &event); - XPeekEvent(display, &event); - if( IgnoreEvent(event) ) - { - ImGui_ImplX11_EventHandler(event); - - //Inst()->_XNextEvent(display, &event); - XNextEvent(display, &event); - res = 0; - } + res = Inst()->check_for_overlay(display, res); } return res; diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 13161aa..5282466 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -24,6 +24,7 @@ private: // Functions X11_Hook(); + int check_for_overlay(Display *d, int num_events); // Hook to X11 window messages From 6ebc94660791c6669b521c390b62ea7eb2708526 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 17:25:09 +0200 Subject: [PATCH 135/494] Fixed overlay now showing on some games In sanctum2, not writing in our own context makes the game crash. --- overlay_experimental/linux/OpenGLX_Hook.cpp | 49 ++++++++++++++++----- overlay_experimental/linux/OpenGLX_Hook.h | 2 + 2 files changed, 39 insertions(+), 12 deletions(-) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 86b884a..24c1146 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -60,6 +60,8 @@ void OpenGLX_Hook::resetRenderState() X11_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); + glXDestroyContext(display, context); + display = nullptr; initialized = false; } } @@ -70,7 +72,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) PRINT_DEBUG("Called SwapBuffer hook"); if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() ) - resetRenderState(); + X11_Hook::Inst()->resetRenderState(); if( ! initialized ) { @@ -79,26 +81,48 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) io.IniFilename = NULL; ImGui_ImplOpenGL3_Init(); + + int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid. + GLX_RGBA, //apparently nothing comes after this? + GLX_RED_SIZE, 8, + GLX_GREEN_SIZE, 8, + GLX_BLUE_SIZE, 8, + GLX_ALPHA_SIZE, 8, + //Ideally, the size would be 32 (or at least 24), but I have actually seen + // this size (on a modern OS even). + GLX_DEPTH_SIZE, 16, + GLX_DOUBLEBUFFER, True, + None + }; + + XVisualInfo* visual_info = glXChooseVisual(display, DefaultScreen(display), attributes); + + context = glXCreateContext(display, visual_info, nullptr, True); + this->display = display; + initialized = true; } - if( initialized ) - { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); + auto oldContext = glXGetCurrentContext(); - ImGui::NewFrame(); + glXMakeCurrent(display, drawable, context); - get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); + ImGui_ImplOpenGL3_NewFrame(); + X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); - ImGui::EndFrame(); + ImGui::NewFrame(); - ImGui::Render(); + get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - } + ImGui::EndFrame(); + + ImGui::Render(); + + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glXMakeCurrent(display, drawable, oldContext); } void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) @@ -123,6 +147,7 @@ OpenGLX_Hook::~OpenGLX_Hook() { ImGui_ImplOpenGL3_Shutdown(); ImGui::DestroyContext(); + glXDestroyContext(display, context); } //dlclose(_library); diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index b440961..dcef025 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -19,6 +19,8 @@ private: // Variables bool hooked; bool initialized; + Display *display; + GLXContext context; // Functions OpenGLX_Hook(); From 344674b8893eca8963ae4d9c541cb10f66d9d55a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 19:21:42 +0200 Subject: [PATCH 136/494] revert of "Should fix the cursor until we draw our own cursor." --- overlay_experimental/steam_overlay.cpp | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 49cfe9b..69d90b6 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -125,7 +125,6 @@ void Steam_Overlay::ShowOverlay(bool state) #ifdef __WINDOWS__ static RECT old_clip; - static BOOL show_cursor = FALSE; if (state) { @@ -155,24 +154,12 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - - CURSORINFO cinfo; - cinfo.cbSize = sizeof(cinfo); - GetCursorInfo(&cinfo); - show_cursor = cinfo.flags == CURSOR_SHOWING; - - POINT pos; - pos.x = cliRect.right/2; - pos.y = cliRect.bottom/2; - ClientToScreen(game_hwnd, &pos); - SetCursorPos(pos.x, pos.y); - while (ShowCursor(TRUE) < 0); + ImGui::GetIO().MouseDrawCursor = true; } else { ClipCursor(&old_clip); - if (!show_cursor) - while (ShowCursor(FALSE) >= 0); + ImGui::GetIO().MouseDrawCursor = false; } #else From 2db31928e9965eeb3e3e21592fbc3daa3e043be6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 4 Sep 2019 19:31:31 +0200 Subject: [PATCH 137/494] Notifications --- overlay_experimental/steam_overlay.cpp | 93 +++++++++++++++++++------- overlay_experimental/steam_overlay.h | 23 ++++++- 2 files changed, 90 insertions(+), 26 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 69d90b6..ef9b4f1 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -170,6 +170,18 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } +void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) +{ + if (!(friend_state.window_state & window_state_show)) + { + friend_state.window_state |= window_state_need_attention; +#ifdef __WINDOWS__ + PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); +#endif + AddNotification(message); + } +} + void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) { if (!Ready()) @@ -184,12 +196,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; - - if (!(frd.window_state & window_state_show)) - { - frd.window_state |= window_state_need_attention; - // TODO: Push a notification - } + NotifyUser(i->second, i->first.name() + " invited you to join a game"); } } @@ -207,12 +214,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; - - if (!(frd.window_state & window_state_show)) - { - frd.window_state |= window_state_need_attention; - // TODO: Push a notification - } + NotifyUser(i->second, i->first.name() + " invited you to join a game"); } } @@ -232,6 +234,14 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } +void Steam_Overlay::AddNotification(std::string const& message) +{ + Notification notif; + notif.message = message; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); +} + bool Steam_Overlay::FriendHasLobby(uint64 friend_id) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; @@ -304,9 +314,6 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { -#ifdef __WINDOWS__ - PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); -#endif state.window_state &= ~window_state_need_attention; } @@ -378,15 +385,49 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } -void Steam_Overlay::BuildNotifications() +void Steam_Overlay::BuildNotifications(int width, int height) { - //ImGui::SetNextWindowPos(ImVec2{ (float)width - 300, (float)height - 80 }); - //ImGui::SetNextWindowSize(ImVec2{ 300.0, 80.0 }); - //ImGui::Begin("##notification", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse - // | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing - // | ImGuiWindowFlags_NoDecoration); - // - //ImGui::End(); + auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + int i = 0; + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) + { + auto elapsed_notif = now - it->start_time; + + if ( elapsed_notif < Notification::fade_in) + { + float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else if ( elapsed_notif > Notification::fade_out_start) + { + float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else + { + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); + } + + ImGui::SetNextWindowPos(ImVec2((float)width - Notification::width, (float)Notification::height * i )); + ImGui::SetNextWindowSize(ImVec2( Notification::width, Notification::height )); + ImGui::Begin(std::to_string(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); + + ImGui::TextWrapped("%s", it->message.c_str()); + + ImGui::End(); + + ImGui::PopStyleColor(3); + } + notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { + return (now - item.start_time) > Notification::show_time; + }), notifications.end()); } // Try to make this function as short as possible or it might affect game's fps. @@ -397,6 +438,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) if (!Ready()) return; + BuildNotifications(width, height); + if (show_overlay) { int friend_size = friends.size(); @@ -445,8 +488,6 @@ void Steam_Overlay::OverlayProc( int width, int height ) } ImGui::End(); }// if(show_overlay) - - BuildNotifications(); } void Steam_Overlay::Callback(Common_Message *msg) @@ -465,6 +506,8 @@ void Steam_Overlay::Callback(Common_Message *msg) { friend_info->second.window_state |= window_state_need_attention; } + + AddNotification(friend_info->first.name() + " says: " + steam_message.message()); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 45fd514..fe4aa75 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -39,6 +39,22 @@ struct Friend_Less } }; +struct Notification +{ + static constexpr float width = 200.0; + static constexpr float height = 60.0; + static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); + static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); + static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; + static constexpr std::chrono::milliseconds fade_out_start = show_time - fade_out; + static constexpr float r = 0.16; + static constexpr float g = 0.29; + static constexpr float b = 0.48; + static constexpr float max_alpha = 0.5f; + std::chrono::seconds start_time; + std::string message; +}; + #ifndef NO_OVERLAY class Steam_Overlay @@ -60,6 +76,7 @@ class Steam_Overlay // Callback infos std::queue has_friend_action; + std::vector notifications; bool overlay_state_changed; Steam_Overlay(Steam_Overlay const&) = delete; @@ -76,12 +93,14 @@ class Steam_Overlay bool FriendHasLobby(uint64 friend_id); bool IHaveLobby(); + void NotifyUser(friend_window_state& friend_state, std::string const& message); + // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); // Double click on friend void BuildFriendWindow(Friend const& frd, friend_window_state &state); // Notifications like achievements, chat and invitations - void BuildNotifications(); + void BuildNotifications(int width, int height); public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network); @@ -111,6 +130,8 @@ public: void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); + + void AddNotification(std::string const& message); }; #else From 420e498f22f7fb61b532da5082599a25303a9326 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 4 Sep 2019 17:39:23 +0000 Subject: [PATCH 138/494] Update generate_game_infos.cpp --- generate_game_infos/generate_game_infos.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index a3f74b8..bd487ba 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -357,7 +357,7 @@ void generate_items(CurlEasy& easy) } else { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your items.json"; } std::cerr << std::endl; } From e82579b82c6e14353389137446e77c872966097a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 4 Sep 2019 17:40:22 +0000 Subject: [PATCH 139/494] Update steam_overlay.h --- overlay_experimental/steam_overlay.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index fe4aa75..f325531 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -165,6 +165,8 @@ public: void FriendConnect(Friend _friend) {} void FriendDisconnect(Friend _friend) {} + + void AddNotification(std::string const& message) {} }; #endif From 6c0963560083e8fdf946d4b7ff6a5d4e0ab8e752 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 5 Sep 2019 09:00:02 +0200 Subject: [PATCH 140/494] Added the possibility to create new fonts. Fonts cannot be created after a NewFrame call. --- overlay_experimental/linux/OpenGLX_Hook.cpp | 8 ++- overlay_experimental/steam_overlay.cpp | 57 ++++++++++++++------ overlay_experimental/steam_overlay.h | 15 +++--- overlay_experimental/windows/DX10_Hook.cpp | 6 +-- overlay_experimental/windows/DX11_Hook.cpp | 6 +-- overlay_experimental/windows/DX12_Hook.cpp | 6 +-- overlay_experimental/windows/DX9_Hook.cpp | 13 ++--- overlay_experimental/windows/OpenGL_Hook.cpp | 9 ++-- 8 files changed, 70 insertions(+), 50 deletions(-) diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 24c1146..5968fc5 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -100,11 +100,11 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) context = glXCreateContext(display, visual_info, nullptr, True); this->display = display; + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } - ImGuiIO& io = ImGui::GetIO(); - auto oldContext = glXGetCurrentContext(); glXMakeCurrent(display, drawable, context); @@ -114,9 +114,7 @@ void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(io.DisplaySize.x, io.DisplaySize.y); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ef9b4f1..ded3c2e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -86,7 +86,7 @@ void Steam_Overlay::SetupOverlay() void Steam_Overlay::HookReady() { - if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. + if (!is_ready) { // TODO: Uncomment this and draw our own cursor (cosmetics) //ImGuiIO &io = ImGui::GetIO(); @@ -98,10 +98,6 @@ void Steam_Overlay::HookReady() } } -// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ -// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook -// https://github.com/unknownv2/LinuxDetours - void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId) { ShowOverlay(true); @@ -172,7 +168,7 @@ void Steam_Overlay::ShowOverlay(bool state) void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) { - if (!(friend_state.window_state & window_state_show)) + if (!(friend_state.window_state & window_state_show) || !show_overlay) { friend_state.window_state |= window_state_need_attention; #ifdef __WINDOWS__ @@ -385,10 +381,16 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::End(); } +ImFont *font_default; +ImFont *font_notif; + void Steam_Overlay::BuildNotifications(int width, int height) { auto now = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); int i = 0; + + int font_size = ImGui::GetFontSize(); + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { auto elapsed_notif = now - it->start_time; @@ -414,8 +416,8 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); } - ImGui::SetNextWindowPos(ImVec2((float)width - Notification::width, (float)Notification::height * i )); - ImGui::SetNextWindowSize(ImVec2( Notification::width, Notification::height )); + ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); + ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); ImGui::Begin(std::to_string(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); @@ -430,15 +432,38 @@ void Steam_Overlay::BuildNotifications(int width, int height) }), notifications.end()); } +void Steam_Overlay::CreateFonts() +{ + ImGuiIO& io = ImGui::GetIO(); + ImFontConfig fontcfg; + + fontcfg.OversampleH = fontcfg.OversampleV = 1; + fontcfg.PixelSnapH = true; + fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault(); + + fontcfg.SizePixels = std::round(io.DisplaySize.y / 68); + font_default = io.Fonts->AddFontDefault(&fontcfg); + + fontcfg.SizePixels = std::round(io.DisplaySize.y / 60); + font_notif = io.Fonts->AddFontDefault(&fontcfg); + + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 0.0; // Disable round window +} + // Try to make this function as short as possible or it might affect game's fps. -void Steam_Overlay::OverlayProc( int width, int height ) +void Steam_Overlay::OverlayProc() { std::lock_guard lock(global_mutex); if (!Ready()) return; - BuildNotifications(width, height); + ImGuiIO& io = ImGui::GetIO(); + + ImGui::PushFont(font_notif); + BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); + ImGui::PopFont(); if (show_overlay) { @@ -446,12 +471,12 @@ void Steam_Overlay::OverlayProc( int width, int height ) // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); - ImGui::SetNextWindowSize({ static_cast(width), - static_cast(height) }); + ImGui::SetNextWindowSize({ static_cast(io.DisplaySize.x), + static_cast(io.DisplaySize.y) }); ImGui::SetNextWindowBgAlpha(0.50); - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 0.0; // Disable round window + + ImGui::PushFont(font_default); if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { @@ -487,6 +512,8 @@ void Steam_Overlay::OverlayProc( int width, int height ) } } ImGui::End(); + + ImGui::PopFont(); }// if(show_overlay) } @@ -507,7 +534,7 @@ void Steam_Overlay::Callback(Common_Message *msg) friend_info->second.window_state |= window_state_need_attention; } - AddNotification(friend_info->first.name() + " says: " + steam_message.message()); + NotifyUser(friend_info->second, friend_info->first.name() + " says: " + steam_message.message()); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index f325531..c0f0458 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -41,8 +41,8 @@ struct Friend_Less struct Notification { - static constexpr float width = 200.0; - static constexpr float height = 60.0; + static constexpr float width = 0.25; + static constexpr float height = 4.0; static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; @@ -117,7 +117,8 @@ public: void HookReady(); - void OverlayProc(int width, int height); + void CreateFonts(); + void OverlayProc(); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); @@ -139,7 +140,7 @@ public: class Steam_Overlay { public: - Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) {} + Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) {} ~Steam_Overlay() {} bool Ready() const { return false; } @@ -151,13 +152,15 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} void SetupOverlay() {} - void HookReady(void* hWnd) {} + void HookReady() {} - void OverlayProc(int width, int height) {} + void CreateFonts() {} + void OverlayProc() {} void OpenOverlayInvite(CSteamID lobbyId) {} void OpenOverlay(const char* pchDialog) {} + bool ShowOverlay() const {} void ShowOverlay(bool state) {} void SetLobbyInvite(Friend friendId, uint64 lobbyId) {} diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index c01864f..e44d55e 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -75,6 +75,8 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -83,9 +85,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 21ad917..1e96cb0 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -87,6 +87,8 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -95,9 +97,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index a3d52f6..bf83be4 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -87,6 +87,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } } @@ -130,9 +132,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); ImGui::Render(); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index ef184d3..da545b4 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -55,12 +55,6 @@ void DX9_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) { - IDirect3DSwapChain9* pSwapChain; - pDevice->GetSwapChain(0, &pSwapChain); - D3DPRESENT_PARAMETERS PresentParameters; - pSwapChain->GetPresentParameters(&PresentParameters); - pSwapChain->Release(); - D3DDEVICE_CREATION_PARAMETERS param; pDevice->GetCreationParameters(¶m); @@ -75,6 +69,9 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) io.IniFilename = NULL; ImGui_ImplDX9_Init(pDevice); + + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } @@ -83,9 +80,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 1e1026d..9cdd7f4 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -67,9 +67,6 @@ void OpenGL_Hook::resetRenderState() void OpenGL_Hook::prepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); - RECT rect; - - GetClientRect(hWnd, &rect); if (hWnd != Windows_Hook::Inst()->GetGameHwnd()) resetRenderState(); @@ -82,6 +79,8 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui_ImplOpenGL3_Init(); + get_steam_client()->steam_overlay->CreateFonts(); + initialized = true; } ImGui_ImplOpenGL3_NewFrame(); @@ -89,9 +88,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom); - - ImGui::EndFrame(); + get_steam_client()->steam_overlay->OverlayProc(); ImGui::Render(); From 58083e0863c129994bfc0f4a18e1c07bd5f114d5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 7 Sep 2019 09:39:41 -0400 Subject: [PATCH 141/494] Started work on a real avatars implementation. Fix issue where since the image ids changed for every get avatar call mudrunner would keep allocating memory indefinitely. --- dll/settings.cpp | 13 +++++++++- dll/settings.h | 10 ++++++++ dll/steam_friends.h | 61 ++++++++++++++++++++++++++++++++++----------- dll/steam_utils.h | 26 ++++++++----------- 4 files changed, 80 insertions(+), 30 deletions(-) diff --git a/dll/settings.cpp b/dll/settings.cpp index 46771a4..95ab05a 100644 --- a/dll/settings.cpp +++ b/dll/settings.cpp @@ -202,4 +202,15 @@ void Settings::setLeaderboard(std::string leaderboard, enum ELeaderboardSortMeth leader.display_type = display_type; leaderboards[leaderboard] = leader; -} \ No newline at end of file +} + +int Settings::add_image(std::string data, uint32 width, uint32 height) +{ + int last = images.size() + 1; + struct Image_Data dt; + dt.width = width; + dt.height = height; + dt.data = data; + images[last] = dt; + return last; +} diff --git a/dll/settings.h b/dll/settings.h index cd6d1de..d787abb 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -52,6 +52,12 @@ struct Stat_config { }; }; +struct Image_Data { + uint32 width; + uint32 height; + std::string data; +}; + class Settings { CSteamID steam_id; CGameID game_id; @@ -116,6 +122,10 @@ public: //stats std::map getStats() { return stats; } void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; } + + //images + std::map images; + int add_image(std::string data, uint32 width, uint32 height); }; #endif diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 145a1d5..9453c89 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -19,6 +19,12 @@ #define SEND_FRIEND_RATE 4.0 +struct Avatar_Numbers { + int smallest; + int medium; + int large; +}; + class Steam_Friends : public ISteamFriends004, public ISteamFriends005, @@ -45,7 +51,7 @@ public ISteamFriends bool modified; std::vector friends; - unsigned img_count; + std::map avatars; CSteamID lobby_id; std::chrono::high_resolution_clock::time_point last_sent_friends; @@ -82,6 +88,29 @@ bool isAppIdCompatible(Friend *f) return settings->get_local_game_id().AppID() == f->appid(); } +struct Avatar_Numbers add_friend_avatars(CSteamID id) +{ + uint64 steam_id = id.ConvertToUint64(); + auto avatar_ids = avatars.find(steam_id); + if (avatar_ids != avatars.end()) { + return avatar_ids->second; + } + + //TODO: get real image data from self/other peers + struct Avatar_Numbers avatar_numbers; + char zero_array[184 * 184 * 4] = {}; + std::string small_avatar(zero_array, 32 * 32 * 4); + std::string medium_avatar(zero_array, 64 * 64 * 4); + std::string large_avatar(zero_array, 184 * 184 * 4); + + avatar_numbers.smallest = settings->add_image(small_avatar, 32, 32); + avatar_numbers.medium = settings->add_image(medium_avatar, 64, 64); + avatar_numbers.large = settings->add_image(large_avatar, 184, 184); + + avatars[steam_id] = avatar_numbers; + return avatar_numbers; +} + public: static void steam_friends_callback(void *object, Common_Message *msg) { @@ -552,8 +581,10 @@ void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) int GetSmallFriendAvatar( CSteamID steamIDFriend ) { PRINT_DEBUG("Steam_Friends::GetSmallFriendAvatar\n"); - ++img_count; - return (img_count * 3) + 1; + //IMPORTANT NOTE: don't change friend avatar numbers for the same friend or else some games endlessly allocate stuff. + std::lock_guard lock(global_mutex); + struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend); + return numbers.smallest; } @@ -561,8 +592,9 @@ int GetSmallFriendAvatar( CSteamID steamIDFriend ) int GetMediumFriendAvatar( CSteamID steamIDFriend ) { PRINT_DEBUG("Steam_Friends::GetMediumFriendAvatar\n"); - ++img_count; - return (img_count * 3) + 2; + std::lock_guard lock(global_mutex); + struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend); + return numbers.medium; } @@ -571,8 +603,9 @@ int GetMediumFriendAvatar( CSteamID steamIDFriend ) int GetLargeFriendAvatar( CSteamID steamIDFriend ) { PRINT_DEBUG("Steam_Friends::GetLargeFriendAvatar\n"); - ++img_count; - return (img_count * 3) + 0; + std::lock_guard lock(global_mutex); + struct Avatar_Numbers numbers = add_friend_avatars(steamIDFriend); + return numbers.large; } int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) @@ -671,19 +704,19 @@ bool SetRichPresence( const char *pchKey, const char *pchValue ) PRINT_DEBUG("Steam_Friends::SetRichPresence %s %s\n", pchKey, pchValue ? pchValue : "NULL"); std::lock_guard lock(global_mutex); if (pchValue) { - #ifdef SHOW_DIALOG_RICH_CONNECT - if (std::string(pchKey) == std::string("connect")) - MessageBox(0, pchValue, pchKey, MB_OK); - #endif - (*us.mutable_rich_presence())[pchKey] = pchValue; + auto prev_value = (*us.mutable_rich_presence()).find(pchKey); + if (prev_value == (*us.mutable_rich_presence()).end() || prev_value->second != pchValue) { + (*us.mutable_rich_presence())[pchKey] = pchValue; + modified = true; + } } else { auto to_remove = us.mutable_rich_presence()->find(pchKey); if (to_remove != us.mutable_rich_presence()->end()) { us.mutable_rich_presence()->erase(to_remove); + modified = true; } } - modified = true; - + return true; } diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 2405024..6f96efb 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -82,39 +82,35 @@ const char *GetIPCountry() return "US"; } -static uint32 width_image(int iImage) -{ - if ((iImage % 3) == 1) return 32; - if ((iImage % 3) == 2) return 64; - return 184; -} - // returns true if the image exists, and valid sizes were filled out bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) { - PRINT_DEBUG("GetImageSize\n"); + PRINT_DEBUG("GetImageSize %i\n", iImage); if (!iImage || !pnWidth || !pnHeight) return false; + auto image = settings->images.find(iImage); + if (image == settings->images.end()) return false; - *pnWidth = width_image(iImage); - *pnHeight = width_image(iImage);; + *pnWidth = image->second.width; + *pnHeight = image->second.height; return true; } - // returns true if the image exists, and the buffer was successfully filled out // results are returned in RGBA format // the destination buffer size should be 4 * height * width * sizeof(char) bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) { - PRINT_DEBUG("GetImageRGBA\n"); + PRINT_DEBUG("GetImageRGBA %i\n", iImage); if (!iImage || !pubDest || !nDestBufferSize) return false; - unsigned size = width_image(iImage) * width_image(iImage) * 4; + auto image = settings->images.find(iImage); + if (image == settings->images.end()) return false; + + unsigned size = image->second.data.size(); if (nDestBufferSize < size) size = nDestBufferSize; - memset(pubDest, 0xFF, size); + image->second.data.copy((char *)pubDest, nDestBufferSize); return true; } - // returns the IP of the reporting server for valve - currently only used in Source engine games bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) { From 4db580d94556698226aeddc57a7d4854f1967603 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 7 Sep 2019 10:35:55 -0400 Subject: [PATCH 142/494] Add missing older steam api SteamUnifiedMessages() function. --- dll/dll.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index ccfef42..ff4464b 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -471,7 +471,7 @@ STEAMAPI_API ISteamHTMLSurface *SteamHTMLSurface() { PRINT_DEBUG("SteamHTMLSu STEAMAPI_API ISteamInventory *SteamInventory() { PRINT_DEBUG("SteamInventory()\n");return get_steam_client_old()->GetISteamInventory(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_inventory); } STEAMAPI_API ISteamVideo *SteamVideo() { PRINT_DEBUG("SteamVideo()\n");return get_steam_client_old()->GetISteamVideo(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_video); } STEAMAPI_API ISteamParentalSettings *SteamParentalSettings() { PRINT_DEBUG("SteamParentalSettings()\n");return get_steam_client_old()->GetISteamParentalSettings(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), ""); } - +STEAMAPI_API ISteamUnifiedMessages *SteamUnifiedMessages() { PRINT_DEBUG("SteamUnifiedMessages()\n");return get_steam_client_old()->GetISteamUnifiedMessages(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_unified_messages); } //Gameserver stuff From 2af93427fefa65ca6aae1b7efc67947f78cd501c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 10 Sep 2019 14:54:54 -0400 Subject: [PATCH 143/494] Initial Xinput ISteamInput/ISteamController support. --- Readme_release.txt | 52 ++- build_win_debug_experimental.bat | 4 +- build_win_release_experimental.bat | 4 +- controller/gamepad.c | 599 +++++++++++++++++++++++++++++ controller/gamepad.h | 324 ++++++++++++++++ dll/settings.h | 9 + dll/settings_parser.cpp | 75 ++++ dll/steam_client.cpp | 2 +- dll/steam_client.h | 4 + dll/steam_controller.h | 418 +++++++++++++++++--- dll/steam_controller_disabled.h | 375 ++++++++++++++++++ dll/steam_utils.h | 4 + 12 files changed, 1814 insertions(+), 56 deletions(-) create mode 100644 controller/gamepad.c create mode 100644 controller/gamepad.h create mode 100644 dll/steam_controller_disabled.h diff --git a/Readme_release.txt b/Readme_release.txt index 647ffcb..c0d11e0 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -91,14 +91,62 @@ The default value is simply a number that represents the default value for the s Support for CPY steam_api(64).dll cracks: See the build in the experimental folder. - Notes: -You must all be on the same LAN for it to work. This is an early work so a lot of games will likely not work. +You must all be on the same LAN for it to work. IMPORTANT: Do not run more than one steam game with the same appid at the same time on the same computer with my emu or there might be network issues (dedicated servers should be fine though). +Controller (Note: at the moment this feature is only enabled in the windows experimental builds): +SteamController/SteamInput support is limited to XInput controllers. If your controller is not XInput, there are many tools (at least for windows) that you can use to make it emulate an XInput one. +Steam uses things called action sets for controller configuration. An action set is a group of action names. Action names are bound to buttons, triggers or joysticks. +The emulator needs to know for each action set, which button is linked to which action name. Create a ACTION_SET_NAME.txt file in the steam_settings\controller folder for every action set the game uses. +To see an example for the game Crystar see: steam_settings.EXAMPLE\controller.EXAMPLE +In the action set txt files the format is: +For digital actions (buttons, on or off): ACTION_NAME=BUTTON_NAME +For analog actions (joysticks, triggers): ACTION_NAME=ANALOG_NAME=input source mode +Actions can be bound to more than one button by separating the buttons with , like this: ACTION_NAME=A,B + +If you want to configure a game yourself, find the xbox360 or xbox one vdf file for the game and you should be able to figure things out. + +For example to get the vdf file for the game Crystar: https://steamdb.info/app/981750/config/ +If you look at: steamcontrollerconfigdetails, you will see something like: 1779660455/controller_type: controller_xbox360 +1779660455 refers to a file id that you can dl using your favorite steam workshop downloader site. +The url would be: https://steamcommunity.com/sharedfiles/filedetails/?id=1779660455 + +Valid digital button names: +DUP +DDOWN +DLEFT +DRIGHT +START +BACK +LSTICK +RSTICK +LBUMPER +RBUMPER +A +B +X +Y +DLTRIGGER (emulated buttons, the joy ones are used by games in menus for example. When the game wants to know if the trigger is pressed without the intensity) +DRTRIGGER +DLJOYUP +DLJOYDOWN +DLJOYLEFT +DLJOYRIGHT +DRJOYUP +DRJOYDOWN +DRJOYLEFT +DRJOYRIGHT + +Valid analog names: +LTRIGGER +RTRIGGER +LJOY +RJOY + List of valid steam languages: diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index b2ea89c..c306adc 100644 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -4,13 +4,13 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 0c58b81..3ffb57e 100644 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt diff --git a/controller/gamepad.c b/controller/gamepad.c new file mode 100644 index 0000000..53a6a2f --- /dev/null +++ b/controller/gamepad.c @@ -0,0 +1,599 @@ +/** + * Gamepad Input Library + * Sean Middleditch + * Copyright (C) 2010 Sean Middleditch + * LICENSE: MIT/X + */ + +#include +#include +#include +#include + +#define GAMEPAD_EXPORT 1 +#include "gamepad.h" + +/* Platform-specific includes */ +#if defined(_WIN32) +# define WIN32_LEAN_AND_MEAN 1 +# undef UNICODE +# include "windows.h" +# include "xinput.h" +# pragma comment(lib, "xinput.lib") +#elif defined(__linux__) +# include +# include +# include +# include +# include +#else +# error "Unknown platform in gamepad.c" +#endif + +#define BUTTON_TO_FLAG(b) (1 << (b)) + +/* Axis information */ +typedef struct GAMEPAD_AXIS GAMEPAD_AXIS; +struct GAMEPAD_AXIS { + int x, y; + float nx, ny; + float length; + float angle; + GAMEPAD_STICKDIR dirLast, dirCurrent; +}; + +/* Trigger value information */ +typedef struct GAMEPAD_TRIGINFO GAMEPAD_TRIGINFO; +struct GAMEPAD_TRIGINFO { + int value; + float length; + GAMEPAD_BOOL pressedLast, pressedCurrent; +}; + +/* Structure for state of a particular gamepad */ +typedef struct GAMEPAD_STATE GAMEPAD_STATE; +struct GAMEPAD_STATE { + GAMEPAD_AXIS stick[STICK_COUNT]; + GAMEPAD_TRIGINFO trigger[TRIGGER_COUNT]; + int bLast, bCurrent, flags; +#if defined(__linux__) + char* device; + int fd; + int effect; +#endif +}; + +/* State of the four gamepads */ +static GAMEPAD_STATE STATE[4]; + +/* Note whether a gamepad is currently connected */ +#define FLAG_CONNECTED (1<<0) +#define FLAG_RUMBLE (1<<1) + +/* Prototypes for utility functions */ +static void GamepadResetState (GAMEPAD_DEVICE gamepad); +static void GamepadUpdateCommon (void); +static void GamepadUpdateDevice (GAMEPAD_DEVICE gamepad); +static void GamepadUpdateStick (GAMEPAD_AXIS* axis, float deadzone); +static void GamepadUpdateTrigger (GAMEPAD_TRIGINFO* trig); + +/* Various values of PI */ +#define PI_1_4 0.78539816339744f +#define PI_1_2 1.57079632679489f +#define PI_3_4 2.35619449019234f +#define PI 3.14159265358979f + +/* Platform-specific implementation code */ +#if defined(_WIN32) + +void GamepadInit(void) { + int i; + for (i = 0; i != GAMEPAD_COUNT; ++i) { + STATE[i].flags = 0; + } +} + +void GamepadUpdate(void) { + GamepadUpdateCommon(); +} + +static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) { + XINPUT_STATE xs; + if (XInputGetState(gamepad, &xs) == 0) { + /* reset if the device was not already connected */ + if ((STATE[gamepad].flags & FLAG_CONNECTED) == 0) { + GamepadResetState(gamepad); + } + + /* mark that we are connected w/ rumble support */ + STATE[gamepad].flags |= FLAG_CONNECTED|FLAG_RUMBLE; + + /* update state */ + STATE[gamepad].bCurrent = xs.Gamepad.wButtons; + STATE[gamepad].trigger[TRIGGER_LEFT].value = xs.Gamepad.bLeftTrigger; + STATE[gamepad].trigger[TRIGGER_RIGHT].value = xs.Gamepad.bRightTrigger; + STATE[gamepad].stick[STICK_LEFT].x = xs.Gamepad.sThumbLX; + STATE[gamepad].stick[STICK_LEFT].y = xs.Gamepad.sThumbLY; + STATE[gamepad].stick[STICK_RIGHT].x = xs.Gamepad.sThumbRX; + STATE[gamepad].stick[STICK_RIGHT].y = xs.Gamepad.sThumbRY; + } else { + /* disconnected */ + STATE[gamepad].flags &= ~FLAG_CONNECTED; + } +} + +void GamepadShutdown(void) { + /* no Win32 shutdown required */ +} + +void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) { + if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) { + XINPUT_VIBRATION vib; + ZeroMemory(&vib, sizeof(vib)); + vib.wLeftMotorSpeed = (WORD)(left * 65535); + vib.wRightMotorSpeed = (WORD)(right * 65535); + XInputSetState(gamepad, &vib); + } +} + +#elif defined(__linux__) + +/* UDev handles */ +static struct udev* UDEV = NULL; +static struct udev_monitor* MON = NULL; + +static void GamepadAddDevice(const char* devPath); +static void GamepadRemoveDevice(const char* devPath); + +/* Helper to add a new device */ +static void GamepadAddDevice(const char* devPath) { + int i; + + /* try to find a free controller */ + for (i = 0; i != GAMEPAD_COUNT; ++i) { + if ((STATE[i].flags & FLAG_CONNECTED) == 0) { + break; + } + } + if (i == GAMEPAD_COUNT) { + return; + } + + /* copy the device path */ + STATE[i].device = strdup(devPath); + if (STATE[i].device == NULL) { + return; + } + + /* reset device state */ + GamepadResetState((GAMEPAD_DEVICE)i); + + /* attempt to open the device in read-write mode, which we need fo rumble */ + STATE[i].fd = open(STATE[i].device, O_RDWR|O_NONBLOCK); + if (STATE[i].fd != -1) { + STATE[i].flags = FLAG_CONNECTED|FLAG_RUMBLE; + return; + } + + /* attempt to open in read-only mode if access was denied */ + if (errno == EACCES) { + STATE[i].fd = open(STATE[i].device, O_RDONLY|O_NONBLOCK); + if (STATE[i].fd != -1) { + STATE[i].flags = FLAG_CONNECTED; + return; + } + } + + /* could not open the device at all */ + free(STATE[i].device); + STATE[i].device = NULL; +} + +/* Helper to remove a device */ +static void GamepadRemoveDevice(const char* devPath) { + int i; + for (i = 0; i != GAMEPAD_COUNT; ++i) { + if (STATE[i].device != NULL && strcmp(STATE[i].device, devPath) == 0) { + if (STATE[i].fd != -1) { + close(STATE[i].fd); + STATE[i].fd = -1; + } + free(STATE[i].device); + STATE[i].device = 0; + STATE[i].flags = 0; + break; + } + } +} + +void GamepadInit(void) { + struct udev_list_entry* devices; + struct udev_list_entry* item; + struct udev_enumerate* enu; + int i; + + /* initialize connection state */ + for (i = 0; i != GAMEPAD_COUNT; ++i) { + STATE[i].flags = 0; + STATE[i].fd = STATE[i].effect = -1; + } + + /* open the udev handle */ + UDEV = udev_new(); + if (UDEV == NULL) { + /* FIXME: flag error? */ + return; + } + + /* open monitoring device (safe to fail) */ + MON = udev_monitor_new_from_netlink(UDEV, "udev"); + /* FIXME: flag error if hot-plugging can't be supported? */ + if (MON != NULL) { + udev_monitor_enable_receiving(MON); + udev_monitor_filter_add_match_subsystem_devtype(MON, "input", NULL); + } + + /* enumerate joypad devices */ + enu = udev_enumerate_new(UDEV); + udev_enumerate_add_match_subsystem(enu, "input"); + udev_enumerate_scan_devices(enu); + devices = udev_enumerate_get_list_entry(enu); + + udev_list_entry_foreach(item, devices) { + const char* name; + const char* sysPath; + const char* devPath; + struct udev_device* dev; + + name = udev_list_entry_get_name(item); + dev = udev_device_new_from_syspath(UDEV, name); + sysPath = udev_device_get_syspath(dev); + devPath = udev_device_get_devnode(dev); + + if (sysPath != NULL && devPath != NULL && strstr(sysPath, "/js") != 0) { + GamepadAddDevice(devPath); + } + + udev_device_unref(dev); + } + + /* cleanup */ + udev_enumerate_unref(enu); +} + +void GamepadUpdate(void) { + if (MON != NULL) { + fd_set r; + struct timeval tv; + int fd = udev_monitor_get_fd(MON); + + /* set up a poll on the udev device */ + FD_ZERO(&r); + FD_SET(fd, &r); + + tv.tv_sec = 0; + tv.tv_usec = 0; + + select(fd + 1, &r, 0, 0, &tv); + + /* test if we have a device change */ + if (FD_ISSET(fd, &r)) { + struct udev_device* dev = udev_monitor_receive_device(MON); + if (dev) { + const char* devNode = udev_device_get_devnode(dev); + const char* sysPath = udev_device_get_syspath(dev); + const char* action = udev_device_get_action(dev); + sysPath = udev_device_get_syspath(dev); + action = udev_device_get_action(dev); + + if (strstr(sysPath, "/js") != 0) { + if (strcmp(action, "remove") == 0) { + GamepadRemoveDevice(devNode); + } else if (strcmp(action, "add") == 0) { + GamepadAddDevice(devNode); + } + } + + udev_device_unref(dev); + } + } + } + + GamepadUpdateCommon(); +} + +static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) { + if (STATE[gamepad].flags & FLAG_CONNECTED) { + struct js_event je; + while (read(STATE[gamepad].fd, &je, sizeof(je)) > 0) { + int button; + switch (je.type) { + case JS_EVENT_BUTTON: + /* determine which button the event is for */ + switch (je.number) { + case 0: button = BUTTON_A; break; + case 1: button = BUTTON_B; break; + case 2: button = BUTTON_X; break; + case 3: button = BUTTON_Y; break; + case 4: button = BUTTON_LEFT_SHOULDER; break; + case 5: button = BUTTON_RIGHT_SHOULDER; break; + case 6: button = BUTTON_BACK; break; + case 7: button = BUTTON_START; break; + case 8: button = 0; break; /* XBOX button */ + case 9: button = BUTTON_LEFT_THUMB; break; + case 10: button = BUTTON_RIGHT_THUMB; break; + default: button = 0; break; + } + + /* set or unset the button */ + if (je.value) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button); + } else { + STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button); + } + + break; + case JS_EVENT_AXIS: + /* normalize and store the axis */ + switch (je.number) { + case 0: STATE[gamepad].stick[STICK_LEFT].x = je.value; break; + case 1: STATE[gamepad].stick[STICK_LEFT].y = -je.value; break; + case 2: STATE[gamepad].trigger[TRIGGER_LEFT].value = (je.value + 32768) >> 8; break; + case 3: STATE[gamepad].stick[STICK_RIGHT].x = je.value; break; + case 4: STATE[gamepad].stick[STICK_RIGHT].y = -je.value; break; + case 5: STATE[gamepad].trigger[TRIGGER_RIGHT].value = (je.value + 32768) >> 8; break; + case 6: + if (je.value == -32767) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + } else if (je.value == 32767) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); + } else { + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + } + break; + case 7: + if (je.value == -32767) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + } else if (je.value == 32767) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP); + } else { + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + } + break; + default: break; + } + + break; + default: + break; + } + } + } +} + +void GamepadShutdown(void) { + int i; + + /* cleanup udev */ + udev_monitor_unref(MON); + udev_unref(UDEV); + + /* cleanup devices */ + for (i = 0; i != GAMEPAD_COUNT; ++i) { + if (STATE[i].device != NULL) { + free(STATE[i].device); + } + + if (STATE[i].fd != -1) { + close(STATE[i].fd); + } + } +} + +void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) { + if (STATE[gamepad].fd != -1) { + struct input_event play; + + /* delete any existing effect */ + if (STATE[gamepad].effect != -1) { + /* stop the effect */ + play.type = EV_FF; + play.code = STATE[gamepad].effect; + play.value = 0; + + write(STATE[gamepad].fd, (const void*)&play, sizeof(play)); + + /* delete the effect */ + ioctl(STATE[gamepad].fd, EVIOCRMFF, STATE[gamepad].effect); + } + + /* if rumble parameters are non-zero, start the new effect */ + if (left != 0.f || right != 0.f) { + struct ff_effect ff; + + /* define an effect for this rumble setting */ + ff.type = FF_RUMBLE; + ff.id = -1; + ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535); + ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535); + ff.replay.length = 5; + ff.replay.delay = 0; + + /* upload the effect */ + if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) { + STATE[gamepad].effect = ff.id; + } + + /* play the effect */ + play.type = EV_FF; + play.code = STATE[gamepad].effect; + play.value = 1; + + write(STATE[gamepad].fd, (const void*)&play, sizeof(play)); + } + } +} + +#else /* !defined(_WIN32) && !defined(__linux__) */ + +# error "Unknown platform in gamepad.c" + +#endif /* end of platform implementations */ + +GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { + return (STATE[device].flags & FLAG_CONNECTED) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { + return (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { + return ((STATE[device].bLast & BUTTON_TO_FLAG(button)) == 0 && + (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { + return ((STATE[device].bCurrent & BUTTON_TO_FLAG(button)) == 0 && + (STATE[device].bLast & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { + return STATE[device].trigger[trigger].value; +} + +float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { + return STATE[device].trigger[trigger].length; +} + +GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { + return STATE[device].trigger[trigger].pressedCurrent; +} + +GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { + return (STATE[device].trigger[trigger].pressedCurrent && + !STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { + return (!STATE[device].trigger[trigger].pressedCurrent && + STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int *outX, int *outY) { + *outX = STATE[device].stick[stick].x; + *outY = STATE[device].stick[stick].y; +} + +float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { + return STATE[device].stick[stick].length; +} + +void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float *outX, float *outY) { + *outX = STATE[device].stick[stick].nx; + *outY = STATE[device].stick[stick].ny; +} + +float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { + return STATE[device].stick[stick].angle; +} + +GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { + return STATE[device].stick[stick].dirCurrent; +} + +GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir) { + return (STATE[device].stick[stick].dirCurrent == dir && + STATE[device].stick[stick].dirCurrent != STATE[device].stick[stick].dirLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE; +} + +/* initialize common gamepad state */ +static void GamepadResetState(GAMEPAD_DEVICE gamepad) { + memset(STATE[gamepad].stick, 0, sizeof(STATE[gamepad].stick)); + memset(STATE[gamepad].trigger, 0, sizeof(STATE[gamepad].trigger)); + STATE[gamepad].bLast = STATE[gamepad].bCurrent = 0; +} + +/* Update individual sticks */ +static void GamepadUpdateCommon(void) { + int i; + for (i = 0; i != GAMEPAD_COUNT; ++i) { + /* store previous button state */ + STATE[i].bLast = STATE[i].bCurrent; + + /* per-platform update routines */ + GamepadUpdateDevice((GAMEPAD_DEVICE)i); + + /* calculate refined stick and trigger values */ + if ((STATE[i].flags & FLAG_CONNECTED) != 0) { + GamepadUpdateStick(&STATE[i].stick[STICK_LEFT], GAMEPAD_DEADZONE_LEFT_STICK); + GamepadUpdateStick(&STATE[i].stick[STICK_RIGHT], GAMEPAD_DEADZONE_RIGHT_STICK); + + GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_LEFT]); + GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_RIGHT]); + } + } +} + +/* Update stick info */ +static void GamepadUpdateStick(GAMEPAD_AXIS* axis, float deadzone) { + // determine magnitude of stick + axis->length = sqrtf((float)(axis->x*axis->x) + (float)(axis->y*axis->y)); + + if (axis->length > deadzone) { + // clamp length to maximum value + if (axis->length > 32767.0f) { + axis->length = 32767.0f; + } + + // normalized X and Y values + axis->nx = axis->x / axis->length; + axis->ny = axis->y / axis->length; + + // adjust length for deadzone and find normalized length + axis->length -= deadzone; + axis->length /= (32767.0f - deadzone); + + // find angle of stick in radians + axis->angle = atan2f((float)axis->y, (float)axis->x); + } else { + axis->x = axis->y = 0; + axis->nx = axis->ny = 0.0f; + axis->length = axis->angle = 0.0f; + } + + /* update the stick direction */ + axis->dirLast = axis->dirCurrent; + axis->dirCurrent = STICKDIR_CENTER; + + /* check direction to see if it's non-centered */ + if (axis->length != 0.f) { + if (axis->angle >= PI_1_4 && axis->angle < PI_3_4) { + axis->dirCurrent = STICKDIR_UP; + } else if (axis->angle >= -PI_3_4 && axis->angle < -PI_1_4) { + axis->dirCurrent = STICKDIR_DOWN; + } else if (axis->angle >= PI_3_4 || axis->angle < -PI_3_4) { + axis->dirCurrent = STICKDIR_LEFT; + } else /* if (axis->angle < PI_1_4 && axis->angle >= -PI_1_4) */ { + axis->dirCurrent = STICKDIR_RIGHT; + } + } +} + +/* Update trigger info */ +static void GamepadUpdateTrigger(GAMEPAD_TRIGINFO* trig) { + trig->pressedLast = trig->pressedCurrent; + + if (trig->value > GAMEPAD_DEADZONE_TRIGGER) { + trig->length = ((trig->value - GAMEPAD_DEADZONE_TRIGGER) / (255.0f - GAMEPAD_DEADZONE_TRIGGER)); + trig->pressedCurrent = GAMEPAD_TRUE; + } else { + trig->value = 0; + trig->length = 0.0f; + trig->pressedCurrent = GAMEPAD_FALSE; + } +} diff --git a/controller/gamepad.h b/controller/gamepad.h new file mode 100644 index 0000000..4883a3f --- /dev/null +++ b/controller/gamepad.h @@ -0,0 +1,324 @@ +/** + * Gamepad Input Library + * Sean Middleditch + * Copyright (C) 2010,2011 Sean Middleditch + * LICENSE: MIT/X + */ + +#if !defined(GAMEPAD_H) +#define GAMEPAD_H 1 + +#if defined(__cplusplus) +extern "C" { +#endif + +#define GAMEPAD_STATIC_LIB +#if defined(GAMEPAD_STATIC_LIB) +# define GAMEPAD_API +#else +# if defined(_WIN32) +# if defined(GAMEPAD_EXPORT) +# define GAMEPAD_API __declspec(dllexport) +# else +# define GAMEPAD_API __declspec(dllimport) +# endif +# elif defined(__GNUC__) && defined(GAMEPAD_EXPORT) +# define GAMEPAD_API __attribute__((visibility("default"))) +# else +# define GAMEPAD_API extern +# endif +#endif + +/** + * Enumeration of the possible devices. + * + * Only four devices are supported as this is the limit of Windows. + */ +enum GAMEPAD_DEVICE { + GAMEPAD_0 = 0, /**< First gamepad */ + GAMEPAD_1 = 1, /**< Second gamepad */ + GAMEPAD_2 = 2, /**< Third gamepad */ + GAMEPAD_3 = 3, /**< Fourth gamepad */ + + GAMEPAD_COUNT /**< Maximum number of supported gamepads */ +}; + +/** + * Enumeration of the possible buttons. + */ +enum GAMEPAD_BUTTON { + BUTTON_DPAD_UP = 0, /**< UP on the direction pad */ + BUTTON_DPAD_DOWN = 1, /**< DOWN on the direction pad */ + BUTTON_DPAD_LEFT = 2, /**< LEFT on the direction pad */ + BUTTON_DPAD_RIGHT = 3, /**< RIGHT on the direction pad */ + BUTTON_START = 4, /**< START button */ + BUTTON_BACK = 5, /**< BACK button */ + BUTTON_LEFT_THUMB = 6, /**< Left analog stick button */ + BUTTON_RIGHT_THUMB = 7, /**< Right analog stick button */ + BUTTON_LEFT_SHOULDER = 8, /**< Left bumper button */ + BUTTON_RIGHT_SHOULDER = 9, /**< Right bumper button */ + BUTTON_A = 12, /**< A button */ + BUTTON_B = 13, /**< B button */ + BUTTON_X = 14, /**< X button */ + BUTTON_Y = 15, /**< Y button */ + + BUTTON_COUNT /**< Maximum number of supported buttons */ +}; + +/** + * Enumeration of the possible pressure/trigger buttons. + */ +enum GAMEPAD_TRIGGER { + TRIGGER_LEFT = 0, /**< Left trigger */ + TRIGGER_RIGHT = 1, /**< Right trigger */ + + TRIGGER_COUNT /**< Number of triggers */ +}; + +/** + * Enumeration of the analog sticks. + */ +enum GAMEPAD_STICK { + STICK_LEFT = 0, /**< Left stick */ + STICK_RIGHT = 1, /**< Right stick */ + + STICK_COUNT /**< Number of analog sticks */ +}; + +/** + * Enumeration of main stick directions. + * + * This is used for some of the convenience routines in the library. + */ +enum GAMEPAD_STICKDIR { + STICKDIR_CENTER = 0, /**< CENTER, no direction */ + STICKDIR_UP = 1, /**< UP direction */ + STICKDIR_DOWN = 2, /**< DOWN direction */ + STICKDIR_LEFT = 3, /**< LEFT direction */ + STICKDIR_RIGHT = 4, /**< RIGHT direction */ + + STICKDIR_COUNT +}; + +/** + * Enumeration for true/false values + */ +enum GAMEPAD_BOOL { + GAMEPAD_FALSE = 0, /**< FALSE value for boolean parameters */ + GAMEPAD_TRUE = 1 /**< TRUE value for boolean parameters */ +}; + +typedef enum GAMEPAD_DEVICE GAMEPAD_DEVICE; +typedef enum GAMEPAD_BUTTON GAMEPAD_BUTTON; +typedef enum GAMEPAD_TRIGGER GAMEPAD_TRIGGER; +typedef enum GAMEPAD_STICK GAMEPAD_STICK; +typedef enum GAMEPAD_STICKDIR GAMEPAD_STICKDIR; +typedef enum GAMEPAD_BOOL GAMEPAD_BOOL; + +#define GAMEPAD_DEADZONE_LEFT_STICK 7849 /**< Suggested deadzone magnitude for left analog stick */ +#define GAMEPAD_DEADZONE_RIGHT_STICK 8689 /**< Suggested deadzone magnitude for right analog stick */ +#define GAMEPAD_DEADZONE_TRIGGER 30 /**< Suggested deadzone for triggers */ + +/** + * Initialize the library. + * + * This is critical on non-Windows platforms. + */ +GAMEPAD_API void GamepadInit(void); + +/** + * Shutdown the library. + * + * This will release resources allocated by the library internally. + * + * This should be called after forking as well. + */ +GAMEPAD_API void GamepadShutdown(void); + +/** + * Updates the state of the gamepads. + * + * This must be called (at least) once per game loop. + */ +GAMEPAD_API void GamepadUpdate(void); + +/** + * Test if a particular gamepad is connected. + * + * \param device The device to check. + * \returns GAMEPAD_TRUE if the device is connected, GAMEPAD_FALSE if it is not. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device); + +/** + * Test if a particular button is being pressed. + * + * \param device The device to check. + * \param button The button to check. + * \returns GAMEPAD_TRUE if the button is down, GAMEPAD_FALSE if it is not. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button); + +/** + * Test if a particular button has been depressed since the previous call to GamepadUpdate. + * + * \param device The device to check. + * \param button The button to check. + * \returns GAMEPAD_TRUE if the button has been pressed, GAMEPAD_FALSE if it is not or if it was depressed the previous frame. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button); + +/** + * Test if a particular button has been released since the previous call to GamepadUpdate. + * + * \param device The device to check. + * \param button The button to check. + * \returns GAMEPAD_TRUE if the button has been released, GAMEPAD_FALSE if it is down or if it was not down the previous frame. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button); + +/** + * Get the trigger value (depression magnitude) in its raw form. + * + * \param device The device to check. + * \param trigger The trigger to check. + * \returns Trigger depression magnitude (0 to 32767). + */ +GAMEPAD_API int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger); + +/** + * Get the trigger value (depression magnitude) in normalized form. + * + * \param device The device to check. + * \param trigger The trigger to check. + * \returns Trigger depression magnitude (0 to 1). + */ +GAMEPAD_API float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger); + +/** + * Test if a trigger is depressed + * + * \param device The device to check. + * \param trigger The trigger to check. + * \returns GAMEPAD_TRUE if down, GAMEPAD_FALSE otherwise. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger); + +/** + * Test if a trigger is depressed + * + * \param device The device to check. + * \param trigger The trigger to check. + * \returns GAMEPAD_TRUE if triggered, GAMEPAD_FALSE otherwise. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger); + +/** + * Test if a trigger is depressed + * + * \param device The device to check. + * \param trigger The trigger to check. + * \returns GAMEPAD_TRUE if released, GAMEPAD_FALSE otherwise. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger); + +/** + * Set the rumble motors on/off. + * + * To turn off the rumble effect, set values to 0 for both motors. + * + * The left motor is the low-frequency/strong motor, and the right motor is the high-frequency/weak motor. + * + * \param device The device to update. + * \param left Left motor strengh (0 to 1). + * \param right Right motor strengh (0 to 1). + */ +GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right); + +/** + * Query the position of an analog stick as raw values. + * + * The values retrieved by this function represent the magnitude of the analog + * stick in each direction. Note that it shouldn't be possible to get full + * magnitude in one direction unless the other direction has a magnitude of + * zero, as the stick has a circular movement range. + * + * \param device The device to check. + * \param stick The stick to check. + * \param outX Pointer to integer to store the X magnitude in (-32767 to 32767). + * \param outX Pointer to integer to store the Y magnitude in (-32767 to 32767). + */ +GAMEPAD_API void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int* outX, int* outY); + +/** + * Query the position of an analog stick as normalized values. + * + * The values retrieved by this function represent the magnitude of the analog + * stick in each direction. Note that it shouldn't be possible to get full + * magnitude in one direction unless the other direction has a magnitude of + * zero, as the stick has a circular movement range. + * + * \param device The device to check. + * \param stick The stick to check. + * \param outX Pointer to float to store the X magnitude in (-1 to 1). + * \param outX Pointer to float to store the Y magnitude in (-1 to 1). + */ +GAMEPAD_API void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY); + +/** + * Query the magnitude of an analog stick. + * + * This returns the normalized value of the magnitude of the stick. That is, + * if the stick is pushed all the way in any direction, it returns 1.0. + * + * \param device The device to check. + * \param stick The stick to check. + * \returns The magnitude of the stick (0 to 1). + */ +GAMEPAD_API float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick); + +/** + * Query the direction of a stick (in radians). + * + * This returns the direction of the stick. This value is in radians, not + * degrees. Zero is to the right, and the angle increases in a + * counter-clockwise direction. + * + * \param device The device to check. + * \param stick The stick to check. + * \returns The angle of the stick (0 to 2*PI). + */ +GAMEPAD_API float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick); + +/** + * Get the direction the stick is pushed in (if any). + * + * This is a useful utility function for when the stick should be treated as a simple + * directional pad, such as for menu UIs. + * + * \param device The device to check. + * \param stick The trigger to check. + * \returns The stick's current direction. + */ +GAMEPAD_API GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick); + +/** + * Test whether a stick has been pressed in a particular direction since the last update. + * + * This only returns true if the stick was centered last frame. + * + * This is a useful utility function for when the stick should be treated as a simple + * directional pad, such as for menu UIs. + * + * \param device The device to check. + * \param stick The trigger to check. + * \param stickdir The direction to check for. + * \returns GAMEPAD_TRUE if the stick is pressed in the specified direction, GAMEPAD_FALSE otherwise. + */ +GAMEPAD_API GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir); + +#if defined(__cplusplus) +} /* extern "C" */ +#endif + +#endif diff --git a/dll/settings.h b/dll/settings.h index d787abb..a66a8f3 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -58,6 +58,12 @@ struct Image_Data { std::string data; }; +struct Controller_Settings { + std::map, std::string>>> action_sets = {{"ship_controls", {{"analog_controls", {{"LJOY"}, "joystick_move"}}}}, {"menu_controls", {{"menu_up", {{"DLJOYUP", "DUP"}, ""}}, {"menu_down", {{"DLJOYDOWN", "DDOWN"}, ""}}}}}; + std::map action_set_layer_parents; + std::map, std::string>>> action_set_layers; +}; + class Settings { CSteamID steam_id; CGameID game_id; @@ -126,6 +132,9 @@ public: //images std::map images; int add_image(std::string data, uint32 width, uint32 height); + + //controller + struct Controller_Settings controller_settings; }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index b2a377a..42849d3 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -18,6 +18,8 @@ #include "settings_parser.h" #include #include +#include +#include static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) { @@ -32,6 +34,77 @@ static void load_custom_broadcasts(std::string broadcasts_filepath, std::set +static void split_string(const std::string &s, char delim, Out result) { + std::stringstream ss(s); + std::string item; + while (std::getline(ss, item, delim)) { + *(result++) = item; + } +} + +static void load_gamecontroller_settings(Settings *settings) +{ + std::string path = Local_Storage::get_game_settings_path() + "controller"; + std::vector paths = Local_Storage::get_filenames_path(path); + + for (auto & p: paths) { + size_t length = p.length(); + if (length < 4) continue; + if ( std::toupper(p.back()) != 'T') continue; + if ( std::toupper(p[length - 2]) != 'X') continue; + if ( std::toupper(p[length - 3]) != 'T') continue; + if (p[length - 4] != '.') continue; + + PRINT_DEBUG("controller config %s\n", p.c_str()); + std::string action_set_name = p.substr(0, length - 4); + std::transform(action_set_name.begin(), action_set_name.end(), action_set_name.begin(),[](unsigned char c){ return std::toupper(c); }); + + std::string controller_config_path = path + PATH_SEPARATOR + p; + std::ifstream input( controller_config_path ); + if (input.is_open()) { + std::map, std::string>> button_pairs; + + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + std::string action_name; + std::string button_name; + std::string source_mode; + + std::size_t deliminator = line.find("="); + if (deliminator != 0 && deliminator != std::string::npos && deliminator != line.size()) { + action_name = line.substr(0, deliminator); + std::size_t deliminator2 = line.find("=", deliminator + 1); + + if (deliminator2 != std::string::npos && deliminator2 != line.size()) { + button_name = line.substr(deliminator + 1, deliminator2 - (deliminator + 1)); + source_mode = line.substr(deliminator2 + 1); + } else { + button_name = line.substr(deliminator + 1); + source_mode = ""; + } + } + + std::transform(action_name.begin(), action_name.end(), action_name.begin(),[](unsigned char c){ return std::toupper(c); }); + std::transform(button_name.begin(), button_name.end(), button_name.begin(),[](unsigned char c){ return std::toupper(c); }); + std::pair, std::string> button_config = {{}, source_mode}; + split_string(button_name, ',', std::inserter(button_config.first, button_config.first.begin())); + button_pairs[action_name] = button_config; + PRINT_DEBUG("Added %s %s %s\n", action_name.c_str(), button_name.c_str(), source_mode.c_str()); + } + + settings->controller_settings.action_sets[action_set_name] = button_pairs; + PRINT_DEBUG("Added %u action names to %s\n", button_pairs.size(), action_set_name.c_str()); + } + } +} uint32 create_localstorage_settings(Settings **settings_client_out, Settings **settings_server_out, Local_Storage **local_storage_out) { @@ -386,6 +459,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } } + load_gamecontroller_settings(settings_client); + *settings_client_out = settings_client; *settings_server_out = settings_server; *local_storage_out = local_storage; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 38d86a0..d81f90c 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -66,7 +66,7 @@ Steam_Client::Steam_Client() steam_remote_storage = new Steam_Remote_Storage(settings_client, local_storage, callback_results_client); steam_screenshots = new Steam_Screenshots(); steam_http = new Steam_HTTP(settings_client, network, callback_results_client, callbacks_client); - steam_controller = new Steam_Controller(); + steam_controller = new Steam_Controller(settings_client, callback_results_client, callbacks_client, run_every_runcb); steam_ugc = new Steam_UGC(settings_client, callback_results_client, callbacks_client); steam_applist = new Steam_Applist(); steam_music = new Steam_Music(callbacks_client); diff --git a/dll/steam_client.h b/dll/steam_client.h index 36f40a0..32e77e8 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -27,7 +27,11 @@ #include "steam_remote_storage.h" #include "steam_screenshots.h" #include "steam_http.h" +#ifdef CONTROLLER_SUPPORT #include "steam_controller.h" +#else +#include "steam_controller_disabled.h" +#endif #include "steam_ugc.h" #include "steam_applist.h" #include "steam_music.h" diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 51333b6..43305a0 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -16,6 +16,55 @@ . */ #include "base.h" +#include "../controller/gamepad.h" +#include + +struct Controller_Map { + std::map> active_digital; + std::map, enum EInputSourceMode>> active_analog; +}; + +struct Controller_Action { + ControllerHandle_t controller_handle; + struct Controller_Map active_map; + ControllerDigitalActionHandle_t active_set; + + Controller_Action(ControllerHandle_t controller_handle) { + this->controller_handle = controller_handle; + } + + void activate_action_set(ControllerDigitalActionHandle_t active_set, std::map &controller_maps) { + auto map = controller_maps.find(active_set); + if (map == controller_maps.end()) return; + this->active_set = active_set; + this->active_map = map->second; + } + + std::set button_id(ControllerDigitalActionHandle_t handle) { + auto a = active_map.active_digital.find(handle); + if (a == active_map.active_digital.end()) return {}; + return a->second; + } + + std::pair, enum EInputSourceMode> analog_id(ControllerAnalogActionHandle_t handle) { + auto a = active_map.active_analog.find(handle); + if (a == active_map.active_analog.end()) return std::pair, enum EInputSourceMode>({}, k_EInputSourceMode_None); + return a->second; + } +}; + +enum EXTRA_GAMEPAD_BUTTONS { + BUTTON_LTRIGGER = BUTTON_COUNT + 1, + BUTTON_RTRIGGER = BUTTON_COUNT + 2, + BUTTON_STICK_LEFT_UP = BUTTON_COUNT + 3, + BUTTON_STICK_LEFT_DOWN = BUTTON_COUNT + 4, + BUTTON_STICK_LEFT_LEFT = BUTTON_COUNT + 5, + BUTTON_STICK_LEFT_RIGHT = BUTTON_COUNT + 6, + BUTTON_STICK_RIGHT_UP = BUTTON_COUNT + 7, + BUTTON_STICK_RIGHT_DOWN = BUTTON_COUNT + 8, + BUTTON_STICK_RIGHT_LEFT = BUTTON_COUNT + 9, + BUTTON_STICK_RIGHT_RIGHT = BUTTON_COUNT + 10, +}; class Steam_Controller : public ISteamController001, @@ -26,12 +75,154 @@ public ISteamController006, public ISteamController, public ISteamInput { + class Settings *settings; + class SteamCallResults *callback_results; + class SteamCallBacks *callbacks; + class RunEveryRunCB *run_every_runcb; + + std::map button_strings = { + {"DUP", BUTTON_DPAD_UP}, + {"DDOWN", BUTTON_DPAD_DOWN}, + {"DLEFT", BUTTON_DPAD_LEFT}, + {"DRIGHT", BUTTON_DPAD_RIGHT}, + {"START", BUTTON_START}, + {"BACK", BUTTON_BACK}, + {"LSTICK", BUTTON_LEFT_THUMB}, + {"RSTICK", BUTTON_RIGHT_THUMB}, + {"LBUMPER", BUTTON_LEFT_SHOULDER}, + {"RBUMPER", BUTTON_RIGHT_SHOULDER}, + {"A", BUTTON_A}, + {"B", BUTTON_B}, + {"X", BUTTON_X}, + {"Y", BUTTON_Y}, + {"DLTRIGGER", BUTTON_LTRIGGER}, + {"DRTRIGGER", BUTTON_RTRIGGER}, + {"DLJOYUP", BUTTON_STICK_LEFT_UP}, + {"DLJOYDOWN", BUTTON_STICK_LEFT_DOWN}, + {"DLJOYLEFT", BUTTON_STICK_LEFT_LEFT}, + {"DLJOYRIGHT", BUTTON_STICK_LEFT_RIGHT}, + {"DRJOYUP", BUTTON_STICK_RIGHT_UP}, + {"DRJOYDOWN", BUTTON_STICK_RIGHT_DOWN}, + {"DRJOYLEFT", BUTTON_STICK_RIGHT_LEFT}, + {"DRJOYRIGHT", BUTTON_STICK_RIGHT_RIGHT}, + }; + + std::map analog_strings = { + {"LTRIGGER", TRIGGER_LEFT}, + {"RTRIGGER", TRIGGER_RIGHT}, + {"LJOY", STICK_LEFT + 10}, + {"RJOY", STICK_RIGHT + 10}, + }; + + std::map analog_input_modes = { + {"joystick_move", k_EInputSourceMode_JoystickMove}, + {"joystick_camera", k_EInputSourceMode_JoystickCamera}, + {"trigger", k_EInputSourceMode_Trigger}, + }; + + std::map action_handles; + std::map digital_action_handles; + std::map analog_action_handles; + + std::map controller_maps; + std::map controllers; + + bool disabled; + + void set_handles(std::map, std::string>>> action_sets) { + uint64 handle_num = 1; + for (auto & set : action_sets) { + ControllerActionSetHandle_t action_handle_num = handle_num; + ++handle_num; + + action_handles[set.first] = action_handle_num; + for (auto & config_key : set.second) { + uint64 current_handle_num = handle_num; + ++handle_num; + + for (auto & button_string : config_key.second.first) { + auto digital = button_strings.find(button_string); + if (digital != button_strings.end()) { + ControllerDigitalActionHandle_t digital_handle_num = current_handle_num; + + digital_action_handles[config_key.first] = digital_handle_num; + controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second); + } else { + auto analog = analog_strings.find(button_string); + if (analog != analog_strings.end()) { + ControllerAnalogActionHandle_t analog_handle_num = current_handle_num; + + enum EInputSourceMode source_mode; + if (analog->second == TRIGGER_LEFT || analog->second == TRIGGER_RIGHT) { + source_mode = k_EInputSourceMode_Trigger; + } else { + source_mode = k_EInputSourceMode_JoystickMove; + } + + auto input_mode = analog_input_modes.find(config_key.second.second); + if (input_mode != analog_input_modes.end()) { + source_mode = input_mode->second; + } + + analog_action_handles[config_key.first] = analog_handle_num; + controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second); + controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode; + + } else { + PRINT_DEBUG("Did not recognize controller button %s\n", button_string.c_str()); + continue; + } + } + } + } + } + } + public: - + +static void steam_run_every_runcb(void *object) +{ + PRINT_DEBUG("steam_controller_run_every_runcb\n"); + + Steam_Controller *steam_controller = (Steam_Controller *)object; + steam_controller->RunCallbacks(); +} + +Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +{ + this->settings = settings; + this->run_every_runcb = run_every_runcb; + this->run_every_runcb->add(&Steam_Controller::steam_run_every_runcb, this); + + this->callback_results = callback_results; + this->callbacks = callbacks; + + set_handles(settings->controller_settings.action_sets); + disabled = !action_handles.size(); +} + +~Steam_Controller() +{ + //TODO rm network callbacks + this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this); +} + // Init and Shutdown must be called when starting/ending use of this interface bool Init() { PRINT_DEBUG("Steam_Controller::Init()\n"); + std::lock_guard lock(global_mutex); + if (disabled) { + return true; + } + + GamepadInit(); + GamepadUpdate(); + + for (int i = 1; i < 5; ++i) { + controllers.insert(std::pair(i, Controller_Action(i))); + } + return true; } @@ -44,6 +235,12 @@ bool Init( const char *pchAbsolutePathToControllerConfigVDF ) bool Shutdown() { PRINT_DEBUG("Steam_Controller::Shutdown()\n"); + std::lock_guard lock(global_mutex); + if (disabled) { + return true; + } + + GamepadShutdown(); return true; } @@ -58,6 +255,11 @@ void SetOverrideMode( const char *pchMode ) void RunFrame() { PRINT_DEBUG("Steam_Controller::RunFrame()\n"); + if (disabled) { + return; + } + + GamepadUpdate(); } bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) @@ -71,8 +273,20 @@ bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pS // Returns the number of handles written to handlesOut int GetConnectedControllers( ControllerHandle_t *handlesOut ) { - PRINT_DEBUG("GetConnectedControllers\n"); - return 0; + PRINT_DEBUG("Steam_Controller::GetConnectedControllers\n"); + if (!handlesOut) return 0; + if (disabled) { + return 0; + } + + int count = 0; + if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;}; + if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;}; + if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;}; + if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;}; + + PRINT_DEBUG("returned %i connected controllers\n", count); + return count; } @@ -80,7 +294,7 @@ int GetConnectedControllers( ControllerHandle_t *handlesOut ) // Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode bool ShowBindingPanel( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("ShowBindingPanel\n"); + PRINT_DEBUG("Steam_Controller::ShowBindingPanel\n"); return false; } @@ -89,8 +303,15 @@ bool ShowBindingPanel( ControllerHandle_t controllerHandle ) // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) { - PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName); - return 124; + PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s\n", pszActionSetName); + if (!pszActionSetName) return 0; + std::string upper_action_name(pszActionSetName); + std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); }); + + auto set_handle = action_handles.find(upper_action_name); + if (set_handle == action_handles.end()) return 0; + + return set_handle->second; } @@ -99,34 +320,41 @@ ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) // your state loops, instead of trying to place it in all of your state transitions. void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) { - PRINT_DEBUG("ActivateActionSet\n"); + PRINT_DEBUG("Steam_Controller::ActivateActionSet %llu %llu\n", controllerHandle, actionSetHandle); + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return; + + controller->second.activate_action_set(actionSetHandle, controller_maps); } ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("GetCurrentActionSet\n"); - return 124; + PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle); + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return 0; + + return controller->second.active_set; } void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) { - PRINT_DEBUG("ActivateActionSetLayer\n"); + PRINT_DEBUG("Steam_Controller::ActivateActionSetLayer\n"); } void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) { - PRINT_DEBUG("DeactivateActionSetLayer\n"); + PRINT_DEBUG("Steam_Controller::DeactivateActionSetLayer\n"); } void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("DeactivateAllActionSetLayers\n"); + PRINT_DEBUG("Steam_Controller::DeactivateAllActionSetLayers\n"); } int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut ) { - PRINT_DEBUG("GetActiveActionSetLayers\n"); + PRINT_DEBUG("Steam_Controller::GetActiveActionSetLayers\n"); return 0; } @@ -136,17 +364,72 @@ int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerAct // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) { - PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName); - return 123; + PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s\n", pszActionName); + if (!pszActionName) return 0; + std::string upper_action_name(pszActionName); + std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); }); + + auto handle = digital_action_handles.find(upper_action_name); + if (handle == digital_action_handles.end()) return 0; + + return handle->second; } // Returns the current state of the supplied digital game action ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) { - PRINT_DEBUG("GetDigitalActionData\n"); + PRINT_DEBUG("Steam_Controller::GetDigitalActionData %llu %llu\n", controllerHandle, digitalActionHandle); ControllerDigitalActionData_t digitalData; digitalData.bActive = false; + digitalData.bState = false; + + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return digitalData; + + std::set buttons = controller->second.button_id(digitalActionHandle); + if (!buttons.size()) return digitalData; + digitalData.bActive = true; + + GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1); + + for (auto button : buttons) { + bool pressed = false; + if (button < BUTTON_COUNT) { + pressed = GamepadButtonDown(device, (GAMEPAD_BUTTON)button); + } else { + switch (button) { + case BUTTON_LTRIGGER: + pressed = GamepadTriggerLength(device, TRIGGER_LEFT) > 0.8; + break; + case BUTTON_RTRIGGER: + pressed = GamepadTriggerLength(device, TRIGGER_RIGHT) > 0.8; + break; + case BUTTON_STICK_LEFT_UP: + case BUTTON_STICK_LEFT_DOWN: + case BUTTON_STICK_LEFT_LEFT: + case BUTTON_STICK_LEFT_RIGHT: + pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 && + ((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1)); + break; + case BUTTON_STICK_RIGHT_UP: + case BUTTON_STICK_RIGHT_DOWN: + case BUTTON_STICK_RIGHT_LEFT: + case BUTTON_STICK_RIGHT_RIGHT: + pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 && + ((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1)); + break; + default: + break; + } + } + + if (pressed) { + digitalData.bState = true; + break; + } + } + return digitalData; } @@ -155,32 +438,58 @@ ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controlle // originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) { - PRINT_DEBUG("GetDigitalActionOrigins\n"); + PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins\n"); return 0; } int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut ) { - PRINT_DEBUG("GetDigitalActionOrigins steaminput\n"); + PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins steaminput\n"); return 0; } // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) { - PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName); - return 125; + PRINT_DEBUG("Steam_Controller::GetAnalogActionHandle %s\n", pszActionName); + if (!pszActionName) return 0; + std::string upper_action_name(pszActionName); + std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); }); + + auto handle = analog_action_handles.find(upper_action_name); + if (handle == analog_action_handles.end()) return 0; + + return handle->second; } // Returns the current state of these supplied analog game action ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) { - PRINT_DEBUG("GetAnalogActionData\n"); + PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", controllerHandle, analogActionHandle); ControllerAnalogActionData_t data; data.eMode = k_EInputSourceMode_None; data.x = data.y = 0; data.bActive = false; + + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return data; + + auto analog = controller->second.analog_id(analogActionHandle); + if (!analog.first.size()) return data; + + data.bActive = true; + data.eMode = analog.second; + + for (auto a : analog.first) { + if (a >= 10) { + int joystick_id = a - 10; + GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y); + } else { + data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a); + } + } + return data; } @@ -189,32 +498,32 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH // originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) { - PRINT_DEBUG("GetAnalogActionOrigins\n"); + PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins\n"); return 0; } int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut ) { - PRINT_DEBUG("GetAnalogActionOrigins steaminput\n"); + PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins steaminput\n"); return 0; } void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) { - PRINT_DEBUG("StopAnalogActionMomentum\n"); + PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum\n"); } // Trigger a haptic pulse on a controller void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { - PRINT_DEBUG("TriggerHapticPulse\n"); + PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n"); } void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { - PRINT_DEBUG("TriggerHapticPulse old\n"); + PRINT_DEBUG("Steam_Controller::TriggerHapticPulse old\n"); TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec ); } @@ -222,28 +531,32 @@ void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPa // nFlags is currently unused and reserved for future use. void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) { - PRINT_DEBUG("TriggerRepeatedHapticPulse\n"); + PRINT_DEBUG("Steam_Controller::TriggerRepeatedHapticPulse\n"); } // Tigger a vibration event on supported controllers. void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) { - PRINT_DEBUG("TriggerVibration\n"); + PRINT_DEBUG("Steam_Controller::TriggerVibration %hu %hu\n", usLeftSpeed, usRightSpeed); + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return; + + GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0); } // Set the controller LED color on supported controllers. void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) { - PRINT_DEBUG("SetLEDColor\n"); + PRINT_DEBUG("Steam_Controller::SetLEDColor\n"); } // Returns the associated gamepad index for the specified controller, if emulating a gamepad int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) { - PRINT_DEBUG("GetGamepadIndexForController\n"); + PRINT_DEBUG("Steam_Controller::GetGamepadIndexForController\n"); return 0; } @@ -251,7 +564,7 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) // Returns the associated controller handle for the specified emulated gamepad ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) { - PRINT_DEBUG("GetControllerForGamepadIndex\n"); + PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n"); return 0; } @@ -259,7 +572,7 @@ ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) // Returns raw motion data from the specified controller ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("GetMotionData\n"); + PRINT_DEBUG("Steam_Controller::GetMotionData\n"); ControllerMotionData_t data = {}; return data; } @@ -269,13 +582,13 @@ ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) // Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition ) { - PRINT_DEBUG("ShowDigitalActionOrigins\n"); + PRINT_DEBUG("Steam_Controller::ShowDigitalActionOrigins\n"); return true; } bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition ) { - PRINT_DEBUG("ShowAnalogActionOrigins\n"); + PRINT_DEBUG("Steam_Controller::ShowAnalogActionOrigins\n"); return true; } @@ -283,13 +596,13 @@ bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAna // Returns a localized string (from Steam's language setting) for the specified origin const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) { - PRINT_DEBUG("GetStringForActionOrigin\n"); + PRINT_DEBUG("Steam_Controller::GetStringForActionOrigin\n"); return "Button String"; } const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) { - PRINT_DEBUG("GetStringForActionOrigin steaminput\n"); + PRINT_DEBUG("Steam_Controller::GetStringForActionOrigin steaminput\n"); return "Button String"; } @@ -297,75 +610,82 @@ const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) // Get a local path to art for on-screen glyph for a particular origin const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) { - PRINT_DEBUG("GetGlyphForActionOrigin\n"); + PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin\n"); return ""; } const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) { - PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n"); + PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput\n"); return ""; } // Returns the input type for a particular handle ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("GetInputTypeForHandle\n"); - return k_ESteamInputType_Unknown; + PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n"); + auto controller = controllers.find(controllerHandle); + if (controller == controllers.end()) return k_ESteamInputType_Unknown; + return k_ESteamInputType_XBox360Controller; } const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) { - PRINT_DEBUG("GetStringForXboxOrigin\n"); + PRINT_DEBUG("Steam_Controller::GetStringForXboxOrigin\n"); return ""; } const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) { - PRINT_DEBUG("GetGlyphForXboxOrigin\n"); + PRINT_DEBUG("Steam_Controller::GetGlyphForXboxOrigin\n"); return ""; } EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) { - PRINT_DEBUG("GetActionOriginFromXboxOrigin\n"); + PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin\n"); return k_EControllerActionOrigin_None; } EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) { - PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n"); + PRINT_DEBUG("Steam_Controller::GetActionOriginFromXboxOrigin steaminput\n"); return k_EInputActionOrigin_None; } EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) { - PRINT_DEBUG("TranslateActionOrigin\n"); + PRINT_DEBUG("Steam_Controller::TranslateActionOrigin\n"); return k_EControllerActionOrigin_None; } EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) { - PRINT_DEBUG("TranslateActionOrigin steaminput\n"); + PRINT_DEBUG("Steam_Controller::TranslateActionOrigin steaminput\n"); return k_EInputActionOrigin_None; } bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) { - PRINT_DEBUG("GetControllerBindingRevision\n"); + PRINT_DEBUG("Steam_Controller::GetControllerBindingRevision\n"); return false; } bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) { - PRINT_DEBUG("GetDeviceBindingRevision\n"); + PRINT_DEBUG("Steam_Controller::GetDeviceBindingRevision\n"); return false; } uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) { - PRINT_DEBUG("GetRemotePlaySessionID\n"); + PRINT_DEBUG("Steam_Controller::GetRemotePlaySessionID\n"); return 0; } +void RunCallbacks() +{ + RunFrame(); +} + }; diff --git a/dll/steam_controller_disabled.h b/dll/steam_controller_disabled.h new file mode 100644 index 0000000..825ff0b --- /dev/null +++ b/dll/steam_controller_disabled.h @@ -0,0 +1,375 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "base.h" + +class Steam_Controller : +public ISteamController001, +public ISteamController003, +public ISteamController004, +public ISteamController005, +public ISteamController006, +public ISteamController, +public ISteamInput +{ +public: + +Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +{ +} + +// Init and Shutdown must be called when starting/ending use of this interface +bool Init() +{ + PRINT_DEBUG("Steam_Controller::Init()\n"); + return true; +} + +bool Init( const char *pchAbsolutePathToControllerConfigVDF ) +{ + PRINT_DEBUG("Steam_Controller::Init() old\n"); + return Init(); +} + +bool Shutdown() +{ + PRINT_DEBUG("Steam_Controller::Shutdown()\n"); + return true; +} + +void SetOverrideMode( const char *pchMode ) +{ + PRINT_DEBUG("Steam_Controller::SetOverrideMode\n"); +} + +// Synchronize API state with the latest Steam Controller inputs available. This +// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest +// possible latency, you call this directly before reading controller state. +void RunFrame() +{ + PRINT_DEBUG("Steam_Controller::RunFrame()\n"); +} + +bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) +{ + PRINT_DEBUG("Steam_Controller::GetControllerState()\n"); + return false; +} + +// Enumerate currently connected controllers +// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles +// Returns the number of handles written to handlesOut +int GetConnectedControllers( ControllerHandle_t *handlesOut ) +{ + PRINT_DEBUG("GetConnectedControllers\n"); + return 0; +} + + +// Invokes the Steam overlay and brings up the binding screen +// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode +bool ShowBindingPanel( ControllerHandle_t controllerHandle ) +{ + PRINT_DEBUG("ShowBindingPanel\n"); + return false; +} + + +// ACTION SETS +// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. +ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) +{ + PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName); + return 124; +} + + +// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') +// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in +// your state loops, instead of trying to place it in all of your state transitions. +void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) +{ + PRINT_DEBUG("ActivateActionSet\n"); +} + +ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) +{ + PRINT_DEBUG("GetCurrentActionSet\n"); + return 124; +} + + +void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) +{ + PRINT_DEBUG("ActivateActionSetLayer\n"); +} + +void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) +{ + PRINT_DEBUG("DeactivateActionSetLayer\n"); +} + +void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) +{ + PRINT_DEBUG("DeactivateAllActionSetLayers\n"); +} + +int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut ) +{ + PRINT_DEBUG("GetActiveActionSetLayers\n"); + return 0; +} + + + +// ACTIONS +// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. +ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) +{ + PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName); + return 123; +} + + +// Returns the current state of the supplied digital game action +ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) +{ + PRINT_DEBUG("GetDigitalActionData\n"); + ControllerDigitalActionData_t digitalData; + digitalData.bActive = false; + return digitalData; +} + + +// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. +// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles +int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) +{ + PRINT_DEBUG("GetDigitalActionOrigins\n"); + return 0; +} + +int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut ) +{ + PRINT_DEBUG("GetDigitalActionOrigins steaminput\n"); + return 0; +} + +// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. +ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) +{ + PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName); + return 125; +} + + +// Returns the current state of these supplied analog game action +ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) +{ + PRINT_DEBUG("GetAnalogActionData\n"); + ControllerAnalogActionData_t data; + data.eMode = k_EInputSourceMode_None; + data.x = data.y = 0; + data.bActive = false; + return data; +} + + +// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. +// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles +int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) +{ + PRINT_DEBUG("GetAnalogActionOrigins\n"); + return 0; +} + +int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut ) +{ + PRINT_DEBUG("GetAnalogActionOrigins steaminput\n"); + return 0; +} + + +void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) +{ + PRINT_DEBUG("StopAnalogActionMomentum\n"); +} + + +// Trigger a haptic pulse on a controller +void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + PRINT_DEBUG("TriggerHapticPulse\n"); +} + +void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + PRINT_DEBUG("TriggerHapticPulse old\n"); + TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec ); +} + +// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. +// nFlags is currently unused and reserved for future use. +void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) +{ + PRINT_DEBUG("TriggerRepeatedHapticPulse\n"); +} + + +// Tigger a vibration event on supported controllers. +void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) +{ + PRINT_DEBUG("TriggerVibration\n"); +} + + +// Set the controller LED color on supported controllers. +void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) +{ + PRINT_DEBUG("SetLEDColor\n"); +} + + +// Returns the associated gamepad index for the specified controller, if emulating a gamepad +int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) +{ + PRINT_DEBUG("GetGamepadIndexForController\n"); + return 0; +} + + +// Returns the associated controller handle for the specified emulated gamepad +ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) +{ + PRINT_DEBUG("GetControllerForGamepadIndex\n"); + return 0; +} + + +// Returns raw motion data from the specified controller +ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) +{ + PRINT_DEBUG("GetMotionData\n"); + ControllerMotionData_t data = {}; + return data; +} + + +// Attempt to display origins of given action in the controller HUD, for the currently active action set +// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode +bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition ) +{ + PRINT_DEBUG("ShowDigitalActionOrigins\n"); + return true; +} + +bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition ) +{ + PRINT_DEBUG("ShowAnalogActionOrigins\n"); + return true; +} + + +// Returns a localized string (from Steam's language setting) for the specified origin +const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) +{ + PRINT_DEBUG("GetStringForActionOrigin\n"); + return "Button String"; +} + +const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) +{ + PRINT_DEBUG("GetStringForActionOrigin steaminput\n"); + return "Button String"; +} + + +// Get a local path to art for on-screen glyph for a particular origin +const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) +{ + PRINT_DEBUG("GetGlyphForActionOrigin\n"); + return ""; +} + +const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) +{ + PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n"); + return ""; +} + +// Returns the input type for a particular handle +ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) +{ + PRINT_DEBUG("GetInputTypeForHandle\n"); + return k_ESteamInputType_Unknown; +} + +const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) +{ + PRINT_DEBUG("GetStringForXboxOrigin\n"); + return ""; +} + +const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) +{ + PRINT_DEBUG("GetGlyphForXboxOrigin\n"); + return ""; +} + +EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) +{ + PRINT_DEBUG("GetActionOriginFromXboxOrigin\n"); + return k_EControllerActionOrigin_None; +} + +EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) +{ + PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n"); + return k_EInputActionOrigin_None; +} + +EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) +{ + PRINT_DEBUG("TranslateActionOrigin\n"); + return k_EControllerActionOrigin_None; +} + +EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) +{ + PRINT_DEBUG("TranslateActionOrigin steaminput\n"); + return k_EInputActionOrigin_None; +} + +bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) +{ + PRINT_DEBUG("GetControllerBindingRevision\n"); + return false; +} + +bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) +{ + PRINT_DEBUG("GetDeviceBindingRevision\n"); + return false; +} + +uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) +{ + PRINT_DEBUG("GetRemotePlaySessionID\n"); + return 0; +} + +}; diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 6f96efb..4c65d0c 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -87,6 +87,8 @@ bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) { PRINT_DEBUG("GetImageSize %i\n", iImage); if (!iImage || !pnWidth || !pnHeight) return false; + std::lock_guard lock(global_mutex); + auto image = settings->images.find(iImage); if (image == settings->images.end()) return false; @@ -102,6 +104,8 @@ bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) { PRINT_DEBUG("GetImageRGBA %i\n", iImage); if (!iImage || !pubDest || !nDestBufferSize) return false; + std::lock_guard lock(global_mutex); + auto image = settings->images.find(iImage); if (image == settings->images.end()) return false; From 8b9e0e25ca7f46d4071722e311bc3782a2721b52 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 10 Sep 2019 23:58:27 -0400 Subject: [PATCH 144/494] Forgot this in last commit. --- dll/settings.h | 2 +- .../controller.EXAMPLE/InGameControls.txt | 17 +++++++++++++++++ .../controller.EXAMPLE/MenuControls.txt | 16 ++++++++++++++++ 3 files changed, 34 insertions(+), 1 deletion(-) create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/InGameControls.txt create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/MenuControls.txt diff --git a/dll/settings.h b/dll/settings.h index a66a8f3..a5efb5b 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -59,7 +59,7 @@ struct Image_Data { }; struct Controller_Settings { - std::map, std::string>>> action_sets = {{"ship_controls", {{"analog_controls", {{"LJOY"}, "joystick_move"}}}}, {"menu_controls", {{"menu_up", {{"DLJOYUP", "DUP"}, ""}}, {"menu_down", {{"DLJOYDOWN", "DDOWN"}, ""}}}}}; + std::map, std::string>>> action_sets; std::map action_set_layer_parents; std::map, std::string>>> action_set_layers; }; diff --git a/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/InGameControls.txt b/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/InGameControls.txt new file mode 100644 index 0000000..e53d558 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/InGameControls.txt @@ -0,0 +1,17 @@ +Move=LJOY=joystick_move +Camera=RJOY=joystick_move +Dash=RTRIGGER=trigger +LockOn=LTRIGGER=trigger +pause_menu=START +LightAttack=X +HeavyAttack=Y +Jump=A +check=B +ActivateSkillAndMagic=RBUMPER +IdeaRelease=LBUMPER +AllMap=BACK +ResetCamera=RSTICK +ChangeCharacterUp=DUP +ChangeCharacterDown=DDOWN +ChangeCharacterRight=DRIGHT +ChangeCharacterLeft=DLEFT diff --git a/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/MenuControls.txt b/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/MenuControls.txt new file mode 100644 index 0000000..181c107 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/controller.EXAMPLE/MenuControls.txt @@ -0,0 +1,16 @@ +MenuDash=RTRIGGER=trigger +MenuLockOn=LTRIGGER=trigger +MenuUp=DUP,DLJOYUP +MenuDown=DDOWN,DLJOYDOWN +MenuRight=DRIGHT,DLJOYRIGHT +MenuLeft=DLEFT,DLJOYLEFT +SELECT=A +Cancel=B +MenuX=X +MenuY=Y +MenuRTrigger=RBUMPER +MenuLTrigger=LBUMPER +Sort=BACK +PauseMenu=START +ScrollUp=DRJOYUP +ScrollDown=DRJOYDOWN From 141dfba1915aee4d35139f0732b0ca2889f16391 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 11 Sep 2019 08:39:24 -0400 Subject: [PATCH 145/494] Link to xinput 9.1.0 for compatibility with windows 7. --- controller/gamepad.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/controller/gamepad.c b/controller/gamepad.c index 53a6a2f..d78c091 100644 --- a/controller/gamepad.c +++ b/controller/gamepad.c @@ -19,7 +19,7 @@ # undef UNICODE # include "windows.h" # include "xinput.h" -# pragma comment(lib, "xinput.lib") +# pragma comment(lib, "XINPUT9_1_0.lib") #elif defined(__linux__) # include # include From 663728edca0a407546060a27f745a79660b6cb58 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 11 Sep 2019 09:08:05 -0400 Subject: [PATCH 146/494] Allow action names to be used in more than one action set at the same time. --- dll/steam_controller.h | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 43305a0..b03dc57 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -145,7 +145,12 @@ public ISteamInput if (digital != button_strings.end()) { ControllerDigitalActionHandle_t digital_handle_num = current_handle_num; - digital_action_handles[config_key.first] = digital_handle_num; + if (digital_action_handles.find(config_key.first) == digital_action_handles.end()) { + digital_action_handles[config_key.first] = digital_handle_num; + } else { + digital_handle_num = digital_action_handles[config_key.first]; + } + controller_maps[action_handle_num].active_digital[digital_handle_num].insert(digital->second); } else { auto analog = analog_strings.find(button_string); @@ -164,7 +169,12 @@ public ISteamInput source_mode = input_mode->second; } - analog_action_handles[config_key.first] = analog_handle_num; + if (analog_action_handles.find(config_key.first) == analog_action_handles.end()) { + analog_action_handles[config_key.first] = analog_handle_num; + } else { + analog_handle_num = analog_action_handles[config_key.first]; + } + controller_maps[action_handle_num].active_analog[analog_handle_num].first.insert(analog->second); controller_maps[action_handle_num].active_analog[analog_handle_num].second = source_mode; From 09704ae2438c7e4bbc786d2306dd988bbb4797c0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 12 Sep 2019 07:21:11 -0400 Subject: [PATCH 147/494] Fixed issue where GetAnalogActionData magnitude of joystick was always maximum. --- controller/gamepad.c | 4 ++++ dll/steam_controller.h | 7 +++++++ 2 files changed, 11 insertions(+) diff --git a/controller/gamepad.c b/controller/gamepad.c index d78c091..f1e7893 100644 --- a/controller/gamepad.c +++ b/controller/gamepad.c @@ -554,6 +554,10 @@ static void GamepadUpdateStick(GAMEPAD_AXIS* axis, float deadzone) { axis->nx = axis->x / axis->length; axis->ny = axis->y / axis->length; + //fix special case + if (axis->nx < -1.0) axis->nx = -1.0; + if (axis->ny < -1.0) axis->ny = -1.0; + // adjust length for deadzone and find normalized length axis->length -= deadzone; axis->length /= (32767.0f - deadzone); diff --git a/dll/steam_controller.h b/dll/steam_controller.h index b03dc57..7a31879 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -495,9 +495,16 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH if (a >= 10) { int joystick_id = a - 10; GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y); + float length = GamepadStickLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id); + data.x = data.x * length; + data.y = data.y * length; } else { data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a); } + + if (data.x || data.y) { + break; + } } return data; From 03a1627d071bd2d795fcf23babb58145d40264b5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 14 Sep 2019 17:24:05 -0400 Subject: [PATCH 148/494] SteamInput GetDigitalActionOrigins and GetAnalogActionOrigins implemented. --- dll/steam_controller.h | 167 +++++++++++++++++++++++++++++++++++++++-- 1 file changed, 160 insertions(+), 7 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 7a31879..6aa33aa 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -66,6 +66,8 @@ enum EXTRA_GAMEPAD_BUTTONS { BUTTON_STICK_RIGHT_RIGHT = BUTTON_COUNT + 10, }; +#define JOY_ID_START 10 + class Steam_Controller : public ISteamController001, public ISteamController003, @@ -110,8 +112,8 @@ public ISteamInput std::map analog_strings = { {"LTRIGGER", TRIGGER_LEFT}, {"RTRIGGER", TRIGGER_RIGHT}, - {"LJOY", STICK_LEFT + 10}, - {"RJOY", STICK_RIGHT + 10}, + {"LJOY", STICK_LEFT + JOY_ID_START}, + {"RJOY", STICK_RIGHT + JOY_ID_START}, }; std::map analog_input_modes = { @@ -331,6 +333,12 @@ ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) { PRINT_DEBUG("Steam_Controller::ActivateActionSet %llu %llu\n", controllerHandle, actionSetHandle); + if (controllerHandle == STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS) { + for (auto & c: controllers) { + c.second.activate_action_set(actionSetHandle, controller_maps); + } + } + auto controller = controllers.find(controllerHandle); if (controller == controllers.end()) return; @@ -449,13 +457,118 @@ ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controlle int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) { PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins\n"); - return 0; + EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; + int ret = GetDigitalActionOrigins(controllerHandle, actionSetHandle, digitalActionHandle, origins ); + for (int i = 0; i < ret; ++i) { + originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBoxOne_A - k_EControllerActionOrigin_XBox360_A)); + } + + return ret; } int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut ) { PRINT_DEBUG("Steam_Controller::GetDigitalActionOrigins steaminput\n"); - return 0; + auto controller = controllers.find(inputHandle); + if (controller == controllers.end()) return 0; + + auto map = controller_maps.find(actionSetHandle); + if (map == controller_maps.end()) return 0; + + auto a = map->second.active_digital.find(digitalActionHandle); + if (a == map->second.active_digital.end()) return 0; + + int count = 0; + for (auto button: a->second) { + switch (button) { + case BUTTON_A: + originsOut[count] = k_EInputActionOrigin_XBox360_A; + break; + case BUTTON_B: + originsOut[count] = k_EInputActionOrigin_XBox360_B; + break; + case BUTTON_X: + originsOut[count] = k_EInputActionOrigin_XBox360_X; + break; + case BUTTON_Y: + originsOut[count] = k_EInputActionOrigin_XBox360_Y; + break; + case BUTTON_LEFT_SHOULDER: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftBumper; + break; + case BUTTON_RIGHT_SHOULDER: + originsOut[count] = k_EInputActionOrigin_XBox360_RightBumper; + break; + case BUTTON_START: + originsOut[count] = k_EInputActionOrigin_XBox360_Start; + break; + case BUTTON_BACK: + originsOut[count] = k_EInputActionOrigin_XBox360_Back; + break; + case BUTTON_LTRIGGER: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftTrigger_Click; + break; + case BUTTON_RTRIGGER: + originsOut[count] = k_EInputActionOrigin_XBox360_RightTrigger_Click; + break; + case BUTTON_LEFT_THUMB: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_Click; + break; + case BUTTON_RIGHT_THUMB: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Click; + break; + + case BUTTON_STICK_LEFT_UP: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadNorth; + break; + case BUTTON_STICK_LEFT_DOWN: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadSouth; + break; + case BUTTON_STICK_LEFT_LEFT: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadWest; + break; + case BUTTON_STICK_LEFT_RIGHT: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_DPadEast; + break; + + case BUTTON_STICK_RIGHT_UP: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadNorth; + break; + case BUTTON_STICK_RIGHT_DOWN: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadSouth; + break; + case BUTTON_STICK_RIGHT_LEFT: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadWest; + break; + case BUTTON_STICK_RIGHT_RIGHT: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_DPadEast; + break; + + case BUTTON_DPAD_UP: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_North; + break; + case BUTTON_DPAD_DOWN: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_South; + break; + case BUTTON_DPAD_LEFT: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_West; + break; + case BUTTON_DPAD_RIGHT: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_East; + break; + + default: + originsOut[count] = k_EInputActionOrigin_None; + break; + } + + ++count; + if (count >= STEAM_INPUT_MAX_ORIGINS) { + break; + } + } + + return count; } // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. @@ -492,8 +605,8 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH data.eMode = analog.second; for (auto a : analog.first) { - if (a >= 10) { - int joystick_id = a - 10; + if (a >= JOY_ID_START) { + int joystick_id = a - JOY_ID_START; GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y); float length = GamepadStickLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id); data.x = data.x * length; @@ -516,12 +629,52 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) { PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins\n"); - return 0; + EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; + int ret = GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, origins ); + for (int i = 0; i < ret; ++i) { + originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBoxOne_A - k_EControllerActionOrigin_XBox360_A)); + } + + return ret; } int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut ) { PRINT_DEBUG("Steam_Controller::GetAnalogActionOrigins steaminput\n"); + auto controller = controllers.find(inputHandle); + if (controller == controllers.end()) return 0; + + auto map = controller_maps.find(actionSetHandle); + if (map == controller_maps.end()) return 0; + + auto a = map->second.active_analog.find(analogActionHandle); + if (a == map->second.active_analog.end()) return 0; + + int count = 0; + for (auto a: a->second.first) { + switch (a) { + case TRIGGER_LEFT: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftTrigger_Pull; + break; + case TRIGGER_RIGHT: + originsOut[count] = k_EInputActionOrigin_XBox360_RightTrigger_Pull; + break; + case STICK_LEFT + JOY_ID_START: + originsOut[count] = k_EInputActionOrigin_XBox360_LeftStick_Move; + break; + case STICK_RIGHT + JOY_ID_START: + originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Move; + break; + default: + originsOut[count] = k_EInputActionOrigin_None; + break; + } + + ++count; + if (count >= STEAM_INPUT_MAX_ORIGINS) { + break; + } + } return 0; } From ee4722cb3375667c3fef0740469599d4a6bdce59 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 14 Sep 2019 18:32:26 -0400 Subject: [PATCH 149/494] Activate the action set if there is only one present. --- dll/steam_controller.h | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 6aa33aa..0f2b641 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -232,7 +232,14 @@ bool Init() GamepadUpdate(); for (int i = 1; i < 5; ++i) { - controllers.insert(std::pair(i, Controller_Action(i))); + struct Controller_Action cont_action(i); + //Activate the action set if there is only one present. + //TODO: I don't know if one gets activated by default when there's more than one + if (action_handles.size() == 1) { + cont_action.activate_action_set(action_handles.begin()->second, controller_maps); + } + + controllers.insert(std::pair(i, cont_action)); } return true; From 6c19056fbbfe08a6c624ce1be49edcaa72f05a12 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 18 Sep 2019 14:53:04 +0200 Subject: [PATCH 150/494] Change inventory files place. inventory is now in %appdata%/goldberg...//inventory just like remote and stats. It is also affected by the local_save.txt --- dll/local_storage.cpp | 16 +++------------- dll/local_storage.h | 1 - 2 files changed, 3 insertions(+), 14 deletions(-) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 08f4465..98bb284 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -53,11 +53,6 @@ std::string Local_Storage::get_global_settings_path() return ""; } -std::string Local_Storage::get_global_inventory_path() -{ - return ""; -} - Local_Storage::Local_Storage(std::string save_directory) { @@ -527,11 +522,6 @@ std::string Local_Storage::get_global_settings_path() return save_directory + settings_storage_folder + PATH_SEPARATOR; } -std::string Local_Storage::get_global_inventory_path() -{ - return save_directory + inventory_storage_folder + PATH_SEPARATOR; -} - std::vector Local_Storage::get_filenames_path(std::string path) { if (path.back() != *PATH_SEPARATOR) { @@ -703,7 +693,7 @@ bool Local_Storage::update_save_filenames(std::string folder) bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) { - std::string inv_path = std::move(get_global_inventory_path() + appid + file); + std::string inv_path = std::move(save_directory + appid + inventory_storage_folder + PATH_SEPARATOR + file); std::ifstream inventory_file(inv_path); // If there is a file and we opened it if (inventory_file) @@ -735,11 +725,11 @@ bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const& bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) { - std::string inv_path = std::move(get_global_inventory_path() + appid); + std::string inv_path = std::move(save_directory + appid + inventory_storage_folder); create_directory(inv_path); - std::ofstream inventory_file(inv_path + file, std::ios::trunc | std::ios::out); + std::ofstream inventory_file(inv_path + PATH_SEPARATOR + file, std::ios::trunc | std::ios::out); if (inventory_file) { inventory_file << std::setw(2) << json; diff --git a/dll/local_storage.h b/dll/local_storage.h index ef618a5..38d676b 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -59,7 +59,6 @@ public: bool file_delete(std::string folder, std::string file); uint64_t file_timestamp(std::string folder, std::string file); std::string get_global_settings_path(); - std::string get_global_inventory_path(); std::string get_path(std::string folder); bool update_save_filenames(std::string folder); From b77b4e2ef53dc8eee530a6f906c075ba4070a772 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 20 Sep 2019 06:14:08 -0400 Subject: [PATCH 151/494] Fix older ActionOrigins functions. --- dll/steam_controller.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 0f2b641..926013d 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -467,7 +467,7 @@ int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActi EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; int ret = GetDigitalActionOrigins(controllerHandle, actionSetHandle, digitalActionHandle, origins ); for (int i = 0; i < ret; ++i) { - originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBoxOne_A - k_EControllerActionOrigin_XBox360_A)); + originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBox360_A - k_EControllerActionOrigin_XBox360_A)); } return ret; @@ -639,7 +639,7 @@ int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActio EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS]; int ret = GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, origins ); for (int i = 0; i < ret; ++i) { - originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBoxOne_A - k_EControllerActionOrigin_XBox360_A)); + originsOut[i] = (EControllerActionOrigin)(origins[i] - (k_EInputActionOrigin_XBox360_A - k_EControllerActionOrigin_XBox360_A)); } return ret; From 1545e375a2109331a99de405b4dd92e70f541a84 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 20 Sep 2019 12:52:56 +0200 Subject: [PATCH 152/494] Fix wrong broadcast addr on windows --- dll/network.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/dll/network.cpp b/dll/network.cpp index b85ce3f..7b2628a 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -71,16 +71,15 @@ static void get_broadcast_info(uint16 port) IP_ADAPTER_INFO *pAdapter = pAdapterInfo; while (pAdapter) { - unsigned long gateway = 0, subnet_mask = 0; + unsigned long iface_ip = 0, subnet_mask = 0; if (inet_pton(AF_INET, pAdapter->IpAddressList.IpMask.String, &subnet_mask) == 1 - && inet_pton(AF_INET, pAdapter->GatewayList.IpAddress.String, &gateway) == 1) { + && inet_pton(AF_INET, pAdapter->IpAddressList.IpAddress.String, &iface_ip) == 1) { IP_PORT *ip_port = &broadcasts[number_broadcasts]; //ip_port->ip.family = AF_INET; - uint32 gateway_ip = ntohl(gateway), subnet_ip = ntohl(subnet_mask); - uint32 broadcast_ip = gateway_ip + ~subnet_ip - 1; - ip_port->ip = htonl(broadcast_ip); + uint32 broadcast_ip = iface_ip | ~subnet_mask; + ip_port->ip = broadcast_ip; ip_port->port = port; number_broadcasts++; From 5ed9a7aa77db1602b8e9746c1279f4228a1023ff Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 20 Sep 2019 11:04:04 -0400 Subject: [PATCH 153/494] Fix dumb bug. --- dll/steam_controller.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 926013d..1cd15e4 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -682,7 +682,8 @@ int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t ac break; } } - return 0; + + return count; } From 75dd582dec7b45992bde84f9c09a1030cb83c011 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 22 Sep 2019 11:35:27 -0400 Subject: [PATCH 154/494] Fix crash when one of the lobby keys which was supposed to be an int was not an int. --- dll/steam_matchmaking.h | 23 ++++++++++++++--------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 4622cc2..7ca1df9 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1152,16 +1152,21 @@ void RunCallbacks() } } } else { - int compare_to = stoi(value->second, 0, 0); - PRINT_DEBUG("Compare Values %i %i\n", compare_to, f.value_int); - if (f.eComparisonType == k_ELobbyComparisonEqual) { - if (compare_to == f.value_int) { - PRINT_DEBUG("Equal\n"); - //use = use; - } else { - PRINT_DEBUG("Not Equal\n"); - use = false; + try { + int compare_to = std::stoi(value->second, 0, 0); + PRINT_DEBUG("Compare Values %i %i\n", compare_to, f.value_int); + if (f.eComparisonType == k_ELobbyComparisonEqual) { + if (compare_to == f.value_int) { + PRINT_DEBUG("Equal\n"); + //use = use; + } else { + PRINT_DEBUG("Not Equal\n"); + use = false; + } } + } catch (...) { + //Same case as if the key is not in the lobby? + use = false; } //TODO: add more comparisons } From 846ed27397fda3c3ff1c9d619e51be6358122d06 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 23 Sep 2019 18:42:13 +0200 Subject: [PATCH 155/494] Add a default inventory support Put a file in /steam_settings/default_items.json with all default items you want (same syntax as the inventory file) --- dll/steam_inventory.h | 32 +++++++++++++++++++++++++++++++- 1 file changed, 31 insertions(+), 1 deletion(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index acc6319..e116e65 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -44,6 +44,7 @@ class Steam_Inventory : { public: static constexpr auto items_user_file = "items.json"; + static constexpr auto items_default_file = "default_items.json"; private: class Settings *settings; @@ -122,7 +123,36 @@ void read_items_db() void read_inventory_db() { - local_storage->load_inventory_file(user_items, items_user_file); + // If we havn't got any inventory + if (!local_storage->load_inventory_file(user_items, items_user_file)) + { + // Try to load a default one + std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; + PRINT_DEBUG("Default items file path: %s\n", items_db_path.c_str()); + std::ifstream inventory_file(items_db_path); + // If there is a file and we opened it + if (inventory_file) + { + inventory_file.seekg(0, std::ios::end); + size_t size = inventory_file.tellg(); + std::string buffer(size, '\0'); + inventory_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + inventory_file.read(&buffer[0], size); + inventory_file.close(); + + try + { + user_items = std::move(nlohmann::json::parse(buffer)); + PRINT_DEBUG("Loaded default inventory. Loaded %u items.\n", user_items.size()); + } + catch (std::exception& e) + { + PRINT_DEBUG("Error while parsing inventory json: %s\n", e.what()); + } + } + } } public: From 965031a804c1b0e37e742cde76b82718322cf0a2 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 24 Sep 2019 12:26:34 +0200 Subject: [PATCH 156/494] Download achievement pictures and store em in images/ --- generate_game_infos/generate_game_infos.cpp | 74 +++++++++++++++++++-- 1 file changed, 70 insertions(+), 4 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index bd487ba..43eb086 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -231,7 +231,40 @@ public: std::string steam_apikey; std::string app_id; -void generate_achievements(CurlEasy &easy) +#if defined(WIN32) || defined(_WIN32) +#include + +static bool create_directory(std::string const& strPath) +{ + DWORD dwAttrib = GetFileAttributesA(strPath.c_str()); + + if (dwAttrib != INVALID_FILE_ATTRIBUTES && dwAttrib & FILE_ATTRIBUTE_DIRECTORY) + return true; + + return CreateDirectoryA(strPath.c_str(), NULL); +} +#elif defined(__linux__) +#include +#include +#include + +static bool create_directory(std::string const& strPath) +{ + stat sb; + + if (stat(strPath.c_str(), &sb) != 0) + { + return mkdir(strPath.c_str(), 0755) == 0; + } + if (S_ISDIR(sb.st_mode)) + return true; + + return false; +} + +#endif + +static void generate_achievements(CurlEasy &easy) { std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; url += steam_apikey; @@ -263,8 +296,35 @@ void generate_achievements(CurlEasy &easy) { output_json[i]["description"] = ""; } - output_json[i]["icon"] = item.value()["icon"]; - output_json[i]["icongray"] = item.value()["icongray"]; + + { + std::string icon_path = "images/" + item.value()["name"].get() + ".jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icon"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + } + { + std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icongray"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + } ++i; } ach_file << std::setw(2) << output_json; @@ -285,7 +345,7 @@ void generate_achievements(CurlEasy &easy) } } -void generate_items(CurlEasy& easy) +static void generate_items(CurlEasy& easy) { std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; url += steam_apikey; @@ -365,6 +425,12 @@ void generate_items(CurlEasy& easy) int main() { + if (!create_directory("images")) + { + std::cerr << "Cannot create directory \"images\"" << std::endl; + return -1; + } + CurlGlobal& cglobal = CurlGlobal::Inst(); cglobal.init(); From 325a19f204ba4e617944db400d946b4a43e2a024 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 24 Sep 2019 17:58:55 +0200 Subject: [PATCH 157/494] struct stat --- generate_game_infos/generate_game_infos.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 43eb086..00e1e0b 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -250,7 +250,7 @@ static bool create_directory(std::string const& strPath) static bool create_directory(std::string const& strPath) { - stat sb; + struct stat sb; if (stat(strPath.c_str(), &sb) != 0) { From c0fd74088d086233dad91ca133eca48b6f6826d4 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 25 Sep 2019 12:29:14 +0200 Subject: [PATCH 158/494] Added missing path --- generate_game_infos/generate_game_infos.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 00e1e0b..0ff8f50 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -310,6 +310,9 @@ static void generate_achievements(CurlEasy &easy) std::string picture = easy.get_answer(); achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icon"] = icon_path; + } { std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; @@ -324,6 +327,8 @@ static void generate_achievements(CurlEasy &easy) std::string picture = easy.get_answer(); achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icongray"] = icon_path; } ++i; } From 928575f0374189474bcc0f8a7127afb5bb684321 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 1 Oct 2019 18:16:45 +0200 Subject: [PATCH 159/494] Remove home directory example and update the achievement example --- Readme_release.txt | 5 - .../232090/achievements.EXAMPLE.json | 18 - .../232090/items.EXAMPLE.json | 4 - .../achievements.EXAMPLE.json | 2098 ----------------- .../achievements_EXAMPLE.json | 2098 +++++++++++++++++ 5 files changed, 2098 insertions(+), 2125 deletions(-) delete mode 100644 files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json delete mode 100644 files_example/inventory.EXAMPLE/232090/items.EXAMPLE.json delete mode 100644 files_example/steam_settings.EXAMPLE/achievements.EXAMPLE.json create mode 100644 files_example/steam_settings.EXAMPLE/achievements_EXAMPLE.json diff --git a/Readme_release.txt b/Readme_release.txt index 0926de1..113a4bf 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -70,11 +70,6 @@ Create a folder named steam_settings right beside steam_api.dll if there isn't o An example can be found in steam_settings.EXAMPLE that works with Killing Floor 2. The items.json syntax is simple, you SHOULD validate your .json file before trying to run your game or you won't have any item in your inventory. Just look for "online json validator" on your web brower to valide your file. You can use https://steamdb.info/ to list items and attributes they have and put them into your .json. -Then you have to add item/achievement to you inventory. To do so, go to %appdata%\Goldberg SteamEmu Saves\inventory\ on windows or [$XDG_DATA_HOME|~/.local/share]/Goldberg SteamEmu Saves on linux. -In that folder, create a file items.json and/or achievements.json and fill it like in the example inventory.EXAMPLE. -items.json syntax is like so: { "item_id": , "other_item_id": }. -achievements.json syntax is like so: { "achievement_name": { "earned" : [true|false], "earned_time": }, "second_name": { "earned" : [true|false], "earned_time": } } -"earned_time" can be 0, meaning the achievement was earned before before trace the earn time. (See https://partner.steamgames.com/doc/api/ISteamUserStats#GetAchievementAndUnlockTime) Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. Leaderboards: diff --git a/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json b/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json deleted file mode 100644 index 7cf5155..0000000 --- a/files_example/inventory.EXAMPLE/232090/achievements.EXAMPLE.json +++ /dev/null @@ -1,18 +0,0 @@ -{ - "Achievement_0": { - "earned": true, - "earned_time": 1566718428 - }, - "Achievement_1": { - "earned": true, - "earned_time": 1566718431 - }, - "Achievement_10": { - "earned": true, - "earned_time": 1566718431 - }, - "Achievement_100": { - "earned": true, - "earned_time": 1566718432 - } -} \ No newline at end of file diff --git a/files_example/inventory.EXAMPLE/232090/items.EXAMPLE.json b/files_example/inventory.EXAMPLE/232090/items.EXAMPLE.json deleted file mode 100644 index 34db327..0000000 --- a/files_example/inventory.EXAMPLE/232090/items.EXAMPLE.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "2001": 1, - "2002": 1 -} \ No newline at end of file diff --git a/files_example/steam_settings.EXAMPLE/achievements.EXAMPLE.json b/files_example/steam_settings.EXAMPLE/achievements.EXAMPLE.json deleted file mode 100644 index 7a45fb5..0000000 --- a/files_example/steam_settings.EXAMPLE/achievements.EXAMPLE.json +++ /dev/null @@ -1,2098 +0,0 @@ -[ - { - "description": "Complete Burning Paris on Survival Normal difficulty", - "displayName": "Tower Tussle", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/602f536d30b0c235518e7a1e44187d441eaf63d6.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_0" - }, - { - "description": "Complete Burning Paris on Survival Hard difficulty", - "displayName": "Seine Skirmish", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/636fe6d6fabcabde48e874b7f4743632578b1c5d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_1" - }, - { - "description": "Beat Burning Paris on Suicidal", - "displayName": "Bastille Brawl", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c917888af91dfe611af82089437b2893779c8efc.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_2" - }, - { - "description": "Beat Burning Paris on Hell on Earth", - "displayName": "Arc Action", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70b565ce3857b76c0a05369f06c8c049e16f7acb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_3" - }, - { - "description": "Beat Outpost on Normal", - "displayName": "You Can't Fight In Here, This Is The Control Room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d47d3ba3fd18af18307316c45ef5928a2ef548ea.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_4" - }, - { - "description": "Beat Outpost on Hard", - "displayName": "This Is What Happens When You Meet A Zed In The Alps", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/02ee9ce922c7ce7a64829cd532f1ba2643dd4bb1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_5" - }, - { - "description": "Beat Outpost on Suicidal", - "displayName": "The Shield Doors Must Be Closed", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/050dcb99026091b63eddda0cdc4d63fd722c1e1b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_6" - }, - { - "description": "Beat Outpost on Hell on Earth", - "displayName": "Fear Is For The Zeds, My Little Lord", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8431a972a1983e9caf674f6789a5c465805ebbc4.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_7" - }, - { - "description": "Beat Biotics Lab on Normal", - "displayName": "Open For Testing", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0a8d274c3d77ec81d2aab54af370f724d40f15bc.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_8" - }, - { - "description": "Beat Biotics Lab on Hard", - "displayName": "Limited Contact", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cbcc021969245995ce09589ad53ab1a47f0fdff7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_9" - }, - { - "description": "Beat Biotics Lab on Suicidal", - "displayName": "Restricted Access", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/44268ccc9bac63ecbf60f39898d7dc2c17bd53ab.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_10" - }, - { - "description": "Beat Biotics Lab on Hell on Earth", - "displayName": "Controlled Environment", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/70cb90730ab2705bb1e306819354651d56c38552.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_11" - }, - { - "description": "Beat Volter Manor on Normal", - "displayName": "Just Visiting", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/61fa8d36c9829af872c0ad5228c60d64069fce17.jpg", - 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"displayName": "Reach Level 5 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f81cafc2e08f2373cf4a5a4feb8ebc9d42609f52.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_35" - }, - { - "description": "Reach Level 10 Medic", - "displayName": "Reach Level 10 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6cfa49ae2939448e3eae52e6ef5d88a8d3e8cee5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_36" - }, - { - "description": "Reach Level 15 Medic", - "displayName": "Reach Level 15 Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9d05bece5bdc0c4a919629378aa8d0a838b01548.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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"displayName": "Reach Level 20 Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/46e7a0273fe5e82f4cbf6a650e8e9b519651ed46.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_43" - }, - { - "description": "Reach Level 25 Commando", - "displayName": "Reach Level 25 Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ea698f23e293f79e28ad83c710820c86c30e8639.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_44" - }, - { - "description": "Reach Level 5 Support", - "displayName": "Reach Level 5 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8405e32f8bd371eb86b2d2c969efaba94d1b0076.jpg", - 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"displayName": "Reach Level 20 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/87d64c361dbacf7bb024abbfa1cb379b86e91989.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_48" - }, - { - "description": "Reach Level 25 Support", - "displayName": "Reach Level 25 Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5a435a108d19908931941b652c758534d0147ce2.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_49" - }, - { - "description": "Reach Level 5 Firebug", - "displayName": "Reach Level 5 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4e6db9d05a3d33d94868e43f0a7034ecdb3ad840.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_50" - }, - { - "description": "Reach Level 10 Firebug", - "displayName": "Reach Level 10 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/23ca75c49075bfd65d1a262b8e42d9c021b311ef.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_51" - }, - { - "description": "Reach Level 15 Firebug", - "displayName": "Reach Level 15 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e1cbb261b23edfea921a280c099d76f88dbd872a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_52" - }, - { - "description": "Reach Level 20 Firebug", - "displayName": "Reach Level 20 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e133456760dd3f8148b9ec1417371c6ecebe62f5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_53" - }, - { - "description": "Reach Level 25 Firebug", - "displayName": "Reach Level 25 Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2488d37177ef8c82d03ac5bf7eb43fe774518c11.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_54" - }, - { - "description": "Reach Level 5 Demolitions", - "displayName": "Reach Level 5 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f8ff68113d42586d47a3f8b8120a16f40794699b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_55" - }, - { - "description": "Reach Level 10 Demolitions", - "displayName": "Reach Level 10 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b2664d73ed43ef164935a580a295bbf1e9e4e8de.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_56" - }, - { - "description": "Reach Level 15 Demolitions", - "displayName": "Reach Level 15 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/dda8becc826584df747b1db31c1f36d8fe4a827e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_57" - }, - { - "description": "Reach Level 20 Demolitions", - "displayName": "Reach Level 20 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/97e880c18ee6117082b2fbf43e2c7f6b170fa5f8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_58" - }, - { - "description": "Reach Level 25 Demolitions", - "displayName": "Reach Level 25 Demolitions", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ae40a49979e39239251944daaee0eb6a1e72603d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_59" - }, - { - "description": "Reach Level 5 Gunslinger", - "displayName": "Reach Level 5 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6dc5ed68550025c39e585746f5f9386e38661758.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_60" - }, - { - "description": "Reach Level 10 Gunslinger", - "displayName": "Reach Level 10 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9a79962091ac4c31ea093da1edb1c3b0f47d129b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_61" - }, - { - "description": "Reach Level 15 Gunslinger", - "displayName": "Reach Level 15 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7fb6931c29993732579b4cd3d8e9daab9a09f0ca.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_62" - }, - { - "description": "Reach Level 20 Gunslinger", - "displayName": "Reach Level 20 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/815dec2cee244bec1fd47ddcc4393276c0463ff9.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_63" - }, - { - "description": "Reach Level 25 Gunslinger", - "displayName": "Reach Level 25 Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cc7a9b384ed3897cc74fade28cde0e0c2c95b0ce.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_64" - }, - { - "description": "Beat Any One Map as Berserker on Normal Difficulty", - "displayName": "Normal Berserker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/36cc13be1928003332588ad18221760939c1dce3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_65" - 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"icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_68" - }, - { - "description": "Beat Any One Map as Medic on Normal Difficulty", - "displayName": "Normal Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4839101153acbfda639e129955f4ad766cd24ee3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_69" - }, - { - "description": "Beat Any One Map as Medic on Hard Difficulty", - "displayName": "Hard Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4f2fc7260bbd80517e4ddc089ead393fee197a6a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_70" - }, - { - "description": "Beat Any One Map as Medic on Suicidal Difficulty", - "displayName": "Suicidal Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/74bfb721ee43daade7c92e83593e2633d1531016.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_71" - }, - { - "description": "Beat Any One Map as Medic on Hell on Earth Difficulty", - "displayName": "Hellish Medic", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/bbf40f4f99ddd1251494c45cf44436fc3032364e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_72" - }, - { - "description": "Complete any map as a Commando on Survival Normal difficulty", - "displayName": "Normal Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5a8c0c6211e1314c175b8e5dd2785c79d97e8480.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_73" - }, - { - "description": "Complete any map as a Commando on Survival Hard difficulty", - "displayName": "Hard Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b44f5d459d8b35a7383718ea39540b8aed9f1d28.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_74" - }, - { - "description": "Complete any map as a Commando on Survival Suicidal difficulty", - "displayName": "Suicidal Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3d5b0e7ae171e6abd460c512bf7afaad20cb9c53.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_75" - }, - { - "description": "Complete any map as a Commando on Survival Hell On Earth difficulty", - "displayName": "Hellish Commando", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e08ae8778751acbcf861ee08f3b9803d3181f34f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_76" - }, - { - "description": "Complete any map as a Support on Survival Normal difficulty", - "displayName": "Normal Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f18256b3f3ddee86f22b477be44e0093f6d1897d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_77" - }, - { - "description": "Complete any map as a Support on Survival Hard difficulty", - "displayName": "Hard Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/4ad83923f2f9638896fe49aa80b04f11a80bd6db.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_78" - }, - { - "description": "Complete any map as a Support on Survival Suicidal difficulty", - "displayName": "Suicidal Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/eb55f2e2431b03b787ca803bd8ebb09ba4d0fbdd.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_79" - }, - { - "description": "Complete any map as a Support on Survival Hell On Earth difficulty", - "displayName": "Hellish Support", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2c483d17dea8fedf4b013c3b8a1f3a86ed7c53a1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_80" - }, - { - "description": "Complete any map as a Firebug on Survival Normal difficulty", - "displayName": "Normal Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d787f7a96c2396e035bfae8415739dd3ec53ce69.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_81" - }, - { - "description": "Complete any map as a Firebug on Survival Hard difficulty", - "displayName": "Hard Firebug", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/924384c8d486ef91bf856c25edd258e29b7243d5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_82" - 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"hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ba1d7d23335daf81fa6358a296219983d5c41d1a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_85" - }, - { - "description": "Complete any map as a Demolitionist on Survival Hard difficulty", - "displayName": "Hard Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2d72fe0b205be4a7c58f1a2f0560e7390fea1f5d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_86" - }, - { - "description": "Complete any map as a Demolitionist on Survival Suicidal difficulty", - "displayName": "Suicidal Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/68c99c300525c4b0524f9d1df77d54bab2b91b5f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_87" - }, - { - "description": "Complete any map as a Demolitionist on Survival Hell On Earth difficulty", - "displayName": "Hellish Demolition", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f3e2fa5c5bf2fd11d3646cf4046fcd46f6fcea6f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_88" - }, - { - "description": "Complete any map as a Gunslinger on Survival Normal difficulty", - "displayName": "Normal Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fd2324d876a594a4a5e64a8e7e6912d41a334a30.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_89" - }, - { - "description": "Complete any map as a Gunslinger on Survival Hard difficulty", - "displayName": "Hard Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/74f2431f94c6ecc6639f6af75f4a02f12b2e164d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_90" - }, - { - "description": "Complete any map as a Gunslinger on Survival Suicidal difficulty", - "displayName": "Suicidal Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/35cc28c801142cd4e1e8c64c4f8f747e13761420.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_91" - }, - { - "description": "Complete any map as a Gunslinger on Survival Hell On Earth difficulty", - "displayName": "Hellish Gunslinger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/77b47b409488fe21a216cef5d279ac6293bb0b5e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_92" - }, - { - "description": "Reach Level 25 in all Perks", - "displayName": "Perked Up", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/36350fb27669319b6c3ec26304250c9ff76b8a13.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_93" - }, - { - "description": "Complete Black Forest on Survival Normal difficulty", - "displayName": "Killer Korn", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b69373a99d3d8d3216b09402a9896f5f29009564.jpg", - 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"displayName": "Reap what you Sow", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7beeff9f0fb5fc641f2ad9d986db7cab1cb93486.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_102" - }, - { - "description": "Collect all the items on Farmhouse", - "displayName": "Darkness Dolls", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/21abe9ca2790fed3a4f400bb82171de07460309e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_103" - }, - { - "description": "Beat Prison on Normal", - "displayName": "Walked into the wrong room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/10b030dec54a8de662134975904e4b18546d2f8b.jpg", - 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"displayName": "I was trained by the best. British Intel.", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8ca6f43274c132cf9d995591fb4045aa5c57709c.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_107" - }, - { - "description": "Collect all the items on Prison", - "displayName": "Perilous Prison", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/95c90482f7da7e7759fb68200f71d3b784e1396d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_108" - }, - { - "description": "Complete the Training Floor", - "displayName": "School's Out Forever", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/66f5309ba8030f4f5dc5f1c15e1db4dad14ffbb1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_109" - }, - { - "description": "Reach Level 5 Sharpshooter", - "displayName": "Reach Level 5 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/023f4f3f8b8b45547a7c0bd9a1ac409cb262fbe8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_110" - }, - { - "description": "Reach Level 10 Sharpshooter", - "displayName": "Reach Level 10 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ca9c4dea499a0212dd521cbf872715b54aa22018.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_111" - }, - { - "description": "Reach Level 15 Sharpshooter", - "displayName": "Reach Level 15 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3c7a93ae33709f3e087c2d73b580ab71be443515.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_112" - }, - { - "description": "Reach Level 20 Sharpshooter", - "displayName": "Reach Level 20 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/00d137f6217d596365635659f788f81a12a56cc7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_113" - }, - { - "description": "Reach Level 25 Sharpshooter", - "displayName": "Reach Level 25 Sharpshooter", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1010a85f23b67a0ed426f76827dc71a47c898e91.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_114" - }, - 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"name": "Achievement_121" - }, - { - "description": "Complete Containment Station on Survival Hell On Earth difficulty", - "displayName": "So Long and Thanks for All the Zeds", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a9313fc5d346da24302330d8784dcf7143b5c143.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_122" - }, - { - "description": "Collect All the Items on Containment Station", - "displayName": "Can't Be Contained", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffbbbe46c760cbed9d23cb5e53bf875384da70ee.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_123" - }, - { - "description": "Complete Hostile Grounds on Survival Normal difficulty", - "displayName": "Mind the Gap", - 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"name": "Achievement_128" - }, - { - "description": "Kill a Siren Before She Screams", - "displayName": "Dead Silence", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/08e4690859d94699a73a80e5589fb0b8c799fa1c.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_129" - }, - { - "description": "Kill the Patriarch Before He Has a Chance to Heal", - "displayName": "Quick on the Trigger", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6fdfdd1f09fb91e90a1b25cb83a5421ae81a2cb5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_130" - }, - { - "description": "Kill Your First Fleshpound", - "displayName": "It's Only a Flesh Wound", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/03ff0be17f0e56d8e312aa117844f27f134c47af.jpg", - 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"displayName": "Win Hard", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/be68c7423f778e6a2fc636b4dc2e20942c6f0c68.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_134" - }, - { - "description": "Win Any Match on Suicidal Difficulty", - "displayName": "Win Suicidal", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3f199fbc299b56e873bb1bfb2d1726d88db3bbe6.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_135" - }, - { - "description": "Win Any Match on Hell on Earth Difficulty", - "displayName": "Win Hell on Earth", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/35c0be17200bacee8c54fbe87f16e8f27a82a181.jpg", - 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"displayName": "Mr. Perky 15", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/26c3035ca19855e765ad032d1de71fe64ae153e9.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_139" - }, - { - "description": "Reach Level 20 on Any Perk", - "displayName": "Mr. Perky 20", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/99a2fb3824c9f1eb2c607e22da9b4109cee0124f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_140" - }, - { - "description": "Reach Level 25 on Any Perk", - "displayName": "Mr. Perky 25", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/9aa58d0c8f2f80e8250bb75aa4de09ffba6da5b5.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_141" - }, - { - "description": "Win 1 Multiplayer Match", - "displayName": "Win 1", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/93aee896270cac79fb5ae36375c92091b57e9707.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_142" - }, - { - "description": "Win 10 Multiplayer Matches", - "displayName": "Win 10", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/5ac2c4dcfc8e708bce22d43c8fa0a28bc5f63177.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_143" - }, - { - "description": "Win 25 Multiplayer Matches", - "displayName": "Win 25", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/361fe6cb30916a4b3785ea0431b7df56bca3e111.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_144" - }, - { - "description": "Win a VS Survival Round Playing as the Zeds", - "displayName": "VS Zed Win", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/992d3a5c5c8d736cd26ef8ce2f371eeea33a8469.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_145" - }, - { - "description": "Win a VS Survival Round Playing as the Humans", - "displayName": "VS Human Win", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/af8cdf129ec3eaa218ca706105ed329792893872.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_146" - }, - { - "description": "Weld a Door to 100%", - "displayName": "Hold Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d5b03919fefaa82dc87765dc29961e4fd3816acb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_147" - }, - { - "description": "Heal a Teammate With the Syringe", - "displayName": "I Got Your Back", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a873278bb202e325e5073ae542ebabf0dd276236.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_148" - }, - { - "description": "Give 1000 Dosh to Another Player During a Multiplayer Match", - "displayName": "Benefactor", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7b07b668e976c865c0a2ad8707149d43f9652ef6.jpg", - 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"displayName": "Infernal Relics", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3c81f20349851c9b12ea9fba2116d4458c8bb309.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_154" - }, - { - "description": "Reach Level 5 SWAT", - "displayName": "Reach Level 5 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6919e017b0389e4e4f80b94a282bd10b88632567.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_155" - }, - { - "description": "Reach Level 10 SWAT", - "displayName": "Reach Level 10 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ba0a2d8bea98c36f402cf72ff59a17a6ea8a5097.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_156" - }, - { - "description": "Reach Level 15 SWAT", - "displayName": "Reach Level 15 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/07b4a6889ba0f960360b16c6a2c528b2802c8c0d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_157" - }, - { - "description": "Reach Level 20 SWAT", - "displayName": "Reach Level 20 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0577ad2c3987fa0186aaa017fa5c25c75c281133.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_158" - }, - { - "description": "Reach Level 25 SWAT", - "displayName": "Reach Level 25 SWAT", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c7655f2d1f275bc77e73b85a02d921f9e29d3031.jpg", - 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"icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_164" - }, - { - "description": "Reach Level 10 Survivalist", - "displayName": "Reach Level 10 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c87bbe270e7a60494f0d6a46a173f48e8e90f266.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_165" - }, - { - "description": "Reach Level 15 Survivalist", - "displayName": "Reach Level 15 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/0fc03a0b9535d3f31d8cfe3055e905e7cda85939.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_166" - }, - { - "description": "Reach Level 20 Survivalist", - "displayName": "Reach Level 20 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f9526579c6b4f52621b85c5913ff8773940fed11.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_167" - }, - { - "description": "Reach Level 25 Survivalist", - "displayName": "Reach Level 25 Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/a472196ec80ad363c21e1bac0206061a8ec6e1e1.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_168" - }, - { - "description": "Beat Any One Map as Survivalist on Normal Difficulty", - "displayName": "Normal Survivalist", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b4c78a847b3842fac7ea587a603594d9a39ffc8a.jpg", - 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"hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1d855a17989f39be054443c9277c90907eff1f8d.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_174" - }, - { - "description": "Complete Zed Landing on Survival Suicidal difficulty", - "displayName": "Close-out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/25a425379ed71d99787c091fa7a24e507c2eecac.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_175" - }, - { - "description": "Complete Zed Landing on Survival Hell On Earth difficulty", - "displayName": "Blown Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8d5f30aa2ff0b4a3e080eab4a61e202a87cf1775.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_176" - }, - { - "description": "Collect all the volley balls on Zed Landing", - "displayName": "ALAN!!!!!!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffad0d1970b1b8813ba164cd4465fc4de9b271eb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/54596c68ca49090f1ec57b19dfad28ff257400d2.jpg", - "name": "Achievement_177" - }, - { - "description": "Complete The Descent on Survival Normal difficulty", - "displayName": "How Bout Some Gas?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/02f005688d599e8f655a6d41a65751031c1a4392.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_178" - }, - { - "description": "Complete The Descent on Survival Hard difficulty", - "displayName": "But what if we added Gas?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/84848cab1b952d23328637f81e45b69aeda38ded.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_179" - }, - { - "description": "Complete The Descent on Survival Suicidal difficulty", - "displayName": "Let's Try Some Gas", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d6d7a2ce4b36b10b27946e972b3b7184f2226069.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_180" - }, - { - "description": "Complete The Descent on Survival Hell On Earth difficulty", - "displayName": "That's enough gas....", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/6e2ab1da79c801e23fba287c2fccc548bdbf0026.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_181" - }, - { - "description": "Collect all the items on The Descent", - "displayName": "Hans Off the Merchandise", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/21ab02dcc7dc02c09b5e65a82fcdfa200a96a0db.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_182" - }, - { - "description": "Complete Nuked on Survival Normal difficulty", - "displayName": "The War Room", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2a96570f609cf5842a31691e5cc8c0a800907786.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_183" - }, - { - "description": "Complete Nuked on Survival Hard difficulty", - "displayName": "The Mineshaft Gap", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/47c28acbddf4b6bed6d2ad1ec7536b1160e3b056.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_184" - }, - { - "description": "Complete Nuked on Survival Suicidal difficulty", - "displayName": "Peace is Our Profession", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e759bb1400427742feb5d39e715e6c956c11987a.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_185" - }, - { - "description": "Complete Nuked on Survival Hell On Earth difficulty", - "displayName": "How I Learned to Love the Bomb", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/47c42d2d9c5eb25d2c2c4a58dddd8084f470892e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_186" - }, - { - "description": "Collect all the items on Nuked", - "displayName": "Davy Crockett", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c16a98ee7a9a777730733ca1ec1cda2391fb89c7.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_187" - }, - { - "description": "Complete Tragic Kingdom on Survival Normal difficulty", - "displayName": "It's a Bloody World After All", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f0803a7e5a71920b9aa9c08e71eb381a9eda6e12.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_188" - }, - { - "description": "Complete Tragic Kingdom on Survival Hard difficulty", - "displayName": "The Goriest Place on Earth", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e2f6339b665184291d2987a3a48a5dbfb4b54c0e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_189" - }, - { - "description": "Complete Tragic Kingdom on Survival Suicidal difficulty", - "displayName": "The House the Zed Built", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/85f0612297393d567d8ff712fa324dabb0c269fb.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_190" - }, - { - "description": "Complete Tragic Kingdom on Survival Hell On Earth difficulty", - "displayName": "Where Nightmares Come True", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f68565b02007c17260805be1d5bb3c55271e1cb3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_191" - }, - { - "description": "Collect all the items on The Tragic Kingdom", - "displayName": "The Wonderful World of Merchandising", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/79ad35a7fe93d31661bd54825571708545e43210.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_192" - }, - { - "description": "Beat Nightmare on Normal", - "displayName": "I Got a Rock", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/1777445a1bc01a5c39a75c7167df6359edd5f26e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_193" - }, - { - "description": "Beat Nightmare on Hard", - "displayName": "Yuck, Candy Corn", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fb9b4f18d7f58d43295ee571cae5c821a5f12836.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_194" - }, - { - "description": "Beat Nightmare on Suicidal", - "displayName": "Fun Size? What is Fun Size?", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53e20884174ea4717588f5a7c324d1a02d207dae.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_195" - }, - { - "description": "Beat Nightmare on Hell on Earth", - "displayName": "Victory! Full Size Candy Bar!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c69b7865a24dcc827d5ea44ac166907b8f08b4ad.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_196" - }, - { - "description": "Collect all the items (skulls) on Nightmare", - "displayName": "Letting the Demons Out", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/874e1f46efd7b59e66485ee1b9b4b5765bcab692.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_197" - }, - { - "description": "Beat Krampus Lair on Normal", - "displayName": "Stocking Full of Coal", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ff769cc651d4be77250428a4b6d4e0a254015b11.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_198" - }, - { - "description": "Beat Krampus Lair on Hard", - "displayName": "Bundle of Switches", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/84082b5ce17368ef1e6a1d9e78174866674686ba.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_199" - }, - { - "description": "Beat Krampus Lair on Suicidal", - "displayName": "A Whupping", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/fe7e707e5ad19ef5e0dd9152a6d1b3ddeb59d883.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_200" - }, - { - "description": "Complete Krampus Lair on Survival Hell On Earth difficulty", - "displayName": "Carried off to the Underworld", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/c318550b2c02db9532d6051dd3af1f855cd87f5e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_201" - }, - { - "description": "Collect all the items (Snowglobes) on Krampus Lair", - "displayName": "A World Under Glass", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/486d1b5971dbe85edd3b93b61d19b474ff6764a8.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_202" - }, - { - "description": "Complete DieSector wave 25 on Endless Normal difficulty", - "displayName": "Training Simulation", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/510dc6da957123fce45794b85cc89075b6aa35d0.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_203" - }, - { - "description": "Complete DieSector wave 25 on Endless Hard difficulty", - "displayName": "Test Trials", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/925db58c260bb48f62eb56ef9a5e8faf9274c905.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_204" - }, - { - "description": "Complete DieSector wave 25 on Endless Suicidal difficulty", - "displayName": "Code Dead", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/222996c8e587aefda46d41c4c70b9108357ed175.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_205" - }, - { - "description": "Complete DieSector wave 25 on Endless Hell On Earth difficulty", - "displayName": "Fatal Exception", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/cf61a22148cdb35bd943ff14fb83f68c0cd8736e.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_206" - }, - { - "description": "Collect all the items (D.A.R. Bobbleheads) on DieSector", - "displayName": "It's aD.A.R.able", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/53405d791ad24a2a03b0d71c9c6f515e05fe3620.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_207" - }, - { - "description": "Complete Power Core on Survival Normal difficulty", - "displayName": "A Spark to Light the Way", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/877725c3b9e141295e2c52ac6f14af6f68013f04.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_208" - }, - { - "description": "Complete Power Core on Survival Hard difficulty", - "displayName": "Bolting through the Core", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/95d39cdab7b75fca64b64c39e4671f3ff09f3871.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_209" - }, - { - "description": "Complete Power Core on Survival Suicidal difficulty", - "displayName": "High Voltage", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d5521e83f9cf369d9f807489db0120d97a3e3002.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_210" - }, - { - "description": "Complete Power Core on Survival Hell On Earth difficulty", - "displayName": "I Have the Power!", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/8ca61bb09f6a26eebd4f76e5ab2804b2bdbd6540.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_211" - }, - { - "description": "Collect all the items (Batteries) on Power Core", - "displayName": "Surge Breaker", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/2942584ef67dfc745bed2c7fcbd8f04bd0c9b11b.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_212" - }, - { - "description": "Complete Airship on Survival Normal difficulty", - "displayName": "A Little Turbulence", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/e76995587e9bf81b4beecad3b305b06f32ee35c3.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_213" - }, - { - "description": "Complete Airship on Survival Hard difficulty", - "displayName": "Flying Unfriendly Skies", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/3dcc2a19350aef1f5b5079d2fa1510225bb5924f.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_214" - }, - { - "description": "Complete Airship on Survival Suicidal difficulty", - "displayName": "Soar, Gore, and More", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/d318dee401d56bafc7ebed0eaab6e4dcfb593b00.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_215" - }, - { - "description": "Complete Airship on Survival Hell On Earth difficulty", - "displayName": "Mile High Dead Club", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/350d3e23eb31845a77fcef992c7fe899fd436f80.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_216" - }, - { - "description": "Collect all the items (Steam Cells) on Airship", - "displayName": "Powered by Steam", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/b5fdc74747940179c7dc5f3ab964b1ef4175fdc0.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/380c05c1490a2d062d0d38ab4edb3751edfb352b.jpg", - "name": "Achievement_217" - }, - { - "description": "Complete Lockdown on Survival Normal difficulty", - "displayName": "Station Stabilization", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/ffab338f1cf3295c1efd4a01d0e0bca3def85229.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_218" - }, - { - "description": "Complete Lockdown on Survival Hard difficulty", - "displayName": "Fun Near the Sun", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/39205159c665ba3b80af9365b4f6e58ccac29ef2.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_219" - }, - { - "description": "Complete Lockdown on Survival Suicidal difficulty", - "displayName": "Space Race", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/7c8cfb7f628de3b9c7a438d17311882900314c75.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_220" - }, - { - "description": "Complete Lockdown on Survival Hell On Earth difficulty", - "displayName": "Houston, We Don't Have a Problem", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/177825463454281e2ef5c05ecc1526ef2474c3d4.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - 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", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/626744b7626d76146205e4ee0545ff5b82d48536.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_253" - }, - { - "description": "Complete Outpost on Objective Hard Difficulty", - "displayName": "Giving the Cold Shoulder", - "hidden": "0", - "icon": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/f0d63ed438b13319e0c81a6d7b3b0fea00e28b84.jpg", - "icongray": "https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/232090/34120e794323534aaec67ad4711d5674144656c3.jpg", - "name": "Achievement_254" - }, - { - "description": "Complete Outpost on Objective Suicidal Difficulty", - "displayName": "Frozen Assets", - "hidden": "0", - "icon": 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-0,0 +1,2098 @@ +[ + { + "description": "Complete Burning Paris on Survival Normal difficulty", + "displayName": "Tower Tussle", + "hidden": "0", + "icon": "images/Achievement_0.jpg", + "icongray": "images/Achievement_0_gray.jpg", + "name": "Achievement_0" + }, + { + "description": "Complete Burning Paris on Survival Hard difficulty", + "displayName": "Seine Skirmish", + "hidden": "0", + "icon": "images/Achievement_1.jpg", + "icongray": "images/Achievement_1_gray.jpg", + "name": "Achievement_1" + }, + { + "description": "Beat Burning Paris on Suicidal", + "displayName": "Bastille Brawl", + "hidden": "0", + "icon": "images/Achievement_2.jpg", + "icongray": "images/Achievement_2_gray.jpg", + "name": "Achievement_2" + }, + { + "description": "Beat Burning Paris on Hell on Earth", + "displayName": "Arc Action", + "hidden": "0", + "icon": "images/Achievement_3.jpg", + "icongray": "images/Achievement_3_gray.jpg", + "name": "Achievement_3" + }, + { + "description": "Beat Outpost on Normal", + "displayName": "You Can't Fight In Here, This Is The Control Room", + "hidden": "0", + "icon": "images/Achievement_4.jpg", + "icongray": "images/Achievement_4_gray.jpg", + "name": "Achievement_4" + }, + { + "description": "Beat Outpost on Hard", + "displayName": "This Is What Happens When You Meet A Zed In The Alps", + "hidden": "0", + "icon": "images/Achievement_5.jpg", + "icongray": "images/Achievement_5_gray.jpg", + "name": "Achievement_5" + }, + { + "description": "Beat Outpost on Suicidal", + "displayName": "The Shield Doors Must Be Closed", + "hidden": "0", + "icon": "images/Achievement_6.jpg", + "icongray": "images/Achievement_6_gray.jpg", + "name": "Achievement_6" + }, + { + "description": "Beat Outpost on Hell on Earth", + "displayName": "Fear Is For The Zeds, My Little Lord", + "hidden": "0", + "icon": "images/Achievement_7.jpg", + "icongray": "images/Achievement_7_gray.jpg", + "name": "Achievement_7" + }, + { + "description": "Beat Biotics Lab on Normal", + "displayName": "Open For Testing", + "hidden": "0", + "icon": "images/Achievement_8.jpg", + "icongray": "images/Achievement_8_gray.jpg", + "name": "Achievement_8" + }, + { + "description": "Beat Biotics Lab on Hard", + "displayName": "Limited Contact", + "hidden": "0", + "icon": "images/Achievement_9.jpg", + "icongray": "images/Achievement_9_gray.jpg", + "name": "Achievement_9" + }, + { + "description": "Beat Biotics Lab on Suicidal", + "displayName": "Restricted Access", + "hidden": "0", + "icon": "images/Achievement_10.jpg", + "icongray": "images/Achievement_10_gray.jpg", + "name": "Achievement_10" + }, + { + "description": "Beat Biotics Lab on Hell on Earth", + "displayName": "Controlled Environment", + "hidden": "0", + "icon": "images/Achievement_11.jpg", + "icongray": "images/Achievement_11_gray.jpg", + "name": "Achievement_11" + }, + { + "description": "Beat Volter Manor on Normal", + "displayName": "Just Visiting", + "hidden": "0", + "icon": "images/Achievement_12.jpg", + "icongray": "images/Achievement_12_gray.jpg", + "name": "Achievement_12" + }, + { + "description": "Beat Volter Manor on Hard", + "displayName": "Mind Your Manor", + "hidden": "0", + "icon": "images/Achievement_13.jpg", + "icongray": "images/Achievement_13_gray.jpg", + "name": "Achievement_13" + }, + { + "description": "Beat Volter Manor on Suicidal", + "displayName": "Settling In", + "hidden": "0", + "icon": "images/Achievement_14.jpg", + "icongray": "images/Achievement_14_gray.jpg", + "name": "Achievement_14" + }, + { + "description": "Complete Volter Manor on Survival Hell On Earth difficulty", + "displayName": "Lord of the Manor", + "hidden": "0", + "icon": "images/Achievement_15.jpg", + "icongray": "images/Achievement_15_gray.jpg", + "name": "Achievement_15" + }, + { + "description": "Collect all the items on Burning Paris", + "displayName": "Paris Plunder", + "hidden": "0", + "icon": "images/Achievement_16.jpg", + "icongray": "images/Achievement_16_gray.jpg", + "name": "Achievement_16" + }, + { + "description": "Collect all the items on Outpost", + "displayName": "Outpost Offerings", + "hidden": "0", + "icon": "images/Achievement_17.jpg", + "icongray": "images/Achievement_17_gray.jpg", + "name": "Achievement_17" + }, + { + "description": "Collect all the items on Biotics Lab", + "displayName": "Biotics Bling", + "hidden": "0", + "icon": "images/Achievement_18.jpg", + "icongray": "images/Achievement_18_gray.jpg", + "name": "Achievement_18" + }, + { + "description": "Collect all the items on Volter Manor", + "displayName": "Manor Money", + "hidden": "0", + "icon": "images/Achievement_19.jpg", + "icongray": "images/Achievement_19_gray.jpg", + "name": "Achievement_19" + }, + { + "description": "Complete Evacuation Point on Survival Normal difficulty", + "displayName": "The Suite Life", + "hidden": "0", + "icon": "images/Achievement_20.jpg", + "icongray": "images/Achievement_20_gray.jpg", + "name": "Achievement_20" + }, + { + "description": "Complete Evacuation Point on Survival Hard difficulty", + "displayName": "Unsinkable II", + "hidden": "0", + "icon": "images/Achievement_21.jpg", + "icongray": "images/Achievement_21_gray.jpg", + "name": "Achievement_21" + }, + { + "description": "Complete Evacuation Point on Survival Suicidal difficulty", + "displayName": "Bow Movement", + "hidden": "0", + "icon": "images/Achievement_22.jpg", + "icongray": "images/Achievement_22_gray.jpg", + "name": "Achievement_22" + }, + { + "description": "Complete Evacuation Point on Survival Hell On Earth difficulty", + "displayName": "Seas The Day", + "hidden": "0", + "icon": "images/Achievement_23.jpg", + "icongray": "images/Achievement_23_gray.jpg", + "name": "Achievement_23" + }, + { + "description": "Complete Catacombs on Survival Normal difficulty", + "displayName": "A Light In The Darkness", + "hidden": "0", + "icon": "images/Achievement_24.jpg", + "icongray": "images/Achievement_24_gray.jpg", + "name": "Achievement_24" + }, + { + "description": "Complete Catacombs on Survival Hard difficulty", + "displayName": "This Is No Mine", + "hidden": "0", + "icon": "images/Achievement_25.jpg", + "icongray": "images/Achievement_25_gray.jpg", + "name": "Achievement_25" + }, + { + "description": "Complete Catacombs on Survival Suicidal difficulty", + "displayName": "This Is A Tomb, Theirs", + "hidden": "0", + "icon": "images/Achievement_26.jpg", + "icongray": "images/Achievement_26_gray.jpg", + "name": "Achievement_26" + }, + { + "description": "Complete Catacombs on Survival Hell On Earth difficulty", + "displayName": "They Shall Not Pass", + "hidden": "0", + "icon": "images/Achievement_27.jpg", + "icongray": "images/Achievement_27_gray.jpg", + "name": "Achievement_27" + }, + { + "description": "Collect all the items on Evacuation Point", + "displayName": "Point Paper", + "hidden": "0", + "icon": "images/Achievement_28.jpg", + "icongray": "images/Achievement_28_gray.jpg", + "name": "Achievement_28" + }, + { + "description": "Collect all the items on Catacombs", + "displayName": "Catacombs Cash", + "hidden": "0", + "icon": "images/Achievement_29.jpg", + "icongray": "images/Achievement_29_gray.jpg", + "name": "Achievement_29" + }, + { + "description": "Reach Level 5 Berserker", + "displayName": "Reach Level 5 Berserker", + "hidden": "0", + "icon": "images/Achievement_30.jpg", + "icongray": "images/Achievement_30_gray.jpg", + "name": "Achievement_30" + }, + { + "description": "Reach Level 10 Berserker", + "displayName": "Reach Level 10 Berserker", + "hidden": "0", + "icon": "images/Achievement_31.jpg", + "icongray": "images/Achievement_31_gray.jpg", + "name": "Achievement_31" + }, + { + "description": "Reach Level 15 Berserker", + "displayName": "Reach Level 15 Berserker", + "hidden": "0", + "icon": "images/Achievement_32.jpg", + "icongray": "images/Achievement_32_gray.jpg", + "name": "Achievement_32" + }, + { + "description": "Reach Level 20 Berserker", + "displayName": "Reach Level 20 Berserker", + "hidden": "0", + "icon": "images/Achievement_33.jpg", + "icongray": "images/Achievement_33_gray.jpg", + "name": "Achievement_33" + }, + { + "description": "Reach Level 25 Berserker", + "displayName": "Reach Level 25 Berserker", + "hidden": "0", + "icon": "images/Achievement_34.jpg", + "icongray": "images/Achievement_34_gray.jpg", + "name": "Achievement_34" + }, + { + "description": "Reach Level 5 Medic", + "displayName": "Reach Level 5 Medic", + "hidden": "0", + "icon": "images/Achievement_35.jpg", + "icongray": "images/Achievement_35_gray.jpg", + "name": "Achievement_35" + }, + { + "description": "Reach Level 10 Medic", + "displayName": "Reach Level 10 Medic", + "hidden": "0", + "icon": "images/Achievement_36.jpg", + "icongray": "images/Achievement_36_gray.jpg", + "name": "Achievement_36" + }, + { + "description": "Reach Level 15 Medic", + "displayName": "Reach Level 15 Medic", + "hidden": "0", + "icon": "images/Achievement_37.jpg", + "icongray": "images/Achievement_37_gray.jpg", + "name": "Achievement_37" + }, + { + "description": "Reach Level 20 Medic", + "displayName": "Reach Level 20 Medic", + "hidden": "0", + "icon": "images/Achievement_38.jpg", + "icongray": "images/Achievement_38_gray.jpg", + "name": "Achievement_38" + }, + { + "description": "Reach Level 25 Medic", + "displayName": "Reach Level 25 Medic", + "hidden": "0", + "icon": "images/Achievement_39.jpg", + "icongray": "images/Achievement_39_gray.jpg", + "name": "Achievement_39" + }, + { + "description": "Reach Level 5 Commando", + "displayName": "Reach Level 5 Commando", + "hidden": "0", + "icon": "images/Achievement_40.jpg", + "icongray": "images/Achievement_40_gray.jpg", + "name": "Achievement_40" + }, + { + "description": "Reach Level 10 Commando", + "displayName": "Reach Level 10 Commando", + "hidden": "0", + "icon": "images/Achievement_41.jpg", + "icongray": "images/Achievement_41_gray.jpg", + "name": "Achievement_41" + }, + { + "description": "Reach Level 15 Commando", + "displayName": "Reach Level 15 Commando", + "hidden": "0", + "icon": "images/Achievement_42.jpg", + "icongray": "images/Achievement_42_gray.jpg", + "name": "Achievement_42" + }, + { + "description": "Reach Level 20 Commando", + "displayName": "Reach Level 20 Commando", + "hidden": "0", + "icon": "images/Achievement_43.jpg", + "icongray": "images/Achievement_43_gray.jpg", + "name": "Achievement_43" + }, + { + "description": "Reach Level 25 Commando", + "displayName": "Reach Level 25 Commando", + "hidden": "0", + "icon": "images/Achievement_44.jpg", + "icongray": "images/Achievement_44_gray.jpg", + "name": "Achievement_44" + }, + { + "description": "Reach Level 5 Support", + "displayName": "Reach Level 5 Support", + "hidden": "0", + "icon": "images/Achievement_45.jpg", + "icongray": "images/Achievement_45_gray.jpg", + "name": "Achievement_45" + }, + { + "description": "Reach Level 10 Support", + "displayName": "Reach Level 10 Support", + "hidden": "0", + "icon": "images/Achievement_46.jpg", + "icongray": "images/Achievement_46_gray.jpg", + "name": "Achievement_46" + }, + { + "description": "Reach Level 15 Support", + "displayName": "Reach Level 15 Support", + "hidden": "0", + "icon": "images/Achievement_47.jpg", + "icongray": "images/Achievement_47_gray.jpg", + "name": "Achievement_47" + }, + { + "description": "Reach Level 20 Support", + "displayName": "Reach Level 20 Support", + "hidden": "0", + "icon": "images/Achievement_48.jpg", + "icongray": "images/Achievement_48_gray.jpg", + "name": "Achievement_48" + }, + { + "description": "Reach Level 25 Support", + "displayName": "Reach Level 25 Support", + "hidden": "0", + "icon": "images/Achievement_49.jpg", + "icongray": "images/Achievement_49_gray.jpg", + "name": "Achievement_49" + }, + { + "description": "Reach Level 5 Firebug", + "displayName": "Reach Level 5 Firebug", + "hidden": "0", + "icon": "images/Achievement_50.jpg", + "icongray": "images/Achievement_50_gray.jpg", + "name": "Achievement_50" + }, + { + "description": "Reach Level 10 Firebug", + "displayName": "Reach Level 10 Firebug", + "hidden": "0", + "icon": "images/Achievement_51.jpg", + "icongray": "images/Achievement_51_gray.jpg", + "name": "Achievement_51" + }, + { + "description": "Reach Level 15 Firebug", + "displayName": "Reach Level 15 Firebug", + "hidden": "0", + "icon": "images/Achievement_52.jpg", + "icongray": "images/Achievement_52_gray.jpg", + "name": "Achievement_52" + }, + { + "description": "Reach Level 20 Firebug", + "displayName": "Reach Level 20 Firebug", + "hidden": "0", + "icon": "images/Achievement_53.jpg", + "icongray": "images/Achievement_53_gray.jpg", + "name": "Achievement_53" + }, + { + "description": "Reach Level 25 Firebug", + "displayName": "Reach Level 25 Firebug", + "hidden": "0", + "icon": "images/Achievement_54.jpg", + "icongray": "images/Achievement_54_gray.jpg", + "name": "Achievement_54" + }, + { + "description": "Reach Level 5 Demolitions", + "displayName": "Reach Level 5 Demolitions", + "hidden": "0", + "icon": "images/Achievement_55.jpg", + "icongray": "images/Achievement_55_gray.jpg", + "name": "Achievement_55" + }, + { + "description": "Reach Level 10 Demolitions", + "displayName": "Reach Level 10 Demolitions", + "hidden": "0", + "icon": "images/Achievement_56.jpg", + "icongray": "images/Achievement_56_gray.jpg", + "name": "Achievement_56" + }, + { + "description": "Reach Level 15 Demolitions", + "displayName": "Reach Level 15 Demolitions", + "hidden": "0", + "icon": "images/Achievement_57.jpg", + "icongray": "images/Achievement_57_gray.jpg", + "name": "Achievement_57" + }, + { + "description": "Reach Level 20 Demolitions", + "displayName": "Reach Level 20 Demolitions", + "hidden": "0", + "icon": "images/Achievement_58.jpg", + "icongray": "images/Achievement_58_gray.jpg", + "name": "Achievement_58" + }, + { + "description": "Reach Level 25 Demolitions", + "displayName": "Reach Level 25 Demolitions", + "hidden": "0", + "icon": "images/Achievement_59.jpg", + "icongray": "images/Achievement_59_gray.jpg", + "name": "Achievement_59" + }, + { + "description": "Reach Level 5 Gunslinger", + "displayName": "Reach Level 5 Gunslinger", + "hidden": "0", + "icon": "images/Achievement_60.jpg", + "icongray": "images/Achievement_60_gray.jpg", + "name": "Achievement_60" + }, + { + "description": "Reach Level 10 Gunslinger", + "displayName": "Reach Level 10 Gunslinger", + "hidden": "0", + "icon": "images/Achievement_61.jpg", + "icongray": "images/Achievement_61_gray.jpg", + "name": "Achievement_61" + }, + { + "description": "Reach Level 15 Gunslinger", + "displayName": "Reach Level 15 Gunslinger", + "hidden": "0", + "icon": "images/Achievement_62.jpg", + "icongray": "images/Achievement_62_gray.jpg", + "name": "Achievement_62" + }, + { + "description": "Reach Level 20 Gunslinger", + "displayName": "Reach Level 20 Gunslinger", + "hidden": "0", + "icon": "images/Achievement_63.jpg", + "icongray": "images/Achievement_63_gray.jpg", + "name": "Achievement_63" + }, + { + "description": "Reach Level 25 Gunslinger", + "displayName": "Reach Level 25 Gunslinger", + "hidden": "0", + "icon": "images/Achievement_64.jpg", + "icongray": "images/Achievement_64_gray.jpg", + "name": "Achievement_64" + }, + { + "description": "Beat Any One Map as Berserker on Normal Difficulty", + "displayName": "Normal Berserker", + "hidden": "0", + "icon": "images/Achievement_65.jpg", + "icongray": "images/Achievement_65_gray.jpg", + "name": "Achievement_65" + }, + { + "description": "Beat Any One Map as Berserker on Hard Difficulty", + "displayName": "Hard Berserker", + "hidden": "0", + "icon": "images/Achievement_66.jpg", + "icongray": "images/Achievement_66_gray.jpg", + "name": "Achievement_66" + }, + { + "description": "Beat Any One Map as Berserker on Suicidal Difficulty", + "displayName": "Suicidal Berserker", + "hidden": "0", + "icon": "images/Achievement_67.jpg", + "icongray": "images/Achievement_67_gray.jpg", + "name": "Achievement_67" + }, + { + "description": "Beat Any One Map as Berserker on Hell on Earth Difficulty", + "displayName": "Hellish Berserker", + "hidden": "0", + "icon": "images/Achievement_68.jpg", + "icongray": "images/Achievement_68_gray.jpg", + "name": "Achievement_68" + }, + { + "description": "Beat Any One Map as Medic on Normal Difficulty", + "displayName": "Normal Medic", + "hidden": "0", + "icon": "images/Achievement_69.jpg", + "icongray": "images/Achievement_69_gray.jpg", + "name": "Achievement_69" + }, + { + "description": "Beat Any One Map as Medic on Hard Difficulty", + "displayName": "Hard Medic", + "hidden": "0", + "icon": "images/Achievement_70.jpg", + "icongray": "images/Achievement_70_gray.jpg", + "name": "Achievement_70" + }, + { + "description": "Beat Any One Map as Medic on Suicidal Difficulty", + "displayName": "Suicidal Medic", + "hidden": "0", + "icon": "images/Achievement_71.jpg", + "icongray": "images/Achievement_71_gray.jpg", + "name": "Achievement_71" + }, + { + "description": "Beat Any One Map as Medic on Hell on Earth Difficulty", + "displayName": "Hellish Medic", + "hidden": "0", + "icon": "images/Achievement_72.jpg", + "icongray": "images/Achievement_72_gray.jpg", + "name": "Achievement_72" + }, + { + "description": "Complete any map as a Commando on Survival Normal difficulty", + "displayName": "Normal Commando", + "hidden": "0", + "icon": "images/Achievement_73.jpg", + "icongray": "images/Achievement_73_gray.jpg", + "name": "Achievement_73" + }, + { + "description": "Complete any map as a Commando on Survival Hard difficulty", + "displayName": "Hard Commando", + "hidden": "0", + "icon": "images/Achievement_74.jpg", + "icongray": "images/Achievement_74_gray.jpg", + "name": "Achievement_74" + }, + { + "description": "Complete any map as a Commando on Survival Suicidal difficulty", + "displayName": "Suicidal Commando", + "hidden": "0", + "icon": "images/Achievement_75.jpg", + "icongray": "images/Achievement_75_gray.jpg", + "name": "Achievement_75" + }, + { + "description": "Complete any map as a Commando on Survival Hell On Earth difficulty", + "displayName": "Hellish Commando", + "hidden": "0", + "icon": "images/Achievement_76.jpg", + "icongray": "images/Achievement_76_gray.jpg", + "name": "Achievement_76" + }, + { + "description": "Complete any map as a Support on Survival Normal difficulty", + "displayName": "Normal Support", + "hidden": "0", + "icon": "images/Achievement_77.jpg", + "icongray": "images/Achievement_77_gray.jpg", + "name": "Achievement_77" + }, + { + "description": "Complete any map as a Support on Survival Hard difficulty", + "displayName": "Hard Support", + "hidden": "0", + "icon": "images/Achievement_78.jpg", + "icongray": "images/Achievement_78_gray.jpg", + "name": "Achievement_78" + }, + { + "description": "Complete any map as a Support on Survival Suicidal difficulty", + "displayName": "Suicidal Support", + "hidden": "0", + "icon": "images/Achievement_79.jpg", + "icongray": "images/Achievement_79_gray.jpg", + "name": "Achievement_79" + }, + { + "description": "Complete any map as a Support on Survival Hell On Earth difficulty", + "displayName": "Hellish Support", + "hidden": "0", + "icon": "images/Achievement_80.jpg", + "icongray": "images/Achievement_80_gray.jpg", + "name": "Achievement_80" + }, + { + "description": "Complete any map as a Firebug on Survival Normal difficulty", + "displayName": "Normal Firebug", + "hidden": "0", + "icon": "images/Achievement_81.jpg", + "icongray": "images/Achievement_81_gray.jpg", + "name": "Achievement_81" + }, + { + "description": "Complete any map as a Firebug on Survival Hard difficulty", + "displayName": "Hard Firebug", + "hidden": "0", + "icon": "images/Achievement_82.jpg", + "icongray": "images/Achievement_82_gray.jpg", + "name": "Achievement_82" + }, + { + "description": "Complete any map as a Firebug on Survival Suicidal difficulty", + "displayName": "Suicidal Firebug", + "hidden": "0", + "icon": "images/Achievement_83.jpg", + "icongray": "images/Achievement_83_gray.jpg", + "name": "Achievement_83" + }, + { + "description": "Complete any map as a Firebug on Survival Hell On Earth difficulty", + "displayName": "Hellish Firebug", + "hidden": "0", + "icon": "images/Achievement_84.jpg", + "icongray": "images/Achievement_84_gray.jpg", + "name": "Achievement_84" + }, + { + "description": "Complete any map as a Demolitionist on Survival Normal difficulty", + "displayName": "Normal Demolition", + "hidden": "0", + "icon": "images/Achievement_85.jpg", + "icongray": "images/Achievement_85_gray.jpg", + "name": "Achievement_85" + }, + { + "description": "Complete any map as a Demolitionist on Survival Hard difficulty", + "displayName": "Hard Demolition", + "hidden": "0", + "icon": "images/Achievement_86.jpg", + "icongray": "images/Achievement_86_gray.jpg", + "name": "Achievement_86" + }, + { + "description": "Complete any map as a Demolitionist on Survival Suicidal difficulty", + "displayName": "Suicidal Demolition", + "hidden": "0", + "icon": "images/Achievement_87.jpg", + "icongray": "images/Achievement_87_gray.jpg", + "name": "Achievement_87" + }, + { + "description": "Complete any map as a Demolitionist on Survival Hell On Earth difficulty", + "displayName": "Hellish Demolition", + "hidden": "0", + "icon": "images/Achievement_88.jpg", + "icongray": "images/Achievement_88_gray.jpg", + "name": "Achievement_88" + }, + { + "description": "Complete any map as a Gunslinger on Survival Normal difficulty", + "displayName": "Normal Gunslinger", + "hidden": "0", + "icon": "images/Achievement_89.jpg", + "icongray": "images/Achievement_89_gray.jpg", + "name": "Achievement_89" + }, + { + "description": "Complete any map as a Gunslinger on Survival Hard difficulty", + "displayName": "Hard Gunslinger", + "hidden": "0", + "icon": "images/Achievement_90.jpg", + "icongray": "images/Achievement_90_gray.jpg", + "name": "Achievement_90" + }, + { + "description": "Complete any map as a Gunslinger on Survival Suicidal difficulty", + "displayName": "Suicidal Gunslinger", + "hidden": "0", + "icon": "images/Achievement_91.jpg", + "icongray": "images/Achievement_91_gray.jpg", + "name": "Achievement_91" + }, + { + "description": "Complete any map as a Gunslinger on Survival Hell On Earth difficulty", + "displayName": "Hellish Gunslinger", + "hidden": "0", + "icon": "images/Achievement_92.jpg", + "icongray": "images/Achievement_92_gray.jpg", + "name": "Achievement_92" + }, + { + "description": "Reach Level 25 in all Perks", + "displayName": "Perked Up", + "hidden": "0", + "icon": "images/Achievement_93.jpg", + "icongray": "images/Achievement_93_gray.jpg", + "name": "Achievement_93" + }, + { + "description": "Complete Black Forest on Survival Normal difficulty", + "displayName": "Killer Korn", + "hidden": "0", + "icon": "images/Achievement_94.jpg", + "icongray": "images/Achievement_94_gray.jpg", + "name": "Achievement_94" + }, + { + "description": "Complete Black Forest on Survival Hard difficulty", + "displayName": "Lager Me Up", + "hidden": "0", + "icon": "images/Achievement_95.jpg", + "icongray": "images/Achievement_95_gray.jpg", + "name": "Achievement_95" + }, + { + "description": "Complete Black Forest on Survival Suicidal difficulty", + "displayName": "I'll Dopple Bock", + "hidden": "0", + "icon": "images/Achievement_96.jpg", + "icongray": "images/Achievement_96_gray.jpg", + "name": "Achievement_96" + }, + { + "description": "Complete Black Forest on Survival Hell On Earth difficulty", + "displayName": "Kein Bier Vor Vier", + "hidden": "0", + "icon": "images/Achievement_97.jpg", + "icongray": "images/Achievement_97_gray.jpg", + "name": "Achievement_97" + }, + { + "description": "Collect all the items on Black Forest", + "displayName": "Black Forest Babies", + "hidden": "0", + "icon": "images/Achievement_98.jpg", + "icongray": "images/Achievement_98_gray.jpg", + "name": "Achievement_98" + }, + { + "description": "Beat Farmhouse on Normal Difficulty", + "displayName": "Plow the Field", + "hidden": "0", + "icon": "images/Achievement_99.jpg", + "icongray": "images/Achievement_99_gray.jpg", + "name": "Achievement_99" + }, + { + "description": "Beat Farmhouse on Hard Difficulty", + "displayName": "Sow the Seed", + "hidden": "0", + "icon": "images/Achievement_100.jpg", + "icongray": "images/Achievement_100_gray.jpg", + "name": "Achievement_100" + }, + { + "description": "Beat Farmhouse on Suicidal Difficulty", + "displayName": "Water the Crops", + "hidden": "0", + "icon": "images/Achievement_101.jpg", + "icongray": "images/Achievement_101_gray.jpg", + "name": "Achievement_101" + }, + { + "description": "Beat Farmhouse on Hell on Earth Difficulty", + "displayName": "Reap what you Sow", + "hidden": "0", + "icon": "images/Achievement_102.jpg", + "icongray": "images/Achievement_102_gray.jpg", + "name": "Achievement_102" + }, + { + "description": "Collect all the items on Farmhouse", + "displayName": "Darkness Dolls", + "hidden": "0", + "icon": "images/Achievement_103.jpg", + "icongray": "images/Achievement_103_gray.jpg", + "name": "Achievement_103" + }, + { + "description": "Beat Prison on Normal", + "displayName": "Walked into the wrong room", + "hidden": "0", + "icon": "images/Achievement_104.jpg", + "icongray": "images/Achievement_104_gray.jpg", + "name": "Achievement_104" + }, + { + "description": "Beat Prison on Hard", + "displayName": "Mercenaries get paid", + "hidden": "0", + "icon": "images/Achievement_105.jpg", + "icongray": "images/Achievement_105_gray.jpg", + "name": "Achievement_105" + }, + { + "description": "Beat Prison on Suicidal", + "displayName": "Like what, kill him again?", + "hidden": "0", + "icon": "images/Achievement_106.jpg", + "icongray": "images/Achievement_106_gray.jpg", + "name": "Achievement_106" + }, + { + "description": "Beat Prison on Hell on Earth", + "displayName": "I was trained by the best. British Intel.", + "hidden": "0", + "icon": "images/Achievement_107.jpg", + "icongray": "images/Achievement_107_gray.jpg", + "name": "Achievement_107" + }, + { + "description": "Collect all the items on Prison", + "displayName": "Perilous Prison", + "hidden": "0", + "icon": "images/Achievement_108.jpg", + "icongray": "images/Achievement_108_gray.jpg", + "name": "Achievement_108" + }, + { + "description": "Complete the Training Floor", + "displayName": "School's Out Forever", + "hidden": "0", + "icon": "images/Achievement_109.jpg", + "icongray": "images/Achievement_109_gray.jpg", + "name": "Achievement_109" + }, + { + "description": "Reach Level 5 Sharpshooter", + "displayName": "Reach Level 5 Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_110.jpg", + "icongray": "images/Achievement_110_gray.jpg", + "name": "Achievement_110" + }, + { + "description": "Reach Level 10 Sharpshooter", + "displayName": "Reach Level 10 Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_111.jpg", + "icongray": "images/Achievement_111_gray.jpg", + "name": "Achievement_111" + }, + { + "description": "Reach Level 15 Sharpshooter", + "displayName": "Reach Level 15 Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_112.jpg", + "icongray": "images/Achievement_112_gray.jpg", + "name": "Achievement_112" + }, + { + "description": "Reach Level 20 Sharpshooter", + "displayName": "Reach Level 20 Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_113.jpg", + "icongray": "images/Achievement_113_gray.jpg", + "name": "Achievement_113" + }, + { + "description": "Reach Level 25 Sharpshooter", + "displayName": "Reach Level 25 Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_114.jpg", + "icongray": "images/Achievement_114_gray.jpg", + "name": "Achievement_114" + }, + { + "description": "Beat Any One Map as Sharpshooter on Normal Difficulty", + "displayName": "Normal Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_115.jpg", + "icongray": "images/Achievement_115_gray.jpg", + "name": "Achievement_115" + }, + { + "description": "Beat Any One Map as Sharpshooter on Hard Difficulty", + "displayName": "Hard Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_116.jpg", + "icongray": "images/Achievement_116_gray.jpg", + "name": "Achievement_116" + }, + { + "description": "Complete any map as a Sharpshooter on Survival Suicidal difficulty", + "displayName": "Suicidal Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_117.jpg", + "icongray": "images/Achievement_117_gray.jpg", + "name": "Achievement_117" + }, + { + "description": "Complete any map as a Sharpshooter on Survival Hell On Earth difficulty", + "displayName": "Hellish Sharpshooter", + "hidden": "0", + "icon": "images/Achievement_118.jpg", + "icongray": "images/Achievement_118_gray.jpg", + "name": "Achievement_118" + }, + { + "description": "Complete Containment Station on Survival Normal difficulty", + "displayName": "Never Got the Hang of Thursdays", + "hidden": "0", + "icon": "images/Achievement_119.jpg", + "icongray": "images/Achievement_119_gray.jpg", + "name": "Achievement_119" + }, + { + "description": "Complete Containment Station on Survival Hard difficulty", + "displayName": "Don't Panic", + "hidden": "0", + "icon": "images/Achievement_120.jpg", + "icongray": "images/Achievement_120_gray.jpg", + "name": "Achievement_120" + }, + { + "description": "Complete Containment Station on Survival Suicidal difficulty", + "displayName": "Give Up and Go Mad Now", + "hidden": "0", + "icon": "images/Achievement_121.jpg", + "icongray": "images/Achievement_121_gray.jpg", + "name": "Achievement_121" + }, + { + "description": "Complete Containment Station on Survival Hell On Earth difficulty", + "displayName": "So Long and Thanks for All the Zeds", + "hidden": "0", + "icon": "images/Achievement_122.jpg", + "icongray": "images/Achievement_122_gray.jpg", + "name": "Achievement_122" + }, + { + "description": "Collect All the Items on Containment Station", + "displayName": "Can't Be Contained", + "hidden": "0", + "icon": "images/Achievement_123.jpg", + "icongray": "images/Achievement_123_gray.jpg", + "name": "Achievement_123" + }, + { + "description": "Complete Hostile Grounds on Survival Normal difficulty", + "displayName": "Mind the Gap", + "hidden": "0", + "icon": "images/Achievement_124.jpg", + "icongray": "images/Achievement_124_gray.jpg", + "name": "Achievement_124" + }, + { + "description": "Complete Hostile Grounds on Survival Hard difficulty", + "displayName": "Can't Make an Omelette Without Killing a Few People", + "hidden": "0", + "icon": "images/Achievement_125.jpg", + "icongray": "images/Achievement_125_gray.jpg", + "name": "Achievement_125" + }, + { + "description": "Complete Hostile Grounds on Survival Suicidal difficulty", + "displayName": "There Is No I in Team, But There Is an I in Pie", + "hidden": "0", + "icon": "images/Achievement_126.jpg", + "icongray": "images/Achievement_126_gray.jpg", + "name": "Achievement_126" + }, + { + "description": "Complete Hostile Grounds on Survival Hell On Earth difficulty", + "displayName": "Who Died and Made You #*%$&@ King of the Zombies?", + "hidden": "0", + "icon": "images/Achievement_127.jpg", + "icongray": "images/Achievement_127_gray.jpg", + "name": "Achievement_127" + }, + { + "description": "Collect All the Items on Hostile Grounds", + "displayName": "You've Got Red on You", + "hidden": "0", + "icon": "images/Achievement_128.jpg", + "icongray": "images/Achievement_128_gray.jpg", + "name": "Achievement_128" + }, + { + "description": "Kill a Siren Before She Screams", + "displayName": "Dead Silence", + "hidden": "0", + "icon": "images/Achievement_129.jpg", + "icongray": "images/Achievement_129_gray.jpg", + "name": "Achievement_129" + }, + { + "description": "Kill the Patriarch Before He Has a Chance to Heal", + "displayName": "Quick on the Trigger", + "hidden": "0", + "icon": "images/Achievement_130.jpg", + "icongray": "images/Achievement_130_gray.jpg", + "name": "Achievement_130" + }, + { + "description": "Kill Your First Fleshpound", + "displayName": "It's Only a Flesh Wound", + "hidden": "0", + "icon": "images/Achievement_131.jpg", + "icongray": "images/Achievement_131_gray.jpg", + "name": "Achievement_131" + }, + { + "description": "Kill Your First Scrake", + "displayName": "Hack and Slash", + "hidden": "0", + "icon": "images/Achievement_132.jpg", + "icongray": "images/Achievement_132_gray.jpg", + "name": "Achievement_132" + }, + { + "description": "Kill Dr. Hans Volter For the First Time", + "displayName": "Die Volter", + "hidden": "0", + "icon": "images/Achievement_133.jpg", + "icongray": "images/Achievement_133_gray.jpg", + "name": "Achievement_133" + }, + { + "description": "Win Any Match on Hard Difficulty", + "displayName": "Win Hard", + "hidden": "0", + "icon": "images/Achievement_134.jpg", + "icongray": "images/Achievement_134_gray.jpg", + "name": "Achievement_134" + }, + { + "description": "Win Any Match on Suicidal Difficulty", + "displayName": "Win Suicidal", + "hidden": "0", + "icon": "images/Achievement_135.jpg", + "icongray": "images/Achievement_135_gray.jpg", + "name": "Achievement_135" + }, + { + "description": "Win Any Match on Hell on Earth Difficulty", + "displayName": "Win Hell on Earth", + "hidden": "0", + "icon": "images/Achievement_136.jpg", + "icongray": "images/Achievement_136_gray.jpg", + "name": "Achievement_136" + }, + { + "description": "Reach Level 5 on Any Perk", + "displayName": "Mr. Perky 5", + "hidden": "0", + "icon": "images/Achievement_137.jpg", + "icongray": "images/Achievement_137_gray.jpg", + "name": "Achievement_137" + }, + { + "description": "Reach Level 10 on Any Perk", + "displayName": "Mr. Perky 10", + "hidden": "0", + "icon": "images/Achievement_138.jpg", + "icongray": "images/Achievement_138_gray.jpg", + "name": "Achievement_138" + }, + { + "description": "Reach Level 15 on Any Perk", + "displayName": "Mr. Perky 15", + "hidden": "0", + "icon": "images/Achievement_139.jpg", + "icongray": "images/Achievement_139_gray.jpg", + "name": "Achievement_139" + }, + { + "description": "Reach Level 20 on Any Perk", + "displayName": "Mr. Perky 20", + "hidden": "0", + "icon": "images/Achievement_140.jpg", + "icongray": "images/Achievement_140_gray.jpg", + "name": "Achievement_140" + }, + { + "description": "Reach Level 25 on Any Perk", + "displayName": "Mr. Perky 25", + "hidden": "0", + "icon": "images/Achievement_141.jpg", + "icongray": "images/Achievement_141_gray.jpg", + "name": "Achievement_141" + }, + { + "description": "Win 1 Multiplayer Match", + "displayName": "Win 1", + "hidden": "0", + "icon": "images/Achievement_142.jpg", + "icongray": "images/Achievement_142_gray.jpg", + "name": "Achievement_142" + }, + { + "description": "Win 10 Multiplayer Matches", + "displayName": "Win 10", + "hidden": "0", + "icon": "images/Achievement_143.jpg", + "icongray": "images/Achievement_143_gray.jpg", + "name": "Achievement_143" + }, + { + "description": "Win 25 Multiplayer Matches", + "displayName": "Win 25", + "hidden": "0", + "icon": "images/Achievement_144.jpg", + "icongray": "images/Achievement_144_gray.jpg", + "name": "Achievement_144" + }, + { + "description": "Win a VS Survival Round Playing as the Zeds", + "displayName": "VS Zed Win", + "hidden": "0", + "icon": "images/Achievement_145.jpg", + "icongray": "images/Achievement_145_gray.jpg", + "name": "Achievement_145" + }, + { + "description": "Win a VS Survival Round Playing as the Humans", + "displayName": "VS Human Win", + "hidden": "0", + "icon": "images/Achievement_146.jpg", + "icongray": "images/Achievement_146_gray.jpg", + "name": "Achievement_146" + }, + { + "description": "Weld a Door to 100%", + "displayName": "Hold Out", + "hidden": "0", + "icon": "images/Achievement_147.jpg", + "icongray": "images/Achievement_147_gray.jpg", + "name": "Achievement_147" + }, + { + "description": "Heal a Teammate With the Syringe", + "displayName": "I Got Your Back", + "hidden": "0", + "icon": "images/Achievement_148.jpg", + "icongray": "images/Achievement_148_gray.jpg", + "name": "Achievement_148" + }, + { + "description": "Give 1000 Dosh to Another Player During a Multiplayer Match", + "displayName": "Benefactor", + "hidden": "0", + "icon": "images/Achievement_149.jpg", + "icongray": "images/Achievement_149_gray.jpg", + "name": "Achievement_149" + }, + { + "description": "Beat Infernal Realms on Normal", + "displayName": "Hell is Other People", + "hidden": "0", + "icon": "images/Achievement_150.jpg", + "icongray": "images/Achievement_150_gray.jpg", + "name": "Achievement_150" + }, + { + "description": "Complete Infernal Realms on Survival Hard difficulty", + "displayName": "If You Are Going Through Hell, Keep Going", + "hidden": "0", + "icon": "images/Achievement_151.jpg", + "icongray": "images/Achievement_151_gray.jpg", + "name": "Achievement_151" + }, + { + "description": "Complete Infernal Realms on Survival Suicidal difficulty", + "displayName": "Hell is Just a Frame of Mind", + "hidden": "0", + "icon": "images/Achievement_152.jpg", + "icongray": "images/Achievement_152_gray.jpg", + "name": "Achievement_152" + }, + { + "description": "Complete Infernal Realms on Survival Hell On Earth difficulty", + "displayName": "All Hope abandon, Ye Who Enter Here", + "hidden": "0", + "icon": "images/Achievement_153.jpg", + "icongray": "images/Achievement_153_gray.jpg", + "name": "Achievement_153" + }, + { + "description": "Collect all the Items in Infernal Realms", + "displayName": "Infernal Relics", + "hidden": "0", + "icon": "images/Achievement_154.jpg", + "icongray": "images/Achievement_154_gray.jpg", + "name": "Achievement_154" + }, + { + "description": "Reach Level 5 SWAT", + "displayName": "Reach Level 5 SWAT", + "hidden": "0", + "icon": "images/Achievement_155.jpg", + "icongray": "images/Achievement_155_gray.jpg", + "name": "Achievement_155" + }, + { + "description": "Reach Level 10 SWAT", + "displayName": "Reach Level 10 SWAT", + "hidden": "0", + "icon": "images/Achievement_156.jpg", + "icongray": "images/Achievement_156_gray.jpg", + "name": "Achievement_156" + }, + { + "description": "Reach Level 15 SWAT", + "displayName": "Reach Level 15 SWAT", + "hidden": "0", + "icon": "images/Achievement_157.jpg", + "icongray": "images/Achievement_157_gray.jpg", + "name": "Achievement_157" + }, + { + "description": "Reach Level 20 SWAT", + "displayName": "Reach Level 20 SWAT", + "hidden": "0", + "icon": "images/Achievement_158.jpg", + "icongray": "images/Achievement_158_gray.jpg", + "name": "Achievement_158" + }, + { + "description": "Reach Level 25 SWAT", + "displayName": "Reach Level 25 SWAT", + "hidden": "0", + "icon": "images/Achievement_159.jpg", + "icongray": "images/Achievement_159_gray.jpg", + "name": "Achievement_159" + }, + { + "description": "Complete any map as a SWAT on Survival Normal difficulty", + "displayName": "Normal SWAT", + "hidden": "0", + "icon": "images/Achievement_160.jpg", + "icongray": "images/Achievement_160_gray.jpg", + "name": "Achievement_160" + }, + { + "description": "Beat Any One Map as SWAT on Hard Difficulty", + "displayName": "Hard SWAT", + "hidden": "0", + "icon": "images/Achievement_161.jpg", + "icongray": "images/Achievement_161_gray.jpg", + "name": "Achievement_161" + }, + { + "description": "Beat Any One Map as SWAT on Suicidal Difficulty", + "displayName": "Suicidal SWAT", + "hidden": "0", + "icon": "images/Achievement_162.jpg", + "icongray": "images/Achievement_162_gray.jpg", + "name": "Achievement_162" + }, + { + "description": "Beat Any One Map as SWAT on Hell On Earth Difficulty", + "displayName": "Hellish SWAT", + "hidden": "0", + "icon": "images/Achievement_163.jpg", + "icongray": "images/Achievement_163_gray.jpg", + "name": "Achievement_163" + }, + { + "description": "Reach Level 5 Survivalist", + "displayName": "Reach Level 5 Survivalist", + "hidden": "0", + "icon": "images/Achievement_164.jpg", + "icongray": "images/Achievement_164_gray.jpg", + "name": "Achievement_164" + }, + { + "description": "Reach Level 10 Survivalist", + "displayName": "Reach Level 10 Survivalist", + "hidden": "0", + "icon": "images/Achievement_165.jpg", + "icongray": "images/Achievement_165_gray.jpg", + "name": "Achievement_165" + }, + { + "description": "Reach Level 15 Survivalist", + "displayName": "Reach Level 15 Survivalist", + "hidden": "0", + "icon": "images/Achievement_166.jpg", + "icongray": "images/Achievement_166_gray.jpg", + "name": "Achievement_166" + }, + { + "description": "Reach Level 20 Survivalist", + "displayName": "Reach Level 20 Survivalist", + "hidden": "0", + "icon": "images/Achievement_167.jpg", + "icongray": "images/Achievement_167_gray.jpg", + "name": "Achievement_167" + }, + { + "description": "Reach Level 25 Survivalist", + "displayName": "Reach Level 25 Survivalist", + "hidden": "0", + "icon": "images/Achievement_168.jpg", + "icongray": "images/Achievement_168_gray.jpg", + "name": "Achievement_168" + }, + { + "description": "Beat Any One Map as Survivalist on Normal Difficulty", + "displayName": "Normal Survivalist", + "hidden": "0", + "icon": "images/Achievement_169.jpg", + "icongray": "images/Achievement_169_gray.jpg", + "name": "Achievement_169" + }, + { + "description": "Complete any map as a Survivalist on Survival Hard difficulty", + "displayName": "Hard Survivalist ", + "hidden": "0", + "icon": "images/Achievement_170.jpg", + "icongray": "images/Achievement_170_gray.jpg", + "name": "Achievement_170" + }, + { + "description": "Complete any map as a Survivalist on Survival Suicidal difficulty", + "displayName": "Suicidal Survivalist", + "hidden": "0", + "icon": "images/Achievement_171.jpg", + "icongray": "images/Achievement_171_gray.jpg", + "name": "Achievement_171" + }, + { + "description": "Complete any map as a Survivalist on Survival Hell On Earth difficulty", + "displayName": "Hellish Survivalist", + "hidden": "0", + "icon": "images/Achievement_172.jpg", + "icongray": "images/Achievement_172_gray.jpg", + "name": "Achievement_172" + }, + { + "description": "Complete Zed Landing on Survival Normal difficulty", + "displayName": "Surfs Up", + "hidden": "0", + "icon": "images/Achievement_173.jpg", + "icongray": "images/Achievement_173_gray.jpg", + "name": "Achievement_173" + }, + { + "description": "Complete Zed Landing on Survival Hard difficulty", + "displayName": "Gnarly", + "hidden": "0", + "icon": "images/Achievement_174.jpg", + "icongray": "images/Achievement_174_gray.jpg", + "name": "Achievement_174" + }, + { + "description": "Complete Zed Landing on Survival Suicidal difficulty", + "displayName": "Close-out", + "hidden": "0", + "icon": "images/Achievement_175.jpg", + "icongray": "images/Achievement_175_gray.jpg", + "name": "Achievement_175" + }, + { + "description": "Complete Zed Landing on Survival Hell On Earth difficulty", + "displayName": "Blown Out", + "hidden": "0", + "icon": "images/Achievement_176.jpg", + "icongray": "images/Achievement_176_gray.jpg", + "name": "Achievement_176" + }, + { + "description": "Collect all the volley balls on Zed Landing", + "displayName": "ALAN!!!!!!", + "hidden": "0", + "icon": "images/Achievement_177.jpg", + "icongray": "images/Achievement_177_gray.jpg", + "name": "Achievement_177" + }, + { + "description": "Complete The Descent on Survival Normal difficulty", + "displayName": "How Bout Some Gas?", + "hidden": "0", + "icon": "images/Achievement_178.jpg", + "icongray": "images/Achievement_178_gray.jpg", + "name": "Achievement_178" + }, + { + "description": "Complete The Descent on Survival Hard difficulty", + "displayName": "But what if we added Gas?", + "hidden": "0", + "icon": "images/Achievement_179.jpg", + "icongray": "images/Achievement_179_gray.jpg", + "name": "Achievement_179" + }, + { + "description": "Complete The Descent on Survival Suicidal difficulty", + "displayName": "Let's Try Some Gas", + "hidden": "0", + "icon": "images/Achievement_180.jpg", + "icongray": "images/Achievement_180_gray.jpg", + "name": "Achievement_180" + }, + { + "description": "Complete The Descent on Survival Hell On Earth difficulty", + "displayName": "That's enough gas....", + "hidden": "0", + "icon": "images/Achievement_181.jpg", + "icongray": "images/Achievement_181_gray.jpg", + "name": "Achievement_181" + }, + { + "description": "Collect all the items on The Descent", + "displayName": "Hans Off the Merchandise", + "hidden": "0", + "icon": "images/Achievement_182.jpg", + "icongray": "images/Achievement_182_gray.jpg", + "name": "Achievement_182" + }, + { + "description": "Complete Nuked on Survival Normal difficulty", + "displayName": "The War Room", + "hidden": "0", + "icon": "images/Achievement_183.jpg", + "icongray": "images/Achievement_183_gray.jpg", + "name": "Achievement_183" + }, + { + "description": "Complete Nuked on Survival Hard difficulty", + "displayName": "The Mineshaft Gap", + "hidden": "0", + "icon": "images/Achievement_184.jpg", + "icongray": "images/Achievement_184_gray.jpg", + "name": "Achievement_184" + }, + { + "description": "Complete Nuked on Survival Suicidal difficulty", + "displayName": "Peace is Our Profession", + "hidden": "0", + "icon": "images/Achievement_185.jpg", + "icongray": "images/Achievement_185_gray.jpg", + "name": "Achievement_185" + }, + { + "description": "Complete Nuked on Survival Hell On Earth difficulty", + "displayName": "How I Learned to Love the Bomb", + "hidden": "0", + "icon": "images/Achievement_186.jpg", + "icongray": "images/Achievement_186_gray.jpg", + "name": "Achievement_186" + }, + { + "description": "Collect all the items on Nuked", + "displayName": "Davy Crockett", + "hidden": "0", + "icon": "images/Achievement_187.jpg", + "icongray": "images/Achievement_187_gray.jpg", + "name": "Achievement_187" + }, + { + "description": "Complete Tragic Kingdom on Survival Normal difficulty", + "displayName": "It's a Bloody World After All", + "hidden": "0", + "icon": "images/Achievement_188.jpg", + "icongray": "images/Achievement_188_gray.jpg", + "name": "Achievement_188" + }, + { + "description": "Complete Tragic Kingdom on Survival Hard difficulty", + "displayName": "The Goriest Place on Earth", + "hidden": "0", + "icon": "images/Achievement_189.jpg", + "icongray": "images/Achievement_189_gray.jpg", + "name": "Achievement_189" + }, + { + "description": "Complete Tragic Kingdom on Survival Suicidal difficulty", + "displayName": "The House the Zed Built", + "hidden": "0", + "icon": "images/Achievement_190.jpg", + "icongray": "images/Achievement_190_gray.jpg", + "name": "Achievement_190" + }, + { + "description": "Complete Tragic Kingdom on Survival Hell On Earth difficulty", + "displayName": "Where Nightmares Come True", + "hidden": "0", + "icon": "images/Achievement_191.jpg", + "icongray": "images/Achievement_191_gray.jpg", + "name": "Achievement_191" + }, + { + "description": "Collect all the items on The Tragic Kingdom", + "displayName": "The Wonderful World of Merchandising", + "hidden": "0", + "icon": "images/Achievement_192.jpg", + "icongray": "images/Achievement_192_gray.jpg", + "name": "Achievement_192" + }, + { + "description": "Beat Nightmare on Normal", + "displayName": "I Got a Rock", + "hidden": "0", + "icon": "images/Achievement_193.jpg", + "icongray": "images/Achievement_193_gray.jpg", + "name": "Achievement_193" + }, + { + "description": "Beat Nightmare on Hard", + "displayName": "Yuck, Candy Corn", + "hidden": "0", + "icon": "images/Achievement_194.jpg", + "icongray": "images/Achievement_194_gray.jpg", + "name": "Achievement_194" + }, + { + "description": "Beat Nightmare on Suicidal", + "displayName": "Fun Size? What is Fun Size?", + "hidden": "0", + "icon": "images/Achievement_195.jpg", + "icongray": "images/Achievement_195_gray.jpg", + "name": "Achievement_195" + }, + { + "description": "Beat Nightmare on Hell on Earth", + "displayName": "Victory! Full Size Candy Bar!", + "hidden": "0", + "icon": "images/Achievement_196.jpg", + "icongray": "images/Achievement_196_gray.jpg", + "name": "Achievement_196" + }, + { + "description": "Collect all the items (skulls) on Nightmare", + "displayName": "Letting the Demons Out", + "hidden": "0", + "icon": "images/Achievement_197.jpg", + "icongray": "images/Achievement_197_gray.jpg", + "name": "Achievement_197" + }, + { + "description": "Beat Krampus Lair on Normal", + "displayName": "Stocking Full of Coal", + "hidden": "0", + "icon": "images/Achievement_198.jpg", + "icongray": "images/Achievement_198_gray.jpg", + "name": "Achievement_198" + }, + { + "description": "Beat Krampus Lair on Hard", + "displayName": "Bundle of Switches", + "hidden": "0", + "icon": "images/Achievement_199.jpg", + "icongray": "images/Achievement_199_gray.jpg", + "name": "Achievement_199" + }, + { + "description": "Beat Krampus Lair on Suicidal", + "displayName": "A Whupping", + "hidden": "0", + "icon": "images/Achievement_200.jpg", + "icongray": "images/Achievement_200_gray.jpg", + "name": "Achievement_200" + }, + { + "description": "Complete Krampus Lair on Survival Hell On Earth difficulty", + "displayName": "Carried off to the Underworld", + "hidden": "0", + "icon": "images/Achievement_201.jpg", + "icongray": "images/Achievement_201_gray.jpg", + "name": "Achievement_201" + }, + { + "description": "Collect all the items (Snowglobes) on Krampus Lair", + "displayName": "A World Under Glass", + "hidden": "0", + "icon": "images/Achievement_202.jpg", + "icongray": "images/Achievement_202_gray.jpg", + "name": "Achievement_202" + }, + { + "description": "Complete DieSector wave 25 on Endless Normal difficulty", + "displayName": "Training Simulation", + "hidden": "0", + "icon": "images/Achievement_203.jpg", + "icongray": "images/Achievement_203_gray.jpg", + "name": "Achievement_203" + }, + { + "description": "Complete DieSector wave 25 on Endless Hard difficulty", + "displayName": "Test Trials", + "hidden": "0", + "icon": "images/Achievement_204.jpg", + "icongray": "images/Achievement_204_gray.jpg", + "name": "Achievement_204" + }, + { + "description": "Complete DieSector wave 25 on Endless Suicidal difficulty", + "displayName": "Code Dead", + "hidden": "0", + "icon": "images/Achievement_205.jpg", + "icongray": "images/Achievement_205_gray.jpg", + "name": "Achievement_205" + }, + { + "description": "Complete DieSector wave 25 on Endless Hell On Earth difficulty", + "displayName": "Fatal Exception", + "hidden": "0", + "icon": "images/Achievement_206.jpg", + "icongray": "images/Achievement_206_gray.jpg", + "name": "Achievement_206" + }, + { + "description": "Collect all the items (D.A.R. Bobbleheads) on DieSector", + "displayName": "It's aD.A.R.able", + "hidden": "0", + "icon": "images/Achievement_207.jpg", + "icongray": "images/Achievement_207_gray.jpg", + "name": "Achievement_207" + }, + { + "description": "Complete Power Core on Survival Normal difficulty", + "displayName": "A Spark to Light the Way", + "hidden": "0", + "icon": "images/Achievement_208.jpg", + "icongray": "images/Achievement_208_gray.jpg", + "name": "Achievement_208" + }, + { + "description": "Complete Power Core on Survival Hard difficulty", + "displayName": "Bolting through the Core", + "hidden": "0", + "icon": "images/Achievement_209.jpg", + "icongray": "images/Achievement_209_gray.jpg", + "name": "Achievement_209" + }, + { + "description": "Complete Power Core on Survival Suicidal difficulty", + "displayName": "High Voltage", + "hidden": "0", + "icon": "images/Achievement_210.jpg", + "icongray": "images/Achievement_210_gray.jpg", + "name": "Achievement_210" + }, + { + "description": "Complete Power Core on Survival Hell On Earth difficulty", + "displayName": "I Have the Power!", + "hidden": "0", + "icon": "images/Achievement_211.jpg", + "icongray": "images/Achievement_211_gray.jpg", + "name": "Achievement_211" + }, + { + "description": "Collect all the items (Batteries) on Power Core", + "displayName": "Surge Breaker", + "hidden": "0", + "icon": "images/Achievement_212.jpg", + "icongray": "images/Achievement_212_gray.jpg", + "name": "Achievement_212" + }, + { + "description": "Complete Airship on Survival Normal difficulty", + "displayName": "A Little Turbulence", + "hidden": "0", + "icon": "images/Achievement_213.jpg", + "icongray": "images/Achievement_213_gray.jpg", + "name": "Achievement_213" + }, + { + "description": "Complete Airship on Survival Hard difficulty", + "displayName": "Flying Unfriendly Skies", + "hidden": "0", + "icon": "images/Achievement_214.jpg", + "icongray": "images/Achievement_214_gray.jpg", + "name": "Achievement_214" + }, + { + "description": "Complete Airship on Survival Suicidal difficulty", + "displayName": "Soar, Gore, and More", + "hidden": "0", + "icon": "images/Achievement_215.jpg", + "icongray": "images/Achievement_215_gray.jpg", + "name": "Achievement_215" + }, + { + "description": "Complete Airship on Survival Hell On Earth difficulty", + "displayName": "Mile High Dead Club", + "hidden": "0", + "icon": "images/Achievement_216.jpg", + "icongray": "images/Achievement_216_gray.jpg", + "name": "Achievement_216" + }, + { + "description": "Collect all the items (Steam Cells) on Airship", + "displayName": "Powered by Steam", + "hidden": "0", + "icon": "images/Achievement_217.jpg", + "icongray": "images/Achievement_217_gray.jpg", + "name": "Achievement_217" + }, + { + "description": "Complete Lockdown on Survival Normal difficulty", + "displayName": "Station Stabilization", + "hidden": "0", + "icon": "images/Achievement_218.jpg", + "icongray": "images/Achievement_218_gray.jpg", + "name": "Achievement_218" + }, + { + "description": "Complete Lockdown on Survival Hard difficulty", + "displayName": "Fun Near the Sun", + "hidden": "0", + "icon": "images/Achievement_219.jpg", + "icongray": "images/Achievement_219_gray.jpg", + "name": "Achievement_219" + }, + { + "description": "Complete Lockdown on Survival Suicidal difficulty", + "displayName": "Space Race", + "hidden": "0", + "icon": "images/Achievement_220.jpg", + "icongray": "images/Achievement_220_gray.jpg", + "name": "Achievement_220" + }, + { + "description": "Complete Lockdown on Survival Hell On Earth difficulty", + "displayName": "Houston, We Don't Have a Problem", + "hidden": "0", + "icon": "images/Achievement_221.jpg", + "icongray": "images/Achievement_221_gray.jpg", + "name": "Achievement_221" + }, + { + "description": "Collect all the items (Batteries) on Lockdown", + "displayName": "Shocking Discovery!", + "hidden": "0", + "icon": "images/Achievement_222.jpg", + "icongray": "images/Achievement_222_gray.jpg", + "name": "Achievement_222" + }, + { + "description": "Complete Monster Ball on Survival Normal difficulty", + "displayName": "Castle Crashers", + "hidden": "0", + "icon": "images/Achievement_223.jpg", + "icongray": "images/Achievement_223_gray.jpg", + "name": "Achievement_223" + }, + { + "description": "Complete Monster Ball on Survival Hard difficulty", + "displayName": "Party Hard!", + "hidden": "0", + "icon": "images/Achievement_224.jpg", + "icongray": "images/Achievement_224_gray.jpg", + "name": "Achievement_224" + }, + { + "description": "Complete Monster Ball on Survival Suicidal difficulty", + "displayName": "Dance on the Gore Floor", + "hidden": "0", + "icon": "images/Achievement_225.jpg", + "icongray": "images/Achievement_225_gray.jpg", + "name": "Achievement_225" + }, + { + "description": "Complete Monster Ball on Survival Hell on Earth difficulty", + "displayName": "Rest In Pieces", + "hidden": "0", + "icon": "images/Achievement_226.jpg", + "icongray": "images/Achievement_226_gray.jpg", + "name": "Achievement_226" + }, + { + "description": "Destroy 10 Glowing Skulls in Monster Ball", + "displayName": "Spooky Scary Skeletons", + "hidden": "0", + "icon": "images/Achievement_227.jpg", + "icongray": "images/Achievement_227_gray.jpg", + "name": "Achievement_227" + }, + { + "description": "Unlock the Alchemist Room in Monster Ball", + "displayName": "Death's Door", + "hidden": "0", + "icon": "images/Achievement_228.jpg", + "icongray": "images/Achievement_228_gray.jpg", + "name": "Achievement_228" + }, + { + "description": "Complete Santa's Workshop on Survival Normal Difficulty", + "displayName": "Cookies and Milk", + "hidden": "0", + "icon": "images/Achievement_229.jpg", + "icongray": "images/Achievement_229_gray.jpg", + "name": "Achievement_229" + }, + { + "description": "Complete Santa's Workshop on Survival Hard Difficulty", + "displayName": "Slaying with Santa", + "hidden": "0", + "icon": "images/Achievement_230.jpg", + "icongray": "images/Achievement_230_gray.jpg", + "name": "Achievement_230" + }, + { + "description": "Complete Santa's Workshop on Survival Suicidal Difficulty", + "displayName": "A Deadly Carol", + "hidden": "0", + "icon": "images/Achievement_231.jpg", + "icongray": "images/Achievement_231_gray.jpg", + "name": "Achievement_231" + }, + { + "description": "Complete Santa's Workshop on Survival Hell On Earth Difficulty", + "displayName": "You're On The Badass List", + "hidden": "0", + "icon": "images/Achievement_232.jpg", + "icongray": "images/Achievement_232_gray.jpg", + "name": "Achievement_232" + }, + { + "description": "Destroy 10 Snow Globes in Santa's Workshop", + "displayName": "Yule Shoot Your Eye Out", + "hidden": "0", + "icon": "images/Achievement_233.jpg", + "icongray": "images/Achievement_233_gray.jpg", + "name": "Achievement_233" + }, + { + "description": "Complete Shopping Spree on Survival Normal Difficulty", + "displayName": "Cleanup On Aisle 3", + "hidden": "0", + "icon": "images/Achievement_234.jpg", + "icongray": "images/Achievement_234_gray.jpg", + "name": "Achievement_234" + }, + { + "description": "Complete Shopping Spree on Survival Hard Difficulty", + "displayName": "Shoot One Get Two Free", + "hidden": "0", + "icon": "images/Achievement_235.jpg", + "icongray": "images/Achievement_235_gray.jpg", + "name": "Achievement_235" + }, + { + "description": "Complete Shopping Spree on Survival Suicidal Difficulty", + "displayName": "Savings to Die For", + "hidden": "0", + "icon": "images/Achievement_236.jpg", + "icongray": "images/Achievement_236_gray.jpg", + "name": "Achievement_236" + }, + { + "description": "Complete Shopping Spree on Survival Hell On Earth Difficulty", + "displayName": "Red Friday", + "hidden": "0", + "icon": "images/Achievement_237.jpg", + "icongray": "images/Achievement_237_gray.jpg", + "name": "Achievement_237" + }, + { + "description": "Destroy 10 Dosh Necklaces in Shopping Spree", + "displayName": "A Special Deal", + "hidden": "0", + "icon": "images/Achievement_238.jpg", + "icongray": "images/Achievement_238_gray.jpg", + "name": "Achievement_238" + }, + { + "description": "Complete Spillway on Survival Normal Difficulty", + "displayName": "It's All Downstream From Here", + "hidden": "0", + "icon": "images/Achievement_239.jpg", + "icongray": "images/Achievement_239_gray.jpg", + "name": "Achievement_239" + }, + { + "description": "Complete Spillway on Survival Hard Difficulty", + "displayName": "Zeds Be Dam", + "hidden": "0", + "icon": "images/Achievement_240.jpg", + "icongray": "images/Achievement_240_gray.jpg", + "name": "Achievement_240" + }, + { + "description": "Complete Spillway on Survival Suicidal Difficulty", + "displayName": "Overflow Controlled", + "hidden": "0", + "icon": "images/Achievement_241.jpg", + "icongray": "images/Achievement_241_gray.jpg", + "name": "Achievement_241" + }, + { + "description": "Complete Spillway on Survival Hell On Earth Difficulty", + "displayName": "Dam You're Good!", + "hidden": "0", + "icon": "images/Achievement_242.jpg", + "icongray": "images/Achievement_242_gray.jpg", + "name": "Achievement_242" + }, + { + "description": "Destroy 10 Dosh Necklaces in Spillway", + "displayName": "Money Down the Drain", + "hidden": "0", + "icon": "images/Achievement_243.jpg", + "icongray": "images/Achievement_243_gray.jpg", + "name": "Achievement_243" + }, + { + "description": "Complete Steam Fortress on Objective Normal Difficulty", + "displayName": "Burning Out the Fuse", + "hidden": "0", + "icon": "images/Achievement_244.jpg", + "icongray": "images/Achievement_244_gray.jpg", + "name": "Achievement_244" + }, + { + "description": "Complete Steam Fortress on Objective Hard Difficulty", + "displayName": "Touchdown Brings Me Down", + "hidden": "0", + "icon": "images/Achievement_245.jpg", + "icongray": "images/Achievement_245_gray.jpg", + "name": "Achievement_245" + }, + { + "description": "Complete Steam Fortress on Objective Suicidal Difficulty", + "displayName": "High as a Kite", + "hidden": "0", + "icon": "images/Achievement_246.jpg", + "icongray": "images/Achievement_246_gray.jpg", + "name": "Achievement_246" + }, + { + "description": "Complete Steam Fortress on Objective Hell On Earth Difficulty", + "displayName": "It's Cold as Hell", + "hidden": "0", + "icon": "images/Achievement_247.jpg", + "icongray": "images/Achievement_247_gray.jpg", + "name": "Achievement_247" + }, + { + "description": "Destroy 10 Steam Batteries on Steam Fortress", + "displayName": "All This Science I Don't Understand", + "hidden": "0", + "icon": "images/Achievement_248.jpg", + "icongray": "images/Achievement_248_gray.jpg", + "name": "Achievement_248" + }, + { + "description": "Complete Zed Landing on Objective Normal Difficulty", + "displayName": "Droning On", + "hidden": "0", + "icon": "images/Achievement_249.jpg", + "icongray": "images/Achievement_249_gray.jpg", + "name": "Achievement_249" + }, + { + "description": "Complete Zed Landing on Objective Hard Difficulty", + "displayName": "Data Deliverier ", + "hidden": "0", + "icon": "images/Achievement_250.jpg", + "icongray": "images/Achievement_250_gray.jpg", + "name": "Achievement_250" + }, + { + "description": "Complete Zed Landing on Objective Suicidal Difficulty", + "displayName": "Island Isolation", + "hidden": "0", + "icon": "images/Achievement_251.jpg", + "icongray": "images/Achievement_251_gray.jpg", + "name": "Achievement_251" + }, + { + "description": "Complete Zed Landing on Objective Hell On Earth Difficulty", + "displayName": "Someone Call a Chopper?", + "hidden": "0", + "icon": "images/Achievement_252.jpg", + "icongray": "images/Achievement_252_gray.jpg", + "name": "Achievement_252" + }, + { + "description": "Complete Outpost on Objective Normal Difficulty", + "displayName": "It's Snow Good. ", + "hidden": "0", + "icon": "images/Achievement_253.jpg", + "icongray": "images/Achievement_253_gray.jpg", + "name": "Achievement_253" + }, + { + "description": "Complete Outpost on Objective Hard Difficulty", + "displayName": "Giving the Cold Shoulder", + "hidden": "0", + "icon": "images/Achievement_254.jpg", + "icongray": "images/Achievement_254_gray.jpg", + "name": "Achievement_254" + }, + { + "description": "Complete Outpost on Objective Suicidal Difficulty", + "displayName": "Frozen Assets", + "hidden": "0", + "icon": "images/Achievement_255.jpg", + "icongray": "images/Achievement_255_gray.jpg", + "name": "Achievement_255" + }, + { + "description": "Complete Outpost on Objective Hell On Earth Difficulty", + "displayName": "The Snow Must Go On", + "hidden": "0", + "icon": "images/Achievement_256.jpg", + "icongray": "images/Achievement_256_gray.jpg", + "name": "Achievement_256" + }, + { + "description": "Complete Ashwood Asylum on Survival Hard or higher Difficulty", + "displayName": "Cackling Crazy", + "hidden": "0", + "icon": "images/Achievement_257.jpg", + "icongray": "images/Achievement_257_gray.jpg", + "name": "Achievement_257" + }, + { + "description": "Complete Ashwood Asylum on Survival Hell On Earth Difficulty", + "displayName": "Non Compos Mentis", + "hidden": "0", + "icon": "images/Achievement_258.jpg", + "icongray": "images/Achievement_258_gray.jpg", + "name": "Achievement_258" + }, + { + "description": "Destroy 10 red skulls on Ashwood Asylum", + "displayName": "Money Mania", + "hidden": "0", + "icon": "images/Achievement_259.jpg", + "icongray": "images/Achievement_259_gray.jpg", + "name": "Achievement_259" + }, + { + "description": "Complete Nuked on Objective Hard or higher Difficulty", + "displayName": "An Explosive Ending", + "hidden": "0", + "icon": "images/Achievement_260.jpg", + "icongray": "images/Achievement_260_gray.jpg", + "name": "Achievement_260" + }, + { + "description": "Complete Nuked on Objective Hell On Earth Difficulty", + "displayName": "The World On Fire", + "hidden": "0", + "icon": "images/Achievement_261.jpg", + "icongray": "images/Achievement_261_gray.jpg", + "name": "Achievement_261" + } +] \ No newline at end of file From 95083267325f2978bb11f4c4c0167ac1318784d7 Mon Sep 17 00:00:00 2001 From: soft as HELL Date: Thu, 3 Oct 2019 16:17:34 +0300 Subject: [PATCH 160/494] Add validation to writes --- dll/steam_remote_storage.h | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index d0c7646..2840abb 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -84,6 +84,11 @@ bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWrite %s %u\n", pchFile, cubData); std::lock_guard lock(global_mutex); + + if (!pvData || cubData < 0 || cubData > k_unMaxCloudFileChunkSize) { + return false; + } + int data_stored = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData); PRINT_DEBUG("Steam_Remote_Storage::Stored %i, %u\n", data_stored, data_stored == cubData); return data_stored == cubData; @@ -104,9 +109,15 @@ SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 c { PRINT_DEBUG("Steam_Remote_Storage::FileWriteAsync\n"); std::lock_guard lock(global_mutex); + + if (!pvData || cubData > k_unMaxCloudFileChunkSize) { + return k_uAPICallInvalid; + } + bool success = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData) == cubData; + RemoteStorageFileWriteAsyncComplete_t data; - data.m_eResult = k_EResultOK; + data.m_eResult = success ? k_EResultOK : k_EResultFail; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } From 787cac47db64f740fefcf2d992d7fdb829a198fa Mon Sep 17 00:00:00 2001 From: soft as HELL Date: Fri, 4 Oct 2019 19:01:17 +0300 Subject: [PATCH 161/494] Add delay to FileWriteAsync callback --- dll/steam_remote_storage.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index 2840abb..bc41d6e 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -119,7 +119,7 @@ SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 c RemoteStorageFileWriteAsyncComplete_t data; data.m_eResult = success ? k_EResultOK : k_EResultFail; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); } From bd921b09398273050f957a13e4c40a4b5fbc3933 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 5 Oct 2019 15:39:50 -0400 Subject: [PATCH 162/494] Add a way to disable all the networking functionality in the emulator. --- Readme_release.txt | 4 ++++ dll/network.cpp | 15 +++++++++++++-- dll/network.h | 2 +- dll/settings.h | 3 +++ dll/settings_parser.cpp | 5 +++++ dll/steam_client.cpp | 2 +- 6 files changed, 27 insertions(+), 4 deletions(-) diff --git a/Readme_release.txt b/Readme_release.txt index c0d11e0..a136aeb 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -60,6 +60,10 @@ The steam appid can also be set using the SteamAppId or SteamGameId env variable Offline mode: Some games that connect to online servers might only work if the steam emu behaves like steam is in offline mode. If you need this create a offline.txt file in the steam_settings folder. +Disable networking: +If for some reason you want to disable all the networking functionality of the emu you can create a disable_networking.txt file in the steam_settings folder. This will of course break all the +networking functionality so games that use networking related functionality like lobbies or those that launch a server in the background will not work. + Custom Broadcast ips: If you want to set custom ips (or domains) which the emulator will send broadcast packets to, make a list of them, one on each line in: Goldberg SteamEmu Saves\settings\custom_broadcasts.txt If the custom ips/domains are specific for one game only you can put the custom_broadcasts.txt in the steam_settings\ folder. diff --git a/dll/network.cpp b/dll/network.cpp index 7b2628a..e726a5c 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -706,18 +706,26 @@ bool Networking::handle_low_level_udp(Common_Message *msg, IP_PORT ip_port) #define NUM_TCP_WAITING 128 -Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts) +Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets) { - run_at_startup(); tcp_port = udp_port = port; own_ip = 0x7F000001; alive = true; last_run = std::chrono::high_resolution_clock::now(); this->appid = appid; + + if (disable_sockets) { + enabled = false; + udp_socket = -1; + tcp_socket = -1; + return; + } + if (custom_broadcasts) { std::transform(custom_broadcasts->begin(), custom_broadcasts->end(), std::back_inserter(this->custom_broadcasts), [](uint32 ip) {return htonl(ip);}); } + run_at_startup(); sock_t sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); PRINT_DEBUG("UDP socket: %u\n", sock); if (is_socket_valid(sock) && set_socket_nonblocking(sock)) { @@ -1054,6 +1062,7 @@ void Networking::Run() void Networking::addListenId(CSteamID id) { + if (!enabled) return; auto i = std::find(ids.begin(), ids.end(), id); if (i != ids.end()) { return; @@ -1087,6 +1096,8 @@ bool Networking::sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn) { + if (!enabled) return false; + bool ret = false; CSteamID dest_id((uint64)msg->dest_id()); if (std::find(ids.begin(), ids.end(), dest_id) != ids.end()) { diff --git a/dll/network.h b/dll/network.h index bc0ce91..1a8c064 100644 --- a/dll/network.h +++ b/dll/network.h @@ -124,7 +124,7 @@ public: //NOTE: for all functions ips/ports are passed/returned in host byte order //ex: 127.0.0.1 should be passed as 0x7F000001 static std::set resolve_ip(std::string dns); - Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts); + Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); void addListenId(CSteamID id); void setAppID(uint32 appid); void Run(); diff --git a/dll/settings.h b/dll/settings.h index a5efb5b..cfb06b0 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -135,6 +135,9 @@ public: //controller struct Controller_Settings controller_settings; + + //networking + bool disable_networking = false; }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 42849d3..ca12e85 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -247,6 +247,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } bool steam_offline_mode = false; + bool disable_networking = false; { std::string steam_settings_path = Local_Storage::get_game_settings_path(); @@ -255,6 +256,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s PRINT_DEBUG("steam settings path %s\n", p.c_str()); if (p == "offline.txt") { steam_offline_mode = true; + } else if (p == "disable_networking.txt") { + disable_networking = true; } } } @@ -265,6 +268,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->set_port(port); settings_client->custom_broadcasts = custom_broadcasts; settings_server->custom_broadcasts = custom_broadcasts; + settings_client->disable_networking = disable_networking; + settings_server->disable_networking = disable_networking; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index d81f90c..f7b5fe7 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -45,7 +45,7 @@ Steam_Client::Steam_Client() uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); - network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts)); + network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); callback_results_client = new SteamCallResults(); callback_results_server = new SteamCallResults(); From 1427a4bcef1fc92f1a8aecb54aeae9577bce8498 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 5 Oct 2019 15:40:29 -0400 Subject: [PATCH 163/494] More accurate steam remote storage behavior. --- dll/steam_remote_storage.h | 12 +++++------- .../disable_networking.EXAMPLE.txt | 1 + 2 files changed, 6 insertions(+), 7 deletions(-) create mode 100644 files_example/steam_settings.EXAMPLE/disable_networking.EXAMPLE.txt diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index bc41d6e..f6a0c51 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -83,12 +83,11 @@ Steam_Remote_Storage(class Settings *settings, Local_Storage *local_storage, cla bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWrite %s %u\n", pchFile, cubData); - std::lock_guard lock(global_mutex); - - if (!pvData || cubData < 0 || cubData > k_unMaxCloudFileChunkSize) { + if (!pchFile || cubData <= 0 || cubData > k_unMaxCloudFileChunkSize) { return false; } + std::lock_guard lock(global_mutex); int data_stored = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData); PRINT_DEBUG("Steam_Remote_Storage::Stored %i, %u\n", data_stored, data_stored == cubData); return data_stored == cubData; @@ -108,18 +107,17 @@ STEAM_CALL_RESULT( RemoteStorageFileWriteAsyncComplete_t ) SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWriteAsync\n"); - std::lock_guard lock(global_mutex); - - if (!pvData || cubData > k_unMaxCloudFileChunkSize) { + if (!pchFile || cubData > k_unMaxCloudFileChunkSize || cubData == 0) { return k_uAPICallInvalid; } + std::lock_guard lock(global_mutex); bool success = local_storage->store_data(REMOTE_STORAGE_FOLDER, pchFile, (char* )pvData, cubData) == cubData; RemoteStorageFileWriteAsyncComplete_t data; data.m_eResult = success ? k_EResultOK : k_EResultFail; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.01); } diff --git a/files_example/steam_settings.EXAMPLE/disable_networking.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/disable_networking.EXAMPLE.txt new file mode 100644 index 0000000..4cc106f --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/disable_networking.EXAMPLE.txt @@ -0,0 +1 @@ +Rename this to: disable_networking.txt to disable all networking functionality. \ No newline at end of file From 736d1a9090d5f98c6e3aa437795877fe5452cd3e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 5 Oct 2019 15:41:28 -0400 Subject: [PATCH 164/494] Make isteamutils call result functions respect callback delays. --- dll/base.h | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/dll/base.h b/dll/base.h index 4b3453e..f549c1f 100644 --- a/dll/base.h +++ b/dll/base.h @@ -110,8 +110,12 @@ struct Steam_Call_Result { return check_timedout(created, STEAM_CALLRESULT_TIMEOUT); } + bool call_completed() { + return (!reserved) && check_timedout(created, run_in); + } + bool can_execute() { - return (!reserved) && (!to_delete) && check_timedout(created, run_in); + return (!to_delete) && call_completed(); } bool has_cb() { @@ -169,14 +173,14 @@ public: bool exists(SteamAPICall_t api_call) { auto cr = std::find_if(callresults.begin(), callresults.end(), [api_call](struct Steam_Call_Result const& item) { return item.api_call == api_call; }); if (cr == callresults.end()) return false; - if (cr->reserved) return false; + if (!cr->call_completed()) return false; return true; } bool callback_result(SteamAPICall_t api_call, void *copy_to, unsigned int size) { auto cb_result = std::find_if(callresults.begin(), callresults.end(), [api_call](struct Steam_Call_Result const& item) { return item.api_call == api_call; }); if (cb_result != callresults.end()) { - if (cb_result->reserved) return false; + if (!cb_result->call_completed()) return false; if (cb_result->result.size() > size) return false; memcpy(copy_to, &(cb_result->result[0]), cb_result->result.size()); From 0a29ed5a9a07ff92bd7d1d3dc7c8a5ce73529d6c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 9 Oct 2019 17:36:36 -0400 Subject: [PATCH 165/494] Implement a few functions in steam networking utils. --- dll/steam_networking_sockets.h | 1 + dll/steam_networking_utils.h | 34 ++++++++++++++++++++++++++++++++-- 2 files changed, 33 insertions(+), 2 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 818f2b9..f72f244 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -1045,6 +1045,7 @@ bool GetHostedDedicatedServerAddress001( SteamDatagramHostedAddress *pRouting ) /// directly share it with clients. virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) { + PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress %p\n", pRouting); std::lock_guard lock(global_mutex); pRouting->SetDevAddress(network->getOwnIP(), 27054); return k_EResultOK; diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 4a2a59e..96aff6b 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -28,6 +28,7 @@ public ISteamNetworkingUtils class RunEveryRunCB *run_every_runcb; std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); FSteamNetworkingSocketsDebugOutput debug_function; + bool relay_initialized = false; public: static void steam_callback(void *object, Common_Message *msg) @@ -67,6 +68,7 @@ Steam_Networking_Utils(class Settings *settings, class Networking *network, clas bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); + relay_initialized = true; return true; } @@ -80,44 +82,71 @@ bool InitializeRelayAccess() /// more details, you can pass a non-NULL value. ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) { - PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus\n"); + PRINT_DEBUG("Steam_Networking_Utils::GetRelayNetworkStatus %p\n", pDetails); + std::lock_guard lock(global_mutex); + + //TODO: check if this is how real steam returns it + SteamRelayNetworkStatus_t data = {}; + if (relay_initialized) { + data.m_eAvail = k_ESteamNetworkingAvailability_Current; + data.m_bPingMeasurementInProgress = 0; + data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current; + data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current; + strcpy(data.m_debugMsg, "OK"); + } + + if (pDetails) { + *pDetails = data; + } + return k_ESteamNetworkingAvailability_Current; } float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) { PRINT_DEBUG("Steam_Networking_Utils::GetLocalPingLocation\n"); + if (relay_initialized) { + result.m_data[2] = 123; + result.m_data[8] = 67; + return 2.0; + } + return -1; } int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) { PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeBetweenTwoLocations\n"); - return k_nSteamNetworkingPing_Unknown ; + //return k_nSteamNetworkingPing_Unknown; + return 10; } int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) { PRINT_DEBUG("Steam_Networking_Utils::EstimatePingTimeFromLocalHost\n"); + return 10; } void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) { PRINT_DEBUG("Steam_Networking_Utils::ConvertPingLocationToString\n"); + strncpy(pszBuf, "fra=10+2", cchBufSize); } bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) { PRINT_DEBUG("Steam_Networking_Utils::ParsePingLocationString\n"); + return true; } bool CheckPingDataUpToDate( float flMaxAgeSeconds ) { PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds); + relay_initialized = true; return true; } @@ -125,6 +154,7 @@ bool CheckPingDataUpToDate( float flMaxAgeSeconds ) bool IsPingMeasurementInProgress() { PRINT_DEBUG("Steam_Networking_Utils::IsPingMeasurementInProgress\n"); + return false; } From c60a763f68f7ac961f5e653639dd2a7b02ad0eb0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 10 Oct 2019 23:13:21 +0200 Subject: [PATCH 166/494] Don't overwrite achievement date Don't overwrite achievement date when setting the achievement and it was already set. --- dll/steam_user_stats.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index eee3247..811008b 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -249,7 +249,7 @@ bool SetAchievement( const char *pchName ) auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return item["name"].get() == pchName; }); - if (it != defined_achievements.end()) { + if (it != defined_achievements.end() && user_achievements[pchName]["earned"] == false) { user_achievements[pchName]["earned"] = true; user_achievements[pchName]["earned_time"] = static_cast(std::time(nullptr)); return true; From f15b2b045813f742cbe57df2acc62b03d5a8b9c6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 16:08:46 +0200 Subject: [PATCH 167/494] Steam returns true even if the achievement is already set --- dll/steam_user_stats.h | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 811008b..a659fbb 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -249,9 +249,11 @@ bool SetAchievement( const char *pchName ) auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return item["name"].get() == pchName; }); - if (it != defined_achievements.end() && user_achievements[pchName]["earned"] == false) { - user_achievements[pchName]["earned"] = true; - user_achievements[pchName]["earned_time"] = static_cast(std::time(nullptr)); + if (it != defined_achievements.end()) { + if (user_achievements[pchName]["earned"] == false) { + user_achievements[pchName]["earned"] = true; + user_achievements[pchName]["earned_time"] = static_cast(std::time(nullptr)); + } return true; } } catch (...) {} From 8c45ab200317c266befeab17ccf07ee5cb6aa4ea Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 13 Oct 2019 12:26:22 +0200 Subject: [PATCH 168/494] Rework inventory loading More generic json loading allows to load a json from a specified folder rather than the "inventory" directory. Also changed achievements location to root diectory --- dll/local_storage.cpp | 31 +++++++++++++++++++++---------- dll/local_storage.h | 4 ++-- dll/steam_inventory.h | 2 +- dll/steam_user_stats.h | 4 ++-- 4 files changed, 26 insertions(+), 15 deletions(-) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 98bb284..93be15f 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -691,10 +691,17 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } -bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) { - std::string inv_path = std::move(save_directory + appid + inventory_storage_folder + PATH_SEPARATOR + file); - std::ifstream inventory_file(inv_path); + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + create_directory(inv_path); + + std::ifstream inventory_file(full_path); // If there is a file and we opened it if (inventory_file) { @@ -709,34 +716,38 @@ bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const& try { json = std::move(nlohmann::json::parse(buffer)); - PRINT_DEBUG("Loaded inventory \"%s\". Loaded %u items.\n", inv_path.c_str(), json.size()); + PRINT_DEBUG("Loaded json \"%s\". Loaded %u items.\n", full_path.c_str(), json.size()); return true; } catch (std::exception& e) { - PRINT_DEBUG("Error while parsing \"%s\" inventory json: %s\n", inv_path.c_str(), e.what()); + PRINT_DEBUG("Error while parsing \"%s\" json: %s\n", full_path.c_str(), e.what()); } } else { - PRINT_DEBUG("Couldn't open file \"%s\" to read inventory\n", inv_path.c_str()); + PRINT_DEBUG("Couldn't open file \"%s\" to read json\n", full_path.c_str()); } return false; } -bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) { - std::string inv_path = std::move(save_directory + appid + inventory_storage_folder); + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; create_directory(inv_path); - std::ofstream inventory_file(inv_path + PATH_SEPARATOR + file, std::ios::trunc | std::ios::out); + std::ofstream inventory_file(full_path, std::ios::trunc | std::ios::out); if (inventory_file) { inventory_file << std::setw(2) << json; return true; } - PRINT_DEBUG("Couldn't open file \"%s\" to write inventory\n", inv_path.c_str()); + PRINT_DEBUG("Couldn't open file \"%s\" to write json\n", full_path.c_str()); return false; } diff --git a/dll/local_storage.h b/dll/local_storage.h index 38d676b..3c550bd 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -63,8 +63,8 @@ public: bool update_save_filenames(std::string folder); - bool load_inventory_file(nlohmann::json &json, std::string const&file); - bool write_inventory_file(nlohmann::json const& json, std::string const&file); + bool load_json_file(std::string folder, std::string const& file, nlohmann::json& json); + bool write_json_file(std::string folder, std::string const& file, nlohmann::json const& json); }; #endif diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index e116e65..ad90a4c 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -124,7 +124,7 @@ void read_items_db() void read_inventory_db() { // If we havn't got any inventory - if (!local_storage->load_inventory_file(user_items, items_user_file)) + if (!local_storage->load_json_file("inventory", items_user_file, user_items)) { // Try to load a default one std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index a659fbb..98337c3 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -93,7 +93,7 @@ void load_achievements_db() void load_achievements() { - local_storage->load_inventory_file(user_achievements, achievements_user_file); + local_storage->load_json_file("", achievements_user_file, user_achievements); } public: @@ -319,7 +319,7 @@ bool StoreStats() PRINT_DEBUG("StoreStats\n"); std::lock_guard lock(global_mutex); - local_storage->write_inventory_file(user_achievements, achievements_user_file); + local_storage->write_json_file("", achievements_user_file, user_achievements); UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); From 8abb0c8bc286b073f56c4d39628d824ee699d3eb Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:25:44 +0200 Subject: [PATCH 169/494] Add close button for overlay --- overlay_experimental/steam_overlay.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ded3c2e..6d4fcd8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -478,7 +478,9 @@ void Steam_Overlay::OverlayProc() ImGui::PushFont(font_default); - if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) + bool show; + + if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { ImGui::LabelText("##label", "Username: %s(%llu) playing %u", settings->get_local_name(), @@ -514,6 +516,9 @@ void Steam_Overlay::OverlayProc() ImGui::End(); ImGui::PopFont(); + + if (!show) + ShowOverlay(false); }// if(show_overlay) } From 894300b6f4a9e32be113adbe7063861abedec3f7 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:32:36 +0200 Subject: [PATCH 170/494] Process raw mouse events Some games doesn't use the window proc to get the mouse events (ETS2), but it checks for raw mouse inputs. --- overlay_experimental/windows/Windows_Hook.cpp | 43 ++++++++++++++++--- 1 file changed, 36 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 2d98f28..40dea26 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -95,6 +95,25 @@ bool IgnoreMsg(UINT uMsg) return false; } +void RawMouseEvent(RAWINPUT& raw) +{ + if (raw.header.dwType == RIM_TYPEMOUSE) + { + if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0); + else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0); + } +} + LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Steam_Overlay* overlay = get_steam_client()->steam_overlay; @@ -108,9 +127,8 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) { - overlay->ShowOverlay(!overlay->ShowOverlay()); - if (overlay->ShowOverlay()) - show = true; + show = !overlay->ShowOverlay(); + overlay->ShowOverlay(show); } } } @@ -128,18 +146,29 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) { - if (!get_steam_client()->steam_overlay->ShowOverlay()) + if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); - return -1; + int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + for (int i = 0; i < num; ++i) + RawMouseEvent(pData[i]); + + return 0; } UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) { - if (!get_steam_client()->steam_overlay->ShowOverlay()) + if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); - return -1; + Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + + RawMouseEvent(*reinterpret_cast(pData)); + + //memset(pData, 0, *pcbSize); + *pcbSize = 0; + + return 0; } ///////////////////////////////////////////////////////////////////////////////////// From 4d99b6affdf11df7f352b54aec170384c7a7b344 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 00:51:03 +0200 Subject: [PATCH 171/494] Fix race condition Fix race condition when renderer was found and we were hooking a library func --- overlay_experimental/Renderer_Detector.cpp | 27 ++++++++++++------- overlay_experimental/Renderer_Detector.h | 2 ++ overlay_experimental/windows/Windows_Hook.cpp | 1 - 3 files changed, 19 insertions(+), 11 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 18b8446..72fcdec 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -522,18 +522,24 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) std::vector::const_iterator it = libraries.begin(); while (it != libraries.end()) { - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != NULL) - return true; - return false; - }); + { + std::lock_guard lock(_this->_found_mutex); + if (_this->_renderer_found) + break; - if (it == libraries.end()) - break; + it = std::find_if(it, libraries.end(), [](std::string const& name) { + auto x = GetModuleHandle(name.c_str()); + if (x != NULL) + return true; + return false; + }); - _this->create_hook(it->c_str()); - ++it; + if (it == libraries.end()) + break; + + _this->create_hook(it->c_str()); + ++it; + } } std::this_thread::sleep_for(std::chrono::milliseconds(500)); @@ -824,6 +830,7 @@ extern "C" void* dlsym(void* handle, const char* name) void Renderer_Detector::renderer_found(Base_Hook* hook) { + std::lock_guard lock(_found_mutex); Hook_Manager& hm = Hook_Manager::Inst(); _renderer_found = true; diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index e0e5939..544e441 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -16,6 +16,7 @@ class Renderer_Detector private: // Variables std::thread* _hook_thread; + std::mutex _found_mutex; unsigned int _hook_retries; bool _renderer_found; // Is the renderer hooked ? bool _dx9_hooked; @@ -70,6 +71,7 @@ class Renderer_Detector { // Variables std::thread* _hook_thread; + std::mutex _found_mutex; unsigned int _hook_retries; bool _oglx_hooked; bool _renderer_found; // Is the renderer hooked ? diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 40dea26..0adbedc 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -165,7 +165,6 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, RawMouseEvent(*reinterpret_cast(pData)); - //memset(pData, 0, *pcbSize); *pcbSize = 0; return 0; From d46724823616d45533d75b9e1851fdea8b73de1b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 06:45:27 +0200 Subject: [PATCH 172/494] Forgot to initialize overlay's close button --- overlay_experimental/steam_overlay.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 6d4fcd8..f6cf843 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -478,7 +478,7 @@ void Steam_Overlay::OverlayProc() ImGui::PushFont(font_default); - bool show; + bool show = true; if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus)) { From bce574dc438feae6a8ac23d3fcb571945639d4c0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 11 Oct 2019 13:10:48 +0200 Subject: [PATCH 173/494] Changed windows id and fixed chat layout --- overlay_experimental/steam_overlay.cpp | 101 +++++++++++++++++++++---- overlay_experimental/steam_overlay.h | 3 + 2 files changed, 91 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f6cf843..116329a 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -12,6 +12,53 @@ #include "Renderer_Detector.h" +static constexpr int max_window_id = 10000; +static constexpr int base_notif_window_id = 0 * max_window_id; +static constexpr int base_friend_window_id = 1 * max_window_id; +static constexpr int base_friend_item_id = 2 * max_window_id; + +int find_free_id(std::vector & ids, int base) +{ + std::sort(ids.begin(), ids.end()); + + int id = base; + for (auto i : ids) + { + if (id < i) + break; + id = i + 1; + } + + return id > (base+max_window_id) ? 0 : id; +} + +int find_free_friend_id(std::map const& friend_windows) +{ + std::vector ids; + ids.reserve(friend_windows.size()); + + std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair const& i) + { + ids.emplace_back(i.second.id); + }); + + return find_free_id(ids, base_friend_window_id); +} + +int find_free_notification_id(std::vector const& notifications) +{ + std::vector ids; + ids.reserve(notifications.size()); + + std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i) + { + ids.emplace_back(i.id); + }); + + + return find_free_id(ids, base_friend_window_id); +} + #ifdef __WINDOWS__ #include "windows/Windows_Hook.h" #endif @@ -217,9 +264,16 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) void Steam_Overlay::FriendConnect(Friend _friend) { std::lock_guard lock(global_mutex); - auto& item = friends[_friend]; - item.window_state = window_state_none; - memset(item.chat_input, 0, max_chat_len); + int id = find_free_friend_id(friends); + if (id != 0) + { + auto& item = friends[_friend]; + item.window_state = window_state_none; + item.id = id; + memset(item.chat_input, 0, max_chat_len); + } + else + PRINT_DEBUG("No more free id to create a friend window\n"); } void Steam_Overlay::FriendDisconnect(Friend _friend) @@ -232,10 +286,17 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) void Steam_Overlay::AddNotification(std::string const& message) { - Notification notif; - notif.message = message; - notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); - notifications.emplace_back(notif); + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.message = message; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); } bool Steam_Overlay::FriendHasLobby(uint64 friend_id) @@ -267,7 +328,7 @@ bool Steam_Overlay::IHaveLobby() void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state) { - if (ImGui::BeginPopupContextItem("Friends", 1)) + if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1)) { bool close_popup = false; @@ -306,7 +367,17 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st bool show = true; bool send_chat_msg = false; - if (ImGui::Begin(frd.name().c_str(), &show)) + float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x; + + if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) + { + state.window_state &= ~window_state_need_attention; + } + ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 }, + ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); + + // Window id is after the ###, the window title is the friend name + if (ImGui::Begin((frd.name()+"###"+std::to_string(state.id)).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { @@ -329,9 +400,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::PushItemWidth(-1.0f); // Make the chat history widget fill the window ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); - ImGui::PopItemWidth(); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) @@ -353,10 +422,16 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st // | \--------------------------/ | // | [__chat line__] [send] | // |------------------------------| + float wnd_width = ImGui::GetWindowContentRegionWidth(); + ImGuiStyle &style = ImGui::GetStyle(); + wnd_width -= ImGui::CalcTextSize("Send").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1; + + ImGui::PushItemWidth(wnd_width); if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; } + ImGui::PopItemWidth(); ImGui::SameLine(); @@ -418,7 +493,7 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); - ImGui::Begin(std::to_string(10000+i).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); ImGui::TextWrapped("%s", it->message.c_str()); @@ -498,7 +573,7 @@ void Steam_Overlay::OverlayProc() ImGui::ListBoxHeader("##label", friend_size); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - ImGui::PushID(i.first.id()); + ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c0f0458..c49ebd3 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -21,6 +21,7 @@ enum window_state struct friend_window_state { + int id; uint8 window_state; union // The invitation (if any) { @@ -51,6 +52,8 @@ struct Notification static constexpr float g = 0.29; static constexpr float b = 0.48; static constexpr float max_alpha = 0.5f; + + int id; std::chrono::seconds start_time; std::string message; }; From 22b52df2794752212d988afef168a53da5572a88 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 13 Oct 2019 11:19:18 +0000 Subject: [PATCH 174/494] Fix the disabled functions prototype --- dll/local_storage.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 93be15f..33ead80 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -128,12 +128,12 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } -bool Local_Storage::load_inventory_file(nlohmann::json& json, std::string const&file) +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) { return true; } -bool Local_Storage::write_inventory_file(nlohmann::json const& json, std::string const&file) +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) { return true; } From 19c444de7f7db8af3ba0e2db9425ea34afceef89 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 13 Oct 2019 15:27:04 +0200 Subject: [PATCH 175/494] Remove the inventory folder --- dll/steam_inventory.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index ad90a4c..f92585b 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -124,7 +124,7 @@ void read_items_db() void read_inventory_db() { // If we havn't got any inventory - if (!local_storage->load_json_file("inventory", items_user_file, user_items)) + if (!local_storage->load_json_file("", items_user_file, user_items)) { // Try to load a default one std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; From c006555b0129cc4429c21ec2ab60fd1cfa7daa52 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 14 Oct 2019 16:35:36 +0200 Subject: [PATCH 176/494] Add infos on friend game Add friend appid and check if the game is compatible. --- overlay_experimental/steam_overlay.cpp | 31 +++++++++++++++----------- overlay_experimental/steam_overlay.h | 1 + 2 files changed, 19 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 116329a..d6f3e90 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -268,6 +268,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) if (id != 0) { auto& item = friends[_friend]; + item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid())); item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); @@ -337,19 +338,22 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta state.window_state |= window_state_show; close_popup = true; } - if (IHaveLobby() && ImGui::Button("Invite")) + // If we have the same appid, activate the invite/join buttons + if (settings->get_local_game_id().AppID() == frd.appid()) { - state.window_state |= window_state_invite; - has_friend_action.push(frd); - close_popup = true; + if (IHaveLobby() && ImGui::Button("Invite")) + { + state.window_state |= window_state_invite; + has_friend_action.push(frd); + close_popup = true; + } + if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) + { + state.window_state |= window_state_join; + has_friend_action.push(frd); + close_popup = true; + } } - if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) - { - state.window_state |= window_state_join; - has_friend_action.push(frd); - close_popup = true; - } - if( close_popup) { ImGui::CloseCurrentPopup(); @@ -377,7 +381,8 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); // Window id is after the ###, the window title is the friend name - if (ImGui::Begin((frd.name()+"###"+std::to_string(state.id)).c_str(), &show)) + std::string friend_window_id = std::move("###" + std::to_string(state.id)); + if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show)) { if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) { @@ -575,7 +580,7 @@ void Steam_Overlay::OverlayProc() { ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); - ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); BuildContextMenu(i.first, i.second); if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index c49ebd3..d73b120 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -23,6 +23,7 @@ struct friend_window_state { int id; uint8 window_state; + std::string window_title; union // The invitation (if any) { uint64 lobbyId; From 4780c405d20a1190840ef2a18c1b197ec7e29a55 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 14 Oct 2019 15:08:59 +0000 Subject: [PATCH 177/494] default_items example --- .../steam_settings.EXAMPLE/default_items.EXAMPLE.json | 4 ++++ 1 file changed, 4 insertions(+) create mode 100644 files_example/steam_settings.EXAMPLE/default_items.EXAMPLE.json diff --git a/files_example/steam_settings.EXAMPLE/default_items.EXAMPLE.json b/files_example/steam_settings.EXAMPLE/default_items.EXAMPLE.json new file mode 100644 index 0000000..34db327 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/default_items.EXAMPLE.json @@ -0,0 +1,4 @@ +{ + "2001": 1, + "2002": 1 +} \ No newline at end of file From 04d376ce2501c18cb7ca435f7a02d80a4a4eba3a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 16 Oct 2019 17:00:08 +0200 Subject: [PATCH 178/494] Fix the address being out of the range lower_bound < addr < upper_bound --- dll/base.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index 72ec0fa..fb7466a 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -158,17 +158,17 @@ std::string get_lib_path() { int i = 0; struct dirent *ep; dp = opendir (dir.c_str()); - unsigned long long int p = (unsigned long long int)&get_lib_path; + intptr_t p = (intptr_t)&get_lib_path; if (dp != NULL) { while ((ep = readdir (dp))) { if (memcmp(ep->d_name, ".", 2) != 0 && memcmp(ep->d_name, "..", 3) != 0) { char *upper = NULL; - unsigned long long int lower_bound = strtoull(ep->d_name, &upper, 16); + intptr_t lower_bound = strtoull(ep->d_name, &upper, 16); if (lower_bound) { ++upper; - unsigned long long int upper_bound = strtoull(upper, &upper, 16); + intptr_t upper_bound = strtoull(upper, &upper, 16); if (upper_bound && (lower_bound < p && p < upper_bound)) { std::string path = dir + PATH_SEPARATOR + ep->d_name; char link[PATH_MAX] = {}; From dbc4e7e08b1a380b330e5eaf46773f3ea6237e71 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 16 Oct 2019 17:31:46 +0000 Subject: [PATCH 179/494] Update base.cpp --- dll/base.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index fb7466a..32a0ab7 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -158,17 +158,17 @@ std::string get_lib_path() { int i = 0; struct dirent *ep; dp = opendir (dir.c_str()); - intptr_t p = (intptr_t)&get_lib_path; + uintptr_t p = (uintptr_t)&get_lib_path; if (dp != NULL) { while ((ep = readdir (dp))) { if (memcmp(ep->d_name, ".", 2) != 0 && memcmp(ep->d_name, "..", 3) != 0) { char *upper = NULL; - intptr_t lower_bound = strtoull(ep->d_name, &upper, 16); + uintptr_t lower_bound = strtoull(ep->d_name, &upper, 16); if (lower_bound) { ++upper; - intptr_t upper_bound = strtoull(upper, &upper, 16); + uintptr_t upper_bound = strtoull(upper, &upper, 16); if (upper_bound && (lower_bound < p && p < upper_bound)) { std::string path = dir + PATH_SEPARATOR + ep->d_name; char link[PATH_MAX] = {}; From 3982ad31e6b60f334461a07345e12a8a0a783c7b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 19 Oct 2019 12:00:45 -0400 Subject: [PATCH 180/494] Generate game infos improvements. For some reason https links didn't work. Auto generate a default_item_json. --- generate_game_infos/generate_game_infos.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 0ff8f50..7cbcaf3 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -352,7 +352,7 @@ static void generate_achievements(CurlEasy &easy) static void generate_items(CurlEasy& easy) { - std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -365,7 +365,7 @@ static void generate_items(CurlEasy& easy) nlohmann::json json = nlohmann::json::parse(easy.get_answer()); std::string digest = json["response"]["digest"]; - url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; url += app_id; url += "&digest="; url += digest; @@ -374,8 +374,12 @@ static void generate_items(CurlEasy& easy) easy.perform(); nlohmann::json item_json = nlohmann::json::object(); + nlohmann::json default_item_json = nlohmann::json::object(); + json = nlohmann::json::parse(easy.get_answer()); std::ofstream items_file("items.json", std::ios::trunc | std::ios::out); + std::ofstream default_items_file("default_items.json", std::ios::trunc | std::ios::out); + for (auto &i : json) { for (auto j = i.begin(); j != i.end(); ++j) @@ -408,9 +412,11 @@ static void generate_items(CurlEasy& easy) } } item_json[i["itemdefid"].get()] = i; + default_item_json[i["itemdefid"].get()] = 1; } items_file << std::setw(2) << item_json; + default_items_file << std::setw(2) << default_item_json; } catch (std::exception& e) { From 828e5d456c9b1d426eda303600e16267ad5194d9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 19 Oct 2019 12:02:30 -0400 Subject: [PATCH 181/494] Inventory/achivements bug fixes/improvements/cleanups. --- Readme_release.txt | 1 + dll/local_storage.cpp | 30 +++++---- dll/local_storage.h | 1 + dll/steam_inventory.h | 143 +++++++++++++++-------------------------- dll/steam_user_stats.h | 99 +++++++++++++++++++--------- 5 files changed, 141 insertions(+), 133 deletions(-) diff --git a/Readme_release.txt b/Readme_release.txt index 46561b3..a2c1236 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -75,6 +75,7 @@ An example can be found in steam_settings.EXAMPLE that works with Killing Floor The items.json syntax is simple, you SHOULD validate your .json file before trying to run your game or you won't have any item in your inventory. Just look for "online json validator" on your web brower to valide your file. You can use https://steamdb.info/ to list items and attributes they have and put them into your .json. Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. +items.json should contain all the item definitions for the game, default_items.json is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items. Leaderboards: By default the emulator assumes all leaderboards queried by the game (FindLeaderboard()) exist and creates them with the most common options (sort method descending, display type numeric) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 33ead80..f1b3d45 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -128,14 +128,19 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) +{ + return false; +} + bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) { - return true; + return false; } bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) { - return true; + return false; } std::vector Local_Storage::get_filenames_path(std::string path) @@ -691,16 +696,8 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } -bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) { - if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { - folder.append(PATH_SEPARATOR); - } - std::string inv_path = std::move(save_directory + appid + folder); - std::string full_path = inv_path + file; - - create_directory(inv_path); - std::ifstream inventory_file(full_path); // If there is a file and we opened it if (inventory_file) @@ -730,6 +727,17 @@ bool Local_Storage::load_json_file(std::string folder, std::string const&file, n return false; } +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +{ + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + return load_json(full_path, json); +} + bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) { if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { diff --git a/dll/local_storage.h b/dll/local_storage.h index 3c550bd..394fae2 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -63,6 +63,7 @@ public: bool update_save_filenames(std::string folder); + bool load_json(std::string full_path, nlohmann::json& json); bool load_json_file(std::string folder, std::string const& file, nlohmann::json& json); bool write_json_file(std::string folder, std::string const& file, nlohmann::json const& json); }; diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index f92585b..de0a9bc 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -60,9 +60,7 @@ private: bool inventory_loaded; bool call_definition_update; - bool call_inventory_update; - bool definition_update_called; - bool full_update_called; + bool item_definitions_loaded; struct Steam_Inventory_Requests* new_inventory_result(bool full_query=true, const SteamItemInstanceID_t* pInstanceIDs = NULL, uint32 unCountInstanceIDs = 0) { @@ -96,29 +94,7 @@ void read_items_db() { std::string items_db_path = Local_Storage::get_game_settings_path() + items_user_file; PRINT_DEBUG("Items file path: %s\n", items_db_path.c_str()); - std::ifstream inventory_file(items_db_path); - // If there is a file and we opened it - if (inventory_file) - { - inventory_file.seekg(0, std::ios::end); - size_t size = inventory_file.tellg(); - std::string buffer(size, '\0'); - inventory_file.seekg(0); - // Read it entirely, if the .json file gets too big, - // I should look into this and split reads into smaller parts. - inventory_file.read(&buffer[0], size); - inventory_file.close(); - - try - { - defined_items = std::move(nlohmann::json::parse(buffer)); - PRINT_DEBUG("Loaded inventory. Loaded %u items.\n", defined_items.size()); - } - catch (std::exception& e) - { - PRINT_DEBUG("Error while parsing inventory json: %s\n", e.what()); - } - } + local_storage->load_json(items_db_path, defined_items); } void read_inventory_db() @@ -129,29 +105,7 @@ void read_inventory_db() // Try to load a default one std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; PRINT_DEBUG("Default items file path: %s\n", items_db_path.c_str()); - std::ifstream inventory_file(items_db_path); - // If there is a file and we opened it - if (inventory_file) - { - inventory_file.seekg(0, std::ios::end); - size_t size = inventory_file.tellg(); - std::string buffer(size, '\0'); - inventory_file.seekg(0); - // Read it entirely, if the .json file gets too big, - // I should look into this and split reads into smaller parts. - inventory_file.read(&buffer[0], size); - inventory_file.close(); - - try - { - user_items = std::move(nlohmann::json::parse(buffer)); - PRINT_DEBUG("Loaded default inventory. Loaded %u items.\n", user_items.size()); - } - catch (std::exception& e) - { - PRINT_DEBUG("Error while parsing inventory json: %s\n", e.what()); - } - } + local_storage->load_json(items_db_path, user_items); } } @@ -175,9 +129,7 @@ Steam_Inventory(class Settings *settings, class SteamCallResults *callback_resul user_items(nlohmann::json::object()), inventory_loaded(false), call_definition_update(false), - call_inventory_update(false), - definition_update_called(false), - full_update_called(false) + item_definitions_loaded(false) { this->run_every_runcb->add(&Steam_Inventory::run_every_runcb_cb, this); } @@ -230,6 +182,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, if (pOutItemsArray != nullptr) { + SteamItemDetails_t *items_array_base = pOutItemsArray; uint32 max_items = *punOutItemsArraySize; if (request->full_query) { @@ -249,29 +202,38 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; ++pOutItemsArray; } - *punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast(user_items.size())); } else { for (auto &itemid : request->instance_ids) { if (!max_items) break; - pOutItemsArray->m_iDefinition = itemid; - pOutItemsArray->m_itemId = itemid; - try - { - pOutItemsArray->m_unQuantity = user_items[itemid].get(); + auto it = user_items.find(std::to_string(itemid)); + if (it != user_items.end()) { + pOutItemsArray->m_iDefinition = itemid; + pOutItemsArray->m_itemId = itemid; + + try + { + pOutItemsArray->m_unQuantity = it->get(); + } + catch (...) + { + pOutItemsArray->m_unQuantity = 0; + } + pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; + ++pOutItemsArray; + --max_items; } - catch (...) - { - pOutItemsArray->m_unQuantity = 0; - } - pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; - ++pOutItemsArray; - --max_items; } } + + *punOutItemsArraySize = pOutItemsArray - items_array_base; } else if (punOutItemsArraySize != nullptr) { - *punOutItemsArraySize = user_items.size(); + if (request->full_query) { + *punOutItemsArraySize = user_items.size(); + } else { + *punOutItemsArraySize = std::count_if(request->instance_ids.begin(), request->instance_ids.end(), [this](auto item_id){ return user_items.find(std::to_string(item_id)) != user_items.end();}); + } } PRINT_DEBUG("GetResultItems good\n"); @@ -359,8 +321,6 @@ bool GetAllItems( SteamInventoryResult_t *pResultHandle ) std::lock_guard lock(global_mutex); struct Steam_Inventory_Requests* request = new_inventory_result(); - call_inventory_update = true; - if (pResultHandle != nullptr) *pResultHandle = request->inventory_result; @@ -383,7 +343,6 @@ bool GetItemsByID( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT( unC std::lock_guard lock(global_mutex); if (pResultHandle) { struct Steam_Inventory_Requests *request = new_inventory_result(false, pInstanceIDs, unCountInstanceIDs); - //call_inventory_update = true; *pResultHandle = request->inventory_result; return true; } @@ -613,7 +572,7 @@ bool LoadItemDefinitions() PRINT_DEBUG("LoadItemDefinitions\n"); std::lock_guard lock(global_mutex); - if (!definition_update_called) { + if (!item_definitions_loaded) { call_definition_update = true; } @@ -715,6 +674,7 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope { *punValueBufferSizeOut = 0; PRINT_DEBUG("Attr %s not found for item %d\n", pchPropertyName, iDefinition); + return false; } } else // Pass a NULL pointer for pchPropertyName to get a comma - separated list of available property names. @@ -750,8 +710,11 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope } } } + + return true; } - return true; + + return false; } @@ -877,39 +840,37 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update && !definition_update_called) { - definition_update_called = true; - read_items_db(); + if (call_definition_update || inventory_requests.size()) { + if (!item_definitions_loaded) { + read_items_db(); + item_definitions_loaded = true; + + //only gets called once + //also gets called when getting items + SteamInventoryDefinitionUpdate_t data = {}; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } - SteamInventoryDefinitionUpdate_t data = {}; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); call_definition_update = false; } - if (call_inventory_update) { + if (inventory_requests.size() && !inventory_loaded) { read_inventory_db(); inventory_loaded = true; - - call_definition_update = true; - call_inventory_update = false; } - if (definition_update_called && inventory_loaded) + if (inventory_loaded) { std::chrono::system_clock::time_point now = std::chrono::system_clock::now(); for (auto& r : inventory_requests) { if (!r.done && std::chrono::duration_cast>(now - r.time_created).count() > r.timeout) { if (r.full_query) { - if (!full_update_called) { - // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems - // successfully returns a result which is newer / fresher than the last - // known result. - //TODO: should this always be returned for each get all item calls? - struct SteamInventoryFullUpdate_t data; - data.m_handle = r.inventory_result; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - full_update_called = true; - } + // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems + // successfully returns a result which is newer / fresher than the last + // known result. + struct SteamInventoryFullUpdate_t data; + data.m_handle = r.inventory_result; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } { diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 98337c3..2a0e951 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -66,29 +66,7 @@ unsigned int find_leaderboard(std::string name) void load_achievements_db() { std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; - std::ifstream achs_file(file_path); - - if (achs_file) - { - achs_file.seekg(0, std::ios::end); - size_t size = achs_file.tellg(); - std::string buffer(size, '\0'); - achs_file.seekg(0); - // Read it entirely, if the .json file gets too big, - // I should look into this and split reads into smaller parts. - achs_file.read(&buffer[0], size); - achs_file.close(); - - try { - defined_achievements = std::move(nlohmann::json::parse(buffer)); - } catch (std::exception &e) { - PRINT_DEBUG("Error while parsing json: \"%s\" : %s\n", file_path.c_str(), e.what()); - } - } - else - { - PRINT_DEBUG("Couldn't open file \"%s\" to read achievements definition\n", file_path.c_str()); - } + local_storage->load_json(file_path, defined_achievements); } void load_achievements() @@ -96,6 +74,11 @@ void load_achievements() local_storage->load_json_file("", achievements_user_file, user_achievements); } +void save_achievements() +{ + local_storage->write_json_file("", achievements_user_file, user_achievements); +} + public: Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks): settings(settings), @@ -223,6 +206,7 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("GetAchievement %s\n", pchName); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName]( nlohmann::json &item ) { @@ -244,16 +228,19 @@ bool SetAchievement( const char *pchName ) { PRINT_DEBUG("SetAchievement %s\n", pchName); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return item["name"].get() == pchName; }); if (it != defined_achievements.end()) { - if (user_achievements[pchName]["earned"] == false) { + if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { user_achievements[pchName]["earned"] = true; - user_achievements[pchName]["earned_time"] = static_cast(std::time(nullptr)); + user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + save_achievements(); } + return true; } } catch (...) {} @@ -265,6 +252,7 @@ bool ClearAchievement( const char *pchName ) { PRINT_DEBUG("ClearAchievement %s\n", pchName); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { @@ -273,6 +261,7 @@ bool ClearAchievement( const char *pchName ) if (it != defined_achievements.end()) { user_achievements[pchName]["earned"] = false; user_achievements[pchName]["earned_time"] = static_cast(0); + save_achievements(); return true; } } catch (...) {} @@ -288,6 +277,7 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 { PRINT_DEBUG("GetAchievementAndUnlockTime\n"); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { @@ -319,8 +309,6 @@ bool StoreStats() PRINT_DEBUG("StoreStats\n"); std::lock_guard lock(global_mutex); - local_storage->write_json_file("", achievements_user_file, user_achievements); - UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; @@ -339,6 +327,7 @@ int GetAchievementIcon( const char *pchName ) { PRINT_DEBUG("GetAchievementIcon\n"); if (pchName == nullptr) return 0; + std::lock_guard lock(global_mutex); return 0; } @@ -353,13 +342,17 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (pchName == nullptr) return ""; if (pchKey == nullptr) return ""; + std::lock_guard lock(global_mutex); + if (strcmp (pchKey, "name") == 0) { try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - return it.value()["displayName"].get().c_str(); + static std::string display_name; + display_name = it.value()["displayName"].get(); + return display_name.c_str(); } } catch (...) {} } @@ -370,7 +363,9 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - return it.value()["description"].get().c_str(); + static std::string description; + description = it.value()["description"].get(); + return description.c_str(); } } catch (...) {} } @@ -381,7 +376,9 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - return it.value()["description"].get().c_str(); + static std::string hidden; + hidden = it.value()["hidden"].get(); + return hidden.c_str(); } } catch (...) {} } @@ -396,7 +393,41 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint { PRINT_DEBUG("IndicateAchievementProgress\n"); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end()) { + bool achieved = false; + if ( ach != user_achievements.end()) { + bool achieved = ach->value("earned", false); + } + + UserAchievementStored_t data = {}; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_bGroupAchievement = false; + strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + + if (achieved) { + data.m_nCurProgress = 0; + data.m_nMaxProgress = 0; + } else { + user_achievements[pchName]["progress"] = nCurProgress; + user_achievements[pchName]["max_progress"] = nMaxProgress; + data.m_nCurProgress = nCurProgress; + data.m_nMaxProgress = nMaxProgress; + } + + save_achievements(); + callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + return true; + } + } catch (...) {} + + return false; } @@ -405,6 +436,7 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint uint32 GetNumAchievements() { PRINT_DEBUG("GetNumAchievements\n"); + std::lock_guard lock(global_mutex); return defined_achievements.size(); } @@ -413,7 +445,9 @@ const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); try { - return defined_achievements[iAchievement]["name"].get().c_str(); + static std::string achievement_name; + achievement_name = defined_achievements[iAchievement]["name"].get(); + return achievement_name.c_str(); } catch (...) {} return ""; } @@ -482,6 +516,7 @@ bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchi { PRINT_DEBUG("GetUserAchievement %s\n", pchName); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { return GetAchievement(pchName, pbAchieved); @@ -495,6 +530,7 @@ bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, { PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); if (steamIDUser == settings->get_local_steam_id()) { return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); @@ -507,6 +543,7 @@ bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool ResetAllStats( bool bAchievementsToo ) { PRINT_DEBUG("ResetAllStats\n"); + std::lock_guard lock(global_mutex); //TODO if (bAchievementsToo) { std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { From 42d9217f00d4c152ca5d0359b6be559202e7ec8a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 19 Oct 2019 12:06:39 -0400 Subject: [PATCH 182/494] Fix build issue. --- dll/steam_inventory.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index de0a9bc..895e49b 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -232,7 +232,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, if (request->full_query) { *punOutItemsArraySize = user_items.size(); } else { - *punOutItemsArraySize = std::count_if(request->instance_ids.begin(), request->instance_ids.end(), [this](auto item_id){ return user_items.find(std::to_string(item_id)) != user_items.end();}); + *punOutItemsArraySize = std::count_if(request->instance_ids.begin(), request->instance_ids.end(), [this](SteamItemInstanceID_t item_id){ return user_items.find(std::to_string(item_id)) != user_items.end();}); } } From ef5693d9f811922e3bdb92507958c0f0b2c1cca8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 20 Oct 2019 13:46:25 +0200 Subject: [PATCH 183/494] Little improvements steam_user_stats: Use the value stored in the JSON object. steal_inventory: use 'empty' that is guaranteed to be constant in time. --- dll/steam_inventory.h | 4 ++-- dll/steam_user_stats.h | 12 +++--------- 2 files changed, 5 insertions(+), 11 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 895e49b..32201e7 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -840,7 +840,7 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update || inventory_requests.size()) { + if (call_definition_update || !inventory_requests.empty()) { if (!item_definitions_loaded) { read_items_db(); item_definitions_loaded = true; @@ -854,7 +854,7 @@ void RunCallbacks() call_definition_update = false; } - if (inventory_requests.size() && !inventory_loaded) { + if (!inventory_requests.empty() && !inventory_loaded) { read_inventory_db(); inventory_loaded = true; } diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 2a0e951..03a4137 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -350,9 +350,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - static std::string display_name; - display_name = it.value()["displayName"].get(); - return display_name.c_str(); + return it.value()["displayName"].get_ptr()->c_str(); } } catch (...) {} } @@ -363,9 +361,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - static std::string description; - description = it.value()["description"].get(); - return description.c_str(); + return it.value()["description"].get_ptr()->c_str(); } } catch (...) {} } @@ -376,9 +372,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc return static_cast(item["name"]) == pchName; }); if (it != defined_achievements.end()) { - static std::string hidden; - hidden = it.value()["hidden"].get(); - return hidden.c_str(); + return it.value()["hidden"].get_ptr()->c_str(); } } catch (...) {} } From 5b471e715a96de85b9716a7bd2f3864a73acae8c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:33:56 -0400 Subject: [PATCH 184/494] Fix generate game infos https. --- generate_game_infos/generate_game_infos.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 7cbcaf3..430bdd0 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -266,7 +266,7 @@ static bool create_directory(std::string const& strPath) static void generate_achievements(CurlEasy &easy) { - std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + std::string url = "https://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -352,7 +352,7 @@ static void generate_achievements(CurlEasy &easy) static void generate_items(CurlEasy& easy) { - std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -365,7 +365,7 @@ static void generate_items(CurlEasy& easy) nlohmann::json json = nlohmann::json::parse(easy.get_answer()); std::string digest = json["response"]["digest"]; - url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; url += app_id; url += "&digest="; url += digest; @@ -448,6 +448,7 @@ int main() CurlEasy easy; if (easy.init()) { + easy.skip_verifypeer(); std::cout << "Enter the game appid: "; std::cin >> app_id; std::cout << "Enter your webapi key: "; From 2986b01d0cf34cd900f772cf4294ad387c104cf4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:34:37 -0400 Subject: [PATCH 185/494] Set lobby member data should be available right away to getlobbymemberdata --- dll/steam_matchmaking.h | 24 +++++++++++++++++++----- 1 file changed, 19 insertions(+), 5 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 7ca1df9..a21cb22 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -88,6 +88,7 @@ public ISteamMatchmaking std::vector chat_entries; std::vector data_requested; + std::map> self_lobby_member_data; Lobby *get_lobby(CSteamID id) { auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return item.room_id() == id.ConvertToUint64(); }); @@ -239,6 +240,7 @@ void remove_lobbies() while (g != std::end(lobbies)) { if (g->members().size() == 0 || (g->deleted() && (g->time_deleted() + LOBBY_DELETED_TIMEOUT < current_time))) { PRINT_DEBUG("REMOVING LOBBY %llu\n", g->room_id()); + self_lobby_member_data.erase(g->room_id()); g = lobbies.erase(g); } else { ++g; @@ -846,13 +848,22 @@ const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, con struct Lobby_Member *member = get_lobby_member(get_lobby(steamIDLobby), steamIDUser); const char *ret = ""; if (member) { - auto result = member->values().find(std::string(pchKey)); - if (result == member->values().end()) return ""; - PRINT_DEBUG("GetLobbyMemberData res %s\n", result->second.c_str()); - ret = result->second.c_str(); + if (steamIDUser == settings->get_local_steam_id()) { + auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); + if (result != self_lobby_member_data.end()) { + auto value = result->second.find(std::string(pchKey)); + if (value != result->second.end()) { + ret = value->second.c_str(); + } + } + } else { + auto result = member->values().find(std::string(pchKey)); + if (result == member->values().end()) return ""; + ret = result->second.c_str(); + } } - + PRINT_DEBUG("GetLobbyMemberData res %s\n", ret); return ret; } @@ -879,6 +890,8 @@ void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char * (*message->mutable_map())[pchKey] = pchValue; send_owner_packet(steamIDLobby, message); } + + self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; } @@ -1348,6 +1361,7 @@ void Callback(Common_Message *msg) Lobby_Member *member = get_lobby_member(lobby, (uint64)msg->source_id()); if (member) { for (auto const &p : msg->lobby_messages().map()) { + PRINT_DEBUG("member data %s:%s\n", p.first.c_str(), p.second.c_str()); (*member->mutable_values())[p.first] = p.second; } From c667dbd3af19132b944aa5c3890b3bcca74da611 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 08:41:07 +0200 Subject: [PATCH 186/494] Rework DX12 overlay to use Present to render the overlay --- overlay_experimental/windows/DX12_Hook.cpp | 171 +++++++++++++++------ overlay_experimental/windows/DX12_Hook.h | 11 +- 2 files changed, 127 insertions(+), 55 deletions(-) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index bf83be4..fb95008 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -30,8 +30,7 @@ bool DX12_Hook::start_hook() std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), - std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists), - std::make_pair(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose) + std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists) ); EndHook(); @@ -45,6 +44,11 @@ void DX12_Hook::resetRenderState() if (initialized) { pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->resetRenderState(); @@ -57,14 +61,28 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - pSwapChain->GetDesc(&sc_desc); + if (pCmdQueue == nullptr) + return; + + ID3D12CommandQueue* pCmdQueue = this->pCmdQueue; + + IDXGISwapChain3* pSwapChain3 = nullptr; + DXGI_SWAP_CHAIN_DESC sc_desc; + pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); + if (pSwapChain3 == nullptr) + return; + + pSwapChain3->GetDesc(&sc_desc); if (!initialized) { + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); ID3D12Device* pDevice; - if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) + if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; + bufferCount = sc_desc.BufferCount; + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; @@ -73,24 +91,108 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) { pDevice->Release(); + pSwapChain3->Release(); return; } } + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bufferCount; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + return; + } + + SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount]; + pCmdAlloc = new ID3D12CommandAllocator * [bufferCount]; + for (int i = 0; i < bufferCount; ++i) + { + pMainRenderTargets[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + for (UINT i = 0; i < sc_desc.BufferCount; ++i) + { + if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + for (UINT j = 0; j < i; ++j) + { + pCmdAlloc[j]->Release(); + } + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + return; + } + } + + if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK || + pCmdList->Close() != S_OK) + { + pDevice->Release(); + pSwapChain3->Release(); + pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + return; + } + + for (UINT i = 0; i < bufferCount; i++) + { + ID3D12Resource* pBackBuffer = NULL; + pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]); + } ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); - - pDevice->Release(); - + get_steam_client()->steam_overlay->CreateFonts(); initialized = true; + + pDevice->Release(); } + + ImGui_ImplDX12_NewFrame(); + Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(); + + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + + pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); + pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); + + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + + pSwapChain3->Release(); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) @@ -115,52 +217,24 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) { DX12_Hook* me = DX12_Hook::Inst(); - // ----------------------------------------------------- // - // \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ // - // I'd like to put it in IDXGISwapChain::Present // - // ----------------------------------------------------- // - if (me->initialized) - { - static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant - std::lock_guard lock(render_mutex); - for (int i = 0; i < NumCommandLists; ++i) - { - if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) - { - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(); - - ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); - ImGui::Render(); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]); - (((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)(); - } - } - } + me->pCmdQueue = _this; (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); } -HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) -{ - if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) - return S_OK; - else - return (_this->*DX12_Hook::Inst()->Close)(); -} - DX12_Hook::DX12_Hook(): initialized(false), - hooked(false), + pCmdQueue(nullptr), + bufferCount(0), + pMainRenderTargets(nullptr), + pCmdAlloc(nullptr), pSrvDescHeap(nullptr), + pCmdList(nullptr), + pRtvDescHeap(nullptr), + hooked(false), Present(nullptr), ResizeBuffers(nullptr), ResizeTarget(nullptr), - ExecuteCommandLists(nullptr), - Close(nullptr) + ExecuteCommandLists(nullptr) { _library = LoadLibrary(DLL_NAME); @@ -197,7 +271,7 @@ const char* DX12_Hook::get_lib_name() const return DLL_NAME; } -void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain) +void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) { void** vTable; @@ -206,11 +280,6 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC LOAD_FUNC(ExecuteCommandLists); #undef LOAD_FUNC - vTable = *reinterpret_cast(pCommandList); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] - LOAD_FUNC(Close); -#undef LOAD_FUNC - vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] LOAD_FUNC(Present); diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index d8e82f2..a3595cc 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -20,8 +20,13 @@ private: bool hooked; bool initialized; - DXGI_SWAP_CHAIN_DESC sc_desc; + ID3D12CommandQueue* pCmdQueue; + UINT bufferCount; + D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets; + ID3D12CommandAllocator** pCmdAlloc; ID3D12DescriptorHeap* pSrvDescHeap; + ID3D12GraphicsCommandList* pCmdList; + ID3D12DescriptorHeap* pRtvDescHeap; // Functions DX12_Hook(); @@ -34,13 +39,11 @@ private: static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); - static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; - decltype(&ID3D12GraphicsCommandList::Close) Close; public: virtual ~DX12_Hook(); @@ -49,7 +52,7 @@ public: static DX12_Hook* Inst(); virtual const char* get_lib_name() const; - void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain); + void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain); }; #endif//NO_OVERLAY From 982ec5600770ef9c4c65fde83a63875eba534fa3 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:46:57 +0100 Subject: [PATCH 187/494] Enable DX12 overlay --- overlay_experimental/Renderer_Detector.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 72fcdec..0b686be 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -87,7 +87,10 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC if (!inst.stop_retry()) { IUnknown* pDevice = nullptr; - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (inst._dx12_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } if (pDevice) { DX10_Hook::Inst()->start_hook(); @@ -436,13 +439,13 @@ void Renderer_Detector::hook_dx12() }//if (pDevice != nullptr) }//if (D3D12CreateDevice != nullptr) }//if (library != nullptr) - if (pCommandQueue != nullptr && pCommandList != nullptr && pSwapChain != nullptr) + if (pCommandQueue != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); _dx12_hooked = true; auto h = DX12_Hook::Inst(); - h->loadFunctions(pCommandQueue, pCommandList, pSwapChain); + h->loadFunctions(pCommandQueue, pSwapChain); Hook_Manager::Inst().AddHook(h); HookDXGIPresent(pSwapChain); } From ce79df1c264dad36106d013dfc4cdda3ae0bcd37 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:52:38 +0100 Subject: [PATCH 188/494] Added customizable notification Notification can have a type depending on what to show. --- dll/steam_user_stats.cpp | 827 ++++++++++++++++++++++++ dll/steam_user_stats.h | 850 +++++++------------------ overlay_experimental/steam_overlay.cpp | 74 ++- overlay_experimental/steam_overlay.h | 17 +- 4 files changed, 1138 insertions(+), 630 deletions(-) create mode 100644 dll/steam_user_stats.cpp diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp new file mode 100644 index 0000000..95138d6 --- /dev/null +++ b/dll/steam_user_stats.cpp @@ -0,0 +1,827 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "steam_user_stats.h" +#include "dll.h" + +unsigned int Steam_User_Stats::find_leaderboard(std::string name) +{ + unsigned index = 1; + for (auto& leaderboard : leaderboards) { + if (leaderboard.name == name) return index; + ++index; + } + + return 0; +} + +void Steam_User_Stats::load_achievements_db() +{ + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; + local_storage->load_json(file_path, defined_achievements); +} + +void Steam_User_Stats::load_achievements() +{ + local_storage->load_json_file("", achievements_user_file, user_achievements); +} + +void Steam_User_Stats::save_achievements() +{ + local_storage->write_json_file("", achievements_user_file, user_achievements); +} + +Steam_User_Stats::Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks) : + settings(settings), + local_storage(local_storage), + callback_results(callback_results), + callbacks(callbacks), + defined_achievements(nlohmann::json::object()), + user_achievements(nlohmann::json::object()) +{ + load_achievements_db(); // achievements db + load_achievements(); // achievements per user +} + +nlohmann::json const& Steam_User_Stats::GetAchievementsDb() const +{ + return defined_achievements; +} + +// Ask the server to send down this user's data and achievements for this game +STEAM_CALL_BACK(UserStatsReceived_t) +bool Steam_User_Stats::RequestCurrentStats() +{ + PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); + std::lock_guard lock(global_mutex); + + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = settings->get_local_steam_id(); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); + return true; +} + + +// Data accessors +bool Steam_User_Stats::GetStat(const char* pchName, int32* pData) +{ + PRINT_DEBUG("GetStat int32 %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; + } + + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); + if (read_data == sizeof(int32)) + return true; + + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_int; + return true; + } + + return false; +} + +bool Steam_User_Stats::GetStat(const char* pchName, float* pData) +{ + PRINT_DEBUG("GetStat float %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; + } + + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); + if (read_data == sizeof(float)) + return true; + + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_float; + return true; + } + + return false; +} + + +// Set / update data +bool Steam_User_Stats::SetStat(const char* pchName, int32 nData) +{ + PRINT_DEBUG("SetStat int32 %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&nData, sizeof(nData)) == sizeof(nData); +} + +bool Steam_User_Stats::SetStat(const char* pchName, float fData) +{ + PRINT_DEBUG("SetStat float %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&fData, sizeof(fData)) == sizeof(fData); +} + +bool Steam_User_Stats::UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength) +{ + PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); + std::lock_guard lock(global_mutex); + + char data[sizeof(float) + sizeof(float) + sizeof(double)]; + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)data, sizeof(*data)); + float oldcount = 0; + double oldsessionlength = 0; + if (read_data == sizeof(data)) { + memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); + memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); + } + + oldcount += flCountThisSession; + oldsessionlength += dSessionLength; + + float average = oldcount / oldsessionlength; + memcpy(data, &average, sizeof(average)); + memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); + memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); +} + + +// Achievement flag accessors +bool Steam_User_Stats::GetAchievement(const char* pchName, bool* pbAchieved) +{ + PRINT_DEBUG("GetAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return item["name"].get() == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + return true; + } + } + catch (...) {} + + if (pbAchieved != nullptr)*pbAchieved = false; + + return false; +} + +bool Steam_User_Stats::SetAchievement(const char* pchName) +{ + PRINT_DEBUG("SetAchievement %s\n", pchName); + if (pchName == nullptr) return false; + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return item["name"].get() == pchName; + }); + if (it != defined_achievements.end()) { + if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { + user_achievements[pchName]["earned"] = true; + user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + get_steam_client()->steam_overlay->AddAchievementNotification(it.value()); + } + return true; + } + } + catch (...) {} + + return false; +} + +bool Steam_User_Stats::ClearAchievement(const char* pchName) +{ + PRINT_DEBUG("ClearAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + user_achievements[pchName]["earned"] = false; + user_achievements[pchName]["earned_time"] = static_cast(0); + return true; + } + } + catch (...) {} + + return false; +} + + +// Get the achievement status, and the time it was unlocked if unlocked. +// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam +// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. +bool Steam_User_Stats::GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime) +{ + PRINT_DEBUG("GetAchievementAndUnlockTime\n"); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + if (punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; + return true; + } + } + catch (...) {} + + if (pbAchieved != nullptr) *pbAchieved = false; + if (punUnlockTime != nullptr) *punUnlockTime = 0; + return true; +} + + +// Store the current data on the server, will get a callback when set +// And one callback for every new achievement +// +// If the callback has a result of k_EResultInvalidParam, one or more stats +// uploaded has been rejected, either because they broke constraints +// or were out of date. In this case the server sends back updated values. +// The stats should be re-iterated to keep in sync. +bool Steam_User_Stats::StoreStats() +{ + PRINT_DEBUG("StoreStats\n"); + std::lock_guard lock(global_mutex); + + save_achievements(); + + UserStatsStored_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + return true; +} + + +// Achievement / GroupAchievement metadata + +// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. +// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback +// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the +// specified achievement. +int Steam_User_Stats::GetAchievementIcon(const char* pchName) +{ + PRINT_DEBUG("GetAchievementIcon\n"); + if (pchName == nullptr) return 0; + std::lock_guard lock(global_mutex); + + return 0; +} + + +// Get general attributes for an achievement. Accepts the following keys: +// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) +// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) +const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName, const char* pchKey) +{ + PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); + if (pchName == nullptr) return ""; + if (pchKey == nullptr) return ""; + + std::lock_guard lock(global_mutex); + + if (strcmp(pchKey, "name") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["displayName"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + if (strcmp(pchKey, "desc") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["description"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + if (strcmp(pchKey, "hidden") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["hidden"].get_ptr()->c_str(); + } + } + catch (...) {} + } + + return ""; +} + + +// Achievement progress - triggers an AchievementProgress callback, that is all. +// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. +bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress) +{ + PRINT_DEBUG("IndicateAchievementProgress\n"); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end()) { + bool achieved = false; + if (ach != user_achievements.end()) { + bool achieved = ach->value("earned", false); + } + + UserAchievementStored_t data = {}; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_bGroupAchievement = false; + strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + + if (achieved) { + data.m_nCurProgress = 0; + data.m_nMaxProgress = 0; + } + else { + user_achievements[pchName]["progress"] = nCurProgress; + user_achievements[pchName]["max_progress"] = nMaxProgress; + data.m_nCurProgress = nCurProgress; + data.m_nMaxProgress = nMaxProgress; + } + + save_achievements(); + callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + return true; + } + } + catch (...) {} + + return false; +} + + +// Used for iterating achievements. In general games should not need these functions because they should have a +// list of existing achievements compiled into them +uint32 Steam_User_Stats::GetNumAchievements() +{ + PRINT_DEBUG("GetNumAchievements\n"); + std::lock_guard lock(global_mutex); + return defined_achievements.size(); +} + +// Get achievement name iAchievement in [0,GetNumAchievements) +const char* Steam_User_Stats::GetAchievementName(uint32 iAchievement) +{ + PRINT_DEBUG("GetAchievementName\n"); + try { + static std::string achievement_name; + achievement_name = defined_achievements[iAchievement]["name"].get(); + return achievement_name.c_str(); + } + catch (...) {} + return ""; +} + + +// Friends stats & achievements + +// downloads stats for the user +// returns a UserStatsReceived_t received when completed +// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail +// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data +STEAM_CALL_RESULT(UserStatsReceived_t) +SteamAPICall_t Steam_User_Stats::RequestUserStats(CSteamID steamIDUser) +{ + PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); + std::lock_guard lock(global_mutex); + + // Enable this to allow hot reload achievements status + //if (steamIDUser == settings->get_local_steam_id()) { + // load_achievements(); + //} + + + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = steamIDUser; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); +} + + +// requests stat information for a user, usable after a successful call to RequestUserStats() +bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } + else { + *pData = 0; + } + + return true; +} + +bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } + else { + *pData = 0; + } + + return true; +} + +bool Steam_User_Stats::GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved) +{ + PRINT_DEBUG("GetUserAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievement(pchName, pbAchieved); + } + + return false; +} + +// See notes for GetAchievementAndUnlockTime above +bool Steam_User_Stats::GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime) +{ + PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); + } + return false; +} + + +// Reset stats +bool Steam_User_Stats::ResetAllStats(bool bAchievementsToo) +{ + PRINT_DEBUG("ResetAllStats\n"); + std::lock_guard lock(global_mutex); + //TODO + if (bAchievementsToo) { + std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { + v["earned"] = false; + v["earned_time"] = 0; + }); + } + + return true; +} + + +// Leaderboard functions + +// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT(LeaderboardFindResult_t) +SteamAPICall_t Steam_User_Stats::FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) +{ + PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + unsigned int leader = find_leaderboard(pchLeaderboardName); + if (!leader) { + struct Steam_Leaderboard leaderboard; + leaderboard.name = std::string(pchLeaderboardName); + leaderboard.sort_method = eLeaderboardSortMethod; + leaderboard.display_type = eLeaderboardDisplayType; + leaderboards.push_back(leaderboard); + leader = leaderboards.size(); + } + + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = leader; + data.m_bLeaderboardFound = 1; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// as above, but won't create the leaderboard if it's not found +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT(LeaderboardFindResult_t) +SteamAPICall_t Steam_User_Stats::FindLeaderboard(const char* pchLeaderboardName) +{ + PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + auto settings_Leaderboards = settings->getLeaderboards(); + if (settings_Leaderboards.count(pchLeaderboardName)) { + auto config = settings_Leaderboards[pchLeaderboardName]; + return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); + } + else if (settings->createUnknownLeaderboards()) { + return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); + } + else { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; + data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } +} + + +// returns the name of a leaderboard +const char* Steam_User_Stats::GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardName\n"); + std::lock_guard lock(global_mutex); + + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; + return leaderboards[hSteamLeaderboard - 1].name.c_str(); +} + + +// returns the total number of entries in a leaderboard, as of the last request +int Steam_User_Stats::GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardEntryCount\n"); + return 0; +} + + +// returns the sort method of the leaderboard +ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardSortMethod\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; + return leaderboards[hSteamLeaderboard - 1].sort_method; +} + + +// returns the display type of the leaderboard +ELeaderboardDisplayType Steam_User_Stats::GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) +{ + PRINT_DEBUG("GetLeaderboardDisplayType\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; + return leaderboards[hSteamLeaderboard - 1].display_type; +} + + +// Asks the Steam back-end for a set of rows in the leaderboard. +// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t +// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) +// You can ask for more entries than exist, and it will return as many as do exist. +// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] +// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate +// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after +// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user +STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) +SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) +{ + PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers +// if a user doesn't have a leaderboard entry, they won't be included in the result +// a max of 100 users can be downloaded at a time, with only one outstanding call at a time +STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) +STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) +SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID * prgUsers, int cUsers) +{ + PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Returns data about a single leaderboard entry +// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries +// e.g. +// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) +// { +// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) +// { +// LeaderboardEntry_t leaderboardEntry; +// int32 details[3]; // we know this is how many we've stored previously +// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); +// assert( leaderboardEntry.m_cDetails == 3 ); +// ... +// } +// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid +bool Steam_User_Stats::GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) +{ + PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); + return false; +} + + +// Uploads a user score to the Steam back-end. +// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t +// Details are extra game-defined information regarding how the user got that score +// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list +STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) +SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) +{ + PRINT_DEBUG("UploadLeaderboardScore\n"); + std::lock_guard lock(global_mutex); + LeaderboardScoreUploaded_t data; + data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. + //data.m_bSuccess = 0; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_nScore = nScore; + //data.m_bScoreChanged = 1; + data.m_bScoreChanged = 0; + //data.m_nGlobalRankNew = 1; + data.m_nGlobalRankNew = 0; + data.m_nGlobalRankPrevious = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 * pScoreDetails, int cScoreDetailsCount) +{ + PRINT_DEBUG("UploadLeaderboardScore old\n"); + return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); +} + + +// Attaches a piece of user generated content the user's entry on a leaderboard. +// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). +// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. +STEAM_CALL_RESULT(LeaderboardUGCSet_t) +SteamAPICall_t Steam_User_Stats::AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) +{ + PRINT_DEBUG("AttachLeaderboardUGC\n"); + std::lock_guard lock(global_mutex); + LeaderboardUGCSet_t data = {}; + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { + data.m_eResult = k_EResultFail; + } + else { + data.m_eResult = k_EResultOK; + } + + data.m_hSteamLeaderboard = hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Retrieves the number of players currently playing your game (online + offline) +// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t +STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) +SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers() +{ + PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); + std::lock_guard lock(global_mutex); + NumberOfCurrentPlayers_t data; + data.m_bSuccess = 1; + data.m_cPlayers = 69; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Requests that Steam fetch data on the percentage of players who have received each achievement +// for the game globally. +// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. +STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) +SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages() +{ + PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); +} + + +// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch +// the next most achieved afterwards. Will return -1 if there is no data on achievement +// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). +int Steam_User_Stats::GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) +{ + PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); +} + + +// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another +// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last +// achievement has been iterated. +int Steam_User_Stats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) +{ + PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); +} + + +// Returns the percentage of users who have achieved the specified achievement. +bool Steam_User_Stats::GetAchievementAchievedPercent(const char* pchName, float* pflPercent) +{ + PRINT_DEBUG("GetAchievementAchievedPercent\n"); +} + + +// Requests global stats data, which is available for stats marked as "aggregated". +// This call is asynchronous, with the results returned in GlobalStatsReceived_t. +// nHistoryDays specifies how many days of day-by-day history to retrieve in addition +// to the overall totals. The limit is 60. +STEAM_CALL_RESULT(GlobalStatsReceived_t) +SteamAPICall_t Steam_User_Stats::RequestGlobalStats(int nHistoryDays) +{ + PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); + std::lock_guard lock(global_mutex); + GlobalStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Gets the lifetime totals for an aggregated stat +bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, int64 * pData) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + +bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, double* pData) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + + +// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. +// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, +// etc. cubData is the size in bytes of the pubData buffer. Returns the number of +// elements actually set. +int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64 * pData, uint32 cubData) +{ + PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); + return 0; +} + +int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData) +{ + PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); + return 0; +} diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 7bc9e9e..291ab15 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -15,636 +15,252 @@ License along with the Goldberg Emulator; if not, see . */ +#ifndef __INCLUDED_STEAM_USER_STATS_H__ +#define __INCLUDED_STEAM_USER_STATS_H__ + #include "base.h" +#include +#include +#include "../json/json.hpp" + struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; ELeaderboardDisplayType display_type; }; - class Steam_User_Stats : -public ISteamUserStats003, -public ISteamUserStats004, -public ISteamUserStats005, -public ISteamUserStats006, -public ISteamUserStats007, -public ISteamUserStats008, -public ISteamUserStats009, -public ISteamUserStats010, -public ISteamUserStats + public ISteamUserStats003, + public ISteamUserStats004, + public ISteamUserStats005, + public ISteamUserStats006, + public ISteamUserStats007, + public ISteamUserStats008, + public ISteamUserStats009, + public ISteamUserStats010, + public ISteamUserStats { - Local_Storage *local_storage; - Settings *settings; - SteamCallResults *callback_results; - class SteamCallBacks *callbacks; +public: + static constexpr auto achievements_user_file = "achievements.json"; + +private: + + Local_Storage* local_storage; + Settings* settings; + SteamCallResults* callback_results; + class SteamCallBacks* callbacks; std::vector leaderboards; -unsigned int find_leaderboard(std::string name) -{ - unsigned index = 1; - for (auto &leaderboard : leaderboards) { - if (leaderboard.name == name) return index; - ++index; - } + nlohmann::json defined_achievements; + nlohmann::json user_achievements; - return 0; -} + unsigned int find_leaderboard(std::string name); + + void load_achievements_db(); + void load_achievements(); + void save_achievements(); public: -Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks) -{ - this->local_storage = local_storage; - this->settings = settings; - this->callback_results = callback_results; - this->callbacks = callbacks; -} - -// Ask the server to send down this user's data and achievements for this game -STEAM_CALL_BACK( UserStatsReceived_t ) -bool RequestCurrentStats() -{ - PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); - std::lock_guard lock(global_mutex); - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = settings->get_local_steam_id(); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); - return true; -} - - -// Data accessors -bool GetStat( const char *pchName, int32 *pData ) -{ - PRINT_DEBUG("GetStat int32 %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(int32)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_int; - return true; - } - - return false; -} - -bool GetStat( const char *pchName, float *pData ) -{ - PRINT_DEBUG("GetStat float %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(float)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_float; - return true; - } - - return false; -} - - -// Set / update data -bool SetStat( const char *pchName, int32 nData ) -{ - PRINT_DEBUG("SetStat int32 %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); -} - -bool SetStat( const char *pchName, float fData ) -{ - PRINT_DEBUG("SetStat float %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); -} - -bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) -{ - PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); - std::lock_guard lock(global_mutex); - - char data[sizeof(float) + sizeof(float) + sizeof(double)]; - int read_data = local_storage->get_data(STATS_STORAGE_FOLDER, pchName, (char* )data, sizeof(*data)); - float oldcount = 0; - double oldsessionlength = 0; - if (read_data == sizeof(data)) { - memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); - memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); - } - - oldcount += flCountThisSession; - oldsessionlength += dSessionLength; - - float average = oldcount / oldsessionlength; - memcpy(data, &average, sizeof(average)); - memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); - memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - - return local_storage->store_data(STATS_STORAGE_FOLDER, pchName, data, sizeof(data)) == sizeof(data); -} - - -// Achievement flag accessors -bool GetAchievement( const char *pchName, bool *pbAchieved ) -{ - //TODO: these achievement functions need to load a list of achievements from somewhere, return false so that kf2 doesn't loop endlessly - PRINT_DEBUG("GetAchievement %s\n", pchName); - *pbAchieved = false; - return false; -} - -bool SetAchievement( const char *pchName ) -{ - PRINT_DEBUG("SetAchievement %s\n", pchName); - return false; -} - -bool ClearAchievement( const char *pchName ) -{ - PRINT_DEBUG("ClearAchievement %s\n", pchName); - return false; -} - - -// Get the achievement status, and the time it was unlocked if unlocked. -// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam -// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. -bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) -{ - PRINT_DEBUG("GetAchievementAndUnlockTime\n"); - *pbAchieved = false; - return true; -} - - -// Store the current data on the server, will get a callback when set -// And one callback for every new achievement -// -// If the callback has a result of k_EResultInvalidParam, one or more stats -// uploaded has been rejected, either because they broke constraints -// or were out of date. In this case the server sends back updated values. -// The stats should be re-iterated to keep in sync. -bool StoreStats() -{ - PRINT_DEBUG("StoreStats\n"); - std::lock_guard lock(global_mutex); - - UserStatsStored_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - return true; -} - - -// Achievement / GroupAchievement metadata - -// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. -// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback -// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the -// specified achievement. -int GetAchievementIcon( const char *pchName ) -{ - PRINT_DEBUG("GetAchievementIcon\n"); - return 0; -} - - -// Get general attributes for an achievement. Accepts the following keys: -// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) -// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) -const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) -{ - PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); - return ""; //TODO - - if (strcmp (pchKey, "name") == 0) { - return "Achievement Name"; - } - - if (strcmp (pchKey, "desc") == 0) { - return "Achievement Description"; - } - - if (strcmp (pchKey, "hidden") == 0) { - return "0"; - } - - return ""; -} - - -// Achievement progress - triggers an AchievementProgress callback, that is all. -// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. -bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) -{ - PRINT_DEBUG("IndicateAchievementProgress\n"); -} - - -// Used for iterating achievements. In general games should not need these functions because they should have a -// list of existing achievements compiled into them -uint32 GetNumAchievements() -{ - PRINT_DEBUG("GetNumAchievements\n"); - return 0; -} - -// Get achievement name iAchievement in [0,GetNumAchievements) -const char * GetAchievementName( uint32 iAchievement ) -{ - PRINT_DEBUG("GetAchievementName\n"); - return ""; -} - - -// Friends stats & achievements - -// downloads stats for the user -// returns a UserStatsReceived_t received when completed -// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail -// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data -STEAM_CALL_RESULT( UserStatsReceived_t ) -SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) -{ - PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = steamIDUser; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); -} - - -// requests stat information for a user, usable after a successful call to RequestUserStats() -bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } else { - *pData = 0; - } - - return true; -} - -bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } else { - *pData = 0; - } - - return true; -} - -bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) -{ - PRINT_DEBUG("GetUserAchievement %s\n", pchName); - return false; -} - -// See notes for GetAchievementAndUnlockTime above -bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) -{ - PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); - return false; -} - - -// Reset stats -bool ResetAllStats( bool bAchievementsToo ) -{ - PRINT_DEBUG("ResetAllStats\n"); - //TODO - return true; -} - - -// Leaderboard functions - -// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT(LeaderboardFindResult_t) -SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) -{ - PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - unsigned int leader = find_leaderboard(pchLeaderboardName); - if (!leader) { - struct Steam_Leaderboard leaderboard; - leaderboard.name = std::string(pchLeaderboardName); - leaderboard.sort_method = eLeaderboardSortMethod; - leaderboard.display_type = eLeaderboardDisplayType; - leaderboards.push_back(leaderboard); - leader = leaderboards.size(); - } - - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = leader; - data.m_bLeaderboardFound = 1; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// as above, but won't create the leaderboard if it's not found -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT( LeaderboardFindResult_t ) -SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) -{ - PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - auto settings_Leaderboards = settings->getLeaderboards(); - if (settings_Leaderboards.count(pchLeaderboardName)) { - auto config = settings_Leaderboards[pchLeaderboardName]; - return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); - } else if (settings->createUnknownLeaderboards()) { - return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); - } else { - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; - data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - } -} - - -// returns the name of a leaderboard -const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardName\n"); - std::lock_guard lock(global_mutex); - - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; - return leaderboards[hSteamLeaderboard - 1].name.c_str(); -} - - -// returns the total number of entries in a leaderboard, as of the last request -int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardEntryCount\n"); - return 0; -} - - -// returns the sort method of the leaderboard -ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardSortMethod\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; - return leaderboards[hSteamLeaderboard - 1].sort_method; -} - - -// returns the display type of the leaderboard -ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) -{ - PRINT_DEBUG("GetLeaderboardDisplayType\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; - return leaderboards[hSteamLeaderboard - 1].display_type; -} - - -// Asks the Steam back-end for a set of rows in the leaderboard. -// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t -// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) -// You can ask for more entries than exist, and it will return as many as do exist. -// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] -// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate -// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after -// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user -STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) -SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) -{ - PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers -// if a user doesn't have a leaderboard entry, they won't be included in the result -// a max of 100 users can be downloaded at a time, with only one outstanding call at a time -STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) - STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) -SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, - STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) -{ - PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Returns data about a single leaderboard entry -// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries -// e.g. -// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) -// { -// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) -// { -// LeaderboardEntry_t leaderboardEntry; -// int32 details[3]; // we know this is how many we've stored previously -// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); -// assert( leaderboardEntry.m_cDetails == 3 ); -// ... -// } -// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid -bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) -{ - PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); - return false; -} - - -// Uploads a user score to the Steam back-end. -// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t -// Details are extra game-defined information regarding how the user got that score -// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list -STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) -SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) -{ - PRINT_DEBUG("UploadLeaderboardScore\n"); - std::lock_guard lock(global_mutex); - LeaderboardScoreUploaded_t data; - data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. - //data.m_bSuccess = 0; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_nScore = nScore; - //data.m_bScoreChanged = 1; - data.m_bScoreChanged = 0; - //data.m_nGlobalRankNew = 1; - data.m_nGlobalRankNew = 0; - data.m_nGlobalRankPrevious = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ) -{ - PRINT_DEBUG("UploadLeaderboardScore old\n"); - return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); -} - - -// Attaches a piece of user generated content the user's entry on a leaderboard. -// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). -// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. -STEAM_CALL_RESULT( LeaderboardUGCSet_t ) -SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) -{ - PRINT_DEBUG("AttachLeaderboardUGC\n"); - std::lock_guard lock(global_mutex); - LeaderboardUGCSet_t data = {}; - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { - data.m_eResult = k_EResultFail; - } else { - data.m_eResult = k_EResultOK; - } - - data.m_hSteamLeaderboard = hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Retrieves the number of players currently playing your game (online + offline) -// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t -STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) -SteamAPICall_t GetNumberOfCurrentPlayers() -{ - PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); - std::lock_guard lock(global_mutex); - NumberOfCurrentPlayers_t data; - data.m_bSuccess = 1; - data.m_cPlayers = 69; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Requests that Steam fetch data on the percentage of players who have received each achievement -// for the game globally. -// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. -STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) -SteamAPICall_t RequestGlobalAchievementPercentages() -{ - PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); -} - - -// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch -// the next most achieved afterwards. Will return -1 if there is no data on achievement -// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). -int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) -{ - PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); -} - - -// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another -// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last -// achievement has been iterated. -int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) -{ - PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); -} - - -// Returns the percentage of users who have achieved the specified achievement. -bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) -{ - PRINT_DEBUG("GetAchievementAchievedPercent\n"); -} - - -// Requests global stats data, which is available for stats marked as "aggregated". -// This call is asynchronous, with the results returned in GlobalStatsReceived_t. -// nHistoryDays specifies how many days of day-by-day history to retrieve in addition -// to the overall totals. The limit is 60. -STEAM_CALL_RESULT( GlobalStatsReceived_t ) -SteamAPICall_t RequestGlobalStats( int nHistoryDays ) -{ - PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); - std::lock_guard lock(global_mutex); - GlobalStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Gets the lifetime totals for an aggregated stat -bool GetGlobalStat( const char *pchStatName, int64 *pData ) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - -bool GetGlobalStat( const char *pchStatName, double *pData ) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - - -// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. -// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, -// etc. cubData is the size in bytes of the pubData buffer. Returns the number of -// elements actually set. -int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) -{ - PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); - return 0; -} - -int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) -{ - PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); - return 0; -} + Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks); + + nlohmann::json const& GetAchievementsDb() const; + + // Ask the server to send down this user's data and achievements for this game + STEAM_CALL_BACK(UserStatsReceived_t) + bool RequestCurrentStats(); + + // Data accessors + bool GetStat(const char* pchName, int32* pData); + bool GetStat(const char* pchName, float* pData); + + // Set / update data + bool SetStat(const char* pchName, int32 nData); + bool SetStat(const char* pchName, float fData); + bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength); + + // Achievement flag accessors + bool GetAchievement(const char* pchName, bool* pbAchieved); + bool SetAchievement(const char* pchName); + bool ClearAchievement(const char* pchName); + + + // Get the achievement status, and the time it was unlocked if unlocked. + // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam + // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. + bool GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime); + + // Store the current data on the server, will get a callback when set + // And one callback for every new achievement + // + // If the callback has a result of k_EResultInvalidParam, one or more stats + // uploaded has been rejected, either because they broke constraints + // or were out of date. In this case the server sends back updated values. + // The stats should be re-iterated to keep in sync. + bool StoreStats(); + + // Achievement / GroupAchievement metadata + + // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. + // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback + // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the + // specified achievement. + int GetAchievementIcon(const char* pchName); + + + // Get general attributes for an achievement. Accepts the following keys: + // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) + // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) + const char* GetAchievementDisplayAttribute(const char* pchName, const char* pchKey); + + // Achievement progress - triggers an AchievementProgress callback, that is all. + // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. + bool IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress); + + // Used for iterating achievements. In general games should not need these functions because they should have a + // list of existing achievements compiled into them + uint32 GetNumAchievements(); + + // Get achievement name iAchievement in [0,GetNumAchievements) + const char* GetAchievementName(uint32 iAchievement); + + // Friends stats & achievements + + // downloads stats for the user + // returns a UserStatsReceived_t received when completed + // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail + // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data + STEAM_CALL_RESULT(UserStatsReceived_t) + SteamAPICall_t RequestUserStats(CSteamID steamIDUser); + + + // requests stat information for a user, usable after a successful call to RequestUserStats() + bool GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData); + bool GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData); + + bool GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved); + + // See notes for GetAchievementAndUnlockTime above + bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime); + + // Reset stats + bool ResetAllStats(bool bAchievementsToo); + + // Leaderboard functions + + // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT(LeaderboardFindResult_t) + SteamAPICall_t FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType); + + // as above, but won't create the leaderboard if it's not found + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT(LeaderboardFindResult_t) + SteamAPICall_t FindLeaderboard(const char* pchLeaderboardName); + + // returns the name of a leaderboard + const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard); + + // returns the total number of entries in a leaderboard, as of the last request + int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard); + + // returns the sort method of the leaderboard + ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard); + + // returns the display type of the leaderboard + ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard); + + // Asks the Steam back-end for a set of rows in the leaderboard. + // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t + // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) + // You can ask for more entries than exist, and it will return as many as do exist. + // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] + // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate + // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after + // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user + STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) + SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd); + + // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers + // if a user doesn't have a leaderboard entry, they won't be included in the result + // a max of 100 users can be downloaded at a time, with only one outstanding call at a time + STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) + STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) + SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID* prgUsers, int cUsers); + + // Returns data about a single leaderboard entry + // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries + // e.g. + // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) + // { + // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) + // { + // LeaderboardEntry_t leaderboardEntry; + // int32 details[3]; // we know this is how many we've stored previously + // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); + // assert( leaderboardEntry.m_cDetails == 3 ); + // ... + // } + // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid + bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t* pLeaderboardEntry, int32* pDetails, int cDetailsMax); + + // Uploads a user score to the Steam back-end. + // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t + // Details are extra game-defined information regarding how the user got that score + // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list + STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) + SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32* pScoreDetails, int cScoreDetailsCount); + + SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32* pScoreDetails, int cScoreDetailsCount); + + // Attaches a piece of user generated content the user's entry on a leaderboard. + // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). + // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. + STEAM_CALL_RESULT(LeaderboardUGCSet_t) + SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC); + + // Retrieves the number of players currently playing your game (online + offline) + // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t + STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) + SteamAPICall_t GetNumberOfCurrentPlayers(); + + // Requests that Steam fetch data on the percentage of players who have received each achievement + // for the game globally. + // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. + STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) + SteamAPICall_t RequestGlobalAchievementPercentages(); + + // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch + // the next most achieved afterwards. Will return -1 if there is no data on achievement + // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). + int GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); + + // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another + // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last + // achievement has been iterated. + int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); + + // Returns the percentage of users who have achieved the specified achievement. + bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent); + + // Requests global stats data, which is available for stats marked as "aggregated". + // This call is asynchronous, with the results returned in GlobalStatsReceived_t. + // nHistoryDays specifies how many days of day-by-day history to retrieve in addition + // to the overall totals. The limit is 60. + STEAM_CALL_RESULT(GlobalStatsReceived_t) + SteamAPICall_t RequestGlobalStats(int nHistoryDays); + + // Gets the lifetime totals for an aggregated stat + bool GetGlobalStat(const char* pchStatName, int64* pData); + bool GetGlobalStat(const char* pchStatName, double* pData); + + // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. + // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, + // etc. cubData is the size in bytes of the pubData buffer. Returns the number of + // elements actually set. + int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64* pData, uint32 cubData); + int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData); }; + +#endif//__INCLUDED_STEAM_USER_STATS_H__ diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d6f3e90..7cb741f 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -213,7 +213,7 @@ void Steam_Overlay::ShowOverlay(bool state) overlay_state_changed = true; } -void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string const& message) +void Steam_Overlay::NotifyUser(friend_window_state& friend_state) { if (!(friend_state.window_state & window_state_show) || !show_overlay) { @@ -221,7 +221,6 @@ void Steam_Overlay::NotifyUser(friend_window_state& friend_state, std::string co #ifdef __WINDOWS__ PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); #endif - AddNotification(message); } } @@ -239,7 +238,8 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) frd.window_state |= window_state_lobby_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_rich_invite; - NotifyUser(i->second, i->first.name() + " invited you to join a game"); + AddInviteNotification(*i); + NotifyUser(i->second); } } @@ -257,7 +257,8 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) frd.window_state |= window_state_rich_invite; // Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows) frd.window_state &= ~window_state_lobby_invite; - NotifyUser(i->second, i->first.name() + " invited you to join a game"); + AddInviteNotification(*i); + NotifyUser(i->second); } } @@ -285,13 +286,14 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) friends.erase(it); } -void Steam_Overlay::AddNotification(std::string const& message) +void Steam_Overlay::AddMessageNotification(std::string const& message) { int id = find_free_notification_id(notifications); if (id != 0) { Notification notif; notif.id = id; + notif.type = notification_type_message; notif.message = message; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); @@ -300,6 +302,40 @@ void Steam_Overlay::AddNotification(std::string const& message) PRINT_DEBUG("No more free id to create a notification window\n"); } +void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) +{ + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.type = notification_type_achievement; + // Load achievement image + notif.message = ach["displayName"].get() + "\n" + ach["description"].get(); + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); +} + +void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) +{ + int id = find_free_notification_id(notifications); + if (id != 0) + { + Notification notif; + notif.id = id; + notif.type = notification_type_invite; + notif.frd = &wnd_state; + notif.message = wnd_state.first.name() + " invited you to join a game"; + notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); + notifications.emplace_back(notif); + } + else + PRINT_DEBUG("No more free id to create a notification window\n"); +} + bool Steam_Overlay::FriendHasLobby(uint64 friend_id) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; @@ -341,13 +377,13 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { - if (IHaveLobby() && ImGui::Button("Invite")) + if (IHaveLobby() && ImGui::Button("Invite###PopupInvite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); close_popup = true; } - if (FriendHasLobby(frd.id()) && ImGui::Button("Join")) + if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -499,9 +535,26 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | - ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMouseInputs); + ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); - ImGui::TextWrapped("%s", it->message.c_str()); + switch (it->type) + { + case notification_type_achievement: + ImGui::TextWrapped("%s", it->message.c_str()); + break; + case notification_type_invite: + { + ImGui::TextWrapped("%s", it->message.c_str()); + if (ImGui::Button("Join")) + { + has_friend_action.push(it->frd->first); + it->start_time = std::chrono::seconds(0); + } + } + break; + case notification_type_message: + ImGui::TextWrapped("%s", it->message.c_str()); break; + } ImGui::End(); @@ -619,7 +672,8 @@ void Steam_Overlay::Callback(Common_Message *msg) friend_info->second.window_state |= window_state_need_attention; } - NotifyUser(friend_info->second, friend_info->first.name() + " says: " + steam_message.message()); + AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message()); + NotifyUser(friend_info->second); } } } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index d73b120..95f76c7 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -41,10 +41,17 @@ struct Friend_Less } }; +enum notification_type +{ + notification_type_message = 0, + notification_type_invite, + notification_type_achievement, +}; + struct Notification { static constexpr float width = 0.25; - static constexpr float height = 4.0; + static constexpr float height = 5.0; static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000); static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out; @@ -55,8 +62,10 @@ struct Notification static constexpr float max_alpha = 0.5f; int id; + uint8 type; std::chrono::seconds start_time; std::string message; + std::pair* frd; }; #ifndef NO_OVERLAY @@ -97,7 +106,7 @@ class Steam_Overlay bool FriendHasLobby(uint64 friend_id); bool IHaveLobby(); - void NotifyUser(friend_window_state& friend_state, std::string const& message); + void NotifyUser(friend_window_state& friend_state); // Right click on friend void BuildContextMenu(Friend const& frd, friend_window_state &state); @@ -136,7 +145,9 @@ public: void FriendConnect(Friend _friend); void FriendDisconnect(Friend _friend); - void AddNotification(std::string const& message); + void AddMessageNotification(std::string const& message); + void AddAchievementNotification(nlohmann::json const& ach); + void AddInviteNotification(std::pair &wnd_state); }; #else From cf3dea2bbee0ac78ecc9b8b2896c1805eb9f95de Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 11:11:30 +0200 Subject: [PATCH 189/494] Allow ImGui to process events if the overlay is hidden This is used for the notifications when overlay is off. --- overlay_experimental/windows/Windows_Hook.cpp | 26 +++++++++---------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 0adbedc..53106df 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -77,20 +77,20 @@ bool IgnoreMsg(UINT uMsg) switch (uMsg) { // Mouse Events - case WM_MOUSEMOVE: - case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: - case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: + case WM_MOUSEMOVE: + case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: + case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE: // Keyboard Events - case WM_KEYDOWN: case WM_KEYUP: - case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: - case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: + case WM_KEYDOWN: case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR: + case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR: // Raw Input Events - case WM_INPUT: - return true; + case WM_INPUT: + return true; } return false; } @@ -133,9 +133,9 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, } } + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (show) { - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); if (IgnoreMsg(uMsg)) return 0; } From 121df0ef39c10e6f016b02fd92920f3f9c40b595 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 14:54:06 +0200 Subject: [PATCH 190/494] Uncomment thing --- ImGui/impls/linux/imgui_impl_x11.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index f5f3666..0175dbd 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -151,12 +151,12 @@ static void ImGui_ImplX11_UpdateMousePos() ImGuiIO& io = ImGui::GetIO(); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - //if (io.WantSetMousePos) - //{ + if (io.WantSetMousePos) + { // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; // ::ClientToScreen(g_hWnd, &pos); // ::SetCursorPos(pos.x, pos.y); - //} + } // Set mouse position Window unused_window; @@ -165,8 +165,7 @@ static void ImGui_ImplX11_UpdateMousePos() XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); - io.MousePos.x = x; - io.MousePos.y = y; + io.MousePos = ImVec2((float)x, (float)y); } // Gamepad navigation mapping From 1edbdd8a35d0f2bde31d347efde226ef6353fac2 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 15:01:25 +0200 Subject: [PATCH 191/494] Free DX12 devices on destroy --- overlay_experimental/windows/DX12_Hook.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index fb95008..e798a1e 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -247,6 +247,13 @@ DX12_Hook::~DX12_Hook() if (initialized) { + pSrvDescHeap->Release(); + for (UINT i = 0; i < bufferCount; ++i) + pCmdAlloc[i]->Release(); + pRtvDescHeap->Release(); + delete[]pMainRenderTargets; + delete[]pCmdAlloc; + ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); From 55ba49c95761706378851d5059dc78028b0b2259 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:54:48 +0100 Subject: [PATCH 192/494] Clean a bit Linux Overlay --- overlay_experimental/Renderer_Detector.cpp | 127 ++-- overlay_experimental/linux/Linux_Detour.cpp | 636 -------------------- overlay_experimental/linux/Linux_Detour.h | 16 - overlay_experimental/linux/X11_Hook.h | 19 +- 4 files changed, 44 insertions(+), 754 deletions(-) delete mode 100644 overlay_experimental/linux/Linux_Detour.cpp delete mode 100644 overlay_experimental/linux/Linux_Detour.h diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 0b686be..bc4f670 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -153,6 +153,16 @@ BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return res; } +void __stdcall Renderer_Detector::MyvkCmdEndRenderPass(void* commandBuffer) +{ + Renderer_Detector& inst = Renderer_Detector::Inst(); + _vkCmdEndRenderPass(commandBuffer); + if (!inst.stop_retry()) + { + Vulkan_Hook::Inst()->start_hook(); + } +} + void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) { if (!_dxgi_hooked) @@ -628,98 +638,19 @@ Renderer_Detector::Renderer_Detector(): #include "linux/X11_Hook.h" #include -#include extern "C" void *_dl_sym(void *, const char *, void *); static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr; static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr; -/* -void Renderer_Detector::MyglXSwapBuffers(Display *dpy, GLXDrawable drawable) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - _glXSwapBuffers(reinterpret_cast<::Display*>(dpy), drawable); - if (!inst.stop_retry()) - { - OpenGLX_Hook::Inst()->start_hook(); - } -} - -void Renderer_Detector::HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers) -{ - _glXSwapBuffers = glXSwapBuffers; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair(&(void*&)_glXSwapBuffers, (void*)MyglXSwapBuffers) - ); - - rendererdetect_hook->EndHook(); -} - -void Renderer_Detector::hook_openglx(const char* libname) -{ - if (!_oglx_hooked && !_renderer_found) - { - void* library = dlopen(libname, RTLD_NOW); - decltype(glXSwapBuffers)* glXSwapBuffers = nullptr; - if (library != nullptr) - { - glXSwapBuffers = (decltype(glXSwapBuffers))dlsym(library, "glXSwapBuffers"); - } - if (glXSwapBuffers != nullptr) - { - PRINT_DEBUG("Hooked glXSwapBuffers to detect OpenGLX\n"); - - _oglx_hooked = true; - auto h = OpenGLX_Hook::Inst(); - h->loadFunctions(glXSwapBuffers); - Hook_Manager::Inst().AddHook(h); - HookglXSwapBuffers(glXSwapBuffers); - } - else - { - PRINT_DEBUG("Failed to Hook glXSwapBuffers to detect OpenGLX\n"); - } - } -} - -void Renderer_Detector::create_hook(const char* libname) -{ - if (strcasestr(libname, OpenGLX_Hook::DLL_NAME) != nullptr) - hook_openglx(libname); -} -*/ - -void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) -{ - /* - _this->rendererdetect_hook = new Base_Hook(); - Hook_Manager& hm = Hook_Manager::Inst(); - hm.AddHook(_this->rendererdetect_hook); - */ -} - -Renderer_Detector::Renderer_Detector(): - _hook_thread(nullptr), - _hook_retries(0), - _renderer_found(false), - _oglx_hooked(false), - rendererdetect_hook(nullptr), - game_renderer(nullptr) -{} - static decltype(dlsym)* real_dlsym = nullptr; -// hook library static loading extern "C" int XEventsQueued(Display *display, int mode) { auto h = X11_Hook::Inst(); - if( h->get_XEventsQueued() == nullptr ) - h->loadXEventsQueued((decltype(XEventsQueued)*)real_dlsym(RTLD_NEXT, "XEventsQueued")); + if( h->_XEventsQueued == nullptr ) + h->_XEventsQueued = reinterpret_cast(real_dlsym(RTLD_NEXT, "XEventsQueued")); return X11_Hook::MyXEventsQueued(display, mode); } @@ -727,26 +658,26 @@ extern "C" int XEventsQueued(Display *display, int mode) //extern "C" int XPeekEvent(Display *display, XEvent *event) //{ // auto h = X11_Hook::Inst(); -// if( h->get_XPeekEvent() == nullptr ) -// h->loadXPeekEvent((decltype(XPeekEvent)*)real_dlsym(RTLD_NEXT, "XPeekEvent")); +// if( h->_XPeekEvent == nullptr ) +// h->_XPeekEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPeekEvent")); // -// return X11_Hook::MyXPeekEvent(display, event); +// return X11_Hook::MyXPeekEvent(display, mode); //} //extern "C" int XNextEvent(Display *display, XEvent *event) //{ // auto h = X11_Hook::Inst(); -// if( h->get_XNextEvent() == nullptr ) -// h->loadXNextEvent((decltype(XNextEvent)*)real_dlsym(RTLD_NEXT, "XNextEvent")); +// if( h->_XNextEvent == nullptr ) +// h->_XNextEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XNextEvent")); // -// return X11_Hook::MyXNextEvent(display, event); +// return X11_Hook::MyXNextEvent(display, mode); //} extern "C" int XPending(Display *display) { auto h = X11_Hook::Inst(); - if( h->get_XPending() == nullptr ) - h->loadXPending((decltype(XPending)*)real_dlsym(RTLD_NEXT, "XPending")); + if( h->_XPending == nullptr ) + h->_XPending = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPending")); return X11_Hook::MyXPending(display); } @@ -785,6 +716,24 @@ extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName) return func; } +void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) +{ + /* + _this->rendererdetect_hook = new Base_Hook(); + Hook_Manager& hm = Hook_Manager::Inst(); + hm.AddHook(_this->rendererdetect_hook); + */ +} + +Renderer_Detector::Renderer_Detector(): + _hook_thread(nullptr), + _hook_retries(0), + _renderer_found(false), + _oglx_hooked(false), + rendererdetect_hook(nullptr), + game_renderer(nullptr) +{} + extern "C" void* dlsym(void* handle, const char* name) { if (real_dlsym == nullptr) diff --git a/overlay_experimental/linux/Linux_Detour.cpp b/overlay_experimental/linux/Linux_Detour.cpp deleted file mode 100644 index 52d7128..0000000 --- a/overlay_experimental/linux/Linux_Detour.cpp +++ /dev/null @@ -1,636 +0,0 @@ -#include "Linux_Detour.h" - -#include -#include - -#include - -#include -#include -#include -#include - -#include "../../dll/base.h" - -//------------------------------------------------------------------------------// -// Helper funcs -//------------------------------------------------------------------------------// -constexpr static auto relative_addr_jump_size = sizeof(int32_t); -constexpr static auto relative_jump_size = 1 + relative_addr_jump_size; -constexpr static auto absolute_jump_size = 6; - -struct -{ - bool has_r_m; - uint8_t base_size; -} s_opcodes[256] = -{ - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 0 - 7 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 8 - 15 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 16 - 23 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 24 - 31 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 32 - 39 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 40 - 47 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 48 - 55 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 56 - 63 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 64 - 71 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 72 - 79 - // PUSH ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 80 - 87 - // POP ... - {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, // 88 - 95 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 96 - 103 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 104 - 111 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 112 - 129 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 120 - 127 - // MOV, ADD, ... R8 <- IMM8 TEST_8 TEST XCHG_8 XCHG - {true , 3}, {true , 6}, {true , 3}, {true , 3}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, // 128 - 135 - // MOV_8 MOV MOV_R8_B MOV_R32_D MOV_32_ES LEA MOV_ES_32 POP - {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {true , 2}, {false, 2}, // 136 - 143 - // NOP - {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 144 - 151 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 152 - 159 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 160 - 167 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 168 - 175 - // MOV_AL MOV_CL MOV_DL MOV_BL MOV_AH MOV_CH MOV_DH MOV_BH - {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, {false, 2}, // 176 - 183 - // MOV_EAX MOV_ECX MOV_EDX MOV_EBX MOV_ESP MOV_EBP MOV_ESI MOV_EDI, - {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, {false, 5}, // 184 - 191 - // RETN_IMM16 RETN - {false, 0}, {false, 0}, {false, 3}, {false, 1}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 192 - 199 - // LEAVE RETF_IMM16 RETF INT INT_IMM8 INTO - {false, 0}, {false, 1}, {false, 3}, {false, 1}, {false, 1}, {false, 1}, {false, 1}, {false, 0}, // 200 - 207 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 208 - 215 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 216 - 223 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 224 - 231 - // CALL JMP LJMP SHORT_JMP - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 232 - 239 - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, // 240 - 247 - // EXTENDED - {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 0}, {false, 6}, // 248 - 255 -}; - -static constexpr auto mod_mask = 0xC0; -static constexpr auto register_addressing_mode = 0xC0; -static constexpr auto four_bytes_signed_displacement = 0x80; -static constexpr auto one_byte_signed_displacement = 0x40; - -static constexpr auto rm_mask = 0x05; -static constexpr auto displacement_only_addressing = 0x05; -static constexpr auto sib_with_no_displacement = 0x04; -static constexpr auto register_indirect_addressing_mode = 0x00; - -enum opcodes_e // Commonly used opcode in the beginning of functions -{ - PUSH_EAX = 0x50, PUSH_ECX, PUSH_EDX, PUSH_EBX, PUSH_ESP, PUSH_EBP, PUSH_ESI, PUSH_EDI, - POP_EAX , POP_ECX , POP_EDX , POP_EBX , POP_ESP , POP_EBP , POP_ESI , POP_EDI , - - R8_IMM8 = 0x80, R32_IMM32, R8_IMM8_2, R32_IMM8, - TEST_8, TEST, - XCHG_8, XCHG, - MOV_8 , MOV, - MOV_8_B, MOV_32_D, MOV_32_ES, - LEA, - MOV_ES_32, POP, - NOP, - MOV_AL = 0xB0, MOV_CL, MOV_DL, MOV_BL, MOV_AH, MOV_CH, MOV_DH, MOV_BH, - MOV_EAX, MOV_ECX, MOV_EDX, MOV_EBX, MOV_ESP, MOV_EBP, MOV_ESI, MOV_EDI, - RETN_IMM16 = 0xC2, RETN, - LEAVE = 0xC9, RETF_IMM16, RETF, INT, INT_IMM8, INTO, - CALL = 0xE8, // 5 bytes don't process - JMP, // 5 bytes don't process - LJMP, // 7 bytes, don't process - SHORT_JMP, // 2 bytes don't process - EXTENDED = 0xFF, -}; - -const char* opcode_name(uint8_t opcode) -{ -#define NAME(opcode_name) case opcode_name: return #opcode_name - switch( opcode ) - { - NAME(PUSH_EAX); NAME(PUSH_ECX); NAME(PUSH_EDX); NAME(PUSH_EBX); - NAME(PUSH_ESP); NAME(PUSH_EBP); NAME(PUSH_ESI); NAME(PUSH_EDI); - NAME(POP_EAX); NAME(POP_ECX); NAME(POP_EDX); NAME(POP_EBX); - NAME(POP_ESP); NAME(POP_EBP); NAME(POP_ESI); NAME(POP_EDI); - NAME(R8_IMM8); NAME(R32_IMM32); NAME(R8_IMM8_2); NAME(R32_IMM8); - NAME(TEST_8); NAME(TEST); NAME(XCHG_8); NAME(XCHG); NAME(MOV_8); NAME(MOV); - NAME(MOV_8_B); NAME(MOV_32_D); NAME(MOV_32_ES); - NAME(LEA); - NAME(MOV_ES_32); NAME(POP); - NAME(NOP); - NAME(MOV_AL) ; NAME(MOV_CL) ; NAME(MOV_DL) ; NAME(MOV_BL) ; NAME(MOV_AH) ; NAME(MOV_CH) ; NAME(MOV_DH) ; NAME(MOV_BH) ; - NAME(MOV_EAX); NAME(MOV_ECX); NAME(MOV_EDX); NAME(MOV_EBX); NAME(MOV_ESP); NAME(MOV_EBP); NAME(MOV_ESI); NAME(MOV_EDI); - NAME(RETN_IMM16); NAME(RETN); NAME(LEAVE); NAME(RETF_IMM16); NAME(RETF); - NAME(INT); NAME(INT_IMM8); NAME(INTO); NAME(CALL); NAME(JMP); NAME(LJMP); NAME(SHORT_JMP); - NAME(EXTENDED); - } -#undef NAME - return "no registered"; -} - -#pragma pack(push, 1) - -struct trampoline_x86_t -{ - uint8_t trampolineBytes[16+relative_jump_size]; // trampoline + original function opcodes - uint8_t hookJump[relative_jump_size]; // jump to hook addr, needed because of relative jump overflow - uint8_t nOriginalBytes; // number of original function bytes bkp -}; - -typedef trampoline_x86_t trampoline_t; - -struct trampoline_region_t -{ - uint8_t numTrampolines; // current trampolines allocated - trampoline_t *trampolines_start; // start pointer of current region trampolines - trampoline_t *next_free_trampoline; // next free trampoline in region -}; - -#pragma pack(pop) - -struct transaction_t -{ - bool detach; - void** ppOriginalFunc; - trampoline_t *trampoline; -}; - -static std::list trampoline_regions; - -static bool transaction_started = false; -static std::list cur_transaction; - -inline size_t page_size() -{ - static size_t _page_size = sysconf(_SC_PAGESIZE); - return _page_size; -} - -inline size_t region_size() -{ - return page_size(); -} - -static uint8_t max_trampolines_in_region = region_size() / sizeof(trampoline_t); - -inline void* library_address_by_handle(void *library) -{ - return (library == nullptr ? nullptr : *reinterpret_cast(library)); -} - -inline size_t page_align(size_t size, size_t page_size) -{ - return (size+(page_size-1)) & (((size_t)-1)^(page_size-1)); -} - -inline void* page_addr(void* addr, size_t page_size) -{ - return reinterpret_cast(reinterpret_cast(addr) & (((size_t)-1)^(page_size-1))); -} - -//////////////////////////////////////////////////// -/// Tiny disasm - -bool is_opcode_terminating_function(uint8_t* pCode) -{ - switch( *pCode ) - { - case LEAVE: - case RETN: case RETN_IMM16: - case RETF: case RETF_IMM16: - case INT: case INT_IMM8: case INTO: - return true; - } - return false; -} - -int find_space_for_trampoline(uint8_t* func, int bytes_needed) -{ - if( func == nullptr ) - return -1; - - int code_len = 0; - bool search = true; - uint8_t *startCode = reinterpret_cast(func); - uint8_t *pCode = startCode; - while( search ) // Find opcodes size and try to find at least 5 bytes for our JMP - { - if( is_opcode_terminating_function(pCode) ) - break; - - if( s_opcodes[*pCode].has_r_m ) - { // MOD-REG-R/M Byte - // 7 6 5 4 3 2 1 0 - bits - //[ MOD ][ REG ][ R/M ] - switch( pCode[1] & mod_mask ) // Check MOD to know how many bytes we have after this opcode - { - case register_addressing_mode : pCode += s_opcodes[*pCode].base_size ; break;// register addressing mode [opcode] [R/M] [XX] - case four_bytes_signed_displacement: pCode += s_opcodes[*pCode].base_size+5; break;// address mode byte + 4 bytes displacement - case one_byte_signed_displacement : pCode += s_opcodes[*pCode].base_size+2; break;// address mode byte + 1 byte displacement - case 0x00: - switch( pCode[1] & rm_mask ) - { - case sib_with_no_displacement : pCode += s_opcodes[*pCode].base_size+1; break;// SIB with no displacement - case displacement_only_addressing : pCode += s_opcodes[*pCode].base_size+4; break;// 4 bytes Displacement only addressing mode - case register_indirect_addressing_mode: pCode += s_opcodes[*pCode].base_size; // Register indirect addressing mode - } - } - } - else if( s_opcodes[*pCode].base_size ) - { - pCode += s_opcodes[*pCode].base_size; - } - else - { - switch( *pCode ) - { - case CALL: case JMP: case LJMP: case SHORT_JMP: - PRINT_DEBUG("JMP or CALL is forbidden for trampolines.\n"); - search = false; - break; - - case EXTENDED: - //std::cerr << "IMPORT_JUMP is not handled" << std::endl; - if (pCode[1] == 0x25) // This is an imported function - { // Get the true function call - //pCode = (uint8_t*)*(pCode+2); - //startCode = pCode; - // For now disable this case - search = false; - } - else - { - search = false; - } - break; - - default: - PRINT_DEBUG("Unknown opcode %02X\n", (int)*pCode); - search = false; - } - } - - if( (pCode - startCode) >= bytes_needed && search ) - { - search = false; - code_len = pCode-startCode; - } - } - return code_len; -} - -/////////////////////////////////////////// -// Tiny asm - -inline uint8_t* gen_immediate_addr(uint8_t* opcode_addr, uint8_t* dest) -{ - *reinterpret_cast(opcode_addr) = (dest - (opcode_addr + relative_addr_jump_size)); - return opcode_addr + relative_addr_jump_size; -} - -inline uint8_t* gen_immediate_jump(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = JMP; - return gen_immediate_addr(opcode_addr, dest); -} - -inline uint8_t* gen_immediate_call(uint8_t* opcode_addr, uint8_t* dest) -{ - *opcode_addr++ = CALL; - return gen_immediate_addr(opcode_addr, dest); -} - -uint8_t* relative_addr_to_absolute(int32_t rel_addr, uint8_t *code_addr) -{ - return code_addr + rel_addr + relative_jump_size; -} - -void alloc_new_trampoline_region() -{ - trampoline_region_t region; - - region.numTrampolines = 0; - // allocate new trampoline right in the middle of memory so relative jump can access any function - region.trampolines_start = reinterpret_cast(mmap((void*)std::numeric_limits::max(), // allocate the page near the half of memory addressing - region_size(), // size - PROT_EXEC|PROT_WRITE|PROT_READ, // protection - MAP_PRIVATE|MAP_32BIT|MAP_ANONYMOUS, // don't map a file but memory - -1, // fd = -1 - 0) // offset - ); - // Fill the region with 0 - std::fill(reinterpret_cast(region.trampolines_start), reinterpret_cast(region.trampolines_start)+region_size(), 0); - region.next_free_trampoline = region.trampolines_start; - // Protect trampoline region memory - mprotect((void*)region.trampolines_start, region_size(), PROT_READ|PROT_EXEC); - - trampoline_regions.push_back(region); -} - -trampoline_t* get_free_trampoline() -{ - if (!transaction_started) - return nullptr; - - trampoline_t *res = nullptr; - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [&res](trampoline_region_t ®ion){ - if( region.numTrampolines == max_trampolines_in_region ) - return false; - return true; - }); - - if( it == trampoline_regions.end() ) - { - alloc_new_trampoline_region(); - it = --trampoline_regions.end(); - } - res = it->next_free_trampoline; - - trampoline_t *next_new_trampoline = res+1; - if( it->numTrampolines != max_trampolines_in_region ) - { - while( next_new_trampoline->nOriginalBytes != 0 ) - { - ++next_new_trampoline; - } - } - else - { - next_new_trampoline = nullptr; - } - it->next_free_trampoline = next_new_trampoline; - - ++it->numTrampolines; - - return res; -} - -void clear_trampoline(trampoline_region_t& region, trampoline_t *trampoline) -{ - --region.numTrampolines; - - std::fill(reinterpret_cast(trampoline), reinterpret_cast(trampoline+1), 0); - if( region.next_free_trampoline == nullptr || region.next_free_trampoline > trampoline ) - region.next_free_trampoline = trampoline; -} - -inline bool is_page_inside_region(void *page, trampoline_region_t& region) -{ - if( page >= region.trampolines_start && page <= (region.trampolines_start+region_size()) ) - return true; - return false; -} - -//------------------------------------------------------------------------------// - -/* -#include -#include - -static pid_t tid = 0; - -struct dism_pthread_t -{ - uint32_t d0; - uint32_t d4; - uint32_t d8; - uint32_t dc; - uint32_t d10; - uint32_t d14; - uint32_t d18; - uint32_t d1c; - uint32_t d20; - uint32_t d24; - uint32_t d28; - uint32_t d2c; - uint32_t d30; - uint32_t d34; - uint32_t d38; - uint32_t d3c; - uint32_t d40; - uint32_t d44; - uint32_t d48; - uint32_t d4c; - uint32_t d50; - uint32_t d54; - uint32_t d58; - uint32_t d5c; - uint32_t d60; - uint32_t d64; - pid_t task_id; -}; -*/ - -int Linux_Detour::update_thread(pthread_t thread_id) -{ - //dism_pthread_t *dt = (dism_pthread_t*)thread_id; - - // dt->task_id == syscall(SYS_gettid); - - - return 0; -} - -int Linux_Detour::transaction_begin() -{ - if( transaction_started ) - return -1; - - transaction_started = true; - - return 0; -} - -int Linux_Detour::transaction_abort() -{ - if(!transaction_started) - return -1; - - for( auto &i : cur_transaction ) - { - trampoline_t *trampoline = i.trampoline; - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - clear_trampoline(*it, trampoline); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::transaction_commit() -{ - if (!transaction_started ) - return -1; - - for( auto &i : cur_transaction) - { - trampoline_t *trampoline = i.trampoline; - void **ppOriginalFunc = i.ppOriginalFunc; - - int res; - - if( i.detach ) - { - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - *ppOriginalFunc = (void*)(relative_addr_to_absolute(*reinterpret_cast(trampoline->trampolineBytes+trampoline->nOriginalBytes+1), - trampoline->trampolineBytes)); - - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the original opcodes - std::copy(trampoline->trampolineBytes, trampoline->trampolineBytes+trampoline->nOriginalBytes, - reinterpret_cast(*ppOriginalFunc)); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - // Allow write on trampoline page - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - clear_trampoline(*reinterpret_cast(trampoline_page), trampoline); - - // Remove write permission - res = mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - } - else - { - void* originalFunctionPage = page_addr(*ppOriginalFunc, page_size()); - - // Allow write on the original func - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - - // Write the jump to trampoline - gen_immediate_jump(reinterpret_cast(*ppOriginalFunc), trampoline->hookJump); - - // Remove write permission - res = mprotect(originalFunctionPage, page_size()*2, PROT_READ|PROT_EXEC); - - *ppOriginalFunc = (void*)(trampoline->trampolineBytes); - } - } - cur_transaction.clear(); - transaction_started = false; - - return 0; -} - -int Linux_Detour::unhook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - trampoline_t *trampoline = reinterpret_cast(*ppOriginalFunc); - void *page_start = page_addr(reinterpret_cast(trampoline), page_size()); - auto it = std::find_if(trampoline_regions.begin(), trampoline_regions.end(), [page_start](trampoline_region_t ®ion){ - if( is_page_inside_region(page_start, region) ) - return true; - return false; - }); - if( it != trampoline_regions.end() ) - { - cur_transaction.push_back({true, ppOriginalFunc, trampoline}); - } - - return -EINVAL; -} - -int Linux_Detour::hook_func(void** ppOriginalFunc, void* _hook) -{ - if( !transaction_started ) - return -EPERM; - - if( ppOriginalFunc == nullptr || _hook == nullptr || *ppOriginalFunc == nullptr ) - return -EINVAL; - - uint8_t* hook = reinterpret_cast(_hook); - uint8_t* pOriginalFunc = reinterpret_cast(*ppOriginalFunc); - int code_len = find_space_for_trampoline(pOriginalFunc, relative_jump_size); - - if( code_len < relative_jump_size ) - return -ENOSPC; - - // Allocate the trampoline, try to put it right in the middle of the mem, so a relative jump can access any function in the app (+/-2GB) - // - // Our hook is a 5 bytes JMP (1 bytes for opcode, 4 for RELATIVE jump) - // /!\ TODO: Add checks on JMP overflow - - trampoline_t *trampoline = get_free_trampoline(); - uint8_t *pTrampolineCode = trampoline->trampolineBytes; - - void* trampoline_page = page_addr(reinterpret_cast(trampoline), page_size()); - - // Enable write to the trampoline region - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_WRITE|PROT_EXEC); - // Create relative jmp to hook - gen_immediate_jump(trampoline->hookJump, hook); - // Copy original opcodes - trampoline->nOriginalBytes = code_len; - std::copy((uint8_t*)pOriginalFunc, ((uint8_t*)pOriginalFunc)+code_len, pTrampolineCode); - pTrampolineCode += code_len; - // Create the relative jmp to original (function + backed up opcodes) - pTrampolineCode = gen_immediate_jump(pTrampolineCode, pOriginalFunc+code_len); - pTrampolineCode += relative_addr_jump_size; - - // Disable trampoline region write - mprotect(trampoline_page, page_size()*2, PROT_READ|PROT_EXEC); - - cur_transaction.push_back({false, ppOriginalFunc, trampoline}); - - return 0; -} - -/* ------ DOCUMENTATION ------ -http://www.c-jump.com/CIS77/CPU/x86/lecture.html <- some help to understand [MOD][REG][R/M] (see paragraph #6) -http://shell-storm.org/online/Online-Assembler-and-Disassembler <- online assembler -http://ref.x86asm.net/coder32.html <- opcodes reference - -X86 - -push ebx : 0x53 -sub esp ?? : 0x83 0xEC 0x?? -call ????????: 0xE8 0x?? 0x?? 0x?? 0x?? - - -// relative jmp: ???????? = dst_addr - curr_addr - 5 -jmp ???????? : 0xe9 0x?? 0x?? 0x?? 0x?? -destination = 0x8dba8 -jmp location: 0x91995 - opcodes: e9 0e c2 ff ff -0e c2 ff ff = 0x8dba8 - 0x91995 - 5 - -// short jmp: ?? = dst_addr - curr_addr - 2 -jmp short ??: 0xeb 0x?? -destination = 0x91964 -jmp location: 0x9198f - opcodes: 0xeb 0xd3 -d3 = 0x91964 - 0x9198f - 2 - -X64 - -TODO: - Hint: make relative jump to near (+/-2Gb) code : 5 bytes - load absolute addr into R11 and call a jmp on register R11 : 13 bytes - Or - Reuse x86 relative jmp method - -Example: -mov r11, 0x0123456789abcdef -> 0x49 0xbb 0xef 0xcd 0xab 0x89 0x67 0x45 0x23 0x01 -jmp r11 -> 0x41 0xff 0xe3 - - -*/ diff --git a/overlay_experimental/linux/Linux_Detour.h b/overlay_experimental/linux/Linux_Detour.h deleted file mode 100644 index bbc1760..0000000 --- a/overlay_experimental/linux/Linux_Detour.h +++ /dev/null @@ -1,16 +0,0 @@ -#ifndef LINUX_DETOUR_H -#define LINUX_DETOUR_H - -#include - -namespace Linux_Detour -{ - int update_thread(pthread_t thread_id); - int transaction_begin(); - int transaction_abort(); - int transaction_commit(); - int hook_func(void** ppOriginalFunc, void* _hook); - int unhook_func(void** ppOriginalFunc, void* _hook); -}; - -#endif // LINUX_DETOUR_H diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 5282466..08a0aba 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -9,9 +9,14 @@ #include // XEvent types #include // XEvent structure +extern "C" int XEventsQueued(Display *display, int mode); +extern "C" int XPending(Display *display); + class X11_Hook : public Base_Hook { public: + friend int XEventsQueued(Display *display, int mode); + friend int XPending(Display *display); static constexpr const char* DLL_NAME = "libX11.so"; private: @@ -27,8 +32,6 @@ private: int check_for_overlay(Display *d, int num_events); // Hook to X11 window messages - - decltype(XEventsQueued)* _XEventsQueued; decltype(XPeekEvent)* _XPeekEvent; decltype(XNextEvent)* _XNextEvent; @@ -37,12 +40,12 @@ private: //decltype(XLookupKeysym)* _XLookupKeysym; //decltype(XGetGeometry)* _XGetGeometry; -public: static int MyXEventsQueued(Display * display, int mode); static int MyXNextEvent(Display* display, XEvent *event); static int MyXPeekEvent(Display* display, XEvent *event); static int MyXPending(Display* display); +public: virtual ~X11_Hook(); void resetRenderState(); @@ -53,16 +56,6 @@ public: bool start_hook(); static X11_Hook* Inst(); virtual const char* get_lib_name() const; - - inline decltype(XEventsQueued)* get_XEventsQueued() const { return _XEventsQueued; } - inline decltype(XPeekEvent)* get_XPeekEvent() const { return _XPeekEvent; } - inline decltype(XNextEvent)* get_XNextEvent() const { return _XNextEvent; } - inline decltype(XPending)* get_XPending() const { return _XPending; } - - inline void loadXEventsQueued(decltype(XEventsQueued)* pfnXEventsQueued) { _XEventsQueued = pfnXEventsQueued; } - inline void loadXPeekEvent(decltype(XPeekEvent)* pfnXPeekEvent) { _XPeekEvent = pfnXPeekEvent; } - inline void loadXNextEvent(decltype(XNextEvent)* pfnXNextEvent) { _XNextEvent = pfnXNextEvent; } - inline void loadXPending(decltype(XPending)* pfnXPending) { _XPending = pfnXPending; } }; #endif//NO_OVERLAY From dd1a21dae9eadea4e657312ab51058786ba54eea Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 17:32:47 +0200 Subject: [PATCH 193/494] Clean Linux hook, not needed Linux uses LD_PRELOAD to load the overlay --- overlay_experimental/Base_Hook.cpp | 60 +++++++++++++++++++----------- scripts/find_interfaces.sh | 0 2 files changed, 38 insertions(+), 22 deletions(-) mode change 100644 => 100755 scripts/find_interfaces.sh diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index a9889c0..e660729 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -8,23 +8,6 @@ #include "../detours/detours.h" -#define DETOUR_HOOKBEGIN DetourTransactionBegin -#define DETOUR_UPDATETHREAD() DetourUpdateThread(GetCurrentThread()) -#define DETOUR_ENDHOOK DetourTransactionCommit -#define DETOUR_HOOK DetourAttach -#define DETOUR_UNHOOK DetourDetach - -#elif defined(__LINUX__) -#include "linux/Linux_Detour.h" - -#define DETOUR_HOOKBEGIN Linux_Detour::transaction_begin -#define DETOUR_UPDATETHREAD() Linux_Detour::update_thread(pthread_self()) -#define DETOUR_ENDHOOK Linux_Detour::transaction_commit -#define DETOUR_HOOK Linux_Detour::hook_func -#define DETOUR_UNHOOK Linux_Detour::unhook_func - -#endif - Base_Hook::Base_Hook(): _library(nullptr) {} @@ -41,18 +24,18 @@ const char* Base_Hook::get_lib_name() const void Base_Hook::BeginHook() { - DETOUR_HOOKBEGIN(); - DETOUR_UPDATETHREAD(); + DetourTransactionBegin(); + DetourUpdateThread(GetCurrentThread()); } void Base_Hook::EndHook() { - DETOUR_ENDHOOK(); + DetourTransactionCommit(); } void Base_Hook::HookFunc(std::pair hook) { - if( DETOUR_HOOK(hook.first, hook.second) == 0 ) + if( DetourAttach(hook.first, hook.second) == 0 ) _hooked_funcs.emplace_back(hook); } @@ -62,11 +45,44 @@ void Base_Hook::UnhookAll() { BeginHook(); std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair& hook) { - DETOUR_UNHOOK(hook.first, hook.second); + DetourDetach(hook.first, hook.second); }); EndHook(); _hooked_funcs.clear(); } } +#else + +Base_Hook::Base_Hook(): + _library(nullptr) +{} + +Base_Hook::~Base_Hook() +{ +} + +const char* Base_Hook::get_lib_name() const +{ + return ""; +} + +void Base_Hook::BeginHook() +{ +} + +void Base_Hook::EndHook() +{ +} + +void Base_Hook::HookFunc(std::pair hook) +{ +} + +void Base_Hook::UnhookAll() +{ +} + +#endif + #endif//NO_OVERLAY diff --git a/scripts/find_interfaces.sh b/scripts/find_interfaces.sh old mode 100644 new mode 100755 From 1af7902aaed6629925ffb3cf0f442cfcd155a696 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 15 Oct 2019 19:08:14 +0200 Subject: [PATCH 194/494] Add dummy funcs. --- overlay_experimental/steam_overlay.h | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 95f76c7..86613fb 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -183,8 +183,10 @@ public: void FriendConnect(Friend _friend) {} void FriendDisconnect(Friend _friend) {} - - void AddNotification(std::string const& message) {} + + void AddMessageNotification(std::string const& message) {} + void AddAchievementNotification(nlohmann::json const& ach) {} + void AddInviteNotification(std::pair &wnd_state) {} }; #endif From 695954e13af1894b96775537c0f492c63b56c04e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 16 Oct 2019 16:56:41 +0200 Subject: [PATCH 195/494] Add software cursor to Linux overlay too --- overlay_experimental/steam_overlay.cpp | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 7cb741f..b6a1c4b 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -166,6 +166,17 @@ void Steam_Overlay::ShowOverlay(bool state) if (!Ready() || show_overlay == state) return; + ImGuiIO &io = ImGui::GetIO(); + + if(state) + { + io.MouseDrawCursor = true; + } + else + { + io.MouseDrawCursor = false; + } + #ifdef __WINDOWS__ static RECT old_clip; @@ -197,12 +208,10 @@ void Steam_Overlay::ShowOverlay(bool state) clipRect.bottom -= borderWidth; ClipCursor(&clipRect); - ImGui::GetIO().MouseDrawCursor = true; } else { ClipCursor(&old_clip); - ImGui::GetIO().MouseDrawCursor = false; } #else From 547cbdbb4e1e03f7125e36256014f40250b56871 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 17 Oct 2019 18:03:19 +0200 Subject: [PATCH 196/494] Added barrier to DX12 overlay. Gears5 seems to have a problem with the overlay. While loading and in the main menu, it works fine, but if you press enter, it crashes saying the GPU is not responding. Can't debug it with CODEX, it checks for a debugger. Works fine on sniper elite5. --- overlay_experimental/windows/DX12_Hook.cpp | 46 ++++++++++++++++------ overlay_experimental/windows/DX12_Hook.h | 3 +- 2 files changed, 35 insertions(+), 14 deletions(-) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index e798a1e..30ff4ab 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -45,10 +45,13 @@ void DX12_Hook::resetRenderState() { pSrvDescHeap->Release(); for (UINT i = 0; i < bufferCount; ++i) + { pCmdAlloc[i]->Release(); + pBackBuffer[i]->Release(); + } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; + delete[]pBackBuffer; ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->resetRenderState(); @@ -83,6 +86,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) bufferCount = sc_desc.BufferCount; + mainRenderTargets.clear(); + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; @@ -111,15 +116,14 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount]; pCmdAlloc = new ID3D12CommandAllocator * [bufferCount]; for (int i = 0; i < bufferCount; ++i) { - pMainRenderTargets[i] = rtvHandle; + mainRenderTargets.push_back(rtvHandle); rtvHandle.ptr += rtvDescriptorSize; } } - + for (UINT i = 0; i < sc_desc.BufferCount; ++i) { if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK) @@ -132,7 +136,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdAlloc[j]->Release(); } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; return; } @@ -147,16 +150,15 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) for (UINT i = 0; i < bufferCount; ++i) pCmdAlloc[i]->Release(); pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; return; } + pBackBuffer = new ID3D12Resource * [bufferCount]; for (UINT i = 0; i < bufferCount; i++) { - ID3D12Resource* pBackBuffer = NULL; - pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); - pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]); + pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer[i])); + pDevice->CreateRenderTargetView(pBackBuffer[i], NULL, mainRenderTargets[i]); } ImGui::CreateContext(); @@ -180,16 +182,31 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::NewFrame(); get_steam_client()->steam_overlay->OverlayProc(); - + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pBackBuffer[bufferIndex]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + pCmdAlloc[bufferIndex]->Reset(); pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); - pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); ImGui::Render(); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + pCmdList->ResourceBarrier(1, &barrier); pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); pSwapChain3->Release(); @@ -218,6 +235,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi { DX12_Hook* me = DX12_Hook::Inst(); me->pCmdQueue = _this; + (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); } @@ -225,7 +243,6 @@ DX12_Hook::DX12_Hook(): initialized(false), pCmdQueue(nullptr), bufferCount(0), - pMainRenderTargets(nullptr), pCmdAlloc(nullptr), pSrvDescHeap(nullptr), pCmdList(nullptr), @@ -249,10 +266,13 @@ DX12_Hook::~DX12_Hook() { pSrvDescHeap->Release(); for (UINT i = 0; i < bufferCount; ++i) + { pCmdAlloc[i]->Release(); + pBackBuffer[i]->Release(); + } pRtvDescHeap->Release(); - delete[]pMainRenderTargets; delete[]pCmdAlloc; + delete[]pBackBuffer; ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index a3595cc..f2a301f 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -22,11 +22,12 @@ private: ID3D12CommandQueue* pCmdQueue; UINT bufferCount; - D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets; + std::vector mainRenderTargets; ID3D12CommandAllocator** pCmdAlloc; ID3D12DescriptorHeap* pSrvDescHeap; ID3D12GraphicsCommandList* pCmdList; ID3D12DescriptorHeap* pRtvDescHeap; + ID3D12Resource** pBackBuffer; // Functions DX12_Hook(); From c8288d6bf344ac8901874bb1dbb244221a1db90a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:57:04 +0100 Subject: [PATCH 197/494] Added file to disable overlay Disable the overlay by creating a file disable_overlay.txt next to steam_api.dll --- dll/dll.cpp | 3 ++- dll/steam_client.cpp | 8 ++++++-- dll/steam_client.h | 1 + 3 files changed, 9 insertions(+), 3 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index eec37d9..08d78ef 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -212,7 +212,8 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() Steam_Client* client = get_steam_client(); client->userLogIn(); #ifndef NO_OVERLAY - client->steam_overlay->SetupOverlay(); + if( client->enable_overlay ) + client->steam_overlay->SetupOverlay(); #endif return true; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 052b456..92d1e3a 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -41,11 +41,15 @@ static void background_thread(Steam_Client *client) Steam_Client::Steam_Client() { - uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); std::string items_db_file_path = (Local_Storage::get_game_settings_path() + "items.json"); - network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts)); + { + std::ifstream chk_ovlay(Local_Storage::get_program_path() + PATH_SEPARATOR + "disable_overlay.txt", std::ios::in); + if (chk_ovlay) + enable_overlay = false; + } + network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); callback_results_client = new SteamCallResults(); callback_results_server = new SteamCallResults(); diff --git a/dll/steam_client.h b/dll/steam_client.h index 75c0f58..df790e0 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -124,6 +124,7 @@ public: Steam_Overlay* steam_overlay; + bool enable_overlay = true; bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; From a318e04959b4a0cec5c114ee0c580a860c504bcf Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 15:58:54 +0100 Subject: [PATCH 198/494] Merge branch 'master' into my_master --- Readme_release.txt | 1 + dll/base.cpp | 6 +- dll/local_storage.cpp | 79 ++++ dll/local_storage.h | 4 + dll/steam_inventory.h | 117 +++-- dll/steam_user_stats.cpp | 9 +- generate_game_infos/generate_game_infos.cpp | 462 ++++++++++++++++++++ 7 files changed, 636 insertions(+), 42 deletions(-) create mode 100644 generate_game_infos/generate_game_infos.cpp diff --git a/Readme_release.txt b/Readme_release.txt index c0d11e0..a646f75 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -71,6 +71,7 @@ An example can be found in steam_settings.EXAMPLE that works with Killing Floor The items.json syntax is simple, you SHOULD validate your .json file before trying to run your game or you won't have any item in your inventory. Just look for "online json validator" on your web brower to valide your file. You can use https://steamdb.info/ to list items and attributes they have and put them into your .json. Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. +items.json should contain all the item definitions for the game, default_items.json is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items. Leaderboards: By default the emulator assumes all leaderboards queried by the game (FindLeaderboard()) exist and creates them with the most common options (sort method descending, display type numeric) diff --git a/dll/base.cpp b/dll/base.cpp index 72ec0fa..32a0ab7 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -158,17 +158,17 @@ std::string get_lib_path() { int i = 0; struct dirent *ep; dp = opendir (dir.c_str()); - unsigned long long int p = (unsigned long long int)&get_lib_path; + uintptr_t p = (uintptr_t)&get_lib_path; if (dp != NULL) { while ((ep = readdir (dp))) { if (memcmp(ep->d_name, ".", 2) != 0 && memcmp(ep->d_name, "..", 3) != 0) { char *upper = NULL; - unsigned long long int lower_bound = strtoull(ep->d_name, &upper, 16); + uintptr_t lower_bound = strtoull(ep->d_name, &upper, 16); if (lower_bound) { ++upper; - unsigned long long int upper_bound = strtoull(upper, &upper, 16); + uintptr_t upper_bound = strtoull(upper, &upper, 16); if (upper_bound && (lower_bound < p && p < upper_bound)) { std::string path = dir + PATH_SEPARATOR + ep->d_name; char link[PATH_MAX] = {}; diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index d5d6d46..9f84317 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -127,6 +127,21 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) +{ + return false; +} + +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +{ + return false; +} + +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) +{ + return false; +} + std::vector Local_Storage::get_filenames_path(std::string path) { return std::vector(); @@ -680,4 +695,68 @@ bool Local_Storage::update_save_filenames(std::string folder) return true; } +bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) +{ + std::ifstream inventory_file(full_path); + // If there is a file and we opened it + if (inventory_file) + { + inventory_file.seekg(0, std::ios::end); + size_t size = inventory_file.tellg(); + std::string buffer(size, '\0'); + inventory_file.seekg(0); + // Read it entirely, if the .json file gets too big, + // I should look into this and split reads into smaller parts. + inventory_file.read(&buffer[0], size); + inventory_file.close(); + + try { + json = std::move(nlohmann::json::parse(buffer)); + PRINT_DEBUG("Loaded json \"%s\". Loaded %u items.\n", full_path.c_str(), json.size()); + return true; + } catch (std::exception& e) { + PRINT_DEBUG("Error while parsing \"%s\" json: %s\n", full_path.c_str(), e.what()); + } + } + else + { + PRINT_DEBUG("Couldn't open file \"%s\" to read json\n", full_path.c_str()); + } + + return false; +} + +bool Local_Storage::load_json_file(std::string folder, std::string const&file, nlohmann::json& json) +{ + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + return load_json(full_path, json); +} + +bool Local_Storage::write_json_file(std::string folder, std::string const&file, nlohmann::json const& json) +{ + if (!folder.empty() && folder.back() != *PATH_SEPARATOR) { + folder.append(PATH_SEPARATOR); + } + std::string inv_path = std::move(save_directory + appid + folder); + std::string full_path = inv_path + file; + + create_directory(inv_path); + + std::ofstream inventory_file(full_path, std::ios::trunc | std::ios::out); + if (inventory_file) + { + inventory_file << std::setw(2) << json; + return true; + } + + PRINT_DEBUG("Couldn't open file \"%s\" to write json\n", full_path.c_str()); + + return false; +} + #endif diff --git a/dll/local_storage.h b/dll/local_storage.h index fb22db7..72aa5e2 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -59,6 +59,10 @@ public: std::string get_path(std::string folder); bool update_save_filenames(std::string folder); + + bool load_json(std::string full_path, nlohmann::json& json); + bool load_json_file(std::string folder, std::string const& file, nlohmann::json& json); + bool write_json_file(std::string folder, std::string const& file, nlohmann::json const& json); }; #endif diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 2eec7fb..83ccee2 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -58,8 +58,7 @@ class Steam_Inventory : std::string items_db_file; std::once_flag load_items_flag; bool call_definition_update; - bool definition_update_called; - bool full_update_called; + bool item_definitions_loaded; struct Steam_Inventory_Requests* new_inventory_result(bool full_query=true, const SteamItemInstanceID_t* pInstanceIDs = NULL, uint32 unCountInstanceIDs = 0) { @@ -89,6 +88,25 @@ struct Steam_Inventory_Requests *get_inventory_result(SteamInventoryResult_t res return &(*request); } +void read_items_db() +{ + std::string items_db_path = Local_Storage::get_game_settings_path() + items_user_file; + PRINT_DEBUG("Items file path: %s\n", items_db_path.c_str()); + local_storage->load_json(items_db_path, defined_items); +} + +void read_inventory_db() +{ + // If we havn't got any inventory + if (!local_storage->load_json_file("", items_user_file, user_items)) + { + // Try to load a default one + std::string items_db_path = Local_Storage::get_game_settings_path() + items_default_file; + PRINT_DEBUG("Default items file path: %s\n", items_db_path.c_str()); + local_storage->load_json(items_db_path, user_items); + } +} + public: static void run_every_runcb_cb(void *object) @@ -99,7 +117,17 @@ static void run_every_runcb_cb(void *object) obj->RunCallbacks(); } -Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, std::string items_db_file_path) +Steam_Inventory(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, class Local_Storage *local_storage): + settings(settings), + callback_results(callback_results), + callbacks(callbacks), + run_every_runcb(run_every_runcb), + local_storage(local_storage), + defined_items(nlohmann::json::object()), + user_items(nlohmann::json::object()), + inventory_loaded(false), + call_definition_update(false), + item_definitions_loaded(false) { items_db_file = items_db_file_path; PRINT_DEBUG("Items file path: %s\n", items_db_file.c_str()); @@ -163,6 +191,7 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, if (pOutItemsArray != nullptr) { + SteamItemDetails_t *items_array_base = pOutItemsArray; uint32 max_items = *punOutItemsArraySize; if (request->full_query) { @@ -175,22 +204,38 @@ bool GetResultItems( SteamInventoryResult_t resultHandle, pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; ++pOutItemsArray; } - *punOutItemsArraySize = std::min(*punOutItemsArraySize, static_cast(items.size())); } else { for (auto &itemid : request->instance_ids) { if (!max_items) break; - pOutItemsArray->m_iDefinition = itemid; - pOutItemsArray->m_itemId = itemid; - pOutItemsArray->m_unQuantity = 1; - pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; - ++pOutItemsArray; - --max_items; + auto it = user_items.find(std::to_string(itemid)); + if (it != user_items.end()) { + pOutItemsArray->m_iDefinition = itemid; + pOutItemsArray->m_itemId = itemid; + + try + { + pOutItemsArray->m_unQuantity = it->get(); + } + catch (...) + { + pOutItemsArray->m_unQuantity = 0; + } + pOutItemsArray->m_unFlags = k_ESteamItemNoTrade; + ++pOutItemsArray; + --max_items; + } } } + + *punOutItemsArraySize = pOutItemsArray - items_array_base; } else if (punOutItemsArraySize != nullptr) { - *punOutItemsArraySize = items.size(); + if (request->full_query) { + *punOutItemsArraySize = user_items.size(); + } else { + *punOutItemsArraySize = std::count_if(request->instance_ids.begin(), request->instance_ids.end(), [this](SteamItemInstanceID_t item_id){ return user_items.find(std::to_string(item_id)) != user_items.end();}); + } } PRINT_DEBUG("GetResultItems good\n"); @@ -278,8 +323,6 @@ bool GetAllItems( SteamInventoryResult_t *pResultHandle ) std::lock_guard lock(global_mutex); struct Steam_Inventory_Requests* request = new_inventory_result(); - if (!definition_update_called) call_definition_update = true; - if (pResultHandle != nullptr) *pResultHandle = request->inventory_result; @@ -531,7 +574,7 @@ bool LoadItemDefinitions() PRINT_DEBUG("LoadItemDefinitions\n"); std::lock_guard lock(global_mutex); - if (!definition_update_called) { + if (!item_definitions_loaded) { call_definition_update = true; } @@ -619,6 +662,7 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope { *punValueBufferSizeOut = 0; PRINT_DEBUG("Attr %s not found for item %d\n", pchPropertyName, iDefinition); + return false; } } else // Pass a NULL pointer for pchPropertyName to get a comma - separated list of available property names. @@ -654,8 +698,11 @@ bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPrope } } } + + return true; } - return true; + + return false; } @@ -782,35 +829,37 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { if (call_definition_update || inventory_requests.size()) { - std::call_once(load_items_flag, [&]() { - std::thread items_load_thread(read_items_db, items_db_file, &items, &items_loaded); - items_load_thread.detach(); - }); - } + if (!item_definitions_loaded) { + read_items_db(); + item_definitions_loaded = true; - if (items_loaded) { - if (call_definition_update) { + //only gets called once + //also gets called when getting items SteamInventoryDefinitionUpdate_t data = {}; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - call_definition_update = false; - definition_update_called = true; } + call_definition_update = false; + } + + if (inventory_requests.size() && !inventory_loaded) { + read_inventory_db(); + inventory_loaded = true; + } + + if (inventory_loaded) + { std::chrono::system_clock::time_point now = std::chrono::system_clock::now(); for (auto & r : inventory_requests) { if (!r.done && std::chrono::duration_cast>(now - r.time_created).count() > r.timeout) { if (r.full_query) { - if (!full_update_called) { - // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems - // successfully returns a result which is newer / fresher than the last - // known result. - //TODO: should this always be returned for each get all item calls? - struct SteamInventoryFullUpdate_t data; - data.m_handle = r.inventory_result; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - full_update_called = true; - } + // SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems + // successfully returns a result which is newer / fresher than the last + // known result. + struct SteamInventoryFullUpdate_t data; + data.m_handle = r.inventory_result; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } { diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 95138d6..217331a 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -31,7 +31,6 @@ unsigned int Steam_User_Stats::find_leaderboard(std::string name) void Steam_User_Stats::load_achievements_db() { - std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } @@ -40,12 +39,12 @@ void Steam_User_Stats::load_achievements() local_storage->load_json_file("", achievements_user_file, user_achievements); } -void Steam_User_Stats::save_achievements() +void save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } -Steam_User_Stats::Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks) : +Steam_User_Stats::Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks): settings(settings), local_storage(local_storage), callback_results(callback_results), @@ -317,7 +316,7 @@ const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName std::lock_guard lock(global_mutex); - if (strcmp(pchKey, "name") == 0) { + if (strcmp (pchKey, "name") == 0) { try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; @@ -368,7 +367,7 @@ bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 n try { auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { return static_cast(item["name"]) == pchName; - }); + }); auto ach = user_achievements.find(pchName); if (it != defined_achievements.end()) { bool achieved = false; diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp new file mode 100644 index 0000000..7cbcaf3 --- /dev/null +++ b/generate_game_infos/generate_game_infos.cpp @@ -0,0 +1,462 @@ +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +class CurlGlobal +{ + bool _init; + + CurlGlobal() :_init(false) {} + + ~CurlGlobal() { cleanup(); } + +public: + static CurlGlobal& Inst() + { + static CurlGlobal _this; + return _this; + } + + CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } + void cleanup() + { + if (_init) + { + curl_global_cleanup(); + _init = false; + } + } +}; + +class CurlEasy +{ + CURL* _me; + bool _init; + std::string _buffer; + + static int writer(char* data, size_t size, size_t nmemb, + CurlEasy *_this) + { + if (_this == nullptr) + return 0; + + _this->_buffer.append(data, size * nmemb); + + return size * nmemb; + } + +public: + CurlEasy() :_me(nullptr), _init(false) {} + ~CurlEasy() { cleanup(); } + + bool init() + { + _init = (_me = curl_easy_init()) != nullptr; + if (_init) + { + if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) + { + cleanup(); + return false; + } + + if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) + { + cleanup(); + return false; + } + } + return _init; + } + + void cleanup() + { + if (_init) + { + curl_easy_cleanup(_me); + } + } + + CURLcode set_url(const std::string& url) + { + return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); + } + + CURLcode skip_verifypeer(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); + } + + CURLcode skip_verifhost(bool skip = true) + { + return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); + } + + CURLcode connect_only(bool connect = true) + { + return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); + } + + CURLcode perform() + { + _buffer.clear(); + return curl_easy_perform(_me); + } + + CURLcode recv(void *buffer, size_t buflen, size_t* read_len) + { + return curl_easy_recv(_me, buffer, buflen, read_len); + } + + CURLcode get_html_code(long &code) + { + return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); + } + + std::string const& get_answer() const { return _buffer; } +}; + +// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ +// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI +// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= +/* +{ + "game" : { + "gameName" : "", + "availableGameStats" : { + "achievements" : { + ("" : { + "name" : "achievement_name", + "displayName" : "achievement name on screen", + "hidden" : (0|1), + ["description" : "",] + "icon" : "", + "icongray" : "" + }, + ...) + } + } + } +} +*/ +// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 +/* +"appid" : { + "success" : (true|false), + (success == true "data" : { + ... + "name" : "", + "steam_appid" : , + (OPT "dlc" : [, ]), + "header_image" : "" <-- Use this in the overlay ? + (OPT "achievements" : { + "total" : + }), + "background" : "" <-- Use this as the overlay background ? + (OPT "packages" : [, ]) + }) +} +*/ +// --------------------------------- +// -- Special thanks to psychonic -- +// --------------------------------- +// Get game items definition digest (Phase1): https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key=&appid=218620 +/* +{ + "response": { + "modified": 1566848385, + "digest": "3CDFC1CC1AC2B0D55D12C1C130F4294BDD6DF8D0" + } +} +*/ + +// Get game items definition: https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid=218620&digest= +/* +[ + { + "appid":"218620", + "itemdefid":"0", + "Timestamp":"2016-04-08T18:00:21.3643085Z", + "modified":"20160408T180021Z", + "date_created":"20160408T180021Z", + "type":"", + "display_type":"", + "name":"", + "quantity":0, + "description":"", + "tradable":false, + "marketable":false, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0" + }, + { + "appid":"218620", + "itemdefid":"50002", + "Timestamp":"2015-11-13T16:01:18.0338618Z", + "modified":"20151113T160117Z", + "date_created":"20151113T160117Z", + "type":"item", + "display_type":"", + "name":"Sputnik Safe", + "quantity":0, + "description":"[color=#2360D8]THE JUDGE SHOTGUN | Pixel [/color]\n[color=#2360D8]KOBUS 90 SUBMACHINE GUN | Red Stars[/color]\n[color=#2360D8]PLAINSRIDER BOW | Arctic Plains[/color]\n[color=#2360D8]GRUBER KURZ PISTOL | Little Leopard[/color]\n[color=#2360D8]HRL-7 ROCKET LAUNCHER | Headline[/color]\n[color=#2360D8]LOCOMOTIVE 12G SHOTGUN | Cosmonaut[/color]\n[color=#9900FF]FLAMETHROWER | St. Basil[/color]\n[color=#9900FF]JP36 RIFLE | Ice Leopard [/color]\n[color=#9900FF]CAR-4 RIFLE | Stripe On[/color]\n[color=#9900FF]BRONCO .44 REVOLVER | Black Bull[/color]\n[color=#FF00FF]BERNETTI 9 PISTOL | Angry Bear[/color]\n[color=#FF00FF]THANATOS .50 CAL SNIPER RIFLE | Matrjoschka[/color]\n[color=#FF00FF]M308 RIFLE | Helmet Space Program[/color]\n[color=#FF0000]CLARION RIFLE | Breaching Owl[/color]\n[color=#FF0000]MOSCONI 12G SHOTGUN | Bullet Bear Gun[/color]\n[color=#FFAA00]or an exceedingly rare special item![/color]", + "icon_url":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "icon_url_large":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", + "store_tags":"safe;sputnik safe;", + "tradable":true, + "marketable":true, + "commodity":false, + "drop_interval":0, + "drop_max_per_window":0, + "workshopid":"0", + "dsl_bonus":"false", + "item_name":"weapon_01", + "item_slot":"safes" + } +*/ + +#ifdef max +#undef max +#endif + +std::string steam_apikey; +std::string app_id; + +#if defined(WIN32) || defined(_WIN32) +#include + +static bool create_directory(std::string const& strPath) +{ + DWORD dwAttrib = GetFileAttributesA(strPath.c_str()); + + if (dwAttrib != INVALID_FILE_ATTRIBUTES && dwAttrib & FILE_ATTRIBUTE_DIRECTORY) + return true; + + return CreateDirectoryA(strPath.c_str(), NULL); +} +#elif defined(__linux__) +#include +#include +#include + +static bool create_directory(std::string const& strPath) +{ + struct stat sb; + + if (stat(strPath.c_str(), &sb) != 0) + { + return mkdir(strPath.c_str(), 0755) == 0; + } + if (S_ISDIR(sb.st_mode)) + return true; + + return false; +} + +#endif + +static void generate_achievements(CurlEasy &easy) +{ + std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + easy.set_url(url); + easy.perform(); + try + { + std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + nlohmann::json output_json = nlohmann::json::array(); + + bool first = true; + int i = 0; + for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) + { + output_json[i]["name"] = item.value()["name"]; + output_json[i]["displayName"] = item.value()["displayName"]; + output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); + try + { + if( !item.value()["description"].is_null() ) + output_json[i]["description"] = item.value()["description"]; + else + output_json[i]["description"] = ""; + } + catch (...) + { + output_json[i]["description"] = ""; + } + + { + std::string icon_path = "images/" + item.value()["name"].get() + ".jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icon"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icon"] = icon_path; + + } + { + std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; + std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + if (!achievement_icon) + { + std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; + return; + } + easy.set_url(item.value()["icongray"]); + easy.perform(); + + std::string picture = easy.get_answer(); + achievement_icon.write(picture.c_str(), picture.length()); + + output_json[i]["icongray"] = icon_path; + } + ++i; + } + ach_file << std::setw(2) << output_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; + } + std::cerr << std::endl; + } +} + +static void generate_items(CurlEasy& easy) +{ + std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + url += steam_apikey; + url += "&appid="; + url += app_id; + + easy.set_url(url); + easy.perform(); + + try + { + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + std::string digest = json["response"]["digest"]; + + url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url += app_id; + url += "&digest="; + url += digest; + + easy.set_url(url); + easy.perform(); + + nlohmann::json item_json = nlohmann::json::object(); + nlohmann::json default_item_json = nlohmann::json::object(); + + json = nlohmann::json::parse(easy.get_answer()); + std::ofstream items_file("items.json", std::ios::trunc | std::ios::out); + std::ofstream default_items_file("default_items.json", std::ios::trunc | std::ios::out); + + for (auto &i : json) + { + for (auto j = i.begin(); j != i.end(); ++j) + { + //if (j.key() == "itemdefid") + //{ + // j.value() = std::stoll(j.value().get()); + //} + //else + { + nlohmann::json& v = j.value(); + switch (v.type()) + { + case nlohmann::json::value_t::boolean: + v = (v.get() ? "true" : "false"); + break; + + case nlohmann::json::value_t::number_float: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_integer: + v = std::to_string(v.get()); + break; + + case nlohmann::json::value_t::number_unsigned: + v = std::to_string(v.get()); + break; + } + } + } + item_json[i["itemdefid"].get()] = i; + default_item_json[i["itemdefid"].get()] = 1; + } + + items_file << std::setw(2) << item_json; + default_items_file << std::setw(2) << default_item_json; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error in webapi key"; + } + else + { + std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your items.json"; + } + std::cerr << std::endl; + } +} + +int main() +{ + if (!create_directory("images")) + { + std::cerr << "Cannot create directory \"images\"" << std::endl; + return -1; + } + + CurlGlobal& cglobal = CurlGlobal::Inst(); + cglobal.init(); + + CurlEasy easy; + if (easy.init()) + { + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + + generate_achievements(easy); + generate_items(easy); + } +} + \ No newline at end of file From 02ef03b3f24fc09e58ed28aee16d2bfb8d7fb83b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 20 Oct 2019 12:01:50 +0200 Subject: [PATCH 199/494] Fix my_master build --- dll/steam_user_stats.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 217331a..5aaf610 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -31,6 +31,7 @@ unsigned int Steam_User_Stats::find_leaderboard(std::string name) void Steam_User_Stats::load_achievements_db() { + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } @@ -39,7 +40,7 @@ void Steam_User_Stats::load_achievements() local_storage->load_json_file("", achievements_user_file, user_achievements); } -void save_achievements() +void Steam_User_Stats::save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } From 56957abc9962428fb6ae536f1374febd55303e90 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 8 Nov 2019 16:00:49 +0100 Subject: [PATCH 200/494] Little improvements steam_user_stats: Use the value stored in the JSON object. steal_inventory: use 'empty' that is guaranteed to be constant in time. --- dll/steam_inventory.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 83ccee2..2a82511 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -828,7 +828,7 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory void RunCallbacks() { - if (call_definition_update || inventory_requests.size()) { + if (call_definition_update || !inventory_requests.empty()) { if (!item_definitions_loaded) { read_items_db(); item_definitions_loaded = true; @@ -842,7 +842,7 @@ void RunCallbacks() call_definition_update = false; } - if (inventory_requests.size() && !inventory_loaded) { + if (!inventory_requests.empty() && !inventory_loaded) { read_inventory_db(); inventory_loaded = true; } From c279a5c9a8f7863329793f6ceb5cb39d349eaa2c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:33:56 -0400 Subject: [PATCH 201/494] Fix generate game infos https. --- generate_game_infos/generate_game_infos.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 7cbcaf3..430bdd0 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -266,7 +266,7 @@ static bool create_directory(std::string const& strPath) static void generate_achievements(CurlEasy &easy) { - std::string url = "http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; + std::string url = "https://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -352,7 +352,7 @@ static void generate_achievements(CurlEasy &easy) static void generate_items(CurlEasy& easy) { - std::string url = "http://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; + std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; url += steam_apikey; url += "&appid="; url += app_id; @@ -365,7 +365,7 @@ static void generate_items(CurlEasy& easy) nlohmann::json json = nlohmann::json::parse(easy.get_answer()); std::string digest = json["response"]["digest"]; - url = "http://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; + url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; url += app_id; url += "&digest="; url += digest; @@ -448,6 +448,7 @@ int main() CurlEasy easy; if (easy.init()) { + easy.skip_verifypeer(); std::cout << "Enter the game appid: "; std::cin >> app_id; std::cout << "Enter your webapi key: "; From 33cdf77c7716e9f7666458406f70dcd7a603928f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Oct 2019 18:34:37 -0400 Subject: [PATCH 202/494] Set lobby member data should be available right away to getlobbymemberdata --- dll/steam_matchmaking.h | 24 +++++++++++++++++++----- 1 file changed, 19 insertions(+), 5 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 3a3fafc..64d4097 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -88,6 +88,7 @@ public ISteamMatchmaking std::vector chat_entries; std::vector data_requested; + std::map> self_lobby_member_data; Lobby *get_lobby(CSteamID id) { auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return item.room_id() == id.ConvertToUint64(); }); @@ -239,6 +240,7 @@ void remove_lobbies() while (g != std::end(lobbies)) { if (g->members().size() == 0 || (g->deleted() && (g->time_deleted() + LOBBY_DELETED_TIMEOUT < current_time))) { PRINT_DEBUG("REMOVING LOBBY %llu\n", g->room_id()); + self_lobby_member_data.erase(g->room_id()); g = lobbies.erase(g); } else { ++g; @@ -846,13 +848,22 @@ const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, con struct Lobby_Member *member = get_lobby_member(get_lobby(steamIDLobby), steamIDUser); const char *ret = ""; if (member) { - auto result = member->values().find(std::string(pchKey)); - if (result == member->values().end()) return ""; - PRINT_DEBUG("GetLobbyMemberData res %s\n", result->second.c_str()); - ret = result->second.c_str(); + if (steamIDUser == settings->get_local_steam_id()) { + auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); + if (result != self_lobby_member_data.end()) { + auto value = result->second.find(std::string(pchKey)); + if (value != result->second.end()) { + ret = value->second.c_str(); + } + } + } else { + auto result = member->values().find(std::string(pchKey)); + if (result == member->values().end()) return ""; + ret = result->second.c_str(); + } } - + PRINT_DEBUG("GetLobbyMemberData res %s\n", ret); return ret; } @@ -879,6 +890,8 @@ void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char * (*message->mutable_map())[pchKey] = pchValue; send_owner_packet(steamIDLobby, message); } + + self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; } @@ -1343,6 +1356,7 @@ void Callback(Common_Message *msg) Lobby_Member *member = get_lobby_member(lobby, (uint64)msg->source_id()); if (member) { for (auto const &p : msg->lobby_messages().map()) { + PRINT_DEBUG("member data %s:%s\n", p.first.c_str(), p.second.c_str()); (*member->mutable_values())[p.first] = p.second; } From 1125f336751dc21c9e57331dd702976666d39d58 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 3 Dec 2019 12:52:12 -0500 Subject: [PATCH 203/494] Add steamclient loader based on the one Rat431 made for his ColdAPI steam emulator. --- Readme_experimental_steamclient.txt | 4 + build_win_release.bat | 2 + ...d_win_release_experimental_steamclient.bat | 16 ++ steamclient_loader/ColdClientLoader.cpp | 216 ++++++++++++++++++ steamclient_loader/ColdClientLoader.ini | 10 + 5 files changed, 248 insertions(+) create mode 100644 Readme_experimental_steamclient.txt create mode 100644 build_win_release_experimental_steamclient.bat create mode 100644 steamclient_loader/ColdClientLoader.cpp create mode 100644 steamclient_loader/ColdClientLoader.ini diff --git a/Readme_experimental_steamclient.txt b/Readme_experimental_steamclient.txt new file mode 100644 index 0000000..247ccd2 --- /dev/null +++ b/Readme_experimental_steamclient.txt @@ -0,0 +1,4 @@ +This is a build of the experimental version of my emu in steamclient mode with an included loader. See both the regular and experimental readmes for how to configure it. +Note that all emu config files should be put beside the steamclient dll. You do not need to put a steam_interfaces.txt file for the steamclient version of the emu. + +To use the loader, put both steamclient dlls and the loader in a folder and edit the config file. Make sure you put the right appid in the ini file. diff --git a/build_win_release.bat b/build_win_release.bat index 895303a..ac30a9e 100755 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -2,6 +2,7 @@ cd /d "%~dp0" del /Q /S release\* rmdir /S /Q release\experimental +rmdir /S /Q release\experimental_steamclient rmdir /S /Q release\lobby_connect rmdir /S /Q release mkdir release @@ -18,5 +19,6 @@ cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cp copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat +call build_win_release_experimental_steamclient.bat call build_win_lobby_connect.bat call build_win_find_interfaces.bat diff --git a/build_win_release_experimental_steamclient.bat b/build_win_release_experimental_steamclient.bat new file mode 100644 index 0000000..1a1312e --- /dev/null +++ b/build_win_release_experimental_steamclient.bat @@ -0,0 +1,16 @@ +@echo off +cd /d "%~dp0" +mkdir release\experimental_steamclient +del /Q release\experimental_steamclient\* +call build_set_protobuf_directories.bat +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +call build_env_x86.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll +"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe +copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ +call build_env_x64.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient64.dll +copy Readme_experimental_steamclient.txt release\experimental_steamclient\Readme.txt diff --git a/steamclient_loader/ColdClientLoader.cpp b/steamclient_loader/ColdClientLoader.cpp new file mode 100644 index 0000000..a43363b --- /dev/null +++ b/steamclient_loader/ColdClientLoader.cpp @@ -0,0 +1,216 @@ +// My own modified version of ColdClientLoader originally written by Rat431 + +#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers +// Windows Header Files +#include +// C RunTime Header Files +#include +#include +#include +#include + +bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) +{ + int LG = lstrlenA(output); + for (int i = LG; i > 0; i--) { + if (output[i] == '\\') { + if(Remove) + RtlFillMemory(&output[i], LG - i, NULL); + return true; + } + } + return false; +} + +int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow) +{ + CHAR CurrentDirectory[MAX_PATH] = { 0 }; + CHAR Client64Path[MAX_PATH] = { 0 }; + CHAR ClientPath[MAX_PATH] = { 0 }; + CHAR ExeFile[MAX_PATH] = { 0 }; + CHAR ExeRunDir[MAX_PATH] = { 0 }; + CHAR ExeCommandLine[300] = { 0 }; + CHAR AppId[128] = { 0 }; + + STARTUPINFOA info = { sizeof(info) }; + PROCESS_INFORMATION processInfo; + + int Length = GetModuleFileNameA(GetModuleHandleA(NULL), CurrentDirectory, sizeof(CurrentDirectory)) + 1; + for (int i = Length; i > 0; i--) { + if (CurrentDirectory[i] == '\\') { + lstrcpyA(&CurrentDirectory[i + 1], "ColdClientLoader.ini"); + break; + } + } + if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { + MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR); + ExitProcess(NULL); + } + + GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "SteamClientDll", "", ClientPath, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "ExeCommandLine", NULL, ExeCommandLine, 300, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); + + if (AppId[0]) { + SetEnvironmentVariableA("SteamAppId", AppId); + SetEnvironmentVariableA("SteamGameId", AppId); + } + + CHAR TMP[MAX_PATH] = { 0 }; + if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) { + ZeroMemory(TMP, sizeof(TMP)); + lstrcpyA(TMP, Client64Path); + ZeroMemory(Client64Path, sizeof(Client64Path)); + GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL); + } + if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) { + ZeroMemory(TMP, sizeof(TMP)); + lstrcpyA(TMP, ClientPath); + ZeroMemory(ClientPath, sizeof(ClientPath)); + GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL); + } + if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) { + ZeroMemory(TMP, sizeof(TMP)); + lstrcpyA(TMP, ExeFile); + ZeroMemory(ExeFile, sizeof(ExeFile)); + GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL); + } + if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) { + ZeroMemory(TMP, sizeof(TMP)); + lstrcpyA(TMP, ExeRunDir); + ZeroMemory(ExeRunDir, sizeof(ExeRunDir)); + GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL); + } + + if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) { + MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR); + ExitProcess(NULL); + } + + if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) { + MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR); + ExitProcess(NULL); + } + + if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) { + MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR); + ExitProcess(NULL); + } + + if (ExeFile[0] != NULL && CreateProcessA(ExeFile, ExeCommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) + { + + } + else + { + MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); + ExitProcess(NULL); + } + HKEY Registrykey; + // Declare some variables to be used for Steam registry. + DWORD UserId = 0x03100004771F810D & 0xffffffff; + DWORD ProcessID = GetCurrentProcessId(); + + if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) != ERROR_SUCCESS) + { + if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, + KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS) + { + MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR); + TerminateProcess(processInfo.hProcess, NULL); + ExitProcess(NULL); + } + else + { + + // Set values to Windows registry. + RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); + RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); + + { + // Before saving to the registry check again if the path was valid and if the file exist + if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); + } + else { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(ClientPath) + 1); + } + if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); + } + else { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(Client64Path) + 1); + } + } + RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); + + // Close the HKEY Handle. + RegCloseKey(Registrykey); + + ResumeThread(processInfo.hThread); + WaitForSingleObject(processInfo.hThread, INFINITE); + CloseHandle(processInfo.hProcess); + CloseHandle(processInfo.hThread); + ExitProcess(NULL); + } + } + else + { + DWORD keyType = REG_SZ; + CHAR OrgSteamCDir[MAX_PATH] = { 0 }; + CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; + DWORD Size1 = MAX_PATH; + DWORD Size2 = MAX_PATH; + + // Get original values to restore later. + RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); + RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); + + // Set values to Windows registry. + RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); + RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); + + + { + // Before saving to the registry check again if the path was valid and if the file exist + if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); + } + else { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(ClientPath) + 1); + } + if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); + } + else { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(Client64Path) + 1); + } + } + RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); + + // Close the HKEY Handle. + RegCloseKey(Registrykey); + + ResumeThread(processInfo.hThread); + WaitForSingleObject(processInfo.hThread, INFINITE); + CloseHandle(processInfo.hProcess); + CloseHandle(processInfo.hThread); + + if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) + { + // Restore the values. + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)OrgSteamCDir, (DWORD)lstrlenA(OrgSteamCDir) + 1); + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)OrgSteamCDir64, (DWORD)lstrlenA(OrgSteamCDir64) + 1); + + // Close the HKEY Handle. + RegCloseKey(Registrykey); + } + ExitProcess(NULL); + } + + + return 1; +} diff --git a/steamclient_loader/ColdClientLoader.ini b/steamclient_loader/ColdClientLoader.ini new file mode 100644 index 0000000..bc65aa2 --- /dev/null +++ b/steamclient_loader/ColdClientLoader.ini @@ -0,0 +1,10 @@ +#My own modified version of ColdClientLoader originally by Rat431 +[SteamClient] +Exe=game.exe +ExeRunDir=. +ExeCommandLine= +#IMPORTANT: +AppId= + +SteamClientDll=steamclient.dll +SteamClient64Dll=steamclient64.dll From 10cd4cea80a883c3e89403e0657c0b037f80ce30 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 3 Dec 2019 13:39:17 -0500 Subject: [PATCH 204/494] Small code cleanup. --- .gitlab-ci.yml | 4 ++-- steamclient_loader/ColdClientLoader.cpp | 6 +----- 2 files changed, 3 insertions(+), 7 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 3ce4094..43c046c 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -56,7 +56,7 @@ build_steamos: build_windows: stage: build - image: fedora + image: fedora:30 script: - dnf -y install wine wget p7zip sed dos2unix @@ -107,7 +107,7 @@ build_cmake_linux: build_cmake_windows: stage: build - image: fedora + image: fedora:30 before_script: - dnf update -y diff --git a/steamclient_loader/ColdClientLoader.cpp b/steamclient_loader/ColdClientLoader.cpp index a43363b..9ddf8d7 100644 --- a/steamclient_loader/ColdClientLoader.cpp +++ b/steamclient_loader/ColdClientLoader.cpp @@ -100,11 +100,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance ExitProcess(NULL); } - if (ExeFile[0] != NULL && CreateProcessA(ExeFile, ExeCommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) - { - - } - else + if (!ExeFile[0] || !CreateProcessA(ExeFile, ExeCommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) { MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); ExitProcess(NULL); From ff566ec8106701374c197b44b1564c9d858556b0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 3 Dec 2019 14:13:00 -0500 Subject: [PATCH 205/494] Check if downgrading image will fix build. --- .gitlab-ci.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 43c046c..8d1f87e 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -56,7 +56,7 @@ build_steamos: build_windows: stage: build - image: fedora:30 + image: fedora:29 script: - dnf -y install wine wget p7zip sed dos2unix @@ -107,7 +107,7 @@ build_cmake_linux: build_cmake_windows: stage: build - image: fedora:30 + image: fedora:29 before_script: - dnf update -y From 233835c5762df113492e87e13fef995176919854 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 3 Dec 2019 15:13:38 -0500 Subject: [PATCH 206/494] Use fedora wine for windows cmake build. --- .gitlab-ci.yml | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 8d1f87e..e3ddc48 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -110,10 +110,7 @@ build_cmake_windows: image: fedora:29 before_script: - - dnf update -y - - dnf install 'dnf-command(config-manager)' -y - - dnf config-manager --add-repo https://dl.winehq.org/wine-builds/fedora/30/winehq.repo - - dnf install wget p7zip winehq-devel samba-winbind-clients -y + - dnf -y install wine wget p7zip sed dos2unix - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - 7za x sdk_standalone.7z -osdk_standalone - wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip' From 949a327b8a51b0b0bf74cecc61da3e45c4bba8d0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 4 Dec 2019 08:44:14 -0500 Subject: [PATCH 207/494] Implement inventory functions. Fix CI build. --- .gitlab-ci.yml | 1 + dll/steam_inventory.h | 9 +++++++-- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index e3ddc48..e700c96 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -72,6 +72,7 @@ build_windows: - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat - wine cmd /c build_win_release.bat diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 32201e7..3bd8f6e 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -757,7 +757,10 @@ STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t ) SteamAPICall_t RequestPrices() { PRINT_DEBUG("RequestPrices\n"); - return 0; + SteamInventoryRequestPricesResult_t data; + data.m_result = k_EResultOK; + memcpy(data.m_rgchCurrency, "USD", 4); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.2); } @@ -765,6 +768,7 @@ SteamAPICall_t RequestPrices() uint32 GetNumItemsWithPrices() { PRINT_DEBUG("GetNumItemsWithPrices\n"); + return 0; } bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs, @@ -773,6 +777,7 @@ bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT( uint32 unArrayLength ) { PRINT_DEBUG("GetItemsWithPrices\n"); + return false; } // Returns item definition ids and their prices in the user's local currency. @@ -848,7 +853,7 @@ void RunCallbacks() //only gets called once //also gets called when getting items SteamInventoryDefinitionUpdate_t data = {}; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.05); } call_definition_update = false; From e72d0590af9c9ba662ccf090289156be007ece87 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 6 Dec 2019 13:11:54 +0000 Subject: [PATCH 208/494] Update .gitlab-ci.yml --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index de5fa3f..0df36fa 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -115,7 +115,7 @@ build_cmake_windows: image: fedora:29 before_script: - - dnf -y install wine wget p7zip sed dos2unix + - dnf -y install wine wget p7zip sed dos2unix unzip - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - 7za x sdk_standalone.7z -osdk_standalone - wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip' From afa12b58464ae41f783ddfedba04d68397417a6b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 6 Dec 2019 14:42:29 -0500 Subject: [PATCH 209/494] Remove useless code. --- dll/base.h | 7 ------- 1 file changed, 7 deletions(-) diff --git a/dll/base.h b/dll/base.h index f549c1f..f43d8d1 100644 --- a/dll/base.h +++ b/dll/base.h @@ -423,14 +423,7 @@ public: void runCallBacks() { for (auto & c : callbacks) { - std::vector> res_back = c.second.results; c.second.results.clear(); - for (auto r : res_back) { - for (auto cb: c.second.callbacks) { - //PRINT_DEBUG("Calling callback %i\n", cb->GetICallback()); - //cb->Run(&(r[0])); - } - } } } }; From 82eaf4f6840f56e081da7f9dc501541b9dd579eb Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 6 Dec 2019 14:42:46 -0500 Subject: [PATCH 210/494] Add steamclient debug build to ci. --- .gitlab-ci.yml | 3 +++ build_win_debug_experimental_steamclient.bat | 11 +++++++++++ 2 files changed, 14 insertions(+) create mode 100644 build_win_debug_experimental_steamclient.bat diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index e700c96..70847c5 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -78,6 +78,9 @@ build_windows: - wine cmd /c build_win_release.bat - mkdir release/debug_experimental - mv steam_api.dll steam_api64.dll release/debug_experimental/ + - wine cmd /c build_win_debug_experimental_steamclient.bat + - mkdir release/debug_experimental_steamclient + - mv steamclient.dll steamclient64.dll release/debug_experimental_steamclient/ - cp Readme_debug.txt release/debug_experimental/Readme.txt artifacts: paths: diff --git a/build_win_debug_experimental_steamclient.bat b/build_win_debug_experimental_steamclient.bat new file mode 100644 index 0000000..6ce6865 --- /dev/null +++ b/build_win_debug_experimental_steamclient.bat @@ -0,0 +1,11 @@ +cd /d "%~dp0" +call build_set_protobuf_directories.bat +"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto +call build_env_x86.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steamclient.dll +cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll +call build_env_x64.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steamclient64.dll +cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From 02924d986eff3a390da2c4a29c39444190311356 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 8 Dec 2019 21:20:23 +0000 Subject: [PATCH 211/494] Update Renderer_Detector.cpp --- overlay_experimental/Renderer_Detector.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index bc4f670..b684c9a 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -153,16 +153,6 @@ BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) return res; } -void __stdcall Renderer_Detector::MyvkCmdEndRenderPass(void* commandBuffer) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - _vkCmdEndRenderPass(commandBuffer); - if (!inst.stop_retry()) - { - Vulkan_Hook::Inst()->start_hook(); - } -} - void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) { if (!_dxgi_hooked) From d75b1850e45c1723ecb6df6a8a37fbedb020a61c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 05:47:46 +0000 Subject: [PATCH 212/494] Update CMakeLists.txt --- CMakeLists.txt | 22 +++++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 1697100..eb53226 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -79,11 +79,23 @@ file(GLOB DETOURS_SRC_SHARED detours/*.cpp ) -file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED - overlay_experimental/*.cpp - ImGui/*.cpp - ImGui/impls/*.cpp -) +if(WIN32) + file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + overlay_experimental/windows/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp + ImGui/impls/windows/*.cpp + ) +elseif(UNIX) + file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED + overlay_experimental/*.cpp + overlay_experimental/linux/*.cpp + ImGui/*.cpp + ImGui/impls/*.cpp + ImGui/impls/linux/*.cpp + ) +endif() ################################################### # Setup for the steam_api(64).dll / libsteam_api.so From c8028d6a985a5dab4375fe642edc340947f9f67a Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:35:33 +0000 Subject: [PATCH 213/494] Update steam_user_stats.cpp --- dll/steam_user_stats.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp index 5aaf610..9592309 100644 --- a/dll/steam_user_stats.cpp +++ b/dll/steam_user_stats.cpp @@ -208,7 +208,9 @@ bool Steam_User_Stats::SetAchievement(const char* pchName) if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { user_achievements[pchName]["earned"] = true; user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); +#ifndef NO_OVERLAY get_steam_client()->steam_overlay->AddAchievementNotification(it.value()); +#endif } return true; } From 7ebb5a0ce57850be38477b2256ee74b0a389fb18 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:37:58 +0000 Subject: [PATCH 214/494] Update .gitlab-ci.yml --- .gitlab-ci.yml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 0df36fa..41172fe 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -73,8 +73,10 @@ build_windows: - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls overlay_experimental/windows/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/impls/windows/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - export WINEDEBUG=-all From daaa14d7f6b3826c541e4b4f4f9b799685eed00e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:40:27 +0000 Subject: [PATCH 215/494] Update build_win_debug_experimental.bat --- build_win_debug_experimental.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 6d5ffc4..88cb67a 100755 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -4,13 +4,13 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c overlay_experimental/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c overlay_experimental/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From 88d403aea7f5ff1e979a9cbf9d6eb6bb7368685f Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 06:41:57 +0000 Subject: [PATCH 216/494] Update build_win_release_experimental.bat --- build_win_release_experimental.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 34b38d7..3c51e2d 100755 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp overlay_experimental/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt From 4c2484cdef99419a3ea40188bb648a617e6819c9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 9 Dec 2019 11:06:43 +0000 Subject: [PATCH 217/494] Update Renderer_Detector.cpp DX12 hook --- overlay_experimental/Renderer_Detector.cpp | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index b684c9a..32893c6 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -93,22 +93,28 @@ HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapC } if (pDevice) { - DX10_Hook::Inst()->start_hook(); + DX12_Hook::Inst()->start_hook(); } else { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + if (inst._dx11_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } if (pDevice) { DX11_Hook::Inst()->start_hook(); } else { - //_this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); - //if (pDevice) - //{ - // DX12_Hook::Inst()->start_hook(); - //} + if (inst._dx10_hooked) + { + _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + } + if (pDevice) + { + DX10_Hook::Inst()->start_hook(); + } } } if (pDevice) pDevice->Release(); From 262ee1d18f4c6d853ad3d8348fd2627671466667 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 9 Dec 2019 12:49:55 -0500 Subject: [PATCH 218/494] Update to sdk 1.47 --- dll/base.cpp | 10 +- dll/dll.cpp | 2 + dll/flat.cpp | 54 ++- dll/steam_client.cpp | 22 +- dll/steam_client.h | 3 + dll/steam_gameserver.cpp | 11 +- dll/steam_gameserver.h | 3 +- dll/steam_networking.h | 53 ++- dll/steam_networking_sockets.h | 186 ++++++++- dll/steam_networking_utils.h | 26 ++ dll/steam_remoteplay.h | 8 + dll/steam_ugc.h | 5 + dll/steam_utils.h | 8 + sdk_includes/isteamclient.h | 6 +- sdk_includes/isteamclient019.h | 144 +++++++ sdk_includes/isteamfriends.h | 9 +- sdk_includes/isteamgameserver.h | 4 +- sdk_includes/isteamgameserver008.h | 2 +- sdk_includes/isteamgameserver009.h | 2 +- sdk_includes/isteamgameserver010.h | 2 +- sdk_includes/isteamgameserver011.h | 2 +- sdk_includes/isteamgameserver012.h | 242 +++++++++++ sdk_includes/isteamnetworking.h | 10 +- sdk_includes/isteamnetworking005.h | 159 ++++++++ sdk_includes/isteamnetworkingsockets.h | 293 ++++++++++++-- sdk_includes/isteamnetworkingsockets003.h | 463 ++++++++++++++++++++++ sdk_includes/isteamnetworkingutils.h | 62 ++- sdk_includes/isteamnetworkingutils002.h | 255 ++++++++++++ sdk_includes/isteamremoteplay.h | 31 +- sdk_includes/isteamremotestorage.h | 3 +- sdk_includes/isteamugc.h | 5 +- sdk_includes/isteamugc013.h | 164 ++++++++ sdk_includes/isteamuser.h | 19 +- sdk_includes/isteamutils.h | 8 +- sdk_includes/steam_api.h | 5 + sdk_includes/steam_api_flat.h | 25 +- sdk_includes/steam_gameserver.h | 1 + sdk_includes/steamclientpublic.h | 84 ++-- sdk_includes/steamencryptedappticket.h | 2 + sdk_includes/steamnetworkingsockets.h | 113 ++++++ sdk_includes/steamnetworkingtypes.h | 174 ++++++-- sdk_includes/steamtypes.h | 76 ++++ 42 files changed, 2581 insertions(+), 175 deletions(-) create mode 100644 sdk_includes/isteamclient019.h create mode 100644 sdk_includes/isteamgameserver012.h create mode 100644 sdk_includes/isteamnetworking005.h create mode 100644 sdk_includes/isteamnetworkingsockets003.h create mode 100644 sdk_includes/isteamnetworkingutils002.h create mode 100644 sdk_includes/isteamugc013.h create mode 100644 sdk_includes/steamnetworkingsockets.h diff --git a/dll/base.cpp b/dll/base.cpp index 32a0ab7..5fb65f6 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -126,27 +126,27 @@ static unsigned generate_account_id() CSteamID generate_steam_id_user() { - return CSteamID(generate_account_id(), k_unSteamUserDesktopInstance, k_EUniversePublic, k_EAccountTypeIndividual); + return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance, k_EUniversePublic, k_EAccountTypeIndividual); } static CSteamID generate_steam_anon_user() { - return CSteamID(generate_account_id(), k_unSteamUserDesktopInstance, k_EUniversePublic, k_EAccountTypeAnonUser); + return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance, k_EUniversePublic, k_EAccountTypeAnonUser); } CSteamID generate_steam_id_server() { - return CSteamID(generate_account_id(), k_unSteamUserDesktopInstance, k_EUniversePublic, k_EAccountTypeGameServer); + return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance, k_EUniversePublic, k_EAccountTypeGameServer); } CSteamID generate_steam_id_anonserver() { - return CSteamID(generate_account_id(), k_unSteamUserDesktopInstance, k_EUniversePublic, k_EAccountTypeAnonGameServer); + return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance, k_EUniversePublic, k_EAccountTypeAnonGameServer); } CSteamID generate_steam_id_lobby() { - return CSteamID(generate_account_id(), k_unSteamUserDesktopInstance | k_EChatInstanceFlagLobby, k_EUniversePublic, k_EAccountTypeChat); + return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance | k_EChatInstanceFlagLobby, k_EUniversePublic, k_EAccountTypeChat); } #ifndef STEAM_WIN32 diff --git a/dll/dll.cpp b/dll/dll.cpp index ff4464b..733055e 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -162,6 +162,8 @@ static void *create_client_interface(const char *ver) steam_client = (ISteamClient017 *)get_steam_client(); } else if (strcmp(ver, "SteamClient018") == 0) { steam_client = (ISteamClient018 *)get_steam_client(); + } else if (strcmp(ver, "SteamClient019") == 0) { + steam_client = (ISteamClient019 *)get_steam_client(); } else if (strcmp(ver, STEAMCLIENT_INTERFACE_VERSION) == 0) { steam_client = (ISteamClient *)get_steam_client(); } else { diff --git a/dll/flat.cpp b/dll/flat.cpp index af42ae3..fb1d30c 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -54,6 +54,8 @@ STEAMAPI_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer( STEAMAPI_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort) { + //Note: this function was updated but currently doesn't do anything so I'm just leaving it like this for now. + //void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, const struct SteamIPAddress_t & unIP, uint16 usPort) return get_steam_client()->SetLocalIPBinding(unIP, usPort); } @@ -1106,6 +1108,18 @@ STEAMAPI_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pc return (ptr)->FilterText(pchOutFilteredText, nByteSizeOutFilteredText, pchInputMessage, bLegalOnly); } +STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState(intptr_t instancePtr, ESteamIPv6ConnectivityProtocol eProtocol) +{ + int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->GetIPv6ConnectivityState(eProtocol); +} + STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGameCount(); @@ -2236,7 +2250,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instanc return ((ISteamNetworking *)instancePtr)->AllowP2PPacketRelay(bAllow); } -STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay) +STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, struct SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay) { return ((ISteamNetworking *)instancePtr)->CreateListenSocket(nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); } @@ -2246,7 +2260,7 @@ STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(in return ((ISteamNetworking *)instancePtr)->CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay); } -STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, uint32 nIP, uint16 nPort, int nTimeoutSec) +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, struct SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec) { return ((ISteamNetworking *)instancePtr)->CreateConnectionSocket(nIP, nPort, nTimeoutSec); } @@ -2286,12 +2300,12 @@ STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, S return ((ISteamNetworking *)instancePtr)->RetrieveData(hListenSocket, pubDest, cubDest, pcubMsgSize, phSocket); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, uint32 * punIPRemote, uint16 * punPortRemote) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, struct SteamIPAddress_t * punIPRemote, uint16 * punPortRemote) { return ((ISteamNetworking *)instancePtr)->GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, punIPRemote, punPortRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pnIP, uint16 * pnPort) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, struct SteamIPAddress_t * pnIP, uint16 * pnPort) { return ((ISteamNetworking *)instancePtr)->GetListenSocketInfo(hListenSocket, pnIP, pnPort); } @@ -2306,6 +2320,7 @@ STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr return ((ISteamNetworking *)instancePtr)->GetMaxPacketSize(hSocket); } + STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight) { return (get_steam_client()->steam_screenshots)->WriteScreenshot(pubRGB, cubRGB, nWidth, nHeight); @@ -3230,6 +3245,19 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQue return (ptr)->AddRequiredTag(handle, pTagName); } +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup(intptr_t instancePtr, UGCQueryHandle_t handle, const struct SteamParamStringArray_t * pTagGroups) +{ + int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->AddRequiredTagGroup(handle, pTagGroups); +} + + STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) { int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); @@ -4671,31 +4699,36 @@ STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instanceP return ((ISteamRemotePlay *)instancePtr)->GetSessionCount(); } -STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex) +STEAMAPI_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex) { return ((ISteamRemotePlay *)instancePtr)->GetSessionID(iSessionIndex); } -STEAMAPI_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionSteamID(unSessionID).ConvertToUint64(); } -STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionClientName(unSessionID); } -STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, uint32 unSessionID) +STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) { return ((ISteamRemotePlay *)instancePtr)->GetSessionClientFormFactor(unSessionID); } -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, uint32 unSessionID, int * pnResolutionX, int * pnResolutionY) +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY) { return ((ISteamRemotePlay *)instancePtr)->BGetSessionClientResolution(unSessionID, pnResolutionX, pnResolutionY); } +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite(intptr_t instancePtr, class CSteamID steamIDFriend) +{ + return ((ISteamRemotePlay *)instancePtr)->BSendRemotePlayTogetherInvite(steamIDFriend); +} + STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); @@ -4876,8 +4909,9 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr return ((ISteamGameServer *)instancePtr)->GetServerReputation(); } -STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr) +STEAMAPI_API struct SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr) { + //TODO: check if this actually works (ret value changed from uint32 to struct) return ((ISteamGameServer *)instancePtr)->GetPublicIP(); } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 9d82223..e8bbf1c 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -256,6 +256,8 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte return (ISteamGameServer *)(void *)(ISteamGameServer010 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer011") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer011 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer012") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; } else { @@ -269,7 +271,12 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte // this must be set before CreateLocalUser() void Steam_Client::SetLocalIPBinding( uint32 unIP, uint16 usPort ) { - PRINT_DEBUG("SetLocalIPBinding %u %hu\n", unIP, usPort); + PRINT_DEBUG("SetLocalIPBinding old %u %hu\n", unIP, usPort); +} + +void Steam_Client::SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) +{ + PRINT_DEBUG("SetLocalIPBinding %i %u %hu\n", unIP.m_eType, unIP.m_unIPv4, usPort); } // returns the ISteamFriends interface @@ -437,6 +444,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets001 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets002") == 0) { return (void *)(ISteamNetworkingSockets002 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets003") == 0) { + return (void *)(ISteamNetworkingSockets003 *) steam_networking_sockets_temp; } else { return (void *)(ISteamNetworkingSockets *) steam_networking_sockets_temp; } @@ -452,6 +461,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe } else if (strstr(pchVersion, "SteamNetworkingUtils") == pchVersion) { if (strcmp(pchVersion, "SteamNetworkingUtils001") == 0) { return (void *)(ISteamNetworkingUtils001 *)steam_networking_utils; + } else if (strcmp(pchVersion, "SteamNetworkingUtils002") == 0) { + return (void *)(ISteamNetworkingUtils002 *)steam_networking_utils; } else if (strcmp(pchVersion, STEAMNETWORKINGUTILS_INTERFACE_VERSION) == 0) { return (void *)(ISteamNetworkingUtils *)steam_networking_utils; } else { @@ -599,6 +610,8 @@ ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSte return (ISteamNetworking *)(void *)(ISteamNetworking003 *)steam_networking_temp; } else if (strcmp(pchVersion, "SteamNetworking004") == 0) { return (ISteamNetworking *)(void *)(ISteamNetworking004 *)steam_networking_temp; + } else if (strcmp(pchVersion, "SteamNetworking005") == 0) { + return (ISteamNetworking *)(void *)(ISteamNetworking005 *)steam_networking_temp; } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { return (ISteamNetworking *)(void *)(ISteamNetworking *)steam_networking_temp; } else { @@ -786,6 +799,8 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP return (ISteamUGC *)(void *)(ISteamUGC012 *)steam_ugc_temp; } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION012") == 0) { return (ISteamUGC *)(void *)(ISteamUGC012 *)steam_ugc_temp; + } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION013") == 0) { + return (ISteamUGC *)(void *)(ISteamUGC013 *)steam_ugc_temp; } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp; } else { @@ -1455,3 +1470,8 @@ void Steam_Client::RunCallbacks(bool runClientCB, bool runGameserverCB) PRINT_DEBUG("Steam_Client::RunCallbacks done\n"); } + +void Steam_Client::DestroyAllInterfaces() +{ + PRINT_DEBUG("Steam_Client::DestroyAllInterfaces\n"); +} \ No newline at end of file diff --git a/dll/steam_client.h b/dll/steam_client.h index 32e77e8..92e3440 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -157,6 +157,7 @@ public: // set the local IP and Port to bind to // this must be set before CreateLocalUser() void SetLocalIPBinding( uint32 unIP, uint16 usPort ); + void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ); // returns the ISteamFriends interface ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ); @@ -281,4 +282,6 @@ public: void clientShutdown(); bool IsServerInit(); bool IsUserLogIn(); + + void DestroyAllInterfaces(); }; diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index ef7f287..c2d6625 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -541,15 +541,22 @@ SteamAPICall_t Steam_GameServer::GetServerReputation() // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to -uint32 Steam_GameServer::GetPublicIP() +uint32 Steam_GameServer::GetPublicIP_old() { - PRINT_DEBUG("GetPublicIP\n"); + PRINT_DEBUG("GetPublicIP_old\n"); std::lock_guard lock(global_mutex); uint32 ip = network->getOwnIP(); PRINT_DEBUG("%X\n", ip); return ip; } +SteamIPAddress_t Steam_GameServer::GetPublicIP() +{ + PRINT_DEBUG("GetPublicIP\n"); + SteamIPAddress_t ip = SteamIPAddress_t::IPv4Any(); + ip.m_unIPv4 = GetPublicIP_old(); + return ip; +} // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index a6a6f11..f862509 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -275,7 +275,8 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - uint32 GetPublicIP(); + uint32 GetPublicIP_old(); + SteamIPAddress_t GetPublicIP(); // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages diff --git a/dll/steam_networking.h b/dll/steam_networking.h index da30277..1f09be0 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -480,7 +480,7 @@ SNetListenSocket_t socket_number = 0; // pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) { - PRINT_DEBUG("Steam_Networking::CreateListenSocket %i %u %hu %u\n", nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); + PRINT_DEBUG("Steam_Networking::CreateListenSocket old %i %u %hu %u\n", nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); std::lock_guard lock(global_mutex); for (auto & c : listen_sockets) { if (c.nVirtualP2PPort == nVirtualP2PPort || c.nPort == nPort) @@ -499,6 +499,13 @@ SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 n return socket.id; } +SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) +{ + PRINT_DEBUG("Steam_Networking::CreateListenSocket %i %i %u %hu %u\n", nVirtualP2PPort, nIP.m_eType, nIP.m_unIPv4, nPort, bAllowUseOfPacketRelay); + //TODO: ipv6 + return CreateListenSocket(nVirtualP2PPort, nIP.m_unIPv4, nPort, bAllowUseOfPacketRelay); +} + SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking::CreateListenSocket old\n"); @@ -525,12 +532,18 @@ SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) { - PRINT_DEBUG("Steam_Networking::CreateConnectionSocket %u %hu %i\n", nIP, nPort, nTimeoutSec); + PRINT_DEBUG("Steam_Networking::CreateConnectionSocket_old %u %hu %i\n", nIP, nPort, nTimeoutSec); std::lock_guard lock(global_mutex); //TODO: nTimeoutSec return create_connection_socket((uint64)0, 0, nIP, nPort); } +SNetSocket_t CreateConnectionSocket( SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) +{ + PRINT_DEBUG("Steam_Networking::CreateConnectionSocket %i %u %hu %i\n", nIP.m_eType, nIP.m_unIPv4, nPort, nTimeoutSec); + //TODO: ipv6 + return CreateConnectionSocket(nIP.m_unIPv4, nPort, nTimeoutSec); +} // disconnects the connection to the socket, if any, and invalidates the handle // any unread data on the socket will be thrown away @@ -692,7 +705,7 @@ bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDe // returns information about the specified socket, filling out the contents of the pointers bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) { - PRINT_DEBUG("Steam_Networking::GetSocketInfo\n"); + PRINT_DEBUG("Steam_Networking::GetSocketInfo_old\n"); std::lock_guard lock(global_mutex); struct steam_connection_socket *socket = get_connection_socket(hSocket); if (!socket) return false; @@ -717,12 +730,28 @@ bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocke return true; } +bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, SteamIPAddress_t *punIPRemote, uint16 *punPortRemote ) +{ + PRINT_DEBUG("Steam_Networking::GetSocketInfo\n"); + //TODO: ipv6 + uint32 *ip_remote = NULL; + if (punIPRemote) { + ip_remote = &(punIPRemote->m_unIPv4); + } + + bool ret = GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, ip_remote, punPortRemote ); + if (punIPRemote && ret) { + punIPRemote->m_eType = k_ESteamIPTypeIPv4; + } + + return ret; +} // returns which local port the listen socket is bound to // *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) { - PRINT_DEBUG("Steam_Networking::GetListenSocketInfo\n"); + PRINT_DEBUG("Steam_Networking::GetListenSocketInfo_old\n"); std::lock_guard lock(global_mutex); auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hListenSocket](struct steam_listen_socket const& conn) { return conn.id == hListenSocket;}); if (conn == listen_sockets.end()) return false; @@ -731,6 +760,22 @@ bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 return true; } +bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, SteamIPAddress_t *pnIP, uint16 *pnPort ) +{ + PRINT_DEBUG("Steam_Networking::GetListenSocketInfo\n"); + //TODO: ipv6 + uint32 *ip = NULL; + if (pnIP) { + ip = &(pnIP->m_unIPv4); + } + + bool ret = GetListenSocketInfo(hListenSocket, ip, pnPort ); + if (pnIP && ret) { + pnIP->m_eType = k_ESteamIPTypeIPv4; + } + + return ret; +} // returns true to describe how the socket ended up connecting ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index f72f244..5353a61 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -238,6 +238,11 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t /// will be posted. The connection will be in the connecting state. HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n"); +} + +HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); } @@ -261,6 +266,11 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre /// way of knowing who is actually on the other end, and thus are vulnerable to /// man-in-the-middle attacks. HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n"); +} + +HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); } @@ -277,7 +287,15 @@ HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) /// when your app initializes HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) { - PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort); + PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); + std::lock_guard lock(global_mutex); + return new_listen_socket(nVirtualPort); +} + +HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); + //TODO config options std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } @@ -295,7 +313,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) /// when your app initializes HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) { - PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %u\n", nVirtualPort); + PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr(); @@ -315,6 +333,13 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i return socket; } +HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort); + //TODO config options + return ConnectP2P(identityRemote, nVirtualPort); +} + /// Creates a connection and begins talking to a remote destination. The remote host /// must be listening with a matching call to CreateListenSocket. /// @@ -567,6 +592,9 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u /// sockets that does not write excessively small chunks will /// work without any changes. /// +/// The pOutMessageNumber is an optional pointer to receive the +/// message number assigned to the message, if sending was successful. +/// /// Returns: /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) @@ -576,7 +604,7 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u /// we were not ready to send it. /// - k_EResultLimitExceeded: there was already too much data queued to be sent. /// (See k_ESteamNetworkingConfig_SendBufferSize) -virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) +EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags); std::lock_guard lock(global_mutex); @@ -603,6 +631,50 @@ virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void * return k_EResultFail; } +EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old %u, len %u, flags %i\n", hConn, cbData, nSendFlags); + return SendMessageToConnection(hConn, pData, cbData, nSendFlags, NULL); +} + +/// Send one or more messages without copying the message payload. +/// This is the most efficient way to send messages. To use this +/// function, you must first allocate a message object using +/// ISteamNetworkingUtils::AllocateMessage. (Do not declare one +/// on the stack or allocate your own.) +/// +/// You should fill in the message payload. You can either let +/// it allocate the buffer for you and then fill in the payload, +/// or if you already have a buffer allocated, you can just point +/// m_pData at your buffer and set the callback to the appropriate function +/// to free it. Note that if you use your own buffer, it MUST remain valid +/// until the callback is executed. And also note that your callback can be +/// invoked at ant time from any thread (perhaps even before SendMessages +/// returns!), so it MUST be fast and threadsafe. +/// +/// You MUST also fill in: +/// - m_conn - the handle of the connection to send the message to +/// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. +/// +/// All other fields are currently reserved and should not be modified. +/// +/// The library will take ownership of the message structures. They may +/// be modified or become invalid at any time, so you must not read them +/// after passing them to this function. +/// +/// pOutMessageNumberOrResult is an optional array that will receive, +/// for each message, the message number that was assigned to the message +/// if sending was successful. If sending failed, then a negative EResult +/// valid is placed into the array. For example, the array will hold +/// -k_EResultInvalidState if the connection was in an invalid state. +/// See ISteamNetworkingSockets::SendMessageToConnection for possible +/// failure codes. +void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::SendMessages\n"); +} + + /// If Nagle is enabled (its on by default) then when calling /// SendMessageToConnection the message will be queued up the Nagle time /// before being sent to merge small messages into the same packet. @@ -637,7 +709,7 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn pMsg->m_cbSize = size; memcpy(pMsg->m_pData, connect_socket->second.data.front().data(), size); pMsg->m_conn = hConn; - pMsg->m_sender = connect_socket->second.remote_identity; + pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_nConnUserData = connect_socket->second.user_data; //TODO //pMsg->m_usecTimeReceived = @@ -957,7 +1029,7 @@ int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameSer /// when your app initializes HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) { - PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n"); + PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n"); } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual @@ -968,9 +1040,13 @@ HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentit /// connection to Steam or the central backend, or the app is restarted or crashes, etc. HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort ) { - PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n"); + PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer older\n"); } +HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n"); +} // // Servers hosted in Valve data centers @@ -1058,7 +1134,24 @@ virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRo /// Note that this call MUST be made through the SteamNetworkingSocketsGameServer() interface HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) { - PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket %i\n", nVirtualPort); + PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); + std::lock_guard lock(global_mutex); + return new_listen_socket(nVirtualPort); +} + +/// Create a listen socket on the specified virtual port. The physical UDP port to use +/// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not +/// configured, this call will fail. +/// +/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface +/// +/// If you need to set any initial config options, pass them here. See +/// SteamNetworkingConfigValue_t for more about why this is preferable to +/// setting the options "immediately" after creation. +HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); + //TODO config options std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); } @@ -1172,6 +1265,85 @@ EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin * PRINT_DEBUG("Steam_Networking_Sockets::GetGameCoordinatorServerLogin\n"); } +// +// Relayed connections using custom signaling protocol +// +// This is used if you have your own method of sending out-of-band +// signaling / rendezvous messages through a mutually trusted channel. +// + +/// Create a P2P "client" connection that does signaling over a custom +/// rendezvous/signaling channel. +/// +/// pSignaling points to a new object that you create just for this connection. +/// It must stay valid until Release() is called. Once you pass the +/// object to this function, it assumes ownership. Release() will be called +/// from within the function call if the call fails. Furthermore, until Release() +/// is called, you should be prepared for methods to be invoked on your +/// object from any thread! You need to make sure your object is threadsafe! +/// Furthermore, you should make sure that dispatching the methods is done +/// as quickly as possible. +/// +/// This function will immediately construct a connection in the "connecting" +/// state. Soon after (perhaps before this function returns, perhaps in another thread), +/// the connection will begin sending signaling messages by calling +/// ISteamNetworkingConnectionCustomSignaling::SendSignal. +/// +/// When the remote peer accepts the connection (See +/// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), +/// it will begin sending signaling messages. When these messages are received, +/// you can pass them to the connection using ReceivedP2PCustomSignal. +/// +/// If you know the identity of the peer that you expect to be on the other end, +/// you can pass their identity to improve debug output or just detect bugs. +/// If you don't know their identity yet, you can pass NULL, and their +/// identity will be established in the connection handshake. +/// +/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() +/// when your app initializes +/// +/// If you need to set any initial config options, pass them here. See +/// SteamNetworkingConfigValue_t for more about why this is preferable to +/// setting the options "immediately" after creation. +HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n"); +} + +/// Called when custom signaling has received a message. When your +/// signaling channel receives a message, it should save off whatever +/// routing information was in the envelope into the context object, +/// and then pass the payload to this function. +/// +/// A few different things can happen next, depending on the message: +/// +/// - If the signal is associated with existing connection, it is dealt +/// with immediately. If any replies need to be sent, they will be +/// dispatched using the ISteamNetworkingConnectionCustomSignaling +/// associated with the connection. +/// - If the message represents a connection request (and the request +/// is not redundant for an existing connection), a new connection +/// will be created, and ReceivedConnectRequest will be called on your +/// context object to determine how to proceed. +/// - Otherwise, the message is for a connection that does not +/// exist (anymore). In this case, we *may* call SendRejectionReply +/// on your context object. +/// +/// In any case, we will not save off pContext or access it after this +/// function returns. +/// +/// Returns true if the message was parsed and dispatched without anything +/// unusual or suspicious happening. Returns false if there was some problem +/// with the message that prevented ordinary handling. (Debug output will +/// usually have more information.) +/// +/// If you expect to be using relayed connections, then you probably want +/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes +bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n"); +} + // TEMP KLUDGE Call to invoke all queued callbacks. // Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks. // You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 96aff6b..1269b7a 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -65,6 +65,32 @@ Steam_Networking_Utils(class Settings *settings, class Networking *network, clas this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this); } +/// Allocate and initialize a message object. Usually the reason +/// you call this is to pass it to ISteamNetworkingSockets::SendMessages. +/// The returned object will have all of the relevant fields cleared to zero. +/// +/// Optionally you can also request that this system allocate space to +/// hold the payload itself. If cbAllocateBuffer is nonzero, the system +/// will allocate memory to hold a payload of at least cbAllocateBuffer bytes. +/// m_pData will point to the allocated buffer, m_cbSize will be set to the +/// size, and m_pfnFreeData will be set to the proper function to free up +/// the buffer. +/// +/// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, +/// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to +/// set each of these. +/// +/// You can use SteamNetworkingMessage_t::Release to free up the message +/// bookkeeping object and any associated buffer. See +/// ISteamNetworkingSockets::SendMessages for details on reference +/// counting and ownership. +SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) +{ + PRINT_DEBUG("Steam_Networking_Utils::AllocateMessage\n"); + //TODO + return NULL; +} + bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); diff --git a/dll/steam_remoteplay.h b/dll/steam_remoteplay.h index 398e638..7bd97ff 100644 --- a/dll/steam_remoteplay.h +++ b/dll/steam_remoteplay.h @@ -105,6 +105,14 @@ bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *p return false; } +// Invite a friend to Remote Play Together +// This returns false if the invite can't be sent +bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) +{ + PRINT_DEBUG("Steam_RemotePlay::BSendRemotePlayTogetherInvite\n"); + return false; +} + void RunCallbacks() { } diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 0f0d5e1..690fa46 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -274,6 +274,11 @@ bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) return true; } +bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) +{ + PRINT_DEBUG("Steam_UGC::AddRequiredTagGroup\n"); + return true; +} bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) { diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 4c65d0c..c4dea25 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -370,4 +370,12 @@ int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const return 0; } +// Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. +// This does NOT tell you if the Steam client is currently connected to Steam via ipv6. +ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) +{ + PRINT_DEBUG("GetIPv6ConnectivityState\n"); + return k_ESteamIPv6ConnectivityState_Unknown; +} + }; diff --git a/sdk_includes/isteamclient.h b/sdk_includes/isteamclient.h index 9596398..bb8a691 100644 --- a/sdk_includes/isteamclient.h +++ b/sdk_includes/isteamclient.h @@ -56,7 +56,7 @@ public: // set the local IP and Port to bind to // this must be set before CreateLocalUser() - virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0; + virtual void SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPort ) = 0; // returns the ISteamFriends interface virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; @@ -159,8 +159,10 @@ public: // Steam Remote Play interface virtual ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + STEAM_PRIVATE_API( virtual void DestroyAllInterfaces() = 0; ) + }; -#define STEAMCLIENT_INTERFACE_VERSION "SteamClient019" +#define STEAMCLIENT_INTERFACE_VERSION "SteamClient020" #ifndef STEAM_API_EXPORTS diff --git a/sdk_includes/isteamclient019.h b/sdk_includes/isteamclient019.h new file mode 100644 index 0000000..e8a6003 --- /dev/null +++ b/sdk_includes/isteamclient019.h @@ -0,0 +1,144 @@ + +#ifndef ISTEAMCLIENT019_H +#define ISTEAMCLIENT019_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamClient019 +{ +public: + // Creates a communication pipe to the Steam client. + // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling + virtual HSteamPipe CreateSteamPipe() = 0; + + // Releases a previously created communications pipe + // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling + virtual bool BReleaseSteamPipe( HSteamPipe hSteamPipe ) = 0; + + // connects to an existing global user, failing if none exists + // used by the game to coordinate with the steamUI + // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling + virtual HSteamUser ConnectToGlobalUser( HSteamPipe hSteamPipe ) = 0; + + // used by game servers, create a steam user that won't be shared with anyone else + // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling + virtual HSteamUser CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) = 0; + + // removes an allocated user + // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling + virtual void ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) = 0; + + // retrieves the ISteamUser interface associated with the handle + virtual ISteamUser *GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // retrieves the ISteamGameServer interface associated with the handle + virtual ISteamGameServer *GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // set the local IP and Port to bind to + // this must be set before CreateLocalUser() + virtual void SetLocalIPBinding( uint32 unIP, uint16 usPort ) = 0; + + // returns the ISteamFriends interface + virtual ISteamFriends *GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the ISteamUtils interface + virtual ISteamUtils *GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the ISteamMatchmaking interface + virtual ISteamMatchmaking *GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the ISteamMatchmakingServers interface + virtual ISteamMatchmakingServers *GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the a generic interface + virtual void *GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the ISteamUserStats interface + virtual ISteamUserStats *GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns the ISteamGameServerStats interface + virtual ISteamGameServerStats *GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns apps interface + virtual ISteamApps *GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // networking + virtual ISteamNetworking *GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // remote storage + virtual ISteamRemoteStorage *GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // user screenshots + virtual ISteamScreenshots *GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // game search + virtual ISteamGameSearch *GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead. + STEAM_PRIVATE_API( virtual void RunFrame() = 0; ) + + // returns the number of IPC calls made since the last time this function was called + // Used for perf debugging so you can understand how many IPC calls your game makes per frame + // Every IPC call is at minimum a thread context switch if not a process one so you want to rate + // control how often you do them. + virtual uint32 GetIPCCallCount() = 0; + + // API warning handling + // 'int' is the severity; 0 for msg, 1 for warning + // 'const char *' is the text of the message + // callbacks will occur directly after the API function is called that generated the warning or message. + virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0; + + // Trigger global shutdown for the DLL + virtual bool BShutdownIfAllPipesClosed() = 0; + + // Expose HTTP interface + virtual ISteamHTTP *GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption. + STEAM_PRIVATE_API( virtual void *DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0 ; ) + + // Exposes the ISteamController interface - deprecated in favor of Steam Input + virtual ISteamController *GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Exposes the ISteamUGC interface + virtual ISteamUGC *GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // returns app list interface, only available on specially registered apps + virtual ISteamAppList *GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Music Player + virtual ISteamMusic *GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Music Player Remote + virtual ISteamMusicRemote *GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0; + + // html page display + virtual ISteamHTMLSurface *GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) = 0; + + // Helper functions for internal Steam usage + STEAM_PRIVATE_API( virtual void DEPRECATED_Set_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; ) + STEAM_PRIVATE_API( virtual void DEPRECATED_Remove_SteamAPI_CPostAPIResultInProcess( void (*)() ) = 0; ) + STEAM_PRIVATE_API( virtual void Set_SteamAPI_CCheckCallbackRegisteredInProcess( SteamAPI_CheckCallbackRegistered_t func ) = 0; ) + + // inventory + virtual ISteamInventory *GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Video + virtual ISteamVideo *GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Parental controls + virtual ISteamParentalSettings *GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Exposes the Steam Input interface for controller support + virtual ISteamInput *GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Steam Parties interface + virtual ISteamParties *GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; + + // Steam Remote Play interface + virtual ISteamRemotePlay *GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) = 0; +}; + +#endif // ISTEAMCLIENT019_H diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index 074a425..2c20ee9 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -344,9 +344,15 @@ public: // Rich Presence data is automatically shared between friends who are in the same game // Each user has a set of Key/Value pairs // Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength - // There are two magic keys: + // There are five magic keys: // "status" - a UTF-8 string that will show up in the 'view game info' dialog in the Steam friends list // "connect" - a UTF-8 string that contains the command-line for how a friend can connect to a game + // "steam_display" - Names a rich presence localization token that will be displayed in the viewing user's selected language + // in the Steam client UI. For more info: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization + // "steam_player_group" - When set, indicates to the Steam client that the player is a member of a particular group. Players in the same group + // may be organized together in various places in the Steam UI. + // "steam_player_group_size" - When set, indicates the total number of players in the steam_player_group. The Steam client may use this number to + // display additional information about a group when all of the members are not part of a user's friends list. // GetFriendRichPresence() returns an empty string "" if no value is set // SetRichPresence() to a NULL or an empty string deletes the key // You can iterate the current set of keys for a friend with GetFriendRichPresenceKeyCount() @@ -362,7 +368,6 @@ public: // Rich invite support. // If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string. // (Or you can configure yout game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.) - // Invites can only be sent to friends. virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0; // recently-played-with friends iteration diff --git a/sdk_includes/isteamgameserver.h b/sdk_includes/isteamgameserver.h index d475477..f3a49d1 100644 --- a/sdk_includes/isteamgameserver.h +++ b/sdk_includes/isteamgameserver.h @@ -199,7 +199,7 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - virtual uint32 GetPublicIP() = 0; + virtual SteamIPAddress_t GetPublicIP() = 0; // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages @@ -250,7 +250,7 @@ public: }; -#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer012" +#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013" #ifndef STEAM_API_EXPORTS // Global accessor diff --git a/sdk_includes/isteamgameserver008.h b/sdk_includes/isteamgameserver008.h index 8c3b35e..d056bbc 100644 --- a/sdk_includes/isteamgameserver008.h +++ b/sdk_includes/isteamgameserver008.h @@ -90,7 +90,7 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - virtual uint32 GetPublicIP() = 0; + virtual uint32 GetPublicIP_old() = 0; }; #endif // ISTEAMGAMESERVER008_H diff --git a/sdk_includes/isteamgameserver009.h b/sdk_includes/isteamgameserver009.h index a765a36..1d9611b 100644 --- a/sdk_includes/isteamgameserver009.h +++ b/sdk_includes/isteamgameserver009.h @@ -90,7 +90,7 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - virtual uint32 GetPublicIP() = 0; + virtual uint32 GetPublicIP_old() = 0; // Sets a string defining the "gamedata" for this server, this is optional, but if it is set // it allows users to filter in the matchmaking/server-browser interfaces based on the value diff --git a/sdk_includes/isteamgameserver010.h b/sdk_includes/isteamgameserver010.h index a918e59..86ade03 100644 --- a/sdk_includes/isteamgameserver010.h +++ b/sdk_includes/isteamgameserver010.h @@ -91,7 +91,7 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - virtual uint32 GetPublicIP() = 0; + virtual uint32 GetPublicIP_old() = 0; // Sets a string defining the "gamedata" for this server, this is optional, but if it is set // it allows users to filter in the matchmaking/server-browser interfaces based on the value diff --git a/sdk_includes/isteamgameserver011.h b/sdk_includes/isteamgameserver011.h index 2971cf4..a77c6b2 100644 --- a/sdk_includes/isteamgameserver011.h +++ b/sdk_includes/isteamgameserver011.h @@ -189,7 +189,7 @@ public: // Returns the public IP of the server according to Steam, useful when the server is // behind NAT and you want to advertise its IP in a lobby for other clients to directly // connect to - virtual uint32 GetPublicIP() = 0; + virtual uint32 GetPublicIP_old() = 0; // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages diff --git a/sdk_includes/isteamgameserver012.h b/sdk_includes/isteamgameserver012.h new file mode 100644 index 0000000..26f7385 --- /dev/null +++ b/sdk_includes/isteamgameserver012.h @@ -0,0 +1,242 @@ + +#ifndef ISTEAMGAMESERVER012_H +#define ISTEAMGAMESERVER012_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer012 +{ +public: +public: + +// +// Basic server data. These properties, if set, must be set before before calling LogOn. They +// may not be changed after logged in. +// + + /// This is called by SteamGameServer_Init, and you will usually not need to call it directly + virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; + + /// Game product identifier. This is currently used by the master server for version checking purposes. + /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose. + virtual void SetProduct( const char *pszProduct ) = 0; + + /// Description of the game. This is a required field and is displayed in the steam server browser....for now. + /// This is a required field, but it will go away eventually, as the data should be determined from the AppID. + virtual void SetGameDescription( const char *pszGameDescription ) = 0; + + /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning + /// this application is the original game, not a mod. + /// + /// @see k_cbMaxGameServerGameDir + virtual void SetModDir( const char *pszModDir ) = 0; + + /// Is this is a dedicated server? The default value is false. + virtual void SetDedicatedServer( bool bDedicated ) = 0; + +// +// Login +// + + /// Begin process to login to a persistent game server account + /// + /// You need to register for callbacks to determine the result of this operation. + /// @see SteamServersConnected_t + /// @see SteamServerConnectFailure_t + /// @see SteamServersDisconnected_t + virtual void LogOn( const char *pszToken ) = 0; + + /// Login to a generic, anonymous account. + /// + /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init, + /// but this is no longer the case. + virtual void LogOnAnonymous() = 0; + + /// Begin process of logging game server out of steam + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + /// Returns true if the master server has requested a restart. + /// Only returns true once per request. + virtual bool WasRestartRequested() = 0; + +// +// Server state. These properties may be changed at any time. +// + + /// Max player count that will be reported to server browser and client queries + virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; + + /// Number of bots. Default value is zero + virtual void SetBotPlayerCount( int cBotplayers ) = 0; + + /// Set the name of server as it will appear in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetServerName( const char *pszServerName ) = 0; + + /// Set name of map to report in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetMapName( const char *pszMapName ) = 0; + + /// Let people know if your server will require a password + virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; + + /// Spectator server. The default value is zero, meaning the service + /// is not used. + virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; + + /// Name of the spectator server. (Only used if spectator port is nonzero.) + /// + /// @see k_cbMaxGameServerMapName + virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; + + /// Call this to clear the whole list of key/values that are sent in rules queries. + virtual void ClearAllKeyValues() = 0; + + /// Call this to add/update a key/value pair. + virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; + + /// Sets a string defining the "gametags" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// + /// @see k_cbMaxGameServerTags + virtual void SetGameTags( const char *pchGameTags ) = 0; + + /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// don't set this unless it actually changes, its only uploaded to the master once (when + /// acknowledged) + /// + /// @see k_cbMaxGameServerGameData + virtual void SetGameData( const char *pchGameData ) = 0; + + /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region + virtual void SetRegion( const char *pszRegion ) = 0; + +// +// Player list management / authentication +// + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + + // New auth system APIs - do not mix with the old auth system APIs. + // ---------------------------------------------------------------- + + // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t + // returns false if we're not connected to the steam servers and thus cannot ask + virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; + + + // these two functions s are deprecated, and will not return results + // they will be removed in a future version of the SDK + virtual void GetGameplayStats( ) = 0; + STEAM_CALL_RESULT( GSReputation_t ) + virtual SteamAPICall_t GetServerReputation() = 0; + + // Returns the public IP of the server according to Steam, useful when the server is + // behind NAT and you want to advertise its IP in a lobby for other clients to directly + // connect to + virtual uint32 GetPublicIP_old() = 0; + +// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own +// socket to talk to the master server on, it lets the game use its socket to forward messages +// back and forth. This prevents us from requiring server ops to open up yet another port +// in their firewalls. +// +// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 + + // These are used when you've elected to multiplex the game server's UDP socket + // rather than having the master server updater use its own sockets. + // + // Source games use this to simplify the job of the server admins, so they + // don't have to open up more ports on their firewalls. + + // Call this when a packet that starts with 0xFFFFFFFF comes in. That means + // it's for us. + virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; + + // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. + // This gets a packet that the master server updater needs to send out on UDP. + // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. + // Call this each frame until it returns 0. + virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; + +// +// Control heartbeats / advertisement with master server +// + + // Call this as often as you like to tell the master server updater whether or not + // you want it to be active (default: off). + virtual void EnableHeartbeats( bool bActive ) = 0; + + // You usually don't need to modify this. + // Pass -1 to use the default value for iHeartbeatInterval. + // Some mods change this. + virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; + + // Force a heartbeat to steam at the next opportunity + virtual void ForceHeartbeat() = 0; + + // associate this game server with this clan for the purposes of computing player compat + STEAM_CALL_RESULT( AssociateWithClanResult_t ) + virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; + + // ask if any of the current players dont want to play with this new player - or vice versa + STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + +}; + +#endif // ISTEAMGAMESERVER012_H diff --git a/sdk_includes/isteamnetworking.h b/sdk_includes/isteamnetworking.h index 569cd83..1f7202f 100644 --- a/sdk_includes/isteamnetworking.h +++ b/sdk_includes/isteamnetworking.h @@ -209,14 +209,14 @@ public: // pass in 0 if you just want the default local IP // unPort is the port to use // pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only - virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0; + virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0; // creates a socket and begin connection to a remote destination // can connect via a known steamID (client or game server), or directly to an IP // on success will trigger a SocketStatusCallback_t callback // on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0; - virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0; + virtual SNetSocket_t CreateConnectionSocket( SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) = 0; // disconnects the connection to the socket, if any, and invalidates the handle // any unread data on the socket will be thrown away @@ -258,11 +258,11 @@ public: virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0; // returns information about the specified socket, filling out the contents of the pointers - virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0; + virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, SteamIPAddress_t *punIPRemote, uint16 *punPortRemote ) = 0; // returns which local port the listen socket is bound to // *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only - virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0; + virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, SteamIPAddress_t *pnIP, uint16 *pnPort ) = 0; // returns true to describe how the socket ended up connecting virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0; @@ -270,7 +270,7 @@ public: // max packet size, in bytes virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0; }; -#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking005" +#define STEAMNETWORKING_INTERFACE_VERSION "SteamNetworking006" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamnetworking005.h b/sdk_includes/isteamnetworking005.h new file mode 100644 index 0000000..243ebfb --- /dev/null +++ b/sdk_includes/isteamnetworking005.h @@ -0,0 +1,159 @@ + + +#ifndef ISTEAMNETWORKING005_H +#define ISTEAMNETWORKING005_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamNetworking005 +{ +public: + //////////////////////////////////////////////////////////////////////////////////////////// + // + // UDP-style (connectionless) networking interface. These functions send messages using + // an API organized around the destination. Reliable and unreliable messages are supported. + // + // For a more TCP-style interface (meaning you have a connection handle), see the functions below. + // Both interface styles can send both reliable and unreliable messages. + // + // Automatically establishes NAT-traversing or Relay server connections + + // Sends a P2P packet to the specified user + // UDP-like, unreliable and a max packet size of 1200 bytes + // the first packet send may be delayed as the NAT-traversal code runs + // if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t + // see EP2PSend enum above for the descriptions of the different ways of sending packets + // + // nChannel is a routing number you can use to help route message to different systems - you'll have to call ReadP2PPacket() + // with the same channel number in order to retrieve the data on the other end + // using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources + virtual bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 ) = 0; + + // returns true if any data is available for read, and the amount of data that will need to be read + virtual bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel = 0 ) = 0; + + // reads in a packet that has been sent from another user via SendP2PPacket() + // returns the size of the message and the steamID of the user who sent it in the last two parameters + // if the buffer passed in is too small, the message will be truncated + // this call is not blocking, and will return false if no data is available + virtual bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel = 0 ) = 0; + + // AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback + // P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet + // if you don't want to talk to the user, just ignore the request + // if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically + // this may be called multiple times for a single user + // (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request) + virtual bool AcceptP2PSessionWithUser( CSteamID steamIDRemote ) = 0; + + // call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood + // if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted + virtual bool CloseP2PSessionWithUser( CSteamID steamIDRemote ) = 0; + + // call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels + // open channels to a user have been closed, the open session to the user will be closed and new data from this + // user will trigger a P2PSessionRequest_t callback + virtual bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel ) = 0; + + // fills out P2PSessionState_t structure with details about the underlying connection to the user + // should only needed for debugging purposes + // returns false if no connection exists to the specified user + virtual bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionState ) = 0; + + // Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection + // or NAT-traversal cannot be established. Only applies to connections created after setting this value, + // or to existing connections that need to automatically reconnect after this value is set. + // + // P2P packet relay is allowed by default + virtual bool AllowP2PPacketRelay( bool bAllow ) = 0; + + + //////////////////////////////////////////////////////////////////////////////////////////// + // + // LISTEN / CONNECT connection-oriented interface functions + // + // These functions are more like a client-server TCP API. One side is the "server" + // and "listens" for incoming connections, which then must be "accepted." The "client" + // initiates a connection by "connecting." Sending and receiving is done through a + // connection handle. + // + // For a more UDP-style interface, where you do not track connection handles but + // simply send messages to a SteamID, use the UDP-style functions above. + // + // Both methods can send both reliable and unreliable methods. + // + //////////////////////////////////////////////////////////////////////////////////////////// + + + // creates a socket and listens others to connect + // will trigger a SocketStatusCallback_t callback on another client connecting + // nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports + // this can usually just be 0 unless you want multiple sets of connections + // unIP is the local IP address to bind to + // pass in 0 if you just want the default local IP + // unPort is the port to use + // pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only + virtual SNetListenSocket_t CreateListenSocket( int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) = 0; + + // creates a socket and begin connection to a remote destination + // can connect via a known steamID (client or game server), or directly to an IP + // on success will trigger a SocketStatusCallback_t callback + // on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState + virtual SNetSocket_t CreateP2PConnectionSocket( CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) = 0; + virtual SNetSocket_t CreateConnectionSocket( uint32 nIP, uint16 nPort, int nTimeoutSec ) = 0; + + // disconnects the connection to the socket, if any, and invalidates the handle + // any unread data on the socket will be thrown away + // if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect + virtual bool DestroySocket( SNetSocket_t hSocket, bool bNotifyRemoteEnd ) = 0; + // destroying a listen socket will automatically kill all the regular sockets generated from it + virtual bool DestroyListenSocket( SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) = 0; + + // sending data + // must be a handle to a connected socket + // data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets + // use the reliable flag with caution; although the resend rate is pretty aggressive, + // it can still cause stalls in receiving data (like TCP) + virtual bool SendDataOnSocket( SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable ) = 0; + + // receiving data + // returns false if there is no data remaining + // fills out *pcubMsgSize with the size of the next message, in bytes + virtual bool IsDataAvailableOnSocket( SNetSocket_t hSocket, uint32 *pcubMsgSize ) = 0; + + // fills in pubDest with the contents of the message + // messages are always complete, of the same size as was sent (i.e. packetized, not streaming) + // if *pcubMsgSize < cubDest, only partial data is written + // returns false if no data is available + virtual bool RetrieveDataFromSocket( SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize ) = 0; + + // checks for data from any socket that has been connected off this listen socket + // returns false if there is no data remaining + // fills out *pcubMsgSize with the size of the next message, in bytes + // fills out *phSocket with the socket that data is available on + virtual bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0; + + // retrieves data from any socket that has been connected off this listen socket + // fills in pubDest with the contents of the message + // messages are always complete, of the same size as was sent (i.e. packetized, not streaming) + // if *pcubMsgSize < cubDest, only partial data is written + // returns false if no data is available + // fills out *phSocket with the socket that data is available on + virtual bool RetrieveData( SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket ) = 0; + + // returns information about the specified socket, filling out the contents of the pointers + virtual bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote ) = 0; + + // returns which local port the listen socket is bound to + // *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only + virtual bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort ) = 0; + + // returns true to describe how the socket ended up connecting + virtual ESNetSocketConnectionType GetSocketConnectionType( SNetSocket_t hSocket ) = 0; + + // max packet size, in bytes + virtual int GetMaxPacketSize( SNetSocket_t hSocket ) = 0; +}; + +#endif // ISTEAMNETWORKING005_H diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index def4cf5..4845494 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -22,6 +22,8 @@ class ISteamNetworkingSocketsCallbacks; struct SteamNetAuthenticationStatus_t; +class ISteamNetworkingConnectionCustomSignaling; +class ISteamNetworkingCustomSignalingRecvContext; //----------------------------------------------------------------------------- /// Lower level networking interface that more closely mirrors the standard @@ -46,15 +48,20 @@ public: /// You must select a specific local port to listen on and set it /// the port field of the local address. /// - /// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()). - /// This means that you will not bind to any particular local interface. In addition, - /// if possible the socket will be bound in "dual stack" mode, which means that it can - /// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then - /// set the local address to the appropriate IPv4 or IPv6 IP. + /// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface (i.e. the same + /// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound + /// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. + /// If you really do wish to bind a particular interface, then set the local address to the + /// appropriate IPv4 or IPv6 IP. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. /// /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t /// will be posted. The connection will be in the connecting state. - virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) = 0; + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Creates a connection and begins talking to a "server" over UDP at the /// given IPv4 or IPv6 address. The remote host must be listening with a @@ -74,7 +81,11 @@ public: /// distributed through some other out-of-band mechanism), you don't have any /// way of knowing who is actually on the other end, and thus are vulnerable to /// man-in-the-middle attacks. - virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P @@ -87,20 +98,24 @@ public: /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes - virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) = 0; + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Begin connecting to a server that is identified using a platform-specific identifier. - /// This requires some sort of third party rendezvous service, and will depend on the - /// platform and what other libraries and services you are integrating with. - /// - /// At the time of this writing, there is only one supported rendezvous service: Steam. - /// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the - /// client is online and facilitate a relay connection. Note that all P2P connections on - /// Steam are currently relayed. + /// This uses the default rendezvous service, which depends on the platform and library + /// configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed + /// over the Steam Datagram Relay network. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes - virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; #endif /// Accept an incoming connection that has been received on a listen socket. @@ -136,6 +151,12 @@ public: /// Returns k_EResultInvalidState if the connection is not in the appropriate state. /// (Remember that the connection state could change in between the time that the /// notification being posted to the queue and when it is received by the application.) + /// + /// A note about connection configuration options. If you need to set any configuration + /// options that are common to all connections accepted through a particular listen + /// socket, consider setting the options on the listen socket, since such options are + /// inherited automatically. If you really do need to set options that are connection + /// specific, it is safe to set them on the connection before accepting the connection. virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; /// Disconnects from the remote host and invalidates the connection handle. @@ -208,6 +229,9 @@ public: /// sockets that does not write excessively small chunks will /// work without any changes. /// + /// The pOutMessageNumber is an optional pointer to receive the + /// message number assigned to the message, if sending was successful. + /// /// Returns: /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) @@ -217,7 +241,41 @@ public: /// we were not ready to send it. /// - k_EResultLimitExceeded: there was already too much data queued to be sent. /// (See k_ESteamNetworkingConfig_SendBufferSize) - virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) = 0; + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0; + + /// Send one or more messages without copying the message payload. + /// This is the most efficient way to send messages. To use this + /// function, you must first allocate a message object using + /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one + /// on the stack or allocate your own.) + /// + /// You should fill in the message payload. You can either let + /// it allocate the buffer for you and then fill in the payload, + /// or if you already have a buffer allocated, you can just point + /// m_pData at your buffer and set the callback to the appropriate function + /// to free it. Note that if you use your own buffer, it MUST remain valid + /// until the callback is executed. And also note that your callback can be + /// invoked at ant time from any thread (perhaps even before SendMessages + /// returns!), so it MUST be fast and threadsafe. + /// + /// You MUST also fill in: + /// - m_conn - the handle of the connection to send the message to + /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. + /// + /// All other fields are currently reserved and should not be modified. + /// + /// The library will take ownership of the message structures. They may + /// be modified or become invalid at any time, so you must not read them + /// after passing them to this function. + /// + /// pOutMessageNumberOrResult is an optional array that will receive, + /// for each message, the message number that was assigned to the message + /// if sending was successful. If sending failed, then a negative EResult + /// valid is placed into the array. For example, the array will hold + /// -k_EResultInvalidState if the connection was in an invalid state. + /// See ISteamNetworkingSockets::SendMessageToConnection for possible + /// failure codes. + virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0; /// Flush any messages waiting on the Nagle timer and send them /// at the next transmission opportunity (often that means right now). @@ -347,23 +405,6 @@ public: /// details, pass non-NULL to receive them. virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; -/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) -#ifndef STEAMNETWORKINGSOCKETS_STEAM - - /// Get blob that describes a certificate request. You can send this to your game coordinator. - /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will - /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required - /// size. (256 bytes is a very conservative estimate.) - /// - /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. - virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; - - /// Set the certificate. The certificate blob should be the output of - /// SteamDatagram_CreateCert. - virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; - -#endif - #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // @@ -394,7 +435,11 @@ public: /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes - virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) = 0; + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; // // Servers hosted in data centers known to the Valve relay network @@ -446,7 +491,11 @@ public: /// configured, this call will fail. /// /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface - virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0; + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Generate an authentication blob that can be used to securely login with /// your backend, using SteamDatagram_ParseHostedServerLogin. (See @@ -480,8 +529,97 @@ public: /// and don't share it directly with clients. virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + + // + // Relayed connections using custom signaling protocol + // + // This is used if you have your own method of sending out-of-band + // signaling / rendezvous messages through a mutually trusted channel. + // + + /// Create a P2P "client" connection that does signaling over a custom + /// rendezvous/signaling channel. + /// + /// pSignaling points to a new object that you create just for this connection. + /// It must stay valid until Release() is called. Once you pass the + /// object to this function, it assumes ownership. Release() will be called + /// from within the function call if the call fails. Furthermore, until Release() + /// is called, you should be prepared for methods to be invoked on your + /// object from any thread! You need to make sure your object is threadsafe! + /// Furthermore, you should make sure that dispatching the methods is done + /// as quickly as possible. + /// + /// This function will immediately construct a connection in the "connecting" + /// state. Soon after (perhaps before this function returns, perhaps in another thread), + /// the connection will begin sending signaling messages by calling + /// ISteamNetworkingConnectionCustomSignaling::SendSignal. + /// + /// When the remote peer accepts the connection (See + /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), + /// it will begin sending signaling messages. When these messages are received, + /// you can pass them to the connection using ReceivedP2PCustomSignal. + /// + /// If you know the identity of the peer that you expect to be on the other end, + /// you can pass their identity to improve debug output or just detect bugs. + /// If you don't know their identity yet, you can pass NULL, and their + /// identity will be established in the connection handshake. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Called when custom signaling has received a message. When your + /// signaling channel receives a message, it should save off whatever + /// routing information was in the envelope into the context object, + /// and then pass the payload to this function. + /// + /// A few different things can happen next, depending on the message: + /// + /// - If the signal is associated with existing connection, it is dealt + /// with immediately. If any replies need to be sent, they will be + /// dispatched using the ISteamNetworkingConnectionCustomSignaling + /// associated with the connection. + /// - If the message represents a connection request (and the request + /// is not redundant for an existing connection), a new connection + /// will be created, and ReceivedConnectRequest will be called on your + /// context object to determine how to proceed. + /// - Otherwise, the message is for a connection that does not + /// exist (anymore). In this case, we *may* call SendRejectionReply + /// on your context object. + /// + /// In any case, we will not save off pContext or access it after this + /// function returns. + /// + /// Returns true if the message was parsed and dispatched without anything + /// unusual or suspicious happening. Returns false if there was some problem + /// with the message that prevented ordinary handling. (Debug output will + /// usually have more information.) + /// + /// If you expect to be using relayed connections, then you probably want + /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes + virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; #endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR +/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) +#ifndef STEAMNETWORKINGSOCKETS_STEAM + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; +#endif + // Invoke all callbacks queued for this interface. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // So if you have code that is also targeting Steam, you should call this at about the @@ -492,7 +630,84 @@ public: protected: // ~ISteamNetworkingSockets(); // Silence some warnings }; -#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets003" +#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets006" + +/// Interface used to send signaling messages for a particular connection. +/// You will need to construct one of these per connection. +/// +/// - For connections initiated locally, you will construct it and pass +/// it to ISteamNetworkingSockets::ConnectP2PCustomSignaling. +/// - For connections initiated remotely and "accepted" locally, you +/// will return it from ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest +class ISteamNetworkingConnectionCustomSignaling +{ +public: + /// Called to send a rendezvous message to the remote peer. This may be called + /// from any thread, at any time, so you need to be thread-safe! Don't take + /// any locks that might hold while calling into SteamNetworkingSockets functions, + /// because this could lead to deadlocks. + /// + /// Note that when initiating a connection, we may not know the identity + /// of the peer, if you did not specify it in ConnectP2PCustomSignaling. + /// + /// Return true if a best-effort attempt was made to deliver the message. + /// If you return false, it is assumed that the situation is fatal; + /// the connection will be closed, and Release() will be called + /// eventually. + /// + /// Signaling objects will not be shared between connections. + /// You can assume that the same value of hConn will be used + /// every time. + virtual bool SendSignal( HSteamNetConnection hConn, const SteamNetConnectionInfo_t &info, const void *pMsg, int cbMsg ) = 0; + + /// Called when the connection no longer needs to send signals. + /// Note that this happens eventually (but not immediately) after + /// the connection is closed. Signals may need to be sent for a brief + /// time after the connection is closed, to clean up the connection. + virtual void Release() = 0; +}; + +/// Interface used when a custom signal is received. +/// See ISteamNetworkingSockets::ReceivedP2PCustomSignal +class ISteamNetworkingCustomSignalingRecvContext +{ +public: + + /// Called when the signal represents a request for a new connection. + /// + /// If you want to ignore the request, just return NULL. In this case, + /// the peer will NOT receive any reply. You should consider ignoring + /// requests rather than actively rejecting them, as a security measure. + /// If you actively reject requests, then this makes it possible to detect + /// if a user is online or not, just by sending them a request. + /// + /// If you wish to send back a rejection, then use + /// ISteamNetworkingSockets::CloseConnection() and then return NULL. + /// We will marshal a properly formatted rejection signal and + /// call SendRejectionSignal() so you can send it to them. + /// + /// If you return a signaling object, the connection is NOT immediately + /// accepted by default. Instead, it stays in the "connecting" state, + /// and the usual callback is posted, and your app can accept the + /// connection using ISteamNetworkingSockets::AcceptConnection. This + /// may be useful so that these sorts of connections can be more similar + /// to your application code as other types of connections accepted on + /// a listen socket. If this is not useful and you want to skip this + /// callback process and immediately accept the connection, call + /// ISteamNetworkingSockets::AcceptConnection before returning the + /// signaling object. + /// + /// After accepting a connection (through either means), the connection + /// will transition into the "finding route" state. + virtual ISteamNetworkingConnectionCustomSignaling *OnConnectRequest( HSteamNetConnection hConn, const SteamNetworkingIdentity &identityPeer ) = 0; + + /// This is called actively communication rejection or failure + /// to the incoming message. If you intend to ignore all incoming requests + /// that you do not wish to accept, then it's not strictly necessary to + /// implement this. + virtual void SendRejectionSignal( const SteamNetworkingIdentity &identityPeer, const void *pMsg, int cbMsg ) = 0; +}; + extern "C" { @@ -506,7 +721,7 @@ extern "C" { inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_Lib(); } inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_Lib(); } -#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) +#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) || defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT ) // Opensource GameNetworkingSockets STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets(); @@ -585,6 +800,8 @@ struct SteamNetConnectionStatusChangedCallback_t /// - The list of trusted CA certificates that might be relevant for this /// app. /// - A valid certificate issued by a CA. +/// +/// This callback is posted whenever the state of our readiness changes. struct SteamNetAuthenticationStatus_t { enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 2 }; diff --git a/sdk_includes/isteamnetworkingsockets003.h b/sdk_includes/isteamnetworkingsockets003.h new file mode 100644 index 0000000..dc452d7 --- /dev/null +++ b/sdk_includes/isteamnetworkingsockets003.h @@ -0,0 +1,463 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS003 +#define ISTEAMNETWORKINGSOCKETS003 + + +class ISteamNetworkingSockets003 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface. In addition, + /// if possible the socket will be bound in "dual stack" mode, which means that it can + /// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then + /// set the local address to the appropriate IPv4 or IPv6 IP. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P + /// + /// nVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) + /// unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) = 0; + + /// Begin connecting to a server that is identified using a platform-specific identifier. + /// This requires some sort of third party rendezvous service, and will depend on the + /// platform and what other libraries and services you are integrating with. + /// + /// At the time of this writing, there is only one supported rendezvous service: Steam. + /// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the + /// client is online and facilitate a relay connection. Note that all P2P connections on + /// Steam are currently relayed. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; +#endif + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order withrespect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next message available + /// on any connection that was accepted through the specified listen socket. Examine + /// SteamNetworkingMessage_t::m_conn to know which client connection. + /// + /// Delivery order of messages among different clients is not defined. They may + /// be returned in an order different from what they were actually received. (Delivery + /// order of messages from the same client is well defined, and thus the order of the + /// messages is relevant!) + virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + +/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) +#ifndef STEAMNETWORKINGSOCKETS_STEAM + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + +#endif + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Clients connecting to dedicated servers hosted in a data center, + // using central-authority-granted tickets. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production envirionment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + +#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // Invoke all callbacks queued for this interface. + // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. + // So if you have code that is also targeting Steam, you should call this at about the + // same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB + virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0; +#endif +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGSOCKETS003 diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index bad0225..5ef1687 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -22,6 +22,35 @@ struct SteamRelayNetworkStatus_t; class ISteamNetworkingUtils { public: + // + // Efficient message sending + // + + /// Allocate and initialize a message object. Usually the reason + /// you call this is to pass it to ISteamNetworkingSockets::SendMessages. + /// The returned object will have all of the relevant fields cleared to zero. + /// + /// Optionally you can also request that this system allocate space to + /// hold the payload itself. If cbAllocateBuffer is nonzero, the system + /// will allocate memory to hold a payload of at least cbAllocateBuffer bytes. + /// m_pData will point to the allocated buffer, m_cbSize will be set to the + /// size, and m_pfnFreeData will be set to the proper function to free up + /// the buffer. + /// + /// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, + /// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to + /// set each of these. + /// + /// You can use SteamNetworkingMessage_t::Release to free up the message + /// bookkeeping object and any associated buffer. See + /// ISteamNetworkingSockets::SendMessages for details on reference + /// counting and ownership. + virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0; + + // + // Access to Steam Datagram Relay (SDR) network + // + #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // @@ -203,8 +232,9 @@ public: /// /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT - /// request a high detail level and then filter out messages in your callback. Instead, - /// call function function to adjust the desired level of detail. + /// request a high detail level and then filter out messages in your callback. This incurs + /// all of the expense of formatting the messages, which are then discarded. Setting a high + /// priority value (low numeric value) here allows the library to avoid doing this work. /// /// IMPORTANT: This may be called from a service thread, while we own a mutex, etc. /// Your output function must be threadsafe and fast! Do not make any other @@ -228,7 +258,7 @@ public: /// - eScope: Onto what type of object are you applying the setting? /// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc. /// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! - /// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope, + /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, /// causing the value for that object to use global defaults. Or at global scope, passing NULL /// will reset any custom value and restore it to the system default. /// NOTE: When setting callback functions, do not pass the function pointer directly. @@ -236,6 +266,12 @@ public: virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0; + /// Set a configuration value, using a struct to pass the value. + /// (This is just a convenience shortcut; see below for the implementation and + /// a little insight into how SteamNetworkingConfigValue_t is used when + /// setting config options during listen socket and connection creation.) + bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); + /// Get a configuration value. /// - eValue: which value to fetch /// - eScopeType: query setting on what type of object @@ -250,6 +286,9 @@ public: /// pOutNextValue can be used to iterate through all of the known configuration values. /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) /// Any of the output parameters can be NULL if you do not need that information. + /// + /// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables, + /// which are usually excluded from the set of variables enumerated using this function. virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0; /// Return the lowest numbered configuration value available in the current environment. @@ -265,7 +304,7 @@ public: protected: // ~ISteamNetworkingUtils(); // Silence some warnings }; -#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils002" +#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003" // Global accessor. #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB @@ -281,7 +320,13 @@ protected: #ifndef STEAM_API_EXPORTS // Steamworks SDK inline ISteamNetworkingUtils *SteamNetworkingUtils(); - STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ); + STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, + /* Prefer user version of the interface. But if it isn't found, then use + gameserver one. Yes, this is a completely terrible hack */ + SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ? + SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) : + SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) + ) #else inline ISteamNetworkingUtils *SteamNetworkingUtils() { return (ISteamNetworkingUtils *)SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION );} #endif @@ -337,6 +382,13 @@ inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingC inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); } inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); } inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); } +inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) +{ + // Locate the argument. Strings are a special case, since the + // "value" (the whole string buffer) doesn't fit in the struct + const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val; + return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); +} #if !defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) && defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT ) inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } diff --git a/sdk_includes/isteamnetworkingutils002.h b/sdk_includes/isteamnetworkingutils002.h new file mode 100644 index 0000000..fab5b08 --- /dev/null +++ b/sdk_includes/isteamnetworkingutils002.h @@ -0,0 +1,255 @@ + +#ifndef ISTEAMNETWORKINGUTILS002 +#define ISTEAMNETWORKINGUTILS002 + +//----------------------------------------------------------------------------- +/// Misc networking utilities for checking the local networking environment +/// and estimating pings. +class ISteamNetworkingUtils002 +{ +public: +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Initialization and status check + // + + /// If you know that you are going to be using the relay network, call + /// this to initialize the relay network or check if that initialization + /// has completed. If you do not call this, the initialization will + /// happen the first time you use a feature that requires access to the + /// relay network, and that use will be delayed. + /// + /// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t + /// callbacks to know when initialization has completed. + /// Typically initialization completes in a few seconds. + /// + /// Note: dedicated servers hosted in known data centers do *not* need + /// to call this, since they do not make routing decisions. However, if + /// the dedicated server will be using P2P functionality, it will act as + /// a "client" and this should be called. + inline void InitRelayNetworkAccess(); + + /// Fetch current status of the relay network. + /// + /// SteamRelayNetworkStatus_t is also a callback. It will be triggered on + /// both the user and gameserver interfaces any time the status changes, or + /// ping measurement starts or stops. + /// + /// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want + /// more details, you can pass a non-NULL value. + virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0; + + // + // "Ping location" functions + // + // We use the ping times to the valve relays deployed worldwide to + // generate a "marker" that describes the location of an Internet host. + // Given two such markers, we can estimate the network latency between + // two hosts, without sending any packets. The estimate is based on the + // optimal route that is found through the Valve network. If you are + // using the Valve network to carry the traffic, then this is precisely + // the ping you want. If you are not, then the ping time will probably + // still be a reasonable estimate. + // + // This is extremely useful to select peers for matchmaking! + // + // The markers can also be converted to a string, so they can be transmitted. + // We have a separate library you can use on your app's matchmaking/coordinating + // server to manipulate these objects. (See steamdatagram_gamecoordinator.h) + + /// Return location info for the current host. Returns the approximate + /// age of the data, in seconds, or -1 if no data is available. + /// + /// It takes a few seconds to initialize access to the relay network. If + /// you call this very soon after calling InitRelayNetworkAccess, + /// the data may not be available yet. + /// + /// This always return the most up-to-date information we have available + /// right now, even if we are in the middle of re-calculating ping times. + virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0; + + /// Estimate the round-trip latency between two arbitrary locations, in + /// milliseconds. This is a conservative estimate, based on routing through + /// the relay network. For most basic relayed connections, this ping time + /// will be pretty accurate, since it will be based on the route likely to + /// be actually used. + /// + /// If a direct IP route is used (perhaps via NAT traversal), then the route + /// will be different, and the ping time might be better. Or it might actually + /// be a bit worse! Standard IP routing is frequently suboptimal! + /// + /// But even in this case, the estimate obtained using this method is a + /// reasonable upper bound on the ping time. (Also it has the advantage + /// of returning immediately and not sending any packets.) + /// + /// In a few cases we might not able to estimate the route. In this case + /// a negative value is returned. k_nSteamNetworkingPing_Failed means + /// the reason was because of some networking difficulty. (Failure to + /// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot + /// currently answer the question for some other reason. + /// + /// Do you need to be able to do this from a backend/matchmaking server? + /// You are looking for the "ticketgen" library. + virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0; + + /// Same as EstimatePingTime, but assumes that one location is the local host. + /// This is a bit faster, especially if you need to calculate a bunch of + /// these in a loop to find the fastest one. + /// + /// In rare cases this might return a slightly different estimate than combining + /// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because + /// this function uses a slightly more complete set of information about what + /// route would be taken. + virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0; + + /// Convert a ping location into a text format suitable for sending over the wire. + /// The format is a compact and human readable. However, it is subject to change + /// so please do not parse it yourself. Your buffer must be at least + /// k_cchMaxSteamNetworkingPingLocationString bytes. + virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0; + + /// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand + /// the string. + virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0; + + /// Check if the ping data of sufficient recency is available, and if + /// it's too old, start refreshing it. + /// + /// Please only call this function when you *really* do need to force an + /// immediate refresh of the data. (For example, in response to a specific + /// user input to refresh this information.) Don't call it "just in case", + /// before every connection, etc. That will cause extra traffic to be sent + /// for no benefit. The library will automatically refresh the information + /// as needed. + /// + /// Returns true if sufficiently recent data is already available. + /// + /// Returns false if sufficiently recent data is not available. In this + /// case, ping measurement is initiated, if it is not already active. + /// (You cannot restart a measurement already in progress.) + /// + /// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t + /// to know when ping measurement completes. + virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0; + + // + // List of Valve data centers, and ping times to them. This might + // be useful to you if you are use our hosting, or just need to measure + // latency to a cloud data center where we are running relays. + // + + /// Fetch ping time of best available relayed route from this host to + /// the specified data center. + virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0; + + /// Get *direct* ping time to the relays at the data center. + virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0; + + /// Get number of network points of presence in the config + virtual int GetPOPCount() = 0; + + /// Get list of all POP IDs. Returns the number of entries that were filled into + /// your list. + virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; +#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Misc + // + + /// Fetch current timestamp. This timer has the following properties: + /// + /// - Monotonicity is guaranteed. + /// - The initial value will be at least 24*3600*30*1e6, i.e. about + /// 30 days worth of microseconds. In this way, the timestamp value of + /// 0 will always be at least "30 days ago". Also, negative numbers + /// will never be returned. + /// - Wraparound / overflow is not a practical concern. + /// + /// If you are running under the debugger and stop the process, the clock + /// might not advance the full wall clock time that has elapsed between + /// calls. If the process is not blocked from normal operation, the + /// timestamp values will track wall clock time, even if you don't call + /// the function frequently. + /// + /// The value is only meaningful for this run of the process. Don't compare + /// it to values obtained on another computer, or other runs of the same process. + virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0; + + /// Set a function to receive network-related information that is useful for debugging. + /// This can be very useful during development, but it can also be useful for troubleshooting + /// problems with tech savvy end users. If you have a console or other log that customers + /// can examine, these log messages can often be helpful to troubleshoot network issues. + /// (Especially any warning/error messages.) + /// + /// The detail level indicates what message to invoke your callback on. Lower numeric + /// value means more important, and the value you pass is the lowest priority (highest + /// numeric value) you wish to receive callbacks for. + /// + /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg + /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT + /// request a high detail level and then filter out messages in your callback. Instead, + /// call function function to adjust the desired level of detail. + /// + /// IMPORTANT: This may be called from a service thread, while we own a mutex, etc. + /// Your output function must be threadsafe and fast! Do not make any other + /// Steamworks calls from within the handler. + virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0; + + // + // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. + // + + // Shortcuts for common cases. (Implemented as inline functions below) + bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ); + bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ); + bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ); + bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); + bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); + bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); + + /// Set a configuration value. + /// - eValue: which value is being set + /// - eScope: Onto what type of object are you applying the setting? + /// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc. + /// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! + /// - pArg: Value to set it to. You can pass NULL to remove a non-global sett at this scope, + /// causing the value for that object to use global defaults. Or at global scope, passing NULL + /// will reset any custom value and restore it to the system default. + /// NOTE: When setting callback functions, do not pass the function pointer directly. + /// Your argument should be a pointer to a function pointer. + virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, + ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0; + + /// Get a configuration value. + /// - eValue: which value to fetch + /// - eScopeType: query setting on what type of object + /// - eScopeArg: the object to query the setting for + /// - pOutDataType: If non-NULL, the data type of the value is returned. + /// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.) + /// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required. + virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, + ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0; + + /// Returns info about a configuration value. Returns false if the value does not exist. + /// pOutNextValue can be used to iterate through all of the known configuration values. + /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) + /// Any of the output parameters can be NULL if you do not need that information. + virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0; + + /// Return the lowest numbered configuration value available in the current environment. + virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0; + + // String conversions. You'll usually access these using the respective + // inline methods. + virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0; + virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0; + virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0; + virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0; + +protected: +// ~ISteamNetworkingUtils(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGUTILS002 diff --git a/sdk_includes/isteamremoteplay.h b/sdk_includes/isteamremoteplay.h index 96225fa..9c2dafb 100644 --- a/sdk_includes/isteamremoteplay.h +++ b/sdk_includes/isteamremoteplay.h @@ -14,13 +14,16 @@ //----------------------------------------------------------------------------- enum ESteamDeviceFormFactor { - k_ESteamDeviceFormFactorUnknown, - k_ESteamDeviceFormFactorPhone, - k_ESteamDeviceFormFactorTablet, - k_ESteamDeviceFormFactorComputer, - k_ESteamDeviceFormFactorTV, + k_ESteamDeviceFormFactorUnknown = 0, + k_ESteamDeviceFormFactorPhone = 1, + k_ESteamDeviceFormFactorTablet = 2, + k_ESteamDeviceFormFactorComputer = 3, + k_ESteamDeviceFormFactorTV = 4, }; +// Steam Remote Play session ID +typedef uint32 RemotePlaySessionID_t; + //----------------------------------------------------------------------------- // Purpose: Functions to provide information about Steam Remote Play sessions @@ -32,21 +35,25 @@ public: virtual uint32 GetSessionCount() = 0; // Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds. - virtual uint32 GetSessionID( int iSessionIndex ) = 0; + virtual RemotePlaySessionID_t GetSessionID( int iSessionIndex ) = 0; // Get the SteamID of the connected user - virtual CSteamID GetSessionSteamID( uint32 unSessionID ) = 0; + virtual CSteamID GetSessionSteamID( RemotePlaySessionID_t unSessionID ) = 0; // Get the name of the session client device // This returns NULL if the sessionID is not valid - virtual const char *GetSessionClientName( uint32 unSessionID ) = 0; + virtual const char *GetSessionClientName( RemotePlaySessionID_t unSessionID ) = 0; // Get the form factor of the session client device - virtual ESteamDeviceFormFactor GetSessionClientFormFactor( uint32 unSessionID ) = 0; + virtual ESteamDeviceFormFactor GetSessionClientFormFactor( RemotePlaySessionID_t unSessionID ) = 0; // Get the resolution, in pixels, of the session client device // This is set to 0x0 if the resolution is not available - virtual bool BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0; + virtual bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0; + + // Invite a friend to Remote Play Together + // This returns false if the invite can't be sent + virtual bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) = 0; }; #define STEAMREMOTEPLAY_INTERFACE_VERSION "STEAMREMOTEPLAY_INTERFACE_VERSION001" @@ -66,12 +73,12 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemotePlay *, SteamRemotePlay, STEAM STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionConnected_t, k_iSteamRemotePlayCallbacks + 1 ) - STEAM_CALLBACK_MEMBER( 0, uint32, m_unSessionID ) + STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID ) STEAM_CALLBACK_END( 0 ) STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCallbacks + 2 ) - STEAM_CALLBACK_MEMBER( 0, uint32, m_unSessionID ) + STEAM_CALLBACK_MEMBER( 0, RemotePlaySessionID_t, m_unSessionID ) STEAM_CALLBACK_END( 0 ) diff --git a/sdk_includes/isteamremotestorage.h b/sdk_includes/isteamremotestorage.h index 8719a94..67dde44 100644 --- a/sdk_includes/isteamremotestorage.h +++ b/sdk_includes/isteamremotestorage.h @@ -65,9 +65,10 @@ enum ERemoteStoragePlatform k_ERemoteStoragePlatformOSX = (1 << 1), k_ERemoteStoragePlatformPS3 = (1 << 2), k_ERemoteStoragePlatformLinux = (1 << 3), - k_ERemoteStoragePlatformReserved2 = (1 << 4), + k_ERemoteStoragePlatformSwitch = (1 << 4), k_ERemoteStoragePlatformAndroid = (1 << 5), k_ERemoteStoragePlatformIOS = (1 << 6), + // NB we get one more before we need to widen some things k_ERemoteStoragePlatformAll = 0xffffffff }; diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index f009cd7..bd34ce2 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -47,7 +47,7 @@ enum EUGCMatchingUGCType k_EUGCMatchingUGCType_UsableInGame = 10, // ready-to-use items and integrated guides k_EUGCMatchingUGCType_ControllerBindings = 11, k_EUGCMatchingUGCType_GameManagedItems = 12, // game managed items (not managed by users) - k_EUGCMatchingUGCType_All = ~0, // return everything + k_EUGCMatchingUGCType_All = ~0, // @note: will only be valid for CreateQueryUserUGCRequest requests }; // Different lists of published UGC for a user. @@ -234,6 +234,7 @@ public: // Options to set for querying UGC virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; @@ -353,7 +354,7 @@ public: virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; }; -#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION013" +#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION014" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamugc013.h b/sdk_includes/isteamugc013.h new file mode 100644 index 0000000..71b9c65 --- /dev/null +++ b/sdk_includes/isteamugc013.h @@ -0,0 +1,164 @@ + +#ifndef ISTEAMUGC013_H +#define ISTEAMUGC013_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamUGC013 +{ +public: + // Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set. + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; + + // Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this) + virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + + // Send the query to Steam + STEAM_CALL_RESULT( SteamUGCQueryCompleted_t ) + virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Retrieve an individual result after receiving the callback for querying UGC + virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; + virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; + virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; + virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; + virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0; + virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; + virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Release the request to free up memory, after retrieving results + virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Options to set for querying UGC + virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; + virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; + virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0; + virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0; + virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0; + virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0; + virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0; + virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0; + virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0; + + // Options only for querying user UGC + virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0; + + // Options only for querying all UGC + virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; + virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; + virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; + + // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! + virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; + + // Steam Workshop Creator API + STEAM_CALL_RESULT( CreateItemResult_t ) + virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet + + virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate() + + virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item + virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item + virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set + virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax) + virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item + virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags ) = 0; // change the tags of an UGC item + virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder + virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size + virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size. + virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function) + virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key + virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag. + virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item + virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item + virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted) + + STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) + virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate() + virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0; + + // Steam Workshop Consumer API + STEAM_CALL_RESULT( SetUserItemVoteResult_t ) + virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( GetUserItemVoteResult_t ) + virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits + virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items + virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs + + // get EItemState flags about item on this client + virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0; + + // get info about currently installed content on disc for items that have k_EItemStateInstalled set + // if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder) + virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0; + + // get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once + virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; + + // download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed, + // then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time. + // If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP. + virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0; + + // game servers can set a specific workshop folder before issuing any UGC commands. + // This is helpful if you want to support multiple game servers running out of the same install folder + virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0; + + // SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends + virtual void SuspendDownloads( bool bSuspend ) = 0; + + // usage tracking + STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0; + + // parent-child relationship or dependency management + STEAM_CALL_RESULT( AddUGCDependencyResult_t ) + virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoveUGCDependencyResult_t ) + virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + + // add/remove app dependence/requirements (usually DLC) + STEAM_CALL_RESULT( AddAppDependencyResult_t ) + virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + STEAM_CALL_RESULT( RemoveAppDependencyResult_t ) + virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + // request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times + // until all app dependencies have been returned + STEAM_CALL_RESULT( GetAppDependenciesResult_t ) + virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0; + + // delete the item without prompting the user + STEAM_CALL_RESULT( DeleteItemResult_t ) + virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; +}; + +#endif // ISTEAMUGC013_H diff --git a/sdk_includes/isteamuser.h b/sdk_includes/isteamuser.h index 1623d96..328a439 100644 --- a/sdk_includes/isteamuser.h +++ b/sdk_includes/isteamuser.h @@ -168,7 +168,12 @@ public: STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; - // retrieve a finished ticket + // Retrieves a finished ticket. + // If no ticket is available, or your buffer is too small, returns false. + // Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer + // (if true was returned), or the size needed (if false was returned). To determine the + // proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket + // is available, *pcbTicket will contain the size needed, otherwise it will be zero. virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; // Trading Card badges data access @@ -392,8 +397,8 @@ struct MarketEligibilityResponse_t //----------------------------------------------------------------------------- // Purpose: sent for games with enabled anti indulgence / duration control, for -// enabled users. Lets the game know whether persistent rewards or XP should be -// granted at normal rate, half rate, or zero rate. +// enabled users. Lets the game know whether the user can keep playing or +// whether the game should exit, and returns info about remaining gameplay time. // // This callback is fired asynchronously in response to timers triggering. // It is also fired in response to calls to GetDurationControl(). @@ -406,9 +411,13 @@ struct DurationControl_t AppId_t m_appid; // appid generating playtime bool m_bApplicable; // is duration control applicable to user + game combination - int32 m_csecsLast5h; // playtime in trailing 5 hour window plus current session, in seconds - EDurationControlProgress m_progress; // recommended progress + int32 m_csecsLast5h; // playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in seconds + + EDurationControlProgress m_progress; // recommended progress (either everything is fine, or please exit game) EDurationControlNotification m_notification; // notification to show, if any (always k_EDurationControlNotification_None for API calls) + + int32 m_csecsToday; // playtime on current calendar day + int32 m_csecsRemaining; // playtime remaining until the user hits a regulatory limit }; diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index 2c3172d..f7a74fd 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -160,10 +160,10 @@ public: // ask SteamUI to create and render its OpenVR dashboard virtual void StartVRDashboard() = 0; - // Returns true if the HMD content will be streamed via Steam In-Home Streaming + // Returns true if the HMD content will be streamed via Steam Remote Play virtual bool IsVRHeadsetStreamingEnabled() = 0; - // Set whether the HMD content will be streamed via Steam In-Home Streaming + // Set whether the HMD content will be streamed via Steam Remote Play // If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed. // If this is set to false, then the application window will be streamed instead, and remote input will be allowed. // The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game. @@ -184,6 +184,10 @@ public: // bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only // Returns the number of characters (not bytes) filtered. virtual int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) = 0; + + // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. + // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. + virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0; }; #define STEAMUTILS_INTERFACE_VERSION "SteamUtils009" diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 881cd88..5e195d7 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -34,6 +34,7 @@ #include "isteamclient016.h" #include "isteamclient017.h" #include "isteamclient018.h" +#include "isteamclient019.h" #include "isteamuser.h" #include "isteamuser009.h" #include "isteamuser010.h" @@ -83,6 +84,7 @@ #include "isteamuserstats003.h" #include "isteamapps.h" #include "isteamnetworking.h" +#include "isteamnetworking005.h" #include "isteamnetworking004.h" #include "isteamnetworking003.h" #include "isteamnetworking002.h" @@ -91,8 +93,10 @@ #include "isteamnetworkingsockets.h" #include "isteamnetworkingutils.h" #include "isteamnetworkingutils001.h" +#include "isteamnetworkingutils002.h" #include "isteamnetworkingsockets001.h" #include "isteamnetworkingsockets002.h" +#include "isteamnetworkingsockets003.h" #include "isteamremotestorage.h" #include "isteamremotestorage001.h" #include "isteamremotestorage002.h" @@ -129,6 +133,7 @@ #include "isteamugc009.h" #include "isteamugc010.h" #include "isteamugc012.h" +#include "isteamugc013.h" #include "isteamapplist.h" #include "isteamhtmlsurface.h" #include "isteamhtmlsurface001.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 6736ba7..8f0fc17 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -78,6 +78,7 @@ typedef uint64 SteamItemInstanceID_t; typedef int32 SteamItemDef_t; typedef int32 SteamInventoryResult_t; typedef uint64 SteamInventoryUpdateHandle_t; +typedef uint32 RemotePlaySessionID_t; // OpenVR Constants int const_k_iSteamUserCallbacks = 100; int const_k_iSteamGameServerCallbacks = 200; @@ -166,6 +167,7 @@ S_API void SteamAPI_ISteamClient_ReleaseUser(intptr_t instancePtr, HSteamPipe hS S_API class ISteamUser * SteamAPI_ISteamClient_GetISteamUser(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); S_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); S_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort); +//S_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, const struct SteamIPAddress_t & unIP, uint16 usPort) S_API class ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); S_API class ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils(intptr_t instancePtr, HSteamPipe hSteamPipe, const char * pchVersion); S_API class ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); @@ -330,6 +332,7 @@ S_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePt S_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr); S_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr); S_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly); +S_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState(intptr_t instancePtr, ESteamIPv6ConnectivityProtocol eProtocol); S_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr); S_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame(intptr_t instancePtr, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer); S_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer); @@ -556,9 +559,9 @@ S_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser(intptr_t instancePt S_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser(intptr_t instancePtr, class CSteamID steamIDRemote, int nChannel); S_API bool SteamAPI_ISteamNetworking_GetP2PSessionState(intptr_t instancePtr, class CSteamID steamIDRemote, struct P2PSessionState_t * pConnectionState); S_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instancePtr, bool bAllow); -S_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay); +S_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, struct SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay); S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(intptr_t instancePtr, class CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay); -S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, uint32 nIP, uint16 nPort, int nTimeoutSec); +S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, struct SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec); S_API bool SteamAPI_ISteamNetworking_DestroySocket(intptr_t instancePtr, SNetSocket_t hSocket, bool bNotifyRemoteEnd); S_API bool SteamAPI_ISteamNetworking_DestroyListenSocket(intptr_t instancePtr, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd); S_API bool SteamAPI_ISteamNetworking_SendDataOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable); @@ -566,8 +569,8 @@ S_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket(intptr_t instancePt S_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize); S_API bool SteamAPI_ISteamNetworking_IsDataAvailable(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket); S_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket); -S_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, uint32 * punIPRemote, uint16 * punPortRemote); -S_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pnIP, uint16 * pnPort); +S_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, struct SteamIPAddress_t * punIPRemote, uint16 * punPortRemote); +S_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, struct SteamIPAddress_t * pnIP, uint16 * pnPort); S_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType(intptr_t instancePtr, SNetSocket_t hSocket); S_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr, SNetSocket_t hSocket); S_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight); @@ -731,6 +734,7 @@ S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQu S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize); S_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle); S_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName); +S_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup(intptr_t instancePtr, UGCQueryHandle_t handle, const struct SteamParamStringArray_t * pTagGroups); S_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName); S_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnOnlyIDs); S_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnKeyValueTags); @@ -889,11 +893,12 @@ S_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList(intptr_t instancePt S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked(intptr_t instancePtr, EParentalFeature eFeature); S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList(intptr_t instancePtr, EParentalFeature eFeature); S_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex); -S_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, uint32 unSessionID); -S_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, uint32 unSessionID); -S_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, uint32 unSessionID); -S_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, uint32 unSessionID, int * pnResolutionX, int * pnResolutionY); +S_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex); +S_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); +S_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); +S_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); +S_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY); +S_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite(intptr_t instancePtr, class CSteamID steamIDFriend); S_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString); S_API void SteamAPI_ISteamGameServer_SetProduct(intptr_t instancePtr, const char * pszProduct); S_API void SteamAPI_ISteamGameServer_SetGameDescription(intptr_t instancePtr, const char * pszGameDescription); @@ -930,7 +935,7 @@ S_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp S_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDGroup); S_API void SteamAPI_ISteamGameServer_GetGameplayStats(intptr_t instancePtr); S_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr); +S_API struct SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr); S_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort); S_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket(intptr_t instancePtr, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort); S_API void SteamAPI_ISteamGameServer_EnableHeartbeats(intptr_t instancePtr, bool bActive); diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index e3c7db0..f9c15ad 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -12,6 +12,7 @@ #include "steam_api.h" #include "isteamgameserver.h" +#include "isteamgameserver012.h" #include "isteamgameserver011.h" #include "isteamgameserver010.h" #include "isteamgameserver009.h" diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index e68f5b3..279ebbd 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -25,6 +25,7 @@ // General result codes enum EResult { + k_EResultNone = 0, // no result k_EResultOK = 1, // success k_EResultFail = 2, // generic failure k_EResultNoConnection = 3, // no/failed network connection @@ -275,6 +276,8 @@ enum EAppOwnershipFlags k_EAppOwnershipFlags_RentalNotActivated = 0x10000, // Rental hasn't been activated yet k_EAppOwnershipFlags_Rental = 0x20000, // Is a rental k_EAppOwnershipFlags_SiteLicense = 0x40000, // Is from a site license + k_EAppOwnershipFlags_LegacyFreeSub = 0x80000, // App only owned through Steam's legacy free sub + k_EAppOwnershipFlags_InvalidOSType = 0x100000, // app not supported on current OS version, used to indicate a game is 32-bit on post-catalina. Currently it's own flag so the library will display a notice. }; @@ -298,9 +301,9 @@ enum EAppType k_EAppType_Franchise = 0x400, // A hub for collections of multiple apps, eg films, series, games k_EAppType_Video = 0x800, // A video component of either a Film or TVSeries (may be the feature, an episode, preview, making-of, etc) k_EAppType_Plugin = 0x1000, // Plug-in types for other Apps - k_EAppType_Music = 0x2000, // Music files + k_EAppType_MusicAlbum = 0x2000, // "Video game soundtrack album" k_EAppType_Series = 0x4000, // Container app for video series - k_EAppType_Comic = 0x8000, // Comic Book + k_EAppType_Comic_UNUSED = 0x8000, // Comic Book k_EAppType_Beta = 0x10000, // this is a beta version of a game k_EAppType_Shortcut = 0x40000000, // just a shortcut, client side only @@ -380,10 +383,7 @@ typedef bool (*PFNLegacyKeyInstalled)(); const unsigned int k_unSteamAccountIDMask = 0xFFFFFFFF; const unsigned int k_unSteamAccountInstanceMask = 0x000FFFFF; -// we allow 3 simultaneous user account instances right now, 1= desktop, 2 = console, 4 = web, 0 = all -const unsigned int k_unSteamUserDesktopInstance = 1; -const unsigned int k_unSteamUserConsoleInstance = 2; -const unsigned int k_unSteamUserWebInstance = 4; +const unsigned int k_unSteamUserDefaultInstance = 1; // fixed instance for all individual users // Special flags for Chat accounts - they go in the top 8 bits // of the steam ID's "instance", leaving 12 for the actual instances @@ -413,8 +413,8 @@ enum EMarketingMessageFlags //aggregate flags k_EMarketingMessageFlagsPlatformRestrictions = k_EMarketingMessageFlagsPlatformWindows | - k_EMarketingMessageFlagsPlatformMac | - k_EMarketingMessageFlagsPlatformLinux, + k_EMarketingMessageFlagsPlatformMac | + k_EMarketingMessageFlagsPlatformLinux, }; @@ -538,6 +538,7 @@ enum EVRHMDType k_eEVRHMDType_HP_Unknown = 80, // HP unknown HMD k_eEVRHMDType_HP_WindowsMR = 81, // HP Windows MR headset + k_eEVRHMDType_HP_Reverb = 82, // HP Reverb Windows MR headset k_eEVRHMDType_Samsung_Unknown = 90, // Samsung unknown HMD k_eEVRHMDType_Samsung_Odyssey = 91, // Samsung Odyssey Windows MR headset @@ -657,24 +658,35 @@ enum EMarketNotAllowedReasonFlags // describes XP / progress restrictions to apply for games with duration control / // anti-indulgence enabled for minor Steam China users. // +// WARNING: DO NOT RENUMBER enum EDurationControlProgress { - k_EDurationControlProgress_Full, // Full progress - k_EDurationControlProgress_Half, // XP or persistent rewards should be halved - k_EDurationControlProgress_None, // XP or persistent rewards should be stopped + k_EDurationControlProgress_Full = 0, // Full progress + k_EDurationControlProgress_Half = 1, // deprecated - XP or persistent rewards should be halved + k_EDurationControlProgress_None = 2, // deprecated - XP or persistent rewards should be stopped + + k_EDurationControl_ExitSoon_3h = 3, // allowed 3h time since 5h gap/break has elapsed, game should exit - steam will terminate the game soon + k_EDurationControl_ExitSoon_5h = 4, // allowed 5h time in calendar day has elapsed, game should exit - steam will terminate the game soon + k_EDurationControl_ExitSoon_Night = 5, // game running after day period, game should exit - steam will terminate the game soon }; // // describes which notification timer has expired, for steam china duration control feature // +// WARNING: DO NOT RENUMBER enum EDurationControlNotification { - k_EDurationControlNotification_None, // just informing you about progress, no notification to show - k_EDurationControlNotification_1Hour, // "you've been playing for an hour" - k_EDurationControlNotification_3Hours, // "you've been playing for 3 hours; take a break" - k_EDurationControlNotification_HalfProgress, // "your XP / progress is half normal" - k_EDurationControlNotification_NoProgress, // "your XP / progress is zero" + k_EDurationControlNotification_None = 0, // just informing you about progress, no notification to show + k_EDurationControlNotification_1Hour = 1, // "you've been playing for N hours" + + k_EDurationControlNotification_3Hours = 2, // deprecated - "you've been playing for 3 hours; take a break" + k_EDurationControlNotification_HalfProgress = 3,// deprecated - "your XP / progress is half normal" + k_EDurationControlNotification_NoProgress = 4, // deprecated - "your XP / progress is zero" + + k_EDurationControlNotification_ExitSoon_3h = 5, // allowed 3h time since 5h gap/break has elapsed, game should exit - steam will terminate the game soon + k_EDurationControlNotification_ExitSoon_5h = 6, // allowed 5h time in calendar day has elapsed, game should exit - steam will terminate the game soon + k_EDurationControlNotification_ExitSoon_Night = 7,// game running after day period, game should exit - steam will terminate the game soon }; @@ -721,7 +733,7 @@ public: CSteamID( uint32 unAccountID, unsigned int unAccountInstance, EUniverse eUniverse, EAccountType eAccountType ) { #if defined(_SERVER) && defined(Assert) - Assert( ! ( ( k_EAccountTypeIndividual == eAccountType ) && ( unAccountInstance > k_unSteamUserWebInstance ) ) ); // enforce that for individual accounts, instance is always 1 + Assert( ( k_EAccountTypeIndividual != eAccountType ) || ( unAccountInstance == k_unSteamUserDefaultInstance ) ); // enforce that for individual accounts, instance is always 1 #endif // _SERVER InstancedSet( unAccountID, unAccountInstance, eUniverse, eAccountType ); } @@ -763,8 +775,7 @@ public: } else { - // by default we pick the desktop instance - m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDesktopInstance; + m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDefaultInstance; } } @@ -831,7 +842,7 @@ public: pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits; m_steamid.m_comp.m_EUniverse = eUniverse; // set the universe m_steamid.m_comp.m_EAccountType = k_EAccountTypeIndividual; // Steam 2 accounts always map to account type of individual - m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDesktopInstance; // Steam2 only knew desktop instances + m_steamid.m_comp.m_unAccountInstance = k_unSteamUserDefaultInstance; // Steam2 only knew one instance } //----------------------------------------------------------------------------- @@ -1000,8 +1011,7 @@ public: // simple accessors void SetAccountID( uint32 unAccountID ) { m_steamid.m_comp.m_unAccountID = unAccountID; } void SetAccountInstance( uint32 unInstance ){ m_steamid.m_comp.m_unAccountInstance = unInstance; } - void ClearIndividualInstance() { if ( BIndividualAccount() ) m_steamid.m_comp.m_unAccountInstance = 0; } - bool HasNoIndividualInstance() const { return BIndividualAccount() && (m_steamid.m_comp.m_unAccountInstance==0); } + AccountID_t GetAccountID() const { return m_steamid.m_comp.m_unAccountID; } uint32 GetUnAccountInstance() const { return m_steamid.m_comp.m_unAccountInstance; } EAccountType GetEAccountType() const { return ( EAccountType ) m_steamid.m_comp.m_EAccountType; } @@ -1071,7 +1081,7 @@ inline bool CSteamID::IsValid() const if ( m_steamid.m_comp.m_EAccountType == k_EAccountTypeIndividual ) { - if ( m_steamid.m_comp.m_unAccountID == 0 || m_steamid.m_comp.m_unAccountInstance > k_unSteamUserWebInstance ) + if ( m_steamid.m_comp.m_unAccountID == 0 || m_steamid.m_comp.m_unAccountInstance != k_unSteamUserDefaultInstance ) return false; } @@ -1166,6 +1176,17 @@ public: m_gameID.m_nType = k_EGameIDTypeGameMod; } + CGameID( const CGameID &that ) + { + m_ulGameID = that.m_ulGameID; + } + + CGameID& operator=( const CGameID & that ) + { + m_ulGameID = that.m_ulGameID; + return *this; + } + // Hidden functions used only by Steam explicit CGameID( const char *pchGameID ); const char *Render() const; // render this Game ID to string @@ -1404,6 +1425,23 @@ enum EPlayerResult_t k_EPlayerResultCompleted = 5, // player completed game }; + +enum ESteamIPv6ConnectivityProtocol +{ + k_ESteamIPv6ConnectivityProtocol_Invalid = 0, + k_ESteamIPv6ConnectivityProtocol_HTTP = 1, // because a proxy may make this different than other protocols + k_ESteamIPv6ConnectivityProtocol_UDP = 2, // test UDP connectivity. Uses a port that is commonly needed for other Steam stuff. If UDP works, TCP probably works. +}; + +// For the above transport protocol, what do we think the local machine's connectivity to the internet over ipv6 is like +enum ESteamIPv6ConnectivityState +{ + k_ESteamIPv6ConnectivityState_Unknown = 0, // We haven't run a test yet + k_ESteamIPv6ConnectivityState_Good = 1, // We have recently been able to make a request on ipv6 for the given protocol + k_ESteamIPv6ConnectivityState_Bad = 2, // We failed to make a request, either because this machine has no ipv6 address assigned, or it has no upstream connectivity +}; + + // Define compile time assert macros to let us validate the structure sizes. #define VALVE_COMPILE_TIME_ASSERT( pred ) typedef char compile_time_assert_type[(pred) ? 1 : -1]; diff --git a/sdk_includes/steamencryptedappticket.h b/sdk_includes/steamencryptedappticket.h index 8d7fc3e..be344a2 100644 --- a/sdk_includes/steamencryptedappticket.h +++ b/sdk_includes/steamencryptedappticket.h @@ -29,6 +29,8 @@ S_API bool SteamEncryptedAppTicket_BUserOwnsAppInTicket( uint8 *rgubTicketDecryp S_API bool SteamEncryptedAppTicket_BUserIsVacBanned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); +S_API bool SteamEncryptedAppTicket_BGetAppDefinedValue( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pValue ); + S_API const uint8 *SteamEncryptedAppTicket_GetUserVariableData( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pcubUserData ); S_API bool SteamEncryptedAppTicket_BIsTicketSigned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, const uint8 *pubRSAKey, uint32 cubRSAKey ); diff --git a/sdk_includes/steamnetworkingsockets.h b/sdk_includes/steamnetworkingsockets.h new file mode 100644 index 0000000..2c06b93 --- /dev/null +++ b/sdk_includes/steamnetworkingsockets.h @@ -0,0 +1,113 @@ +//====== Copyright Valve Corporation, All rights reserved. ==================== +// +// Kludge adapter that's used for the transition standalone library. +// This is not the opensource code, or the one in the Steamworks SDK. +// +//============================================================================= + +#ifndef STEAMNETWORKINGSOCKETS +#define STEAMNETWORKINGSOCKETS +#ifdef _WIN32 +#pragma once +#endif + +#include "isteamnetworkingsockets.h" +struct SteamRelayNetworkStatus_t; +struct P2PSessionRequest_t; +struct P2PSessionConnectFail_t; + +#if !defined( STEAMNETWORKINGSOCKETS_PARTNER ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT ) + #error "Shouldn't be including this!" +#endif + +#ifdef STEAMNETWORKINGSOCKETS_STEAM + +// #KLUDGE! So we don't have to link with steam_api.lib +#include +#include + +///////////////////////////////////////////////////////////////////////////// +// Temp internal gross stuff you should ignore + + typedef void * ( S_CALLTYPE *FSteamInternal_CreateInterface )( const char *); + typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallback)( class CCallbackBase *pCallback, int iCallback ); + typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallback)( class CCallbackBase *pCallback ); + typedef void ( S_CALLTYPE *FSteamAPI_RegisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); + typedef void ( S_CALLTYPE *FSteamAPI_UnregisterCallResult)( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); + STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetLauncher( const char *pszLauncher ); // Call this before SteamDatagramClient_Init + STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetUniverse( EUniverse eUniverse ); // Call this before SteamDatagramClient_Init, to run without steam support + STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Internal_SteamAPIKludge( FSteamAPI_RegisterCallback fnRegisterCallback, FSteamAPI_UnregisterCallback fnUnregisterCallback, FSteamAPI_RegisterCallResult fnRegisterCallResult, FSteamAPI_UnregisterCallResult fnUnregisterCallResult ); + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init_InternalV9( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe ); + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init_InternalV2( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg, FSteamInternal_CreateInterface fnCreateInterface, HSteamUser hSteamUser, HSteamPipe hSteamPipe ); + +///////////////////////////////////////////////////////////////////////////// + +/// Initialize the user interface. +inline bool SteamDatagramClient_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg ) +{ + SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult ); + return SteamDatagramClient_Init_InternalV9( bNoSteamSupport, errMsg, ::SteamInternal_CreateInterface, ::SteamAPI_GetHSteamUser(), ::SteamAPI_GetHSteamPipe() ); +} + +/// Initialize the game server interface +inline bool SteamDatagramServer_Init( bool bNoSteamSupport, SteamNetworkingErrMsg &errMsg ) +{ + SteamDatagramClient_Internal_SteamAPIKludge( &::SteamAPI_RegisterCallback, &::SteamAPI_UnregisterCallback, &::SteamAPI_RegisterCallResult, &::SteamAPI_UnregisterCallResult ); + return SteamDatagramServer_Init_InternalV2( bNoSteamSupport, errMsg, &SteamInternal_CreateInterface, ::SteamGameServer_GetHSteamUser(), ::SteamGameServer_GetHSteamPipe() ); +} + +#else // #ifdef STEAMNETWORKINGSOCKETS_STEAM + + /// Initialize client interface + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramClient_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg ); + + /// Initialize gameserver interface + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamDatagramServer_Init( bool /* ignored */, SteamNetworkingErrMsg &errMsg ); + +#endif + +/// Shutdown the client interface +STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_Kill(); + +/// Shutdown the game server interface +STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramServer_Kill(); + +/// Call before initializing the library, to set the AppID. This is only needed +/// when running without Steam support. (Either on other platforms, or when +/// intentionally not using steam client.) +STEAMNETWORKINGSOCKETS_INTERFACE void SteamDatagramClient_SetAppID( AppId_t nAppID ); + +/// Manual polling mode. You should call this before initialize the lib. +/// This will prevent the library from opening up its own service thread, +/// allowing you to pump sockets and stuff from your own thread. +STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_SetManualPollMode( bool bFlag ); + +/// If you call SteamNetworkingSockets_SetManualPollMode, then you need to +/// call this frequently. Any time spent between calls is essentially +/// guaranteed to delay time-sensitive processing, so whatever you are +/// doing, make it quick. If you pass a nonzero wait time, then this +/// function will sleep efficiently, waiting for incoming packets, +/// up to the maximum time you specify. It may return prematurely +/// if packets arrive earlier than your timeout. +STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingSockets_Poll( int msMaxWaitTime ); + +/// TEMP callback dispatch mechanism. +/// You'll override this guy and hook any callbacks you are interested in, +/// and then use ISteamNetworkingSockets::RunCallbacks. Eventually this will go away, +/// and you will register for the callbacks you want using the normal SteamWorks callback +/// mechanisms, and they will get dispatched along with other Steamworks callbacks +/// when you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. +class ISteamNetworkingSocketsCallbacks +{ +public: + inline ISteamNetworkingSocketsCallbacks() {} + virtual void OnSteamNetConnectionStatusChanged( SteamNetConnectionStatusChangedCallback_t * ) {} + virtual void OnP2PSessionRequest( P2PSessionRequest_t * ) {} + virtual void OnP2PSessionConnectFail( P2PSessionConnectFail_t * ) {} + virtual void OnAuthenticationStatusChanged( SteamNetAuthenticationStatus_t * ) {} + virtual void OnRelayNetworkStatusChanged( SteamRelayNetworkStatus_t * ) {} +protected: + inline ~ISteamNetworkingSocketsCallbacks() {} +}; + +#endif // ISTEAMNETWORKINGSOCKETS diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index a2ecfbc..64baf21 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -11,6 +11,7 @@ #endif #include +#include //---------------------------------------- // SteamNetworkingSockets library config @@ -195,7 +196,11 @@ struct SteamNetworkingIPAddr bool operator==(const SteamNetworkingIPAddr &x ) const; }; -/// An abstract way to represent the identity of a network host +/// An abstract way to represent the identity of a network host. All identities can +/// be represented as simple string. Furthermore, this string representation is actually +/// used on the wire in several places, even though it is less efficient, in order to +/// facilitate forward compatibility. (Old client code can handle an identity type that +/// it doesn't understand.) struct SteamNetworkingIdentity { /// Type of identity. @@ -236,7 +241,11 @@ struct SteamNetworkingIdentity /// k_cchMaxString bytes big to avoid truncation. void ToString( char *buf, size_t cbBuf ) const; - /// Parse back a string that was generated using ToString + /// Parse back a string that was generated using ToString. If we don't understand the + /// string, but it looks "reasonable" (it matches the pattern type: and doesn't + /// have any funcky characters, etc), then we will return true, and the type is set to + /// k_ESteamNetworkingIdentityType_UnknownType. false will only be returned if the string + /// looks invalid. bool ParseString( const char *pszStr ); // Max sizes @@ -624,7 +633,7 @@ struct SteamNetworkingQuickConnectionStatus /// but has now been scheduled for re-transmission. Thus, it's possible to /// observe m_cbPendingReliable increasing between two checks, even if no /// calls were made to send reliable data between the checks. Data that is - /// awaiting the nagle delay will appear in these numbers. + /// awaiting the Nagle delay will appear in these numbers. int m_cbPendingUnreliable; int m_cbPendingReliable; @@ -672,7 +681,7 @@ struct SteamNetworkingQuickConnectionStatus /// and our peer might, too. const int k_cbMaxSteamNetworkingSocketsMessageSizeSend = 512 * 1024; -/// A message that has been received +/// A message that has been received. struct SteamNetworkingMessage_t { @@ -680,15 +689,20 @@ struct SteamNetworkingMessage_t void *m_pData; /// Size of the payload. - uint32 m_cbSize; + int m_cbSize; - /// The connection this came from. (Not used when using the ISteamMessages interface) + /// For messages received on connections: what connection did this come from? + /// For outgoing messages: what connection to send it to? + /// Not used when using the ISteamNetworkingMessages interface HSteamNetConnection m_conn; - /// Who sent this to us? - SteamNetworkingIdentity m_sender; + /// For inbound messages: Who sent this to us? + /// For outbound messages on connections: not used. + /// For outbound messages on the ad-hoc ISteamNetworkingMessages interface: who should we send this to? + SteamNetworkingIdentity m_identityPeer; - /// The user data associated with the connection. + /// For messages received on connections, this is the user data + /// associated with the connection. /// /// This is *usually* the same as calling GetConnection() and then /// fetching the user data associated with that connection, but for @@ -701,12 +715,16 @@ struct SteamNetworkingMessage_t /// - This is an inline call, so it's *much* faster. /// - You might have closed the connection, so fetching the user data /// would not be possible. + /// + /// Not used when sending messages, int64 m_nConnUserData; - /// Local timestamps when it was received + /// Local timestamp when the message was received + /// Not used for outbound messages. SteamNetworkingMicroseconds m_usecTimeReceived; - /// Message number assigned by the sender + /// Message number assigned by the sender. + /// This is not used for outbound messages int64 m_nMessageNumber; /// Function used to free up m_pData. This mechanism exists so that @@ -717,33 +735,46 @@ struct SteamNetworkingMessage_t /// free( pMsg->m_pData ); void (*m_pfnFreeData)( SteamNetworkingMessage_t *pMsg ); - /// Function to used to decrement reference count and, if it's zero, release - /// the message. You should not normally need to access this directly. - /// (Use Release(), and don't set this.) + /// Function to used to decrement the internal reference count and, if + /// it's zero, release the message. You should not set this function pointer, + /// or need to access this directly! Use the Release() function instead! void (*m_pfnRelease)( SteamNetworkingMessage_t *pMsg ); - /// The channel number the message was received on. - /// (Not used for messages received on "connections") + /// When using ISteamNetworkingMessages, the channel number the message was received on + /// (Not used for messages sent or received on "connections") int m_nChannel; - /// Pad to multiple of 8 bytes - int m___nPadDummy; + /// Bitmask of k_nSteamNetworkingSend_xxx flags. + /// For received messages, only the k_nSteamNetworkingSend_Reliable bit is valid. + /// For outbound messages, all bits are relevant + int m_nFlags; - #ifdef __cplusplus + /// Arbitrary user data that you can use when sending messages using + /// ISteamNetworkingUtils::AllocateMessage and ISteamNetworkingSockets::SendMessage. + /// (The callback you set in m_pfnFreeData might use this field.) + /// + /// Not used for received messages. + int64 m_nUserData; - /// You MUST call this when you're done with the object, - /// to free up memory, etc. - inline void Release(); + /// You MUST call this when you're done with the object, + /// to free up memory, etc. + inline void Release(); - // For code compatibility, some accessors - inline uint32 GetSize() const { return m_cbSize; } - inline const void *GetData() const { return m_pData; } - inline int GetChannel() const { return m_nChannel; } - inline HSteamNetConnection GetConnection() const { return m_conn; } - inline int64 GetConnectionUserData() const { return m_nConnUserData; } - inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; } - inline int64 GetMessageNumber() const { return m_nMessageNumber; } - #endif + // For code compatibility, some accessors + inline uint32 GetSize() const { return m_cbSize; } + inline const void *GetData() const { return m_pData; } + inline int GetChannel() const { return m_nChannel; } + inline HSteamNetConnection GetConnection() const { return m_conn; } + inline int64 GetConnectionUserData() const { return m_nConnUserData; } + inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; } + inline int64 GetMessageNumber() const { return m_nMessageNumber; } +protected: + // Declare destructor protected. You should never need to declare a message + // object on the stack or create one yourself. + // - You will receive a pointer to a message object when you receive messages (e.g. ISteamNetworkingSockets::ReceiveMessagesOnConnection) + // - You can allocate a message object for efficient sending using ISteamNetworkingUtils::AllocateMessage + // - Call Release() to free the object + //inline ~SteamNetworkingMessage_t() {} }; // @@ -802,7 +833,7 @@ const int k_nSteamNetworkingSend_NoDelay = 4; // - there is a sufficiently large number of messages queued up already such that the current message // will not be placed on the wire in the next ~200ms or so. // -// if a message is dropped for these reasons, k_EResultIgnored will be returned. +// If a message is dropped for these reasons, k_EResultIgnored will be returned. const int k_nSteamNetworkingSend_UnreliableNoDelay = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoDelay|k_nSteamNetworkingSend_NoNagle; // Reliable message send. Can send up to k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message. @@ -821,6 +852,21 @@ const int k_nSteamNetworkingSend_Reliable = 8; // Migration note: This is equivalent to k_EP2PSendReliable const int k_nSteamNetworkingSend_ReliableNoNagle = k_nSteamNetworkingSend_Reliable|k_nSteamNetworkingSend_NoNagle; +// By default, message sending is queued, and the work of encryption and talking to +// the operating system sockets, etc is done on a service thread. This is usually a +// a performance win when messages are sent from the "main thread". However, if this +// flag is set, and data is ready to be sent immediately (either from this message +// or earlier queued data), then that work will be done in the current thread, before +// the current call returns. If data is not ready to be sent (due to rate limiting +// or Nagle), then this flag has no effect. +// +// This is an advanced flag used to control performance at a very low level. For +// most applications running on modern hardware with more than one CPU core, doing +// the work of sending on a service thread will yield the best performance. Only +// use this flag if you have a really good reason and understand what you are doing. +// Otherwise you will probably just make performance worse. +const int k_nSteamNetworkingSend_UseCurrentThread = 16; + // // Ping location / measurement // @@ -960,6 +1006,9 @@ enum ESteamNetworkingConfigValue /// we don't know our identity or can't get a cert. On the server, it means that /// we won't automatically reject a connection due to a failure to authenticate. /// (You can examine the incoming connection and decide whether to accept it.) + /// + /// This is a dev configuration value, and you should not let users modify it in + /// production. k_ESteamNetworkingConfig_IP_AllowWithoutAuth = 23, /// [connection int32] Do not send UDP packets with a payload of @@ -971,6 +1020,30 @@ enum ESteamNetworkingConfigValue /// will not fragment, based on k_ESteamNetworkingConfig_MTU_PacketSize k_ESteamNetworkingConfig_MTU_DataSize = 33, + /// [connection int32] Allow unencrypted (and unauthenticated) communication. + /// 0: Not allowed (the default) + /// 1: Allowed, but prefer encrypted + /// 2: Allowed, and preferred + /// 3: Required. (Fail the connection if the peer requires encryption.) + /// + /// This is a dev configuration value, since its purpose is to disable encryption. + /// You should not let users modify it in production. (But note that it requires + /// the peer to also modify their value in order for encryption to be disabled.) + k_ESteamNetworkingConfig_Unencrypted = 34, + + /// [global int32] 0 or 1. Some variables are "dev" variables. They are useful + /// for debugging, but should not be adjusted in production. When this flag is false (the default), + /// such variables will not be enumerated by the ISteamnetworkingUtils::GetFirstConfigValue + /// ISteamNetworkingUtils::GetConfigValueInfo functions. The idea here is that you + /// can use those functions to provide a generic mechanism to set any configuration + /// value from a console or configuration file, looking up the variable by name. Depending + /// on your game, modifying other configuration values may also have negative effects, and + /// you may wish to further lock down which variables are allowed to be modified by the user. + /// (Maybe no variables!) Or maybe you use a whitelist or blacklist approach. + /// + /// (This flag is itself a dev variable.) + k_ESteamNetworkingConfig_EnumerateDevVars = 35, + // // Settings for SDR relayed connections // @@ -1013,6 +1086,13 @@ enum ESteamNetworkingConfigValue /// this set (maybe just one). Comma-separated list. k_ESteamNetworkingConfig_SDRClient_ForceProxyAddr = 31, + /// [global string] For debugging. Force ping times to clusters to be the specified + /// values. A comma separated list of = values. E.g. "sto=32,iad=100" + /// + /// This is a dev configuration value, you probably should not let users modify it + /// in production. + k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36, + // // Log levels for debuging information. A higher priority // (lower numeric value) will cause more stuff to be printed. @@ -1027,6 +1107,36 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff }; +/// In a few places we need to set configuration options on listen sockets and connections, and +/// have them take effect *before* the listen socket or connection really starts doing anything. +/// Creating the object and then setting the options "immediately" after creation doesn't work +/// completely, because network packets could be received between the time the object is created and +/// when the options are applied. To set options at creation time in a reliable way, they must be +/// passed to the creation function. This structure is used to pass those options. +/// +/// For the meaning of these fields, see ISteamNetworkingUtils::SetConfigValue. Basically +/// when the object is created, we just iterate over the list of options and call +/// ISteamNetworkingUtils::SetConfigValueStruct, where the scope arguments are supplied by the +/// object being created. +struct SteamNetworkingConfigValue_t +{ + /// Which option is being set + ESteamNetworkingConfigValue m_eValue; + + /// Which field below did you fill in? + ESteamNetworkingConfigDataType m_eDataType; + + /// Option value + union + { + int32_t m_int32; + int64_t m_int64; + float m_float; + const char *m_string; // Points to your '\0'-terminated buffer + void *m_functionPtr; + } m_val; +}; + /// Return value of ISteamNetworkintgUtils::GetConfigValue enum ESteamNetworkingGetConfigValueResult { diff --git a/sdk_includes/steamtypes.h b/sdk_includes/steamtypes.h index a20d4d0..705e334 100644 --- a/sdk_includes/steamtypes.h +++ b/sdk_includes/steamtypes.h @@ -223,4 +223,80 @@ const SiteId_t k_ulSiteIdInvalid = 0; typedef uint64 PartyBeaconID_t; const PartyBeaconID_t k_ulPartyBeaconIdInvalid = 0; +enum ESteamIPType +{ + k_ESteamIPTypeIPv4 = 0, + k_ESteamIPTypeIPv6 = 1, +}; + +#pragma pack( push, 1 ) + +struct SteamIPAddress_t +{ + union { + + uint32 m_unIPv4; // Host order + uint8 m_rgubIPv6[16]; // Network order! Same as inaddr_in6. (0011:2233:4455:6677:8899:aabb:ccdd:eeff) + + // Internal use only + uint64 m_ipv6Qword[2]; // big endian + }; + + ESteamIPType m_eType; + + bool IsSet() const + { + if ( k_ESteamIPTypeIPv4 == m_eType ) + { + return m_unIPv4 != 0; + } + else + { + return m_ipv6Qword[0] !=0 || m_ipv6Qword[1] != 0; + } + } + + static SteamIPAddress_t IPv4Any() + { + SteamIPAddress_t ipOut; + ipOut.m_eType = k_ESteamIPTypeIPv4; + ipOut.m_unIPv4 = 0; + + return ipOut; + } + + static SteamIPAddress_t IPv6Any() + { + SteamIPAddress_t ipOut; + ipOut.m_eType = k_ESteamIPTypeIPv6; + ipOut.m_ipv6Qword[0] = 0; + ipOut.m_ipv6Qword[1] = 0; + + return ipOut; + } + + static SteamIPAddress_t IPv4Loopback() + { + SteamIPAddress_t ipOut; + ipOut.m_eType = k_ESteamIPTypeIPv4; + ipOut.m_unIPv4 = 0x7f000001; + + return ipOut; + } + + static SteamIPAddress_t IPv6Loopback() + { + SteamIPAddress_t ipOut; + ipOut.m_eType = k_ESteamIPTypeIPv6; + ipOut.m_ipv6Qword[0] = 0; + ipOut.m_ipv6Qword[1] = 0; + ipOut.m_rgubIPv6[15] = 1; + + return ipOut; + } +}; + +#pragma pack( pop ) + + #endif // STEAMTYPES_H From 20c03cda752ad0d1d75e0317101bc871291a43ef Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 10 Dec 2019 05:56:08 +0000 Subject: [PATCH 219/494] Update steam_overlay.cpp --- overlay_experimental/steam_overlay.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index b6a1c4b..143443d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -760,7 +760,15 @@ void Steam_Overlay::RunCallbacks() FriendGameInfo_t friend_game_info = {}; steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); if (friend_game_info.m_steamIDLobby.IsValid()) + { + // TODO: Look if thats really JoinLobby ? + // I saw on steamdev that overlay sends a GameLobbyJoinRequested_t + //GameLobbyJoinRequested_t data; + //data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); + //data.m_steamIDFriend.SetFromUint64(friend_id); + //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby); + } } friend_info->second.window_state &= ~window_state_join; From 0f0bbba31925ea56eef3ff25469723fe59c2cae1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 11 Dec 2019 12:06:19 -0500 Subject: [PATCH 220/494] GetGlyphForActionOrigin implementation. --- dll/settings.h | 1 + dll/settings_parser.cpp | 2 + dll/steam_controller.h | 83 +++++++++++++++++++++++++++++++++++++++-- 3 files changed, 82 insertions(+), 4 deletions(-) diff --git a/dll/settings.h b/dll/settings.h index cfb06b0..e422dc0 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -135,6 +135,7 @@ public: //controller struct Controller_Settings controller_settings; + std::string glyphs_directory; //networking bool disable_networking = false; diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index dc46f59..ebbec1c 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -104,6 +104,8 @@ static void load_gamecontroller_settings(Settings *settings) PRINT_DEBUG("Added %u action names to %s\n", button_pairs.size(), action_set_name.c_str()); } } + + settings->glyphs_directory = path + (PATH_SEPARATOR "glyphs" PATH_SEPARATOR); } uint32 create_localstorage_settings(Settings **settings_client_out, Settings **settings_server_out, Local_Storage **local_storage_out) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 1cd15e4..613da65 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -129,6 +129,9 @@ public ISteamInput std::map controller_maps; std::map controllers; + std::map steaminput_glyphs; + std::map steamcontroller_glyphs; + bool disabled; void set_handles(std::map, std::string>>> action_sets) { @@ -788,14 +791,86 @@ const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) // Get a local path to art for on-screen glyph for a particular origin const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) { - PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin\n"); - return ""; + PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin %i\n", eOrigin); + + if (steamcontroller_glyphs.empty()) { + std::string dir = settings->glyphs_directory; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_A] = dir + "button_a.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_B] = dir + "button_b.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_X] = dir + "button_x.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Y] = dir + "button_y.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftBumper] = dir + "shoulder_l.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightBumper] = dir + "shoulder_r.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Start] = dir + "xbox_button_start.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_Back] = dir + "xbox_button_select.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftTrigger_Pull] = dir + "trigger_l_pull.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftTrigger_Click] = dir + "trigger_l_click.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightTrigger_Pull] = dir + "trigger_r_pull.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightTrigger_Click] = dir + "trigger_r_click.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_Move] = dir + "stick_l_move.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_Click] = dir + "stick_l_click.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadNorth] = dir + "stick_dpad_n.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadSouth] = dir + "stick_dpad_s.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadWest] = dir + "stick_dpad_w.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_LeftStick_DPadEast] = dir + "stick_dpad_e.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_Move] = dir + "stick_r_move.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_Click] = dir + "stick_r_click.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadNorth] = dir + "stick_dpad_n.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadSouth] = dir + "stick_dpad_s.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadWest] = dir + "stick_dpad_w.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_RightStick_DPadEast] = dir + "stick_dpad_e.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_North] = dir + "xbox_button_dpad_n.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_South] = dir + "xbox_button_dpad_s.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_West] = dir + "xbox_button_dpad_w.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_East] = dir + "xbox_button_dpad_e.png"; + steamcontroller_glyphs[k_EControllerActionOrigin_XBox360_DPad_Move] = dir + "xbox_button_dpad_move.png"; + } + + auto glyph = steamcontroller_glyphs.find(eOrigin); + if (glyph == steamcontroller_glyphs.end()) return ""; + return glyph->second.c_str(); } const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) { - PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput\n"); - return ""; + PRINT_DEBUG("Steam_Controller::GetGlyphForActionOrigin steaminput %i\n", eOrigin); + if (steaminput_glyphs.empty()) { + std::string dir = settings->glyphs_directory; + steaminput_glyphs[k_EInputActionOrigin_XBox360_A] = dir + "button_a.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_B] = dir + "button_b.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_X] = dir + "button_x.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_Y] = dir + "button_y.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftBumper] = dir + "shoulder_l.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightBumper] = dir + "shoulder_r.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_Start] = dir + "xbox_button_start.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_Back] = dir + "xbox_button_select.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftTrigger_Pull] = dir + "trigger_l_pull.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftTrigger_Click] = dir + "trigger_l_click.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightTrigger_Pull] = dir + "trigger_r_pull.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightTrigger_Click] = dir + "trigger_r_click.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_Move] = dir + "stick_l_move.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_Click] = dir + "stick_l_click.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadNorth] = dir + "stick_dpad_n.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadSouth] = dir + "stick_dpad_s.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadWest] = dir + "stick_dpad_w.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_LeftStick_DPadEast] = dir + "stick_dpad_e.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_Move] = dir + "stick_r_move.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_Click] = dir + "stick_r_click.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadNorth] = dir + "stick_dpad_n.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadSouth] = dir + "stick_dpad_s.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadWest] = dir + "stick_dpad_w.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_RightStick_DPadEast] = dir + "stick_dpad_e.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_North] = dir + "xbox_button_dpad_n.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_South] = dir + "xbox_button_dpad_s.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_West] = dir + "xbox_button_dpad_w.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_East] = dir + "xbox_button_dpad_e.png"; + steaminput_glyphs[k_EInputActionOrigin_XBox360_DPad_Move] = dir + "xbox_button_dpad_move.png"; + //steaminput_glyphs[] = dir + ""; + } + + auto glyph = steaminput_glyphs.find(eOrigin); + if (glyph == steaminput_glyphs.end()) return ""; + return glyph->second.c_str(); } // Returns the input type for a particular handle From cb1bb895c4876f074f16b438e9ec3be4e5129eb8 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 11 Dec 2019 19:17:47 -0500 Subject: [PATCH 221/494] Forgot this when updating sdk. --- dll/steam_client.h | 1 + dll/steam_gameserver.h | 1 + dll/steam_networking.h | 1 + dll/steam_networking_sockets.h | 1 + dll/steam_networking_utils.h | 1 + dll/steam_ugc.h | 1 + 6 files changed, 6 insertions(+) diff --git a/dll/steam_client.h b/dll/steam_client.h index 92e3440..73b93af 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -68,6 +68,7 @@ public ISteamClient015, public ISteamClient016, public ISteamClient017, public ISteamClient018, +public ISteamClient019, public ISteamClient { public: diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index f862509..cc11682 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -34,6 +34,7 @@ public ISteamGameServer008, public ISteamGameServer009, public ISteamGameServer010, public ISteamGameServer011, +public ISteamGameServer012, public ISteamGameServer { class Settings *settings; diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 1f09be0..bd6d67e 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -59,6 +59,7 @@ public ISteamNetworking001, public ISteamNetworking002, public ISteamNetworking003, public ISteamNetworking004, +public ISteamNetworking005, public ISteamNetworking { class Settings *settings; diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 5353a61..ff14163 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -49,6 +49,7 @@ struct Connect_Socket { class Steam_Networking_Sockets : public ISteamNetworkingSockets001, public ISteamNetworkingSockets002, +public ISteamNetworkingSockets003, public ISteamNetworkingSockets { class Settings *settings; diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 1269b7a..5b11692 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -19,6 +19,7 @@ class Steam_Networking_Utils : public ISteamNetworkingUtils001, +public ISteamNetworkingUtils002, public ISteamNetworkingUtils { class Settings *settings; diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 690fa46..13a2c60 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -37,6 +37,7 @@ public ISteamUGC008, public ISteamUGC009, public ISteamUGC010, public ISteamUGC012, +public ISteamUGC013, public ISteamUGC { class Settings *settings; From 4bb4f9459d3d897a15dd4d3d834d68f442c5b03a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 12 Dec 2019 14:10:30 -0500 Subject: [PATCH 222/494] GetGlyphForActionOrigin: Add free button icons from: https://commons.wikimedia.org/wiki/Category:Xbox_controller_buttons --- Readme_release.txt | 3 +++ .../controller.EXAMPLE/glyphs/button_a.png | Bin 0 -> 9456 bytes .../controller.EXAMPLE/glyphs/button_b.png | Bin 0 -> 8556 bytes .../controller.EXAMPLE/glyphs/button_x.png | Bin 0 -> 10713 bytes .../controller.EXAMPLE/glyphs/button_y.png | Bin 0 -> 9184 bytes .../controller.EXAMPLE/glyphs/shoulder_l.png | Bin 0 -> 2711 bytes .../controller.EXAMPLE/glyphs/shoulder_r.png | Bin 0 -> 3119 bytes .../controller.EXAMPLE/glyphs/stick_dpad_e.png | Bin 0 -> 5994 bytes .../controller.EXAMPLE/glyphs/stick_dpad_n.png | Bin 0 -> 6034 bytes .../controller.EXAMPLE/glyphs/stick_dpad_s.png | Bin 0 -> 5985 bytes .../controller.EXAMPLE/glyphs/stick_dpad_w.png | Bin 0 -> 6001 bytes .../controller.EXAMPLE/glyphs/stick_l_click.png | Bin 0 -> 6381 bytes .../controller.EXAMPLE/glyphs/stick_l_move.png | Bin 0 -> 5147 bytes .../controller.EXAMPLE/glyphs/stick_r_click.png | Bin 0 -> 7036 bytes .../controller.EXAMPLE/glyphs/stick_r_move.png | Bin 0 -> 5798 bytes .../glyphs/trigger_l_click.png | Bin 0 -> 1802 bytes .../glyphs/trigger_l_pull.png | Bin 0 -> 1802 bytes .../glyphs/trigger_r_click.png | Bin 0 -> 2396 bytes .../glyphs/trigger_r_pull.png | Bin 0 -> 2396 bytes .../glyphs/xbox_button_dpad_e.png | Bin 0 -> 5994 bytes .../glyphs/xbox_button_dpad_move.png | Bin 0 -> 5013 bytes .../glyphs/xbox_button_dpad_n.png | Bin 0 -> 5881 bytes .../glyphs/xbox_button_dpad_s.png | Bin 0 -> 5915 bytes .../glyphs/xbox_button_dpad_w.png | Bin 0 -> 5966 bytes .../glyphs/xbox_button_select.png | Bin 0 -> 3871 bytes .../glyphs/xbox_button_start.png | Bin 0 -> 3927 bytes 26 files changed, 3 insertions(+) create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/button_a.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/button_b.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/button_x.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/button_y.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/shoulder_l.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/shoulder_r.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_dpad_e.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_dpad_n.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_dpad_s.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_dpad_w.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_l_click.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_l_move.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_r_click.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/stick_r_move.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/trigger_l_click.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/trigger_l_pull.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/trigger_r_click.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/trigger_r_pull.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_dpad_e.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_dpad_move.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_dpad_n.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_dpad_s.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_dpad_w.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_select.png create mode 100644 files_example/steam_settings.EXAMPLE/controller.EXAMPLE/glyphs/xbox_button_start.png diff --git a/Readme_release.txt b/Readme_release.txt index a2c1236..e78b7fa 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -120,6 +120,9 @@ If you look at: steamcontrollerconfigdetails, you will see something like: 17796 1779660455 refers to a file id that you can dl using your favorite steam workshop downloader site. 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z7jBj*<1Q*4Zq|C^;6=@@m%>fiZ^QIZ&*#dMjus;Tut*#nY`capRo!Va@A|NTLxZ^! z-I!2H4BUaKa3D8uWi|Fmm*&2&;KIV_+nv)?Rt8^-Nbc5?pi@*i^+GZ7sD zQYSSkl8jEy9j?x@QA^_ti4F>cri^!E_u}=oe;3P3OZ#Fv%bl%|%`R~GOy|MDff4M? z%#B)xh5@#D$maQV-A~LK7S?_jk6W3jv`fHZu?~P}!8)3xuIZ|Z-r=g63|97#v?Ig# z25Nl7->6RAzf)TzB&e#m*fsRKP)d5bKL;(Rfeb_3Jyo3N-TdN0ujaY6*q^rxY`ozQ zRmKhwch`51i_2%u@2~%Wd3B4WE!u=(^G-@_aLB=;jho`nCF4Z?}E4cd=+yZ z0d2WD9Iy|HIfJX*iE9@2CPw)|D?W`5y!iuw?vv?**DPOa+ZKk0tEKr=jq`)o0-D2n ziB;gnX(xX(;Q;UPb_QaPc_fK-XyW%SV)Xw0eifYolk^zHqEDkW zbc8 Date: Thu, 12 Dec 2019 14:11:05 -0500 Subject: [PATCH 223/494] GetAppInstallDir accuracy improvements. --- dll/steam_apps.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index f9f35f6..9bd382a 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -213,9 +213,8 @@ uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uin // returns current app install folder for AppID, returns folder name length uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) { - PRINT_DEBUG("GetAppInstallDir %u %u\n", appID, cchFolderBufferSize); + PRINT_DEBUG("GetAppInstallDir %u %p %u\n", appID, pchFolder, cchFolderBufferSize); //TODO return real path instead of dll path - if (!pchFolder || !cchFolderBufferSize) return 0; std::string installed_path = settings->getAppInstallPath(appID); if (installed_path.size() == 0) { @@ -232,8 +231,11 @@ uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchF } PRINT_DEBUG("path %s\n", installed_path.c_str()); - snprintf(pchFolder, cchFolderBufferSize, "%s", installed_path.c_str()); - return strlen(pchFolder); + if (cchFolderBufferSize && pchFolder) { + snprintf(pchFolder, cchFolderBufferSize, "%s", installed_path.c_str()); + } + + return installed_path.length(); //Real steam always returns the actual path length, not the copied one. } // returns true if that app is installed (not necessarily owned) From 2bbf9ef6df56b5a32bffdc3f8abd72d3614bf6ad Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 20 Dec 2019 15:05:28 -0500 Subject: [PATCH 224/494] Add small delay to new lobby member callbacks. --- dll/steam_matchmaking.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index a21cb22..5f30a28 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1353,7 +1353,7 @@ void Callback(Common_Message *msg) if (msg->lobby_messages().type() == Lobby_Messages::JOIN) { PRINT_DEBUG("LOBBY MESSAGE: JOIN\n"); enter_lobby(lobby, (uint64)msg->source_id()); - trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)msg->source_id(), false, true); + trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)msg->source_id(), false, true, 0.01); } if (msg->lobby_messages().type() == Lobby_Messages::MEMBER_DATA) { From a66779ed0076196afa0389af8fd598e1581e7e85 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 2 Jan 2020 14:10:01 -0500 Subject: [PATCH 225/494] Fix network not working because game calls WSACleanup on startup. --- dll/network.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dll/network.cpp b/dll/network.cpp index e726a5c..98bd2d0 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -221,6 +221,11 @@ static void run_at_startup() WSADATA wsaData; if (WSAStartup(MAKEWORD(2, 2), &wsaData) != NO_ERROR) return; + + for (int i = 0; i < 10; ++i) { + //hack: the game Full Mojo Rampage calls WSACleanup on startup so we call WSAStartup a few times so it doesn't get deallocated. + WSAStartup(MAKEWORD(2, 2), &wsaData); + } #else #endif From 2faba9bed9677677d17ba8eaeb50dfbd37d668b9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 8 Jan 2020 18:26:42 -0500 Subject: [PATCH 226/494] Try to support windows xp. --- dll/network.cpp | 47 ++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 42 insertions(+), 5 deletions(-) diff --git a/dll/network.cpp b/dll/network.cpp index 98bd2d0..8442a3f 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -45,6 +45,45 @@ static IP_PORT broadcasts[MAX_BROADCASTS]; #include +//windows xp support +static int +inet_pton4(const char *src, uint32_t *dst) +{ + static const char digits[] = "0123456789"; + int saw_digit, octets, ch; + u_char tmp[sizeof(uint32_t)], *tp; + + saw_digit = 0; + octets = 0; + *(tp = tmp) = 0; + while ((ch = *src++) != '\0') { + const char *pch; + + if ((pch = strchr(digits, ch)) != NULL) { + size_t nx = *tp * 10 + (pch - digits); + + if (nx > 255) + return (0); + *tp = (u_char) nx; + if (! saw_digit) { + if (++octets > 4) + return (0); + saw_digit = 1; + } + } else if (ch == '.' && saw_digit) { + if (octets == 4) + return (0); + *++tp = 0; + saw_digit = 0; + } else + return (0); + } + if (octets < 4) + return (0); + memcpy(dst, tmp, sizeof(uint32_t)); + return (1); +} + static void get_broadcast_info(uint16 port) { number_broadcasts = 0; @@ -71,13 +110,11 @@ static void get_broadcast_info(uint16 port) IP_ADAPTER_INFO *pAdapter = pAdapterInfo; while (pAdapter) { - unsigned long iface_ip = 0, subnet_mask = 0; + uint32_t iface_ip = 0, subnet_mask = 0; - - if (inet_pton(AF_INET, pAdapter->IpAddressList.IpMask.String, &subnet_mask) == 1 - && inet_pton(AF_INET, pAdapter->IpAddressList.IpAddress.String, &iface_ip) == 1) { + if (inet_pton4(pAdapter->IpAddressList.IpMask.String, &subnet_mask) == 1 + && inet_pton4(pAdapter->IpAddressList.IpAddress.String, &iface_ip) == 1) { IP_PORT *ip_port = &broadcasts[number_broadcasts]; - //ip_port->ip.family = AF_INET; uint32 broadcast_ip = iface_ip | ~subnet_mask; ip_port->ip = broadcast_ip; ip_port->port = port; From e9513d47337f41e74bab2e041563a102eb57d836 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 8 Jan 2020 18:43:18 -0500 Subject: [PATCH 227/494] Add linux steamclient builds. --- build_steamos.sh | 3 +++ dll/dll.h | 2 +- dll/steam_client.cpp | 1 + scripts/steamclient_loader.sh | 24 ++++++++++++++++++++++++ sdk_includes/steam_api_common.h | 20 +++++++++++++------- 5 files changed, 42 insertions(+), 8 deletions(-) create mode 100644 scripts/steamclient_loader.sh diff --git a/build_steamos.sh b/build_steamos.sh index 11f799d..ef0423e 100755 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -5,9 +5,12 @@ mkdir -p linux/x86_64 mkdir -p linux/lobby_connect mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ +cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient diff --git a/dll/dll.h b/dll/dll.h index f8f6642..49eefd2 100644 --- a/dll/dll.h +++ b/dll/dll.h @@ -19,7 +19,7 @@ #ifdef STEAMCLIENT_DLL #define STEAMAPI_API static -#define STEAMCLIENT_API S_API +#define STEAMCLIENT_API S_API_EXPORT #else #define STEAMAPI_API S_API #define STEAMCLIENT_API static diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index e8bbf1c..a06834a 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -162,6 +162,7 @@ HSteamPipe Steam_Client::CreateSteamPipe() bool Steam_Client::BReleaseSteamPipe( HSteamPipe hSteamPipe ) { PRINT_DEBUG("BReleaseSteamPipe\n"); + return true; } // connects to an existing global user, failing if none exists diff --git a/scripts/steamclient_loader.sh b/scripts/steamclient_loader.sh new file mode 100644 index 0000000..4ef3cb6 --- /dev/null +++ b/scripts/steamclient_loader.sh @@ -0,0 +1,24 @@ +#!/bin/bash +APP_PATH=./example_executable +APP_ID=480 + +set -e +mkdir -p ~/.steam/sdk64 +mkdir -p ~/.steam/sdk32 +#make a backup of original files +mv ~/.steam/steam.pid ~/.steam/steam.pid.orig || true +mv ~/.steam/sdk64/steamclient.so ~/.steam/sdk64/steamclient.so.orig || true +mv ~/.steam/sdk32/steamclient.so ~/.steam/sdk32/steamclient.so.orig || true +#copy our files +cp x86/steamclient.so ~/.steam/sdk32/steamclient.so +cp x86_64/steamclient.so ~/.steam/sdk64/steamclient.so +echo $BASHPID > ~/.steam/steam.pid +SteamAppId=$APP_ID SteamGameId=$APP_ID $APP_PATH + +#restore original +rm -f ~/.steam/steam.pid +rm -f ~/.steam/sdk64/steamclient.so +rm -f ~/.steam/sdk32/steamclient.so +mv ~/.steam/steam.pid.orig ~/.steam/steam.pid +mv ~/.steam/sdk64/steamclient.so.orig ~/.steam/sdk64/steamclient.so || true +mv ~/.steam/sdk32/steamclient.so.orig ~/.steam/sdk32/steamclient.so || true diff --git a/sdk_includes/steam_api_common.h b/sdk_includes/steam_api_common.h index e8d0a1d..44c8291 100644 --- a/sdk_includes/steam_api_common.h +++ b/sdk_includes/steam_api_common.h @@ -19,26 +19,32 @@ // S_API defines the linkage and calling conventions for steam_api.dll exports #if defined( STEAM_WIN32 ) && !defined( _X360 ) #if defined( STEAM_API_EXPORTS ) - #define S_API extern "C" __declspec( dllexport ) + #define S_API_EXPORT extern "C" __declspec( dllexport ) #elif defined( STEAM_API_NODLL ) - #define S_API extern "C" + #define S_API_EXPORT extern "C" #else - #define S_API extern "C" __declspec( dllimport ) + #define S_API_EXPORT extern "C" __declspec( dllimport ) #endif // STEAM_API_EXPORTS #elif defined( GNUC ) #if defined( STEAM_API_EXPORTS ) - #define S_API extern "C" __attribute__ ((visibility("default"))) + #define S_API_EXPORT extern "C" __attribute__ ((visibility("default"))) #else - #define S_API extern "C" + #define S_API_EXPORT extern "C" #endif // STEAM_API_EXPORTS #else // !WIN32 #if defined( STEAM_API_EXPORTS ) - #define S_API extern "C" + #define S_API_EXPORT extern "C" #else - #define S_API extern "C" + #define S_API_EXPORT extern "C" #endif // STEAM_API_EXPORTS #endif +#ifdef STEAMCLIENT_DLL +#define S_API static +#else +#define S_API S_API_EXPORT +#endif + #if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN) #define STEAM_PRIVATE_API( ... ) __VA_ARGS__ #elif defined(STEAM_API_EXPORTS) && defined(API_GEN) From 548f21c2f002fc62512f565c7e3c79f7641ea59b Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:10:13 +0100 Subject: [PATCH 228/494] Add a return parameter to ImGui_Impl...._NewFrame() Why does CreateDeviceObjects return a bool if the NewFrame doesn't ? Added the return parameter cause CreateDeviceObjects can fail. It did fail on DX11 with feature level to 9. --- ImGui/impls/imgui_impl_opengl3.cpp | 8 +++++--- ImGui/impls/imgui_impl_opengl3.h | 2 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx10.h | 2 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx11.h | 2 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx12.h | 2 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx9.h | 2 +- 10 files changed, 26 insertions(+), 16 deletions(-) diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index 9585215..86eadcf 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -63,7 +63,7 @@ #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" +#include "../imgui.h" #include "imgui_impl_opengl3.h" #include #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -162,10 +162,12 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_DestroyDeviceObjects(); } -void ImGui_ImplOpenGL3_NewFrame() +bool ImGui_ImplOpenGL3_NewFrame() { if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); + return ImGui_ImplOpenGL3_CreateDeviceObjects(); + + return true; } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index 0f7eef7..49d13d8 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -37,7 +37,7 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index ee8b3d6..b68eed9 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -548,8 +548,10 @@ void ImGui_ImplDX10_Shutdown() if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } -void ImGui_ImplDX10_NewFrame() +bool ImGui_ImplDX10_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX10_CreateDeviceObjects(); + return ImGui_ImplDX10_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index db156e1..bbe4090 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -15,7 +15,7 @@ struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 641d4c8..39bc88b 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -556,8 +556,10 @@ void ImGui_ImplDX11_Shutdown() if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } -void ImGui_ImplDX11_NewFrame() +bool ImGui_ImplDX11_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); + return ImGui_ImplDX11_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index 1741a5d..24280b1 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -16,7 +16,7 @@ struct ID3D11DeviceContext; IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index c529a25..7a60a1f 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -668,8 +668,10 @@ void ImGui_ImplDX12_Shutdown() g_frameIndex = UINT_MAX; } -void ImGui_ImplDX12_NewFrame() +bool ImGui_ImplDX12_NewFrame() { if (!g_pPipelineState) - ImGui_ImplDX12_CreateDeviceObjects(); + return ImGui_ImplDX12_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index 8ae75e5..c570997 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -26,7 +26,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE; IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 99c497e..2c3ccf3 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -277,8 +277,10 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } -void ImGui_ImplDX9_NewFrame() +bool ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); + return ImGui_ImplDX9_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index 1eaea87..afc00ec 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -15,7 +15,7 @@ struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. From 0711c834408a78813f7f13f2c643ed028bff37ff Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:10:33 +0100 Subject: [PATCH 229/494] Check if we actually created a new frame --- overlay_experimental/windows/DX10_Hook.cpp | 16 +++--- overlay_experimental/windows/DX11_Hook.cpp | 16 +++--- overlay_experimental/windows/DX12_Hook.cpp | 51 ++++++++++---------- overlay_experimental/windows/DX9_Hook.cpp | 14 +++--- overlay_experimental/windows/OpenGL_Hook.cpp | 14 +++--- 5 files changed, 60 insertions(+), 51 deletions(-) diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index e44d55e..800b123 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -80,17 +80,19 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX10_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); + if (ImGui_ImplDX10_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); - ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 1e96cb0..dc56b14 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -92,17 +92,19 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX11_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); + if (ImGui_ImplDX11_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 30ff4ab..d5de26b 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -176,39 +176,40 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); } - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); + if (ImGui_ImplDX12_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); - - UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); + get_steam_client()->steam_overlay->OverlayProc(); - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = pBackBuffer[bufferIndex]; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); - pCmdAlloc[bufferIndex]->Reset(); - pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); - pCmdList->ResourceBarrier(1, &barrier); - pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); - pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pBackBuffer[bufferIndex]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; - ImGui::Render(); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); + pCmdAlloc[bufferIndex]->Reset(); + pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; - pCmdList->ResourceBarrier(1, &barrier); - pCmdList->Close(); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); - pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + pCmdList->ResourceBarrier(1, &barrier); + pCmdList->Close(); + pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + } pSwapChain3->Release(); } diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index da545b4..5e7421d 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -75,16 +75,18 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) initialized = true; } - ImGui_ImplDX9_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); + if (ImGui_ImplDX9_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + } } HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 9cdd7f4..934066a 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -83,16 +83,18 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } - ImGui_ImplOpenGL3_NewFrame(); - Windows_Hook::Inst()->prepareForOverlay(hWnd); + if (ImGui_ImplOpenGL3_NewFrame()) + { + Windows_Hook::Inst()->prepareForOverlay(hWnd); - ImGui::NewFrame(); + ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + get_steam_client()->steam_overlay->OverlayProc(); - ImGui::Render(); + ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } } BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) From d118aca0f6dce5a6fc9c704283373ea1decf42a6 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 10 Jan 2020 08:53:12 +0100 Subject: [PATCH 230/494] Add DX11 shader feature level --- ImGui/impls/windows/imgui_impl_dx11.cpp | 30 +++++++++++++++++++++++-- 1 file changed, 28 insertions(+), 2 deletions(-) diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 39bc88b..0f6d1b4 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -379,7 +379,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return output;\ }"; - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + const char* target; + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0_level_10_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "vs_4_0_level_10_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "vs_4_0_level_11_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "vs_4_0_level_11_1"; break; + default: target = "vs_4_0"; + } + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL); if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) @@ -435,7 +448,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return out_col; \ }"; - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + const char* target; + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0_level_10_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "ps_4_0_level_10_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "ps_4_0_level_11_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "ps_4_0_level_11_1"; break; + default: target = "ps_4_0"; + } + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL); if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) From 1ef69bec74a6cda8d9f2d7a82053bebc48eb89ef Mon Sep 17 00:00:00 2001 From: gion Date: Fri, 10 Jan 2020 13:14:09 +0100 Subject: [PATCH 231/494] Add missing Linux exports. --- dll/wrap.cpp | 200 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 200 insertions(+) create mode 100644 dll/wrap.cpp diff --git a/dll/wrap.cpp b/dll/wrap.cpp new file mode 100644 index 0000000..76dfc30 --- /dev/null +++ b/dll/wrap.cpp @@ -0,0 +1,200 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "dll.h" + +#ifdef STEAM_WIN32 +// Nothing to be done here +#else + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +STEAMAPI_API FILE *__wrap_freopen(const char *pathname, const char *mode, FILE *stream) +{ + return freopen(pathname, mode, stream); +} + +STEAMAPI_API FILE *__wrap_fopen(const char *filename, const char *mode) +{ + return fopen(filename, mode); +} + +STEAMAPI_API FILE *__wrap_fopen64(const char *filename, const char *mode) +{ + return fopen64(filename, mode); +} + +STEAMAPI_API int __wrap_open(const char *pathname, int flags, mode_t mode) +{ + return open(pathname, flags, mode); +} + +STEAMAPI_API int __wrap_open64(const char *pathname, int flags, mode_t mode) +{ + return open64(pathname, flags, mode); +} + +STEAMAPI_API int __wrap_access(const char *pathname, int mode) +{ + return access(pathname, mode); +} + +STEAMAPI_API int __wrap___xstat(int ver, const char * path, struct stat * stat_buf) +{ + return __xstat(ver, path, stat_buf); +} + +STEAMAPI_API int __wrap_stat(const char * path, struct stat * stat_buf) +{ + return __wrap___xstat(3, path, stat_buf); +} + +STEAMAPI_API int __wrap___lxstat(int ver, const char * path, struct stat * stat_buf) +{ + return __lxstat(ver, path, stat_buf); +} + +STEAMAPI_API int __wrap_lstat(const char * path, struct stat * stat_buf) +{ + return __wrap___lxstat(3, path, stat_buf); +} + +STEAMAPI_API int __wrap_scandir(const char *dir, struct dirent ***namelist, int (*sel)(const struct dirent *), int (*compar)(const struct dirent **, const struct dirent **)) +{ + return scandir(dir, namelist, sel, compar); +} + +STEAMAPI_API int __wrap_scandir64(const char *dir, struct dirent64 ***namelist, int (*sel)(const struct dirent64 *), int (*compar)(const struct dirent64 **, const struct dirent64 **)) +{ + return scandir64(dir, namelist, sel, compar); +} + +STEAMAPI_API DIR *__wrap_opendir(const char *name) +{ + return opendir(name); +} + +STEAMAPI_API int __wrap___xstat64(int vers, const char *name, struct stat64 *buf) +{ + return __xstat64(vers, name, buf); +} + +STEAMAPI_API int __wrap___lxstat64(int vers, const char *name, struct stat64 *buf) +{ + return __lxstat64(vers, name, buf); +} + +STEAMAPI_API int __wrap_statvfs(const char *path, struct statvfs *buf) +{ + return statvfs(path, buf); +} + +STEAMAPI_API int __wrap_statvfs64(const char *path, struct statvfs64 *buf) +{ + return statvfs64(path, buf); +} + +STEAMAPI_API int __wrap_chmod(const char *pathname, mode_t mode) +{ + return chmod(pathname, mode); +} + +STEAMAPI_API int __wrap_chown(const char *path, uid_t owner, gid_t group) +{ + return chown(path, owner, group); +} + +STEAMAPI_API int __wrap_lchown(const char *path, uid_t owner, gid_t group) +{ + return lchown(path, owner, group); +} + +STEAMAPI_API int __wrap_symlink(const char *path1, const char *path2) +{ + return symlink(path1, path2); +} + +STEAMAPI_API int __wrap_link(const char *path1, const char *path2) +{ + return link(path1, path2); +} + +STEAMAPI_API int __wrap_mknod(const char *path, mode_t mode, dev_t dev) +{ + return __xmknod(1, path, mode, &dev); +} + +STEAMAPI_API int __wrap_mount(const char *source, const char *target, const char *filesystemtype, unsigned long mountflags, const void *data) +{ + return mount(source, target, filesystemtype, mountflags, data); +} + +STEAMAPI_API int __wrap_unlink(const char *path) +{ + return unlink(path); +} + +STEAMAPI_API int __wrap_mkfifo(const char *path, mode_t mode) +{ + return mkfifo(path, mode); +} + +STEAMAPI_API int __wrap_rename(const char *old_name, const char *new_name) +{ + return rename(old_name, new_name); +} + +STEAMAPI_API int __wrap_utime(const char *path, const struct utimbuf *times) +{ + return utime(path, times); +} + +STEAMAPI_API int __wrap_utimes(const char *path, const struct timeval times[2]) +{ + return utimes(path, times); +} + +STEAMAPI_API int __wrap_mkdir(const char *path, mode_t mode) +{ + return mkdir(path, mode); +} + +STEAMAPI_API int __wrap_rmdir(const char *path) +{ + return rmdir(path); +} + +STEAMAPI_API void * __wrap_dlopen(const char *file, int mode) +{ + return dlopen(file, mode); +} + +STEAMAPI_API void * __wrap_dlmopen(Lmid_t lmid, const char *filename, int flags) +{ + return dlmopen(lmid, filename, flags); +} + +#endif \ No newline at end of file From a0447b930f44e2bf493a1b53b9eaa08c86bf19fd Mon Sep 17 00:00:00 2001 From: gion Date: Fri, 10 Jan 2020 14:35:36 +0100 Subject: [PATCH 232/494] Fix Linux build. --- CMakeLists.txt | 1 + build_steamos.sh | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index aa2c057..190dadc 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -230,6 +230,7 @@ target_link_libraries(${BIN_LOBBY_CONNECT} $<$:ws2_32> $<$:iphlpapi> $<$:comdlg32> + ${CMAKE_DL_LIBS} -debug:none ) diff --git a/build_steamos.sh b/build_steamos.sh index ef0423e..213e7c2 100755 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -8,9 +8,9 @@ cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect32 g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect64 g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient From dc3dee9ce89b3fb7f3c26ba58c65eb3fa882c2d8 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sat, 11 Jan 2020 14:42:00 +0100 Subject: [PATCH 233/494] Added more prebuilt shader Skyrim deployed its own d3dcompile dll that nullifies shaders compilation, so you either have to load the one in C:\Windows\System32|SysWow64 or use prebuilt. I use prebuilt --- ImGui/impls/windows/imgui_impl_dx11.cpp | 129 +- .../windows/ImGui_ShaderBlobs.cpp | 1186 ++++++++++++++++- .../windows/ImGui_ShaderBlobs.h | 56 +- 3 files changed, 1300 insertions(+), 71 deletions(-) diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 0f6d1b4..350f2ed 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -382,23 +382,71 @@ bool ImGui_ImplDX11_CreateDeviceObjects() const char* target; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0_level_10_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "vs_4_0_level_10_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "vs_4_0_level_11_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "vs_4_0_level_11_1"; break; - default: target = "vs_4_0"; + case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "vs_4_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "vs_5_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "vs_5_0"; break; + default: target = "vs_4_0"; } D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) return false; #else - if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, NULL, &g_pVertexShader) != S_OK) + + unsigned char* byteCode; + SIZE_T byteCodeSize; + + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_vertexShaderDX11_9_1; + byteCodeSize = ImGui_vertexShaderDX11_9_1_len; + break; + + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_vertexShaderDX11_9_2; + byteCodeSize = ImGui_vertexShaderDX11_9_2_len; + break; + + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_vertexShaderDX11_9_3; + byteCodeSize = ImGui_vertexShaderDX11_9_3_len; + break; + + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_vertexShaderDX11_10_0; + byteCodeSize = ImGui_vertexShaderDX11_10_0_len; + break; + + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_vertexShaderDX11_10_1; + byteCodeSize = ImGui_vertexShaderDX11_10_1_len; + break; + + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_vertexShaderDX11_11_0; + byteCodeSize = ImGui_vertexShaderDX11_11_0_len; + break; + + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_vertexShaderDX11_11_1; + byteCodeSize = ImGui_vertexShaderDX11_11_1_len; + break; + + default: + byteCode = ImGui_vertexShaderDX11; + byteCodeSize = ImGui_vertexShaderDX11_len; + } + + auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader); + if (x != S_OK) return false; #endif @@ -451,14 +499,14 @@ bool ImGui_ImplDX11_CreateDeviceObjects() const char* target; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0_level_10_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "ps_4_0_level_10_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "ps_4_0_level_11_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "ps_4_0_level_11_1"; break; - default: target = "ps_4_0"; + case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; + case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; + case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; + case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0"; break; + case D3D_FEATURE_LEVEL_10_1: target = "ps_4_1"; break; + case D3D_FEATURE_LEVEL_11_0: target = "ps_5_0"; break; + case D3D_FEATURE_LEVEL_11_1: target = "ps_5_0"; break; + default: target = "ps_4_0"; } D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL); @@ -468,7 +516,52 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; #else - if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX11, ImGui_pixelShaderDX11_len, NULL, &g_pPixelShader) != S_OK) + unsigned char* byteCode; + SIZE_T byteCodeSize; + + switch (g_pd3dDevice->GetFeatureLevel()) + { + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_pixelShaderDX11_9_1; + byteCodeSize = ImGui_pixelShaderDX11_9_1_len; + break; + + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_pixelShaderDX11_9_2; + byteCodeSize = ImGui_pixelShaderDX11_9_2_len; + break; + + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_pixelShaderDX11_9_3; + byteCodeSize = ImGui_pixelShaderDX11_9_3_len; + break; + + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_pixelShaderDX11_10_0; + byteCodeSize = ImGui_pixelShaderDX11_10_0_len; + break; + + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_pixelShaderDX11_10_1; + byteCodeSize = ImGui_pixelShaderDX11_10_1_len; + break; + + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_pixelShaderDX11_11_0; + byteCodeSize = ImGui_pixelShaderDX11_11_0_len; + break; + + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_pixelShaderDX11_11_1; + byteCodeSize = ImGui_pixelShaderDX11_11_1_len; + break; + + default: + byteCode = ImGui_pixelShaderDX11; + byteCodeSize = ImGui_pixelShaderDX11_len; + } + + if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK) return false; #endif } diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp index 4ab9d09..3f9ca98 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp +++ b/overlay_experimental/windows/ImGui_ShaderBlobs.cpp @@ -107,62 +107,614 @@ extern unsigned char ImGui_vertexShaderDX10[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_pixelShaderDX10[] = { - 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, - 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, - 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, - 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, - 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, - 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, - 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, +extern unsigned char ImGui_vertexShaderDX11[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 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ImGui_vertexShaderDX11_9_1[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x24, 0x00, + 0x01, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x0f, 0x90, + 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0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, + 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, + 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab +}; + +extern unsigned char ImGui_vertexShaderDX11_9_3[] = { + 0x44, 0x58, 0x42, 0x43, 0x5d, 0xe0, 0x7a, 0x20, 0xf6, 0x2e, 0x27, 0xbf, + 0x22, 0xd7, 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0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_vertexShaderDX11_11_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xb6, 0xcc, 0x5b, 0x29, 0xde, 0xfb, 0x4d, 0x91, + 0x1f, 0x52, 0xbe, 0xc7, 0x8b, 0x0f, 0xbf, 0x5c, 0x01, 0x00, 0x00, 0x00, + 0xdc, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x50, 0x01, 0x00, 0x00, 0xc0, 0x01, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00, + 0x40, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x14, 0x01, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xec, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, + 0x24, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x76, 0x65, 0x72, 0x74, + 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xab, 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0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, + 0x53, 0x48, 0x45, 0x58, 0x04, 0x01, 0x00, 0x00, 0x50, 0x00, 0x01, 0x00, + 0x41, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x04, + 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0x32, 0x20, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x56, 0x15, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0a, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 }; extern unsigned char ImGui_vertexShaderDX12[] = { @@ -251,6 +803,546 @@ extern unsigned char ImGui_vertexShaderDX12[] = { 0x00, 0x00, 0x00, 0x00 }; +extern unsigned char ImGui_pixelShaderDX10[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, + 0x6c, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, + 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, + 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 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0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11[] = { + 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, + 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, + 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0x18, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x9c, 0x02, 0x00, 0x00, + 0x6c, 0x03, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0xd8, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x98, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x24, 0x00, + 0x01, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x02, 0x80, 0x02, 0x00, 0x0f, 0x90, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, + 0x02, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x03, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0xc0, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0c, 0xc0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x03, 0x00, 0x00, 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0f, 0x0f, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x03, 0x03, 0x00, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, + 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, + 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_9_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xfd, 0xf5, 0xd6, 0xef, 0xb1, 0xea, 0x3d, 0x58, + 0xcc, 0xd8, 0xf8, 0x93, 0x11, 0xcb, 0x84, 0xfc, 0x01, 0x00, 0x00, 0x00, + 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0xc0, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, 0xd8, 0x01, 0x00, 0x00, + 0x78, 0x02, 0x00, 0x00, 0xec, 0x02, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x58, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x01, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00, + 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x25, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, + 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_9_3[] = { + 0x44, 0x58, 0x42, 0x43, 0x68, 0xbf, 0x8b, 0x46, 0x89, 0xb4, 0xbe, 0x06, + 0xa2, 0x48, 0x16, 0x93, 0xb3, 0x46, 0x9d, 0xaa, 0x01, 0x00, 0x00, 0x00, + 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, + 0xc0, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, 0xd8, 0x01, 0x00, 0x00, + 0x78, 0x02, 0x00, 0x00, 0xec, 0x02, 0x00, 0x00, 0x41, 0x6f, 0x6e, 0x39, + 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x58, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x01, 0x00, 0x24, 0x00, + 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xff, 0xff, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00, + 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, + 0x25, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xf2, 0x00, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, + 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, + 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, + 0x20, 0x31, 0x30, 0x2e, 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, + 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, + 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, + 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, + 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, + 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab +}; + +extern unsigned char ImGui_pixelShaderDX11_10_0[] = { + 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, + 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, + 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11_10_1[] = { + 0x44, 0x58, 0x42, 0x43, 0xed, 0x0b, 0x5f, 0x62, 0x62, 0x1f, 0xad, 0x3c, + 0x16, 0xc6, 0xe5, 0x68, 0x51, 0x61, 0xc0, 0x0f, 0x01, 0x00, 0x00, 0x00, + 0x98, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, + 0x1c, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x01, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6e, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 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0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, + 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x45, 0x58, 0xa0, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x8b, 0xc2, 0x00, 0x00, 0x80, 0x43, 0x55, 0x15, 0x00, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +extern unsigned char ImGui_pixelShaderDX11_11_1[] = { + 0x44, 0x58, 0x42, 0x43, 0x7d, 0x67, 0x4f, 0x5f, 0xde, 0x79, 0x94, 0x13, + 0xc2, 0x10, 0x83, 0x8f, 0x8e, 0x27, 0x9c, 0x34, 0x01, 0x00, 0x00, 0x00, + 0xe0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xf4, 0x00, 0x00, 0x00, 0x68, 0x01, 0x00, 0x00, 0x9c, 0x01, 0x00, 0x00, + 0x44, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xb8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x00, 0x05, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x8e, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, + 0x24, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x7c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x0c, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x30, + 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x30, 0x00, 0x4d, 0x69, + 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, + 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, + 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, + 0x31, 0x00, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, + 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, + 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x45, 0x58, 0xa0, 0x00, 0x00, 0x00, + 0x50, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, + 0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, + 0x45, 0x00, 0x00, 0x8b, 0xc2, 0x00, 0x00, 0x80, 0x43, 0x55, 0x15, 0x00, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + extern unsigned char ImGui_pixelShaderDX12[] = { 0x44, 0x58, 0x42, 0x43, 0x6f, 0xb8, 0xdd, 0xf9, 0xd9, 0x9a, 0x0d, 0xc8, 0x46, 0x7a, 0x22, 0x5b, 0xd2, 0x49, 0x57, 0x3f, 0x01, 0x00, 0x00, 0x00, diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.h b/overlay_experimental/windows/ImGui_ShaderBlobs.h index a6a523b..824089c 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.h +++ b/overlay_experimental/windows/ImGui_ShaderBlobs.h @@ -17,18 +17,62 @@ #define ImGui_vertexShaderDX10_len 876 extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; -#define ImGui_pixelShaderDX10_len 660 -extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; +#define ImGui_vertexShaderDX11_len 1104 +extern unsigned char ImGui_vertexShaderDX11[ImGui_vertexShaderDX11_len]; -#define ImGui_vertexShaderDX11_len ImGui_vertexShaderDX10_len -#define ImGui_vertexShaderDX11 ImGui_vertexShaderDX10 +#define ImGui_vertexShaderDX11_9_1_len 1104 +extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len]; -#define ImGui_pixelShaderDX11_len ImGui_pixelShaderDX10_len -#define ImGui_pixelShaderDX11 ImGui_pixelShaderDX10 +#define ImGui_vertexShaderDX11_9_2_len ImGui_vertexShaderDX11_9_1_len +#define ImGui_vertexShaderDX11_9_2 ImGui_vertexShaderDX11_9_1 + +#define ImGui_vertexShaderDX11_9_3_len 1104 +extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len]; + +#define ImGui_vertexShaderDX11_10_0_len 876 +extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len]; + +#define ImGui_vertexShaderDX11_10_1_len 880 +extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len]; + +#define ImGui_vertexShaderDX11_11_0_len 988 +extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len]; + +#define ImGui_vertexShaderDX11_11_1_len 988 +extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len]; #define ImGui_vertexShaderDX12_len 988 extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; + + +#define ImGui_pixelShaderDX10_len 660 +extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; + +#define ImGui_pixelShaderDX11_len 1104 +extern unsigned char ImGui_pixelShaderDX11[ImGui_pixelShaderDX11_len]; + +#define ImGui_pixelShaderDX11_9_1_len 800 +extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len]; + +#define ImGui_pixelShaderDX11_9_2_len ImGui_pixelShaderDX11_9_1_len +#define ImGui_pixelShaderDX11_9_2 ImGui_pixelShaderDX11_9_1 + +#define ImGui_pixelShaderDX11_9_3_len 800 +extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len]; + +#define ImGui_pixelShaderDX11_10_0_len 660 +extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len]; + +#define ImGui_pixelShaderDX11_10_1_len 664 +extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; + +#define ImGui_pixelShaderDX11_11_0_len 736 +extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len]; + +#define ImGui_pixelShaderDX11_11_1_len 736 +extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len]; + #define ImGui_pixelShaderDX12_len 736 extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len]; From 282ac22a460d5f6891e75296d76f0c929069028c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 12 Jan 2020 14:28:57 -0500 Subject: [PATCH 234/494] Use the better api for linux controller support and include it in the auto builds. --- build_steamos.sh | 8 +- controller/gamepad.c | 519 +++++++++++++++++++++------------- controller/gamepad.h | 3 +- dll/steam_controller.h | 9 +- scripts/steamclient_loader.sh | 18 +- 5 files changed, 354 insertions(+), 203 deletions(-) mode change 100644 => 100755 scripts/steamclient_loader.sh diff --git a/build_steamos.sh b/build_steamos.sh index ef0423e..c91e44b 100755 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,10 +7,10 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient diff --git a/controller/gamepad.c b/controller/gamepad.c index f1e7893..d9218ed 100644 --- a/controller/gamepad.c +++ b/controller/gamepad.c @@ -25,7 +25,9 @@ # include # include # include -# include +# include +# include +# include #else # error "Unknown platform in gamepad.c" #endif @@ -60,6 +62,8 @@ struct GAMEPAD_STATE { char* device; int fd; int effect; + double axis_min[ABS_MAX]; + double axis_max[ABS_MAX]; #endif }; @@ -126,7 +130,8 @@ void GamepadShutdown(void) { /* no Win32 shutdown required */ } -void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) { +void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) { + //TODO: rumble_length_ms if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) { XINPUT_VIBRATION vib; ZeroMemory(&vib, sizeof(vib)); @@ -137,14 +142,103 @@ void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) { } #elif defined(__linux__) +#define test_bit(nr, addr) \ + (((1UL << ((nr) % (sizeof(long) * 8))) & ((addr)[(nr) / (sizeof(long) * 8)])) != 0) +#define NBITS(x) ((((x)-1)/(sizeof(long) * 8))+1) -/* UDev handles */ -static struct udev* UDEV = NULL; -static struct udev_monitor* MON = NULL; + +static int IsGamepad(int fd, char *namebuf, const size_t namebuflen) +{ + struct input_id inpid; + //uint16_t *guid16 = (uint16_t *)guid->data; + + /* When udev is enabled we only get joystick devices here, so there's no need to test them */ + unsigned long evbit[NBITS(EV_MAX)] = { 0 }; + unsigned long keybit[NBITS(KEY_MAX)] = { 0 }; + unsigned long absbit[NBITS(ABS_MAX)] = { 0 }; + + if ((ioctl(fd, EVIOCGBIT(0, sizeof(evbit)), evbit) < 0) || + (ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) < 0) || + (ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) < 0)) { + return (0); + } + + if (!(test_bit(EV_KEY, evbit) && test_bit(EV_ABS, evbit) && + test_bit(ABS_X, absbit) && test_bit(ABS_Y, absbit))) { + return 0; + } + + if (ioctl(fd, EVIOCGNAME(namebuflen), namebuf) < 0) { + return 0; + } + + if (ioctl(fd, EVIOCGID, &inpid) < 0) { + return 0; + } + + //printf("Joystick: %s, bustype = %d, vendor = 0x%.4x, product = 0x%.4x, version = %d\n", namebuf, inpid.bustype, inpid.vendor, inpid.product, inpid.version); + + //memset(guid->data, 0, sizeof(guid->data)); + + /* We only need 16 bits for each of these; space them out to fill 128. */ + /* Byteswap so devices get same GUID on little/big endian platforms. */ +/* + *guid16++ = SDL_SwapLE16(inpid.bustype); + *guid16++ = 0; + + if (inpid.vendor && inpid.product) { + *guid16++ = SDL_SwapLE16(inpid.vendor); + *guid16++ = 0; + *guid16++ = SDL_SwapLE16(inpid.product); + *guid16++ = 0; + *guid16++ = SDL_SwapLE16(inpid.version); + *guid16++ = 0; + } else { + strlcpy((char*)guid16, namebuf, sizeof(guid->data) - 4); + } + + if (SDL_ShouldIgnoreJoystick(namebuf, *guid)) { + return 0; + } +*/ + return 1; +} static void GamepadAddDevice(const char* devPath); static void GamepadRemoveDevice(const char* devPath); +static void GamepadDetect() +{ + DIR *folder; + struct dirent *dent; + + folder = opendir("/dev/input"); + if (folder) { + while ((dent = readdir(folder))) { + int len = strlen(dent->d_name); + if (len > 5 && strncmp(dent->d_name, "event", 5) == 0) { + char path[PATH_MAX]; + snprintf(path, sizeof(path), "/dev/input/%s", dent->d_name); + GamepadAddDevice(path); + } + } + + closedir(folder); + } + + for (int i = 0; i != GAMEPAD_COUNT; ++i) { + if ((STATE[i].flags & FLAG_CONNECTED) && STATE[i].device) { + struct stat sb; + //printf("%s\n", STATE[i].device); + if (stat(STATE[i].device, &sb) == -1) { + GamepadRemoveDevice(STATE[i].device); + } + } + } +} + + + /* Helper to add a new device */ static void GamepadAddDevice(const char* devPath) { int i; @@ -154,11 +248,25 @@ static void GamepadAddDevice(const char* devPath) { if ((STATE[i].flags & FLAG_CONNECTED) == 0) { break; } + + if (STATE[i].device && strcmp(devPath, STATE[i].device) == 0) { + return; + } } + if (i == GAMEPAD_COUNT) { return; } + int fd = open(devPath, O_RDWR, 0); + if (fd < 0) return; + char namebuf[128]; + int is_gamepad = IsGamepad(fd, namebuf, sizeof (namebuf)); + if (!is_gamepad) { + close(fd); + return; + } + /* copy the device path */ STATE[i].device = strdup(devPath); if (STATE[i].device == NULL) { @@ -168,25 +276,87 @@ static void GamepadAddDevice(const char* devPath) { /* reset device state */ GamepadResetState((GAMEPAD_DEVICE)i); - /* attempt to open the device in read-write mode, which we need fo rumble */ - STATE[i].fd = open(STATE[i].device, O_RDWR|O_NONBLOCK); - if (STATE[i].fd != -1) { - STATE[i].flags = FLAG_CONNECTED|FLAG_RUMBLE; - return; - } + fcntl(fd, F_SETFL, O_NONBLOCK); + STATE[i].fd = fd; + STATE[i].flags |= FLAG_CONNECTED; - /* attempt to open in read-only mode if access was denied */ - if (errno == EACCES) { - STATE[i].fd = open(STATE[i].device, O_RDONLY|O_NONBLOCK); - if (STATE[i].fd != -1) { - STATE[i].flags = FLAG_CONNECTED; - return; + int controller = i; + { + int i, t; + unsigned long keybit[NBITS(KEY_MAX)] = { 0 }; + unsigned long absbit[NBITS(ABS_MAX)] = { 0 }; + unsigned long relbit[NBITS(REL_MAX)] = { 0 }; + unsigned long ffbit[NBITS(FF_MAX)] = { 0 }; + + /* See if this device uses the new unified event API */ + if ((ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) >= 0) && + (ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) >= 0) && + (ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relbit)), relbit) >= 0)) { + + /* Get the number of buttons, axes, and other thingamajigs */ + for (i = BTN_JOYSTICK; i < KEY_MAX; ++i) { + if (test_bit(i, keybit)) { + //printf("Joystick has button: 0x%x\n", i); + } + } + for (i = 0; i < BTN_JOYSTICK; ++i) { + if (test_bit(i, keybit)) { + //printf("Joystick has button: 0x%x\n", i); + } + } + for (i = 0; i < ABS_MAX; ++i) { + /* Skip hats */ + if (i == ABS_HAT0X) { + i = ABS_HAT3Y; + continue; + } + if (test_bit(i, absbit)) { + struct input_absinfo absinfo; + + if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) { + continue; + } +/* + printf("Joystick has absolute axis: 0x%.2x\n", i); + printf("Values = { %d, %d, %d, %d, %d }\n", + absinfo.value, absinfo.minimum, absinfo.maximum, + absinfo.fuzz, absinfo.flat); +*/ + STATE[controller].axis_min[i] = absinfo.minimum; + STATE[controller].axis_max[i] = absinfo.maximum; + } + } + for (i = ABS_HAT0X; i <= ABS_HAT3Y; i += 2) { + if (test_bit(i, absbit) || test_bit(i + 1, absbit)) { + struct input_absinfo absinfo; + int hat_index = (i - ABS_HAT0X) / 2; + + if (ioctl(fd, EVIOCGABS(i), &absinfo) < 0) { + continue; + } +/* + printf("Joystick has hat %d\n", hat_index); + printf("Values = { %d, %d, %d, %d, %d }\n", + absinfo.value, absinfo.minimum, absinfo.maximum, + absinfo.fuzz, absinfo.flat); +*/ + //joystick->hwdata->hats_indices[joystick->nhats++] = hat_index; + } + } + if (test_bit(REL_X, relbit) || test_bit(REL_Y, relbit)) { + //++joystick->nballs; } } - /* could not open the device at all */ - free(STATE[i].device); - STATE[i].device = NULL; + if (ioctl(fd, EVIOCGBIT(EV_FF, sizeof(ffbit)), ffbit) >= 0) { + if (test_bit(FF_RUMBLE, ffbit)) { + STATE[controller].flags |= FLAG_RUMBLE; + } + if (test_bit(FF_SINE, ffbit)) { + //printf("sine\n"); + } + } + } } /* Helper to remove a device */ @@ -218,158 +388,144 @@ void GamepadInit(void) { STATE[i].fd = STATE[i].effect = -1; } - /* open the udev handle */ - UDEV = udev_new(); - if (UDEV == NULL) { - /* FIXME: flag error? */ - return; - } - - /* open monitoring device (safe to fail) */ - MON = udev_monitor_new_from_netlink(UDEV, "udev"); - /* FIXME: flag error if hot-plugging can't be supported? */ - if (MON != NULL) { - udev_monitor_enable_receiving(MON); - udev_monitor_filter_add_match_subsystem_devtype(MON, "input", NULL); - } - - /* enumerate joypad devices */ - enu = udev_enumerate_new(UDEV); - udev_enumerate_add_match_subsystem(enu, "input"); - udev_enumerate_scan_devices(enu); - devices = udev_enumerate_get_list_entry(enu); - - udev_list_entry_foreach(item, devices) { - const char* name; - const char* sysPath; - const char* devPath; - struct udev_device* dev; - - name = udev_list_entry_get_name(item); - dev = udev_device_new_from_syspath(UDEV, name); - sysPath = udev_device_get_syspath(dev); - devPath = udev_device_get_devnode(dev); - - if (sysPath != NULL && devPath != NULL && strstr(sysPath, "/js") != 0) { - GamepadAddDevice(devPath); - } - - udev_device_unref(dev); - } - - /* cleanup */ - udev_enumerate_unref(enu); + GamepadDetect(); } void GamepadUpdate(void) { - if (MON != NULL) { - fd_set r; - struct timeval tv; - int fd = udev_monitor_get_fd(MON); + static unsigned long last = 0; + unsigned long cur = time(NULL); - /* set up a poll on the udev device */ - FD_ZERO(&r); - FD_SET(fd, &r); - - tv.tv_sec = 0; - tv.tv_usec = 0; - - select(fd + 1, &r, 0, 0, &tv); - - /* test if we have a device change */ - if (FD_ISSET(fd, &r)) { - struct udev_device* dev = udev_monitor_receive_device(MON); - if (dev) { - const char* devNode = udev_device_get_devnode(dev); - const char* sysPath = udev_device_get_syspath(dev); - const char* action = udev_device_get_action(dev); - sysPath = udev_device_get_syspath(dev); - action = udev_device_get_action(dev); - - if (strstr(sysPath, "/js") != 0) { - if (strcmp(action, "remove") == 0) { - GamepadRemoveDevice(devNode); - } else if (strcmp(action, "add") == 0) { - GamepadAddDevice(devNode); - } - } - - udev_device_unref(dev); - } - } + if (last + 2 < cur) { + GamepadDetect(); + last = cur; } GamepadUpdateCommon(); } +static int adjust_values_trigger(double min, double max, double value) +{ + return (((value + (0 - min)) / (max - min)) * 255.0); +} + +static int adjust_values_stick(double min, double max, double value) +{ + return (((value + (0 - min)) / (max - min)) * (65535.0)) - 32768.0; +} + static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) { if (STATE[gamepad].flags & FLAG_CONNECTED) { - struct js_event je; - while (read(STATE[gamepad].fd, &je, sizeof(je)) > 0) { - int button; - switch (je.type) { - case JS_EVENT_BUTTON: - /* determine which button the event is for */ - switch (je.number) { - case 0: button = BUTTON_A; break; - case 1: button = BUTTON_B; break; - case 2: button = BUTTON_X; break; - case 3: button = BUTTON_Y; break; - case 4: button = BUTTON_LEFT_SHOULDER; break; - case 5: button = BUTTON_RIGHT_SHOULDER; break; - case 6: button = BUTTON_BACK; break; - case 7: button = BUTTON_START; break; - case 8: button = 0; break; /* XBOX button */ - case 9: button = BUTTON_LEFT_THUMB; break; - case 10: button = BUTTON_RIGHT_THUMB; break; - default: button = 0; break; - } + struct input_event events[32]; + int i, len; + int code; - /* set or unset the button */ - if (je.value) { - STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button); - } else { - STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button); - } - - break; - case JS_EVENT_AXIS: - /* normalize and store the axis */ - switch (je.number) { - case 0: STATE[gamepad].stick[STICK_LEFT].x = je.value; break; - case 1: STATE[gamepad].stick[STICK_LEFT].y = -je.value; break; - case 2: STATE[gamepad].trigger[TRIGGER_LEFT].value = (je.value + 32768) >> 8; break; - case 3: STATE[gamepad].stick[STICK_RIGHT].x = je.value; break; - case 4: STATE[gamepad].stick[STICK_RIGHT].y = -je.value; break; - case 5: STATE[gamepad].trigger[TRIGGER_RIGHT].value = (je.value + 32768) >> 8; break; - case 6: - if (je.value == -32767) { - STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); - } else if (je.value == 32767) { - STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); + while ((len = read(STATE[gamepad].fd, events, (sizeof events))) > 0) { + len /= sizeof(events[0]); + for (i = 0; i < len; ++i) { + int button = 0; + code = events[i].code; + switch (events[i].type) { + case EV_KEY: + //printf("EV_KEY %i\n", code); + switch (code) { + case BTN_SOUTH: button = BUTTON_A; break; + case BTN_EAST: button = BUTTON_B; break; + case BTN_NORTH: button = BUTTON_X; break; + case BTN_WEST: button = BUTTON_Y; break; + case BTN_TL: button = BUTTON_LEFT_SHOULDER; break; + case BTN_TR: button = BUTTON_RIGHT_SHOULDER; break; + case BTN_SELECT: button = BUTTON_BACK; break; + case BTN_START: button = BUTTON_START; break; + case BTN_MODE: button = 0; break; /* XBOX button */ + case BTN_THUMBL: button = BUTTON_LEFT_THUMB; break; + case BTN_THUMBR: button = BUTTON_RIGHT_THUMB; break; + default: button = 0; break; + } + if (events[i].value) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button); } else { - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button); } break; - case 7: - if (je.value == -32767) { - STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP); - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); - } else if (je.value == 32767) { - STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP); - } else { - STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + case EV_ABS: + switch (code) { + case ABS_HAT0X: + case ABS_HAT0Y: + case ABS_HAT1X: + case ABS_HAT1Y: + case ABS_HAT2X: + case ABS_HAT2Y: + case ABS_HAT3X: + case ABS_HAT3Y: + //code -= ABS_HAT0X; + //printf("ABS_HAT %i\n", code); + switch(code) { + case ABS_HAT0X: + if (events[i].value < 0) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + } else if (events[i].value > 0) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT); + } else { + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT); + } + break; + case ABS_HAT0Y: + if (events[i].value < 0) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + } else if (events[i].value > 0) { + STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP); + } else { + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN); + } + break; + } + break; + default: + //printf("EV_ABS %i %i\n", code, events[i].value); + if (code == ABS_Z || code == ABS_RZ) { + int value = adjust_values_trigger(STATE[gamepad].axis_min[code], STATE[gamepad].axis_max[code], events[i].value); + switch(code) { + case ABS_Z : STATE[gamepad].trigger[TRIGGER_LEFT].value = value; break; + case ABS_RZ: STATE[gamepad].trigger[TRIGGER_RIGHT].value = value; break; + } + } else { + int value = adjust_values_stick(STATE[gamepad].axis_min[code], STATE[gamepad].axis_max[code], events[i].value); + switch(code) { + case ABS_X : STATE[gamepad].stick[STICK_LEFT].x = value; break; + case ABS_Y : STATE[gamepad].stick[STICK_LEFT].y = -value; break; + case ABS_RX: STATE[gamepad].stick[STICK_RIGHT].x = value; break; + case ABS_RY: STATE[gamepad].stick[STICK_RIGHT].y = -value; break; + } + } + break; } break; - default: break; + case EV_REL: + switch (code) { + case REL_X: + case REL_Y: + code -= REL_X; + //printf("EV_REL %i %i\n", code, events[i].value); + break; + default: + break; + } + break; + case EV_SYN: + switch (code) { + case SYN_DROPPED : + //printf("Event SYN_DROPPED detected\n"); + break; + default: + break; + } + default: + break; } - - break; - default: - break; } } } @@ -378,10 +534,6 @@ static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) { void GamepadShutdown(void) { int i; - /* cleanup udev */ - udev_monitor_unref(MON); - udev_unref(UDEV); - /* cleanup devices */ for (i = 0; i != GAMEPAD_COUNT; ++i) { if (STATE[i].device != NULL) { @@ -394,47 +546,30 @@ void GamepadShutdown(void) { } } -void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) { +void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) { if (STATE[gamepad].fd != -1) { struct input_event play; + struct ff_effect ff; - /* delete any existing effect */ - if (STATE[gamepad].effect != -1) { - /* stop the effect */ - play.type = EV_FF; - play.code = STATE[gamepad].effect; - play.value = 0; + /* define an effect for this rumble setting */ + ff.type = FF_RUMBLE; + ff.id = STATE[gamepad].effect; + ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535); + ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535); + ff.replay.length = rumble_length_ms; + ff.replay.delay = 0; - write(STATE[gamepad].fd, (const void*)&play, sizeof(play)); - - /* delete the effect */ - ioctl(STATE[gamepad].fd, EVIOCRMFF, STATE[gamepad].effect); + /* upload the effect */ + if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) { + STATE[gamepad].effect = ff.id; } - /* if rumble parameters are non-zero, start the new effect */ - if (left != 0.f || right != 0.f) { - struct ff_effect ff; + /* play the effect */ + play.type = EV_FF; + play.code = STATE[gamepad].effect; + play.value = 1; - /* define an effect for this rumble setting */ - ff.type = FF_RUMBLE; - ff.id = -1; - ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535); - ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535); - ff.replay.length = 5; - ff.replay.delay = 0; - - /* upload the effect */ - if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) { - STATE[gamepad].effect = ff.id; - } - - /* play the effect */ - play.type = EV_FF; - play.code = STATE[gamepad].effect; - play.value = 1; - - write(STATE[gamepad].fd, (const void*)&play, sizeof(play)); - } + write(STATE[gamepad].fd, (const void*)&play, sizeof(play)); } } diff --git a/controller/gamepad.h b/controller/gamepad.h index 4883a3f..0b10143 100644 --- a/controller/gamepad.h +++ b/controller/gamepad.h @@ -232,8 +232,9 @@ GAMEPAD_API GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_T * \param device The device to update. * \param left Left motor strengh (0 to 1). * \param right Right motor strengh (0 to 1). + * \param rumble_length_ms rumble time in ms (0 = unlimited). */ -GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right); +GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms); /** * Query the position of an analog stick as raw values. diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 613da65..f999987 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -692,7 +692,7 @@ int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t ac void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) { - PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum\n"); + PRINT_DEBUG("Steam_Controller::StopAnalogActionMomentum %llu %llu\n", controllerHandle, eAction); } @@ -723,7 +723,12 @@ void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLef auto controller = controllers.find(controllerHandle); if (controller == controllers.end()) return; - GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0); + unsigned int rumble_length_ms = 0; +#if defined(__linux__) + //FIXME: shadow of the tomb raider on linux doesn't seem to turn off the rumble so I made it expire after 100ms. Need to check if this is how linux steam actually behaves. + rumble_length_ms = 100; +#endif + GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0, rumble_length_ms); } diff --git a/scripts/steamclient_loader.sh b/scripts/steamclient_loader.sh old mode 100644 new mode 100755 index 4ef3cb6..0c10d5d --- a/scripts/steamclient_loader.sh +++ b/scripts/steamclient_loader.sh @@ -1,10 +1,15 @@ #!/bin/bash -APP_PATH=./example_executable +APP_NAME="bin/test_executable" APP_ID=480 +APP_PATH=$(dirname "$0") +CONFIG_PATH=$(dirname "$0") -set -e +CUR_DIR=$(pwd) +cd "$CONFIG_PATH" mkdir -p ~/.steam/sdk64 mkdir -p ~/.steam/sdk32 +rm -rf ~/.steam/sdk64/steam_settings +rm -rf ~/.steam/sdk32/steam_settings #make a backup of original files mv ~/.steam/steam.pid ~/.steam/steam.pid.orig || true mv ~/.steam/sdk64/steamclient.so ~/.steam/sdk64/steamclient.so.orig || true @@ -12,13 +17,18 @@ mv ~/.steam/sdk32/steamclient.so ~/.steam/sdk32/steamclient.so.orig || true #copy our files cp x86/steamclient.so ~/.steam/sdk32/steamclient.so cp x86_64/steamclient.so ~/.steam/sdk64/steamclient.so +cp -r steam_settings ~/.steam/sdk32/ +cp -r steam_settings ~/.steam/sdk64/ echo $BASHPID > ~/.steam/steam.pid -SteamAppId=$APP_ID SteamGameId=$APP_ID $APP_PATH - +cd "$APP_PATH" +SteamAppId=$APP_ID SteamGameId=$APP_ID "$APP_NAME" +cd "$CUR_DIR" #restore original rm -f ~/.steam/steam.pid rm -f ~/.steam/sdk64/steamclient.so rm -f ~/.steam/sdk32/steamclient.so +rm -rf ~/.steam/sdk64/steam_settings +rm -rf ~/.steam/sdk32/steam_settings mv ~/.steam/steam.pid.orig ~/.steam/steam.pid mv ~/.steam/sdk64/steamclient.so.orig ~/.steam/sdk64/steamclient.so || true mv ~/.steam/sdk32/steamclient.so.orig ~/.steam/sdk32/steamclient.so || true From 106fb03bb04a38b7836408a47d3163d0c83d26fe Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 12 Jan 2020 14:43:25 -0500 Subject: [PATCH 235/494] Fix build issue. --- dll/steam_controller.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index f999987..5b9240a 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -661,8 +661,8 @@ int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t ac if (a == map->second.active_analog.end()) return 0; int count = 0; - for (auto a: a->second.first) { - switch (a) { + for (auto b: a->second.first) { + switch (b) { case TRIGGER_LEFT: originsOut[count] = k_EInputActionOrigin_XBox360_LeftTrigger_Pull; break; From 71e265f52b455a9a7ab691ba59a9e4cc3ad1abc4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 13 Jan 2020 13:47:14 -0500 Subject: [PATCH 236/494] Add env variable to set app path. --- dll/base.cpp | 9 +++++++++ scripts/steamclient_loader.sh | 8 +------- 2 files changed, 10 insertions(+), 7 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index 5fb65f6..c9e5903 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -193,6 +193,15 @@ std::string get_lib_path() { std::string get_full_program_path() { + std::string env_program_path = get_env_variable("SteamAppPath"); + if (env_program_path.length()) { + if (env_program_path.back() != PATH_SEPARATOR[0]) { + env_program_path = env_program_path.append(PATH_SEPARATOR); + } + + return env_program_path; + } + std::string program_path; #if defined(STEAM_WIN32) char DllPath[MAX_PATH] = {0}; diff --git a/scripts/steamclient_loader.sh b/scripts/steamclient_loader.sh index 0c10d5d..cde258b 100755 --- a/scripts/steamclient_loader.sh +++ b/scripts/steamclient_loader.sh @@ -8,8 +8,6 @@ CUR_DIR=$(pwd) cd "$CONFIG_PATH" mkdir -p ~/.steam/sdk64 mkdir -p ~/.steam/sdk32 -rm -rf ~/.steam/sdk64/steam_settings -rm -rf ~/.steam/sdk32/steam_settings #make a backup of original files mv ~/.steam/steam.pid ~/.steam/steam.pid.orig || true mv ~/.steam/sdk64/steamclient.so ~/.steam/sdk64/steamclient.so.orig || true @@ -17,18 +15,14 @@ mv ~/.steam/sdk32/steamclient.so ~/.steam/sdk32/steamclient.so.orig || true #copy our files cp x86/steamclient.so ~/.steam/sdk32/steamclient.so cp x86_64/steamclient.so ~/.steam/sdk64/steamclient.so -cp -r steam_settings ~/.steam/sdk32/ -cp -r steam_settings ~/.steam/sdk64/ echo $BASHPID > ~/.steam/steam.pid cd "$APP_PATH" -SteamAppId=$APP_ID SteamGameId=$APP_ID "$APP_NAME" +SteamAppPath="$APP_PATH" SteamAppId=$APP_ID SteamGameId=$APP_ID "$APP_NAME" cd "$CUR_DIR" #restore original rm -f ~/.steam/steam.pid rm -f ~/.steam/sdk64/steamclient.so rm -f ~/.steam/sdk32/steamclient.so -rm -rf ~/.steam/sdk64/steam_settings -rm -rf ~/.steam/sdk32/steam_settings mv ~/.steam/steam.pid.orig ~/.steam/steam.pid mv ~/.steam/sdk64/steamclient.so.orig ~/.steam/sdk64/steamclient.so || true mv ~/.steam/sdk32/steamclient.so.orig ~/.steam/sdk32/steamclient.so || true From 4e6aa809de4fcad3c5e239da8c443003366f7788 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 13 Jan 2020 13:47:47 -0500 Subject: [PATCH 237/494] Kill background thread on client shutdown. --- dll/steam_client.cpp | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index a06834a..6a9725a 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -18,16 +18,21 @@ #include "steam_client.h" #include "settings_parser.h" - +static bool kill_background_thread; static void background_thread(Steam_Client *client) { PRINT_DEBUG("background thread starting\n"); while (1) { std::this_thread::sleep_for(std::chrono::seconds(1)); global_mutex.lock(); - if (!client->network->isAlive()) { + bool net_alive = client->network->isAlive(); + if (!net_alive || kill_background_thread) { global_mutex.unlock(); - //delete network; + if (!net_alive) { + //delete network; + } + + kill_background_thread = false; PRINT_DEBUG("background thread exit\n"); return; } @@ -701,6 +706,7 @@ void Steam_Client::SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction bool Steam_Client::BShutdownIfAllPipesClosed() { PRINT_DEBUG("BShutdownIfAllPipesClosed\n"); + kill_background_thread = true; return true; } From 11cb3ce998dfac61df9a8bb5099b075a979b4762 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 10:11:37 -0500 Subject: [PATCH 238/494] Fix some major issues (networking didn't work, gameservers didn't work) with the steamclient version. Implemented a basic steampipe alloc system and fixed build. --- dll/defines.h | 3 - dll/dll.cpp | 69 ++++++++++++++------ dll/steam_client.cpp | 110 +++++++++++++++++++------------- dll/steam_client.h | 10 +++ dll/steam_gameserver.cpp | 5 +- scripts/steamclient_loader.sh | 8 +++ sdk_includes/steam_api_common.h | 8 +++ 7 files changed, 147 insertions(+), 66 deletions(-) diff --git a/dll/defines.h b/dll/defines.h index 73d5995..dbad7dc 100644 --- a/dll/defines.h +++ b/dll/defines.h @@ -2,9 +2,6 @@ #define CLIENT_HSTEAMUSER 12 #define SERVER_HSTEAMUSER 13 -#define CLIENT_STEAM_PIPE 5 -#define SERVER_STEAM_PIPE 6 - #define DEFAULT_NAME "Goldberg" #define PROGRAM_NAME "Goldberg SteamEmu" #define DEFAULT_LANGUAGE "english" diff --git a/dll/dll.cpp b/dll/dll.cpp index 733055e..b027a70 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -15,6 +15,7 @@ License along with the Goldberg Emulator; if not, see . */ +#define STEAM_API_FUNCTIONS_IMPL #include "dll.h" @@ -203,14 +204,17 @@ STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData //steam_api.h // SteamAPI_Init must be called before using any other API functions. If it fails, an // error message will be output to the debugger (or stderr) with further information. +static HSteamPipe user_steam_pipe; STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() { PRINT_DEBUG("SteamAPI_Init called\n"); + if (user_steam_pipe) return true; #ifdef EMU_EXPERIMENTAL_BUILD crack_SteamAPI_Init(); #endif load_old_interface_versions(); - get_steam_client()->userLogIn(); + user_steam_pipe = get_steam_client()->CreateSteamPipe(); + get_steam_client()->ConnectToGlobalUser(user_steam_pipe); return true; } @@ -226,6 +230,8 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() { PRINT_DEBUG("SteamAPI_Shutdown\n"); get_steam_client()->clientShutdown(); + get_steam_client()->BReleaseSteamPipe(user_steam_pipe); + user_steam_pipe = 0; } // SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam. @@ -416,8 +422,7 @@ STEAMAPI_API const char *SteamAPI_GetSteamInstallPath() STEAMAPI_API HSteamPipe SteamAPI_GetHSteamPipe() { PRINT_DEBUG("SteamAPI_GetHSteamPipe\n"); - if (!get_steam_client()->user_logged_in) return 0; - return CLIENT_STEAM_PIPE; + return user_steam_pipe; } // sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks @@ -484,11 +489,11 @@ STEAMAPI_API void * S_CALLTYPE SteamGameServerInternal_CreateInterface( const ch return SteamInternal_CreateInterface(ver); } +static HSteamPipe server_steam_pipe; STEAMAPI_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe() { PRINT_DEBUG("SteamGameServer_GetHSteamPipe\n"); - if (!get_steam_client()->server_init) return 0; - return SERVER_STEAM_PIPE; + return server_steam_pipe; } STEAMAPI_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() @@ -533,10 +538,12 @@ STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 { PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString); load_old_interface_versions(); - get_steam_client()->serverInit(); + get_steam_client()->CreateLocalUser(&server_steam_pipe, k_EAccountTypeGameServer); //g_pSteamClientGameServer is only used in pre 1.37 (where the interface versions are not provided by the game) g_pSteamClientGameServer = SteamGameServerClient(); - return get_steam_client()->steam_gameserver->InitGameServer(unIP, usGamePort, usQueryPort, eServerMode, 0, pchVersionString); + uint32 unFlags = 0; + if (eServerMode == eServerModeAuthenticationAndSecure) unFlags = k_unServerFlagSecure; + return get_steam_client()->steam_gameserver->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, 0, pchVersionString); } //SteamGameServer004 and before: @@ -575,7 +582,9 @@ STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 STEAMAPI_API void SteamGameServer_Shutdown() { PRINT_DEBUG("SteamGameServer_Shutdown\n"); - get_steam_clientserver_old()->serverShutdown(); + get_steam_client()->serverShutdown(); + get_steam_client()->BReleaseSteamPipe(server_steam_pipe); + server_steam_pipe = 0; g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called } @@ -752,15 +761,26 @@ STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *p PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); std::queue *q = NULL; HSteamUser m_hSteamUser = 0; - get_steam_client()->callback_results_server->setCbAll(&cb_add_queue_server); - get_steam_client()->callback_results_client->setCbAll(&cb_add_queue_client); - get_steam_client()->RunCallbacks(true, true); - if (hSteamPipe == SERVER_STEAM_PIPE) { + Steam_Client *steam_client = get_steam_client(); + steam_client->callback_results_server->setCbAll(&cb_add_queue_server); + steam_client->callback_results_client->setCbAll(&cb_add_queue_client); + steam_client->RunCallbacks(true, true); + if (!steam_client->steamclient_server_inited) { + while(!server_cb.empty()) server_cb.pop(); + } + + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return false; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { q = &server_cb; m_hSteamUser = SERVER_HSTEAMUSER; - } else { + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { q = &client_cb; m_hSteamUser = CLIENT_HSTEAMUSER; + } else { + return false; } if (q->empty()) return false; @@ -780,10 +800,17 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); std::queue *q = NULL; - if (hSteamPipe == SERVER_STEAM_PIPE) { + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { q = &server_cb; - } else { + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { q = &client_cb; + } else { + return; } if (!q->empty()) q->pop(); @@ -792,11 +819,17 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) { PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); - if (!hSteamPipe) return false; - if (hSteamPipe == SERVER_STEAM_PIPE) { + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return false; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { return get_steam_client()->steam_gameserver_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); - } else { + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { return get_steam_client()->steam_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); + } else { + return false; } } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 6a9725a..d997454 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -159,15 +159,24 @@ void Steam_Client::setAppID(uint32 appid) HSteamPipe Steam_Client::CreateSteamPipe() { PRINT_DEBUG("CreateSteamPipe\n"); - return CLIENT_STEAM_PIPE; + HSteamPipe pipe = steam_pipe_counter++; + PRINT_DEBUG("creating pipe %i\n", pipe); + + steam_pipes[pipe] = Steam_Pipe::NO_USER; + return pipe; } // Releases a previously created communications pipe // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling bool Steam_Client::BReleaseSteamPipe( HSteamPipe hSteamPipe ) { - PRINT_DEBUG("BReleaseSteamPipe\n"); - return true; + PRINT_DEBUG("BReleaseSteamPipe %i\n", hSteamPipe); + if (steam_pipes.count(hSteamPipe)) { + steam_pipes.erase(hSteamPipe); + return true; + } + + return false; } // connects to an existing global user, failing if none exists @@ -175,7 +184,13 @@ bool Steam_Client::BReleaseSteamPipe( HSteamPipe hSteamPipe ) // NOT THREADSAFE - ensure that no other threads are accessing Steamworks API when calling HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe ) { - PRINT_DEBUG("ConnectToGlobalUser\n"); + PRINT_DEBUG("ConnectToGlobalUser %i\n", hSteamPipe); + if (!steam_pipes.count(hSteamPipe)) { + return 0; + } + + userLogIn(); + steam_pipes[hSteamPipe] = Steam_Pipe::CLIENT; return CLIENT_HSTEAMUSER; } @@ -184,13 +199,19 @@ HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe ) HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) { PRINT_DEBUG("CreateLocalUser %p %i\n", phSteamPipe, eAccountType); - if (eAccountType == k_EAccountTypeIndividual) { - if (phSteamPipe) *phSteamPipe = CLIENT_STEAM_PIPE; - return CLIENT_HSTEAMUSER; - } else { - if (phSteamPipe) *phSteamPipe = SERVER_STEAM_PIPE; - return SERVER_HSTEAMUSER; - } + //if (eAccountType == k_EAccountTypeIndividual) { + //Is this actually used? + //if (phSteamPipe) *phSteamPipe = CLIENT_STEAM_PIPE; + //return CLIENT_HSTEAMUSER; + //} else { //k_EAccountTypeGameServer + serverInit(); + + HSteamPipe pipe = CreateSteamPipe(); + if (phSteamPipe) *phSteamPipe = pipe; + steam_pipes[pipe] = Steam_Pipe::SERVER; + steamclient_server_inited = true; + return SERVER_HSTEAMUSER; + //} } HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe ) @@ -203,13 +224,16 @@ HSteamUser Steam_Client::CreateLocalUser( HSteamPipe *phSteamPipe ) void Steam_Client::ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) { PRINT_DEBUG("ReleaseUser\n"); + if (hUser == SERVER_HSTEAMUSER && steam_pipes.count(hSteamPipe)) { + steamclient_server_inited = false; + } } // retrieves the ISteamUser interface associated with the handle ISteamUser *Steam_Client::GetISteamUser( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamUser %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "SteamUser009") == 0) { return (ISteamUser *)(void *)(ISteamUser009 *)steam_user; @@ -246,7 +270,7 @@ ISteamUser *Steam_Client::GetISteamUser( HSteamUser hSteamUser, HSteamPipe hStea ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "SteamGameServer005") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver; @@ -289,7 +313,7 @@ void Steam_Client::SetLocalIPBinding( const SteamIPAddress_t &unIP, uint16 usPor ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamFriends %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "SteamFriends004") == 0) { return (ISteamFriends *)(void *)(ISteamFriends004 *)steam_friends; @@ -330,11 +354,11 @@ ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe ISteamUtils *Steam_Client::GetISteamUtils( HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamUtils %s\n", pchVersion); - if (!hSteamPipe) return NULL; + if (!steam_pipes.count(hSteamPipe)) return NULL; Steam_Utils *steam_utils_temp; - if (hSteamPipe == SERVER_STEAM_PIPE) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { steam_utils_temp = steam_gameserver_utils; } else { steam_utils_temp = steam_utils; @@ -367,7 +391,7 @@ ISteamUtils *Steam_Client::GetISteamUtils( HSteamPipe hSteamPipe, const char *pc ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamMatchmaking %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "SteamMatchMaking001") == 0) { //TODO @@ -404,7 +428,7 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamMatchmakingServers %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_matchmaking_servers; } @@ -412,7 +436,7 @@ ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamGenericInterface %s\n", pchVersion); - if (!hSteamPipe) return NULL; + if (!steam_pipes.count(hSteamPipe)) return NULL; bool server = false; if (hSteamUser == SERVER_HSTEAMUSER) { @@ -541,7 +565,7 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe ISteamUserStats *Steam_Client::GetISteamUserStats( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamUserStats %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION001") == 0) { //TODO @@ -578,7 +602,7 @@ ISteamUserStats *Steam_Client::GetISteamUserStats( HSteamUser hSteamUser, HSteam ISteamGameServerStats *Steam_Client::GetISteamGameServerStats( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamGameServerStats %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_gameserverstats; } @@ -586,7 +610,7 @@ ISteamGameServerStats *Steam_Client::GetISteamGameServerStats( HSteamUser hSteam ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamApps %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (hSteamUser == SERVER_HSTEAMUSER) { return steam_gameserver_apps; } @@ -598,7 +622,7 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamNetworking %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; Steam_Networking *steam_networking_temp; @@ -631,7 +655,7 @@ ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSte ISteamRemoteStorage *Steam_Client::GetISteamRemoteStorage( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamRemoteStorage %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION001") == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage001 *)steam_remote_storage; @@ -672,7 +696,7 @@ ISteamRemoteStorage *Steam_Client::GetISteamRemoteStorage( HSteamUser hSteamuser ISteamScreenshots *Steam_Client::GetISteamScreenshots( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamScreenshots %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_screenshots; } @@ -714,7 +738,7 @@ bool Steam_Client::BShutdownIfAllPipesClosed() ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamHTTP %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; if (hSteamuser == SERVER_HSTEAMUSER) { return steam_gameserver_http; } @@ -726,14 +750,14 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea void *Steam_Client::DEPRECATED_GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("DEPRECATED_GetISteamUnifiedMessages %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return (void *)(ISteamUnifiedMessages *)steam_unified_messages; } ISteamUnifiedMessages *Steam_Client::GetISteamUnifiedMessages( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamUnifiedMessages %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_unified_messages; } @@ -741,7 +765,7 @@ ISteamUnifiedMessages *Steam_Client::GetISteamUnifiedMessages( HSteamUser hSteam ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamController %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; if (strcmp(pchVersion, "STEAMCONTROLLER_INTERFACE_VERSION") == 0) { return (ISteamController *)(void *)(ISteamController001 *)steam_controller; @@ -769,7 +793,7 @@ ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSte ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamUGC %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; Steam_UGC *steam_ugc_temp; if (hSteamUser == SERVER_HSTEAMUSER) { @@ -821,7 +845,7 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP ISteamAppList *Steam_Client::GetISteamAppList( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamAppList %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_applist; } @@ -829,7 +853,7 @@ ISteamAppList *Steam_Client::GetISteamAppList( HSteamUser hSteamUser, HSteamPipe ISteamMusic *Steam_Client::GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamMusic %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_music; } @@ -837,7 +861,7 @@ ISteamMusic *Steam_Client::GetISteamMusic( HSteamUser hSteamuser, HSteamPipe hSt ISteamMusicRemote *Steam_Client::GetISteamMusicRemote(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) { PRINT_DEBUG("GetISteamMusicRemote %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_musicremote; } @@ -845,7 +869,7 @@ ISteamMusicRemote *Steam_Client::GetISteamMusicRemote(HSteamUser hSteamuser, HSt ISteamHTMLSurface *Steam_Client::GetISteamHTMLSurface(HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion) { PRINT_DEBUG("GetISteamHTMLSurface %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; if (strcmp(pchVersion, "STEAMHTMLSURFACE_INTERFACE_VERSION_001") == 0) { return (ISteamHTMLSurface *)(void *)(ISteamHTMLSurface001 *)steam_HTMLsurface; @@ -894,7 +918,7 @@ void Steam_Client::Remove_SteamAPI_CPostAPIResultInProcess( SteamAPI_PostAPIResu ISteamInventory *Steam_Client::GetISteamInventory( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamInventory %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; Steam_Inventory *steam_inventory_temp; Settings *settings_temp; SteamCallBacks *callbacks_temp; @@ -923,7 +947,7 @@ ISteamInventory *Steam_Client::GetISteamInventory( HSteamUser hSteamuser, HSteam ISteamVideo *Steam_Client::GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamVideo %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_video; } @@ -931,21 +955,21 @@ ISteamVideo *Steam_Client::GetISteamVideo( HSteamUser hSteamuser, HSteamPipe hSt ISteamParentalSettings *Steam_Client::GetISteamParentalSettings( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamParentalSettings %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_parental; } ISteamMasterServerUpdater *Steam_Client::GetISteamMasterServerUpdater( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamMasterServerUpdater %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_masterserver_updater; } ISteamContentServer *Steam_Client::GetISteamContentServer( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamContentServer %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return NULL; } @@ -953,7 +977,7 @@ ISteamContentServer *Steam_Client::GetISteamContentServer( HSteamUser hSteamUser ISteamGameSearch *Steam_Client::GetISteamGameSearch( HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamGameSearch %s\n", pchVersion); - if (!hSteamPipe || !hSteamuser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; return steam_game_search; } @@ -962,7 +986,7 @@ ISteamGameSearch *Steam_Client::GetISteamGameSearch( HSteamUser hSteamuser, HSte ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamInput %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_controller; } @@ -971,7 +995,7 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt ISteamParties *Steam_Client::GetISteamParties( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamParties %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_parties; } @@ -979,7 +1003,7 @@ ISteamParties *Steam_Client::GetISteamParties( HSteamUser hSteamUser, HSteamPipe ISteamRemotePlay *Steam_Client::GetISteamRemotePlay( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion ) { PRINT_DEBUG("GetISteamRemotePlay %s\n", pchVersion); - if (!hSteamPipe || !hSteamUser) return NULL; + if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; return steam_remoteplay; } diff --git a/dll/steam_client.h b/dll/steam_client.h index 73b93af..753e397 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -55,6 +55,12 @@ #include +enum Steam_Pipe { + NO_USER, + CLIENT, + SERVER +}; + class Steam_Client : public ISteamClient007, public ISteamClient008, @@ -124,6 +130,10 @@ public: bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; + bool steamclient_server_inited = false; + + unsigned steam_pipe_counter = 2; + std::map steam_pipes; Steam_Client(); ~Steam_Client(); diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index c2d6625..6735456 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -177,7 +177,7 @@ bool Steam_GameServer::BSecure() PRINT_DEBUG("BSecure\n"); std::lock_guard lock(global_mutex); if (!policy_response_called) return false; - return flags == eServerModeAuthenticationAndSecure; + return !!(flags & k_unServerFlagSecure); } CSteamID Steam_GameServer::GetSteamID() @@ -414,6 +414,7 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui version.erase(std::remove(version.begin(), version.end(), ' '), version.end()); version.erase(std::remove(version.begin(), version.end(), '.'), version.end()); server_data.set_version(stoi(version)); + flags = unServerFlags; //TODO? return true; @@ -662,7 +663,7 @@ void Steam_GameServer::RunCallbacks() if (logged_in && !policy_response_called) { PRINT_DEBUG("Steam_GameServer::GSPolicyResponse_t\n"); GSPolicyResponse_t data; - data.m_bSecure = flags == eServerModeAuthenticationAndSecure; + data.m_bSecure = !!(flags & k_unServerFlagSecure); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.11); policy_response_called = true; } diff --git a/scripts/steamclient_loader.sh b/scripts/steamclient_loader.sh index cde258b..53074e4 100755 --- a/scripts/steamclient_loader.sh +++ b/scripts/steamclient_loader.sh @@ -3,6 +3,8 @@ APP_NAME="bin/test_executable" APP_ID=480 APP_PATH=$(dirname "$0") CONFIG_PATH=$(dirname "$0") +#path to steam-runtime/run.sh +STEAM_RUNTIME="" CUR_DIR=$(pwd) cd "$CONFIG_PATH" @@ -17,7 +19,13 @@ cp x86/steamclient.so ~/.steam/sdk32/steamclient.so cp x86_64/steamclient.so ~/.steam/sdk64/steamclient.so echo $BASHPID > ~/.steam/steam.pid cd "$APP_PATH" +if [ -z "$STEAM_RUNTIME" ] +then SteamAppPath="$APP_PATH" SteamAppId=$APP_ID SteamGameId=$APP_ID "$APP_NAME" +else +SteamAppPath="$APP_PATH" SteamAppId=$APP_ID SteamGameId=$APP_ID "$STEAM_RUNTIME" "$APP_NAME" +fi + cd "$CUR_DIR" #restore original rm -f ~/.steam/steam.pid diff --git a/sdk_includes/steam_api_common.h b/sdk_includes/steam_api_common.h index 44c8291..73c6a6e 100644 --- a/sdk_includes/steam_api_common.h +++ b/sdk_includes/steam_api_common.h @@ -39,11 +39,19 @@ #endif // STEAM_API_EXPORTS #endif +#ifdef STEAM_API_EXPORTS +#ifdef STEAM_API_FUNCTIONS_IMPL #ifdef STEAMCLIENT_DLL #define S_API static #else #define S_API S_API_EXPORT #endif +#else +#define S_API +#endif +#else +#define S_API S_API_EXPORT +#endif #if ( defined(STEAM_API_EXPORTS) || defined(STEAM_API_NODLL) ) && !defined(API_GEN) #define STEAM_PRIVATE_API( ... ) __VA_ARGS__ From 81830efd58333e52acbc511eefc1a2f4e2484264 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 12:40:18 -0500 Subject: [PATCH 239/494] Close background thread on steamclient shutdown. --- dll/steam_client.cpp | 40 +++++++++++++++++++++++++--------------- 1 file changed, 25 insertions(+), 15 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index d997454..a81259e 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -18,25 +18,25 @@ #include "steam_client.h" #include "settings_parser.h" -static bool kill_background_thread; +#include + +static std::condition_variable kill_background_thread_cv; +static std::atomic_bool kill_background_thread; static void background_thread(Steam_Client *client) { PRINT_DEBUG("background thread starting\n"); - while (1) { - std::this_thread::sleep_for(std::chrono::seconds(1)); - global_mutex.lock(); - bool net_alive = client->network->isAlive(); - if (!net_alive || kill_background_thread) { - global_mutex.unlock(); - if (!net_alive) { - //delete network; - } + std::mutex mtx; + std::unique_lock lck(mtx); - kill_background_thread = false; - PRINT_DEBUG("background thread exit\n"); - return; + while (1) { + if (kill_background_thread || kill_background_thread_cv.wait_for(lck, std::chrono::seconds(1)) != std::cv_status::timeout) { + if (kill_background_thread) { + PRINT_DEBUG("background thread exit\n"); + return; + } } + global_mutex.lock(); PRINT_DEBUG("background thread run\n"); client->network->Run(); client->steam_matchmaking->RunBackground(); @@ -730,8 +730,18 @@ void Steam_Client::SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction bool Steam_Client::BShutdownIfAllPipesClosed() { PRINT_DEBUG("BShutdownIfAllPipesClosed\n"); - kill_background_thread = true; - return true; + if (!steam_pipes.size()) { + if (background_keepalive.joinable()) { + kill_background_thread = true; + kill_background_thread_cv.notify_one(); + background_keepalive.join(); + } + + PRINT_DEBUG("all pipes closed\n"); + return true; + } + + return false; } // Expose HTTP interface From 0ed433cb26981019169b73c5bf461ed0e2caaf90 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 13:18:12 -0500 Subject: [PATCH 240/494] Add a bundle of the source code to the git builds zip. --- .gitlab-ci.yml | 3 +++ 1 file changed, 3 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 70847c5..e466878 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -153,6 +153,9 @@ deploy_all: script: - ls -lah + - mkdir -p release/source_code + - git bundle create release/source_code/source_code.bundle --all + - echo 'This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master' > release/source_code/Readme.txt - mv linux release/ - shopt -s extglob - rm -rf .g* From 47c8f0a2a11c134b0f0d41e9b44ebf99f9e259db Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 13:21:37 -0500 Subject: [PATCH 241/494] Fix yaml? --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index e466878..2133b63 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -155,7 +155,7 @@ deploy_all: - ls -lah - mkdir -p release/source_code - git bundle create release/source_code/source_code.bundle --all - - echo 'This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master' > release/source_code/Readme.txt + - echo "This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master" > release/source_code/Readme.txt - mv linux release/ - shopt -s extglob - rm -rf .g* From d9173e7b502e2ccf8d241908bf368738e142143a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 13:27:15 -0500 Subject: [PATCH 242/494] Fix yaml. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 2133b63..78e7d9d 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -155,7 +155,7 @@ deploy_all: - ls -lah - mkdir -p release/source_code - git bundle create release/source_code/source_code.bundle --all - - echo "This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master" > release/source_code/Readme.txt + - "echo \"This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master\" > release/source_code/Readme.txt" - mv linux release/ - shopt -s extglob - rm -rf .g* From 0c4831260e0af07a0303b4ad16f5596ca7f49240 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 14:27:27 -0500 Subject: [PATCH 243/494] Forgot this. --- .gitlab-ci.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 78e7d9d..f307d10 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -153,6 +153,7 @@ deploy_all: script: - ls -lah + - dnf -y install git - mkdir -p release/source_code - git bundle create release/source_code/source_code.bundle --all - "echo \"This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master\" > release/source_code/Readme.txt" From 86d7806f27aaa93283fc335cd5849f6d5f7ed71d Mon Sep 17 00:00:00 2001 From: gion Date: Wed, 15 Jan 2020 20:37:41 +0100 Subject: [PATCH 244/494] Implement case insensitive filesystem access. --- dll/wrap.cpp | 390 ++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 342 insertions(+), 48 deletions(-) diff --git a/dll/wrap.cpp b/dll/wrap.cpp index 76dfc30..e43b194 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -15,6 +15,7 @@ License along with the Goldberg Emulator; if not, see . */ +#include "base.h" #include "dll.h" #ifdef STEAM_WIN32 @@ -32,169 +33,462 @@ #include #include -STEAMAPI_API FILE *__wrap_freopen(const char *pathname, const char *mode, FILE *stream) +#define PATH_SEPARATOR_CHAR '/' +#define STEAM_PATH_CACHE_SIZE 4096 + +const char *STEAM_PATH; +size_t STEAM_PATH_SIZE; + +const char *get_steam_path() { - return freopen(pathname, mode, stream); + char *home_path = getenv("HOME"); + char steam_path[STEAM_PATH_CACHE_SIZE]; + char *steam_realpath = nullptr; + + // Build steam_path from home + int required_size = snprintf(steam_path, STEAM_PATH_CACHE_SIZE, "%s/.steam/steam", home_path); + + // Allocate more space for steam_path if needed (required_size does not count terminator) + if (required_size > 0 && required_size >= STEAM_PATH_CACHE_SIZE) { + char *large_steam_path = (char *)malloc(sizeof(char) * (required_size + 1)); + int check_size = snprintf(steam_path, required_size + 1, "%s/.steam/steam", home_path); + // Check that path fits this time + if (check_size == required_size) { + steam_realpath = realpath(large_steam_path, nullptr); + } + free(large_steam_path); + } else { + steam_realpath = realpath(steam_path, nullptr); + } + + // Terminate path with a file separator + if (steam_realpath && *steam_realpath) { + size_t path_size = strlen(steam_realpath); + if (steam_realpath[path_size - 1] != PATH_SEPARATOR_CHAR) { + steam_realpath = (char *)realloc(steam_realpath, path_size + 2); + steam_realpath[path_size] = PATH_SEPARATOR_CHAR; + steam_realpath[path_size + 1] = 0; + } + } else { + // Failsafe to root + steam_realpath = strdup("/"); + } + + return steam_realpath; } -STEAMAPI_API FILE *__wrap_fopen(const char *filename, const char *mode) + +bool match_path(char *path, int start, bool accept_same_case) { - return fopen(filename, mode); + if (!path[start + 1]) { + return true; + } + + // Snap to the next separator in path + int separator = start + 1; + while (path[separator] != PATH_SEPARATOR_CHAR && path[separator]) { + separator++; + } + + bool is_last_component = path[separator] != PATH_SEPARATOR_CHAR; + + char stored_char = path[separator]; + path[separator] = 0; + bool path_accessible = access(path, 0) == 0; + path[separator] = stored_char; + + if (!path_accessible || !is_last_component && !match_path(path, separator, accept_same_case)) { + DIR *current_directory = nullptr; + int component = start + 1; + + if (start) { + stored_char = path[start]; + path[start] = 0; + current_directory = opendir(path); + path[start] = stored_char; + component = start + 1; + } else { + if (*path == PATH_SEPARATOR_CHAR) { + component = start + 1; + current_directory = opendir("/"); + } else { + component = start; + current_directory = opendir("."); + } + } + + // 0123456789012345678901234567890123456789 + // path = /this/is/a/sample/path/to/file.txt + // ^^ ^ + // ab c + // a. start = 10 + // b. component = 11 + // c. separator = 17 + // current_directory = /this/is/a/ + + if (current_directory) { + dirent64 *entry = (dirent64 *)readdir64(current_directory); + while (entry) { + const char *entry_name = entry->d_name; + stored_char = path[separator]; + path[separator] = 0; + + // Fix current component if entry with similar name exists + if (!strcasecmp(&path[component], entry_name)) { + bool case_differs = strcmp(&path[component], entry_name) != 0; + path[separator] = stored_char; + if (case_differs) { + char *iterator = &path[component]; + // Replace with entry name + while (*entry_name != PATH_SEPARATOR_CHAR && *entry_name) { + *(iterator++) = *(entry_name++); + } + // Fix next component + if (is_last_component || match_path(path, separator, accept_same_case)) { + closedir(current_directory); + return true; + } + } + } else { + path[separator] = stored_char; + } + entry = (dirent64 *)readdir64(current_directory); + } + } + + if (current_directory) { + closedir(current_directory); + } + + return accept_same_case && is_last_component; + } + + return true; } -STEAMAPI_API FILE *__wrap_fopen64(const char *filename, const char *mode) +const char *lowercase_path(const char *path, bool accept_same_case, bool stop_at_separator) { - return fopen64(filename, mode); + std::locale loc; + char *path_lowercased = nullptr; + + if (path && *path) { + if (access(path, 0)) { + // Make a copy of the path on which to work on + path_lowercased = strdup(path); + if (!path_lowercased) { + return nullptr; + } + // Load steam path if not done already + if (!STEAM_PATH) { + STEAM_PATH = get_steam_path(); + STEAM_PATH_SIZE = strlen(STEAM_PATH); + } + + char *lowercase_iterator = path_lowercased; + // Lowercase whole steam path if possible + if (!strncasecmp(path_lowercased, STEAM_PATH, STEAM_PATH_SIZE)) { + memcpy(path_lowercased, STEAM_PATH, STEAM_PATH_SIZE); + lowercase_iterator = &path_lowercased[STEAM_PATH_SIZE - 1]; + } + // Lowercase rest of the path + char *iterator = lowercase_iterator; + while ((!stop_at_separator || *iterator != PATH_SEPARATOR_CHAR) && *iterator) { + *iterator = std::tolower(*iterator, loc); + iterator++; + } + + // Check if we can access the lowered-case path + int error = access(path_lowercased, 0); + if (!error) { + // The new path is valid + return path_lowercased; + } else { + if (accept_same_case) { + const char *name_iterator = &path[lowercase_iterator - path_lowercased]; + while (*lowercase_iterator) { + *(lowercase_iterator++) = *(name_iterator++); + } + } + // Retry accesing the file again and tweak the path if needed + if (match_path(path_lowercased, STEAM_PATH_SIZE - 1, accept_same_case)) { + return path_lowercased; + } + } + } + } + + return path; } -STEAMAPI_API int __wrap_open(const char *pathname, int flags, mode_t mode) +STEAMAPI_API FILE *__wrap_freopen(const char *path, const char *modes, FILE *stream) { - return open(pathname, flags, mode); + bool is_writable = strpbrk(modes, "wa+") != 0; + const char *path_lowercased = lowercase_path(path, is_writable, true); + FILE *result = freopen(path_lowercased, modes, stream); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap_open64(const char *pathname, int flags, mode_t mode) +STEAMAPI_API FILE *__wrap_fopen(const char *path, const char *modes) { - return open64(pathname, flags, mode); + bool is_writable = strpbrk(modes, "wa+") != 0; + const char *path_lowercased = lowercase_path(path, is_writable, true); + FILE *result = fopen(path_lowercased, modes); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap_access(const char *pathname, int mode) +STEAMAPI_API FILE *__wrap_fopen64(const char *path, const char *modes) { - return access(pathname, mode); + bool is_writable = strpbrk(modes, "wa+") != 0; + const char *path_lowercased = lowercase_path(path, is_writable, true); + FILE *result = fopen64(path_lowercased, modes); + free((void *)path_lowercased); + return result; +} + +STEAMAPI_API int __wrap_open(const char *path, int flags, mode_t mode) +{ + bool is_writable = flags & 3; + const char *path_lowercased = lowercase_path(path, is_writable, true); + int result = open(path_lowercased, flags, mode); + free((void *)path_lowercased); + return result; +} + +STEAMAPI_API int __wrap_open64(const char *path, int flags, mode_t mode) +{ + bool is_writable = flags & 3; + const char *path_lowercased = lowercase_path(path, is_writable, true); + int result = open64(path_lowercased, flags, mode); + free((void *)path_lowercased); + return result; +} + +STEAMAPI_API int __wrap_access(const char *path, int mode) +{ + const char *path_lowercased = lowercase_path(path, false, false); + int result = access(path_lowercased, mode); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap___xstat(int ver, const char * path, struct stat * stat_buf) { - return __xstat(ver, path, stat_buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = __xstat(ver, path_lowercased, stat_buf); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_stat(const char * path, struct stat * stat_buf) { - return __wrap___xstat(3, path, stat_buf); + return __wrap___xstat(3, path, stat_buf); } STEAMAPI_API int __wrap___lxstat(int ver, const char * path, struct stat * stat_buf) { - return __lxstat(ver, path, stat_buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = __lxstat(ver, path_lowercased, stat_buf); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_lstat(const char * path, struct stat * stat_buf) { - return __wrap___lxstat(3, path, stat_buf); + return __wrap___lxstat(3, path, stat_buf); } -STEAMAPI_API int __wrap_scandir(const char *dir, struct dirent ***namelist, int (*sel)(const struct dirent *), int (*compar)(const struct dirent **, const struct dirent **)) +STEAMAPI_API int __wrap_scandir(const char *path, struct dirent ***namelist, int (*sel)(const struct dirent *), int (*compar)(const struct dirent **, const struct dirent **)) { - return scandir(dir, namelist, sel, compar); + const char *path_lowercased = lowercase_path(path, false, false); + int result = scandir(path_lowercased, namelist, sel, compar); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap_scandir64(const char *dir, struct dirent64 ***namelist, int (*sel)(const struct dirent64 *), int (*compar)(const struct dirent64 **, const struct dirent64 **)) +STEAMAPI_API int __wrap_scandir64(const char *path, struct dirent64 ***namelist, int (*sel)(const struct dirent64 *), int (*compar)(const struct dirent64 **, const struct dirent64 **)) { - return scandir64(dir, namelist, sel, compar); + const char *path_lowercased = lowercase_path(path, false, false); + int result = scandir64(path_lowercased, namelist, sel, compar); + free((void *)path_lowercased); + return result; } -STEAMAPI_API DIR *__wrap_opendir(const char *name) +STEAMAPI_API DIR *__wrap_opendir(const char *path) { - return opendir(name); + const char *path_lowercased = lowercase_path(path, false, false); + DIR *result = opendir(path_lowercased); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap___xstat64(int vers, const char *name, struct stat64 *buf) +STEAMAPI_API int __wrap___xstat64(int ver, const char *path, struct stat64 *stat_buf) { - return __xstat64(vers, name, buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = __xstat64(ver, path_lowercased, stat_buf); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap___lxstat64(int vers, const char *name, struct stat64 *buf) +STEAMAPI_API int __wrap___lxstat64(int ver, const char *path, struct stat64 *stat_buf) { - return __lxstat64(vers, name, buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = __lxstat64(ver, path_lowercased, stat_buf); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_statvfs(const char *path, struct statvfs *buf) { - return statvfs(path, buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = statvfs(path_lowercased, buf); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_statvfs64(const char *path, struct statvfs64 *buf) { - return statvfs64(path, buf); + const char *path_lowercased = lowercase_path(path, false, false); + int result = statvfs64(path_lowercased, buf); + free((void *)path_lowercased); + return result; } -STEAMAPI_API int __wrap_chmod(const char *pathname, mode_t mode) +STEAMAPI_API int __wrap_chmod(const char *path, mode_t mode) { - return chmod(pathname, mode); + const char *path_lowercased = lowercase_path(path, false, false); + int result = chmod(path_lowercased, mode); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_chown(const char *path, uid_t owner, gid_t group) { - return chown(path, owner, group); + const char *path_lowercased = lowercase_path(path, false, false); + int result = chown(path_lowercased, owner, group); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_lchown(const char *path, uid_t owner, gid_t group) { - return lchown(path, owner, group); + const char *path_lowercased = lowercase_path(path, false, false); + int result = lchown(path_lowercased, owner, group); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_symlink(const char *path1, const char *path2) { - return symlink(path1, path2); + const char *path_lowercased1 = lowercase_path(path1, true, true); + const char *path_lowercased2 = lowercase_path(path2, false, false); + int result = symlink(path_lowercased1, path_lowercased2); + free((void *)path_lowercased1); + free((void *)path_lowercased2); + return result; } STEAMAPI_API int __wrap_link(const char *path1, const char *path2) { - return link(path1, path2); + const char *path_lowercased1 = lowercase_path(path1, true, true); + const char *path_lowercased2 = lowercase_path(path2, false, false); + int result = link(path_lowercased1, path_lowercased2); + free((void *)path_lowercased1); + free((void *)path_lowercased2); + return result; } STEAMAPI_API int __wrap_mknod(const char *path, mode_t mode, dev_t dev) { - return __xmknod(1, path, mode, &dev); + const char *path_lowercased = lowercase_path(path, true, true); + int result = __xmknod(1, path_lowercased, mode, &dev); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_mount(const char *source, const char *target, const char *filesystemtype, unsigned long mountflags, const void *data) { - return mount(source, target, filesystemtype, mountflags, data); + const char *source_lowercased = lowercase_path(source, false, false); + const char *target_lowercased = lowercase_path(target, false, false); + int result = mount(source_lowercased, target_lowercased, filesystemtype, mountflags, data); + free((void *)source_lowercased); + free((void *)target_lowercased); + return result; } STEAMAPI_API int __wrap_unlink(const char *path) { - return unlink(path); + const char *path_lowercased = lowercase_path(path, false, false); + int result = unlink(path); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_mkfifo(const char *path, mode_t mode) { - return mkfifo(path, mode); + const char *path_lowercased = lowercase_path(path, true, true); + int result = mkfifo(path, mode); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_rename(const char *old_name, const char *new_name) { - return rename(old_name, new_name); + const char *old_name_lowercased = lowercase_path(old_name, true, true); + const char *new_name_lowercased = lowercase_path(new_name, false, false); + int result = rename(old_name_lowercased, new_name_lowercased); + free((void *)old_name_lowercased); + free((void *)new_name_lowercased); + return result; } STEAMAPI_API int __wrap_utime(const char *path, const struct utimbuf *times) { - return utime(path, times); + const char *path_lowercased = lowercase_path(path, false, false); + int result = utime(path_lowercased, times); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_utimes(const char *path, const struct timeval times[2]) { - return utimes(path, times); + const char *path_lowercased = lowercase_path(path, false, false); + int result = utimes(path_lowercased, times); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_mkdir(const char *path, mode_t mode) { - return mkdir(path, mode); + const char *path_lowercased = lowercase_path(path, true, true); + int result = mkdir(path_lowercased, mode); + free((void *)path_lowercased); + return result; } STEAMAPI_API int __wrap_rmdir(const char *path) { - return rmdir(path); + const char *path_lowercased = lowercase_path(path, false, false); + int result = rmdir(path_lowercased); + free((void *)path_lowercased); + return result; } -STEAMAPI_API void * __wrap_dlopen(const char *file, int mode) +STEAMAPI_API void *__wrap_dlopen(const char *path, int mode) { - return dlopen(file, mode); + const char *path_lowercased = lowercase_path(path, false, false); + void * result = dlopen(path_lowercased, mode); + free((void *)path_lowercased); + return result; } -STEAMAPI_API void * __wrap_dlmopen(Lmid_t lmid, const char *filename, int flags) +STEAMAPI_API void *__wrap_dlmopen(Lmid_t lmid, const char *path, int flags) { - return dlmopen(lmid, filename, flags); + const char *path_lowercased = lowercase_path(path, false, false); + void * result = dlmopen(lmid, path_lowercased, flags); + free((void *)path_lowercased); + return result; } -#endif \ No newline at end of file +#endif From d1b901a49129967a4a16d5a18b8f32b0748e5daa Mon Sep 17 00:00:00 2001 From: gion Date: Thu, 16 Jan 2020 00:55:38 +0100 Subject: [PATCH 245/494] Ops, too many frees. --- dll/wrap.cpp | 142 ++++++++++++++++++++++++++++++++++++++------------- 1 file changed, 106 insertions(+), 36 deletions(-) diff --git a/dll/wrap.cpp b/dll/wrap.cpp index e43b194..e192d98 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -97,7 +97,7 @@ bool match_path(char *path, int start, bool accept_same_case) bool path_accessible = access(path, 0) == 0; path[separator] = stored_char; - if (!path_accessible || !is_last_component && !match_path(path, separator, accept_same_case)) { + if (!path_accessible || (!is_last_component && !match_path(path, separator, accept_same_case))) { DIR *current_directory = nullptr; int component = start + 1; @@ -225,7 +225,9 @@ STEAMAPI_API FILE *__wrap_freopen(const char *path, const char *modes, FILE *str bool is_writable = strpbrk(modes, "wa+") != 0; const char *path_lowercased = lowercase_path(path, is_writable, true); FILE *result = freopen(path_lowercased, modes, stream); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -234,7 +236,9 @@ STEAMAPI_API FILE *__wrap_fopen(const char *path, const char *modes) bool is_writable = strpbrk(modes, "wa+") != 0; const char *path_lowercased = lowercase_path(path, is_writable, true); FILE *result = fopen(path_lowercased, modes); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -243,7 +247,9 @@ STEAMAPI_API FILE *__wrap_fopen64(const char *path, const char *modes) bool is_writable = strpbrk(modes, "wa+") != 0; const char *path_lowercased = lowercase_path(path, is_writable, true); FILE *result = fopen64(path_lowercased, modes); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -252,7 +258,9 @@ STEAMAPI_API int __wrap_open(const char *path, int flags, mode_t mode) bool is_writable = flags & 3; const char *path_lowercased = lowercase_path(path, is_writable, true); int result = open(path_lowercased, flags, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -261,7 +269,9 @@ STEAMAPI_API int __wrap_open64(const char *path, int flags, mode_t mode) bool is_writable = flags & 3; const char *path_lowercased = lowercase_path(path, is_writable, true); int result = open64(path_lowercased, flags, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -269,7 +279,9 @@ STEAMAPI_API int __wrap_access(const char *path, int mode) { const char *path_lowercased = lowercase_path(path, false, false); int result = access(path_lowercased, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -277,7 +289,9 @@ STEAMAPI_API int __wrap___xstat(int ver, const char * path, struct stat * stat_b { const char *path_lowercased = lowercase_path(path, false, false); int result = __xstat(ver, path_lowercased, stat_buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -290,7 +304,9 @@ STEAMAPI_API int __wrap___lxstat(int ver, const char * path, struct stat * stat_ { const char *path_lowercased = lowercase_path(path, false, false); int result = __lxstat(ver, path_lowercased, stat_buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -303,7 +319,9 @@ STEAMAPI_API int __wrap_scandir(const char *path, struct dirent ***namelist, int { const char *path_lowercased = lowercase_path(path, false, false); int result = scandir(path_lowercased, namelist, sel, compar); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -311,7 +329,9 @@ STEAMAPI_API int __wrap_scandir64(const char *path, struct dirent64 ***namelist, { const char *path_lowercased = lowercase_path(path, false, false); int result = scandir64(path_lowercased, namelist, sel, compar); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -319,7 +339,9 @@ STEAMAPI_API DIR *__wrap_opendir(const char *path) { const char *path_lowercased = lowercase_path(path, false, false); DIR *result = opendir(path_lowercased); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -327,7 +349,9 @@ STEAMAPI_API int __wrap___xstat64(int ver, const char *path, struct stat64 *stat { const char *path_lowercased = lowercase_path(path, false, false); int result = __xstat64(ver, path_lowercased, stat_buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -335,7 +359,9 @@ STEAMAPI_API int __wrap___lxstat64(int ver, const char *path, struct stat64 *sta { const char *path_lowercased = lowercase_path(path, false, false); int result = __lxstat64(ver, path_lowercased, stat_buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -343,7 +369,9 @@ STEAMAPI_API int __wrap_statvfs(const char *path, struct statvfs *buf) { const char *path_lowercased = lowercase_path(path, false, false); int result = statvfs(path_lowercased, buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -351,7 +379,9 @@ STEAMAPI_API int __wrap_statvfs64(const char *path, struct statvfs64 *buf) { const char *path_lowercased = lowercase_path(path, false, false); int result = statvfs64(path_lowercased, buf); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -359,7 +389,9 @@ STEAMAPI_API int __wrap_chmod(const char *path, mode_t mode) { const char *path_lowercased = lowercase_path(path, false, false); int result = chmod(path_lowercased, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -367,7 +399,9 @@ STEAMAPI_API int __wrap_chown(const char *path, uid_t owner, gid_t group) { const char *path_lowercased = lowercase_path(path, false, false); int result = chown(path_lowercased, owner, group); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -375,7 +409,9 @@ STEAMAPI_API int __wrap_lchown(const char *path, uid_t owner, gid_t group) { const char *path_lowercased = lowercase_path(path, false, false); int result = lchown(path_lowercased, owner, group); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -384,8 +420,12 @@ STEAMAPI_API int __wrap_symlink(const char *path1, const char *path2) const char *path_lowercased1 = lowercase_path(path1, true, true); const char *path_lowercased2 = lowercase_path(path2, false, false); int result = symlink(path_lowercased1, path_lowercased2); - free((void *)path_lowercased1); - free((void *)path_lowercased2); + if (path_lowercased1 != path1) { + free((void *)path_lowercased1); + } + if (path_lowercased2 != path2) { + free((void *)path_lowercased2); + } return result; } @@ -394,8 +434,12 @@ STEAMAPI_API int __wrap_link(const char *path1, const char *path2) const char *path_lowercased1 = lowercase_path(path1, true, true); const char *path_lowercased2 = lowercase_path(path2, false, false); int result = link(path_lowercased1, path_lowercased2); - free((void *)path_lowercased1); - free((void *)path_lowercased2); + if (path_lowercased1 != path1) { + free((void *)path_lowercased1); + } + if (path_lowercased2 != path2) { + free((void *)path_lowercased2); + } return result; } @@ -403,7 +447,9 @@ STEAMAPI_API int __wrap_mknod(const char *path, mode_t mode, dev_t dev) { const char *path_lowercased = lowercase_path(path, true, true); int result = __xmknod(1, path_lowercased, mode, &dev); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -412,8 +458,12 @@ STEAMAPI_API int __wrap_mount(const char *source, const char *target, const char const char *source_lowercased = lowercase_path(source, false, false); const char *target_lowercased = lowercase_path(target, false, false); int result = mount(source_lowercased, target_lowercased, filesystemtype, mountflags, data); - free((void *)source_lowercased); - free((void *)target_lowercased); + if (source_lowercased != source) { + free((void *)source_lowercased); + } + if (target_lowercased != target) { + free((void *)target_lowercased); + } return result; } @@ -421,7 +471,9 @@ STEAMAPI_API int __wrap_unlink(const char *path) { const char *path_lowercased = lowercase_path(path, false, false); int result = unlink(path); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -429,7 +481,9 @@ STEAMAPI_API int __wrap_mkfifo(const char *path, mode_t mode) { const char *path_lowercased = lowercase_path(path, true, true); int result = mkfifo(path, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -438,8 +492,12 @@ STEAMAPI_API int __wrap_rename(const char *old_name, const char *new_name) const char *old_name_lowercased = lowercase_path(old_name, true, true); const char *new_name_lowercased = lowercase_path(new_name, false, false); int result = rename(old_name_lowercased, new_name_lowercased); - free((void *)old_name_lowercased); - free((void *)new_name_lowercased); + if (old_name_lowercased != old_name) { + free((void *)old_name_lowercased); + } + if (new_name_lowercased != new_name) { + free((void *)new_name_lowercased); + } return result; } @@ -447,7 +505,9 @@ STEAMAPI_API int __wrap_utime(const char *path, const struct utimbuf *times) { const char *path_lowercased = lowercase_path(path, false, false); int result = utime(path_lowercased, times); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -455,7 +515,9 @@ STEAMAPI_API int __wrap_utimes(const char *path, const struct timeval times[2]) { const char *path_lowercased = lowercase_path(path, false, false); int result = utimes(path_lowercased, times); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -463,7 +525,9 @@ STEAMAPI_API int __wrap_mkdir(const char *path, mode_t mode) { const char *path_lowercased = lowercase_path(path, true, true); int result = mkdir(path_lowercased, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -471,7 +535,9 @@ STEAMAPI_API int __wrap_rmdir(const char *path) { const char *path_lowercased = lowercase_path(path, false, false); int result = rmdir(path_lowercased); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -479,7 +545,9 @@ STEAMAPI_API void *__wrap_dlopen(const char *path, int mode) { const char *path_lowercased = lowercase_path(path, false, false); void * result = dlopen(path_lowercased, mode); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } @@ -487,7 +555,9 @@ STEAMAPI_API void *__wrap_dlmopen(Lmid_t lmid, const char *path, int flags) { const char *path_lowercased = lowercase_path(path, false, false); void * result = dlmopen(lmid, path_lowercased, flags); - free((void *)path_lowercased); + if (path_lowercased != path) { + free((void *)path_lowercased); + } return result; } From 38ad2c057c35810800917e55b6a07daea31a34c0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 19:43:46 -0500 Subject: [PATCH 246/494] Fix flat api not getting exported. --- dll/dll.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/dll.h b/dll/dll.h index 49eefd2..256f19d 100644 --- a/dll/dll.h +++ b/dll/dll.h @@ -21,7 +21,7 @@ #define STEAMAPI_API static #define STEAMCLIENT_API S_API_EXPORT #else -#define STEAMAPI_API S_API +#define STEAMAPI_API S_API_EXPORT #define STEAMCLIENT_API static #endif From 60b627163a787b0d5335a4bce5c196d26c9feb17 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Jan 2020 22:05:19 -0500 Subject: [PATCH 247/494] Comment out microsecond sleep that no longer seems necessary. --- dll/dll.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index b027a70..2040a46 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -304,7 +304,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_RunCallbacks() { PRINT_DEBUG("SteamAPI_RunCallbacks\n"); get_steam_client()->RunCallbacks(true, false); - std::this_thread::sleep_for(std::chrono::microseconds(1)); //fixes resident evil revelations lagging. + //std::this_thread::sleep_for(std::chrono::microseconds(1)); //fixes resident evil revelations lagging. (Seems to work fine without this right now, commenting out) } From a2f8fec8165812b661f313494b63609689c2dcd0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 17 Jan 2020 11:36:46 -0500 Subject: [PATCH 248/494] Try to fix the flat api get public ip function. --- dll/dll.cpp | 8 ++++++++ dll/dll.h | 1 + dll/flat.cpp | 8 ++++++-- 3 files changed, 15 insertions(+), 2 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 2040a46..950da72 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -134,6 +134,12 @@ Steam_Client *get_steam_clientserver_old() return get_steam_client(); } +static bool steamclient_has_ipv6_functions_flag; +bool steamclient_has_ipv6_functions() +{ + return steamclient_has_ipv6_functions_flag; +} + static void *create_client_interface(const char *ver) { if (strstr(ver, "SteamClient") == ver) { @@ -167,8 +173,10 @@ static void *create_client_interface(const char *ver) steam_client = (ISteamClient019 *)get_steam_client(); } else if (strcmp(ver, STEAMCLIENT_INTERFACE_VERSION) == 0) { steam_client = (ISteamClient *)get_steam_client(); + steamclient_has_ipv6_functions_flag = true; } else { steam_client = (ISteamClient *)get_steam_client(); + steamclient_has_ipv6_functions_flag = true; } return steam_client; diff --git a/dll/dll.h b/dll/dll.h index 256f19d..5053d01 100644 --- a/dll/dll.h +++ b/dll/dll.h @@ -26,3 +26,4 @@ #endif Steam_Client *get_steam_client(); +bool steamclient_has_ipv6_functions(); \ No newline at end of file diff --git a/dll/flat.cpp b/dll/flat.cpp index fb1d30c..6980afe 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -4909,10 +4909,14 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr return ((ISteamGameServer *)instancePtr)->GetServerReputation(); } -STEAMAPI_API struct SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr, void *instancePtr_possible) { //TODO: check if this actually works (ret value changed from uint32 to struct) - return ((ISteamGameServer *)instancePtr)->GetPublicIP(); + if (steamclient_has_ipv6_functions()) { + return ((ISteamGameServer012 *)instancePtr_possible)->GetPublicIP_old(); + } else { + return ((ISteamGameServer012 *)instancePtr)->GetPublicIP_old(); + } } STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort) From b53d5224f3246b9dcbe8b8fdaa60482bc1b63d23 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 17 Jan 2020 11:37:13 -0500 Subject: [PATCH 249/494] Cache values of old accessor functions for better performance. --- dll/dll.cpp | 125 +++++++++++++++++++++++++++++++++++++++------------- 1 file changed, 95 insertions(+), 30 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 950da72..c422395 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -233,6 +233,28 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_InitAnonymousUser() return SteamAPI_Init(); } +static ISteamUser *old_user_instance; +static ISteamFriends *old_friends_interface; +static ISteamUtils *old_utils_interface; +static ISteamMatchmaking *old_matchmaking_instance; +static ISteamUserStats *old_userstats_instance; +static ISteamApps *old_apps_instance; +static ISteamMatchmakingServers *old_matchmakingservers_instance; +static ISteamNetworking *old_networking_instance; +static ISteamRemoteStorage *old_remotestorage_instance; +static ISteamScreenshots *old_screenshots_instance; +static ISteamHTTP *old_http_instance; +static ISteamController *old_controller_instance; +static ISteamUGC *old_ugc_instance; +static ISteamAppList *old_applist_instance; +static ISteamMusic *old_music_instance; +static ISteamMusicRemote *old_musicremote_instance; +static ISteamHTMLSurface *old_htmlsurface_instance; +static ISteamInventory *old_inventory_instance; +static ISteamVideo *old_video_instance; +static ISteamParentalSettings *old_parental_instance; +static ISteamUnifiedMessages *old_unified_instance; + // SteamAPI_Shutdown should be called during process shutdown if possible. STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() { @@ -240,6 +262,27 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() get_steam_client()->clientShutdown(); get_steam_client()->BReleaseSteamPipe(user_steam_pipe); user_steam_pipe = 0; + old_user_instance = NULL; + old_friends_interface = NULL; + old_utils_interface = NULL; + old_matchmaking_instance = NULL; + old_userstats_instance = NULL; + old_apps_instance = NULL; + old_matchmakingservers_instance = NULL; + old_networking_instance = NULL; + old_remotestorage_instance = NULL; + old_screenshots_instance = NULL; + old_http_instance = NULL; + old_controller_instance = NULL; + old_ugc_instance = NULL; + old_applist_instance = NULL; + old_music_instance = NULL; + old_musicremote_instance = NULL; + old_htmlsurface_instance = NULL; + old_inventory_instance = NULL; + old_video_instance = NULL; + old_parental_instance = NULL; + old_unified_instance = NULL; } // SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam. @@ -466,27 +509,30 @@ STEAMAPI_API ISteamClient *SteamClient() { load_old_interface_versions(); return (ISteamClient *)SteamInternal_CreateInterface(old_client); } -STEAMAPI_API ISteamUser *SteamUser() { PRINT_DEBUG("SteamUser()\n");return get_steam_client_old()->GetISteamUser(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_user); } -STEAMAPI_API ISteamFriends *SteamFriends() { PRINT_DEBUG("SteamFriends()\n");return get_steam_client_old()->GetISteamFriends(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_friends ); } -STEAMAPI_API ISteamUtils *SteamUtils() { PRINT_DEBUG("SteamUtils()\n");return get_steam_client_old()->GetISteamUtils(SteamAPI_GetHSteamPipe(), old_utils); } -STEAMAPI_API ISteamMatchmaking *SteamMatchmaking() { PRINT_DEBUG("SteamMatchmaking()\n");return get_steam_client_old()->GetISteamMatchmaking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking); } -STEAMAPI_API ISteamUserStats *SteamUserStats() { PRINT_DEBUG("SteamUserStats()\n");return get_steam_client_old()->GetISteamUserStats(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_userstats); } -STEAMAPI_API ISteamApps *SteamApps() { PRINT_DEBUG("SteamApps()\n");return get_steam_client_old()->GetISteamApps(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_apps); } -STEAMAPI_API ISteamMatchmakingServers *SteamMatchmakingServers() { PRINT_DEBUG("SteamMatchmakingServers()\n");return get_steam_client_old()->GetISteamMatchmakingServers(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking_servers); } -STEAMAPI_API ISteamNetworking *SteamNetworking() { PRINT_DEBUG("SteamNetworking()\n");return get_steam_client_old()->GetISteamNetworking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_networking); } -STEAMAPI_API ISteamRemoteStorage *SteamRemoteStorage() { PRINT_DEBUG("SteamRemoteStorage()\n");return get_steam_client_old()->GetISteamRemoteStorage(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_remote_storage_interface); } -STEAMAPI_API ISteamScreenshots *SteamScreenshots() { PRINT_DEBUG("SteamScreenshots()\n");return get_steam_client_old()->GetISteamScreenshots(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_screenshots); } -STEAMAPI_API ISteamHTTP *SteamHTTP() { PRINT_DEBUG("SteamHTTP()\n");return get_steam_client_old()->GetISteamHTTP(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_http); } -STEAMAPI_API ISteamController *SteamController() { PRINT_DEBUG("SteamController()\n");return get_steam_client_old()->GetISteamController(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_controller); } -STEAMAPI_API ISteamUGC *SteamUGC() { PRINT_DEBUG("SteamUGC()\n");return get_steam_client_old()->GetISteamUGC(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_ugc_interface ); } -STEAMAPI_API ISteamAppList *SteamAppList() { PRINT_DEBUG("SteamAppList()\n");return get_steam_client_old()->GetISteamAppList(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_applist); } -STEAMAPI_API ISteamMusic *SteamMusic() { PRINT_DEBUG("SteamMusic()\n");return get_steam_client_old()->GetISteamMusic(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music); } -STEAMAPI_API ISteamMusicRemote *SteamMusicRemote() { PRINT_DEBUG("SteamMusicRemote()\n");return get_steam_client_old()->GetISteamMusicRemote(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music_remote); } -STEAMAPI_API ISteamHTMLSurface *SteamHTMLSurface() { PRINT_DEBUG("SteamHTMLSurface()\n");return get_steam_client_old()->GetISteamHTMLSurface(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_html_surface); } -STEAMAPI_API ISteamInventory *SteamInventory() { PRINT_DEBUG("SteamInventory()\n");return get_steam_client_old()->GetISteamInventory(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_inventory); } -STEAMAPI_API ISteamVideo *SteamVideo() { PRINT_DEBUG("SteamVideo()\n");return get_steam_client_old()->GetISteamVideo(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_video); } -STEAMAPI_API ISteamParentalSettings *SteamParentalSettings() { PRINT_DEBUG("SteamParentalSettings()\n");return get_steam_client_old()->GetISteamParentalSettings(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), ""); } -STEAMAPI_API ISteamUnifiedMessages *SteamUnifiedMessages() { PRINT_DEBUG("SteamUnifiedMessages()\n");return get_steam_client_old()->GetISteamUnifiedMessages(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_unified_messages); } + +#define CACHE_OLDSTEAM_INSTANCE(variable, get_func) { if (variable) return variable; else return variable = (get_func); } + +STEAMAPI_API ISteamUser *SteamUser() { PRINT_DEBUG("SteamUser()\n"); CACHE_OLDSTEAM_INSTANCE(old_user_instance, get_steam_client_old()->GetISteamUser(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_user)) } +STEAMAPI_API ISteamFriends *SteamFriends() { PRINT_DEBUG("SteamFriends()\n"); CACHE_OLDSTEAM_INSTANCE(old_friends_interface, get_steam_client_old()->GetISteamFriends(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_friends )) } +STEAMAPI_API ISteamUtils *SteamUtils() { PRINT_DEBUG("SteamUtils()\n"); CACHE_OLDSTEAM_INSTANCE(old_utils_interface, get_steam_client_old()->GetISteamUtils(SteamAPI_GetHSteamPipe(), old_utils)) } +STEAMAPI_API ISteamMatchmaking *SteamMatchmaking() { PRINT_DEBUG("SteamMatchmaking()\n"); CACHE_OLDSTEAM_INSTANCE(old_matchmaking_instance, get_steam_client_old()->GetISteamMatchmaking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking)) } +STEAMAPI_API ISteamUserStats *SteamUserStats() { PRINT_DEBUG("SteamUserStats()\n"); CACHE_OLDSTEAM_INSTANCE(old_userstats_instance, get_steam_client_old()->GetISteamUserStats(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_userstats)) } +STEAMAPI_API ISteamApps *SteamApps() { PRINT_DEBUG("SteamApps()\n"); CACHE_OLDSTEAM_INSTANCE(old_apps_instance, get_steam_client_old()->GetISteamApps(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_apps)) } +STEAMAPI_API ISteamMatchmakingServers *SteamMatchmakingServers() { PRINT_DEBUG("SteamMatchmakingServers()\n"); CACHE_OLDSTEAM_INSTANCE(old_matchmakingservers_instance, get_steam_client_old()->GetISteamMatchmakingServers(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_matchmaking_servers)) } +STEAMAPI_API ISteamNetworking *SteamNetworking() { PRINT_DEBUG("SteamNetworking()\n"); CACHE_OLDSTEAM_INSTANCE(old_networking_instance, get_steam_client_old()->GetISteamNetworking(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_networking)) } +STEAMAPI_API ISteamRemoteStorage *SteamRemoteStorage() { PRINT_DEBUG("SteamRemoteStorage()\n"); CACHE_OLDSTEAM_INSTANCE(old_remotestorage_instance, get_steam_client_old()->GetISteamRemoteStorage(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_remote_storage_interface)) } +STEAMAPI_API ISteamScreenshots *SteamScreenshots() { PRINT_DEBUG("SteamScreenshots()\n"); CACHE_OLDSTEAM_INSTANCE(old_screenshots_instance, get_steam_client_old()->GetISteamScreenshots(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_screenshots)) } +STEAMAPI_API ISteamHTTP *SteamHTTP() { PRINT_DEBUG("SteamHTTP()\n"); CACHE_OLDSTEAM_INSTANCE(old_http_instance, get_steam_client_old()->GetISteamHTTP(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_http)) } +STEAMAPI_API ISteamController *SteamController() { PRINT_DEBUG("SteamController()\n"); CACHE_OLDSTEAM_INSTANCE(old_controller_instance, get_steam_client_old()->GetISteamController(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_controller)) } +STEAMAPI_API ISteamUGC *SteamUGC() { PRINT_DEBUG("SteamUGC()\n"); CACHE_OLDSTEAM_INSTANCE(old_ugc_instance, get_steam_client_old()->GetISteamUGC(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_ugc_interface )) } +STEAMAPI_API ISteamAppList *SteamAppList() { PRINT_DEBUG("SteamAppList()\n"); CACHE_OLDSTEAM_INSTANCE(old_applist_instance, get_steam_client_old()->GetISteamAppList(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_applist)) } +STEAMAPI_API ISteamMusic *SteamMusic() { PRINT_DEBUG("SteamMusic()\n"); CACHE_OLDSTEAM_INSTANCE(old_music_instance, get_steam_client_old()->GetISteamMusic(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music)) } +STEAMAPI_API ISteamMusicRemote *SteamMusicRemote() { PRINT_DEBUG("SteamMusicRemote()\n"); CACHE_OLDSTEAM_INSTANCE(old_musicremote_instance, get_steam_client_old()->GetISteamMusicRemote(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_music_remote)) } +STEAMAPI_API ISteamHTMLSurface *SteamHTMLSurface() { PRINT_DEBUG("SteamHTMLSurface()\n"); CACHE_OLDSTEAM_INSTANCE(old_htmlsurface_instance, get_steam_client_old()->GetISteamHTMLSurface(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_html_surface)) } +STEAMAPI_API ISteamInventory *SteamInventory() { PRINT_DEBUG("SteamInventory()\n"); CACHE_OLDSTEAM_INSTANCE(old_inventory_instance, get_steam_client_old()->GetISteamInventory(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_inventory)) } +STEAMAPI_API ISteamVideo *SteamVideo() { PRINT_DEBUG("SteamVideo()\n"); CACHE_OLDSTEAM_INSTANCE(old_video_instance, get_steam_client_old()->GetISteamVideo(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_video)) } +STEAMAPI_API ISteamParentalSettings *SteamParentalSettings() { PRINT_DEBUG("SteamParentalSettings()\n"); CACHE_OLDSTEAM_INSTANCE(old_parental_instance, get_steam_client_old()->GetISteamParentalSettings(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), "")) } +STEAMAPI_API ISteamUnifiedMessages *SteamUnifiedMessages() { PRINT_DEBUG("SteamUnifiedMessages()\n"); CACHE_OLDSTEAM_INSTANCE(old_unified_instance, get_steam_client_old()->GetISteamUnifiedMessages(SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), old_unified_messages)) } //Gameserver stuff @@ -587,6 +633,16 @@ STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 return ret; } +static ISteamGameServer *old_gameserver_instance; +static ISteamUtils *old_gamserver_utils_instance; +static ISteamNetworking *old_gamserver_networking_instance; +static ISteamGameServerStats *old_gamserver_stats_instance; +static ISteamHTTP *old_gamserver_http_instance; +static ISteamInventory *old_gamserver_inventory_instance; +static ISteamUGC *old_gamserver_ugc_instance; +static ISteamApps *old_gamserver_apps_instance; +static ISteamMasterServerUpdater *old_gamserver_masterupdater_instance; + STEAMAPI_API void SteamGameServer_Shutdown() { PRINT_DEBUG("SteamGameServer_Shutdown\n"); @@ -594,6 +650,15 @@ STEAMAPI_API void SteamGameServer_Shutdown() get_steam_client()->BReleaseSteamPipe(server_steam_pipe); server_steam_pipe = 0; g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called + old_gameserver_instance = NULL; + old_gamserver_utils_instance = NULL; + old_gamserver_networking_instance = NULL; + old_gamserver_stats_instance = NULL; + old_gamserver_http_instance = NULL; + old_gamserver_inventory_instance = NULL; + old_gamserver_ugc_instance = NULL; + old_gamserver_apps_instance = NULL; + old_gamserver_masterupdater_instance = NULL; } STEAMAPI_API void SteamGameServer_RunCallbacks() @@ -620,16 +685,16 @@ STEAMAPI_API ISteamClient *SteamGameServerClient() { return (ISteamClient *)SteamInternal_CreateInterface(old_client); } -STEAMAPI_API ISteamGameServer *SteamGameServer() { PRINT_DEBUG("SteamGameServer()\n"); return get_steam_clientserver_old()->GetISteamGameServer(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver ); } -STEAMAPI_API ISteamUtils *SteamGameServerUtils() { PRINT_DEBUG("SteamGameServerUtils()\n"); return get_steam_clientserver_old()->GetISteamUtils(SteamGameServer_GetHSteamPipe(), old_utils ); } -STEAMAPI_API ISteamNetworking *SteamGameServerNetworking() { PRINT_DEBUG("SteamGameServerNetworking()\n"); return get_steam_clientserver_old()->GetISteamNetworking(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_networking ); } -STEAMAPI_API ISteamGameServerStats *SteamGameServerStats() { PRINT_DEBUG("SteamGameServerStats()\n"); return get_steam_clientserver_old()->GetISteamGameServerStats(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver_stats ); } -STEAMAPI_API ISteamHTTP *SteamGameServerHTTP() { PRINT_DEBUG("SteamGameServerHTTP()\n"); return get_steam_clientserver_old()->GetISteamHTTP(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_http ); } -STEAMAPI_API ISteamInventory *SteamGameServerInventory() { PRINT_DEBUG("SteamGameServerInventory()\n"); return get_steam_clientserver_old()->GetISteamInventory(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_inventory ); } -STEAMAPI_API ISteamUGC *SteamGameServerUGC() { PRINT_DEBUG("SteamGameServerUGC()\n"); return get_steam_clientserver_old()->GetISteamUGC(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_ugc_interface ); } -STEAMAPI_API ISteamApps *SteamGameServerApps() { PRINT_DEBUG("SteamGameServerApps()\n"); return get_steam_clientserver_old()->GetISteamApps(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_apps ); } +STEAMAPI_API ISteamGameServer *SteamGameServer() { PRINT_DEBUG("SteamGameServer()\n"); CACHE_OLDSTEAM_INSTANCE(old_gameserver_instance, get_steam_clientserver_old()->GetISteamGameServer(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver )) } +STEAMAPI_API ISteamUtils *SteamGameServerUtils() { PRINT_DEBUG("SteamGameServerUtils()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_utils_instance, get_steam_clientserver_old()->GetISteamUtils(SteamGameServer_GetHSteamPipe(), old_utils )) } +STEAMAPI_API ISteamNetworking *SteamGameServerNetworking() { PRINT_DEBUG("SteamGameServerNetworking()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_networking_instance, get_steam_clientserver_old()->GetISteamNetworking(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_networking )) } +STEAMAPI_API ISteamGameServerStats *SteamGameServerStats() { PRINT_DEBUG("SteamGameServerStats()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_stats_instance, get_steam_clientserver_old()->GetISteamGameServerStats(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_gameserver_stats )) } +STEAMAPI_API ISteamHTTP *SteamGameServerHTTP() { PRINT_DEBUG("SteamGameServerHTTP()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_http_instance, get_steam_clientserver_old()->GetISteamHTTP(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_http )) } +STEAMAPI_API ISteamInventory *SteamGameServerInventory() { PRINT_DEBUG("SteamGameServerInventory()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_inventory_instance, get_steam_clientserver_old()->GetISteamInventory(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_inventory )) } +STEAMAPI_API ISteamUGC *SteamGameServerUGC() { PRINT_DEBUG("SteamGameServerUGC()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_ugc_instance, get_steam_clientserver_old()->GetISteamUGC(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_ugc_interface )) } +STEAMAPI_API ISteamApps *SteamGameServerApps() { PRINT_DEBUG("SteamGameServerApps()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_apps_instance, get_steam_clientserver_old()->GetISteamApps(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_apps )) } -STEAMAPI_API ISteamMasterServerUpdater *SteamMasterServerUpdater() {PRINT_DEBUG("SteamMasterServerUpdater()\n"); return get_steam_clientserver_old()->GetISteamMasterServerUpdater(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_masterserver_updater); } +STEAMAPI_API ISteamMasterServerUpdater *SteamMasterServerUpdater() {PRINT_DEBUG("SteamMasterServerUpdater()\n"); CACHE_OLDSTEAM_INSTANCE(old_gamserver_masterupdater_instance, get_steam_clientserver_old()->GetISteamMasterServerUpdater(SteamGameServer_GetHSteamUser(), SteamGameServer_GetHSteamPipe(), old_masterserver_updater)) } STEAMAPI_API uint32 SteamGameServer_GetIPCCallCount() { From 29e713b94ca523bd1428001442db4c6bf35e5d67 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 17 Jan 2020 13:13:59 -0500 Subject: [PATCH 250/494] Add a mutex specifically for the P2P packet functions to speed things up. --- dll/steam_networking.h | 26 ++++++++++++++++++-------- 1 file changed, 18 insertions(+), 8 deletions(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index bd6d67e..601d236 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -68,6 +68,7 @@ public ISteamNetworking class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; + std::recursive_mutex messages_mutex; std::vector messages; std::vector connections; @@ -108,12 +109,15 @@ void remove_connection(CSteamID id) } //pretty sure steam also clears the entire queue of messages for that connection - auto msg = std::begin(messages); - while (msg != std::end(messages)) { - if (msg->source_id() == id.ConvertToUint64()) { - msg = messages.erase(msg); - } else { - ++msg; + { + std::lock_guard lock(messages_mutex); + auto msg = std::begin(messages); + while (msg != std::end(messages)) { + if (msg->source_id() == id.ConvertToUint64()) { + msg = messages.erase(msg); + } else { + ++msg; + } } } } @@ -278,7 +282,7 @@ bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, bool IsP2PPacketAvailable( uint32 *pcubMsgSize, int nChannel) { PRINT_DEBUG("Steam_Networking::IsP2PPacketAvailable channel: %i\n", nChannel); - std::lock_guard lock(global_mutex); + std::lock_guard lock(messages_mutex); //Not sure if this should be here because it slightly screws up games that don't like such low "pings" //Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop //this->network->Run(); @@ -312,7 +316,7 @@ bool IsP2PPacketAvailable( uint32 *pcubMsgSize) bool ReadP2PPacket( void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, CSteamID *psteamIDRemote, int nChannel) { PRINT_DEBUG("Steam_Networking::ReadP2PPacket %u %i\n", cubDest, nChannel); - std::lock_guard lock(global_mutex); + std::lock_guard lock(messages_mutex); //Not sure if this should be here because it slightly screws up games that don't like such low "pings" //Commenting it out for now because it looks like it causes a bug where 20xx gets stuck in an infinite receive packet loop //this->network->Run(); @@ -800,6 +804,9 @@ void RunCallbacks() { uint64 current_time = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + { + std::lock_guard lock(messages_mutex); + for (auto &msg : messages) { CSteamID source_id((uint64)msg.source_id()); if (!msg.network().processed()) { @@ -839,6 +846,8 @@ void RunCallbacks() } } + } + //TODO: not sure if sockets should be wiped right away remove_killed_connection_sockets(); @@ -862,6 +871,7 @@ void Callback(Common_Message *msg) }PRINT_DEBUG("\n"); #endif + std::lock_guard lock(messages_mutex); if (msg->network().type() == Network::DATA) { messages.push_back(Common_Message(*msg)); } From e6031c75976a8484574fd2127a017968a0bf1793 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 17 Jan 2020 15:46:50 -0500 Subject: [PATCH 251/494] Fix possible thread issue. --- dll/steam_networking.h | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 601d236..0980913 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -70,6 +70,8 @@ public ISteamNetworking std::recursive_mutex messages_mutex; std::vector messages; + + std::recursive_mutex connections_edit_mutex; std::vector connections; std::vector listen_sockets; @@ -79,11 +81,13 @@ public ISteamNetworking bool connection_exists(CSteamID id) { + std::lock_guard lock(connections_edit_mutex); return std::find_if(connections.begin(), connections.end(), [&id](struct Steam_Networking_Connection const& conn) { return conn.remote == id;}) != connections.end(); } struct Steam_Networking_Connection *get_or_create_connection(CSteamID id) { + std::lock_guard lock(connections_edit_mutex); auto conn = std::find_if(connections.begin(), connections.end(), [&id](struct Steam_Networking_Connection const& conn) { return conn.remote == id;}); if (connections.end() == conn) { @@ -98,13 +102,16 @@ struct Steam_Networking_Connection *get_or_create_connection(CSteamID id) void remove_connection(CSteamID id) { - auto conn = std::begin(connections); - while (conn != std::end(connections)) { - if (conn->remote == id) { + { + std::lock_guard lock(connections_edit_mutex); + auto conn = std::begin(connections); + while (conn != std::end(connections)) { + if (conn->remote == id) { - conn = connections.erase(conn); - } else { - ++conn; + conn = connections.erase(conn); + } else { + ++conn; + } } } From 958ced0edd310ce85ae5ecb6407ffa74c39ebab7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 18 Jan 2020 13:58:30 -0500 Subject: [PATCH 252/494] Add a delay to give games time to register call results. --- dll/base.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/base.h b/dll/base.h index f43d8d1..bee0b8d 100644 --- a/dll/base.h +++ b/dll/base.h @@ -89,6 +89,7 @@ public: }; #define STEAM_CALLRESULT_TIMEOUT 120.0 +#define STEAM_CALLRESULT_WAIT_FOR_CB 0.05 struct Steam_Call_Result { Steam_Call_Result(SteamAPICall_t a, int icb, void *r, unsigned int s, double r_in, bool run_cc_cb) { api_call = a; @@ -115,7 +116,7 @@ struct Steam_Call_Result { } bool can_execute() { - return (!to_delete) && call_completed(); + return (!to_delete) && call_completed() && (has_cb() || check_timedout(created, STEAM_CALLRESULT_WAIT_FOR_CB)); } bool has_cb() { From c9d97abd5be2b13fc7e069d84212f94d0bddd0e1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Jan 2020 01:34:52 -0500 Subject: [PATCH 253/494] Fix some possible controller issues. --- controller/gamepad.c | 2 +- dll/steam_controller.h | 5 ++++- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/controller/gamepad.c b/controller/gamepad.c index d9218ed..e7a325d 100644 --- a/controller/gamepad.c +++ b/controller/gamepad.c @@ -444,7 +444,7 @@ static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) { if (events[i].value) { STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button); } else { - STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button); + STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(button); } break; case EV_ABS: diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 5b9240a..aa2fe52 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -133,6 +133,7 @@ public ISteamInput std::map steamcontroller_glyphs; bool disabled; + bool initialized; void set_handles(std::map, std::string>>> action_sets) { uint64 handle_num = 1; @@ -214,6 +215,7 @@ Steam_Controller(class Settings *settings, class SteamCallResults *callback_resu set_handles(settings->controller_settings.action_sets); disabled = !action_handles.size(); + initialized = false; } ~Steam_Controller() @@ -245,6 +247,7 @@ bool Init() controllers.insert(std::pair(i, cont_action)); } + initialized = true; return true; } @@ -277,7 +280,7 @@ void SetOverrideMode( const char *pchMode ) void RunFrame() { PRINT_DEBUG("Steam_Controller::RunFrame()\n"); - if (disabled) { + if (disabled || !initialized) { return; } From db2a803cf7446aef6ce343ee271dca131e8645b5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Jan 2020 12:55:14 -0500 Subject: [PATCH 254/494] A few improvements to the overlay merge request. NO_OVERLAY define becomes EMU_OVERLAY which enables the overlay instead of disabling it. disable_overlay.txt moved to steam_settings. --- .gitlab-ci.yml | 10 +- CMakeLists.txt | 13 +- Readme_release.txt | 4 +- build_steamos.sh | 12 +- build_win_debug_experimental.bat | 4 +- build_win_lobby_connect.bat | 2 +- build_win_release.bat | 4 +- build_win_release_experimental.bat | 4 +- ...d_win_release_experimental_steamclient.bat | 4 +- dll/dll.cpp | 9 +- dll/net.proto | 2 +- dll/settings.h | 3 + dll/settings_parser.cpp | 5 + dll/steam_client.cpp | 13 +- dll/steam_client.h | 1 - dll/steam_user_stats.cpp | 829 --------------- dll/steam_user_stats.h | 944 ++++++++++++++---- download_glew.sh | 12 - .../disable_overlay.EXAMPLE.txt | 1 + overlay_experimental/Base_Hook.cpp | 4 +- overlay_experimental/Base_Hook.h | 4 +- overlay_experimental/Hook_Manager.cpp | 4 +- overlay_experimental/Hook_Manager.h | 4 +- overlay_experimental/Renderer_Detector.h | 4 +- overlay_experimental/linux/OpenGLX_Hook.cpp | 4 +- overlay_experimental/linux/OpenGLX_Hook.h | 4 +- overlay_experimental/linux/X11_Hook.cpp | 4 +- overlay_experimental/linux/X11_Hook.h | 4 +- overlay_experimental/steam_overlay.cpp | 2 +- overlay_experimental/steam_overlay.h | 2 +- overlay_experimental/windows/DX10_Hook.cpp | 4 +- overlay_experimental/windows/DX10_Hook.h | 4 +- overlay_experimental/windows/DX11_Hook.cpp | 4 +- overlay_experimental/windows/DX11_Hook.h | 4 +- overlay_experimental/windows/DX12_Hook.cpp | 4 +- overlay_experimental/windows/DX12_Hook.h | 4 +- overlay_experimental/windows/DX9_Hook.cpp | 4 +- overlay_experimental/windows/DX9_Hook.h | 4 +- overlay_experimental/windows/OpenGL_Hook.cpp | 4 +- overlay_experimental/windows/OpenGL_Hook.h | 4 +- overlay_experimental/windows/Windows_Hook.cpp | 4 +- overlay_experimental/windows/Windows_Hook.h | 4 +- 42 files changed, 857 insertions(+), 1107 deletions(-) mode change 100755 => 100644 build_steamos.sh delete mode 100644 dll/steam_user_stats.cpp delete mode 100755 download_glew.sh create mode 100644 files_example/steam_settings.EXAMPLE/disable_overlay.EXAMPLE.txt diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 71c719d..9cb8671 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -59,8 +59,7 @@ build_windows: image: fedora:29 script: - - dnf -y install wine wget p7zip sed dos2unix unzip - - ./download_glew.sh + - dnf -y install wine wget p7zip sed dos2unix - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - sed -i 's/..\\vcpkg\\packages\\/.\\/g' build_set_protobuf_directories.bat @@ -104,7 +103,7 @@ build_cmake_linux: script: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON && ninja + - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" && ninja - cd .. # - mkdir x64-experimental-release && cd x64-experimental-release # - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD:BOOL=ON && ninja @@ -127,7 +126,6 @@ build_cmake_windows: - 7za x cmake-3.15.0-rc1-win64-x64.zip - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' - 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static - - ./download_glew.sh script: - export WINEDEBUG=-all @@ -135,13 +133,13 @@ build_cmake_windows: - mkdir cmake-builds && cd cmake-builds - mkdir x64-release && cd x64-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. - mkdir x64-experimental-release && cd x64-experimental-release - echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat - - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat + - echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD=ON -DEMU_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat - echo nmake.exe >> cmake-build.bat - wine cmd /c cmake-build.bat - cd .. diff --git a/CMakeLists.txt b/CMakeLists.txt index eb53226..dac2ea1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -105,7 +105,7 @@ endif() add_library(${LIB_STEAM_API} SHARED $<$:${DETOURS_SRC_SHARED}> - $<$,$>>:${OVERLAY_EXPERIMENTAL_SRC_SHARED}> + $<$,$>:${OVERLAY_EXPERIMENTAL_SRC_SHARED}> ${DLL_SRC_SHARED} ${PROTO_SRCS} ${PROTO_HDRS} @@ -126,9 +126,9 @@ target_link_libraries(${LIB_STEAM_API} protobuf::libprotobuf $<$:ws2_32> $<$:iphlpapi> - $<$,$,$>>:glew32s.lib> - $<$,$,$>>:opengl32.lib> - $<$,$,$>>:Winmm.lib> + $<$,$,$>:glew32s.lib> + $<$,$,$>:opengl32.lib> + $<$,$,$>:Winmm.lib> ) # Add target compile definitions @@ -139,8 +139,8 @@ target_compile_definitions(${LIB_STEAM_API} $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> $<$:EMU_EXPERIMENTAL_BUILD> - $<$:NO_OVERLAY> - $<$,$,$>>:GLEW_STATIC> + $<$:EMU_OVERLAY> + $<$,$,$>:GLEW_STATIC> ) # Install the target @@ -265,7 +265,6 @@ target_link_libraries(${BIN_LOBBY_CONNECT} target_compile_definitions(${BIN_LOBBY_CONNECT} PRIVATE NO_DISK_WRITES - NO_OVERLAY LOBBY_CONNECT $<$:EMU_RELEASE_BUILD> $<$:EMU_RELEASE_BUILD> diff --git a/Readme_release.txt b/Readme_release.txt index e78b7fa..5749d1e 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -102,8 +102,10 @@ You must all be on the same LAN for it to work. IMPORTANT: Do not run more than one steam game with the same appid at the same time on the same computer with my emu or there might be network issues (dedicated servers should be fine though). +Overlay (Note: at the moment this feature is only enabled in the windows experimental builds): +The overlay can be disabled by putting a file named disable_overlay.txt in the steam_settings folder. This is for games that depend on the steam overlay to let people join multiplayer games. -Controller (Note: at the moment this feature is only enabled in the windows experimental builds): +Controller (Note: at the moment this feature is only enabled in the windows experimental builds and the linux builds): SteamController/SteamInput support is limited to XInput controllers. If your controller is not XInput, there are many tools (at least for windows) that you can use to make it emulate an XInput one. Steam uses things called action sets for controller configuration. An action set is a group of action names. Action names are bound to buttons, triggers or joysticks. The emulator needs to know for each action set, which button is linked to which action name. Create a ACTION_SET_NAME.txt file in the steam_settings\controller folder for every action set the game uses. diff --git a/build_steamos.sh b/build_steamos.sh old mode 100755 new mode 100644 index 41ce0e7..c91e44b --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,10 +7,10 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 88cb67a..ef997bc 100755 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -4,13 +4,13 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll diff --git a/build_win_lobby_connect.bat b/build_win_lobby_connect.bat index 99c167a..27c83e5 100755 --- a/build_win_lobby_connect.bat +++ b/build_win_lobby_connect.bat @@ -6,7 +6,7 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe +cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe del /Q /S release\lobby_connect\*.lib del /Q /S release\lobby_connect\*.exp copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt diff --git a/build_win_release.bat b/build_win_release.bat index 56386cb..79e7804 100755 --- a/build_win_release.bat +++ b/build_win_release.bat @@ -10,12 +10,12 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll copy Readme_release.txt release\Readme.txt xcopy /s files_example\* release\ call build_win_release_experimental.bat diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index 3c51e2d..d3ab784 100755 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt diff --git a/build_win_release_experimental_steamclient.bat b/build_win_release_experimental_steamclient.bat index 1a1312e..22566d4 100644 --- a/build_win_release_experimental_steamclient.bat +++ b/build_win_release_experimental_steamclient.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient64.dll copy Readme_experimental_steamclient.txt release\experimental_steamclient\Readme.txt diff --git a/dll/dll.cpp b/dll/dll.cpp index d751cbf..8b12702 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -221,14 +221,9 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() crack_SteamAPI_Init(); #endif load_old_interface_versions(); - user_steam_pipe = get_steam_client()->CreateSteamPipe(); - get_steam_client()->ConnectToGlobalUser(user_steam_pipe); - Steam_Client* client = get_steam_client(); -#ifndef NO_OVERLAY - if( client->enable_overlay ) - client->steam_overlay->SetupOverlay(); -#endif + user_steam_pipe = client->CreateSteamPipe(); + client->ConnectToGlobalUser(user_steam_pipe); return true; } diff --git a/dll/net.proto b/dll/net.proto index d30e9af..e486ae3 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -211,7 +211,7 @@ message Common_Message { Friend_Messages friend_messages = 11; Network_Old network_old = 12; Networking_Sockets networking_sockets = 13; - Steam_Messages steam_messages = 14; + Steam_Messages steam_messages = 14; } uint32 source_ip = 128; diff --git a/dll/settings.h b/dll/settings.h index e422dc0..697fe38 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -139,6 +139,9 @@ public: //networking bool disable_networking = false; + + //overlay + bool disable_overlay = false; }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index ebbec1c..0ccb5f5 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -250,6 +250,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s bool steam_offline_mode = false; bool disable_networking = false; + bool disable_overlay = false; { std::string steam_settings_path = Local_Storage::get_game_settings_path(); @@ -260,6 +261,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s steam_offline_mode = true; } else if (p == "disable_networking.txt") { disable_networking = true; + } else if (p == "disable_overlay.txt") { + disable_overlay = true; } } } @@ -272,6 +275,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->custom_broadcasts = custom_broadcasts; settings_client->disable_networking = disable_networking; settings_server->disable_networking = disable_networking; + settings_client->disable_overlay = disable_overlay; + settings_server->disable_overlay = disable_overlay; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index c537f13..d80e348 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -48,11 +48,6 @@ Steam_Client::Steam_Client() { uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage); - { - std::ifstream chk_ovlay(Local_Storage::get_program_path() + PATH_SEPARATOR + "disable_overlay.txt", std::ios::in); - if (chk_ovlay) - enable_overlay = false; - } network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking); callback_results_client = new SteamCallResults(); @@ -71,7 +66,7 @@ Steam_Client::Steam_Client() steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network); - steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client); + steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client, steam_overlay); steam_apps = new Steam_Apps(settings_client, callback_results_client); steam_networking = new Steam_Networking(settings_client, network, callbacks_client, run_every_runcb); steam_remote_storage = new Steam_Remote_Storage(settings_client, local_storage, callback_results_client); @@ -197,6 +192,10 @@ HSteamUser Steam_Client::ConnectToGlobalUser( HSteamPipe hSteamPipe ) } userLogIn(); +#ifdef EMU_OVERLAY + if(!settings_client->disable_overlay) + steam_overlay->SetupOverlay(); +#endif steam_pipes[hSteamPipe] = Steam_Pipe::CLIENT; return CLIENT_HSTEAMUSER; } @@ -711,7 +710,7 @@ ISteamScreenshots *Steam_Client::GetISteamScreenshots( HSteamUser hSteamuser, HS // Deprecated. Applications should use SteamAPI_RunCallbacks() or SteamGameServer_RunCallbacks() instead. void Steam_Client::RunFrame() { - PRINT_DEBUG("RunFrame\n"); + PRINT_DEBUG("Steam_Client::RunFrame\n"); } // returns the number of IPC calls made since the last time this function was called diff --git a/dll/steam_client.h b/dll/steam_client.h index 8b7a2c7..5812881 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -131,7 +131,6 @@ public: Steam_Overlay* steam_overlay; - bool enable_overlay = true; bool user_logged_in = false; bool server_init = false; std::thread background_keepalive; diff --git a/dll/steam_user_stats.cpp b/dll/steam_user_stats.cpp deleted file mode 100644 index 9592309..0000000 --- a/dll/steam_user_stats.cpp +++ /dev/null @@ -1,829 +0,0 @@ -/* Copyright (C) 2019 Mr Goldberg - This file is part of the Goldberg Emulator - - The Goldberg Emulator is free software; you can redistribute it and/or - modify it under the terms of the GNU Lesser General Public - License as published by the Free Software Foundation; either - version 3 of the License, or (at your option) any later version. - - The Goldberg Emulator is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public - License along with the Goldberg Emulator; if not, see - . */ - -#include "steam_user_stats.h" -#include "dll.h" - -unsigned int Steam_User_Stats::find_leaderboard(std::string name) -{ - unsigned index = 1; - for (auto& leaderboard : leaderboards) { - if (leaderboard.name == name) return index; - ++index; - } - - return 0; -} - -void Steam_User_Stats::load_achievements_db() -{ - std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; - local_storage->load_json(file_path, defined_achievements); -} - -void Steam_User_Stats::load_achievements() -{ - local_storage->load_json_file("", achievements_user_file, user_achievements); -} - -void Steam_User_Stats::save_achievements() -{ - local_storage->write_json_file("", achievements_user_file, user_achievements); -} - -Steam_User_Stats::Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks): - settings(settings), - local_storage(local_storage), - callback_results(callback_results), - callbacks(callbacks), - defined_achievements(nlohmann::json::object()), - user_achievements(nlohmann::json::object()) -{ - load_achievements_db(); // achievements db - load_achievements(); // achievements per user -} - -nlohmann::json const& Steam_User_Stats::GetAchievementsDb() const -{ - return defined_achievements; -} - -// Ask the server to send down this user's data and achievements for this game -STEAM_CALL_BACK(UserStatsReceived_t) -bool Steam_User_Stats::RequestCurrentStats() -{ - PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); - std::lock_guard lock(global_mutex); - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = settings->get_local_steam_id(); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); - return true; -} - - -// Data accessors -bool Steam_User_Stats::GetStat(const char* pchName, int32* pData) -{ - PRINT_DEBUG("GetStat int32 %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); - if (read_data == sizeof(int32)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_int; - return true; - } - - return false; -} - -bool Steam_User_Stats::GetStat(const char* pchName, float* pData) -{ - PRINT_DEBUG("GetStat float %s\n", pchName); - if (!pchName || !pData) return false; - std::lock_guard lock(global_mutex); - auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); - if (stats_data != stats_config.end()) { - if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; - } - - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData)); - if (read_data == sizeof(float)) - return true; - - if (stats_data != stats_config.end()) { - *pData = stats_data->second.default_value_float; - return true; - } - - return false; -} - - -// Set / update data -bool Steam_User_Stats::SetStat(const char* pchName, int32 nData) -{ - PRINT_DEBUG("SetStat int32 %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&nData, sizeof(nData)) == sizeof(nData); -} - -bool Steam_User_Stats::SetStat(const char* pchName, float fData) -{ - PRINT_DEBUG("SetStat float %s\n", pchName); - if (!pchName) return false; - std::lock_guard lock(global_mutex); - - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&fData, sizeof(fData)) == sizeof(fData); -} - -bool Steam_User_Stats::UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength) -{ - PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); - std::lock_guard lock(global_mutex); - - char data[sizeof(float) + sizeof(float) + sizeof(double)]; - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)data, sizeof(*data)); - float oldcount = 0; - double oldsessionlength = 0; - if (read_data == sizeof(data)) { - memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); - memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); - } - - oldcount += flCountThisSession; - oldsessionlength += dSessionLength; - - float average = oldcount / oldsessionlength; - memcpy(data, &average, sizeof(average)); - memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); - memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); -} - - -// Achievement flag accessors -bool Steam_User_Stats::GetAchievement(const char* pchName, bool* pbAchieved) -{ - PRINT_DEBUG("GetAchievement %s\n", pchName); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return item["name"].get() == pchName; - }); - auto ach = user_achievements.find(pchName); - if (it != defined_achievements.end() && ach != user_achievements.end()) { - if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; - return true; - } - } - catch (...) {} - - if (pbAchieved != nullptr)*pbAchieved = false; - - return false; -} - -bool Steam_User_Stats::SetAchievement(const char* pchName) -{ - PRINT_DEBUG("SetAchievement %s\n", pchName); - if (pchName == nullptr) return false; - - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return item["name"].get() == pchName; - }); - if (it != defined_achievements.end()) { - if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { - user_achievements[pchName]["earned"] = true; - user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); -#ifndef NO_OVERLAY - get_steam_client()->steam_overlay->AddAchievementNotification(it.value()); -#endif - } - return true; - } - } - catch (...) {} - - return false; -} - -bool Steam_User_Stats::ClearAchievement(const char* pchName) -{ - PRINT_DEBUG("ClearAchievement %s\n", pchName); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - if (it != defined_achievements.end()) { - user_achievements[pchName]["earned"] = false; - user_achievements[pchName]["earned_time"] = static_cast(0); - return true; - } - } - catch (...) {} - - return false; -} - - -// Get the achievement status, and the time it was unlocked if unlocked. -// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam -// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. -bool Steam_User_Stats::GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime) -{ - PRINT_DEBUG("GetAchievementAndUnlockTime\n"); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); - if (it != defined_achievements.end() && ach != user_achievements.end()) { - if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; - if (punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; - return true; - } - } - catch (...) {} - - if (pbAchieved != nullptr) *pbAchieved = false; - if (punUnlockTime != nullptr) *punUnlockTime = 0; - return true; -} - - -// Store the current data on the server, will get a callback when set -// And one callback for every new achievement -// -// If the callback has a result of k_EResultInvalidParam, one or more stats -// uploaded has been rejected, either because they broke constraints -// or were out of date. In this case the server sends back updated values. -// The stats should be re-iterated to keep in sync. -bool Steam_User_Stats::StoreStats() -{ - PRINT_DEBUG("StoreStats\n"); - std::lock_guard lock(global_mutex); - - save_achievements(); - - UserStatsStored_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - return true; -} - - -// Achievement / GroupAchievement metadata - -// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. -// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback -// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the -// specified achievement. -int Steam_User_Stats::GetAchievementIcon(const char* pchName) -{ - PRINT_DEBUG("GetAchievementIcon\n"); - if (pchName == nullptr) return 0; - std::lock_guard lock(global_mutex); - - return 0; -} - - -// Get general attributes for an achievement. Accepts the following keys: -// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) -// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) -const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName, const char* pchKey) -{ - PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); - if (pchName == nullptr) return ""; - if (pchKey == nullptr) return ""; - - std::lock_guard lock(global_mutex); - - if (strcmp (pchKey, "name") == 0) { - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - if (it != defined_achievements.end()) { - return it.value()["displayName"].get_ptr()->c_str(); - } - } - catch (...) {} - } - - if (strcmp(pchKey, "desc") == 0) { - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - if (it != defined_achievements.end()) { - return it.value()["description"].get_ptr()->c_str(); - } - } - catch (...) {} - } - - if (strcmp(pchKey, "hidden") == 0) { - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - if (it != defined_achievements.end()) { - return it.value()["hidden"].get_ptr()->c_str(); - } - } - catch (...) {} - } - - return ""; -} - - -// Achievement progress - triggers an AchievementProgress callback, that is all. -// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. -bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress) -{ - PRINT_DEBUG("IndicateAchievementProgress\n"); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); - if (it != defined_achievements.end()) { - bool achieved = false; - if (ach != user_achievements.end()) { - bool achieved = ach->value("earned", false); - } - - UserAchievementStored_t data = {}; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_bGroupAchievement = false; - strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); - - if (achieved) { - data.m_nCurProgress = 0; - data.m_nMaxProgress = 0; - } - else { - user_achievements[pchName]["progress"] = nCurProgress; - user_achievements[pchName]["max_progress"] = nMaxProgress; - data.m_nCurProgress = nCurProgress; - data.m_nMaxProgress = nMaxProgress; - } - - save_achievements(); - callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - return true; - } - } - catch (...) {} - - return false; -} - - -// Used for iterating achievements. In general games should not need these functions because they should have a -// list of existing achievements compiled into them -uint32 Steam_User_Stats::GetNumAchievements() -{ - PRINT_DEBUG("GetNumAchievements\n"); - std::lock_guard lock(global_mutex); - return defined_achievements.size(); -} - -// Get achievement name iAchievement in [0,GetNumAchievements) -const char* Steam_User_Stats::GetAchievementName(uint32 iAchievement) -{ - PRINT_DEBUG("GetAchievementName\n"); - try { - static std::string achievement_name; - achievement_name = defined_achievements[iAchievement]["name"].get(); - return achievement_name.c_str(); - } - catch (...) {} - return ""; -} - - -// Friends stats & achievements - -// downloads stats for the user -// returns a UserStatsReceived_t received when completed -// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail -// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data -STEAM_CALL_RESULT(UserStatsReceived_t) -SteamAPICall_t Steam_User_Stats::RequestUserStats(CSteamID steamIDUser) -{ - PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); - std::lock_guard lock(global_mutex); - - // Enable this to allow hot reload achievements status - //if (steamIDUser == settings->get_local_steam_id()) { - // load_achievements(); - //} - - - UserStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - data.m_steamIDUser = steamIDUser; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); -} - - -// requests stat information for a user, usable after a successful call to RequestUserStats() -bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - if (pchName == nullptr) return false; - - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } - else { - *pData = 0; - } - - return true; -} - -bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData) -{ - PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); - if (pchName == nullptr) return false; - - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - GetStat(pchName, pData); - } - else { - *pData = 0; - } - - return true; -} - -bool Steam_User_Stats::GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved) -{ - PRINT_DEBUG("GetUserAchievement %s\n", pchName); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - return GetAchievement(pchName, pbAchieved); - } - - return false; -} - -// See notes for GetAchievementAndUnlockTime above -bool Steam_User_Stats::GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime) -{ - PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); - if (pchName == nullptr) return false; - std::lock_guard lock(global_mutex); - - if (steamIDUser == settings->get_local_steam_id()) { - return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); - } - return false; -} - - -// Reset stats -bool Steam_User_Stats::ResetAllStats(bool bAchievementsToo) -{ - PRINT_DEBUG("ResetAllStats\n"); - std::lock_guard lock(global_mutex); - //TODO - if (bAchievementsToo) { - std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { - v["earned"] = false; - v["earned_time"] = 0; - }); - } - - return true; -} - - -// Leaderboard functions - -// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT(LeaderboardFindResult_t) -SteamAPICall_t Steam_User_Stats::FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) -{ - PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - unsigned int leader = find_leaderboard(pchLeaderboardName); - if (!leader) { - struct Steam_Leaderboard leaderboard; - leaderboard.name = std::string(pchLeaderboardName); - leaderboard.sort_method = eLeaderboardSortMethod; - leaderboard.display_type = eLeaderboardDisplayType; - leaderboards.push_back(leaderboard); - leader = leaderboards.size(); - } - - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = leader; - data.m_bLeaderboardFound = 1; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// as above, but won't create the leaderboard if it's not found -// This call is asynchronous, with the result returned in LeaderboardFindResult_t -STEAM_CALL_RESULT(LeaderboardFindResult_t) -SteamAPICall_t Steam_User_Stats::FindLeaderboard(const char* pchLeaderboardName) -{ - PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); - std::lock_guard lock(global_mutex); - - auto settings_Leaderboards = settings->getLeaderboards(); - if (settings_Leaderboards.count(pchLeaderboardName)) { - auto config = settings_Leaderboards[pchLeaderboardName]; - return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); - } - else if (settings->createUnknownLeaderboards()) { - return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); - } - else { - LeaderboardFindResult_t data; - data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; - data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - } -} - - -// returns the name of a leaderboard -const char* Steam_User_Stats::GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) -{ - PRINT_DEBUG("GetLeaderboardName\n"); - std::lock_guard lock(global_mutex); - - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; - return leaderboards[hSteamLeaderboard - 1].name.c_str(); -} - - -// returns the total number of entries in a leaderboard, as of the last request -int Steam_User_Stats::GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) -{ - PRINT_DEBUG("GetLeaderboardEntryCount\n"); - return 0; -} - - -// returns the sort method of the leaderboard -ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard) -{ - PRINT_DEBUG("GetLeaderboardSortMethod\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; - return leaderboards[hSteamLeaderboard - 1].sort_method; -} - - -// returns the display type of the leaderboard -ELeaderboardDisplayType Steam_User_Stats::GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) -{ - PRINT_DEBUG("GetLeaderboardDisplayType\n"); - std::lock_guard lock(global_mutex); - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; - return leaderboards[hSteamLeaderboard - 1].display_type; -} - - -// Asks the Steam back-end for a set of rows in the leaderboard. -// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t -// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) -// You can ask for more entries than exist, and it will return as many as do exist. -// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] -// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate -// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after -// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user -STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) -SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) -{ - PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers -// if a user doesn't have a leaderboard entry, they won't be included in the result -// a max of 100 users can be downloaded at a time, with only one outstanding call at a time -STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) -STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) -SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, - STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID * prgUsers, int cUsers) -{ - PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); - std::lock_guard lock(global_mutex); - LeaderboardScoresDownloaded_t data; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Returns data about a single leaderboard entry -// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries -// e.g. -// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) -// { -// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) -// { -// LeaderboardEntry_t leaderboardEntry; -// int32 details[3]; // we know this is how many we've stored previously -// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); -// assert( leaderboardEntry.m_cDetails == 3 ); -// ... -// } -// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid -bool Steam_User_Stats::GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) -{ - PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); - return false; -} - - -// Uploads a user score to the Steam back-end. -// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t -// Details are extra game-defined information regarding how the user got that score -// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list -STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) -SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) -{ - PRINT_DEBUG("UploadLeaderboardScore\n"); - std::lock_guard lock(global_mutex); - LeaderboardScoreUploaded_t data; - data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. - //data.m_bSuccess = 0; - data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_nScore = nScore; - //data.m_bScoreChanged = 1; - data.m_bScoreChanged = 0; - //data.m_nGlobalRankNew = 1; - data.m_nGlobalRankNew = 0; - data.m_nGlobalRankPrevious = 0; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - -SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 * pScoreDetails, int cScoreDetailsCount) -{ - PRINT_DEBUG("UploadLeaderboardScore old\n"); - return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); -} - - -// Attaches a piece of user generated content the user's entry on a leaderboard. -// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). -// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. -STEAM_CALL_RESULT(LeaderboardUGCSet_t) -SteamAPICall_t Steam_User_Stats::AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) -{ - PRINT_DEBUG("AttachLeaderboardUGC\n"); - std::lock_guard lock(global_mutex); - LeaderboardUGCSet_t data = {}; - if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { - data.m_eResult = k_EResultFail; - } - else { - data.m_eResult = k_EResultOK; - } - - data.m_hSteamLeaderboard = hSteamLeaderboard; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Retrieves the number of players currently playing your game (online + offline) -// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t -STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) -SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers() -{ - PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); - std::lock_guard lock(global_mutex); - NumberOfCurrentPlayers_t data; - data.m_bSuccess = 1; - data.m_cPlayers = 69; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Requests that Steam fetch data on the percentage of players who have received each achievement -// for the game globally. -// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. -STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) -SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages() -{ - PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); -} - - -// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch -// the next most achieved afterwards. Will return -1 if there is no data on achievement -// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). -int Steam_User_Stats::GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) -{ - PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); -} - - -// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another -// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last -// achievement has been iterated. -int Steam_User_Stats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved) -{ - PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); -} - - -// Returns the percentage of users who have achieved the specified achievement. -bool Steam_User_Stats::GetAchievementAchievedPercent(const char* pchName, float* pflPercent) -{ - PRINT_DEBUG("GetAchievementAchievedPercent\n"); -} - - -// Requests global stats data, which is available for stats marked as "aggregated". -// This call is asynchronous, with the results returned in GlobalStatsReceived_t. -// nHistoryDays specifies how many days of day-by-day history to retrieve in addition -// to the overall totals. The limit is 60. -STEAM_CALL_RESULT(GlobalStatsReceived_t) -SteamAPICall_t Steam_User_Stats::RequestGlobalStats(int nHistoryDays) -{ - PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); - std::lock_guard lock(global_mutex); - GlobalStatsReceived_t data; - data.m_nGameID = settings->get_local_game_id().ToUint64(); - data.m_eResult = k_EResultOK; - return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); -} - - -// Gets the lifetime totals for an aggregated stat -bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, int64 * pData) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - -bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, double* pData) -{ - PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); - return false; -} - - -// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. -// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, -// etc. cubData is the size in bytes of the pubData buffer. Returns the number of -// elements actually set. -int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64 * pData, uint32 cubData) -{ - PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); - return 0; -} - -int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData) -{ - PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); - return 0; -} diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 974b854..744488c 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -19,6 +19,7 @@ #define __INCLUDED_STEAM_USER_STATS_H__ #include "base.h" +#include "../overlay_experimental/steam_overlay.h" #include #include @@ -31,236 +32,825 @@ struct Steam_Leaderboard { }; class Steam_User_Stats : - public ISteamUserStats003, - public ISteamUserStats004, - public ISteamUserStats005, - public ISteamUserStats006, - public ISteamUserStats007, - public ISteamUserStats008, - public ISteamUserStats009, - public ISteamUserStats010, - public ISteamUserStats +public ISteamUserStats003, +public ISteamUserStats004, +public ISteamUserStats005, +public ISteamUserStats006, +public ISteamUserStats007, +public ISteamUserStats008, +public ISteamUserStats009, +public ISteamUserStats010, +public ISteamUserStats { public: static constexpr auto achievements_user_file = "achievements.json"; private: - Local_Storage* local_storage; - Settings* settings; - SteamCallResults* callback_results; - class SteamCallBacks* callbacks; + Local_Storage *local_storage; + Settings *settings; + SteamCallResults *callback_results; + class SteamCallBacks *callbacks; + class Steam_Overlay* overlay; + std::vector leaderboards; - + nlohmann::json defined_achievements; nlohmann::json user_achievements; - unsigned int find_leaderboard(std::string name); +unsigned int find_leaderboard(std::string name) +{ + unsigned index = 1; + for (auto &leaderboard : leaderboards) { + if (leaderboard.name == name) return index; + ++index; + } - void load_achievements_db(); - void load_achievements(); - void save_achievements(); + return 0; +} + +void load_achievements_db() +{ + std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; + local_storage->load_json(file_path, defined_achievements); +} + +void load_achievements() +{ + local_storage->load_json_file("", achievements_user_file, user_achievements); +} + +void save_achievements() +{ + local_storage->write_json_file("", achievements_user_file, user_achievements); +} public: - Steam_User_Stats(Settings* settings, Local_Storage* local_storage, class SteamCallResults* callback_results, class SteamCallBacks* callbacks); +Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, Steam_Overlay* overlay): + settings(settings), + local_storage(local_storage), + callback_results(callback_results), + callbacks(callbacks), + defined_achievements(nlohmann::json::object()), + user_achievements(nlohmann::json::object()), + overlay(overlay) +{ + load_achievements_db(); // achievements db + load_achievements(); // achievements per user +} - nlohmann::json const& GetAchievementsDb() const; +// Ask the server to send down this user's data and achievements for this game +STEAM_CALL_BACK( UserStatsReceived_t ) +bool RequestCurrentStats() +{ + PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n"); + std::lock_guard lock(global_mutex); - // Ask the server to send down this user's data and achievements for this game - STEAM_CALL_BACK(UserStatsReceived_t) - bool RequestCurrentStats(); - - // Data accessors - bool GetStat(const char* pchName, int32* pData); - bool GetStat(const char* pchName, float* pData); - - // Set / update data - bool SetStat(const char* pchName, int32 nData); - bool SetStat(const char* pchName, float fData); - bool UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength); - - // Achievement flag accessors - bool GetAchievement(const char* pchName, bool* pbAchieved); - bool SetAchievement(const char* pchName); - bool ClearAchievement(const char* pchName); + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = settings->get_local_steam_id(); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); + return true; +} - // Get the achievement status, and the time it was unlocked if unlocked. - // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam - // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. - bool GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime); +// Data accessors +bool GetStat( const char *pchName, int32 *pData ) +{ + PRINT_DEBUG("GetStat int32 %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; + } - // Store the current data on the server, will get a callback when set - // And one callback for every new achievement - // - // If the callback has a result of k_EResultInvalidParam, one or more stats - // uploaded has been rejected, either because they broke constraints - // or were out of date. In this case the server sends back updated values. - // The stats should be re-iterated to keep in sync. - bool StoreStats(); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); + if (read_data == sizeof(int32)) + return true; - // Achievement / GroupAchievement metadata + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_int; + return true; + } - // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. - // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback - // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the - // specified achievement. - int GetAchievementIcon(const char* pchName); + return false; +} + +bool GetStat( const char *pchName, float *pData ) +{ + PRINT_DEBUG("GetStat float %s\n", pchName); + if (!pchName || !pData) return false; + std::lock_guard lock(global_mutex); + auto stats_config = settings->getStats(); + auto stats_data = stats_config.find(pchName); + if (stats_data != stats_config.end()) { + if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; + } + + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); + if (read_data == sizeof(float)) + return true; + + if (stats_data != stats_config.end()) { + *pData = stats_data->second.default_value_float; + return true; + } + + return false; +} - // Get general attributes for an achievement. Accepts the following keys: - // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) - // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) - const char* GetAchievementDisplayAttribute(const char* pchName, const char* pchKey); +// Set / update data +bool SetStat( const char *pchName, int32 nData ) +{ + PRINT_DEBUG("SetStat int32 %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); - // Achievement progress - triggers an AchievementProgress callback, that is all. - // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. - bool IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress); + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); +} - // Used for iterating achievements. In general games should not need these functions because they should have a - // list of existing achievements compiled into them - uint32 GetNumAchievements(); +bool SetStat( const char *pchName, float fData ) +{ + PRINT_DEBUG("SetStat float %s\n", pchName); + if (!pchName) return false; + std::lock_guard lock(global_mutex); - // Get achievement name iAchievement in [0,GetNumAchievements) - const char* GetAchievementName(uint32 iAchievement); + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); +} - // Friends stats & achievements +bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) +{ + PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); + std::lock_guard lock(global_mutex); - // downloads stats for the user - // returns a UserStatsReceived_t received when completed - // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail - // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data - STEAM_CALL_RESULT(UserStatsReceived_t) - SteamAPICall_t RequestUserStats(CSteamID steamIDUser); + char data[sizeof(float) + sizeof(float) + sizeof(double)]; + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )data, sizeof(*data)); + float oldcount = 0; + double oldsessionlength = 0; + if (read_data == sizeof(data)) { + memcpy(&oldcount, data + sizeof(float), sizeof(oldcount)); + memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength)); + } + + oldcount += flCountThisSession; + oldsessionlength += dSessionLength; + + float average = oldcount / oldsessionlength; + memcpy(data, &average, sizeof(average)); + memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); + memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); + + return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); +} - // requests stat information for a user, usable after a successful call to RequestUserStats() - bool GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData); - bool GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData); +// Achievement flag accessors +bool GetAchievement( const char *pchName, bool *pbAchieved ) +{ + PRINT_DEBUG("GetAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); - bool GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved); + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName]( nlohmann::json &item ) { + return item["name"].get() == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + return true; + } + } catch (...) {} - // See notes for GetAchievementAndUnlockTime above - bool GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime); + if (pbAchieved != nullptr)* pbAchieved = false; - // Reset stats - bool ResetAllStats(bool bAchievementsToo); + return false; +} - // Leaderboard functions +bool SetAchievement( const char *pchName ) +{ + PRINT_DEBUG("SetAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); - // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet - // This call is asynchronous, with the result returned in LeaderboardFindResult_t - STEAM_CALL_RESULT(LeaderboardFindResult_t) - SteamAPICall_t FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType); + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return item["name"].get() == pchName; + }); + if (it != defined_achievements.end()) { + if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { + user_achievements[pchName]["earned"] = true; + user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); +#ifdef EMU_OVERLAY + overlay->AddAchievementNotification(it.value()); +#endif + save_achievements(); + } - // as above, but won't create the leaderboard if it's not found - // This call is asynchronous, with the result returned in LeaderboardFindResult_t - STEAM_CALL_RESULT(LeaderboardFindResult_t) - SteamAPICall_t FindLeaderboard(const char* pchLeaderboardName); + return true; + } + } catch (...) {} - // returns the name of a leaderboard - const char* GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard); + return false; +} - // returns the total number of entries in a leaderboard, as of the last request - int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard); +bool ClearAchievement( const char *pchName ) +{ + PRINT_DEBUG("ClearAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); - // returns the sort method of the leaderboard - ELeaderboardSortMethod GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard); + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + user_achievements[pchName]["earned"] = false; + user_achievements[pchName]["earned_time"] = static_cast(0); + save_achievements(); + return true; + } + } catch (...) {} - // returns the display type of the leaderboard - ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard); + return false; +} - // Asks the Steam back-end for a set of rows in the leaderboard. - // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t - // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) - // You can ask for more entries than exist, and it will return as many as do exist. - // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] - // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate - // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after - // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user - STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) - SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd); - // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers - // if a user doesn't have a leaderboard entry, they won't be included in the result - // a max of 100 users can be downloaded at a time, with only one outstanding call at a time - STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) - STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t) - SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, - STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID* prgUsers, int cUsers); +// Get the achievement status, and the time it was unlocked if unlocked. +// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam +// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. +bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) +{ + PRINT_DEBUG("GetAchievementAndUnlockTime\n"); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); - // Returns data about a single leaderboard entry - // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries - // e.g. - // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) - // { - // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) - // { - // LeaderboardEntry_t leaderboardEntry; - // int32 details[3]; // we know this is how many we've stored previously - // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); - // assert( leaderboardEntry.m_cDetails == 3 ); - // ... - // } - // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid - bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t* pLeaderboardEntry, int32* pDetails, int cDetailsMax); + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end() && ach != user_achievements.end()) { + if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; + if(punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; + return true; + } + } catch (...) {} - // Uploads a user score to the Steam back-end. - // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t - // Details are extra game-defined information regarding how the user got that score - // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list - STEAM_CALL_RESULT(LeaderboardScoreUploaded_t) - SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32* pScoreDetails, int cScoreDetailsCount); + if(pbAchieved != nullptr) *pbAchieved = false; + if(punUnlockTime != nullptr) *punUnlockTime = 0; + return true; +} - SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32* pScoreDetails, int cScoreDetailsCount); - // Attaches a piece of user generated content the user's entry on a leaderboard. - // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). - // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. - STEAM_CALL_RESULT(LeaderboardUGCSet_t) - SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC); +// Store the current data on the server, will get a callback when set +// And one callback for every new achievement +// +// If the callback has a result of k_EResultInvalidParam, one or more stats +// uploaded has been rejected, either because they broke constraints +// or were out of date. In this case the server sends back updated values. +// The stats should be re-iterated to keep in sync. +bool StoreStats() +{ + PRINT_DEBUG("StoreStats\n"); + std::lock_guard lock(global_mutex); - // Retrieves the number of players currently playing your game (online + offline) - // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t - STEAM_CALL_RESULT(NumberOfCurrentPlayers_t) - SteamAPICall_t GetNumberOfCurrentPlayers(); + UserStatsStored_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + return true; +} - // Requests that Steam fetch data on the percentage of players who have received each achievement - // for the game globally. - // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. - STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t) - SteamAPICall_t RequestGlobalAchievementPercentages(); - // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch - // the next most achieved afterwards. Will return -1 if there is no data on achievement - // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). - int GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); +// Achievement / GroupAchievement metadata - // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another - // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last - // achievement has been iterated. - int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved); +// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. +// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback +// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the +// specified achievement. +int GetAchievementIcon( const char *pchName ) +{ + PRINT_DEBUG("GetAchievementIcon\n"); + if (pchName == nullptr) return 0; + std::lock_guard lock(global_mutex); - // Returns the percentage of users who have achieved the specified achievement. - bool GetAchievementAchievedPercent(const char* pchName, float* pflPercent); + return 0; +} - // Requests global stats data, which is available for stats marked as "aggregated". - // This call is asynchronous, with the results returned in GlobalStatsReceived_t. - // nHistoryDays specifies how many days of day-by-day history to retrieve in addition - // to the overall totals. The limit is 60. - STEAM_CALL_RESULT(GlobalStatsReceived_t) - SteamAPICall_t RequestGlobalStats(int nHistoryDays); - // Gets the lifetime totals for an aggregated stat - bool GetGlobalStat(const char* pchStatName, int64* pData); - bool GetGlobalStat(const char* pchStatName, double* pData); +// Get general attributes for an achievement. Accepts the following keys: +// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) +// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) +const char * GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) +{ + PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey); + if (pchName == nullptr) return ""; + if (pchKey == nullptr) return ""; - // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. - // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, - // etc. cubData is the size in bytes of the pubData buffer. Returns the number of - // elements actually set. - int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64* pData, uint32 cubData); - int32 GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData); + std::lock_guard lock(global_mutex); + + if (strcmp (pchKey, "name") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["displayName"].get_ptr()->c_str(); + } + } catch (...) {} + } + + if (strcmp (pchKey, "desc") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["description"].get_ptr()->c_str(); + } + } catch (...) {} + } + + if (strcmp (pchKey, "hidden") == 0) { + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + if (it != defined_achievements.end()) { + return it.value()["hidden"].get_ptr()->c_str(); + } + } catch (...) {} + } + + return ""; +} + + +// Achievement progress - triggers an AchievementProgress callback, that is all. +// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. +bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) +{ + PRINT_DEBUG("IndicateAchievementProgress\n"); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + try { + auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { + return static_cast(item["name"]) == pchName; + }); + auto ach = user_achievements.find(pchName); + if (it != defined_achievements.end()) { + bool achieved = false; + if ( ach != user_achievements.end()) { + bool achieved = ach->value("earned", false); + } + + UserAchievementStored_t data = {}; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_bGroupAchievement = false; + strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + + if (achieved) { + data.m_nCurProgress = 0; + data.m_nMaxProgress = 0; + } else { + user_achievements[pchName]["progress"] = nCurProgress; + user_achievements[pchName]["max_progress"] = nMaxProgress; + data.m_nCurProgress = nCurProgress; + data.m_nMaxProgress = nMaxProgress; + } + + save_achievements(); + callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + return true; + } + } catch (...) {} + + return false; +} + + +// Used for iterating achievements. In general games should not need these functions because they should have a +// list of existing achievements compiled into them +uint32 GetNumAchievements() +{ + PRINT_DEBUG("GetNumAchievements\n"); + std::lock_guard lock(global_mutex); + return defined_achievements.size(); +} + +// Get achievement name iAchievement in [0,GetNumAchievements) +const char * GetAchievementName( uint32 iAchievement ) +{ + PRINT_DEBUG("GetAchievementName\n"); + try { + static std::string achievement_name; + achievement_name = defined_achievements[iAchievement]["name"].get(); + return achievement_name.c_str(); + } catch (...) {} + return ""; +} + + +// Friends stats & achievements + +// downloads stats for the user +// returns a UserStatsReceived_t received when completed +// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail +// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data +STEAM_CALL_RESULT( UserStatsReceived_t ) +SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) +{ + PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64()); + std::lock_guard lock(global_mutex); + + // Enable this to allow hot reload achievements status + //if (steamIDUser == settings->get_local_steam_id()) { + // load_achievements(); + //} + + + UserStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + data.m_steamIDUser = steamIDUser; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); +} + + +// requests stat information for a user, usable after a successful call to RequestUserStats() +bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } else { + *pData = 0; + } + + return true; +} + +bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) +{ + PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64()); + if (pchName == nullptr) return false; + + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + GetStat(pchName, pData); + } else { + *pData = 0; + } + + return true; +} + +bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) +{ + PRINT_DEBUG("GetUserAchievement %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievement(pchName, pbAchieved); + } + + return false; +} + +// See notes for GetAchievementAndUnlockTime above +bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) +{ + PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName); + if (pchName == nullptr) return false; + std::lock_guard lock(global_mutex); + + if (steamIDUser == settings->get_local_steam_id()) { + return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); + } + return false; +} + + +// Reset stats +bool ResetAllStats( bool bAchievementsToo ) +{ + PRINT_DEBUG("ResetAllStats\n"); + std::lock_guard lock(global_mutex); + //TODO + if (bAchievementsToo) { + std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) { + v["earned"] = false; + v["earned_time"] = 0; + }); + } + + return true; +} + + +// Leaderboard functions + +// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT(LeaderboardFindResult_t) +SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) +{ + PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + unsigned int leader = find_leaderboard(pchLeaderboardName); + if (!leader) { + struct Steam_Leaderboard leaderboard; + leaderboard.name = std::string(pchLeaderboardName); + leaderboard.sort_method = eLeaderboardSortMethod; + leaderboard.display_type = eLeaderboardDisplayType; + leaderboards.push_back(leaderboard); + leader = leaderboards.size(); + } + + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = leader; + data.m_bLeaderboardFound = 1; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// as above, but won't create the leaderboard if it's not found +// This call is asynchronous, with the result returned in LeaderboardFindResult_t +STEAM_CALL_RESULT( LeaderboardFindResult_t ) +SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) +{ + PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); + std::lock_guard lock(global_mutex); + + auto settings_Leaderboards = settings->getLeaderboards(); + if (settings_Leaderboards.count(pchLeaderboardName)) { + auto config = settings_Leaderboards[pchLeaderboardName]; + return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type); + } else if (settings->createUnknownLeaderboards()) { + return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric); + } else { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);; + data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } +} + + +// returns the name of a leaderboard +const char * GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) +{ + PRINT_DEBUG("GetLeaderboardName\n"); + std::lock_guard lock(global_mutex); + + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return ""; + return leaderboards[hSteamLeaderboard - 1].name.c_str(); +} + + +// returns the total number of entries in a leaderboard, as of the last request +int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) +{ + PRINT_DEBUG("GetLeaderboardEntryCount\n"); + return 0; +} + + +// returns the sort method of the leaderboard +ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) +{ + PRINT_DEBUG("GetLeaderboardSortMethod\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone; + return leaderboards[hSteamLeaderboard - 1].sort_method; +} + + +// returns the display type of the leaderboard +ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) +{ + PRINT_DEBUG("GetLeaderboardDisplayType\n"); + std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone; + return leaderboards[hSteamLeaderboard - 1].display_type; +} + + +// Asks the Steam back-end for a set of rows in the leaderboard. +// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t +// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) +// You can ask for more entries than exist, and it will return as many as do exist. +// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] +// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate +// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after +// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user +STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) +SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) +{ + PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers +// if a user doesn't have a leaderboard entry, they won't be included in the result +// a max of 100 users can be downloaded at a time, with only one outstanding call at a time +STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) + STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) +SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) +{ + PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); + std::lock_guard lock(global_mutex); + LeaderboardScoresDownloaded_t data; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_hSteamLeaderboardEntries = 123; + data.m_cEntryCount = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Returns data about a single leaderboard entry +// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries +// e.g. +// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) +// { +// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) +// { +// LeaderboardEntry_t leaderboardEntry; +// int32 details[3]; // we know this is how many we've stored previously +// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); +// assert( leaderboardEntry.m_cDetails == 3 ); +// ... +// } +// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid +bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) +{ + PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); + return false; +} + + +// Uploads a user score to the Steam back-end. +// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t +// Details are extra game-defined information regarding how the user got that score +// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list +STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) +SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) +{ + PRINT_DEBUG("UploadLeaderboardScore\n"); + std::lock_guard lock(global_mutex); + LeaderboardScoreUploaded_t data; + data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. + //data.m_bSuccess = 0; + data.m_hSteamLeaderboard = hSteamLeaderboard; + data.m_nScore = nScore; + //data.m_bScoreChanged = 1; + data.m_bScoreChanged = 0; + //data.m_nGlobalRankNew = 1; + data.m_nGlobalRankNew = 0; + data.m_nGlobalRankPrevious = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + +SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ) +{ + PRINT_DEBUG("UploadLeaderboardScore old\n"); + return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount); +} + + +// Attaches a piece of user generated content the user's entry on a leaderboard. +// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). +// This call is asynchronous, with the result returned in LeaderboardUGCSet_t. +STEAM_CALL_RESULT( LeaderboardUGCSet_t ) +SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) +{ + PRINT_DEBUG("AttachLeaderboardUGC\n"); + std::lock_guard lock(global_mutex); + LeaderboardUGCSet_t data = {}; + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) { + data.m_eResult = k_EResultFail; + } else { + data.m_eResult = k_EResultOK; + } + + data.m_hSteamLeaderboard = hSteamLeaderboard; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Retrieves the number of players currently playing your game (online + offline) +// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t +STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) +SteamAPICall_t GetNumberOfCurrentPlayers() +{ + PRINT_DEBUG("GetNumberOfCurrentPlayers\n"); + std::lock_guard lock(global_mutex); + NumberOfCurrentPlayers_t data; + data.m_bSuccess = 1; + data.m_cPlayers = 69; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Requests that Steam fetch data on the percentage of players who have received each achievement +// for the game globally. +// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. +STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) +SteamAPICall_t RequestGlobalAchievementPercentages() +{ + PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); +} + + +// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch +// the next most achieved afterwards. Will return -1 if there is no data on achievement +// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). +int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) +{ + PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); +} + + +// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another +// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last +// achievement has been iterated. +int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) +{ + PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); +} + + +// Returns the percentage of users who have achieved the specified achievement. +bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) +{ + PRINT_DEBUG("GetAchievementAchievedPercent\n"); +} + + +// Requests global stats data, which is available for stats marked as "aggregated". +// This call is asynchronous, with the results returned in GlobalStatsReceived_t. +// nHistoryDays specifies how many days of day-by-day history to retrieve in addition +// to the overall totals. The limit is 60. +STEAM_CALL_RESULT( GlobalStatsReceived_t ) +SteamAPICall_t RequestGlobalStats( int nHistoryDays ) +{ + PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays); + std::lock_guard lock(global_mutex); + GlobalStatsReceived_t data; + data.m_nGameID = settings->get_local_game_id().ToUint64(); + data.m_eResult = k_EResultOK; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +} + + +// Gets the lifetime totals for an aggregated stat +bool GetGlobalStat( const char *pchStatName, int64 *pData ) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + +bool GetGlobalStat( const char *pchStatName, double *pData ) +{ + PRINT_DEBUG("GetGlobalStat %s\n", pchStatName); + return false; +} + + +// Gets history for an aggregated stat. pData will be filled with daily values, starting with today. +// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, +// etc. cubData is the size in bytes of the pubData buffer. Returns the number of +// elements actually set. +int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) +{ + PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName); + return 0; +} + +int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) +{ + PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); + return 0; +} }; #endif//__INCLUDED_STEAM_USER_STATS_H__ diff --git a/download_glew.sh b/download_glew.sh deleted file mode 100755 index 7214a1b..0000000 --- a/download_glew.sh +++ /dev/null @@ -1,12 +0,0 @@ -#!/bin/bash - -rm -rf glew* - -URL="https://downloads.sourceforge.net/project/glew/glew/2.1.0/glew-2.1.0-win32.zip?r=https%3A%2F%2Fsourceforge.net%2Fprojects%2Fglew%2Ffiles%2Fglew%2F2.1.0%2Fglew-2.1.0-win32.zip%2Fdownload&ts=1565791827" - -wget "$URL" -O glew.zip -unzip glew.zip -rm glew.zip -mv glew-* glew -# Fix libraries name -sed -i "s/LIBCMT/libcmt/;s/OLDNAMES/oldnames/" glew/lib/Release/*/glew32s.lib diff --git a/files_example/steam_settings.EXAMPLE/disable_overlay.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/disable_overlay.EXAMPLE.txt new file mode 100644 index 0000000..005893c --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/disable_overlay.EXAMPLE.txt @@ -0,0 +1 @@ +Rename this to: disable_overlay.EXAMPLE.txt to disable the overlay. \ No newline at end of file diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index e660729..21867b8 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -3,7 +3,7 @@ #include -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #ifdef STEAM_WIN32 #include "../detours/detours.h" @@ -85,4 +85,4 @@ void Base_Hook::UnhookAll() #endif -#endif//NO_OVERLAY +#endif//EMU_OVERLAY diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 55028f7..54396cf 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,7 +1,7 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -45,6 +45,6 @@ public: } }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_BASE_HOOK_H__ \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp index b1888e5..3462c98 100644 --- a/overlay_experimental/Hook_Manager.cpp +++ b/overlay_experimental/Hook_Manager.cpp @@ -1,7 +1,7 @@ #include "../dll/dll.h" #include "Hook_Manager.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY Hook_Manager::Hook_Manager() {} @@ -33,4 +33,4 @@ void Hook_Manager::RemoveHook(Base_Hook* hook) } } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 29a56b7..24c7995 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -3,7 +3,7 @@ #include "Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include @@ -24,6 +24,6 @@ public: void RemoveHook(Base_Hook* hook); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 544e441..92f6771 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -4,7 +4,7 @@ #include "Base_Hook.h" #include -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #ifdef __WINDOWS__ struct IDXGISwapChain; @@ -101,5 +101,5 @@ public: }; #endif//__WINDOWS__ -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_RENDERER_DETECTOR_H__ diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 5968fc5..ffbb706 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -4,7 +4,7 @@ #include "../dll/dll.h" #ifdef __LINUX__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -171,5 +171,5 @@ void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) _glXSwapBuffers = pfnglXSwapBuffers; } -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__LINUX__ diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index dcef025..f0e3aea 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -4,7 +4,7 @@ #include "../Base_Hook.h" #ifdef __LINUX__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -44,6 +44,6 @@ public: void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__LINUX__ #endif//__INCLUDED_OPENGLX_HOOK_H__ diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index f3dee1e..76c0ca5 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -3,7 +3,7 @@ #include "../dll/dll.h" #ifdef __LINUX__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -201,5 +201,5 @@ const char* X11_Hook::get_lib_name() const return DLL_NAME; } -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//#__LINUX__ diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 08a0aba..12b3416 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -4,7 +4,7 @@ #include "../Base_Hook.h" #ifdef __LINUX__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include // XEvent types #include // XEvent structure @@ -58,6 +58,6 @@ public: virtual const char* get_lib_name() const; }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__LINUX__ #endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 143443d..04ac3f2 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1,6 +1,6 @@ #include "steam_overlay.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 86613fb..227cb62 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -68,7 +68,7 @@ struct Notification std::pair* frd; }; -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY class Steam_Overlay { diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 800b123..2a122d1 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -3,7 +3,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -169,4 +169,4 @@ void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index ddfaffa..2e06e10 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX10_HOOK_H__ #include "../Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include "DirectX_VTables.h" @@ -46,6 +46,6 @@ public: void loadFunctions(IDXGISwapChain *pSwapChain); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_DX10_HOOK_H__ diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index dc56b14..7f1fc0e 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -3,7 +3,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -183,4 +183,4 @@ void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain) #undef LOAD_FUNC } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index f8025c9..243de79 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX11_HOOK_H__ #include "../Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include "DirectX_VTables.h" @@ -46,6 +46,6 @@ public: void loadFunctions(IDXGISwapChain *pSwapChain); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_DX11_HOOK_H__ diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index d5de26b..c89d83f 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -3,7 +3,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -316,4 +316,4 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain #undef LOAD_FUNC } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index f2a301f..39e3ed3 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX12_HOOK_H__ #include "../Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -56,5 +56,5 @@ public: void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_DX12_HOOK_H__ diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 5e7421d..bc7710a 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -3,7 +3,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -169,4 +169,4 @@ void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex) #undef LOAD_FUNC } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index 3e42b99..5a76f35 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_DX9_HOOK_H__ #include "../Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include "DirectX_VTables.h" @@ -47,6 +47,6 @@ public: void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_DX9_HOOK_H__ diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 934066a..51f856a 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -3,7 +3,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -144,4 +144,4 @@ void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) wglSwapBuffers = pfnwglSwapBuffers; } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index a2c9c7f..60f6d08 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -2,7 +2,7 @@ #define __INCLUDED_OPENGL_HOOK_H__ #include "../Base_Hook.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY class OpenGL_Hook : public Base_Hook { @@ -38,5 +38,5 @@ public: void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers); }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__INCLUDED_OPENGL_HOOK_H__ diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 53106df..fcbdc42 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -2,7 +2,7 @@ #include "../Renderer_Detector.h" #include "../../dll/dll.h" -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY #include #include @@ -206,4 +206,4 @@ const char* Windows_Hook::get_lib_name() const return DLL_NAME; } -#endif//NO_OVERLAY \ No newline at end of file +#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index a05a339..d612acc 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -4,7 +4,7 @@ #include "../Base_Hook.h" #ifdef __WINDOWS__ -#ifndef NO_OVERLAY +#ifdef EMU_OVERLAY class Windows_Hook : public Base_Hook { @@ -45,6 +45,6 @@ public: virtual const char* get_lib_name() const; }; -#endif//NO_OVERLAY +#endif//EMU_OVERLAY #endif//__WINDOWS__ #endif//__INCLUDED_WINDOWS_HOOK_H__ From d829fd090f8d5d9f97333c90c254826c0a1e68e9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Jan 2020 13:28:38 -0500 Subject: [PATCH 255/494] Forgot this. --- .gitignore | 1 - glew/glew.c | 28581 ++++++++++++++++++++++++++++++++++++++ glew/include/GL/eglew.h | 2618 ++++ glew/include/GL/glew.h | 23686 +++++++++++++++++++++++++++++++ glew/include/GL/glxew.h | 1775 +++ glew/include/GL/wglew.h | 1447 ++ 6 files changed, 58107 insertions(+), 1 deletion(-) create mode 100644 glew/glew.c create mode 100644 glew/include/GL/eglew.h create mode 100644 glew/include/GL/glew.h create mode 100644 glew/include/GL/glxew.h create mode 100644 glew/include/GL/wglew.h diff --git a/.gitignore b/.gitignore index f6ed44a..47acc83 100644 --- a/.gitignore +++ b/.gitignore @@ -15,4 +15,3 @@ rtlgenrandom* steamclient.exp steamclient.lib out/* -glew diff --git a/glew/glew.c b/glew/glew.c new file mode 100644 index 0000000..18a2853 --- /dev/null +++ b/glew/glew.c @@ -0,0 +1,28581 @@ +/* +** The OpenGL Extension Wrangler Library +** Copyright (C) 2008-2017, Nigel Stewart +** Copyright (C) 2002-2008, Milan Ikits +** Copyright (C) 2002-2008, Marcelo E. Magallon +** Copyright (C) 2002, Lev Povalahev +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are met: +** +** * Redistributions of source code must retain the above copyright notice, +** this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright notice, +** this list of conditions and the following disclaimer in the documentation +** and/or other materials provided with the distribution. +** * The name of the author may be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +** THE POSSIBILITY OF SUCH DAMAGE. +*/ + +#ifndef GLEW_INCLUDE +#include +#else +#include GLEW_INCLUDE +#endif + +#if defined(GLEW_OSMESA) +# define GLAPI extern +# include +#elif defined(GLEW_EGL) +# include +#elif defined(_WIN32) +/* + * If NOGDI is defined, wingdi.h won't be included by windows.h, and thus + * wglGetProcAddress won't be declared. It will instead be implicitly declared, + * potentially incorrectly, which we don't want. + */ +# if defined(NOGDI) +# undef NOGDI +# endif +# include +#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) +# include +#endif + +#include /* For size_t */ + +#if defined(GLEW_EGL) +#elif defined(GLEW_REGAL) + +/* In GLEW_REGAL mode we call direcly into the linked + libRegal.so glGetProcAddressREGAL for looking up + the GL function pointers. */ + +# undef glGetProcAddressREGAL +# ifdef WIN32 +extern void * __stdcall glGetProcAddressREGAL(const GLchar *name); +static void * (__stdcall * regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL; +# else +extern void * glGetProcAddressREGAL(const GLchar *name); +static void * (*regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL; +# endif +# define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL) + +#elif defined(__sgi) || defined (__sun) || defined(__HAIKU__) || defined(GLEW_APPLE_GLX) +#include +#include +#include + +void* dlGetProcAddress (const GLubyte* name) +{ + static void* h = NULL; + static void* gpa; + + if (h == NULL) + { + if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL; + gpa = dlsym(h, "glXGetProcAddress"); + } + + if (gpa != NULL) + return ((void*(*)(const GLubyte*))gpa)(name); + else + return dlsym(h, (const char*)name); +} +#endif /* __sgi || __sun || GLEW_APPLE_GLX */ + +#if defined(__APPLE__) +#include +#include +#include + +#ifdef MAC_OS_X_VERSION_10_3 + +#include + +void* NSGLGetProcAddress (const GLubyte *name) +{ + static void* image = NULL; + void* addr; + if (NULL == image) + { + image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); + } + if( !image ) return NULL; + addr = dlsym(image, (const char*)name); + if( addr ) return addr; +#ifdef GLEW_APPLE_GLX + return dlGetProcAddress( name ); // try next for glx symbols +#else + return NULL; +#endif +} +#else + +#include + +void* NSGLGetProcAddress (const GLubyte *name) +{ + static const struct mach_header* image = NULL; + NSSymbol symbol; + char* symbolName; + if (NULL == image) + { + image = NSAddImage("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", NSADDIMAGE_OPTION_RETURN_ON_ERROR); + } + /* prepend a '_' for the Unix C symbol mangling convention */ + symbolName = malloc(strlen((const char*)name) + 2); + strcpy(symbolName+1, (const char*)name); + symbolName[0] = '_'; + symbol = NULL; + /* if (NSIsSymbolNameDefined(symbolName)) + symbol = NSLookupAndBindSymbol(symbolName); */ + symbol = image ? NSLookupSymbolInImage(image, symbolName, NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR) : NULL; + free(symbolName); + if( symbol ) return NSAddressOfSymbol(symbol); +#ifdef GLEW_APPLE_GLX + return dlGetProcAddress( name ); // try next for glx symbols +#else + return NULL; +#endif +} +#endif /* MAC_OS_X_VERSION_10_3 */ +#endif /* __APPLE__ */ + +/* + * Define glewGetProcAddress. + */ +#if defined(GLEW_REGAL) +# define glewGetProcAddress(name) regalGetProcAddress((const GLchar *)name) +#elif defined(GLEW_OSMESA) +# define glewGetProcAddress(name) OSMesaGetProcAddress((const char *)name) +#elif defined(GLEW_EGL) +# define glewGetProcAddress(name) eglGetProcAddress((const char *)name) +#elif defined(_WIN32) +# define glewGetProcAddress(name) wglGetProcAddress((LPCSTR)name) +#elif defined(__APPLE__) && !defined(GLEW_APPLE_GLX) +# define glewGetProcAddress(name) NSGLGetProcAddress(name) +#elif defined(__sgi) || defined(__sun) || defined(__HAIKU__) +# define glewGetProcAddress(name) dlGetProcAddress(name) +#elif defined(__ANDROID__) +# define glewGetProcAddress(name) NULL /* TODO */ +#elif defined(__native_client__) +# define glewGetProcAddress(name) NULL /* TODO */ +#else /* __linux */ +# define glewGetProcAddress(name) (*glXGetProcAddressARB)(name) +#endif + +/* + * Redefine GLEW_GET_VAR etc without const cast + */ + +#undef GLEW_GET_VAR +# define GLEW_GET_VAR(x) (x) + +#ifdef WGLEW_GET_VAR +# undef WGLEW_GET_VAR +# define WGLEW_GET_VAR(x) (x) +#endif /* WGLEW_GET_VAR */ + +#ifdef GLXEW_GET_VAR +# undef GLXEW_GET_VAR +# define GLXEW_GET_VAR(x) (x) +#endif /* GLXEW_GET_VAR */ + +#ifdef EGLEW_GET_VAR +# undef EGLEW_GET_VAR +# define EGLEW_GET_VAR(x) (x) +#endif /* EGLEW_GET_VAR */ + +/* + * GLEW, just like OpenGL or GLU, does not rely on the standard C library. + * These functions implement the functionality required in this file. + */ + +static GLuint _glewStrLen (const GLubyte* s) +{ + GLuint i=0; + if (s == NULL) return 0; + while (s[i] != '\0') i++; + return i; +} + +static GLuint _glewStrCLen (const GLubyte* s, GLubyte c) +{ + GLuint i=0; + if (s == NULL) return 0; + while (s[i] != '\0' && s[i] != c) i++; + return i; +} + +static GLuint _glewStrCopy(char *d, const char *s, char c) +{ + GLuint i=0; + if (s == NULL) return 0; + while (s[i] != '\0' && s[i] != c) { d[i] = s[i]; i++; } + d[i] = '\0'; + return i; +} + +#if !defined(GLEW_OSMESA) +#if !defined(__APPLE__) || defined(GLEW_APPLE_GLX) +static GLboolean _glewStrSame (const GLubyte* a, const GLubyte* b, GLuint n) +{ + GLuint i=0; + if(a == NULL || b == NULL) + return (a == NULL && b == NULL && n == 0) ? GL_TRUE : GL_FALSE; + while (i < n && a[i] != '\0' && b[i] != '\0' && a[i] == b[i]) i++; + return i == n ? GL_TRUE : GL_FALSE; +} +#endif +#endif + +static GLboolean _glewStrSame1 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) +{ + while (*na > 0 && (**a == ' ' || **a == '\n' || **a == '\r' || **a == '\t')) + { + (*a)++; + (*na)--; + } + if(*na >= nb) + { + GLuint i=0; + while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; + if(i == nb) + { + *a = *a + nb; + *na = *na - nb; + return GL_TRUE; + } + } + return GL_FALSE; +} + +static GLboolean _glewStrSame2 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) +{ + if(*na >= nb) + { + GLuint i=0; + while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; + if(i == nb) + { + *a = *a + nb; + *na = *na - nb; + return GL_TRUE; + } + } + return GL_FALSE; +} + +static GLboolean _glewStrSame3 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) +{ + if(*na >= nb) + { + GLuint i=0; + while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; + if (i == nb && (*na == nb || (*a)[i] == ' ' || (*a)[i] == '\n' || (*a)[i] == '\r' || (*a)[i] == '\t')) + { + *a = *a + nb; + *na = *na - nb; + return GL_TRUE; + } + } + return GL_FALSE; +} + +/* + * Search for name in the extensions string. Use of strstr() + * is not sufficient because extension names can be prefixes of + * other extension names. Could use strtok() but the constant + * string returned by glGetString might be in read-only memory. + */ +#if !defined(GLEW_OSMESA) +#if !defined(__APPLE__) || defined(GLEW_APPLE_GLX) +static GLboolean _glewSearchExtension (const char* name, const GLubyte *start, const GLubyte *end) +{ + const GLubyte* p; + GLuint len = _glewStrLen((const GLubyte*)name); + p = start; + while (p < end) + { + GLuint n = _glewStrCLen(p, ' '); + if (len == n && _glewStrSame((const GLubyte*)name, p, n)) return GL_TRUE; + p += n+1; + } + return GL_FALSE; +} +#endif +#endif + +PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D = NULL; +PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements = NULL; +PFNGLTEXIMAGE3DPROC __glewTexImage3D = NULL; +PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D = NULL; + +PFNGLACTIVETEXTUREPROC __glewActiveTexture = NULL; +PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage = NULL; +PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd = NULL; +PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf = NULL; +PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd = NULL; +PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf = NULL; +PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d = NULL; +PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv = NULL; +PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f = NULL; +PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv = NULL; +PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i = NULL; +PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv = NULL; +PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s = NULL; +PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv = NULL; +PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d = NULL; +PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv = NULL; +PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f = NULL; +PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv = NULL; +PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i = NULL; +PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv = NULL; +PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s = NULL; +PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv = NULL; +PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d = NULL; +PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv = NULL; +PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f = NULL; +PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv = NULL; +PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i = NULL; +PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv = NULL; +PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s = NULL; +PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv = NULL; +PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d = NULL; +PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv = NULL; +PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f = NULL; +PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv = NULL; +PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i = NULL; +PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv = NULL; +PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s = NULL; +PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv = NULL; +PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage = NULL; + +PFNGLBLENDCOLORPROC __glewBlendColor = NULL; +PFNGLBLENDEQUATIONPROC __glewBlendEquation = NULL; +PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate = NULL; +PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer = NULL; +PFNGLFOGCOORDDPROC __glewFogCoordd = NULL; +PFNGLFOGCOORDDVPROC __glewFogCoorddv = NULL; +PFNGLFOGCOORDFPROC __glewFogCoordf = NULL; +PFNGLFOGCOORDFVPROC __glewFogCoordfv = NULL; +PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays = NULL; +PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements = NULL; +PFNGLPOINTPARAMETERFPROC __glewPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC __glewPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv = NULL; +PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b = NULL; +PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv = NULL; +PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d = NULL; +PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv = NULL; +PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f = NULL; +PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv = NULL; +PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i = NULL; +PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv = NULL; +PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s = NULL; +PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv = NULL; +PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub = NULL; +PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv = NULL; +PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui = NULL; +PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv = NULL; +PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us = NULL; +PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv = NULL; +PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer = NULL; +PFNGLWINDOWPOS2DPROC __glewWindowPos2d = NULL; +PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv = NULL; +PFNGLWINDOWPOS2FPROC __glewWindowPos2f = NULL; +PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv = NULL; +PFNGLWINDOWPOS2IPROC __glewWindowPos2i = NULL; +PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv = NULL; +PFNGLWINDOWPOS2SPROC __glewWindowPos2s = NULL; +PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv = NULL; +PFNGLWINDOWPOS3DPROC __glewWindowPos3d = NULL; +PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv = NULL; +PFNGLWINDOWPOS3FPROC __glewWindowPos3f = NULL; +PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv = NULL; +PFNGLWINDOWPOS3IPROC __glewWindowPos3i = NULL; +PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv = NULL; +PFNGLWINDOWPOS3SPROC __glewWindowPos3s = NULL; +PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv = NULL; + +PFNGLBEGINQUERYPROC __glewBeginQuery = NULL; +PFNGLBINDBUFFERPROC __glewBindBuffer = NULL; +PFNGLBUFFERDATAPROC __glewBufferData = NULL; +PFNGLBUFFERSUBDATAPROC __glewBufferSubData = NULL; +PFNGLDELETEBUFFERSPROC __glewDeleteBuffers = NULL; +PFNGLDELETEQUERIESPROC __glewDeleteQueries = NULL; +PFNGLENDQUERYPROC __glewEndQuery = NULL; +PFNGLGENBUFFERSPROC __glewGenBuffers = NULL; +PFNGLGENQUERIESPROC __glewGenQueries = NULL; +PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData = NULL; +PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC __glewGetQueryiv = NULL; +PFNGLISBUFFERPROC __glewIsBuffer = NULL; +PFNGLISQUERYPROC __glewIsQuery = NULL; +PFNGLMAPBUFFERPROC __glewMapBuffer = NULL; +PFNGLUNMAPBUFFERPROC __glewUnmapBuffer = NULL; + +PFNGLATTACHSHADERPROC __glewAttachShader = NULL; +PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate = NULL; +PFNGLCOMPILESHADERPROC __glewCompileShader = NULL; +PFNGLCREATEPROGRAMPROC __glewCreateProgram = NULL; +PFNGLCREATESHADERPROC __glewCreateShader = NULL; +PFNGLDELETEPROGRAMPROC __glewDeleteProgram = NULL; +PFNGLDELETESHADERPROC __glewDeleteShader = NULL; +PFNGLDETACHSHADERPROC __glewDetachShader = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray = NULL; +PFNGLDRAWBUFFERSPROC __glewDrawBuffers = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray = NULL; +PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib = NULL; +PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform = NULL; +PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation = NULL; +PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog = NULL; +PFNGLGETPROGRAMIVPROC __glewGetProgramiv = NULL; +PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog = NULL; +PFNGLGETSHADERSOURCEPROC __glewGetShaderSource = NULL; +PFNGLGETSHADERIVPROC __glewGetShaderiv = NULL; +PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation = NULL; +PFNGLGETUNIFORMFVPROC __glewGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC __glewGetUniformiv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv = NULL; +PFNGLISPROGRAMPROC __glewIsProgram = NULL; +PFNGLISSHADERPROC __glewIsShader = NULL; +PFNGLLINKPROGRAMPROC __glewLinkProgram = NULL; +PFNGLSHADERSOURCEPROC __glewShaderSource = NULL; +PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate = NULL; +PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate = NULL; +PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate = NULL; +PFNGLUNIFORM1FPROC __glewUniform1f = NULL; +PFNGLUNIFORM1FVPROC __glewUniform1fv = NULL; +PFNGLUNIFORM1IPROC __glewUniform1i = NULL; +PFNGLUNIFORM1IVPROC __glewUniform1iv = NULL; +PFNGLUNIFORM2FPROC __glewUniform2f = NULL; +PFNGLUNIFORM2FVPROC __glewUniform2fv = NULL; +PFNGLUNIFORM2IPROC __glewUniform2i = NULL; +PFNGLUNIFORM2IVPROC __glewUniform2iv = NULL; +PFNGLUNIFORM3FPROC __glewUniform3f = NULL; +PFNGLUNIFORM3FVPROC __glewUniform3fv = NULL; +PFNGLUNIFORM3IPROC __glewUniform3i = NULL; +PFNGLUNIFORM3IVPROC __glewUniform3iv = NULL; +PFNGLUNIFORM4FPROC __glewUniform4f = NULL; +PFNGLUNIFORM4FVPROC __glewUniform4fv = NULL; +PFNGLUNIFORM4IPROC __glewUniform4i = NULL; +PFNGLUNIFORM4IVPROC __glewUniform4iv = NULL; +PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv = NULL; +PFNGLUSEPROGRAMPROC __glewUseProgram = NULL; +PFNGLVALIDATEPROGRAMPROC __glewValidateProgram = NULL; +PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer = NULL; + +PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv = NULL; + +PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback = NULL; +PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation = NULL; +PFNGLCLAMPCOLORPROC __glewClampColor = NULL; +PFNGLCLEARBUFFERFIPROC __glewClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC __glewClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC __glewClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv = NULL; +PFNGLCOLORMASKIPROC __glewColorMaski = NULL; +PFNGLDISABLEIPROC __glewDisablei = NULL; +PFNGLENABLEIPROC __glewEnablei = NULL; +PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback = NULL; +PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v = NULL; +PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation = NULL; +PFNGLGETSTRINGIPROC __glewGetStringi = NULL; +PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying = NULL; +PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv = NULL; +PFNGLISENABLEDIPROC __glewIsEnabledi = NULL; +PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings = NULL; +PFNGLUNIFORM1UIPROC __glewUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC __glewUniform1uiv = NULL; +PFNGLUNIFORM2UIPROC __glewUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC __glewUniform2uiv = NULL; +PFNGLUNIFORM3UIPROC __glewUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC __glewUniform3uiv = NULL; +PFNGLUNIFORM4UIPROC __glewUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC __glewUniform4uiv = NULL; +PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer = NULL; + +PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex = NULL; +PFNGLTEXBUFFERPROC __glewTexBuffer = NULL; + +PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v = NULL; +PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v = NULL; + +PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor = NULL; + +PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei = NULL; +PFNGLBLENDEQUATIONIPROC __glewBlendEquationi = NULL; +PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei = NULL; +PFNGLBLENDFUNCIPROC __glewBlendFunci = NULL; +PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading = NULL; + +PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage = NULL; +PFNGLGETNTEXIMAGEPROC __glewGetnTexImage = NULL; +PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount = NULL; +PFNGLSPECIALIZESHADERPROC __glewSpecializeShader = NULL; + +PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX = NULL; + +PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD = NULL; +PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD = NULL; +PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD = NULL; +PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD = NULL; + +PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD = NULL; +PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD = NULL; +PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD = NULL; +PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD = NULL; + +PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD = NULL; +PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD = NULL; + +PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD = NULL; + +PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD = NULL; +PFNGLGENNAMESAMDPROC __glewGenNamesAMD = NULL; +PFNGLISNAMEAMDPROC __glewIsNameAMD = NULL; + +PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD = NULL; + +PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD = NULL; +PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD = NULL; +PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD = NULL; +PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD = NULL; +PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD = NULL; +PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD = NULL; +PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD = NULL; +PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD = NULL; +PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD = NULL; + +PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD = NULL; + +PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD = NULL; +PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD = NULL; + +PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD = NULL; + +PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD = NULL; +PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD = NULL; + +PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE = NULL; + +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE = NULL; + +PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE = NULL; +PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE = NULL; +PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE = NULL; + +PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE = NULL; +PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE = NULL; +PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE = NULL; +PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE = NULL; +PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE = NULL; +PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE = NULL; +PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE = NULL; +PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE = NULL; +PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE = NULL; +PFNGLISQUERYANGLEPROC __glewIsQueryANGLE = NULL; +PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE = NULL; + +PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE = NULL; + +PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE = NULL; + +PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE = NULL; +PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE = NULL; +PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE = NULL; +PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE = NULL; +PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE = NULL; + +PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE = NULL; +PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE = NULL; +PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE = NULL; +PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE = NULL; +PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE = NULL; +PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE = NULL; +PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE = NULL; +PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE = NULL; + +PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE = NULL; + +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE = NULL; +PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE = NULL; + +PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE = NULL; +PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE = NULL; +PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE = NULL; + +PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE = NULL; +PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE = NULL; +PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE = NULL; +PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE = NULL; +PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE = NULL; +PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE = NULL; +PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE = NULL; + +PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE = NULL; +PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE = NULL; + +PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE = NULL; +PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE = NULL; +PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE = NULL; +PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE = NULL; + +PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE = NULL; +PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE = NULL; +PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE = NULL; + +PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE = NULL; +PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE = NULL; +PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE = NULL; +PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE = NULL; + +PFNGLCLEARDEPTHFPROC __glewClearDepthf = NULL; +PFNGLDEPTHRANGEFPROC __glewDepthRangef = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat = NULL; +PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler = NULL; +PFNGLSHADERBINARYPROC __glewShaderBinary = NULL; + +PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion = NULL; + +PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB = NULL; + +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance = NULL; + +PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB = NULL; +PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB = NULL; +PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB = NULL; +PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB = NULL; +PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB = NULL; +PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB = NULL; +PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB = NULL; +PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB = NULL; +PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB = NULL; +PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB = NULL; + +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed = NULL; +PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex = NULL; + +PFNGLBUFFERSTORAGEPROC __glewBufferStorage = NULL; + +PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB = NULL; + +PFNGLCLEARBUFFERDATAPROC __glewClearBufferData = NULL; +PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData = NULL; +PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT = NULL; + +PFNGLCLEARTEXIMAGEPROC __glewClearTexImage = NULL; +PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage = NULL; + +PFNGLCLIPCONTROLPROC __glewClipControl = NULL; + +PFNGLCLAMPCOLORARBPROC __glewClampColorARB = NULL; + +PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect = NULL; + +PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB = NULL; + +PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData = NULL; + +PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData = NULL; + +PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB = NULL; +PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB = NULL; +PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB = NULL; +PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB = NULL; + +PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit = NULL; +PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus = NULL; +PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D = NULL; +PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D = NULL; +PFNGLCREATEBUFFERSPROC __glewCreateBuffers = NULL; +PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers = NULL; +PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines = NULL; +PFNGLCREATEQUERIESPROC __glewCreateQueries = NULL; +PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers = NULL; +PFNGLCREATESAMPLERSPROC __glewCreateSamplers = NULL; +PFNGLCREATETEXTURESPROC __glewCreateTextures = NULL; +PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks = NULL; +PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib = NULL; +PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange = NULL; +PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage = NULL; +PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv = NULL; +PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv = NULL; +PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv = NULL; +PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v = NULL; +PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv = NULL; +PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v = NULL; +PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv = NULL; +PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv = NULL; +PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv = NULL; +PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv = NULL; +PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv = NULL; +PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv = NULL; +PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v = NULL; +PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v = NULL; +PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv = NULL; +PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv = NULL; +PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv = NULL; +PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData = NULL; +PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer = NULL; +PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange = NULL; +PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData = NULL; +PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage = NULL; +PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri = NULL; +PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample = NULL; +PFNGLTEXTUREBUFFERPROC __glewTextureBuffer = NULL; +PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange = NULL; +PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv = NULL; +PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv = NULL; +PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf = NULL; +PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv = NULL; +PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri = NULL; +PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv = NULL; +PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D = NULL; +PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample = NULL; +PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample = NULL; +PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D = NULL; +PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D = NULL; +PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange = NULL; +PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer = NULL; +PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding = NULL; +PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat = NULL; +PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat = NULL; +PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat = NULL; +PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor = NULL; +PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers = NULL; + +PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB = NULL; + +PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB = NULL; +PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB = NULL; +PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB = NULL; +PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB = NULL; + +PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex = NULL; + +PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect = NULL; + +PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT = NULL; + +PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer = NULL; +PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer = NULL; +PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus = NULL; +PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers = NULL; +PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer = NULL; +PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers = NULL; +PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers = NULL; +PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv = NULL; +PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer = NULL; +PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer = NULL; +PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample = NULL; + +PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB = NULL; +PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB = NULL; + +PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary = NULL; +PFNGLPROGRAMBINARYPROC __glewProgramBinary = NULL; +PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri = NULL; + +PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage = NULL; +PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage = NULL; + +PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB = NULL; + +PFNGLGETUNIFORMDVPROC __glewGetUniformdv = NULL; +PFNGLUNIFORM1DPROC __glewUniform1d = NULL; +PFNGLUNIFORM1DVPROC __glewUniform1dv = NULL; +PFNGLUNIFORM2DPROC __glewUniform2d = NULL; +PFNGLUNIFORM2DVPROC __glewUniform2dv = NULL; +PFNGLUNIFORM3DPROC __glewUniform3d = NULL; +PFNGLUNIFORM3DVPROC __glewUniform3dv = NULL; +PFNGLUNIFORM4DPROC __glewUniform4d = NULL; +PFNGLUNIFORM4DVPROC __glewUniform4dv = NULL; +PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv = NULL; +PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv = NULL; +PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv = NULL; +PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv = NULL; +PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv = NULL; +PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv = NULL; +PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv = NULL; +PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv = NULL; +PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv = NULL; + +PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB = NULL; +PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB = NULL; +PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB = NULL; +PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB = NULL; +PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB = NULL; +PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB = NULL; +PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB = NULL; +PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB = NULL; +PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB = NULL; +PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB = NULL; +PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB = NULL; +PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB = NULL; +PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB = NULL; +PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB = NULL; +PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB = NULL; +PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB = NULL; +PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB = NULL; +PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB = NULL; +PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB = NULL; +PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB = NULL; +PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB = NULL; +PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB = NULL; +PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB = NULL; +PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB = NULL; +PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB = NULL; +PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB = NULL; +PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB = NULL; +PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB = NULL; +PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB = NULL; +PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB = NULL; +PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB = NULL; +PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB = NULL; +PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB = NULL; +PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB = NULL; +PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB = NULL; +PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB = NULL; + +PFNGLCOLORSUBTABLEPROC __glewColorSubTable = NULL; +PFNGLCOLORTABLEPROC __glewColorTable = NULL; +PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv = NULL; +PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv = NULL; +PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D = NULL; +PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D = NULL; +PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf = NULL; +PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv = NULL; +PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri = NULL; +PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv = NULL; +PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable = NULL; +PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D = NULL; +PFNGLGETCOLORTABLEPROC __glewGetColorTable = NULL; +PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv = NULL; +PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv = NULL; +PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv = NULL; +PFNGLGETHISTOGRAMPROC __glewGetHistogram = NULL; +PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv = NULL; +PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv = NULL; +PFNGLGETMINMAXPROC __glewGetMinmax = NULL; +PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv = NULL; +PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv = NULL; +PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter = NULL; +PFNGLHISTOGRAMPROC __glewHistogram = NULL; +PFNGLMINMAXPROC __glewMinmax = NULL; +PFNGLRESETHISTOGRAMPROC __glewResetHistogram = NULL; +PFNGLRESETMINMAXPROC __glewResetMinmax = NULL; +PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB = NULL; + +PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB = NULL; +PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB = NULL; +PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB = NULL; + +PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ = NULL; + +PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v = NULL; + +PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData = NULL; +PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer = NULL; +PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage = NULL; +PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage = NULL; + +PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange = NULL; +PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange = NULL; + +PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB = NULL; +PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB = NULL; +PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB = NULL; +PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB = NULL; +PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB = NULL; + +PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase = NULL; +PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange = NULL; +PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures = NULL; +PFNGLBINDSAMPLERSPROC __glewBindSamplers = NULL; +PFNGLBINDTEXTURESPROC __glewBindTextures = NULL; +PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect = NULL; + +PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB = NULL; + +PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB = NULL; +PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB = NULL; +PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB = NULL; +PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB = NULL; +PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB = NULL; +PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB = NULL; +PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB = NULL; +PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB = NULL; +PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB = NULL; +PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB = NULL; +PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB = NULL; +PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB = NULL; +PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB = NULL; +PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB = NULL; +PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB = NULL; +PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB = NULL; +PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB = NULL; +PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB = NULL; +PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB = NULL; +PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB = NULL; +PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB = NULL; +PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB = NULL; +PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB = NULL; +PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB = NULL; +PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB = NULL; +PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB = NULL; +PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB = NULL; +PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB = NULL; +PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB = NULL; +PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB = NULL; +PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB = NULL; +PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB = NULL; +PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB = NULL; +PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB = NULL; + +PFNGLBEGINQUERYARBPROC __glewBeginQueryARB = NULL; +PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB = NULL; +PFNGLENDQUERYARBPROC __glewEndQueryARB = NULL; +PFNGLGENQUERIESARBPROC __glewGenQueriesARB = NULL; +PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB = NULL; +PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB = NULL; +PFNGLGETQUERYIVARBPROC __glewGetQueryivARB = NULL; +PFNGLISQUERYARBPROC __glewIsQueryARB = NULL; + +PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB = NULL; + +PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB = NULL; +PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB = NULL; + +PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp = NULL; + +PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv = NULL; + +PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex = NULL; + +PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB = NULL; +PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB = NULL; +PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB = NULL; +PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB = NULL; +PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB = NULL; +PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB = NULL; +PFNGLGETNMAPIVARBPROC __glewGetnMapivARB = NULL; +PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB = NULL; +PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB = NULL; +PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB = NULL; +PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB = NULL; +PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB = NULL; +PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB = NULL; +PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB = NULL; +PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB = NULL; +PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB = NULL; +PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB = NULL; +PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB = NULL; +PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB = NULL; + +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB = NULL; + +PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB = NULL; + +PFNGLBINDSAMPLERPROC __glewBindSampler = NULL; +PFNGLDELETESAMPLERSPROC __glewDeleteSamplers = NULL; +PFNGLGENSAMPLERSPROC __glewGenSamplers = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv = NULL; +PFNGLISSAMPLERPROC __glewIsSampler = NULL; +PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv = NULL; + +PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram = NULL; +PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline = NULL; +PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines = NULL; +PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv = NULL; +PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline = NULL; +PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d = NULL; +PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv = NULL; +PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f = NULL; +PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv = NULL; +PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i = NULL; +PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv = NULL; +PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv = NULL; +PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d = NULL; +PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv = NULL; +PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f = NULL; +PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv = NULL; +PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i = NULL; +PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv = NULL; +PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv = NULL; +PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d = NULL; +PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv = NULL; +PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv = NULL; +PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i = NULL; +PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv = NULL; +PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv = NULL; +PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d = NULL; +PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv = NULL; +PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f = NULL; +PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv = NULL; +PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv = NULL; +PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv = NULL; +PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline = NULL; + +PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv = NULL; + +PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture = NULL; +PFNGLMEMORYBARRIERPROC __glewMemoryBarrier = NULL; + +PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB = NULL; +PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB = NULL; +PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB = NULL; +PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB = NULL; +PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB = NULL; +PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB = NULL; +PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB = NULL; +PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB = NULL; +PFNGLGETHANDLEARBPROC __glewGetHandleARB = NULL; +PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB = NULL; +PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB = NULL; +PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB = NULL; +PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB = NULL; +PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB = NULL; +PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB = NULL; +PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB = NULL; +PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB = NULL; +PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB = NULL; +PFNGLUNIFORM1FARBPROC __glewUniform1fARB = NULL; +PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB = NULL; +PFNGLUNIFORM1IARBPROC __glewUniform1iARB = NULL; +PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB = NULL; +PFNGLUNIFORM2FARBPROC __glewUniform2fARB = NULL; +PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB = NULL; +PFNGLUNIFORM2IARBPROC __glewUniform2iARB = NULL; +PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB = NULL; +PFNGLUNIFORM3FARBPROC __glewUniform3fARB = NULL; +PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB = NULL; +PFNGLUNIFORM3IARBPROC __glewUniform3iARB = NULL; +PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB = NULL; +PFNGLUNIFORM4FARBPROC __glewUniform4fARB = NULL; +PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB = NULL; +PFNGLUNIFORM4IARBPROC __glewUniform4iARB = NULL; +PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB = NULL; +PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB = NULL; +PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB = NULL; +PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB = NULL; +PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB = NULL; +PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB = NULL; + +PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding = NULL; + +PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv = NULL; +PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv = NULL; +PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex = NULL; +PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation = NULL; +PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv = NULL; +PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv = NULL; + +PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB = NULL; +PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB = NULL; +PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB = NULL; +PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB = NULL; +PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB = NULL; +PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB = NULL; + +PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB = NULL; + +PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB = NULL; + +PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync = NULL; +PFNGLDELETESYNCPROC __glewDeleteSync = NULL; +PFNGLFENCESYNCPROC __glewFenceSync = NULL; +PFNGLGETINTEGER64VPROC __glewGetInteger64v = NULL; +PFNGLGETSYNCIVPROC __glewGetSynciv = NULL; +PFNGLISSYNCPROC __glewIsSync = NULL; +PFNGLWAITSYNCPROC __glewWaitSync = NULL; + +PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv = NULL; +PFNGLPATCHPARAMETERIPROC __glewPatchParameteri = NULL; + +PFNGLTEXTUREBARRIERPROC __glewTextureBarrier = NULL; + +PFNGLTEXBUFFERARBPROC __glewTexBufferARB = NULL; + +PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange = NULL; +PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT = NULL; + +PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB = NULL; + +PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv = NULL; +PFNGLSAMPLEMASKIPROC __glewSampleMaski = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample = NULL; + +PFNGLTEXSTORAGE1DPROC __glewTexStorage1D = NULL; +PFNGLTEXSTORAGE2DPROC __glewTexStorage2D = NULL; +PFNGLTEXSTORAGE3DPROC __glewTexStorage3D = NULL; + +PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT = NULL; + +PFNGLTEXTUREVIEWPROC __glewTextureView = NULL; + +PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v = NULL; +PFNGLQUERYCOUNTERPROC __glewQueryCounter = NULL; + +PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks = NULL; +PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks = NULL; +PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback = NULL; + +PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream = NULL; +PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed = NULL; +PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv = NULL; + +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced = NULL; + +PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB = NULL; +PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB = NULL; +PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB = NULL; +PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB = NULL; + +PFNGLBINDBUFFERBASEPROC __glewBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv = NULL; +PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding = NULL; + +PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray = NULL; +PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays = NULL; +PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays = NULL; +PFNGLISVERTEXARRAYPROC __glewIsVertexArray = NULL; + +PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv = NULL; +PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d = NULL; +PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv = NULL; +PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d = NULL; +PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv = NULL; +PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d = NULL; +PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv = NULL; +PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d = NULL; +PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv = NULL; +PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer = NULL; + +PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer = NULL; +PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT = NULL; +PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding = NULL; +PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat = NULL; +PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat = NULL; +PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat = NULL; +PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor = NULL; + +PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB = NULL; +PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB = NULL; +PFNGLWEIGHTBVARBPROC __glewWeightbvARB = NULL; +PFNGLWEIGHTDVARBPROC __glewWeightdvARB = NULL; +PFNGLWEIGHTFVARBPROC __glewWeightfvARB = NULL; +PFNGLWEIGHTIVARBPROC __glewWeightivARB = NULL; +PFNGLWEIGHTSVARBPROC __glewWeightsvARB = NULL; +PFNGLWEIGHTUBVARBPROC __glewWeightubvARB = NULL; +PFNGLWEIGHTUIVARBPROC __glewWeightuivARB = NULL; +PFNGLWEIGHTUSVARBPROC __glewWeightusvARB = NULL; + +PFNGLBINDBUFFERARBPROC __glewBindBufferARB = NULL; +PFNGLBUFFERDATAARBPROC __glewBufferDataARB = NULL; +PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB = NULL; +PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB = NULL; +PFNGLGENBUFFERSARBPROC __glewGenBuffersARB = NULL; +PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB = NULL; +PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB = NULL; +PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB = NULL; +PFNGLISBUFFERARBPROC __glewIsBufferARB = NULL; +PFNGLMAPBUFFERARBPROC __glewMapBufferARB = NULL; +PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB = NULL; + +PFNGLBINDPROGRAMARBPROC __glewBindProgramARB = NULL; +PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB = NULL; +PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB = NULL; +PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB = NULL; +PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB = NULL; +PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB = NULL; +PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB = NULL; +PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB = NULL; +PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB = NULL; +PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB = NULL; +PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB = NULL; +PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB = NULL; +PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB = NULL; +PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB = NULL; +PFNGLISPROGRAMARBPROC __glewIsProgramARB = NULL; +PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB = NULL; +PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB = NULL; +PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB = NULL; +PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB = NULL; +PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB = NULL; +PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB = NULL; +PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB = NULL; +PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB = NULL; +PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB = NULL; +PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB = NULL; +PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB = NULL; +PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB = NULL; +PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB = NULL; +PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB = NULL; +PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB = NULL; +PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB = NULL; +PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB = NULL; +PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB = NULL; +PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB = NULL; +PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB = NULL; +PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB = NULL; +PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB = NULL; +PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB = NULL; +PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB = NULL; +PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB = NULL; +PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB = NULL; +PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB = NULL; +PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB = NULL; +PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB = NULL; +PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB = NULL; +PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB = NULL; +PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB = NULL; +PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB = NULL; +PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB = NULL; +PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB = NULL; +PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB = NULL; +PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB = NULL; +PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB = NULL; +PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB = NULL; +PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB = NULL; +PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB = NULL; +PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB = NULL; + +PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB = NULL; +PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB = NULL; +PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB = NULL; + +PFNGLCOLORP3UIPROC __glewColorP3ui = NULL; +PFNGLCOLORP3UIVPROC __glewColorP3uiv = NULL; +PFNGLCOLORP4UIPROC __glewColorP4ui = NULL; +PFNGLCOLORP4UIVPROC __glewColorP4uiv = NULL; +PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv = NULL; +PFNGLNORMALP3UIPROC __glewNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC __glewNormalP3uiv = NULL; +PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv = NULL; +PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv = NULL; +PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv = NULL; +PFNGLVERTEXP2UIPROC __glewVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC __glewVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC __glewVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC __glewVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC __glewVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC __glewVertexP4uiv = NULL; + +PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv = NULL; +PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed = NULL; +PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v = NULL; +PFNGLGETFLOATI_VPROC __glewGetFloati_v = NULL; +PFNGLSCISSORARRAYVPROC __glewScissorArrayv = NULL; +PFNGLSCISSORINDEXEDPROC __glewScissorIndexed = NULL; +PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv = NULL; +PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv = NULL; +PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf = NULL; +PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv = NULL; + +PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB = NULL; +PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB = NULL; +PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB = NULL; +PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB = NULL; +PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB = NULL; +PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB = NULL; +PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB = NULL; +PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB = NULL; +PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB = NULL; +PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB = NULL; +PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB = NULL; +PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB = NULL; +PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB = NULL; +PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB = NULL; +PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB = NULL; +PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB = NULL; + +PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI = NULL; + +PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI = NULL; +PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI = NULL; +PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI = NULL; + +PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI = NULL; +PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI = NULL; +PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI = NULL; +PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI = NULL; + +PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI = NULL; +PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI = NULL; +PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI = NULL; +PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI = NULL; +PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI = NULL; +PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI = NULL; +PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI = NULL; +PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI = NULL; +PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI = NULL; +PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI = NULL; +PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI = NULL; +PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI = NULL; +PFNGLSAMPLEMAPATIPROC __glewSampleMapATI = NULL; +PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI = NULL; + +PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI = NULL; +PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI = NULL; + +PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI = NULL; +PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI = NULL; + +PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI = NULL; +PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI = NULL; + +PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI = NULL; +PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI = NULL; +PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI = NULL; +PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI = NULL; +PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI = NULL; +PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI = NULL; +PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI = NULL; +PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI = NULL; +PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI = NULL; +PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI = NULL; +PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI = NULL; +PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI = NULL; + +PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI = NULL; +PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI = NULL; +PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI = NULL; + +PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI = NULL; +PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI = NULL; +PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI = NULL; +PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI = NULL; +PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI = NULL; +PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI = NULL; +PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI = NULL; +PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI = NULL; +PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI = NULL; +PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI = NULL; +PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI = NULL; +PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI = NULL; +PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI = NULL; +PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI = NULL; +PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI = NULL; +PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI = NULL; +PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI = NULL; +PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI = NULL; +PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI = NULL; +PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI = NULL; +PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI = NULL; +PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI = NULL; +PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI = NULL; +PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI = NULL; +PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI = NULL; +PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI = NULL; +PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI = NULL; +PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI = NULL; +PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI = NULL; +PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI = NULL; +PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI = NULL; +PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI = NULL; +PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI = NULL; +PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI = NULL; +PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI = NULL; +PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI = NULL; +PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI = NULL; +PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI = NULL; +PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI = NULL; +PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI = NULL; +PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI = NULL; +PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI = NULL; +PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI = NULL; +PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI = NULL; +PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI = NULL; + +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT = NULL; + +PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT = NULL; +PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT = NULL; +PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT = NULL; + +PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT = NULL; + +PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT = NULL; + +PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT = NULL; +PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT = NULL; + +PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT = NULL; + +PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT = NULL; + +PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT = NULL; + +PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT = NULL; +PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT = NULL; + +PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT = NULL; +PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT = NULL; + +PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT = NULL; +PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT = NULL; + +PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT = NULL; +PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT = NULL; +PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT = NULL; +PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT = NULL; +PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT = NULL; + +PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT = NULL; +PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT = NULL; + +PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT = NULL; + +PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT = NULL; +PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT = NULL; + +PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT = NULL; +PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT = NULL; + +PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT = NULL; +PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT = NULL; + +PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT = NULL; +PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT = NULL; +PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT = NULL; + +PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT = NULL; + +PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT = NULL; +PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT = NULL; +PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT = NULL; +PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT = NULL; +PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT = NULL; +PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT = NULL; +PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT = NULL; +PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT = NULL; +PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT = NULL; +PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT = NULL; +PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT = NULL; +PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT = NULL; +PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT = NULL; +PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT = NULL; +PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT = NULL; +PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT = NULL; +PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT = NULL; +PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT = NULL; +PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT = NULL; +PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT = NULL; +PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT = NULL; +PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT = NULL; +PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT = NULL; +PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT = NULL; +PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT = NULL; +PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT = NULL; +PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT = NULL; +PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT = NULL; +PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT = NULL; +PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT = NULL; +PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT = NULL; +PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT = NULL; +PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT = NULL; +PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT = NULL; +PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT = NULL; +PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT = NULL; +PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT = NULL; +PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT = NULL; +PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT = NULL; +PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT = NULL; +PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT = NULL; +PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT = NULL; +PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT = NULL; +PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT = NULL; +PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT = NULL; +PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT = NULL; +PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT = NULL; +PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT = NULL; +PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT = NULL; +PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT = NULL; +PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT = NULL; +PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT = NULL; +PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT = NULL; +PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT = NULL; +PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT = NULL; +PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT = NULL; +PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT = NULL; +PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT = NULL; +PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT = NULL; +PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT = NULL; +PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT = NULL; +PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT = NULL; +PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT = NULL; +PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT = NULL; +PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT = NULL; +PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT = NULL; +PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT = NULL; +PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT = NULL; +PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT = NULL; +PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT = NULL; +PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT = NULL; +PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT = NULL; +PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT = NULL; +PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT = NULL; +PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT = NULL; +PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT = NULL; +PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT = NULL; +PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT = NULL; +PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT = NULL; +PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT = NULL; +PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT = NULL; +PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT = NULL; +PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT = NULL; +PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT = NULL; +PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT = NULL; +PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT = NULL; +PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT = NULL; +PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT = NULL; +PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT = NULL; +PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT = NULL; +PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT = NULL; +PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT = NULL; +PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT = NULL; +PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT = NULL; +PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT = NULL; +PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT = NULL; +PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT = NULL; +PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT = NULL; +PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT = NULL; +PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT = NULL; +PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT = NULL; +PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT = NULL; +PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT = NULL; +PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT = NULL; +PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT = NULL; +PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT = NULL; +PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT = NULL; +PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT = NULL; +PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT = NULL; +PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT = NULL; +PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT = NULL; +PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT = NULL; +PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT = NULL; +PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT = NULL; +PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT = NULL; +PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT = NULL; +PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT = NULL; +PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT = NULL; +PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT = NULL; +PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT = NULL; +PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT = NULL; +PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT = NULL; +PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT = NULL; +PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT = NULL; +PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT = NULL; +PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT = NULL; +PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT = NULL; +PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT = NULL; +PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT = NULL; +PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT = NULL; +PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT = NULL; +PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT = NULL; +PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT = NULL; +PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT = NULL; +PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT = NULL; +PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT = NULL; + +PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT = NULL; + +PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT = NULL; + +PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT = NULL; +PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT = NULL; +PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT = NULL; +PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT = NULL; +PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT = NULL; +PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT = NULL; + +PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT = NULL; +PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT = NULL; +PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT = NULL; +PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT = NULL; +PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT = NULL; +PFNGLDISABLEIEXTPROC __glewDisableiEXT = NULL; +PFNGLENABLEIEXTPROC __glewEnableiEXT = NULL; +PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT = NULL; + +PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT = NULL; + +PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT = NULL; +PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT = NULL; + +PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT = NULL; + +PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT = NULL; + +PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT = NULL; +PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT = NULL; +PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT = NULL; +PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT = NULL; +PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT = NULL; + +PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT = NULL; +PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT = NULL; +PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT = NULL; +PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT = NULL; +PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT = NULL; +PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT = NULL; +PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT = NULL; +PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT = NULL; +PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT = NULL; +PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT = NULL; +PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT = NULL; +PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT = NULL; +PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT = NULL; +PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT = NULL; +PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT = NULL; +PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT = NULL; +PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT = NULL; +PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT = NULL; + +PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT = NULL; + +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT = NULL; + +PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT = NULL; +PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT = NULL; +PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT = NULL; +PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT = NULL; +PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT = NULL; +PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT = NULL; +PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT = NULL; +PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT = NULL; +PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT = NULL; +PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT = NULL; +PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT = NULL; + +PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT = NULL; +PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT = NULL; + +PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT = NULL; +PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT = NULL; + +PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT = NULL; +PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT = NULL; +PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT = NULL; +PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT = NULL; +PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT = NULL; +PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT = NULL; +PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT = NULL; +PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT = NULL; +PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT = NULL; +PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT = NULL; +PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT = NULL; +PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT = NULL; +PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT = NULL; +PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT = NULL; +PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT = NULL; +PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT = NULL; +PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT = NULL; +PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT = NULL; +PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT = NULL; +PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT = NULL; +PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT = NULL; +PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT = NULL; +PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT = NULL; +PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT = NULL; +PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT = NULL; +PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT = NULL; +PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT = NULL; +PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT = NULL; +PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT = NULL; +PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT = NULL; +PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT = NULL; +PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT = NULL; +PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT = NULL; +PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT = NULL; + +PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT = NULL; +PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT = NULL; +PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT = NULL; +PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT = NULL; +PFNGLHISTOGRAMEXTPROC __glewHistogramEXT = NULL; +PFNGLMINMAXEXTPROC __glewMinmaxEXT = NULL; +PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT = NULL; +PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT = NULL; + +PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT = NULL; + +PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT = NULL; + +PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT = NULL; + +PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT = NULL; +PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT = NULL; +PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT = NULL; + +PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT = NULL; +PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT = NULL; + +PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT = NULL; +PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT = NULL; +PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT = NULL; +PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT = NULL; +PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT = NULL; +PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT = NULL; +PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT = NULL; +PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT = NULL; +PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT = NULL; +PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT = NULL; +PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT = NULL; +PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT = NULL; +PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT = NULL; + +PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT = NULL; + +PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT = NULL; +PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT = NULL; + +PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT = NULL; +PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT = NULL; + +PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT = NULL; +PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT = NULL; + +PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT = NULL; + +PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT = NULL; +PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT = NULL; +PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT = NULL; + +PFNGLCOLORTABLEEXTPROC __glewColorTableEXT = NULL; +PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT = NULL; + +PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT = NULL; + +PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT = NULL; +PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT = NULL; + +PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT = NULL; + +PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT = NULL; + +PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT = NULL; + +PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV = NULL; +PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV = NULL; +PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV = NULL; +PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT = NULL; + +PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT = NULL; +PFNGLENDSCENEEXTPROC __glewEndSceneEXT = NULL; + +PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT = NULL; +PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT = NULL; +PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT = NULL; +PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT = NULL; +PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT = NULL; +PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT = NULL; +PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT = NULL; +PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT = NULL; +PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT = NULL; +PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT = NULL; +PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT = NULL; +PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT = NULL; +PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT = NULL; +PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT = NULL; +PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT = NULL; +PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT = NULL; +PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT = NULL; + +PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT = NULL; +PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT = NULL; +PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT = NULL; +PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT = NULL; +PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT = NULL; +PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT = NULL; +PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT = NULL; + +PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT = NULL; + +PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT = NULL; +PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT = NULL; + +PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT = NULL; +PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT = NULL; +PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT = NULL; + +PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT = NULL; +PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT = NULL; + +PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT = NULL; +PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT = NULL; +PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT = NULL; + +PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT = NULL; +PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT = NULL; + +PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT = NULL; + +PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT = NULL; +PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT = NULL; +PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT = NULL; + +PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT = NULL; + +PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT = NULL; + +PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT = NULL; + +PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT = NULL; +PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT = NULL; +PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT = NULL; +PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT = NULL; +PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT = NULL; +PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT = NULL; + +PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT = NULL; +PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT = NULL; +PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT = NULL; +PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT = NULL; +PFNGLISTEXTUREEXTPROC __glewIsTextureEXT = NULL; +PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT = NULL; + +PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT = NULL; + +PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT = NULL; +PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT = NULL; +PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT = NULL; +PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT = NULL; +PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT = NULL; +PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT = NULL; + +PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT = NULL; + +PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT = NULL; +PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT = NULL; + +PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT = NULL; +PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT = NULL; +PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT = NULL; +PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT = NULL; +PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT = NULL; + +PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT = NULL; +PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT = NULL; +PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT = NULL; +PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT = NULL; +PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT = NULL; +PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT = NULL; +PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT = NULL; +PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT = NULL; + +PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT = NULL; +PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt = NULL; +PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT = NULL; + +PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT = NULL; +PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT = NULL; +PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT = NULL; +PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT = NULL; +PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT = NULL; +PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT = NULL; +PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT = NULL; +PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT = NULL; +PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT = NULL; +PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT = NULL; + +PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT = NULL; +PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT = NULL; +PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT = NULL; +PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT = NULL; +PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT = NULL; +PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT = NULL; +PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT = NULL; +PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT = NULL; +PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT = NULL; +PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT = NULL; +PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT = NULL; +PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT = NULL; +PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT = NULL; +PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT = NULL; +PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT = NULL; +PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT = NULL; +PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT = NULL; +PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT = NULL; +PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT = NULL; +PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT = NULL; +PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT = NULL; +PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT = NULL; +PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT = NULL; +PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT = NULL; +PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT = NULL; +PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT = NULL; +PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT = NULL; +PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT = NULL; +PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT = NULL; +PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT = NULL; +PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT = NULL; +PFNGLSWIZZLEEXTPROC __glewSwizzleEXT = NULL; +PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT = NULL; +PFNGLVARIANTBVEXTPROC __glewVariantbvEXT = NULL; +PFNGLVARIANTDVEXTPROC __glewVariantdvEXT = NULL; +PFNGLVARIANTFVEXTPROC __glewVariantfvEXT = NULL; +PFNGLVARIANTIVEXTPROC __glewVariantivEXT = NULL; +PFNGLVARIANTSVEXTPROC __glewVariantsvEXT = NULL; +PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT = NULL; +PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT = NULL; +PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT = NULL; +PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT = NULL; + +PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT = NULL; +PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT = NULL; +PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT = NULL; + +PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT = NULL; +PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT = NULL; + +PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT = NULL; + +PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT = NULL; + +PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY = NULL; + +PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY = NULL; + +PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP = NULL; +PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP = NULL; + +PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM = NULL; +PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM = NULL; + +PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM = NULL; +PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM = NULL; +PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM = NULL; +PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM = NULL; +PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM = NULL; +PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM = NULL; +PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM = NULL; +PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM = NULL; + +PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL = NULL; +PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL = NULL; +PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL = NULL; + +PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL = NULL; +PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL = NULL; +PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL = NULL; +PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL = NULL; + +PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL = NULL; +PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL = NULL; +PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL = NULL; +PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL = NULL; +PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL = NULL; +PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL = NULL; +PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL = NULL; +PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL = NULL; +PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL = NULL; +PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL = NULL; + +PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL = NULL; +PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL = NULL; + +PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR = NULL; + +PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback = NULL; +PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl = NULL; +PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert = NULL; +PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog = NULL; +PFNGLGETOBJECTLABELPROC __glewGetObjectLabel = NULL; +PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel = NULL; +PFNGLOBJECTLABELPROC __glewObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel = NULL; +PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup = NULL; +PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup = NULL; + +PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR = NULL; + +PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv = NULL; +PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv = NULL; +PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv = NULL; +PFNGLREADNPIXELSPROC __glewReadnPixels = NULL; + +PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled = NULL; +PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion = NULL; +PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion = NULL; +PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion = NULL; +PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion = NULL; + +PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA = NULL; + +PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA = NULL; +PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA = NULL; +PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA = NULL; +PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA = NULL; +PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA = NULL; +PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA = NULL; +PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA = NULL; +PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA = NULL; +PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA = NULL; +PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA = NULL; +PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA = NULL; +PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA = NULL; +PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA = NULL; +PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA = NULL; +PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA = NULL; +PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA = NULL; +PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA = NULL; +PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA = NULL; +PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA = NULL; +PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA = NULL; +PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA = NULL; +PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA = NULL; +PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA = NULL; +PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA = NULL; + +PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX = NULL; +PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX = NULL; + +PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX = NULL; +PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX = NULL; +PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX = NULL; + +PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV = NULL; +PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV = NULL; + +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV = NULL; + +PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV = NULL; +PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV = NULL; +PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV = NULL; +PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV = NULL; +PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV = NULL; +PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV = NULL; +PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV = NULL; + +PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV = NULL; +PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV = NULL; + +PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV = NULL; + +PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV = NULL; +PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV = NULL; +PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV = NULL; +PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV = NULL; +PFNGLCREATESTATESNVPROC __glewCreateStatesNV = NULL; +PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV = NULL; +PFNGLDELETESTATESNVPROC __glewDeleteStatesNV = NULL; +PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV = NULL; +PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV = NULL; +PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV = NULL; +PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV = NULL; +PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV = NULL; +PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV = NULL; +PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV = NULL; +PFNGLISSTATENVPROC __glewIsStateNV = NULL; +PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV = NULL; +PFNGLSTATECAPTURENVPROC __glewStateCaptureNV = NULL; + +PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV = NULL; +PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV = NULL; + +PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV = NULL; + +PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV = NULL; + +PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV = NULL; + +PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV = NULL; + +PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV = NULL; + +PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV = NULL; +PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV = NULL; +PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV = NULL; + +PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV = NULL; + +PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV = NULL; +PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV = NULL; + +PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV = NULL; + +PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV = NULL; +PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV = NULL; +PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV = NULL; +PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV = NULL; +PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV = NULL; + +PFNGLEVALMAPSNVPROC __glewEvalMapsNV = NULL; +PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV = NULL; +PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV = NULL; +PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV = NULL; +PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV = NULL; +PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV = NULL; +PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV = NULL; +PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV = NULL; +PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV = NULL; + +PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV = NULL; +PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV = NULL; +PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV = NULL; + +PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV = NULL; +PFNGLFINISHFENCENVPROC __glewFinishFenceNV = NULL; +PFNGLGENFENCESNVPROC __glewGenFencesNV = NULL; +PFNGLGETFENCEIVNVPROC __glewGetFenceivNV = NULL; +PFNGLISFENCENVPROC __glewIsFenceNV = NULL; +PFNGLSETFENCENVPROC __glewSetFenceNV = NULL; +PFNGLTESTFENCENVPROC __glewTestFenceNV = NULL; + +PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV = NULL; + +PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV = NULL; +PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV = NULL; + +PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV = NULL; + +PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV = NULL; + +PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV = NULL; + +PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV = NULL; + +PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV = NULL; +PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV = NULL; +PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV = NULL; +PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV = NULL; +PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV = NULL; +PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV = NULL; + +PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV = NULL; +PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV = NULL; +PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV = NULL; + +PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV = NULL; +PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV = NULL; +PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV = NULL; +PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV = NULL; +PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV = NULL; +PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV = NULL; +PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV = NULL; +PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV = NULL; +PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV = NULL; +PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV = NULL; +PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV = NULL; +PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV = NULL; +PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV = NULL; +PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV = NULL; +PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV = NULL; +PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV = NULL; +PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV = NULL; +PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV = NULL; +PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV = NULL; +PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV = NULL; +PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV = NULL; +PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV = NULL; +PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV = NULL; +PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV = NULL; +PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV = NULL; +PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV = NULL; +PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV = NULL; +PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV = NULL; +PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV = NULL; +PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV = NULL; +PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV = NULL; +PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV = NULL; +PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV = NULL; +PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV = NULL; + +PFNGLCOLOR3HNVPROC __glewColor3hNV = NULL; +PFNGLCOLOR3HVNVPROC __glewColor3hvNV = NULL; +PFNGLCOLOR4HNVPROC __glewColor4hNV = NULL; +PFNGLCOLOR4HVNVPROC __glewColor4hvNV = NULL; +PFNGLFOGCOORDHNVPROC __glewFogCoordhNV = NULL; +PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV = NULL; +PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV = NULL; +PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV = NULL; +PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV = NULL; +PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV = NULL; +PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV = NULL; +PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV = NULL; +PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV = NULL; +PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV = NULL; +PFNGLNORMAL3HNVPROC __glewNormal3hNV = NULL; +PFNGLNORMAL3HVNVPROC __glewNormal3hvNV = NULL; +PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV = NULL; +PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV = NULL; +PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV = NULL; +PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV = NULL; +PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV = NULL; +PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV = NULL; +PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV = NULL; +PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV = NULL; +PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV = NULL; +PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV = NULL; +PFNGLVERTEX2HNVPROC __glewVertex2hNV = NULL; +PFNGLVERTEX2HVNVPROC __glewVertex2hvNV = NULL; +PFNGLVERTEX3HNVPROC __glewVertex3hNV = NULL; +PFNGLVERTEX3HVNVPROC __glewVertex3hvNV = NULL; +PFNGLVERTEX4HNVPROC __glewVertex4hNV = NULL; +PFNGLVERTEX4HVNVPROC __glewVertex4hvNV = NULL; +PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV = NULL; +PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV = NULL; +PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV = NULL; +PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV = NULL; +PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV = NULL; +PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV = NULL; +PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV = NULL; +PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV = NULL; +PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV = NULL; +PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV = NULL; +PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV = NULL; +PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV = NULL; +PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV = NULL; +PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV = NULL; + +PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV = NULL; + +PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV = NULL; + +PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV = NULL; +PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV = NULL; +PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV = NULL; +PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV = NULL; +PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV = NULL; +PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV = NULL; + +PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV = NULL; +PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV = NULL; +PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV = NULL; +PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV = NULL; +PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV = NULL; +PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV = NULL; +PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV = NULL; + +PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV = NULL; + +PFNGLCOPYPATHNVPROC __glewCopyPathNV = NULL; +PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV = NULL; +PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV = NULL; +PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV = NULL; +PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV = NULL; +PFNGLDELETEPATHSNVPROC __glewDeletePathsNV = NULL; +PFNGLGENPATHSNVPROC __glewGenPathsNV = NULL; +PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV = NULL; +PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV = NULL; +PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV = NULL; +PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV = NULL; +PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV = NULL; +PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV = NULL; +PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV = NULL; +PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV = NULL; +PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV = NULL; +PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV = NULL; +PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV = NULL; +PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV = NULL; +PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV = NULL; +PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV = NULL; +PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV = NULL; +PFNGLISPATHNVPROC __glewIsPathNV = NULL; +PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV = NULL; +PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV = NULL; +PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV = NULL; +PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV = NULL; +PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV = NULL; +PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV = NULL; +PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV = NULL; +PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV = NULL; +PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV = NULL; +PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV = NULL; +PFNGLPATHCOORDSNVPROC __glewPathCoordsNV = NULL; +PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV = NULL; +PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV = NULL; +PFNGLPATHFOGGENNVPROC __glewPathFogGenNV = NULL; +PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV = NULL; +PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV = NULL; +PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV = NULL; +PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV = NULL; +PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV = NULL; +PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV = NULL; +PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV = NULL; +PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV = NULL; +PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV = NULL; +PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV = NULL; +PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV = NULL; +PFNGLPATHSTRINGNVPROC __glewPathStringNV = NULL; +PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV = NULL; +PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV = NULL; +PFNGLPATHTEXGENNVPROC __glewPathTexGenNV = NULL; +PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV = NULL; +PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV = NULL; +PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV = NULL; +PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV = NULL; +PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV = NULL; +PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV = NULL; +PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV = NULL; +PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV = NULL; + +PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV = NULL; +PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV = NULL; + +PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV = NULL; +PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV = NULL; + +PFNGLPOLYGONMODENVPROC __glewPolygonModeNV = NULL; + +PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV = NULL; +PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV = NULL; +PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV = NULL; +PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV = NULL; +PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV = NULL; +PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV = NULL; + +PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV = NULL; +PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV = NULL; + +PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV = NULL; +PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV = NULL; +PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV = NULL; +PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV = NULL; +PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV = NULL; +PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV = NULL; +PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV = NULL; +PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV = NULL; +PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV = NULL; + +PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV = NULL; +PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV = NULL; + +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV = NULL; + +PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV = NULL; +PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV = NULL; +PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV = NULL; +PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV = NULL; +PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV = NULL; +PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV = NULL; +PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV = NULL; +PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV = NULL; +PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV = NULL; +PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV = NULL; +PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV = NULL; +PFNGLUNIFORMUI64NVPROC __glewUniformui64NV = NULL; +PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV = NULL; + +PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV = NULL; +PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV = NULL; +PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV = NULL; +PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV = NULL; + +PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV = NULL; + +PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV = NULL; +PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV = NULL; + +PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV = NULL; +PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV = NULL; +PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV = NULL; +PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV = NULL; +PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV = NULL; +PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV = NULL; +PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV = NULL; +PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV = NULL; +PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV = NULL; + +PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV = NULL; +PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV = NULL; +PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV = NULL; +PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV = NULL; +PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV = NULL; +PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV = NULL; +PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV = NULL; + +PFNGLVDPAUFININVPROC __glewVDPAUFiniNV = NULL; +PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV = NULL; +PFNGLVDPAUINITNVPROC __glewVDPAUInitNV = NULL; +PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV = NULL; +PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV = NULL; +PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV = NULL; +PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV = NULL; +PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV = NULL; +PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV = NULL; +PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV = NULL; + +PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV = NULL; +PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV = NULL; + +PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV = NULL; +PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV = NULL; +PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV = NULL; +PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV = NULL; +PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV = NULL; +PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV = NULL; +PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV = NULL; +PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV = NULL; +PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV = NULL; +PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV = NULL; +PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV = NULL; +PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV = NULL; +PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV = NULL; +PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV = NULL; +PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV = NULL; +PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV = NULL; +PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV = NULL; +PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV = NULL; +PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV = NULL; + +PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV = NULL; +PFNGLCOLORFORMATNVPROC __glewColorFormatNV = NULL; +PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV = NULL; +PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV = NULL; +PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV = NULL; +PFNGLINDEXFORMATNVPROC __glewIndexFormatNV = NULL; +PFNGLNORMALFORMATNVPROC __glewNormalFormatNV = NULL; +PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV = NULL; +PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV = NULL; +PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV = NULL; +PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV = NULL; +PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV = NULL; + +PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV = NULL; +PFNGLBINDPROGRAMNVPROC __glewBindProgramNV = NULL; +PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV = NULL; +PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV = NULL; +PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV = NULL; +PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV = NULL; +PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV = NULL; +PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV = NULL; +PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV = NULL; +PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV = NULL; +PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV = NULL; +PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV = NULL; +PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV = NULL; +PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV = NULL; +PFNGLISPROGRAMNVPROC __glewIsProgramNV = NULL; +PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV = NULL; +PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV = NULL; +PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV = NULL; +PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV = NULL; +PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV = NULL; +PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV = NULL; +PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV = NULL; +PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV = NULL; +PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV = NULL; +PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV = NULL; +PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV = NULL; +PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV = NULL; +PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV = NULL; +PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV = NULL; +PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV = NULL; +PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV = NULL; +PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV = NULL; +PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV = NULL; +PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV = NULL; +PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV = NULL; +PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV = NULL; +PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV = NULL; +PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV = NULL; +PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV = NULL; +PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV = NULL; +PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV = NULL; +PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV = NULL; +PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV = NULL; +PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV = NULL; +PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV = NULL; +PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV = NULL; +PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV = NULL; +PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV = NULL; +PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV = NULL; +PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV = NULL; +PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV = NULL; +PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV = NULL; +PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV = NULL; +PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV = NULL; +PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV = NULL; +PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV = NULL; +PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV = NULL; +PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV = NULL; +PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV = NULL; +PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV = NULL; +PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV = NULL; +PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV = NULL; +PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV = NULL; +PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV = NULL; + +PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV = NULL; +PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV = NULL; +PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV = NULL; +PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV = NULL; +PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV = NULL; +PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV = NULL; + +PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV = NULL; +PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV = NULL; +PFNGLDISABLEINVPROC __glewDisableiNV = NULL; +PFNGLENABLEINVPROC __glewEnableiNV = NULL; +PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV = NULL; +PFNGLISENABLEDINVPROC __glewIsEnablediNV = NULL; +PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV = NULL; +PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV = NULL; +PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV = NULL; +PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV = NULL; +PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV = NULL; +PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV = NULL; + +PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV = NULL; + +PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR = NULL; + +PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR = NULL; + +PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM = NULL; + +PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM = NULL; +PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM = NULL; +PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM = NULL; +PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM = NULL; + +PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM = NULL; +PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM = NULL; +PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM = NULL; +PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM = NULL; +PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM = NULL; +PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM = NULL; +PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM = NULL; +PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM = NULL; + +PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM = NULL; +PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM = NULL; +PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM = NULL; +PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM = NULL; + +PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM = NULL; +PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM = NULL; + +PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM = NULL; + +PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM = NULL; +PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM = NULL; + +PFNGLALPHAFUNCXPROC __glewAlphaFuncx = NULL; +PFNGLCLEARCOLORXPROC __glewClearColorx = NULL; +PFNGLCLEARDEPTHXPROC __glewClearDepthx = NULL; +PFNGLCOLOR4XPROC __glewColor4x = NULL; +PFNGLDEPTHRANGEXPROC __glewDepthRangex = NULL; +PFNGLFOGXPROC __glewFogx = NULL; +PFNGLFOGXVPROC __glewFogxv = NULL; +PFNGLFRUSTUMFPROC __glewFrustumf = NULL; +PFNGLFRUSTUMXPROC __glewFrustumx = NULL; +PFNGLLIGHTMODELXPROC __glewLightModelx = NULL; +PFNGLLIGHTMODELXVPROC __glewLightModelxv = NULL; +PFNGLLIGHTXPROC __glewLightx = NULL; +PFNGLLIGHTXVPROC __glewLightxv = NULL; +PFNGLLINEWIDTHXPROC __glewLineWidthx = NULL; +PFNGLLOADMATRIXXPROC __glewLoadMatrixx = NULL; +PFNGLMATERIALXPROC __glewMaterialx = NULL; +PFNGLMATERIALXVPROC __glewMaterialxv = NULL; +PFNGLMULTMATRIXXPROC __glewMultMatrixx = NULL; +PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x = NULL; +PFNGLNORMAL3XPROC __glewNormal3x = NULL; +PFNGLORTHOFPROC __glewOrthof = NULL; +PFNGLORTHOXPROC __glewOrthox = NULL; +PFNGLPOINTSIZEXPROC __glewPointSizex = NULL; +PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx = NULL; +PFNGLROTATEXPROC __glewRotatex = NULL; +PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex = NULL; +PFNGLSCALEXPROC __glewScalex = NULL; +PFNGLTEXENVXPROC __glewTexEnvx = NULL; +PFNGLTEXENVXVPROC __glewTexEnvxv = NULL; +PFNGLTEXPARAMETERXPROC __glewTexParameterx = NULL; +PFNGLTRANSLATEXPROC __glewTranslatex = NULL; + +PFNGLCLIPPLANEFPROC __glewClipPlanef = NULL; +PFNGLCLIPPLANEXPROC __glewClipPlanex = NULL; +PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef = NULL; +PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex = NULL; +PFNGLGETFIXEDVPROC __glewGetFixedv = NULL; +PFNGLGETLIGHTXVPROC __glewGetLightxv = NULL; +PFNGLGETMATERIALXVPROC __glewGetMaterialxv = NULL; +PFNGLGETTEXENVXVPROC __glewGetTexEnvxv = NULL; +PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv = NULL; +PFNGLPOINTPARAMETERXPROC __glewPointParameterx = NULL; +PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv = NULL; +PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES = NULL; +PFNGLTEXPARAMETERXVPROC __glewTexParameterxv = NULL; + +PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL = NULL; + +PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL = NULL; +PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL = NULL; + +PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL = NULL; + +PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL = NULL; + +PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS = NULL; +PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS = NULL; + +PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS = NULL; +PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS = NULL; + +PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS = NULL; +PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS = NULL; + +PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS = NULL; +PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS = NULL; +PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS = NULL; +PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS = NULL; + +PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS = NULL; + +PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS = NULL; +PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS = NULL; + +PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS = NULL; +PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS = NULL; + +PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS = NULL; +PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS = NULL; + +PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX = NULL; +PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX = NULL; +PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX = NULL; +PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX = NULL; +PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX = NULL; +PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX = NULL; + +PFNGLADDRESSSPACEPROC __glewAddressSpace = NULL; +PFNGLDATAPIPEPROC __glewDataPipe = NULL; + +PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX = NULL; + +PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX = NULL; +PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX = NULL; + +PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX = NULL; + +PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX = NULL; +PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX = NULL; +PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX = NULL; +PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX = NULL; +PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX = NULL; +PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX = NULL; +PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX = NULL; +PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX = NULL; +PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX = NULL; +PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX = NULL; +PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX = NULL; +PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX = NULL; +PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX = NULL; + +PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX = NULL; + +PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX = NULL; + +PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX = NULL; +PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX = NULL; +PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX = NULL; +PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX = NULL; +PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX = NULL; +PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX = NULL; +PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv = NULL; +PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX = NULL; +PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX = NULL; +PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv = NULL; +PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX = NULL; + +PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX = NULL; +PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX = NULL; +PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX = NULL; +PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX = NULL; + +PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX = NULL; + +PFNGLDEFORMSGIXPROC __glewDeformSGIX = NULL; +PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX = NULL; + +PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX = NULL; +PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX = NULL; + +PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX = NULL; + +PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX = NULL; +PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX = NULL; +PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX = NULL; +PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX = NULL; + +PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX = NULL; + +PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX = NULL; +PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX = NULL; + +PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX = NULL; +PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX = NULL; +PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX = NULL; +PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX = NULL; +PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX = NULL; +PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX = NULL; + +PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI = NULL; +PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI = NULL; +PFNGLCOLORTABLESGIPROC __glewColorTableSGI = NULL; +PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI = NULL; +PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI = NULL; +PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI = NULL; +PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI = NULL; + +PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI = NULL; +PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI = NULL; +PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI = NULL; +PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI = NULL; +PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI = NULL; +PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI = NULL; + +PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX = NULL; + +PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN = NULL; +PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN = NULL; +PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN = NULL; +PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN = NULL; +PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN = NULL; +PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN = NULL; +PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN = NULL; +PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN = NULL; + +PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN = NULL; + +PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN = NULL; +PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN = NULL; +PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN = NULL; +PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN = NULL; +PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN = NULL; +PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN = NULL; +PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN = NULL; + +PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN = NULL; +PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN = NULL; +PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN = NULL; +PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN = NULL; +PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN = NULL; +PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN = NULL; +PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN = NULL; +PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN = NULL; + +PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN = NULL; + +GLboolean __GLEW_VERSION_1_1 = GL_FALSE; +GLboolean __GLEW_VERSION_1_2 = GL_FALSE; +GLboolean __GLEW_VERSION_1_2_1 = GL_FALSE; +GLboolean __GLEW_VERSION_1_3 = GL_FALSE; +GLboolean __GLEW_VERSION_1_4 = GL_FALSE; +GLboolean __GLEW_VERSION_1_5 = GL_FALSE; +GLboolean __GLEW_VERSION_2_0 = GL_FALSE; +GLboolean __GLEW_VERSION_2_1 = GL_FALSE; +GLboolean __GLEW_VERSION_3_0 = GL_FALSE; +GLboolean __GLEW_VERSION_3_1 = GL_FALSE; +GLboolean __GLEW_VERSION_3_2 = GL_FALSE; +GLboolean __GLEW_VERSION_3_3 = GL_FALSE; +GLboolean __GLEW_VERSION_4_0 = GL_FALSE; +GLboolean __GLEW_VERSION_4_1 = GL_FALSE; +GLboolean __GLEW_VERSION_4_2 = GL_FALSE; +GLboolean __GLEW_VERSION_4_3 = GL_FALSE; +GLboolean __GLEW_VERSION_4_4 = GL_FALSE; +GLboolean __GLEW_VERSION_4_5 = GL_FALSE; +GLboolean __GLEW_VERSION_4_6 = GL_FALSE; +GLboolean __GLEW_3DFX_multisample = GL_FALSE; +GLboolean __GLEW_3DFX_tbuffer = GL_FALSE; +GLboolean __GLEW_3DFX_texture_compression_FXT1 = GL_FALSE; +GLboolean __GLEW_AMD_blend_minmax_factor = GL_FALSE; +GLboolean __GLEW_AMD_compressed_3DC_texture = GL_FALSE; +GLboolean __GLEW_AMD_compressed_ATC_texture = GL_FALSE; +GLboolean __GLEW_AMD_conservative_depth = GL_FALSE; +GLboolean __GLEW_AMD_debug_output = GL_FALSE; +GLboolean __GLEW_AMD_depth_clamp_separate = GL_FALSE; +GLboolean __GLEW_AMD_draw_buffers_blend = GL_FALSE; +GLboolean __GLEW_AMD_framebuffer_sample_positions = GL_FALSE; +GLboolean __GLEW_AMD_gcn_shader = GL_FALSE; +GLboolean __GLEW_AMD_gpu_shader_half_float = GL_FALSE; +GLboolean __GLEW_AMD_gpu_shader_int16 = GL_FALSE; +GLboolean __GLEW_AMD_gpu_shader_int64 = GL_FALSE; +GLboolean __GLEW_AMD_interleaved_elements = GL_FALSE; +GLboolean __GLEW_AMD_multi_draw_indirect = GL_FALSE; +GLboolean __GLEW_AMD_name_gen_delete = GL_FALSE; +GLboolean __GLEW_AMD_occlusion_query_event = GL_FALSE; +GLboolean __GLEW_AMD_performance_monitor = GL_FALSE; +GLboolean __GLEW_AMD_pinned_memory = GL_FALSE; +GLboolean __GLEW_AMD_program_binary_Z400 = GL_FALSE; +GLboolean __GLEW_AMD_query_buffer_object = GL_FALSE; +GLboolean __GLEW_AMD_sample_positions = GL_FALSE; +GLboolean __GLEW_AMD_seamless_cubemap_per_texture = GL_FALSE; +GLboolean __GLEW_AMD_shader_atomic_counter_ops = GL_FALSE; +GLboolean __GLEW_AMD_shader_ballot = GL_FALSE; +GLboolean __GLEW_AMD_shader_explicit_vertex_parameter = GL_FALSE; +GLboolean __GLEW_AMD_shader_stencil_export = GL_FALSE; +GLboolean __GLEW_AMD_shader_stencil_value_export = GL_FALSE; +GLboolean __GLEW_AMD_shader_trinary_minmax = GL_FALSE; +GLboolean __GLEW_AMD_sparse_texture = GL_FALSE; +GLboolean __GLEW_AMD_stencil_operation_extended = GL_FALSE; +GLboolean __GLEW_AMD_texture_gather_bias_lod = GL_FALSE; +GLboolean __GLEW_AMD_texture_texture4 = GL_FALSE; +GLboolean __GLEW_AMD_transform_feedback3_lines_triangles = GL_FALSE; +GLboolean __GLEW_AMD_transform_feedback4 = GL_FALSE; +GLboolean __GLEW_AMD_vertex_shader_layer = GL_FALSE; +GLboolean __GLEW_AMD_vertex_shader_tessellator = GL_FALSE; +GLboolean __GLEW_AMD_vertex_shader_viewport_index = GL_FALSE; +GLboolean __GLEW_ANDROID_extension_pack_es31a = GL_FALSE; +GLboolean __GLEW_ANGLE_depth_texture = GL_FALSE; +GLboolean __GLEW_ANGLE_framebuffer_blit = GL_FALSE; +GLboolean __GLEW_ANGLE_framebuffer_multisample = GL_FALSE; +GLboolean __GLEW_ANGLE_instanced_arrays = GL_FALSE; +GLboolean __GLEW_ANGLE_pack_reverse_row_order = GL_FALSE; +GLboolean __GLEW_ANGLE_program_binary = GL_FALSE; +GLboolean __GLEW_ANGLE_texture_compression_dxt1 = GL_FALSE; +GLboolean __GLEW_ANGLE_texture_compression_dxt3 = GL_FALSE; +GLboolean __GLEW_ANGLE_texture_compression_dxt5 = GL_FALSE; +GLboolean __GLEW_ANGLE_texture_usage = GL_FALSE; +GLboolean __GLEW_ANGLE_timer_query = GL_FALSE; +GLboolean __GLEW_ANGLE_translated_shader_source = GL_FALSE; +GLboolean __GLEW_APPLE_aux_depth_stencil = GL_FALSE; +GLboolean __GLEW_APPLE_client_storage = GL_FALSE; +GLboolean __GLEW_APPLE_clip_distance = GL_FALSE; +GLboolean __GLEW_APPLE_color_buffer_packed_float = GL_FALSE; +GLboolean __GLEW_APPLE_copy_texture_levels = GL_FALSE; +GLboolean __GLEW_APPLE_element_array = GL_FALSE; +GLboolean __GLEW_APPLE_fence = GL_FALSE; +GLboolean __GLEW_APPLE_float_pixels = GL_FALSE; +GLboolean __GLEW_APPLE_flush_buffer_range = GL_FALSE; +GLboolean __GLEW_APPLE_framebuffer_multisample = GL_FALSE; +GLboolean __GLEW_APPLE_object_purgeable = GL_FALSE; +GLboolean __GLEW_APPLE_pixel_buffer = GL_FALSE; +GLboolean __GLEW_APPLE_rgb_422 = GL_FALSE; +GLboolean __GLEW_APPLE_row_bytes = GL_FALSE; +GLboolean __GLEW_APPLE_specular_vector = GL_FALSE; +GLboolean __GLEW_APPLE_sync = GL_FALSE; +GLboolean __GLEW_APPLE_texture_2D_limited_npot = GL_FALSE; +GLboolean __GLEW_APPLE_texture_format_BGRA8888 = GL_FALSE; +GLboolean __GLEW_APPLE_texture_max_level = GL_FALSE; +GLboolean __GLEW_APPLE_texture_packed_float = GL_FALSE; +GLboolean __GLEW_APPLE_texture_range = GL_FALSE; +GLboolean __GLEW_APPLE_transform_hint = GL_FALSE; +GLboolean __GLEW_APPLE_vertex_array_object = GL_FALSE; +GLboolean __GLEW_APPLE_vertex_array_range = GL_FALSE; +GLboolean __GLEW_APPLE_vertex_program_evaluators = GL_FALSE; +GLboolean __GLEW_APPLE_ycbcr_422 = GL_FALSE; +GLboolean __GLEW_ARB_ES2_compatibility = GL_FALSE; +GLboolean __GLEW_ARB_ES3_1_compatibility = GL_FALSE; +GLboolean __GLEW_ARB_ES3_2_compatibility = GL_FALSE; +GLboolean __GLEW_ARB_ES3_compatibility = GL_FALSE; +GLboolean __GLEW_ARB_arrays_of_arrays = GL_FALSE; +GLboolean __GLEW_ARB_base_instance = GL_FALSE; +GLboolean __GLEW_ARB_bindless_texture = GL_FALSE; +GLboolean __GLEW_ARB_blend_func_extended = GL_FALSE; +GLboolean __GLEW_ARB_buffer_storage = GL_FALSE; +GLboolean __GLEW_ARB_cl_event = GL_FALSE; +GLboolean __GLEW_ARB_clear_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_clear_texture = GL_FALSE; +GLboolean __GLEW_ARB_clip_control = GL_FALSE; +GLboolean __GLEW_ARB_color_buffer_float = GL_FALSE; +GLboolean __GLEW_ARB_compatibility = GL_FALSE; +GLboolean __GLEW_ARB_compressed_texture_pixel_storage = GL_FALSE; +GLboolean __GLEW_ARB_compute_shader = GL_FALSE; +GLboolean __GLEW_ARB_compute_variable_group_size = GL_FALSE; +GLboolean __GLEW_ARB_conditional_render_inverted = GL_FALSE; +GLboolean __GLEW_ARB_conservative_depth = GL_FALSE; +GLboolean __GLEW_ARB_copy_buffer = GL_FALSE; +GLboolean __GLEW_ARB_copy_image = GL_FALSE; +GLboolean __GLEW_ARB_cull_distance = GL_FALSE; +GLboolean __GLEW_ARB_debug_output = GL_FALSE; +GLboolean __GLEW_ARB_depth_buffer_float = GL_FALSE; +GLboolean __GLEW_ARB_depth_clamp = GL_FALSE; +GLboolean __GLEW_ARB_depth_texture = GL_FALSE; +GLboolean __GLEW_ARB_derivative_control = GL_FALSE; +GLboolean __GLEW_ARB_direct_state_access = GL_FALSE; +GLboolean __GLEW_ARB_draw_buffers = GL_FALSE; +GLboolean __GLEW_ARB_draw_buffers_blend = GL_FALSE; +GLboolean __GLEW_ARB_draw_elements_base_vertex = GL_FALSE; +GLboolean __GLEW_ARB_draw_indirect = GL_FALSE; +GLboolean __GLEW_ARB_draw_instanced = GL_FALSE; +GLboolean __GLEW_ARB_enhanced_layouts = GL_FALSE; +GLboolean __GLEW_ARB_explicit_attrib_location = GL_FALSE; +GLboolean __GLEW_ARB_explicit_uniform_location = GL_FALSE; +GLboolean __GLEW_ARB_fragment_coord_conventions = GL_FALSE; +GLboolean __GLEW_ARB_fragment_layer_viewport = GL_FALSE; +GLboolean __GLEW_ARB_fragment_program = GL_FALSE; +GLboolean __GLEW_ARB_fragment_program_shadow = GL_FALSE; +GLboolean __GLEW_ARB_fragment_shader = GL_FALSE; +GLboolean __GLEW_ARB_fragment_shader_interlock = GL_FALSE; +GLboolean __GLEW_ARB_framebuffer_no_attachments = GL_FALSE; +GLboolean __GLEW_ARB_framebuffer_object = GL_FALSE; +GLboolean __GLEW_ARB_framebuffer_sRGB = GL_FALSE; +GLboolean __GLEW_ARB_geometry_shader4 = GL_FALSE; +GLboolean __GLEW_ARB_get_program_binary = GL_FALSE; +GLboolean __GLEW_ARB_get_texture_sub_image = GL_FALSE; +GLboolean __GLEW_ARB_gl_spirv = GL_FALSE; +GLboolean __GLEW_ARB_gpu_shader5 = GL_FALSE; +GLboolean __GLEW_ARB_gpu_shader_fp64 = GL_FALSE; +GLboolean __GLEW_ARB_gpu_shader_int64 = GL_FALSE; +GLboolean __GLEW_ARB_half_float_pixel = GL_FALSE; +GLboolean __GLEW_ARB_half_float_vertex = GL_FALSE; +GLboolean __GLEW_ARB_imaging = GL_FALSE; +GLboolean __GLEW_ARB_indirect_parameters = GL_FALSE; +GLboolean __GLEW_ARB_instanced_arrays = GL_FALSE; +GLboolean __GLEW_ARB_internalformat_query = GL_FALSE; +GLboolean __GLEW_ARB_internalformat_query2 = GL_FALSE; +GLboolean __GLEW_ARB_invalidate_subdata = GL_FALSE; +GLboolean __GLEW_ARB_map_buffer_alignment = GL_FALSE; +GLboolean __GLEW_ARB_map_buffer_range = GL_FALSE; +GLboolean __GLEW_ARB_matrix_palette = GL_FALSE; +GLboolean __GLEW_ARB_multi_bind = GL_FALSE; +GLboolean __GLEW_ARB_multi_draw_indirect = GL_FALSE; +GLboolean __GLEW_ARB_multisample = GL_FALSE; +GLboolean __GLEW_ARB_multitexture = GL_FALSE; +GLboolean __GLEW_ARB_occlusion_query = GL_FALSE; +GLboolean __GLEW_ARB_occlusion_query2 = GL_FALSE; +GLboolean __GLEW_ARB_parallel_shader_compile = GL_FALSE; +GLboolean __GLEW_ARB_pipeline_statistics_query = GL_FALSE; +GLboolean __GLEW_ARB_pixel_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_point_parameters = GL_FALSE; +GLboolean __GLEW_ARB_point_sprite = GL_FALSE; +GLboolean __GLEW_ARB_polygon_offset_clamp = GL_FALSE; +GLboolean __GLEW_ARB_post_depth_coverage = GL_FALSE; +GLboolean __GLEW_ARB_program_interface_query = GL_FALSE; +GLboolean __GLEW_ARB_provoking_vertex = GL_FALSE; +GLboolean __GLEW_ARB_query_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_robust_buffer_access_behavior = GL_FALSE; +GLboolean __GLEW_ARB_robustness = GL_FALSE; +GLboolean __GLEW_ARB_robustness_application_isolation = GL_FALSE; +GLboolean __GLEW_ARB_robustness_share_group_isolation = GL_FALSE; +GLboolean __GLEW_ARB_sample_locations = GL_FALSE; +GLboolean __GLEW_ARB_sample_shading = GL_FALSE; +GLboolean __GLEW_ARB_sampler_objects = GL_FALSE; +GLboolean __GLEW_ARB_seamless_cube_map = GL_FALSE; +GLboolean __GLEW_ARB_seamless_cubemap_per_texture = GL_FALSE; +GLboolean __GLEW_ARB_separate_shader_objects = GL_FALSE; +GLboolean __GLEW_ARB_shader_atomic_counter_ops = GL_FALSE; +GLboolean __GLEW_ARB_shader_atomic_counters = GL_FALSE; +GLboolean __GLEW_ARB_shader_ballot = GL_FALSE; +GLboolean __GLEW_ARB_shader_bit_encoding = GL_FALSE; +GLboolean __GLEW_ARB_shader_clock = GL_FALSE; +GLboolean __GLEW_ARB_shader_draw_parameters = GL_FALSE; +GLboolean __GLEW_ARB_shader_group_vote = GL_FALSE; +GLboolean __GLEW_ARB_shader_image_load_store = GL_FALSE; +GLboolean __GLEW_ARB_shader_image_size = GL_FALSE; +GLboolean __GLEW_ARB_shader_objects = GL_FALSE; +GLboolean __GLEW_ARB_shader_precision = GL_FALSE; +GLboolean __GLEW_ARB_shader_stencil_export = GL_FALSE; +GLboolean __GLEW_ARB_shader_storage_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_shader_subroutine = GL_FALSE; +GLboolean __GLEW_ARB_shader_texture_image_samples = GL_FALSE; +GLboolean __GLEW_ARB_shader_texture_lod = GL_FALSE; +GLboolean __GLEW_ARB_shader_viewport_layer_array = GL_FALSE; +GLboolean __GLEW_ARB_shading_language_100 = GL_FALSE; +GLboolean __GLEW_ARB_shading_language_420pack = GL_FALSE; +GLboolean __GLEW_ARB_shading_language_include = GL_FALSE; +GLboolean __GLEW_ARB_shading_language_packing = GL_FALSE; +GLboolean __GLEW_ARB_shadow = GL_FALSE; +GLboolean __GLEW_ARB_shadow_ambient = GL_FALSE; +GLboolean __GLEW_ARB_sparse_buffer = GL_FALSE; +GLboolean __GLEW_ARB_sparse_texture = GL_FALSE; +GLboolean __GLEW_ARB_sparse_texture2 = GL_FALSE; +GLboolean __GLEW_ARB_sparse_texture_clamp = GL_FALSE; +GLboolean __GLEW_ARB_spirv_extensions = GL_FALSE; +GLboolean __GLEW_ARB_stencil_texturing = GL_FALSE; +GLboolean __GLEW_ARB_sync = GL_FALSE; +GLboolean __GLEW_ARB_tessellation_shader = GL_FALSE; +GLboolean __GLEW_ARB_texture_barrier = GL_FALSE; +GLboolean __GLEW_ARB_texture_border_clamp = GL_FALSE; +GLboolean __GLEW_ARB_texture_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_texture_buffer_object_rgb32 = GL_FALSE; +GLboolean __GLEW_ARB_texture_buffer_range = GL_FALSE; +GLboolean __GLEW_ARB_texture_compression = GL_FALSE; +GLboolean __GLEW_ARB_texture_compression_bptc = GL_FALSE; +GLboolean __GLEW_ARB_texture_compression_rgtc = GL_FALSE; +GLboolean __GLEW_ARB_texture_cube_map = GL_FALSE; +GLboolean __GLEW_ARB_texture_cube_map_array = GL_FALSE; +GLboolean __GLEW_ARB_texture_env_add = GL_FALSE; +GLboolean __GLEW_ARB_texture_env_combine = GL_FALSE; +GLboolean __GLEW_ARB_texture_env_crossbar = GL_FALSE; +GLboolean __GLEW_ARB_texture_env_dot3 = GL_FALSE; +GLboolean __GLEW_ARB_texture_filter_anisotropic = GL_FALSE; +GLboolean __GLEW_ARB_texture_filter_minmax = GL_FALSE; +GLboolean __GLEW_ARB_texture_float = GL_FALSE; +GLboolean __GLEW_ARB_texture_gather = GL_FALSE; +GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge = GL_FALSE; +GLboolean __GLEW_ARB_texture_mirrored_repeat = GL_FALSE; +GLboolean __GLEW_ARB_texture_multisample = GL_FALSE; +GLboolean __GLEW_ARB_texture_non_power_of_two = GL_FALSE; +GLboolean __GLEW_ARB_texture_query_levels = GL_FALSE; +GLboolean __GLEW_ARB_texture_query_lod = GL_FALSE; +GLboolean __GLEW_ARB_texture_rectangle = GL_FALSE; +GLboolean __GLEW_ARB_texture_rg = GL_FALSE; +GLboolean __GLEW_ARB_texture_rgb10_a2ui = GL_FALSE; +GLboolean __GLEW_ARB_texture_stencil8 = GL_FALSE; +GLboolean __GLEW_ARB_texture_storage = GL_FALSE; +GLboolean __GLEW_ARB_texture_storage_multisample = GL_FALSE; +GLboolean __GLEW_ARB_texture_swizzle = GL_FALSE; +GLboolean __GLEW_ARB_texture_view = GL_FALSE; +GLboolean __GLEW_ARB_timer_query = GL_FALSE; +GLboolean __GLEW_ARB_transform_feedback2 = GL_FALSE; +GLboolean __GLEW_ARB_transform_feedback3 = GL_FALSE; +GLboolean __GLEW_ARB_transform_feedback_instanced = GL_FALSE; +GLboolean __GLEW_ARB_transform_feedback_overflow_query = GL_FALSE; +GLboolean __GLEW_ARB_transpose_matrix = GL_FALSE; +GLboolean __GLEW_ARB_uniform_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_vertex_array_bgra = GL_FALSE; +GLboolean __GLEW_ARB_vertex_array_object = GL_FALSE; +GLboolean __GLEW_ARB_vertex_attrib_64bit = GL_FALSE; +GLboolean __GLEW_ARB_vertex_attrib_binding = GL_FALSE; +GLboolean __GLEW_ARB_vertex_blend = GL_FALSE; +GLboolean __GLEW_ARB_vertex_buffer_object = GL_FALSE; +GLboolean __GLEW_ARB_vertex_program = GL_FALSE; +GLboolean __GLEW_ARB_vertex_shader = GL_FALSE; +GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev = GL_FALSE; +GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev = GL_FALSE; +GLboolean __GLEW_ARB_viewport_array = GL_FALSE; +GLboolean __GLEW_ARB_window_pos = GL_FALSE; +GLboolean __GLEW_ARM_mali_program_binary = GL_FALSE; +GLboolean __GLEW_ARM_mali_shader_binary = GL_FALSE; +GLboolean __GLEW_ARM_rgba8 = GL_FALSE; +GLboolean __GLEW_ARM_shader_framebuffer_fetch = GL_FALSE; +GLboolean __GLEW_ARM_shader_framebuffer_fetch_depth_stencil = GL_FALSE; +GLboolean __GLEW_ATIX_point_sprites = GL_FALSE; +GLboolean __GLEW_ATIX_texture_env_combine3 = GL_FALSE; +GLboolean __GLEW_ATIX_texture_env_route = GL_FALSE; +GLboolean __GLEW_ATIX_vertex_shader_output_point_size = GL_FALSE; +GLboolean __GLEW_ATI_draw_buffers = GL_FALSE; +GLboolean __GLEW_ATI_element_array = GL_FALSE; +GLboolean __GLEW_ATI_envmap_bumpmap = GL_FALSE; +GLboolean __GLEW_ATI_fragment_shader = GL_FALSE; +GLboolean __GLEW_ATI_map_object_buffer = GL_FALSE; +GLboolean __GLEW_ATI_meminfo = GL_FALSE; +GLboolean __GLEW_ATI_pn_triangles = GL_FALSE; +GLboolean __GLEW_ATI_separate_stencil = GL_FALSE; +GLboolean __GLEW_ATI_shader_texture_lod = GL_FALSE; +GLboolean __GLEW_ATI_text_fragment_shader = GL_FALSE; +GLboolean __GLEW_ATI_texture_compression_3dc = GL_FALSE; +GLboolean __GLEW_ATI_texture_env_combine3 = GL_FALSE; +GLboolean __GLEW_ATI_texture_float = GL_FALSE; +GLboolean __GLEW_ATI_texture_mirror_once = GL_FALSE; +GLboolean __GLEW_ATI_vertex_array_object = GL_FALSE; +GLboolean __GLEW_ATI_vertex_attrib_array_object = GL_FALSE; +GLboolean __GLEW_ATI_vertex_streams = GL_FALSE; +GLboolean __GLEW_EGL_KHR_context_flush_control = GL_FALSE; +GLboolean __GLEW_EGL_NV_robustness_video_memory_purge = GL_FALSE; +GLboolean __GLEW_EXT_422_pixels = GL_FALSE; +GLboolean __GLEW_EXT_Cg_shader = GL_FALSE; +GLboolean __GLEW_EXT_EGL_image_array = GL_FALSE; +GLboolean __GLEW_EXT_YUV_target = GL_FALSE; +GLboolean __GLEW_EXT_abgr = GL_FALSE; +GLboolean __GLEW_EXT_base_instance = GL_FALSE; +GLboolean __GLEW_EXT_bgra = GL_FALSE; +GLboolean __GLEW_EXT_bindable_uniform = GL_FALSE; +GLboolean __GLEW_EXT_blend_color = GL_FALSE; +GLboolean __GLEW_EXT_blend_equation_separate = GL_FALSE; +GLboolean __GLEW_EXT_blend_func_extended = GL_FALSE; +GLboolean __GLEW_EXT_blend_func_separate = GL_FALSE; +GLboolean __GLEW_EXT_blend_logic_op = GL_FALSE; +GLboolean __GLEW_EXT_blend_minmax = GL_FALSE; +GLboolean __GLEW_EXT_blend_subtract = GL_FALSE; +GLboolean __GLEW_EXT_buffer_storage = GL_FALSE; +GLboolean __GLEW_EXT_clear_texture = GL_FALSE; +GLboolean __GLEW_EXT_clip_cull_distance = GL_FALSE; +GLboolean __GLEW_EXT_clip_volume_hint = GL_FALSE; +GLboolean __GLEW_EXT_cmyka = GL_FALSE; +GLboolean __GLEW_EXT_color_buffer_float = GL_FALSE; +GLboolean __GLEW_EXT_color_buffer_half_float = GL_FALSE; +GLboolean __GLEW_EXT_color_subtable = GL_FALSE; +GLboolean __GLEW_EXT_compiled_vertex_array = GL_FALSE; +GLboolean __GLEW_EXT_compressed_ETC1_RGB8_sub_texture = GL_FALSE; +GLboolean __GLEW_EXT_conservative_depth = GL_FALSE; +GLboolean __GLEW_EXT_convolution = GL_FALSE; +GLboolean __GLEW_EXT_coordinate_frame = GL_FALSE; +GLboolean __GLEW_EXT_copy_image = GL_FALSE; +GLboolean __GLEW_EXT_copy_texture = GL_FALSE; +GLboolean __GLEW_EXT_cull_vertex = GL_FALSE; +GLboolean __GLEW_EXT_debug_label = GL_FALSE; +GLboolean __GLEW_EXT_debug_marker = GL_FALSE; +GLboolean __GLEW_EXT_depth_bounds_test = GL_FALSE; +GLboolean __GLEW_EXT_direct_state_access = GL_FALSE; +GLboolean __GLEW_EXT_discard_framebuffer = GL_FALSE; +GLboolean __GLEW_EXT_draw_buffers = GL_FALSE; +GLboolean __GLEW_EXT_draw_buffers2 = GL_FALSE; +GLboolean __GLEW_EXT_draw_buffers_indexed = GL_FALSE; +GLboolean __GLEW_EXT_draw_elements_base_vertex = GL_FALSE; +GLboolean __GLEW_EXT_draw_instanced = GL_FALSE; +GLboolean __GLEW_EXT_draw_range_elements = GL_FALSE; +GLboolean __GLEW_EXT_external_buffer = GL_FALSE; +GLboolean __GLEW_EXT_float_blend = GL_FALSE; +GLboolean __GLEW_EXT_fog_coord = GL_FALSE; +GLboolean __GLEW_EXT_frag_depth = GL_FALSE; +GLboolean __GLEW_EXT_fragment_lighting = GL_FALSE; +GLboolean __GLEW_EXT_framebuffer_blit = GL_FALSE; +GLboolean __GLEW_EXT_framebuffer_multisample = GL_FALSE; +GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled = GL_FALSE; +GLboolean __GLEW_EXT_framebuffer_object = GL_FALSE; +GLboolean __GLEW_EXT_framebuffer_sRGB = GL_FALSE; +GLboolean __GLEW_EXT_geometry_point_size = GL_FALSE; +GLboolean __GLEW_EXT_geometry_shader = GL_FALSE; +GLboolean __GLEW_EXT_geometry_shader4 = GL_FALSE; +GLboolean __GLEW_EXT_gpu_program_parameters = GL_FALSE; +GLboolean __GLEW_EXT_gpu_shader4 = GL_FALSE; +GLboolean __GLEW_EXT_gpu_shader5 = GL_FALSE; +GLboolean __GLEW_EXT_histogram = GL_FALSE; +GLboolean __GLEW_EXT_index_array_formats = GL_FALSE; +GLboolean __GLEW_EXT_index_func = GL_FALSE; +GLboolean __GLEW_EXT_index_material = GL_FALSE; +GLboolean __GLEW_EXT_index_texture = GL_FALSE; +GLboolean __GLEW_EXT_instanced_arrays = GL_FALSE; +GLboolean __GLEW_EXT_light_texture = GL_FALSE; +GLboolean __GLEW_EXT_map_buffer_range = GL_FALSE; +GLboolean __GLEW_EXT_memory_object = GL_FALSE; +GLboolean __GLEW_EXT_memory_object_fd = GL_FALSE; +GLboolean __GLEW_EXT_memory_object_win32 = GL_FALSE; +GLboolean __GLEW_EXT_misc_attribute = GL_FALSE; +GLboolean __GLEW_EXT_multi_draw_arrays = GL_FALSE; +GLboolean __GLEW_EXT_multi_draw_indirect = GL_FALSE; +GLboolean __GLEW_EXT_multiple_textures = GL_FALSE; +GLboolean __GLEW_EXT_multisample = GL_FALSE; +GLboolean __GLEW_EXT_multisample_compatibility = GL_FALSE; +GLboolean __GLEW_EXT_multisampled_render_to_texture = GL_FALSE; +GLboolean __GLEW_EXT_multisampled_render_to_texture2 = GL_FALSE; +GLboolean __GLEW_EXT_multiview_draw_buffers = GL_FALSE; +GLboolean __GLEW_EXT_packed_depth_stencil = GL_FALSE; +GLboolean __GLEW_EXT_packed_float = GL_FALSE; +GLboolean __GLEW_EXT_packed_pixels = GL_FALSE; +GLboolean __GLEW_EXT_paletted_texture = GL_FALSE; +GLboolean __GLEW_EXT_pixel_buffer_object = GL_FALSE; +GLboolean __GLEW_EXT_pixel_transform = GL_FALSE; +GLboolean __GLEW_EXT_pixel_transform_color_table = GL_FALSE; +GLboolean __GLEW_EXT_point_parameters = GL_FALSE; +GLboolean __GLEW_EXT_polygon_offset = GL_FALSE; +GLboolean __GLEW_EXT_polygon_offset_clamp = GL_FALSE; +GLboolean __GLEW_EXT_post_depth_coverage = GL_FALSE; +GLboolean __GLEW_EXT_provoking_vertex = GL_FALSE; +GLboolean __GLEW_EXT_pvrtc_sRGB = GL_FALSE; +GLboolean __GLEW_EXT_raster_multisample = GL_FALSE; +GLboolean __GLEW_EXT_read_format_bgra = GL_FALSE; +GLboolean __GLEW_EXT_render_snorm = GL_FALSE; +GLboolean __GLEW_EXT_rescale_normal = GL_FALSE; +GLboolean __GLEW_EXT_sRGB = GL_FALSE; +GLboolean __GLEW_EXT_sRGB_write_control = GL_FALSE; +GLboolean __GLEW_EXT_scene_marker = GL_FALSE; +GLboolean __GLEW_EXT_secondary_color = GL_FALSE; +GLboolean __GLEW_EXT_semaphore = GL_FALSE; +GLboolean __GLEW_EXT_semaphore_fd = GL_FALSE; +GLboolean __GLEW_EXT_semaphore_win32 = GL_FALSE; +GLboolean __GLEW_EXT_separate_shader_objects = GL_FALSE; +GLboolean __GLEW_EXT_separate_specular_color = GL_FALSE; +GLboolean __GLEW_EXT_shader_framebuffer_fetch = GL_FALSE; +GLboolean __GLEW_EXT_shader_group_vote = GL_FALSE; +GLboolean __GLEW_EXT_shader_image_load_formatted = GL_FALSE; +GLboolean __GLEW_EXT_shader_image_load_store = GL_FALSE; +GLboolean __GLEW_EXT_shader_implicit_conversions = GL_FALSE; +GLboolean __GLEW_EXT_shader_integer_mix = GL_FALSE; +GLboolean __GLEW_EXT_shader_io_blocks = GL_FALSE; +GLboolean __GLEW_EXT_shader_non_constant_global_initializers = GL_FALSE; +GLboolean __GLEW_EXT_shader_pixel_local_storage = GL_FALSE; +GLboolean __GLEW_EXT_shader_pixel_local_storage2 = GL_FALSE; +GLboolean __GLEW_EXT_shader_texture_lod = GL_FALSE; +GLboolean __GLEW_EXT_shadow_funcs = GL_FALSE; +GLboolean __GLEW_EXT_shadow_samplers = GL_FALSE; +GLboolean __GLEW_EXT_shared_texture_palette = GL_FALSE; +GLboolean __GLEW_EXT_sparse_texture = GL_FALSE; +GLboolean __GLEW_EXT_sparse_texture2 = GL_FALSE; +GLboolean __GLEW_EXT_stencil_clear_tag = GL_FALSE; +GLboolean __GLEW_EXT_stencil_two_side = GL_FALSE; +GLboolean __GLEW_EXT_stencil_wrap = GL_FALSE; +GLboolean __GLEW_EXT_subtexture = GL_FALSE; +GLboolean __GLEW_EXT_texture = GL_FALSE; +GLboolean __GLEW_EXT_texture3D = GL_FALSE; +GLboolean __GLEW_EXT_texture_array = GL_FALSE; +GLboolean __GLEW_EXT_texture_buffer_object = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_astc_decode_mode = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_bptc = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_dxt1 = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_latc = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_rgtc = GL_FALSE; +GLboolean __GLEW_EXT_texture_compression_s3tc = GL_FALSE; +GLboolean __GLEW_EXT_texture_cube_map = GL_FALSE; +GLboolean __GLEW_EXT_texture_cube_map_array = GL_FALSE; +GLboolean __GLEW_EXT_texture_edge_clamp = GL_FALSE; +GLboolean __GLEW_EXT_texture_env = GL_FALSE; +GLboolean __GLEW_EXT_texture_env_add = GL_FALSE; +GLboolean __GLEW_EXT_texture_env_combine = GL_FALSE; +GLboolean __GLEW_EXT_texture_env_dot3 = GL_FALSE; +GLboolean __GLEW_EXT_texture_filter_anisotropic = GL_FALSE; +GLboolean __GLEW_EXT_texture_filter_minmax = GL_FALSE; +GLboolean __GLEW_EXT_texture_format_BGRA8888 = GL_FALSE; +GLboolean __GLEW_EXT_texture_integer = GL_FALSE; +GLboolean __GLEW_EXT_texture_lod_bias = GL_FALSE; +GLboolean __GLEW_EXT_texture_mirror_clamp = GL_FALSE; +GLboolean __GLEW_EXT_texture_norm16 = GL_FALSE; +GLboolean __GLEW_EXT_texture_object = GL_FALSE; +GLboolean __GLEW_EXT_texture_perturb_normal = GL_FALSE; +GLboolean __GLEW_EXT_texture_rectangle = GL_FALSE; +GLboolean __GLEW_EXT_texture_rg = GL_FALSE; +GLboolean __GLEW_EXT_texture_sRGB = GL_FALSE; +GLboolean __GLEW_EXT_texture_sRGB_R8 = GL_FALSE; +GLboolean __GLEW_EXT_texture_sRGB_RG8 = GL_FALSE; +GLboolean __GLEW_EXT_texture_sRGB_decode = GL_FALSE; +GLboolean __GLEW_EXT_texture_shared_exponent = GL_FALSE; +GLboolean __GLEW_EXT_texture_snorm = GL_FALSE; +GLboolean __GLEW_EXT_texture_storage = GL_FALSE; +GLboolean __GLEW_EXT_texture_swizzle = GL_FALSE; +GLboolean __GLEW_EXT_texture_type_2_10_10_10_REV = GL_FALSE; +GLboolean __GLEW_EXT_texture_view = GL_FALSE; +GLboolean __GLEW_EXT_timer_query = GL_FALSE; +GLboolean __GLEW_EXT_transform_feedback = GL_FALSE; +GLboolean __GLEW_EXT_unpack_subimage = GL_FALSE; +GLboolean __GLEW_EXT_vertex_array = GL_FALSE; +GLboolean __GLEW_EXT_vertex_array_bgra = GL_FALSE; +GLboolean __GLEW_EXT_vertex_array_setXXX = GL_FALSE; +GLboolean __GLEW_EXT_vertex_attrib_64bit = GL_FALSE; +GLboolean __GLEW_EXT_vertex_shader = GL_FALSE; +GLboolean __GLEW_EXT_vertex_weighting = GL_FALSE; +GLboolean __GLEW_EXT_win32_keyed_mutex = GL_FALSE; +GLboolean __GLEW_EXT_window_rectangles = GL_FALSE; +GLboolean __GLEW_EXT_x11_sync_object = GL_FALSE; +GLboolean __GLEW_GREMEDY_frame_terminator = GL_FALSE; +GLboolean __GLEW_GREMEDY_string_marker = GL_FALSE; +GLboolean __GLEW_HP_convolution_border_modes = GL_FALSE; +GLboolean __GLEW_HP_image_transform = GL_FALSE; +GLboolean __GLEW_HP_occlusion_test = GL_FALSE; +GLboolean __GLEW_HP_texture_lighting = GL_FALSE; +GLboolean __GLEW_IBM_cull_vertex = GL_FALSE; +GLboolean __GLEW_IBM_multimode_draw_arrays = GL_FALSE; +GLboolean __GLEW_IBM_rasterpos_clip = GL_FALSE; +GLboolean __GLEW_IBM_static_data = GL_FALSE; +GLboolean __GLEW_IBM_texture_mirrored_repeat = GL_FALSE; +GLboolean __GLEW_IBM_vertex_array_lists = GL_FALSE; +GLboolean __GLEW_INGR_color_clamp = GL_FALSE; +GLboolean __GLEW_INGR_interlace_read = GL_FALSE; +GLboolean __GLEW_INTEL_conservative_rasterization = GL_FALSE; +GLboolean __GLEW_INTEL_fragment_shader_ordering = GL_FALSE; +GLboolean __GLEW_INTEL_framebuffer_CMAA = GL_FALSE; +GLboolean __GLEW_INTEL_map_texture = GL_FALSE; +GLboolean __GLEW_INTEL_parallel_arrays = GL_FALSE; +GLboolean __GLEW_INTEL_performance_query = GL_FALSE; +GLboolean __GLEW_INTEL_texture_scissor = GL_FALSE; +GLboolean __GLEW_KHR_blend_equation_advanced = GL_FALSE; +GLboolean __GLEW_KHR_blend_equation_advanced_coherent = GL_FALSE; +GLboolean __GLEW_KHR_context_flush_control = GL_FALSE; +GLboolean __GLEW_KHR_debug = GL_FALSE; +GLboolean __GLEW_KHR_no_error = GL_FALSE; +GLboolean __GLEW_KHR_parallel_shader_compile = GL_FALSE; +GLboolean __GLEW_KHR_robust_buffer_access_behavior = GL_FALSE; +GLboolean __GLEW_KHR_robustness = GL_FALSE; +GLboolean __GLEW_KHR_texture_compression_astc_hdr = GL_FALSE; +GLboolean __GLEW_KHR_texture_compression_astc_ldr = GL_FALSE; +GLboolean __GLEW_KHR_texture_compression_astc_sliced_3d = GL_FALSE; +GLboolean __GLEW_KTX_buffer_region = GL_FALSE; +GLboolean __GLEW_MESAX_texture_stack = GL_FALSE; +GLboolean __GLEW_MESA_pack_invert = GL_FALSE; +GLboolean __GLEW_MESA_resize_buffers = GL_FALSE; +GLboolean __GLEW_MESA_shader_integer_functions = GL_FALSE; +GLboolean __GLEW_MESA_window_pos = GL_FALSE; +GLboolean __GLEW_MESA_ycbcr_texture = GL_FALSE; +GLboolean __GLEW_NVX_blend_equation_advanced_multi_draw_buffers = GL_FALSE; +GLboolean __GLEW_NVX_conditional_render = GL_FALSE; +GLboolean __GLEW_NVX_gpu_memory_info = GL_FALSE; +GLboolean __GLEW_NVX_linked_gpu_multicast = GL_FALSE; +GLboolean __GLEW_NV_3dvision_settings = GL_FALSE; +GLboolean __GLEW_NV_EGL_stream_consumer_external = GL_FALSE; +GLboolean __GLEW_NV_alpha_to_coverage_dither_control = GL_FALSE; +GLboolean __GLEW_NV_bgr = GL_FALSE; +GLboolean __GLEW_NV_bindless_multi_draw_indirect = GL_FALSE; +GLboolean __GLEW_NV_bindless_multi_draw_indirect_count = GL_FALSE; +GLboolean __GLEW_NV_bindless_texture = GL_FALSE; +GLboolean __GLEW_NV_blend_equation_advanced = GL_FALSE; +GLboolean __GLEW_NV_blend_equation_advanced_coherent = GL_FALSE; +GLboolean __GLEW_NV_blend_minmax_factor = GL_FALSE; +GLboolean __GLEW_NV_blend_square = GL_FALSE; +GLboolean __GLEW_NV_clip_space_w_scaling = GL_FALSE; +GLboolean __GLEW_NV_command_list = GL_FALSE; +GLboolean __GLEW_NV_compute_program5 = GL_FALSE; +GLboolean __GLEW_NV_conditional_render = GL_FALSE; +GLboolean __GLEW_NV_conservative_raster = GL_FALSE; +GLboolean __GLEW_NV_conservative_raster_dilate = GL_FALSE; +GLboolean __GLEW_NV_conservative_raster_pre_snap_triangles = GL_FALSE; +GLboolean __GLEW_NV_copy_buffer = GL_FALSE; +GLboolean __GLEW_NV_copy_depth_to_color = GL_FALSE; +GLboolean __GLEW_NV_copy_image = GL_FALSE; +GLboolean __GLEW_NV_deep_texture3D = GL_FALSE; +GLboolean __GLEW_NV_depth_buffer_float = GL_FALSE; +GLboolean __GLEW_NV_depth_clamp = GL_FALSE; +GLboolean __GLEW_NV_depth_range_unclamped = GL_FALSE; +GLboolean __GLEW_NV_draw_buffers = GL_FALSE; +GLboolean __GLEW_NV_draw_instanced = GL_FALSE; +GLboolean __GLEW_NV_draw_texture = GL_FALSE; +GLboolean __GLEW_NV_draw_vulkan_image = GL_FALSE; +GLboolean __GLEW_NV_evaluators = GL_FALSE; +GLboolean __GLEW_NV_explicit_attrib_location = GL_FALSE; +GLboolean __GLEW_NV_explicit_multisample = GL_FALSE; +GLboolean __GLEW_NV_fbo_color_attachments = GL_FALSE; +GLboolean __GLEW_NV_fence = GL_FALSE; +GLboolean __GLEW_NV_fill_rectangle = GL_FALSE; +GLboolean __GLEW_NV_float_buffer = GL_FALSE; +GLboolean __GLEW_NV_fog_distance = GL_FALSE; +GLboolean __GLEW_NV_fragment_coverage_to_color = GL_FALSE; +GLboolean __GLEW_NV_fragment_program = GL_FALSE; +GLboolean __GLEW_NV_fragment_program2 = GL_FALSE; +GLboolean __GLEW_NV_fragment_program4 = GL_FALSE; +GLboolean __GLEW_NV_fragment_program_option = GL_FALSE; +GLboolean __GLEW_NV_fragment_shader_interlock = GL_FALSE; +GLboolean __GLEW_NV_framebuffer_blit = GL_FALSE; +GLboolean __GLEW_NV_framebuffer_mixed_samples = GL_FALSE; +GLboolean __GLEW_NV_framebuffer_multisample = GL_FALSE; +GLboolean __GLEW_NV_framebuffer_multisample_coverage = GL_FALSE; +GLboolean __GLEW_NV_generate_mipmap_sRGB = GL_FALSE; +GLboolean __GLEW_NV_geometry_program4 = GL_FALSE; +GLboolean __GLEW_NV_geometry_shader4 = GL_FALSE; +GLboolean __GLEW_NV_geometry_shader_passthrough = GL_FALSE; +GLboolean __GLEW_NV_gpu_multicast = GL_FALSE; +GLboolean __GLEW_NV_gpu_program4 = GL_FALSE; +GLboolean __GLEW_NV_gpu_program5 = GL_FALSE; +GLboolean __GLEW_NV_gpu_program5_mem_extended = GL_FALSE; +GLboolean __GLEW_NV_gpu_program_fp64 = GL_FALSE; +GLboolean __GLEW_NV_gpu_shader5 = GL_FALSE; +GLboolean __GLEW_NV_half_float = GL_FALSE; +GLboolean __GLEW_NV_image_formats = GL_FALSE; +GLboolean __GLEW_NV_instanced_arrays = GL_FALSE; +GLboolean __GLEW_NV_internalformat_sample_query = GL_FALSE; +GLboolean __GLEW_NV_light_max_exponent = GL_FALSE; +GLboolean __GLEW_NV_multisample_coverage = GL_FALSE; +GLboolean __GLEW_NV_multisample_filter_hint = GL_FALSE; +GLboolean __GLEW_NV_non_square_matrices = GL_FALSE; +GLboolean __GLEW_NV_occlusion_query = GL_FALSE; +GLboolean __GLEW_NV_pack_subimage = GL_FALSE; +GLboolean __GLEW_NV_packed_depth_stencil = GL_FALSE; +GLboolean __GLEW_NV_packed_float = GL_FALSE; +GLboolean __GLEW_NV_packed_float_linear = GL_FALSE; +GLboolean __GLEW_NV_parameter_buffer_object = GL_FALSE; +GLboolean __GLEW_NV_parameter_buffer_object2 = GL_FALSE; +GLboolean __GLEW_NV_path_rendering = GL_FALSE; +GLboolean __GLEW_NV_path_rendering_shared_edge = GL_FALSE; +GLboolean __GLEW_NV_pixel_buffer_object = GL_FALSE; +GLboolean __GLEW_NV_pixel_data_range = GL_FALSE; +GLboolean __GLEW_NV_platform_binary = GL_FALSE; +GLboolean __GLEW_NV_point_sprite = GL_FALSE; +GLboolean __GLEW_NV_polygon_mode = GL_FALSE; +GLboolean __GLEW_NV_present_video = GL_FALSE; +GLboolean __GLEW_NV_primitive_restart = GL_FALSE; +GLboolean __GLEW_NV_read_depth = GL_FALSE; +GLboolean __GLEW_NV_read_depth_stencil = GL_FALSE; +GLboolean __GLEW_NV_read_stencil = GL_FALSE; +GLboolean __GLEW_NV_register_combiners = GL_FALSE; +GLboolean __GLEW_NV_register_combiners2 = GL_FALSE; +GLboolean __GLEW_NV_robustness_video_memory_purge = GL_FALSE; +GLboolean __GLEW_NV_sRGB_formats = GL_FALSE; +GLboolean __GLEW_NV_sample_locations = GL_FALSE; +GLboolean __GLEW_NV_sample_mask_override_coverage = GL_FALSE; +GLboolean __GLEW_NV_shader_atomic_counters = GL_FALSE; +GLboolean __GLEW_NV_shader_atomic_float = GL_FALSE; +GLboolean __GLEW_NV_shader_atomic_float64 = GL_FALSE; +GLboolean __GLEW_NV_shader_atomic_fp16_vector = GL_FALSE; +GLboolean __GLEW_NV_shader_atomic_int64 = GL_FALSE; +GLboolean __GLEW_NV_shader_buffer_load = GL_FALSE; +GLboolean __GLEW_NV_shader_noperspective_interpolation = GL_FALSE; +GLboolean __GLEW_NV_shader_storage_buffer_object = GL_FALSE; +GLboolean __GLEW_NV_shader_thread_group = GL_FALSE; +GLboolean __GLEW_NV_shader_thread_shuffle = GL_FALSE; +GLboolean __GLEW_NV_shadow_samplers_array = GL_FALSE; +GLboolean __GLEW_NV_shadow_samplers_cube = GL_FALSE; +GLboolean __GLEW_NV_stereo_view_rendering = GL_FALSE; +GLboolean __GLEW_NV_tessellation_program5 = GL_FALSE; +GLboolean __GLEW_NV_texgen_emboss = GL_FALSE; +GLboolean __GLEW_NV_texgen_reflection = GL_FALSE; +GLboolean __GLEW_NV_texture_array = GL_FALSE; +GLboolean __GLEW_NV_texture_barrier = GL_FALSE; +GLboolean __GLEW_NV_texture_border_clamp = GL_FALSE; +GLboolean __GLEW_NV_texture_compression_latc = GL_FALSE; +GLboolean __GLEW_NV_texture_compression_s3tc = GL_FALSE; +GLboolean __GLEW_NV_texture_compression_s3tc_update = GL_FALSE; +GLboolean __GLEW_NV_texture_compression_vtc = GL_FALSE; +GLboolean __GLEW_NV_texture_env_combine4 = GL_FALSE; +GLboolean __GLEW_NV_texture_expand_normal = GL_FALSE; +GLboolean __GLEW_NV_texture_multisample = GL_FALSE; +GLboolean __GLEW_NV_texture_npot_2D_mipmap = GL_FALSE; +GLboolean __GLEW_NV_texture_rectangle = GL_FALSE; +GLboolean __GLEW_NV_texture_rectangle_compressed = GL_FALSE; +GLboolean __GLEW_NV_texture_shader = GL_FALSE; +GLboolean __GLEW_NV_texture_shader2 = GL_FALSE; +GLboolean __GLEW_NV_texture_shader3 = GL_FALSE; +GLboolean __GLEW_NV_transform_feedback = GL_FALSE; +GLboolean __GLEW_NV_transform_feedback2 = GL_FALSE; +GLboolean __GLEW_NV_uniform_buffer_unified_memory = GL_FALSE; +GLboolean __GLEW_NV_vdpau_interop = GL_FALSE; +GLboolean __GLEW_NV_vertex_array_range = GL_FALSE; +GLboolean __GLEW_NV_vertex_array_range2 = GL_FALSE; +GLboolean __GLEW_NV_vertex_attrib_integer_64bit = GL_FALSE; +GLboolean __GLEW_NV_vertex_buffer_unified_memory = GL_FALSE; +GLboolean __GLEW_NV_vertex_program = GL_FALSE; +GLboolean __GLEW_NV_vertex_program1_1 = GL_FALSE; +GLboolean __GLEW_NV_vertex_program2 = GL_FALSE; +GLboolean __GLEW_NV_vertex_program2_option = GL_FALSE; +GLboolean __GLEW_NV_vertex_program3 = GL_FALSE; +GLboolean __GLEW_NV_vertex_program4 = GL_FALSE; +GLboolean __GLEW_NV_video_capture = GL_FALSE; +GLboolean __GLEW_NV_viewport_array = GL_FALSE; +GLboolean __GLEW_NV_viewport_array2 = GL_FALSE; +GLboolean __GLEW_NV_viewport_swizzle = GL_FALSE; +GLboolean __GLEW_OES_byte_coordinates = GL_FALSE; +GLboolean __GLEW_OML_interlace = GL_FALSE; +GLboolean __GLEW_OML_resample = GL_FALSE; +GLboolean __GLEW_OML_subsample = GL_FALSE; +GLboolean __GLEW_OVR_multiview = GL_FALSE; +GLboolean __GLEW_OVR_multiview2 = GL_FALSE; +GLboolean __GLEW_OVR_multiview_multisampled_render_to_texture = GL_FALSE; +GLboolean __GLEW_PGI_misc_hints = GL_FALSE; +GLboolean __GLEW_PGI_vertex_hints = GL_FALSE; +GLboolean __GLEW_QCOM_alpha_test = GL_FALSE; +GLboolean __GLEW_QCOM_binning_control = GL_FALSE; +GLboolean __GLEW_QCOM_driver_control = GL_FALSE; +GLboolean __GLEW_QCOM_extended_get = GL_FALSE; +GLboolean __GLEW_QCOM_extended_get2 = GL_FALSE; +GLboolean __GLEW_QCOM_framebuffer_foveated = GL_FALSE; +GLboolean __GLEW_QCOM_perfmon_global_mode = GL_FALSE; +GLboolean __GLEW_QCOM_shader_framebuffer_fetch_noncoherent = GL_FALSE; +GLboolean __GLEW_QCOM_tiled_rendering = GL_FALSE; +GLboolean __GLEW_QCOM_writeonly_rendering = GL_FALSE; +GLboolean __GLEW_REGAL_ES1_0_compatibility = GL_FALSE; +GLboolean __GLEW_REGAL_ES1_1_compatibility = GL_FALSE; +GLboolean __GLEW_REGAL_enable = GL_FALSE; +GLboolean __GLEW_REGAL_error_string = GL_FALSE; +GLboolean __GLEW_REGAL_extension_query = GL_FALSE; +GLboolean __GLEW_REGAL_log = GL_FALSE; +GLboolean __GLEW_REGAL_proc_address = GL_FALSE; +GLboolean __GLEW_REND_screen_coordinates = GL_FALSE; +GLboolean __GLEW_S3_s3tc = GL_FALSE; +GLboolean __GLEW_SGIS_clip_band_hint = GL_FALSE; +GLboolean __GLEW_SGIS_color_range = GL_FALSE; +GLboolean __GLEW_SGIS_detail_texture = GL_FALSE; +GLboolean __GLEW_SGIS_fog_function = GL_FALSE; +GLboolean __GLEW_SGIS_generate_mipmap = GL_FALSE; +GLboolean __GLEW_SGIS_line_texgen = GL_FALSE; +GLboolean __GLEW_SGIS_multisample = GL_FALSE; +GLboolean __GLEW_SGIS_multitexture = GL_FALSE; +GLboolean __GLEW_SGIS_pixel_texture = GL_FALSE; +GLboolean __GLEW_SGIS_point_line_texgen = GL_FALSE; +GLboolean __GLEW_SGIS_shared_multisample = GL_FALSE; +GLboolean __GLEW_SGIS_sharpen_texture = GL_FALSE; +GLboolean __GLEW_SGIS_texture4D = GL_FALSE; +GLboolean __GLEW_SGIS_texture_border_clamp = GL_FALSE; +GLboolean __GLEW_SGIS_texture_edge_clamp = GL_FALSE; +GLboolean __GLEW_SGIS_texture_filter4 = GL_FALSE; +GLboolean __GLEW_SGIS_texture_lod = GL_FALSE; +GLboolean __GLEW_SGIS_texture_select = GL_FALSE; +GLboolean __GLEW_SGIX_async = GL_FALSE; +GLboolean __GLEW_SGIX_async_histogram = GL_FALSE; +GLboolean __GLEW_SGIX_async_pixel = GL_FALSE; +GLboolean __GLEW_SGIX_bali_g_instruments = GL_FALSE; +GLboolean __GLEW_SGIX_bali_r_instruments = GL_FALSE; +GLboolean __GLEW_SGIX_bali_timer_instruments = GL_FALSE; +GLboolean __GLEW_SGIX_blend_alpha_minmax = GL_FALSE; +GLboolean __GLEW_SGIX_blend_cadd = GL_FALSE; +GLboolean __GLEW_SGIX_blend_cmultiply = GL_FALSE; +GLboolean __GLEW_SGIX_calligraphic_fragment = GL_FALSE; +GLboolean __GLEW_SGIX_clipmap = GL_FALSE; +GLboolean __GLEW_SGIX_color_matrix_accuracy = GL_FALSE; +GLboolean __GLEW_SGIX_color_table_index_mode = GL_FALSE; +GLboolean __GLEW_SGIX_complex_polar = GL_FALSE; +GLboolean __GLEW_SGIX_convolution_accuracy = GL_FALSE; +GLboolean __GLEW_SGIX_cube_map = GL_FALSE; +GLboolean __GLEW_SGIX_cylinder_texgen = GL_FALSE; +GLboolean __GLEW_SGIX_datapipe = GL_FALSE; +GLboolean __GLEW_SGIX_decimation = GL_FALSE; +GLboolean __GLEW_SGIX_depth_pass_instrument = GL_FALSE; +GLboolean __GLEW_SGIX_depth_texture = GL_FALSE; +GLboolean __GLEW_SGIX_dvc = GL_FALSE; +GLboolean __GLEW_SGIX_flush_raster = GL_FALSE; +GLboolean __GLEW_SGIX_fog_blend = GL_FALSE; +GLboolean __GLEW_SGIX_fog_factor_to_alpha = GL_FALSE; +GLboolean __GLEW_SGIX_fog_layers = GL_FALSE; +GLboolean __GLEW_SGIX_fog_offset = GL_FALSE; +GLboolean __GLEW_SGIX_fog_patchy = GL_FALSE; +GLboolean __GLEW_SGIX_fog_scale = GL_FALSE; +GLboolean __GLEW_SGIX_fog_texture = GL_FALSE; +GLboolean __GLEW_SGIX_fragment_lighting_space = GL_FALSE; +GLboolean __GLEW_SGIX_fragment_specular_lighting = GL_FALSE; +GLboolean __GLEW_SGIX_fragments_instrument = GL_FALSE; +GLboolean __GLEW_SGIX_framezoom = GL_FALSE; +GLboolean __GLEW_SGIX_icc_texture = GL_FALSE; +GLboolean __GLEW_SGIX_igloo_interface = GL_FALSE; +GLboolean __GLEW_SGIX_image_compression = GL_FALSE; +GLboolean __GLEW_SGIX_impact_pixel_texture = GL_FALSE; +GLboolean __GLEW_SGIX_instrument_error = GL_FALSE; +GLboolean __GLEW_SGIX_interlace = GL_FALSE; +GLboolean __GLEW_SGIX_ir_instrument1 = GL_FALSE; +GLboolean __GLEW_SGIX_line_quality_hint = GL_FALSE; +GLboolean __GLEW_SGIX_list_priority = GL_FALSE; +GLboolean __GLEW_SGIX_mpeg1 = GL_FALSE; +GLboolean __GLEW_SGIX_mpeg2 = GL_FALSE; +GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex = GL_FALSE; +GLboolean __GLEW_SGIX_nurbs_eval = GL_FALSE; +GLboolean __GLEW_SGIX_occlusion_instrument = GL_FALSE; +GLboolean __GLEW_SGIX_packed_6bytes = GL_FALSE; +GLboolean __GLEW_SGIX_pixel_texture = GL_FALSE; +GLboolean __GLEW_SGIX_pixel_texture_bits = GL_FALSE; +GLboolean __GLEW_SGIX_pixel_texture_lod = GL_FALSE; +GLboolean __GLEW_SGIX_pixel_tiles = GL_FALSE; +GLboolean __GLEW_SGIX_polynomial_ffd = GL_FALSE; +GLboolean __GLEW_SGIX_quad_mesh = GL_FALSE; +GLboolean __GLEW_SGIX_reference_plane = GL_FALSE; +GLboolean __GLEW_SGIX_resample = GL_FALSE; +GLboolean __GLEW_SGIX_scalebias_hint = GL_FALSE; +GLboolean __GLEW_SGIX_shadow = GL_FALSE; +GLboolean __GLEW_SGIX_shadow_ambient = GL_FALSE; +GLboolean __GLEW_SGIX_slim = GL_FALSE; +GLboolean __GLEW_SGIX_spotlight_cutoff = GL_FALSE; +GLboolean __GLEW_SGIX_sprite = GL_FALSE; +GLboolean __GLEW_SGIX_subdiv_patch = GL_FALSE; +GLboolean __GLEW_SGIX_subsample = GL_FALSE; +GLboolean __GLEW_SGIX_tag_sample_buffer = GL_FALSE; +GLboolean __GLEW_SGIX_texture_add_env = GL_FALSE; +GLboolean __GLEW_SGIX_texture_coordinate_clamp = GL_FALSE; +GLboolean __GLEW_SGIX_texture_lod_bias = GL_FALSE; +GLboolean __GLEW_SGIX_texture_mipmap_anisotropic = GL_FALSE; +GLboolean __GLEW_SGIX_texture_multi_buffer = GL_FALSE; +GLboolean __GLEW_SGIX_texture_phase = GL_FALSE; +GLboolean __GLEW_SGIX_texture_range = GL_FALSE; +GLboolean __GLEW_SGIX_texture_scale_bias = GL_FALSE; +GLboolean __GLEW_SGIX_texture_supersample = GL_FALSE; +GLboolean __GLEW_SGIX_vector_ops = GL_FALSE; +GLboolean __GLEW_SGIX_vertex_array_object = GL_FALSE; +GLboolean __GLEW_SGIX_vertex_preclip = GL_FALSE; +GLboolean __GLEW_SGIX_vertex_preclip_hint = GL_FALSE; +GLboolean __GLEW_SGIX_ycrcb = GL_FALSE; +GLboolean __GLEW_SGIX_ycrcb_subsample = GL_FALSE; +GLboolean __GLEW_SGIX_ycrcba = GL_FALSE; +GLboolean __GLEW_SGI_color_matrix = GL_FALSE; +GLboolean __GLEW_SGI_color_table = GL_FALSE; +GLboolean __GLEW_SGI_complex = GL_FALSE; +GLboolean __GLEW_SGI_complex_type = GL_FALSE; +GLboolean __GLEW_SGI_fft = GL_FALSE; +GLboolean __GLEW_SGI_texture_color_table = GL_FALSE; +GLboolean __GLEW_SUNX_constant_data = GL_FALSE; +GLboolean __GLEW_SUN_convolution_border_modes = GL_FALSE; +GLboolean __GLEW_SUN_global_alpha = GL_FALSE; +GLboolean __GLEW_SUN_mesh_array = GL_FALSE; +GLboolean __GLEW_SUN_read_video_pixels = GL_FALSE; +GLboolean __GLEW_SUN_slice_accum = GL_FALSE; +GLboolean __GLEW_SUN_triangle_list = GL_FALSE; +GLboolean __GLEW_SUN_vertex = GL_FALSE; +GLboolean __GLEW_WIN_phong_shading = GL_FALSE; +GLboolean __GLEW_WIN_scene_markerXXX = GL_FALSE; +GLboolean __GLEW_WIN_specular_fog = GL_FALSE; +GLboolean __GLEW_WIN_swap_hint = GL_FALSE; + +static const char * _glewExtensionLookup[] = { +#ifdef GL_VERSION_1_2 + "GL_VERSION_1_2", +#endif +#ifdef GL_VERSION_1_2_1 + "GL_VERSION_1_2_1", +#endif +#ifdef GL_VERSION_1_3 + "GL_VERSION_1_3", +#endif +#ifdef GL_VERSION_1_4 + "GL_VERSION_1_4", +#endif +#ifdef GL_VERSION_1_5 + "GL_VERSION_1_5", +#endif +#ifdef GL_VERSION_2_0 + "GL_VERSION_2_0", +#endif +#ifdef GL_VERSION_2_1 + "GL_VERSION_2_1", +#endif +#ifdef GL_VERSION_3_0 + "GL_VERSION_3_0", +#endif +#ifdef GL_VERSION_3_1 + "GL_VERSION_3_1", +#endif +#ifdef GL_VERSION_3_2 + "GL_VERSION_3_2", +#endif +#ifdef GL_VERSION_3_3 + "GL_VERSION_3_3", +#endif +#ifdef GL_VERSION_4_0 + "GL_VERSION_4_0", +#endif +#ifdef GL_VERSION_4_1 + "GL_VERSION_4_1", +#endif +#ifdef GL_VERSION_4_2 + "GL_VERSION_4_2", +#endif +#ifdef GL_VERSION_4_3 + "GL_VERSION_4_3", +#endif +#ifdef GL_VERSION_4_4 + "GL_VERSION_4_4", +#endif +#ifdef GL_VERSION_4_5 + "GL_VERSION_4_5", +#endif +#ifdef GL_VERSION_4_6 + "GL_VERSION_4_6", +#endif +#ifdef GL_3DFX_multisample + "GL_3DFX_multisample", +#endif +#ifdef GL_3DFX_tbuffer + "GL_3DFX_tbuffer", +#endif +#ifdef GL_3DFX_texture_compression_FXT1 + "GL_3DFX_texture_compression_FXT1", +#endif +#ifdef GL_AMD_blend_minmax_factor + "GL_AMD_blend_minmax_factor", +#endif +#ifdef GL_AMD_compressed_3DC_texture + "GL_AMD_compressed_3DC_texture", +#endif +#ifdef GL_AMD_compressed_ATC_texture + "GL_AMD_compressed_ATC_texture", +#endif +#ifdef GL_AMD_conservative_depth + "GL_AMD_conservative_depth", +#endif +#ifdef GL_AMD_debug_output + "GL_AMD_debug_output", +#endif +#ifdef GL_AMD_depth_clamp_separate + "GL_AMD_depth_clamp_separate", +#endif +#ifdef GL_AMD_draw_buffers_blend + "GL_AMD_draw_buffers_blend", +#endif +#ifdef GL_AMD_framebuffer_sample_positions + "GL_AMD_framebuffer_sample_positions", +#endif +#ifdef GL_AMD_gcn_shader + "GL_AMD_gcn_shader", +#endif +#ifdef GL_AMD_gpu_shader_half_float + "GL_AMD_gpu_shader_half_float", +#endif +#ifdef GL_AMD_gpu_shader_int16 + "GL_AMD_gpu_shader_int16", +#endif +#ifdef GL_AMD_gpu_shader_int64 + "GL_AMD_gpu_shader_int64", +#endif +#ifdef GL_AMD_interleaved_elements + "GL_AMD_interleaved_elements", +#endif +#ifdef GL_AMD_multi_draw_indirect + "GL_AMD_multi_draw_indirect", +#endif +#ifdef GL_AMD_name_gen_delete + "GL_AMD_name_gen_delete", +#endif +#ifdef GL_AMD_occlusion_query_event + "GL_AMD_occlusion_query_event", +#endif +#ifdef GL_AMD_performance_monitor + "GL_AMD_performance_monitor", +#endif +#ifdef GL_AMD_pinned_memory + "GL_AMD_pinned_memory", +#endif +#ifdef GL_AMD_program_binary_Z400 + "GL_AMD_program_binary_Z400", +#endif +#ifdef GL_AMD_query_buffer_object + "GL_AMD_query_buffer_object", +#endif +#ifdef GL_AMD_sample_positions + "GL_AMD_sample_positions", +#endif +#ifdef GL_AMD_seamless_cubemap_per_texture + "GL_AMD_seamless_cubemap_per_texture", +#endif +#ifdef GL_AMD_shader_atomic_counter_ops + "GL_AMD_shader_atomic_counter_ops", +#endif +#ifdef GL_AMD_shader_ballot + "GL_AMD_shader_ballot", +#endif +#ifdef GL_AMD_shader_explicit_vertex_parameter + "GL_AMD_shader_explicit_vertex_parameter", +#endif +#ifdef GL_AMD_shader_stencil_export + "GL_AMD_shader_stencil_export", +#endif +#ifdef GL_AMD_shader_stencil_value_export + "GL_AMD_shader_stencil_value_export", +#endif +#ifdef GL_AMD_shader_trinary_minmax + "GL_AMD_shader_trinary_minmax", +#endif +#ifdef GL_AMD_sparse_texture + "GL_AMD_sparse_texture", +#endif +#ifdef GL_AMD_stencil_operation_extended + "GL_AMD_stencil_operation_extended", +#endif +#ifdef GL_AMD_texture_gather_bias_lod + "GL_AMD_texture_gather_bias_lod", +#endif +#ifdef GL_AMD_texture_texture4 + "GL_AMD_texture_texture4", +#endif +#ifdef GL_AMD_transform_feedback3_lines_triangles + "GL_AMD_transform_feedback3_lines_triangles", +#endif +#ifdef GL_AMD_transform_feedback4 + "GL_AMD_transform_feedback4", +#endif +#ifdef GL_AMD_vertex_shader_layer + "GL_AMD_vertex_shader_layer", +#endif +#ifdef GL_AMD_vertex_shader_tessellator + "GL_AMD_vertex_shader_tessellator", +#endif +#ifdef GL_AMD_vertex_shader_viewport_index + "GL_AMD_vertex_shader_viewport_index", +#endif +#ifdef GL_ANDROID_extension_pack_es31a + "GL_ANDROID_extension_pack_es31a", +#endif +#ifdef GL_ANGLE_depth_texture + "GL_ANGLE_depth_texture", +#endif +#ifdef GL_ANGLE_framebuffer_blit + "GL_ANGLE_framebuffer_blit", +#endif +#ifdef GL_ANGLE_framebuffer_multisample + "GL_ANGLE_framebuffer_multisample", +#endif +#ifdef GL_ANGLE_instanced_arrays + "GL_ANGLE_instanced_arrays", +#endif +#ifdef GL_ANGLE_pack_reverse_row_order + "GL_ANGLE_pack_reverse_row_order", +#endif +#ifdef GL_ANGLE_program_binary + "GL_ANGLE_program_binary", +#endif +#ifdef GL_ANGLE_texture_compression_dxt1 + "GL_ANGLE_texture_compression_dxt1", +#endif +#ifdef GL_ANGLE_texture_compression_dxt3 + "GL_ANGLE_texture_compression_dxt3", +#endif +#ifdef GL_ANGLE_texture_compression_dxt5 + "GL_ANGLE_texture_compression_dxt5", +#endif +#ifdef GL_ANGLE_texture_usage + "GL_ANGLE_texture_usage", +#endif +#ifdef GL_ANGLE_timer_query + "GL_ANGLE_timer_query", +#endif +#ifdef GL_ANGLE_translated_shader_source + "GL_ANGLE_translated_shader_source", +#endif +#ifdef GL_APPLE_aux_depth_stencil + "GL_APPLE_aux_depth_stencil", +#endif +#ifdef GL_APPLE_client_storage + "GL_APPLE_client_storage", +#endif +#ifdef GL_APPLE_clip_distance + "GL_APPLE_clip_distance", +#endif +#ifdef GL_APPLE_color_buffer_packed_float + "GL_APPLE_color_buffer_packed_float", +#endif +#ifdef GL_APPLE_copy_texture_levels + "GL_APPLE_copy_texture_levels", +#endif +#ifdef GL_APPLE_element_array + "GL_APPLE_element_array", +#endif +#ifdef GL_APPLE_fence + "GL_APPLE_fence", +#endif +#ifdef GL_APPLE_float_pixels + "GL_APPLE_float_pixels", +#endif +#ifdef GL_APPLE_flush_buffer_range + "GL_APPLE_flush_buffer_range", +#endif +#ifdef GL_APPLE_framebuffer_multisample + "GL_APPLE_framebuffer_multisample", +#endif +#ifdef GL_APPLE_object_purgeable + "GL_APPLE_object_purgeable", +#endif +#ifdef GL_APPLE_pixel_buffer + "GL_APPLE_pixel_buffer", +#endif +#ifdef GL_APPLE_rgb_422 + "GL_APPLE_rgb_422", +#endif +#ifdef GL_APPLE_row_bytes + "GL_APPLE_row_bytes", +#endif +#ifdef GL_APPLE_specular_vector + "GL_APPLE_specular_vector", +#endif +#ifdef GL_APPLE_sync + "GL_APPLE_sync", +#endif +#ifdef GL_APPLE_texture_2D_limited_npot + "GL_APPLE_texture_2D_limited_npot", +#endif +#ifdef GL_APPLE_texture_format_BGRA8888 + "GL_APPLE_texture_format_BGRA8888", +#endif +#ifdef GL_APPLE_texture_max_level + "GL_APPLE_texture_max_level", +#endif +#ifdef GL_APPLE_texture_packed_float + "GL_APPLE_texture_packed_float", +#endif +#ifdef GL_APPLE_texture_range + "GL_APPLE_texture_range", +#endif +#ifdef GL_APPLE_transform_hint + "GL_APPLE_transform_hint", +#endif +#ifdef GL_APPLE_vertex_array_object + "GL_APPLE_vertex_array_object", +#endif +#ifdef GL_APPLE_vertex_array_range + "GL_APPLE_vertex_array_range", +#endif +#ifdef GL_APPLE_vertex_program_evaluators + "GL_APPLE_vertex_program_evaluators", +#endif +#ifdef GL_APPLE_ycbcr_422 + "GL_APPLE_ycbcr_422", +#endif +#ifdef GL_ARB_ES2_compatibility + "GL_ARB_ES2_compatibility", +#endif +#ifdef GL_ARB_ES3_1_compatibility + "GL_ARB_ES3_1_compatibility", +#endif +#ifdef GL_ARB_ES3_2_compatibility + "GL_ARB_ES3_2_compatibility", +#endif +#ifdef GL_ARB_ES3_compatibility + "GL_ARB_ES3_compatibility", +#endif +#ifdef GL_ARB_arrays_of_arrays + "GL_ARB_arrays_of_arrays", +#endif +#ifdef GL_ARB_base_instance + "GL_ARB_base_instance", +#endif +#ifdef GL_ARB_bindless_texture + "GL_ARB_bindless_texture", +#endif +#ifdef GL_ARB_blend_func_extended + "GL_ARB_blend_func_extended", +#endif +#ifdef GL_ARB_buffer_storage + "GL_ARB_buffer_storage", +#endif +#ifdef GL_ARB_cl_event + "GL_ARB_cl_event", +#endif +#ifdef GL_ARB_clear_buffer_object + "GL_ARB_clear_buffer_object", +#endif +#ifdef GL_ARB_clear_texture + "GL_ARB_clear_texture", +#endif +#ifdef GL_ARB_clip_control + "GL_ARB_clip_control", +#endif +#ifdef GL_ARB_color_buffer_float + "GL_ARB_color_buffer_float", +#endif +#ifdef GL_ARB_compatibility + "GL_ARB_compatibility", +#endif +#ifdef GL_ARB_compressed_texture_pixel_storage + "GL_ARB_compressed_texture_pixel_storage", +#endif +#ifdef GL_ARB_compute_shader + "GL_ARB_compute_shader", +#endif +#ifdef GL_ARB_compute_variable_group_size + "GL_ARB_compute_variable_group_size", +#endif +#ifdef GL_ARB_conditional_render_inverted + "GL_ARB_conditional_render_inverted", +#endif +#ifdef GL_ARB_conservative_depth + "GL_ARB_conservative_depth", +#endif +#ifdef GL_ARB_copy_buffer + "GL_ARB_copy_buffer", +#endif +#ifdef GL_ARB_copy_image + "GL_ARB_copy_image", +#endif +#ifdef GL_ARB_cull_distance + "GL_ARB_cull_distance", +#endif +#ifdef GL_ARB_debug_output + "GL_ARB_debug_output", +#endif +#ifdef GL_ARB_depth_buffer_float + "GL_ARB_depth_buffer_float", +#endif +#ifdef GL_ARB_depth_clamp + "GL_ARB_depth_clamp", +#endif +#ifdef GL_ARB_depth_texture + "GL_ARB_depth_texture", +#endif +#ifdef GL_ARB_derivative_control + "GL_ARB_derivative_control", +#endif +#ifdef GL_ARB_direct_state_access + "GL_ARB_direct_state_access", +#endif +#ifdef GL_ARB_draw_buffers + "GL_ARB_draw_buffers", +#endif +#ifdef GL_ARB_draw_buffers_blend + "GL_ARB_draw_buffers_blend", +#endif +#ifdef GL_ARB_draw_elements_base_vertex + "GL_ARB_draw_elements_base_vertex", +#endif +#ifdef GL_ARB_draw_indirect + "GL_ARB_draw_indirect", +#endif +#ifdef GL_ARB_draw_instanced + "GL_ARB_draw_instanced", +#endif +#ifdef GL_ARB_enhanced_layouts + "GL_ARB_enhanced_layouts", +#endif +#ifdef GL_ARB_explicit_attrib_location + "GL_ARB_explicit_attrib_location", +#endif +#ifdef GL_ARB_explicit_uniform_location + "GL_ARB_explicit_uniform_location", +#endif +#ifdef GL_ARB_fragment_coord_conventions + "GL_ARB_fragment_coord_conventions", +#endif +#ifdef GL_ARB_fragment_layer_viewport + "GL_ARB_fragment_layer_viewport", +#endif +#ifdef GL_ARB_fragment_program + "GL_ARB_fragment_program", +#endif +#ifdef GL_ARB_fragment_program_shadow + "GL_ARB_fragment_program_shadow", +#endif +#ifdef GL_ARB_fragment_shader + "GL_ARB_fragment_shader", +#endif +#ifdef GL_ARB_fragment_shader_interlock + "GL_ARB_fragment_shader_interlock", +#endif +#ifdef GL_ARB_framebuffer_no_attachments + "GL_ARB_framebuffer_no_attachments", +#endif +#ifdef GL_ARB_framebuffer_object + "GL_ARB_framebuffer_object", +#endif +#ifdef GL_ARB_framebuffer_sRGB + "GL_ARB_framebuffer_sRGB", +#endif +#ifdef GL_ARB_geometry_shader4 + "GL_ARB_geometry_shader4", +#endif +#ifdef GL_ARB_get_program_binary + "GL_ARB_get_program_binary", +#endif +#ifdef GL_ARB_get_texture_sub_image + "GL_ARB_get_texture_sub_image", +#endif +#ifdef GL_ARB_gl_spirv + "GL_ARB_gl_spirv", +#endif +#ifdef GL_ARB_gpu_shader5 + "GL_ARB_gpu_shader5", +#endif +#ifdef GL_ARB_gpu_shader_fp64 + "GL_ARB_gpu_shader_fp64", +#endif +#ifdef GL_ARB_gpu_shader_int64 + "GL_ARB_gpu_shader_int64", +#endif +#ifdef GL_ARB_half_float_pixel + "GL_ARB_half_float_pixel", +#endif +#ifdef GL_ARB_half_float_vertex + "GL_ARB_half_float_vertex", +#endif +#ifdef GL_ARB_imaging + "GL_ARB_imaging", +#endif +#ifdef GL_ARB_indirect_parameters + "GL_ARB_indirect_parameters", +#endif +#ifdef GL_ARB_instanced_arrays + "GL_ARB_instanced_arrays", +#endif +#ifdef GL_ARB_internalformat_query + "GL_ARB_internalformat_query", +#endif +#ifdef GL_ARB_internalformat_query2 + "GL_ARB_internalformat_query2", +#endif +#ifdef GL_ARB_invalidate_subdata + "GL_ARB_invalidate_subdata", +#endif +#ifdef GL_ARB_map_buffer_alignment + "GL_ARB_map_buffer_alignment", +#endif +#ifdef GL_ARB_map_buffer_range + "GL_ARB_map_buffer_range", +#endif +#ifdef GL_ARB_matrix_palette + "GL_ARB_matrix_palette", +#endif +#ifdef GL_ARB_multi_bind + "GL_ARB_multi_bind", +#endif +#ifdef GL_ARB_multi_draw_indirect + "GL_ARB_multi_draw_indirect", +#endif +#ifdef GL_ARB_multisample + "GL_ARB_multisample", +#endif +#ifdef GL_ARB_multitexture + "GL_ARB_multitexture", +#endif +#ifdef GL_ARB_occlusion_query + "GL_ARB_occlusion_query", +#endif +#ifdef GL_ARB_occlusion_query2 + "GL_ARB_occlusion_query2", +#endif +#ifdef GL_ARB_parallel_shader_compile + "GL_ARB_parallel_shader_compile", +#endif +#ifdef GL_ARB_pipeline_statistics_query + "GL_ARB_pipeline_statistics_query", +#endif +#ifdef GL_ARB_pixel_buffer_object + "GL_ARB_pixel_buffer_object", +#endif +#ifdef GL_ARB_point_parameters + "GL_ARB_point_parameters", +#endif +#ifdef GL_ARB_point_sprite + "GL_ARB_point_sprite", +#endif +#ifdef GL_ARB_polygon_offset_clamp + "GL_ARB_polygon_offset_clamp", +#endif +#ifdef GL_ARB_post_depth_coverage + "GL_ARB_post_depth_coverage", +#endif +#ifdef GL_ARB_program_interface_query + "GL_ARB_program_interface_query", +#endif +#ifdef GL_ARB_provoking_vertex + "GL_ARB_provoking_vertex", +#endif +#ifdef GL_ARB_query_buffer_object + "GL_ARB_query_buffer_object", +#endif +#ifdef GL_ARB_robust_buffer_access_behavior + "GL_ARB_robust_buffer_access_behavior", +#endif +#ifdef GL_ARB_robustness + "GL_ARB_robustness", +#endif +#ifdef GL_ARB_robustness_application_isolation + "GL_ARB_robustness_application_isolation", +#endif +#ifdef GL_ARB_robustness_share_group_isolation + "GL_ARB_robustness_share_group_isolation", +#endif +#ifdef GL_ARB_sample_locations + "GL_ARB_sample_locations", +#endif +#ifdef GL_ARB_sample_shading + "GL_ARB_sample_shading", +#endif +#ifdef GL_ARB_sampler_objects + "GL_ARB_sampler_objects", +#endif +#ifdef GL_ARB_seamless_cube_map + "GL_ARB_seamless_cube_map", +#endif +#ifdef GL_ARB_seamless_cubemap_per_texture + "GL_ARB_seamless_cubemap_per_texture", +#endif +#ifdef GL_ARB_separate_shader_objects + "GL_ARB_separate_shader_objects", +#endif +#ifdef GL_ARB_shader_atomic_counter_ops + "GL_ARB_shader_atomic_counter_ops", +#endif +#ifdef GL_ARB_shader_atomic_counters + "GL_ARB_shader_atomic_counters", +#endif +#ifdef GL_ARB_shader_ballot + "GL_ARB_shader_ballot", +#endif +#ifdef GL_ARB_shader_bit_encoding + "GL_ARB_shader_bit_encoding", +#endif +#ifdef GL_ARB_shader_clock + "GL_ARB_shader_clock", +#endif +#ifdef GL_ARB_shader_draw_parameters + "GL_ARB_shader_draw_parameters", +#endif +#ifdef GL_ARB_shader_group_vote + "GL_ARB_shader_group_vote", +#endif +#ifdef GL_ARB_shader_image_load_store + "GL_ARB_shader_image_load_store", +#endif +#ifdef GL_ARB_shader_image_size + "GL_ARB_shader_image_size", +#endif +#ifdef GL_ARB_shader_objects + "GL_ARB_shader_objects", +#endif +#ifdef GL_ARB_shader_precision + "GL_ARB_shader_precision", +#endif +#ifdef GL_ARB_shader_stencil_export + "GL_ARB_shader_stencil_export", +#endif +#ifdef GL_ARB_shader_storage_buffer_object + "GL_ARB_shader_storage_buffer_object", +#endif +#ifdef GL_ARB_shader_subroutine + "GL_ARB_shader_subroutine", +#endif +#ifdef GL_ARB_shader_texture_image_samples + "GL_ARB_shader_texture_image_samples", +#endif +#ifdef GL_ARB_shader_texture_lod + "GL_ARB_shader_texture_lod", +#endif +#ifdef GL_ARB_shader_viewport_layer_array + "GL_ARB_shader_viewport_layer_array", +#endif +#ifdef GL_ARB_shading_language_100 + "GL_ARB_shading_language_100", +#endif +#ifdef GL_ARB_shading_language_420pack + "GL_ARB_shading_language_420pack", +#endif +#ifdef GL_ARB_shading_language_include + "GL_ARB_shading_language_include", +#endif +#ifdef GL_ARB_shading_language_packing + "GL_ARB_shading_language_packing", +#endif +#ifdef GL_ARB_shadow + "GL_ARB_shadow", +#endif +#ifdef GL_ARB_shadow_ambient + "GL_ARB_shadow_ambient", +#endif +#ifdef GL_ARB_sparse_buffer + "GL_ARB_sparse_buffer", +#endif +#ifdef GL_ARB_sparse_texture + "GL_ARB_sparse_texture", +#endif +#ifdef GL_ARB_sparse_texture2 + "GL_ARB_sparse_texture2", +#endif +#ifdef GL_ARB_sparse_texture_clamp + "GL_ARB_sparse_texture_clamp", +#endif +#ifdef GL_ARB_spirv_extensions + "GL_ARB_spirv_extensions", +#endif +#ifdef GL_ARB_stencil_texturing + "GL_ARB_stencil_texturing", +#endif +#ifdef GL_ARB_sync + "GL_ARB_sync", +#endif +#ifdef GL_ARB_tessellation_shader + "GL_ARB_tessellation_shader", +#endif +#ifdef GL_ARB_texture_barrier + "GL_ARB_texture_barrier", +#endif +#ifdef GL_ARB_texture_border_clamp + "GL_ARB_texture_border_clamp", +#endif +#ifdef GL_ARB_texture_buffer_object + "GL_ARB_texture_buffer_object", +#endif +#ifdef GL_ARB_texture_buffer_object_rgb32 + "GL_ARB_texture_buffer_object_rgb32", +#endif +#ifdef GL_ARB_texture_buffer_range + "GL_ARB_texture_buffer_range", +#endif +#ifdef GL_ARB_texture_compression + "GL_ARB_texture_compression", +#endif +#ifdef GL_ARB_texture_compression_bptc + "GL_ARB_texture_compression_bptc", +#endif +#ifdef GL_ARB_texture_compression_rgtc + "GL_ARB_texture_compression_rgtc", +#endif +#ifdef GL_ARB_texture_cube_map + "GL_ARB_texture_cube_map", +#endif +#ifdef GL_ARB_texture_cube_map_array + "GL_ARB_texture_cube_map_array", +#endif +#ifdef GL_ARB_texture_env_add + "GL_ARB_texture_env_add", +#endif +#ifdef GL_ARB_texture_env_combine + "GL_ARB_texture_env_combine", +#endif +#ifdef GL_ARB_texture_env_crossbar + "GL_ARB_texture_env_crossbar", +#endif +#ifdef GL_ARB_texture_env_dot3 + "GL_ARB_texture_env_dot3", +#endif +#ifdef GL_ARB_texture_filter_anisotropic + "GL_ARB_texture_filter_anisotropic", +#endif +#ifdef GL_ARB_texture_filter_minmax + "GL_ARB_texture_filter_minmax", +#endif +#ifdef GL_ARB_texture_float + "GL_ARB_texture_float", +#endif +#ifdef GL_ARB_texture_gather + "GL_ARB_texture_gather", +#endif +#ifdef GL_ARB_texture_mirror_clamp_to_edge + "GL_ARB_texture_mirror_clamp_to_edge", +#endif +#ifdef GL_ARB_texture_mirrored_repeat + "GL_ARB_texture_mirrored_repeat", +#endif +#ifdef GL_ARB_texture_multisample + "GL_ARB_texture_multisample", +#endif +#ifdef GL_ARB_texture_non_power_of_two + "GL_ARB_texture_non_power_of_two", +#endif +#ifdef GL_ARB_texture_query_levels + "GL_ARB_texture_query_levels", +#endif +#ifdef GL_ARB_texture_query_lod + "GL_ARB_texture_query_lod", +#endif +#ifdef GL_ARB_texture_rectangle + "GL_ARB_texture_rectangle", +#endif +#ifdef GL_ARB_texture_rg + "GL_ARB_texture_rg", +#endif +#ifdef GL_ARB_texture_rgb10_a2ui + "GL_ARB_texture_rgb10_a2ui", +#endif +#ifdef GL_ARB_texture_stencil8 + "GL_ARB_texture_stencil8", +#endif +#ifdef GL_ARB_texture_storage + "GL_ARB_texture_storage", +#endif +#ifdef GL_ARB_texture_storage_multisample + "GL_ARB_texture_storage_multisample", +#endif +#ifdef GL_ARB_texture_swizzle + "GL_ARB_texture_swizzle", +#endif +#ifdef GL_ARB_texture_view + "GL_ARB_texture_view", +#endif +#ifdef GL_ARB_timer_query + "GL_ARB_timer_query", +#endif +#ifdef GL_ARB_transform_feedback2 + "GL_ARB_transform_feedback2", +#endif +#ifdef GL_ARB_transform_feedback3 + "GL_ARB_transform_feedback3", +#endif +#ifdef GL_ARB_transform_feedback_instanced + "GL_ARB_transform_feedback_instanced", +#endif +#ifdef GL_ARB_transform_feedback_overflow_query + "GL_ARB_transform_feedback_overflow_query", +#endif +#ifdef GL_ARB_transpose_matrix + "GL_ARB_transpose_matrix", +#endif +#ifdef GL_ARB_uniform_buffer_object + "GL_ARB_uniform_buffer_object", +#endif +#ifdef GL_ARB_vertex_array_bgra + "GL_ARB_vertex_array_bgra", +#endif +#ifdef GL_ARB_vertex_array_object + "GL_ARB_vertex_array_object", +#endif +#ifdef GL_ARB_vertex_attrib_64bit + "GL_ARB_vertex_attrib_64bit", +#endif +#ifdef GL_ARB_vertex_attrib_binding + "GL_ARB_vertex_attrib_binding", +#endif +#ifdef GL_ARB_vertex_blend + "GL_ARB_vertex_blend", +#endif +#ifdef GL_ARB_vertex_buffer_object + "GL_ARB_vertex_buffer_object", +#endif +#ifdef GL_ARB_vertex_program + "GL_ARB_vertex_program", +#endif +#ifdef GL_ARB_vertex_shader + "GL_ARB_vertex_shader", +#endif +#ifdef GL_ARB_vertex_type_10f_11f_11f_rev + "GL_ARB_vertex_type_10f_11f_11f_rev", +#endif +#ifdef GL_ARB_vertex_type_2_10_10_10_rev + "GL_ARB_vertex_type_2_10_10_10_rev", +#endif +#ifdef GL_ARB_viewport_array + "GL_ARB_viewport_array", +#endif +#ifdef GL_ARB_window_pos + "GL_ARB_window_pos", +#endif +#ifdef GL_ARM_mali_program_binary + "GL_ARM_mali_program_binary", +#endif +#ifdef GL_ARM_mali_shader_binary + "GL_ARM_mali_shader_binary", +#endif +#ifdef GL_ARM_rgba8 + "GL_ARM_rgba8", +#endif +#ifdef GL_ARM_shader_framebuffer_fetch + "GL_ARM_shader_framebuffer_fetch", +#endif +#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil + "GL_ARM_shader_framebuffer_fetch_depth_stencil", +#endif +#ifdef GL_ATIX_point_sprites + "GL_ATIX_point_sprites", +#endif +#ifdef GL_ATIX_texture_env_combine3 + "GL_ATIX_texture_env_combine3", +#endif +#ifdef GL_ATIX_texture_env_route + "GL_ATIX_texture_env_route", +#endif +#ifdef GL_ATIX_vertex_shader_output_point_size + "GL_ATIX_vertex_shader_output_point_size", +#endif +#ifdef GL_ATI_draw_buffers + "GL_ATI_draw_buffers", +#endif +#ifdef GL_ATI_element_array + "GL_ATI_element_array", +#endif +#ifdef GL_ATI_envmap_bumpmap + "GL_ATI_envmap_bumpmap", +#endif +#ifdef GL_ATI_fragment_shader + "GL_ATI_fragment_shader", +#endif +#ifdef GL_ATI_map_object_buffer + "GL_ATI_map_object_buffer", +#endif +#ifdef GL_ATI_meminfo + "GL_ATI_meminfo", +#endif +#ifdef GL_ATI_pn_triangles + "GL_ATI_pn_triangles", +#endif +#ifdef GL_ATI_separate_stencil + "GL_ATI_separate_stencil", +#endif +#ifdef GL_ATI_shader_texture_lod + "GL_ATI_shader_texture_lod", +#endif +#ifdef GL_ATI_text_fragment_shader + "GL_ATI_text_fragment_shader", +#endif +#ifdef GL_ATI_texture_compression_3dc + "GL_ATI_texture_compression_3dc", +#endif +#ifdef GL_ATI_texture_env_combine3 + "GL_ATI_texture_env_combine3", +#endif +#ifdef GL_ATI_texture_float + "GL_ATI_texture_float", +#endif +#ifdef GL_ATI_texture_mirror_once + "GL_ATI_texture_mirror_once", +#endif +#ifdef GL_ATI_vertex_array_object + "GL_ATI_vertex_array_object", +#endif +#ifdef GL_ATI_vertex_attrib_array_object + "GL_ATI_vertex_attrib_array_object", +#endif +#ifdef GL_ATI_vertex_streams + "GL_ATI_vertex_streams", +#endif +#ifdef GL_EGL_KHR_context_flush_control + "GL_EGL_KHR_context_flush_control", +#endif +#ifdef GL_EGL_NV_robustness_video_memory_purge + "GL_EGL_NV_robustness_video_memory_purge", +#endif +#ifdef GL_EXT_422_pixels + "GL_EXT_422_pixels", +#endif +#ifdef GL_EXT_Cg_shader + "GL_EXT_Cg_shader", +#endif +#ifdef GL_EXT_EGL_image_array + "GL_EXT_EGL_image_array", +#endif +#ifdef GL_EXT_YUV_target + "GL_EXT_YUV_target", +#endif +#ifdef GL_EXT_abgr + "GL_EXT_abgr", +#endif +#ifdef GL_EXT_base_instance + "GL_EXT_base_instance", +#endif +#ifdef GL_EXT_bgra + "GL_EXT_bgra", +#endif +#ifdef GL_EXT_bindable_uniform + "GL_EXT_bindable_uniform", +#endif +#ifdef GL_EXT_blend_color + "GL_EXT_blend_color", +#endif +#ifdef GL_EXT_blend_equation_separate + "GL_EXT_blend_equation_separate", +#endif +#ifdef GL_EXT_blend_func_extended + "GL_EXT_blend_func_extended", +#endif +#ifdef GL_EXT_blend_func_separate + "GL_EXT_blend_func_separate", +#endif +#ifdef GL_EXT_blend_logic_op + "GL_EXT_blend_logic_op", +#endif +#ifdef GL_EXT_blend_minmax + "GL_EXT_blend_minmax", +#endif +#ifdef GL_EXT_blend_subtract + "GL_EXT_blend_subtract", +#endif +#ifdef GL_EXT_buffer_storage + "GL_EXT_buffer_storage", +#endif +#ifdef GL_EXT_clear_texture + "GL_EXT_clear_texture", +#endif +#ifdef GL_EXT_clip_cull_distance + "GL_EXT_clip_cull_distance", +#endif +#ifdef GL_EXT_clip_volume_hint + "GL_EXT_clip_volume_hint", +#endif +#ifdef GL_EXT_cmyka + "GL_EXT_cmyka", +#endif +#ifdef GL_EXT_color_buffer_float + "GL_EXT_color_buffer_float", +#endif +#ifdef GL_EXT_color_buffer_half_float + "GL_EXT_color_buffer_half_float", +#endif +#ifdef GL_EXT_color_subtable + "GL_EXT_color_subtable", +#endif +#ifdef GL_EXT_compiled_vertex_array + "GL_EXT_compiled_vertex_array", +#endif +#ifdef GL_EXT_compressed_ETC1_RGB8_sub_texture + "GL_EXT_compressed_ETC1_RGB8_sub_texture", +#endif +#ifdef GL_EXT_conservative_depth + "GL_EXT_conservative_depth", +#endif +#ifdef GL_EXT_convolution + "GL_EXT_convolution", +#endif +#ifdef GL_EXT_coordinate_frame + "GL_EXT_coordinate_frame", +#endif +#ifdef GL_EXT_copy_image + "GL_EXT_copy_image", +#endif +#ifdef GL_EXT_copy_texture + "GL_EXT_copy_texture", +#endif +#ifdef GL_EXT_cull_vertex + "GL_EXT_cull_vertex", +#endif +#ifdef GL_EXT_debug_label + "GL_EXT_debug_label", +#endif +#ifdef GL_EXT_debug_marker + "GL_EXT_debug_marker", +#endif +#ifdef GL_EXT_depth_bounds_test + "GL_EXT_depth_bounds_test", +#endif +#ifdef GL_EXT_direct_state_access + "GL_EXT_direct_state_access", +#endif +#ifdef GL_EXT_discard_framebuffer + "GL_EXT_discard_framebuffer", +#endif +#ifdef GL_EXT_draw_buffers + "GL_EXT_draw_buffers", +#endif +#ifdef GL_EXT_draw_buffers2 + "GL_EXT_draw_buffers2", +#endif +#ifdef GL_EXT_draw_buffers_indexed + "GL_EXT_draw_buffers_indexed", +#endif +#ifdef GL_EXT_draw_elements_base_vertex + "GL_EXT_draw_elements_base_vertex", +#endif +#ifdef GL_EXT_draw_instanced + "GL_EXT_draw_instanced", +#endif +#ifdef GL_EXT_draw_range_elements + "GL_EXT_draw_range_elements", +#endif +#ifdef GL_EXT_external_buffer + "GL_EXT_external_buffer", +#endif +#ifdef GL_EXT_float_blend + "GL_EXT_float_blend", +#endif +#ifdef GL_EXT_fog_coord + "GL_EXT_fog_coord", +#endif +#ifdef GL_EXT_frag_depth + "GL_EXT_frag_depth", +#endif +#ifdef GL_EXT_fragment_lighting + "GL_EXT_fragment_lighting", +#endif +#ifdef GL_EXT_framebuffer_blit + "GL_EXT_framebuffer_blit", +#endif +#ifdef GL_EXT_framebuffer_multisample + "GL_EXT_framebuffer_multisample", +#endif +#ifdef GL_EXT_framebuffer_multisample_blit_scaled + "GL_EXT_framebuffer_multisample_blit_scaled", +#endif +#ifdef GL_EXT_framebuffer_object + "GL_EXT_framebuffer_object", +#endif +#ifdef GL_EXT_framebuffer_sRGB + "GL_EXT_framebuffer_sRGB", +#endif +#ifdef GL_EXT_geometry_point_size + "GL_EXT_geometry_point_size", +#endif +#ifdef GL_EXT_geometry_shader + "GL_EXT_geometry_shader", +#endif +#ifdef GL_EXT_geometry_shader4 + "GL_EXT_geometry_shader4", +#endif +#ifdef GL_EXT_gpu_program_parameters + "GL_EXT_gpu_program_parameters", +#endif +#ifdef GL_EXT_gpu_shader4 + "GL_EXT_gpu_shader4", +#endif +#ifdef GL_EXT_gpu_shader5 + "GL_EXT_gpu_shader5", +#endif +#ifdef GL_EXT_histogram + "GL_EXT_histogram", +#endif +#ifdef GL_EXT_index_array_formats + "GL_EXT_index_array_formats", +#endif +#ifdef GL_EXT_index_func + "GL_EXT_index_func", +#endif +#ifdef GL_EXT_index_material + "GL_EXT_index_material", +#endif +#ifdef GL_EXT_index_texture + "GL_EXT_index_texture", +#endif +#ifdef GL_EXT_instanced_arrays + "GL_EXT_instanced_arrays", +#endif +#ifdef GL_EXT_light_texture + "GL_EXT_light_texture", +#endif +#ifdef GL_EXT_map_buffer_range + "GL_EXT_map_buffer_range", +#endif +#ifdef GL_EXT_memory_object + "GL_EXT_memory_object", +#endif +#ifdef GL_EXT_memory_object_fd + "GL_EXT_memory_object_fd", +#endif +#ifdef GL_EXT_memory_object_win32 + "GL_EXT_memory_object_win32", +#endif +#ifdef GL_EXT_misc_attribute + "GL_EXT_misc_attribute", +#endif +#ifdef GL_EXT_multi_draw_arrays + "GL_EXT_multi_draw_arrays", +#endif +#ifdef GL_EXT_multi_draw_indirect + "GL_EXT_multi_draw_indirect", +#endif +#ifdef GL_EXT_multiple_textures + "GL_EXT_multiple_textures", +#endif +#ifdef GL_EXT_multisample + "GL_EXT_multisample", +#endif +#ifdef GL_EXT_multisample_compatibility + "GL_EXT_multisample_compatibility", +#endif +#ifdef GL_EXT_multisampled_render_to_texture + "GL_EXT_multisampled_render_to_texture", +#endif +#ifdef GL_EXT_multisampled_render_to_texture2 + "GL_EXT_multisampled_render_to_texture2", +#endif +#ifdef GL_EXT_multiview_draw_buffers + "GL_EXT_multiview_draw_buffers", +#endif +#ifdef GL_EXT_packed_depth_stencil + "GL_EXT_packed_depth_stencil", +#endif +#ifdef GL_EXT_packed_float + "GL_EXT_packed_float", +#endif +#ifdef GL_EXT_packed_pixels + "GL_EXT_packed_pixels", +#endif +#ifdef GL_EXT_paletted_texture + "GL_EXT_paletted_texture", +#endif +#ifdef GL_EXT_pixel_buffer_object + "GL_EXT_pixel_buffer_object", +#endif +#ifdef GL_EXT_pixel_transform + "GL_EXT_pixel_transform", +#endif +#ifdef GL_EXT_pixel_transform_color_table + "GL_EXT_pixel_transform_color_table", +#endif +#ifdef GL_EXT_point_parameters + "GL_EXT_point_parameters", +#endif +#ifdef GL_EXT_polygon_offset + "GL_EXT_polygon_offset", +#endif +#ifdef GL_EXT_polygon_offset_clamp + "GL_EXT_polygon_offset_clamp", +#endif +#ifdef GL_EXT_post_depth_coverage + "GL_EXT_post_depth_coverage", +#endif +#ifdef GL_EXT_provoking_vertex + "GL_EXT_provoking_vertex", +#endif +#ifdef GL_EXT_pvrtc_sRGB + "GL_EXT_pvrtc_sRGB", +#endif +#ifdef GL_EXT_raster_multisample + "GL_EXT_raster_multisample", +#endif +#ifdef GL_EXT_read_format_bgra + "GL_EXT_read_format_bgra", +#endif +#ifdef GL_EXT_render_snorm + "GL_EXT_render_snorm", +#endif +#ifdef GL_EXT_rescale_normal + "GL_EXT_rescale_normal", +#endif +#ifdef GL_EXT_sRGB + "GL_EXT_sRGB", +#endif +#ifdef GL_EXT_sRGB_write_control + "GL_EXT_sRGB_write_control", +#endif +#ifdef GL_EXT_scene_marker + "GL_EXT_scene_marker", +#endif +#ifdef GL_EXT_secondary_color + "GL_EXT_secondary_color", +#endif +#ifdef GL_EXT_semaphore + "GL_EXT_semaphore", +#endif +#ifdef GL_EXT_semaphore_fd + "GL_EXT_semaphore_fd", +#endif +#ifdef GL_EXT_semaphore_win32 + "GL_EXT_semaphore_win32", +#endif +#ifdef GL_EXT_separate_shader_objects + "GL_EXT_separate_shader_objects", +#endif +#ifdef GL_EXT_separate_specular_color + "GL_EXT_separate_specular_color", +#endif +#ifdef GL_EXT_shader_framebuffer_fetch + "GL_EXT_shader_framebuffer_fetch", +#endif +#ifdef GL_EXT_shader_group_vote + "GL_EXT_shader_group_vote", +#endif +#ifdef GL_EXT_shader_image_load_formatted + "GL_EXT_shader_image_load_formatted", +#endif +#ifdef GL_EXT_shader_image_load_store + "GL_EXT_shader_image_load_store", +#endif +#ifdef GL_EXT_shader_implicit_conversions + "GL_EXT_shader_implicit_conversions", +#endif +#ifdef GL_EXT_shader_integer_mix + "GL_EXT_shader_integer_mix", +#endif +#ifdef GL_EXT_shader_io_blocks + "GL_EXT_shader_io_blocks", +#endif +#ifdef GL_EXT_shader_non_constant_global_initializers + "GL_EXT_shader_non_constant_global_initializers", +#endif +#ifdef GL_EXT_shader_pixel_local_storage + "GL_EXT_shader_pixel_local_storage", +#endif +#ifdef GL_EXT_shader_pixel_local_storage2 + "GL_EXT_shader_pixel_local_storage2", +#endif +#ifdef GL_EXT_shader_texture_lod + "GL_EXT_shader_texture_lod", +#endif +#ifdef GL_EXT_shadow_funcs + "GL_EXT_shadow_funcs", +#endif +#ifdef GL_EXT_shadow_samplers + "GL_EXT_shadow_samplers", +#endif +#ifdef GL_EXT_shared_texture_palette + "GL_EXT_shared_texture_palette", +#endif +#ifdef GL_EXT_sparse_texture + "GL_EXT_sparse_texture", +#endif +#ifdef GL_EXT_sparse_texture2 + "GL_EXT_sparse_texture2", +#endif +#ifdef GL_EXT_stencil_clear_tag + "GL_EXT_stencil_clear_tag", +#endif +#ifdef GL_EXT_stencil_two_side + "GL_EXT_stencil_two_side", +#endif +#ifdef GL_EXT_stencil_wrap + "GL_EXT_stencil_wrap", +#endif +#ifdef GL_EXT_subtexture + "GL_EXT_subtexture", +#endif +#ifdef GL_EXT_texture + "GL_EXT_texture", +#endif +#ifdef GL_EXT_texture3D + "GL_EXT_texture3D", +#endif +#ifdef GL_EXT_texture_array + "GL_EXT_texture_array", +#endif +#ifdef GL_EXT_texture_buffer_object + "GL_EXT_texture_buffer_object", +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode + "GL_EXT_texture_compression_astc_decode_mode", +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 + "GL_EXT_texture_compression_astc_decode_mode_rgb9e5", +#endif +#ifdef GL_EXT_texture_compression_bptc + "GL_EXT_texture_compression_bptc", +#endif +#ifdef GL_EXT_texture_compression_dxt1 + "GL_EXT_texture_compression_dxt1", +#endif +#ifdef GL_EXT_texture_compression_latc + "GL_EXT_texture_compression_latc", +#endif +#ifdef GL_EXT_texture_compression_rgtc + "GL_EXT_texture_compression_rgtc", +#endif +#ifdef GL_EXT_texture_compression_s3tc + "GL_EXT_texture_compression_s3tc", +#endif +#ifdef GL_EXT_texture_cube_map + "GL_EXT_texture_cube_map", +#endif +#ifdef GL_EXT_texture_cube_map_array + "GL_EXT_texture_cube_map_array", +#endif +#ifdef GL_EXT_texture_edge_clamp + "GL_EXT_texture_edge_clamp", +#endif +#ifdef GL_EXT_texture_env + "GL_EXT_texture_env", +#endif +#ifdef GL_EXT_texture_env_add + "GL_EXT_texture_env_add", +#endif +#ifdef GL_EXT_texture_env_combine + "GL_EXT_texture_env_combine", +#endif +#ifdef GL_EXT_texture_env_dot3 + "GL_EXT_texture_env_dot3", +#endif +#ifdef GL_EXT_texture_filter_anisotropic + "GL_EXT_texture_filter_anisotropic", +#endif +#ifdef GL_EXT_texture_filter_minmax + "GL_EXT_texture_filter_minmax", +#endif +#ifdef GL_EXT_texture_format_BGRA8888 + "GL_EXT_texture_format_BGRA8888", +#endif +#ifdef GL_EXT_texture_integer + "GL_EXT_texture_integer", +#endif +#ifdef GL_EXT_texture_lod_bias + "GL_EXT_texture_lod_bias", +#endif +#ifdef GL_EXT_texture_mirror_clamp + "GL_EXT_texture_mirror_clamp", +#endif +#ifdef GL_EXT_texture_norm16 + "GL_EXT_texture_norm16", +#endif +#ifdef GL_EXT_texture_object + "GL_EXT_texture_object", +#endif +#ifdef GL_EXT_texture_perturb_normal + "GL_EXT_texture_perturb_normal", +#endif +#ifdef GL_EXT_texture_rectangle + "GL_EXT_texture_rectangle", +#endif +#ifdef GL_EXT_texture_rg + "GL_EXT_texture_rg", +#endif +#ifdef GL_EXT_texture_sRGB + "GL_EXT_texture_sRGB", +#endif +#ifdef GL_EXT_texture_sRGB_R8 + "GL_EXT_texture_sRGB_R8", +#endif +#ifdef GL_EXT_texture_sRGB_RG8 + "GL_EXT_texture_sRGB_RG8", +#endif +#ifdef GL_EXT_texture_sRGB_decode + "GL_EXT_texture_sRGB_decode", +#endif +#ifdef GL_EXT_texture_shared_exponent + "GL_EXT_texture_shared_exponent", +#endif +#ifdef GL_EXT_texture_snorm + "GL_EXT_texture_snorm", +#endif +#ifdef GL_EXT_texture_storage + "GL_EXT_texture_storage", +#endif +#ifdef GL_EXT_texture_swizzle + "GL_EXT_texture_swizzle", +#endif +#ifdef GL_EXT_texture_type_2_10_10_10_REV + "GL_EXT_texture_type_2_10_10_10_REV", +#endif +#ifdef GL_EXT_texture_view + "GL_EXT_texture_view", +#endif +#ifdef GL_EXT_timer_query + "GL_EXT_timer_query", +#endif +#ifdef GL_EXT_transform_feedback + "GL_EXT_transform_feedback", +#endif +#ifdef GL_EXT_unpack_subimage + "GL_EXT_unpack_subimage", +#endif +#ifdef GL_EXT_vertex_array + "GL_EXT_vertex_array", +#endif +#ifdef GL_EXT_vertex_array_bgra + "GL_EXT_vertex_array_bgra", +#endif +#ifdef GL_EXT_vertex_array_setXXX + "GL_EXT_vertex_array_setXXX", +#endif +#ifdef GL_EXT_vertex_attrib_64bit + "GL_EXT_vertex_attrib_64bit", +#endif +#ifdef GL_EXT_vertex_shader + "GL_EXT_vertex_shader", +#endif +#ifdef GL_EXT_vertex_weighting + "GL_EXT_vertex_weighting", +#endif +#ifdef GL_EXT_win32_keyed_mutex + "GL_EXT_win32_keyed_mutex", +#endif +#ifdef GL_EXT_window_rectangles + "GL_EXT_window_rectangles", +#endif +#ifdef GL_EXT_x11_sync_object + "GL_EXT_x11_sync_object", +#endif +#ifdef GL_GREMEDY_frame_terminator + "GL_GREMEDY_frame_terminator", +#endif +#ifdef GL_GREMEDY_string_marker + "GL_GREMEDY_string_marker", +#endif +#ifdef GL_HP_convolution_border_modes + "GL_HP_convolution_border_modes", +#endif +#ifdef GL_HP_image_transform + "GL_HP_image_transform", +#endif +#ifdef GL_HP_occlusion_test + "GL_HP_occlusion_test", +#endif +#ifdef GL_HP_texture_lighting + "GL_HP_texture_lighting", +#endif +#ifdef GL_IBM_cull_vertex + "GL_IBM_cull_vertex", +#endif +#ifdef GL_IBM_multimode_draw_arrays + "GL_IBM_multimode_draw_arrays", +#endif +#ifdef GL_IBM_rasterpos_clip + "GL_IBM_rasterpos_clip", +#endif +#ifdef GL_IBM_static_data + "GL_IBM_static_data", +#endif +#ifdef GL_IBM_texture_mirrored_repeat + "GL_IBM_texture_mirrored_repeat", +#endif +#ifdef GL_IBM_vertex_array_lists + "GL_IBM_vertex_array_lists", +#endif +#ifdef GL_INGR_color_clamp + "GL_INGR_color_clamp", +#endif +#ifdef GL_INGR_interlace_read + "GL_INGR_interlace_read", +#endif +#ifdef GL_INTEL_conservative_rasterization + "GL_INTEL_conservative_rasterization", +#endif +#ifdef GL_INTEL_fragment_shader_ordering + "GL_INTEL_fragment_shader_ordering", +#endif +#ifdef GL_INTEL_framebuffer_CMAA + "GL_INTEL_framebuffer_CMAA", +#endif +#ifdef GL_INTEL_map_texture + "GL_INTEL_map_texture", +#endif +#ifdef GL_INTEL_parallel_arrays + "GL_INTEL_parallel_arrays", +#endif +#ifdef GL_INTEL_performance_query + "GL_INTEL_performance_query", +#endif +#ifdef GL_INTEL_texture_scissor + "GL_INTEL_texture_scissor", +#endif +#ifdef GL_KHR_blend_equation_advanced + "GL_KHR_blend_equation_advanced", +#endif +#ifdef GL_KHR_blend_equation_advanced_coherent + "GL_KHR_blend_equation_advanced_coherent", +#endif +#ifdef GL_KHR_context_flush_control + "GL_KHR_context_flush_control", +#endif +#ifdef GL_KHR_debug + "GL_KHR_debug", +#endif +#ifdef GL_KHR_no_error + "GL_KHR_no_error", +#endif +#ifdef GL_KHR_parallel_shader_compile + "GL_KHR_parallel_shader_compile", +#endif +#ifdef GL_KHR_robust_buffer_access_behavior + "GL_KHR_robust_buffer_access_behavior", +#endif +#ifdef GL_KHR_robustness + "GL_KHR_robustness", +#endif +#ifdef GL_KHR_texture_compression_astc_hdr + "GL_KHR_texture_compression_astc_hdr", +#endif +#ifdef GL_KHR_texture_compression_astc_ldr + "GL_KHR_texture_compression_astc_ldr", +#endif +#ifdef GL_KHR_texture_compression_astc_sliced_3d + "GL_KHR_texture_compression_astc_sliced_3d", +#endif +#ifdef GL_KTX_buffer_region + "GL_KTX_buffer_region", +#endif +#ifdef GL_MESAX_texture_stack + "GL_MESAX_texture_stack", +#endif +#ifdef GL_MESA_pack_invert + "GL_MESA_pack_invert", +#endif +#ifdef GL_MESA_resize_buffers + "GL_MESA_resize_buffers", +#endif +#ifdef GL_MESA_shader_integer_functions + "GL_MESA_shader_integer_functions", +#endif +#ifdef GL_MESA_window_pos + "GL_MESA_window_pos", +#endif +#ifdef GL_MESA_ycbcr_texture + "GL_MESA_ycbcr_texture", +#endif +#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers + "GL_NVX_blend_equation_advanced_multi_draw_buffers", +#endif +#ifdef GL_NVX_conditional_render + "GL_NVX_conditional_render", +#endif +#ifdef GL_NVX_gpu_memory_info + "GL_NVX_gpu_memory_info", +#endif +#ifdef GL_NVX_linked_gpu_multicast + "GL_NVX_linked_gpu_multicast", +#endif +#ifdef GL_NV_3dvision_settings + "GL_NV_3dvision_settings", +#endif +#ifdef GL_NV_EGL_stream_consumer_external + "GL_NV_EGL_stream_consumer_external", +#endif +#ifdef GL_NV_alpha_to_coverage_dither_control + "GL_NV_alpha_to_coverage_dither_control", +#endif +#ifdef GL_NV_bgr + "GL_NV_bgr", +#endif +#ifdef GL_NV_bindless_multi_draw_indirect + "GL_NV_bindless_multi_draw_indirect", +#endif +#ifdef GL_NV_bindless_multi_draw_indirect_count + "GL_NV_bindless_multi_draw_indirect_count", +#endif +#ifdef GL_NV_bindless_texture + "GL_NV_bindless_texture", +#endif +#ifdef GL_NV_blend_equation_advanced + "GL_NV_blend_equation_advanced", +#endif +#ifdef GL_NV_blend_equation_advanced_coherent + "GL_NV_blend_equation_advanced_coherent", +#endif +#ifdef GL_NV_blend_minmax_factor + "GL_NV_blend_minmax_factor", +#endif +#ifdef GL_NV_blend_square + "GL_NV_blend_square", +#endif +#ifdef GL_NV_clip_space_w_scaling + "GL_NV_clip_space_w_scaling", +#endif +#ifdef GL_NV_command_list + "GL_NV_command_list", +#endif +#ifdef GL_NV_compute_program5 + "GL_NV_compute_program5", +#endif +#ifdef GL_NV_conditional_render + "GL_NV_conditional_render", +#endif +#ifdef GL_NV_conservative_raster + "GL_NV_conservative_raster", +#endif +#ifdef GL_NV_conservative_raster_dilate + "GL_NV_conservative_raster_dilate", +#endif +#ifdef GL_NV_conservative_raster_pre_snap_triangles + "GL_NV_conservative_raster_pre_snap_triangles", +#endif +#ifdef GL_NV_copy_buffer + "GL_NV_copy_buffer", +#endif +#ifdef GL_NV_copy_depth_to_color + "GL_NV_copy_depth_to_color", +#endif +#ifdef GL_NV_copy_image + "GL_NV_copy_image", +#endif +#ifdef GL_NV_deep_texture3D + "GL_NV_deep_texture3D", +#endif +#ifdef GL_NV_depth_buffer_float + "GL_NV_depth_buffer_float", +#endif +#ifdef GL_NV_depth_clamp + "GL_NV_depth_clamp", +#endif +#ifdef GL_NV_depth_range_unclamped + "GL_NV_depth_range_unclamped", +#endif +#ifdef GL_NV_draw_buffers + "GL_NV_draw_buffers", +#endif +#ifdef GL_NV_draw_instanced + "GL_NV_draw_instanced", +#endif +#ifdef GL_NV_draw_texture + "GL_NV_draw_texture", +#endif +#ifdef GL_NV_draw_vulkan_image + "GL_NV_draw_vulkan_image", +#endif +#ifdef GL_NV_evaluators + "GL_NV_evaluators", +#endif +#ifdef GL_NV_explicit_attrib_location + "GL_NV_explicit_attrib_location", +#endif +#ifdef GL_NV_explicit_multisample + "GL_NV_explicit_multisample", +#endif +#ifdef GL_NV_fbo_color_attachments + "GL_NV_fbo_color_attachments", +#endif +#ifdef GL_NV_fence + "GL_NV_fence", +#endif +#ifdef GL_NV_fill_rectangle + "GL_NV_fill_rectangle", +#endif +#ifdef GL_NV_float_buffer + "GL_NV_float_buffer", +#endif +#ifdef GL_NV_fog_distance + "GL_NV_fog_distance", +#endif +#ifdef GL_NV_fragment_coverage_to_color + "GL_NV_fragment_coverage_to_color", +#endif +#ifdef GL_NV_fragment_program + "GL_NV_fragment_program", +#endif +#ifdef GL_NV_fragment_program2 + "GL_NV_fragment_program2", +#endif +#ifdef GL_NV_fragment_program4 + "GL_NV_fragment_program4", +#endif +#ifdef GL_NV_fragment_program_option + "GL_NV_fragment_program_option", +#endif +#ifdef GL_NV_fragment_shader_interlock + "GL_NV_fragment_shader_interlock", +#endif +#ifdef GL_NV_framebuffer_blit + "GL_NV_framebuffer_blit", +#endif +#ifdef GL_NV_framebuffer_mixed_samples + "GL_NV_framebuffer_mixed_samples", +#endif +#ifdef GL_NV_framebuffer_multisample + "GL_NV_framebuffer_multisample", +#endif +#ifdef GL_NV_framebuffer_multisample_coverage + "GL_NV_framebuffer_multisample_coverage", +#endif +#ifdef GL_NV_generate_mipmap_sRGB + "GL_NV_generate_mipmap_sRGB", +#endif +#ifdef GL_NV_geometry_program4 + "GL_NV_geometry_program4", +#endif +#ifdef GL_NV_geometry_shader4 + "GL_NV_geometry_shader4", +#endif +#ifdef GL_NV_geometry_shader_passthrough + "GL_NV_geometry_shader_passthrough", +#endif +#ifdef GL_NV_gpu_multicast + "GL_NV_gpu_multicast", +#endif +#ifdef GL_NV_gpu_program4 + "GL_NV_gpu_program4", +#endif +#ifdef GL_NV_gpu_program5 + "GL_NV_gpu_program5", +#endif +#ifdef GL_NV_gpu_program5_mem_extended + "GL_NV_gpu_program5_mem_extended", +#endif +#ifdef GL_NV_gpu_program_fp64 + "GL_NV_gpu_program_fp64", +#endif +#ifdef GL_NV_gpu_shader5 + "GL_NV_gpu_shader5", +#endif +#ifdef GL_NV_half_float + "GL_NV_half_float", +#endif +#ifdef GL_NV_image_formats + "GL_NV_image_formats", +#endif +#ifdef GL_NV_instanced_arrays + "GL_NV_instanced_arrays", +#endif +#ifdef GL_NV_internalformat_sample_query + "GL_NV_internalformat_sample_query", +#endif +#ifdef GL_NV_light_max_exponent + "GL_NV_light_max_exponent", +#endif +#ifdef GL_NV_multisample_coverage + "GL_NV_multisample_coverage", +#endif +#ifdef GL_NV_multisample_filter_hint + "GL_NV_multisample_filter_hint", +#endif +#ifdef GL_NV_non_square_matrices + "GL_NV_non_square_matrices", +#endif +#ifdef GL_NV_occlusion_query + "GL_NV_occlusion_query", +#endif +#ifdef GL_NV_pack_subimage + "GL_NV_pack_subimage", +#endif +#ifdef GL_NV_packed_depth_stencil + "GL_NV_packed_depth_stencil", +#endif +#ifdef GL_NV_packed_float + "GL_NV_packed_float", +#endif +#ifdef GL_NV_packed_float_linear + "GL_NV_packed_float_linear", +#endif +#ifdef GL_NV_parameter_buffer_object + "GL_NV_parameter_buffer_object", +#endif +#ifdef GL_NV_parameter_buffer_object2 + "GL_NV_parameter_buffer_object2", +#endif +#ifdef GL_NV_path_rendering + "GL_NV_path_rendering", +#endif +#ifdef GL_NV_path_rendering_shared_edge + "GL_NV_path_rendering_shared_edge", +#endif +#ifdef GL_NV_pixel_buffer_object + "GL_NV_pixel_buffer_object", +#endif +#ifdef GL_NV_pixel_data_range + "GL_NV_pixel_data_range", +#endif +#ifdef GL_NV_platform_binary + "GL_NV_platform_binary", +#endif +#ifdef GL_NV_point_sprite + "GL_NV_point_sprite", +#endif +#ifdef GL_NV_polygon_mode + "GL_NV_polygon_mode", +#endif +#ifdef GL_NV_present_video + "GL_NV_present_video", +#endif +#ifdef GL_NV_primitive_restart + "GL_NV_primitive_restart", +#endif +#ifdef GL_NV_read_depth + "GL_NV_read_depth", +#endif +#ifdef GL_NV_read_depth_stencil + "GL_NV_read_depth_stencil", +#endif +#ifdef GL_NV_read_stencil + "GL_NV_read_stencil", +#endif +#ifdef GL_NV_register_combiners + "GL_NV_register_combiners", +#endif +#ifdef GL_NV_register_combiners2 + "GL_NV_register_combiners2", +#endif +#ifdef GL_NV_robustness_video_memory_purge + "GL_NV_robustness_video_memory_purge", +#endif +#ifdef GL_NV_sRGB_formats + "GL_NV_sRGB_formats", +#endif +#ifdef GL_NV_sample_locations + "GL_NV_sample_locations", +#endif +#ifdef GL_NV_sample_mask_override_coverage + "GL_NV_sample_mask_override_coverage", +#endif +#ifdef GL_NV_shader_atomic_counters + "GL_NV_shader_atomic_counters", +#endif +#ifdef GL_NV_shader_atomic_float + "GL_NV_shader_atomic_float", +#endif +#ifdef GL_NV_shader_atomic_float64 + "GL_NV_shader_atomic_float64", +#endif +#ifdef GL_NV_shader_atomic_fp16_vector + "GL_NV_shader_atomic_fp16_vector", +#endif +#ifdef GL_NV_shader_atomic_int64 + "GL_NV_shader_atomic_int64", +#endif +#ifdef GL_NV_shader_buffer_load + "GL_NV_shader_buffer_load", +#endif +#ifdef GL_NV_shader_noperspective_interpolation + "GL_NV_shader_noperspective_interpolation", +#endif +#ifdef GL_NV_shader_storage_buffer_object + "GL_NV_shader_storage_buffer_object", +#endif +#ifdef GL_NV_shader_thread_group + "GL_NV_shader_thread_group", +#endif +#ifdef GL_NV_shader_thread_shuffle + "GL_NV_shader_thread_shuffle", +#endif +#ifdef GL_NV_shadow_samplers_array + "GL_NV_shadow_samplers_array", +#endif +#ifdef GL_NV_shadow_samplers_cube + "GL_NV_shadow_samplers_cube", +#endif +#ifdef GL_NV_stereo_view_rendering + "GL_NV_stereo_view_rendering", +#endif +#ifdef GL_NV_tessellation_program5 + "GL_NV_tessellation_program5", +#endif +#ifdef GL_NV_texgen_emboss + "GL_NV_texgen_emboss", +#endif +#ifdef GL_NV_texgen_reflection + "GL_NV_texgen_reflection", +#endif +#ifdef GL_NV_texture_array + "GL_NV_texture_array", +#endif +#ifdef GL_NV_texture_barrier + "GL_NV_texture_barrier", +#endif +#ifdef GL_NV_texture_border_clamp + "GL_NV_texture_border_clamp", +#endif +#ifdef GL_NV_texture_compression_latc + "GL_NV_texture_compression_latc", +#endif +#ifdef GL_NV_texture_compression_s3tc + "GL_NV_texture_compression_s3tc", +#endif +#ifdef GL_NV_texture_compression_s3tc_update + "GL_NV_texture_compression_s3tc_update", +#endif +#ifdef GL_NV_texture_compression_vtc + "GL_NV_texture_compression_vtc", +#endif +#ifdef GL_NV_texture_env_combine4 + "GL_NV_texture_env_combine4", +#endif +#ifdef GL_NV_texture_expand_normal + "GL_NV_texture_expand_normal", +#endif +#ifdef GL_NV_texture_multisample + "GL_NV_texture_multisample", +#endif +#ifdef GL_NV_texture_npot_2D_mipmap + "GL_NV_texture_npot_2D_mipmap", +#endif +#ifdef GL_NV_texture_rectangle + "GL_NV_texture_rectangle", +#endif +#ifdef GL_NV_texture_rectangle_compressed + "GL_NV_texture_rectangle_compressed", +#endif +#ifdef GL_NV_texture_shader + "GL_NV_texture_shader", +#endif +#ifdef GL_NV_texture_shader2 + "GL_NV_texture_shader2", +#endif +#ifdef GL_NV_texture_shader3 + "GL_NV_texture_shader3", +#endif +#ifdef GL_NV_transform_feedback + "GL_NV_transform_feedback", +#endif +#ifdef GL_NV_transform_feedback2 + "GL_NV_transform_feedback2", +#endif +#ifdef GL_NV_uniform_buffer_unified_memory + "GL_NV_uniform_buffer_unified_memory", +#endif +#ifdef GL_NV_vdpau_interop + "GL_NV_vdpau_interop", +#endif +#ifdef GL_NV_vertex_array_range + "GL_NV_vertex_array_range", +#endif +#ifdef GL_NV_vertex_array_range2 + "GL_NV_vertex_array_range2", +#endif +#ifdef GL_NV_vertex_attrib_integer_64bit + "GL_NV_vertex_attrib_integer_64bit", +#endif +#ifdef GL_NV_vertex_buffer_unified_memory + "GL_NV_vertex_buffer_unified_memory", +#endif +#ifdef GL_NV_vertex_program + "GL_NV_vertex_program", +#endif +#ifdef GL_NV_vertex_program1_1 + "GL_NV_vertex_program1_1", +#endif +#ifdef GL_NV_vertex_program2 + "GL_NV_vertex_program2", +#endif +#ifdef GL_NV_vertex_program2_option + "GL_NV_vertex_program2_option", +#endif +#ifdef GL_NV_vertex_program3 + "GL_NV_vertex_program3", +#endif +#ifdef GL_NV_vertex_program4 + "GL_NV_vertex_program4", +#endif +#ifdef GL_NV_video_capture + "GL_NV_video_capture", +#endif +#ifdef GL_NV_viewport_array + "GL_NV_viewport_array", +#endif +#ifdef GL_NV_viewport_array2 + "GL_NV_viewport_array2", +#endif +#ifdef GL_NV_viewport_swizzle + "GL_NV_viewport_swizzle", +#endif +#ifdef GL_OES_byte_coordinates + "GL_OES_byte_coordinates", +#endif +#ifdef GL_OML_interlace + "GL_OML_interlace", +#endif +#ifdef GL_OML_resample + "GL_OML_resample", +#endif +#ifdef GL_OML_subsample + "GL_OML_subsample", +#endif +#ifdef GL_OVR_multiview + "GL_OVR_multiview", +#endif +#ifdef GL_OVR_multiview2 + "GL_OVR_multiview2", +#endif +#ifdef GL_OVR_multiview_multisampled_render_to_texture + "GL_OVR_multiview_multisampled_render_to_texture", +#endif +#ifdef GL_PGI_misc_hints + "GL_PGI_misc_hints", +#endif +#ifdef GL_PGI_vertex_hints + "GL_PGI_vertex_hints", +#endif +#ifdef GL_QCOM_alpha_test + "GL_QCOM_alpha_test", +#endif +#ifdef GL_QCOM_binning_control + "GL_QCOM_binning_control", +#endif +#ifdef GL_QCOM_driver_control + "GL_QCOM_driver_control", +#endif +#ifdef GL_QCOM_extended_get + "GL_QCOM_extended_get", +#endif +#ifdef GL_QCOM_extended_get2 + "GL_QCOM_extended_get2", +#endif +#ifdef GL_QCOM_framebuffer_foveated + "GL_QCOM_framebuffer_foveated", +#endif +#ifdef GL_QCOM_perfmon_global_mode + "GL_QCOM_perfmon_global_mode", +#endif +#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent + "GL_QCOM_shader_framebuffer_fetch_noncoherent", +#endif +#ifdef GL_QCOM_tiled_rendering + "GL_QCOM_tiled_rendering", +#endif +#ifdef GL_QCOM_writeonly_rendering + "GL_QCOM_writeonly_rendering", +#endif +#ifdef GL_REGAL_ES1_0_compatibility + "GL_REGAL_ES1_0_compatibility", +#endif +#ifdef GL_REGAL_ES1_1_compatibility + "GL_REGAL_ES1_1_compatibility", +#endif +#ifdef GL_REGAL_enable + "GL_REGAL_enable", +#endif +#ifdef GL_REGAL_error_string + "GL_REGAL_error_string", +#endif +#ifdef GL_REGAL_extension_query + "GL_REGAL_extension_query", +#endif +#ifdef GL_REGAL_log + "GL_REGAL_log", +#endif +#ifdef GL_REGAL_proc_address + "GL_REGAL_proc_address", +#endif +#ifdef GL_REND_screen_coordinates + "GL_REND_screen_coordinates", +#endif +#ifdef GL_S3_s3tc + "GL_S3_s3tc", +#endif +#ifdef GL_SGIS_clip_band_hint + "GL_SGIS_clip_band_hint", +#endif +#ifdef GL_SGIS_color_range + "GL_SGIS_color_range", +#endif +#ifdef GL_SGIS_detail_texture + "GL_SGIS_detail_texture", +#endif +#ifdef GL_SGIS_fog_function + "GL_SGIS_fog_function", +#endif +#ifdef GL_SGIS_generate_mipmap + "GL_SGIS_generate_mipmap", +#endif +#ifdef GL_SGIS_line_texgen + "GL_SGIS_line_texgen", +#endif +#ifdef GL_SGIS_multisample + "GL_SGIS_multisample", +#endif +#ifdef GL_SGIS_multitexture + "GL_SGIS_multitexture", +#endif +#ifdef GL_SGIS_pixel_texture + "GL_SGIS_pixel_texture", +#endif +#ifdef GL_SGIS_point_line_texgen + "GL_SGIS_point_line_texgen", +#endif +#ifdef GL_SGIS_shared_multisample + "GL_SGIS_shared_multisample", +#endif +#ifdef GL_SGIS_sharpen_texture + "GL_SGIS_sharpen_texture", +#endif +#ifdef GL_SGIS_texture4D + "GL_SGIS_texture4D", +#endif +#ifdef GL_SGIS_texture_border_clamp + "GL_SGIS_texture_border_clamp", +#endif +#ifdef GL_SGIS_texture_edge_clamp + "GL_SGIS_texture_edge_clamp", +#endif +#ifdef GL_SGIS_texture_filter4 + "GL_SGIS_texture_filter4", +#endif +#ifdef GL_SGIS_texture_lod + "GL_SGIS_texture_lod", +#endif +#ifdef GL_SGIS_texture_select + "GL_SGIS_texture_select", +#endif +#ifdef GL_SGIX_async + "GL_SGIX_async", +#endif +#ifdef GL_SGIX_async_histogram + "GL_SGIX_async_histogram", +#endif +#ifdef GL_SGIX_async_pixel + "GL_SGIX_async_pixel", +#endif +#ifdef GL_SGIX_bali_g_instruments + "GL_SGIX_bali_g_instruments", +#endif +#ifdef GL_SGIX_bali_r_instruments + "GL_SGIX_bali_r_instruments", +#endif +#ifdef GL_SGIX_bali_timer_instruments + "GL_SGIX_bali_timer_instruments", +#endif +#ifdef GL_SGIX_blend_alpha_minmax + "GL_SGIX_blend_alpha_minmax", +#endif +#ifdef GL_SGIX_blend_cadd + "GL_SGIX_blend_cadd", +#endif +#ifdef GL_SGIX_blend_cmultiply + "GL_SGIX_blend_cmultiply", +#endif +#ifdef GL_SGIX_calligraphic_fragment + "GL_SGIX_calligraphic_fragment", +#endif +#ifdef GL_SGIX_clipmap + "GL_SGIX_clipmap", +#endif +#ifdef GL_SGIX_color_matrix_accuracy + "GL_SGIX_color_matrix_accuracy", +#endif +#ifdef GL_SGIX_color_table_index_mode + "GL_SGIX_color_table_index_mode", +#endif +#ifdef GL_SGIX_complex_polar + "GL_SGIX_complex_polar", +#endif +#ifdef GL_SGIX_convolution_accuracy + "GL_SGIX_convolution_accuracy", +#endif +#ifdef GL_SGIX_cube_map + "GL_SGIX_cube_map", +#endif +#ifdef GL_SGIX_cylinder_texgen + "GL_SGIX_cylinder_texgen", +#endif +#ifdef GL_SGIX_datapipe + "GL_SGIX_datapipe", +#endif +#ifdef GL_SGIX_decimation + "GL_SGIX_decimation", +#endif +#ifdef GL_SGIX_depth_pass_instrument + "GL_SGIX_depth_pass_instrument", +#endif +#ifdef GL_SGIX_depth_texture + "GL_SGIX_depth_texture", +#endif +#ifdef GL_SGIX_dvc + "GL_SGIX_dvc", +#endif +#ifdef GL_SGIX_flush_raster + "GL_SGIX_flush_raster", +#endif +#ifdef GL_SGIX_fog_blend + "GL_SGIX_fog_blend", +#endif +#ifdef GL_SGIX_fog_factor_to_alpha + "GL_SGIX_fog_factor_to_alpha", +#endif +#ifdef GL_SGIX_fog_layers + "GL_SGIX_fog_layers", +#endif +#ifdef GL_SGIX_fog_offset + "GL_SGIX_fog_offset", +#endif +#ifdef GL_SGIX_fog_patchy + "GL_SGIX_fog_patchy", +#endif +#ifdef GL_SGIX_fog_scale + "GL_SGIX_fog_scale", +#endif +#ifdef GL_SGIX_fog_texture + "GL_SGIX_fog_texture", +#endif +#ifdef GL_SGIX_fragment_lighting_space + "GL_SGIX_fragment_lighting_space", +#endif +#ifdef GL_SGIX_fragment_specular_lighting + "GL_SGIX_fragment_specular_lighting", +#endif +#ifdef GL_SGIX_fragments_instrument + "GL_SGIX_fragments_instrument", +#endif +#ifdef GL_SGIX_framezoom + "GL_SGIX_framezoom", +#endif +#ifdef GL_SGIX_icc_texture + "GL_SGIX_icc_texture", +#endif +#ifdef GL_SGIX_igloo_interface + "GL_SGIX_igloo_interface", +#endif +#ifdef GL_SGIX_image_compression + "GL_SGIX_image_compression", +#endif +#ifdef GL_SGIX_impact_pixel_texture + "GL_SGIX_impact_pixel_texture", +#endif +#ifdef GL_SGIX_instrument_error + "GL_SGIX_instrument_error", +#endif +#ifdef GL_SGIX_interlace + "GL_SGIX_interlace", +#endif +#ifdef GL_SGIX_ir_instrument1 + "GL_SGIX_ir_instrument1", +#endif +#ifdef GL_SGIX_line_quality_hint + "GL_SGIX_line_quality_hint", +#endif +#ifdef GL_SGIX_list_priority + "GL_SGIX_list_priority", +#endif +#ifdef GL_SGIX_mpeg1 + "GL_SGIX_mpeg1", +#endif +#ifdef GL_SGIX_mpeg2 + "GL_SGIX_mpeg2", +#endif +#ifdef GL_SGIX_nonlinear_lighting_pervertex + "GL_SGIX_nonlinear_lighting_pervertex", +#endif +#ifdef GL_SGIX_nurbs_eval + "GL_SGIX_nurbs_eval", +#endif +#ifdef GL_SGIX_occlusion_instrument + "GL_SGIX_occlusion_instrument", +#endif +#ifdef GL_SGIX_packed_6bytes + "GL_SGIX_packed_6bytes", +#endif +#ifdef GL_SGIX_pixel_texture + "GL_SGIX_pixel_texture", +#endif +#ifdef GL_SGIX_pixel_texture_bits + "GL_SGIX_pixel_texture_bits", +#endif +#ifdef GL_SGIX_pixel_texture_lod + "GL_SGIX_pixel_texture_lod", +#endif +#ifdef GL_SGIX_pixel_tiles + "GL_SGIX_pixel_tiles", +#endif +#ifdef GL_SGIX_polynomial_ffd + "GL_SGIX_polynomial_ffd", +#endif +#ifdef GL_SGIX_quad_mesh + "GL_SGIX_quad_mesh", +#endif +#ifdef GL_SGIX_reference_plane + "GL_SGIX_reference_plane", +#endif +#ifdef GL_SGIX_resample + "GL_SGIX_resample", +#endif +#ifdef GL_SGIX_scalebias_hint + "GL_SGIX_scalebias_hint", +#endif +#ifdef GL_SGIX_shadow + "GL_SGIX_shadow", +#endif +#ifdef GL_SGIX_shadow_ambient + "GL_SGIX_shadow_ambient", +#endif +#ifdef GL_SGIX_slim + "GL_SGIX_slim", +#endif +#ifdef GL_SGIX_spotlight_cutoff + "GL_SGIX_spotlight_cutoff", +#endif +#ifdef GL_SGIX_sprite + "GL_SGIX_sprite", +#endif +#ifdef GL_SGIX_subdiv_patch + "GL_SGIX_subdiv_patch", +#endif +#ifdef GL_SGIX_subsample + "GL_SGIX_subsample", +#endif +#ifdef GL_SGIX_tag_sample_buffer + "GL_SGIX_tag_sample_buffer", +#endif +#ifdef GL_SGIX_texture_add_env + "GL_SGIX_texture_add_env", +#endif +#ifdef GL_SGIX_texture_coordinate_clamp + "GL_SGIX_texture_coordinate_clamp", +#endif +#ifdef GL_SGIX_texture_lod_bias + "GL_SGIX_texture_lod_bias", +#endif +#ifdef GL_SGIX_texture_mipmap_anisotropic + "GL_SGIX_texture_mipmap_anisotropic", +#endif +#ifdef GL_SGIX_texture_multi_buffer + "GL_SGIX_texture_multi_buffer", +#endif +#ifdef GL_SGIX_texture_phase + "GL_SGIX_texture_phase", +#endif +#ifdef GL_SGIX_texture_range + "GL_SGIX_texture_range", +#endif +#ifdef GL_SGIX_texture_scale_bias + "GL_SGIX_texture_scale_bias", +#endif +#ifdef GL_SGIX_texture_supersample + "GL_SGIX_texture_supersample", +#endif +#ifdef GL_SGIX_vector_ops + "GL_SGIX_vector_ops", +#endif +#ifdef GL_SGIX_vertex_array_object + "GL_SGIX_vertex_array_object", +#endif +#ifdef GL_SGIX_vertex_preclip + "GL_SGIX_vertex_preclip", +#endif +#ifdef GL_SGIX_vertex_preclip_hint + "GL_SGIX_vertex_preclip_hint", +#endif +#ifdef GL_SGIX_ycrcb + "GL_SGIX_ycrcb", +#endif +#ifdef GL_SGIX_ycrcb_subsample + "GL_SGIX_ycrcb_subsample", +#endif +#ifdef GL_SGIX_ycrcba + "GL_SGIX_ycrcba", +#endif +#ifdef GL_SGI_color_matrix + "GL_SGI_color_matrix", +#endif +#ifdef GL_SGI_color_table + "GL_SGI_color_table", +#endif +#ifdef GL_SGI_complex + "GL_SGI_complex", +#endif +#ifdef GL_SGI_complex_type + "GL_SGI_complex_type", +#endif +#ifdef GL_SGI_fft + "GL_SGI_fft", +#endif +#ifdef GL_SGI_texture_color_table + "GL_SGI_texture_color_table", +#endif +#ifdef GL_SUNX_constant_data + "GL_SUNX_constant_data", +#endif +#ifdef GL_SUN_convolution_border_modes + "GL_SUN_convolution_border_modes", +#endif +#ifdef GL_SUN_global_alpha + "GL_SUN_global_alpha", +#endif +#ifdef GL_SUN_mesh_array + "GL_SUN_mesh_array", +#endif +#ifdef GL_SUN_read_video_pixels + "GL_SUN_read_video_pixels", +#endif +#ifdef GL_SUN_slice_accum + "GL_SUN_slice_accum", +#endif +#ifdef GL_SUN_triangle_list + "GL_SUN_triangle_list", +#endif +#ifdef GL_SUN_vertex + "GL_SUN_vertex", +#endif +#ifdef GL_WIN_phong_shading + "GL_WIN_phong_shading", +#endif +#ifdef GL_WIN_scene_markerXXX + "GL_WIN_scene_markerXXX", +#endif +#ifdef GL_WIN_specular_fog + "GL_WIN_specular_fog", +#endif +#ifdef GL_WIN_swap_hint + "GL_WIN_swap_hint", +#endif + NULL +}; + +/* Detected in the extension string or strings */ +static GLboolean _glewExtensionString[801]; +/* Detected via extension string or experimental mode */ +static GLboolean* _glewExtensionEnabled[] = { +#ifdef GL_VERSION_1_2 + &__GLEW_VERSION_1_2, +#endif +#ifdef GL_VERSION_1_2_1 + &__GLEW_VERSION_1_2_1, +#endif +#ifdef GL_VERSION_1_3 + &__GLEW_VERSION_1_3, +#endif +#ifdef GL_VERSION_1_4 + &__GLEW_VERSION_1_4, +#endif +#ifdef GL_VERSION_1_5 + &__GLEW_VERSION_1_5, +#endif +#ifdef GL_VERSION_2_0 + &__GLEW_VERSION_2_0, +#endif +#ifdef GL_VERSION_2_1 + &__GLEW_VERSION_2_1, +#endif +#ifdef GL_VERSION_3_0 + &__GLEW_VERSION_3_0, +#endif +#ifdef GL_VERSION_3_1 + &__GLEW_VERSION_3_1, +#endif +#ifdef GL_VERSION_3_2 + &__GLEW_VERSION_3_2, +#endif +#ifdef GL_VERSION_3_3 + &__GLEW_VERSION_3_3, +#endif +#ifdef GL_VERSION_4_0 + &__GLEW_VERSION_4_0, +#endif +#ifdef GL_VERSION_4_1 + &__GLEW_VERSION_4_1, +#endif +#ifdef GL_VERSION_4_2 + &__GLEW_VERSION_4_2, +#endif +#ifdef GL_VERSION_4_3 + &__GLEW_VERSION_4_3, +#endif +#ifdef GL_VERSION_4_4 + &__GLEW_VERSION_4_4, +#endif +#ifdef GL_VERSION_4_5 + &__GLEW_VERSION_4_5, +#endif +#ifdef GL_VERSION_4_6 + &__GLEW_VERSION_4_6, +#endif +#ifdef GL_3DFX_multisample + &__GLEW_3DFX_multisample, +#endif +#ifdef GL_3DFX_tbuffer + &__GLEW_3DFX_tbuffer, +#endif +#ifdef GL_3DFX_texture_compression_FXT1 + &__GLEW_3DFX_texture_compression_FXT1, +#endif +#ifdef GL_AMD_blend_minmax_factor + &__GLEW_AMD_blend_minmax_factor, +#endif +#ifdef GL_AMD_compressed_3DC_texture + &__GLEW_AMD_compressed_3DC_texture, +#endif +#ifdef GL_AMD_compressed_ATC_texture + &__GLEW_AMD_compressed_ATC_texture, +#endif +#ifdef GL_AMD_conservative_depth + &__GLEW_AMD_conservative_depth, +#endif +#ifdef GL_AMD_debug_output + &__GLEW_AMD_debug_output, +#endif +#ifdef GL_AMD_depth_clamp_separate + &__GLEW_AMD_depth_clamp_separate, +#endif +#ifdef GL_AMD_draw_buffers_blend + &__GLEW_AMD_draw_buffers_blend, +#endif +#ifdef GL_AMD_framebuffer_sample_positions + &__GLEW_AMD_framebuffer_sample_positions, +#endif +#ifdef GL_AMD_gcn_shader + &__GLEW_AMD_gcn_shader, +#endif +#ifdef GL_AMD_gpu_shader_half_float + &__GLEW_AMD_gpu_shader_half_float, +#endif +#ifdef GL_AMD_gpu_shader_int16 + &__GLEW_AMD_gpu_shader_int16, +#endif +#ifdef GL_AMD_gpu_shader_int64 + &__GLEW_AMD_gpu_shader_int64, +#endif +#ifdef GL_AMD_interleaved_elements + &__GLEW_AMD_interleaved_elements, +#endif +#ifdef GL_AMD_multi_draw_indirect + &__GLEW_AMD_multi_draw_indirect, +#endif +#ifdef GL_AMD_name_gen_delete + &__GLEW_AMD_name_gen_delete, +#endif +#ifdef GL_AMD_occlusion_query_event + &__GLEW_AMD_occlusion_query_event, +#endif +#ifdef GL_AMD_performance_monitor + &__GLEW_AMD_performance_monitor, +#endif +#ifdef GL_AMD_pinned_memory + &__GLEW_AMD_pinned_memory, +#endif +#ifdef GL_AMD_program_binary_Z400 + &__GLEW_AMD_program_binary_Z400, +#endif +#ifdef GL_AMD_query_buffer_object + &__GLEW_AMD_query_buffer_object, +#endif +#ifdef GL_AMD_sample_positions + &__GLEW_AMD_sample_positions, +#endif +#ifdef GL_AMD_seamless_cubemap_per_texture + &__GLEW_AMD_seamless_cubemap_per_texture, +#endif +#ifdef GL_AMD_shader_atomic_counter_ops + &__GLEW_AMD_shader_atomic_counter_ops, +#endif +#ifdef GL_AMD_shader_ballot + &__GLEW_AMD_shader_ballot, +#endif +#ifdef GL_AMD_shader_explicit_vertex_parameter + &__GLEW_AMD_shader_explicit_vertex_parameter, +#endif +#ifdef GL_AMD_shader_stencil_export + &__GLEW_AMD_shader_stencil_export, +#endif +#ifdef GL_AMD_shader_stencil_value_export + &__GLEW_AMD_shader_stencil_value_export, +#endif +#ifdef GL_AMD_shader_trinary_minmax + &__GLEW_AMD_shader_trinary_minmax, +#endif +#ifdef GL_AMD_sparse_texture + &__GLEW_AMD_sparse_texture, +#endif +#ifdef GL_AMD_stencil_operation_extended + &__GLEW_AMD_stencil_operation_extended, +#endif +#ifdef GL_AMD_texture_gather_bias_lod + &__GLEW_AMD_texture_gather_bias_lod, +#endif +#ifdef GL_AMD_texture_texture4 + &__GLEW_AMD_texture_texture4, +#endif +#ifdef GL_AMD_transform_feedback3_lines_triangles + &__GLEW_AMD_transform_feedback3_lines_triangles, +#endif +#ifdef GL_AMD_transform_feedback4 + &__GLEW_AMD_transform_feedback4, +#endif +#ifdef GL_AMD_vertex_shader_layer + &__GLEW_AMD_vertex_shader_layer, +#endif +#ifdef GL_AMD_vertex_shader_tessellator + &__GLEW_AMD_vertex_shader_tessellator, +#endif +#ifdef GL_AMD_vertex_shader_viewport_index + &__GLEW_AMD_vertex_shader_viewport_index, +#endif +#ifdef GL_ANDROID_extension_pack_es31a + &__GLEW_ANDROID_extension_pack_es31a, +#endif +#ifdef GL_ANGLE_depth_texture + &__GLEW_ANGLE_depth_texture, +#endif +#ifdef GL_ANGLE_framebuffer_blit + &__GLEW_ANGLE_framebuffer_blit, +#endif +#ifdef GL_ANGLE_framebuffer_multisample + &__GLEW_ANGLE_framebuffer_multisample, +#endif +#ifdef GL_ANGLE_instanced_arrays + &__GLEW_ANGLE_instanced_arrays, +#endif +#ifdef GL_ANGLE_pack_reverse_row_order + &__GLEW_ANGLE_pack_reverse_row_order, +#endif +#ifdef GL_ANGLE_program_binary + &__GLEW_ANGLE_program_binary, +#endif +#ifdef GL_ANGLE_texture_compression_dxt1 + &__GLEW_ANGLE_texture_compression_dxt1, +#endif +#ifdef GL_ANGLE_texture_compression_dxt3 + &__GLEW_ANGLE_texture_compression_dxt3, +#endif +#ifdef GL_ANGLE_texture_compression_dxt5 + &__GLEW_ANGLE_texture_compression_dxt5, +#endif +#ifdef GL_ANGLE_texture_usage + &__GLEW_ANGLE_texture_usage, +#endif +#ifdef GL_ANGLE_timer_query + &__GLEW_ANGLE_timer_query, +#endif +#ifdef GL_ANGLE_translated_shader_source + &__GLEW_ANGLE_translated_shader_source, +#endif +#ifdef GL_APPLE_aux_depth_stencil + &__GLEW_APPLE_aux_depth_stencil, +#endif +#ifdef GL_APPLE_client_storage + &__GLEW_APPLE_client_storage, +#endif +#ifdef GL_APPLE_clip_distance + &__GLEW_APPLE_clip_distance, +#endif +#ifdef GL_APPLE_color_buffer_packed_float + &__GLEW_APPLE_color_buffer_packed_float, +#endif +#ifdef GL_APPLE_copy_texture_levels + &__GLEW_APPLE_copy_texture_levels, +#endif +#ifdef GL_APPLE_element_array + &__GLEW_APPLE_element_array, +#endif +#ifdef GL_APPLE_fence + &__GLEW_APPLE_fence, +#endif +#ifdef GL_APPLE_float_pixels + &__GLEW_APPLE_float_pixels, +#endif +#ifdef GL_APPLE_flush_buffer_range + &__GLEW_APPLE_flush_buffer_range, +#endif +#ifdef GL_APPLE_framebuffer_multisample + &__GLEW_APPLE_framebuffer_multisample, +#endif +#ifdef GL_APPLE_object_purgeable + &__GLEW_APPLE_object_purgeable, +#endif +#ifdef GL_APPLE_pixel_buffer + &__GLEW_APPLE_pixel_buffer, +#endif +#ifdef GL_APPLE_rgb_422 + &__GLEW_APPLE_rgb_422, +#endif +#ifdef GL_APPLE_row_bytes + &__GLEW_APPLE_row_bytes, +#endif +#ifdef GL_APPLE_specular_vector + &__GLEW_APPLE_specular_vector, +#endif +#ifdef GL_APPLE_sync + &__GLEW_APPLE_sync, +#endif +#ifdef GL_APPLE_texture_2D_limited_npot + &__GLEW_APPLE_texture_2D_limited_npot, +#endif +#ifdef GL_APPLE_texture_format_BGRA8888 + &__GLEW_APPLE_texture_format_BGRA8888, +#endif +#ifdef GL_APPLE_texture_max_level + &__GLEW_APPLE_texture_max_level, +#endif +#ifdef GL_APPLE_texture_packed_float + &__GLEW_APPLE_texture_packed_float, +#endif +#ifdef GL_APPLE_texture_range + &__GLEW_APPLE_texture_range, +#endif +#ifdef GL_APPLE_transform_hint + &__GLEW_APPLE_transform_hint, +#endif +#ifdef GL_APPLE_vertex_array_object + &__GLEW_APPLE_vertex_array_object, +#endif +#ifdef GL_APPLE_vertex_array_range + &__GLEW_APPLE_vertex_array_range, +#endif +#ifdef GL_APPLE_vertex_program_evaluators + &__GLEW_APPLE_vertex_program_evaluators, +#endif +#ifdef GL_APPLE_ycbcr_422 + &__GLEW_APPLE_ycbcr_422, +#endif +#ifdef GL_ARB_ES2_compatibility + &__GLEW_ARB_ES2_compatibility, +#endif +#ifdef GL_ARB_ES3_1_compatibility + &__GLEW_ARB_ES3_1_compatibility, +#endif +#ifdef GL_ARB_ES3_2_compatibility + &__GLEW_ARB_ES3_2_compatibility, +#endif +#ifdef GL_ARB_ES3_compatibility + &__GLEW_ARB_ES3_compatibility, +#endif +#ifdef GL_ARB_arrays_of_arrays + &__GLEW_ARB_arrays_of_arrays, +#endif +#ifdef GL_ARB_base_instance + &__GLEW_ARB_base_instance, +#endif +#ifdef GL_ARB_bindless_texture + &__GLEW_ARB_bindless_texture, +#endif +#ifdef GL_ARB_blend_func_extended + &__GLEW_ARB_blend_func_extended, +#endif +#ifdef GL_ARB_buffer_storage + &__GLEW_ARB_buffer_storage, +#endif +#ifdef GL_ARB_cl_event + &__GLEW_ARB_cl_event, +#endif +#ifdef GL_ARB_clear_buffer_object + &__GLEW_ARB_clear_buffer_object, +#endif +#ifdef GL_ARB_clear_texture + &__GLEW_ARB_clear_texture, +#endif +#ifdef GL_ARB_clip_control + &__GLEW_ARB_clip_control, +#endif +#ifdef GL_ARB_color_buffer_float + &__GLEW_ARB_color_buffer_float, +#endif +#ifdef GL_ARB_compatibility + &__GLEW_ARB_compatibility, +#endif +#ifdef GL_ARB_compressed_texture_pixel_storage + &__GLEW_ARB_compressed_texture_pixel_storage, +#endif +#ifdef GL_ARB_compute_shader + &__GLEW_ARB_compute_shader, +#endif +#ifdef GL_ARB_compute_variable_group_size + &__GLEW_ARB_compute_variable_group_size, +#endif +#ifdef GL_ARB_conditional_render_inverted + &__GLEW_ARB_conditional_render_inverted, +#endif +#ifdef GL_ARB_conservative_depth + &__GLEW_ARB_conservative_depth, +#endif +#ifdef GL_ARB_copy_buffer + &__GLEW_ARB_copy_buffer, +#endif +#ifdef GL_ARB_copy_image + &__GLEW_ARB_copy_image, +#endif +#ifdef GL_ARB_cull_distance + &__GLEW_ARB_cull_distance, +#endif +#ifdef GL_ARB_debug_output + &__GLEW_ARB_debug_output, +#endif +#ifdef GL_ARB_depth_buffer_float + &__GLEW_ARB_depth_buffer_float, +#endif +#ifdef GL_ARB_depth_clamp + &__GLEW_ARB_depth_clamp, +#endif +#ifdef GL_ARB_depth_texture + &__GLEW_ARB_depth_texture, +#endif +#ifdef GL_ARB_derivative_control + &__GLEW_ARB_derivative_control, +#endif +#ifdef GL_ARB_direct_state_access + &__GLEW_ARB_direct_state_access, +#endif +#ifdef GL_ARB_draw_buffers + &__GLEW_ARB_draw_buffers, +#endif +#ifdef GL_ARB_draw_buffers_blend + &__GLEW_ARB_draw_buffers_blend, +#endif +#ifdef GL_ARB_draw_elements_base_vertex + &__GLEW_ARB_draw_elements_base_vertex, +#endif +#ifdef GL_ARB_draw_indirect + &__GLEW_ARB_draw_indirect, +#endif +#ifdef GL_ARB_draw_instanced + &__GLEW_ARB_draw_instanced, +#endif +#ifdef GL_ARB_enhanced_layouts + &__GLEW_ARB_enhanced_layouts, +#endif +#ifdef GL_ARB_explicit_attrib_location + &__GLEW_ARB_explicit_attrib_location, +#endif +#ifdef GL_ARB_explicit_uniform_location + &__GLEW_ARB_explicit_uniform_location, +#endif +#ifdef GL_ARB_fragment_coord_conventions + &__GLEW_ARB_fragment_coord_conventions, +#endif +#ifdef GL_ARB_fragment_layer_viewport + &__GLEW_ARB_fragment_layer_viewport, +#endif +#ifdef GL_ARB_fragment_program + &__GLEW_ARB_fragment_program, +#endif +#ifdef GL_ARB_fragment_program_shadow + &__GLEW_ARB_fragment_program_shadow, +#endif +#ifdef GL_ARB_fragment_shader + &__GLEW_ARB_fragment_shader, +#endif +#ifdef GL_ARB_fragment_shader_interlock + &__GLEW_ARB_fragment_shader_interlock, +#endif +#ifdef GL_ARB_framebuffer_no_attachments + &__GLEW_ARB_framebuffer_no_attachments, +#endif +#ifdef GL_ARB_framebuffer_object + &__GLEW_ARB_framebuffer_object, +#endif +#ifdef GL_ARB_framebuffer_sRGB + &__GLEW_ARB_framebuffer_sRGB, +#endif +#ifdef GL_ARB_geometry_shader4 + &__GLEW_ARB_geometry_shader4, +#endif +#ifdef GL_ARB_get_program_binary + &__GLEW_ARB_get_program_binary, +#endif +#ifdef GL_ARB_get_texture_sub_image + &__GLEW_ARB_get_texture_sub_image, +#endif +#ifdef GL_ARB_gl_spirv + &__GLEW_ARB_gl_spirv, +#endif +#ifdef GL_ARB_gpu_shader5 + &__GLEW_ARB_gpu_shader5, +#endif +#ifdef GL_ARB_gpu_shader_fp64 + &__GLEW_ARB_gpu_shader_fp64, +#endif +#ifdef GL_ARB_gpu_shader_int64 + &__GLEW_ARB_gpu_shader_int64, +#endif +#ifdef GL_ARB_half_float_pixel + &__GLEW_ARB_half_float_pixel, +#endif +#ifdef GL_ARB_half_float_vertex + &__GLEW_ARB_half_float_vertex, +#endif +#ifdef GL_ARB_imaging + &__GLEW_ARB_imaging, +#endif +#ifdef GL_ARB_indirect_parameters + &__GLEW_ARB_indirect_parameters, +#endif +#ifdef GL_ARB_instanced_arrays + &__GLEW_ARB_instanced_arrays, +#endif +#ifdef GL_ARB_internalformat_query + &__GLEW_ARB_internalformat_query, +#endif +#ifdef GL_ARB_internalformat_query2 + &__GLEW_ARB_internalformat_query2, +#endif +#ifdef GL_ARB_invalidate_subdata + &__GLEW_ARB_invalidate_subdata, +#endif +#ifdef GL_ARB_map_buffer_alignment + &__GLEW_ARB_map_buffer_alignment, +#endif +#ifdef GL_ARB_map_buffer_range + &__GLEW_ARB_map_buffer_range, +#endif +#ifdef GL_ARB_matrix_palette + &__GLEW_ARB_matrix_palette, +#endif +#ifdef GL_ARB_multi_bind + &__GLEW_ARB_multi_bind, +#endif +#ifdef GL_ARB_multi_draw_indirect + &__GLEW_ARB_multi_draw_indirect, +#endif +#ifdef GL_ARB_multisample + &__GLEW_ARB_multisample, +#endif +#ifdef GL_ARB_multitexture + &__GLEW_ARB_multitexture, +#endif +#ifdef GL_ARB_occlusion_query + &__GLEW_ARB_occlusion_query, +#endif +#ifdef GL_ARB_occlusion_query2 + &__GLEW_ARB_occlusion_query2, +#endif +#ifdef GL_ARB_parallel_shader_compile + &__GLEW_ARB_parallel_shader_compile, +#endif +#ifdef GL_ARB_pipeline_statistics_query + &__GLEW_ARB_pipeline_statistics_query, +#endif +#ifdef GL_ARB_pixel_buffer_object + &__GLEW_ARB_pixel_buffer_object, +#endif +#ifdef GL_ARB_point_parameters + &__GLEW_ARB_point_parameters, +#endif +#ifdef GL_ARB_point_sprite + &__GLEW_ARB_point_sprite, +#endif +#ifdef GL_ARB_polygon_offset_clamp + &__GLEW_ARB_polygon_offset_clamp, +#endif +#ifdef GL_ARB_post_depth_coverage + &__GLEW_ARB_post_depth_coverage, +#endif +#ifdef GL_ARB_program_interface_query + &__GLEW_ARB_program_interface_query, +#endif +#ifdef GL_ARB_provoking_vertex + &__GLEW_ARB_provoking_vertex, +#endif +#ifdef GL_ARB_query_buffer_object + &__GLEW_ARB_query_buffer_object, +#endif +#ifdef GL_ARB_robust_buffer_access_behavior + &__GLEW_ARB_robust_buffer_access_behavior, +#endif +#ifdef GL_ARB_robustness + &__GLEW_ARB_robustness, +#endif +#ifdef GL_ARB_robustness_application_isolation + &__GLEW_ARB_robustness_application_isolation, +#endif +#ifdef GL_ARB_robustness_share_group_isolation + &__GLEW_ARB_robustness_share_group_isolation, +#endif +#ifdef GL_ARB_sample_locations + &__GLEW_ARB_sample_locations, +#endif +#ifdef GL_ARB_sample_shading + &__GLEW_ARB_sample_shading, +#endif +#ifdef GL_ARB_sampler_objects + &__GLEW_ARB_sampler_objects, +#endif +#ifdef GL_ARB_seamless_cube_map + &__GLEW_ARB_seamless_cube_map, +#endif +#ifdef GL_ARB_seamless_cubemap_per_texture + &__GLEW_ARB_seamless_cubemap_per_texture, +#endif +#ifdef GL_ARB_separate_shader_objects + &__GLEW_ARB_separate_shader_objects, +#endif +#ifdef GL_ARB_shader_atomic_counter_ops + &__GLEW_ARB_shader_atomic_counter_ops, +#endif +#ifdef GL_ARB_shader_atomic_counters + &__GLEW_ARB_shader_atomic_counters, +#endif +#ifdef GL_ARB_shader_ballot + &__GLEW_ARB_shader_ballot, +#endif +#ifdef GL_ARB_shader_bit_encoding + &__GLEW_ARB_shader_bit_encoding, +#endif +#ifdef GL_ARB_shader_clock + &__GLEW_ARB_shader_clock, +#endif +#ifdef GL_ARB_shader_draw_parameters + &__GLEW_ARB_shader_draw_parameters, +#endif +#ifdef GL_ARB_shader_group_vote + &__GLEW_ARB_shader_group_vote, +#endif +#ifdef GL_ARB_shader_image_load_store + &__GLEW_ARB_shader_image_load_store, +#endif +#ifdef GL_ARB_shader_image_size + &__GLEW_ARB_shader_image_size, +#endif +#ifdef GL_ARB_shader_objects + &__GLEW_ARB_shader_objects, +#endif +#ifdef GL_ARB_shader_precision + &__GLEW_ARB_shader_precision, +#endif +#ifdef GL_ARB_shader_stencil_export + &__GLEW_ARB_shader_stencil_export, +#endif +#ifdef GL_ARB_shader_storage_buffer_object + &__GLEW_ARB_shader_storage_buffer_object, +#endif +#ifdef GL_ARB_shader_subroutine + &__GLEW_ARB_shader_subroutine, +#endif +#ifdef GL_ARB_shader_texture_image_samples + &__GLEW_ARB_shader_texture_image_samples, +#endif +#ifdef GL_ARB_shader_texture_lod + &__GLEW_ARB_shader_texture_lod, +#endif +#ifdef GL_ARB_shader_viewport_layer_array + &__GLEW_ARB_shader_viewport_layer_array, +#endif +#ifdef GL_ARB_shading_language_100 + &__GLEW_ARB_shading_language_100, +#endif +#ifdef GL_ARB_shading_language_420pack + &__GLEW_ARB_shading_language_420pack, +#endif +#ifdef GL_ARB_shading_language_include + &__GLEW_ARB_shading_language_include, +#endif +#ifdef GL_ARB_shading_language_packing + &__GLEW_ARB_shading_language_packing, +#endif +#ifdef GL_ARB_shadow + &__GLEW_ARB_shadow, +#endif +#ifdef GL_ARB_shadow_ambient + &__GLEW_ARB_shadow_ambient, +#endif +#ifdef GL_ARB_sparse_buffer + &__GLEW_ARB_sparse_buffer, +#endif +#ifdef GL_ARB_sparse_texture + &__GLEW_ARB_sparse_texture, +#endif +#ifdef GL_ARB_sparse_texture2 + &__GLEW_ARB_sparse_texture2, +#endif +#ifdef GL_ARB_sparse_texture_clamp + &__GLEW_ARB_sparse_texture_clamp, +#endif +#ifdef GL_ARB_spirv_extensions + &__GLEW_ARB_spirv_extensions, +#endif +#ifdef GL_ARB_stencil_texturing + &__GLEW_ARB_stencil_texturing, +#endif +#ifdef GL_ARB_sync + &__GLEW_ARB_sync, +#endif +#ifdef GL_ARB_tessellation_shader + &__GLEW_ARB_tessellation_shader, +#endif +#ifdef GL_ARB_texture_barrier + &__GLEW_ARB_texture_barrier, +#endif +#ifdef GL_ARB_texture_border_clamp + &__GLEW_ARB_texture_border_clamp, +#endif +#ifdef GL_ARB_texture_buffer_object + &__GLEW_ARB_texture_buffer_object, +#endif +#ifdef GL_ARB_texture_buffer_object_rgb32 + &__GLEW_ARB_texture_buffer_object_rgb32, +#endif +#ifdef GL_ARB_texture_buffer_range + &__GLEW_ARB_texture_buffer_range, +#endif +#ifdef GL_ARB_texture_compression + &__GLEW_ARB_texture_compression, +#endif +#ifdef GL_ARB_texture_compression_bptc + &__GLEW_ARB_texture_compression_bptc, +#endif +#ifdef GL_ARB_texture_compression_rgtc + &__GLEW_ARB_texture_compression_rgtc, +#endif +#ifdef GL_ARB_texture_cube_map + &__GLEW_ARB_texture_cube_map, +#endif +#ifdef GL_ARB_texture_cube_map_array + &__GLEW_ARB_texture_cube_map_array, +#endif +#ifdef GL_ARB_texture_env_add + &__GLEW_ARB_texture_env_add, +#endif +#ifdef GL_ARB_texture_env_combine + &__GLEW_ARB_texture_env_combine, +#endif +#ifdef GL_ARB_texture_env_crossbar + &__GLEW_ARB_texture_env_crossbar, +#endif +#ifdef GL_ARB_texture_env_dot3 + &__GLEW_ARB_texture_env_dot3, +#endif +#ifdef GL_ARB_texture_filter_anisotropic + &__GLEW_ARB_texture_filter_anisotropic, +#endif +#ifdef GL_ARB_texture_filter_minmax + &__GLEW_ARB_texture_filter_minmax, +#endif +#ifdef GL_ARB_texture_float + &__GLEW_ARB_texture_float, +#endif +#ifdef GL_ARB_texture_gather + &__GLEW_ARB_texture_gather, +#endif +#ifdef GL_ARB_texture_mirror_clamp_to_edge + &__GLEW_ARB_texture_mirror_clamp_to_edge, +#endif +#ifdef GL_ARB_texture_mirrored_repeat + &__GLEW_ARB_texture_mirrored_repeat, +#endif +#ifdef GL_ARB_texture_multisample + &__GLEW_ARB_texture_multisample, +#endif +#ifdef GL_ARB_texture_non_power_of_two + &__GLEW_ARB_texture_non_power_of_two, +#endif +#ifdef GL_ARB_texture_query_levels + &__GLEW_ARB_texture_query_levels, +#endif +#ifdef GL_ARB_texture_query_lod + &__GLEW_ARB_texture_query_lod, +#endif +#ifdef GL_ARB_texture_rectangle + &__GLEW_ARB_texture_rectangle, +#endif +#ifdef GL_ARB_texture_rg + &__GLEW_ARB_texture_rg, +#endif +#ifdef GL_ARB_texture_rgb10_a2ui + &__GLEW_ARB_texture_rgb10_a2ui, +#endif +#ifdef GL_ARB_texture_stencil8 + &__GLEW_ARB_texture_stencil8, +#endif +#ifdef GL_ARB_texture_storage + &__GLEW_ARB_texture_storage, +#endif +#ifdef GL_ARB_texture_storage_multisample + &__GLEW_ARB_texture_storage_multisample, +#endif +#ifdef GL_ARB_texture_swizzle + &__GLEW_ARB_texture_swizzle, +#endif +#ifdef GL_ARB_texture_view + &__GLEW_ARB_texture_view, +#endif +#ifdef GL_ARB_timer_query + &__GLEW_ARB_timer_query, +#endif +#ifdef GL_ARB_transform_feedback2 + &__GLEW_ARB_transform_feedback2, +#endif +#ifdef GL_ARB_transform_feedback3 + &__GLEW_ARB_transform_feedback3, +#endif +#ifdef GL_ARB_transform_feedback_instanced + &__GLEW_ARB_transform_feedback_instanced, +#endif +#ifdef GL_ARB_transform_feedback_overflow_query + &__GLEW_ARB_transform_feedback_overflow_query, +#endif +#ifdef GL_ARB_transpose_matrix + &__GLEW_ARB_transpose_matrix, +#endif +#ifdef GL_ARB_uniform_buffer_object + &__GLEW_ARB_uniform_buffer_object, +#endif +#ifdef GL_ARB_vertex_array_bgra + &__GLEW_ARB_vertex_array_bgra, +#endif +#ifdef GL_ARB_vertex_array_object + &__GLEW_ARB_vertex_array_object, +#endif +#ifdef GL_ARB_vertex_attrib_64bit + &__GLEW_ARB_vertex_attrib_64bit, +#endif +#ifdef GL_ARB_vertex_attrib_binding + &__GLEW_ARB_vertex_attrib_binding, +#endif +#ifdef GL_ARB_vertex_blend + &__GLEW_ARB_vertex_blend, +#endif +#ifdef GL_ARB_vertex_buffer_object + &__GLEW_ARB_vertex_buffer_object, +#endif +#ifdef GL_ARB_vertex_program + &__GLEW_ARB_vertex_program, +#endif +#ifdef GL_ARB_vertex_shader + &__GLEW_ARB_vertex_shader, +#endif +#ifdef GL_ARB_vertex_type_10f_11f_11f_rev + &__GLEW_ARB_vertex_type_10f_11f_11f_rev, +#endif +#ifdef GL_ARB_vertex_type_2_10_10_10_rev + &__GLEW_ARB_vertex_type_2_10_10_10_rev, +#endif +#ifdef GL_ARB_viewport_array + &__GLEW_ARB_viewport_array, +#endif +#ifdef GL_ARB_window_pos + &__GLEW_ARB_window_pos, +#endif +#ifdef GL_ARM_mali_program_binary + &__GLEW_ARM_mali_program_binary, +#endif +#ifdef GL_ARM_mali_shader_binary + &__GLEW_ARM_mali_shader_binary, +#endif +#ifdef GL_ARM_rgba8 + &__GLEW_ARM_rgba8, +#endif +#ifdef GL_ARM_shader_framebuffer_fetch + &__GLEW_ARM_shader_framebuffer_fetch, +#endif +#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil + &__GLEW_ARM_shader_framebuffer_fetch_depth_stencil, +#endif +#ifdef GL_ATIX_point_sprites + &__GLEW_ATIX_point_sprites, +#endif +#ifdef GL_ATIX_texture_env_combine3 + &__GLEW_ATIX_texture_env_combine3, +#endif +#ifdef GL_ATIX_texture_env_route + &__GLEW_ATIX_texture_env_route, +#endif +#ifdef GL_ATIX_vertex_shader_output_point_size + &__GLEW_ATIX_vertex_shader_output_point_size, +#endif +#ifdef GL_ATI_draw_buffers + &__GLEW_ATI_draw_buffers, +#endif +#ifdef GL_ATI_element_array + &__GLEW_ATI_element_array, +#endif +#ifdef GL_ATI_envmap_bumpmap + &__GLEW_ATI_envmap_bumpmap, +#endif +#ifdef GL_ATI_fragment_shader + &__GLEW_ATI_fragment_shader, +#endif +#ifdef GL_ATI_map_object_buffer + &__GLEW_ATI_map_object_buffer, +#endif +#ifdef GL_ATI_meminfo + &__GLEW_ATI_meminfo, +#endif +#ifdef GL_ATI_pn_triangles + &__GLEW_ATI_pn_triangles, +#endif +#ifdef GL_ATI_separate_stencil + &__GLEW_ATI_separate_stencil, +#endif +#ifdef GL_ATI_shader_texture_lod + &__GLEW_ATI_shader_texture_lod, +#endif +#ifdef GL_ATI_text_fragment_shader + &__GLEW_ATI_text_fragment_shader, +#endif +#ifdef GL_ATI_texture_compression_3dc + &__GLEW_ATI_texture_compression_3dc, +#endif +#ifdef GL_ATI_texture_env_combine3 + &__GLEW_ATI_texture_env_combine3, +#endif +#ifdef GL_ATI_texture_float + &__GLEW_ATI_texture_float, +#endif +#ifdef GL_ATI_texture_mirror_once + &__GLEW_ATI_texture_mirror_once, +#endif +#ifdef GL_ATI_vertex_array_object + &__GLEW_ATI_vertex_array_object, +#endif +#ifdef GL_ATI_vertex_attrib_array_object + &__GLEW_ATI_vertex_attrib_array_object, +#endif +#ifdef GL_ATI_vertex_streams + &__GLEW_ATI_vertex_streams, +#endif +#ifdef GL_EGL_KHR_context_flush_control + &__GLEW_EGL_KHR_context_flush_control, +#endif +#ifdef GL_EGL_NV_robustness_video_memory_purge + &__GLEW_EGL_NV_robustness_video_memory_purge, +#endif +#ifdef GL_EXT_422_pixels + &__GLEW_EXT_422_pixels, +#endif +#ifdef GL_EXT_Cg_shader + &__GLEW_EXT_Cg_shader, +#endif +#ifdef GL_EXT_EGL_image_array + &__GLEW_EXT_EGL_image_array, +#endif +#ifdef GL_EXT_YUV_target + &__GLEW_EXT_YUV_target, +#endif +#ifdef GL_EXT_abgr + &__GLEW_EXT_abgr, +#endif +#ifdef GL_EXT_base_instance + &__GLEW_EXT_base_instance, +#endif +#ifdef GL_EXT_bgra + &__GLEW_EXT_bgra, +#endif +#ifdef GL_EXT_bindable_uniform + &__GLEW_EXT_bindable_uniform, +#endif +#ifdef GL_EXT_blend_color + &__GLEW_EXT_blend_color, +#endif +#ifdef GL_EXT_blend_equation_separate + &__GLEW_EXT_blend_equation_separate, +#endif +#ifdef GL_EXT_blend_func_extended + &__GLEW_EXT_blend_func_extended, +#endif +#ifdef GL_EXT_blend_func_separate + &__GLEW_EXT_blend_func_separate, +#endif +#ifdef GL_EXT_blend_logic_op + &__GLEW_EXT_blend_logic_op, +#endif +#ifdef GL_EXT_blend_minmax + &__GLEW_EXT_blend_minmax, +#endif +#ifdef GL_EXT_blend_subtract + &__GLEW_EXT_blend_subtract, +#endif +#ifdef GL_EXT_buffer_storage + &__GLEW_EXT_buffer_storage, +#endif +#ifdef GL_EXT_clear_texture + &__GLEW_EXT_clear_texture, +#endif +#ifdef GL_EXT_clip_cull_distance + &__GLEW_EXT_clip_cull_distance, +#endif +#ifdef GL_EXT_clip_volume_hint + &__GLEW_EXT_clip_volume_hint, +#endif +#ifdef GL_EXT_cmyka + &__GLEW_EXT_cmyka, +#endif +#ifdef GL_EXT_color_buffer_float + &__GLEW_EXT_color_buffer_float, +#endif +#ifdef GL_EXT_color_buffer_half_float + &__GLEW_EXT_color_buffer_half_float, +#endif +#ifdef GL_EXT_color_subtable + &__GLEW_EXT_color_subtable, +#endif +#ifdef GL_EXT_compiled_vertex_array + &__GLEW_EXT_compiled_vertex_array, +#endif +#ifdef GL_EXT_compressed_ETC1_RGB8_sub_texture + &__GLEW_EXT_compressed_ETC1_RGB8_sub_texture, +#endif +#ifdef GL_EXT_conservative_depth + &__GLEW_EXT_conservative_depth, +#endif +#ifdef GL_EXT_convolution + &__GLEW_EXT_convolution, +#endif +#ifdef GL_EXT_coordinate_frame + &__GLEW_EXT_coordinate_frame, +#endif +#ifdef GL_EXT_copy_image + &__GLEW_EXT_copy_image, +#endif +#ifdef GL_EXT_copy_texture + &__GLEW_EXT_copy_texture, +#endif +#ifdef GL_EXT_cull_vertex + &__GLEW_EXT_cull_vertex, +#endif +#ifdef GL_EXT_debug_label + &__GLEW_EXT_debug_label, +#endif +#ifdef GL_EXT_debug_marker + &__GLEW_EXT_debug_marker, +#endif +#ifdef GL_EXT_depth_bounds_test + &__GLEW_EXT_depth_bounds_test, +#endif +#ifdef GL_EXT_direct_state_access + &__GLEW_EXT_direct_state_access, +#endif +#ifdef GL_EXT_discard_framebuffer + &__GLEW_EXT_discard_framebuffer, +#endif +#ifdef GL_EXT_draw_buffers + &__GLEW_EXT_draw_buffers, +#endif +#ifdef GL_EXT_draw_buffers2 + &__GLEW_EXT_draw_buffers2, +#endif +#ifdef GL_EXT_draw_buffers_indexed + &__GLEW_EXT_draw_buffers_indexed, +#endif +#ifdef GL_EXT_draw_elements_base_vertex + &__GLEW_EXT_draw_elements_base_vertex, +#endif +#ifdef GL_EXT_draw_instanced + &__GLEW_EXT_draw_instanced, +#endif +#ifdef GL_EXT_draw_range_elements + &__GLEW_EXT_draw_range_elements, +#endif +#ifdef GL_EXT_external_buffer + &__GLEW_EXT_external_buffer, +#endif +#ifdef GL_EXT_float_blend + &__GLEW_EXT_float_blend, +#endif +#ifdef GL_EXT_fog_coord + &__GLEW_EXT_fog_coord, +#endif +#ifdef GL_EXT_frag_depth + &__GLEW_EXT_frag_depth, +#endif +#ifdef GL_EXT_fragment_lighting + &__GLEW_EXT_fragment_lighting, +#endif +#ifdef GL_EXT_framebuffer_blit + &__GLEW_EXT_framebuffer_blit, +#endif +#ifdef GL_EXT_framebuffer_multisample + &__GLEW_EXT_framebuffer_multisample, +#endif +#ifdef GL_EXT_framebuffer_multisample_blit_scaled + &__GLEW_EXT_framebuffer_multisample_blit_scaled, +#endif +#ifdef GL_EXT_framebuffer_object + &__GLEW_EXT_framebuffer_object, +#endif +#ifdef GL_EXT_framebuffer_sRGB + &__GLEW_EXT_framebuffer_sRGB, +#endif +#ifdef GL_EXT_geometry_point_size + &__GLEW_EXT_geometry_point_size, +#endif +#ifdef GL_EXT_geometry_shader + &__GLEW_EXT_geometry_shader, +#endif +#ifdef GL_EXT_geometry_shader4 + &__GLEW_EXT_geometry_shader4, +#endif +#ifdef GL_EXT_gpu_program_parameters + &__GLEW_EXT_gpu_program_parameters, +#endif +#ifdef GL_EXT_gpu_shader4 + &__GLEW_EXT_gpu_shader4, +#endif +#ifdef GL_EXT_gpu_shader5 + &__GLEW_EXT_gpu_shader5, +#endif +#ifdef GL_EXT_histogram + &__GLEW_EXT_histogram, +#endif +#ifdef GL_EXT_index_array_formats + &__GLEW_EXT_index_array_formats, +#endif +#ifdef GL_EXT_index_func + &__GLEW_EXT_index_func, +#endif +#ifdef GL_EXT_index_material + &__GLEW_EXT_index_material, +#endif +#ifdef GL_EXT_index_texture + &__GLEW_EXT_index_texture, +#endif +#ifdef GL_EXT_instanced_arrays + &__GLEW_EXT_instanced_arrays, +#endif +#ifdef GL_EXT_light_texture + &__GLEW_EXT_light_texture, +#endif +#ifdef GL_EXT_map_buffer_range + &__GLEW_EXT_map_buffer_range, +#endif +#ifdef GL_EXT_memory_object + &__GLEW_EXT_memory_object, +#endif +#ifdef GL_EXT_memory_object_fd + &__GLEW_EXT_memory_object_fd, +#endif +#ifdef GL_EXT_memory_object_win32 + &__GLEW_EXT_memory_object_win32, +#endif +#ifdef GL_EXT_misc_attribute + &__GLEW_EXT_misc_attribute, +#endif +#ifdef GL_EXT_multi_draw_arrays + &__GLEW_EXT_multi_draw_arrays, +#endif +#ifdef GL_EXT_multi_draw_indirect + &__GLEW_EXT_multi_draw_indirect, +#endif +#ifdef GL_EXT_multiple_textures + &__GLEW_EXT_multiple_textures, +#endif +#ifdef GL_EXT_multisample + &__GLEW_EXT_multisample, +#endif +#ifdef GL_EXT_multisample_compatibility + &__GLEW_EXT_multisample_compatibility, +#endif +#ifdef GL_EXT_multisampled_render_to_texture + &__GLEW_EXT_multisampled_render_to_texture, +#endif +#ifdef GL_EXT_multisampled_render_to_texture2 + &__GLEW_EXT_multisampled_render_to_texture2, +#endif +#ifdef GL_EXT_multiview_draw_buffers + &__GLEW_EXT_multiview_draw_buffers, +#endif +#ifdef GL_EXT_packed_depth_stencil + &__GLEW_EXT_packed_depth_stencil, +#endif +#ifdef GL_EXT_packed_float + &__GLEW_EXT_packed_float, +#endif +#ifdef GL_EXT_packed_pixels + &__GLEW_EXT_packed_pixels, +#endif +#ifdef GL_EXT_paletted_texture + &__GLEW_EXT_paletted_texture, +#endif +#ifdef GL_EXT_pixel_buffer_object + &__GLEW_EXT_pixel_buffer_object, +#endif +#ifdef GL_EXT_pixel_transform + &__GLEW_EXT_pixel_transform, +#endif +#ifdef GL_EXT_pixel_transform_color_table + &__GLEW_EXT_pixel_transform_color_table, +#endif +#ifdef GL_EXT_point_parameters + &__GLEW_EXT_point_parameters, +#endif +#ifdef GL_EXT_polygon_offset + &__GLEW_EXT_polygon_offset, +#endif +#ifdef GL_EXT_polygon_offset_clamp + &__GLEW_EXT_polygon_offset_clamp, +#endif +#ifdef GL_EXT_post_depth_coverage + &__GLEW_EXT_post_depth_coverage, +#endif +#ifdef GL_EXT_provoking_vertex + &__GLEW_EXT_provoking_vertex, +#endif +#ifdef GL_EXT_pvrtc_sRGB + &__GLEW_EXT_pvrtc_sRGB, +#endif +#ifdef GL_EXT_raster_multisample + &__GLEW_EXT_raster_multisample, +#endif +#ifdef GL_EXT_read_format_bgra + &__GLEW_EXT_read_format_bgra, +#endif +#ifdef GL_EXT_render_snorm + &__GLEW_EXT_render_snorm, +#endif +#ifdef GL_EXT_rescale_normal + &__GLEW_EXT_rescale_normal, +#endif +#ifdef GL_EXT_sRGB + &__GLEW_EXT_sRGB, +#endif +#ifdef GL_EXT_sRGB_write_control + &__GLEW_EXT_sRGB_write_control, +#endif +#ifdef GL_EXT_scene_marker + &__GLEW_EXT_scene_marker, +#endif +#ifdef GL_EXT_secondary_color + &__GLEW_EXT_secondary_color, +#endif +#ifdef GL_EXT_semaphore + &__GLEW_EXT_semaphore, +#endif +#ifdef GL_EXT_semaphore_fd + &__GLEW_EXT_semaphore_fd, +#endif +#ifdef GL_EXT_semaphore_win32 + &__GLEW_EXT_semaphore_win32, +#endif +#ifdef GL_EXT_separate_shader_objects + &__GLEW_EXT_separate_shader_objects, +#endif +#ifdef GL_EXT_separate_specular_color + &__GLEW_EXT_separate_specular_color, +#endif +#ifdef GL_EXT_shader_framebuffer_fetch + &__GLEW_EXT_shader_framebuffer_fetch, +#endif +#ifdef GL_EXT_shader_group_vote + &__GLEW_EXT_shader_group_vote, +#endif +#ifdef GL_EXT_shader_image_load_formatted + &__GLEW_EXT_shader_image_load_formatted, +#endif +#ifdef GL_EXT_shader_image_load_store + &__GLEW_EXT_shader_image_load_store, +#endif +#ifdef GL_EXT_shader_implicit_conversions + &__GLEW_EXT_shader_implicit_conversions, +#endif +#ifdef GL_EXT_shader_integer_mix + &__GLEW_EXT_shader_integer_mix, +#endif +#ifdef GL_EXT_shader_io_blocks + &__GLEW_EXT_shader_io_blocks, +#endif +#ifdef GL_EXT_shader_non_constant_global_initializers + &__GLEW_EXT_shader_non_constant_global_initializers, +#endif +#ifdef GL_EXT_shader_pixel_local_storage + &__GLEW_EXT_shader_pixel_local_storage, +#endif +#ifdef GL_EXT_shader_pixel_local_storage2 + &__GLEW_EXT_shader_pixel_local_storage2, +#endif +#ifdef GL_EXT_shader_texture_lod + &__GLEW_EXT_shader_texture_lod, +#endif +#ifdef GL_EXT_shadow_funcs + &__GLEW_EXT_shadow_funcs, +#endif +#ifdef GL_EXT_shadow_samplers + &__GLEW_EXT_shadow_samplers, +#endif +#ifdef GL_EXT_shared_texture_palette + &__GLEW_EXT_shared_texture_palette, +#endif +#ifdef GL_EXT_sparse_texture + &__GLEW_EXT_sparse_texture, +#endif +#ifdef GL_EXT_sparse_texture2 + &__GLEW_EXT_sparse_texture2, +#endif +#ifdef GL_EXT_stencil_clear_tag + &__GLEW_EXT_stencil_clear_tag, +#endif +#ifdef GL_EXT_stencil_two_side + &__GLEW_EXT_stencil_two_side, +#endif +#ifdef GL_EXT_stencil_wrap + &__GLEW_EXT_stencil_wrap, +#endif +#ifdef GL_EXT_subtexture + &__GLEW_EXT_subtexture, +#endif +#ifdef GL_EXT_texture + &__GLEW_EXT_texture, +#endif +#ifdef GL_EXT_texture3D + &__GLEW_EXT_texture3D, +#endif +#ifdef GL_EXT_texture_array + &__GLEW_EXT_texture_array, +#endif +#ifdef GL_EXT_texture_buffer_object + &__GLEW_EXT_texture_buffer_object, +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode + &__GLEW_EXT_texture_compression_astc_decode_mode, +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 + &__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5, +#endif +#ifdef GL_EXT_texture_compression_bptc + &__GLEW_EXT_texture_compression_bptc, +#endif +#ifdef GL_EXT_texture_compression_dxt1 + &__GLEW_EXT_texture_compression_dxt1, +#endif +#ifdef GL_EXT_texture_compression_latc + &__GLEW_EXT_texture_compression_latc, +#endif +#ifdef GL_EXT_texture_compression_rgtc + &__GLEW_EXT_texture_compression_rgtc, +#endif +#ifdef GL_EXT_texture_compression_s3tc + &__GLEW_EXT_texture_compression_s3tc, +#endif +#ifdef GL_EXT_texture_cube_map + &__GLEW_EXT_texture_cube_map, +#endif +#ifdef GL_EXT_texture_cube_map_array + &__GLEW_EXT_texture_cube_map_array, +#endif +#ifdef GL_EXT_texture_edge_clamp + &__GLEW_EXT_texture_edge_clamp, +#endif +#ifdef GL_EXT_texture_env + &__GLEW_EXT_texture_env, +#endif +#ifdef GL_EXT_texture_env_add + &__GLEW_EXT_texture_env_add, +#endif +#ifdef GL_EXT_texture_env_combine + &__GLEW_EXT_texture_env_combine, +#endif +#ifdef GL_EXT_texture_env_dot3 + &__GLEW_EXT_texture_env_dot3, +#endif +#ifdef GL_EXT_texture_filter_anisotropic + &__GLEW_EXT_texture_filter_anisotropic, +#endif +#ifdef GL_EXT_texture_filter_minmax + &__GLEW_EXT_texture_filter_minmax, +#endif +#ifdef GL_EXT_texture_format_BGRA8888 + &__GLEW_EXT_texture_format_BGRA8888, +#endif +#ifdef GL_EXT_texture_integer + &__GLEW_EXT_texture_integer, +#endif +#ifdef GL_EXT_texture_lod_bias + &__GLEW_EXT_texture_lod_bias, +#endif +#ifdef GL_EXT_texture_mirror_clamp + &__GLEW_EXT_texture_mirror_clamp, +#endif +#ifdef GL_EXT_texture_norm16 + &__GLEW_EXT_texture_norm16, +#endif +#ifdef GL_EXT_texture_object + &__GLEW_EXT_texture_object, +#endif +#ifdef GL_EXT_texture_perturb_normal + &__GLEW_EXT_texture_perturb_normal, +#endif +#ifdef GL_EXT_texture_rectangle + &__GLEW_EXT_texture_rectangle, +#endif +#ifdef GL_EXT_texture_rg + &__GLEW_EXT_texture_rg, +#endif +#ifdef GL_EXT_texture_sRGB + &__GLEW_EXT_texture_sRGB, +#endif +#ifdef GL_EXT_texture_sRGB_R8 + &__GLEW_EXT_texture_sRGB_R8, +#endif +#ifdef GL_EXT_texture_sRGB_RG8 + &__GLEW_EXT_texture_sRGB_RG8, +#endif +#ifdef GL_EXT_texture_sRGB_decode + &__GLEW_EXT_texture_sRGB_decode, +#endif +#ifdef GL_EXT_texture_shared_exponent + &__GLEW_EXT_texture_shared_exponent, +#endif +#ifdef GL_EXT_texture_snorm + &__GLEW_EXT_texture_snorm, +#endif +#ifdef GL_EXT_texture_storage + &__GLEW_EXT_texture_storage, +#endif +#ifdef GL_EXT_texture_swizzle + &__GLEW_EXT_texture_swizzle, +#endif +#ifdef GL_EXT_texture_type_2_10_10_10_REV + &__GLEW_EXT_texture_type_2_10_10_10_REV, +#endif +#ifdef GL_EXT_texture_view + &__GLEW_EXT_texture_view, +#endif +#ifdef GL_EXT_timer_query + &__GLEW_EXT_timer_query, +#endif +#ifdef GL_EXT_transform_feedback + &__GLEW_EXT_transform_feedback, +#endif +#ifdef GL_EXT_unpack_subimage + &__GLEW_EXT_unpack_subimage, +#endif +#ifdef GL_EXT_vertex_array + &__GLEW_EXT_vertex_array, +#endif +#ifdef GL_EXT_vertex_array_bgra + &__GLEW_EXT_vertex_array_bgra, +#endif +#ifdef GL_EXT_vertex_array_setXXX + &__GLEW_EXT_vertex_array_setXXX, +#endif +#ifdef GL_EXT_vertex_attrib_64bit + &__GLEW_EXT_vertex_attrib_64bit, +#endif +#ifdef GL_EXT_vertex_shader + &__GLEW_EXT_vertex_shader, +#endif +#ifdef GL_EXT_vertex_weighting + &__GLEW_EXT_vertex_weighting, +#endif +#ifdef GL_EXT_win32_keyed_mutex + &__GLEW_EXT_win32_keyed_mutex, +#endif +#ifdef GL_EXT_window_rectangles + &__GLEW_EXT_window_rectangles, +#endif +#ifdef GL_EXT_x11_sync_object + &__GLEW_EXT_x11_sync_object, +#endif +#ifdef GL_GREMEDY_frame_terminator + &__GLEW_GREMEDY_frame_terminator, +#endif +#ifdef GL_GREMEDY_string_marker + &__GLEW_GREMEDY_string_marker, +#endif +#ifdef GL_HP_convolution_border_modes + &__GLEW_HP_convolution_border_modes, +#endif +#ifdef GL_HP_image_transform + &__GLEW_HP_image_transform, +#endif +#ifdef GL_HP_occlusion_test + &__GLEW_HP_occlusion_test, +#endif +#ifdef GL_HP_texture_lighting + &__GLEW_HP_texture_lighting, +#endif +#ifdef GL_IBM_cull_vertex + &__GLEW_IBM_cull_vertex, +#endif +#ifdef GL_IBM_multimode_draw_arrays + &__GLEW_IBM_multimode_draw_arrays, +#endif +#ifdef GL_IBM_rasterpos_clip + &__GLEW_IBM_rasterpos_clip, +#endif +#ifdef GL_IBM_static_data + &__GLEW_IBM_static_data, +#endif +#ifdef GL_IBM_texture_mirrored_repeat + &__GLEW_IBM_texture_mirrored_repeat, +#endif +#ifdef GL_IBM_vertex_array_lists + &__GLEW_IBM_vertex_array_lists, +#endif +#ifdef GL_INGR_color_clamp + &__GLEW_INGR_color_clamp, +#endif +#ifdef GL_INGR_interlace_read + &__GLEW_INGR_interlace_read, +#endif +#ifdef GL_INTEL_conservative_rasterization + &__GLEW_INTEL_conservative_rasterization, +#endif +#ifdef GL_INTEL_fragment_shader_ordering + &__GLEW_INTEL_fragment_shader_ordering, +#endif +#ifdef GL_INTEL_framebuffer_CMAA + &__GLEW_INTEL_framebuffer_CMAA, +#endif +#ifdef GL_INTEL_map_texture + &__GLEW_INTEL_map_texture, +#endif +#ifdef GL_INTEL_parallel_arrays + &__GLEW_INTEL_parallel_arrays, +#endif +#ifdef GL_INTEL_performance_query + &__GLEW_INTEL_performance_query, +#endif +#ifdef GL_INTEL_texture_scissor + &__GLEW_INTEL_texture_scissor, +#endif +#ifdef GL_KHR_blend_equation_advanced + &__GLEW_KHR_blend_equation_advanced, +#endif +#ifdef GL_KHR_blend_equation_advanced_coherent + &__GLEW_KHR_blend_equation_advanced_coherent, +#endif +#ifdef GL_KHR_context_flush_control + &__GLEW_KHR_context_flush_control, +#endif +#ifdef GL_KHR_debug + &__GLEW_KHR_debug, +#endif +#ifdef GL_KHR_no_error + &__GLEW_KHR_no_error, +#endif +#ifdef GL_KHR_parallel_shader_compile + &__GLEW_KHR_parallel_shader_compile, +#endif +#ifdef GL_KHR_robust_buffer_access_behavior + &__GLEW_KHR_robust_buffer_access_behavior, +#endif +#ifdef GL_KHR_robustness + &__GLEW_KHR_robustness, +#endif +#ifdef GL_KHR_texture_compression_astc_hdr + &__GLEW_KHR_texture_compression_astc_hdr, +#endif +#ifdef GL_KHR_texture_compression_astc_ldr + &__GLEW_KHR_texture_compression_astc_ldr, +#endif +#ifdef GL_KHR_texture_compression_astc_sliced_3d + &__GLEW_KHR_texture_compression_astc_sliced_3d, +#endif +#ifdef GL_KTX_buffer_region + &__GLEW_KTX_buffer_region, +#endif +#ifdef GL_MESAX_texture_stack + &__GLEW_MESAX_texture_stack, +#endif +#ifdef GL_MESA_pack_invert + &__GLEW_MESA_pack_invert, +#endif +#ifdef GL_MESA_resize_buffers + &__GLEW_MESA_resize_buffers, +#endif +#ifdef GL_MESA_shader_integer_functions + &__GLEW_MESA_shader_integer_functions, +#endif +#ifdef GL_MESA_window_pos + &__GLEW_MESA_window_pos, +#endif +#ifdef GL_MESA_ycbcr_texture + &__GLEW_MESA_ycbcr_texture, +#endif +#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers + &__GLEW_NVX_blend_equation_advanced_multi_draw_buffers, +#endif +#ifdef GL_NVX_conditional_render + &__GLEW_NVX_conditional_render, +#endif +#ifdef GL_NVX_gpu_memory_info + &__GLEW_NVX_gpu_memory_info, +#endif +#ifdef GL_NVX_linked_gpu_multicast + &__GLEW_NVX_linked_gpu_multicast, +#endif +#ifdef GL_NV_3dvision_settings + &__GLEW_NV_3dvision_settings, +#endif +#ifdef GL_NV_EGL_stream_consumer_external + &__GLEW_NV_EGL_stream_consumer_external, +#endif +#ifdef GL_NV_alpha_to_coverage_dither_control + &__GLEW_NV_alpha_to_coverage_dither_control, +#endif +#ifdef GL_NV_bgr + &__GLEW_NV_bgr, +#endif +#ifdef GL_NV_bindless_multi_draw_indirect + &__GLEW_NV_bindless_multi_draw_indirect, +#endif +#ifdef GL_NV_bindless_multi_draw_indirect_count + &__GLEW_NV_bindless_multi_draw_indirect_count, +#endif +#ifdef GL_NV_bindless_texture + &__GLEW_NV_bindless_texture, +#endif +#ifdef GL_NV_blend_equation_advanced + &__GLEW_NV_blend_equation_advanced, +#endif +#ifdef GL_NV_blend_equation_advanced_coherent + &__GLEW_NV_blend_equation_advanced_coherent, +#endif +#ifdef GL_NV_blend_minmax_factor + &__GLEW_NV_blend_minmax_factor, +#endif +#ifdef GL_NV_blend_square + &__GLEW_NV_blend_square, +#endif +#ifdef GL_NV_clip_space_w_scaling + &__GLEW_NV_clip_space_w_scaling, +#endif +#ifdef GL_NV_command_list + &__GLEW_NV_command_list, +#endif +#ifdef GL_NV_compute_program5 + &__GLEW_NV_compute_program5, +#endif +#ifdef GL_NV_conditional_render + &__GLEW_NV_conditional_render, +#endif +#ifdef GL_NV_conservative_raster + &__GLEW_NV_conservative_raster, +#endif +#ifdef GL_NV_conservative_raster_dilate + &__GLEW_NV_conservative_raster_dilate, +#endif +#ifdef GL_NV_conservative_raster_pre_snap_triangles + &__GLEW_NV_conservative_raster_pre_snap_triangles, +#endif +#ifdef GL_NV_copy_buffer + &__GLEW_NV_copy_buffer, +#endif +#ifdef GL_NV_copy_depth_to_color + &__GLEW_NV_copy_depth_to_color, +#endif +#ifdef GL_NV_copy_image + &__GLEW_NV_copy_image, +#endif +#ifdef GL_NV_deep_texture3D + &__GLEW_NV_deep_texture3D, +#endif +#ifdef GL_NV_depth_buffer_float + &__GLEW_NV_depth_buffer_float, +#endif +#ifdef GL_NV_depth_clamp + &__GLEW_NV_depth_clamp, +#endif +#ifdef GL_NV_depth_range_unclamped + &__GLEW_NV_depth_range_unclamped, +#endif +#ifdef GL_NV_draw_buffers + &__GLEW_NV_draw_buffers, +#endif +#ifdef GL_NV_draw_instanced + &__GLEW_NV_draw_instanced, +#endif +#ifdef GL_NV_draw_texture + &__GLEW_NV_draw_texture, +#endif +#ifdef GL_NV_draw_vulkan_image + &__GLEW_NV_draw_vulkan_image, +#endif +#ifdef GL_NV_evaluators + &__GLEW_NV_evaluators, +#endif +#ifdef GL_NV_explicit_attrib_location + &__GLEW_NV_explicit_attrib_location, +#endif +#ifdef GL_NV_explicit_multisample + &__GLEW_NV_explicit_multisample, +#endif +#ifdef GL_NV_fbo_color_attachments + &__GLEW_NV_fbo_color_attachments, +#endif +#ifdef GL_NV_fence + &__GLEW_NV_fence, +#endif +#ifdef GL_NV_fill_rectangle + &__GLEW_NV_fill_rectangle, +#endif +#ifdef GL_NV_float_buffer + &__GLEW_NV_float_buffer, +#endif +#ifdef GL_NV_fog_distance + &__GLEW_NV_fog_distance, +#endif +#ifdef GL_NV_fragment_coverage_to_color + &__GLEW_NV_fragment_coverage_to_color, +#endif +#ifdef GL_NV_fragment_program + &__GLEW_NV_fragment_program, +#endif +#ifdef GL_NV_fragment_program2 + &__GLEW_NV_fragment_program2, +#endif +#ifdef GL_NV_fragment_program4 + &__GLEW_NV_fragment_program4, +#endif +#ifdef GL_NV_fragment_program_option + &__GLEW_NV_fragment_program_option, +#endif +#ifdef GL_NV_fragment_shader_interlock + &__GLEW_NV_fragment_shader_interlock, +#endif +#ifdef GL_NV_framebuffer_blit + &__GLEW_NV_framebuffer_blit, +#endif +#ifdef GL_NV_framebuffer_mixed_samples + &__GLEW_NV_framebuffer_mixed_samples, +#endif +#ifdef GL_NV_framebuffer_multisample + &__GLEW_NV_framebuffer_multisample, +#endif +#ifdef GL_NV_framebuffer_multisample_coverage + &__GLEW_NV_framebuffer_multisample_coverage, +#endif +#ifdef GL_NV_generate_mipmap_sRGB + &__GLEW_NV_generate_mipmap_sRGB, +#endif +#ifdef GL_NV_geometry_program4 + &__GLEW_NV_geometry_program4, +#endif +#ifdef GL_NV_geometry_shader4 + &__GLEW_NV_geometry_shader4, +#endif +#ifdef GL_NV_geometry_shader_passthrough + &__GLEW_NV_geometry_shader_passthrough, +#endif +#ifdef GL_NV_gpu_multicast + &__GLEW_NV_gpu_multicast, +#endif +#ifdef GL_NV_gpu_program4 + &__GLEW_NV_gpu_program4, +#endif +#ifdef GL_NV_gpu_program5 + &__GLEW_NV_gpu_program5, +#endif +#ifdef GL_NV_gpu_program5_mem_extended + &__GLEW_NV_gpu_program5_mem_extended, +#endif +#ifdef GL_NV_gpu_program_fp64 + &__GLEW_NV_gpu_program_fp64, +#endif +#ifdef GL_NV_gpu_shader5 + &__GLEW_NV_gpu_shader5, +#endif +#ifdef GL_NV_half_float + &__GLEW_NV_half_float, +#endif +#ifdef GL_NV_image_formats + &__GLEW_NV_image_formats, +#endif +#ifdef GL_NV_instanced_arrays + &__GLEW_NV_instanced_arrays, +#endif +#ifdef GL_NV_internalformat_sample_query + &__GLEW_NV_internalformat_sample_query, +#endif +#ifdef GL_NV_light_max_exponent + &__GLEW_NV_light_max_exponent, +#endif +#ifdef GL_NV_multisample_coverage + &__GLEW_NV_multisample_coverage, +#endif +#ifdef GL_NV_multisample_filter_hint + &__GLEW_NV_multisample_filter_hint, +#endif +#ifdef GL_NV_non_square_matrices + &__GLEW_NV_non_square_matrices, +#endif +#ifdef GL_NV_occlusion_query + &__GLEW_NV_occlusion_query, +#endif +#ifdef GL_NV_pack_subimage + &__GLEW_NV_pack_subimage, +#endif +#ifdef GL_NV_packed_depth_stencil + &__GLEW_NV_packed_depth_stencil, +#endif +#ifdef GL_NV_packed_float + &__GLEW_NV_packed_float, +#endif +#ifdef GL_NV_packed_float_linear + &__GLEW_NV_packed_float_linear, +#endif +#ifdef GL_NV_parameter_buffer_object + &__GLEW_NV_parameter_buffer_object, +#endif +#ifdef GL_NV_parameter_buffer_object2 + &__GLEW_NV_parameter_buffer_object2, +#endif +#ifdef GL_NV_path_rendering + &__GLEW_NV_path_rendering, +#endif +#ifdef GL_NV_path_rendering_shared_edge + &__GLEW_NV_path_rendering_shared_edge, +#endif +#ifdef GL_NV_pixel_buffer_object + &__GLEW_NV_pixel_buffer_object, +#endif +#ifdef GL_NV_pixel_data_range + &__GLEW_NV_pixel_data_range, +#endif +#ifdef GL_NV_platform_binary + &__GLEW_NV_platform_binary, +#endif +#ifdef GL_NV_point_sprite + &__GLEW_NV_point_sprite, +#endif +#ifdef GL_NV_polygon_mode + &__GLEW_NV_polygon_mode, +#endif +#ifdef GL_NV_present_video + &__GLEW_NV_present_video, +#endif +#ifdef GL_NV_primitive_restart + &__GLEW_NV_primitive_restart, +#endif +#ifdef GL_NV_read_depth + &__GLEW_NV_read_depth, +#endif +#ifdef GL_NV_read_depth_stencil + &__GLEW_NV_read_depth_stencil, +#endif +#ifdef GL_NV_read_stencil + &__GLEW_NV_read_stencil, +#endif +#ifdef GL_NV_register_combiners + &__GLEW_NV_register_combiners, +#endif +#ifdef GL_NV_register_combiners2 + &__GLEW_NV_register_combiners2, +#endif +#ifdef GL_NV_robustness_video_memory_purge + &__GLEW_NV_robustness_video_memory_purge, +#endif +#ifdef GL_NV_sRGB_formats + &__GLEW_NV_sRGB_formats, +#endif +#ifdef GL_NV_sample_locations + &__GLEW_NV_sample_locations, +#endif +#ifdef GL_NV_sample_mask_override_coverage + &__GLEW_NV_sample_mask_override_coverage, +#endif +#ifdef GL_NV_shader_atomic_counters + &__GLEW_NV_shader_atomic_counters, +#endif +#ifdef GL_NV_shader_atomic_float + &__GLEW_NV_shader_atomic_float, +#endif +#ifdef GL_NV_shader_atomic_float64 + &__GLEW_NV_shader_atomic_float64, +#endif +#ifdef GL_NV_shader_atomic_fp16_vector + &__GLEW_NV_shader_atomic_fp16_vector, +#endif +#ifdef GL_NV_shader_atomic_int64 + &__GLEW_NV_shader_atomic_int64, +#endif +#ifdef GL_NV_shader_buffer_load + &__GLEW_NV_shader_buffer_load, +#endif +#ifdef GL_NV_shader_noperspective_interpolation + &__GLEW_NV_shader_noperspective_interpolation, +#endif +#ifdef GL_NV_shader_storage_buffer_object + &__GLEW_NV_shader_storage_buffer_object, +#endif +#ifdef GL_NV_shader_thread_group + &__GLEW_NV_shader_thread_group, +#endif +#ifdef GL_NV_shader_thread_shuffle + &__GLEW_NV_shader_thread_shuffle, +#endif +#ifdef GL_NV_shadow_samplers_array + &__GLEW_NV_shadow_samplers_array, +#endif +#ifdef GL_NV_shadow_samplers_cube + &__GLEW_NV_shadow_samplers_cube, +#endif +#ifdef GL_NV_stereo_view_rendering + &__GLEW_NV_stereo_view_rendering, +#endif +#ifdef GL_NV_tessellation_program5 + &__GLEW_NV_tessellation_program5, +#endif +#ifdef GL_NV_texgen_emboss + &__GLEW_NV_texgen_emboss, +#endif +#ifdef GL_NV_texgen_reflection + &__GLEW_NV_texgen_reflection, +#endif +#ifdef GL_NV_texture_array + &__GLEW_NV_texture_array, +#endif +#ifdef GL_NV_texture_barrier + &__GLEW_NV_texture_barrier, +#endif +#ifdef GL_NV_texture_border_clamp + &__GLEW_NV_texture_border_clamp, +#endif +#ifdef GL_NV_texture_compression_latc + &__GLEW_NV_texture_compression_latc, +#endif +#ifdef GL_NV_texture_compression_s3tc + &__GLEW_NV_texture_compression_s3tc, +#endif +#ifdef GL_NV_texture_compression_s3tc_update + &__GLEW_NV_texture_compression_s3tc_update, +#endif +#ifdef GL_NV_texture_compression_vtc + &__GLEW_NV_texture_compression_vtc, +#endif +#ifdef GL_NV_texture_env_combine4 + &__GLEW_NV_texture_env_combine4, +#endif +#ifdef GL_NV_texture_expand_normal + &__GLEW_NV_texture_expand_normal, +#endif +#ifdef GL_NV_texture_multisample + &__GLEW_NV_texture_multisample, +#endif +#ifdef GL_NV_texture_npot_2D_mipmap + &__GLEW_NV_texture_npot_2D_mipmap, +#endif +#ifdef GL_NV_texture_rectangle + &__GLEW_NV_texture_rectangle, +#endif +#ifdef GL_NV_texture_rectangle_compressed + &__GLEW_NV_texture_rectangle_compressed, +#endif +#ifdef GL_NV_texture_shader + &__GLEW_NV_texture_shader, +#endif +#ifdef GL_NV_texture_shader2 + &__GLEW_NV_texture_shader2, +#endif +#ifdef GL_NV_texture_shader3 + &__GLEW_NV_texture_shader3, +#endif +#ifdef GL_NV_transform_feedback + &__GLEW_NV_transform_feedback, +#endif +#ifdef GL_NV_transform_feedback2 + &__GLEW_NV_transform_feedback2, +#endif +#ifdef GL_NV_uniform_buffer_unified_memory + &__GLEW_NV_uniform_buffer_unified_memory, +#endif +#ifdef GL_NV_vdpau_interop + &__GLEW_NV_vdpau_interop, +#endif +#ifdef GL_NV_vertex_array_range + &__GLEW_NV_vertex_array_range, +#endif +#ifdef GL_NV_vertex_array_range2 + &__GLEW_NV_vertex_array_range2, +#endif +#ifdef GL_NV_vertex_attrib_integer_64bit + &__GLEW_NV_vertex_attrib_integer_64bit, +#endif +#ifdef GL_NV_vertex_buffer_unified_memory + &__GLEW_NV_vertex_buffer_unified_memory, +#endif +#ifdef GL_NV_vertex_program + &__GLEW_NV_vertex_program, +#endif +#ifdef GL_NV_vertex_program1_1 + &__GLEW_NV_vertex_program1_1, +#endif +#ifdef GL_NV_vertex_program2 + &__GLEW_NV_vertex_program2, +#endif +#ifdef GL_NV_vertex_program2_option + &__GLEW_NV_vertex_program2_option, +#endif +#ifdef GL_NV_vertex_program3 + &__GLEW_NV_vertex_program3, +#endif +#ifdef GL_NV_vertex_program4 + &__GLEW_NV_vertex_program4, +#endif +#ifdef GL_NV_video_capture + &__GLEW_NV_video_capture, +#endif +#ifdef GL_NV_viewport_array + &__GLEW_NV_viewport_array, +#endif +#ifdef GL_NV_viewport_array2 + &__GLEW_NV_viewport_array2, +#endif +#ifdef GL_NV_viewport_swizzle + &__GLEW_NV_viewport_swizzle, +#endif +#ifdef GL_OES_byte_coordinates + &__GLEW_OES_byte_coordinates, +#endif +#ifdef GL_OML_interlace + &__GLEW_OML_interlace, +#endif +#ifdef GL_OML_resample + &__GLEW_OML_resample, +#endif +#ifdef GL_OML_subsample + &__GLEW_OML_subsample, +#endif +#ifdef GL_OVR_multiview + &__GLEW_OVR_multiview, +#endif +#ifdef GL_OVR_multiview2 + &__GLEW_OVR_multiview2, +#endif +#ifdef GL_OVR_multiview_multisampled_render_to_texture + &__GLEW_OVR_multiview_multisampled_render_to_texture, +#endif +#ifdef GL_PGI_misc_hints + &__GLEW_PGI_misc_hints, +#endif +#ifdef GL_PGI_vertex_hints + &__GLEW_PGI_vertex_hints, +#endif +#ifdef GL_QCOM_alpha_test + &__GLEW_QCOM_alpha_test, +#endif +#ifdef GL_QCOM_binning_control + &__GLEW_QCOM_binning_control, +#endif +#ifdef GL_QCOM_driver_control + &__GLEW_QCOM_driver_control, +#endif +#ifdef GL_QCOM_extended_get + &__GLEW_QCOM_extended_get, +#endif +#ifdef GL_QCOM_extended_get2 + &__GLEW_QCOM_extended_get2, +#endif +#ifdef GL_QCOM_framebuffer_foveated + &__GLEW_QCOM_framebuffer_foveated, +#endif +#ifdef GL_QCOM_perfmon_global_mode + &__GLEW_QCOM_perfmon_global_mode, +#endif +#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent + &__GLEW_QCOM_shader_framebuffer_fetch_noncoherent, +#endif +#ifdef GL_QCOM_tiled_rendering + &__GLEW_QCOM_tiled_rendering, +#endif +#ifdef GL_QCOM_writeonly_rendering + &__GLEW_QCOM_writeonly_rendering, +#endif +#ifdef GL_REGAL_ES1_0_compatibility + &__GLEW_REGAL_ES1_0_compatibility, +#endif +#ifdef GL_REGAL_ES1_1_compatibility + &__GLEW_REGAL_ES1_1_compatibility, +#endif +#ifdef GL_REGAL_enable + &__GLEW_REGAL_enable, +#endif +#ifdef GL_REGAL_error_string + &__GLEW_REGAL_error_string, +#endif +#ifdef GL_REGAL_extension_query + &__GLEW_REGAL_extension_query, +#endif +#ifdef GL_REGAL_log + &__GLEW_REGAL_log, +#endif +#ifdef GL_REGAL_proc_address + &__GLEW_REGAL_proc_address, +#endif +#ifdef GL_REND_screen_coordinates + &__GLEW_REND_screen_coordinates, +#endif +#ifdef GL_S3_s3tc + &__GLEW_S3_s3tc, +#endif +#ifdef GL_SGIS_clip_band_hint + &__GLEW_SGIS_clip_band_hint, +#endif +#ifdef GL_SGIS_color_range + &__GLEW_SGIS_color_range, +#endif +#ifdef GL_SGIS_detail_texture + &__GLEW_SGIS_detail_texture, +#endif +#ifdef GL_SGIS_fog_function + &__GLEW_SGIS_fog_function, +#endif +#ifdef GL_SGIS_generate_mipmap + &__GLEW_SGIS_generate_mipmap, +#endif +#ifdef GL_SGIS_line_texgen + &__GLEW_SGIS_line_texgen, +#endif +#ifdef GL_SGIS_multisample + &__GLEW_SGIS_multisample, +#endif +#ifdef GL_SGIS_multitexture + &__GLEW_SGIS_multitexture, +#endif +#ifdef GL_SGIS_pixel_texture + &__GLEW_SGIS_pixel_texture, +#endif +#ifdef GL_SGIS_point_line_texgen + &__GLEW_SGIS_point_line_texgen, +#endif +#ifdef GL_SGIS_shared_multisample + &__GLEW_SGIS_shared_multisample, +#endif +#ifdef GL_SGIS_sharpen_texture + &__GLEW_SGIS_sharpen_texture, +#endif +#ifdef GL_SGIS_texture4D + &__GLEW_SGIS_texture4D, +#endif +#ifdef GL_SGIS_texture_border_clamp + &__GLEW_SGIS_texture_border_clamp, +#endif +#ifdef GL_SGIS_texture_edge_clamp + &__GLEW_SGIS_texture_edge_clamp, +#endif +#ifdef GL_SGIS_texture_filter4 + &__GLEW_SGIS_texture_filter4, +#endif +#ifdef GL_SGIS_texture_lod + &__GLEW_SGIS_texture_lod, +#endif +#ifdef GL_SGIS_texture_select + &__GLEW_SGIS_texture_select, +#endif +#ifdef GL_SGIX_async + &__GLEW_SGIX_async, +#endif +#ifdef GL_SGIX_async_histogram + &__GLEW_SGIX_async_histogram, +#endif +#ifdef GL_SGIX_async_pixel + &__GLEW_SGIX_async_pixel, +#endif +#ifdef GL_SGIX_bali_g_instruments + &__GLEW_SGIX_bali_g_instruments, +#endif +#ifdef GL_SGIX_bali_r_instruments + &__GLEW_SGIX_bali_r_instruments, +#endif +#ifdef GL_SGIX_bali_timer_instruments + &__GLEW_SGIX_bali_timer_instruments, +#endif +#ifdef GL_SGIX_blend_alpha_minmax + &__GLEW_SGIX_blend_alpha_minmax, +#endif +#ifdef GL_SGIX_blend_cadd + &__GLEW_SGIX_blend_cadd, +#endif +#ifdef GL_SGIX_blend_cmultiply + &__GLEW_SGIX_blend_cmultiply, +#endif +#ifdef GL_SGIX_calligraphic_fragment + &__GLEW_SGIX_calligraphic_fragment, +#endif +#ifdef GL_SGIX_clipmap + &__GLEW_SGIX_clipmap, +#endif +#ifdef GL_SGIX_color_matrix_accuracy + &__GLEW_SGIX_color_matrix_accuracy, +#endif +#ifdef GL_SGIX_color_table_index_mode + &__GLEW_SGIX_color_table_index_mode, +#endif +#ifdef GL_SGIX_complex_polar + &__GLEW_SGIX_complex_polar, +#endif +#ifdef GL_SGIX_convolution_accuracy + &__GLEW_SGIX_convolution_accuracy, +#endif +#ifdef GL_SGIX_cube_map + &__GLEW_SGIX_cube_map, +#endif +#ifdef GL_SGIX_cylinder_texgen + &__GLEW_SGIX_cylinder_texgen, +#endif +#ifdef GL_SGIX_datapipe + &__GLEW_SGIX_datapipe, +#endif +#ifdef GL_SGIX_decimation + &__GLEW_SGIX_decimation, +#endif +#ifdef GL_SGIX_depth_pass_instrument + &__GLEW_SGIX_depth_pass_instrument, +#endif +#ifdef GL_SGIX_depth_texture + &__GLEW_SGIX_depth_texture, +#endif +#ifdef GL_SGIX_dvc + &__GLEW_SGIX_dvc, +#endif +#ifdef GL_SGIX_flush_raster + &__GLEW_SGIX_flush_raster, +#endif +#ifdef GL_SGIX_fog_blend + &__GLEW_SGIX_fog_blend, +#endif +#ifdef GL_SGIX_fog_factor_to_alpha + &__GLEW_SGIX_fog_factor_to_alpha, +#endif +#ifdef GL_SGIX_fog_layers + &__GLEW_SGIX_fog_layers, +#endif +#ifdef GL_SGIX_fog_offset + &__GLEW_SGIX_fog_offset, +#endif +#ifdef GL_SGIX_fog_patchy + &__GLEW_SGIX_fog_patchy, +#endif +#ifdef GL_SGIX_fog_scale + &__GLEW_SGIX_fog_scale, +#endif +#ifdef GL_SGIX_fog_texture + &__GLEW_SGIX_fog_texture, +#endif +#ifdef GL_SGIX_fragment_lighting_space + &__GLEW_SGIX_fragment_lighting_space, +#endif +#ifdef GL_SGIX_fragment_specular_lighting + &__GLEW_SGIX_fragment_specular_lighting, +#endif +#ifdef GL_SGIX_fragments_instrument + &__GLEW_SGIX_fragments_instrument, +#endif +#ifdef GL_SGIX_framezoom + &__GLEW_SGIX_framezoom, +#endif +#ifdef GL_SGIX_icc_texture + &__GLEW_SGIX_icc_texture, +#endif +#ifdef GL_SGIX_igloo_interface + &__GLEW_SGIX_igloo_interface, +#endif +#ifdef GL_SGIX_image_compression + &__GLEW_SGIX_image_compression, +#endif +#ifdef GL_SGIX_impact_pixel_texture + &__GLEW_SGIX_impact_pixel_texture, +#endif +#ifdef GL_SGIX_instrument_error + &__GLEW_SGIX_instrument_error, +#endif +#ifdef GL_SGIX_interlace + &__GLEW_SGIX_interlace, +#endif +#ifdef GL_SGIX_ir_instrument1 + &__GLEW_SGIX_ir_instrument1, +#endif +#ifdef GL_SGIX_line_quality_hint + &__GLEW_SGIX_line_quality_hint, +#endif +#ifdef GL_SGIX_list_priority + &__GLEW_SGIX_list_priority, +#endif +#ifdef GL_SGIX_mpeg1 + &__GLEW_SGIX_mpeg1, +#endif +#ifdef GL_SGIX_mpeg2 + &__GLEW_SGIX_mpeg2, +#endif +#ifdef GL_SGIX_nonlinear_lighting_pervertex + &__GLEW_SGIX_nonlinear_lighting_pervertex, +#endif +#ifdef GL_SGIX_nurbs_eval + &__GLEW_SGIX_nurbs_eval, +#endif +#ifdef GL_SGIX_occlusion_instrument + &__GLEW_SGIX_occlusion_instrument, +#endif +#ifdef GL_SGIX_packed_6bytes + &__GLEW_SGIX_packed_6bytes, +#endif +#ifdef GL_SGIX_pixel_texture + &__GLEW_SGIX_pixel_texture, +#endif +#ifdef GL_SGIX_pixel_texture_bits + &__GLEW_SGIX_pixel_texture_bits, +#endif +#ifdef GL_SGIX_pixel_texture_lod + &__GLEW_SGIX_pixel_texture_lod, +#endif +#ifdef GL_SGIX_pixel_tiles + &__GLEW_SGIX_pixel_tiles, +#endif +#ifdef GL_SGIX_polynomial_ffd + &__GLEW_SGIX_polynomial_ffd, +#endif +#ifdef GL_SGIX_quad_mesh + &__GLEW_SGIX_quad_mesh, +#endif +#ifdef GL_SGIX_reference_plane + &__GLEW_SGIX_reference_plane, +#endif +#ifdef GL_SGIX_resample + &__GLEW_SGIX_resample, +#endif +#ifdef GL_SGIX_scalebias_hint + &__GLEW_SGIX_scalebias_hint, +#endif +#ifdef GL_SGIX_shadow + &__GLEW_SGIX_shadow, +#endif +#ifdef GL_SGIX_shadow_ambient + &__GLEW_SGIX_shadow_ambient, +#endif +#ifdef GL_SGIX_slim + &__GLEW_SGIX_slim, +#endif +#ifdef GL_SGIX_spotlight_cutoff + &__GLEW_SGIX_spotlight_cutoff, +#endif +#ifdef GL_SGIX_sprite + &__GLEW_SGIX_sprite, +#endif +#ifdef GL_SGIX_subdiv_patch + &__GLEW_SGIX_subdiv_patch, +#endif +#ifdef GL_SGIX_subsample + &__GLEW_SGIX_subsample, +#endif +#ifdef GL_SGIX_tag_sample_buffer + &__GLEW_SGIX_tag_sample_buffer, +#endif +#ifdef GL_SGIX_texture_add_env + &__GLEW_SGIX_texture_add_env, +#endif +#ifdef GL_SGIX_texture_coordinate_clamp + &__GLEW_SGIX_texture_coordinate_clamp, +#endif +#ifdef GL_SGIX_texture_lod_bias + &__GLEW_SGIX_texture_lod_bias, +#endif +#ifdef GL_SGIX_texture_mipmap_anisotropic + &__GLEW_SGIX_texture_mipmap_anisotropic, +#endif +#ifdef GL_SGIX_texture_multi_buffer + &__GLEW_SGIX_texture_multi_buffer, +#endif +#ifdef GL_SGIX_texture_phase + &__GLEW_SGIX_texture_phase, +#endif +#ifdef GL_SGIX_texture_range + &__GLEW_SGIX_texture_range, +#endif +#ifdef GL_SGIX_texture_scale_bias + &__GLEW_SGIX_texture_scale_bias, +#endif +#ifdef GL_SGIX_texture_supersample + &__GLEW_SGIX_texture_supersample, +#endif +#ifdef GL_SGIX_vector_ops + &__GLEW_SGIX_vector_ops, +#endif +#ifdef GL_SGIX_vertex_array_object + &__GLEW_SGIX_vertex_array_object, +#endif +#ifdef GL_SGIX_vertex_preclip + &__GLEW_SGIX_vertex_preclip, +#endif +#ifdef GL_SGIX_vertex_preclip_hint + &__GLEW_SGIX_vertex_preclip_hint, +#endif +#ifdef GL_SGIX_ycrcb + &__GLEW_SGIX_ycrcb, +#endif +#ifdef GL_SGIX_ycrcb_subsample + &__GLEW_SGIX_ycrcb_subsample, +#endif +#ifdef GL_SGIX_ycrcba + &__GLEW_SGIX_ycrcba, +#endif +#ifdef GL_SGI_color_matrix + &__GLEW_SGI_color_matrix, +#endif +#ifdef GL_SGI_color_table + &__GLEW_SGI_color_table, +#endif +#ifdef GL_SGI_complex + &__GLEW_SGI_complex, +#endif +#ifdef GL_SGI_complex_type + &__GLEW_SGI_complex_type, +#endif +#ifdef GL_SGI_fft + &__GLEW_SGI_fft, +#endif +#ifdef GL_SGI_texture_color_table + &__GLEW_SGI_texture_color_table, +#endif +#ifdef GL_SUNX_constant_data + &__GLEW_SUNX_constant_data, +#endif +#ifdef GL_SUN_convolution_border_modes + &__GLEW_SUN_convolution_border_modes, +#endif +#ifdef GL_SUN_global_alpha + &__GLEW_SUN_global_alpha, +#endif +#ifdef GL_SUN_mesh_array + &__GLEW_SUN_mesh_array, +#endif +#ifdef GL_SUN_read_video_pixels + &__GLEW_SUN_read_video_pixels, +#endif +#ifdef GL_SUN_slice_accum + &__GLEW_SUN_slice_accum, +#endif +#ifdef GL_SUN_triangle_list + &__GLEW_SUN_triangle_list, +#endif +#ifdef GL_SUN_vertex + &__GLEW_SUN_vertex, +#endif +#ifdef GL_WIN_phong_shading + &__GLEW_WIN_phong_shading, +#endif +#ifdef GL_WIN_scene_markerXXX + &__GLEW_WIN_scene_markerXXX, +#endif +#ifdef GL_WIN_specular_fog + &__GLEW_WIN_specular_fog, +#endif +#ifdef GL_WIN_swap_hint + &__GLEW_WIN_swap_hint, +#endif + NULL +}; +static GLboolean _glewInit_GL_VERSION_1_2 (); +static GLboolean _glewInit_GL_VERSION_1_3 (); +static GLboolean _glewInit_GL_VERSION_1_4 (); +static GLboolean _glewInit_GL_VERSION_1_5 (); +static GLboolean _glewInit_GL_VERSION_2_0 (); +static GLboolean _glewInit_GL_VERSION_2_1 (); +static GLboolean _glewInit_GL_VERSION_3_0 (); +static GLboolean _glewInit_GL_VERSION_3_1 (); +static GLboolean _glewInit_GL_VERSION_3_2 (); +static GLboolean _glewInit_GL_VERSION_3_3 (); +static GLboolean _glewInit_GL_VERSION_4_0 (); +static GLboolean _glewInit_GL_VERSION_4_5 (); +static GLboolean _glewInit_GL_VERSION_4_6 (); +static GLboolean _glewInit_GL_3DFX_tbuffer (); +static GLboolean _glewInit_GL_AMD_debug_output (); +static GLboolean _glewInit_GL_AMD_draw_buffers_blend (); +static GLboolean _glewInit_GL_AMD_framebuffer_sample_positions (); +static GLboolean _glewInit_GL_AMD_interleaved_elements (); +static GLboolean _glewInit_GL_AMD_multi_draw_indirect (); +static GLboolean _glewInit_GL_AMD_name_gen_delete (); +static GLboolean _glewInit_GL_AMD_occlusion_query_event (); +static GLboolean _glewInit_GL_AMD_performance_monitor (); +static GLboolean _glewInit_GL_AMD_sample_positions (); +static GLboolean _glewInit_GL_AMD_sparse_texture (); +static GLboolean _glewInit_GL_AMD_stencil_operation_extended (); +static GLboolean _glewInit_GL_AMD_vertex_shader_tessellator (); +static GLboolean _glewInit_GL_ANGLE_framebuffer_blit (); +static GLboolean _glewInit_GL_ANGLE_framebuffer_multisample (); +static GLboolean _glewInit_GL_ANGLE_instanced_arrays (); +static GLboolean _glewInit_GL_ANGLE_timer_query (); +static GLboolean _glewInit_GL_ANGLE_translated_shader_source (); +static GLboolean _glewInit_GL_APPLE_copy_texture_levels (); +static GLboolean _glewInit_GL_APPLE_element_array (); +static GLboolean _glewInit_GL_APPLE_fence (); +static GLboolean _glewInit_GL_APPLE_flush_buffer_range (); +static GLboolean _glewInit_GL_APPLE_framebuffer_multisample (); +static GLboolean _glewInit_GL_APPLE_object_purgeable (); +static GLboolean _glewInit_GL_APPLE_sync (); +static GLboolean _glewInit_GL_APPLE_texture_range (); +static GLboolean _glewInit_GL_APPLE_vertex_array_object (); +static GLboolean _glewInit_GL_APPLE_vertex_array_range (); +static GLboolean _glewInit_GL_APPLE_vertex_program_evaluators (); +static GLboolean _glewInit_GL_ARB_ES2_compatibility (); +static GLboolean _glewInit_GL_ARB_ES3_1_compatibility (); +static GLboolean _glewInit_GL_ARB_ES3_2_compatibility (); +static GLboolean _glewInit_GL_ARB_base_instance (); +static GLboolean _glewInit_GL_ARB_bindless_texture (); +static GLboolean _glewInit_GL_ARB_blend_func_extended (); +static GLboolean _glewInit_GL_ARB_buffer_storage (); +static GLboolean _glewInit_GL_ARB_cl_event (); +static GLboolean _glewInit_GL_ARB_clear_buffer_object (); +static GLboolean _glewInit_GL_ARB_clear_texture (); +static GLboolean _glewInit_GL_ARB_clip_control (); +static GLboolean _glewInit_GL_ARB_color_buffer_float (); +static GLboolean _glewInit_GL_ARB_compute_shader (); +static GLboolean _glewInit_GL_ARB_compute_variable_group_size (); +static GLboolean _glewInit_GL_ARB_copy_buffer (); +static GLboolean _glewInit_GL_ARB_copy_image (); +static GLboolean _glewInit_GL_ARB_debug_output (); +static GLboolean _glewInit_GL_ARB_direct_state_access (); +static GLboolean _glewInit_GL_ARB_draw_buffers (); +static GLboolean _glewInit_GL_ARB_draw_buffers_blend (); +static GLboolean _glewInit_GL_ARB_draw_elements_base_vertex (); +static GLboolean _glewInit_GL_ARB_draw_indirect (); +static GLboolean _glewInit_GL_ARB_framebuffer_no_attachments (); +static GLboolean _glewInit_GL_ARB_framebuffer_object (); +static GLboolean _glewInit_GL_ARB_geometry_shader4 (); +static GLboolean _glewInit_GL_ARB_get_program_binary (); +static GLboolean _glewInit_GL_ARB_get_texture_sub_image (); +static GLboolean _glewInit_GL_ARB_gl_spirv (); +static GLboolean _glewInit_GL_ARB_gpu_shader_fp64 (); +static GLboolean _glewInit_GL_ARB_gpu_shader_int64 (); +static GLboolean _glewInit_GL_ARB_imaging (); +static GLboolean _glewInit_GL_ARB_indirect_parameters (); +static GLboolean _glewInit_GL_ARB_instanced_arrays (); +static GLboolean _glewInit_GL_ARB_internalformat_query (); +static GLboolean _glewInit_GL_ARB_internalformat_query2 (); +static GLboolean _glewInit_GL_ARB_invalidate_subdata (); +static GLboolean _glewInit_GL_ARB_map_buffer_range (); +static GLboolean _glewInit_GL_ARB_matrix_palette (); +static GLboolean _glewInit_GL_ARB_multi_bind (); +static GLboolean _glewInit_GL_ARB_multi_draw_indirect (); +static GLboolean _glewInit_GL_ARB_multisample (); +static GLboolean _glewInit_GL_ARB_multitexture (); +static GLboolean _glewInit_GL_ARB_occlusion_query (); +static GLboolean _glewInit_GL_ARB_parallel_shader_compile (); +static GLboolean _glewInit_GL_ARB_point_parameters (); +static GLboolean _glewInit_GL_ARB_polygon_offset_clamp (); +static GLboolean _glewInit_GL_ARB_program_interface_query (); +static GLboolean _glewInit_GL_ARB_provoking_vertex (); +static GLboolean _glewInit_GL_ARB_robustness (); +static GLboolean _glewInit_GL_ARB_sample_locations (); +static GLboolean _glewInit_GL_ARB_sample_shading (); +static GLboolean _glewInit_GL_ARB_sampler_objects (); +static GLboolean _glewInit_GL_ARB_separate_shader_objects (); +static GLboolean _glewInit_GL_ARB_shader_atomic_counters (); +static GLboolean _glewInit_GL_ARB_shader_image_load_store (); +static GLboolean _glewInit_GL_ARB_shader_objects (); +static GLboolean _glewInit_GL_ARB_shader_storage_buffer_object (); +static GLboolean _glewInit_GL_ARB_shader_subroutine (); +static GLboolean _glewInit_GL_ARB_shading_language_include (); +static GLboolean _glewInit_GL_ARB_sparse_buffer (); +static GLboolean _glewInit_GL_ARB_sparse_texture (); +static GLboolean _glewInit_GL_ARB_sync (); +static GLboolean _glewInit_GL_ARB_tessellation_shader (); +static GLboolean _glewInit_GL_ARB_texture_barrier (); +static GLboolean _glewInit_GL_ARB_texture_buffer_object (); +static GLboolean _glewInit_GL_ARB_texture_buffer_range (); +static GLboolean _glewInit_GL_ARB_texture_compression (); +static GLboolean _glewInit_GL_ARB_texture_multisample (); +static GLboolean _glewInit_GL_ARB_texture_storage (); +static GLboolean _glewInit_GL_ARB_texture_storage_multisample (); +static GLboolean _glewInit_GL_ARB_texture_view (); +static GLboolean _glewInit_GL_ARB_timer_query (); +static GLboolean _glewInit_GL_ARB_transform_feedback2 (); +static GLboolean _glewInit_GL_ARB_transform_feedback3 (); +static GLboolean _glewInit_GL_ARB_transform_feedback_instanced (); +static GLboolean _glewInit_GL_ARB_transpose_matrix (); +static GLboolean _glewInit_GL_ARB_uniform_buffer_object (); +static GLboolean _glewInit_GL_ARB_vertex_array_object (); +static GLboolean _glewInit_GL_ARB_vertex_attrib_64bit (); +static GLboolean _glewInit_GL_ARB_vertex_attrib_binding (); +static GLboolean _glewInit_GL_ARB_vertex_blend (); +static GLboolean _glewInit_GL_ARB_vertex_buffer_object (); +static GLboolean _glewInit_GL_ARB_vertex_program (); +static GLboolean _glewInit_GL_ARB_vertex_shader (); +static GLboolean _glewInit_GL_ARB_vertex_type_2_10_10_10_rev (); +static GLboolean _glewInit_GL_ARB_viewport_array (); +static GLboolean _glewInit_GL_ARB_window_pos (); +static GLboolean _glewInit_GL_ATI_draw_buffers (); +static GLboolean _glewInit_GL_ATI_element_array (); +static GLboolean _glewInit_GL_ATI_envmap_bumpmap (); +static GLboolean _glewInit_GL_ATI_fragment_shader (); +static GLboolean _glewInit_GL_ATI_map_object_buffer (); +static GLboolean _glewInit_GL_ATI_pn_triangles (); +static GLboolean _glewInit_GL_ATI_separate_stencil (); +static GLboolean _glewInit_GL_ATI_vertex_array_object (); +static GLboolean _glewInit_GL_ATI_vertex_attrib_array_object (); +static GLboolean _glewInit_GL_ATI_vertex_streams (); +static GLboolean _glewInit_GL_EXT_base_instance (); +static GLboolean _glewInit_GL_EXT_bindable_uniform (); +static GLboolean _glewInit_GL_EXT_blend_color (); +static GLboolean _glewInit_GL_EXT_blend_equation_separate (); +static GLboolean _glewInit_GL_EXT_blend_func_extended (); +static GLboolean _glewInit_GL_EXT_blend_func_separate (); +static GLboolean _glewInit_GL_EXT_blend_minmax (); +static GLboolean _glewInit_GL_EXT_buffer_storage (); +static GLboolean _glewInit_GL_EXT_clear_texture (); +static GLboolean _glewInit_GL_EXT_color_subtable (); +static GLboolean _glewInit_GL_EXT_compiled_vertex_array (); +static GLboolean _glewInit_GL_EXT_convolution (); +static GLboolean _glewInit_GL_EXT_coordinate_frame (); +static GLboolean _glewInit_GL_EXT_copy_image (); +static GLboolean _glewInit_GL_EXT_copy_texture (); +static GLboolean _glewInit_GL_EXT_cull_vertex (); +static GLboolean _glewInit_GL_EXT_debug_label (); +static GLboolean _glewInit_GL_EXT_debug_marker (); +static GLboolean _glewInit_GL_EXT_depth_bounds_test (); +static GLboolean _glewInit_GL_EXT_direct_state_access (); +static GLboolean _glewInit_GL_EXT_discard_framebuffer (); +static GLboolean _glewInit_GL_EXT_draw_buffers (); +static GLboolean _glewInit_GL_EXT_draw_buffers2 (); +static GLboolean _glewInit_GL_EXT_draw_buffers_indexed (); +static GLboolean _glewInit_GL_EXT_draw_elements_base_vertex (); +static GLboolean _glewInit_GL_EXT_draw_instanced (); +static GLboolean _glewInit_GL_EXT_draw_range_elements (); +static GLboolean _glewInit_GL_EXT_external_buffer (); +static GLboolean _glewInit_GL_EXT_fog_coord (); +static GLboolean _glewInit_GL_EXT_fragment_lighting (); +static GLboolean _glewInit_GL_EXT_framebuffer_blit (); +static GLboolean _glewInit_GL_EXT_framebuffer_multisample (); +static GLboolean _glewInit_GL_EXT_framebuffer_object (); +static GLboolean _glewInit_GL_EXT_geometry_shader4 (); +static GLboolean _glewInit_GL_EXT_gpu_program_parameters (); +static GLboolean _glewInit_GL_EXT_gpu_shader4 (); +static GLboolean _glewInit_GL_EXT_histogram (); +static GLboolean _glewInit_GL_EXT_index_func (); +static GLboolean _glewInit_GL_EXT_index_material (); +static GLboolean _glewInit_GL_EXT_instanced_arrays (); +static GLboolean _glewInit_GL_EXT_light_texture (); +static GLboolean _glewInit_GL_EXT_map_buffer_range (); +static GLboolean _glewInit_GL_EXT_memory_object (); +static GLboolean _glewInit_GL_EXT_memory_object_fd (); +static GLboolean _glewInit_GL_EXT_memory_object_win32 (); +static GLboolean _glewInit_GL_EXT_multi_draw_arrays (); +static GLboolean _glewInit_GL_EXT_multi_draw_indirect (); +static GLboolean _glewInit_GL_EXT_multisample (); +static GLboolean _glewInit_GL_EXT_multisampled_render_to_texture (); +static GLboolean _glewInit_GL_EXT_multiview_draw_buffers (); +static GLboolean _glewInit_GL_EXT_paletted_texture (); +static GLboolean _glewInit_GL_EXT_pixel_transform (); +static GLboolean _glewInit_GL_EXT_point_parameters (); +static GLboolean _glewInit_GL_EXT_polygon_offset (); +static GLboolean _glewInit_GL_EXT_polygon_offset_clamp (); +static GLboolean _glewInit_GL_EXT_provoking_vertex (); +static GLboolean _glewInit_GL_EXT_raster_multisample (); +static GLboolean _glewInit_GL_EXT_scene_marker (); +static GLboolean _glewInit_GL_EXT_secondary_color (); +static GLboolean _glewInit_GL_EXT_semaphore (); +static GLboolean _glewInit_GL_EXT_semaphore_fd (); +static GLboolean _glewInit_GL_EXT_semaphore_win32 (); +static GLboolean _glewInit_GL_EXT_separate_shader_objects (); +static GLboolean _glewInit_GL_EXT_shader_image_load_store (); +static GLboolean _glewInit_GL_EXT_shader_pixel_local_storage2 (); +static GLboolean _glewInit_GL_EXT_sparse_texture (); +static GLboolean _glewInit_GL_EXT_stencil_two_side (); +static GLboolean _glewInit_GL_EXT_subtexture (); +static GLboolean _glewInit_GL_EXT_texture3D (); +static GLboolean _glewInit_GL_EXT_texture_array (); +static GLboolean _glewInit_GL_EXT_texture_buffer_object (); +static GLboolean _glewInit_GL_EXT_texture_integer (); +static GLboolean _glewInit_GL_EXT_texture_object (); +static GLboolean _glewInit_GL_EXT_texture_perturb_normal (); +static GLboolean _glewInit_GL_EXT_texture_storage (); +static GLboolean _glewInit_GL_EXT_texture_view (); +static GLboolean _glewInit_GL_EXT_timer_query (); +static GLboolean _glewInit_GL_EXT_transform_feedback (); +static GLboolean _glewInit_GL_EXT_vertex_array (); +static GLboolean _glewInit_GL_EXT_vertex_array_setXXX (); +static GLboolean _glewInit_GL_EXT_vertex_attrib_64bit (); +static GLboolean _glewInit_GL_EXT_vertex_shader (); +static GLboolean _glewInit_GL_EXT_vertex_weighting (); +static GLboolean _glewInit_GL_EXT_win32_keyed_mutex (); +static GLboolean _glewInit_GL_EXT_window_rectangles (); +static GLboolean _glewInit_GL_EXT_x11_sync_object (); +static GLboolean _glewInit_GL_GREMEDY_frame_terminator (); +static GLboolean _glewInit_GL_GREMEDY_string_marker (); +static GLboolean _glewInit_GL_HP_image_transform (); +static GLboolean _glewInit_GL_IBM_multimode_draw_arrays (); +static GLboolean _glewInit_GL_IBM_vertex_array_lists (); +static GLboolean _glewInit_GL_INTEL_map_texture (); +static GLboolean _glewInit_GL_INTEL_parallel_arrays (); +static GLboolean _glewInit_GL_INTEL_performance_query (); +static GLboolean _glewInit_GL_INTEL_texture_scissor (); +static GLboolean _glewInit_GL_KHR_blend_equation_advanced (); +static GLboolean _glewInit_GL_KHR_debug (); +static GLboolean _glewInit_GL_KHR_parallel_shader_compile (); +static GLboolean _glewInit_GL_KHR_robustness (); +static GLboolean _glewInit_GL_KTX_buffer_region (); +static GLboolean _glewInit_GL_MESA_resize_buffers (); +static GLboolean _glewInit_GL_MESA_window_pos (); +static GLboolean _glewInit_GL_NVX_conditional_render (); +static GLboolean _glewInit_GL_NVX_linked_gpu_multicast (); +static GLboolean _glewInit_GL_NV_3dvision_settings (); +static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect (); +static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect_count (); +static GLboolean _glewInit_GL_NV_bindless_texture (); +static GLboolean _glewInit_GL_NV_blend_equation_advanced (); +static GLboolean _glewInit_GL_NV_clip_space_w_scaling (); +static GLboolean _glewInit_GL_NV_command_list (); +static GLboolean _glewInit_GL_NV_conditional_render (); +static GLboolean _glewInit_GL_NV_conservative_raster (); +static GLboolean _glewInit_GL_NV_conservative_raster_dilate (); +static GLboolean _glewInit_GL_NV_conservative_raster_pre_snap_triangles (); +static GLboolean _glewInit_GL_NV_copy_buffer (); +static GLboolean _glewInit_GL_NV_copy_image (); +static GLboolean _glewInit_GL_NV_depth_buffer_float (); +static GLboolean _glewInit_GL_NV_draw_buffers (); +static GLboolean _glewInit_GL_NV_draw_instanced (); +static GLboolean _glewInit_GL_NV_draw_texture (); +static GLboolean _glewInit_GL_NV_draw_vulkan_image (); +static GLboolean _glewInit_GL_NV_evaluators (); +static GLboolean _glewInit_GL_NV_explicit_multisample (); +static GLboolean _glewInit_GL_NV_fence (); +static GLboolean _glewInit_GL_NV_fragment_coverage_to_color (); +static GLboolean _glewInit_GL_NV_fragment_program (); +static GLboolean _glewInit_GL_NV_framebuffer_blit (); +static GLboolean _glewInit_GL_NV_framebuffer_multisample (); +static GLboolean _glewInit_GL_NV_framebuffer_multisample_coverage (); +static GLboolean _glewInit_GL_NV_geometry_program4 (); +static GLboolean _glewInit_GL_NV_gpu_multicast (); +static GLboolean _glewInit_GL_NV_gpu_program4 (); +static GLboolean _glewInit_GL_NV_gpu_shader5 (); +static GLboolean _glewInit_GL_NV_half_float (); +static GLboolean _glewInit_GL_NV_instanced_arrays (); +static GLboolean _glewInit_GL_NV_internalformat_sample_query (); +static GLboolean _glewInit_GL_NV_non_square_matrices (); +static GLboolean _glewInit_GL_NV_occlusion_query (); +static GLboolean _glewInit_GL_NV_parameter_buffer_object (); +static GLboolean _glewInit_GL_NV_path_rendering (); +static GLboolean _glewInit_GL_NV_pixel_data_range (); +static GLboolean _glewInit_GL_NV_point_sprite (); +static GLboolean _glewInit_GL_NV_polygon_mode (); +static GLboolean _glewInit_GL_NV_present_video (); +static GLboolean _glewInit_GL_NV_primitive_restart (); +static GLboolean _glewInit_GL_NV_register_combiners (); +static GLboolean _glewInit_GL_NV_register_combiners2 (); +static GLboolean _glewInit_GL_NV_sample_locations (); +static GLboolean _glewInit_GL_NV_shader_buffer_load (); +static GLboolean _glewInit_GL_NV_texture_array (); +static GLboolean _glewInit_GL_NV_texture_barrier (); +static GLboolean _glewInit_GL_NV_texture_multisample (); +static GLboolean _glewInit_GL_NV_transform_feedback (); +static GLboolean _glewInit_GL_NV_transform_feedback2 (); +static GLboolean _glewInit_GL_NV_vdpau_interop (); +static GLboolean _glewInit_GL_NV_vertex_array_range (); +static GLboolean _glewInit_GL_NV_vertex_attrib_integer_64bit (); +static GLboolean _glewInit_GL_NV_vertex_buffer_unified_memory (); +static GLboolean _glewInit_GL_NV_vertex_program (); +static GLboolean _glewInit_GL_NV_video_capture (); +static GLboolean _glewInit_GL_NV_viewport_array (); +static GLboolean _glewInit_GL_NV_viewport_swizzle (); +static GLboolean _glewInit_GL_OVR_multiview (); +static GLboolean _glewInit_GL_OVR_multiview_multisampled_render_to_texture (); +static GLboolean _glewInit_GL_QCOM_alpha_test (); +static GLboolean _glewInit_GL_QCOM_driver_control (); +static GLboolean _glewInit_GL_QCOM_extended_get (); +static GLboolean _glewInit_GL_QCOM_extended_get2 (); +static GLboolean _glewInit_GL_QCOM_framebuffer_foveated (); +static GLboolean _glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent (); +static GLboolean _glewInit_GL_QCOM_tiled_rendering (); +static GLboolean _glewInit_GL_REGAL_ES1_0_compatibility (); +static GLboolean _glewInit_GL_REGAL_ES1_1_compatibility (); +static GLboolean _glewInit_GL_REGAL_error_string (); +static GLboolean _glewInit_GL_REGAL_extension_query (); +static GLboolean _glewInit_GL_REGAL_log (); +static GLboolean _glewInit_GL_REGAL_proc_address (); +static GLboolean _glewInit_GL_SGIS_detail_texture (); +static GLboolean _glewInit_GL_SGIS_fog_function (); +static GLboolean _glewInit_GL_SGIS_multisample (); +static GLboolean _glewInit_GL_SGIS_multitexture (); +static GLboolean _glewInit_GL_SGIS_shared_multisample (); +static GLboolean _glewInit_GL_SGIS_sharpen_texture (); +static GLboolean _glewInit_GL_SGIS_texture4D (); +static GLboolean _glewInit_GL_SGIS_texture_filter4 (); +static GLboolean _glewInit_GL_SGIX_async (); +static GLboolean _glewInit_GL_SGIX_datapipe (); +static GLboolean _glewInit_GL_SGIX_flush_raster (); +static GLboolean _glewInit_GL_SGIX_fog_layers (); +static GLboolean _glewInit_GL_SGIX_fog_texture (); +static GLboolean _glewInit_GL_SGIX_fragment_specular_lighting (); +static GLboolean _glewInit_GL_SGIX_framezoom (); +static GLboolean _glewInit_GL_SGIX_igloo_interface (); +static GLboolean _glewInit_GL_SGIX_mpeg1 (); +static GLboolean _glewInit_GL_SGIX_nonlinear_lighting_pervertex (); +static GLboolean _glewInit_GL_SGIX_pixel_texture (); +static GLboolean _glewInit_GL_SGIX_polynomial_ffd (); +static GLboolean _glewInit_GL_SGIX_quad_mesh (); +static GLboolean _glewInit_GL_SGIX_reference_plane (); +static GLboolean _glewInit_GL_SGIX_sprite (); +static GLboolean _glewInit_GL_SGIX_tag_sample_buffer (); +static GLboolean _glewInit_GL_SGIX_vector_ops (); +static GLboolean _glewInit_GL_SGIX_vertex_array_object (); +static GLboolean _glewInit_GL_SGI_color_table (); +static GLboolean _glewInit_GL_SGI_fft (); +static GLboolean _glewInit_GL_SUNX_constant_data (); +static GLboolean _glewInit_GL_SUN_global_alpha (); +static GLboolean _glewInit_GL_SUN_read_video_pixels (); +static GLboolean _glewInit_GL_SUN_triangle_list (); +static GLboolean _glewInit_GL_SUN_vertex (); +static GLboolean _glewInit_GL_WIN_swap_hint (); + +#ifdef GL_VERSION_1_2 + +static GLboolean _glewInit_GL_VERSION_1_2 () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3D")) == NULL) || r; + r = ((glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElements")) == NULL) || r; + r = ((glTexImage3D = (PFNGLTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexImage3D")) == NULL) || r; + r = ((glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3D")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_1_2 */ + +#ifdef GL_VERSION_1_3 + +static GLboolean _glewInit_GL_VERSION_1_3 () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveTexture = (PFNGLACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glActiveTexture")) == NULL) || r; + r = ((glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTexture")) == NULL) || r; + r = ((glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1D")) == NULL) || r; + r = ((glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2D")) == NULL) || r; + r = ((glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3D")) == NULL) || r; + r = ((glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1D")) == NULL) || r; + r = ((glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2D")) == NULL) || r; + r = ((glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3D")) == NULL) || r; + r = ((glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImage")) == NULL) || r; + r = ((glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixd")) == NULL) || r; + r = ((glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixf")) == NULL) || r; + r = ((glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixd")) == NULL) || r; + r = ((glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixf")) == NULL) || r; + r = ((glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1d")) == NULL) || r; + r = ((glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dv")) == NULL) || r; + r = ((glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1f")) == NULL) || r; + r = ((glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fv")) == NULL) || r; + r = ((glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1i")) == NULL) || r; + r = ((glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iv")) == NULL) || r; + r = ((glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1s")) == NULL) || r; + r = ((glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sv")) == NULL) || r; + r = ((glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2d")) == NULL) || r; + r = ((glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dv")) == NULL) || r; + r = ((glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2f")) == NULL) || r; + r = ((glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fv")) == NULL) || r; + r = ((glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2i")) == NULL) || r; + r = ((glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iv")) == NULL) || r; + r = ((glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2s")) == NULL) || r; + r = ((glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sv")) == NULL) || r; + r = ((glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3d")) == NULL) || r; + r = ((glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dv")) == NULL) || r; + r = ((glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3f")) == NULL) || r; + r = ((glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fv")) == NULL) || r; + r = ((glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3i")) == NULL) || r; + r = ((glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iv")) == NULL) || r; + r = ((glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3s")) == NULL) || r; + r = ((glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sv")) == NULL) || r; + r = ((glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4d")) == NULL) || r; + r = ((glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dv")) == NULL) || r; + r = ((glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4f")) == NULL) || r; + r = ((glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fv")) == NULL) || r; + r = ((glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4i")) == NULL) || r; + r = ((glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iv")) == NULL) || r; + r = ((glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4s")) == NULL) || r; + r = ((glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sv")) == NULL) || r; + r = ((glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverage")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_1_3 */ + +#ifdef GL_VERSION_1_4 + +static GLboolean _glewInit_GL_VERSION_1_4 () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendColor = (PFNGLBLENDCOLORPROC)glewGetProcAddress((const GLubyte*)"glBlendColor")) == NULL) || r; + r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r; + r = ((glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparate")) == NULL) || r; + r = ((glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointer")) == NULL) || r; + r = ((glFogCoordd = (PFNGLFOGCOORDDPROC)glewGetProcAddress((const GLubyte*)"glFogCoordd")) == NULL) || r; + r = ((glFogCoorddv = (PFNGLFOGCOORDDVPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddv")) == NULL) || r; + r = ((glFogCoordf = (PFNGLFOGCOORDFPROC)glewGetProcAddress((const GLubyte*)"glFogCoordf")) == NULL) || r; + r = ((glFogCoordfv = (PFNGLFOGCOORDFVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfv")) == NULL) || r; + r = ((glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArrays")) == NULL) || r; + r = ((glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElements")) == NULL) || r; + r = ((glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glPointParameterf")) == NULL) || r; + r = ((glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfv")) == NULL) || r; + r = ((glPointParameteri = (PFNGLPOINTPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPointParameteri")) == NULL) || r; + r = ((glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriv")) == NULL) || r; + r = ((glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3b")) == NULL) || r; + r = ((glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bv")) == NULL) || r; + r = ((glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3d")) == NULL) || r; + r = ((glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dv")) == NULL) || r; + r = ((glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3f")) == NULL) || r; + r = ((glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fv")) == NULL) || r; + r = ((glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3i")) == NULL) || r; + r = ((glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iv")) == NULL) || r; + r = ((glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3s")) == NULL) || r; + r = ((glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sv")) == NULL) || r; + r = ((glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ub")) == NULL) || r; + r = ((glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubv")) == NULL) || r; + r = ((glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ui")) == NULL) || r; + r = ((glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiv")) == NULL) || r; + r = ((glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3us")) == NULL) || r; + r = ((glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usv")) == NULL) || r; + r = ((glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointer")) == NULL) || r; + r = ((glWindowPos2d = (PFNGLWINDOWPOS2DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2d")) == NULL) || r; + r = ((glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dv")) == NULL) || r; + r = ((glWindowPos2f = (PFNGLWINDOWPOS2FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2f")) == NULL) || r; + r = ((glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fv")) == NULL) || r; + r = ((glWindowPos2i = (PFNGLWINDOWPOS2IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2i")) == NULL) || r; + r = ((glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iv")) == NULL) || r; + r = ((glWindowPos2s = (PFNGLWINDOWPOS2SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2s")) == NULL) || r; + r = ((glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sv")) == NULL) || r; + r = ((glWindowPos3d = (PFNGLWINDOWPOS3DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3d")) == NULL) || r; + r = ((glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dv")) == NULL) || r; + r = ((glWindowPos3f = (PFNGLWINDOWPOS3FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3f")) == NULL) || r; + r = ((glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fv")) == NULL) || r; + r = ((glWindowPos3i = (PFNGLWINDOWPOS3IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3i")) == NULL) || r; + r = ((glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iv")) == NULL) || r; + r = ((glWindowPos3s = (PFNGLWINDOWPOS3SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3s")) == NULL) || r; + r = ((glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sv")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_1_4 */ + +#ifdef GL_VERSION_1_5 + +static GLboolean _glewInit_GL_VERSION_1_5 () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginQuery = (PFNGLBEGINQUERYPROC)glewGetProcAddress((const GLubyte*)"glBeginQuery")) == NULL) || r; + r = ((glBindBuffer = (PFNGLBINDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindBuffer")) == NULL) || r; + r = ((glBufferData = (PFNGLBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferData")) == NULL) || r; + r = ((glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferSubData")) == NULL) || r; + r = ((glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffers")) == NULL) || r; + r = ((glDeleteQueries = (PFNGLDELETEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueries")) == NULL) || r; + r = ((glEndQuery = (PFNGLENDQUERYPROC)glewGetProcAddress((const GLubyte*)"glEndQuery")) == NULL) || r; + r = ((glGenBuffers = (PFNGLGENBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenBuffers")) == NULL) || r; + r = ((glGenQueries = (PFNGLGENQUERIESPROC)glewGetProcAddress((const GLubyte*)"glGenQueries")) == NULL) || r; + r = ((glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteriv")) == NULL) || r; + r = ((glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointerv")) == NULL) || r; + r = ((glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubData")) == NULL) || r; + r = ((glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectiv")) == NULL) || r; + r = ((glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuiv")) == NULL) || r; + r = ((glGetQueryiv = (PFNGLGETQUERYIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryiv")) == NULL) || r; + r = ((glIsBuffer = (PFNGLISBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsBuffer")) == NULL) || r; + r = ((glIsQuery = (PFNGLISQUERYPROC)glewGetProcAddress((const GLubyte*)"glIsQuery")) == NULL) || r; + r = ((glMapBuffer = (PFNGLMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapBuffer")) == NULL) || r; + r = ((glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapBuffer")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_1_5 */ + +#ifdef GL_VERSION_2_0 + +static GLboolean _glewInit_GL_VERSION_2_0 () +{ + GLboolean r = GL_FALSE; + + r = ((glAttachShader = (PFNGLATTACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glAttachShader")) == NULL) || r; + r = ((glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocation")) == NULL) || r; + r = ((glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparate")) == NULL) || r; + r = ((glCompileShader = (PFNGLCOMPILESHADERPROC)glewGetProcAddress((const GLubyte*)"glCompileShader")) == NULL) || r; + r = ((glCreateProgram = (PFNGLCREATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glCreateProgram")) == NULL) || r; + r = ((glCreateShader = (PFNGLCREATESHADERPROC)glewGetProcAddress((const GLubyte*)"glCreateShader")) == NULL) || r; + r = ((glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgram")) == NULL) || r; + r = ((glDeleteShader = (PFNGLDELETESHADERPROC)glewGetProcAddress((const GLubyte*)"glDeleteShader")) == NULL) || r; + r = ((glDetachShader = (PFNGLDETACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glDetachShader")) == NULL) || r; + r = ((glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArray")) == NULL) || r; + r = ((glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffers")) == NULL) || r; + r = ((glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArray")) == NULL) || r; + r = ((glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttrib")) == NULL) || r; + r = ((glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniform")) == NULL) || r; + r = ((glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedShaders")) == NULL) || r; + r = ((glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocation")) == NULL) || r; + r = ((glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInfoLog")) == NULL) || r; + r = ((glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramiv")) == NULL) || r; + r = ((glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetShaderInfoLog")) == NULL) || r; + r = ((glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSource")) == NULL) || r; + r = ((glGetShaderiv = (PFNGLGETSHADERIVPROC)glewGetProcAddress((const GLubyte*)"glGetShaderiv")) == NULL) || r; + r = ((glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocation")) == NULL) || r; + r = ((glGetUniformfv = (PFNGLGETUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfv")) == NULL) || r; + r = ((glGetUniformiv = (PFNGLGETUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformiv")) == NULL) || r; + r = ((glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointerv")) == NULL) || r; + r = ((glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdv")) == NULL) || r; + r = ((glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfv")) == NULL) || r; + r = ((glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribiv")) == NULL) || r; + r = ((glIsProgram = (PFNGLISPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glIsProgram")) == NULL) || r; + r = ((glIsShader = (PFNGLISSHADERPROC)glewGetProcAddress((const GLubyte*)"glIsShader")) == NULL) || r; + r = ((glLinkProgram = (PFNGLLINKPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glLinkProgram")) == NULL) || r; + r = ((glShaderSource = (PFNGLSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glShaderSource")) == NULL) || r; + r = ((glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparate")) == NULL) || r; + r = ((glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilMaskSeparate")) == NULL) || r; + r = ((glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparate")) == NULL) || r; + r = ((glUniform1f = (PFNGLUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glUniform1f")) == NULL) || r; + r = ((glUniform1fv = (PFNGLUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glUniform1fv")) == NULL) || r; + r = ((glUniform1i = (PFNGLUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glUniform1i")) == NULL) || r; + r = ((glUniform1iv = (PFNGLUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glUniform1iv")) == NULL) || r; + r = ((glUniform2f = (PFNGLUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glUniform2f")) == NULL) || r; + r = ((glUniform2fv = (PFNGLUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glUniform2fv")) == NULL) || r; + r = ((glUniform2i = (PFNGLUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glUniform2i")) == NULL) || r; + r = ((glUniform2iv = (PFNGLUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glUniform2iv")) == NULL) || r; + r = ((glUniform3f = (PFNGLUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glUniform3f")) == NULL) || r; + r = ((glUniform3fv = (PFNGLUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glUniform3fv")) == NULL) || r; + r = ((glUniform3i = (PFNGLUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glUniform3i")) == NULL) || r; + r = ((glUniform3iv = (PFNGLUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glUniform3iv")) == NULL) || r; + r = ((glUniform4f = (PFNGLUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glUniform4f")) == NULL) || r; + r = ((glUniform4fv = (PFNGLUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glUniform4fv")) == NULL) || r; + r = ((glUniform4i = (PFNGLUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glUniform4i")) == NULL) || r; + r = ((glUniform4iv = (PFNGLUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glUniform4iv")) == NULL) || r; + r = ((glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fv")) == NULL) || r; + r = ((glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fv")) == NULL) || r; + r = ((glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fv")) == NULL) || r; + r = ((glUseProgram = (PFNGLUSEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glUseProgram")) == NULL) || r; + r = ((glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glValidateProgram")) == NULL) || r; + r = ((glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1d")) == NULL) || r; + r = ((glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dv")) == NULL) || r; + r = ((glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1f")) == NULL) || r; + r = ((glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fv")) == NULL) || r; + r = ((glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1s")) == NULL) || r; + r = ((glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sv")) == NULL) || r; + r = ((glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2d")) == NULL) || r; + r = ((glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dv")) == NULL) || r; + r = ((glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2f")) == NULL) || r; + r = ((glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fv")) == NULL) || r; + r = ((glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2s")) == NULL) || r; + r = ((glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sv")) == NULL) || r; + r = ((glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3d")) == NULL) || r; + r = ((glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dv")) == NULL) || r; + r = ((glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3f")) == NULL) || r; + r = ((glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fv")) == NULL) || r; + r = ((glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3s")) == NULL) || r; + r = ((glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sv")) == NULL) || r; + r = ((glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nbv")) == NULL) || r; + r = ((glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Niv")) == NULL) || r; + r = ((glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nsv")) == NULL) || r; + r = ((glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nub")) == NULL) || r; + r = ((glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nubv")) == NULL) || r; + r = ((glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nuiv")) == NULL) || r; + r = ((glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nusv")) == NULL) || r; + r = ((glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bv")) == NULL) || r; + r = ((glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4d")) == NULL) || r; + r = ((glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dv")) == NULL) || r; + r = ((glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4f")) == NULL) || r; + r = ((glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fv")) == NULL) || r; + r = ((glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4iv")) == NULL) || r; + r = ((glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4s")) == NULL) || r; + r = ((glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sv")) == NULL) || r; + r = ((glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubv")) == NULL) || r; + r = ((glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uiv")) == NULL) || r; + r = ((glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usv")) == NULL) || r; + r = ((glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointer")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_2_0 */ + +#ifdef GL_VERSION_2_1 + +static GLboolean _glewInit_GL_VERSION_2_1 () +{ + GLboolean r = GL_FALSE; + + r = ((glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3fv")) == NULL) || r; + r = ((glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4fv")) == NULL) || r; + r = ((glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2fv")) == NULL) || r; + r = ((glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4fv")) == NULL) || r; + r = ((glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2fv")) == NULL) || r; + r = ((glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3fv")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_2_1 */ + +#ifdef GL_VERSION_3_0 + +static GLboolean _glewInit_GL_VERSION_3_0 () +{ + GLboolean r = GL_FALSE; + + r = _glewInit_GL_ARB_framebuffer_object() || r; + r = _glewInit_GL_ARB_map_buffer_range() || r; + r = _glewInit_GL_ARB_uniform_buffer_object() || r; + r = _glewInit_GL_ARB_vertex_array_object() || r; + + r = ((glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRender")) == NULL) || r; + r = ((glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedback")) == NULL) || r; + r = ((glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocation")) == NULL) || r; + r = ((glClampColor = (PFNGLCLAMPCOLORPROC)glewGetProcAddress((const GLubyte*)"glClampColor")) == NULL) || r; + r = ((glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfi")) == NULL) || r; + r = ((glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfv")) == NULL) || r; + r = ((glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferiv")) == NULL) || r; + r = ((glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferuiv")) == NULL) || r; + r = ((glColorMaski = (PFNGLCOLORMASKIPROC)glewGetProcAddress((const GLubyte*)"glColorMaski")) == NULL) || r; + r = ((glDisablei = (PFNGLDISABLEIPROC)glewGetProcAddress((const GLubyte*)"glDisablei")) == NULL) || r; + r = ((glEnablei = (PFNGLENABLEIPROC)glewGetProcAddress((const GLubyte*)"glEnablei")) == NULL) || r; + r = ((glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRender")) == NULL) || r; + r = ((glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedback")) == NULL) || r; + r = ((glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)glewGetProcAddress((const GLubyte*)"glGetBooleani_v")) == NULL) || r; + r = ((glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocation")) == NULL) || r; + r = ((glGetStringi = (PFNGLGETSTRINGIPROC)glewGetProcAddress((const GLubyte*)"glGetStringi")) == NULL) || r; + r = ((glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIiv")) == NULL) || r; + r = ((glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuiv")) == NULL) || r; + r = ((glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVarying")) == NULL) || r; + r = ((glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuiv")) == NULL) || r; + r = ((glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIiv")) == NULL) || r; + r = ((glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuiv")) == NULL) || r; + r = ((glIsEnabledi = (PFNGLISENABLEDIPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledi")) == NULL) || r; + r = ((glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIiv")) == NULL) || r; + r = ((glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuiv")) == NULL) || r; + r = ((glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryings")) == NULL) || r; + r = ((glUniform1ui = (PFNGLUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui")) == NULL) || r; + r = ((glUniform1uiv = (PFNGLUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiv")) == NULL) || r; + r = ((glUniform2ui = (PFNGLUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui")) == NULL) || r; + r = ((glUniform2uiv = (PFNGLUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiv")) == NULL) || r; + r = ((glUniform3ui = (PFNGLUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui")) == NULL) || r; + r = ((glUniform3uiv = (PFNGLUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiv")) == NULL) || r; + r = ((glUniform4ui = (PFNGLUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui")) == NULL) || r; + r = ((glUniform4uiv = (PFNGLUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiv")) == NULL) || r; + r = ((glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1i")) == NULL) || r; + r = ((glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iv")) == NULL) || r; + r = ((glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ui")) == NULL) || r; + r = ((glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiv")) == NULL) || r; + r = ((glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2i")) == NULL) || r; + r = ((glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iv")) == NULL) || r; + r = ((glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ui")) == NULL) || r; + r = ((glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiv")) == NULL) || r; + r = ((glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3i")) == NULL) || r; + r = ((glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iv")) == NULL) || r; + r = ((glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ui")) == NULL) || r; + r = ((glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiv")) == NULL) || r; + r = ((glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bv")) == NULL) || r; + r = ((glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4i")) == NULL) || r; + r = ((glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iv")) == NULL) || r; + r = ((glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4sv")) == NULL) || r; + r = ((glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubv")) == NULL) || r; + r = ((glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ui")) == NULL) || r; + r = ((glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiv")) == NULL) || r; + r = ((glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usv")) == NULL) || r; + r = ((glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointer")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_3_0 */ + +#ifdef GL_VERSION_3_1 + +static GLboolean _glewInit_GL_VERSION_3_1 () +{ + GLboolean r = GL_FALSE; + + r = _glewInit_GL_ARB_copy_buffer() || r; + + r = ((glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstanced")) == NULL) || r; + r = ((glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstanced")) == NULL) || r; + r = ((glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndex")) == NULL) || r; + r = ((glTexBuffer = (PFNGLTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTexBuffer")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_3_1 */ + +#ifdef GL_VERSION_3_2 + +static GLboolean _glewInit_GL_VERSION_3_2 () +{ + GLboolean r = GL_FALSE; + + r = _glewInit_GL_ARB_draw_elements_base_vertex() || r; + r = _glewInit_GL_ARB_provoking_vertex() || r; + r = _glewInit_GL_ARB_sync() || r; + r = _glewInit_GL_ARB_texture_multisample() || r; + + r = ((glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture")) == NULL) || r; + r = ((glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteri64v")) == NULL) || r; + r = ((glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64i_v")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_3_2 */ + +#ifdef GL_VERSION_3_3 + +static GLboolean _glewInit_GL_VERSION_3_3 () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisor")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_3_3 */ + +#ifdef GL_VERSION_4_0 + +static GLboolean _glewInit_GL_VERSION_4_0 () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparatei")) == NULL) || r; + r = ((glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationi")) == NULL) || r; + r = ((glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparatei")) == NULL) || r; + r = ((glBlendFunci = (PFNGLBLENDFUNCIPROC)glewGetProcAddress((const GLubyte*)"glBlendFunci")) == NULL) || r; + r = ((glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShading")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_4_0 */ + +#ifdef GL_VERSION_4_5 + +static GLboolean _glewInit_GL_VERSION_4_5 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatus")) == NULL) || r; + r = ((glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImage")) == NULL) || r; + r = ((glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImage")) == NULL) || r; + r = ((glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdv")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_4_5 */ + +#ifdef GL_VERSION_4_6 + +static GLboolean _glewInit_GL_VERSION_4_6 () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectCount")) == NULL) || r; + r = ((glMultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectCount")) == NULL) || r; + r = ((glSpecializeShader = (PFNGLSPECIALIZESHADERPROC)glewGetProcAddress((const GLubyte*)"glSpecializeShader")) == NULL) || r; + + return r; +} + +#endif /* GL_VERSION_4_6 */ + +#ifdef GL_3DFX_tbuffer + +static GLboolean _glewInit_GL_3DFX_tbuffer () +{ + GLboolean r = GL_FALSE; + + r = ((glTbufferMask3DFX = (PFNGLTBUFFERMASK3DFXPROC)glewGetProcAddress((const GLubyte*)"glTbufferMask3DFX")) == NULL) || r; + + return r; +} + +#endif /* GL_3DFX_tbuffer */ + +#ifdef GL_AMD_debug_output + +static GLboolean _glewInit_GL_AMD_debug_output () +{ + GLboolean r = GL_FALSE; + + r = ((glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackAMD")) == NULL) || r; + r = ((glDebugMessageEnableAMD = (PFNGLDEBUGMESSAGEENABLEAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageEnableAMD")) == NULL) || r; + r = ((glDebugMessageInsertAMD = (PFNGLDEBUGMESSAGEINSERTAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertAMD")) == NULL) || r; + r = ((glGetDebugMessageLogAMD = (PFNGLGETDEBUGMESSAGELOGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_debug_output */ + +#ifdef GL_AMD_draw_buffers_blend + +static GLboolean _glewInit_GL_AMD_draw_buffers_blend () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationIndexedAMD = (PFNGLBLENDEQUATIONINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationIndexedAMD")) == NULL) || r; + r = ((glBlendEquationSeparateIndexedAMD = (PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateIndexedAMD")) == NULL) || r; + r = ((glBlendFuncIndexedAMD = (PFNGLBLENDFUNCINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncIndexedAMD")) == NULL) || r; + r = ((glBlendFuncSeparateIndexedAMD = (PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateIndexedAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_draw_buffers_blend */ + +#ifdef GL_AMD_framebuffer_sample_positions + +static GLboolean _glewInit_GL_AMD_framebuffer_sample_positions () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferSamplePositionsfvAMD = (PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSamplePositionsfvAMD")) == NULL) || r; + r = ((glGetFramebufferParameterfvAMD = (PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameterfvAMD")) == NULL) || r; + r = ((glGetNamedFramebufferParameterfvAMD = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameterfvAMD")) == NULL) || r; + r = ((glNamedFramebufferSamplePositionsfvAMD = (PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSamplePositionsfvAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_framebuffer_sample_positions */ + +#ifdef GL_AMD_interleaved_elements + +static GLboolean _glewInit_GL_AMD_interleaved_elements () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexAttribParameteriAMD = (PFNGLVERTEXATTRIBPARAMETERIAMDPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribParameteriAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_interleaved_elements */ + +#ifdef GL_AMD_multi_draw_indirect + +static GLboolean _glewInit_GL_AMD_multi_draw_indirect () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectAMD")) == NULL) || r; + r = ((glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_multi_draw_indirect */ + +#ifdef GL_AMD_name_gen_delete + +static GLboolean _glewInit_GL_AMD_name_gen_delete () +{ + GLboolean r = GL_FALSE; + + r = ((glDeleteNamesAMD = (PFNGLDELETENAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamesAMD")) == NULL) || r; + r = ((glGenNamesAMD = (PFNGLGENNAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glGenNamesAMD")) == NULL) || r; + r = ((glIsNameAMD = (PFNGLISNAMEAMDPROC)glewGetProcAddress((const GLubyte*)"glIsNameAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_name_gen_delete */ + +#ifdef GL_AMD_occlusion_query_event + +static GLboolean _glewInit_GL_AMD_occlusion_query_event () +{ + GLboolean r = GL_FALSE; + + r = ((glQueryObjectParameteruiAMD = (PFNGLQUERYOBJECTPARAMETERUIAMDPROC)glewGetProcAddress((const GLubyte*)"glQueryObjectParameteruiAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_occlusion_query_event */ + +#ifdef GL_AMD_performance_monitor + +static GLboolean _glewInit_GL_AMD_performance_monitor () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginPerfMonitorAMD = (PFNGLBEGINPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfMonitorAMD")) == NULL) || r; + r = ((glDeletePerfMonitorsAMD = (PFNGLDELETEPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfMonitorsAMD")) == NULL) || r; + r = ((glEndPerfMonitorAMD = (PFNGLENDPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glEndPerfMonitorAMD")) == NULL) || r; + r = ((glGenPerfMonitorsAMD = (PFNGLGENPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glGenPerfMonitorsAMD")) == NULL) || r; + r = ((glGetPerfMonitorCounterDataAMD = (PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterDataAMD")) == NULL) || r; + r = ((glGetPerfMonitorCounterInfoAMD = (PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterInfoAMD")) == NULL) || r; + r = ((glGetPerfMonitorCounterStringAMD = (PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterStringAMD")) == NULL) || r; + r = ((glGetPerfMonitorCountersAMD = (PFNGLGETPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCountersAMD")) == NULL) || r; + r = ((glGetPerfMonitorGroupStringAMD = (PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupStringAMD")) == NULL) || r; + r = ((glGetPerfMonitorGroupsAMD = (PFNGLGETPERFMONITORGROUPSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupsAMD")) == NULL) || r; + r = ((glSelectPerfMonitorCountersAMD = (PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glSelectPerfMonitorCountersAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_performance_monitor */ + +#ifdef GL_AMD_sample_positions + +static GLboolean _glewInit_GL_AMD_sample_positions () +{ + GLboolean r = GL_FALSE; + + r = ((glSetMultisamplefvAMD = (PFNGLSETMULTISAMPLEFVAMDPROC)glewGetProcAddress((const GLubyte*)"glSetMultisamplefvAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_sample_positions */ + +#ifdef GL_AMD_sparse_texture + +static GLboolean _glewInit_GL_AMD_sparse_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glTexStorageSparseAMD = (PFNGLTEXSTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTexStorageSparseAMD")) == NULL) || r; + r = ((glTextureStorageSparseAMD = (PFNGLTEXTURESTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageSparseAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_sparse_texture */ + +#ifdef GL_AMD_stencil_operation_extended + +static GLboolean _glewInit_GL_AMD_stencil_operation_extended () +{ + GLboolean r = GL_FALSE; + + r = ((glStencilOpValueAMD = (PFNGLSTENCILOPVALUEAMDPROC)glewGetProcAddress((const GLubyte*)"glStencilOpValueAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_stencil_operation_extended */ + +#ifdef GL_AMD_vertex_shader_tessellator + +static GLboolean _glewInit_GL_AMD_vertex_shader_tessellator () +{ + GLboolean r = GL_FALSE; + + r = ((glTessellationFactorAMD = (PFNGLTESSELLATIONFACTORAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationFactorAMD")) == NULL) || r; + r = ((glTessellationModeAMD = (PFNGLTESSELLATIONMODEAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationModeAMD")) == NULL) || r; + + return r; +} + +#endif /* GL_AMD_vertex_shader_tessellator */ + +#ifdef GL_ANGLE_framebuffer_blit + +static GLboolean _glewInit_GL_ANGLE_framebuffer_blit () +{ + GLboolean r = GL_FALSE; + + r = ((glBlitFramebufferANGLE = (PFNGLBLITFRAMEBUFFERANGLEPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferANGLE")) == NULL) || r; + + return r; +} + +#endif /* GL_ANGLE_framebuffer_blit */ + +#ifdef GL_ANGLE_framebuffer_multisample + +static GLboolean _glewInit_GL_ANGLE_framebuffer_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glRenderbufferStorageMultisampleANGLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleANGLE")) == NULL) || r; + + return r; +} + +#endif /* GL_ANGLE_framebuffer_multisample */ + +#ifdef GL_ANGLE_instanced_arrays + +static GLboolean _glewInit_GL_ANGLE_instanced_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedANGLE")) == NULL) || r; + r = ((glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedANGLE")) == NULL) || r; + r = ((glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorANGLE")) == NULL) || r; + + return r; +} + +#endif /* GL_ANGLE_instanced_arrays */ + +#ifdef GL_ANGLE_timer_query + +static GLboolean _glewInit_GL_ANGLE_timer_query () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginQueryANGLE = (PFNGLBEGINQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryANGLE")) == NULL) || r; + r = ((glDeleteQueriesANGLE = (PFNGLDELETEQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesANGLE")) == NULL) || r; + r = ((glEndQueryANGLE = (PFNGLENDQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glEndQueryANGLE")) == NULL) || r; + r = ((glGenQueriesANGLE = (PFNGLGENQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesANGLE")) == NULL) || r; + r = ((glGetQueryObjecti64vANGLE = (PFNGLGETQUERYOBJECTI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vANGLE")) == NULL) || r; + r = ((glGetQueryObjectivANGLE = (PFNGLGETQUERYOBJECTIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivANGLE")) == NULL) || r; + r = ((glGetQueryObjectui64vANGLE = (PFNGLGETQUERYOBJECTUI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vANGLE")) == NULL) || r; + r = ((glGetQueryObjectuivANGLE = (PFNGLGETQUERYOBJECTUIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivANGLE")) == NULL) || r; + r = ((glGetQueryivANGLE = (PFNGLGETQUERYIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivANGLE")) == NULL) || r; + r = ((glIsQueryANGLE = (PFNGLISQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glIsQueryANGLE")) == NULL) || r; + r = ((glQueryCounterANGLE = (PFNGLQUERYCOUNTERANGLEPROC)glewGetProcAddress((const GLubyte*)"glQueryCounterANGLE")) == NULL) || r; + + return r; +} + +#endif /* GL_ANGLE_timer_query */ + +#ifdef GL_ANGLE_translated_shader_source + +static GLboolean _glewInit_GL_ANGLE_translated_shader_source () +{ + GLboolean r = GL_FALSE; + + r = ((glGetTranslatedShaderSourceANGLE = (PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetTranslatedShaderSourceANGLE")) == NULL) || r; + + return r; +} + +#endif /* GL_ANGLE_translated_shader_source */ + +#ifdef GL_APPLE_copy_texture_levels + +static GLboolean _glewInit_GL_APPLE_copy_texture_levels () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyTextureLevelsAPPLE = (PFNGLCOPYTEXTURELEVELSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureLevelsAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_copy_texture_levels */ + +#ifdef GL_APPLE_element_array + +static GLboolean _glewInit_GL_APPLE_element_array () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawElementArrayAPPLE = (PFNGLDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayAPPLE")) == NULL) || r; + r = ((glDrawRangeElementArrayAPPLE = (PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayAPPLE")) == NULL) || r; + r = ((glElementPointerAPPLE = (PFNGLELEMENTPOINTERAPPLEPROC)glewGetProcAddress((const GLubyte*)"glElementPointerAPPLE")) == NULL) || r; + r = ((glMultiDrawElementArrayAPPLE = (PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementArrayAPPLE")) == NULL) || r; + r = ((glMultiDrawRangeElementArrayAPPLE = (PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawRangeElementArrayAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_element_array */ + +#ifdef GL_APPLE_fence + +static GLboolean _glewInit_GL_APPLE_fence () +{ + GLboolean r = GL_FALSE; + + r = ((glDeleteFencesAPPLE = (PFNGLDELETEFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesAPPLE")) == NULL) || r; + r = ((glFinishFenceAPPLE = (PFNGLFINISHFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceAPPLE")) == NULL) || r; + r = ((glFinishObjectAPPLE = (PFNGLFINISHOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishObjectAPPLE")) == NULL) || r; + r = ((glGenFencesAPPLE = (PFNGLGENFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenFencesAPPLE")) == NULL) || r; + r = ((glIsFenceAPPLE = (PFNGLISFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsFenceAPPLE")) == NULL) || r; + r = ((glSetFenceAPPLE = (PFNGLSETFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glSetFenceAPPLE")) == NULL) || r; + r = ((glTestFenceAPPLE = (PFNGLTESTFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestFenceAPPLE")) == NULL) || r; + r = ((glTestObjectAPPLE = (PFNGLTESTOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestObjectAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_fence */ + +#ifdef GL_APPLE_flush_buffer_range + +static GLboolean _glewInit_GL_APPLE_flush_buffer_range () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferParameteriAPPLE = (PFNGLBUFFERPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBufferParameteriAPPLE")) == NULL) || r; + r = ((glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRangeAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_flush_buffer_range */ + +#ifdef GL_APPLE_framebuffer_multisample + +static GLboolean _glewInit_GL_APPLE_framebuffer_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glRenderbufferStorageMultisampleAPPLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleAPPLE")) == NULL) || r; + r = ((glResolveMultisampleFramebufferAPPLE = (PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC)glewGetProcAddress((const GLubyte*)"glResolveMultisampleFramebufferAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_framebuffer_multisample */ + +#ifdef GL_APPLE_object_purgeable + +static GLboolean _glewInit_GL_APPLE_object_purgeable () +{ + GLboolean r = GL_FALSE; + + r = ((glGetObjectParameterivAPPLE = (PFNGLGETOBJECTPARAMETERIVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivAPPLE")) == NULL) || r; + r = ((glObjectPurgeableAPPLE = (PFNGLOBJECTPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectPurgeableAPPLE")) == NULL) || r; + r = ((glObjectUnpurgeableAPPLE = (PFNGLOBJECTUNPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectUnpurgeableAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_object_purgeable */ + +#ifdef GL_APPLE_sync + +static GLboolean _glewInit_GL_APPLE_sync () +{ + GLboolean r = GL_FALSE; + + r = ((glClientWaitSyncAPPLE = (PFNGLCLIENTWAITSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glClientWaitSyncAPPLE")) == NULL) || r; + r = ((glDeleteSyncAPPLE = (PFNGLDELETESYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteSyncAPPLE")) == NULL) || r; + r = ((glFenceSyncAPPLE = (PFNGLFENCESYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFenceSyncAPPLE")) == NULL) || r; + r = ((glGetInteger64vAPPLE = (PFNGLGETINTEGER64VAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64vAPPLE")) == NULL) || r; + r = ((glGetSyncivAPPLE = (PFNGLGETSYNCIVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetSyncivAPPLE")) == NULL) || r; + r = ((glIsSyncAPPLE = (PFNGLISSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsSyncAPPLE")) == NULL) || r; + r = ((glWaitSyncAPPLE = (PFNGLWAITSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glWaitSyncAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_sync */ + +#ifdef GL_APPLE_texture_range + +static GLboolean _glewInit_GL_APPLE_texture_range () +{ + GLboolean r = GL_FALSE; + + r = ((glGetTexParameterPointervAPPLE = (PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterPointervAPPLE")) == NULL) || r; + r = ((glTextureRangeAPPLE = (PFNGLTEXTURERANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureRangeAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_texture_range */ + +#ifdef GL_APPLE_vertex_array_object + +static GLboolean _glewInit_GL_APPLE_vertex_array_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindVertexArrayAPPLE = (PFNGLBINDVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArrayAPPLE")) == NULL) || r; + r = ((glDeleteVertexArraysAPPLE = (PFNGLDELETEVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArraysAPPLE")) == NULL) || r; + r = ((glGenVertexArraysAPPLE = (PFNGLGENVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArraysAPPLE")) == NULL) || r; + r = ((glIsVertexArrayAPPLE = (PFNGLISVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArrayAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_vertex_array_object */ + +#ifdef GL_APPLE_vertex_array_range + +static GLboolean _glewInit_GL_APPLE_vertex_array_range () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushVertexArrayRangeAPPLE = (PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeAPPLE")) == NULL) || r; + r = ((glVertexArrayParameteriAPPLE = (PFNGLVERTEXARRAYPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayParameteriAPPLE")) == NULL) || r; + r = ((glVertexArrayRangeAPPLE = (PFNGLVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_vertex_array_range */ + +#ifdef GL_APPLE_vertex_program_evaluators + +static GLboolean _glewInit_GL_APPLE_vertex_program_evaluators () +{ + GLboolean r = GL_FALSE; + + r = ((glDisableVertexAttribAPPLE = (PFNGLDISABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribAPPLE")) == NULL) || r; + r = ((glEnableVertexAttribAPPLE = (PFNGLENABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribAPPLE")) == NULL) || r; + r = ((glIsVertexAttribEnabledAPPLE = (PFNGLISVERTEXATTRIBENABLEDAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexAttribEnabledAPPLE")) == NULL) || r; + r = ((glMapVertexAttrib1dAPPLE = (PFNGLMAPVERTEXATTRIB1DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1dAPPLE")) == NULL) || r; + r = ((glMapVertexAttrib1fAPPLE = (PFNGLMAPVERTEXATTRIB1FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1fAPPLE")) == NULL) || r; + r = ((glMapVertexAttrib2dAPPLE = (PFNGLMAPVERTEXATTRIB2DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2dAPPLE")) == NULL) || r; + r = ((glMapVertexAttrib2fAPPLE = (PFNGLMAPVERTEXATTRIB2FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2fAPPLE")) == NULL) || r; + + return r; +} + +#endif /* GL_APPLE_vertex_program_evaluators */ + +#ifdef GL_ARB_ES2_compatibility + +static GLboolean _glewInit_GL_ARB_ES2_compatibility () +{ + GLboolean r = GL_FALSE; + + r = ((glClearDepthf = (PFNGLCLEARDEPTHFPROC)glewGetProcAddress((const GLubyte*)"glClearDepthf")) == NULL) || r; + r = ((glDepthRangef = (PFNGLDEPTHRANGEFPROC)glewGetProcAddress((const GLubyte*)"glDepthRangef")) == NULL) || r; + r = ((glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)glewGetProcAddress((const GLubyte*)"glGetShaderPrecisionFormat")) == NULL) || r; + r = ((glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)glewGetProcAddress((const GLubyte*)"glReleaseShaderCompiler")) == NULL) || r; + r = ((glShaderBinary = (PFNGLSHADERBINARYPROC)glewGetProcAddress((const GLubyte*)"glShaderBinary")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_ES2_compatibility */ + +#ifdef GL_ARB_ES3_1_compatibility + +static GLboolean _glewInit_GL_ARB_ES3_1_compatibility () +{ + GLboolean r = GL_FALSE; + + r = ((glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierByRegion")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_ES3_1_compatibility */ + +#ifdef GL_ARB_ES3_2_compatibility + +static GLboolean _glewInit_GL_ARB_ES3_2_compatibility () +{ + GLboolean r = GL_FALSE; + + r = ((glPrimitiveBoundingBoxARB = (PFNGLPRIMITIVEBOUNDINGBOXARBPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveBoundingBoxARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_ES3_2_compatibility */ + +#ifdef GL_ARB_base_instance + +static GLboolean _glewInit_GL_ARB_base_instance () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedBaseInstance")) == NULL) || r; + r = ((glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseInstance")) == NULL) || r; + r = ((glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexBaseInstance")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_base_instance */ + +#ifdef GL_ARB_bindless_texture + +static GLboolean _glewInit_GL_ARB_bindless_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glGetImageHandleARB = (PFNGLGETIMAGEHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleARB")) == NULL) || r; + r = ((glGetTextureHandleARB = (PFNGLGETTEXTUREHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleARB")) == NULL) || r; + r = ((glGetTextureSamplerHandleARB = (PFNGLGETTEXTURESAMPLERHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleARB")) == NULL) || r; + r = ((glGetVertexAttribLui64vARB = (PFNGLGETVERTEXATTRIBLUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vARB")) == NULL) || r; + r = ((glIsImageHandleResidentARB = (PFNGLISIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentARB")) == NULL) || r; + r = ((glIsTextureHandleResidentARB = (PFNGLISTEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentARB")) == NULL) || r; + r = ((glMakeImageHandleNonResidentARB = (PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentARB")) == NULL) || r; + r = ((glMakeImageHandleResidentARB = (PFNGLMAKEIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentARB")) == NULL) || r; + r = ((glMakeTextureHandleNonResidentARB = (PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentARB")) == NULL) || r; + r = ((glMakeTextureHandleResidentARB = (PFNGLMAKETEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentARB")) == NULL) || r; + r = ((glProgramUniformHandleui64ARB = (PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64ARB")) == NULL) || r; + r = ((glProgramUniformHandleui64vARB = (PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vARB")) == NULL) || r; + r = ((glUniformHandleui64ARB = (PFNGLUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64ARB")) == NULL) || r; + r = ((glUniformHandleui64vARB = (PFNGLUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vARB")) == NULL) || r; + r = ((glVertexAttribL1ui64ARB = (PFNGLVERTEXATTRIBL1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64ARB")) == NULL) || r; + r = ((glVertexAttribL1ui64vARB = (PFNGLVERTEXATTRIBL1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_bindless_texture */ + +#ifdef GL_ARB_blend_func_extended + +static GLboolean _glewInit_GL_ARB_blend_func_extended () +{ + GLboolean r = GL_FALSE; + + r = ((glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationIndexed")) == NULL) || r; + r = ((glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataIndex")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_blend_func_extended */ + +#ifdef GL_ARB_buffer_storage + +static GLboolean _glewInit_GL_ARB_buffer_storage () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferStorage = (PFNGLBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glBufferStorage")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_buffer_storage */ + +#ifdef GL_ARB_cl_event + +static GLboolean _glewInit_GL_ARB_cl_event () +{ + GLboolean r = GL_FALSE; + + r = ((glCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateSyncFromCLeventARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_cl_event */ + +#ifdef GL_ARB_clear_buffer_object + +static GLboolean _glewInit_GL_ARB_clear_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferData")) == NULL) || r; + r = ((glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferSubData")) == NULL) || r; + r = ((glClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferDataEXT")) == NULL) || r; + r = ((glClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubDataEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_clear_buffer_object */ + +#ifdef GL_ARB_clear_texture + +static GLboolean _glewInit_GL_ARB_clear_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexImage")) == NULL) || r; + r = ((glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexSubImage")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_clear_texture */ + +#ifdef GL_ARB_clip_control + +static GLboolean _glewInit_GL_ARB_clip_control () +{ + GLboolean r = GL_FALSE; + + r = ((glClipControl = (PFNGLCLIPCONTROLPROC)glewGetProcAddress((const GLubyte*)"glClipControl")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_clip_control */ + +#ifdef GL_ARB_color_buffer_float + +static GLboolean _glewInit_GL_ARB_color_buffer_float () +{ + GLboolean r = GL_FALSE; + + r = ((glClampColorARB = (PFNGLCLAMPCOLORARBPROC)glewGetProcAddress((const GLubyte*)"glClampColorARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_color_buffer_float */ + +#ifdef GL_ARB_compute_shader + +static GLboolean _glewInit_GL_ARB_compute_shader () +{ + GLboolean r = GL_FALSE; + + r = ((glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)glewGetProcAddress((const GLubyte*)"glDispatchCompute")) == NULL) || r; + r = ((glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeIndirect")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_compute_shader */ + +#ifdef GL_ARB_compute_variable_group_size + +static GLboolean _glewInit_GL_ARB_compute_variable_group_size () +{ + GLboolean r = GL_FALSE; + + r = ((glDispatchComputeGroupSizeARB = (PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeGroupSizeARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_compute_variable_group_size */ + +#ifdef GL_ARB_copy_buffer + +static GLboolean _glewInit_GL_ARB_copy_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyBufferSubData")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_copy_buffer */ + +#ifdef GL_ARB_copy_image + +static GLboolean _glewInit_GL_ARB_copy_image () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubData")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_copy_image */ + +#ifdef GL_ARB_debug_output + +static GLboolean _glewInit_GL_ARB_debug_output () +{ + GLboolean r = GL_FALSE; + + r = ((glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackARB")) == NULL) || r; + r = ((glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControlARB")) == NULL) || r; + r = ((glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertARB")) == NULL) || r; + r = ((glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_debug_output */ + +#ifdef GL_ARB_direct_state_access + +static GLboolean _glewInit_GL_ARB_direct_state_access () +{ + GLboolean r = GL_FALSE; + + r = ((glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnit")) == NULL) || r; + r = ((glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitNamedFramebuffer")) == NULL) || r; + r = ((glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatus")) == NULL) || r; + r = ((glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferData")) == NULL) || r; + r = ((glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubData")) == NULL) || r; + r = ((glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfi")) == NULL) || r; + r = ((glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfv")) == NULL) || r; + r = ((glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferiv")) == NULL) || r; + r = ((glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferuiv")) == NULL) || r; + r = ((glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1D")) == NULL) || r; + r = ((glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2D")) == NULL) || r; + r = ((glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3D")) == NULL) || r; + r = ((glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyNamedBufferSubData")) == NULL) || r; + r = ((glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1D")) == NULL) || r; + r = ((glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2D")) == NULL) || r; + r = ((glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3D")) == NULL) || r; + r = ((glCreateBuffers = (PFNGLCREATEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateBuffers")) == NULL) || r; + r = ((glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateFramebuffers")) == NULL) || r; + r = ((glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramPipelines")) == NULL) || r; + r = ((glCreateQueries = (PFNGLCREATEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glCreateQueries")) == NULL) || r; + r = ((glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateRenderbuffers")) == NULL) || r; + r = ((glCreateSamplers = (PFNGLCREATESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glCreateSamplers")) == NULL) || r; + r = ((glCreateTextures = (PFNGLCREATETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glCreateTextures")) == NULL) || r; + r = ((glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glCreateTransformFeedbacks")) == NULL) || r; + r = ((glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glCreateVertexArrays")) == NULL) || r; + r = ((glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttrib")) == NULL) || r; + r = ((glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttrib")) == NULL) || r; + r = ((glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRange")) == NULL) || r; + r = ((glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmap")) == NULL) || r; + r = ((glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImage")) == NULL) || r; + r = ((glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteri64v")) == NULL) || r; + r = ((glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteriv")) == NULL) || r; + r = ((glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointerv")) == NULL) || r; + r = ((glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubData")) == NULL) || r; + r = ((glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameteriv")) == NULL) || r; + r = ((glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameteriv")) == NULL) || r; + r = ((glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameteriv")) == NULL) || r; + r = ((glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjecti64v")) == NULL) || r; + r = ((glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectiv")) == NULL) || r; + r = ((glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectui64v")) == NULL) || r; + r = ((glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectuiv")) == NULL) || r; + r = ((glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImage")) == NULL) || r; + r = ((glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfv")) == NULL) || r; + r = ((glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameteriv")) == NULL) || r; + r = ((glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIiv")) == NULL) || r; + r = ((glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuiv")) == NULL) || r; + r = ((glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfv")) == NULL) || r; + r = ((glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameteriv")) == NULL) || r; + r = ((glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki64_v")) == NULL) || r; + r = ((glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki_v")) == NULL) || r; + r = ((glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackiv")) == NULL) || r; + r = ((glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexed64iv")) == NULL) || r; + r = ((glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexediv")) == NULL) || r; + r = ((glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayiv")) == NULL) || r; + r = ((glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferData")) == NULL) || r; + r = ((glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferSubData")) == NULL) || r; + r = ((glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBuffer")) == NULL) || r; + r = ((glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRange")) == NULL) || r; + r = ((glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferData")) == NULL) || r; + r = ((glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorage")) == NULL) || r; + r = ((glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubData")) == NULL) || r; + r = ((glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffer")) == NULL) || r; + r = ((glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffers")) == NULL) || r; + r = ((glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteri")) == NULL) || r; + r = ((glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferReadBuffer")) == NULL) || r; + r = ((glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbuffer")) == NULL) || r; + r = ((glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture")) == NULL) || r; + r = ((glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayer")) == NULL) || r; + r = ((glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorage")) == NULL) || r; + r = ((glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisample")) == NULL) || r; + r = ((glTextureBuffer = (PFNGLTEXTUREBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTextureBuffer")) == NULL) || r; + r = ((glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRange")) == NULL) || r; + r = ((glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIiv")) == NULL) || r; + r = ((glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuiv")) == NULL) || r; + r = ((glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterf")) == NULL) || r; + r = ((glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfv")) == NULL) || r; + r = ((glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteri")) == NULL) || r; + r = ((glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriv")) == NULL) || r; + r = ((glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1D")) == NULL) || r; + r = ((glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2D")) == NULL) || r; + r = ((glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisample")) == NULL) || r; + r = ((glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3D")) == NULL) || r; + r = ((glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisample")) == NULL) || r; + r = ((glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1D")) == NULL) || r; + r = ((glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2D")) == NULL) || r; + r = ((glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3D")) == NULL) || r; + r = ((glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferBase")) == NULL) || r; + r = ((glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferRange")) == NULL) || r; + r = ((glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBuffer")) == NULL) || r; + r = ((glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribBinding")) == NULL) || r; + r = ((glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribFormat")) == NULL) || r; + r = ((glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribIFormat")) == NULL) || r; + r = ((glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribLFormat")) == NULL) || r; + r = ((glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindingDivisor")) == NULL) || r; + r = ((glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayElementBuffer")) == NULL) || r; + r = ((glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffer")) == NULL) || r; + r = ((glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffers")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_direct_state_access */ + +#ifdef GL_ARB_draw_buffers + +static GLboolean _glewInit_GL_ARB_draw_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_draw_buffers */ + +#ifdef GL_ARB_draw_buffers_blend + +static GLboolean _glewInit_GL_ARB_draw_buffers_blend () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateiARB")) == NULL) || r; + r = ((glBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationiARB")) == NULL) || r; + r = ((glBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateiARB")) == NULL) || r; + r = ((glBlendFunciARB = (PFNGLBLENDFUNCIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFunciARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_draw_buffers_blend */ + +#ifdef GL_ARB_draw_elements_base_vertex + +static GLboolean _glewInit_GL_ARB_draw_elements_base_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsBaseVertex")) == NULL) || r; + r = ((glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertex")) == NULL) || r; + r = ((glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsBaseVertex")) == NULL) || r; + r = ((glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsBaseVertex")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_draw_elements_base_vertex */ + +#ifdef GL_ARB_draw_indirect + +static GLboolean _glewInit_GL_ARB_draw_indirect () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysIndirect")) == NULL) || r; + r = ((glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsIndirect")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_draw_indirect */ + +#ifdef GL_ARB_framebuffer_no_attachments + +static GLboolean _glewInit_GL_ARB_framebuffer_no_attachments () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glFramebufferParameteri")) == NULL) || r; + r = ((glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameteriv")) == NULL) || r; + r = ((glGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameterivEXT")) == NULL) || r; + r = ((glNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteriEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_framebuffer_no_attachments */ + +#ifdef GL_ARB_framebuffer_object + +static GLboolean _glewInit_GL_ARB_framebuffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindFramebuffer")) == NULL) || r; + r = ((glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbuffer")) == NULL) || r; + r = ((glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebuffer")) == NULL) || r; + r = ((glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatus")) == NULL) || r; + r = ((glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffers")) == NULL) || r; + r = ((glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffers")) == NULL) || r; + r = ((glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbuffer")) == NULL) || r; + r = ((glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1D")) == NULL) || r; + r = ((glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2D")) == NULL) || r; + r = ((glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3D")) == NULL) || r; + r = ((glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayer")) == NULL) || r; + r = ((glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffers")) == NULL) || r; + r = ((glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffers")) == NULL) || r; + r = ((glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmap")) == NULL) || r; + r = ((glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameteriv")) == NULL) || r; + r = ((glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameteriv")) == NULL) || r; + r = ((glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsFramebuffer")) == NULL) || r; + r = ((glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbuffer")) == NULL) || r; + r = ((glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorage")) == NULL) || r; + r = ((glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisample")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_framebuffer_object */ + +#ifdef GL_ARB_geometry_shader4 + +static GLboolean _glewInit_GL_ARB_geometry_shader4 () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureARB")) == NULL) || r; + r = ((glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceARB")) == NULL) || r; + r = ((glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerARB")) == NULL) || r; + r = ((glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_geometry_shader4 */ + +#ifdef GL_ARB_get_program_binary + +static GLboolean _glewInit_GL_ARB_get_program_binary () +{ + GLboolean r = GL_FALSE; + + r = ((glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glGetProgramBinary")) == NULL) || r; + r = ((glProgramBinary = (PFNGLPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glProgramBinary")) == NULL) || r; + r = ((glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteri")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_get_program_binary */ + +#ifdef GL_ARB_get_texture_sub_image + +static GLboolean _glewInit_GL_ARB_get_texture_sub_image () +{ + GLboolean r = GL_FALSE; + + r = ((glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureSubImage")) == NULL) || r; + r = ((glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSubImage")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_get_texture_sub_image */ + +#ifdef GL_ARB_gl_spirv + +static GLboolean _glewInit_GL_ARB_gl_spirv () +{ + GLboolean r = GL_FALSE; + + r = ((glSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)glewGetProcAddress((const GLubyte*)"glSpecializeShaderARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_gl_spirv */ + +#ifdef GL_ARB_gpu_shader_fp64 + +static GLboolean _glewInit_GL_ARB_gpu_shader_fp64 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetUniformdv = (PFNGLGETUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformdv")) == NULL) || r; + r = ((glUniform1d = (PFNGLUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glUniform1d")) == NULL) || r; + r = ((glUniform1dv = (PFNGLUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glUniform1dv")) == NULL) || r; + r = ((glUniform2d = (PFNGLUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glUniform2d")) == NULL) || r; + r = ((glUniform2dv = (PFNGLUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glUniform2dv")) == NULL) || r; + r = ((glUniform3d = (PFNGLUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glUniform3d")) == NULL) || r; + r = ((glUniform3dv = (PFNGLUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glUniform3dv")) == NULL) || r; + r = ((glUniform4d = (PFNGLUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glUniform4d")) == NULL) || r; + r = ((glUniform4dv = (PFNGLUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glUniform4dv")) == NULL) || r; + r = ((glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2dv")) == NULL) || r; + r = ((glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3dv")) == NULL) || r; + r = ((glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4dv")) == NULL) || r; + r = ((glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3dv")) == NULL) || r; + r = ((glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2dv")) == NULL) || r; + r = ((glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4dv")) == NULL) || r; + r = ((glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4dv")) == NULL) || r; + r = ((glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2dv")) == NULL) || r; + r = ((glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3dv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_gpu_shader_fp64 */ + +#ifdef GL_ARB_gpu_shader_int64 + +static GLboolean _glewInit_GL_ARB_gpu_shader_int64 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetUniformi64vARB = (PFNGLGETUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vARB")) == NULL) || r; + r = ((glGetUniformui64vARB = (PFNGLGETUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vARB")) == NULL) || r; + r = ((glGetnUniformi64vARB = (PFNGLGETNUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformi64vARB")) == NULL) || r; + r = ((glGetnUniformui64vARB = (PFNGLGETNUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformui64vARB")) == NULL) || r; + r = ((glProgramUniform1i64ARB = (PFNGLPROGRAMUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64ARB")) == NULL) || r; + r = ((glProgramUniform1i64vARB = (PFNGLPROGRAMUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vARB")) == NULL) || r; + r = ((glProgramUniform1ui64ARB = (PFNGLPROGRAMUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64ARB")) == NULL) || r; + r = ((glProgramUniform1ui64vARB = (PFNGLPROGRAMUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vARB")) == NULL) || r; + r = ((glProgramUniform2i64ARB = (PFNGLPROGRAMUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64ARB")) == NULL) || r; + r = ((glProgramUniform2i64vARB = (PFNGLPROGRAMUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vARB")) == NULL) || r; + r = ((glProgramUniform2ui64ARB = (PFNGLPROGRAMUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64ARB")) == NULL) || r; + r = ((glProgramUniform2ui64vARB = (PFNGLPROGRAMUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vARB")) == NULL) || r; + r = ((glProgramUniform3i64ARB = (PFNGLPROGRAMUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64ARB")) == NULL) || r; + r = ((glProgramUniform3i64vARB = (PFNGLPROGRAMUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vARB")) == NULL) || r; + r = ((glProgramUniform3ui64ARB = (PFNGLPROGRAMUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64ARB")) == NULL) || r; + r = ((glProgramUniform3ui64vARB = (PFNGLPROGRAMUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vARB")) == NULL) || r; + r = ((glProgramUniform4i64ARB = (PFNGLPROGRAMUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64ARB")) == NULL) || r; + r = ((glProgramUniform4i64vARB = (PFNGLPROGRAMUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vARB")) == NULL) || r; + r = ((glProgramUniform4ui64ARB = (PFNGLPROGRAMUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64ARB")) == NULL) || r; + r = ((glProgramUniform4ui64vARB = (PFNGLPROGRAMUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vARB")) == NULL) || r; + r = ((glUniform1i64ARB = (PFNGLUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64ARB")) == NULL) || r; + r = ((glUniform1i64vARB = (PFNGLUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vARB")) == NULL) || r; + r = ((glUniform1ui64ARB = (PFNGLUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64ARB")) == NULL) || r; + r = ((glUniform1ui64vARB = (PFNGLUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vARB")) == NULL) || r; + r = ((glUniform2i64ARB = (PFNGLUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64ARB")) == NULL) || r; + r = ((glUniform2i64vARB = (PFNGLUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vARB")) == NULL) || r; + r = ((glUniform2ui64ARB = (PFNGLUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64ARB")) == NULL) || r; + r = ((glUniform2ui64vARB = (PFNGLUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vARB")) == NULL) || r; + r = ((glUniform3i64ARB = (PFNGLUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64ARB")) == NULL) || r; + r = ((glUniform3i64vARB = (PFNGLUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vARB")) == NULL) || r; + r = ((glUniform3ui64ARB = (PFNGLUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64ARB")) == NULL) || r; + r = ((glUniform3ui64vARB = (PFNGLUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vARB")) == NULL) || r; + r = ((glUniform4i64ARB = (PFNGLUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64ARB")) == NULL) || r; + r = ((glUniform4i64vARB = (PFNGLUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vARB")) == NULL) || r; + r = ((glUniform4ui64ARB = (PFNGLUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64ARB")) == NULL) || r; + r = ((glUniform4ui64vARB = (PFNGLUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_gpu_shader_int64 */ + +#ifdef GL_ARB_imaging + +static GLboolean _glewInit_GL_ARB_imaging () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r; + r = ((glColorSubTable = (PFNGLCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorSubTable")) == NULL) || r; + r = ((glColorTable = (PFNGLCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorTable")) == NULL) || r; + r = ((glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfv")) == NULL) || r; + r = ((glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameteriv")) == NULL) || r; + r = ((glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1D")) == NULL) || r; + r = ((glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2D")) == NULL) || r; + r = ((glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterf")) == NULL) || r; + r = ((glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfv")) == NULL) || r; + r = ((glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteri")) == NULL) || r; + r = ((glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriv")) == NULL) || r; + r = ((glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTable")) == NULL) || r; + r = ((glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTable")) == NULL) || r; + r = ((glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1D")) == NULL) || r; + r = ((glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2D")) == NULL) || r; + r = ((glGetColorTable = (PFNGLGETCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glGetColorTable")) == NULL) || r; + r = ((glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfv")) == NULL) || r; + r = ((glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameteriv")) == NULL) || r; + r = ((glGetConvolutionFilter = (PFNGLGETCONVOLUTIONFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilter")) == NULL) || r; + r = ((glGetConvolutionParameterfv = (PFNGLGETCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfv")) == NULL) || r; + r = ((glGetConvolutionParameteriv = (PFNGLGETCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameteriv")) == NULL) || r; + r = ((glGetHistogram = (PFNGLGETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glGetHistogram")) == NULL) || r; + r = ((glGetHistogramParameterfv = (PFNGLGETHISTOGRAMPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfv")) == NULL) || r; + r = ((glGetHistogramParameteriv = (PFNGLGETHISTOGRAMPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameteriv")) == NULL) || r; + r = ((glGetMinmax = (PFNGLGETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glGetMinmax")) == NULL) || r; + r = ((glGetMinmaxParameterfv = (PFNGLGETMINMAXPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfv")) == NULL) || r; + r = ((glGetMinmaxParameteriv = (PFNGLGETMINMAXPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameteriv")) == NULL) || r; + r = ((glGetSeparableFilter = (PFNGLGETSEPARABLEFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilter")) == NULL) || r; + r = ((glHistogram = (PFNGLHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glHistogram")) == NULL) || r; + r = ((glMinmax = (PFNGLMINMAXPROC)glewGetProcAddress((const GLubyte*)"glMinmax")) == NULL) || r; + r = ((glResetHistogram = (PFNGLRESETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glResetHistogram")) == NULL) || r; + r = ((glResetMinmax = (PFNGLRESETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glResetMinmax")) == NULL) || r; + r = ((glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2D")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_imaging */ + +#ifdef GL_ARB_indirect_parameters + +static GLboolean _glewInit_GL_ARB_indirect_parameters () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectCountARB = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectCountARB")) == NULL) || r; + r = ((glMultiDrawElementsIndirectCountARB = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectCountARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_indirect_parameters */ + +#ifdef GL_ARB_instanced_arrays + +static GLboolean _glewInit_GL_ARB_instanced_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedARB")) == NULL) || r; + r = ((glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedARB")) == NULL) || r; + r = ((glVertexAttribDivisorARB = (PFNGLVERTEXATTRIBDIVISORARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_instanced_arrays */ + +#ifdef GL_ARB_internalformat_query + +static GLboolean _glewInit_GL_ARB_internalformat_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformativ")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_internalformat_query */ + +#ifdef GL_ARB_internalformat_query2 + +static GLboolean _glewInit_GL_ARB_internalformat_query2 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformati64v")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_internalformat_query2 */ + +#ifdef GL_ARB_invalidate_subdata + +static GLboolean _glewInit_GL_ARB_invalidate_subdata () +{ + GLboolean r = GL_FALSE; + + r = ((glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferData")) == NULL) || r; + r = ((glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferSubData")) == NULL) || r; + r = ((glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateFramebuffer")) == NULL) || r; + r = ((glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateSubFramebuffer")) == NULL) || r; + r = ((glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexImage")) == NULL) || r; + r = ((glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexSubImage")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_invalidate_subdata */ + +#ifdef GL_ARB_map_buffer_range + +static GLboolean _glewInit_GL_ARB_map_buffer_range () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRange")) == NULL) || r; + r = ((glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapBufferRange")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_map_buffer_range */ + +#ifdef GL_ARB_matrix_palette + +static GLboolean _glewInit_GL_ARB_matrix_palette () +{ + GLboolean r = GL_FALSE; + + r = ((glCurrentPaletteMatrixARB = (PFNGLCURRENTPALETTEMATRIXARBPROC)glewGetProcAddress((const GLubyte*)"glCurrentPaletteMatrixARB")) == NULL) || r; + r = ((glMatrixIndexPointerARB = (PFNGLMATRIXINDEXPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexPointerARB")) == NULL) || r; + r = ((glMatrixIndexubvARB = (PFNGLMATRIXINDEXUBVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexubvARB")) == NULL) || r; + r = ((glMatrixIndexuivARB = (PFNGLMATRIXINDEXUIVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexuivARB")) == NULL) || r; + r = ((glMatrixIndexusvARB = (PFNGLMATRIXINDEXUSVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexusvARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_matrix_palette */ + +#ifdef GL_ARB_multi_bind + +static GLboolean _glewInit_GL_ARB_multi_bind () +{ + GLboolean r = GL_FALSE; + + r = ((glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersBase")) == NULL) || r; + r = ((glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersRange")) == NULL) || r; + r = ((glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextures")) == NULL) || r; + r = ((glBindSamplers = (PFNGLBINDSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glBindSamplers")) == NULL) || r; + r = ((glBindTextures = (PFNGLBINDTEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindTextures")) == NULL) || r; + r = ((glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffers")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_multi_bind */ + +#ifdef GL_ARB_multi_draw_indirect + +static GLboolean _glewInit_GL_ARB_multi_draw_indirect () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirect")) == NULL) || r; + r = ((glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirect")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_multi_draw_indirect */ + +#ifdef GL_ARB_multisample + +static GLboolean _glewInit_GL_ARB_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverageARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_multisample */ + +#ifdef GL_ARB_multitexture + +static GLboolean _glewInit_GL_ARB_multitexture () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glActiveTextureARB")) == NULL) || r; + r = ((glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTextureARB")) == NULL) || r; + r = ((glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dARB")) == NULL) || r; + r = ((glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dvARB")) == NULL) || r; + r = ((glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fARB")) == NULL) || r; + r = ((glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fvARB")) == NULL) || r; + r = ((glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iARB")) == NULL) || r; + r = ((glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1ivARB")) == NULL) || r; + r = ((glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sARB")) == NULL) || r; + r = ((glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1svARB")) == NULL) || r; + r = ((glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dARB")) == NULL) || r; + r = ((glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dvARB")) == NULL) || r; + r = ((glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fARB")) == NULL) || r; + r = ((glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fvARB")) == NULL) || r; + r = ((glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iARB")) == NULL) || r; + r = ((glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2ivARB")) == NULL) || r; + r = ((glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sARB")) == NULL) || r; + r = ((glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2svARB")) == NULL) || r; + r = ((glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dARB")) == NULL) || r; + r = ((glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dvARB")) == NULL) || r; + r = ((glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fARB")) == NULL) || r; + r = ((glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fvARB")) == NULL) || r; + r = ((glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iARB")) == NULL) || r; + r = ((glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3ivARB")) == NULL) || r; + r = ((glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sARB")) == NULL) || r; + r = ((glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3svARB")) == NULL) || r; + r = ((glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dARB")) == NULL) || r; + r = ((glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dvARB")) == NULL) || r; + r = ((glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fARB")) == NULL) || r; + r = ((glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fvARB")) == NULL) || r; + r = ((glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iARB")) == NULL) || r; + r = ((glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4ivARB")) == NULL) || r; + r = ((glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sARB")) == NULL) || r; + r = ((glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4svARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_multitexture */ + +#ifdef GL_ARB_occlusion_query + +static GLboolean _glewInit_GL_ARB_occlusion_query () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryARB")) == NULL) || r; + r = ((glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesARB")) == NULL) || r; + r = ((glEndQueryARB = (PFNGLENDQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glEndQueryARB")) == NULL) || r; + r = ((glGenQueriesARB = (PFNGLGENQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesARB")) == NULL) || r; + r = ((glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivARB")) == NULL) || r; + r = ((glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivARB")) == NULL) || r; + r = ((glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivARB")) == NULL) || r; + r = ((glIsQueryARB = (PFNGLISQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glIsQueryARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_occlusion_query */ + +#ifdef GL_ARB_parallel_shader_compile + +static GLboolean _glewInit_GL_ARB_parallel_shader_compile () +{ + GLboolean r = GL_FALSE; + + r = ((glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC)glewGetProcAddress((const GLubyte*)"glMaxShaderCompilerThreadsARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_parallel_shader_compile */ + +#ifdef GL_ARB_point_parameters + +static GLboolean _glewInit_GL_ARB_point_parameters () +{ + GLboolean r = GL_FALSE; + + r = ((glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfARB")) == NULL) || r; + r = ((glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_point_parameters */ + +#ifdef GL_ARB_polygon_offset_clamp + +static GLboolean _glewInit_GL_ARB_polygon_offset_clamp () +{ + GLboolean r = GL_FALSE; + + r = ((glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetClamp")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_polygon_offset_clamp */ + +#ifdef GL_ARB_program_interface_query + +static GLboolean _glewInit_GL_ARB_program_interface_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInterfaceiv")) == NULL) || r; + r = ((glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceIndex")) == NULL) || r; + r = ((glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocation")) == NULL) || r; + r = ((glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocationIndex")) == NULL) || r; + r = ((glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceName")) == NULL) || r; + r = ((glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceiv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_program_interface_query */ + +#ifdef GL_ARB_provoking_vertex + +static GLboolean _glewInit_GL_ARB_provoking_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertex")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_provoking_vertex */ + +#ifdef GL_ARB_robustness + +static GLboolean _glewInit_GL_ARB_robustness () +{ + GLboolean r = GL_FALSE; + + r = ((glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatusARB")) == NULL) || r; + r = ((glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnColorTableARB")) == NULL) || r; + r = ((glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImageARB")) == NULL) || r; + r = ((glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnConvolutionFilterARB")) == NULL) || r; + r = ((glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glGetnHistogramARB")) == NULL) || r; + r = ((glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapdvARB")) == NULL) || r; + r = ((glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapfvARB")) == NULL) || r; + r = ((glGetnMapivARB = (PFNGLGETNMAPIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapivARB")) == NULL) || r; + r = ((glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMinmaxARB")) == NULL) || r; + r = ((glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapfvARB")) == NULL) || r; + r = ((glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapuivARB")) == NULL) || r; + r = ((glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapusvARB")) == NULL) || r; + r = ((glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPolygonStippleARB")) == NULL) || r; + r = ((glGetnSeparableFilterARB = (PFNGLGETNSEPARABLEFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnSeparableFilterARB")) == NULL) || r; + r = ((glGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImageARB")) == NULL) || r; + r = ((glGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdvARB")) == NULL) || r; + r = ((glGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfvARB")) == NULL) || r; + r = ((glGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformivARB")) == NULL) || r; + r = ((glGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuivARB")) == NULL) || r; + r = ((glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC)glewGetProcAddress((const GLubyte*)"glReadnPixelsARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_robustness */ + +#ifdef GL_ARB_sample_locations + +static GLboolean _glewInit_GL_ARB_sample_locations () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferSampleLocationsfvARB = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvARB")) == NULL) || r; + r = ((glNamedFramebufferSampleLocationsfvARB = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sample_locations */ + +#ifdef GL_ARB_sample_shading + +static GLboolean _glewInit_GL_ARB_sample_shading () +{ + GLboolean r = GL_FALSE; + + r = ((glMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShadingARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sample_shading */ + +#ifdef GL_ARB_sampler_objects + +static GLboolean _glewInit_GL_ARB_sampler_objects () +{ + GLboolean r = GL_FALSE; + + r = ((glBindSampler = (PFNGLBINDSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glBindSampler")) == NULL) || r; + r = ((glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteSamplers")) == NULL) || r; + r = ((glGenSamplers = (PFNGLGENSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glGenSamplers")) == NULL) || r; + r = ((glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIiv")) == NULL) || r; + r = ((glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIuiv")) == NULL) || r; + r = ((glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterfv")) == NULL) || r; + r = ((glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameteriv")) == NULL) || r; + r = ((glIsSampler = (PFNGLISSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glIsSampler")) == NULL) || r; + r = ((glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIiv")) == NULL) || r; + r = ((glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIuiv")) == NULL) || r; + r = ((glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterf")) == NULL) || r; + r = ((glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterfv")) == NULL) || r; + r = ((glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteri")) == NULL) || r; + r = ((glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteriv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sampler_objects */ + +#ifdef GL_ARB_separate_shader_objects + +static GLboolean _glewInit_GL_ARB_separate_shader_objects () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glActiveShaderProgram")) == NULL) || r; + r = ((glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glBindProgramPipeline")) == NULL) || r; + r = ((glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramv")) == NULL) || r; + r = ((glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramPipelines")) == NULL) || r; + r = ((glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glGenProgramPipelines")) == NULL) || r; + r = ((glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineInfoLog")) == NULL) || r; + r = ((glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineiv")) == NULL) || r; + r = ((glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glIsProgramPipeline")) == NULL) || r; + r = ((glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1d")) == NULL) || r; + r = ((glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1dv")) == NULL) || r; + r = ((glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1f")) == NULL) || r; + r = ((glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fv")) == NULL) || r; + r = ((glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i")) == NULL) || r; + r = ((glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iv")) == NULL) || r; + r = ((glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui")) == NULL) || r; + r = ((glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiv")) == NULL) || r; + r = ((glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2d")) == NULL) || r; + r = ((glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2dv")) == NULL) || r; + r = ((glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2f")) == NULL) || r; + r = ((glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fv")) == NULL) || r; + r = ((glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i")) == NULL) || r; + r = ((glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iv")) == NULL) || r; + r = ((glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui")) == NULL) || r; + r = ((glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiv")) == NULL) || r; + r = ((glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3d")) == NULL) || r; + r = ((glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3dv")) == NULL) || r; + r = ((glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3f")) == NULL) || r; + r = ((glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fv")) == NULL) || r; + r = ((glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i")) == NULL) || r; + r = ((glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iv")) == NULL) || r; + r = ((glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui")) == NULL) || r; + r = ((glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiv")) == NULL) || r; + r = ((glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4d")) == NULL) || r; + r = ((glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4dv")) == NULL) || r; + r = ((glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4f")) == NULL) || r; + r = ((glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fv")) == NULL) || r; + r = ((glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i")) == NULL) || r; + r = ((glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iv")) == NULL) || r; + r = ((glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui")) == NULL) || r; + r = ((glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiv")) == NULL) || r; + r = ((glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2dv")) == NULL) || r; + r = ((glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fv")) == NULL) || r; + r = ((glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3dv")) == NULL) || r; + r = ((glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fv")) == NULL) || r; + r = ((glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4dv")) == NULL) || r; + r = ((glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fv")) == NULL) || r; + r = ((glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3dv")) == NULL) || r; + r = ((glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fv")) == NULL) || r; + r = ((glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2dv")) == NULL) || r; + r = ((glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fv")) == NULL) || r; + r = ((glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4dv")) == NULL) || r; + r = ((glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fv")) == NULL) || r; + r = ((glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4dv")) == NULL) || r; + r = ((glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fv")) == NULL) || r; + r = ((glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2dv")) == NULL) || r; + r = ((glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fv")) == NULL) || r; + r = ((glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3dv")) == NULL) || r; + r = ((glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fv")) == NULL) || r; + r = ((glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)glewGetProcAddress((const GLubyte*)"glUseProgramStages")) == NULL) || r; + r = ((glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramPipeline")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_separate_shader_objects */ + +#ifdef GL_ARB_shader_atomic_counters + +static GLboolean _glewInit_GL_ARB_shader_atomic_counters () +{ + GLboolean r = GL_FALSE; + + r = ((glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAtomicCounterBufferiv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shader_atomic_counters */ + +#ifdef GL_ARB_shader_image_load_store + +static GLboolean _glewInit_GL_ARB_shader_image_load_store () +{ + GLboolean r = GL_FALSE; + + r = ((glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glBindImageTexture")) == NULL) || r; + r = ((glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrier")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shader_image_load_store */ + +#ifdef GL_ARB_shader_objects + +static GLboolean _glewInit_GL_ARB_shader_objects () +{ + GLboolean r = GL_FALSE; + + r = ((glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glAttachObjectARB")) == NULL) || r; + r = ((glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderARB")) == NULL) || r; + r = ((glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramObjectARB")) == NULL) || r; + r = ((glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderObjectARB")) == NULL) || r; + r = ((glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteObjectARB")) == NULL) || r; + r = ((glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDetachObjectARB")) == NULL) || r; + r = ((glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformARB")) == NULL) || r; + r = ((glGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedObjectsARB")) == NULL) || r; + r = ((glGetHandleARB = (PFNGLGETHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetHandleARB")) == NULL) || r; + r = ((glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetInfoLogARB")) == NULL) || r; + r = ((glGetObjectParameterfvARB = (PFNGLGETOBJECTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterfvARB")) == NULL) || r; + r = ((glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivARB")) == NULL) || r; + r = ((glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSourceARB")) == NULL) || r; + r = ((glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocationARB")) == NULL) || r; + r = ((glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfvARB")) == NULL) || r; + r = ((glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformivARB")) == NULL) || r; + r = ((glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glLinkProgramARB")) == NULL) || r; + r = ((glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glShaderSourceARB")) == NULL) || r; + r = ((glUniform1fARB = (PFNGLUNIFORM1FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fARB")) == NULL) || r; + r = ((glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fvARB")) == NULL) || r; + r = ((glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1iARB")) == NULL) || r; + r = ((glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ivARB")) == NULL) || r; + r = ((glUniform2fARB = (PFNGLUNIFORM2FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fARB")) == NULL) || r; + r = ((glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fvARB")) == NULL) || r; + r = ((glUniform2iARB = (PFNGLUNIFORM2IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2iARB")) == NULL) || r; + r = ((glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ivARB")) == NULL) || r; + r = ((glUniform3fARB = (PFNGLUNIFORM3FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fARB")) == NULL) || r; + r = ((glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fvARB")) == NULL) || r; + r = ((glUniform3iARB = (PFNGLUNIFORM3IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3iARB")) == NULL) || r; + r = ((glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ivARB")) == NULL) || r; + r = ((glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fARB")) == NULL) || r; + r = ((glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fvARB")) == NULL) || r; + r = ((glUniform4iARB = (PFNGLUNIFORM4IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4iARB")) == NULL) || r; + r = ((glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ivARB")) == NULL) || r; + r = ((glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fvARB")) == NULL) || r; + r = ((glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fvARB")) == NULL) || r; + r = ((glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fvARB")) == NULL) || r; + r = ((glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glUseProgramObjectARB")) == NULL) || r; + r = ((glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shader_objects */ + +#ifdef GL_ARB_shader_storage_buffer_object + +static GLboolean _glewInit_GL_ARB_shader_storage_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glShaderStorageBlockBinding")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shader_storage_buffer_object */ + +#ifdef GL_ARB_shader_subroutine + +static GLboolean _glewInit_GL_ARB_shader_subroutine () +{ + GLboolean r = GL_FALSE; + + r = ((glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineName")) == NULL) || r; + r = ((glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformName")) == NULL) || r; + r = ((glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformiv")) == NULL) || r; + r = ((glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStageiv")) == NULL) || r; + r = ((glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineIndex")) == NULL) || r; + r = ((glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineUniformLocation")) == NULL) || r; + r = ((glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformSubroutineuiv")) == NULL) || r; + r = ((glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)glewGetProcAddress((const GLubyte*)"glUniformSubroutinesuiv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shader_subroutine */ + +#ifdef GL_ARB_shading_language_include + +static GLboolean _glewInit_GL_ARB_shading_language_include () +{ + GLboolean r = GL_FALSE; + + r = ((glCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderIncludeARB")) == NULL) || r; + r = ((glDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamedStringARB")) == NULL) || r; + r = ((glGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringARB")) == NULL) || r; + r = ((glGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringivARB")) == NULL) || r; + r = ((glIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glIsNamedStringARB")) == NULL) || r; + r = ((glNamedStringARB = (PFNGLNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glNamedStringARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_shading_language_include */ + +#ifdef GL_ARB_sparse_buffer + +static GLboolean _glewInit_GL_ARB_sparse_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferPageCommitmentARB = (PFNGLBUFFERPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glBufferPageCommitmentARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sparse_buffer */ + +#ifdef GL_ARB_sparse_texture + +static GLboolean _glewInit_GL_ARB_sparse_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glTexPageCommitmentARB = (PFNGLTEXPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glTexPageCommitmentARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sparse_texture */ + +#ifdef GL_ARB_sync + +static GLboolean _glewInit_GL_ARB_sync () +{ + GLboolean r = GL_FALSE; + + r = ((glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glClientWaitSync")) == NULL) || r; + r = ((glDeleteSync = (PFNGLDELETESYNCPROC)glewGetProcAddress((const GLubyte*)"glDeleteSync")) == NULL) || r; + r = ((glFenceSync = (PFNGLFENCESYNCPROC)glewGetProcAddress((const GLubyte*)"glFenceSync")) == NULL) || r; + r = ((glGetInteger64v = (PFNGLGETINTEGER64VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64v")) == NULL) || r; + r = ((glGetSynciv = (PFNGLGETSYNCIVPROC)glewGetProcAddress((const GLubyte*)"glGetSynciv")) == NULL) || r; + r = ((glIsSync = (PFNGLISSYNCPROC)glewGetProcAddress((const GLubyte*)"glIsSync")) == NULL) || r; + r = ((glWaitSync = (PFNGLWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glWaitSync")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_sync */ + +#ifdef GL_ARB_tessellation_shader + +static GLboolean _glewInit_GL_ARB_tessellation_shader () +{ + GLboolean r = GL_FALSE; + + r = ((glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPatchParameterfv")) == NULL) || r; + r = ((glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPatchParameteri")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_tessellation_shader */ + +#ifdef GL_ARB_texture_barrier + +static GLboolean _glewInit_GL_ARB_texture_barrier () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrier")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_barrier */ + +#ifdef GL_ARB_texture_buffer_object + +static GLboolean _glewInit_GL_ARB_texture_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glTexBufferARB = (PFNGLTEXBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glTexBufferARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_buffer_object */ + +#ifdef GL_ARB_texture_buffer_range + +static GLboolean _glewInit_GL_ARB_texture_buffer_range () +{ + GLboolean r = GL_FALSE; + + r = ((glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTexBufferRange")) == NULL) || r; + r = ((glTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRangeEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_buffer_range */ + +#ifdef GL_ARB_texture_compression + +static GLboolean _glewInit_GL_ARB_texture_compression () +{ + GLboolean r = GL_FALSE; + + r = ((glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1DARB")) == NULL) || r; + r = ((glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2DARB")) == NULL) || r; + r = ((glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3DARB")) == NULL) || r; + r = ((glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1DARB")) == NULL) || r; + r = ((glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2DARB")) == NULL) || r; + r = ((glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3DARB")) == NULL) || r; + r = ((glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImageARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_compression */ + +#ifdef GL_ARB_texture_multisample + +static GLboolean _glewInit_GL_ARB_texture_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefv")) == NULL) || r; + r = ((glSampleMaski = (PFNGLSAMPLEMASKIPROC)glewGetProcAddress((const GLubyte*)"glSampleMaski")) == NULL) || r; + r = ((glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisample")) == NULL) || r; + r = ((glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisample")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_multisample */ + +#ifdef GL_ARB_texture_storage + +static GLboolean _glewInit_GL_ARB_texture_storage () +{ + GLboolean r = GL_FALSE; + + r = ((glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage1D")) == NULL) || r; + r = ((glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2D")) == NULL) || r; + r = ((glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3D")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_storage */ + +#ifdef GL_ARB_texture_storage_multisample + +static GLboolean _glewInit_GL_ARB_texture_storage_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2DMultisample")) == NULL) || r; + r = ((glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3DMultisample")) == NULL) || r; + r = ((glTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisampleEXT")) == NULL) || r; + r = ((glTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisampleEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_storage_multisample */ + +#ifdef GL_ARB_texture_view + +static GLboolean _glewInit_GL_ARB_texture_view () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureView = (PFNGLTEXTUREVIEWPROC)glewGetProcAddress((const GLubyte*)"glTextureView")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_texture_view */ + +#ifdef GL_ARB_timer_query + +static GLboolean _glewInit_GL_ARB_timer_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64v")) == NULL) || r; + r = ((glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64v")) == NULL) || r; + r = ((glQueryCounter = (PFNGLQUERYCOUNTERPROC)glewGetProcAddress((const GLubyte*)"glQueryCounter")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_timer_query */ + +#ifdef GL_ARB_transform_feedback2 + +static GLboolean _glewInit_GL_ARB_transform_feedback2 () +{ + GLboolean r = GL_FALSE; + + r = ((glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedback")) == NULL) || r; + r = ((glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacks")) == NULL) || r; + r = ((glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedback")) == NULL) || r; + r = ((glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacks")) == NULL) || r; + r = ((glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedback")) == NULL) || r; + r = ((glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedback")) == NULL) || r; + r = ((glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedback")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_transform_feedback2 */ + +#ifdef GL_ARB_transform_feedback3 + +static GLboolean _glewInit_GL_ARB_transform_feedback3 () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryIndexed")) == NULL) || r; + r = ((glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStream")) == NULL) || r; + r = ((glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glEndQueryIndexed")) == NULL) || r; + r = ((glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryIndexediv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_transform_feedback3 */ + +#ifdef GL_ARB_transform_feedback_instanced + +static GLboolean _glewInit_GL_ARB_transform_feedback_instanced () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackInstanced")) == NULL) || r; + r = ((glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStreamInstanced")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_transform_feedback_instanced */ + +#ifdef GL_ARB_transpose_matrix + +static GLboolean _glewInit_GL_ARB_transpose_matrix () +{ + GLboolean r = GL_FALSE; + + r = ((glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixdARB")) == NULL) || r; + r = ((glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixfARB")) == NULL) || r; + r = ((glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixdARB")) == NULL) || r; + r = ((glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixfARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_transpose_matrix */ + +#ifdef GL_ARB_uniform_buffer_object + +static GLboolean _glewInit_GL_ARB_uniform_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBase")) == NULL) || r; + r = ((glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRange")) == NULL) || r; + r = ((glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockName")) == NULL) || r; + r = ((glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockiv")) == NULL) || r; + r = ((glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformName")) == NULL) || r; + r = ((glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformsiv")) == NULL) || r; + r = ((glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)glewGetProcAddress((const GLubyte*)"glGetIntegeri_v")) == NULL) || r; + r = ((glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBlockIndex")) == NULL) || r; + r = ((glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)glewGetProcAddress((const GLubyte*)"glGetUniformIndices")) == NULL) || r; + r = ((glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glUniformBlockBinding")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_uniform_buffer_object */ + +#ifdef GL_ARB_vertex_array_object + +static GLboolean _glewInit_GL_ARB_vertex_array_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArray")) == NULL) || r; + r = ((glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArrays")) == NULL) || r; + r = ((glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArrays")) == NULL) || r; + r = ((glIsVertexArray = (PFNGLISVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArray")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_array_object */ + +#ifdef GL_ARB_vertex_attrib_64bit + +static GLboolean _glewInit_GL_ARB_vertex_attrib_64bit () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdv")) == NULL) || r; + r = ((glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1d")) == NULL) || r; + r = ((glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dv")) == NULL) || r; + r = ((glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2d")) == NULL) || r; + r = ((glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dv")) == NULL) || r; + r = ((glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3d")) == NULL) || r; + r = ((glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dv")) == NULL) || r; + r = ((glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4d")) == NULL) || r; + r = ((glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dv")) == NULL) || r; + r = ((glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointer")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_attrib_64bit */ + +#ifdef GL_ARB_vertex_attrib_binding + +static GLboolean _glewInit_GL_ARB_vertex_attrib_binding () +{ + GLboolean r = GL_FALSE; + + r = ((glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffer")) == NULL) || r; + r = ((glVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindVertexBufferEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribBindingEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribFormatEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIFormatEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLFormatEXT")) == NULL) || r; + r = ((glVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBindingDivisorEXT")) == NULL) || r; + r = ((glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribBinding")) == NULL) || r; + r = ((glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormat")) == NULL) || r; + r = ((glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormat")) == NULL) || r; + r = ((glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormat")) == NULL) || r; + r = ((glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexBindingDivisor")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_attrib_binding */ + +#ifdef GL_ARB_vertex_blend + +static GLboolean _glewInit_GL_ARB_vertex_blend () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexBlendARB = (PFNGLVERTEXBLENDARBPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendARB")) == NULL) || r; + r = ((glWeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glWeightPointerARB")) == NULL) || r; + r = ((glWeightbvARB = (PFNGLWEIGHTBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightbvARB")) == NULL) || r; + r = ((glWeightdvARB = (PFNGLWEIGHTDVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightdvARB")) == NULL) || r; + r = ((glWeightfvARB = (PFNGLWEIGHTFVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightfvARB")) == NULL) || r; + r = ((glWeightivARB = (PFNGLWEIGHTIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightivARB")) == NULL) || r; + r = ((glWeightsvARB = (PFNGLWEIGHTSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightsvARB")) == NULL) || r; + r = ((glWeightubvARB = (PFNGLWEIGHTUBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightubvARB")) == NULL) || r; + r = ((glWeightuivARB = (PFNGLWEIGHTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightuivARB")) == NULL) || r; + r = ((glWeightusvARB = (PFNGLWEIGHTUSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightusvARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_blend */ + +#ifdef GL_ARB_vertex_buffer_object + +static GLboolean _glewInit_GL_ARB_vertex_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindBufferARB = (PFNGLBINDBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glBindBufferARB")) == NULL) || r; + r = ((glBufferDataARB = (PFNGLBUFFERDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferDataARB")) == NULL) || r; + r = ((glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferSubDataARB")) == NULL) || r; + r = ((glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffersARB")) == NULL) || r; + r = ((glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glGenBuffersARB")) == NULL) || r; + r = ((glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterivARB")) == NULL) || r; + r = ((glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointervARB")) == NULL) || r; + r = ((glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubDataARB")) == NULL) || r; + r = ((glIsBufferARB = (PFNGLISBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glIsBufferARB")) == NULL) || r; + r = ((glMapBufferARB = (PFNGLMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glMapBufferARB")) == NULL) || r; + r = ((glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glUnmapBufferARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_buffer_object */ + +#ifdef GL_ARB_vertex_program + +static GLboolean _glewInit_GL_ARB_vertex_program () +{ + GLboolean r = GL_FALSE; + + r = ((glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glBindProgramARB")) == NULL) || r; + r = ((glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsARB")) == NULL) || r; + r = ((glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArrayARB")) == NULL) || r; + r = ((glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArrayARB")) == NULL) || r; + r = ((glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsARB")) == NULL) || r; + r = ((glGetProgramEnvParameterdvARB = (PFNGLGETPROGRAMENVPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterdvARB")) == NULL) || r; + r = ((glGetProgramEnvParameterfvARB = (PFNGLGETPROGRAMENVPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterfvARB")) == NULL) || r; + r = ((glGetProgramLocalParameterdvARB = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterdvARB")) == NULL) || r; + r = ((glGetProgramLocalParameterfvARB = (PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterfvARB")) == NULL) || r; + r = ((glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringARB")) == NULL) || r; + r = ((glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivARB")) == NULL) || r; + r = ((glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervARB")) == NULL) || r; + r = ((glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvARB")) == NULL) || r; + r = ((glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvARB")) == NULL) || r; + r = ((glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivARB")) == NULL) || r; + r = ((glIsProgramARB = (PFNGLISPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glIsProgramARB")) == NULL) || r; + r = ((glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dARB")) == NULL) || r; + r = ((glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dvARB")) == NULL) || r; + r = ((glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fARB")) == NULL) || r; + r = ((glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fvARB")) == NULL) || r; + r = ((glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dARB")) == NULL) || r; + r = ((glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dvARB")) == NULL) || r; + r = ((glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fARB")) == NULL) || r; + r = ((glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fvARB")) == NULL) || r; + r = ((glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glProgramStringARB")) == NULL) || r; + r = ((glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dARB")) == NULL) || r; + r = ((glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvARB")) == NULL) || r; + r = ((glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fARB")) == NULL) || r; + r = ((glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvARB")) == NULL) || r; + r = ((glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sARB")) == NULL) || r; + r = ((glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svARB")) == NULL) || r; + r = ((glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dARB")) == NULL) || r; + r = ((glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvARB")) == NULL) || r; + r = ((glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fARB")) == NULL) || r; + r = ((glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvARB")) == NULL) || r; + r = ((glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sARB")) == NULL) || r; + r = ((glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svARB")) == NULL) || r; + r = ((glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dARB")) == NULL) || r; + r = ((glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvARB")) == NULL) || r; + r = ((glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fARB")) == NULL) || r; + r = ((glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvARB")) == NULL) || r; + r = ((glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sARB")) == NULL) || r; + r = ((glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svARB")) == NULL) || r; + r = ((glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NbvARB")) == NULL) || r; + r = ((glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NivARB")) == NULL) || r; + r = ((glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NsvARB")) == NULL) || r; + r = ((glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubARB")) == NULL) || r; + r = ((glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubvARB")) == NULL) || r; + r = ((glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NuivARB")) == NULL) || r; + r = ((glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NusvARB")) == NULL) || r; + r = ((glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bvARB")) == NULL) || r; + r = ((glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dARB")) == NULL) || r; + r = ((glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvARB")) == NULL) || r; + r = ((glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fARB")) == NULL) || r; + r = ((glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvARB")) == NULL) || r; + r = ((glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ivARB")) == NULL) || r; + r = ((glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sARB")) == NULL) || r; + r = ((glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svARB")) == NULL) || r; + r = ((glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvARB")) == NULL) || r; + r = ((glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uivARB")) == NULL) || r; + r = ((glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usvARB")) == NULL) || r; + r = ((glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_program */ + +#ifdef GL_ARB_vertex_shader + +static GLboolean _glewInit_GL_ARB_vertex_shader () +{ + GLboolean r = GL_FALSE; + + r = ((glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocationARB")) == NULL) || r; + r = ((glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttribARB")) == NULL) || r; + r = ((glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocationARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_shader */ + +#ifdef GL_ARB_vertex_type_2_10_10_10_rev + +static GLboolean _glewInit_GL_ARB_vertex_type_2_10_10_10_rev () +{ + GLboolean r = GL_FALSE; + + r = ((glColorP3ui = (PFNGLCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glColorP3ui")) == NULL) || r; + r = ((glColorP3uiv = (PFNGLCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP3uiv")) == NULL) || r; + r = ((glColorP4ui = (PFNGLCOLORP4UIPROC)glewGetProcAddress((const GLubyte*)"glColorP4ui")) == NULL) || r; + r = ((glColorP4uiv = (PFNGLCOLORP4UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP4uiv")) == NULL) || r; + r = ((glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1ui")) == NULL) || r; + r = ((glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1uiv")) == NULL) || r; + r = ((glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2ui")) == NULL) || r; + r = ((glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2uiv")) == NULL) || r; + r = ((glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3ui")) == NULL) || r; + r = ((glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3uiv")) == NULL) || r; + r = ((glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4ui")) == NULL) || r; + r = ((glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4uiv")) == NULL) || r; + r = ((glNormalP3ui = (PFNGLNORMALP3UIPROC)glewGetProcAddress((const GLubyte*)"glNormalP3ui")) == NULL) || r; + r = ((glNormalP3uiv = (PFNGLNORMALP3UIVPROC)glewGetProcAddress((const GLubyte*)"glNormalP3uiv")) == NULL) || r; + r = ((glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3ui")) == NULL) || r; + r = ((glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3uiv")) == NULL) || r; + r = ((glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1ui")) == NULL) || r; + r = ((glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1uiv")) == NULL) || r; + r = ((glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2ui")) == NULL) || r; + r = ((glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2uiv")) == NULL) || r; + r = ((glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3ui")) == NULL) || r; + r = ((glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3uiv")) == NULL) || r; + r = ((glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4ui")) == NULL) || r; + r = ((glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4uiv")) == NULL) || r; + r = ((glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1ui")) == NULL) || r; + r = ((glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1uiv")) == NULL) || r; + r = ((glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2ui")) == NULL) || r; + r = ((glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2uiv")) == NULL) || r; + r = ((glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3ui")) == NULL) || r; + r = ((glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3uiv")) == NULL) || r; + r = ((glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4ui")) == NULL) || r; + r = ((glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4uiv")) == NULL) || r; + r = ((glVertexP2ui = (PFNGLVERTEXP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP2ui")) == NULL) || r; + r = ((glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP2uiv")) == NULL) || r; + r = ((glVertexP3ui = (PFNGLVERTEXP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP3ui")) == NULL) || r; + r = ((glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP3uiv")) == NULL) || r; + r = ((glVertexP4ui = (PFNGLVERTEXP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP4ui")) == NULL) || r; + r = ((glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP4uiv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ + +#ifdef GL_ARB_viewport_array + +static GLboolean _glewInit_GL_ARB_viewport_array () +{ + GLboolean r = GL_FALSE; + + r = ((glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeArrayv")) == NULL) || r; + r = ((glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeIndexed")) == NULL) || r; + r = ((glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_v")) == NULL) || r; + r = ((glGetFloati_v = (PFNGLGETFLOATI_VPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_v")) == NULL) || r; + r = ((glScissorArrayv = (PFNGLSCISSORARRAYVPROC)glewGetProcAddress((const GLubyte*)"glScissorArrayv")) == NULL) || r; + r = ((glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexed")) == NULL) || r; + r = ((glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedv")) == NULL) || r; + r = ((glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)glewGetProcAddress((const GLubyte*)"glViewportArrayv")) == NULL) || r; + r = ((glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedf")) == NULL) || r; + r = ((glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfv")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_viewport_array */ + +#ifdef GL_ARB_window_pos + +static GLboolean _glewInit_GL_ARB_window_pos () +{ + GLboolean r = GL_FALSE; + + r = ((glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dARB")) == NULL) || r; + r = ((glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvARB")) == NULL) || r; + r = ((glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fARB")) == NULL) || r; + r = ((glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvARB")) == NULL) || r; + r = ((glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iARB")) == NULL) || r; + r = ((glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivARB")) == NULL) || r; + r = ((glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sARB")) == NULL) || r; + r = ((glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svARB")) == NULL) || r; + r = ((glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dARB")) == NULL) || r; + r = ((glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvARB")) == NULL) || r; + r = ((glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fARB")) == NULL) || r; + r = ((glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvARB")) == NULL) || r; + r = ((glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iARB")) == NULL) || r; + r = ((glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivARB")) == NULL) || r; + r = ((glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sARB")) == NULL) || r; + r = ((glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svARB")) == NULL) || r; + + return r; +} + +#endif /* GL_ARB_window_pos */ + +#ifdef GL_ATI_draw_buffers + +static GLboolean _glewInit_GL_ATI_draw_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_draw_buffers */ + +#ifdef GL_ATI_element_array + +static GLboolean _glewInit_GL_ATI_element_array () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawElementArrayATI = (PFNGLDRAWELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayATI")) == NULL) || r; + r = ((glDrawRangeElementArrayATI = (PFNGLDRAWRANGEELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayATI")) == NULL) || r; + r = ((glElementPointerATI = (PFNGLELEMENTPOINTERATIPROC)glewGetProcAddress((const GLubyte*)"glElementPointerATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_element_array */ + +#ifdef GL_ATI_envmap_bumpmap + +static GLboolean _glewInit_GL_ATI_envmap_bumpmap () +{ + GLboolean r = GL_FALSE; + + r = ((glGetTexBumpParameterfvATI = (PFNGLGETTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterfvATI")) == NULL) || r; + r = ((glGetTexBumpParameterivATI = (PFNGLGETTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterivATI")) == NULL) || r; + r = ((glTexBumpParameterfvATI = (PFNGLTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterfvATI")) == NULL) || r; + r = ((glTexBumpParameterivATI = (PFNGLTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterivATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_envmap_bumpmap */ + +#ifdef GL_ATI_fragment_shader + +static GLboolean _glewInit_GL_ATI_fragment_shader () +{ + GLboolean r = GL_FALSE; + + r = ((glAlphaFragmentOp1ATI = (PFNGLALPHAFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp1ATI")) == NULL) || r; + r = ((glAlphaFragmentOp2ATI = (PFNGLALPHAFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp2ATI")) == NULL) || r; + r = ((glAlphaFragmentOp3ATI = (PFNGLALPHAFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp3ATI")) == NULL) || r; + r = ((glBeginFragmentShaderATI = (PFNGLBEGINFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBeginFragmentShaderATI")) == NULL) || r; + r = ((glBindFragmentShaderATI = (PFNGLBINDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBindFragmentShaderATI")) == NULL) || r; + r = ((glColorFragmentOp1ATI = (PFNGLCOLORFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp1ATI")) == NULL) || r; + r = ((glColorFragmentOp2ATI = (PFNGLCOLORFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp2ATI")) == NULL) || r; + r = ((glColorFragmentOp3ATI = (PFNGLCOLORFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp3ATI")) == NULL) || r; + r = ((glDeleteFragmentShaderATI = (PFNGLDELETEFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glDeleteFragmentShaderATI")) == NULL) || r; + r = ((glEndFragmentShaderATI = (PFNGLENDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glEndFragmentShaderATI")) == NULL) || r; + r = ((glGenFragmentShadersATI = (PFNGLGENFRAGMENTSHADERSATIPROC)glewGetProcAddress((const GLubyte*)"glGenFragmentShadersATI")) == NULL) || r; + r = ((glPassTexCoordATI = (PFNGLPASSTEXCOORDATIPROC)glewGetProcAddress((const GLubyte*)"glPassTexCoordATI")) == NULL) || r; + r = ((glSampleMapATI = (PFNGLSAMPLEMAPATIPROC)glewGetProcAddress((const GLubyte*)"glSampleMapATI")) == NULL) || r; + r = ((glSetFragmentShaderConstantATI = (PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)glewGetProcAddress((const GLubyte*)"glSetFragmentShaderConstantATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_fragment_shader */ + +#ifdef GL_ATI_map_object_buffer + +static GLboolean _glewInit_GL_ATI_map_object_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glMapObjectBufferATI = (PFNGLMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glMapObjectBufferATI")) == NULL) || r; + r = ((glUnmapObjectBufferATI = (PFNGLUNMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUnmapObjectBufferATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_map_object_buffer */ + +#ifdef GL_ATI_pn_triangles + +static GLboolean _glewInit_GL_ATI_pn_triangles () +{ + GLboolean r = GL_FALSE; + + r = ((glPNTrianglesfATI = (PFNGLPNTRIANGLESFATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesfATI")) == NULL) || r; + r = ((glPNTrianglesiATI = (PFNGLPNTRIANGLESIATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesiATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_pn_triangles */ + +#ifdef GL_ATI_separate_stencil + +static GLboolean _glewInit_GL_ATI_separate_stencil () +{ + GLboolean r = GL_FALSE; + + r = ((glStencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparateATI")) == NULL) || r; + r = ((glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparateATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_separate_stencil */ + +#ifdef GL_ATI_vertex_array_object + +static GLboolean _glewInit_GL_ATI_vertex_array_object () +{ + GLboolean r = GL_FALSE; + + r = ((glArrayObjectATI = (PFNGLARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glArrayObjectATI")) == NULL) || r; + r = ((glFreeObjectBufferATI = (PFNGLFREEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glFreeObjectBufferATI")) == NULL) || r; + r = ((glGetArrayObjectfvATI = (PFNGLGETARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectfvATI")) == NULL) || r; + r = ((glGetArrayObjectivATI = (PFNGLGETARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectivATI")) == NULL) || r; + r = ((glGetObjectBufferfvATI = (PFNGLGETOBJECTBUFFERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferfvATI")) == NULL) || r; + r = ((glGetObjectBufferivATI = (PFNGLGETOBJECTBUFFERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferivATI")) == NULL) || r; + r = ((glGetVariantArrayObjectfvATI = (PFNGLGETVARIANTARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectfvATI")) == NULL) || r; + r = ((glGetVariantArrayObjectivATI = (PFNGLGETVARIANTARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectivATI")) == NULL) || r; + r = ((glIsObjectBufferATI = (PFNGLISOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glIsObjectBufferATI")) == NULL) || r; + r = ((glNewObjectBufferATI = (PFNGLNEWOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glNewObjectBufferATI")) == NULL) || r; + r = ((glUpdateObjectBufferATI = (PFNGLUPDATEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUpdateObjectBufferATI")) == NULL) || r; + r = ((glVariantArrayObjectATI = (PFNGLVARIANTARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVariantArrayObjectATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_vertex_array_object */ + +#ifdef GL_ATI_vertex_attrib_array_object + +static GLboolean _glewInit_GL_ATI_vertex_attrib_array_object () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVertexAttribArrayObjectfvATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectfvATI")) == NULL) || r; + r = ((glGetVertexAttribArrayObjectivATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectivATI")) == NULL) || r; + r = ((glVertexAttribArrayObjectATI = (PFNGLVERTEXATTRIBARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribArrayObjectATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_vertex_attrib_array_object */ + +#ifdef GL_ATI_vertex_streams + +static GLboolean _glewInit_GL_ATI_vertex_streams () +{ + GLboolean r = GL_FALSE; + + r = ((glClientActiveVertexStreamATI = (PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)glewGetProcAddress((const GLubyte*)"glClientActiveVertexStreamATI")) == NULL) || r; + r = ((glNormalStream3bATI = (PFNGLNORMALSTREAM3BATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bATI")) == NULL) || r; + r = ((glNormalStream3bvATI = (PFNGLNORMALSTREAM3BVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bvATI")) == NULL) || r; + r = ((glNormalStream3dATI = (PFNGLNORMALSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dATI")) == NULL) || r; + r = ((glNormalStream3dvATI = (PFNGLNORMALSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dvATI")) == NULL) || r; + r = ((glNormalStream3fATI = (PFNGLNORMALSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fATI")) == NULL) || r; + r = ((glNormalStream3fvATI = (PFNGLNORMALSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fvATI")) == NULL) || r; + r = ((glNormalStream3iATI = (PFNGLNORMALSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3iATI")) == NULL) || r; + r = ((glNormalStream3ivATI = (PFNGLNORMALSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3ivATI")) == NULL) || r; + r = ((glNormalStream3sATI = (PFNGLNORMALSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3sATI")) == NULL) || r; + r = ((glNormalStream3svATI = (PFNGLNORMALSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3svATI")) == NULL) || r; + r = ((glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnvfATI")) == NULL) || r; + r = ((glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnviATI")) == NULL) || r; + r = ((glVertexStream1dATI = (PFNGLVERTEXSTREAM1DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dATI")) == NULL) || r; + r = ((glVertexStream1dvATI = (PFNGLVERTEXSTREAM1DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dvATI")) == NULL) || r; + r = ((glVertexStream1fATI = (PFNGLVERTEXSTREAM1FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fATI")) == NULL) || r; + r = ((glVertexStream1fvATI = (PFNGLVERTEXSTREAM1FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fvATI")) == NULL) || r; + r = ((glVertexStream1iATI = (PFNGLVERTEXSTREAM1IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1iATI")) == NULL) || r; + r = ((glVertexStream1ivATI = (PFNGLVERTEXSTREAM1IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1ivATI")) == NULL) || r; + r = ((glVertexStream1sATI = (PFNGLVERTEXSTREAM1SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1sATI")) == NULL) || r; + r = ((glVertexStream1svATI = (PFNGLVERTEXSTREAM1SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1svATI")) == NULL) || r; + r = ((glVertexStream2dATI = (PFNGLVERTEXSTREAM2DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dATI")) == NULL) || r; + r = ((glVertexStream2dvATI = (PFNGLVERTEXSTREAM2DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dvATI")) == NULL) || r; + r = ((glVertexStream2fATI = (PFNGLVERTEXSTREAM2FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fATI")) == NULL) || r; + r = ((glVertexStream2fvATI = (PFNGLVERTEXSTREAM2FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fvATI")) == NULL) || r; + r = ((glVertexStream2iATI = (PFNGLVERTEXSTREAM2IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2iATI")) == NULL) || r; + r = ((glVertexStream2ivATI = (PFNGLVERTEXSTREAM2IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2ivATI")) == NULL) || r; + r = ((glVertexStream2sATI = (PFNGLVERTEXSTREAM2SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2sATI")) == NULL) || r; + r = ((glVertexStream2svATI = (PFNGLVERTEXSTREAM2SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2svATI")) == NULL) || r; + r = ((glVertexStream3dATI = (PFNGLVERTEXSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dATI")) == NULL) || r; + r = ((glVertexStream3dvATI = (PFNGLVERTEXSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dvATI")) == NULL) || r; + r = ((glVertexStream3fATI = (PFNGLVERTEXSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fATI")) == NULL) || r; + r = ((glVertexStream3fvATI = (PFNGLVERTEXSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fvATI")) == NULL) || r; + r = ((glVertexStream3iATI = (PFNGLVERTEXSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3iATI")) == NULL) || r; + r = ((glVertexStream3ivATI = (PFNGLVERTEXSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3ivATI")) == NULL) || r; + r = ((glVertexStream3sATI = (PFNGLVERTEXSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3sATI")) == NULL) || r; + r = ((glVertexStream3svATI = (PFNGLVERTEXSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3svATI")) == NULL) || r; + r = ((glVertexStream4dATI = (PFNGLVERTEXSTREAM4DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dATI")) == NULL) || r; + r = ((glVertexStream4dvATI = (PFNGLVERTEXSTREAM4DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dvATI")) == NULL) || r; + r = ((glVertexStream4fATI = (PFNGLVERTEXSTREAM4FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fATI")) == NULL) || r; + r = ((glVertexStream4fvATI = (PFNGLVERTEXSTREAM4FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fvATI")) == NULL) || r; + r = ((glVertexStream4iATI = (PFNGLVERTEXSTREAM4IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4iATI")) == NULL) || r; + r = ((glVertexStream4ivATI = (PFNGLVERTEXSTREAM4IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4ivATI")) == NULL) || r; + r = ((glVertexStream4sATI = (PFNGLVERTEXSTREAM4SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4sATI")) == NULL) || r; + r = ((glVertexStream4svATI = (PFNGLVERTEXSTREAM4SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4svATI")) == NULL) || r; + + return r; +} + +#endif /* GL_ATI_vertex_streams */ + +#ifdef GL_EXT_base_instance + +static GLboolean _glewInit_GL_EXT_base_instance () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedBaseInstanceEXT = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedBaseInstanceEXT")) == NULL) || r; + r = ((glDrawElementsInstancedBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseInstanceEXT")) == NULL) || r; + r = ((glDrawElementsInstancedBaseVertexBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexBaseInstanceEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_base_instance */ + +#ifdef GL_EXT_bindable_uniform + +static GLboolean _glewInit_GL_EXT_bindable_uniform () +{ + GLboolean r = GL_FALSE; + + r = ((glGetUniformBufferSizeEXT = (PFNGLGETUNIFORMBUFFERSIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBufferSizeEXT")) == NULL) || r; + r = ((glGetUniformOffsetEXT = (PFNGLGETUNIFORMOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformOffsetEXT")) == NULL) || r; + r = ((glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUniformBufferEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_bindable_uniform */ + +#ifdef GL_EXT_blend_color + +static GLboolean _glewInit_GL_EXT_blend_color () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC)glewGetProcAddress((const GLubyte*)"glBlendColorEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_blend_color */ + +#ifdef GL_EXT_blend_equation_separate + +static GLboolean _glewInit_GL_EXT_blend_equation_separate () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_blend_equation_separate */ + +#ifdef GL_EXT_blend_func_extended + +static GLboolean _glewInit_GL_EXT_blend_func_extended () +{ + GLboolean r = GL_FALSE; + + r = ((glBindFragDataLocationIndexedEXT = (PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationIndexedEXT")) == NULL) || r; + r = ((glGetFragDataIndexEXT = (PFNGLGETFRAGDATAINDEXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataIndexEXT")) == NULL) || r; + r = ((glGetProgramResourceLocationIndexEXT = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocationIndexEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_blend_func_extended */ + +#ifdef GL_EXT_blend_func_separate + +static GLboolean _glewInit_GL_EXT_blend_func_separate () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_blend_func_separate */ + +#ifdef GL_EXT_blend_minmax + +static GLboolean _glewInit_GL_EXT_blend_minmax () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_blend_minmax */ + +#ifdef GL_EXT_buffer_storage + +static GLboolean _glewInit_GL_EXT_buffer_storage () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferStorageEXT = (PFNGLBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageEXT")) == NULL) || r; + r = ((glNamedBufferStorageEXT = (PFNGLNAMEDBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_buffer_storage */ + +#ifdef GL_EXT_clear_texture + +static GLboolean _glewInit_GL_EXT_clear_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glClearTexImageEXT = (PFNGLCLEARTEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glClearTexImageEXT")) == NULL) || r; + r = ((glClearTexSubImageEXT = (PFNGLCLEARTEXSUBIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glClearTexSubImageEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_clear_texture */ + +#ifdef GL_EXT_color_subtable + +static GLboolean _glewInit_GL_EXT_color_subtable () +{ + GLboolean r = GL_FALSE; + + r = ((glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorSubTableEXT")) == NULL) || r; + r = ((glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTableEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_color_subtable */ + +#ifdef GL_EXT_compiled_vertex_array + +static GLboolean _glewInit_GL_EXT_compiled_vertex_array () +{ + GLboolean r = GL_FALSE; + + r = ((glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glLockArraysEXT")) == NULL) || r; + r = ((glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glUnlockArraysEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_compiled_vertex_array */ + +#ifdef GL_EXT_convolution + +static GLboolean _glewInit_GL_EXT_convolution () +{ + GLboolean r = GL_FALSE; + + r = ((glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1DEXT")) == NULL) || r; + r = ((glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2DEXT")) == NULL) || r; + r = ((glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfEXT")) == NULL) || r; + r = ((glConvolutionParameterfvEXT = (PFNGLCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfvEXT")) == NULL) || r; + r = ((glConvolutionParameteriEXT = (PFNGLCONVOLUTIONPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriEXT")) == NULL) || r; + r = ((glConvolutionParameterivEXT = (PFNGLCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterivEXT")) == NULL) || r; + r = ((glCopyConvolutionFilter1DEXT = (PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1DEXT")) == NULL) || r; + r = ((glCopyConvolutionFilter2DEXT = (PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2DEXT")) == NULL) || r; + r = ((glGetConvolutionFilterEXT = (PFNGLGETCONVOLUTIONFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilterEXT")) == NULL) || r; + r = ((glGetConvolutionParameterfvEXT = (PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfvEXT")) == NULL) || r; + r = ((glGetConvolutionParameterivEXT = (PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterivEXT")) == NULL) || r; + r = ((glGetSeparableFilterEXT = (PFNGLGETSEPARABLEFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilterEXT")) == NULL) || r; + r = ((glSeparableFilter2DEXT = (PFNGLSEPARABLEFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2DEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_convolution */ + +#ifdef GL_EXT_coordinate_frame + +static GLboolean _glewInit_GL_EXT_coordinate_frame () +{ + GLboolean r = GL_FALSE; + + r = ((glBinormalPointerEXT = (PFNGLBINORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glBinormalPointerEXT")) == NULL) || r; + r = ((glTangentPointerEXT = (PFNGLTANGENTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTangentPointerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_coordinate_frame */ + +#ifdef GL_EXT_copy_image + +static GLboolean _glewInit_GL_EXT_copy_image () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyImageSubDataEXT = (PFNGLCOPYIMAGESUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubDataEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_copy_image */ + +#ifdef GL_EXT_copy_texture + +static GLboolean _glewInit_GL_EXT_copy_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyTexImage1DEXT = (PFNGLCOPYTEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage1DEXT")) == NULL) || r; + r = ((glCopyTexImage2DEXT = (PFNGLCOPYTEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage2DEXT")) == NULL) || r; + r = ((glCopyTexSubImage1DEXT = (PFNGLCOPYTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage1DEXT")) == NULL) || r; + r = ((glCopyTexSubImage2DEXT = (PFNGLCOPYTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage2DEXT")) == NULL) || r; + r = ((glCopyTexSubImage3DEXT = (PFNGLCOPYTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3DEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_copy_texture */ + +#ifdef GL_EXT_cull_vertex + +static GLboolean _glewInit_GL_EXT_cull_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glCullParameterdvEXT = (PFNGLCULLPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterdvEXT")) == NULL) || r; + r = ((glCullParameterfvEXT = (PFNGLCULLPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterfvEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_cull_vertex */ + +#ifdef GL_EXT_debug_label + +static GLboolean _glewInit_GL_EXT_debug_label () +{ + GLboolean r = GL_FALSE; + + r = ((glGetObjectLabelEXT = (PFNGLGETOBJECTLABELEXTPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabelEXT")) == NULL) || r; + r = ((glLabelObjectEXT = (PFNGLLABELOBJECTEXTPROC)glewGetProcAddress((const GLubyte*)"glLabelObjectEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_debug_label */ + +#ifdef GL_EXT_debug_marker + +static GLboolean _glewInit_GL_EXT_debug_marker () +{ + GLboolean r = GL_FALSE; + + r = ((glInsertEventMarkerEXT = (PFNGLINSERTEVENTMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glInsertEventMarkerEXT")) == NULL) || r; + r = ((glPopGroupMarkerEXT = (PFNGLPOPGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPopGroupMarkerEXT")) == NULL) || r; + r = ((glPushGroupMarkerEXT = (PFNGLPUSHGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPushGroupMarkerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_debug_marker */ + +#ifdef GL_EXT_depth_bounds_test + +static GLboolean _glewInit_GL_EXT_depth_bounds_test () +{ + GLboolean r = GL_FALSE; + + r = ((glDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_depth_bounds_test */ + +#ifdef GL_EXT_direct_state_access + +static GLboolean _glewInit_GL_EXT_direct_state_access () +{ + GLboolean r = GL_FALSE; + + r = ((glBindMultiTextureEXT = (PFNGLBINDMULTITEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindMultiTextureEXT")) == NULL) || r; + r = ((glCheckNamedFramebufferStatusEXT = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatusEXT")) == NULL) || r; + r = ((glClientAttribDefaultEXT = (PFNGLCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glClientAttribDefaultEXT")) == NULL) || r; + r = ((glCompressedMultiTexImage1DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage1DEXT")) == NULL) || r; + r = ((glCompressedMultiTexImage2DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage2DEXT")) == NULL) || r; + r = ((glCompressedMultiTexImage3DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage3DEXT")) == NULL) || r; + r = ((glCompressedMultiTexSubImage1DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage1DEXT")) == NULL) || r; + r = ((glCompressedMultiTexSubImage2DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage2DEXT")) == NULL) || r; + r = ((glCompressedMultiTexSubImage3DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage3DEXT")) == NULL) || r; + r = ((glCompressedTextureImage1DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage1DEXT")) == NULL) || r; + r = ((glCompressedTextureImage2DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage2DEXT")) == NULL) || r; + r = ((glCompressedTextureImage3DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage3DEXT")) == NULL) || r; + r = ((glCompressedTextureSubImage1DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1DEXT")) == NULL) || r; + r = ((glCompressedTextureSubImage2DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2DEXT")) == NULL) || r; + r = ((glCompressedTextureSubImage3DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3DEXT")) == NULL) || r; + r = ((glCopyMultiTexImage1DEXT = (PFNGLCOPYMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage1DEXT")) == NULL) || r; + r = ((glCopyMultiTexImage2DEXT = (PFNGLCOPYMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage2DEXT")) == NULL) || r; + r = ((glCopyMultiTexSubImage1DEXT = (PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage1DEXT")) == NULL) || r; + r = ((glCopyMultiTexSubImage2DEXT = (PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage2DEXT")) == NULL) || r; + r = ((glCopyMultiTexSubImage3DEXT = (PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage3DEXT")) == NULL) || r; + r = ((glCopyTextureImage1DEXT = (PFNGLCOPYTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage1DEXT")) == NULL) || r; + r = ((glCopyTextureImage2DEXT = (PFNGLCOPYTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage2DEXT")) == NULL) || r; + r = ((glCopyTextureSubImage1DEXT = (PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1DEXT")) == NULL) || r; + r = ((glCopyTextureSubImage2DEXT = (PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2DEXT")) == NULL) || r; + r = ((glCopyTextureSubImage3DEXT = (PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3DEXT")) == NULL) || r; + r = ((glDisableClientStateIndexedEXT = (PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateIndexedEXT")) == NULL) || r; + r = ((glDisableClientStateiEXT = (PFNGLDISABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateiEXT")) == NULL) || r; + r = ((glDisableVertexArrayAttribEXT = (PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttribEXT")) == NULL) || r; + r = ((glDisableVertexArrayEXT = (PFNGLDISABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayEXT")) == NULL) || r; + r = ((glEnableClientStateIndexedEXT = (PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateIndexedEXT")) == NULL) || r; + r = ((glEnableClientStateiEXT = (PFNGLENABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateiEXT")) == NULL) || r; + r = ((glEnableVertexArrayAttribEXT = (PFNGLENABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttribEXT")) == NULL) || r; + r = ((glEnableVertexArrayEXT = (PFNGLENABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayEXT")) == NULL) || r; + r = ((glFlushMappedNamedBufferRangeEXT = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRangeEXT")) == NULL) || r; + r = ((glFramebufferDrawBufferEXT = (PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBufferEXT")) == NULL) || r; + r = ((glFramebufferDrawBuffersEXT = (PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBuffersEXT")) == NULL) || r; + r = ((glFramebufferReadBufferEXT = (PFNGLFRAMEBUFFERREADBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferReadBufferEXT")) == NULL) || r; + r = ((glGenerateMultiTexMipmapEXT = (PFNGLGENERATEMULTITEXMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMultiTexMipmapEXT")) == NULL) || r; + r = ((glGenerateTextureMipmapEXT = (PFNGLGENERATETEXTUREMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmapEXT")) == NULL) || r; + r = ((glGetCompressedMultiTexImageEXT = (PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedMultiTexImageEXT")) == NULL) || r; + r = ((glGetCompressedTextureImageEXT = (PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImageEXT")) == NULL) || r; + r = ((glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoubleIndexedvEXT")) == NULL) || r; + r = ((glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_vEXT")) == NULL) || r; + r = ((glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloatIndexedvEXT")) == NULL) || r; + r = ((glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_vEXT")) == NULL) || r; + r = ((glGetFramebufferParameterivEXT = (PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameterivEXT")) == NULL) || r; + r = ((glGetMultiTexEnvfvEXT = (PFNGLGETMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvfvEXT")) == NULL) || r; + r = ((glGetMultiTexEnvivEXT = (PFNGLGETMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvivEXT")) == NULL) || r; + r = ((glGetMultiTexGendvEXT = (PFNGLGETMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGendvEXT")) == NULL) || r; + r = ((glGetMultiTexGenfvEXT = (PFNGLGETMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenfvEXT")) == NULL) || r; + r = ((glGetMultiTexGenivEXT = (PFNGLGETMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenivEXT")) == NULL) || r; + r = ((glGetMultiTexImageEXT = (PFNGLGETMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexImageEXT")) == NULL) || r; + r = ((glGetMultiTexLevelParameterfvEXT = (PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterfvEXT")) == NULL) || r; + r = ((glGetMultiTexLevelParameterivEXT = (PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterivEXT")) == NULL) || r; + r = ((glGetMultiTexParameterIivEXT = (PFNGLGETMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIivEXT")) == NULL) || r; + r = ((glGetMultiTexParameterIuivEXT = (PFNGLGETMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIuivEXT")) == NULL) || r; + r = ((glGetMultiTexParameterfvEXT = (PFNGLGETMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterfvEXT")) == NULL) || r; + r = ((glGetMultiTexParameterivEXT = (PFNGLGETMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterivEXT")) == NULL) || r; + r = ((glGetNamedBufferParameterivEXT = (PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterivEXT")) == NULL) || r; + r = ((glGetNamedBufferPointervEXT = (PFNGLGETNAMEDBUFFERPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointervEXT")) == NULL) || r; + r = ((glGetNamedBufferSubDataEXT = (PFNGLGETNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubDataEXT")) == NULL) || r; + r = ((glGetNamedFramebufferAttachmentParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameterivEXT")) == NULL) || r; + r = ((glGetNamedProgramLocalParameterIivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIivEXT")) == NULL) || r; + r = ((glGetNamedProgramLocalParameterIuivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIuivEXT")) == NULL) || r; + r = ((glGetNamedProgramLocalParameterdvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterdvEXT")) == NULL) || r; + r = ((glGetNamedProgramLocalParameterfvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterfvEXT")) == NULL) || r; + r = ((glGetNamedProgramStringEXT = (PFNGLGETNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramStringEXT")) == NULL) || r; + r = ((glGetNamedProgramivEXT = (PFNGLGETNAMEDPROGRAMIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramivEXT")) == NULL) || r; + r = ((glGetNamedRenderbufferParameterivEXT = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameterivEXT")) == NULL) || r; + r = ((glGetPointerIndexedvEXT = (PFNGLGETPOINTERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointerIndexedvEXT")) == NULL) || r; + r = ((glGetPointeri_vEXT = (PFNGLGETPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointeri_vEXT")) == NULL) || r; + r = ((glGetTextureImageEXT = (PFNGLGETTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImageEXT")) == NULL) || r; + r = ((glGetTextureLevelParameterfvEXT = (PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfvEXT")) == NULL) || r; + r = ((glGetTextureLevelParameterivEXT = (PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterivEXT")) == NULL) || r; + r = ((glGetTextureParameterIivEXT = (PFNGLGETTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIivEXT")) == NULL) || r; + r = ((glGetTextureParameterIuivEXT = (PFNGLGETTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuivEXT")) == NULL) || r; + r = ((glGetTextureParameterfvEXT = (PFNGLGETTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfvEXT")) == NULL) || r; + r = ((glGetTextureParameterivEXT = (PFNGLGETTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterivEXT")) == NULL) || r; + r = ((glGetVertexArrayIntegeri_vEXT = (PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegeri_vEXT")) == NULL) || r; + r = ((glGetVertexArrayIntegervEXT = (PFNGLGETVERTEXARRAYINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegervEXT")) == NULL) || r; + r = ((glGetVertexArrayPointeri_vEXT = (PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointeri_vEXT")) == NULL) || r; + r = ((glGetVertexArrayPointervEXT = (PFNGLGETVERTEXARRAYPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointervEXT")) == NULL) || r; + r = ((glMapNamedBufferEXT = (PFNGLMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferEXT")) == NULL) || r; + r = ((glMapNamedBufferRangeEXT = (PFNGLMAPNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRangeEXT")) == NULL) || r; + r = ((glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixFrustumEXT")) == NULL) || r; + r = ((glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadIdentityEXT")) == NULL) || r; + r = ((glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposedEXT")) == NULL) || r; + r = ((glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposefEXT")) == NULL) || r; + r = ((glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoaddEXT")) == NULL) || r; + r = ((glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadfEXT")) == NULL) || r; + r = ((glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposedEXT")) == NULL) || r; + r = ((glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposefEXT")) == NULL) || r; + r = ((glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultdEXT")) == NULL) || r; + r = ((glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultfEXT")) == NULL) || r; + r = ((glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixOrthoEXT")) == NULL) || r; + r = ((glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPopEXT")) == NULL) || r; + r = ((glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPushEXT")) == NULL) || r; + r = ((glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatedEXT")) == NULL) || r; + r = ((glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatefEXT")) == NULL) || r; + r = ((glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScaledEXT")) == NULL) || r; + r = ((glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScalefEXT")) == NULL) || r; + r = ((glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatedEXT")) == NULL) || r; + r = ((glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatefEXT")) == NULL) || r; + r = ((glMultiTexBufferEXT = (PFNGLMULTITEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexBufferEXT")) == NULL) || r; + r = ((glMultiTexCoordPointerEXT = (PFNGLMULTITEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordPointerEXT")) == NULL) || r; + r = ((glMultiTexEnvfEXT = (PFNGLMULTITEXENVFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfEXT")) == NULL) || r; + r = ((glMultiTexEnvfvEXT = (PFNGLMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfvEXT")) == NULL) || r; + r = ((glMultiTexEnviEXT = (PFNGLMULTITEXENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnviEXT")) == NULL) || r; + r = ((glMultiTexEnvivEXT = (PFNGLMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvivEXT")) == NULL) || r; + r = ((glMultiTexGendEXT = (PFNGLMULTITEXGENDEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendEXT")) == NULL) || r; + r = ((glMultiTexGendvEXT = (PFNGLMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendvEXT")) == NULL) || r; + r = ((glMultiTexGenfEXT = (PFNGLMULTITEXGENFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfEXT")) == NULL) || r; + r = ((glMultiTexGenfvEXT = (PFNGLMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfvEXT")) == NULL) || r; + r = ((glMultiTexGeniEXT = (PFNGLMULTITEXGENIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGeniEXT")) == NULL) || r; + r = ((glMultiTexGenivEXT = (PFNGLMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenivEXT")) == NULL) || r; + r = ((glMultiTexImage1DEXT = (PFNGLMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage1DEXT")) == NULL) || r; + r = ((glMultiTexImage2DEXT = (PFNGLMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage2DEXT")) == NULL) || r; + r = ((glMultiTexImage3DEXT = (PFNGLMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage3DEXT")) == NULL) || r; + r = ((glMultiTexParameterIivEXT = (PFNGLMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIivEXT")) == NULL) || r; + r = ((glMultiTexParameterIuivEXT = (PFNGLMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIuivEXT")) == NULL) || r; + r = ((glMultiTexParameterfEXT = (PFNGLMULTITEXPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfEXT")) == NULL) || r; + r = ((glMultiTexParameterfvEXT = (PFNGLMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfvEXT")) == NULL) || r; + r = ((glMultiTexParameteriEXT = (PFNGLMULTITEXPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameteriEXT")) == NULL) || r; + r = ((glMultiTexParameterivEXT = (PFNGLMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterivEXT")) == NULL) || r; + r = ((glMultiTexRenderbufferEXT = (PFNGLMULTITEXRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexRenderbufferEXT")) == NULL) || r; + r = ((glMultiTexSubImage1DEXT = (PFNGLMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage1DEXT")) == NULL) || r; + r = ((glMultiTexSubImage2DEXT = (PFNGLMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage2DEXT")) == NULL) || r; + r = ((glMultiTexSubImage3DEXT = (PFNGLMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage3DEXT")) == NULL) || r; + r = ((glNamedBufferDataEXT = (PFNGLNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferDataEXT")) == NULL) || r; + r = ((glNamedBufferSubDataEXT = (PFNGLNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubDataEXT")) == NULL) || r; + r = ((glNamedCopyBufferSubDataEXT = (PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedCopyBufferSubDataEXT")) == NULL) || r; + r = ((glNamedFramebufferRenderbufferEXT = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbufferEXT")) == NULL) || r; + r = ((glNamedFramebufferTexture1DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture1DEXT")) == NULL) || r; + r = ((glNamedFramebufferTexture2DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture2DEXT")) == NULL) || r; + r = ((glNamedFramebufferTexture3DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture3DEXT")) == NULL) || r; + r = ((glNamedFramebufferTextureEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureEXT")) == NULL) || r; + r = ((glNamedFramebufferTextureFaceEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureFaceEXT")) == NULL) || r; + r = ((glNamedFramebufferTextureLayerEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayerEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameter4dEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameter4dvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dvEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameter4fEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameter4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fvEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameterI4iEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4iEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameterI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4ivEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameterI4uiEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uiEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameterI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uivEXT")) == NULL) || r; + r = ((glNamedProgramLocalParameters4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameters4fvEXT")) == NULL) || r; + r = ((glNamedProgramLocalParametersI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4ivEXT")) == NULL) || r; + r = ((glNamedProgramLocalParametersI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4uivEXT")) == NULL) || r; + r = ((glNamedProgramStringEXT = (PFNGLNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramStringEXT")) == NULL) || r; + r = ((glNamedRenderbufferStorageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageEXT")) == NULL) || r; + r = ((glNamedRenderbufferStorageMultisampleCoverageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleCoverageEXT")) == NULL) || r; + r = ((glNamedRenderbufferStorageMultisampleEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleEXT")) == NULL) || r; + r = ((glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fEXT")) == NULL) || r; + r = ((glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fvEXT")) == NULL) || r; + r = ((glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iEXT")) == NULL) || r; + r = ((glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ivEXT")) == NULL) || r; + r = ((glProgramUniform1uiEXT = (PFNGLPROGRAMUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiEXT")) == NULL) || r; + r = ((glProgramUniform1uivEXT = (PFNGLPROGRAMUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uivEXT")) == NULL) || r; + r = ((glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fEXT")) == NULL) || r; + r = ((glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fvEXT")) == NULL) || r; + r = ((glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iEXT")) == NULL) || r; + r = ((glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ivEXT")) == NULL) || r; + r = ((glProgramUniform2uiEXT = (PFNGLPROGRAMUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiEXT")) == NULL) || r; + r = ((glProgramUniform2uivEXT = (PFNGLPROGRAMUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uivEXT")) == NULL) || r; + r = ((glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fEXT")) == NULL) || r; + r = ((glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fvEXT")) == NULL) || r; + r = ((glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iEXT")) == NULL) || r; + r = ((glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ivEXT")) == NULL) || r; + r = ((glProgramUniform3uiEXT = (PFNGLPROGRAMUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiEXT")) == NULL) || r; + r = ((glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uivEXT")) == NULL) || r; + r = ((glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fEXT")) == NULL) || r; + r = ((glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fvEXT")) == NULL) || r; + r = ((glProgramUniform4iEXT = (PFNGLPROGRAMUNIFORM4IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iEXT")) == NULL) || r; + r = ((glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ivEXT")) == NULL) || r; + r = ((glProgramUniform4uiEXT = (PFNGLPROGRAMUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiEXT")) == NULL) || r; + r = ((glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uivEXT")) == NULL) || r; + r = ((glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix4x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fvEXT")) == NULL) || r; + r = ((glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fvEXT")) == NULL) || r; + r = ((glPushClientAttribDefaultEXT = (PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glPushClientAttribDefaultEXT")) == NULL) || r; + r = ((glTextureBufferEXT = (PFNGLTEXTUREBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferEXT")) == NULL) || r; + r = ((glTextureImage1DEXT = (PFNGLTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage1DEXT")) == NULL) || r; + r = ((glTextureImage2DEXT = (PFNGLTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DEXT")) == NULL) || r; + r = ((glTextureImage3DEXT = (PFNGLTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DEXT")) == NULL) || r; + r = ((glTextureParameterIivEXT = (PFNGLTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIivEXT")) == NULL) || r; + r = ((glTextureParameterIuivEXT = (PFNGLTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuivEXT")) == NULL) || r; + r = ((glTextureParameterfEXT = (PFNGLTEXTUREPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfEXT")) == NULL) || r; + r = ((glTextureParameterfvEXT = (PFNGLTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfvEXT")) == NULL) || r; + r = ((glTextureParameteriEXT = (PFNGLTEXTUREPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriEXT")) == NULL) || r; + r = ((glTextureParameterivEXT = (PFNGLTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterivEXT")) == NULL) || r; + r = ((glTextureRenderbufferEXT = (PFNGLTEXTURERENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureRenderbufferEXT")) == NULL) || r; + r = ((glTextureSubImage1DEXT = (PFNGLTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1DEXT")) == NULL) || r; + r = ((glTextureSubImage2DEXT = (PFNGLTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2DEXT")) == NULL) || r; + r = ((glTextureSubImage3DEXT = (PFNGLTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3DEXT")) == NULL) || r; + r = ((glUnmapNamedBufferEXT = (PFNGLUNMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBufferEXT")) == NULL) || r; + r = ((glVertexArrayColorOffsetEXT = (PFNGLVERTEXARRAYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayColorOffsetEXT")) == NULL) || r; + r = ((glVertexArrayEdgeFlagOffsetEXT = (PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayEdgeFlagOffsetEXT")) == NULL) || r; + r = ((glVertexArrayFogCoordOffsetEXT = (PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayFogCoordOffsetEXT")) == NULL) || r; + r = ((glVertexArrayIndexOffsetEXT = (PFNGLVERTEXARRAYINDEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayIndexOffsetEXT")) == NULL) || r; + r = ((glVertexArrayMultiTexCoordOffsetEXT = (PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayMultiTexCoordOffsetEXT")) == NULL) || r; + r = ((glVertexArrayNormalOffsetEXT = (PFNGLVERTEXARRAYNORMALOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayNormalOffsetEXT")) == NULL) || r; + r = ((glVertexArraySecondaryColorOffsetEXT = (PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArraySecondaryColorOffsetEXT")) == NULL) || r; + r = ((glVertexArrayTexCoordOffsetEXT = (PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayTexCoordOffsetEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribDivisorEXT = (PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribDivisorEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribIOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIOffsetEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribOffsetEXT")) == NULL) || r; + r = ((glVertexArrayVertexOffsetEXT = (PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexOffsetEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_direct_state_access */ + +#ifdef GL_EXT_discard_framebuffer + +static GLboolean _glewInit_GL_EXT_discard_framebuffer () +{ + GLboolean r = GL_FALSE; + + r = ((glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glDiscardFramebufferEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_discard_framebuffer */ + +#ifdef GL_EXT_draw_buffers + +static GLboolean _glewInit_GL_EXT_draw_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawBuffersEXT = (PFNGLDRAWBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_buffers */ + +#ifdef GL_EXT_draw_buffers2 + +static GLboolean _glewInit_GL_EXT_draw_buffers2 () +{ + GLboolean r = GL_FALSE; + + r = ((glColorMaskIndexedEXT = (PFNGLCOLORMASKINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glColorMaskIndexedEXT")) == NULL) || r; + r = ((glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableIndexedEXT")) == NULL) || r; + r = ((glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableIndexedEXT")) == NULL) || r; + r = ((glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetBooleanIndexedvEXT")) == NULL) || r; + r = ((glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerIndexedvEXT")) == NULL) || r; + r = ((glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledIndexedEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_buffers2 */ + +#ifdef GL_EXT_draw_buffers_indexed + +static GLboolean _glewInit_GL_EXT_draw_buffers_indexed () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendEquationSeparateiEXT = (PFNGLBLENDEQUATIONSEPARATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateiEXT")) == NULL) || r; + r = ((glBlendEquationiEXT = (PFNGLBLENDEQUATIONIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationiEXT")) == NULL) || r; + r = ((glBlendFuncSeparateiEXT = (PFNGLBLENDFUNCSEPARATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateiEXT")) == NULL) || r; + r = ((glBlendFunciEXT = (PFNGLBLENDFUNCIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFunciEXT")) == NULL) || r; + r = ((glColorMaskiEXT = (PFNGLCOLORMASKIEXTPROC)glewGetProcAddress((const GLubyte*)"glColorMaskiEXT")) == NULL) || r; + r = ((glDisableiEXT = (PFNGLDISABLEIEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableiEXT")) == NULL) || r; + r = ((glEnableiEXT = (PFNGLENABLEIEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableiEXT")) == NULL) || r; + r = ((glIsEnablediEXT = (PFNGLISENABLEDIEXTPROC)glewGetProcAddress((const GLubyte*)"glIsEnablediEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_buffers_indexed */ + +#ifdef GL_EXT_draw_elements_base_vertex + +static GLboolean _glewInit_GL_EXT_draw_elements_base_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawElementsBaseVertexEXT = (PFNGLDRAWELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsBaseVertexEXT")) == NULL) || r; + r = ((glDrawElementsInstancedBaseVertexEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexEXT")) == NULL) || r; + r = ((glDrawRangeElementsBaseVertexEXT = (PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsBaseVertexEXT")) == NULL) || r; + r = ((glMultiDrawElementsBaseVertexEXT = (PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsBaseVertexEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_elements_base_vertex */ + +#ifdef GL_EXT_draw_instanced + +static GLboolean _glewInit_GL_EXT_draw_instanced () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedEXT")) == NULL) || r; + r = ((glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_instanced */ + +#ifdef GL_EXT_draw_range_elements + +static GLboolean _glewInit_GL_EXT_draw_range_elements () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_draw_range_elements */ + +#ifdef GL_EXT_external_buffer + +static GLboolean _glewInit_GL_EXT_external_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferStorageExternalEXT = (PFNGLBUFFERSTORAGEEXTERNALEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageExternalEXT")) == NULL) || r; + r = ((glNamedBufferStorageExternalEXT = (PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageExternalEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_external_buffer */ + +#ifdef GL_EXT_fog_coord + +static GLboolean _glewInit_GL_EXT_fog_coord () +{ + GLboolean r = GL_FALSE; + + r = ((glFogCoordPointerEXT = (PFNGLFOGCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerEXT")) == NULL) || r; + r = ((glFogCoorddEXT = (PFNGLFOGCOORDDEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddEXT")) == NULL) || r; + r = ((glFogCoorddvEXT = (PFNGLFOGCOORDDVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddvEXT")) == NULL) || r; + r = ((glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfEXT")) == NULL) || r; + r = ((glFogCoordfvEXT = (PFNGLFOGCOORDFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfvEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_fog_coord */ + +#ifdef GL_EXT_fragment_lighting + +static GLboolean _glewInit_GL_EXT_fragment_lighting () +{ + GLboolean r = GL_FALSE; + + r = ((glFragmentColorMaterialEXT = (PFNGLFRAGMENTCOLORMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialEXT")) == NULL) || r; + r = ((glFragmentLightModelfEXT = (PFNGLFRAGMENTLIGHTMODELFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfEXT")) == NULL) || r; + r = ((glFragmentLightModelfvEXT = (PFNGLFRAGMENTLIGHTMODELFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvEXT")) == NULL) || r; + r = ((glFragmentLightModeliEXT = (PFNGLFRAGMENTLIGHTMODELIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliEXT")) == NULL) || r; + r = ((glFragmentLightModelivEXT = (PFNGLFRAGMENTLIGHTMODELIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivEXT")) == NULL) || r; + r = ((glFragmentLightfEXT = (PFNGLFRAGMENTLIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfEXT")) == NULL) || r; + r = ((glFragmentLightfvEXT = (PFNGLFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvEXT")) == NULL) || r; + r = ((glFragmentLightiEXT = (PFNGLFRAGMENTLIGHTIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiEXT")) == NULL) || r; + r = ((glFragmentLightivEXT = (PFNGLFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivEXT")) == NULL) || r; + r = ((glFragmentMaterialfEXT = (PFNGLFRAGMENTMATERIALFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfEXT")) == NULL) || r; + r = ((glFragmentMaterialfvEXT = (PFNGLFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvEXT")) == NULL) || r; + r = ((glFragmentMaterialiEXT = (PFNGLFRAGMENTMATERIALIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiEXT")) == NULL) || r; + r = ((glFragmentMaterialivEXT = (PFNGLFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivEXT")) == NULL) || r; + r = ((glGetFragmentLightfvEXT = (PFNGLGETFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvEXT")) == NULL) || r; + r = ((glGetFragmentLightivEXT = (PFNGLGETFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivEXT")) == NULL) || r; + r = ((glGetFragmentMaterialfvEXT = (PFNGLGETFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvEXT")) == NULL) || r; + r = ((glGetFragmentMaterialivEXT = (PFNGLGETFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivEXT")) == NULL) || r; + r = ((glLightEnviEXT = (PFNGLLIGHTENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glLightEnviEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_fragment_lighting */ + +#ifdef GL_EXT_framebuffer_blit + +static GLboolean _glewInit_GL_EXT_framebuffer_blit () +{ + GLboolean r = GL_FALSE; + + r = ((glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_framebuffer_blit */ + +#ifdef GL_EXT_framebuffer_multisample + +static GLboolean _glewInit_GL_EXT_framebuffer_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_framebuffer_multisample */ + +#ifdef GL_EXT_framebuffer_object + +static GLboolean _glewInit_GL_EXT_framebuffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindFramebufferEXT")) == NULL) || r; + r = ((glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbufferEXT")) == NULL) || r; + r = ((glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatusEXT")) == NULL) || r; + r = ((glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffersEXT")) == NULL) || r; + r = ((glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffersEXT")) == NULL) || r; + r = ((glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbufferEXT")) == NULL) || r; + r = ((glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1DEXT")) == NULL) || r; + r = ((glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2DEXT")) == NULL) || r; + r = ((glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3DEXT")) == NULL) || r; + r = ((glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffersEXT")) == NULL) || r; + r = ((glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffersEXT")) == NULL) || r; + r = ((glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmapEXT")) == NULL) || r; + r = ((glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameterivEXT")) == NULL) || r; + r = ((glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameterivEXT")) == NULL) || r; + r = ((glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsFramebufferEXT")) == NULL) || r; + r = ((glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbufferEXT")) == NULL) || r; + r = ((glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_framebuffer_object */ + +#ifdef GL_EXT_geometry_shader4 + +static GLboolean _glewInit_GL_EXT_geometry_shader4 () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTextureEXT = (PFNGLFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureEXT")) == NULL) || r; + r = ((glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceEXT")) == NULL) || r; + r = ((glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_geometry_shader4 */ + +#ifdef GL_EXT_gpu_program_parameters + +static GLboolean _glewInit_GL_EXT_gpu_program_parameters () +{ + GLboolean r = GL_FALSE; + + r = ((glProgramEnvParameters4fvEXT = (PFNGLPROGRAMENVPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameters4fvEXT")) == NULL) || r; + r = ((glProgramLocalParameters4fvEXT = (PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameters4fvEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_gpu_program_parameters */ + +#ifdef GL_EXT_gpu_shader4 + +static GLboolean _glewInit_GL_EXT_gpu_shader4 () +{ + GLboolean r = GL_FALSE; + + r = ((glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationEXT")) == NULL) || r; + r = ((glGetFragDataLocationEXT = (PFNGLGETFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocationEXT")) == NULL) || r; + r = ((glGetUniformuivEXT = (PFNGLGETUNIFORMUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuivEXT")) == NULL) || r; + r = ((glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIivEXT")) == NULL) || r; + r = ((glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuivEXT")) == NULL) || r; + r = ((glUniform1uiEXT = (PFNGLUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiEXT")) == NULL) || r; + r = ((glUniform1uivEXT = (PFNGLUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uivEXT")) == NULL) || r; + r = ((glUniform2uiEXT = (PFNGLUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiEXT")) == NULL) || r; + r = ((glUniform2uivEXT = (PFNGLUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uivEXT")) == NULL) || r; + r = ((glUniform3uiEXT = (PFNGLUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiEXT")) == NULL) || r; + r = ((glUniform3uivEXT = (PFNGLUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uivEXT")) == NULL) || r; + r = ((glUniform4uiEXT = (PFNGLUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiEXT")) == NULL) || r; + r = ((glUniform4uivEXT = (PFNGLUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uivEXT")) == NULL) || r; + r = ((glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iEXT")) == NULL) || r; + r = ((glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ivEXT")) == NULL) || r; + r = ((glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiEXT")) == NULL) || r; + r = ((glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uivEXT")) == NULL) || r; + r = ((glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iEXT")) == NULL) || r; + r = ((glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ivEXT")) == NULL) || r; + r = ((glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiEXT")) == NULL) || r; + r = ((glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uivEXT")) == NULL) || r; + r = ((glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iEXT")) == NULL) || r; + r = ((glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ivEXT")) == NULL) || r; + r = ((glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiEXT")) == NULL) || r; + r = ((glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uivEXT")) == NULL) || r; + r = ((glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bvEXT")) == NULL) || r; + r = ((glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iEXT")) == NULL) || r; + r = ((glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ivEXT")) == NULL) || r; + r = ((glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4svEXT")) == NULL) || r; + r = ((glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubvEXT")) == NULL) || r; + r = ((glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiEXT")) == NULL) || r; + r = ((glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uivEXT")) == NULL) || r; + r = ((glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usvEXT")) == NULL) || r; + r = ((glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_gpu_shader4 */ + +#ifdef GL_EXT_histogram + +static GLboolean _glewInit_GL_EXT_histogram () +{ + GLboolean r = GL_FALSE; + + r = ((glGetHistogramEXT = (PFNGLGETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramEXT")) == NULL) || r; + r = ((glGetHistogramParameterfvEXT = (PFNGLGETHISTOGRAMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfvEXT")) == NULL) || r; + r = ((glGetHistogramParameterivEXT = (PFNGLGETHISTOGRAMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterivEXT")) == NULL) || r; + r = ((glGetMinmaxEXT = (PFNGLGETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxEXT")) == NULL) || r; + r = ((glGetMinmaxParameterfvEXT = (PFNGLGETMINMAXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfvEXT")) == NULL) || r; + r = ((glGetMinmaxParameterivEXT = (PFNGLGETMINMAXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterivEXT")) == NULL) || r; + r = ((glHistogramEXT = (PFNGLHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glHistogramEXT")) == NULL) || r; + r = ((glMinmaxEXT = (PFNGLMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glMinmaxEXT")) == NULL) || r; + r = ((glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glResetHistogramEXT")) == NULL) || r; + r = ((glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glResetMinmaxEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_histogram */ + +#ifdef GL_EXT_index_func + +static GLboolean _glewInit_GL_EXT_index_func () +{ + GLboolean r = GL_FALSE; + + r = ((glIndexFuncEXT = (PFNGLINDEXFUNCEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexFuncEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_index_func */ + +#ifdef GL_EXT_index_material + +static GLboolean _glewInit_GL_EXT_index_material () +{ + GLboolean r = GL_FALSE; + + r = ((glIndexMaterialEXT = (PFNGLINDEXMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexMaterialEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_index_material */ + +#ifdef GL_EXT_instanced_arrays + +static GLboolean _glewInit_GL_EXT_instanced_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexAttribDivisorEXT = (PFNGLVERTEXATTRIBDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_instanced_arrays */ + +#ifdef GL_EXT_light_texture + +static GLboolean _glewInit_GL_EXT_light_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glApplyTextureEXT = (PFNGLAPPLYTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glApplyTextureEXT")) == NULL) || r; + r = ((glTextureLightEXT = (PFNGLTEXTURELIGHTEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureLightEXT")) == NULL) || r; + r = ((glTextureMaterialEXT = (PFNGLTEXTUREMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureMaterialEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_light_texture */ + +#ifdef GL_EXT_map_buffer_range + +static GLboolean _glewInit_GL_EXT_map_buffer_range () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushMappedBufferRangeEXT = (PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRangeEXT")) == NULL) || r; + r = ((glMapBufferRangeEXT = (PFNGLMAPBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glMapBufferRangeEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_map_buffer_range */ + +#ifdef GL_EXT_memory_object + +static GLboolean _glewInit_GL_EXT_memory_object () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferStorageMemEXT = (PFNGLBUFFERSTORAGEMEMEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageMemEXT")) == NULL) || r; + r = ((glCreateMemoryObjectsEXT = (PFNGLCREATEMEMORYOBJECTSEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateMemoryObjectsEXT")) == NULL) || r; + r = ((glDeleteMemoryObjectsEXT = (PFNGLDELETEMEMORYOBJECTSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteMemoryObjectsEXT")) == NULL) || r; + r = ((glGetMemoryObjectParameterivEXT = (PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMemoryObjectParameterivEXT")) == NULL) || r; + r = ((glGetUnsignedBytei_vEXT = (PFNGLGETUNSIGNEDBYTEI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUnsignedBytei_vEXT")) == NULL) || r; + r = ((glGetUnsignedBytevEXT = (PFNGLGETUNSIGNEDBYTEVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUnsignedBytevEXT")) == NULL) || r; + r = ((glIsMemoryObjectEXT = (PFNGLISMEMORYOBJECTEXTPROC)glewGetProcAddress((const GLubyte*)"glIsMemoryObjectEXT")) == NULL) || r; + r = ((glMemoryObjectParameterivEXT = (PFNGLMEMORYOBJECTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMemoryObjectParameterivEXT")) == NULL) || r; + r = ((glNamedBufferStorageMemEXT = (PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageMemEXT")) == NULL) || r; + r = ((glTexStorageMem1DEXT = (PFNGLTEXSTORAGEMEM1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem1DEXT")) == NULL) || r; + r = ((glTexStorageMem2DEXT = (PFNGLTEXSTORAGEMEM2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem2DEXT")) == NULL) || r; + r = ((glTexStorageMem2DMultisampleEXT = (PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem2DMultisampleEXT")) == NULL) || r; + r = ((glTexStorageMem3DEXT = (PFNGLTEXSTORAGEMEM3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem3DEXT")) == NULL) || r; + r = ((glTexStorageMem3DMultisampleEXT = (PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem3DMultisampleEXT")) == NULL) || r; + r = ((glTextureStorageMem1DEXT = (PFNGLTEXTURESTORAGEMEM1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem1DEXT")) == NULL) || r; + r = ((glTextureStorageMem2DEXT = (PFNGLTEXTURESTORAGEMEM2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem2DEXT")) == NULL) || r; + r = ((glTextureStorageMem2DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem2DMultisampleEXT")) == NULL) || r; + r = ((glTextureStorageMem3DEXT = (PFNGLTEXTURESTORAGEMEM3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem3DEXT")) == NULL) || r; + r = ((glTextureStorageMem3DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem3DMultisampleEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_memory_object */ + +#ifdef GL_EXT_memory_object_fd + +static GLboolean _glewInit_GL_EXT_memory_object_fd () +{ + GLboolean r = GL_FALSE; + + r = ((glImportMemoryFdEXT = (PFNGLIMPORTMEMORYFDEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryFdEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_memory_object_fd */ + +#ifdef GL_EXT_memory_object_win32 + +static GLboolean _glewInit_GL_EXT_memory_object_win32 () +{ + GLboolean r = GL_FALSE; + + r = ((glImportMemoryWin32HandleEXT = (PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryWin32HandleEXT")) == NULL) || r; + r = ((glImportMemoryWin32NameEXT = (PFNGLIMPORTMEMORYWIN32NAMEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryWin32NameEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_memory_object_win32 */ + +#ifdef GL_EXT_multi_draw_arrays + +static GLboolean _glewInit_GL_EXT_multi_draw_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysEXT")) == NULL) || r; + r = ((glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_multi_draw_arrays */ + +#ifdef GL_EXT_multi_draw_indirect + +static GLboolean _glewInit_GL_EXT_multi_draw_indirect () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectEXT = (PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectEXT")) == NULL) || r; + r = ((glMultiDrawElementsIndirectEXT = (PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_multi_draw_indirect */ + +#ifdef GL_EXT_multisample + +static GLboolean _glewInit_GL_EXT_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskEXT")) == NULL) || r; + r = ((glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_multisample */ + +#ifdef GL_EXT_multisampled_render_to_texture + +static GLboolean _glewInit_GL_EXT_multisampled_render_to_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2DMultisampleEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_multisampled_render_to_texture */ + +#ifdef GL_EXT_multiview_draw_buffers + +static GLboolean _glewInit_GL_EXT_multiview_draw_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawBuffersIndexedEXT = (PFNGLDRAWBUFFERSINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersIndexedEXT")) == NULL) || r; + r = ((glGetIntegeri_vEXT = (PFNGLGETINTEGERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetIntegeri_vEXT")) == NULL) || r; + r = ((glReadBufferIndexedEXT = (PFNGLREADBUFFERINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glReadBufferIndexedEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_multiview_draw_buffers */ + +#ifdef GL_EXT_paletted_texture + +static GLboolean _glewInit_GL_EXT_paletted_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorTableEXT")) == NULL) || r; + r = ((glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableEXT")) == NULL) || r; + r = ((glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvEXT")) == NULL) || r; + r = ((glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_paletted_texture */ + +#ifdef GL_EXT_pixel_transform + +static GLboolean _glewInit_GL_EXT_pixel_transform () +{ + GLboolean r = GL_FALSE; + + r = ((glGetPixelTransformParameterfvEXT = (PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterfvEXT")) == NULL) || r; + r = ((glGetPixelTransformParameterivEXT = (PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterivEXT")) == NULL) || r; + r = ((glPixelTransformParameterfEXT = (PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfEXT")) == NULL) || r; + r = ((glPixelTransformParameterfvEXT = (PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfvEXT")) == NULL) || r; + r = ((glPixelTransformParameteriEXT = (PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameteriEXT")) == NULL) || r; + r = ((glPixelTransformParameterivEXT = (PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterivEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_pixel_transform */ + +#ifdef GL_EXT_point_parameters + +static GLboolean _glewInit_GL_EXT_point_parameters () +{ + GLboolean r = GL_FALSE; + + r = ((glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfEXT")) == NULL) || r; + r = ((glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_point_parameters */ + +#ifdef GL_EXT_polygon_offset + +static GLboolean _glewInit_GL_EXT_polygon_offset () +{ + GLboolean r = GL_FALSE; + + r = ((glPolygonOffsetEXT = (PFNGLPOLYGONOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_polygon_offset */ + +#ifdef GL_EXT_polygon_offset_clamp + +static GLboolean _glewInit_GL_EXT_polygon_offset_clamp () +{ + GLboolean r = GL_FALSE; + + r = ((glPolygonOffsetClampEXT = (PFNGLPOLYGONOFFSETCLAMPEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetClampEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_polygon_offset_clamp */ + +#ifdef GL_EXT_provoking_vertex + +static GLboolean _glewInit_GL_EXT_provoking_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glProvokingVertexEXT = (PFNGLPROVOKINGVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertexEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_provoking_vertex */ + +#ifdef GL_EXT_raster_multisample + +static GLboolean _glewInit_GL_EXT_raster_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glCoverageModulationNV = (PFNGLCOVERAGEMODULATIONNVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationNV")) == NULL) || r; + r = ((glCoverageModulationTableNV = (PFNGLCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationTableNV")) == NULL) || r; + r = ((glGetCoverageModulationTableNV = (PFNGLGETCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glGetCoverageModulationTableNV")) == NULL) || r; + r = ((glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC)glewGetProcAddress((const GLubyte*)"glRasterSamplesEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_raster_multisample */ + +#ifdef GL_EXT_scene_marker + +static GLboolean _glewInit_GL_EXT_scene_marker () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginSceneEXT = (PFNGLBEGINSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginSceneEXT")) == NULL) || r; + r = ((glEndSceneEXT = (PFNGLENDSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glEndSceneEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_scene_marker */ + +#ifdef GL_EXT_secondary_color + +static GLboolean _glewInit_GL_EXT_secondary_color () +{ + GLboolean r = GL_FALSE; + + r = ((glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bEXT")) == NULL) || r; + r = ((glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bvEXT")) == NULL) || r; + r = ((glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dEXT")) == NULL) || r; + r = ((glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dvEXT")) == NULL) || r; + r = ((glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fEXT")) == NULL) || r; + r = ((glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fvEXT")) == NULL) || r; + r = ((glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iEXT")) == NULL) || r; + r = ((glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ivEXT")) == NULL) || r; + r = ((glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sEXT")) == NULL) || r; + r = ((glSecondaryColor3svEXT = (PFNGLSECONDARYCOLOR3SVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3svEXT")) == NULL) || r; + r = ((glSecondaryColor3ubEXT = (PFNGLSECONDARYCOLOR3UBEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubEXT")) == NULL) || r; + r = ((glSecondaryColor3ubvEXT = (PFNGLSECONDARYCOLOR3UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubvEXT")) == NULL) || r; + r = ((glSecondaryColor3uiEXT = (PFNGLSECONDARYCOLOR3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiEXT")) == NULL) || r; + r = ((glSecondaryColor3uivEXT = (PFNGLSECONDARYCOLOR3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uivEXT")) == NULL) || r; + r = ((glSecondaryColor3usEXT = (PFNGLSECONDARYCOLOR3USEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usEXT")) == NULL) || r; + r = ((glSecondaryColor3usvEXT = (PFNGLSECONDARYCOLOR3USVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usvEXT")) == NULL) || r; + r = ((glSecondaryColorPointerEXT = (PFNGLSECONDARYCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_secondary_color */ + +#ifdef GL_EXT_semaphore + +static GLboolean _glewInit_GL_EXT_semaphore () +{ + GLboolean r = GL_FALSE; + + r = ((glDeleteSemaphoresEXT = (PFNGLDELETESEMAPHORESEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteSemaphoresEXT")) == NULL) || r; + r = ((glGenSemaphoresEXT = (PFNGLGENSEMAPHORESEXTPROC)glewGetProcAddress((const GLubyte*)"glGenSemaphoresEXT")) == NULL) || r; + r = ((glGetSemaphoreParameterui64vEXT = (PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetSemaphoreParameterui64vEXT")) == NULL) || r; + r = ((glIsSemaphoreEXT = (PFNGLISSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glIsSemaphoreEXT")) == NULL) || r; + r = ((glSemaphoreParameterui64vEXT = (PFNGLSEMAPHOREPARAMETERUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glSemaphoreParameterui64vEXT")) == NULL) || r; + r = ((glSignalSemaphoreEXT = (PFNGLSIGNALSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glSignalSemaphoreEXT")) == NULL) || r; + r = ((glWaitSemaphoreEXT = (PFNGLWAITSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glWaitSemaphoreEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_semaphore */ + +#ifdef GL_EXT_semaphore_fd + +static GLboolean _glewInit_GL_EXT_semaphore_fd () +{ + GLboolean r = GL_FALSE; + + r = ((glImportSemaphoreFdEXT = (PFNGLIMPORTSEMAPHOREFDEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreFdEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_semaphore_fd */ + +#ifdef GL_EXT_semaphore_win32 + +static GLboolean _glewInit_GL_EXT_semaphore_win32 () +{ + GLboolean r = GL_FALSE; + + r = ((glImportSemaphoreWin32HandleEXT = (PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreWin32HandleEXT")) == NULL) || r; + r = ((glImportSemaphoreWin32NameEXT = (PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreWin32NameEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_semaphore_win32 */ + +#ifdef GL_EXT_separate_shader_objects + +static GLboolean _glewInit_GL_EXT_separate_shader_objects () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveProgramEXT = (PFNGLACTIVEPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveProgramEXT")) == NULL) || r; + r = ((glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramEXT")) == NULL) || r; + r = ((glUseShaderProgramEXT = (PFNGLUSESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glUseShaderProgramEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_separate_shader_objects */ + +#ifdef GL_EXT_shader_image_load_store + +static GLboolean _glewInit_GL_EXT_shader_image_load_store () +{ + GLboolean r = GL_FALSE; + + r = ((glBindImageTextureEXT = (PFNGLBINDIMAGETEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextureEXT")) == NULL) || r; + r = ((glMemoryBarrierEXT = (PFNGLMEMORYBARRIEREXTPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_shader_image_load_store */ + +#ifdef GL_EXT_shader_pixel_local_storage2 + +static GLboolean _glewInit_GL_EXT_shader_pixel_local_storage2 () +{ + GLboolean r = GL_FALSE; + + r = ((glClearPixelLocalStorageuiEXT = (PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearPixelLocalStorageuiEXT")) == NULL) || r; + r = ((glFramebufferPixelLocalStorageSizeEXT = (PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferPixelLocalStorageSizeEXT")) == NULL) || r; + r = ((glGetFramebufferPixelLocalStorageSizeEXT = (PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferPixelLocalStorageSizeEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_shader_pixel_local_storage2 */ + +#ifdef GL_EXT_sparse_texture + +static GLboolean _glewInit_GL_EXT_sparse_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glTexPageCommitmentEXT = (PFNGLTEXPAGECOMMITMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glTexPageCommitmentEXT")) == NULL) || r; + r = ((glTexturePageCommitmentEXT = (PFNGLTEXTUREPAGECOMMITMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glTexturePageCommitmentEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_sparse_texture */ + +#ifdef GL_EXT_stencil_two_side + +static GLboolean _glewInit_GL_EXT_stencil_two_side () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveStencilFaceEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_stencil_two_side */ + +#ifdef GL_EXT_subtexture + +static GLboolean _glewInit_GL_EXT_subtexture () +{ + GLboolean r = GL_FALSE; + + r = ((glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage1DEXT")) == NULL) || r; + r = ((glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage2DEXT")) == NULL) || r; + r = ((glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3DEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_subtexture */ + +#ifdef GL_EXT_texture3D + +static GLboolean _glewInit_GL_EXT_texture3D () +{ + GLboolean r = GL_FALSE; + + r = ((glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture3D */ + +#ifdef GL_EXT_texture_array + +static GLboolean _glewInit_GL_EXT_texture_array () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_array */ + +#ifdef GL_EXT_texture_buffer_object + +static GLboolean _glewInit_GL_EXT_texture_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexBufferEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_buffer_object */ + +#ifdef GL_EXT_texture_integer + +static GLboolean _glewInit_GL_EXT_texture_integer () +{ + GLboolean r = GL_FALSE; + + r = ((glClearColorIiEXT = (PFNGLCLEARCOLORIIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIiEXT")) == NULL) || r; + r = ((glClearColorIuiEXT = (PFNGLCLEARCOLORIUIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIuiEXT")) == NULL) || r; + r = ((glGetTexParameterIivEXT = (PFNGLGETTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIivEXT")) == NULL) || r; + r = ((glGetTexParameterIuivEXT = (PFNGLGETTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuivEXT")) == NULL) || r; + r = ((glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIivEXT")) == NULL) || r; + r = ((glTexParameterIuivEXT = (PFNGLTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuivEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_integer */ + +#ifdef GL_EXT_texture_object + +static GLboolean _glewInit_GL_EXT_texture_object () +{ + GLboolean r = GL_FALSE; + + r = ((glAreTexturesResidentEXT = (PFNGLARETEXTURESRESIDENTEXTPROC)glewGetProcAddress((const GLubyte*)"glAreTexturesResidentEXT")) == NULL) || r; + r = ((glBindTextureEXT = (PFNGLBINDTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureEXT")) == NULL) || r; + r = ((glDeleteTexturesEXT = (PFNGLDELETETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteTexturesEXT")) == NULL) || r; + r = ((glGenTexturesEXT = (PFNGLGENTEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glGenTexturesEXT")) == NULL) || r; + r = ((glIsTextureEXT = (PFNGLISTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glIsTextureEXT")) == NULL) || r; + r = ((glPrioritizeTexturesEXT = (PFNGLPRIORITIZETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glPrioritizeTexturesEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_object */ + +#ifdef GL_EXT_texture_perturb_normal + +static GLboolean _glewInit_GL_EXT_texture_perturb_normal () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureNormalEXT = (PFNGLTEXTURENORMALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureNormalEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_perturb_normal */ + +#ifdef GL_EXT_texture_storage + +static GLboolean _glewInit_GL_EXT_texture_storage () +{ + GLboolean r = GL_FALSE; + + r = ((glTexStorage1DEXT = (PFNGLTEXSTORAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage1DEXT")) == NULL) || r; + r = ((glTexStorage2DEXT = (PFNGLTEXSTORAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2DEXT")) == NULL) || r; + r = ((glTexStorage3DEXT = (PFNGLTEXSTORAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3DEXT")) == NULL) || r; + r = ((glTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1DEXT")) == NULL) || r; + r = ((glTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DEXT")) == NULL) || r; + r = ((glTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_storage */ + +#ifdef GL_EXT_texture_view + +static GLboolean _glewInit_GL_EXT_texture_view () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureViewEXT = (PFNGLTEXTUREVIEWEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureViewEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_texture_view */ + +#ifdef GL_EXT_timer_query + +static GLboolean _glewInit_GL_EXT_timer_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetQueryObjecti64vEXT = (PFNGLGETQUERYOBJECTI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vEXT")) == NULL) || r; + r = ((glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_timer_query */ + +#ifdef GL_EXT_transform_feedback + +static GLboolean _glewInit_GL_EXT_transform_feedback () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackEXT")) == NULL) || r; + r = ((glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseEXT")) == NULL) || r; + r = ((glBindBufferOffsetEXT = (PFNGLBINDBUFFEROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetEXT")) == NULL) || r; + r = ((glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeEXT")) == NULL) || r; + r = ((glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackEXT")) == NULL) || r; + r = ((glGetTransformFeedbackVaryingEXT = (PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingEXT")) == NULL) || r; + r = ((glTransformFeedbackVaryingsEXT = (PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_transform_feedback */ + +#ifdef GL_EXT_vertex_array + +static GLboolean _glewInit_GL_EXT_vertex_array () +{ + GLboolean r = GL_FALSE; + + r = ((glArrayElementEXT = (PFNGLARRAYELEMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glArrayElementEXT")) == NULL) || r; + r = ((glColorPointerEXT = (PFNGLCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glColorPointerEXT")) == NULL) || r; + r = ((glDrawArraysEXT = (PFNGLDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysEXT")) == NULL) || r; + r = ((glEdgeFlagPointerEXT = (PFNGLEDGEFLAGPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerEXT")) == NULL) || r; + r = ((glIndexPointerEXT = (PFNGLINDEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerEXT")) == NULL) || r; + r = ((glNormalPointerEXT = (PFNGLNORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerEXT")) == NULL) || r; + r = ((glTexCoordPointerEXT = (PFNGLTEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerEXT")) == NULL) || r; + r = ((glVertexPointerEXT = (PFNGLVERTEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_vertex_array */ + +#ifdef GL_EXT_vertex_array_setXXX + +static GLboolean _glewInit_GL_EXT_vertex_array_setXXX () +{ + GLboolean r = GL_FALSE; + + r = ((glBindArraySetEXT = (PFNGLBINDARRAYSETEXTPROC)glewGetProcAddress((const GLubyte*)"glBindArraySetEXT")) == NULL) || r; + r = ((glCreateArraySetExt = (PFNGLCREATEARRAYSETEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateArraySetExt")) == NULL) || r; + r = ((glDeleteArraySetsEXT = (PFNGLDELETEARRAYSETSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteArraySetsEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_vertex_array_setXXX */ + +#ifdef GL_EXT_vertex_attrib_64bit + +static GLboolean _glewInit_GL_EXT_vertex_attrib_64bit () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVertexAttribLdvEXT = (PFNGLGETVERTEXATTRIBLDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdvEXT")) == NULL) || r; + r = ((glVertexArrayVertexAttribLOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLOffsetEXT")) == NULL) || r; + r = ((glVertexAttribL1dEXT = (PFNGLVERTEXATTRIBL1DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dEXT")) == NULL) || r; + r = ((glVertexAttribL1dvEXT = (PFNGLVERTEXATTRIBL1DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dvEXT")) == NULL) || r; + r = ((glVertexAttribL2dEXT = (PFNGLVERTEXATTRIBL2DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dEXT")) == NULL) || r; + r = ((glVertexAttribL2dvEXT = (PFNGLVERTEXATTRIBL2DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dvEXT")) == NULL) || r; + r = ((glVertexAttribL3dEXT = (PFNGLVERTEXATTRIBL3DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dEXT")) == NULL) || r; + r = ((glVertexAttribL3dvEXT = (PFNGLVERTEXATTRIBL3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dvEXT")) == NULL) || r; + r = ((glVertexAttribL4dEXT = (PFNGLVERTEXATTRIBL4DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dEXT")) == NULL) || r; + r = ((glVertexAttribL4dvEXT = (PFNGLVERTEXATTRIBL4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dvEXT")) == NULL) || r; + r = ((glVertexAttribLPointerEXT = (PFNGLVERTEXATTRIBLPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointerEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_vertex_attrib_64bit */ + +#ifdef GL_EXT_vertex_shader + +static GLboolean _glewInit_GL_EXT_vertex_shader () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginVertexShaderEXT = (PFNGLBEGINVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBeginVertexShaderEXT")) == NULL) || r; + r = ((glBindLightParameterEXT = (PFNGLBINDLIGHTPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindLightParameterEXT")) == NULL) || r; + r = ((glBindMaterialParameterEXT = (PFNGLBINDMATERIALPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindMaterialParameterEXT")) == NULL) || r; + r = ((glBindParameterEXT = (PFNGLBINDPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindParameterEXT")) == NULL) || r; + r = ((glBindTexGenParameterEXT = (PFNGLBINDTEXGENPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTexGenParameterEXT")) == NULL) || r; + r = ((glBindTextureUnitParameterEXT = (PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnitParameterEXT")) == NULL) || r; + r = ((glBindVertexShaderEXT = (PFNGLBINDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindVertexShaderEXT")) == NULL) || r; + r = ((glDeleteVertexShaderEXT = (PFNGLDELETEVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexShaderEXT")) == NULL) || r; + r = ((glDisableVariantClientStateEXT = (PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVariantClientStateEXT")) == NULL) || r; + r = ((glEnableVariantClientStateEXT = (PFNGLENABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVariantClientStateEXT")) == NULL) || r; + r = ((glEndVertexShaderEXT = (PFNGLENDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glEndVertexShaderEXT")) == NULL) || r; + r = ((glExtractComponentEXT = (PFNGLEXTRACTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glExtractComponentEXT")) == NULL) || r; + r = ((glGenSymbolsEXT = (PFNGLGENSYMBOLSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenSymbolsEXT")) == NULL) || r; + r = ((glGenVertexShadersEXT = (PFNGLGENVERTEXSHADERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenVertexShadersEXT")) == NULL) || r; + r = ((glGetInvariantBooleanvEXT = (PFNGLGETINVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantBooleanvEXT")) == NULL) || r; + r = ((glGetInvariantFloatvEXT = (PFNGLGETINVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantFloatvEXT")) == NULL) || r; + r = ((glGetInvariantIntegervEXT = (PFNGLGETINVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantIntegervEXT")) == NULL) || r; + r = ((glGetLocalConstantBooleanvEXT = (PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantBooleanvEXT")) == NULL) || r; + r = ((glGetLocalConstantFloatvEXT = (PFNGLGETLOCALCONSTANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantFloatvEXT")) == NULL) || r; + r = ((glGetLocalConstantIntegervEXT = (PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantIntegervEXT")) == NULL) || r; + r = ((glGetVariantBooleanvEXT = (PFNGLGETVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantBooleanvEXT")) == NULL) || r; + r = ((glGetVariantFloatvEXT = (PFNGLGETVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantFloatvEXT")) == NULL) || r; + r = ((glGetVariantIntegervEXT = (PFNGLGETVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantIntegervEXT")) == NULL) || r; + r = ((glGetVariantPointervEXT = (PFNGLGETVARIANTPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantPointervEXT")) == NULL) || r; + r = ((glInsertComponentEXT = (PFNGLINSERTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glInsertComponentEXT")) == NULL) || r; + r = ((glIsVariantEnabledEXT = (PFNGLISVARIANTENABLEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsVariantEnabledEXT")) == NULL) || r; + r = ((glSetInvariantEXT = (PFNGLSETINVARIANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetInvariantEXT")) == NULL) || r; + r = ((glSetLocalConstantEXT = (PFNGLSETLOCALCONSTANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetLocalConstantEXT")) == NULL) || r; + r = ((glShaderOp1EXT = (PFNGLSHADEROP1EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp1EXT")) == NULL) || r; + r = ((glShaderOp2EXT = (PFNGLSHADEROP2EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp2EXT")) == NULL) || r; + r = ((glShaderOp3EXT = (PFNGLSHADEROP3EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp3EXT")) == NULL) || r; + r = ((glSwizzleEXT = (PFNGLSWIZZLEEXTPROC)glewGetProcAddress((const GLubyte*)"glSwizzleEXT")) == NULL) || r; + r = ((glVariantPointerEXT = (PFNGLVARIANTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVariantPointerEXT")) == NULL) || r; + r = ((glVariantbvEXT = (PFNGLVARIANTBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantbvEXT")) == NULL) || r; + r = ((glVariantdvEXT = (PFNGLVARIANTDVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantdvEXT")) == NULL) || r; + r = ((glVariantfvEXT = (PFNGLVARIANTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantfvEXT")) == NULL) || r; + r = ((glVariantivEXT = (PFNGLVARIANTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantivEXT")) == NULL) || r; + r = ((glVariantsvEXT = (PFNGLVARIANTSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantsvEXT")) == NULL) || r; + r = ((glVariantubvEXT = (PFNGLVARIANTUBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantubvEXT")) == NULL) || r; + r = ((glVariantuivEXT = (PFNGLVARIANTUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantuivEXT")) == NULL) || r; + r = ((glVariantusvEXT = (PFNGLVARIANTUSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantusvEXT")) == NULL) || r; + r = ((glWriteMaskEXT = (PFNGLWRITEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glWriteMaskEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_vertex_shader */ + +#ifdef GL_EXT_vertex_weighting + +static GLboolean _glewInit_GL_EXT_vertex_weighting () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexWeightPointerEXT = (PFNGLVERTEXWEIGHTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightPointerEXT")) == NULL) || r; + r = ((glVertexWeightfEXT = (PFNGLVERTEXWEIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfEXT")) == NULL) || r; + r = ((glVertexWeightfvEXT = (PFNGLVERTEXWEIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfvEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_vertex_weighting */ + +#ifdef GL_EXT_win32_keyed_mutex + +static GLboolean _glewInit_GL_EXT_win32_keyed_mutex () +{ + GLboolean r = GL_FALSE; + + r = ((glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC)glewGetProcAddress((const GLubyte*)"glAcquireKeyedMutexWin32EXT")) == NULL) || r; + r = ((glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC)glewGetProcAddress((const GLubyte*)"glReleaseKeyedMutexWin32EXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_win32_keyed_mutex */ + +#ifdef GL_EXT_window_rectangles + +static GLboolean _glewInit_GL_EXT_window_rectangles () +{ + GLboolean r = GL_FALSE; + + r = ((glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC)glewGetProcAddress((const GLubyte*)"glWindowRectanglesEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_window_rectangles */ + +#ifdef GL_EXT_x11_sync_object + +static GLboolean _glewInit_GL_EXT_x11_sync_object () +{ + GLboolean r = GL_FALSE; + + r = ((glImportSyncEXT = (PFNGLIMPORTSYNCEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSyncEXT")) == NULL) || r; + + return r; +} + +#endif /* GL_EXT_x11_sync_object */ + +#ifdef GL_GREMEDY_frame_terminator + +static GLboolean _glewInit_GL_GREMEDY_frame_terminator () +{ + GLboolean r = GL_FALSE; + + r = ((glFrameTerminatorGREMEDY = (PFNGLFRAMETERMINATORGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glFrameTerminatorGREMEDY")) == NULL) || r; + + return r; +} + +#endif /* GL_GREMEDY_frame_terminator */ + +#ifdef GL_GREMEDY_string_marker + +static GLboolean _glewInit_GL_GREMEDY_string_marker () +{ + GLboolean r = GL_FALSE; + + r = ((glStringMarkerGREMEDY = (PFNGLSTRINGMARKERGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glStringMarkerGREMEDY")) == NULL) || r; + + return r; +} + +#endif /* GL_GREMEDY_string_marker */ + +#ifdef GL_HP_image_transform + +static GLboolean _glewInit_GL_HP_image_transform () +{ + GLboolean r = GL_FALSE; + + r = ((glGetImageTransformParameterfvHP = (PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterfvHP")) == NULL) || r; + r = ((glGetImageTransformParameterivHP = (PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterivHP")) == NULL) || r; + r = ((glImageTransformParameterfHP = (PFNGLIMAGETRANSFORMPARAMETERFHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfHP")) == NULL) || r; + r = ((glImageTransformParameterfvHP = (PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfvHP")) == NULL) || r; + r = ((glImageTransformParameteriHP = (PFNGLIMAGETRANSFORMPARAMETERIHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameteriHP")) == NULL) || r; + r = ((glImageTransformParameterivHP = (PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterivHP")) == NULL) || r; + + return r; +} + +#endif /* GL_HP_image_transform */ + +#ifdef GL_IBM_multimode_draw_arrays + +static GLboolean _glewInit_GL_IBM_multimode_draw_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiModeDrawArraysIBM = (PFNGLMULTIMODEDRAWARRAYSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawArraysIBM")) == NULL) || r; + r = ((glMultiModeDrawElementsIBM = (PFNGLMULTIMODEDRAWELEMENTSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawElementsIBM")) == NULL) || r; + + return r; +} + +#endif /* GL_IBM_multimode_draw_arrays */ + +#ifdef GL_IBM_vertex_array_lists + +static GLboolean _glewInit_GL_IBM_vertex_array_lists () +{ + GLboolean r = GL_FALSE; + + r = ((glColorPointerListIBM = (PFNGLCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glColorPointerListIBM")) == NULL) || r; + r = ((glEdgeFlagPointerListIBM = (PFNGLEDGEFLAGPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerListIBM")) == NULL) || r; + r = ((glFogCoordPointerListIBM = (PFNGLFOGCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerListIBM")) == NULL) || r; + r = ((glIndexPointerListIBM = (PFNGLINDEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerListIBM")) == NULL) || r; + r = ((glNormalPointerListIBM = (PFNGLNORMALPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerListIBM")) == NULL) || r; + r = ((glSecondaryColorPointerListIBM = (PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerListIBM")) == NULL) || r; + r = ((glTexCoordPointerListIBM = (PFNGLTEXCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerListIBM")) == NULL) || r; + r = ((glVertexPointerListIBM = (PFNGLVERTEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerListIBM")) == NULL) || r; + + return r; +} + +#endif /* GL_IBM_vertex_array_lists */ + +#ifdef GL_INTEL_map_texture + +static GLboolean _glewInit_GL_INTEL_map_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glMapTexture2DINTEL = (PFNGLMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glMapTexture2DINTEL")) == NULL) || r; + r = ((glSyncTextureINTEL = (PFNGLSYNCTEXTUREINTELPROC)glewGetProcAddress((const GLubyte*)"glSyncTextureINTEL")) == NULL) || r; + r = ((glUnmapTexture2DINTEL = (PFNGLUNMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glUnmapTexture2DINTEL")) == NULL) || r; + + return r; +} + +#endif /* GL_INTEL_map_texture */ + +#ifdef GL_INTEL_parallel_arrays + +static GLboolean _glewInit_GL_INTEL_parallel_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glColorPointervINTEL = (PFNGLCOLORPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glColorPointervINTEL")) == NULL) || r; + r = ((glNormalPointervINTEL = (PFNGLNORMALPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glNormalPointervINTEL")) == NULL) || r; + r = ((glTexCoordPointervINTEL = (PFNGLTEXCOORDPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointervINTEL")) == NULL) || r; + r = ((glVertexPointervINTEL = (PFNGLVERTEXPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glVertexPointervINTEL")) == NULL) || r; + + return r; +} + +#endif /* GL_INTEL_parallel_arrays */ + +#ifdef GL_INTEL_performance_query + +static GLboolean _glewInit_GL_INTEL_performance_query () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginPerfQueryINTEL = (PFNGLBEGINPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfQueryINTEL")) == NULL) || r; + r = ((glCreatePerfQueryINTEL = (PFNGLCREATEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glCreatePerfQueryINTEL")) == NULL) || r; + r = ((glDeletePerfQueryINTEL = (PFNGLDELETEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfQueryINTEL")) == NULL) || r; + r = ((glEndPerfQueryINTEL = (PFNGLENDPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glEndPerfQueryINTEL")) == NULL) || r; + r = ((glGetFirstPerfQueryIdINTEL = (PFNGLGETFIRSTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetFirstPerfQueryIdINTEL")) == NULL) || r; + r = ((glGetNextPerfQueryIdINTEL = (PFNGLGETNEXTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetNextPerfQueryIdINTEL")) == NULL) || r; + r = ((glGetPerfCounterInfoINTEL = (PFNGLGETPERFCOUNTERINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfCounterInfoINTEL")) == NULL) || r; + r = ((glGetPerfQueryDataINTEL = (PFNGLGETPERFQUERYDATAINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryDataINTEL")) == NULL) || r; + r = ((glGetPerfQueryIdByNameINTEL = (PFNGLGETPERFQUERYIDBYNAMEINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryIdByNameINTEL")) == NULL) || r; + r = ((glGetPerfQueryInfoINTEL = (PFNGLGETPERFQUERYINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryInfoINTEL")) == NULL) || r; + + return r; +} + +#endif /* GL_INTEL_performance_query */ + +#ifdef GL_INTEL_texture_scissor + +static GLboolean _glewInit_GL_INTEL_texture_scissor () +{ + GLboolean r = GL_FALSE; + + r = ((glTexScissorFuncINTEL = (PFNGLTEXSCISSORFUNCINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorFuncINTEL")) == NULL) || r; + r = ((glTexScissorINTEL = (PFNGLTEXSCISSORINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorINTEL")) == NULL) || r; + + return r; +} + +#endif /* GL_INTEL_texture_scissor */ + +#ifdef GL_KHR_blend_equation_advanced + +static GLboolean _glewInit_GL_KHR_blend_equation_advanced () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendBarrierKHR = (PFNGLBLENDBARRIERKHRPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierKHR")) == NULL) || r; + + return r; +} + +#endif /* GL_KHR_blend_equation_advanced */ + +#ifdef GL_KHR_debug + +static GLboolean _glewInit_GL_KHR_debug () +{ + GLboolean r = GL_FALSE; + + r = ((glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallback")) == NULL) || r; + r = ((glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControl")) == NULL) || r; + r = ((glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsert")) == NULL) || r; + r = ((glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLog")) == NULL) || r; + r = ((glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabel")) == NULL) || r; + r = ((glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectPtrLabel")) == NULL) || r; + r = ((glObjectLabel = (PFNGLOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectLabel")) == NULL) || r; + r = ((glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectPtrLabel")) == NULL) || r; + r = ((glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPopDebugGroup")) == NULL) || r; + r = ((glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPushDebugGroup")) == NULL) || r; + + return r; +} + +#endif /* GL_KHR_debug */ + +#ifdef GL_KHR_parallel_shader_compile + +static GLboolean _glewInit_GL_KHR_parallel_shader_compile () +{ + GLboolean r = GL_FALSE; + + r = ((glMaxShaderCompilerThreadsKHR = (PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)glewGetProcAddress((const GLubyte*)"glMaxShaderCompilerThreadsKHR")) == NULL) || r; + + return r; +} + +#endif /* GL_KHR_parallel_shader_compile */ + +#ifdef GL_KHR_robustness + +static GLboolean _glewInit_GL_KHR_robustness () +{ + GLboolean r = GL_FALSE; + + r = ((glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfv")) == NULL) || r; + r = ((glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformiv")) == NULL) || r; + r = ((glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuiv")) == NULL) || r; + r = ((glReadnPixels = (PFNGLREADNPIXELSPROC)glewGetProcAddress((const GLubyte*)"glReadnPixels")) == NULL) || r; + + return r; +} + +#endif /* GL_KHR_robustness */ + +#ifdef GL_KTX_buffer_region + +static GLboolean _glewInit_GL_KTX_buffer_region () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferRegionEnabled = (PFNGLBUFFERREGIONENABLEDPROC)glewGetProcAddress((const GLubyte*)"glBufferRegionEnabled")) == NULL) || r; + r = ((glDeleteBufferRegion = (PFNGLDELETEBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDeleteBufferRegion")) == NULL) || r; + r = ((glDrawBufferRegion = (PFNGLDRAWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDrawBufferRegion")) == NULL) || r; + r = ((glNewBufferRegion = (PFNGLNEWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glNewBufferRegion")) == NULL) || r; + r = ((glReadBufferRegion = (PFNGLREADBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glReadBufferRegion")) == NULL) || r; + + return r; +} + +#endif /* GL_KTX_buffer_region */ + +#ifdef GL_MESA_resize_buffers + +static GLboolean _glewInit_GL_MESA_resize_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glResizeBuffersMESA = (PFNGLRESIZEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glResizeBuffersMESA")) == NULL) || r; + + return r; +} + +#endif /* GL_MESA_resize_buffers */ + +#ifdef GL_MESA_window_pos + +static GLboolean _glewInit_GL_MESA_window_pos () +{ + GLboolean r = GL_FALSE; + + r = ((glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dMESA")) == NULL) || r; + r = ((glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvMESA")) == NULL) || r; + r = ((glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fMESA")) == NULL) || r; + r = ((glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvMESA")) == NULL) || r; + r = ((glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iMESA")) == NULL) || r; + r = ((glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivMESA")) == NULL) || r; + r = ((glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sMESA")) == NULL) || r; + r = ((glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svMESA")) == NULL) || r; + r = ((glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dMESA")) == NULL) || r; + r = ((glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvMESA")) == NULL) || r; + r = ((glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fMESA")) == NULL) || r; + r = ((glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvMESA")) == NULL) || r; + r = ((glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iMESA")) == NULL) || r; + r = ((glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivMESA")) == NULL) || r; + r = ((glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sMESA")) == NULL) || r; + r = ((glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svMESA")) == NULL) || r; + r = ((glWindowPos4dMESA = (PFNGLWINDOWPOS4DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dMESA")) == NULL) || r; + r = ((glWindowPos4dvMESA = (PFNGLWINDOWPOS4DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dvMESA")) == NULL) || r; + r = ((glWindowPos4fMESA = (PFNGLWINDOWPOS4FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fMESA")) == NULL) || r; + r = ((glWindowPos4fvMESA = (PFNGLWINDOWPOS4FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fvMESA")) == NULL) || r; + r = ((glWindowPos4iMESA = (PFNGLWINDOWPOS4IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4iMESA")) == NULL) || r; + r = ((glWindowPos4ivMESA = (PFNGLWINDOWPOS4IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4ivMESA")) == NULL) || r; + r = ((glWindowPos4sMESA = (PFNGLWINDOWPOS4SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4sMESA")) == NULL) || r; + r = ((glWindowPos4svMESA = (PFNGLWINDOWPOS4SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4svMESA")) == NULL) || r; + + return r; +} + +#endif /* GL_MESA_window_pos */ + +#ifdef GL_NVX_conditional_render + +static GLboolean _glewInit_GL_NVX_conditional_render () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginConditionalRenderNVX = (PFNGLBEGINCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNVX")) == NULL) || r; + r = ((glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNVX")) == NULL) || r; + + return r; +} + +#endif /* GL_NVX_conditional_render */ + +#ifdef GL_NVX_linked_gpu_multicast + +static GLboolean _glewInit_GL_NVX_linked_gpu_multicast () +{ + GLboolean r = GL_FALSE; + + r = ((glLGPUCopyImageSubDataNVX = (PFNGLLGPUCOPYIMAGESUBDATANVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUCopyImageSubDataNVX")) == NULL) || r; + r = ((glLGPUInterlockNVX = (PFNGLLGPUINTERLOCKNVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUInterlockNVX")) == NULL) || r; + r = ((glLGPUNamedBufferSubDataNVX = (PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUNamedBufferSubDataNVX")) == NULL) || r; + + return r; +} + +#endif /* GL_NVX_linked_gpu_multicast */ + +#ifdef GL_NV_3dvision_settings + +static GLboolean _glewInit_GL_NV_3dvision_settings () +{ + GLboolean r = GL_FALSE; + + r = ((glStereoParameterfNV = (PFNGLSTEREOPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glStereoParameterfNV")) == NULL) || r; + r = ((glStereoParameteriNV = (PFNGLSTEREOPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glStereoParameteriNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_3dvision_settings */ + +#ifdef GL_NV_bindless_multi_draw_indirect + +static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectBindlessNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessNV")) == NULL) || r; + r = ((glMultiDrawElementsIndirectBindlessNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_bindless_multi_draw_indirect */ + +#ifdef GL_NV_bindless_multi_draw_indirect_count + +static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect_count () +{ + GLboolean r = GL_FALSE; + + r = ((glMultiDrawArraysIndirectBindlessCountNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessCountNV")) == NULL) || r; + r = ((glMultiDrawElementsIndirectBindlessCountNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessCountNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_bindless_multi_draw_indirect_count */ + +#ifdef GL_NV_bindless_texture + +static GLboolean _glewInit_GL_NV_bindless_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glGetImageHandleNV = (PFNGLGETIMAGEHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleNV")) == NULL) || r; + r = ((glGetTextureHandleNV = (PFNGLGETTEXTUREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleNV")) == NULL) || r; + r = ((glGetTextureSamplerHandleNV = (PFNGLGETTEXTURESAMPLERHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleNV")) == NULL) || r; + r = ((glIsImageHandleResidentNV = (PFNGLISIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentNV")) == NULL) || r; + r = ((glIsTextureHandleResidentNV = (PFNGLISTEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentNV")) == NULL) || r; + r = ((glMakeImageHandleNonResidentNV = (PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentNV")) == NULL) || r; + r = ((glMakeImageHandleResidentNV = (PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentNV")) == NULL) || r; + r = ((glMakeTextureHandleNonResidentNV = (PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentNV")) == NULL) || r; + r = ((glMakeTextureHandleResidentNV = (PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentNV")) == NULL) || r; + r = ((glProgramUniformHandleui64NV = (PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64NV")) == NULL) || r; + r = ((glProgramUniformHandleui64vNV = (PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vNV")) == NULL) || r; + r = ((glUniformHandleui64NV = (PFNGLUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64NV")) == NULL) || r; + r = ((glUniformHandleui64vNV = (PFNGLUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_bindless_texture */ + +#ifdef GL_NV_blend_equation_advanced + +static GLboolean _glewInit_GL_NV_blend_equation_advanced () +{ + GLboolean r = GL_FALSE; + + r = ((glBlendBarrierNV = (PFNGLBLENDBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierNV")) == NULL) || r; + r = ((glBlendParameteriNV = (PFNGLBLENDPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glBlendParameteriNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_blend_equation_advanced */ + +#ifdef GL_NV_clip_space_w_scaling + +static GLboolean _glewInit_GL_NV_clip_space_w_scaling () +{ + GLboolean r = GL_FALSE; + + r = ((glViewportPositionWScaleNV = (PFNGLVIEWPORTPOSITIONWSCALENVPROC)glewGetProcAddress((const GLubyte*)"glViewportPositionWScaleNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_clip_space_w_scaling */ + +#ifdef GL_NV_command_list + +static GLboolean _glewInit_GL_NV_command_list () +{ + GLboolean r = GL_FALSE; + + r = ((glCallCommandListNV = (PFNGLCALLCOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glCallCommandListNV")) == NULL) || r; + r = ((glCommandListSegmentsNV = (PFNGLCOMMANDLISTSEGMENTSNVPROC)glewGetProcAddress((const GLubyte*)"glCommandListSegmentsNV")) == NULL) || r; + r = ((glCompileCommandListNV = (PFNGLCOMPILECOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glCompileCommandListNV")) == NULL) || r; + r = ((glCreateCommandListsNV = (PFNGLCREATECOMMANDLISTSNVPROC)glewGetProcAddress((const GLubyte*)"glCreateCommandListsNV")) == NULL) || r; + r = ((glCreateStatesNV = (PFNGLCREATESTATESNVPROC)glewGetProcAddress((const GLubyte*)"glCreateStatesNV")) == NULL) || r; + r = ((glDeleteCommandListsNV = (PFNGLDELETECOMMANDLISTSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteCommandListsNV")) == NULL) || r; + r = ((glDeleteStatesNV = (PFNGLDELETESTATESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteStatesNV")) == NULL) || r; + r = ((glDrawCommandsAddressNV = (PFNGLDRAWCOMMANDSADDRESSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsAddressNV")) == NULL) || r; + r = ((glDrawCommandsNV = (PFNGLDRAWCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsNV")) == NULL) || r; + r = ((glDrawCommandsStatesAddressNV = (PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsStatesAddressNV")) == NULL) || r; + r = ((glDrawCommandsStatesNV = (PFNGLDRAWCOMMANDSSTATESNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsStatesNV")) == NULL) || r; + r = ((glGetCommandHeaderNV = (PFNGLGETCOMMANDHEADERNVPROC)glewGetProcAddress((const GLubyte*)"glGetCommandHeaderNV")) == NULL) || r; + r = ((glGetStageIndexNV = (PFNGLGETSTAGEINDEXNVPROC)glewGetProcAddress((const GLubyte*)"glGetStageIndexNV")) == NULL) || r; + r = ((glIsCommandListNV = (PFNGLISCOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glIsCommandListNV")) == NULL) || r; + r = ((glIsStateNV = (PFNGLISSTATENVPROC)glewGetProcAddress((const GLubyte*)"glIsStateNV")) == NULL) || r; + r = ((glListDrawCommandsStatesClientNV = (PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC)glewGetProcAddress((const GLubyte*)"glListDrawCommandsStatesClientNV")) == NULL) || r; + r = ((glStateCaptureNV = (PFNGLSTATECAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glStateCaptureNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_command_list */ + +#ifdef GL_NV_conditional_render + +static GLboolean _glewInit_GL_NV_conditional_render () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNV")) == NULL) || r; + r = ((glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_conditional_render */ + +#ifdef GL_NV_conservative_raster + +static GLboolean _glewInit_GL_NV_conservative_raster () +{ + GLboolean r = GL_FALSE; + + r = ((glSubpixelPrecisionBiasNV = (PFNGLSUBPIXELPRECISIONBIASNVPROC)glewGetProcAddress((const GLubyte*)"glSubpixelPrecisionBiasNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_conservative_raster */ + +#ifdef GL_NV_conservative_raster_dilate + +static GLboolean _glewInit_GL_NV_conservative_raster_dilate () +{ + GLboolean r = GL_FALSE; + + r = ((glConservativeRasterParameterfNV = (PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glConservativeRasterParameterfNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_conservative_raster_dilate */ + +#ifdef GL_NV_conservative_raster_pre_snap_triangles + +static GLboolean _glewInit_GL_NV_conservative_raster_pre_snap_triangles () +{ + GLboolean r = GL_FALSE; + + r = ((glConservativeRasterParameteriNV = (PFNGLCONSERVATIVERASTERPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glConservativeRasterParameteriNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +#ifdef GL_NV_copy_buffer + +static GLboolean _glewInit_GL_NV_copy_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyBufferSubDataNV = (PFNGLCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glCopyBufferSubDataNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_copy_buffer */ + +#ifdef GL_NV_copy_image + +static GLboolean _glewInit_GL_NV_copy_image () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubDataNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_copy_image */ + +#ifdef GL_NV_depth_buffer_float + +static GLboolean _glewInit_GL_NV_depth_buffer_float () +{ + GLboolean r = GL_FALSE; + + r = ((glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)glewGetProcAddress((const GLubyte*)"glClearDepthdNV")) == NULL) || r; + r = ((glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsdNV")) == NULL) || r; + r = ((glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangedNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_depth_buffer_float */ + +#ifdef GL_NV_draw_buffers + +static GLboolean _glewInit_GL_NV_draw_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawBuffersNV = (PFNGLDRAWBUFFERSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_draw_buffers */ + +#ifdef GL_NV_draw_instanced + +static GLboolean _glewInit_GL_NV_draw_instanced () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawArraysInstancedNV = (PFNGLDRAWARRAYSINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedNV")) == NULL) || r; + r = ((glDrawElementsInstancedNV = (PFNGLDRAWELEMENTSINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_draw_instanced */ + +#ifdef GL_NV_draw_texture + +static GLboolean _glewInit_GL_NV_draw_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glDrawTextureNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_draw_texture */ + +#ifdef GL_NV_draw_vulkan_image + +static GLboolean _glewInit_GL_NV_draw_vulkan_image () +{ + GLboolean r = GL_FALSE; + + r = ((glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glDrawVkImageNV")) == NULL) || r; + r = ((glGetVkProcAddrNV = (PFNGLGETVKPROCADDRNVPROC)glewGetProcAddress((const GLubyte*)"glGetVkProcAddrNV")) == NULL) || r; + r = ((glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC)glewGetProcAddress((const GLubyte*)"glSignalVkFenceNV")) == NULL) || r; + r = ((glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC)glewGetProcAddress((const GLubyte*)"glSignalVkSemaphoreNV")) == NULL) || r; + r = ((glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC)glewGetProcAddress((const GLubyte*)"glWaitVkSemaphoreNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_draw_vulkan_image */ + +#ifdef GL_NV_evaluators + +static GLboolean _glewInit_GL_NV_evaluators () +{ + GLboolean r = GL_FALSE; + + r = ((glEvalMapsNV = (PFNGLEVALMAPSNVPROC)glewGetProcAddress((const GLubyte*)"glEvalMapsNV")) == NULL) || r; + r = ((glGetMapAttribParameterfvNV = (PFNGLGETMAPATTRIBPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterfvNV")) == NULL) || r; + r = ((glGetMapAttribParameterivNV = (PFNGLGETMAPATTRIBPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterivNV")) == NULL) || r; + r = ((glGetMapControlPointsNV = (PFNGLGETMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapControlPointsNV")) == NULL) || r; + r = ((glGetMapParameterfvNV = (PFNGLGETMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterfvNV")) == NULL) || r; + r = ((glGetMapParameterivNV = (PFNGLGETMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterivNV")) == NULL) || r; + r = ((glMapControlPointsNV = (PFNGLMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glMapControlPointsNV")) == NULL) || r; + r = ((glMapParameterfvNV = (PFNGLMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterfvNV")) == NULL) || r; + r = ((glMapParameterivNV = (PFNGLMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_evaluators */ + +#ifdef GL_NV_explicit_multisample + +static GLboolean _glewInit_GL_NV_explicit_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefvNV")) == NULL) || r; + r = ((glSampleMaskIndexedNV = (PFNGLSAMPLEMASKINDEXEDNVPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskIndexedNV")) == NULL) || r; + r = ((glTexRenderbufferNV = (PFNGLTEXRENDERBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glTexRenderbufferNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_explicit_multisample */ + +#ifdef GL_NV_fence + +static GLboolean _glewInit_GL_NV_fence () +{ + GLboolean r = GL_FALSE; + + r = ((glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesNV")) == NULL) || r; + r = ((glFinishFenceNV = (PFNGLFINISHFENCENVPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceNV")) == NULL) || r; + r = ((glGenFencesNV = (PFNGLGENFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glGenFencesNV")) == NULL) || r; + r = ((glGetFenceivNV = (PFNGLGETFENCEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFenceivNV")) == NULL) || r; + r = ((glIsFenceNV = (PFNGLISFENCENVPROC)glewGetProcAddress((const GLubyte*)"glIsFenceNV")) == NULL) || r; + r = ((glSetFenceNV = (PFNGLSETFENCENVPROC)glewGetProcAddress((const GLubyte*)"glSetFenceNV")) == NULL) || r; + r = ((glTestFenceNV = (PFNGLTESTFENCENVPROC)glewGetProcAddress((const GLubyte*)"glTestFenceNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_fence */ + +#ifdef GL_NV_fragment_coverage_to_color + +static GLboolean _glewInit_GL_NV_fragment_coverage_to_color () +{ + GLboolean r = GL_FALSE; + + r = ((glFragmentCoverageColorNV = (PFNGLFRAGMENTCOVERAGECOLORNVPROC)glewGetProcAddress((const GLubyte*)"glFragmentCoverageColorNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_fragment_coverage_to_color */ + +#ifdef GL_NV_fragment_program + +static GLboolean _glewInit_GL_NV_fragment_program () +{ + GLboolean r = GL_FALSE; + + r = ((glGetProgramNamedParameterdvNV = (PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterdvNV")) == NULL) || r; + r = ((glGetProgramNamedParameterfvNV = (PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterfvNV")) == NULL) || r; + r = ((glProgramNamedParameter4dNV = (PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dNV")) == NULL) || r; + r = ((glProgramNamedParameter4dvNV = (PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dvNV")) == NULL) || r; + r = ((glProgramNamedParameter4fNV = (PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fNV")) == NULL) || r; + r = ((glProgramNamedParameter4fvNV = (PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_fragment_program */ + +#ifdef GL_NV_framebuffer_blit + +static GLboolean _glewInit_GL_NV_framebuffer_blit () +{ + GLboolean r = GL_FALSE; + + r = ((glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_framebuffer_blit */ + +#ifdef GL_NV_framebuffer_multisample + +static GLboolean _glewInit_GL_NV_framebuffer_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glRenderbufferStorageMultisampleNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_framebuffer_multisample */ + +#ifdef GL_NV_framebuffer_multisample_coverage + +static GLboolean _glewInit_GL_NV_framebuffer_multisample_coverage () +{ + GLboolean r = GL_FALSE; + + r = ((glRenderbufferStorageMultisampleCoverageNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleCoverageNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_framebuffer_multisample_coverage */ + +#ifdef GL_NV_geometry_program4 + +static GLboolean _glewInit_GL_NV_geometry_program4 () +{ + GLboolean r = GL_FALSE; + + r = ((glProgramVertexLimitNV = (PFNGLPROGRAMVERTEXLIMITNVPROC)glewGetProcAddress((const GLubyte*)"glProgramVertexLimitNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_geometry_program4 */ + +#ifdef GL_NV_gpu_multicast + +static GLboolean _glewInit_GL_NV_gpu_multicast () +{ + GLboolean r = GL_FALSE; + + r = ((glMulticastBarrierNV = (PFNGLMULTICASTBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBarrierNV")) == NULL) || r; + r = ((glMulticastBlitFramebufferNV = (PFNGLMULTICASTBLITFRAMEBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBlitFramebufferNV")) == NULL) || r; + r = ((glMulticastBufferSubDataNV = (PFNGLMULTICASTBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBufferSubDataNV")) == NULL) || r; + r = ((glMulticastCopyBufferSubDataNV = (PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastCopyBufferSubDataNV")) == NULL) || r; + r = ((glMulticastCopyImageSubDataNV = (PFNGLMULTICASTCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastCopyImageSubDataNV")) == NULL) || r; + r = ((glMulticastFramebufferSampleLocationsfvNV = (PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastFramebufferSampleLocationsfvNV")) == NULL) || r; + r = ((glMulticastGetQueryObjecti64vNV = (PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjecti64vNV")) == NULL) || r; + r = ((glMulticastGetQueryObjectivNV = (PFNGLMULTICASTGETQUERYOBJECTIVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectivNV")) == NULL) || r; + r = ((glMulticastGetQueryObjectui64vNV = (PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectui64vNV")) == NULL) || r; + r = ((glMulticastGetQueryObjectuivNV = (PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectuivNV")) == NULL) || r; + r = ((glMulticastWaitSyncNV = (PFNGLMULTICASTWAITSYNCNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastWaitSyncNV")) == NULL) || r; + r = ((glRenderGpuMaskNV = (PFNGLRENDERGPUMASKNVPROC)glewGetProcAddress((const GLubyte*)"glRenderGpuMaskNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_gpu_multicast */ + +#ifdef GL_NV_gpu_program4 + +static GLboolean _glewInit_GL_NV_gpu_program4 () +{ + GLboolean r = GL_FALSE; + + r = ((glProgramEnvParameterI4iNV = (PFNGLPROGRAMENVPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4iNV")) == NULL) || r; + r = ((glProgramEnvParameterI4ivNV = (PFNGLPROGRAMENVPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4ivNV")) == NULL) || r; + r = ((glProgramEnvParameterI4uiNV = (PFNGLPROGRAMENVPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uiNV")) == NULL) || r; + r = ((glProgramEnvParameterI4uivNV = (PFNGLPROGRAMENVPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uivNV")) == NULL) || r; + r = ((glProgramEnvParametersI4ivNV = (PFNGLPROGRAMENVPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4ivNV")) == NULL) || r; + r = ((glProgramEnvParametersI4uivNV = (PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4uivNV")) == NULL) || r; + r = ((glProgramLocalParameterI4iNV = (PFNGLPROGRAMLOCALPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4iNV")) == NULL) || r; + r = ((glProgramLocalParameterI4ivNV = (PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4ivNV")) == NULL) || r; + r = ((glProgramLocalParameterI4uiNV = (PFNGLPROGRAMLOCALPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uiNV")) == NULL) || r; + r = ((glProgramLocalParameterI4uivNV = (PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uivNV")) == NULL) || r; + r = ((glProgramLocalParametersI4ivNV = (PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4ivNV")) == NULL) || r; + r = ((glProgramLocalParametersI4uivNV = (PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4uivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_gpu_program4 */ + +#ifdef GL_NV_gpu_shader5 + +static GLboolean _glewInit_GL_NV_gpu_shader5 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vNV")) == NULL) || r; + r = ((glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vNV")) == NULL) || r; + r = ((glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64NV")) == NULL) || r; + r = ((glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vNV")) == NULL) || r; + r = ((glProgramUniform1ui64NV = (PFNGLPROGRAMUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64NV")) == NULL) || r; + r = ((glProgramUniform1ui64vNV = (PFNGLPROGRAMUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vNV")) == NULL) || r; + r = ((glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64NV")) == NULL) || r; + r = ((glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vNV")) == NULL) || r; + r = ((glProgramUniform2ui64NV = (PFNGLPROGRAMUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64NV")) == NULL) || r; + r = ((glProgramUniform2ui64vNV = (PFNGLPROGRAMUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vNV")) == NULL) || r; + r = ((glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64NV")) == NULL) || r; + r = ((glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vNV")) == NULL) || r; + r = ((glProgramUniform3ui64NV = (PFNGLPROGRAMUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64NV")) == NULL) || r; + r = ((glProgramUniform3ui64vNV = (PFNGLPROGRAMUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vNV")) == NULL) || r; + r = ((glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64NV")) == NULL) || r; + r = ((glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vNV")) == NULL) || r; + r = ((glProgramUniform4ui64NV = (PFNGLPROGRAMUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64NV")) == NULL) || r; + r = ((glProgramUniform4ui64vNV = (PFNGLPROGRAMUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vNV")) == NULL) || r; + r = ((glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64NV")) == NULL) || r; + r = ((glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vNV")) == NULL) || r; + r = ((glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64NV")) == NULL) || r; + r = ((glUniform1ui64vNV = (PFNGLUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vNV")) == NULL) || r; + r = ((glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64NV")) == NULL) || r; + r = ((glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vNV")) == NULL) || r; + r = ((glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64NV")) == NULL) || r; + r = ((glUniform2ui64vNV = (PFNGLUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vNV")) == NULL) || r; + r = ((glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64NV")) == NULL) || r; + r = ((glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vNV")) == NULL) || r; + r = ((glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64NV")) == NULL) || r; + r = ((glUniform3ui64vNV = (PFNGLUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vNV")) == NULL) || r; + r = ((glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64NV")) == NULL) || r; + r = ((glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vNV")) == NULL) || r; + r = ((glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64NV")) == NULL) || r; + r = ((glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_gpu_shader5 */ + +#ifdef GL_NV_half_float + +static GLboolean _glewInit_GL_NV_half_float () +{ + GLboolean r = GL_FALSE; + + r = ((glColor3hNV = (PFNGLCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hNV")) == NULL) || r; + r = ((glColor3hvNV = (PFNGLCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hvNV")) == NULL) || r; + r = ((glColor4hNV = (PFNGLCOLOR4HNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hNV")) == NULL) || r; + r = ((glColor4hvNV = (PFNGLCOLOR4HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hvNV")) == NULL) || r; + r = ((glFogCoordhNV = (PFNGLFOGCOORDHNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhNV")) == NULL) || r; + r = ((glFogCoordhvNV = (PFNGLFOGCOORDHVNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhvNV")) == NULL) || r; + r = ((glMultiTexCoord1hNV = (PFNGLMULTITEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hNV")) == NULL) || r; + r = ((glMultiTexCoord1hvNV = (PFNGLMULTITEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hvNV")) == NULL) || r; + r = ((glMultiTexCoord2hNV = (PFNGLMULTITEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hNV")) == NULL) || r; + r = ((glMultiTexCoord2hvNV = (PFNGLMULTITEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hvNV")) == NULL) || r; + r = ((glMultiTexCoord3hNV = (PFNGLMULTITEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hNV")) == NULL) || r; + r = ((glMultiTexCoord3hvNV = (PFNGLMULTITEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hvNV")) == NULL) || r; + r = ((glMultiTexCoord4hNV = (PFNGLMULTITEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hNV")) == NULL) || r; + r = ((glMultiTexCoord4hvNV = (PFNGLMULTITEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hvNV")) == NULL) || r; + r = ((glNormal3hNV = (PFNGLNORMAL3HNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hNV")) == NULL) || r; + r = ((glNormal3hvNV = (PFNGLNORMAL3HVNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hvNV")) == NULL) || r; + r = ((glSecondaryColor3hNV = (PFNGLSECONDARYCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hNV")) == NULL) || r; + r = ((glSecondaryColor3hvNV = (PFNGLSECONDARYCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hvNV")) == NULL) || r; + r = ((glTexCoord1hNV = (PFNGLTEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hNV")) == NULL) || r; + r = ((glTexCoord1hvNV = (PFNGLTEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hvNV")) == NULL) || r; + r = ((glTexCoord2hNV = (PFNGLTEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hNV")) == NULL) || r; + r = ((glTexCoord2hvNV = (PFNGLTEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hvNV")) == NULL) || r; + r = ((glTexCoord3hNV = (PFNGLTEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hNV")) == NULL) || r; + r = ((glTexCoord3hvNV = (PFNGLTEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hvNV")) == NULL) || r; + r = ((glTexCoord4hNV = (PFNGLTEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hNV")) == NULL) || r; + r = ((glTexCoord4hvNV = (PFNGLTEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hvNV")) == NULL) || r; + r = ((glVertex2hNV = (PFNGLVERTEX2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hNV")) == NULL) || r; + r = ((glVertex2hvNV = (PFNGLVERTEX2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hvNV")) == NULL) || r; + r = ((glVertex3hNV = (PFNGLVERTEX3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hNV")) == NULL) || r; + r = ((glVertex3hvNV = (PFNGLVERTEX3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hvNV")) == NULL) || r; + r = ((glVertex4hNV = (PFNGLVERTEX4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hNV")) == NULL) || r; + r = ((glVertex4hvNV = (PFNGLVERTEX4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hvNV")) == NULL) || r; + r = ((glVertexAttrib1hNV = (PFNGLVERTEXATTRIB1HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hNV")) == NULL) || r; + r = ((glVertexAttrib1hvNV = (PFNGLVERTEXATTRIB1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hvNV")) == NULL) || r; + r = ((glVertexAttrib2hNV = (PFNGLVERTEXATTRIB2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hNV")) == NULL) || r; + r = ((glVertexAttrib2hvNV = (PFNGLVERTEXATTRIB2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hvNV")) == NULL) || r; + r = ((glVertexAttrib3hNV = (PFNGLVERTEXATTRIB3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hNV")) == NULL) || r; + r = ((glVertexAttrib3hvNV = (PFNGLVERTEXATTRIB3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hvNV")) == NULL) || r; + r = ((glVertexAttrib4hNV = (PFNGLVERTEXATTRIB4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hNV")) == NULL) || r; + r = ((glVertexAttrib4hvNV = (PFNGLVERTEXATTRIB4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hvNV")) == NULL) || r; + r = ((glVertexAttribs1hvNV = (PFNGLVERTEXATTRIBS1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1hvNV")) == NULL) || r; + r = ((glVertexAttribs2hvNV = (PFNGLVERTEXATTRIBS2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2hvNV")) == NULL) || r; + r = ((glVertexAttribs3hvNV = (PFNGLVERTEXATTRIBS3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3hvNV")) == NULL) || r; + r = ((glVertexAttribs4hvNV = (PFNGLVERTEXATTRIBS4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4hvNV")) == NULL) || r; + r = ((glVertexWeighthNV = (PFNGLVERTEXWEIGHTHNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthNV")) == NULL) || r; + r = ((glVertexWeighthvNV = (PFNGLVERTEXWEIGHTHVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_half_float */ + +#ifdef GL_NV_instanced_arrays + +static GLboolean _glewInit_GL_NV_instanced_arrays () +{ + GLboolean r = GL_FALSE; + + r = ((glVertexAttribDivisorNV = (PFNGLVERTEXATTRIBDIVISORNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_instanced_arrays */ + +#ifdef GL_NV_internalformat_sample_query + +static GLboolean _glewInit_GL_NV_internalformat_sample_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetInternalformatSampleivNV = (PFNGLGETINTERNALFORMATSAMPLEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformatSampleivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_internalformat_sample_query */ + +#ifdef GL_NV_non_square_matrices + +static GLboolean _glewInit_GL_NV_non_square_matrices () +{ + GLboolean r = GL_FALSE; + + r = ((glUniformMatrix2x3fvNV = (PFNGLUNIFORMMATRIX2X3FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3fvNV")) == NULL) || r; + r = ((glUniformMatrix2x4fvNV = (PFNGLUNIFORMMATRIX2X4FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4fvNV")) == NULL) || r; + r = ((glUniformMatrix3x2fvNV = (PFNGLUNIFORMMATRIX3X2FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2fvNV")) == NULL) || r; + r = ((glUniformMatrix3x4fvNV = (PFNGLUNIFORMMATRIX3X4FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4fvNV")) == NULL) || r; + r = ((glUniformMatrix4x2fvNV = (PFNGLUNIFORMMATRIX4X2FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2fvNV")) == NULL) || r; + r = ((glUniformMatrix4x3fvNV = (PFNGLUNIFORMMATRIX4X3FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3fvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_non_square_matrices */ + +#ifdef GL_NV_occlusion_query + +static GLboolean _glewInit_GL_NV_occlusion_query () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glBeginOcclusionQueryNV")) == NULL) || r; + r = ((glDeleteOcclusionQueriesNV = (PFNGLDELETEOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteOcclusionQueriesNV")) == NULL) || r; + r = ((glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glEndOcclusionQueryNV")) == NULL) || r; + r = ((glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glGenOcclusionQueriesNV")) == NULL) || r; + r = ((glGetOcclusionQueryivNV = (PFNGLGETOCCLUSIONQUERYIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryivNV")) == NULL) || r; + r = ((glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryuivNV")) == NULL) || r; + r = ((glIsOcclusionQueryNV = (PFNGLISOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glIsOcclusionQueryNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_occlusion_query */ + +#ifdef GL_NV_parameter_buffer_object + +static GLboolean _glewInit_GL_NV_parameter_buffer_object () +{ + GLboolean r = GL_FALSE; + + r = ((glProgramBufferParametersIivNV = (PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIivNV")) == NULL) || r; + r = ((glProgramBufferParametersIuivNV = (PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIuivNV")) == NULL) || r; + r = ((glProgramBufferParametersfvNV = (PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersfvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_parameter_buffer_object */ + +#ifdef GL_NV_path_rendering + +static GLboolean _glewInit_GL_NV_path_rendering () +{ + GLboolean r = GL_FALSE; + + r = ((glCopyPathNV = (PFNGLCOPYPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCopyPathNV")) == NULL) || r; + r = ((glCoverFillPathInstancedNV = (PFNGLCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathInstancedNV")) == NULL) || r; + r = ((glCoverFillPathNV = (PFNGLCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathNV")) == NULL) || r; + r = ((glCoverStrokePathInstancedNV = (PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathInstancedNV")) == NULL) || r; + r = ((glCoverStrokePathNV = (PFNGLCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathNV")) == NULL) || r; + r = ((glDeletePathsNV = (PFNGLDELETEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glDeletePathsNV")) == NULL) || r; + r = ((glGenPathsNV = (PFNGLGENPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glGenPathsNV")) == NULL) || r; + r = ((glGetPathColorGenfvNV = (PFNGLGETPATHCOLORGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenfvNV")) == NULL) || r; + r = ((glGetPathColorGenivNV = (PFNGLGETPATHCOLORGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenivNV")) == NULL) || r; + r = ((glGetPathCommandsNV = (PFNGLGETPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCommandsNV")) == NULL) || r; + r = ((glGetPathCoordsNV = (PFNGLGETPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCoordsNV")) == NULL) || r; + r = ((glGetPathDashArrayNV = (PFNGLGETPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathDashArrayNV")) == NULL) || r; + r = ((glGetPathLengthNV = (PFNGLGETPATHLENGTHNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathLengthNV")) == NULL) || r; + r = ((glGetPathMetricRangeNV = (PFNGLGETPATHMETRICRANGENVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricRangeNV")) == NULL) || r; + r = ((glGetPathMetricsNV = (PFNGLGETPATHMETRICSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricsNV")) == NULL) || r; + r = ((glGetPathParameterfvNV = (PFNGLGETPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterfvNV")) == NULL) || r; + r = ((glGetPathParameterivNV = (PFNGLGETPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterivNV")) == NULL) || r; + r = ((glGetPathSpacingNV = (PFNGLGETPATHSPACINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathSpacingNV")) == NULL) || r; + r = ((glGetPathTexGenfvNV = (PFNGLGETPATHTEXGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenfvNV")) == NULL) || r; + r = ((glGetPathTexGenivNV = (PFNGLGETPATHTEXGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenivNV")) == NULL) || r; + r = ((glGetProgramResourcefvNV = (PFNGLGETPROGRAMRESOURCEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourcefvNV")) == NULL) || r; + r = ((glInterpolatePathsNV = (PFNGLINTERPOLATEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glInterpolatePathsNV")) == NULL) || r; + r = ((glIsPathNV = (PFNGLISPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPathNV")) == NULL) || r; + r = ((glIsPointInFillPathNV = (PFNGLISPOINTINFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInFillPathNV")) == NULL) || r; + r = ((glIsPointInStrokePathNV = (PFNGLISPOINTINSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInStrokePathNV")) == NULL) || r; + r = ((glMatrixLoad3x2fNV = (PFNGLMATRIXLOAD3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x2fNV")) == NULL) || r; + r = ((glMatrixLoad3x3fNV = (PFNGLMATRIXLOAD3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x3fNV")) == NULL) || r; + r = ((glMatrixLoadTranspose3x3fNV = (PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTranspose3x3fNV")) == NULL) || r; + r = ((glMatrixMult3x2fNV = (PFNGLMATRIXMULT3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x2fNV")) == NULL) || r; + r = ((glMatrixMult3x3fNV = (PFNGLMATRIXMULT3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x3fNV")) == NULL) || r; + r = ((glMatrixMultTranspose3x3fNV = (PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTranspose3x3fNV")) == NULL) || r; + r = ((glPathColorGenNV = (PFNGLPATHCOLORGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathColorGenNV")) == NULL) || r; + r = ((glPathCommandsNV = (PFNGLPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCommandsNV")) == NULL) || r; + r = ((glPathCoordsNV = (PFNGLPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoordsNV")) == NULL) || r; + r = ((glPathCoverDepthFuncNV = (PFNGLPATHCOVERDEPTHFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoverDepthFuncNV")) == NULL) || r; + r = ((glPathDashArrayNV = (PFNGLPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathDashArrayNV")) == NULL) || r; + r = ((glPathFogGenNV = (PFNGLPATHFOGGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathFogGenNV")) == NULL) || r; + r = ((glPathGlyphIndexArrayNV = (PFNGLPATHGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexArrayNV")) == NULL) || r; + r = ((glPathGlyphIndexRangeNV = (PFNGLPATHGLYPHINDEXRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexRangeNV")) == NULL) || r; + r = ((glPathGlyphRangeNV = (PFNGLPATHGLYPHRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphRangeNV")) == NULL) || r; + r = ((glPathGlyphsNV = (PFNGLPATHGLYPHSNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphsNV")) == NULL) || r; + r = ((glPathMemoryGlyphIndexArrayNV = (PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathMemoryGlyphIndexArrayNV")) == NULL) || r; + r = ((glPathParameterfNV = (PFNGLPATHPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfNV")) == NULL) || r; + r = ((glPathParameterfvNV = (PFNGLPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfvNV")) == NULL) || r; + r = ((glPathParameteriNV = (PFNGLPATHPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPathParameteriNV")) == NULL) || r; + r = ((glPathParameterivNV = (PFNGLPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterivNV")) == NULL) || r; + r = ((glPathStencilDepthOffsetNV = (PFNGLPATHSTENCILDEPTHOFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilDepthOffsetNV")) == NULL) || r; + r = ((glPathStencilFuncNV = (PFNGLPATHSTENCILFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilFuncNV")) == NULL) || r; + r = ((glPathStringNV = (PFNGLPATHSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glPathStringNV")) == NULL) || r; + r = ((glPathSubCommandsNV = (PFNGLPATHSUBCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCommandsNV")) == NULL) || r; + r = ((glPathSubCoordsNV = (PFNGLPATHSUBCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCoordsNV")) == NULL) || r; + r = ((glPathTexGenNV = (PFNGLPATHTEXGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathTexGenNV")) == NULL) || r; + r = ((glPointAlongPathNV = (PFNGLPOINTALONGPATHNVPROC)glewGetProcAddress((const GLubyte*)"glPointAlongPathNV")) == NULL) || r; + r = ((glProgramPathFragmentInputGenNV = (PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)glewGetProcAddress((const GLubyte*)"glProgramPathFragmentInputGenNV")) == NULL) || r; + r = ((glStencilFillPathInstancedNV = (PFNGLSTENCILFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathInstancedNV")) == NULL) || r; + r = ((glStencilFillPathNV = (PFNGLSTENCILFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathNV")) == NULL) || r; + r = ((glStencilStrokePathInstancedNV = (PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathInstancedNV")) == NULL) || r; + r = ((glStencilStrokePathNV = (PFNGLSTENCILSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathNV")) == NULL) || r; + r = ((glStencilThenCoverFillPathInstancedNV = (PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathInstancedNV")) == NULL) || r; + r = ((glStencilThenCoverFillPathNV = (PFNGLSTENCILTHENCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathNV")) == NULL) || r; + r = ((glStencilThenCoverStrokePathInstancedNV = (PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathInstancedNV")) == NULL) || r; + r = ((glStencilThenCoverStrokePathNV = (PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathNV")) == NULL) || r; + r = ((glTransformPathNV = (PFNGLTRANSFORMPATHNVPROC)glewGetProcAddress((const GLubyte*)"glTransformPathNV")) == NULL) || r; + r = ((glWeightPathsNV = (PFNGLWEIGHTPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glWeightPathsNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_path_rendering */ + +#ifdef GL_NV_pixel_data_range + +static GLboolean _glewInit_GL_NV_pixel_data_range () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushPixelDataRangeNV = (PFNGLFLUSHPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushPixelDataRangeNV")) == NULL) || r; + r = ((glPixelDataRangeNV = (PFNGLPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glPixelDataRangeNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_pixel_data_range */ + +#ifdef GL_NV_point_sprite + +static GLboolean _glewInit_GL_NV_point_sprite () +{ + GLboolean r = GL_FALSE; + + r = ((glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriNV")) == NULL) || r; + r = ((glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_point_sprite */ + +#ifdef GL_NV_polygon_mode + +static GLboolean _glewInit_GL_NV_polygon_mode () +{ + GLboolean r = GL_FALSE; + + r = ((glPolygonModeNV = (PFNGLPOLYGONMODENVPROC)glewGetProcAddress((const GLubyte*)"glPolygonModeNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_polygon_mode */ + +#ifdef GL_NV_present_video + +static GLboolean _glewInit_GL_NV_present_video () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVideoi64vNV = (PFNGLGETVIDEOI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoi64vNV")) == NULL) || r; + r = ((glGetVideoivNV = (PFNGLGETVIDEOIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoivNV")) == NULL) || r; + r = ((glGetVideoui64vNV = (PFNGLGETVIDEOUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoui64vNV")) == NULL) || r; + r = ((glGetVideouivNV = (PFNGLGETVIDEOUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideouivNV")) == NULL) || r; + r = ((glPresentFrameDualFillNV = (PFNGLPRESENTFRAMEDUALFILLNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameDualFillNV")) == NULL) || r; + r = ((glPresentFrameKeyedNV = (PFNGLPRESENTFRAMEKEYEDNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameKeyedNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_present_video */ + +#ifdef GL_NV_primitive_restart + +static GLboolean _glewInit_GL_NV_primitive_restart () +{ + GLboolean r = GL_FALSE; + + r = ((glPrimitiveRestartIndexNV = (PFNGLPRIMITIVERESTARTINDEXNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndexNV")) == NULL) || r; + r = ((glPrimitiveRestartNV = (PFNGLPRIMITIVERESTARTNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_primitive_restart */ + +#ifdef GL_NV_register_combiners + +static GLboolean _glewInit_GL_NV_register_combiners () +{ + GLboolean r = GL_FALSE; + + r = ((glCombinerInputNV = (PFNGLCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerInputNV")) == NULL) || r; + r = ((glCombinerOutputNV = (PFNGLCOMBINEROUTPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerOutputNV")) == NULL) || r; + r = ((glCombinerParameterfNV = (PFNGLCOMBINERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfNV")) == NULL) || r; + r = ((glCombinerParameterfvNV = (PFNGLCOMBINERPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfvNV")) == NULL) || r; + r = ((glCombinerParameteriNV = (PFNGLCOMBINERPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameteriNV")) == NULL) || r; + r = ((glCombinerParameterivNV = (PFNGLCOMBINERPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterivNV")) == NULL) || r; + r = ((glFinalCombinerInputNV = (PFNGLFINALCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glFinalCombinerInputNV")) == NULL) || r; + r = ((glGetCombinerInputParameterfvNV = (PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterfvNV")) == NULL) || r; + r = ((glGetCombinerInputParameterivNV = (PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterivNV")) == NULL) || r; + r = ((glGetCombinerOutputParameterfvNV = (PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterfvNV")) == NULL) || r; + r = ((glGetCombinerOutputParameterivNV = (PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterivNV")) == NULL) || r; + r = ((glGetFinalCombinerInputParameterfvNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterfvNV")) == NULL) || r; + r = ((glGetFinalCombinerInputParameterivNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_register_combiners */ + +#ifdef GL_NV_register_combiners2 + +static GLboolean _glewInit_GL_NV_register_combiners2 () +{ + GLboolean r = GL_FALSE; + + r = ((glCombinerStageParameterfvNV = (PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerStageParameterfvNV")) == NULL) || r; + r = ((glGetCombinerStageParameterfvNV = (PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerStageParameterfvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_register_combiners2 */ + +#ifdef GL_NV_sample_locations + +static GLboolean _glewInit_GL_NV_sample_locations () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferSampleLocationsfvNV = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvNV")) == NULL) || r; + r = ((glNamedFramebufferSampleLocationsfvNV = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_sample_locations */ + +#ifdef GL_NV_shader_buffer_load + +static GLboolean _glewInit_GL_NV_shader_buffer_load () +{ + GLboolean r = GL_FALSE; + + r = ((glGetBufferParameterui64vNV = (PFNGLGETBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterui64vNV")) == NULL) || r; + r = ((glGetIntegerui64vNV = (PFNGLGETINTEGERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64vNV")) == NULL) || r; + r = ((glGetNamedBufferParameterui64vNV = (PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterui64vNV")) == NULL) || r; + r = ((glIsBufferResidentNV = (PFNGLISBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsBufferResidentNV")) == NULL) || r; + r = ((glIsNamedBufferResidentNV = (PFNGLISNAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsNamedBufferResidentNV")) == NULL) || r; + r = ((glMakeBufferNonResidentNV = (PFNGLMAKEBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferNonResidentNV")) == NULL) || r; + r = ((glMakeBufferResidentNV = (PFNGLMAKEBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferResidentNV")) == NULL) || r; + r = ((glMakeNamedBufferNonResidentNV = (PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferNonResidentNV")) == NULL) || r; + r = ((glMakeNamedBufferResidentNV = (PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferResidentNV")) == NULL) || r; + r = ((glProgramUniformui64NV = (PFNGLPROGRAMUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64NV")) == NULL) || r; + r = ((glProgramUniformui64vNV = (PFNGLPROGRAMUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64vNV")) == NULL) || r; + r = ((glUniformui64NV = (PFNGLUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64NV")) == NULL) || r; + r = ((glUniformui64vNV = (PFNGLUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64vNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_shader_buffer_load */ + +#ifdef GL_NV_texture_array + +static GLboolean _glewInit_GL_NV_texture_array () +{ + GLboolean r = GL_FALSE; + + r = ((glCompressedTexImage3DNV = (PFNGLCOMPRESSEDTEXIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3DNV")) == NULL) || r; + r = ((glCompressedTexSubImage3DNV = (PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3DNV")) == NULL) || r; + r = ((glCopyTexSubImage3DNV = (PFNGLCOPYTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3DNV")) == NULL) || r; + r = ((glFramebufferTextureLayerNV = (PFNGLFRAMEBUFFERTEXTURELAYERNVPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerNV")) == NULL) || r; + r = ((glTexImage3DNV = (PFNGLTEXIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DNV")) == NULL) || r; + r = ((glTexSubImage3DNV = (PFNGLTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3DNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_texture_array */ + +#ifdef GL_NV_texture_barrier + +static GLboolean _glewInit_GL_NV_texture_barrier () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureBarrierNV = (PFNGLTEXTUREBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrierNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_texture_barrier */ + +#ifdef GL_NV_texture_multisample + +static GLboolean _glewInit_GL_NV_texture_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glTexImage2DMultisampleCoverageNV = (PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisampleCoverageNV")) == NULL) || r; + r = ((glTexImage3DMultisampleCoverageNV = (PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisampleCoverageNV")) == NULL) || r; + r = ((glTextureImage2DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleCoverageNV")) == NULL) || r; + r = ((glTextureImage2DMultisampleNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleNV")) == NULL) || r; + r = ((glTextureImage3DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleCoverageNV")) == NULL) || r; + r = ((glTextureImage3DMultisampleNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_texture_multisample */ + +#ifdef GL_NV_transform_feedback + +static GLboolean _glewInit_GL_NV_transform_feedback () +{ + GLboolean r = GL_FALSE; + + r = ((glActiveVaryingNV = (PFNGLACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glActiveVaryingNV")) == NULL) || r; + r = ((glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackNV")) == NULL) || r; + r = ((glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseNV")) == NULL) || r; + r = ((glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetNV")) == NULL) || r; + r = ((glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeNV")) == NULL) || r; + r = ((glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackNV")) == NULL) || r; + r = ((glGetActiveVaryingNV = (PFNGLGETACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveVaryingNV")) == NULL) || r; + r = ((glGetTransformFeedbackVaryingNV = (PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingNV")) == NULL) || r; + r = ((glGetVaryingLocationNV = (PFNGLGETVARYINGLOCATIONNVPROC)glewGetProcAddress((const GLubyte*)"glGetVaryingLocationNV")) == NULL) || r; + r = ((glTransformFeedbackAttribsNV = (PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackAttribsNV")) == NULL) || r; + r = ((glTransformFeedbackVaryingsNV = (PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_transform_feedback */ + +#ifdef GL_NV_transform_feedback2 + +static GLboolean _glewInit_GL_NV_transform_feedback2 () +{ + GLboolean r = GL_FALSE; + + r = ((glBindTransformFeedbackNV = (PFNGLBINDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedbackNV")) == NULL) || r; + r = ((glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacksNV")) == NULL) || r; + r = ((glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackNV")) == NULL) || r; + r = ((glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacksNV")) == NULL) || r; + r = ((glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedbackNV")) == NULL) || r; + r = ((glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedbackNV")) == NULL) || r; + r = ((glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedbackNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_transform_feedback2 */ + +#ifdef GL_NV_vdpau_interop + +static GLboolean _glewInit_GL_NV_vdpau_interop () +{ + GLboolean r = GL_FALSE; + + r = ((glVDPAUFiniNV = (PFNGLVDPAUFININVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUFiniNV")) == NULL) || r; + r = ((glVDPAUGetSurfaceivNV = (PFNGLVDPAUGETSURFACEIVNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUGetSurfaceivNV")) == NULL) || r; + r = ((glVDPAUInitNV = (PFNGLVDPAUINITNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUInitNV")) == NULL) || r; + r = ((glVDPAUIsSurfaceNV = (PFNGLVDPAUISSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUIsSurfaceNV")) == NULL) || r; + r = ((glVDPAUMapSurfacesNV = (PFNGLVDPAUMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUMapSurfacesNV")) == NULL) || r; + r = ((glVDPAURegisterOutputSurfaceNV = (PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterOutputSurfaceNV")) == NULL) || r; + r = ((glVDPAURegisterVideoSurfaceNV = (PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterVideoSurfaceNV")) == NULL) || r; + r = ((glVDPAUSurfaceAccessNV = (PFNGLVDPAUSURFACEACCESSNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUSurfaceAccessNV")) == NULL) || r; + r = ((glVDPAUUnmapSurfacesNV = (PFNGLVDPAUUNMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnmapSurfacesNV")) == NULL) || r; + r = ((glVDPAUUnregisterSurfaceNV = (PFNGLVDPAUUNREGISTERSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnregisterSurfaceNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_vdpau_interop */ + +#ifdef GL_NV_vertex_array_range + +static GLboolean _glewInit_GL_NV_vertex_array_range () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushVertexArrayRangeNV = (PFNGLFLUSHVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeNV")) == NULL) || r; + r = ((glVertexArrayRangeNV = (PFNGLVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_vertex_array_range */ + +#ifdef GL_NV_vertex_attrib_integer_64bit + +static GLboolean _glewInit_GL_NV_vertex_attrib_integer_64bit () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVertexAttribLi64vNV = (PFNGLGETVERTEXATTRIBLI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLi64vNV")) == NULL) || r; + r = ((glGetVertexAttribLui64vNV = (PFNGLGETVERTEXATTRIBLUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vNV")) == NULL) || r; + r = ((glVertexAttribL1i64NV = (PFNGLVERTEXATTRIBL1I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64NV")) == NULL) || r; + r = ((glVertexAttribL1i64vNV = (PFNGLVERTEXATTRIBL1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64vNV")) == NULL) || r; + r = ((glVertexAttribL1ui64NV = (PFNGLVERTEXATTRIBL1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64NV")) == NULL) || r; + r = ((glVertexAttribL1ui64vNV = (PFNGLVERTEXATTRIBL1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vNV")) == NULL) || r; + r = ((glVertexAttribL2i64NV = (PFNGLVERTEXATTRIBL2I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64NV")) == NULL) || r; + r = ((glVertexAttribL2i64vNV = (PFNGLVERTEXATTRIBL2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64vNV")) == NULL) || r; + r = ((glVertexAttribL2ui64NV = (PFNGLVERTEXATTRIBL2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64NV")) == NULL) || r; + r = ((glVertexAttribL2ui64vNV = (PFNGLVERTEXATTRIBL2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64vNV")) == NULL) || r; + r = ((glVertexAttribL3i64NV = (PFNGLVERTEXATTRIBL3I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64NV")) == NULL) || r; + r = ((glVertexAttribL3i64vNV = (PFNGLVERTEXATTRIBL3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64vNV")) == NULL) || r; + r = ((glVertexAttribL3ui64NV = (PFNGLVERTEXATTRIBL3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64NV")) == NULL) || r; + r = ((glVertexAttribL3ui64vNV = (PFNGLVERTEXATTRIBL3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64vNV")) == NULL) || r; + r = ((glVertexAttribL4i64NV = (PFNGLVERTEXATTRIBL4I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64NV")) == NULL) || r; + r = ((glVertexAttribL4i64vNV = (PFNGLVERTEXATTRIBL4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64vNV")) == NULL) || r; + r = ((glVertexAttribL4ui64NV = (PFNGLVERTEXATTRIBL4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64NV")) == NULL) || r; + r = ((glVertexAttribL4ui64vNV = (PFNGLVERTEXATTRIBL4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64vNV")) == NULL) || r; + r = ((glVertexAttribLFormatNV = (PFNGLVERTEXATTRIBLFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormatNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_vertex_attrib_integer_64bit */ + +#ifdef GL_NV_vertex_buffer_unified_memory + +static GLboolean _glewInit_GL_NV_vertex_buffer_unified_memory () +{ + GLboolean r = GL_FALSE; + + r = ((glBufferAddressRangeNV = (PFNGLBUFFERADDRESSRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBufferAddressRangeNV")) == NULL) || r; + r = ((glColorFormatNV = (PFNGLCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glColorFormatNV")) == NULL) || r; + r = ((glEdgeFlagFormatNV = (PFNGLEDGEFLAGFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagFormatNV")) == NULL) || r; + r = ((glFogCoordFormatNV = (PFNGLFOGCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordFormatNV")) == NULL) || r; + r = ((glGetIntegerui64i_vNV = (PFNGLGETINTEGERUI64I_VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64i_vNV")) == NULL) || r; + r = ((glIndexFormatNV = (PFNGLINDEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glIndexFormatNV")) == NULL) || r; + r = ((glNormalFormatNV = (PFNGLNORMALFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glNormalFormatNV")) == NULL) || r; + r = ((glSecondaryColorFormatNV = (PFNGLSECONDARYCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorFormatNV")) == NULL) || r; + r = ((glTexCoordFormatNV = (PFNGLTEXCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordFormatNV")) == NULL) || r; + r = ((glVertexAttribFormatNV = (PFNGLVERTEXATTRIBFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormatNV")) == NULL) || r; + r = ((glVertexAttribIFormatNV = (PFNGLVERTEXATTRIBIFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormatNV")) == NULL) || r; + r = ((glVertexFormatNV = (PFNGLVERTEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexFormatNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_vertex_buffer_unified_memory */ + +#ifdef GL_NV_vertex_program + +static GLboolean _glewInit_GL_NV_vertex_program () +{ + GLboolean r = GL_FALSE; + + r = ((glAreProgramsResidentNV = (PFNGLAREPROGRAMSRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glAreProgramsResidentNV")) == NULL) || r; + r = ((glBindProgramNV = (PFNGLBINDPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glBindProgramNV")) == NULL) || r; + r = ((glDeleteProgramsNV = (PFNGLDELETEPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsNV")) == NULL) || r; + r = ((glExecuteProgramNV = (PFNGLEXECUTEPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glExecuteProgramNV")) == NULL) || r; + r = ((glGenProgramsNV = (PFNGLGENPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsNV")) == NULL) || r; + r = ((glGetProgramParameterdvNV = (PFNGLGETPROGRAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterdvNV")) == NULL) || r; + r = ((glGetProgramParameterfvNV = (PFNGLGETPROGRAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterfvNV")) == NULL) || r; + r = ((glGetProgramStringNV = (PFNGLGETPROGRAMSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringNV")) == NULL) || r; + r = ((glGetProgramivNV = (PFNGLGETPROGRAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivNV")) == NULL) || r; + r = ((glGetTrackMatrixivNV = (PFNGLGETTRACKMATRIXIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetTrackMatrixivNV")) == NULL) || r; + r = ((glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervNV")) == NULL) || r; + r = ((glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvNV")) == NULL) || r; + r = ((glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvNV")) == NULL) || r; + r = ((glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivNV")) == NULL) || r; + r = ((glIsProgramNV = (PFNGLISPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glIsProgramNV")) == NULL) || r; + r = ((glLoadProgramNV = (PFNGLLOADPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glLoadProgramNV")) == NULL) || r; + r = ((glProgramParameter4dNV = (PFNGLPROGRAMPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dNV")) == NULL) || r; + r = ((glProgramParameter4dvNV = (PFNGLPROGRAMPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dvNV")) == NULL) || r; + r = ((glProgramParameter4fNV = (PFNGLPROGRAMPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fNV")) == NULL) || r; + r = ((glProgramParameter4fvNV = (PFNGLPROGRAMPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fvNV")) == NULL) || r; + r = ((glProgramParameters4dvNV = (PFNGLPROGRAMPARAMETERS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4dvNV")) == NULL) || r; + r = ((glProgramParameters4fvNV = (PFNGLPROGRAMPARAMETERS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4fvNV")) == NULL) || r; + r = ((glRequestResidentProgramsNV = (PFNGLREQUESTRESIDENTPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glRequestResidentProgramsNV")) == NULL) || r; + r = ((glTrackMatrixNV = (PFNGLTRACKMATRIXNVPROC)glewGetProcAddress((const GLubyte*)"glTrackMatrixNV")) == NULL) || r; + r = ((glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dNV")) == NULL) || r; + r = ((glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvNV")) == NULL) || r; + r = ((glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fNV")) == NULL) || r; + r = ((glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvNV")) == NULL) || r; + r = ((glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sNV")) == NULL) || r; + r = ((glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svNV")) == NULL) || r; + r = ((glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dNV")) == NULL) || r; + r = ((glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvNV")) == NULL) || r; + r = ((glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fNV")) == NULL) || r; + r = ((glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvNV")) == NULL) || r; + r = ((glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sNV")) == NULL) || r; + r = ((glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svNV")) == NULL) || r; + r = ((glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dNV")) == NULL) || r; + r = ((glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvNV")) == NULL) || r; + r = ((glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fNV")) == NULL) || r; + r = ((glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvNV")) == NULL) || r; + r = ((glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sNV")) == NULL) || r; + r = ((glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svNV")) == NULL) || r; + r = ((glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dNV")) == NULL) || r; + r = ((glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvNV")) == NULL) || r; + r = ((glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fNV")) == NULL) || r; + r = ((glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvNV")) == NULL) || r; + r = ((glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sNV")) == NULL) || r; + r = ((glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svNV")) == NULL) || r; + r = ((glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubNV")) == NULL) || r; + r = ((glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvNV")) == NULL) || r; + r = ((glVertexAttribPointerNV = (PFNGLVERTEXATTRIBPOINTERNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerNV")) == NULL) || r; + r = ((glVertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1dvNV")) == NULL) || r; + r = ((glVertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1fvNV")) == NULL) || r; + r = ((glVertexAttribs1svNV = (PFNGLVERTEXATTRIBS1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1svNV")) == NULL) || r; + r = ((glVertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2dvNV")) == NULL) || r; + r = ((glVertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2fvNV")) == NULL) || r; + r = ((glVertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2svNV")) == NULL) || r; + r = ((glVertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3dvNV")) == NULL) || r; + r = ((glVertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3fvNV")) == NULL) || r; + r = ((glVertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3svNV")) == NULL) || r; + r = ((glVertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4dvNV")) == NULL) || r; + r = ((glVertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4fvNV")) == NULL) || r; + r = ((glVertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4svNV")) == NULL) || r; + r = ((glVertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4ubvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_vertex_program */ + +#ifdef GL_NV_video_capture + +static GLboolean _glewInit_GL_NV_video_capture () +{ + GLboolean r = GL_FALSE; + + r = ((glBeginVideoCaptureNV = (PFNGLBEGINVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glBeginVideoCaptureNV")) == NULL) || r; + r = ((glBindVideoCaptureStreamBufferNV = (PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamBufferNV")) == NULL) || r; + r = ((glBindVideoCaptureStreamTextureNV = (PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamTextureNV")) == NULL) || r; + r = ((glEndVideoCaptureNV = (PFNGLENDVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glEndVideoCaptureNV")) == NULL) || r; + r = ((glGetVideoCaptureStreamdvNV = (PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamdvNV")) == NULL) || r; + r = ((glGetVideoCaptureStreamfvNV = (PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamfvNV")) == NULL) || r; + r = ((glGetVideoCaptureStreamivNV = (PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamivNV")) == NULL) || r; + r = ((glGetVideoCaptureivNV = (PFNGLGETVIDEOCAPTUREIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureivNV")) == NULL) || r; + r = ((glVideoCaptureNV = (PFNGLVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureNV")) == NULL) || r; + r = ((glVideoCaptureStreamParameterdvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterdvNV")) == NULL) || r; + r = ((glVideoCaptureStreamParameterfvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterfvNV")) == NULL) || r; + r = ((glVideoCaptureStreamParameterivNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterivNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_video_capture */ + +#ifdef GL_NV_viewport_array + +static GLboolean _glewInit_GL_NV_viewport_array () +{ + GLboolean r = GL_FALSE; + + r = ((glDepthRangeArrayfvNV = (PFNGLDEPTHRANGEARRAYFVNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeArrayfvNV")) == NULL) || r; + r = ((glDepthRangeIndexedfNV = (PFNGLDEPTHRANGEINDEXEDFNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeIndexedfNV")) == NULL) || r; + r = ((glDisableiNV = (PFNGLDISABLEINVPROC)glewGetProcAddress((const GLubyte*)"glDisableiNV")) == NULL) || r; + r = ((glEnableiNV = (PFNGLENABLEINVPROC)glewGetProcAddress((const GLubyte*)"glEnableiNV")) == NULL) || r; + r = ((glGetFloati_vNV = (PFNGLGETFLOATI_VNVPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_vNV")) == NULL) || r; + r = ((glIsEnablediNV = (PFNGLISENABLEDINVPROC)glewGetProcAddress((const GLubyte*)"glIsEnablediNV")) == NULL) || r; + r = ((glScissorArrayvNV = (PFNGLSCISSORARRAYVNVPROC)glewGetProcAddress((const GLubyte*)"glScissorArrayvNV")) == NULL) || r; + r = ((glScissorIndexedNV = (PFNGLSCISSORINDEXEDNVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedNV")) == NULL) || r; + r = ((glScissorIndexedvNV = (PFNGLSCISSORINDEXEDVNVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedvNV")) == NULL) || r; + r = ((glViewportArrayvNV = (PFNGLVIEWPORTARRAYVNVPROC)glewGetProcAddress((const GLubyte*)"glViewportArrayvNV")) == NULL) || r; + r = ((glViewportIndexedfNV = (PFNGLVIEWPORTINDEXEDFNVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfNV")) == NULL) || r; + r = ((glViewportIndexedfvNV = (PFNGLVIEWPORTINDEXEDFVNVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfvNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_viewport_array */ + +#ifdef GL_NV_viewport_swizzle + +static GLboolean _glewInit_GL_NV_viewport_swizzle () +{ + GLboolean r = GL_FALSE; + + r = ((glViewportSwizzleNV = (PFNGLVIEWPORTSWIZZLENVPROC)glewGetProcAddress((const GLubyte*)"glViewportSwizzleNV")) == NULL) || r; + + return r; +} + +#endif /* GL_NV_viewport_swizzle */ + +#ifdef GL_OVR_multiview + +static GLboolean _glewInit_GL_OVR_multiview () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureMultiviewOVR")) == NULL) || r; + + return r; +} + +#endif /* GL_OVR_multiview */ + +#ifdef GL_OVR_multiview_multisampled_render_to_texture + +static GLboolean _glewInit_GL_OVR_multiview_multisampled_render_to_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureMultisampleMultiviewOVR")) == NULL) || r; + + return r; +} + +#endif /* GL_OVR_multiview_multisampled_render_to_texture */ + +#ifdef GL_QCOM_alpha_test + +static GLboolean _glewInit_GL_QCOM_alpha_test () +{ + GLboolean r = GL_FALSE; + + r = ((glAlphaFuncQCOM = (PFNGLALPHAFUNCQCOMPROC)glewGetProcAddress((const GLubyte*)"glAlphaFuncQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_alpha_test */ + +#ifdef GL_QCOM_driver_control + +static GLboolean _glewInit_GL_QCOM_driver_control () +{ + GLboolean r = GL_FALSE; + + r = ((glDisableDriverControlQCOM = (PFNGLDISABLEDRIVERCONTROLQCOMPROC)glewGetProcAddress((const GLubyte*)"glDisableDriverControlQCOM")) == NULL) || r; + r = ((glEnableDriverControlQCOM = (PFNGLENABLEDRIVERCONTROLQCOMPROC)glewGetProcAddress((const GLubyte*)"glEnableDriverControlQCOM")) == NULL) || r; + r = ((glGetDriverControlStringQCOM = (PFNGLGETDRIVERCONTROLSTRINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glGetDriverControlStringQCOM")) == NULL) || r; + r = ((glGetDriverControlsQCOM = (PFNGLGETDRIVERCONTROLSQCOMPROC)glewGetProcAddress((const GLubyte*)"glGetDriverControlsQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_driver_control */ + +#ifdef GL_QCOM_extended_get + +static GLboolean _glewInit_GL_QCOM_extended_get () +{ + GLboolean r = GL_FALSE; + + r = ((glExtGetBufferPointervQCOM = (PFNGLEXTGETBUFFERPOINTERVQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetBufferPointervQCOM")) == NULL) || r; + r = ((glExtGetBuffersQCOM = (PFNGLEXTGETBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetBuffersQCOM")) == NULL) || r; + r = ((glExtGetFramebuffersQCOM = (PFNGLEXTGETFRAMEBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetFramebuffersQCOM")) == NULL) || r; + r = ((glExtGetRenderbuffersQCOM = (PFNGLEXTGETRENDERBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetRenderbuffersQCOM")) == NULL) || r; + r = ((glExtGetTexLevelParameterivQCOM = (PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexLevelParameterivQCOM")) == NULL) || r; + r = ((glExtGetTexSubImageQCOM = (PFNGLEXTGETTEXSUBIMAGEQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexSubImageQCOM")) == NULL) || r; + r = ((glExtGetTexturesQCOM = (PFNGLEXTGETTEXTURESQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexturesQCOM")) == NULL) || r; + r = ((glExtTexObjectStateOverrideiQCOM = (PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtTexObjectStateOverrideiQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_extended_get */ + +#ifdef GL_QCOM_extended_get2 + +static GLboolean _glewInit_GL_QCOM_extended_get2 () +{ + GLboolean r = GL_FALSE; + + r = ((glExtGetProgramBinarySourceQCOM = (PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetProgramBinarySourceQCOM")) == NULL) || r; + r = ((glExtGetProgramsQCOM = (PFNGLEXTGETPROGRAMSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetProgramsQCOM")) == NULL) || r; + r = ((glExtGetShadersQCOM = (PFNGLEXTGETSHADERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetShadersQCOM")) == NULL) || r; + r = ((glExtIsProgramBinaryQCOM = (PFNGLEXTISPROGRAMBINARYQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtIsProgramBinaryQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_extended_get2 */ + +#ifdef GL_QCOM_framebuffer_foveated + +static GLboolean _glewInit_GL_QCOM_framebuffer_foveated () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferFoveationConfigQCOM = (PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFoveationConfigQCOM")) == NULL) || r; + r = ((glFramebufferFoveationParametersQCOM = (PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFoveationParametersQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_framebuffer_foveated */ + +#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent + +static GLboolean _glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent () +{ + GLboolean r = GL_FALSE; + + r = ((glFramebufferFetchBarrierQCOM = (PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFetchBarrierQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ + +#ifdef GL_QCOM_tiled_rendering + +static GLboolean _glewInit_GL_QCOM_tiled_rendering () +{ + GLboolean r = GL_FALSE; + + r = ((glEndTilingQCOM = (PFNGLENDTILINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glEndTilingQCOM")) == NULL) || r; + r = ((glStartTilingQCOM = (PFNGLSTARTTILINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glStartTilingQCOM")) == NULL) || r; + + return r; +} + +#endif /* GL_QCOM_tiled_rendering */ + +#ifdef GL_REGAL_ES1_0_compatibility + +static GLboolean _glewInit_GL_REGAL_ES1_0_compatibility () +{ + GLboolean r = GL_FALSE; + + r = ((glAlphaFuncx = (PFNGLALPHAFUNCXPROC)glewGetProcAddress((const GLubyte*)"glAlphaFuncx")) == NULL) || r; + r = ((glClearColorx = (PFNGLCLEARCOLORXPROC)glewGetProcAddress((const GLubyte*)"glClearColorx")) == NULL) || r; + r = ((glClearDepthx = (PFNGLCLEARDEPTHXPROC)glewGetProcAddress((const GLubyte*)"glClearDepthx")) == NULL) || r; + r = ((glColor4x = (PFNGLCOLOR4XPROC)glewGetProcAddress((const GLubyte*)"glColor4x")) == NULL) || r; + r = ((glDepthRangex = (PFNGLDEPTHRANGEXPROC)glewGetProcAddress((const GLubyte*)"glDepthRangex")) == NULL) || r; + r = ((glFogx = (PFNGLFOGXPROC)glewGetProcAddress((const GLubyte*)"glFogx")) == NULL) || r; + r = ((glFogxv = (PFNGLFOGXVPROC)glewGetProcAddress((const GLubyte*)"glFogxv")) == NULL) || r; + r = ((glFrustumf = (PFNGLFRUSTUMFPROC)glewGetProcAddress((const GLubyte*)"glFrustumf")) == NULL) || r; + r = ((glFrustumx = (PFNGLFRUSTUMXPROC)glewGetProcAddress((const GLubyte*)"glFrustumx")) == NULL) || r; + r = ((glLightModelx = (PFNGLLIGHTMODELXPROC)glewGetProcAddress((const GLubyte*)"glLightModelx")) == NULL) || r; + r = ((glLightModelxv = (PFNGLLIGHTMODELXVPROC)glewGetProcAddress((const GLubyte*)"glLightModelxv")) == NULL) || r; + r = ((glLightx = (PFNGLLIGHTXPROC)glewGetProcAddress((const GLubyte*)"glLightx")) == NULL) || r; + r = ((glLightxv = (PFNGLLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glLightxv")) == NULL) || r; + r = ((glLineWidthx = (PFNGLLINEWIDTHXPROC)glewGetProcAddress((const GLubyte*)"glLineWidthx")) == NULL) || r; + r = ((glLoadMatrixx = (PFNGLLOADMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glLoadMatrixx")) == NULL) || r; + r = ((glMaterialx = (PFNGLMATERIALXPROC)glewGetProcAddress((const GLubyte*)"glMaterialx")) == NULL) || r; + r = ((glMaterialxv = (PFNGLMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glMaterialxv")) == NULL) || r; + r = ((glMultMatrixx = (PFNGLMULTMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glMultMatrixx")) == NULL) || r; + r = ((glMultiTexCoord4x = (PFNGLMULTITEXCOORD4XPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4x")) == NULL) || r; + r = ((glNormal3x = (PFNGLNORMAL3XPROC)glewGetProcAddress((const GLubyte*)"glNormal3x")) == NULL) || r; + r = ((glOrthof = (PFNGLORTHOFPROC)glewGetProcAddress((const GLubyte*)"glOrthof")) == NULL) || r; + r = ((glOrthox = (PFNGLORTHOXPROC)glewGetProcAddress((const GLubyte*)"glOrthox")) == NULL) || r; + r = ((glPointSizex = (PFNGLPOINTSIZEXPROC)glewGetProcAddress((const GLubyte*)"glPointSizex")) == NULL) || r; + r = ((glPolygonOffsetx = (PFNGLPOLYGONOFFSETXPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetx")) == NULL) || r; + r = ((glRotatex = (PFNGLROTATEXPROC)glewGetProcAddress((const GLubyte*)"glRotatex")) == NULL) || r; + r = ((glSampleCoveragex = (PFNGLSAMPLECOVERAGEXPROC)glewGetProcAddress((const GLubyte*)"glSampleCoveragex")) == NULL) || r; + r = ((glScalex = (PFNGLSCALEXPROC)glewGetProcAddress((const GLubyte*)"glScalex")) == NULL) || r; + r = ((glTexEnvx = (PFNGLTEXENVXPROC)glewGetProcAddress((const GLubyte*)"glTexEnvx")) == NULL) || r; + r = ((glTexEnvxv = (PFNGLTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glTexEnvxv")) == NULL) || r; + r = ((glTexParameterx = (PFNGLTEXPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glTexParameterx")) == NULL) || r; + r = ((glTranslatex = (PFNGLTRANSLATEXPROC)glewGetProcAddress((const GLubyte*)"glTranslatex")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_ES1_0_compatibility */ + +#ifdef GL_REGAL_ES1_1_compatibility + +static GLboolean _glewInit_GL_REGAL_ES1_1_compatibility () +{ + GLboolean r = GL_FALSE; + + r = ((glClipPlanef = (PFNGLCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glClipPlanef")) == NULL) || r; + r = ((glClipPlanex = (PFNGLCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glClipPlanex")) == NULL) || r; + r = ((glGetClipPlanef = (PFNGLGETCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanef")) == NULL) || r; + r = ((glGetClipPlanex = (PFNGLGETCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanex")) == NULL) || r; + r = ((glGetFixedv = (PFNGLGETFIXEDVPROC)glewGetProcAddress((const GLubyte*)"glGetFixedv")) == NULL) || r; + r = ((glGetLightxv = (PFNGLGETLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glGetLightxv")) == NULL) || r; + r = ((glGetMaterialxv = (PFNGLGETMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glGetMaterialxv")) == NULL) || r; + r = ((glGetTexEnvxv = (PFNGLGETTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexEnvxv")) == NULL) || r; + r = ((glGetTexParameterxv = (PFNGLGETTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterxv")) == NULL) || r; + r = ((glPointParameterx = (PFNGLPOINTPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glPointParameterx")) == NULL) || r; + r = ((glPointParameterxv = (PFNGLPOINTPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterxv")) == NULL) || r; + r = ((glPointSizePointerOES = (PFNGLPOINTSIZEPOINTEROESPROC)glewGetProcAddress((const GLubyte*)"glPointSizePointerOES")) == NULL) || r; + r = ((glTexParameterxv = (PFNGLTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterxv")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_ES1_1_compatibility */ + +#ifdef GL_REGAL_error_string + +static GLboolean _glewInit_GL_REGAL_error_string () +{ + GLboolean r = GL_FALSE; + + r = ((glErrorStringREGAL = (PFNGLERRORSTRINGREGALPROC)glewGetProcAddress((const GLubyte*)"glErrorStringREGAL")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_error_string */ + +#ifdef GL_REGAL_extension_query + +static GLboolean _glewInit_GL_REGAL_extension_query () +{ + GLboolean r = GL_FALSE; + + r = ((glGetExtensionREGAL = (PFNGLGETEXTENSIONREGALPROC)glewGetProcAddress((const GLubyte*)"glGetExtensionREGAL")) == NULL) || r; + r = ((glIsSupportedREGAL = (PFNGLISSUPPORTEDREGALPROC)glewGetProcAddress((const GLubyte*)"glIsSupportedREGAL")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_extension_query */ + +#ifdef GL_REGAL_log + +static GLboolean _glewInit_GL_REGAL_log () +{ + GLboolean r = GL_FALSE; + + r = ((glLogMessageCallbackREGAL = (PFNGLLOGMESSAGECALLBACKREGALPROC)glewGetProcAddress((const GLubyte*)"glLogMessageCallbackREGAL")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_log */ + +#ifdef GL_REGAL_proc_address + +static GLboolean _glewInit_GL_REGAL_proc_address () +{ + GLboolean r = GL_FALSE; + + r = ((glGetProcAddressREGAL = (PFNGLGETPROCADDRESSREGALPROC)glewGetProcAddress((const GLubyte*)"glGetProcAddressREGAL")) == NULL) || r; + + return r; +} + +#endif /* GL_REGAL_proc_address */ + +#ifdef GL_SGIS_detail_texture + +static GLboolean _glewInit_GL_SGIS_detail_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glDetailTexFuncSGIS = (PFNGLDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glDetailTexFuncSGIS")) == NULL) || r; + r = ((glGetDetailTexFuncSGIS = (PFNGLGETDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetDetailTexFuncSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_detail_texture */ + +#ifdef GL_SGIS_fog_function + +static GLboolean _glewInit_GL_SGIS_fog_function () +{ + GLboolean r = GL_FALSE; + + r = ((glFogFuncSGIS = (PFNGLFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glFogFuncSGIS")) == NULL) || r; + r = ((glGetFogFuncSGIS = (PFNGLGETFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetFogFuncSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_fog_function */ + +#ifdef GL_SGIS_multisample + +static GLboolean _glewInit_GL_SGIS_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskSGIS")) == NULL) || r; + r = ((glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_multisample */ + +#ifdef GL_SGIS_multitexture + +static GLboolean _glewInit_GL_SGIS_multitexture () +{ + GLboolean r = GL_FALSE; + + r = ((glInterleavedTextureCoordSetsSGIS = (PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC)glewGetProcAddress((const GLubyte*)"glInterleavedTextureCoordSetsSGIS")) == NULL) || r; + r = ((glSelectTextureCoordSetSGIS = (PFNGLSELECTTEXTURECOORDSETSGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureCoordSetSGIS")) == NULL) || r; + r = ((glSelectTextureSGIS = (PFNGLSELECTTEXTURESGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureSGIS")) == NULL) || r; + r = ((glSelectTextureTransformSGIS = (PFNGLSELECTTEXTURETRANSFORMSGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureTransformSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_multitexture */ + +#ifdef GL_SGIS_shared_multisample + +static GLboolean _glewInit_GL_SGIS_shared_multisample () +{ + GLboolean r = GL_FALSE; + + r = ((glMultisampleSubRectPosSGIS = (PFNGLMULTISAMPLESUBRECTPOSSGISPROC)glewGetProcAddress((const GLubyte*)"glMultisampleSubRectPosSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_shared_multisample */ + +#ifdef GL_SGIS_sharpen_texture + +static GLboolean _glewInit_GL_SGIS_sharpen_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glGetSharpenTexFuncSGIS = (PFNGLGETSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetSharpenTexFuncSGIS")) == NULL) || r; + r = ((glSharpenTexFuncSGIS = (PFNGLSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glSharpenTexFuncSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_sharpen_texture */ + +#ifdef GL_SGIS_texture4D + +static GLboolean _glewInit_GL_SGIS_texture4D () +{ + GLboolean r = GL_FALSE; + + r = ((glTexImage4DSGIS = (PFNGLTEXIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexImage4DSGIS")) == NULL) || r; + r = ((glTexSubImage4DSGIS = (PFNGLTEXSUBIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage4DSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_texture4D */ + +#ifdef GL_SGIS_texture_filter4 + +static GLboolean _glewInit_GL_SGIS_texture_filter4 () +{ + GLboolean r = GL_FALSE; + + r = ((glGetTexFilterFuncSGIS = (PFNGLGETTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetTexFilterFuncSGIS")) == NULL) || r; + r = ((glTexFilterFuncSGIS = (PFNGLTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glTexFilterFuncSGIS")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIS_texture_filter4 */ + +#ifdef GL_SGIX_async + +static GLboolean _glewInit_GL_SGIX_async () +{ + GLboolean r = GL_FALSE; + + r = ((glAsyncMarkerSGIX = (PFNGLASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glAsyncMarkerSGIX")) == NULL) || r; + r = ((glDeleteAsyncMarkersSGIX = (PFNGLDELETEASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteAsyncMarkersSGIX")) == NULL) || r; + r = ((glFinishAsyncSGIX = (PFNGLFINISHASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glFinishAsyncSGIX")) == NULL) || r; + r = ((glGenAsyncMarkersSGIX = (PFNGLGENASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenAsyncMarkersSGIX")) == NULL) || r; + r = ((glIsAsyncMarkerSGIX = (PFNGLISASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsAsyncMarkerSGIX")) == NULL) || r; + r = ((glPollAsyncSGIX = (PFNGLPOLLASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glPollAsyncSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_async */ + +#ifdef GL_SGIX_datapipe + +static GLboolean _glewInit_GL_SGIX_datapipe () +{ + GLboolean r = GL_FALSE; + + r = ((glAddressSpace = (PFNGLADDRESSSPACEPROC)glewGetProcAddress((const GLubyte*)"glAddressSpace")) == NULL) || r; + r = ((glDataPipe = (PFNGLDATAPIPEPROC)glewGetProcAddress((const GLubyte*)"glDataPipe")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_datapipe */ + +#ifdef GL_SGIX_flush_raster + +static GLboolean _glewInit_GL_SGIX_flush_raster () +{ + GLboolean r = GL_FALSE; + + r = ((glFlushRasterSGIX = (PFNGLFLUSHRASTERSGIXPROC)glewGetProcAddress((const GLubyte*)"glFlushRasterSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_flush_raster */ + +#ifdef GL_SGIX_fog_layers + +static GLboolean _glewInit_GL_SGIX_fog_layers () +{ + GLboolean r = GL_FALSE; + + r = ((glFogLayersSGIX = (PFNGLFOGLAYERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glFogLayersSGIX")) == NULL) || r; + r = ((glGetFogLayersSGIX = (PFNGLGETFOGLAYERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFogLayersSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_fog_layers */ + +#ifdef GL_SGIX_fog_texture + +static GLboolean _glewInit_GL_SGIX_fog_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glTextureFogSGIX = (PFNGLTEXTUREFOGSGIXPROC)glewGetProcAddress((const GLubyte*)"glTextureFogSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_fog_texture */ + +#ifdef GL_SGIX_fragment_specular_lighting + +static GLboolean _glewInit_GL_SGIX_fragment_specular_lighting () +{ + GLboolean r = GL_FALSE; + + r = ((glFragmentColorMaterialSGIX = (PFNGLFRAGMENTCOLORMATERIALSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialSGIX")) == NULL) || r; + r = ((glFragmentLightModelfSGIX = (PFNGLFRAGMENTLIGHTMODELFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfSGIX")) == NULL) || r; + r = ((glFragmentLightModelfvSGIX = (PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvSGIX")) == NULL) || r; + r = ((glFragmentLightModeliSGIX = (PFNGLFRAGMENTLIGHTMODELISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliSGIX")) == NULL) || r; + r = ((glFragmentLightModelivSGIX = (PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivSGIX")) == NULL) || r; + r = ((glFragmentLightfSGIX = (PFNGLFRAGMENTLIGHTFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfSGIX")) == NULL) || r; + r = ((glFragmentLightfvSGIX = (PFNGLFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvSGIX")) == NULL) || r; + r = ((glFragmentLightiSGIX = (PFNGLFRAGMENTLIGHTISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiSGIX")) == NULL) || r; + r = ((glFragmentLightivSGIX = (PFNGLFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivSGIX")) == NULL) || r; + r = ((glFragmentMaterialfSGIX = (PFNGLFRAGMENTMATERIALFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfSGIX")) == NULL) || r; + r = ((glFragmentMaterialfvSGIX = (PFNGLFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvSGIX")) == NULL) || r; + r = ((glFragmentMaterialiSGIX = (PFNGLFRAGMENTMATERIALISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiSGIX")) == NULL) || r; + r = ((glFragmentMaterialivSGIX = (PFNGLFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivSGIX")) == NULL) || r; + r = ((glGetFragmentLightfvSGIX = (PFNGLGETFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvSGIX")) == NULL) || r; + r = ((glGetFragmentLightivSGIX = (PFNGLGETFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivSGIX")) == NULL) || r; + r = ((glGetFragmentMaterialfvSGIX = (PFNGLGETFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvSGIX")) == NULL) || r; + r = ((glGetFragmentMaterialivSGIX = (PFNGLGETFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_fragment_specular_lighting */ + +#ifdef GL_SGIX_framezoom + +static GLboolean _glewInit_GL_SGIX_framezoom () +{ + GLboolean r = GL_FALSE; + + r = ((glFrameZoomSGIX = (PFNGLFRAMEZOOMSGIXPROC)glewGetProcAddress((const GLubyte*)"glFrameZoomSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_framezoom */ + +#ifdef GL_SGIX_igloo_interface + +static GLboolean _glewInit_GL_SGIX_igloo_interface () +{ + GLboolean r = GL_FALSE; + + r = ((glIglooInterfaceSGIX = (PFNGLIGLOOINTERFACESGIXPROC)glewGetProcAddress((const GLubyte*)"glIglooInterfaceSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_igloo_interface */ + +#ifdef GL_SGIX_mpeg1 + +static GLboolean _glewInit_GL_SGIX_mpeg1 () +{ + GLboolean r = GL_FALSE; + + r = ((glAllocMPEGPredictorsSGIX = (PFNGLALLOCMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glAllocMPEGPredictorsSGIX")) == NULL) || r; + r = ((glDeleteMPEGPredictorsSGIX = (PFNGLDELETEMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteMPEGPredictorsSGIX")) == NULL) || r; + r = ((glGenMPEGPredictorsSGIX = (PFNGLGENMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenMPEGPredictorsSGIX")) == NULL) || r; + r = ((glGetMPEGParameterfvSGIX = (PFNGLGETMPEGPARAMETERFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGParameterfvSGIX")) == NULL) || r; + r = ((glGetMPEGParameterivSGIX = (PFNGLGETMPEGPARAMETERIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGParameterivSGIX")) == NULL) || r; + r = ((glGetMPEGPredictorSGIX = (PFNGLGETMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGPredictorSGIX")) == NULL) || r; + r = ((glGetMPEGQuantTableubv = (PFNGLGETMPEGQUANTTABLEUBVPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGQuantTableubv")) == NULL) || r; + r = ((glIsMPEGPredictorSGIX = (PFNGLISMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsMPEGPredictorSGIX")) == NULL) || r; + r = ((glMPEGPredictorSGIX = (PFNGLMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glMPEGPredictorSGIX")) == NULL) || r; + r = ((glMPEGQuantTableubv = (PFNGLMPEGQUANTTABLEUBVPROC)glewGetProcAddress((const GLubyte*)"glMPEGQuantTableubv")) == NULL) || r; + r = ((glSwapMPEGPredictorsSGIX = (PFNGLSWAPMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glSwapMPEGPredictorsSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_mpeg1 */ + +#ifdef GL_SGIX_nonlinear_lighting_pervertex + +static GLboolean _glewInit_GL_SGIX_nonlinear_lighting_pervertex () +{ + GLboolean r = GL_FALSE; + + r = ((glGetNonlinLightfvSGIX = (PFNGLGETNONLINLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetNonlinLightfvSGIX")) == NULL) || r; + r = ((glGetNonlinMaterialfvSGIX = (PFNGLGETNONLINMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetNonlinMaterialfvSGIX")) == NULL) || r; + r = ((glNonlinLightfvSGIX = (PFNGLNONLINLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glNonlinLightfvSGIX")) == NULL) || r; + r = ((glNonlinMaterialfvSGIX = (PFNGLNONLINMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glNonlinMaterialfvSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_nonlinear_lighting_pervertex */ + +#ifdef GL_SGIX_pixel_texture + +static GLboolean _glewInit_GL_SGIX_pixel_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glPixelTexGenSGIX = (PFNGLPIXELTEXGENSGIXPROC)glewGetProcAddress((const GLubyte*)"glPixelTexGenSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_pixel_texture */ + +#ifdef GL_SGIX_polynomial_ffd + +static GLboolean _glewInit_GL_SGIX_polynomial_ffd () +{ + GLboolean r = GL_FALSE; + + r = ((glDeformSGIX = (PFNGLDEFORMSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeformSGIX")) == NULL) || r; + r = ((glLoadIdentityDeformationMapSGIX = (PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC)glewGetProcAddress((const GLubyte*)"glLoadIdentityDeformationMapSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_polynomial_ffd */ + +#ifdef GL_SGIX_quad_mesh + +static GLboolean _glewInit_GL_SGIX_quad_mesh () +{ + GLboolean r = GL_FALSE; + + r = ((glMeshBreadthSGIX = (PFNGLMESHBREADTHSGIXPROC)glewGetProcAddress((const GLubyte*)"glMeshBreadthSGIX")) == NULL) || r; + r = ((glMeshStrideSGIX = (PFNGLMESHSTRIDESGIXPROC)glewGetProcAddress((const GLubyte*)"glMeshStrideSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_quad_mesh */ + +#ifdef GL_SGIX_reference_plane + +static GLboolean _glewInit_GL_SGIX_reference_plane () +{ + GLboolean r = GL_FALSE; + + r = ((glReferencePlaneSGIX = (PFNGLREFERENCEPLANESGIXPROC)glewGetProcAddress((const GLubyte*)"glReferencePlaneSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_reference_plane */ + +#ifdef GL_SGIX_sprite + +static GLboolean _glewInit_GL_SGIX_sprite () +{ + GLboolean r = GL_FALSE; + + r = ((glSpriteParameterfSGIX = (PFNGLSPRITEPARAMETERFSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfSGIX")) == NULL) || r; + r = ((glSpriteParameterfvSGIX = (PFNGLSPRITEPARAMETERFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfvSGIX")) == NULL) || r; + r = ((glSpriteParameteriSGIX = (PFNGLSPRITEPARAMETERISGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameteriSGIX")) == NULL) || r; + r = ((glSpriteParameterivSGIX = (PFNGLSPRITEPARAMETERIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterivSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_sprite */ + +#ifdef GL_SGIX_tag_sample_buffer + +static GLboolean _glewInit_GL_SGIX_tag_sample_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glTagSampleBufferSGIX = (PFNGLTAGSAMPLEBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glTagSampleBufferSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_tag_sample_buffer */ + +#ifdef GL_SGIX_vector_ops + +static GLboolean _glewInit_GL_SGIX_vector_ops () +{ + GLboolean r = GL_FALSE; + + r = ((glGetVectorOperationSGIX = (PFNGLGETVECTOROPERATIONSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetVectorOperationSGIX")) == NULL) || r; + r = ((glVectorOperationSGIX = (PFNGLVECTOROPERATIONSGIXPROC)glewGetProcAddress((const GLubyte*)"glVectorOperationSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_vector_ops */ + +#ifdef GL_SGIX_vertex_array_object + +static GLboolean _glewInit_GL_SGIX_vertex_array_object () +{ + GLboolean r = GL_FALSE; + + r = ((glAreVertexArraysResidentSGIX = (PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glAreVertexArraysResidentSGIX")) == NULL) || r; + r = ((glBindVertexArraySGIX = (PFNGLBINDVERTEXARRAYSGIXPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArraySGIX")) == NULL) || r; + r = ((glDeleteVertexArraysSGIX = (PFNGLDELETEVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArraysSGIX")) == NULL) || r; + r = ((glGenVertexArraysSGIX = (PFNGLGENVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArraysSGIX")) == NULL) || r; + r = ((glIsVertexArraySGIX = (PFNGLISVERTEXARRAYSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArraySGIX")) == NULL) || r; + r = ((glPrioritizeVertexArraysSGIX = (PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glPrioritizeVertexArraysSGIX")) == NULL) || r; + + return r; +} + +#endif /* GL_SGIX_vertex_array_object */ + +#ifdef GL_SGI_color_table + +static GLboolean _glewInit_GL_SGI_color_table () +{ + GLboolean r = GL_FALSE; + + r = ((glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfvSGI")) == NULL) || r; + r = ((glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterivSGI")) == NULL) || r; + r = ((glColorTableSGI = (PFNGLCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableSGI")) == NULL) || r; + r = ((glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTableSGI")) == NULL) || r; + r = ((glGetColorTableParameterfvSGI = (PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvSGI")) == NULL) || r; + r = ((glGetColorTableParameterivSGI = (PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivSGI")) == NULL) || r; + r = ((glGetColorTableSGI = (PFNGLGETCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableSGI")) == NULL) || r; + + return r; +} + +#endif /* GL_SGI_color_table */ + +#ifdef GL_SGI_fft + +static GLboolean _glewInit_GL_SGI_fft () +{ + GLboolean r = GL_FALSE; + + r = ((glGetPixelTransformParameterfvSGI = (PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterfvSGI")) == NULL) || r; + r = ((glGetPixelTransformParameterivSGI = (PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterivSGI")) == NULL) || r; + r = ((glPixelTransformParameterfSGI = (PFNGLPIXELTRANSFORMPARAMETERFSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfSGI")) == NULL) || r; + r = ((glPixelTransformParameterfvSGI = (PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfvSGI")) == NULL) || r; + r = ((glPixelTransformParameteriSGI = (PFNGLPIXELTRANSFORMPARAMETERISGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameteriSGI")) == NULL) || r; + r = ((glPixelTransformParameterivSGI = (PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterivSGI")) == NULL) || r; + r = ((glPixelTransformSGI = (PFNGLPIXELTRANSFORMSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformSGI")) == NULL) || r; + + return r; +} + +#endif /* GL_SGI_fft */ + +#ifdef GL_SUNX_constant_data + +static GLboolean _glewInit_GL_SUNX_constant_data () +{ + GLboolean r = GL_FALSE; + + r = ((glFinishTextureSUNX = (PFNGLFINISHTEXTURESUNXPROC)glewGetProcAddress((const GLubyte*)"glFinishTextureSUNX")) == NULL) || r; + + return r; +} + +#endif /* GL_SUNX_constant_data */ + +#ifdef GL_SUN_global_alpha + +static GLboolean _glewInit_GL_SUN_global_alpha () +{ + GLboolean r = GL_FALSE; + + r = ((glGlobalAlphaFactorbSUN = (PFNGLGLOBALALPHAFACTORBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorbSUN")) == NULL) || r; + r = ((glGlobalAlphaFactordSUN = (PFNGLGLOBALALPHAFACTORDSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactordSUN")) == NULL) || r; + r = ((glGlobalAlphaFactorfSUN = (PFNGLGLOBALALPHAFACTORFSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorfSUN")) == NULL) || r; + r = ((glGlobalAlphaFactoriSUN = (PFNGLGLOBALALPHAFACTORISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoriSUN")) == NULL) || r; + r = ((glGlobalAlphaFactorsSUN = (PFNGLGLOBALALPHAFACTORSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorsSUN")) == NULL) || r; + r = ((glGlobalAlphaFactorubSUN = (PFNGLGLOBALALPHAFACTORUBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorubSUN")) == NULL) || r; + r = ((glGlobalAlphaFactoruiSUN = (PFNGLGLOBALALPHAFACTORUISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoruiSUN")) == NULL) || r; + r = ((glGlobalAlphaFactorusSUN = (PFNGLGLOBALALPHAFACTORUSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorusSUN")) == NULL) || r; + + return r; +} + +#endif /* GL_SUN_global_alpha */ + +#ifdef GL_SUN_read_video_pixels + +static GLboolean _glewInit_GL_SUN_read_video_pixels () +{ + GLboolean r = GL_FALSE; + + r = ((glReadVideoPixelsSUN = (PFNGLREADVIDEOPIXELSSUNPROC)glewGetProcAddress((const GLubyte*)"glReadVideoPixelsSUN")) == NULL) || r; + + return r; +} + +#endif /* GL_SUN_read_video_pixels */ + +#ifdef GL_SUN_triangle_list + +static GLboolean _glewInit_GL_SUN_triangle_list () +{ + GLboolean r = GL_FALSE; + + r = ((glReplacementCodePointerSUN = (PFNGLREPLACEMENTCODEPOINTERSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodePointerSUN")) == NULL) || r; + r = ((glReplacementCodeubSUN = (PFNGLREPLACEMENTCODEUBSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubSUN")) == NULL) || r; + r = ((glReplacementCodeubvSUN = (PFNGLREPLACEMENTCODEUBVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubvSUN")) == NULL) || r; + r = ((glReplacementCodeuiSUN = (PFNGLREPLACEMENTCODEUISUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiSUN")) == NULL) || r; + r = ((glReplacementCodeuivSUN = (PFNGLREPLACEMENTCODEUIVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuivSUN")) == NULL) || r; + r = ((glReplacementCodeusSUN = (PFNGLREPLACEMENTCODEUSSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusSUN")) == NULL) || r; + r = ((glReplacementCodeusvSUN = (PFNGLREPLACEMENTCODEUSVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusvSUN")) == NULL) || r; + + return r; +} + +#endif /* GL_SUN_triangle_list */ + +#ifdef GL_SUN_vertex + +static GLboolean _glewInit_GL_SUN_vertex () +{ + GLboolean r = GL_FALSE; + + r = ((glColor3fVertex3fSUN = (PFNGLCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fSUN")) == NULL) || r; + r = ((glColor3fVertex3fvSUN = (PFNGLCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fvSUN")) == NULL) || r; + r = ((glColor4fNormal3fVertex3fSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glColor4fNormal3fVertex3fvSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glColor4ubVertex2fSUN = (PFNGLCOLOR4UBVERTEX2FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fSUN")) == NULL) || r; + r = ((glColor4ubVertex2fvSUN = (PFNGLCOLOR4UBVERTEX2FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fvSUN")) == NULL) || r; + r = ((glColor4ubVertex3fSUN = (PFNGLCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fSUN")) == NULL) || r; + r = ((glColor4ubVertex3fvSUN = (PFNGLCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fvSUN")) == NULL) || r; + r = ((glNormal3fVertex3fSUN = (PFNGLNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fSUN")) == NULL) || r; + r = ((glNormal3fVertex3fvSUN = (PFNGLNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor4ubVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiColor4ubVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiTexCoord2fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fvSUN")) == NULL) || r; + r = ((glReplacementCodeuiVertex3fSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fSUN")) == NULL) || r; + r = ((glReplacementCodeuiVertex3fvSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord2fColor3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fSUN")) == NULL) || r; + r = ((glTexCoord2fColor3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord2fColor4ubVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fSUN")) == NULL) || r; + r = ((glTexCoord2fColor4ubVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord2fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fSUN")) == NULL) || r; + r = ((glTexCoord2fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord2fVertex3fSUN = (PFNGLTEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fSUN")) == NULL) || r; + r = ((glTexCoord2fVertex3fvSUN = (PFNGLTEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fvSUN")) == NULL) || r; + r = ((glTexCoord4fColor4fNormal3fVertex4fSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fSUN")) == NULL) || r; + r = ((glTexCoord4fColor4fNormal3fVertex4fvSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fvSUN")) == NULL) || r; + r = ((glTexCoord4fVertex4fSUN = (PFNGLTEXCOORD4FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fSUN")) == NULL) || r; + r = ((glTexCoord4fVertex4fvSUN = (PFNGLTEXCOORD4FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fvSUN")) == NULL) || r; + + return r; +} + +#endif /* GL_SUN_vertex */ + +#ifdef GL_WIN_swap_hint + +static GLboolean _glewInit_GL_WIN_swap_hint () +{ + GLboolean r = GL_FALSE; + + r = ((glAddSwapHintRectWIN = (PFNGLADDSWAPHINTRECTWINPROC)glewGetProcAddress((const GLubyte*)"glAddSwapHintRectWIN")) == NULL) || r; + + return r; +} + +#endif /* GL_WIN_swap_hint */ + +/* ------------------------------------------------------------------------- */ + +static int _glewExtensionCompare(const char *s1, const char *s2) +{ + /* http://www.chanduthedev.com/2012/07/strcmp-implementation-in-c.html */ + while (*s1 || *s2) + { + if (*s1 > *s2) + return 1; + if (*s1 < *s2) + return -1; + s1++; + s2++; + } + return 0; +} + +static ptrdiff_t _glewBsearchExtension(const char* name) +{ + ptrdiff_t lo = 0, hi = sizeof(_glewExtensionLookup) / sizeof(char*) - 2; + + while (lo <= hi) + { + ptrdiff_t mid = (lo + hi) / 2; + const int cmp = _glewExtensionCompare(name, _glewExtensionLookup[mid]); + if (cmp < 0) hi = mid - 1; + else if (cmp > 0) lo = mid + 1; + else return mid; + } + return -1; +} + +static GLboolean *_glewGetExtensionString(const char *name) +{ + ptrdiff_t n = _glewBsearchExtension(name); + if (n >= 0) return &_glewExtensionString[n]; + return NULL; +} + +static GLboolean *_glewGetExtensionEnable(const char *name) +{ + ptrdiff_t n = _glewBsearchExtension(name); + if (n >= 0) return _glewExtensionEnabled[n]; + return NULL; +} + +static const char *_glewNextSpace(const char *i) +{ + const char *j = i; + if (j) + while (*j!=' ' && *j) ++j; + return j; +} + +static const char *_glewNextNonSpace(const char *i) +{ + const char *j = i; + if (j) + while (*j==' ') ++j; + return j; +} + +GLboolean GLEWAPIENTRY glewGetExtension (const char* name) +{ + GLboolean *enable = _glewGetExtensionString(name); + if (enable) + return *enable; + return GL_FALSE; +} + +/* ------------------------------------------------------------------------- */ + +typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGPROC) (GLenum name); +typedef void (GLAPIENTRY * PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params); + +static GLenum GLEWAPIENTRY glewContextInit () +{ + PFNGLGETSTRINGPROC getString; + const GLubyte* s; + GLuint dot; + GLint major, minor; + size_t n; + + #ifdef _WIN32 + getString = glGetString; + #else + getString = (PFNGLGETSTRINGPROC) glewGetProcAddress((const GLubyte*)"glGetString"); + if (!getString) + return GLEW_ERROR_NO_GL_VERSION; + #endif + + /* query opengl version */ + s = getString(GL_VERSION); + dot = _glewStrCLen(s, '.'); + if (dot == 0) + return GLEW_ERROR_NO_GL_VERSION; + + major = s[dot-1]-'0'; + minor = s[dot+1]-'0'; + + if (minor < 0 || minor > 9) + minor = 0; + if (major<0 || major>9) + return GLEW_ERROR_NO_GL_VERSION; + + if (major == 1 && minor == 0) + { + return GLEW_ERROR_GL_VERSION_10_ONLY; + } + else + { + GLEW_VERSION_4_6 = ( major > 4 ) || ( major == 4 && minor >= 6 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_5 = GLEW_VERSION_4_4 == GL_TRUE || ( major == 4 && minor >= 5 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_4 = GLEW_VERSION_4_5 == GL_TRUE || ( major == 4 && minor >= 4 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_3 = GLEW_VERSION_4_4 == GL_TRUE || ( major == 4 && minor >= 3 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_2 = GLEW_VERSION_4_3 == GL_TRUE || ( major == 4 && minor >= 2 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_1 = GLEW_VERSION_4_2 == GL_TRUE || ( major == 4 && minor >= 1 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_4_0 = GLEW_VERSION_4_1 == GL_TRUE || ( major == 4 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_3_3 = GLEW_VERSION_4_0 == GL_TRUE || ( major == 3 && minor >= 3 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_3_2 = GLEW_VERSION_3_3 == GL_TRUE || ( major == 3 && minor >= 2 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_3_1 = GLEW_VERSION_3_2 == GL_TRUE || ( major == 3 && minor >= 1 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_3_0 = GLEW_VERSION_3_1 == GL_TRUE || ( major == 3 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_2_1 = GLEW_VERSION_3_0 == GL_TRUE || ( major == 2 && minor >= 1 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_2_0 = GLEW_VERSION_2_1 == GL_TRUE || ( major == 2 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_5 = GLEW_VERSION_2_0 == GL_TRUE || ( major == 1 && minor >= 5 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_4 = GLEW_VERSION_1_5 == GL_TRUE || ( major == 1 && minor >= 4 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_3 = GLEW_VERSION_1_4 == GL_TRUE || ( major == 1 && minor >= 3 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_2_1 = GLEW_VERSION_1_3 == GL_TRUE ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_2 = GLEW_VERSION_1_2_1 == GL_TRUE || ( major == 1 && minor >= 2 ) ? GL_TRUE : GL_FALSE; + GLEW_VERSION_1_1 = GLEW_VERSION_1_2 == GL_TRUE || ( major == 1 && minor >= 1 ) ? GL_TRUE : GL_FALSE; + } + + for (n = 0; n < sizeof(_glewExtensionString) / sizeof(_glewExtensionString[0]); ++n) + _glewExtensionString[n] = GL_FALSE; + + if (GLEW_VERSION_3_0) + { + GLint n = 0; + GLint i; + PFNGLGETINTEGERVPROC getIntegerv; + PFNGLGETSTRINGIPROC getStringi; + const char *ext; + GLboolean *enable; + + #ifdef _WIN32 + getIntegerv = glGetIntegerv; + #else + getIntegerv = (PFNGLGETINTEGERVPROC) glewGetProcAddress((const GLubyte*)"glGetIntegerv"); + #endif + + if (getIntegerv) + getIntegerv(GL_NUM_EXTENSIONS, &n); + + /* glGetStringi is OpenGL 3.0 */ + getStringi = (PFNGLGETSTRINGIPROC) glewGetProcAddress((const GLubyte*)"glGetStringi"); + if (getStringi) + for (i = 0; i= (ptrdiff_t) sizeof(ext)) + continue; + _glewStrCopy(ext, i, ' '); + + /* Based on extension string(s), glewGetExtension purposes */ + enable = _glewGetExtensionString(ext); + if (enable) + *enable = GL_TRUE; + + /* Based on extension string(s), experimental mode, glewIsSupported purposes */ + enable = _glewGetExtensionEnable(ext); + if (enable) + *enable = GL_TRUE; + } + } + } +#ifdef GL_VERSION_1_2 + if (glewExperimental || GLEW_VERSION_1_2) GLEW_VERSION_1_2 = !_glewInit_GL_VERSION_1_2(); +#endif /* GL_VERSION_1_2 */ +#ifdef GL_VERSION_1_3 + if (glewExperimental || GLEW_VERSION_1_3) GLEW_VERSION_1_3 = !_glewInit_GL_VERSION_1_3(); +#endif /* GL_VERSION_1_3 */ +#ifdef GL_VERSION_1_4 + if (glewExperimental || GLEW_VERSION_1_4) GLEW_VERSION_1_4 = !_glewInit_GL_VERSION_1_4(); +#endif /* GL_VERSION_1_4 */ +#ifdef GL_VERSION_1_5 + if (glewExperimental || GLEW_VERSION_1_5) GLEW_VERSION_1_5 = !_glewInit_GL_VERSION_1_5(); +#endif /* GL_VERSION_1_5 */ +#ifdef GL_VERSION_2_0 + if (glewExperimental || GLEW_VERSION_2_0) GLEW_VERSION_2_0 = !_glewInit_GL_VERSION_2_0(); +#endif /* GL_VERSION_2_0 */ +#ifdef GL_VERSION_2_1 + if (glewExperimental || GLEW_VERSION_2_1) GLEW_VERSION_2_1 = !_glewInit_GL_VERSION_2_1(); +#endif /* GL_VERSION_2_1 */ +#ifdef GL_VERSION_3_0 + if (glewExperimental || GLEW_VERSION_3_0) GLEW_VERSION_3_0 = !_glewInit_GL_VERSION_3_0(); +#endif /* GL_VERSION_3_0 */ +#ifdef GL_VERSION_3_1 + if (glewExperimental || GLEW_VERSION_3_1) GLEW_VERSION_3_1 = !_glewInit_GL_VERSION_3_1(); +#endif /* GL_VERSION_3_1 */ +#ifdef GL_VERSION_3_2 + if (glewExperimental || GLEW_VERSION_3_2) GLEW_VERSION_3_2 = !_glewInit_GL_VERSION_3_2(); +#endif /* GL_VERSION_3_2 */ +#ifdef GL_VERSION_3_3 + if (glewExperimental || GLEW_VERSION_3_3) GLEW_VERSION_3_3 = !_glewInit_GL_VERSION_3_3(); +#endif /* GL_VERSION_3_3 */ +#ifdef GL_VERSION_4_0 + if (glewExperimental || GLEW_VERSION_4_0) GLEW_VERSION_4_0 = !_glewInit_GL_VERSION_4_0(); +#endif /* GL_VERSION_4_0 */ +#ifdef GL_VERSION_4_5 + if (glewExperimental || GLEW_VERSION_4_5) GLEW_VERSION_4_5 = !_glewInit_GL_VERSION_4_5(); +#endif /* GL_VERSION_4_5 */ +#ifdef GL_VERSION_4_6 + if (glewExperimental || GLEW_VERSION_4_6) GLEW_VERSION_4_6 = !_glewInit_GL_VERSION_4_6(); +#endif /* GL_VERSION_4_6 */ +#ifdef GL_3DFX_tbuffer + if (glewExperimental || GLEW_3DFX_tbuffer) GLEW_3DFX_tbuffer = !_glewInit_GL_3DFX_tbuffer(); +#endif /* GL_3DFX_tbuffer */ +#ifdef GL_AMD_debug_output + if (glewExperimental || GLEW_AMD_debug_output) GLEW_AMD_debug_output = !_glewInit_GL_AMD_debug_output(); +#endif /* GL_AMD_debug_output */ +#ifdef GL_AMD_draw_buffers_blend + if (glewExperimental || GLEW_AMD_draw_buffers_blend) GLEW_AMD_draw_buffers_blend = !_glewInit_GL_AMD_draw_buffers_blend(); +#endif /* GL_AMD_draw_buffers_blend */ +#ifdef GL_AMD_framebuffer_sample_positions + if (glewExperimental || GLEW_AMD_framebuffer_sample_positions) GLEW_AMD_framebuffer_sample_positions = !_glewInit_GL_AMD_framebuffer_sample_positions(); +#endif /* GL_AMD_framebuffer_sample_positions */ +#ifdef GL_AMD_interleaved_elements + if (glewExperimental || GLEW_AMD_interleaved_elements) GLEW_AMD_interleaved_elements = !_glewInit_GL_AMD_interleaved_elements(); +#endif /* GL_AMD_interleaved_elements */ +#ifdef GL_AMD_multi_draw_indirect + if (glewExperimental || GLEW_AMD_multi_draw_indirect) GLEW_AMD_multi_draw_indirect = !_glewInit_GL_AMD_multi_draw_indirect(); +#endif /* GL_AMD_multi_draw_indirect */ +#ifdef GL_AMD_name_gen_delete + if (glewExperimental || GLEW_AMD_name_gen_delete) GLEW_AMD_name_gen_delete = !_glewInit_GL_AMD_name_gen_delete(); +#endif /* GL_AMD_name_gen_delete */ +#ifdef GL_AMD_occlusion_query_event + if (glewExperimental || GLEW_AMD_occlusion_query_event) GLEW_AMD_occlusion_query_event = !_glewInit_GL_AMD_occlusion_query_event(); +#endif /* GL_AMD_occlusion_query_event */ +#ifdef GL_AMD_performance_monitor + if (glewExperimental || GLEW_AMD_performance_monitor) GLEW_AMD_performance_monitor = !_glewInit_GL_AMD_performance_monitor(); +#endif /* GL_AMD_performance_monitor */ +#ifdef GL_AMD_sample_positions + if (glewExperimental || GLEW_AMD_sample_positions) GLEW_AMD_sample_positions = !_glewInit_GL_AMD_sample_positions(); +#endif /* GL_AMD_sample_positions */ +#ifdef GL_AMD_sparse_texture + if (glewExperimental || GLEW_AMD_sparse_texture) GLEW_AMD_sparse_texture = !_glewInit_GL_AMD_sparse_texture(); +#endif /* GL_AMD_sparse_texture */ +#ifdef GL_AMD_stencil_operation_extended + if (glewExperimental || GLEW_AMD_stencil_operation_extended) GLEW_AMD_stencil_operation_extended = !_glewInit_GL_AMD_stencil_operation_extended(); +#endif /* GL_AMD_stencil_operation_extended */ +#ifdef GL_AMD_vertex_shader_tessellator + if (glewExperimental || GLEW_AMD_vertex_shader_tessellator) GLEW_AMD_vertex_shader_tessellator = !_glewInit_GL_AMD_vertex_shader_tessellator(); +#endif /* GL_AMD_vertex_shader_tessellator */ +#ifdef GL_ANGLE_framebuffer_blit + if (glewExperimental || GLEW_ANGLE_framebuffer_blit) GLEW_ANGLE_framebuffer_blit = !_glewInit_GL_ANGLE_framebuffer_blit(); +#endif /* GL_ANGLE_framebuffer_blit */ +#ifdef GL_ANGLE_framebuffer_multisample + if (glewExperimental || GLEW_ANGLE_framebuffer_multisample) GLEW_ANGLE_framebuffer_multisample = !_glewInit_GL_ANGLE_framebuffer_multisample(); +#endif /* GL_ANGLE_framebuffer_multisample */ +#ifdef GL_ANGLE_instanced_arrays + if (glewExperimental || GLEW_ANGLE_instanced_arrays) GLEW_ANGLE_instanced_arrays = !_glewInit_GL_ANGLE_instanced_arrays(); +#endif /* GL_ANGLE_instanced_arrays */ +#ifdef GL_ANGLE_timer_query + if (glewExperimental || GLEW_ANGLE_timer_query) GLEW_ANGLE_timer_query = !_glewInit_GL_ANGLE_timer_query(); +#endif /* GL_ANGLE_timer_query */ +#ifdef GL_ANGLE_translated_shader_source + if (glewExperimental || GLEW_ANGLE_translated_shader_source) GLEW_ANGLE_translated_shader_source = !_glewInit_GL_ANGLE_translated_shader_source(); +#endif /* GL_ANGLE_translated_shader_source */ +#ifdef GL_APPLE_copy_texture_levels + if (glewExperimental || GLEW_APPLE_copy_texture_levels) GLEW_APPLE_copy_texture_levels = !_glewInit_GL_APPLE_copy_texture_levels(); +#endif /* GL_APPLE_copy_texture_levels */ +#ifdef GL_APPLE_element_array + if (glewExperimental || GLEW_APPLE_element_array) GLEW_APPLE_element_array = !_glewInit_GL_APPLE_element_array(); +#endif /* GL_APPLE_element_array */ +#ifdef GL_APPLE_fence + if (glewExperimental || GLEW_APPLE_fence) GLEW_APPLE_fence = !_glewInit_GL_APPLE_fence(); +#endif /* GL_APPLE_fence */ +#ifdef GL_APPLE_flush_buffer_range + if (glewExperimental || GLEW_APPLE_flush_buffer_range) GLEW_APPLE_flush_buffer_range = !_glewInit_GL_APPLE_flush_buffer_range(); +#endif /* GL_APPLE_flush_buffer_range */ +#ifdef GL_APPLE_framebuffer_multisample + if (glewExperimental || GLEW_APPLE_framebuffer_multisample) GLEW_APPLE_framebuffer_multisample = !_glewInit_GL_APPLE_framebuffer_multisample(); +#endif /* GL_APPLE_framebuffer_multisample */ +#ifdef GL_APPLE_object_purgeable + if (glewExperimental || GLEW_APPLE_object_purgeable) GLEW_APPLE_object_purgeable = !_glewInit_GL_APPLE_object_purgeable(); +#endif /* GL_APPLE_object_purgeable */ +#ifdef GL_APPLE_sync + if (glewExperimental || GLEW_APPLE_sync) GLEW_APPLE_sync = !_glewInit_GL_APPLE_sync(); +#endif /* GL_APPLE_sync */ +#ifdef GL_APPLE_texture_range + if (glewExperimental || GLEW_APPLE_texture_range) GLEW_APPLE_texture_range = !_glewInit_GL_APPLE_texture_range(); +#endif /* GL_APPLE_texture_range */ +#ifdef GL_APPLE_vertex_array_object + if (glewExperimental || GLEW_APPLE_vertex_array_object) GLEW_APPLE_vertex_array_object = !_glewInit_GL_APPLE_vertex_array_object(); +#endif /* GL_APPLE_vertex_array_object */ +#ifdef GL_APPLE_vertex_array_range + if (glewExperimental || GLEW_APPLE_vertex_array_range) GLEW_APPLE_vertex_array_range = !_glewInit_GL_APPLE_vertex_array_range(); +#endif /* GL_APPLE_vertex_array_range */ +#ifdef GL_APPLE_vertex_program_evaluators + if (glewExperimental || GLEW_APPLE_vertex_program_evaluators) GLEW_APPLE_vertex_program_evaluators = !_glewInit_GL_APPLE_vertex_program_evaluators(); +#endif /* GL_APPLE_vertex_program_evaluators */ +#ifdef GL_ARB_ES2_compatibility + if (glewExperimental || GLEW_ARB_ES2_compatibility) GLEW_ARB_ES2_compatibility = !_glewInit_GL_ARB_ES2_compatibility(); +#endif /* GL_ARB_ES2_compatibility */ +#ifdef GL_ARB_ES3_1_compatibility + if (glewExperimental || GLEW_ARB_ES3_1_compatibility) GLEW_ARB_ES3_1_compatibility = !_glewInit_GL_ARB_ES3_1_compatibility(); +#endif /* GL_ARB_ES3_1_compatibility */ +#ifdef GL_ARB_ES3_2_compatibility + if (glewExperimental || GLEW_ARB_ES3_2_compatibility) GLEW_ARB_ES3_2_compatibility = !_glewInit_GL_ARB_ES3_2_compatibility(); +#endif /* GL_ARB_ES3_2_compatibility */ +#ifdef GL_ARB_base_instance + if (glewExperimental || GLEW_ARB_base_instance) GLEW_ARB_base_instance = !_glewInit_GL_ARB_base_instance(); +#endif /* GL_ARB_base_instance */ +#ifdef GL_ARB_bindless_texture + if (glewExperimental || GLEW_ARB_bindless_texture) GLEW_ARB_bindless_texture = !_glewInit_GL_ARB_bindless_texture(); +#endif /* GL_ARB_bindless_texture */ +#ifdef GL_ARB_blend_func_extended + if (glewExperimental || GLEW_ARB_blend_func_extended) GLEW_ARB_blend_func_extended = !_glewInit_GL_ARB_blend_func_extended(); +#endif /* GL_ARB_blend_func_extended */ +#ifdef GL_ARB_buffer_storage + if (glewExperimental || GLEW_ARB_buffer_storage) GLEW_ARB_buffer_storage = !_glewInit_GL_ARB_buffer_storage(); +#endif /* GL_ARB_buffer_storage */ +#ifdef GL_ARB_cl_event + if (glewExperimental || GLEW_ARB_cl_event) GLEW_ARB_cl_event = !_glewInit_GL_ARB_cl_event(); +#endif /* GL_ARB_cl_event */ +#ifdef GL_ARB_clear_buffer_object + if (glewExperimental || GLEW_ARB_clear_buffer_object) GLEW_ARB_clear_buffer_object = !_glewInit_GL_ARB_clear_buffer_object(); +#endif /* GL_ARB_clear_buffer_object */ +#ifdef GL_ARB_clear_texture + if (glewExperimental || GLEW_ARB_clear_texture) GLEW_ARB_clear_texture = !_glewInit_GL_ARB_clear_texture(); +#endif /* GL_ARB_clear_texture */ +#ifdef GL_ARB_clip_control + if (glewExperimental || GLEW_ARB_clip_control) GLEW_ARB_clip_control = !_glewInit_GL_ARB_clip_control(); +#endif /* GL_ARB_clip_control */ +#ifdef GL_ARB_color_buffer_float + if (glewExperimental || GLEW_ARB_color_buffer_float) GLEW_ARB_color_buffer_float = !_glewInit_GL_ARB_color_buffer_float(); +#endif /* GL_ARB_color_buffer_float */ +#ifdef GL_ARB_compute_shader + if (glewExperimental || GLEW_ARB_compute_shader) GLEW_ARB_compute_shader = !_glewInit_GL_ARB_compute_shader(); +#endif /* GL_ARB_compute_shader */ +#ifdef GL_ARB_compute_variable_group_size + if (glewExperimental || GLEW_ARB_compute_variable_group_size) GLEW_ARB_compute_variable_group_size = !_glewInit_GL_ARB_compute_variable_group_size(); +#endif /* GL_ARB_compute_variable_group_size */ +#ifdef GL_ARB_copy_buffer + if (glewExperimental || GLEW_ARB_copy_buffer) GLEW_ARB_copy_buffer = !_glewInit_GL_ARB_copy_buffer(); +#endif /* GL_ARB_copy_buffer */ +#ifdef GL_ARB_copy_image + if (glewExperimental || GLEW_ARB_copy_image) GLEW_ARB_copy_image = !_glewInit_GL_ARB_copy_image(); +#endif /* GL_ARB_copy_image */ +#ifdef GL_ARB_debug_output + if (glewExperimental || GLEW_ARB_debug_output) GLEW_ARB_debug_output = !_glewInit_GL_ARB_debug_output(); +#endif /* GL_ARB_debug_output */ +#ifdef GL_ARB_direct_state_access + if (glewExperimental || GLEW_ARB_direct_state_access) GLEW_ARB_direct_state_access = !_glewInit_GL_ARB_direct_state_access(); +#endif /* GL_ARB_direct_state_access */ +#ifdef GL_ARB_draw_buffers + if (glewExperimental || GLEW_ARB_draw_buffers) GLEW_ARB_draw_buffers = !_glewInit_GL_ARB_draw_buffers(); +#endif /* GL_ARB_draw_buffers */ +#ifdef GL_ARB_draw_buffers_blend + if (glewExperimental || GLEW_ARB_draw_buffers_blend) GLEW_ARB_draw_buffers_blend = !_glewInit_GL_ARB_draw_buffers_blend(); +#endif /* GL_ARB_draw_buffers_blend */ +#ifdef GL_ARB_draw_elements_base_vertex + if (glewExperimental || GLEW_ARB_draw_elements_base_vertex) GLEW_ARB_draw_elements_base_vertex = !_glewInit_GL_ARB_draw_elements_base_vertex(); +#endif /* GL_ARB_draw_elements_base_vertex */ +#ifdef GL_ARB_draw_indirect + if (glewExperimental || GLEW_ARB_draw_indirect) GLEW_ARB_draw_indirect = !_glewInit_GL_ARB_draw_indirect(); +#endif /* GL_ARB_draw_indirect */ +#ifdef GL_ARB_framebuffer_no_attachments + if (glewExperimental || GLEW_ARB_framebuffer_no_attachments) GLEW_ARB_framebuffer_no_attachments = !_glewInit_GL_ARB_framebuffer_no_attachments(); +#endif /* GL_ARB_framebuffer_no_attachments */ +#ifdef GL_ARB_framebuffer_object + if (glewExperimental || GLEW_ARB_framebuffer_object) GLEW_ARB_framebuffer_object = !_glewInit_GL_ARB_framebuffer_object(); +#endif /* GL_ARB_framebuffer_object */ +#ifdef GL_ARB_geometry_shader4 + if (glewExperimental || GLEW_ARB_geometry_shader4) GLEW_ARB_geometry_shader4 = !_glewInit_GL_ARB_geometry_shader4(); +#endif /* GL_ARB_geometry_shader4 */ +#ifdef GL_ARB_get_program_binary + if (glewExperimental || GLEW_ARB_get_program_binary) GLEW_ARB_get_program_binary = !_glewInit_GL_ARB_get_program_binary(); +#endif /* GL_ARB_get_program_binary */ +#ifdef GL_ARB_get_texture_sub_image + if (glewExperimental || GLEW_ARB_get_texture_sub_image) GLEW_ARB_get_texture_sub_image = !_glewInit_GL_ARB_get_texture_sub_image(); +#endif /* GL_ARB_get_texture_sub_image */ +#ifdef GL_ARB_gl_spirv + if (glewExperimental || GLEW_ARB_gl_spirv) GLEW_ARB_gl_spirv = !_glewInit_GL_ARB_gl_spirv(); +#endif /* GL_ARB_gl_spirv */ +#ifdef GL_ARB_gpu_shader_fp64 + if (glewExperimental || GLEW_ARB_gpu_shader_fp64) GLEW_ARB_gpu_shader_fp64 = !_glewInit_GL_ARB_gpu_shader_fp64(); +#endif /* GL_ARB_gpu_shader_fp64 */ +#ifdef GL_ARB_gpu_shader_int64 + if (glewExperimental || GLEW_ARB_gpu_shader_int64) GLEW_ARB_gpu_shader_int64 = !_glewInit_GL_ARB_gpu_shader_int64(); +#endif /* GL_ARB_gpu_shader_int64 */ +#ifdef GL_ARB_imaging + if (glewExperimental || GLEW_ARB_imaging) GLEW_ARB_imaging = !_glewInit_GL_ARB_imaging(); +#endif /* GL_ARB_imaging */ +#ifdef GL_ARB_indirect_parameters + if (glewExperimental || GLEW_ARB_indirect_parameters) GLEW_ARB_indirect_parameters = !_glewInit_GL_ARB_indirect_parameters(); +#endif /* GL_ARB_indirect_parameters */ +#ifdef GL_ARB_instanced_arrays + if (glewExperimental || GLEW_ARB_instanced_arrays) GLEW_ARB_instanced_arrays = !_glewInit_GL_ARB_instanced_arrays(); +#endif /* GL_ARB_instanced_arrays */ +#ifdef GL_ARB_internalformat_query + if (glewExperimental || GLEW_ARB_internalformat_query) GLEW_ARB_internalformat_query = !_glewInit_GL_ARB_internalformat_query(); +#endif /* GL_ARB_internalformat_query */ +#ifdef GL_ARB_internalformat_query2 + if (glewExperimental || GLEW_ARB_internalformat_query2) GLEW_ARB_internalformat_query2 = !_glewInit_GL_ARB_internalformat_query2(); +#endif /* GL_ARB_internalformat_query2 */ +#ifdef GL_ARB_invalidate_subdata + if (glewExperimental || GLEW_ARB_invalidate_subdata) GLEW_ARB_invalidate_subdata = !_glewInit_GL_ARB_invalidate_subdata(); +#endif /* GL_ARB_invalidate_subdata */ +#ifdef GL_ARB_map_buffer_range + if (glewExperimental || GLEW_ARB_map_buffer_range) GLEW_ARB_map_buffer_range = !_glewInit_GL_ARB_map_buffer_range(); +#endif /* GL_ARB_map_buffer_range */ +#ifdef GL_ARB_matrix_palette + if (glewExperimental || GLEW_ARB_matrix_palette) GLEW_ARB_matrix_palette = !_glewInit_GL_ARB_matrix_palette(); +#endif /* GL_ARB_matrix_palette */ +#ifdef GL_ARB_multi_bind + if (glewExperimental || GLEW_ARB_multi_bind) GLEW_ARB_multi_bind = !_glewInit_GL_ARB_multi_bind(); +#endif /* GL_ARB_multi_bind */ +#ifdef GL_ARB_multi_draw_indirect + if (glewExperimental || GLEW_ARB_multi_draw_indirect) GLEW_ARB_multi_draw_indirect = !_glewInit_GL_ARB_multi_draw_indirect(); +#endif /* GL_ARB_multi_draw_indirect */ +#ifdef GL_ARB_multisample + if (glewExperimental || GLEW_ARB_multisample) GLEW_ARB_multisample = !_glewInit_GL_ARB_multisample(); +#endif /* GL_ARB_multisample */ +#ifdef GL_ARB_multitexture + if (glewExperimental || GLEW_ARB_multitexture) GLEW_ARB_multitexture = !_glewInit_GL_ARB_multitexture(); +#endif /* GL_ARB_multitexture */ +#ifdef GL_ARB_occlusion_query + if (glewExperimental || GLEW_ARB_occlusion_query) GLEW_ARB_occlusion_query = !_glewInit_GL_ARB_occlusion_query(); +#endif /* GL_ARB_occlusion_query */ +#ifdef GL_ARB_parallel_shader_compile + if (glewExperimental || GLEW_ARB_parallel_shader_compile) GLEW_ARB_parallel_shader_compile = !_glewInit_GL_ARB_parallel_shader_compile(); +#endif /* GL_ARB_parallel_shader_compile */ +#ifdef GL_ARB_point_parameters + if (glewExperimental || GLEW_ARB_point_parameters) GLEW_ARB_point_parameters = !_glewInit_GL_ARB_point_parameters(); +#endif /* GL_ARB_point_parameters */ +#ifdef GL_ARB_polygon_offset_clamp + if (glewExperimental || GLEW_ARB_polygon_offset_clamp) GLEW_ARB_polygon_offset_clamp = !_glewInit_GL_ARB_polygon_offset_clamp(); +#endif /* GL_ARB_polygon_offset_clamp */ +#ifdef GL_ARB_program_interface_query + if (glewExperimental || GLEW_ARB_program_interface_query) GLEW_ARB_program_interface_query = !_glewInit_GL_ARB_program_interface_query(); +#endif /* GL_ARB_program_interface_query */ +#ifdef GL_ARB_provoking_vertex + if (glewExperimental || GLEW_ARB_provoking_vertex) GLEW_ARB_provoking_vertex = !_glewInit_GL_ARB_provoking_vertex(); +#endif /* GL_ARB_provoking_vertex */ +#ifdef GL_ARB_robustness + if (glewExperimental || GLEW_ARB_robustness) GLEW_ARB_robustness = !_glewInit_GL_ARB_robustness(); +#endif /* GL_ARB_robustness */ +#ifdef GL_ARB_sample_locations + if (glewExperimental || GLEW_ARB_sample_locations) GLEW_ARB_sample_locations = !_glewInit_GL_ARB_sample_locations(); +#endif /* GL_ARB_sample_locations */ +#ifdef GL_ARB_sample_shading + if (glewExperimental || GLEW_ARB_sample_shading) GLEW_ARB_sample_shading = !_glewInit_GL_ARB_sample_shading(); +#endif /* GL_ARB_sample_shading */ +#ifdef GL_ARB_sampler_objects + if (glewExperimental || GLEW_ARB_sampler_objects) GLEW_ARB_sampler_objects = !_glewInit_GL_ARB_sampler_objects(); +#endif /* GL_ARB_sampler_objects */ +#ifdef GL_ARB_separate_shader_objects + if (glewExperimental || GLEW_ARB_separate_shader_objects) GLEW_ARB_separate_shader_objects = !_glewInit_GL_ARB_separate_shader_objects(); +#endif /* GL_ARB_separate_shader_objects */ +#ifdef GL_ARB_shader_atomic_counters + if (glewExperimental || GLEW_ARB_shader_atomic_counters) GLEW_ARB_shader_atomic_counters = !_glewInit_GL_ARB_shader_atomic_counters(); +#endif /* GL_ARB_shader_atomic_counters */ +#ifdef GL_ARB_shader_image_load_store + if (glewExperimental || GLEW_ARB_shader_image_load_store) GLEW_ARB_shader_image_load_store = !_glewInit_GL_ARB_shader_image_load_store(); +#endif /* GL_ARB_shader_image_load_store */ +#ifdef GL_ARB_shader_objects + if (glewExperimental || GLEW_ARB_shader_objects) GLEW_ARB_shader_objects = !_glewInit_GL_ARB_shader_objects(); +#endif /* GL_ARB_shader_objects */ +#ifdef GL_ARB_shader_storage_buffer_object + if (glewExperimental || GLEW_ARB_shader_storage_buffer_object) GLEW_ARB_shader_storage_buffer_object = !_glewInit_GL_ARB_shader_storage_buffer_object(); +#endif /* GL_ARB_shader_storage_buffer_object */ +#ifdef GL_ARB_shader_subroutine + if (glewExperimental || GLEW_ARB_shader_subroutine) GLEW_ARB_shader_subroutine = !_glewInit_GL_ARB_shader_subroutine(); +#endif /* GL_ARB_shader_subroutine */ +#ifdef GL_ARB_shading_language_include + if (glewExperimental || GLEW_ARB_shading_language_include) GLEW_ARB_shading_language_include = !_glewInit_GL_ARB_shading_language_include(); +#endif /* GL_ARB_shading_language_include */ +#ifdef GL_ARB_sparse_buffer + if (glewExperimental || GLEW_ARB_sparse_buffer) GLEW_ARB_sparse_buffer = !_glewInit_GL_ARB_sparse_buffer(); +#endif /* GL_ARB_sparse_buffer */ +#ifdef GL_ARB_sparse_texture + if (glewExperimental || GLEW_ARB_sparse_texture) GLEW_ARB_sparse_texture = !_glewInit_GL_ARB_sparse_texture(); +#endif /* GL_ARB_sparse_texture */ +#ifdef GL_ARB_sync + if (glewExperimental || GLEW_ARB_sync) GLEW_ARB_sync = !_glewInit_GL_ARB_sync(); +#endif /* GL_ARB_sync */ +#ifdef GL_ARB_tessellation_shader + if (glewExperimental || GLEW_ARB_tessellation_shader) GLEW_ARB_tessellation_shader = !_glewInit_GL_ARB_tessellation_shader(); +#endif /* GL_ARB_tessellation_shader */ +#ifdef GL_ARB_texture_barrier + if (glewExperimental || GLEW_ARB_texture_barrier) GLEW_ARB_texture_barrier = !_glewInit_GL_ARB_texture_barrier(); +#endif /* GL_ARB_texture_barrier */ +#ifdef GL_ARB_texture_buffer_object + if (glewExperimental || GLEW_ARB_texture_buffer_object) GLEW_ARB_texture_buffer_object = !_glewInit_GL_ARB_texture_buffer_object(); +#endif /* GL_ARB_texture_buffer_object */ +#ifdef GL_ARB_texture_buffer_range + if (glewExperimental || GLEW_ARB_texture_buffer_range) GLEW_ARB_texture_buffer_range = !_glewInit_GL_ARB_texture_buffer_range(); +#endif /* GL_ARB_texture_buffer_range */ +#ifdef GL_ARB_texture_compression + if (glewExperimental || GLEW_ARB_texture_compression) GLEW_ARB_texture_compression = !_glewInit_GL_ARB_texture_compression(); +#endif /* GL_ARB_texture_compression */ +#ifdef GL_ARB_texture_multisample + if (glewExperimental || GLEW_ARB_texture_multisample) GLEW_ARB_texture_multisample = !_glewInit_GL_ARB_texture_multisample(); +#endif /* GL_ARB_texture_multisample */ +#ifdef GL_ARB_texture_storage + if (glewExperimental || GLEW_ARB_texture_storage) GLEW_ARB_texture_storage = !_glewInit_GL_ARB_texture_storage(); +#endif /* GL_ARB_texture_storage */ +#ifdef GL_ARB_texture_storage_multisample + if (glewExperimental || GLEW_ARB_texture_storage_multisample) GLEW_ARB_texture_storage_multisample = !_glewInit_GL_ARB_texture_storage_multisample(); +#endif /* GL_ARB_texture_storage_multisample */ +#ifdef GL_ARB_texture_view + if (glewExperimental || GLEW_ARB_texture_view) GLEW_ARB_texture_view = !_glewInit_GL_ARB_texture_view(); +#endif /* GL_ARB_texture_view */ +#ifdef GL_ARB_timer_query + if (glewExperimental || GLEW_ARB_timer_query) GLEW_ARB_timer_query = !_glewInit_GL_ARB_timer_query(); +#endif /* GL_ARB_timer_query */ +#ifdef GL_ARB_transform_feedback2 + if (glewExperimental || GLEW_ARB_transform_feedback2) GLEW_ARB_transform_feedback2 = !_glewInit_GL_ARB_transform_feedback2(); +#endif /* GL_ARB_transform_feedback2 */ +#ifdef GL_ARB_transform_feedback3 + if (glewExperimental || GLEW_ARB_transform_feedback3) GLEW_ARB_transform_feedback3 = !_glewInit_GL_ARB_transform_feedback3(); +#endif /* GL_ARB_transform_feedback3 */ +#ifdef GL_ARB_transform_feedback_instanced + if (glewExperimental || GLEW_ARB_transform_feedback_instanced) GLEW_ARB_transform_feedback_instanced = !_glewInit_GL_ARB_transform_feedback_instanced(); +#endif /* GL_ARB_transform_feedback_instanced */ +#ifdef GL_ARB_transpose_matrix + if (glewExperimental || GLEW_ARB_transpose_matrix) GLEW_ARB_transpose_matrix = !_glewInit_GL_ARB_transpose_matrix(); +#endif /* GL_ARB_transpose_matrix */ +#ifdef GL_ARB_uniform_buffer_object + if (glewExperimental || GLEW_ARB_uniform_buffer_object) GLEW_ARB_uniform_buffer_object = !_glewInit_GL_ARB_uniform_buffer_object(); +#endif /* GL_ARB_uniform_buffer_object */ +#ifdef GL_ARB_vertex_array_object + if (glewExperimental || GLEW_ARB_vertex_array_object) GLEW_ARB_vertex_array_object = !_glewInit_GL_ARB_vertex_array_object(); +#endif /* GL_ARB_vertex_array_object */ +#ifdef GL_ARB_vertex_attrib_64bit + if (glewExperimental || GLEW_ARB_vertex_attrib_64bit) GLEW_ARB_vertex_attrib_64bit = !_glewInit_GL_ARB_vertex_attrib_64bit(); +#endif /* GL_ARB_vertex_attrib_64bit */ +#ifdef GL_ARB_vertex_attrib_binding + if (glewExperimental || GLEW_ARB_vertex_attrib_binding) GLEW_ARB_vertex_attrib_binding = !_glewInit_GL_ARB_vertex_attrib_binding(); +#endif /* GL_ARB_vertex_attrib_binding */ +#ifdef GL_ARB_vertex_blend + if (glewExperimental || GLEW_ARB_vertex_blend) GLEW_ARB_vertex_blend = !_glewInit_GL_ARB_vertex_blend(); +#endif /* GL_ARB_vertex_blend */ +#ifdef GL_ARB_vertex_buffer_object + if (glewExperimental || GLEW_ARB_vertex_buffer_object) GLEW_ARB_vertex_buffer_object = !_glewInit_GL_ARB_vertex_buffer_object(); +#endif /* GL_ARB_vertex_buffer_object */ +#ifdef GL_ARB_vertex_program + if (glewExperimental || GLEW_ARB_vertex_program) GLEW_ARB_vertex_program = !_glewInit_GL_ARB_vertex_program(); +#endif /* GL_ARB_vertex_program */ +#ifdef GL_ARB_vertex_shader + if (glewExperimental || GLEW_ARB_vertex_shader) { GLEW_ARB_vertex_shader = !_glewInit_GL_ARB_vertex_shader(); _glewInit_GL_ARB_vertex_program(); } +#endif /* GL_ARB_vertex_shader */ +#ifdef GL_ARB_vertex_type_2_10_10_10_rev + if (glewExperimental || GLEW_ARB_vertex_type_2_10_10_10_rev) GLEW_ARB_vertex_type_2_10_10_10_rev = !_glewInit_GL_ARB_vertex_type_2_10_10_10_rev(); +#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ +#ifdef GL_ARB_viewport_array + if (glewExperimental || GLEW_ARB_viewport_array) GLEW_ARB_viewport_array = !_glewInit_GL_ARB_viewport_array(); +#endif /* GL_ARB_viewport_array */ +#ifdef GL_ARB_window_pos + if (glewExperimental || GLEW_ARB_window_pos) GLEW_ARB_window_pos = !_glewInit_GL_ARB_window_pos(); +#endif /* GL_ARB_window_pos */ +#ifdef GL_ATI_draw_buffers + if (glewExperimental || GLEW_ATI_draw_buffers) GLEW_ATI_draw_buffers = !_glewInit_GL_ATI_draw_buffers(); +#endif /* GL_ATI_draw_buffers */ +#ifdef GL_ATI_element_array + if (glewExperimental || GLEW_ATI_element_array) GLEW_ATI_element_array = !_glewInit_GL_ATI_element_array(); +#endif /* GL_ATI_element_array */ +#ifdef GL_ATI_envmap_bumpmap + if (glewExperimental || GLEW_ATI_envmap_bumpmap) GLEW_ATI_envmap_bumpmap = !_glewInit_GL_ATI_envmap_bumpmap(); +#endif /* GL_ATI_envmap_bumpmap */ +#ifdef GL_ATI_fragment_shader + if (glewExperimental || GLEW_ATI_fragment_shader) GLEW_ATI_fragment_shader = !_glewInit_GL_ATI_fragment_shader(); +#endif /* GL_ATI_fragment_shader */ +#ifdef GL_ATI_map_object_buffer + if (glewExperimental || GLEW_ATI_map_object_buffer) GLEW_ATI_map_object_buffer = !_glewInit_GL_ATI_map_object_buffer(); +#endif /* GL_ATI_map_object_buffer */ +#ifdef GL_ATI_pn_triangles + if (glewExperimental || GLEW_ATI_pn_triangles) GLEW_ATI_pn_triangles = !_glewInit_GL_ATI_pn_triangles(); +#endif /* GL_ATI_pn_triangles */ +#ifdef GL_ATI_separate_stencil + if (glewExperimental || GLEW_ATI_separate_stencil) GLEW_ATI_separate_stencil = !_glewInit_GL_ATI_separate_stencil(); +#endif /* GL_ATI_separate_stencil */ +#ifdef GL_ATI_vertex_array_object + if (glewExperimental || GLEW_ATI_vertex_array_object) GLEW_ATI_vertex_array_object = !_glewInit_GL_ATI_vertex_array_object(); +#endif /* GL_ATI_vertex_array_object */ +#ifdef GL_ATI_vertex_attrib_array_object + if (glewExperimental || GLEW_ATI_vertex_attrib_array_object) GLEW_ATI_vertex_attrib_array_object = !_glewInit_GL_ATI_vertex_attrib_array_object(); +#endif /* GL_ATI_vertex_attrib_array_object */ +#ifdef GL_ATI_vertex_streams + if (glewExperimental || GLEW_ATI_vertex_streams) GLEW_ATI_vertex_streams = !_glewInit_GL_ATI_vertex_streams(); +#endif /* GL_ATI_vertex_streams */ +#ifdef GL_EXT_base_instance + if (glewExperimental || GLEW_EXT_base_instance) GLEW_EXT_base_instance = !_glewInit_GL_EXT_base_instance(); +#endif /* GL_EXT_base_instance */ +#ifdef GL_EXT_bindable_uniform + if (glewExperimental || GLEW_EXT_bindable_uniform) GLEW_EXT_bindable_uniform = !_glewInit_GL_EXT_bindable_uniform(); +#endif /* GL_EXT_bindable_uniform */ +#ifdef GL_EXT_blend_color + if (glewExperimental || GLEW_EXT_blend_color) GLEW_EXT_blend_color = !_glewInit_GL_EXT_blend_color(); +#endif /* GL_EXT_blend_color */ +#ifdef GL_EXT_blend_equation_separate + if (glewExperimental || GLEW_EXT_blend_equation_separate) GLEW_EXT_blend_equation_separate = !_glewInit_GL_EXT_blend_equation_separate(); +#endif /* GL_EXT_blend_equation_separate */ +#ifdef GL_EXT_blend_func_extended + if (glewExperimental || GLEW_EXT_blend_func_extended) GLEW_EXT_blend_func_extended = !_glewInit_GL_EXT_blend_func_extended(); +#endif /* GL_EXT_blend_func_extended */ +#ifdef GL_EXT_blend_func_separate + if (glewExperimental || GLEW_EXT_blend_func_separate) GLEW_EXT_blend_func_separate = !_glewInit_GL_EXT_blend_func_separate(); +#endif /* GL_EXT_blend_func_separate */ +#ifdef GL_EXT_blend_minmax + if (glewExperimental || GLEW_EXT_blend_minmax) GLEW_EXT_blend_minmax = !_glewInit_GL_EXT_blend_minmax(); +#endif /* GL_EXT_blend_minmax */ +#ifdef GL_EXT_buffer_storage + if (glewExperimental || GLEW_EXT_buffer_storage) GLEW_EXT_buffer_storage = !_glewInit_GL_EXT_buffer_storage(); +#endif /* GL_EXT_buffer_storage */ +#ifdef GL_EXT_clear_texture + if (glewExperimental || GLEW_EXT_clear_texture) GLEW_EXT_clear_texture = !_glewInit_GL_EXT_clear_texture(); +#endif /* GL_EXT_clear_texture */ +#ifdef GL_EXT_color_subtable + if (glewExperimental || GLEW_EXT_color_subtable) GLEW_EXT_color_subtable = !_glewInit_GL_EXT_color_subtable(); +#endif /* GL_EXT_color_subtable */ +#ifdef GL_EXT_compiled_vertex_array + if (glewExperimental || GLEW_EXT_compiled_vertex_array) GLEW_EXT_compiled_vertex_array = !_glewInit_GL_EXT_compiled_vertex_array(); +#endif /* GL_EXT_compiled_vertex_array */ +#ifdef GL_EXT_convolution + if (glewExperimental || GLEW_EXT_convolution) GLEW_EXT_convolution = !_glewInit_GL_EXT_convolution(); +#endif /* GL_EXT_convolution */ +#ifdef GL_EXT_coordinate_frame + if (glewExperimental || GLEW_EXT_coordinate_frame) GLEW_EXT_coordinate_frame = !_glewInit_GL_EXT_coordinate_frame(); +#endif /* GL_EXT_coordinate_frame */ +#ifdef GL_EXT_copy_image + if (glewExperimental || GLEW_EXT_copy_image) GLEW_EXT_copy_image = !_glewInit_GL_EXT_copy_image(); +#endif /* GL_EXT_copy_image */ +#ifdef GL_EXT_copy_texture + if (glewExperimental || GLEW_EXT_copy_texture) GLEW_EXT_copy_texture = !_glewInit_GL_EXT_copy_texture(); +#endif /* GL_EXT_copy_texture */ +#ifdef GL_EXT_cull_vertex + if (glewExperimental || GLEW_EXT_cull_vertex) GLEW_EXT_cull_vertex = !_glewInit_GL_EXT_cull_vertex(); +#endif /* GL_EXT_cull_vertex */ +#ifdef GL_EXT_debug_label + if (glewExperimental || GLEW_EXT_debug_label) GLEW_EXT_debug_label = !_glewInit_GL_EXT_debug_label(); +#endif /* GL_EXT_debug_label */ +#ifdef GL_EXT_debug_marker + if (glewExperimental || GLEW_EXT_debug_marker) GLEW_EXT_debug_marker = !_glewInit_GL_EXT_debug_marker(); +#endif /* GL_EXT_debug_marker */ +#ifdef GL_EXT_depth_bounds_test + if (glewExperimental || GLEW_EXT_depth_bounds_test) GLEW_EXT_depth_bounds_test = !_glewInit_GL_EXT_depth_bounds_test(); +#endif /* GL_EXT_depth_bounds_test */ +#ifdef GL_EXT_direct_state_access + if (glewExperimental || GLEW_EXT_direct_state_access) GLEW_EXT_direct_state_access = !_glewInit_GL_EXT_direct_state_access(); +#endif /* GL_EXT_direct_state_access */ +#ifdef GL_EXT_discard_framebuffer + if (glewExperimental || GLEW_EXT_discard_framebuffer) GLEW_EXT_discard_framebuffer = !_glewInit_GL_EXT_discard_framebuffer(); +#endif /* GL_EXT_discard_framebuffer */ +#ifdef GL_EXT_draw_buffers + if (glewExperimental || GLEW_EXT_draw_buffers) GLEW_EXT_draw_buffers = !_glewInit_GL_EXT_draw_buffers(); +#endif /* GL_EXT_draw_buffers */ +#ifdef GL_EXT_draw_buffers2 + if (glewExperimental || GLEW_EXT_draw_buffers2) GLEW_EXT_draw_buffers2 = !_glewInit_GL_EXT_draw_buffers2(); +#endif /* GL_EXT_draw_buffers2 */ +#ifdef GL_EXT_draw_buffers_indexed + if (glewExperimental || GLEW_EXT_draw_buffers_indexed) GLEW_EXT_draw_buffers_indexed = !_glewInit_GL_EXT_draw_buffers_indexed(); +#endif /* GL_EXT_draw_buffers_indexed */ +#ifdef GL_EXT_draw_elements_base_vertex + if (glewExperimental || GLEW_EXT_draw_elements_base_vertex) GLEW_EXT_draw_elements_base_vertex = !_glewInit_GL_EXT_draw_elements_base_vertex(); +#endif /* GL_EXT_draw_elements_base_vertex */ +#ifdef GL_EXT_draw_instanced + if (glewExperimental || GLEW_EXT_draw_instanced) GLEW_EXT_draw_instanced = !_glewInit_GL_EXT_draw_instanced(); +#endif /* GL_EXT_draw_instanced */ +#ifdef GL_EXT_draw_range_elements + if (glewExperimental || GLEW_EXT_draw_range_elements) GLEW_EXT_draw_range_elements = !_glewInit_GL_EXT_draw_range_elements(); +#endif /* GL_EXT_draw_range_elements */ +#ifdef GL_EXT_external_buffer + if (glewExperimental || GLEW_EXT_external_buffer) GLEW_EXT_external_buffer = !_glewInit_GL_EXT_external_buffer(); +#endif /* GL_EXT_external_buffer */ +#ifdef GL_EXT_fog_coord + if (glewExperimental || GLEW_EXT_fog_coord) GLEW_EXT_fog_coord = !_glewInit_GL_EXT_fog_coord(); +#endif /* GL_EXT_fog_coord */ +#ifdef GL_EXT_fragment_lighting + if (glewExperimental || GLEW_EXT_fragment_lighting) GLEW_EXT_fragment_lighting = !_glewInit_GL_EXT_fragment_lighting(); +#endif /* GL_EXT_fragment_lighting */ +#ifdef GL_EXT_framebuffer_blit + if (glewExperimental || GLEW_EXT_framebuffer_blit) GLEW_EXT_framebuffer_blit = !_glewInit_GL_EXT_framebuffer_blit(); +#endif /* GL_EXT_framebuffer_blit */ +#ifdef GL_EXT_framebuffer_multisample + if (glewExperimental || GLEW_EXT_framebuffer_multisample) GLEW_EXT_framebuffer_multisample = !_glewInit_GL_EXT_framebuffer_multisample(); +#endif /* GL_EXT_framebuffer_multisample */ +#ifdef GL_EXT_framebuffer_object + if (glewExperimental || GLEW_EXT_framebuffer_object) GLEW_EXT_framebuffer_object = !_glewInit_GL_EXT_framebuffer_object(); +#endif /* GL_EXT_framebuffer_object */ +#ifdef GL_EXT_geometry_shader4 + if (glewExperimental || GLEW_EXT_geometry_shader4) GLEW_EXT_geometry_shader4 = !_glewInit_GL_EXT_geometry_shader4(); +#endif /* GL_EXT_geometry_shader4 */ +#ifdef GL_EXT_gpu_program_parameters + if (glewExperimental || GLEW_EXT_gpu_program_parameters) GLEW_EXT_gpu_program_parameters = !_glewInit_GL_EXT_gpu_program_parameters(); +#endif /* GL_EXT_gpu_program_parameters */ +#ifdef GL_EXT_gpu_shader4 + if (glewExperimental || GLEW_EXT_gpu_shader4) GLEW_EXT_gpu_shader4 = !_glewInit_GL_EXT_gpu_shader4(); +#endif /* GL_EXT_gpu_shader4 */ +#ifdef GL_EXT_histogram + if (glewExperimental || GLEW_EXT_histogram) GLEW_EXT_histogram = !_glewInit_GL_EXT_histogram(); +#endif /* GL_EXT_histogram */ +#ifdef GL_EXT_index_func + if (glewExperimental || GLEW_EXT_index_func) GLEW_EXT_index_func = !_glewInit_GL_EXT_index_func(); +#endif /* GL_EXT_index_func */ +#ifdef GL_EXT_index_material + if (glewExperimental || GLEW_EXT_index_material) GLEW_EXT_index_material = !_glewInit_GL_EXT_index_material(); +#endif /* GL_EXT_index_material */ +#ifdef GL_EXT_instanced_arrays + if (glewExperimental || GLEW_EXT_instanced_arrays) GLEW_EXT_instanced_arrays = !_glewInit_GL_EXT_instanced_arrays(); +#endif /* GL_EXT_instanced_arrays */ +#ifdef GL_EXT_light_texture + if (glewExperimental || GLEW_EXT_light_texture) GLEW_EXT_light_texture = !_glewInit_GL_EXT_light_texture(); +#endif /* GL_EXT_light_texture */ +#ifdef GL_EXT_map_buffer_range + if (glewExperimental || GLEW_EXT_map_buffer_range) GLEW_EXT_map_buffer_range = !_glewInit_GL_EXT_map_buffer_range(); +#endif /* GL_EXT_map_buffer_range */ +#ifdef GL_EXT_memory_object + if (glewExperimental || GLEW_EXT_memory_object) GLEW_EXT_memory_object = !_glewInit_GL_EXT_memory_object(); +#endif /* GL_EXT_memory_object */ +#ifdef GL_EXT_memory_object_fd + if (glewExperimental || GLEW_EXT_memory_object_fd) GLEW_EXT_memory_object_fd = !_glewInit_GL_EXT_memory_object_fd(); +#endif /* GL_EXT_memory_object_fd */ +#ifdef GL_EXT_memory_object_win32 + if (glewExperimental || GLEW_EXT_memory_object_win32) GLEW_EXT_memory_object_win32 = !_glewInit_GL_EXT_memory_object_win32(); +#endif /* GL_EXT_memory_object_win32 */ +#ifdef GL_EXT_multi_draw_arrays + if (glewExperimental || GLEW_EXT_multi_draw_arrays) GLEW_EXT_multi_draw_arrays = !_glewInit_GL_EXT_multi_draw_arrays(); +#endif /* GL_EXT_multi_draw_arrays */ +#ifdef GL_EXT_multi_draw_indirect + if (glewExperimental || GLEW_EXT_multi_draw_indirect) GLEW_EXT_multi_draw_indirect = !_glewInit_GL_EXT_multi_draw_indirect(); +#endif /* GL_EXT_multi_draw_indirect */ +#ifdef GL_EXT_multisample + if (glewExperimental || GLEW_EXT_multisample) GLEW_EXT_multisample = !_glewInit_GL_EXT_multisample(); +#endif /* GL_EXT_multisample */ +#ifdef GL_EXT_multisampled_render_to_texture + if (glewExperimental || GLEW_EXT_multisampled_render_to_texture) GLEW_EXT_multisampled_render_to_texture = !_glewInit_GL_EXT_multisampled_render_to_texture(); +#endif /* GL_EXT_multisampled_render_to_texture */ +#ifdef GL_EXT_multiview_draw_buffers + if (glewExperimental || GLEW_EXT_multiview_draw_buffers) GLEW_EXT_multiview_draw_buffers = !_glewInit_GL_EXT_multiview_draw_buffers(); +#endif /* GL_EXT_multiview_draw_buffers */ +#ifdef GL_EXT_paletted_texture + if (glewExperimental || GLEW_EXT_paletted_texture) GLEW_EXT_paletted_texture = !_glewInit_GL_EXT_paletted_texture(); +#endif /* GL_EXT_paletted_texture */ +#ifdef GL_EXT_pixel_transform + if (glewExperimental || GLEW_EXT_pixel_transform) GLEW_EXT_pixel_transform = !_glewInit_GL_EXT_pixel_transform(); +#endif /* GL_EXT_pixel_transform */ +#ifdef GL_EXT_point_parameters + if (glewExperimental || GLEW_EXT_point_parameters) GLEW_EXT_point_parameters = !_glewInit_GL_EXT_point_parameters(); +#endif /* GL_EXT_point_parameters */ +#ifdef GL_EXT_polygon_offset + if (glewExperimental || GLEW_EXT_polygon_offset) GLEW_EXT_polygon_offset = !_glewInit_GL_EXT_polygon_offset(); +#endif /* GL_EXT_polygon_offset */ +#ifdef GL_EXT_polygon_offset_clamp + if (glewExperimental || GLEW_EXT_polygon_offset_clamp) GLEW_EXT_polygon_offset_clamp = !_glewInit_GL_EXT_polygon_offset_clamp(); +#endif /* GL_EXT_polygon_offset_clamp */ +#ifdef GL_EXT_provoking_vertex + if (glewExperimental || GLEW_EXT_provoking_vertex) GLEW_EXT_provoking_vertex = !_glewInit_GL_EXT_provoking_vertex(); +#endif /* GL_EXT_provoking_vertex */ +#ifdef GL_EXT_raster_multisample + if (glewExperimental || GLEW_EXT_raster_multisample) GLEW_EXT_raster_multisample = !_glewInit_GL_EXT_raster_multisample(); +#endif /* GL_EXT_raster_multisample */ +#ifdef GL_EXT_scene_marker + if (glewExperimental || GLEW_EXT_scene_marker) GLEW_EXT_scene_marker = !_glewInit_GL_EXT_scene_marker(); +#endif /* GL_EXT_scene_marker */ +#ifdef GL_EXT_secondary_color + if (glewExperimental || GLEW_EXT_secondary_color) GLEW_EXT_secondary_color = !_glewInit_GL_EXT_secondary_color(); +#endif /* GL_EXT_secondary_color */ +#ifdef GL_EXT_semaphore + if (glewExperimental || GLEW_EXT_semaphore) GLEW_EXT_semaphore = !_glewInit_GL_EXT_semaphore(); +#endif /* GL_EXT_semaphore */ +#ifdef GL_EXT_semaphore_fd + if (glewExperimental || GLEW_EXT_semaphore_fd) GLEW_EXT_semaphore_fd = !_glewInit_GL_EXT_semaphore_fd(); +#endif /* GL_EXT_semaphore_fd */ +#ifdef GL_EXT_semaphore_win32 + if (glewExperimental || GLEW_EXT_semaphore_win32) GLEW_EXT_semaphore_win32 = !_glewInit_GL_EXT_semaphore_win32(); +#endif /* GL_EXT_semaphore_win32 */ +#ifdef GL_EXT_separate_shader_objects + if (glewExperimental || GLEW_EXT_separate_shader_objects) GLEW_EXT_separate_shader_objects = !_glewInit_GL_EXT_separate_shader_objects(); +#endif /* GL_EXT_separate_shader_objects */ +#ifdef GL_EXT_shader_image_load_store + if (glewExperimental || GLEW_EXT_shader_image_load_store) GLEW_EXT_shader_image_load_store = !_glewInit_GL_EXT_shader_image_load_store(); +#endif /* GL_EXT_shader_image_load_store */ +#ifdef GL_EXT_shader_pixel_local_storage2 + if (glewExperimental || GLEW_EXT_shader_pixel_local_storage2) GLEW_EXT_shader_pixel_local_storage2 = !_glewInit_GL_EXT_shader_pixel_local_storage2(); +#endif /* GL_EXT_shader_pixel_local_storage2 */ +#ifdef GL_EXT_sparse_texture + if (glewExperimental || GLEW_EXT_sparse_texture) GLEW_EXT_sparse_texture = !_glewInit_GL_EXT_sparse_texture(); +#endif /* GL_EXT_sparse_texture */ +#ifdef GL_EXT_stencil_two_side + if (glewExperimental || GLEW_EXT_stencil_two_side) GLEW_EXT_stencil_two_side = !_glewInit_GL_EXT_stencil_two_side(); +#endif /* GL_EXT_stencil_two_side */ +#ifdef GL_EXT_subtexture + if (glewExperimental || GLEW_EXT_subtexture) GLEW_EXT_subtexture = !_glewInit_GL_EXT_subtexture(); +#endif /* GL_EXT_subtexture */ +#ifdef GL_EXT_texture3D + if (glewExperimental || GLEW_EXT_texture3D) GLEW_EXT_texture3D = !_glewInit_GL_EXT_texture3D(); +#endif /* GL_EXT_texture3D */ +#ifdef GL_EXT_texture_array + if (glewExperimental || GLEW_EXT_texture_array) GLEW_EXT_texture_array = !_glewInit_GL_EXT_texture_array(); +#endif /* GL_EXT_texture_array */ +#ifdef GL_EXT_texture_buffer_object + if (glewExperimental || GLEW_EXT_texture_buffer_object) GLEW_EXT_texture_buffer_object = !_glewInit_GL_EXT_texture_buffer_object(); +#endif /* GL_EXT_texture_buffer_object */ +#ifdef GL_EXT_texture_integer + if (glewExperimental || GLEW_EXT_texture_integer) GLEW_EXT_texture_integer = !_glewInit_GL_EXT_texture_integer(); +#endif /* GL_EXT_texture_integer */ +#ifdef GL_EXT_texture_object + if (glewExperimental || GLEW_EXT_texture_object) GLEW_EXT_texture_object = !_glewInit_GL_EXT_texture_object(); +#endif /* GL_EXT_texture_object */ +#ifdef GL_EXT_texture_perturb_normal + if (glewExperimental || GLEW_EXT_texture_perturb_normal) GLEW_EXT_texture_perturb_normal = !_glewInit_GL_EXT_texture_perturb_normal(); +#endif /* GL_EXT_texture_perturb_normal */ +#ifdef GL_EXT_texture_storage + if (glewExperimental || GLEW_EXT_texture_storage) GLEW_EXT_texture_storage = !_glewInit_GL_EXT_texture_storage(); +#endif /* GL_EXT_texture_storage */ +#ifdef GL_EXT_texture_view + if (glewExperimental || GLEW_EXT_texture_view) GLEW_EXT_texture_view = !_glewInit_GL_EXT_texture_view(); +#endif /* GL_EXT_texture_view */ +#ifdef GL_EXT_timer_query + if (glewExperimental || GLEW_EXT_timer_query) GLEW_EXT_timer_query = !_glewInit_GL_EXT_timer_query(); +#endif /* GL_EXT_timer_query */ +#ifdef GL_EXT_transform_feedback + if (glewExperimental || GLEW_EXT_transform_feedback) GLEW_EXT_transform_feedback = !_glewInit_GL_EXT_transform_feedback(); +#endif /* GL_EXT_transform_feedback */ +#ifdef GL_EXT_vertex_array + if (glewExperimental || GLEW_EXT_vertex_array) GLEW_EXT_vertex_array = !_glewInit_GL_EXT_vertex_array(); +#endif /* GL_EXT_vertex_array */ +#ifdef GL_EXT_vertex_array_setXXX + if (glewExperimental || GLEW_EXT_vertex_array_setXXX) GLEW_EXT_vertex_array_setXXX = !_glewInit_GL_EXT_vertex_array_setXXX(); +#endif /* GL_EXT_vertex_array_setXXX */ +#ifdef GL_EXT_vertex_attrib_64bit + if (glewExperimental || GLEW_EXT_vertex_attrib_64bit) GLEW_EXT_vertex_attrib_64bit = !_glewInit_GL_EXT_vertex_attrib_64bit(); +#endif /* GL_EXT_vertex_attrib_64bit */ +#ifdef GL_EXT_vertex_shader + if (glewExperimental || GLEW_EXT_vertex_shader) GLEW_EXT_vertex_shader = !_glewInit_GL_EXT_vertex_shader(); +#endif /* GL_EXT_vertex_shader */ +#ifdef GL_EXT_vertex_weighting + if (glewExperimental || GLEW_EXT_vertex_weighting) GLEW_EXT_vertex_weighting = !_glewInit_GL_EXT_vertex_weighting(); +#endif /* GL_EXT_vertex_weighting */ +#ifdef GL_EXT_win32_keyed_mutex + if (glewExperimental || GLEW_EXT_win32_keyed_mutex) GLEW_EXT_win32_keyed_mutex = !_glewInit_GL_EXT_win32_keyed_mutex(); +#endif /* GL_EXT_win32_keyed_mutex */ +#ifdef GL_EXT_window_rectangles + if (glewExperimental || GLEW_EXT_window_rectangles) GLEW_EXT_window_rectangles = !_glewInit_GL_EXT_window_rectangles(); +#endif /* GL_EXT_window_rectangles */ +#ifdef GL_EXT_x11_sync_object + if (glewExperimental || GLEW_EXT_x11_sync_object) GLEW_EXT_x11_sync_object = !_glewInit_GL_EXT_x11_sync_object(); +#endif /* GL_EXT_x11_sync_object */ +#ifdef GL_GREMEDY_frame_terminator + if (glewExperimental || GLEW_GREMEDY_frame_terminator) GLEW_GREMEDY_frame_terminator = !_glewInit_GL_GREMEDY_frame_terminator(); +#endif /* GL_GREMEDY_frame_terminator */ +#ifdef GL_GREMEDY_string_marker + if (glewExperimental || GLEW_GREMEDY_string_marker) GLEW_GREMEDY_string_marker = !_glewInit_GL_GREMEDY_string_marker(); +#endif /* GL_GREMEDY_string_marker */ +#ifdef GL_HP_image_transform + if (glewExperimental || GLEW_HP_image_transform) GLEW_HP_image_transform = !_glewInit_GL_HP_image_transform(); +#endif /* GL_HP_image_transform */ +#ifdef GL_IBM_multimode_draw_arrays + if (glewExperimental || GLEW_IBM_multimode_draw_arrays) GLEW_IBM_multimode_draw_arrays = !_glewInit_GL_IBM_multimode_draw_arrays(); +#endif /* GL_IBM_multimode_draw_arrays */ +#ifdef GL_IBM_vertex_array_lists + if (glewExperimental || GLEW_IBM_vertex_array_lists) GLEW_IBM_vertex_array_lists = !_glewInit_GL_IBM_vertex_array_lists(); +#endif /* GL_IBM_vertex_array_lists */ +#ifdef GL_INTEL_map_texture + if (glewExperimental || GLEW_INTEL_map_texture) GLEW_INTEL_map_texture = !_glewInit_GL_INTEL_map_texture(); +#endif /* GL_INTEL_map_texture */ +#ifdef GL_INTEL_parallel_arrays + if (glewExperimental || GLEW_INTEL_parallel_arrays) GLEW_INTEL_parallel_arrays = !_glewInit_GL_INTEL_parallel_arrays(); +#endif /* GL_INTEL_parallel_arrays */ +#ifdef GL_INTEL_performance_query + if (glewExperimental || GLEW_INTEL_performance_query) GLEW_INTEL_performance_query = !_glewInit_GL_INTEL_performance_query(); +#endif /* GL_INTEL_performance_query */ +#ifdef GL_INTEL_texture_scissor + if (glewExperimental || GLEW_INTEL_texture_scissor) GLEW_INTEL_texture_scissor = !_glewInit_GL_INTEL_texture_scissor(); +#endif /* GL_INTEL_texture_scissor */ +#ifdef GL_KHR_blend_equation_advanced + if (glewExperimental || GLEW_KHR_blend_equation_advanced) GLEW_KHR_blend_equation_advanced = !_glewInit_GL_KHR_blend_equation_advanced(); +#endif /* GL_KHR_blend_equation_advanced */ +#ifdef GL_KHR_debug + if (glewExperimental || GLEW_KHR_debug) GLEW_KHR_debug = !_glewInit_GL_KHR_debug(); +#endif /* GL_KHR_debug */ +#ifdef GL_KHR_parallel_shader_compile + if (glewExperimental || GLEW_KHR_parallel_shader_compile) GLEW_KHR_parallel_shader_compile = !_glewInit_GL_KHR_parallel_shader_compile(); +#endif /* GL_KHR_parallel_shader_compile */ +#ifdef GL_KHR_robustness + if (glewExperimental || GLEW_KHR_robustness) GLEW_KHR_robustness = !_glewInit_GL_KHR_robustness(); +#endif /* GL_KHR_robustness */ +#ifdef GL_KTX_buffer_region + if (glewExperimental || GLEW_KTX_buffer_region) GLEW_KTX_buffer_region = !_glewInit_GL_KTX_buffer_region(); +#endif /* GL_KTX_buffer_region */ +#ifdef GL_MESA_resize_buffers + if (glewExperimental || GLEW_MESA_resize_buffers) GLEW_MESA_resize_buffers = !_glewInit_GL_MESA_resize_buffers(); +#endif /* GL_MESA_resize_buffers */ +#ifdef GL_MESA_window_pos + if (glewExperimental || GLEW_MESA_window_pos) GLEW_MESA_window_pos = !_glewInit_GL_MESA_window_pos(); +#endif /* GL_MESA_window_pos */ +#ifdef GL_NVX_conditional_render + if (glewExperimental || GLEW_NVX_conditional_render) GLEW_NVX_conditional_render = !_glewInit_GL_NVX_conditional_render(); +#endif /* GL_NVX_conditional_render */ +#ifdef GL_NVX_linked_gpu_multicast + if (glewExperimental || GLEW_NVX_linked_gpu_multicast) GLEW_NVX_linked_gpu_multicast = !_glewInit_GL_NVX_linked_gpu_multicast(); +#endif /* GL_NVX_linked_gpu_multicast */ +#ifdef GL_NV_3dvision_settings + if (glewExperimental || GLEW_NV_3dvision_settings) GLEW_NV_3dvision_settings = !_glewInit_GL_NV_3dvision_settings(); +#endif /* GL_NV_3dvision_settings */ +#ifdef GL_NV_bindless_multi_draw_indirect + if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect) GLEW_NV_bindless_multi_draw_indirect = !_glewInit_GL_NV_bindless_multi_draw_indirect(); +#endif /* GL_NV_bindless_multi_draw_indirect */ +#ifdef GL_NV_bindless_multi_draw_indirect_count + if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect_count) GLEW_NV_bindless_multi_draw_indirect_count = !_glewInit_GL_NV_bindless_multi_draw_indirect_count(); +#endif /* GL_NV_bindless_multi_draw_indirect_count */ +#ifdef GL_NV_bindless_texture + if (glewExperimental || GLEW_NV_bindless_texture) GLEW_NV_bindless_texture = !_glewInit_GL_NV_bindless_texture(); +#endif /* GL_NV_bindless_texture */ +#ifdef GL_NV_blend_equation_advanced + if (glewExperimental || GLEW_NV_blend_equation_advanced) GLEW_NV_blend_equation_advanced = !_glewInit_GL_NV_blend_equation_advanced(); +#endif /* GL_NV_blend_equation_advanced */ +#ifdef GL_NV_clip_space_w_scaling + if (glewExperimental || GLEW_NV_clip_space_w_scaling) GLEW_NV_clip_space_w_scaling = !_glewInit_GL_NV_clip_space_w_scaling(); +#endif /* GL_NV_clip_space_w_scaling */ +#ifdef GL_NV_command_list + if (glewExperimental || GLEW_NV_command_list) GLEW_NV_command_list = !_glewInit_GL_NV_command_list(); +#endif /* GL_NV_command_list */ +#ifdef GL_NV_conditional_render + if (glewExperimental || GLEW_NV_conditional_render) GLEW_NV_conditional_render = !_glewInit_GL_NV_conditional_render(); +#endif /* GL_NV_conditional_render */ +#ifdef GL_NV_conservative_raster + if (glewExperimental || GLEW_NV_conservative_raster) GLEW_NV_conservative_raster = !_glewInit_GL_NV_conservative_raster(); +#endif /* GL_NV_conservative_raster */ +#ifdef GL_NV_conservative_raster_dilate + if (glewExperimental || GLEW_NV_conservative_raster_dilate) GLEW_NV_conservative_raster_dilate = !_glewInit_GL_NV_conservative_raster_dilate(); +#endif /* GL_NV_conservative_raster_dilate */ +#ifdef GL_NV_conservative_raster_pre_snap_triangles + if (glewExperimental || GLEW_NV_conservative_raster_pre_snap_triangles) GLEW_NV_conservative_raster_pre_snap_triangles = !_glewInit_GL_NV_conservative_raster_pre_snap_triangles(); +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ +#ifdef GL_NV_copy_buffer + if (glewExperimental || GLEW_NV_copy_buffer) GLEW_NV_copy_buffer = !_glewInit_GL_NV_copy_buffer(); +#endif /* GL_NV_copy_buffer */ +#ifdef GL_NV_copy_image + if (glewExperimental || GLEW_NV_copy_image) GLEW_NV_copy_image = !_glewInit_GL_NV_copy_image(); +#endif /* GL_NV_copy_image */ +#ifdef GL_NV_depth_buffer_float + if (glewExperimental || GLEW_NV_depth_buffer_float) GLEW_NV_depth_buffer_float = !_glewInit_GL_NV_depth_buffer_float(); +#endif /* GL_NV_depth_buffer_float */ +#ifdef GL_NV_draw_buffers + if (glewExperimental || GLEW_NV_draw_buffers) GLEW_NV_draw_buffers = !_glewInit_GL_NV_draw_buffers(); +#endif /* GL_NV_draw_buffers */ +#ifdef GL_NV_draw_instanced + if (glewExperimental || GLEW_NV_draw_instanced) GLEW_NV_draw_instanced = !_glewInit_GL_NV_draw_instanced(); +#endif /* GL_NV_draw_instanced */ +#ifdef GL_NV_draw_texture + if (glewExperimental || GLEW_NV_draw_texture) GLEW_NV_draw_texture = !_glewInit_GL_NV_draw_texture(); +#endif /* GL_NV_draw_texture */ +#ifdef GL_NV_draw_vulkan_image + if (glewExperimental || GLEW_NV_draw_vulkan_image) GLEW_NV_draw_vulkan_image = !_glewInit_GL_NV_draw_vulkan_image(); +#endif /* GL_NV_draw_vulkan_image */ +#ifdef GL_NV_evaluators + if (glewExperimental || GLEW_NV_evaluators) GLEW_NV_evaluators = !_glewInit_GL_NV_evaluators(); +#endif /* GL_NV_evaluators */ +#ifdef GL_NV_explicit_multisample + if (glewExperimental || GLEW_NV_explicit_multisample) GLEW_NV_explicit_multisample = !_glewInit_GL_NV_explicit_multisample(); +#endif /* GL_NV_explicit_multisample */ +#ifdef GL_NV_fence + if (glewExperimental || GLEW_NV_fence) GLEW_NV_fence = !_glewInit_GL_NV_fence(); +#endif /* GL_NV_fence */ +#ifdef GL_NV_fragment_coverage_to_color + if (glewExperimental || GLEW_NV_fragment_coverage_to_color) GLEW_NV_fragment_coverage_to_color = !_glewInit_GL_NV_fragment_coverage_to_color(); +#endif /* GL_NV_fragment_coverage_to_color */ +#ifdef GL_NV_fragment_program + if (glewExperimental || GLEW_NV_fragment_program) GLEW_NV_fragment_program = !_glewInit_GL_NV_fragment_program(); +#endif /* GL_NV_fragment_program */ +#ifdef GL_NV_framebuffer_blit + if (glewExperimental || GLEW_NV_framebuffer_blit) GLEW_NV_framebuffer_blit = !_glewInit_GL_NV_framebuffer_blit(); +#endif /* GL_NV_framebuffer_blit */ +#ifdef GL_NV_framebuffer_multisample + if (glewExperimental || GLEW_NV_framebuffer_multisample) GLEW_NV_framebuffer_multisample = !_glewInit_GL_NV_framebuffer_multisample(); +#endif /* GL_NV_framebuffer_multisample */ +#ifdef GL_NV_framebuffer_multisample_coverage + if (glewExperimental || GLEW_NV_framebuffer_multisample_coverage) GLEW_NV_framebuffer_multisample_coverage = !_glewInit_GL_NV_framebuffer_multisample_coverage(); +#endif /* GL_NV_framebuffer_multisample_coverage */ +#ifdef GL_NV_geometry_program4 + if (glewExperimental || GLEW_NV_geometry_program4) GLEW_NV_geometry_program4 = !_glewInit_GL_NV_geometry_program4(); +#endif /* GL_NV_geometry_program4 */ +#ifdef GL_NV_gpu_multicast + if (glewExperimental || GLEW_NV_gpu_multicast) GLEW_NV_gpu_multicast = !_glewInit_GL_NV_gpu_multicast(); +#endif /* GL_NV_gpu_multicast */ +#ifdef GL_NV_gpu_program4 + if (glewExperimental || GLEW_NV_gpu_program4) GLEW_NV_gpu_program4 = !_glewInit_GL_NV_gpu_program4(); +#endif /* GL_NV_gpu_program4 */ +#ifdef GL_NV_gpu_shader5 + if (glewExperimental || GLEW_NV_gpu_shader5) GLEW_NV_gpu_shader5 = !_glewInit_GL_NV_gpu_shader5(); +#endif /* GL_NV_gpu_shader5 */ +#ifdef GL_NV_half_float + if (glewExperimental || GLEW_NV_half_float) GLEW_NV_half_float = !_glewInit_GL_NV_half_float(); +#endif /* GL_NV_half_float */ +#ifdef GL_NV_instanced_arrays + if (glewExperimental || GLEW_NV_instanced_arrays) GLEW_NV_instanced_arrays = !_glewInit_GL_NV_instanced_arrays(); +#endif /* GL_NV_instanced_arrays */ +#ifdef GL_NV_internalformat_sample_query + if (glewExperimental || GLEW_NV_internalformat_sample_query) GLEW_NV_internalformat_sample_query = !_glewInit_GL_NV_internalformat_sample_query(); +#endif /* GL_NV_internalformat_sample_query */ +#ifdef GL_NV_non_square_matrices + if (glewExperimental || GLEW_NV_non_square_matrices) GLEW_NV_non_square_matrices = !_glewInit_GL_NV_non_square_matrices(); +#endif /* GL_NV_non_square_matrices */ +#ifdef GL_NV_occlusion_query + if (glewExperimental || GLEW_NV_occlusion_query) GLEW_NV_occlusion_query = !_glewInit_GL_NV_occlusion_query(); +#endif /* GL_NV_occlusion_query */ +#ifdef GL_NV_parameter_buffer_object + if (glewExperimental || GLEW_NV_parameter_buffer_object) GLEW_NV_parameter_buffer_object = !_glewInit_GL_NV_parameter_buffer_object(); +#endif /* GL_NV_parameter_buffer_object */ +#ifdef GL_NV_path_rendering + if (glewExperimental || GLEW_NV_path_rendering) GLEW_NV_path_rendering = !_glewInit_GL_NV_path_rendering(); +#endif /* GL_NV_path_rendering */ +#ifdef GL_NV_pixel_data_range + if (glewExperimental || GLEW_NV_pixel_data_range) GLEW_NV_pixel_data_range = !_glewInit_GL_NV_pixel_data_range(); +#endif /* GL_NV_pixel_data_range */ +#ifdef GL_NV_point_sprite + if (glewExperimental || GLEW_NV_point_sprite) GLEW_NV_point_sprite = !_glewInit_GL_NV_point_sprite(); +#endif /* GL_NV_point_sprite */ +#ifdef GL_NV_polygon_mode + if (glewExperimental || GLEW_NV_polygon_mode) GLEW_NV_polygon_mode = !_glewInit_GL_NV_polygon_mode(); +#endif /* GL_NV_polygon_mode */ +#ifdef GL_NV_present_video + if (glewExperimental || GLEW_NV_present_video) GLEW_NV_present_video = !_glewInit_GL_NV_present_video(); +#endif /* GL_NV_present_video */ +#ifdef GL_NV_primitive_restart + if (glewExperimental || GLEW_NV_primitive_restart) GLEW_NV_primitive_restart = !_glewInit_GL_NV_primitive_restart(); +#endif /* GL_NV_primitive_restart */ +#ifdef GL_NV_register_combiners + if (glewExperimental || GLEW_NV_register_combiners) GLEW_NV_register_combiners = !_glewInit_GL_NV_register_combiners(); +#endif /* GL_NV_register_combiners */ +#ifdef GL_NV_register_combiners2 + if (glewExperimental || GLEW_NV_register_combiners2) GLEW_NV_register_combiners2 = !_glewInit_GL_NV_register_combiners2(); +#endif /* GL_NV_register_combiners2 */ +#ifdef GL_NV_sample_locations + if (glewExperimental || GLEW_NV_sample_locations) GLEW_NV_sample_locations = !_glewInit_GL_NV_sample_locations(); +#endif /* GL_NV_sample_locations */ +#ifdef GL_NV_shader_buffer_load + if (glewExperimental || GLEW_NV_shader_buffer_load) GLEW_NV_shader_buffer_load = !_glewInit_GL_NV_shader_buffer_load(); +#endif /* GL_NV_shader_buffer_load */ +#ifdef GL_NV_texture_array + if (glewExperimental || GLEW_NV_texture_array) GLEW_NV_texture_array = !_glewInit_GL_NV_texture_array(); +#endif /* GL_NV_texture_array */ +#ifdef GL_NV_texture_barrier + if (glewExperimental || GLEW_NV_texture_barrier) GLEW_NV_texture_barrier = !_glewInit_GL_NV_texture_barrier(); +#endif /* GL_NV_texture_barrier */ +#ifdef GL_NV_texture_multisample + if (glewExperimental || GLEW_NV_texture_multisample) GLEW_NV_texture_multisample = !_glewInit_GL_NV_texture_multisample(); +#endif /* GL_NV_texture_multisample */ +#ifdef GL_NV_transform_feedback + if (glewExperimental || GLEW_NV_transform_feedback) GLEW_NV_transform_feedback = !_glewInit_GL_NV_transform_feedback(); +#endif /* GL_NV_transform_feedback */ +#ifdef GL_NV_transform_feedback2 + if (glewExperimental || GLEW_NV_transform_feedback2) GLEW_NV_transform_feedback2 = !_glewInit_GL_NV_transform_feedback2(); +#endif /* GL_NV_transform_feedback2 */ +#ifdef GL_NV_vdpau_interop + if (glewExperimental || GLEW_NV_vdpau_interop) GLEW_NV_vdpau_interop = !_glewInit_GL_NV_vdpau_interop(); +#endif /* GL_NV_vdpau_interop */ +#ifdef GL_NV_vertex_array_range + if (glewExperimental || GLEW_NV_vertex_array_range) GLEW_NV_vertex_array_range = !_glewInit_GL_NV_vertex_array_range(); +#endif /* GL_NV_vertex_array_range */ +#ifdef GL_NV_vertex_attrib_integer_64bit + if (glewExperimental || GLEW_NV_vertex_attrib_integer_64bit) GLEW_NV_vertex_attrib_integer_64bit = !_glewInit_GL_NV_vertex_attrib_integer_64bit(); +#endif /* GL_NV_vertex_attrib_integer_64bit */ +#ifdef GL_NV_vertex_buffer_unified_memory + if (glewExperimental || GLEW_NV_vertex_buffer_unified_memory) GLEW_NV_vertex_buffer_unified_memory = !_glewInit_GL_NV_vertex_buffer_unified_memory(); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef GL_NV_vertex_program + if (glewExperimental || GLEW_NV_vertex_program) GLEW_NV_vertex_program = !_glewInit_GL_NV_vertex_program(); +#endif /* GL_NV_vertex_program */ +#ifdef GL_NV_video_capture + if (glewExperimental || GLEW_NV_video_capture) GLEW_NV_video_capture = !_glewInit_GL_NV_video_capture(); +#endif /* GL_NV_video_capture */ +#ifdef GL_NV_viewport_array + if (glewExperimental || GLEW_NV_viewport_array) GLEW_NV_viewport_array = !_glewInit_GL_NV_viewport_array(); +#endif /* GL_NV_viewport_array */ +#ifdef GL_NV_viewport_swizzle + if (glewExperimental || GLEW_NV_viewport_swizzle) GLEW_NV_viewport_swizzle = !_glewInit_GL_NV_viewport_swizzle(); +#endif /* GL_NV_viewport_swizzle */ +#ifdef GL_OVR_multiview + if (glewExperimental || GLEW_OVR_multiview) GLEW_OVR_multiview = !_glewInit_GL_OVR_multiview(); +#endif /* GL_OVR_multiview */ +#ifdef GL_OVR_multiview_multisampled_render_to_texture + if (glewExperimental || GLEW_OVR_multiview_multisampled_render_to_texture) GLEW_OVR_multiview_multisampled_render_to_texture = !_glewInit_GL_OVR_multiview_multisampled_render_to_texture(); +#endif /* GL_OVR_multiview_multisampled_render_to_texture */ +#ifdef GL_QCOM_alpha_test + if (glewExperimental || GLEW_QCOM_alpha_test) GLEW_QCOM_alpha_test = !_glewInit_GL_QCOM_alpha_test(); +#endif /* GL_QCOM_alpha_test */ +#ifdef GL_QCOM_driver_control + if (glewExperimental || GLEW_QCOM_driver_control) GLEW_QCOM_driver_control = !_glewInit_GL_QCOM_driver_control(); +#endif /* GL_QCOM_driver_control */ +#ifdef GL_QCOM_extended_get + if (glewExperimental || GLEW_QCOM_extended_get) GLEW_QCOM_extended_get = !_glewInit_GL_QCOM_extended_get(); +#endif /* GL_QCOM_extended_get */ +#ifdef GL_QCOM_extended_get2 + if (glewExperimental || GLEW_QCOM_extended_get2) GLEW_QCOM_extended_get2 = !_glewInit_GL_QCOM_extended_get2(); +#endif /* GL_QCOM_extended_get2 */ +#ifdef GL_QCOM_framebuffer_foveated + if (glewExperimental || GLEW_QCOM_framebuffer_foveated) GLEW_QCOM_framebuffer_foveated = !_glewInit_GL_QCOM_framebuffer_foveated(); +#endif /* GL_QCOM_framebuffer_foveated */ +#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent + if (glewExperimental || GLEW_QCOM_shader_framebuffer_fetch_noncoherent) GLEW_QCOM_shader_framebuffer_fetch_noncoherent = !_glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent(); +#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ +#ifdef GL_QCOM_tiled_rendering + if (glewExperimental || GLEW_QCOM_tiled_rendering) GLEW_QCOM_tiled_rendering = !_glewInit_GL_QCOM_tiled_rendering(); +#endif /* GL_QCOM_tiled_rendering */ +#ifdef GL_REGAL_ES1_0_compatibility + if (glewExperimental || GLEW_REGAL_ES1_0_compatibility) GLEW_REGAL_ES1_0_compatibility = !_glewInit_GL_REGAL_ES1_0_compatibility(); +#endif /* GL_REGAL_ES1_0_compatibility */ +#ifdef GL_REGAL_ES1_1_compatibility + if (glewExperimental || GLEW_REGAL_ES1_1_compatibility) GLEW_REGAL_ES1_1_compatibility = !_glewInit_GL_REGAL_ES1_1_compatibility(); +#endif /* GL_REGAL_ES1_1_compatibility */ +#ifdef GL_REGAL_error_string + if (glewExperimental || GLEW_REGAL_error_string) GLEW_REGAL_error_string = !_glewInit_GL_REGAL_error_string(); +#endif /* GL_REGAL_error_string */ +#ifdef GL_REGAL_extension_query + if (glewExperimental || GLEW_REGAL_extension_query) GLEW_REGAL_extension_query = !_glewInit_GL_REGAL_extension_query(); +#endif /* GL_REGAL_extension_query */ +#ifdef GL_REGAL_log + if (glewExperimental || GLEW_REGAL_log) GLEW_REGAL_log = !_glewInit_GL_REGAL_log(); +#endif /* GL_REGAL_log */ +#ifdef GL_REGAL_proc_address + if (glewExperimental || GLEW_REGAL_proc_address) GLEW_REGAL_proc_address = !_glewInit_GL_REGAL_proc_address(); +#endif /* GL_REGAL_proc_address */ +#ifdef GL_SGIS_detail_texture + if (glewExperimental || GLEW_SGIS_detail_texture) GLEW_SGIS_detail_texture = !_glewInit_GL_SGIS_detail_texture(); +#endif /* GL_SGIS_detail_texture */ +#ifdef GL_SGIS_fog_function + if (glewExperimental || GLEW_SGIS_fog_function) GLEW_SGIS_fog_function = !_glewInit_GL_SGIS_fog_function(); +#endif /* GL_SGIS_fog_function */ +#ifdef GL_SGIS_multisample + if (glewExperimental || GLEW_SGIS_multisample) GLEW_SGIS_multisample = !_glewInit_GL_SGIS_multisample(); +#endif /* GL_SGIS_multisample */ +#ifdef GL_SGIS_multitexture + if (glewExperimental || GLEW_SGIS_multitexture) GLEW_SGIS_multitexture = !_glewInit_GL_SGIS_multitexture(); +#endif /* GL_SGIS_multitexture */ +#ifdef GL_SGIS_shared_multisample + if (glewExperimental || GLEW_SGIS_shared_multisample) GLEW_SGIS_shared_multisample = !_glewInit_GL_SGIS_shared_multisample(); +#endif /* GL_SGIS_shared_multisample */ +#ifdef GL_SGIS_sharpen_texture + if (glewExperimental || GLEW_SGIS_sharpen_texture) GLEW_SGIS_sharpen_texture = !_glewInit_GL_SGIS_sharpen_texture(); +#endif /* GL_SGIS_sharpen_texture */ +#ifdef GL_SGIS_texture4D + if (glewExperimental || GLEW_SGIS_texture4D) GLEW_SGIS_texture4D = !_glewInit_GL_SGIS_texture4D(); +#endif /* GL_SGIS_texture4D */ +#ifdef GL_SGIS_texture_filter4 + if (glewExperimental || GLEW_SGIS_texture_filter4) GLEW_SGIS_texture_filter4 = !_glewInit_GL_SGIS_texture_filter4(); +#endif /* GL_SGIS_texture_filter4 */ +#ifdef GL_SGIX_async + if (glewExperimental || GLEW_SGIX_async) GLEW_SGIX_async = !_glewInit_GL_SGIX_async(); +#endif /* GL_SGIX_async */ +#ifdef GL_SGIX_datapipe + if (glewExperimental || GLEW_SGIX_datapipe) GLEW_SGIX_datapipe = !_glewInit_GL_SGIX_datapipe(); +#endif /* GL_SGIX_datapipe */ +#ifdef GL_SGIX_flush_raster + if (glewExperimental || GLEW_SGIX_flush_raster) GLEW_SGIX_flush_raster = !_glewInit_GL_SGIX_flush_raster(); +#endif /* GL_SGIX_flush_raster */ +#ifdef GL_SGIX_fog_layers + if (glewExperimental || GLEW_SGIX_fog_layers) GLEW_SGIX_fog_layers = !_glewInit_GL_SGIX_fog_layers(); +#endif /* GL_SGIX_fog_layers */ +#ifdef GL_SGIX_fog_texture + if (glewExperimental || GLEW_SGIX_fog_texture) GLEW_SGIX_fog_texture = !_glewInit_GL_SGIX_fog_texture(); +#endif /* GL_SGIX_fog_texture */ +#ifdef GL_SGIX_fragment_specular_lighting + if (glewExperimental || GLEW_SGIX_fragment_specular_lighting) GLEW_SGIX_fragment_specular_lighting = !_glewInit_GL_SGIX_fragment_specular_lighting(); +#endif /* GL_SGIX_fragment_specular_lighting */ +#ifdef GL_SGIX_framezoom + if (glewExperimental || GLEW_SGIX_framezoom) GLEW_SGIX_framezoom = !_glewInit_GL_SGIX_framezoom(); +#endif /* GL_SGIX_framezoom */ +#ifdef GL_SGIX_igloo_interface + if (glewExperimental || GLEW_SGIX_igloo_interface) GLEW_SGIX_igloo_interface = !_glewInit_GL_SGIX_igloo_interface(); +#endif /* GL_SGIX_igloo_interface */ +#ifdef GL_SGIX_mpeg1 + if (glewExperimental || GLEW_SGIX_mpeg1) GLEW_SGIX_mpeg1 = !_glewInit_GL_SGIX_mpeg1(); +#endif /* GL_SGIX_mpeg1 */ +#ifdef GL_SGIX_nonlinear_lighting_pervertex + if (glewExperimental || GLEW_SGIX_nonlinear_lighting_pervertex) GLEW_SGIX_nonlinear_lighting_pervertex = !_glewInit_GL_SGIX_nonlinear_lighting_pervertex(); +#endif /* GL_SGIX_nonlinear_lighting_pervertex */ +#ifdef GL_SGIX_pixel_texture + if (glewExperimental || GLEW_SGIX_pixel_texture) GLEW_SGIX_pixel_texture = !_glewInit_GL_SGIX_pixel_texture(); +#endif /* GL_SGIX_pixel_texture */ +#ifdef GL_SGIX_polynomial_ffd + if (glewExperimental || GLEW_SGIX_polynomial_ffd) GLEW_SGIX_polynomial_ffd = !_glewInit_GL_SGIX_polynomial_ffd(); +#endif /* GL_SGIX_polynomial_ffd */ +#ifdef GL_SGIX_quad_mesh + if (glewExperimental || GLEW_SGIX_quad_mesh) GLEW_SGIX_quad_mesh = !_glewInit_GL_SGIX_quad_mesh(); +#endif /* GL_SGIX_quad_mesh */ +#ifdef GL_SGIX_reference_plane + if (glewExperimental || GLEW_SGIX_reference_plane) GLEW_SGIX_reference_plane = !_glewInit_GL_SGIX_reference_plane(); +#endif /* GL_SGIX_reference_plane */ +#ifdef GL_SGIX_sprite + if (glewExperimental || GLEW_SGIX_sprite) GLEW_SGIX_sprite = !_glewInit_GL_SGIX_sprite(); +#endif /* GL_SGIX_sprite */ +#ifdef GL_SGIX_tag_sample_buffer + if (glewExperimental || GLEW_SGIX_tag_sample_buffer) GLEW_SGIX_tag_sample_buffer = !_glewInit_GL_SGIX_tag_sample_buffer(); +#endif /* GL_SGIX_tag_sample_buffer */ +#ifdef GL_SGIX_vector_ops + if (glewExperimental || GLEW_SGIX_vector_ops) GLEW_SGIX_vector_ops = !_glewInit_GL_SGIX_vector_ops(); +#endif /* GL_SGIX_vector_ops */ +#ifdef GL_SGIX_vertex_array_object + if (glewExperimental || GLEW_SGIX_vertex_array_object) GLEW_SGIX_vertex_array_object = !_glewInit_GL_SGIX_vertex_array_object(); +#endif /* GL_SGIX_vertex_array_object */ +#ifdef GL_SGI_color_table + if (glewExperimental || GLEW_SGI_color_table) GLEW_SGI_color_table = !_glewInit_GL_SGI_color_table(); +#endif /* GL_SGI_color_table */ +#ifdef GL_SGI_fft + if (glewExperimental || GLEW_SGI_fft) GLEW_SGI_fft = !_glewInit_GL_SGI_fft(); +#endif /* GL_SGI_fft */ +#ifdef GL_SUNX_constant_data + if (glewExperimental || GLEW_SUNX_constant_data) GLEW_SUNX_constant_data = !_glewInit_GL_SUNX_constant_data(); +#endif /* GL_SUNX_constant_data */ +#ifdef GL_SUN_global_alpha + if (glewExperimental || GLEW_SUN_global_alpha) GLEW_SUN_global_alpha = !_glewInit_GL_SUN_global_alpha(); +#endif /* GL_SUN_global_alpha */ +#ifdef GL_SUN_read_video_pixels + if (glewExperimental || GLEW_SUN_read_video_pixels) GLEW_SUN_read_video_pixels = !_glewInit_GL_SUN_read_video_pixels(); +#endif /* GL_SUN_read_video_pixels */ +#ifdef GL_SUN_triangle_list + if (glewExperimental || GLEW_SUN_triangle_list) GLEW_SUN_triangle_list = !_glewInit_GL_SUN_triangle_list(); +#endif /* GL_SUN_triangle_list */ +#ifdef GL_SUN_vertex + if (glewExperimental || GLEW_SUN_vertex) GLEW_SUN_vertex = !_glewInit_GL_SUN_vertex(); +#endif /* GL_SUN_vertex */ +#ifdef GL_WIN_swap_hint + if (glewExperimental || GLEW_WIN_swap_hint) GLEW_WIN_swap_hint = !_glewInit_GL_WIN_swap_hint(); +#endif /* GL_WIN_swap_hint */ +#ifdef GL_NV_fragment_program4 + GLEW_NV_fragment_program4 = GLEW_NV_gpu_program4; +#endif /* GL_NV_fragment_program4 */ +#ifdef GL_NV_geometry_program4 + GLEW_NV_geometry_program4 = GLEW_NV_gpu_program4; +#endif /* GL_NV_geometry_program4 */ +#ifdef GL_NV_tessellation_program5 + GLEW_NV_tessellation_program5 = GLEW_NV_gpu_program5; +#endif /* GL_NV_tessellation_program5 */ +#ifdef GL_NV_vertex_program4 + GLEW_NV_vertex_program4 = GLEW_NV_gpu_program4; +#endif /* GL_NV_vertex_program4 */ + + return GLEW_OK; +} + + +#if defined(GLEW_OSMESA) + +#elif defined(GLEW_EGL) + +PFNEGLCHOOSECONFIGPROC __eglewChooseConfig = NULL; +PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers = NULL; +PFNEGLCREATECONTEXTPROC __eglewCreateContext = NULL; +PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface = NULL; +PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface = NULL; +PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface = NULL; +PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext = NULL; +PFNEGLDESTROYSURFACEPROC __eglewDestroySurface = NULL; +PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib = NULL; +PFNEGLGETCONFIGSPROC __eglewGetConfigs = NULL; +PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay = NULL; +PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface = NULL; +PFNEGLGETDISPLAYPROC __eglewGetDisplay = NULL; +PFNEGLGETERRORPROC __eglewGetError = NULL; +PFNEGLINITIALIZEPROC __eglewInitialize = NULL; +PFNEGLMAKECURRENTPROC __eglewMakeCurrent = NULL; +PFNEGLQUERYCONTEXTPROC __eglewQueryContext = NULL; +PFNEGLQUERYSTRINGPROC __eglewQueryString = NULL; +PFNEGLQUERYSURFACEPROC __eglewQuerySurface = NULL; +PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers = NULL; +PFNEGLTERMINATEPROC __eglewTerminate = NULL; +PFNEGLWAITGLPROC __eglewWaitGL = NULL; +PFNEGLWAITNATIVEPROC __eglewWaitNative = NULL; + +PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage = NULL; +PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage = NULL; +PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib = NULL; +PFNEGLSWAPINTERVALPROC __eglewSwapInterval = NULL; + +PFNEGLBINDAPIPROC __eglewBindAPI = NULL; +PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer = NULL; +PFNEGLQUERYAPIPROC __eglewQueryAPI = NULL; +PFNEGLRELEASETHREADPROC __eglewReleaseThread = NULL; +PFNEGLWAITCLIENTPROC __eglewWaitClient = NULL; + +PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext = NULL; + +PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync = NULL; +PFNEGLCREATEIMAGEPROC __eglewCreateImage = NULL; +PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface = NULL; +PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface = NULL; +PFNEGLCREATESYNCPROC __eglewCreateSync = NULL; +PFNEGLDESTROYIMAGEPROC __eglewDestroyImage = NULL; +PFNEGLDESTROYSYNCPROC __eglewDestroySync = NULL; +PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay = NULL; +PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib = NULL; +PFNEGLWAITSYNCPROC __eglewWaitSync = NULL; + +PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID = NULL; + +PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID = NULL; + +PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID = NULL; + +PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID = NULL; + +PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE = NULL; + +PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT = NULL; + +PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT = NULL; +PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT = NULL; +PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT = NULL; + +PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT = NULL; +PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT = NULL; + +PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT = NULL; +PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT = NULL; +PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT = NULL; +PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT = NULL; +PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT = NULL; +PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT = NULL; +PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT = NULL; +PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT = NULL; + +PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT = NULL; +PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT = NULL; +PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT = NULL; + +PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT = NULL; + +PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT = NULL; + +PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI = NULL; + +PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR = NULL; + +PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR = NULL; +PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR = NULL; +PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR = NULL; + +PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR = NULL; +PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR = NULL; + +PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR = NULL; +PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR = NULL; + +PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR = NULL; + +PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR = NULL; + +PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR = NULL; +PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR = NULL; +PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR = NULL; +PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR = NULL; +PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR = NULL; + +PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR = NULL; +PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR = NULL; +PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR = NULL; +PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR = NULL; +PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR = NULL; + +PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR = NULL; +PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR = NULL; +PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR = NULL; +PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR = NULL; +PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR = NULL; + +PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR = NULL; +PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR = NULL; +PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR = NULL; + +PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR = NULL; +PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR = NULL; + +PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR = NULL; + +PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR = NULL; + +PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR = NULL; + +PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR = NULL; + +PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA = NULL; +PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA = NULL; + +PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA = NULL; +PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA = NULL; + +PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK = NULL; + +PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK = NULL; + +PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV = NULL; +PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV = NULL; +PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV = NULL; + +PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV = NULL; + +PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV = NULL; + +PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV = NULL; +PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV = NULL; +PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV = NULL; + +PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV = NULL; + +PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV = NULL; + +PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV = NULL; +PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV = NULL; +PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV = NULL; +PFNEGLFENCENVPROC __eglewFenceNV = NULL; +PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV = NULL; +PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV = NULL; + +PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV = NULL; +PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV = NULL; +GLboolean __EGLEW_VERSION_1_0 = GL_FALSE; +GLboolean __EGLEW_VERSION_1_1 = GL_FALSE; +GLboolean __EGLEW_VERSION_1_2 = GL_FALSE; +GLboolean __EGLEW_VERSION_1_3 = GL_FALSE; +GLboolean __EGLEW_VERSION_1_4 = GL_FALSE; +GLboolean __EGLEW_VERSION_1_5 = GL_FALSE; +GLboolean __EGLEW_ANDROID_blob_cache = GL_FALSE; +GLboolean __EGLEW_ANDROID_create_native_client_buffer = GL_FALSE; +GLboolean __EGLEW_ANDROID_framebuffer_target = GL_FALSE; +GLboolean __EGLEW_ANDROID_front_buffer_auto_refresh = GL_FALSE; +GLboolean __EGLEW_ANDROID_image_native_buffer = GL_FALSE; +GLboolean __EGLEW_ANDROID_native_fence_sync = GL_FALSE; +GLboolean __EGLEW_ANDROID_presentation_time = GL_FALSE; +GLboolean __EGLEW_ANDROID_recordable = GL_FALSE; +GLboolean __EGLEW_ANGLE_d3d_share_handle_client_buffer = GL_FALSE; +GLboolean __EGLEW_ANGLE_device_d3d = GL_FALSE; +GLboolean __EGLEW_ANGLE_query_surface_pointer = GL_FALSE; +GLboolean __EGLEW_ANGLE_surface_d3d_texture_2d_share_handle = GL_FALSE; +GLboolean __EGLEW_ANGLE_window_fixed_size = GL_FALSE; +GLboolean __EGLEW_ARM_implicit_external_sync = GL_FALSE; +GLboolean __EGLEW_ARM_pixmap_multisample_discard = GL_FALSE; +GLboolean __EGLEW_EXT_buffer_age = GL_FALSE; +GLboolean __EGLEW_EXT_client_extensions = GL_FALSE; +GLboolean __EGLEW_EXT_create_context_robustness = GL_FALSE; +GLboolean __EGLEW_EXT_device_base = GL_FALSE; +GLboolean __EGLEW_EXT_device_drm = GL_FALSE; +GLboolean __EGLEW_EXT_device_enumeration = GL_FALSE; +GLboolean __EGLEW_EXT_device_openwf = GL_FALSE; +GLboolean __EGLEW_EXT_device_query = GL_FALSE; +GLboolean __EGLEW_EXT_gl_colorspace_bt2020_linear = GL_FALSE; +GLboolean __EGLEW_EXT_gl_colorspace_bt2020_pq = GL_FALSE; +GLboolean __EGLEW_EXT_gl_colorspace_scrgb_linear = GL_FALSE; +GLboolean __EGLEW_EXT_image_dma_buf_import = GL_FALSE; +GLboolean __EGLEW_EXT_image_dma_buf_import_modifiers = GL_FALSE; +GLboolean __EGLEW_EXT_multiview_window = GL_FALSE; +GLboolean __EGLEW_EXT_output_base = GL_FALSE; +GLboolean __EGLEW_EXT_output_drm = GL_FALSE; +GLboolean __EGLEW_EXT_output_openwf = GL_FALSE; +GLboolean __EGLEW_EXT_pixel_format_float = GL_FALSE; +GLboolean __EGLEW_EXT_platform_base = GL_FALSE; +GLboolean __EGLEW_EXT_platform_device = GL_FALSE; +GLboolean __EGLEW_EXT_platform_wayland = GL_FALSE; +GLboolean __EGLEW_EXT_platform_x11 = GL_FALSE; +GLboolean __EGLEW_EXT_protected_content = GL_FALSE; +GLboolean __EGLEW_EXT_protected_surface = GL_FALSE; +GLboolean __EGLEW_EXT_stream_consumer_egloutput = GL_FALSE; +GLboolean __EGLEW_EXT_surface_SMPTE2086_metadata = GL_FALSE; +GLboolean __EGLEW_EXT_swap_buffers_with_damage = GL_FALSE; +GLboolean __EGLEW_EXT_yuv_surface = GL_FALSE; +GLboolean __EGLEW_HI_clientpixmap = GL_FALSE; +GLboolean __EGLEW_HI_colorformats = GL_FALSE; +GLboolean __EGLEW_IMG_context_priority = GL_FALSE; +GLboolean __EGLEW_IMG_image_plane_attribs = GL_FALSE; +GLboolean __EGLEW_KHR_cl_event = GL_FALSE; +GLboolean __EGLEW_KHR_cl_event2 = GL_FALSE; +GLboolean __EGLEW_KHR_client_get_all_proc_addresses = GL_FALSE; +GLboolean __EGLEW_KHR_config_attribs = GL_FALSE; +GLboolean __EGLEW_KHR_context_flush_control = GL_FALSE; +GLboolean __EGLEW_KHR_create_context = GL_FALSE; +GLboolean __EGLEW_KHR_create_context_no_error = GL_FALSE; +GLboolean __EGLEW_KHR_debug = GL_FALSE; +GLboolean __EGLEW_KHR_fence_sync = GL_FALSE; +GLboolean __EGLEW_KHR_get_all_proc_addresses = GL_FALSE; +GLboolean __EGLEW_KHR_gl_colorspace = GL_FALSE; +GLboolean __EGLEW_KHR_gl_renderbuffer_image = GL_FALSE; +GLboolean __EGLEW_KHR_gl_texture_2D_image = GL_FALSE; +GLboolean __EGLEW_KHR_gl_texture_3D_image = GL_FALSE; +GLboolean __EGLEW_KHR_gl_texture_cubemap_image = GL_FALSE; +GLboolean __EGLEW_KHR_image = GL_FALSE; +GLboolean __EGLEW_KHR_image_base = GL_FALSE; +GLboolean __EGLEW_KHR_image_pixmap = GL_FALSE; +GLboolean __EGLEW_KHR_lock_surface = GL_FALSE; +GLboolean __EGLEW_KHR_lock_surface2 = GL_FALSE; +GLboolean __EGLEW_KHR_lock_surface3 = GL_FALSE; +GLboolean __EGLEW_KHR_mutable_render_buffer = GL_FALSE; +GLboolean __EGLEW_KHR_no_config_context = GL_FALSE; +GLboolean __EGLEW_KHR_partial_update = GL_FALSE; +GLboolean __EGLEW_KHR_platform_android = GL_FALSE; +GLboolean __EGLEW_KHR_platform_gbm = GL_FALSE; +GLboolean __EGLEW_KHR_platform_wayland = GL_FALSE; +GLboolean __EGLEW_KHR_platform_x11 = GL_FALSE; +GLboolean __EGLEW_KHR_reusable_sync = GL_FALSE; +GLboolean __EGLEW_KHR_stream = GL_FALSE; +GLboolean __EGLEW_KHR_stream_attrib = GL_FALSE; +GLboolean __EGLEW_KHR_stream_consumer_gltexture = GL_FALSE; +GLboolean __EGLEW_KHR_stream_cross_process_fd = GL_FALSE; +GLboolean __EGLEW_KHR_stream_fifo = GL_FALSE; +GLboolean __EGLEW_KHR_stream_producer_aldatalocator = GL_FALSE; +GLboolean __EGLEW_KHR_stream_producer_eglsurface = GL_FALSE; +GLboolean __EGLEW_KHR_surfaceless_context = GL_FALSE; +GLboolean __EGLEW_KHR_swap_buffers_with_damage = GL_FALSE; +GLboolean __EGLEW_KHR_vg_parent_image = GL_FALSE; +GLboolean __EGLEW_KHR_wait_sync = GL_FALSE; +GLboolean __EGLEW_MESA_drm_image = GL_FALSE; +GLboolean __EGLEW_MESA_image_dma_buf_export = GL_FALSE; +GLboolean __EGLEW_MESA_platform_gbm = GL_FALSE; +GLboolean __EGLEW_MESA_platform_surfaceless = GL_FALSE; +GLboolean __EGLEW_NOK_swap_region = GL_FALSE; +GLboolean __EGLEW_NOK_swap_region2 = GL_FALSE; +GLboolean __EGLEW_NOK_texture_from_pixmap = GL_FALSE; +GLboolean __EGLEW_NV_3dvision_surface = GL_FALSE; +GLboolean __EGLEW_NV_coverage_sample = GL_FALSE; +GLboolean __EGLEW_NV_coverage_sample_resolve = GL_FALSE; +GLboolean __EGLEW_NV_cuda_event = GL_FALSE; +GLboolean __EGLEW_NV_depth_nonlinear = GL_FALSE; +GLboolean __EGLEW_NV_device_cuda = GL_FALSE; +GLboolean __EGLEW_NV_native_query = GL_FALSE; +GLboolean __EGLEW_NV_post_convert_rounding = GL_FALSE; +GLboolean __EGLEW_NV_post_sub_buffer = GL_FALSE; +GLboolean __EGLEW_NV_robustness_video_memory_purge = GL_FALSE; +GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv = GL_FALSE; +GLboolean __EGLEW_NV_stream_cross_display = GL_FALSE; +GLboolean __EGLEW_NV_stream_cross_object = GL_FALSE; +GLboolean __EGLEW_NV_stream_cross_partition = GL_FALSE; +GLboolean __EGLEW_NV_stream_cross_process = GL_FALSE; +GLboolean __EGLEW_NV_stream_cross_system = GL_FALSE; +GLboolean __EGLEW_NV_stream_fifo_next = GL_FALSE; +GLboolean __EGLEW_NV_stream_fifo_synchronous = GL_FALSE; +GLboolean __EGLEW_NV_stream_frame_limits = GL_FALSE; +GLboolean __EGLEW_NV_stream_metadata = GL_FALSE; +GLboolean __EGLEW_NV_stream_remote = GL_FALSE; +GLboolean __EGLEW_NV_stream_reset = GL_FALSE; +GLboolean __EGLEW_NV_stream_socket = GL_FALSE; +GLboolean __EGLEW_NV_stream_socket_inet = GL_FALSE; +GLboolean __EGLEW_NV_stream_socket_unix = GL_FALSE; +GLboolean __EGLEW_NV_stream_sync = GL_FALSE; +GLboolean __EGLEW_NV_sync = GL_FALSE; +GLboolean __EGLEW_NV_system_time = GL_FALSE; +GLboolean __EGLEW_TIZEN_image_native_buffer = GL_FALSE; +GLboolean __EGLEW_TIZEN_image_native_surface = GL_FALSE; +#ifdef EGL_VERSION_1_0 + +static GLboolean _glewInit_EGL_VERSION_1_0 () +{ + GLboolean r = GL_FALSE; + + r = ((eglChooseConfig = (PFNEGLCHOOSECONFIGPROC)glewGetProcAddress((const GLubyte*)"eglChooseConfig")) == NULL) || r; + r = ((eglCopyBuffers = (PFNEGLCOPYBUFFERSPROC)glewGetProcAddress((const GLubyte*)"eglCopyBuffers")) == NULL) || r; + r = ((eglCreateContext = (PFNEGLCREATECONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreateContext")) == NULL) || r; + r = ((eglCreatePbufferSurface = (PFNEGLCREATEPBUFFERSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePbufferSurface")) == NULL) || r; + r = ((eglCreatePixmapSurface = (PFNEGLCREATEPIXMAPSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePixmapSurface")) == NULL) || r; + r = ((eglCreateWindowSurface = (PFNEGLCREATEWINDOWSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreateWindowSurface")) == NULL) || r; + r = ((eglDestroyContext = (PFNEGLDESTROYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglDestroyContext")) == NULL) || r; + r = ((eglDestroySurface = (PFNEGLDESTROYSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglDestroySurface")) == NULL) || r; + r = ((eglGetConfigAttrib = (PFNEGLGETCONFIGATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglGetConfigAttrib")) == NULL) || r; + r = ((eglGetConfigs = (PFNEGLGETCONFIGSPROC)glewGetProcAddress((const GLubyte*)"eglGetConfigs")) == NULL) || r; + r = ((eglGetCurrentDisplay = (PFNEGLGETCURRENTDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentDisplay")) == NULL) || r; + r = ((eglGetCurrentSurface = (PFNEGLGETCURRENTSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentSurface")) == NULL) || r; + r = ((eglGetDisplay = (PFNEGLGETDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetDisplay")) == NULL) || r; + r = ((eglGetError = (PFNEGLGETERRORPROC)glewGetProcAddress((const GLubyte*)"eglGetError")) == NULL) || r; + r = ((eglInitialize = (PFNEGLINITIALIZEPROC)glewGetProcAddress((const GLubyte*)"eglInitialize")) == NULL) || r; + r = ((eglMakeCurrent = (PFNEGLMAKECURRENTPROC)glewGetProcAddress((const GLubyte*)"eglMakeCurrent")) == NULL) || r; + r = ((eglQueryContext = (PFNEGLQUERYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryContext")) == NULL) || r; + r = ((eglQueryString = (PFNEGLQUERYSTRINGPROC)glewGetProcAddress((const GLubyte*)"eglQueryString")) == NULL) || r; + r = ((eglQuerySurface = (PFNEGLQUERYSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurface")) == NULL) || r; + r = ((eglSwapBuffers = (PFNEGLSWAPBUFFERSPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffers")) == NULL) || r; + r = ((eglTerminate = (PFNEGLTERMINATEPROC)glewGetProcAddress((const GLubyte*)"eglTerminate")) == NULL) || r; + r = ((eglWaitGL = (PFNEGLWAITGLPROC)glewGetProcAddress((const GLubyte*)"eglWaitGL")) == NULL) || r; + r = ((eglWaitNative = (PFNEGLWAITNATIVEPROC)glewGetProcAddress((const GLubyte*)"eglWaitNative")) == NULL) || r; + + return r; +} + +#endif /* EGL_VERSION_1_0 */ + +#ifdef EGL_VERSION_1_1 + +static GLboolean _glewInit_EGL_VERSION_1_1 () +{ + GLboolean r = GL_FALSE; + + r = ((eglBindTexImage = (PFNEGLBINDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglBindTexImage")) == NULL) || r; + r = ((eglReleaseTexImage = (PFNEGLRELEASETEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglReleaseTexImage")) == NULL) || r; + r = ((eglSurfaceAttrib = (PFNEGLSURFACEATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglSurfaceAttrib")) == NULL) || r; + r = ((eglSwapInterval = (PFNEGLSWAPINTERVALPROC)glewGetProcAddress((const GLubyte*)"eglSwapInterval")) == NULL) || r; + + return r; +} + +#endif /* EGL_VERSION_1_1 */ + +#ifdef EGL_VERSION_1_2 + +static GLboolean _glewInit_EGL_VERSION_1_2 () +{ + GLboolean r = GL_FALSE; + + r = ((eglBindAPI = (PFNEGLBINDAPIPROC)glewGetProcAddress((const GLubyte*)"eglBindAPI")) == NULL) || r; + r = ((eglCreatePbufferFromClientBuffer = (PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC)glewGetProcAddress((const GLubyte*)"eglCreatePbufferFromClientBuffer")) == NULL) || r; + r = ((eglQueryAPI = (PFNEGLQUERYAPIPROC)glewGetProcAddress((const GLubyte*)"eglQueryAPI")) == NULL) || r; + r = ((eglReleaseThread = (PFNEGLRELEASETHREADPROC)glewGetProcAddress((const GLubyte*)"eglReleaseThread")) == NULL) || r; + r = ((eglWaitClient = (PFNEGLWAITCLIENTPROC)glewGetProcAddress((const GLubyte*)"eglWaitClient")) == NULL) || r; + + return r; +} + +#endif /* EGL_VERSION_1_2 */ + +#ifdef EGL_VERSION_1_4 + +static GLboolean _glewInit_EGL_VERSION_1_4 () +{ + GLboolean r = GL_FALSE; + + r = ((eglGetCurrentContext = (PFNEGLGETCURRENTCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentContext")) == NULL) || r; + + return r; +} + +#endif /* EGL_VERSION_1_4 */ + +#ifdef EGL_VERSION_1_5 + +static GLboolean _glewInit_EGL_VERSION_1_5 () +{ + GLboolean r = GL_FALSE; + + r = ((eglClientWaitSync = (PFNEGLCLIENTWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSync")) == NULL) || r; + r = ((eglCreateImage = (PFNEGLCREATEIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglCreateImage")) == NULL) || r; + r = ((eglCreatePlatformPixmapSurface = (PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformPixmapSurface")) == NULL) || r; + r = ((eglCreatePlatformWindowSurface = (PFNEGLCREATEPLATFORMWINDOWSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformWindowSurface")) == NULL) || r; + r = ((eglCreateSync = (PFNEGLCREATESYNCPROC)glewGetProcAddress((const GLubyte*)"eglCreateSync")) == NULL) || r; + r = ((eglDestroyImage = (PFNEGLDESTROYIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglDestroyImage")) == NULL) || r; + r = ((eglDestroySync = (PFNEGLDESTROYSYNCPROC)glewGetProcAddress((const GLubyte*)"eglDestroySync")) == NULL) || r; + r = ((eglGetPlatformDisplay = (PFNEGLGETPLATFORMDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetPlatformDisplay")) == NULL) || r; + r = ((eglGetSyncAttrib = (PFNEGLGETSYNCATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttrib")) == NULL) || r; + r = ((eglWaitSync = (PFNEGLWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"eglWaitSync")) == NULL) || r; + + return r; +} + +#endif /* EGL_VERSION_1_5 */ + +#ifdef EGL_ANDROID_blob_cache + +static GLboolean _glewInit_EGL_ANDROID_blob_cache () +{ + GLboolean r = GL_FALSE; + + r = ((eglSetBlobCacheFuncsANDROID = (PFNEGLSETBLOBCACHEFUNCSANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglSetBlobCacheFuncsANDROID")) == NULL) || r; + + return r; +} + +#endif /* EGL_ANDROID_blob_cache */ + +#ifdef EGL_ANDROID_create_native_client_buffer + +static GLboolean _glewInit_EGL_ANDROID_create_native_client_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateNativeClientBufferANDROID = (PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglCreateNativeClientBufferANDROID")) == NULL) || r; + + return r; +} + +#endif /* EGL_ANDROID_create_native_client_buffer */ + +#ifdef EGL_ANDROID_native_fence_sync + +static GLboolean _glewInit_EGL_ANDROID_native_fence_sync () +{ + GLboolean r = GL_FALSE; + + r = ((eglDupNativeFenceFDANDROID = (PFNEGLDUPNATIVEFENCEFDANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglDupNativeFenceFDANDROID")) == NULL) || r; + + return r; +} + +#endif /* EGL_ANDROID_native_fence_sync */ + +#ifdef EGL_ANDROID_presentation_time + +static GLboolean _glewInit_EGL_ANDROID_presentation_time () +{ + GLboolean r = GL_FALSE; + + r = ((eglPresentationTimeANDROID = (PFNEGLPRESENTATIONTIMEANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglPresentationTimeANDROID")) == NULL) || r; + + return r; +} + +#endif /* EGL_ANDROID_presentation_time */ + +#ifdef EGL_ANGLE_query_surface_pointer + +static GLboolean _glewInit_EGL_ANGLE_query_surface_pointer () +{ + GLboolean r = GL_FALSE; + + r = ((eglQuerySurfacePointerANGLE = (PFNEGLQUERYSURFACEPOINTERANGLEPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurfacePointerANGLE")) == NULL) || r; + + return r; +} + +#endif /* EGL_ANGLE_query_surface_pointer */ + +#ifdef EGL_EXT_device_enumeration + +static GLboolean _glewInit_EGL_EXT_device_enumeration () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryDevicesEXT = (PFNEGLQUERYDEVICESEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDevicesEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_device_enumeration */ + +#ifdef EGL_EXT_device_query + +static GLboolean _glewInit_EGL_EXT_device_query () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryDeviceAttribEXT = (PFNEGLQUERYDEVICEATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDeviceAttribEXT")) == NULL) || r; + r = ((eglQueryDeviceStringEXT = (PFNEGLQUERYDEVICESTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDeviceStringEXT")) == NULL) || r; + r = ((eglQueryDisplayAttribEXT = (PFNEGLQUERYDISPLAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDisplayAttribEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_device_query */ + +#ifdef EGL_EXT_image_dma_buf_import_modifiers + +static GLboolean _glewInit_EGL_EXT_image_dma_buf_import_modifiers () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryDmaBufFormatsEXT = (PFNEGLQUERYDMABUFFORMATSEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDmaBufFormatsEXT")) == NULL) || r; + r = ((eglQueryDmaBufModifiersEXT = (PFNEGLQUERYDMABUFMODIFIERSEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDmaBufModifiersEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifdef EGL_EXT_output_base + +static GLboolean _glewInit_EGL_EXT_output_base () +{ + GLboolean r = GL_FALSE; + + r = ((eglGetOutputLayersEXT = (PFNEGLGETOUTPUTLAYERSEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetOutputLayersEXT")) == NULL) || r; + r = ((eglGetOutputPortsEXT = (PFNEGLGETOUTPUTPORTSEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetOutputPortsEXT")) == NULL) || r; + r = ((eglOutputLayerAttribEXT = (PFNEGLOUTPUTLAYERATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglOutputLayerAttribEXT")) == NULL) || r; + r = ((eglOutputPortAttribEXT = (PFNEGLOUTPUTPORTATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglOutputPortAttribEXT")) == NULL) || r; + r = ((eglQueryOutputLayerAttribEXT = (PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputLayerAttribEXT")) == NULL) || r; + r = ((eglQueryOutputLayerStringEXT = (PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputLayerStringEXT")) == NULL) || r; + r = ((eglQueryOutputPortAttribEXT = (PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputPortAttribEXT")) == NULL) || r; + r = ((eglQueryOutputPortStringEXT = (PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputPortStringEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_output_base */ + +#ifdef EGL_EXT_platform_base + +static GLboolean _glewInit_EGL_EXT_platform_base () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreatePlatformPixmapSurfaceEXT = (PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformPixmapSurfaceEXT")) == NULL) || r; + r = ((eglCreatePlatformWindowSurfaceEXT = (PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformWindowSurfaceEXT")) == NULL) || r; + r = ((eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetPlatformDisplayEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_platform_base */ + +#ifdef EGL_EXT_stream_consumer_egloutput + +static GLboolean _glewInit_EGL_EXT_stream_consumer_egloutput () +{ + GLboolean r = GL_FALSE; + + r = ((eglStreamConsumerOutputEXT = (PFNEGLSTREAMCONSUMEROUTPUTEXTPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerOutputEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_stream_consumer_egloutput */ + +#ifdef EGL_EXT_swap_buffers_with_damage + +static GLboolean _glewInit_EGL_EXT_swap_buffers_with_damage () +{ + GLboolean r = GL_FALSE; + + r = ((eglSwapBuffersWithDamageEXT = (PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersWithDamageEXT")) == NULL) || r; + + return r; +} + +#endif /* EGL_EXT_swap_buffers_with_damage */ + +#ifdef EGL_HI_clientpixmap + +static GLboolean _glewInit_EGL_HI_clientpixmap () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreatePixmapSurfaceHI = (PFNEGLCREATEPIXMAPSURFACEHIPROC)glewGetProcAddress((const GLubyte*)"eglCreatePixmapSurfaceHI")) == NULL) || r; + + return r; +} + +#endif /* EGL_HI_clientpixmap */ + +#ifdef EGL_KHR_cl_event2 + +static GLboolean _glewInit_EGL_KHR_cl_event2 () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateSync64KHR = (PFNEGLCREATESYNC64KHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateSync64KHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_cl_event2 */ + +#ifdef EGL_KHR_debug + +static GLboolean _glewInit_EGL_KHR_debug () +{ + GLboolean r = GL_FALSE; + + r = ((eglDebugMessageControlKHR = (PFNEGLDEBUGMESSAGECONTROLKHRPROC)glewGetProcAddress((const GLubyte*)"eglDebugMessageControlKHR")) == NULL) || r; + r = ((eglLabelObjectKHR = (PFNEGLLABELOBJECTKHRPROC)glewGetProcAddress((const GLubyte*)"eglLabelObjectKHR")) == NULL) || r; + r = ((eglQueryDebugKHR = (PFNEGLQUERYDEBUGKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryDebugKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_debug */ + +#ifdef EGL_KHR_image + +static GLboolean _glewInit_EGL_KHR_image () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateImageKHR")) == NULL) || r; + r = ((eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroyImageKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_image */ + +#ifdef EGL_KHR_lock_surface + +static GLboolean _glewInit_EGL_KHR_lock_surface () +{ + GLboolean r = GL_FALSE; + + r = ((eglLockSurfaceKHR = (PFNEGLLOCKSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglLockSurfaceKHR")) == NULL) || r; + r = ((eglUnlockSurfaceKHR = (PFNEGLUNLOCKSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglUnlockSurfaceKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_lock_surface */ + +#ifdef EGL_KHR_lock_surface3 + +static GLboolean _glewInit_EGL_KHR_lock_surface3 () +{ + GLboolean r = GL_FALSE; + + r = ((eglQuerySurface64KHR = (PFNEGLQUERYSURFACE64KHRPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurface64KHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_lock_surface3 */ + +#ifdef EGL_KHR_partial_update + +static GLboolean _glewInit_EGL_KHR_partial_update () +{ + GLboolean r = GL_FALSE; + + r = ((eglSetDamageRegionKHR = (PFNEGLSETDAMAGEREGIONKHRPROC)glewGetProcAddress((const GLubyte*)"eglSetDamageRegionKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_partial_update */ + +#ifdef EGL_KHR_reusable_sync + +static GLboolean _glewInit_EGL_KHR_reusable_sync () +{ + GLboolean r = GL_FALSE; + + r = ((eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSyncKHR")) == NULL) || r; + r = ((eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateSyncKHR")) == NULL) || r; + r = ((eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroySyncKHR")) == NULL) || r; + r = ((eglGetSyncAttribKHR = (PFNEGLGETSYNCATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttribKHR")) == NULL) || r; + r = ((eglSignalSyncKHR = (PFNEGLSIGNALSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglSignalSyncKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_reusable_sync */ + +#ifdef EGL_KHR_stream + +static GLboolean _glewInit_EGL_KHR_stream () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateStreamKHR = (PFNEGLCREATESTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamKHR")) == NULL) || r; + r = ((eglDestroyStreamKHR = (PFNEGLDESTROYSTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroyStreamKHR")) == NULL) || r; + r = ((eglQueryStreamKHR = (PFNEGLQUERYSTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamKHR")) == NULL) || r; + r = ((eglQueryStreamu64KHR = (PFNEGLQUERYSTREAMU64KHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamu64KHR")) == NULL) || r; + r = ((eglStreamAttribKHR = (PFNEGLSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamAttribKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream */ + +#ifdef EGL_KHR_stream_attrib + +static GLboolean _glewInit_EGL_KHR_stream_attrib () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateStreamAttribKHR = (PFNEGLCREATESTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamAttribKHR")) == NULL) || r; + r = ((eglQueryStreamAttribKHR = (PFNEGLQUERYSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamAttribKHR")) == NULL) || r; + r = ((eglSetStreamAttribKHR = (PFNEGLSETSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglSetStreamAttribKHR")) == NULL) || r; + r = ((eglStreamConsumerAcquireAttribKHR = (PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerAcquireAttribKHR")) == NULL) || r; + r = ((eglStreamConsumerReleaseAttribKHR = (PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerReleaseAttribKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream_attrib */ + +#ifdef EGL_KHR_stream_consumer_gltexture + +static GLboolean _glewInit_EGL_KHR_stream_consumer_gltexture () +{ + GLboolean r = GL_FALSE; + + r = ((eglStreamConsumerAcquireKHR = (PFNEGLSTREAMCONSUMERACQUIREKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerAcquireKHR")) == NULL) || r; + r = ((eglStreamConsumerGLTextureExternalKHR = (PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerGLTextureExternalKHR")) == NULL) || r; + r = ((eglStreamConsumerReleaseKHR = (PFNEGLSTREAMCONSUMERRELEASEKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerReleaseKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream_consumer_gltexture */ + +#ifdef EGL_KHR_stream_cross_process_fd + +static GLboolean _glewInit_EGL_KHR_stream_cross_process_fd () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateStreamFromFileDescriptorKHR = (PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamFromFileDescriptorKHR")) == NULL) || r; + r = ((eglGetStreamFileDescriptorKHR = (PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC)glewGetProcAddress((const GLubyte*)"eglGetStreamFileDescriptorKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream_cross_process_fd */ + +#ifdef EGL_KHR_stream_fifo + +static GLboolean _glewInit_EGL_KHR_stream_fifo () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryStreamTimeKHR = (PFNEGLQUERYSTREAMTIMEKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamTimeKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream_fifo */ + +#ifdef EGL_KHR_stream_producer_eglsurface + +static GLboolean _glewInit_EGL_KHR_stream_producer_eglsurface () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateStreamProducerSurfaceKHR = (PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamProducerSurfaceKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_stream_producer_eglsurface */ + +#ifdef EGL_KHR_swap_buffers_with_damage + +static GLboolean _glewInit_EGL_KHR_swap_buffers_with_damage () +{ + GLboolean r = GL_FALSE; + + r = ((eglSwapBuffersWithDamageKHR = (PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersWithDamageKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_swap_buffers_with_damage */ + +#ifdef EGL_KHR_wait_sync + +static GLboolean _glewInit_EGL_KHR_wait_sync () +{ + GLboolean r = GL_FALSE; + + r = ((eglWaitSyncKHR = (PFNEGLWAITSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglWaitSyncKHR")) == NULL) || r; + + return r; +} + +#endif /* EGL_KHR_wait_sync */ + +#ifdef EGL_MESA_drm_image + +static GLboolean _glewInit_EGL_MESA_drm_image () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateDRMImageMESA = (PFNEGLCREATEDRMIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglCreateDRMImageMESA")) == NULL) || r; + r = ((eglExportDRMImageMESA = (PFNEGLEXPORTDRMIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDRMImageMESA")) == NULL) || r; + + return r; +} + +#endif /* EGL_MESA_drm_image */ + +#ifdef EGL_MESA_image_dma_buf_export + +static GLboolean _glewInit_EGL_MESA_image_dma_buf_export () +{ + GLboolean r = GL_FALSE; + + r = ((eglExportDMABUFImageMESA = (PFNEGLEXPORTDMABUFIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDMABUFImageMESA")) == NULL) || r; + r = ((eglExportDMABUFImageQueryMESA = (PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDMABUFImageQueryMESA")) == NULL) || r; + + return r; +} + +#endif /* EGL_MESA_image_dma_buf_export */ + +#ifdef EGL_NOK_swap_region + +static GLboolean _glewInit_EGL_NOK_swap_region () +{ + GLboolean r = GL_FALSE; + + r = ((eglSwapBuffersRegionNOK = (PFNEGLSWAPBUFFERSREGIONNOKPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersRegionNOK")) == NULL) || r; + + return r; +} + +#endif /* EGL_NOK_swap_region */ + +#ifdef EGL_NOK_swap_region2 + +static GLboolean _glewInit_EGL_NOK_swap_region2 () +{ + GLboolean r = GL_FALSE; + + r = ((eglSwapBuffersRegion2NOK = (PFNEGLSWAPBUFFERSREGION2NOKPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersRegion2NOK")) == NULL) || r; + + return r; +} + +#endif /* EGL_NOK_swap_region2 */ + +#ifdef EGL_NV_native_query + +static GLboolean _glewInit_EGL_NV_native_query () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryNativeDisplayNV = (PFNEGLQUERYNATIVEDISPLAYNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativeDisplayNV")) == NULL) || r; + r = ((eglQueryNativePixmapNV = (PFNEGLQUERYNATIVEPIXMAPNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativePixmapNV")) == NULL) || r; + r = ((eglQueryNativeWindowNV = (PFNEGLQUERYNATIVEWINDOWNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativeWindowNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_native_query */ + +#ifdef EGL_NV_post_sub_buffer + +static GLboolean _glewInit_EGL_NV_post_sub_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((eglPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"eglPostSubBufferNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_post_sub_buffer */ + +#ifdef EGL_NV_stream_consumer_gltexture_yuv + +static GLboolean _glewInit_EGL_NV_stream_consumer_gltexture_yuv () +{ + GLboolean r = GL_FALSE; + + r = ((eglStreamConsumerGLTextureExternalAttribsNV = (PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerGLTextureExternalAttribsNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifdef EGL_NV_stream_metadata + +static GLboolean _glewInit_EGL_NV_stream_metadata () +{ + GLboolean r = GL_FALSE; + + r = ((eglQueryDisplayAttribNV = (PFNEGLQUERYDISPLAYATTRIBNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryDisplayAttribNV")) == NULL) || r; + r = ((eglQueryStreamMetadataNV = (PFNEGLQUERYSTREAMMETADATANVPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamMetadataNV")) == NULL) || r; + r = ((eglSetStreamMetadataNV = (PFNEGLSETSTREAMMETADATANVPROC)glewGetProcAddress((const GLubyte*)"eglSetStreamMetadataNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_stream_metadata */ + +#ifdef EGL_NV_stream_reset + +static GLboolean _glewInit_EGL_NV_stream_reset () +{ + GLboolean r = GL_FALSE; + + r = ((eglResetStreamNV = (PFNEGLRESETSTREAMNVPROC)glewGetProcAddress((const GLubyte*)"eglResetStreamNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_stream_reset */ + +#ifdef EGL_NV_stream_sync + +static GLboolean _glewInit_EGL_NV_stream_sync () +{ + GLboolean r = GL_FALSE; + + r = ((eglCreateStreamSyncNV = (PFNEGLCREATESTREAMSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamSyncNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_stream_sync */ + +#ifdef EGL_NV_sync + +static GLboolean _glewInit_EGL_NV_sync () +{ + GLboolean r = GL_FALSE; + + r = ((eglClientWaitSyncNV = (PFNEGLCLIENTWAITSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSyncNV")) == NULL) || r; + r = ((eglCreateFenceSyncNV = (PFNEGLCREATEFENCESYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglCreateFenceSyncNV")) == NULL) || r; + r = ((eglDestroySyncNV = (PFNEGLDESTROYSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglDestroySyncNV")) == NULL) || r; + r = ((eglFenceNV = (PFNEGLFENCENVPROC)glewGetProcAddress((const GLubyte*)"eglFenceNV")) == NULL) || r; + r = ((eglGetSyncAttribNV = (PFNEGLGETSYNCATTRIBNVPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttribNV")) == NULL) || r; + r = ((eglSignalSyncNV = (PFNEGLSIGNALSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglSignalSyncNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_sync */ + +#ifdef EGL_NV_system_time + +static GLboolean _glewInit_EGL_NV_system_time () +{ + GLboolean r = GL_FALSE; + + r = ((eglGetSystemTimeFrequencyNV = (PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC)glewGetProcAddress((const GLubyte*)"eglGetSystemTimeFrequencyNV")) == NULL) || r; + r = ((eglGetSystemTimeNV = (PFNEGLGETSYSTEMTIMENVPROC)glewGetProcAddress((const GLubyte*)"eglGetSystemTimeNV")) == NULL) || r; + + return r; +} + +#endif /* EGL_NV_system_time */ + + /* ------------------------------------------------------------------------ */ + +GLboolean eglewGetExtension (const char* name) +{ + const GLubyte* start; + const GLubyte* end; + + start = (const GLubyte*) eglQueryString(eglGetCurrentDisplay(), EGL_EXTENSIONS); + if (0 == start) return GL_FALSE; + end = start + _glewStrLen(start); + return _glewSearchExtension(name, start, end); +} + +GLenum eglewInit (EGLDisplay display) +{ + EGLint major, minor; + const GLubyte* extStart; + const GLubyte* extEnd; + PFNEGLINITIALIZEPROC initialize = NULL; + PFNEGLQUERYSTRINGPROC queryString = NULL; + + /* Load necessary entry points */ + initialize = (PFNEGLINITIALIZEPROC) glewGetProcAddress("eglInitialize"); + queryString = (PFNEGLQUERYSTRINGPROC) glewGetProcAddress("eglQueryString"); + if (!initialize || !queryString) + return 1; + + /* query EGK version */ + if (initialize(display, &major, &minor) != EGL_TRUE) + return 1; + + EGLEW_VERSION_1_5 = ( major > 1 ) || ( major == 1 && minor >= 5 ) ? GL_TRUE : GL_FALSE; + EGLEW_VERSION_1_4 = EGLEW_VERSION_1_5 == GL_TRUE || ( major == 1 && minor >= 4 ) ? GL_TRUE : GL_FALSE; + EGLEW_VERSION_1_3 = EGLEW_VERSION_1_4 == GL_TRUE || ( major == 1 && minor >= 3 ) ? GL_TRUE : GL_FALSE; + EGLEW_VERSION_1_2 = EGLEW_VERSION_1_3 == GL_TRUE || ( major == 1 && minor >= 2 ) ? GL_TRUE : GL_FALSE; + EGLEW_VERSION_1_1 = EGLEW_VERSION_1_2 == GL_TRUE || ( major == 1 && minor >= 1 ) ? GL_TRUE : GL_FALSE; + EGLEW_VERSION_1_0 = EGLEW_VERSION_1_1 == GL_TRUE || ( major == 1 && minor >= 0 ) ? GL_TRUE : GL_FALSE; + + /* query EGL extension string */ + extStart = (const GLubyte*) queryString(display, EGL_EXTENSIONS); + if (extStart == 0) + extStart = (const GLubyte *)""; + extEnd = extStart + _glewStrLen(extStart); + + /* initialize extensions */ +#ifdef EGL_VERSION_1_0 + if (glewExperimental || EGLEW_VERSION_1_0) EGLEW_VERSION_1_0 = !_glewInit_EGL_VERSION_1_0(); +#endif /* EGL_VERSION_1_0 */ +#ifdef EGL_VERSION_1_1 + if (glewExperimental || EGLEW_VERSION_1_1) EGLEW_VERSION_1_1 = !_glewInit_EGL_VERSION_1_1(); +#endif /* EGL_VERSION_1_1 */ +#ifdef EGL_VERSION_1_2 + if (glewExperimental || EGLEW_VERSION_1_2) EGLEW_VERSION_1_2 = !_glewInit_EGL_VERSION_1_2(); +#endif /* EGL_VERSION_1_2 */ +#ifdef EGL_VERSION_1_4 + if (glewExperimental || EGLEW_VERSION_1_4) EGLEW_VERSION_1_4 = !_glewInit_EGL_VERSION_1_4(); +#endif /* EGL_VERSION_1_4 */ +#ifdef EGL_VERSION_1_5 + if (glewExperimental || EGLEW_VERSION_1_5) EGLEW_VERSION_1_5 = !_glewInit_EGL_VERSION_1_5(); +#endif /* EGL_VERSION_1_5 */ +#ifdef EGL_ANDROID_blob_cache + EGLEW_ANDROID_blob_cache = _glewSearchExtension("EGL_ANDROID_blob_cache", extStart, extEnd); + if (glewExperimental || EGLEW_ANDROID_blob_cache) EGLEW_ANDROID_blob_cache = !_glewInit_EGL_ANDROID_blob_cache(); +#endif /* EGL_ANDROID_blob_cache */ +#ifdef EGL_ANDROID_create_native_client_buffer + EGLEW_ANDROID_create_native_client_buffer = _glewSearchExtension("EGL_ANDROID_create_native_client_buffer", extStart, extEnd); + if (glewExperimental || EGLEW_ANDROID_create_native_client_buffer) EGLEW_ANDROID_create_native_client_buffer = !_glewInit_EGL_ANDROID_create_native_client_buffer(); +#endif /* EGL_ANDROID_create_native_client_buffer */ +#ifdef EGL_ANDROID_framebuffer_target + EGLEW_ANDROID_framebuffer_target = _glewSearchExtension("EGL_ANDROID_framebuffer_target", extStart, extEnd); +#endif /* EGL_ANDROID_framebuffer_target */ +#ifdef EGL_ANDROID_front_buffer_auto_refresh + EGLEW_ANDROID_front_buffer_auto_refresh = _glewSearchExtension("EGL_ANDROID_front_buffer_auto_refresh", extStart, extEnd); +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ +#ifdef EGL_ANDROID_image_native_buffer + EGLEW_ANDROID_image_native_buffer = _glewSearchExtension("EGL_ANDROID_image_native_buffer", extStart, extEnd); +#endif /* EGL_ANDROID_image_native_buffer */ +#ifdef EGL_ANDROID_native_fence_sync + EGLEW_ANDROID_native_fence_sync = _glewSearchExtension("EGL_ANDROID_native_fence_sync", extStart, extEnd); + if (glewExperimental || EGLEW_ANDROID_native_fence_sync) EGLEW_ANDROID_native_fence_sync = !_glewInit_EGL_ANDROID_native_fence_sync(); +#endif /* EGL_ANDROID_native_fence_sync */ +#ifdef EGL_ANDROID_presentation_time + EGLEW_ANDROID_presentation_time = _glewSearchExtension("EGL_ANDROID_presentation_time", extStart, extEnd); + if (glewExperimental || EGLEW_ANDROID_presentation_time) EGLEW_ANDROID_presentation_time = !_glewInit_EGL_ANDROID_presentation_time(); +#endif /* EGL_ANDROID_presentation_time */ +#ifdef EGL_ANDROID_recordable + EGLEW_ANDROID_recordable = _glewSearchExtension("EGL_ANDROID_recordable", extStart, extEnd); +#endif /* EGL_ANDROID_recordable */ +#ifdef EGL_ANGLE_d3d_share_handle_client_buffer + EGLEW_ANGLE_d3d_share_handle_client_buffer = _glewSearchExtension("EGL_ANGLE_d3d_share_handle_client_buffer", extStart, extEnd); +#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ +#ifdef EGL_ANGLE_device_d3d + EGLEW_ANGLE_device_d3d = _glewSearchExtension("EGL_ANGLE_device_d3d", extStart, extEnd); +#endif /* EGL_ANGLE_device_d3d */ +#ifdef EGL_ANGLE_query_surface_pointer + EGLEW_ANGLE_query_surface_pointer = _glewSearchExtension("EGL_ANGLE_query_surface_pointer", extStart, extEnd); + if (glewExperimental || EGLEW_ANGLE_query_surface_pointer) EGLEW_ANGLE_query_surface_pointer = !_glewInit_EGL_ANGLE_query_surface_pointer(); +#endif /* EGL_ANGLE_query_surface_pointer */ +#ifdef EGL_ANGLE_surface_d3d_texture_2d_share_handle + EGLEW_ANGLE_surface_d3d_texture_2d_share_handle = _glewSearchExtension("EGL_ANGLE_surface_d3d_texture_2d_share_handle", extStart, extEnd); +#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ +#ifdef EGL_ANGLE_window_fixed_size + EGLEW_ANGLE_window_fixed_size = _glewSearchExtension("EGL_ANGLE_window_fixed_size", extStart, extEnd); +#endif /* EGL_ANGLE_window_fixed_size */ +#ifdef EGL_ARM_implicit_external_sync + EGLEW_ARM_implicit_external_sync = _glewSearchExtension("EGL_ARM_implicit_external_sync", extStart, extEnd); +#endif /* EGL_ARM_implicit_external_sync */ +#ifdef EGL_ARM_pixmap_multisample_discard + EGLEW_ARM_pixmap_multisample_discard = _glewSearchExtension("EGL_ARM_pixmap_multisample_discard", extStart, extEnd); +#endif /* EGL_ARM_pixmap_multisample_discard */ +#ifdef EGL_EXT_buffer_age + EGLEW_EXT_buffer_age = _glewSearchExtension("EGL_EXT_buffer_age", extStart, extEnd); +#endif /* EGL_EXT_buffer_age */ +#ifdef EGL_EXT_client_extensions + EGLEW_EXT_client_extensions = _glewSearchExtension("EGL_EXT_client_extensions", extStart, extEnd); +#endif /* EGL_EXT_client_extensions */ +#ifdef EGL_EXT_create_context_robustness + EGLEW_EXT_create_context_robustness = _glewSearchExtension("EGL_EXT_create_context_robustness", extStart, extEnd); +#endif /* EGL_EXT_create_context_robustness */ +#ifdef EGL_EXT_device_base + EGLEW_EXT_device_base = _glewSearchExtension("EGL_EXT_device_base", extStart, extEnd); +#endif /* EGL_EXT_device_base */ +#ifdef EGL_EXT_device_drm + EGLEW_EXT_device_drm = _glewSearchExtension("EGL_EXT_device_drm", extStart, extEnd); +#endif /* EGL_EXT_device_drm */ +#ifdef EGL_EXT_device_enumeration + EGLEW_EXT_device_enumeration = _glewSearchExtension("EGL_EXT_device_enumeration", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_device_enumeration) EGLEW_EXT_device_enumeration = !_glewInit_EGL_EXT_device_enumeration(); +#endif /* EGL_EXT_device_enumeration */ +#ifdef EGL_EXT_device_openwf + EGLEW_EXT_device_openwf = _glewSearchExtension("EGL_EXT_device_openwf", extStart, extEnd); +#endif /* EGL_EXT_device_openwf */ +#ifdef EGL_EXT_device_query + EGLEW_EXT_device_query = _glewSearchExtension("EGL_EXT_device_query", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_device_query) EGLEW_EXT_device_query = !_glewInit_EGL_EXT_device_query(); +#endif /* EGL_EXT_device_query */ +#ifdef EGL_EXT_gl_colorspace_bt2020_linear + EGLEW_EXT_gl_colorspace_bt2020_linear = _glewSearchExtension("EGL_EXT_gl_colorspace_bt2020_linear", extStart, extEnd); +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ +#ifdef EGL_EXT_gl_colorspace_bt2020_pq + EGLEW_EXT_gl_colorspace_bt2020_pq = _glewSearchExtension("EGL_EXT_gl_colorspace_bt2020_pq", extStart, extEnd); +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ +#ifdef EGL_EXT_gl_colorspace_scrgb_linear + EGLEW_EXT_gl_colorspace_scrgb_linear = _glewSearchExtension("EGL_EXT_gl_colorspace_scrgb_linear", extStart, extEnd); +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ +#ifdef EGL_EXT_image_dma_buf_import + EGLEW_EXT_image_dma_buf_import = _glewSearchExtension("EGL_EXT_image_dma_buf_import", extStart, extEnd); +#endif /* EGL_EXT_image_dma_buf_import */ +#ifdef EGL_EXT_image_dma_buf_import_modifiers + EGLEW_EXT_image_dma_buf_import_modifiers = _glewSearchExtension("EGL_EXT_image_dma_buf_import_modifiers", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_image_dma_buf_import_modifiers) EGLEW_EXT_image_dma_buf_import_modifiers = !_glewInit_EGL_EXT_image_dma_buf_import_modifiers(); +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ +#ifdef EGL_EXT_multiview_window + EGLEW_EXT_multiview_window = _glewSearchExtension("EGL_EXT_multiview_window", extStart, extEnd); +#endif /* EGL_EXT_multiview_window */ +#ifdef EGL_EXT_output_base + EGLEW_EXT_output_base = _glewSearchExtension("EGL_EXT_output_base", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_output_base) EGLEW_EXT_output_base = !_glewInit_EGL_EXT_output_base(); +#endif /* EGL_EXT_output_base */ +#ifdef EGL_EXT_output_drm + EGLEW_EXT_output_drm = _glewSearchExtension("EGL_EXT_output_drm", extStart, extEnd); +#endif /* EGL_EXT_output_drm */ +#ifdef EGL_EXT_output_openwf + EGLEW_EXT_output_openwf = _glewSearchExtension("EGL_EXT_output_openwf", extStart, extEnd); +#endif /* EGL_EXT_output_openwf */ +#ifdef EGL_EXT_pixel_format_float + EGLEW_EXT_pixel_format_float = _glewSearchExtension("EGL_EXT_pixel_format_float", extStart, extEnd); +#endif /* EGL_EXT_pixel_format_float */ +#ifdef EGL_EXT_platform_base + EGLEW_EXT_platform_base = _glewSearchExtension("EGL_EXT_platform_base", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_platform_base) EGLEW_EXT_platform_base = !_glewInit_EGL_EXT_platform_base(); +#endif /* EGL_EXT_platform_base */ +#ifdef EGL_EXT_platform_device + EGLEW_EXT_platform_device = _glewSearchExtension("EGL_EXT_platform_device", extStart, extEnd); +#endif /* EGL_EXT_platform_device */ +#ifdef EGL_EXT_platform_wayland + EGLEW_EXT_platform_wayland = _glewSearchExtension("EGL_EXT_platform_wayland", extStart, extEnd); +#endif /* EGL_EXT_platform_wayland */ +#ifdef EGL_EXT_platform_x11 + EGLEW_EXT_platform_x11 = _glewSearchExtension("EGL_EXT_platform_x11", extStart, extEnd); +#endif /* EGL_EXT_platform_x11 */ +#ifdef EGL_EXT_protected_content + EGLEW_EXT_protected_content = _glewSearchExtension("EGL_EXT_protected_content", extStart, extEnd); +#endif /* EGL_EXT_protected_content */ +#ifdef EGL_EXT_protected_surface + EGLEW_EXT_protected_surface = _glewSearchExtension("EGL_EXT_protected_surface", extStart, extEnd); +#endif /* EGL_EXT_protected_surface */ +#ifdef EGL_EXT_stream_consumer_egloutput + EGLEW_EXT_stream_consumer_egloutput = _glewSearchExtension("EGL_EXT_stream_consumer_egloutput", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_stream_consumer_egloutput) EGLEW_EXT_stream_consumer_egloutput = !_glewInit_EGL_EXT_stream_consumer_egloutput(); +#endif /* EGL_EXT_stream_consumer_egloutput */ +#ifdef EGL_EXT_surface_SMPTE2086_metadata + EGLEW_EXT_surface_SMPTE2086_metadata = _glewSearchExtension("EGL_EXT_surface_SMPTE2086_metadata", extStart, extEnd); +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ +#ifdef EGL_EXT_swap_buffers_with_damage + EGLEW_EXT_swap_buffers_with_damage = _glewSearchExtension("EGL_EXT_swap_buffers_with_damage", extStart, extEnd); + if (glewExperimental || EGLEW_EXT_swap_buffers_with_damage) EGLEW_EXT_swap_buffers_with_damage = !_glewInit_EGL_EXT_swap_buffers_with_damage(); +#endif /* EGL_EXT_swap_buffers_with_damage */ +#ifdef EGL_EXT_yuv_surface + EGLEW_EXT_yuv_surface = _glewSearchExtension("EGL_EXT_yuv_surface", extStart, extEnd); +#endif /* EGL_EXT_yuv_surface */ +#ifdef EGL_HI_clientpixmap + EGLEW_HI_clientpixmap = _glewSearchExtension("EGL_HI_clientpixmap", extStart, extEnd); + if (glewExperimental || EGLEW_HI_clientpixmap) EGLEW_HI_clientpixmap = !_glewInit_EGL_HI_clientpixmap(); +#endif /* EGL_HI_clientpixmap */ +#ifdef EGL_HI_colorformats + EGLEW_HI_colorformats = _glewSearchExtension("EGL_HI_colorformats", extStart, extEnd); +#endif /* EGL_HI_colorformats */ +#ifdef EGL_IMG_context_priority + EGLEW_IMG_context_priority = _glewSearchExtension("EGL_IMG_context_priority", extStart, extEnd); +#endif /* EGL_IMG_context_priority */ +#ifdef EGL_IMG_image_plane_attribs + EGLEW_IMG_image_plane_attribs = _glewSearchExtension("EGL_IMG_image_plane_attribs", extStart, extEnd); +#endif /* EGL_IMG_image_plane_attribs */ +#ifdef EGL_KHR_cl_event + EGLEW_KHR_cl_event = _glewSearchExtension("EGL_KHR_cl_event", extStart, extEnd); +#endif /* EGL_KHR_cl_event */ +#ifdef EGL_KHR_cl_event2 + EGLEW_KHR_cl_event2 = _glewSearchExtension("EGL_KHR_cl_event2", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_cl_event2) EGLEW_KHR_cl_event2 = !_glewInit_EGL_KHR_cl_event2(); +#endif /* EGL_KHR_cl_event2 */ +#ifdef EGL_KHR_client_get_all_proc_addresses + EGLEW_KHR_client_get_all_proc_addresses = _glewSearchExtension("EGL_KHR_client_get_all_proc_addresses", extStart, extEnd); +#endif /* EGL_KHR_client_get_all_proc_addresses */ +#ifdef EGL_KHR_config_attribs + EGLEW_KHR_config_attribs = _glewSearchExtension("EGL_KHR_config_attribs", extStart, extEnd); +#endif /* EGL_KHR_config_attribs */ +#ifdef EGL_KHR_context_flush_control + EGLEW_KHR_context_flush_control = _glewSearchExtension("EGL_KHR_context_flush_control", extStart, extEnd); +#endif /* EGL_KHR_context_flush_control */ +#ifdef EGL_KHR_create_context + EGLEW_KHR_create_context = _glewSearchExtension("EGL_KHR_create_context", extStart, extEnd); +#endif /* EGL_KHR_create_context */ +#ifdef EGL_KHR_create_context_no_error + EGLEW_KHR_create_context_no_error = _glewSearchExtension("EGL_KHR_create_context_no_error", extStart, extEnd); +#endif /* EGL_KHR_create_context_no_error */ +#ifdef EGL_KHR_debug + EGLEW_KHR_debug = _glewSearchExtension("EGL_KHR_debug", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_debug) EGLEW_KHR_debug = !_glewInit_EGL_KHR_debug(); +#endif /* EGL_KHR_debug */ +#ifdef EGL_KHR_fence_sync + EGLEW_KHR_fence_sync = _glewSearchExtension("EGL_KHR_fence_sync", extStart, extEnd); +#endif /* EGL_KHR_fence_sync */ +#ifdef EGL_KHR_get_all_proc_addresses + EGLEW_KHR_get_all_proc_addresses = _glewSearchExtension("EGL_KHR_get_all_proc_addresses", extStart, extEnd); +#endif /* EGL_KHR_get_all_proc_addresses */ +#ifdef EGL_KHR_gl_colorspace + EGLEW_KHR_gl_colorspace = _glewSearchExtension("EGL_KHR_gl_colorspace", extStart, extEnd); +#endif /* EGL_KHR_gl_colorspace */ +#ifdef EGL_KHR_gl_renderbuffer_image + EGLEW_KHR_gl_renderbuffer_image = _glewSearchExtension("EGL_KHR_gl_renderbuffer_image", extStart, extEnd); +#endif /* EGL_KHR_gl_renderbuffer_image */ +#ifdef EGL_KHR_gl_texture_2D_image + EGLEW_KHR_gl_texture_2D_image = _glewSearchExtension("EGL_KHR_gl_texture_2D_image", extStart, extEnd); +#endif /* EGL_KHR_gl_texture_2D_image */ +#ifdef EGL_KHR_gl_texture_3D_image + EGLEW_KHR_gl_texture_3D_image = _glewSearchExtension("EGL_KHR_gl_texture_3D_image", extStart, extEnd); +#endif /* EGL_KHR_gl_texture_3D_image */ +#ifdef EGL_KHR_gl_texture_cubemap_image + EGLEW_KHR_gl_texture_cubemap_image = _glewSearchExtension("EGL_KHR_gl_texture_cubemap_image", extStart, extEnd); +#endif /* EGL_KHR_gl_texture_cubemap_image */ +#ifdef EGL_KHR_image + EGLEW_KHR_image = _glewSearchExtension("EGL_KHR_image", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_image) EGLEW_KHR_image = !_glewInit_EGL_KHR_image(); +#endif /* EGL_KHR_image */ +#ifdef EGL_KHR_image_base + EGLEW_KHR_image_base = _glewSearchExtension("EGL_KHR_image_base", extStart, extEnd); +#endif /* EGL_KHR_image_base */ +#ifdef EGL_KHR_image_pixmap + EGLEW_KHR_image_pixmap = _glewSearchExtension("EGL_KHR_image_pixmap", extStart, extEnd); +#endif /* EGL_KHR_image_pixmap */ +#ifdef EGL_KHR_lock_surface + EGLEW_KHR_lock_surface = _glewSearchExtension("EGL_KHR_lock_surface", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_lock_surface) EGLEW_KHR_lock_surface = !_glewInit_EGL_KHR_lock_surface(); +#endif /* EGL_KHR_lock_surface */ +#ifdef EGL_KHR_lock_surface2 + EGLEW_KHR_lock_surface2 = _glewSearchExtension("EGL_KHR_lock_surface2", extStart, extEnd); +#endif /* EGL_KHR_lock_surface2 */ +#ifdef EGL_KHR_lock_surface3 + EGLEW_KHR_lock_surface3 = _glewSearchExtension("EGL_KHR_lock_surface3", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_lock_surface3) EGLEW_KHR_lock_surface3 = !_glewInit_EGL_KHR_lock_surface3(); +#endif /* EGL_KHR_lock_surface3 */ +#ifdef EGL_KHR_mutable_render_buffer + EGLEW_KHR_mutable_render_buffer = _glewSearchExtension("EGL_KHR_mutable_render_buffer", extStart, extEnd); +#endif /* EGL_KHR_mutable_render_buffer */ +#ifdef EGL_KHR_no_config_context + EGLEW_KHR_no_config_context = _glewSearchExtension("EGL_KHR_no_config_context", extStart, extEnd); +#endif /* EGL_KHR_no_config_context */ +#ifdef EGL_KHR_partial_update + EGLEW_KHR_partial_update = _glewSearchExtension("EGL_KHR_partial_update", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_partial_update) EGLEW_KHR_partial_update = !_glewInit_EGL_KHR_partial_update(); +#endif /* EGL_KHR_partial_update */ +#ifdef EGL_KHR_platform_android + EGLEW_KHR_platform_android = _glewSearchExtension("EGL_KHR_platform_android", extStart, extEnd); +#endif /* EGL_KHR_platform_android */ +#ifdef EGL_KHR_platform_gbm + EGLEW_KHR_platform_gbm = _glewSearchExtension("EGL_KHR_platform_gbm", extStart, extEnd); +#endif /* EGL_KHR_platform_gbm */ +#ifdef EGL_KHR_platform_wayland + EGLEW_KHR_platform_wayland = _glewSearchExtension("EGL_KHR_platform_wayland", extStart, extEnd); +#endif /* EGL_KHR_platform_wayland */ +#ifdef EGL_KHR_platform_x11 + EGLEW_KHR_platform_x11 = _glewSearchExtension("EGL_KHR_platform_x11", extStart, extEnd); +#endif /* EGL_KHR_platform_x11 */ +#ifdef EGL_KHR_reusable_sync + EGLEW_KHR_reusable_sync = _glewSearchExtension("EGL_KHR_reusable_sync", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_reusable_sync) EGLEW_KHR_reusable_sync = !_glewInit_EGL_KHR_reusable_sync(); +#endif /* EGL_KHR_reusable_sync */ +#ifdef EGL_KHR_stream + EGLEW_KHR_stream = _glewSearchExtension("EGL_KHR_stream", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream) EGLEW_KHR_stream = !_glewInit_EGL_KHR_stream(); +#endif /* EGL_KHR_stream */ +#ifdef EGL_KHR_stream_attrib + EGLEW_KHR_stream_attrib = _glewSearchExtension("EGL_KHR_stream_attrib", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream_attrib) EGLEW_KHR_stream_attrib = !_glewInit_EGL_KHR_stream_attrib(); +#endif /* EGL_KHR_stream_attrib */ +#ifdef EGL_KHR_stream_consumer_gltexture + EGLEW_KHR_stream_consumer_gltexture = _glewSearchExtension("EGL_KHR_stream_consumer_gltexture", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream_consumer_gltexture) EGLEW_KHR_stream_consumer_gltexture = !_glewInit_EGL_KHR_stream_consumer_gltexture(); +#endif /* EGL_KHR_stream_consumer_gltexture */ +#ifdef EGL_KHR_stream_cross_process_fd + EGLEW_KHR_stream_cross_process_fd = _glewSearchExtension("EGL_KHR_stream_cross_process_fd", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream_cross_process_fd) EGLEW_KHR_stream_cross_process_fd = !_glewInit_EGL_KHR_stream_cross_process_fd(); +#endif /* EGL_KHR_stream_cross_process_fd */ +#ifdef EGL_KHR_stream_fifo + EGLEW_KHR_stream_fifo = _glewSearchExtension("EGL_KHR_stream_fifo", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream_fifo) EGLEW_KHR_stream_fifo = !_glewInit_EGL_KHR_stream_fifo(); +#endif /* EGL_KHR_stream_fifo */ +#ifdef EGL_KHR_stream_producer_aldatalocator + EGLEW_KHR_stream_producer_aldatalocator = _glewSearchExtension("EGL_KHR_stream_producer_aldatalocator", extStart, extEnd); +#endif /* EGL_KHR_stream_producer_aldatalocator */ +#ifdef EGL_KHR_stream_producer_eglsurface + EGLEW_KHR_stream_producer_eglsurface = _glewSearchExtension("EGL_KHR_stream_producer_eglsurface", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_stream_producer_eglsurface) EGLEW_KHR_stream_producer_eglsurface = !_glewInit_EGL_KHR_stream_producer_eglsurface(); +#endif /* EGL_KHR_stream_producer_eglsurface */ +#ifdef EGL_KHR_surfaceless_context + EGLEW_KHR_surfaceless_context = _glewSearchExtension("EGL_KHR_surfaceless_context", extStart, extEnd); +#endif /* EGL_KHR_surfaceless_context */ +#ifdef EGL_KHR_swap_buffers_with_damage + EGLEW_KHR_swap_buffers_with_damage = _glewSearchExtension("EGL_KHR_swap_buffers_with_damage", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_swap_buffers_with_damage) EGLEW_KHR_swap_buffers_with_damage = !_glewInit_EGL_KHR_swap_buffers_with_damage(); +#endif /* EGL_KHR_swap_buffers_with_damage */ +#ifdef EGL_KHR_vg_parent_image + EGLEW_KHR_vg_parent_image = _glewSearchExtension("EGL_KHR_vg_parent_image", extStart, extEnd); +#endif /* EGL_KHR_vg_parent_image */ +#ifdef EGL_KHR_wait_sync + EGLEW_KHR_wait_sync = _glewSearchExtension("EGL_KHR_wait_sync", extStart, extEnd); + if (glewExperimental || EGLEW_KHR_wait_sync) EGLEW_KHR_wait_sync = !_glewInit_EGL_KHR_wait_sync(); +#endif /* EGL_KHR_wait_sync */ +#ifdef EGL_MESA_drm_image + EGLEW_MESA_drm_image = _glewSearchExtension("EGL_MESA_drm_image", extStart, extEnd); + if (glewExperimental || EGLEW_MESA_drm_image) EGLEW_MESA_drm_image = !_glewInit_EGL_MESA_drm_image(); +#endif /* EGL_MESA_drm_image */ +#ifdef EGL_MESA_image_dma_buf_export + EGLEW_MESA_image_dma_buf_export = _glewSearchExtension("EGL_MESA_image_dma_buf_export", extStart, extEnd); + if (glewExperimental || EGLEW_MESA_image_dma_buf_export) EGLEW_MESA_image_dma_buf_export = !_glewInit_EGL_MESA_image_dma_buf_export(); +#endif /* EGL_MESA_image_dma_buf_export */ +#ifdef EGL_MESA_platform_gbm + EGLEW_MESA_platform_gbm = _glewSearchExtension("EGL_MESA_platform_gbm", extStart, extEnd); +#endif /* EGL_MESA_platform_gbm */ +#ifdef EGL_MESA_platform_surfaceless + EGLEW_MESA_platform_surfaceless = _glewSearchExtension("EGL_MESA_platform_surfaceless", extStart, extEnd); +#endif /* EGL_MESA_platform_surfaceless */ +#ifdef EGL_NOK_swap_region + EGLEW_NOK_swap_region = _glewSearchExtension("EGL_NOK_swap_region", extStart, extEnd); + if (glewExperimental || EGLEW_NOK_swap_region) EGLEW_NOK_swap_region = !_glewInit_EGL_NOK_swap_region(); +#endif /* EGL_NOK_swap_region */ +#ifdef EGL_NOK_swap_region2 + EGLEW_NOK_swap_region2 = _glewSearchExtension("EGL_NOK_swap_region2", extStart, extEnd); + if (glewExperimental || EGLEW_NOK_swap_region2) EGLEW_NOK_swap_region2 = !_glewInit_EGL_NOK_swap_region2(); +#endif /* EGL_NOK_swap_region2 */ +#ifdef EGL_NOK_texture_from_pixmap + EGLEW_NOK_texture_from_pixmap = _glewSearchExtension("EGL_NOK_texture_from_pixmap", extStart, extEnd); +#endif /* EGL_NOK_texture_from_pixmap */ +#ifdef EGL_NV_3dvision_surface + EGLEW_NV_3dvision_surface = _glewSearchExtension("EGL_NV_3dvision_surface", extStart, extEnd); +#endif /* EGL_NV_3dvision_surface */ +#ifdef EGL_NV_coverage_sample + EGLEW_NV_coverage_sample = _glewSearchExtension("EGL_NV_coverage_sample", extStart, extEnd); +#endif /* EGL_NV_coverage_sample */ +#ifdef EGL_NV_coverage_sample_resolve + EGLEW_NV_coverage_sample_resolve = _glewSearchExtension("EGL_NV_coverage_sample_resolve", extStart, extEnd); +#endif /* EGL_NV_coverage_sample_resolve */ +#ifdef EGL_NV_cuda_event + EGLEW_NV_cuda_event = _glewSearchExtension("EGL_NV_cuda_event", extStart, extEnd); +#endif /* EGL_NV_cuda_event */ +#ifdef EGL_NV_depth_nonlinear + EGLEW_NV_depth_nonlinear = _glewSearchExtension("EGL_NV_depth_nonlinear", extStart, extEnd); +#endif /* EGL_NV_depth_nonlinear */ +#ifdef EGL_NV_device_cuda + EGLEW_NV_device_cuda = _glewSearchExtension("EGL_NV_device_cuda", extStart, extEnd); +#endif /* EGL_NV_device_cuda */ +#ifdef EGL_NV_native_query + EGLEW_NV_native_query = _glewSearchExtension("EGL_NV_native_query", extStart, extEnd); + if (glewExperimental || EGLEW_NV_native_query) EGLEW_NV_native_query = !_glewInit_EGL_NV_native_query(); +#endif /* EGL_NV_native_query */ +#ifdef EGL_NV_post_convert_rounding + EGLEW_NV_post_convert_rounding = _glewSearchExtension("EGL_NV_post_convert_rounding", extStart, extEnd); +#endif /* EGL_NV_post_convert_rounding */ +#ifdef EGL_NV_post_sub_buffer + EGLEW_NV_post_sub_buffer = _glewSearchExtension("EGL_NV_post_sub_buffer", extStart, extEnd); + if (glewExperimental || EGLEW_NV_post_sub_buffer) EGLEW_NV_post_sub_buffer = !_glewInit_EGL_NV_post_sub_buffer(); +#endif /* EGL_NV_post_sub_buffer */ +#ifdef EGL_NV_robustness_video_memory_purge + EGLEW_NV_robustness_video_memory_purge = _glewSearchExtension("EGL_NV_robustness_video_memory_purge", extStart, extEnd); +#endif /* EGL_NV_robustness_video_memory_purge */ +#ifdef EGL_NV_stream_consumer_gltexture_yuv + EGLEW_NV_stream_consumer_gltexture_yuv = _glewSearchExtension("EGL_NV_stream_consumer_gltexture_yuv", extStart, extEnd); + if (glewExperimental || EGLEW_NV_stream_consumer_gltexture_yuv) EGLEW_NV_stream_consumer_gltexture_yuv = !_glewInit_EGL_NV_stream_consumer_gltexture_yuv(); +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ +#ifdef EGL_NV_stream_cross_display + EGLEW_NV_stream_cross_display = _glewSearchExtension("EGL_NV_stream_cross_display", extStart, extEnd); +#endif /* EGL_NV_stream_cross_display */ +#ifdef EGL_NV_stream_cross_object + EGLEW_NV_stream_cross_object = _glewSearchExtension("EGL_NV_stream_cross_object", extStart, extEnd); +#endif /* EGL_NV_stream_cross_object */ +#ifdef EGL_NV_stream_cross_partition + EGLEW_NV_stream_cross_partition = _glewSearchExtension("EGL_NV_stream_cross_partition", extStart, extEnd); +#endif /* EGL_NV_stream_cross_partition */ +#ifdef EGL_NV_stream_cross_process + EGLEW_NV_stream_cross_process = _glewSearchExtension("EGL_NV_stream_cross_process", extStart, extEnd); +#endif /* EGL_NV_stream_cross_process */ +#ifdef EGL_NV_stream_cross_system + EGLEW_NV_stream_cross_system = _glewSearchExtension("EGL_NV_stream_cross_system", extStart, extEnd); +#endif /* EGL_NV_stream_cross_system */ +#ifdef EGL_NV_stream_fifo_next + EGLEW_NV_stream_fifo_next = _glewSearchExtension("EGL_NV_stream_fifo_next", extStart, extEnd); +#endif /* EGL_NV_stream_fifo_next */ +#ifdef EGL_NV_stream_fifo_synchronous + EGLEW_NV_stream_fifo_synchronous = _glewSearchExtension("EGL_NV_stream_fifo_synchronous", extStart, extEnd); +#endif /* EGL_NV_stream_fifo_synchronous */ +#ifdef EGL_NV_stream_frame_limits + EGLEW_NV_stream_frame_limits = _glewSearchExtension("EGL_NV_stream_frame_limits", extStart, extEnd); +#endif /* EGL_NV_stream_frame_limits */ +#ifdef EGL_NV_stream_metadata + EGLEW_NV_stream_metadata = _glewSearchExtension("EGL_NV_stream_metadata", extStart, extEnd); + if (glewExperimental || EGLEW_NV_stream_metadata) EGLEW_NV_stream_metadata = !_glewInit_EGL_NV_stream_metadata(); +#endif /* EGL_NV_stream_metadata */ +#ifdef EGL_NV_stream_remote + EGLEW_NV_stream_remote = _glewSearchExtension("EGL_NV_stream_remote", extStart, extEnd); +#endif /* EGL_NV_stream_remote */ +#ifdef EGL_NV_stream_reset + EGLEW_NV_stream_reset = _glewSearchExtension("EGL_NV_stream_reset", extStart, extEnd); + if (glewExperimental || EGLEW_NV_stream_reset) EGLEW_NV_stream_reset = !_glewInit_EGL_NV_stream_reset(); +#endif /* EGL_NV_stream_reset */ +#ifdef EGL_NV_stream_socket + EGLEW_NV_stream_socket = _glewSearchExtension("EGL_NV_stream_socket", extStart, extEnd); +#endif /* EGL_NV_stream_socket */ +#ifdef EGL_NV_stream_socket_inet + EGLEW_NV_stream_socket_inet = _glewSearchExtension("EGL_NV_stream_socket_inet", extStart, extEnd); +#endif /* EGL_NV_stream_socket_inet */ +#ifdef EGL_NV_stream_socket_unix + EGLEW_NV_stream_socket_unix = _glewSearchExtension("EGL_NV_stream_socket_unix", extStart, extEnd); +#endif /* EGL_NV_stream_socket_unix */ +#ifdef EGL_NV_stream_sync + EGLEW_NV_stream_sync = _glewSearchExtension("EGL_NV_stream_sync", extStart, extEnd); + if (glewExperimental || EGLEW_NV_stream_sync) EGLEW_NV_stream_sync = !_glewInit_EGL_NV_stream_sync(); +#endif /* EGL_NV_stream_sync */ +#ifdef EGL_NV_sync + EGLEW_NV_sync = _glewSearchExtension("EGL_NV_sync", extStart, extEnd); + if (glewExperimental || EGLEW_NV_sync) EGLEW_NV_sync = !_glewInit_EGL_NV_sync(); +#endif /* EGL_NV_sync */ +#ifdef EGL_NV_system_time + EGLEW_NV_system_time = _glewSearchExtension("EGL_NV_system_time", extStart, extEnd); + if (glewExperimental || EGLEW_NV_system_time) EGLEW_NV_system_time = !_glewInit_EGL_NV_system_time(); +#endif /* EGL_NV_system_time */ +#ifdef EGL_TIZEN_image_native_buffer + EGLEW_TIZEN_image_native_buffer = _glewSearchExtension("EGL_TIZEN_image_native_buffer", extStart, extEnd); +#endif /* EGL_TIZEN_image_native_buffer */ +#ifdef EGL_TIZEN_image_native_surface + EGLEW_TIZEN_image_native_surface = _glewSearchExtension("EGL_TIZEN_image_native_surface", extStart, extEnd); +#endif /* EGL_TIZEN_image_native_surface */ + + return GLEW_OK; +} + +#elif defined(_WIN32) + +PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL = NULL; + +PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD = NULL; +PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD = NULL; +PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD = NULL; +PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD = NULL; +PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD = NULL; +PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD = NULL; +PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD = NULL; +PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD = NULL; +PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD = NULL; + +PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB = NULL; +PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB = NULL; +PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB = NULL; +PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB = NULL; + +PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB = NULL; + +PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB = NULL; + +PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB = NULL; +PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB = NULL; + +PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB = NULL; +PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB = NULL; +PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB = NULL; +PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB = NULL; +PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB = NULL; + +PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB = NULL; +PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB = NULL; +PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB = NULL; + +PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB = NULL; +PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB = NULL; +PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB = NULL; + +PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT = NULL; +PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT = NULL; +PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT = NULL; +PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT = NULL; + +PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT = NULL; + +PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT = NULL; +PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT = NULL; + +PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT = NULL; +PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT = NULL; +PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT = NULL; +PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT = NULL; +PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT = NULL; + +PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT = NULL; +PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT = NULL; +PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT = NULL; + +PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT = NULL; +PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT = NULL; + +PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D = NULL; +PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D = NULL; + +PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D = NULL; +PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D = NULL; +PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D = NULL; +PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D = NULL; + +PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D = NULL; +PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D = NULL; +PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D = NULL; +PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D = NULL; +PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D = NULL; +PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D = NULL; +PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D = NULL; +PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D = NULL; +PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D = NULL; +PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D = NULL; +PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D = NULL; +PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D = NULL; + +PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D = NULL; +PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D = NULL; +PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D = NULL; +PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D = NULL; + +PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D = NULL; +PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D = NULL; +PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D = NULL; +PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D = NULL; + +PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D = NULL; +PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D = NULL; +PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D = NULL; +PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D = NULL; + +PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV = NULL; +PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV = NULL; +PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV = NULL; +PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV = NULL; +PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV = NULL; +PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV = NULL; +PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV = NULL; +PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV = NULL; + +PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV = NULL; + +PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV = NULL; + +PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV = NULL; +PFNWGLDELETEDCNVPROC __wglewDeleteDCNV = NULL; +PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV = NULL; +PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV = NULL; +PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV = NULL; + +PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV = NULL; +PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV = NULL; +PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV = NULL; + +PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV = NULL; +PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV = NULL; +PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV = NULL; +PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV = NULL; +PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV = NULL; +PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV = NULL; + +PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV = NULL; +PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV = NULL; + +PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV = NULL; +PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV = NULL; +PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV = NULL; +PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV = NULL; +PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV = NULL; + +PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV = NULL; +PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV = NULL; +PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV = NULL; +PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV = NULL; +PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV = NULL; +PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV = NULL; + +PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML = NULL; +PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML = NULL; +PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML = NULL; +PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML = NULL; +PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML = NULL; +PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML = NULL; +GLboolean __WGLEW_3DFX_multisample = GL_FALSE; +GLboolean __WGLEW_3DL_stereo_control = GL_FALSE; +GLboolean __WGLEW_AMD_gpu_association = GL_FALSE; +GLboolean __WGLEW_ARB_buffer_region = GL_FALSE; +GLboolean __WGLEW_ARB_context_flush_control = GL_FALSE; +GLboolean __WGLEW_ARB_create_context = GL_FALSE; +GLboolean __WGLEW_ARB_create_context_no_error = GL_FALSE; +GLboolean __WGLEW_ARB_create_context_profile = GL_FALSE; +GLboolean __WGLEW_ARB_create_context_robustness = GL_FALSE; +GLboolean __WGLEW_ARB_extensions_string = GL_FALSE; +GLboolean __WGLEW_ARB_framebuffer_sRGB = GL_FALSE; +GLboolean __WGLEW_ARB_make_current_read = GL_FALSE; +GLboolean __WGLEW_ARB_multisample = GL_FALSE; +GLboolean __WGLEW_ARB_pbuffer = GL_FALSE; +GLboolean __WGLEW_ARB_pixel_format = GL_FALSE; +GLboolean __WGLEW_ARB_pixel_format_float = GL_FALSE; +GLboolean __WGLEW_ARB_render_texture = GL_FALSE; +GLboolean __WGLEW_ARB_robustness_application_isolation = GL_FALSE; +GLboolean __WGLEW_ARB_robustness_share_group_isolation = GL_FALSE; +GLboolean __WGLEW_ATI_pixel_format_float = GL_FALSE; +GLboolean __WGLEW_ATI_render_texture_rectangle = GL_FALSE; +GLboolean __WGLEW_EXT_colorspace = GL_FALSE; +GLboolean __WGLEW_EXT_create_context_es2_profile = GL_FALSE; +GLboolean __WGLEW_EXT_create_context_es_profile = GL_FALSE; +GLboolean __WGLEW_EXT_depth_float = GL_FALSE; +GLboolean __WGLEW_EXT_display_color_table = GL_FALSE; +GLboolean __WGLEW_EXT_extensions_string = GL_FALSE; +GLboolean __WGLEW_EXT_framebuffer_sRGB = GL_FALSE; +GLboolean __WGLEW_EXT_make_current_read = GL_FALSE; +GLboolean __WGLEW_EXT_multisample = GL_FALSE; +GLboolean __WGLEW_EXT_pbuffer = GL_FALSE; +GLboolean __WGLEW_EXT_pixel_format = GL_FALSE; +GLboolean __WGLEW_EXT_pixel_format_packed_float = GL_FALSE; +GLboolean __WGLEW_EXT_swap_control = GL_FALSE; +GLboolean __WGLEW_EXT_swap_control_tear = GL_FALSE; +GLboolean __WGLEW_I3D_digital_video_control = GL_FALSE; +GLboolean __WGLEW_I3D_gamma = GL_FALSE; +GLboolean __WGLEW_I3D_genlock = GL_FALSE; +GLboolean __WGLEW_I3D_image_buffer = GL_FALSE; +GLboolean __WGLEW_I3D_swap_frame_lock = GL_FALSE; +GLboolean __WGLEW_I3D_swap_frame_usage = GL_FALSE; +GLboolean __WGLEW_NV_DX_interop = GL_FALSE; +GLboolean __WGLEW_NV_DX_interop2 = GL_FALSE; +GLboolean __WGLEW_NV_copy_image = GL_FALSE; +GLboolean __WGLEW_NV_delay_before_swap = GL_FALSE; +GLboolean __WGLEW_NV_float_buffer = GL_FALSE; +GLboolean __WGLEW_NV_gpu_affinity = GL_FALSE; +GLboolean __WGLEW_NV_multisample_coverage = GL_FALSE; +GLboolean __WGLEW_NV_present_video = GL_FALSE; +GLboolean __WGLEW_NV_render_depth_texture = GL_FALSE; +GLboolean __WGLEW_NV_render_texture_rectangle = GL_FALSE; +GLboolean __WGLEW_NV_swap_group = GL_FALSE; +GLboolean __WGLEW_NV_vertex_array_range = GL_FALSE; +GLboolean __WGLEW_NV_video_capture = GL_FALSE; +GLboolean __WGLEW_NV_video_output = GL_FALSE; +GLboolean __WGLEW_OML_sync_control = GL_FALSE; +#ifdef WGL_3DL_stereo_control + +static GLboolean _glewInit_WGL_3DL_stereo_control () +{ + GLboolean r = GL_FALSE; + + r = ((wglSetStereoEmitterState3DL = (PFNWGLSETSTEREOEMITTERSTATE3DLPROC)glewGetProcAddress((const GLubyte*)"wglSetStereoEmitterState3DL")) == NULL) || r; + + return r; +} + +#endif /* WGL_3DL_stereo_control */ + +#ifdef WGL_AMD_gpu_association + +static GLboolean _glewInit_WGL_AMD_gpu_association () +{ + GLboolean r = GL_FALSE; + + r = ((wglBlitContextFramebufferAMD = (PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"wglBlitContextFramebufferAMD")) == NULL) || r; + r = ((wglCreateAssociatedContextAMD = (PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAMD")) == NULL) || r; + r = ((wglCreateAssociatedContextAttribsAMD = (PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAttribsAMD")) == NULL) || r; + r = ((wglDeleteAssociatedContextAMD = (PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglDeleteAssociatedContextAMD")) == NULL) || r; + r = ((wglGetContextGPUIDAMD = (PFNWGLGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetContextGPUIDAMD")) == NULL) || r; + r = ((wglGetCurrentAssociatedContextAMD = (PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentAssociatedContextAMD")) == NULL) || r; + r = ((wglGetGPUIDsAMD = (PFNWGLGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUIDsAMD")) == NULL) || r; + r = ((wglGetGPUInfoAMD = (PFNWGLGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUInfoAMD")) == NULL) || r; + r = ((wglMakeAssociatedContextCurrentAMD = (PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"wglMakeAssociatedContextCurrentAMD")) == NULL) || r; + + return r; +} + +#endif /* WGL_AMD_gpu_association */ + +#ifdef WGL_ARB_buffer_region + +static GLboolean _glewInit_WGL_ARB_buffer_region () +{ + GLboolean r = GL_FALSE; + + r = ((wglCreateBufferRegionARB = (PFNWGLCREATEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateBufferRegionARB")) == NULL) || r; + r = ((wglDeleteBufferRegionARB = (PFNWGLDELETEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglDeleteBufferRegionARB")) == NULL) || r; + r = ((wglRestoreBufferRegionARB = (PFNWGLRESTOREBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglRestoreBufferRegionARB")) == NULL) || r; + r = ((wglSaveBufferRegionARB = (PFNWGLSAVEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglSaveBufferRegionARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_buffer_region */ + +#ifdef WGL_ARB_create_context + +static GLboolean _glewInit_WGL_ARB_create_context () +{ + GLboolean r = GL_FALSE; + + r = ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateContextAttribsARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_create_context */ + +#ifdef WGL_ARB_extensions_string + +static GLboolean _glewInit_WGL_ARB_extensions_string () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_extensions_string */ + +#ifdef WGL_ARB_make_current_read + +static GLboolean _glewInit_WGL_ARB_make_current_read () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetCurrentReadDCARB = (PFNWGLGETCURRENTREADDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCARB")) == NULL) || r; + r = ((wglMakeContextCurrentARB = (PFNWGLMAKECONTEXTCURRENTARBPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_make_current_read */ + +#ifdef WGL_ARB_pbuffer + +static GLboolean _glewInit_WGL_ARB_pbuffer () +{ + GLboolean r = GL_FALSE; + + r = ((wglCreatePbufferARB = (PFNWGLCREATEPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferARB")) == NULL) || r; + r = ((wglDestroyPbufferARB = (PFNWGLDESTROYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferARB")) == NULL) || r; + r = ((wglGetPbufferDCARB = (PFNWGLGETPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCARB")) == NULL) || r; + r = ((wglQueryPbufferARB = (PFNWGLQUERYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferARB")) == NULL) || r; + r = ((wglReleasePbufferDCARB = (PFNWGLRELEASEPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_pbuffer */ + +#ifdef WGL_ARB_pixel_format + +static GLboolean _glewInit_WGL_ARB_pixel_format () +{ + GLboolean r = GL_FALSE; + + r = ((wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatARB")) == NULL) || r; + r = ((wglGetPixelFormatAttribfvARB = (PFNWGLGETPIXELFORMATATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvARB")) == NULL) || r; + r = ((wglGetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_pixel_format */ + +#ifdef WGL_ARB_render_texture + +static GLboolean _glewInit_WGL_ARB_render_texture () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindTexImageARB = (PFNWGLBINDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglBindTexImageARB")) == NULL) || r; + r = ((wglReleaseTexImageARB = (PFNWGLRELEASETEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglReleaseTexImageARB")) == NULL) || r; + r = ((wglSetPbufferAttribARB = (PFNWGLSETPBUFFERATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"wglSetPbufferAttribARB")) == NULL) || r; + + return r; +} + +#endif /* WGL_ARB_render_texture */ + +#ifdef WGL_EXT_display_color_table + +static GLboolean _glewInit_WGL_EXT_display_color_table () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindDisplayColorTableEXT = (PFNWGLBINDDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglBindDisplayColorTableEXT")) == NULL) || r; + r = ((wglCreateDisplayColorTableEXT = (PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglCreateDisplayColorTableEXT")) == NULL) || r; + r = ((wglDestroyDisplayColorTableEXT = (PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyDisplayColorTableEXT")) == NULL) || r; + r = ((wglLoadDisplayColorTableEXT = (PFNWGLLOADDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglLoadDisplayColorTableEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_display_color_table */ + +#ifdef WGL_EXT_extensions_string + +static GLboolean _glewInit_WGL_EXT_extensions_string () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_extensions_string */ + +#ifdef WGL_EXT_make_current_read + +static GLboolean _glewInit_WGL_EXT_make_current_read () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetCurrentReadDCEXT = (PFNWGLGETCURRENTREADDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCEXT")) == NULL) || r; + r = ((wglMakeContextCurrentEXT = (PFNWGLMAKECONTEXTCURRENTEXTPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_make_current_read */ + +#ifdef WGL_EXT_pbuffer + +static GLboolean _glewInit_WGL_EXT_pbuffer () +{ + GLboolean r = GL_FALSE; + + r = ((wglCreatePbufferEXT = (PFNWGLCREATEPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferEXT")) == NULL) || r; + r = ((wglDestroyPbufferEXT = (PFNWGLDESTROYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferEXT")) == NULL) || r; + r = ((wglGetPbufferDCEXT = (PFNWGLGETPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCEXT")) == NULL) || r; + r = ((wglQueryPbufferEXT = (PFNWGLQUERYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferEXT")) == NULL) || r; + r = ((wglReleasePbufferDCEXT = (PFNWGLRELEASEPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_pbuffer */ + +#ifdef WGL_EXT_pixel_format + +static GLboolean _glewInit_WGL_EXT_pixel_format () +{ + GLboolean r = GL_FALSE; + + r = ((wglChoosePixelFormatEXT = (PFNWGLCHOOSEPIXELFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatEXT")) == NULL) || r; + r = ((wglGetPixelFormatAttribfvEXT = (PFNWGLGETPIXELFORMATATTRIBFVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvEXT")) == NULL) || r; + r = ((wglGetPixelFormatAttribivEXT = (PFNWGLGETPIXELFORMATATTRIBIVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_pixel_format */ + +#ifdef WGL_EXT_swap_control + +static GLboolean _glewInit_WGL_EXT_swap_control () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetSwapIntervalEXT")) == NULL) || r; + r = ((wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglSwapIntervalEXT")) == NULL) || r; + + return r; +} + +#endif /* WGL_EXT_swap_control */ + +#ifdef WGL_I3D_digital_video_control + +static GLboolean _glewInit_WGL_I3D_digital_video_control () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetDigitalVideoParametersI3D = (PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetDigitalVideoParametersI3D")) == NULL) || r; + r = ((wglSetDigitalVideoParametersI3D = (PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetDigitalVideoParametersI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_digital_video_control */ + +#ifdef WGL_I3D_gamma + +static GLboolean _glewInit_WGL_I3D_gamma () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetGammaTableI3D = (PFNWGLGETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableI3D")) == NULL) || r; + r = ((wglGetGammaTableParametersI3D = (PFNWGLGETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableParametersI3D")) == NULL) || r; + r = ((wglSetGammaTableI3D = (PFNWGLSETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableI3D")) == NULL) || r; + r = ((wglSetGammaTableParametersI3D = (PFNWGLSETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableParametersI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_gamma */ + +#ifdef WGL_I3D_genlock + +static GLboolean _glewInit_WGL_I3D_genlock () +{ + GLboolean r = GL_FALSE; + + r = ((wglDisableGenlockI3D = (PFNWGLDISABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableGenlockI3D")) == NULL) || r; + r = ((wglEnableGenlockI3D = (PFNWGLENABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableGenlockI3D")) == NULL) || r; + r = ((wglGenlockSampleRateI3D = (PFNWGLGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSampleRateI3D")) == NULL) || r; + r = ((wglGenlockSourceDelayI3D = (PFNWGLGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceDelayI3D")) == NULL) || r; + r = ((wglGenlockSourceEdgeI3D = (PFNWGLGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceEdgeI3D")) == NULL) || r; + r = ((wglGenlockSourceI3D = (PFNWGLGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceI3D")) == NULL) || r; + r = ((wglGetGenlockSampleRateI3D = (PFNWGLGETGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSampleRateI3D")) == NULL) || r; + r = ((wglGetGenlockSourceDelayI3D = (PFNWGLGETGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceDelayI3D")) == NULL) || r; + r = ((wglGetGenlockSourceEdgeI3D = (PFNWGLGETGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceEdgeI3D")) == NULL) || r; + r = ((wglGetGenlockSourceI3D = (PFNWGLGETGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceI3D")) == NULL) || r; + r = ((wglIsEnabledGenlockI3D = (PFNWGLISENABLEDGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledGenlockI3D")) == NULL) || r; + r = ((wglQueryGenlockMaxSourceDelayI3D = (PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryGenlockMaxSourceDelayI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_genlock */ + +#ifdef WGL_I3D_image_buffer + +static GLboolean _glewInit_WGL_I3D_image_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((wglAssociateImageBufferEventsI3D = (PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglAssociateImageBufferEventsI3D")) == NULL) || r; + r = ((wglCreateImageBufferI3D = (PFNWGLCREATEIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglCreateImageBufferI3D")) == NULL) || r; + r = ((wglDestroyImageBufferI3D = (PFNWGLDESTROYIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglDestroyImageBufferI3D")) == NULL) || r; + r = ((wglReleaseImageBufferEventsI3D = (PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglReleaseImageBufferEventsI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_image_buffer */ + +#ifdef WGL_I3D_swap_frame_lock + +static GLboolean _glewInit_WGL_I3D_swap_frame_lock () +{ + GLboolean r = GL_FALSE; + + r = ((wglDisableFrameLockI3D = (PFNWGLDISABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableFrameLockI3D")) == NULL) || r; + r = ((wglEnableFrameLockI3D = (PFNWGLENABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableFrameLockI3D")) == NULL) || r; + r = ((wglIsEnabledFrameLockI3D = (PFNWGLISENABLEDFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledFrameLockI3D")) == NULL) || r; + r = ((wglQueryFrameLockMasterI3D = (PFNWGLQUERYFRAMELOCKMASTERI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameLockMasterI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_swap_frame_lock */ + +#ifdef WGL_I3D_swap_frame_usage + +static GLboolean _glewInit_WGL_I3D_swap_frame_usage () +{ + GLboolean r = GL_FALSE; + + r = ((wglBeginFrameTrackingI3D = (PFNWGLBEGINFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglBeginFrameTrackingI3D")) == NULL) || r; + r = ((wglEndFrameTrackingI3D = (PFNWGLENDFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglEndFrameTrackingI3D")) == NULL) || r; + r = ((wglGetFrameUsageI3D = (PFNWGLGETFRAMEUSAGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetFrameUsageI3D")) == NULL) || r; + r = ((wglQueryFrameTrackingI3D = (PFNWGLQUERYFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameTrackingI3D")) == NULL) || r; + + return r; +} + +#endif /* WGL_I3D_swap_frame_usage */ + +#ifdef WGL_NV_DX_interop + +static GLboolean _glewInit_WGL_NV_DX_interop () +{ + GLboolean r = GL_FALSE; + + r = ((wglDXCloseDeviceNV = (PFNWGLDXCLOSEDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXCloseDeviceNV")) == NULL) || r; + r = ((wglDXLockObjectsNV = (PFNWGLDXLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXLockObjectsNV")) == NULL) || r; + r = ((wglDXObjectAccessNV = (PFNWGLDXOBJECTACCESSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXObjectAccessNV")) == NULL) || r; + r = ((wglDXOpenDeviceNV = (PFNWGLDXOPENDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXOpenDeviceNV")) == NULL) || r; + r = ((wglDXRegisterObjectNV = (PFNWGLDXREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXRegisterObjectNV")) == NULL) || r; + r = ((wglDXSetResourceShareHandleNV = (PFNWGLDXSETRESOURCESHAREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"wglDXSetResourceShareHandleNV")) == NULL) || r; + r = ((wglDXUnlockObjectsNV = (PFNWGLDXUNLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnlockObjectsNV")) == NULL) || r; + r = ((wglDXUnregisterObjectNV = (PFNWGLDXUNREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnregisterObjectNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_DX_interop */ + +#ifdef WGL_NV_copy_image + +static GLboolean _glewInit_WGL_NV_copy_image () +{ + GLboolean r = GL_FALSE; + + r = ((wglCopyImageSubDataNV = (PFNWGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"wglCopyImageSubDataNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_copy_image */ + +#ifdef WGL_NV_delay_before_swap + +static GLboolean _glewInit_WGL_NV_delay_before_swap () +{ + GLboolean r = GL_FALSE; + + r = ((wglDelayBeforeSwapNV = (PFNWGLDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"wglDelayBeforeSwapNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_delay_before_swap */ + +#ifdef WGL_NV_gpu_affinity + +static GLboolean _glewInit_WGL_NV_gpu_affinity () +{ + GLboolean r = GL_FALSE; + + r = ((wglCreateAffinityDCNV = (PFNWGLCREATEAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglCreateAffinityDCNV")) == NULL) || r; + r = ((wglDeleteDCNV = (PFNWGLDELETEDCNVPROC)glewGetProcAddress((const GLubyte*)"wglDeleteDCNV")) == NULL) || r; + r = ((wglEnumGpuDevicesNV = (PFNWGLENUMGPUDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpuDevicesNV")) == NULL) || r; + r = ((wglEnumGpusFromAffinityDCNV = (PFNWGLENUMGPUSFROMAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusFromAffinityDCNV")) == NULL) || r; + r = ((wglEnumGpusNV = (PFNWGLENUMGPUSNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_gpu_affinity */ + +#ifdef WGL_NV_present_video + +static GLboolean _glewInit_WGL_NV_present_video () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindVideoDeviceNV = (PFNWGLBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoDeviceNV")) == NULL) || r; + r = ((wglEnumerateVideoDevicesNV = (PFNWGLENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoDevicesNV")) == NULL) || r; + r = ((wglQueryCurrentContextNV = (PFNWGLQUERYCURRENTCONTEXTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryCurrentContextNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_present_video */ + +#ifdef WGL_NV_swap_group + +static GLboolean _glewInit_WGL_NV_swap_group () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindSwapBarrierNV = (PFNWGLBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"wglBindSwapBarrierNV")) == NULL) || r; + r = ((wglJoinSwapGroupNV = (PFNWGLJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglJoinSwapGroupNV")) == NULL) || r; + r = ((wglQueryFrameCountNV = (PFNWGLQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameCountNV")) == NULL) || r; + r = ((wglQueryMaxSwapGroupsNV = (PFNWGLQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryMaxSwapGroupsNV")) == NULL) || r; + r = ((wglQuerySwapGroupNV = (PFNWGLQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglQuerySwapGroupNV")) == NULL) || r; + r = ((wglResetFrameCountNV = (PFNWGLRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglResetFrameCountNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_swap_group */ + +#ifdef WGL_NV_vertex_array_range + +static GLboolean _glewInit_WGL_NV_vertex_array_range () +{ + GLboolean r = GL_FALSE; + + r = ((wglAllocateMemoryNV = (PFNWGLALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglAllocateMemoryNV")) == NULL) || r; + r = ((wglFreeMemoryNV = (PFNWGLFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglFreeMemoryNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_vertex_array_range */ + +#ifdef WGL_NV_video_capture + +static GLboolean _glewInit_WGL_NV_video_capture () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindVideoCaptureDeviceNV = (PFNWGLBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoCaptureDeviceNV")) == NULL) || r; + r = ((wglEnumerateVideoCaptureDevicesNV = (PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoCaptureDevicesNV")) == NULL) || r; + r = ((wglLockVideoCaptureDeviceNV = (PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglLockVideoCaptureDeviceNV")) == NULL) || r; + r = ((wglQueryVideoCaptureDeviceNV = (PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglQueryVideoCaptureDeviceNV")) == NULL) || r; + r = ((wglReleaseVideoCaptureDeviceNV = (PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoCaptureDeviceNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_video_capture */ + +#ifdef WGL_NV_video_output + +static GLboolean _glewInit_WGL_NV_video_output () +{ + GLboolean r = GL_FALSE; + + r = ((wglBindVideoImageNV = (PFNWGLBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoImageNV")) == NULL) || r; + r = ((wglGetVideoDeviceNV = (PFNWGLGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoDeviceNV")) == NULL) || r; + r = ((wglGetVideoInfoNV = (PFNWGLGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoInfoNV")) == NULL) || r; + r = ((wglReleaseVideoDeviceNV = (PFNWGLRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoDeviceNV")) == NULL) || r; + r = ((wglReleaseVideoImageNV = (PFNWGLRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoImageNV")) == NULL) || r; + r = ((wglSendPbufferToVideoNV = (PFNWGLSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"wglSendPbufferToVideoNV")) == NULL) || r; + + return r; +} + +#endif /* WGL_NV_video_output */ + +#ifdef WGL_OML_sync_control + +static GLboolean _glewInit_WGL_OML_sync_control () +{ + GLboolean r = GL_FALSE; + + r = ((wglGetMscRateOML = (PFNWGLGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetMscRateOML")) == NULL) || r; + r = ((wglGetSyncValuesOML = (PFNWGLGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetSyncValuesOML")) == NULL) || r; + r = ((wglSwapBuffersMscOML = (PFNWGLSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapBuffersMscOML")) == NULL) || r; + r = ((wglSwapLayerBuffersMscOML = (PFNWGLSWAPLAYERBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapLayerBuffersMscOML")) == NULL) || r; + r = ((wglWaitForMscOML = (PFNWGLWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForMscOML")) == NULL) || r; + r = ((wglWaitForSbcOML = (PFNWGLWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForSbcOML")) == NULL) || r; + + return r; +} + +#endif /* WGL_OML_sync_control */ + +/* ------------------------------------------------------------------------- */ + +static PFNWGLGETEXTENSIONSSTRINGARBPROC _wglewGetExtensionsStringARB = NULL; +static PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglewGetExtensionsStringEXT = NULL; + +GLboolean GLEWAPIENTRY wglewGetExtension (const char* name) +{ + const GLubyte* start; + const GLubyte* end; + if (_wglewGetExtensionsStringARB == NULL) + if (_wglewGetExtensionsStringEXT == NULL) + return GL_FALSE; + else + start = (const GLubyte*)_wglewGetExtensionsStringEXT(); + else + start = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC()); + if (start == 0) + return GL_FALSE; + end = start + _glewStrLen(start); + return _glewSearchExtension(name, start, end); +} + +GLenum GLEWAPIENTRY wglewInit () +{ + GLboolean crippled; + const GLubyte* extStart; + const GLubyte* extEnd; + /* find wgl extension string query functions */ + _wglewGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB"); + _wglewGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT"); + /* query wgl extension string */ + if (_wglewGetExtensionsStringARB == NULL) + if (_wglewGetExtensionsStringEXT == NULL) + extStart = (const GLubyte*)""; + else + extStart = (const GLubyte*)_wglewGetExtensionsStringEXT(); + else + extStart = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC()); + extEnd = extStart + _glewStrLen(extStart); + /* initialize extensions */ + crippled = _wglewGetExtensionsStringARB == NULL && _wglewGetExtensionsStringEXT == NULL; +#ifdef WGL_3DFX_multisample + WGLEW_3DFX_multisample = _glewSearchExtension("WGL_3DFX_multisample", extStart, extEnd); +#endif /* WGL_3DFX_multisample */ +#ifdef WGL_3DL_stereo_control + WGLEW_3DL_stereo_control = _glewSearchExtension("WGL_3DL_stereo_control", extStart, extEnd); + if (glewExperimental || WGLEW_3DL_stereo_control|| crippled) WGLEW_3DL_stereo_control= !_glewInit_WGL_3DL_stereo_control(); +#endif /* WGL_3DL_stereo_control */ +#ifdef WGL_AMD_gpu_association + WGLEW_AMD_gpu_association = _glewSearchExtension("WGL_AMD_gpu_association", extStart, extEnd); + if (glewExperimental || WGLEW_AMD_gpu_association|| crippled) WGLEW_AMD_gpu_association= !_glewInit_WGL_AMD_gpu_association(); +#endif /* WGL_AMD_gpu_association */ +#ifdef WGL_ARB_buffer_region + WGLEW_ARB_buffer_region = _glewSearchExtension("WGL_ARB_buffer_region", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_buffer_region|| crippled) WGLEW_ARB_buffer_region= !_glewInit_WGL_ARB_buffer_region(); +#endif /* WGL_ARB_buffer_region */ +#ifdef WGL_ARB_context_flush_control + WGLEW_ARB_context_flush_control = _glewSearchExtension("WGL_ARB_context_flush_control", extStart, extEnd); +#endif /* WGL_ARB_context_flush_control */ +#ifdef WGL_ARB_create_context + WGLEW_ARB_create_context = _glewSearchExtension("WGL_ARB_create_context", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_create_context|| crippled) WGLEW_ARB_create_context= !_glewInit_WGL_ARB_create_context(); +#endif /* WGL_ARB_create_context */ +#ifdef WGL_ARB_create_context_no_error + WGLEW_ARB_create_context_no_error = _glewSearchExtension("WGL_ARB_create_context_no_error", extStart, extEnd); +#endif /* WGL_ARB_create_context_no_error */ +#ifdef WGL_ARB_create_context_profile + WGLEW_ARB_create_context_profile = _glewSearchExtension("WGL_ARB_create_context_profile", extStart, extEnd); +#endif /* WGL_ARB_create_context_profile */ +#ifdef WGL_ARB_create_context_robustness + WGLEW_ARB_create_context_robustness = _glewSearchExtension("WGL_ARB_create_context_robustness", extStart, extEnd); +#endif /* WGL_ARB_create_context_robustness */ +#ifdef WGL_ARB_extensions_string + WGLEW_ARB_extensions_string = _glewSearchExtension("WGL_ARB_extensions_string", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_extensions_string|| crippled) WGLEW_ARB_extensions_string= !_glewInit_WGL_ARB_extensions_string(); +#endif /* WGL_ARB_extensions_string */ +#ifdef WGL_ARB_framebuffer_sRGB + WGLEW_ARB_framebuffer_sRGB = _glewSearchExtension("WGL_ARB_framebuffer_sRGB", extStart, extEnd); +#endif /* WGL_ARB_framebuffer_sRGB */ +#ifdef WGL_ARB_make_current_read + WGLEW_ARB_make_current_read = _glewSearchExtension("WGL_ARB_make_current_read", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_make_current_read|| crippled) WGLEW_ARB_make_current_read= !_glewInit_WGL_ARB_make_current_read(); +#endif /* WGL_ARB_make_current_read */ +#ifdef WGL_ARB_multisample + WGLEW_ARB_multisample = _glewSearchExtension("WGL_ARB_multisample", extStart, extEnd); +#endif /* WGL_ARB_multisample */ +#ifdef WGL_ARB_pbuffer + WGLEW_ARB_pbuffer = _glewSearchExtension("WGL_ARB_pbuffer", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_pbuffer|| crippled) WGLEW_ARB_pbuffer= !_glewInit_WGL_ARB_pbuffer(); +#endif /* WGL_ARB_pbuffer */ +#ifdef WGL_ARB_pixel_format + WGLEW_ARB_pixel_format = _glewSearchExtension("WGL_ARB_pixel_format", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_pixel_format|| crippled) WGLEW_ARB_pixel_format= !_glewInit_WGL_ARB_pixel_format(); +#endif /* WGL_ARB_pixel_format */ +#ifdef WGL_ARB_pixel_format_float + WGLEW_ARB_pixel_format_float = _glewSearchExtension("WGL_ARB_pixel_format_float", extStart, extEnd); +#endif /* WGL_ARB_pixel_format_float */ +#ifdef WGL_ARB_render_texture + WGLEW_ARB_render_texture = _glewSearchExtension("WGL_ARB_render_texture", extStart, extEnd); + if (glewExperimental || WGLEW_ARB_render_texture|| crippled) WGLEW_ARB_render_texture= !_glewInit_WGL_ARB_render_texture(); +#endif /* WGL_ARB_render_texture */ +#ifdef WGL_ARB_robustness_application_isolation + WGLEW_ARB_robustness_application_isolation = _glewSearchExtension("WGL_ARB_robustness_application_isolation", extStart, extEnd); +#endif /* WGL_ARB_robustness_application_isolation */ +#ifdef WGL_ARB_robustness_share_group_isolation + WGLEW_ARB_robustness_share_group_isolation = _glewSearchExtension("WGL_ARB_robustness_share_group_isolation", extStart, extEnd); +#endif /* WGL_ARB_robustness_share_group_isolation */ +#ifdef WGL_ATI_pixel_format_float + WGLEW_ATI_pixel_format_float = _glewSearchExtension("WGL_ATI_pixel_format_float", extStart, extEnd); +#endif /* WGL_ATI_pixel_format_float */ +#ifdef WGL_ATI_render_texture_rectangle + WGLEW_ATI_render_texture_rectangle = _glewSearchExtension("WGL_ATI_render_texture_rectangle", extStart, extEnd); +#endif /* WGL_ATI_render_texture_rectangle */ +#ifdef WGL_EXT_colorspace + WGLEW_EXT_colorspace = _glewSearchExtension("WGL_EXT_colorspace", extStart, extEnd); +#endif /* WGL_EXT_colorspace */ +#ifdef WGL_EXT_create_context_es2_profile + WGLEW_EXT_create_context_es2_profile = _glewSearchExtension("WGL_EXT_create_context_es2_profile", extStart, extEnd); +#endif /* WGL_EXT_create_context_es2_profile */ +#ifdef WGL_EXT_create_context_es_profile + WGLEW_EXT_create_context_es_profile = _glewSearchExtension("WGL_EXT_create_context_es_profile", extStart, extEnd); +#endif /* WGL_EXT_create_context_es_profile */ +#ifdef WGL_EXT_depth_float + WGLEW_EXT_depth_float = _glewSearchExtension("WGL_EXT_depth_float", extStart, extEnd); +#endif /* WGL_EXT_depth_float */ +#ifdef WGL_EXT_display_color_table + WGLEW_EXT_display_color_table = _glewSearchExtension("WGL_EXT_display_color_table", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_display_color_table|| crippled) WGLEW_EXT_display_color_table= !_glewInit_WGL_EXT_display_color_table(); +#endif /* WGL_EXT_display_color_table */ +#ifdef WGL_EXT_extensions_string + WGLEW_EXT_extensions_string = _glewSearchExtension("WGL_EXT_extensions_string", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_extensions_string|| crippled) WGLEW_EXT_extensions_string= !_glewInit_WGL_EXT_extensions_string(); +#endif /* WGL_EXT_extensions_string */ +#ifdef WGL_EXT_framebuffer_sRGB + WGLEW_EXT_framebuffer_sRGB = _glewSearchExtension("WGL_EXT_framebuffer_sRGB", extStart, extEnd); +#endif /* WGL_EXT_framebuffer_sRGB */ +#ifdef WGL_EXT_make_current_read + WGLEW_EXT_make_current_read = _glewSearchExtension("WGL_EXT_make_current_read", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_make_current_read|| crippled) WGLEW_EXT_make_current_read= !_glewInit_WGL_EXT_make_current_read(); +#endif /* WGL_EXT_make_current_read */ +#ifdef WGL_EXT_multisample + WGLEW_EXT_multisample = _glewSearchExtension("WGL_EXT_multisample", extStart, extEnd); +#endif /* WGL_EXT_multisample */ +#ifdef WGL_EXT_pbuffer + WGLEW_EXT_pbuffer = _glewSearchExtension("WGL_EXT_pbuffer", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_pbuffer|| crippled) WGLEW_EXT_pbuffer= !_glewInit_WGL_EXT_pbuffer(); +#endif /* WGL_EXT_pbuffer */ +#ifdef WGL_EXT_pixel_format + WGLEW_EXT_pixel_format = _glewSearchExtension("WGL_EXT_pixel_format", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_pixel_format|| crippled) WGLEW_EXT_pixel_format= !_glewInit_WGL_EXT_pixel_format(); +#endif /* WGL_EXT_pixel_format */ +#ifdef WGL_EXT_pixel_format_packed_float + WGLEW_EXT_pixel_format_packed_float = _glewSearchExtension("WGL_EXT_pixel_format_packed_float", extStart, extEnd); +#endif /* WGL_EXT_pixel_format_packed_float */ +#ifdef WGL_EXT_swap_control + WGLEW_EXT_swap_control = _glewSearchExtension("WGL_EXT_swap_control", extStart, extEnd); + if (glewExperimental || WGLEW_EXT_swap_control|| crippled) WGLEW_EXT_swap_control= !_glewInit_WGL_EXT_swap_control(); +#endif /* WGL_EXT_swap_control */ +#ifdef WGL_EXT_swap_control_tear + WGLEW_EXT_swap_control_tear = _glewSearchExtension("WGL_EXT_swap_control_tear", extStart, extEnd); +#endif /* WGL_EXT_swap_control_tear */ +#ifdef WGL_I3D_digital_video_control + WGLEW_I3D_digital_video_control = _glewSearchExtension("WGL_I3D_digital_video_control", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_digital_video_control|| crippled) WGLEW_I3D_digital_video_control= !_glewInit_WGL_I3D_digital_video_control(); +#endif /* WGL_I3D_digital_video_control */ +#ifdef WGL_I3D_gamma + WGLEW_I3D_gamma = _glewSearchExtension("WGL_I3D_gamma", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_gamma|| crippled) WGLEW_I3D_gamma= !_glewInit_WGL_I3D_gamma(); +#endif /* WGL_I3D_gamma */ +#ifdef WGL_I3D_genlock + WGLEW_I3D_genlock = _glewSearchExtension("WGL_I3D_genlock", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_genlock|| crippled) WGLEW_I3D_genlock= !_glewInit_WGL_I3D_genlock(); +#endif /* WGL_I3D_genlock */ +#ifdef WGL_I3D_image_buffer + WGLEW_I3D_image_buffer = _glewSearchExtension("WGL_I3D_image_buffer", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_image_buffer|| crippled) WGLEW_I3D_image_buffer= !_glewInit_WGL_I3D_image_buffer(); +#endif /* WGL_I3D_image_buffer */ +#ifdef WGL_I3D_swap_frame_lock + WGLEW_I3D_swap_frame_lock = _glewSearchExtension("WGL_I3D_swap_frame_lock", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_swap_frame_lock|| crippled) WGLEW_I3D_swap_frame_lock= !_glewInit_WGL_I3D_swap_frame_lock(); +#endif /* WGL_I3D_swap_frame_lock */ +#ifdef WGL_I3D_swap_frame_usage + WGLEW_I3D_swap_frame_usage = _glewSearchExtension("WGL_I3D_swap_frame_usage", extStart, extEnd); + if (glewExperimental || WGLEW_I3D_swap_frame_usage|| crippled) WGLEW_I3D_swap_frame_usage= !_glewInit_WGL_I3D_swap_frame_usage(); +#endif /* WGL_I3D_swap_frame_usage */ +#ifdef WGL_NV_DX_interop + WGLEW_NV_DX_interop = _glewSearchExtension("WGL_NV_DX_interop", extStart, extEnd); + if (glewExperimental || WGLEW_NV_DX_interop|| crippled) WGLEW_NV_DX_interop= !_glewInit_WGL_NV_DX_interop(); +#endif /* WGL_NV_DX_interop */ +#ifdef WGL_NV_DX_interop2 + WGLEW_NV_DX_interop2 = _glewSearchExtension("WGL_NV_DX_interop2", extStart, extEnd); +#endif /* WGL_NV_DX_interop2 */ +#ifdef WGL_NV_copy_image + WGLEW_NV_copy_image = _glewSearchExtension("WGL_NV_copy_image", extStart, extEnd); + if (glewExperimental || WGLEW_NV_copy_image|| crippled) WGLEW_NV_copy_image= !_glewInit_WGL_NV_copy_image(); +#endif /* WGL_NV_copy_image */ +#ifdef WGL_NV_delay_before_swap + WGLEW_NV_delay_before_swap = _glewSearchExtension("WGL_NV_delay_before_swap", extStart, extEnd); + if (glewExperimental || WGLEW_NV_delay_before_swap|| crippled) WGLEW_NV_delay_before_swap= !_glewInit_WGL_NV_delay_before_swap(); +#endif /* WGL_NV_delay_before_swap */ +#ifdef WGL_NV_float_buffer + WGLEW_NV_float_buffer = _glewSearchExtension("WGL_NV_float_buffer", extStart, extEnd); +#endif /* WGL_NV_float_buffer */ +#ifdef WGL_NV_gpu_affinity + WGLEW_NV_gpu_affinity = _glewSearchExtension("WGL_NV_gpu_affinity", extStart, extEnd); + if (glewExperimental || WGLEW_NV_gpu_affinity|| crippled) WGLEW_NV_gpu_affinity= !_glewInit_WGL_NV_gpu_affinity(); +#endif /* WGL_NV_gpu_affinity */ +#ifdef WGL_NV_multisample_coverage + WGLEW_NV_multisample_coverage = _glewSearchExtension("WGL_NV_multisample_coverage", extStart, extEnd); +#endif /* WGL_NV_multisample_coverage */ +#ifdef WGL_NV_present_video + WGLEW_NV_present_video = _glewSearchExtension("WGL_NV_present_video", extStart, extEnd); + if (glewExperimental || WGLEW_NV_present_video|| crippled) WGLEW_NV_present_video= !_glewInit_WGL_NV_present_video(); +#endif /* WGL_NV_present_video */ +#ifdef WGL_NV_render_depth_texture + WGLEW_NV_render_depth_texture = _glewSearchExtension("WGL_NV_render_depth_texture", extStart, extEnd); +#endif /* WGL_NV_render_depth_texture */ +#ifdef WGL_NV_render_texture_rectangle + WGLEW_NV_render_texture_rectangle = _glewSearchExtension("WGL_NV_render_texture_rectangle", extStart, extEnd); +#endif /* WGL_NV_render_texture_rectangle */ +#ifdef WGL_NV_swap_group + WGLEW_NV_swap_group = _glewSearchExtension("WGL_NV_swap_group", extStart, extEnd); + if (glewExperimental || WGLEW_NV_swap_group|| crippled) WGLEW_NV_swap_group= !_glewInit_WGL_NV_swap_group(); +#endif /* WGL_NV_swap_group */ +#ifdef WGL_NV_vertex_array_range + WGLEW_NV_vertex_array_range = _glewSearchExtension("WGL_NV_vertex_array_range", extStart, extEnd); + if (glewExperimental || WGLEW_NV_vertex_array_range|| crippled) WGLEW_NV_vertex_array_range= !_glewInit_WGL_NV_vertex_array_range(); +#endif /* WGL_NV_vertex_array_range */ +#ifdef WGL_NV_video_capture + WGLEW_NV_video_capture = _glewSearchExtension("WGL_NV_video_capture", extStart, extEnd); + if (glewExperimental || WGLEW_NV_video_capture|| crippled) WGLEW_NV_video_capture= !_glewInit_WGL_NV_video_capture(); +#endif /* WGL_NV_video_capture */ +#ifdef WGL_NV_video_output + WGLEW_NV_video_output = _glewSearchExtension("WGL_NV_video_output", extStart, extEnd); + if (glewExperimental || WGLEW_NV_video_output|| crippled) WGLEW_NV_video_output= !_glewInit_WGL_NV_video_output(); +#endif /* WGL_NV_video_output */ +#ifdef WGL_OML_sync_control + WGLEW_OML_sync_control = _glewSearchExtension("WGL_OML_sync_control", extStart, extEnd); + if (glewExperimental || WGLEW_OML_sync_control|| crippled) WGLEW_OML_sync_control= !_glewInit_WGL_OML_sync_control(); +#endif /* WGL_OML_sync_control */ + + return GLEW_OK; +} + +#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) + +PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay = NULL; + +PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig = NULL; +PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext = NULL; +PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer = NULL; +PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap = NULL; +PFNGLXCREATEWINDOWPROC __glewXCreateWindow = NULL; +PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer = NULL; +PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap = NULL; +PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow = NULL; +PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable = NULL; +PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib = NULL; +PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs = NULL; +PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent = NULL; +PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig = NULL; +PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent = NULL; +PFNGLXQUERYCONTEXTPROC __glewXQueryContext = NULL; +PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable = NULL; +PFNGLXSELECTEVENTPROC __glewXSelectEvent = NULL; + +PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD = NULL; +PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD = NULL; +PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD = NULL; +PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD = NULL; +PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD = NULL; +PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD = NULL; +PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD = NULL; +PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD = NULL; +PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD = NULL; + +PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB = NULL; + +PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI = NULL; +PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI = NULL; +PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI = NULL; + +PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT = NULL; +PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT = NULL; +PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT = NULL; +PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT = NULL; + +PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT = NULL; + +PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT = NULL; +PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT = NULL; + +PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA = NULL; + +PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA = NULL; + +PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA = NULL; + +PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA = NULL; +PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA = NULL; +PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA = NULL; +PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA = NULL; + +PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA = NULL; + +PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA = NULL; + +PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA = NULL; +PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA = NULL; + +PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV = NULL; +PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV = NULL; + +PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV = NULL; + +PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV = NULL; + +PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV = NULL; +PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV = NULL; + +PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV = NULL; +PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV = NULL; +PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV = NULL; +PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV = NULL; +PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV = NULL; +PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV = NULL; + +PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV = NULL; +PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV = NULL; + +PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV = NULL; +PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV = NULL; +PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV = NULL; +PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV = NULL; +PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV = NULL; + +PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV = NULL; +PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV = NULL; +PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV = NULL; +PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV = NULL; +PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV = NULL; +PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV = NULL; + +PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML = NULL; +PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML = NULL; +PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML = NULL; +PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML = NULL; +PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML = NULL; + +PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX = NULL; +PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX = NULL; +PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX = NULL; +PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX = NULL; +PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX = NULL; +PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX = NULL; + +PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX = NULL; +PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX = NULL; +PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX = NULL; +PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX = NULL; +PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX = NULL; +PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX = NULL; +PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX = NULL; +PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX = NULL; + +PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX = NULL; +PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX = NULL; +PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX = NULL; +PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX = NULL; +PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX = NULL; + +PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX = NULL; +PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX = NULL; + +PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX = NULL; + +PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX = NULL; +PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX = NULL; +PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX = NULL; +PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX = NULL; +PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX = NULL; + +PFNGLXCUSHIONSGIPROC __glewXCushionSGI = NULL; + +PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI = NULL; +PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI = NULL; + +PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI = NULL; + +PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI = NULL; +PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI = NULL; + +PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN = NULL; + +PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN = NULL; +PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN = NULL; + +GLboolean __GLXEW_VERSION_1_0 = GL_FALSE; +GLboolean __GLXEW_VERSION_1_1 = GL_FALSE; +GLboolean __GLXEW_VERSION_1_2 = GL_FALSE; +GLboolean __GLXEW_VERSION_1_3 = GL_FALSE; +GLboolean __GLXEW_VERSION_1_4 = GL_FALSE; +GLboolean __GLXEW_3DFX_multisample = GL_FALSE; +GLboolean __GLXEW_AMD_gpu_association = GL_FALSE; +GLboolean __GLXEW_ARB_context_flush_control = GL_FALSE; +GLboolean __GLXEW_ARB_create_context = GL_FALSE; +GLboolean __GLXEW_ARB_create_context_no_error = GL_FALSE; +GLboolean __GLXEW_ARB_create_context_profile = GL_FALSE; +GLboolean __GLXEW_ARB_create_context_robustness = GL_FALSE; +GLboolean __GLXEW_ARB_fbconfig_float = GL_FALSE; +GLboolean __GLXEW_ARB_framebuffer_sRGB = GL_FALSE; +GLboolean __GLXEW_ARB_get_proc_address = GL_FALSE; +GLboolean __GLXEW_ARB_multisample = GL_FALSE; +GLboolean __GLXEW_ARB_robustness_application_isolation = GL_FALSE; +GLboolean __GLXEW_ARB_robustness_share_group_isolation = GL_FALSE; +GLboolean __GLXEW_ARB_vertex_buffer_object = GL_FALSE; +GLboolean __GLXEW_ATI_pixel_format_float = GL_FALSE; +GLboolean __GLXEW_ATI_render_texture = GL_FALSE; +GLboolean __GLXEW_EXT_buffer_age = GL_FALSE; +GLboolean __GLXEW_EXT_create_context_es2_profile = GL_FALSE; +GLboolean __GLXEW_EXT_create_context_es_profile = GL_FALSE; +GLboolean __GLXEW_EXT_fbconfig_packed_float = GL_FALSE; +GLboolean __GLXEW_EXT_framebuffer_sRGB = GL_FALSE; +GLboolean __GLXEW_EXT_import_context = GL_FALSE; +GLboolean __GLXEW_EXT_libglvnd = GL_FALSE; +GLboolean __GLXEW_EXT_scene_marker = GL_FALSE; +GLboolean __GLXEW_EXT_stereo_tree = GL_FALSE; +GLboolean __GLXEW_EXT_swap_control = GL_FALSE; +GLboolean __GLXEW_EXT_swap_control_tear = GL_FALSE; +GLboolean __GLXEW_EXT_texture_from_pixmap = GL_FALSE; +GLboolean __GLXEW_EXT_visual_info = GL_FALSE; +GLboolean __GLXEW_EXT_visual_rating = GL_FALSE; +GLboolean __GLXEW_INTEL_swap_event = GL_FALSE; +GLboolean __GLXEW_MESA_agp_offset = GL_FALSE; +GLboolean __GLXEW_MESA_copy_sub_buffer = GL_FALSE; +GLboolean __GLXEW_MESA_pixmap_colormap = GL_FALSE; +GLboolean __GLXEW_MESA_query_renderer = GL_FALSE; +GLboolean __GLXEW_MESA_release_buffers = GL_FALSE; +GLboolean __GLXEW_MESA_set_3dfx_mode = GL_FALSE; +GLboolean __GLXEW_MESA_swap_control = GL_FALSE; +GLboolean __GLXEW_NV_copy_buffer = GL_FALSE; +GLboolean __GLXEW_NV_copy_image = GL_FALSE; +GLboolean __GLXEW_NV_delay_before_swap = GL_FALSE; +GLboolean __GLXEW_NV_float_buffer = GL_FALSE; +GLboolean __GLXEW_NV_multisample_coverage = GL_FALSE; +GLboolean __GLXEW_NV_present_video = GL_FALSE; +GLboolean __GLXEW_NV_robustness_video_memory_purge = GL_FALSE; +GLboolean __GLXEW_NV_swap_group = GL_FALSE; +GLboolean __GLXEW_NV_vertex_array_range = GL_FALSE; +GLboolean __GLXEW_NV_video_capture = GL_FALSE; +GLboolean __GLXEW_NV_video_out = GL_FALSE; +GLboolean __GLXEW_OML_swap_method = GL_FALSE; +GLboolean __GLXEW_OML_sync_control = GL_FALSE; +GLboolean __GLXEW_SGIS_blended_overlay = GL_FALSE; +GLboolean __GLXEW_SGIS_color_range = GL_FALSE; +GLboolean __GLXEW_SGIS_multisample = GL_FALSE; +GLboolean __GLXEW_SGIS_shared_multisample = GL_FALSE; +GLboolean __GLXEW_SGIX_fbconfig = GL_FALSE; +GLboolean __GLXEW_SGIX_hyperpipe = GL_FALSE; +GLboolean __GLXEW_SGIX_pbuffer = GL_FALSE; +GLboolean __GLXEW_SGIX_swap_barrier = GL_FALSE; +GLboolean __GLXEW_SGIX_swap_group = GL_FALSE; +GLboolean __GLXEW_SGIX_video_resize = GL_FALSE; +GLboolean __GLXEW_SGIX_visual_select_group = GL_FALSE; +GLboolean __GLXEW_SGI_cushion = GL_FALSE; +GLboolean __GLXEW_SGI_make_current_read = GL_FALSE; +GLboolean __GLXEW_SGI_swap_control = GL_FALSE; +GLboolean __GLXEW_SGI_video_sync = GL_FALSE; +GLboolean __GLXEW_SUN_get_transparent_index = GL_FALSE; +GLboolean __GLXEW_SUN_video_resize = GL_FALSE; +#ifdef GLX_VERSION_1_2 + +static GLboolean _glewInit_GLX_VERSION_1_2 () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetCurrentDisplay = (PFNGLXGETCURRENTDISPLAYPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentDisplay")) == NULL) || r; + + return r; +} + +#endif /* GLX_VERSION_1_2 */ + +#ifdef GLX_VERSION_1_3 + +static GLboolean _glewInit_GLX_VERSION_1_3 () +{ + GLboolean r = GL_FALSE; + + r = ((glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfig")) == NULL) || r; + r = ((glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXCreateNewContext")) == NULL) || r; + r = ((glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXCreatePbuffer")) == NULL) || r; + r = ((glXCreatePixmap = (PFNGLXCREATEPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXCreatePixmap")) == NULL) || r; + r = ((glXCreateWindow = (PFNGLXCREATEWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXCreateWindow")) == NULL) || r; + r = ((glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPbuffer")) == NULL) || r; + r = ((glXDestroyPixmap = (PFNGLXDESTROYPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPixmap")) == NULL) || r; + r = ((glXDestroyWindow = (PFNGLXDESTROYWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXDestroyWindow")) == NULL) || r; + r = ((glXGetCurrentReadDrawable = (PFNGLXGETCURRENTREADDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawable")) == NULL) || r; + r = ((glXGetFBConfigAttrib = (PFNGLXGETFBCONFIGATTRIBPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttrib")) == NULL) || r; + r = ((glXGetFBConfigs = (PFNGLXGETFBCONFIGSPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigs")) == NULL) || r; + r = ((glXGetSelectedEvent = (PFNGLXGETSELECTEDEVENTPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEvent")) == NULL) || r; + r = ((glXGetVisualFromFBConfig = (PFNGLXGETVISUALFROMFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfig")) == NULL) || r; + r = ((glXMakeContextCurrent = (PFNGLXMAKECONTEXTCURRENTPROC)glewGetProcAddress((const GLubyte*)"glXMakeContextCurrent")) == NULL) || r; + r = ((glXQueryContext = (PFNGLXQUERYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContext")) == NULL) || r; + r = ((glXQueryDrawable = (PFNGLXQUERYDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXQueryDrawable")) == NULL) || r; + r = ((glXSelectEvent = (PFNGLXSELECTEVENTPROC)glewGetProcAddress((const GLubyte*)"glXSelectEvent")) == NULL) || r; + + return r; +} + +#endif /* GLX_VERSION_1_3 */ + +#ifdef GLX_AMD_gpu_association + +static GLboolean _glewInit_GLX_AMD_gpu_association () +{ + GLboolean r = GL_FALSE; + + r = ((glXBlitContextFramebufferAMD = (PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"glXBlitContextFramebufferAMD")) == NULL) || r; + r = ((glXCreateAssociatedContextAMD = (PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAMD")) == NULL) || r; + r = ((glXCreateAssociatedContextAttribsAMD = (PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAttribsAMD")) == NULL) || r; + r = ((glXDeleteAssociatedContextAMD = (PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXDeleteAssociatedContextAMD")) == NULL) || r; + r = ((glXGetContextGPUIDAMD = (PFNGLXGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetContextGPUIDAMD")) == NULL) || r; + r = ((glXGetCurrentAssociatedContextAMD = (PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentAssociatedContextAMD")) == NULL) || r; + r = ((glXGetGPUIDsAMD = (PFNGLXGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUIDsAMD")) == NULL) || r; + r = ((glXGetGPUInfoAMD = (PFNGLXGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUInfoAMD")) == NULL) || r; + r = ((glXMakeAssociatedContextCurrentAMD = (PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"glXMakeAssociatedContextCurrentAMD")) == NULL) || r; + + return r; +} + +#endif /* GLX_AMD_gpu_association */ + +#ifdef GLX_ARB_create_context + +static GLboolean _glewInit_GLX_ARB_create_context () +{ + GLboolean r = GL_FALSE; + + r = ((glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB")) == NULL) || r; + + return r; +} + +#endif /* GLX_ARB_create_context */ + +#ifdef GLX_ATI_render_texture + +static GLboolean _glewInit_GLX_ATI_render_texture () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindTexImageATI = (PFNGLXBINDTEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageATI")) == NULL) || r; + r = ((glXDrawableAttribATI = (PFNGLXDRAWABLEATTRIBATIPROC)glewGetProcAddress((const GLubyte*)"glXDrawableAttribATI")) == NULL) || r; + r = ((glXReleaseTexImageATI = (PFNGLXRELEASETEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageATI")) == NULL) || r; + + return r; +} + +#endif /* GLX_ATI_render_texture */ + +#ifdef GLX_EXT_import_context + +static GLboolean _glewInit_GLX_EXT_import_context () +{ + GLboolean r = GL_FALSE; + + r = ((glXFreeContextEXT = (PFNGLXFREECONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXFreeContextEXT")) == NULL) || r; + r = ((glXGetContextIDEXT = (PFNGLXGETCONTEXTIDEXTPROC)glewGetProcAddress((const GLubyte*)"glXGetContextIDEXT")) == NULL) || r; + r = ((glXImportContextEXT = (PFNGLXIMPORTCONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXImportContextEXT")) == NULL) || r; + r = ((glXQueryContextInfoEXT = (PFNGLXQUERYCONTEXTINFOEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContextInfoEXT")) == NULL) || r; + + return r; +} + +#endif /* GLX_EXT_import_context */ + +#ifdef GLX_EXT_swap_control + +static GLboolean _glewInit_GLX_EXT_swap_control () +{ + GLboolean r = GL_FALSE; + + r = ((glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalEXT")) == NULL) || r; + + return r; +} + +#endif /* GLX_EXT_swap_control */ + +#ifdef GLX_EXT_texture_from_pixmap + +static GLboolean _glewInit_GLX_EXT_texture_from_pixmap () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindTexImageEXT = (PFNGLXBINDTEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageEXT")) == NULL) || r; + r = ((glXReleaseTexImageEXT = (PFNGLXRELEASETEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageEXT")) == NULL) || r; + + return r; +} + +#endif /* GLX_EXT_texture_from_pixmap */ + +#ifdef GLX_MESA_agp_offset + +static GLboolean _glewInit_GLX_MESA_agp_offset () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetAGPOffsetMESA = (PFNGLXGETAGPOFFSETMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetAGPOffsetMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_agp_offset */ + +#ifdef GLX_MESA_copy_sub_buffer + +static GLboolean _glewInit_GLX_MESA_copy_sub_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glXCopySubBufferMESA = (PFNGLXCOPYSUBBUFFERMESAPROC)glewGetProcAddress((const GLubyte*)"glXCopySubBufferMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_copy_sub_buffer */ + +#ifdef GLX_MESA_pixmap_colormap + +static GLboolean _glewInit_GLX_MESA_pixmap_colormap () +{ + GLboolean r = GL_FALSE; + + r = ((glXCreateGLXPixmapMESA = (PFNGLXCREATEGLXPIXMAPMESAPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_pixmap_colormap */ + +#ifdef GLX_MESA_query_renderer + +static GLboolean _glewInit_GLX_MESA_query_renderer () +{ + GLboolean r = GL_FALSE; + + r = ((glXQueryCurrentRendererIntegerMESA = (PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererIntegerMESA")) == NULL) || r; + r = ((glXQueryCurrentRendererStringMESA = (PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererStringMESA")) == NULL) || r; + r = ((glXQueryRendererIntegerMESA = (PFNGLXQUERYRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererIntegerMESA")) == NULL) || r; + r = ((glXQueryRendererStringMESA = (PFNGLXQUERYRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererStringMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_query_renderer */ + +#ifdef GLX_MESA_release_buffers + +static GLboolean _glewInit_GLX_MESA_release_buffers () +{ + GLboolean r = GL_FALSE; + + r = ((glXReleaseBuffersMESA = (PFNGLXRELEASEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glXReleaseBuffersMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_release_buffers */ + +#ifdef GLX_MESA_set_3dfx_mode + +static GLboolean _glewInit_GLX_MESA_set_3dfx_mode () +{ + GLboolean r = GL_FALSE; + + r = ((glXSet3DfxModeMESA = (PFNGLXSET3DFXMODEMESAPROC)glewGetProcAddress((const GLubyte*)"glXSet3DfxModeMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_set_3dfx_mode */ + +#ifdef GLX_MESA_swap_control + +static GLboolean _glewInit_GLX_MESA_swap_control () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetSwapIntervalMESA = (PFNGLXGETSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetSwapIntervalMESA")) == NULL) || r; + r = ((glXSwapIntervalMESA = (PFNGLXSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalMESA")) == NULL) || r; + + return r; +} + +#endif /* GLX_MESA_swap_control */ + +#ifdef GLX_NV_copy_buffer + +static GLboolean _glewInit_GLX_NV_copy_buffer () +{ + GLboolean r = GL_FALSE; + + r = ((glXCopyBufferSubDataNV = (PFNGLXCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyBufferSubDataNV")) == NULL) || r; + r = ((glXNamedCopyBufferSubDataNV = (PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXNamedCopyBufferSubDataNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_copy_buffer */ + +#ifdef GLX_NV_copy_image + +static GLboolean _glewInit_GLX_NV_copy_image () +{ + GLboolean r = GL_FALSE; + + r = ((glXCopyImageSubDataNV = (PFNGLXCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyImageSubDataNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_copy_image */ + +#ifdef GLX_NV_delay_before_swap + +static GLboolean _glewInit_GLX_NV_delay_before_swap () +{ + GLboolean r = GL_FALSE; + + r = ((glXDelayBeforeSwapNV = (PFNGLXDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"glXDelayBeforeSwapNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_delay_before_swap */ + +#ifdef GLX_NV_present_video + +static GLboolean _glewInit_GLX_NV_present_video () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindVideoDeviceNV = (PFNGLXBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoDeviceNV")) == NULL) || r; + r = ((glXEnumerateVideoDevicesNV = (PFNGLXENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoDevicesNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_present_video */ + +#ifdef GLX_NV_swap_group + +static GLboolean _glewInit_GLX_NV_swap_group () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindSwapBarrierNV = (PFNGLXBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierNV")) == NULL) || r; + r = ((glXJoinSwapGroupNV = (PFNGLXJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupNV")) == NULL) || r; + r = ((glXQueryFrameCountNV = (PFNGLXQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryFrameCountNV")) == NULL) || r; + r = ((glXQueryMaxSwapGroupsNV = (PFNGLXQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapGroupsNV")) == NULL) || r; + r = ((glXQuerySwapGroupNV = (PFNGLXQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXQuerySwapGroupNV")) == NULL) || r; + r = ((glXResetFrameCountNV = (PFNGLXRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXResetFrameCountNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_swap_group */ + +#ifdef GLX_NV_vertex_array_range + +static GLboolean _glewInit_GLX_NV_vertex_array_range () +{ + GLboolean r = GL_FALSE; + + r = ((glXAllocateMemoryNV = (PFNGLXALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXAllocateMemoryNV")) == NULL) || r; + r = ((glXFreeMemoryNV = (PFNGLXFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXFreeMemoryNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_vertex_array_range */ + +#ifdef GLX_NV_video_capture + +static GLboolean _glewInit_GLX_NV_video_capture () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindVideoCaptureDeviceNV = (PFNGLXBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoCaptureDeviceNV")) == NULL) || r; + r = ((glXEnumerateVideoCaptureDevicesNV = (PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoCaptureDevicesNV")) == NULL) || r; + r = ((glXLockVideoCaptureDeviceNV = (PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXLockVideoCaptureDeviceNV")) == NULL) || r; + r = ((glXQueryVideoCaptureDeviceNV = (PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXQueryVideoCaptureDeviceNV")) == NULL) || r; + r = ((glXReleaseVideoCaptureDeviceNV = (PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoCaptureDeviceNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_video_capture */ + +#ifdef GLX_NV_video_out + +static GLboolean _glewInit_GLX_NV_video_out () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindVideoImageNV = (PFNGLXBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoImageNV")) == NULL) || r; + r = ((glXGetVideoDeviceNV = (PFNGLXGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoDeviceNV")) == NULL) || r; + r = ((glXGetVideoInfoNV = (PFNGLXGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoInfoNV")) == NULL) || r; + r = ((glXReleaseVideoDeviceNV = (PFNGLXRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoDeviceNV")) == NULL) || r; + r = ((glXReleaseVideoImageNV = (PFNGLXRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoImageNV")) == NULL) || r; + r = ((glXSendPbufferToVideoNV = (PFNGLXSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"glXSendPbufferToVideoNV")) == NULL) || r; + + return r; +} + +#endif /* GLX_NV_video_out */ + +#ifdef GLX_OML_sync_control + +static GLboolean _glewInit_GLX_OML_sync_control () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetMscRateOML = (PFNGLXGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetMscRateOML")) == NULL) || r; + r = ((glXGetSyncValuesOML = (PFNGLXGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetSyncValuesOML")) == NULL) || r; + r = ((glXSwapBuffersMscOML = (PFNGLXSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXSwapBuffersMscOML")) == NULL) || r; + r = ((glXWaitForMscOML = (PFNGLXWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForMscOML")) == NULL) || r; + r = ((glXWaitForSbcOML = (PFNGLXWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForSbcOML")) == NULL) || r; + + return r; +} + +#endif /* GLX_OML_sync_control */ + +#ifdef GLX_SGIX_fbconfig + +static GLboolean _glewInit_GLX_SGIX_fbconfig () +{ + GLboolean r = GL_FALSE; + + r = ((glXChooseFBConfigSGIX = (PFNGLXCHOOSEFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfigSGIX")) == NULL) || r; + r = ((glXCreateContextWithConfigSGIX = (PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextWithConfigSGIX")) == NULL) || r; + r = ((glXCreateGLXPixmapWithConfigSGIX = (PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapWithConfigSGIX")) == NULL) || r; + r = ((glXGetFBConfigAttribSGIX = (PFNGLXGETFBCONFIGATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttribSGIX")) == NULL) || r; + r = ((glXGetFBConfigFromVisualSGIX = (PFNGLXGETFBCONFIGFROMVISUALSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigFromVisualSGIX")) == NULL) || r; + r = ((glXGetVisualFromFBConfigSGIX = (PFNGLXGETVISUALFROMFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfigSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_fbconfig */ + +#ifdef GLX_SGIX_hyperpipe + +static GLboolean _glewInit_GLX_SGIX_hyperpipe () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindHyperpipeSGIX = (PFNGLXBINDHYPERPIPESGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindHyperpipeSGIX")) == NULL) || r; + r = ((glXDestroyHyperpipeConfigSGIX = (PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyHyperpipeConfigSGIX")) == NULL) || r; + r = ((glXHyperpipeAttribSGIX = (PFNGLXHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeAttribSGIX")) == NULL) || r; + r = ((glXHyperpipeConfigSGIX = (PFNGLXHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeConfigSGIX")) == NULL) || r; + r = ((glXQueryHyperpipeAttribSGIX = (PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeAttribSGIX")) == NULL) || r; + r = ((glXQueryHyperpipeBestAttribSGIX = (PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeBestAttribSGIX")) == NULL) || r; + r = ((glXQueryHyperpipeConfigSGIX = (PFNGLXQUERYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeConfigSGIX")) == NULL) || r; + r = ((glXQueryHyperpipeNetworkSGIX = (PFNGLXQUERYHYPERPIPENETWORKSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeNetworkSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_hyperpipe */ + +#ifdef GLX_SGIX_pbuffer + +static GLboolean _glewInit_GLX_SGIX_pbuffer () +{ + GLboolean r = GL_FALSE; + + r = ((glXCreateGLXPbufferSGIX = (PFNGLXCREATEGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPbufferSGIX")) == NULL) || r; + r = ((glXDestroyGLXPbufferSGIX = (PFNGLXDESTROYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyGLXPbufferSGIX")) == NULL) || r; + r = ((glXGetSelectedEventSGIX = (PFNGLXGETSELECTEDEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEventSGIX")) == NULL) || r; + r = ((glXQueryGLXPbufferSGIX = (PFNGLXQUERYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryGLXPbufferSGIX")) == NULL) || r; + r = ((glXSelectEventSGIX = (PFNGLXSELECTEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXSelectEventSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_pbuffer */ + +#ifdef GLX_SGIX_swap_barrier + +static GLboolean _glewInit_GLX_SGIX_swap_barrier () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindSwapBarrierSGIX = (PFNGLXBINDSWAPBARRIERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierSGIX")) == NULL) || r; + r = ((glXQueryMaxSwapBarriersSGIX = (PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapBarriersSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_swap_barrier */ + +#ifdef GLX_SGIX_swap_group + +static GLboolean _glewInit_GLX_SGIX_swap_group () +{ + GLboolean r = GL_FALSE; + + r = ((glXJoinSwapGroupSGIX = (PFNGLXJOINSWAPGROUPSGIXPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_swap_group */ + +#ifdef GLX_SGIX_video_resize + +static GLboolean _glewInit_GLX_SGIX_video_resize () +{ + GLboolean r = GL_FALSE; + + r = ((glXBindChannelToWindowSGIX = (PFNGLXBINDCHANNELTOWINDOWSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindChannelToWindowSGIX")) == NULL) || r; + r = ((glXChannelRectSGIX = (PFNGLXCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSGIX")) == NULL) || r; + r = ((glXChannelRectSyncSGIX = (PFNGLXCHANNELRECTSYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSyncSGIX")) == NULL) || r; + r = ((glXQueryChannelDeltasSGIX = (PFNGLXQUERYCHANNELDELTASSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelDeltasSGIX")) == NULL) || r; + r = ((glXQueryChannelRectSGIX = (PFNGLXQUERYCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelRectSGIX")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGIX_video_resize */ + +#ifdef GLX_SGI_cushion + +static GLboolean _glewInit_GLX_SGI_cushion () +{ + GLboolean r = GL_FALSE; + + r = ((glXCushionSGI = (PFNGLXCUSHIONSGIPROC)glewGetProcAddress((const GLubyte*)"glXCushionSGI")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGI_cushion */ + +#ifdef GLX_SGI_make_current_read + +static GLboolean _glewInit_GLX_SGI_make_current_read () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetCurrentReadDrawableSGI = (PFNGLXGETCURRENTREADDRAWABLESGIPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawableSGI")) == NULL) || r; + r = ((glXMakeCurrentReadSGI = (PFNGLXMAKECURRENTREADSGIPROC)glewGetProcAddress((const GLubyte*)"glXMakeCurrentReadSGI")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGI_make_current_read */ + +#ifdef GLX_SGI_swap_control + +static GLboolean _glewInit_GLX_SGI_swap_control () +{ + GLboolean r = GL_FALSE; + + r = ((glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalSGI")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGI_swap_control */ + +#ifdef GLX_SGI_video_sync + +static GLboolean _glewInit_GLX_SGI_video_sync () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoSyncSGI")) == NULL) || r; + r = ((glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXWaitVideoSyncSGI")) == NULL) || r; + + return r; +} + +#endif /* GLX_SGI_video_sync */ + +#ifdef GLX_SUN_get_transparent_index + +static GLboolean _glewInit_GLX_SUN_get_transparent_index () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetTransparentIndexSUN = (PFNGLXGETTRANSPARENTINDEXSUNPROC)glewGetProcAddress((const GLubyte*)"glXGetTransparentIndexSUN")) == NULL) || r; + + return r; +} + +#endif /* GLX_SUN_get_transparent_index */ + +#ifdef GLX_SUN_video_resize + +static GLboolean _glewInit_GLX_SUN_video_resize () +{ + GLboolean r = GL_FALSE; + + r = ((glXGetVideoResizeSUN = (PFNGLXGETVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoResizeSUN")) == NULL) || r; + r = ((glXVideoResizeSUN = (PFNGLXVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXVideoResizeSUN")) == NULL) || r; + + return r; +} + +#endif /* GLX_SUN_video_resize */ + +/* ------------------------------------------------------------------------ */ + +GLboolean glxewGetExtension (const char* name) +{ + const GLubyte* start; + const GLubyte* end; + + if (glXGetCurrentDisplay == NULL) return GL_FALSE; + start = (const GLubyte*)glXGetClientString(glXGetCurrentDisplay(), GLX_EXTENSIONS); + if (0 == start) return GL_FALSE; + end = start + _glewStrLen(start); + return _glewSearchExtension(name, start, end); +} + +GLenum glxewInit () +{ + Display* display; + int major, minor; + const GLubyte* extStart; + const GLubyte* extEnd; + /* initialize core GLX 1.2 */ + if (_glewInit_GLX_VERSION_1_2()) return GLEW_ERROR_GLX_VERSION_11_ONLY; + /* check for a display */ + display = glXGetCurrentDisplay(); + if (display == NULL) return GLEW_ERROR_NO_GLX_DISPLAY; + /* initialize flags */ + GLXEW_VERSION_1_0 = GL_TRUE; + GLXEW_VERSION_1_1 = GL_TRUE; + GLXEW_VERSION_1_2 = GL_TRUE; + GLXEW_VERSION_1_3 = GL_TRUE; + GLXEW_VERSION_1_4 = GL_TRUE; + /* query GLX version */ + glXQueryVersion(display, &major, &minor); + if (major == 1 && minor <= 3) + { + switch (minor) + { + case 3: + GLXEW_VERSION_1_4 = GL_FALSE; + break; + case 2: + GLXEW_VERSION_1_4 = GL_FALSE; + GLXEW_VERSION_1_3 = GL_FALSE; + break; + default: + return GLEW_ERROR_GLX_VERSION_11_ONLY; + break; + } + } + /* query GLX extension string */ + extStart = 0; + if (glXGetCurrentDisplay != NULL) + extStart = (const GLubyte*)glXGetClientString(display, GLX_EXTENSIONS); + if (extStart == 0) + extStart = (const GLubyte *)""; + extEnd = extStart + _glewStrLen(extStart); + /* initialize extensions */ +#ifdef GLX_VERSION_1_3 + if (glewExperimental || GLXEW_VERSION_1_3) GLXEW_VERSION_1_3 = !_glewInit_GLX_VERSION_1_3(); +#endif /* GLX_VERSION_1_3 */ +#ifdef GLX_3DFX_multisample + GLXEW_3DFX_multisample = _glewSearchExtension("GLX_3DFX_multisample", extStart, extEnd); +#endif /* GLX_3DFX_multisample */ +#ifdef GLX_AMD_gpu_association + GLXEW_AMD_gpu_association = _glewSearchExtension("GLX_AMD_gpu_association", extStart, extEnd); + if (glewExperimental || GLXEW_AMD_gpu_association) GLXEW_AMD_gpu_association = !_glewInit_GLX_AMD_gpu_association(); +#endif /* GLX_AMD_gpu_association */ +#ifdef GLX_ARB_context_flush_control + GLXEW_ARB_context_flush_control = _glewSearchExtension("GLX_ARB_context_flush_control", extStart, extEnd); +#endif /* GLX_ARB_context_flush_control */ +#ifdef GLX_ARB_create_context + GLXEW_ARB_create_context = _glewSearchExtension("GLX_ARB_create_context", extStart, extEnd); + if (glewExperimental || GLXEW_ARB_create_context) GLXEW_ARB_create_context = !_glewInit_GLX_ARB_create_context(); +#endif /* GLX_ARB_create_context */ +#ifdef GLX_ARB_create_context_no_error + GLXEW_ARB_create_context_no_error = _glewSearchExtension("GLX_ARB_create_context_no_error", extStart, extEnd); +#endif /* GLX_ARB_create_context_no_error */ +#ifdef GLX_ARB_create_context_profile + GLXEW_ARB_create_context_profile = _glewSearchExtension("GLX_ARB_create_context_profile", extStart, extEnd); +#endif /* GLX_ARB_create_context_profile */ +#ifdef GLX_ARB_create_context_robustness + GLXEW_ARB_create_context_robustness = _glewSearchExtension("GLX_ARB_create_context_robustness", extStart, extEnd); +#endif /* GLX_ARB_create_context_robustness */ +#ifdef GLX_ARB_fbconfig_float + GLXEW_ARB_fbconfig_float = _glewSearchExtension("GLX_ARB_fbconfig_float", extStart, extEnd); +#endif /* GLX_ARB_fbconfig_float */ +#ifdef GLX_ARB_framebuffer_sRGB + GLXEW_ARB_framebuffer_sRGB = _glewSearchExtension("GLX_ARB_framebuffer_sRGB", extStart, extEnd); +#endif /* GLX_ARB_framebuffer_sRGB */ +#ifdef GLX_ARB_get_proc_address + GLXEW_ARB_get_proc_address = _glewSearchExtension("GLX_ARB_get_proc_address", extStart, extEnd); +#endif /* GLX_ARB_get_proc_address */ +#ifdef GLX_ARB_multisample + GLXEW_ARB_multisample = _glewSearchExtension("GLX_ARB_multisample", extStart, extEnd); +#endif /* GLX_ARB_multisample */ +#ifdef GLX_ARB_robustness_application_isolation + GLXEW_ARB_robustness_application_isolation = _glewSearchExtension("GLX_ARB_robustness_application_isolation", extStart, extEnd); +#endif /* GLX_ARB_robustness_application_isolation */ +#ifdef GLX_ARB_robustness_share_group_isolation + GLXEW_ARB_robustness_share_group_isolation = _glewSearchExtension("GLX_ARB_robustness_share_group_isolation", extStart, extEnd); +#endif /* GLX_ARB_robustness_share_group_isolation */ +#ifdef GLX_ARB_vertex_buffer_object + GLXEW_ARB_vertex_buffer_object = _glewSearchExtension("GLX_ARB_vertex_buffer_object", extStart, extEnd); +#endif /* GLX_ARB_vertex_buffer_object */ +#ifdef GLX_ATI_pixel_format_float + GLXEW_ATI_pixel_format_float = _glewSearchExtension("GLX_ATI_pixel_format_float", extStart, extEnd); +#endif /* GLX_ATI_pixel_format_float */ +#ifdef GLX_ATI_render_texture + GLXEW_ATI_render_texture = _glewSearchExtension("GLX_ATI_render_texture", extStart, extEnd); + if (glewExperimental || GLXEW_ATI_render_texture) GLXEW_ATI_render_texture = !_glewInit_GLX_ATI_render_texture(); +#endif /* GLX_ATI_render_texture */ +#ifdef GLX_EXT_buffer_age + GLXEW_EXT_buffer_age = _glewSearchExtension("GLX_EXT_buffer_age", extStart, extEnd); +#endif /* GLX_EXT_buffer_age */ +#ifdef GLX_EXT_create_context_es2_profile + GLXEW_EXT_create_context_es2_profile = _glewSearchExtension("GLX_EXT_create_context_es2_profile", extStart, extEnd); +#endif /* GLX_EXT_create_context_es2_profile */ +#ifdef GLX_EXT_create_context_es_profile + GLXEW_EXT_create_context_es_profile = _glewSearchExtension("GLX_EXT_create_context_es_profile", extStart, extEnd); +#endif /* GLX_EXT_create_context_es_profile */ +#ifdef GLX_EXT_fbconfig_packed_float + GLXEW_EXT_fbconfig_packed_float = _glewSearchExtension("GLX_EXT_fbconfig_packed_float", extStart, extEnd); +#endif /* GLX_EXT_fbconfig_packed_float */ +#ifdef GLX_EXT_framebuffer_sRGB + GLXEW_EXT_framebuffer_sRGB = _glewSearchExtension("GLX_EXT_framebuffer_sRGB", extStart, extEnd); +#endif /* GLX_EXT_framebuffer_sRGB */ +#ifdef GLX_EXT_import_context + GLXEW_EXT_import_context = _glewSearchExtension("GLX_EXT_import_context", extStart, extEnd); + if (glewExperimental || GLXEW_EXT_import_context) GLXEW_EXT_import_context = !_glewInit_GLX_EXT_import_context(); +#endif /* GLX_EXT_import_context */ +#ifdef GLX_EXT_libglvnd + GLXEW_EXT_libglvnd = _glewSearchExtension("GLX_EXT_libglvnd", extStart, extEnd); +#endif /* GLX_EXT_libglvnd */ +#ifdef GLX_EXT_scene_marker + GLXEW_EXT_scene_marker = _glewSearchExtension("GLX_EXT_scene_marker", extStart, extEnd); +#endif /* GLX_EXT_scene_marker */ +#ifdef GLX_EXT_stereo_tree + GLXEW_EXT_stereo_tree = _glewSearchExtension("GLX_EXT_stereo_tree", extStart, extEnd); +#endif /* GLX_EXT_stereo_tree */ +#ifdef GLX_EXT_swap_control + GLXEW_EXT_swap_control = _glewSearchExtension("GLX_EXT_swap_control", extStart, extEnd); + if (glewExperimental || GLXEW_EXT_swap_control) GLXEW_EXT_swap_control = !_glewInit_GLX_EXT_swap_control(); +#endif /* GLX_EXT_swap_control */ +#ifdef GLX_EXT_swap_control_tear + GLXEW_EXT_swap_control_tear = _glewSearchExtension("GLX_EXT_swap_control_tear", extStart, extEnd); +#endif /* GLX_EXT_swap_control_tear */ +#ifdef GLX_EXT_texture_from_pixmap + GLXEW_EXT_texture_from_pixmap = _glewSearchExtension("GLX_EXT_texture_from_pixmap", extStart, extEnd); + if (glewExperimental || GLXEW_EXT_texture_from_pixmap) GLXEW_EXT_texture_from_pixmap = !_glewInit_GLX_EXT_texture_from_pixmap(); +#endif /* GLX_EXT_texture_from_pixmap */ +#ifdef GLX_EXT_visual_info + GLXEW_EXT_visual_info = _glewSearchExtension("GLX_EXT_visual_info", extStart, extEnd); +#endif /* GLX_EXT_visual_info */ +#ifdef GLX_EXT_visual_rating + GLXEW_EXT_visual_rating = _glewSearchExtension("GLX_EXT_visual_rating", extStart, extEnd); +#endif /* GLX_EXT_visual_rating */ +#ifdef GLX_INTEL_swap_event + GLXEW_INTEL_swap_event = _glewSearchExtension("GLX_INTEL_swap_event", extStart, extEnd); +#endif /* GLX_INTEL_swap_event */ +#ifdef GLX_MESA_agp_offset + GLXEW_MESA_agp_offset = _glewSearchExtension("GLX_MESA_agp_offset", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_agp_offset) GLXEW_MESA_agp_offset = !_glewInit_GLX_MESA_agp_offset(); +#endif /* GLX_MESA_agp_offset */ +#ifdef GLX_MESA_copy_sub_buffer + GLXEW_MESA_copy_sub_buffer = _glewSearchExtension("GLX_MESA_copy_sub_buffer", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_copy_sub_buffer) GLXEW_MESA_copy_sub_buffer = !_glewInit_GLX_MESA_copy_sub_buffer(); +#endif /* GLX_MESA_copy_sub_buffer */ +#ifdef GLX_MESA_pixmap_colormap + GLXEW_MESA_pixmap_colormap = _glewSearchExtension("GLX_MESA_pixmap_colormap", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_pixmap_colormap) GLXEW_MESA_pixmap_colormap = !_glewInit_GLX_MESA_pixmap_colormap(); +#endif /* GLX_MESA_pixmap_colormap */ +#ifdef GLX_MESA_query_renderer + GLXEW_MESA_query_renderer = _glewSearchExtension("GLX_MESA_query_renderer", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_query_renderer) GLXEW_MESA_query_renderer = !_glewInit_GLX_MESA_query_renderer(); +#endif /* GLX_MESA_query_renderer */ +#ifdef GLX_MESA_release_buffers + GLXEW_MESA_release_buffers = _glewSearchExtension("GLX_MESA_release_buffers", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_release_buffers) GLXEW_MESA_release_buffers = !_glewInit_GLX_MESA_release_buffers(); +#endif /* GLX_MESA_release_buffers */ +#ifdef GLX_MESA_set_3dfx_mode + GLXEW_MESA_set_3dfx_mode = _glewSearchExtension("GLX_MESA_set_3dfx_mode", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_set_3dfx_mode) GLXEW_MESA_set_3dfx_mode = !_glewInit_GLX_MESA_set_3dfx_mode(); +#endif /* GLX_MESA_set_3dfx_mode */ +#ifdef GLX_MESA_swap_control + GLXEW_MESA_swap_control = _glewSearchExtension("GLX_MESA_swap_control", extStart, extEnd); + if (glewExperimental || GLXEW_MESA_swap_control) GLXEW_MESA_swap_control = !_glewInit_GLX_MESA_swap_control(); +#endif /* GLX_MESA_swap_control */ +#ifdef GLX_NV_copy_buffer + GLXEW_NV_copy_buffer = _glewSearchExtension("GLX_NV_copy_buffer", extStart, extEnd); + if (glewExperimental || GLXEW_NV_copy_buffer) GLXEW_NV_copy_buffer = !_glewInit_GLX_NV_copy_buffer(); +#endif /* GLX_NV_copy_buffer */ +#ifdef GLX_NV_copy_image + GLXEW_NV_copy_image = _glewSearchExtension("GLX_NV_copy_image", extStart, extEnd); + if (glewExperimental || GLXEW_NV_copy_image) GLXEW_NV_copy_image = !_glewInit_GLX_NV_copy_image(); +#endif /* GLX_NV_copy_image */ +#ifdef GLX_NV_delay_before_swap + GLXEW_NV_delay_before_swap = _glewSearchExtension("GLX_NV_delay_before_swap", extStart, extEnd); + if (glewExperimental || GLXEW_NV_delay_before_swap) GLXEW_NV_delay_before_swap = !_glewInit_GLX_NV_delay_before_swap(); +#endif /* GLX_NV_delay_before_swap */ +#ifdef GLX_NV_float_buffer + GLXEW_NV_float_buffer = _glewSearchExtension("GLX_NV_float_buffer", extStart, extEnd); +#endif /* GLX_NV_float_buffer */ +#ifdef GLX_NV_multisample_coverage + GLXEW_NV_multisample_coverage = _glewSearchExtension("GLX_NV_multisample_coverage", extStart, extEnd); +#endif /* GLX_NV_multisample_coverage */ +#ifdef GLX_NV_present_video + GLXEW_NV_present_video = _glewSearchExtension("GLX_NV_present_video", extStart, extEnd); + if (glewExperimental || GLXEW_NV_present_video) GLXEW_NV_present_video = !_glewInit_GLX_NV_present_video(); +#endif /* GLX_NV_present_video */ +#ifdef GLX_NV_robustness_video_memory_purge + GLXEW_NV_robustness_video_memory_purge = _glewSearchExtension("GLX_NV_robustness_video_memory_purge", extStart, extEnd); +#endif /* GLX_NV_robustness_video_memory_purge */ +#ifdef GLX_NV_swap_group + GLXEW_NV_swap_group = _glewSearchExtension("GLX_NV_swap_group", extStart, extEnd); + if (glewExperimental || GLXEW_NV_swap_group) GLXEW_NV_swap_group = !_glewInit_GLX_NV_swap_group(); +#endif /* GLX_NV_swap_group */ +#ifdef GLX_NV_vertex_array_range + GLXEW_NV_vertex_array_range = _glewSearchExtension("GLX_NV_vertex_array_range", extStart, extEnd); + if (glewExperimental || GLXEW_NV_vertex_array_range) GLXEW_NV_vertex_array_range = !_glewInit_GLX_NV_vertex_array_range(); +#endif /* GLX_NV_vertex_array_range */ +#ifdef GLX_NV_video_capture + GLXEW_NV_video_capture = _glewSearchExtension("GLX_NV_video_capture", extStart, extEnd); + if (glewExperimental || GLXEW_NV_video_capture) GLXEW_NV_video_capture = !_glewInit_GLX_NV_video_capture(); +#endif /* GLX_NV_video_capture */ +#ifdef GLX_NV_video_out + GLXEW_NV_video_out = _glewSearchExtension("GLX_NV_video_out", extStart, extEnd); + if (glewExperimental || GLXEW_NV_video_out) GLXEW_NV_video_out = !_glewInit_GLX_NV_video_out(); +#endif /* GLX_NV_video_out */ +#ifdef GLX_OML_swap_method + GLXEW_OML_swap_method = _glewSearchExtension("GLX_OML_swap_method", extStart, extEnd); +#endif /* GLX_OML_swap_method */ +#ifdef GLX_OML_sync_control + GLXEW_OML_sync_control = _glewSearchExtension("GLX_OML_sync_control", extStart, extEnd); + if (glewExperimental || GLXEW_OML_sync_control) GLXEW_OML_sync_control = !_glewInit_GLX_OML_sync_control(); +#endif /* GLX_OML_sync_control */ +#ifdef GLX_SGIS_blended_overlay + GLXEW_SGIS_blended_overlay = _glewSearchExtension("GLX_SGIS_blended_overlay", extStart, extEnd); +#endif /* GLX_SGIS_blended_overlay */ +#ifdef GLX_SGIS_color_range + GLXEW_SGIS_color_range = _glewSearchExtension("GLX_SGIS_color_range", extStart, extEnd); +#endif /* GLX_SGIS_color_range */ +#ifdef GLX_SGIS_multisample + GLXEW_SGIS_multisample = _glewSearchExtension("GLX_SGIS_multisample", extStart, extEnd); +#endif /* GLX_SGIS_multisample */ +#ifdef GLX_SGIS_shared_multisample + GLXEW_SGIS_shared_multisample = _glewSearchExtension("GLX_SGIS_shared_multisample", extStart, extEnd); +#endif /* GLX_SGIS_shared_multisample */ +#ifdef GLX_SGIX_fbconfig + GLXEW_SGIX_fbconfig = _glewSearchExtension("GLX_SGIX_fbconfig", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_fbconfig) GLXEW_SGIX_fbconfig = !_glewInit_GLX_SGIX_fbconfig(); +#endif /* GLX_SGIX_fbconfig */ +#ifdef GLX_SGIX_hyperpipe + GLXEW_SGIX_hyperpipe = _glewSearchExtension("GLX_SGIX_hyperpipe", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_hyperpipe) GLXEW_SGIX_hyperpipe = !_glewInit_GLX_SGIX_hyperpipe(); +#endif /* GLX_SGIX_hyperpipe */ +#ifdef GLX_SGIX_pbuffer + GLXEW_SGIX_pbuffer = _glewSearchExtension("GLX_SGIX_pbuffer", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_pbuffer) GLXEW_SGIX_pbuffer = !_glewInit_GLX_SGIX_pbuffer(); +#endif /* GLX_SGIX_pbuffer */ +#ifdef GLX_SGIX_swap_barrier + GLXEW_SGIX_swap_barrier = _glewSearchExtension("GLX_SGIX_swap_barrier", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_swap_barrier) GLXEW_SGIX_swap_barrier = !_glewInit_GLX_SGIX_swap_barrier(); +#endif /* GLX_SGIX_swap_barrier */ +#ifdef GLX_SGIX_swap_group + GLXEW_SGIX_swap_group = _glewSearchExtension("GLX_SGIX_swap_group", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_swap_group) GLXEW_SGIX_swap_group = !_glewInit_GLX_SGIX_swap_group(); +#endif /* GLX_SGIX_swap_group */ +#ifdef GLX_SGIX_video_resize + GLXEW_SGIX_video_resize = _glewSearchExtension("GLX_SGIX_video_resize", extStart, extEnd); + if (glewExperimental || GLXEW_SGIX_video_resize) GLXEW_SGIX_video_resize = !_glewInit_GLX_SGIX_video_resize(); +#endif /* GLX_SGIX_video_resize */ +#ifdef GLX_SGIX_visual_select_group + GLXEW_SGIX_visual_select_group = _glewSearchExtension("GLX_SGIX_visual_select_group", extStart, extEnd); +#endif /* GLX_SGIX_visual_select_group */ +#ifdef GLX_SGI_cushion + GLXEW_SGI_cushion = _glewSearchExtension("GLX_SGI_cushion", extStart, extEnd); + if (glewExperimental || GLXEW_SGI_cushion) GLXEW_SGI_cushion = !_glewInit_GLX_SGI_cushion(); +#endif /* GLX_SGI_cushion */ +#ifdef GLX_SGI_make_current_read + GLXEW_SGI_make_current_read = _glewSearchExtension("GLX_SGI_make_current_read", extStart, extEnd); + if (glewExperimental || GLXEW_SGI_make_current_read) GLXEW_SGI_make_current_read = !_glewInit_GLX_SGI_make_current_read(); +#endif /* GLX_SGI_make_current_read */ +#ifdef GLX_SGI_swap_control + GLXEW_SGI_swap_control = _glewSearchExtension("GLX_SGI_swap_control", extStart, extEnd); + if (glewExperimental || GLXEW_SGI_swap_control) GLXEW_SGI_swap_control = !_glewInit_GLX_SGI_swap_control(); +#endif /* GLX_SGI_swap_control */ +#ifdef GLX_SGI_video_sync + GLXEW_SGI_video_sync = _glewSearchExtension("GLX_SGI_video_sync", extStart, extEnd); + if (glewExperimental || GLXEW_SGI_video_sync) GLXEW_SGI_video_sync = !_glewInit_GLX_SGI_video_sync(); +#endif /* GLX_SGI_video_sync */ +#ifdef GLX_SUN_get_transparent_index + GLXEW_SUN_get_transparent_index = _glewSearchExtension("GLX_SUN_get_transparent_index", extStart, extEnd); + if (glewExperimental || GLXEW_SUN_get_transparent_index) GLXEW_SUN_get_transparent_index = !_glewInit_GLX_SUN_get_transparent_index(); +#endif /* GLX_SUN_get_transparent_index */ +#ifdef GLX_SUN_video_resize + GLXEW_SUN_video_resize = _glewSearchExtension("GLX_SUN_video_resize", extStart, extEnd); + if (glewExperimental || GLXEW_SUN_video_resize) GLXEW_SUN_video_resize = !_glewInit_GLX_SUN_video_resize(); +#endif /* GLX_SUN_video_resize */ + + return GLEW_OK; +} + +#endif /* !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) */ + +/* ------------------------------------------------------------------------ */ + +const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error) +{ + static const GLubyte* _glewErrorString[] = + { + (const GLubyte*)"No error", + (const GLubyte*)"Missing GL version", + (const GLubyte*)"GL 1.1 and up are not supported", + (const GLubyte*)"GLX 1.2 and up are not supported", + (const GLubyte*)"Unknown error" + }; + const size_t max_error = sizeof(_glewErrorString)/sizeof(*_glewErrorString) - 1; + return _glewErrorString[(size_t)error > max_error ? max_error : (size_t)error]; +} + +const GLubyte * GLEWAPIENTRY glewGetString (GLenum name) +{ + static const GLubyte* _glewString[] = + { + (const GLubyte*)NULL, + (const GLubyte*)"2.1.0", + (const GLubyte*)"2", + (const GLubyte*)"1", + (const GLubyte*)"0" + }; + const size_t max_string = sizeof(_glewString)/sizeof(*_glewString) - 1; + return _glewString[(size_t)name > max_string ? 0 : (size_t)name]; +} + +/* ------------------------------------------------------------------------ */ + +GLboolean glewExperimental = GL_FALSE; + +GLenum GLEWAPIENTRY glewInit (void) +{ + GLenum r; +#if defined(GLEW_EGL) + PFNEGLGETCURRENTDISPLAYPROC getCurrentDisplay = NULL; +#endif + r = glewContextInit(); + if ( r != 0 ) return r; +#if defined(GLEW_EGL) + getCurrentDisplay = (PFNEGLGETCURRENTDISPLAYPROC) glewGetProcAddress("eglGetCurrentDisplay"); + return eglewInit(getCurrentDisplay()); +#elif defined(GLEW_OSMESA) || defined(__ANDROID__) || defined(__native_client__) || defined(__HAIKU__) + return r; +#elif defined(_WIN32) + return wglewInit(); +#elif !defined(__APPLE__) || defined(GLEW_APPLE_GLX) /* _UNIX */ + return glxewInit(); +#else + return r; +#endif /* _WIN32 */ +} + +#if defined(_WIN32) && defined(GLEW_BUILD) && defined(__GNUC__) +/* GCC requires a DLL entry point even without any standard library included. */ +/* Types extracted from windows.h to avoid polluting the rest of the file. */ +int __stdcall DllMainCRTStartup(void* instance, unsigned reason, void* reserved) +{ + (void) instance; + (void) reason; + (void) reserved; + return 1; +} +#endif +GLboolean GLEWAPIENTRY glewIsSupported (const char* name) +{ + const GLubyte* pos = (const GLubyte*)name; + GLuint len = _glewStrLen(pos); + GLboolean ret = GL_TRUE; + while (ret && len > 0) + { + if (_glewStrSame1(&pos, &len, (const GLubyte*)"GL_", 3)) + { + if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) + { +#ifdef GL_VERSION_1_2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) + { + ret = GLEW_VERSION_1_2; + continue; + } +#endif +#ifdef GL_VERSION_1_2_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2_1", 5)) + { + ret = GLEW_VERSION_1_2_1; + continue; + } +#endif +#ifdef GL_VERSION_1_3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) + { + ret = GLEW_VERSION_1_3; + continue; + } +#endif +#ifdef GL_VERSION_1_4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) + { + ret = GLEW_VERSION_1_4; + continue; + } +#endif +#ifdef GL_VERSION_1_5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_5", 3)) + { + ret = GLEW_VERSION_1_5; + continue; + } +#endif +#ifdef GL_VERSION_2_0 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_0", 3)) + { + ret = GLEW_VERSION_2_0; + continue; + } +#endif +#ifdef GL_VERSION_2_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_1", 3)) + { + ret = GLEW_VERSION_2_1; + continue; + } +#endif +#ifdef GL_VERSION_3_0 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_0", 3)) + { + ret = GLEW_VERSION_3_0; + continue; + } +#endif +#ifdef GL_VERSION_3_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_1", 3)) + { + ret = GLEW_VERSION_3_1; + continue; + } +#endif +#ifdef GL_VERSION_3_2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_2", 3)) + { + ret = GLEW_VERSION_3_2; + continue; + } +#endif +#ifdef GL_VERSION_3_3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_3", 3)) + { + ret = GLEW_VERSION_3_3; + continue; + } +#endif +#ifdef GL_VERSION_4_0 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_0", 3)) + { + ret = GLEW_VERSION_4_0; + continue; + } +#endif +#ifdef GL_VERSION_4_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_1", 3)) + { + ret = GLEW_VERSION_4_1; + continue; + } +#endif +#ifdef GL_VERSION_4_2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_2", 3)) + { + ret = GLEW_VERSION_4_2; + continue; + } +#endif +#ifdef GL_VERSION_4_3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_3", 3)) + { + ret = GLEW_VERSION_4_3; + continue; + } +#endif +#ifdef GL_VERSION_4_4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_4", 3)) + { + ret = GLEW_VERSION_4_4; + continue; + } +#endif +#ifdef GL_VERSION_4_5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_5", 3)) + { + ret = GLEW_VERSION_4_5; + continue; + } +#endif +#ifdef GL_VERSION_4_6 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_6", 3)) + { + ret = GLEW_VERSION_4_6; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) + { +#ifdef GL_3DFX_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLEW_3DFX_multisample; + continue; + } +#endif +#ifdef GL_3DFX_tbuffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"tbuffer", 7)) + { + ret = GLEW_3DFX_tbuffer; + continue; + } +#endif +#ifdef GL_3DFX_texture_compression_FXT1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_FXT1", 24)) + { + ret = GLEW_3DFX_texture_compression_FXT1; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) + { +#ifdef GL_AMD_blend_minmax_factor + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax_factor", 19)) + { + ret = GLEW_AMD_blend_minmax_factor; + continue; + } +#endif +#ifdef GL_AMD_compressed_3DC_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_3DC_texture", 22)) + { + ret = GLEW_AMD_compressed_3DC_texture; + continue; + } +#endif +#ifdef GL_AMD_compressed_ATC_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_ATC_texture", 22)) + { + ret = GLEW_AMD_compressed_ATC_texture; + continue; + } +#endif +#ifdef GL_AMD_conservative_depth + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) + { + ret = GLEW_AMD_conservative_depth; + continue; + } +#endif +#ifdef GL_AMD_debug_output + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12)) + { + ret = GLEW_AMD_debug_output; + continue; + } +#endif +#ifdef GL_AMD_depth_clamp_separate + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp_separate", 20)) + { + ret = GLEW_AMD_depth_clamp_separate; + continue; + } +#endif +#ifdef GL_AMD_draw_buffers_blend + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18)) + { + ret = GLEW_AMD_draw_buffers_blend; + continue; + } +#endif +#ifdef GL_AMD_framebuffer_sample_positions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sample_positions", 28)) + { + ret = GLEW_AMD_framebuffer_sample_positions; + continue; + } +#endif +#ifdef GL_AMD_gcn_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gcn_shader", 10)) + { + ret = GLEW_AMD_gcn_shader; + continue; + } +#endif +#ifdef GL_AMD_gpu_shader_half_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_half_float", 21)) + { + ret = GLEW_AMD_gpu_shader_half_float; + continue; + } +#endif +#ifdef GL_AMD_gpu_shader_int16 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int16", 16)) + { + ret = GLEW_AMD_gpu_shader_int16; + continue; + } +#endif +#ifdef GL_AMD_gpu_shader_int64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16)) + { + ret = GLEW_AMD_gpu_shader_int64; + continue; + } +#endif +#ifdef GL_AMD_interleaved_elements + if (_glewStrSame3(&pos, &len, (const GLubyte*)"interleaved_elements", 20)) + { + ret = GLEW_AMD_interleaved_elements; + continue; + } +#endif +#ifdef GL_AMD_multi_draw_indirect + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) + { + ret = GLEW_AMD_multi_draw_indirect; + continue; + } +#endif +#ifdef GL_AMD_name_gen_delete + if (_glewStrSame3(&pos, &len, (const GLubyte*)"name_gen_delete", 15)) + { + ret = GLEW_AMD_name_gen_delete; + continue; + } +#endif +#ifdef GL_AMD_occlusion_query_event + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query_event", 21)) + { + ret = GLEW_AMD_occlusion_query_event; + continue; + } +#endif +#ifdef GL_AMD_performance_monitor + if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_monitor", 19)) + { + ret = GLEW_AMD_performance_monitor; + continue; + } +#endif +#ifdef GL_AMD_pinned_memory + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pinned_memory", 13)) + { + ret = GLEW_AMD_pinned_memory; + continue; + } +#endif +#ifdef GL_AMD_program_binary_Z400 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_binary_Z400", 19)) + { + ret = GLEW_AMD_program_binary_Z400; + continue; + } +#endif +#ifdef GL_AMD_query_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19)) + { + ret = GLEW_AMD_query_buffer_object; + continue; + } +#endif +#ifdef GL_AMD_sample_positions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_positions", 16)) + { + ret = GLEW_AMD_sample_positions; + continue; + } +#endif +#ifdef GL_AMD_seamless_cubemap_per_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28)) + { + ret = GLEW_AMD_seamless_cubemap_per_texture; + continue; + } +#endif +#ifdef GL_AMD_shader_atomic_counter_ops + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25)) + { + ret = GLEW_AMD_shader_atomic_counter_ops; + continue; + } +#endif +#ifdef GL_AMD_shader_ballot + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_ballot", 13)) + { + ret = GLEW_AMD_shader_ballot; + continue; + } +#endif +#ifdef GL_AMD_shader_explicit_vertex_parameter + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_explicit_vertex_parameter", 32)) + { + ret = GLEW_AMD_shader_explicit_vertex_parameter; + continue; + } +#endif +#ifdef GL_AMD_shader_stencil_export + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21)) + { + ret = GLEW_AMD_shader_stencil_export; + continue; + } +#endif +#ifdef GL_AMD_shader_stencil_value_export + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_value_export", 27)) + { + ret = GLEW_AMD_shader_stencil_value_export; + continue; + } +#endif +#ifdef GL_AMD_shader_trinary_minmax + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_trinary_minmax", 21)) + { + ret = GLEW_AMD_shader_trinary_minmax; + continue; + } +#endif +#ifdef GL_AMD_sparse_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) + { + ret = GLEW_AMD_sparse_texture; + continue; + } +#endif +#ifdef GL_AMD_stencil_operation_extended + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_operation_extended", 26)) + { + ret = GLEW_AMD_stencil_operation_extended; + continue; + } +#endif +#ifdef GL_AMD_texture_gather_bias_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_gather_bias_lod", 23)) + { + ret = GLEW_AMD_texture_gather_bias_lod; + continue; + } +#endif +#ifdef GL_AMD_texture_texture4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_texture4", 16)) + { + ret = GLEW_AMD_texture_texture4; + continue; + } +#endif +#ifdef GL_AMD_transform_feedback3_lines_triangles + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3_lines_triangles", 35)) + { + ret = GLEW_AMD_transform_feedback3_lines_triangles; + continue; + } +#endif +#ifdef GL_AMD_transform_feedback4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback4", 19)) + { + ret = GLEW_AMD_transform_feedback4; + continue; + } +#endif +#ifdef GL_AMD_vertex_shader_layer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_layer", 19)) + { + ret = GLEW_AMD_vertex_shader_layer; + continue; + } +#endif +#ifdef GL_AMD_vertex_shader_tessellator + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_tessellator", 25)) + { + ret = GLEW_AMD_vertex_shader_tessellator; + continue; + } +#endif +#ifdef GL_AMD_vertex_shader_viewport_index + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_viewport_index", 28)) + { + ret = GLEW_AMD_vertex_shader_viewport_index; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANDROID_", 8)) + { +#ifdef GL_ANDROID_extension_pack_es31a + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extension_pack_es31a", 20)) + { + ret = GLEW_ANDROID_extension_pack_es31a; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANGLE_", 6)) + { +#ifdef GL_ANGLE_depth_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) + { + ret = GLEW_ANGLE_depth_texture; + continue; + } +#endif +#ifdef GL_ANGLE_framebuffer_blit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) + { + ret = GLEW_ANGLE_framebuffer_blit; + continue; + } +#endif +#ifdef GL_ANGLE_framebuffer_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) + { + ret = GLEW_ANGLE_framebuffer_multisample; + continue; + } +#endif +#ifdef GL_ANGLE_instanced_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) + { + ret = GLEW_ANGLE_instanced_arrays; + continue; + } +#endif +#ifdef GL_ANGLE_pack_reverse_row_order + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_reverse_row_order", 22)) + { + ret = GLEW_ANGLE_pack_reverse_row_order; + continue; + } +#endif +#ifdef GL_ANGLE_program_binary + if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_binary", 14)) + { + ret = GLEW_ANGLE_program_binary; + continue; + } +#endif +#ifdef GL_ANGLE_texture_compression_dxt1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24)) + { + ret = GLEW_ANGLE_texture_compression_dxt1; + continue; + } +#endif +#ifdef GL_ANGLE_texture_compression_dxt3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt3", 24)) + { + ret = GLEW_ANGLE_texture_compression_dxt3; + continue; + } +#endif +#ifdef GL_ANGLE_texture_compression_dxt5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt5", 24)) + { + ret = GLEW_ANGLE_texture_compression_dxt5; + continue; + } +#endif +#ifdef GL_ANGLE_texture_usage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_usage", 13)) + { + ret = GLEW_ANGLE_texture_usage; + continue; + } +#endif +#ifdef GL_ANGLE_timer_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) + { + ret = GLEW_ANGLE_timer_query; + continue; + } +#endif +#ifdef GL_ANGLE_translated_shader_source + if (_glewStrSame3(&pos, &len, (const GLubyte*)"translated_shader_source", 24)) + { + ret = GLEW_ANGLE_translated_shader_source; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"APPLE_", 6)) + { +#ifdef GL_APPLE_aux_depth_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"aux_depth_stencil", 17)) + { + ret = GLEW_APPLE_aux_depth_stencil; + continue; + } +#endif +#ifdef GL_APPLE_client_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_storage", 14)) + { + ret = GLEW_APPLE_client_storage; + continue; + } +#endif +#ifdef GL_APPLE_clip_distance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_distance", 13)) + { + ret = GLEW_APPLE_clip_distance; + continue; + } +#endif +#ifdef GL_APPLE_color_buffer_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_packed_float", 25)) + { + ret = GLEW_APPLE_color_buffer_packed_float; + continue; + } +#endif +#ifdef GL_APPLE_copy_texture_levels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_texture_levels", 19)) + { + ret = GLEW_APPLE_copy_texture_levels; + continue; + } +#endif +#ifdef GL_APPLE_element_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13)) + { + ret = GLEW_APPLE_element_array; + continue; + } +#endif +#ifdef GL_APPLE_fence + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5)) + { + ret = GLEW_APPLE_fence; + continue; + } +#endif +#ifdef GL_APPLE_float_pixels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_pixels", 12)) + { + ret = GLEW_APPLE_float_pixels; + continue; + } +#endif +#ifdef GL_APPLE_flush_buffer_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_buffer_range", 18)) + { + ret = GLEW_APPLE_flush_buffer_range; + continue; + } +#endif +#ifdef GL_APPLE_framebuffer_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) + { + ret = GLEW_APPLE_framebuffer_multisample; + continue; + } +#endif +#ifdef GL_APPLE_object_purgeable + if (_glewStrSame3(&pos, &len, (const GLubyte*)"object_purgeable", 16)) + { + ret = GLEW_APPLE_object_purgeable; + continue; + } +#endif +#ifdef GL_APPLE_pixel_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer", 12)) + { + ret = GLEW_APPLE_pixel_buffer; + continue; + } +#endif +#ifdef GL_APPLE_rgb_422 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"rgb_422", 7)) + { + ret = GLEW_APPLE_rgb_422; + continue; + } +#endif +#ifdef GL_APPLE_row_bytes + if (_glewStrSame3(&pos, &len, (const GLubyte*)"row_bytes", 9)) + { + ret = GLEW_APPLE_row_bytes; + continue; + } +#endif +#ifdef GL_APPLE_specular_vector + if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_vector", 15)) + { + ret = GLEW_APPLE_specular_vector; + continue; + } +#endif +#ifdef GL_APPLE_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) + { + ret = GLEW_APPLE_sync; + continue; + } +#endif +#ifdef GL_APPLE_texture_2D_limited_npot + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_2D_limited_npot", 23)) + { + ret = GLEW_APPLE_texture_2D_limited_npot; + continue; + } +#endif +#ifdef GL_APPLE_texture_format_BGRA8888 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_format_BGRA8888", 23)) + { + ret = GLEW_APPLE_texture_format_BGRA8888; + continue; + } +#endif +#ifdef GL_APPLE_texture_max_level + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_max_level", 17)) + { + ret = GLEW_APPLE_texture_max_level; + continue; + } +#endif +#ifdef GL_APPLE_texture_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_packed_float", 20)) + { + ret = GLEW_APPLE_texture_packed_float; + continue; + } +#endif +#ifdef GL_APPLE_texture_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13)) + { + ret = GLEW_APPLE_texture_range; + continue; + } +#endif +#ifdef GL_APPLE_transform_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_hint", 14)) + { + ret = GLEW_APPLE_transform_hint; + continue; + } +#endif +#ifdef GL_APPLE_vertex_array_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) + { + ret = GLEW_APPLE_vertex_array_object; + continue; + } +#endif +#ifdef GL_APPLE_vertex_array_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) + { + ret = GLEW_APPLE_vertex_array_range; + continue; + } +#endif +#ifdef GL_APPLE_vertex_program_evaluators + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program_evaluators", 25)) + { + ret = GLEW_APPLE_vertex_program_evaluators; + continue; + } +#endif +#ifdef GL_APPLE_ycbcr_422 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_422", 9)) + { + ret = GLEW_APPLE_ycbcr_422; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) + { +#ifdef GL_ARB_ES2_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES2_compatibility", 17)) + { + ret = GLEW_ARB_ES2_compatibility; + continue; + } +#endif +#ifdef GL_ARB_ES3_1_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_1_compatibility", 19)) + { + ret = GLEW_ARB_ES3_1_compatibility; + continue; + } +#endif +#ifdef GL_ARB_ES3_2_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_2_compatibility", 19)) + { + ret = GLEW_ARB_ES3_2_compatibility; + continue; + } +#endif +#ifdef GL_ARB_ES3_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_compatibility", 17)) + { + ret = GLEW_ARB_ES3_compatibility; + continue; + } +#endif +#ifdef GL_ARB_arrays_of_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"arrays_of_arrays", 16)) + { + ret = GLEW_ARB_arrays_of_arrays; + continue; + } +#endif +#ifdef GL_ARB_base_instance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"base_instance", 13)) + { + ret = GLEW_ARB_base_instance; + continue; + } +#endif +#ifdef GL_ARB_bindless_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16)) + { + ret = GLEW_ARB_bindless_texture; + continue; + } +#endif +#ifdef GL_ARB_blend_func_extended + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_extended", 19)) + { + ret = GLEW_ARB_blend_func_extended; + continue; + } +#endif +#ifdef GL_ARB_buffer_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_storage", 14)) + { + ret = GLEW_ARB_buffer_storage; + continue; + } +#endif +#ifdef GL_ARB_cl_event + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event", 8)) + { + ret = GLEW_ARB_cl_event; + continue; + } +#endif +#ifdef GL_ARB_clear_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_buffer_object", 19)) + { + ret = GLEW_ARB_clear_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_clear_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_texture", 13)) + { + ret = GLEW_ARB_clear_texture; + continue; + } +#endif +#ifdef GL_ARB_clip_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_control", 12)) + { + ret = GLEW_ARB_clip_control; + continue; + } +#endif +#ifdef GL_ARB_color_buffer_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_float", 18)) + { + ret = GLEW_ARB_color_buffer_float; + continue; + } +#endif +#ifdef GL_ARB_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compatibility", 13)) + { + ret = GLEW_ARB_compatibility; + continue; + } +#endif +#ifdef GL_ARB_compressed_texture_pixel_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_texture_pixel_storage", 32)) + { + ret = GLEW_ARB_compressed_texture_pixel_storage; + continue; + } +#endif +#ifdef GL_ARB_compute_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_shader", 14)) + { + ret = GLEW_ARB_compute_shader; + continue; + } +#endif +#ifdef GL_ARB_compute_variable_group_size + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_variable_group_size", 27)) + { + ret = GLEW_ARB_compute_variable_group_size; + continue; + } +#endif +#ifdef GL_ARB_conditional_render_inverted + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render_inverted", 27)) + { + ret = GLEW_ARB_conditional_render_inverted; + continue; + } +#endif +#ifdef GL_ARB_conservative_depth + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) + { + ret = GLEW_ARB_conservative_depth; + continue; + } +#endif +#ifdef GL_ARB_copy_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) + { + ret = GLEW_ARB_copy_buffer; + continue; + } +#endif +#ifdef GL_ARB_copy_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) + { + ret = GLEW_ARB_copy_image; + continue; + } +#endif +#ifdef GL_ARB_cull_distance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_distance", 13)) + { + ret = GLEW_ARB_cull_distance; + continue; + } +#endif +#ifdef GL_ARB_debug_output + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12)) + { + ret = GLEW_ARB_debug_output; + continue; + } +#endif +#ifdef GL_ARB_depth_buffer_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18)) + { + ret = GLEW_ARB_depth_buffer_float; + continue; + } +#endif +#ifdef GL_ARB_depth_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11)) + { + ret = GLEW_ARB_depth_clamp; + continue; + } +#endif +#ifdef GL_ARB_depth_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) + { + ret = GLEW_ARB_depth_texture; + continue; + } +#endif +#ifdef GL_ARB_derivative_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"derivative_control", 18)) + { + ret = GLEW_ARB_derivative_control; + continue; + } +#endif +#ifdef GL_ARB_direct_state_access + if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19)) + { + ret = GLEW_ARB_direct_state_access; + continue; + } +#endif +#ifdef GL_ARB_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) + { + ret = GLEW_ARB_draw_buffers; + continue; + } +#endif +#ifdef GL_ARB_draw_buffers_blend + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18)) + { + ret = GLEW_ARB_draw_buffers_blend; + continue; + } +#endif +#ifdef GL_ARB_draw_elements_base_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_elements_base_vertex", 25)) + { + ret = GLEW_ARB_draw_elements_base_vertex; + continue; + } +#endif +#ifdef GL_ARB_draw_indirect + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_indirect", 13)) + { + ret = GLEW_ARB_draw_indirect; + continue; + } +#endif +#ifdef GL_ARB_draw_instanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) + { + ret = GLEW_ARB_draw_instanced; + continue; + } +#endif +#ifdef GL_ARB_enhanced_layouts + if (_glewStrSame3(&pos, &len, (const GLubyte*)"enhanced_layouts", 16)) + { + ret = GLEW_ARB_enhanced_layouts; + continue; + } +#endif +#ifdef GL_ARB_explicit_attrib_location + if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_attrib_location", 24)) + { + ret = GLEW_ARB_explicit_attrib_location; + continue; + } +#endif +#ifdef GL_ARB_explicit_uniform_location + if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_uniform_location", 25)) + { + ret = GLEW_ARB_explicit_uniform_location; + continue; + } +#endif +#ifdef GL_ARB_fragment_coord_conventions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coord_conventions", 26)) + { + ret = GLEW_ARB_fragment_coord_conventions; + continue; + } +#endif +#ifdef GL_ARB_fragment_layer_viewport + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_layer_viewport", 23)) + { + ret = GLEW_ARB_fragment_layer_viewport; + continue; + } +#endif +#ifdef GL_ARB_fragment_program + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16)) + { + ret = GLEW_ARB_fragment_program; + continue; + } +#endif +#ifdef GL_ARB_fragment_program_shadow + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_shadow", 23)) + { + ret = GLEW_ARB_fragment_program_shadow; + continue; + } +#endif +#ifdef GL_ARB_fragment_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15)) + { + ret = GLEW_ARB_fragment_shader; + continue; + } +#endif +#ifdef GL_ARB_fragment_shader_interlock + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25)) + { + ret = GLEW_ARB_fragment_shader_interlock; + continue; + } +#endif +#ifdef GL_ARB_framebuffer_no_attachments + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_no_attachments", 26)) + { + ret = GLEW_ARB_framebuffer_no_attachments; + continue; + } +#endif +#ifdef GL_ARB_framebuffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18)) + { + ret = GLEW_ARB_framebuffer_object; + continue; + } +#endif +#ifdef GL_ARB_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = GLEW_ARB_framebuffer_sRGB; + continue; + } +#endif +#ifdef GL_ARB_geometry_shader4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) + { + ret = GLEW_ARB_geometry_shader4; + continue; + } +#endif +#ifdef GL_ARB_get_program_binary + if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_program_binary", 18)) + { + ret = GLEW_ARB_get_program_binary; + continue; + } +#endif +#ifdef GL_ARB_get_texture_sub_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_texture_sub_image", 21)) + { + ret = GLEW_ARB_get_texture_sub_image; + continue; + } +#endif +#ifdef GL_ARB_gl_spirv + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_spirv", 8)) + { + ret = GLEW_ARB_gl_spirv; + continue; + } +#endif +#ifdef GL_ARB_gpu_shader5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) + { + ret = GLEW_ARB_gpu_shader5; + continue; + } +#endif +#ifdef GL_ARB_gpu_shader_fp64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_fp64", 15)) + { + ret = GLEW_ARB_gpu_shader_fp64; + continue; + } +#endif +#ifdef GL_ARB_gpu_shader_int64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16)) + { + ret = GLEW_ARB_gpu_shader_int64; + continue; + } +#endif +#ifdef GL_ARB_half_float_pixel + if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_pixel", 16)) + { + ret = GLEW_ARB_half_float_pixel; + continue; + } +#endif +#ifdef GL_ARB_half_float_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_vertex", 17)) + { + ret = GLEW_ARB_half_float_vertex; + continue; + } +#endif +#ifdef GL_ARB_imaging + if (_glewStrSame3(&pos, &len, (const GLubyte*)"imaging", 7)) + { + ret = GLEW_ARB_imaging; + continue; + } +#endif +#ifdef GL_ARB_indirect_parameters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"indirect_parameters", 19)) + { + ret = GLEW_ARB_indirect_parameters; + continue; + } +#endif +#ifdef GL_ARB_instanced_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) + { + ret = GLEW_ARB_instanced_arrays; + continue; + } +#endif +#ifdef GL_ARB_internalformat_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query", 20)) + { + ret = GLEW_ARB_internalformat_query; + continue; + } +#endif +#ifdef GL_ARB_internalformat_query2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query2", 21)) + { + ret = GLEW_ARB_internalformat_query2; + continue; + } +#endif +#ifdef GL_ARB_invalidate_subdata + if (_glewStrSame3(&pos, &len, (const GLubyte*)"invalidate_subdata", 18)) + { + ret = GLEW_ARB_invalidate_subdata; + continue; + } +#endif +#ifdef GL_ARB_map_buffer_alignment + if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_alignment", 20)) + { + ret = GLEW_ARB_map_buffer_alignment; + continue; + } +#endif +#ifdef GL_ARB_map_buffer_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_range", 16)) + { + ret = GLEW_ARB_map_buffer_range; + continue; + } +#endif +#ifdef GL_ARB_matrix_palette + if (_glewStrSame3(&pos, &len, (const GLubyte*)"matrix_palette", 14)) + { + ret = GLEW_ARB_matrix_palette; + continue; + } +#endif +#ifdef GL_ARB_multi_bind + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_bind", 10)) + { + ret = GLEW_ARB_multi_bind; + continue; + } +#endif +#ifdef GL_ARB_multi_draw_indirect + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) + { + ret = GLEW_ARB_multi_draw_indirect; + continue; + } +#endif +#ifdef GL_ARB_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLEW_ARB_multisample; + continue; + } +#endif +#ifdef GL_ARB_multitexture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multitexture", 12)) + { + ret = GLEW_ARB_multitexture; + continue; + } +#endif +#ifdef GL_ARB_occlusion_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15)) + { + ret = GLEW_ARB_occlusion_query; + continue; + } +#endif +#ifdef GL_ARB_occlusion_query2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query2", 16)) + { + ret = GLEW_ARB_occlusion_query2; + continue; + } +#endif +#ifdef GL_ARB_parallel_shader_compile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_shader_compile", 23)) + { + ret = GLEW_ARB_parallel_shader_compile; + continue; + } +#endif +#ifdef GL_ARB_pipeline_statistics_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pipeline_statistics_query", 25)) + { + ret = GLEW_ARB_pipeline_statistics_query; + continue; + } +#endif +#ifdef GL_ARB_pixel_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) + { + ret = GLEW_ARB_pixel_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_point_parameters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16)) + { + ret = GLEW_ARB_point_parameters; + continue; + } +#endif +#ifdef GL_ARB_point_sprite + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12)) + { + ret = GLEW_ARB_point_sprite; + continue; + } +#endif +#ifdef GL_ARB_polygon_offset_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset_clamp", 20)) + { + ret = GLEW_ARB_polygon_offset_clamp; + continue; + } +#endif +#ifdef GL_ARB_post_depth_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19)) + { + ret = GLEW_ARB_post_depth_coverage; + continue; + } +#endif +#ifdef GL_ARB_program_interface_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_interface_query", 23)) + { + ret = GLEW_ARB_program_interface_query; + continue; + } +#endif +#ifdef GL_ARB_provoking_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16)) + { + ret = GLEW_ARB_provoking_vertex; + continue; + } +#endif +#ifdef GL_ARB_query_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19)) + { + ret = GLEW_ARB_query_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_robust_buffer_access_behavior + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29)) + { + ret = GLEW_ARB_robust_buffer_access_behavior; + continue; + } +#endif +#ifdef GL_ARB_robustness + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10)) + { + ret = GLEW_ARB_robustness; + continue; + } +#endif +#ifdef GL_ARB_robustness_application_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) + { + ret = GLEW_ARB_robustness_application_isolation; + continue; + } +#endif +#ifdef GL_ARB_robustness_share_group_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) + { + ret = GLEW_ARB_robustness_share_group_isolation; + continue; + } +#endif +#ifdef GL_ARB_sample_locations + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16)) + { + ret = GLEW_ARB_sample_locations; + continue; + } +#endif +#ifdef GL_ARB_sample_shading + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_shading", 14)) + { + ret = GLEW_ARB_sample_shading; + continue; + } +#endif +#ifdef GL_ARB_sampler_objects + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sampler_objects", 15)) + { + ret = GLEW_ARB_sampler_objects; + continue; + } +#endif +#ifdef GL_ARB_seamless_cube_map + if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cube_map", 17)) + { + ret = GLEW_ARB_seamless_cube_map; + continue; + } +#endif +#ifdef GL_ARB_seamless_cubemap_per_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28)) + { + ret = GLEW_ARB_seamless_cubemap_per_texture; + continue; + } +#endif +#ifdef GL_ARB_separate_shader_objects + if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23)) + { + ret = GLEW_ARB_separate_shader_objects; + continue; + } +#endif +#ifdef GL_ARB_shader_atomic_counter_ops + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25)) + { + ret = GLEW_ARB_shader_atomic_counter_ops; + continue; + } +#endif +#ifdef GL_ARB_shader_atomic_counters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22)) + { + ret = GLEW_ARB_shader_atomic_counters; + continue; + } +#endif +#ifdef GL_ARB_shader_ballot + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_ballot", 13)) + { + ret = GLEW_ARB_shader_ballot; + continue; + } +#endif +#ifdef GL_ARB_shader_bit_encoding + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_bit_encoding", 19)) + { + ret = GLEW_ARB_shader_bit_encoding; + continue; + } +#endif +#ifdef GL_ARB_shader_clock + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_clock", 12)) + { + ret = GLEW_ARB_shader_clock; + continue; + } +#endif +#ifdef GL_ARB_shader_draw_parameters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_draw_parameters", 22)) + { + ret = GLEW_ARB_shader_draw_parameters; + continue; + } +#endif +#ifdef GL_ARB_shader_group_vote + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_group_vote", 17)) + { + ret = GLEW_ARB_shader_group_vote; + continue; + } +#endif +#ifdef GL_ARB_shader_image_load_store + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23)) + { + ret = GLEW_ARB_shader_image_load_store; + continue; + } +#endif +#ifdef GL_ARB_shader_image_size + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_size", 17)) + { + ret = GLEW_ARB_shader_image_size; + continue; + } +#endif +#ifdef GL_ARB_shader_objects + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_objects", 14)) + { + ret = GLEW_ARB_shader_objects; + continue; + } +#endif +#ifdef GL_ARB_shader_precision + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_precision", 16)) + { + ret = GLEW_ARB_shader_precision; + continue; + } +#endif +#ifdef GL_ARB_shader_stencil_export + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21)) + { + ret = GLEW_ARB_shader_stencil_export; + continue; + } +#endif +#ifdef GL_ARB_shader_storage_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28)) + { + ret = GLEW_ARB_shader_storage_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_shader_subroutine + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_subroutine", 17)) + { + ret = GLEW_ARB_shader_subroutine; + continue; + } +#endif +#ifdef GL_ARB_shader_texture_image_samples + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_image_samples", 28)) + { + ret = GLEW_ARB_shader_texture_image_samples; + continue; + } +#endif +#ifdef GL_ARB_shader_texture_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) + { + ret = GLEW_ARB_shader_texture_lod; + continue; + } +#endif +#ifdef GL_ARB_shader_viewport_layer_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_viewport_layer_array", 27)) + { + ret = GLEW_ARB_shader_viewport_layer_array; + continue; + } +#endif +#ifdef GL_ARB_shading_language_100 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_100", 20)) + { + ret = GLEW_ARB_shading_language_100; + continue; + } +#endif +#ifdef GL_ARB_shading_language_420pack + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_420pack", 24)) + { + ret = GLEW_ARB_shading_language_420pack; + continue; + } +#endif +#ifdef GL_ARB_shading_language_include + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_include", 24)) + { + ret = GLEW_ARB_shading_language_include; + continue; + } +#endif +#ifdef GL_ARB_shading_language_packing + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_packing", 24)) + { + ret = GLEW_ARB_shading_language_packing; + continue; + } +#endif +#ifdef GL_ARB_shadow + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6)) + { + ret = GLEW_ARB_shadow; + continue; + } +#endif +#ifdef GL_ARB_shadow_ambient + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14)) + { + ret = GLEW_ARB_shadow_ambient; + continue; + } +#endif +#ifdef GL_ARB_sparse_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_buffer", 13)) + { + ret = GLEW_ARB_sparse_buffer; + continue; + } +#endif +#ifdef GL_ARB_sparse_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) + { + ret = GLEW_ARB_sparse_texture; + continue; + } +#endif +#ifdef GL_ARB_sparse_texture2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15)) + { + ret = GLEW_ARB_sparse_texture2; + continue; + } +#endif +#ifdef GL_ARB_sparse_texture_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture_clamp", 20)) + { + ret = GLEW_ARB_sparse_texture_clamp; + continue; + } +#endif +#ifdef GL_ARB_spirv_extensions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"spirv_extensions", 16)) + { + ret = GLEW_ARB_spirv_extensions; + continue; + } +#endif +#ifdef GL_ARB_stencil_texturing + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_texturing", 17)) + { + ret = GLEW_ARB_stencil_texturing; + continue; + } +#endif +#ifdef GL_ARB_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) + { + ret = GLEW_ARB_sync; + continue; + } +#endif +#ifdef GL_ARB_tessellation_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_shader", 19)) + { + ret = GLEW_ARB_tessellation_shader; + continue; + } +#endif +#ifdef GL_ARB_texture_barrier + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15)) + { + ret = GLEW_ARB_texture_barrier; + continue; + } +#endif +#ifdef GL_ARB_texture_border_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) + { + ret = GLEW_ARB_texture_border_clamp; + continue; + } +#endif +#ifdef GL_ARB_texture_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21)) + { + ret = GLEW_ARB_texture_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_texture_buffer_object_rgb32 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object_rgb32", 27)) + { + ret = GLEW_ARB_texture_buffer_object_rgb32; + continue; + } +#endif +#ifdef GL_ARB_texture_buffer_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_range", 20)) + { + ret = GLEW_ARB_texture_buffer_range; + continue; + } +#endif +#ifdef GL_ARB_texture_compression + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression", 19)) + { + ret = GLEW_ARB_texture_compression; + continue; + } +#endif +#ifdef GL_ARB_texture_compression_bptc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_bptc", 24)) + { + ret = GLEW_ARB_texture_compression_bptc; + continue; + } +#endif +#ifdef GL_ARB_texture_compression_rgtc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24)) + { + ret = GLEW_ARB_texture_compression_rgtc; + continue; + } +#endif +#ifdef GL_ARB_texture_cube_map + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16)) + { + ret = GLEW_ARB_texture_cube_map; + continue; + } +#endif +#ifdef GL_ARB_texture_cube_map_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map_array", 22)) + { + ret = GLEW_ARB_texture_cube_map_array; + continue; + } +#endif +#ifdef GL_ARB_texture_env_add + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15)) + { + ret = GLEW_ARB_texture_env_add; + continue; + } +#endif +#ifdef GL_ARB_texture_env_combine + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19)) + { + ret = GLEW_ARB_texture_env_combine; + continue; + } +#endif +#ifdef GL_ARB_texture_env_crossbar + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_crossbar", 20)) + { + ret = GLEW_ARB_texture_env_crossbar; + continue; + } +#endif +#ifdef GL_ARB_texture_env_dot3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16)) + { + ret = GLEW_ARB_texture_env_dot3; + continue; + } +#endif +#ifdef GL_ARB_texture_filter_anisotropic + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_anisotropic", 26)) + { + ret = GLEW_ARB_texture_filter_anisotropic; + continue; + } +#endif +#ifdef GL_ARB_texture_filter_minmax + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21)) + { + ret = GLEW_ARB_texture_filter_minmax; + continue; + } +#endif +#ifdef GL_ARB_texture_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13)) + { + ret = GLEW_ARB_texture_float; + continue; + } +#endif +#ifdef GL_ARB_texture_gather + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_gather", 14)) + { + ret = GLEW_ARB_texture_gather; + continue; + } +#endif +#ifdef GL_ARB_texture_mirror_clamp_to_edge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp_to_edge", 28)) + { + ret = GLEW_ARB_texture_mirror_clamp_to_edge; + continue; + } +#endif +#ifdef GL_ARB_texture_mirrored_repeat + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23)) + { + ret = GLEW_ARB_texture_mirrored_repeat; + continue; + } +#endif +#ifdef GL_ARB_texture_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19)) + { + ret = GLEW_ARB_texture_multisample; + continue; + } +#endif +#ifdef GL_ARB_texture_non_power_of_two + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_non_power_of_two", 24)) + { + ret = GLEW_ARB_texture_non_power_of_two; + continue; + } +#endif +#ifdef GL_ARB_texture_query_levels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_levels", 20)) + { + ret = GLEW_ARB_texture_query_levels; + continue; + } +#endif +#ifdef GL_ARB_texture_query_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_lod", 17)) + { + ret = GLEW_ARB_texture_query_lod; + continue; + } +#endif +#ifdef GL_ARB_texture_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) + { + ret = GLEW_ARB_texture_rectangle; + continue; + } +#endif +#ifdef GL_ARB_texture_rg + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rg", 10)) + { + ret = GLEW_ARB_texture_rg; + continue; + } +#endif +#ifdef GL_ARB_texture_rgb10_a2ui + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rgb10_a2ui", 18)) + { + ret = GLEW_ARB_texture_rgb10_a2ui; + continue; + } +#endif +#ifdef GL_ARB_texture_stencil8 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stencil8", 16)) + { + ret = GLEW_ARB_texture_stencil8; + continue; + } +#endif +#ifdef GL_ARB_texture_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage", 15)) + { + ret = GLEW_ARB_texture_storage; + continue; + } +#endif +#ifdef GL_ARB_texture_storage_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage_multisample", 27)) + { + ret = GLEW_ARB_texture_storage_multisample; + continue; + } +#endif +#ifdef GL_ARB_texture_swizzle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15)) + { + ret = GLEW_ARB_texture_swizzle; + continue; + } +#endif +#ifdef GL_ARB_texture_view + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_view", 12)) + { + ret = GLEW_ARB_texture_view; + continue; + } +#endif +#ifdef GL_ARB_timer_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) + { + ret = GLEW_ARB_timer_query; + continue; + } +#endif +#ifdef GL_ARB_transform_feedback2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19)) + { + ret = GLEW_ARB_transform_feedback2; + continue; + } +#endif +#ifdef GL_ARB_transform_feedback3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3", 19)) + { + ret = GLEW_ARB_transform_feedback3; + continue; + } +#endif +#ifdef GL_ARB_transform_feedback_instanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_instanced", 28)) + { + ret = GLEW_ARB_transform_feedback_instanced; + continue; + } +#endif +#ifdef GL_ARB_transform_feedback_overflow_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_overflow_query", 33)) + { + ret = GLEW_ARB_transform_feedback_overflow_query; + continue; + } +#endif +#ifdef GL_ARB_transpose_matrix + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transpose_matrix", 16)) + { + ret = GLEW_ARB_transpose_matrix; + continue; + } +#endif +#ifdef GL_ARB_uniform_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_object", 21)) + { + ret = GLEW_ARB_uniform_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_vertex_array_bgra + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17)) + { + ret = GLEW_ARB_vertex_array_bgra; + continue; + } +#endif +#ifdef GL_ARB_vertex_array_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) + { + ret = GLEW_ARB_vertex_array_object; + continue; + } +#endif +#ifdef GL_ARB_vertex_attrib_64bit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19)) + { + ret = GLEW_ARB_vertex_attrib_64bit; + continue; + } +#endif +#ifdef GL_ARB_vertex_attrib_binding + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_binding", 21)) + { + ret = GLEW_ARB_vertex_attrib_binding; + continue; + } +#endif +#ifdef GL_ARB_vertex_blend + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_blend", 12)) + { + ret = GLEW_ARB_vertex_blend; + continue; + } +#endif +#ifdef GL_ARB_vertex_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20)) + { + ret = GLEW_ARB_vertex_buffer_object; + continue; + } +#endif +#ifdef GL_ARB_vertex_program + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14)) + { + ret = GLEW_ARB_vertex_program; + continue; + } +#endif +#ifdef GL_ARB_vertex_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13)) + { + ret = GLEW_ARB_vertex_shader; + continue; + } +#endif +#ifdef GL_ARB_vertex_type_10f_11f_11f_rev + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_10f_11f_11f_rev", 27)) + { + ret = GLEW_ARB_vertex_type_10f_11f_11f_rev; + continue; + } +#endif +#ifdef GL_ARB_vertex_type_2_10_10_10_rev + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_2_10_10_10_rev", 26)) + { + ret = GLEW_ARB_vertex_type_2_10_10_10_rev; + continue; + } +#endif +#ifdef GL_ARB_viewport_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array", 14)) + { + ret = GLEW_ARB_viewport_array; + continue; + } +#endif +#ifdef GL_ARB_window_pos + if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10)) + { + ret = GLEW_ARB_window_pos; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARM_", 4)) + { +#ifdef GL_ARM_mali_program_binary + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mali_program_binary", 19)) + { + ret = GLEW_ARM_mali_program_binary; + continue; + } +#endif +#ifdef GL_ARM_mali_shader_binary + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mali_shader_binary", 18)) + { + ret = GLEW_ARM_mali_shader_binary; + continue; + } +#endif +#ifdef GL_ARM_rgba8 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"rgba8", 5)) + { + ret = GLEW_ARM_rgba8; + continue; + } +#endif +#ifdef GL_ARM_shader_framebuffer_fetch + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch", 24)) + { + ret = GLEW_ARM_shader_framebuffer_fetch; + continue; + } +#endif +#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch_depth_stencil", 38)) + { + ret = GLEW_ARM_shader_framebuffer_fetch_depth_stencil; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATIX_", 5)) + { +#ifdef GL_ATIX_point_sprites + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprites", 13)) + { + ret = GLEW_ATIX_point_sprites; + continue; + } +#endif +#ifdef GL_ATIX_texture_env_combine3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20)) + { + ret = GLEW_ATIX_texture_env_combine3; + continue; + } +#endif +#ifdef GL_ATIX_texture_env_route + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_route", 17)) + { + ret = GLEW_ATIX_texture_env_route; + continue; + } +#endif +#ifdef GL_ATIX_vertex_shader_output_point_size + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_output_point_size", 31)) + { + ret = GLEW_ATIX_vertex_shader_output_point_size; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) + { +#ifdef GL_ATI_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) + { + ret = GLEW_ATI_draw_buffers; + continue; + } +#endif +#ifdef GL_ATI_element_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13)) + { + ret = GLEW_ATI_element_array; + continue; + } +#endif +#ifdef GL_ATI_envmap_bumpmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"envmap_bumpmap", 14)) + { + ret = GLEW_ATI_envmap_bumpmap; + continue; + } +#endif +#ifdef GL_ATI_fragment_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15)) + { + ret = GLEW_ATI_fragment_shader; + continue; + } +#endif +#ifdef GL_ATI_map_object_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_object_buffer", 17)) + { + ret = GLEW_ATI_map_object_buffer; + continue; + } +#endif +#ifdef GL_ATI_meminfo + if (_glewStrSame3(&pos, &len, (const GLubyte*)"meminfo", 7)) + { + ret = GLEW_ATI_meminfo; + continue; + } +#endif +#ifdef GL_ATI_pn_triangles + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pn_triangles", 12)) + { + ret = GLEW_ATI_pn_triangles; + continue; + } +#endif +#ifdef GL_ATI_separate_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_stencil", 16)) + { + ret = GLEW_ATI_separate_stencil; + continue; + } +#endif +#ifdef GL_ATI_shader_texture_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) + { + ret = GLEW_ATI_shader_texture_lod; + continue; + } +#endif +#ifdef GL_ATI_text_fragment_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"text_fragment_shader", 20)) + { + ret = GLEW_ATI_text_fragment_shader; + continue; + } +#endif +#ifdef GL_ATI_texture_compression_3dc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_3dc", 23)) + { + ret = GLEW_ATI_texture_compression_3dc; + continue; + } +#endif +#ifdef GL_ATI_texture_env_combine3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20)) + { + ret = GLEW_ATI_texture_env_combine3; + continue; + } +#endif +#ifdef GL_ATI_texture_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13)) + { + ret = GLEW_ATI_texture_float; + continue; + } +#endif +#ifdef GL_ATI_texture_mirror_once + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_once", 19)) + { + ret = GLEW_ATI_texture_mirror_once; + continue; + } +#endif +#ifdef GL_ATI_vertex_array_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) + { + ret = GLEW_ATI_vertex_array_object; + continue; + } +#endif +#ifdef GL_ATI_vertex_attrib_array_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_array_object", 26)) + { + ret = GLEW_ATI_vertex_attrib_array_object; + continue; + } +#endif +#ifdef GL_ATI_vertex_streams + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_streams", 14)) + { + ret = GLEW_ATI_vertex_streams; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"EGL_", 4)) + { +#ifdef GL_EGL_KHR_context_flush_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"KHR_context_flush_control", 25)) + { + ret = GLEW_EGL_KHR_context_flush_control; + continue; + } +#endif +#ifdef GL_EGL_NV_robustness_video_memory_purge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"NV_robustness_video_memory_purge", 32)) + { + ret = GLEW_EGL_NV_robustness_video_memory_purge; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) + { +#ifdef GL_EXT_422_pixels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"422_pixels", 10)) + { + ret = GLEW_EXT_422_pixels; + continue; + } +#endif +#ifdef GL_EXT_Cg_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"Cg_shader", 9)) + { + ret = GLEW_EXT_Cg_shader; + continue; + } +#endif +#ifdef GL_EXT_EGL_image_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"EGL_image_array", 15)) + { + ret = GLEW_EXT_EGL_image_array; + continue; + } +#endif +#ifdef GL_EXT_YUV_target + if (_glewStrSame3(&pos, &len, (const GLubyte*)"YUV_target", 10)) + { + ret = GLEW_EXT_YUV_target; + continue; + } +#endif +#ifdef GL_EXT_abgr + if (_glewStrSame3(&pos, &len, (const GLubyte*)"abgr", 4)) + { + ret = GLEW_EXT_abgr; + continue; + } +#endif +#ifdef GL_EXT_base_instance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"base_instance", 13)) + { + ret = GLEW_EXT_base_instance; + continue; + } +#endif +#ifdef GL_EXT_bgra + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bgra", 4)) + { + ret = GLEW_EXT_bgra; + continue; + } +#endif +#ifdef GL_EXT_bindable_uniform + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindable_uniform", 16)) + { + ret = GLEW_EXT_bindable_uniform; + continue; + } +#endif +#ifdef GL_EXT_blend_color + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_color", 11)) + { + ret = GLEW_EXT_blend_color; + continue; + } +#endif +#ifdef GL_EXT_blend_equation_separate + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_separate", 23)) + { + ret = GLEW_EXT_blend_equation_separate; + continue; + } +#endif +#ifdef GL_EXT_blend_func_extended + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_extended", 19)) + { + ret = GLEW_EXT_blend_func_extended; + continue; + } +#endif +#ifdef GL_EXT_blend_func_separate + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_separate", 19)) + { + ret = GLEW_EXT_blend_func_separate; + continue; + } +#endif +#ifdef GL_EXT_blend_logic_op + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_logic_op", 14)) + { + ret = GLEW_EXT_blend_logic_op; + continue; + } +#endif +#ifdef GL_EXT_blend_minmax + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax", 12)) + { + ret = GLEW_EXT_blend_minmax; + continue; + } +#endif +#ifdef GL_EXT_blend_subtract + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_subtract", 14)) + { + ret = GLEW_EXT_blend_subtract; + continue; + } +#endif +#ifdef GL_EXT_buffer_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_storage", 14)) + { + ret = GLEW_EXT_buffer_storage; + continue; + } +#endif +#ifdef GL_EXT_clear_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_texture", 13)) + { + ret = GLEW_EXT_clear_texture; + continue; + } +#endif +#ifdef GL_EXT_clip_cull_distance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_cull_distance", 18)) + { + ret = GLEW_EXT_clip_cull_distance; + continue; + } +#endif +#ifdef GL_EXT_clip_volume_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_volume_hint", 16)) + { + ret = GLEW_EXT_clip_volume_hint; + continue; + } +#endif +#ifdef GL_EXT_cmyka + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cmyka", 5)) + { + ret = GLEW_EXT_cmyka; + continue; + } +#endif +#ifdef GL_EXT_color_buffer_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_float", 18)) + { + ret = GLEW_EXT_color_buffer_float; + continue; + } +#endif +#ifdef GL_EXT_color_buffer_half_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_half_float", 23)) + { + ret = GLEW_EXT_color_buffer_half_float; + continue; + } +#endif +#ifdef GL_EXT_color_subtable + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_subtable", 14)) + { + ret = GLEW_EXT_color_subtable; + continue; + } +#endif +#ifdef GL_EXT_compiled_vertex_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compiled_vertex_array", 21)) + { + ret = GLEW_EXT_compiled_vertex_array; + continue; + } +#endif +#ifdef GL_EXT_compressed_ETC1_RGB8_sub_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_ETC1_RGB8_sub_texture", 32)) + { + ret = GLEW_EXT_compressed_ETC1_RGB8_sub_texture; + continue; + } +#endif +#ifdef GL_EXT_conservative_depth + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) + { + ret = GLEW_EXT_conservative_depth; + continue; + } +#endif +#ifdef GL_EXT_convolution + if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution", 11)) + { + ret = GLEW_EXT_convolution; + continue; + } +#endif +#ifdef GL_EXT_coordinate_frame + if (_glewStrSame3(&pos, &len, (const GLubyte*)"coordinate_frame", 16)) + { + ret = GLEW_EXT_coordinate_frame; + continue; + } +#endif +#ifdef GL_EXT_copy_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) + { + ret = GLEW_EXT_copy_image; + continue; + } +#endif +#ifdef GL_EXT_copy_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_texture", 12)) + { + ret = GLEW_EXT_copy_texture; + continue; + } +#endif +#ifdef GL_EXT_cull_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11)) + { + ret = GLEW_EXT_cull_vertex; + continue; + } +#endif +#ifdef GL_EXT_debug_label + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_label", 11)) + { + ret = GLEW_EXT_debug_label; + continue; + } +#endif +#ifdef GL_EXT_debug_marker + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_marker", 12)) + { + ret = GLEW_EXT_debug_marker; + continue; + } +#endif +#ifdef GL_EXT_depth_bounds_test + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_bounds_test", 17)) + { + ret = GLEW_EXT_depth_bounds_test; + continue; + } +#endif +#ifdef GL_EXT_direct_state_access + if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19)) + { + ret = GLEW_EXT_direct_state_access; + continue; + } +#endif +#ifdef GL_EXT_discard_framebuffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"discard_framebuffer", 19)) + { + ret = GLEW_EXT_discard_framebuffer; + continue; + } +#endif +#ifdef GL_EXT_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) + { + ret = GLEW_EXT_draw_buffers; + continue; + } +#endif +#ifdef GL_EXT_draw_buffers2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers2", 13)) + { + ret = GLEW_EXT_draw_buffers2; + continue; + } +#endif +#ifdef GL_EXT_draw_buffers_indexed + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_indexed", 20)) + { + ret = GLEW_EXT_draw_buffers_indexed; + continue; + } +#endif +#ifdef GL_EXT_draw_elements_base_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_elements_base_vertex", 25)) + { + ret = GLEW_EXT_draw_elements_base_vertex; + continue; + } +#endif +#ifdef GL_EXT_draw_instanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) + { + ret = GLEW_EXT_draw_instanced; + continue; + } +#endif +#ifdef GL_EXT_draw_range_elements + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_range_elements", 19)) + { + ret = GLEW_EXT_draw_range_elements; + continue; + } +#endif +#ifdef GL_EXT_external_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"external_buffer", 15)) + { + ret = GLEW_EXT_external_buffer; + continue; + } +#endif +#ifdef GL_EXT_float_blend + if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_blend", 11)) + { + ret = GLEW_EXT_float_blend; + continue; + } +#endif +#ifdef GL_EXT_fog_coord + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_coord", 9)) + { + ret = GLEW_EXT_fog_coord; + continue; + } +#endif +#ifdef GL_EXT_frag_depth + if (_glewStrSame3(&pos, &len, (const GLubyte*)"frag_depth", 10)) + { + ret = GLEW_EXT_frag_depth; + continue; + } +#endif +#ifdef GL_EXT_fragment_lighting + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_lighting", 17)) + { + ret = GLEW_EXT_fragment_lighting; + continue; + } +#endif +#ifdef GL_EXT_framebuffer_blit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) + { + ret = GLEW_EXT_framebuffer_blit; + continue; + } +#endif +#ifdef GL_EXT_framebuffer_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) + { + ret = GLEW_EXT_framebuffer_multisample; + continue; + } +#endif +#ifdef GL_EXT_framebuffer_multisample_blit_scaled + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_blit_scaled", 35)) + { + ret = GLEW_EXT_framebuffer_multisample_blit_scaled; + continue; + } +#endif +#ifdef GL_EXT_framebuffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18)) + { + ret = GLEW_EXT_framebuffer_object; + continue; + } +#endif +#ifdef GL_EXT_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = GLEW_EXT_framebuffer_sRGB; + continue; + } +#endif +#ifdef GL_EXT_geometry_point_size + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_point_size", 19)) + { + ret = GLEW_EXT_geometry_point_size; + continue; + } +#endif +#ifdef GL_EXT_geometry_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader", 15)) + { + ret = GLEW_EXT_geometry_shader; + continue; + } +#endif +#ifdef GL_EXT_geometry_shader4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) + { + ret = GLEW_EXT_geometry_shader4; + continue; + } +#endif +#ifdef GL_EXT_gpu_program_parameters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_parameters", 22)) + { + ret = GLEW_EXT_gpu_program_parameters; + continue; + } +#endif +#ifdef GL_EXT_gpu_shader4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader4", 11)) + { + ret = GLEW_EXT_gpu_shader4; + continue; + } +#endif +#ifdef GL_EXT_gpu_shader5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) + { + ret = GLEW_EXT_gpu_shader5; + continue; + } +#endif +#ifdef GL_EXT_histogram + if (_glewStrSame3(&pos, &len, (const GLubyte*)"histogram", 9)) + { + ret = GLEW_EXT_histogram; + continue; + } +#endif +#ifdef GL_EXT_index_array_formats + if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_array_formats", 19)) + { + ret = GLEW_EXT_index_array_formats; + continue; + } +#endif +#ifdef GL_EXT_index_func + if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_func", 10)) + { + ret = GLEW_EXT_index_func; + continue; + } +#endif +#ifdef GL_EXT_index_material + if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_material", 14)) + { + ret = GLEW_EXT_index_material; + continue; + } +#endif +#ifdef GL_EXT_index_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_texture", 13)) + { + ret = GLEW_EXT_index_texture; + continue; + } +#endif +#ifdef GL_EXT_instanced_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) + { + ret = GLEW_EXT_instanced_arrays; + continue; + } +#endif +#ifdef GL_EXT_light_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_texture", 13)) + { + ret = GLEW_EXT_light_texture; + continue; + } +#endif +#ifdef GL_EXT_map_buffer_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_range", 16)) + { + ret = GLEW_EXT_map_buffer_range; + continue; + } +#endif +#ifdef GL_EXT_memory_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object", 13)) + { + ret = GLEW_EXT_memory_object; + continue; + } +#endif +#ifdef GL_EXT_memory_object_fd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object_fd", 16)) + { + ret = GLEW_EXT_memory_object_fd; + continue; + } +#endif +#ifdef GL_EXT_memory_object_win32 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object_win32", 19)) + { + ret = GLEW_EXT_memory_object_win32; + continue; + } +#endif +#ifdef GL_EXT_misc_attribute + if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_attribute", 14)) + { + ret = GLEW_EXT_misc_attribute; + continue; + } +#endif +#ifdef GL_EXT_multi_draw_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_arrays", 17)) + { + ret = GLEW_EXT_multi_draw_arrays; + continue; + } +#endif +#ifdef GL_EXT_multi_draw_indirect + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) + { + ret = GLEW_EXT_multi_draw_indirect; + continue; + } +#endif +#ifdef GL_EXT_multiple_textures + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiple_textures", 17)) + { + ret = GLEW_EXT_multiple_textures; + continue; + } +#endif +#ifdef GL_EXT_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLEW_EXT_multisample; + continue; + } +#endif +#ifdef GL_EXT_multisample_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_compatibility", 25)) + { + ret = GLEW_EXT_multisample_compatibility; + continue; + } +#endif +#ifdef GL_EXT_multisampled_render_to_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisampled_render_to_texture", 30)) + { + ret = GLEW_EXT_multisampled_render_to_texture; + continue; + } +#endif +#ifdef GL_EXT_multisampled_render_to_texture2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisampled_render_to_texture2", 31)) + { + ret = GLEW_EXT_multisampled_render_to_texture2; + continue; + } +#endif +#ifdef GL_EXT_multiview_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_draw_buffers", 22)) + { + ret = GLEW_EXT_multiview_draw_buffers; + continue; + } +#endif +#ifdef GL_EXT_packed_depth_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20)) + { + ret = GLEW_EXT_packed_depth_stencil; + continue; + } +#endif +#ifdef GL_EXT_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float", 12)) + { + ret = GLEW_EXT_packed_float; + continue; + } +#endif +#ifdef GL_EXT_packed_pixels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_pixels", 13)) + { + ret = GLEW_EXT_packed_pixels; + continue; + } +#endif +#ifdef GL_EXT_paletted_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"paletted_texture", 16)) + { + ret = GLEW_EXT_paletted_texture; + continue; + } +#endif +#ifdef GL_EXT_pixel_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) + { + ret = GLEW_EXT_pixel_buffer_object; + continue; + } +#endif +#ifdef GL_EXT_pixel_transform + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform", 15)) + { + ret = GLEW_EXT_pixel_transform; + continue; + } +#endif +#ifdef GL_EXT_pixel_transform_color_table + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform_color_table", 27)) + { + ret = GLEW_EXT_pixel_transform_color_table; + continue; + } +#endif +#ifdef GL_EXT_point_parameters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16)) + { + ret = GLEW_EXT_point_parameters; + continue; + } +#endif +#ifdef GL_EXT_polygon_offset + if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset", 14)) + { + ret = GLEW_EXT_polygon_offset; + continue; + } +#endif +#ifdef GL_EXT_polygon_offset_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset_clamp", 20)) + { + ret = GLEW_EXT_polygon_offset_clamp; + continue; + } +#endif +#ifdef GL_EXT_post_depth_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19)) + { + ret = GLEW_EXT_post_depth_coverage; + continue; + } +#endif +#ifdef GL_EXT_provoking_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16)) + { + ret = GLEW_EXT_provoking_vertex; + continue; + } +#endif +#ifdef GL_EXT_pvrtc_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pvrtc_sRGB", 10)) + { + ret = GLEW_EXT_pvrtc_sRGB; + continue; + } +#endif +#ifdef GL_EXT_raster_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"raster_multisample", 18)) + { + ret = GLEW_EXT_raster_multisample; + continue; + } +#endif +#ifdef GL_EXT_read_format_bgra + if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_format_bgra", 16)) + { + ret = GLEW_EXT_read_format_bgra; + continue; + } +#endif +#ifdef GL_EXT_render_snorm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_snorm", 12)) + { + ret = GLEW_EXT_render_snorm; + continue; + } +#endif +#ifdef GL_EXT_rescale_normal + if (_glewStrSame3(&pos, &len, (const GLubyte*)"rescale_normal", 14)) + { + ret = GLEW_EXT_rescale_normal; + continue; + } +#endif +#ifdef GL_EXT_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB", 4)) + { + ret = GLEW_EXT_sRGB; + continue; + } +#endif +#ifdef GL_EXT_sRGB_write_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB_write_control", 18)) + { + ret = GLEW_EXT_sRGB_write_control; + continue; + } +#endif +#ifdef GL_EXT_scene_marker + if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12)) + { + ret = GLEW_EXT_scene_marker; + continue; + } +#endif +#ifdef GL_EXT_secondary_color + if (_glewStrSame3(&pos, &len, (const GLubyte*)"secondary_color", 15)) + { + ret = GLEW_EXT_secondary_color; + continue; + } +#endif +#ifdef GL_EXT_semaphore + if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore", 9)) + { + ret = GLEW_EXT_semaphore; + continue; + } +#endif +#ifdef GL_EXT_semaphore_fd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore_fd", 12)) + { + ret = GLEW_EXT_semaphore_fd; + continue; + } +#endif +#ifdef GL_EXT_semaphore_win32 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore_win32", 15)) + { + ret = GLEW_EXT_semaphore_win32; + continue; + } +#endif +#ifdef GL_EXT_separate_shader_objects + if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23)) + { + ret = GLEW_EXT_separate_shader_objects; + continue; + } +#endif +#ifdef GL_EXT_separate_specular_color + if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_specular_color", 23)) + { + ret = GLEW_EXT_separate_specular_color; + continue; + } +#endif +#ifdef GL_EXT_shader_framebuffer_fetch + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch", 24)) + { + ret = GLEW_EXT_shader_framebuffer_fetch; + continue; + } +#endif +#ifdef GL_EXT_shader_group_vote + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_group_vote", 17)) + { + ret = GLEW_EXT_shader_group_vote; + continue; + } +#endif +#ifdef GL_EXT_shader_image_load_formatted + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_formatted", 27)) + { + ret = GLEW_EXT_shader_image_load_formatted; + continue; + } +#endif +#ifdef GL_EXT_shader_image_load_store + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23)) + { + ret = GLEW_EXT_shader_image_load_store; + continue; + } +#endif +#ifdef GL_EXT_shader_implicit_conversions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_implicit_conversions", 27)) + { + ret = GLEW_EXT_shader_implicit_conversions; + continue; + } +#endif +#ifdef GL_EXT_shader_integer_mix + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_integer_mix", 18)) + { + ret = GLEW_EXT_shader_integer_mix; + continue; + } +#endif +#ifdef GL_EXT_shader_io_blocks + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_io_blocks", 16)) + { + ret = GLEW_EXT_shader_io_blocks; + continue; + } +#endif +#ifdef GL_EXT_shader_non_constant_global_initializers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_non_constant_global_initializers", 39)) + { + ret = GLEW_EXT_shader_non_constant_global_initializers; + continue; + } +#endif +#ifdef GL_EXT_shader_pixel_local_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_pixel_local_storage", 26)) + { + ret = GLEW_EXT_shader_pixel_local_storage; + continue; + } +#endif +#ifdef GL_EXT_shader_pixel_local_storage2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_pixel_local_storage2", 27)) + { + ret = GLEW_EXT_shader_pixel_local_storage2; + continue; + } +#endif +#ifdef GL_EXT_shader_texture_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) + { + ret = GLEW_EXT_shader_texture_lod; + continue; + } +#endif +#ifdef GL_EXT_shadow_funcs + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_funcs", 12)) + { + ret = GLEW_EXT_shadow_funcs; + continue; + } +#endif +#ifdef GL_EXT_shadow_samplers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers", 15)) + { + ret = GLEW_EXT_shadow_samplers; + continue; + } +#endif +#ifdef GL_EXT_shared_texture_palette + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_texture_palette", 22)) + { + ret = GLEW_EXT_shared_texture_palette; + continue; + } +#endif +#ifdef GL_EXT_sparse_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) + { + ret = GLEW_EXT_sparse_texture; + continue; + } +#endif +#ifdef GL_EXT_sparse_texture2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15)) + { + ret = GLEW_EXT_sparse_texture2; + continue; + } +#endif +#ifdef GL_EXT_stencil_clear_tag + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_clear_tag", 17)) + { + ret = GLEW_EXT_stencil_clear_tag; + continue; + } +#endif +#ifdef GL_EXT_stencil_two_side + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_two_side", 16)) + { + ret = GLEW_EXT_stencil_two_side; + continue; + } +#endif +#ifdef GL_EXT_stencil_wrap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_wrap", 12)) + { + ret = GLEW_EXT_stencil_wrap; + continue; + } +#endif +#ifdef GL_EXT_subtexture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"subtexture", 10)) + { + ret = GLEW_EXT_subtexture; + continue; + } +#endif +#ifdef GL_EXT_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture", 7)) + { + ret = GLEW_EXT_texture; + continue; + } +#endif +#ifdef GL_EXT_texture3D + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture3D", 9)) + { + ret = GLEW_EXT_texture3D; + continue; + } +#endif +#ifdef GL_EXT_texture_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_array", 13)) + { + ret = GLEW_EXT_texture_array; + continue; + } +#endif +#ifdef GL_EXT_texture_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21)) + { + ret = GLEW_EXT_texture_buffer_object; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_decode_mode", 36)) + { + ret = GLEW_EXT_texture_compression_astc_decode_mode; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_decode_mode_rgb9e5", 43)) + { + ret = GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_bptc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_bptc", 24)) + { + ret = GLEW_EXT_texture_compression_bptc; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_dxt1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24)) + { + ret = GLEW_EXT_texture_compression_dxt1; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_latc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_latc", 24)) + { + ret = GLEW_EXT_texture_compression_latc; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_rgtc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24)) + { + ret = GLEW_EXT_texture_compression_rgtc; + continue; + } +#endif +#ifdef GL_EXT_texture_compression_s3tc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc", 24)) + { + ret = GLEW_EXT_texture_compression_s3tc; + continue; + } +#endif +#ifdef GL_EXT_texture_cube_map + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16)) + { + ret = GLEW_EXT_texture_cube_map; + continue; + } +#endif +#ifdef GL_EXT_texture_cube_map_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map_array", 22)) + { + ret = GLEW_EXT_texture_cube_map_array; + continue; + } +#endif +#ifdef GL_EXT_texture_edge_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18)) + { + ret = GLEW_EXT_texture_edge_clamp; + continue; + } +#endif +#ifdef GL_EXT_texture_env + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env", 11)) + { + ret = GLEW_EXT_texture_env; + continue; + } +#endif +#ifdef GL_EXT_texture_env_add + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15)) + { + ret = GLEW_EXT_texture_env_add; + continue; + } +#endif +#ifdef GL_EXT_texture_env_combine + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19)) + { + ret = GLEW_EXT_texture_env_combine; + continue; + } +#endif +#ifdef GL_EXT_texture_env_dot3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16)) + { + ret = GLEW_EXT_texture_env_dot3; + continue; + } +#endif +#ifdef GL_EXT_texture_filter_anisotropic + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_anisotropic", 26)) + { + ret = GLEW_EXT_texture_filter_anisotropic; + continue; + } +#endif +#ifdef GL_EXT_texture_filter_minmax + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21)) + { + ret = GLEW_EXT_texture_filter_minmax; + continue; + } +#endif +#ifdef GL_EXT_texture_format_BGRA8888 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_format_BGRA8888", 23)) + { + ret = GLEW_EXT_texture_format_BGRA8888; + continue; + } +#endif +#ifdef GL_EXT_texture_integer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_integer", 15)) + { + ret = GLEW_EXT_texture_integer; + continue; + } +#endif +#ifdef GL_EXT_texture_lod_bias + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16)) + { + ret = GLEW_EXT_texture_lod_bias; + continue; + } +#endif +#ifdef GL_EXT_texture_mirror_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp", 20)) + { + ret = GLEW_EXT_texture_mirror_clamp; + continue; + } +#endif +#ifdef GL_EXT_texture_norm16 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_norm16", 14)) + { + ret = GLEW_EXT_texture_norm16; + continue; + } +#endif +#ifdef GL_EXT_texture_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_object", 14)) + { + ret = GLEW_EXT_texture_object; + continue; + } +#endif +#ifdef GL_EXT_texture_perturb_normal + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_perturb_normal", 22)) + { + ret = GLEW_EXT_texture_perturb_normal; + continue; + } +#endif +#ifdef GL_EXT_texture_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) + { + ret = GLEW_EXT_texture_rectangle; + continue; + } +#endif +#ifdef GL_EXT_texture_rg + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rg", 10)) + { + ret = GLEW_EXT_texture_rg; + continue; + } +#endif +#ifdef GL_EXT_texture_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB", 12)) + { + ret = GLEW_EXT_texture_sRGB; + continue; + } +#endif +#ifdef GL_EXT_texture_sRGB_R8 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_R8", 15)) + { + ret = GLEW_EXT_texture_sRGB_R8; + continue; + } +#endif +#ifdef GL_EXT_texture_sRGB_RG8 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_RG8", 16)) + { + ret = GLEW_EXT_texture_sRGB_RG8; + continue; + } +#endif +#ifdef GL_EXT_texture_sRGB_decode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_decode", 19)) + { + ret = GLEW_EXT_texture_sRGB_decode; + continue; + } +#endif +#ifdef GL_EXT_texture_shared_exponent + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shared_exponent", 23)) + { + ret = GLEW_EXT_texture_shared_exponent; + continue; + } +#endif +#ifdef GL_EXT_texture_snorm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_snorm", 13)) + { + ret = GLEW_EXT_texture_snorm; + continue; + } +#endif +#ifdef GL_EXT_texture_storage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage", 15)) + { + ret = GLEW_EXT_texture_storage; + continue; + } +#endif +#ifdef GL_EXT_texture_swizzle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15)) + { + ret = GLEW_EXT_texture_swizzle; + continue; + } +#endif +#ifdef GL_EXT_texture_type_2_10_10_10_REV + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_type_2_10_10_10_REV", 27)) + { + ret = GLEW_EXT_texture_type_2_10_10_10_REV; + continue; + } +#endif +#ifdef GL_EXT_texture_view + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_view", 12)) + { + ret = GLEW_EXT_texture_view; + continue; + } +#endif +#ifdef GL_EXT_timer_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) + { + ret = GLEW_EXT_timer_query; + continue; + } +#endif +#ifdef GL_EXT_transform_feedback + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18)) + { + ret = GLEW_EXT_transform_feedback; + continue; + } +#endif +#ifdef GL_EXT_unpack_subimage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"unpack_subimage", 15)) + { + ret = GLEW_EXT_unpack_subimage; + continue; + } +#endif +#ifdef GL_EXT_vertex_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array", 12)) + { + ret = GLEW_EXT_vertex_array; + continue; + } +#endif +#ifdef GL_EXT_vertex_array_bgra + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17)) + { + ret = GLEW_EXT_vertex_array_bgra; + continue; + } +#endif +#ifdef GL_EXT_vertex_array_setXXX + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_setXXX", 19)) + { + ret = GLEW_EXT_vertex_array_setXXX; + continue; + } +#endif +#ifdef GL_EXT_vertex_attrib_64bit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19)) + { + ret = GLEW_EXT_vertex_attrib_64bit; + continue; + } +#endif +#ifdef GL_EXT_vertex_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13)) + { + ret = GLEW_EXT_vertex_shader; + continue; + } +#endif +#ifdef GL_EXT_vertex_weighting + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_weighting", 16)) + { + ret = GLEW_EXT_vertex_weighting; + continue; + } +#endif +#ifdef GL_EXT_win32_keyed_mutex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"win32_keyed_mutex", 17)) + { + ret = GLEW_EXT_win32_keyed_mutex; + continue; + } +#endif +#ifdef GL_EXT_window_rectangles + if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_rectangles", 17)) + { + ret = GLEW_EXT_window_rectangles; + continue; + } +#endif +#ifdef GL_EXT_x11_sync_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"x11_sync_object", 15)) + { + ret = GLEW_EXT_x11_sync_object; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"GREMEDY_", 8)) + { +#ifdef GL_GREMEDY_frame_terminator + if (_glewStrSame3(&pos, &len, (const GLubyte*)"frame_terminator", 16)) + { + ret = GLEW_GREMEDY_frame_terminator; + continue; + } +#endif +#ifdef GL_GREMEDY_string_marker + if (_glewStrSame3(&pos, &len, (const GLubyte*)"string_marker", 13)) + { + ret = GLEW_GREMEDY_string_marker; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"HP_", 3)) + { +#ifdef GL_HP_convolution_border_modes + if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24)) + { + ret = GLEW_HP_convolution_border_modes; + continue; + } +#endif +#ifdef GL_HP_image_transform + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_transform", 15)) + { + ret = GLEW_HP_image_transform; + continue; + } +#endif +#ifdef GL_HP_occlusion_test + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_test", 14)) + { + ret = GLEW_HP_occlusion_test; + continue; + } +#endif +#ifdef GL_HP_texture_lighting + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lighting", 16)) + { + ret = GLEW_HP_texture_lighting; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"IBM_", 4)) + { +#ifdef GL_IBM_cull_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11)) + { + ret = GLEW_IBM_cull_vertex; + continue; + } +#endif +#ifdef GL_IBM_multimode_draw_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multimode_draw_arrays", 21)) + { + ret = GLEW_IBM_multimode_draw_arrays; + continue; + } +#endif +#ifdef GL_IBM_rasterpos_clip + if (_glewStrSame3(&pos, &len, (const GLubyte*)"rasterpos_clip", 14)) + { + ret = GLEW_IBM_rasterpos_clip; + continue; + } +#endif +#ifdef GL_IBM_static_data + if (_glewStrSame3(&pos, &len, (const GLubyte*)"static_data", 11)) + { + ret = GLEW_IBM_static_data; + continue; + } +#endif +#ifdef GL_IBM_texture_mirrored_repeat + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23)) + { + ret = GLEW_IBM_texture_mirrored_repeat; + continue; + } +#endif +#ifdef GL_IBM_vertex_array_lists + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_lists", 18)) + { + ret = GLEW_IBM_vertex_array_lists; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"INGR_", 5)) + { +#ifdef GL_INGR_color_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_clamp", 11)) + { + ret = GLEW_INGR_color_clamp; + continue; + } +#endif +#ifdef GL_INGR_interlace_read + if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace_read", 14)) + { + ret = GLEW_INGR_interlace_read; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6)) + { +#ifdef GL_INTEL_conservative_rasterization + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_rasterization", 26)) + { + ret = GLEW_INTEL_conservative_rasterization; + continue; + } +#endif +#ifdef GL_INTEL_fragment_shader_ordering + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_ordering", 24)) + { + ret = GLEW_INTEL_fragment_shader_ordering; + continue; + } +#endif +#ifdef GL_INTEL_framebuffer_CMAA + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_CMAA", 16)) + { + ret = GLEW_INTEL_framebuffer_CMAA; + continue; + } +#endif +#ifdef GL_INTEL_map_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_texture", 11)) + { + ret = GLEW_INTEL_map_texture; + continue; + } +#endif +#ifdef GL_INTEL_parallel_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_arrays", 15)) + { + ret = GLEW_INTEL_parallel_arrays; + continue; + } +#endif +#ifdef GL_INTEL_performance_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_query", 17)) + { + ret = GLEW_INTEL_performance_query; + continue; + } +#endif +#ifdef GL_INTEL_texture_scissor + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scissor", 15)) + { + ret = GLEW_INTEL_texture_scissor; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"KHR_", 4)) + { +#ifdef GL_KHR_blend_equation_advanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23)) + { + ret = GLEW_KHR_blend_equation_advanced; + continue; + } +#endif +#ifdef GL_KHR_blend_equation_advanced_coherent + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32)) + { + ret = GLEW_KHR_blend_equation_advanced_coherent; + continue; + } +#endif +#ifdef GL_KHR_context_flush_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) + { + ret = GLEW_KHR_context_flush_control; + continue; + } +#endif +#ifdef GL_KHR_debug + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug", 5)) + { + ret = GLEW_KHR_debug; + continue; + } +#endif +#ifdef GL_KHR_no_error + if (_glewStrSame3(&pos, &len, (const GLubyte*)"no_error", 8)) + { + ret = GLEW_KHR_no_error; + continue; + } +#endif +#ifdef GL_KHR_parallel_shader_compile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_shader_compile", 23)) + { + ret = GLEW_KHR_parallel_shader_compile; + continue; + } +#endif +#ifdef GL_KHR_robust_buffer_access_behavior + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29)) + { + ret = GLEW_KHR_robust_buffer_access_behavior; + continue; + } +#endif +#ifdef GL_KHR_robustness + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10)) + { + ret = GLEW_KHR_robustness; + continue; + } +#endif +#ifdef GL_KHR_texture_compression_astc_hdr + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_hdr", 28)) + { + ret = GLEW_KHR_texture_compression_astc_hdr; + continue; + } +#endif +#ifdef GL_KHR_texture_compression_astc_ldr + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_ldr", 28)) + { + ret = GLEW_KHR_texture_compression_astc_ldr; + continue; + } +#endif +#ifdef GL_KHR_texture_compression_astc_sliced_3d + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_sliced_3d", 34)) + { + ret = GLEW_KHR_texture_compression_astc_sliced_3d; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"KTX_", 4)) + { +#ifdef GL_KTX_buffer_region + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13)) + { + ret = GLEW_KTX_buffer_region; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESAX_", 6)) + { +#ifdef GL_MESAX_texture_stack + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stack", 13)) + { + ret = GLEW_MESAX_texture_stack; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) + { +#ifdef GL_MESA_pack_invert + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_invert", 11)) + { + ret = GLEW_MESA_pack_invert; + continue; + } +#endif +#ifdef GL_MESA_resize_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"resize_buffers", 14)) + { + ret = GLEW_MESA_resize_buffers; + continue; + } +#endif +#ifdef GL_MESA_shader_integer_functions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_integer_functions", 24)) + { + ret = GLEW_MESA_shader_integer_functions; + continue; + } +#endif +#ifdef GL_MESA_window_pos + if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10)) + { + ret = GLEW_MESA_window_pos; + continue; + } +#endif +#ifdef GL_MESA_ycbcr_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_texture", 13)) + { + ret = GLEW_MESA_ycbcr_texture; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NVX_", 4)) + { +#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_multi_draw_buffers", 42)) + { + ret = GLEW_NVX_blend_equation_advanced_multi_draw_buffers; + continue; + } +#endif +#ifdef GL_NVX_conditional_render + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18)) + { + ret = GLEW_NVX_conditional_render; + continue; + } +#endif +#ifdef GL_NVX_gpu_memory_info + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_memory_info", 15)) + { + ret = GLEW_NVX_gpu_memory_info; + continue; + } +#endif +#ifdef GL_NVX_linked_gpu_multicast + if (_glewStrSame3(&pos, &len, (const GLubyte*)"linked_gpu_multicast", 20)) + { + ret = GLEW_NVX_linked_gpu_multicast; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) + { +#ifdef GL_NV_3dvision_settings + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3dvision_settings", 17)) + { + ret = GLEW_NV_3dvision_settings; + continue; + } +#endif +#ifdef GL_NV_EGL_stream_consumer_external + if (_glewStrSame3(&pos, &len, (const GLubyte*)"EGL_stream_consumer_external", 28)) + { + ret = GLEW_NV_EGL_stream_consumer_external; + continue; + } +#endif +#ifdef GL_NV_alpha_to_coverage_dither_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"alpha_to_coverage_dither_control", 32)) + { + ret = GLEW_NV_alpha_to_coverage_dither_control; + continue; + } +#endif +#ifdef GL_NV_bgr + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bgr", 3)) + { + ret = GLEW_NV_bgr; + continue; + } +#endif +#ifdef GL_NV_bindless_multi_draw_indirect + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect", 28)) + { + ret = GLEW_NV_bindless_multi_draw_indirect; + continue; + } +#endif +#ifdef GL_NV_bindless_multi_draw_indirect_count + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect_count", 34)) + { + ret = GLEW_NV_bindless_multi_draw_indirect_count; + continue; + } +#endif +#ifdef GL_NV_bindless_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16)) + { + ret = GLEW_NV_bindless_texture; + continue; + } +#endif +#ifdef GL_NV_blend_equation_advanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23)) + { + ret = GLEW_NV_blend_equation_advanced; + continue; + } +#endif +#ifdef GL_NV_blend_equation_advanced_coherent + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32)) + { + ret = GLEW_NV_blend_equation_advanced_coherent; + continue; + } +#endif +#ifdef GL_NV_blend_minmax_factor + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax_factor", 19)) + { + ret = GLEW_NV_blend_minmax_factor; + continue; + } +#endif +#ifdef GL_NV_blend_square + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_square", 12)) + { + ret = GLEW_NV_blend_square; + continue; + } +#endif +#ifdef GL_NV_clip_space_w_scaling + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_space_w_scaling", 20)) + { + ret = GLEW_NV_clip_space_w_scaling; + continue; + } +#endif +#ifdef GL_NV_command_list + if (_glewStrSame3(&pos, &len, (const GLubyte*)"command_list", 12)) + { + ret = GLEW_NV_command_list; + continue; + } +#endif +#ifdef GL_NV_compute_program5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_program5", 16)) + { + ret = GLEW_NV_compute_program5; + continue; + } +#endif +#ifdef GL_NV_conditional_render + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18)) + { + ret = GLEW_NV_conditional_render; + continue; + } +#endif +#ifdef GL_NV_conservative_raster + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster", 19)) + { + ret = GLEW_NV_conservative_raster; + continue; + } +#endif +#ifdef GL_NV_conservative_raster_dilate + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster_dilate", 26)) + { + ret = GLEW_NV_conservative_raster_dilate; + continue; + } +#endif +#ifdef GL_NV_conservative_raster_pre_snap_triangles + if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster_pre_snap_triangles", 38)) + { + ret = GLEW_NV_conservative_raster_pre_snap_triangles; + continue; + } +#endif +#ifdef GL_NV_copy_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) + { + ret = GLEW_NV_copy_buffer; + continue; + } +#endif +#ifdef GL_NV_copy_depth_to_color + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_depth_to_color", 19)) + { + ret = GLEW_NV_copy_depth_to_color; + continue; + } +#endif +#ifdef GL_NV_copy_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) + { + ret = GLEW_NV_copy_image; + continue; + } +#endif +#ifdef GL_NV_deep_texture3D + if (_glewStrSame3(&pos, &len, (const GLubyte*)"deep_texture3D", 14)) + { + ret = GLEW_NV_deep_texture3D; + continue; + } +#endif +#ifdef GL_NV_depth_buffer_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18)) + { + ret = GLEW_NV_depth_buffer_float; + continue; + } +#endif +#ifdef GL_NV_depth_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11)) + { + ret = GLEW_NV_depth_clamp; + continue; + } +#endif +#ifdef GL_NV_depth_range_unclamped + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_range_unclamped", 21)) + { + ret = GLEW_NV_depth_range_unclamped; + continue; + } +#endif +#ifdef GL_NV_draw_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) + { + ret = GLEW_NV_draw_buffers; + continue; + } +#endif +#ifdef GL_NV_draw_instanced + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) + { + ret = GLEW_NV_draw_instanced; + continue; + } +#endif +#ifdef GL_NV_draw_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_texture", 12)) + { + ret = GLEW_NV_draw_texture; + continue; + } +#endif +#ifdef GL_NV_draw_vulkan_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_vulkan_image", 17)) + { + ret = GLEW_NV_draw_vulkan_image; + continue; + } +#endif +#ifdef GL_NV_evaluators + if (_glewStrSame3(&pos, &len, (const GLubyte*)"evaluators", 10)) + { + ret = GLEW_NV_evaluators; + continue; + } +#endif +#ifdef GL_NV_explicit_attrib_location + if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_attrib_location", 24)) + { + ret = GLEW_NV_explicit_attrib_location; + continue; + } +#endif +#ifdef GL_NV_explicit_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_multisample", 20)) + { + ret = GLEW_NV_explicit_multisample; + continue; + } +#endif +#ifdef GL_NV_fbo_color_attachments + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbo_color_attachments", 21)) + { + ret = GLEW_NV_fbo_color_attachments; + continue; + } +#endif +#ifdef GL_NV_fence + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5)) + { + ret = GLEW_NV_fence; + continue; + } +#endif +#ifdef GL_NV_fill_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fill_rectangle", 14)) + { + ret = GLEW_NV_fill_rectangle; + continue; + } +#endif +#ifdef GL_NV_float_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) + { + ret = GLEW_NV_float_buffer; + continue; + } +#endif +#ifdef GL_NV_fog_distance + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_distance", 12)) + { + ret = GLEW_NV_fog_distance; + continue; + } +#endif +#ifdef GL_NV_fragment_coverage_to_color + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coverage_to_color", 26)) + { + ret = GLEW_NV_fragment_coverage_to_color; + continue; + } +#endif +#ifdef GL_NV_fragment_program + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16)) + { + ret = GLEW_NV_fragment_program; + continue; + } +#endif +#ifdef GL_NV_fragment_program2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program2", 17)) + { + ret = GLEW_NV_fragment_program2; + continue; + } +#endif +#ifdef GL_NV_fragment_program4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program4", 17)) + { + ret = GLEW_NV_fragment_program4; + continue; + } +#endif +#ifdef GL_NV_fragment_program_option + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_option", 23)) + { + ret = GLEW_NV_fragment_program_option; + continue; + } +#endif +#ifdef GL_NV_fragment_shader_interlock + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25)) + { + ret = GLEW_NV_fragment_shader_interlock; + continue; + } +#endif +#ifdef GL_NV_framebuffer_blit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) + { + ret = GLEW_NV_framebuffer_blit; + continue; + } +#endif +#ifdef GL_NV_framebuffer_mixed_samples + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_mixed_samples", 25)) + { + ret = GLEW_NV_framebuffer_mixed_samples; + continue; + } +#endif +#ifdef GL_NV_framebuffer_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) + { + ret = GLEW_NV_framebuffer_multisample; + continue; + } +#endif +#ifdef GL_NV_framebuffer_multisample_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_coverage", 32)) + { + ret = GLEW_NV_framebuffer_multisample_coverage; + continue; + } +#endif +#ifdef GL_NV_generate_mipmap_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"generate_mipmap_sRGB", 20)) + { + ret = GLEW_NV_generate_mipmap_sRGB; + continue; + } +#endif +#ifdef GL_NV_geometry_program4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_program4", 17)) + { + ret = GLEW_NV_geometry_program4; + continue; + } +#endif +#ifdef GL_NV_geometry_shader4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) + { + ret = GLEW_NV_geometry_shader4; + continue; + } +#endif +#ifdef GL_NV_geometry_shader_passthrough + if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader_passthrough", 27)) + { + ret = GLEW_NV_geometry_shader_passthrough; + continue; + } +#endif +#ifdef GL_NV_gpu_multicast + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_multicast", 13)) + { + ret = GLEW_NV_gpu_multicast; + continue; + } +#endif +#ifdef GL_NV_gpu_program4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program4", 12)) + { + ret = GLEW_NV_gpu_program4; + continue; + } +#endif +#ifdef GL_NV_gpu_program5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5", 12)) + { + ret = GLEW_NV_gpu_program5; + continue; + } +#endif +#ifdef GL_NV_gpu_program5_mem_extended + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5_mem_extended", 25)) + { + ret = GLEW_NV_gpu_program5_mem_extended; + continue; + } +#endif +#ifdef GL_NV_gpu_program_fp64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_fp64", 16)) + { + ret = GLEW_NV_gpu_program_fp64; + continue; + } +#endif +#ifdef GL_NV_gpu_shader5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) + { + ret = GLEW_NV_gpu_shader5; + continue; + } +#endif +#ifdef GL_NV_half_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float", 10)) + { + ret = GLEW_NV_half_float; + continue; + } +#endif +#ifdef GL_NV_image_formats + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_formats", 13)) + { + ret = GLEW_NV_image_formats; + continue; + } +#endif +#ifdef GL_NV_instanced_arrays + if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) + { + ret = GLEW_NV_instanced_arrays; + continue; + } +#endif +#ifdef GL_NV_internalformat_sample_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_sample_query", 27)) + { + ret = GLEW_NV_internalformat_sample_query; + continue; + } +#endif +#ifdef GL_NV_light_max_exponent + if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_max_exponent", 18)) + { + ret = GLEW_NV_light_max_exponent; + continue; + } +#endif +#ifdef GL_NV_multisample_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) + { + ret = GLEW_NV_multisample_coverage; + continue; + } +#endif +#ifdef GL_NV_multisample_filter_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_filter_hint", 23)) + { + ret = GLEW_NV_multisample_filter_hint; + continue; + } +#endif +#ifdef GL_NV_non_square_matrices + if (_glewStrSame3(&pos, &len, (const GLubyte*)"non_square_matrices", 19)) + { + ret = GLEW_NV_non_square_matrices; + continue; + } +#endif +#ifdef GL_NV_occlusion_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15)) + { + ret = GLEW_NV_occlusion_query; + continue; + } +#endif +#ifdef GL_NV_pack_subimage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_subimage", 13)) + { + ret = GLEW_NV_pack_subimage; + continue; + } +#endif +#ifdef GL_NV_packed_depth_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20)) + { + ret = GLEW_NV_packed_depth_stencil; + continue; + } +#endif +#ifdef GL_NV_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float", 12)) + { + ret = GLEW_NV_packed_float; + continue; + } +#endif +#ifdef GL_NV_packed_float_linear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float_linear", 19)) + { + ret = GLEW_NV_packed_float_linear; + continue; + } +#endif +#ifdef GL_NV_parameter_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object", 23)) + { + ret = GLEW_NV_parameter_buffer_object; + continue; + } +#endif +#ifdef GL_NV_parameter_buffer_object2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object2", 24)) + { + ret = GLEW_NV_parameter_buffer_object2; + continue; + } +#endif +#ifdef GL_NV_path_rendering + if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering", 14)) + { + ret = GLEW_NV_path_rendering; + continue; + } +#endif +#ifdef GL_NV_path_rendering_shared_edge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering_shared_edge", 26)) + { + ret = GLEW_NV_path_rendering_shared_edge; + continue; + } +#endif +#ifdef GL_NV_pixel_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) + { + ret = GLEW_NV_pixel_buffer_object; + continue; + } +#endif +#ifdef GL_NV_pixel_data_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_data_range", 16)) + { + ret = GLEW_NV_pixel_data_range; + continue; + } +#endif +#ifdef GL_NV_platform_binary + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_binary", 15)) + { + ret = GLEW_NV_platform_binary; + continue; + } +#endif +#ifdef GL_NV_point_sprite + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12)) + { + ret = GLEW_NV_point_sprite; + continue; + } +#endif +#ifdef GL_NV_polygon_mode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_mode", 12)) + { + ret = GLEW_NV_polygon_mode; + continue; + } +#endif +#ifdef GL_NV_present_video + if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) + { + ret = GLEW_NV_present_video; + continue; + } +#endif +#ifdef GL_NV_primitive_restart + if (_glewStrSame3(&pos, &len, (const GLubyte*)"primitive_restart", 17)) + { + ret = GLEW_NV_primitive_restart; + continue; + } +#endif +#ifdef GL_NV_read_depth + if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_depth", 10)) + { + ret = GLEW_NV_read_depth; + continue; + } +#endif +#ifdef GL_NV_read_depth_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_depth_stencil", 18)) + { + ret = GLEW_NV_read_depth_stencil; + continue; + } +#endif +#ifdef GL_NV_read_stencil + if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_stencil", 12)) + { + ret = GLEW_NV_read_stencil; + continue; + } +#endif +#ifdef GL_NV_register_combiners + if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners", 18)) + { + ret = GLEW_NV_register_combiners; + continue; + } +#endif +#ifdef GL_NV_register_combiners2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners2", 19)) + { + ret = GLEW_NV_register_combiners2; + continue; + } +#endif +#ifdef GL_NV_robustness_video_memory_purge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) + { + ret = GLEW_NV_robustness_video_memory_purge; + continue; + } +#endif +#ifdef GL_NV_sRGB_formats + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB_formats", 12)) + { + ret = GLEW_NV_sRGB_formats; + continue; + } +#endif +#ifdef GL_NV_sample_locations + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16)) + { + ret = GLEW_NV_sample_locations; + continue; + } +#endif +#ifdef GL_NV_sample_mask_override_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_mask_override_coverage", 29)) + { + ret = GLEW_NV_sample_mask_override_coverage; + continue; + } +#endif +#ifdef GL_NV_shader_atomic_counters + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22)) + { + ret = GLEW_NV_shader_atomic_counters; + continue; + } +#endif +#ifdef GL_NV_shader_atomic_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_float", 19)) + { + ret = GLEW_NV_shader_atomic_float; + continue; + } +#endif +#ifdef GL_NV_shader_atomic_float64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_float64", 21)) + { + ret = GLEW_NV_shader_atomic_float64; + continue; + } +#endif +#ifdef GL_NV_shader_atomic_fp16_vector + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_fp16_vector", 25)) + { + ret = GLEW_NV_shader_atomic_fp16_vector; + continue; + } +#endif +#ifdef GL_NV_shader_atomic_int64 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_int64", 19)) + { + ret = GLEW_NV_shader_atomic_int64; + continue; + } +#endif +#ifdef GL_NV_shader_buffer_load + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_buffer_load", 18)) + { + ret = GLEW_NV_shader_buffer_load; + continue; + } +#endif +#ifdef GL_NV_shader_noperspective_interpolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_noperspective_interpolation", 34)) + { + ret = GLEW_NV_shader_noperspective_interpolation; + continue; + } +#endif +#ifdef GL_NV_shader_storage_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28)) + { + ret = GLEW_NV_shader_storage_buffer_object; + continue; + } +#endif +#ifdef GL_NV_shader_thread_group + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_group", 19)) + { + ret = GLEW_NV_shader_thread_group; + continue; + } +#endif +#ifdef GL_NV_shader_thread_shuffle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_shuffle", 21)) + { + ret = GLEW_NV_shader_thread_shuffle; + continue; + } +#endif +#ifdef GL_NV_shadow_samplers_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers_array", 21)) + { + ret = GLEW_NV_shadow_samplers_array; + continue; + } +#endif +#ifdef GL_NV_shadow_samplers_cube + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers_cube", 20)) + { + ret = GLEW_NV_shadow_samplers_cube; + continue; + } +#endif +#ifdef GL_NV_stereo_view_rendering + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_view_rendering", 21)) + { + ret = GLEW_NV_stereo_view_rendering; + continue; + } +#endif +#ifdef GL_NV_tessellation_program5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_program5", 21)) + { + ret = GLEW_NV_tessellation_program5; + continue; + } +#endif +#ifdef GL_NV_texgen_emboss + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_emboss", 13)) + { + ret = GLEW_NV_texgen_emboss; + continue; + } +#endif +#ifdef GL_NV_texgen_reflection + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_reflection", 17)) + { + ret = GLEW_NV_texgen_reflection; + continue; + } +#endif +#ifdef GL_NV_texture_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_array", 13)) + { + ret = GLEW_NV_texture_array; + continue; + } +#endif +#ifdef GL_NV_texture_barrier + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15)) + { + ret = GLEW_NV_texture_barrier; + continue; + } +#endif +#ifdef GL_NV_texture_border_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) + { + ret = GLEW_NV_texture_border_clamp; + continue; + } +#endif +#ifdef GL_NV_texture_compression_latc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_latc", 24)) + { + ret = GLEW_NV_texture_compression_latc; + continue; + } +#endif +#ifdef GL_NV_texture_compression_s3tc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc", 24)) + { + ret = GLEW_NV_texture_compression_s3tc; + continue; + } +#endif +#ifdef GL_NV_texture_compression_s3tc_update + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc_update", 31)) + { + ret = GLEW_NV_texture_compression_s3tc_update; + continue; + } +#endif +#ifdef GL_NV_texture_compression_vtc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_vtc", 23)) + { + ret = GLEW_NV_texture_compression_vtc; + continue; + } +#endif +#ifdef GL_NV_texture_env_combine4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine4", 20)) + { + ret = GLEW_NV_texture_env_combine4; + continue; + } +#endif +#ifdef GL_NV_texture_expand_normal + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_expand_normal", 21)) + { + ret = GLEW_NV_texture_expand_normal; + continue; + } +#endif +#ifdef GL_NV_texture_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19)) + { + ret = GLEW_NV_texture_multisample; + continue; + } +#endif +#ifdef GL_NV_texture_npot_2D_mipmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_npot_2D_mipmap", 22)) + { + ret = GLEW_NV_texture_npot_2D_mipmap; + continue; + } +#endif +#ifdef GL_NV_texture_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) + { + ret = GLEW_NV_texture_rectangle; + continue; + } +#endif +#ifdef GL_NV_texture_rectangle_compressed + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle_compressed", 28)) + { + ret = GLEW_NV_texture_rectangle_compressed; + continue; + } +#endif +#ifdef GL_NV_texture_shader + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader", 14)) + { + ret = GLEW_NV_texture_shader; + continue; + } +#endif +#ifdef GL_NV_texture_shader2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader2", 15)) + { + ret = GLEW_NV_texture_shader2; + continue; + } +#endif +#ifdef GL_NV_texture_shader3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader3", 15)) + { + ret = GLEW_NV_texture_shader3; + continue; + } +#endif +#ifdef GL_NV_transform_feedback + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18)) + { + ret = GLEW_NV_transform_feedback; + continue; + } +#endif +#ifdef GL_NV_transform_feedback2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19)) + { + ret = GLEW_NV_transform_feedback2; + continue; + } +#endif +#ifdef GL_NV_uniform_buffer_unified_memory + if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_unified_memory", 29)) + { + ret = GLEW_NV_uniform_buffer_unified_memory; + continue; + } +#endif +#ifdef GL_NV_vdpau_interop + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vdpau_interop", 13)) + { + ret = GLEW_NV_vdpau_interop; + continue; + } +#endif +#ifdef GL_NV_vertex_array_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) + { + ret = GLEW_NV_vertex_array_range; + continue; + } +#endif +#ifdef GL_NV_vertex_array_range2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range2", 19)) + { + ret = GLEW_NV_vertex_array_range2; + continue; + } +#endif +#ifdef GL_NV_vertex_attrib_integer_64bit + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_integer_64bit", 27)) + { + ret = GLEW_NV_vertex_attrib_integer_64bit; + continue; + } +#endif +#ifdef GL_NV_vertex_buffer_unified_memory + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_unified_memory", 28)) + { + ret = GLEW_NV_vertex_buffer_unified_memory; + continue; + } +#endif +#ifdef GL_NV_vertex_program + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14)) + { + ret = GLEW_NV_vertex_program; + continue; + } +#endif +#ifdef GL_NV_vertex_program1_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program1_1", 17)) + { + ret = GLEW_NV_vertex_program1_1; + continue; + } +#endif +#ifdef GL_NV_vertex_program2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2", 15)) + { + ret = GLEW_NV_vertex_program2; + continue; + } +#endif +#ifdef GL_NV_vertex_program2_option + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2_option", 22)) + { + ret = GLEW_NV_vertex_program2_option; + continue; + } +#endif +#ifdef GL_NV_vertex_program3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program3", 15)) + { + ret = GLEW_NV_vertex_program3; + continue; + } +#endif +#ifdef GL_NV_vertex_program4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program4", 15)) + { + ret = GLEW_NV_vertex_program4; + continue; + } +#endif +#ifdef GL_NV_video_capture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) + { + ret = GLEW_NV_video_capture; + continue; + } +#endif +#ifdef GL_NV_viewport_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array", 14)) + { + ret = GLEW_NV_viewport_array; + continue; + } +#endif +#ifdef GL_NV_viewport_array2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array2", 15)) + { + ret = GLEW_NV_viewport_array2; + continue; + } +#endif +#ifdef GL_NV_viewport_swizzle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_swizzle", 16)) + { + ret = GLEW_NV_viewport_swizzle; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"OES_", 4)) + { +#ifdef GL_OES_byte_coordinates + if (_glewStrSame3(&pos, &len, (const GLubyte*)"byte_coordinates", 16)) + { + ret = GLEW_OES_byte_coordinates; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) + { +#ifdef GL_OML_interlace + if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9)) + { + ret = GLEW_OML_interlace; + continue; + } +#endif +#ifdef GL_OML_resample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8)) + { + ret = GLEW_OML_resample; + continue; + } +#endif +#ifdef GL_OML_subsample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"subsample", 9)) + { + ret = GLEW_OML_subsample; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"OVR_", 4)) + { +#ifdef GL_OVR_multiview + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview", 9)) + { + ret = GLEW_OVR_multiview; + continue; + } +#endif +#ifdef GL_OVR_multiview2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview2", 10)) + { + ret = GLEW_OVR_multiview2; + continue; + } +#endif +#ifdef GL_OVR_multiview_multisampled_render_to_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_multisampled_render_to_texture", 40)) + { + ret = GLEW_OVR_multiview_multisampled_render_to_texture; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"PGI_", 4)) + { +#ifdef GL_PGI_misc_hints + if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_hints", 10)) + { + ret = GLEW_PGI_misc_hints; + continue; + } +#endif +#ifdef GL_PGI_vertex_hints + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_hints", 12)) + { + ret = GLEW_PGI_vertex_hints; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"QCOM_", 5)) + { +#ifdef GL_QCOM_alpha_test + if (_glewStrSame3(&pos, &len, (const GLubyte*)"alpha_test", 10)) + { + ret = GLEW_QCOM_alpha_test; + continue; + } +#endif +#ifdef GL_QCOM_binning_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"binning_control", 15)) + { + ret = GLEW_QCOM_binning_control; + continue; + } +#endif +#ifdef GL_QCOM_driver_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"driver_control", 14)) + { + ret = GLEW_QCOM_driver_control; + continue; + } +#endif +#ifdef GL_QCOM_extended_get + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extended_get", 12)) + { + ret = GLEW_QCOM_extended_get; + continue; + } +#endif +#ifdef GL_QCOM_extended_get2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extended_get2", 13)) + { + ret = GLEW_QCOM_extended_get2; + continue; + } +#endif +#ifdef GL_QCOM_framebuffer_foveated + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_foveated", 20)) + { + ret = GLEW_QCOM_framebuffer_foveated; + continue; + } +#endif +#ifdef GL_QCOM_perfmon_global_mode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"perfmon_global_mode", 19)) + { + ret = GLEW_QCOM_perfmon_global_mode; + continue; + } +#endif +#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch_noncoherent", 36)) + { + ret = GLEW_QCOM_shader_framebuffer_fetch_noncoherent; + continue; + } +#endif +#ifdef GL_QCOM_tiled_rendering + if (_glewStrSame3(&pos, &len, (const GLubyte*)"tiled_rendering", 15)) + { + ret = GLEW_QCOM_tiled_rendering; + continue; + } +#endif +#ifdef GL_QCOM_writeonly_rendering + if (_glewStrSame3(&pos, &len, (const GLubyte*)"writeonly_rendering", 19)) + { + ret = GLEW_QCOM_writeonly_rendering; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"REGAL_", 6)) + { +#ifdef GL_REGAL_ES1_0_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_0_compatibility", 19)) + { + ret = GLEW_REGAL_ES1_0_compatibility; + continue; + } +#endif +#ifdef GL_REGAL_ES1_1_compatibility + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_1_compatibility", 19)) + { + ret = GLEW_REGAL_ES1_1_compatibility; + continue; + } +#endif +#ifdef GL_REGAL_enable + if (_glewStrSame3(&pos, &len, (const GLubyte*)"enable", 6)) + { + ret = GLEW_REGAL_enable; + continue; + } +#endif +#ifdef GL_REGAL_error_string + if (_glewStrSame3(&pos, &len, (const GLubyte*)"error_string", 12)) + { + ret = GLEW_REGAL_error_string; + continue; + } +#endif +#ifdef GL_REGAL_extension_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extension_query", 15)) + { + ret = GLEW_REGAL_extension_query; + continue; + } +#endif +#ifdef GL_REGAL_log + if (_glewStrSame3(&pos, &len, (const GLubyte*)"log", 3)) + { + ret = GLEW_REGAL_log; + continue; + } +#endif +#ifdef GL_REGAL_proc_address + if (_glewStrSame3(&pos, &len, (const GLubyte*)"proc_address", 12)) + { + ret = GLEW_REGAL_proc_address; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"REND_", 5)) + { +#ifdef GL_REND_screen_coordinates + if (_glewStrSame3(&pos, &len, (const GLubyte*)"screen_coordinates", 18)) + { + ret = GLEW_REND_screen_coordinates; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"S3_", 3)) + { +#ifdef GL_S3_s3tc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"s3tc", 4)) + { + ret = GLEW_S3_s3tc; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5)) + { +#ifdef GL_SGIS_clip_band_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_band_hint", 14)) + { + ret = GLEW_SGIS_clip_band_hint; + continue; + } +#endif +#ifdef GL_SGIS_color_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11)) + { + ret = GLEW_SGIS_color_range; + continue; + } +#endif +#ifdef GL_SGIS_detail_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"detail_texture", 14)) + { + ret = GLEW_SGIS_detail_texture; + continue; + } +#endif +#ifdef GL_SGIS_fog_function + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_function", 12)) + { + ret = GLEW_SGIS_fog_function; + continue; + } +#endif +#ifdef GL_SGIS_generate_mipmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"generate_mipmap", 15)) + { + ret = GLEW_SGIS_generate_mipmap; + continue; + } +#endif +#ifdef GL_SGIS_line_texgen + if (_glewStrSame3(&pos, &len, (const GLubyte*)"line_texgen", 11)) + { + ret = GLEW_SGIS_line_texgen; + continue; + } +#endif +#ifdef GL_SGIS_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLEW_SGIS_multisample; + continue; + } +#endif +#ifdef GL_SGIS_multitexture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multitexture", 12)) + { + ret = GLEW_SGIS_multitexture; + continue; + } +#endif +#ifdef GL_SGIS_pixel_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13)) + { + ret = GLEW_SGIS_pixel_texture; + continue; + } +#endif +#ifdef GL_SGIS_point_line_texgen + if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_line_texgen", 17)) + { + ret = GLEW_SGIS_point_line_texgen; + continue; + } +#endif +#ifdef GL_SGIS_shared_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_multisample", 18)) + { + ret = GLEW_SGIS_shared_multisample; + continue; + } +#endif +#ifdef GL_SGIS_sharpen_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sharpen_texture", 15)) + { + ret = GLEW_SGIS_sharpen_texture; + continue; + } +#endif +#ifdef GL_SGIS_texture4D + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture4D", 9)) + { + ret = GLEW_SGIS_texture4D; + continue; + } +#endif +#ifdef GL_SGIS_texture_border_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) + { + ret = GLEW_SGIS_texture_border_clamp; + continue; + } +#endif +#ifdef GL_SGIS_texture_edge_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18)) + { + ret = GLEW_SGIS_texture_edge_clamp; + continue; + } +#endif +#ifdef GL_SGIS_texture_filter4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter4", 15)) + { + ret = GLEW_SGIS_texture_filter4; + continue; + } +#endif +#ifdef GL_SGIS_texture_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod", 11)) + { + ret = GLEW_SGIS_texture_lod; + continue; + } +#endif +#ifdef GL_SGIS_texture_select + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_select", 14)) + { + ret = GLEW_SGIS_texture_select; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5)) + { +#ifdef GL_SGIX_async + if (_glewStrSame3(&pos, &len, (const GLubyte*)"async", 5)) + { + ret = GLEW_SGIX_async; + continue; + } +#endif +#ifdef GL_SGIX_async_histogram + if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_histogram", 15)) + { + ret = GLEW_SGIX_async_histogram; + continue; + } +#endif +#ifdef GL_SGIX_async_pixel + if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_pixel", 11)) + { + ret = GLEW_SGIX_async_pixel; + continue; + } +#endif +#ifdef GL_SGIX_bali_g_instruments + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_g_instruments", 18)) + { + ret = GLEW_SGIX_bali_g_instruments; + continue; + } +#endif +#ifdef GL_SGIX_bali_r_instruments + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_r_instruments", 18)) + { + ret = GLEW_SGIX_bali_r_instruments; + continue; + } +#endif +#ifdef GL_SGIX_bali_timer_instruments + if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_timer_instruments", 22)) + { + ret = GLEW_SGIX_bali_timer_instruments; + continue; + } +#endif +#ifdef GL_SGIX_blend_alpha_minmax + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_alpha_minmax", 18)) + { + ret = GLEW_SGIX_blend_alpha_minmax; + continue; + } +#endif +#ifdef GL_SGIX_blend_cadd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_cadd", 10)) + { + ret = GLEW_SGIX_blend_cadd; + continue; + } +#endif +#ifdef GL_SGIX_blend_cmultiply + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_cmultiply", 15)) + { + ret = GLEW_SGIX_blend_cmultiply; + continue; + } +#endif +#ifdef GL_SGIX_calligraphic_fragment + if (_glewStrSame3(&pos, &len, (const GLubyte*)"calligraphic_fragment", 21)) + { + ret = GLEW_SGIX_calligraphic_fragment; + continue; + } +#endif +#ifdef GL_SGIX_clipmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clipmap", 7)) + { + ret = GLEW_SGIX_clipmap; + continue; + } +#endif +#ifdef GL_SGIX_color_matrix_accuracy + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_matrix_accuracy", 21)) + { + ret = GLEW_SGIX_color_matrix_accuracy; + continue; + } +#endif +#ifdef GL_SGIX_color_table_index_mode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_table_index_mode", 22)) + { + ret = GLEW_SGIX_color_table_index_mode; + continue; + } +#endif +#ifdef GL_SGIX_complex_polar + if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex_polar", 13)) + { + ret = GLEW_SGIX_complex_polar; + continue; + } +#endif +#ifdef GL_SGIX_convolution_accuracy + if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_accuracy", 20)) + { + ret = GLEW_SGIX_convolution_accuracy; + continue; + } +#endif +#ifdef GL_SGIX_cube_map + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cube_map", 8)) + { + ret = GLEW_SGIX_cube_map; + continue; + } +#endif +#ifdef GL_SGIX_cylinder_texgen + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cylinder_texgen", 15)) + { + ret = GLEW_SGIX_cylinder_texgen; + continue; + } +#endif +#ifdef GL_SGIX_datapipe + if (_glewStrSame3(&pos, &len, (const GLubyte*)"datapipe", 8)) + { + ret = GLEW_SGIX_datapipe; + continue; + } +#endif +#ifdef GL_SGIX_decimation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"decimation", 10)) + { + ret = GLEW_SGIX_decimation; + continue; + } +#endif +#ifdef GL_SGIX_depth_pass_instrument + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_pass_instrument", 21)) + { + ret = GLEW_SGIX_depth_pass_instrument; + continue; + } +#endif +#ifdef GL_SGIX_depth_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) + { + ret = GLEW_SGIX_depth_texture; + continue; + } +#endif +#ifdef GL_SGIX_dvc + if (_glewStrSame3(&pos, &len, (const GLubyte*)"dvc", 3)) + { + ret = GLEW_SGIX_dvc; + continue; + } +#endif +#ifdef GL_SGIX_flush_raster + if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_raster", 12)) + { + ret = GLEW_SGIX_flush_raster; + continue; + } +#endif +#ifdef GL_SGIX_fog_blend + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_blend", 9)) + { + ret = GLEW_SGIX_fog_blend; + continue; + } +#endif +#ifdef GL_SGIX_fog_factor_to_alpha + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_factor_to_alpha", 19)) + { + ret = GLEW_SGIX_fog_factor_to_alpha; + continue; + } +#endif +#ifdef GL_SGIX_fog_layers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_layers", 10)) + { + ret = GLEW_SGIX_fog_layers; + continue; + } +#endif +#ifdef GL_SGIX_fog_offset + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_offset", 10)) + { + ret = GLEW_SGIX_fog_offset; + continue; + } +#endif +#ifdef GL_SGIX_fog_patchy + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_patchy", 10)) + { + ret = GLEW_SGIX_fog_patchy; + continue; + } +#endif +#ifdef GL_SGIX_fog_scale + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_scale", 9)) + { + ret = GLEW_SGIX_fog_scale; + continue; + } +#endif +#ifdef GL_SGIX_fog_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_texture", 11)) + { + ret = GLEW_SGIX_fog_texture; + continue; + } +#endif +#ifdef GL_SGIX_fragment_lighting_space + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_lighting_space", 23)) + { + ret = GLEW_SGIX_fragment_lighting_space; + continue; + } +#endif +#ifdef GL_SGIX_fragment_specular_lighting + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_specular_lighting", 26)) + { + ret = GLEW_SGIX_fragment_specular_lighting; + continue; + } +#endif +#ifdef GL_SGIX_fragments_instrument + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragments_instrument", 20)) + { + ret = GLEW_SGIX_fragments_instrument; + continue; + } +#endif +#ifdef GL_SGIX_framezoom + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framezoom", 9)) + { + ret = GLEW_SGIX_framezoom; + continue; + } +#endif +#ifdef GL_SGIX_icc_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"icc_texture", 11)) + { + ret = GLEW_SGIX_icc_texture; + continue; + } +#endif +#ifdef GL_SGIX_igloo_interface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"igloo_interface", 15)) + { + ret = GLEW_SGIX_igloo_interface; + continue; + } +#endif +#ifdef GL_SGIX_image_compression + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_compression", 17)) + { + ret = GLEW_SGIX_image_compression; + continue; + } +#endif +#ifdef GL_SGIX_impact_pixel_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"impact_pixel_texture", 20)) + { + ret = GLEW_SGIX_impact_pixel_texture; + continue; + } +#endif +#ifdef GL_SGIX_instrument_error + if (_glewStrSame3(&pos, &len, (const GLubyte*)"instrument_error", 16)) + { + ret = GLEW_SGIX_instrument_error; + continue; + } +#endif +#ifdef GL_SGIX_interlace + if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9)) + { + ret = GLEW_SGIX_interlace; + continue; + } +#endif +#ifdef GL_SGIX_ir_instrument1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ir_instrument1", 14)) + { + ret = GLEW_SGIX_ir_instrument1; + continue; + } +#endif +#ifdef GL_SGIX_line_quality_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"line_quality_hint", 17)) + { + ret = GLEW_SGIX_line_quality_hint; + continue; + } +#endif +#ifdef GL_SGIX_list_priority + if (_glewStrSame3(&pos, &len, (const GLubyte*)"list_priority", 13)) + { + ret = GLEW_SGIX_list_priority; + continue; + } +#endif +#ifdef GL_SGIX_mpeg1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mpeg1", 5)) + { + ret = GLEW_SGIX_mpeg1; + continue; + } +#endif +#ifdef GL_SGIX_mpeg2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mpeg2", 5)) + { + ret = GLEW_SGIX_mpeg2; + continue; + } +#endif +#ifdef GL_SGIX_nonlinear_lighting_pervertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"nonlinear_lighting_pervertex", 28)) + { + ret = GLEW_SGIX_nonlinear_lighting_pervertex; + continue; + } +#endif +#ifdef GL_SGIX_nurbs_eval + if (_glewStrSame3(&pos, &len, (const GLubyte*)"nurbs_eval", 10)) + { + ret = GLEW_SGIX_nurbs_eval; + continue; + } +#endif +#ifdef GL_SGIX_occlusion_instrument + if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_instrument", 20)) + { + ret = GLEW_SGIX_occlusion_instrument; + continue; + } +#endif +#ifdef GL_SGIX_packed_6bytes + if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_6bytes", 13)) + { + ret = GLEW_SGIX_packed_6bytes; + continue; + } +#endif +#ifdef GL_SGIX_pixel_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13)) + { + ret = GLEW_SGIX_pixel_texture; + continue; + } +#endif +#ifdef GL_SGIX_pixel_texture_bits + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture_bits", 18)) + { + ret = GLEW_SGIX_pixel_texture_bits; + continue; + } +#endif +#ifdef GL_SGIX_pixel_texture_lod + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture_lod", 17)) + { + ret = GLEW_SGIX_pixel_texture_lod; + continue; + } +#endif +#ifdef GL_SGIX_pixel_tiles + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_tiles", 11)) + { + ret = GLEW_SGIX_pixel_tiles; + continue; + } +#endif +#ifdef GL_SGIX_polynomial_ffd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"polynomial_ffd", 14)) + { + ret = GLEW_SGIX_polynomial_ffd; + continue; + } +#endif +#ifdef GL_SGIX_quad_mesh + if (_glewStrSame3(&pos, &len, (const GLubyte*)"quad_mesh", 9)) + { + ret = GLEW_SGIX_quad_mesh; + continue; + } +#endif +#ifdef GL_SGIX_reference_plane + if (_glewStrSame3(&pos, &len, (const GLubyte*)"reference_plane", 15)) + { + ret = GLEW_SGIX_reference_plane; + continue; + } +#endif +#ifdef GL_SGIX_resample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8)) + { + ret = GLEW_SGIX_resample; + continue; + } +#endif +#ifdef GL_SGIX_scalebias_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"scalebias_hint", 14)) + { + ret = GLEW_SGIX_scalebias_hint; + continue; + } +#endif +#ifdef GL_SGIX_shadow + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6)) + { + ret = GLEW_SGIX_shadow; + continue; + } +#endif +#ifdef GL_SGIX_shadow_ambient + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14)) + { + ret = GLEW_SGIX_shadow_ambient; + continue; + } +#endif +#ifdef GL_SGIX_slim + if (_glewStrSame3(&pos, &len, (const GLubyte*)"slim", 4)) + { + ret = GLEW_SGIX_slim; + continue; + } +#endif +#ifdef GL_SGIX_spotlight_cutoff + if (_glewStrSame3(&pos, &len, (const GLubyte*)"spotlight_cutoff", 16)) + { + ret = GLEW_SGIX_spotlight_cutoff; + continue; + } +#endif +#ifdef GL_SGIX_sprite + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sprite", 6)) + { + ret = GLEW_SGIX_sprite; + continue; + } +#endif +#ifdef GL_SGIX_subdiv_patch + if (_glewStrSame3(&pos, &len, (const GLubyte*)"subdiv_patch", 12)) + { + ret = GLEW_SGIX_subdiv_patch; + continue; + } +#endif +#ifdef GL_SGIX_subsample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"subsample", 9)) + { + ret = GLEW_SGIX_subsample; + continue; + } +#endif +#ifdef GL_SGIX_tag_sample_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"tag_sample_buffer", 17)) + { + ret = GLEW_SGIX_tag_sample_buffer; + continue; + } +#endif +#ifdef GL_SGIX_texture_add_env + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_add_env", 15)) + { + ret = GLEW_SGIX_texture_add_env; + continue; + } +#endif +#ifdef GL_SGIX_texture_coordinate_clamp + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_coordinate_clamp", 24)) + { + ret = GLEW_SGIX_texture_coordinate_clamp; + continue; + } +#endif +#ifdef GL_SGIX_texture_lod_bias + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16)) + { + ret = GLEW_SGIX_texture_lod_bias; + continue; + } +#endif +#ifdef GL_SGIX_texture_mipmap_anisotropic + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mipmap_anisotropic", 26)) + { + ret = GLEW_SGIX_texture_mipmap_anisotropic; + continue; + } +#endif +#ifdef GL_SGIX_texture_multi_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multi_buffer", 20)) + { + ret = GLEW_SGIX_texture_multi_buffer; + continue; + } +#endif +#ifdef GL_SGIX_texture_phase + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_phase", 13)) + { + ret = GLEW_SGIX_texture_phase; + continue; + } +#endif +#ifdef GL_SGIX_texture_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13)) + { + ret = GLEW_SGIX_texture_range; + continue; + } +#endif +#ifdef GL_SGIX_texture_scale_bias + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scale_bias", 18)) + { + ret = GLEW_SGIX_texture_scale_bias; + continue; + } +#endif +#ifdef GL_SGIX_texture_supersample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_supersample", 19)) + { + ret = GLEW_SGIX_texture_supersample; + continue; + } +#endif +#ifdef GL_SGIX_vector_ops + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vector_ops", 10)) + { + ret = GLEW_SGIX_vector_ops; + continue; + } +#endif +#ifdef GL_SGIX_vertex_array_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) + { + ret = GLEW_SGIX_vertex_array_object; + continue; + } +#endif +#ifdef GL_SGIX_vertex_preclip + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip", 14)) + { + ret = GLEW_SGIX_vertex_preclip; + continue; + } +#endif +#ifdef GL_SGIX_vertex_preclip_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip_hint", 19)) + { + ret = GLEW_SGIX_vertex_preclip_hint; + continue; + } +#endif +#ifdef GL_SGIX_ycrcb + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcb", 5)) + { + ret = GLEW_SGIX_ycrcb; + continue; + } +#endif +#ifdef GL_SGIX_ycrcb_subsample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcb_subsample", 15)) + { + ret = GLEW_SGIX_ycrcb_subsample; + continue; + } +#endif +#ifdef GL_SGIX_ycrcba + if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcba", 6)) + { + ret = GLEW_SGIX_ycrcba; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4)) + { +#ifdef GL_SGI_color_matrix + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_matrix", 12)) + { + ret = GLEW_SGI_color_matrix; + continue; + } +#endif +#ifdef GL_SGI_color_table + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_table", 11)) + { + ret = GLEW_SGI_color_table; + continue; + } +#endif +#ifdef GL_SGI_complex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex", 7)) + { + ret = GLEW_SGI_complex; + continue; + } +#endif +#ifdef GL_SGI_complex_type + if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex_type", 12)) + { + ret = GLEW_SGI_complex_type; + continue; + } +#endif +#ifdef GL_SGI_fft + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fft", 3)) + { + ret = GLEW_SGI_fft; + continue; + } +#endif +#ifdef GL_SGI_texture_color_table + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_color_table", 19)) + { + ret = GLEW_SGI_texture_color_table; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUNX_", 5)) + { +#ifdef GL_SUNX_constant_data + if (_glewStrSame3(&pos, &len, (const GLubyte*)"constant_data", 13)) + { + ret = GLEW_SUNX_constant_data; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4)) + { +#ifdef GL_SUN_convolution_border_modes + if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24)) + { + ret = GLEW_SUN_convolution_border_modes; + continue; + } +#endif +#ifdef GL_SUN_global_alpha + if (_glewStrSame3(&pos, &len, (const GLubyte*)"global_alpha", 12)) + { + ret = GLEW_SUN_global_alpha; + continue; + } +#endif +#ifdef GL_SUN_mesh_array + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mesh_array", 10)) + { + ret = GLEW_SUN_mesh_array; + continue; + } +#endif +#ifdef GL_SUN_read_video_pixels + if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_video_pixels", 17)) + { + ret = GLEW_SUN_read_video_pixels; + continue; + } +#endif +#ifdef GL_SUN_slice_accum + if (_glewStrSame3(&pos, &len, (const GLubyte*)"slice_accum", 11)) + { + ret = GLEW_SUN_slice_accum; + continue; + } +#endif +#ifdef GL_SUN_triangle_list + if (_glewStrSame3(&pos, &len, (const GLubyte*)"triangle_list", 13)) + { + ret = GLEW_SUN_triangle_list; + continue; + } +#endif +#ifdef GL_SUN_vertex + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex", 6)) + { + ret = GLEW_SUN_vertex; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"WIN_", 4)) + { +#ifdef GL_WIN_phong_shading + if (_glewStrSame3(&pos, &len, (const GLubyte*)"phong_shading", 13)) + { + ret = GLEW_WIN_phong_shading; + continue; + } +#endif +#ifdef GL_WIN_scene_markerXXX + if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_markerXXX", 15)) + { + ret = GLEW_WIN_scene_markerXXX; + continue; + } +#endif +#ifdef GL_WIN_specular_fog + if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_fog", 12)) + { + ret = GLEW_WIN_specular_fog; + continue; + } +#endif +#ifdef GL_WIN_swap_hint + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_hint", 9)) + { + ret = GLEW_WIN_swap_hint; + continue; + } +#endif + } + } + ret = (len == 0); + } + return ret; +} + +#if defined(_WIN32) && !defined(GLEW_EGL) && !defined(GLEW_OSMESA) + +GLboolean GLEWAPIENTRY wglewIsSupported (const char* name) +{ + const GLubyte* pos = (const GLubyte*)name; + GLuint len = _glewStrLen(pos); + GLboolean ret = GL_TRUE; + while (ret && len > 0) + { + if (_glewStrSame1(&pos, &len, (const GLubyte*)"WGL_", 4)) + { + if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) + { +#ifdef WGL_3DFX_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = WGLEW_3DFX_multisample; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DL_", 4)) + { +#ifdef WGL_3DL_stereo_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_control", 14)) + { + ret = WGLEW_3DL_stereo_control; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) + { +#ifdef WGL_AMD_gpu_association + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15)) + { + ret = WGLEW_AMD_gpu_association; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) + { +#ifdef WGL_ARB_buffer_region + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13)) + { + ret = WGLEW_ARB_buffer_region; + continue; + } +#endif +#ifdef WGL_ARB_context_flush_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) + { + ret = WGLEW_ARB_context_flush_control; + continue; + } +#endif +#ifdef WGL_ARB_create_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) + { + ret = WGLEW_ARB_create_context; + continue; + } +#endif +#ifdef WGL_ARB_create_context_no_error + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) + { + ret = WGLEW_ARB_create_context_no_error; + continue; + } +#endif +#ifdef WGL_ARB_create_context_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22)) + { + ret = WGLEW_ARB_create_context_profile; + continue; + } +#endif +#ifdef WGL_ARB_create_context_robustness + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) + { + ret = WGLEW_ARB_create_context_robustness; + continue; + } +#endif +#ifdef WGL_ARB_extensions_string + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17)) + { + ret = WGLEW_ARB_extensions_string; + continue; + } +#endif +#ifdef WGL_ARB_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = WGLEW_ARB_framebuffer_sRGB; + continue; + } +#endif +#ifdef WGL_ARB_make_current_read + if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) + { + ret = WGLEW_ARB_make_current_read; + continue; + } +#endif +#ifdef WGL_ARB_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = WGLEW_ARB_multisample; + continue; + } +#endif +#ifdef WGL_ARB_pbuffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) + { + ret = WGLEW_ARB_pbuffer; + continue; + } +#endif +#ifdef WGL_ARB_pixel_format + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12)) + { + ret = WGLEW_ARB_pixel_format; + continue; + } +#endif +#ifdef WGL_ARB_pixel_format_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) + { + ret = WGLEW_ARB_pixel_format_float; + continue; + } +#endif +#ifdef WGL_ARB_render_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14)) + { + ret = WGLEW_ARB_render_texture; + continue; + } +#endif +#ifdef WGL_ARB_robustness_application_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) + { + ret = WGLEW_ARB_robustness_application_isolation; + continue; + } +#endif +#ifdef WGL_ARB_robustness_share_group_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) + { + ret = WGLEW_ARB_robustness_share_group_isolation; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) + { +#ifdef WGL_ATI_pixel_format_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) + { + ret = WGLEW_ATI_pixel_format_float; + continue; + } +#endif +#ifdef WGL_ATI_render_texture_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24)) + { + ret = WGLEW_ATI_render_texture_rectangle; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) + { +#ifdef WGL_EXT_colorspace + if (_glewStrSame3(&pos, &len, (const GLubyte*)"colorspace", 10)) + { + ret = WGLEW_EXT_colorspace; + continue; + } +#endif +#ifdef WGL_EXT_create_context_es2_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26)) + { + ret = WGLEW_EXT_create_context_es2_profile; + continue; + } +#endif +#ifdef WGL_EXT_create_context_es_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25)) + { + ret = WGLEW_EXT_create_context_es_profile; + continue; + } +#endif +#ifdef WGL_EXT_depth_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_float", 11)) + { + ret = WGLEW_EXT_depth_float; + continue; + } +#endif +#ifdef WGL_EXT_display_color_table + if (_glewStrSame3(&pos, &len, (const GLubyte*)"display_color_table", 19)) + { + ret = WGLEW_EXT_display_color_table; + continue; + } +#endif +#ifdef WGL_EXT_extensions_string + if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17)) + { + ret = WGLEW_EXT_extensions_string; + continue; + } +#endif +#ifdef WGL_EXT_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = WGLEW_EXT_framebuffer_sRGB; + continue; + } +#endif +#ifdef WGL_EXT_make_current_read + if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) + { + ret = WGLEW_EXT_make_current_read; + continue; + } +#endif +#ifdef WGL_EXT_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = WGLEW_EXT_multisample; + continue; + } +#endif +#ifdef WGL_EXT_pbuffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) + { + ret = WGLEW_EXT_pbuffer; + continue; + } +#endif +#ifdef WGL_EXT_pixel_format + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12)) + { + ret = WGLEW_EXT_pixel_format; + continue; + } +#endif +#ifdef WGL_EXT_pixel_format_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_packed_float", 25)) + { + ret = WGLEW_EXT_pixel_format_packed_float; + continue; + } +#endif +#ifdef WGL_EXT_swap_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) + { + ret = WGLEW_EXT_swap_control; + continue; + } +#endif +#ifdef WGL_EXT_swap_control_tear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17)) + { + ret = WGLEW_EXT_swap_control_tear; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"I3D_", 4)) + { +#ifdef WGL_I3D_digital_video_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"digital_video_control", 21)) + { + ret = WGLEW_I3D_digital_video_control; + continue; + } +#endif +#ifdef WGL_I3D_gamma + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gamma", 5)) + { + ret = WGLEW_I3D_gamma; + continue; + } +#endif +#ifdef WGL_I3D_genlock + if (_glewStrSame3(&pos, &len, (const GLubyte*)"genlock", 7)) + { + ret = WGLEW_I3D_genlock; + continue; + } +#endif +#ifdef WGL_I3D_image_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_buffer", 12)) + { + ret = WGLEW_I3D_image_buffer; + continue; + } +#endif +#ifdef WGL_I3D_swap_frame_lock + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_lock", 15)) + { + ret = WGLEW_I3D_swap_frame_lock; + continue; + } +#endif +#ifdef WGL_I3D_swap_frame_usage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_usage", 16)) + { + ret = WGLEW_I3D_swap_frame_usage; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) + { +#ifdef WGL_NV_DX_interop + if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop", 10)) + { + ret = WGLEW_NV_DX_interop; + continue; + } +#endif +#ifdef WGL_NV_DX_interop2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop2", 11)) + { + ret = WGLEW_NV_DX_interop2; + continue; + } +#endif +#ifdef WGL_NV_copy_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) + { + ret = WGLEW_NV_copy_image; + continue; + } +#endif +#ifdef WGL_NV_delay_before_swap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17)) + { + ret = WGLEW_NV_delay_before_swap; + continue; + } +#endif +#ifdef WGL_NV_float_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) + { + ret = WGLEW_NV_float_buffer; + continue; + } +#endif +#ifdef WGL_NV_gpu_affinity + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_affinity", 12)) + { + ret = WGLEW_NV_gpu_affinity; + continue; + } +#endif +#ifdef WGL_NV_multisample_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) + { + ret = WGLEW_NV_multisample_coverage; + continue; + } +#endif +#ifdef WGL_NV_present_video + if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) + { + ret = WGLEW_NV_present_video; + continue; + } +#endif +#ifdef WGL_NV_render_depth_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_depth_texture", 20)) + { + ret = WGLEW_NV_render_depth_texture; + continue; + } +#endif +#ifdef WGL_NV_render_texture_rectangle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24)) + { + ret = WGLEW_NV_render_texture_rectangle; + continue; + } +#endif +#ifdef WGL_NV_swap_group + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) + { + ret = WGLEW_NV_swap_group; + continue; + } +#endif +#ifdef WGL_NV_vertex_array_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) + { + ret = WGLEW_NV_vertex_array_range; + continue; + } +#endif +#ifdef WGL_NV_video_capture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) + { + ret = WGLEW_NV_video_capture; + continue; + } +#endif +#ifdef WGL_NV_video_output + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_output", 12)) + { + ret = WGLEW_NV_video_output; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) + { +#ifdef WGL_OML_sync_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12)) + { + ret = WGLEW_OML_sync_control; + continue; + } +#endif + } + } + ret = (len == 0); + } + return ret; +} + +#elif !defined(GLEW_OSMESA) && !defined(GLEW_EGL) && !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && !defined(__APPLE__) || defined(GLEW_APPLE_GLX) + +GLboolean glxewIsSupported (const char* name) +{ + const GLubyte* pos = (const GLubyte*)name; + GLuint len = _glewStrLen(pos); + GLboolean ret = GL_TRUE; + while (ret && len > 0) + { + if(_glewStrSame1(&pos, &len, (const GLubyte*)"GLX_", 4)) + { + if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) + { +#ifdef GLX_VERSION_1_2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) + { + ret = GLXEW_VERSION_1_2; + continue; + } +#endif +#ifdef GLX_VERSION_1_3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) + { + ret = GLXEW_VERSION_1_3; + continue; + } +#endif +#ifdef GLX_VERSION_1_4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) + { + ret = GLXEW_VERSION_1_4; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) + { +#ifdef GLX_3DFX_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLXEW_3DFX_multisample; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) + { +#ifdef GLX_AMD_gpu_association + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15)) + { + ret = GLXEW_AMD_gpu_association; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) + { +#ifdef GLX_ARB_context_flush_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) + { + ret = GLXEW_ARB_context_flush_control; + continue; + } +#endif +#ifdef GLX_ARB_create_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) + { + ret = GLXEW_ARB_create_context; + continue; + } +#endif +#ifdef GLX_ARB_create_context_no_error + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) + { + ret = GLXEW_ARB_create_context_no_error; + continue; + } +#endif +#ifdef GLX_ARB_create_context_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22)) + { + ret = GLXEW_ARB_create_context_profile; + continue; + } +#endif +#ifdef GLX_ARB_create_context_robustness + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) + { + ret = GLXEW_ARB_create_context_robustness; + continue; + } +#endif +#ifdef GLX_ARB_fbconfig_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_float", 14)) + { + ret = GLXEW_ARB_fbconfig_float; + continue; + } +#endif +#ifdef GLX_ARB_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = GLXEW_ARB_framebuffer_sRGB; + continue; + } +#endif +#ifdef GLX_ARB_get_proc_address + if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_proc_address", 16)) + { + ret = GLXEW_ARB_get_proc_address; + continue; + } +#endif +#ifdef GLX_ARB_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLXEW_ARB_multisample; + continue; + } +#endif +#ifdef GLX_ARB_robustness_application_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) + { + ret = GLXEW_ARB_robustness_application_isolation; + continue; + } +#endif +#ifdef GLX_ARB_robustness_share_group_isolation + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) + { + ret = GLXEW_ARB_robustness_share_group_isolation; + continue; + } +#endif +#ifdef GLX_ARB_vertex_buffer_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20)) + { + ret = GLXEW_ARB_vertex_buffer_object; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) + { +#ifdef GLX_ATI_pixel_format_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) + { + ret = GLXEW_ATI_pixel_format_float; + continue; + } +#endif +#ifdef GLX_ATI_render_texture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14)) + { + ret = GLXEW_ATI_render_texture; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) + { +#ifdef GLX_EXT_buffer_age + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_age", 10)) + { + ret = GLXEW_EXT_buffer_age; + continue; + } +#endif +#ifdef GLX_EXT_create_context_es2_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26)) + { + ret = GLXEW_EXT_create_context_es2_profile; + continue; + } +#endif +#ifdef GLX_EXT_create_context_es_profile + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25)) + { + ret = GLXEW_EXT_create_context_es_profile; + continue; + } +#endif +#ifdef GLX_EXT_fbconfig_packed_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_packed_float", 21)) + { + ret = GLXEW_EXT_fbconfig_packed_float; + continue; + } +#endif +#ifdef GLX_EXT_framebuffer_sRGB + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) + { + ret = GLXEW_EXT_framebuffer_sRGB; + continue; + } +#endif +#ifdef GLX_EXT_import_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"import_context", 14)) + { + ret = GLXEW_EXT_import_context; + continue; + } +#endif +#ifdef GLX_EXT_libglvnd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"libglvnd", 8)) + { + ret = GLXEW_EXT_libglvnd; + continue; + } +#endif +#ifdef GLX_EXT_scene_marker + if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12)) + { + ret = GLXEW_EXT_scene_marker; + continue; + } +#endif +#ifdef GLX_EXT_stereo_tree + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_tree", 11)) + { + ret = GLXEW_EXT_stereo_tree; + continue; + } +#endif +#ifdef GLX_EXT_swap_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) + { + ret = GLXEW_EXT_swap_control; + continue; + } +#endif +#ifdef GLX_EXT_swap_control_tear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17)) + { + ret = GLXEW_EXT_swap_control_tear; + continue; + } +#endif +#ifdef GLX_EXT_texture_from_pixmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_from_pixmap", 19)) + { + ret = GLXEW_EXT_texture_from_pixmap; + continue; + } +#endif +#ifdef GLX_EXT_visual_info + if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_info", 11)) + { + ret = GLXEW_EXT_visual_info; + continue; + } +#endif +#ifdef GLX_EXT_visual_rating + if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_rating", 13)) + { + ret = GLXEW_EXT_visual_rating; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6)) + { +#ifdef GLX_INTEL_swap_event + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_event", 10)) + { + ret = GLXEW_INTEL_swap_event; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) + { +#ifdef GLX_MESA_agp_offset + if (_glewStrSame3(&pos, &len, (const GLubyte*)"agp_offset", 10)) + { + ret = GLXEW_MESA_agp_offset; + continue; + } +#endif +#ifdef GLX_MESA_copy_sub_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_sub_buffer", 15)) + { + ret = GLXEW_MESA_copy_sub_buffer; + continue; + } +#endif +#ifdef GLX_MESA_pixmap_colormap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixmap_colormap", 15)) + { + ret = GLXEW_MESA_pixmap_colormap; + continue; + } +#endif +#ifdef GLX_MESA_query_renderer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_renderer", 14)) + { + ret = GLXEW_MESA_query_renderer; + continue; + } +#endif +#ifdef GLX_MESA_release_buffers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"release_buffers", 15)) + { + ret = GLXEW_MESA_release_buffers; + continue; + } +#endif +#ifdef GLX_MESA_set_3dfx_mode + if (_glewStrSame3(&pos, &len, (const GLubyte*)"set_3dfx_mode", 13)) + { + ret = GLXEW_MESA_set_3dfx_mode; + continue; + } +#endif +#ifdef GLX_MESA_swap_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) + { + ret = GLXEW_MESA_swap_control; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) + { +#ifdef GLX_NV_copy_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) + { + ret = GLXEW_NV_copy_buffer; + continue; + } +#endif +#ifdef GLX_NV_copy_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) + { + ret = GLXEW_NV_copy_image; + continue; + } +#endif +#ifdef GLX_NV_delay_before_swap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17)) + { + ret = GLXEW_NV_delay_before_swap; + continue; + } +#endif +#ifdef GLX_NV_float_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) + { + ret = GLXEW_NV_float_buffer; + continue; + } +#endif +#ifdef GLX_NV_multisample_coverage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) + { + ret = GLXEW_NV_multisample_coverage; + continue; + } +#endif +#ifdef GLX_NV_present_video + if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) + { + ret = GLXEW_NV_present_video; + continue; + } +#endif +#ifdef GLX_NV_robustness_video_memory_purge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) + { + ret = GLXEW_NV_robustness_video_memory_purge; + continue; + } +#endif +#ifdef GLX_NV_swap_group + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) + { + ret = GLXEW_NV_swap_group; + continue; + } +#endif +#ifdef GLX_NV_vertex_array_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) + { + ret = GLXEW_NV_vertex_array_range; + continue; + } +#endif +#ifdef GLX_NV_video_capture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) + { + ret = GLXEW_NV_video_capture; + continue; + } +#endif +#ifdef GLX_NV_video_out + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_out", 9)) + { + ret = GLXEW_NV_video_out; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) + { +#ifdef GLX_OML_swap_method + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_method", 11)) + { + ret = GLXEW_OML_swap_method; + continue; + } +#endif +#ifdef GLX_OML_sync_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12)) + { + ret = GLXEW_OML_sync_control; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5)) + { +#ifdef GLX_SGIS_blended_overlay + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blended_overlay", 15)) + { + ret = GLXEW_SGIS_blended_overlay; + continue; + } +#endif +#ifdef GLX_SGIS_color_range + if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11)) + { + ret = GLXEW_SGIS_color_range; + continue; + } +#endif +#ifdef GLX_SGIS_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) + { + ret = GLXEW_SGIS_multisample; + continue; + } +#endif +#ifdef GLX_SGIS_shared_multisample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_multisample", 18)) + { + ret = GLXEW_SGIS_shared_multisample; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5)) + { +#ifdef GLX_SGIX_fbconfig + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig", 8)) + { + ret = GLXEW_SGIX_fbconfig; + continue; + } +#endif +#ifdef GLX_SGIX_hyperpipe + if (_glewStrSame3(&pos, &len, (const GLubyte*)"hyperpipe", 9)) + { + ret = GLXEW_SGIX_hyperpipe; + continue; + } +#endif +#ifdef GLX_SGIX_pbuffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) + { + ret = GLXEW_SGIX_pbuffer; + continue; + } +#endif +#ifdef GLX_SGIX_swap_barrier + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_barrier", 12)) + { + ret = GLXEW_SGIX_swap_barrier; + continue; + } +#endif +#ifdef GLX_SGIX_swap_group + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) + { + ret = GLXEW_SGIX_swap_group; + continue; + } +#endif +#ifdef GLX_SGIX_video_resize + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12)) + { + ret = GLXEW_SGIX_video_resize; + continue; + } +#endif +#ifdef GLX_SGIX_visual_select_group + if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_select_group", 19)) + { + ret = GLXEW_SGIX_visual_select_group; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4)) + { +#ifdef GLX_SGI_cushion + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cushion", 7)) + { + ret = GLXEW_SGI_cushion; + continue; + } +#endif +#ifdef GLX_SGI_make_current_read + if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) + { + ret = GLXEW_SGI_make_current_read; + continue; + } +#endif +#ifdef GLX_SGI_swap_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) + { + ret = GLXEW_SGI_swap_control; + continue; + } +#endif +#ifdef GLX_SGI_video_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_sync", 10)) + { + ret = GLXEW_SGI_video_sync; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4)) + { +#ifdef GLX_SUN_get_transparent_index + if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_transparent_index", 21)) + { + ret = GLXEW_SUN_get_transparent_index; + continue; + } +#endif +#ifdef GLX_SUN_video_resize + if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12)) + { + ret = GLXEW_SUN_video_resize; + continue; + } +#endif + } + } + ret = (len == 0); + } + return ret; +} + +#elif defined(GLEW_EGL) + +GLboolean eglewIsSupported (const char* name) +{ + const GLubyte* pos = (const GLubyte*)name; + GLuint len = _glewStrLen(pos); + GLboolean ret = GL_TRUE; + while (ret && len > 0) + { + if(_glewStrSame1(&pos, &len, (const GLubyte*)"EGL_", 4)) + { + if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) + { +#ifdef EGL_VERSION_1_0 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_0", 3)) + { + ret = EGLEW_VERSION_1_0; + continue; + } +#endif +#ifdef EGL_VERSION_1_1 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_1", 3)) + { + ret = EGLEW_VERSION_1_1; + continue; + } +#endif +#ifdef EGL_VERSION_1_2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) + { + ret = EGLEW_VERSION_1_2; + continue; + } +#endif +#ifdef EGL_VERSION_1_3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) + { + ret = EGLEW_VERSION_1_3; + continue; + } +#endif +#ifdef EGL_VERSION_1_4 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) + { + ret = EGLEW_VERSION_1_4; + continue; + } +#endif +#ifdef EGL_VERSION_1_5 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_5", 3)) + { + ret = EGLEW_VERSION_1_5; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANDROID_", 8)) + { +#ifdef EGL_ANDROID_blob_cache + if (_glewStrSame3(&pos, &len, (const GLubyte*)"blob_cache", 10)) + { + ret = EGLEW_ANDROID_blob_cache; + continue; + } +#endif +#ifdef EGL_ANDROID_create_native_client_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_native_client_buffer", 27)) + { + ret = EGLEW_ANDROID_create_native_client_buffer; + continue; + } +#endif +#ifdef EGL_ANDROID_framebuffer_target + if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_target", 18)) + { + ret = EGLEW_ANDROID_framebuffer_target; + continue; + } +#endif +#ifdef EGL_ANDROID_front_buffer_auto_refresh + if (_glewStrSame3(&pos, &len, (const GLubyte*)"front_buffer_auto_refresh", 25)) + { + ret = EGLEW_ANDROID_front_buffer_auto_refresh; + continue; + } +#endif +#ifdef EGL_ANDROID_image_native_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_buffer", 19)) + { + ret = EGLEW_ANDROID_image_native_buffer; + continue; + } +#endif +#ifdef EGL_ANDROID_native_fence_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"native_fence_sync", 17)) + { + ret = EGLEW_ANDROID_native_fence_sync; + continue; + } +#endif +#ifdef EGL_ANDROID_presentation_time + if (_glewStrSame3(&pos, &len, (const GLubyte*)"presentation_time", 17)) + { + ret = EGLEW_ANDROID_presentation_time; + continue; + } +#endif +#ifdef EGL_ANDROID_recordable + if (_glewStrSame3(&pos, &len, (const GLubyte*)"recordable", 10)) + { + ret = EGLEW_ANDROID_recordable; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANGLE_", 6)) + { +#ifdef EGL_ANGLE_d3d_share_handle_client_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"d3d_share_handle_client_buffer", 30)) + { + ret = EGLEW_ANGLE_d3d_share_handle_client_buffer; + continue; + } +#endif +#ifdef EGL_ANGLE_device_d3d + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_d3d", 10)) + { + ret = EGLEW_ANGLE_device_d3d; + continue; + } +#endif +#ifdef EGL_ANGLE_query_surface_pointer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_surface_pointer", 21)) + { + ret = EGLEW_ANGLE_query_surface_pointer; + continue; + } +#endif +#ifdef EGL_ANGLE_surface_d3d_texture_2d_share_handle + if (_glewStrSame3(&pos, &len, (const GLubyte*)"surface_d3d_texture_2d_share_handle", 35)) + { + ret = EGLEW_ANGLE_surface_d3d_texture_2d_share_handle; + continue; + } +#endif +#ifdef EGL_ANGLE_window_fixed_size + if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_fixed_size", 17)) + { + ret = EGLEW_ANGLE_window_fixed_size; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARM_", 4)) + { +#ifdef EGL_ARM_implicit_external_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"implicit_external_sync", 22)) + { + ret = EGLEW_ARM_implicit_external_sync; + continue; + } +#endif +#ifdef EGL_ARM_pixmap_multisample_discard + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixmap_multisample_discard", 26)) + { + ret = EGLEW_ARM_pixmap_multisample_discard; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) + { +#ifdef EGL_EXT_buffer_age + if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_age", 10)) + { + ret = EGLEW_EXT_buffer_age; + continue; + } +#endif +#ifdef EGL_EXT_client_extensions + if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_extensions", 17)) + { + ret = EGLEW_EXT_client_extensions; + continue; + } +#endif +#ifdef EGL_EXT_create_context_robustness + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) + { + ret = EGLEW_EXT_create_context_robustness; + continue; + } +#endif +#ifdef EGL_EXT_device_base + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_base", 11)) + { + ret = EGLEW_EXT_device_base; + continue; + } +#endif +#ifdef EGL_EXT_device_drm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_drm", 10)) + { + ret = EGLEW_EXT_device_drm; + continue; + } +#endif +#ifdef EGL_EXT_device_enumeration + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_enumeration", 18)) + { + ret = EGLEW_EXT_device_enumeration; + continue; + } +#endif +#ifdef EGL_EXT_device_openwf + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_openwf", 13)) + { + ret = EGLEW_EXT_device_openwf; + continue; + } +#endif +#ifdef EGL_EXT_device_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_query", 12)) + { + ret = EGLEW_EXT_device_query; + continue; + } +#endif +#ifdef EGL_EXT_gl_colorspace_bt2020_linear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_bt2020_linear", 27)) + { + ret = EGLEW_EXT_gl_colorspace_bt2020_linear; + continue; + } +#endif +#ifdef EGL_EXT_gl_colorspace_bt2020_pq + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_bt2020_pq", 23)) + { + ret = EGLEW_EXT_gl_colorspace_bt2020_pq; + continue; + } +#endif +#ifdef EGL_EXT_gl_colorspace_scrgb_linear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_scrgb_linear", 26)) + { + ret = EGLEW_EXT_gl_colorspace_scrgb_linear; + continue; + } +#endif +#ifdef EGL_EXT_image_dma_buf_import + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_import", 20)) + { + ret = EGLEW_EXT_image_dma_buf_import; + continue; + } +#endif +#ifdef EGL_EXT_image_dma_buf_import_modifiers + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_import_modifiers", 30)) + { + ret = EGLEW_EXT_image_dma_buf_import_modifiers; + continue; + } +#endif +#ifdef EGL_EXT_multiview_window + if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_window", 16)) + { + ret = EGLEW_EXT_multiview_window; + continue; + } +#endif +#ifdef EGL_EXT_output_base + if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_base", 11)) + { + ret = EGLEW_EXT_output_base; + continue; + } +#endif +#ifdef EGL_EXT_output_drm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_drm", 10)) + { + ret = EGLEW_EXT_output_drm; + continue; + } +#endif +#ifdef EGL_EXT_output_openwf + if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_openwf", 13)) + { + ret = EGLEW_EXT_output_openwf; + continue; + } +#endif +#ifdef EGL_EXT_pixel_format_float + if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) + { + ret = EGLEW_EXT_pixel_format_float; + continue; + } +#endif +#ifdef EGL_EXT_platform_base + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_base", 13)) + { + ret = EGLEW_EXT_platform_base; + continue; + } +#endif +#ifdef EGL_EXT_platform_device + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_device", 15)) + { + ret = EGLEW_EXT_platform_device; + continue; + } +#endif +#ifdef EGL_EXT_platform_wayland + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_wayland", 16)) + { + ret = EGLEW_EXT_platform_wayland; + continue; + } +#endif +#ifdef EGL_EXT_platform_x11 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_x11", 12)) + { + ret = EGLEW_EXT_platform_x11; + continue; + } +#endif +#ifdef EGL_EXT_protected_content + if (_glewStrSame3(&pos, &len, (const GLubyte*)"protected_content", 17)) + { + ret = EGLEW_EXT_protected_content; + continue; + } +#endif +#ifdef EGL_EXT_protected_surface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"protected_surface", 17)) + { + ret = EGLEW_EXT_protected_surface; + continue; + } +#endif +#ifdef EGL_EXT_stream_consumer_egloutput + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_egloutput", 25)) + { + ret = EGLEW_EXT_stream_consumer_egloutput; + continue; + } +#endif +#ifdef EGL_EXT_surface_SMPTE2086_metadata + if (_glewStrSame3(&pos, &len, (const GLubyte*)"surface_SMPTE2086_metadata", 26)) + { + ret = EGLEW_EXT_surface_SMPTE2086_metadata; + continue; + } +#endif +#ifdef EGL_EXT_swap_buffers_with_damage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_buffers_with_damage", 24)) + { + ret = EGLEW_EXT_swap_buffers_with_damage; + continue; + } +#endif +#ifdef EGL_EXT_yuv_surface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"yuv_surface", 11)) + { + ret = EGLEW_EXT_yuv_surface; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"HI_", 3)) + { +#ifdef EGL_HI_clientpixmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"clientpixmap", 12)) + { + ret = EGLEW_HI_clientpixmap; + continue; + } +#endif +#ifdef EGL_HI_colorformats + if (_glewStrSame3(&pos, &len, (const GLubyte*)"colorformats", 12)) + { + ret = EGLEW_HI_colorformats; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"IMG_", 4)) + { +#ifdef EGL_IMG_context_priority + if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_priority", 16)) + { + ret = EGLEW_IMG_context_priority; + continue; + } +#endif +#ifdef EGL_IMG_image_plane_attribs + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_plane_attribs", 19)) + { + ret = EGLEW_IMG_image_plane_attribs; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"KHR_", 4)) + { +#ifdef EGL_KHR_cl_event + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event", 8)) + { + ret = EGLEW_KHR_cl_event; + continue; + } +#endif +#ifdef EGL_KHR_cl_event2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event2", 9)) + { + ret = EGLEW_KHR_cl_event2; + continue; + } +#endif +#ifdef EGL_KHR_client_get_all_proc_addresses + if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_get_all_proc_addresses", 29)) + { + ret = EGLEW_KHR_client_get_all_proc_addresses; + continue; + } +#endif +#ifdef EGL_KHR_config_attribs + if (_glewStrSame3(&pos, &len, (const GLubyte*)"config_attribs", 14)) + { + ret = EGLEW_KHR_config_attribs; + continue; + } +#endif +#ifdef EGL_KHR_context_flush_control + if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) + { + ret = EGLEW_KHR_context_flush_control; + continue; + } +#endif +#ifdef EGL_KHR_create_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) + { + ret = EGLEW_KHR_create_context; + continue; + } +#endif +#ifdef EGL_KHR_create_context_no_error + if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) + { + ret = EGLEW_KHR_create_context_no_error; + continue; + } +#endif +#ifdef EGL_KHR_debug + if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug", 5)) + { + ret = EGLEW_KHR_debug; + continue; + } +#endif +#ifdef EGL_KHR_fence_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence_sync", 10)) + { + ret = EGLEW_KHR_fence_sync; + continue; + } +#endif +#ifdef EGL_KHR_get_all_proc_addresses + if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_all_proc_addresses", 22)) + { + ret = EGLEW_KHR_get_all_proc_addresses; + continue; + } +#endif +#ifdef EGL_KHR_gl_colorspace + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace", 13)) + { + ret = EGLEW_KHR_gl_colorspace; + continue; + } +#endif +#ifdef EGL_KHR_gl_renderbuffer_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_renderbuffer_image", 21)) + { + ret = EGLEW_KHR_gl_renderbuffer_image; + continue; + } +#endif +#ifdef EGL_KHR_gl_texture_2D_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_2D_image", 19)) + { + ret = EGLEW_KHR_gl_texture_2D_image; + continue; + } +#endif +#ifdef EGL_KHR_gl_texture_3D_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_3D_image", 19)) + { + ret = EGLEW_KHR_gl_texture_3D_image; + continue; + } +#endif +#ifdef EGL_KHR_gl_texture_cubemap_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_cubemap_image", 24)) + { + ret = EGLEW_KHR_gl_texture_cubemap_image; + continue; + } +#endif +#ifdef EGL_KHR_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image", 5)) + { + ret = EGLEW_KHR_image; + continue; + } +#endif +#ifdef EGL_KHR_image_base + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_base", 10)) + { + ret = EGLEW_KHR_image_base; + continue; + } +#endif +#ifdef EGL_KHR_image_pixmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_pixmap", 12)) + { + ret = EGLEW_KHR_image_pixmap; + continue; + } +#endif +#ifdef EGL_KHR_lock_surface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface", 12)) + { + ret = EGLEW_KHR_lock_surface; + continue; + } +#endif +#ifdef EGL_KHR_lock_surface2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface2", 13)) + { + ret = EGLEW_KHR_lock_surface2; + continue; + } +#endif +#ifdef EGL_KHR_lock_surface3 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface3", 13)) + { + ret = EGLEW_KHR_lock_surface3; + continue; + } +#endif +#ifdef EGL_KHR_mutable_render_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"mutable_render_buffer", 21)) + { + ret = EGLEW_KHR_mutable_render_buffer; + continue; + } +#endif +#ifdef EGL_KHR_no_config_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"no_config_context", 17)) + { + ret = EGLEW_KHR_no_config_context; + continue; + } +#endif +#ifdef EGL_KHR_partial_update + if (_glewStrSame3(&pos, &len, (const GLubyte*)"partial_update", 14)) + { + ret = EGLEW_KHR_partial_update; + continue; + } +#endif +#ifdef EGL_KHR_platform_android + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_android", 16)) + { + ret = EGLEW_KHR_platform_android; + continue; + } +#endif +#ifdef EGL_KHR_platform_gbm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_gbm", 12)) + { + ret = EGLEW_KHR_platform_gbm; + continue; + } +#endif +#ifdef EGL_KHR_platform_wayland + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_wayland", 16)) + { + ret = EGLEW_KHR_platform_wayland; + continue; + } +#endif +#ifdef EGL_KHR_platform_x11 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_x11", 12)) + { + ret = EGLEW_KHR_platform_x11; + continue; + } +#endif +#ifdef EGL_KHR_reusable_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"reusable_sync", 13)) + { + ret = EGLEW_KHR_reusable_sync; + continue; + } +#endif +#ifdef EGL_KHR_stream + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream", 6)) + { + ret = EGLEW_KHR_stream; + continue; + } +#endif +#ifdef EGL_KHR_stream_attrib + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_attrib", 13)) + { + ret = EGLEW_KHR_stream_attrib; + continue; + } +#endif +#ifdef EGL_KHR_stream_consumer_gltexture + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_gltexture", 25)) + { + ret = EGLEW_KHR_stream_consumer_gltexture; + continue; + } +#endif +#ifdef EGL_KHR_stream_cross_process_fd + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_process_fd", 23)) + { + ret = EGLEW_KHR_stream_cross_process_fd; + continue; + } +#endif +#ifdef EGL_KHR_stream_fifo + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo", 11)) + { + ret = EGLEW_KHR_stream_fifo; + continue; + } +#endif +#ifdef EGL_KHR_stream_producer_aldatalocator + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_producer_aldatalocator", 29)) + { + ret = EGLEW_KHR_stream_producer_aldatalocator; + continue; + } +#endif +#ifdef EGL_KHR_stream_producer_eglsurface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_producer_eglsurface", 26)) + { + ret = EGLEW_KHR_stream_producer_eglsurface; + continue; + } +#endif +#ifdef EGL_KHR_surfaceless_context + if (_glewStrSame3(&pos, &len, (const GLubyte*)"surfaceless_context", 19)) + { + ret = EGLEW_KHR_surfaceless_context; + continue; + } +#endif +#ifdef EGL_KHR_swap_buffers_with_damage + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_buffers_with_damage", 24)) + { + ret = EGLEW_KHR_swap_buffers_with_damage; + continue; + } +#endif +#ifdef EGL_KHR_vg_parent_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"vg_parent_image", 15)) + { + ret = EGLEW_KHR_vg_parent_image; + continue; + } +#endif +#ifdef EGL_KHR_wait_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"wait_sync", 9)) + { + ret = EGLEW_KHR_wait_sync; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) + { +#ifdef EGL_MESA_drm_image + if (_glewStrSame3(&pos, &len, (const GLubyte*)"drm_image", 9)) + { + ret = EGLEW_MESA_drm_image; + continue; + } +#endif +#ifdef EGL_MESA_image_dma_buf_export + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_export", 20)) + { + ret = EGLEW_MESA_image_dma_buf_export; + continue; + } +#endif +#ifdef EGL_MESA_platform_gbm + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_gbm", 12)) + { + ret = EGLEW_MESA_platform_gbm; + continue; + } +#endif +#ifdef EGL_MESA_platform_surfaceless + if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_surfaceless", 20)) + { + ret = EGLEW_MESA_platform_surfaceless; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NOK_", 4)) + { +#ifdef EGL_NOK_swap_region + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_region", 11)) + { + ret = EGLEW_NOK_swap_region; + continue; + } +#endif +#ifdef EGL_NOK_swap_region2 + if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_region2", 12)) + { + ret = EGLEW_NOK_swap_region2; + continue; + } +#endif +#ifdef EGL_NOK_texture_from_pixmap + if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_from_pixmap", 19)) + { + ret = EGLEW_NOK_texture_from_pixmap; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) + { +#ifdef EGL_NV_3dvision_surface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"3dvision_surface", 16)) + { + ret = EGLEW_NV_3dvision_surface; + continue; + } +#endif +#ifdef EGL_NV_coverage_sample + if (_glewStrSame3(&pos, &len, (const GLubyte*)"coverage_sample", 15)) + { + ret = EGLEW_NV_coverage_sample; + continue; + } +#endif +#ifdef EGL_NV_coverage_sample_resolve + if (_glewStrSame3(&pos, &len, (const GLubyte*)"coverage_sample_resolve", 23)) + { + ret = EGLEW_NV_coverage_sample_resolve; + continue; + } +#endif +#ifdef EGL_NV_cuda_event + if (_glewStrSame3(&pos, &len, (const GLubyte*)"cuda_event", 10)) + { + ret = EGLEW_NV_cuda_event; + continue; + } +#endif +#ifdef EGL_NV_depth_nonlinear + if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_nonlinear", 15)) + { + ret = EGLEW_NV_depth_nonlinear; + continue; + } +#endif +#ifdef EGL_NV_device_cuda + if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_cuda", 11)) + { + ret = EGLEW_NV_device_cuda; + continue; + } +#endif +#ifdef EGL_NV_native_query + if (_glewStrSame3(&pos, &len, (const GLubyte*)"native_query", 12)) + { + ret = EGLEW_NV_native_query; + continue; + } +#endif +#ifdef EGL_NV_post_convert_rounding + if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_convert_rounding", 21)) + { + ret = EGLEW_NV_post_convert_rounding; + continue; + } +#endif +#ifdef EGL_NV_post_sub_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_sub_buffer", 15)) + { + ret = EGLEW_NV_post_sub_buffer; + continue; + } +#endif +#ifdef EGL_NV_robustness_video_memory_purge + if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) + { + ret = EGLEW_NV_robustness_video_memory_purge; + continue; + } +#endif +#ifdef EGL_NV_stream_consumer_gltexture_yuv + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_gltexture_yuv", 29)) + { + ret = EGLEW_NV_stream_consumer_gltexture_yuv; + continue; + } +#endif +#ifdef EGL_NV_stream_cross_display + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_display", 20)) + { + ret = EGLEW_NV_stream_cross_display; + continue; + } +#endif +#ifdef EGL_NV_stream_cross_object + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_object", 19)) + { + ret = EGLEW_NV_stream_cross_object; + continue; + } +#endif +#ifdef EGL_NV_stream_cross_partition + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_partition", 22)) + { + ret = EGLEW_NV_stream_cross_partition; + continue; + } +#endif +#ifdef EGL_NV_stream_cross_process + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_process", 20)) + { + ret = EGLEW_NV_stream_cross_process; + continue; + } +#endif +#ifdef EGL_NV_stream_cross_system + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_system", 19)) + { + ret = EGLEW_NV_stream_cross_system; + continue; + } +#endif +#ifdef EGL_NV_stream_fifo_next + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo_next", 16)) + { + ret = EGLEW_NV_stream_fifo_next; + continue; + } +#endif +#ifdef EGL_NV_stream_fifo_synchronous + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo_synchronous", 23)) + { + ret = EGLEW_NV_stream_fifo_synchronous; + continue; + } +#endif +#ifdef EGL_NV_stream_frame_limits + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_frame_limits", 19)) + { + ret = EGLEW_NV_stream_frame_limits; + continue; + } +#endif +#ifdef EGL_NV_stream_metadata + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_metadata", 15)) + { + ret = EGLEW_NV_stream_metadata; + continue; + } +#endif +#ifdef EGL_NV_stream_remote + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_remote", 13)) + { + ret = EGLEW_NV_stream_remote; + continue; + } +#endif +#ifdef EGL_NV_stream_reset + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_reset", 12)) + { + ret = EGLEW_NV_stream_reset; + continue; + } +#endif +#ifdef EGL_NV_stream_socket + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket", 13)) + { + ret = EGLEW_NV_stream_socket; + continue; + } +#endif +#ifdef EGL_NV_stream_socket_inet + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket_inet", 18)) + { + ret = EGLEW_NV_stream_socket_inet; + continue; + } +#endif +#ifdef EGL_NV_stream_socket_unix + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket_unix", 18)) + { + ret = EGLEW_NV_stream_socket_unix; + continue; + } +#endif +#ifdef EGL_NV_stream_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_sync", 11)) + { + ret = EGLEW_NV_stream_sync; + continue; + } +#endif +#ifdef EGL_NV_sync + if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) + { + ret = EGLEW_NV_sync; + continue; + } +#endif +#ifdef EGL_NV_system_time + if (_glewStrSame3(&pos, &len, (const GLubyte*)"system_time", 11)) + { + ret = EGLEW_NV_system_time; + continue; + } +#endif + } + if (_glewStrSame2(&pos, &len, (const GLubyte*)"TIZEN_", 6)) + { +#ifdef EGL_TIZEN_image_native_buffer + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_buffer", 19)) + { + ret = EGLEW_TIZEN_image_native_buffer; + continue; + } +#endif +#ifdef EGL_TIZEN_image_native_surface + if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_surface", 20)) + { + ret = EGLEW_TIZEN_image_native_surface; + continue; + } +#endif + } + } + ret = (len == 0); + } + return ret; +} + +#endif /* _WIN32 */ diff --git a/glew/include/GL/eglew.h b/glew/include/GL/eglew.h new file mode 100644 index 0000000..4670147 --- /dev/null +++ b/glew/include/GL/eglew.h @@ -0,0 +1,2618 @@ +/* +** The OpenGL Extension Wrangler Library +** Copyright (C) 2008-2017, Nigel Stewart +** Copyright (C) 2002-2008, Milan Ikits +** Copyright (C) 2002-2008, Marcelo E. Magallon +** Copyright (C) 2002, Lev Povalahev +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are met: +** +** * Redistributions of source code must retain the above copyright notice, +** this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright notice, +** this list of conditions and the following disclaimer in the documentation +** and/or other materials provided with the distribution. +** * The name of the author may be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +** THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/* + * Mesa 3-D graphics library + * Version: 7.0 + * + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/* +** Copyright (c) 2007 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +#ifndef __eglew_h__ +#define __eglew_h__ +#define __EGLEW_H__ + +#ifdef __eglext_h_ +#error eglext.h included before eglew.h +#endif + +#if defined(__egl_h_) +#error egl.h included before eglew.h +#endif + +#define __eglext_h_ + +#define __egl_h_ + +#ifndef EGLAPIENTRY +#define EGLAPIENTRY +#endif +#ifndef EGLAPI +#define EGLAPI extern +#endif + +/* EGL Types */ +#include + +#include +#include + +#include + +#ifdef __cplusplus +extern "C" { +#endif + +typedef int32_t EGLint; + +typedef unsigned int EGLBoolean; +typedef void *EGLDisplay; +typedef void *EGLConfig; +typedef void *EGLSurface; +typedef void *EGLContext; +typedef void (*__eglMustCastToProperFunctionPointerType)(void); + +typedef unsigned int EGLenum; +typedef void *EGLClientBuffer; + +typedef void *EGLSync; +typedef intptr_t EGLAttrib; +typedef khronos_utime_nanoseconds_t EGLTime; +typedef void *EGLImage; + +typedef void *EGLSyncKHR; +typedef intptr_t EGLAttribKHR; +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +typedef khronos_utime_nanoseconds_t EGLTimeKHR; +typedef void *EGLImageKHR; +typedef void *EGLStreamKHR; +typedef khronos_uint64_t EGLuint64KHR; +typedef int EGLNativeFileDescriptorKHR; +typedef khronos_ssize_t EGLsizeiANDROID; +typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); +typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); +typedef void *EGLDeviceEXT; +typedef void *EGLOutputLayerEXT; +typedef void *EGLOutputPortEXT; +typedef void *EGLSyncNV; +typedef khronos_utime_nanoseconds_t EGLTimeNV; +typedef khronos_utime_nanoseconds_t EGLuint64NV; +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; + +struct EGLClientPixmapHI; + +#define EGL_DONT_CARE ((EGLint)-1) + +#define EGL_NO_CONTEXT ((EGLContext)0) +#define EGL_NO_DISPLAY ((EGLDisplay)0) +#define EGL_NO_IMAGE ((EGLImage)0) +#define EGL_NO_SURFACE ((EGLSurface)0) +#define EGL_NO_SYNC ((EGLSync)0) + +#define EGL_UNKNOWN ((EGLint)-1) + +#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) + +EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); +/* ---------------------------- EGL_VERSION_1_0 ---------------------------- */ + +#ifndef EGL_VERSION_1_0 +#define EGL_VERSION_1_0 1 + +#define EGL_FALSE 0 +#define EGL_PBUFFER_BIT 0x0001 +#define EGL_TRUE 1 +#define EGL_PIXMAP_BIT 0x0002 +#define EGL_WINDOW_BIT 0x0004 +#define EGL_SUCCESS 0x3000 +#define EGL_NOT_INITIALIZED 0x3001 +#define EGL_BAD_ACCESS 0x3002 +#define EGL_BAD_ALLOC 0x3003 +#define EGL_BAD_ATTRIBUTE 0x3004 +#define EGL_BAD_CONFIG 0x3005 +#define EGL_BAD_CONTEXT 0x3006 +#define EGL_BAD_CURRENT_SURFACE 0x3007 +#define EGL_BAD_DISPLAY 0x3008 +#define EGL_BAD_MATCH 0x3009 +#define EGL_BAD_NATIVE_PIXMAP 0x300A +#define EGL_BAD_NATIVE_WINDOW 0x300B +#define EGL_BAD_PARAMETER 0x300C +#define EGL_BAD_SURFACE 0x300D +#define EGL_BUFFER_SIZE 0x3020 +#define EGL_ALPHA_SIZE 0x3021 +#define EGL_BLUE_SIZE 0x3022 +#define EGL_GREEN_SIZE 0x3023 +#define EGL_RED_SIZE 0x3024 +#define EGL_DEPTH_SIZE 0x3025 +#define EGL_STENCIL_SIZE 0x3026 +#define EGL_CONFIG_CAVEAT 0x3027 +#define EGL_CONFIG_ID 0x3028 +#define EGL_LEVEL 0x3029 +#define EGL_MAX_PBUFFER_HEIGHT 0x302A +#define EGL_MAX_PBUFFER_PIXELS 0x302B +#define EGL_MAX_PBUFFER_WIDTH 0x302C +#define EGL_NATIVE_RENDERABLE 0x302D +#define EGL_NATIVE_VISUAL_ID 0x302E +#define EGL_NATIVE_VISUAL_TYPE 0x302F +#define EGL_SAMPLES 0x3031 +#define EGL_SAMPLE_BUFFERS 0x3032 +#define EGL_SURFACE_TYPE 0x3033 +#define EGL_TRANSPARENT_TYPE 0x3034 +#define EGL_TRANSPARENT_BLUE_VALUE 0x3035 +#define EGL_TRANSPARENT_GREEN_VALUE 0x3036 +#define EGL_TRANSPARENT_RED_VALUE 0x3037 +#define EGL_NONE 0x3038 +#define EGL_SLOW_CONFIG 0x3050 +#define EGL_NON_CONFORMANT_CONFIG 0x3051 +#define EGL_TRANSPARENT_RGB 0x3052 +#define EGL_VENDOR 0x3053 +#define EGL_VERSION 0x3054 +#define EGL_EXTENSIONS 0x3055 +#define EGL_HEIGHT 0x3056 +#define EGL_WIDTH 0x3057 +#define EGL_LARGEST_PBUFFER 0x3058 +#define EGL_DRAW 0x3059 +#define EGL_READ 0x305A +#define EGL_CORE_NATIVE_ENGINE 0x305B + +typedef EGLBoolean ( * PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint * attrib_list, EGLConfig * configs, EGLint config_size, EGLint * num_config); +typedef EGLBoolean ( * PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext ( * PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean ( * PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean ( * PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint * value); +typedef EGLBoolean ( * PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig * configs, EGLint config_size, EGLint * num_config); +typedef EGLDisplay ( * PFNEGLGETCURRENTDISPLAYPROC) ( void ); +typedef EGLSurface ( * PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay ( * PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint ( * PFNEGLGETERRORPROC) ( void ); +typedef EGLBoolean ( * PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint * major, EGLint * minor); +typedef EGLBoolean ( * PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean ( * PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint * value); +typedef const char * ( * PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean ( * PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint * value); +typedef EGLBoolean ( * PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean ( * PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean ( * PFNEGLWAITGLPROC) ( void ); +typedef EGLBoolean ( * PFNEGLWAITNATIVEPROC) (EGLint engine); + +#define eglChooseConfig EGLEW_GET_FUN(__eglewChooseConfig) +#define eglCopyBuffers EGLEW_GET_FUN(__eglewCopyBuffers) +#define eglCreateContext EGLEW_GET_FUN(__eglewCreateContext) +#define eglCreatePbufferSurface EGLEW_GET_FUN(__eglewCreatePbufferSurface) +#define eglCreatePixmapSurface EGLEW_GET_FUN(__eglewCreatePixmapSurface) +#define eglCreateWindowSurface EGLEW_GET_FUN(__eglewCreateWindowSurface) +#define eglDestroyContext EGLEW_GET_FUN(__eglewDestroyContext) +#define eglDestroySurface EGLEW_GET_FUN(__eglewDestroySurface) +#define eglGetConfigAttrib EGLEW_GET_FUN(__eglewGetConfigAttrib) +#define eglGetConfigs EGLEW_GET_FUN(__eglewGetConfigs) +#define eglGetCurrentDisplay EGLEW_GET_FUN(__eglewGetCurrentDisplay) +#define eglGetCurrentSurface EGLEW_GET_FUN(__eglewGetCurrentSurface) +#define eglGetDisplay EGLEW_GET_FUN(__eglewGetDisplay) +#define eglGetError EGLEW_GET_FUN(__eglewGetError) +#define eglInitialize EGLEW_GET_FUN(__eglewInitialize) +#define eglMakeCurrent EGLEW_GET_FUN(__eglewMakeCurrent) +#define eglQueryContext EGLEW_GET_FUN(__eglewQueryContext) +#define eglQueryString EGLEW_GET_FUN(__eglewQueryString) +#define eglQuerySurface EGLEW_GET_FUN(__eglewQuerySurface) +#define eglSwapBuffers EGLEW_GET_FUN(__eglewSwapBuffers) +#define eglTerminate EGLEW_GET_FUN(__eglewTerminate) +#define eglWaitGL EGLEW_GET_FUN(__eglewWaitGL) +#define eglWaitNative EGLEW_GET_FUN(__eglewWaitNative) + +#define EGLEW_VERSION_1_0 EGLEW_GET_VAR(__EGLEW_VERSION_1_0) + +#endif /* EGL_VERSION_1_0 */ + +/* ---------------------------- EGL_VERSION_1_1 ---------------------------- */ + +#ifndef EGL_VERSION_1_1 +#define EGL_VERSION_1_1 1 + +#define EGL_CONTEXT_LOST 0x300E +#define EGL_BIND_TO_TEXTURE_RGB 0x3039 +#define EGL_BIND_TO_TEXTURE_RGBA 0x303A +#define EGL_MIN_SWAP_INTERVAL 0x303B +#define EGL_MAX_SWAP_INTERVAL 0x303C +#define EGL_NO_TEXTURE 0x305C +#define EGL_TEXTURE_RGB 0x305D +#define EGL_TEXTURE_RGBA 0x305E +#define EGL_TEXTURE_2D 0x305F +#define EGL_TEXTURE_FORMAT 0x3080 +#define EGL_TEXTURE_TARGET 0x3081 +#define EGL_MIPMAP_TEXTURE 0x3082 +#define EGL_MIPMAP_LEVEL 0x3083 +#define EGL_BACK_BUFFER 0x3084 + +typedef EGLBoolean ( * PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean ( * PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean ( * PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean ( * PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); + +#define eglBindTexImage EGLEW_GET_FUN(__eglewBindTexImage) +#define eglReleaseTexImage EGLEW_GET_FUN(__eglewReleaseTexImage) +#define eglSurfaceAttrib EGLEW_GET_FUN(__eglewSurfaceAttrib) +#define eglSwapInterval EGLEW_GET_FUN(__eglewSwapInterval) + +#define EGLEW_VERSION_1_1 EGLEW_GET_VAR(__EGLEW_VERSION_1_1) + +#endif /* EGL_VERSION_1_1 */ + +/* ---------------------------- EGL_VERSION_1_2 ---------------------------- */ + +#ifndef EGL_VERSION_1_2 +#define EGL_VERSION_1_2 1 + +#define EGL_OPENGL_ES_BIT 0x0001 +#define EGL_OPENVG_BIT 0x0002 +#define EGL_LUMINANCE_SIZE 0x303D +#define EGL_ALPHA_MASK_SIZE 0x303E +#define EGL_COLOR_BUFFER_TYPE 0x303F +#define EGL_RENDERABLE_TYPE 0x3040 +#define EGL_SINGLE_BUFFER 0x3085 +#define EGL_RENDER_BUFFER 0x3086 +#define EGL_COLORSPACE 0x3087 +#define EGL_ALPHA_FORMAT 0x3088 +#define EGL_COLORSPACE_LINEAR 0x308A +#define EGL_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_ALPHA_FORMAT_PRE 0x308C +#define EGL_CLIENT_APIS 0x308D +#define EGL_RGB_BUFFER 0x308E +#define EGL_LUMINANCE_BUFFER 0x308F +#define EGL_HORIZONTAL_RESOLUTION 0x3090 +#define EGL_VERTICAL_RESOLUTION 0x3091 +#define EGL_PIXEL_ASPECT_RATIO 0x3092 +#define EGL_SWAP_BEHAVIOR 0x3093 +#define EGL_BUFFER_PRESERVED 0x3094 +#define EGL_BUFFER_DESTROYED 0x3095 +#define EGL_OPENVG_IMAGE 0x3096 +#define EGL_CONTEXT_CLIENT_TYPE 0x3097 +#define EGL_OPENGL_ES_API 0x30A0 +#define EGL_OPENVG_API 0x30A1 +#define EGL_DISPLAY_SCALING 10000 + +typedef EGLBoolean ( * PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLSurface ( * PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint * attrib_list); +typedef EGLenum ( * PFNEGLQUERYAPIPROC) ( void ); +typedef EGLBoolean ( * PFNEGLRELEASETHREADPROC) ( void ); +typedef EGLBoolean ( * PFNEGLWAITCLIENTPROC) ( void ); + +#define eglBindAPI EGLEW_GET_FUN(__eglewBindAPI) +#define eglCreatePbufferFromClientBuffer EGLEW_GET_FUN(__eglewCreatePbufferFromClientBuffer) +#define eglQueryAPI EGLEW_GET_FUN(__eglewQueryAPI) +#define eglReleaseThread EGLEW_GET_FUN(__eglewReleaseThread) +#define eglWaitClient EGLEW_GET_FUN(__eglewWaitClient) + +#define EGLEW_VERSION_1_2 EGLEW_GET_VAR(__EGLEW_VERSION_1_2) + +#endif /* EGL_VERSION_1_2 */ + +/* ---------------------------- EGL_VERSION_1_3 ---------------------------- */ + +#ifndef EGL_VERSION_1_3 +#define EGL_VERSION_1_3 1 + +#define EGL_OPENGL_ES2_BIT 0x0004 +#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 +#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 +#define EGL_MATCH_NATIVE_PIXMAP 0x3041 +#define EGL_CONFORMANT 0x3042 +#define EGL_VG_COLORSPACE 0x3087 +#define EGL_VG_ALPHA_FORMAT 0x3088 +#define EGL_VG_COLORSPACE_LINEAR 0x308A +#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_VG_ALPHA_FORMAT_PRE 0x308C +#define EGL_CONTEXT_CLIENT_VERSION 0x3098 + +#define EGLEW_VERSION_1_3 EGLEW_GET_VAR(__EGLEW_VERSION_1_3) + +#endif /* EGL_VERSION_1_3 */ + +/* ---------------------------- EGL_VERSION_1_4 ---------------------------- */ + +#ifndef EGL_VERSION_1_4 +#define EGL_VERSION_1_4 1 + +#define EGL_OPENGL_BIT 0x0008 +#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 +#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +#define EGL_MULTISAMPLE_RESOLVE 0x3099 +#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A +#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B +#define EGL_OPENGL_API 0x30A2 + +typedef EGLContext ( * PFNEGLGETCURRENTCONTEXTPROC) ( void ); + +#define eglGetCurrentContext EGLEW_GET_FUN(__eglewGetCurrentContext) + +#define EGLEW_VERSION_1_4 EGLEW_GET_VAR(__EGLEW_VERSION_1_4) + +#endif /* EGL_VERSION_1_4 */ + +/* ---------------------------- EGL_VERSION_1_5 ---------------------------- */ + +#ifndef EGL_VERSION_1_5 +#define EGL_VERSION_1_5 1 + +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 +#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define EGL_OPENGL_ES3_BIT 0x00000040 +#define EGL_GL_COLORSPACE_SRGB 0x3089 +#define EGL_GL_COLORSPACE_LINEAR 0x308A +#define EGL_CONTEXT_MAJOR_VERSION 0x3098 +#define EGL_CL_EVENT_HANDLE 0x309C +#define EGL_GL_COLORSPACE 0x309D +#define EGL_GL_TEXTURE_2D 0x30B1 +#define EGL_GL_TEXTURE_3D 0x30B2 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 +#define EGL_GL_RENDERBUFFER 0x30B9 +#define EGL_GL_TEXTURE_LEVEL 0x30BC +#define EGL_GL_TEXTURE_ZOFFSET 0x30BD +#define EGL_IMAGE_PRESERVED 0x30D2 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 +#define EGL_SYNC_STATUS 0x30F1 +#define EGL_SIGNALED 0x30F2 +#define EGL_UNSIGNALED 0x30F3 +#define EGL_TIMEOUT_EXPIRED 0x30F5 +#define EGL_CONDITION_SATISFIED 0x30F6 +#define EGL_SYNC_TYPE 0x30F7 +#define EGL_SYNC_CONDITION 0x30F8 +#define EGL_SYNC_FENCE 0x30F9 +#define EGL_CONTEXT_MINOR_VERSION 0x30FB +#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD +#define EGL_SYNC_CL_EVENT 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF +#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD +#define EGL_NO_RESET_NOTIFICATION 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF +#define EGL_FOREVER 0xFFFFFFFFFFFFFFFF + +typedef EGLint ( * PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLImage ( * PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLAttrib * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLAttrib * attrib_list); +typedef EGLSync ( * PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLBoolean ( * PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void * native_display, const EGLAttrib * attrib_list); +typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib * value); +typedef EGLBoolean ( * PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); + +#define eglClientWaitSync EGLEW_GET_FUN(__eglewClientWaitSync) +#define eglCreateImage EGLEW_GET_FUN(__eglewCreateImage) +#define eglCreatePlatformPixmapSurface EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurface) +#define eglCreatePlatformWindowSurface EGLEW_GET_FUN(__eglewCreatePlatformWindowSurface) +#define eglCreateSync EGLEW_GET_FUN(__eglewCreateSync) +#define eglDestroyImage EGLEW_GET_FUN(__eglewDestroyImage) +#define eglDestroySync EGLEW_GET_FUN(__eglewDestroySync) +#define eglGetPlatformDisplay EGLEW_GET_FUN(__eglewGetPlatformDisplay) +#define eglGetSyncAttrib EGLEW_GET_FUN(__eglewGetSyncAttrib) +#define eglWaitSync EGLEW_GET_FUN(__eglewWaitSync) + +#define EGLEW_VERSION_1_5 EGLEW_GET_VAR(__EGLEW_VERSION_1_5) + +#endif /* EGL_VERSION_1_5 */ + +/* ------------------------- EGL_ANDROID_blob_cache ------------------------ */ + +#ifndef EGL_ANDROID_blob_cache +#define EGL_ANDROID_blob_cache 1 + +typedef void ( * PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); + +#define eglSetBlobCacheFuncsANDROID EGLEW_GET_FUN(__eglewSetBlobCacheFuncsANDROID) + +#define EGLEW_ANDROID_blob_cache EGLEW_GET_VAR(__EGLEW_ANDROID_blob_cache) + +#endif /* EGL_ANDROID_blob_cache */ + +/* ---------------- EGL_ANDROID_create_native_client_buffer ---------------- */ + +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 + +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 + +typedef EGLClientBuffer ( * PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint * attrib_list); + +#define eglCreateNativeClientBufferANDROID EGLEW_GET_FUN(__eglewCreateNativeClientBufferANDROID) + +#define EGLEW_ANDROID_create_native_client_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_create_native_client_buffer) + +#endif /* EGL_ANDROID_create_native_client_buffer */ + +/* --------------------- EGL_ANDROID_framebuffer_target -------------------- */ + +#ifndef EGL_ANDROID_framebuffer_target +#define EGL_ANDROID_framebuffer_target 1 + +#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 + +#define EGLEW_ANDROID_framebuffer_target EGLEW_GET_VAR(__EGLEW_ANDROID_framebuffer_target) + +#endif /* EGL_ANDROID_framebuffer_target */ + +/* ----------------- EGL_ANDROID_front_buffer_auto_refresh ----------------- */ + +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 + +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C + +#define EGLEW_ANDROID_front_buffer_auto_refresh EGLEW_GET_VAR(__EGLEW_ANDROID_front_buffer_auto_refresh) + +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +/* -------------------- EGL_ANDROID_image_native_buffer -------------------- */ + +#ifndef EGL_ANDROID_image_native_buffer +#define EGL_ANDROID_image_native_buffer 1 + +#define EGL_NATIVE_BUFFER_ANDROID 0x3140 + +#define EGLEW_ANDROID_image_native_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_image_native_buffer) + +#endif /* EGL_ANDROID_image_native_buffer */ + +/* --------------------- EGL_ANDROID_native_fence_sync --------------------- */ + +#ifndef EGL_ANDROID_native_fence_sync +#define EGL_ANDROID_native_fence_sync 1 + +#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 +#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 +#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 + +typedef EGLint ( * PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); + +#define eglDupNativeFenceFDANDROID EGLEW_GET_FUN(__eglewDupNativeFenceFDANDROID) + +#define EGLEW_ANDROID_native_fence_sync EGLEW_GET_VAR(__EGLEW_ANDROID_native_fence_sync) + +#endif /* EGL_ANDROID_native_fence_sync */ + +/* --------------------- EGL_ANDROID_presentation_time --------------------- */ + +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 + +typedef EGLBoolean ( * PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); + +#define eglPresentationTimeANDROID EGLEW_GET_FUN(__eglewPresentationTimeANDROID) + +#define EGLEW_ANDROID_presentation_time EGLEW_GET_VAR(__EGLEW_ANDROID_presentation_time) + +#endif /* EGL_ANDROID_presentation_time */ + +/* ------------------------- EGL_ANDROID_recordable ------------------------ */ + +#ifndef EGL_ANDROID_recordable +#define EGL_ANDROID_recordable 1 + +#define EGL_RECORDABLE_ANDROID 0x3142 + +#define EGLEW_ANDROID_recordable EGLEW_GET_VAR(__EGLEW_ANDROID_recordable) + +#endif /* EGL_ANDROID_recordable */ + +/* ---------------- EGL_ANGLE_d3d_share_handle_client_buffer --------------- */ + +#ifndef EGL_ANGLE_d3d_share_handle_client_buffer +#define EGL_ANGLE_d3d_share_handle_client_buffer 1 + +#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 + +#define EGLEW_ANGLE_d3d_share_handle_client_buffer EGLEW_GET_VAR(__EGLEW_ANGLE_d3d_share_handle_client_buffer) + +#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ + +/* -------------------------- EGL_ANGLE_device_d3d ------------------------- */ + +#ifndef EGL_ANGLE_device_d3d +#define EGL_ANGLE_device_d3d 1 + +#define EGL_D3D9_DEVICE_ANGLE 0x33A0 +#define EGL_D3D11_DEVICE_ANGLE 0x33A1 + +#define EGLEW_ANGLE_device_d3d EGLEW_GET_VAR(__EGLEW_ANGLE_device_d3d) + +#endif /* EGL_ANGLE_device_d3d */ + +/* -------------------- EGL_ANGLE_query_surface_pointer -------------------- */ + +#ifndef EGL_ANGLE_query_surface_pointer +#define EGL_ANGLE_query_surface_pointer 1 + +typedef EGLBoolean ( * PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void ** value); + +#define eglQuerySurfacePointerANGLE EGLEW_GET_FUN(__eglewQuerySurfacePointerANGLE) + +#define EGLEW_ANGLE_query_surface_pointer EGLEW_GET_VAR(__EGLEW_ANGLE_query_surface_pointer) + +#endif /* EGL_ANGLE_query_surface_pointer */ + +/* ------------- EGL_ANGLE_surface_d3d_texture_2d_share_handle ------------- */ + +#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle +#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 + +#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 + +#define EGLEW_ANGLE_surface_d3d_texture_2d_share_handle EGLEW_GET_VAR(__EGLEW_ANGLE_surface_d3d_texture_2d_share_handle) + +#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ + +/* ---------------------- EGL_ANGLE_window_fixed_size ---------------------- */ + +#ifndef EGL_ANGLE_window_fixed_size +#define EGL_ANGLE_window_fixed_size 1 + +#define EGL_FIXED_SIZE_ANGLE 0x3201 + +#define EGLEW_ANGLE_window_fixed_size EGLEW_GET_VAR(__EGLEW_ANGLE_window_fixed_size) + +#endif /* EGL_ANGLE_window_fixed_size */ + +/* --------------------- EGL_ARM_implicit_external_sync -------------------- */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 + +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A + +#define EGLEW_ARM_implicit_external_sync EGLEW_GET_VAR(__EGLEW_ARM_implicit_external_sync) + +#endif /* EGL_ARM_implicit_external_sync */ + +/* ------------------- EGL_ARM_pixmap_multisample_discard ------------------ */ + +#ifndef EGL_ARM_pixmap_multisample_discard +#define EGL_ARM_pixmap_multisample_discard 1 + +#define EGL_DISCARD_SAMPLES_ARM 0x3286 + +#define EGLEW_ARM_pixmap_multisample_discard EGLEW_GET_VAR(__EGLEW_ARM_pixmap_multisample_discard) + +#endif /* EGL_ARM_pixmap_multisample_discard */ + +/* --------------------------- EGL_EXT_buffer_age -------------------------- */ + +#ifndef EGL_EXT_buffer_age +#define EGL_EXT_buffer_age 1 + +#define EGL_BUFFER_AGE_EXT 0x313D + +#define EGLEW_EXT_buffer_age EGLEW_GET_VAR(__EGLEW_EXT_buffer_age) + +#endif /* EGL_EXT_buffer_age */ + +/* ----------------------- EGL_EXT_client_extensions ----------------------- */ + +#ifndef EGL_EXT_client_extensions +#define EGL_EXT_client_extensions 1 + +#define EGLEW_EXT_client_extensions EGLEW_GET_VAR(__EGLEW_EXT_client_extensions) + +#endif /* EGL_EXT_client_extensions */ + +/* ------------------- EGL_EXT_create_context_robustness ------------------- */ + +#ifndef EGL_EXT_create_context_robustness +#define EGL_EXT_create_context_robustness 1 + +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 +#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF + +#define EGLEW_EXT_create_context_robustness EGLEW_GET_VAR(__EGLEW_EXT_create_context_robustness) + +#endif /* EGL_EXT_create_context_robustness */ + +/* -------------------------- EGL_EXT_device_base -------------------------- */ + +#ifndef EGL_EXT_device_base +#define EGL_EXT_device_base 1 + +#define EGL_BAD_DEVICE_EXT 0x322B +#define EGL_DEVICE_EXT 0x322C + +#define EGLEW_EXT_device_base EGLEW_GET_VAR(__EGLEW_EXT_device_base) + +#endif /* EGL_EXT_device_base */ + +/* --------------------------- EGL_EXT_device_drm -------------------------- */ + +#ifndef EGL_EXT_device_drm +#define EGL_EXT_device_drm 1 + +#define EGL_DRM_DEVICE_FILE_EXT 0x3233 + +#define EGLEW_EXT_device_drm EGLEW_GET_VAR(__EGLEW_EXT_device_drm) + +#endif /* EGL_EXT_device_drm */ + +/* ----------------------- EGL_EXT_device_enumeration ---------------------- */ + +#ifndef EGL_EXT_device_enumeration +#define EGL_EXT_device_enumeration 1 + +typedef EGLBoolean ( * PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT * devices, EGLint * num_devices); + +#define eglQueryDevicesEXT EGLEW_GET_FUN(__eglewQueryDevicesEXT) + +#define EGLEW_EXT_device_enumeration EGLEW_GET_VAR(__EGLEW_EXT_device_enumeration) + +#endif /* EGL_EXT_device_enumeration */ + +/* ------------------------- EGL_EXT_device_openwf ------------------------- */ + +#ifndef EGL_EXT_device_openwf +#define EGL_EXT_device_openwf 1 + +#define EGL_OPENWF_DEVICE_ID_EXT 0x3237 + +#define EGLEW_EXT_device_openwf EGLEW_GET_VAR(__EGLEW_EXT_device_openwf) + +#endif /* EGL_EXT_device_openwf */ + +/* -------------------------- EGL_EXT_device_query ------------------------- */ + +#ifndef EGL_EXT_device_query +#define EGL_EXT_device_query 1 + +#define EGL_BAD_DEVICE_EXT 0x322B +#define EGL_DEVICE_EXT 0x322C + +typedef EGLBoolean ( * PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib * value); +typedef const char * ( * PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); +typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); + +#define eglQueryDeviceAttribEXT EGLEW_GET_FUN(__eglewQueryDeviceAttribEXT) +#define eglQueryDeviceStringEXT EGLEW_GET_FUN(__eglewQueryDeviceStringEXT) +#define eglQueryDisplayAttribEXT EGLEW_GET_FUN(__eglewQueryDisplayAttribEXT) + +#define EGLEW_EXT_device_query EGLEW_GET_VAR(__EGLEW_EXT_device_query) + +#endif /* EGL_EXT_device_query */ + +/* ------------------ EGL_EXT_gl_colorspace_bt2020_linear ------------------ */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 + +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F + +#define EGLEW_EXT_gl_colorspace_bt2020_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_linear) + +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +/* -------------------- EGL_EXT_gl_colorspace_bt2020_pq -------------------- */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 + +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 + +#define EGLEW_EXT_gl_colorspace_bt2020_pq EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_pq) + +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +/* ------------------- EGL_EXT_gl_colorspace_scrgb_linear ------------------ */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 + +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 + +#define EGLEW_EXT_gl_colorspace_scrgb_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_scrgb_linear) + +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + +/* ---------------------- EGL_EXT_image_dma_buf_import --------------------- */ + +#ifndef EGL_EXT_image_dma_buf_import +#define EGL_EXT_image_dma_buf_import 1 + +#define EGL_LINUX_DMA_BUF_EXT 0x3270 +#define EGL_LINUX_DRM_FOURCC_EXT 0x3271 +#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 +#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 +#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 +#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 +#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 +#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 +#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 +#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 +#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A +#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B +#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C +#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D +#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E +#define EGL_ITU_REC601_EXT 0x327F +#define EGL_ITU_REC709_EXT 0x3280 +#define EGL_ITU_REC2020_EXT 0x3281 +#define EGL_YUV_FULL_RANGE_EXT 0x3282 +#define EGL_YUV_NARROW_RANGE_EXT 0x3283 +#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 +#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 + +#define EGLEW_EXT_image_dma_buf_import EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import) + +#endif /* EGL_EXT_image_dma_buf_import */ + +/* ----------------- EGL_EXT_image_dma_buf_import_modifiers ---------------- */ + +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 + +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A + +typedef EGLBoolean ( * PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean ( * PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); + +#define eglQueryDmaBufFormatsEXT EGLEW_GET_FUN(__eglewQueryDmaBufFormatsEXT) +#define eglQueryDmaBufModifiersEXT EGLEW_GET_FUN(__eglewQueryDmaBufModifiersEXT) + +#define EGLEW_EXT_image_dma_buf_import_modifiers EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import_modifiers) + +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +/* ------------------------ EGL_EXT_multiview_window ----------------------- */ + +#ifndef EGL_EXT_multiview_window +#define EGL_EXT_multiview_window 1 + +#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 + +#define EGLEW_EXT_multiview_window EGLEW_GET_VAR(__EGLEW_EXT_multiview_window) + +#endif /* EGL_EXT_multiview_window */ + +/* -------------------------- EGL_EXT_output_base -------------------------- */ + +#ifndef EGL_EXT_output_base +#define EGL_EXT_output_base 1 + +#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D +#define EGL_BAD_OUTPUT_PORT_EXT 0x322E +#define EGL_SWAP_INTERVAL_EXT 0x322F + +typedef EGLBoolean ( * PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputLayerEXT * layers, EGLint max_layers, EGLint * num_layers); +typedef EGLBoolean ( * PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputPortEXT * ports, EGLint max_ports, EGLint * num_ports); +typedef EGLBoolean ( * PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); +typedef EGLBoolean ( * PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); +typedef EGLBoolean ( * PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib * value); +typedef const char * ( * PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); +typedef EGLBoolean ( * PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib * value); +typedef const char * ( * PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); + +#define eglGetOutputLayersEXT EGLEW_GET_FUN(__eglewGetOutputLayersEXT) +#define eglGetOutputPortsEXT EGLEW_GET_FUN(__eglewGetOutputPortsEXT) +#define eglOutputLayerAttribEXT EGLEW_GET_FUN(__eglewOutputLayerAttribEXT) +#define eglOutputPortAttribEXT EGLEW_GET_FUN(__eglewOutputPortAttribEXT) +#define eglQueryOutputLayerAttribEXT EGLEW_GET_FUN(__eglewQueryOutputLayerAttribEXT) +#define eglQueryOutputLayerStringEXT EGLEW_GET_FUN(__eglewQueryOutputLayerStringEXT) +#define eglQueryOutputPortAttribEXT EGLEW_GET_FUN(__eglewQueryOutputPortAttribEXT) +#define eglQueryOutputPortStringEXT EGLEW_GET_FUN(__eglewQueryOutputPortStringEXT) + +#define EGLEW_EXT_output_base EGLEW_GET_VAR(__EGLEW_EXT_output_base) + +#endif /* EGL_EXT_output_base */ + +/* --------------------------- EGL_EXT_output_drm -------------------------- */ + +#ifndef EGL_EXT_output_drm +#define EGL_EXT_output_drm 1 + +#define EGL_DRM_CRTC_EXT 0x3234 +#define EGL_DRM_PLANE_EXT 0x3235 +#define EGL_DRM_CONNECTOR_EXT 0x3236 + +#define EGLEW_EXT_output_drm EGLEW_GET_VAR(__EGLEW_EXT_output_drm) + +#endif /* EGL_EXT_output_drm */ + +/* ------------------------- EGL_EXT_output_openwf ------------------------- */ + +#ifndef EGL_EXT_output_openwf +#define EGL_EXT_output_openwf 1 + +#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 +#define EGL_OPENWF_PORT_ID_EXT 0x3239 + +#define EGLEW_EXT_output_openwf EGLEW_GET_VAR(__EGLEW_EXT_output_openwf) + +#endif /* EGL_EXT_output_openwf */ + +/* ----------------------- EGL_EXT_pixel_format_float ---------------------- */ + +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 + +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B + +#define EGLEW_EXT_pixel_format_float EGLEW_GET_VAR(__EGLEW_EXT_pixel_format_float) + +#endif /* EGL_EXT_pixel_format_float */ + +/* ------------------------- EGL_EXT_platform_base ------------------------- */ + +#ifndef EGL_EXT_platform_base +#define EGL_EXT_platform_base 1 + +typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLint * attrib_list); +typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLint * attrib_list); +typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void * native_display, const EGLint * attrib_list); + +#define eglCreatePlatformPixmapSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurfaceEXT) +#define eglCreatePlatformWindowSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformWindowSurfaceEXT) +#define eglGetPlatformDisplayEXT EGLEW_GET_FUN(__eglewGetPlatformDisplayEXT) + +#define EGLEW_EXT_platform_base EGLEW_GET_VAR(__EGLEW_EXT_platform_base) + +#endif /* EGL_EXT_platform_base */ + +/* ------------------------ EGL_EXT_platform_device ------------------------ */ + +#ifndef EGL_EXT_platform_device +#define EGL_EXT_platform_device 1 + +#define EGL_PLATFORM_DEVICE_EXT 0x313F + +#define EGLEW_EXT_platform_device EGLEW_GET_VAR(__EGLEW_EXT_platform_device) + +#endif /* EGL_EXT_platform_device */ + +/* ------------------------ EGL_EXT_platform_wayland ----------------------- */ + +#ifndef EGL_EXT_platform_wayland +#define EGL_EXT_platform_wayland 1 + +#define EGL_PLATFORM_WAYLAND_EXT 0x31D8 + +#define EGLEW_EXT_platform_wayland EGLEW_GET_VAR(__EGLEW_EXT_platform_wayland) + +#endif /* EGL_EXT_platform_wayland */ + +/* -------------------------- EGL_EXT_platform_x11 ------------------------- */ + +#ifndef EGL_EXT_platform_x11 +#define EGL_EXT_platform_x11 1 + +#define EGL_PLATFORM_X11_EXT 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 + +#define EGLEW_EXT_platform_x11 EGLEW_GET_VAR(__EGLEW_EXT_platform_x11) + +#endif /* EGL_EXT_platform_x11 */ + +/* ----------------------- EGL_EXT_protected_content ----------------------- */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 + +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 + +#define EGLEW_EXT_protected_content EGLEW_GET_VAR(__EGLEW_EXT_protected_content) + +#endif /* EGL_EXT_protected_content */ + +/* ----------------------- EGL_EXT_protected_surface ----------------------- */ + +#ifndef EGL_EXT_protected_surface +#define EGL_EXT_protected_surface 1 + +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 + +#define EGLEW_EXT_protected_surface EGLEW_GET_VAR(__EGLEW_EXT_protected_surface) + +#endif /* EGL_EXT_protected_surface */ + +/* ------------------- EGL_EXT_stream_consumer_egloutput ------------------- */ + +#ifndef EGL_EXT_stream_consumer_egloutput +#define EGL_EXT_stream_consumer_egloutput 1 + +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); + +#define eglStreamConsumerOutputEXT EGLEW_GET_FUN(__eglewStreamConsumerOutputEXT) + +#define EGLEW_EXT_stream_consumer_egloutput EGLEW_GET_VAR(__EGLEW_EXT_stream_consumer_egloutput) + +#endif /* EGL_EXT_stream_consumer_egloutput */ + +/* ------------------- EGL_EXT_surface_SMPTE2086_metadata ------------------ */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 + +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A + +#define EGLEW_EXT_surface_SMPTE2086_metadata EGLEW_GET_VAR(__EGLEW_EXT_surface_SMPTE2086_metadata) + +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + +/* -------------------- EGL_EXT_swap_buffers_with_damage ------------------- */ + +#ifndef EGL_EXT_swap_buffers_with_damage +#define EGL_EXT_swap_buffers_with_damage 1 + +typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); + +#define eglSwapBuffersWithDamageEXT EGLEW_GET_FUN(__eglewSwapBuffersWithDamageEXT) + +#define EGLEW_EXT_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_EXT_swap_buffers_with_damage) + +#endif /* EGL_EXT_swap_buffers_with_damage */ + +/* -------------------------- EGL_EXT_yuv_surface -------------------------- */ + +#ifndef EGL_EXT_yuv_surface +#define EGL_EXT_yuv_surface 1 + +#define EGL_YUV_BUFFER_EXT 0x3300 +#define EGL_YUV_ORDER_EXT 0x3301 +#define EGL_YUV_ORDER_YUV_EXT 0x3302 +#define EGL_YUV_ORDER_YVU_EXT 0x3303 +#define EGL_YUV_ORDER_YUYV_EXT 0x3304 +#define EGL_YUV_ORDER_UYVY_EXT 0x3305 +#define EGL_YUV_ORDER_YVYU_EXT 0x3306 +#define EGL_YUV_ORDER_VYUY_EXT 0x3307 +#define EGL_YUV_ORDER_AYUV_EXT 0x3308 +#define EGL_YUV_CSC_STANDARD_EXT 0x330A +#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B +#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C +#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D +#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 +#define EGL_YUV_SUBSAMPLE_EXT 0x3312 +#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 +#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 +#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 +#define EGL_YUV_DEPTH_RANGE_EXT 0x3317 +#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 +#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 +#define EGL_YUV_PLANE_BPP_EXT 0x331A +#define EGL_YUV_PLANE_BPP_0_EXT 0x331B +#define EGL_YUV_PLANE_BPP_8_EXT 0x331C +#define EGL_YUV_PLANE_BPP_10_EXT 0x331D + +#define EGLEW_EXT_yuv_surface EGLEW_GET_VAR(__EGLEW_EXT_yuv_surface) + +#endif /* EGL_EXT_yuv_surface */ + +/* -------------------------- EGL_HI_clientpixmap -------------------------- */ + +#ifndef EGL_HI_clientpixmap +#define EGL_HI_clientpixmap 1 + +#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 + +typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI * pixmap); + +#define eglCreatePixmapSurfaceHI EGLEW_GET_FUN(__eglewCreatePixmapSurfaceHI) + +#define EGLEW_HI_clientpixmap EGLEW_GET_VAR(__EGLEW_HI_clientpixmap) + +#endif /* EGL_HI_clientpixmap */ + +/* -------------------------- EGL_HI_colorformats -------------------------- */ + +#ifndef EGL_HI_colorformats +#define EGL_HI_colorformats 1 + +#define EGL_COLOR_FORMAT_HI 0x8F70 +#define EGL_COLOR_RGB_HI 0x8F71 +#define EGL_COLOR_RGBA_HI 0x8F72 +#define EGL_COLOR_ARGB_HI 0x8F73 + +#define EGLEW_HI_colorformats EGLEW_GET_VAR(__EGLEW_HI_colorformats) + +#endif /* EGL_HI_colorformats */ + +/* ------------------------ EGL_IMG_context_priority ----------------------- */ + +#ifndef EGL_IMG_context_priority +#define EGL_IMG_context_priority 1 + +#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 +#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 +#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 +#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 + +#define EGLEW_IMG_context_priority EGLEW_GET_VAR(__EGLEW_IMG_context_priority) + +#endif /* EGL_IMG_context_priority */ + +/* ---------------------- EGL_IMG_image_plane_attribs ---------------------- */ + +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 + +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 + +#define EGLEW_IMG_image_plane_attribs EGLEW_GET_VAR(__EGLEW_IMG_image_plane_attribs) + +#endif /* EGL_IMG_image_plane_attribs */ + +/* ---------------------------- EGL_KHR_cl_event --------------------------- */ + +#ifndef EGL_KHR_cl_event +#define EGL_KHR_cl_event 1 + +#define EGL_CL_EVENT_HANDLE_KHR 0x309C +#define EGL_SYNC_CL_EVENT_KHR 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF + +#define EGLEW_KHR_cl_event EGLEW_GET_VAR(__EGLEW_KHR_cl_event) + +#endif /* EGL_KHR_cl_event */ + +/* --------------------------- EGL_KHR_cl_event2 --------------------------- */ + +#ifndef EGL_KHR_cl_event2 +#define EGL_KHR_cl_event2 1 + +#define EGL_CL_EVENT_HANDLE_KHR 0x309C +#define EGL_SYNC_CL_EVENT_KHR 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF + +typedef EGLSyncKHR ( * PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR * attrib_list); + +#define eglCreateSync64KHR EGLEW_GET_FUN(__eglewCreateSync64KHR) + +#define EGLEW_KHR_cl_event2 EGLEW_GET_VAR(__EGLEW_KHR_cl_event2) + +#endif /* EGL_KHR_cl_event2 */ + +/* ----------------- EGL_KHR_client_get_all_proc_addresses ----------------- */ + +#ifndef EGL_KHR_client_get_all_proc_addresses +#define EGL_KHR_client_get_all_proc_addresses 1 + +#define EGLEW_KHR_client_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_client_get_all_proc_addresses) + +#endif /* EGL_KHR_client_get_all_proc_addresses */ + +/* ------------------------- EGL_KHR_config_attribs ------------------------ */ + +#ifndef EGL_KHR_config_attribs +#define EGL_KHR_config_attribs 1 + +#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 +#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 +#define EGL_CONFORMANT_KHR 0x3042 + +#define EGLEW_KHR_config_attribs EGLEW_GET_VAR(__EGLEW_KHR_config_attribs) + +#endif /* EGL_KHR_config_attribs */ + +/* --------------------- EGL_KHR_context_flush_control --------------------- */ + +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 + +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 + +#define EGLEW_KHR_context_flush_control EGLEW_GET_VAR(__EGLEW_KHR_context_flush_control) + +#endif /* EGL_KHR_context_flush_control */ + +/* ------------------------- EGL_KHR_create_context ------------------------ */ + +#ifndef EGL_KHR_create_context +#define EGL_KHR_create_context 1 + +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 +#define EGL_OPENGL_ES3_BIT 0x00000040 +#define EGL_OPENGL_ES3_BIT_KHR 0x00000040 +#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 +#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB +#define EGL_CONTEXT_FLAGS_KHR 0x30FC +#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD +#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF + +#define EGLEW_KHR_create_context EGLEW_GET_VAR(__EGLEW_KHR_create_context) + +#endif /* EGL_KHR_create_context */ + +/* -------------------- EGL_KHR_create_context_no_error -------------------- */ + +#ifndef EGL_KHR_create_context_no_error +#define EGL_KHR_create_context_no_error 1 + +#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 + +#define EGLEW_KHR_create_context_no_error EGLEW_GET_VAR(__EGLEW_KHR_create_context_no_error) + +#endif /* EGL_KHR_create_context_no_error */ + +/* ----------------------------- EGL_KHR_debug ----------------------------- */ + +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 + +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC + +typedef EGLint ( * PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib * attrib_list); +typedef EGLint ( * PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +typedef EGLBoolean ( * PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib * value); + +#define eglDebugMessageControlKHR EGLEW_GET_FUN(__eglewDebugMessageControlKHR) +#define eglLabelObjectKHR EGLEW_GET_FUN(__eglewLabelObjectKHR) +#define eglQueryDebugKHR EGLEW_GET_FUN(__eglewQueryDebugKHR) + +#define EGLEW_KHR_debug EGLEW_GET_VAR(__EGLEW_KHR_debug) + +#endif /* EGL_KHR_debug */ + +/* --------------------------- EGL_KHR_fence_sync -------------------------- */ + +#ifndef EGL_KHR_fence_sync +#define EGL_KHR_fence_sync 1 + +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 +#define EGL_SYNC_CONDITION_KHR 0x30F8 +#define EGL_SYNC_FENCE_KHR 0x30F9 + +#define EGLEW_KHR_fence_sync EGLEW_GET_VAR(__EGLEW_KHR_fence_sync) + +#endif /* EGL_KHR_fence_sync */ + +/* --------------------- EGL_KHR_get_all_proc_addresses -------------------- */ + +#ifndef EGL_KHR_get_all_proc_addresses +#define EGL_KHR_get_all_proc_addresses 1 + +#define EGLEW_KHR_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_get_all_proc_addresses) + +#endif /* EGL_KHR_get_all_proc_addresses */ + +/* ------------------------- EGL_KHR_gl_colorspace ------------------------- */ + +#ifndef EGL_KHR_gl_colorspace +#define EGL_KHR_gl_colorspace 1 + +#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 +#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A +#define EGL_GL_COLORSPACE_KHR 0x309D + +#define EGLEW_KHR_gl_colorspace EGLEW_GET_VAR(__EGLEW_KHR_gl_colorspace) + +#endif /* EGL_KHR_gl_colorspace */ + +/* --------------------- EGL_KHR_gl_renderbuffer_image --------------------- */ + +#ifndef EGL_KHR_gl_renderbuffer_image +#define EGL_KHR_gl_renderbuffer_image 1 + +#define EGL_GL_RENDERBUFFER_KHR 0x30B9 + +#define EGLEW_KHR_gl_renderbuffer_image EGLEW_GET_VAR(__EGLEW_KHR_gl_renderbuffer_image) + +#endif /* EGL_KHR_gl_renderbuffer_image */ + +/* ---------------------- EGL_KHR_gl_texture_2D_image ---------------------- */ + +#ifndef EGL_KHR_gl_texture_2D_image +#define EGL_KHR_gl_texture_2D_image 1 + +#define EGL_GL_TEXTURE_2D_KHR 0x30B1 +#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC + +#define EGLEW_KHR_gl_texture_2D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_2D_image) + +#endif /* EGL_KHR_gl_texture_2D_image */ + +/* ---------------------- EGL_KHR_gl_texture_3D_image ---------------------- */ + +#ifndef EGL_KHR_gl_texture_3D_image +#define EGL_KHR_gl_texture_3D_image 1 + +#define EGL_GL_TEXTURE_3D_KHR 0x30B2 +#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD + +#define EGLEW_KHR_gl_texture_3D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_3D_image) + +#endif /* EGL_KHR_gl_texture_3D_image */ + +/* -------------------- EGL_KHR_gl_texture_cubemap_image ------------------- */ + +#ifndef EGL_KHR_gl_texture_cubemap_image +#define EGL_KHR_gl_texture_cubemap_image 1 + +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 + +#define EGLEW_KHR_gl_texture_cubemap_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_cubemap_image) + +#endif /* EGL_KHR_gl_texture_cubemap_image */ + +/* ----------------------------- EGL_KHR_image ----------------------------- */ + +#ifndef EGL_KHR_image +#define EGL_KHR_image 1 + +#define EGL_NATIVE_PIXMAP_KHR 0x30B0 + +typedef EGLImageKHR ( * PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); + +#define eglCreateImageKHR EGLEW_GET_FUN(__eglewCreateImageKHR) +#define eglDestroyImageKHR EGLEW_GET_FUN(__eglewDestroyImageKHR) + +#define EGLEW_KHR_image EGLEW_GET_VAR(__EGLEW_KHR_image) + +#endif /* EGL_KHR_image */ + +/* --------------------------- EGL_KHR_image_base -------------------------- */ + +#ifndef EGL_KHR_image_base +#define EGL_KHR_image_base 1 + +#define EGL_IMAGE_PRESERVED_KHR 0x30D2 + +#define EGLEW_KHR_image_base EGLEW_GET_VAR(__EGLEW_KHR_image_base) + +#endif /* EGL_KHR_image_base */ + +/* -------------------------- EGL_KHR_image_pixmap ------------------------- */ + +#ifndef EGL_KHR_image_pixmap +#define EGL_KHR_image_pixmap 1 + +#define EGL_NATIVE_PIXMAP_KHR 0x30B0 + +#define EGLEW_KHR_image_pixmap EGLEW_GET_VAR(__EGLEW_KHR_image_pixmap) + +#endif /* EGL_KHR_image_pixmap */ + +/* -------------------------- EGL_KHR_lock_surface ------------------------- */ + +#ifndef EGL_KHR_lock_surface +#define EGL_KHR_lock_surface 1 + +#define EGL_READ_SURFACE_BIT_KHR 0x0001 +#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 +#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 +#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 +#define EGL_MATCH_FORMAT_KHR 0x3043 +#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 +#define EGL_FORMAT_RGB_565_KHR 0x30C1 +#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 +#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 +#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 +#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 +#define EGL_BITMAP_POINTER_KHR 0x30C6 +#define EGL_BITMAP_PITCH_KHR 0x30C7 +#define EGL_BITMAP_ORIGIN_KHR 0x30C8 +#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 +#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA +#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB +#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC +#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD +#define EGL_LOWER_LEFT_KHR 0x30CE +#define EGL_UPPER_LEFT_KHR 0x30CF + +typedef EGLBoolean ( * PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); + +#define eglLockSurfaceKHR EGLEW_GET_FUN(__eglewLockSurfaceKHR) +#define eglUnlockSurfaceKHR EGLEW_GET_FUN(__eglewUnlockSurfaceKHR) + +#define EGLEW_KHR_lock_surface EGLEW_GET_VAR(__EGLEW_KHR_lock_surface) + +#endif /* EGL_KHR_lock_surface */ + +/* ------------------------- EGL_KHR_lock_surface2 ------------------------- */ + +#ifndef EGL_KHR_lock_surface2 +#define EGL_KHR_lock_surface2 1 + +#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 + +#define EGLEW_KHR_lock_surface2 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface2) + +#endif /* EGL_KHR_lock_surface2 */ + +/* ------------------------- EGL_KHR_lock_surface3 ------------------------- */ + +#ifndef EGL_KHR_lock_surface3 +#define EGL_KHR_lock_surface3 1 + +#define EGL_READ_SURFACE_BIT_KHR 0x0001 +#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 +#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 +#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 +#define EGL_MATCH_FORMAT_KHR 0x3043 +#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 +#define EGL_FORMAT_RGB_565_KHR 0x30C1 +#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 +#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 +#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 +#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 +#define EGL_BITMAP_POINTER_KHR 0x30C6 +#define EGL_BITMAP_PITCH_KHR 0x30C7 +#define EGL_BITMAP_ORIGIN_KHR 0x30C8 +#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 +#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA +#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB +#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC +#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD +#define EGL_LOWER_LEFT_KHR 0x30CE +#define EGL_UPPER_LEFT_KHR 0x30CF +#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 + +typedef EGLBoolean ( * PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR * value); + +#define eglQuerySurface64KHR EGLEW_GET_FUN(__eglewQuerySurface64KHR) + +#define EGLEW_KHR_lock_surface3 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface3) + +#endif /* EGL_KHR_lock_surface3 */ + +/* --------------------- EGL_KHR_mutable_render_buffer --------------------- */ + +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 + +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 + +#define EGLEW_KHR_mutable_render_buffer EGLEW_GET_VAR(__EGLEW_KHR_mutable_render_buffer) + +#endif /* EGL_KHR_mutable_render_buffer */ + +/* ----------------------- EGL_KHR_no_config_context ----------------------- */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 + +#define EGLEW_KHR_no_config_context EGLEW_GET_VAR(__EGLEW_KHR_no_config_context) + +#endif /* EGL_KHR_no_config_context */ + +/* ------------------------- EGL_KHR_partial_update ------------------------ */ + +#ifndef EGL_KHR_partial_update +#define EGL_KHR_partial_update 1 + +#define EGL_BUFFER_AGE_KHR 0x313D + +typedef EGLBoolean ( * PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); + +#define eglSetDamageRegionKHR EGLEW_GET_FUN(__eglewSetDamageRegionKHR) + +#define EGLEW_KHR_partial_update EGLEW_GET_VAR(__EGLEW_KHR_partial_update) + +#endif /* EGL_KHR_partial_update */ + +/* ------------------------ EGL_KHR_platform_android ----------------------- */ + +#ifndef EGL_KHR_platform_android +#define EGL_KHR_platform_android 1 + +#define EGL_PLATFORM_ANDROID_KHR 0x3141 + +#define EGLEW_KHR_platform_android EGLEW_GET_VAR(__EGLEW_KHR_platform_android) + +#endif /* EGL_KHR_platform_android */ + +/* -------------------------- EGL_KHR_platform_gbm ------------------------- */ + +#ifndef EGL_KHR_platform_gbm +#define EGL_KHR_platform_gbm 1 + +#define EGL_PLATFORM_GBM_KHR 0x31D7 + +#define EGLEW_KHR_platform_gbm EGLEW_GET_VAR(__EGLEW_KHR_platform_gbm) + +#endif /* EGL_KHR_platform_gbm */ + +/* ------------------------ EGL_KHR_platform_wayland ----------------------- */ + +#ifndef EGL_KHR_platform_wayland +#define EGL_KHR_platform_wayland 1 + +#define EGL_PLATFORM_WAYLAND_KHR 0x31D8 + +#define EGLEW_KHR_platform_wayland EGLEW_GET_VAR(__EGLEW_KHR_platform_wayland) + +#endif /* EGL_KHR_platform_wayland */ + +/* -------------------------- EGL_KHR_platform_x11 ------------------------- */ + +#ifndef EGL_KHR_platform_x11 +#define EGL_KHR_platform_x11 1 + +#define EGL_PLATFORM_X11_KHR 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 + +#define EGLEW_KHR_platform_x11 EGLEW_GET_VAR(__EGLEW_KHR_platform_x11) + +#endif /* EGL_KHR_platform_x11 */ + +/* ------------------------- EGL_KHR_reusable_sync ------------------------- */ + +#ifndef EGL_KHR_reusable_sync +#define EGL_KHR_reusable_sync 1 + +#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 +#define EGL_SYNC_STATUS_KHR 0x30F1 +#define EGL_SIGNALED_KHR 0x30F2 +#define EGL_UNSIGNALED_KHR 0x30F3 +#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 +#define EGL_CONDITION_SATISFIED_KHR 0x30F6 +#define EGL_SYNC_TYPE_KHR 0x30F7 +#define EGL_SYNC_REUSABLE_KHR 0x30FA +#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFF + +typedef EGLint ( * PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); +typedef EGLSyncKHR ( * PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); +typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint * value); +typedef EGLBoolean ( * PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); + +#define eglClientWaitSyncKHR EGLEW_GET_FUN(__eglewClientWaitSyncKHR) +#define eglCreateSyncKHR EGLEW_GET_FUN(__eglewCreateSyncKHR) +#define eglDestroySyncKHR EGLEW_GET_FUN(__eglewDestroySyncKHR) +#define eglGetSyncAttribKHR EGLEW_GET_FUN(__eglewGetSyncAttribKHR) +#define eglSignalSyncKHR EGLEW_GET_FUN(__eglewSignalSyncKHR) + +#define EGLEW_KHR_reusable_sync EGLEW_GET_VAR(__EGLEW_KHR_reusable_sync) + +#endif /* EGL_KHR_reusable_sync */ + +/* ----------------------------- EGL_KHR_stream ---------------------------- */ + +#ifndef EGL_KHR_stream +#define EGL_KHR_stream 1 + +#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 +#define EGL_PRODUCER_FRAME_KHR 0x3212 +#define EGL_CONSUMER_FRAME_KHR 0x3213 +#define EGL_STREAM_STATE_KHR 0x3214 +#define EGL_STREAM_STATE_CREATED_KHR 0x3215 +#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 +#define EGL_STREAM_STATE_EMPTY_KHR 0x3217 +#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 +#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 +#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A +#define EGL_BAD_STREAM_KHR 0x321B +#define EGL_BAD_STATE_KHR 0x321C + +typedef EGLStreamKHR ( * PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean ( * PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint * value); +typedef EGLBoolean ( * PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR * value); +typedef EGLBoolean ( * PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); + +#define eglCreateStreamKHR EGLEW_GET_FUN(__eglewCreateStreamKHR) +#define eglDestroyStreamKHR EGLEW_GET_FUN(__eglewDestroyStreamKHR) +#define eglQueryStreamKHR EGLEW_GET_FUN(__eglewQueryStreamKHR) +#define eglQueryStreamu64KHR EGLEW_GET_FUN(__eglewQueryStreamu64KHR) +#define eglStreamAttribKHR EGLEW_GET_FUN(__eglewStreamAttribKHR) + +#define EGLEW_KHR_stream EGLEW_GET_VAR(__EGLEW_KHR_stream) + +#endif /* EGL_KHR_stream */ + +/* ------------------------- EGL_KHR_stream_attrib ------------------------- */ + +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 + +#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 +#define EGL_STREAM_STATE_KHR 0x3214 +#define EGL_STREAM_STATE_CREATED_KHR 0x3215 +#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 + +typedef EGLStreamKHR ( * PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list); +typedef EGLBoolean ( * PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib * value); +typedef EGLBoolean ( * PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); + +#define eglCreateStreamAttribKHR EGLEW_GET_FUN(__eglewCreateStreamAttribKHR) +#define eglQueryStreamAttribKHR EGLEW_GET_FUN(__eglewQueryStreamAttribKHR) +#define eglSetStreamAttribKHR EGLEW_GET_FUN(__eglewSetStreamAttribKHR) +#define eglStreamConsumerAcquireAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireAttribKHR) +#define eglStreamConsumerReleaseAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseAttribKHR) + +#define EGLEW_KHR_stream_attrib EGLEW_GET_VAR(__EGLEW_KHR_stream_attrib) + +#endif /* EGL_KHR_stream_attrib */ + +/* ------------------- EGL_KHR_stream_consumer_gltexture ------------------- */ + +#ifndef EGL_KHR_stream_consumer_gltexture +#define EGL_KHR_stream_consumer_gltexture 1 + +#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E + +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); + +#define eglStreamConsumerAcquireKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireKHR) +#define eglStreamConsumerGLTextureExternalKHR EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalKHR) +#define eglStreamConsumerReleaseKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseKHR) + +#define EGLEW_KHR_stream_consumer_gltexture EGLEW_GET_VAR(__EGLEW_KHR_stream_consumer_gltexture) + +#endif /* EGL_KHR_stream_consumer_gltexture */ + +/* -------------------- EGL_KHR_stream_cross_process_fd -------------------- */ + +#ifndef EGL_KHR_stream_cross_process_fd +#define EGL_KHR_stream_cross_process_fd 1 + +typedef EGLStreamKHR ( * PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); +typedef EGLNativeFileDescriptorKHR ( * PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); + +#define eglCreateStreamFromFileDescriptorKHR EGLEW_GET_FUN(__eglewCreateStreamFromFileDescriptorKHR) +#define eglGetStreamFileDescriptorKHR EGLEW_GET_FUN(__eglewGetStreamFileDescriptorKHR) + +#define EGLEW_KHR_stream_cross_process_fd EGLEW_GET_VAR(__EGLEW_KHR_stream_cross_process_fd) + +#endif /* EGL_KHR_stream_cross_process_fd */ + +/* -------------------------- EGL_KHR_stream_fifo -------------------------- */ + +#ifndef EGL_KHR_stream_fifo +#define EGL_KHR_stream_fifo 1 + +#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC +#define EGL_STREAM_TIME_NOW_KHR 0x31FD +#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE +#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF + +typedef EGLBoolean ( * PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR * value); + +#define eglQueryStreamTimeKHR EGLEW_GET_FUN(__eglewQueryStreamTimeKHR) + +#define EGLEW_KHR_stream_fifo EGLEW_GET_VAR(__EGLEW_KHR_stream_fifo) + +#endif /* EGL_KHR_stream_fifo */ + +/* ----------------- EGL_KHR_stream_producer_aldatalocator ----------------- */ + +#ifndef EGL_KHR_stream_producer_aldatalocator +#define EGL_KHR_stream_producer_aldatalocator 1 + +#define EGLEW_KHR_stream_producer_aldatalocator EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_aldatalocator) + +#endif /* EGL_KHR_stream_producer_aldatalocator */ + +/* ------------------- EGL_KHR_stream_producer_eglsurface ------------------ */ + +#ifndef EGL_KHR_stream_producer_eglsurface +#define EGL_KHR_stream_producer_eglsurface 1 + +#define EGL_STREAM_BIT_KHR 0x0800 + +typedef EGLSurface ( * PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint * attrib_list); + +#define eglCreateStreamProducerSurfaceKHR EGLEW_GET_FUN(__eglewCreateStreamProducerSurfaceKHR) + +#define EGLEW_KHR_stream_producer_eglsurface EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_eglsurface) + +#endif /* EGL_KHR_stream_producer_eglsurface */ + +/* ---------------------- EGL_KHR_surfaceless_context ---------------------- */ + +#ifndef EGL_KHR_surfaceless_context +#define EGL_KHR_surfaceless_context 1 + +#define EGLEW_KHR_surfaceless_context EGLEW_GET_VAR(__EGLEW_KHR_surfaceless_context) + +#endif /* EGL_KHR_surfaceless_context */ + +/* -------------------- EGL_KHR_swap_buffers_with_damage ------------------- */ + +#ifndef EGL_KHR_swap_buffers_with_damage +#define EGL_KHR_swap_buffers_with_damage 1 + +typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); + +#define eglSwapBuffersWithDamageKHR EGLEW_GET_FUN(__eglewSwapBuffersWithDamageKHR) + +#define EGLEW_KHR_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_KHR_swap_buffers_with_damage) + +#endif /* EGL_KHR_swap_buffers_with_damage */ + +/* ------------------------ EGL_KHR_vg_parent_image ------------------------ */ + +#ifndef EGL_KHR_vg_parent_image +#define EGL_KHR_vg_parent_image 1 + +#define EGL_VG_PARENT_IMAGE_KHR 0x30BA + +#define EGLEW_KHR_vg_parent_image EGLEW_GET_VAR(__EGLEW_KHR_vg_parent_image) + +#endif /* EGL_KHR_vg_parent_image */ + +/* --------------------------- EGL_KHR_wait_sync --------------------------- */ + +#ifndef EGL_KHR_wait_sync +#define EGL_KHR_wait_sync 1 + +typedef EGLint ( * PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); + +#define eglWaitSyncKHR EGLEW_GET_FUN(__eglewWaitSyncKHR) + +#define EGLEW_KHR_wait_sync EGLEW_GET_VAR(__EGLEW_KHR_wait_sync) + +#endif /* EGL_KHR_wait_sync */ + +/* --------------------------- EGL_MESA_drm_image -------------------------- */ + +#ifndef EGL_MESA_drm_image +#define EGL_MESA_drm_image 1 + +#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 +#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 +#define EGL_DRM_BUFFER_USE_MESA 0x31D1 +#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 +#define EGL_DRM_BUFFER_MESA 0x31D3 +#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 + +typedef EGLImageKHR ( * PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint * name, EGLint * handle, EGLint * stride); + +#define eglCreateDRMImageMESA EGLEW_GET_FUN(__eglewCreateDRMImageMESA) +#define eglExportDRMImageMESA EGLEW_GET_FUN(__eglewExportDRMImageMESA) + +#define EGLEW_MESA_drm_image EGLEW_GET_VAR(__EGLEW_MESA_drm_image) + +#endif /* EGL_MESA_drm_image */ + +/* --------------------- EGL_MESA_image_dma_buf_export --------------------- */ + +#ifndef EGL_MESA_image_dma_buf_export +#define EGL_MESA_image_dma_buf_export 1 + +typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fds, EGLint * strides, EGLint * offsets); +typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fourcc, int * num_planes, EGLuint64KHR * modifiers); + +#define eglExportDMABUFImageMESA EGLEW_GET_FUN(__eglewExportDMABUFImageMESA) +#define eglExportDMABUFImageQueryMESA EGLEW_GET_FUN(__eglewExportDMABUFImageQueryMESA) + +#define EGLEW_MESA_image_dma_buf_export EGLEW_GET_VAR(__EGLEW_MESA_image_dma_buf_export) + +#endif /* EGL_MESA_image_dma_buf_export */ + +/* ------------------------- EGL_MESA_platform_gbm ------------------------- */ + +#ifndef EGL_MESA_platform_gbm +#define EGL_MESA_platform_gbm 1 + +#define EGL_PLATFORM_GBM_MESA 0x31D7 + +#define EGLEW_MESA_platform_gbm EGLEW_GET_VAR(__EGLEW_MESA_platform_gbm) + +#endif /* EGL_MESA_platform_gbm */ + +/* --------------------- EGL_MESA_platform_surfaceless --------------------- */ + +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 + +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD + +#define EGLEW_MESA_platform_surfaceless EGLEW_GET_VAR(__EGLEW_MESA_platform_surfaceless) + +#endif /* EGL_MESA_platform_surfaceless */ + +/* -------------------------- EGL_NOK_swap_region -------------------------- */ + +#ifndef EGL_NOK_swap_region +#define EGL_NOK_swap_region 1 + +typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); + +#define eglSwapBuffersRegionNOK EGLEW_GET_FUN(__eglewSwapBuffersRegionNOK) + +#define EGLEW_NOK_swap_region EGLEW_GET_VAR(__EGLEW_NOK_swap_region) + +#endif /* EGL_NOK_swap_region */ + +/* -------------------------- EGL_NOK_swap_region2 ------------------------- */ + +#ifndef EGL_NOK_swap_region2 +#define EGL_NOK_swap_region2 1 + +typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); + +#define eglSwapBuffersRegion2NOK EGLEW_GET_FUN(__eglewSwapBuffersRegion2NOK) + +#define EGLEW_NOK_swap_region2 EGLEW_GET_VAR(__EGLEW_NOK_swap_region2) + +#endif /* EGL_NOK_swap_region2 */ + +/* ---------------------- EGL_NOK_texture_from_pixmap ---------------------- */ + +#ifndef EGL_NOK_texture_from_pixmap +#define EGL_NOK_texture_from_pixmap 1 + +#define EGL_Y_INVERTED_NOK 0x307F + +#define EGLEW_NOK_texture_from_pixmap EGLEW_GET_VAR(__EGLEW_NOK_texture_from_pixmap) + +#endif /* EGL_NOK_texture_from_pixmap */ + +/* ------------------------ EGL_NV_3dvision_surface ------------------------ */ + +#ifndef EGL_NV_3dvision_surface +#define EGL_NV_3dvision_surface 1 + +#define EGL_AUTO_STEREO_NV 0x3136 + +#define EGLEW_NV_3dvision_surface EGLEW_GET_VAR(__EGLEW_NV_3dvision_surface) + +#endif /* EGL_NV_3dvision_surface */ + +/* ------------------------- EGL_NV_coverage_sample ------------------------ */ + +#ifndef EGL_NV_coverage_sample +#define EGL_NV_coverage_sample 1 + +#define EGL_COVERAGE_BUFFERS_NV 0x30E0 +#define EGL_COVERAGE_SAMPLES_NV 0x30E1 + +#define EGLEW_NV_coverage_sample EGLEW_GET_VAR(__EGLEW_NV_coverage_sample) + +#endif /* EGL_NV_coverage_sample */ + +/* --------------------- EGL_NV_coverage_sample_resolve -------------------- */ + +#ifndef EGL_NV_coverage_sample_resolve +#define EGL_NV_coverage_sample_resolve 1 + +#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 +#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 +#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 + +#define EGLEW_NV_coverage_sample_resolve EGLEW_GET_VAR(__EGLEW_NV_coverage_sample_resolve) + +#endif /* EGL_NV_coverage_sample_resolve */ + +/* --------------------------- EGL_NV_cuda_event --------------------------- */ + +#ifndef EGL_NV_cuda_event +#define EGL_NV_cuda_event 1 + +#define EGL_CUDA_EVENT_HANDLE_NV 0x323B +#define EGL_SYNC_CUDA_EVENT_NV 0x323C +#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D + +#define EGLEW_NV_cuda_event EGLEW_GET_VAR(__EGLEW_NV_cuda_event) + +#endif /* EGL_NV_cuda_event */ + +/* ------------------------- EGL_NV_depth_nonlinear ------------------------ */ + +#ifndef EGL_NV_depth_nonlinear +#define EGL_NV_depth_nonlinear 1 + +#define EGL_DEPTH_ENCODING_NONE_NV 0 +#define EGL_DEPTH_ENCODING_NV 0x30E2 +#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 + +#define EGLEW_NV_depth_nonlinear EGLEW_GET_VAR(__EGLEW_NV_depth_nonlinear) + +#endif /* EGL_NV_depth_nonlinear */ + +/* --------------------------- EGL_NV_device_cuda -------------------------- */ + +#ifndef EGL_NV_device_cuda +#define EGL_NV_device_cuda 1 + +#define EGL_CUDA_DEVICE_NV 0x323A + +#define EGLEW_NV_device_cuda EGLEW_GET_VAR(__EGLEW_NV_device_cuda) + +#endif /* EGL_NV_device_cuda */ + +/* -------------------------- EGL_NV_native_query -------------------------- */ + +#ifndef EGL_NV_native_query +#define EGL_NV_native_query 1 + +typedef EGLBoolean ( * PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType * display_id); +typedef EGLBoolean ( * PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType * pixmap); +typedef EGLBoolean ( * PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType * window); + +#define eglQueryNativeDisplayNV EGLEW_GET_FUN(__eglewQueryNativeDisplayNV) +#define eglQueryNativePixmapNV EGLEW_GET_FUN(__eglewQueryNativePixmapNV) +#define eglQueryNativeWindowNV EGLEW_GET_FUN(__eglewQueryNativeWindowNV) + +#define EGLEW_NV_native_query EGLEW_GET_VAR(__EGLEW_NV_native_query) + +#endif /* EGL_NV_native_query */ + +/* ---------------------- EGL_NV_post_convert_rounding --------------------- */ + +#ifndef EGL_NV_post_convert_rounding +#define EGL_NV_post_convert_rounding 1 + +#define EGLEW_NV_post_convert_rounding EGLEW_GET_VAR(__EGLEW_NV_post_convert_rounding) + +#endif /* EGL_NV_post_convert_rounding */ + +/* ------------------------- EGL_NV_post_sub_buffer ------------------------ */ + +#ifndef EGL_NV_post_sub_buffer +#define EGL_NV_post_sub_buffer 1 + +#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE + +typedef EGLBoolean ( * PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); + +#define eglPostSubBufferNV EGLEW_GET_FUN(__eglewPostSubBufferNV) + +#define EGLEW_NV_post_sub_buffer EGLEW_GET_VAR(__EGLEW_NV_post_sub_buffer) + +#endif /* EGL_NV_post_sub_buffer */ + +/* ------------------ EGL_NV_robustness_video_memory_purge ----------------- */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 + +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C + +#define EGLEW_NV_robustness_video_memory_purge EGLEW_GET_VAR(__EGLEW_NV_robustness_video_memory_purge) + +#endif /* EGL_NV_robustness_video_memory_purge */ + +/* ------------------ EGL_NV_stream_consumer_gltexture_yuv ----------------- */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 + +#define EGL_YUV_BUFFER_EXT 0x3300 +#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E + +typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLAttrib *attrib_list); + +#define eglStreamConsumerGLTextureExternalAttribsNV EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalAttribsNV) + +#define EGLEW_NV_stream_consumer_gltexture_yuv EGLEW_GET_VAR(__EGLEW_NV_stream_consumer_gltexture_yuv) + +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +/* ---------------------- EGL_NV_stream_cross_display ---------------------- */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 + +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E + +#define EGLEW_NV_stream_cross_display EGLEW_GET_VAR(__EGLEW_NV_stream_cross_display) + +#endif /* EGL_NV_stream_cross_display */ + +/* ----------------------- EGL_NV_stream_cross_object ---------------------- */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 + +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D + +#define EGLEW_NV_stream_cross_object EGLEW_GET_VAR(__EGLEW_NV_stream_cross_object) + +#endif /* EGL_NV_stream_cross_object */ + +/* --------------------- EGL_NV_stream_cross_partition --------------------- */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 + +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F + +#define EGLEW_NV_stream_cross_partition EGLEW_GET_VAR(__EGLEW_NV_stream_cross_partition) + +#endif /* EGL_NV_stream_cross_partition */ + +/* ---------------------- EGL_NV_stream_cross_process ---------------------- */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 + +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 + +#define EGLEW_NV_stream_cross_process EGLEW_GET_VAR(__EGLEW_NV_stream_cross_process) + +#endif /* EGL_NV_stream_cross_process */ + +/* ----------------------- EGL_NV_stream_cross_system ---------------------- */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 + +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F + +#define EGLEW_NV_stream_cross_system EGLEW_GET_VAR(__EGLEW_NV_stream_cross_system) + +#endif /* EGL_NV_stream_cross_system */ + +/* ------------------------ EGL_NV_stream_fifo_next ------------------------ */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 + +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A + +#define EGLEW_NV_stream_fifo_next EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_next) + +#endif /* EGL_NV_stream_fifo_next */ + +/* --------------------- EGL_NV_stream_fifo_synchronous -------------------- */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 + +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 + +#define EGLEW_NV_stream_fifo_synchronous EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_synchronous) + +#endif /* EGL_NV_stream_fifo_synchronous */ + +/* ----------------------- EGL_NV_stream_frame_limits ---------------------- */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 + +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 + +#define EGLEW_NV_stream_frame_limits EGLEW_GET_VAR(__EGLEW_NV_stream_frame_limits) + +#endif /* EGL_NV_stream_frame_limits */ + +/* ------------------------- EGL_NV_stream_metadata ------------------------ */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 + +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +#define EGL_PENDING_METADATA_NV 0x3328 + +typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); +typedef EGLBoolean ( * PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void * data); +typedef EGLBoolean ( * PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void * data); + +#define eglQueryDisplayAttribNV EGLEW_GET_FUN(__eglewQueryDisplayAttribNV) +#define eglQueryStreamMetadataNV EGLEW_GET_FUN(__eglewQueryStreamMetadataNV) +#define eglSetStreamMetadataNV EGLEW_GET_FUN(__eglewSetStreamMetadataNV) + +#define EGLEW_NV_stream_metadata EGLEW_GET_VAR(__EGLEW_NV_stream_metadata) + +#endif /* EGL_NV_stream_metadata */ + +/* -------------------------- EGL_NV_stream_remote ------------------------- */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 + +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 + +#define EGLEW_NV_stream_remote EGLEW_GET_VAR(__EGLEW_NV_stream_remote) + +#endif /* EGL_NV_stream_remote */ + +/* -------------------------- EGL_NV_stream_reset -------------------------- */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 + +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 + +typedef EGLBoolean ( * PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); + +#define eglResetStreamNV EGLEW_GET_FUN(__eglewResetStreamNV) + +#define EGLEW_NV_stream_reset EGLEW_GET_VAR(__EGLEW_NV_stream_reset) + +#endif /* EGL_NV_stream_reset */ + +/* -------------------------- EGL_NV_stream_socket ------------------------- */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 + +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D + +#define EGLEW_NV_stream_socket EGLEW_GET_VAR(__EGLEW_NV_stream_socket) + +#endif /* EGL_NV_stream_socket */ + +/* ----------------------- EGL_NV_stream_socket_inet ----------------------- */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 + +#define EGL_SOCKET_TYPE_INET_NV 0x324F + +#define EGLEW_NV_stream_socket_inet EGLEW_GET_VAR(__EGLEW_NV_stream_socket_inet) + +#endif /* EGL_NV_stream_socket_inet */ + +/* ----------------------- EGL_NV_stream_socket_unix ----------------------- */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 + +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E + +#define EGLEW_NV_stream_socket_unix EGLEW_GET_VAR(__EGLEW_NV_stream_socket_unix) + +#endif /* EGL_NV_stream_socket_unix */ + +/* --------------------------- EGL_NV_stream_sync -------------------------- */ + +#ifndef EGL_NV_stream_sync +#define EGL_NV_stream_sync 1 + +#define EGL_SYNC_TYPE_KHR 0x30F7 +#define EGL_SYNC_NEW_FRAME_NV 0x321F + +typedef EGLSyncKHR ( * PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint * attrib_list); + +#define eglCreateStreamSyncNV EGLEW_GET_FUN(__eglewCreateStreamSyncNV) + +#define EGLEW_NV_stream_sync EGLEW_GET_VAR(__EGLEW_NV_stream_sync) + +#endif /* EGL_NV_stream_sync */ + +/* ------------------------------ EGL_NV_sync ------------------------------ */ + +#ifndef EGL_NV_sync +#define EGL_NV_sync 1 + +#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 +#define EGL_SYNC_STATUS_NV 0x30E7 +#define EGL_SIGNALED_NV 0x30E8 +#define EGL_UNSIGNALED_NV 0x30E9 +#define EGL_ALREADY_SIGNALED_NV 0x30EA +#define EGL_TIMEOUT_EXPIRED_NV 0x30EB +#define EGL_CONDITION_SATISFIED_NV 0x30EC +#define EGL_SYNC_TYPE_NV 0x30ED +#define EGL_SYNC_CONDITION_NV 0x30EE +#define EGL_SYNC_FENCE_NV 0x30EF +#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFF + +typedef EGLint ( * PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); +typedef EGLSyncNV ( * PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint * attrib_list); +typedef EGLBoolean ( * PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); +typedef EGLBoolean ( * PFNEGLFENCENVPROC) (EGLSyncNV sync); +typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint * value); +typedef EGLBoolean ( * PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); + +#define eglClientWaitSyncNV EGLEW_GET_FUN(__eglewClientWaitSyncNV) +#define eglCreateFenceSyncNV EGLEW_GET_FUN(__eglewCreateFenceSyncNV) +#define eglDestroySyncNV EGLEW_GET_FUN(__eglewDestroySyncNV) +#define eglFenceNV EGLEW_GET_FUN(__eglewFenceNV) +#define eglGetSyncAttribNV EGLEW_GET_FUN(__eglewGetSyncAttribNV) +#define eglSignalSyncNV EGLEW_GET_FUN(__eglewSignalSyncNV) + +#define EGLEW_NV_sync EGLEW_GET_VAR(__EGLEW_NV_sync) + +#endif /* EGL_NV_sync */ + +/* --------------------------- EGL_NV_system_time -------------------------- */ + +#ifndef EGL_NV_system_time +#define EGL_NV_system_time 1 + +typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) ( void ); +typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMENVPROC) ( void ); + +#define eglGetSystemTimeFrequencyNV EGLEW_GET_FUN(__eglewGetSystemTimeFrequencyNV) +#define eglGetSystemTimeNV EGLEW_GET_FUN(__eglewGetSystemTimeNV) + +#define EGLEW_NV_system_time EGLEW_GET_VAR(__EGLEW_NV_system_time) + +#endif /* EGL_NV_system_time */ + +/* --------------------- EGL_TIZEN_image_native_buffer --------------------- */ + +#ifndef EGL_TIZEN_image_native_buffer +#define EGL_TIZEN_image_native_buffer 1 + +#define EGL_NATIVE_BUFFER_TIZEN 0x32A0 + +#define EGLEW_TIZEN_image_native_buffer EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_buffer) + +#endif /* EGL_TIZEN_image_native_buffer */ + +/* --------------------- EGL_TIZEN_image_native_surface -------------------- */ + +#ifndef EGL_TIZEN_image_native_surface +#define EGL_TIZEN_image_native_surface 1 + +#define EGL_NATIVE_SURFACE_TIZEN 0x32A1 + +#define EGLEW_TIZEN_image_native_surface EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_surface) + +#endif /* EGL_TIZEN_image_native_surface */ + +/* ------------------------------------------------------------------------- */ + +#define EGLEW_FUN_EXPORT GLEW_FUN_EXPORT +#define EGLEW_VAR_EXPORT GLEW_VAR_EXPORT + +EGLEW_FUN_EXPORT PFNEGLCHOOSECONFIGPROC __eglewChooseConfig; +EGLEW_FUN_EXPORT PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers; +EGLEW_FUN_EXPORT PFNEGLCREATECONTEXTPROC __eglewCreateContext; +EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface; +EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface; +EGLEW_FUN_EXPORT PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface; +EGLEW_FUN_EXPORT PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext; +EGLEW_FUN_EXPORT PFNEGLDESTROYSURFACEPROC __eglewDestroySurface; +EGLEW_FUN_EXPORT PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib; +EGLEW_FUN_EXPORT PFNEGLGETCONFIGSPROC __eglewGetConfigs; +EGLEW_FUN_EXPORT PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay; +EGLEW_FUN_EXPORT PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface; +EGLEW_FUN_EXPORT PFNEGLGETDISPLAYPROC __eglewGetDisplay; +EGLEW_FUN_EXPORT PFNEGLGETERRORPROC __eglewGetError; +EGLEW_FUN_EXPORT PFNEGLINITIALIZEPROC __eglewInitialize; +EGLEW_FUN_EXPORT PFNEGLMAKECURRENTPROC __eglewMakeCurrent; +EGLEW_FUN_EXPORT PFNEGLQUERYCONTEXTPROC __eglewQueryContext; +EGLEW_FUN_EXPORT PFNEGLQUERYSTRINGPROC __eglewQueryString; +EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPROC __eglewQuerySurface; +EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers; +EGLEW_FUN_EXPORT PFNEGLTERMINATEPROC __eglewTerminate; +EGLEW_FUN_EXPORT PFNEGLWAITGLPROC __eglewWaitGL; +EGLEW_FUN_EXPORT PFNEGLWAITNATIVEPROC __eglewWaitNative; + +EGLEW_FUN_EXPORT PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage; +EGLEW_FUN_EXPORT PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage; +EGLEW_FUN_EXPORT PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib; +EGLEW_FUN_EXPORT PFNEGLSWAPINTERVALPROC __eglewSwapInterval; + +EGLEW_FUN_EXPORT PFNEGLBINDAPIPROC __eglewBindAPI; +EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer; +EGLEW_FUN_EXPORT PFNEGLQUERYAPIPROC __eglewQueryAPI; +EGLEW_FUN_EXPORT PFNEGLRELEASETHREADPROC __eglewReleaseThread; +EGLEW_FUN_EXPORT PFNEGLWAITCLIENTPROC __eglewWaitClient; + +EGLEW_FUN_EXPORT PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext; + +EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync; +EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEPROC __eglewCreateImage; +EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface; +EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface; +EGLEW_FUN_EXPORT PFNEGLCREATESYNCPROC __eglewCreateSync; +EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEPROC __eglewDestroyImage; +EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCPROC __eglewDestroySync; +EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay; +EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib; +EGLEW_FUN_EXPORT PFNEGLWAITSYNCPROC __eglewWaitSync; + +EGLEW_FUN_EXPORT PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID; + +EGLEW_FUN_EXPORT PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID; + +EGLEW_FUN_EXPORT PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID; + +EGLEW_FUN_EXPORT PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID; + +EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE; + +EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT; + +EGLEW_FUN_EXPORT PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT; + +EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT; + +EGLEW_FUN_EXPORT PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT; +EGLEW_FUN_EXPORT PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT; +EGLEW_FUN_EXPORT PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT; +EGLEW_FUN_EXPORT PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT; +EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT; + +EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT; +EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT; +EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT; + +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT; + +EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT; + +EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI; + +EGLEW_FUN_EXPORT PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR; + +EGLEW_FUN_EXPORT PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR; +EGLEW_FUN_EXPORT PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR; +EGLEW_FUN_EXPORT PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR; +EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR; + +EGLEW_FUN_EXPORT PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR; +EGLEW_FUN_EXPORT PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR; + +EGLEW_FUN_EXPORT PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR; + +EGLEW_FUN_EXPORT PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR; + +EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR; +EGLEW_FUN_EXPORT PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR; +EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR; +EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR; +EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR; +EGLEW_FUN_EXPORT PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR; +EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR; +EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR; +EGLEW_FUN_EXPORT PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR; +EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR; +EGLEW_FUN_EXPORT PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR; +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR; +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR; + +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR; +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR; +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR; +EGLEW_FUN_EXPORT PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR; + +EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR; + +EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR; + +EGLEW_FUN_EXPORT PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR; + +EGLEW_FUN_EXPORT PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA; +EGLEW_FUN_EXPORT PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA; + +EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA; +EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA; + +EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK; + +EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK; + +EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV; +EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV; +EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV; + +EGLEW_FUN_EXPORT PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV; + +EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV; + +EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV; +EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV; +EGLEW_FUN_EXPORT PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV; + +EGLEW_FUN_EXPORT PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV; + +EGLEW_FUN_EXPORT PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV; + +EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV; +EGLEW_FUN_EXPORT PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV; +EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV; +EGLEW_FUN_EXPORT PFNEGLFENCENVPROC __eglewFenceNV; +EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV; +EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV; + +EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV; +EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_0; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_1; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_2; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_3; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_4; +EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_5; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_blob_cache; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_create_native_client_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_framebuffer_target; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_front_buffer_auto_refresh; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_image_native_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_native_fence_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_presentation_time; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANDROID_recordable; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_d3d_share_handle_client_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_device_d3d; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_query_surface_pointer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_surface_d3d_texture_2d_share_handle; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ANGLE_window_fixed_size; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_implicit_external_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_ARM_pixmap_multisample_discard; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_buffer_age; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_client_extensions; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_create_context_robustness; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_base; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_drm; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_enumeration; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_openwf; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_device_query; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_linear; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_bt2020_pq; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_gl_colorspace_scrgb_linear; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_image_dma_buf_import_modifiers; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_multiview_window; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_base; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_drm; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_output_openwf; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_pixel_format_float; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_base; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_device; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_wayland; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_platform_x11; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_content; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_protected_surface; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_stream_consumer_egloutput; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_surface_SMPTE2086_metadata; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_swap_buffers_with_damage; +EGLEW_VAR_EXPORT GLboolean __EGLEW_EXT_yuv_surface; +EGLEW_VAR_EXPORT GLboolean __EGLEW_HI_clientpixmap; +EGLEW_VAR_EXPORT GLboolean __EGLEW_HI_colorformats; +EGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_context_priority; +EGLEW_VAR_EXPORT GLboolean __EGLEW_IMG_image_plane_attribs; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_cl_event2; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_client_get_all_proc_addresses; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_config_attribs; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_context_flush_control; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_create_context_no_error; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_debug; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_fence_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_get_all_proc_addresses; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_colorspace; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_renderbuffer_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_2D_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_3D_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_gl_texture_cubemap_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_base; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_image_pixmap; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface2; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_lock_surface3; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_mutable_render_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_no_config_context; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_partial_update; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_android; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_gbm; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_wayland; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_platform_x11; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_reusable_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_attrib; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_consumer_gltexture; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_cross_process_fd; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_fifo; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_aldatalocator; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_stream_producer_eglsurface; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_surfaceless_context; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_swap_buffers_with_damage; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_vg_parent_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_KHR_wait_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_drm_image; +EGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_image_dma_buf_export; +EGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_gbm; +EGLEW_VAR_EXPORT GLboolean __EGLEW_MESA_platform_surfaceless; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_swap_region2; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NOK_texture_from_pixmap; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_3dvision_surface; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_coverage_sample_resolve; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_cuda_event; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_depth_nonlinear; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_device_cuda; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_native_query; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_convert_rounding; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_post_sub_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_robustness_video_memory_purge; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_display; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_object; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_partition; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_process; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_cross_system; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_next; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_fifo_synchronous; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_frame_limits; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_metadata; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_remote; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_reset; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_inet; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_socket_unix; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_sync; +EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_system_time; +EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_buffer; +EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_surface; +/* ------------------------------------------------------------------------ */ + +GLEWAPI GLenum GLEWAPIENTRY eglewInit (EGLDisplay display); +GLEWAPI GLboolean GLEWAPIENTRY eglewIsSupported (const char *name); + +#define EGLEW_GET_VAR(x) (*(const GLboolean*)&x) +#define EGLEW_GET_FUN(x) x + +GLEWAPI GLboolean GLEWAPIENTRY eglewGetExtension (const char *name); + +#ifdef __cplusplus +} +#endif + +#endif /* __eglew_h__ */ diff --git a/glew/include/GL/glew.h b/glew/include/GL/glew.h new file mode 100644 index 0000000..b5b6987 --- /dev/null +++ b/glew/include/GL/glew.h @@ -0,0 +1,23686 @@ +/* +** The OpenGL Extension Wrangler Library +** Copyright (C) 2008-2017, Nigel Stewart +** Copyright (C) 2002-2008, Milan Ikits +** Copyright (C) 2002-2008, Marcelo E. Magallon +** Copyright (C) 2002, Lev Povalahev +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are met: +** +** * Redistributions of source code must retain the above copyright notice, +** this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright notice, +** this list of conditions and the following disclaimer in the documentation +** and/or other materials provided with the distribution. +** * The name of the author may be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +** THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/* + * Mesa 3-D graphics library + * Version: 7.0 + * + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/* +** Copyright (c) 2007 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +#ifndef __glew_h__ +#define __glew_h__ +#define __GLEW_H__ + +#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H) +#error gl.h included before glew.h +#endif +#if defined(__gl2_h_) +#error gl2.h included before glew.h +#endif +#if defined(__gltypes_h_) +#error gltypes.h included before glew.h +#endif +#if defined(__REGAL_H__) +#error Regal.h included before glew.h +#endif +#if defined(__glext_h_) || defined(__GLEXT_H_) +#error glext.h included before glew.h +#endif +#if defined(__gl_ATI_h_) +#error glATI.h included before glew.h +#endif + +#define __gl_h_ +#define __gl2_h_ +#define __GL_H__ +#define _GL_H +#define __gltypes_h_ +#define __REGAL_H__ +#define __X_GL_H +#define __glext_h_ +#define __GLEXT_H_ +#define __gl_ATI_h_ + +#if defined(_WIN32) + +/* + * GLEW does not include to avoid name space pollution. + * GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t + * defined properly. + */ +/* and */ +#ifdef APIENTRY +# ifndef GLAPIENTRY +# define GLAPIENTRY APIENTRY +# endif +# ifndef GLEWAPIENTRY +# define GLEWAPIENTRY APIENTRY +# endif +#else +#define GLEW_APIENTRY_DEFINED +# if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) +# define APIENTRY __stdcall +# ifndef GLAPIENTRY +# define GLAPIENTRY __stdcall +# endif +# ifndef GLEWAPIENTRY +# define GLEWAPIENTRY __stdcall +# endif +# else +# define APIENTRY +# endif +#endif +#ifndef GLAPI +# if defined(__MINGW32__) || defined(__CYGWIN__) +# define GLAPI extern +# endif +#endif +/* */ +#ifndef CALLBACK +#define GLEW_CALLBACK_DEFINED +# if defined(__MINGW32__) || defined(__CYGWIN__) +# define CALLBACK __attribute__ ((__stdcall__)) +# elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS) +# define CALLBACK __stdcall +# else +# define CALLBACK +# endif +#endif +/* and */ +#ifndef WINGDIAPI +#define GLEW_WINGDIAPI_DEFINED +#define WINGDIAPI __declspec(dllimport) +#endif +/* */ +#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED) +typedef unsigned short wchar_t; +# define _WCHAR_T_DEFINED +#endif +/* */ +#if !defined(_W64) +# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300 +# define _W64 __w64 +# else +# define _W64 +# endif +#endif +#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__) +# ifdef _WIN64 +typedef __int64 ptrdiff_t; +# else +typedef _W64 int ptrdiff_t; +# endif +# define _PTRDIFF_T_DEFINED +# define _PTRDIFF_T_ +#endif + +#ifndef GLAPI +# if defined(__MINGW32__) || defined(__CYGWIN__) +# define GLAPI extern +# else +# define GLAPI WINGDIAPI +# endif +#endif + +/* + * GLEW_STATIC is defined for static library. + * GLEW_BUILD is defined for building the DLL library. + */ + +#ifdef GLEW_STATIC +# define GLEWAPI extern +#else +# ifdef GLEW_BUILD +# define GLEWAPI extern __declspec(dllexport) +# else +# define GLEWAPI extern __declspec(dllimport) +# endif +#endif + +#else /* _UNIX */ + +/* + * Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO + * C. On my system, this amounts to _3 lines_ of included code, all of + * them pretty much harmless. If you know of a way of detecting 32 vs + * 64 _targets_ at compile time you are free to replace this with + * something that's portable. For now, _this_ is the portable solution. + * (mem, 2004-01-04) + */ + +#include + +/* SGI MIPSPro doesn't like stdint.h in C++ mode */ +/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */ + +#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__) +#include +#else +#include +#endif + +#define GLEW_APIENTRY_DEFINED +#define APIENTRY + +/* + * GLEW_STATIC is defined for static library. + */ + +#ifdef GLEW_STATIC +# define GLEWAPI extern +#else +# if defined(__GNUC__) && __GNUC__>=4 +# define GLEWAPI extern __attribute__ ((visibility("default"))) +# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC) +# define GLEWAPI extern __global +# else +# define GLEWAPI extern +# endif +#endif + +/* */ +#ifndef GLAPI +#define GLAPI extern +#endif + +#endif /* _WIN32 */ + +#ifndef GLAPIENTRY +#define GLAPIENTRY +#endif + +#ifndef GLEWAPIENTRY +#define GLEWAPIENTRY +#endif + +#define GLEW_VAR_EXPORT GLEWAPI +#define GLEW_FUN_EXPORT GLEWAPI + +#ifdef __cplusplus +extern "C" { +#endif + +/* ----------------------------- GL_VERSION_1_1 ---------------------------- */ + +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 + +typedef unsigned int GLenum; +typedef unsigned int GLbitfield; +typedef unsigned int GLuint; +typedef int GLint; +typedef int GLsizei; +typedef unsigned char GLboolean; +typedef signed char GLbyte; +typedef short GLshort; +typedef unsigned char GLubyte; +typedef unsigned short GLushort; +typedef unsigned long GLulong; +typedef float GLfloat; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void GLvoid; +#if defined(_MSC_VER) && _MSC_VER < 1400 +typedef __int64 GLint64EXT; +typedef unsigned __int64 GLuint64EXT; +#elif defined(_MSC_VER) || defined(__BORLANDC__) +typedef signed long long GLint64EXT; +typedef unsigned long long GLuint64EXT; +#else +# if defined(__MINGW32__) || defined(__CYGWIN__) +#include +# endif +typedef int64_t GLint64EXT; +typedef uint64_t GLuint64EXT; +#endif +typedef GLint64EXT GLint64; +typedef GLuint64EXT GLuint64; +typedef struct __GLsync *GLsync; + +typedef char GLchar; + +#define GL_ZERO 0 +#define GL_FALSE 0 +#define GL_LOGIC_OP 0x0BF1 +#define GL_NONE 0 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_NO_ERROR 0 +#define GL_POINTS 0x0000 +#define GL_CURRENT_BIT 0x00000001 +#define GL_TRUE 1 +#define GL_ONE 1 +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_POINT_BIT 0x00000002 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_LINE_STRIP 0x0003 +#define GL_LINE_BIT 0x00000004 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON 0x0009 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM 0x0100 +#define GL_LOAD 0x0101 +#define GL_RETURN 0x0102 +#define GL_MULT 0x0103 +#define GL_ADD 0x0104 +#define GL_NEVER 0x0200 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_EXP 0x0800 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_EXP2 0x0801 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LIST_MODE 0x0B30 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_SHADE_MODEL 0x0B54 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_FOG 0x0B60 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_COLOR 0x0B66 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_NORMALIZE 0x0BA1 +#define GL_VIEWPORT 0x0BA2 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_INDEX_MODE 0x0C30 +#define GL_RGBA_MODE 0x0C31 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_RENDER_MODE 0x0C40 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_FOG_HINT 0x0C54 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_INDEX_BITS 0x0D51 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_DOUBLE 0x140A +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_EMISSION 0x1600 +#define GL_SHININESS 0x1601 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_COLOR_INDEX 0x1900 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_BITMAP 0x1A00 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_RENDER 0x1C00 +#define GL_FEEDBACK 0x1C01 +#define GL_SELECT 0x1C02 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_S 0x2000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV 0x2300 +#define GL_EYE_LINEAR 0x2400 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_SPHERE_MAP 0x2402 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_PLANE 0x2502 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_CLAMP 0x2900 +#define GL_REPEAT 0x2901 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_R3_G3_B2 0x2A10 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_LIGHT0 0x4000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_HINT_BIT 0x00008000 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000fffff +#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff + +GLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value); +GLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref); +GLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI void GLAPIENTRY glArrayElement (GLint i); +GLAPI void GLAPIENTRY glBegin (GLenum mode); +GLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); +GLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); +GLAPI void GLAPIENTRY glCallList (GLuint list); +GLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists); +GLAPI void GLAPIENTRY glClear (GLbitfield mask); +GLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +GLAPI void GLAPIENTRY glClearDepth (GLclampd depth); +GLAPI void GLAPIENTRY glClearIndex (GLfloat c); +GLAPI void GLAPIENTRY glClearStencil (GLint s); +GLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation); +GLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue); +GLAPI void GLAPIENTRY glColor3bv (const GLbyte *v); +GLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue); +GLAPI void GLAPIENTRY glColor3dv (const GLdouble *v); +GLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue); +GLAPI void GLAPIENTRY glColor3fv (const GLfloat *v); +GLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue); +GLAPI void GLAPIENTRY glColor3iv (const GLint *v); +GLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue); +GLAPI void GLAPIENTRY glColor3sv (const GLshort *v); +GLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue); +GLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v); +GLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue); +GLAPI void GLAPIENTRY glColor3uiv (const GLuint *v); +GLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue); +GLAPI void GLAPIENTRY glColor3usv (const GLushort *v); +GLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +GLAPI void GLAPIENTRY glColor4bv (const GLbyte *v); +GLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +GLAPI void GLAPIENTRY glColor4dv (const GLdouble *v); +GLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void GLAPIENTRY glColor4fv (const GLfloat *v); +GLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha); +GLAPI void GLAPIENTRY glColor4iv (const GLint *v); +GLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha); +GLAPI void GLAPIENTRY glColor4sv (const GLshort *v); +GLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +GLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v); +GLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha); +GLAPI void GLAPIENTRY glColor4uiv (const GLuint *v); +GLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha); +GLAPI void GLAPIENTRY glColor4usv (const GLushort *v); +GLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode); +GLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +GLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void GLAPIENTRY glCullFace (GLenum mode); +GLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range); +GLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void GLAPIENTRY glDepthFunc (GLenum func); +GLAPI void GLAPIENTRY glDepthMask (GLboolean flag); +GLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar); +GLAPI void GLAPIENTRY glDisable (GLenum cap); +GLAPI void GLAPIENTRY glDisableClientState (GLenum array); +GLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); +GLAPI void GLAPIENTRY glDrawBuffer (GLenum mode); +GLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag); +GLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag); +GLAPI void GLAPIENTRY glEnable (GLenum cap); +GLAPI void GLAPIENTRY glEnableClientState (GLenum array); +GLAPI void GLAPIENTRY glEnd (void); +GLAPI void GLAPIENTRY glEndList (void); +GLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u); +GLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u); +GLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u); +GLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u); +GLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v); +GLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u); +GLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v); +GLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u); +GLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2); +GLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +GLAPI void GLAPIENTRY glEvalPoint1 (GLint i); +GLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j); +GLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer); +GLAPI void GLAPIENTRY glFinish (void); +GLAPI void GLAPIENTRY glFlush (void); +GLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param); +GLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glFrontFace (GLenum mode); +GLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI GLuint GLAPIENTRY glGenLists (GLsizei range); +GLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures); +GLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params); +GLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation); +GLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params); +GLAPI GLenum GLAPIENTRY glGetError (void); +GLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v); +GLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v); +GLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v); +GLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values); +GLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values); +GLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values); +GLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params); +GLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask); +GLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name); +GLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params); +GLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode); +GLAPI void GLAPIENTRY glIndexMask (GLuint mask); +GLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glIndexd (GLdouble c); +GLAPI void GLAPIENTRY glIndexdv (const GLdouble *c); +GLAPI void GLAPIENTRY glIndexf (GLfloat c); +GLAPI void GLAPIENTRY glIndexfv (const GLfloat *c); +GLAPI void GLAPIENTRY glIndexi (GLint c); +GLAPI void GLAPIENTRY glIndexiv (const GLint *c); +GLAPI void GLAPIENTRY glIndexs (GLshort c); +GLAPI void GLAPIENTRY glIndexsv (const GLshort *c); +GLAPI void GLAPIENTRY glIndexub (GLubyte c); +GLAPI void GLAPIENTRY glIndexubv (const GLubyte *c); +GLAPI void GLAPIENTRY glInitNames (void); +GLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer); +GLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap); +GLAPI GLboolean GLAPIENTRY glIsList (GLuint list); +GLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture); +GLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param); +GLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param); +GLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern); +GLAPI void GLAPIENTRY glLineWidth (GLfloat width); +GLAPI void GLAPIENTRY glListBase (GLuint base); +GLAPI void GLAPIENTRY glLoadIdentity (void); +GLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m); +GLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m); +GLAPI void GLAPIENTRY glLoadName (GLuint name); +GLAPI void GLAPIENTRY glLogicOp (GLenum opcode); +GLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +GLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2); +GLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2); +GLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +GLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +GLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param); +GLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glMatrixMode (GLenum mode); +GLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m); +GLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m); +GLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode); +GLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v); +GLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v); +GLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v); +GLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz); +GLAPI void GLAPIENTRY glNormal3iv (const GLint *v); +GLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz); +GLAPI void GLAPIENTRY glNormal3sv (const GLshort *v); +GLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI void GLAPIENTRY glPassThrough (GLfloat token); +GLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values); +GLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values); +GLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values); +GLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param); +GLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor); +GLAPI void GLAPIENTRY glPointSize (GLfloat size); +GLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units); +GLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask); +GLAPI void GLAPIENTRY glPopAttrib (void); +GLAPI void GLAPIENTRY glPopClientAttrib (void); +GLAPI void GLAPIENTRY glPopMatrix (void); +GLAPI void GLAPIENTRY glPopName (void); +GLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities); +GLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask); +GLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask); +GLAPI void GLAPIENTRY glPushMatrix (void); +GLAPI void GLAPIENTRY glPushName (GLuint name); +GLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y); +GLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v); +GLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y); +GLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v); +GLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y); +GLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v); +GLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y); +GLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v); +GLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z); +GLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v); +GLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z); +GLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v); +GLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z); +GLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v); +GLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z); +GLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v); +GLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v); +GLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v); +GLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w); +GLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v); +GLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v); +GLAPI void GLAPIENTRY glReadBuffer (GLenum mode); +GLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +GLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2); +GLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +GLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2); +GLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2); +GLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2); +GLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2); +GLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2); +GLAPI GLint GLAPIENTRY glRenderMode (GLenum mode); +GLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z); +GLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z); +GLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer); +GLAPI void GLAPIENTRY glShadeModel (GLenum mode); +GLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); +GLAPI void GLAPIENTRY glStencilMask (GLuint mask); +GLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); +GLAPI void GLAPIENTRY glTexCoord1d (GLdouble s); +GLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v); +GLAPI void GLAPIENTRY glTexCoord1f (GLfloat s); +GLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v); +GLAPI void GLAPIENTRY glTexCoord1i (GLint s); +GLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v); +GLAPI void GLAPIENTRY glTexCoord1s (GLshort s); +GLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v); +GLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t); +GLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v); +GLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t); +GLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v); +GLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t); +GLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v); +GLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t); +GLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v); +GLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r); +GLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v); +GLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r); +GLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v); +GLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r); +GLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v); +GLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r); +GLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v); +GLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v); +GLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v); +GLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q); +GLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v); +GLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v); +GLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param); +GLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param); +GLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params); +GLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param); +GLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); +GLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z); +GLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z); +GLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y); +GLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v); +GLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y); +GLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v); +GLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y); +GLAPI void GLAPIENTRY glVertex2iv (const GLint *v); +GLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y); +GLAPI void GLAPIENTRY glVertex2sv (const GLshort *v); +GLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z); +GLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v); +GLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z); +GLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v); +GLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z); +GLAPI void GLAPIENTRY glVertex3iv (const GLint *v); +GLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z); +GLAPI void GLAPIENTRY glVertex3sv (const GLshort *v); +GLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v); +GLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v); +GLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w); +GLAPI void GLAPIENTRY glVertex4iv (const GLint *v); +GLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void GLAPIENTRY glVertex4sv (const GLshort *v); +GLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); + +#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1) + +#endif /* GL_VERSION_1_1 */ + +/* ---------------------------------- GLU ---------------------------------- */ + +#ifndef GLEW_NO_GLU +# ifdef __APPLE__ +# include +# if defined(__IPHONE_OS_VERSION_MIN_REQUIRED) +# define GLEW_NO_GLU +# endif +# endif +#endif + +#ifndef GLEW_NO_GLU +/* this is where we can safely include GLU */ +# if defined(__APPLE__) && defined(__MACH__) +# include +# else +# include +# endif +#endif + +/* ----------------------------- GL_VERSION_1_2 ---------------------------- */ + +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 + +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_RESCALE_NORMAL 0x803A +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E + +typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); + +#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D) +#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements) +#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D) +#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D) + +#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2) + +#endif /* GL_VERSION_1_2 */ + +/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */ + +#ifndef GL_VERSION_1_2_1 +#define GL_VERSION_1_2_1 1 + +#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1) + +#endif /* GL_VERSION_1_2_1 */ + +/* ----------------------------- GL_VERSION_1_3 ---------------------------- */ + +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 + +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_SUBTRACT 0x84E7 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_MULTISAMPLE_BIT 0x20000000 + +typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img); +typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); +typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); +typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); +typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); + +#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture) +#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture) +#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D) +#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D) +#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D) +#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D) +#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D) +#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D) +#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage) +#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd) +#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf) +#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd) +#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf) +#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d) +#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv) +#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f) +#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv) +#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i) +#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv) +#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s) +#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv) +#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d) +#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv) +#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f) +#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv) +#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i) +#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv) +#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s) +#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv) +#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d) +#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv) +#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f) +#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv) +#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i) +#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv) +#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s) +#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv) +#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d) +#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv) +#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f) +#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv) +#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i) +#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv) +#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s) +#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv) +#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage) + +#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3) + +#endif /* GL_VERSION_1_3 */ + +/* ----------------------------- GL_VERSION_1_4 ---------------------------- */ + +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 + +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_COMPARE_R_TO_TEXTURE 0x884E + +typedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p); + +#define glBlendColor GLEW_GET_FUN(__glewBlendColor) +#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation) +#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate) +#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer) +#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd) +#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv) +#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf) +#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv) +#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays) +#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements) +#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf) +#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv) +#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri) +#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv) +#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b) +#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv) +#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d) +#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv) +#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f) +#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv) +#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i) +#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv) +#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s) +#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv) +#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub) +#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv) +#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui) +#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv) +#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us) +#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv) +#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer) +#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d) +#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv) +#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f) +#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv) +#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i) +#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv) +#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s) +#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv) +#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d) +#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv) +#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f) +#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv) +#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i) +#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv) +#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s) +#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv) + +#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4) + +#endif /* GL_VERSION_1_4 */ + +/* ----------------------------- GL_VERSION_1_5 ---------------------------- */ + +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 + +#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE +#define GL_FOG_COORD GL_FOG_COORDINATE +#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING +#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER +#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE +#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE +#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE +#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA +#define GL_SRC0_RGB GL_SOURCE0_RGB +#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA +#define GL_SRC1_RGB GL_SOURCE1_RGB +#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA +#define GL_SRC2_RGB GL_SOURCE2_RGB +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 + +typedef ptrdiff_t GLintptr; +typedef ptrdiff_t GLsizeiptr; + +typedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage); +typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); +typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params); +typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer); +typedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id); +typedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); +typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target); + +#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery) +#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer) +#define glBufferData GLEW_GET_FUN(__glewBufferData) +#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData) +#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers) +#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries) +#define glEndQuery GLEW_GET_FUN(__glewEndQuery) +#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers) +#define glGenQueries GLEW_GET_FUN(__glewGenQueries) +#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv) +#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv) +#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData) +#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv) +#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv) +#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv) +#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer) +#define glIsQuery GLEW_GET_FUN(__glewIsQuery) +#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer) +#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer) + +#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5) + +#endif /* GL_VERSION_1_5 */ + +/* ----------------------------- GL_VERSION_2_0 ---------------------------- */ + +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 + +#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 + +typedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type); +typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders); +typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); +typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source); +typedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param); +typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader); +typedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length); +typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +typedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); + +#define glAttachShader GLEW_GET_FUN(__glewAttachShader) +#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation) +#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate) +#define glCompileShader GLEW_GET_FUN(__glewCompileShader) +#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram) +#define glCreateShader GLEW_GET_FUN(__glewCreateShader) +#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram) +#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader) +#define glDetachShader GLEW_GET_FUN(__glewDetachShader) +#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray) +#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers) +#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray) +#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib) +#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform) +#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders) +#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation) +#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog) +#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv) +#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog) +#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource) +#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv) +#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation) +#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv) +#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv) +#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv) +#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv) +#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv) +#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv) +#define glIsProgram GLEW_GET_FUN(__glewIsProgram) +#define glIsShader GLEW_GET_FUN(__glewIsShader) +#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram) +#define glShaderSource GLEW_GET_FUN(__glewShaderSource) +#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate) +#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate) +#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate) +#define glUniform1f GLEW_GET_FUN(__glewUniform1f) +#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv) +#define glUniform1i GLEW_GET_FUN(__glewUniform1i) +#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv) +#define glUniform2f GLEW_GET_FUN(__glewUniform2f) +#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv) +#define glUniform2i GLEW_GET_FUN(__glewUniform2i) +#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv) +#define glUniform3f GLEW_GET_FUN(__glewUniform3f) +#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv) +#define glUniform3i GLEW_GET_FUN(__glewUniform3i) +#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv) +#define glUniform4f GLEW_GET_FUN(__glewUniform4f) +#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv) +#define glUniform4i GLEW_GET_FUN(__glewUniform4i) +#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv) +#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv) +#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv) +#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv) +#define glUseProgram GLEW_GET_FUN(__glewUseProgram) +#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram) +#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d) +#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv) +#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f) +#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv) +#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s) +#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv) +#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d) +#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv) +#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f) +#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv) +#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s) +#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv) +#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d) +#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv) +#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f) +#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv) +#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s) +#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv) +#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv) +#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv) +#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv) +#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub) +#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv) +#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv) +#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv) +#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv) +#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d) +#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv) +#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f) +#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv) +#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv) +#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s) +#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv) +#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv) +#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv) +#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv) +#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer) + +#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0) + +#endif /* GL_VERSION_2_0 */ + +/* ----------------------------- GL_VERSION_2_1 ---------------------------- */ + +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 + +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B + +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + +#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv) +#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv) +#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv) +#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv) +#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv) +#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv) + +#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1) + +#endif /* GL_VERSION_2_1 */ + +/* ----------------------------- GL_VERSION_3_0 ---------------------------- */ + +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 + +#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0 +#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1 +#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2 +#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3 +#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4 +#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5 +#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB +#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES +#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_DEPTH_BUFFER 0x8223 +#define GL_STENCIL_BUFFER 0x8224 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 + +typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); +typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); +typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value); +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index); +typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void); +typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void); +typedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data); +typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name); +typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer); + +#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender) +#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback) +#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation) +#define glClampColor GLEW_GET_FUN(__glewClampColor) +#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi) +#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv) +#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv) +#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv) +#define glColorMaski GLEW_GET_FUN(__glewColorMaski) +#define glDisablei GLEW_GET_FUN(__glewDisablei) +#define glEnablei GLEW_GET_FUN(__glewEnablei) +#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender) +#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback) +#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v) +#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation) +#define glGetStringi GLEW_GET_FUN(__glewGetStringi) +#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv) +#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv) +#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying) +#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv) +#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv) +#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv) +#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi) +#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv) +#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv) +#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings) +#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui) +#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv) +#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui) +#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv) +#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui) +#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv) +#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui) +#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv) +#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i) +#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv) +#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui) +#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv) +#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i) +#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv) +#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui) +#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv) +#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i) +#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv) +#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui) +#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv) +#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv) +#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i) +#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv) +#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv) +#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv) +#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui) +#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv) +#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv) +#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer) + +#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0) + +#endif /* GL_VERSION_3_0 */ + +/* ----------------------------- GL_VERSION_3_1 ---------------------------- */ + +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 + +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer); + +#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced) +#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced) +#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex) +#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer) + +#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1) + +#endif /* GL_VERSION_3_1 */ + +/* ----------------------------- GL_VERSION_3_2 ---------------------------- */ + +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 + +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data); +typedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data); + +#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture) +#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v) +#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v) + +#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2) + +#endif /* GL_VERSION_3_2 */ + +/* ----------------------------- GL_VERSION_3_3 ---------------------------- */ + +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 + +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_RGB10_A2UI 0x906F + +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); + +#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor) + +#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3) + +#endif /* GL_VERSION_3_3 */ + +/* ----------------------------- GL_VERSION_4_0 ---------------------------- */ + +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 + +#define GL_SAMPLE_SHADING 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value); + +#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei) +#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi) +#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei) +#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci) +#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading) + +#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0) + +#endif /* GL_VERSION_4_0 */ + +/* ----------------------------- GL_VERSION_4_1 ---------------------------- */ + +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 + +#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1) + +#endif /* GL_VERSION_4_1 */ + +/* ----------------------------- GL_VERSION_4_2 ---------------------------- */ + +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 + +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 + +#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2) + +#endif /* GL_VERSION_4_2 */ + +/* ----------------------------- GL_VERSION_4_3 ---------------------------- */ + +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 + +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E + +#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3) + +#endif /* GL_VERSION_4_3 */ + +/* ----------------------------- GL_VERSION_4_4 ---------------------------- */ + +#ifndef GL_VERSION_4_4 +#define GL_VERSION_4_4 1 + +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#define GL_TEXTURE_BUFFER_BINDING 0x8C2A + +#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4) + +#endif /* GL_VERSION_4_4 */ + +/* ----------------------------- GL_VERSION_4_5 ---------------------------- */ + +#ifndef GL_VERSION_4_5 +#define GL_VERSION_4_5 1 + +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 + +typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void); +typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels); +typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); + +#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus) +#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage) +#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage) +#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv) + +#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5) + +#endif /* GL_VERSION_4_5 */ + +/* ----------------------------- GL_VERSION_4_6 ---------------------------- */ + +#ifndef GL_VERSION_4_6 +#define GL_VERSION_4_6 1 + +#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 +#define GL_PARAMETER_BUFFER 0x80EE +#define GL_PARAMETER_BUFFER_BINDING 0x80EF +#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED +#define GL_VERTICES_SUBMITTED 0x82EE +#define GL_PRIMITIVES_SUBMITTED 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 +#define GL_SPIR_V_BINARY 0x9552 +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); + +#define glMultiDrawArraysIndirectCount GLEW_GET_FUN(__glewMultiDrawArraysIndirectCount) +#define glMultiDrawElementsIndirectCount GLEW_GET_FUN(__glewMultiDrawElementsIndirectCount) +#define glSpecializeShader GLEW_GET_FUN(__glewSpecializeShader) + +#define GLEW_VERSION_4_6 GLEW_GET_VAR(__GLEW_VERSION_4_6) + +#endif /* GL_VERSION_4_6 */ + +/* -------------------------- GL_3DFX_multisample -------------------------- */ + +#ifndef GL_3DFX_multisample +#define GL_3DFX_multisample 1 + +#define GL_MULTISAMPLE_3DFX 0x86B2 +#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 +#define GL_SAMPLES_3DFX 0x86B4 +#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 + +#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample) + +#endif /* GL_3DFX_multisample */ + +/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */ + +#ifndef GL_3DFX_tbuffer +#define GL_3DFX_tbuffer 1 + +typedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); + +#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX) + +#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer) + +#endif /* GL_3DFX_tbuffer */ + +/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */ + +#ifndef GL_3DFX_texture_compression_FXT1 +#define GL_3DFX_texture_compression_FXT1 1 + +#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 +#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 + +#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1) + +#endif /* GL_3DFX_texture_compression_FXT1 */ + +/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */ + +#ifndef GL_AMD_blend_minmax_factor +#define GL_AMD_blend_minmax_factor 1 + +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D + +#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor) + +#endif /* GL_AMD_blend_minmax_factor */ + +/* --------------------- GL_AMD_compressed_3DC_texture --------------------- */ + +#ifndef GL_AMD_compressed_3DC_texture +#define GL_AMD_compressed_3DC_texture 1 + +#define GL_3DC_X_AMD 0x87F9 +#define GL_3DC_XY_AMD 0x87FA + +#define GLEW_AMD_compressed_3DC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_3DC_texture) + +#endif /* GL_AMD_compressed_3DC_texture */ + +/* --------------------- GL_AMD_compressed_ATC_texture --------------------- */ + +#ifndef GL_AMD_compressed_ATC_texture +#define GL_AMD_compressed_ATC_texture 1 + +#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE +#define GL_ATC_RGB_AMD 0x8C92 +#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 + +#define GLEW_AMD_compressed_ATC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_ATC_texture) + +#endif /* GL_AMD_compressed_ATC_texture */ + +/* ----------------------- GL_AMD_conservative_depth ----------------------- */ + +#ifndef GL_AMD_conservative_depth +#define GL_AMD_conservative_depth 1 + +#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth) + +#endif /* GL_AMD_conservative_depth */ + +/* -------------------------- GL_AMD_debug_output -------------------------- */ + +#ifndef GL_AMD_debug_output +#define GL_AMD_debug_output 1 + +#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 +#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 +#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 +#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A +#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B +#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C +#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D +#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E +#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F +#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 + +typedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam); + +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf); +typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message); + +#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD) +#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD) +#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD) +#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD) + +#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output) + +#endif /* GL_AMD_debug_output */ + +/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */ + +#ifndef GL_AMD_depth_clamp_separate +#define GL_AMD_depth_clamp_separate 1 + +#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E +#define GL_DEPTH_CLAMP_FAR_AMD 0x901F + +#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate) + +#endif /* GL_AMD_depth_clamp_separate */ + +/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */ + +#ifndef GL_AMD_draw_buffers_blend +#define GL_AMD_draw_buffers_blend 1 + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + +#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD) +#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD) +#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD) +#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD) + +#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend) + +#endif /* GL_AMD_draw_buffers_blend */ + +/* ------------------ GL_AMD_framebuffer_sample_positions ------------------ */ + +#ifndef GL_AMD_framebuffer_sample_positions +#define GL_AMD_framebuffer_sample_positions 1 + +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F +#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE +#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF +#define GL_ALL_PIXELS_AMD 0xFFFFFFFF + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat* values); +typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); +typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat* values); + +#define glFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewFramebufferSamplePositionsfvAMD) +#define glGetFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetFramebufferParameterfvAMD) +#define glGetNamedFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetNamedFramebufferParameterfvAMD) +#define glNamedFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewNamedFramebufferSamplePositionsfvAMD) + +#define GLEW_AMD_framebuffer_sample_positions GLEW_GET_VAR(__GLEW_AMD_framebuffer_sample_positions) + +#endif /* GL_AMD_framebuffer_sample_positions */ + +/* --------------------------- GL_AMD_gcn_shader --------------------------- */ + +#ifndef GL_AMD_gcn_shader +#define GL_AMD_gcn_shader 1 + +#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader) + +#endif /* GL_AMD_gcn_shader */ + +/* ---------------------- GL_AMD_gpu_shader_half_float --------------------- */ + +#ifndef GL_AMD_gpu_shader_half_float +#define GL_AMD_gpu_shader_half_float 1 + +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_FLOAT16_MAT2_AMD 0x91C5 +#define GL_FLOAT16_MAT3_AMD 0x91C6 +#define GL_FLOAT16_MAT4_AMD 0x91C7 +#define GL_FLOAT16_MAT2x3_AMD 0x91C8 +#define GL_FLOAT16_MAT2x4_AMD 0x91C9 +#define GL_FLOAT16_MAT3x2_AMD 0x91CA +#define GL_FLOAT16_MAT3x4_AMD 0x91CB +#define GL_FLOAT16_MAT4x2_AMD 0x91CC +#define GL_FLOAT16_MAT4x3_AMD 0x91CD + +#define GLEW_AMD_gpu_shader_half_float GLEW_GET_VAR(__GLEW_AMD_gpu_shader_half_float) + +#endif /* GL_AMD_gpu_shader_half_float */ + +/* ------------------------ GL_AMD_gpu_shader_int16 ------------------------ */ + +#ifndef GL_AMD_gpu_shader_int16 +#define GL_AMD_gpu_shader_int16 1 + +#define GLEW_AMD_gpu_shader_int16 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int16) + +#endif /* GL_AMD_gpu_shader_int16 */ + +/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */ + +#ifndef GL_AMD_gpu_shader_int64 +#define GL_AMD_gpu_shader_int64 1 + +#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64) + +#endif /* GL_AMD_gpu_shader_int64 */ + +/* ---------------------- GL_AMD_interleaved_elements ---------------------- */ + +#ifndef GL_AMD_interleaved_elements +#define GL_AMD_interleaved_elements 1 + +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RG8UI 0x8238 +#define GL_RG16UI 0x823A +#define GL_RGBA8UI 0x8D7C +#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 +#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 + +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); + +#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD) + +#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements) + +#endif /* GL_AMD_interleaved_elements */ + +/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */ + +#ifndef GL_AMD_multi_draw_indirect +#define GL_AMD_multi_draw_indirect 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); + +#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD) +#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD) + +#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect) + +#endif /* GL_AMD_multi_draw_indirect */ + +/* ------------------------- GL_AMD_name_gen_delete ------------------------ */ + +#ifndef GL_AMD_name_gen_delete +#define GL_AMD_name_gen_delete 1 + +#define GL_DATA_BUFFER_AMD 0x9151 +#define GL_PERFORMANCE_MONITOR_AMD 0x9152 +#define GL_QUERY_OBJECT_AMD 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 +#define GL_SAMPLER_OBJECT_AMD 0x9155 + +typedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names); +typedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names); +typedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); + +#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD) +#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD) +#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD) + +#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete) + +#endif /* GL_AMD_name_gen_delete */ + +/* ---------------------- GL_AMD_occlusion_query_event --------------------- */ + +#ifndef GL_AMD_occlusion_query_event +#define GL_AMD_occlusion_query_event 1 + +#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 +#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 +#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 +#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 +#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F +#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF + +typedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); + +#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD) + +#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event) + +#endif /* GL_AMD_occlusion_query_event */ + +/* ----------------------- GL_AMD_performance_monitor ---------------------- */ + +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 + +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 + +typedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); +typedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString); +typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups); +typedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList); + +#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD) +#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD) +#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD) +#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD) +#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD) +#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD) +#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD) +#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD) +#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD) +#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD) +#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD) + +#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor) + +#endif /* GL_AMD_performance_monitor */ + +/* -------------------------- GL_AMD_pinned_memory ------------------------- */ + +#ifndef GL_AMD_pinned_memory +#define GL_AMD_pinned_memory 1 + +#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 + +#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory) + +#endif /* GL_AMD_pinned_memory */ + +/* ----------------------- GL_AMD_program_binary_Z400 ---------------------- */ + +#ifndef GL_AMD_program_binary_Z400 +#define GL_AMD_program_binary_Z400 1 + +#define GL_Z400_BINARY_AMD 0x8740 + +#define GLEW_AMD_program_binary_Z400 GLEW_GET_VAR(__GLEW_AMD_program_binary_Z400) + +#endif /* GL_AMD_program_binary_Z400 */ + +/* ----------------------- GL_AMD_query_buffer_object ---------------------- */ + +#ifndef GL_AMD_query_buffer_object +#define GL_AMD_query_buffer_object 1 + +#define GL_QUERY_BUFFER_AMD 0x9192 +#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 +#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 + +#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object) + +#endif /* GL_AMD_query_buffer_object */ + +/* ------------------------ GL_AMD_sample_positions ------------------------ */ + +#ifndef GL_AMD_sample_positions +#define GL_AMD_sample_positions 1 + +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F + +typedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val); + +#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD) + +#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions) + +#endif /* GL_AMD_sample_positions */ + +/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */ + +#ifndef GL_AMD_seamless_cubemap_per_texture +#define GL_AMD_seamless_cubemap_per_texture 1 + +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + +#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture) + +#endif /* GL_AMD_seamless_cubemap_per_texture */ + +/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */ + +#ifndef GL_AMD_shader_atomic_counter_ops +#define GL_AMD_shader_atomic_counter_ops 1 + +#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops) + +#endif /* GL_AMD_shader_atomic_counter_ops */ + +/* -------------------------- GL_AMD_shader_ballot ------------------------- */ + +#ifndef GL_AMD_shader_ballot +#define GL_AMD_shader_ballot 1 + +#define GLEW_AMD_shader_ballot GLEW_GET_VAR(__GLEW_AMD_shader_ballot) + +#endif /* GL_AMD_shader_ballot */ + +/* ---------------- GL_AMD_shader_explicit_vertex_parameter ---------------- */ + +#ifndef GL_AMD_shader_explicit_vertex_parameter +#define GL_AMD_shader_explicit_vertex_parameter 1 + +#define GLEW_AMD_shader_explicit_vertex_parameter GLEW_GET_VAR(__GLEW_AMD_shader_explicit_vertex_parameter) + +#endif /* GL_AMD_shader_explicit_vertex_parameter */ + +/* ---------------------- GL_AMD_shader_stencil_export --------------------- */ + +#ifndef GL_AMD_shader_stencil_export +#define GL_AMD_shader_stencil_export 1 + +#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export) + +#endif /* GL_AMD_shader_stencil_export */ + +/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */ + +#ifndef GL_AMD_shader_stencil_value_export +#define GL_AMD_shader_stencil_value_export 1 + +#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export) + +#endif /* GL_AMD_shader_stencil_value_export */ + +/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */ + +#ifndef GL_AMD_shader_trinary_minmax +#define GL_AMD_shader_trinary_minmax 1 + +#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax) + +#endif /* GL_AMD_shader_trinary_minmax */ + +/* ------------------------- GL_AMD_sparse_texture ------------------------- */ + +#ifndef GL_AMD_sparse_texture +#define GL_AMD_sparse_texture 1 + +#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 +#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A +#define GL_MIN_SPARSE_LEVEL_AMD 0x919B +#define GL_MIN_LOD_WARNING_AMD 0x919C + +typedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); + +#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD) +#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD) + +#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture) + +#endif /* GL_AMD_sparse_texture */ + +/* ------------------- GL_AMD_stencil_operation_extended ------------------- */ + +#ifndef GL_AMD_stencil_operation_extended +#define GL_AMD_stencil_operation_extended 1 + +#define GL_SET_AMD 0x874A +#define GL_REPLACE_VALUE_AMD 0x874B +#define GL_STENCIL_OP_VALUE_AMD 0x874C +#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D + +typedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); + +#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD) + +#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended) + +#endif /* GL_AMD_stencil_operation_extended */ + +/* --------------------- GL_AMD_texture_gather_bias_lod -------------------- */ + +#ifndef GL_AMD_texture_gather_bias_lod +#define GL_AMD_texture_gather_bias_lod 1 + +#define GLEW_AMD_texture_gather_bias_lod GLEW_GET_VAR(__GLEW_AMD_texture_gather_bias_lod) + +#endif /* GL_AMD_texture_gather_bias_lod */ + +/* ------------------------ GL_AMD_texture_texture4 ------------------------ */ + +#ifndef GL_AMD_texture_texture4 +#define GL_AMD_texture_texture4 1 + +#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4) + +#endif /* GL_AMD_texture_texture4 */ + +/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */ + +#ifndef GL_AMD_transform_feedback3_lines_triangles +#define GL_AMD_transform_feedback3_lines_triangles 1 + +#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles) + +#endif /* GL_AMD_transform_feedback3_lines_triangles */ + +/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */ + +#ifndef GL_AMD_transform_feedback4 +#define GL_AMD_transform_feedback4 1 + +#define GL_STREAM_RASTERIZATION_AMD 0x91A0 + +#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4) + +#endif /* GL_AMD_transform_feedback4 */ + +/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */ + +#ifndef GL_AMD_vertex_shader_layer +#define GL_AMD_vertex_shader_layer 1 + +#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer) + +#endif /* GL_AMD_vertex_shader_layer */ + +/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */ + +#ifndef GL_AMD_vertex_shader_tessellator +#define GL_AMD_vertex_shader_tessellator 1 + +#define GL_SAMPLER_BUFFER_AMD 0x9001 +#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 +#define GL_TESSELLATION_MODE_AMD 0x9004 +#define GL_TESSELLATION_FACTOR_AMD 0x9005 +#define GL_DISCRETE_AMD 0x9006 +#define GL_CONTINUOUS_AMD 0x9007 + +typedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); +typedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); + +#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD) +#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD) + +#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator) + +#endif /* GL_AMD_vertex_shader_tessellator */ + +/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */ + +#ifndef GL_AMD_vertex_shader_viewport_index +#define GL_AMD_vertex_shader_viewport_index 1 + +#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index) + +#endif /* GL_AMD_vertex_shader_viewport_index */ + +/* -------------------- GL_ANDROID_extension_pack_es31a -------------------- */ + +#ifndef GL_ANDROID_extension_pack_es31a +#define GL_ANDROID_extension_pack_es31a 1 + +#define GLEW_ANDROID_extension_pack_es31a GLEW_GET_VAR(__GLEW_ANDROID_extension_pack_es31a) + +#endif /* GL_ANDROID_extension_pack_es31a */ + +/* ------------------------- GL_ANGLE_depth_texture ------------------------ */ + +#ifndef GL_ANGLE_depth_texture +#define GL_ANGLE_depth_texture 1 + +#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture) + +#endif /* GL_ANGLE_depth_texture */ + +/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */ + +#ifndef GL_ANGLE_framebuffer_blit +#define GL_ANGLE_framebuffer_blit 1 + +#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA + +typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + +#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE) + +#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit) + +#endif /* GL_ANGLE_framebuffer_blit */ + +/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */ + +#ifndef GL_ANGLE_framebuffer_multisample +#define GL_ANGLE_framebuffer_multisample 1 + +#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 +#define GL_MAX_SAMPLES_ANGLE 0x8D57 + +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE) + +#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample) + +#endif /* GL_ANGLE_framebuffer_multisample */ + +/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */ + +#ifndef GL_ANGLE_instanced_arrays +#define GL_ANGLE_instanced_arrays 1 + +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); + +#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE) +#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE) +#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE) + +#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays) + +#endif /* GL_ANGLE_instanced_arrays */ + +/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */ + +#ifndef GL_ANGLE_pack_reverse_row_order +#define GL_ANGLE_pack_reverse_row_order 1 + +#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 + +#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order) + +#endif /* GL_ANGLE_pack_reverse_row_order */ + +/* ------------------------ GL_ANGLE_program_binary ------------------------ */ + +#ifndef GL_ANGLE_program_binary +#define GL_ANGLE_program_binary 1 + +#define GL_PROGRAM_BINARY_ANGLE 0x93A6 + +#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary) + +#endif /* GL_ANGLE_program_binary */ + +/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */ + +#ifndef GL_ANGLE_texture_compression_dxt1 +#define GL_ANGLE_texture_compression_dxt1 1 + +#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 + +#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1) + +#endif /* GL_ANGLE_texture_compression_dxt1 */ + +/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */ + +#ifndef GL_ANGLE_texture_compression_dxt3 +#define GL_ANGLE_texture_compression_dxt3 1 + +#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 + +#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3) + +#endif /* GL_ANGLE_texture_compression_dxt3 */ + +/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */ + +#ifndef GL_ANGLE_texture_compression_dxt5 +#define GL_ANGLE_texture_compression_dxt5 1 + +#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 + +#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5) + +#endif /* GL_ANGLE_texture_compression_dxt5 */ + +/* ------------------------- GL_ANGLE_texture_usage ------------------------ */ + +#ifndef GL_ANGLE_texture_usage +#define GL_ANGLE_texture_usage 1 + +#define GL_TEXTURE_USAGE_ANGLE 0x93A2 +#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 + +#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage) + +#endif /* GL_ANGLE_texture_usage */ + +/* -------------------------- GL_ANGLE_timer_query ------------------------- */ + +#ifndef GL_ANGLE_timer_query +#define GL_ANGLE_timer_query 1 + +#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864 +#define GL_CURRENT_QUERY_ANGLE 0x8865 +#define GL_QUERY_RESULT_ANGLE 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867 +#define GL_TIME_ELAPSED_ANGLE 0x88BF +#define GL_TIMESTAMP_ANGLE 0x8E28 + +typedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target); + +#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE) +#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE) +#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE) +#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE) +#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE) +#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE) +#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE) +#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE) +#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE) +#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE) +#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE) + +#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query) + +#endif /* GL_ANGLE_timer_query */ + +/* ------------------- GL_ANGLE_translated_shader_source ------------------- */ + +#ifndef GL_ANGLE_translated_shader_source +#define GL_ANGLE_translated_shader_source 1 + +#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 + +typedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); + +#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE) + +#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source) + +#endif /* GL_ANGLE_translated_shader_source */ + +/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */ + +#ifndef GL_APPLE_aux_depth_stencil +#define GL_APPLE_aux_depth_stencil 1 + +#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 + +#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil) + +#endif /* GL_APPLE_aux_depth_stencil */ + +/* ------------------------ GL_APPLE_client_storage ------------------------ */ + +#ifndef GL_APPLE_client_storage +#define GL_APPLE_client_storage 1 + +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 + +#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage) + +#endif /* GL_APPLE_client_storage */ + +/* ------------------------- GL_APPLE_clip_distance ------------------------ */ + +#ifndef GL_APPLE_clip_distance +#define GL_APPLE_clip_distance 1 + +#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 +#define GL_CLIP_DISTANCE0_APPLE 0x3000 +#define GL_CLIP_DISTANCE1_APPLE 0x3001 +#define GL_CLIP_DISTANCE2_APPLE 0x3002 +#define GL_CLIP_DISTANCE3_APPLE 0x3003 +#define GL_CLIP_DISTANCE4_APPLE 0x3004 +#define GL_CLIP_DISTANCE5_APPLE 0x3005 +#define GL_CLIP_DISTANCE6_APPLE 0x3006 +#define GL_CLIP_DISTANCE7_APPLE 0x3007 + +#define GLEW_APPLE_clip_distance GLEW_GET_VAR(__GLEW_APPLE_clip_distance) + +#endif /* GL_APPLE_clip_distance */ + +/* ------------------- GL_APPLE_color_buffer_packed_float ------------------ */ + +#ifndef GL_APPLE_color_buffer_packed_float +#define GL_APPLE_color_buffer_packed_float 1 + +#define GLEW_APPLE_color_buffer_packed_float GLEW_GET_VAR(__GLEW_APPLE_color_buffer_packed_float) + +#endif /* GL_APPLE_color_buffer_packed_float */ + +/* ---------------------- GL_APPLE_copy_texture_levels --------------------- */ + +#ifndef GL_APPLE_copy_texture_levels +#define GL_APPLE_copy_texture_levels 1 + +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); + +#define glCopyTextureLevelsAPPLE GLEW_GET_FUN(__glewCopyTextureLevelsAPPLE) + +#define GLEW_APPLE_copy_texture_levels GLEW_GET_VAR(__GLEW_APPLE_copy_texture_levels) + +#endif /* GL_APPLE_copy_texture_levels */ + +/* ------------------------- GL_APPLE_element_array ------------------------ */ + +#ifndef GL_APPLE_element_array +#define GL_APPLE_element_array 1 + +#define GL_ELEMENT_ARRAY_APPLE 0x8A0C +#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D +#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E + +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount); + +#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE) +#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE) +#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE) +#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE) +#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE) + +#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array) + +#endif /* GL_APPLE_element_array */ + +/* ----------------------------- GL_APPLE_fence ---------------------------- */ + +#ifndef GL_APPLE_fence +#define GL_APPLE_fence 1 + +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_FENCE_APPLE 0x8A0B + +typedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences); +typedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); +typedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); +typedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences); +typedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence); +typedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); + +#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE) +#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE) +#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE) +#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE) +#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE) +#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE) +#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE) +#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE) + +#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence) + +#endif /* GL_APPLE_fence */ + +/* ------------------------- GL_APPLE_float_pixels ------------------------- */ + +#ifndef GL_APPLE_float_pixels +#define GL_APPLE_float_pixels 1 + +#define GL_HALF_APPLE 0x140B +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#define GL_COLOR_FLOAT_APPLE 0x8A0F + +#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels) + +#endif /* GL_APPLE_float_pixels */ + +/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */ + +#ifndef GL_APPLE_flush_buffer_range +#define GL_APPLE_flush_buffer_range 1 + +#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 +#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 + +typedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); + +#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE) +#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE) + +#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range) + +#endif /* GL_APPLE_flush_buffer_range */ + +/* -------------------- GL_APPLE_framebuffer_multisample ------------------- */ + +#ifndef GL_APPLE_framebuffer_multisample +#define GL_APPLE_framebuffer_multisample 1 + +#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA +#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 +#define GL_MAX_SAMPLES_APPLE 0x8D57 + +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); + +#define glRenderbufferStorageMultisampleAPPLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleAPPLE) +#define glResolveMultisampleFramebufferAPPLE GLEW_GET_FUN(__glewResolveMultisampleFramebufferAPPLE) + +#define GLEW_APPLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_APPLE_framebuffer_multisample) + +#endif /* GL_APPLE_framebuffer_multisample */ + +/* ----------------------- GL_APPLE_object_purgeable ----------------------- */ + +#ifndef GL_APPLE_object_purgeable +#define GL_APPLE_object_purgeable 1 + +#define GL_BUFFER_OBJECT_APPLE 0x85B3 +#define GL_RELEASED_APPLE 0x8A19 +#define GL_VOLATILE_APPLE 0x8A1A +#define GL_RETAINED_APPLE 0x8A1B +#define GL_UNDEFINED_APPLE 0x8A1C +#define GL_PURGEABLE_APPLE 0x8A1D + +typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params); +typedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); +typedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); + +#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE) +#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE) +#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE) + +#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable) + +#endif /* GL_APPLE_object_purgeable */ + +/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */ + +#ifndef GL_APPLE_pixel_buffer +#define GL_APPLE_pixel_buffer 1 + +#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10 + +#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer) + +#endif /* GL_APPLE_pixel_buffer */ + +/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */ + +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 + +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_422_APPLE 0x8A1F +#define GL_RGB_RAW_422_APPLE 0x8A51 + +#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422) + +#endif /* GL_APPLE_rgb_422 */ + +/* --------------------------- GL_APPLE_row_bytes -------------------------- */ + +#ifndef GL_APPLE_row_bytes +#define GL_APPLE_row_bytes 1 + +#define GL_PACK_ROW_BYTES_APPLE 0x8A15 +#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 + +#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes) + +#endif /* GL_APPLE_row_bytes */ + +/* ------------------------ GL_APPLE_specular_vector ----------------------- */ + +#ifndef GL_APPLE_specular_vector +#define GL_APPLE_specular_vector 1 + +#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 + +#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector) + +#endif /* GL_APPLE_specular_vector */ + +/* ----------------------------- GL_APPLE_sync ----------------------------- */ + +#ifndef GL_APPLE_sync +#define GL_APPLE_sync 1 + +#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 +#define GL_SYNC_OBJECT_APPLE 0x8A53 +#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 +#define GL_OBJECT_TYPE_APPLE 0x9112 +#define GL_SYNC_CONDITION_APPLE 0x9113 +#define GL_SYNC_STATUS_APPLE 0x9114 +#define GL_SYNC_FLAGS_APPLE 0x9115 +#define GL_SYNC_FENCE_APPLE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 +#define GL_UNSIGNALED_APPLE 0x9118 +#define GL_SIGNALED_APPLE 0x9119 +#define GL_ALREADY_SIGNALED_APPLE 0x911A +#define GL_TIMEOUT_EXPIRED_APPLE 0x911B +#define GL_CONDITION_SATISFIED_APPLE 0x911C +#define GL_WAIT_FAILED_APPLE 0x911D +#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull + +typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); +typedef void (GLAPIENTRY * PFNGLDELETESYNCAPPLEPROC) (GLsync GLsync); +typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETSYNCIVAPPLEPROC) (GLsync GLsync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); +typedef GLboolean (GLAPIENTRY * PFNGLISSYNCAPPLEPROC) (GLsync GLsync); +typedef void (GLAPIENTRY * PFNGLWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); + +#define glClientWaitSyncAPPLE GLEW_GET_FUN(__glewClientWaitSyncAPPLE) +#define glDeleteSyncAPPLE GLEW_GET_FUN(__glewDeleteSyncAPPLE) +#define glFenceSyncAPPLE GLEW_GET_FUN(__glewFenceSyncAPPLE) +#define glGetInteger64vAPPLE GLEW_GET_FUN(__glewGetInteger64vAPPLE) +#define glGetSyncivAPPLE GLEW_GET_FUN(__glewGetSyncivAPPLE) +#define glIsSyncAPPLE GLEW_GET_FUN(__glewIsSyncAPPLE) +#define glWaitSyncAPPLE GLEW_GET_FUN(__glewWaitSyncAPPLE) + +#define GLEW_APPLE_sync GLEW_GET_VAR(__GLEW_APPLE_sync) + +#endif /* GL_APPLE_sync */ + +/* -------------------- GL_APPLE_texture_2D_limited_npot ------------------- */ + +#ifndef GL_APPLE_texture_2D_limited_npot +#define GL_APPLE_texture_2D_limited_npot 1 + +#define GLEW_APPLE_texture_2D_limited_npot GLEW_GET_VAR(__GLEW_APPLE_texture_2D_limited_npot) + +#endif /* GL_APPLE_texture_2D_limited_npot */ + +/* -------------------- GL_APPLE_texture_format_BGRA8888 ------------------- */ + +#ifndef GL_APPLE_texture_format_BGRA8888 +#define GL_APPLE_texture_format_BGRA8888 1 + +#define GL_BGRA_EXT 0x80E1 +#define GL_BGRA8_EXT 0x93A1 + +#define GLEW_APPLE_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_APPLE_texture_format_BGRA8888) + +#endif /* GL_APPLE_texture_format_BGRA8888 */ + +/* ----------------------- GL_APPLE_texture_max_level ---------------------- */ + +#ifndef GL_APPLE_texture_max_level +#define GL_APPLE_texture_max_level 1 + +#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D + +#define GLEW_APPLE_texture_max_level GLEW_GET_VAR(__GLEW_APPLE_texture_max_level) + +#endif /* GL_APPLE_texture_max_level */ + +/* --------------------- GL_APPLE_texture_packed_float --------------------- */ + +#ifndef GL_APPLE_texture_packed_float +#define GL_APPLE_texture_packed_float 1 + +#define GL_R11F_G11F_B10F_APPLE 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B +#define GL_RGB9_E5_APPLE 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E + +#define GLEW_APPLE_texture_packed_float GLEW_GET_VAR(__GLEW_APPLE_texture_packed_float) + +#endif /* GL_APPLE_texture_packed_float */ + +/* ------------------------- GL_APPLE_texture_range ------------------------ */ + +#ifndef GL_APPLE_texture_range +#define GL_APPLE_texture_range 1 + +#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 +#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 +#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC +#define GL_STORAGE_PRIVATE_APPLE 0x85BD +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_SHARED_APPLE 0x85BF + +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); +typedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer); + +#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE) +#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE) + +#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range) + +#endif /* GL_APPLE_texture_range */ + +/* ------------------------ GL_APPLE_transform_hint ------------------------ */ + +#ifndef GL_APPLE_transform_hint +#define GL_APPLE_transform_hint 1 + +#define GL_TRANSFORM_HINT_APPLE 0x85B1 + +#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint) + +#endif /* GL_APPLE_transform_hint */ + +/* ---------------------- GL_APPLE_vertex_array_object --------------------- */ + +#ifndef GL_APPLE_vertex_array_object +#define GL_APPLE_vertex_array_object 1 + +#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 + +typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); +typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); +typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); +typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); + +#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE) +#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE) +#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE) +#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE) + +#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object) + +#endif /* GL_APPLE_vertex_array_object */ + +/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */ + +#ifndef GL_APPLE_vertex_array_range +#define GL_APPLE_vertex_array_range 1 + +#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E +#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520 +#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 +#define GL_STORAGE_CLIENT_APPLE 0x85B4 +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_SHARED_APPLE 0x85BF + +typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); + +#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE) +#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE) +#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE) + +#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range) + +#endif /* GL_APPLE_vertex_array_range */ + +/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */ + +#ifndef GL_APPLE_vertex_program_evaluators +#define GL_APPLE_vertex_program_evaluators 1 + +#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 +#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 +#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 +#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 +#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 +#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 +#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 +#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 +#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 +#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 + +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); +typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); +typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); +typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points); +typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points); + +#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE) +#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE) +#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE) +#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE) +#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE) +#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE) +#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE) + +#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators) + +#endif /* GL_APPLE_vertex_program_evaluators */ + +/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */ + +#ifndef GL_APPLE_ycbcr_422 +#define GL_APPLE_ycbcr_422 1 + +#define GL_YCBCR_422_APPLE 0x85B9 + +#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422) + +#endif /* GL_APPLE_ycbcr_422 */ + +/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */ + +#ifndef GL_ARB_ES2_compatibility +#define GL_ARB_ES2_compatibility 1 + +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_RGB565 0x8D62 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD + +typedef int GLfixed; + +typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d); +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f); +typedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision); +typedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length); + +#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf) +#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef) +#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat) +#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler) +#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary) + +#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility) + +#endif /* GL_ARB_ES2_compatibility */ + +/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */ + +#ifndef GL_ARB_ES3_1_compatibility +#define GL_ARB_ES3_1_compatibility 1 + +typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); + +#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion) + +#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility) + +#endif /* GL_ARB_ES3_1_compatibility */ + +/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */ + +#ifndef GL_ARB_ES3_2_compatibility +#define GL_ARB_ES3_2_compatibility 1 + +#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE +#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 +#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 + +typedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); + +#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB) + +#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility) + +#endif /* GL_ARB_ES3_2_compatibility */ + +/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */ + +#ifndef GL_ARB_ES3_compatibility +#define GL_ARB_ES3_compatibility 1 + +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 + +#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility) + +#endif /* GL_ARB_ES3_compatibility */ + +/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */ + +#ifndef GL_ARB_arrays_of_arrays +#define GL_ARB_arrays_of_arrays 1 + +#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays) + +#endif /* GL_ARB_arrays_of_arrays */ + +/* -------------------------- GL_ARB_base_instance ------------------------- */ + +#ifndef GL_ARB_base_instance +#define GL_ARB_base_instance 1 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance); + +#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance) +#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance) +#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance) + +#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance) + +#endif /* GL_ARB_base_instance */ + +/* ------------------------ GL_ARB_bindless_texture ------------------------ */ + +#ifndef GL_ARB_bindless_texture +#define GL_ARB_bindless_texture 1 + +#define GL_UNSIGNED_INT64_ARB 0x140F + +typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); +typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params); +typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); +typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); +typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); +typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v); + +#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB) +#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB) +#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB) +#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB) +#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB) +#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB) +#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB) +#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB) +#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB) +#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB) +#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB) +#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB) +#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB) +#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB) +#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB) +#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB) + +#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture) + +#endif /* GL_ARB_bindless_texture */ + +/* ----------------------- GL_ARB_blend_func_extended ---------------------- */ + +#ifndef GL_ARB_blend_func_extended +#define GL_ARB_blend_func_extended 1 + +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC + +typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); +typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name); + +#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed) +#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex) + +#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended) + +#endif /* GL_ARB_blend_func_extended */ + +/* ------------------------- GL_ARB_buffer_storage ------------------------- */ + +#ifndef GL_ARB_buffer_storage +#define GL_ARB_buffer_storage 1 + +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_PERSISTENT_BIT 0x00000040 +#define GL_MAP_COHERENT_BIT 0x00000080 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_STORAGE_FLAGS 0x8220 + +typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); + +#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage) + +#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage) + +#endif /* GL_ARB_buffer_storage */ + +/* ---------------------------- GL_ARB_cl_event ---------------------------- */ + +#ifndef GL_ARB_cl_event +#define GL_ARB_cl_event 1 + +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 + +typedef struct _cl_context *cl_context; +typedef struct _cl_event *cl_event; + +typedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags); + +#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB) + +#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event) + +#endif /* GL_ARB_cl_event */ + +/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */ + +#ifndef GL_ARB_clear_buffer_object +#define GL_ARB_clear_buffer_object 1 + +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); + +#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData) +#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData) +#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT) +#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT) + +#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object) + +#endif /* GL_ARB_clear_buffer_object */ + +/* -------------------------- GL_ARB_clear_texture ------------------------- */ + +#ifndef GL_ARB_clear_texture +#define GL_ARB_clear_texture 1 + +#define GL_CLEAR_TEXTURE 0x9365 + +typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); + +#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage) +#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage) + +#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture) + +#endif /* GL_ARB_clear_texture */ + +/* -------------------------- GL_ARB_clip_control -------------------------- */ + +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 + +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_ZERO_TO_ONE 0x935F + +typedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); + +#define glClipControl GLEW_GET_FUN(__glewClipControl) + +#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control) + +#endif /* GL_ARB_clip_control */ + +/* ----------------------- GL_ARB_color_buffer_float ----------------------- */ + +#ifndef GL_ARB_color_buffer_float +#define GL_ARB_color_buffer_float 1 + +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_FIXED_ONLY_ARB 0x891D + +typedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); + +#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB) + +#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float) + +#endif /* GL_ARB_color_buffer_float */ + +/* -------------------------- GL_ARB_compatibility ------------------------- */ + +#ifndef GL_ARB_compatibility +#define GL_ARB_compatibility 1 + +#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility) + +#endif /* GL_ARB_compatibility */ + +/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */ + +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_ARB_compressed_texture_pixel_storage 1 + +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E + +#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage) + +#endif /* GL_ARB_compressed_texture_pixel_storage */ + +/* ------------------------- GL_ARB_compute_shader ------------------------- */ + +#ifndef GL_ARB_compute_shader +#define GL_ARB_compute_shader 1 + +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF + +typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); + +#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute) +#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect) + +#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader) + +#endif /* GL_ARB_compute_shader */ + +/* ------------------- GL_ARB_compute_variable_group_size ------------------ */ + +#ifndef GL_ARB_compute_variable_group_size +#define GL_ARB_compute_variable_group_size 1 + +#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB +#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF +#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 +#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 + +typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); + +#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB) + +#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size) + +#endif /* GL_ARB_compute_variable_group_size */ + +/* ------------------- GL_ARB_conditional_render_inverted ------------------ */ + +#ifndef GL_ARB_conditional_render_inverted +#define GL_ARB_conditional_render_inverted 1 + +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A + +#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted) + +#endif /* GL_ARB_conditional_render_inverted */ + +/* ----------------------- GL_ARB_conservative_depth ----------------------- */ + +#ifndef GL_ARB_conservative_depth +#define GL_ARB_conservative_depth 1 + +#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth) + +#endif /* GL_ARB_conservative_depth */ + +/* --------------------------- GL_ARB_copy_buffer -------------------------- */ + +#ifndef GL_ARB_copy_buffer +#define GL_ARB_copy_buffer 1 + +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 + +typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); + +#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData) + +#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer) + +#endif /* GL_ARB_copy_buffer */ + +/* --------------------------- GL_ARB_copy_image --------------------------- */ + +#ifndef GL_ARB_copy_image +#define GL_ARB_copy_image 1 + +typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); + +#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData) + +#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image) + +#endif /* GL_ARB_copy_image */ + +/* -------------------------- GL_ARB_cull_distance ------------------------- */ + +#ifndef GL_ARB_cull_distance +#define GL_ARB_cull_distance 1 + +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA + +#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance) + +#endif /* GL_ARB_cull_distance */ + +/* -------------------------- GL_ARB_debug_output -------------------------- */ + +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 + +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 + +typedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); + +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); +typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); + +#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB) +#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB) +#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB) +#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB) + +#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output) + +#endif /* GL_ARB_debug_output */ + +/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */ + +#ifndef GL_ARB_depth_buffer_float +#define GL_ARB_depth_buffer_float 1 + +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD + +#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float) + +#endif /* GL_ARB_depth_buffer_float */ + +/* --------------------------- GL_ARB_depth_clamp -------------------------- */ + +#ifndef GL_ARB_depth_clamp +#define GL_ARB_depth_clamp 1 + +#define GL_DEPTH_CLAMP 0x864F + +#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp) + +#endif /* GL_ARB_depth_clamp */ + +/* -------------------------- GL_ARB_depth_texture ------------------------- */ + +#ifndef GL_ARB_depth_texture +#define GL_ARB_depth_texture 1 + +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B + +#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture) + +#endif /* GL_ARB_depth_texture */ + +/* ----------------------- GL_ARB_derivative_control ----------------------- */ + +#ifndef GL_ARB_derivative_control +#define GL_ARB_derivative_control 1 + +#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control) + +#endif /* GL_ARB_derivative_control */ + +/* ----------------------- GL_ARB_direct_state_access ---------------------- */ + +#ifndef GL_ARB_direct_state_access +#define GL_ARB_direct_state_access 1 + +#define GL_TEXTURE_TARGET 0x1006 +#define GL_QUERY_TARGET 0x82EA + +typedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); +typedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat* value); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value); +typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); +typedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); +typedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); +typedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers); +typedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures); +typedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments); +typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); +typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); + +#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit) +#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer) +#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus) +#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData) +#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData) +#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi) +#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv) +#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv) +#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv) +#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D) +#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D) +#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D) +#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData) +#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D) +#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D) +#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D) +#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers) +#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers) +#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines) +#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries) +#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers) +#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers) +#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures) +#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks) +#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays) +#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib) +#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib) +#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange) +#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap) +#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage) +#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v) +#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv) +#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv) +#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData) +#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv) +#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv) +#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv) +#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v) +#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv) +#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v) +#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv) +#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage) +#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv) +#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv) +#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv) +#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv) +#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv) +#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv) +#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v) +#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v) +#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv) +#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv) +#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv) +#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv) +#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData) +#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData) +#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer) +#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange) +#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData) +#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage) +#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData) +#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer) +#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers) +#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri) +#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer) +#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer) +#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture) +#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer) +#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage) +#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample) +#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer) +#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange) +#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv) +#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv) +#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf) +#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv) +#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri) +#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv) +#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D) +#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D) +#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample) +#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D) +#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample) +#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D) +#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D) +#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D) +#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase) +#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange) +#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer) +#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding) +#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat) +#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat) +#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat) +#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor) +#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer) +#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer) +#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers) + +#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access) + +#endif /* GL_ARB_direct_state_access */ + +/* -------------------------- GL_ARB_draw_buffers -------------------------- */ + +#ifndef GL_ARB_draw_buffers +#define GL_ARB_draw_buffers 1 + +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER15_ARB 0x8834 + +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs); + +#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB) + +#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers) + +#endif /* GL_ARB_draw_buffers */ + +/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */ + +#ifndef GL_ARB_draw_buffers_blend +#define GL_ARB_draw_buffers_blend 1 + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); + +#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB) +#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB) +#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB) +#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB) + +#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend) + +#endif /* GL_ARB_draw_buffers_blend */ + +/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */ + +#ifndef GL_ARB_draw_elements_base_vertex +#define GL_ARB_draw_elements_base_vertex 1 + +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, void**indices, GLsizei primcount, GLint *basevertex); + +#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex) +#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex) +#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex) +#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex) + +#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex) + +#endif /* GL_ARB_draw_elements_base_vertex */ + +/* -------------------------- GL_ARB_draw_indirect ------------------------- */ + +#ifndef GL_ARB_draw_indirect +#define GL_ARB_draw_indirect 1 + +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); + +#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect) +#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect) + +#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect) + +#endif /* GL_ARB_draw_indirect */ + +/* ------------------------- GL_ARB_draw_instanced ------------------------- */ + +#ifndef GL_ARB_draw_instanced +#define GL_ARB_draw_instanced 1 + +#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced) + +#endif /* GL_ARB_draw_instanced */ + +/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */ + +#ifndef GL_ARB_enhanced_layouts +#define GL_ARB_enhanced_layouts 1 + +#define GL_LOCATION_COMPONENT 0x934A +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C + +#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts) + +#endif /* GL_ARB_enhanced_layouts */ + +/* -------------------- GL_ARB_explicit_attrib_location -------------------- */ + +#ifndef GL_ARB_explicit_attrib_location +#define GL_ARB_explicit_attrib_location 1 + +#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location) + +#endif /* GL_ARB_explicit_attrib_location */ + +/* -------------------- GL_ARB_explicit_uniform_location ------------------- */ + +#ifndef GL_ARB_explicit_uniform_location +#define GL_ARB_explicit_uniform_location 1 + +#define GL_MAX_UNIFORM_LOCATIONS 0x826E + +#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location) + +#endif /* GL_ARB_explicit_uniform_location */ + +/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */ + +#ifndef GL_ARB_fragment_coord_conventions +#define GL_ARB_fragment_coord_conventions 1 + +#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions) + +#endif /* GL_ARB_fragment_coord_conventions */ + +/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */ + +#ifndef GL_ARB_fragment_layer_viewport +#define GL_ARB_fragment_layer_viewport 1 + +#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport) + +#endif /* GL_ARB_fragment_layer_viewport */ + +/* ------------------------ GL_ARB_fragment_program ------------------------ */ + +#ifndef GL_ARB_fragment_program +#define GL_ARB_fragment_program 1 + +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 + +#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program) + +#endif /* GL_ARB_fragment_program */ + +/* --------------------- GL_ARB_fragment_program_shadow -------------------- */ + +#ifndef GL_ARB_fragment_program_shadow +#define GL_ARB_fragment_program_shadow 1 + +#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow) + +#endif /* GL_ARB_fragment_program_shadow */ + +/* ------------------------- GL_ARB_fragment_shader ------------------------ */ + +#ifndef GL_ARB_fragment_shader +#define GL_ARB_fragment_shader 1 + +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B + +#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader) + +#endif /* GL_ARB_fragment_shader */ + +/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */ + +#ifndef GL_ARB_fragment_shader_interlock +#define GL_ARB_fragment_shader_interlock 1 + +#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock) + +#endif /* GL_ARB_fragment_shader_interlock */ + +/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */ + +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_ARB_framebuffer_no_attachments 1 + +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); + +#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri) +#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv) +#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT) +#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT) + +#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments) + +#endif /* GL_ARB_framebuffer_no_attachments */ + +/* ----------------------- GL_ARB_framebuffer_object ----------------------- */ + +#ifndef GL_ARB_framebuffer_object +#define GL_ARB_framebuffer_object 1 + +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_INDEX 0x8222 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_SRGB 0x8C40 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 + +typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers); +typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer); +typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); +typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); +typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer) +#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer) +#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer) +#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus) +#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers) +#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers) +#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer) +#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D) +#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D) +#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D) +#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer) +#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers) +#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers) +#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap) +#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv) +#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv) +#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer) +#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer) +#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage) +#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample) + +#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object) + +#endif /* GL_ARB_framebuffer_object */ + +/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */ + +#ifndef GL_ARB_framebuffer_sRGB +#define GL_ARB_framebuffer_sRGB 1 + +#define GL_FRAMEBUFFER_SRGB 0x8DB9 + +#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB) + +#endif /* GL_ARB_framebuffer_sRGB */ + +/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */ + +#ifndef GL_ARB_geometry_shader4 +#define GL_ARB_geometry_shader4 1 + +#define GL_LINES_ADJACENCY_ARB 0xA +#define GL_LINE_STRIP_ADJACENCY_ARB 0xB +#define GL_TRIANGLES_ADJACENCY_ARB 0xC +#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD +#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 +#define GL_GEOMETRY_SHADER_ARB 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); + +#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB) +#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB) +#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB) +#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB) + +#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4) + +#endif /* GL_ARB_geometry_shader4 */ + +/* ----------------------- GL_ARB_get_program_binary ----------------------- */ + +#ifndef GL_ARB_get_program_binary +#define GL_ARB_get_program_binary 1 + +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF + +typedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary); +typedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); + +#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary) +#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary) +#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri) + +#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary) + +#endif /* GL_ARB_get_program_binary */ + +/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */ + +#ifndef GL_ARB_get_texture_sub_image +#define GL_ARB_get_texture_sub_image 1 + +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); + +#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage) +#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage) + +#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image) + +#endif /* GL_ARB_get_texture_sub_image */ + +/* ---------------------------- GL_ARB_gl_spirv ---------------------------- */ + +#ifndef GL_ARB_gl_spirv +#define GL_ARB_gl_spirv 1 + +#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 +#define GL_SPIR_V_BINARY_ARB 0x9552 + +typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue); + +#define glSpecializeShaderARB GLEW_GET_FUN(__glewSpecializeShaderARB) + +#define GLEW_ARB_gl_spirv GLEW_GET_VAR(__GLEW_ARB_gl_spirv) + +#endif /* GL_ARB_gl_spirv */ + +/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */ + +#ifndef GL_ARB_gpu_shader5 +#define GL_ARB_gpu_shader5 1 + +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_MAX_VERTEX_STREAMS 0x8E71 + +#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5) + +#endif /* GL_ARB_gpu_shader5 */ + +/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */ + +#ifndef GL_ARB_gpu_shader_fp64 +#define GL_ARB_gpu_shader_fp64 1 + +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE + +typedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); +typedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); + +#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv) +#define glUniform1d GLEW_GET_FUN(__glewUniform1d) +#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv) +#define glUniform2d GLEW_GET_FUN(__glewUniform2d) +#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv) +#define glUniform3d GLEW_GET_FUN(__glewUniform3d) +#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv) +#define glUniform4d GLEW_GET_FUN(__glewUniform4d) +#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv) +#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv) +#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv) +#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv) +#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv) +#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv) +#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv) +#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv) +#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv) +#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv) + +#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64) + +#endif /* GL_ARB_gpu_shader_fp64 */ + +/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */ + +#ifndef GL_ARB_gpu_shader_int64 +#define GL_ARB_gpu_shader_int64 1 + +#define GL_INT64_ARB 0x140E +#define GL_UNSIGNED_INT64_ARB 0x140F +#define GL_INT64_VEC2_ARB 0x8FE9 +#define GL_INT64_VEC3_ARB 0x8FEA +#define GL_INT64_VEC4_ARB 0x8FEB +#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 + +typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); +typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); +typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); + +#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB) +#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB) +#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB) +#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB) +#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB) +#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB) +#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB) +#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB) +#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB) +#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB) +#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB) +#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB) +#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB) +#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB) +#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB) +#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB) +#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB) +#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB) +#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB) +#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB) +#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB) +#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB) +#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB) +#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB) +#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB) +#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB) +#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB) +#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB) +#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB) +#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB) +#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB) +#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB) +#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB) +#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB) +#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB) +#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB) + +#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64) + +#endif /* GL_ARB_gpu_shader_int64 */ + +/* ------------------------ GL_ARB_half_float_pixel ------------------------ */ + +#ifndef GL_ARB_half_float_pixel +#define GL_ARB_half_float_pixel 1 + +#define GL_HALF_FLOAT_ARB 0x140B + +#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel) + +#endif /* GL_ARB_half_float_pixel */ + +/* ------------------------ GL_ARB_half_float_vertex ----------------------- */ + +#ifndef GL_ARB_half_float_vertex +#define GL_ARB_half_float_vertex 1 + +#define GL_HALF_FLOAT 0x140B + +#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex) + +#endif /* GL_ARB_half_float_vertex */ + +/* ----------------------------- GL_ARB_imaging ---------------------------- */ + +#ifndef GL_ARB_imaging +#define GL_ARB_imaging 1 + +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 +#define GL_FUNC_ADD 0x8006 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BLEND_EQUATION 0x8009 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_IGNORE_BORDER 0x8150 +#define GL_CONSTANT_BORDER 0x8151 +#define GL_WRAP_BORDER 0x8152 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 + +typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values); +typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); + +#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable) +#define glColorTable GLEW_GET_FUN(__glewColorTable) +#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv) +#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv) +#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D) +#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D) +#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf) +#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv) +#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri) +#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv) +#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable) +#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable) +#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D) +#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D) +#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable) +#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv) +#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv) +#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter) +#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv) +#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv) +#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram) +#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv) +#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv) +#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax) +#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv) +#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv) +#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter) +#define glHistogram GLEW_GET_FUN(__glewHistogram) +#define glMinmax GLEW_GET_FUN(__glewMinmax) +#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram) +#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax) +#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D) + +#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging) + +#endif /* GL_ARB_imaging */ + +/* ----------------------- GL_ARB_indirect_parameters ---------------------- */ + +#ifndef GL_ARB_indirect_parameters +#define GL_ARB_indirect_parameters 1 + +#define GL_PARAMETER_BUFFER_ARB 0x80EE +#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); + +#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB) +#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB) + +#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters) + +#endif /* GL_ARB_indirect_parameters */ + +/* ------------------------ GL_ARB_instanced_arrays ------------------------ */ + +#ifndef GL_ARB_instanced_arrays +#define GL_ARB_instanced_arrays 1 + +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); + +#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB) +#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB) +#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB) + +#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays) + +#endif /* GL_ARB_instanced_arrays */ + +/* ---------------------- GL_ARB_internalformat_query ---------------------- */ + +#ifndef GL_ARB_internalformat_query +#define GL_ARB_internalformat_query 1 + +#define GL_NUM_SAMPLE_COUNTS 0x9380 + +typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params); + +#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ) + +#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query) + +#endif /* GL_ARB_internalformat_query */ + +/* ---------------------- GL_ARB_internalformat_query2 --------------------- */ + +#ifndef GL_ARB_internalformat_query2 +#define GL_ARB_internalformat_query2 1 + +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 + +typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params); + +#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v) + +#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2) + +#endif /* GL_ARB_internalformat_query2 */ + +/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */ + +#ifndef GL_ARB_invalidate_subdata +#define GL_ARB_invalidate_subdata 1 + +typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); +typedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); + +#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData) +#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData) +#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer) +#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer) +#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage) +#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage) + +#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata) + +#endif /* GL_ARB_invalidate_subdata */ + +/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */ + +#ifndef GL_ARB_map_buffer_alignment +#define GL_ARB_map_buffer_alignment 1 + +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC + +#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment) + +#endif /* GL_ARB_map_buffer_alignment */ + +/* ------------------------ GL_ARB_map_buffer_range ------------------------ */ + +#ifndef GL_ARB_map_buffer_range +#define GL_ARB_map_buffer_range 1 + +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 + +typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); + +#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange) +#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange) + +#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range) + +#endif /* GL_ARB_map_buffer_range */ + +/* ------------------------- GL_ARB_matrix_palette ------------------------- */ + +#ifndef GL_ARB_matrix_palette +#define GL_ARB_matrix_palette 1 + +#define GL_MATRIX_PALETTE_ARB 0x8840 +#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 +#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 +#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 +#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 +#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 +#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 +#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 +#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 +#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 + +typedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); +typedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); +typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices); +typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices); +typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices); + +#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB) +#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB) +#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB) +#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB) +#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB) + +#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette) + +#endif /* GL_ARB_matrix_palette */ + +/* --------------------------- GL_ARB_multi_bind --------------------------- */ + +#ifndef GL_ARB_multi_bind +#define GL_ARB_multi_bind 1 + +typedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); +typedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers); +typedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); +typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); + +#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase) +#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange) +#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures) +#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers) +#define glBindTextures GLEW_GET_FUN(__glewBindTextures) +#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers) + +#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind) + +#endif /* GL_ARB_multi_bind */ + +/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */ + +#ifndef GL_ARB_multi_draw_indirect +#define GL_ARB_multi_draw_indirect 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); + +#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect) +#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect) + +#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect) + +#endif /* GL_ARB_multi_draw_indirect */ + +/* --------------------------- GL_ARB_multisample -------------------------- */ + +#ifndef GL_ARB_multisample +#define GL_ARB_multisample 1 + +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 + +typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert); + +#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB) + +#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample) + +#endif /* GL_ARB_multisample */ + +/* -------------------------- GL_ARB_multitexture -------------------------- */ + +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 + +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 + +typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB) +#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB) +#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB) +#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB) +#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB) +#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB) +#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB) +#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB) +#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB) +#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB) +#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB) +#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB) +#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB) +#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB) +#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB) +#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB) +#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB) +#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB) +#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB) +#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB) +#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB) +#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB) +#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB) +#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB) +#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB) +#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB) +#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB) +#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB) +#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB) +#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB) +#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB) +#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB) +#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB) +#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB) + +#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture) + +#endif /* GL_ARB_multitexture */ + +/* ------------------------- GL_ARB_occlusion_query ------------------------ */ + +#ifndef GL_ARB_occlusion_query +#define GL_ARB_occlusion_query 1 + +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#define GL_SAMPLES_PASSED_ARB 0x8914 + +typedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id); + +#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB) +#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB) +#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB) +#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB) +#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB) +#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB) +#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB) +#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB) + +#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query) + +#endif /* GL_ARB_occlusion_query */ + +/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */ + +#ifndef GL_ARB_occlusion_query2 +#define GL_ARB_occlusion_query2 1 + +#define GL_ANY_SAMPLES_PASSED 0x8C2F + +#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2) + +#endif /* GL_ARB_occlusion_query2 */ + +/* --------------------- GL_ARB_parallel_shader_compile -------------------- */ + +#ifndef GL_ARB_parallel_shader_compile +#define GL_ARB_parallel_shader_compile 1 + +#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 +#define GL_COMPLETION_STATUS_ARB 0x91B1 + +typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); + +#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB) + +#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile) + +#endif /* GL_ARB_parallel_shader_compile */ + +/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */ + +#ifndef GL_ARB_pipeline_statistics_query +#define GL_ARB_pipeline_statistics_query 1 + +#define GL_VERTICES_SUBMITTED_ARB 0x82EE +#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F + +#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query) + +#endif /* GL_ARB_pipeline_statistics_query */ + +/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */ + +#ifndef GL_ARB_pixel_buffer_object +#define GL_ARB_pixel_buffer_object 1 + +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF + +#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object) + +#endif /* GL_ARB_pixel_buffer_object */ + +/* ------------------------ GL_ARB_point_parameters ------------------------ */ + +#ifndef GL_ARB_point_parameters +#define GL_ARB_point_parameters 1 + +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 + +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params); + +#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB) +#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB) + +#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters) + +#endif /* GL_ARB_point_parameters */ + +/* -------------------------- GL_ARB_point_sprite -------------------------- */ + +#ifndef GL_ARB_point_sprite +#define GL_ARB_point_sprite 1 + +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_COORD_REPLACE_ARB 0x8862 + +#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite) + +#endif /* GL_ARB_point_sprite */ + +/* ---------------------- GL_ARB_polygon_offset_clamp ---------------------- */ + +#ifndef GL_ARB_polygon_offset_clamp +#define GL_ARB_polygon_offset_clamp 1 + +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B + +typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); + +#define glPolygonOffsetClamp GLEW_GET_FUN(__glewPolygonOffsetClamp) + +#define GLEW_ARB_polygon_offset_clamp GLEW_GET_VAR(__GLEW_ARB_polygon_offset_clamp) + +#endif /* GL_ARB_polygon_offset_clamp */ + +/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */ + +#ifndef GL_ARB_post_depth_coverage +#define GL_ARB_post_depth_coverage 1 + +#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage) + +#endif /* GL_ARB_post_depth_coverage */ + +/* --------------------- GL_ARB_program_interface_query -------------------- */ + +#ifndef GL_ARB_program_interface_query +#define GL_ARB_program_interface_query 1 + +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_IS_PER_PATCH 0x92E7 +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_LOCATION_INDEX 0x930F + +typedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params); +typedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); +typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name); +typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params); + +#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv) +#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex) +#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation) +#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex) +#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName) +#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv) + +#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query) + +#endif /* GL_ARB_program_interface_query */ + +/* ------------------------ GL_ARB_provoking_vertex ------------------------ */ + +#ifndef GL_ARB_provoking_vertex +#define GL_ARB_provoking_vertex 1 + +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F + +typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode); + +#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex) + +#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex) + +#endif /* GL_ARB_provoking_vertex */ + +/* ----------------------- GL_ARB_query_buffer_object ---------------------- */ + +#ifndef GL_ARB_query_buffer_object +#define GL_ARB_query_buffer_object 1 + +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 + +#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object) + +#endif /* GL_ARB_query_buffer_object */ + +/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */ + +#ifndef GL_ARB_robust_buffer_access_behavior +#define GL_ARB_robust_buffer_access_behavior 1 + +#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior) + +#endif /* GL_ARB_robust_buffer_access_behavior */ + +/* --------------------------- GL_ARB_robustness --------------------------- */ + +#ifndef GL_ARB_robustness +#define GL_ARB_robustness 1 + +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 + +typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); +typedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table); +typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img); +typedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image); +typedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); +typedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v); +typedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v); +typedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v); +typedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); +typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values); +typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values); +typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values); +typedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern); +typedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span); +typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); +typedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data); + +#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB) +#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB) +#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB) +#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB) +#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB) +#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB) +#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB) +#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB) +#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB) +#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB) +#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB) +#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB) +#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB) +#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB) +#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB) +#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB) +#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB) +#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB) +#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB) +#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB) + +#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness) + +#endif /* GL_ARB_robustness */ + +/* ---------------- GL_ARB_robustness_application_isolation ---------------- */ + +#ifndef GL_ARB_robustness_application_isolation +#define GL_ARB_robustness_application_isolation 1 + +#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation) + +#endif /* GL_ARB_robustness_application_isolation */ + +/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */ + +#ifndef GL_ARB_robustness_share_group_isolation +#define GL_ARB_robustness_share_group_isolation 1 + +#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation) + +#endif /* GL_ARB_robustness_share_group_isolation */ + +/* ------------------------ GL_ARB_sample_locations ------------------------ */ + +#ifndef GL_ARB_sample_locations +#define GL_ARB_sample_locations 1 + +#define GL_SAMPLE_LOCATION_ARB 0x8E50 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); + +#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB) +#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB) + +#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations) + +#endif /* GL_ARB_sample_locations */ + +/* ------------------------- GL_ARB_sample_shading ------------------------- */ + +#ifndef GL_ARB_sample_shading +#define GL_ARB_sample_shading 1 + +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 + +typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value); + +#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB) + +#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading) + +#endif /* GL_ARB_sample_shading */ + +/* ------------------------- GL_ARB_sampler_objects ------------------------ */ + +#ifndef GL_ARB_sampler_objects +#define GL_ARB_sampler_objects 1 + +#define GL_SAMPLER_BINDING 0x8919 + +typedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers); +typedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers); +typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params); + +#define glBindSampler GLEW_GET_FUN(__glewBindSampler) +#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers) +#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers) +#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv) +#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv) +#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv) +#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv) +#define glIsSampler GLEW_GET_FUN(__glewIsSampler) +#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv) +#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv) +#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf) +#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv) +#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri) +#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv) + +#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects) + +#endif /* GL_ARB_sampler_objects */ + +/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */ + +#ifndef GL_ARB_seamless_cube_map +#define GL_ARB_seamless_cube_map 1 + +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + +#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map) + +#endif /* GL_ARB_seamless_cube_map */ + +/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */ + +#ifndef GL_ARB_seamless_cubemap_per_texture +#define GL_ARB_seamless_cubemap_per_texture 1 + +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + +#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture) + +#endif /* GL_ARB_seamless_cubemap_per_texture */ + +/* --------------------- GL_ARB_separate_shader_objects -------------------- */ + +#ifndef GL_ARB_separate_shader_objects +#define GL_ARB_separate_shader_objects 1 + +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_ALL_SHADER_BITS 0xFFFFFFFF + +typedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); +typedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings); +typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines); +typedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); + +#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram) +#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline) +#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv) +#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines) +#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines) +#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog) +#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv) +#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline) +#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d) +#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv) +#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f) +#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv) +#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i) +#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv) +#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui) +#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv) +#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d) +#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv) +#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f) +#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv) +#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i) +#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv) +#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui) +#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv) +#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d) +#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv) +#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f) +#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv) +#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i) +#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv) +#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui) +#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv) +#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d) +#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv) +#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f) +#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv) +#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i) +#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv) +#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui) +#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv) +#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv) +#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv) +#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv) +#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv) +#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv) +#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv) +#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv) +#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv) +#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv) +#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv) +#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv) +#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv) +#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv) +#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv) +#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv) +#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv) +#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv) +#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv) +#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages) +#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline) + +#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects) + +#endif /* GL_ARB_separate_shader_objects */ + +/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */ + +#ifndef GL_ARB_shader_atomic_counter_ops +#define GL_ARB_shader_atomic_counter_ops 1 + +#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops) + +#endif /* GL_ARB_shader_atomic_counter_ops */ + +/* --------------------- GL_ARB_shader_atomic_counters --------------------- */ + +#ifndef GL_ARB_shader_atomic_counters +#define GL_ARB_shader_atomic_counters 1 + +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC + +typedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params); + +#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv) + +#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters) + +#endif /* GL_ARB_shader_atomic_counters */ + +/* -------------------------- GL_ARB_shader_ballot ------------------------- */ + +#ifndef GL_ARB_shader_ballot +#define GL_ARB_shader_ballot 1 + +#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot) + +#endif /* GL_ARB_shader_ballot */ + +/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */ + +#ifndef GL_ARB_shader_bit_encoding +#define GL_ARB_shader_bit_encoding 1 + +#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding) + +#endif /* GL_ARB_shader_bit_encoding */ + +/* -------------------------- GL_ARB_shader_clock -------------------------- */ + +#ifndef GL_ARB_shader_clock +#define GL_ARB_shader_clock 1 + +#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock) + +#endif /* GL_ARB_shader_clock */ + +/* --------------------- GL_ARB_shader_draw_parameters --------------------- */ + +#ifndef GL_ARB_shader_draw_parameters +#define GL_ARB_shader_draw_parameters 1 + +#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters) + +#endif /* GL_ARB_shader_draw_parameters */ + +/* ------------------------ GL_ARB_shader_group_vote ----------------------- */ + +#ifndef GL_ARB_shader_group_vote +#define GL_ARB_shader_group_vote 1 + +#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote) + +#endif /* GL_ARB_shader_group_vote */ + +/* --------------------- GL_ARB_shader_image_load_store -------------------- */ + +#ifndef GL_ARB_shader_image_load_store +#define GL_ARB_shader_image_load_store 1 + +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF + +typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); + +#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture) +#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier) + +#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store) + +#endif /* GL_ARB_shader_image_load_store */ + +/* ------------------------ GL_ARB_shader_image_size ----------------------- */ + +#ifndef GL_ARB_shader_image_size +#define GL_ARB_shader_image_size 1 + +#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size) + +#endif /* GL_ARB_shader_image_size */ + +/* ------------------------- GL_ARB_shader_objects ------------------------- */ + +#ifndef GL_ARB_shader_objects +#define GL_ARB_shader_objects 1 + +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 + +typedef char GLcharARB; +typedef unsigned int GLhandleARB; + +typedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); +typedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); +typedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void); +typedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); +typedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); +typedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); +typedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj); +typedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname); +typedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog); +typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source); +typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params); +typedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length); +typedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); +typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); + +#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB) +#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB) +#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB) +#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB) +#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB) +#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB) +#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB) +#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB) +#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB) +#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB) +#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB) +#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB) +#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB) +#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB) +#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB) +#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB) +#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB) +#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB) +#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB) +#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB) +#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB) +#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB) +#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB) +#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB) +#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB) +#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB) +#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB) +#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB) +#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB) +#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB) +#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB) +#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB) +#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB) +#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB) +#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB) +#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB) +#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB) +#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB) +#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB) + +#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects) + +#endif /* GL_ARB_shader_objects */ + +/* ------------------------ GL_ARB_shader_precision ------------------------ */ + +#ifndef GL_ARB_shader_precision +#define GL_ARB_shader_precision 1 + +#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision) + +#endif /* GL_ARB_shader_precision */ + +/* ---------------------- GL_ARB_shader_stencil_export --------------------- */ + +#ifndef GL_ARB_shader_stencil_export +#define GL_ARB_shader_stencil_export 1 + +#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export) + +#endif /* GL_ARB_shader_stencil_export */ + +/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */ + +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_ARB_shader_storage_buffer_object 1 + +#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF + +typedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); + +#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding) + +#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object) + +#endif /* GL_ARB_shader_storage_buffer_object */ + +/* ------------------------ GL_ARB_shader_subroutine ----------------------- */ + +#ifndef GL_ARB_shader_subroutine +#define GL_ARB_shader_subroutine 1 + +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B + +typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); +typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); +typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values); +typedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name); +typedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params); +typedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices); + +#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName) +#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName) +#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv) +#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv) +#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex) +#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation) +#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv) +#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv) + +#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine) + +#endif /* GL_ARB_shader_subroutine */ + +/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */ + +#ifndef GL_ARB_shader_texture_image_samples +#define GL_ARB_shader_texture_image_samples 1 + +#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples) + +#endif /* GL_ARB_shader_texture_image_samples */ + +/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */ + +#ifndef GL_ARB_shader_texture_lod +#define GL_ARB_shader_texture_lod 1 + +#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod) + +#endif /* GL_ARB_shader_texture_lod */ + +/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */ + +#ifndef GL_ARB_shader_viewport_layer_array +#define GL_ARB_shader_viewport_layer_array 1 + +#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array) + +#endif /* GL_ARB_shader_viewport_layer_array */ + +/* ---------------------- GL_ARB_shading_language_100 ---------------------- */ + +#ifndef GL_ARB_shading_language_100 +#define GL_ARB_shading_language_100 1 + +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C + +#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100) + +#endif /* GL_ARB_shading_language_100 */ + +/* -------------------- GL_ARB_shading_language_420pack -------------------- */ + +#ifndef GL_ARB_shading_language_420pack +#define GL_ARB_shading_language_420pack 1 + +#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack) + +#endif /* GL_ARB_shading_language_420pack */ + +/* -------------------- GL_ARB_shading_language_include -------------------- */ + +#ifndef GL_ARB_shading_language_include +#define GL_ARB_shading_language_include 1 + +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA + +typedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length); +typedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string); +typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params); +typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); +typedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string); + +#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB) +#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB) +#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB) +#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB) +#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB) +#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB) + +#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include) + +#endif /* GL_ARB_shading_language_include */ + +/* -------------------- GL_ARB_shading_language_packing -------------------- */ + +#ifndef GL_ARB_shading_language_packing +#define GL_ARB_shading_language_packing 1 + +#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing) + +#endif /* GL_ARB_shading_language_packing */ + +/* ----------------------------- GL_ARB_shadow ----------------------------- */ + +#ifndef GL_ARB_shadow +#define GL_ARB_shadow 1 + +#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C +#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D +#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E + +#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow) + +#endif /* GL_ARB_shadow */ + +/* ------------------------- GL_ARB_shadow_ambient ------------------------- */ + +#ifndef GL_ARB_shadow_ambient +#define GL_ARB_shadow_ambient 1 + +#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF + +#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient) + +#endif /* GL_ARB_shadow_ambient */ + +/* -------------------------- GL_ARB_sparse_buffer ------------------------- */ + +#ifndef GL_ARB_sparse_buffer +#define GL_ARB_sparse_buffer 1 + +#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 +#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 + +typedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); + +#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB) + +#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer) + +#endif /* GL_ARB_sparse_buffer */ + +/* ------------------------- GL_ARB_sparse_texture ------------------------- */ + +#ifndef GL_ARB_sparse_texture +#define GL_ARB_sparse_texture 1 + +#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A +#define GL_TEXTURE_SPARSE_ARB 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 +#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 +#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA + +typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); + +#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB) + +#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture) + +#endif /* GL_ARB_sparse_texture */ + +/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */ + +#ifndef GL_ARB_sparse_texture2 +#define GL_ARB_sparse_texture2 1 + +#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2) + +#endif /* GL_ARB_sparse_texture2 */ + +/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */ + +#ifndef GL_ARB_sparse_texture_clamp +#define GL_ARB_sparse_texture_clamp 1 + +#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp) + +#endif /* GL_ARB_sparse_texture_clamp */ + +/* ------------------------ GL_ARB_spirv_extensions ------------------------ */ + +#ifndef GL_ARB_spirv_extensions +#define GL_ARB_spirv_extensions 1 + +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 + +#define GLEW_ARB_spirv_extensions GLEW_GET_VAR(__GLEW_ARB_spirv_extensions) + +#endif /* GL_ARB_spirv_extensions */ + +/* ------------------------ GL_ARB_stencil_texturing ----------------------- */ + +#ifndef GL_ARB_stencil_texturing +#define GL_ARB_stencil_texturing 1 + +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA + +#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing) + +#endif /* GL_ARB_stencil_texturing */ + +/* ------------------------------ GL_ARB_sync ------------------------------ */ + +#ifndef GL_ARB_sync +#define GL_ARB_sync 1 + +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull + +typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); +typedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync); +typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values); +typedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync); +typedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); + +#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync) +#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync) +#define glFenceSync GLEW_GET_FUN(__glewFenceSync) +#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v) +#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv) +#define glIsSync GLEW_GET_FUN(__glewIsSync) +#define glWaitSync GLEW_GET_FUN(__glewWaitSync) + +#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync) + +#endif /* GL_ARB_sync */ + +/* ----------------------- GL_ARB_tessellation_shader ---------------------- */ + +#ifndef GL_ARB_tessellation_shader +#define GL_ARB_tessellation_shader 1 + +#define GL_PATCHES 0xE +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_ISOLINES 0x8E7A +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A + +typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values); +typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); + +#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv) +#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri) + +#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader) + +#endif /* GL_ARB_tessellation_shader */ + +/* ------------------------- GL_ARB_texture_barrier ------------------------ */ + +#ifndef GL_ARB_texture_barrier +#define GL_ARB_texture_barrier 1 + +typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void); + +#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier) + +#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier) + +#endif /* GL_ARB_texture_barrier */ + +/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */ + +#ifndef GL_ARB_texture_border_clamp +#define GL_ARB_texture_border_clamp 1 + +#define GL_CLAMP_TO_BORDER_ARB 0x812D + +#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp) + +#endif /* GL_ARB_texture_border_clamp */ + +/* ---------------------- GL_ARB_texture_buffer_object --------------------- */ + +#ifndef GL_ARB_texture_buffer_object +#define GL_ARB_texture_buffer_object 1 + +#define GL_TEXTURE_BUFFER_ARB 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E + +typedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); + +#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB) + +#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object) + +#endif /* GL_ARB_texture_buffer_object */ + +/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */ + +#ifndef GL_ARB_texture_buffer_object_rgb32 +#define GL_ARB_texture_buffer_object_rgb32 1 + +#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32) + +#endif /* GL_ARB_texture_buffer_object_rgb32 */ + +/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */ + +#ifndef GL_ARB_texture_buffer_range +#define GL_ARB_texture_buffer_range 1 + +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F + +typedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); + +#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange) +#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT) + +#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range) + +#endif /* GL_ARB_texture_buffer_range */ + +/* ----------------------- GL_ARB_texture_compression ---------------------- */ + +#ifndef GL_ARB_texture_compression +#define GL_ARB_texture_compression 1 + +#define GL_COMPRESSED_ALPHA_ARB 0x84E9 +#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB +#define GL_COMPRESSED_INTENSITY_ARB 0x84EC +#define GL_COMPRESSED_RGB_ARB 0x84ED +#define GL_COMPRESSED_RGBA_ARB 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 +#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 + +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img); + +#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB) +#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB) +#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB) +#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB) +#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB) +#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB) +#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB) + +#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression) + +#endif /* GL_ARB_texture_compression */ + +/* -------------------- GL_ARB_texture_compression_bptc -------------------- */ + +#ifndef GL_ARB_texture_compression_bptc +#define GL_ARB_texture_compression_bptc 1 + +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F + +#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc) + +#endif /* GL_ARB_texture_compression_bptc */ + +/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */ + +#ifndef GL_ARB_texture_compression_rgtc +#define GL_ARB_texture_compression_rgtc 1 + +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE + +#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc) + +#endif /* GL_ARB_texture_compression_rgtc */ + +/* ------------------------ GL_ARB_texture_cube_map ------------------------ */ + +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 + +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C + +#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map) + +#endif /* GL_ARB_texture_cube_map */ + +/* --------------------- GL_ARB_texture_cube_map_array --------------------- */ + +#ifndef GL_ARB_texture_cube_map_array +#define GL_ARB_texture_cube_map_array 1 + +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F + +#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array) + +#endif /* GL_ARB_texture_cube_map_array */ + +/* ------------------------- GL_ARB_texture_env_add ------------------------ */ + +#ifndef GL_ARB_texture_env_add +#define GL_ARB_texture_env_add 1 + +#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add) + +#endif /* GL_ARB_texture_env_add */ + +/* ----------------------- GL_ARB_texture_env_combine ---------------------- */ + +#ifndef GL_ARB_texture_env_combine +#define GL_ARB_texture_env_combine 1 + +#define GL_SUBTRACT_ARB 0x84E7 +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_CONSTANT_ARB 0x8576 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PREVIOUS_ARB 0x8578 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND2_ALPHA_ARB 0x859A + +#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine) + +#endif /* GL_ARB_texture_env_combine */ + +/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */ + +#ifndef GL_ARB_texture_env_crossbar +#define GL_ARB_texture_env_crossbar 1 + +#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar) + +#endif /* GL_ARB_texture_env_crossbar */ + +/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */ + +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 + +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF + +#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3) + +#endif /* GL_ARB_texture_env_dot3 */ + +/* ------------------- GL_ARB_texture_filter_anisotropic ------------------- */ + +#ifndef GL_ARB_texture_filter_anisotropic +#define GL_ARB_texture_filter_anisotropic 1 + +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF + +#define GLEW_ARB_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_ARB_texture_filter_anisotropic) + +#endif /* GL_ARB_texture_filter_anisotropic */ + +/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */ + +#ifndef GL_ARB_texture_filter_minmax +#define GL_ARB_texture_filter_minmax 1 + +#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 +#define GL_WEIGHTED_AVERAGE_ARB 0x9367 + +#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax) + +#endif /* GL_ARB_texture_filter_minmax */ + +/* -------------------------- GL_ARB_texture_float ------------------------- */ + +#ifndef GL_ARB_texture_float +#define GL_ARB_texture_float 1 + +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGB32F_ARB 0x8815 +#define GL_ALPHA32F_ARB 0x8816 +#define GL_INTENSITY32F_ARB 0x8817 +#define GL_LUMINANCE32F_ARB 0x8818 +#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 +#define GL_RGBA16F_ARB 0x881A +#define GL_RGB16F_ARB 0x881B +#define GL_ALPHA16F_ARB 0x881C +#define GL_INTENSITY16F_ARB 0x881D +#define GL_LUMINANCE16F_ARB 0x881E +#define GL_LUMINANCE_ALPHA16F_ARB 0x881F +#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 +#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 +#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 +#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 +#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 +#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 + +#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float) + +#endif /* GL_ARB_texture_float */ + +/* ------------------------- GL_ARB_texture_gather ------------------------- */ + +#ifndef GL_ARB_texture_gather +#define GL_ARB_texture_gather 1 + +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F + +#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather) + +#endif /* GL_ARB_texture_gather */ + +/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */ + +#ifndef GL_ARB_texture_mirror_clamp_to_edge +#define GL_ARB_texture_mirror_clamp_to_edge 1 + +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 + +#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge) + +#endif /* GL_ARB_texture_mirror_clamp_to_edge */ + +/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */ + +#ifndef GL_ARB_texture_mirrored_repeat +#define GL_ARB_texture_mirrored_repeat 1 + +#define GL_MIRRORED_REPEAT_ARB 0x8370 + +#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat) + +#endif /* GL_ARB_texture_mirrored_repeat */ + +/* ----------------------- GL_ARB_texture_multisample ---------------------- */ + +#ifndef GL_ARB_texture_multisample +#define GL_ARB_texture_multisample 1 + +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 + +typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val); +typedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask); +typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); + +#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv) +#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski) +#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample) +#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample) + +#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample) + +#endif /* GL_ARB_texture_multisample */ + +/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */ + +#ifndef GL_ARB_texture_non_power_of_two +#define GL_ARB_texture_non_power_of_two 1 + +#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two) + +#endif /* GL_ARB_texture_non_power_of_two */ + +/* ---------------------- GL_ARB_texture_query_levels ---------------------- */ + +#ifndef GL_ARB_texture_query_levels +#define GL_ARB_texture_query_levels 1 + +#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels) + +#endif /* GL_ARB_texture_query_levels */ + +/* ------------------------ GL_ARB_texture_query_lod ----------------------- */ + +#ifndef GL_ARB_texture_query_lod +#define GL_ARB_texture_query_lod 1 + +#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod) + +#endif /* GL_ARB_texture_query_lod */ + +/* ------------------------ GL_ARB_texture_rectangle ----------------------- */ + +#ifndef GL_ARB_texture_rectangle +#define GL_ARB_texture_rectangle 1 + +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 + +#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle) + +#endif /* GL_ARB_texture_rectangle */ + +/* --------------------------- GL_ARB_texture_rg --------------------------- */ + +#ifndef GL_ARB_texture_rg +#define GL_ARB_texture_rg 1 + +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C + +#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg) + +#endif /* GL_ARB_texture_rg */ + +/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */ + +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_ARB_texture_rgb10_a2ui 1 + +#define GL_RGB10_A2UI 0x906F + +#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui) + +#endif /* GL_ARB_texture_rgb10_a2ui */ + +/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */ + +#ifndef GL_ARB_texture_stencil8 +#define GL_ARB_texture_stencil8 1 + +#define GL_STENCIL_INDEX 0x1901 +#define GL_STENCIL_INDEX8 0x8D48 + +#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8) + +#endif /* GL_ARB_texture_stencil8 */ + +/* ------------------------- GL_ARB_texture_storage ------------------------ */ + +#ifndef GL_ARB_texture_storage +#define GL_ARB_texture_storage 1 + +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F + +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); + +#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D) +#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D) +#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D) + +#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage) + +#endif /* GL_ARB_texture_storage */ + +/* ------------------- GL_ARB_texture_storage_multisample ------------------ */ + +#ifndef GL_ARB_texture_storage_multisample +#define GL_ARB_texture_storage_multisample 1 + +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); + +#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample) +#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample) +#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT) +#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT) + +#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample) + +#endif /* GL_ARB_texture_storage_multisample */ + +/* ------------------------- GL_ARB_texture_swizzle ------------------------ */ + +#ifndef GL_ARB_texture_swizzle +#define GL_ARB_texture_swizzle 1 + +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 + +#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle) + +#endif /* GL_ARB_texture_swizzle */ + +/* -------------------------- GL_ARB_texture_view -------------------------- */ + +#ifndef GL_ARB_texture_view +#define GL_ARB_texture_view 1 + +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF + +typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); + +#define glTextureView GLEW_GET_FUN(__glewTextureView) + +#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view) + +#endif /* GL_ARB_texture_view */ + +/* --------------------------- GL_ARB_timer_query -------------------------- */ + +#ifndef GL_ARB_timer_query +#define GL_ARB_timer_query 1 + +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 + +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params); +typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); + +#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v) +#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v) +#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter) + +#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query) + +#endif /* GL_ARB_timer_query */ + +/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */ + +#ifndef GL_ARB_transform_feedback2 +#define GL_ARB_transform_feedback2 1 + +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 + +typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); +typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); +typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); +typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); + +#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback) +#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks) +#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback) +#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks) +#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback) +#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback) +#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback) + +#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2) + +#endif /* GL_ARB_transform_feedback2 */ + +/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */ + +#ifndef GL_ARB_transform_feedback3 +#define GL_ARB_transform_feedback3 1 + +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_MAX_VERTEX_STREAMS 0x8E71 + +typedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); +typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); +typedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); + +#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed) +#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream) +#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed) +#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv) + +#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3) + +#endif /* GL_ARB_transform_feedback3 */ + +/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */ + +#ifndef GL_ARB_transform_feedback_instanced +#define GL_ARB_transform_feedback_instanced 1 + +typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount); + +#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced) +#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced) + +#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced) + +#endif /* GL_ARB_transform_feedback_instanced */ + +/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */ + +#ifndef GL_ARB_transform_feedback_overflow_query +#define GL_ARB_transform_feedback_overflow_query 1 + +#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED + +#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query) + +#endif /* GL_ARB_transform_feedback_overflow_query */ + +/* ------------------------ GL_ARB_transpose_matrix ------------------------ */ + +#ifndef GL_ARB_transpose_matrix +#define GL_ARB_transpose_matrix 1 + +#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 + +typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); +typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); +typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); +typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); + +#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB) +#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB) +#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB) +#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB) + +#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix) + +#endif /* GL_ARB_transpose_matrix */ + +/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */ + +#ifndef GL_ARB_uniform_buffer_object +#define GL_ARB_uniform_buffer_object 1 + +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFFu + +typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); +typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data); +typedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices); +typedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); + +#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase) +#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange) +#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName) +#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv) +#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName) +#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv) +#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v) +#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex) +#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices) +#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding) + +#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object) + +#endif /* GL_ARB_uniform_buffer_object */ + +/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */ + +#ifndef GL_ARB_vertex_array_bgra +#define GL_ARB_vertex_array_bgra 1 + +#define GL_BGRA 0x80E1 + +#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra) + +#endif /* GL_ARB_vertex_array_bgra */ + +/* ----------------------- GL_ARB_vertex_array_object ---------------------- */ + +#ifndef GL_ARB_vertex_array_object +#define GL_ARB_vertex_array_object 1 + +#define GL_VERTEX_ARRAY_BINDING 0x85B5 + +typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays); +typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); +typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array); + +#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray) +#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays) +#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays) +#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray) + +#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object) + +#endif /* GL_ARB_vertex_array_object */ + +/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */ + +#ifndef GL_ARB_vertex_attrib_64bit +#define GL_ARB_vertex_attrib_64bit 1 + +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer); + +#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv) +#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d) +#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv) +#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d) +#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv) +#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d) +#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv) +#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d) +#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv) +#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer) + +#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit) + +#endif /* GL_ARB_vertex_attrib_64bit */ + +/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */ + +#ifndef GL_ARB_vertex_attrib_binding +#define GL_ARB_vertex_attrib_binding 1 + +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_VERTEX_BINDING_BUFFER 0x8F4F + +typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); + +#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer) +#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT) +#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT) +#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT) +#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT) +#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT) +#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT) +#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding) +#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat) +#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat) +#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat) +#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor) + +#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding) + +#endif /* GL_ARB_vertex_attrib_binding */ + +/* -------------------------- GL_ARB_vertex_blend -------------------------- */ + +#ifndef GL_ARB_vertex_blend +#define GL_ARB_vertex_blend 1 + +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F + +typedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count); +typedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); +typedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights); +typedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights); + +#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB) +#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB) +#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB) +#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB) +#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB) +#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB) +#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB) +#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB) +#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB) +#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB) + +#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend) + +#endif /* GL_ARB_vertex_blend */ + +/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */ + +#ifndef GL_ARB_vertex_buffer_object +#define GL_ARB_vertex_buffer_object 1 + +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_READ_WRITE_ARB 0x88BA +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_COPY_ARB 0x88EA + +typedef ptrdiff_t GLintptrARB; +typedef ptrdiff_t GLsizeiptrARB; + +typedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers); +typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params); +typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer); +typedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); +typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target); + +#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB) +#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB) +#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB) +#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB) +#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB) +#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB) +#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB) +#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB) +#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB) +#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB) +#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB) + +#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object) + +#endif /* GL_ARB_vertex_buffer_object */ + +/* ------------------------- GL_ARB_vertex_program ------------------------- */ + +#ifndef GL_ARB_vertex_program +#define GL_ARB_vertex_program 1 + +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF + +typedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); +typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs); +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); + +#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB) +#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB) +#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB) +#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB) +#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB) +#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB) +#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB) +#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB) +#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB) +#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB) +#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB) +#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB) +#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB) +#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB) +#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB) +#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB) +#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB) +#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB) +#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB) +#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB) +#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB) +#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB) +#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB) +#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB) +#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB) +#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB) +#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB) +#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB) +#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB) +#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB) +#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB) +#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB) +#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB) +#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB) +#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB) +#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB) +#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB) +#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB) +#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB) +#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB) +#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB) +#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB) +#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB) +#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB) +#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB) +#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB) +#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB) +#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB) +#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB) +#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB) +#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB) +#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB) +#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB) +#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB) +#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB) +#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB) +#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB) +#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB) +#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB) +#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB) +#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB) +#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB) + +#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program) + +#endif /* GL_ARB_vertex_program */ + +/* -------------------------- GL_ARB_vertex_shader ------------------------- */ + +#ifndef GL_ARB_vertex_shader +#define GL_ARB_vertex_shader 1 + +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A + +typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name); +typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); +typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); + +#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB) +#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB) +#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB) + +#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader) + +#endif /* GL_ARB_vertex_shader */ + +/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */ + +#ifndef GL_ARB_vertex_type_10f_11f_11f_rev +#define GL_ARB_vertex_type_10f_11f_11f_rev 1 + +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B + +#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev) + +#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ + +/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */ + +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +#define GL_ARB_vertex_type_2_10_10_10_rev 1 + +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_INT_2_10_10_10_REV 0x8D9F + +typedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color); +typedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); +typedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); +typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); +typedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value); + +#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui) +#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv) +#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui) +#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv) +#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui) +#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv) +#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui) +#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv) +#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui) +#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv) +#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui) +#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv) +#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui) +#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv) +#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui) +#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv) +#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui) +#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv) +#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui) +#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv) +#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui) +#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv) +#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui) +#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv) +#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui) +#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv) +#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui) +#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv) +#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui) +#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv) +#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui) +#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv) +#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui) +#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv) +#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui) +#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv) +#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui) +#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv) + +#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev) + +#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ + +/* ------------------------- GL_ARB_viewport_array ------------------------- */ + +#ifndef GL_ARB_viewport_array +#define GL_ARB_viewport_array 1 + +#define GL_DEPTH_RANGE 0x0B70 +#define GL_VIEWPORT 0x0BA2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F + +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v); +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f); +typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data); +typedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data); +typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v); +typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v); +typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v); +typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v); + +#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv) +#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed) +#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v) +#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v) +#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv) +#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed) +#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv) +#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv) +#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf) +#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv) + +#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array) + +#endif /* GL_ARB_viewport_array */ + +/* --------------------------- GL_ARB_window_pos --------------------------- */ + +#ifndef GL_ARB_window_pos +#define GL_ARB_window_pos 1 + +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p); + +#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB) +#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB) +#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB) +#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB) +#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB) +#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB) +#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB) +#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB) +#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB) +#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB) +#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB) +#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB) +#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB) +#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB) +#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB) +#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB) + +#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos) + +#endif /* GL_ARB_window_pos */ + +/* ----------------------- GL_ARM_mali_program_binary ---------------------- */ + +#ifndef GL_ARM_mali_program_binary +#define GL_ARM_mali_program_binary 1 + +#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 + +#define GLEW_ARM_mali_program_binary GLEW_GET_VAR(__GLEW_ARM_mali_program_binary) + +#endif /* GL_ARM_mali_program_binary */ + +/* ----------------------- GL_ARM_mali_shader_binary ----------------------- */ + +#ifndef GL_ARM_mali_shader_binary +#define GL_ARM_mali_shader_binary 1 + +#define GL_MALI_SHADER_BINARY_ARM 0x8F60 + +#define GLEW_ARM_mali_shader_binary GLEW_GET_VAR(__GLEW_ARM_mali_shader_binary) + +#endif /* GL_ARM_mali_shader_binary */ + +/* ------------------------------ GL_ARM_rgba8 ----------------------------- */ + +#ifndef GL_ARM_rgba8 +#define GL_ARM_rgba8 1 + +#define GL_RGBA8_OES 0x8058 + +#define GLEW_ARM_rgba8 GLEW_GET_VAR(__GLEW_ARM_rgba8) + +#endif /* GL_ARM_rgba8 */ + +/* -------------------- GL_ARM_shader_framebuffer_fetch -------------------- */ + +#ifndef GL_ARM_shader_framebuffer_fetch +#define GL_ARM_shader_framebuffer_fetch 1 + +#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 +#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 + +#define GLEW_ARM_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch) + +#endif /* GL_ARM_shader_framebuffer_fetch */ + +/* ------------- GL_ARM_shader_framebuffer_fetch_depth_stencil ------------- */ + +#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil +#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 + +#define GLEW_ARM_shader_framebuffer_fetch_depth_stencil GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch_depth_stencil) + +#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ + +/* ------------------------- GL_ATIX_point_sprites ------------------------- */ + +#ifndef GL_ATIX_point_sprites +#define GL_ATIX_point_sprites 1 + +#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0 +#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1 +#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2 +#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3 +#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4 +#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5 + +#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites) + +#endif /* GL_ATIX_point_sprites */ + +/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */ + +#ifndef GL_ATIX_texture_env_combine3 +#define GL_ATIX_texture_env_combine3 1 + +#define GL_MODULATE_ADD_ATIX 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745 +#define GL_MODULATE_SUBTRACT_ATIX 0x8746 + +#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3) + +#endif /* GL_ATIX_texture_env_combine3 */ + +/* ----------------------- GL_ATIX_texture_env_route ----------------------- */ + +#ifndef GL_ATIX_texture_env_route +#define GL_ATIX_texture_env_route 1 + +#define GL_SECONDARY_COLOR_ATIX 0x8747 +#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748 +#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749 + +#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route) + +#endif /* GL_ATIX_texture_env_route */ + +/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */ + +#ifndef GL_ATIX_vertex_shader_output_point_size +#define GL_ATIX_vertex_shader_output_point_size 1 + +#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E + +#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size) + +#endif /* GL_ATIX_vertex_shader_output_point_size */ + +/* -------------------------- GL_ATI_draw_buffers -------------------------- */ + +#ifndef GL_ATI_draw_buffers +#define GL_ATI_draw_buffers 1 + +#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 +#define GL_DRAW_BUFFER0_ATI 0x8825 +#define GL_DRAW_BUFFER1_ATI 0x8826 +#define GL_DRAW_BUFFER2_ATI 0x8827 +#define GL_DRAW_BUFFER3_ATI 0x8828 +#define GL_DRAW_BUFFER4_ATI 0x8829 +#define GL_DRAW_BUFFER5_ATI 0x882A +#define GL_DRAW_BUFFER6_ATI 0x882B +#define GL_DRAW_BUFFER7_ATI 0x882C +#define GL_DRAW_BUFFER8_ATI 0x882D +#define GL_DRAW_BUFFER9_ATI 0x882E +#define GL_DRAW_BUFFER10_ATI 0x882F +#define GL_DRAW_BUFFER11_ATI 0x8830 +#define GL_DRAW_BUFFER12_ATI 0x8831 +#define GL_DRAW_BUFFER13_ATI 0x8832 +#define GL_DRAW_BUFFER14_ATI 0x8833 +#define GL_DRAW_BUFFER15_ATI 0x8834 + +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs); + +#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI) + +#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers) + +#endif /* GL_ATI_draw_buffers */ + +/* -------------------------- GL_ATI_element_array ------------------------- */ + +#ifndef GL_ATI_element_array +#define GL_ATI_element_array 1 + +#define GL_ELEMENT_ARRAY_ATI 0x8768 +#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 +#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A + +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); +typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); + +#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI) +#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI) +#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI) + +#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array) + +#endif /* GL_ATI_element_array */ + +/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */ + +#ifndef GL_ATI_envmap_bumpmap +#define GL_ATI_envmap_bumpmap 1 + +#define GL_BUMP_ROT_MATRIX_ATI 0x8775 +#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 +#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 +#define GL_BUMP_TEX_UNITS_ATI 0x8778 +#define GL_DUDV_ATI 0x8779 +#define GL_DU8DV8_ATI 0x877A +#define GL_BUMP_ENVMAP_ATI 0x877B +#define GL_BUMP_TARGET_ATI 0x877C + +typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); +typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); +typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); +typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); + +#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI) +#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI) +#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI) +#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI) + +#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap) + +#endif /* GL_ATI_envmap_bumpmap */ + +/* ------------------------- GL_ATI_fragment_shader ------------------------ */ + +#ifndef GL_ATI_fragment_shader +#define GL_ATI_fragment_shader 1 + +#define GL_2X_BIT_ATI 0x00000001 +#define GL_RED_BIT_ATI 0x00000001 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_BIAS_BIT_ATI 0x00000008 +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_2_ATI 0x8923 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_2_ATI 0x8943 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_MOV_ATI 0x8961 +#define GL_ADD_ATI 0x8963 +#define GL_MUL_ATI 0x8964 +#define GL_SUB_ATI 0x8965 +#define GL_DOT3_ATI 0x8966 +#define GL_DOT4_ATI 0x8967 +#define GL_MAD_ATI 0x8968 +#define GL_LERP_ATI 0x8969 +#define GL_CND_ATI 0x896A +#define GL_CND0_ATI 0x896B +#define GL_DOT2_ADD_ATI 0x896C +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E +#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F +#define GL_NUM_PASSES_ATI 0x8970 +#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 +#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 +#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 +#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 +#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_SWIZZLE_STRQ_ATI 0x897A +#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B + +typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void); +typedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void); +typedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); +typedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); +typedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); +typedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value); + +#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI) +#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI) +#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI) +#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI) +#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI) +#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI) +#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI) +#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI) +#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI) +#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI) +#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI) +#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI) +#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI) +#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI) + +#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader) + +#endif /* GL_ATI_fragment_shader */ + +/* ------------------------ GL_ATI_map_object_buffer ----------------------- */ + +#ifndef GL_ATI_map_object_buffer +#define GL_ATI_map_object_buffer 1 + +typedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); + +#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI) +#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI) + +#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer) + +#endif /* GL_ATI_map_object_buffer */ + +/* ----------------------------- GL_ATI_meminfo ---------------------------- */ + +#ifndef GL_ATI_meminfo +#define GL_ATI_meminfo 1 + +#define GL_VBO_FREE_MEMORY_ATI 0x87FB +#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC +#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD + +#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo) + +#endif /* GL_ATI_meminfo */ + +/* -------------------------- GL_ATI_pn_triangles -------------------------- */ + +#ifndef GL_ATI_pn_triangles +#define GL_ATI_pn_triangles 1 + +#define GL_PN_TRIANGLES_ATI 0x87F0 +#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 +#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 +#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 +#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 +#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 +#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 +#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 +#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 + +typedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); + +#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI) +#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI) + +#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles) + +#endif /* GL_ATI_pn_triangles */ + +/* ------------------------ GL_ATI_separate_stencil ------------------------ */ + +#ifndef GL_ATI_separate_stencil +#define GL_ATI_separate_stencil 1 + +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 + +typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); + +#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI) +#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI) + +#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil) + +#endif /* GL_ATI_separate_stencil */ + +/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */ + +#ifndef GL_ATI_shader_texture_lod +#define GL_ATI_shader_texture_lod 1 + +#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod) + +#endif /* GL_ATI_shader_texture_lod */ + +/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */ + +#ifndef GL_ATI_text_fragment_shader +#define GL_ATI_text_fragment_shader 1 + +#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 + +#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader) + +#endif /* GL_ATI_text_fragment_shader */ + +/* --------------------- GL_ATI_texture_compression_3dc -------------------- */ + +#ifndef GL_ATI_texture_compression_3dc +#define GL_ATI_texture_compression_3dc 1 + +#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 + +#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc) + +#endif /* GL_ATI_texture_compression_3dc */ + +/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */ + +#ifndef GL_ATI_texture_env_combine3 +#define GL_ATI_texture_env_combine3 1 + +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 + +#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3) + +#endif /* GL_ATI_texture_env_combine3 */ + +/* -------------------------- GL_ATI_texture_float ------------------------- */ + +#ifndef GL_ATI_texture_float +#define GL_ATI_texture_float 1 + +#define GL_RGBA_FLOAT32_ATI 0x8814 +#define GL_RGB_FLOAT32_ATI 0x8815 +#define GL_ALPHA_FLOAT32_ATI 0x8816 +#define GL_INTENSITY_FLOAT32_ATI 0x8817 +#define GL_LUMINANCE_FLOAT32_ATI 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 +#define GL_RGBA_FLOAT16_ATI 0x881A +#define GL_RGB_FLOAT16_ATI 0x881B +#define GL_ALPHA_FLOAT16_ATI 0x881C +#define GL_INTENSITY_FLOAT16_ATI 0x881D +#define GL_LUMINANCE_FLOAT16_ATI 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F + +#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float) + +#endif /* GL_ATI_texture_float */ + +/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */ + +#ifndef GL_ATI_texture_mirror_once +#define GL_ATI_texture_mirror_once 1 + +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 + +#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once) + +#endif /* GL_ATI_texture_mirror_once */ + +/* ----------------------- GL_ATI_vertex_array_object ---------------------- */ + +#ifndef GL_ATI_vertex_array_object +#define GL_ATI_vertex_array_object 1 + +#define GL_STATIC_ATI 0x8760 +#define GL_DYNAMIC_ATI 0x8761 +#define GL_PRESERVE_ATI 0x8762 +#define GL_DISCARD_ATI 0x8763 +#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 +#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 +#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 +#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 + +typedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); +typedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); +typedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +typedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); + +#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI) +#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI) +#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI) +#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI) +#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI) +#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI) +#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI) +#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI) +#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI) +#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI) +#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI) +#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI) + +#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object) + +#endif /* GL_ATI_vertex_array_object */ + +/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */ + +#ifndef GL_ATI_vertex_attrib_array_object +#define GL_ATI_vertex_attrib_array_object 1 + +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); + +#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI) +#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI) +#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI) + +#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object) + +#endif /* GL_ATI_vertex_attrib_array_object */ + +/* ------------------------- GL_ATI_vertex_streams ------------------------- */ + +#ifndef GL_ATI_vertex_streams +#define GL_ATI_vertex_streams 1 + +#define GL_MAX_VERTEX_STREAMS_ATI 0x876B +#define GL_VERTEX_SOURCE_ATI 0x876C +#define GL_VERTEX_STREAM0_ATI 0x876D +#define GL_VERTEX_STREAM1_ATI 0x876E +#define GL_VERTEX_STREAM2_ATI 0x876F +#define GL_VERTEX_STREAM3_ATI 0x8770 +#define GL_VERTEX_STREAM4_ATI 0x8771 +#define GL_VERTEX_STREAM5_ATI 0x8772 +#define GL_VERTEX_STREAM6_ATI 0x8773 +#define GL_VERTEX_STREAM7_ATI 0x8774 + +typedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); + +#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI) +#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI) +#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI) +#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI) +#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI) +#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI) +#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI) +#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI) +#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI) +#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI) +#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI) +#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI) +#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI) +#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI) +#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI) +#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI) +#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI) +#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI) +#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI) +#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI) +#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI) +#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI) +#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI) +#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI) +#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI) +#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI) +#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI) +#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI) +#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI) +#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI) +#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI) +#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI) +#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI) +#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI) +#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI) +#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI) +#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI) +#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI) +#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI) +#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI) +#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI) +#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI) +#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI) +#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI) +#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI) + +#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams) + +#endif /* GL_ATI_vertex_streams */ + +/* -------------------- GL_EGL_KHR_context_flush_control ------------------- */ + +#ifndef GL_EGL_KHR_context_flush_control +#define GL_EGL_KHR_context_flush_control 1 + +#define GLEW_EGL_KHR_context_flush_control GLEW_GET_VAR(__GLEW_EGL_KHR_context_flush_control) + +#endif /* GL_EGL_KHR_context_flush_control */ + +/* ---------------- GL_EGL_NV_robustness_video_memory_purge ---------------- */ + +#ifndef GL_EGL_NV_robustness_video_memory_purge +#define GL_EGL_NV_robustness_video_memory_purge 1 + +#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB + +#define GLEW_EGL_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_EGL_NV_robustness_video_memory_purge) + +#endif /* GL_EGL_NV_robustness_video_memory_purge */ + +/* --------------------------- GL_EXT_422_pixels --------------------------- */ + +#ifndef GL_EXT_422_pixels +#define GL_EXT_422_pixels 1 + +#define GL_422_EXT 0x80CC +#define GL_422_REV_EXT 0x80CD +#define GL_422_AVERAGE_EXT 0x80CE +#define GL_422_REV_AVERAGE_EXT 0x80CF + +#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels) + +#endif /* GL_EXT_422_pixels */ + +/* ---------------------------- GL_EXT_Cg_shader --------------------------- */ + +#ifndef GL_EXT_Cg_shader +#define GL_EXT_Cg_shader 1 + +#define GL_CG_VERTEX_SHADER_EXT 0x890E +#define GL_CG_FRAGMENT_SHADER_EXT 0x890F + +#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader) + +#endif /* GL_EXT_Cg_shader */ + +/* ------------------------- GL_EXT_EGL_image_array ------------------------ */ + +#ifndef GL_EXT_EGL_image_array +#define GL_EXT_EGL_image_array 1 + +#define GLEW_EXT_EGL_image_array GLEW_GET_VAR(__GLEW_EXT_EGL_image_array) + +#endif /* GL_EXT_EGL_image_array */ + +/* --------------------------- GL_EXT_YUV_target --------------------------- */ + +#ifndef GL_EXT_YUV_target +#define GL_EXT_YUV_target 1 + +#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 + +#define GLEW_EXT_YUV_target GLEW_GET_VAR(__GLEW_EXT_YUV_target) + +#endif /* GL_EXT_YUV_target */ + +/* ------------------------------ GL_EXT_abgr ------------------------------ */ + +#ifndef GL_EXT_abgr +#define GL_EXT_abgr 1 + +#define GL_ABGR_EXT 0x8000 + +#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr) + +#endif /* GL_EXT_abgr */ + +/* -------------------------- GL_EXT_base_instance ------------------------- */ + +#ifndef GL_EXT_base_instance +#define GL_EXT_base_instance 1 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); + +#define glDrawArraysInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstanceEXT) +#define glDrawElementsInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstanceEXT) +#define glDrawElementsInstancedBaseVertexBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstanceEXT) + +#define GLEW_EXT_base_instance GLEW_GET_VAR(__GLEW_EXT_base_instance) + +#endif /* GL_EXT_base_instance */ + +/* ------------------------------ GL_EXT_bgra ------------------------------ */ + +#ifndef GL_EXT_bgra +#define GL_EXT_bgra 1 + +#define GL_BGR_EXT 0x80E0 +#define GL_BGRA_EXT 0x80E1 + +#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra) + +#endif /* GL_EXT_bgra */ + +/* ------------------------ GL_EXT_bindable_uniform ------------------------ */ + +#ifndef GL_EXT_bindable_uniform +#define GL_EXT_bindable_uniform 1 + +#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 +#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 +#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 +#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED +#define GL_UNIFORM_BUFFER_EXT 0x8DEE +#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF + +typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); +typedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); +typedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); + +#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT) +#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT) +#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT) + +#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform) + +#endif /* GL_EXT_bindable_uniform */ + +/* --------------------------- GL_EXT_blend_color -------------------------- */ + +#ifndef GL_EXT_blend_color +#define GL_EXT_blend_color 1 + +#define GL_CONSTANT_COLOR_EXT 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 +#define GL_CONSTANT_ALPHA_EXT 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 +#define GL_BLEND_COLOR_EXT 0x8005 + +typedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + +#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT) + +#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color) + +#endif /* GL_EXT_blend_color */ + +/* --------------------- GL_EXT_blend_equation_separate -------------------- */ + +#ifndef GL_EXT_blend_equation_separate +#define GL_EXT_blend_equation_separate 1 + +#define GL_BLEND_EQUATION_RGB_EXT 0x8009 +#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); + +#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT) + +#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate) + +#endif /* GL_EXT_blend_equation_separate */ + +/* ----------------------- GL_EXT_blend_func_extended ---------------------- */ + +#ifndef GL_EXT_blend_func_extended +#define GL_EXT_blend_func_extended 1 + +#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 +#define GL_SRC1_ALPHA_EXT 0x8589 +#define GL_SRC1_COLOR_EXT 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC +#define GL_LOCATION_INDEX_EXT 0x930F + +typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); +typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar * name); +typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar* name); + +#define glBindFragDataLocationIndexedEXT GLEW_GET_FUN(__glewBindFragDataLocationIndexedEXT) +#define glGetFragDataIndexEXT GLEW_GET_FUN(__glewGetFragDataIndexEXT) +#define glGetProgramResourceLocationIndexEXT GLEW_GET_FUN(__glewGetProgramResourceLocationIndexEXT) + +#define GLEW_EXT_blend_func_extended GLEW_GET_VAR(__GLEW_EXT_blend_func_extended) + +#endif /* GL_EXT_blend_func_extended */ + +/* ----------------------- GL_EXT_blend_func_separate ---------------------- */ + +#ifndef GL_EXT_blend_func_separate +#define GL_EXT_blend_func_separate 1 + +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB + +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); + +#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT) + +#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate) + +#endif /* GL_EXT_blend_func_separate */ + +/* ------------------------- GL_EXT_blend_logic_op ------------------------- */ + +#ifndef GL_EXT_blend_logic_op +#define GL_EXT_blend_logic_op 1 + +#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op) + +#endif /* GL_EXT_blend_logic_op */ + +/* -------------------------- GL_EXT_blend_minmax -------------------------- */ + +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 + +#define GL_FUNC_ADD_EXT 0x8006 +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#define GL_BLEND_EQUATION_EXT 0x8009 + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); + +#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT) + +#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax) + +#endif /* GL_EXT_blend_minmax */ + +/* ------------------------- GL_EXT_blend_subtract ------------------------- */ + +#ifndef GL_EXT_blend_subtract +#define GL_EXT_blend_subtract 1 + +#define GL_FUNC_SUBTRACT_EXT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B + +#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract) + +#endif /* GL_EXT_blend_subtract */ + +/* ------------------------- GL_EXT_buffer_storage ------------------------- */ + +#ifndef GL_EXT_buffer_storage +#define GL_EXT_buffer_storage 1 + +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 +#define GL_MAP_COHERENT_BIT_EXT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 +#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F +#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 + +typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); + +#define glBufferStorageEXT GLEW_GET_FUN(__glewBufferStorageEXT) +#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT) + +#define GLEW_EXT_buffer_storage GLEW_GET_VAR(__GLEW_EXT_buffer_storage) + +#endif /* GL_EXT_buffer_storage */ + +/* -------------------------- GL_EXT_clear_texture ------------------------- */ + +#ifndef GL_EXT_clear_texture +#define GL_EXT_clear_texture 1 + +typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); + +#define glClearTexImageEXT GLEW_GET_FUN(__glewClearTexImageEXT) +#define glClearTexSubImageEXT GLEW_GET_FUN(__glewClearTexSubImageEXT) + +#define GLEW_EXT_clear_texture GLEW_GET_VAR(__GLEW_EXT_clear_texture) + +#endif /* GL_EXT_clear_texture */ + +/* ----------------------- GL_EXT_clip_cull_distance ----------------------- */ + +#ifndef GL_EXT_clip_cull_distance +#define GL_EXT_clip_cull_distance 1 + +#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 +#define GL_CLIP_DISTANCE0_EXT 0x3000 +#define GL_CLIP_DISTANCE1_EXT 0x3001 +#define GL_CLIP_DISTANCE2_EXT 0x3002 +#define GL_CLIP_DISTANCE3_EXT 0x3003 +#define GL_CLIP_DISTANCE4_EXT 0x3004 +#define GL_CLIP_DISTANCE5_EXT 0x3005 +#define GL_CLIP_DISTANCE6_EXT 0x3006 +#define GL_CLIP_DISTANCE7_EXT 0x3007 +#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA + +#define GLEW_EXT_clip_cull_distance GLEW_GET_VAR(__GLEW_EXT_clip_cull_distance) + +#endif /* GL_EXT_clip_cull_distance */ + +/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */ + +#ifndef GL_EXT_clip_volume_hint +#define GL_EXT_clip_volume_hint 1 + +#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 + +#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint) + +#endif /* GL_EXT_clip_volume_hint */ + +/* ------------------------------ GL_EXT_cmyka ----------------------------- */ + +#ifndef GL_EXT_cmyka +#define GL_EXT_cmyka 1 + +#define GL_CMYK_EXT 0x800C +#define GL_CMYKA_EXT 0x800D +#define GL_PACK_CMYK_HINT_EXT 0x800E +#define GL_UNPACK_CMYK_HINT_EXT 0x800F + +#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka) + +#endif /* GL_EXT_cmyka */ + +/* ----------------------- GL_EXT_color_buffer_float ----------------------- */ + +#ifndef GL_EXT_color_buffer_float +#define GL_EXT_color_buffer_float 1 + +#define GLEW_EXT_color_buffer_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_float) + +#endif /* GL_EXT_color_buffer_float */ + +/* --------------------- GL_EXT_color_buffer_half_float -------------------- */ + +#ifndef GL_EXT_color_buffer_half_float +#define GL_EXT_color_buffer_half_float 1 + +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 +#define GL_R16F_EXT 0x822D +#define GL_RG16F_EXT 0x822F +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 + +#define GLEW_EXT_color_buffer_half_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_half_float) + +#endif /* GL_EXT_color_buffer_half_float */ + +/* ------------------------- GL_EXT_color_subtable ------------------------- */ + +#ifndef GL_EXT_color_subtable +#define GL_EXT_color_subtable 1 + +typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); + +#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT) +#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT) + +#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable) + +#endif /* GL_EXT_color_subtable */ + +/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */ + +#ifndef GL_EXT_compiled_vertex_array +#define GL_EXT_compiled_vertex_array 1 + +#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 +#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 + +typedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); +typedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void); + +#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT) +#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT) + +#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array) + +#endif /* GL_EXT_compiled_vertex_array */ + +/* ---------------- GL_EXT_compressed_ETC1_RGB8_sub_texture ---------------- */ + +#ifndef GL_EXT_compressed_ETC1_RGB8_sub_texture +#define GL_EXT_compressed_ETC1_RGB8_sub_texture 1 + +#define GLEW_EXT_compressed_ETC1_RGB8_sub_texture GLEW_GET_VAR(__GLEW_EXT_compressed_ETC1_RGB8_sub_texture) + +#endif /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ + +/* ----------------------- GL_EXT_conservative_depth ----------------------- */ + +#ifndef GL_EXT_conservative_depth +#define GL_EXT_conservative_depth 1 + +#define GLEW_EXT_conservative_depth GLEW_GET_VAR(__GLEW_EXT_conservative_depth) + +#endif /* GL_EXT_conservative_depth */ + +/* --------------------------- GL_EXT_convolution -------------------------- */ + +#ifndef GL_EXT_convolution +#define GL_EXT_convolution 1 + +#define GL_CONVOLUTION_1D_EXT 0x8010 +#define GL_CONVOLUTION_2D_EXT 0x8011 +#define GL_SEPARABLE_2D_EXT 0x8012 +#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 +#define GL_REDUCE_EXT 0x8016 +#define GL_CONVOLUTION_FORMAT_EXT 0x8017 +#define GL_CONVOLUTION_WIDTH_EXT 0x8018 +#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 + +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); + +#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT) +#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT) +#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT) +#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT) +#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT) +#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT) +#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT) +#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT) +#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT) +#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT) +#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT) +#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT) +#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT) + +#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution) + +#endif /* GL_EXT_convolution */ + +/* ------------------------ GL_EXT_coordinate_frame ------------------------ */ + +#ifndef GL_EXT_coordinate_frame +#define GL_EXT_coordinate_frame 1 + +#define GL_TANGENT_ARRAY_EXT 0x8439 +#define GL_BINORMAL_ARRAY_EXT 0x843A +#define GL_CURRENT_TANGENT_EXT 0x843B +#define GL_CURRENT_BINORMAL_EXT 0x843C +#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E +#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F +#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 +#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 +#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 +#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 +#define GL_MAP1_TANGENT_EXT 0x8444 +#define GL_MAP2_TANGENT_EXT 0x8445 +#define GL_MAP1_BINORMAL_EXT 0x8446 +#define GL_MAP2_BINORMAL_EXT 0x8447 + +typedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); +typedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); + +#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT) +#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT) + +#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame) + +#endif /* GL_EXT_coordinate_frame */ + +/* --------------------------- GL_EXT_copy_image --------------------------- */ + +#ifndef GL_EXT_copy_image +#define GL_EXT_copy_image 1 + +typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); + +#define glCopyImageSubDataEXT GLEW_GET_FUN(__glewCopyImageSubDataEXT) + +#define GLEW_EXT_copy_image GLEW_GET_VAR(__GLEW_EXT_copy_image) + +#endif /* GL_EXT_copy_image */ + +/* -------------------------- GL_EXT_copy_texture -------------------------- */ + +#ifndef GL_EXT_copy_texture +#define GL_EXT_copy_texture 1 + +typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + +#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT) +#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT) +#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT) +#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT) +#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT) + +#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture) + +#endif /* GL_EXT_copy_texture */ + +/* --------------------------- GL_EXT_cull_vertex -------------------------- */ + +#ifndef GL_EXT_cull_vertex +#define GL_EXT_cull_vertex 1 + +#define GL_CULL_VERTEX_EXT 0x81AA +#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB +#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC + +typedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params); + +#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT) +#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT) + +#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex) + +#endif /* GL_EXT_cull_vertex */ + +/* --------------------------- GL_EXT_debug_label -------------------------- */ + +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 + +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 + +typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label); +typedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label); + +#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT) +#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT) + +#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label) + +#endif /* GL_EXT_debug_label */ + +/* -------------------------- GL_EXT_debug_marker -------------------------- */ + +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 + +typedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker); +typedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void); +typedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker); + +#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT) +#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT) +#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT) + +#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker) + +#endif /* GL_EXT_debug_marker */ + +/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */ + +#ifndef GL_EXT_depth_bounds_test +#define GL_EXT_depth_bounds_test 1 + +#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 +#define GL_DEPTH_BOUNDS_EXT 0x8891 + +typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); + +#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT) + +#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test) + +#endif /* GL_EXT_depth_bounds_test */ + +/* ----------------------- GL_EXT_direct_state_access ---------------------- */ + +#ifndef GL_EXT_direct_state_access +#define GL_EXT_direct_state_access 1 + +#define GL_PROGRAM_MATRIX_EXT 0x8E2D +#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E +#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F + +typedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); +typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); +typedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); +typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img); +typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img); +typedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); +typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params); +typedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param); +typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param); +typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); +typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); +typedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode); +typedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode); +typedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param); +typedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param); +typedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); + +#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT) +#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT) +#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT) +#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT) +#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT) +#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT) +#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT) +#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT) +#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT) +#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT) +#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT) +#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT) +#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT) +#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT) +#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT) +#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT) +#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT) +#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT) +#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT) +#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT) +#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT) +#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT) +#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT) +#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT) +#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT) +#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT) +#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT) +#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT) +#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT) +#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT) +#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT) +#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT) +#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT) +#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT) +#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT) +#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT) +#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT) +#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT) +#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT) +#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT) +#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT) +#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT) +#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT) +#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT) +#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT) +#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT) +#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT) +#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT) +#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT) +#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT) +#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT) +#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT) +#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT) +#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT) +#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT) +#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT) +#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT) +#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT) +#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT) +#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT) +#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT) +#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT) +#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT) +#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT) +#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT) +#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT) +#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT) +#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT) +#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT) +#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT) +#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT) +#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT) +#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT) +#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT) +#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT) +#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT) +#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT) +#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT) +#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT) +#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT) +#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT) +#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT) +#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT) +#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT) +#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT) +#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT) +#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT) +#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT) +#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT) +#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT) +#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT) +#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT) +#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT) +#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT) +#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT) +#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT) +#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT) +#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT) +#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT) +#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT) +#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT) +#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT) +#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT) +#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT) +#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT) +#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT) +#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT) +#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT) +#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT) +#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT) +#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT) +#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT) +#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT) +#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT) +#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT) +#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT) +#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT) +#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT) +#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT) +#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT) +#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT) +#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT) +#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT) +#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT) +#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT) +#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT) +#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT) +#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT) +#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT) +#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT) +#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT) +#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT) +#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT) +#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT) +#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT) +#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT) +#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT) +#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT) +#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT) +#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT) +#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT) +#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT) +#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT) +#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT) +#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT) +#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT) +#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT) +#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT) +#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT) +#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT) +#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT) +#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT) +#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT) +#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT) +#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT) +#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT) +#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT) +#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT) +#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT) +#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT) +#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT) +#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT) +#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT) +#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT) +#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT) +#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT) +#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT) +#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT) +#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT) +#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT) +#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT) +#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT) +#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT) +#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT) +#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT) +#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT) +#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT) +#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT) +#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT) +#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT) +#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT) +#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT) +#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT) +#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT) +#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT) +#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT) +#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT) +#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT) +#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT) +#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT) +#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT) +#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT) +#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT) +#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT) +#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT) +#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT) +#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT) +#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT) +#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT) +#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT) +#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT) +#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT) +#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT) +#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT) +#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT) +#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT) +#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT) +#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT) +#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT) +#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT) +#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT) +#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT) +#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT) +#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT) + +#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access) + +#endif /* GL_EXT_direct_state_access */ + +/* ----------------------- GL_EXT_discard_framebuffer ---------------------- */ + +#ifndef GL_EXT_discard_framebuffer +#define GL_EXT_discard_framebuffer 1 + +#define GL_COLOR_EXT 0x1800 +#define GL_DEPTH_EXT 0x1801 +#define GL_STENCIL_EXT 0x1802 + +typedef void (GLAPIENTRY * PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); + +#define glDiscardFramebufferEXT GLEW_GET_FUN(__glewDiscardFramebufferEXT) + +#define GLEW_EXT_discard_framebuffer GLEW_GET_VAR(__GLEW_EXT_discard_framebuffer) + +#endif /* GL_EXT_discard_framebuffer */ + +/* -------------------------- GL_EXT_draw_buffers -------------------------- */ + +#ifndef GL_EXT_draw_buffers +#define GL_EXT_draw_buffers 1 + +#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 +#define GL_DRAW_BUFFER0_EXT 0x8825 +#define GL_DRAW_BUFFER1_EXT 0x8826 +#define GL_DRAW_BUFFER2_EXT 0x8827 +#define GL_DRAW_BUFFER3_EXT 0x8828 +#define GL_DRAW_BUFFER4_EXT 0x8829 +#define GL_DRAW_BUFFER5_EXT 0x882A +#define GL_DRAW_BUFFER6_EXT 0x882B +#define GL_DRAW_BUFFER7_EXT 0x882C +#define GL_DRAW_BUFFER8_EXT 0x882D +#define GL_DRAW_BUFFER9_EXT 0x882E +#define GL_DRAW_BUFFER10_EXT 0x882F +#define GL_DRAW_BUFFER11_EXT 0x8830 +#define GL_DRAW_BUFFER12_EXT 0x8831 +#define GL_DRAW_BUFFER13_EXT 0x8832 +#define GL_DRAW_BUFFER14_EXT 0x8833 +#define GL_DRAW_BUFFER15_EXT 0x8834 +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF + +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum* bufs); + +#define glDrawBuffersEXT GLEW_GET_FUN(__glewDrawBuffersEXT) + +#define GLEW_EXT_draw_buffers GLEW_GET_VAR(__GLEW_EXT_draw_buffers) + +#endif /* GL_EXT_draw_buffers */ + +/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */ + +#ifndef GL_EXT_draw_buffers2 +#define GL_EXT_draw_buffers2 1 + +typedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data); +typedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data); +typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); + +#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT) +#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT) +#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT) +#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT) +#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT) +#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT) + +#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2) + +#endif /* GL_EXT_draw_buffers2 */ + +/* ---------------------- GL_EXT_draw_buffers_indexed ---------------------- */ + +#ifndef GL_EXT_draw_buffers_indexed +#define GL_EXT_draw_buffers_indexed 1 + +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GLAPIENTRY * PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GLAPIENTRY * PFNGLCOLORMASKIEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (GLAPIENTRY * PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); +typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); + +#define glBlendEquationSeparateiEXT GLEW_GET_FUN(__glewBlendEquationSeparateiEXT) +#define glBlendEquationiEXT GLEW_GET_FUN(__glewBlendEquationiEXT) +#define glBlendFuncSeparateiEXT GLEW_GET_FUN(__glewBlendFuncSeparateiEXT) +#define glBlendFunciEXT GLEW_GET_FUN(__glewBlendFunciEXT) +#define glColorMaskiEXT GLEW_GET_FUN(__glewColorMaskiEXT) +#define glDisableiEXT GLEW_GET_FUN(__glewDisableiEXT) +#define glEnableiEXT GLEW_GET_FUN(__glewEnableiEXT) +#define glIsEnablediEXT GLEW_GET_FUN(__glewIsEnablediEXT) + +#define GLEW_EXT_draw_buffers_indexed GLEW_GET_VAR(__GLEW_EXT_draw_buffers_indexed) + +#endif /* GL_EXT_draw_buffers_indexed */ + +/* -------------------- GL_EXT_draw_elements_base_vertex ------------------- */ + +#ifndef GL_EXT_draw_elements_base_vertex +#define GL_EXT_draw_elements_base_vertex 1 + +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex); + +#define glDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsBaseVertexEXT) +#define glDrawElementsInstancedBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexEXT) +#define glDrawRangeElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawRangeElementsBaseVertexEXT) +#define glMultiDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewMultiDrawElementsBaseVertexEXT) + +#define GLEW_EXT_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_EXT_draw_elements_base_vertex) + +#endif /* GL_EXT_draw_elements_base_vertex */ + +/* ------------------------- GL_EXT_draw_instanced ------------------------- */ + +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); + +#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT) +#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT) + +#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced) + +#endif /* GL_EXT_draw_instanced */ + +/* ----------------------- GL_EXT_draw_range_elements ---------------------- */ + +#ifndef GL_EXT_draw_range_elements +#define GL_EXT_draw_range_elements 1 + +#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 +#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 + +typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); + +#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT) + +#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements) + +#endif /* GL_EXT_draw_range_elements */ + +/* ------------------------- GL_EXT_external_buffer ------------------------ */ + +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 + +typedef void* GLeglClientBufferEXT; + +typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); + +#define glBufferStorageExternalEXT GLEW_GET_FUN(__glewBufferStorageExternalEXT) +#define glNamedBufferStorageExternalEXT GLEW_GET_FUN(__glewNamedBufferStorageExternalEXT) + +#define GLEW_EXT_external_buffer GLEW_GET_VAR(__GLEW_EXT_external_buffer) + +#endif /* GL_EXT_external_buffer */ + +/* --------------------------- GL_EXT_float_blend -------------------------- */ + +#ifndef GL_EXT_float_blend +#define GL_EXT_float_blend 1 + +#define GLEW_EXT_float_blend GLEW_GET_VAR(__GLEW_EXT_float_blend) + +#endif /* GL_EXT_float_blend */ + +/* ---------------------------- GL_EXT_fog_coord --------------------------- */ + +#ifndef GL_EXT_fog_coord +#define GL_EXT_fog_coord 1 + +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 + +typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord); +typedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); + +#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT) +#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT) +#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT) +#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT) +#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT) + +#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord) + +#endif /* GL_EXT_fog_coord */ + +/* --------------------------- GL_EXT_frag_depth --------------------------- */ + +#ifndef GL_EXT_frag_depth +#define GL_EXT_frag_depth 1 + +#define GLEW_EXT_frag_depth GLEW_GET_VAR(__GLEW_EXT_frag_depth) + +#endif /* GL_EXT_frag_depth */ + +/* ------------------------ GL_EXT_fragment_lighting ----------------------- */ + +#ifndef GL_EXT_fragment_lighting +#define GL_EXT_fragment_lighting 1 + +#define GL_FRAGMENT_LIGHTING_EXT 0x8400 +#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401 +#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402 +#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403 +#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404 +#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405 +#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406 +#define GL_LIGHT_ENV_MODE_EXT 0x8407 +#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408 +#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409 +#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A +#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B +#define GL_FRAGMENT_LIGHT0_EXT 0x840C +#define GL_FRAGMENT_LIGHT7_EXT 0x8413 + +typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param); + +#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT) +#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT) +#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT) +#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT) +#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT) +#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT) +#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT) +#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT) +#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT) +#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT) +#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT) +#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT) +#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT) +#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT) +#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT) +#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT) +#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT) +#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT) + +#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting) + +#endif /* GL_EXT_fragment_lighting */ + +/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */ + +#ifndef GL_EXT_framebuffer_blit +#define GL_EXT_framebuffer_blit 1 + +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA + +typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + +#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT) + +#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit) + +#endif /* GL_EXT_framebuffer_blit */ + +/* --------------------- GL_EXT_framebuffer_multisample -------------------- */ + +#ifndef GL_EXT_framebuffer_multisample +#define GL_EXT_framebuffer_multisample 1 + +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 + +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT) + +#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample) + +#endif /* GL_EXT_framebuffer_multisample */ + +/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */ + +#ifndef GL_EXT_framebuffer_multisample_blit_scaled +#define GL_EXT_framebuffer_multisample_blit_scaled 1 + +#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB + +#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled) + +#endif /* GL_EXT_framebuffer_multisample_blit_scaled */ + +/* ----------------------- GL_EXT_framebuffer_object ----------------------- */ + +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 + +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 + +typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); +typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); +typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers); +typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers); +typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers); +typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); +typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + +#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT) +#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT) +#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT) +#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT) +#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT) +#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT) +#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT) +#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT) +#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT) +#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT) +#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT) +#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT) +#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT) +#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT) +#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT) +#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT) +#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT) + +#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object) + +#endif /* GL_EXT_framebuffer_object */ + +/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */ + +#ifndef GL_EXT_framebuffer_sRGB +#define GL_EXT_framebuffer_sRGB 1 + +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA + +#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB) + +#endif /* GL_EXT_framebuffer_sRGB */ + +/* ----------------------- GL_EXT_geometry_point_size ---------------------- */ + +#ifndef GL_EXT_geometry_point_size +#define GL_EXT_geometry_point_size 1 + +#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 +#define GL_LINES_ADJACENCY_EXT 0xA +#define GL_LINE_STRIP_ADJACENCY_EXT 0xB +#define GL_TRIANGLES_ADJACENCY_EXT 0xC +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD +#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E +#define GL_UNDEFINED_VERTEX_EXT 0x8260 +#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F +#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 + +#define GLEW_EXT_geometry_point_size GLEW_GET_VAR(__GLEW_EXT_geometry_point_size) + +#endif /* GL_EXT_geometry_point_size */ + +/* ------------------------- GL_EXT_geometry_shader ------------------------ */ + +#ifndef GL_EXT_geometry_shader +#define GL_EXT_geometry_shader 1 + +#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 +#define GL_LINES_ADJACENCY_EXT 0xA +#define GL_LINE_STRIP_ADJACENCY_EXT 0xB +#define GL_TRIANGLES_ADJACENCY_EXT 0xC +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD +#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E +#define GL_UNDEFINED_VERTEX_EXT 0x8260 +#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F +#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 + +#define GLEW_EXT_geometry_shader GLEW_GET_VAR(__GLEW_EXT_geometry_shader) + +#endif /* GL_EXT_geometry_shader */ + +/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */ + +#ifndef GL_EXT_geometry_shader4 +#define GL_EXT_geometry_shader4 1 + +#define GL_LINES_ADJACENCY_EXT 0xA +#define GL_LINE_STRIP_ADJACENCY_EXT 0xB +#define GL_TRIANGLES_ADJACENCY_EXT 0xC +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD +#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 +#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); + +#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT) +#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT) +#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT) + +#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4) + +#endif /* GL_EXT_geometry_shader4 */ + +/* --------------------- GL_EXT_gpu_program_parameters --------------------- */ + +#ifndef GL_EXT_gpu_program_parameters +#define GL_EXT_gpu_program_parameters 1 + +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); + +#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT) +#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT) + +#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters) + +#endif /* GL_EXT_gpu_program_parameters */ + +/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */ + +#ifndef GL_EXT_gpu_shader4 +#define GL_EXT_gpu_shader4 1 + +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD +#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 +#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 +#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 +#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 +#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 +#define GL_INT_SAMPLER_1D_EXT 0x8DC9 +#define GL_INT_SAMPLER_2D_EXT 0x8DCA +#define GL_INT_SAMPLER_3D_EXT 0x8DCB +#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC +#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD +#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 + +typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); + +#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT) +#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT) +#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT) +#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT) +#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT) +#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT) +#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT) +#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT) +#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT) +#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT) +#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT) +#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT) +#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT) +#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT) +#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT) +#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT) +#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT) +#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT) +#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT) +#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT) +#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT) +#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT) +#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT) +#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT) +#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT) +#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT) +#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT) +#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT) +#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT) +#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT) +#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT) +#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT) +#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT) +#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT) + +#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4) + +#endif /* GL_EXT_gpu_shader4 */ + +/* --------------------------- GL_EXT_gpu_shader5 -------------------------- */ + +#ifndef GL_EXT_gpu_shader5 +#define GL_EXT_gpu_shader5 1 + +#define GLEW_EXT_gpu_shader5 GLEW_GET_VAR(__GLEW_EXT_gpu_shader5) + +#endif /* GL_EXT_gpu_shader5 */ + +/* ---------------------------- GL_EXT_histogram --------------------------- */ + +#ifndef GL_EXT_histogram +#define GL_EXT_histogram 1 + +#define GL_HISTOGRAM_EXT 0x8024 +#define GL_PROXY_HISTOGRAM_EXT 0x8025 +#define GL_HISTOGRAM_WIDTH_EXT 0x8026 +#define GL_HISTOGRAM_FORMAT_EXT 0x8027 +#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C +#define GL_HISTOGRAM_SINK_EXT 0x802D +#define GL_MINMAX_EXT 0x802E +#define GL_MINMAX_FORMAT_EXT 0x802F +#define GL_MINMAX_SINK_EXT 0x8030 + +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target); + +#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT) +#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT) +#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT) +#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT) +#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT) +#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT) +#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT) +#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT) +#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT) +#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT) + +#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram) + +#endif /* GL_EXT_histogram */ + +/* ----------------------- GL_EXT_index_array_formats ---------------------- */ + +#ifndef GL_EXT_index_array_formats +#define GL_EXT_index_array_formats 1 + +#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats) + +#endif /* GL_EXT_index_array_formats */ + +/* --------------------------- GL_EXT_index_func --------------------------- */ + +#ifndef GL_EXT_index_func +#define GL_EXT_index_func 1 + +typedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref); + +#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT) + +#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func) + +#endif /* GL_EXT_index_func */ + +/* ------------------------- GL_EXT_index_material ------------------------- */ + +#ifndef GL_EXT_index_material +#define GL_EXT_index_material 1 + +typedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); + +#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT) + +#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material) + +#endif /* GL_EXT_index_material */ + +/* -------------------------- GL_EXT_index_texture ------------------------- */ + +#ifndef GL_EXT_index_texture +#define GL_EXT_index_texture 1 + +#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture) + +#endif /* GL_EXT_index_texture */ + +/* ------------------------ GL_EXT_instanced_arrays ------------------------ */ + +#ifndef GL_EXT_instanced_arrays +#define GL_EXT_instanced_arrays 1 + +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE + +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); + +#define glVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexAttribDivisorEXT) + +#define GLEW_EXT_instanced_arrays GLEW_GET_VAR(__GLEW_EXT_instanced_arrays) + +#endif /* GL_EXT_instanced_arrays */ + +/* -------------------------- GL_EXT_light_texture ------------------------- */ + +#ifndef GL_EXT_light_texture +#define GL_EXT_light_texture 1 + +#define GL_FRAGMENT_MATERIAL_EXT 0x8349 +#define GL_FRAGMENT_NORMAL_EXT 0x834A +#define GL_FRAGMENT_COLOR_EXT 0x834C +#define GL_ATTENUATION_EXT 0x834D +#define GL_SHADOW_ATTENUATION_EXT 0x834E +#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F +#define GL_TEXTURE_LIGHT_EXT 0x8350 +#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 +#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 + +typedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); +typedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); +typedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); + +#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT) +#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT) +#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT) + +#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture) + +#endif /* GL_EXT_light_texture */ + +/* ------------------------ GL_EXT_map_buffer_range ------------------------ */ + +#ifndef GL_EXT_map_buffer_range +#define GL_EXT_map_buffer_range 1 + +#define GL_MAP_READ_BIT_EXT 0x0001 +#define GL_MAP_WRITE_BIT_EXT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 + +typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); + +#define glFlushMappedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedBufferRangeEXT) +#define glMapBufferRangeEXT GLEW_GET_FUN(__glewMapBufferRangeEXT) + +#define GLEW_EXT_map_buffer_range GLEW_GET_VAR(__GLEW_EXT_map_buffer_range) + +#endif /* GL_EXT_map_buffer_range */ + +/* -------------------------- GL_EXT_memory_object ------------------------- */ + +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 + +#define GL_UUID_SIZE_EXT 16 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B + +typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint* memoryObjects); +typedef void (GLAPIENTRY * PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint* memoryObjects); +typedef void (GLAPIENTRY * PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte* data); +typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte* data); +typedef GLboolean (GLAPIENTRY * PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); +typedef void (GLAPIENTRY * PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); + +#define glBufferStorageMemEXT GLEW_GET_FUN(__glewBufferStorageMemEXT) +#define glCreateMemoryObjectsEXT GLEW_GET_FUN(__glewCreateMemoryObjectsEXT) +#define glDeleteMemoryObjectsEXT GLEW_GET_FUN(__glewDeleteMemoryObjectsEXT) +#define glGetMemoryObjectParameterivEXT GLEW_GET_FUN(__glewGetMemoryObjectParameterivEXT) +#define glGetUnsignedBytei_vEXT GLEW_GET_FUN(__glewGetUnsignedBytei_vEXT) +#define glGetUnsignedBytevEXT GLEW_GET_FUN(__glewGetUnsignedBytevEXT) +#define glIsMemoryObjectEXT GLEW_GET_FUN(__glewIsMemoryObjectEXT) +#define glMemoryObjectParameterivEXT GLEW_GET_FUN(__glewMemoryObjectParameterivEXT) +#define glNamedBufferStorageMemEXT GLEW_GET_FUN(__glewNamedBufferStorageMemEXT) +#define glTexStorageMem1DEXT GLEW_GET_FUN(__glewTexStorageMem1DEXT) +#define glTexStorageMem2DEXT GLEW_GET_FUN(__glewTexStorageMem2DEXT) +#define glTexStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem2DMultisampleEXT) +#define glTexStorageMem3DEXT GLEW_GET_FUN(__glewTexStorageMem3DEXT) +#define glTexStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem3DMultisampleEXT) +#define glTextureStorageMem1DEXT GLEW_GET_FUN(__glewTextureStorageMem1DEXT) +#define glTextureStorageMem2DEXT GLEW_GET_FUN(__glewTextureStorageMem2DEXT) +#define glTextureStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem2DMultisampleEXT) +#define glTextureStorageMem3DEXT GLEW_GET_FUN(__glewTextureStorageMem3DEXT) +#define glTextureStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem3DMultisampleEXT) + +#define GLEW_EXT_memory_object GLEW_GET_VAR(__GLEW_EXT_memory_object) + +#endif /* GL_EXT_memory_object */ + +/* ------------------------ GL_EXT_memory_object_fd ------------------------ */ + +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 + +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 + +typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); + +#define glImportMemoryFdEXT GLEW_GET_FUN(__glewImportMemoryFdEXT) + +#define GLEW_EXT_memory_object_fd GLEW_GET_VAR(__GLEW_EXT_memory_object_fd) + +#endif /* GL_EXT_memory_object_fd */ + +/* ----------------------- GL_EXT_memory_object_win32 ---------------------- */ + +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 + +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A + +typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); + +#define glImportMemoryWin32HandleEXT GLEW_GET_FUN(__glewImportMemoryWin32HandleEXT) +#define glImportMemoryWin32NameEXT GLEW_GET_FUN(__glewImportMemoryWin32NameEXT) + +#define GLEW_EXT_memory_object_win32 GLEW_GET_VAR(__GLEW_EXT_memory_object_win32) + +#endif /* GL_EXT_memory_object_win32 */ + +/* ------------------------- GL_EXT_misc_attribute ------------------------- */ + +#ifndef GL_EXT_misc_attribute +#define GL_EXT_misc_attribute 1 + +#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute) + +#endif /* GL_EXT_misc_attribute */ + +/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */ + +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount); + +#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT) +#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT) + +#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays) + +#endif /* GL_EXT_multi_draw_arrays */ + +/* ----------------------- GL_EXT_multi_draw_indirect ---------------------- */ + +#ifndef GL_EXT_multi_draw_indirect +#define GL_EXT_multi_draw_indirect 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); + +#define glMultiDrawArraysIndirectEXT GLEW_GET_FUN(__glewMultiDrawArraysIndirectEXT) +#define glMultiDrawElementsIndirectEXT GLEW_GET_FUN(__glewMultiDrawElementsIndirectEXT) + +#define GLEW_EXT_multi_draw_indirect GLEW_GET_VAR(__GLEW_EXT_multi_draw_indirect) + +#endif /* GL_EXT_multi_draw_indirect */ + +/* ------------------------ GL_EXT_multiple_textures ----------------------- */ + +#ifndef GL_EXT_multiple_textures +#define GL_EXT_multiple_textures 1 + +#define GLEW_EXT_multiple_textures GLEW_GET_VAR(__GLEW_EXT_multiple_textures) + +#endif /* GL_EXT_multiple_textures */ + +/* --------------------------- GL_EXT_multisample -------------------------- */ + +#ifndef GL_EXT_multisample +#define GL_EXT_multisample 1 + +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#define GL_SAMPLE_MASK_EXT 0x80A0 +#define GL_1PASS_EXT 0x80A1 +#define GL_2PASS_0_EXT 0x80A2 +#define GL_2PASS_1_EXT 0x80A3 +#define GL_4PASS_0_EXT 0x80A4 +#define GL_4PASS_1_EXT 0x80A5 +#define GL_4PASS_2_EXT 0x80A6 +#define GL_4PASS_3_EXT 0x80A7 +#define GL_SAMPLE_BUFFERS_EXT 0x80A8 +#define GL_SAMPLES_EXT 0x80A9 +#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA +#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB +#define GL_SAMPLE_PATTERN_EXT 0x80AC +#define GL_MULTISAMPLE_BIT_EXT 0x20000000 + +typedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); +typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); + +#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT) +#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT) + +#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample) + +#endif /* GL_EXT_multisample */ + +/* -------------------- GL_EXT_multisample_compatibility ------------------- */ + +#ifndef GL_EXT_multisample_compatibility +#define GL_EXT_multisample_compatibility 1 + +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F + +#define GLEW_EXT_multisample_compatibility GLEW_GET_VAR(__GLEW_EXT_multisample_compatibility) + +#endif /* GL_EXT_multisample_compatibility */ + +/* ----------------- GL_EXT_multisampled_render_to_texture ----------------- */ + +#ifndef GL_EXT_multisampled_render_to_texture +#define GL_EXT_multisampled_render_to_texture 1 + +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); + +#define glFramebufferTexture2DMultisampleEXT GLEW_GET_FUN(__glewFramebufferTexture2DMultisampleEXT) + +#define GLEW_EXT_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture) + +#endif /* GL_EXT_multisampled_render_to_texture */ + +/* ----------------- GL_EXT_multisampled_render_to_texture2 ---------------- */ + +#ifndef GL_EXT_multisampled_render_to_texture2 +#define GL_EXT_multisampled_render_to_texture2 1 + +#define GLEW_EXT_multisampled_render_to_texture2 GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture2) + +#endif /* GL_EXT_multisampled_render_to_texture2 */ + +/* --------------------- GL_EXT_multiview_draw_buffers --------------------- */ + +#ifndef GL_EXT_multiview_draw_buffers +#define GL_EXT_multiview_draw_buffers 1 + +#define GL_DRAW_BUFFER_EXT 0x0C01 +#define GL_READ_BUFFER_EXT 0x0C02 +#define GL_COLOR_ATTACHMENT_EXT 0x90F0 +#define GL_MULTIVIEW_EXT 0x90F1 +#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 + +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum* location, const GLint *indices); +typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint* data); +typedef void (GLAPIENTRY * PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); + +#define glDrawBuffersIndexedEXT GLEW_GET_FUN(__glewDrawBuffersIndexedEXT) +#define glGetIntegeri_vEXT GLEW_GET_FUN(__glewGetIntegeri_vEXT) +#define glReadBufferIndexedEXT GLEW_GET_FUN(__glewReadBufferIndexedEXT) + +#define GLEW_EXT_multiview_draw_buffers GLEW_GET_VAR(__GLEW_EXT_multiview_draw_buffers) + +#endif /* GL_EXT_multiview_draw_buffers */ + +/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */ + +#ifndef GL_EXT_packed_depth_stencil +#define GL_EXT_packed_depth_stencil 1 + +#define GL_DEPTH_STENCIL_EXT 0x84F9 +#define GL_UNSIGNED_INT_24_8_EXT 0x84FA +#define GL_DEPTH24_STENCIL8_EXT 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 + +#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil) + +#endif /* GL_EXT_packed_depth_stencil */ + +/* -------------------------- GL_EXT_packed_float -------------------------- */ + +#ifndef GL_EXT_packed_float +#define GL_EXT_packed_float 1 + +#define GL_R11F_G11F_B10F_EXT 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B +#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C + +#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float) + +#endif /* GL_EXT_packed_float */ + +/* -------------------------- GL_EXT_packed_pixels ------------------------- */ + +#ifndef GL_EXT_packed_pixels +#define GL_EXT_packed_pixels 1 + +#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 + +#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels) + +#endif /* GL_EXT_packed_pixels */ + +/* ------------------------ GL_EXT_paletted_texture ------------------------ */ + +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 + +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8 +#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B + +typedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); + +#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT) +#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT) +#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT) +#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT) + +#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture) + +#endif /* GL_EXT_paletted_texture */ + +/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */ + +#ifndef GL_EXT_pixel_buffer_object +#define GL_EXT_pixel_buffer_object 1 + +#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF + +#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object) + +#endif /* GL_EXT_pixel_buffer_object */ + +/* ------------------------- GL_EXT_pixel_transform ------------------------ */ + +#ifndef GL_EXT_pixel_transform +#define GL_EXT_pixel_transform 1 + +#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 +#define GL_PIXEL_MAG_FILTER_EXT 0x8331 +#define GL_PIXEL_MIN_FILTER_EXT 0x8332 +#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 +#define GL_CUBIC_EXT 0x8334 +#define GL_AVERAGE_EXT 0x8335 +#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 +#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 +#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 + +typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); + +#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT) +#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT) +#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT) +#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT) +#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT) +#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT) + +#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform) + +#endif /* GL_EXT_pixel_transform */ + +/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */ + +#ifndef GL_EXT_pixel_transform_color_table +#define GL_EXT_pixel_transform_color_table 1 + +#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table) + +#endif /* GL_EXT_pixel_transform_color_table */ + +/* ------------------------ GL_EXT_point_parameters ------------------------ */ + +#ifndef GL_EXT_point_parameters +#define GL_EXT_point_parameters 1 + +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 + +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params); + +#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT) +#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT) + +#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters) + +#endif /* GL_EXT_point_parameters */ + +/* ------------------------- GL_EXT_polygon_offset ------------------------- */ + +#ifndef GL_EXT_polygon_offset +#define GL_EXT_polygon_offset 1 + +#define GL_POLYGON_OFFSET_EXT 0x8037 +#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 +#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 + +typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); + +#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT) + +#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset) + +#endif /* GL_EXT_polygon_offset */ + +/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */ + +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 + +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B + +typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); + +#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT) + +#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp) + +#endif /* GL_EXT_polygon_offset_clamp */ + +/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */ + +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 + +#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage) + +#endif /* GL_EXT_post_depth_coverage */ + +/* ------------------------ GL_EXT_provoking_vertex ------------------------ */ + +#ifndef GL_EXT_provoking_vertex +#define GL_EXT_provoking_vertex 1 + +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_PROVOKING_VERTEX_EXT 0x8E4F + +typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); + +#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT) + +#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex) + +#endif /* GL_EXT_provoking_vertex */ + +/* --------------------------- GL_EXT_pvrtc_sRGB --------------------------- */ + +#ifndef GL_EXT_pvrtc_sRGB +#define GL_EXT_pvrtc_sRGB 1 + +#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 + +#define GLEW_EXT_pvrtc_sRGB GLEW_GET_VAR(__GLEW_EXT_pvrtc_sRGB) + +#endif /* GL_EXT_pvrtc_sRGB */ + +/* ----------------------- GL_EXT_raster_multisample ----------------------- */ + +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 + +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 + +typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); +typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v); +typedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); + +#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV) +#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV) +#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV) +#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT) + +#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample) + +#endif /* GL_EXT_raster_multisample */ + +/* ------------------------ GL_EXT_read_format_bgra ------------------------ */ + +#ifndef GL_EXT_read_format_bgra +#define GL_EXT_read_format_bgra 1 + +#define GL_BGRA_EXT 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 + +#define GLEW_EXT_read_format_bgra GLEW_GET_VAR(__GLEW_EXT_read_format_bgra) + +#endif /* GL_EXT_read_format_bgra */ + +/* -------------------------- GL_EXT_render_snorm -------------------------- */ + +#ifndef GL_EXT_render_snorm +#define GL_EXT_render_snorm 1 + +#define GL_BYTE 0x1400 +#define GL_SHORT 0x1402 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM_EXT 0x8F98 +#define GL_RG16_SNORM_EXT 0x8F99 +#define GL_RGBA16_SNORM_EXT 0x8F9B + +#define GLEW_EXT_render_snorm GLEW_GET_VAR(__GLEW_EXT_render_snorm) + +#endif /* GL_EXT_render_snorm */ + +/* ------------------------- GL_EXT_rescale_normal ------------------------- */ + +#ifndef GL_EXT_rescale_normal +#define GL_EXT_rescale_normal 1 + +#define GL_RESCALE_NORMAL_EXT 0x803A + +#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal) + +#endif /* GL_EXT_rescale_normal */ + +/* ------------------------------ GL_EXT_sRGB ------------------------------ */ + +#ifndef GL_EXT_sRGB +#define GL_EXT_sRGB 1 + +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 + +#define GLEW_EXT_sRGB GLEW_GET_VAR(__GLEW_EXT_sRGB) + +#endif /* GL_EXT_sRGB */ + +/* ----------------------- GL_EXT_sRGB_write_control ----------------------- */ + +#ifndef GL_EXT_sRGB_write_control +#define GL_EXT_sRGB_write_control 1 + +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 + +#define GLEW_EXT_sRGB_write_control GLEW_GET_VAR(__GLEW_EXT_sRGB_write_control) + +#endif /* GL_EXT_sRGB_write_control */ + +/* -------------------------- GL_EXT_scene_marker -------------------------- */ + +#ifndef GL_EXT_scene_marker +#define GL_EXT_scene_marker 1 + +typedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void); +typedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void); + +#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT) +#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT) + +#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker) + +#endif /* GL_EXT_scene_marker */ + +/* ------------------------- GL_EXT_secondary_color ------------------------ */ + +#ifndef GL_EXT_secondary_color +#define GL_EXT_secondary_color 1 + +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E + +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); + +#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT) +#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT) +#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT) +#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT) +#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT) +#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT) +#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT) +#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT) +#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT) +#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT) +#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT) +#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT) +#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT) +#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT) +#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT) +#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT) +#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT) + +#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color) + +#endif /* GL_EXT_secondary_color */ + +/* ---------------------------- GL_EXT_semaphore --------------------------- */ + +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 + +typedef void (GLAPIENTRY * PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint* semaphores); +typedef void (GLAPIENTRY * PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint* semaphores); +typedef void (GLAPIENTRY * PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64* params); +typedef GLboolean (GLAPIENTRY * PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); +typedef void (GLAPIENTRY * PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64* params); +typedef void (GLAPIENTRY * PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +typedef void (GLAPIENTRY * PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); + +#define glDeleteSemaphoresEXT GLEW_GET_FUN(__glewDeleteSemaphoresEXT) +#define glGenSemaphoresEXT GLEW_GET_FUN(__glewGenSemaphoresEXT) +#define glGetSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewGetSemaphoreParameterui64vEXT) +#define glIsSemaphoreEXT GLEW_GET_FUN(__glewIsSemaphoreEXT) +#define glSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewSemaphoreParameterui64vEXT) +#define glSignalSemaphoreEXT GLEW_GET_FUN(__glewSignalSemaphoreEXT) +#define glWaitSemaphoreEXT GLEW_GET_FUN(__glewWaitSemaphoreEXT) + +#define GLEW_EXT_semaphore GLEW_GET_VAR(__GLEW_EXT_semaphore) + +#endif /* GL_EXT_semaphore */ + +/* -------------------------- GL_EXT_semaphore_fd -------------------------- */ + +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 + +typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); + +#define glImportSemaphoreFdEXT GLEW_GET_FUN(__glewImportSemaphoreFdEXT) + +#define GLEW_EXT_semaphore_fd GLEW_GET_VAR(__GLEW_EXT_semaphore_fd) + +#endif /* GL_EXT_semaphore_fd */ + +/* ------------------------- GL_EXT_semaphore_win32 ------------------------ */ + +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 + +typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); +typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); + +#define glImportSemaphoreWin32HandleEXT GLEW_GET_FUN(__glewImportSemaphoreWin32HandleEXT) +#define glImportSemaphoreWin32NameEXT GLEW_GET_FUN(__glewImportSemaphoreWin32NameEXT) + +#define GLEW_EXT_semaphore_win32 GLEW_GET_VAR(__GLEW_EXT_semaphore_win32) + +#endif /* GL_EXT_semaphore_win32 */ + +/* --------------------- GL_EXT_separate_shader_objects -------------------- */ + +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 + +#define GL_ACTIVE_PROGRAM_EXT 0x8B8D + +typedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); +typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string); +typedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); + +#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT) +#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT) +#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT) + +#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects) + +#endif /* GL_EXT_separate_shader_objects */ + +/* --------------------- GL_EXT_separate_specular_color -------------------- */ + +#ifndef GL_EXT_separate_specular_color +#define GL_EXT_separate_specular_color 1 + +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA + +#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color) + +#endif /* GL_EXT_separate_specular_color */ + +/* -------------------- GL_EXT_shader_framebuffer_fetch -------------------- */ + +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 + +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 + +#define GLEW_EXT_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_EXT_shader_framebuffer_fetch) + +#endif /* GL_EXT_shader_framebuffer_fetch */ + +/* ------------------------ GL_EXT_shader_group_vote ----------------------- */ + +#ifndef GL_EXT_shader_group_vote +#define GL_EXT_shader_group_vote 1 + +#define GLEW_EXT_shader_group_vote GLEW_GET_VAR(__GLEW_EXT_shader_group_vote) + +#endif /* GL_EXT_shader_group_vote */ + +/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */ + +#ifndef GL_EXT_shader_image_load_formatted +#define GL_EXT_shader_image_load_formatted 1 + +#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted) + +#endif /* GL_EXT_shader_image_load_formatted */ + +/* --------------------- GL_EXT_shader_image_load_store -------------------- */ + +#ifndef GL_EXT_shader_image_load_store +#define GL_EXT_shader_image_load_store 1 + +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 +#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 +#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 +#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A +#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B +#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C +#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D +#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E +#define GL_IMAGE_1D_EXT 0x904C +#define GL_IMAGE_2D_EXT 0x904D +#define GL_IMAGE_3D_EXT 0x904E +#define GL_IMAGE_2D_RECT_EXT 0x904F +#define GL_IMAGE_CUBE_EXT 0x9050 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_IMAGE_1D_ARRAY_EXT 0x9052 +#define GL_IMAGE_2D_ARRAY_EXT 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 +#define GL_INT_IMAGE_1D_EXT 0x9057 +#define GL_INT_IMAGE_2D_EXT 0x9058 +#define GL_INT_IMAGE_3D_EXT 0x9059 +#define GL_INT_IMAGE_2D_RECT_EXT 0x905A +#define GL_INT_IMAGE_CUBE_EXT 0x905B +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D +#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C +#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D +#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E +#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF + +typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +typedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); + +#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT) +#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT) + +#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store) + +#endif /* GL_EXT_shader_image_load_store */ + +/* ------------------- GL_EXT_shader_implicit_conversions ------------------ */ + +#ifndef GL_EXT_shader_implicit_conversions +#define GL_EXT_shader_implicit_conversions 1 + +#define GLEW_EXT_shader_implicit_conversions GLEW_GET_VAR(__GLEW_EXT_shader_implicit_conversions) + +#endif /* GL_EXT_shader_implicit_conversions */ + +/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */ + +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 + +#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix) + +#endif /* GL_EXT_shader_integer_mix */ + +/* ------------------------ GL_EXT_shader_io_blocks ------------------------ */ + +#ifndef GL_EXT_shader_io_blocks +#define GL_EXT_shader_io_blocks 1 + +#define GLEW_EXT_shader_io_blocks GLEW_GET_VAR(__GLEW_EXT_shader_io_blocks) + +#endif /* GL_EXT_shader_io_blocks */ + +/* ------------- GL_EXT_shader_non_constant_global_initializers ------------ */ + +#ifndef GL_EXT_shader_non_constant_global_initializers +#define GL_EXT_shader_non_constant_global_initializers 1 + +#define GLEW_EXT_shader_non_constant_global_initializers GLEW_GET_VAR(__GLEW_EXT_shader_non_constant_global_initializers) + +#endif /* GL_EXT_shader_non_constant_global_initializers */ + +/* ------------------- GL_EXT_shader_pixel_local_storage ------------------- */ + +#ifndef GL_EXT_shader_pixel_local_storage +#define GL_EXT_shader_pixel_local_storage 1 + +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 +#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 + +#define GLEW_EXT_shader_pixel_local_storage GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage) + +#endif /* GL_EXT_shader_pixel_local_storage */ + +/* ------------------- GL_EXT_shader_pixel_local_storage2 ------------------ */ + +#ifndef GL_EXT_shader_pixel_local_storage2 +#define GL_EXT_shader_pixel_local_storage2 1 + +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 +#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 + +typedef void (GLAPIENTRY * PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint* values); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); +typedef GLsizei (GLAPIENTRY * PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); + +#define glClearPixelLocalStorageuiEXT GLEW_GET_FUN(__glewClearPixelLocalStorageuiEXT) +#define glFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewFramebufferPixelLocalStorageSizeEXT) +#define glGetFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewGetFramebufferPixelLocalStorageSizeEXT) + +#define GLEW_EXT_shader_pixel_local_storage2 GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage2) + +#endif /* GL_EXT_shader_pixel_local_storage2 */ + +/* ----------------------- GL_EXT_shader_texture_lod ----------------------- */ + +#ifndef GL_EXT_shader_texture_lod +#define GL_EXT_shader_texture_lod 1 + +#define GLEW_EXT_shader_texture_lod GLEW_GET_VAR(__GLEW_EXT_shader_texture_lod) + +#endif /* GL_EXT_shader_texture_lod */ + +/* -------------------------- GL_EXT_shadow_funcs -------------------------- */ + +#ifndef GL_EXT_shadow_funcs +#define GL_EXT_shadow_funcs 1 + +#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs) + +#endif /* GL_EXT_shadow_funcs */ + +/* ------------------------- GL_EXT_shadow_samplers ------------------------ */ + +#ifndef GL_EXT_shadow_samplers +#define GL_EXT_shadow_samplers 1 + +#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C +#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D +#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E +#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 + +#define GLEW_EXT_shadow_samplers GLEW_GET_VAR(__GLEW_EXT_shadow_samplers) + +#endif /* GL_EXT_shadow_samplers */ + +/* --------------------- GL_EXT_shared_texture_palette --------------------- */ + +#ifndef GL_EXT_shared_texture_palette +#define GL_EXT_shared_texture_palette 1 + +#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB + +#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette) + +#endif /* GL_EXT_shared_texture_palette */ + +/* ------------------------- GL_EXT_sparse_texture ------------------------- */ + +#ifndef GL_EXT_sparse_texture +#define GL_EXT_sparse_texture 1 + +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_3D 0x806F +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 +#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A +#define GL_TEXTURE_SPARSE_EXT 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 +#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 +#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA + +typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +typedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); + +#define glTexPageCommitmentEXT GLEW_GET_FUN(__glewTexPageCommitmentEXT) +#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT) + +#define GLEW_EXT_sparse_texture GLEW_GET_VAR(__GLEW_EXT_sparse_texture) + +#endif /* GL_EXT_sparse_texture */ + +/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */ + +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 + +#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2) + +#endif /* GL_EXT_sparse_texture2 */ + +/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */ + +#ifndef GL_EXT_stencil_clear_tag +#define GL_EXT_stencil_clear_tag 1 + +#define GL_STENCIL_TAG_BITS_EXT 0x88F2 +#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 + +#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag) + +#endif /* GL_EXT_stencil_clear_tag */ + +/* ------------------------ GL_EXT_stencil_two_side ------------------------ */ + +#ifndef GL_EXT_stencil_two_side +#define GL_EXT_stencil_two_side 1 + +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 + +typedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); + +#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT) + +#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side) + +#endif /* GL_EXT_stencil_two_side */ + +/* -------------------------- GL_EXT_stencil_wrap -------------------------- */ + +#ifndef GL_EXT_stencil_wrap +#define GL_EXT_stencil_wrap 1 + +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_DECR_WRAP_EXT 0x8508 + +#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap) + +#endif /* GL_EXT_stencil_wrap */ + +/* --------------------------- GL_EXT_subtexture --------------------------- */ + +#ifndef GL_EXT_subtexture +#define GL_EXT_subtexture 1 + +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); + +#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT) +#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT) +#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT) + +#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture) + +#endif /* GL_EXT_subtexture */ + +/* ----------------------------- GL_EXT_texture ---------------------------- */ + +#ifndef GL_EXT_texture +#define GL_EXT_texture 1 + +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16_EXT 0x803E +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16_EXT 0x804D +#define GL_RGB2_EXT 0x804E +#define GL_RGB4_EXT 0x804F +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8_EXT 0x8051 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGBA8_EXT 0x8058 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16_EXT 0x805B +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_REPLACE_EXT 0x8062 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 + +#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture) + +#endif /* GL_EXT_texture */ + +/* ---------------------------- GL_EXT_texture3D --------------------------- */ + +#ifndef GL_EXT_texture3D +#define GL_EXT_texture3D 1 + +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 + +typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); + +#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT) + +#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D) + +#endif /* GL_EXT_texture3D */ + +/* -------------------------- GL_EXT_texture_array ------------------------- */ + +#ifndef GL_EXT_texture_array +#define GL_EXT_texture_array 1 + +#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E +#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF +#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 +#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); + +#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT) + +#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array) + +#endif /* GL_EXT_texture_array */ + +/* ---------------------- GL_EXT_texture_buffer_object --------------------- */ + +#ifndef GL_EXT_texture_buffer_object +#define GL_EXT_texture_buffer_object 1 + +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E + +typedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); + +#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT) + +#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object) + +#endif /* GL_EXT_texture_buffer_object */ + +/* -------------- GL_EXT_texture_compression_astc_decode_mode -------------- */ + +#ifndef GL_EXT_texture_compression_astc_decode_mode +#define GL_EXT_texture_compression_astc_decode_mode 1 + +#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 + +#define GLEW_EXT_texture_compression_astc_decode_mode GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode) + +#endif /* GL_EXT_texture_compression_astc_decode_mode */ + +/* ----------- GL_EXT_texture_compression_astc_decode_mode_rgb9e5 ---------- */ + +#ifndef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 +#define GL_EXT_texture_compression_astc_decode_mode_rgb9e5 1 + +#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 + +#define GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5) + +#endif /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */ + +/* -------------------- GL_EXT_texture_compression_bptc -------------------- */ + +#ifndef GL_EXT_texture_compression_bptc +#define GL_EXT_texture_compression_bptc 1 + +#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F + +#define GLEW_EXT_texture_compression_bptc GLEW_GET_VAR(__GLEW_EXT_texture_compression_bptc) + +#endif /* GL_EXT_texture_compression_bptc */ + +/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */ + +#ifndef GL_EXT_texture_compression_dxt1 +#define GL_EXT_texture_compression_dxt1 1 + +#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1) + +#endif /* GL_EXT_texture_compression_dxt1 */ + +/* -------------------- GL_EXT_texture_compression_latc -------------------- */ + +#ifndef GL_EXT_texture_compression_latc +#define GL_EXT_texture_compression_latc 1 + +#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 + +#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc) + +#endif /* GL_EXT_texture_compression_latc */ + +/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */ + +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 + +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE + +#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc) + +#endif /* GL_EXT_texture_compression_rgtc */ + +/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */ + +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 + +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 + +#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc) + +#endif /* GL_EXT_texture_compression_s3tc */ + +/* ------------------------ GL_EXT_texture_cube_map ------------------------ */ + +#ifndef GL_EXT_texture_cube_map +#define GL_EXT_texture_cube_map 1 + +#define GL_NORMAL_MAP_EXT 0x8511 +#define GL_REFLECTION_MAP_EXT 0x8512 +#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C + +#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map) + +#endif /* GL_EXT_texture_cube_map */ + +/* --------------------- GL_EXT_texture_cube_map_array --------------------- */ + +#ifndef GL_EXT_texture_cube_map_array +#define GL_EXT_texture_cube_map_array 1 + +#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A + +#define GLEW_EXT_texture_cube_map_array GLEW_GET_VAR(__GLEW_EXT_texture_cube_map_array) + +#endif /* GL_EXT_texture_cube_map_array */ + +/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */ + +#ifndef GL_EXT_texture_edge_clamp +#define GL_EXT_texture_edge_clamp 1 + +#define GL_CLAMP_TO_EDGE_EXT 0x812F + +#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp) + +#endif /* GL_EXT_texture_edge_clamp */ + +/* --------------------------- GL_EXT_texture_env -------------------------- */ + +#ifndef GL_EXT_texture_env +#define GL_EXT_texture_env 1 + +#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env) + +#endif /* GL_EXT_texture_env */ + +/* ------------------------- GL_EXT_texture_env_add ------------------------ */ + +#ifndef GL_EXT_texture_env_add +#define GL_EXT_texture_env_add 1 + +#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add) + +#endif /* GL_EXT_texture_env_add */ + +/* ----------------------- GL_EXT_texture_env_combine ---------------------- */ + +#ifndef GL_EXT_texture_env_combine +#define GL_EXT_texture_env_combine 1 + +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_CONSTANT_EXT 0x8576 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND2_ALPHA_EXT 0x859A + +#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine) + +#endif /* GL_EXT_texture_env_combine */ + +/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */ + +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 + +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 + +#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3) + +#endif /* GL_EXT_texture_env_dot3 */ + +/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */ + +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 + +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + +#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic) + +#endif /* GL_EXT_texture_filter_anisotropic */ + +/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */ + +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 + +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 + +#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax) + +#endif /* GL_EXT_texture_filter_minmax */ + +/* --------------------- GL_EXT_texture_format_BGRA8888 -------------------- */ + +#ifndef GL_EXT_texture_format_BGRA8888 +#define GL_EXT_texture_format_BGRA8888 1 + +#define GL_BGRA_EXT 0x80E1 + +#define GLEW_EXT_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_EXT_texture_format_BGRA8888) + +#endif /* GL_EXT_texture_format_BGRA8888 */ + +/* ------------------------- GL_EXT_texture_integer ------------------------ */ + +#ifndef GL_EXT_texture_integer +#define GL_EXT_texture_integer 1 + +#define GL_RGBA32UI_EXT 0x8D70 +#define GL_RGB32UI_EXT 0x8D71 +#define GL_ALPHA32UI_EXT 0x8D72 +#define GL_INTENSITY32UI_EXT 0x8D73 +#define GL_LUMINANCE32UI_EXT 0x8D74 +#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 +#define GL_RGBA16UI_EXT 0x8D76 +#define GL_RGB16UI_EXT 0x8D77 +#define GL_ALPHA16UI_EXT 0x8D78 +#define GL_INTENSITY16UI_EXT 0x8D79 +#define GL_LUMINANCE16UI_EXT 0x8D7A +#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B +#define GL_RGBA8UI_EXT 0x8D7C +#define GL_RGB8UI_EXT 0x8D7D +#define GL_ALPHA8UI_EXT 0x8D7E +#define GL_INTENSITY8UI_EXT 0x8D7F +#define GL_LUMINANCE8UI_EXT 0x8D80 +#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 +#define GL_RGBA32I_EXT 0x8D82 +#define GL_RGB32I_EXT 0x8D83 +#define GL_ALPHA32I_EXT 0x8D84 +#define GL_INTENSITY32I_EXT 0x8D85 +#define GL_LUMINANCE32I_EXT 0x8D86 +#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 +#define GL_RGBA16I_EXT 0x8D88 +#define GL_RGB16I_EXT 0x8D89 +#define GL_ALPHA16I_EXT 0x8D8A +#define GL_INTENSITY16I_EXT 0x8D8B +#define GL_LUMINANCE16I_EXT 0x8D8C +#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D +#define GL_RGBA8I_EXT 0x8D8E +#define GL_RGB8I_EXT 0x8D8F +#define GL_ALPHA8I_EXT 0x8D90 +#define GL_INTENSITY8I_EXT 0x8D91 +#define GL_LUMINANCE8I_EXT 0x8D92 +#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 +#define GL_RED_INTEGER_EXT 0x8D94 +#define GL_GREEN_INTEGER_EXT 0x8D95 +#define GL_BLUE_INTEGER_EXT 0x8D96 +#define GL_ALPHA_INTEGER_EXT 0x8D97 +#define GL_RGB_INTEGER_EXT 0x8D98 +#define GL_RGBA_INTEGER_EXT 0x8D99 +#define GL_BGR_INTEGER_EXT 0x8D9A +#define GL_BGRA_INTEGER_EXT 0x8D9B +#define GL_LUMINANCE_INTEGER_EXT 0x8D9C +#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D +#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E + +typedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); +typedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); + +#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT) +#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT) +#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT) +#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT) +#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT) +#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT) + +#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer) + +#endif /* GL_EXT_texture_integer */ + +/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */ + +#ifndef GL_EXT_texture_lod_bias +#define GL_EXT_texture_lod_bias 1 + +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 + +#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias) + +#endif /* GL_EXT_texture_lod_bias */ + +/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */ + +#ifndef GL_EXT_texture_mirror_clamp +#define GL_EXT_texture_mirror_clamp 1 + +#define GL_MIRROR_CLAMP_EXT 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 + +#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp) + +#endif /* GL_EXT_texture_mirror_clamp */ + +/* ------------------------- GL_EXT_texture_norm16 ------------------------- */ + +#ifndef GL_EXT_texture_norm16 +#define GL_EXT_texture_norm16 1 + +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA16_EXT 0x805B +#define GL_R16_EXT 0x822A +#define GL_RG16_EXT 0x822C +#define GL_R16_SNORM_EXT 0x8F98 +#define GL_RG16_SNORM_EXT 0x8F99 +#define GL_RGB16_SNORM_EXT 0x8F9A +#define GL_RGBA16_SNORM_EXT 0x8F9B + +#define GLEW_EXT_texture_norm16 GLEW_GET_VAR(__GLEW_EXT_texture_norm16) + +#endif /* GL_EXT_texture_norm16 */ + +/* ------------------------- GL_EXT_texture_object ------------------------- */ + +#ifndef GL_EXT_texture_object +#define GL_EXT_texture_object 1 + +#define GL_TEXTURE_PRIORITY_EXT 0x8066 +#define GL_TEXTURE_RESIDENT_EXT 0x8067 +#define GL_TEXTURE_1D_BINDING_EXT 0x8068 +#define GL_TEXTURE_2D_BINDING_EXT 0x8069 +#define GL_TEXTURE_3D_BINDING_EXT 0x806A + +typedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences); +typedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); +typedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures); +typedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures); +typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture); +typedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities); + +#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT) +#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT) +#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT) +#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT) +#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT) +#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT) + +#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object) + +#endif /* GL_EXT_texture_object */ + +/* --------------------- GL_EXT_texture_perturb_normal --------------------- */ + +#ifndef GL_EXT_texture_perturb_normal +#define GL_EXT_texture_perturb_normal 1 + +#define GL_PERTURB_EXT 0x85AE +#define GL_TEXTURE_NORMAL_EXT 0x85AF + +typedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode); + +#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT) + +#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal) + +#endif /* GL_EXT_texture_perturb_normal */ + +/* ------------------------ GL_EXT_texture_rectangle ----------------------- */ + +#ifndef GL_EXT_texture_rectangle +#define GL_EXT_texture_rectangle 1 + +#define GL_TEXTURE_RECTANGLE_EXT 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8 + +#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle) + +#endif /* GL_EXT_texture_rectangle */ + +/* --------------------------- GL_EXT_texture_rg --------------------------- */ + +#ifndef GL_EXT_texture_rg +#define GL_EXT_texture_rg 1 + +#define GL_RED_EXT 0x1903 +#define GL_RG_EXT 0x8227 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B + +#define GLEW_EXT_texture_rg GLEW_GET_VAR(__GLEW_EXT_texture_rg) + +#endif /* GL_EXT_texture_rg */ + +/* -------------------------- GL_EXT_texture_sRGB -------------------------- */ + +#ifndef GL_EXT_texture_sRGB +#define GL_EXT_texture_sRGB 1 + +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F + +#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB) + +#endif /* GL_EXT_texture_sRGB */ + +/* ------------------------- GL_EXT_texture_sRGB_R8 ------------------------ */ + +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 + +#define GL_SR8_EXT 0x8FBD + +#define GLEW_EXT_texture_sRGB_R8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_R8) + +#endif /* GL_EXT_texture_sRGB_R8 */ + +/* ------------------------ GL_EXT_texture_sRGB_RG8 ------------------------ */ + +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 + +#define GL_SRG8_EXT 0x8FBE + +#define GLEW_EXT_texture_sRGB_RG8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_RG8) + +#endif /* GL_EXT_texture_sRGB_RG8 */ + +/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */ + +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 + +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A + +#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode) + +#endif /* GL_EXT_texture_sRGB_decode */ + +/* --------------------- GL_EXT_texture_shared_exponent -------------------- */ + +#ifndef GL_EXT_texture_shared_exponent +#define GL_EXT_texture_shared_exponent 1 + +#define GL_RGB9_E5_EXT 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E +#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F + +#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent) + +#endif /* GL_EXT_texture_shared_exponent */ + +/* -------------------------- GL_EXT_texture_snorm ------------------------- */ + +#ifndef GL_EXT_texture_snorm +#define GL_EXT_texture_snorm 1 + +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_ALPHA_SNORM 0x9010 +#define GL_LUMINANCE_SNORM 0x9011 +#define GL_LUMINANCE_ALPHA_SNORM 0x9012 +#define GL_INTENSITY_SNORM 0x9013 +#define GL_ALPHA8_SNORM 0x9014 +#define GL_LUMINANCE8_SNORM 0x9015 +#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 +#define GL_INTENSITY8_SNORM 0x9017 +#define GL_ALPHA16_SNORM 0x9018 +#define GL_LUMINANCE16_SNORM 0x9019 +#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A +#define GL_INTENSITY16_SNORM 0x901B + +#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm) + +#endif /* GL_EXT_texture_snorm */ + +/* ------------------------- GL_EXT_texture_storage ------------------------ */ + +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 + +#define GL_ALPHA8_EXT 0x803C +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#define GL_R16F_EXT 0x822D +#define GL_R32F_EXT 0x822E +#define GL_RG16F_EXT 0x822F +#define GL_RG32F_EXT 0x8230 +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_RGB_RAW_422_APPLE 0x8A51 +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_BGRA8_EXT 0x93A1 + +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); + +#define glTexStorage1DEXT GLEW_GET_FUN(__glewTexStorage1DEXT) +#define glTexStorage2DEXT GLEW_GET_FUN(__glewTexStorage2DEXT) +#define glTexStorage3DEXT GLEW_GET_FUN(__glewTexStorage3DEXT) +#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT) +#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT) +#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT) + +#define GLEW_EXT_texture_storage GLEW_GET_VAR(__GLEW_EXT_texture_storage) + +#endif /* GL_EXT_texture_storage */ + +/* ------------------------- GL_EXT_texture_swizzle ------------------------ */ + +#ifndef GL_EXT_texture_swizzle +#define GL_EXT_texture_swizzle 1 + +#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 +#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 +#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 +#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 + +#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle) + +#endif /* GL_EXT_texture_swizzle */ + +/* ------------------- GL_EXT_texture_type_2_10_10_10_REV ------------------ */ + +#ifndef GL_EXT_texture_type_2_10_10_10_REV +#define GL_EXT_texture_type_2_10_10_10_REV 1 + +#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 + +#define GLEW_EXT_texture_type_2_10_10_10_REV GLEW_GET_VAR(__GLEW_EXT_texture_type_2_10_10_10_REV) + +#endif /* GL_EXT_texture_type_2_10_10_10_REV */ + +/* -------------------------- GL_EXT_texture_view -------------------------- */ + +#ifndef GL_EXT_texture_view +#define GL_EXT_texture_view 1 + +#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF + +typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); + +#define glTextureViewEXT GLEW_GET_FUN(__glewTextureViewEXT) + +#define GLEW_EXT_texture_view GLEW_GET_VAR(__GLEW_EXT_texture_view) + +#endif /* GL_EXT_texture_view */ + +/* --------------------------- GL_EXT_timer_query -------------------------- */ + +#ifndef GL_EXT_timer_query +#define GL_EXT_timer_query 1 + +#define GL_TIME_ELAPSED_EXT 0x88BF + +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params); +typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params); + +#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT) +#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT) + +#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query) + +#endif /* GL_EXT_timer_query */ + +/* ----------------------- GL_EXT_transform_feedback ----------------------- */ + +#ifndef GL_EXT_transform_feedback +#define GL_EXT_transform_feedback 1 + +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 +#define GL_RASTERIZER_DISCARD_EXT 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B +#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C +#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F + +typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode); + +#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT) +#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT) +#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT) +#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT) +#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT) +#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT) +#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT) + +#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback) + +#endif /* GL_EXT_transform_feedback */ + +/* ------------------------- GL_EXT_unpack_subimage ------------------------ */ + +#ifndef GL_EXT_unpack_subimage +#define GL_EXT_unpack_subimage 1 + +#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 +#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 + +#define GLEW_EXT_unpack_subimage GLEW_GET_VAR(__GLEW_EXT_unpack_subimage) + +#endif /* GL_EXT_unpack_subimage */ + +/* -------------------------- GL_EXT_vertex_array -------------------------- */ + +#ifndef GL_EXT_vertex_array +#define GL_EXT_vertex_array 1 + +#define GL_DOUBLE_EXT 0x140A +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 + +typedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i); +typedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer); +typedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); + +#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT) +#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT) +#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT) +#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT) +#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT) +#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT) +#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT) +#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT) + +#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array) + +#endif /* GL_EXT_vertex_array */ + +/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */ + +#ifndef GL_EXT_vertex_array_bgra +#define GL_EXT_vertex_array_bgra 1 + +#define GL_BGRA 0x80E1 + +#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra) + +#endif /* GL_EXT_vertex_array_bgra */ + +/* ----------------------- GL_EXT_vertex_array_setXXX ---------------------- */ + +#ifndef GL_EXT_vertex_array_setXXX +#define GL_EXT_vertex_array_setXXX 1 + +typedef void (GLAPIENTRY * PFNGLBINDARRAYSETEXTPROC) (const void *arrayset); +typedef const void * (GLAPIENTRY * PFNGLCREATEARRAYSETEXTPROC) (void); +typedef void (GLAPIENTRY * PFNGLDELETEARRAYSETSEXTPROC) (GLsizei n, const void *arrayset[]); + +#define glBindArraySetEXT GLEW_GET_FUN(__glewBindArraySetEXT) +#define glCreateArraySetExt GLEW_GET_FUN(__glewCreateArraySetExt) +#define glDeleteArraySetsEXT GLEW_GET_FUN(__glewDeleteArraySetsEXT) + +#define GLEW_EXT_vertex_array_setXXX GLEW_GET_VAR(__GLEW_EXT_vertex_array_setXXX) + +#endif /* GL_EXT_vertex_array_setXXX */ + +/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */ + +#ifndef GL_EXT_vertex_attrib_64bit +#define GL_EXT_vertex_attrib_64bit 1 + +#define GL_DOUBLE_MAT2_EXT 0x8F46 +#define GL_DOUBLE_MAT3_EXT 0x8F47 +#define GL_DOUBLE_MAT4_EXT 0x8F48 +#define GL_DOUBLE_MAT2x3_EXT 0x8F49 +#define GL_DOUBLE_MAT2x4_EXT 0x8F4A +#define GL_DOUBLE_MAT3x2_EXT 0x8F4B +#define GL_DOUBLE_MAT3x4_EXT 0x8F4C +#define GL_DOUBLE_MAT4x2_EXT 0x8F4D +#define GL_DOUBLE_MAT4x3_EXT 0x8F4E +#define GL_DOUBLE_VEC2_EXT 0x8FFC +#define GL_DOUBLE_VEC3_EXT 0x8FFD +#define GL_DOUBLE_VEC4_EXT 0x8FFE + +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); + +#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT) +#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT) +#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT) +#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT) +#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT) +#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT) +#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT) +#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT) +#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT) +#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT) +#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT) + +#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit) + +#endif /* GL_EXT_vertex_attrib_64bit */ + +/* -------------------------- GL_EXT_vertex_shader ------------------------- */ + +#ifndef GL_EXT_vertex_shader +#define GL_EXT_vertex_shader 1 + +#define GL_VERTEX_SHADER_EXT 0x8780 +#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 +#define GL_OP_INDEX_EXT 0x8782 +#define GL_OP_NEGATE_EXT 0x8783 +#define GL_OP_DOT3_EXT 0x8784 +#define GL_OP_DOT4_EXT 0x8785 +#define GL_OP_MUL_EXT 0x8786 +#define GL_OP_ADD_EXT 0x8787 +#define GL_OP_MADD_EXT 0x8788 +#define GL_OP_FRAC_EXT 0x8789 +#define GL_OP_MAX_EXT 0x878A +#define GL_OP_MIN_EXT 0x878B +#define GL_OP_SET_GE_EXT 0x878C +#define GL_OP_SET_LT_EXT 0x878D +#define GL_OP_CLAMP_EXT 0x878E +#define GL_OP_FLOOR_EXT 0x878F +#define GL_OP_ROUND_EXT 0x8790 +#define GL_OP_EXP_BASE_2_EXT 0x8791 +#define GL_OP_LOG_BASE_2_EXT 0x8792 +#define GL_OP_POWER_EXT 0x8793 +#define GL_OP_RECIP_EXT 0x8794 +#define GL_OP_RECIP_SQRT_EXT 0x8795 +#define GL_OP_SUB_EXT 0x8796 +#define GL_OP_CROSS_PRODUCT_EXT 0x8797 +#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 +#define GL_OP_MOV_EXT 0x8799 +#define GL_OUTPUT_VERTEX_EXT 0x879A +#define GL_OUTPUT_COLOR0_EXT 0x879B +#define GL_OUTPUT_COLOR1_EXT 0x879C +#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D +#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E +#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F +#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 +#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 +#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 +#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 +#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 +#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 +#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 +#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 +#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 +#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 +#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA +#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB +#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC +#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD +#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE +#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF +#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 +#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 +#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 +#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 +#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 +#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 +#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 +#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 +#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 +#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 +#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA +#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB +#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC +#define GL_OUTPUT_FOG_EXT 0x87BD +#define GL_SCALAR_EXT 0x87BE +#define GL_VECTOR_EXT 0x87BF +#define GL_MATRIX_EXT 0x87C0 +#define GL_VARIANT_EXT 0x87C1 +#define GL_INVARIANT_EXT 0x87C2 +#define GL_LOCAL_CONSTANT_EXT 0x87C3 +#define GL_LOCAL_EXT 0x87C4 +#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 +#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 +#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 +#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 +#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE +#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF +#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 +#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 +#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 +#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 +#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 +#define GL_X_EXT 0x87D5 +#define GL_Y_EXT 0x87D6 +#define GL_Z_EXT 0x87D7 +#define GL_W_EXT 0x87D8 +#define GL_NEGATIVE_X_EXT 0x87D9 +#define GL_NEGATIVE_Y_EXT 0x87DA +#define GL_NEGATIVE_Z_EXT 0x87DB +#define GL_NEGATIVE_W_EXT 0x87DC +#define GL_ZERO_EXT 0x87DD +#define GL_ONE_EXT 0x87DE +#define GL_NEGATIVE_ONE_EXT 0x87DF +#define GL_NORMALIZED_RANGE_EXT 0x87E0 +#define GL_FULL_RANGE_EXT 0x87E1 +#define GL_CURRENT_VERTEX_EXT 0x87E2 +#define GL_MVP_MATRIX_EXT 0x87E3 +#define GL_VARIANT_VALUE_EXT 0x87E4 +#define GL_VARIANT_DATATYPE_EXT 0x87E5 +#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 +#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 +#define GL_VARIANT_ARRAY_EXT 0x87E8 +#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 +#define GL_INVARIANT_VALUE_EXT 0x87EA +#define GL_INVARIANT_DATATYPE_EXT 0x87EB +#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC +#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED + +typedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void); +typedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); +typedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); +typedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value); +typedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); +typedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); +typedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void); +typedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components); +typedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); +typedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); +typedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); +typedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr); +typedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr); +typedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); +typedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); +typedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +typedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr); +typedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr); +typedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); + +#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT) +#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT) +#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT) +#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT) +#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT) +#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT) +#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT) +#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT) +#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT) +#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT) +#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT) +#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT) +#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT) +#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT) +#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT) +#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT) +#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT) +#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT) +#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT) +#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT) +#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT) +#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT) +#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT) +#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT) +#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT) +#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT) +#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT) +#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT) +#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT) +#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT) +#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT) +#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT) +#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT) +#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT) +#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT) +#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT) +#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT) +#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT) +#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT) +#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT) +#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT) +#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT) + +#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader) + +#endif /* GL_EXT_vertex_shader */ + +/* ------------------------ GL_EXT_vertex_weighting ------------------------ */ + +#ifndef GL_EXT_vertex_weighting +#define GL_EXT_vertex_weighting 1 + +#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 +#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 +#define GL_MODELVIEW0_EXT 0x1700 +#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 +#define GL_MODELVIEW1_MATRIX_EXT 0x8506 +#define GL_VERTEX_WEIGHTING_EXT 0x8509 +#define GL_MODELVIEW1_EXT 0x850A +#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B +#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C +#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D +#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E +#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F +#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 + +typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); +typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); +typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight); + +#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT) +#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT) +#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT) + +#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting) + +#endif /* GL_EXT_vertex_weighting */ + +/* ------------------------ GL_EXT_win32_keyed_mutex ----------------------- */ + +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 + +typedef GLboolean (GLAPIENTRY * PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); +typedef GLboolean (GLAPIENTRY * PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); + +#define glAcquireKeyedMutexWin32EXT GLEW_GET_FUN(__glewAcquireKeyedMutexWin32EXT) +#define glReleaseKeyedMutexWin32EXT GLEW_GET_FUN(__glewReleaseKeyedMutexWin32EXT) + +#define GLEW_EXT_win32_keyed_mutex GLEW_GET_VAR(__GLEW_EXT_win32_keyed_mutex) + +#endif /* GL_EXT_win32_keyed_mutex */ + +/* ------------------------ GL_EXT_window_rectangles ----------------------- */ + +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 + +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 + +typedef void (GLAPIENTRY * PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint box[]); + +#define glWindowRectanglesEXT GLEW_GET_FUN(__glewWindowRectanglesEXT) + +#define GLEW_EXT_window_rectangles GLEW_GET_VAR(__GLEW_EXT_window_rectangles) + +#endif /* GL_EXT_window_rectangles */ + +/* ------------------------- GL_EXT_x11_sync_object ------------------------ */ + +#ifndef GL_EXT_x11_sync_object +#define GL_EXT_x11_sync_object 1 + +#define GL_SYNC_X11_FENCE_EXT 0x90E1 + +typedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); + +#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT) + +#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object) + +#endif /* GL_EXT_x11_sync_object */ + +/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */ + +#ifndef GL_GREMEDY_frame_terminator +#define GL_GREMEDY_frame_terminator 1 + +typedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void); + +#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY) + +#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator) + +#endif /* GL_GREMEDY_frame_terminator */ + +/* ------------------------ GL_GREMEDY_string_marker ----------------------- */ + +#ifndef GL_GREMEDY_string_marker +#define GL_GREMEDY_string_marker 1 + +typedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); + +#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY) + +#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker) + +#endif /* GL_GREMEDY_string_marker */ + +/* --------------------- GL_HP_convolution_border_modes -------------------- */ + +#ifndef GL_HP_convolution_border_modes +#define GL_HP_convolution_border_modes 1 + +#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes) + +#endif /* GL_HP_convolution_border_modes */ + +/* ------------------------- GL_HP_image_transform ------------------------- */ + +#ifndef GL_HP_image_transform +#define GL_HP_image_transform 1 + +typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param); +typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param); +typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); + +#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP) +#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP) +#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP) +#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP) +#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP) +#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP) + +#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform) + +#endif /* GL_HP_image_transform */ + +/* -------------------------- GL_HP_occlusion_test ------------------------- */ + +#ifndef GL_HP_occlusion_test +#define GL_HP_occlusion_test 1 + +#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test) + +#endif /* GL_HP_occlusion_test */ + +/* ------------------------- GL_HP_texture_lighting ------------------------ */ + +#ifndef GL_HP_texture_lighting +#define GL_HP_texture_lighting 1 + +#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting) + +#endif /* GL_HP_texture_lighting */ + +/* --------------------------- GL_IBM_cull_vertex -------------------------- */ + +#ifndef GL_IBM_cull_vertex +#define GL_IBM_cull_vertex 1 + +#define GL_CULL_VERTEX_IBM 103050 + +#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex) + +#endif /* GL_IBM_cull_vertex */ + +/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */ + +#ifndef GL_IBM_multimode_draw_arrays +#define GL_IBM_multimode_draw_arrays 1 + +typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride); + +#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM) +#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM) + +#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays) + +#endif /* GL_IBM_multimode_draw_arrays */ + +/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */ + +#ifndef GL_IBM_rasterpos_clip +#define GL_IBM_rasterpos_clip 1 + +#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010 + +#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip) + +#endif /* GL_IBM_rasterpos_clip */ + +/* --------------------------- GL_IBM_static_data -------------------------- */ + +#ifndef GL_IBM_static_data +#define GL_IBM_static_data 1 + +#define GL_ALL_STATIC_DATA_IBM 103060 +#define GL_STATIC_VERTEX_ARRAY_IBM 103061 + +#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data) + +#endif /* GL_IBM_static_data */ + +/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */ + +#ifndef GL_IBM_texture_mirrored_repeat +#define GL_IBM_texture_mirrored_repeat 1 + +#define GL_MIRRORED_REPEAT_IBM 0x8370 + +#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat) + +#endif /* GL_IBM_texture_mirrored_repeat */ + +/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */ + +#ifndef GL_IBM_vertex_array_lists +#define GL_IBM_vertex_array_lists 1 + +#define GL_VERTEX_ARRAY_LIST_IBM 103070 +#define GL_NORMAL_ARRAY_LIST_IBM 103071 +#define GL_COLOR_ARRAY_LIST_IBM 103072 +#define GL_INDEX_ARRAY_LIST_IBM 103073 +#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 +#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 +#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 +#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 +#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 +#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 +#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 +#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 +#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 +#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 +#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 +#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 + +typedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); +typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); + +#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM) +#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM) +#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM) +#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM) +#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM) +#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM) +#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM) +#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM) + +#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists) + +#endif /* GL_IBM_vertex_array_lists */ + +/* -------------------------- GL_INGR_color_clamp -------------------------- */ + +#ifndef GL_INGR_color_clamp +#define GL_INGR_color_clamp 1 + +#define GL_RED_MIN_CLAMP_INGR 0x8560 +#define GL_GREEN_MIN_CLAMP_INGR 0x8561 +#define GL_BLUE_MIN_CLAMP_INGR 0x8562 +#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 +#define GL_RED_MAX_CLAMP_INGR 0x8564 +#define GL_GREEN_MAX_CLAMP_INGR 0x8565 +#define GL_BLUE_MAX_CLAMP_INGR 0x8566 +#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 + +#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp) + +#endif /* GL_INGR_color_clamp */ + +/* ------------------------- GL_INGR_interlace_read ------------------------ */ + +#ifndef GL_INGR_interlace_read +#define GL_INGR_interlace_read 1 + +#define GL_INTERLACE_READ_INGR 0x8568 + +#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read) + +#endif /* GL_INGR_interlace_read */ + +/* ------------------ GL_INTEL_conservative_rasterization ------------------ */ + +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 + +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE + +#define GLEW_INTEL_conservative_rasterization GLEW_GET_VAR(__GLEW_INTEL_conservative_rasterization) + +#endif /* GL_INTEL_conservative_rasterization */ + +/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */ + +#ifndef GL_INTEL_fragment_shader_ordering +#define GL_INTEL_fragment_shader_ordering 1 + +#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering) + +#endif /* GL_INTEL_fragment_shader_ordering */ + +/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */ + +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 + +#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA) + +#endif /* GL_INTEL_framebuffer_CMAA */ + +/* -------------------------- GL_INTEL_map_texture ------------------------- */ + +#ifndef GL_INTEL_map_texture +#define GL_INTEL_map_texture 1 + +#define GL_LAYOUT_DEFAULT_INTEL 0 +#define GL_LAYOUT_LINEAR_INTEL 1 +#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 +#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF + +typedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout); +typedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); +typedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); + +#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL) +#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL) +#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL) + +#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture) + +#endif /* GL_INTEL_map_texture */ + +/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */ + +#ifndef GL_INTEL_parallel_arrays +#define GL_INTEL_parallel_arrays 1 + +#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 +#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 +#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 +#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 +#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 + +typedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); +typedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer); +typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); +typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); + +#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL) +#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL) +#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL) +#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL) + +#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays) + +#endif /* GL_INTEL_parallel_arrays */ + +/* ----------------------- GL_INTEL_performance_query ---------------------- */ + +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 + +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001 +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 + +typedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle); +typedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId); +typedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId); +typedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +typedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +typedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId); +typedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); + +#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL) +#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL) +#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL) +#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL) +#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL) +#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL) +#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL) +#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL) +#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL) +#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL) + +#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query) + +#endif /* GL_INTEL_performance_query */ + +/* ------------------------ GL_INTEL_texture_scissor ----------------------- */ + +#ifndef GL_INTEL_texture_scissor +#define GL_INTEL_texture_scissor 1 + +typedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc); +typedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh); + +#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL) +#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL) + +#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor) + +#endif /* GL_INTEL_texture_scissor */ + +/* --------------------- GL_KHR_blend_equation_advanced -------------------- */ + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 + +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 + +typedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void); + +#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR) + +#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced) + +#endif /* GL_KHR_blend_equation_advanced */ + +/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 + +#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent) + +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +/* ---------------------- GL_KHR_context_flush_control --------------------- */ + +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 + +#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control) + +#endif /* GL_KHR_context_flush_control */ + +/* ------------------------------ GL_KHR_debug ----------------------------- */ + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 + +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_DISPLAY_LIST 0x82E7 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_OUTPUT 0x92E0 + +typedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); + +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); +typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); +typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); +typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label); +typedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (void* ptr, GLsizei bufSize, GLsizei* length, GLchar *label); +typedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label); +typedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (void* ptr, GLsizei length, const GLchar* label); +typedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void); +typedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message); + +#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback) +#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl) +#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert) +#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog) +#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel) +#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel) +#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel) +#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel) +#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup) +#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup) + +#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug) + +#endif /* GL_KHR_debug */ + +/* ---------------------------- GL_KHR_no_error ---------------------------- */ + +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 + +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 + +#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error) + +#endif /* GL_KHR_no_error */ + +/* --------------------- GL_KHR_parallel_shader_compile -------------------- */ + +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 + +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 + +typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); + +#define glMaxShaderCompilerThreadsKHR GLEW_GET_FUN(__glewMaxShaderCompilerThreadsKHR) + +#define GLEW_KHR_parallel_shader_compile GLEW_GET_VAR(__GLEW_KHR_parallel_shader_compile) + +#endif /* GL_KHR_parallel_shader_compile */ + +/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */ + +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 + +#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior) + +#endif /* GL_KHR_robust_buffer_access_behavior */ + +/* --------------------------- GL_KHR_robustness --------------------------- */ + +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 + +#define GL_CONTEXT_LOST 0x0507 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 + +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); +typedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); + +#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv) +#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv) +#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv) +#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels) + +#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness) + +#endif /* GL_KHR_robustness */ + +/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */ + +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 + +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD + +#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr) + +#endif /* GL_KHR_texture_compression_astc_hdr */ + +/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */ + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 + +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD + +#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr) + +#endif /* GL_KHR_texture_compression_astc_ldr */ + +/* --------------- GL_KHR_texture_compression_astc_sliced_3d --------------- */ + +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 + +#define GLEW_KHR_texture_compression_astc_sliced_3d GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_sliced_3d) + +#endif /* GL_KHR_texture_compression_astc_sliced_3d */ + +/* -------------------------- GL_KTX_buffer_region ------------------------- */ + +#ifndef GL_KTX_buffer_region +#define GL_KTX_buffer_region 1 + +#define GL_KTX_FRONT_REGION 0x0 +#define GL_KTX_BACK_REGION 0x1 +#define GL_KTX_Z_REGION 0x2 +#define GL_KTX_STENCIL_REGION 0x3 + +typedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void); +typedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region); +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest); +typedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region); +typedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height); + +#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled) +#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion) +#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion) +#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion) +#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion) + +#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region) + +#endif /* GL_KTX_buffer_region */ + +/* ------------------------- GL_MESAX_texture_stack ------------------------ */ + +#ifndef GL_MESAX_texture_stack +#define GL_MESAX_texture_stack 1 + +#define GL_TEXTURE_1D_STACK_MESAX 0x8759 +#define GL_TEXTURE_2D_STACK_MESAX 0x875A +#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B +#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C +#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D +#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E + +#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack) + +#endif /* GL_MESAX_texture_stack */ + +/* -------------------------- GL_MESA_pack_invert -------------------------- */ + +#ifndef GL_MESA_pack_invert +#define GL_MESA_pack_invert 1 + +#define GL_PACK_INVERT_MESA 0x8758 + +#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert) + +#endif /* GL_MESA_pack_invert */ + +/* ------------------------- GL_MESA_resize_buffers ------------------------ */ + +#ifndef GL_MESA_resize_buffers +#define GL_MESA_resize_buffers 1 + +typedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void); + +#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA) + +#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers) + +#endif /* GL_MESA_resize_buffers */ + +/* -------------------- GL_MESA_shader_integer_functions ------------------- */ + +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 + +#define GLEW_MESA_shader_integer_functions GLEW_GET_VAR(__GLEW_MESA_shader_integer_functions) + +#endif /* GL_MESA_shader_integer_functions */ + +/* --------------------------- GL_MESA_window_pos -------------------------- */ + +#ifndef GL_MESA_window_pos +#define GL_MESA_window_pos 1 + +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p); + +#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA) +#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA) +#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA) +#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA) +#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA) +#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA) +#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA) +#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA) +#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA) +#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA) +#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA) +#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA) +#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA) +#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA) +#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA) +#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA) +#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA) +#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA) +#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA) +#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA) +#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA) +#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA) +#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA) +#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA) + +#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos) + +#endif /* GL_MESA_window_pos */ + +/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */ + +#ifndef GL_MESA_ycbcr_texture +#define GL_MESA_ycbcr_texture 1 + +#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB +#define GL_YCBCR_MESA 0x8757 + +#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture) + +#endif /* GL_MESA_ycbcr_texture */ + +/* ----------- GL_NVX_blend_equation_advanced_multi_draw_buffers ----------- */ + +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 + +#define GLEW_NVX_blend_equation_advanced_multi_draw_buffers GLEW_GET_VAR(__GLEW_NVX_blend_equation_advanced_multi_draw_buffers) + +#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ + +/* ----------------------- GL_NVX_conditional_render ----------------------- */ + +#ifndef GL_NVX_conditional_render +#define GL_NVX_conditional_render 1 + +typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void); + +#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX) +#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX) + +#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render) + +#endif /* GL_NVX_conditional_render */ + +/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */ + +#ifndef GL_NVX_gpu_memory_info +#define GL_NVX_gpu_memory_info 1 + +#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 +#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 +#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 +#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A +#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B + +#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info) + +#endif /* GL_NVX_gpu_memory_info */ + +/* ---------------------- GL_NVX_linked_gpu_multicast ---------------------- */ + +#ifndef GL_NVX_linked_gpu_multicast +#define GL_NVX_linked_gpu_multicast 1 + +#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 +#define GL_MAX_LGPU_GPUS_NVX 0x92BA + +typedef void (GLAPIENTRY * PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAPIENTRY * PFNGLLGPUINTERLOCKNVXPROC) (void); +typedef void (GLAPIENTRY * PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); + +#define glLGPUCopyImageSubDataNVX GLEW_GET_FUN(__glewLGPUCopyImageSubDataNVX) +#define glLGPUInterlockNVX GLEW_GET_FUN(__glewLGPUInterlockNVX) +#define glLGPUNamedBufferSubDataNVX GLEW_GET_FUN(__glewLGPUNamedBufferSubDataNVX) + +#define GLEW_NVX_linked_gpu_multicast GLEW_GET_VAR(__GLEW_NVX_linked_gpu_multicast) + +#endif /* GL_NVX_linked_gpu_multicast */ + +/* ------------------------ GL_NV_3dvision_settings ------------------------ */ + +#ifndef GL_NV_3dvision_settings +#define GL_NV_3dvision_settings 1 + +#define GL_3DVISION_STEREO_NV 0x90F4 +#define GL_STEREO_SEPARATION_NV 0x90F5 +#define GL_STEREO_CONVERGENCE_NV 0x90F6 +#define GL_STEREO_CUTOFF_NV 0x90F7 +#define GL_STEREO_PROJECTION_NV 0x90F8 +#define GL_STEREO_PROJECTION_PERSPECTIVE_NV 0x90F9 +#define GL_STEREO_PROJECTION_ORTHO_NV 0x90FA + +typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERFNVPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERINVPROC) (GLenum pname, GLint param); + +#define glStereoParameterfNV GLEW_GET_FUN(__glewStereoParameterfNV) +#define glStereoParameteriNV GLEW_GET_FUN(__glewStereoParameteriNV) + +#define GLEW_NV_3dvision_settings GLEW_GET_VAR(__GLEW_NV_3dvision_settings) + +#endif /* GL_NV_3dvision_settings */ + +/* ------------------- GL_NV_EGL_stream_consumer_external ------------------ */ + +#ifndef GL_NV_EGL_stream_consumer_external +#define GL_NV_EGL_stream_consumer_external 1 + +#define GL_TEXTURE_EXTERNAL_OES 0x8D65 +#define GL_SAMPLER_EXTERNAL_OES 0x8D66 +#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 +#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 + +#define GLEW_NV_EGL_stream_consumer_external GLEW_GET_VAR(__GLEW_NV_EGL_stream_consumer_external) + +#endif /* GL_NV_EGL_stream_consumer_external */ + +/* ----------------- GL_NV_alpha_to_coverage_dither_control ---------------- */ + +#ifndef GL_NV_alpha_to_coverage_dither_control +#define GL_NV_alpha_to_coverage_dither_control 1 + +#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF +#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D +#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E +#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F + +#define GLEW_NV_alpha_to_coverage_dither_control GLEW_GET_VAR(__GLEW_NV_alpha_to_coverage_dither_control) + +#endif /* GL_NV_alpha_to_coverage_dither_control */ + +/* ------------------------------- GL_NV_bgr ------------------------------- */ + +#ifndef GL_NV_bgr +#define GL_NV_bgr 1 + +#define GL_BGR_NV 0x80E0 + +#define GLEW_NV_bgr GLEW_GET_VAR(__GLEW_NV_bgr) + +#endif /* GL_NV_bgr */ + +/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */ + +#ifndef GL_NV_bindless_multi_draw_indirect +#define GL_NV_bindless_multi_draw_indirect 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); + +#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV) +#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV) + +#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect) + +#endif /* GL_NV_bindless_multi_draw_indirect */ + +/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */ + +#ifndef GL_NV_bindless_multi_draw_indirect_count +#define GL_NV_bindless_multi_draw_indirect_count 1 + +typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); + +#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV) +#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV) + +#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count) + +#endif /* GL_NV_bindless_multi_draw_indirect_count */ + +/* ------------------------- GL_NV_bindless_texture ------------------------ */ + +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 + +typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); +typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); +typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); +typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); +typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); +typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value); + +#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV) +#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV) +#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV) +#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV) +#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV) +#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV) +#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV) +#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV) +#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV) +#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV) +#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV) +#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV) +#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV) + +#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture) + +#endif /* GL_NV_bindless_texture */ + +/* --------------------- GL_NV_blend_equation_advanced --------------------- */ + +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 + +#define GL_XOR_NV 0x1506 +#define GL_RED_NV 0x1903 +#define GL_GREEN_NV 0x1904 +#define GL_BLUE_NV 0x1905 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_DISJOINT_NV 0x9283 +#define GL_CONJOINT_NV 0x9284 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#define GL_SRC_NV 0x9286 +#define GL_DST_NV 0x9287 +#define GL_SRC_OVER_NV 0x9288 +#define GL_DST_OVER_NV 0x9289 +#define GL_SRC_IN_NV 0x928A +#define GL_DST_IN_NV 0x928B +#define GL_SRC_OUT_NV 0x928C +#define GL_DST_OUT_NV 0x928D +#define GL_SRC_ATOP_NV 0x928E +#define GL_DST_ATOP_NV 0x928F +#define GL_PLUS_NV 0x9291 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_MULTIPLY_NV 0x9294 +#define GL_SCREEN_NV 0x9295 +#define GL_OVERLAY_NV 0x9296 +#define GL_DARKEN_NV 0x9297 +#define GL_LIGHTEN_NV 0x9298 +#define GL_COLORDODGE_NV 0x9299 +#define GL_COLORBURN_NV 0x929A +#define GL_HARDLIGHT_NV 0x929B +#define GL_SOFTLIGHT_NV 0x929C +#define GL_DIFFERENCE_NV 0x929E +#define GL_MINUS_NV 0x929F +#define GL_EXCLUSION_NV 0x92A0 +#define GL_CONTRAST_NV 0x92A1 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_INVERT_OVG_NV 0x92B4 + +typedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void); +typedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); + +#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV) +#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV) + +#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced) + +#endif /* GL_NV_blend_equation_advanced */ + +/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */ + +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 + +#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent) + +#endif /* GL_NV_blend_equation_advanced_coherent */ + +/* ----------------------- GL_NV_blend_minmax_factor ----------------------- */ + +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 + +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D + +#define GLEW_NV_blend_minmax_factor GLEW_GET_VAR(__GLEW_NV_blend_minmax_factor) + +#endif /* GL_NV_blend_minmax_factor */ + +/* --------------------------- GL_NV_blend_square -------------------------- */ + +#ifndef GL_NV_blend_square +#define GL_NV_blend_square 1 + +#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square) + +#endif /* GL_NV_blend_square */ + +/* ----------------------- GL_NV_clip_space_w_scaling ---------------------- */ + +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 + +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E + +typedef void (GLAPIENTRY * PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); + +#define glViewportPositionWScaleNV GLEW_GET_FUN(__glewViewportPositionWScaleNV) + +#define GLEW_NV_clip_space_w_scaling GLEW_GET_VAR(__GLEW_NV_clip_space_w_scaling) + +#endif /* GL_NV_clip_space_w_scaling */ + +/* --------------------------- GL_NV_command_list -------------------------- */ + +#ifndef GL_NV_command_list +#define GL_NV_command_list 1 + +#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 +#define GL_NOP_COMMAND_NV 0x0001 +#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 +#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 +#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 +#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 +#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 +#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 +#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 +#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 +#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000a +#define GL_BLEND_COLOR_COMMAND_NV 0x000b +#define GL_STENCIL_REF_COMMAND_NV 0x000c +#define GL_LINE_WIDTH_COMMAND_NV 0x000d +#define GL_POLYGON_OFFSET_COMMAND_NV 0x000e +#define GL_ALPHA_REF_COMMAND_NV 0x000f +#define GL_VIEWPORT_COMMAND_NV 0x0010 +#define GL_SCISSOR_COMMAND_NV 0x0011 +#define GL_FRONT_FACE_COMMAND_NV 0x0012 + +typedef void (GLAPIENTRY * PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); +typedef void (GLAPIENTRY * PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); +typedef void (GLAPIENTRY * PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); +typedef void (GLAPIENTRY * PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint* lists); +typedef void (GLAPIENTRY * PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint* states); +typedef void (GLAPIENTRY * PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint* lists); +typedef void (GLAPIENTRY * PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint* states); +typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64* indirects, const GLsizei* sizes, GLuint count); +typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, GLuint count); +typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); +typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); +typedef GLuint (GLAPIENTRY * PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); +typedef GLushort (GLAPIENTRY * PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); +typedef GLboolean (GLAPIENTRY * PFNGLISCOMMANDLISTNVPROC) (GLuint list); +typedef GLboolean (GLAPIENTRY * PFNGLISSTATENVPROC) (GLuint state); +typedef void (GLAPIENTRY * PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void** indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); +typedef void (GLAPIENTRY * PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); + +#define glCallCommandListNV GLEW_GET_FUN(__glewCallCommandListNV) +#define glCommandListSegmentsNV GLEW_GET_FUN(__glewCommandListSegmentsNV) +#define glCompileCommandListNV GLEW_GET_FUN(__glewCompileCommandListNV) +#define glCreateCommandListsNV GLEW_GET_FUN(__glewCreateCommandListsNV) +#define glCreateStatesNV GLEW_GET_FUN(__glewCreateStatesNV) +#define glDeleteCommandListsNV GLEW_GET_FUN(__glewDeleteCommandListsNV) +#define glDeleteStatesNV GLEW_GET_FUN(__glewDeleteStatesNV) +#define glDrawCommandsAddressNV GLEW_GET_FUN(__glewDrawCommandsAddressNV) +#define glDrawCommandsNV GLEW_GET_FUN(__glewDrawCommandsNV) +#define glDrawCommandsStatesAddressNV GLEW_GET_FUN(__glewDrawCommandsStatesAddressNV) +#define glDrawCommandsStatesNV GLEW_GET_FUN(__glewDrawCommandsStatesNV) +#define glGetCommandHeaderNV GLEW_GET_FUN(__glewGetCommandHeaderNV) +#define glGetStageIndexNV GLEW_GET_FUN(__glewGetStageIndexNV) +#define glIsCommandListNV GLEW_GET_FUN(__glewIsCommandListNV) +#define glIsStateNV GLEW_GET_FUN(__glewIsStateNV) +#define glListDrawCommandsStatesClientNV GLEW_GET_FUN(__glewListDrawCommandsStatesClientNV) +#define glStateCaptureNV GLEW_GET_FUN(__glewStateCaptureNV) + +#define GLEW_NV_command_list GLEW_GET_VAR(__GLEW_NV_command_list) + +#endif /* GL_NV_command_list */ + +/* ------------------------- GL_NV_compute_program5 ------------------------ */ + +#ifndef GL_NV_compute_program5 +#define GL_NV_compute_program5 1 + +#define GL_COMPUTE_PROGRAM_NV 0x90FB +#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC + +#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5) + +#endif /* GL_NV_compute_program5 */ + +/* ------------------------ GL_NV_conditional_render ----------------------- */ + +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 + +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 + +typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); +typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void); + +#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV) +#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV) + +#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render) + +#endif /* GL_NV_conditional_render */ + +/* ----------------------- GL_NV_conservative_raster ----------------------- */ + +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 + +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 + +typedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); + +#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV) + +#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster) + +#endif /* GL_NV_conservative_raster */ + +/* -------------------- GL_NV_conservative_raster_dilate ------------------- */ + +#ifndef GL_NV_conservative_raster_dilate +#define GL_NV_conservative_raster_dilate 1 + +#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 +#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A +#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B + +typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); + +#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV) + +#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate) + +#endif /* GL_NV_conservative_raster_dilate */ + +/* -------------- GL_NV_conservative_raster_pre_snap_triangles ------------- */ + +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 + +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F + +typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); + +#define glConservativeRasterParameteriNV GLEW_GET_FUN(__glewConservativeRasterParameteriNV) + +#define GLEW_NV_conservative_raster_pre_snap_triangles GLEW_GET_VAR(__GLEW_NV_conservative_raster_pre_snap_triangles) + +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +/* --------------------------- GL_NV_copy_buffer --------------------------- */ + +#ifndef GL_NV_copy_buffer +#define GL_NV_copy_buffer 1 + +#define GL_COPY_READ_BUFFER_NV 0x8F36 +#define GL_COPY_WRITE_BUFFER_NV 0x8F37 + +typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); + +#define glCopyBufferSubDataNV GLEW_GET_FUN(__glewCopyBufferSubDataNV) + +#define GLEW_NV_copy_buffer GLEW_GET_VAR(__GLEW_NV_copy_buffer) + +#endif /* GL_NV_copy_buffer */ + +/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */ + +#ifndef GL_NV_copy_depth_to_color +#define GL_NV_copy_depth_to_color 1 + +#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E +#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F + +#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color) + +#endif /* GL_NV_copy_depth_to_color */ + +/* ---------------------------- GL_NV_copy_image --------------------------- */ + +#ifndef GL_NV_copy_image +#define GL_NV_copy_image 1 + +typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); + +#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV) + +#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image) + +#endif /* GL_NV_copy_image */ + +/* -------------------------- GL_NV_deep_texture3D ------------------------- */ + +#ifndef GL_NV_deep_texture3D +#define GL_NV_deep_texture3D 1 + +#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 +#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 + +#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D) + +#endif /* GL_NV_deep_texture3D */ + +/* ------------------------ GL_NV_depth_buffer_float ----------------------- */ + +#ifndef GL_NV_depth_buffer_float +#define GL_NV_depth_buffer_float 1 + +#define GL_DEPTH_COMPONENT32F_NV 0x8DAB +#define GL_DEPTH32F_STENCIL8_NV 0x8DAC +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD +#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF + +typedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); +typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); + +#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV) +#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV) +#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV) + +#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float) + +#endif /* GL_NV_depth_buffer_float */ + +/* --------------------------- GL_NV_depth_clamp --------------------------- */ + +#ifndef GL_NV_depth_clamp +#define GL_NV_depth_clamp 1 + +#define GL_DEPTH_CLAMP_NV 0x864F + +#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp) + +#endif /* GL_NV_depth_clamp */ + +/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */ + +#ifndef GL_NV_depth_range_unclamped +#define GL_NV_depth_range_unclamped 1 + +#define GL_SAMPLE_COUNT_BITS_NV 0x8864 +#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865 +#define GL_QUERY_RESULT_NV 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867 +#define GL_SAMPLE_COUNT_NV 0x8914 + +#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped) + +#endif /* GL_NV_depth_range_unclamped */ + +/* --------------------------- GL_NV_draw_buffers -------------------------- */ + +#ifndef GL_NV_draw_buffers +#define GL_NV_draw_buffers 1 + +#define GL_MAX_DRAW_BUFFERS_NV 0x8824 +#define GL_DRAW_BUFFER0_NV 0x8825 +#define GL_DRAW_BUFFER1_NV 0x8826 +#define GL_DRAW_BUFFER2_NV 0x8827 +#define GL_DRAW_BUFFER3_NV 0x8828 +#define GL_DRAW_BUFFER4_NV 0x8829 +#define GL_DRAW_BUFFER5_NV 0x882A +#define GL_DRAW_BUFFER6_NV 0x882B +#define GL_DRAW_BUFFER7_NV 0x882C +#define GL_DRAW_BUFFER8_NV 0x882D +#define GL_DRAW_BUFFER9_NV 0x882E +#define GL_DRAW_BUFFER10_NV 0x882F +#define GL_DRAW_BUFFER11_NV 0x8830 +#define GL_DRAW_BUFFER12_NV 0x8831 +#define GL_DRAW_BUFFER13_NV 0x8832 +#define GL_DRAW_BUFFER14_NV 0x8833 +#define GL_DRAW_BUFFER15_NV 0x8834 +#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 +#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 +#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 +#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 +#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 +#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 +#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 +#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 +#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 +#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 +#define GL_COLOR_ATTACHMENT10_NV 0x8CEA +#define GL_COLOR_ATTACHMENT11_NV 0x8CEB +#define GL_COLOR_ATTACHMENT12_NV 0x8CEC +#define GL_COLOR_ATTACHMENT13_NV 0x8CED +#define GL_COLOR_ATTACHMENT14_NV 0x8CEE +#define GL_COLOR_ATTACHMENT15_NV 0x8CEF + +typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum* bufs); + +#define glDrawBuffersNV GLEW_GET_FUN(__glewDrawBuffersNV) + +#define GLEW_NV_draw_buffers GLEW_GET_VAR(__GLEW_NV_draw_buffers) + +#endif /* GL_NV_draw_buffers */ + +/* -------------------------- GL_NV_draw_instanced ------------------------- */ + +#ifndef GL_NV_draw_instanced +#define GL_NV_draw_instanced 1 + +typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); + +#define glDrawArraysInstancedNV GLEW_GET_FUN(__glewDrawArraysInstancedNV) +#define glDrawElementsInstancedNV GLEW_GET_FUN(__glewDrawElementsInstancedNV) + +#define GLEW_NV_draw_instanced GLEW_GET_VAR(__GLEW_NV_draw_instanced) + +#endif /* GL_NV_draw_instanced */ + +/* --------------------------- GL_NV_draw_texture -------------------------- */ + +#ifndef GL_NV_draw_texture +#define GL_NV_draw_texture 1 + +typedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); + +#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV) + +#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture) + +#endif /* GL_NV_draw_texture */ + +/* ------------------------ GL_NV_draw_vulkan_image ------------------------ */ + +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 + +typedef void (APIENTRY *GLVULKANPROCNV)(void); + +typedef void (GLAPIENTRY * PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef GLVULKANPROCNV (GLAPIENTRY * PFNGLGETVKPROCADDRNVPROC) (const GLchar* name); +typedef void (GLAPIENTRY * PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); +typedef void (GLAPIENTRY * PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (GLAPIENTRY * PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); + +#define glDrawVkImageNV GLEW_GET_FUN(__glewDrawVkImageNV) +#define glGetVkProcAddrNV GLEW_GET_FUN(__glewGetVkProcAddrNV) +#define glSignalVkFenceNV GLEW_GET_FUN(__glewSignalVkFenceNV) +#define glSignalVkSemaphoreNV GLEW_GET_FUN(__glewSignalVkSemaphoreNV) +#define glWaitVkSemaphoreNV GLEW_GET_FUN(__glewWaitVkSemaphoreNV) + +#define GLEW_NV_draw_vulkan_image GLEW_GET_VAR(__GLEW_NV_draw_vulkan_image) + +#endif /* GL_NV_draw_vulkan_image */ + +/* ---------------------------- GL_NV_evaluators --------------------------- */ + +#ifndef GL_NV_evaluators +#define GL_NV_evaluators 1 + +#define GL_EVAL_2D_NV 0x86C0 +#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 +#define GL_MAP_TESSELLATION_NV 0x86C2 +#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 +#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 +#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 +#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 +#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 +#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 +#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 +#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA +#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB +#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC +#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD +#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE +#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF +#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 +#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 +#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 +#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 +#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 +#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 +#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 +#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 + +typedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); +typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +typedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params); + +#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV) +#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV) +#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV) +#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV) +#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV) +#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV) +#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV) +#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV) +#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV) + +#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators) + +#endif /* GL_NV_evaluators */ + +/* --------------------- GL_NV_explicit_attrib_location -------------------- */ + +#ifndef GL_NV_explicit_attrib_location +#define GL_NV_explicit_attrib_location 1 + +#define GLEW_NV_explicit_attrib_location GLEW_GET_VAR(__GLEW_NV_explicit_attrib_location) + +#endif /* GL_NV_explicit_attrib_location */ + +/* ----------------------- GL_NV_explicit_multisample ---------------------- */ + +#ifndef GL_NV_explicit_multisample +#define GL_NV_explicit_multisample 1 + +#define GL_SAMPLE_POSITION_NV 0x8E50 +#define GL_SAMPLE_MASK_NV 0x8E51 +#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 +#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 +#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 +#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 +#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 +#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 +#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 +#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 + +typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val); +typedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); +typedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); + +#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV) +#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV) +#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV) + +#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample) + +#endif /* GL_NV_explicit_multisample */ + +/* ---------------------- GL_NV_fbo_color_attachments ---------------------- */ + +#ifndef GL_NV_fbo_color_attachments +#define GL_NV_fbo_color_attachments 1 + +#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF +#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 +#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 +#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 +#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 +#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 +#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 +#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 +#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 +#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 +#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 +#define GL_COLOR_ATTACHMENT10_NV 0x8CEA +#define GL_COLOR_ATTACHMENT11_NV 0x8CEB +#define GL_COLOR_ATTACHMENT12_NV 0x8CEC +#define GL_COLOR_ATTACHMENT13_NV 0x8CED +#define GL_COLOR_ATTACHMENT14_NV 0x8CEE +#define GL_COLOR_ATTACHMENT15_NV 0x8CEF + +#define GLEW_NV_fbo_color_attachments GLEW_GET_VAR(__GLEW_NV_fbo_color_attachments) + +#endif /* GL_NV_fbo_color_attachments */ + +/* ------------------------------ GL_NV_fence ------------------------------ */ + +#ifndef GL_NV_fence +#define GL_NV_fence 1 + +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 + +typedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences); +typedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence); +typedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences); +typedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence); +typedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); +typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence); + +#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV) +#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV) +#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV) +#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV) +#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV) +#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV) +#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV) + +#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence) + +#endif /* GL_NV_fence */ + +/* -------------------------- GL_NV_fill_rectangle ------------------------- */ + +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 + +#define GL_FILL_RECTANGLE_NV 0x933C + +#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle) + +#endif /* GL_NV_fill_rectangle */ + +/* --------------------------- GL_NV_float_buffer -------------------------- */ + +#ifndef GL_NV_float_buffer +#define GL_NV_float_buffer 1 + +#define GL_FLOAT_R_NV 0x8880 +#define GL_FLOAT_RG_NV 0x8881 +#define GL_FLOAT_RGB_NV 0x8882 +#define GL_FLOAT_RGBA_NV 0x8883 +#define GL_FLOAT_R16_NV 0x8884 +#define GL_FLOAT_R32_NV 0x8885 +#define GL_FLOAT_RG16_NV 0x8886 +#define GL_FLOAT_RG32_NV 0x8887 +#define GL_FLOAT_RGB16_NV 0x8888 +#define GL_FLOAT_RGB32_NV 0x8889 +#define GL_FLOAT_RGBA16_NV 0x888A +#define GL_FLOAT_RGBA32_NV 0x888B +#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C +#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D +#define GL_FLOAT_RGBA_MODE_NV 0x888E + +#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer) + +#endif /* GL_NV_float_buffer */ + +/* --------------------------- GL_NV_fog_distance -------------------------- */ + +#ifndef GL_NV_fog_distance +#define GL_NV_fog_distance 1 + +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_EYE_RADIAL_NV 0x855B +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C + +#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance) + +#endif /* GL_NV_fog_distance */ + +/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */ + +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 + +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE + +typedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); + +#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV) + +#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color) + +#endif /* GL_NV_fragment_coverage_to_color */ + +/* ------------------------- GL_NV_fragment_program ------------------------ */ + +#ifndef GL_NV_fragment_program +#define GL_NV_fragment_program 1 + +#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 +#define GL_FRAGMENT_PROGRAM_NV 0x8870 +#define GL_MAX_TEXTURE_COORDS_NV 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 +#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 +#define GL_PROGRAM_ERROR_STRING_NV 0x8874 + +typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]); +typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]); + +#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV) +#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV) +#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV) +#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV) +#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV) +#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV) + +#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program) + +#endif /* GL_NV_fragment_program */ + +/* ------------------------ GL_NV_fragment_program2 ------------------------ */ + +#ifndef GL_NV_fragment_program2 +#define GL_NV_fragment_program2 1 + +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 +#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 +#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 +#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 + +#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2) + +#endif /* GL_NV_fragment_program2 */ + +/* ------------------------ GL_NV_fragment_program4 ------------------------ */ + +#ifndef GL_NV_fragment_program4 +#define GL_NV_fragment_program4 1 + +#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4) + +#endif /* GL_NV_fragment_program4 */ + +/* --------------------- GL_NV_fragment_program_option --------------------- */ + +#ifndef GL_NV_fragment_program_option +#define GL_NV_fragment_program_option 1 + +#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option) + +#endif /* GL_NV_fragment_program_option */ + +/* -------------------- GL_NV_fragment_shader_interlock -------------------- */ + +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 + +#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock) + +#endif /* GL_NV_fragment_shader_interlock */ + +/* ------------------------- GL_NV_framebuffer_blit ------------------------ */ + +#ifndef GL_NV_framebuffer_blit +#define GL_NV_framebuffer_blit 1 + +#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 +#define GL_READ_FRAMEBUFFER_NV 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA + +typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + +#define glBlitFramebufferNV GLEW_GET_FUN(__glewBlitFramebufferNV) + +#define GLEW_NV_framebuffer_blit GLEW_GET_VAR(__GLEW_NV_framebuffer_blit) + +#endif /* GL_NV_framebuffer_blit */ + +/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */ + +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 + +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 + +#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples) + +#endif /* GL_NV_framebuffer_mixed_samples */ + +/* --------------------- GL_NV_framebuffer_multisample --------------------- */ + +#ifndef GL_NV_framebuffer_multisample +#define GL_NV_framebuffer_multisample 1 + +#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 +#define GL_MAX_SAMPLES_NV 0x8D57 + +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +#define glRenderbufferStorageMultisampleNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleNV) + +#define GLEW_NV_framebuffer_multisample GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample) + +#endif /* GL_NV_framebuffer_multisample */ + +/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */ + +#ifndef GL_NV_framebuffer_multisample_coverage +#define GL_NV_framebuffer_multisample_coverage 1 + +#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB +#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 +#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 +#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 + +typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); + +#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV) + +#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage) + +#endif /* GL_NV_framebuffer_multisample_coverage */ + +/* ----------------------- GL_NV_generate_mipmap_sRGB ---------------------- */ + +#ifndef GL_NV_generate_mipmap_sRGB +#define GL_NV_generate_mipmap_sRGB 1 + +#define GLEW_NV_generate_mipmap_sRGB GLEW_GET_VAR(__GLEW_NV_generate_mipmap_sRGB) + +#endif /* GL_NV_generate_mipmap_sRGB */ + +/* ------------------------ GL_NV_geometry_program4 ------------------------ */ + +#ifndef GL_NV_geometry_program4 +#define GL_NV_geometry_program4 1 + +#define GL_GEOMETRY_PROGRAM_NV 0x8C26 +#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 +#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 + +typedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); + +#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV) + +#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4) + +#endif /* GL_NV_geometry_program4 */ + +/* ------------------------- GL_NV_geometry_shader4 ------------------------ */ + +#ifndef GL_NV_geometry_shader4 +#define GL_NV_geometry_shader4 1 + +#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4) + +#endif /* GL_NV_geometry_shader4 */ + +/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */ + +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 + +#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough) + +#endif /* GL_NV_geometry_shader_passthrough */ + +/* -------------------------- GL_NV_gpu_multicast -------------------------- */ + +#ifndef GL_NV_gpu_multicast +#define GL_NV_gpu_multicast 1 + +#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 +#define GL_MULTICAST_GPUS_NV 0x92BA +#define GL_PER_GPU_STORAGE_NV 0x9548 +#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 +#define GL_RENDER_GPU_MASK_NV 0x9558 + +typedef void (GLAPIENTRY * PFNGLMULTICASTBARRIERNVPROC) (void); +typedef void (GLAPIENTRY * PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAPIENTRY * PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (GLAPIENTRY * PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64* params); +typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64* params); +typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask); +typedef void (GLAPIENTRY * PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); + +#define glMulticastBarrierNV GLEW_GET_FUN(__glewMulticastBarrierNV) +#define glMulticastBlitFramebufferNV GLEW_GET_FUN(__glewMulticastBlitFramebufferNV) +#define glMulticastBufferSubDataNV GLEW_GET_FUN(__glewMulticastBufferSubDataNV) +#define glMulticastCopyBufferSubDataNV GLEW_GET_FUN(__glewMulticastCopyBufferSubDataNV) +#define glMulticastCopyImageSubDataNV GLEW_GET_FUN(__glewMulticastCopyImageSubDataNV) +#define glMulticastFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewMulticastFramebufferSampleLocationsfvNV) +#define glMulticastGetQueryObjecti64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjecti64vNV) +#define glMulticastGetQueryObjectivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectivNV) +#define glMulticastGetQueryObjectui64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjectui64vNV) +#define glMulticastGetQueryObjectuivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectuivNV) +#define glMulticastWaitSyncNV GLEW_GET_FUN(__glewMulticastWaitSyncNV) +#define glRenderGpuMaskNV GLEW_GET_FUN(__glewRenderGpuMaskNV) + +#define GLEW_NV_gpu_multicast GLEW_GET_VAR(__GLEW_NV_gpu_multicast) + +#endif /* GL_NV_gpu_multicast */ + +/* --------------------------- GL_NV_gpu_program4 -------------------------- */ + +#ifndef GL_NV_gpu_program4 +#define GL_NV_gpu_program4 1 + +#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 +#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 +#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 +#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 +#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 +#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 +#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 + +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); + +#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV) +#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV) +#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV) +#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV) +#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV) +#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV) +#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV) +#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV) +#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV) +#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV) +#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV) +#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV) + +#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4) + +#endif /* GL_NV_gpu_program4 */ + +/* --------------------------- GL_NV_gpu_program5 -------------------------- */ + +#ifndef GL_NV_gpu_program5 +#define GL_NV_gpu_program5 1 + +#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C +#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F + +#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5) + +#endif /* GL_NV_gpu_program5 */ + +/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */ + +#ifndef GL_NV_gpu_program5_mem_extended +#define GL_NV_gpu_program5_mem_extended 1 + +#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended) + +#endif /* GL_NV_gpu_program5_mem_extended */ + +/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */ + +#ifndef GL_NV_gpu_program_fp64 +#define GL_NV_gpu_program_fp64 1 + +#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64) + +#endif /* GL_NV_gpu_program_fp64 */ + +/* --------------------------- GL_NV_gpu_shader5 --------------------------- */ + +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 + +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB + +typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params); +typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); +typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); +typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); + +#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV) +#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV) +#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV) +#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV) +#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV) +#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV) +#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV) +#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV) +#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV) +#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV) +#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV) +#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV) +#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV) +#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV) +#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV) +#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV) +#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV) +#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV) +#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV) +#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV) +#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV) +#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV) +#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV) +#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV) +#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV) +#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV) +#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV) +#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV) +#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV) +#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV) +#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV) +#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV) +#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV) +#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV) + +#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5) + +#endif /* GL_NV_gpu_shader5 */ + +/* ---------------------------- GL_NV_half_float --------------------------- */ + +#ifndef GL_NV_half_float +#define GL_NV_half_float 1 + +#define GL_HALF_FLOAT_NV 0x140B + +typedef unsigned short GLhalf; + +typedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); +typedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha); +typedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog); +typedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz); +typedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s); +typedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r); +typedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y); +typedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z); +typedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w); +typedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); +typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight); +typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight); + +#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV) +#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV) +#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV) +#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV) +#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV) +#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV) +#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV) +#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV) +#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV) +#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV) +#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV) +#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV) +#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV) +#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV) +#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV) +#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV) +#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV) +#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV) +#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV) +#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV) +#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV) +#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV) +#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV) +#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV) +#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV) +#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV) +#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV) +#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV) +#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV) +#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV) +#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV) +#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV) +#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV) +#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV) +#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV) +#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV) +#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV) +#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV) +#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV) +#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV) +#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV) +#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV) +#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV) +#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV) +#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV) +#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV) + +#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float) + +#endif /* GL_NV_half_float */ + +/* -------------------------- GL_NV_image_formats -------------------------- */ + +#ifndef GL_NV_image_formats +#define GL_NV_image_formats 1 + +#define GLEW_NV_image_formats GLEW_GET_VAR(__GLEW_NV_image_formats) + +#endif /* GL_NV_image_formats */ + +/* ------------------------- GL_NV_instanced_arrays ------------------------ */ + +#ifndef GL_NV_instanced_arrays +#define GL_NV_instanced_arrays 1 + +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE + +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); + +#define glVertexAttribDivisorNV GLEW_GET_FUN(__glewVertexAttribDivisorNV) + +#define GLEW_NV_instanced_arrays GLEW_GET_VAR(__GLEW_NV_instanced_arrays) + +#endif /* GL_NV_instanced_arrays */ + +/* ------------------- GL_NV_internalformat_sample_query ------------------- */ + +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 + +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 + +typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params); + +#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV) + +#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query) + +#endif /* GL_NV_internalformat_sample_query */ + +/* ------------------------ GL_NV_light_max_exponent ----------------------- */ + +#ifndef GL_NV_light_max_exponent +#define GL_NV_light_max_exponent 1 + +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 + +#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent) + +#endif /* GL_NV_light_max_exponent */ + +/* ----------------------- GL_NV_multisample_coverage ---------------------- */ + +#ifndef GL_NV_multisample_coverage +#define GL_NV_multisample_coverage 1 + +#define GL_COLOR_SAMPLES_NV 0x8E20 + +#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage) + +#endif /* GL_NV_multisample_coverage */ + +/* --------------------- GL_NV_multisample_filter_hint --------------------- */ + +#ifndef GL_NV_multisample_filter_hint +#define GL_NV_multisample_filter_hint 1 + +#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 + +#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint) + +#endif /* GL_NV_multisample_filter_hint */ + +/* ----------------------- GL_NV_non_square_matrices ----------------------- */ + +#ifndef GL_NV_non_square_matrices +#define GL_NV_non_square_matrices 1 + +#define GL_FLOAT_MAT2x3_NV 0x8B65 +#define GL_FLOAT_MAT2x4_NV 0x8B66 +#define GL_FLOAT_MAT3x2_NV 0x8B67 +#define GL_FLOAT_MAT3x4_NV 0x8B68 +#define GL_FLOAT_MAT4x2_NV 0x8B69 +#define GL_FLOAT_MAT4x3_NV 0x8B6A + +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + +#define glUniformMatrix2x3fvNV GLEW_GET_FUN(__glewUniformMatrix2x3fvNV) +#define glUniformMatrix2x4fvNV GLEW_GET_FUN(__glewUniformMatrix2x4fvNV) +#define glUniformMatrix3x2fvNV GLEW_GET_FUN(__glewUniformMatrix3x2fvNV) +#define glUniformMatrix3x4fvNV GLEW_GET_FUN(__glewUniformMatrix3x4fvNV) +#define glUniformMatrix4x2fvNV GLEW_GET_FUN(__glewUniformMatrix4x2fvNV) +#define glUniformMatrix4x3fvNV GLEW_GET_FUN(__glewUniformMatrix4x3fvNV) + +#define GLEW_NV_non_square_matrices GLEW_GET_VAR(__GLEW_NV_non_square_matrices) + +#endif /* GL_NV_non_square_matrices */ + +/* ------------------------- GL_NV_occlusion_query ------------------------- */ + +#ifndef GL_NV_occlusion_query +#define GL_NV_occlusion_query 1 + +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 + +typedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void); +typedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); + +#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV) +#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV) +#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV) +#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV) +#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV) +#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV) +#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV) + +#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query) + +#endif /* GL_NV_occlusion_query */ + +/* -------------------------- GL_NV_pack_subimage -------------------------- */ + +#ifndef GL_NV_pack_subimage +#define GL_NV_pack_subimage 1 + +#define GL_PACK_ROW_LENGTH_NV 0x0D02 +#define GL_PACK_SKIP_ROWS_NV 0x0D03 +#define GL_PACK_SKIP_PIXELS_NV 0x0D04 + +#define GLEW_NV_pack_subimage GLEW_GET_VAR(__GLEW_NV_pack_subimage) + +#endif /* GL_NV_pack_subimage */ + +/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */ + +#ifndef GL_NV_packed_depth_stencil +#define GL_NV_packed_depth_stencil 1 + +#define GL_DEPTH_STENCIL_NV 0x84F9 +#define GL_UNSIGNED_INT_24_8_NV 0x84FA + +#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil) + +#endif /* GL_NV_packed_depth_stencil */ + +/* --------------------------- GL_NV_packed_float -------------------------- */ + +#ifndef GL_NV_packed_float +#define GL_NV_packed_float 1 + +#define GL_R11F_G11F_B10F_NV 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B + +#define GLEW_NV_packed_float GLEW_GET_VAR(__GLEW_NV_packed_float) + +#endif /* GL_NV_packed_float */ + +/* ----------------------- GL_NV_packed_float_linear ----------------------- */ + +#ifndef GL_NV_packed_float_linear +#define GL_NV_packed_float_linear 1 + +#define GL_R11F_G11F_B10F_NV 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B + +#define GLEW_NV_packed_float_linear GLEW_GET_VAR(__GLEW_NV_packed_float_linear) + +#endif /* GL_NV_packed_float_linear */ + +/* --------------------- GL_NV_parameter_buffer_object --------------------- */ + +#ifndef GL_NV_parameter_buffer_object +#define GL_NV_parameter_buffer_object 1 + +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 +#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 +#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 +#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 + +typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params); +typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params); + +#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV) +#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV) +#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV) + +#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object) + +#endif /* GL_NV_parameter_buffer_object */ + +/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */ + +#ifndef GL_NV_parameter_buffer_object2 +#define GL_NV_parameter_buffer_object2 1 + +#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2) + +#endif /* GL_NV_parameter_buffer_object2 */ + +/* -------------------------- GL_NV_path_rendering ------------------------- */ + +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 + +#define GL_CLOSE_PATH_NV 0x00 +#define GL_BOLD_BIT_NV 0x01 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_PATH_STROKE_BOUND_NV 0x9086 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_PATH_FOG_GEN_MODE_NV 0x90AC +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_FRAGMENT_INPUT_NV 0x936D +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 + +typedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); +typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); +typedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range); +typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value); +typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value); +typedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands); +typedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords); +typedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray); +typedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics); +typedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value); +typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value); +typedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value); +typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params); +typedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path); +typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); +typedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs); +typedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); +typedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc); +typedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray); +typedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode); +typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]); +typedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); +typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value); +typedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); +typedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value); +typedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); +typedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); +typedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); +typedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs); +typedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +typedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs); +typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); +typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); +typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues); +typedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]); + +#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV) +#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV) +#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV) +#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV) +#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV) +#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV) +#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV) +#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV) +#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV) +#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV) +#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV) +#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV) +#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV) +#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV) +#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV) +#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV) +#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV) +#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV) +#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV) +#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV) +#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV) +#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV) +#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV) +#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV) +#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV) +#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV) +#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV) +#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV) +#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV) +#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV) +#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV) +#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV) +#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV) +#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV) +#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV) +#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV) +#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV) +#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV) +#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV) +#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV) +#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV) +#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV) +#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV) +#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV) +#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV) +#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV) +#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV) +#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV) +#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV) +#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV) +#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV) +#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV) +#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV) +#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV) +#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV) +#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV) +#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV) +#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV) +#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV) +#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV) +#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV) +#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV) +#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV) +#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV) + +#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering) + +#endif /* GL_NV_path_rendering */ + +/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */ + +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 + +#define GL_SHARED_EDGE_NV 0xC0 + +#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge) + +#endif /* GL_NV_path_rendering_shared_edge */ + +/* ----------------------- GL_NV_pixel_buffer_object ----------------------- */ + +#ifndef GL_NV_pixel_buffer_object +#define GL_NV_pixel_buffer_object 1 + +#define GL_PIXEL_PACK_BUFFER_NV 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF + +#define GLEW_NV_pixel_buffer_object GLEW_GET_VAR(__GLEW_NV_pixel_buffer_object) + +#endif /* GL_NV_pixel_buffer_object */ + +/* ------------------------- GL_NV_pixel_data_range ------------------------ */ + +#ifndef GL_NV_pixel_data_range +#define GL_NV_pixel_data_range 1 + +#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 +#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 +#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A +#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B +#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C +#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D + +typedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer); + +#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV) +#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV) + +#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range) + +#endif /* GL_NV_pixel_data_range */ + +/* ------------------------- GL_NV_platform_binary ------------------------- */ + +#ifndef GL_NV_platform_binary +#define GL_NV_platform_binary 1 + +#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B + +#define GLEW_NV_platform_binary GLEW_GET_VAR(__GLEW_NV_platform_binary) + +#endif /* GL_NV_platform_binary */ + +/* --------------------------- GL_NV_point_sprite -------------------------- */ + +#ifndef GL_NV_point_sprite +#define GL_NV_point_sprite 1 + +#define GL_POINT_SPRITE_NV 0x8861 +#define GL_COORD_REPLACE_NV 0x8862 +#define GL_POINT_SPRITE_R_MODE_NV 0x8863 + +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params); + +#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV) +#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV) + +#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite) + +#endif /* GL_NV_point_sprite */ + +/* --------------------------- GL_NV_polygon_mode -------------------------- */ + +#ifndef GL_NV_polygon_mode +#define GL_NV_polygon_mode 1 + +#define GL_POLYGON_MODE_NV 0x0B40 +#define GL_POINT_NV 0x1B00 +#define GL_LINE_NV 0x1B01 +#define GL_FILL_NV 0x1B02 +#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 +#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 + +typedef void (GLAPIENTRY * PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); + +#define glPolygonModeNV GLEW_GET_FUN(__glewPolygonModeNV) + +#define GLEW_NV_polygon_mode GLEW_GET_VAR(__GLEW_NV_polygon_mode) + +#endif /* GL_NV_polygon_mode */ + +/* -------------------------- GL_NV_present_video -------------------------- */ + +#ifndef GL_NV_present_video +#define GL_NV_present_video 1 + +#define GL_FRAME_NV 0x8E26 +#define GL_FIELDS_NV 0x8E27 +#define GL_CURRENT_TIME_NV 0x8E28 +#define GL_NUM_FILL_STREAMS_NV 0x8E29 +#define GL_PRESENT_TIME_NV 0x8E2A +#define GL_PRESENT_DURATION_NV 0x8E2B + +typedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params); +typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); + +#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV) +#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV) +#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV) +#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV) +#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV) +#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV) + +#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video) + +#endif /* GL_NV_present_video */ + +/* ------------------------ GL_NV_primitive_restart ------------------------ */ + +#ifndef GL_NV_primitive_restart +#define GL_NV_primitive_restart 1 + +#define GL_PRIMITIVE_RESTART_NV 0x8558 +#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 + +typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); +typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void); + +#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV) +#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV) + +#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart) + +#endif /* GL_NV_primitive_restart */ + +/* ---------------------------- GL_NV_read_depth --------------------------- */ + +#ifndef GL_NV_read_depth +#define GL_NV_read_depth 1 + +#define GLEW_NV_read_depth GLEW_GET_VAR(__GLEW_NV_read_depth) + +#endif /* GL_NV_read_depth */ + +/* ------------------------ GL_NV_read_depth_stencil ----------------------- */ + +#ifndef GL_NV_read_depth_stencil +#define GL_NV_read_depth_stencil 1 + +#define GLEW_NV_read_depth_stencil GLEW_GET_VAR(__GLEW_NV_read_depth_stencil) + +#endif /* GL_NV_read_depth_stencil */ + +/* --------------------------- GL_NV_read_stencil -------------------------- */ + +#ifndef GL_NV_read_stencil +#define GL_NV_read_stencil 1 + +#define GLEW_NV_read_stencil GLEW_GET_VAR(__GLEW_NV_read_stencil) + +#endif /* GL_NV_read_stencil */ + +/* ------------------------ GL_NV_register_combiners ----------------------- */ + +#ifndef GL_NV_register_combiners +#define GL_NV_register_combiners 1 + +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_SPARE0_NV 0x852E +#define GL_SPARE1_NV 0x852F +#define GL_DISCARD_NV 0x8530 +#define GL_E_TIMES_F_NV 0x8531 +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 + +typedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params); + +#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV) +#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV) +#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV) +#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV) +#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV) +#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV) +#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV) +#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV) +#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV) +#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV) +#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV) +#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV) +#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV) + +#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners) + +#endif /* GL_NV_register_combiners */ + +/* ----------------------- GL_NV_register_combiners2 ----------------------- */ + +#ifndef GL_NV_register_combiners2 +#define GL_NV_register_combiners2 1 + +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 + +typedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params); + +#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV) +#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV) + +#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2) + +#endif /* GL_NV_register_combiners2 */ + +/* ------------------ GL_NV_robustness_video_memory_purge ------------------ */ + +#ifndef GL_NV_robustness_video_memory_purge +#define GL_NV_robustness_video_memory_purge 1 + +#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB + +#define GLEW_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_NV_robustness_video_memory_purge) + +#endif /* GL_NV_robustness_video_memory_purge */ + +/* --------------------------- GL_NV_sRGB_formats -------------------------- */ + +#ifndef GL_NV_sRGB_formats +#define GL_NV_sRGB_formats 1 + +#define GL_ETC1_SRGB8_NV 0x88EE +#define GL_SRGB8_NV 0x8C41 +#define GL_SLUMINANCE_ALPHA_NV 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 +#define GL_SLUMINANCE_NV 0x8C46 +#define GL_SLUMINANCE8_NV 0x8C47 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F + +#define GLEW_NV_sRGB_formats GLEW_GET_VAR(__GLEW_NV_sRGB_formats) + +#endif /* GL_NV_sRGB_formats */ + +/* ------------------------- GL_NV_sample_locations ------------------------ */ + +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 + +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); + +#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV) +#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV) + +#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations) + +#endif /* GL_NV_sample_locations */ + +/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */ + +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 + +#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage) + +#endif /* GL_NV_sample_mask_override_coverage */ + +/* ---------------------- GL_NV_shader_atomic_counters --------------------- */ + +#ifndef GL_NV_shader_atomic_counters +#define GL_NV_shader_atomic_counters 1 + +#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters) + +#endif /* GL_NV_shader_atomic_counters */ + +/* ----------------------- GL_NV_shader_atomic_float ----------------------- */ + +#ifndef GL_NV_shader_atomic_float +#define GL_NV_shader_atomic_float 1 + +#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float) + +#endif /* GL_NV_shader_atomic_float */ + +/* ---------------------- GL_NV_shader_atomic_float64 ---------------------- */ + +#ifndef GL_NV_shader_atomic_float64 +#define GL_NV_shader_atomic_float64 1 + +#define GLEW_NV_shader_atomic_float64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_float64) + +#endif /* GL_NV_shader_atomic_float64 */ + +/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */ + +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 + +#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector) + +#endif /* GL_NV_shader_atomic_fp16_vector */ + +/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */ + +#ifndef GL_NV_shader_atomic_int64 +#define GL_NV_shader_atomic_int64 1 + +#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64) + +#endif /* GL_NV_shader_atomic_int64 */ + +/* ------------------------ GL_NV_shader_buffer_load ----------------------- */ + +#ifndef GL_NV_shader_buffer_load +#define GL_NV_shader_buffer_load 1 + +#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D +#define GL_GPU_ADDRESS_NV 0x8F34 +#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 + +typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params); +typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result); +typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params); +typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); +typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); +typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); +typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); +typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); +typedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); +typedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); + +#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV) +#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV) +#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV) +#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV) +#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV) +#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV) +#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV) +#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV) +#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV) +#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV) +#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV) +#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV) +#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV) + +#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load) + +#endif /* GL_NV_shader_buffer_load */ + +/* ---------------- GL_NV_shader_noperspective_interpolation --------------- */ + +#ifndef GL_NV_shader_noperspective_interpolation +#define GL_NV_shader_noperspective_interpolation 1 + +#define GLEW_NV_shader_noperspective_interpolation GLEW_GET_VAR(__GLEW_NV_shader_noperspective_interpolation) + +#endif /* GL_NV_shader_noperspective_interpolation */ + +/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */ + +#ifndef GL_NV_shader_storage_buffer_object +#define GL_NV_shader_storage_buffer_object 1 + +#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object) + +#endif /* GL_NV_shader_storage_buffer_object */ + +/* ----------------------- GL_NV_shader_thread_group ----------------------- */ + +#ifndef GL_NV_shader_thread_group +#define GL_NV_shader_thread_group 1 + +#define GL_WARP_SIZE_NV 0x9339 +#define GL_WARPS_PER_SM_NV 0x933A +#define GL_SM_COUNT_NV 0x933B + +#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group) + +#endif /* GL_NV_shader_thread_group */ + +/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */ + +#ifndef GL_NV_shader_thread_shuffle +#define GL_NV_shader_thread_shuffle 1 + +#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle) + +#endif /* GL_NV_shader_thread_shuffle */ + +/* ---------------------- GL_NV_shadow_samplers_array ---------------------- */ + +#ifndef GL_NV_shadow_samplers_array +#define GL_NV_shadow_samplers_array 1 + +#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 + +#define GLEW_NV_shadow_samplers_array GLEW_GET_VAR(__GLEW_NV_shadow_samplers_array) + +#endif /* GL_NV_shadow_samplers_array */ + +/* ----------------------- GL_NV_shadow_samplers_cube ---------------------- */ + +#ifndef GL_NV_shadow_samplers_cube +#define GL_NV_shadow_samplers_cube 1 + +#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 + +#define GLEW_NV_shadow_samplers_cube GLEW_GET_VAR(__GLEW_NV_shadow_samplers_cube) + +#endif /* GL_NV_shadow_samplers_cube */ + +/* ---------------------- GL_NV_stereo_view_rendering ---------------------- */ + +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 + +#define GLEW_NV_stereo_view_rendering GLEW_GET_VAR(__GLEW_NV_stereo_view_rendering) + +#endif /* GL_NV_stereo_view_rendering */ + +/* ---------------------- GL_NV_tessellation_program5 ---------------------- */ + +#ifndef GL_NV_tessellation_program5 +#define GL_NV_tessellation_program5 1 + +#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 +#define GL_TESS_CONTROL_PROGRAM_NV 0x891E +#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F +#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 +#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 + +#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5) + +#endif /* GL_NV_tessellation_program5 */ + +/* -------------------------- GL_NV_texgen_emboss -------------------------- */ + +#ifndef GL_NV_texgen_emboss +#define GL_NV_texgen_emboss 1 + +#define GL_EMBOSS_LIGHT_NV 0x855D +#define GL_EMBOSS_CONSTANT_NV 0x855E +#define GL_EMBOSS_MAP_NV 0x855F + +#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss) + +#endif /* GL_NV_texgen_emboss */ + +/* ------------------------ GL_NV_texgen_reflection ------------------------ */ + +#ifndef GL_NV_texgen_reflection +#define GL_NV_texgen_reflection 1 + +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_REFLECTION_MAP_NV 0x8512 + +#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection) + +#endif /* GL_NV_texgen_reflection */ + +/* -------------------------- GL_NV_texture_array -------------------------- */ + +#ifndef GL_NV_texture_array +#define GL_NV_texture_array 1 + +#define GL_UNPACK_SKIP_IMAGES_NV 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_NV 0x806E +#define GL_MAX_ARRAY_TEXTURE_LAYERS_NV 0x88FF +#define GL_TEXTURE_2D_ARRAY_NV 0x8C1A +#define GL_TEXTURE_BINDING_2D_ARRAY_NV 0x8C1D +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV 0x8CD4 +#define GL_SAMPLER_2D_ARRAY_NV 0x8DC1 + +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERNVPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); + +#define glCompressedTexImage3DNV GLEW_GET_FUN(__glewCompressedTexImage3DNV) +#define glCompressedTexSubImage3DNV GLEW_GET_FUN(__glewCompressedTexSubImage3DNV) +#define glCopyTexSubImage3DNV GLEW_GET_FUN(__glewCopyTexSubImage3DNV) +#define glFramebufferTextureLayerNV GLEW_GET_FUN(__glewFramebufferTextureLayerNV) +#define glTexImage3DNV GLEW_GET_FUN(__glewTexImage3DNV) +#define glTexSubImage3DNV GLEW_GET_FUN(__glewTexSubImage3DNV) + +#define GLEW_NV_texture_array GLEW_GET_VAR(__GLEW_NV_texture_array) + +#endif /* GL_NV_texture_array */ + +/* ------------------------- GL_NV_texture_barrier ------------------------- */ + +#ifndef GL_NV_texture_barrier +#define GL_NV_texture_barrier 1 + +typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void); + +#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV) + +#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier) + +#endif /* GL_NV_texture_barrier */ + +/* ----------------------- GL_NV_texture_border_clamp ---------------------- */ + +#ifndef GL_NV_texture_border_clamp +#define GL_NV_texture_border_clamp 1 + +#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 +#define GL_CLAMP_TO_BORDER_NV 0x812D + +#define GLEW_NV_texture_border_clamp GLEW_GET_VAR(__GLEW_NV_texture_border_clamp) + +#endif /* GL_NV_texture_border_clamp */ + +/* --------------------- GL_NV_texture_compression_latc -------------------- */ + +#ifndef GL_NV_texture_compression_latc +#define GL_NV_texture_compression_latc 1 + +#define GL_COMPRESSED_LUMINANCE_LATC1_NV 0x8C70 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV 0x8C71 +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV 0x8C72 +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV 0x8C73 + +#define GLEW_NV_texture_compression_latc GLEW_GET_VAR(__GLEW_NV_texture_compression_latc) + +#endif /* GL_NV_texture_compression_latc */ + +/* --------------------- GL_NV_texture_compression_s3tc -------------------- */ + +#ifndef GL_NV_texture_compression_s3tc +#define GL_NV_texture_compression_s3tc 1 + +#define GL_COMPRESSED_RGB_S3TC_DXT1_NV 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_NV 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_NV 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_NV 0x83F3 + +#define GLEW_NV_texture_compression_s3tc GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc) + +#endif /* GL_NV_texture_compression_s3tc */ + +/* ----------------- GL_NV_texture_compression_s3tc_update ----------------- */ + +#ifndef GL_NV_texture_compression_s3tc_update +#define GL_NV_texture_compression_s3tc_update 1 + +#define GLEW_NV_texture_compression_s3tc_update GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc_update) + +#endif /* GL_NV_texture_compression_s3tc_update */ + +/* --------------------- GL_NV_texture_compression_vtc --------------------- */ + +#ifndef GL_NV_texture_compression_vtc +#define GL_NV_texture_compression_vtc 1 + +#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc) + +#endif /* GL_NV_texture_compression_vtc */ + +/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */ + +#ifndef GL_NV_texture_env_combine4 +#define GL_NV_texture_env_combine4 1 + +#define GL_COMBINE4_NV 0x8503 +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPERAND3_ALPHA_NV 0x859B + +#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4) + +#endif /* GL_NV_texture_env_combine4 */ + +/* ---------------------- GL_NV_texture_expand_normal ---------------------- */ + +#ifndef GL_NV_texture_expand_normal +#define GL_NV_texture_expand_normal 1 + +#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F + +#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal) + +#endif /* GL_NV_texture_expand_normal */ + +/* ----------------------- GL_NV_texture_multisample ----------------------- */ + +#ifndef GL_NV_texture_multisample +#define GL_NV_texture_multisample 1 + +#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 +#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 + +typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); + +#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV) +#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV) +#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV) +#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV) +#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV) +#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV) + +#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample) + +#endif /* GL_NV_texture_multisample */ + +/* ---------------------- GL_NV_texture_npot_2D_mipmap --------------------- */ + +#ifndef GL_NV_texture_npot_2D_mipmap +#define GL_NV_texture_npot_2D_mipmap 1 + +#define GLEW_NV_texture_npot_2D_mipmap GLEW_GET_VAR(__GLEW_NV_texture_npot_2D_mipmap) + +#endif /* GL_NV_texture_npot_2D_mipmap */ + +/* ------------------------ GL_NV_texture_rectangle ------------------------ */ + +#ifndef GL_NV_texture_rectangle +#define GL_NV_texture_rectangle 1 + +#define GL_TEXTURE_RECTANGLE_NV 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 + +#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle) + +#endif /* GL_NV_texture_rectangle */ + +/* ------------------- GL_NV_texture_rectangle_compressed ------------------ */ + +#ifndef GL_NV_texture_rectangle_compressed +#define GL_NV_texture_rectangle_compressed 1 + +#define GLEW_NV_texture_rectangle_compressed GLEW_GET_VAR(__GLEW_NV_texture_rectangle_compressed) + +#endif /* GL_NV_texture_rectangle_compressed */ + +/* -------------------------- GL_NV_texture_shader ------------------------- */ + +#ifndef GL_NV_texture_shader +#define GL_NV_texture_shader 1 + +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_CULL_MODES_NV 0x86E0 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_HI_SCALE_NV 0x870E +#define GL_LO_SCALE_NV 0x870F +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_SCALE_NV 0x8711 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_HI_BIAS_NV 0x8714 +#define GL_LO_BIAS_NV 0x8715 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DT_BIAS_NV 0x8717 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_MAG_SIZE_NV 0x871F + +#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader) + +#endif /* GL_NV_texture_shader */ + +/* ------------------------- GL_NV_texture_shader2 ------------------------- */ + +#ifndef GL_NV_texture_shader2 +#define GL_NV_texture_shader2 1 + +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D + +#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2) + +#endif /* GL_NV_texture_shader2 */ + +/* ------------------------- GL_NV_texture_shader3 ------------------------- */ + +#ifndef GL_NV_texture_shader3 +#define GL_NV_texture_shader3 1 + +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_HILO8_NV 0x885E +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 + +#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3) + +#endif /* GL_NV_texture_shader3 */ + +/* ------------------------ GL_NV_transform_feedback ----------------------- */ + +#ifndef GL_NV_transform_feedback +#define GL_NV_transform_feedback 1 + +#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 +#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 +#define GL_TEXTURE_COORD_NV 0x8C79 +#define GL_CLIP_DISTANCE_NV 0x8C7A +#define GL_VERTEX_ID_NV 0x8C7B +#define GL_PRIMITIVE_ID_NV 0x8C7C +#define GL_GENERIC_ATTRIB_NV 0x8C7D +#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 +#define GL_ACTIVE_VARYINGS_NV 0x8C81 +#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 +#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 +#define GL_PRIMITIVES_GENERATED_NV 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 +#define GL_RASTERIZER_DISCARD_NV 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B +#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C +#define GL_SEPARATE_ATTRIBS_NV 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F + +typedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); +typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); +typedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); +typedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode); +typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); + +#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV) +#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV) +#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV) +#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV) +#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV) +#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV) +#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV) +#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV) +#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV) +#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV) +#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV) + +#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback) + +#endif /* GL_NV_transform_feedback */ + +/* ----------------------- GL_NV_transform_feedback2 ----------------------- */ + +#ifndef GL_NV_transform_feedback2 +#define GL_NV_transform_feedback2 1 + +#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 + +typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); +typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids); +typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); +typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); + +#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV) +#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV) +#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV) +#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV) +#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV) +#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV) +#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV) + +#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2) + +#endif /* GL_NV_transform_feedback2 */ + +/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */ + +#ifndef GL_NV_uniform_buffer_unified_memory +#define GL_NV_uniform_buffer_unified_memory 1 + +#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E +#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F +#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 + +#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory) + +#endif /* GL_NV_uniform_buffer_unified_memory */ + +/* -------------------------- GL_NV_vdpau_interop -------------------------- */ + +#ifndef GL_NV_vdpau_interop +#define GL_NV_vdpau_interop 1 + +#define GL_SURFACE_STATE_NV 0x86EB +#define GL_SURFACE_REGISTERED_NV 0x86FD +#define GL_SURFACE_MAPPED_NV 0x8700 +#define GL_WRITE_DISCARD_NV 0x88BE + +typedef GLintptr GLvdpauSurfaceNV; + +typedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void); +typedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); +typedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress); +typedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); +typedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces); +typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); +typedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces); +typedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); + +#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV) +#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV) +#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV) +#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV) +#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV) +#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV) +#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV) +#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV) +#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV) +#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV) + +#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop) + +#endif /* GL_NV_vdpau_interop */ + +/* ------------------------ GL_NV_vertex_array_range ----------------------- */ + +#ifndef GL_NV_vertex_array_range +#define GL_NV_vertex_array_range 1 + +#define GL_VERTEX_ARRAY_RANGE_NV 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E +#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 +#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 + +typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); +typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer); + +#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV) +#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV) + +#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range) + +#endif /* GL_NV_vertex_array_range */ + +/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */ + +#ifndef GL_NV_vertex_array_range2 +#define GL_NV_vertex_array_range2 1 + +#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 + +#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2) + +#endif /* GL_NV_vertex_array_range2 */ + +/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */ + +#ifndef GL_NV_vertex_attrib_integer_64bit +#define GL_NV_vertex_attrib_integer_64bit 1 + +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F + +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); + +#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV) +#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV) +#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV) +#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV) +#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV) +#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV) +#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV) +#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV) +#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV) +#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV) +#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV) +#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV) +#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV) +#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV) +#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV) +#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV) +#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV) +#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV) +#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV) + +#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit) + +#endif /* GL_NV_vertex_attrib_integer_64bit */ + +/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */ + +#ifndef GL_NV_vertex_buffer_unified_memory +#define GL_NV_vertex_buffer_unified_memory 1 + +#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E +#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F +#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 +#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 +#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 +#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 +#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 +#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 +#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 +#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 +#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 +#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 +#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A +#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B +#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C +#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D +#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E +#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F +#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 +#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 +#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 +#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 +#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 +#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 +#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 + +typedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +typedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); +typedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]); +typedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); +typedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); + +#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV) +#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV) +#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV) +#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV) +#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV) +#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV) +#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV) +#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV) +#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV) +#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV) +#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV) +#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV) + +#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory) + +#endif /* GL_NV_vertex_buffer_unified_memory */ + +/* -------------------------- GL_NV_vertex_program ------------------------- */ + +#ifndef GL_NV_vertex_program +#define GL_NV_vertex_program 1 + +#define GL_VERTEX_PROGRAM_NV 0x8620 +#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 +#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 +#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 +#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 +#define GL_CURRENT_ATTRIB_NV 0x8626 +#define GL_PROGRAM_LENGTH_NV 0x8627 +#define GL_PROGRAM_STRING_NV 0x8628 +#define GL_MODELVIEW_PROJECTION_NV 0x8629 +#define GL_IDENTITY_NV 0x862A +#define GL_INVERSE_NV 0x862B +#define GL_TRANSPOSE_NV 0x862C +#define GL_INVERSE_TRANSPOSE_NV 0x862D +#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E +#define GL_MAX_TRACK_MATRICES_NV 0x862F +#define GL_MATRIX0_NV 0x8630 +#define GL_MATRIX1_NV 0x8631 +#define GL_MATRIX2_NV 0x8632 +#define GL_MATRIX3_NV 0x8633 +#define GL_MATRIX4_NV 0x8634 +#define GL_MATRIX5_NV 0x8635 +#define GL_MATRIX6_NV 0x8636 +#define GL_MATRIX7_NV 0x8637 +#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 +#define GL_CURRENT_MATRIX_NV 0x8641 +#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 +#define GL_PROGRAM_PARAMETER_NV 0x8644 +#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 +#define GL_PROGRAM_TARGET_NV 0x8646 +#define GL_PROGRAM_RESIDENT_NV 0x8647 +#define GL_TRACK_MATRIX_NV 0x8648 +#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 +#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A +#define GL_PROGRAM_ERROR_POSITION_NV 0x864B +#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 +#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 +#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 +#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 +#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 +#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 +#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 +#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 +#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 +#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 +#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A +#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B +#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C +#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D +#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E +#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F +#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 +#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 +#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 +#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 +#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 +#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 +#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 +#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 +#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 +#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 +#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A +#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B +#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C +#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D +#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E +#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F +#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 +#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 +#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 +#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 +#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 +#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 +#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 +#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 +#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 +#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 +#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A +#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B +#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C +#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D +#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E +#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F + +typedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences); +typedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); +typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids); +typedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program); +typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params); +typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id); +typedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids); +typedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); +typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v); + +#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV) +#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV) +#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV) +#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV) +#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV) +#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV) +#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV) +#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV) +#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV) +#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV) +#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV) +#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV) +#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV) +#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV) +#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV) +#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV) +#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV) +#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV) +#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV) +#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV) +#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV) +#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV) +#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV) +#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV) +#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV) +#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV) +#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV) +#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV) +#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV) +#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV) +#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV) +#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV) +#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV) +#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV) +#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV) +#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV) +#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV) +#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV) +#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV) +#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV) +#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV) +#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV) +#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV) +#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV) +#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV) +#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV) +#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV) +#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV) +#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV) +#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV) +#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV) +#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV) +#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV) +#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV) +#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV) +#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV) +#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV) +#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV) +#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV) +#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV) +#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV) +#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV) +#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV) +#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV) + +#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program) + +#endif /* GL_NV_vertex_program */ + +/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */ + +#ifndef GL_NV_vertex_program1_1 +#define GL_NV_vertex_program1_1 1 + +#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1) + +#endif /* GL_NV_vertex_program1_1 */ + +/* ------------------------- GL_NV_vertex_program2 ------------------------- */ + +#ifndef GL_NV_vertex_program2 +#define GL_NV_vertex_program2 1 + +#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2) + +#endif /* GL_NV_vertex_program2 */ + +/* ---------------------- GL_NV_vertex_program2_option --------------------- */ + +#ifndef GL_NV_vertex_program2_option +#define GL_NV_vertex_program2_option 1 + +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 + +#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option) + +#endif /* GL_NV_vertex_program2_option */ + +/* ------------------------- GL_NV_vertex_program3 ------------------------- */ + +#ifndef GL_NV_vertex_program3 +#define GL_NV_vertex_program3 1 + +#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C + +#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3) + +#endif /* GL_NV_vertex_program3 */ + +/* ------------------------- GL_NV_vertex_program4 ------------------------- */ + +#ifndef GL_NV_vertex_program4 +#define GL_NV_vertex_program4 1 + +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD + +#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4) + +#endif /* GL_NV_vertex_program4 */ + +/* -------------------------- GL_NV_video_capture -------------------------- */ + +#ifndef GL_NV_video_capture +#define GL_NV_video_capture 1 + +#define GL_VIDEO_BUFFER_NV 0x9020 +#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 +#define GL_FIELD_UPPER_NV 0x9022 +#define GL_FIELD_LOWER_NV 0x9023 +#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 +#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 +#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 +#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 +#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 +#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 +#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A +#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B +#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C +#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D +#define GL_PARTIAL_SUCCESS_NV 0x902E +#define GL_SUCCESS_NV 0x902F +#define GL_FAILURE_NV 0x9030 +#define GL_YCBYCR8_422_NV 0x9031 +#define GL_YCBAYCR8A_4224_NV 0x9032 +#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 +#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 +#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 +#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 +#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 +#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 +#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 +#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A +#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B +#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C + +typedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +typedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params); +typedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time); +typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params); +typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params); + +#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV) +#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV) +#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV) +#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV) +#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV) +#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV) +#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV) +#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV) +#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV) +#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV) +#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV) +#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV) + +#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture) + +#endif /* GL_NV_video_capture */ + +/* -------------------------- GL_NV_viewport_array ------------------------- */ + +#ifndef GL_NV_viewport_array +#define GL_NV_viewport_array 1 + +#define GL_DEPTH_RANGE 0x0B70 +#define GL_VIEWPORT 0x0BA2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_MAX_VIEWPORTS_NV 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F + +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); +typedef void (GLAPIENTRY * PFNGLDISABLEINVPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLENABLEINVPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat* data); +typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); +typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint * v); +typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint * v); +typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); +typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat * v); + +#define glDepthRangeArrayfvNV GLEW_GET_FUN(__glewDepthRangeArrayfvNV) +#define glDepthRangeIndexedfNV GLEW_GET_FUN(__glewDepthRangeIndexedfNV) +#define glDisableiNV GLEW_GET_FUN(__glewDisableiNV) +#define glEnableiNV GLEW_GET_FUN(__glewEnableiNV) +#define glGetFloati_vNV GLEW_GET_FUN(__glewGetFloati_vNV) +#define glIsEnablediNV GLEW_GET_FUN(__glewIsEnablediNV) +#define glScissorArrayvNV GLEW_GET_FUN(__glewScissorArrayvNV) +#define glScissorIndexedNV GLEW_GET_FUN(__glewScissorIndexedNV) +#define glScissorIndexedvNV GLEW_GET_FUN(__glewScissorIndexedvNV) +#define glViewportArrayvNV GLEW_GET_FUN(__glewViewportArrayvNV) +#define glViewportIndexedfNV GLEW_GET_FUN(__glewViewportIndexedfNV) +#define glViewportIndexedfvNV GLEW_GET_FUN(__glewViewportIndexedfvNV) + +#define GLEW_NV_viewport_array GLEW_GET_VAR(__GLEW_NV_viewport_array) + +#endif /* GL_NV_viewport_array */ + +/* ------------------------- GL_NV_viewport_array2 ------------------------- */ + +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 + +#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2) + +#endif /* GL_NV_viewport_array2 */ + +/* ------------------------- GL_NV_viewport_swizzle ------------------------ */ + +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 + +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B + +typedef void (GLAPIENTRY * PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); + +#define glViewportSwizzleNV GLEW_GET_FUN(__glewViewportSwizzleNV) + +#define GLEW_NV_viewport_swizzle GLEW_GET_VAR(__GLEW_NV_viewport_swizzle) + +#endif /* GL_NV_viewport_swizzle */ + +/* ------------------------ GL_OES_byte_coordinates ------------------------ */ + +#ifndef GL_OES_byte_coordinates +#define GL_OES_byte_coordinates 1 + +#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates) + +#endif /* GL_OES_byte_coordinates */ + +/* ---------------------------- GL_OML_interlace --------------------------- */ + +#ifndef GL_OML_interlace +#define GL_OML_interlace 1 + +#define GL_INTERLACE_OML 0x8980 +#define GL_INTERLACE_READ_OML 0x8981 + +#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace) + +#endif /* GL_OML_interlace */ + +/* ---------------------------- GL_OML_resample ---------------------------- */ + +#ifndef GL_OML_resample +#define GL_OML_resample 1 + +#define GL_PACK_RESAMPLE_OML 0x8984 +#define GL_UNPACK_RESAMPLE_OML 0x8985 +#define GL_RESAMPLE_REPLICATE_OML 0x8986 +#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 +#define GL_RESAMPLE_AVERAGE_OML 0x8988 +#define GL_RESAMPLE_DECIMATE_OML 0x8989 + +#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample) + +#endif /* GL_OML_resample */ + +/* ---------------------------- GL_OML_subsample --------------------------- */ + +#ifndef GL_OML_subsample +#define GL_OML_subsample 1 + +#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 +#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 + +#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample) + +#endif /* GL_OML_subsample */ + +/* ---------------------------- GL_OVR_multiview --------------------------- */ + +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 + +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); + +#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR) + +#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview) + +#endif /* GL_OVR_multiview */ + +/* --------------------------- GL_OVR_multiview2 --------------------------- */ + +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 + +#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2) + +#endif /* GL_OVR_multiview2 */ + +/* ------------ GL_OVR_multiview_multisampled_render_to_texture ------------ */ + +#ifndef GL_OVR_multiview_multisampled_render_to_texture +#define GL_OVR_multiview_multisampled_render_to_texture 1 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); + +#define glFramebufferTextureMultisampleMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultisampleMultiviewOVR) + +#define GLEW_OVR_multiview_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_OVR_multiview_multisampled_render_to_texture) + +#endif /* GL_OVR_multiview_multisampled_render_to_texture */ + +/* --------------------------- GL_PGI_misc_hints --------------------------- */ + +#ifndef GL_PGI_misc_hints +#define GL_PGI_misc_hints 1 + +#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000 +#define GL_CONSERVE_MEMORY_HINT_PGI 107005 +#define GL_RECLAIM_MEMORY_HINT_PGI 107006 +#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010 +#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011 +#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012 +#define GL_ALWAYS_FAST_HINT_PGI 107020 +#define GL_ALWAYS_SOFT_HINT_PGI 107021 +#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022 +#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023 +#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024 +#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025 +#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030 +#define GL_STRICT_LIGHTING_HINT_PGI 107031 +#define GL_STRICT_SCISSOR_HINT_PGI 107032 +#define GL_FULL_STIPPLE_HINT_PGI 107033 +#define GL_CLIP_NEAR_HINT_PGI 107040 +#define GL_CLIP_FAR_HINT_PGI 107041 +#define GL_WIDE_LINE_HINT_PGI 107042 +#define GL_BACK_NORMALS_HINT_PGI 107043 + +#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints) + +#endif /* GL_PGI_misc_hints */ + +/* -------------------------- GL_PGI_vertex_hints -------------------------- */ + +#ifndef GL_PGI_vertex_hints +#define GL_PGI_vertex_hints 1 + +#define GL_VERTEX23_BIT_PGI 0x00000004 +#define GL_VERTEX4_BIT_PGI 0x00000008 +#define GL_COLOR3_BIT_PGI 0x00010000 +#define GL_COLOR4_BIT_PGI 0x00020000 +#define GL_EDGEFLAG_BIT_PGI 0x00040000 +#define GL_INDEX_BIT_PGI 0x00080000 +#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 +#define GL_VERTEX_DATA_HINT_PGI 107050 +#define GL_VERTEX_CONSISTENT_HINT_PGI 107051 +#define GL_MATERIAL_SIDE_HINT_PGI 107052 +#define GL_MAX_VERTEX_HINT_PGI 107053 +#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 +#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 +#define GL_MAT_EMISSION_BIT_PGI 0x00800000 +#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 +#define GL_MAT_SHININESS_BIT_PGI 0x02000000 +#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 +#define GL_NORMAL_BIT_PGI 0x08000000 +#define GL_TEXCOORD1_BIT_PGI 0x10000000 +#define GL_TEXCOORD2_BIT_PGI 0x20000000 +#define GL_TEXCOORD3_BIT_PGI 0x40000000 +#define GL_TEXCOORD4_BIT_PGI 0x80000000 + +#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints) + +#endif /* GL_PGI_vertex_hints */ + +/* --------------------------- GL_QCOM_alpha_test -------------------------- */ + +#ifndef GL_QCOM_alpha_test +#define GL_QCOM_alpha_test 1 + +#define GL_ALPHA_TEST_QCOM 0x0BC0 +#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 +#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 + +typedef void (GLAPIENTRY * PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); + +#define glAlphaFuncQCOM GLEW_GET_FUN(__glewAlphaFuncQCOM) + +#define GLEW_QCOM_alpha_test GLEW_GET_VAR(__GLEW_QCOM_alpha_test) + +#endif /* GL_QCOM_alpha_test */ + +/* ------------------------ GL_QCOM_binning_control ------------------------ */ + +#ifndef GL_QCOM_binning_control +#define GL_QCOM_binning_control 1 + +#define GL_DONT_CARE 0x1100 +#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 +#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 +#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 +#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 + +#define GLEW_QCOM_binning_control GLEW_GET_VAR(__GLEW_QCOM_binning_control) + +#endif /* GL_QCOM_binning_control */ + +/* ------------------------- GL_QCOM_driver_control ------------------------ */ + +#ifndef GL_QCOM_driver_control +#define GL_QCOM_driver_control 1 + +typedef void (GLAPIENTRY * PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +typedef void (GLAPIENTRY * PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar *driverControlString); +typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint* num, GLsizei size, GLuint *driverControls); + +#define glDisableDriverControlQCOM GLEW_GET_FUN(__glewDisableDriverControlQCOM) +#define glEnableDriverControlQCOM GLEW_GET_FUN(__glewEnableDriverControlQCOM) +#define glGetDriverControlStringQCOM GLEW_GET_FUN(__glewGetDriverControlStringQCOM) +#define glGetDriverControlsQCOM GLEW_GET_FUN(__glewGetDriverControlsQCOM) + +#define GLEW_QCOM_driver_control GLEW_GET_VAR(__GLEW_QCOM_driver_control) + +#endif /* GL_QCOM_driver_control */ + +/* -------------------------- GL_QCOM_extended_get ------------------------- */ + +#ifndef GL_QCOM_extended_get +#define GL_QCOM_extended_get 1 + +#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 +#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 +#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 +#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 +#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 +#define GL_TEXTURE_TYPE_QCOM 0x8BD7 +#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 +#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 +#define GL_TEXTURE_TARGET_QCOM 0x8BDA +#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB +#define GL_STATE_RESTORE 0x8BDC + +typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void** params); +typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERSQCOMPROC) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers); +typedef void (GLAPIENTRY * PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers); +typedef void (GLAPIENTRY * PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers); +typedef void (GLAPIENTRY * PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +typedef void (GLAPIENTRY * PFNGLEXTGETTEXTURESQCOMPROC) (GLuint* textures, GLint maxTextures, GLint* numTextures); +typedef void (GLAPIENTRY * PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); + +#define glExtGetBufferPointervQCOM GLEW_GET_FUN(__glewExtGetBufferPointervQCOM) +#define glExtGetBuffersQCOM GLEW_GET_FUN(__glewExtGetBuffersQCOM) +#define glExtGetFramebuffersQCOM GLEW_GET_FUN(__glewExtGetFramebuffersQCOM) +#define glExtGetRenderbuffersQCOM GLEW_GET_FUN(__glewExtGetRenderbuffersQCOM) +#define glExtGetTexLevelParameterivQCOM GLEW_GET_FUN(__glewExtGetTexLevelParameterivQCOM) +#define glExtGetTexSubImageQCOM GLEW_GET_FUN(__glewExtGetTexSubImageQCOM) +#define glExtGetTexturesQCOM GLEW_GET_FUN(__glewExtGetTexturesQCOM) +#define glExtTexObjectStateOverrideiQCOM GLEW_GET_FUN(__glewExtTexObjectStateOverrideiQCOM) + +#define GLEW_QCOM_extended_get GLEW_GET_VAR(__GLEW_QCOM_extended_get) + +#endif /* GL_QCOM_extended_get */ + +/* ------------------------- GL_QCOM_extended_get2 ------------------------- */ + +#ifndef GL_QCOM_extended_get2 +#define GL_QCOM_extended_get2 1 + +typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar* source, GLint* length); +typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint* programs, GLint maxPrograms, GLint* numPrograms); +typedef void (GLAPIENTRY * PFNGLEXTGETSHADERSQCOMPROC) (GLuint* shaders, GLint maxShaders, GLint* numShaders); +typedef GLboolean (GLAPIENTRY * PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); + +#define glExtGetProgramBinarySourceQCOM GLEW_GET_FUN(__glewExtGetProgramBinarySourceQCOM) +#define glExtGetProgramsQCOM GLEW_GET_FUN(__glewExtGetProgramsQCOM) +#define glExtGetShadersQCOM GLEW_GET_FUN(__glewExtGetShadersQCOM) +#define glExtIsProgramBinaryQCOM GLEW_GET_FUN(__glewExtIsProgramBinaryQCOM) + +#define GLEW_QCOM_extended_get2 GLEW_GET_VAR(__GLEW_QCOM_extended_get2) + +#endif /* GL_QCOM_extended_get2 */ + +/* ---------------------- GL_QCOM_framebuffer_foveated --------------------- */ + +#ifndef GL_QCOM_framebuffer_foveated +#define GL_QCOM_framebuffer_foveated 1 + +#define GL_FOVEATION_ENABLE_BIT_QCOM 0x1 +#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x2 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint fbo, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint* providedFeatures); +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint fbo, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); + +#define glFramebufferFoveationConfigQCOM GLEW_GET_FUN(__glewFramebufferFoveationConfigQCOM) +#define glFramebufferFoveationParametersQCOM GLEW_GET_FUN(__glewFramebufferFoveationParametersQCOM) + +#define GLEW_QCOM_framebuffer_foveated GLEW_GET_VAR(__GLEW_QCOM_framebuffer_foveated) + +#endif /* GL_QCOM_framebuffer_foveated */ + +/* ---------------------- GL_QCOM_perfmon_global_mode ---------------------- */ + +#ifndef GL_QCOM_perfmon_global_mode +#define GL_QCOM_perfmon_global_mode 1 + +#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 + +#define GLEW_QCOM_perfmon_global_mode GLEW_GET_VAR(__GLEW_QCOM_perfmon_global_mode) + +#endif /* GL_QCOM_perfmon_global_mode */ + +/* -------------- GL_QCOM_shader_framebuffer_fetch_noncoherent ------------- */ + +#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent +#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 + +#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 + +typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); + +#define glFramebufferFetchBarrierQCOM GLEW_GET_FUN(__glewFramebufferFetchBarrierQCOM) + +#define GLEW_QCOM_shader_framebuffer_fetch_noncoherent GLEW_GET_VAR(__GLEW_QCOM_shader_framebuffer_fetch_noncoherent) + +#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ + +/* ------------------------ GL_QCOM_tiled_rendering ------------------------ */ + +#ifndef GL_QCOM_tiled_rendering +#define GL_QCOM_tiled_rendering 1 + +#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 +#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 +#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 +#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 +#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 +#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 +#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 +#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 +#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 +#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 +#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 +#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 +#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 +#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 +#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 +#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 +#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 +#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 +#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 +#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 +#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 +#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 +#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 +#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 +#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 +#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 +#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 +#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 +#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 +#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 +#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 +#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 + +typedef void (GLAPIENTRY * PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); +typedef void (GLAPIENTRY * PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); + +#define glEndTilingQCOM GLEW_GET_FUN(__glewEndTilingQCOM) +#define glStartTilingQCOM GLEW_GET_FUN(__glewStartTilingQCOM) + +#define GLEW_QCOM_tiled_rendering GLEW_GET_VAR(__GLEW_QCOM_tiled_rendering) + +#endif /* GL_QCOM_tiled_rendering */ + +/* ---------------------- GL_QCOM_writeonly_rendering ---------------------- */ + +#ifndef GL_QCOM_writeonly_rendering +#define GL_QCOM_writeonly_rendering 1 + +#define GL_WRITEONLY_RENDERING_QCOM 0x8823 + +#define GLEW_QCOM_writeonly_rendering GLEW_GET_VAR(__GLEW_QCOM_writeonly_rendering) + +#endif /* GL_QCOM_writeonly_rendering */ + +/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */ + +#ifndef GL_REGAL_ES1_0_compatibility +#define GL_REGAL_ES1_0_compatibility 1 + +typedef int GLclampx; + +typedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref); +typedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); +typedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth); +typedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar); +typedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); +typedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); +typedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width); +typedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m); +typedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m); +typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz); +typedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); +typedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); +typedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size); +typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units); +typedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert); +typedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z); + +#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx) +#define glClearColorx GLEW_GET_FUN(__glewClearColorx) +#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx) +#define glColor4x GLEW_GET_FUN(__glewColor4x) +#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex) +#define glFogx GLEW_GET_FUN(__glewFogx) +#define glFogxv GLEW_GET_FUN(__glewFogxv) +#define glFrustumf GLEW_GET_FUN(__glewFrustumf) +#define glFrustumx GLEW_GET_FUN(__glewFrustumx) +#define glLightModelx GLEW_GET_FUN(__glewLightModelx) +#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv) +#define glLightx GLEW_GET_FUN(__glewLightx) +#define glLightxv GLEW_GET_FUN(__glewLightxv) +#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx) +#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx) +#define glMaterialx GLEW_GET_FUN(__glewMaterialx) +#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv) +#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx) +#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x) +#define glNormal3x GLEW_GET_FUN(__glewNormal3x) +#define glOrthof GLEW_GET_FUN(__glewOrthof) +#define glOrthox GLEW_GET_FUN(__glewOrthox) +#define glPointSizex GLEW_GET_FUN(__glewPointSizex) +#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx) +#define glRotatex GLEW_GET_FUN(__glewRotatex) +#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex) +#define glScalex GLEW_GET_FUN(__glewScalex) +#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx) +#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv) +#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx) +#define glTranslatex GLEW_GET_FUN(__glewTranslatex) + +#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility) + +#endif /* GL_REGAL_ES1_0_compatibility */ + +/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */ + +#ifndef GL_REGAL_ES1_1_compatibility +#define GL_REGAL_ES1_1_compatibility 1 + +typedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation); +typedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation); +typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]); +typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]); +typedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params); +typedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params); +typedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params); +typedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params); +typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param); +typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params); +typedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params); + +#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef) +#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex) +#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef) +#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex) +#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv) +#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv) +#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv) +#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv) +#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv) +#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx) +#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv) +#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES) +#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv) + +#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility) + +#endif /* GL_REGAL_ES1_1_compatibility */ + +/* ---------------------------- GL_REGAL_enable ---------------------------- */ + +#ifndef GL_REGAL_enable +#define GL_REGAL_enable 1 + +#define GL_ERROR_REGAL 0x9322 +#define GL_DEBUG_REGAL 0x9323 +#define GL_LOG_REGAL 0x9324 +#define GL_EMULATION_REGAL 0x9325 +#define GL_DRIVER_REGAL 0x9326 +#define GL_MISSING_REGAL 0x9360 +#define GL_TRACE_REGAL 0x9361 +#define GL_CACHE_REGAL 0x9362 +#define GL_CODE_REGAL 0x9363 +#define GL_STATISTICS_REGAL 0x9364 + +#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable) + +#endif /* GL_REGAL_enable */ + +/* ------------------------- GL_REGAL_error_string ------------------------- */ + +#ifndef GL_REGAL_error_string +#define GL_REGAL_error_string 1 + +typedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error); + +#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL) + +#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string) + +#endif /* GL_REGAL_error_string */ + +/* ------------------------ GL_REGAL_extension_query ----------------------- */ + +#ifndef GL_REGAL_extension_query +#define GL_REGAL_extension_query 1 + +typedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext); +typedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext); + +#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL) +#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL) + +#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query) + +#endif /* GL_REGAL_extension_query */ + +/* ------------------------------ GL_REGAL_log ----------------------------- */ + +#ifndef GL_REGAL_log +#define GL_REGAL_log 1 + +#define GL_LOG_ERROR_REGAL 0x9319 +#define GL_LOG_WARNING_REGAL 0x931A +#define GL_LOG_INFO_REGAL 0x931B +#define GL_LOG_APP_REGAL 0x931C +#define GL_LOG_DRIVER_REGAL 0x931D +#define GL_LOG_INTERNAL_REGAL 0x931E +#define GL_LOG_DEBUG_REGAL 0x931F +#define GL_LOG_STATUS_REGAL 0x9320 +#define GL_LOG_HTTP_REGAL 0x9321 + +typedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context); + +typedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback); + +#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL) + +#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log) + +#endif /* GL_REGAL_log */ + +/* ------------------------- GL_REGAL_proc_address ------------------------- */ + +#ifndef GL_REGAL_proc_address +#define GL_REGAL_proc_address 1 + +typedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name); + +#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL) + +#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address) + +#endif /* GL_REGAL_proc_address */ + +/* ----------------------- GL_REND_screen_coordinates ---------------------- */ + +#ifndef GL_REND_screen_coordinates +#define GL_REND_screen_coordinates 1 + +#define GL_SCREEN_COORDINATES_REND 0x8490 +#define GL_INVERTED_SCREEN_W_REND 0x8491 + +#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates) + +#endif /* GL_REND_screen_coordinates */ + +/* ------------------------------- GL_S3_s3tc ------------------------------ */ + +#ifndef GL_S3_s3tc +#define GL_S3_s3tc 1 + +#define GL_RGB_S3TC 0x83A0 +#define GL_RGB4_S3TC 0x83A1 +#define GL_RGBA_S3TC 0x83A2 +#define GL_RGBA4_S3TC 0x83A3 +#define GL_RGBA_DXT5_S3TC 0x83A4 +#define GL_RGBA4_DXT5_S3TC 0x83A5 + +#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc) + +#endif /* GL_S3_s3tc */ + +/* ------------------------- GL_SGIS_clip_band_hint ------------------------ */ + +#ifndef GL_SGIS_clip_band_hint +#define GL_SGIS_clip_band_hint 1 + +#define GLEW_SGIS_clip_band_hint GLEW_GET_VAR(__GLEW_SGIS_clip_band_hint) + +#endif /* GL_SGIS_clip_band_hint */ + +/* -------------------------- GL_SGIS_color_range -------------------------- */ + +#ifndef GL_SGIS_color_range +#define GL_SGIS_color_range 1 + +#define GL_EXTENDED_RANGE_SGIS 0x85A5 +#define GL_MIN_RED_SGIS 0x85A6 +#define GL_MAX_RED_SGIS 0x85A7 +#define GL_MIN_GREEN_SGIS 0x85A8 +#define GL_MAX_GREEN_SGIS 0x85A9 +#define GL_MIN_BLUE_SGIS 0x85AA +#define GL_MAX_BLUE_SGIS 0x85AB +#define GL_MIN_ALPHA_SGIS 0x85AC +#define GL_MAX_ALPHA_SGIS 0x85AD + +#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range) + +#endif /* GL_SGIS_color_range */ + +/* ------------------------- GL_SGIS_detail_texture ------------------------ */ + +#ifndef GL_SGIS_detail_texture +#define GL_SGIS_detail_texture 1 + +typedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); +typedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points); + +#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS) +#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS) + +#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture) + +#endif /* GL_SGIS_detail_texture */ + +/* -------------------------- GL_SGIS_fog_function ------------------------- */ + +#ifndef GL_SGIS_fog_function +#define GL_SGIS_fog_function 1 + +typedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points); +typedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points); + +#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS) +#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS) + +#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function) + +#endif /* GL_SGIS_fog_function */ + +/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */ + +#ifndef GL_SGIS_generate_mipmap +#define GL_SGIS_generate_mipmap 1 + +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 + +#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap) + +#endif /* GL_SGIS_generate_mipmap */ + +/* -------------------------- GL_SGIS_line_texgen -------------------------- */ + +#ifndef GL_SGIS_line_texgen +#define GL_SGIS_line_texgen 1 + +#define GLEW_SGIS_line_texgen GLEW_GET_VAR(__GLEW_SGIS_line_texgen) + +#endif /* GL_SGIS_line_texgen */ + +/* -------------------------- GL_SGIS_multisample -------------------------- */ + +#ifndef GL_SGIS_multisample +#define GL_SGIS_multisample 1 + +#define GL_MULTISAMPLE_SGIS 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F +#define GL_SAMPLE_MASK_SGIS 0x80A0 +#define GL_1PASS_SGIS 0x80A1 +#define GL_2PASS_0_SGIS 0x80A2 +#define GL_2PASS_1_SGIS 0x80A3 +#define GL_4PASS_0_SGIS 0x80A4 +#define GL_4PASS_1_SGIS 0x80A5 +#define GL_4PASS_2_SGIS 0x80A6 +#define GL_4PASS_3_SGIS 0x80A7 +#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 +#define GL_SAMPLES_SGIS 0x80A9 +#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA +#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB +#define GL_SAMPLE_PATTERN_SGIS 0x80AC + +typedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); +typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); + +#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS) +#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS) + +#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample) + +#endif /* GL_SGIS_multisample */ + +/* -------------------------- GL_SGIS_multitexture ------------------------- */ + +#ifndef GL_SGIS_multitexture +#define GL_SGIS_multitexture 1 + +#define GL_SELECTED_TEXTURE_SGIS 0x83C0 +#define GL_SELECTED_TEXTURE_COORD_SET_SGIS 0x83C1 +#define GL_SELECTED_TEXTURE_TRANSFORM_SGIS 0x83C2 +#define GL_MAX_TEXTURES_SGIS 0x83C3 +#define GL_MAX_TEXTURE_COORD_SETS_SGIS 0x83C4 +#define GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS 0x83C5 +#define GL_TEXTURE_ENV_COORD_SET_SGIS 0x83C6 +#define GL_TEXTURE0_SGIS 0x83C7 +#define GL_TEXTURE1_SGIS 0x83C8 +#define GL_TEXTURE2_SGIS 0x83C9 +#define GL_TEXTURE3_SGIS 0x83CA + +typedef void (GLAPIENTRY * PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC) (GLint factor); +typedef void (GLAPIENTRY * PFNGLSELECTTEXTURECOORDSETSGISPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLSELECTTEXTURESGISPROC) (GLenum target); +typedef void (GLAPIENTRY * PFNGLSELECTTEXTURETRANSFORMSGISPROC) (GLenum target); + +#define glInterleavedTextureCoordSetsSGIS GLEW_GET_FUN(__glewInterleavedTextureCoordSetsSGIS) +#define glSelectTextureCoordSetSGIS GLEW_GET_FUN(__glewSelectTextureCoordSetSGIS) +#define glSelectTextureSGIS GLEW_GET_FUN(__glewSelectTextureSGIS) +#define glSelectTextureTransformSGIS GLEW_GET_FUN(__glewSelectTextureTransformSGIS) + +#define GLEW_SGIS_multitexture GLEW_GET_VAR(__GLEW_SGIS_multitexture) + +#endif /* GL_SGIS_multitexture */ + +/* ------------------------- GL_SGIS_pixel_texture ------------------------- */ + +#ifndef GL_SGIS_pixel_texture +#define GL_SGIS_pixel_texture 1 + +#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture) + +#endif /* GL_SGIS_pixel_texture */ + +/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */ + +#ifndef GL_SGIS_point_line_texgen +#define GL_SGIS_point_line_texgen 1 + +#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 +#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 +#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 +#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 +#define GL_EYE_POINT_SGIS 0x81F4 +#define GL_OBJECT_POINT_SGIS 0x81F5 +#define GL_EYE_LINE_SGIS 0x81F6 +#define GL_OBJECT_LINE_SGIS 0x81F7 + +#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen) + +#endif /* GL_SGIS_point_line_texgen */ + +/* ----------------------- GL_SGIS_shared_multisample ---------------------- */ + +#ifndef GL_SGIS_shared_multisample +#define GL_SGIS_shared_multisample 1 + +typedef void (GLAPIENTRY * PFNGLMULTISAMPLESUBRECTPOSSGISPROC) (GLint x, GLint y); + +#define glMultisampleSubRectPosSGIS GLEW_GET_FUN(__glewMultisampleSubRectPosSGIS) + +#define GLEW_SGIS_shared_multisample GLEW_GET_VAR(__GLEW_SGIS_shared_multisample) + +#endif /* GL_SGIS_shared_multisample */ + +/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */ + +#ifndef GL_SGIS_sharpen_texture +#define GL_SGIS_sharpen_texture 1 + +typedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points); +typedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); + +#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS) +#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS) + +#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture) + +#endif /* GL_SGIS_sharpen_texture */ + +/* --------------------------- GL_SGIS_texture4D --------------------------- */ + +#ifndef GL_SGIS_texture4D +#define GL_SGIS_texture4D 1 + +typedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels); + +#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS) +#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS) + +#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D) + +#endif /* GL_SGIS_texture4D */ + +/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */ + +#ifndef GL_SGIS_texture_border_clamp +#define GL_SGIS_texture_border_clamp 1 + +#define GL_CLAMP_TO_BORDER_SGIS 0x812D + +#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp) + +#endif /* GL_SGIS_texture_border_clamp */ + +/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */ + +#ifndef GL_SGIS_texture_edge_clamp +#define GL_SGIS_texture_edge_clamp 1 + +#define GL_CLAMP_TO_EDGE_SGIS 0x812F + +#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp) + +#endif /* GL_SGIS_texture_edge_clamp */ + +/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */ + +#ifndef GL_SGIS_texture_filter4 +#define GL_SGIS_texture_filter4 1 + +typedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights); +typedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights); + +#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS) +#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS) + +#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4) + +#endif /* GL_SGIS_texture_filter4 */ + +/* -------------------------- GL_SGIS_texture_lod -------------------------- */ + +#ifndef GL_SGIS_texture_lod +#define GL_SGIS_texture_lod 1 + +#define GL_TEXTURE_MIN_LOD_SGIS 0x813A +#define GL_TEXTURE_MAX_LOD_SGIS 0x813B +#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C +#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D + +#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod) + +#endif /* GL_SGIS_texture_lod */ + +/* ------------------------- GL_SGIS_texture_select ------------------------ */ + +#ifndef GL_SGIS_texture_select +#define GL_SGIS_texture_select 1 + +#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select) + +#endif /* GL_SGIS_texture_select */ + +/* ----------------------------- GL_SGIX_async ----------------------------- */ + +#ifndef GL_SGIX_async +#define GL_SGIX_async 1 + +#define GL_ASYNC_MARKER_SGIX 0x8329 + +typedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker); +typedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); +typedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp); +typedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); +typedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); +typedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp); + +#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX) +#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX) +#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX) +#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX) +#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX) +#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX) + +#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async) + +#endif /* GL_SGIX_async */ + +/* ------------------------ GL_SGIX_async_histogram ------------------------ */ + +#ifndef GL_SGIX_async_histogram +#define GL_SGIX_async_histogram 1 + +#define GL_ASYNC_HISTOGRAM_SGIX 0x832C +#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D + +#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram) + +#endif /* GL_SGIX_async_histogram */ + +/* -------------------------- GL_SGIX_async_pixel -------------------------- */ + +#ifndef GL_SGIX_async_pixel +#define GL_SGIX_async_pixel 1 + +#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C +#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D +#define GL_ASYNC_READ_PIXELS_SGIX 0x835E +#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F +#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 +#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 + +#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel) + +#endif /* GL_SGIX_async_pixel */ + +/* ----------------------- GL_SGIX_bali_g_instruments ---------------------- */ + +#ifndef GL_SGIX_bali_g_instruments +#define GL_SGIX_bali_g_instruments 1 + +#define GL_BALI_NUM_TRIS_CULLED_INSTRUMENT 0x6080 +#define GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT 0x6081 +#define GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT 0x6082 +#define GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT 0x6083 + +#define GLEW_SGIX_bali_g_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_g_instruments) + +#endif /* GL_SGIX_bali_g_instruments */ + +/* ----------------------- GL_SGIX_bali_r_instruments ---------------------- */ + +#ifndef GL_SGIX_bali_r_instruments +#define GL_SGIX_bali_r_instruments 1 + +#define GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT 0x6090 +#define GL_BALI_DEPTH_PASS_INSTRUMENT 0x6091 +#define GL_BALI_R_CHIP_COUNT 0x6092 + +#define GLEW_SGIX_bali_r_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_r_instruments) + +#endif /* GL_SGIX_bali_r_instruments */ + +/* --------------------- GL_SGIX_bali_timer_instruments -------------------- */ + +#ifndef GL_SGIX_bali_timer_instruments +#define GL_SGIX_bali_timer_instruments 1 + +#define GLEW_SGIX_bali_timer_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_timer_instruments) + +#endif /* GL_SGIX_bali_timer_instruments */ + +/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */ + +#ifndef GL_SGIX_blend_alpha_minmax +#define GL_SGIX_blend_alpha_minmax 1 + +#define GL_ALPHA_MIN_SGIX 0x8320 +#define GL_ALPHA_MAX_SGIX 0x8321 + +#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax) + +#endif /* GL_SGIX_blend_alpha_minmax */ + +/* --------------------------- GL_SGIX_blend_cadd -------------------------- */ + +#ifndef GL_SGIX_blend_cadd +#define GL_SGIX_blend_cadd 1 + +#define GL_FUNC_COMPLEX_ADD_EXT 0x601C + +#define GLEW_SGIX_blend_cadd GLEW_GET_VAR(__GLEW_SGIX_blend_cadd) + +#endif /* GL_SGIX_blend_cadd */ + +/* ------------------------ GL_SGIX_blend_cmultiply ------------------------ */ + +#ifndef GL_SGIX_blend_cmultiply +#define GL_SGIX_blend_cmultiply 1 + +#define GL_FUNC_COMPLEX_MULTIPLY_EXT 0x601B + +#define GLEW_SGIX_blend_cmultiply GLEW_GET_VAR(__GLEW_SGIX_blend_cmultiply) + +#endif /* GL_SGIX_blend_cmultiply */ + +/* --------------------- GL_SGIX_calligraphic_fragment --------------------- */ + +#ifndef GL_SGIX_calligraphic_fragment +#define GL_SGIX_calligraphic_fragment 1 + +#define GLEW_SGIX_calligraphic_fragment GLEW_GET_VAR(__GLEW_SGIX_calligraphic_fragment) + +#endif /* GL_SGIX_calligraphic_fragment */ + +/* ---------------------------- GL_SGIX_clipmap ---------------------------- */ + +#ifndef GL_SGIX_clipmap +#define GL_SGIX_clipmap 1 + +#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap) + +#endif /* GL_SGIX_clipmap */ + +/* --------------------- GL_SGIX_color_matrix_accuracy --------------------- */ + +#ifndef GL_SGIX_color_matrix_accuracy +#define GL_SGIX_color_matrix_accuracy 1 + +#define GL_COLOR_MATRIX_HINT 0x8317 + +#define GLEW_SGIX_color_matrix_accuracy GLEW_GET_VAR(__GLEW_SGIX_color_matrix_accuracy) + +#endif /* GL_SGIX_color_matrix_accuracy */ + +/* --------------------- GL_SGIX_color_table_index_mode -------------------- */ + +#ifndef GL_SGIX_color_table_index_mode +#define GL_SGIX_color_table_index_mode 1 + +#define GLEW_SGIX_color_table_index_mode GLEW_GET_VAR(__GLEW_SGIX_color_table_index_mode) + +#endif /* GL_SGIX_color_table_index_mode */ + +/* ------------------------- GL_SGIX_complex_polar ------------------------- */ + +#ifndef GL_SGIX_complex_polar +#define GL_SGIX_complex_polar 1 + +#define GLEW_SGIX_complex_polar GLEW_GET_VAR(__GLEW_SGIX_complex_polar) + +#endif /* GL_SGIX_complex_polar */ + +/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */ + +#ifndef GL_SGIX_convolution_accuracy +#define GL_SGIX_convolution_accuracy 1 + +#define GL_CONVOLUTION_HINT_SGIX 0x8316 + +#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy) + +#endif /* GL_SGIX_convolution_accuracy */ + +/* ---------------------------- GL_SGIX_cube_map --------------------------- */ + +#ifndef GL_SGIX_cube_map +#define GL_SGIX_cube_map 1 + +#define GL_ENV_MAP_SGIX 0x8340 +#define GL_CUBE_MAP_SGIX 0x8341 +#define GL_CUBE_MAP_ZP_SGIX 0x8342 +#define GL_CUBE_MAP_ZN_SGIX 0x8343 +#define GL_CUBE_MAP_XN_SGIX 0x8344 +#define GL_CUBE_MAP_XP_SGIX 0x8345 +#define GL_CUBE_MAP_YN_SGIX 0x8346 +#define GL_CUBE_MAP_YP_SGIX 0x8347 +#define GL_CUBE_MAP_BINDING_SGIX 0x8348 + +#define GLEW_SGIX_cube_map GLEW_GET_VAR(__GLEW_SGIX_cube_map) + +#endif /* GL_SGIX_cube_map */ + +/* ------------------------ GL_SGIX_cylinder_texgen ------------------------ */ + +#ifndef GL_SGIX_cylinder_texgen +#define GL_SGIX_cylinder_texgen 1 + +#define GLEW_SGIX_cylinder_texgen GLEW_GET_VAR(__GLEW_SGIX_cylinder_texgen) + +#endif /* GL_SGIX_cylinder_texgen */ + +/* ---------------------------- GL_SGIX_datapipe --------------------------- */ + +#ifndef GL_SGIX_datapipe +#define GL_SGIX_datapipe 1 + +#define GL_GEOMETRY_BIT 0x1 +#define GL_IMAGE_BIT 0x2 + +typedef void (GLAPIENTRY * PFNGLADDRESSSPACEPROC) (GLenum space, GLbitfield mask); +typedef GLint (GLAPIENTRY * PFNGLDATAPIPEPROC) (GLenum space); + +#define glAddressSpace GLEW_GET_FUN(__glewAddressSpace) +#define glDataPipe GLEW_GET_FUN(__glewDataPipe) + +#define GLEW_SGIX_datapipe GLEW_GET_VAR(__GLEW_SGIX_datapipe) + +#endif /* GL_SGIX_datapipe */ + +/* --------------------------- GL_SGIX_decimation -------------------------- */ + +#ifndef GL_SGIX_decimation +#define GL_SGIX_decimation 1 + +#define GLEW_SGIX_decimation GLEW_GET_VAR(__GLEW_SGIX_decimation) + +#endif /* GL_SGIX_decimation */ + +/* --------------------- GL_SGIX_depth_pass_instrument --------------------- */ + +#ifndef GL_SGIX_depth_pass_instrument +#define GL_SGIX_depth_pass_instrument 1 + +#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310 +#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311 +#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312 + +#define GLEW_SGIX_depth_pass_instrument GLEW_GET_VAR(__GLEW_SGIX_depth_pass_instrument) + +#endif /* GL_SGIX_depth_pass_instrument */ + +/* ------------------------- GL_SGIX_depth_texture ------------------------- */ + +#ifndef GL_SGIX_depth_texture +#define GL_SGIX_depth_texture 1 + +#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 +#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 +#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 + +#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture) + +#endif /* GL_SGIX_depth_texture */ + +/* ------------------------------ GL_SGIX_dvc ------------------------------ */ + +#ifndef GL_SGIX_dvc +#define GL_SGIX_dvc 1 + +#define GLEW_SGIX_dvc GLEW_GET_VAR(__GLEW_SGIX_dvc) + +#endif /* GL_SGIX_dvc */ + +/* -------------------------- GL_SGIX_flush_raster ------------------------- */ + +#ifndef GL_SGIX_flush_raster +#define GL_SGIX_flush_raster 1 + +typedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void); + +#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX) + +#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster) + +#endif /* GL_SGIX_flush_raster */ + +/* --------------------------- GL_SGIX_fog_blend --------------------------- */ + +#ifndef GL_SGIX_fog_blend +#define GL_SGIX_fog_blend 1 + +#define GL_FOG_BLEND_ALPHA_SGIX 0x81FE +#define GL_FOG_BLEND_COLOR_SGIX 0x81FF + +#define GLEW_SGIX_fog_blend GLEW_GET_VAR(__GLEW_SGIX_fog_blend) + +#endif /* GL_SGIX_fog_blend */ + +/* ---------------------- GL_SGIX_fog_factor_to_alpha ---------------------- */ + +#ifndef GL_SGIX_fog_factor_to_alpha +#define GL_SGIX_fog_factor_to_alpha 1 + +#define GLEW_SGIX_fog_factor_to_alpha GLEW_GET_VAR(__GLEW_SGIX_fog_factor_to_alpha) + +#endif /* GL_SGIX_fog_factor_to_alpha */ + +/* --------------------------- GL_SGIX_fog_layers -------------------------- */ + +#ifndef GL_SGIX_fog_layers +#define GL_SGIX_fog_layers 1 + +#define GL_FOG_TYPE_SGIX 0x8323 +#define GL_UNIFORM_SGIX 0x8324 +#define GL_LAYERED_SGIX 0x8325 +#define GL_FOG_GROUND_PLANE_SGIX 0x8326 +#define GL_FOG_LAYERS_POINTS_SGIX 0x8327 +#define GL_MAX_FOG_LAYERS_POINTS_SGIX 0x8328 + +typedef void (GLAPIENTRY * PFNGLFOGLAYERSSGIXPROC) (GLsizei n, const GLfloat* points); +typedef void (GLAPIENTRY * PFNGLGETFOGLAYERSSGIXPROC) (GLfloat* points); + +#define glFogLayersSGIX GLEW_GET_FUN(__glewFogLayersSGIX) +#define glGetFogLayersSGIX GLEW_GET_FUN(__glewGetFogLayersSGIX) + +#define GLEW_SGIX_fog_layers GLEW_GET_VAR(__GLEW_SGIX_fog_layers) + +#endif /* GL_SGIX_fog_layers */ + +/* --------------------------- GL_SGIX_fog_offset -------------------------- */ + +#ifndef GL_SGIX_fog_offset +#define GL_SGIX_fog_offset 1 + +#define GL_FOG_OFFSET_SGIX 0x8198 +#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 + +#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset) + +#endif /* GL_SGIX_fog_offset */ + +/* --------------------------- GL_SGIX_fog_patchy -------------------------- */ + +#ifndef GL_SGIX_fog_patchy +#define GL_SGIX_fog_patchy 1 + +#define GLEW_SGIX_fog_patchy GLEW_GET_VAR(__GLEW_SGIX_fog_patchy) + +#endif /* GL_SGIX_fog_patchy */ + +/* --------------------------- GL_SGIX_fog_scale --------------------------- */ + +#ifndef GL_SGIX_fog_scale +#define GL_SGIX_fog_scale 1 + +#define GL_FOG_SCALE_SGIX 0x81FC +#define GL_FOG_SCALE_VALUE_SGIX 0x81FD + +#define GLEW_SGIX_fog_scale GLEW_GET_VAR(__GLEW_SGIX_fog_scale) + +#endif /* GL_SGIX_fog_scale */ + +/* -------------------------- GL_SGIX_fog_texture -------------------------- */ + +#ifndef GL_SGIX_fog_texture +#define GL_SGIX_fog_texture 1 + +typedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname); + +#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX) + +#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture) + +#endif /* GL_SGIX_fog_texture */ + +/* -------------------- GL_SGIX_fragment_lighting_space -------------------- */ + +#ifndef GL_SGIX_fragment_lighting_space +#define GL_SGIX_fragment_lighting_space 1 + +#define GL_EYE_SPACE_SGIX 0x8436 +#define GL_TANGENT_SPACE_SGIX 0x8437 +#define GL_OBJECT_SPACE_SGIX 0x8438 +#define GL_FRAGMENT_LIGHT_SPACE_SGIX 0x843D + +#define GLEW_SGIX_fragment_lighting_space GLEW_GET_VAR(__GLEW_SGIX_fragment_lighting_space) + +#endif /* GL_SGIX_fragment_lighting_space */ + +/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */ + +#ifndef GL_SGIX_fragment_specular_lighting +#define GL_SGIX_fragment_specular_lighting 1 + +typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param); +typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data); +typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data); + +#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX) +#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX) +#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX) +#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX) +#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX) +#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX) +#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX) +#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX) +#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX) +#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX) +#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX) +#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX) +#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX) +#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX) +#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX) +#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX) +#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX) + +#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting) + +#endif /* GL_SGIX_fragment_specular_lighting */ + +/* ---------------------- GL_SGIX_fragments_instrument --------------------- */ + +#ifndef GL_SGIX_fragments_instrument +#define GL_SGIX_fragments_instrument 1 + +#define GL_FRAGMENTS_INSTRUMENT_SGIX 0x8313 +#define GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX 0x8314 +#define GL_FRAGMENTS_INSTRUMENT_MAX_SGIX 0x8315 + +#define GLEW_SGIX_fragments_instrument GLEW_GET_VAR(__GLEW_SGIX_fragments_instrument) + +#endif /* GL_SGIX_fragments_instrument */ + +/* --------------------------- GL_SGIX_framezoom --------------------------- */ + +#ifndef GL_SGIX_framezoom +#define GL_SGIX_framezoom 1 + +typedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor); + +#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX) + +#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom) + +#endif /* GL_SGIX_framezoom */ + +/* -------------------------- GL_SGIX_icc_texture -------------------------- */ + +#ifndef GL_SGIX_icc_texture +#define GL_SGIX_icc_texture 1 + +#define GL_RGB_ICC_SGIX 0x8460 +#define GL_RGBA_ICC_SGIX 0x8461 +#define GL_ALPHA_ICC_SGIX 0x8462 +#define GL_LUMINANCE_ICC_SGIX 0x8463 +#define GL_INTENSITY_ICC_SGIX 0x8464 +#define GL_LUMINANCE_ALPHA_ICC_SGIX 0x8465 +#define GL_R5_G6_B5_ICC_SGIX 0x8466 +#define GL_R5_G6_B5_A8_ICC_SGIX 0x8467 +#define GL_ALPHA16_ICC_SGIX 0x8468 +#define GL_LUMINANCE16_ICC_SGIX 0x8469 +#define GL_INTENSITY16_ICC_SGIX 0x846A +#define GL_LUMINANCE16_ALPHA8_ICC_SGIX 0x846B + +#define GLEW_SGIX_icc_texture GLEW_GET_VAR(__GLEW_SGIX_icc_texture) + +#endif /* GL_SGIX_icc_texture */ + +/* ------------------------ GL_SGIX_igloo_interface ------------------------ */ + +#ifndef GL_SGIX_igloo_interface +#define GL_SGIX_igloo_interface 1 + +#define GL_IGLOO_FULLSCREEN_SGIX 0x819E +#define GL_IGLOO_VIEWPORT_OFFSET_SGIX 0x819F +#define GL_IGLOO_SWAPTMESH_SGIX 0x81A0 +#define GL_IGLOO_COLORNORMAL_SGIX 0x81A1 +#define GL_IGLOO_IRISGL_MODE_SGIX 0x81A2 +#define GL_IGLOO_LMC_COLOR_SGIX 0x81A3 +#define GL_IGLOO_TMESHMODE_SGIX 0x81A4 +#define GL_LIGHT31 0xBEAD + +typedef void (GLAPIENTRY * PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, void *param); + +#define glIglooInterfaceSGIX GLEW_GET_FUN(__glewIglooInterfaceSGIX) + +#define GLEW_SGIX_igloo_interface GLEW_GET_VAR(__GLEW_SGIX_igloo_interface) + +#endif /* GL_SGIX_igloo_interface */ + +/* ----------------------- GL_SGIX_image_compression ----------------------- */ + +#ifndef GL_SGIX_image_compression +#define GL_SGIX_image_compression 1 + +#define GLEW_SGIX_image_compression GLEW_GET_VAR(__GLEW_SGIX_image_compression) + +#endif /* GL_SGIX_image_compression */ + +/* ---------------------- GL_SGIX_impact_pixel_texture --------------------- */ + +#ifndef GL_SGIX_impact_pixel_texture +#define GL_SGIX_impact_pixel_texture 1 + +#define GLEW_SGIX_impact_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_impact_pixel_texture) + +#endif /* GL_SGIX_impact_pixel_texture */ + +/* ------------------------ GL_SGIX_instrument_error ----------------------- */ + +#ifndef GL_SGIX_instrument_error +#define GL_SGIX_instrument_error 1 + +#define GLEW_SGIX_instrument_error GLEW_GET_VAR(__GLEW_SGIX_instrument_error) + +#endif /* GL_SGIX_instrument_error */ + +/* --------------------------- GL_SGIX_interlace --------------------------- */ + +#ifndef GL_SGIX_interlace +#define GL_SGIX_interlace 1 + +#define GL_INTERLACE_SGIX 0x8094 + +#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace) + +#endif /* GL_SGIX_interlace */ + +/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */ + +#ifndef GL_SGIX_ir_instrument1 +#define GL_SGIX_ir_instrument1 1 + +#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1) + +#endif /* GL_SGIX_ir_instrument1 */ + +/* ----------------------- GL_SGIX_line_quality_hint ----------------------- */ + +#ifndef GL_SGIX_line_quality_hint +#define GL_SGIX_line_quality_hint 1 + +#define GL_LINE_QUALITY_HINT_SGIX 0x835B + +#define GLEW_SGIX_line_quality_hint GLEW_GET_VAR(__GLEW_SGIX_line_quality_hint) + +#endif /* GL_SGIX_line_quality_hint */ + +/* ------------------------- GL_SGIX_list_priority ------------------------- */ + +#ifndef GL_SGIX_list_priority +#define GL_SGIX_list_priority 1 + +#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority) + +#endif /* GL_SGIX_list_priority */ + +/* ----------------------------- GL_SGIX_mpeg1 ----------------------------- */ + +#ifndef GL_SGIX_mpeg1 +#define GL_SGIX_mpeg1 1 + +typedef void (GLAPIENTRY * PFNGLALLOCMPEGPREDICTORSSGIXPROC) (GLsizei width, GLsizei height, GLsizei n, GLuint* predictors); +typedef void (GLAPIENTRY * PFNGLDELETEMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); +typedef void (GLAPIENTRY * PFNGLGENMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); +typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERFVSGIXPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERIVSGIXPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); +typedef void (GLAPIENTRY * PFNGLGETMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); +typedef GLboolean (GLAPIENTRY * PFNGLISMPEGPREDICTORSGIXPROC) (GLuint predictor); +typedef void (GLAPIENTRY * PFNGLMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); +typedef void (GLAPIENTRY * PFNGLMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); +typedef void (GLAPIENTRY * PFNGLSWAPMPEGPREDICTORSSGIXPROC) (GLenum target0, GLenum target1); + +#define glAllocMPEGPredictorsSGIX GLEW_GET_FUN(__glewAllocMPEGPredictorsSGIX) +#define glDeleteMPEGPredictorsSGIX GLEW_GET_FUN(__glewDeleteMPEGPredictorsSGIX) +#define glGenMPEGPredictorsSGIX GLEW_GET_FUN(__glewGenMPEGPredictorsSGIX) +#define glGetMPEGParameterfvSGIX GLEW_GET_FUN(__glewGetMPEGParameterfvSGIX) +#define glGetMPEGParameterivSGIX GLEW_GET_FUN(__glewGetMPEGParameterivSGIX) +#define glGetMPEGPredictorSGIX GLEW_GET_FUN(__glewGetMPEGPredictorSGIX) +#define glGetMPEGQuantTableubv GLEW_GET_FUN(__glewGetMPEGQuantTableubv) +#define glIsMPEGPredictorSGIX GLEW_GET_FUN(__glewIsMPEGPredictorSGIX) +#define glMPEGPredictorSGIX GLEW_GET_FUN(__glewMPEGPredictorSGIX) +#define glMPEGQuantTableubv GLEW_GET_FUN(__glewMPEGQuantTableubv) +#define glSwapMPEGPredictorsSGIX GLEW_GET_FUN(__glewSwapMPEGPredictorsSGIX) + +#define GLEW_SGIX_mpeg1 GLEW_GET_VAR(__GLEW_SGIX_mpeg1) + +#endif /* GL_SGIX_mpeg1 */ + +/* ----------------------------- GL_SGIX_mpeg2 ----------------------------- */ + +#ifndef GL_SGIX_mpeg2 +#define GL_SGIX_mpeg2 1 + +#define GLEW_SGIX_mpeg2 GLEW_GET_VAR(__GLEW_SGIX_mpeg2) + +#endif /* GL_SGIX_mpeg2 */ + +/* ------------------ GL_SGIX_nonlinear_lighting_pervertex ----------------- */ + +#ifndef GL_SGIX_nonlinear_lighting_pervertex +#define GL_SGIX_nonlinear_lighting_pervertex 1 + +typedef void (GLAPIENTRY * PFNGLGETNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint* terms, GLfloat *data); +typedef void (GLAPIENTRY * PFNGLGETNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint* terms, const GLfloat *data); +typedef void (GLAPIENTRY * PFNGLNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint terms, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint terms, const GLfloat* params); + +#define glGetNonlinLightfvSGIX GLEW_GET_FUN(__glewGetNonlinLightfvSGIX) +#define glGetNonlinMaterialfvSGIX GLEW_GET_FUN(__glewGetNonlinMaterialfvSGIX) +#define glNonlinLightfvSGIX GLEW_GET_FUN(__glewNonlinLightfvSGIX) +#define glNonlinMaterialfvSGIX GLEW_GET_FUN(__glewNonlinMaterialfvSGIX) + +#define GLEW_SGIX_nonlinear_lighting_pervertex GLEW_GET_VAR(__GLEW_SGIX_nonlinear_lighting_pervertex) + +#endif /* GL_SGIX_nonlinear_lighting_pervertex */ + +/* --------------------------- GL_SGIX_nurbs_eval -------------------------- */ + +#ifndef GL_SGIX_nurbs_eval +#define GL_SGIX_nurbs_eval 1 + +#define GL_MAP1_VERTEX_3_NURBS_SGIX 0x81CB +#define GL_MAP1_VERTEX_4_NURBS_SGIX 0x81CC +#define GL_MAP1_INDEX_NURBS_SGIX 0x81CD +#define GL_MAP1_COLOR_4_NURBS_SGIX 0x81CE +#define GL_MAP1_NORMAL_NURBS_SGIX 0x81CF +#define GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX 0x81E0 +#define GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX 0x81E1 +#define GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX 0x81E2 +#define GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX 0x81E3 +#define GL_MAP2_VERTEX_3_NURBS_SGIX 0x81E4 +#define GL_MAP2_VERTEX_4_NURBS_SGIX 0x81E5 +#define GL_MAP2_INDEX_NURBS_SGIX 0x81E6 +#define GL_MAP2_COLOR_4_NURBS_SGIX 0x81E7 +#define GL_MAP2_NORMAL_NURBS_SGIX 0x81E8 +#define GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX 0x81E9 +#define GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX 0x81EA +#define GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX 0x81EB +#define GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX 0x81EC +#define GL_NURBS_KNOT_COUNT_SGIX 0x81ED +#define GL_NURBS_KNOT_VECTOR_SGIX 0x81EE + +#define GLEW_SGIX_nurbs_eval GLEW_GET_VAR(__GLEW_SGIX_nurbs_eval) + +#endif /* GL_SGIX_nurbs_eval */ + +/* ---------------------- GL_SGIX_occlusion_instrument --------------------- */ + +#ifndef GL_SGIX_occlusion_instrument +#define GL_SGIX_occlusion_instrument 1 + +#define GL_OCCLUSION_INSTRUMENT_SGIX 0x6060 + +#define GLEW_SGIX_occlusion_instrument GLEW_GET_VAR(__GLEW_SGIX_occlusion_instrument) + +#endif /* GL_SGIX_occlusion_instrument */ + +/* ------------------------- GL_SGIX_packed_6bytes ------------------------- */ + +#ifndef GL_SGIX_packed_6bytes +#define GL_SGIX_packed_6bytes 1 + +#define GLEW_SGIX_packed_6bytes GLEW_GET_VAR(__GLEW_SGIX_packed_6bytes) + +#endif /* GL_SGIX_packed_6bytes */ + +/* ------------------------- GL_SGIX_pixel_texture ------------------------- */ + +#ifndef GL_SGIX_pixel_texture +#define GL_SGIX_pixel_texture 1 + +typedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); + +#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX) + +#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture) + +#endif /* GL_SGIX_pixel_texture */ + +/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */ + +#ifndef GL_SGIX_pixel_texture_bits +#define GL_SGIX_pixel_texture_bits 1 + +#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits) + +#endif /* GL_SGIX_pixel_texture_bits */ + +/* ----------------------- GL_SGIX_pixel_texture_lod ----------------------- */ + +#ifndef GL_SGIX_pixel_texture_lod +#define GL_SGIX_pixel_texture_lod 1 + +#define GLEW_SGIX_pixel_texture_lod GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_lod) + +#endif /* GL_SGIX_pixel_texture_lod */ + +/* -------------------------- GL_SGIX_pixel_tiles -------------------------- */ + +#ifndef GL_SGIX_pixel_tiles +#define GL_SGIX_pixel_tiles 1 + +#define GLEW_SGIX_pixel_tiles GLEW_GET_VAR(__GLEW_SGIX_pixel_tiles) + +#endif /* GL_SGIX_pixel_tiles */ + +/* ------------------------- GL_SGIX_polynomial_ffd ------------------------ */ + +#ifndef GL_SGIX_polynomial_ffd +#define GL_SGIX_polynomial_ffd 1 + +#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x1 +#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x2 + +typedef void (GLAPIENTRY * PFNGLDEFORMSGIXPROC) (GLbitfield mask); +typedef void (GLAPIENTRY * PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); + +#define glDeformSGIX GLEW_GET_FUN(__glewDeformSGIX) +#define glLoadIdentityDeformationMapSGIX GLEW_GET_FUN(__glewLoadIdentityDeformationMapSGIX) + +#define GLEW_SGIX_polynomial_ffd GLEW_GET_VAR(__GLEW_SGIX_polynomial_ffd) + +#endif /* GL_SGIX_polynomial_ffd */ + +/* --------------------------- GL_SGIX_quad_mesh --------------------------- */ + +#ifndef GL_SGIX_quad_mesh +#define GL_SGIX_quad_mesh 1 + +typedef void (GLAPIENTRY * PFNGLMESHBREADTHSGIXPROC) (GLint breadth); +typedef void (GLAPIENTRY * PFNGLMESHSTRIDESGIXPROC) (GLint stride); + +#define glMeshBreadthSGIX GLEW_GET_FUN(__glewMeshBreadthSGIX) +#define glMeshStrideSGIX GLEW_GET_FUN(__glewMeshStrideSGIX) + +#define GLEW_SGIX_quad_mesh GLEW_GET_VAR(__GLEW_SGIX_quad_mesh) + +#endif /* GL_SGIX_quad_mesh */ + +/* ------------------------ GL_SGIX_reference_plane ------------------------ */ + +#ifndef GL_SGIX_reference_plane +#define GL_SGIX_reference_plane 1 + +typedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation); + +#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX) + +#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane) + +#endif /* GL_SGIX_reference_plane */ + +/* ---------------------------- GL_SGIX_resample --------------------------- */ + +#ifndef GL_SGIX_resample +#define GL_SGIX_resample 1 + +#define GL_PACK_RESAMPLE_SGIX 0x842E +#define GL_UNPACK_RESAMPLE_SGIX 0x842F +#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 +#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 +#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 + +#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample) + +#endif /* GL_SGIX_resample */ + +/* ------------------------- GL_SGIX_scalebias_hint ------------------------ */ + +#ifndef GL_SGIX_scalebias_hint +#define GL_SGIX_scalebias_hint 1 + +#define GL_SCALEBIAS_HINT_SGIX 0x8322 + +#define GLEW_SGIX_scalebias_hint GLEW_GET_VAR(__GLEW_SGIX_scalebias_hint) + +#endif /* GL_SGIX_scalebias_hint */ + +/* ----------------------------- GL_SGIX_shadow ---------------------------- */ + +#ifndef GL_SGIX_shadow +#define GL_SGIX_shadow 1 + +#define GL_TEXTURE_COMPARE_SGIX 0x819A +#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B +#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C +#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D + +#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow) + +#endif /* GL_SGIX_shadow */ + +/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */ + +#ifndef GL_SGIX_shadow_ambient +#define GL_SGIX_shadow_ambient 1 + +#define GL_SHADOW_AMBIENT_SGIX 0x80BF + +#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient) + +#endif /* GL_SGIX_shadow_ambient */ + +/* ------------------------------ GL_SGIX_slim ----------------------------- */ + +#ifndef GL_SGIX_slim +#define GL_SGIX_slim 1 + +#define GL_PACK_MAX_COMPRESSED_SIZE_SGIX 0x831B +#define GL_SLIM8U_SGIX 0x831D +#define GL_SLIM10U_SGIX 0x831E +#define GL_SLIM12S_SGIX 0x831F + +#define GLEW_SGIX_slim GLEW_GET_VAR(__GLEW_SGIX_slim) + +#endif /* GL_SGIX_slim */ + +/* ------------------------ GL_SGIX_spotlight_cutoff ----------------------- */ + +#ifndef GL_SGIX_spotlight_cutoff +#define GL_SGIX_spotlight_cutoff 1 + +#define GL_SPOT_CUTOFF_DELTA_SGIX 0x8193 + +#define GLEW_SGIX_spotlight_cutoff GLEW_GET_VAR(__GLEW_SGIX_spotlight_cutoff) + +#endif /* GL_SGIX_spotlight_cutoff */ + +/* ----------------------------- GL_SGIX_sprite ---------------------------- */ + +#ifndef GL_SGIX_sprite +#define GL_SGIX_sprite 1 + +typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params); + +#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX) +#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX) +#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX) +#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX) + +#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite) + +#endif /* GL_SGIX_sprite */ + +/* -------------------------- GL_SGIX_subdiv_patch ------------------------- */ + +#ifndef GL_SGIX_subdiv_patch +#define GL_SGIX_subdiv_patch 1 + +#define GLEW_SGIX_subdiv_patch GLEW_GET_VAR(__GLEW_SGIX_subdiv_patch) + +#endif /* GL_SGIX_subdiv_patch */ + +/* --------------------------- GL_SGIX_subsample --------------------------- */ + +#ifndef GL_SGIX_subsample +#define GL_SGIX_subsample 1 + +#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 +#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 +#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 +#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 +#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 + +#define GLEW_SGIX_subsample GLEW_GET_VAR(__GLEW_SGIX_subsample) + +#endif /* GL_SGIX_subsample */ + +/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */ + +#ifndef GL_SGIX_tag_sample_buffer +#define GL_SGIX_tag_sample_buffer 1 + +typedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); + +#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX) + +#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer) + +#endif /* GL_SGIX_tag_sample_buffer */ + +/* ------------------------ GL_SGIX_texture_add_env ------------------------ */ + +#ifndef GL_SGIX_texture_add_env +#define GL_SGIX_texture_add_env 1 + +#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env) + +#endif /* GL_SGIX_texture_add_env */ + +/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */ + +#ifndef GL_SGIX_texture_coordinate_clamp +#define GL_SGIX_texture_coordinate_clamp 1 + +#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 +#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A +#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B + +#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp) + +#endif /* GL_SGIX_texture_coordinate_clamp */ + +/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */ + +#ifndef GL_SGIX_texture_lod_bias +#define GL_SGIX_texture_lod_bias 1 + +#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias) + +#endif /* GL_SGIX_texture_lod_bias */ + +/* ------------------- GL_SGIX_texture_mipmap_anisotropic ------------------ */ + +#ifndef GL_SGIX_texture_mipmap_anisotropic +#define GL_SGIX_texture_mipmap_anisotropic 1 + +#define GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX 0x832E +#define GL_MAX_MIPMAP_ANISOTROPY_SGIX 0x832F + +#define GLEW_SGIX_texture_mipmap_anisotropic GLEW_GET_VAR(__GLEW_SGIX_texture_mipmap_anisotropic) + +#endif /* GL_SGIX_texture_mipmap_anisotropic */ + +/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */ + +#ifndef GL_SGIX_texture_multi_buffer +#define GL_SGIX_texture_multi_buffer 1 + +#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E + +#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer) + +#endif /* GL_SGIX_texture_multi_buffer */ + +/* ------------------------- GL_SGIX_texture_phase ------------------------- */ + +#ifndef GL_SGIX_texture_phase +#define GL_SGIX_texture_phase 1 + +#define GL_PHASE_SGIX 0x832A + +#define GLEW_SGIX_texture_phase GLEW_GET_VAR(__GLEW_SGIX_texture_phase) + +#endif /* GL_SGIX_texture_phase */ + +/* ------------------------- GL_SGIX_texture_range ------------------------- */ + +#ifndef GL_SGIX_texture_range +#define GL_SGIX_texture_range 1 + +#define GL_RGB_SIGNED_SGIX 0x85E0 +#define GL_RGBA_SIGNED_SGIX 0x85E1 +#define GL_ALPHA_SIGNED_SGIX 0x85E2 +#define GL_LUMINANCE_SIGNED_SGIX 0x85E3 +#define GL_INTENSITY_SIGNED_SGIX 0x85E4 +#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5 +#define GL_RGB16_SIGNED_SGIX 0x85E6 +#define GL_RGBA16_SIGNED_SGIX 0x85E7 +#define GL_ALPHA16_SIGNED_SGIX 0x85E8 +#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9 +#define GL_INTENSITY16_SIGNED_SGIX 0x85EA +#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB +#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC +#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED +#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE +#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF +#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0 +#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1 +#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2 +#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3 +#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4 +#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5 +#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6 +#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7 +#define GL_MIN_LUMINANCE_SGIS 0x85F8 +#define GL_MAX_LUMINANCE_SGIS 0x85F9 +#define GL_MIN_INTENSITY_SGIS 0x85FA +#define GL_MAX_INTENSITY_SGIS 0x85FB + +#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range) + +#endif /* GL_SGIX_texture_range */ + +/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */ + +#ifndef GL_SGIX_texture_scale_bias +#define GL_SGIX_texture_scale_bias 1 + +#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 +#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A +#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B +#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C + +#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias) + +#endif /* GL_SGIX_texture_scale_bias */ + +/* ---------------------- GL_SGIX_texture_supersample ---------------------- */ + +#ifndef GL_SGIX_texture_supersample +#define GL_SGIX_texture_supersample 1 + +#define GLEW_SGIX_texture_supersample GLEW_GET_VAR(__GLEW_SGIX_texture_supersample) + +#endif /* GL_SGIX_texture_supersample */ + +/* --------------------------- GL_SGIX_vector_ops -------------------------- */ + +#ifndef GL_SGIX_vector_ops +#define GL_SGIX_vector_ops 1 + +typedef void (GLAPIENTRY * PFNGLGETVECTOROPERATIONSGIXPROC) (GLenum operation); +typedef void (GLAPIENTRY * PFNGLVECTOROPERATIONSGIXPROC) (GLenum operation); + +#define glGetVectorOperationSGIX GLEW_GET_FUN(__glewGetVectorOperationSGIX) +#define glVectorOperationSGIX GLEW_GET_FUN(__glewVectorOperationSGIX) + +#define GLEW_SGIX_vector_ops GLEW_GET_VAR(__GLEW_SGIX_vector_ops) + +#endif /* GL_SGIX_vector_ops */ + +/* ---------------------- GL_SGIX_vertex_array_object ---------------------- */ + +#ifndef GL_SGIX_vertex_array_object +#define GL_SGIX_vertex_array_object 1 + +typedef GLboolean (GLAPIENTRY * PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC) (GLsizei n, const GLuint* arrays, GLboolean* residences); +typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYSGIXPROC) (GLuint array); +typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays); +typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSSGIXPROC) (GLsizei n, GLuint* arrays); +typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYSGIXPROC) (GLuint array); +typedef void (GLAPIENTRY * PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays, const GLclampf* priorities); + +#define glAreVertexArraysResidentSGIX GLEW_GET_FUN(__glewAreVertexArraysResidentSGIX) +#define glBindVertexArraySGIX GLEW_GET_FUN(__glewBindVertexArraySGIX) +#define glDeleteVertexArraysSGIX GLEW_GET_FUN(__glewDeleteVertexArraysSGIX) +#define glGenVertexArraysSGIX GLEW_GET_FUN(__glewGenVertexArraysSGIX) +#define glIsVertexArraySGIX GLEW_GET_FUN(__glewIsVertexArraySGIX) +#define glPrioritizeVertexArraysSGIX GLEW_GET_FUN(__glewPrioritizeVertexArraysSGIX) + +#define GLEW_SGIX_vertex_array_object GLEW_GET_VAR(__GLEW_SGIX_vertex_array_object) + +#endif /* GL_SGIX_vertex_array_object */ + +/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */ + +#ifndef GL_SGIX_vertex_preclip +#define GL_SGIX_vertex_preclip 1 + +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF + +#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip) + +#endif /* GL_SGIX_vertex_preclip */ + +/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */ + +#ifndef GL_SGIX_vertex_preclip_hint +#define GL_SGIX_vertex_preclip_hint 1 + +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF + +#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint) + +#endif /* GL_SGIX_vertex_preclip_hint */ + +/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */ + +#ifndef GL_SGIX_ycrcb +#define GL_SGIX_ycrcb 1 + +#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb) + +#endif /* GL_SGIX_ycrcb */ + +/* ------------------------ GL_SGIX_ycrcb_subsample ------------------------ */ + +#ifndef GL_SGIX_ycrcb_subsample +#define GL_SGIX_ycrcb_subsample 1 + +#define GLEW_SGIX_ycrcb_subsample GLEW_GET_VAR(__GLEW_SGIX_ycrcb_subsample) + +#endif /* GL_SGIX_ycrcb_subsample */ + +/* ----------------------------- GL_SGIX_ycrcba ---------------------------- */ + +#ifndef GL_SGIX_ycrcba +#define GL_SGIX_ycrcba 1 + +#define GL_YCRCB_SGIX 0x8318 +#define GL_YCRCBA_SGIX 0x8319 + +#define GLEW_SGIX_ycrcba GLEW_GET_VAR(__GLEW_SGIX_ycrcba) + +#endif /* GL_SGIX_ycrcba */ + +/* -------------------------- GL_SGI_color_matrix -------------------------- */ + +#ifndef GL_SGI_color_matrix +#define GL_SGI_color_matrix 1 + +#define GL_COLOR_MATRIX_SGI 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB + +#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix) + +#endif /* GL_SGI_color_matrix */ + +/* --------------------------- GL_SGI_color_table -------------------------- */ + +#ifndef GL_SGI_color_table +#define GL_SGI_color_table 1 + +#define GL_COLOR_TABLE_SGI 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 +#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 +#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 +#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 +#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 +#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF + +typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); + +#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI) +#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI) +#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI) +#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI) +#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI) +#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI) +#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI) + +#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table) + +#endif /* GL_SGI_color_table */ + +/* ----------------------------- GL_SGI_complex ---------------------------- */ + +#ifndef GL_SGI_complex +#define GL_SGI_complex 1 + +#define GLEW_SGI_complex GLEW_GET_VAR(__GLEW_SGI_complex) + +#endif /* GL_SGI_complex */ + +/* -------------------------- GL_SGI_complex_type -------------------------- */ + +#ifndef GL_SGI_complex_type +#define GL_SGI_complex_type 1 + +#define GL_COMPLEX_UNSIGNED_BYTE_SGI 0x81BD +#define GL_COMPLEX_BYTE_SGI 0x81BE +#define GL_COMPLEX_UNSIGNED_SHORT_SGI 0x81BF +#define GL_COMPLEX_SHORT_SGI 0x81C0 +#define GL_COMPLEX_UNSIGNED_INT_SGI 0x81C1 +#define GL_COMPLEX_INT_SGI 0x81C2 +#define GL_COMPLEX_FLOAT_SGI 0x81C3 + +#define GLEW_SGI_complex_type GLEW_GET_VAR(__GLEW_SGI_complex_type) + +#endif /* GL_SGI_complex_type */ + +/* ------------------------------- GL_SGI_fft ------------------------------ */ + +#ifndef GL_SGI_fft +#define GL_SGI_fft 1 + +#define GL_PIXEL_TRANSFORM_OPERATOR_SGI 0x81C4 +#define GL_CONVOLUTION_SGI 0x81C5 +#define GL_FFT_1D_SGI 0x81C6 +#define GL_PIXEL_TRANSFORM_SGI 0x81C7 +#define GL_MAX_FFT_WIDTH_SGI 0x81C8 + +typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); +typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFSGIPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERISGIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); +typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMSGIPROC) (GLenum target); + +#define glGetPixelTransformParameterfvSGI GLEW_GET_FUN(__glewGetPixelTransformParameterfvSGI) +#define glGetPixelTransformParameterivSGI GLEW_GET_FUN(__glewGetPixelTransformParameterivSGI) +#define glPixelTransformParameterfSGI GLEW_GET_FUN(__glewPixelTransformParameterfSGI) +#define glPixelTransformParameterfvSGI GLEW_GET_FUN(__glewPixelTransformParameterfvSGI) +#define glPixelTransformParameteriSGI GLEW_GET_FUN(__glewPixelTransformParameteriSGI) +#define glPixelTransformParameterivSGI GLEW_GET_FUN(__glewPixelTransformParameterivSGI) +#define glPixelTransformSGI GLEW_GET_FUN(__glewPixelTransformSGI) + +#define GLEW_SGI_fft GLEW_GET_VAR(__GLEW_SGI_fft) + +#endif /* GL_SGI_fft */ + +/* ----------------------- GL_SGI_texture_color_table ---------------------- */ + +#ifndef GL_SGI_texture_color_table +#define GL_SGI_texture_color_table 1 + +#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC +#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD + +#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table) + +#endif /* GL_SGI_texture_color_table */ + +/* ------------------------- GL_SUNX_constant_data ------------------------- */ + +#ifndef GL_SUNX_constant_data +#define GL_SUNX_constant_data 1 + +#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 +#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 + +typedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void); + +#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX) + +#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data) + +#endif /* GL_SUNX_constant_data */ + +/* -------------------- GL_SUN_convolution_border_modes -------------------- */ + +#ifndef GL_SUN_convolution_border_modes +#define GL_SUN_convolution_border_modes 1 + +#define GL_WRAP_BORDER_SUN 0x81D4 + +#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes) + +#endif /* GL_SUN_convolution_border_modes */ + +/* -------------------------- GL_SUN_global_alpha -------------------------- */ + +#ifndef GL_SUN_global_alpha +#define GL_SUN_global_alpha 1 + +#define GL_GLOBAL_ALPHA_SUN 0x81D9 +#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA + +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); +typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); + +#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN) +#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN) +#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN) +#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN) +#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN) +#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN) +#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN) +#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN) + +#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha) + +#endif /* GL_SUN_global_alpha */ + +/* --------------------------- GL_SUN_mesh_array --------------------------- */ + +#ifndef GL_SUN_mesh_array +#define GL_SUN_mesh_array 1 + +#define GL_QUAD_MESH_SUN 0x8614 +#define GL_TRIANGLE_MESH_SUN 0x8615 + +#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array) + +#endif /* GL_SUN_mesh_array */ + +/* ------------------------ GL_SUN_read_video_pixels ----------------------- */ + +#ifndef GL_SUN_read_video_pixels +#define GL_SUN_read_video_pixels 1 + +typedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); + +#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN) + +#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels) + +#endif /* GL_SUN_read_video_pixels */ + +/* --------------------------- GL_SUN_slice_accum -------------------------- */ + +#ifndef GL_SUN_slice_accum +#define GL_SUN_slice_accum 1 + +#define GL_SLICE_ACCUM_SUN 0x85CC + +#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum) + +#endif /* GL_SUN_slice_accum */ + +/* -------------------------- GL_SUN_triangle_list ------------------------- */ + +#ifndef GL_SUN_triangle_list +#define GL_SUN_triangle_list 1 + +#define GL_RESTART_SUN 0x01 +#define GL_REPLACE_MIDDLE_SUN 0x02 +#define GL_REPLACE_OLDEST_SUN 0x03 +#define GL_TRIANGLE_LIST_SUN 0x81D7 +#define GL_REPLACEMENT_CODE_SUN 0x81D8 +#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 +#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 +#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 +#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 +#define GL_R1UI_V3F_SUN 0x85C4 +#define GL_R1UI_C4UB_V3F_SUN 0x85C5 +#define GL_R1UI_C3F_V3F_SUN 0x85C6 +#define GL_R1UI_N3F_V3F_SUN 0x85C7 +#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 +#define GL_R1UI_T2F_V3F_SUN 0x85C9 +#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA +#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB + +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code); + +#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN) +#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN) +#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN) +#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN) +#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN) +#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN) +#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN) + +#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list) + +#endif /* GL_SUN_triangle_list */ + +/* ----------------------------- GL_SUN_vertex ----------------------------- */ + +#ifndef GL_SUN_vertex +#define GL_SUN_vertex 1 + +typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v); + +#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN) +#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN) +#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN) +#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN) +#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN) +#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN) +#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN) +#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN) +#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN) +#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN) +#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN) +#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN) +#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN) +#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN) +#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN) +#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN) +#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN) +#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN) +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN) +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN) +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN) +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN) +#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN) +#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN) +#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN) +#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN) +#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN) +#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN) +#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN) +#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN) +#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN) +#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN) +#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN) +#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN) +#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN) +#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN) +#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN) +#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN) +#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN) +#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN) + +#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex) + +#endif /* GL_SUN_vertex */ + +/* -------------------------- GL_WIN_phong_shading ------------------------- */ + +#ifndef GL_WIN_phong_shading +#define GL_WIN_phong_shading 1 + +#define GL_PHONG_WIN 0x80EA +#define GL_PHONG_HINT_WIN 0x80EB + +#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading) + +#endif /* GL_WIN_phong_shading */ + +/* ------------------------- GL_WIN_scene_markerXXX ------------------------ */ + +#ifndef GL_WIN_scene_markerXXX +#define GL_WIN_scene_markerXXX 1 + +#define GLEW_WIN_scene_markerXXX GLEW_GET_VAR(__GLEW_WIN_scene_markerXXX) + +#endif /* GL_WIN_scene_markerXXX */ + +/* -------------------------- GL_WIN_specular_fog -------------------------- */ + +#ifndef GL_WIN_specular_fog +#define GL_WIN_specular_fog 1 + +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC + +#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog) + +#endif /* GL_WIN_specular_fog */ + +/* ---------------------------- GL_WIN_swap_hint --------------------------- */ + +#ifndef GL_WIN_swap_hint +#define GL_WIN_swap_hint 1 + +typedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height); + +#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN) + +#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint) + +#endif /* GL_WIN_swap_hint */ + +/* ------------------------------------------------------------------------- */ + + + +GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D; +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements; +GLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D; +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D; + +GLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture; +GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D; +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage; +GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd; +GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf; +GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd; +GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv; +GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage; + +GLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation; +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate; +GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer; +GLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd; +GLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv; +GLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf; +GLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv; +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv; + +GLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery; +GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer; +GLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData; +GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData; +GLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers; +GLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries; +GLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery; +GLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers; +GLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries; +GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv; +GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv; +GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv; +GLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv; +GLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer; +GLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery; +GLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer; +GLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer; + +GLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader; +GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate; +GLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader; +GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram; +GLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader; +GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram; +GLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader; +GLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader; +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray; +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray; +GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform; +GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders; +GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation; +GLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog; +GLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv; +GLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog; +GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource; +GLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv; +GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation; +GLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv; +GLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv; +GLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram; +GLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader; +GLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram; +GLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource; +GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate; +GLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate; +GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate; +GLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f; +GLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv; +GLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i; +GLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv; +GLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f; +GLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv; +GLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i; +GLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv; +GLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f; +GLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv; +GLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i; +GLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv; +GLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f; +GLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv; +GLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i; +GLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv; +GLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram; +GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer; + +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv; + +GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender; +GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback; +GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation; +GLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor; +GLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi; +GLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv; +GLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv; +GLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv; +GLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski; +GLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei; +GLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei; +GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender; +GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback; +GLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v; +GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation; +GLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi; +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv; +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying; +GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv; +GLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings; +GLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui; +GLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv; +GLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui; +GLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv; +GLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui; +GLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv; +GLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui; +GLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced; +GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex; +GLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture; +GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v; +GLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v; + +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi; +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei; +GLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci; +GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading; + +GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus; +GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage; +GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount; +GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERPROC __glewSpecializeShader; + +GLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX; + +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD; +GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD; +GLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD; +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD; +GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD; + +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD; + +GLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD; +GLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD; +GLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD; + +GLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD; + +GLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD; +GLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD; +GLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD; +GLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD; +GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD; +GLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD; + +GLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD; + +GLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD; + +GLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD; + +GLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD; +GLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD; + +GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE; + +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE; + +GLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE; +GLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE; +GLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE; +GLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE; +GLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE; +GLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE; +GLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE; + +GLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE; + +GLEW_FUN_EXPORT PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE; + +GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE; +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE; +GLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE; +GLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE; + +GLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE; +GLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE; +GLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE; +GLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE; +GLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE; +GLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE; +GLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE; +GLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE; + +GLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE; +GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE; + +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE; +GLEW_FUN_EXPORT PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE; + +GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE; +GLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE; +GLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE; + +GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE; +GLEW_FUN_EXPORT PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE; +GLEW_FUN_EXPORT PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE; +GLEW_FUN_EXPORT PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE; +GLEW_FUN_EXPORT PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE; +GLEW_FUN_EXPORT PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE; +GLEW_FUN_EXPORT PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE; + +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE; +GLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE; + +GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE; +GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE; +GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE; +GLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE; + +GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE; + +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE; +GLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE; +GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE; +GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE; +GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE; +GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE; + +GLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf; +GLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef; +GLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat; +GLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler; +GLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary; + +GLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion; + +GLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance; + +GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB; +GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB; +GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB; +GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB; +GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB; +GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB; +GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB; +GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB; +GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB; + +GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed; +GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex; + +GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage; + +GLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB; + +GLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData; +GLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT; + +GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage; +GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage; + +GLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl; + +GLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB; + +GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute; +GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect; + +GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB; + +GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData; + +GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData; + +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB; +GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB; + +GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit; +GLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer; +GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv; +GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D; +GLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D; +GLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers; +GLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers; +GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines; +GLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries; +GLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers; +GLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers; +GLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures; +GLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks; +GLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays; +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib; +GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange; +GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap; +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData; +GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv; +GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv; +GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv; +GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v; +GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv; +GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v; +GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv; +GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage; +GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv; +GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv; +GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData; +GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData; +GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer; +GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer; +GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage; +GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample; +GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer; +GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange; +GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers; + +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB; +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB; +GLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB; + +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex; +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv; +GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT; + +GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer; +GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer; +GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer; +GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus; +GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers; +GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer; +GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers; +GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers; +GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv; +GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv; +GLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer; +GLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer; +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage; +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB; + +GLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary; +GLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri; + +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage; +GLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage; + +GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB; + +GLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv; +GLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d; +GLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv; +GLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d; +GLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv; +GLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d; +GLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv; +GLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d; +GLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv; + +GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB; +GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB; + +GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable; +GLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable; +GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv; +GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv; +GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable; +GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable; +GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D; +GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv; +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram; +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv; +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv; +GLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax; +GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv; +GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv; +GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter; +GLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram; +GLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax; +GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram; +GLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax; +GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB; + +GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ; + +GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v; + +GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData; +GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData; +GLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer; +GLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer; +GLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage; +GLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage; + +GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange; +GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange; + +GLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB; +GLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB; +GLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB; +GLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB; +GLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB; + +GLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase; +GLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange; +GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures; +GLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers; +GLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures; +GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect; + +GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB; + +GLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB; +GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB; + +GLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB; +GLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB; +GLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB; +GLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB; +GLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB; +GLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB; + +GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB; + +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB; + +GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp; + +GLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv; + +GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex; + +GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB; +GLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB; +GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB; +GLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB; +GLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB; +GLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB; +GLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB; +GLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB; +GLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB; +GLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB; +GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB; +GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB; +GLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB; +GLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB; +GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB; +GLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB; + +GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB; + +GLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler; +GLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers; +GLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers; +GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv; +GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv; +GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv; +GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv; +GLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri; +GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv; + +GLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram; +GLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline; +GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv; +GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines; +GLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines; +GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog; +GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv; +GLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv; +GLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages; +GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline; + +GLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv; + +GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture; +GLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier; + +GLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB; +GLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB; +GLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB; +GLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB; +GLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB; +GLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB; +GLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB; +GLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB; +GLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB; +GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB; +GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB; +GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB; +GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB; +GLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB; +GLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB; +GLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB; +GLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB; +GLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB; +GLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB; +GLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB; +GLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB; +GLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB; +GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB; + +GLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding; + +GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName; +GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName; +GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv; +GLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv; +GLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex; +GLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation; +GLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv; +GLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv; + +GLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB; +GLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB; +GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB; +GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB; +GLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB; +GLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB; + +GLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB; + +GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB; + +GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync; +GLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync; +GLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync; +GLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v; +GLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv; +GLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync; +GLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync; + +GLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv; +GLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri; + +GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier; + +GLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB; + +GLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange; +GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT; + +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB; +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB; + +GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv; +GLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski; +GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample; +GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample; + +GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D; +GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D; +GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D; + +GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample; +GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT; + +GLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView; + +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v; +GLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter; + +GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback; +GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks; +GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback; +GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks; +GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback; +GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback; +GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback; + +GLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed; +GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream; +GLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed; +GLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv; + +GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced; +GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced; + +GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB; +GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB; +GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB; +GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB; + +GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase; +GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName; +GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv; +GLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v; +GLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex; +GLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices; +GLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding; + +GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray; +GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays; +GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays; +GLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray; + +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer; + +GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat; +GLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor; + +GLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB; +GLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB; +GLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB; +GLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB; +GLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB; +GLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB; +GLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB; +GLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB; +GLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB; +GLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB; + +GLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB; +GLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB; +GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB; +GLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB; +GLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB; +GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB; +GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB; +GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB; +GLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB; +GLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB; +GLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB; + +GLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB; +GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB; +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB; +GLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB; +GLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB; +GLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB; +GLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB; + +GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB; +GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB; +GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB; + +GLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui; +GLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv; +GLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui; +GLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv; +GLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui; +GLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv; +GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui; +GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv; +GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui; +GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv; +GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui; +GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv; +GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui; +GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv; +GLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui; +GLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv; +GLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui; +GLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv; +GLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui; +GLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv; + +GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv; +GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed; +GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v; +GLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v; +GLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv; +GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed; +GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv; +GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv; +GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf; +GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv; + +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB; + +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI; + +GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI; +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI; +GLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI; + +GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI; +GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI; +GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI; +GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI; + +GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI; +GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI; +GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI; +GLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI; +GLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI; +GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI; +GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI; +GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI; +GLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI; +GLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI; +GLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI; +GLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI; +GLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI; +GLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI; + +GLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI; +GLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI; + +GLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI; +GLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI; + +GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI; +GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI; + +GLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI; +GLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI; +GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI; +GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI; +GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI; +GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI; +GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI; +GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI; +GLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI; +GLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI; +GLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI; +GLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI; + +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI; + +GLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI; +GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI; +GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI; +GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI; +GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT; + +GLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT; +GLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT; +GLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT; + +GLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT; + +GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT; + +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT; + +GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT; + +GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT; +GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT; + +GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT; +GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT; + +GLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT; +GLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT; + +GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT; +GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT; +GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT; +GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT; + +GLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT; +GLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT; + +GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT; + +GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT; + +GLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT; +GLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT; + +GLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT; +GLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT; + +GLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT; +GLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT; +GLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT; + +GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT; + +GLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT; +GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT; +GLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT; +GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT; +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT; +GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT; +GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT; +GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT; +GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT; +GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT; +GLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT; +GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT; +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT; +GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT; +GLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT; +GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT; +GLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT; +GLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT; +GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT; +GLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT; +GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT; +GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT; +GLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT; +GLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT; +GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT; +GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT; +GLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT; +GLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT; +GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT; +GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT; +GLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT; +GLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT; +GLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT; +GLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT; +GLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT; +GLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT; +GLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT; +GLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT; +GLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT; +GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT; +GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT; +GLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT; +GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT; +GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT; +GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT; +GLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT; +GLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT; +GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT; + +GLEW_FUN_EXPORT PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT; + +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT; + +GLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT; +GLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT; +GLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT; +GLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT; +GLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT; +GLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT; + +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT; +GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT; +GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT; +GLEW_FUN_EXPORT PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT; +GLEW_FUN_EXPORT PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT; +GLEW_FUN_EXPORT PFNGLDISABLEIEXTPROC __glewDisableiEXT; +GLEW_FUN_EXPORT PFNGLENABLEIEXTPROC __glewEnableiEXT; +GLEW_FUN_EXPORT PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT; + +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT; +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT; + +GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT; + +GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT; + +GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT; +GLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT; +GLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT; +GLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT; +GLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT; + +GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT; +GLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT; + +GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT; + +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT; + +GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT; +GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT; +GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT; +GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT; +GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT; +GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT; +GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT; +GLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT; +GLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT; +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT; + +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT; + +GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT; +GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT; +GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT; +GLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT; + +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT; +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT; +GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT; +GLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT; +GLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT; +GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT; +GLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT; + +GLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT; + +GLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT; + +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT; + +GLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT; +GLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT; + +GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT; +GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT; + +GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT; +GLEW_FUN_EXPORT PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT; +GLEW_FUN_EXPORT PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT; +GLEW_FUN_EXPORT PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT; +GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT; +GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT; +GLEW_FUN_EXPORT PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT; +GLEW_FUN_EXPORT PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT; +GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT; + +GLEW_FUN_EXPORT PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT; + +GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT; +GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT; + +GLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT; +GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT; + +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT; +GLEW_FUN_EXPORT PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT; +GLEW_FUN_EXPORT PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT; + +GLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT; + +GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT; +GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT; + +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT; + +GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT; + +GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT; + +GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT; + +GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV; +GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV; +GLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV; +GLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT; + +GLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT; +GLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT; + +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT; + +GLEW_FUN_EXPORT PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT; +GLEW_FUN_EXPORT PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT; +GLEW_FUN_EXPORT PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT; +GLEW_FUN_EXPORT PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT; +GLEW_FUN_EXPORT PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT; +GLEW_FUN_EXPORT PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT; +GLEW_FUN_EXPORT PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT; + +GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT; + +GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT; +GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT; + +GLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT; +GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT; +GLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT; + +GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT; +GLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT; + +GLEW_FUN_EXPORT PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT; +GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT; + +GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT; +GLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT; + +GLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT; + +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT; +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT; +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT; + +GLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT; + +GLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT; + +GLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT; +GLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT; +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT; +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT; + +GLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT; +GLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT; +GLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT; +GLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT; +GLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT; +GLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT; + +GLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT; + +GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT; +GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT; +GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT; + +GLEW_FUN_EXPORT PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT; + +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT; +GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT; + +GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT; +GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT; +GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT; +GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT; +GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT; + +GLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT; +GLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT; +GLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT; +GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT; +GLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT; +GLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT; +GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT; +GLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT; + +GLEW_FUN_EXPORT PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT; +GLEW_FUN_EXPORT PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt; +GLEW_FUN_EXPORT PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT; + +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT; + +GLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT; +GLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT; +GLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT; +GLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT; +GLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT; +GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT; +GLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT; +GLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT; +GLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT; +GLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT; +GLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT; +GLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT; +GLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT; +GLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT; +GLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT; +GLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT; +GLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT; +GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT; +GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT; +GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT; +GLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT; +GLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT; +GLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT; +GLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT; +GLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT; +GLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT; +GLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT; +GLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT; +GLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT; +GLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT; +GLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT; +GLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT; +GLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT; +GLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT; +GLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT; +GLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT; +GLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT; +GLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT; +GLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT; +GLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT; +GLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT; +GLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT; + +GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT; +GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT; +GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT; + +GLEW_FUN_EXPORT PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT; +GLEW_FUN_EXPORT PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT; + +GLEW_FUN_EXPORT PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT; + +GLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT; + +GLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY; + +GLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY; + +GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP; +GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP; +GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP; +GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP; +GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP; +GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP; + +GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM; +GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM; + +GLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM; +GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM; +GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM; +GLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM; +GLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM; +GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM; +GLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM; + +GLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL; +GLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL; +GLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL; + +GLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL; +GLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL; +GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL; +GLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL; + +GLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL; +GLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL; +GLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL; +GLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL; +GLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL; +GLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL; +GLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL; +GLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL; +GLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL; +GLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL; + +GLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL; +GLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL; + +GLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR; + +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl; +GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert; +GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog; +GLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel; +GLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel; +GLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel; +GLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel; +GLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup; +GLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup; + +GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR; + +GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv; +GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv; +GLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels; + +GLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled; +GLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion; +GLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion; +GLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion; +GLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion; + +GLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA; + +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA; +GLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA; + +GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX; +GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX; + +GLEW_FUN_EXPORT PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX; +GLEW_FUN_EXPORT PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX; +GLEW_FUN_EXPORT PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX; + +GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV; +GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV; + +GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV; +GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV; + +GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV; +GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV; +GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV; +GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV; +GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV; +GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV; +GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV; +GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV; +GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV; + +GLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV; +GLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV; + +GLEW_FUN_EXPORT PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV; + +GLEW_FUN_EXPORT PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV; +GLEW_FUN_EXPORT PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV; +GLEW_FUN_EXPORT PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV; +GLEW_FUN_EXPORT PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV; +GLEW_FUN_EXPORT PFNGLCREATESTATESNVPROC __glewCreateStatesNV; +GLEW_FUN_EXPORT PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV; +GLEW_FUN_EXPORT PFNGLDELETESTATESNVPROC __glewDeleteStatesNV; +GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV; +GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV; +GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV; +GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV; +GLEW_FUN_EXPORT PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV; +GLEW_FUN_EXPORT PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV; +GLEW_FUN_EXPORT PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV; +GLEW_FUN_EXPORT PFNGLISSTATENVPROC __glewIsStateNV; +GLEW_FUN_EXPORT PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV; +GLEW_FUN_EXPORT PFNGLSTATECAPTURENVPROC __glewStateCaptureNV; + +GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV; +GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV; + +GLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV; + +GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV; + +GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV; + +GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV; + +GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV; + +GLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV; +GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV; +GLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV; + +GLEW_FUN_EXPORT PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV; + +GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV; +GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV; + +GLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV; + +GLEW_FUN_EXPORT PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV; +GLEW_FUN_EXPORT PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV; +GLEW_FUN_EXPORT PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV; +GLEW_FUN_EXPORT PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV; +GLEW_FUN_EXPORT PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV; + +GLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV; +GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV; +GLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV; +GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV; +GLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV; +GLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV; +GLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV; + +GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV; +GLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV; +GLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV; + +GLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV; +GLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV; +GLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV; +GLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV; +GLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV; +GLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV; +GLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV; + +GLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV; + +GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV; +GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV; +GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV; +GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV; +GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV; + +GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV; + +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV; + +GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV; + +GLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV; + +GLEW_FUN_EXPORT PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV; +GLEW_FUN_EXPORT PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV; +GLEW_FUN_EXPORT PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV; +GLEW_FUN_EXPORT PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV; +GLEW_FUN_EXPORT PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV; +GLEW_FUN_EXPORT PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV; +GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV; +GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV; +GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV; +GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV; +GLEW_FUN_EXPORT PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV; +GLEW_FUN_EXPORT PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV; + +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV; + +GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV; +GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV; + +GLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV; +GLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV; +GLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV; +GLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV; +GLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV; +GLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV; +GLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV; +GLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV; +GLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV; +GLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV; +GLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV; +GLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV; +GLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV; +GLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV; +GLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV; +GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV; +GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV; + +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV; + +GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV; + +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV; +GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV; + +GLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV; +GLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV; +GLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV; +GLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV; +GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV; +GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV; +GLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV; + +GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV; +GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV; + +GLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV; +GLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV; +GLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV; +GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV; +GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV; +GLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV; +GLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV; +GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV; +GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV; +GLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV; +GLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV; +GLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV; +GLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV; +GLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV; +GLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV; +GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV; +GLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV; +GLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV; +GLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV; +GLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV; +GLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV; +GLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV; +GLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV; +GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV; +GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV; +GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV; +GLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV; +GLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV; +GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV; +GLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV; +GLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV; +GLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV; +GLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV; +GLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV; +GLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV; +GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV; +GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV; +GLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV; +GLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV; +GLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV; +GLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV; +GLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV; +GLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV; +GLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV; +GLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV; +GLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV; +GLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV; +GLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV; +GLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV; +GLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV; +GLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV; +GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV; +GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV; +GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV; +GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV; +GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV; +GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV; +GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV; +GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV; +GLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV; +GLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV; + +GLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV; +GLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV; + +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV; + +GLEW_FUN_EXPORT PFNGLPOLYGONMODENVPROC __glewPolygonModeNV; + +GLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV; +GLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV; +GLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV; + +GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV; +GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV; + +GLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV; +GLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV; +GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV; +GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV; +GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV; +GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV; +GLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV; +GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV; +GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV; +GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV; + +GLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV; +GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV; + +GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV; +GLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV; +GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV; +GLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV; +GLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV; +GLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV; +GLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV; +GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV; +GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV; +GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV; +GLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV; +GLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV; + +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV; +GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV; +GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV; +GLEW_FUN_EXPORT PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV; +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV; + +GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV; + +GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV; +GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV; +GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV; + +GLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV; +GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV; +GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV; +GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV; +GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV; +GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV; +GLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV; +GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV; + +GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV; +GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV; +GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV; +GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV; + +GLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV; +GLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV; +GLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV; +GLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV; +GLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV; +GLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV; +GLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV; +GLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV; +GLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV; +GLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV; + +GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV; +GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV; + +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV; + +GLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV; +GLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV; +GLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV; +GLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV; +GLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV; +GLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV; +GLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV; +GLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV; +GLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV; +GLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV; + +GLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV; +GLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV; +GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV; +GLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV; +GLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV; +GLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV; +GLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV; +GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV; +GLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV; +GLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV; +GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV; +GLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV; +GLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV; +GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV; + +GLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV; +GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV; +GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV; +GLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV; +GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV; +GLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV; +GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV; +GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV; +GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV; + +GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV; +GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV; +GLEW_FUN_EXPORT PFNGLDISABLEINVPROC __glewDisableiNV; +GLEW_FUN_EXPORT PFNGLENABLEINVPROC __glewEnableiNV; +GLEW_FUN_EXPORT PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV; +GLEW_FUN_EXPORT PFNGLISENABLEDINVPROC __glewIsEnablediNV; +GLEW_FUN_EXPORT PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV; +GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV; +GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV; +GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV; +GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV; +GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV; + +GLEW_FUN_EXPORT PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR; + +GLEW_FUN_EXPORT PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM; + +GLEW_FUN_EXPORT PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM; +GLEW_FUN_EXPORT PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM; +GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM; +GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM; + +GLEW_FUN_EXPORT PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM; +GLEW_FUN_EXPORT PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM; + +GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM; +GLEW_FUN_EXPORT PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM; +GLEW_FUN_EXPORT PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM; +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM; + +GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM; + +GLEW_FUN_EXPORT PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM; +GLEW_FUN_EXPORT PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM; + +GLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx; +GLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx; +GLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx; +GLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x; +GLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex; +GLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx; +GLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv; +GLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf; +GLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx; +GLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx; +GLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv; +GLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx; +GLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv; +GLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx; +GLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx; +GLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx; +GLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv; +GLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx; +GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x; +GLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x; +GLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof; +GLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox; +GLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex; +GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx; +GLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex; +GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex; +GLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex; +GLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx; +GLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx; +GLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex; + +GLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef; +GLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex; +GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef; +GLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex; +GLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv; +GLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv; +GLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv; +GLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv; +GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx; +GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv; +GLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES; +GLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv; + +GLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL; + +GLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL; +GLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL; + +GLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL; + +GLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL; + +GLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS; +GLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS; + +GLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS; +GLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS; + +GLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS; +GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS; + +GLEW_FUN_EXPORT PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS; +GLEW_FUN_EXPORT PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS; +GLEW_FUN_EXPORT PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS; +GLEW_FUN_EXPORT PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS; + +GLEW_FUN_EXPORT PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS; + +GLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS; +GLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS; + +GLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS; +GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS; + +GLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS; +GLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS; + +GLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX; +GLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX; +GLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX; +GLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX; +GLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX; +GLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX; + +GLEW_FUN_EXPORT PFNGLADDRESSSPACEPROC __glewAddressSpace; +GLEW_FUN_EXPORT PFNGLDATAPIPEPROC __glewDataPipe; + +GLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX; + +GLEW_FUN_EXPORT PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX; +GLEW_FUN_EXPORT PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX; + +GLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX; + +GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX; +GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX; +GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX; + +GLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX; + +GLEW_FUN_EXPORT PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX; + +GLEW_FUN_EXPORT PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX; +GLEW_FUN_EXPORT PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX; +GLEW_FUN_EXPORT PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX; +GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX; +GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX; +GLEW_FUN_EXPORT PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX; +GLEW_FUN_EXPORT PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv; +GLEW_FUN_EXPORT PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX; +GLEW_FUN_EXPORT PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX; +GLEW_FUN_EXPORT PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv; +GLEW_FUN_EXPORT PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX; + +GLEW_FUN_EXPORT PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX; +GLEW_FUN_EXPORT PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX; +GLEW_FUN_EXPORT PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX; +GLEW_FUN_EXPORT PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX; + +GLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX; + +GLEW_FUN_EXPORT PFNGLDEFORMSGIXPROC __glewDeformSGIX; +GLEW_FUN_EXPORT PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX; + +GLEW_FUN_EXPORT PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX; +GLEW_FUN_EXPORT PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX; + +GLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX; + +GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX; +GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX; +GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX; +GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX; + +GLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX; + +GLEW_FUN_EXPORT PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX; +GLEW_FUN_EXPORT PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX; + +GLEW_FUN_EXPORT PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX; +GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX; +GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX; +GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX; +GLEW_FUN_EXPORT PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX; +GLEW_FUN_EXPORT PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX; + +GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI; +GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI; +GLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI; +GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI; +GLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI; + +GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI; +GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI; +GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI; + +GLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX; + +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN; +GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN; + +GLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN; + +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN; + +GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN; +GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN; +GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN; +GLEW_FUN_EXPORT PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN; + +GLEW_FUN_EXPORT PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_1; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_2_1; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_3; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_4; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_1_5; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_0; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_2_1; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_0; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_1; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_2; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_3_3; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_0; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_1; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_2; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_3; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_4; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_5; +GLEW_VAR_EXPORT GLboolean __GLEW_VERSION_4_6; +GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_tbuffer; +GLEW_VAR_EXPORT GLboolean __GLEW_3DFX_texture_compression_FXT1; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_blend_minmax_factor; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_3DC_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_compressed_ATC_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_conservative_depth; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_debug_output; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_depth_clamp_separate; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_draw_buffers_blend; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_framebuffer_sample_positions; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gcn_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_half_float; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int16; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_gpu_shader_int64; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_interleaved_elements; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_multi_draw_indirect; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_name_gen_delete; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_occlusion_query_event; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_performance_monitor; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_pinned_memory; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_program_binary_Z400; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_query_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_sample_positions; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_seamless_cubemap_per_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_atomic_counter_ops; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_ballot; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_explicit_vertex_parameter; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_export; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_stencil_value_export; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_shader_trinary_minmax; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_sparse_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_stencil_operation_extended; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_gather_bias_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_texture_texture4; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback3_lines_triangles; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_transform_feedback4; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_layer; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_tessellator; +GLEW_VAR_EXPORT GLboolean __GLEW_AMD_vertex_shader_viewport_index; +GLEW_VAR_EXPORT GLboolean __GLEW_ANDROID_extension_pack_es31a; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_depth_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_blit; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_framebuffer_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_instanced_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_pack_reverse_row_order; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_program_binary; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt1; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt3; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_compression_dxt5; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_texture_usage; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_timer_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ANGLE_translated_shader_source; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_aux_depth_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_client_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_clip_distance; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_color_buffer_packed_float; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_copy_texture_levels; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_element_array; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_fence; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_float_pixels; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_flush_buffer_range; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_framebuffer_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_object_purgeable; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_pixel_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_rgb_422; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_row_bytes; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_specular_vector; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_sync; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_2D_limited_npot; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_format_BGRA8888; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_max_level; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_packed_float; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_texture_range; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_transform_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_object; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_array_range; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_vertex_program_evaluators; +GLEW_VAR_EXPORT GLboolean __GLEW_APPLE_ycbcr_422; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES2_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_1_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_2_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_ES3_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_arrays_of_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_base_instance; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_bindless_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_blend_func_extended; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_buffer_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_cl_event; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clear_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_clip_control; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_color_buffer_float; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compressed_texture_pixel_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_compute_variable_group_size; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_conditional_render_inverted; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_conservative_depth; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_copy_image; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_cull_distance; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_debug_output; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_buffer_float; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_depth_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_derivative_control; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_direct_state_access; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_buffers_blend; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_elements_base_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_indirect; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_draw_instanced; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_enhanced_layouts; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_attrib_location; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_explicit_uniform_location; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_coord_conventions; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_layer_viewport; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_program_shadow; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_fragment_shader_interlock; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_no_attachments; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_framebuffer_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_geometry_shader4; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_program_binary; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_get_texture_sub_image; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gl_spirv; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader5; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_fp64; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_gpu_shader_int64; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_pixel; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_half_float_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_imaging; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_indirect_parameters; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_instanced_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_internalformat_query2; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_invalidate_subdata; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_alignment; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_map_buffer_range; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_matrix_palette; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_bind; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multi_draw_indirect; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_multitexture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_occlusion_query2; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_parallel_shader_compile; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_pipeline_statistics_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_pixel_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_parameters; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_point_sprite; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_polygon_offset_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_post_depth_coverage; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_program_interface_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_provoking_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_query_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robust_buffer_access_behavior; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_application_isolation; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_robustness_share_group_isolation; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_locations; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sample_shading; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sampler_objects; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cube_map; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_seamless_cubemap_per_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_separate_shader_objects; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counter_ops; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_atomic_counters; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_ballot; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_bit_encoding; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_clock; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_draw_parameters; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_group_vote; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_load_store; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_image_size; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_objects; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_precision; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_stencil_export; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_storage_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_subroutine; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_image_samples; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_texture_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shader_viewport_layer_array; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_100; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_420pack; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_include; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shading_language_packing; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_shadow_ambient; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture2; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sparse_texture_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_spirv_extensions; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_stencil_texturing; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_sync; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_tessellation_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_barrier; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_border_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_object_rgb32; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_buffer_range; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_bptc; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_compression_rgtc; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_cube_map_array; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_add; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_combine; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_crossbar; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_env_dot3; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_anisotropic; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_filter_minmax; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_float; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_gather; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_mirrored_repeat; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_non_power_of_two; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_levels; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_query_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rectangle; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rg; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_rgb10_a2ui; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_stencil8; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_storage_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_swizzle; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_texture_view; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_timer_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback2; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback3; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_instanced; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transform_feedback_overflow_query; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_transpose_matrix; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_uniform_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_bgra; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_array_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_64bit; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_attrib_binding; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_blend; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_program; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_viewport_array; +GLEW_VAR_EXPORT GLboolean __GLEW_ARB_window_pos; +GLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_program_binary; +GLEW_VAR_EXPORT GLboolean __GLEW_ARM_mali_shader_binary; +GLEW_VAR_EXPORT GLboolean __GLEW_ARM_rgba8; +GLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch; +GLEW_VAR_EXPORT GLboolean __GLEW_ARM_shader_framebuffer_fetch_depth_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_point_sprites; +GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_combine3; +GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_texture_env_route; +GLEW_VAR_EXPORT GLboolean __GLEW_ATIX_vertex_shader_output_point_size; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_element_array; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_envmap_bumpmap; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_fragment_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_map_object_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_meminfo; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_pn_triangles; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_separate_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_shader_texture_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_text_fragment_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_compression_3dc; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_env_combine3; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_float; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_texture_mirror_once; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_array_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_attrib_array_object; +GLEW_VAR_EXPORT GLboolean __GLEW_ATI_vertex_streams; +GLEW_VAR_EXPORT GLboolean __GLEW_EGL_KHR_context_flush_control; +GLEW_VAR_EXPORT GLboolean __GLEW_EGL_NV_robustness_video_memory_purge; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_422_pixels; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_Cg_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_EGL_image_array; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_YUV_target; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_abgr; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_base_instance; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bgra; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_bindable_uniform; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_color; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_equation_separate; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_extended; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_func_separate; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_logic_op; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_minmax; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_blend_subtract; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_buffer_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_clear_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_cull_distance; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_clip_volume_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cmyka; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_float; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_buffer_half_float; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_color_subtable; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_compiled_vertex_array; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_compressed_ETC1_RGB8_sub_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_conservative_depth; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_convolution; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_coordinate_frame; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_image; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_copy_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_cull_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_label; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_debug_marker; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_depth_bounds_test; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_direct_state_access; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_discard_framebuffer; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers2; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_buffers_indexed; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_elements_base_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_instanced; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_draw_range_elements; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_external_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_float_blend; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fog_coord; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_frag_depth; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_fragment_lighting; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_blit; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_framebuffer_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_point_size; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_geometry_shader4; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_program_parameters; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader4; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_gpu_shader5; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_histogram; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_array_formats; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_func; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_material; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_index_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_instanced_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_light_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_map_buffer_range; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_fd; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_memory_object_win32; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_misc_attribute; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multi_draw_indirect; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiple_textures; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisample_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multisampled_render_to_texture2; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_multiview_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_depth_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_float; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_packed_pixels; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_paletted_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pixel_transform_color_table; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_point_parameters; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_polygon_offset_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_post_depth_coverage; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_provoking_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_pvrtc_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_raster_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_read_format_bgra; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_render_snorm; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_rescale_normal; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_sRGB_write_control; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_scene_marker; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_secondary_color; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_fd; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_semaphore_win32; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_shader_objects; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_separate_specular_color; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_framebuffer_fetch; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_group_vote; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_formatted; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_image_load_store; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_implicit_conversions; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_integer_mix; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_io_blocks; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_non_constant_global_initializers; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_pixel_local_storage2; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shader_texture_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_funcs; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shadow_samplers; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_shared_texture_palette; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_sparse_texture2; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_clear_tag; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_two_side; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_stencil_wrap; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_subtexture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture3D; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_array; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_bptc; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_dxt1; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_latc; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_rgtc; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_compression_s3tc; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_cube_map_array; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_edge_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_add; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_combine; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_env_dot3; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_anisotropic; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_filter_minmax; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_format_BGRA8888; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_integer; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_lod_bias; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_mirror_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_norm16; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_object; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_perturb_normal; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rectangle; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_rg; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_R8; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_RG8; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_sRGB_decode; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_shared_exponent; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_snorm; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_storage; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_swizzle; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_type_2_10_10_10_REV; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_texture_view; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_timer_query; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_transform_feedback; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_unpack_subimage; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_bgra; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_array_setXXX; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_attrib_64bit; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_vertex_weighting; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_win32_keyed_mutex; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_window_rectangles; +GLEW_VAR_EXPORT GLboolean __GLEW_EXT_x11_sync_object; +GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_frame_terminator; +GLEW_VAR_EXPORT GLboolean __GLEW_GREMEDY_string_marker; +GLEW_VAR_EXPORT GLboolean __GLEW_HP_convolution_border_modes; +GLEW_VAR_EXPORT GLboolean __GLEW_HP_image_transform; +GLEW_VAR_EXPORT GLboolean __GLEW_HP_occlusion_test; +GLEW_VAR_EXPORT GLboolean __GLEW_HP_texture_lighting; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_cull_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_multimode_draw_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_rasterpos_clip; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_static_data; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_texture_mirrored_repeat; +GLEW_VAR_EXPORT GLboolean __GLEW_IBM_vertex_array_lists; +GLEW_VAR_EXPORT GLboolean __GLEW_INGR_color_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_INGR_interlace_read; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_conservative_rasterization; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_fragment_shader_ordering; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_framebuffer_CMAA; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_map_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_parallel_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_performance_query; +GLEW_VAR_EXPORT GLboolean __GLEW_INTEL_texture_scissor; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_blend_equation_advanced_coherent; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_context_flush_control; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_debug; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_no_error; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_parallel_shader_compile; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_robust_buffer_access_behavior; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_robustness; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_hdr; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_ldr; +GLEW_VAR_EXPORT GLboolean __GLEW_KHR_texture_compression_astc_sliced_3d; +GLEW_VAR_EXPORT GLboolean __GLEW_KTX_buffer_region; +GLEW_VAR_EXPORT GLboolean __GLEW_MESAX_texture_stack; +GLEW_VAR_EXPORT GLboolean __GLEW_MESA_pack_invert; +GLEW_VAR_EXPORT GLboolean __GLEW_MESA_resize_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_MESA_shader_integer_functions; +GLEW_VAR_EXPORT GLboolean __GLEW_MESA_window_pos; +GLEW_VAR_EXPORT GLboolean __GLEW_MESA_ycbcr_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_NVX_blend_equation_advanced_multi_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_NVX_conditional_render; +GLEW_VAR_EXPORT GLboolean __GLEW_NVX_gpu_memory_info; +GLEW_VAR_EXPORT GLboolean __GLEW_NVX_linked_gpu_multicast; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_3dvision_settings; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_EGL_stream_consumer_external; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_alpha_to_coverage_dither_control; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_bgr; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_multi_draw_indirect_count; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_bindless_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_equation_advanced_coherent; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_minmax_factor; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_blend_square; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_clip_space_w_scaling; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_command_list; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_compute_program5; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_conditional_render; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_dilate; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_conservative_raster_pre_snap_triangles; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_depth_to_color; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_copy_image; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_deep_texture3D; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_buffer_float; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_depth_range_unclamped; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_buffers; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_instanced; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_draw_vulkan_image; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_evaluators; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_attrib_location; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_explicit_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fbo_color_attachments; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fence; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fill_rectangle; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_float_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fog_distance; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_coverage_to_color; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_program_option; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_fragment_shader_interlock; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_blit; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_mixed_samples; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_framebuffer_multisample_coverage; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_generate_mipmap_sRGB; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_program4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_geometry_shader_passthrough; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_multicast; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program5_mem_extended; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_program_fp64; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_gpu_shader5; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_half_float; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_image_formats; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_instanced_arrays; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_internalformat_sample_query; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_light_max_exponent; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_coverage; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_multisample_filter_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_non_square_matrices; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_occlusion_query; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_pack_subimage; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_depth_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_packed_float_linear; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_parameter_buffer_object2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_path_rendering_shared_edge; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_pixel_data_range; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_platform_binary; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_point_sprite; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_polygon_mode; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_present_video; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_primitive_restart; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_read_depth_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_read_stencil; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_register_combiners2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_robustness_video_memory_purge; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_sRGB_formats; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_locations; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_sample_mask_override_coverage; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_counters; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_float64; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_fp16_vector; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_noperspective_interpolation; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_array; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_cube; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_stereo_view_rendering; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_array; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_border_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_latc; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_s3tc_update; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_vtc; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_env_combine4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_expand_normal; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_npot_2D_mipmap; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_rectangle_compressed; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_shader3; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_transform_feedback2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_uniform_buffer_unified_memory; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vdpau_interop; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_array_range2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_attrib_integer_64bit; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_buffer_unified_memory; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program1_1; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program2_option; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program3; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_vertex_program4; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_video_capture; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_array2; +GLEW_VAR_EXPORT GLboolean __GLEW_NV_viewport_swizzle; +GLEW_VAR_EXPORT GLboolean __GLEW_OES_byte_coordinates; +GLEW_VAR_EXPORT GLboolean __GLEW_OML_interlace; +GLEW_VAR_EXPORT GLboolean __GLEW_OML_resample; +GLEW_VAR_EXPORT GLboolean __GLEW_OML_subsample; +GLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview; +GLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview2; +GLEW_VAR_EXPORT GLboolean __GLEW_OVR_multiview_multisampled_render_to_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_PGI_misc_hints; +GLEW_VAR_EXPORT GLboolean __GLEW_PGI_vertex_hints; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_alpha_test; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_binning_control; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_driver_control; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_extended_get2; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_framebuffer_foveated; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_perfmon_global_mode; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_shader_framebuffer_fetch_noncoherent; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_tiled_rendering; +GLEW_VAR_EXPORT GLboolean __GLEW_QCOM_writeonly_rendering; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_0_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_ES1_1_compatibility; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_enable; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_error_string; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_extension_query; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_log; +GLEW_VAR_EXPORT GLboolean __GLEW_REGAL_proc_address; +GLEW_VAR_EXPORT GLboolean __GLEW_REND_screen_coordinates; +GLEW_VAR_EXPORT GLboolean __GLEW_S3_s3tc; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_clip_band_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_color_range; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_detail_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_fog_function; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_generate_mipmap; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_line_texgen; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_multitexture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_pixel_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_point_line_texgen; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_shared_multisample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_sharpen_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture4D; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_border_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_edge_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_filter4; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIS_texture_select; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_histogram; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_async_pixel; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_g_instruments; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_r_instruments; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_bali_timer_instruments; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_alpha_minmax; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cadd; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_blend_cmultiply; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_calligraphic_fragment; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_clipmap; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_matrix_accuracy; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_color_table_index_mode; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_complex_polar; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_convolution_accuracy; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cube_map; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_cylinder_texgen; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_datapipe; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_decimation; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_pass_instrument; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_depth_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_dvc; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_flush_raster; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_blend; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_factor_to_alpha; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_layers; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_offset; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_patchy; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_scale; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fog_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_lighting_space; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragments_instrument; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_icc_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_igloo_interface; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_image_compression; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_impact_pixel_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_instrument_error; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_line_quality_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg1; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg2; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nurbs_eval; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_occlusion_instrument; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_packed_6bytes; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_bits; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_texture_lod; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_pixel_tiles; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_polynomial_ffd; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_quad_mesh; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_reference_plane; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_resample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_scalebias_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_shadow_ambient; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_slim; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_spotlight_cutoff; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_sprite; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subdiv_patch; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_subsample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_tag_sample_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_add_env; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_coordinate_clamp; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_mipmap_anisotropic; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_phase; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_supersample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vector_ops; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_array_object; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb_subsample; +GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcba; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex_type; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_fft; +GLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table; +GLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list; +GLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex; +GLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading; +GLEW_VAR_EXPORT GLboolean __GLEW_WIN_scene_markerXXX; +GLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog; +GLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint; +/* ------------------------------------------------------------------------- */ + +/* error codes */ +#define GLEW_OK 0 +#define GLEW_NO_ERROR 0 +#define GLEW_ERROR_NO_GL_VERSION 1 /* missing GL version */ +#define GLEW_ERROR_GL_VERSION_10_ONLY 2 /* Need at least OpenGL 1.1 */ +#define GLEW_ERROR_GLX_VERSION_11_ONLY 3 /* Need at least GLX 1.2 */ +#define GLEW_ERROR_NO_GLX_DISPLAY 4 /* Need GLX display for GLX support */ + +/* string codes */ +#define GLEW_VERSION 1 +#define GLEW_VERSION_MAJOR 2 +#define GLEW_VERSION_MINOR 3 +#define GLEW_VERSION_MICRO 4 + +/* ------------------------------------------------------------------------- */ + +/* GLEW version info */ + +/* +VERSION 2.1.0 +VERSION_MAJOR 2 +VERSION_MINOR 1 +VERSION_MICRO 0 +*/ + +/* API */ +GLEWAPI GLenum GLEWAPIENTRY glewInit (void); +GLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name); +#define glewIsExtensionSupported(x) glewIsSupported(x) + +#ifndef GLEW_GET_VAR +#define GLEW_GET_VAR(x) (*(const GLboolean*)&x) +#endif + +#ifndef GLEW_GET_FUN +#define GLEW_GET_FUN(x) x +#endif + +GLEWAPI GLboolean glewExperimental; +GLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name); +GLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error); +GLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name); + +#ifdef __cplusplus +} +#endif + +#ifdef GLEW_APIENTRY_DEFINED +#undef GLEW_APIENTRY_DEFINED +#undef APIENTRY +#endif + +#ifdef GLEW_CALLBACK_DEFINED +#undef GLEW_CALLBACK_DEFINED +#undef CALLBACK +#endif + +#ifdef GLEW_WINGDIAPI_DEFINED +#undef GLEW_WINGDIAPI_DEFINED +#undef WINGDIAPI +#endif + +#undef GLAPI +/* #undef GLEWAPI */ + +#endif /* __glew_h__ */ diff --git a/glew/include/GL/glxew.h b/glew/include/GL/glxew.h new file mode 100644 index 0000000..7e39c2f --- /dev/null +++ b/glew/include/GL/glxew.h @@ -0,0 +1,1775 @@ +/* +** The OpenGL Extension Wrangler Library +** Copyright (C) 2008-2017, Nigel Stewart +** Copyright (C) 2002-2008, Milan Ikits +** Copyright (C) 2002-2008, Marcelo E. Magallon +** Copyright (C) 2002, Lev Povalahev +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are met: +** +** * Redistributions of source code must retain the above copyright notice, +** this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright notice, +** this list of conditions and the following disclaimer in the documentation +** and/or other materials provided with the distribution. +** * The name of the author may be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +** THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/* + * Mesa 3-D graphics library + * Version: 7.0 + * + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/* +** Copyright (c) 2007 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +#ifndef __glxew_h__ +#define __glxew_h__ +#define __GLXEW_H__ + +#ifdef __glxext_h_ +#error glxext.h included before glxew.h +#endif + +#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__) +#error glx.h included before glxew.h +#endif + +#define __glxext_h_ + +#define GLX_H +#define __GLX_glx_h__ +#define __glx_h__ + +#include +#include +#include +#include + +#ifdef __cplusplus +extern "C" { +#endif + +/* ---------------------------- GLX_VERSION_1_0 --------------------------- */ + +#ifndef GLX_VERSION_1_0 +#define GLX_VERSION_1_0 1 + +#define GLX_USE_GL 1 +#define GLX_BUFFER_SIZE 2 +#define GLX_LEVEL 3 +#define GLX_RGBA 4 +#define GLX_DOUBLEBUFFER 5 +#define GLX_STEREO 6 +#define GLX_AUX_BUFFERS 7 +#define GLX_RED_SIZE 8 +#define GLX_GREEN_SIZE 9 +#define GLX_BLUE_SIZE 10 +#define GLX_ALPHA_SIZE 11 +#define GLX_DEPTH_SIZE 12 +#define GLX_STENCIL_SIZE 13 +#define GLX_ACCUM_RED_SIZE 14 +#define GLX_ACCUM_GREEN_SIZE 15 +#define GLX_ACCUM_BLUE_SIZE 16 +#define GLX_ACCUM_ALPHA_SIZE 17 +#define GLX_BAD_SCREEN 1 +#define GLX_BAD_ATTRIBUTE 2 +#define GLX_NO_EXTENSION 3 +#define GLX_BAD_VISUAL 4 +#define GLX_BAD_CONTEXT 5 +#define GLX_BAD_VALUE 6 +#define GLX_BAD_ENUM 7 + +typedef XID GLXDrawable; +typedef XID GLXPixmap; +#ifdef __sun +typedef struct __glXContextRec *GLXContext; +#else +typedef struct __GLXcontextRec *GLXContext; +#endif + +typedef unsigned int GLXVideoDeviceNV; + +extern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase); +extern Bool glXQueryVersion (Display *dpy, int *major, int *minor); +extern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value); +extern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList); +extern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap); +extern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix); +extern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct); +extern void glXDestroyContext (Display *dpy, GLXContext ctx); +extern Bool glXIsDirect (Display *dpy, GLXContext ctx); +extern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask); +extern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx); +extern GLXContext glXGetCurrentContext (void); +extern GLXDrawable glXGetCurrentDrawable (void); +extern void glXWaitGL (void); +extern void glXWaitX (void); +extern void glXSwapBuffers (Display *dpy, GLXDrawable drawable); +extern void glXUseXFont (Font font, int first, int count, int listBase); + +#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0) + +#endif /* GLX_VERSION_1_0 */ + +/* ---------------------------- GLX_VERSION_1_1 --------------------------- */ + +#ifndef GLX_VERSION_1_1 +#define GLX_VERSION_1_1 + +#define GLX_VENDOR 0x1 +#define GLX_VERSION 0x2 +#define GLX_EXTENSIONS 0x3 + +extern const char* glXQueryExtensionsString (Display *dpy, int screen); +extern const char* glXGetClientString (Display *dpy, int name); +extern const char* glXQueryServerString (Display *dpy, int screen, int name); + +#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1) + +#endif /* GLX_VERSION_1_1 */ + +/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */ + +#ifndef GLX_VERSION_1_2 +#define GLX_VERSION_1_2 1 + +typedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void); + +#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay) + +#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2) + +#endif /* GLX_VERSION_1_2 */ + +/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */ + +#ifndef GLX_VERSION_1_3 +#define GLX_VERSION_1_3 1 + +#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001 +#define GLX_RGBA_BIT 0x00000001 +#define GLX_WINDOW_BIT 0x00000001 +#define GLX_COLOR_INDEX_BIT 0x00000002 +#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002 +#define GLX_PIXMAP_BIT 0x00000002 +#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004 +#define GLX_PBUFFER_BIT 0x00000004 +#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008 +#define GLX_AUX_BUFFERS_BIT 0x00000010 +#define GLX_CONFIG_CAVEAT 0x20 +#define GLX_DEPTH_BUFFER_BIT 0x00000020 +#define GLX_X_VISUAL_TYPE 0x22 +#define GLX_TRANSPARENT_TYPE 0x23 +#define GLX_TRANSPARENT_INDEX_VALUE 0x24 +#define GLX_TRANSPARENT_RED_VALUE 0x25 +#define GLX_TRANSPARENT_GREEN_VALUE 0x26 +#define GLX_TRANSPARENT_BLUE_VALUE 0x27 +#define GLX_TRANSPARENT_ALPHA_VALUE 0x28 +#define GLX_STENCIL_BUFFER_BIT 0x00000040 +#define GLX_ACCUM_BUFFER_BIT 0x00000080 +#define GLX_NONE 0x8000 +#define GLX_SLOW_CONFIG 0x8001 +#define GLX_TRUE_COLOR 0x8002 +#define GLX_DIRECT_COLOR 0x8003 +#define GLX_PSEUDO_COLOR 0x8004 +#define GLX_STATIC_COLOR 0x8005 +#define GLX_GRAY_SCALE 0x8006 +#define GLX_STATIC_GRAY 0x8007 +#define GLX_TRANSPARENT_RGB 0x8008 +#define GLX_TRANSPARENT_INDEX 0x8009 +#define GLX_VISUAL_ID 0x800B +#define GLX_SCREEN 0x800C +#define GLX_NON_CONFORMANT_CONFIG 0x800D +#define GLX_DRAWABLE_TYPE 0x8010 +#define GLX_RENDER_TYPE 0x8011 +#define GLX_X_RENDERABLE 0x8012 +#define GLX_FBCONFIG_ID 0x8013 +#define GLX_RGBA_TYPE 0x8014 +#define GLX_COLOR_INDEX_TYPE 0x8015 +#define GLX_MAX_PBUFFER_WIDTH 0x8016 +#define GLX_MAX_PBUFFER_HEIGHT 0x8017 +#define GLX_MAX_PBUFFER_PIXELS 0x8018 +#define GLX_PRESERVED_CONTENTS 0x801B +#define GLX_LARGEST_PBUFFER 0x801C +#define GLX_WIDTH 0x801D +#define GLX_HEIGHT 0x801E +#define GLX_EVENT_MASK 0x801F +#define GLX_DAMAGED 0x8020 +#define GLX_SAVED 0x8021 +#define GLX_WINDOW 0x8022 +#define GLX_PBUFFER 0x8023 +#define GLX_PBUFFER_HEIGHT 0x8040 +#define GLX_PBUFFER_WIDTH 0x8041 +#define GLX_PBUFFER_CLOBBER_MASK 0x08000000 +#define GLX_DONT_CARE 0xFFFFFFFF + +typedef XID GLXFBConfigID; +typedef XID GLXPbuffer; +typedef XID GLXWindow; +typedef struct __GLXFBConfigRec *GLXFBConfig; + +typedef struct { + int event_type; + int draw_type; + unsigned long serial; + Bool send_event; + Display *display; + GLXDrawable drawable; + unsigned int buffer_mask; + unsigned int aux_buffer; + int x, y; + int width, height; + int count; +} GLXPbufferClobberEvent; +typedef union __GLXEvent { + GLXPbufferClobberEvent glxpbufferclobber; + long pad[24]; +} GLXEvent; + +typedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); +typedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); +typedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list); +typedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list); +typedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list); +typedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf); +typedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap); +typedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win); +typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void); +typedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value); +typedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements); +typedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask); +typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config); +typedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx); +typedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value); +typedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value); +typedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask); + +#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig) +#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext) +#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer) +#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap) +#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow) +#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer) +#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap) +#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow) +#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable) +#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib) +#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs) +#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent) +#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig) +#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent) +#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext) +#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable) +#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent) + +#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3) + +#endif /* GLX_VERSION_1_3 */ + +/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */ + +#ifndef GLX_VERSION_1_4 +#define GLX_VERSION_1_4 1 + +#define GLX_SAMPLE_BUFFERS 100000 +#define GLX_SAMPLES 100001 + +extern void ( * glXGetProcAddress (const GLubyte *procName)) (void); + +#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4) + +#endif /* GLX_VERSION_1_4 */ + +/* -------------------------- GLX_3DFX_multisample ------------------------- */ + +#ifndef GLX_3DFX_multisample +#define GLX_3DFX_multisample 1 + +#define GLX_SAMPLE_BUFFERS_3DFX 0x8050 +#define GLX_SAMPLES_3DFX 0x8051 + +#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample) + +#endif /* GLX_3DFX_multisample */ + +/* ------------------------ GLX_AMD_gpu_association ------------------------ */ + +#ifndef GLX_AMD_gpu_association +#define GLX_AMD_gpu_association 1 + +#define GLX_GPU_VENDOR_AMD 0x1F00 +#define GLX_GPU_RENDERER_STRING_AMD 0x1F01 +#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 +#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 +#define GLX_GPU_RAM_AMD 0x21A3 +#define GLX_GPU_CLOCK_AMD 0x21A4 +#define GLX_GPU_NUM_PIPES_AMD 0x21A5 +#define GLX_GPU_NUM_SIMD_AMD 0x21A6 +#define GLX_GPU_NUM_RB_AMD 0x21A7 +#define GLX_GPU_NUM_SPI_AMD 0x21A8 + +typedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list); +typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList); +typedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx); +typedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx); +typedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); +typedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids); +typedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data); +typedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx); + +#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD) +#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD) +#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD) +#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD) +#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD) +#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD) +#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD) +#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD) +#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD) + +#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association) + +#endif /* GLX_AMD_gpu_association */ + +/* --------------------- GLX_ARB_context_flush_control --------------------- */ + +#ifndef GLX_ARB_context_flush_control +#define GLX_ARB_context_flush_control 1 + +#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control) + +#endif /* GLX_ARB_context_flush_control */ + +/* ------------------------- GLX_ARB_create_context ------------------------ */ + +#ifndef GLX_ARB_create_context +#define GLX_ARB_create_context 1 + +#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001 +#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 +#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 +#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 +#define GLX_CONTEXT_FLAGS_ARB 0x2094 + +typedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list); + +#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB) + +#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context) + +#endif /* GLX_ARB_create_context */ + +/* -------------------- GLX_ARB_create_context_no_error -------------------- */ + +#ifndef GLX_ARB_create_context_no_error +#define GLX_ARB_create_context_no_error 1 + +#define GLXEW_ARB_create_context_no_error GLXEW_GET_VAR(__GLXEW_ARB_create_context_no_error) + +#endif /* GLX_ARB_create_context_no_error */ + +/* --------------------- GLX_ARB_create_context_profile -------------------- */ + +#ifndef GLX_ARB_create_context_profile +#define GLX_ARB_create_context_profile 1 + +#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 +#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 +#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126 + +#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile) + +#endif /* GLX_ARB_create_context_profile */ + +/* ------------------- GLX_ARB_create_context_robustness ------------------- */ + +#ifndef GLX_ARB_create_context_robustness +#define GLX_ARB_create_context_robustness 1 + +#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261 + +#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness) + +#endif /* GLX_ARB_create_context_robustness */ + +/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */ + +#ifndef GLX_ARB_fbconfig_float +#define GLX_ARB_fbconfig_float 1 + +#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004 +#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9 + +#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float) + +#endif /* GLX_ARB_fbconfig_float */ + +/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */ + +#ifndef GLX_ARB_framebuffer_sRGB +#define GLX_ARB_framebuffer_sRGB 1 + +#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2 + +#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB) + +#endif /* GLX_ARB_framebuffer_sRGB */ + +/* ------------------------ GLX_ARB_get_proc_address ----------------------- */ + +#ifndef GLX_ARB_get_proc_address +#define GLX_ARB_get_proc_address 1 + +extern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void); + +#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address) + +#endif /* GLX_ARB_get_proc_address */ + +/* -------------------------- GLX_ARB_multisample -------------------------- */ + +#ifndef GLX_ARB_multisample +#define GLX_ARB_multisample 1 + +#define GLX_SAMPLE_BUFFERS_ARB 100000 +#define GLX_SAMPLES_ARB 100001 + +#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample) + +#endif /* GLX_ARB_multisample */ + +/* ---------------- GLX_ARB_robustness_application_isolation --------------- */ + +#ifndef GLX_ARB_robustness_application_isolation +#define GLX_ARB_robustness_application_isolation 1 + +#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 + +#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation) + +#endif /* GLX_ARB_robustness_application_isolation */ + +/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */ + +#ifndef GLX_ARB_robustness_share_group_isolation +#define GLX_ARB_robustness_share_group_isolation 1 + +#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 + +#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation) + +#endif /* GLX_ARB_robustness_share_group_isolation */ + +/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */ + +#ifndef GLX_ARB_vertex_buffer_object +#define GLX_ARB_vertex_buffer_object 1 + +#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095 + +#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object) + +#endif /* GLX_ARB_vertex_buffer_object */ + +/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */ + +#ifndef GLX_ATI_pixel_format_float +#define GLX_ATI_pixel_format_float 1 + +#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100 + +#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float) + +#endif /* GLX_ATI_pixel_format_float */ + +/* ------------------------- GLX_ATI_render_texture ------------------------ */ + +#ifndef GLX_ATI_render_texture +#define GLX_ATI_render_texture 1 + +#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800 +#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801 +#define GLX_TEXTURE_FORMAT_ATI 0x9802 +#define GLX_TEXTURE_TARGET_ATI 0x9803 +#define GLX_MIPMAP_TEXTURE_ATI 0x9804 +#define GLX_TEXTURE_RGB_ATI 0x9805 +#define GLX_TEXTURE_RGBA_ATI 0x9806 +#define GLX_NO_TEXTURE_ATI 0x9807 +#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808 +#define GLX_TEXTURE_1D_ATI 0x9809 +#define GLX_TEXTURE_2D_ATI 0x980A +#define GLX_MIPMAP_LEVEL_ATI 0x980B +#define GLX_CUBE_MAP_FACE_ATI 0x980C +#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D +#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E +#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F +#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810 +#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811 +#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812 +#define GLX_FRONT_LEFT_ATI 0x9813 +#define GLX_FRONT_RIGHT_ATI 0x9814 +#define GLX_BACK_LEFT_ATI 0x9815 +#define GLX_BACK_RIGHT_ATI 0x9816 +#define GLX_AUX0_ATI 0x9817 +#define GLX_AUX1_ATI 0x9818 +#define GLX_AUX2_ATI 0x9819 +#define GLX_AUX3_ATI 0x981A +#define GLX_AUX4_ATI 0x981B +#define GLX_AUX5_ATI 0x981C +#define GLX_AUX6_ATI 0x981D +#define GLX_AUX7_ATI 0x981E +#define GLX_AUX8_ATI 0x981F +#define GLX_AUX9_ATI 0x9820 +#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821 +#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822 + +typedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); +typedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list); +typedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); + +#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI) +#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI) +#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI) + +#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture) + +#endif /* GLX_ATI_render_texture */ + +/* --------------------------- GLX_EXT_buffer_age -------------------------- */ + +#ifndef GLX_EXT_buffer_age +#define GLX_EXT_buffer_age 1 + +#define GLX_BACK_BUFFER_AGE_EXT 0x20F4 + +#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age) + +#endif /* GLX_EXT_buffer_age */ + +/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */ + +#ifndef GLX_EXT_create_context_es2_profile +#define GLX_EXT_create_context_es2_profile 1 + +#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 + +#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile) + +#endif /* GLX_EXT_create_context_es2_profile */ + +/* ------------------- GLX_EXT_create_context_es_profile ------------------- */ + +#ifndef GLX_EXT_create_context_es_profile +#define GLX_EXT_create_context_es_profile 1 + +#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 + +#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile) + +#endif /* GLX_EXT_create_context_es_profile */ + +/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */ + +#ifndef GLX_EXT_fbconfig_packed_float +#define GLX_EXT_fbconfig_packed_float 1 + +#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008 +#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1 + +#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float) + +#endif /* GLX_EXT_fbconfig_packed_float */ + +/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */ + +#ifndef GLX_EXT_framebuffer_sRGB +#define GLX_EXT_framebuffer_sRGB 1 + +#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2 + +#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB) + +#endif /* GLX_EXT_framebuffer_sRGB */ + +/* ------------------------- GLX_EXT_import_context ------------------------ */ + +#ifndef GLX_EXT_import_context +#define GLX_EXT_import_context 1 + +#define GLX_SHARE_CONTEXT_EXT 0x800A +#define GLX_VISUAL_ID_EXT 0x800B +#define GLX_SCREEN_EXT 0x800C + +typedef XID GLXContextID; + +typedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context); +typedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context); +typedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID); +typedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value); + +#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT) +#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT) +#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT) +#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT) + +#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context) + +#endif /* GLX_EXT_import_context */ + +/* ---------------------------- GLX_EXT_libglvnd --------------------------- */ + +#ifndef GLX_EXT_libglvnd +#define GLX_EXT_libglvnd 1 + +#define GLX_VENDOR_NAMES_EXT 0x20F6 + +#define GLXEW_EXT_libglvnd GLXEW_GET_VAR(__GLXEW_EXT_libglvnd) + +#endif /* GLX_EXT_libglvnd */ + +/* -------------------------- GLX_EXT_scene_marker ------------------------- */ + +#ifndef GLX_EXT_scene_marker +#define GLX_EXT_scene_marker 1 + +#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker) + +#endif /* GLX_EXT_scene_marker */ + +/* -------------------------- GLX_EXT_stereo_tree -------------------------- */ + +#ifndef GLX_EXT_stereo_tree +#define GLX_EXT_stereo_tree 1 + +#define GLX_STEREO_NOTIFY_EXT 0x00000000 +#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001 +#define GLX_STEREO_TREE_EXT 0x20F5 + +#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree) + +#endif /* GLX_EXT_stereo_tree */ + +/* -------------------------- GLX_EXT_swap_control ------------------------- */ + +#ifndef GLX_EXT_swap_control +#define GLX_EXT_swap_control 1 + +#define GLX_SWAP_INTERVAL_EXT 0x20F1 +#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2 + +typedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval); + +#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT) + +#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control) + +#endif /* GLX_EXT_swap_control */ + +/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */ + +#ifndef GLX_EXT_swap_control_tear +#define GLX_EXT_swap_control_tear 1 + +#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3 + +#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear) + +#endif /* GLX_EXT_swap_control_tear */ + +/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */ + +#ifndef GLX_EXT_texture_from_pixmap +#define GLX_EXT_texture_from_pixmap 1 + +#define GLX_TEXTURE_1D_BIT_EXT 0x00000001 +#define GLX_TEXTURE_2D_BIT_EXT 0x00000002 +#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004 +#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0 +#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1 +#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2 +#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3 +#define GLX_Y_INVERTED_EXT 0x20D4 +#define GLX_TEXTURE_FORMAT_EXT 0x20D5 +#define GLX_TEXTURE_TARGET_EXT 0x20D6 +#define GLX_MIPMAP_TEXTURE_EXT 0x20D7 +#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8 +#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9 +#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA +#define GLX_TEXTURE_1D_EXT 0x20DB +#define GLX_TEXTURE_2D_EXT 0x20DC +#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD +#define GLX_FRONT_LEFT_EXT 0x20DE +#define GLX_FRONT_RIGHT_EXT 0x20DF +#define GLX_BACK_LEFT_EXT 0x20E0 +#define GLX_BACK_RIGHT_EXT 0x20E1 +#define GLX_AUX0_EXT 0x20E2 +#define GLX_AUX1_EXT 0x20E3 +#define GLX_AUX2_EXT 0x20E4 +#define GLX_AUX3_EXT 0x20E5 +#define GLX_AUX4_EXT 0x20E6 +#define GLX_AUX5_EXT 0x20E7 +#define GLX_AUX6_EXT 0x20E8 +#define GLX_AUX7_EXT 0x20E9 +#define GLX_AUX8_EXT 0x20EA +#define GLX_AUX9_EXT 0x20EB + +typedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list); +typedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer); + +#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT) +#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT) + +#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap) + +#endif /* GLX_EXT_texture_from_pixmap */ + +/* -------------------------- GLX_EXT_visual_info -------------------------- */ + +#ifndef GLX_EXT_visual_info +#define GLX_EXT_visual_info 1 + +#define GLX_X_VISUAL_TYPE_EXT 0x22 +#define GLX_TRANSPARENT_TYPE_EXT 0x23 +#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24 +#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25 +#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26 +#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27 +#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28 +#define GLX_NONE_EXT 0x8000 +#define GLX_TRUE_COLOR_EXT 0x8002 +#define GLX_DIRECT_COLOR_EXT 0x8003 +#define GLX_PSEUDO_COLOR_EXT 0x8004 +#define GLX_STATIC_COLOR_EXT 0x8005 +#define GLX_GRAY_SCALE_EXT 0x8006 +#define GLX_STATIC_GRAY_EXT 0x8007 +#define GLX_TRANSPARENT_RGB_EXT 0x8008 +#define GLX_TRANSPARENT_INDEX_EXT 0x8009 + +#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info) + +#endif /* GLX_EXT_visual_info */ + +/* ------------------------- GLX_EXT_visual_rating ------------------------- */ + +#ifndef GLX_EXT_visual_rating +#define GLX_EXT_visual_rating 1 + +#define GLX_VISUAL_CAVEAT_EXT 0x20 +#define GLX_SLOW_VISUAL_EXT 0x8001 +#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D + +#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating) + +#endif /* GLX_EXT_visual_rating */ + +/* -------------------------- GLX_INTEL_swap_event ------------------------- */ + +#ifndef GLX_INTEL_swap_event +#define GLX_INTEL_swap_event 1 + +#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180 +#define GLX_COPY_COMPLETE_INTEL 0x8181 +#define GLX_FLIP_COMPLETE_INTEL 0x8182 +#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000 + +#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event) + +#endif /* GLX_INTEL_swap_event */ + +/* -------------------------- GLX_MESA_agp_offset -------------------------- */ + +#ifndef GLX_MESA_agp_offset +#define GLX_MESA_agp_offset 1 + +typedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer); + +#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA) + +#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset) + +#endif /* GLX_MESA_agp_offset */ + +/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */ + +#ifndef GLX_MESA_copy_sub_buffer +#define GLX_MESA_copy_sub_buffer 1 + +typedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height); + +#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA) + +#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer) + +#endif /* GLX_MESA_copy_sub_buffer */ + +/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */ + +#ifndef GLX_MESA_pixmap_colormap +#define GLX_MESA_pixmap_colormap 1 + +typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap); + +#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA) + +#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap) + +#endif /* GLX_MESA_pixmap_colormap */ + +/* ------------------------ GLX_MESA_query_renderer ------------------------ */ + +#ifndef GLX_MESA_query_renderer +#define GLX_MESA_query_renderer 1 + +#define GLX_RENDERER_VENDOR_ID_MESA 0x8183 +#define GLX_RENDERER_DEVICE_ID_MESA 0x8184 +#define GLX_RENDERER_VERSION_MESA 0x8185 +#define GLX_RENDERER_ACCELERATED_MESA 0x8186 +#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187 +#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188 +#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189 +#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A +#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B +#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C +#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D +#define GLX_RENDERER_ID_MESA 0x818E + +typedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value); +typedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute); +typedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value); +typedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute); + +#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA) +#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA) +#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA) +#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA) + +#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer) + +#endif /* GLX_MESA_query_renderer */ + +/* ------------------------ GLX_MESA_release_buffers ----------------------- */ + +#ifndef GLX_MESA_release_buffers +#define GLX_MESA_release_buffers 1 + +typedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d); + +#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA) + +#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers) + +#endif /* GLX_MESA_release_buffers */ + +/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */ + +#ifndef GLX_MESA_set_3dfx_mode +#define GLX_MESA_set_3dfx_mode 1 + +#define GLX_3DFX_WINDOW_MODE_MESA 0x1 +#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2 + +typedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode); + +#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA) + +#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode) + +#endif /* GLX_MESA_set_3dfx_mode */ + +/* ------------------------- GLX_MESA_swap_control ------------------------- */ + +#ifndef GLX_MESA_swap_control +#define GLX_MESA_swap_control 1 + +typedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void); +typedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval); + +#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA) +#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA) + +#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control) + +#endif /* GLX_MESA_swap_control */ + +/* --------------------------- GLX_NV_copy_buffer -------------------------- */ + +#ifndef GLX_NV_copy_buffer +#define GLX_NV_copy_buffer 1 + +typedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); + +#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV) +#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV) + +#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer) + +#endif /* GLX_NV_copy_buffer */ + +/* --------------------------- GLX_NV_copy_image --------------------------- */ + +#ifndef GLX_NV_copy_image +#define GLX_NV_copy_image 1 + +typedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); + +#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV) + +#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image) + +#endif /* GLX_NV_copy_image */ + +/* ------------------------ GLX_NV_delay_before_swap ----------------------- */ + +#ifndef GLX_NV_delay_before_swap +#define GLX_NV_delay_before_swap 1 + +typedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds); + +#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV) + +#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap) + +#endif /* GLX_NV_delay_before_swap */ + +/* -------------------------- GLX_NV_float_buffer -------------------------- */ + +#ifndef GLX_NV_float_buffer +#define GLX_NV_float_buffer 1 + +#define GLX_FLOAT_COMPONENTS_NV 0x20B0 + +#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer) + +#endif /* GLX_NV_float_buffer */ + +/* ---------------------- GLX_NV_multisample_coverage ---------------------- */ + +#ifndef GLX_NV_multisample_coverage +#define GLX_NV_multisample_coverage 1 + +#define GLX_COLOR_SAMPLES_NV 0x20B3 +#define GLX_COVERAGE_SAMPLES_NV 100001 + +#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage) + +#endif /* GLX_NV_multisample_coverage */ + +/* -------------------------- GLX_NV_present_video ------------------------- */ + +#ifndef GLX_NV_present_video +#define GLX_NV_present_video 1 + +#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0 + +typedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list); +typedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements); + +#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV) +#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV) + +#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video) + +#endif /* GLX_NV_present_video */ + +/* ------------------ GLX_NV_robustness_video_memory_purge ----------------- */ + +#ifndef GLX_NV_robustness_video_memory_purge +#define GLX_NV_robustness_video_memory_purge 1 + +#define GLX_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x20F7 + +#define GLXEW_NV_robustness_video_memory_purge GLXEW_GET_VAR(__GLXEW_NV_robustness_video_memory_purge) + +#endif /* GLX_NV_robustness_video_memory_purge */ + +/* --------------------------- GLX_NV_swap_group --------------------------- */ + +#ifndef GLX_NV_swap_group +#define GLX_NV_swap_group 1 + +typedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier); +typedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group); +typedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count); +typedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers); +typedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier); +typedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen); + +#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV) +#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV) +#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV) +#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV) +#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV) +#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV) + +#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group) + +#endif /* GLX_NV_swap_group */ + +/* ----------------------- GLX_NV_vertex_array_range ----------------------- */ + +#ifndef GLX_NV_vertex_array_range +#define GLX_NV_vertex_array_range 1 + +typedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); +typedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer); + +#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV) +#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV) + +#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range) + +#endif /* GLX_NV_vertex_array_range */ + +/* -------------------------- GLX_NV_video_capture ------------------------- */ + +#ifndef GLX_NV_video_capture +#define GLX_NV_video_capture 1 + +#define GLX_DEVICE_ID_NV 0x20CD +#define GLX_UNIQUE_ID_NV 0x20CE +#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF + +typedef XID GLXVideoCaptureDeviceNV; + +typedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device); +typedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements); +typedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); +typedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value); +typedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); + +#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV) +#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV) +#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV) +#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV) +#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV) + +#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture) + +#endif /* GLX_NV_video_capture */ + +/* ---------------------------- GLX_NV_video_out --------------------------- */ + +#ifndef GLX_NV_video_out +#define GLX_NV_video_out 1 + +#define GLX_VIDEO_OUT_COLOR_NV 0x20C3 +#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4 +#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5 +#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 +#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 +#define GLX_VIDEO_OUT_FRAME_NV 0x20C8 +#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9 +#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA +#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB +#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC + +typedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer); +typedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice); +typedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); +typedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice); +typedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf); +typedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock); + +#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV) +#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV) +#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV) +#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV) +#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV) +#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV) + +#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out) + +#endif /* GLX_NV_video_out */ + +/* -------------------------- GLX_OML_swap_method -------------------------- */ + +#ifndef GLX_OML_swap_method +#define GLX_OML_swap_method 1 + +#define GLX_SWAP_METHOD_OML 0x8060 +#define GLX_SWAP_EXCHANGE_OML 0x8061 +#define GLX_SWAP_COPY_OML 0x8062 +#define GLX_SWAP_UNDEFINED_OML 0x8063 + +#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method) + +#endif /* GLX_OML_swap_method */ + +/* -------------------------- GLX_OML_sync_control ------------------------- */ + +#ifndef GLX_OML_sync_control +#define GLX_OML_sync_control 1 + +typedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator); +typedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc); +typedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder); +typedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc); +typedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc); + +#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML) +#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML) +#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML) +#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML) +#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML) + +#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control) + +#endif /* GLX_OML_sync_control */ + +/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */ + +#ifndef GLX_SGIS_blended_overlay +#define GLX_SGIS_blended_overlay 1 + +#define GLX_BLENDED_RGBA_SGIS 0x8025 + +#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay) + +#endif /* GLX_SGIS_blended_overlay */ + +/* -------------------------- GLX_SGIS_color_range ------------------------- */ + +#ifndef GLX_SGIS_color_range +#define GLX_SGIS_color_range 1 + +#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range) + +#endif /* GLX_SGIS_color_range */ + +/* -------------------------- GLX_SGIS_multisample ------------------------- */ + +#ifndef GLX_SGIS_multisample +#define GLX_SGIS_multisample 1 + +#define GLX_SAMPLE_BUFFERS_SGIS 100000 +#define GLX_SAMPLES_SGIS 100001 + +#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample) + +#endif /* GLX_SGIS_multisample */ + +/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */ + +#ifndef GLX_SGIS_shared_multisample +#define GLX_SGIS_shared_multisample 1 + +#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026 +#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027 + +#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample) + +#endif /* GLX_SGIS_shared_multisample */ + +/* --------------------------- GLX_SGIX_fbconfig --------------------------- */ + +#ifndef GLX_SGIX_fbconfig +#define GLX_SGIX_fbconfig 1 + +#define GLX_RGBA_BIT_SGIX 0x00000001 +#define GLX_WINDOW_BIT_SGIX 0x00000001 +#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002 +#define GLX_PIXMAP_BIT_SGIX 0x00000002 +#define GLX_SCREEN_EXT 0x800C +#define GLX_DRAWABLE_TYPE_SGIX 0x8010 +#define GLX_RENDER_TYPE_SGIX 0x8011 +#define GLX_X_RENDERABLE_SGIX 0x8012 +#define GLX_FBCONFIG_ID_SGIX 0x8013 +#define GLX_RGBA_TYPE_SGIX 0x8014 +#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015 + +typedef XID GLXFBConfigIDSGIX; +typedef struct __GLXFBConfigRec *GLXFBConfigSGIX; + +typedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); +typedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); +typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap); +typedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value); +typedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis); +typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config); + +#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX) +#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX) +#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX) +#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX) +#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX) +#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX) + +#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig) + +#endif /* GLX_SGIX_fbconfig */ + +/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */ + +#ifndef GLX_SGIX_hyperpipe +#define GLX_SGIX_hyperpipe 1 + +#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001 +#define GLX_PIPE_RECT_SGIX 0x00000001 +#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002 +#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002 +#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003 +#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004 +#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80 +#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91 +#define GLX_BAD_HYPERPIPE_SGIX 92 +#define GLX_HYPERPIPE_ID_SGIX 0x8030 + +typedef struct { + char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; + int networkId; +} GLXHyperpipeNetworkSGIX; +typedef struct { + char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; + int XOrigin; + int YOrigin; + int maxHeight; + int maxWidth; +} GLXPipeRectLimits; +typedef struct { + char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; + int channel; + unsigned int participationType; + int timeSlice; +} GLXHyperpipeConfigSGIX; +typedef struct { + char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; + int srcXOrigin; + int srcYOrigin; + int srcWidth; + int srcHeight; + int destXOrigin; + int destYOrigin; + int destWidth; + int destHeight; +} GLXPipeRect; + +typedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId); +typedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId); +typedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList); +typedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId); +typedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList); +typedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList); +typedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes); +typedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes); + +#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX) +#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX) +#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX) +#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX) +#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX) +#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX) +#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX) +#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX) + +#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe) + +#endif /* GLX_SGIX_hyperpipe */ + +/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */ + +#ifndef GLX_SGIX_pbuffer +#define GLX_SGIX_pbuffer 1 + +#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001 +#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002 +#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004 +#define GLX_PBUFFER_BIT_SGIX 0x00000004 +#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008 +#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010 +#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020 +#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040 +#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080 +#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100 +#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016 +#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017 +#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018 +#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019 +#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A +#define GLX_PRESERVED_CONTENTS_SGIX 0x801B +#define GLX_LARGEST_PBUFFER_SGIX 0x801C +#define GLX_WIDTH_SGIX 0x801D +#define GLX_HEIGHT_SGIX 0x801E +#define GLX_EVENT_MASK_SGIX 0x801F +#define GLX_DAMAGED_SGIX 0x8020 +#define GLX_SAVED_SGIX 0x8021 +#define GLX_WINDOW_SGIX 0x8022 +#define GLX_PBUFFER_SGIX 0x8023 +#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000 + +typedef XID GLXPbufferSGIX; +typedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX; + +typedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list); +typedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf); +typedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask); +typedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value); +typedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask); + +#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX) +#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX) +#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX) +#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX) +#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX) + +#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer) + +#endif /* GLX_SGIX_pbuffer */ + +/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */ + +#ifndef GLX_SGIX_swap_barrier +#define GLX_SGIX_swap_barrier 1 + +typedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier); +typedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max); + +#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX) +#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX) + +#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier) + +#endif /* GLX_SGIX_swap_barrier */ + +/* -------------------------- GLX_SGIX_swap_group -------------------------- */ + +#ifndef GLX_SGIX_swap_group +#define GLX_SGIX_swap_group 1 + +typedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member); + +#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX) + +#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group) + +#endif /* GLX_SGIX_swap_group */ + +/* ------------------------- GLX_SGIX_video_resize ------------------------- */ + +#ifndef GLX_SGIX_video_resize +#define GLX_SGIX_video_resize 1 + +#define GLX_SYNC_FRAME_SGIX 0x00000000 +#define GLX_SYNC_SWAP_SGIX 0x00000001 + +typedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window); +typedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h); +typedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype); +typedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h); +typedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh); + +#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX) +#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX) +#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX) +#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX) +#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX) + +#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize) + +#endif /* GLX_SGIX_video_resize */ + +/* ---------------------- GLX_SGIX_visual_select_group --------------------- */ + +#ifndef GLX_SGIX_visual_select_group +#define GLX_SGIX_visual_select_group 1 + +#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028 + +#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group) + +#endif /* GLX_SGIX_visual_select_group */ + +/* ---------------------------- GLX_SGI_cushion ---------------------------- */ + +#ifndef GLX_SGI_cushion +#define GLX_SGI_cushion 1 + +typedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion); + +#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI) + +#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion) + +#endif /* GLX_SGI_cushion */ + +/* ----------------------- GLX_SGI_make_current_read ----------------------- */ + +#ifndef GLX_SGI_make_current_read +#define GLX_SGI_make_current_read 1 + +typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void); +typedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx); + +#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI) +#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI) + +#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read) + +#endif /* GLX_SGI_make_current_read */ + +/* -------------------------- GLX_SGI_swap_control ------------------------- */ + +#ifndef GLX_SGI_swap_control +#define GLX_SGI_swap_control 1 + +typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval); + +#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI) + +#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control) + +#endif /* GLX_SGI_swap_control */ + +/* --------------------------- GLX_SGI_video_sync -------------------------- */ + +#ifndef GLX_SGI_video_sync +#define GLX_SGI_video_sync 1 + +typedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count); +typedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count); + +#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI) +#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI) + +#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync) + +#endif /* GLX_SGI_video_sync */ + +/* --------------------- GLX_SUN_get_transparent_index --------------------- */ + +#ifndef GLX_SUN_get_transparent_index +#define GLX_SUN_get_transparent_index 1 + +typedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex); + +#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN) + +#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index) + +#endif /* GLX_SUN_get_transparent_index */ + +/* -------------------------- GLX_SUN_video_resize ------------------------- */ + +#ifndef GLX_SUN_video_resize +#define GLX_SUN_video_resize 1 + +#define GLX_VIDEO_RESIZE_SUN 0x8171 +#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD + +typedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor); +typedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor); + +#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN) +#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN) + +#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize) + +#endif /* GLX_SUN_video_resize */ + +/* ------------------------------------------------------------------------- */ + +#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT +#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT + +GLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay; + +GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig; +GLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext; +GLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer; +GLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap; +GLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow; +GLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer; +GLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap; +GLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow; +GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable; +GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib; +GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs; +GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent; +GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig; +GLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent; +GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext; +GLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable; +GLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent; + +GLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD; +GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD; +GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD; +GLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD; +GLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD; +GLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD; +GLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD; +GLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD; +GLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD; + +GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB; + +GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI; +GLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI; +GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI; + +GLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT; +GLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT; +GLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT; +GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT; + +GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT; + +GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT; +GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT; + +GLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA; + +GLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA; + +GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA; + +GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA; +GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA; +GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA; +GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA; + +GLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA; + +GLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA; + +GLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA; +GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA; + +GLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV; +GLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV; + +GLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV; + +GLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV; + +GLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV; +GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV; + +GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV; +GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV; +GLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV; +GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV; +GLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV; +GLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV; + +GLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV; +GLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV; + +GLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV; +GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV; +GLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV; +GLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV; +GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV; + +GLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV; +GLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV; +GLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV; +GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV; +GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV; +GLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV; + +GLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML; +GLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML; +GLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML; +GLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML; +GLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML; + +GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX; +GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX; +GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX; + +GLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX; +GLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX; +GLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX; + +GLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX; +GLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX; +GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX; +GLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX; + +GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX; + +GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX; + +GLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX; +GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX; +GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX; +GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX; + +GLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI; + +GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI; +GLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI; + +GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI; + +GLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI; +GLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI; + +GLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN; + +GLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN; +GLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN; +GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0; +GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1; +GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2; +GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3; +GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4; +GLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample; +GLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_no_error; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float; +GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_libglvnd; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info; +GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating; +GLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode; +GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_robustness_video_memory_purge; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture; +GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out; +GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method; +GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index; +GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize; +/* ------------------------------------------------------------------------ */ + +GLEWAPI GLenum GLEWAPIENTRY glxewInit (); +GLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name); + +#ifndef GLXEW_GET_VAR +#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x) +#endif + +#ifndef GLXEW_GET_FUN +#define GLXEW_GET_FUN(x) x +#endif + +GLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name); + +#ifdef __cplusplus +} +#endif + +#endif /* __glxew_h__ */ diff --git a/glew/include/GL/wglew.h b/glew/include/GL/wglew.h new file mode 100644 index 0000000..2097c0f --- /dev/null +++ b/glew/include/GL/wglew.h @@ -0,0 +1,1447 @@ +/* +** The OpenGL Extension Wrangler Library +** Copyright (C) 2008-2017, Nigel Stewart +** Copyright (C) 2002-2008, Milan Ikits +** Copyright (C) 2002-2008, Marcelo E. Magallon +** Copyright (C) 2002, Lev Povalahev +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are met: +** +** * Redistributions of source code must retain the above copyright notice, +** this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright notice, +** this list of conditions and the following disclaimer in the documentation +** and/or other materials provided with the distribution. +** * The name of the author may be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF +** THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/* +** Copyright (c) 2007 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +#ifndef __wglew_h__ +#define __wglew_h__ +#define __WGLEW_H__ + +#ifdef __wglext_h_ +#error wglext.h included before wglew.h +#endif + +#define __wglext_h_ + +#if !defined(WINAPI) +# ifndef WIN32_LEAN_AND_MEAN +# define WIN32_LEAN_AND_MEAN 1 +# endif +#include +# undef WIN32_LEAN_AND_MEAN +#endif + +/* + * GLEW_STATIC needs to be set when using the static version. + * GLEW_BUILD is set when building the DLL version. + */ +#ifdef GLEW_STATIC +# define GLEWAPI extern +#else +# ifdef GLEW_BUILD +# define GLEWAPI extern __declspec(dllexport) +# else +# define GLEWAPI extern __declspec(dllimport) +# endif +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +/* -------------------------- WGL_3DFX_multisample ------------------------- */ + +#ifndef WGL_3DFX_multisample +#define WGL_3DFX_multisample 1 + +#define WGL_SAMPLE_BUFFERS_3DFX 0x2060 +#define WGL_SAMPLES_3DFX 0x2061 + +#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample) + +#endif /* WGL_3DFX_multisample */ + +/* ------------------------- WGL_3DL_stereo_control ------------------------ */ + +#ifndef WGL_3DL_stereo_control +#define WGL_3DL_stereo_control 1 + +#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055 +#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056 +#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057 +#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058 + +typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState); + +#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL) + +#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control) + +#endif /* WGL_3DL_stereo_control */ + +/* ------------------------ WGL_AMD_gpu_association ------------------------ */ + +#ifndef WGL_AMD_gpu_association +#define WGL_AMD_gpu_association 1 + +#define WGL_GPU_VENDOR_AMD 0x1F00 +#define WGL_GPU_RENDERER_STRING_AMD 0x1F01 +#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 +#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 +#define WGL_GPU_RAM_AMD 0x21A3 +#define WGL_GPU_CLOCK_AMD 0x21A4 +#define WGL_GPU_NUM_PIPES_AMD 0x21A5 +#define WGL_GPU_NUM_SIMD_AMD 0x21A6 +#define WGL_GPU_NUM_RB_AMD 0x21A7 +#define WGL_GPU_NUM_SPI_AMD 0x21A8 + +typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id); +typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList); +typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc); +typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc); +typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); +typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids); +typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data); +typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc); + +#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD) +#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD) +#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD) +#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD) +#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD) +#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD) +#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD) +#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD) +#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD) + +#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association) + +#endif /* WGL_AMD_gpu_association */ + +/* ------------------------- WGL_ARB_buffer_region ------------------------- */ + +#ifndef WGL_ARB_buffer_region +#define WGL_ARB_buffer_region 1 + +#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001 +#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002 +#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004 +#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008 + +typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType); +typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion); +typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc); +typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height); + +#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB) +#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB) +#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB) +#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB) + +#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region) + +#endif /* WGL_ARB_buffer_region */ + +/* --------------------- WGL_ARB_context_flush_control --------------------- */ + +#ifndef WGL_ARB_context_flush_control +#define WGL_ARB_context_flush_control 1 + +#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control) + +#endif /* WGL_ARB_context_flush_control */ + +/* ------------------------- WGL_ARB_create_context ------------------------ */ + +#ifndef WGL_ARB_create_context +#define WGL_ARB_create_context 1 + +#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001 +#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 +#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 +#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 +#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093 +#define WGL_CONTEXT_FLAGS_ARB 0x2094 +#define ERROR_INVALID_VERSION_ARB 0x2095 +#define ERROR_INVALID_PROFILE_ARB 0x2096 + +typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList); + +#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB) + +#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context) + +#endif /* WGL_ARB_create_context */ + +/* -------------------- WGL_ARB_create_context_no_error -------------------- */ + +#ifndef WGL_ARB_create_context_no_error +#define WGL_ARB_create_context_no_error 1 + +#define WGLEW_ARB_create_context_no_error WGLEW_GET_VAR(__WGLEW_ARB_create_context_no_error) + +#endif /* WGL_ARB_create_context_no_error */ + +/* --------------------- WGL_ARB_create_context_profile -------------------- */ + +#ifndef WGL_ARB_create_context_profile +#define WGL_ARB_create_context_profile 1 + +#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 +#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 +#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 + +#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile) + +#endif /* WGL_ARB_create_context_profile */ + +/* ------------------- WGL_ARB_create_context_robustness ------------------- */ + +#ifndef WGL_ARB_create_context_robustness +#define WGL_ARB_create_context_robustness 1 + +#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261 + +#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness) + +#endif /* WGL_ARB_create_context_robustness */ + +/* ----------------------- WGL_ARB_extensions_string ----------------------- */ + +#ifndef WGL_ARB_extensions_string +#define WGL_ARB_extensions_string 1 + +typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc); + +#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB) + +#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string) + +#endif /* WGL_ARB_extensions_string */ + +/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */ + +#ifndef WGL_ARB_framebuffer_sRGB +#define WGL_ARB_framebuffer_sRGB 1 + +#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9 + +#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB) + +#endif /* WGL_ARB_framebuffer_sRGB */ + +/* ----------------------- WGL_ARB_make_current_read ----------------------- */ + +#ifndef WGL_ARB_make_current_read +#define WGL_ARB_make_current_read 1 + +#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043 +#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054 + +typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID); +typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); + +#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB) +#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB) + +#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read) + +#endif /* WGL_ARB_make_current_read */ + +/* -------------------------- WGL_ARB_multisample -------------------------- */ + +#ifndef WGL_ARB_multisample +#define WGL_ARB_multisample 1 + +#define WGL_SAMPLE_BUFFERS_ARB 0x2041 +#define WGL_SAMPLES_ARB 0x2042 + +#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample) + +#endif /* WGL_ARB_multisample */ + +/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */ + +#ifndef WGL_ARB_pbuffer +#define WGL_ARB_pbuffer 1 + +#define WGL_DRAW_TO_PBUFFER_ARB 0x202D +#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E +#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F +#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030 +#define WGL_PBUFFER_LARGEST_ARB 0x2033 +#define WGL_PBUFFER_WIDTH_ARB 0x2034 +#define WGL_PBUFFER_HEIGHT_ARB 0x2035 +#define WGL_PBUFFER_LOST_ARB 0x2036 + +DECLARE_HANDLE(HPBUFFERARB); + +typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); +typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer); +typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer); +typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue); +typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC); + +#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB) +#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB) +#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB) +#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB) +#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB) + +#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer) + +#endif /* WGL_ARB_pbuffer */ + +/* -------------------------- WGL_ARB_pixel_format ------------------------- */ + +#ifndef WGL_ARB_pixel_format +#define WGL_ARB_pixel_format 1 + +#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 +#define WGL_DRAW_TO_WINDOW_ARB 0x2001 +#define WGL_DRAW_TO_BITMAP_ARB 0x2002 +#define WGL_ACCELERATION_ARB 0x2003 +#define WGL_NEED_PALETTE_ARB 0x2004 +#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005 +#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006 +#define WGL_SWAP_METHOD_ARB 0x2007 +#define WGL_NUMBER_OVERLAYS_ARB 0x2008 +#define WGL_NUMBER_UNDERLAYS_ARB 0x2009 +#define WGL_TRANSPARENT_ARB 0x200A +#define WGL_SHARE_DEPTH_ARB 0x200C +#define WGL_SHARE_STENCIL_ARB 0x200D +#define WGL_SHARE_ACCUM_ARB 0x200E +#define WGL_SUPPORT_GDI_ARB 0x200F +#define WGL_SUPPORT_OPENGL_ARB 0x2010 +#define WGL_DOUBLE_BUFFER_ARB 0x2011 +#define WGL_STEREO_ARB 0x2012 +#define WGL_PIXEL_TYPE_ARB 0x2013 +#define WGL_COLOR_BITS_ARB 0x2014 +#define WGL_RED_BITS_ARB 0x2015 +#define WGL_RED_SHIFT_ARB 0x2016 +#define WGL_GREEN_BITS_ARB 0x2017 +#define WGL_GREEN_SHIFT_ARB 0x2018 +#define WGL_BLUE_BITS_ARB 0x2019 +#define WGL_BLUE_SHIFT_ARB 0x201A +#define WGL_ALPHA_BITS_ARB 0x201B +#define WGL_ALPHA_SHIFT_ARB 0x201C +#define WGL_ACCUM_BITS_ARB 0x201D +#define WGL_ACCUM_RED_BITS_ARB 0x201E +#define WGL_ACCUM_GREEN_BITS_ARB 0x201F +#define WGL_ACCUM_BLUE_BITS_ARB 0x2020 +#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021 +#define WGL_DEPTH_BITS_ARB 0x2022 +#define WGL_STENCIL_BITS_ARB 0x2023 +#define WGL_AUX_BUFFERS_ARB 0x2024 +#define WGL_NO_ACCELERATION_ARB 0x2025 +#define WGL_GENERIC_ACCELERATION_ARB 0x2026 +#define WGL_FULL_ACCELERATION_ARB 0x2027 +#define WGL_SWAP_EXCHANGE_ARB 0x2028 +#define WGL_SWAP_COPY_ARB 0x2029 +#define WGL_SWAP_UNDEFINED_ARB 0x202A +#define WGL_TYPE_RGBA_ARB 0x202B +#define WGL_TYPE_COLORINDEX_ARB 0x202C +#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037 +#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038 +#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039 +#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A +#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B + +typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); +typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues); +typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues); + +#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB) +#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB) +#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB) + +#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format) + +#endif /* WGL_ARB_pixel_format */ + +/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */ + +#ifndef WGL_ARB_pixel_format_float +#define WGL_ARB_pixel_format_float 1 + +#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0 + +#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float) + +#endif /* WGL_ARB_pixel_format_float */ + +/* ------------------------- WGL_ARB_render_texture ------------------------ */ + +#ifndef WGL_ARB_render_texture +#define WGL_ARB_render_texture 1 + +#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070 +#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071 +#define WGL_TEXTURE_FORMAT_ARB 0x2072 +#define WGL_TEXTURE_TARGET_ARB 0x2073 +#define WGL_MIPMAP_TEXTURE_ARB 0x2074 +#define WGL_TEXTURE_RGB_ARB 0x2075 +#define WGL_TEXTURE_RGBA_ARB 0x2076 +#define WGL_NO_TEXTURE_ARB 0x2077 +#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078 +#define WGL_TEXTURE_1D_ARB 0x2079 +#define WGL_TEXTURE_2D_ARB 0x207A +#define WGL_MIPMAP_LEVEL_ARB 0x207B +#define WGL_CUBE_MAP_FACE_ARB 0x207C +#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D +#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E +#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F +#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080 +#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081 +#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082 +#define WGL_FRONT_LEFT_ARB 0x2083 +#define WGL_FRONT_RIGHT_ARB 0x2084 +#define WGL_BACK_LEFT_ARB 0x2085 +#define WGL_BACK_RIGHT_ARB 0x2086 +#define WGL_AUX0_ARB 0x2087 +#define WGL_AUX1_ARB 0x2088 +#define WGL_AUX2_ARB 0x2089 +#define WGL_AUX3_ARB 0x208A +#define WGL_AUX4_ARB 0x208B +#define WGL_AUX5_ARB 0x208C +#define WGL_AUX6_ARB 0x208D +#define WGL_AUX7_ARB 0x208E +#define WGL_AUX8_ARB 0x208F +#define WGL_AUX9_ARB 0x2090 + +typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); +typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); +typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList); + +#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB) +#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB) +#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB) + +#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture) + +#endif /* WGL_ARB_render_texture */ + +/* ---------------- WGL_ARB_robustness_application_isolation --------------- */ + +#ifndef WGL_ARB_robustness_application_isolation +#define WGL_ARB_robustness_application_isolation 1 + +#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 + +#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation) + +#endif /* WGL_ARB_robustness_application_isolation */ + +/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */ + +#ifndef WGL_ARB_robustness_share_group_isolation +#define WGL_ARB_robustness_share_group_isolation 1 + +#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 + +#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation) + +#endif /* WGL_ARB_robustness_share_group_isolation */ + +/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */ + +#ifndef WGL_ATI_pixel_format_float +#define WGL_ATI_pixel_format_float 1 + +#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0 +#define GL_RGBA_FLOAT_MODE_ATI 0x8820 +#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 + +#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float) + +#endif /* WGL_ATI_pixel_format_float */ + +/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */ + +#ifndef WGL_ATI_render_texture_rectangle +#define WGL_ATI_render_texture_rectangle 1 + +#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5 + +#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle) + +#endif /* WGL_ATI_render_texture_rectangle */ + +/* --------------------------- WGL_EXT_colorspace -------------------------- */ + +#ifndef WGL_EXT_colorspace +#define WGL_EXT_colorspace 1 + +#define WGL_COLORSPACE_SRGB_EXT 0x3089 +#define WGL_COLORSPACE_LINEAR_EXT 0x308A +#define WGL_COLORSPACE_EXT 0x309D + +#define WGLEW_EXT_colorspace WGLEW_GET_VAR(__WGLEW_EXT_colorspace) + +#endif /* WGL_EXT_colorspace */ + +/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */ + +#ifndef WGL_EXT_create_context_es2_profile +#define WGL_EXT_create_context_es2_profile 1 + +#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 + +#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile) + +#endif /* WGL_EXT_create_context_es2_profile */ + +/* ------------------- WGL_EXT_create_context_es_profile ------------------- */ + +#ifndef WGL_EXT_create_context_es_profile +#define WGL_EXT_create_context_es_profile 1 + +#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 + +#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile) + +#endif /* WGL_EXT_create_context_es_profile */ + +/* -------------------------- WGL_EXT_depth_float -------------------------- */ + +#ifndef WGL_EXT_depth_float +#define WGL_EXT_depth_float 1 + +#define WGL_DEPTH_FLOAT_EXT 0x2040 + +#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float) + +#endif /* WGL_EXT_depth_float */ + +/* ---------------------- WGL_EXT_display_color_table ---------------------- */ + +#ifndef WGL_EXT_display_color_table +#define WGL_EXT_display_color_table 1 + +typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id); +typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id); +typedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id); +typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length); + +#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT) +#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT) +#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT) +#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT) + +#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table) + +#endif /* WGL_EXT_display_color_table */ + +/* ----------------------- WGL_EXT_extensions_string ----------------------- */ + +#ifndef WGL_EXT_extensions_string +#define WGL_EXT_extensions_string 1 + +typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void); + +#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT) + +#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string) + +#endif /* WGL_EXT_extensions_string */ + +/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */ + +#ifndef WGL_EXT_framebuffer_sRGB +#define WGL_EXT_framebuffer_sRGB 1 + +#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9 + +#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB) + +#endif /* WGL_EXT_framebuffer_sRGB */ + +/* ----------------------- WGL_EXT_make_current_read ----------------------- */ + +#ifndef WGL_EXT_make_current_read +#define WGL_EXT_make_current_read 1 + +#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043 + +typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID); +typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); + +#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT) +#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT) + +#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read) + +#endif /* WGL_EXT_make_current_read */ + +/* -------------------------- WGL_EXT_multisample -------------------------- */ + +#ifndef WGL_EXT_multisample +#define WGL_EXT_multisample 1 + +#define WGL_SAMPLE_BUFFERS_EXT 0x2041 +#define WGL_SAMPLES_EXT 0x2042 + +#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample) + +#endif /* WGL_EXT_multisample */ + +/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */ + +#ifndef WGL_EXT_pbuffer +#define WGL_EXT_pbuffer 1 + +#define WGL_DRAW_TO_PBUFFER_EXT 0x202D +#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E +#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F +#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030 +#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031 +#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032 +#define WGL_PBUFFER_LARGEST_EXT 0x2033 +#define WGL_PBUFFER_WIDTH_EXT 0x2034 +#define WGL_PBUFFER_HEIGHT_EXT 0x2035 + +DECLARE_HANDLE(HPBUFFEREXT); + +typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); +typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer); +typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer); +typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue); +typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC); + +#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT) +#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT) +#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT) +#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT) +#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT) + +#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer) + +#endif /* WGL_EXT_pbuffer */ + +/* -------------------------- WGL_EXT_pixel_format ------------------------- */ + +#ifndef WGL_EXT_pixel_format +#define WGL_EXT_pixel_format 1 + +#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000 +#define WGL_DRAW_TO_WINDOW_EXT 0x2001 +#define WGL_DRAW_TO_BITMAP_EXT 0x2002 +#define WGL_ACCELERATION_EXT 0x2003 +#define WGL_NEED_PALETTE_EXT 0x2004 +#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005 +#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006 +#define WGL_SWAP_METHOD_EXT 0x2007 +#define WGL_NUMBER_OVERLAYS_EXT 0x2008 +#define WGL_NUMBER_UNDERLAYS_EXT 0x2009 +#define WGL_TRANSPARENT_EXT 0x200A +#define WGL_TRANSPARENT_VALUE_EXT 0x200B +#define WGL_SHARE_DEPTH_EXT 0x200C +#define WGL_SHARE_STENCIL_EXT 0x200D +#define WGL_SHARE_ACCUM_EXT 0x200E +#define WGL_SUPPORT_GDI_EXT 0x200F +#define WGL_SUPPORT_OPENGL_EXT 0x2010 +#define WGL_DOUBLE_BUFFER_EXT 0x2011 +#define WGL_STEREO_EXT 0x2012 +#define WGL_PIXEL_TYPE_EXT 0x2013 +#define WGL_COLOR_BITS_EXT 0x2014 +#define WGL_RED_BITS_EXT 0x2015 +#define WGL_RED_SHIFT_EXT 0x2016 +#define WGL_GREEN_BITS_EXT 0x2017 +#define WGL_GREEN_SHIFT_EXT 0x2018 +#define WGL_BLUE_BITS_EXT 0x2019 +#define WGL_BLUE_SHIFT_EXT 0x201A +#define WGL_ALPHA_BITS_EXT 0x201B +#define WGL_ALPHA_SHIFT_EXT 0x201C +#define WGL_ACCUM_BITS_EXT 0x201D +#define WGL_ACCUM_RED_BITS_EXT 0x201E +#define WGL_ACCUM_GREEN_BITS_EXT 0x201F +#define WGL_ACCUM_BLUE_BITS_EXT 0x2020 +#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021 +#define WGL_DEPTH_BITS_EXT 0x2022 +#define WGL_STENCIL_BITS_EXT 0x2023 +#define WGL_AUX_BUFFERS_EXT 0x2024 +#define WGL_NO_ACCELERATION_EXT 0x2025 +#define WGL_GENERIC_ACCELERATION_EXT 0x2026 +#define WGL_FULL_ACCELERATION_EXT 0x2027 +#define WGL_SWAP_EXCHANGE_EXT 0x2028 +#define WGL_SWAP_COPY_EXT 0x2029 +#define WGL_SWAP_UNDEFINED_EXT 0x202A +#define WGL_TYPE_RGBA_EXT 0x202B +#define WGL_TYPE_COLORINDEX_EXT 0x202C + +typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); +typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues); +typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues); + +#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT) +#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT) +#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT) + +#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format) + +#endif /* WGL_EXT_pixel_format */ + +/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */ + +#ifndef WGL_EXT_pixel_format_packed_float +#define WGL_EXT_pixel_format_packed_float 1 + +#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8 + +#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float) + +#endif /* WGL_EXT_pixel_format_packed_float */ + +/* -------------------------- WGL_EXT_swap_control ------------------------- */ + +#ifndef WGL_EXT_swap_control +#define WGL_EXT_swap_control 1 + +typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void); +typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval); + +#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT) +#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT) + +#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control) + +#endif /* WGL_EXT_swap_control */ + +/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */ + +#ifndef WGL_EXT_swap_control_tear +#define WGL_EXT_swap_control_tear 1 + +#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear) + +#endif /* WGL_EXT_swap_control_tear */ + +/* --------------------- WGL_I3D_digital_video_control --------------------- */ + +#ifndef WGL_I3D_digital_video_control +#define WGL_I3D_digital_video_control 1 + +#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050 +#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051 +#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052 +#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053 + +typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); +typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); + +#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D) +#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D) + +#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control) + +#endif /* WGL_I3D_digital_video_control */ + +/* ----------------------------- WGL_I3D_gamma ----------------------------- */ + +#ifndef WGL_I3D_gamma +#define WGL_I3D_gamma 1 + +#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E +#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F + +typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue); +typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); +typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue); +typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); + +#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D) +#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D) +#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D) +#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D) + +#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma) + +#endif /* WGL_I3D_gamma */ + +/* ---------------------------- WGL_I3D_genlock ---------------------------- */ + +#ifndef WGL_I3D_genlock +#define WGL_I3D_genlock 1 + +#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044 +#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045 +#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046 +#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047 +#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048 +#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049 +#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A +#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B +#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C + +typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC); +typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC); +typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate); +typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay); +typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge); +typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource); +typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate); +typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay); +typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge); +typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource); +typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag); +typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay); + +#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D) +#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D) +#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D) +#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D) +#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D) +#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D) +#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D) +#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D) +#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D) +#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D) +#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D) +#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D) + +#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock) + +#endif /* WGL_I3D_genlock */ + +/* -------------------------- WGL_I3D_image_buffer ------------------------- */ + +#ifndef WGL_I3D_image_buffer +#define WGL_I3D_image_buffer 1 + +#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001 +#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002 + +typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count); +typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags); +typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress); +typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count); + +#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D) +#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D) +#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D) +#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D) + +#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer) + +#endif /* WGL_I3D_image_buffer */ + +/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */ + +#ifndef WGL_I3D_swap_frame_lock +#define WGL_I3D_swap_frame_lock 1 + +typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID); +typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID); +typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag); +typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag); + +#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D) +#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D) +#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D) +#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D) + +#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock) + +#endif /* WGL_I3D_swap_frame_lock */ + +/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */ + +#ifndef WGL_I3D_swap_frame_usage +#define WGL_I3D_swap_frame_usage 1 + +typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void); +typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void); +typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage); +typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage); + +#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D) +#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D) +#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D) +#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D) + +#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage) + +#endif /* WGL_I3D_swap_frame_usage */ + +/* --------------------------- WGL_NV_DX_interop --------------------------- */ + +#ifndef WGL_NV_DX_interop +#define WGL_NV_DX_interop 1 + +#define WGL_ACCESS_READ_ONLY_NV 0x0000 +#define WGL_ACCESS_READ_WRITE_NV 0x0001 +#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002 + +typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice); +typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); +typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access); +typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice); +typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access); +typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle); +typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); +typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject); + +#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV) +#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV) +#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV) +#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV) +#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV) +#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV) +#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV) +#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV) + +#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop) + +#endif /* WGL_NV_DX_interop */ + +/* --------------------------- WGL_NV_DX_interop2 -------------------------- */ + +#ifndef WGL_NV_DX_interop2 +#define WGL_NV_DX_interop2 1 + +#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2) + +#endif /* WGL_NV_DX_interop2 */ + +/* --------------------------- WGL_NV_copy_image --------------------------- */ + +#ifndef WGL_NV_copy_image +#define WGL_NV_copy_image 1 + +typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); + +#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV) + +#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image) + +#endif /* WGL_NV_copy_image */ + +/* ------------------------ WGL_NV_delay_before_swap ----------------------- */ + +#ifndef WGL_NV_delay_before_swap +#define WGL_NV_delay_before_swap 1 + +typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds); + +#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV) + +#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap) + +#endif /* WGL_NV_delay_before_swap */ + +/* -------------------------- WGL_NV_float_buffer -------------------------- */ + +#ifndef WGL_NV_float_buffer +#define WGL_NV_float_buffer 1 + +#define WGL_FLOAT_COMPONENTS_NV 0x20B0 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4 +#define WGL_TEXTURE_FLOAT_R_NV 0x20B5 +#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6 +#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7 +#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8 + +#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer) + +#endif /* WGL_NV_float_buffer */ + +/* -------------------------- WGL_NV_gpu_affinity -------------------------- */ + +#ifndef WGL_NV_gpu_affinity +#define WGL_NV_gpu_affinity 1 + +#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0 +#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1 + +DECLARE_HANDLE(HGPUNV); +typedef struct _GPU_DEVICE { + DWORD cb; + CHAR DeviceName[32]; + CHAR DeviceString[128]; + DWORD Flags; + RECT rcVirtualScreen; +} GPU_DEVICE, *PGPU_DEVICE; + +typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList); +typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc); +typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice); +typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu); +typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu); + +#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV) +#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV) +#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV) +#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV) +#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV) + +#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity) + +#endif /* WGL_NV_gpu_affinity */ + +/* ---------------------- WGL_NV_multisample_coverage ---------------------- */ + +#ifndef WGL_NV_multisample_coverage +#define WGL_NV_multisample_coverage 1 + +#define WGL_COVERAGE_SAMPLES_NV 0x2042 +#define WGL_COLOR_SAMPLES_NV 0x20B9 + +#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage) + +#endif /* WGL_NV_multisample_coverage */ + +/* -------------------------- WGL_NV_present_video ------------------------- */ + +#ifndef WGL_NV_present_video +#define WGL_NV_present_video 1 + +#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0 + +DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV); + +typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList); +typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList); +typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue); + +#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV) +#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV) +#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV) + +#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video) + +#endif /* WGL_NV_present_video */ + +/* ---------------------- WGL_NV_render_depth_texture ---------------------- */ + +#ifndef WGL_NV_render_depth_texture +#define WGL_NV_render_depth_texture 1 + +#define WGL_NO_TEXTURE_ARB 0x2077 +#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4 +#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5 +#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6 +#define WGL_DEPTH_COMPONENT_NV 0x20A7 + +#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture) + +#endif /* WGL_NV_render_depth_texture */ + +/* -------------------- WGL_NV_render_texture_rectangle -------------------- */ + +#ifndef WGL_NV_render_texture_rectangle +#define WGL_NV_render_texture_rectangle 1 + +#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0 +#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1 +#define WGL_TEXTURE_RECTANGLE_NV 0x20A2 + +#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle) + +#endif /* WGL_NV_render_texture_rectangle */ + +/* --------------------------- WGL_NV_swap_group --------------------------- */ + +#ifndef WGL_NV_swap_group +#define WGL_NV_swap_group 1 + +typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier); +typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group); +typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count); +typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers); +typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier); +typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC); + +#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV) +#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV) +#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV) +#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV) +#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV) +#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV) + +#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group) + +#endif /* WGL_NV_swap_group */ + +/* ----------------------- WGL_NV_vertex_array_range ----------------------- */ + +#ifndef WGL_NV_vertex_array_range +#define WGL_NV_vertex_array_range 1 + +typedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); +typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer); + +#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV) +#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV) + +#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range) + +#endif /* WGL_NV_vertex_array_range */ + +/* -------------------------- WGL_NV_video_capture ------------------------- */ + +#ifndef WGL_NV_video_capture +#define WGL_NV_video_capture 1 + +#define WGL_UNIQUE_ID_NV 0x20CE +#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF + +DECLARE_HANDLE(HVIDEOINPUTDEVICENV); + +typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice); +typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList); +typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); +typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue); +typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); + +#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV) +#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV) +#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV) +#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV) +#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV) + +#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture) + +#endif /* WGL_NV_video_capture */ + +/* -------------------------- WGL_NV_video_output -------------------------- */ + +#ifndef WGL_NV_video_output +#define WGL_NV_video_output 1 + +#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0 +#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1 +#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2 +#define WGL_VIDEO_OUT_COLOR_NV 0x20C3 +#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4 +#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5 +#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 +#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 +#define WGL_VIDEO_OUT_FRAME 0x20C8 +#define WGL_VIDEO_OUT_FIELD_1 0x20C9 +#define WGL_VIDEO_OUT_FIELD_2 0x20CA +#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB +#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC + +DECLARE_HANDLE(HPVIDEODEV); + +typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer); +typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice); +typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); +typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice); +typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer); +typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock); + +#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV) +#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV) +#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV) +#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV) +#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV) +#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV) + +#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output) + +#endif /* WGL_NV_video_output */ + +/* -------------------------- WGL_OML_sync_control ------------------------- */ + +#ifndef WGL_OML_sync_control +#define WGL_OML_sync_control 1 + +typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator); +typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc); +typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder); +typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder); +typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc); +typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc); + +#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML) +#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML) +#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML) +#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML) +#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML) +#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML) + +#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control) + +#endif /* WGL_OML_sync_control */ + +/* ------------------------------------------------------------------------- */ + +#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT +#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT + +WGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL; + +WGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD; +WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD; +WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD; +WGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD; +WGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD; +WGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD; +WGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD; +WGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD; +WGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD; + +WGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB; +WGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB; +WGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB; +WGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB; + +WGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB; + +WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB; + +WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB; +WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB; + +WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB; +WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB; +WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB; +WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB; +WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB; + +WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB; +WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB; +WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB; + +WGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB; +WGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB; +WGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB; + +WGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT; +WGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT; +WGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT; +WGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT; + +WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT; + +WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT; +WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT; + +WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT; +WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT; +WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT; +WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT; +WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT; + +WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT; +WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT; +WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT; + +WGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT; +WGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT; + +WGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D; +WGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D; + +WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D; +WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D; +WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D; +WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D; + +WGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D; +WGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D; +WGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D; +WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D; +WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D; +WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D; +WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D; +WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D; +WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D; +WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D; +WGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D; +WGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D; + +WGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D; +WGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D; +WGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D; +WGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D; + +WGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D; +WGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D; +WGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D; +WGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D; + +WGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D; +WGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D; +WGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D; +WGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D; + +WGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV; +WGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV; +WGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV; +WGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV; +WGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV; +WGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV; +WGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV; +WGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV; + +WGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV; + +WGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV; + +WGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV; +WGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV; +WGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV; +WGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV; +WGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV; + +WGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV; +WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV; +WGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV; + +WGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV; +WGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV; +WGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV; +WGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV; +WGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV; +WGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV; + +WGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV; +WGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV; + +WGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV; +WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV; +WGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV; +WGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV; +WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV; + +WGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV; +WGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV; +WGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV; +WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV; +WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV; +WGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV; + +WGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML; +WGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML; +WGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML; +WGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML; +WGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML; +WGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML; +WGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample; +WGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control; +WGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_no_error; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float; +WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_colorspace; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control; +WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock; +WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture; +WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output; +WGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control; +/* ------------------------------------------------------------------------- */ + +GLEWAPI GLenum GLEWAPIENTRY wglewInit (); +GLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name); + +#ifndef WGLEW_GET_VAR +#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x) +#endif + +#ifndef WGLEW_GET_FUN +#define WGLEW_GET_FUN(x) x +#endif + +GLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name); + +#ifdef __cplusplus +} +#endif + +#undef GLEWAPI + +#endif /* __wglew_h__ */ From f22828d858862465b44c4e92e2ba23617f8f8bc9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Jan 2020 14:29:55 -0500 Subject: [PATCH 256/494] Fix cmake. --- CMakeLists.txt | 5 ++--- build_win_find_interfaces.bat | 2 +- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index dac2ea1..c407caf 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -50,14 +50,12 @@ if(WIN32) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets64) set(BIN_LOBBY_CONNECT lobby_connect64) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file64) - link_directories(glew/lib/Release/x64) else() set(LIB_STEAM_API steam_api) set(LIB_STEAMCLIENT steamclient) set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets) set(BIN_LOBBY_CONNECT lobby_connect) set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file) - link_directories(glew/lib/Release/Win32) endif() elseif(UNIX AND NOT APPLE) set(LIB_STEAM_API steam_api) @@ -86,6 +84,7 @@ if(WIN32) ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp + glew/glew.c ) elseif(UNIX) file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED @@ -94,6 +93,7 @@ elseif(UNIX) ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/linux/*.cpp + glew/glew.c ) endif() @@ -126,7 +126,6 @@ target_link_libraries(${LIB_STEAM_API} protobuf::libprotobuf $<$:ws2_32> $<$:iphlpapi> - $<$,$,$>:glew32s.lib> $<$,$,$>:opengl32.lib> $<$,$,$>:Winmm.lib> ) diff --git a/build_win_find_interfaces.bat b/build_win_find_interfaces.bat index 53c157b..cb1cb48 100755 --- a/build_win_find_interfaces.bat +++ b/build_win_find_interfaces.bat @@ -1,4 +1,4 @@ -@ecbo off +@echo off cd /d "%~dp0" mkdir release\tools del /Q release\tools\* From 1dc5bcc5c1f8a52783b07ac9f730a4dff4e9d4db Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 20 Jan 2020 08:14:10 +0100 Subject: [PATCH 257/494] Fix hooks not working Even if dxgi is hooked, it will not be rehooked, HookDXGIPresent has a check, but different dx versions need a call to loadFunctions. --- overlay_experimental/Renderer_Detector.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 32893c6..6655ad4 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -271,7 +271,7 @@ void Renderer_Detector::hook_dx9() void Renderer_Detector::hook_dx10() { - if (!_dxgi_hooked && !_renderer_found) + if (!_dx10_hooked && !_renderer_found) { create_hwnd(); if (dummy_hWnd == nullptr) @@ -324,7 +324,7 @@ void Renderer_Detector::hook_dx10() void Renderer_Detector::hook_dx11() { - if (!_dxgi_hooked && !_renderer_found) + if (!_dx11_hooked && !_renderer_found) { create_hwnd(); if (dummy_hWnd == nullptr) @@ -378,7 +378,7 @@ void Renderer_Detector::hook_dx11() void Renderer_Detector::hook_dx12() { - if (!_dxgi_hooked && !_renderer_found) + if (!_dx12_hooked && !_renderer_found) { create_hwnd(); if (dummy_hWnd == nullptr) From 43a5b1330244fa5c2d91c363a3be2eb3a6a6ce93 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 20 Jan 2020 11:47:12 -0500 Subject: [PATCH 258/494] Use different mutex for overlay to try to fix lag. --- overlay_experimental/steam_overlay.cpp | 17 +++++++++++------ overlay_experimental/steam_overlay.h | 2 ++ 2 files changed, 13 insertions(+), 6 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 04ac3f2..923daf2 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -123,7 +123,7 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); if (!setup_overlay_called) { setup_overlay_called = true; @@ -238,7 +238,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId) if (!Ready()) return; - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); auto i = friends.find(friendId); if (i != friends.end()) { @@ -257,7 +257,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) if (!Ready()) return; - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); auto i = friends.find(friendId); if (i != friends.end()) { @@ -273,7 +273,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str) void Steam_Overlay::FriendConnect(Friend _friend) { - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); int id = find_free_friend_id(friends); if (id != 0) { @@ -289,7 +289,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) void Steam_Overlay::FriendDisconnect(Friend _friend) { - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); auto it = friends.find(_friend); if (it != friends.end()) friends.erase(it); @@ -297,6 +297,7 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) void Steam_Overlay::AddMessageNotification(std::string const& message) { + std::lock_guard lock(overlay_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -313,6 +314,7 @@ void Steam_Overlay::AddMessageNotification(std::string const& message) void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) { + std::lock_guard lock(overlay_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -330,6 +332,7 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) { + std::lock_guard lock(overlay_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -596,7 +599,7 @@ void Steam_Overlay::CreateFonts() // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc() { - std::lock_guard lock(global_mutex); + std::lock_guard lock(overlay_mutex); if (!Ready()) return; @@ -666,6 +669,7 @@ void Steam_Overlay::OverlayProc() void Steam_Overlay::Callback(Common_Message *msg) { + std::lock_guard lock(overlay_mutex); if (msg->has_steam_messages()) { Friend frd; @@ -689,6 +693,7 @@ void Steam_Overlay::Callback(Common_Message *msg) void Steam_Overlay::RunCallbacks() { + std::lock_guard lock(overlay_mutex); if (overlay_state_changed) { GameOverlayActivated_t data = { 0 }; diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 227cb62..1abea2c 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -92,6 +92,8 @@ class Steam_Overlay std::vector notifications; bool overlay_state_changed; + std::recursive_mutex overlay_mutex; + Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; Steam_Overlay& operator=(Steam_Overlay const&) = delete; From 6308eb1e0cd37b38b0eb5fe6817821135418865d Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 20 Jan 2020 11:47:29 -0500 Subject: [PATCH 259/494] Readme change. --- Readme_release.txt | 1 + 1 file changed, 1 insertion(+) diff --git a/Readme_release.txt b/Readme_release.txt index 5749d1e..58382af 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -104,6 +104,7 @@ Do not run more than one steam game with the same appid at the same time on the Overlay (Note: at the moment this feature is only enabled in the windows experimental builds): The overlay can be disabled by putting a file named disable_overlay.txt in the steam_settings folder. This is for games that depend on the steam overlay to let people join multiplayer games. +Use SHIFT-TAB to open the overlay. Controller (Note: at the moment this feature is only enabled in the windows experimental builds and the linux builds): SteamController/SteamInput support is limited to XInput controllers. If your controller is not XInput, there are many tools (at least for windows) that you can use to make it emulate an XInput one. From 3f44827326eff6d9cc385c27f0bded89ee7642ea Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 20 Jan 2020 11:48:15 -0500 Subject: [PATCH 260/494] Basic JoinClanChatRoom implementation. --- dll/steam_friends.h | 11 ++++++++--- dll/steam_inventory.h | 2 +- dll/steam_utils.h | 2 +- 3 files changed, 10 insertions(+), 5 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index a74931f..5c5e8c7 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -481,7 +481,7 @@ SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CS // steamIDSource can be the steamID of a group, game server, lobby or chat room int GetFriendCountFromSource( CSteamID steamIDSource ) { - PRINT_DEBUG("Steam_Friends::GetFriendCountFromSource\n"); + PRINT_DEBUG("Steam_Friends::GetFriendCountFromSource %llu\n", steamIDSource.ConvertToUint64()); //TODO return 0; } @@ -866,8 +866,13 @@ AppId_t GetFriendCoplayGame( CSteamID steamIDFriend ) STEAM_CALL_RESULT( JoinClanChatRoomCompletionResult_t ) SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) { - PRINT_DEBUG("Steam_Friends::JoinClanChatRoom\n"); - return 0; + PRINT_DEBUG("Steam_Friends::JoinClanChatRoom %llu\n", steamIDClan.ConvertToUint64()); + //TODO actually join a room + std::lock_guard lock(global_mutex); + JoinClanChatRoomCompletionResult_t data; + data.m_steamIDClanChat = steamIDClan; + data.m_eChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } bool LeaveClanChatRoom( CSteamID steamIDClan ) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 3bd8f6e..7d28df7 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -591,7 +591,7 @@ bool GetItemDefinitionIDs( STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs, STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) { - PRINT_DEBUG("GetItemDefinitionIDs\n"); + PRINT_DEBUG("GetItemDefinitionIDs %p\n", pItemDefIDs); std::lock_guard lock(global_mutex); if (!punItemDefIDsArraySize) return false; diff --git a/dll/steam_utils.h b/dll/steam_utils.h index fa6389d..69c320b 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -189,7 +189,7 @@ bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCal // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function. STEAM_PRIVATE_API( void RunFrame() { - PRINT_DEBUG("RunFrame\n"); + PRINT_DEBUG("Steam_Utils::RunFrame\n"); } ) From 350293a9c3e528b3395b6a43d23e281a0204a92e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 25 Jan 2020 15:22:33 -0500 Subject: [PATCH 261/494] Fixed game crash when calling ContextInit before SteamAPI_Init --- dll/dll.cpp | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 8b12702..2222b95 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -193,17 +193,17 @@ STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) return create_client_interface(ver); } +static uintp global_counter; struct ContextInitData { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; }; STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData ) { //PRINT_DEBUG("SteamInternal_ContextInit\n"); struct ContextInitData *contextInitData = (struct ContextInitData *)pContextInitData; - if (!contextInitData->counter) { + if (contextInitData->counter != global_counter) { PRINT_DEBUG("SteamInternal_ContextInit initializing\n"); contextInitData->pFn(&contextInitData->ctx); - //this is hackish but whatever. - if (contextInitData->ctx.SteamUser()) contextInitData->counter = 1; + contextInitData->counter = global_counter; } return &contextInitData->ctx; @@ -224,6 +224,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() Steam_Client* client = get_steam_client(); user_steam_pipe = client->CreateSteamPipe(); client->ConnectToGlobalUser(user_steam_pipe); + global_counter++; return true; } @@ -263,6 +264,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() get_steam_client()->clientShutdown(); get_steam_client()->BReleaseSteamPipe(user_steam_pipe); user_steam_pipe = 0; + --global_counter; old_user_instance = NULL; old_friends_interface = NULL; old_utils_interface = NULL; @@ -594,6 +596,7 @@ STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString); load_old_interface_versions(); get_steam_client()->CreateLocalUser(&server_steam_pipe, k_EAccountTypeGameServer); + ++global_counter; //g_pSteamClientGameServer is only used in pre 1.37 (where the interface versions are not provided by the game) g_pSteamClientGameServer = SteamGameServerClient(); uint32 unFlags = 0; @@ -650,6 +653,7 @@ STEAMAPI_API void SteamGameServer_Shutdown() get_steam_client()->serverShutdown(); get_steam_client()->BReleaseSteamPipe(server_steam_pipe); server_steam_pipe = 0; + --global_counter; g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called old_gameserver_instance = NULL; old_gamserver_utils_instance = NULL; From e0af31894851ffb39cba1ee8aa9fb8d37cca0ac7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 25 Jan 2020 15:23:16 -0500 Subject: [PATCH 262/494] Try to fix overlay related lag. --- overlay_experimental/steam_overlay.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 923daf2..f5cf937 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -123,6 +123,7 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse void Steam_Overlay::SetupOverlay() { + PRINT_DEBUG("%s\n", __FUNCTION__); std::lock_guard lock(overlay_mutex); if (!setup_overlay_called) { @@ -599,19 +600,20 @@ void Steam_Overlay::CreateFonts() // Try to make this function as short as possible or it might affect game's fps. void Steam_Overlay::OverlayProc() { - std::lock_guard lock(overlay_mutex); - if (!Ready()) return; ImGuiIO& io = ImGui::GetIO(); ImGui::PushFont(font_notif); + overlay_mutex.lock(); BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); + overlay_mutex.unlock(); ImGui::PopFont(); if (show_overlay) { + std::lock_guard lock(overlay_mutex); int friend_size = friends.size(); // Set the overlay windows to the size of the game window @@ -693,7 +695,6 @@ void Steam_Overlay::Callback(Common_Message *msg) void Steam_Overlay::RunCallbacks() { - std::lock_guard lock(overlay_mutex); if (overlay_state_changed) { GameOverlayActivated_t data = { 0 }; @@ -706,6 +707,7 @@ void Steam_Overlay::RunCallbacks() Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; + std::lock_guard lock(overlay_mutex); while (!has_friend_action.empty()) { auto friend_info = friends.find(has_friend_action.front()); From 6d96784af178ac1893002bbfad53f6542bca8dd1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 26 Jan 2020 09:45:54 -0500 Subject: [PATCH 263/494] Fix menu buttons not working in Aoe2DE. --- ImGui/impls/windows/imgui_impl_win32.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index 423b918..481af35 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -270,8 +270,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) - ::SetCapture(hwnd); + // if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + // ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } @@ -286,8 +286,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } io.MouseDown[button] = false; - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) - ::ReleaseCapture(); + // if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + // ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: From eace15df47f62bbc2031407e35f912b0263a20da Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 26 Jan 2020 09:46:57 -0500 Subject: [PATCH 264/494] Thread related overlay improvements. --- overlay_experimental/steam_overlay.cpp | 25 ++++++++++++++++--------- overlay_experimental/steam_overlay.h | 3 +++ 2 files changed, 19 insertions(+), 9 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index f5cf937..40bfd26 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -89,7 +89,8 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu notif_position(ENotificationPosition::k_EPositionBottomLeft), h_inset(0), v_inset(0), - overlay_state_changed(false) + overlay_state_changed(false), + i_have_lobby(false) { run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this); @@ -283,6 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); + item.has_lobby = false; } else PRINT_DEBUG("No more free id to create a friend window\n"); @@ -390,13 +392,13 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta // If we have the same appid, activate the invite/join buttons if (settings->get_local_game_id().AppID() == frd.appid()) { - if (IHaveLobby() && ImGui::Button("Invite###PopupInvite")) + if (i_have_lobby && ImGui::Button("Invite###PopupInvite")) { state.window_state |= window_state_invite; has_friend_action.push(frd); close_popup = true; } - if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin")) + if (state.has_lobby && ImGui::Button("Join###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -520,6 +522,8 @@ void Steam_Overlay::BuildNotifications(int width, int height) int font_size = ImGui::GetFontSize(); + std::lock_guard lock(overlay_mutex); + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { auto elapsed_notif = now - it->start_time; @@ -606,16 +610,11 @@ void Steam_Overlay::OverlayProc() ImGuiIO& io = ImGui::GetIO(); ImGui::PushFont(font_notif); - overlay_mutex.lock(); BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); - overlay_mutex.unlock(); ImGui::PopFont(); if (show_overlay) { - std::lock_guard lock(overlay_mutex); - int friend_size = friends.size(); - // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(io.DisplaySize.x), @@ -640,9 +639,11 @@ void Steam_Overlay::OverlayProc() ImGui::Spacing(); ImGui::LabelText("##label", "Friends"); + + std::lock_guard lock(overlay_mutex); if (!friends.empty()) { - ImGui::ListBoxHeader("##label", friend_size); + ImGui::ListBoxHeader("##label", friends.size()); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); @@ -707,7 +708,13 @@ void Steam_Overlay::RunCallbacks() Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; + i_have_lobby = IHaveLobby(); std::lock_guard lock(overlay_mutex); + std::for_each(friends.begin(), friends.end(), [this](std::pair &i) + { + i.second.has_lobby = FriendHasLobby(i.first.id()); + }); + while (!has_friend_action.empty()) { auto friend_info = friends.find(has_friend_action.front()); diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 1abea2c..0527585 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -31,6 +31,8 @@ struct friend_window_state }; std::string chat_history; char chat_input[max_chat_len]; + + bool has_lobby; }; struct Friend_Less @@ -93,6 +95,7 @@ class Steam_Overlay bool overlay_state_changed; std::recursive_mutex overlay_mutex; + std::atomic i_have_lobby; Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; From 92218b08c62e1fba04dc44657a523d174bcb3400 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 26 Jan 2020 09:47:19 -0500 Subject: [PATCH 265/494] Build overlay in steamclient debug build. --- build_win_debug_experimental_steamclient.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_win_debug_experimental_steamclient.bat b/build_win_debug_experimental_steamclient.bat index 6ce6865..49b22b4 100644 --- a/build_win_debug_experimental_steamclient.bat +++ b/build_win_debug_experimental_steamclient.bat @@ -3,9 +3,9 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steamclient.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steamclient64.dll +cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From 39d1d8dcdf13212d0b0117190af9ff80ab1ec7ae Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 26 Jan 2020 17:24:16 -0500 Subject: [PATCH 266/494] Add a notifications mutex to the overlay. --- overlay_experimental/steam_overlay.cpp | 114 ++++++++++++++----------- overlay_experimental/steam_overlay.h | 2 + 2 files changed, 65 insertions(+), 51 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 40bfd26..cfff132 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -300,7 +300,7 @@ void Steam_Overlay::FriendDisconnect(Friend _friend) void Steam_Overlay::AddMessageNotification(std::string const& message) { - std::lock_guard lock(overlay_mutex); + std::lock_guard lock(notifications_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -317,7 +317,7 @@ void Steam_Overlay::AddMessageNotification(std::string const& message) void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) { - std::lock_guard lock(overlay_mutex); + std::lock_guard lock(notifications_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -335,7 +335,7 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) { - std::lock_guard lock(overlay_mutex); + std::lock_guard lock(notifications_mutex); int id = find_free_notification_id(notifications); if (id != 0) { @@ -522,64 +522,76 @@ void Steam_Overlay::BuildNotifications(int width, int height) int font_size = ImGui::GetFontSize(); - std::lock_guard lock(overlay_mutex); + std::queue friend_actions_temp; - for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { - auto elapsed_notif = now - it->start_time; + std::lock_guard lock(notifications_mutex); - if ( elapsed_notif < Notification::fade_in) + for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i) { - float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); - ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); - ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); - } - else if ( elapsed_notif > Notification::fade_out_start) - { - float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); - ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); - ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); - } - else - { - ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha)); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha)); - ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); - } - - ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); - ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); - ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | - ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); + auto elapsed_notif = now - it->start_time; - switch (it->type) - { - case notification_type_achievement: - ImGui::TextWrapped("%s", it->message.c_str()); - break; - case notification_type_invite: - { + if ( elapsed_notif < Notification::fade_in) + { + float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast(Notification::fade_in.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else if ( elapsed_notif > Notification::fade_out_start) + { + float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast(Notification::fade_out.count())); + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2)); + } + else + { + ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha)); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha)); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2)); + } + + ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i )); + ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size )); + ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | + ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration); + + switch (it->type) + { + case notification_type_achievement: ImGui::TextWrapped("%s", it->message.c_str()); - if (ImGui::Button("Join")) + break; + case notification_type_invite: { - has_friend_action.push(it->frd->first); - it->start_time = std::chrono::seconds(0); + ImGui::TextWrapped("%s", it->message.c_str()); + if (ImGui::Button("Join")) + { + friend_actions_temp.push(it->frd->first); + it->start_time = std::chrono::seconds(0); + } } - } - break; - case notification_type_message: - ImGui::TextWrapped("%s", it->message.c_str()); break; + break; + case notification_type_message: + ImGui::TextWrapped("%s", it->message.c_str()); break; + } + + ImGui::End(); + + ImGui::PopStyleColor(3); + } + notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { + return (now - item.start_time) > Notification::show_time; + }), notifications.end()); + } + + if (!friend_actions_temp.empty()) { + std::lock_guard lock(overlay_mutex); + while (!friend_actions_temp.empty()) { + has_friend_action.push(friend_actions_temp.front()); + friend_actions_temp.pop(); } - - ImGui::End(); - - ImGui::PopStyleColor(3); } - notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { - return (now - item.start_time) > Notification::show_time; - }), notifications.end()); } void Steam_Overlay::CreateFonts() diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 0527585..ef6fbbd 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -92,6 +92,8 @@ class Steam_Overlay // Callback infos std::queue has_friend_action; std::vector notifications; + std::recursive_mutex notifications_mutex; + bool overlay_state_changed; std::recursive_mutex overlay_mutex; From b1206b0fa24a17e1a9c50714c9b8688f0bb93e82 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 26 Jan 2020 17:25:41 -0500 Subject: [PATCH 267/494] Add a longer delay to P2PSessionRequest_t callback. Don't fire it if packet is sent before it is fired. --- dll/steam_networking.h | 28 ++++++++++++++++++++++++---- 1 file changed, 24 insertions(+), 4 deletions(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 0980913..64ed48e 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -21,6 +21,9 @@ #define ORPHANED_PACKET_TIMEOUT (20) #define NEW_CONNECTION_TIMEOUT (20.0) +//kingdom 2 crowns doesn't work with a 0.3 delay or lower +#define NEW_CONNECTION_DELAY (0.4) + #define OLD_CHANNEL_NUMBER 1 struct Steam_Networking_Connection { @@ -78,6 +81,7 @@ public ISteamNetworking std::vector connection_sockets; std::map new_connection_times; + std::queue new_connections_to_call_cb; bool connection_exists(CSteamID id) { @@ -819,10 +823,7 @@ void RunCallbacks() if (!msg.network().processed()) { if (!connection_exists(source_id)) { if (new_connection_times.find(source_id) == new_connection_times.end()) { - P2PSessionRequest_t data; - memset(&data, 0, sizeof(data)); - data.m_steamIDRemote = CSteamID(source_id); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1); + new_connections_to_call_cb.push(source_id); new_connection_times[source_id] = std::chrono::high_resolution_clock::now(); } } else { @@ -855,6 +856,25 @@ void RunCallbacks() } + while (!new_connections_to_call_cb.empty()) { + CSteamID source_id = new_connections_to_call_cb.front(); + auto t = new_connection_times.find(source_id); + if (t == new_connection_times.end()) { + new_connections_to_call_cb.pop(); + continue; + } + + if (!check_timedout(t->second, NEW_CONNECTION_DELAY)) { + break; + } + + P2PSessionRequest_t data; + memset(&data, 0, sizeof(data)); + data.m_steamIDRemote = source_id; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + new_connections_to_call_cb.pop(); + } + //TODO: not sure if sockets should be wiped right away remove_killed_connection_sockets(); From 9deef8c6f35facf8a1fdaaf9688b366399aefb9e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 31 Jan 2020 14:31:29 -0500 Subject: [PATCH 268/494] Add a depots.txt to configure values returned by the getinstalleddepots function. --- Readme_release.txt | 4 +++ dll/settings.h | 3 ++ dll/settings_parser.cpp | 21 ++++++++++++++ dll/steam_apps.cpp | 29 ++++--------------- .../steam_settings.EXAMPLE/depots.EXAMPLE.txt | 6 ++++ 5 files changed, 40 insertions(+), 23 deletions(-) create mode 100644 files_example/steam_settings.EXAMPLE/depots.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 58382af..8fb633b 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -41,6 +41,10 @@ If the DLC file is present, the emulator will only unlock the DLCs in that file. The contents of this file are: appid=DLC name See the steam_settings.EXAMPLE folder for an example. +Depots: +This is pretty rare but some games might use depot ids to see if dlcs are installed. You can provide a list of installed depots to the game with a steam_settings\depots.txt file. +See the steam_settings.EXAMPLE folder for an example. + App paths: Some rare games might need to be provided one or more paths to app ids. For example the path to where a dlc is installed. This sets the paths returned by the Steam_Apps::GetAppInstallDir function. See steam_settings.EXAMPLE\app_paths.EXAMPLE.txt for an example. diff --git a/dll/settings.h b/dll/settings.h index 697fe38..225d268 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -106,6 +106,9 @@ public: bool hasDLC(AppId_t appID); bool getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name); + //Depots + std::vector depots; + //App Install paths void setAppInstallPath(AppId_t appID, std::string path); std::string getAppInstallPath(AppId_t appID); diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 0ccb5f5..40c6df4 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -458,6 +458,27 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } } + { + std::string depots_config_path = Local_Storage::get_game_settings_path() + "depots.txt"; + std::ifstream input( depots_config_path ); + if (input.is_open()) { + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + DepotId_t depot_id = stoul(line); + settings_client->depots.push_back(depot_id); + settings_server->depots.push_back(depot_id); + PRINT_DEBUG("Added depot %u\n", depot_id); + } + } + } + { std::string mod_path = Local_Storage::get_game_settings_path() + "mods"; std::vector paths = Local_Storage::get_filenames_path(mod_path); diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 9bd382a..7f7dbd5 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -181,33 +181,16 @@ bool Steam_Apps::MarkContentCorrupt( bool bMissingFilesOnly ) // return installed depots in mount order uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) { - PRINT_DEBUG("GetInstalledDepots %u\n", appID); + PRINT_DEBUG("GetInstalledDepots %u, %u\n", appID, cMaxDepots); //TODO not sure about the behavior of this function, I didn't actually test this. if (!pvecDepots) return 0; std::lock_guard lock(global_mutex); + unsigned int count = settings->depots.size(); + if (cMaxDepots < count) count = cMaxDepots; + std::copy(settings->depots.begin(), settings->depots.begin() + count, pvecDepots); + return count; +} - if (appID == settings->get_local_game_id().AppID()) { - unsigned int count = settings->DLCCount(); - if (cMaxDepots < count) count = cMaxDepots; - - for (int i = 0; i < count; ++i) { - AppId_t appid; - bool available; - std::string name; - if (settings->getDLC(i, appid, available, name)) { - pvecDepots[i] = appid; - } - } - - return count; - } else { - if (cMaxDepots) { - *pvecDepots = appID; - return 1; - } - } - - return 0; } // returns current app install folder for AppID, returns folder name length diff --git a/files_example/steam_settings.EXAMPLE/depots.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/depots.EXAMPLE.txt new file mode 100644 index 0000000..d2629e8 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/depots.EXAMPLE.txt @@ -0,0 +1,6 @@ +228986 +228990 +814381 +814382 +814383 +1039230 From 6ccb8f6c0b77d1d5517ebda1f6744051b7b4eacb Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 31 Jan 2020 14:32:28 -0500 Subject: [PATCH 269/494] ISteamApps 002-007 implemented. --- dll/steam_apps.cpp | 4 ++ dll/steam_apps.h | 10 ++++- dll/steam_client.cpp | 24 +++++++++++- sdk_includes/isteamapps001.h | 28 ++++++++++++++ sdk_includes/isteamapps002.h | 22 +++++++++++ sdk_includes/isteamapps003.h | 25 +++++++++++++ sdk_includes/isteamapps004.h | 48 ++++++++++++++++++++++++ sdk_includes/isteamapps005.h | 63 +++++++++++++++++++++++++++++++ sdk_includes/isteamapps006.h | 71 +++++++++++++++++++++++++++++++++++ sdk_includes/isteamapps007.h | 72 ++++++++++++++++++++++++++++++++++++ sdk_includes/steam_api.h | 7 ++++ 11 files changed, 372 insertions(+), 2 deletions(-) create mode 100644 sdk_includes/isteamapps001.h create mode 100644 sdk_includes/isteamapps002.h create mode 100644 sdk_includes/isteamapps003.h create mode 100644 sdk_includes/isteamapps004.h create mode 100644 sdk_includes/isteamapps005.h create mode 100644 sdk_includes/isteamapps006.h create mode 100644 sdk_includes/isteamapps007.h diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 7f7dbd5..86271c9 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -191,6 +191,10 @@ uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uin return count; } +uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ) +{ + PRINT_DEBUG("GetInstalledDepots old %u\n", appID); + return GetInstalledDepots( settings->get_local_game_id().AppID(), pvecDepots, cMaxDepots ); } // returns current app install folder for AppID, returns folder name length diff --git a/dll/steam_apps.h b/dll/steam_apps.h index a7ae666..a5ff248 100644 --- a/dll/steam_apps.h +++ b/dll/steam_apps.h @@ -1,6 +1,13 @@ #include "base.h" -class Steam_Apps : public ISteamApps +class Steam_Apps : +public ISteamApps002, +public ISteamApps003, +public ISteamApps004, +public ISteamApps005, +public ISteamApps006, +public ISteamApps007, +public ISteamApps { Settings *settings; class SteamCallResults *callback_results; @@ -49,6 +56,7 @@ public: bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ); // returns current beta branch name, 'public' is the default branch bool MarkContentCorrupt( bool bMissingFilesOnly ); // signal Steam that game files seems corrupt or missing uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ); // return installed depots in mount order + uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ); // returns current app install folder for AppID, returns folder name length uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ); diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index d80e348..12b57e8 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -617,8 +617,30 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea { PRINT_DEBUG("GetISteamApps %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; + + Steam_Apps *steam_apps_temp; + if (hSteamUser == SERVER_HSTEAMUSER) { - return steam_gameserver_apps; + steam_apps_temp = steam_gameserver_apps; + } else { + steam_apps_temp = steam_apps; + } + if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) { + return (ISteamApps *)(void *)(ISteamApps002 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION003") == 0) { + return (ISteamApps *)(void *)(ISteamApps003 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION004") == 0) { + return (ISteamApps *)(void *)(ISteamApps004 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION005") == 0) { + return (ISteamApps *)(void *)(ISteamApps005 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION006") == 0) { + return (ISteamApps *)(void *)(ISteamApps006 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION007") == 0) { + return (ISteamApps *)(void *)(ISteamApps007 *)steam_apps_temp; + } else if (strcmp(pchVersion, STEAMAPPS_INTERFACE_VERSION) == 0) { + return (ISteamApps *)(void *)(ISteamApps *)steam_apps_temp; + } else { + return (ISteamApps *)(void *)(ISteamApps *)steam_apps_temp; } return steam_apps; diff --git a/sdk_includes/isteamapps001.h b/sdk_includes/isteamapps001.h new file mode 100644 index 0000000..dbe64cc --- /dev/null +++ b/sdk_includes/isteamapps001.h @@ -0,0 +1,28 @@ + +#ifndef ISTEAMAPPS001_H +#define ISTEAMAPPS001_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps001 +{ +public: + // returns 0 if the key does not exist + // this may be true on first call, since the app data may not be cached locally yet + // If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again + virtual int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: called when new information about an app has arrived +//----------------------------------------------------------------------------- +struct AppDataChanged_t +{ + enum { k_iCallback = k_iSteamAppsCallbacks + 1 }; + uint32 m_nAppID; // appid that changed + bool m_bBySteamUI; // change came from SteamUI + bool m_bCDDBUpdate; // the cddb entry for this app changed +}; + +#endif //ISTEAMAPPS001_H diff --git a/sdk_includes/isteamapps002.h b/sdk_includes/isteamapps002.h new file mode 100644 index 0000000..40084a5 --- /dev/null +++ b/sdk_includes/isteamapps002.h @@ -0,0 +1,22 @@ + +#ifndef ISTEAMAPPS002_H +#define ISTEAMAPPS002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps002 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; +}; + +#endif //ISTEAMAPPS002_H diff --git a/sdk_includes/isteamapps003.h b/sdk_includes/isteamapps003.h new file mode 100644 index 0000000..d6cf6c4 --- /dev/null +++ b/sdk_includes/isteamapps003.h @@ -0,0 +1,25 @@ + +#ifndef ISTEAMAPPS003_H +#define ISTEAMAPPS003_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps003 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; + + // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed + virtual bool BIsDlcInstalled( AppId_t appID ) = 0; +}; + +#endif //ISTEAMAPPS003_H diff --git a/sdk_includes/isteamapps004.h b/sdk_includes/isteamapps004.h new file mode 100644 index 0000000..6e55002 --- /dev/null +++ b/sdk_includes/isteamapps004.h @@ -0,0 +1,48 @@ + +#ifndef ISTEAMAPPS004_H +#define ISTEAMAPPS004_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps004 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; + + // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed + virtual bool BIsDlcInstalled( AppId_t appID ) = 0; + + // returns the Unix time of the purchase of the app + virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; + + // Checks if the user is subscribed to the current app through a free weekend + // This function will return false for users who have a retail or other type of license + // Before using, please ask your Valve technical contact how to package and secure your free weekened + virtual bool BIsSubscribedFromFreeWeekend() = 0; + + // Returns the number of DLC pieces for the running app + virtual int GetDLCCount() = 0; + + // Returns metadata for DLC by index, of range [0, GetDLCCount()] + virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; + + // Install/Uninstall control for optional DLC + virtual void InstallDLC( AppId_t nAppID ) = 0; + virtual void UninstallDLC( AppId_t nAppID ) = 0; + +#ifdef _PS3 + // Result returned in a RegisterActivationCodeResponse_t callresult + virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0; +#endif +}; + +#endif //ISTEAMAPPS004_H diff --git a/sdk_includes/isteamapps005.h b/sdk_includes/isteamapps005.h new file mode 100644 index 0000000..6b318b2 --- /dev/null +++ b/sdk_includes/isteamapps005.h @@ -0,0 +1,63 @@ + +#ifndef ISTEAMAPPS005_H +#define ISTEAMAPPS005_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps005 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; + + // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed + virtual bool BIsDlcInstalled( AppId_t appID ) = 0; + + // returns the Unix time of the purchase of the app + virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; + + // Checks if the user is subscribed to the current app through a free weekend + // This function will return false for users who have a retail or other type of license + // Before using, please ask your Valve technical contact how to package and secure your free weekened + virtual bool BIsSubscribedFromFreeWeekend() = 0; + + // Returns the number of DLC pieces for the running app + virtual int GetDLCCount() = 0; + + // Returns metadata for DLC by index, of range [0, GetDLCCount()] + virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; + + // Install/Uninstall control for optional DLC + virtual void InstallDLC( AppId_t nAppID ) = 0; + virtual void UninstallDLC( AppId_t nAppID ) = 0; + + // Request cd-key for yourself or owned DLC. If you are interested in this + // data then make sure you provide us with a list of valid keys to be distributed + // to users when they purchase the game, before the game ships. + // You'll receive an AppProofOfPurchaseKeyResponse_t callback when + // the key is available (which may be immediately). + virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0; + + virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch + virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing + virtual uint32 GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order + + // returns current app install folder for AppID, returns folder name length + virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0; + virtual bool BIsAppInstalled( AppId_t appID ) = 0; + +#ifdef _PS3 + // Result returned in a RegisterActivationCodeResponse_t callresult + virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0; +#endif +}; + +#endif //ISTEAMAPPS005_H diff --git a/sdk_includes/isteamapps006.h b/sdk_includes/isteamapps006.h new file mode 100644 index 0000000..1e2d273 --- /dev/null +++ b/sdk_includes/isteamapps006.h @@ -0,0 +1,71 @@ + +#ifndef ISTEAMAPPS006_H +#define ISTEAMAPPS006_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps006 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; + + // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed + virtual bool BIsDlcInstalled( AppId_t appID ) = 0; + + // returns the Unix time of the purchase of the app + virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; + + // Checks if the user is subscribed to the current app through a free weekend + // This function will return false for users who have a retail or other type of license + // Before using, please ask your Valve technical contact how to package and secure your free weekened + virtual bool BIsSubscribedFromFreeWeekend() = 0; + + // Returns the number of DLC pieces for the running app + virtual int GetDLCCount() = 0; + + // Returns metadata for DLC by index, of range [0, GetDLCCount()] + virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; + + // Install/Uninstall control for optional DLC + virtual void InstallDLC( AppId_t nAppID ) = 0; + virtual void UninstallDLC( AppId_t nAppID ) = 0; + + // Request cd-key for yourself or owned DLC. If you are interested in this + // data then make sure you provide us with a list of valid keys to be distributed + // to users when they purchase the game, before the game ships. + // You'll receive an AppProofOfPurchaseKeyResponse_t callback when + // the key is available (which may be immediately). + virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0; + + virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch + virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing + virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order + + // returns current app install folder for AppID, returns folder name length + virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0; + virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned) + + virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed + + // Returns the associated launch param if the game is run via steam://run///?param1=value1;param2=value2;param3=value3 etc. + // Parameter names starting with the character '@' are reserved for internal use and will always return and empty string. + // Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game, + // but it is advised that you not param names beginning with an underscore for your own features. + virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0; + +#ifdef _PS3 + // Result returned in a RegisterActivationCodeResponse_t callresult + virtual SteamAPICall_t RegisterActivationCode( const char *pchActivationCode ) = 0; +#endif +}; + +#endif //ISTEAMAPPS006_H diff --git a/sdk_includes/isteamapps007.h b/sdk_includes/isteamapps007.h new file mode 100644 index 0000000..6028e1f --- /dev/null +++ b/sdk_includes/isteamapps007.h @@ -0,0 +1,72 @@ + +#ifndef ISTEAMAPPS007_H +#define ISTEAMAPPS007_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamApps007 +{ +public: + virtual bool BIsSubscribed() = 0; + virtual bool BIsLowViolence() = 0; + virtual bool BIsCybercafe() = 0; + virtual bool BIsVACBanned() = 0; + virtual const char *GetCurrentGameLanguage() = 0; + virtual const char *GetAvailableGameLanguages() = 0; + + // only use this member if you need to check ownership of another game related to yours, a demo for example + virtual bool BIsSubscribedApp( AppId_t appID ) = 0; + + // Takes AppID of DLC and checks if the user owns the DLC & if the DLC is installed + virtual bool BIsDlcInstalled( AppId_t appID ) = 0; + + // returns the Unix time of the purchase of the app + virtual uint32 GetEarliestPurchaseUnixTime( AppId_t nAppID ) = 0; + + // Checks if the user is subscribed to the current app through a free weekend + // This function will return false for users who have a retail or other type of license + // Before using, please ask your Valve technical contact how to package and secure your free weekened + virtual bool BIsSubscribedFromFreeWeekend() = 0; + + // Returns the number of DLC pieces for the running app + virtual int GetDLCCount() = 0; + + // Returns metadata for DLC by index, of range [0, GetDLCCount()] + virtual bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize ) = 0; + + // Install/Uninstall control for optional DLC + virtual void InstallDLC( AppId_t nAppID ) = 0; + virtual void UninstallDLC( AppId_t nAppID ) = 0; + + // Request cd-key for yourself or owned DLC. If you are interested in this + // data then make sure you provide us with a list of valid keys to be distributed + // to users when they purchase the game, before the game ships. + // You'll receive an AppProofOfPurchaseKeyResponse_t callback when + // the key is available (which may be immediately). + virtual void RequestAppProofOfPurchaseKey( AppId_t nAppID ) = 0; + + virtual bool GetCurrentBetaName( char *pchName, int cchNameBufferSize ) = 0; // returns current beta branch name, 'public' is the default branch + virtual bool MarkContentCorrupt( bool bMissingFilesOnly ) = 0; // signal Steam that game files seems corrupt or missing + virtual uint32 GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uint32 cMaxDepots ) = 0; // return installed depots in mount order + + // returns current app install folder for AppID, returns folder name length + virtual uint32 GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) = 0; + virtual bool BIsAppInstalled( AppId_t appID ) = 0; // returns true if that app is installed (not necessarily owned) + + virtual CSteamID GetAppOwner() = 0; // returns the SteamID of the original owner. If different from current user, it's borrowed + + // Returns the associated launch param if the game is run via steam://run///?param1=value1;param2=value2;param3=value3 etc. + // Parameter names starting with the character '@' are reserved for internal use and will always return and empty string. + // Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game, + // but it is advised that you not param names beginning with an underscore for your own features. + virtual const char *GetLaunchQueryParam( const char *pchKey ) = 0; + + // get download progress for optional DLC + virtual bool GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; + + // return the buildid of this app, may change at any time based on backend updates to the game + virtual int GetAppBuildId() = 0; +}; + +#endif //ISTEAMAPPS007_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 5e195d7..cb8cf38 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -83,6 +83,13 @@ #include "isteamuserstats004.h" #include "isteamuserstats003.h" #include "isteamapps.h" +#include "isteamapps007.h" +#include "isteamapps006.h" +#include "isteamapps005.h" +#include "isteamapps004.h" +#include "isteamapps003.h" +#include "isteamapps002.h" +#include "isteamapps001.h" #include "isteamnetworking.h" #include "isteamnetworking005.h" #include "isteamnetworking004.h" From 05e6c103f8fc8f5539f2ea29f83c78e0a04660ef Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 31 Jan 2020 15:47:56 -0500 Subject: [PATCH 270/494] Fix compile error. --- dll/steam_apps.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 86271c9..cc325d1 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -193,7 +193,7 @@ uint32 Steam_Apps::GetInstalledDepots( AppId_t appID, DepotId_t *pvecDepots, uin uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots ) { - PRINT_DEBUG("GetInstalledDepots old %u\n", appID); + PRINT_DEBUG("GetInstalledDepots old\n"); return GetInstalledDepots( settings->get_local_game_id().AppID(), pvecDepots, cMaxDepots ); } From 03839a7de6e92a96fa612e083ab51782061751f3 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 1 Feb 2020 13:46:05 -0500 Subject: [PATCH 271/494] Use the same steam pipe/user numbers that the real steam dll uses because some games actually depend on it. --- dll/defines.h | 4 ++-- dll/steam_client.h | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/defines.h b/dll/defines.h index dbad7dc..b7d98c9 100644 --- a/dll/defines.h +++ b/dll/defines.h @@ -1,6 +1,6 @@ //TODO: put these in a common .h -#define CLIENT_HSTEAMUSER 12 -#define SERVER_HSTEAMUSER 13 +#define CLIENT_HSTEAMUSER 1 +#define SERVER_HSTEAMUSER 1 #define DEFAULT_NAME "Goldberg" #define PROGRAM_NAME "Goldberg SteamEmu" diff --git a/dll/steam_client.h b/dll/steam_client.h index 5812881..c0a633a 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -136,7 +136,7 @@ public: std::thread background_keepalive; bool steamclient_server_inited = false; - unsigned steam_pipe_counter = 2; + unsigned steam_pipe_counter = 1; std::map steam_pipes; Steam_Client(); From 624455705f0a1f2a09eeb5d086edae2da133bf06 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 1 Feb 2020 13:55:41 -0500 Subject: [PATCH 272/494] Use steam pipe instead of steam user to know if server or client interface. --- dll/steam_client.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 12b57e8..5b51b2f 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -445,7 +445,7 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe if (!steam_pipes.count(hSteamPipe)) return NULL; bool server = false; - if (hSteamUser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { server = true; } else { if ((strstr(pchVersion, "SteamNetworkingUtils") != pchVersion) && (strstr(pchVersion, "SteamUtils") != pchVersion)) { @@ -620,7 +620,7 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea Steam_Apps *steam_apps_temp; - if (hSteamUser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { steam_apps_temp = steam_gameserver_apps; } else { steam_apps_temp = steam_apps; @@ -654,7 +654,7 @@ ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSte Steam_Networking *steam_networking_temp; - if (hSteamUser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { steam_networking_temp = steam_gameserver_networking; } else { steam_networking_temp = steam_networking; @@ -777,7 +777,7 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea { PRINT_DEBUG("GetISteamHTTP %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; - if (hSteamuser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { return steam_gameserver_http; } @@ -834,7 +834,7 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; Steam_UGC *steam_ugc_temp; - if (hSteamUser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { steam_ugc_temp = steam_gameserver_ugc; } else { steam_ugc_temp = steam_ugc; @@ -962,7 +962,7 @@ ISteamInventory *Steam_Client::GetISteamInventory( HSteamUser hSteamuser, HSteam SteamCallBacks *callbacks_temp; SteamCallResults *callback_results_temp; - if (hSteamuser == SERVER_HSTEAMUSER) { + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { steam_inventory_temp = steam_gameserver_inventory; } else { steam_inventory_temp = steam_inventory; From 245d379720696bf66ca44c810594702f15d54b5d Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 2 Feb 2020 19:06:44 -0500 Subject: [PATCH 273/494] Fix overlay not working in barotrauma. --- overlay_experimental/windows/DX11_Hook.cpp | 46 +++++++++++++++++++--- 1 file changed, 41 insertions(+), 5 deletions(-) diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 7f1fc0e..f458e89 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -50,7 +50,11 @@ void DX11_Hook::resetRenderState() { if (initialized) { - mainRenderTargetView->Release(); + if (mainRenderTargetView) { + mainRenderTargetView->Release(); + mainRenderTargetView = NULL; + } + pContext->Release(); ImGui_ImplDX11_Shutdown(); @@ -78,9 +82,34 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) io.IniFilename = NULL; ID3D11Texture2D* pBackBuffer; - pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + + ID3D11RenderTargetView *get_targets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {}; + pContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, get_targets, NULL); + bool bind_target = true; + + for (unsigned i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { + if (get_targets[i]) { + ID3D11Resource *res = NULL; + get_targets[i]->GetResource(&res); + if (res) { + if (res == (ID3D11Resource*)pBackBuffer) { + bind_target = false; + } + + res->Release(); + } + + get_targets[i]->Release(); + } else { + break; + } + } + + if (bind_target) { + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + } + pBackBuffer->Release(); ImGui_ImplDX11_Init(pDevice, pContext); @@ -102,7 +131,10 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::Render(); - pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + if (mainRenderTargetView) { + pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + } + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } } @@ -144,7 +176,11 @@ DX11_Hook::~DX11_Hook() if (initialized) { - mainRenderTargetView->Release(); + if (mainRenderTargetView) { + mainRenderTargetView->Release(); + mainRenderTargetView = NULL; + } + pContext->Release(); ImGui_ImplDX11_InvalidateDeviceObjects(); From b4205535fbee455bee925ab3aa90780e00eead27 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 2 Feb 2020 19:07:30 -0500 Subject: [PATCH 274/494] Only allow people to join lobbies with the overlay if they have been invited first. --- overlay_experimental/steam_overlay.cpp | 72 +++++++++++--------------- overlay_experimental/steam_overlay.h | 4 +- 2 files changed, 31 insertions(+), 45 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index cfff132..ea82e4d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -284,7 +284,7 @@ void Steam_Overlay::FriendConnect(Friend _friend) item.window_state = window_state_none; item.id = id; memset(item.chat_input, 0, max_chat_len); - item.has_lobby = false; + item.joinable = false; } else PRINT_DEBUG("No more free id to create a friend window\n"); @@ -351,16 +351,16 @@ void Steam_Overlay::AddInviteNotification(std::pair &f) { Steam_Friends* steamFriends = get_steam_client()->steam_friends; - if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 ) + if( std::string(steamFriends->GetFriendRichPresence(f.first.id(), "connect")).length() > 0 ) return true; FriendGameInfo_t friend_game_info = {}; - steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); - if (friend_game_info.m_steamIDLobby.IsValid()) + steamFriends->GetFriendGamePlayed(f.first.id(), &friend_game_info); + if (friend_game_info.m_steamIDLobby.IsValid() && (f.second.window_state & window_state_lobby_invite)) return true; return false; @@ -398,7 +398,7 @@ void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& sta has_friend_action.push(frd); close_popup = true; } - if (state.has_lobby && ImGui::Button("Join###PopupJoin")) + if (state.joinable && ImGui::Button("Join###PopupJoin")) { state.window_state |= window_state_join; has_friend_action.push(frd); @@ -447,6 +447,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st ImGui::SameLine(); if (ImGui::Button("Accept")) { + state.window_state |= window_state_join; this->has_friend_action.push(frd); } ImGui::SameLine(); @@ -567,6 +568,7 @@ void Steam_Overlay::BuildNotifications(int width, int height) ImGui::TextWrapped("%s", it->message.c_str()); if (ImGui::Button("Join")) { + it->frd->second.window_state |= window_state_join; friend_actions_temp.push(it->frd->first); it->start_time = std::chrono::seconds(0); } @@ -724,7 +726,7 @@ void Steam_Overlay::RunCallbacks() std::lock_guard lock(overlay_mutex); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - i.second.has_lobby = FriendHasLobby(i.first.id()); + i.second.joinable = FriendJoinable(i); }); while (!has_friend_action.empty()) @@ -774,51 +776,35 @@ void Steam_Overlay::RunCallbacks() if (friend_info->second.window_state & window_state_join) { std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect"); - if (connect.length() > 0) + // The user got a lobby invite and accepted it + if (friend_info->second.window_state & window_state_lobby_invite) + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); + data.m_steamIDFriend.SetFromUint64(friend_id); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + friend_info->second.window_state &= ~window_state_lobby_invite; + } else + // The user got a rich presence invite and accepted it + if (friend_info->second.window_state & window_state_rich_invite) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + friend_info->second.window_state &= ~window_state_rich_invite; + } else if (connect.length() > 0) { GameRichPresenceJoinRequested_t data = {}; data.m_steamIDFriend.SetFromUint64(friend_id); strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } - else - { - FriendGameInfo_t friend_game_info = {}; - steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); - if (friend_game_info.m_steamIDLobby.IsValid()) - { - // TODO: Look if thats really JoinLobby ? - // I saw on steamdev that overlay sends a GameLobbyJoinRequested_t - //GameLobbyJoinRequested_t data; - //data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); - //data.m_steamIDFriend.SetFromUint64(friend_id); - //callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby); - } - } friend_info->second.window_state &= ~window_state_join; } - // The user got a lobby invite and accepted it - if (friend_info->second.window_state & window_state_lobby_invite) - { - GameLobbyJoinRequested_t data; - data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId); - data.m_steamIDFriend.SetFromUint64(friend_id); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - friend_info->second.window_state &= ~window_state_lobby_invite; - } - // The user got a rich presence invite and accepted it - if (friend_info->second.window_state & window_state_rich_invite) - { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_id); - strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - friend_info->second.window_state &= ~window_state_rich_invite; - } } has_friend_action.pop(); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index ef6fbbd..d3b301e 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -32,7 +32,7 @@ struct friend_window_state std::string chat_history; char chat_input[max_chat_len]; - bool has_lobby; + bool joinable; }; struct Friend_Less @@ -110,7 +110,7 @@ class Steam_Overlay void Callback(Common_Message* msg); void RunCallbacks(); - bool FriendHasLobby(uint64 friend_id); + bool FriendJoinable(std::pair &f); bool IHaveLobby(); void NotifyUser(friend_window_state& friend_state); From 40b9b0ef3dfc01b014e053f8549d9edbf71b7417 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 8 Feb 2020 15:40:26 -0500 Subject: [PATCH 275/494] Call lobby invite callback when friend is invited. --- dll/steam_friends.h | 31 ++++++++++++++++++++----------- 1 file changed, 20 insertions(+), 11 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 5c5e8c7..10cb96d 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1073,18 +1073,27 @@ void Callback(Common_Message *msg) if (msg->has_friend_messages()) { if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); - if (overlay->Ready()) - { - //TODO: the user should accept the invite first but we auto accept it because there's no gui yet - // Then we will handle it ! - overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); - } - else - { - GameLobbyJoinRequested_t data; - data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); - data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + Friend *f = find_friend(msg->source_id()); + if (f) { + LobbyInvite_t data; + data.m_ulSteamIDUser = msg->source_id(); + data.m_ulSteamIDLobby = msg->friend_messages().lobby_id(); + data.m_ulGameID = f->appid(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + if (overlay->Ready()) + { + //TODO: the user should accept the invite first but we auto accept it because there's no gui yet + // Then we will handle it ! + overlay->SetLobbyInvite(*find_friend(static_cast(msg->source_id())), msg->friend_messages().lobby_id()); + } + else + { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id()); + data.m_steamIDFriend = CSteamID((uint64)msg->source_id()); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } } From 1e7c3cd7e133b275dbbf764e0dfdff70fc178ee0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 9 Feb 2020 09:33:51 -0500 Subject: [PATCH 276/494] Fix build. --- dll/steam_friends.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 10cb96d..654a067 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1073,7 +1073,7 @@ void Callback(Common_Message *msg) if (msg->has_friend_messages()) { if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) { PRINT_DEBUG("Steam_Friends Got Lobby Invite\n"); - Friend *f = find_friend(msg->source_id()); + Friend *f = find_friend((uint64)msg->source_id()); if (f) { LobbyInvite_t data; data.m_ulSteamIDUser = msg->source_id(); From 8cdf5cee26486f99494adb663f6ae6ac1c491225 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 14 Feb 2020 15:00:16 -0500 Subject: [PATCH 277/494] Proper vcpkg directory for protobuf (thanks Christsnatcher). --- .gitlab-ci.yml | 2 +- build_set_protobuf_directories.bat | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 9cb8671..b35fb13 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -62,7 +62,7 @@ build_windows: - dnf -y install wine wget p7zip sed dos2unix - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - - sed -i 's/..\\vcpkg\\packages\\/.\\/g' build_set_protobuf_directories.bat + - sed -i 's/..\\vcpkg\\installed\\/.\\/g' build_set_protobuf_directories.bat - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/4185a97ab363ddc1859127e59ec68581/protobuf_x86-windows-static.7z' diff --git a/build_set_protobuf_directories.bat b/build_set_protobuf_directories.bat index bf81456..2d8e703 100755 --- a/build_set_protobuf_directories.bat +++ b/build_set_protobuf_directories.bat @@ -1,7 +1,7 @@ @echo off cd /d "%~dp0" -SET PROTOBUF_X86_DIRECTORY=..\vcpkg\packages\protobuf_x86-windows-static -SET PROTOBUF_X64_DIRECTORY=..\vcpkg\packages\protobuf_x64-windows-static +SET PROTOBUF_X86_DIRECTORY=..\vcpkg\installed\protobuf_x86-windows-static +SET PROTOBUF_X64_DIRECTORY=..\vcpkg\installed\protobuf_x64-windows-static rem location of protoc in protobuf directories: SET PROTOC_X86_EXE=%PROTOBUF_X86_DIRECTORY%\tools\protobuf\protoc.exe From 6f4273bf3ad4c67a00d1fc7abca9b615e4ac0205 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 14 Feb 2020 15:01:10 -0500 Subject: [PATCH 278/494] Only run background thread if runcallbacks has been called more than 1 seconds ago. --- dll/steam_client.cpp | 17 +++++++++++------ dll/steam_client.h | 1 + 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 5b51b2f..3967944 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -36,11 +36,15 @@ static void background_thread(Steam_Client *client) } } - global_mutex.lock(); - PRINT_DEBUG("background thread run\n"); - client->network->Run(); - client->steam_matchmaking->RunBackground(); - global_mutex.unlock(); + unsigned long long time = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + + if (time > client->last_cb_run + 1) { + global_mutex.lock(); + PRINT_DEBUG("background thread run\n"); + client->network->Run(); + client->steam_matchmaking->RunBackground(); + global_mutex.unlock(); + } } } @@ -104,6 +108,7 @@ Steam_Client::Steam_Client() steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); + last_cb_run = 0; PRINT_DEBUG("client init end\n"); } @@ -1536,8 +1541,8 @@ void Steam_Client::RunCallbacks(bool runClientCB, bool runGameserverCB) callbacks_server->runCallBacks(); PRINT_DEBUG("Steam_Client::RunCallbacks callbacks_client\n"); callbacks_client->runCallBacks(); + last_cb_run = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); PRINT_DEBUG("Steam_Client::RunCallbacks done\n"); - } void Steam_Client::DestroyAllInterfaces() diff --git a/dll/steam_client.h b/dll/steam_client.h index c0a633a..da3109e 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -135,6 +135,7 @@ public: bool server_init = false; std::thread background_keepalive; bool steamclient_server_inited = false; + std::atomic last_cb_run; unsigned steam_pipe_counter = 1; std::map steam_pipes; From 7e136bba14de1b13973db25600f4b58a78d74fe2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 14 Feb 2020 15:01:54 -0500 Subject: [PATCH 279/494] Callback results improvements. --- dll/base.h | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dll/base.h b/dll/base.h index 5900583..a6ec8f7 100644 --- a/dll/base.h +++ b/dll/base.h @@ -111,7 +111,7 @@ public: }; #define STEAM_CALLRESULT_TIMEOUT 120.0 -#define STEAM_CALLRESULT_WAIT_FOR_CB 0.05 +#define STEAM_CALLRESULT_WAIT_FOR_CB 0.01 struct Steam_Call_Result { Steam_Call_Result(SteamAPICall_t a, int icb, void *r, unsigned int s, double r_in, bool run_cc_cb) { api_call = a; @@ -243,9 +243,11 @@ public: auto cb_result = std::find_if(callresults.begin(), callresults.end(), [api_call](struct Steam_Call_Result const& item) { return item.api_call == api_call; }); if (cb_result != callresults.end()) { if (cb_result->reserved) { + std::chrono::high_resolution_clock::time_point created = cb_result->created; std::vector temp_cbs = cb_result->callbacks; *cb_result = Steam_Call_Result(api_call, iCallback, result, size, timeout, run_call_completed_cb); cb_result->callbacks = temp_cbs; + cb_result->created = created; return cb_result->api_call; } } else { From 767fee6840d6f768b39371fe021ff8929e6a996c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 14 Feb 2020 15:02:54 -0500 Subject: [PATCH 280/494] lobby dataupdate is called even when the value does not change. --- dll/steam_matchmaking.h | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 962e667..36946d0 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -113,7 +113,7 @@ void send_lobby_data() } } -void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.0) +void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.0, bool send_changed_lobby=true) { PRINT_DEBUG("Lobby dataupdate %llu %llu\n", lobby.ConvertToUint64(), member.ConvertToUint64()); LobbyDataUpdate_t data; @@ -132,10 +132,12 @@ void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, dou Lobby *l = get_lobby(lobby); if (l && l->owner() == settings->get_local_steam_id().ConvertToUint64()) { - Common_Message msg = Common_Message(); - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); - msg.set_allocated_lobby(new Lobby(*l)); - network->sendToAllIndividuals(&msg, true); + if (send_changed_lobby) { + Common_Message msg = Common_Message(); + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_allocated_lobby(new Lobby(*l)); + network->sendToAllIndividuals(&msg, true); + } } } @@ -774,10 +776,9 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal } auto result = lobby->values().find(pchKey); - if (result == lobby->values().end() || result->second != std::string(pchValue)) { - (*lobby->mutable_values())[pchKey] = pchValue; - trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true); - } + bool changed = (result == lobby->values().end()) || (result->second != std::string(pchValue)); + (*lobby->mutable_values())[pchKey] = pchValue; + trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.0, changed); return true; } From 2c95011e736c2456a5c974388e8b5fcdb96e2c85 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 14 Feb 2020 15:03:20 -0500 Subject: [PATCH 281/494] Fix mouse cursor showing up in some games due to overlay. --- overlay_experimental/steam_overlay.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index ea82e4d..aa12162 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -629,6 +629,7 @@ void Steam_Overlay::OverlayProc() if (show_overlay) { + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange; // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(io.DisplaySize.x), @@ -681,7 +682,9 @@ void Steam_Overlay::OverlayProc() if (!show) ShowOverlay(false); - }// if(show_overlay) + } else { + io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; + } } void Steam_Overlay::Callback(Common_Message *msg) From e13a3c632d15d6371202a16defb626de0ae8139c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 15 Feb 2020 17:18:09 -0500 Subject: [PATCH 282/494] Woops. --- build_set_protobuf_directories.bat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/build_set_protobuf_directories.bat b/build_set_protobuf_directories.bat index 2d8e703..fb3e63b 100755 --- a/build_set_protobuf_directories.bat +++ b/build_set_protobuf_directories.bat @@ -1,7 +1,7 @@ @echo off cd /d "%~dp0" -SET PROTOBUF_X86_DIRECTORY=..\vcpkg\installed\protobuf_x86-windows-static -SET PROTOBUF_X64_DIRECTORY=..\vcpkg\installed\protobuf_x64-windows-static +SET PROTOBUF_X86_DIRECTORY=..\vcpkg\installed\x86-windows-static +SET PROTOBUF_X64_DIRECTORY=..\vcpkg\installed\x64-windows-static rem location of protoc in protobuf directories: SET PROTOC_X86_EXE=%PROTOBUF_X86_DIRECTORY%\tools\protobuf\protoc.exe From 3b9366e71bea04fd354fe9ff80cc81541d7988de Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 15 Feb 2020 17:20:29 -0500 Subject: [PATCH 283/494] generate_game_infos improvements. now generates a DLC.txt and a steam_appid.txt and puts everything in a folder. appid and api key can be provided as arguments instead. --- generate_game_infos/generate_game_infos.cpp | 165 +++++- json/fifo_map.hpp | 547 ++++++++++++++++++++ 2 files changed, 693 insertions(+), 19 deletions(-) create mode 100644 json/fifo_map.hpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 430bdd0..1501a46 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -8,6 +8,7 @@ #include #include +#include class CurlGlobal { @@ -230,6 +231,7 @@ public: std::string steam_apikey; std::string app_id; +std::string output_path; #if defined(WIN32) || defined(_WIN32) #include @@ -274,7 +276,7 @@ static void generate_achievements(CurlEasy &easy) easy.perform(); try { - std::ofstream ach_file("achievements.json", std::ios::trunc | std::ios::out); + std::ofstream ach_file(output_path + "/achievements.json", std::ios::trunc | std::ios::out); nlohmann::json json = nlohmann::json::parse(easy.get_answer()); nlohmann::json output_json = nlohmann::json::array(); @@ -299,7 +301,7 @@ static void generate_achievements(CurlEasy &easy) { std::string icon_path = "images/" + item.value()["name"].get() + ".jpg"; - std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + std::ofstream achievement_icon(output_path + "/" + icon_path, std::ios::out | std::ios::trunc | std::ios::binary); if (!achievement_icon) { std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; @@ -316,7 +318,7 @@ static void generate_achievements(CurlEasy &easy) } { std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; - std::ofstream achievement_icon(icon_path, std::ios::out | std::ios::trunc | std::ios::binary); + std::ofstream achievement_icon(output_path + "/" + icon_path, std::ios::out | std::ios::trunc | std::ios::binary); if (!achievement_icon) { std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; @@ -350,6 +352,11 @@ static void generate_achievements(CurlEasy &easy) } } +template +using my_workaround_fifo_map = nlohmann::fifo_map, A>; +using fifo_json = nlohmann::basic_json; + + static void generate_items(CurlEasy& easy) { std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; @@ -373,12 +380,12 @@ static void generate_items(CurlEasy& easy) easy.set_url(url); easy.perform(); - nlohmann::json item_json = nlohmann::json::object(); - nlohmann::json default_item_json = nlohmann::json::object(); + fifo_json item_json; + fifo_json default_item_json; json = nlohmann::json::parse(easy.get_answer()); - std::ofstream items_file("items.json", std::ios::trunc | std::ios::out); - std::ofstream default_items_file("default_items.json", std::ios::trunc | std::ios::out); + std::ofstream items_file(output_path + "/items.json", std::ios::trunc | std::ios::out); + std::ofstream default_items_file(output_path + "/default_items.json", std::ios::trunc | std::ios::out); for (auto &i : json) { @@ -434,14 +441,99 @@ static void generate_items(CurlEasy& easy) } } -int main() +static std::string get_appid_name(CurlEasy& easy, uint32_t appid) { - if (!create_directory("images")) - { - std::cerr << "Cannot create directory \"images\"" << std::endl; - return -1; + static std::map appid_names; + static bool done; + + if (!done) { + std::string url = "https://api.steampowered.com/ISteamApps/GetAppList/v2/"; + std::cout << "getting app list" << std::endl; + easy.set_url(url); + easy.perform(); + try + { + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + for (auto &app : json["applist"]["apps"]) { + appid_names[app["appid"].get()] = app["name"].get(); + } + + done = true; + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error 403 while getting app list"; + } + else + { + std::cerr << "Error while parsing json. With " << url << ""; + } + std::cerr << std::endl; + } } + if (done) { + if (!appid_names.count(appid)) { + std::cout << "getting app name: " << appid << std::endl; + std::string s_appid = std::to_string(appid); + std::string url = "https://store.steampowered.com/api/appdetails/?appids=" + s_appid; + easy.set_url(url); + easy.perform(); + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + appid_names[appid] = json[s_appid]["data"]["name"].get(); + } + + return appid_names[appid]; + } + + return ""; +} + +static void generate_dlcs(CurlEasy& easy) +{ + std::string base_url = "https://store.steampowered.com/api/appdetails/?appids="; + std::string url = base_url + app_id; + easy.set_url(url); + easy.perform(); + + try + { + nlohmann::json json = nlohmann::json::parse(easy.get_answer()); + std::list dlcs; + std::map dlc_names; + + for (auto& dlc : json[app_id]["data"]["dlc"]) + { + dlcs.push_back(dlc.get()); + } + + std::ofstream dlc_file(output_path + "/DLC.txt", std::ios::trunc | std::ios::out); + for (auto &dlc: dlcs) { + dlc_file << dlc << "=" << get_appid_name(easy, dlc) << std::endl; + } + } + catch (std::exception& e) + { + std::cerr << "Failed to get infos: "; + long code; + if (easy.get_html_code(code) == CURLE_OK && code == 403) + { + std::cerr << "Error 403 while getting dlcs"; + } + else + { + std::cerr << "Error while parsing json. With " << url << ""; + } + std::cerr << std::endl; + } +} + +int main(int argc, char **argv) +{ CurlGlobal& cglobal = CurlGlobal::Inst(); cglobal.init(); @@ -449,15 +541,50 @@ int main() if (easy.init()) { easy.skip_verifypeer(); - std::cout << "Enter the game appid: "; - std::cin >> app_id; - std::cout << "Enter your webapi key: "; - std::cin.clear(); - std::cin.ignore(std::numeric_limits::max(), '\n'); - std::cin >> steam_apikey; + if (argc > 2) { + app_id = argv[2]; + steam_apikey = argv[1]; + } else { + std::cout << "Usage: " << argv[0] << " steam_api_key app_id " << std::endl; + std::cout << "Enter the game appid: "; + std::cin >> app_id; + std::cout << "Enter your webapi key: "; + std::cin.clear(); + std::cin.ignore(std::numeric_limits::max(), '\n'); + std::cin >> steam_apikey; + } + + if (argc > 3) { + output_path = argv[3]; + } else { + output_path = app_id; + create_directory(output_path); + output_path += "/steam_settings"; + } + + if (!create_directory(output_path)) + { + std::cerr << "Cannot create directory: " << output_path << std::endl; + return -1; + } + + if (!create_directory(output_path + "/images")) + { + std::cerr << "Cannot create directory \"images\"" << std::endl; + return -1; + } + + { + std::ofstream appid_file(output_path + "/steam_appid.txt", std::ios::trunc | std::ios::out); + appid_file << app_id; + } + + std::cout << "Generating DLC.txt" << std::endl; + generate_dlcs(easy); + std::cout << "Generating achievements" << std::endl; generate_achievements(easy); + std::cout << "Generating items" << std::endl; generate_items(easy); } } - \ No newline at end of file diff --git a/json/fifo_map.hpp b/json/fifo_map.hpp new file mode 100644 index 0000000..7d28c74 --- /dev/null +++ b/json/fifo_map.hpp @@ -0,0 +1,547 @@ +/* +The code is licensed under the MIT License : + +Copyright (c) 2015-2017 Niels Lohmann. + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +#ifndef NLOHMANN_FIFO_MAP_HPP +#define NLOHMANN_FIFO_MAP_HPP + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +/*! +@brief namespace for Niels Lohmann +@see https://github.com/nlohmann +*/ +namespace nlohmann +{ + +template +class fifo_map_compare +{ + public: + /// constructor given a pointer to a key storage + fifo_map_compare( + std::unordered_map* keys, + std::size_t timestamp = 1) + : + m_timestamp(timestamp), + m_keys(keys) + {} + + /*! + This function compares two keys with respect to the order in which they + were added to the container. For this, the mapping keys is used. + */ + bool operator()(const Key& lhs, const Key& rhs) const + { + // look up timestamps for both keys + const auto timestamp_lhs = m_keys->find(lhs); + const auto timestamp_rhs = m_keys->find(rhs); + + if (timestamp_lhs == m_keys->end()) + { + // timestamp for lhs not found - cannot be smaller than for rhs + return false; + } + + if (timestamp_rhs == m_keys->end()) + { + // timestamp for rhs not found - timestamp for lhs is smaller + return true; + } + + // compare timestamps + return timestamp_lhs->second < timestamp_rhs->second; + } + + void add_key(const Key& key) + { + m_keys->insert({key, m_timestamp++}); + } + + void remove_key(const Key& key) + { + m_keys->erase(key); + } + + private: + /// helper to access m_timestamp from fifo_map copy ctor, + /// must have same number of template args as fifo_map + template < + class MapKey, + class MapT, + class MapCompare, + class MapAllocator + > friend class fifo_map; + + private: + /// the next valid insertion timestamp + std::size_t m_timestamp = 1; + + /// pointer to a mapping from keys to insertion timestamps + std::unordered_map* m_keys = nullptr; +}; + + +template < + class Key, + class T, + class Compare = fifo_map_compare, + class Allocator = std::allocator> + > class fifo_map +{ + public: + using key_type = Key; + using mapped_type = T; + using value_type = std::pair; + using size_type = std::size_t; + using difference_type = std::ptrdiff_t; + using key_compare = Compare; + using allocator_type = Allocator; + using reference = value_type&; + using const_reference = const value_type&; + using pointer = typename std::allocator_traits::pointer; + using const_pointer = typename std::allocator_traits::const_pointer; + + using internal_map_type = std::map; + + using iterator = typename internal_map_type::iterator; + using const_iterator = typename internal_map_type::const_iterator; + using reverse_iterator = typename internal_map_type::reverse_iterator; + using const_reverse_iterator = typename internal_map_type::const_reverse_iterator; + + public: + /// default constructor + fifo_map() : m_keys(), m_compare(&m_keys), m_map(m_compare) {} + + /// copy constructor + fifo_map(const fifo_map &f) : m_keys(f.m_keys), m_compare(&m_keys, f.m_compare.m_timestamp), m_map(f.m_map.begin(), f.m_map.end(), m_compare) {} + + /// constructor for a range of elements + template + fifo_map(InputIterator first, InputIterator last) + : m_keys(), m_compare(&m_keys), m_map(m_compare) + { + for (auto it = first; it != last; ++it) + { + insert(*it); + } + } + + /// constructor for a list of elements + fifo_map(std::initializer_list init) : fifo_map() + { + for (auto x : init) + { + insert(x); + } + } + + + /* + * Element access + */ + + /// access specified element with bounds checking + T& at(const Key& key) + { + return m_map.at(key); + } + + /// access specified element with bounds checking + const T& at(const Key& key) const + { + return m_map.at(key); + } + + /// access specified element + T& operator[](const Key& key) + { + m_compare.add_key(key); + return m_map[key]; + } + + /// access specified element + T& operator[](Key&& key) + { + m_compare.add_key(key); + return m_map[key]; + } + + + /* + * Iterators + */ + + /// returns an iterator to the beginning + iterator begin() noexcept + { + return m_map.begin(); + } + + /// returns an iterator to the end + iterator end() noexcept + { + return m_map.end(); + } + + /// returns an iterator to the beginning + const_iterator begin() const noexcept + { + return m_map.begin(); + } + + /// returns an iterator to the end + const_iterator end() const noexcept + { + return m_map.end(); + } + + /// returns an iterator to the beginning + const_iterator cbegin() const noexcept + { + return m_map.cbegin(); + } + + /// returns an iterator to the end + const_iterator cend() const noexcept + { + return m_map.cend(); + } + + /// returns a reverse iterator to the beginning + reverse_iterator rbegin() noexcept + { + return m_map.rbegin(); + } + + /// returns a reverse iterator to the end + reverse_iterator rend() noexcept + { + return m_map.rend(); + } + + /// returns a reverse iterator to the beginning + const_reverse_iterator rbegin() const noexcept + { + return m_map.rbegin(); + } + + /// returns a reverse iterator to the end + const_reverse_iterator rend() const noexcept + { + return m_map.rend(); + } + + /// returns a reverse iterator to the beginning + const_reverse_iterator crbegin() const noexcept + { + return m_map.crbegin(); + } + + /// returns a reverse iterator to the end + const_reverse_iterator crend() const noexcept + { + return m_map.crend(); + } + + + /* + * Capacity + */ + + /// checks whether the container is empty + bool empty() const noexcept + { + return m_map.empty(); + } + + /// returns the number of elements + size_type size() const noexcept + { + return m_map.size(); + } + + /// returns the maximum possible number of elements + size_type max_size() const noexcept + { + return m_map.max_size(); + } + + + /* + * Modifiers + */ + + /// clears the contents + void clear() noexcept + { + m_map.clear(); + m_keys.clear(); + } + + /// insert value + std::pair insert(const value_type& value) + { + m_compare.add_key(value.first); + return m_map.insert(value); + } + + /// insert value + template + std::pair insert( P&& value ) + { + m_compare.add_key(value.first); + return m_map.insert(value); + } + + /// insert value with hint + iterator insert(const_iterator hint, const value_type& value) + { + m_compare.add_key(value.first); + return m_map.insert(hint, value); + } + + /// insert value with hint + iterator insert(const_iterator hint, value_type&& value) + { + m_compare.add_key(value.first); + return m_map.insert(hint, value); + } + + /// insert value range + template + void insert(InputIt first, InputIt last) + { + for (const_iterator it = first; it != last; ++it) + { + m_compare.add_key(it->first); + } + + m_map.insert(first, last); + } + + /// insert value list + void insert(std::initializer_list ilist) + { + for (auto value : ilist) + { + m_compare.add_key(value.first); + } + + m_map.insert(ilist); + } + + /// constructs element in-place + template + std::pair emplace(Args&& ... args) + { + typename fifo_map::value_type value(std::forward(args)...); + m_compare.add_key(value.first); + return m_map.emplace(std::move(value)); + } + + /// constructs element in-place with hint + template + iterator emplace_hint(const_iterator hint, Args&& ... args) + { + typename fifo_map::value_type value(std::forward(args)...); + m_compare.add_key(value.first); + return m_map.emplace_hint(hint, std::move(value)); + } + + /// remove element at position + iterator erase(const_iterator pos) + { + m_compare.remove_key(pos->first); + return m_map.erase(pos); + } + + /// remove elements in range + iterator erase(const_iterator first, const_iterator last) + { + for (const_iterator it = first; it != last; ++it) + { + m_compare.remove_key(it->first); + } + + return m_map.erase(first, last); + } + + /// remove elements with key + size_type erase(const key_type& key) + { + size_type res = m_map.erase(key); + + if (res > 0) + { + m_compare.remove_key(key); + } + + return res; + } + + /// swaps the contents + void swap(fifo_map& other) + { + std::swap(m_map, other.m_map); + std::swap(m_compare, other.m_compare); + std::swap(m_keys, other.m_keys); + } + + + /* + * Lookup + */ + + /// returns the number of elements matching specific key + size_type count(const Key& key) const + { + return m_map.count(key); + } + + /// finds element with specific key + iterator find(const Key& key) + { + return m_map.find(key); + } + + /// finds element with specific key + const_iterator find(const Key& key) const + { + return m_map.find(key); + } + + /// returns range of elements matching a specific key + std::pair equal_range(const Key& key) + { + return m_map.equal_range(key); + } + + /// returns range of elements matching a specific key + std::pair equal_range(const Key& key) const + { + return m_map.equal_range(key); + } + + /// returns an iterator to the first element not less than the given key + iterator lower_bound(const Key& key) + { + return m_map.lower_bound(key); + } + + /// returns an iterator to the first element not less than the given key + const_iterator lower_bound(const Key& key) const + { + return m_map.lower_bound(key); + } + + /// returns an iterator to the first element greater than the given key + iterator upper_bound(const Key& key) + { + return m_map.upper_bound(key); + } + + /// returns an iterator to the first element greater than the given key + const_iterator upper_bound(const Key& key) const + { + return m_map.upper_bound(key); + } + + + /* + * Observers + */ + + /// returns the function that compares keys + key_compare key_comp() const + { + return m_compare; + } + + + /* + * Non-member functions + */ + + friend bool operator==(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map == rhs.m_map; + } + + friend bool operator!=(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map != rhs.m_map; + } + + friend bool operator<(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map < rhs.m_map; + } + + friend bool operator<=(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map <= rhs.m_map; + } + + friend bool operator>(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map > rhs.m_map; + } + + friend bool operator>=(const fifo_map& lhs, const fifo_map& rhs) + { + return lhs.m_map >= rhs.m_map; + } + + private: + /// the keys + std::unordered_map m_keys; + /// the comparison object + Compare m_compare; + /// the internal data structure + internal_map_type m_map; +}; + +} + +// specialization of std::swap +namespace std +{ +template +inline void swap(nlohmann::fifo_map& m1, + nlohmann::fifo_map& m2) +{ + m1.swap(m2); +} +} + +#endif From 6884c1e5514005969a59be367c1dcdadbe3b36a5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 15 Feb 2020 17:20:48 -0500 Subject: [PATCH 284/494] Matchmaking accuracy improvements. --- dll/steam_matchmaking.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 36946d0..1031540 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -381,8 +381,7 @@ bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQ } */ // -#define LOBBY_SEARCH_TIMEOUT 3.0 //defined by steam as being 20 seconds max and 3 seconds typically (Should be no less than 3 because or else SGZH doesn't work). - //Sanctum 2 needs this to be 2 seconds for the game to appear in the list though. +#define LOBBY_SEARCH_TIMEOUT 0.2 //Tested on real steam STEAM_CALL_RESULT( LobbyMatchList_t ) SteamAPICall_t RequestLobbyList() { @@ -457,7 +456,7 @@ void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable ) // sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed) void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter ) { - PRINT_DEBUG("AddRequestLobbyListDistanceFilter\n"); + PRINT_DEBUG("AddRequestLobbyListDistanceFilter %i\n", eLobbyDistanceFilter); std::lock_guard lock(global_mutex); @@ -652,6 +651,7 @@ void LeaveLobby( CSteamID steamIDLobby ) if (lobbies.end() != lobby) { if (!lobby->deleted()) { on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), true); + self_lobby_member_data.erase(lobby->room_id()); if (lobby->owner() != settings->get_local_steam_id().ConvertToUint64()) { PRINT_DEBUG("LeaveLobby not owner\n"); leave_lobby(&(*lobby), settings->get_local_steam_id()); From 46a8736f170c55024f347cca9540e3688029e864 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 15 Feb 2020 18:01:34 -0500 Subject: [PATCH 285/494] Fix ci build. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index b35fb13..eb84b12 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -62,7 +62,7 @@ build_windows: - dnf -y install wine wget p7zip sed dos2unix - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - - sed -i 's/..\\vcpkg\\installed\\/.\\/g' build_set_protobuf_directories.bat + - sed -i 's/..\\vcpkg\\installed\\/.\\protobuf_/g' build_set_protobuf_directories.bat - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z' - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z' - wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/4185a97ab363ddc1859127e59ec68581/protobuf_x86-windows-static.7z' From 2204de7ce4e22bd9afbffc32745bdf31c7b77f15 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 17 Feb 2020 19:14:24 -0500 Subject: [PATCH 286/494] Fix generate_game_infos not building with clang. --- generate_game_infos/generate_game_infos.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp index 1501a46..39a4447 100644 --- a/generate_game_infos/generate_game_infos.cpp +++ b/generate_game_infos/generate_game_infos.cpp @@ -5,6 +5,7 @@ #include #include #include +#include #include #include From f62a2e456677af9fc66bbb01d8965d189df00ebe Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 24 Feb 2020 15:05:51 -0500 Subject: [PATCH 287/494] Add delay to matchmaking servers direct ip requests. --- dll/steam_matchmaking_servers.cpp | 16 ++++++++++++++-- dll/steam_matchmaking_servers.h | 2 ++ 2 files changed, 16 insertions(+), 2 deletions(-) diff --git a/dll/steam_matchmaking_servers.cpp b/dll/steam_matchmaking_servers.cpp index 72cdb01..70351b1 100644 --- a/dll/steam_matchmaking_servers.cpp +++ b/dll/steam_matchmaking_servers.cpp @@ -338,6 +338,7 @@ HServerQuery Steam_Matchmaking_Servers::PingServer( uint32 unIP, uint16 usPort, r.ip = unIP; r.port = usPort; r.ping_response = pRequestServersResponse; + r.created = std::chrono::high_resolution_clock::now(); direct_ip_requests.push_back(r); return r.id; } @@ -352,6 +353,7 @@ HServerQuery Steam_Matchmaking_Servers::PlayerDetails( uint32 unIP, uint16 usPor r.ip = unIP; r.port = usPort; r.players_response = pRequestServersResponse; + r.created = std::chrono::high_resolution_clock::now(); direct_ip_requests.push_back(r); return r.id; } @@ -367,6 +369,7 @@ HServerQuery Steam_Matchmaking_Servers::ServerRules( uint32 unIP, uint16 usPort, r.ip = unIP; r.port = usPort; r.rules_response = pRequestServersResponse; + r.created = std::chrono::high_resolution_clock::now(); direct_ip_requests.push_back(r); return r.id; } @@ -439,8 +442,16 @@ void Steam_Matchmaking_Servers::RunCallbacks() } } - std::vector direct_ip_requests_temp = direct_ip_requests; - direct_ip_requests.clear(); + std::vector direct_ip_requests_temp; + auto dip = std::begin(direct_ip_requests); + while (dip != std::end(direct_ip_requests)) { + if (check_timedout(dip->created, DIRECT_IP_DELAY)) { + direct_ip_requests_temp.push_back(*dip); + dip = direct_ip_requests.erase(dip); + } else { + ++dip; + } + } for (auto &r : direct_ip_requests_temp) { PRINT_DEBUG("dip request: %lu:%hu\n", r.ip, r.port); @@ -486,6 +497,7 @@ void Steam_Matchmaking_Servers::RunCallbacks() void Steam_Matchmaking_Servers::Callback(Common_Message *msg) { if (msg->has_gameserver()) { + PRINT_DEBUG("got SERVER %llu, offline:%u\n", msg->gameserver().id(), msg->gameserver().offline()); if (msg->gameserver().offline()) { for (auto &g : gameservers) { if (g.server.id() == msg->gameserver().id()) { diff --git a/dll/steam_matchmaking_servers.h b/dll/steam_matchmaking_servers.h index 2ad51fc..71e2a57 100644 --- a/dll/steam_matchmaking_servers.h +++ b/dll/steam_matchmaking_servers.h @@ -18,12 +18,14 @@ #include "base.h" #define SERVER_TIMEOUT 10.0 +#define DIRECT_IP_DELAY 0.05 struct Steam_Matchmaking_Servers_Direct_IP_Request { HServerQuery id; uint32 ip; uint16 port; + std::chrono::high_resolution_clock::time_point created; ISteamMatchmakingRulesResponse *rules_response = NULL; ISteamMatchmakingPlayersResponse *players_response = NULL; ISteamMatchmakingPingResponse *ping_response = NULL; From 0e72e995ee34e5a90ece4d43cf2e8bb979de91f5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 25 Feb 2020 22:35:51 -0500 Subject: [PATCH 288/494] Fix issues when config text files contain utf8 bom. --- dll/settings_parser.cpp | 22 ++++++++++++++++++++-- 1 file changed, 20 insertions(+), 2 deletions(-) diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 40c6df4..a9a864a 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -21,10 +21,22 @@ #include #include +static void consume_bom(std::ifstream &input) +{ + int bom[3]; + bom[0] = input.get(); + bom[1] = input.get(); + bom[2] = input.get(); + if (bom[0] != 0xEF || bom[1] != 0xBB || bom[2] != 0xBF) { + input.seekg(0); + } +} + static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) { - std::ifstream broadcasts_file(broadcasts_filepath); PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); + std::ifstream broadcasts_file(broadcasts_filepath); + consume_bom(broadcasts_file); if (broadcasts_file.is_open()) { std::string line; while (std::getline(broadcasts_file, line)) { @@ -63,6 +75,7 @@ static void load_gamecontroller_settings(Settings *settings) std::string controller_config_path = path + PATH_SEPARATOR + p; std::ifstream input( controller_config_path ); if (input.is_open()) { + consume_bom(input); std::map, std::string>> button_pairs; for( std::string line; getline( input, line ); ) { @@ -282,6 +295,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; std::ifstream input( dlc_config_path ); if (input.is_open()) { + consume_bom(input); settings_client->unlockAllDLC(false); settings_server->unlockAllDLC(false); PRINT_DEBUG("Locking all DLC\n"); @@ -322,7 +336,9 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "app_paths.txt"; std::ifstream input( dlc_config_path ); + if (input.is_open()) { + consume_bom(input); for( std::string line; getline( input, line ); ) { if (!line.empty() && line[line.length()-1] == '\n') { line.pop_back(); @@ -356,6 +372,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s std::string dlc_config_path = Local_Storage::get_game_settings_path() + "leaderboards.txt"; std::ifstream input( dlc_config_path ); if (input.is_open()) { + consume_bom(input); settings_client->setCreateUnknownLeaderboards(false); settings_server->setCreateUnknownLeaderboards(false); @@ -397,7 +414,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s std::string stats_config_path = Local_Storage::get_game_settings_path() + "stats.txt"; std::ifstream input( stats_config_path ); if (input.is_open()) { - + consume_bom(input); for( std::string line; getline( input, line ); ) { if (!line.empty() && line[line.length()-1] == '\n') { line.pop_back(); @@ -462,6 +479,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s std::string depots_config_path = Local_Storage::get_game_settings_path() + "depots.txt"; std::ifstream input( depots_config_path ); if (input.is_open()) { + consume_bom(input); for( std::string line; getline( input, line ); ) { if (!line.empty() && line[line.length()-1] == '\n') { line.pop_back(); From 12e9b31b3052d6d70ec6d5b9089357a4e43a29e4 Mon Sep 17 00:00:00 2001 From: gion Date: Sat, 29 Feb 2020 16:33:30 +0100 Subject: [PATCH 289/494] Bug fixes. --- dll/wrap.cpp | 23 +++++++++++++++-------- 1 file changed, 15 insertions(+), 8 deletions(-) diff --git a/dll/wrap.cpp b/dll/wrap.cpp index a3e9687..6e262c6 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -40,6 +40,8 @@ const char *STEAM_PATH; size_t STEAM_PATH_SIZE; +// Returns a '/' terminated absolute path to the steam folder in user's home, +// root is returned if env home is not set const char *get_steam_path() { char *home_path = getenv("HOME"); @@ -52,7 +54,7 @@ const char *get_steam_path() // Allocate more space for steam_path if needed (required_size does not count terminator) if (required_size > 0 && required_size >= STEAM_PATH_CACHE_SIZE) { char *large_steam_path = (char *)malloc(sizeof(char) * (required_size + 1)); - int check_size = snprintf(steam_path, required_size + 1, "%s/.steam/steam", home_path); + int check_size = snprintf(large_steam_path, required_size + 1, "%s/.steam/steam", home_path); // Check that path fits this time if (check_size == required_size) { steam_realpath = realpath(large_steam_path, nullptr); @@ -78,7 +80,8 @@ const char *get_steam_path() return steam_realpath; } - +// Fixes given path by navigating filesystem and lowering case to match +// existing entries on disk bool match_path(char *path, int start, bool accept_same_case) { if (!path[start + 1]) { @@ -95,7 +98,7 @@ bool match_path(char *path, int start, bool accept_same_case) char stored_char = path[separator]; path[separator] = 0; - bool path_accessible = access(path, 0) == 0; + bool path_accessible = access(path, F_OK) == 0; path[separator] = stored_char; if (!path_accessible || (!is_last_component && !match_path(path, separator, accept_same_case))) { @@ -167,13 +170,15 @@ bool match_path(char *path, int start, bool accept_same_case) return true; } +// Tries to convert the given path to the preferred lower-cased version const char *lowercase_path(const char *path, bool accept_same_case, bool stop_at_separator) { std::locale loc; char *path_lowercased = nullptr; if (path && *path) { - if (access(path, 0)) { + // If file does not exist + if (access(path, F_OK)) { // Make a copy of the path on which to work on path_lowercased = strdup(path); if (!path_lowercased) { @@ -187,9 +192,11 @@ const char *lowercase_path(const char *path, bool accept_same_case, bool stop_at char *lowercase_iterator = path_lowercased; // Lowercase whole steam path if possible + bool has_steam_root = false; if (!strncasecmp(path_lowercased, STEAM_PATH, STEAM_PATH_SIZE)) { memcpy(path_lowercased, STEAM_PATH, STEAM_PATH_SIZE); lowercase_iterator = &path_lowercased[STEAM_PATH_SIZE - 1]; + has_steam_root = true; } // Lowercase rest of the path char *iterator = lowercase_iterator; @@ -199,7 +206,7 @@ const char *lowercase_path(const char *path, bool accept_same_case, bool stop_at } // Check if we can access the lowered-case path - int error = access(path_lowercased, 0); + int error = access(path_lowercased, F_OK); if (!error) { // The new path is valid return path_lowercased; @@ -211,7 +218,7 @@ const char *lowercase_path(const char *path, bool accept_same_case, bool stop_at } } // Retry accesing the file again and tweak the path if needed - if (match_path(path_lowercased, STEAM_PATH_SIZE - 1, accept_same_case)) { + if (match_path(path_lowercased, has_steam_root? STEAM_PATH_SIZE - 1 : 0, accept_same_case)) { return path_lowercased; } } @@ -256,7 +263,7 @@ STEAMAPI_API FILE *__wrap_fopen64(const char *path, const char *modes) STEAMAPI_API int __wrap_open(const char *path, int flags, mode_t mode) { - bool is_writable = flags & 3; + bool is_writable = flags & (X_OK | W_OK); const char *path_lowercased = lowercase_path(path, is_writable, true); int result = open(path_lowercased, flags, mode); if (path_lowercased != path) { @@ -267,7 +274,7 @@ STEAMAPI_API int __wrap_open(const char *path, int flags, mode_t mode) STEAMAPI_API int __wrap_open64(const char *path, int flags, mode_t mode) { - bool is_writable = flags & 3; + bool is_writable = flags & (X_OK | W_OK); const char *path_lowercased = lowercase_path(path, is_writable, true); int result = open64(path_lowercased, flags, mode); if (path_lowercased != path) { From a0b66407bf2b8da686a708802cbc412f9cd386ca Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 3 Mar 2020 09:04:04 -0500 Subject: [PATCH 290/494] Some networking/matchmaking improvements. --- dll/network.cpp | 10 ++++++++++ dll/network.h | 1 + dll/steam_matchmaking.h | 9 ++++++--- dll/steam_networking.h | 7 +++---- 4 files changed, 20 insertions(+), 7 deletions(-) diff --git a/dll/network.cpp b/dll/network.cpp index 38306da..4a8d8f2 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -1141,6 +1141,16 @@ bool Networking::sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool return true; } +uint32 Networking::getIP(CSteamID id) +{ + Connection *conn = find_connection(id, this->appid); + if (conn) { + return ntohl(conn->tcp_ip_port.ip); + } + + return 0; +} + bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn) { if (!enabled) return false; diff --git a/dll/network.h b/dll/network.h index 1d6119a..793b0f4 100644 --- a/dll/network.h +++ b/dll/network.h @@ -135,6 +135,7 @@ public: bool sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool reliable); bool setCallback(Callback_Ids id, CSteamID steam_id, void (*message_callback)(void *object, Common_Message *msg), void *object); + uint32 getIP(CSteamID id); uint32 getOwnIP(); void shutDown(); diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 1031540..9122755 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -113,7 +113,7 @@ void send_lobby_data() } } -void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.0, bool send_changed_lobby=true) +void trigger_lobby_dataupdate(CSteamID lobby, CSteamID member, bool success, double cb_timeout=0.005, bool send_changed_lobby=true) { PRINT_DEBUG("Lobby dataupdate %llu %llu\n", lobby.ConvertToUint64(), member.ConvertToUint64()); LobbyDataUpdate_t data; @@ -1092,9 +1092,12 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby ) PRINT_DEBUG("GetLobbyOwner %llu\n", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); + if (!lobby || lobby->deleted()) return k_steamIDNil; + + Lobby_Member *member = get_lobby_member(lobby, settings->get_local_steam_id()); CSteamID id = k_steamIDNil; - if (lobby) id = (uint64)lobby->owner(); - + if (member) id = (uint64)lobby->owner(); + return id; } diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 64ed48e..180214d 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -453,9 +453,8 @@ bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionS pConnectionState->m_bUsingRelay = false; pConnectionState->m_nBytesQueuedForSend = 0; pConnectionState->m_nPacketsQueuedForSend = 0; - //TODO ip? - pConnectionState->m_nRemoteIP = 0; - pConnectionState->m_nRemotePort = 0; + pConnectionState->m_nRemoteIP = network->getIP(steamIDRemote); + pConnectionState->m_nRemotePort = 12345; } PRINT_DEBUG("Connection\n"); @@ -470,7 +469,7 @@ bool GetP2PSessionState( CSteamID steamIDRemote, P2PSessionState_t *pConnectionS // P2P packet relay is allowed by default bool AllowP2PPacketRelay( bool bAllow ) { - PRINT_DEBUG("Steam_Networking::AllowP2PPacketRelay\n"); + PRINT_DEBUG("Steam_Networking::AllowP2PPacketRelay %u\n", bAllow); return true; } From 5c41ba020c4ffc46d0adbeb3b82c9ae623d14ef2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 25 Mar 2020 13:43:23 -0400 Subject: [PATCH 291/494] Update to sdk 1.48 --- dll/dll.cpp | 237 +- dll/dll.h | 7 +- dll/flat.cpp | 3550 +++++++++++++-------- dll/steam_client.cpp | 7 +- dll/steam_client.h | 2 + dll/steam_friends.h | 5 + dll/steam_networking_sockets.h | 82 + dll/steam_tv.h | 124 + sdk_includes/isteamclient.h | 2 +- sdk_includes/isteamfriends.h | 5 + sdk_includes/isteamgameserver.h | 2 +- sdk_includes/isteamgameserverstats.h | 11 +- sdk_includes/isteaminventory.h | 11 +- sdk_includes/isteammatchmaking.h | 1 - sdk_includes/isteamnetworkingsockets.h | 80 +- sdk_includes/isteamnetworkingsockets006.h | 599 ++++ sdk_includes/isteamnetworkingutils.h | 29 +- sdk_includes/isteamparentalsettings.h | 1 + sdk_includes/isteamremotestorage.h | 1 + sdk_includes/isteamtv.h | 34 + sdk_includes/isteamugc.h | 6 + sdk_includes/isteamuser.h | 19 - sdk_includes/isteamuserstats.h | 18 + sdk_includes/isteamutils.h | 4 +- sdk_includes/matchmakingtypes.h | 2 +- sdk_includes/steam_api.h | 77 +- sdk_includes/steam_api_common.h | 4 + sdk_includes/steam_api_flat.h | 1986 ++++++------ sdk_includes/steam_api_internal.h | 97 +- sdk_includes/steamclientpublic.h | 5 +- sdk_includes/steamnetworkingtypes.h | 18 +- sdk_includes/steamtypes.h | 1 + 32 files changed, 4617 insertions(+), 2410 deletions(-) create mode 100644 dll/steam_tv.h create mode 100644 sdk_includes/isteamnetworkingsockets006.h create mode 100644 sdk_includes/isteamtv.h diff --git a/dll/dll.cpp b/dll/dll.cpp index 2222b95..7beb818 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -709,12 +709,161 @@ STEAMAPI_API uint32 SteamGameServer_GetIPCCallCount() STEAMAPI_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, char const *pchDate, char const *pchTime, bool bFullMemoryDumps, void *pvContext, PFNPreMinidumpCallback m_pfnPreMinidumpCallback ) { - + PRINT_DEBUG("%s\n", __FUNCTION__); } STEAMAPI_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID ) { + PRINT_DEBUG("%s\n", __FUNCTION__); +} +struct cb_data { + int cb_id; + std::vector result; +}; +static std::queue client_cb; +static std::queue server_cb; + +static void cb_add_queue_server(std::vector result, int callback) +{ + struct cb_data cb; + cb.cb_id = callback; + cb.result = result; + server_cb.push(cb); +} + +static void cb_add_queue_client(std::vector result, int callback) +{ + struct cb_data cb; + cb.cb_id = callback; + cb.result = result; + client_cb.push(cb); +} + +/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before +/// you use any of the other manual dispatch functions below. +STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_Init() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + Steam_Client *steam_client = get_steam_client(); + steam_client->callback_results_server->setCbAll(&cb_add_queue_server); + steam_client->callback_results_client->setCbAll(&cb_add_queue_client); +} + +/// Perform certain periodic actions that need to be performed. +STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { + steam_client->RunCallbacks(false, true); + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { + steam_client->RunCallbacks(true, false); + } +} + +/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned +/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback +/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again. +STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + std::queue *q = NULL; + HSteamUser m_hSteamUser = 0; + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steamclient_server_inited) { + while(!server_cb.empty()) server_cb.pop(); + } + + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return false; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { + q = &server_cb; + m_hSteamUser = SERVER_HSTEAMUSER; + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { + q = &client_cb; + m_hSteamUser = CLIENT_HSTEAMUSER; + } else { + return false; + } + + if (q->empty()) return false; + if (pCallbackMsg) { + pCallbackMsg->m_hSteamUser = m_hSteamUser; + pCallbackMsg->m_iCallback = q->front().cb_id; + pCallbackMsg->m_pubParam = (uint8 *)&(q->front().result[0]); + pCallbackMsg->m_cubParam = q->front().result.size(); + PRINT_DEBUG("Steam_BGetCallback cb number %i\n", q->front().cb_id); + return true; + } + + return false; +} + +/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true. +STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe ) +{ + PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); + std::queue *q = NULL; + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { + q = &server_cb; + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { + q = &client_cb; + } else { + return; + } + + if (!q->empty()) q->pop(); +} + +/// Return the call result for the specified call on the specified pipe. You really should +/// only call this in a handler for SteamAPICallCompleted_t callback. +STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) +{ + PRINT_DEBUG("SteamAPI_ManualDispatch_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); + Steam_Client *steam_client = get_steam_client(); + if (!steam_client->steam_pipes.count(hSteamPipe)) { + return false; + } + + if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { + return get_steam_client()->steam_gameserver_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); + } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { + return get_steam_client()->steam_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); + } else { + return false; + } +} + +HSteamUser flat_hsteamuser() +{ + return SteamAPI_GetHSteamUser(); +} + +HSteamPipe flat_hsteampipe() +{ + return SteamAPI_GetHSteamPipe(); +} + +HSteamUser flat_gs_hsteamuser() +{ + return SteamGameServer_GetHSteamUser(); +} + +HSteamPipe flat_gs_hsteampipe() +{ + return SteamGameServer_GetHSteamPipe(); } //VR stuff @@ -811,104 +960,26 @@ SteamMasterServerUpdater */ -struct cb_data { - int cb_id; - std::vector result; -}; -static std::queue client_cb; -static std::queue server_cb; - -static void cb_add_queue_server(std::vector result, int callback) -{ - struct cb_data cb; - cb.cb_id = callback; - cb.result = result; - server_cb.push(cb); -} - -static void cb_add_queue_client(std::vector result, int callback) -{ - struct cb_data cb; - cb.cb_id = callback; - cb.result = result; - client_cb.push(cb); -} STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) { PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); - std::queue *q = NULL; - HSteamUser m_hSteamUser = 0; + SteamAPI_ManualDispatch_Init(); Steam_Client *steam_client = get_steam_client(); - steam_client->callback_results_server->setCbAll(&cb_add_queue_server); - steam_client->callback_results_client->setCbAll(&cb_add_queue_client); steam_client->RunCallbacks(true, true); - if (!steam_client->steamclient_server_inited) { - while(!server_cb.empty()) server_cb.pop(); - } - - if (!steam_client->steam_pipes.count(hSteamPipe)) { - return false; - } - - if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { - q = &server_cb; - m_hSteamUser = SERVER_HSTEAMUSER; - } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { - q = &client_cb; - m_hSteamUser = CLIENT_HSTEAMUSER; - } else { - return false; - } - - if (q->empty()) return false; - if (pCallbackMsg) { - pCallbackMsg->m_hSteamUser = m_hSteamUser; - pCallbackMsg->m_iCallback = q->front().cb_id; - pCallbackMsg->m_pubParam = (uint8 *)&(q->front().result[0]); - pCallbackMsg->m_cubParam = q->front().result.size(); - PRINT_DEBUG("Steam_BGetCallback cb number %i\n", q->front().cb_id); - return true; - } - - return false; + return SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, pCallbackMsg ); } STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); - std::queue *q = NULL; - Steam_Client *steam_client = get_steam_client(); - if (!steam_client->steam_pipes.count(hSteamPipe)) { - return; - } - - if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { - q = &server_cb; - } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { - q = &client_cb; - } else { - return; - } - - if (!q->empty()) q->pop(); + SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe ); } STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) { PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); - Steam_Client *steam_client = get_steam_client(); - if (!steam_client->steam_pipes.count(hSteamPipe)) { - return false; - } - - if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { - return get_steam_client()->steam_gameserver_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); - } else if (steam_client->steam_pipes[hSteamPipe] == Steam_Pipe::CLIENT) { - return get_steam_client()->steam_utils->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); - } else { - return false; - } + return SteamAPI_ManualDispatch_GetAPICallResult(hSteamPipe, hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); } STEAMCLIENT_API void *CreateInterface( const char *pName, int *pReturnCode ) diff --git a/dll/dll.h b/dll/dll.h index 5053d01..1b34715 100644 --- a/dll/dll.h +++ b/dll/dll.h @@ -26,4 +26,9 @@ #endif Steam_Client *get_steam_client(); -bool steamclient_has_ipv6_functions(); \ No newline at end of file +bool steamclient_has_ipv6_functions(); + +HSteamUser flat_hsteamuser(); +HSteamPipe flat_hsteampipe(); +HSteamUser flat_gs_hsteamuser(); +HSteamPipe flat_gs_hsteampipe(); diff --git a/dll/flat.cpp b/dll/flat.cpp index 6980afe..980f5d5 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -15,128 +15,132 @@ License along with the Goldberg Emulator; if not, see . */ +#ifndef STEAMCLIENT_DLL +#define STEAM_API_FUNCTIONS_IMPL #include "dll.h" +#include "../sdk_includes/steam_api_flat.h" +#include -STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe(intptr_t instancePtr) +STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe( ISteamClient* self ) { return get_steam_client()->CreateSteamPipe(); } -STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe(intptr_t instancePtr, HSteamPipe hSteamPipe) +STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ) { return get_steam_client()->BReleaseSteamPipe(hSteamPipe); } -STEAMAPI_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser(intptr_t instancePtr, HSteamPipe hSteamPipe) +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser( ISteamClient* self, HSteamPipe hSteamPipe ) { return get_steam_client()->ConnectToGlobalUser(hSteamPipe); } -STEAMAPI_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser(intptr_t instancePtr, HSteamPipe * phSteamPipe, EAccountType eAccountType) +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser( ISteamClient* self, HSteamPipe * phSteamPipe, EAccountType eAccountType ) { return get_steam_client()->CreateLocalUser(phSteamPipe, eAccountType); } -STEAMAPI_API void SteamAPI_ISteamClient_ReleaseUser(intptr_t instancePtr, HSteamPipe hSteamPipe, HSteamUser hUser) +STEAMAPI_API void SteamAPI_ISteamClient_ReleaseUser( ISteamClient* self, HSteamPipe hSteamPipe, HSteamUser hUser ) { return get_steam_client()->ReleaseUser(hSteamPipe, hUser); } -STEAMAPI_API class ISteamUser * SteamAPI_ISteamClient_GetISteamUser(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamUser * SteamAPI_ISteamClient_GetISteamUser( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamUser(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamGameServer(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort) +STEAMAPI_API void SteamAPI_ISteamClient_SetLocalIPBinding( ISteamClient* self, const SteamIPAddress_t & unIP, uint16 usPort ) { //Note: this function was updated but currently doesn't do anything so I'm just leaving it like this for now. //void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, const struct SteamIPAddress_t & unIP, uint16 usPort) return get_steam_client()->SetLocalIPBinding(unIP, usPort); } -STEAMAPI_API class ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamFriends(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils(intptr_t instancePtr, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils( ISteamClient* self, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamUtils(hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamMatchmaking(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamMatchmakingServers(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API void * SteamAPI_ISteamClient_GetISteamGenericInterface(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API void * SteamAPI_ISteamClient_GetISteamGenericInterface( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamGenericInterface(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamUserStats(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamGameServerStats(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamApps * SteamAPI_ISteamClient_GetISteamApps(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamApps * SteamAPI_ISteamClient_GetISteamApps( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamApps(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamNetworking(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamRemoteStorage(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamScreenshots(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamGameSearch(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API uint32 SteamAPI_ISteamClient_GetIPCCallCount(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamClient_GetIPCCallCount( ISteamClient* self ) { return get_steam_client()->GetIPCCallCount(); } -STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) +STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook( ISteamClient* self, SteamAPIWarningMessageHook_t pFunction ) { return get_steam_client()->SetWarningMessageHook(pFunction); } -STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ) { return get_steam_client()->BShutdownIfAllPipesClosed(); } -STEAMAPI_API class ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { - return get_steam_client()->GetISteamHTTP(hSteamuser,hSteamPipe,pchVersion); + return get_steam_client()->GetISteamHTTP(hSteamuser, hSteamPipe, pchVersion); } STEAMAPI_API void *SteamAPI_ISteamClient_GetISteamUnifiedMessages(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) @@ -144,590 +148,615 @@ STEAMAPI_API void *SteamAPI_ISteamClient_GetISteamUnifiedMessages(intptr_t insta return get_steam_client()->DEPRECATED_GetISteamUnifiedMessages(hSteamuser,hSteamPipe,pchVersion); } -STEAMAPI_API class ISteamController * SteamAPI_ISteamClient_GetISteamController(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamController * SteamAPI_ISteamClient_GetISteamController( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamController(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamUGC(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamAppList(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamMusic(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamMusicRemote(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamHTMLSurface(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamInventory(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamVideo(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamParentalSettings(hSteamuser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamInput * SteamAPI_ISteamClient_GetISteamInput(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamInput * SteamAPI_ISteamClient_GetISteamInput( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamInput(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamParties * SteamAPI_ISteamClient_GetISteamParties(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamParties * SteamAPI_ISteamClient_GetISteamParties( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamParties(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API class ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion) +STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ) { return get_steam_client()->GetISteamRemotePlay(hSteamUser, hSteamPipe, pchVersion); } -STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser(intptr_t instancePtr) +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020() +{ + return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser020"); +} + +STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetHSteamUser(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ) { return (get_steam_client()->steam_user)->BLoggedOn(); } -STEAMAPI_API uint64 SteamAPI_ISteamUser_GetSteamID(intptr_t instancePtr) +STEAMAPI_API uint64_steamid SteamAPI_ISteamUser_GetSteamID( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetSteamID().ConvertToUint64(); } -STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection(intptr_t instancePtr, void * pAuthBlob, int cbMaxAuthBlob, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure) +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) { return (get_steam_client()->steam_user)->InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure); } -STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection(intptr_t instancePtr, uint32 unIPServer, uint16 usPortServer) +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ) { return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); } -STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent(intptr_t instancePtr, class CGameID gameID, int eAppUsageEvent, const char * pchExtraInfo) +STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ) { - return (get_steam_client()->steam_user)->TrackAppUsageEvent(gameID, eAppUsageEvent, pchExtraInfo); + return (get_steam_client()->steam_user)->TrackAppUsageEvent(CGameID(gameID), eAppUsageEvent, pchExtraInfo); } -STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder(intptr_t instancePtr, char * pchBuffer, int cubBuffer) +STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ) { return (get_steam_client()->steam_user)->GetUserDataFolder(pchBuffer, cubBuffer); } -STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording( ISteamUser* self ) { return (get_steam_client()->steam_user)->StartVoiceRecording(); } -STEAMAPI_API void SteamAPI_ISteamUser_StopVoiceRecording(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUser_StopVoiceRecording( ISteamUser* self ) { return (get_steam_client()->steam_user)->StopVoiceRecording(); } -STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice(intptr_t instancePtr, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice( ISteamUser* self, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ) { return (get_steam_client()->steam_user)->GetAvailableVoice(pcbCompressed, pcbUncompressed_Deprecated, nUncompressedVoiceDesiredSampleRate_Deprecated); } -STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetVoice(intptr_t instancePtr, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetVoice( ISteamUser* self, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ) { return (get_steam_client()->steam_user)->GetVoice(bWantCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, bWantUncompressed_Deprecated, pUncompressedDestBuffer_Deprecated, cbUncompressedDestBufferSize_Deprecated, nUncompressBytesWritten_Deprecated, nUncompressedVoiceDesiredSampleRate_Deprecated); } -STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice(intptr_t instancePtr, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate) +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice( ISteamUser* self, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate ) { return (get_steam_client()->steam_user)->DecompressVoice(pCompressed, cbCompressed, pDestBuffer, cbDestBufferSize, nBytesWritten, nDesiredSampleRate); } -STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetVoiceOptimalSampleRate(); } -STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { return (get_steam_client()->steam_user)->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } -STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession( ISteamUser* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ) { return (get_steam_client()->steam_user)->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } -STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession( ISteamUser* self, uint64_steamid steamID ) { return (get_steam_client()->steam_user)->EndAuthSession(steamID); } -STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) +STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket( ISteamUser* self, HAuthTicket hAuthTicket ) { return (get_steam_client()->steam_user)->CancelAuthTicket(hAuthTicket); } -STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp( ISteamUser* self, uint64_steamid steamID, AppId_t appID ) { return (get_steam_client()->steam_user)->UserHasLicenseForApp(steamID, appID); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsBehindNAT(); } -STEAMAPI_API void SteamAPI_ISteamUser_AdvertiseGame(intptr_t instancePtr, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer) +STEAMAPI_API void SteamAPI_ISteamUser_AdvertiseGame( ISteamUser* self, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) { return (get_steam_client()->steam_user)->AdvertiseGame(steamIDGameServer, unIPServer, usPortServer); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket(intptr_t instancePtr, void * pDataToInclude, int cbDataToInclude) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket( ISteamUser* self, void * pDataToInclude, int cbDataToInclude ) { return (get_steam_client()->steam_user)->RequestEncryptedAppTicket(pDataToInclude, cbDataToInclude); } -STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { return (get_steam_client()->steam_user)->GetEncryptedAppTicket(pTicket, cbMaxTicket, pcbTicket); } -STEAMAPI_API int SteamAPI_ISteamUser_GetGameBadgeLevel(intptr_t instancePtr, int nSeries, bool bFoil) +STEAMAPI_API int SteamAPI_ISteamUser_GetGameBadgeLevel( ISteamUser* self, int nSeries, bool bFoil ) { return (get_steam_client()->steam_user)->GetGameBadgeLevel(nSeries, bFoil); } -STEAMAPI_API int SteamAPI_ISteamUser_GetPlayerSteamLevel(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamUser_GetPlayerSteamLevel( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetPlayerSteamLevel(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL(intptr_t instancePtr, const char * pchRedirectURL) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL( ISteamUser* self, const char * pchRedirectURL ) { return (get_steam_client()->steam_user)->RequestStoreAuthURL(pchRedirectURL); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneVerified(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsTwoFactorEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneIdentifying(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneRequiringVerification(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetMarketEligibility(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* self ) { return (get_steam_client()->steam_user)->GetDurationControl(); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPersonaName(intptr_t instancePtr) +STEAMAPI_API ISteamFriends *SteamAPI_SteamFriends_v017() +{ + return get_steam_client()->GetISteamFriends(flat_hsteamuser(), flat_hsteampipe(), "SteamFriends017"); +} + +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPersonaName( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetPersonaName(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName(intptr_t instancePtr, const char * pchPersonaName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName( ISteamFriends* self, const char * pchPersonaName ) { return (get_steam_client()->steam_friends)->SetPersonaName(pchPersonaName); } -STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState(intptr_t instancePtr) +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetPersonaState(); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCount(intptr_t instancePtr, int iFriendFlags) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCount( ISteamFriends* self, int iFriendFlags ) { return (get_steam_client()->steam_friends)->GetFriendCount(iFriendFlags); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetFriendByIndex(intptr_t instancePtr, int iFriend, int iFriendFlags) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendByIndex( ISteamFriends* self, int iFriend, int iFriendFlags ) { return (get_steam_client()->steam_friends)->GetFriendByIndex(iFriend, iFriendFlags).ConvertToUint64(); } -STEAMAPI_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendRelationship(steamIDFriend); } -STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendPersonaState(steamIDFriend); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendPersonaName(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed(intptr_t instancePtr, class CSteamID steamIDFriend, struct FriendGameInfo_t * pFriendGameInfo) +STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ) { return (get_steam_client()->steam_friends)->GetFriendGamePlayed(steamIDFriend, pFriendGameInfo); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory(intptr_t instancePtr, class CSteamID steamIDFriend, int iPersonaName) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory( ISteamFriends* self, uint64_steamid steamIDFriend, int iPersonaName ) { return (get_steam_client()->steam_friends)->GetFriendPersonaNameHistory(steamIDFriend, iPersonaName); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendSteamLevel(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendSteamLevel( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendSteamLevel(steamIDFriend); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPlayerNickname(intptr_t instancePtr, class CSteamID steamIDPlayer) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPlayerNickname( ISteamFriends* self, uint64_steamid steamIDPlayer ) { return (get_steam_client()->steam_friends)->GetPlayerNickname(steamIDPlayer); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupCount( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetFriendsGroupCount(); } -STEAMAPI_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex(intptr_t instancePtr, int iFG) +STEAMAPI_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex( ISteamFriends* self, int iFG ) { return (get_steam_client()->steam_friends)->GetFriendsGroupIDByIndex(iFG); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName( ISteamFriends* self, FriendsGroupID_t friendsGroupID ) { return (get_steam_client()->steam_friends)->GetFriendsGroupName(friendsGroupID); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount(intptr_t instancePtr, FriendsGroupID_t friendsGroupID) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount( ISteamFriends* self, FriendsGroupID_t friendsGroupID ) { return (get_steam_client()->steam_friends)->GetFriendsGroupMembersCount(friendsGroupID); } -STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList(intptr_t instancePtr, FriendsGroupID_t friendsGroupID, class CSteamID * pOutSteamIDMembers, int nMembersCount) +STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList( ISteamFriends* self, FriendsGroupID_t friendsGroupID, CSteamID * pOutSteamIDMembers, int nMembersCount ) { return (get_steam_client()->steam_friends)->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount); } -STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend(intptr_t instancePtr, class CSteamID steamIDFriend, int iFriendFlags) +STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ) { return (get_steam_client()->steam_friends)->HasFriend(steamIDFriend, iFriendFlags); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetClanCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanCount( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetClanCount(); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanByIndex(intptr_t instancePtr, int iClan) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanByIndex( ISteamFriends* self, int iClan ) { return (get_steam_client()->steam_friends)->GetClanByIndex(iClan).ConvertToUint64(); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanName(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanName( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->GetClanName(steamIDClan); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->GetClanTag(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts(intptr_t instancePtr, class CSteamID steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting) +STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ) { return (get_steam_client()->steam_friends)->GetClanActivityCounts(steamIDClan, pnOnline, pnInGame, pnChatting); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts(intptr_t instancePtr, class CSteamID * psteamIDClans, int cClansToRequest) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts( ISteamFriends* self, CSteamID * psteamIDClans, int cClansToRequest ) { return (get_steam_client()->steam_friends)->DownloadClanActivityCounts(psteamIDClans, cClansToRequest); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCountFromSource(intptr_t instancePtr, class CSteamID steamIDSource) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCountFromSource( ISteamFriends* self, uint64_steamid steamIDSource ) { return (get_steam_client()->steam_friends)->GetFriendCountFromSource(steamIDSource); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetFriendFromSourceByIndex(intptr_t instancePtr, class CSteamID steamIDSource, int iFriend) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendFromSourceByIndex( ISteamFriends* self, uint64_steamid steamIDSource, int iFriend ) { return (get_steam_client()->steam_friends)->GetFriendFromSourceByIndex(steamIDSource, iFriend).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDSource) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ) { return (get_steam_client()->steam_friends)->IsUserInSource(steamIDUser, steamIDSource); } -STEAMAPI_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking(intptr_t instancePtr, class CSteamID steamIDUser, bool bSpeaking) +STEAMAPI_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking( ISteamFriends* self, uint64_steamid steamIDUser, bool bSpeaking ) { return (get_steam_client()->steam_friends)->SetInGameVoiceSpeaking(steamIDUser, bSpeaking); } -STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlay(intptr_t instancePtr, const char * pchDialog) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlay( ISteamFriends* self, const char * pchDialog ) { return (get_steam_client()->steam_friends)->ActivateGameOverlay(pchDialog); } -STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser(intptr_t instancePtr, const char * pchDialog, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser( ISteamFriends* self, const char * pchDialog, uint64_steamid steamID ) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToUser(pchDialog, steamID); } -STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage(intptr_t instancePtr, const char * pchURL, EActivateGameOverlayToWebPageMode eMode) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage( ISteamFriends* self, const char * pchURL, EActivateGameOverlayToWebPageMode eMode ) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToWebPage(pchURL, eMode); } -STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore(intptr_t instancePtr, AppId_t nAppID, EOverlayToStoreFlag eFlag) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore( ISteamFriends* self, AppId_t nAppID, EOverlayToStoreFlag eFlag ) { return (get_steam_client()->steam_friends)->ActivateGameOverlayToStore(nAppID, eFlag); } -STEAMAPI_API void SteamAPI_ISteamFriends_SetPlayedWith(intptr_t instancePtr, class CSteamID steamIDUserPlayedWith) +STEAMAPI_API void SteamAPI_ISteamFriends_SetPlayedWith( ISteamFriends* self, uint64_steamid steamIDUserPlayedWith ) { return (get_steam_client()->steam_friends)->SetPlayedWith(steamIDUserPlayedWith); } -STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_friends)->ActivateGameOverlayInviteDialog(steamIDLobby); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetSmallFriendAvatar(steamIDFriend); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetMediumFriendAvatar(steamIDFriend); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetLargeFriendAvatar(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation(intptr_t instancePtr, class CSteamID steamIDUser, bool bRequireNameOnly) +STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ) { return (get_steam_client()->steam_friends)->RequestUserInformation(steamIDUser, bRequireNameOnly); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->RequestClanOfficerList(steamIDClan); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanOwner(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOwner( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->GetClanOwner(steamIDClan).ConvertToUint64(); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetClanOfficerCount(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanOfficerCount( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->GetClanOfficerCount(steamIDClan); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetClanOfficerByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iOfficer) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOfficerByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iOfficer ) { return (get_steam_client()->steam_friends)->GetClanOfficerByIndex(steamIDClan, iOfficer).ConvertToUint64(); } -STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetUserRestrictions(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence(intptr_t instancePtr, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_friends)->SetRichPresence(pchKey, pchValue); } -STEAMAPI_API void SteamAPI_ISteamFriends_ClearRichPresence(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamFriends_ClearRichPresence( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->ClearRichPresence(); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchKey ) { return (get_steam_client()->steam_friends)->GetFriendRichPresence(steamIDFriend, pchKey); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendRichPresenceKeyCount(steamIDFriend); } -STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex(intptr_t instancePtr, class CSteamID steamIDFriend, int iKey) +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex( ISteamFriends* self, uint64_steamid steamIDFriend, int iKey ) { return (get_steam_client()->steam_friends)->GetFriendRichPresenceKeyByIndex(steamIDFriend, iKey); } -STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->RequestFriendRichPresence(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchConnectString) +STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ) { return (get_steam_client()->steam_friends)->InviteUserToGame(steamIDFriend, pchConnectString); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetCoplayFriendCount(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetCoplayFriendCount( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetCoplayFriendCount(); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetCoplayFriend(intptr_t instancePtr, int iCoplayFriend) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetCoplayFriend( ISteamFriends* self, int iCoplayFriend ) { return (get_steam_client()->steam_friends)->GetCoplayFriend(iCoplayFriend).ConvertToUint64(); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCoplayTime(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCoplayTime( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendCoplayTime(steamIDFriend); } -STEAMAPI_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame( ISteamFriends* self, uint64_steamid steamIDFriend ) { return (get_steam_client()->steam_friends)->GetFriendCoplayGame(steamIDFriend); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->JoinClanChatRoom(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->LeaveClanChatRoom(steamIDClan); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMemberCount(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMemberCount( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->GetClanChatMemberCount(steamIDClan); } -STEAMAPI_API uint64 SteamAPI_ISteamFriends_GetChatMemberByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iUser) +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetChatMemberByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iUser ) { return (get_steam_client()->steam_friends)->GetChatMemberByIndex(steamIDClan, iUser).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, const char * pchText) +STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ) { return (get_steam_client()->steam_friends)->SendClanChatMessage(steamIDClanChat, pchText); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, class CSteamID * psteamidChatter) +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, CSteamID * psteamidChatter ) { return (get_steam_client()->steam_friends)->GetClanChatMessage(steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin(intptr_t instancePtr, class CSteamID steamIDClanChat, class CSteamID steamIDUser) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ) { return (get_steam_client()->steam_friends)->IsClanChatAdmin(steamIDClanChat, steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->IsClanChatWindowOpenInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->OpenClanChatWindowInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat) +STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->CloseClanChatWindowInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages(intptr_t instancePtr, bool bInterceptEnabled) +STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ) { return (get_steam_client()->steam_friends)->SetListenForFriendsMessages(bInterceptEnabled); } -STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchMsgToSend) +STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ) { return (get_steam_client()->steam_friends)->ReplyToFriendMessage(steamIDFriend, pchMsgToSend); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType) +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType ) { return (get_steam_client()->steam_friends)->GetFriendMessage(steamIDFriend, iMessageID, pvData, cubData, peChatEntryType); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount( ISteamFriends* self, uint64_steamid steamID ) { return (get_steam_client()->steam_friends)->GetFollowerCount(steamID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing( ISteamFriends* self, uint64_steamid steamID ) { return (get_steam_client()->steam_friends)->IsFollowing(steamID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList( ISteamFriends* self, uint32 unStartIndex ) { return (get_steam_client()->steam_friends)->EnumerateFollowingList(unStartIndex); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->IsClanPublic(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->IsClanOfficialGameGroup(steamIDClan); } -STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ) { return (get_steam_client()->steam_friends)->GetNumChatsWithUnreadPriorityMessages(); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + return (get_steam_client()->steam_friends)->ActivateGameOverlayRemotePlayTogetherInviteDialog(steamIDLobby); +} + +STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009() +{ + return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils009"); +} + +STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v009() +{ + return get_steam_client()->GetISteamUtils(flat_gs_hsteampipe(), "SteamUtils009"); +} + +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive( ISteamUtils* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -736,10 +765,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t insta return (ptr)->GetSecondsSinceAppActive(); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -748,10 +777,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t return (ptr)->GetSecondsSinceComputerActive(); } -STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instancePtr) +STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -760,10 +789,10 @@ STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instan return (ptr)->GetConnectedUniverse(); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -772,10 +801,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr) return (ptr)->GetServerRealTime(); } -STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -784,10 +813,10 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr return (ptr)->GetIPCountry(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iImage, uint32 * pnWidth, uint32 * pnHeight) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -796,10 +825,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iI return (ptr)->GetImageSize(iImage, pnWidth, pnHeight); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iImage, uint8 * pubDest, int nDestBufferSize) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -808,10 +837,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iI return (ptr)->GetImageRGBA(iImage, pubDest, nDestBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint32 * unIP, uint16 * usPort) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -820,10 +849,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint3 return (ptr)->GetCSERIPPort(unIP, usPort); } -STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instancePtr) +STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -832,10 +861,10 @@ STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instance return (ptr)->GetCurrentBatteryPower(); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -844,10 +873,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr) return (ptr)->GetAppID(); } -STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t instancePtr, ENotificationPosition eNotificationPosition) +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUtils* self, ENotificationPosition eNotificationPosition ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -856,10 +885,10 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t i return (ptr)->SetOverlayNotificationPosition(eNotificationPosition); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, bool * pbFailed) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -868,10 +897,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, return (ptr)->IsAPICallCompleted(hSteamAPICall, pbFailed); } -STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(intptr_t instancePtr, SteamAPICall_t hSteamAPICall) +STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( ISteamUtils* self, SteamAPICall_t hSteamAPICall ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -880,10 +909,10 @@ STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(i return (ptr)->GetAPICallFailureReason(hSteamAPICall); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -892,10 +921,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, St return (ptr)->GetAPICallResult(hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -904,10 +933,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr) return (ptr)->GetIPCCallCount(); } -STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction) +STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, SteamAPIWarningMessageHook_t pFunction ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -916,10 +945,10 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePt return (ptr)->SetWarningMessageHook(pFunction); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -928,10 +957,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr) return (ptr)->IsOverlayEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -940,10 +969,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr return (ptr)->BOverlayNeedsPresent(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t instancePtr, const char * szFileName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils* self, const char * szFileName ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -952,10 +981,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t ins return (ptr)->CheckFileSignature(szFileName); } -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText) +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -964,10 +993,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr return (ptr)->ShowGamepadTextInput(eInputMode, eLineInputMode, pchDescription, unCharMax, pchExistingText); } -STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -976,10 +1005,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t in return (ptr)->GetEnteredGamepadTextLength(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t instancePtr, char * pchText, uint32 cchText) +STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -988,10 +1017,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t insta return (ptr)->GetEnteredGamepadTextInput(pchText, cchText); } -STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1000,10 +1029,10 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t insta return (ptr)->GetSteamUILanguage(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1012,10 +1041,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr) return (ptr)->IsSteamRunningInVR(); } -STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t instancePtr, int nHorizontalInset, int nVerticalInset) +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* self, int nHorizontalInset, int nVerticalInset ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1024,10 +1053,10 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t inst return (ptr)->SetOverlayNotificationInset(nHorizontalInset, nVerticalInset); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1036,10 +1065,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instance return (ptr)->IsSteamInBigPictureMode(); } -STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1048,10 +1077,10 @@ STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr) return (ptr)->StartVRDashboard(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1060,10 +1089,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t inst return (ptr)->IsVRHeadsetStreamingEnabled(); } -STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePtr, bool bEnabled) +STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils* self, bool bEnabled ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1072,10 +1101,10 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t ins return (ptr)->SetVRHeadsetStreamingEnabled(bEnabled); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1084,10 +1113,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr return (ptr)->IsSteamChinaLauncher(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1096,10 +1125,10 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr) return (ptr)->InitFilterText(); } -STEAMAPI_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly) +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1108,10 +1137,10 @@ STEAMAPI_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pc return (ptr)->FilterText(pchOutFilteredText, nByteSizeOutFilteredText, pchInputMessage, bLegalOnly); } -STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState(intptr_t instancePtr, ESteamIPv6ConnectivityProtocol eProtocol) +STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_utils); + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1120,742 +1149,772 @@ STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6Connectivit return (ptr)->GetIPv6ConnectivityState(eProtocol); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr) +STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009() +{ + return get_steam_client()->GetISteamMatchmaking(flat_hsteamuser(), flat_hsteampipe(), "SteamMatchMaking009"); +} + +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount( ISteamMatchmaking* self ) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGameCount(); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame(intptr_t instancePtr, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGame(iGame, pnAppID, pnIP, pnConnPort, pnQueryPort, punFlags, pRTime32LastPlayedOnServer); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) { return (get_steam_client()->steam_matchmaking)->AddFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) { return (get_steam_client()->steam_matchmaking)->RemoveFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList( ISteamMatchmaking* self ) { return (get_steam_client()->steam_matchmaking)->RequestLobbyList(); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter(intptr_t instancePtr, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListStringFilter(pchKeyToMatch, pchValueToMatch, eComparisonType); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, eComparisonType); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToBeCloseTo) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, int nValueToBeCloseTo ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListNearValueFilter(pchKeyToMatch, nValueToBeCloseTo); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable(intptr_t instancePtr, int nSlotsAvailable) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable( ISteamMatchmaking* self, int nSlotsAvailable ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListFilterSlotsAvailable(nSlotsAvailable); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter(intptr_t instancePtr, ELobbyDistanceFilter eLobbyDistanceFilter) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter( ISteamMatchmaking* self, ELobbyDistanceFilter eLobbyDistanceFilter ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListDistanceFilter(eLobbyDistanceFilter); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter(intptr_t instancePtr, int cMaxResults) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter( ISteamMatchmaking* self, int cMaxResults ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListResultCountFilter(cMaxResults); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->AddRequestLobbyListCompatibleMembersFilter(steamIDLobby); } -STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyByIndex(intptr_t instancePtr, int iLobby) +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyByIndex( ISteamMatchmaking* self, int iLobby ) { return (get_steam_client()->steam_matchmaking)->GetLobbyByIndex(iLobby).ConvertToUint64(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby(intptr_t instancePtr, ELobbyType eLobbyType, int cMaxMembers) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby( ISteamMatchmaking* self, ELobbyType eLobbyType, int cMaxMembers ) { return (get_steam_client()->steam_matchmaking)->CreateLobby(eLobbyType, cMaxMembers); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->JoinLobby(steamIDLobby); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->LeaveLobby(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDInvitee) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ) { return (get_steam_client()->steam_matchmaking)->InviteUserToLobby(steamIDLobby, steamIDInvitee); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->GetNumLobbyMembers(steamIDLobby); } -STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iMember) +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iMember ) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberByIndex(steamIDLobby, iMember).ConvertToUint64(); } -STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ) { return (get_steam_client()->steam_matchmaking)->GetLobbyData(steamIDLobby, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_matchmaking)->SetLobbyData(steamIDLobby, pchKey, pchValue); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->GetLobbyDataCount(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ) { return (get_steam_client()->steam_matchmaking)->GetLobbyDataByIndex(steamIDLobby, iLobbyData, pchKey, cchKeyBufferSize, pchValue, cchValueBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ) { return (get_steam_client()->steam_matchmaking)->DeleteLobbyData(steamIDLobby, pchKey); } -STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDUser, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDUser, const char * pchKey ) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberData(steamIDLobby, steamIDUser, pchKey); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_matchmaking)->SetLobbyMemberData(steamIDLobby, pchKey, pchValue); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg(intptr_t instancePtr, class CSteamID steamIDLobby, const void * pvMsgBody, int cubMsgBody) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ) { return (get_steam_client()->steam_matchmaking)->SendLobbyChatMsg(steamIDLobby, pvMsgBody, cubMsgBody); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry(intptr_t instancePtr, class CSteamID steamIDLobby, int iChatID, class CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iChatID, CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType ) { return (get_steam_client()->steam_matchmaking)->GetLobbyChatEntry(steamIDLobby, iChatID, pSteamIDUser, pvData, cubData, peChatEntryType); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->RequestLobbyData(steamIDLobby); } -STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, class CSteamID steamIDGameServer) +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, uint64_steamid steamIDGameServer ) { return (get_steam_client()->steam_matchmaking)->SetLobbyGameServer(steamIDLobby, unGameServerIP, unGameServerPort, steamIDGameServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, class CSteamID * psteamIDGameServer) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ) { return (get_steam_client()->steam_matchmaking)->GetLobbyGameServer(steamIDLobby, punGameServerIP, punGameServerPort, psteamIDGameServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby, int cMaxMembers) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ) { return (get_steam_client()->steam_matchmaking)->SetLobbyMemberLimit(steamIDLobby, cMaxMembers); } -STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->GetLobbyMemberLimit(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType(intptr_t instancePtr, class CSteamID steamIDLobby, ELobbyType eLobbyType) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ) { return (get_steam_client()->steam_matchmaking)->SetLobbyType(steamIDLobby, eLobbyType); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable(intptr_t instancePtr, class CSteamID steamIDLobby, bool bLobbyJoinable) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ) { return (get_steam_client()->steam_matchmaking)->SetLobbyJoinable(steamIDLobby, bLobbyJoinable); } -STEAMAPI_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby) +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->GetLobbyOwner(steamIDLobby).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDNewOwner) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ) { return (get_steam_client()->steam_matchmaking)->SetLobbyOwner(steamIDLobby, steamIDNewOwner); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDLobbyDependent) +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ) { return (get_steam_client()->steam_matchmaking)->SetLinkedLobby(steamIDLobby, steamIDLobbyDependent); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, int iServer ) { - return ((ISteamMatchmakingServerListResponse *)instancePtr)->ServerResponded(hRequest, iServer); + return self->ServerResponded(hRequest, iServer); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, int iServer ) { - return ((ISteamMatchmakingServerListResponse *)instancePtr)->ServerFailedToRespond(hRequest, iServer); + return self->ServerFailedToRespond(hRequest, iServer); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete(intptr_t instancePtr, HServerListRequest hRequest, EMatchMakingServerResponse response) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, EMatchMakingServerResponse response ) { - return ((ISteamMatchmakingServerListResponse *)instancePtr)->RefreshComplete(hRequest, response); + return self->RefreshComplete(hRequest, response); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded(intptr_t instancePtr, class gameserveritem_t & server) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded( ISteamMatchmakingPingResponse* self, gameserveritem_t & server ) { - return ((ISteamMatchmakingPingResponse *)instancePtr)->ServerResponded(server); + return self->ServerResponded(server); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond( ISteamMatchmakingPingResponse* self ) { - return ((ISteamMatchmakingPingResponse *)instancePtr)->ServerFailedToRespond(); + return self->ServerFailedToRespond(); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList(intptr_t instancePtr, const char * pchName, int nScore, float flTimePlayed) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList( ISteamMatchmakingPlayersResponse* self, const char * pchName, int nScore, float flTimePlayed ) { - return ((ISteamMatchmakingPlayersResponse *)instancePtr)->AddPlayerToList(pchName, nScore, flTimePlayed); + return self->AddPlayerToList(pchName, nScore, flTimePlayed); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond( ISteamMatchmakingPlayersResponse* self ) { - return ((ISteamMatchmakingPlayersResponse *)instancePtr)->PlayersFailedToRespond(); + return self->PlayersFailedToRespond(); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete( ISteamMatchmakingPlayersResponse* self ) { - return ((ISteamMatchmakingPlayersResponse *)instancePtr)->PlayersRefreshComplete(); + return self->PlayersRefreshComplete(); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded(intptr_t instancePtr, const char * pchRule, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded( ISteamMatchmakingRulesResponse* self, const char * pchRule, const char * pchValue ) { - return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesResponded(pchRule, pchValue); + return self->RulesResponded(pchRule, pchValue); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond( ISteamMatchmakingRulesResponse* self ) { - return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesFailedToRespond(); + return self->RulesFailedToRespond(); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete( ISteamMatchmakingRulesResponse* self ) { - return ((ISteamMatchmakingRulesResponse *)instancePtr)->RulesRefreshComplete(); + return self->RulesRefreshComplete(); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API ISteamMatchmakingServers *SteamAPI_SteamMatchmakingServers_v002() +{ + return get_steam_client()->GetISteamMatchmakingServers(flat_hsteamuser(), flat_hsteampipe(), "SteamMatchMakingServers002"); +} + +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestInternetServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList(intptr_t instancePtr, AppId_t iApp, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList( ISteamMatchmakingServers* self, AppId_t iApp, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestLANServerList(iApp, pRequestServersResponse); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestFriendsServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestFavoritesServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestHistoryServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse) +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->RequestSpectatorServerList(iApp, ppchFilters, nFilters, pRequestServersResponse); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest(intptr_t instancePtr, HServerListRequest hServerListRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest( ISteamMatchmakingServers* self, HServerListRequest hServerListRequest ) { return (get_steam_client()->steam_matchmaking_servers)->ReleaseRequest(hServerListRequest); } -STEAMAPI_API class gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ) { return (get_steam_client()->steam_matchmaking_servers)->GetServerDetails(hRequest, iServer); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelQuery(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ) { return (get_steam_client()->steam_matchmaking_servers)->CancelQuery(hRequest); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ) { return (get_steam_client()->steam_matchmaking_servers)->RefreshQuery(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ) { return (get_steam_client()->steam_matchmaking_servers)->IsRefreshing(hRequest); } -STEAMAPI_API int SteamAPI_ISteamMatchmakingServers_GetServerCount(intptr_t instancePtr, HServerListRequest hRequest) +STEAMAPI_API int SteamAPI_ISteamMatchmakingServers_GetServerCount( ISteamMatchmakingServers* self, HServerListRequest hRequest ) { return (get_steam_client()->steam_matchmaking_servers)->GetServerCount(hRequest); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshServer(intptr_t instancePtr, HServerListRequest hRequest, int iServer) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshServer( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ) { return (get_steam_client()->steam_matchmaking_servers)->RefreshServer(hRequest, iServer); } -STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPingResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->PingServer(unIP, usPort, pRequestServersResponse); } -STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPlayersResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->PlayerDetails(unIP, usPort, pRequestServersResponse); } -STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingRulesResponse * pRequestServersResponse) +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse * pRequestServersResponse ) { return (get_steam_client()->steam_matchmaking_servers)->ServerRules(unIP, usPort, pRequestServersResponse); } -STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery(intptr_t instancePtr, HServerQuery hServerQuery) +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery( ISteamMatchmakingServers* self, HServerQuery hServerQuery ) { return (get_steam_client()->steam_matchmaking_servers)->CancelServerQuery(hServerQuery); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams(intptr_t instancePtr, const char * pchKeyToFind, const char * pchValuesToFind) +STEAMAPI_API ISteamGameSearch *SteamAPI_SteamGameSearch_v001() { - return ((ISteamGameSearch *)instancePtr)->AddGameSearchParams(pchKeyToFind, pchValuesToFind); + return get_steam_client()->GetISteamGameSearch(flat_hsteamuser(), flat_hsteampipe(), "SteamMatchGameSearch001"); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby(intptr_t instancePtr, class CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams( ISteamGameSearch* self, const char * pchKeyToFind, const char * pchValuesToFind ) { - return ((ISteamGameSearch *)instancePtr)->SearchForGameWithLobby(steamIDLobby, nPlayerMin, nPlayerMax); + return self->AddGameSearchParams(pchKeyToFind, pchValuesToFind); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo(intptr_t instancePtr, int nPlayerMin, int nPlayerMax) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby( ISteamGameSearch* self, uint64_steamid steamIDLobby, int nPlayerMin, int nPlayerMax ) { - return ((ISteamGameSearch *)instancePtr)->SearchForGameSolo(nPlayerMin, nPlayerMax); + return self->SearchForGameWithLobby(steamIDLobby, nPlayerMin, nPlayerMax); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo( ISteamGameSearch* self, int nPlayerMin, int nPlayerMax ) { - return ((ISteamGameSearch *)instancePtr)->AcceptGame(); + return self->SearchForGameSolo(nPlayerMin, nPlayerMax); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame( ISteamGameSearch* self ) { - return ((ISteamGameSearch *)instancePtr)->DeclineGame(); + return self->AcceptGame(); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails(intptr_t instancePtr, class CSteamID steamIDHost, char * pchConnectionDetails, int cubConnectionDetails) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame( ISteamGameSearch* self ) { - return ((ISteamGameSearch *)instancePtr)->RetrieveConnectionDetails(steamIDHost, pchConnectionDetails, cubConnectionDetails); + return self->DeclineGame(); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails( ISteamGameSearch* self, uint64_steamid steamIDHost, char * pchConnectionDetails, int cubConnectionDetails ) { - return ((ISteamGameSearch *)instancePtr)->EndGameSearch(); + return self->RetrieveConnectionDetails(steamIDHost, pchConnectionDetails, cubConnectionDetails); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams(intptr_t instancePtr, const char * pchKey, const char * pchValue) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch( ISteamGameSearch* self ) { - return ((ISteamGameSearch *)instancePtr)->SetGameHostParams(pchKey, pchValue); + return self->EndGameSearch(); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails(intptr_t instancePtr, const char * pchConnectionDetails, int cubConnectionDetails) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams( ISteamGameSearch* self, const char * pchKey, const char * pchValue ) { - return ((ISteamGameSearch *)instancePtr)->SetConnectionDetails(pchConnectionDetails, cubConnectionDetails); + return self->SetGameHostParams(pchKey, pchValue); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame(intptr_t instancePtr, int nPlayerMin, int nPlayerMax, int nMaxTeamSize) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails( ISteamGameSearch* self, const char * pchConnectionDetails, int cubConnectionDetails ) { - return ((ISteamGameSearch *)instancePtr)->RequestPlayersForGame(nPlayerMin, nPlayerMax, nMaxTeamSize); + return self->SetConnectionDetails(pchConnectionDetails, cubConnectionDetails); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart(intptr_t instancePtr, uint64 ullUniqueGameID) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame( ISteamGameSearch* self, int nPlayerMin, int nPlayerMax, int nMaxTeamSize ) { - return ((ISteamGameSearch *)instancePtr)->HostConfirmGameStart(ullUniqueGameID); + return self->RequestPlayersForGame(nPlayerMin, nPlayerMax, nMaxTeamSize); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart( ISteamGameSearch* self, uint64 ullUniqueGameID ) { - return ((ISteamGameSearch *)instancePtr)->CancelRequestPlayersForGame(); + return self->HostConfirmGameStart(ullUniqueGameID); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult(intptr_t instancePtr, uint64 ullUniqueGameID, class CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame( ISteamGameSearch* self ) { - return ((ISteamGameSearch *)instancePtr)->SubmitPlayerResult(ullUniqueGameID, steamIDPlayer, EPlayerResult); + return self->CancelRequestPlayersForGame(); } -STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame(intptr_t instancePtr, uint64 ullUniqueGameID) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult( ISteamGameSearch* self, uint64 ullUniqueGameID, uint64_steamid steamIDPlayer, EPlayerResult_t EPlayerResult ) { - return ((ISteamGameSearch *)instancePtr)->EndGame(ullUniqueGameID); + return self->SubmitPlayerResult(ullUniqueGameID, steamIDPlayer, EPlayerResult); } -STEAMAPI_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons(intptr_t instancePtr) +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame( ISteamGameSearch* self, uint64 ullUniqueGameID ) { - return ((ISteamParties *)instancePtr)->GetNumActiveBeacons(); + return self->EndGame(ullUniqueGameID); } -STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex(intptr_t instancePtr, uint32 unIndex) +STEAMAPI_API ISteamParties *SteamAPI_SteamParties_v002() { - return ((ISteamParties *)instancePtr)->GetBeaconByIndex(unIndex); + return get_steam_client()->GetISteamParties(flat_hsteamuser(), flat_hsteampipe(), "SteamParties002"); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails(intptr_t instancePtr, PartyBeaconID_t ulBeaconID, class CSteamID * pSteamIDBeaconOwner, struct SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata) +STEAMAPI_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons( ISteamParties* self ) { - return ((ISteamParties *)instancePtr)->GetBeaconDetails(ulBeaconID, pSteamIDBeaconOwner, pLocation, pchMetadata, cchMetadata); + return self->GetNumActiveBeacons(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty(intptr_t instancePtr, PartyBeaconID_t ulBeaconID) +STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex( ISteamParties* self, uint32 unIndex ) { - return ((ISteamParties *)instancePtr)->JoinParty(ulBeaconID); + return self->GetBeaconByIndex(unIndex); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations(intptr_t instancePtr, uint32 * puNumLocations) +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ) { - return ((ISteamParties *)instancePtr)->GetNumAvailableBeaconLocations(puNumLocations); + return self->GetBeaconDetails(ulBeaconID, pSteamIDBeaconOwner, pLocation, pchMetadata, cchMetadata); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations(intptr_t instancePtr, struct SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty( ISteamParties* self, PartyBeaconID_t ulBeaconID ) { - return ((ISteamParties *)instancePtr)->GetAvailableBeaconLocations(pLocationList, uMaxNumLocations); + return self->JoinParty(ulBeaconID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon(intptr_t instancePtr, uint32 unOpenSlots, struct SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata) +STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ) { - return ((ISteamParties *)instancePtr)->CreateBeacon(unOpenSlots, pBeaconLocation, pchConnectString, pchMetadata); + return self->GetNumAvailableBeaconLocations(puNumLocations); } -STEAMAPI_API void SteamAPI_ISteamParties_OnReservationCompleted(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) +STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ) { - return ((ISteamParties *)instancePtr)->OnReservationCompleted(ulBeacon, steamIDUser); + return self->GetAvailableBeaconLocations(pLocationList, uMaxNumLocations); } -STEAMAPI_API void SteamAPI_ISteamParties_CancelReservation(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon( ISteamParties* self, uint32 unOpenSlots, SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata ) { - return ((ISteamParties *)instancePtr)->CancelReservation(ulBeacon, steamIDUser); + return self->CreateBeacon(unOpenSlots, pBeaconLocation, pchConnectString, pchMetadata); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots(intptr_t instancePtr, PartyBeaconID_t ulBeacon, uint32 unOpenSlots) +STEAMAPI_API void SteamAPI_ISteamParties_OnReservationCompleted( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ) { - return ((ISteamParties *)instancePtr)->ChangeNumOpenSlots(ulBeacon, unOpenSlots); + return self->OnReservationCompleted(ulBeacon, steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon(intptr_t instancePtr, PartyBeaconID_t ulBeacon) +STEAMAPI_API void SteamAPI_ISteamParties_CancelReservation( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ) { - return ((ISteamParties *)instancePtr)->DestroyBeacon(ulBeacon); + return self->CancelReservation(ulBeacon, steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData(intptr_t instancePtr, struct SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots( ISteamParties* self, PartyBeaconID_t ulBeacon, uint32 unOpenSlots ) { - return ((ISteamParties *)instancePtr)->GetBeaconLocationData(BeaconLocation, eData, pchDataStringOut, cchDataStringOut); + return self->ChangeNumOpenSlots(ulBeacon, unOpenSlots); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite(intptr_t instancePtr, const char * pchFile, const void * pvData, int32 cubData) +STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ) +{ + return self->DestroyBeacon(ulBeacon); +} + +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ) +{ + return self->GetBeaconLocationData(BeaconLocation, eData, pchDataStringOut, cchDataStringOut); +} + +STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014() +{ + return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION014"); +} + +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWrite(pchFile, pvData, cubData); } -STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead(intptr_t instancePtr, const char * pchFile, void * pvData, int32 cubDataToRead) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead( ISteamRemoteStorage* self, const char * pchFile, void * pvData, int32 cubDataToRead ) { return (get_steam_client()->steam_remote_storage)->FileRead(pchFile, pvData, cubDataToRead); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync(intptr_t instancePtr, const char * pchFile, const void * pvData, uint32 cubData) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, uint32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWriteAsync(pchFile, pvData, cubData); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync(intptr_t instancePtr, const char * pchFile, uint32 nOffset, uint32 cubToRead) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync( ISteamRemoteStorage* self, const char * pchFile, uint32 nOffset, uint32 cubToRead ) { return (get_steam_client()->steam_remote_storage)->FileReadAsync(pchFile, nOffset, cubToRead); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete(intptr_t instancePtr, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ) { return (get_steam_client()->steam_remote_storage)->FileReadAsyncComplete(hReadCall, pvBuffer, cubToRead); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileForget(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileDelete(pchFile); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileShare(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms(intptr_t instancePtr, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ) { return (get_steam_client()->steam_remote_storage)->SetSyncPlatforms(pchFile, eRemoteStoragePlatform); } -STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamOpen(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamWriteChunk(writeHandle, pvData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamClose(writeHandle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamCancel(writeHandle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileExists(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FilePersisted(pchFile); } -STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->GetFileSize(pchFile); } -STEAMAPI_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->GetFileTimestamp(pchFile); } -STEAMAPI_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms(intptr_t instancePtr, const char * pchFile) +STEAMAPI_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->GetSyncPlatforms(pchFile); } -STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->GetFileCount(); } -STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize(intptr_t instancePtr, int iFile, int32 * pnFileSizeInBytes) +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize( ISteamRemoteStorage* self, int iFile, int32 * pnFileSizeInBytes ) { return (get_steam_client()->steam_remote_storage)->GetFileNameAndSize(iFile, pnFileSizeInBytes); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota(intptr_t instancePtr, uint64 * pnTotalBytes, uint64 * puAvailableBytes) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ) { return (get_steam_client()->steam_remote_storage)->GetQuota(pnTotalBytes, puAvailableBytes); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForAccount(); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForApp(); } -STEAMAPI_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp(intptr_t instancePtr, bool bEnabled) +STEAMAPI_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp( ISteamRemoteStorage* self, bool bEnabled ) { return (get_steam_client()->steam_remote_storage)->SetCloudEnabledForApp(bEnabled); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload(intptr_t instancePtr, UGCHandle_t hContent, uint32 unPriority) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload( ISteamRemoteStorage* self, UGCHandle_t hContent, uint32 unPriority ) { return (get_steam_client()->steam_remote_storage)->UGCDownload(hContent, unPriority); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress(intptr_t instancePtr, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ) { return (get_steam_client()->steam_remote_storage)->GetUGCDownloadProgress(hContent, pnBytesDownloaded, pnBytesExpected); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails(intptr_t instancePtr, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, class CSteamID * pSteamIDOwner) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ) { return (get_steam_client()->steam_remote_storage)->GetUGCDetails(hContent, pnAppID, ppchName, pnFileSizeInBytes, pSteamIDOwner); } -STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_UGCRead(intptr_t instancePtr, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_UGCRead( ISteamRemoteStorage* self, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction ) { return (get_steam_client()->steam_remote_storage)->UGCRead(hContent, pvData, cubDataToRead, cOffset, eAction); } -STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->GetCachedUGCCount(); } -STEAMAPI_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle(intptr_t instancePtr, int32 iCachedContent) +STEAMAPI_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle( ISteamRemoteStorage* self, int32 iCachedContent ) { return (get_steam_client()->steam_remote_storage)->GetCachedUGCHandle(iCachedContent); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile(intptr_t instancePtr, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile( ISteamRemoteStorage* self, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType ) { return (get_steam_client()->steam_remote_storage)->PublishWorkshopFile(pchFile, pchPreviewFile, nConsumerAppId, pchTitle, pchDescription, eVisibility, pTags, eWorkshopFileType); } -STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->CreatePublishedFileUpdateRequest(unPublishedFileId); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileFile(updateHandle, pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFilePreviewFile(updateHandle, pchPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTitle(updateHandle, pchTitle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileDescription(updateHandle, pchDescription); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileVisibility(updateHandle, eVisibility); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, struct SteamParamStringArray_t * pTags) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTags(updateHandle, pTags); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle ) { return (get_steam_client()->steam_remote_storage)->CommitPublishedFileUpdate(updateHandle); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ) { return (get_steam_client()->steam_remote_storage)->GetPublishedFileDetails(unPublishedFileId, unMaxSecondsOld); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->DeletePublishedFile(unPublishedFileId); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles( ISteamRemoteStorage* self, uint32 unStartIndex ) { return (get_steam_client()->steam_remote_storage)->EnumerateUserPublishedFiles(unStartIndex); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->SubscribePublishedFile(unPublishedFileId); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles(intptr_t instancePtr, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles( ISteamRemoteStorage* self, uint32 unStartIndex ) { return (get_steam_client()->steam_remote_storage)->EnumerateUserSubscribedFiles(unStartIndex); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->UnsubscribePublishedFile(unPublishedFileId); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription) +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileSetChangeDescription(updateHandle, pchChangeDescription); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->GetPublishedItemVoteDetails(unPublishedFileId); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, bool bVoteUp) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, bool bVoteUp ) { return (get_steam_client()->steam_remote_storage)->UpdateUserPublishedItemVote(unPublishedFileId, bVoteUp); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ) { return (get_steam_client()->steam_remote_storage)->GetUserPublishedItemVoteDetails(unPublishedFileId); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles(intptr_t instancePtr, class CSteamID steamId, uint32 unStartIndex, struct SteamParamStringArray_t * pRequiredTags, struct SteamParamStringArray_t * pExcludedTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles( ISteamRemoteStorage* self, uint64_steamid steamId, uint32 unStartIndex, SteamParamStringArray_t * pRequiredTags, SteamParamStringArray_t * pExcludedTags ) { return (get_steam_client()->steam_remote_storage)->EnumerateUserSharedWorkshopFiles(steamId, unStartIndex, pRequiredTags, pExcludedTags); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo(intptr_t instancePtr, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo( ISteamRemoteStorage* self, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t * pTags ) { return (get_steam_client()->steam_remote_storage)->PublishVideo(eVideoProvider, pchVideoAccount, pchVideoIdentifier, pchPreviewFile, nConsumerAppId, pchTitle, pchDescription, eVisibility, pTags); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction ) { return (get_steam_client()->steam_remote_storage)->SetUserPublishedFileAction(unPublishedFileId, eAction); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction(intptr_t instancePtr, EWorkshopFileAction eAction, uint32 unStartIndex) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction( ISteamRemoteStorage* self, EWorkshopFileAction eAction, uint32 unStartIndex ) { return (get_steam_client()->steam_remote_storage)->EnumeratePublishedFilesByUserAction(eAction, unStartIndex); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles(intptr_t instancePtr, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, struct SteamParamStringArray_t * pTags, struct SteamParamStringArray_t * pUserTags) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles( ISteamRemoteStorage* self, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t * pTags, SteamParamStringArray_t * pUserTags ) { return (get_steam_client()->steam_remote_storage)->EnumeratePublishedWorkshopFiles(eEnumerationType, unStartIndex, unCount, unDays, pTags, pUserTags); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation(intptr_t instancePtr, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( ISteamRemoteStorage* self, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority ) { return (get_steam_client()->steam_remote_storage)->UGCDownloadToLocation(hContent, pchLocation, unPriority); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats(intptr_t instancePtr) +STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011() +{ + return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION011"); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->RequestCurrentStats(); } @@ -1870,6 +1929,16 @@ STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); +} + STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, nData); @@ -1880,62 +1949,72 @@ STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const return (get_steam_client()->steam_user_stats)->SetStat(pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat(intptr_t instancePtr, const char * pchName, float flCountThisSession, double dSessionLength) +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ) +{ + return (get_steam_client()->steam_user_stats)->SetStat(pchName, nData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ) +{ + return (get_steam_client()->steam_user_stats)->SetStat(pchName, fData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ) { return (get_steam_client()->steam_user_stats)->UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement(intptr_t instancePtr, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetAchievement(pchName, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement(intptr_t instancePtr, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ) { return (get_steam_client()->steam_user_stats)->SetAchievement(pchName); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement(intptr_t instancePtr, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ) { return (get_steam_client()->steam_user_stats)->ClearAchievement(pchName); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime(intptr_t instancePtr, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) { return (get_steam_client()->steam_user_stats)->GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->StoreStats(); } -STEAMAPI_API int SteamAPI_ISteamUserStats_GetAchievementIcon(intptr_t instancePtr, const char * pchName) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetAchievementIcon( ISteamUserStats* self, const char * pchName ) { return (get_steam_client()->steam_user_stats)->GetAchievementIcon(pchName); } -STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute(intptr_t instancePtr, const char * pchName, const char * pchKey) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute( ISteamUserStats* self, const char * pchName, const char * pchKey ) { return (get_steam_client()->steam_user_stats)->GetAchievementDisplayAttribute(pchName, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress(intptr_t instancePtr, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress) +STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ) { return (get_steam_client()->steam_user_stats)->IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress); } -STEAMAPI_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->GetNumAchievements(); } -STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementName(intptr_t instancePtr, uint32 iAchievement) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementName( ISteamUserStats* self, uint32 iAchievement ) { return (get_steam_client()->steam_user_stats)->GetAchievementName(iAchievement); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats( ISteamUserStats* self, uint64_steamid steamIDUser ) { return (get_steam_client()->steam_user_stats)->RequestUserStats(steamIDUser); } @@ -1950,102 +2029,112 @@ STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, cl return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetUserAchievement(steamIDUser, pchName, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) { return (get_steam_client()->steam_user_stats)->GetUserAchievementAndUnlockTime(steamIDUser, pchName, pbAchieved, punUnlockTime); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats(intptr_t instancePtr, bool bAchievementsToo) +STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ) { return (get_steam_client()->steam_user_stats)->ResetAllStats(bAchievementsToo); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) { return (get_steam_client()->steam_user_stats)->FindOrCreateLeaderboard(pchLeaderboardName, eLeaderboardSortMethod, eLeaderboardDisplayType); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName ) { return (get_steam_client()->steam_user_stats)->FindLeaderboard(pchLeaderboardName); } -STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ) { return (get_steam_client()->steam_user_stats)->GetLeaderboardName(hSteamLeaderboard); } -STEAMAPI_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ) { return (get_steam_client()->steam_user_stats)->GetLeaderboardEntryCount(hSteamLeaderboard); } -STEAMAPI_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ) { return (get_steam_client()->steam_user_stats)->GetLeaderboardSortMethod(hSteamLeaderboard); } -STEAMAPI_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard) +STEAMAPI_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ) { return (get_steam_client()->steam_user_stats)->GetLeaderboardDisplayType(hSteamLeaderboard); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) { return (get_steam_client()->steam_user_stats)->DownloadLeaderboardEntries(hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, class CSteamID * prgUsers, int cUsers) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, CSteamID * prgUsers, int cUsers ) { return (get_steam_client()->steam_user_stats)->DownloadLeaderboardEntriesForUsers(hSteamLeaderboard, prgUsers, cUsers); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry(intptr_t instancePtr, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, struct LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ) { return (get_steam_client()->steam_user_stats)->GetDownloadedLeaderboardEntry(hSteamLeaderboardEntries, index, pLeaderboardEntry, pDetails, cDetailsMax); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount ) { return (get_steam_client()->steam_user_stats)->UploadLeaderboardScore(hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) { return (get_steam_client()->steam_user_stats)->AttachLeaderboardUGC(hSteamLeaderboard, hUGC); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->GetNumberOfCurrentPlayers(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->RequestGlobalAchievementPercentages(); } -STEAMAPI_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo(intptr_t instancePtr, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo( ISteamUserStats* self, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetMostAchievedAchievementInfo(pchName, unNameBufLen, pflPercent, pbAchieved); } -STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo(intptr_t instancePtr, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved) +STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo( ISteamUserStats* self, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetNextMostAchievedAchievementInfo(iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent(intptr_t instancePtr, const char * pchName, float * pflPercent) +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ) { return (get_steam_client()->steam_user_stats)->GetAchievementAchievedPercent(pchName, pflPercent); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats(intptr_t instancePtr, int nHistoryDays) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats( ISteamUserStats* self, int nHistoryDays ) { return (get_steam_client()->steam_user_stats)->RequestGlobalStats(nHistoryDays); } @@ -2060,6 +2149,16 @@ STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ) +{ + return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); +} + STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory(intptr_t instancePtr, const char * pchStatName, int64 * pData, uint32 cubData) { return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); @@ -2070,981 +2169,1055 @@ STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory0(intptr_t insta return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData, uint32 cubData ) { - return ((ISteamApps *)instancePtr)->BIsSubscribed(); + return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence(intptr_t instancePtr) +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUserStats* self, const char * pchStatName, double * pData, uint32 cubData ) { - return ((ISteamApps *)instancePtr)->BIsLowViolence(); + return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe(intptr_t instancePtr) +STEAMAPI_API ISteamApps *SteamAPI_SteamApps_v008() { - return ((ISteamApps *)instancePtr)->BIsCybercafe(); + return get_steam_client()->GetISteamApps(flat_hsteamuser(), flat_hsteampipe(), "STEAMAPPS_INTERFACE_VERSION008"); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned(intptr_t instancePtr) +STEAMAPI_API ISteamApps *SteamAPI_SteamGameServerApps_v008() { - return ((ISteamApps *)instancePtr)->BIsVACBanned(); + return get_steam_client()->GetISteamApps(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMAPPS_INTERFACE_VERSION008"); } -STEAMAPI_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->GetCurrentGameLanguage(); + return self->BIsSubscribed(); } -STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->GetAvailableGameLanguages(); + return self->BIsLowViolence(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->BIsSubscribedApp(appID); + return self->BIsCybercafe(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->BIsDlcInstalled(appID); + return self->BIsVACBanned(); } -STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->GetEarliestPurchaseUnixTime(nAppID); + return self->GetCurrentGameLanguage(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend(intptr_t instancePtr) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->BIsSubscribedFromFreeWeekend(); + return self->GetAvailableGameLanguages(); } -STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ) { - return ((ISteamApps *)instancePtr)->GetDLCCount(); + return self->BIsSubscribedApp(appID); } -STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex(intptr_t instancePtr, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ) { - return ((ISteamApps *)instancePtr)->BGetDLCDataByIndex(iDLC, pAppID, pbAvailable, pchName, cchNameBufferSize); + return self->BIsDlcInstalled(appID); } -STEAMAPI_API void SteamAPI_ISteamApps_InstallDLC(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime( ISteamApps* self, AppId_t nAppID ) { - return ((ISteamApps *)instancePtr)->InstallDLC(nAppID); + return self->GetEarliestPurchaseUnixTime(nAppID); } -STEAMAPI_API void SteamAPI_ISteamApps_UninstallDLC(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->UninstallDLC(nAppID); + return self->BIsSubscribedFromFreeWeekend(); } -STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->RequestAppProofOfPurchaseKey(nAppID); + return self->GetDLCCount(); } -STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName(intptr_t instancePtr, char * pchName, int cchNameBufferSize) +STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ) { - return ((ISteamApps *)instancePtr)->GetCurrentBetaName(pchName, cchNameBufferSize); + return self->BGetDLCDataByIndex(iDLC, pAppID, pbAvailable, pchName, cchNameBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt(intptr_t instancePtr, bool bMissingFilesOnly) +STEAMAPI_API void SteamAPI_ISteamApps_InstallDLC( ISteamApps* self, AppId_t nAppID ) { - return ((ISteamApps *)instancePtr)->MarkContentCorrupt(bMissingFilesOnly); + return self->InstallDLC(nAppID); } -STEAMAPI_API uint32 SteamAPI_ISteamApps_GetInstalledDepots(intptr_t instancePtr, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots) +STEAMAPI_API void SteamAPI_ISteamApps_UninstallDLC( ISteamApps* self, AppId_t nAppID ) { - return ((ISteamApps *)instancePtr)->GetInstalledDepots(appID, pvecDepots, cMaxDepots); + return self->UninstallDLC(nAppID); } -STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir(intptr_t instancePtr, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize) +STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey( ISteamApps* self, AppId_t nAppID ) { - return ((ISteamApps *)instancePtr)->GetAppInstallDir(appID, pchFolder, cchFolderBufferSize); + return self->RequestAppProofOfPurchaseKey(nAppID); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled(intptr_t instancePtr, AppId_t appID) +STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ) { - return ((ISteamApps *)instancePtr)->BIsAppInstalled(appID); + return self->GetCurrentBetaName(pchName, cchNameBufferSize); } -STEAMAPI_API uint64 SteamAPI_ISteamApps_GetAppOwner(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ) { - return ((ISteamApps *)instancePtr)->GetAppOwner().ConvertToUint64(); + return self->MarkContentCorrupt(bMissingFilesOnly); } -STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam(intptr_t instancePtr, const char * pchKey) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetInstalledDepots( ISteamApps* self, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots ) { - return ((ISteamApps *)instancePtr)->GetLaunchQueryParam(pchKey); + return self->GetInstalledDepots(appID, pvecDepots, cMaxDepots); } -STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress(intptr_t instancePtr, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir( ISteamApps* self, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize ) { - return ((ISteamApps *)instancePtr)->GetDlcDownloadProgress(nAppID, punBytesDownloaded, punBytesTotal); + return self->GetAppInstallDir(appID, pchFolder, cchFolderBufferSize); } -STEAMAPI_API int SteamAPI_ISteamApps_GetAppBuildId(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ) { - return ((ISteamApps *)instancePtr)->GetAppBuildId(); + return self->BIsAppInstalled(appID); } -STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys(intptr_t instancePtr) +STEAMAPI_API uint64_steamid SteamAPI_ISteamApps_GetAppOwner( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->RequestAllProofOfPurchaseKeys(); + return self->GetAppOwner().ConvertToUint64(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails(intptr_t instancePtr, const char * pszFileName) +STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam( ISteamApps* self, const char * pchKey ) { - return ((ISteamApps *)instancePtr)->GetFileDetails(pszFileName); + return self->GetLaunchQueryParam(pchKey); } -STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine(intptr_t instancePtr, char * pszCommandLine, int cubCommandLine) +STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) { - return ((ISteamApps *)instancePtr)->GetLaunchCommandLine(pszCommandLine, cubCommandLine); + return self->GetDlcDownloadProgress(nAppID, punBytesDownloaded, punBytesTotal); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing(intptr_t instancePtr) +STEAMAPI_API int SteamAPI_ISteamApps_GetAppBuildId( ISteamApps* self ) { - return ((ISteamApps *)instancePtr)->BIsSubscribedFromFamilySharing(); + return self->GetAppBuildId(); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket(intptr_t instancePtr, class CSteamID steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel) +STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys( ISteamApps* self ) { - return ((ISteamNetworking *)instancePtr)->SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, nChannel); + return self->RequestAllProofOfPurchaseKeys(); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable(intptr_t instancePtr, uint32 * pcubMsgSize, int nChannel) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails( ISteamApps* self, const char * pszFileName ) { - return ((ISteamNetworking *)instancePtr)->IsP2PPacketAvailable(pcubMsgSize, nChannel); + return self->GetFileDetails(pszFileName); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket(intptr_t instancePtr, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, class CSteamID * psteamIDRemote, int nChannel) +STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, char * pszCommandLine, int cubCommandLine ) { - return ((ISteamNetworking *)instancePtr)->ReadP2PPacket(pubDest, cubDest, pcubMsgSize, psteamIDRemote, nChannel); + return self->GetLaunchCommandLine(pszCommandLine, cubCommandLine); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ) { - return ((ISteamNetworking *)instancePtr)->AcceptP2PSessionWithUser(steamIDRemote); + return self->BIsSubscribedFromFamilySharing(); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote) +STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006() { - return ((ISteamNetworking *)instancePtr)->CloseP2PSessionWithUser(steamIDRemote); + return get_steam_client()->GetISteamNetworking(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworking006"); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser(intptr_t instancePtr, class CSteamID steamIDRemote, int nChannel) +STEAMAPI_API ISteamNetworking *SteamAPI_SteamGameServerNetworking_v006() { - return ((ISteamNetworking *)instancePtr)->CloseP2PChannelWithUser(steamIDRemote, nChannel); + return get_steam_client()->GetISteamNetworking(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworking006"); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState(intptr_t instancePtr, class CSteamID steamIDRemote, struct P2PSessionState_t * pConnectionState) +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ) { - return ((ISteamNetworking *)instancePtr)->GetP2PSessionState(steamIDRemote, pConnectionState); + return self->SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instancePtr, bool bAllow) +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ) { - return ((ISteamNetworking *)instancePtr)->AllowP2PPacketRelay(bAllow); + return self->IsP2PPacketAvailable(pcubMsgSize, nChannel); } -STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, struct SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay) +STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ) { - return ((ISteamNetworking *)instancePtr)->CreateListenSocket(nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); + return self->ReadP2PPacket(pubDest, cubDest, pcubMsgSize, psteamIDRemote, nChannel); } -STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(intptr_t instancePtr, class CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) +STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) { - return ((ISteamNetworking *)instancePtr)->CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay); + return self->AcceptP2PSessionWithUser(steamIDRemote); } -STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, struct SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec) +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) { - return ((ISteamNetworking *)instancePtr)->CreateConnectionSocket(nIP, nPort, nTimeoutSec); + return self->CloseP2PSessionWithUser(steamIDRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket(intptr_t instancePtr, SNetSocket_t hSocket, bool bNotifyRemoteEnd) +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ) { - return ((ISteamNetworking *)instancePtr)->DestroySocket(hSocket, bNotifyRemoteEnd); + return self->CloseP2PChannelWithUser(steamIDRemote, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket(intptr_t instancePtr, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ) { - return ((ISteamNetworking *)instancePtr)->DestroyListenSocket(hSocket, bNotifyRemoteEnd); + return self->GetP2PSessionState(steamIDRemote, pConnectionState); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable) +STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ) { - return ((ISteamNetworking *)instancePtr)->SendDataOnSocket(hSocket, pubData, cubData, bReliable); + return self->AllowP2PPacketRelay(bAllow); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, uint32 * pcubMsgSize) +STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket( ISteamNetworking* self, int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ) { - return ((ISteamNetworking *)instancePtr)->IsDataAvailableOnSocket(hSocket, pcubMsgSize); + return self->CreateListenSocket(nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize) +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket( ISteamNetworking* self, uint64_steamid steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ) { - return ((ISteamNetworking *)instancePtr)->RetrieveDataFromSocket(hSocket, pubDest, cubDest, pcubMsgSize); + return self->CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket) +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket( ISteamNetworking* self, SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ) { - return ((ISteamNetworking *)instancePtr)->IsDataAvailable(hListenSocket, pcubMsgSize, phSocket); + return self->CreateConnectionSocket(nIP, nPort, nTimeoutSec); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket) +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ) { - return ((ISteamNetworking *)instancePtr)->RetrieveData(hListenSocket, pubDest, cubDest, pcubMsgSize, phSocket); + return self->DestroySocket(hSocket, bNotifyRemoteEnd); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, struct SteamIPAddress_t * punIPRemote, uint16 * punPortRemote) +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) { - return ((ISteamNetworking *)instancePtr)->GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, punIPRemote, punPortRemote); + return self->DestroyListenSocket(hSocket, bNotifyRemoteEnd); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, struct SteamIPAddress_t * pnIP, uint16 * pnPort) +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ) { - return ((ISteamNetworking *)instancePtr)->GetListenSocketInfo(hListenSocket, pnIP, pnPort); + return self->SendDataOnSocket(hSocket, pubData, cubData, bReliable); } -STEAMAPI_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType(intptr_t instancePtr, SNetSocket_t hSocket) +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ) { - return ((ISteamNetworking *)instancePtr)->GetSocketConnectionType(hSocket); + return self->IsDataAvailableOnSocket(hSocket, pcubMsgSize); } -STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr, SNetSocket_t hSocket) +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ) { - return ((ISteamNetworking *)instancePtr)->GetMaxPacketSize(hSocket); + return self->RetrieveDataFromSocket(hSocket, pubDest, cubDest, pcubMsgSize); } +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) +{ + return self->IsDataAvailable(hListenSocket, pcubMsgSize, phSocket); +} -STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight) +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) +{ + return self->RetrieveData(hListenSocket, pubDest, cubDest, pcubMsgSize, phSocket); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ) +{ + return self->GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, punIPRemote, punPortRemote); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ) +{ + return self->GetListenSocketInfo(hListenSocket, pnIP, pnPort); +} + +STEAMAPI_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType( ISteamNetworking* self, SNetSocket_t hSocket ) +{ + return self->GetSocketConnectionType(hSocket); +} + +STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize( ISteamNetworking* self, SNetSocket_t hSocket ) +{ + return self->GetMaxPacketSize(hSocket); +} + +STEAMAPI_API ISteamScreenshots *SteamAPI_SteamScreenshots_v003() +{ + return get_steam_client()->GetISteamScreenshots(flat_hsteamuser(), flat_hsteampipe(), "STEAMSCREENSHOTS_INTERFACE_VERSION003"); +} + +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot( ISteamScreenshots* self, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight ) { return (get_steam_client()->steam_screenshots)->WriteScreenshot(pubRGB, cubRGB, nWidth, nHeight); } -STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary(intptr_t instancePtr, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight) +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary( ISteamScreenshots* self, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight ) { return (get_steam_client()->steam_screenshots)->AddScreenshotToLibrary(pchFilename, pchThumbnailFilename, nWidth, nHeight); } -STEAMAPI_API void SteamAPI_ISteamScreenshots_TriggerScreenshot(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamScreenshots_TriggerScreenshot( ISteamScreenshots* self ) { return (get_steam_client()->steam_screenshots)->TriggerScreenshot(); } -STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots(intptr_t instancePtr, bool bHook) +STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots( ISteamScreenshots* self, bool bHook ) { return (get_steam_client()->steam_screenshots)->HookScreenshots(bHook); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation(intptr_t instancePtr, ScreenshotHandle hScreenshot, const char * pchLocation) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ) { return (get_steam_client()->steam_screenshots)->SetLocation(hScreenshot, pchLocation); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser(intptr_t instancePtr, ScreenshotHandle hScreenshot, class CSteamID steamID) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ) { return (get_steam_client()->steam_screenshots)->TagUser(hScreenshot, steamID); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile(intptr_t instancePtr, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) { return (get_steam_client()->steam_screenshots)->TagPublishedFile(hScreenshot, unPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ) { return (get_steam_client()->steam_screenshots)->IsScreenshotsHooked(); } -STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary(intptr_t instancePtr, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename) +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary( ISteamScreenshots* self, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename ) { return (get_steam_client()->steam_screenshots)->AddVRScreenshotToLibrary(eType, pchFilename, pchVRFilename); } -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled(intptr_t instancePtr) +STEAMAPI_API ISteamMusic *SteamAPI_SteamMusic_v001() { - return ((ISteamMusic *)instancePtr)->BIsEnabled(); + return get_steam_client()->GetISteamMusic(flat_hsteamuser(), flat_hsteampipe(), "STEAMMUSIC_INTERFACE_VERSION001"); } -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->BIsPlaying(); + return self->BIsEnabled(); } -STEAMAPI_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->GetPlaybackStatus(); + return self->BIsPlaying(); } -STEAMAPI_API void SteamAPI_ISteamMusic_Play(intptr_t instancePtr) +STEAMAPI_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->Play(); + return self->GetPlaybackStatus(); } -STEAMAPI_API void SteamAPI_ISteamMusic_Pause(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_Play( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->Pause(); + return self->Play(); } -STEAMAPI_API void SteamAPI_ISteamMusic_PlayPrevious(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_Pause( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->PlayPrevious(); + return self->Pause(); } -STEAMAPI_API void SteamAPI_ISteamMusic_PlayNext(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_PlayPrevious( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->PlayNext(); + return self->PlayPrevious(); } -STEAMAPI_API void SteamAPI_ISteamMusic_SetVolume(intptr_t instancePtr, float flVolume) +STEAMAPI_API void SteamAPI_ISteamMusic_PlayNext( ISteamMusic* self ) { - return ((ISteamMusic *)instancePtr)->SetVolume(flVolume); + return self->PlayNext(); } -STEAMAPI_API float SteamAPI_ISteamMusic_GetVolume(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamMusic_SetVolume( ISteamMusic* self, float flVolume ) { - return ((ISteamMusic *)instancePtr)->GetVolume(); + return self->SetVolume(flVolume); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote(intptr_t instancePtr, const char * pchName) +STEAMAPI_API float SteamAPI_ISteamMusic_GetVolume( ISteamMusic* self ) { - return ((ISteamMusicRemote *)instancePtr)->RegisterSteamMusicRemote(pchName); + return self->GetVolume(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote(intptr_t instancePtr) +STEAMAPI_API ISteamMusicRemote *SteamAPI_SteamMusicRemote_v001() { - return ((ISteamMusicRemote *)instancePtr)->DeregisterSteamMusicRemote(); + return get_steam_client()->GetISteamMusicRemote(flat_hsteamuser(), flat_hsteampipe(), "STEAMMUSICREMOTE_INTERFACE_VERSION001"); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ) { - return ((ISteamMusicRemote *)instancePtr)->BIsCurrentMusicRemote(); + return self->RegisterSteamMusicRemote(pchName); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->BActivationSuccess(bValue); + return self->DeregisterSteamMusicRemote(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName(intptr_t instancePtr, const char * pchDisplayName) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->SetDisplayName(pchDisplayName); + return self->BIsCurrentMusicRemote(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->SetPNGIcon_64x64(pvBuffer, cbBufferLength); + return self->BActivationSuccess(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ) { - return ((ISteamMusicRemote *)instancePtr)->EnablePlayPrevious(bValue); + return self->SetDisplayName(pchDisplayName); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) { - return ((ISteamMusicRemote *)instancePtr)->EnablePlayNext(bValue); + return self->SetPNGIcon_64x64(pvBuffer, cbBufferLength); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->EnableShuffled(bValue); + return self->EnablePlayPrevious(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->EnableLooped(bValue); + return self->EnablePlayNext(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->EnableQueue(bValue); + return self->EnableShuffled(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->EnablePlaylists(bValue); + return self->EnableLooped(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus(intptr_t instancePtr, AudioPlayback_Status nStatus) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->UpdatePlaybackStatus(nStatus); + return self->EnableQueue(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateShuffled(bValue); + return self->EnablePlaylists(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped(intptr_t instancePtr, bool bValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateLooped(bValue); + return self->UpdatePlaybackStatus(nStatus); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume(intptr_t instancePtr, float flValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateVolume(flValue); + return self->UpdateShuffled(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ) { - return ((ISteamMusicRemote *)instancePtr)->CurrentEntryWillChange(); + return self->UpdateLooped(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable(intptr_t instancePtr, bool bAvailable) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ) { - return ((ISteamMusicRemote *)instancePtr)->CurrentEntryIsAvailable(bAvailable); + return self->UpdateVolume(flValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText(intptr_t instancePtr, const char * pchText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryText(pchText); + return self->CurrentEntryWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds(intptr_t instancePtr, int nValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryElapsedSeconds(nValue); + return self->CurrentEntryIsAvailable(bAvailable); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ) { - return ((ISteamMusicRemote *)instancePtr)->UpdateCurrentEntryCoverArt(pvBuffer, cbBufferLength); + return self->UpdateCurrentEntryText(pchText); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ) { - return ((ISteamMusicRemote *)instancePtr)->CurrentEntryDidChange(); + return self->UpdateCurrentEntryElapsedSeconds(nValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) { - return ((ISteamMusicRemote *)instancePtr)->QueueWillChange(); + return self->UpdateCurrentEntryCoverArt(pvBuffer, cbBufferLength); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->ResetQueueEntries(); + return self->CurrentEntryDidChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->SetQueueEntry(nID, nPosition, pchEntryText); + return self->QueueWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry(intptr_t instancePtr, int nID) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->SetCurrentQueueEntry(nID); + return self->ResetQueueEntries(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) { - return ((ISteamMusicRemote *)instancePtr)->QueueDidChange(); + return self->SetQueueEntry(nID, nPosition, pchEntryText); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ) { - return ((ISteamMusicRemote *)instancePtr)->PlaylistWillChange(); + return self->SetCurrentQueueEntry(nID); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->ResetPlaylistEntries(); + return self->QueueDidChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->SetPlaylistEntry(nID, nPosition, pchEntryText); + return self->PlaylistWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry(intptr_t instancePtr, int nID) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ) { - return ((ISteamMusicRemote *)instancePtr)->SetCurrentPlaylistEntry(nID); + return self->ResetPlaylistEntries(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) { - return ((ISteamMusicRemote *)instancePtr)->PlaylistDidChange(); + return self->SetPlaylistEntry(nID, nPosition, pchEntryText); } -STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest(intptr_t instancePtr, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ) { - return ((ISteamHTTP *)instancePtr)->CreateHTTPRequest(eHTTPRequestMethod, pchAbsoluteURL); + return self->SetCurrentPlaylistEntry(nID); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue(intptr_t instancePtr, HTTPRequestHandle hRequest, uint64 ulContextValue) +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestContextValue(hRequest, ulContextValue); + return self->PlaylistDidChange(); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds) +STEAMAPI_API ISteamHTTP *SteamAPI_SteamHTTP_v003() { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds); + return get_steam_client()->GetISteamHTTP(flat_hsteamuser(), flat_hsteampipe(), "STEAMHTTP_INTERFACE_VERSION003"); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue) +STEAMAPI_API ISteamHTTP *SteamAPI_SteamGameServerHTTP_v003() { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue); + return get_steam_client()->GetISteamHTTP(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMHTTP_INTERFACE_VERSION003"); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue) +STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest( ISteamHTTP* self, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue); + return self->CreateHTTPRequest(eHTTPRequestMethod, pchAbsoluteURL); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ) { - return ((ISteamHTTP *)instancePtr)->SendHTTPRequest(hRequest, pCallHandle); + return self->SetHTTPRequestContextValue(hRequest, ulContextValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) { - return ((ISteamHTTP *)instancePtr)->SendHTTPRequestAndStreamResponse(hRequest, pCallHandle); + return self->SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ) { - return ((ISteamHTTP *)instancePtr)->DeferHTTPRequest(hRequest); + return self->SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ) { - return ((ISteamHTTP *)instancePtr)->PrioritizeHTTPRequest(hRequest); + return self->SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPResponseHeaderSize(hRequest, pchHeaderName, unResponseHeaderSize); + return self->SendHTTPRequest(hRequest, pCallHandle); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize); + return self->SendHTTPRequestAndStreamResponse(hRequest, pCallHandle); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 * unBodySize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPResponseBodySize(hRequest, unBodySize); + return self->DeferHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize); + return self->PrioritizeHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPStreamingResponseBodyData(hRequest, cOffset, pBodyDataBuffer, unBufferSize); + return self->GetHTTPResponseHeaderSize(hRequest, pchHeaderName, unResponseHeaderSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ) { - return ((ISteamHTTP *)instancePtr)->ReleaseHTTPRequest(hRequest); + return self->GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct(intptr_t instancePtr, HTTPRequestHandle hRequest, float * pflPercentOut) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPDownloadProgressPct(hRequest, pflPercentOut); + return self->GetHTTPResponseBodySize(hRequest, unBodySize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen); + return self->GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize); } -STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer(intptr_t instancePtr, bool bAllowResponsesToModify) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ) { - return ((ISteamHTTP *)instancePtr)->CreateCookieContainer(bAllowResponsesToModify); + return self->GetHTTPStreamingResponseBodyData(hRequest, cOffset, pBodyDataBuffer, unBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer) +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { - return ((ISteamHTTP *)instancePtr)->ReleaseCookieContainer(hCookieContainer); + return self->ReleaseHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie) +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ) { - return ((ISteamHTTP *)instancePtr)->SetCookie(hCookieContainer, pchHost, pchUrl, pchCookie); + return self->GetHTTPDownloadProgressPct(hRequest, pflPercentOut); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer(intptr_t instancePtr, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestCookieContainer(hRequest, hCookieContainer); + return self->SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchUserAgentInfo) +STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer( ISteamHTTP* self, bool bAllowResponsesToModify ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo); + return self->CreateCookieContainer(bAllowResponsesToModify); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(intptr_t instancePtr, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate) +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate); + return self->ReleaseCookieContainer(hCookieContainer); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unMilliseconds) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ) { - return ((ISteamHTTP *)instancePtr)->SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds); + return self->SetCookie(hCookieContainer, pchHost, pchUrl, pchCookie); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut(intptr_t instancePtr, HTTPRequestHandle hRequest, bool * pbWasTimedOut) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) { - return ((ISteamHTTP *)instancePtr)->GetHTTPRequestWasTimedOut(hRequest, pbWasTimedOut); + return self->SetHTTPRequestCookieContainer(hRequest, hCookieContainer); } -STEAMAPI_API bool SteamAPI_ISteamInput_Init(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ) +{ + return self->SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo); +} + +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) +{ + return self->SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate); +} + +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ) +{ + return self->SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds); +} + +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ) +{ + return self->GetHTTPRequestWasTimedOut(hRequest, pbWasTimedOut); +} + +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001() +{ + return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput001"); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ) { return (get_steam_client()->steam_controller)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) { return (get_steam_client()->steam_controller)->Shutdown(); } -STEAMAPI_API void SteamAPI_ISteamInput_RunFrame(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ) { return (get_steam_client()->steam_controller)->RunFrame(); } -STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers(intptr_t instancePtr, InputHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ) { return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } -STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle( ISteamInput* self, const char * pszActionSetName ) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); } -STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSet(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle) +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSet( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) { return (get_steam_client()->steam_controller)->ActivateActionSet(inputHandle, actionSetHandle); } -STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->GetCurrentActionSet(inputHandle); } -STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSetLayer( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) { return (get_steam_client()->steam_controller)->ActivateActionSetLayer(inputHandle, actionSetLayerHandle); } -STEAMAPI_API void SteamAPI_ISteamInput_DeactivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateActionSetLayer( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) { return (get_steam_client()->steam_controller)->DeactivateActionSetLayer(inputHandle, actionSetLayerHandle); } -STEAMAPI_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->DeactivateAllActionSetLayers(inputHandle); } -STEAMAPI_API int SteamAPI_ISteamInput_GetActiveActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetActiveActionSetLayers( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut ) { return (get_steam_client()->steam_controller)->GetActiveActionSetLayers(inputHandle, handlesOut); } -STEAMAPI_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle( ISteamInput* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetDigitalActionHandle(pszActionName); } -STEAMAPI_API struct InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle) +STEAMAPI_API InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData( ISteamInput* self, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) { return (get_steam_client()->steam_controller)->GetDigitalActionData(inputHandle, digitalActionHandle); } -STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut ) { return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(inputHandle, actionSetHandle, digitalActionHandle, originsOut); } -STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle( ISteamInput* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); } -STEAMAPI_API struct InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle) +STEAMAPI_API InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) { return (get_steam_client()->steam_controller)->GetAnalogActionData(inputHandle, analogActionHandle); } -STEAMAPI_API int SteamAPI_ISteamInput_GetAnalogActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamInput_GetAnalogActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut ) { return (get_steam_client()->steam_controller)->GetAnalogActionOrigins(inputHandle, actionSetHandle, analogActionHandle, originsOut); } -STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } -STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } -STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction) +STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(inputHandle, eAction); } -STEAMAPI_API struct InputMotionData_t SteamAPI_ISteamInput_GetMotionData(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API InputMotionData_t SteamAPI_ISteamInput_GetMotionData( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->GetMotionData(inputHandle); } -STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration(intptr_t instancePtr, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) { return (get_steam_client()->steam_controller)->TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); } -STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor(intptr_t instancePtr, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor( ISteamInput* self, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->SetLEDColor(inputHandle, nColorR, nColorG, nColorB, nFlags); } -STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { return (get_steam_client()->steam_controller)->TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec); } -STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } -STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(inputHandle); } -STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->GetInputTypeForHandle(inputHandle); } -STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) +STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex( ISteamInput* self, int nIndex ) { return (get_steam_client()->steam_controller)->GetControllerForGamepadIndex(nIndex); } -STEAMAPI_API int SteamAPI_ISteamInput_GetGamepadIndexForController(intptr_t instancePtr, InputHandle_t ulinputHandle) +STEAMAPI_API int SteamAPI_ISteamInput_GetGamepadIndexForController( ISteamInput* self, InputHandle_t ulinputHandle ) { return (get_steam_client()->steam_controller)->GetGamepadIndexForController(ulinputHandle); } -STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin( ISteamInput* self, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForXboxOrigin(eOrigin); } -STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin( ISteamInput* self, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetGlyphForXboxOrigin(eOrigin); } -STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin(intptr_t instancePtr, InputHandle_t inputHandle, EXboxOrigin eOrigin) +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin( ISteamInput* self, InputHandle_t inputHandle, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetActionOriginFromXboxOrigin(inputHandle, eOrigin); } -STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin) +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISteamInput* self, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) { return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision(intptr_t instancePtr, InputHandle_t inputHandle, int * pMajor, int * pMinor) +STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ) { return (get_steam_client()->steam_controller)->GetDeviceBindingRevision(inputHandle, pMajor, pMinor); } -STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID(intptr_t instancePtr, InputHandle_t inputHandle) +STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->GetRemotePlaySessionID(inputHandle); } -STEAMAPI_API bool SteamAPI_ISteamController_Init(intptr_t instancePtr) +STEAMAPI_API ISteamController *SteamAPI_SteamController_v007() +{ + return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); +} + +STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ) { return (get_steam_client()->steam_controller)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamController_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ) { return (get_steam_client()->steam_controller)->Shutdown(); } -STEAMAPI_API void SteamAPI_ISteamController_RunFrame(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self ) { return (get_steam_client()->steam_controller)->RunFrame(); } -STEAMAPI_API int SteamAPI_ISteamController_GetConnectedControllers(intptr_t instancePtr, ControllerHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamController_GetConnectedControllers( ISteamController* self, ControllerHandle_t * handlesOut ) { return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } -STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName) +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle( ISteamController* self, const char * pszActionSetName ) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); } -STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle) +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSet( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) { return (get_steam_client()->steam_controller)->ActivateActionSet(controllerHandle, actionSetHandle); } -STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->GetCurrentActionSet(controllerHandle); } -STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSetLayer( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) { return (get_steam_client()->steam_controller)->ActivateActionSetLayer(controllerHandle, actionSetLayerHandle); } -STEAMAPI_API void SteamAPI_ISteamController_DeactivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle) +STEAMAPI_API void SteamAPI_ISteamController_DeactivateActionSetLayer( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) { return (get_steam_client()->steam_controller)->DeactivateActionSetLayer(controllerHandle, actionSetLayerHandle); } -STEAMAPI_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->DeactivateAllActionSetLayers(controllerHandle); } -STEAMAPI_API int SteamAPI_ISteamController_GetActiveActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut) +STEAMAPI_API int SteamAPI_ISteamController_GetActiveActionSetLayers( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut ) { return (get_steam_client()->steam_controller)->GetActiveActionSetLayers(controllerHandle, handlesOut); } -STEAMAPI_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle( ISteamController* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetDigitalActionHandle(pszActionName); } -STEAMAPI_API struct InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle) +STEAMAPI_API InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData( ISteamController* self, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) { return (get_steam_client()->steam_controller)->GetDigitalActionData(controllerHandle, digitalActionHandle); } -STEAMAPI_API int SteamAPI_ISteamController_GetDigitalActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamController_GetDigitalActionOrigins( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut ) { return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(controllerHandle, actionSetHandle, digitalActionHandle, originsOut); } -STEAMAPI_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName) +STEAMAPI_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle( ISteamController* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); } -STEAMAPI_API struct InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle) +STEAMAPI_API InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData( ISteamController* self, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) { return (get_steam_client()->steam_controller)->GetAnalogActionData(controllerHandle, analogActionHandle); } -STEAMAPI_API int SteamAPI_ISteamController_GetAnalogActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut) +STEAMAPI_API int SteamAPI_ISteamController_GetAnalogActionOrigins( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut ) { return (get_steam_client()->steam_controller)->GetAnalogActionOrigins(controllerHandle, actionSetHandle, analogActionHandle, originsOut); } -STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin( ISteamController* self, EControllerActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } -STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForActionOrigin( ISteamController* self, EControllerActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } -STEAMAPI_API void SteamAPI_ISteamController_StopAnalogActionMomentum(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction) +STEAMAPI_API void SteamAPI_ISteamController_StopAnalogActionMomentum( ISteamController* self, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(controllerHandle, eAction); } -STEAMAPI_API struct InputMotionData_t SteamAPI_ISteamController_GetMotionData(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API InputMotionData_t SteamAPI_ISteamController_GetMotionData( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->GetMotionData(controllerHandle); } -STEAMAPI_API void SteamAPI_ISteamController_TriggerHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec) +STEAMAPI_API void SteamAPI_ISteamController_TriggerHapticPulse( ISteamController* self, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { return (get_steam_client()->steam_controller)->TriggerHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec); } -STEAMAPI_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse( ISteamController* self, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(controllerHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } -STEAMAPI_API void SteamAPI_ISteamController_TriggerVibration(intptr_t instancePtr, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed) +STEAMAPI_API void SteamAPI_ISteamController_TriggerVibration( ISteamController* self, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) { return (get_steam_client()->steam_controller)->TriggerVibration(controllerHandle, usLeftSpeed, usRightSpeed); } -STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor(intptr_t instancePtr, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags) +STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor( ISteamController* self, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->SetLEDColor(controllerHandle, nColorR, nColorG, nColorB, nFlags); } -STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(controllerHandle); } -STEAMAPI_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle(intptr_t instancePtr, ControllerHandle_t controllerHandle) +STEAMAPI_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->GetInputTypeForHandle(controllerHandle); } -STEAMAPI_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex) +STEAMAPI_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex( ISteamController* self, int nIndex ) { return (get_steam_client()->steam_controller)->GetControllerForGamepadIndex(nIndex); } -STEAMAPI_API int SteamAPI_ISteamController_GetGamepadIndexForController(intptr_t instancePtr, ControllerHandle_t ulControllerHandle) +STEAMAPI_API int SteamAPI_ISteamController_GetGamepadIndexForController( ISteamController* self, ControllerHandle_t ulControllerHandle ) { return (get_steam_client()->steam_controller)->GetGamepadIndexForController(ulControllerHandle); } -STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin( ISteamController* self, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForXboxOrigin(eOrigin); } -STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin) +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin( ISteamController* self, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetGlyphForXboxOrigin(eOrigin); } -STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin(intptr_t instancePtr, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin) +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin( ISteamController* self, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetActionOriginFromXboxOrigin_(controllerHandle, eOrigin); } -STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin) +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin( ISteamController* self, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) { return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision(intptr_t instancePtr, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor) +STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ) { return (get_steam_client()->steam_controller)->GetControllerBindingRevision(controllerHandle, pMajor, pMinor); } -STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest(intptr_t instancePtr, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014() { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); +} + +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014() +{ + return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); +} + +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3077,10 +3250,34 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intpt return (ptr)->CreateQueryAllUGCRequest(eQueryType, eMatchingeMatchingUGCTypeFileType, nCreatorAppID, nConsumerAppID, pchCursor); } -STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->CreateQueryAllUGCRequest(eQueryType, eMatchingeMatchingUGCTypeFileType, nCreatorAppID, nConsumerAppID, unPage); +} + +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->CreateQueryAllUGCRequest(eQueryType, eMatchingeMatchingUGCTypeFileType, nCreatorAppID, nConsumerAppID, pchCursor); +} + +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3089,10 +3286,10 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(in return (ptr)->CreateQueryUGCDetailsRequest(pvecPublishedFileID, unNumPublishedFileIDs); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3101,10 +3298,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t inst return (ptr)->SendQueryUGCRequest(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, struct SteamUGCDetails_t * pDetails) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3113,10 +3310,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGC return (ptr)->GetQueryUGCResult(handle, index, pDetails); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3125,10 +3322,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, return (ptr)->GetQueryUGCPreviewURL(handle, index, pchURL, cchURLSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3137,10 +3334,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, U return (ptr)->GetQueryUGCMetadata(handle, index, pchMetadata, cchMetadatasize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3149,10 +3346,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, U return (ptr)->GetQueryUGCChildren(handle, index, pvecPublishedFileID, cMaxEntries); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3161,10 +3358,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, return (ptr)->GetQueryUGCStatistic(handle, index, eStatType, pStatValue); } -STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3173,10 +3370,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t return (ptr)->GetQueryUGCNumAdditionalPreviews(handle, index); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3185,10 +3382,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t insta return (ptr)->GetQueryUGCAdditionalPreview(handle, index, previewIndex, pchURLOrVideoID, cchURLSize, pchOriginalFileName, cchOriginalFileNameSize, pPreviewType); } -STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3197,10 +3394,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t insta return (ptr)->GetQueryUGCNumKeyValueTags(handle, index); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3221,10 +3418,22 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePt return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); +} + +STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3233,10 +3442,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr return (ptr)->ReleaseQueryUGCRequest(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3245,10 +3454,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQue return (ptr)->AddRequiredTag(handle, pTagName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup(intptr_t instancePtr, UGCQueryHandle_t handle, const struct SteamParamStringArray_t * pTagGroups) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3257,11 +3466,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup(intptr_t instancePtr, U return (ptr)->AddRequiredTagGroup(handle, pTagGroups); } - -STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3270,10 +3478,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQue return (ptr)->AddExcludedTag(handle, pTagName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnOnlyIDs) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3282,10 +3490,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQ return (ptr)->SetReturnOnlyIDs(handle, bReturnOnlyIDs); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnKeyValueTags) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3294,10 +3502,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, return (ptr)->SetReturnKeyValueTags(handle, bReturnKeyValueTags); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnLongDescription) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3306,10 +3514,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instanceP return (ptr)->SetReturnLongDescription(handle, bReturnLongDescription); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnMetadata) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3318,10 +3526,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGC return (ptr)->SetReturnMetadata(handle, bReturnMetadata); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnChildren) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3330,10 +3538,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGC return (ptr)->SetReturnChildren(handle, bReturnChildren); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3342,10 +3550,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instan return (ptr)->SetReturnAdditionalPreviews(handle, bReturnAdditionalPreviews); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnTotalOnly) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3354,10 +3562,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UG return (ptr)->SetReturnTotalOnly(handle, bReturnTotalOnly); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3366,10 +3574,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr return (ptr)->SetReturnPlaytimeStats(handle, unDays); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pchLanguage) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3378,10 +3586,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryH return (ptr)->SetLanguage(handle, pchLanguage); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3390,10 +3598,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr return (ptr)->SetAllowCachedResponse(handle, unMaxAgeSeconds); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pMatchCloudFileName) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3402,10 +3610,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr return (ptr)->SetCloudFileNameFilter(handle, pMatchCloudFileName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQueryHandle_t handle, bool bMatchAnyTag) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3414,10 +3622,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQue return (ptr)->SetMatchAnyTag(handle, bMatchAnyTag); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pSearchText) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3426,10 +3634,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQuer return (ptr)->SetSearchText(handle, pSearchText); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3438,10 +3646,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, return (ptr)->SetRankedByTrendDays(handle, unDays); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pKey, const char * pValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3450,10 +3658,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr return (ptr)->AddRequiredKeyValueTag(handle, pKey, pValue); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3462,10 +3670,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instan return (ptr)->RequestUGCDetails(nPublishedFileID, unMaxAgeSeconds); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, AppId_t nConsumerAppId, EWorkshopFileType eFileType) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppId_t nConsumerAppId, EWorkshopFileType eFileType ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3474,10 +3682,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, return (ptr)->CreateItem(nConsumerAppId, eFileType); } -STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t instancePtr, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* self, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3486,10 +3694,10 @@ STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t insta return (ptr)->StartItemUpdate(nConsumerAppId, nPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchTitle) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3498,10 +3706,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdat return (ptr)->SetItemTitle(handle, pchTitle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchDescription) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3510,10 +3718,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UG return (ptr)->SetItemDescription(handle, pchDescription); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchLanguage) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3522,10 +3730,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, return (ptr)->SetItemUpdateLanguage(handle, pchLanguage); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchMetaData) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3534,10 +3742,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUp return (ptr)->SetItemMetadata(handle, pchMetaData); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3546,10 +3754,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGC return (ptr)->SetItemVisibility(handle, eVisibility); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdateHandle_t updateHandle, const struct SteamParamStringArray_t * pTags) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3558,10 +3766,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdate return (ptr)->SetItemTags(updateHandle, pTags); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszContentFolder) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3570,10 +3778,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpd return (ptr)->SetItemContent(handle, pszContentFolder); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3582,10 +3790,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpd return (ptr)->SetItemPreview(handle, pszPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, UGCUpdateHandle_t handle, bool bAllowLegacyUpload) +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3594,10 +3802,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, return (ptr)->SetAllowLegacyUpload(handle, bAllowLegacyUpload); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3606,10 +3814,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instance return (ptr)->RemoveAllItemKeyValueTags(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3618,10 +3826,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr return (ptr)->RemoveItemKeyValueTags(handle, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3630,10 +3838,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UG return (ptr)->AddItemKeyValueTag(handle, pchKey, pchValue); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3642,10 +3850,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UG return (ptr)->AddItemPreviewFile(handle, pszPreviewFile, type); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszVideoID) +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3654,10 +3862,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, U return (ptr)->AddItemPreviewVideo(handle, pszVideoID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile) +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3666,10 +3874,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, return (ptr)->UpdateItemPreviewFile(handle, index, pszPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID) +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3678,10 +3886,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr return (ptr)->UpdateItemPreviewVideo(handle, index, pszVideoID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index) +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3690,10 +3898,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGC return (ptr)->RemoveItemPreview(handle, index); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchChangeNote) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3702,10 +3910,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instanc return (ptr)->SubmitItemUpdate(handle, pchChangeNote); } -STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t instancePtr, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal) +STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamUGC* self, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3714,10 +3922,10 @@ STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t return (ptr)->GetItemUpdateProgress(handle, punBytesProcessed, punBytesTotal); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bVoteUp) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bVoteUp ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3726,10 +3934,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instance return (ptr)->SetUserItemVote(nPublishedFileID, bVoteUp); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3738,10 +3946,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instance return (ptr)->GetUserItemVote(nPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3750,10 +3958,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t insta return (ptr)->AddItemToFavorites(nAppId, nPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3762,10 +3970,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t return (ptr)->RemoveItemFromFavorites(nAppId, nPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3774,10 +3982,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePt return (ptr)->SubscribeItem(nPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3786,10 +3994,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instance return (ptr)->UnsubscribeItem(nPublishedFileID); } -STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems( ISteamUGC* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3798,10 +4006,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePt return (ptr)->GetNumSubscribedItems(); } -STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3810,10 +4018,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, return (ptr)->GetSubscribedItems(pvecPublishedFileID, cMaxEntries); } -STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3822,10 +4030,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, Publis return (ptr)->GetItemState(nPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3834,10 +4042,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, Pu return (ptr)->GetItemInstallInfo(nPublishedFileID, punSizeOnDisk, pchFolder, cchFolderSize, punTimeStamp); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal) +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3846,10 +4054,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, P return (ptr)->GetItemDownloadInfo(nPublishedFileID, punBytesDownloaded, punBytesTotal); } -STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bHighPriority) +STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3858,10 +4066,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, Publishe return (ptr)->DownloadItem(nPublishedFileID, bHighPriority); } -STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instancePtr, DepotId_t unWorkshopDepotID, const char * pszFolder) +STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3870,10 +4078,10 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instanc return (ptr)->BInitWorkshopForGameServer(unWorkshopDepotID, pszFolder); } -STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool bSuspend) +STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads( ISteamUGC* self, bool bSuspend ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3882,10 +4090,10 @@ STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool return (ptr)->SuspendDownloads(bSuspend); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3894,10 +4102,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t in return (ptr)->StartPlaytimeTracking(pvecPublishedFileID, unNumPublishedFileIDs); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3906,10 +4114,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t ins return (ptr)->StopPlaytimeTracking(pvecPublishedFileID, unNumPublishedFileIDs); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems( ISteamUGC* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3918,10 +4126,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(i return (ptr)->StopPlaytimeTrackingForAllItems(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3930,10 +4138,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePt return (ptr)->AddDependency(nParentPublishedFileID, nChildPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3942,10 +4150,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instanc return (ptr)->RemoveDependency(nParentPublishedFileID, nChildPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3954,10 +4162,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instanc return (ptr)->AddAppDependency(nPublishedFileID, nAppID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3966,10 +4174,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t inst return (ptr)->RemoveAppDependency(nPublishedFileID, nAppID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3978,10 +4186,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t insta return (ptr)->GetAppDependencies(nPublishedFileID); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3990,29 +4198,39 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, return (ptr)->DeleteItem(nPublishedFileID); } -STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps(intptr_t instancePtr) +STEAMAPI_API ISteamAppList *SteamAPI_SteamAppList_v001() { - return ((ISteamAppList *)instancePtr)->GetNumInstalledApps(); + return get_steam_client()->GetISteamAppList(flat_hsteamuser(), flat_hsteampipe(), "STEAMAPPLIST_INTERFACE_VERSION001"); } -STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetInstalledApps(intptr_t instancePtr, AppId_t * pvecAppID, uint32 unMaxAppIDs) +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps( ISteamAppList* self ) { - return ((ISteamAppList *)instancePtr)->GetInstalledApps(pvecAppID, unMaxAppIDs); + return self->GetNumInstalledApps(); } -STEAMAPI_API int SteamAPI_ISteamAppList_GetAppName(intptr_t instancePtr, AppId_t nAppID, char * pchName, int cchNameMax) +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetInstalledApps( ISteamAppList* self, AppId_t * pvecAppID, uint32 unMaxAppIDs ) { - return ((ISteamAppList *)instancePtr)->GetAppName(nAppID, pchName, cchNameMax); + return self->GetInstalledApps(pvecAppID, unMaxAppIDs); } -STEAMAPI_API int SteamAPI_ISteamAppList_GetAppInstallDir(intptr_t instancePtr, AppId_t nAppID, char * pchDirectory, int cchNameMax) +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppName( ISteamAppList* self, AppId_t nAppID, char * pchName, int cchNameMax ) { - return ((ISteamAppList *)instancePtr)->GetAppInstallDir(nAppID, pchDirectory, cchNameMax); + return self->GetAppName(nAppID, pchName, cchNameMax); } -STEAMAPI_API int SteamAPI_ISteamAppList_GetAppBuildId(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppInstallDir( ISteamAppList* self, AppId_t nAppID, char * pchDirectory, int cchNameMax ) { - return ((ISteamAppList *)instancePtr)->GetAppBuildId(nAppID); + return self->GetAppInstallDir(nAppID, pchDirectory, cchNameMax); +} + +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppBuildId( ISteamAppList* self, AppId_t nAppID ) +{ + return self->GetAppBuildId(nAppID); +} + +STEAMAPI_API ISteamHTMLSurface *SteamAPI_SteamHTMLSurface_v005() +{ + return get_steam_client()->GetISteamHTMLSurface(flat_hsteamuser(), flat_hsteampipe(), "STEAMHTMLSURFACE_INTERFACE_VERSION_005"); } STEAMAPI_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t instancePtr) @@ -4020,190 +4238,205 @@ STEAMAPI_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t //return (get_steam_client()->steam_HTMLsurface)->DestructISteamHTMLSurface(); } -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ) { return (get_steam_client()->steam_HTMLsurface)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ) { return (get_steam_client()->steam_HTMLsurface)->Shutdown(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser(intptr_t instancePtr, const char * pchUserAgent, const char * pchUserCSS) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser( ISteamHTMLSurface* self, const char * pchUserAgent, const char * pchUserCSS ) { return (get_steam_client()->steam_HTMLsurface)->CreateBrowser(pchUserAgent, pchUserCSS); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->RemoveBrowser(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_LoadURL(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_LoadURL( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData ) { return (get_steam_client()->steam_HTMLsurface)->LoadURL(unBrowserHandle, pchURL, pchPostData); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetSize(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetSize( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight ) { return (get_steam_client()->steam_HTMLsurface)->SetSize(unBrowserHandle, unWidth, unHeight); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopLoad(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopLoad( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->StopLoad(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Reload(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Reload( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->Reload(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoBack(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoBack( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->GoBack(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoForward(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoForward( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->GoForward(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AddHeader(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AddHeader( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_HTMLsurface)->AddHeader(unBrowserHandle, pchKey, pchValue); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchScript) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchScript ) { return (get_steam_client()->steam_HTMLsurface)->ExecuteJavascript(unBrowserHandle, pchScript); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseUp( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) { return (get_steam_client()->steam_HTMLsurface)->MouseUp(unBrowserHandle, eMouseButton); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDown( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) { return (get_steam_client()->steam_HTMLsurface)->MouseDown(unBrowserHandle, eMouseButton); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ) { return (get_steam_client()->steam_HTMLsurface)->MouseDoubleClick(unBrowserHandle, eMouseButton); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseMove(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseMove( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int x, int y ) { return (get_steam_client()->steam_HTMLsurface)->MouseMove(unBrowserHandle, x, y); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseWheel(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int32 nDelta) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseWheel( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int32 nDelta ) { return (get_steam_client()->steam_HTMLsurface)->MouseWheel(unBrowserHandle, nDelta); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyDown( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey ) { return (get_steam_client()->steam_HTMLsurface)->KeyDown(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers, bIsSystemKey); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyUp( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ) { return (get_steam_client()->steam_HTMLsurface)->KeyUp(unBrowserHandle, nNativeKeyCode, eHTMLKeyModifiers); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyChar(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyChar( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers ) { return (get_steam_client()->steam_HTMLsurface)->KeyChar(unBrowserHandle, cUnicodeChar, eHTMLKeyModifiers); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) { return (get_steam_client()->steam_HTMLsurface)->SetHorizontalScroll(unBrowserHandle, nAbsolutePixelScroll); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ) { return (get_steam_client()->steam_HTMLsurface)->SetVerticalScroll(unBrowserHandle, nAbsolutePixelScroll); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus ) { return (get_steam_client()->steam_HTMLsurface)->SetKeyFocus(unBrowserHandle, bHasKeyFocus); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ViewSource(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ViewSource( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->ViewSource(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->CopyToClipboard(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->PasteFromClipboard(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Find(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Find( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse ) { return (get_steam_client()->steam_HTMLsurface)->Find(unBrowserHandle, pchSearchStr, bCurrentlyInFind, bReverse); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopFind(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopFind( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->StopFind(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int x, int y ) { return (get_steam_client()->steam_HTMLsurface)->GetLinkAtPosition(unBrowserHandle, x, y); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetCookie(intptr_t instancePtr, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetCookie( ISteamHTMLSurface* self, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly ) { return (get_steam_client()->steam_HTMLsurface)->SetCookie(pchHostname, pchKey, pchValue, pchPath, nExpires, bSecure, bHTTPOnly); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY ) { return (get_steam_client()->steam_HTMLsurface)->SetPageScaleFactor(unBrowserHandle, flZoom, nPointX, nPointY); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bBackgroundMode) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bBackgroundMode ) { return (get_steam_client()->steam_HTMLsurface)->SetBackgroundMode(unBrowserHandle, bBackgroundMode); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flDPIScaling) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, float flDPIScaling ) { return (get_steam_client()->steam_HTMLsurface)->SetDPIScalingFactor(unBrowserHandle, flDPIScaling); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools(intptr_t instancePtr, HHTMLBrowser unBrowserHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ) { return (get_steam_client()->steam_HTMLsurface)->OpenDeveloperTools(unBrowserHandle); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bAllowed) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bAllowed ) { return (get_steam_client()->steam_HTMLsurface)->AllowStartRequest(unBrowserHandle, bAllowed); } -STEAMAPI_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bResult) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bResult ) { return (get_steam_client()->steam_HTMLsurface)->JSDialogResponse(unBrowserHandle, bResult); } -STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_FileLoadDialogResponse( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char ** pchSelectedFiles ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + return (get_steam_client()->steam_HTMLsurface)->FileLoadDialogResponse(unBrowserHandle, pchSelectedFiles); +} + +STEAMAPI_API ISteamInventory *SteamAPI_SteamInventory_v003() +{ + return get_steam_client()->GetISteamInventory(flat_hsteamuser(), flat_hsteampipe(), "STEAMINVENTORY_INTERFACE_V003"); +} + +STEAMAPI_API ISteamInventory *SteamAPI_SteamGameServerInventory_v003() +{ + return get_steam_client()->GetISteamInventory(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMINVENTORY_INTERFACE_V003"); +} + +STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* self, SteamInventoryResult_t resultHandle ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4212,10 +4445,10 @@ STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instanceP return (ptr)->GetResultStatus(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, SteamInventoryResult_t resultHandle, struct SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4224,10 +4457,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, return (ptr)->GetResultItems(resultHandle, pOutItemsArray, punOutItemsArraySize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instancePtr, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4236,10 +4469,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instan return (ptr)->GetResultItemProperty(resultHandle, unItemIndex, pchPropertyName, pchValueBuffer, punValueBufferSizeOut); } -STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory* self, SteamInventoryResult_t resultHandle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4248,10 +4481,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instanc return (ptr)->GetResultTimestamp(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instancePtr, SteamInventoryResult_t resultHandle, class CSteamID steamIDExpected) +STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4260,10 +4493,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instanceP return (ptr)->CheckResultSteamID(resultHandle, steamIDExpected); } -STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle) +STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, SteamInventoryResult_t resultHandle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4272,10 +4505,10 @@ STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, S return (ptr)->DestroyResult(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4284,10 +4517,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, Ste return (ptr)->GetAllItems(pResultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4296,10 +4529,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, St return (ptr)->GetItemsByID(pResultHandle, pInstanceIDs, unCountInstanceIDs); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize) +STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4308,10 +4541,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, return (ptr)->SerializeResult(resultHandle, pOutBuffer, punOutBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePtr, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE) +STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4320,10 +4553,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePt return (ptr)->DeserializeResult(pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4332,10 +4565,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, S return (ptr)->GenerateItems(pResultHandle, pArrayItemDefs, punArrayQuantity, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4344,10 +4577,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, return (ptr)->GrantPromoItems(pResultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef) +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4356,10 +4589,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, St return (ptr)->AddPromoItem(pResultHandle, itemDef); } -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4368,10 +4601,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, S return (ptr)->AddPromoItems(pResultHandle, pArrayItemDefs, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity) +STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4380,10 +4613,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, Ste return (ptr)->ConsumeItem(pResultHandle, itemConsume, unQuantity); } -STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4392,10 +4625,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, S return (ptr)->ExchangeItems(pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest) +STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4404,10 +4637,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instanc return (ptr)->TransferItemQuantity(pResultHandle, itemIdSource, unQuantity, itemIdDest); } -STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventory* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4416,10 +4649,10 @@ STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instan return (ptr)->SendItemDropHeartbeat(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition) +STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4428,10 +4661,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, return (ptr)->TriggerItemDrop(pResultHandle, dropListDefinition); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, class CSteamID steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4440,10 +4673,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, Stea return (ptr)->TradeItems(pResultHandle, steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4452,10 +4685,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instance return (ptr)->LoadItemDefinitions(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instancePtr, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4464,10 +4697,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instanc return (ptr)->GetItemDefinitionIDs(pItemDefIDs, punItemDefIDsArraySize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t instancePtr, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4476,10 +4709,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t in return (ptr)->GetItemDefinitionProperty(iDefinition, pchPropertyName, pchValueBuffer, punValueBufferSizeOut); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs( ISteamInventory* self, uint64_steamid steamID ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4488,10 +4721,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDef return (ptr)->RequestEligiblePromoItemDefinitionsIDs(steamID); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(intptr_t instancePtr, class CSteamID steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4500,10 +4733,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(int return (ptr)->GetEligiblePromoItemDefinitionIDs(steamID, pItemDefIDs, punItemDefIDsArraySize); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t instancePtr, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase( ISteamInventory* self, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4512,10 +4745,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t inst return (ptr)->StartPurchase(pArrayItemDefs, punArrayQuantity, unArrayLength); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices( ISteamInventory* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4524,10 +4757,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t inst return (ptr)->RequestPrices(); } -STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t instancePtr) +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInventory* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4536,10 +4769,10 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t inst return (ptr)->GetNumItemsWithPrices(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instancePtr, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4548,10 +4781,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instanceP return (ptr)->GetItemsWithPrices(pArrayItemDefs, pCurrentPrices, pBasePrices, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice) +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4560,10 +4793,10 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, St return (ptr)->GetItemPrice(iDefinition, pCurrentPrice, pBasePrice); } -STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties(intptr_t instancePtr) +STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties( ISteamInventory* self ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4572,10 +4805,10 @@ STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdatePr return (ptr)->StartUpdateProperties(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName) +STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4632,10 +4865,58 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, St return (ptr)->SetProperty(handle, nItemID, pchPropertyName, flValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle) +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + auto ptr = get_steam_client()->steam_gameserver_inventory; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_inventory; + } + + return (ptr)->SetProperty(handle, nItemID, pchPropertyName, pchPropertyValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + auto ptr = get_steam_client()->steam_gameserver_inventory; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_inventory; + } + + return (ptr)->SetProperty(handle, nItemID, pchPropertyName, bValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + auto ptr = get_steam_client()->steam_gameserver_inventory; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_inventory; + } + + return (ptr)->SetProperty(handle, nItemID, pchPropertyName, nValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + auto ptr = get_steam_client()->steam_gameserver_inventory; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_inventory; + } + + return (ptr)->SetProperty(handle, nItemID, pchPropertyName, flValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4644,89 +4925,529 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t insta return (ptr)->SubmitUpdateProperties(handle, pResultHandle); } -STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL(intptr_t instancePtr, AppId_t unVideoAppID) +STEAMAPI_API ISteamVideo *SteamAPI_SteamVideo_v002() { - return ((ISteamVideo *)instancePtr)->GetVideoURL(unVideoAppID); + return get_steam_client()->GetISteamVideo(flat_hsteamuser(), flat_hsteampipe(), "STEAMVIDEO_INTERFACE_V002"); } -STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting(intptr_t instancePtr, int * pnNumViewers) +STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL( ISteamVideo* self, AppId_t unVideoAppID ) { - return ((ISteamVideo *)instancePtr)->IsBroadcasting(pnNumViewers); + return self->GetVideoURL(unVideoAppID); } -STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings(intptr_t instancePtr, AppId_t unVideoAppID) +STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ) { - return ((ISteamVideo *)instancePtr)->GetOPFSettings(unVideoAppID); + return self->IsBroadcasting(pnNumViewers); } -STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp(intptr_t instancePtr, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize) +STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings( ISteamVideo* self, AppId_t unVideoAppID ) { - return ((ISteamVideo *)instancePtr)->GetOPFStringForApp(unVideoAppID, pchBuffer, pnBufferSize); + return self->GetOPFSettings(unVideoAppID); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ) { - return ((ISteamParentalSettings *)instancePtr)->BIsParentalLockEnabled(); + return self->GetOPFStringForApp(unVideoAppID, pchBuffer, pnBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked(intptr_t instancePtr) +ISteamTV *SteamAPI_SteamTV_v001() { - return ((ISteamParentalSettings *)instancePtr)->BIsParentalLockLocked(); + return (ISteamTV *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "STEAMTV_INTERFACE_V001"); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ) { - return ((ISteamParentalSettings *)instancePtr)->BIsAppBlocked(nAppID); + return self->IsBroadcasting(pnNumViewers); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList(intptr_t instancePtr, AppId_t nAppID) +STEAMAPI_API void SteamAPI_ISteamTV_AddBroadcastGameData( ISteamTV* self, const char * pchKey, const char * pchValue ) { - return ((ISteamParentalSettings *)instancePtr)->BIsAppInBlockList(nAppID); + return self->AddBroadcastGameData(pchKey, pchValue); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked(intptr_t instancePtr, EParentalFeature eFeature) +STEAMAPI_API void SteamAPI_ISteamTV_RemoveBroadcastGameData( ISteamTV* self, const char * pchKey ) { - return ((ISteamParentalSettings *)instancePtr)->BIsFeatureBlocked(eFeature); + return self->RemoveBroadcastGameData(pchKey); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList(intptr_t instancePtr, EParentalFeature eFeature) +STEAMAPI_API void SteamAPI_ISteamTV_AddTimelineMarker( ISteamTV* self, const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB ) { - return ((ISteamParentalSettings *)instancePtr)->BIsFeatureInBlockList(eFeature); + return self->AddTimelineMarker(pchTemplateName, bPersistent, nColorR, nColorG, nColorB); } -STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamTV_RemoveTimelineMarker( ISteamTV* self ) { - return ((ISteamRemotePlay *)instancePtr)->GetSessionCount(); + return self->RemoveTimelineMarker(); } -STEAMAPI_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex) +STEAMAPI_API uint32 SteamAPI_ISteamTV_AddRegion( ISteamTV* self, const char * pchElementName, const char * pchTimelineDataSection, const SteamTVRegion_t * pSteamTVRegion, ESteamTVRegionBehavior eSteamTVRegionBehavior ) { - return ((ISteamRemotePlay *)instancePtr)->GetSessionID(iSessionIndex); + return self->AddRegion(pchElementName, pchTimelineDataSection, pSteamTVRegion, eSteamTVRegionBehavior); } -STEAMAPI_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) +STEAMAPI_API void SteamAPI_ISteamTV_RemoveRegion( ISteamTV* self, uint32 unRegionHandle ) { - return ((ISteamRemotePlay *)instancePtr)->GetSessionSteamID(unSessionID).ConvertToUint64(); + return self->RemoveRegion(unRegionHandle); } -STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) +STEAMAPI_API ISteamParentalSettings *SteamAPI_SteamParentalSettings_v001() { - return ((ISteamRemotePlay *)instancePtr)->GetSessionClientName(unSessionID); + return get_steam_client()->GetISteamParentalSettings(flat_hsteamuser(), flat_hsteampipe(), "STEAMPARENTALSETTINGS_INTERFACE_VERSION001"); } -STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, RemotePlaySessionID_t unSessionID) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ) { - return ((ISteamRemotePlay *)instancePtr)->GetSessionClientFormFactor(unSessionID); + return self->BIsParentalLockEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ) { - return ((ISteamRemotePlay *)instancePtr)->BGetSessionClientResolution(unSessionID, pnResolutionX, pnResolutionY); + return self->BIsParentalLockLocked(); } -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite(intptr_t instancePtr, class CSteamID steamIDFriend) +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ) { - return ((ISteamRemotePlay *)instancePtr)->BSendRemotePlayTogetherInvite(steamIDFriend); + return self->BIsAppBlocked(nAppID); +} + +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ) +{ + return self->BIsAppInBlockList(nAppID); +} + +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ) +{ + return self->BIsFeatureBlocked(eFeature); +} + +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ) +{ + return self->BIsFeatureInBlockList(eFeature); +} + +STEAMAPI_API ISteamRemotePlay *SteamAPI_SteamRemotePlay_v001() +{ + return get_steam_client()->GetISteamRemotePlay(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTEPLAY_INTERFACE_VERSION001"); +} + +STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount( ISteamRemotePlay* self ) +{ + return self->GetSessionCount(); +} + +STEAMAPI_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID( ISteamRemotePlay* self, int iSessionIndex ) +{ + return self->GetSessionID(iSessionIndex); +} + +STEAMAPI_API uint64_steamid SteamAPI_ISteamRemotePlay_GetSessionSteamID( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ) +{ + return self->GetSessionSteamID(unSessionID).ConvertToUint64(); +} + +STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ) +{ + return self->GetSessionClientName(unSessionID); +} + +STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ) +{ + return self->GetSessionClientFormFactor(unSessionID); +} + +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ) +{ + return self->BGetSessionClientResolution(unSessionID, pnResolutionX, pnResolutionY); +} + +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ) +{ + return self->BSendRemotePlayTogetherInvite(steamIDFriend); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets008"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v008() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets008"); +} + +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & localAddress, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->CreateListenSocketIP(localAddress, nOptions, pOptions); +} + +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & address, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->ConnectByIPAddress(address, nOptions, pOptions); +} + +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->CreateListenSocketP2P(nVirtualPort, nOptions, pOptions); +} + +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->ConnectP2P(identityRemote, nVirtualPort, nOptions, pOptions); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ) +{ + return self->AcceptConnection(hConn); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ) +{ + return self->CloseConnection(hPeer, nReason, pszDebug, bEnableLinger); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ) +{ + return self->CloseListenSocket(hSocket); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ) +{ + return self->SetConnectionUserData(hPeer, nUserData); +} + +STEAMAPI_API int64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer ) +{ + return self->GetConnectionUserData(hPeer); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, const char * pszName ) +{ + return self->SetConnectionName(hPeer, pszName); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ) +{ + return self->GetConnectionName(hPeer, pszName, nMaxLen); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, const void * pData, uint32 cbData, int nSendFlags, int64 * pOutMessageNumber ) +{ + return self->SendMessageToConnection(hConn, pData, cbData, nSendFlags, pOutMessageNumber); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SendMessages( ISteamNetworkingSockets* self, int nMessages, SteamNetworkingMessage_t *const * pMessages, int64 * pOutMessageNumberOrResult ) +{ + return self->SendMessages(nMessages, pMessages, pOutMessageNumberOrResult); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ) +{ + return self->FlushMessagesOnConnection(hConn); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) +{ + return self->ReceiveMessagesOnConnection(hConn, ppOutMessages, nMaxMessages); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ) +{ + return self->GetConnectionInfo(hConn, pInfo); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ) +{ + return self->GetQuickConnectionStatus(hConn, pStats); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, char * pszBuf, int cbBuf ) +{ + return self->GetDetailedConnectionStatus(hConn, pszBuf, cbBuf); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ) +{ + return self->GetListenSocketAddress(hSocket, address); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ) +{ + return self->CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, pIdentity1, pIdentity2); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ) +{ + return self->GetIdentity(pIdentity); +} + +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_InitAuthentication( ISteamNetworkingSockets* self ) +{ + return self->InitAuthentication(); +} + +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_GetAuthenticationStatus( ISteamNetworkingSockets* self, SteamNetAuthenticationStatus_t * pDetails ) +{ + return self->GetAuthenticationStatus(pDetails); +} + +STEAMAPI_API HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup( ISteamNetworkingSockets* self ) +{ + return self->CreatePollGroup(); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ) +{ + return self->DestroyPollGroup(hPollGroup); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) +{ + return self->SetConnectionPollGroup(hConn, hPollGroup); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) +{ + return self->ReceiveMessagesOnPollGroup(hPollGroup, ppOutMessages, nMaxMessages); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ) +{ + return self->ReceivedRelayAuthTicket(pvTicket, cbTicket, pOutParsedTicket); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ) +{ + return self->FindRelayAuthTicketForServer(identityGameServer, nVirtualPort, pOutParsedTicket); +} + +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->ConnectToHostedDedicatedServer(identityTarget, nVirtualPort, nOptions, pOptions); +} + +STEAMAPI_API uint16 SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPort( ISteamNetworkingSockets* self ) +{ + return self->GetHostedDedicatedServerPort(); +} + +STEAMAPI_API SteamNetworkingPOPID SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPOPID( ISteamNetworkingSockets* self ) +{ + return self->GetHostedDedicatedServerPOPID(); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerAddress( ISteamNetworkingSockets* self, SteamDatagramHostedAddress * pRouting ) +{ + return self->GetHostedDedicatedServerAddress(pRouting); +} + +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->CreateHostedDedicatedServerListenSocket(nVirtualPort, nOptions, pOptions); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLogin( ISteamNetworkingSockets* self, SteamDatagramGameCoordinatorServerLogin * pLoginInfo, int * pcbSignedBlob, void * pBlob ) +{ + return self->GetGameCoordinatorServerLogin(pLoginInfo, pcbSignedBlob, pBlob); +} + +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + return self->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nOptions, pOptions); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ) +{ + return self->ReceivedP2PCustomSignal(pMsg, cbMsg, pContext); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ) +{ + return self->GetCertificateRequest(pcbBlob, pBlob, errMsg); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ) +{ + return self->SetCertificate(pCertificate, cbCertificate, errMsg); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ) +{ + return self->SendSignal(hConn, info, pMsg, cbMsg); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingConnectionCustomSignaling_Release( ISteamNetworkingConnectionCustomSignaling* self ) +{ + return self->Release(); +} + +STEAMAPI_API ISteamNetworkingConnectionCustomSignaling * SteamAPI_ISteamNetworkingCustomSignalingRecvContext_OnConnectRequest( ISteamNetworkingCustomSignalingRecvContext* self, HSteamNetConnection hConn, const SteamNetworkingIdentity & identityPeer ) +{ + return self->OnConnectRequest(hConn, identityPeer); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal( ISteamNetworkingCustomSignalingRecvContext* self, const SteamNetworkingIdentity & identityPeer, const void * pMsg, int cbMsg ) +{ + return self->SendRejectionSignal(identityPeer, pMsg, cbMsg); +} + +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() +{ + return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); +} + +STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ) +{ + return self->AllocateMessage(cbAllocateBuffer); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ) +{ + return self->InitRelayNetworkAccess(); +} + +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus( ISteamNetworkingUtils* self, SteamRelayNetworkStatus_t * pDetails ) +{ + return self->GetRelayNetworkStatus(pDetails); +} + +STEAMAPI_API float SteamAPI_ISteamNetworkingUtils_GetLocalPingLocation( ISteamNetworkingUtils* self, SteamNetworkPingLocation_t & result ) +{ + return self->GetLocalPingLocation(result); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location1, const SteamNetworkPingLocation_t & location2 ) +{ + return self->EstimatePingTimeBetweenTwoLocations(location1, location2); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeFromLocalHost( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & remoteLocation ) +{ + return self->EstimatePingTimeFromLocalHost(remoteLocation); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location, char * pszBuf, int cchBufSize ) +{ + return self->ConvertPingLocationToString(location, pszBuf, cchBufSize); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ) +{ + return self->ParsePingLocationString(pszString, result); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ) +{ + return self->CheckPingDataUpToDate(flMaxAgeSeconds); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPingToDataCenter( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID, SteamNetworkingPOPID * pViaRelayPoP ) +{ + return self->GetPingToDataCenter(popID, pViaRelayPoP); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetDirectPingToPOP( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID ) +{ + return self->GetDirectPingToPOP(popID); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPCount( ISteamNetworkingUtils* self ) +{ + return self->GetPOPCount(); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPList( ISteamNetworkingUtils* self, SteamNetworkingPOPID * list, int nListSz ) +{ + return self->GetPOPList(list, nListSz); +} + +STEAMAPI_API SteamNetworkingMicroseconds SteamAPI_ISteamNetworkingUtils_GetLocalTimestamp( ISteamNetworkingUtils* self ) +{ + return self->GetLocalTimestamp(); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamNetworkingUtils* self, ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) +{ + return self->SetDebugOutputFunction(eDetailLevel, pfnFunc); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ) +{ + return self->SetGlobalConfigValueInt32(eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ) +{ + return self->SetGlobalConfigValueFloat(eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ) +{ + return self->SetGlobalConfigValueString(eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) +{ + return self->SetConnectionConfigValueInt32(hConn, eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) +{ + return self->SetConnectionConfigValueFloat(hConn, eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ) +{ + return self->SetConnectionConfigValueString(hConn, eValue, val); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ) +{ + return self->SetConfigValue(eValue, eScopeType, scopeObj, eDataType, pArg); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) +{ + return self->SetConfigValueStruct(opt, eScopeType, scopeObj); +} + +STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ) +{ + return self->GetConfigValue(eValue, eScopeType, scopeObj, pOutDataType, pResult, cbResult); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ) +{ + return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); +} + +STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ) +{ + return self->GetFirstConfigValue(); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr, char * buf, uint32 cbBuf, bool bWithPort ) +{ + return self->SteamNetworkingIPAddr_ToString(addr, buf, cbBuf, bWithPort); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ) +{ + return self->SteamNetworkingIPAddr_ParseString(pAddr, pszStr); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIdentity & identity, char * buf, uint32 cbBuf ) +{ + return self->SteamNetworkingIdentity_ToString(identity, buf, cbBuf); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ) +{ + return self->SteamNetworkingIdentity_ParseString(pIdentity, pszStr); +} + +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013() +{ + return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer013"); } STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) @@ -4734,182 +5455,182 @@ STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct(intptr_t instancePtr, const char * pszProduct) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ) { - return ((ISteamGameServer *)instancePtr)->SetProduct(pszProduct); + return self->SetProduct(pszProduct); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription(intptr_t instancePtr, const char * pszGameDescription) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ) { - return ((ISteamGameServer *)instancePtr)->SetGameDescription(pszGameDescription); + return self->SetGameDescription(pszGameDescription); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir(intptr_t instancePtr, const char * pszModDir) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ) { - return ((ISteamGameServer *)instancePtr)->SetModDir(pszModDir); + return self->SetModDir(pszModDir); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer(intptr_t instancePtr, bool bDedicated) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer( ISteamGameServer* self, bool bDedicated ) { - return ((ISteamGameServer *)instancePtr)->SetDedicatedServer(bDedicated); + return self->SetDedicatedServer(bDedicated); } -STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn(intptr_t instancePtr, const char * pszToken) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn( ISteamGameServer* self, const char * pszToken ) { - return ((ISteamGameServer *)instancePtr)->LogOn(pszToken); + return self->LogOn(pszToken); } -STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->LogOnAnonymous(); + return self->LogOnAnonymous(); } -STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->LogOff(); + return self->LogOff(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->BLoggedOn(); + return self->BLoggedOn(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->BSecure(); + return self->BSecure(); } -STEAMAPI_API uint64 SteamAPI_ISteamGameServer_GetSteamID(intptr_t instancePtr) +STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->GetSteamID().ConvertToUint64(); + return self->GetSteamID().ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested(intptr_t instancePtr) +STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->WasRestartRequested(); + return self->WasRestartRequested(); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount(intptr_t instancePtr, int cPlayersMax) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount( ISteamGameServer* self, int cPlayersMax ) { - return ((ISteamGameServer *)instancePtr)->SetMaxPlayerCount(cPlayersMax); + return self->SetMaxPlayerCount(cPlayersMax); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount(intptr_t instancePtr, int cBotplayers) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount( ISteamGameServer* self, int cBotplayers ) { - return ((ISteamGameServer *)instancePtr)->SetBotPlayerCount(cBotplayers); + return self->SetBotPlayerCount(cBotplayers); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName(intptr_t instancePtr, const char * pszServerName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName( ISteamGameServer* self, const char * pszServerName ) { - return ((ISteamGameServer *)instancePtr)->SetServerName(pszServerName); + return self->SetServerName(pszServerName); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName(intptr_t instancePtr, const char * pszMapName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName( ISteamGameServer* self, const char * pszMapName ) { - return ((ISteamGameServer *)instancePtr)->SetMapName(pszMapName); + return self->SetMapName(pszMapName); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected(intptr_t instancePtr, bool bPasswordProtected) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected( ISteamGameServer* self, bool bPasswordProtected ) { - return ((ISteamGameServer *)instancePtr)->SetPasswordProtected(bPasswordProtected); + return self->SetPasswordProtected(bPasswordProtected); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort(intptr_t instancePtr, uint16 unSpectatorPort) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort( ISteamGameServer* self, uint16 unSpectatorPort ) { - return ((ISteamGameServer *)instancePtr)->SetSpectatorPort(unSpectatorPort); + return self->SetSpectatorPort(unSpectatorPort); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName(intptr_t instancePtr, const char * pszSpectatorServerName) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName( ISteamGameServer* self, const char * pszSpectatorServerName ) { - return ((ISteamGameServer *)instancePtr)->SetSpectatorServerName(pszSpectatorServerName); + return self->SetSpectatorServerName(pszSpectatorServerName); } -STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->ClearAllKeyValues(); + return self->ClearAllKeyValues(); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue(intptr_t instancePtr, const char * pKey, const char * pValue) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue( ISteamGameServer* self, const char * pKey, const char * pValue ) { - return ((ISteamGameServer *)instancePtr)->SetKeyValue(pKey, pValue); + return self->SetKeyValue(pKey, pValue); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags(intptr_t instancePtr, const char * pchGameTags) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags( ISteamGameServer* self, const char * pchGameTags ) { - return ((ISteamGameServer *)instancePtr)->SetGameTags(pchGameTags); + return self->SetGameTags(pchGameTags); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData(intptr_t instancePtr, const char * pchGameData) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData( ISteamGameServer* self, const char * pchGameData ) { - return ((ISteamGameServer *)instancePtr)->SetGameData(pchGameData); + return self->SetGameData(pchGameData); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion(intptr_t instancePtr, const char * pszRegion) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, const char * pszRegion ) { - return ((ISteamGameServer *)instancePtr)->SetRegion(pszRegion); + return self->SetRegion(pszRegion); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate(intptr_t instancePtr, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, class CSteamID * pSteamIDUser) +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) { - return ((ISteamGameServer *)instancePtr)->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); + return self->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } -STEAMAPI_API uint64 SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection(intptr_t instancePtr) +STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->CreateUnauthenticatedUserConnection().ConvertToUint64(); + return self->CreateUnauthenticatedUserConnection().ConvertToUint64(); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ) { - return ((ISteamGameServer *)instancePtr)->SendUserDisconnect(steamIDUser); + return self->SendUserDisconnect(steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchPlayerName, uint32 uScore) +STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ) { - return ((ISteamGameServer *)instancePtr)->BUpdateUserData(steamIDUser, pchPlayerName, uScore); + return self->BUpdateUserData(steamIDUser, pchPlayerName, uScore); } -STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket) +STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { - return ((ISteamGameServer *)instancePtr)->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); + return self->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } -STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID) +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ) { - return ((ISteamGameServer *)instancePtr)->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); + return self->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } -STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession(intptr_t instancePtr, class CSteamID steamID) +STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ) { - return ((ISteamGameServer *)instancePtr)->EndAuthSession(steamID); + return self->EndAuthSession(steamID); } -STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket) +STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ) { - return ((ISteamGameServer *)instancePtr)->CancelAuthTicket(hAuthTicket); + return self->CancelAuthTicket(hAuthTicket); } -STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID) +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp( ISteamGameServer* self, uint64_steamid steamID, AppId_t appID ) { - return ((ISteamGameServer *)instancePtr)->UserHasLicenseForApp(steamID, appID); + return self->UserHasLicenseForApp(steamID, appID); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDGroup) +STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ) { - return ((ISteamGameServer *)instancePtr)->RequestUserGroupStatus(steamIDUser, steamIDGroup); + return self->RequestUserGroupStatus(steamIDUser, steamIDGroup); } -STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->GetGameplayStats(); + return self->GetGameplayStats(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr_t instancePtr) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->GetServerReputation(); + return self->GetServerReputation(); } -STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr, void *instancePtr_possible) +STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) { //TODO: check if this actually works (ret value changed from uint32 to struct) if (steamclient_has_ipv6_functions()) { @@ -4919,44 +5640,49 @@ STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr, } } -STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort) +STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ) { - return ((ISteamGameServer *)instancePtr)->HandleIncomingPacket(pData, cbData, srcIP, srcPort); + return self->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } -STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket(intptr_t instancePtr, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort) +STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort ) { - return ((ISteamGameServer *)instancePtr)->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); + return self->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); } -STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats(intptr_t instancePtr, bool bActive) +STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive ) { - return ((ISteamGameServer *)instancePtr)->EnableHeartbeats(bActive); + return self->EnableHeartbeats(bActive); } -STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval(intptr_t instancePtr, int iHeartbeatInterval) +STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServer* self, int iHeartbeatInterval ) { - return ((ISteamGameServer *)instancePtr)->SetHeartbeatInterval(iHeartbeatInterval); + return self->SetHeartbeatInterval(iHeartbeatInterval); } -STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat(intptr_t instancePtr) +STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ) { - return ((ISteamGameServer *)instancePtr)->ForceHeartbeat(); + return self->ForceHeartbeat(); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan(intptr_t instancePtr, class CSteamID steamIDClan) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ) { - return ((ISteamGameServer *)instancePtr)->AssociateWithClan(steamIDClan); + return self->AssociateWithClan(steamIDClan); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility(intptr_t instancePtr, class CSteamID steamIDNewPlayer) +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ) { - return ((ISteamGameServer *)instancePtr)->ComputeNewPlayerCompatibility(steamIDNewPlayer); + return self->ComputeNewPlayerCompatibility(steamIDNewPlayer); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001() { - return ((ISteamGameServerStats *)instancePtr)->RequestUserStats(steamIDUser); + return get_steam_client()->GetISteamGameServerStats(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServerStats001"); +} + +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ) +{ + return self->RequestUserStats(steamIDUser); } STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) @@ -4969,9 +5695,19 @@ STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instanceP return ((ISteamGameServerStats *)instancePtr)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) { - return ((ISteamGameServerStats *)instancePtr)->GetUserAchievement(steamIDUser, pchName, pbAchieved); + return self->GetUserStat(steamIDUser, pchName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) +{ + return self->GetUserStat(steamIDUser, pchName, pData); +} + +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) +{ + return self->GetUserAchievement(steamIDUser, pchName, pbAchieved); } STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData) @@ -4984,22 +5720,290 @@ STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instanceP return ((ISteamGameServerStats *)instancePtr)->SetUserStat(steamIDUser, pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ) { - return ((ISteamGameServerStats *)instancePtr)->UpdateUserAvgRateStat(steamIDUser, pchName, flCountThisSession, dSessionLength); + return self->SetUserStat(steamIDUser, pchName, nData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ) { - return ((ISteamGameServerStats *)instancePtr)->SetUserAchievement(steamIDUser, pchName); + return self->SetUserStat(steamIDUser, pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ) { - return ((ISteamGameServerStats *)instancePtr)->ClearUserAchievement(steamIDUser, pchName); + return self->UpdateUserAvgRateStat(steamIDUser, pchName, flCountThisSession, dSessionLength); } -STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats(intptr_t instancePtr, class CSteamID steamIDUser) +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) { - return ((ISteamGameServerStats *)instancePtr)->StoreUserStats(steamIDUser); + return self->SetUserAchievement(steamIDUser, pchName); } + +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) +{ + return self->ClearUserAchievement(steamIDUser, pchName); +} + +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ) +{ + return self->StoreUserStats(steamIDUser); +} + + +STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ) +{ + return self->IsSet(); +} + +STEAMAPI_API void SteamAPI_MatchMakingKeyValuePair_t_Construct( MatchMakingKeyValuePair_t* self ) +{ + new(self) MatchMakingKeyValuePair_t(); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_Construct( servernetadr_t* self ) +{ + new(self) servernetadr_t(); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_Init( servernetadr_t* self, unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort ) +{ + return self->Init(ip, usQueryPort, usConnectionPort); +} + +STEAMAPI_API uint16 SteamAPI_servernetadr_t_GetQueryPort( servernetadr_t* self ) +{ + return self->GetQueryPort(); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_SetQueryPort( servernetadr_t* self, uint16 usPort ) +{ + return self->SetQueryPort(usPort); +} + +STEAMAPI_API uint16 SteamAPI_servernetadr_t_GetConnectionPort( servernetadr_t* self ) +{ + return self->GetConnectionPort(); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_SetConnectionPort( servernetadr_t* self, uint16 usPort ) +{ + return self->SetConnectionPort(usPort); +} + +STEAMAPI_API uint32 SteamAPI_servernetadr_t_GetIP( servernetadr_t* self ) +{ + return self->GetIP(); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_SetIP( servernetadr_t* self, uint32 unIP ) +{ + return self->SetIP(unIP); +} + +STEAMAPI_API const char * SteamAPI_servernetadr_t_GetConnectionAddressString( servernetadr_t* self ) +{ + return self->GetConnectionAddressString(); +} + +STEAMAPI_API const char * SteamAPI_servernetadr_t_GetQueryAddressString( servernetadr_t* self ) +{ + return self->GetQueryAddressString(); +} + +STEAMAPI_API bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ) +{ + return self->operator<(netadr); +} + +STEAMAPI_API void SteamAPI_servernetadr_t_Assign( servernetadr_t* self, const servernetadr_t & that ) +{ + return self->operator=(that); +} + +STEAMAPI_API void SteamAPI_gameserveritem_t_Construct( gameserveritem_t* self ) +{ + new(self) gameserveritem_t(); +} + +STEAMAPI_API const char * SteamAPI_gameserveritem_t_GetName( gameserveritem_t* self ) +{ + return self->GetName(); +} + +STEAMAPI_API void SteamAPI_gameserveritem_t_SetName( gameserveritem_t* self, const char * pName ) +{ + return self->SetName(pName); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* self ) +{ + return self->Clear(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ) +{ + return self->IsIPv6AllZeros(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6( SteamNetworkingIPAddr* self, const uint8 * ipv6, uint16 nPort ) +{ + return self->SetIPv6(ipv6, nPort); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* self, uint32 nIP, uint16 nPort ) +{ + return self->SetIPv4(nIP, nPort); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ) +{ + return self->IsIPv4(); +} + +STEAMAPI_API uint32 SteamAPI_SteamNetworkingIPAddr_GetIPv4( SteamNetworkingIPAddr* self ) +{ + return self->GetIPv4(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( SteamNetworkingIPAddr* self, uint16 nPort ) +{ + return self->SetIPv6LocalHost(nPort); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ) +{ + return self->IsLocalHost(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self, char * buf, uint32 cbBuf, bool bWithPort ) +{ + return self->ToString(buf, cbBuf, bWithPort); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ) +{ + return self->ParseString(pszStr); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ) +{ + return self->operator==(x); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentity* self ) +{ + return self->Clear(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ) +{ + return self->IsInvalid(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID( SteamNetworkingIdentity* self, uint64_steamid steamID ) +{ + return self->SetSteamID(steamID); +} + +STEAMAPI_API uint64_steamid SteamAPI_SteamNetworkingIdentity_GetSteamID( SteamNetworkingIdentity* self ) +{ + return self->GetSteamID().ConvertToUint64(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID64( SteamNetworkingIdentity* self, uint64 steamID ) +{ + return self->SetSteamID64(steamID); +} + +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self ) +{ + return self->GetSteamID64(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ) +{ + return false;//self->SetXboxPairwiseID(pszString); +} + +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self ) +{ + return "";//self->GetXboxPairwiseID(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ) +{ + return self->SetIPAddr(addr); +} + +STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self ) +{ + return self->GetIPAddr(); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ) +{ + return self->SetLocalHost(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ) +{ + return self->IsLocalHost(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ) +{ + return self->SetGenericString(pszString); +} + +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetGenericString( SteamNetworkingIdentity* self ) +{ + return self->GetGenericString(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ) +{ + return self->SetGenericBytes(data, cbLen); +} + +STEAMAPI_API const uint8 * SteamAPI_SteamNetworkingIdentity_GetGenericBytes( SteamNetworkingIdentity* self, int & cbLen ) +{ + return self->GetGenericBytes(cbLen); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ) +{ + return self->operator==(x); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_ToString( SteamNetworkingIdentity* self, char * buf, uint32 cbBuf ) +{ + return self->ToString(buf, cbBuf); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ) +{ + return self->ParseString(pszStr); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMessage_t* self ) +{ + return self->Release(); +} + +STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_Clear( SteamDatagramHostedAddress* self ) +{ + return self->Clear(); +} + +STEAMAPI_API SteamNetworkingPOPID SteamAPI_SteamDatagramHostedAddress_GetPopID( SteamDatagramHostedAddress* self ) +{ + return self->GetPopID(); +} + +STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_SetDevAddress( SteamDatagramHostedAddress* self, uint32 nIP, uint16 nPort, SteamNetworkingPOPID popid ) +{ + return self->SetDevAddress(nIP, nPort, popid); +} + +#endif \ No newline at end of file diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 3967944..2ca7f56 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -93,6 +93,7 @@ Steam_Client::Steam_Client() steam_game_search = new Steam_Game_Search(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_parties = new Steam_Parties(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_remoteplay = new Steam_RemotePlay(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); + steam_tv = new Steam_TV(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); PRINT_DEBUG("client init gameserver\n"); steam_gameserver = new Steam_GameServer(settings_server, network, callbacks_server); @@ -487,6 +488,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets002 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets003") == 0) { return (void *)(ISteamNetworkingSockets003 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets006") == 0) { + return (void *)(ISteamNetworkingSockets006 *) steam_networking_sockets_temp; } else { return (void *)(ISteamNetworkingSockets *) steam_networking_sockets_temp; } @@ -499,6 +502,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe } return (void *)(ISteamGameCoordinator *)steam_game_coordinator_temp; + } else if (strstr(pchVersion, STEAMTV_INTERFACE_VERSION) == pchVersion) { + return (void *)(ISteamTV *)steam_tv; } else if (strstr(pchVersion, "SteamNetworkingUtils") == pchVersion) { if (strcmp(pchVersion, "SteamNetworkingUtils001") == 0) { return (void *)(ISteamNetworkingUtils001 *)steam_networking_utils; @@ -675,7 +680,7 @@ ISteamNetworking *Steam_Client::GetISteamNetworking( HSteamUser hSteamUser, HSte return (ISteamNetworking *)(void *)(ISteamNetworking004 *)steam_networking_temp; } else if (strcmp(pchVersion, "SteamNetworking005") == 0) { return (ISteamNetworking *)(void *)(ISteamNetworking005 *)steam_networking_temp; - } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { + } else if (strcmp(pchVersion, STEAMNETWORKING_INTERFACE_VERSION) == 0) { return (ISteamNetworking *)(void *)(ISteamNetworking *)steam_networking_temp; } else { return (ISteamNetworking *)(void *)(ISteamNetworking *)steam_networking_temp; diff --git a/dll/steam_client.h b/dll/steam_client.h index da3109e..5f98e33 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -48,6 +48,7 @@ #include "steam_gamesearch.h" #include "steam_parties.h" #include "steam_remoteplay.h" +#include "steam_tv.h" #include "steam_gameserver.h" #include "steam_gameserverstats.h" @@ -115,6 +116,7 @@ public: Steam_Game_Search *steam_game_search; Steam_Parties *steam_parties; Steam_RemotePlay *steam_remoteplay; + Steam_TV *steam_tv; Steam_GameServer *steam_gameserver; Steam_Utils *steam_gameserver_utils; diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 654a067..1fa9ae1 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -994,6 +994,11 @@ int GetNumChatsWithUnreadPriorityMessages() return 0; } +void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) +{ + PRINT_DEBUG("Steam_Friends::ActivateGameOverlayRemotePlayTogetherInviteDialog\n"); +} + void RunCallbacks() { PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index ff14163..63df4fd 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -50,6 +50,7 @@ class Steam_Networking_Sockets : public ISteamNetworkingSockets001, public ISteamNetworkingSockets002, public ISteamNetworkingSockets003, +public ISteamNetworkingSockets006, public ISteamNetworkingSockets { class Settings *settings; @@ -980,6 +981,64 @@ ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStat PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n"); } +/// Create a new poll group. +/// +/// You should destroy the poll group when you are done using DestroyPollGroup +HSteamNetPollGroup CreatePollGroup() +{ + PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n"); +} + +/// Destroy a poll group created with CreatePollGroup(). +/// +/// If there are any connections in the poll group, they are removed from the group, +/// and left in a state where they are not part of any poll group. +/// Returns false if passed an invalid poll group handle. +bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n"); +} + +/// Assign a connection to a poll group. Note that a connection may only belong to a +/// single poll group. Adding a connection to a poll group implicitly removes it from +/// any other poll group it is in. +/// +/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current +/// poll group without adding it to a new poll group. +/// +/// If there are received messages currently pending on the connection, an attempt +/// is made to add them to the queue of messages for the poll group in approximately +/// the order that would have applied if the connection was already part of the poll +/// group at the time that the messages were received. +/// +/// Returns false if the connection handle is invalid, or if the poll group handle +/// is invalid (and not k_HSteamNetPollGroup_Invalid). +bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n"); +} + +/// Same as ReceiveMessagesOnConnection, but will return the next messages available +/// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn +/// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also +/// be useful.) +/// +/// Delivery order of messages among different connections will usually match the +/// order that the last packet was received which completed the message. But this +/// is not a strong guarantee, especially for packets received right as a connection +/// is being assigned to poll group. +/// +/// Delivery order of messages on the same connection is well defined and the +/// same guarantees are present as mentioned in ReceiveMessagesOnConnection. +/// (But the messages are not grouped by connection, so they will not necessarily +/// appear consecutively in the list; they may be interleaved with messages for +/// other connections.) +int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n"); +} + + //#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE // @@ -1345,6 +1404,29 @@ bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCusto PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n"); } +// +// Certificate provision by the application. On Steam, we normally handle all this automatically +// and you will not need to use these advanced functions. +// + +/// Get blob that describes a certificate request. You can send this to your game coordinator. +/// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will +/// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required +/// size. (256 bytes is a very conservative estimate.) +/// +/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. +bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n"); +} + +/// Set the certificate. The certificate blob should be the output of +/// SteamDatagram_CreateCert. +bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n"); +} + // TEMP KLUDGE Call to invoke all queued callbacks. // Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks. // You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks diff --git a/dll/steam_tv.h b/dll/steam_tv.h new file mode 100644 index 0000000..6ea7857 --- /dev/null +++ b/dll/steam_tv.h @@ -0,0 +1,124 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "base.h" + +class Steam_TV : +public ISteamTV +{ + class Settings *settings; + class Networking *network; + class SteamCallResults *callback_results; + class SteamCallBacks *callbacks; + class RunEveryRunCB *run_every_runcb; + std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); + FSteamNetworkingSocketsDebugOutput debug_function; + +public: +static void steam_callback(void *object, Common_Message *msg) +{ + PRINT_DEBUG("steam_tv_callback\n"); + + Steam_TV *steam_parties = (Steam_TV *)object; + steam_parties->Callback(msg); +} + +static void steam_run_every_runcb(void *object) +{ + PRINT_DEBUG("steam_tv_run_every_runcb\n"); + + Steam_TV *steam_parties = (Steam_TV *)object; + steam_parties->RunCallbacks(); +} + +Steam_TV(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +{ + this->settings = settings; + this->network = network; + this->run_every_runcb = run_every_runcb; + //this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_TV::steam_callback, this); + // this->run_every_runcb->add(&Steam_TV::steam_run_every_runcb, this); + + this->callback_results = callback_results; + this->callbacks = callbacks; +} + +~Steam_TV() +{ + //TODO rm network callbacks + //this->run_every_runcb->remove(&Steam_TV::steam_run_every_runcb, this); +} + +bool IsBroadcasting(int *pnNumViewers) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +void AddBroadcastGameData(const char * pchKey, const char * pchValue) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +void RemoveBroadcastGameData(const char * pchKey) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +void AddTimelineMarker(const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +void RemoveTimelineMarker() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +uint32 AddRegion(const char * pchElementName, const char * pchTimelineDataSection, const SteamTVRegion_t * pSteamTVRegion, ESteamTVRegionBehavior eSteamTVRegionBehavior) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; +} + +void RemoveRegion(uint32 unRegionHandle) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +void RunCallbacks() +{ +} + +void Callback(Common_Message *msg) +{ + if (msg->has_low_level()) { + if (msg->low_level().type() == Low_Level::CONNECT) { + + } + + if (msg->low_level().type() == Low_Level::DISCONNECT) { + + } + } + + if (msg->has_networking_sockets()) { + + } +} + +}; diff --git a/sdk_includes/isteamclient.h b/sdk_includes/isteamclient.h index bb8a691..b8cbf39 100644 --- a/sdk_includes/isteamclient.h +++ b/sdk_includes/isteamclient.h @@ -168,7 +168,7 @@ public: // Global ISteamClient interface accessor inline ISteamClient *SteamClient(); -STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamClient *, SteamClient, SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ) ); +STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamClient *, SteamClient, SteamInternal_CreateInterface( STEAMCLIENT_INTERFACE_VERSION ), "global", STEAMCLIENT_INTERFACE_VERSION ); // The internal ISteamClient used for the gameserver interface. // (This is actually the same thing. You really shouldn't need to access any of this stuff directly.) diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index 2c20ee9..d004ef3 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -254,7 +254,9 @@ public: virtual const char *GetClanTag( CSteamID steamIDClan ) = 0; // returns the most recent information we have about what's happening in a clan virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0; + // for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest + STEAM_CALL_RESULT( DownloadClanActivityCountsResult_t ) virtual SteamAPICall_t DownloadClanActivityCounts( STEAM_ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 0; // iterators for getting users in a chat room, lobby, game server or clan @@ -420,6 +422,9 @@ public: /// You can register for UnreadChatMessagesChanged_t callbacks to know when this /// has potentially changed. virtual int GetNumChatsWithUnreadPriorityMessages() = 0; + + // activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together + virtual void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) = 0; }; #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" diff --git a/sdk_includes/isteamgameserver.h b/sdk_includes/isteamgameserver.h index f3a49d1..d0ee43a 100644 --- a/sdk_includes/isteamgameserver.h +++ b/sdk_includes/isteamgameserver.h @@ -27,7 +27,7 @@ public: // /// This is called by SteamGameServer_Init, and you will usually not need to call it directly - virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; + STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; ) /// Game product identifier. This is currently used by the master server for version checking purposes. /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose. diff --git a/sdk_includes/isteamgameserverstats.h b/sdk_includes/isteamgameserverstats.h index 17464a9..bfa17ce 100644 --- a/sdk_includes/isteamgameserverstats.h +++ b/sdk_includes/isteamgameserverstats.h @@ -1,4 +1,4 @@ -//====== Copyright � Valve Corporation, All rights reserved. ======= +//====== Copyright © Valve Corporation, All rights reserved. ======= // // Purpose: interface for game servers to steam stats and achievements // @@ -27,16 +27,25 @@ public: virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0; // requests stat information for a user, usable after a successful call to RequestUserStats() + STEAM_FLAT_NAME( GetUserStatInt32 ) virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0; + + STEAM_FLAT_NAME( GetUserStatFloat ) virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0; + virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0; // Set / update stats and achievements. // Note: These updates will work only on stats game servers are allowed to edit and only for // game servers that have been declared as officially controlled by the game creators. // Set the IP range of your official servers on the Steamworks page + + STEAM_FLAT_NAME( SetUserStatInt32 ) virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, int32 nData ) = 0; + + STEAM_FLAT_NAME( SetUserStatFloat ) virtual bool SetUserStat( CSteamID steamIDUser, const char *pchName, float fData ) = 0; + virtual bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength ) = 0; virtual bool SetUserAchievement( CSteamID steamIDUser, const char *pchName ) = 0; diff --git a/sdk_includes/isteaminventory.h b/sdk_includes/isteaminventory.h index 07225d8..7831077 100644 --- a/sdk_includes/isteaminventory.h +++ b/sdk_includes/isteaminventory.h @@ -1,4 +1,4 @@ -//====== Copyright � 1996-2014 Valve Corporation, All rights reserved. ======= +//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. ======= // // Purpose: interface to Steam Inventory // @@ -350,10 +350,19 @@ public: // Remove the property on the item virtual bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) = 0; // Accessor methods to set properties on items + + STEAM_FLAT_NAME( SetPropertyString ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) = 0; + + STEAM_FLAT_NAME( SetPropertyBool ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) = 0; + + STEAM_FLAT_NAME( SetPropertyInt64 ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) = 0; + + STEAM_FLAT_NAME( SetPropertyFloat ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) = 0; + // Submit the update request by handle virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0; diff --git a/sdk_includes/isteammatchmaking.h b/sdk_includes/isteammatchmaking.h index b0c5871..a936b56 100644 --- a/sdk_includes/isteammatchmaking.h +++ b/sdk_includes/isteammatchmaking.h @@ -256,7 +256,6 @@ public: // after completion, the local user will no longer be the owner virtual void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes ) = 0; #endif - STEAM_CALL_BACK( LobbyChatUpdate_t ) }; #define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking009" diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 4845494..2ff8c90 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -271,7 +271,7 @@ public: /// pOutMessageNumberOrResult is an optional array that will receive, /// for each message, the message number that was assigned to the message /// if sending was successful. If sending failed, then a negative EResult - /// valid is placed into the array. For example, the array will hold + /// value is placed into the array. For example, the array will hold /// -k_EResultInvalidState if the connection was in an invalid state. /// See ISteamNetworkingSockets::SendMessageToConnection for possible /// failure codes. @@ -300,7 +300,7 @@ public: /// Reliable messages will be received in the order they were sent (and with the /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). /// - /// Unreliable messages may be dropped, or delivered out of order withrespect to + /// Unreliable messages may be dropped, or delivered out of order with respect to /// each other or with respect to reliable messages. The same unreliable message /// may be received multiple times. /// @@ -309,16 +309,6 @@ public: /// a little while (put it into some queue, etc), and you may call Release() from any thread. virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; - /// Same as ReceiveMessagesOnConnection, but will return the next message available - /// on any connection that was accepted through the specified listen socket. Examine - /// SteamNetworkingMessage_t::m_conn to know which client connection. - /// - /// Delivery order of messages among different clients is not defined. They may - /// be returned in an order different from what they were actually received. (Delivery - /// order of messages from the same client is well defined, and thus the order of the - /// messages is relevant!) - virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; - /// Returns basic information about the high-level state of the connection. virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; @@ -405,6 +395,57 @@ public: /// details, pass non-NULL to receive them. virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + // + // Poll groups. A poll group is a set of connections that can be polled efficiently. + // (In our API, to "poll" a connection means to retrieve all pending messages. We + // actually don't have an API to "poll" the connection *state*, like BSD sockets.) + // + + /// Create a new poll group. + /// + /// You should destroy the poll group when you are done using DestroyPollGroup + virtual HSteamNetPollGroup CreatePollGroup() = 0; + + /// Destroy a poll group created with CreatePollGroup(). + /// + /// If there are any connections in the poll group, they are removed from the group, + /// and left in a state where they are not part of any poll group. + /// Returns false if passed an invalid poll group handle. + virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0; + + /// Assign a connection to a poll group. Note that a connection may only belong to a + /// single poll group. Adding a connection to a poll group implicitly removes it from + /// any other poll group it is in. + /// + /// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current + /// poll group without adding it to a new poll group. + /// + /// If there are received messages currently pending on the connection, an attempt + /// is made to add them to the queue of messages for the poll group in approximately + /// the order that would have applied if the connection was already part of the poll + /// group at the time that the messages were received. + /// + /// Returns false if the connection handle is invalid, or if the poll group handle + /// is invalid (and not k_HSteamNetPollGroup_Invalid). + virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next messages available + /// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn + /// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also + /// be useful.) + /// + /// Delivery order of messages among different connections will usually match the + /// order that the last packet was received which completed the message. But this + /// is not a strong guarantee, especially for packets received right as a connection + /// is being assigned to poll group. + /// + /// Delivery order of messages on the same connection is well defined and the + /// same guarantees are present as mentioned in ReceiveMessagesOnConnection. + /// (But the messages are not grouped by connection, so they will not necessarily + /// appear consecutively in the list; they may be interleaved with messages for + /// other connections.) + virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // @@ -455,7 +496,7 @@ public: virtual uint16 GetHostedDedicatedServerPort() = 0; /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server - /// is running in. This will be k_SteamDatagramPOPID_dev in non-production envirionment. + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment. virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; /// Return info about the hosted server. This contains the PoPID of the server, @@ -604,8 +645,10 @@ public: virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; #endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR -/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) -#ifndef STEAMNETWORKINGSOCKETS_STEAM +// +// Certificate provision by the application. On Steam, we normally handle all this automatically +// and you will not need to use these advanced functions. +// /// Get blob that describes a certificate request. You can send this to your game coordinator. /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will @@ -618,7 +661,6 @@ public: /// Set the certificate. The certificate blob should be the output of /// SteamDatagram_CreateCert. virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; -#endif // Invoke all callbacks queued for this interface. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. @@ -630,7 +672,7 @@ public: protected: // ~ISteamNetworkingSockets(); // Silence some warnings }; -#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets006" +#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets008" /// Interface used to send signaling messages for a particular connection. /// You will need to construct one of these per connection. @@ -709,8 +751,6 @@ public: }; -extern "C" { - // Global accessor. #if defined( STEAMNETWORKINGSOCKETS_PARTNER ) @@ -816,6 +856,4 @@ struct SteamNetAuthenticationStatus_t #pragma pack( pop ) -} - #endif // ISTEAMNETWORKINGSOCKETS diff --git a/sdk_includes/isteamnetworkingsockets006.h b/sdk_includes/isteamnetworkingsockets006.h new file mode 100644 index 0000000..1d2698e --- /dev/null +++ b/sdk_includes/isteamnetworkingsockets006.h @@ -0,0 +1,599 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS006 +#define ISTEAMNETWORKINGSOCKETS006 + + +class ISteamNetworkingSockets006 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface (i.e. the same + /// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound + /// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. + /// If you really do wish to bind a particular interface, then set the local address to the + /// appropriate IPv4 or IPv6 IP. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P + /// + /// nVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) + /// unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Begin connecting to a server that is identified using a platform-specific identifier. + /// This uses the default rendezvous service, which depends on the platform and library + /// configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed + /// over the Steam Datagram Relay network. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; +#endif + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + /// + /// A note about connection configuration options. If you need to set any configuration + /// options that are common to all connections accepted through a particular listen + /// socket, consider setting the options on the listen socket, since such options are + /// inherited automatically. If you really do need to set options that are connection + /// specific, it is safe to set them on the connection before accepting the connection. + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// The pOutMessageNumber is an optional pointer to receive the + /// message number assigned to the message, if sending was successful. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0; + + /// Send one or more messages without copying the message payload. + /// This is the most efficient way to send messages. To use this + /// function, you must first allocate a message object using + /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one + /// on the stack or allocate your own.) + /// + /// You should fill in the message payload. You can either let + /// it allocate the buffer for you and then fill in the payload, + /// or if you already have a buffer allocated, you can just point + /// m_pData at your buffer and set the callback to the appropriate function + /// to free it. Note that if you use your own buffer, it MUST remain valid + /// until the callback is executed. And also note that your callback can be + /// invoked at ant time from any thread (perhaps even before SendMessages + /// returns!), so it MUST be fast and threadsafe. + /// + /// You MUST also fill in: + /// - m_conn - the handle of the connection to send the message to + /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. + /// + /// All other fields are currently reserved and should not be modified. + /// + /// The library will take ownership of the message structures. They may + /// be modified or become invalid at any time, so you must not read them + /// after passing them to this function. + /// + /// pOutMessageNumberOrResult is an optional array that will receive, + /// for each message, the message number that was assigned to the message + /// if sending was successful. If sending failed, then a negative EResult + /// valid is placed into the array. For example, the array will hold + /// -k_EResultInvalidState if the connection was in an invalid state. + /// See ISteamNetworkingSockets::SendMessageToConnection for possible + /// failure codes. + virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order withrespect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next message available + /// on any connection that was accepted through the specified listen socket. Examine + /// SteamNetworkingMessage_t::m_conn to know which client connection. + /// + /// Delivery order of messages among different clients is not defined. They may + /// be returned in an order different from what they were actually received. (Delivery + /// order of messages from the same client is well defined, and thus the order of the + /// messages is relevant!) + virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Clients connecting to dedicated servers hosted in a data center, + // using central-authority-granted tickets. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production envirionment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + + + // + // Relayed connections using custom signaling protocol + // + // This is used if you have your own method of sending out-of-band + // signaling / rendezvous messages through a mutually trusted channel. + // + + /// Create a P2P "client" connection that does signaling over a custom + /// rendezvous/signaling channel. + /// + /// pSignaling points to a new object that you create just for this connection. + /// It must stay valid until Release() is called. Once you pass the + /// object to this function, it assumes ownership. Release() will be called + /// from within the function call if the call fails. Furthermore, until Release() + /// is called, you should be prepared for methods to be invoked on your + /// object from any thread! You need to make sure your object is threadsafe! + /// Furthermore, you should make sure that dispatching the methods is done + /// as quickly as possible. + /// + /// This function will immediately construct a connection in the "connecting" + /// state. Soon after (perhaps before this function returns, perhaps in another thread), + /// the connection will begin sending signaling messages by calling + /// ISteamNetworkingConnectionCustomSignaling::SendSignal. + /// + /// When the remote peer accepts the connection (See + /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), + /// it will begin sending signaling messages. When these messages are received, + /// you can pass them to the connection using ReceivedP2PCustomSignal. + /// + /// If you know the identity of the peer that you expect to be on the other end, + /// you can pass their identity to improve debug output or just detect bugs. + /// If you don't know their identity yet, you can pass NULL, and their + /// identity will be established in the connection handshake. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Called when custom signaling has received a message. When your + /// signaling channel receives a message, it should save off whatever + /// routing information was in the envelope into the context object, + /// and then pass the payload to this function. + /// + /// A few different things can happen next, depending on the message: + /// + /// - If the signal is associated with existing connection, it is dealt + /// with immediately. If any replies need to be sent, they will be + /// dispatched using the ISteamNetworkingConnectionCustomSignaling + /// associated with the connection. + /// - If the message represents a connection request (and the request + /// is not redundant for an existing connection), a new connection + /// will be created, and ReceivedConnectRequest will be called on your + /// context object to determine how to proceed. + /// - Otherwise, the message is for a connection that does not + /// exist (anymore). In this case, we *may* call SendRejectionReply + /// on your context object. + /// + /// In any case, we will not save off pContext or access it after this + /// function returns. + /// + /// Returns true if the message was parsed and dispatched without anything + /// unusual or suspicious happening. Returns false if there was some problem + /// with the message that prevented ordinary handling. (Debug output will + /// usually have more information.) + /// + /// If you expect to be using relayed connections, then you probably want + /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes + virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; +#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR + +/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) +#ifndef STEAMNETWORKINGSOCKETS_STEAM + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; +#endif + + // Invoke all callbacks queued for this interface. + // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. + // So if you have code that is also targeting Steam, you should call this at about the + // same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB + virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0; +#endif +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGSOCKETS006 diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index 5ef1687..21870d8 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -40,11 +40,6 @@ public: /// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, /// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to /// set each of these. - /// - /// You can use SteamNetworkingMessage_t::Release to free up the message - /// bookkeeping object and any associated buffer. See - /// ISteamNetworkingSockets::SendMessages for details on reference - /// counting and ownership. virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0; // @@ -57,11 +52,17 @@ public: // Initialization and status check // - /// If you know that you are going to be using the relay network, call - /// this to initialize the relay network or check if that initialization - /// has completed. If you do not call this, the initialization will - /// happen the first time you use a feature that requires access to the - /// relay network, and that use will be delayed. + /// If you know that you are going to be using the relay network (for example, + /// because you anticipate making P2P connections), call this to initialize the + /// relay network. If you do not call this, the initialization will + /// be delayed until the first time you use a feature that requires access + /// to the relay network, which will delay that first access. + /// + /// You can also call this to force a retry if the previous attempt has failed. + /// Performing any action that requires access to the relay network will also + /// trigger a retry, and so calling this function is never strictly necessary, + /// but it can be useful to call it a program launch time, if access to the + /// relay network is anticipated. /// /// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t /// callbacks to know when initialization has completed. @@ -317,7 +318,6 @@ protected: #ifdef NETWORKSOCKETS_DLL #define SteamNetworkingUtils() SteamNetworkingUtilsX() #endif -#ifndef STEAM_API_EXPORTS // Steamworks SDK inline ISteamNetworkingUtils *SteamNetworkingUtils(); STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, @@ -325,11 +325,10 @@ protected: gameserver one. Yes, this is a completely terrible hack */ SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ? SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) : - SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) + SteamInternal_FindOrCreateGameServerInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ), + "global", + STEAMNETWORKINGUTILS_INTERFACE_VERSION ) -#else -inline ISteamNetworkingUtils *SteamNetworkingUtils() { return (ISteamNetworkingUtils *)SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION );} -#endif #endif /// A struct used to describe our readiness to use the relay network. diff --git a/sdk_includes/isteamparentalsettings.h b/sdk_includes/isteamparentalsettings.h index 9374602..232f9ba 100644 --- a/sdk_includes/isteamparentalsettings.h +++ b/sdk_includes/isteamparentalsettings.h @@ -28,6 +28,7 @@ enum EParentalFeature k_EFeatureParentalSetup = 10, k_EFeatureLibrary = 11, k_EFeatureTest = 12, + k_EFeatureSiteLicense = 13, k_EFeatureMax }; diff --git a/sdk_includes/isteamremotestorage.h b/sdk_includes/isteamremotestorage.h index 67dde44..d250999 100644 --- a/sdk_includes/isteamremotestorage.h +++ b/sdk_includes/isteamremotestorage.h @@ -78,6 +78,7 @@ enum ERemoteStoragePublishedFileVisibility k_ERemoteStoragePublishedFileVisibilityPublic = 0, k_ERemoteStoragePublishedFileVisibilityFriendsOnly = 1, k_ERemoteStoragePublishedFileVisibilityPrivate = 2, + k_ERemoteStoragePublishedFileVisibilityUnlisted = 3, }; diff --git a/sdk_includes/isteamtv.h b/sdk_includes/isteamtv.h new file mode 100644 index 0000000..9c3a38c --- /dev/null +++ b/sdk_includes/isteamtv.h @@ -0,0 +1,34 @@ + +#ifndef ISTEAMTV_H +#define ISTEAMTV_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +#include "steam_api_common.h" +#include "steamhttpenums.h" + +struct SteamTVRegion_t { + +}; + +enum ESteamTVRegionBehavior +{ + +}; + +class ISteamTV +{ +public: + virtual bool IsBroadcasting(int *pnNumViewers) = 0; + virtual void AddBroadcastGameData(const char * pchKey, const char * pchValue) = 0; + virtual void RemoveBroadcastGameData(const char * pchKey) = 0; + virtual void AddTimelineMarker(const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB) = 0; + virtual void RemoveTimelineMarker() = 0; + virtual uint32 AddRegion(const char * pchElementName, const char * pchTimelineDataSection, const SteamTVRegion_t * pSteamTVRegion, ESteamTVRegionBehavior eSteamTVRegionBehavior) = 0; + virtual void RemoveRegion(uint32 unRegionHandle) = 0; +}; + +#define STEAMTV_INTERFACE_VERSION "STEAMTV_INTERFACE_V001" + +#endif // ISTEAMTV_H \ No newline at end of file diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index bd34ce2..b4ac8ce 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -204,9 +204,11 @@ public: virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; // Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage ) virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; // Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor ) virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; // Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this) @@ -225,8 +227,11 @@ public: virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. + STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; // Release the request to free up memory, after retrieving results @@ -257,6 +262,7 @@ public: virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! + STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t ) virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; // Steam Workshop Creator API diff --git a/sdk_includes/isteamuser.h b/sdk_includes/isteamuser.h index 328a439..79422e9 100644 --- a/sdk_includes/isteamuser.h +++ b/sdk_includes/isteamuser.h @@ -12,25 +12,6 @@ #include "steam_api_common.h" -// structure that contains client callback data -// see callbacks documentation for more details -#if defined( VALVE_CALLBACK_PACK_SMALL ) -#pragma pack( push, 4 ) -#elif defined( VALVE_CALLBACK_PACK_LARGE ) -#pragma pack( push, 8 ) -#else -#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx -#endif -struct CallbackMsg_t -{ - HSteamUser m_hSteamUser; - int m_iCallback; - uint8 *m_pubParam; - int m_cubParam; -}; -#pragma pack( pop ) - - //----------------------------------------------------------------------------- // Purpose: Functions for accessing and manipulating a steam account // associated with one client instance diff --git a/sdk_includes/isteamuserstats.h b/sdk_includes/isteamuserstats.h index 1dd2688..291bb36 100644 --- a/sdk_includes/isteamuserstats.h +++ b/sdk_includes/isteamuserstats.h @@ -93,12 +93,19 @@ public: virtual bool RequestCurrentStats() = 0; // Data accessors + STEAM_FLAT_NAME( GetStatInt32 ) virtual bool GetStat( const char *pchName, int32 *pData ) = 0; + + STEAM_FLAT_NAME( GetStatFloat ) virtual bool GetStat( const char *pchName, float *pData ) = 0; // Set / update data + STEAM_FLAT_NAME( SetStatInt32 ) virtual bool SetStat( const char *pchName, int32 nData ) = 0; + + STEAM_FLAT_NAME( SetStatFloat ) virtual bool SetStat( const char *pchName, float fData ) = 0; + virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0; // Achievement flag accessors @@ -153,8 +160,12 @@ public: virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0; // requests stat information for a user, usable after a successful call to RequestUserStats() + STEAM_FLAT_NAME( GetUserStatInt32 ) virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0; + + STEAM_FLAT_NAME( GetUserStatFloat ) virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0; + virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0; // See notes for GetAchievementAndUnlockTime above virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0; @@ -265,14 +276,21 @@ public: virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0; // Gets the lifetime totals for an aggregated stat + STEAM_FLAT_NAME( GetGlobalStatInt64 ) virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0; + + STEAM_FLAT_NAME( GetGlobalStatDouble ) virtual bool GetGlobalStat( const char *pchStatName, double *pData ) = 0; // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, // etc. cubData is the size in bytes of the pubData buffer. Returns the number of // elements actually set. + + STEAM_FLAT_NAME( GetGlobalStatHistoryInt64 ) virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0; + + STEAM_FLAT_NAME( GetGlobalStatHistoryDouble ) virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0; #ifdef _PS3 diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index f7a74fd..3781db3 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -195,11 +195,11 @@ public: #ifndef STEAM_API_EXPORTS // Global interface accessor inline ISteamUtils *SteamUtils(); -STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ) ); +STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "user", STEAMUTILS_INTERFACE_VERSION ); // Global accessor for the gameserver client inline ISteamUtils *SteamGameServerUtils(); -STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ) ); +STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "gameserver", STEAMUTILS_INTERFACE_VERSION ); #endif // callbacks diff --git a/sdk_includes/matchmakingtypes.h b/sdk_includes/matchmakingtypes.h index ae1fe33..3e17167 100644 --- a/sdk_includes/matchmakingtypes.h +++ b/sdk_includes/matchmakingtypes.h @@ -82,7 +82,7 @@ public: // Access the IP uint32 GetIP() const; - void SetIP( uint32 ); + void SetIP( uint32 unIP ); // This gets the 'a.b.c.d:port' string with the connection port (instead of the query port). const char *GetConnectionAddressString() const; diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index cb8cf38..44544d3 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -104,6 +104,7 @@ #include "isteamnetworkingsockets001.h" #include "isteamnetworkingsockets002.h" #include "isteamnetworkingsockets003.h" +#include "isteamnetworkingsockets006.h" #include "isteamremotestorage.h" #include "isteamremotestorage001.h" #include "isteamremotestorage002.h" @@ -157,6 +158,9 @@ #include "isteamunifiedmessages.h" #include "isteaminput.h" #include "isteamremoteplay.h" +#include "isteamnetworkingsockets.h" +#include "isteamnetworkingutils.h" +#include "isteamtv.h" //----------------------------------------------------------------------------------------------------------------------------------------------------------// @@ -221,6 +225,7 @@ S_API HSteamUser Steam_GetHSteamUserCurrent(); S_API const char *SteamAPI_GetSteamInstallPath(); // sets whether or not Steam_RunCallbacks() should do a try {} catch (...) {} around calls to issuing callbacks +// This is ignored if you are using the manual callback dispatch method S_API void SteamAPI_SetTryCatchCallbacks( bool bTryCatchCallbacks ); // backwards compat export, passes through to SteamAPI_ variants @@ -244,16 +249,78 @@ S_API void S_CALLTYPE SteamAPI_UseBreakpadCrashHandler( char const *pchVersion, S_API void S_CALLTYPE SteamAPI_SetBreakpadAppID( uint32 unAppID ); #endif +//----------------------------------------------------------------------------------------------------------------------------------------------------------// +// +// Manual callback loop +// +// An alternative method for dispatching callbacks. Similar to a windows message loop. +// +// If you use the manual callback dispatch, you must NOT use: +// +// - SteamAPI_RunCallbacks or SteamGameServer_RunCallbacks +// - STEAM_CALLBACK, CCallResult, CCallback, or CCallbackManual +// +// Here is the basic template for replacing SteamAPI_RunCallbacks() with manual dispatch +/* + + HSteamPipe hSteamPipe = SteamAPI_GetHSteamPipe(); // See also SteamGameServer_GetHSteamPipe() + SteamAPI_ManualDispatch_RunFrame( hSteamPipe ) + CallbackMsg_t callback; + while ( SteamAPI_ManualDispatch_GetNextCallback( hSteamPipe, &callback ) ) + { + // Check for dispatching API call results + if ( callback.m_iCallback == SteamAPICallCompleted_t::k_iCallback ) + { + SteamAPICallCompleted_t *pCallCompleted = (SteamAPICallCompleted_t *)callback. + void *pTmpCallResult = malloc( pCallback->m_cubParam ); + bool bFailed; + if ( SteamAPI_ManualDispatch_GetAPICallResult( hSteamPipe, pCallCompleted->m_hAsyncCall, pTmpCallResult, pCallback->m_cubParam, pCallback->m_iCallback, &bFailed ) ) + { + // Dispatch the call result to the registered handler(s) for the + // call identified by pCallCompleted->m_hAsyncCall + } + free( pTmpCallResult ); + } + else + { + // Look at callback.m_iCallback to see what kind of callback it is, + // and dispatch to appropriate handler(s) + } + SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe ); + } + +*/ +//----------------------------------------------------------------------------------------------------------------------------------------------------------// + +/// Inform the API that you wish to use manual event dispatch. This must be called after SteamAPI_Init, but before +/// you use any of the other manual dispatch functions below. +S_API void S_CALLTYPE SteamAPI_ManualDispatch_Init(); + +/// Perform certain periodic actions that need to be performed. +S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe ); + +/// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned +/// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback +/// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again. +S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ); + +/// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true. +S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe ); + +/// Return the call result for the specified call on the specified pipe. You really should +/// only call this in a handler for SteamAPICallCompleted_t callback. +S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ); //----------------------------------------------------------------------------------------------------------------------------------------------------------// // -// CSteamAPIContext +// CSteamAPIContext +// +// Deprecated! This is not necessary any more. Please use the global accessors directly // //----------------------------------------------------------------------------------------------------------------------------------------------------------// #ifndef STEAM_API_EXPORTS -// Deprecated! Use the global accessors directly inline bool CSteamAPIContext::Init() { m_pSteamClient = ::SteamClient(); @@ -280,9 +347,11 @@ inline bool CSteamAPIContext::Init() if ( !m_pSteamGameSearch ) return false; +#if !defined( IOSALL) // Not yet supported on iOS. m_pSteamMatchmakingServers = ::SteamMatchmakingServers(); if ( !m_pSteamMatchmakingServers ) return false; +#endif m_pSteamUserStats = ::SteamUserStats(); if ( !m_pSteamUserStats ) @@ -328,10 +397,10 @@ inline bool CSteamAPIContext::Init() if ( !m_pSteamMusicRemote ) return false; -#ifndef ANDROID // Not yet supported on Android +#if !defined( ANDROID ) && !defined( IOSALL) // Not yet supported on Android or ios. m_pSteamHTMLSurface = ::SteamHTMLSurface(); if ( !m_pSteamHTMLSurface ) - return false; + return false; #endif m_pSteamInventory = ::SteamInventory(); diff --git a/sdk_includes/steam_api_common.h b/sdk_includes/steam_api_common.h index 73c6a6e..631a617 100644 --- a/sdk_includes/steam_api_common.h +++ b/sdk_includes/steam_api_common.h @@ -95,6 +95,9 @@ extern "C" typedef uint32 ( *SteamAPI_CheckCallbackRegistered_t )( int iCallback // // Callbacks and call-results are queued automatically and are only // delivered/executed when your application calls SteamAPI_RunCallbacks(). +// +// Note that there is an alternative, lower level callback dispatch mechanism. +// See SteamAPI_ManualDispatch_Init //----------------------------------------------------------------------------------------------------------------------------------------------------------// // Dispatch all queued Steamworks callbacks. @@ -164,6 +167,7 @@ public: void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; } protected: + friend class CCallbackMgr; virtual void Run( void *pvParam ) = 0; virtual void Run( void *pvParam, bool /*bIOFailure*/, SteamAPICall_t /*hSteamAPICall*/ ) { Run( pvParam ); } virtual int GetCallbackSizeBytes() { return sizeof_P; } diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 8f0fc17..2b8238d 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -1,958 +1,1060 @@ -//====== Copyright (c) 1996-2014, Valve Corporation, All rights reserved. ======= +//====== Copyright Valve Corporation, All rights reserved. ==================== // -// Purpose: Header for flatted SteamAPI. Use this for binding to other languages. +// Purpose: Header for "flat" SteamAPI. Use this for binding to other languages. // This file is auto-generated, do not edit it. // //============================================================================= #ifndef STEAMAPIFLAT_H #define STEAMAPIFLAT_H -#ifdef STEAM_WIN32 -#pragma once -#endif -#include +#include "steam_api.h" +#include "isteamgameserver.h" +#include "isteamgameserverstats.h" - -typedef unsigned char uint8; -typedef unsigned char uint8; -typedef signed char int8; -typedef short int16; -typedef unsigned short uint16; -typedef int int32; -typedef unsigned int uint32; -typedef long long int64; -typedef unsigned long long uint64; -typedef int64 lint64; -typedef uint64 ulint64; -typedef uint8 Salt_t[8]; -typedef uint64 GID_t; -typedef uint64 JobID_t; -typedef GID_t TxnID_t; -typedef uint32 PackageId_t; -typedef uint32 BundleId_t; -typedef uint32 AppId_t; -typedef uint64 AssetClassId_t; -typedef uint32 PhysicalItemId_t; -typedef uint32 DepotId_t; -typedef uint32 RTime32; -typedef uint32 CellID_t; -typedef uint64 SteamAPICall_t; -typedef uint32 AccountID_t; -typedef uint32 PartnerId_t; -typedef uint64 ManifestId_t; -typedef uint64 SiteId_t; -typedef uint64 PartyBeaconID_t; -typedef uint32 HAuthTicket; -typedef void * BREAKPAD_HANDLE; -typedef char compile_time_assert_type[1]; -typedef int32 HSteamPipe; -typedef int32 HSteamUser; -typedef int16 FriendsGroupID_t; -typedef void * HServerListRequest; -typedef int HServerQuery; -typedef uint64 UGCHandle_t; -typedef uint64 PublishedFileUpdateHandle_t; -typedef uint64 PublishedFileId_t; -typedef uint64 UGCFileWriteStreamHandle_t; -typedef char compile_time_assert_type[1]; -typedef uint64 SteamLeaderboard_t; -typedef uint64 SteamLeaderboardEntries_t; -typedef uint32 SNetSocket_t; -typedef uint32 SNetListenSocket_t; -typedef uint32 ScreenshotHandle; -typedef uint32 HTTPRequestHandle; -typedef uint32 HTTPCookieContainerHandle; -typedef uint64 InputHandle_t; -typedef uint64 InputActionSetHandle_t; -typedef uint64 InputDigitalActionHandle_t; -typedef uint64 InputAnalogActionHandle_t; -typedef uint64 ControllerHandle_t; -typedef uint64 ControllerActionSetHandle_t; -typedef uint64 ControllerDigitalActionHandle_t; -typedef uint64 ControllerAnalogActionHandle_t; -typedef uint64 UGCQueryHandle_t; -typedef uint64 UGCUpdateHandle_t; -typedef uint32 HHTMLBrowser; -typedef uint64 SteamItemInstanceID_t; -typedef int32 SteamItemDef_t; -typedef int32 SteamInventoryResult_t; -typedef uint64 SteamInventoryUpdateHandle_t; -typedef uint32 RemotePlaySessionID_t; -// OpenVR Constants -int const_k_iSteamUserCallbacks = 100; -int const_k_iSteamGameServerCallbacks = 200; -int const_k_iSteamFriendsCallbacks = 300; -int const_k_iSteamBillingCallbacks = 400; -int const_k_iSteamMatchmakingCallbacks = 500; -int const_k_iSteamContentServerCallbacks = 600; -int const_k_iSteamUtilsCallbacks = 700; -int const_k_iClientFriendsCallbacks = 800; -int const_k_iClientUserCallbacks = 900; -int const_k_iSteamAppsCallbacks = 1000; -int const_k_iSteamUserStatsCallbacks = 1100; -int const_k_iSteamNetworkingCallbacks = 1200; -int const_k_iSteamNetworkingSocketsCallbacks = 1220; -int const_k_iSteamNetworkingMessagesCallbacks = 1250; -int const_k_iSteamNetworkingUtilsCallbacks = 1280; -int const_k_iClientRemoteStorageCallbacks = 1300; -int const_k_iClientDepotBuilderCallbacks = 1400; -int const_k_iSteamGameServerItemsCallbacks = 1500; -int const_k_iClientUtilsCallbacks = 1600; -int const_k_iSteamGameCoordinatorCallbacks = 1700; -int const_k_iSteamGameServerStatsCallbacks = 1800; -int const_k_iSteam2AsyncCallbacks = 1900; -int const_k_iSteamGameStatsCallbacks = 2000; -int const_k_iClientHTTPCallbacks = 2100; -int const_k_iClientScreenshotsCallbacks = 2200; -int const_k_iSteamScreenshotsCallbacks = 2300; -int const_k_iClientAudioCallbacks = 2400; -int const_k_iClientUnifiedMessagesCallbacks = 2500; -int const_k_iSteamStreamLauncherCallbacks = 2600; -int const_k_iClientControllerCallbacks = 2700; -int const_k_iSteamControllerCallbacks = 2800; -int const_k_iClientParentalSettingsCallbacks = 2900; -int const_k_iClientDeviceAuthCallbacks = 3000; -int const_k_iClientNetworkDeviceManagerCallbacks = 3100; -int const_k_iClientMusicCallbacks = 3200; -int const_k_iClientRemoteClientManagerCallbacks = 3300; -int const_k_iClientUGCCallbacks = 3400; -int const_k_iSteamStreamClientCallbacks = 3500; -int const_k_IClientProductBuilderCallbacks = 3600; -int const_k_iClientShortcutsCallbacks = 3700; -int const_k_iClientRemoteControlManagerCallbacks = 3800; -int const_k_iSteamAppListCallbacks = 3900; -int const_k_iSteamMusicCallbacks = 4000; -int const_k_iSteamMusicRemoteCallbacks = 4100; -int const_k_iClientVRCallbacks = 4200; -int const_k_iClientGameNotificationCallbacks = 4300; -int const_k_iSteamGameNotificationCallbacks = 4400; -int const_k_iSteamHTMLSurfaceCallbacks = 4500; -int const_k_iClientVideoCallbacks = 4600; -int const_k_iClientInventoryCallbacks = 4700; -int const_k_iClientBluetoothManagerCallbacks = 4800; -int const_k_iClientSharedConnectionCallbacks = 4900; -int const_k_ISteamParentalSettingsCallbacks = 5000; -int const_k_iClientShaderCallbacks = 5100; -int const_k_iSteamGameSearchCallbacks = 5200; -int const_k_iSteamPartiesCallbacks = 5300; -int const_k_iClientPartiesCallbacks = 5400; -int const_k_iSteamSTARCallbacks = 5500; -int const_k_iClientSTARCallbacks = 5600; -int const_k_iSteamRemotePlayCallbacks = 5700; -int const_k_cchPersonaNameMax = 128; -int const_k_cwchPersonaNameMax = 32; -int const_k_cchMaxRichPresenceKeys = 30; -int const_k_cchMaxRichPresenceKeyLength = 64; -int const_k_cchMaxRichPresenceValueLength = 256; -int const_k_cchStatNameMax = 128; -int const_k_cchLeaderboardNameMax = 128; -int const_k_cLeaderboardDetailsMax = 64; -unsigned long const_k_SteamItemInstanceIDInvalid = 0xffffffff; -int const_k_SteamInventoryResultInvalid = -1; -int const_k_cchBroadcastGameDataMax = 8192; +typedef uint64 uint64_steamid; // Used when passing or returning CSteamID +typedef uint64 uint64_gameid; // Used when passing or return CGameID -// OpenVR Enums -// OpenVR Structs +// ISteamClient +STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe( ISteamClient* self ); +STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ); +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser( ISteamClient* self, HSteamPipe hSteamPipe ); +STEAMAPI_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser( ISteamClient* self, HSteamPipe * phSteamPipe, EAccountType eAccountType ); +STEAMAPI_API void SteamAPI_ISteamClient_ReleaseUser( ISteamClient* self, HSteamPipe hSteamPipe, HSteamUser hUser ); +STEAMAPI_API ISteamUser * SteamAPI_ISteamClient_GetISteamUser( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API void SteamAPI_ISteamClient_SetLocalIPBinding( ISteamClient* self, const SteamIPAddress_t & unIP, uint16 usPort ); +STEAMAPI_API ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils( ISteamClient* self, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API void * SteamAPI_ISteamClient_GetISteamGenericInterface( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamApps * SteamAPI_ISteamClient_GetISteamApps( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API uint32 SteamAPI_ISteamClient_GetIPCCallCount( ISteamClient* self ); +STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook( ISteamClient* self, SteamAPIWarningMessageHook_t pFunction ); +STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ); +STEAMAPI_API ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamController * SteamAPI_ISteamClient_GetISteamController( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamInput * SteamAPI_ISteamClient_GetISteamInput( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamParties * SteamAPI_ISteamClient_GetISteamParties( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); +// ISteamUser +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020(); +STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ); +STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamUser_GetSteamID( ISteamUser* self ); +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ); +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ); +STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ); +STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ); +STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording( ISteamUser* self ); +STEAMAPI_API void SteamAPI_ISteamUser_StopVoiceRecording( ISteamUser* self ); +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice( ISteamUser* self, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ); +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetVoice( ISteamUser* self, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ); +STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice( ISteamUser* self, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate ); +STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* self ); +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession( ISteamUser* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); +STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession( ISteamUser* self, uint64_steamid steamID ); +STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket( ISteamUser* self, HAuthTicket hAuthTicket ); +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp( ISteamUser* self, uint64_steamid steamID, AppId_t appID ); +STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ); +STEAMAPI_API void SteamAPI_ISteamUser_AdvertiseGame( ISteamUser* self, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket( ISteamUser* self, void * pDataToInclude, int cbDataToInclude ); +STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API int SteamAPI_ISteamUser_GetGameBadgeLevel( ISteamUser* self, int nSeries, bool bFoil ); +STEAMAPI_API int SteamAPI_ISteamUser_GetPlayerSteamLevel( ISteamUser* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL( ISteamUser* self, const char * pchRedirectURL ); +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ); +STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ); +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ); +STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility( ISteamUser* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* self ); +// ISteamFriends +STEAMAPI_API ISteamFriends *SteamAPI_SteamFriends_v017(); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPersonaName( ISteamFriends* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName( ISteamFriends* self, const char * pchPersonaName ); +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState( ISteamFriends* self ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCount( ISteamFriends* self, int iFriendFlags ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendByIndex( ISteamFriends* self, int iFriend, int iFriendFlags ); +STEAMAPI_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory( ISteamFriends* self, uint64_steamid steamIDFriend, int iPersonaName ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendSteamLevel( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPlayerNickname( ISteamFriends* self, uint64_steamid steamIDPlayer ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupCount( ISteamFriends* self ); +STEAMAPI_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex( ISteamFriends* self, int iFG ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName( ISteamFriends* self, FriendsGroupID_t friendsGroupID ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount( ISteamFriends* self, FriendsGroupID_t friendsGroupID ); +STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList( ISteamFriends* self, FriendsGroupID_t friendsGroupID, CSteamID * pOutSteamIDMembers, int nMembersCount ); +STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanCount( ISteamFriends* self ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanByIndex( ISteamFriends* self, int iClan ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanName( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts( ISteamFriends* self, CSteamID * psteamIDClans, int cClansToRequest ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCountFromSource( ISteamFriends* self, uint64_steamid steamIDSource ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendFromSourceByIndex( ISteamFriends* self, uint64_steamid steamIDSource, int iFriend ); +STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ); +STEAMAPI_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking( ISteamFriends* self, uint64_steamid steamIDUser, bool bSpeaking ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlay( ISteamFriends* self, const char * pchDialog ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser( ISteamFriends* self, const char * pchDialog, uint64_steamid steamID ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage( ISteamFriends* self, const char * pchURL, EActivateGameOverlayToWebPageMode eMode ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore( ISteamFriends* self, AppId_t nAppID, EOverlayToStoreFlag eFlag ); +STEAMAPI_API void SteamAPI_ISteamFriends_SetPlayedWith( ISteamFriends* self, uint64_steamid steamIDUserPlayedWith ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOwner( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanOfficerCount( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOfficerByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iOfficer ); +STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions( ISteamFriends* self ); +STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ); +STEAMAPI_API void SteamAPI_ISteamFriends_ClearRichPresence( ISteamFriends* self ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchKey ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex( ISteamFriends* self, uint64_steamid steamIDFriend, int iKey ); +STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetCoplayFriendCount( ISteamFriends* self ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetCoplayFriend( ISteamFriends* self, int iCoplayFriend ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCoplayTime( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame( ISteamFriends* self, uint64_steamid steamIDFriend ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMemberCount( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetChatMemberByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iUser ); +STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, CSteamID * psteamidChatter ); +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ); +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ); +STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount( ISteamFriends* self, uint64_steamid steamID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing( ISteamFriends* self, uint64_steamid steamID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList( ISteamFriends* self, uint32 unStartIndex ); +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); -S_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe(intptr_t instancePtr); -S_API bool SteamAPI_ISteamClient_BReleaseSteamPipe(intptr_t instancePtr, HSteamPipe hSteamPipe); -S_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser(intptr_t instancePtr, HSteamPipe hSteamPipe); -S_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser(intptr_t instancePtr, HSteamPipe * phSteamPipe, EAccountType eAccountType); -S_API void SteamAPI_ISteamClient_ReleaseUser(intptr_t instancePtr, HSteamPipe hSteamPipe, HSteamUser hUser); -S_API class ISteamUser * SteamAPI_ISteamClient_GetISteamUser(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamGameServer * SteamAPI_ISteamClient_GetISteamGameServer(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, uint32 unIP, uint16 usPort); -//S_API void SteamAPI_ISteamClient_SetLocalIPBinding(intptr_t instancePtr, const struct SteamIPAddress_t & unIP, uint16 usPort) -S_API class ISteamFriends * SteamAPI_ISteamClient_GetISteamFriends(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamUtils * SteamAPI_ISteamClient_GetISteamUtils(intptr_t instancePtr, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamMatchmaking * SteamAPI_ISteamClient_GetISteamMatchmaking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamMatchmakingServers * SteamAPI_ISteamClient_GetISteamMatchmakingServers(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API void * SteamAPI_ISteamClient_GetISteamGenericInterface(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamUserStats * SteamAPI_ISteamClient_GetISteamUserStats(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamGameServerStats * SteamAPI_ISteamClient_GetISteamGameServerStats(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamApps * SteamAPI_ISteamClient_GetISteamApps(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamNetworking * SteamAPI_ISteamClient_GetISteamNetworking(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamRemoteStorage * SteamAPI_ISteamClient_GetISteamRemoteStorage(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API uint32 SteamAPI_ISteamClient_GetIPCCallCount(intptr_t instancePtr); -S_API void SteamAPI_ISteamClient_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction); -S_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed(intptr_t instancePtr); -S_API class ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamController * SteamAPI_ISteamClient_GetISteamController(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamAppList * SteamAPI_ISteamClient_GetISteamAppList(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamMusic * SteamAPI_ISteamClient_GetISteamMusic(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamMusicRemote * SteamAPI_ISteamClient_GetISteamMusicRemote(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamHTMLSurface * SteamAPI_ISteamClient_GetISteamHTMLSurface(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamInventory * SteamAPI_ISteamClient_GetISteamInventory(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamVideo * SteamAPI_ISteamClient_GetISteamVideo(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamParentalSettings * SteamAPI_ISteamClient_GetISteamParentalSettings(intptr_t instancePtr, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamInput * SteamAPI_ISteamClient_GetISteamInput(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamParties * SteamAPI_ISteamClient_GetISteamParties(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API class ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay(intptr_t instancePtr, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion); -S_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUser_BLoggedOn(intptr_t instancePtr); -S_API uint64 SteamAPI_ISteamUser_GetSteamID(intptr_t instancePtr); -S_API int SteamAPI_ISteamUser_InitiateGameConnection(intptr_t instancePtr, void * pAuthBlob, int cbMaxAuthBlob, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure); -S_API void SteamAPI_ISteamUser_TerminateGameConnection(intptr_t instancePtr, uint32 unIPServer, uint16 usPortServer); -S_API void SteamAPI_ISteamUser_TrackAppUsageEvent(intptr_t instancePtr, class CGameID gameID, int eAppUsageEvent, const char * pchExtraInfo); -S_API bool SteamAPI_ISteamUser_GetUserDataFolder(intptr_t instancePtr, char * pchBuffer, int cubBuffer); -S_API void SteamAPI_ISteamUser_StartVoiceRecording(intptr_t instancePtr); -S_API void SteamAPI_ISteamUser_StopVoiceRecording(intptr_t instancePtr); -S_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice(intptr_t instancePtr, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated); -S_API EVoiceResult SteamAPI_ISteamUser_GetVoice(intptr_t instancePtr, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated); -S_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice(intptr_t instancePtr, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate); -S_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate(intptr_t instancePtr); -S_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket); -S_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID); -S_API void SteamAPI_ISteamUser_EndAuthSession(intptr_t instancePtr, class CSteamID steamID); -S_API void SteamAPI_ISteamUser_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket); -S_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID); -S_API bool SteamAPI_ISteamUser_BIsBehindNAT(intptr_t instancePtr); -S_API void SteamAPI_ISteamUser_AdvertiseGame(intptr_t instancePtr, class CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer); -S_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket(intptr_t instancePtr, void * pDataToInclude, int cbDataToInclude); -S_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket); -S_API int SteamAPI_ISteamUser_GetGameBadgeLevel(intptr_t instancePtr, int nSeries, bool bFoil); -S_API int SteamAPI_ISteamUser_GetPlayerSteamLevel(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL(intptr_t instancePtr, const char * pchRedirectURL); -S_API bool SteamAPI_ISteamUser_BIsPhoneVerified(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamFriends_GetPersonaName(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamFriends_SetPersonaName(intptr_t instancePtr, const char * pchPersonaName); -S_API EPersonaState SteamAPI_ISteamFriends_GetPersonaState(intptr_t instancePtr); -S_API int SteamAPI_ISteamFriends_GetFriendCount(intptr_t instancePtr, int iFriendFlags); -S_API uint64 SteamAPI_ISteamFriends_GetFriendByIndex(intptr_t instancePtr, int iFriend, int iFriendFlags); -S_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed(intptr_t instancePtr, class CSteamID steamIDFriend, struct FriendGameInfo_t * pFriendGameInfo); -S_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory(intptr_t instancePtr, class CSteamID steamIDFriend, int iPersonaName); -S_API int SteamAPI_ISteamFriends_GetFriendSteamLevel(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API const char * SteamAPI_ISteamFriends_GetPlayerNickname(intptr_t instancePtr, class CSteamID steamIDPlayer); -S_API int SteamAPI_ISteamFriends_GetFriendsGroupCount(intptr_t instancePtr); -S_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex(intptr_t instancePtr, int iFG); -S_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName(intptr_t instancePtr, FriendsGroupID_t friendsGroupID); -S_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount(intptr_t instancePtr, FriendsGroupID_t friendsGroupID); -S_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList(intptr_t instancePtr, FriendsGroupID_t friendsGroupID, class CSteamID * pOutSteamIDMembers, int nMembersCount); -S_API bool SteamAPI_ISteamFriends_HasFriend(intptr_t instancePtr, class CSteamID steamIDFriend, int iFriendFlags); -S_API int SteamAPI_ISteamFriends_GetClanCount(intptr_t instancePtr); -S_API uint64 SteamAPI_ISteamFriends_GetClanByIndex(intptr_t instancePtr, int iClan); -S_API const char * SteamAPI_ISteamFriends_GetClanName(intptr_t instancePtr, class CSteamID steamIDClan); -S_API const char * SteamAPI_ISteamFriends_GetClanTag(intptr_t instancePtr, class CSteamID steamIDClan); -S_API bool SteamAPI_ISteamFriends_GetClanActivityCounts(intptr_t instancePtr, class CSteamID steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting); -S_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts(intptr_t instancePtr, class CSteamID * psteamIDClans, int cClansToRequest); -S_API int SteamAPI_ISteamFriends_GetFriendCountFromSource(intptr_t instancePtr, class CSteamID steamIDSource); -S_API uint64 SteamAPI_ISteamFriends_GetFriendFromSourceByIndex(intptr_t instancePtr, class CSteamID steamIDSource, int iFriend); -S_API bool SteamAPI_ISteamFriends_IsUserInSource(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDSource); -S_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking(intptr_t instancePtr, class CSteamID steamIDUser, bool bSpeaking); -S_API void SteamAPI_ISteamFriends_ActivateGameOverlay(intptr_t instancePtr, const char * pchDialog); -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser(intptr_t instancePtr, const char * pchDialog, class CSteamID steamID); -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToWebPage(intptr_t instancePtr, const char * pchURL, EActivateGameOverlayToWebPageMode eMode); -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayToStore(intptr_t instancePtr, AppId_t nAppID, EOverlayToStoreFlag eFlag); -S_API void SteamAPI_ISteamFriends_SetPlayedWith(intptr_t instancePtr, class CSteamID steamIDUserPlayedWith); -S_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API bool SteamAPI_ISteamFriends_RequestUserInformation(intptr_t instancePtr, class CSteamID steamIDUser, bool bRequireNameOnly); -S_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList(intptr_t instancePtr, class CSteamID steamIDClan); -S_API uint64 SteamAPI_ISteamFriends_GetClanOwner(intptr_t instancePtr, class CSteamID steamIDClan); -S_API int SteamAPI_ISteamFriends_GetClanOfficerCount(intptr_t instancePtr, class CSteamID steamIDClan); -S_API uint64 SteamAPI_ISteamFriends_GetClanOfficerByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iOfficer); -S_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions(intptr_t instancePtr); -S_API bool SteamAPI_ISteamFriends_SetRichPresence(intptr_t instancePtr, const char * pchKey, const char * pchValue); -S_API void SteamAPI_ISteamFriends_ClearRichPresence(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchKey); -S_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex(intptr_t instancePtr, class CSteamID steamIDFriend, int iKey); -S_API void SteamAPI_ISteamFriends_RequestFriendRichPresence(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API bool SteamAPI_ISteamFriends_InviteUserToGame(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchConnectString); -S_API int SteamAPI_ISteamFriends_GetCoplayFriendCount(intptr_t instancePtr); -S_API uint64 SteamAPI_ISteamFriends_GetCoplayFriend(intptr_t instancePtr, int iCoplayFriend); -S_API int SteamAPI_ISteamFriends_GetFriendCoplayTime(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan); -S_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom(intptr_t instancePtr, class CSteamID steamIDClan); -S_API int SteamAPI_ISteamFriends_GetClanChatMemberCount(intptr_t instancePtr, class CSteamID steamIDClan); -S_API uint64 SteamAPI_ISteamFriends_GetChatMemberByIndex(intptr_t instancePtr, class CSteamID steamIDClan, int iUser); -S_API bool SteamAPI_ISteamFriends_SendClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, const char * pchText); -S_API int SteamAPI_ISteamFriends_GetClanChatMessage(intptr_t instancePtr, class CSteamID steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, class CSteamID * psteamidChatter); -S_API bool SteamAPI_ISteamFriends_IsClanChatAdmin(intptr_t instancePtr, class CSteamID steamIDClanChat, class CSteamID steamIDUser); -S_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat); -S_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat); -S_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam(intptr_t instancePtr, class CSteamID steamIDClanChat); -S_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages(intptr_t instancePtr, bool bInterceptEnabled); -S_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, const char * pchMsgToSend); -S_API int SteamAPI_ISteamFriends_GetFriendMessage(intptr_t instancePtr, class CSteamID steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType); -S_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount(intptr_t instancePtr, class CSteamID steamID); -S_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing(intptr_t instancePtr, class CSteamID steamID); -S_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList(intptr_t instancePtr, uint32 unStartIndex); -S_API bool SteamAPI_ISteamFriends_IsClanPublic(intptr_t instancePtr, class CSteamID steamIDClan); -S_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup(intptr_t instancePtr, class CSteamID steamIDClan); -S_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive(intptr_t instancePtr); -S_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamUtils_GetServerRealTime(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamUtils_GetIPCountry(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_GetImageSize(intptr_t instancePtr, int iImage, uint32 * pnWidth, uint32 * pnHeight); -S_API bool SteamAPI_ISteamUtils_GetImageRGBA(intptr_t instancePtr, int iImage, uint8 * pubDest, int nDestBufferSize); -S_API bool SteamAPI_ISteamUtils_GetCSERIPPort(intptr_t instancePtr, uint32 * unIP, uint16 * usPort); -S_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamUtils_GetAppID(intptr_t instancePtr); -S_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition(intptr_t instancePtr, ENotificationPosition eNotificationPosition); -S_API bool SteamAPI_ISteamUtils_IsAPICallCompleted(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, bool * pbFailed); -S_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason(intptr_t instancePtr, SteamAPICall_t hSteamAPICall); -S_API bool SteamAPI_ISteamUtils_GetAPICallResult(intptr_t instancePtr, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed); -S_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount(intptr_t instancePtr); -S_API void SteamAPI_ISteamUtils_SetWarningMessageHook(intptr_t instancePtr, SteamAPIWarningMessageHook_t pFunction); -S_API bool SteamAPI_ISteamUtils_IsOverlayEnabled(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature(intptr_t instancePtr, const char * szFileName); -S_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput(intptr_t instancePtr, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText); -S_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput(intptr_t instancePtr, char * pchText, uint32 cchText); -S_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR(intptr_t instancePtr); -S_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset(intptr_t instancePtr, int nHorizontalInset, int nVerticalInset); -S_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode(intptr_t instancePtr); -S_API void SteamAPI_ISteamUtils_StartVRDashboard(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled(intptr_t instancePtr); -S_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled(intptr_t instancePtr, bool bEnabled); -S_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUtils_InitFilterText(intptr_t instancePtr); -S_API int SteamAPI_ISteamUtils_FilterText(intptr_t instancePtr, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly); -S_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState(intptr_t instancePtr, ESteamIPv6ConnectivityProtocol eProtocol); -S_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame(intptr_t instancePtr, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer); -S_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer); -S_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame(intptr_t instancePtr, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags); -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList(intptr_t instancePtr); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter(intptr_t instancePtr, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter(intptr_t instancePtr, const char * pchKeyToMatch, int nValueToBeCloseTo); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable(intptr_t instancePtr, int nSlotsAvailable); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter(intptr_t instancePtr, ELobbyDistanceFilter eLobbyDistanceFilter); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter(intptr_t instancePtr, int cMaxResults); -S_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyByIndex(intptr_t instancePtr, int iLobby); -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby(intptr_t instancePtr, ELobbyType eLobbyType, int cMaxMembers); -S_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API void SteamAPI_ISteamMatchmaking_LeaveLobby(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDInvitee); -S_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iMember); -S_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey); -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue); -S_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex(intptr_t instancePtr, class CSteamID steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize); -S_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey); -S_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDUser, const char * pchKey); -S_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData(intptr_t instancePtr, class CSteamID steamIDLobby, const char * pchKey, const char * pchValue); -S_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg(intptr_t instancePtr, class CSteamID steamIDLobby, const void * pvMsgBody, int cubMsgBody); -S_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry(intptr_t instancePtr, class CSteamID steamIDLobby, int iChatID, class CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType); -S_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, class CSteamID steamIDGameServer); -S_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer(intptr_t instancePtr, class CSteamID steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, class CSteamID * psteamIDGameServer); -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby, int cMaxMembers); -S_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyType(intptr_t instancePtr, class CSteamID steamIDLobby, ELobbyType eLobbyType); -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable(intptr_t instancePtr, class CSteamID steamIDLobby, bool bLobbyJoinable); -S_API uint64 SteamAPI_ISteamMatchmaking_GetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby); -S_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDNewOwner); -S_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby(intptr_t instancePtr, class CSteamID steamIDLobby, class CSteamID steamIDLobbyDependent); -S_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded(intptr_t instancePtr, HServerListRequest hRequest, int iServer); -S_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond(intptr_t instancePtr, HServerListRequest hRequest, int iServer); -S_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete(intptr_t instancePtr, HServerListRequest hRequest, EMatchMakingServerResponse response); -S_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded(intptr_t instancePtr, class gameserveritem_t & server); -S_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond(intptr_t instancePtr); -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList(intptr_t instancePtr, const char * pchName, int nScore, float flTimePlayed); -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond(intptr_t instancePtr); -S_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete(intptr_t instancePtr); -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded(intptr_t instancePtr, const char * pchRule, const char * pchValue); -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond(intptr_t instancePtr); -S_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete(intptr_t instancePtr); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList(intptr_t instancePtr, AppId_t iApp, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList(intptr_t instancePtr, AppId_t iApp, struct MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, class ISteamMatchmakingServerListResponse * pRequestServersResponse); -S_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest(intptr_t instancePtr, HServerListRequest hServerListRequest); -S_API class gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails(intptr_t instancePtr, HServerListRequest hRequest, int iServer); -S_API void SteamAPI_ISteamMatchmakingServers_CancelQuery(intptr_t instancePtr, HServerListRequest hRequest); -S_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery(intptr_t instancePtr, HServerListRequest hRequest); -S_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing(intptr_t instancePtr, HServerListRequest hRequest); -S_API int SteamAPI_ISteamMatchmakingServers_GetServerCount(intptr_t instancePtr, HServerListRequest hRequest); -S_API void SteamAPI_ISteamMatchmakingServers_RefreshServer(intptr_t instancePtr, HServerListRequest hRequest, int iServer); -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPingResponse * pRequestServersResponse); -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingPlayersResponse * pRequestServersResponse); -S_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules(intptr_t instancePtr, uint32 unIP, uint16 usPort, class ISteamMatchmakingRulesResponse * pRequestServersResponse); -S_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery(intptr_t instancePtr, HServerQuery hServerQuery); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams(intptr_t instancePtr, const char * pchKeyToFind, const char * pchValuesToFind); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby(intptr_t instancePtr, class CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo(intptr_t instancePtr, int nPlayerMin, int nPlayerMax); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame(intptr_t instancePtr); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame(intptr_t instancePtr); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails(intptr_t instancePtr, class CSteamID steamIDHost, char * pchConnectionDetails, int cubConnectionDetails); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch(intptr_t instancePtr); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams(intptr_t instancePtr, const char * pchKey, const char * pchValue); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails(intptr_t instancePtr, const char * pchConnectionDetails, int cubConnectionDetails); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame(intptr_t instancePtr, int nPlayerMin, int nPlayerMax, int nMaxTeamSize); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart(intptr_t instancePtr, uint64 ullUniqueGameID); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame(intptr_t instancePtr); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult(intptr_t instancePtr, uint64 ullUniqueGameID, class CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult); -S_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame(intptr_t instancePtr, uint64 ullUniqueGameID); -S_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons(intptr_t instancePtr); -S_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex(intptr_t instancePtr, uint32 unIndex); -S_API bool SteamAPI_ISteamParties_GetBeaconDetails(intptr_t instancePtr, PartyBeaconID_t ulBeaconID, class CSteamID * pSteamIDBeaconOwner, struct SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata); -S_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty(intptr_t instancePtr, PartyBeaconID_t ulBeaconID); -S_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations(intptr_t instancePtr, uint32 * puNumLocations); -S_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations(intptr_t instancePtr, struct SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations); -S_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon(intptr_t instancePtr, uint32 unOpenSlots, struct SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata); -S_API void SteamAPI_ISteamParties_OnReservationCompleted(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser); -S_API void SteamAPI_ISteamParties_CancelReservation(intptr_t instancePtr, PartyBeaconID_t ulBeacon, class CSteamID steamIDUser); -S_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots(intptr_t instancePtr, PartyBeaconID_t ulBeacon, uint32 unOpenSlots); -S_API bool SteamAPI_ISteamParties_DestroyBeacon(intptr_t instancePtr, PartyBeaconID_t ulBeacon); -S_API bool SteamAPI_ISteamParties_GetBeaconLocationData(intptr_t instancePtr, struct SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut); -S_API bool SteamAPI_ISteamRemoteStorage_FileWrite(intptr_t instancePtr, const char * pchFile, const void * pvData, int32 cubData); -S_API int32 SteamAPI_ISteamRemoteStorage_FileRead(intptr_t instancePtr, const char * pchFile, void * pvData, int32 cubDataToRead); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync(intptr_t instancePtr, const char * pchFile, const void * pvData, uint32 cubData); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync(intptr_t instancePtr, const char * pchFile, uint32 nOffset, uint32 cubToRead); -S_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete(intptr_t instancePtr, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead); -S_API bool SteamAPI_ISteamRemoteStorage_FileForget(intptr_t instancePtr, const char * pchFile); -S_API bool SteamAPI_ISteamRemoteStorage_FileDelete(intptr_t instancePtr, const char * pchFile); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare(intptr_t instancePtr, const char * pchFile); -S_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms(intptr_t instancePtr, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform); -S_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen(intptr_t instancePtr, const char * pchFile); -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData); -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle); -S_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel(intptr_t instancePtr, UGCFileWriteStreamHandle_t writeHandle); -S_API bool SteamAPI_ISteamRemoteStorage_FileExists(intptr_t instancePtr, const char * pchFile); -S_API bool SteamAPI_ISteamRemoteStorage_FilePersisted(intptr_t instancePtr, const char * pchFile); -S_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize(intptr_t instancePtr, const char * pchFile); -S_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp(intptr_t instancePtr, const char * pchFile); -S_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms(intptr_t instancePtr, const char * pchFile); -S_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize(intptr_t instancePtr, int iFile, int32 * pnFileSizeInBytes); -S_API bool SteamAPI_ISteamRemoteStorage_GetQuota(intptr_t instancePtr, uint64 * pnTotalBytes, uint64 * puAvailableBytes); -S_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount(intptr_t instancePtr); -S_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp(intptr_t instancePtr); -S_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp(intptr_t instancePtr, bool bEnabled); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload(intptr_t instancePtr, UGCHandle_t hContent, uint32 unPriority); -S_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress(intptr_t instancePtr, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected); -S_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails(intptr_t instancePtr, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, class CSteamID * pSteamIDOwner); -S_API int32 SteamAPI_ISteamRemoteStorage_UGCRead(intptr_t instancePtr, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction); -S_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount(intptr_t instancePtr); -S_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle(intptr_t instancePtr, int32 iCachedContent); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile(intptr_t instancePtr, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType); -S_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchFile); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, struct SteamParamStringArray_t * pTags); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles(intptr_t instancePtr, uint32 unStartIndex); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles(intptr_t instancePtr, uint32 unStartIndex); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription(intptr_t instancePtr, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, bool bVoteUp); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails(intptr_t instancePtr, PublishedFileId_t unPublishedFileId); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles(intptr_t instancePtr, class CSteamID steamId, uint32 unStartIndex, struct SteamParamStringArray_t * pRequiredTags, struct SteamParamStringArray_t * pExcludedTags); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo(intptr_t instancePtr, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, struct SteamParamStringArray_t * pTags); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction(intptr_t instancePtr, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction(intptr_t instancePtr, EWorkshopFileAction eAction, uint32 unStartIndex); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles(intptr_t instancePtr, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, struct SteamParamStringArray_t * pTags, struct SteamParamStringArray_t * pUserTags); -S_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation(intptr_t instancePtr, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority); -S_API bool SteamAPI_ISteamUserStats_RequestCurrentStats(intptr_t instancePtr); -S_API bool SteamAPI_ISteamUserStats_GetStat(intptr_t instancePtr, const char * pchName, int32 * pData); -S_API bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const char * pchName, float * pData); -S_API bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData); -S_API bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const char * pchName, float fData); -S_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat(intptr_t instancePtr, const char * pchName, float flCountThisSession, double dSessionLength); -S_API bool SteamAPI_ISteamUserStats_GetAchievement(intptr_t instancePtr, const char * pchName, bool * pbAchieved); -S_API bool SteamAPI_ISteamUserStats_SetAchievement(intptr_t instancePtr, const char * pchName); -S_API bool SteamAPI_ISteamUserStats_ClearAchievement(intptr_t instancePtr, const char * pchName); -S_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime(intptr_t instancePtr, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime); -S_API bool SteamAPI_ISteamUserStats_StoreStats(intptr_t instancePtr); -S_API int SteamAPI_ISteamUserStats_GetAchievementIcon(intptr_t instancePtr, const char * pchName); -S_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute(intptr_t instancePtr, const char * pchName, const char * pchKey); -S_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress(intptr_t instancePtr, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress); -S_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamUserStats_GetAchievementName(intptr_t instancePtr, uint32 iAchievement); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser); -S_API bool SteamAPI_ISteamUserStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData); -S_API bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData); -S_API bool SteamAPI_ISteamUserStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved); -S_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime); -S_API bool SteamAPI_ISteamUserStats_ResetAllStats(intptr_t instancePtr, bool bAchievementsToo); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard(intptr_t instancePtr, const char * pchLeaderboardName); -S_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard); -S_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard); -S_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard); -S_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, class CSteamID * prgUsers, int cUsers); -S_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry(intptr_t instancePtr, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, struct LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC(intptr_t instancePtr, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages(intptr_t instancePtr); -S_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo(intptr_t instancePtr, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved); -S_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo(intptr_t instancePtr, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved); -S_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent(intptr_t instancePtr, const char * pchName, float * pflPercent); -S_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats(intptr_t instancePtr, int nHistoryDays); -S_API bool SteamAPI_ISteamUserStats_GetGlobalStat(intptr_t instancePtr, const char * pchStatName, int64 * pData); -S_API bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, const char * pchStatName, double * pData); -S_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory(intptr_t instancePtr, const char * pchStatName, int64 * pData, uint32 cubData); -S_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistory0(intptr_t instancePtr, const char * pchStatName, double * pData, uint32 cubData); -S_API bool SteamAPI_ISteamApps_BIsSubscribed(intptr_t instancePtr); -S_API bool SteamAPI_ISteamApps_BIsLowViolence(intptr_t instancePtr); -S_API bool SteamAPI_ISteamApps_BIsCybercafe(intptr_t instancePtr); -S_API bool SteamAPI_ISteamApps_BIsVACBanned(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages(intptr_t instancePtr); -S_API bool SteamAPI_ISteamApps_BIsSubscribedApp(intptr_t instancePtr, AppId_t appID); -S_API bool SteamAPI_ISteamApps_BIsDlcInstalled(intptr_t instancePtr, AppId_t appID); -S_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime(intptr_t instancePtr, AppId_t nAppID); -S_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend(intptr_t instancePtr); -S_API int SteamAPI_ISteamApps_GetDLCCount(intptr_t instancePtr); -S_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex(intptr_t instancePtr, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize); -S_API void SteamAPI_ISteamApps_InstallDLC(intptr_t instancePtr, AppId_t nAppID); -S_API void SteamAPI_ISteamApps_UninstallDLC(intptr_t instancePtr, AppId_t nAppID); -S_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey(intptr_t instancePtr, AppId_t nAppID); -S_API bool SteamAPI_ISteamApps_GetCurrentBetaName(intptr_t instancePtr, char * pchName, int cchNameBufferSize); -S_API bool SteamAPI_ISteamApps_MarkContentCorrupt(intptr_t instancePtr, bool bMissingFilesOnly); -S_API uint32 SteamAPI_ISteamApps_GetInstalledDepots(intptr_t instancePtr, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots); -S_API uint32 SteamAPI_ISteamApps_GetAppInstallDir(intptr_t instancePtr, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize); -S_API bool SteamAPI_ISteamApps_BIsAppInstalled(intptr_t instancePtr, AppId_t appID); -S_API uint64 SteamAPI_ISteamApps_GetAppOwner(intptr_t instancePtr); -S_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam(intptr_t instancePtr, const char * pchKey); -S_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress(intptr_t instancePtr, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal); -S_API int SteamAPI_ISteamApps_GetAppBuildId(intptr_t instancePtr); -S_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails(intptr_t instancePtr, const char * pszFileName); -S_API int SteamAPI_ISteamApps_GetLaunchCommandLine(intptr_t instancePtr, char * pszCommandLine, int cubCommandLine); -S_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing(intptr_t instancePtr); -S_API bool SteamAPI_ISteamNetworking_SendP2PPacket(intptr_t instancePtr, class CSteamID steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel); -S_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable(intptr_t instancePtr, uint32 * pcubMsgSize, int nChannel); -S_API bool SteamAPI_ISteamNetworking_ReadP2PPacket(intptr_t instancePtr, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, class CSteamID * psteamIDRemote, int nChannel); -S_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote); -S_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser(intptr_t instancePtr, class CSteamID steamIDRemote); -S_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser(intptr_t instancePtr, class CSteamID steamIDRemote, int nChannel); -S_API bool SteamAPI_ISteamNetworking_GetP2PSessionState(intptr_t instancePtr, class CSteamID steamIDRemote, struct P2PSessionState_t * pConnectionState); -S_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay(intptr_t instancePtr, bool bAllow); -S_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket(intptr_t instancePtr, int nVirtualP2PPort, struct SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay); -S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket(intptr_t instancePtr, class CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay); -S_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket(intptr_t instancePtr, struct SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec); -S_API bool SteamAPI_ISteamNetworking_DestroySocket(intptr_t instancePtr, SNetSocket_t hSocket, bool bNotifyRemoteEnd); -S_API bool SteamAPI_ISteamNetworking_DestroyListenSocket(intptr_t instancePtr, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd); -S_API bool SteamAPI_ISteamNetworking_SendDataOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable); -S_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket(intptr_t instancePtr, SNetSocket_t hSocket, uint32 * pcubMsgSize); -S_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket(intptr_t instancePtr, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize); -S_API bool SteamAPI_ISteamNetworking_IsDataAvailable(intptr_t instancePtr, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket); -S_API bool SteamAPI_ISteamNetworking_RetrieveData(intptr_t instancePtr, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket); -S_API bool SteamAPI_ISteamNetworking_GetSocketInfo(intptr_t instancePtr, SNetSocket_t hSocket, class CSteamID * pSteamIDRemote, int * peSocketStatus, struct SteamIPAddress_t * punIPRemote, uint16 * punPortRemote); -S_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo(intptr_t instancePtr, SNetListenSocket_t hListenSocket, struct SteamIPAddress_t * pnIP, uint16 * pnPort); -S_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType(intptr_t instancePtr, SNetSocket_t hSocket); -S_API int SteamAPI_ISteamNetworking_GetMaxPacketSize(intptr_t instancePtr, SNetSocket_t hSocket); -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot(intptr_t instancePtr, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight); -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary(intptr_t instancePtr, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight); -S_API void SteamAPI_ISteamScreenshots_TriggerScreenshot(intptr_t instancePtr); -S_API void SteamAPI_ISteamScreenshots_HookScreenshots(intptr_t instancePtr, bool bHook); -S_API bool SteamAPI_ISteamScreenshots_SetLocation(intptr_t instancePtr, ScreenshotHandle hScreenshot, const char * pchLocation); -S_API bool SteamAPI_ISteamScreenshots_TagUser(intptr_t instancePtr, ScreenshotHandle hScreenshot, class CSteamID steamID); -S_API bool SteamAPI_ISteamScreenshots_TagPublishedFile(intptr_t instancePtr, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID); -S_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked(intptr_t instancePtr); -S_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary(intptr_t instancePtr, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename); -S_API bool SteamAPI_ISteamMusic_BIsEnabled(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusic_BIsPlaying(intptr_t instancePtr); -S_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus(intptr_t instancePtr); -S_API void SteamAPI_ISteamMusic_Play(intptr_t instancePtr); -S_API void SteamAPI_ISteamMusic_Pause(intptr_t instancePtr); -S_API void SteamAPI_ISteamMusic_PlayPrevious(intptr_t instancePtr); -S_API void SteamAPI_ISteamMusic_PlayNext(intptr_t instancePtr); -S_API void SteamAPI_ISteamMusic_SetVolume(intptr_t instancePtr, float flVolume); -S_API float SteamAPI_ISteamMusic_GetVolume(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote(intptr_t instancePtr, const char * pchName); -S_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_SetDisplayName(intptr_t instancePtr, const char * pchDisplayName); -S_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength); -S_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_EnableShuffled(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_EnableLooped(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_EnableQueue(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus(intptr_t instancePtr, AudioPlayback_Status nStatus); -S_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_UpdateLooped(intptr_t instancePtr, bool bValue); -S_API bool SteamAPI_ISteamMusicRemote_UpdateVolume(intptr_t instancePtr, float flValue); -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable(intptr_t instancePtr, bool bAvailable); -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText(intptr_t instancePtr, const char * pchText); -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds(intptr_t instancePtr, int nValue); -S_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt(intptr_t instancePtr, void * pvBuffer, uint32 cbBufferLength); -S_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_QueueWillChange(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText); -S_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry(intptr_t instancePtr, int nID); -S_API bool SteamAPI_ISteamMusicRemote_QueueDidChange(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries(intptr_t instancePtr); -S_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry(intptr_t instancePtr, int nID, int nPosition, const char * pchEntryText); -S_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry(intptr_t instancePtr, int nID); -S_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange(intptr_t instancePtr); -S_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest(intptr_t instancePtr, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue(intptr_t instancePtr, HTTPRequestHandle hRequest, uint64 ulContextValue); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue); -S_API bool SteamAPI_ISteamHTTP_SendHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle); -S_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse(intptr_t instancePtr, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle); -S_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest); -S_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest); -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize); -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize); -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 * unBodySize); -S_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize); -S_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize); -S_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest(intptr_t instancePtr, HTTPRequestHandle hRequest); -S_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct(intptr_t instancePtr, HTTPRequestHandle hRequest, float * pflPercentOut); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen); -S_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer(intptr_t instancePtr, bool bAllowResponsesToModify); -S_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer); -S_API bool SteamAPI_ISteamHTTP_SetCookie(intptr_t instancePtr, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer(intptr_t instancePtr, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo(intptr_t instancePtr, HTTPRequestHandle hRequest, const char * pchUserAgentInfo); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate(intptr_t instancePtr, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate); -S_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS(intptr_t instancePtr, HTTPRequestHandle hRequest, uint32 unMilliseconds); -S_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut(intptr_t instancePtr, HTTPRequestHandle hRequest, bool * pbWasTimedOut); -S_API bool SteamAPI_ISteamInput_Init(intptr_t instancePtr); -S_API bool SteamAPI_ISteamInput_Shutdown(intptr_t instancePtr); -S_API void SteamAPI_ISteamInput_RunFrame(intptr_t instancePtr); -S_API int SteamAPI_ISteamInput_GetConnectedControllers(intptr_t instancePtr, InputHandle_t * handlesOut); -S_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName); -S_API void SteamAPI_ISteamInput_ActivateActionSet(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle); -S_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet(intptr_t instancePtr, InputHandle_t inputHandle); -S_API void SteamAPI_ISteamInput_ActivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle); -S_API void SteamAPI_ISteamInput_DeactivateActionSetLayer(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle); -S_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle); -S_API int SteamAPI_ISteamInput_GetActiveActionSetLayers(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut); -S_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName); -S_API struct InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle); -S_API int SteamAPI_ISteamInput_GetDigitalActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut); -S_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName); -S_API struct InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle); -S_API int SteamAPI_ISteamInput_GetAnalogActionOrigins(intptr_t instancePtr, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut); -S_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin); -S_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin(intptr_t instancePtr, EInputActionOrigin eOrigin); -S_API void SteamAPI_ISteamInput_StopAnalogActionMomentum(intptr_t instancePtr, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction); -S_API struct InputMotionData_t SteamAPI_ISteamInput_GetMotionData(intptr_t instancePtr, InputHandle_t inputHandle); -S_API void SteamAPI_ISteamInput_TriggerVibration(intptr_t instancePtr, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed); -S_API void SteamAPI_ISteamInput_SetLEDColor(intptr_t instancePtr, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags); -S_API void SteamAPI_ISteamInput_TriggerHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec); -S_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse(intptr_t instancePtr, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags); -S_API bool SteamAPI_ISteamInput_ShowBindingPanel(intptr_t instancePtr, InputHandle_t inputHandle); -S_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle(intptr_t instancePtr, InputHandle_t inputHandle); -S_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex); -S_API int SteamAPI_ISteamInput_GetGamepadIndexForController(intptr_t instancePtr, InputHandle_t ulinputHandle); -S_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin); -S_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin); -S_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin(intptr_t instancePtr, InputHandle_t inputHandle, EXboxOrigin eOrigin); -S_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin); -S_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision(intptr_t instancePtr, InputHandle_t inputHandle, int * pMajor, int * pMinor); -S_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID(intptr_t instancePtr, InputHandle_t inputHandle); -S_API bool SteamAPI_ISteamController_Init(intptr_t instancePtr); -S_API bool SteamAPI_ISteamController_Shutdown(intptr_t instancePtr); -S_API void SteamAPI_ISteamController_RunFrame(intptr_t instancePtr); -S_API int SteamAPI_ISteamController_GetConnectedControllers(intptr_t instancePtr, ControllerHandle_t * handlesOut); -S_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle(intptr_t instancePtr, const char * pszActionSetName); -S_API void SteamAPI_ISteamController_ActivateActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle); -S_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet(intptr_t instancePtr, ControllerHandle_t controllerHandle); -S_API void SteamAPI_ISteamController_ActivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle); -S_API void SteamAPI_ISteamController_DeactivateActionSetLayer(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle); -S_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle); -S_API int SteamAPI_ISteamController_GetActiveActionSetLayers(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut); -S_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle(intptr_t instancePtr, const char * pszActionName); -S_API struct InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle); -S_API int SteamAPI_ISteamController_GetDigitalActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut); -S_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle(intptr_t instancePtr, const char * pszActionName); -S_API struct InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle); -S_API int SteamAPI_ISteamController_GetAnalogActionOrigins(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut); -S_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin); -S_API const char * SteamAPI_ISteamController_GetStringForActionOrigin(intptr_t instancePtr, EControllerActionOrigin eOrigin); -S_API void SteamAPI_ISteamController_StopAnalogActionMomentum(intptr_t instancePtr, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction); -S_API struct InputMotionData_t SteamAPI_ISteamController_GetMotionData(intptr_t instancePtr, ControllerHandle_t controllerHandle); -S_API void SteamAPI_ISteamController_TriggerHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec); -S_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse(intptr_t instancePtr, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags); -S_API void SteamAPI_ISteamController_TriggerVibration(intptr_t instancePtr, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed); -S_API void SteamAPI_ISteamController_SetLEDColor(intptr_t instancePtr, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags); -S_API bool SteamAPI_ISteamController_ShowBindingPanel(intptr_t instancePtr, ControllerHandle_t controllerHandle); -S_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle(intptr_t instancePtr, ControllerHandle_t controllerHandle); -S_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex(intptr_t instancePtr, int nIndex); -S_API int SteamAPI_ISteamController_GetGamepadIndexForController(intptr_t instancePtr, ControllerHandle_t ulControllerHandle); -S_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin); -S_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin(intptr_t instancePtr, EXboxOrigin eOrigin); -S_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin(intptr_t instancePtr, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin); -S_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin(intptr_t instancePtr, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin); -S_API bool SteamAPI_ISteamController_GetControllerBindingRevision(intptr_t instancePtr, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor); -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest(intptr_t instancePtr, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage); -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage); -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor); -S_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs); -S_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCResult(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, struct SteamUGCDetails_t * pDetails); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue); -S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType); -S_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize); -S_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize); -S_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest(intptr_t instancePtr, UGCQueryHandle_t handle); -S_API bool SteamAPI_ISteamUGC_AddRequiredTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName); -S_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup(intptr_t instancePtr, UGCQueryHandle_t handle, const struct SteamParamStringArray_t * pTagGroups); -S_API bool SteamAPI_ISteamUGC_AddExcludedTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pTagName); -S_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnOnlyIDs); -S_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnKeyValueTags); -S_API bool SteamAPI_ISteamUGC_SetReturnLongDescription(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnLongDescription); -S_API bool SteamAPI_ISteamUGC_SetReturnMetadata(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnMetadata); -S_API bool SteamAPI_ISteamUGC_SetReturnChildren(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnChildren); -S_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews); -S_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly(intptr_t instancePtr, UGCQueryHandle_t handle, bool bReturnTotalOnly); -S_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays); -S_API bool SteamAPI_ISteamUGC_SetLanguage(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pchLanguage); -S_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds); -S_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pMatchCloudFileName); -S_API bool SteamAPI_ISteamUGC_SetMatchAnyTag(intptr_t instancePtr, UGCQueryHandle_t handle, bool bMatchAnyTag); -S_API bool SteamAPI_ISteamUGC_SetSearchText(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pSearchText); -S_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 unDays); -S_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag(intptr_t instancePtr, UGCQueryHandle_t handle, const char * pKey, const char * pValue); -S_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds); -S_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem(intptr_t instancePtr, AppId_t nConsumerAppId, EWorkshopFileType eFileType); -S_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate(intptr_t instancePtr, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID); -S_API bool SteamAPI_ISteamUGC_SetItemTitle(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchTitle); -S_API bool SteamAPI_ISteamUGC_SetItemDescription(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchDescription); -S_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchLanguage); -S_API bool SteamAPI_ISteamUGC_SetItemMetadata(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchMetaData); -S_API bool SteamAPI_ISteamUGC_SetItemVisibility(intptr_t instancePtr, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility); -S_API bool SteamAPI_ISteamUGC_SetItemTags(intptr_t instancePtr, UGCUpdateHandle_t updateHandle, const struct SteamParamStringArray_t * pTags); -S_API bool SteamAPI_ISteamUGC_SetItemContent(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszContentFolder); -S_API bool SteamAPI_ISteamUGC_SetItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile); -S_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload(intptr_t instancePtr, UGCUpdateHandle_t handle, bool bAllowLegacyUpload); -S_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle); -S_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey); -S_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue); -S_API bool SteamAPI_ISteamUGC_AddItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type); -S_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pszVideoID); -S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile); -S_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID); -S_API bool SteamAPI_ISteamUGC_RemoveItemPreview(intptr_t instancePtr, UGCUpdateHandle_t handle, uint32 index); -S_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate(intptr_t instancePtr, UGCUpdateHandle_t handle, const char * pchChangeNote); -S_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress(intptr_t instancePtr, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal); -S_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bVoteUp); -S_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites(intptr_t instancePtr, AppId_t nAppId, PublishedFileId_t nPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries); -S_API uint32 SteamAPI_ISteamUGC_GetItemState(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API bool SteamAPI_ISteamUGC_GetItemInstallInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp); -S_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal); -S_API bool SteamAPI_ISteamUGC_DownloadItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, bool bHighPriority); -S_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer(intptr_t instancePtr, DepotId_t unWorkshopDepotID, const char * pszFolder); -S_API void SteamAPI_ISteamUGC_SuspendDownloads(intptr_t instancePtr, bool bSuspend); -S_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs); -S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking(intptr_t instancePtr, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs); -S_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency(intptr_t instancePtr, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency(intptr_t instancePtr, PublishedFileId_t nPublishedFileID, AppId_t nAppID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem(intptr_t instancePtr, PublishedFileId_t nPublishedFileID); -S_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamAppList_GetInstalledApps(intptr_t instancePtr, AppId_t * pvecAppID, uint32 unMaxAppIDs); -S_API int SteamAPI_ISteamAppList_GetAppName(intptr_t instancePtr, AppId_t nAppID, char * pchName, int cchNameMax); -S_API int SteamAPI_ISteamAppList_GetAppInstallDir(intptr_t instancePtr, AppId_t nAppID, char * pchDirectory, int cchNameMax); -S_API int SteamAPI_ISteamAppList_GetAppBuildId(intptr_t instancePtr, AppId_t nAppID); -S_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t instancePtr); -S_API bool SteamAPI_ISteamHTMLSurface_Init(intptr_t instancePtr); -S_API bool SteamAPI_ISteamHTMLSurface_Shutdown(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser(intptr_t instancePtr, const char * pchUserAgent, const char * pchUserCSS); -S_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_LoadURL(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData); -S_API void SteamAPI_ISteamHTMLSurface_SetSize(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight); -S_API void SteamAPI_ISteamHTMLSurface_StopLoad(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_Reload(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_GoBack(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_GoForward(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_AddHeader(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue); -S_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchScript); -S_API void SteamAPI_ISteamHTMLSurface_MouseUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton); -S_API void SteamAPI_ISteamHTMLSurface_MouseDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton); -S_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, ISteamHTMLSurface::EHTMLMouseButton eMouseButton); -S_API void SteamAPI_ISteamHTMLSurface_MouseMove(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y); -S_API void SteamAPI_ISteamHTMLSurface_MouseWheel(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int32 nDelta); -S_API void SteamAPI_ISteamHTMLSurface_KeyDown(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey); -S_API void SteamAPI_ISteamHTMLSurface_KeyUp(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers); -S_API void SteamAPI_ISteamHTMLSurface_KeyChar(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, ISteamHTMLSurface::EHTMLKeyModifiers eHTMLKeyModifiers); -S_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll); -S_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll); -S_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus); -S_API void SteamAPI_ISteamHTMLSurface_ViewSource(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_Find(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse); -S_API void SteamAPI_ISteamHTMLSurface_StopFind(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, int x, int y); -S_API void SteamAPI_ISteamHTMLSurface_SetCookie(intptr_t instancePtr, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly); -S_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY); -S_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bBackgroundMode); -S_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, float flDPIScaling); -S_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools(intptr_t instancePtr, HHTMLBrowser unBrowserHandle); -S_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bAllowed); -S_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse(intptr_t instancePtr, HHTMLBrowser unBrowserHandle, bool bResult); -S_API EResult SteamAPI_ISteamInventory_GetResultStatus(intptr_t instancePtr, SteamInventoryResult_t resultHandle); -S_API bool SteamAPI_ISteamInventory_GetResultItems(intptr_t instancePtr, SteamInventoryResult_t resultHandle, struct SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize); -S_API bool SteamAPI_ISteamInventory_GetResultItemProperty(intptr_t instancePtr, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut); -S_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp(intptr_t instancePtr, SteamInventoryResult_t resultHandle); -S_API bool SteamAPI_ISteamInventory_CheckResultSteamID(intptr_t instancePtr, SteamInventoryResult_t resultHandle, class CSteamID steamIDExpected); -S_API void SteamAPI_ISteamInventory_DestroyResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle); -S_API bool SteamAPI_ISteamInventory_GetAllItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle); -S_API bool SteamAPI_ISteamInventory_GetItemsByID(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs); -S_API bool SteamAPI_ISteamInventory_SerializeResult(intptr_t instancePtr, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize); -S_API bool SteamAPI_ISteamInventory_DeserializeResult(intptr_t instancePtr, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE); -S_API bool SteamAPI_ISteamInventory_GenerateItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength); -S_API bool SteamAPI_ISteamInventory_GrantPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle); -S_API bool SteamAPI_ISteamInventory_AddPromoItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef); -S_API bool SteamAPI_ISteamInventory_AddPromoItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength); -S_API bool SteamAPI_ISteamInventory_ConsumeItem(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity); -S_API bool SteamAPI_ISteamInventory_ExchangeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength); -S_API bool SteamAPI_ISteamInventory_TransferItemQuantity(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest); -S_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat(intptr_t instancePtr); -S_API bool SteamAPI_ISteamInventory_TriggerItemDrop(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition); -S_API bool SteamAPI_ISteamInventory_TradeItems(intptr_t instancePtr, SteamInventoryResult_t * pResultHandle, class CSteamID steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength); -S_API bool SteamAPI_ISteamInventory_LoadItemDefinitions(intptr_t instancePtr); -S_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs(intptr_t instancePtr, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize); -S_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty(intptr_t instancePtr, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut); -S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs(intptr_t instancePtr, class CSteamID steamID); -S_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs(intptr_t instancePtr, class CSteamID steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize); -S_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase(intptr_t instancePtr, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength); -S_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices(intptr_t instancePtr); -S_API bool SteamAPI_ISteamInventory_GetItemsWithPrices(intptr_t instancePtr, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength); -S_API bool SteamAPI_ISteamInventory_GetItemPrice(intptr_t instancePtr, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice); -S_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties(intptr_t instancePtr); -S_API bool SteamAPI_ISteamInventory_RemoveProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName); -S_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue); -S_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue); -S_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue); -S_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue); -S_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle); -S_API void SteamAPI_ISteamVideo_GetVideoURL(intptr_t instancePtr, AppId_t unVideoAppID); -S_API bool SteamAPI_ISteamVideo_IsBroadcasting(intptr_t instancePtr, int * pnNumViewers); -S_API void SteamAPI_ISteamVideo_GetOPFSettings(intptr_t instancePtr, AppId_t unVideoAppID); -S_API bool SteamAPI_ISteamVideo_GetOPFStringForApp(intptr_t instancePtr, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize); -S_API bool SteamAPI_ISteamTV_IsBroadcasting(intptr_t instancePtr, int * pnNumViewers); -S_API void SteamAPI_ISteamTV_AddBroadcastGameData(intptr_t instancePtr, const char * pchKey, const char * pchValue); -S_API void SteamAPI_ISteamTV_RemoveBroadcastGameData(intptr_t instancePtr, const char * pchKey); -S_API void SteamAPI_ISteamTV_AddTimelineMarker(intptr_t instancePtr, const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB); -S_API void SteamAPI_ISteamTV_RemoveTimelineMarker(intptr_t instancePtr); -S_API uint32 SteamAPI_ISteamTV_AddRegion(intptr_t instancePtr, const char * pchElementName, const char * pchTimelineDataSection, const struct SteamTVRegion_t * pSteamTVRegion, ESteamTVRegionBehavior eSteamTVRegionBehavior); -S_API void SteamAPI_ISteamTV_RemoveRegion(intptr_t instancePtr, uint32 unRegionHandle); -S_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled(intptr_t instancePtr); -S_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked(intptr_t instancePtr); -S_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked(intptr_t instancePtr, AppId_t nAppID); -S_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList(intptr_t instancePtr, AppId_t nAppID); -S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked(intptr_t instancePtr, EParentalFeature eFeature); -S_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList(intptr_t instancePtr, EParentalFeature eFeature); -S_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount(intptr_t instancePtr); -S_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID(intptr_t instancePtr, int iSessionIndex); -S_API uint64 SteamAPI_ISteamRemotePlay_GetSessionSteamID(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); -S_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); -S_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor(intptr_t instancePtr, RemotePlaySessionID_t unSessionID); -S_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution(intptr_t instancePtr, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY); -S_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite(intptr_t instancePtr, class CSteamID steamIDFriend); -S_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString); -S_API void SteamAPI_ISteamGameServer_SetProduct(intptr_t instancePtr, const char * pszProduct); -S_API void SteamAPI_ISteamGameServer_SetGameDescription(intptr_t instancePtr, const char * pszGameDescription); -S_API void SteamAPI_ISteamGameServer_SetModDir(intptr_t instancePtr, const char * pszModDir); -S_API void SteamAPI_ISteamGameServer_SetDedicatedServer(intptr_t instancePtr, bool bDedicated); -S_API void SteamAPI_ISteamGameServer_LogOn(intptr_t instancePtr, const char * pszToken); -S_API void SteamAPI_ISteamGameServer_LogOnAnonymous(intptr_t instancePtr); -S_API void SteamAPI_ISteamGameServer_LogOff(intptr_t instancePtr); -S_API bool SteamAPI_ISteamGameServer_BLoggedOn(intptr_t instancePtr); -S_API bool SteamAPI_ISteamGameServer_BSecure(intptr_t instancePtr); -S_API uint64 SteamAPI_ISteamGameServer_GetSteamID(intptr_t instancePtr); -S_API bool SteamAPI_ISteamGameServer_WasRestartRequested(intptr_t instancePtr); -S_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount(intptr_t instancePtr, int cPlayersMax); -S_API void SteamAPI_ISteamGameServer_SetBotPlayerCount(intptr_t instancePtr, int cBotplayers); -S_API void SteamAPI_ISteamGameServer_SetServerName(intptr_t instancePtr, const char * pszServerName); -S_API void SteamAPI_ISteamGameServer_SetMapName(intptr_t instancePtr, const char * pszMapName); -S_API void SteamAPI_ISteamGameServer_SetPasswordProtected(intptr_t instancePtr, bool bPasswordProtected); -S_API void SteamAPI_ISteamGameServer_SetSpectatorPort(intptr_t instancePtr, uint16 unSpectatorPort); -S_API void SteamAPI_ISteamGameServer_SetSpectatorServerName(intptr_t instancePtr, const char * pszSpectatorServerName); -S_API void SteamAPI_ISteamGameServer_ClearAllKeyValues(intptr_t instancePtr); -S_API void SteamAPI_ISteamGameServer_SetKeyValue(intptr_t instancePtr, const char * pKey, const char * pValue); -S_API void SteamAPI_ISteamGameServer_SetGameTags(intptr_t instancePtr, const char * pchGameTags); -S_API void SteamAPI_ISteamGameServer_SetGameData(intptr_t instancePtr, const char * pchGameData); -S_API void SteamAPI_ISteamGameServer_SetRegion(intptr_t instancePtr, const char * pszRegion); -S_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate(intptr_t instancePtr, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, class CSteamID * pSteamIDUser); -S_API uint64 SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection(intptr_t instancePtr); -S_API void SteamAPI_ISteamGameServer_SendUserDisconnect(intptr_t instancePtr, class CSteamID steamIDUser); -S_API bool SteamAPI_ISteamGameServer_BUpdateUserData(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchPlayerName, uint32 uScore); -S_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket(intptr_t instancePtr, void * pTicket, int cbMaxTicket, uint32 * pcbTicket); -S_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession(intptr_t instancePtr, const void * pAuthTicket, int cbAuthTicket, class CSteamID steamID); -S_API void SteamAPI_ISteamGameServer_EndAuthSession(intptr_t instancePtr, class CSteamID steamID); -S_API void SteamAPI_ISteamGameServer_CancelAuthTicket(intptr_t instancePtr, HAuthTicket hAuthTicket); -S_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp(intptr_t instancePtr, class CSteamID steamID, AppId_t appID); -S_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus(intptr_t instancePtr, class CSteamID steamIDUser, class CSteamID steamIDGroup); -S_API void SteamAPI_ISteamGameServer_GetGameplayStats(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation(intptr_t instancePtr); -S_API struct SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP(intptr_t instancePtr); -S_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket(intptr_t instancePtr, const void * pData, int cbData, uint32 srcIP, uint16 srcPort); -S_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket(intptr_t instancePtr, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort); -S_API void SteamAPI_ISteamGameServer_EnableHeartbeats(intptr_t instancePtr, bool bActive); -S_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval(intptr_t instancePtr, int iHeartbeatInterval); -S_API void SteamAPI_ISteamGameServer_ForceHeartbeat(intptr_t instancePtr); -S_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan(intptr_t instancePtr, class CSteamID steamIDClan); -S_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility(intptr_t instancePtr, class CSteamID steamIDNewPlayer); -S_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats(intptr_t instancePtr, class CSteamID steamIDUser); -S_API bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData); -S_API bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData); -S_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, bool * pbAchieved); -S_API bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData); -S_API bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float fData); -S_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength); -S_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName); -S_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName); -S_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats(intptr_t instancePtr, class CSteamID steamIDUser); +// ISteamUtils +STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009(); +STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v009(); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive( ISteamUtils* self ); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive( ISteamUtils* self ); +STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse( ISteamUtils* self ); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime( ISteamUtils* self ); +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ); +STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ); +STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower( ISteamUtils* self ); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID( ISteamUtils* self ); +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUtils* self, ENotificationPosition eNotificationPosition ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ); +STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( ISteamUtils* self, SteamAPICall_t hSteamAPICall ); +STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount( ISteamUtils* self ); +STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, SteamAPIWarningMessageHook_t pFunction ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils* self, const char * szFileName ); +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ); +STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ); +STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ); +STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* self, int nHorizontalInset, int nVerticalInset ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ); +STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ); +STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils* self, bool bEnabled ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self ); +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ); +STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ); + +// ISteamMatchmaking +STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009(); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount( ISteamMatchmaking* self ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList( ISteamMatchmaking* self ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNearValueFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, int nValueToBeCloseTo ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListFilterSlotsAvailable( ISteamMatchmaking* self, int nSlotsAvailable ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListDistanceFilter( ISteamMatchmaking* self, ELobbyDistanceFilter eLobbyDistanceFilter ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListResultCountFilter( ISteamMatchmaking* self, int cMaxResults ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListCompatibleMembersFilter( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyByIndex( ISteamMatchmaking* self, int iLobby ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby( ISteamMatchmaking* self, ELobbyType eLobbyType, int cMaxMembers ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iMember ); +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ); +STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDUser, const char * pchKey ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iChatID, CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, uint64_steamid steamIDGameServer ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ); +STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ); +STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ); + +// ISteamMatchmakingServerListResponse +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, int iServer ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerFailedToRespond( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, int iServer ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_RefreshComplete( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, EMatchMakingServerResponse response ); + +// ISteamMatchmakingPingResponse +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerResponded( ISteamMatchmakingPingResponse* self, gameserveritem_t & server ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingPingResponse_ServerFailedToRespond( ISteamMatchmakingPingResponse* self ); + +// ISteamMatchmakingPlayersResponse +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_AddPlayerToList( ISteamMatchmakingPlayersResponse* self, const char * pchName, int nScore, float flTimePlayed ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersFailedToRespond( ISteamMatchmakingPlayersResponse* self ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingPlayersResponse_PlayersRefreshComplete( ISteamMatchmakingPlayersResponse* self ); + +// ISteamMatchmakingRulesResponse +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesResponded( ISteamMatchmakingRulesResponse* self, const char * pchRule, const char * pchValue ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesFailedToRespond( ISteamMatchmakingRulesResponse* self ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingRulesResponse_RulesRefreshComplete( ISteamMatchmakingRulesResponse* self ); + +// ISteamMatchmakingServers +STEAMAPI_API ISteamMatchmakingServers *SteamAPI_SteamMatchmakingServers_v002(); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestInternetServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestLANServerList( ISteamMatchmakingServers* self, AppId_t iApp, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFriendsServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestFavoritesServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestHistoryServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API HServerListRequest SteamAPI_ISteamMatchmakingServers_RequestSpectatorServerList( ISteamMatchmakingServers* self, AppId_t iApp, MatchMakingKeyValuePair_t ** ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse * pRequestServersResponse ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest( ISteamMatchmakingServers* self, HServerListRequest hServerListRequest ); +STEAMAPI_API gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ); +STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ); +STEAMAPI_API int SteamAPI_ISteamMatchmakingServers_GetServerCount( ISteamMatchmakingServers* self, HServerListRequest hRequest ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshServer( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ); +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse * pRequestServersResponse ); +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PlayerDetails( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse * pRequestServersResponse ); +STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_ServerRules( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse * pRequestServersResponse ); +STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelServerQuery( ISteamMatchmakingServers* self, HServerQuery hServerQuery ); + +// ISteamGameSearch +STEAMAPI_API ISteamGameSearch *SteamAPI_SteamGameSearch_v001(); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AddGameSearchParams( ISteamGameSearch* self, const char * pchKeyToFind, const char * pchValuesToFind ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameWithLobby( ISteamGameSearch* self, uint64_steamid steamIDLobby, int nPlayerMin, int nPlayerMax ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SearchForGameSolo( ISteamGameSearch* self, int nPlayerMin, int nPlayerMax ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_AcceptGame( ISteamGameSearch* self ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_DeclineGame( ISteamGameSearch* self ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RetrieveConnectionDetails( ISteamGameSearch* self, uint64_steamid steamIDHost, char * pchConnectionDetails, int cubConnectionDetails ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGameSearch( ISteamGameSearch* self ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetGameHostParams( ISteamGameSearch* self, const char * pchKey, const char * pchValue ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SetConnectionDetails( ISteamGameSearch* self, const char * pchConnectionDetails, int cubConnectionDetails ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_RequestPlayersForGame( ISteamGameSearch* self, int nPlayerMin, int nPlayerMax, int nMaxTeamSize ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_HostConfirmGameStart( ISteamGameSearch* self, uint64 ullUniqueGameID ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_CancelRequestPlayersForGame( ISteamGameSearch* self ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_SubmitPlayerResult( ISteamGameSearch* self, uint64 ullUniqueGameID, uint64_steamid steamIDPlayer, EPlayerResult_t EPlayerResult ); +STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame( ISteamGameSearch* self, uint64 ullUniqueGameID ); + +// ISteamParties +STEAMAPI_API ISteamParties *SteamAPI_SteamParties_v002(); +STEAMAPI_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons( ISteamParties* self ); +STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex( ISteamParties* self, uint32 unIndex ); +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty( ISteamParties* self, PartyBeaconID_t ulBeaconID ); +STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ); +STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon( ISteamParties* self, uint32 unOpenSlots, SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata ); +STEAMAPI_API void SteamAPI_ISteamParties_OnReservationCompleted( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ); +STEAMAPI_API void SteamAPI_ISteamParties_CancelReservation( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots( ISteamParties* self, PartyBeaconID_t ulBeacon, uint32 unOpenSlots ); +STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ); +STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ); + +// ISteamRemoteStorage +STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014(); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead( ISteamRemoteStorage* self, const char * pchFile, void * pvData, int32 cubDataToRead ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, uint32 cubData ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync( ISteamRemoteStorage* self, const char * pchFile, uint32 nOffset, uint32 cubToRead ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ); +STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount( ISteamRemoteStorage* self ); +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize( ISteamRemoteStorage* self, int iFile, int32 * pnFileSizeInBytes ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ); +STEAMAPI_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp( ISteamRemoteStorage* self, bool bEnabled ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload( ISteamRemoteStorage* self, UGCHandle_t hContent, uint32 unPriority ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_UGCRead( ISteamRemoteStorage* self, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount( ISteamRemoteStorage* self ); +STEAMAPI_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle( ISteamRemoteStorage* self, int32 iCachedContent ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile( ISteamRemoteStorage* self, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType ); +STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedFiles( ISteamRemoteStorage* self, uint32 unStartIndex ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles( ISteamRemoteStorage* self, uint32 unStartIndex ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, bool bVoteUp ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSharedWorkshopFiles( ISteamRemoteStorage* self, uint64_steamid steamId, uint32 unStartIndex, SteamParamStringArray_t * pRequiredTags, SteamParamStringArray_t * pExcludedTags ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishVideo( ISteamRemoteStorage* self, EWorkshopVideoProvider eVideoProvider, const char * pchVideoAccount, const char * pchVideoIdentifier, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t * pTags ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAction( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction( ISteamRemoteStorage* self, EWorkshopFileAction eAction, uint32 unStartIndex ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles( ISteamRemoteStorage* self, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t * pTags, SteamParamStringArray_t * pUserTags ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( ISteamRemoteStorage* self, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority ); + +// ISteamUserStats +STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011(); +STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ); +STEAMAPI_API int SteamAPI_ISteamUserStats_GetAchievementIcon( ISteamUserStats* self, const char * pchName ); +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute( ISteamUserStats* self, const char * pchName, const char * pchKey ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ); +STEAMAPI_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements( ISteamUserStats* self ); +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementName( ISteamUserStats* self, uint32 iAchievement ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats( ISteamUserStats* self, uint64_steamid steamIDUser ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName ); +STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); +STEAMAPI_API int SteamAPI_ISteamUserStats_GetLeaderboardEntryCount( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); +STEAMAPI_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortMethod( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); +STEAMAPI_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, CSteamID * prgUsers, int cUsers ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers( ISteamUserStats* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages( ISteamUserStats* self ); +STEAMAPI_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo( ISteamUserStats* self, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ); +STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo( ISteamUserStats* self, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats( ISteamUserStats* self, int nHistoryDays ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ); +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData, uint32 cubData ); +STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUserStats* self, const char * pchStatName, double * pData, uint32 cubData ); + +// ISteamApps +STEAMAPI_API ISteamApps *SteamAPI_SteamApps_v008(); +STEAMAPI_API ISteamApps *SteamAPI_SteamGameServerApps_v008(); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ); +STEAMAPI_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage( ISteamApps* self ); +STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ); +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime( ISteamApps* self, AppId_t nAppID ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ); +STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ); +STEAMAPI_API void SteamAPI_ISteamApps_InstallDLC( ISteamApps* self, AppId_t nAppID ); +STEAMAPI_API void SteamAPI_ISteamApps_UninstallDLC( ISteamApps* self, AppId_t nAppID ); +STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey( ISteamApps* self, AppId_t nAppID ); +STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ); +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetInstalledDepots( ISteamApps* self, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots ); +STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir( ISteamApps* self, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamApps_GetAppOwner( ISteamApps* self ); +STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam( ISteamApps* self, const char * pchKey ); +STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); +STEAMAPI_API int SteamAPI_ISteamApps_GetAppBuildId( ISteamApps* self ); +STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys( ISteamApps* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails( ISteamApps* self, const char * pszFileName ); +STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, char * pszCommandLine, int cubCommandLine ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ); + +// ISteamNetworking +STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006(); +STEAMAPI_API ISteamNetworking *SteamAPI_SteamGameServerNetworking_v006(); +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ); +STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket( ISteamNetworking* self, int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ); +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket( ISteamNetworking* self, uint64_steamid steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ); +STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket( ISteamNetworking* self, SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ); +STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ); +STEAMAPI_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType( ISteamNetworking* self, SNetSocket_t hSocket ); +STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize( ISteamNetworking* self, SNetSocket_t hSocket ); + +// ISteamScreenshots +STEAMAPI_API ISteamScreenshots *SteamAPI_SteamScreenshots_v003(); +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot( ISteamScreenshots* self, void * pubRGB, uint32 cubRGB, int nWidth, int nHeight ); +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary( ISteamScreenshots* self, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight ); +STEAMAPI_API void SteamAPI_ISteamScreenshots_TriggerScreenshot( ISteamScreenshots* self ); +STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots( ISteamScreenshots* self, bool bHook ); +STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ); +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ); +STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ); +STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ); +STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary( ISteamScreenshots* self, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename ); + +// ISteamMusic +STEAMAPI_API ISteamMusic *SteamAPI_SteamMusic_v001(); +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ); +STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ); +STEAMAPI_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus( ISteamMusic* self ); +STEAMAPI_API void SteamAPI_ISteamMusic_Play( ISteamMusic* self ); +STEAMAPI_API void SteamAPI_ISteamMusic_Pause( ISteamMusic* self ); +STEAMAPI_API void SteamAPI_ISteamMusic_PlayPrevious( ISteamMusic* self ); +STEAMAPI_API void SteamAPI_ISteamMusic_PlayNext( ISteamMusic* self ); +STEAMAPI_API void SteamAPI_ISteamMusic_SetVolume( ISteamMusic* self, float flVolume ); +STEAMAPI_API float SteamAPI_ISteamMusic_GetVolume( ISteamMusic* self ); + +// ISteamMusicRemote +STEAMAPI_API ISteamMusicRemote *SteamAPI_SteamMusicRemote_v001(); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ); +STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ); + +// ISteamHTTP +STEAMAPI_API ISteamHTTP *SteamAPI_SteamHTTP_v003(); +STEAMAPI_API ISteamHTTP *SteamAPI_SteamGameServerHTTP_v003(); +STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest( ISteamHTTP* self, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ); +STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer( ISteamHTTP* self, bool bAllowResponsesToModify ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ); +STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ); + +// ISteamInput +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); +STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ); +STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ); +STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ); +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle( ISteamInput* self, const char * pszActionSetName ); +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSet( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ); +STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSetLayer( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ); +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateActionSetLayer( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ); +STEAMAPI_API void SteamAPI_ISteamInput_DeactivateAllActionSetLayers( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API int SteamAPI_ISteamInput_GetActiveActionSetLayers( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t * handlesOut ); +STEAMAPI_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle( ISteamInput* self, const char * pszActionName ); +STEAMAPI_API InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData( ISteamInput* self, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ); +STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut ); +STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle( ISteamInput* self, const char * pszActionName ); +STEAMAPI_API InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ); +STEAMAPI_API int SteamAPI_ISteamInput_GetAnalogActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ); +STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ); +STEAMAPI_API InputMotionData_t SteamAPI_ISteamInput_GetMotionData( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ); +STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor( ISteamInput* self, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ); +STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ); +STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); +STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex( ISteamInput* self, int nIndex ); +STEAMAPI_API int SteamAPI_ISteamInput_GetGamepadIndexForController( ISteamInput* self, InputHandle_t ulinputHandle ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin( ISteamInput* self, EXboxOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin( ISteamInput* self, EXboxOrigin eOrigin ); +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin( ISteamInput* self, InputHandle_t inputHandle, EXboxOrigin eOrigin ); +STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISteamInput* self, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ); +STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ); +STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* self, InputHandle_t inputHandle ); + +// ISteamController +STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); +STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ); +STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ); +STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self ); +STEAMAPI_API int SteamAPI_ISteamController_GetConnectedControllers( ISteamController* self, ControllerHandle_t * handlesOut ); +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle( ISteamController* self, const char * pszActionSetName ); +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSet( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ); +STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetCurrentActionSet( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API void SteamAPI_ISteamController_ActivateActionSetLayer( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ); +STEAMAPI_API void SteamAPI_ISteamController_DeactivateActionSetLayer( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ); +STEAMAPI_API void SteamAPI_ISteamController_DeactivateAllActionSetLayers( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API int SteamAPI_ISteamController_GetActiveActionSetLayers( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t * handlesOut ); +STEAMAPI_API ControllerDigitalActionHandle_t SteamAPI_ISteamController_GetDigitalActionHandle( ISteamController* self, const char * pszActionName ); +STEAMAPI_API InputDigitalActionData_t SteamAPI_ISteamController_GetDigitalActionData( ISteamController* self, ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ); +STEAMAPI_API int SteamAPI_ISteamController_GetDigitalActionOrigins( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin * originsOut ); +STEAMAPI_API ControllerAnalogActionHandle_t SteamAPI_ISteamController_GetAnalogActionHandle( ISteamController* self, const char * pszActionName ); +STEAMAPI_API InputAnalogActionData_t SteamAPI_ISteamController_GetAnalogActionData( ISteamController* self, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ); +STEAMAPI_API int SteamAPI_ISteamController_GetAnalogActionOrigins( ISteamController* self, ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin * originsOut ); +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForActionOrigin( ISteamController* self, EControllerActionOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForActionOrigin( ISteamController* self, EControllerActionOrigin eOrigin ); +STEAMAPI_API void SteamAPI_ISteamController_StopAnalogActionMomentum( ISteamController* self, ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ); +STEAMAPI_API InputMotionData_t SteamAPI_ISteamController_GetMotionData( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API void SteamAPI_ISteamController_TriggerHapticPulse( ISteamController* self, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ); +STEAMAPI_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse( ISteamController* self, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); +STEAMAPI_API void SteamAPI_ISteamController_TriggerVibration( ISteamController* self, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ); +STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor( ISteamController* self, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ); +STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex( ISteamController* self, int nIndex ); +STEAMAPI_API int SteamAPI_ISteamController_GetGamepadIndexForController( ISteamController* self, ControllerHandle_t ulControllerHandle ); +STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin( ISteamController* self, EXboxOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin( ISteamController* self, EXboxOrigin eOrigin ); +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin( ISteamController* self, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ); +STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin( ISteamController* self, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ); +STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ); + +// ISteamUGC +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014(); +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); +STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppId_t nConsumerAppId, EWorkshopFileType eFileType ); +STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* self, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ); +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ); +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ); +STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ); +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ); +STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ); +STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ); +STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamUGC* self, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bVoteUp ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems( ISteamUGC* self ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); +STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ); +STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ); +STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads( ISteamUGC* self, bool bSuspend ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems( ISteamUGC* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); + +// ISteamAppList +STEAMAPI_API ISteamAppList *SteamAPI_SteamAppList_v001(); +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetNumInstalledApps( ISteamAppList* self ); +STEAMAPI_API uint32 SteamAPI_ISteamAppList_GetInstalledApps( ISteamAppList* self, AppId_t * pvecAppID, uint32 unMaxAppIDs ); +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppName( ISteamAppList* self, AppId_t nAppID, char * pchName, int cchNameMax ); +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppInstallDir( ISteamAppList* self, AppId_t nAppID, char * pchDirectory, int cchNameMax ); +STEAMAPI_API int SteamAPI_ISteamAppList_GetAppBuildId( ISteamAppList* self, AppId_t nAppID ); + +// ISteamHTMLSurface +STEAMAPI_API ISteamHTMLSurface *SteamAPI_SteamHTMLSurface_v005(); +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ); +STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser( ISteamHTMLSurface* self, const char * pchUserAgent, const char * pchUserCSS ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_LoadURL( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetSize( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 unWidth, uint32 unHeight ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopLoad( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Reload( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoBack( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GoForward( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AddHeader( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchKey, const char * pchValue ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ExecuteJavascript( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchScript ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseUp( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDown( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseDoubleClick( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, EHTMLMouseButton eMouseButton ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseMove( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int x, int y ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_MouseWheel( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int32 nDelta ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyDown( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers, bool bIsSystemKey ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyUp( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nNativeKeyCode, EHTMLKeyModifiers eHTMLKeyModifiers ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_KeyChar( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 cUnicodeChar, EHTMLKeyModifiers eHTMLKeyModifiers ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetHorizontalScroll( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetVerticalScroll( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetKeyFocus( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bHasKeyFocus ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_ViewSource( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_CopyToClipboard( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_PasteFromClipboard( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_Find( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchSearchStr, bool bCurrentlyInFind, bool bReverse ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_StopFind( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_GetLinkAtPosition( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, int x, int y ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetCookie( ISteamHTMLSurface* self, const char * pchHostname, const char * pchKey, const char * pchValue, const char * pchPath, RTime32 nExpires, bool bSecure, bool bHTTPOnly ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetPageScaleFactor( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, float flZoom, int nPointX, int nPointY ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetBackgroundMode( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bBackgroundMode ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_SetDPIScalingFactor( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, float flDPIScaling ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_OpenDeveloperTools( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_AllowStartRequest( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bAllowed ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_JSDialogResponse( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, bool bResult ); +STEAMAPI_API void SteamAPI_ISteamHTMLSurface_FileLoadDialogResponse( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char ** pchSelectedFiles ); + +// ISteamInventory +STEAMAPI_API ISteamInventory *SteamAPI_SteamInventory_v003(); +STEAMAPI_API ISteamInventory *SteamAPI_SteamGameServerInventory_v003(); +STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* self, SteamInventoryResult_t resultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory* self, SteamInventoryResult_t resultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ); +STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, SteamInventoryResult_t resultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ); +STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ); +STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ); +STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ); +STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ); +STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ); +STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventory* self ); +STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ); +STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ); +STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs( ISteamInventory* self, uint64_steamid steamID ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase( ISteamInventory* self, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices( ISteamInventory* self ); +STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInventory* self ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ); +STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ); +STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties( ISteamInventory* self ); +STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ); +STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ); + +// ISteamVideo +STEAMAPI_API ISteamVideo *SteamAPI_SteamVideo_v002(); +STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL( ISteamVideo* self, AppId_t unVideoAppID ); +STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ); +STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings( ISteamVideo* self, AppId_t unVideoAppID ); +STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ); + +// ISteamTV +STEAMAPI_API ISteamTV *SteamAPI_SteamTV_v001(); +STEAMAPI_API bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ); +STEAMAPI_API void SteamAPI_ISteamTV_AddBroadcastGameData( ISteamTV* self, const char * pchKey, const char * pchValue ); +STEAMAPI_API void SteamAPI_ISteamTV_RemoveBroadcastGameData( ISteamTV* self, const char * pchKey ); +STEAMAPI_API void SteamAPI_ISteamTV_AddTimelineMarker( ISteamTV* self, const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB ); +STEAMAPI_API void SteamAPI_ISteamTV_RemoveTimelineMarker( ISteamTV* self ); +STEAMAPI_API uint32 SteamAPI_ISteamTV_AddRegion( ISteamTV* self, const char * pchElementName, const char * pchTimelineDataSection, const SteamTVRegion_t * pSteamTVRegion, ESteamTVRegionBehavior eSteamTVRegionBehavior ); +STEAMAPI_API void SteamAPI_ISteamTV_RemoveRegion( ISteamTV* self, uint32 unRegionHandle ); + +// ISteamParentalSettings +STEAMAPI_API ISteamParentalSettings *SteamAPI_SteamParentalSettings_v001(); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ); +STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ); + +// ISteamRemotePlay +STEAMAPI_API ISteamRemotePlay *SteamAPI_SteamRemotePlay_v001(); +STEAMAPI_API uint32 SteamAPI_ISteamRemotePlay_GetSessionCount( ISteamRemotePlay* self ); +STEAMAPI_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID( ISteamRemotePlay* self, int iSessionIndex ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamRemotePlay_GetSessionSteamID( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); +STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); +STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ); +STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ); + +// ISteamNetworkingSockets +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v008(); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & localAddress, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & address, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ); +STEAMAPI_API int64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer ); +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, const char * pszName ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, const void * pData, uint32 cbData, int nSendFlags, int64 * pOutMessageNumber ); +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SendMessages( ISteamNetworkingSockets* self, int nMessages, SteamNetworkingMessage_t *const * pMessages, int64 * pOutMessageNumberOrResult ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ); +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, char * pszBuf, int cbBuf ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ); +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_InitAuthentication( ISteamNetworkingSockets* self ); +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_GetAuthenticationStatus( ISteamNetworkingSockets* self, SteamNetAuthenticationStatus_t * pDetails ); +STEAMAPI_API HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup( ISteamNetworkingSockets* self ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ); +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ); +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API uint16 SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPort( ISteamNetworkingSockets* self ); +STEAMAPI_API SteamNetworkingPOPID SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPOPID( ISteamNetworkingSockets* self ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerAddress( ISteamNetworkingSockets* self, SteamDatagramHostedAddress * pRouting ); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLogin( ISteamNetworkingSockets* self, SteamDatagramGameCoordinatorServerLogin * pLoginInfo, int * pcbSignedBlob, void * pBlob ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ); + +// ISteamNetworkingConnectionCustomSignaling +STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ); +STEAMAPI_API void SteamAPI_ISteamNetworkingConnectionCustomSignaling_Release( ISteamNetworkingConnectionCustomSignaling* self ); + +// ISteamNetworkingCustomSignalingRecvContext +STEAMAPI_API ISteamNetworkingConnectionCustomSignaling * SteamAPI_ISteamNetworkingCustomSignalingRecvContext_OnConnectRequest( ISteamNetworkingCustomSignalingRecvContext* self, HSteamNetConnection hConn, const SteamNetworkingIdentity & identityPeer ); +STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal( ISteamNetworkingCustomSignalingRecvContext* self, const SteamNetworkingIdentity & identityPeer, const void * pMsg, int cbMsg ); + +// ISteamNetworkingUtils +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003(); +STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ); +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ); +STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus( ISteamNetworkingUtils* self, SteamRelayNetworkStatus_t * pDetails ); +STEAMAPI_API float SteamAPI_ISteamNetworkingUtils_GetLocalPingLocation( ISteamNetworkingUtils* self, SteamNetworkPingLocation_t & result ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location1, const SteamNetworkPingLocation_t & location2 ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeFromLocalHost( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & remoteLocation ); +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location, char * pszBuf, int cchBufSize ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPingToDataCenter( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID, SteamNetworkingPOPID * pViaRelayPoP ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetDirectPingToPOP( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPCount( ISteamNetworkingUtils* self ); +STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPList( ISteamNetworkingUtils* self, SteamNetworkingPOPID * list, int nListSz ); +STEAMAPI_API SteamNetworkingMicroseconds SteamAPI_ISteamNetworkingUtils_GetLocalTimestamp( ISteamNetworkingUtils* self ); +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamNetworkingUtils* self, ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); +STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ); +STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ); +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr, char * buf, uint32 cbBuf, bool bWithPort ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ); +STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIdentity & identity, char * buf, uint32 cbBuf ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ); + +// ISteamGameServer +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013(); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer( ISteamGameServer* self, bool bDedicated ); +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn( ISteamGameServer* self, const char * pszToken ); +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous( ISteamGameServer* self ); +STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServer* self ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount( ISteamGameServer* self, int cPlayersMax ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount( ISteamGameServer* self, int cBotplayers ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName( ISteamGameServer* self, const char * pszServerName ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName( ISteamGameServer* self, const char * pszMapName ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected( ISteamGameServer* self, bool bPasswordProtected ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort( ISteamGameServer* self, uint16 unSpectatorPort ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName( ISteamGameServer* self, const char * pszSpectatorServerName ); +STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues( ISteamGameServer* self ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue( ISteamGameServer* self, const char * pKey, const char * pValue ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags( ISteamGameServer* self, const char * pchGameTags ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData( ISteamGameServer* self, const char * pchGameData ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, const char * pszRegion ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); +STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ); +STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); +STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ); +STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ); +STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp( ISteamGameServer* self, uint64_steamid steamID, AppId_t appID ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ); +STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self ); +//STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ); +STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort ); +STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServer* self, int iHeartbeatInterval ); +STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ); + +// ISteamGameServerStats +STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001(); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); +STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ); + +// SteamIPAddress_t +STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ); + +// MatchMakingKeyValuePair_t +STEAMAPI_API void SteamAPI_MatchMakingKeyValuePair_t_Construct( MatchMakingKeyValuePair_t* self ); + +// servernetadr_t +STEAMAPI_API void SteamAPI_servernetadr_t_Construct( servernetadr_t* self ); +STEAMAPI_API void SteamAPI_servernetadr_t_Init( servernetadr_t* self, unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort ); +STEAMAPI_API uint16 SteamAPI_servernetadr_t_GetQueryPort( servernetadr_t* self ); +STEAMAPI_API void SteamAPI_servernetadr_t_SetQueryPort( servernetadr_t* self, uint16 usPort ); +STEAMAPI_API uint16 SteamAPI_servernetadr_t_GetConnectionPort( servernetadr_t* self ); +STEAMAPI_API void SteamAPI_servernetadr_t_SetConnectionPort( servernetadr_t* self, uint16 usPort ); +STEAMAPI_API uint32 SteamAPI_servernetadr_t_GetIP( servernetadr_t* self ); +STEAMAPI_API void SteamAPI_servernetadr_t_SetIP( servernetadr_t* self, uint32 unIP ); +STEAMAPI_API const char * SteamAPI_servernetadr_t_GetConnectionAddressString( servernetadr_t* self ); +STEAMAPI_API const char * SteamAPI_servernetadr_t_GetQueryAddressString( servernetadr_t* self ); +STEAMAPI_API bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ); +STEAMAPI_API void SteamAPI_servernetadr_t_Assign( servernetadr_t* self, const servernetadr_t & that ); + +// gameserveritem_t +STEAMAPI_API void SteamAPI_gameserveritem_t_Construct( gameserveritem_t* self ); +STEAMAPI_API const char * SteamAPI_gameserveritem_t_GetName( gameserveritem_t* self ); +STEAMAPI_API void SteamAPI_gameserveritem_t_SetName( gameserveritem_t* self, const char * pName ); + +// SteamNetworkingIPAddr +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6( SteamNetworkingIPAddr* self, const uint8 * ipv6, uint16 nPort ); +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* self, uint32 nIP, uint16 nPort ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ); +STEAMAPI_API uint32 SteamAPI_SteamNetworkingIPAddr_GetIPv4( SteamNetworkingIPAddr* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( SteamNetworkingIPAddr* self, uint16 nPort ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self, char * buf, uint32 cbBuf, bool bWithPort ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ); + +// SteamNetworkingIdentity +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID( SteamNetworkingIdentity* self, uint64_steamid steamID ); +STEAMAPI_API uint64_steamid SteamAPI_SteamNetworkingIdentity_GetSteamID( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID64( SteamNetworkingIdentity* self, uint64 steamID ); +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ); +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ); +STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ); +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetGenericString( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ); +STEAMAPI_API const uint8 * SteamAPI_SteamNetworkingIdentity_GetGenericBytes( SteamNetworkingIdentity* self, int & cbLen ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_ToString( SteamNetworkingIdentity* self, char * buf, uint32 cbBuf ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ); + +// SteamNetworkingMessage_t +STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMessage_t* self ); + +// SteamDatagramHostedAddress +STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_Clear( SteamDatagramHostedAddress* self ); +STEAMAPI_API SteamNetworkingPOPID SteamAPI_SteamDatagramHostedAddress_GetPopID( SteamDatagramHostedAddress* self ); +STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_SetDevAddress( SteamDatagramHostedAddress* self, uint32 nIP, uint16 nPort, SteamNetworkingPOPID popid ); #endif // STEAMAPIFLAT_H - - diff --git a/sdk_includes/steam_api_internal.h b/sdk_includes/steam_api_internal.h index 0d4f0e1..0c63ba2 100644 --- a/sdk_includes/steam_api_internal.h +++ b/sdk_includes/steam_api_internal.h @@ -13,13 +13,7 @@ #include -// Internal functions used by the utility CCallback objects to receive callbacks -S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ); -S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ); -// Internal functions used by the utility CCallResult objects to receive async call results -S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); -S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); - +// Internal functions used to locate/create interfaces S_API HSteamPipe S_CALLTYPE SteamAPI_GetHSteamPipe(); S_API HSteamUser S_CALLTYPE SteamAPI_GetHSteamUser(); S_API HSteamPipe S_CALLTYPE SteamGameServer_GetHSteamPipe(); @@ -29,6 +23,37 @@ S_API void *S_CALLTYPE SteamInternal_CreateInterface( const char *ver ); S_API void *S_CALLTYPE SteamInternal_FindOrCreateUserInterface( HSteamUser hSteamUser, const char *pszVersion ); S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser hSteamUser, const char *pszVersion ); +// Macro used to define a type-safe accessor that will always return the version +// of the interface of the *header file* you are compiling with! We also bounce +// through a safety function that checks for interfaces being created or destroyed. +// +// SteamInternal_ContextInit takes a base pointer for the equivalent of +// struct { void (*pFn)(void* pCtx); uintptr_t counter; void *ptr; } +// Do not change layout or add non-pointer aligned data! +#define STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, expr, kind, version ) \ + inline void S_CALLTYPE SteamInternal_Init_ ## name( type *p ) { *p = (type)( expr ); } \ + STEAM_CLANG_ATTR( "interface_accessor_kind:" kind ";interface_accessor_version:" version ";" ) \ + inline type name() { \ + static void* s_CallbackCounterAndContext[ 3 ] = { (void*)&SteamInternal_Init_ ## name, 0, 0 }; \ + return *(type*)SteamInternal_ContextInit( s_CallbackCounterAndContext ); \ + } + +#define STEAM_DEFINE_USER_INTERFACE_ACCESSOR( type, name, version ) \ + STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateUserInterface( SteamAPI_GetHSteamUser(), version ), "user", version ) +#define STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( type, name, version ) \ + STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateGameServerInterface( SteamGameServer_GetHSteamUser(), version ), "gameserver", version ) + +// +// Internal stuff used for the standard, higher-level callback mechanism +// + +// Internal functions used by the utility CCallback objects to receive callbacks +S_API void S_CALLTYPE SteamAPI_RegisterCallback( class CCallbackBase *pCallback, int iCallback ); +S_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *pCallback ); +// Internal functions used by the utility CCallResult objects to receive async call results +S_API void S_CALLTYPE SteamAPI_RegisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); +S_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase *pCallback, SteamAPICall_t hAPICall ); + // disable this warning; this pattern need for steam callback registration #ifdef _MSVC_VER #pragma warning( push ) @@ -53,6 +78,8 @@ S_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSteamUser #define _STEAM_CALLBACK_GS( _, thisclass, func, param, var ) \ CCallback< thisclass, param, true > var; void func( param *pParam ) +#ifndef API_GEN + template< class T, class P > inline CCallResult::CCallResult() { @@ -154,10 +181,29 @@ inline void CCallback< T, P, bGameserver >::Run( void *pvParam ) (m_pObj->*m_Func)((P *)pvParam); } -//----------------------------------------------------------------------------- -// Macros to define steam callback structures. Used internally for debugging -//----------------------------------------------------------------------------- +#endif // #ifndef API_GEN +// structure that contains client callback data +// see callbacks documentation for more details +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx +#endif + +/// Internal structure used in manual callback dispatch +struct CallbackMsg_t +{ + HSteamUser m_hSteamUser; // Specific user to whom this callback applies. + int m_iCallback; // Callback identifier. (Corresponds to the k_iCallback enum in the callback structure.) + uint8 *m_pubParam; // Points to the callback structure + int m_cubParam; // Size of the data pointed to by m_pubParam +}; +#pragma pack( pop ) + +// Macros to define steam callback structures. Used internally for debugging #ifdef STEAM_CALLBACK_INSPECTION_ENABLED #include "../../clientdll/steam_api_callback_inspection.h" #else @@ -263,36 +309,7 @@ enum { k_iClientPartiesCallbacks = 5400 }; enum { k_iSteamSTARCallbacks = 5500 }; enum { k_iClientSTARCallbacks = 5600 }; enum { k_iSteamRemotePlayCallbacks = 5700 }; - -// Macro used to define a type-safe accessor that will always return the version -// of the interface of the *header file* you are compiling with! We also bounce -// through a safety function that checks for interfaces being created or destroyed. -#ifndef STEAM_API_EXPORTS - // SteamInternal_ContextInit takes a base pointer for the equivalent of - // struct { void (*pFn)(void* pCtx); uintp counter; CSteamAPIContext ctx; } - // Do not change layout of 2 + sizeof... or add non-pointer aligned data! - // NOTE: declaring "static CSteamAPIConext" creates a large function - // which queries the initialization status of the object. We know that - // it is pointer-aligned and fully memset with zeros, so just alias a - // static buffer of the appropriate size and call it a CSteamAPIContext. - #define STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, expr ) \ - inline void S_CALLTYPE SteamInternal_Init_ ## name( type *p ) { *p = (type)( expr ); } \ - inline type name() { \ - static void* s_CallbackCounterAndContext[ 3 ] = { (void*)&SteamInternal_Init_ ## name, 0, 0 }; \ - return *(type*)SteamInternal_ContextInit( s_CallbackCounterAndContext ); \ - } - -#else - // Stub when we're compiling steam_api.dll itself. These are inline - // functions defined when the header is included. not functions exported - // by the lib! - #define STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, expr ) -#endif - -#define STEAM_DEFINE_USER_INTERFACE_ACCESSOR( type, name, version ) \ - STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateUserInterface( SteamAPI_GetHSteamUser(), version ) ) -#define STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( type, name, version ) \ - STEAM_DEFINE_INTERFACE_ACCESSOR( type, name, SteamInternal_FindOrCreateGameServerInterface( SteamGameServer_GetHSteamUser(), version ) ) +enum { k_iClientCompatCallbacks = 5800 }; #ifdef _MSVC_VER #pragma warning( pop ) diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 279ebbd..6f37c88 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -139,6 +139,8 @@ enum EResult k_EResultAccountNotFriends = 111, // the user is not mutually friends k_EResultLimitedUserAccount = 112, // the user is limited k_EResultCantRemoveItem = 113, // item can't be removed + k_EResultAccountDeleted = 114, // account has been deleted + k_EResultExistingUserCancelledLicense = 115, // A license for this already exists, but cancelled }; // Error codes for use with the voice functions @@ -524,6 +526,7 @@ enum EVRHMDType k_eEVRHMDType_Oculus_DK2 = 22, // Oculus DK2 k_eEVRHMDType_Oculus_Rift = 23, // Oculus Rift k_eEVRHMDType_Oculus_RiftS = 24, // Oculus Rift S + k_eEVRHMDType_Oculus_Quest = 25, // Oculus Quest k_eEVRHMDType_Oculus_Unknown = 40, // // Oculus unknown HMD @@ -563,7 +566,7 @@ enum EVRHMDType //----------------------------------------------------------------------------- static inline bool BIsOculusHMD( EVRHMDType eType ) { - return eType == k_eEVRHMDType_Oculus_DK1 || eType == k_eEVRHMDType_Oculus_DK2 || eType == k_eEVRHMDType_Oculus_Rift || eType == k_eEVRHMDType_Oculus_RiftS || eType == k_eEVRHMDType_Oculus_Unknown; + return eType == k_eEVRHMDType_Oculus_DK1 || eType == k_eEVRHMDType_Oculus_DK2 || eType == k_eEVRHMDType_Oculus_Rift || eType == k_eEVRHMDType_Oculus_RiftS || eType == k_eEVRHMDType_Oculus_Quest || eType == k_eEVRHMDType_Oculus_Unknown; } diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 64baf21..cfed21d 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -47,10 +47,17 @@ struct SteamRelayNetworkStatus_t; typedef uint32 HSteamNetConnection; const HSteamNetConnection k_HSteamNetConnection_Invalid = 0; -/// Handle used to identify a "listen socket". +/// Handle used to identify a "listen socket". Unlike traditional +/// Berkeley sockets, a listen socket and a connection are two +/// different abstractions. typedef uint32 HSteamListenSocket; const HSteamListenSocket k_HSteamListenSocket_Invalid = 0; +/// Handle used to identify a poll group, used to query many +/// connections at once efficiently. +typedef uint32 HSteamNetPollGroup; +const HSteamNetPollGroup k_HSteamNetPollGroup_Invalid = 0; + /// Max length of diagnostic error message const int k_cchMaxSteamNetworkingErrMsg = 1024; @@ -66,7 +73,7 @@ typedef uint32 SteamNetworkingPOPID; /// microseconds. This is guaranteed to increase over time during the lifetime /// of a process, but not globally across runs. You don't need to worry about /// the value wrapping around. Note that the underlying clock might not actually have -/// microsecond *resolution*. +/// microsecond resolution. typedef int64 SteamNetworkingMicroseconds; /// Describe the status of a particular network resource @@ -182,6 +189,7 @@ struct SteamNetworkingIPAddr union { uint8 m_ipv6[ 16 ]; + #ifndef API_GEN // API generator doesn't understand this. The bindings will just use the accessors struct // IPv4 "mapped address" (rfc4038 section 4.2) { uint64 m_8zeros; @@ -189,6 +197,7 @@ struct SteamNetworkingIPAddr uint16 m_ffff; uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order } m_ipv4; + #endif }; uint16 m_port; // Host byte order @@ -761,6 +770,7 @@ struct SteamNetworkingMessage_t inline void Release(); // For code compatibility, some accessors +#ifndef API_GEN inline uint32 GetSize() const { return m_cbSize; } inline const void *GetData() const { return m_pData; } inline int GetChannel() const { return m_nChannel; } @@ -768,6 +778,7 @@ struct SteamNetworkingMessage_t inline int64 GetConnectionUserData() const { return m_nConnUserData; } inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; } inline int64 GetMessageNumber() const { return m_nMessageNumber; } +#endif protected: // Declare destructor protected. You should never need to declare a message // object on the stack or create one yourself. @@ -1220,6 +1231,7 @@ const SteamNetworkingPOPID k_SteamDatagramPOPID_dev = ( (uint32)'d' << 16U ) | ( /////////////////////////////////////////////////////////////////////////////// // // Internal stuff +#ifndef API_GEN // For code compatibility typedef SteamNetworkingMessage_t ISteamNetworkingMessage; @@ -1266,4 +1278,6 @@ inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamAPI_SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } #endif +#endif // #ifndef API_GEN + #endif // #ifndef STEAMNETWORKINGTYPES diff --git a/sdk_includes/steamtypes.h b/sdk_includes/steamtypes.h index 705e334..fd2674a 100644 --- a/sdk_includes/steamtypes.h +++ b/sdk_includes/steamtypes.h @@ -104,6 +104,7 @@ typedef unsigned int uintp; #define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";") #define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";") #define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";") +#define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";") const int k_cubSaltSize = 8; typedef uint8 Salt_t[ k_cubSaltSize ]; From 24fbb0978c82d3d7e407845abeadefac420a8af9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 29 Apr 2020 10:14:02 -0400 Subject: [PATCH 292/494] Allow building with the .bat using vs build tools. --- build_env_x64.bat | 10 ++++++++++ build_env_x86.bat | 11 +++++++++++ 2 files changed, 21 insertions(+) diff --git a/build_env_x64.bat b/build_env_x64.bat index 89656d5..ea51185 100755 --- a/build_env_x64.bat +++ b/build_env_x64.bat @@ -7,6 +7,8 @@ set VS_Base_Path=C:\Program Files (x86) if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2019 if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2017 if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2019_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2017_bt if exist ".\sdk_standalone\set_vars64.bat" goto gitlabci :vs2019 @@ -21,6 +23,14 @@ goto batend call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto batend +:vs2019_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +goto batend + +:vs2017_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +goto batend + :gitlabci call ".\sdk_standalone\set_vars64.bat" goto batend diff --git a/build_env_x86.bat b/build_env_x86.bat index 093b198..b87efd9 100755 --- a/build_env_x86.bat +++ b/build_env_x86.bat @@ -7,6 +7,8 @@ set VS_Base_Path=C:\Program Files (x86) if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2019 if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2017 if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2019_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2017_bt if exist ".\sdk_standalone\set_vars32.bat" goto gitlabci :vs2019 @@ -21,6 +23,15 @@ goto batend call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto batend +:vs2019_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +goto batend + +:vs2017_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +goto batend + + :gitlabci call ".\sdk_standalone\set_vars32.bat" goto batend From 517fc6a6f96c035b705548c150e608f9fb408d47 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 29 Apr 2020 12:35:32 -0400 Subject: [PATCH 293/494] Link the right libs in linux build. --- build_steamos.sh | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/build_steamos.sh b/build_steamos.sh index 51479d6..0e75fc0 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,10 +7,10 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32 g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect32 -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64 g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect64 -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64_steamclient From bd5fa2f0b341c1bd48bfa974950ffc5e28eb65bd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 29 Apr 2020 12:35:47 -0400 Subject: [PATCH 294/494] Try to fix cmake linux ci build. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index eb84b12..0b24111 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -94,7 +94,7 @@ build_windows: build_cmake_linux: stage: build - image: ubuntu:disco + image: ubuntu before_script: - apt update -y From 0857125d03b15a7b3e308784c4e65cd0f9d50e31 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 29 Apr 2020 13:08:09 -0400 Subject: [PATCH 295/494] Ci fix. --- .gitlab-ci.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 0b24111..689e410 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -97,6 +97,7 @@ build_cmake_linux: image: ubuntu before_script: + - export DEBIAN_FRONTEND=noninteractive - apt update -y - apt install build-essential cmake libprotobuf-dev protobuf-compiler ninja-build -y From 0f6ae7f09e287c0fb9f7d61392a3692f0e994b9e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 30 Apr 2020 13:36:59 -0400 Subject: [PATCH 296/494] Don't block local adapter related ips in experimental build. --- dll/base.cpp | 50 +++++++++++++++++++++++++++++++++++++++++++++++++ dll/base.h | 1 + dll/network.cpp | 5 +++++ 3 files changed, 56 insertions(+) diff --git a/dll/base.cpp b/dll/base.cpp index c9e5903..bcce075 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -471,6 +471,45 @@ void Auth_Ticket_Manager::Callback(Common_Message *msg) #ifdef STEAM_WIN32 #include "../detours/detours.h" +struct ips_test { + uint32_t ip_from; + uint32_t ip_to; +}; + +static std::vector adapter_ips; + +void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +{ + adapter_ips.clear(); + for (unsigned i = 0; i < num_ips; ++i) { + struct ips_test ip_a; + PRINT_DEBUG("from: %hhu.%hhu.%hhu.%hhu\n", ((unsigned char *)&from[i])[0], ((unsigned char *)&from[i])[1], ((unsigned char *)&from[i])[2], ((unsigned char *)&from[i])[3]); + PRINT_DEBUG("to: %hhu.%hhu.%hhu.%hhu\n", ((unsigned char *)&to[i])[0], ((unsigned char *)&to[i])[1], ((unsigned char *)&to[i])[2], ((unsigned char *)&to[i])[3]); + ip_a.ip_from = ntohl(from[i]); + ip_a.ip_to = ntohl(to[i]); + if (ip_a.ip_to < ip_a.ip_from) continue; + if ((ip_a.ip_to - ip_a.ip_from) > (1 << 25)) continue; + PRINT_DEBUG("added\n"); + adapter_ips.push_back(ip_a); + } +} + +static bool is_adapter_ip(unsigned char *ip) +{ + uint32_t ip_temp = 0; + memcpy(&ip_temp, ip, sizeof(ip_temp)); + ip_temp = ntohl(ip_temp); + + for (auto &i : adapter_ips) { + if (i.ip_from <= ip_temp && ip_temp <= i.ip_to) { + PRINT_DEBUG("ADAPTER IP %hhu.%hhu.%hhu.%hhu\n", ip[0], ip[1], ip[2], ip[3]); + return true; + } + } + + return false; +} + static bool is_lan_ip(const sockaddr *addr, int namelen) { if (!namelen) return false; @@ -480,6 +519,7 @@ static bool is_lan_ip(const sockaddr *addr, int namelen) unsigned char ip[4]; memcpy(ip, &addr_in->sin_addr, sizeof(ip)); PRINT_DEBUG("CHECK LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); + if (is_adapter_ip(ip)) return true; if (ip[0] == 127) return true; if (ip[0] == 10) return true; if (ip[0] == 192 && ip[1] == 168) return true; @@ -755,6 +795,16 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { } return TRUE; +} +#else +void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +{ + } #endif +#else +void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +{ + +} #endif diff --git a/dll/base.h b/dll/base.h index a6ec8f7..be7aab4 100644 --- a/dll/base.h +++ b/dll/base.h @@ -516,6 +516,7 @@ public: } }; +void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips); #ifdef EMU_EXPERIMENTAL_BUILD bool crack_SteamAPI_RestartAppIfNecessary(uint32 unOwnAppID); bool crack_SteamAPI_Init(); diff --git a/dll/network.cpp b/dll/network.cpp index 4a8d8f2..3529168 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -36,6 +36,8 @@ #define MAX_BROADCASTS 16 static int number_broadcasts = -1; static IP_PORT broadcasts[MAX_BROADCASTS]; +static uint32_t lower_range_ips[MAX_BROADCASTS]; +static uint32_t upper_range_ips[MAX_BROADCASTS]; #define BROADCAST_INTERVAL 5.0 #define HEARTBEAT_TIMEOUT 20.0 @@ -118,6 +120,8 @@ static void get_broadcast_info(uint16 port) uint32 broadcast_ip = iface_ip | ~subnet_mask; ip_port->ip = broadcast_ip; ip_port->port = port; + lower_range_ips[number_broadcasts] = iface_ip & subnet_mask; + upper_range_ips[number_broadcasts] = broadcast_ip; number_broadcasts++; if (number_broadcasts >= MAX_BROADCASTS) { @@ -328,6 +332,7 @@ static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long if (number_broadcasts < 0 || check_timedout(last_get_broadcast_info, 60.0)) { PRINT_DEBUG("get_broadcast_info\n"); get_broadcast_info(port); + set_adapter_ips(lower_range_ips, upper_range_ips, number_broadcasts); last_get_broadcast_info = std::chrono::high_resolution_clock::now(); } From 3c02f88b5d407fa859a607666e1287efab58aafb Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 1 May 2020 12:19:41 -0400 Subject: [PATCH 297/494] Fix steamclient windows build. --- dll/wrap.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/wrap.cpp b/dll/wrap.cpp index 6e262c6..18c775e 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -15,13 +15,13 @@ License along with the Goldberg Emulator; if not, see . */ +#ifdef STEAM_WIN32 +// Nothing to be done here +#else #define STEAM_API_FUNCTIONS_IMPL #include "base.h" #include "dll.h" -#ifdef STEAM_WIN32 -// Nothing to be done here -#else #include #include From 4e3331ddad09a2cdb26da903657e448054760d45 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 1 May 2020 12:23:39 -0400 Subject: [PATCH 298/494] Fix lobby search bug when games sets an unsigned value but then searches for a signed value. --- dll/steam_matchmaking.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 9122755..6973a9e 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1170,7 +1170,8 @@ void RunCallbacks() } } else { try { - int compare_to = std::stoi(value->second, 0, 0); + PRINT_DEBUG("%s\n", value->second.c_str()); + int compare_to = std::stoll(value->second, 0, 0); PRINT_DEBUG("Compare Values %i %i\n", compare_to, f.value_int); if (f.eComparisonType == k_ELobbyComparisonEqual) { if (compare_to == f.value_int) { From 1ff11daf57ebc0cb09204122a23096f57621810d Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 1 May 2020 12:24:19 -0400 Subject: [PATCH 299/494] Error build if debug steamclient doesn't get built. --- .gitlab-ci.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 689e410..8d361d1 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -83,6 +83,7 @@ build_windows: - wine cmd /c build_win_release.bat - mkdir release/debug_experimental - mv steam_api.dll steam_api64.dll release/debug_experimental/ + - rm -f steamclient.dll steamclient64.dll - wine cmd /c build_win_debug_experimental_steamclient.bat - mkdir release/debug_experimental_steamclient - mv steamclient.dll steamclient64.dll release/debug_experimental_steamclient/ From 657a36a21a567f1c8ab6eb6d56fc9c78bc80fb3f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 1 May 2020 13:25:51 -0400 Subject: [PATCH 300/494] Fix build. --- dll/wrap.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/dll/wrap.cpp b/dll/wrap.cpp index 18c775e..289b217 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -15,7 +15,13 @@ License along with the Goldberg Emulator; if not, see . */ -#ifdef STEAM_WIN32 +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) + #define __WINDOWS_64__ +#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define __WINDOWS_32__ +#endif + +#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__) // Nothing to be done here #else #define STEAM_API_FUNCTIONS_IMPL From 91dbf2f9b0e7d623bfa492b71232f47029776148 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 1 May 2020 22:56:53 -0400 Subject: [PATCH 301/494] Fixed some networking api related threading --- dll/steam_networking.h | 33 ++++++++++++++++++++++++--------- 1 file changed, 24 insertions(+), 9 deletions(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 180214d..816a34c 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -72,7 +72,8 @@ public ISteamNetworking class RunEveryRunCB *run_every_runcb; std::recursive_mutex messages_mutex; - std::vector messages; + std::list messages; + std::list unprocessed_messages; std::recursive_mutex connections_edit_mutex; std::vector connections; @@ -131,6 +132,17 @@ void remove_connection(CSteamID id) } } } + + { + auto msg = std::begin(unprocessed_messages); + while (msg != std::end(unprocessed_messages)) { + if (msg->source_id() == id.ConvertToUint64()) { + msg = messages.erase(msg); + } else { + ++msg; + } + } + } } SNetSocket_t create_connection_socket(CSteamID target, int nVirtualPort, uint32 nIP, uint16 nPort, SNetListenSocket_t id=0, enum steam_socket_connection_status status=SOCKET_CONNECTING, SNetSocket_t other_id=0) @@ -817,9 +829,10 @@ void RunCallbacks() { std::lock_guard lock(messages_mutex); - for (auto &msg : messages) { - CSteamID source_id((uint64)msg.source_id()); - if (!msg.network().processed()) { + { + auto msg = std::begin(unprocessed_messages); + while (msg != std::end(unprocessed_messages)) { + CSteamID source_id((uint64)msg->source_id()); if (!connection_exists(source_id)) { if (new_connection_times.find(source_id) == new_connection_times.end()) { new_connections_to_call_cb.push(source_id); @@ -827,11 +840,13 @@ void RunCallbacks() } } else { struct Steam_Networking_Connection *conn = get_or_create_connection(source_id); - conn->open_channels.insert(msg.network().channel()); + conn->open_channels.insert(msg->network().channel()); } - msg.mutable_network()->set_processed(true); - msg.mutable_network()->set_time_processed(current_time); + msg->mutable_network()->set_processed(true); + msg->mutable_network()->set_time_processed(current_time); + messages.push_back(*msg); + msg = unprocessed_messages.erase(msg); } } @@ -897,12 +912,12 @@ void Callback(Common_Message *msg) }PRINT_DEBUG("\n"); #endif - std::lock_guard lock(messages_mutex); if (msg->network().type() == Network::DATA) { - messages.push_back(Common_Message(*msg)); + unprocessed_messages.push_back(Common_Message(*msg)); } if (msg->network().type() == Network::NEW_CONNECTION) { + std::lock_guard lock(messages_mutex); auto msg_temp = std::begin(messages); while (msg_temp != std::end(messages)) { //only delete processed to handle unreliable message arriving at the same time. From 60fbdcfdba10a8949a05375d3b8069e9ce10b961 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 2 May 2020 00:54:55 -0400 Subject: [PATCH 302/494] Fix build and makefile. --- Makefile | 2 +- dll/steam_networking.h | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Makefile b/Makefile index eb3f9e6..b851219 100644 --- a/Makefile +++ b/Makefile @@ -2,7 +2,7 @@ CXX=clang++ CXX_FLAGS += -fPIC -std=c++11 -LD_FLAGS += -shared -lprotobuf-lite -Wl,--no-undefined +LD_FLAGS += -shared -lprotobuf-lite -ldl -Wl,--no-undefined LIBRARY_NAME=libsteam_api.so RM = rm -f diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 816a34c..5d5ff15 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -16,6 +16,7 @@ . */ #include "base.h" +#include //packet timeout in seconds for non connections #define ORPHANED_PACKET_TIMEOUT (20) From 4ab508f7ef0ba68efc31e0b1a2a4c1939c516d72 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 11 May 2020 15:06:00 -0400 Subject: [PATCH 303/494] Implement CreateSocketPair. --- dll/steam_networking_sockets.h | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 63df4fd..d9472ca 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -296,7 +296,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { - PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); + PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); return new_listen_socket(nVirtualPort); @@ -904,6 +904,7 @@ bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPo bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair old\n"); + return CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, NULL, NULL); } /// Create a pair of connections that are talking to each other, e.g. a loopback connection. @@ -928,7 +929,18 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection /// actual bound loopback port. Otherwise, the port will be zero. bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) { - PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair\n"); + PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair %u %p %p\n", bUseNetworkLoopback, pIdentity1, pIdentity2); + if (!pOutConnection1 || !pOutConnection1) return false; + std::lock_guard lock(global_mutex); + + SteamNetworkingIdentity remote_identity; + remote_identity.SetSteamID(settings->get_local_steam_id()); + HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); + HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); + connect_sockets[con1].remote_id = con2; + *pOutConnection1 = con1; + *pOutConnection2 = con2; + return true; } /// Get the identity assigned to this interface. From 83fe490471a43bcb14b615953196ca66406b42f0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 May 2020 00:15:57 -0400 Subject: [PATCH 304/494] Added missing connection callback when accepting networking socket connection. --- dll/steam_networking_sockets.h | 1 + 1 file changed, 1 insertion(+) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index d9472ca..49fe197 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -406,6 +406,7 @@ EResult AcceptConnection( HSteamNetConnection hConn ) if (connect_socket->second.status != CONNECT_SOCKET_NOT_ACCEPTED) return k_EResultInvalidState; connect_socket->second.status = CONNECT_SOCKET_CONNECTED; send_packet_new_connection(connect_socket->first); + launch_callback(connect_socket->first, CONNECT_SOCKET_NOT_ACCEPTED); return k_EResultOK; } From 2a2e1fc2d45940d13553f7819bad127c9a785046 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 May 2020 08:57:57 -0400 Subject: [PATCH 305/494] Print files before creating CI release. --- .gitlab-ci.yml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 8d361d1..4df58fd 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -160,7 +160,7 @@ deploy_all: script: - ls -lah - - dnf -y install git + - dnf -y install git tree - mkdir -p release/source_code - git bundle create release/source_code/source_code.bundle --all - "echo \"This is a git bundle of the full repo, to use: git clone source_code.bundle --branch master\" > release/source_code/Readme.txt" @@ -171,6 +171,7 @@ deploy_all: - mv release/* ./ - rm -rf release - echo $CI_JOB_ID > job_id + - tree artifacts: name: "Goldberg_Lan_Steam_Emu_$CI_COMMIT_REF_NAME-$CI_COMMIT_TAG-$CI_COMMIT_SHORT_SHA" paths: From e9278e7708a634e3fa590a3a873d7a2d8d180ddf Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 May 2020 09:49:51 -0400 Subject: [PATCH 306/494] Fix CI build. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 4df58fd..8453e44 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -175,7 +175,7 @@ deploy_all: artifacts: name: "Goldberg_Lan_Steam_Emu_$CI_COMMIT_REF_NAME-$CI_COMMIT_TAG-$CI_COMMIT_SHORT_SHA" paths: - - . + - ./ pages: image: fedora From 3b3dc98b3a997c2b6344ea2aca2d5d66f665b799 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 18 May 2020 11:21:04 -0400 Subject: [PATCH 307/494] Add a way to force emu account name, language and steamid in steam_settings folder. --- Readme_release.txt | 3 +++ dll/settings_parser.cpp | 14 ++++++++++++++ .../force_account_name.EXAMPLE.txt | 1 + .../force_language.EXAMPLE.txt | 1 + .../force_steamid.EXAMPLE.txt | 1 + 5 files changed, 20 insertions(+) create mode 100644 files_example/steam_settings.EXAMPLE/force_account_name.EXAMPLE.txt create mode 100644 files_example/steam_settings.EXAMPLE/force_language.EXAMPLE.txt create mode 100644 files_example/steam_settings.EXAMPLE/force_steamid.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 8fb633b..b4d573d 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -29,6 +29,9 @@ Note that these are global so you won't have to change them for each game. For g If you want to change your steam_id on a per game basis, simply create a settings folder in the game unique directory (Full path: C:\Users\\AppData\Roaming\Goldberg SteamEmu Saves\\settings) In that settings folder create a user_steam_id.txt file that contains the valid steam id that you want to use for that game only. +You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt or force_steamid.txt that you put in the \steam_settings\ folder. +See the steam_settings.EXAMPLE folder for an example. + If for some reason you want it to save in the game directory you can create a file named local_save.txt right beside steam_api(64).dll (libsteam_api.so on linux) The only thing that file should contain is the name of the save directory. This can be useful if you want to use different global settings like a different account name or steam id for a particular game. Note that this save directory will be beside where the emu dll (or .so) is which may not be the same as the game path. diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index a9a864a..38484c2 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -276,6 +276,20 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s disable_networking = true; } else if (p == "disable_overlay.txt") { disable_overlay = true; + } else if (p == "force_language.txt") { + int len = Local_Storage::get_file_data(steam_settings_path + "force_language.txt", language, sizeof(language) - 1); + if (len > 0) language[len] = 0; + } else if (p == "force_steamid.txt") { + char steam_id_text[32] = {}; + if (Local_Storage::get_file_data(steam_settings_path + "force_steamid.txt", steam_id_text, sizeof(steam_id_text) - 1) > 0) { + CSteamID temp_id = CSteamID((uint64)std::atoll(steam_id_text)); + if (temp_id.IsValid()) { + user_id = temp_id; + } + } + } else if (p == "force_account_name.txt") { + int len = Local_Storage::get_file_data(steam_settings_path + "force_account_name.txt", name, sizeof(name) - 1); + if (len > 0) name[len] = 0; } } } diff --git a/files_example/steam_settings.EXAMPLE/force_account_name.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/force_account_name.EXAMPLE.txt new file mode 100644 index 0000000..62360aa --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/force_account_name.EXAMPLE.txt @@ -0,0 +1 @@ +Mr_Goldberg \ No newline at end of file diff --git a/files_example/steam_settings.EXAMPLE/force_language.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/force_language.EXAMPLE.txt new file mode 100644 index 0000000..1ebabf7 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/force_language.EXAMPLE.txt @@ -0,0 +1 @@ +english \ No newline at end of file diff --git a/files_example/steam_settings.EXAMPLE/force_steamid.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/force_steamid.EXAMPLE.txt new file mode 100644 index 0000000..bbdbc52 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/force_steamid.EXAMPLE.txt @@ -0,0 +1 @@ +76561197960287930 \ No newline at end of file From 7039d101595bf98882ffdc010207d7373b02fd1f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 20 May 2020 18:40:59 -0400 Subject: [PATCH 308/494] Update detours library. --- detours/creatwth.cpp | 21 +---- detours/detours.cpp | 203 ++++++++++++++++++++++++++++++------------- detours/detours.h | 47 ++++++++-- detours/detver.h | 4 +- detours/disasm.cpp | 145 ++++++++++++++++++++++++------- detours/image.cpp | 35 ++------ detours/modules.cpp | 29 +------ 7 files changed, 308 insertions(+), 176 deletions(-) diff --git a/detours/creatwth.cpp b/detours/creatwth.cpp index e2eb147..d7bc08a 100644 --- a/detours/creatwth.cpp +++ b/detours/creatwth.cpp @@ -7,34 +7,15 @@ // Copyright (c) Microsoft Corporation. All rights reserved. // -#if _MSC_VER >= 1900 -#pragma warning(push) -#pragma warning(disable:4091) // empty typedef -#endif -#define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 -#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 -#include -#include -#pragma warning(push) -#if _MSC_VER > 1400 -#pragma warning(disable:6102 6103) // /analyze warnings -#endif -#include -#pragma warning(pop) - // #define DETOUR_DEBUG 1 #define DETOURS_INTERNAL - #include "detours.h" +#include #if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH #error detours.h version mismatch #endif -#if _MSC_VER >= 1900 -#pragma warning(pop) -#endif - #define IMPORT_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IMPORT] #define BOUND_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_BOUND_IMPORT] #define CLR_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_COM_DESCRIPTOR] diff --git a/detours/detours.cpp b/detours/detours.cpp index 08e4c67..b8f4688 100644 --- a/detours/detours.cpp +++ b/detours/detours.cpp @@ -7,33 +7,15 @@ // Copyright (c) Microsoft Corporation. All rights reserved. // -#pragma warning(disable:4068) // unknown pragma (suppress) - -#if _MSC_VER >= 1900 -#pragma warning(push) -#pragma warning(disable:4091) // empty typedef -#endif - -#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 -#include - -#if (_MSC_VER < 1299) -#pragma warning(disable: 4710) -#endif //#define DETOUR_DEBUG 1 #define DETOURS_INTERNAL - #include "detours.h" #if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH #error detours.h version mismatch #endif -#if _MSC_VER >= 1900 -#pragma warning(pop) -#endif - #define NOTHROW ////////////////////////////////////////////////////////////////////////////// @@ -880,7 +862,8 @@ struct _DETOUR_TRAMPOLINE { // An ARM64 instruction is 4 bytes long. // - // The overwrite is always 2 instructions plus a literal, so 16 bytes, 4 instructions. + // The overwrite is always composed of 3 instructions (12 bytes) which perform an indirect jump + // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. // // Copied instructions can expand. // @@ -915,7 +898,7 @@ struct _DETOUR_TRAMPOLINE C_ASSERT(sizeof(_DETOUR_TRAMPOLINE) == 184); enum { - SIZE_OF_JMP = 16 + SIZE_OF_JMP = 12 }; inline ULONG fetch_opcode(PBYTE pbCode) @@ -929,6 +912,79 @@ inline void write_opcode(PBYTE &pbCode, ULONG Opcode) pbCode += 4; } +struct ARM64_INDIRECT_JMP { + struct { + ULONG Rd : 5; + ULONG immhi : 19; + ULONG iop : 5; + ULONG immlo : 2; + ULONG op : 1; + } ardp; + + struct { + ULONG Rt : 5; + ULONG Rn : 5; + ULONG imm : 12; + ULONG opc : 2; + ULONG iop1 : 2; + ULONG V : 1; + ULONG iop2 : 3; + ULONG size : 2; + } ldr; + + ULONG br; +}; + +#pragma warning(push) +#pragma warning(disable:4201) + +union ARM64_INDIRECT_IMM { + struct { + ULONG64 pad : 12; + ULONG64 adrp_immlo : 2; + ULONG64 adrp_immhi : 19; + }; + + LONG64 value; +}; + +#pragma warning(pop) + +PBYTE detour_gen_jmp_indirect(BYTE *pbCode, ULONG64 *pbJmpVal) +{ + // adrp x17, [jmpval] + // ldr x17, [x17, jmpval] + // br x17 + + struct ARM64_INDIRECT_JMP *pIndJmp; + union ARM64_INDIRECT_IMM jmpIndAddr; + + jmpIndAddr.value = (((LONG64)pbJmpVal) & 0xFFFFFFFFFFFFF000) - + (((LONG64)pbCode) & 0xFFFFFFFFFFFFF000); + + pIndJmp = (struct ARM64_INDIRECT_JMP *)pbCode; + pbCode = (BYTE *)(pIndJmp + 1); + + pIndJmp->ardp.Rd = 17; + pIndJmp->ardp.immhi = jmpIndAddr.adrp_immhi; + pIndJmp->ardp.iop = 0x10; + pIndJmp->ardp.immlo = jmpIndAddr.adrp_immlo; + pIndJmp->ardp.op = 1; + + pIndJmp->ldr.Rt = 17; + pIndJmp->ldr.Rn = 17; + pIndJmp->ldr.imm = (((ULONG64)pbJmpVal) & 0xFFF) / 8; + pIndJmp->ldr.opc = 1; + pIndJmp->ldr.iop1 = 1; + pIndJmp->ldr.V = 0; + pIndJmp->ldr.iop2 = 7; + pIndJmp->ldr.size = 3; + + pIndJmp->br = 0xD61F0220; + + return pbCode; +} + PBYTE detour_gen_jmp_immediate(PBYTE pbCode, PBYTE *ppPool, PBYTE pbJmpVal) { PBYTE pbLiteral; @@ -995,7 +1051,7 @@ inline PBYTE detour_skip_jmp(PBYTE pbCode, PVOID *ppGlobals) the bottom 12 bits cleared to zero, and then writes the result to a general-purpose register. This permits the calculation of the address at a 4KB aligned memory region. In conjunction with an ADD (immediate) instruction, or a Load/Store instruction with a 12-bit immediate offset, this allows for the calculation of, or access to, any address - within ±4GB of the current PC. + within +/- 4GB of the current PC. PC-rel. addressing This section describes the encoding of the PC-rel. addressing instruction class. The encodings in this section are @@ -1062,7 +1118,10 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, PDETOUR_TRAMPOLINE *ppLower, PDETOUR_TRAMPOLINE *ppUpper) { - // We have to place trampolines within +/- 2GB of code. + // The encoding used by detour_gen_jmp_indirect actually enables a + // displacement of +/- 4GiB. In the future, this could be changed to + // reflect that. For now, just reuse the x86 logic which is plenty. + ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); @@ -1250,6 +1309,65 @@ static PVOID detour_alloc_region_from_hi(PBYTE pbLo, PBYTE pbHi) return NULL; } +static PVOID detour_alloc_trampoline_allocate_new(PBYTE pbTarget, + PDETOUR_TRAMPOLINE pLo, + PDETOUR_TRAMPOLINE pHi) +{ + PVOID pbTry = NULL; + + // NB: We must always also start the search at an offset from pbTarget + // in order to maintain ASLR entropy. + +#if defined(DETOURS_64BIT) + // Try looking 1GB below or lower. + if (pbTry == NULL && pbTarget > (PBYTE)0x40000000) { + pbTry = detour_alloc_region_from_hi((PBYTE)pLo, pbTarget - 0x40000000); + } + // Try looking 1GB above or higher. + if (pbTry == NULL && pbTarget < (PBYTE)0xffffffff40000000) { + pbTry = detour_alloc_region_from_lo(pbTarget + 0x40000000, (PBYTE)pHi); + } + // Try looking 1GB below or higher. + if (pbTry == NULL && pbTarget > (PBYTE)0x40000000) { + pbTry = detour_alloc_region_from_lo(pbTarget - 0x40000000, pbTarget); + } + // Try looking 1GB above or lower. + if (pbTry == NULL && pbTarget < (PBYTE)0xffffffff40000000) { + pbTry = detour_alloc_region_from_hi(pbTarget, pbTarget + 0x40000000); + } +#endif + + // Try anything below. + if (pbTry == NULL) { + pbTry = detour_alloc_region_from_hi((PBYTE)pLo, pbTarget); + } + // try anything above. + if (pbTry == NULL) { + pbTry = detour_alloc_region_from_lo(pbTarget, (PBYTE)pHi); + } + + return pbTry; +} + +PVOID WINAPI DetourAllocateRegionWithinJumpBounds(_In_ LPCVOID pbTarget, + _Out_ PDWORD pcbAllocatedSize) +{ + PDETOUR_TRAMPOLINE pLo; + PDETOUR_TRAMPOLINE pHi; + detour_find_jmp_bounds((PBYTE)pbTarget, &pLo, &pHi); + + PVOID pbNewlyAllocated = + detour_alloc_trampoline_allocate_new((PBYTE)pbTarget, pLo, pHi); + if (pbNewlyAllocated == NULL) { + DETOUR_TRACE(("Couldn't find available memory region!\n")); + *pcbAllocatedSize = 0; + return NULL; + } + + *pcbAllocatedSize = DETOUR_REGION_SIZE; + return pbNewlyAllocated; +} + static PDETOUR_TRAMPOLINE detour_alloc_trampoline(PBYTE pbTarget) { // We have to place trampolines within +/- 2GB of target. @@ -1294,41 +1412,10 @@ static PDETOUR_TRAMPOLINE detour_alloc_trampoline(PBYTE pbTarget) // Round pbTarget down to 64KB block. pbTarget = pbTarget - (PtrToUlong(pbTarget) & 0xffff); - PVOID pbTry = NULL; - - // NB: We must always also start the search at an offset from pbTarget - // in order to maintain ASLR entropy. - -#if defined(DETOURS_64BIT) - // Try looking 1GB below or lower. - if (pbTry == NULL && pbTarget > (PBYTE)0x40000000) { - pbTry = detour_alloc_region_from_hi((PBYTE)pLo, pbTarget - 0x40000000); - } - // Try looking 1GB above or higher. - if (pbTry == NULL && pbTarget < (PBYTE)0xffffffff40000000) { - pbTry = detour_alloc_region_from_lo(pbTarget + 0x40000000, (PBYTE)pHi); - } - // Try looking 1GB below or higher. - if (pbTry == NULL && pbTarget > (PBYTE)0x40000000) { - pbTry = detour_alloc_region_from_lo(pbTarget - 0x40000000, pbTarget); - } - // Try looking 1GB above or lower. - if (pbTry == NULL && pbTarget < (PBYTE)0xffffffff40000000) { - pbTry = detour_alloc_region_from_hi(pbTarget, pbTarget + 0x40000000); - } -#endif - - // Try anything below. - if (pbTry == NULL) { - pbTry = detour_alloc_region_from_hi((PBYTE)pLo, pbTarget); - } - // try anything above. - if (pbTry == NULL) { - pbTry = detour_alloc_region_from_lo(pbTarget, (PBYTE)pHi); - } - - if (pbTry != NULL) { - s_pRegion = (DETOUR_REGION*)pbTry; + PVOID pbNewlyAllocated = + detour_alloc_trampoline_allocate_new(pbTarget, pLo, pHi); + if (pbNewlyAllocated != NULL) { + s_pRegion = (DETOUR_REGION*)pbNewlyAllocated; s_pRegion->dwSignature = DETOUR_REGION_SIGNATURE; s_pRegion->pFree = NULL; s_pRegion->pNext = s_pRegions; @@ -1655,7 +1742,7 @@ LONG WINAPI DetourTransactionCommitEx(_Out_opt_ PVOID **pppFailedPointer) #endif // DETOURS_ARM #ifdef DETOURS_ARM64 - PBYTE pbCode = detour_gen_jmp_immediate(o->pbTarget, NULL, o->pTrampoline->pbDetour); + PBYTE pbCode = detour_gen_jmp_indirect(o->pbTarget, (ULONG64*)&(o->pTrampoline->pbDetour)); pbCode = detour_gen_brk(pbCode, o->pTrampoline->pbRemain); *o->ppbPointer = o->pTrampoline->rbCode; UNREFERENCED_PARAMETER(pbCode); diff --git a/detours/detours.h b/detours/detours.h index faff4fe..97595a2 100644 --- a/detours/detours.h +++ b/detours/detours.h @@ -16,6 +16,34 @@ ////////////////////////////////////////////////////////////////////////////// // +#ifdef DETOURS_INTERNAL + +#define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 +#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 + +#pragma warning(disable:4068) // unknown pragma (suppress) + +#if _MSC_VER >= 1900 +#pragma warning(push) +#pragma warning(disable:4091) // empty typedef +#endif + +#include +#if (_MSC_VER < 1310) +#else +#pragma warning(push) +#if _MSC_VER > 1400 +#pragma warning(disable:6102 6103) // /analyze warnings +#endif +#include +#pragma warning(pop) +#endif + +#endif // DETOURS_INTERNAL + +////////////////////////////////////////////////////////////////////////////// +// + #undef DETOURS_X64 #undef DETOURS_X86 #undef DETOURS_IA64 @@ -61,7 +89,12 @@ //#define DETOURS_OPTION_BITS 32 #endif -#define VER_DETOURS_BITS DETOUR_STRINGIFY(DETOURS_BITS) +/////////////////////////////////////////////////////////////// Helper Macros. +// +#define DETOURS_STRINGIFY_(x) #x +#define DETOURS_STRINGIFY(x) DETOURS_STRINGIFY_(x) + +#define VER_DETOURS_BITS DETOURS_STRINGIFY(DETOURS_BITS) ////////////////////////////////////////////////////////////////////////////// // @@ -387,7 +420,6 @@ typedef struct _DETOUR_EXE_RESTORE #ifdef IMAGE_NT_OPTIONAL_HDR64_MAGIC // some environments do not have this BYTE raw[sizeof(IMAGE_NT_HEADERS64) + sizeof(IMAGE_SECTION_HEADER) * 32]; - C_ASSERT(sizeof(IMAGE_NT_HEADERS64) == 0x108); #else BYTE raw[0x108 + sizeof(IMAGE_SECTION_HEADER) * 32]; #endif @@ -396,6 +428,10 @@ typedef struct _DETOUR_EXE_RESTORE } DETOUR_EXE_RESTORE, *PDETOUR_EXE_RESTORE; +#ifdef IMAGE_NT_OPTIONAL_HDR64_MAGIC +C_ASSERT(sizeof(IMAGE_NT_HEADERS64) == 0x108); +#endif + // The size can change, but assert for clarity due to the muddying #ifdefs. #ifdef _WIN64 C_ASSERT(sizeof(DETOUR_EXE_RESTORE) == 0x688); @@ -431,11 +467,6 @@ typedef struct _DETOUR_EXE_HELPER 0,\ } -/////////////////////////////////////////////////////////////// Helper Macros. -// -#define DETOURS_STRINGIFY(x) DETOURS_STRINGIFY_(x) -#define DETOURS_STRINGIFY_(x) #x - ///////////////////////////////////////////////////////////// Binary Typedefs. // typedef BOOL (CALLBACK *PF_DETOUR_BINARY_BYWAY_CALLBACK)( @@ -523,6 +554,8 @@ PVOID WINAPI DetourCopyInstruction(_In_opt_ PVOID pDst, _Out_opt_ LONG *plExtra); BOOL WINAPI DetourSetCodeModule(_In_ HMODULE hModule, _In_ BOOL fLimitReferencesToModule); +PVOID WINAPI DetourAllocateRegionWithinJumpBounds(_In_ LPCVOID pbTarget, + _Out_ PDWORD pcbAllocatedSize); ///////////////////////////////////////////////////// Loaded Binary Functions. // diff --git a/detours/detver.h b/detours/detver.h index f0aae9b..3d4f544 100644 --- a/detours/detver.h +++ b/detours/detver.h @@ -14,8 +14,8 @@ #include #else #ifndef DETOURS_STRINGIFY -#define DETOURS_STRINGIFY(x) DETOURS_STRINGIFY_(x) #define DETOURS_STRINGIFY_(x) #x +#define DETOURS_STRINGIFY(x) DETOURS_STRINGIFY_(x) #endif #define VER_FILEFLAGSMASK 0x3fL @@ -24,4 +24,4 @@ #define VER_FILETYPE 0x00000002L #define VER_FILESUBTYPE 0x00000000L #endif -#define VER_DETOURS_BITS DETOUR_STRINGIFY(DETOURS_BITS) +#define VER_DETOURS_BITS DETOURS_STRINGIFY(DETOURS_BITS) diff --git a/detours/disasm.cpp b/detours/disasm.cpp index f7896d4..ce666fb 100644 --- a/detours/disasm.cpp +++ b/detours/disasm.cpp @@ -7,28 +7,15 @@ // Copyright (c) Microsoft Corporation. All rights reserved. // -#if _MSC_VER >= 1900 -#pragma warning(push) -#pragma warning(disable:4091) // empty typedef -#endif - -#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 -#include -#include - // #define DETOUR_DEBUG 1 #define DETOURS_INTERNAL - #include "detours.h" +#include #if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH #error detours.h version mismatch #endif -#if _MSC_VER >= 1900 -#pragma warning(pop) -#endif - #undef ASSERT #define ASSERT(x) @@ -260,6 +247,11 @@ class CDetourDis #define ENTRY_CopyFF ENTRY_DataIgnored &CDetourDis::CopyFF #define ENTRY_CopyVex2 ENTRY_DataIgnored &CDetourDis::CopyVex2 #define ENTRY_CopyVex3 ENTRY_DataIgnored &CDetourDis::CopyVex3 +#define ENTRY_CopyEvex ENTRY_DataIgnored &CDetourDis::CopyEvex // 62, 3 byte payload, then normal with implied prefixes like vex +#define ENTRY_CopyXop ENTRY_DataIgnored &CDetourDis::CopyXop // 0x8F ... POP /0 or AMD XOP +#define ENTRY_CopyBytesXop 5, 5, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm +#define ENTRY_CopyBytesXop1 6, 6, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm8 +#define ENTRY_CopyBytesXop4 9, 9, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm32 #define ENTRY_Invalid ENTRY_DataIgnored &CDetourDis::Invalid #define ENTRY_End ENTRY_DataIgnored NULL @@ -289,6 +281,9 @@ class CDetourDis PBYTE CopyVex2(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); PBYTE CopyVex3(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); PBYTE CopyVexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc); + PBYTE CopyVexEvexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc, BYTE p); + PBYTE CopyEvex(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); + PBYTE CopyXop(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); protected: static const COPYENTRY s_rceCopyTable[257]; @@ -303,6 +298,7 @@ class CDetourDis BOOL m_bAddressOverride; BOOL m_bRaxOverride; // AMD64 only BOOL m_bVex; + BOOL m_bEvex; BOOL m_bF2; BOOL m_bF3; // x86 only BYTE m_nSegmentOverride; @@ -337,6 +333,7 @@ CDetourDis::CDetourDis(_Out_opt_ PBYTE *ppbTarget, _Out_opt_ LONG *plExtra) m_bF2 = FALSE; m_bF3 = FALSE; m_bVex = FALSE; + m_bEvex = FALSE; m_ppbTarget = ppbTarget ? ppbTarget : &m_pbScratchTarget; m_plExtra = plExtra ? plExtra : &m_lScratchExtra; @@ -368,8 +365,11 @@ PBYTE CDetourDis::CopyBytes(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) { UINT nBytesFixed; - ASSERT(!m_bVex || pEntry->nFlagBits == 0); - ASSERT(!m_bVex || pEntry->nFixedSize == pEntry->nFixedSize16); + if (m_bVex || m_bEvex) + { + ASSERT(pEntry->nFlagBits == 0); + ASSERT(pEntry->nFixedSize == pEntry->nFixedSize16); + } UINT const nModOffset = pEntry->nModOffset; UINT const nFlagBits = pEntry->nFlagBits; @@ -748,33 +748,42 @@ PBYTE CDetourDis::CopyFF(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) return pbOut; } -PBYTE CDetourDis::CopyVexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc) +PBYTE CDetourDis::CopyVexEvexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc, BYTE p) // m is first instead of last in the hopes of pbDst/pbSrc being // passed along efficiently in the registers they were already in. { static const COPYENTRY ceF38 = { 0x38, ENTRY_CopyBytes2Mod }; static const COPYENTRY ceF3A = { 0x3A, ENTRY_CopyBytes2Mod1 }; - static const COPYENTRY Invalid = { 0xC4, ENTRY_Invalid }; + static const COPYENTRY ceInvalid = { 0xC4, ENTRY_Invalid }; - m_bVex = TRUE; - REFCOPYENTRY pEntry; - switch (m) { - default: pEntry = &Invalid; break; - case 1: pEntry = &s_rceCopyTable0F[pbSrc[0]]; break; - case 2: pEntry = &ceF38; break; - case 3: pEntry = &ceF3A; break; - } - - switch (pbSrc[-1] & 3) { // p in last byte + switch (p & 3) { case 0: break; case 1: m_bOperandOverride = TRUE; break; case 2: m_bF3 = TRUE; break; case 3: m_bF2 = TRUE; break; } - return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); + REFCOPYENTRY pEntry; + + switch (m) { + default: return Invalid(&ceInvalid, pbDst, pbSrc); + case 1: pEntry = &s_rceCopyTable0F[pbSrc[0]]; + return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); + case 2: return CopyBytes(&ceF38, pbDst, pbSrc); + case 3: return CopyBytes(&ceF3A, pbDst, pbSrc); + } } +PBYTE CDetourDis::CopyVexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc) +// m is first instead of last in the hopes of pbDst/pbSrc being +// passed along efficiently in the registers they were already in. +{ + m_bVex = TRUE; + BYTE const p = (BYTE)(pbSrc[-1] & 3); // p in last byte + return CopyVexEvexCommon(m, pbDst, pbSrc, p); +} + + PBYTE CDetourDis::CopyVex3(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // 3 byte VEX prefix 0xC4 { @@ -835,6 +844,78 @@ PBYTE CDetourDis::CopyVex2(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) return CopyVexCommon(1, pbDst + 2, pbSrc + 2); } +PBYTE CDetourDis::CopyEvex(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) +// 62, 3 byte payload, x86 with implied prefixes like Vex +// for 32bit, mode 0xC0 else fallback to bound /r +{ + // NOTE: Intel and Wikipedia number these differently. + // Intel says 0-2, Wikipedia says 1-3. + + BYTE const p0 = pbSrc[1]; + +#ifdef DETOURS_X86 + const static COPYENTRY ceBound = { 0x62, ENTRY_CopyBytes2Mod }; + if ((p0 & 0xC0) != 0xC0) { + return CopyBytes(&ceBound, pbDst, pbSrc); + } +#endif + + static const COPYENTRY ceInvalid = { 0x62, ENTRY_Invalid }; + + if ((p0 & 0x0C) != 0) + return Invalid(&ceInvalid, pbDst, pbSrc); + + BYTE const p1 = pbSrc[2]; + + if ((p1 & 0x04) != 0x04) + return Invalid(&ceInvalid, pbDst, pbSrc); + + // Copy 4 byte prefix. + *(UNALIGNED ULONG *)pbDst = *(UNALIGNED ULONG*)pbSrc; + + m_bEvex = TRUE; + +#ifdef DETOURS_X64 + m_bRaxOverride |= !!(p1 & 0x80); // w +#endif + + return CopyVexEvexCommon(p0 & 3u, pbDst + 4, pbSrc + 4, p1 & 3u); +} + +PBYTE CDetourDis::CopyXop(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) +/* 3 byte AMD XOP prefix 0x8F +byte0: 0x8F +byte1: RXBmmmmm +byte2: WvvvvLpp +byte3: opcode +mmmmm >= 8, else pop +mmmmm only otherwise defined for 8, 9, A. +pp is like VEX but only instructions with 0 are defined +*/ +{ + const static COPYENTRY cePop = { 0x8F, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceXop = { 0x8F, ENTRY_CopyBytesXop }; + const static COPYENTRY ceXop1 = { 0x8F, ENTRY_CopyBytesXop1 }; + const static COPYENTRY ceXop4 = { 0x8F, ENTRY_CopyBytesXop4 }; + + BYTE const m = (BYTE)(pbSrc[1] & 0x1F); + ASSERT(m <= 10); + switch (m) + { + default: + return CopyBytes(&cePop, pbDst, pbSrc); + + case 8: // modrm with 8bit immediate + return CopyBytes(&ceXop1, pbDst, pbSrc); + + case 9: // modrm with no immediate + return CopyBytes(&ceXop, pbDst, pbSrc); + + case 10: // modrm with 32bit immediate + return CopyBytes(&ceXop4, pbDst, pbSrc); + } +} + ////////////////////////////////////////////////////////////////////////////// // PBYTE CDetourDis::s_pbModuleBeg = NULL; @@ -1030,11 +1111,11 @@ const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[257] = #ifdef DETOURS_X64 { 0x60, ENTRY_Invalid }, // Invalid { 0x61, ENTRY_Invalid }, // Invalid - { 0x62, ENTRY_Invalid }, // Invalid (not yet implemented Intel EVEX support) + { 0x62, ENTRY_CopyEvex }, // EVEX / AVX512 #else { 0x60, ENTRY_CopyBytes1 }, // PUSHAD { 0x61, ENTRY_CopyBytes1 }, // POPAD - { 0x62, ENTRY_CopyBytes2Mod }, // BOUND /r + { 0x62, ENTRY_CopyEvex }, // BOUND /r and EVEX / AVX512 #endif { 0x63, ENTRY_CopyBytes2Mod }, // 32bit ARPL /r, 64bit MOVSXD { 0x64, ENTRY_CopyBytesSegment }, // FS prefix @@ -1084,7 +1165,7 @@ const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[257] = { 0x8C, ENTRY_CopyBytes2Mod }, // MOV /r { 0x8D, ENTRY_CopyBytes2Mod }, // LEA /r { 0x8E, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8F, ENTRY_CopyBytes2Mod }, // POP /0 + { 0x8F, ENTRY_CopyXop }, // POP /0 or AMD XOP { 0x90, ENTRY_CopyBytes1 }, // NOP { 0x91, ENTRY_CopyBytes1 }, // XCHG { 0x92, ENTRY_CopyBytes1 }, // XCHG diff --git a/detours/image.cpp b/detours/image.cpp index 21ff501..4fa31a7 100644 --- a/detours/image.cpp +++ b/detours/image.cpp @@ -9,39 +9,18 @@ // Used for for payloads, byways, and imports. // -#if _MSC_VER >= 1900 -#pragma warning(push) -#pragma warning(disable:4091) // empty typedef -#endif -#define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 -#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 -#include -#if _MSC_VER >= 1310 -#pragma warning(push) -#if _MSC_VER > 1400 -#pragma warning(disable:6102 6103) // /analyze warnings -#endif -#include -#pragma warning(pop) -#endif - -#if (_MSC_VER < 1299) +#if _MSC_VER < 1299 #pragma warning(disable: 4710) #endif // #define DETOUR_DEBUG 1 #define DETOURS_INTERNAL - #include "detours.h" #if DETOURS_VERSION != 0x4c0c1 // 0xMAJORcMINORcPATCH #error detours.h version mismatch #endif -#if _MSC_VER >= 1900 -#pragma warning(pop) -#endif - namespace Detour { ////////////////////////////////////////////////////////////////////////////// @@ -1714,17 +1693,13 @@ BOOL CImage::Write(HANDLE hFile) m_nNextFileAddr = Max(m_SectionHeaders[n].PointerToRawData + m_SectionHeaders[n].SizeOfRawData, m_nNextFileAddr); -#if 0 - m_nNextVirtAddr = Max(m_SectionHeaders[n].VirtualAddress + - m_SectionHeaders[n].Misc.VirtualSize, - m_nNextVirtAddr); -#else + // Old images have VirtualSize == 0 as a matter of course, e.g. NT 3.1. + // In which case, use SizeOfRawData instead. m_nNextVirtAddr = Max(m_SectionHeaders[n].VirtualAddress + (m_SectionHeaders[n].Misc.VirtualSize ? m_SectionHeaders[n].Misc.VirtualSize : SectionAlign(m_SectionHeaders[n].SizeOfRawData)), m_nNextVirtAddr); -#endif m_nExtraOffset = Max(m_nNextFileAddr, m_nExtraOffset); @@ -1857,7 +1832,7 @@ BOOL CImage::Write(HANDLE hFile) for (CImageImportFile *pImportFile = m_pImportFiles; pImportFile != NULL; pImportFile = pImportFile->m_pNextFile) { - ZeroMemory(piidDst, sizeof(piidDst)); + ZeroMemory(piidDst, sizeof(*piidDst)); nameTable.Allocate(pImportFile->m_pszName, (DWORD *)&piidDst->Name); piidDst->TimeDateStamp = 0; piidDst->ForwarderChain = pImportFile->m_nForwarderChain; @@ -1899,7 +1874,7 @@ BOOL CImage::Write(HANDLE hFile) } piidDst++; } - ZeroMemory(piidDst, sizeof(piidDst)); + ZeroMemory(piidDst, sizeof(*piidDst)); ////////////////////////////////////////////////////////////////////////// // diff --git a/detours/modules.cpp b/detours/modules.cpp index 3416730..ade78c9 100644 --- a/detours/modules.cpp +++ b/detours/modules.cpp @@ -9,27 +9,6 @@ // Module enumeration functions. // -#define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 - -#pragma warning(disable:4068) // unknown pragma (suppress) - -#if _MSC_VER >= 1900 -#pragma warning(push) -#pragma warning(disable:4091) // empty typedef -#endif - -#define _ARM_WINAPI_PARTITION_DESKTOP_SDK_AVAILABLE 1 -#include -#if (_MSC_VER < 1310) -#else -#pragma warning(push) -#if _MSC_VER > 1400 -#pragma warning(disable:6102 6103) // /analyze warnings -#endif -#include -#pragma warning(pop) -#endif - // #define DETOUR_DEBUG 1 #define DETOURS_INTERNAL #include "detours.h" @@ -38,10 +17,6 @@ #error detours.h version mismatch #endif -#if _MSC_VER >= 1900 -#pragma warning(pop) -#endif - #define CLR_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_COM_DESCRIPTOR] #define IAT_DIRECTORY OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IAT] @@ -164,8 +139,8 @@ PDETOUR_SYM_INFO DetourLoadImageHlp(VOID) return pSymInfo; } -PVOID WINAPI DetourFindFunction(_In_ PCSTR pszModule, - _In_ PCSTR pszFunction) +PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, + _In_ LPCSTR pszFunction) { /////////////////////////////////////////////// First, try GetProcAddress. // From 714904b9843025036648b87f22d045f7ce1a1e97 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 20 May 2020 18:42:15 -0400 Subject: [PATCH 309/494] Make all functions return something and re enable the msvc error. --- dll/base.h | 1 - dll/dll.cpp | 20 +++++++ dll/steam_applist.cpp | 5 ++ dll/steam_gamesearch.h | 14 +++++ dll/steam_inventory.h | 17 +++++- dll/steam_musicremote.cpp | 96 ++++++++++++++++++++++------------ dll/steam_networking_sockets.h | 46 ++++++++++++++++ dll/steam_networking_utils.h | 10 ++++ dll/steam_parties.h | 10 ++++ dll/steam_remote_storage.h | 42 ++++++++++++++- dll/steam_user_stats.h | 4 ++ 11 files changed, 230 insertions(+), 35 deletions(-) diff --git a/dll/base.h b/dll/base.h index be7aab4..a7db49f 100644 --- a/dll/base.h +++ b/dll/base.h @@ -42,7 +42,6 @@ #if defined(__WINDOWS__) #define STEAM_WIN32 -#pragma warning( disable : 4716) #ifndef NOMINMAX # define NOMINMAX #endif diff --git a/dll/dll.cpp b/dll/dll.cpp index 7beb818..be92f11 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -1016,56 +1016,67 @@ STEAMCLIENT_API void Breakpad_SteamWriteMiniDumpUsingExceptionInfoWithBuildId( i STEAMCLIENT_API bool Steam_BConnected( HSteamUser hUser, HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return true; } STEAMCLIENT_API bool Steam_BLoggedOn( HSteamUser hUser, HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return true; } STEAMCLIENT_API bool Steam_BReleaseSteamPipe( HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API HSteamUser Steam_ConnectToGlobalUser( HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API HSteamUser Steam_CreateGlobalUser( HSteamPipe *phSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API HSteamUser Steam_CreateLocalUser( HSteamPipe *phSteamPipe, EAccountType eAccountType ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API HSteamPipe Steam_CreateSteamPipe() { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API bool Steam_GSBLoggedOn( void *phSteamHandle ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSBSecure( void *phSteamHandle) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSGetSteam2GetEncryptionKeyToSendToNewClient( void *phSteamHandle, void *pvEncryptionKey, uint32 *pcbEncryptionKey, uint32 cbMaxEncryptionKey ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API uint64 Steam_GSGetSteamID() { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API void Steam_GSLogOff( void *phSteamHandle ) @@ -1081,31 +1092,37 @@ STEAMCLIENT_API void Steam_GSLogOn( void *phSteamHandle ) STEAMCLIENT_API bool Steam_GSRemoveUserConnect( void *phSteamHandle, uint32 unUserID ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSSendSteam2UserConnect( void *phSteamHandle, uint32 unUserID, const void *pvRawKey, uint32 unKeyLen, uint32 unIPPublic, uint16 usPort, const void *pvCookie, uint32 cubCookie ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSSendSteam3UserConnect( void *phSteamHandle, uint64 steamID, uint32 unIPPublic, const void *pvCookie, uint32 cubCookie ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSSendUserDisconnect( void *phSteamHandle, uint64 ulSteamID, uint32 unUserID ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSSendUserStatusResponse( void *phSteamHandle, uint64 ulSteamID, int nSecondsConnected, int nSecondsSinceLast ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API bool Steam_GSSetServerType( void *phSteamHandle, int32 nAppIdServed, uint32 unServerFlags, uint32 unGameIP, uint32 unGamePort, const char *pchGameDir, const char *pchVersion ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API void Steam_GSSetSpawnCount( void *phSteamHandle, uint32 ucSpawn ) @@ -1116,16 +1133,19 @@ STEAMCLIENT_API void Steam_GSSetSpawnCount( void *phSteamHandle, uint32 ucSpawn STEAMCLIENT_API bool Steam_GSUpdateStatus( void *phSteamHandle, int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pchMapName ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } STEAMCLIENT_API void* Steam_GetGSHandle( HSteamUser hUser, HSteamPipe hSteamPipe ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return NULL; } STEAMCLIENT_API int Steam_InitiateGameConnection( HSteamUser hUser, HSteamPipe hSteamPipe, void *pBlob, int cbMaxBlob, uint64 steamID, int nGameAppID, uint32 unIPServer, uint16 usPortServer, bool bSecure ) { PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; } STEAMCLIENT_API void Steam_LogOff( HSteamUser hUser, HSteamPipe hSteamPipe ) diff --git a/dll/steam_applist.cpp b/dll/steam_applist.cpp index 05d50b1..a19e7e2 100644 --- a/dll/steam_applist.cpp +++ b/dll/steam_applist.cpp @@ -20,27 +20,32 @@ uint32 Steam_Applist::GetNumInstalledApps() { PRINT_DEBUG("Steam_Applist::GetNumInstalledApps\n"); + return 0; } uint32 Steam_Applist::GetInstalledApps( AppId_t *pvecAppID, uint32 unMaxAppIDs ) { PRINT_DEBUG("Steam_Applist::GetInstalledApps\n"); + return 0; } // returns -1 if no name was found int Steam_Applist::GetAppName( AppId_t nAppID, STEAM_OUT_STRING() char *pchName, int cchNameMax ) { PRINT_DEBUG("Steam_Applist::GetAppName\n"); + return -1; } // returns -1 if no dir was found int Steam_Applist::GetAppInstallDir( AppId_t nAppID, char *pchDirectory, int cchNameMax ) { PRINT_DEBUG("Steam_Applist::GetAppInstallDir\n"); + return -1; } // return the buildid of this app, may change at any time based on backend updates to the game int Steam_Applist::GetAppBuildId( AppId_t nAppID ) { PRINT_DEBUG("Steam_Applist::GetAppBuildId\n"); + return 10; } diff --git a/dll/steam_gamesearch.h b/dll/steam_gamesearch.h index a643087..2254f01 100644 --- a/dll/steam_gamesearch.h +++ b/dll/steam_gamesearch.h @@ -71,6 +71,7 @@ Steam_Game_Search(class Settings *settings, class Networking *network, class Ste EGameSearchErrorCode_t AddGameSearchParams( const char *pchKeyToFind, const char *pchValuesToFind ) { PRINT_DEBUG("Steam_Game_Search::AddGameSearchParams\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -80,6 +81,7 @@ EGameSearchErrorCode_t AddGameSearchParams( const char *pchKeyToFind, const char EGameSearchErrorCode_t SearchForGameWithLobby( CSteamID steamIDLobby, int nPlayerMin, int nPlayerMax ) { PRINT_DEBUG("Steam_Game_Search::SearchForGameWithLobby\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -88,6 +90,7 @@ EGameSearchErrorCode_t SearchForGameWithLobby( CSteamID steamIDLobby, int nPlaye EGameSearchErrorCode_t SearchForGameSolo( int nPlayerMin, int nPlayerMax ) { PRINT_DEBUG("Steam_Game_Search::SearchForGameSolo\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -96,11 +99,13 @@ EGameSearchErrorCode_t SearchForGameSolo( int nPlayerMin, int nPlayerMax ) EGameSearchErrorCode_t AcceptGame() { PRINT_DEBUG("Steam_Game_Search::AcceptGame\n"); + return k_EGameSearchErrorCode_Failed_Offline; } EGameSearchErrorCode_t DeclineGame() { PRINT_DEBUG("Steam_Game_Search::DeclineGame\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -108,6 +113,7 @@ EGameSearchErrorCode_t DeclineGame() EGameSearchErrorCode_t RetrieveConnectionDetails( CSteamID steamIDHost, char *pchConnectionDetails, int cubConnectionDetails ) { PRINT_DEBUG("Steam_Game_Search::RetrieveConnectionDetails\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -115,6 +121,7 @@ EGameSearchErrorCode_t RetrieveConnectionDetails( CSteamID steamIDHost, char *pc EGameSearchErrorCode_t EndGameSearch() { PRINT_DEBUG("Steam_Game_Search::EndGameSearch\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -125,6 +132,7 @@ EGameSearchErrorCode_t EndGameSearch() EGameSearchErrorCode_t SetGameHostParams( const char *pchKey, const char *pchValue ) { PRINT_DEBUG("Steam_Game_Search::SetGameHostParams\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -132,6 +140,7 @@ EGameSearchErrorCode_t SetGameHostParams( const char *pchKey, const char *pchVal EGameSearchErrorCode_t SetConnectionDetails( const char *pchConnectionDetails, int cubConnectionDetails ) { PRINT_DEBUG("Steam_Game_Search::SetConnectionDetails\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -143,6 +152,7 @@ EGameSearchErrorCode_t SetConnectionDetails( const char *pchConnectionDetails, i EGameSearchErrorCode_t RequestPlayersForGame( int nPlayerMin, int nPlayerMax, int nMaxTeamSize ) { PRINT_DEBUG("Steam_Game_Search::RequestPlayersForGame\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -152,6 +162,7 @@ EGameSearchErrorCode_t RequestPlayersForGame( int nPlayerMin, int nPlayerMax, in EGameSearchErrorCode_t HostConfirmGameStart( uint64 ullUniqueGameID ) { PRINT_DEBUG("Steam_Game_Search::HostConfirmGameStart\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -160,6 +171,7 @@ EGameSearchErrorCode_t HostConfirmGameStart( uint64 ullUniqueGameID ) EGameSearchErrorCode_t CancelRequestPlayersForGame() { PRINT_DEBUG("Steam_Game_Search::CancelRequestPlayersForGame\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -167,6 +179,7 @@ EGameSearchErrorCode_t CancelRequestPlayersForGame() EGameSearchErrorCode_t SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID steamIDPlayer, EPlayerResult_t EPlayerResult ) { PRINT_DEBUG("Steam_Game_Search::SubmitPlayerResult\n"); + return k_EGameSearchErrorCode_Failed_Offline; } @@ -175,6 +188,7 @@ EGameSearchErrorCode_t SubmitPlayerResult( uint64 ullUniqueGameID, CSteamID stea EGameSearchErrorCode_t EndGame( uint64 ullUniqueGameID ) { PRINT_DEBUG("Steam_Game_Search::EndGame\n"); + return k_EGameSearchErrorCode_Failed_Offline; } void RunCallbacks() diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 7d28df7..5ac9310 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -441,6 +441,7 @@ bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, STEAM_BUFFER_C bool GenerateItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) { PRINT_DEBUG("GenerateItems\n"); + return false; } @@ -480,6 +481,7 @@ STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.) bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) { PRINT_DEBUG("ConsumeItem\n"); + return false; } @@ -496,6 +498,7 @@ bool ExchangeItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength ) { PRINT_DEBUG("ExchangeItems\n"); + return false; } @@ -507,6 +510,7 @@ bool ExchangeItems( SteamInventoryResult_t *pResultHandle, bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) { PRINT_DEBUG("TransferItemQuantity\n"); + return false; } @@ -534,7 +538,7 @@ void SendItemDropHeartbeat() STEAM_METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.) bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) { - PRINT_DEBUG("TriggerItemDrop\n"); + PRINT_DEBUG("TriggerItemDrop %p %i\n", pResultHandle, dropListDefinition); //TODO: if gameserver return false return true; } @@ -725,6 +729,7 @@ STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t ) SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) { PRINT_DEBUG("RequestEligiblePromoItemDefinitionsIDs\n"); + return 0; } @@ -737,6 +742,7 @@ bool GetEligiblePromoItemDefinitionIDs( STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) { PRINT_DEBUG("GetEligiblePromoItemDefinitionIDs\n"); + return false; } @@ -749,6 +755,7 @@ STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t ) SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) { PRINT_DEBUG("StartPurchase\n"); + return 0; } @@ -793,6 +800,7 @@ bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT( bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice ) { PRINT_DEBUG("GetItemPrice\n"); + return false; } // Retrieves the price for the item definition id @@ -808,39 +816,46 @@ bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice ) SteamInventoryUpdateHandle_t StartUpdateProperties() { PRINT_DEBUG("StartUpdateProperties\n"); + return 0; } // Remove the property on the item bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) { PRINT_DEBUG("RemoveProperty\n"); + return false; } // Accessor methods to set properties on items bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) { PRINT_DEBUG("SetProperty\n"); + return false; } bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) { PRINT_DEBUG("SetProperty\n"); + return false; } bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) { PRINT_DEBUG("SetProperty\n"); + return false; } bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) { PRINT_DEBUG("SetProperty\n"); + return false; } // Submit the update request by handle bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) { PRINT_DEBUG("SubmitUpdateProperties\n"); + return false; } void RunCallbacks() diff --git a/dll/steam_musicremote.cpp b/dll/steam_musicremote.cpp index 4584e96..b5c87eb 100644 --- a/dll/steam_musicremote.cpp +++ b/dll/steam_musicremote.cpp @@ -20,171 +20,203 @@ // Service Definition bool Steam_MusicRemote::RegisterSteamMusicRemote( const char *pchName ) { - PRINT_DEBUG("RegisterSteamMusicRemote\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::DeregisterSteamMusicRemote() { - PRINT_DEBUG("DeregisterSteamMusicRemote\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::BIsCurrentMusicRemote() { - PRINT_DEBUG("BIsCurrentMusicRemote\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::BActivationSuccess( bool bValue ) { - PRINT_DEBUG("BActivationSuccess\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetDisplayName( const char *pchDisplayName ) { - PRINT_DEBUG("SetDisplayName\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetPNGIcon_64x64( void *pvBuffer, uint32 cbBufferLength ) { - PRINT_DEBUG("SetPNGIcon_64x64\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } // Abilities for the user interface bool Steam_MusicRemote::EnablePlayPrevious(bool bValue) { - PRINT_DEBUG("EnablePlayPrevious\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::EnablePlayNext( bool bValue ) { - PRINT_DEBUG("EnablePlayNext\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::EnableShuffled( bool bValue ) { - PRINT_DEBUG("EnableShuffled\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::EnableLooped( bool bValue ) { - PRINT_DEBUG("EnableLooped\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::EnableQueue( bool bValue ) { - PRINT_DEBUG("EnableQueue\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::EnablePlaylists( bool bValue ) { - PRINT_DEBUG("EnablePlaylists\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } // Status bool Steam_MusicRemote::UpdatePlaybackStatus( AudioPlayback_Status nStatus ) { - PRINT_DEBUG("UpdatePlaybackStatus\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateShuffled( bool bValue ) { - PRINT_DEBUG("UpdateShuffled\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateLooped( bool bValue ) { - PRINT_DEBUG("UpdateLooped\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateVolume( float flValue ) { - PRINT_DEBUG("UpdateVolume\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } // volume is between 0.0 and 1.0 // Current Entry bool Steam_MusicRemote::CurrentEntryWillChange() { - PRINT_DEBUG("CurrentEntryWillChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::CurrentEntryIsAvailable( bool bAvailable ) { - PRINT_DEBUG("CurrentEntryIsAvailable\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateCurrentEntryText( const char *pchText ) { - PRINT_DEBUG("UpdateCurrentEntryText\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateCurrentEntryElapsedSeconds( int nValue ) { - PRINT_DEBUG("UpdateCurrentEntryElapsedSeconds\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::UpdateCurrentEntryCoverArt( void *pvBuffer, uint32 cbBufferLength ) { - PRINT_DEBUG("UpdateCurrentEntryCoverArt\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::CurrentEntryDidChange() { - PRINT_DEBUG("CurrentEntryDidChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } // Queue bool Steam_MusicRemote::QueueWillChange() { - PRINT_DEBUG("QueueWillChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::ResetQueueEntries() { - PRINT_DEBUG("ResetQueueEntries\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetQueueEntry( int nID, int nPosition, const char *pchEntryText ) { - PRINT_DEBUG("SetQueueEntry\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetCurrentQueueEntry( int nID ) { - PRINT_DEBUG("SetCurrentQueueEntry\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::QueueDidChange() { - PRINT_DEBUG("QueueDidChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } // Playlist bool Steam_MusicRemote::PlaylistWillChange() { - PRINT_DEBUG("PlaylistWillChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::ResetPlaylistEntries() { - PRINT_DEBUG("ResetPlaylistEntries\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetPlaylistEntry( int nID, int nPosition, const char *pchEntryText ) { - PRINT_DEBUG("SetPlaylistEntry\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::SetCurrentPlaylistEntry( int nID ) { - PRINT_DEBUG("SetCurrentPlaylistEntry\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } bool Steam_MusicRemote::PlaylistDidChange() { - PRINT_DEBUG("PlaylistDidChange\n"); + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; } diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 49fe197..34d185f 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -242,11 +242,13 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n"); + return k_HSteamListenSocket_Invalid; } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); + return k_HSteamListenSocket_Invalid; } /// Creates a connection and begins talking to a "server" over UDP at the @@ -270,11 +272,13 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n"); + return k_HSteamNetConnection_Invalid; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); + return k_HSteamNetConnection_Invalid; } /// Like CreateListenSocketIP, but clients will connect using ConnectP2P @@ -354,12 +358,14 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectBySteamID\n"); + return k_HSteamNetConnection_Invalid; } //#endif HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPv4Address\n"); + return k_HSteamNetConnection_Invalid; } @@ -471,6 +477,7 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason ) { PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket old\n"); + return false; } /// Destroy a listen socket. All the connections that were accepting on the listen @@ -538,6 +545,7 @@ void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionName\n"); + return false; } @@ -568,6 +576,7 @@ bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old\n"); + return k_EResultFail; } /// Send a message to the remote host on the specified connection. @@ -687,6 +696,7 @@ void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, in EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) { PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n"); + return k_EResultOK; } static void free_steam_message_data(SteamNetworkingMessage_t *pMsg) @@ -791,6 +801,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); + return false; } @@ -813,6 +824,7 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n"); + return -1; } @@ -827,6 +839,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n"); + return -1; } @@ -834,6 +847,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); + return false; } @@ -842,6 +856,7 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t * bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) { PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n"); + return false; } @@ -855,6 +870,7 @@ bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickCo int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) { PRINT_DEBUG("Steam_Networking_Sockets::GetDetailedConnectionStatus\n"); + return -1; } /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. @@ -864,6 +880,7 @@ int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cb bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) { PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketAddress\n"); + return false; } /// Returns information about the listen socket. @@ -952,6 +969,9 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection bool GetIdentity( SteamNetworkingIdentity *pIdentity ) { PRINT_DEBUG("Steam_Networking_Sockets::GetIdentity\n"); + if (!pIdentity) return false; + pIdentity->SetSteamID(settings->get_local_steam_id()); + return true; } /// Indicate our desire to be ready participate in authenticated communications. @@ -980,6 +1000,7 @@ bool GetIdentity( SteamNetworkingIdentity *pIdentity ) ESteamNetworkingAvailability InitAuthentication() { PRINT_DEBUG("Steam_Networking_Sockets::InitAuthentication\n"); + return k_ESteamNetworkingAvailability_Current; } /// Query our readiness to participate in authenticated communications. A @@ -992,6 +1013,7 @@ ESteamNetworkingAvailability InitAuthentication() ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) { PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n"); + return k_ESteamNetworkingAvailability_Current; } /// Create a new poll group. @@ -1000,6 +1022,7 @@ ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStat HSteamNetPollGroup CreatePollGroup() { PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n"); + return k_HSteamNetPollGroup_Invalid; } /// Destroy a poll group created with CreatePollGroup(). @@ -1010,6 +1033,7 @@ HSteamNetPollGroup CreatePollGroup() bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n"); + return false; } /// Assign a connection to a poll group. Note that a connection may only belong to a @@ -1029,6 +1053,7 @@ bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n"); + return false; } /// Same as ReceiveMessagesOnConnection, but will return the next messages available @@ -1049,6 +1074,7 @@ bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPoll int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n"); + return -1; } @@ -1066,6 +1092,7 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceivedRelayAuthTicket\n"); + return false; } @@ -1078,6 +1105,7 @@ bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramR int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old\n"); + return 0; } /// Search cache for a ticket to talk to the server on the specified virtual port. @@ -1089,6 +1117,7 @@ int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatag int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n"); + return 0; } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual @@ -1103,6 +1132,7 @@ int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameSer HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n"); + return k_HSteamListenSocket_Invalid; } /// Client call to connect to a server hosted in a Valve data center, on the specified virtual @@ -1114,11 +1144,13 @@ HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentit HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer older\n"); + return k_HSteamListenSocket_Invalid; } HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n"); + return k_HSteamListenSocket_Invalid; } // @@ -1139,6 +1171,7 @@ uint16 GetHostedDedicatedServerPort() SteamNetworkingPOPID GetHostedDedicatedServerPOPID() { PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPOPID\n"); + return 0; } @@ -1238,6 +1271,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, in bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionDebugText\n"); + return false; } @@ -1248,6 +1282,7 @@ bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValue\n"); + return -1; } // Returns true if successfully set @@ -1262,6 +1297,7 @@ bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValueName\n"); + return NULL; } @@ -1273,11 +1309,13 @@ const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfi int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationString\n"); + return -1; } bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationString\n"); + return false; } @@ -1285,6 +1323,7 @@ bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationStringName\n"); + return NULL; } @@ -1295,12 +1334,14 @@ const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eCon int32 GetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionConfigurationValue\n"); + return -1; } // Returns true if successfully set bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue, int32 nValue ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionConfigurationValue\n"); + return false; } /// Generate an authentication blob that can be used to securely login with @@ -1336,6 +1377,7 @@ bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkin EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) { PRINT_DEBUG("Steam_Networking_Sockets::GetGameCoordinatorServerLogin\n"); + return k_EResultFail; } // @@ -1381,6 +1423,7 @@ EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin * HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n"); + return k_HSteamNetConnection_Invalid; } /// Called when custom signaling has received a message. When your @@ -1415,6 +1458,7 @@ HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomS bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) { PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n"); + return false; } // @@ -1431,6 +1475,7 @@ bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCusto bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) { PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n"); + return false; } /// Set the certificate. The certificate blob should be the output of @@ -1438,6 +1483,7 @@ bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &er bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) { PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n"); + return false; } // TEMP KLUDGE Call to invoke all queued callbacks. diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 5b11692..533d0a8 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -188,24 +188,28 @@ bool IsPingMeasurementInProgress() int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) { PRINT_DEBUG("Steam_Networking_Utils::GetPingToDataCenter\n"); + return 0; } int GetDirectPingToPOP( SteamNetworkingPOPID popID ) { PRINT_DEBUG("Steam_Networking_Utils::GetDirectPingToPOP\n"); + return 0; } int GetPOPCount() { PRINT_DEBUG("Steam_Networking_Utils::GetPOPCount\n"); + return 0; } int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) { PRINT_DEBUG("Steam_Networking_Utils::GetPOPList\n"); + return 0; } @@ -291,6 +295,7 @@ bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigS ESteamNetworkingConfigDataType eDataType, const void *pArg ) { PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue\n"); + return false; } @@ -305,6 +310,7 @@ ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) { PRINT_DEBUG("Steam_Networking_Utils::GetConfigValue\n"); + return k_ESteamNetworkingGetConfigValue_BadValue; } @@ -315,6 +321,7 @@ ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) { PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n"); + return false; } @@ -322,6 +329,7 @@ bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutNa ESteamNetworkingConfigValue GetFirstConfigValue() { PRINT_DEBUG("Steam_Networking_Utils::GetFirstConfigValue\n"); + return k_ESteamNetworkingConfig_Invalid; } @@ -335,6 +343,7 @@ void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *bu bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n"); + return false; } void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) @@ -345,6 +354,7 @@ void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n"); + return false; } diff --git a/dll/steam_parties.h b/dll/steam_parties.h index 7410a59..8d282be 100644 --- a/dll/steam_parties.h +++ b/dll/steam_parties.h @@ -71,16 +71,19 @@ Steam_Parties(class Settings *settings, class Networking *network, class SteamCa uint32 GetNumActiveBeacons() { PRINT_DEBUG("Steam_Parties::GetNumActiveBeacons\n"); + return 0; } PartyBeaconID_t GetBeaconByIndex( uint32 unIndex ) { PRINT_DEBUG("Steam_Parties::GetBeaconByIndex\n"); + return k_ulPartyBeaconIdInvalid; } bool GetBeaconDetails( PartyBeaconID_t ulBeaconID, CSteamID *pSteamIDBeaconOwner, STEAM_OUT_STRUCT() SteamPartyBeaconLocation_t *pLocation, STEAM_OUT_STRING_COUNT(cchMetadata) char *pchMetadata, int cchMetadata ) { PRINT_DEBUG("Steam_Parties::GetBeaconDetails\n"); + return false; } @@ -90,6 +93,7 @@ STEAM_CALL_RESULT( JoinPartyCallback_t ) SteamAPICall_t JoinParty( PartyBeaconID_t ulBeaconID ) { PRINT_DEBUG("Steam_Parties::JoinParty\n"); + return 0; } @@ -100,11 +104,13 @@ SteamAPICall_t JoinParty( PartyBeaconID_t ulBeaconID ) bool GetNumAvailableBeaconLocations( uint32 *puNumLocations ) { PRINT_DEBUG("Steam_Parties::GetNumAvailableBeaconLocations\n"); + return false; } bool GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations ) { PRINT_DEBUG("Steam_Parties::GetAvailableBeaconLocations\n"); + return false; } @@ -116,6 +122,7 @@ STEAM_CALL_RESULT( CreateBeaconCallback_t ) SteamAPICall_t CreateBeacon( uint32 unOpenSlots, SteamPartyBeaconLocation_t *pBeaconLocation, const char *pchConnectString, const char *pchMetadata ) { PRINT_DEBUG("Steam_Parties::CreateBeacon\n"); + return 0; } @@ -143,6 +150,7 @@ STEAM_CALL_RESULT( ChangeNumOpenSlotsCallback_t ) SteamAPICall_t ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots ) { PRINT_DEBUG("Steam_Parties::ChangeNumOpenSlots\n"); + return 0; } @@ -150,6 +158,7 @@ SteamAPICall_t ChangeNumOpenSlots( PartyBeaconID_t ulBeacon, uint32 unOpenSlots bool DestroyBeacon( PartyBeaconID_t ulBeacon ) { PRINT_DEBUG("Steam_Parties::DestroyBeacon\n"); + return false; } @@ -157,6 +166,7 @@ bool DestroyBeacon( PartyBeaconID_t ulBeacon ) bool GetBeaconLocationData( SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, STEAM_OUT_STRING_COUNT(cchDataStringOut) char *pchDataStringOut, int cchDataStringOut ) { PRINT_DEBUG("Steam_Parties::GetBeaconLocationData\n"); + return false; } diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index 7709b93..72c4bb9 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -405,11 +405,13 @@ SteamAPICall_t UGCDownload( UGCHandle_t hContent ) bool GetUGCDownloadProgress( UGCHandle_t hContent, int32 *pnBytesDownloaded, int32 *pnBytesExpected ) { PRINT_DEBUG("Steam_Remote_Storage::GetUGCDownloadProgress\n"); + return false; } bool GetUGCDownloadProgress( UGCHandle_t hContent, uint32 *pnBytesDownloaded, uint32 *pnBytesExpected ) { PRINT_DEBUG("Steam_Remote_Storage::GetUGCDownloadProgress old\n"); + return false; } @@ -417,6 +419,7 @@ bool GetUGCDownloadProgress( UGCHandle_t hContent, uint32 *pnBytesDownloaded, ui bool GetUGCDetails( UGCHandle_t hContent, AppId_t *pnAppID, STEAM_OUT_STRING() char **ppchName, int32 *pnFileSizeInBytes, STEAM_OUT_STRUCT() CSteamID *pSteamIDOwner ) { PRINT_DEBUG("Steam_Remote_Storage::GetUGCDetails\n"); + return false; } @@ -460,11 +463,13 @@ int32 UGCRead( UGCHandle_t hContent, void *pvData, int32 cubDataToRead, uint32 c int32 GetCachedUGCCount() { PRINT_DEBUG("Steam_Remote_Storage::GetCachedUGCCount\n"); + return 0; } UGCHandle_t GetCachedUGCHandle( int32 iCachedContent ) { PRINT_DEBUG("Steam_Remote_Storage::GetCachedUGCHandle\n"); + return k_UGCHandleInvalid; } @@ -517,62 +522,74 @@ STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags, EWorkshopFileType eWorkshopFileType ) { PRINT_DEBUG("Steam_Remote_Storage::PublishWorkshopFile\n"); + return 0; } PublishedFileUpdateHandle_t CreatePublishedFileUpdateRequest( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::CreatePublishedFileUpdateRequest\n"); + return 0; } bool UpdatePublishedFileFile( PublishedFileUpdateHandle_t updateHandle, const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileFile\n"); + return false; } SteamAPICall_t PublishFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags ) { PRINT_DEBUG("Steam_Remote_Storage::PublishFile\n"); + return 0; } SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, SteamParamStringArray_t *pTags ) { PRINT_DEBUG("Steam_Remote_Storage::PublishWorkshopFile old\n"); + return 0; } SteamAPICall_t UpdatePublishedFile( RemoteStorageUpdatePublishedFileRequest_t updatePublishedFileRequest ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFile\n"); + return 0; } bool UpdatePublishedFilePreviewFile( PublishedFileUpdateHandle_t updateHandle, const char *pchPreviewFile ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFilePreviewFile\n"); + return false; } bool UpdatePublishedFileTitle( PublishedFileUpdateHandle_t updateHandle, const char *pchTitle ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileTitle\n"); + return false; } bool UpdatePublishedFileDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchDescription ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileDescription\n"); + return false; } bool UpdatePublishedFileVisibility( PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileVisibility\n"); + return false; } bool UpdatePublishedFileTags( PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t *pTags ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileTags\n"); + return false; } STEAM_CALL_RESULT( RemoteStorageUpdatePublishedFileResult_t ) SteamAPICall_t CommitPublishedFileUpdate( PublishedFileUpdateHandle_t updateHandle ) { PRINT_DEBUG("Steam_Remote_Storage::CommitPublishedFileUpdate\n"); + return 0; } // Gets published file details for the given publishedfileid. If unMaxSecondsOld is greater than 0, @@ -581,19 +598,30 @@ SteamAPICall_t CommitPublishedFileUpdate( PublishedFileUpdateHandle_t updateHand STEAM_CALL_RESULT( RemoteStorageGetPublishedFileDetailsResult_t ) SteamAPICall_t GetPublishedFileDetails( PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ) { - PRINT_DEBUG("Steam_Remote_Storage::GetPublishedFileDetails\n"); + PRINT_DEBUG("Steam_Remote_Storage::GetPublishedFileDetails %llu\n", unPublishedFileId); + //TODO: check what this function really returns + return 0; +/* + std::lock_guard lock(global_mutex); + RemoteStorageGetPublishedFileDetailsResult_t data = {}; + data.m_eResult = k_EResultFail; + data.m_nPublishedFileId = unPublishedFileId; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); +*/ } STEAM_CALL_RESULT( RemoteStorageGetPublishedFileDetailsResult_t ) SteamAPICall_t GetPublishedFileDetails( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::GetPublishedFileDetails old\n"); + return GetPublishedFileDetails(unPublishedFileId, 0); } STEAM_CALL_RESULT( RemoteStorageDeletePublishedFileResult_t ) SteamAPICall_t DeletePublishedFile( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::DeletePublishedFile\n"); + return 0; } // enumerate the files that the current user published with this app @@ -614,6 +642,7 @@ STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) SteamAPICall_t SubscribePublishedFile( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::SubscribePublishedFile\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageEnumerateUserSubscribedFilesResult_t ) @@ -634,29 +663,34 @@ STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) SteamAPICall_t UnsubscribePublishedFile( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::UnsubscribePublishedFile\n"); + return 0; } bool UpdatePublishedFileSetChangeDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchChangeDescription ) { PRINT_DEBUG("Steam_Remote_Storage::UpdatePublishedFileSetChangeDescription\n"); + return false; } STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) SteamAPICall_t GetPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::GetPublishedItemVoteDetails\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageUpdateUserPublishedItemVoteResult_t ) SteamAPICall_t UpdateUserPublishedItemVote( PublishedFileId_t unPublishedFileId, bool bVoteUp ) { PRINT_DEBUG("Steam_Remote_Storage::UpdateUserPublishedItemVote\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) SteamAPICall_t GetUserPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) { PRINT_DEBUG("Steam_Remote_Storage::GetUserPublishedItemVoteDetails\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageEnumerateUserPublishedFilesResult_t ) @@ -683,24 +717,28 @@ STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) SteamAPICall_t PublishVideo( EWorkshopVideoProvider eVideoProvider, const char *pchVideoAccount, const char *pchVideoIdentifier, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags ) { PRINT_DEBUG("Steam_Remote_Storage::PublishVideo\n"); + return 0; } STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) SteamAPICall_t PublishVideo(const char *pchFileName, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags ) { PRINT_DEBUG("Steam_Remote_Storage::PublishVideo old\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageSetUserPublishedFileActionResult_t ) SteamAPICall_t SetUserPublishedFileAction( PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction ) { PRINT_DEBUG("Steam_Remote_Storage::SetUserPublishedFileAction\n"); + return 0; } STEAM_CALL_RESULT( RemoteStorageEnumeratePublishedFilesByUserActionResult_t ) SteamAPICall_t EnumeratePublishedFilesByUserAction( EWorkshopFileAction eAction, uint32 unStartIndex ) { PRINT_DEBUG("Steam_Remote_Storage::EnumeratePublishedFilesByUserAction\n"); + return 0; } // this method enumerates the public view of workshop files @@ -708,6 +746,7 @@ STEAM_CALL_RESULT( RemoteStorageEnumerateWorkshopFilesResult_t ) SteamAPICall_t EnumeratePublishedWorkshopFiles( EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t *pTags, SteamParamStringArray_t *pUserTags ) { PRINT_DEBUG("Steam_Remote_Storage::EnumeratePublishedWorkshopFiles\n"); + return 0; } @@ -715,6 +754,7 @@ STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocation, uint32 unPriority ) { PRINT_DEBUG("Steam_Remote_Storage::UGCDownloadToLocation\n"); + return 0; } }; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 744488c..2e0d000 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -778,6 +778,7 @@ STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) SteamAPICall_t RequestGlobalAchievementPercentages() { PRINT_DEBUG("RequestGlobalAchievementPercentages\n"); + return 0; } @@ -787,6 +788,7 @@ SteamAPICall_t RequestGlobalAchievementPercentages() int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG("GetMostAchievedAchievementInfo\n"); + return -1; } @@ -796,6 +798,7 @@ int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *p int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n"); + return -1; } @@ -803,6 +806,7 @@ int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, ui bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) { PRINT_DEBUG("GetAchievementAchievedPercent\n"); + return false; } From 1c141783ac63841b9c01bf495e5c7e54a369088c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 May 2020 09:10:56 -0400 Subject: [PATCH 310/494] Small mutex fix. --- dll/steam_user.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_user.h b/dll/steam_user.h index 35875ec..77fda24 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -82,7 +82,6 @@ bool BLoggedOn() CSteamID GetSteamID() { PRINT_DEBUG("Steam_User::GetSteamID\n"); - std::lock_guard lock(global_mutex); CSteamID id = settings->get_local_steam_id(); return id; @@ -110,6 +109,7 @@ CSteamID GetSteamID() int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) { PRINT_DEBUG("InitiateGameConnection %i %llu %u %u %u\n", cbMaxAuthBlob, steamIDGameServer.ConvertToUint64(), unIPServer, usPortServer, bSecure); + std::lock_guard lock(global_mutex); if (cbMaxAuthBlob < INITIATE_GAME_CONNECTION_TICKET_SIZE) return 0; uint32 out_size = INITIATE_GAME_CONNECTION_TICKET_SIZE; ticket_manager->getTicketData(pAuthBlob, INITIATE_GAME_CONNECTION_TICKET_SIZE, &out_size); From 4882344673e694dd9c2cddd2d7f0a51914100246 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 May 2020 09:11:39 -0400 Subject: [PATCH 311/494] Fix bug. --- dll/steam_networking.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 5d5ff15..46769a0 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -138,7 +138,7 @@ void remove_connection(CSteamID id) auto msg = std::begin(unprocessed_messages); while (msg != std::end(unprocessed_messages)) { if (msg->source_id() == id.ConvertToUint64()) { - msg = messages.erase(msg); + msg = unprocessed_messages.erase(msg); } else { ++msg; } From 6cccdd2b1645e3e5e3454c8e78d80d9e7c020b6c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 May 2020 09:12:16 -0400 Subject: [PATCH 312/494] Properly handle multiple lobby joins by the same peer. --- dll/steam_matchmaking.h | 40 ++++++++++++++++++++++++---------------- 1 file changed, 24 insertions(+), 16 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 6973a9e..a9c9a26 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -504,12 +504,13 @@ CSteamID GetLobbyByIndex( int iLobby ) return id; } -static void enter_lobby(Lobby *lobby, CSteamID id) +static bool enter_lobby(Lobby *lobby, CSteamID id) { - if (get_lobby_member(lobby, id)) return; + if (get_lobby_member(lobby, id)) return false; Lobby_Member *member = lobby->add_members(); member->set_id(id.ConvertToUint64()); + return true; } static bool leave_lobby(Lobby *lobby, CSteamID id) @@ -1303,20 +1304,26 @@ void Callback(Common_Message *msg) if (!member) { if (m.id() == settings->get_local_steam_id().ConvertToUint64()) { CSteamID id((uint64)lobby->room_id()); - auto pd = std::find_if(pending_joins.begin(), pending_joins.end(), [&id](Pending_Joins const& item) { return item.lobby_id == id; }); - if (pd != pending_joins.end()) { - bool success = true; - LobbyEnter_t data; - data.m_ulSteamIDLobby = lobby->room_id(); - data.m_rgfChatPermissions = 0; //Unused - Always 0 - data.m_bLocked = false; - data.m_EChatRoomEnterResponse = success ? k_EChatRoomEnterResponseSuccess : k_EChatRoomEnterResponseError; - callback_results->addCallResult(pd->api_id, data.k_iCallback, &data, sizeof(data)); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - pending_joins.erase(pd); + auto pd = pending_joins.begin(); + while (pd != pending_joins.end()) { + if (pd->lobby_id == id) { + bool success = true; + LobbyEnter_t data; + data.m_ulSteamIDLobby = lobby->room_id(); + data.m_rgfChatPermissions = 0; //Unused - Always 0 + data.m_bLocked = false; + data.m_EChatRoomEnterResponse = success ? k_EChatRoomEnterResponseSuccess : k_EChatRoomEnterResponseError; + callback_results->addCallResult(pd->api_id, data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + pd = pending_joins.erase(pd); + joined = true; + } else { + ++pd; + } + } + if (joined) { on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), false); trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true); - joined = true; } } else { if (we_are_in_lobby) trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)m.id(), false, true); @@ -1357,8 +1364,9 @@ void Callback(Common_Message *msg) if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) { if (msg->lobby_messages().type() == Lobby_Messages::JOIN) { PRINT_DEBUG("LOBBY MESSAGE: JOIN\n"); - enter_lobby(lobby, (uint64)msg->source_id()); - trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)msg->source_id(), false, true, 0.01); + if (enter_lobby(lobby, (uint64)msg->source_id())) { + trigger_lobby_member_join_leave((uint64)lobby->room_id(), (uint64)msg->source_id(), false, true, 0.01); + } } if (msg->lobby_messages().type() == Lobby_Messages::MEMBER_DATA) { From 91d139164414fd623ca6687e9ccab4a853008032 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 May 2020 23:54:26 -0400 Subject: [PATCH 313/494] Fix some games that seem to never call the runcallbacks functions. --- dll/steam_client.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 2ca7f56..bd09f85 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -42,7 +42,7 @@ static void background_thread(Steam_Client *client) global_mutex.lock(); PRINT_DEBUG("background thread run\n"); client->network->Run(); - client->steam_matchmaking->RunBackground(); + client->run_every_runcb->run(); global_mutex.unlock(); } } From afc4da658c865dc76f0a2a748ed64ba37aef6355 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 26 May 2020 08:17:34 -0400 Subject: [PATCH 314/494] More accurate lobby emulation. Lobby data and lobby member data is now treated as case insensitive just like on real steam If JoinLobby is called multiple time in succession with the same lobby id it returns the same api call id. --- dll/steam_matchmaking.h | 128 ++++++++++++++++++++++++++-------------- 1 file changed, 85 insertions(+), 43 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index a9c9a26..01abe05 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -88,7 +88,24 @@ public ISteamMatchmaking std::vector chat_entries; std::vector data_requested; - std::map> self_lobby_member_data; + std::map> self_lobby_member_data; +auto caseinsensitive_find(const ::google::protobuf::Map< ::std::string, ::std::string >& map, std::string key) +{ + auto x = map.begin(); + while (x != map.end()) { + if (std::equal(x->first.begin(), x->first.end(), + key.begin(), key.end(), + [](char a, char b) { + return tolower(a) == tolower(b); + })) { + break; + } + ++x; + } + + return x; +} + Lobby *get_lobby(CSteamID id) { auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return item.room_id() == id.ConvertToUint64(); }); @@ -602,35 +619,12 @@ SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) PRINT_DEBUG("JoinLobby %llu\n", steamIDLobby.ConvertToUint64()); std::lock_guard lock(global_mutex); + auto pj = std::find_if(pending_joins.begin(), pending_joins.end(), [&steamIDLobby](Pending_Joins const& item) {return item.lobby_id == steamIDLobby;}); + if (pj != pending_joins.end()) return pj->api_id; + Pending_Joins pending_join; pending_join.api_id = callback_results->reserveCallResult(); pending_join.lobby_id = steamIDLobby; - Lobby *lobby = get_lobby(steamIDLobby); - bool success = true; - if (lobby && lobby->deleted()) { - LobbyEnter_t data; - data.m_ulSteamIDLobby = lobby->room_id(); - data.m_rgfChatPermissions = 0; //Unused - Always 0 - data.m_bLocked = false; - data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseError; - auto api = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - return api; - } - - if (get_lobby_member(lobby, settings->get_local_steam_id())) { - LobbyEnter_t data; - data.m_ulSteamIDLobby = lobby->room_id(); - data.m_rgfChatPermissions = 0; //Unused - Always 0 - data.m_bLocked = false; - data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; - auto api = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - return api; - } - pending_join.joined = std::chrono::high_resolution_clock::now(); pending_joins.push_back(pending_join); @@ -750,8 +744,8 @@ const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) Lobby *lobby = get_lobby(steamIDLobby); const char *ret = ""; if (lobby) { - auto result = lobby->values().find(pchKey); - if (result != lobby->values().end()) ret = lobby->values().find(pchKey)->second.c_str(); + auto result = caseinsensitive_find(lobby->values(), pchKey); + if (result != lobby->values().end()) ret = result->second.c_str(); } PRINT_DEBUG("returned %s\n", ret); @@ -776,11 +770,16 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal return false; } - auto result = lobby->values().find(pchKey); - bool changed = (result == lobby->values().end()) || (result->second != std::string(pchValue)); - (*lobby->mutable_values())[pchKey] = pchValue; - trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.0, changed); + auto result = caseinsensitive_find(lobby->values(), pchKey); + bool changed = true; + if (result == lobby->values().end()) { + (*lobby->mutable_values())[pchKey] = pchValue; + } else { + if (result->second == std::string(pchValue)) changed = false; + (*lobby->mutable_values())[result->first] = pchValue; + } + trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.0, changed); return true; } @@ -853,13 +852,13 @@ const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, con if (steamIDUser == settings->get_local_steam_id()) { auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); if (result != self_lobby_member_data.end()) { - auto value = result->second.find(std::string(pchKey)); + auto value = caseinsensitive_find(result->second, std::string(pchKey)); if (value != result->second.end()) { ret = value->second.c_str(); } } } else { - auto result = member->values().find(std::string(pchKey)); + auto result = caseinsensitive_find(member->values(), std::string(pchKey)); if (result == member->values().end()) return ""; ret = result->second.c_str(); } @@ -884,7 +883,12 @@ void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char * Lobby_Member *member = get_lobby_member(lobby, settings->get_local_steam_id()); if (member) { if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) { - (*member->mutable_values())[pchKey] = pchValue; + auto result = caseinsensitive_find(member->values(), std::string(pchKey)); + if (result == member->values().end()) { + (*member->mutable_values())[pchKey] = pchValue; + } else { + (*member->mutable_values())[result->first] = pchValue; + } trigger_lobby_dataupdate(steamIDLobby, (uint64)member->id(), true); } else { Lobby_Messages *message = new Lobby_Messages(); @@ -893,10 +897,20 @@ void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char * send_owner_packet(steamIDLobby, message); } - self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; + { + auto result = self_lobby_member_data.find(steamIDLobby.ConvertToUint64()); + if (result != self_lobby_member_data.end()) { + auto value = caseinsensitive_find(result->second, std::string(pchKey)); + if (value != result->second.end()) { + self_lobby_member_data[steamIDLobby.ConvertToUint64()][value->first] = pchValue; + } else { + self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; + } + } else { + self_lobby_member_data[steamIDLobby.ConvertToUint64()][pchKey] = pchValue; + } + } } - - } @@ -1155,7 +1169,7 @@ void RunCallbacks() PRINT_DEBUG("use lobby: %u, filters: %zu, joinable: %u, type: %u, deleted: %u\n", use, filter_values_copy.size(), l.joinable(), l.type(), l.deleted()); for (auto & f : filter_values_copy) { PRINT_DEBUG("%s:%s/%i %u %i\n", f.key.c_str(), f.value_string.c_str(), f.value_int, f.is_int, f.eComparisonType); - auto value = l.values().find(f.key); + auto value = caseinsensitive_find(l.values(), f.key); if (value != l.values().end()) { //TODO: eComparisonType if (!f.is_int) { @@ -1230,13 +1244,36 @@ void RunCallbacks() g->message_sent = send_owner_packet(g->lobby_id, message); } + Lobby *lobby = get_lobby(g->lobby_id); + if (lobby && lobby->deleted()) { + LobbyEnter_t data; + data.m_ulSteamIDLobby = lobby->room_id(); + data.m_rgfChatPermissions = 0; //Unused - Always 0 + data.m_bLocked = false; + data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseDoesntExist; + callback_results->addCallResult(g->api_id, data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + g = pending_joins.erase(g); + } else + + if (get_lobby_member(lobby, settings->get_local_steam_id())) { + LobbyEnter_t data; + data.m_ulSteamIDLobby = lobby->room_id(); + data.m_rgfChatPermissions = 0; //Unused - Always 0 + data.m_bLocked = false; + data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + callback_results->addCallResult(g->api_id, data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + g = pending_joins.erase(g); + trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true); + } else + if (check_timedout(g->joined, PENDING_JOIN_TIMEOUT)) { - bool success = false; LobbyEnter_t data; data.m_ulSteamIDLobby = g->lobby_id.ConvertToUint64(); data.m_rgfChatPermissions = 0; //Unused - Always 0 data.m_bLocked = false; - data.m_EChatRoomEnterResponse = success ? k_EChatRoomEnterResponseSuccess : k_EChatRoomEnterResponseError; + data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseDoesntExist; callback_results->addCallResult(g->api_id, data.k_iCallback, &data, sizeof(data)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); g = pending_joins.erase(g); @@ -1375,7 +1412,12 @@ void Callback(Common_Message *msg) if (member) { for (auto const &p : msg->lobby_messages().map()) { PRINT_DEBUG("member data %s:%s\n", p.first.c_str(), p.second.c_str()); - (*member->mutable_values())[p.first] = p.second; + auto result = caseinsensitive_find(member->values(), p.first); + if (result == member->values().end()) { + (*member->mutable_values())[p.first] = p.second; + } else { + (*member->mutable_values())[result->first] = p.second; + } } trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)member->id(), true); From dd1c6f01a0a483dbf2bb6826a43c9b439f12e050 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 26 May 2020 10:18:45 -0400 Subject: [PATCH 315/494] Fix CI build. --- dll/steam_matchmaking.h | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 01abe05..29155d9 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -89,12 +89,11 @@ public ISteamMatchmaking std::vector data_requested; std::map> self_lobby_member_data; -auto caseinsensitive_find(const ::google::protobuf::Map< ::std::string, ::std::string >& map, std::string key) +google::protobuf::Map::const_iterator caseinsensitive_find(const ::google::protobuf::Map< ::std::string, ::std::string >& map, std::string key) { auto x = map.begin(); while (x != map.end()) { - if (std::equal(x->first.begin(), x->first.end(), - key.begin(), key.end(), + if (key.size() == x->first.size() && std::equal(x->first.begin(), x->first.end(), key.begin(), [](char a, char b) { return tolower(a) == tolower(b); })) { From ee4f1d7d7927528faca50f70bb89e6fd70f0c686 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 4 Jun 2020 22:02:50 -0400 Subject: [PATCH 316/494] Fix callback being too fast for some games. --- dll/steam_user_stats.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 2e0d000..ef525f5 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -322,7 +322,7 @@ bool StoreStats() UserStatsStored_t data; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_eResult = k_EResultOK; - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.01); return true; } From 48ea1da91f2236c633ece2c75fb83e877ec5d253 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 11 Jun 2020 12:20:31 -0400 Subject: [PATCH 317/494] Add missing steamclient function. --- dll/dll.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dll/dll.cpp b/dll/dll.cpp index be92f11..d6bc0f8 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -1158,6 +1158,11 @@ STEAMCLIENT_API void Steam_LogOn( HSteamUser hUser, HSteamPipe hSteamPipe, uint6 PRINT_DEBUG("%s\n", __FUNCTION__); } +STEAMCLIENT_API void Steam_ReleaseThreadLocalMemory(bool thread_exit) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + STEAMCLIENT_API void Steam_ReleaseUser( HSteamPipe hSteamPipe, HSteamUser hUser ) { PRINT_DEBUG("%s\n", __FUNCTION__); From a36d6e475d52207354378ca77809e409e43ae26a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 11 Jun 2020 12:21:19 -0400 Subject: [PATCH 318/494] GetEncryptedAppTicket can be called with cbMaxTicket=0 to get the ticket size. --- dll/steam_user.h | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/dll/steam_user.h b/dll/steam_user.h index 77fda24..8caaa24 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -374,8 +374,15 @@ SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToIncl bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) { PRINT_DEBUG("Steam_User::GetEncryptedAppTicket %i\n", cbMaxTicket); - if (!pcbTicket || !pTicket) return false; + if (!pcbTicket) return false; unsigned int ticket_size = encrypted_app_ticket.size() + 126; + if (!cbMaxTicket) { + *pcbTicket = ticket_size; + return true; + } + + if (!pTicket) return false; + //TODO figure out exact sizes? if (ticket_size < cbMaxTicket) cbMaxTicket = ticket_size; char ticket_base[] = {0x08, 0x01}; From 619a9c98772ae23fd15091a8cfe2df00c3d2cd14 Mon Sep 17 00:00:00 2001 From: Goldberguser Date: Fri, 12 Jun 2020 13:48:26 +0200 Subject: [PATCH 319/494] Implement old version of GetItemInstallInfo --- dll/steam_ugc.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 13a2c60..97bc997 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -712,10 +712,10 @@ bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDo return false; } -bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, char *pchFolder, uint32 cchFolderSize, bool *pbLegacyItem ) // returns true if item is installed +bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, bool *pbLegacyItem ) // returns true if item is installed { PRINT_DEBUG("Steam_UGC::GetItemInstallInfo old\n"); - return false; + return GetItemInstallInfo(nPublishedFileID, punSizeOnDisk, pchFolder, cchFolderSize, (uint32*) nullptr); } bool GetItemUpdateInfo( PublishedFileId_t nPublishedFileID, bool *pbNeedsUpdate, bool *pbIsDownloading, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) From 66e596ea29aee828b48f39e13548e7458e749086 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 14 Jun 2020 16:04:43 -0400 Subject: [PATCH 320/494] Update to sdk 1.49 --- dll/flat.cpp | 62 +++++++ dll/steam_apps.cpp | 7 + dll/steam_apps.h | 3 + dll/steam_client.cpp | 4 + dll/steam_friends.h | 9 + dll/steam_inventory.h | 6 + dll/steam_user.h | 10 ++ dll/steam_user_stats.h | 18 ++ sdk_includes/isteamapps.h | 15 ++ sdk_includes/isteamfriends.h | 16 ++ sdk_includes/isteaminventory.h | 2 + sdk_includes/isteamnetworkingutils.h | 22 +++ sdk_includes/isteamuser.h | 7 +- sdk_includes/isteamuser020.h | 192 ++++++++++++++++++++ sdk_includes/isteamuserstats.h | 26 +-- sdk_includes/isteamuserstats011.h | 240 +++++++++++++++++++++++++ sdk_includes/steam_api.h | 2 + sdk_includes/steam_api_flat.h | 17 ++ sdk_includes/steam_api_internal.h | 1 + sdk_includes/steamclientpublic.h | 32 +++- sdk_includes/steamencryptedappticket.h | 4 + sdk_includes/steamhttpenums.h | 1 + sdk_includes/steamnetworkingtypes.h | 120 +++++++++++-- 23 files changed, 780 insertions(+), 36 deletions(-) create mode 100644 sdk_includes/isteamuser020.h create mode 100644 sdk_includes/isteamuserstats011.h diff --git a/dll/flat.cpp b/dll/flat.cpp index 980f5d5..951d035 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -208,6 +208,11 @@ STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( IStea return get_steam_client()->GetISteamRemotePlay(hSteamUser, hSteamPipe, pchVersion); } +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v021() +{ + return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser021"); +} + STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020() { return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser020"); @@ -368,6 +373,11 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* return (get_steam_client()->steam_user)->GetDurationControl(); } +STEAMAPI_API bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ) +{ + return (get_steam_client()->steam_user)->BSetDurationControlOnlineState(eNewState); +} + STEAMAPI_API ISteamFriends *SteamAPI_SteamFriends_v017() { return get_steam_client()->GetISteamFriends(flat_hsteamuser(), flat_hsteampipe(), "SteamFriends017"); @@ -743,6 +753,11 @@ STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherIn return (get_steam_client()->steam_friends)->ActivateGameOverlayRemotePlayTogetherInviteDialog(steamIDLobby); } +STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ) +{ + return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol); +} + STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009() { return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils009"); @@ -1909,6 +1924,11 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( return (get_steam_client()->steam_remote_storage)->UGCDownloadToLocation(hContent, pchLocation, unPriority); } +STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012() +{ + return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION012"); +} + STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011() { return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION011"); @@ -2179,6 +2199,16 @@ STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUs return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ) +{ + return (get_steam_client()->steam_user_stats)->GetAchievementProgressLimits(pchName, pnMinProgress, pnMaxProgress); +} + +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ) +{ + return (get_steam_client()->steam_user_stats)->GetAchievementProgressLimits(pchName, pfMinProgress, pfMaxProgress); +} + STEAMAPI_API ISteamApps *SteamAPI_SteamApps_v008() { return get_steam_client()->GetISteamApps(flat_hsteamuser(), flat_hsteampipe(), "STEAMAPPS_INTERFACE_VERSION008"); @@ -2329,6 +2359,11 @@ STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps return self->BIsSubscribedFromFamilySharing(); } +STEAMAPI_API bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ) +{ + return self->BIsTimedTrial(punSecondsAllowed, punSecondsPlayed); +} + STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006() { return get_steam_client()->GetISteamNetworking(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworking006"); @@ -4925,6 +4960,18 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInvento return (ptr)->SubmitUpdateProperties(handle, pResultHandle); } +STEAMAPI_API bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + auto ptr = get_steam_client()->steam_gameserver_inventory; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_inventory; + } + + return (ptr)->InspectItem(pResultHandle, pchItemToken); +} + STEAMAPI_API ISteamVideo *SteamAPI_SteamVideo_v002() { return get_steam_client()->GetISteamVideo(flat_hsteamuser(), flat_hsteampipe(), "STEAMVIDEO_INTERFACE_V002"); @@ -5991,6 +6038,21 @@ STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMess return self->Release(); } +STEAMAPI_API const char * SteamAPI_SteamNetworkingPOPIDRender_c_str( SteamNetworkingPOPIDRender* self ) +{ + return self->c_str(); +} + +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentityRender_c_str( SteamNetworkingIdentityRender* self ) +{ + return self->c_str(); +} + +STEAMAPI_API const char * SteamAPI_SteamNetworkingIPAddrRender_c_str( SteamNetworkingIPAddrRender* self ) +{ + return self->c_str(); +} + STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_Clear( SteamDatagramHostedAddress* self ) { return self->Clear(); diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index cc325d1..b801685 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -303,3 +303,10 @@ bool Steam_Apps::BIsSubscribedFromFamilySharing() PRINT_DEBUG("BIsSubscribedFromFamilySharing\n"); return false; } + +// check if game is a timed trial with limited playtime +bool Steam_Apps::BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) +{ + PRINT_DEBUG("BIsTimedTrial\n"); + return false; +} diff --git a/dll/steam_apps.h b/dll/steam_apps.h index a5ff248..2c23c68 100644 --- a/dll/steam_apps.h +++ b/dll/steam_apps.h @@ -97,4 +97,7 @@ public: // Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID bool BIsSubscribedFromFamilySharing(); + + // check if game is a timed trial with limited playtime + bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ); }; diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index bd09f85..1f5e89f 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -269,6 +269,8 @@ ISteamUser *Steam_Client::GetISteamUser( HSteamUser hSteamUser, HSteamPipe hStea return (ISteamUser *)(void *)(ISteamUser018 *)steam_user; } else if (strcmp(pchVersion, "SteamUser019") == 0) { return (ISteamUser *)(void *)(ISteamUser019 *)steam_user; + } else if (strcmp(pchVersion, "SteamUser020") == 0) { + return (ISteamUser *)(void *)(ISteamUser020 *)steam_user; } else if (strcmp(pchVersion, STEAMUSER_INTERFACE_VERSION) == 0) { return (ISteamUser *)(void *)(ISteamUser *)steam_user; } else { @@ -605,6 +607,8 @@ ISteamUserStats *Steam_Client::GetISteamUserStats( HSteamUser hSteamUser, HSteam return (ISteamUserStats *)(void *)(ISteamUserStats009 *)steam_user_stats; } else if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION010") == 0) { return (ISteamUserStats *)(void *)(ISteamUserStats010 *)steam_user_stats; + } else if (strcmp(pchVersion, "STEAMUSERSTATS_INTERFACE_VERSION011") == 0) { + return (ISteamUserStats *)(void *)(ISteamUserStats011 *)steam_user_stats; } else if (strcmp(pchVersion, STEAMUSERSTATS_INTERFACE_VERSION) == 0) { return (ISteamUserStats *)(void *)(ISteamUserStats *)steam_user_stats; } else { diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 1fa9ae1..1d91712 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -999,6 +999,15 @@ void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) PRINT_DEBUG("Steam_Friends::ActivateGameOverlayRemotePlayTogetherInviteDialog\n"); } +// Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations +// to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game. +// ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal +bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) +{ + PRINT_DEBUG("Steam_Friends::RegisterProtocolInOverlayBrowser\n"); + return false; +} + void RunCallbacks() { PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 5ac9310..ae66de8 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -858,6 +858,12 @@ bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventory return false; } +bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken ) +{ + PRINT_DEBUG("InspectItem\n"); + return false; +} + void RunCallbacks() { if (call_definition_update || !inventory_requests.empty()) { diff --git a/dll/steam_user.h b/dll/steam_user.h index 8caaa24..8de6137 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -29,6 +29,7 @@ public ISteamUser016, public ISteamUser017, public ISteamUser018, public ISteamUser019, +public ISteamUser020, public ISteamUser { Settings *settings; @@ -469,4 +470,13 @@ SteamAPICall_t GetDurationControl() return 0; } +// Advise steam china duration control system about the online state of the game. +// This will prevent offline gameplay time from counting against a user's +// playtime limits. +bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) +{ + PRINT_DEBUG("BSetDurationControlOnlineState\n"); + return false; +} + }; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index ef525f5..3c28b40 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -40,6 +40,7 @@ public ISteamUserStats007, public ISteamUserStats008, public ISteamUserStats009, public ISteamUserStats010, +public ISteamUserStats011, public ISteamUserStats { public: @@ -855,6 +856,23 @@ int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName); return 0; } + +// For achievements that have related Progress stats, use this to query what the bounds of that progress are. +// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress +// have been made, to show a progress notification to the user. +bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) +{ + PRINT_DEBUG("GetAchievementProgressLimits int\n"); + return false; +} + +bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) +{ + PRINT_DEBUG("GetAchievementProgressLimits float\n"); + return false; +} + + }; #endif//__INCLUDED_STEAM_USER_STATS_H__ diff --git a/sdk_includes/isteamapps.h b/sdk_includes/isteamapps.h index b9eb10d..984cb50 100644 --- a/sdk_includes/isteamapps.h +++ b/sdk_includes/isteamapps.h @@ -105,6 +105,9 @@ public: // Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID virtual bool BIsSubscribedFromFamilySharing() = 0; + + // check if game is a timed trial with limited playtime + virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0; }; #define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008" @@ -200,5 +203,17 @@ struct FileDetailsResult_t }; +//----------------------------------------------------------------------------- +// Purpose: called for games in Timed Trial mode +//----------------------------------------------------------------------------- +struct TimedTrialStatus_t +{ + enum { k_iCallback = k_iSteamAppsCallbacks + 30 }; + AppId_t m_unAppID; // appID + bool m_bIsOffline; // if true, time allowed / played refers to offline time, not total time + uint32 m_unSecondsAllowed; // how many seconds the app can be played in total + uint32 m_unSecondsPlayed; // how many seconds the app was already played +}; + #pragma pack( pop ) #endif // ISTEAMAPPS_H diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index d004ef3..bde4ba9 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -425,6 +425,11 @@ public: // activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together virtual void ActivateGameOverlayRemotePlayTogetherInviteDialog( CSteamID steamIDLobby ) = 0; + + // Call this before calling ActivateGameOverlayToWebPage() to have the Steam Overlay Browser block navigations + // to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game. + // ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal + virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0; }; #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" @@ -682,6 +687,17 @@ struct UnreadChatMessagesChanged_t enum { k_iCallback = k_iSteamFriendsCallbacks + 48 }; }; + +//----------------------------------------------------------------------------- +// Purpose: Dispatched when an overlay browser instance is navigated to a protocol/scheme registered by RegisterProtocolInOverlayBrowser() +//----------------------------------------------------------------------------- +struct OverlayBrowserProtocolNavigation_t +{ + enum { k_iCallback = k_iSteamFriendsCallbacks + 49 }; + char rgchURI[ 1024 ]; +}; + + #pragma pack( pop ) #endif // ISTEAMFRIENDS_H diff --git a/sdk_includes/isteaminventory.h b/sdk_includes/isteaminventory.h index 7831077..177bddc 100644 --- a/sdk_includes/isteaminventory.h +++ b/sdk_includes/isteaminventory.h @@ -366,6 +366,8 @@ public: // Submit the update request by handle virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0; + STEAM_METHOD_DESC(Look up the given token and return a pseudo-Inventory item.) + virtual bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken ) = 0; }; #define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003" diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index 21870d8..6963dca 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -231,6 +231,10 @@ public: /// value means more important, and the value you pass is the lowest priority (highest /// numeric value) you wish to receive callbacks for. /// + /// The value here controls the detail level for most messages. You can control the + /// detail level for various subsystems (perhaps only for certain connections) by + /// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. + /// /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT /// request a high detail level and then filter out messages in your callback. This incurs @@ -366,6 +370,24 @@ struct SteamRelayNetworkStatus_t char m_debugMsg[ 256 ]; }; +/// Utility class for printing a SteamNetworkingIdentity. +/// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() ); +struct SteamNetworkingIdentityRender +{ + SteamNetworkingIdentityRender( const SteamNetworkingIdentity &x ) { x.ToString( buf, sizeof(buf) ); } + inline const char *c_str() const { return buf; } +private: + char buf[ SteamNetworkingIdentity::k_cchMaxString ]; +}; + +/// Utility class for printing a SteamNetworkingIPAddrRender. +struct SteamNetworkingIPAddrRender +{ + SteamNetworkingIPAddrRender( const SteamNetworkingIPAddr &x, bool bWithPort = true ) { x.ToString( buf, sizeof(buf), bWithPort ); } + inline const char *c_str() const { return buf; } +private: + char buf[ SteamNetworkingIPAddr::k_cchMaxString ]; +}; /////////////////////////////////////////////////////////////////////////////// // diff --git a/sdk_includes/isteamuser.h b/sdk_includes/isteamuser.h index 79422e9..1b1ea41 100644 --- a/sdk_includes/isteamuser.h +++ b/sdk_includes/isteamuser.h @@ -197,9 +197,14 @@ public: STEAM_CALL_RESULT( DurationControl_t ) virtual SteamAPICall_t GetDurationControl() = 0; + // Advise steam china duration control system about the online state of the game. + // This will prevent offline gameplay time from counting against a user's + // playtime limits. + virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0; + }; -#define STEAMUSER_INTERFACE_VERSION "SteamUser020" +#define STEAMUSER_INTERFACE_VERSION "SteamUser021" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamuser020.h b/sdk_includes/isteamuser020.h new file mode 100644 index 0000000..994a2fe --- /dev/null +++ b/sdk_includes/isteamuser020.h @@ -0,0 +1,192 @@ + +#ifndef ISTEAMUSER020_H +#define ISTEAMUSER020_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +class ISteamUser020 +{ +public: + // returns the HSteamUser this interface represents + // this is only used internally by the API, and by a few select interfaces that support multi-user + virtual HSteamUser GetHSteamUser() = 0; + + // returns true if the Steam client current has a live connection to the Steam servers. + // If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy. + // The Steam client will automatically be trying to recreate the connection as often as possible. + virtual bool BLoggedOn() = 0; + + // returns the CSteamID of the account currently logged into the Steam client + // a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API + virtual CSteamID GetSteamID() = 0; + + // Multiplayer Authentication functions + + // InitiateGameConnection() starts the state machine for authenticating the game client with the game server + // It is the client portion of a three-way handshake between the client, the game server, and the steam servers + // + // Parameters: + // void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token. + // int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes. + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( ) + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + // bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running) + // + // return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed + // The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process. + virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0; + + // notify of disconnect + // needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call + virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0; + + // Legacy functions + + // used by only a few games to track usage events + virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0; + + // get the local storage folder for current Steam account to write application data, e.g. save games, configs etc. + // this will usually be something like "C:\Progam Files\Steam\userdata\\\local" + virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0; + + // Starts voice recording. Once started, use GetVoice() to get the data + virtual void StartVoiceRecording( ) = 0; + + // Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for + // a little bit after this function is called. GetVoice() should continue to be called until it returns + // k_eVoiceResultNotRecording + virtual void StopVoiceRecording( ) = 0; + + // Determine the size of captured audio data that is available from GetVoice. + // Most applications will only use compressed data and should ignore the other + // parameters, which exist primarily for backwards compatibility. See comments + // below for further explanation of "uncompressed" data. + virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // --------------------------------------------------------------------------- + // NOTE: "uncompressed" audio is a deprecated feature and should not be used + // by most applications. It is raw single-channel 16-bit PCM wave data which + // may have been run through preprocessing filters and/or had silence removed, + // so the uncompressed audio could have a shorter duration than you expect. + // There may be no data at all during long periods of silence. Also, fetching + // uncompressed audio will cause GetVoice to discard any leftover compressed + // audio, so you must fetch both types at once. Finally, GetAvailableVoice is + // not precisely accurate when the uncompressed size is requested. So if you + // really need to use uncompressed audio, you should call GetVoice frequently + // with two very large (20kb+) output buffers instead of trying to allocate + // perfectly-sized buffers. But most applications should ignore all of these + // details and simply leave the "uncompressed" parameters as NULL/zero. + // --------------------------------------------------------------------------- + + // Read captured audio data from the microphone buffer. This should be called + // at least once per frame, and preferably every few milliseconds, to keep the + // microphone input delay as low as possible. Most applications will only use + // compressed data and should pass NULL/zero for the "uncompressed" parameters. + // Compressed data can be transmitted by your application and decoded into raw + // using the DecompressVoice function below. + virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // Decodes the compressed voice data returned by GetVoice. The output data is + // raw single-channel 16-bit PCM audio. The decoder supports any sample rate + // from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details. + // If the output buffer is not large enough, then *nBytesWritten will be set + // to the required buffer size, and k_EVoiceResultBufferTooSmall is returned. + // It is suggested to start with a 20kb buffer and reallocate as necessary. + virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0; + + // This returns the native sample rate of the Steam voice decompressor; using + // this sample rate for DecompressVoice will perform the least CPU processing. + // However, the final audio quality will depend on how well the audio device + // (and/or your application's audio output SDK) deals with lower sample rates. + // You may find that you get the best audio output quality when you ignore + // this function and use the native sample rate of your audio output device, + // which is usually 48000 or 44100. + virtual uint32 GetVoiceOptimalSampleRate() = 0; + + // Retrieve ticket to be sent to the entity who wishes to authenticate you. + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to BeginAuthSession, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam + // (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT. + virtual bool BIsBehindNAT() = 0; + + // set data to be replicated to friends so that they can join your game + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0; + + // Requests a ticket encrypted with an app specific shared key + // pDataToInclude, cbDataToInclude will be encrypted into the ticket + // ( This is asynchronous, you must wait for the ticket to be completed by the server ) + STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) + virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; + + // Retrieves a finished ticket. + // If no ticket is available, or your buffer is too small, returns false. + // Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer + // (if true was returned), or the size needed (if false was returned). To determine the + // proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket + // is available, *pcbTicket will contain the size needed, otherwise it will be zero. + virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Trading Card badges data access + // if you only have one set of cards, the series will be 1 + // the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1) + virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0; + + // gets the Steam Level of the user, as shown on their profile + virtual int GetPlayerSteamLevel() = 0; + + // Requests a URL which authenticates an in-game browser for store check-out, + // and then redirects to the specified URL. As long as the in-game browser + // accepts and handles session cookies, Steam microtransaction checkout pages + // will automatically recognize the user instead of presenting a login page. + // The result of this API call will be a StoreAuthURLResponse_t callback. + // NOTE: The URL has a very short lifetime to prevent history-snooping attacks, + // so you should only call this API when you are about to launch the browser, + // or else immediately navigate to the result URL using a hidden browser window. + // NOTE 2: The resulting authorization cookie has an expiration time of one day, + // so it would be a good idea to request and visit a new auth URL every 12 hours. + STEAM_CALL_RESULT( StoreAuthURLResponse_t ) + virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; + + // gets whether the users phone number is verified + virtual bool BIsPhoneVerified() = 0; + + // gets whether the user has two factor enabled on their account + virtual bool BIsTwoFactorEnabled() = 0; + + // gets whether the users phone number is identifying + virtual bool BIsPhoneIdentifying() = 0; + + // gets whether the users phone number is awaiting (re)verification + virtual bool BIsPhoneRequiringVerification() = 0; + + STEAM_CALL_RESULT( MarketEligibilityResponse_t ) + virtual SteamAPICall_t GetMarketEligibility() = 0; + + // Retrieves anti indulgence / duration control for current user + STEAM_CALL_RESULT( DurationControl_t ) + virtual SteamAPICall_t GetDurationControl() = 0; +}; + + +#endif // ISTEAMUSER020_H diff --git a/sdk_includes/isteamuserstats.h b/sdk_includes/isteamuserstats.h index 291bb36..d96aae8 100644 --- a/sdk_includes/isteamuserstats.h +++ b/sdk_includes/isteamuserstats.h @@ -293,28 +293,18 @@ public: STEAM_FLAT_NAME( GetGlobalStatHistoryDouble ) virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0; -#ifdef _PS3 - // Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t - // callback. - virtual bool InstallPS3Trophies() = 0; + // For achievements that have related Progress stats, use this to query what the bounds of that progress are. + // You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress + // have been made, to show a progress notification to the user. + STEAM_FLAT_NAME( GetAchievementProgressLimitsInt32 ) + virtual bool GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) = 0; - // Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed - // by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies(). - virtual uint64 GetTrophySpaceRequiredBeforeInstall() = 0; + STEAM_FLAT_NAME( GetAchievementProgressLimitsFloat ) + virtual bool GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) = 0; - // On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data. - // At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method. - // If you do not have any user data, call this function with pvData = NULL and cubData = 0 - virtual bool SetUserStatsData( const void *pvData, uint32 cubData ) = 0; - - // Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t - // callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required - // buffer size. - virtual bool GetUserStatsData( void *pvData, uint32 cubData, uint32 *pcubWritten ) = 0; -#endif }; -#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION011" +#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION012" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamuserstats011.h b/sdk_includes/isteamuserstats011.h new file mode 100644 index 0000000..d64115d --- /dev/null +++ b/sdk_includes/isteamuserstats011.h @@ -0,0 +1,240 @@ + +#ifndef ISTEAMUSERSTATS011_H +#define ISTEAMUSERSTATS011_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Functions for accessing stats, achievements, and leaderboard information +//----------------------------------------------------------------------------- +class ISteamUserStats011 +{ +public: + // Ask the server to send down this user's data and achievements for this game + STEAM_CALL_BACK( UserStatsReceived_t ) + virtual bool RequestCurrentStats() = 0; + + // Data accessors + STEAM_FLAT_NAME( GetStatInt32 ) + virtual bool GetStat( const char *pchName, int32 *pData ) = 0; + + STEAM_FLAT_NAME( GetStatFloat ) + virtual bool GetStat( const char *pchName, float *pData ) = 0; + + // Set / update data + STEAM_FLAT_NAME( SetStatInt32 ) + virtual bool SetStat( const char *pchName, int32 nData ) = 0; + + STEAM_FLAT_NAME( SetStatFloat ) + virtual bool SetStat( const char *pchName, float fData ) = 0; + + virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0; + + // Achievement flag accessors + virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0; + virtual bool SetAchievement( const char *pchName ) = 0; + virtual bool ClearAchievement( const char *pchName ) = 0; + + // Get the achievement status, and the time it was unlocked if unlocked. + // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam + // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. + virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0; + + // Store the current data on the server, will get a callback when set + // And one callback for every new achievement + // + // If the callback has a result of k_EResultInvalidParam, one or more stats + // uploaded has been rejected, either because they broke constraints + // or were out of date. In this case the server sends back updated values. + // The stats should be re-iterated to keep in sync. + virtual bool StoreStats() = 0; + + // Achievement / GroupAchievement metadata + + // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. + // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback + // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the + // specified achievement. + virtual int GetAchievementIcon( const char *pchName ) = 0; + + // Get general attributes for an achievement. Accepts the following keys: + // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) + // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) + virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0; + + // Achievement progress - triggers an AchievementProgress callback, that is all. + // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. + virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0; + + // Used for iterating achievements. In general games should not need these functions because they should have a + // list of existing achievements compiled into them + virtual uint32 GetNumAchievements() = 0; + // Get achievement name iAchievement in [0,GetNumAchievements) + virtual const char *GetAchievementName( uint32 iAchievement ) = 0; + + // Friends stats & achievements + + // downloads stats for the user + // returns a UserStatsReceived_t received when completed + // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail + // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data + STEAM_CALL_RESULT( UserStatsReceived_t ) + virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0; + + // requests stat information for a user, usable after a successful call to RequestUserStats() + STEAM_FLAT_NAME( GetUserStatInt32 ) + virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0; + + STEAM_FLAT_NAME( GetUserStatFloat ) + virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0; + + virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0; + // See notes for GetAchievementAndUnlockTime above + virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0; + + // Reset stats + virtual bool ResetAllStats( bool bAchievementsToo ) = 0; + + // Leaderboard functions + + // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT(LeaderboardFindResult_t) + virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0; + + // as above, but won't create the leaderboard if it's not found + // This call is asynchronous, with the result returned in LeaderboardFindResult_t + STEAM_CALL_RESULT( LeaderboardFindResult_t ) + virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0; + + // returns the name of a leaderboard + virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0; + + // returns the total number of entries in a leaderboard, as of the last request + virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0; + + // returns the sort method of the leaderboard + virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0; + + // returns the display type of the leaderboard + virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0; + + // Asks the Steam back-end for a set of rows in the leaderboard. + // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t + // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) + // You can ask for more entries than exist, and it will return as many as do exist. + // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] + // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate + // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after + // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user + STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) + virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0; + // as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers + // if a user doesn't have a leaderboard entry, they won't be included in the result + // a max of 100 users can be downloaded at a time, with only one outstanding call at a time + STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers) + STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t ) + virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, + STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) = 0; + + // Returns data about a single leaderboard entry + // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries + // e.g. + // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) + // { + // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) + // { + // LeaderboardEntry_t leaderboardEntry; + // int32 details[3]; // we know this is how many we've stored previously + // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); + // assert( leaderboardEntry.m_cDetails == 3 ); + // ... + // } + // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid + virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0; + + // Uploads a user score to the Steam back-end. + // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t + // Details are extra game-defined information regarding how the user got that score + // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list + STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) + virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0; + + // Attaches a piece of user generated content the user's entry on a leaderboard. + // hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare(). + // This call is asynchronous, with the result returned in LeaderboardUGCSet_t. + STEAM_CALL_RESULT( LeaderboardUGCSet_t ) + virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 0; + + // Retrieves the number of players currently playing your game (online + offline) + // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t + STEAM_CALL_RESULT( NumberOfCurrentPlayers_t ) + virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0; + + // Requests that Steam fetch data on the percentage of players who have received each achievement + // for the game globally. + // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. + STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) + virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0; + + // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch + // the next most achieved afterwards. Will return -1 if there is no data on achievement + // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). + virtual int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0; + + // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another + // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last + // achievement has been iterated. + virtual int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0; + + // Returns the percentage of users who have achieved the specified achievement. + virtual bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) = 0; + + // Requests global stats data, which is available for stats marked as "aggregated". + // This call is asynchronous, with the results returned in GlobalStatsReceived_t. + // nHistoryDays specifies how many days of day-by-day history to retrieve in addition + // to the overall totals. The limit is 60. + STEAM_CALL_RESULT( GlobalStatsReceived_t ) + virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0; + + // Gets the lifetime totals for an aggregated stat + STEAM_FLAT_NAME( GetGlobalStatInt64 ) + virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0; + + STEAM_FLAT_NAME( GetGlobalStatDouble ) + virtual bool GetGlobalStat( const char *pchStatName, double *pData ) = 0; + + // Gets history for an aggregated stat. pData will be filled with daily values, starting with today. + // So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago, + // etc. cubData is the size in bytes of the pubData buffer. Returns the number of + // elements actually set. + + STEAM_FLAT_NAME( GetGlobalStatHistoryInt64 ) + virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0; + + STEAM_FLAT_NAME( GetGlobalStatHistoryDouble ) + virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0; + +#ifdef _PS3 + // Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t + // callback. + virtual bool InstallPS3Trophies() = 0; + + // Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed + // by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies(). + virtual uint64 GetTrophySpaceRequiredBeforeInstall() = 0; + + // On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data. + // At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method. + // If you do not have any user data, call this function with pvData = NULL and cubData = 0 + virtual bool SetUserStatsData( const void *pvData, uint32 cubData ) = 0; + + // Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t + // callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required + // buffer size. + virtual bool GetUserStatsData( void *pvData, uint32 cubData, uint32 *pcubWritten ) = 0; +#endif +}; + +#endif // ISTEAMUSERSTATS011_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 44544d3..1a34929 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -47,6 +47,7 @@ #include "isteamuser017.h" #include "isteamuser018.h" #include "isteamuser019.h" +#include "isteamuser020.h" #include "isteamfriends.h" #include "isteamfriends004.h" #include "isteamfriends005.h" @@ -74,6 +75,7 @@ #include "isteammatchmaking007.h" #include "isteammatchmaking008.h" #include "isteamuserstats.h" +#include "isteamuserstats011.h" #include "isteamuserstats010.h" #include "isteamuserstats009.h" #include "isteamuserstats008.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 2b8238d..9802f5f 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -56,6 +56,7 @@ STEAMAPI_API ISteamParties * SteamAPI_ISteamClient_GetISteamParties( ISteamClien STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); // ISteamUser +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v021(); STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020(); STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ); STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ); @@ -88,6 +89,7 @@ STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ); STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility( ISteamUser* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* self ); +STEAMAPI_API bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ); // ISteamFriends STEAMAPI_API ISteamFriends *SteamAPI_SteamFriends_v017(); @@ -165,6 +167,7 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); +STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); // ISteamUtils STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009(); @@ -374,6 +377,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorks STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( ISteamRemoteStorage* self, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority ); // ISteamUserStats +STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012(); STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011(); STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ); STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ); @@ -418,6 +422,8 @@ STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ); STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData, uint32 cubData ); STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUserStats* self, const char * pchStatName, double * pData, uint32 cubData ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ); +STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ); // ISteamApps STEAMAPI_API ISteamApps *SteamAPI_SteamApps_v008(); @@ -450,6 +456,7 @@ STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys( ISteamApps* STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails( ISteamApps* self, const char * pszFileName ); STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, char * pszCommandLine, int cubCommandLine ); STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ); +STEAMAPI_API bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ); // ISteamNetworking STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006(); @@ -811,6 +818,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* sel STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ); STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ); STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ); // ISteamVideo STEAMAPI_API ISteamVideo *SteamAPI_SteamVideo_v002(); @@ -1053,6 +1061,15 @@ STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingI // SteamNetworkingMessage_t STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMessage_t* self ); +// SteamNetworkingPOPIDRender +STEAMAPI_API const char * SteamAPI_SteamNetworkingPOPIDRender_c_str( SteamNetworkingPOPIDRender* self ); + +// SteamNetworkingIdentityRender +STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentityRender_c_str( SteamNetworkingIdentityRender* self ); + +// SteamNetworkingIPAddrRender +STEAMAPI_API const char * SteamAPI_SteamNetworkingIPAddrRender_c_str( SteamNetworkingIPAddrRender* self ); + // SteamDatagramHostedAddress STEAMAPI_API void SteamAPI_SteamDatagramHostedAddress_Clear( SteamDatagramHostedAddress* self ); STEAMAPI_API SteamNetworkingPOPID SteamAPI_SteamDatagramHostedAddress_GetPopID( SteamDatagramHostedAddress* self ); diff --git a/sdk_includes/steam_api_internal.h b/sdk_includes/steam_api_internal.h index 0c63ba2..e743324 100644 --- a/sdk_includes/steam_api_internal.h +++ b/sdk_includes/steam_api_internal.h @@ -310,6 +310,7 @@ enum { k_iSteamSTARCallbacks = 5500 }; enum { k_iClientSTARCallbacks = 5600 }; enum { k_iSteamRemotePlayCallbacks = 5700 }; enum { k_iClientCompatCallbacks = 5800 }; +enum { k_iSteamChatCallbacks = 5900 }; #ifdef _MSVC_VER #pragma warning( pop ) diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 6f37c88..c08b4a3 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -141,6 +141,7 @@ enum EResult k_EResultCantRemoveItem = 113, // item can't be removed k_EResultAccountDeleted = 114, // account has been deleted k_EResultExistingUserCancelledLicense = 115, // A license for this already exists, but cancelled + k_EResultCommunityCooldown = 116, // access is denied because of a community cooldown (probably from support profile data resets) }; // Error codes for use with the voice functions @@ -246,9 +247,9 @@ enum EAccountType enum EAppReleaseState { k_EAppReleaseState_Unknown = 0, // unknown, required appinfo or license info is missing - k_EAppReleaseState_Unavailable = 1, // even if user 'just' owns it, can see game at all - k_EAppReleaseState_Prerelease = 2, // can be purchased and is visible in games list, nothing else. Common appInfo section released - k_EAppReleaseState_PreloadOnly = 3, // owners can preload app, not play it. AppInfo fully released. + k_EAppReleaseState_Unavailable = 1, // even owners can't see game in library yet, no AppInfo released + k_EAppReleaseState_Prerelease = 2, // app can be purchased and is visible in library, nothing else. Only Common AppInfo section released + k_EAppReleaseState_PreloadOnly = 3, // owners can preload app, but not play it. All AppInfo sections fully released k_EAppReleaseState_Released = 4, // owners can download and play app. }; @@ -280,6 +281,7 @@ enum EAppOwnershipFlags k_EAppOwnershipFlags_SiteLicense = 0x40000, // Is from a site license k_EAppOwnershipFlags_LegacyFreeSub = 0x80000, // App only owned through Steam's legacy free sub k_EAppOwnershipFlags_InvalidOSType = 0x100000, // app not supported on current OS version, used to indicate a game is 32-bit on post-catalina. Currently it's own flag so the library will display a notice. + k_EAppOwnershipFlags_TimedTrial = 0x200000, // App is playable only for limited time }; @@ -504,6 +506,18 @@ static inline bool BIsVRLaunchOptionType( const ELaunchOptionType eType ) } +//----------------------------------------------------------------------------- +// Purpose: true if this launch option is any of the vr launching types +//----------------------------------------------------------------------------- +static inline bool BIsLaunchOptionTypeExemptFromGameTheater( const ELaunchOptionType eType ) +{ + return eType == k_ELaunchOptionType_Config + || eType == k_ELaunchOptionType_Server + || eType == k_ELaunchOptionType_Editor + || eType == k_ELaunchOptionType_Manual; +} + + //----------------------------------------------------------------------------- // Purpose: code points for VR HMD vendors and models // WARNING: DO NOT RENUMBER EXISTING VALUES - STORED IN A DATABASE @@ -693,6 +707,18 @@ enum EDurationControlNotification }; +// +// Specifies a game's online state in relation to duration control +// +enum EDurationControlOnlineState +{ + k_EDurationControlOnlineState_Invalid = 0, // nil value + k_EDurationControlOnlineState_Offline = 1, // currently in offline play - single-player, offline co-op, etc. + k_EDurationControlOnlineState_Online = 2, // currently in online play + k_EDurationControlOnlineState_OnlineHighPri = 3, // currently in online play and requests not to be interrupted +}; + + #pragma pack( push, 1 ) #define CSTEAMID_DEFINED diff --git a/sdk_includes/steamencryptedappticket.h b/sdk_includes/steamencryptedappticket.h index be344a2..764c683 100644 --- a/sdk_includes/steamencryptedappticket.h +++ b/sdk_includes/steamencryptedappticket.h @@ -34,3 +34,7 @@ S_API bool SteamEncryptedAppTicket_BGetAppDefinedValue( uint8 *rgubTicketDecrypt S_API const uint8 *SteamEncryptedAppTicket_GetUserVariableData( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, uint32 *pcubUserData ); S_API bool SteamEncryptedAppTicket_BIsTicketSigned( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted, const uint8 *pubRSAKey, uint32 cubRSAKey ); + +S_API bool SteamEncryptedAppTicket_BIsLicenseBorrowed( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); + +S_API bool SteamEncryptedAppTicket_BIsLicenseTemporary( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted ); diff --git a/sdk_includes/steamhttpenums.h b/sdk_includes/steamhttpenums.h index 4254bfc..ec72911 100644 --- a/sdk_includes/steamhttpenums.h +++ b/sdk_includes/steamhttpenums.h @@ -84,6 +84,7 @@ enum EHTTPStatusCode k_EHTTPStatusCode417ExpectationFailed = 417, k_EHTTPStatusCode4xxUnknown = 418, // 418 is reserved, so we'll use it to mean unknown k_EHTTPStatusCode429TooManyRequests = 429, + k_EHTTPStatusCode444ConnectionClosed = 444, // nginx only? // Server error codes k_EHTTPStatusCode500InternalServerError = 500, diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index cfed21d..a64f8ab 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -22,7 +22,6 @@ #endif #define STEAMNETWORKINGSOCKETS_STEAMCLIENT #define STEAMNETWORKINGSOCKETS_ENABLE_SDR -#define STEAMNETWORKINGSOCKETS_ENABLE_P2P #include "steam_api_common.h" // //---------------------------------------- @@ -180,6 +179,8 @@ struct SteamNetworkingIPAddr /// form according to RFC5952. If you include the port, IPv6 will be surrounded by /// brackets, e.g. [::1:2]:80. Your buffer should be at least k_cchMaxString bytes /// to avoid truncation + /// + /// See also SteamNetworkingIdentityRender inline void ToString( char *buf, size_t cbBuf, bool bWithPort ) const; /// Parse an IP address and optional port. If a port is not present, it is set to 0. @@ -248,11 +249,13 @@ struct SteamNetworkingIdentity /// or any other time you need to encode the identity as a string. It has a /// URL-like format (type:). Your buffer should be at least /// k_cchMaxString bytes big to avoid truncation. + /// + /// See also SteamNetworkingIPAddrRender void ToString( char *buf, size_t cbBuf ) const; /// Parse back a string that was generated using ToString. If we don't understand the /// string, but it looks "reasonable" (it matches the pattern type: and doesn't - /// have any funcky characters, etc), then we will return true, and the type is set to + /// have any funky characters, etc), then we will return true, and the type is set to /// k_ESteamNetworkingIdentityType_UnknownType. false will only be returned if the string /// looks invalid. bool ParseString( const char *pszStr ); @@ -463,7 +466,7 @@ enum ESteamNetConnectionEnd // on our end k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003, - // We're not able to get the network config. This is + // We're not able to get the SDR network config. This is // *almost* always a local issue, since the network config // comes from the CDN, which is pretty darn reliable. k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004, @@ -472,6 +475,14 @@ enum ESteamNetConnectionEnd // to do this. k_ESteamNetConnectionEnd_Local_Rights = 3005, + // ICE P2P rendezvous failed because we were not able to + // determine our "public" address (e.g. reflexive address via STUN) + // + // If relay fallback is available (it always is on Steam), then + // this is only used internally and will not be returned as a high + // level failure. + k_ESteamNetConnectionEnd_Local_P2P_ICE_NoPublicAddresses = 3006, + k_ESteamNetConnectionEnd_Local_Max = 3999, // 4xxx: Connection failed or ended, and it appears that the @@ -514,6 +525,15 @@ enum ESteamNetConnectionEnd // (Probably the code you are running is too old.) k_ESteamNetConnectionEnd_Remote_BadProtocolVersion = 4006, + // NAT punch failed failed because we never received any public + // addresses from the remote host. (But we did receive some + // signals form them.) + // + // If relay fallback is available (it always is on Steam), then + // this is only used internally and will not be returned as a high + // level failure. + k_ESteamNetConnectionEnd_Remote_P2P_ICE_NoPublicAddresses = 4007, + k_ESteamNetConnectionEnd_Remote_Max = 4999, // 5xxx: Connection failed for some other reason. @@ -546,6 +566,21 @@ enum ESteamNetConnectionEnd // job to open and maintain those sessions.) k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006, + // While trying to initiate a connection, we never received + // *any* communication from the peer. + //k_ESteamNetConnectionEnd_Misc_ServerNeverReplied = 5007, + + // P2P rendezvous failed in a way that we don't have more specific + // information + k_ESteamNetConnectionEnd_Misc_P2P_Rendezvous = 5008, + + // NAT punch failed, probably due to NAT/firewall configuration. + // + // If relay fallback is available (it always is on Steam), then + // this is only used internally and will not be returned as a high + // level failure. + k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009, + k_ESteamNetConnectionEnd_Misc_Max = 5999, k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff @@ -1055,6 +1090,39 @@ enum ESteamNetworkingConfigValue /// (This flag is itself a dev variable.) k_ESteamNetworkingConfig_EnumerateDevVars = 35, + // + // P2P settings + // + +// /// [listen socket int32] When you create a P2P listen socket, we will automatically +// /// open up a UDP port to listen for LAN connections. LAN connections can be made +// /// without any signaling: both sides can be disconnected from the Internet. +// /// +// /// This value can be set to zero to disable the feature. +// k_ESteamNetworkingConfig_P2P_Discovery_Server_LocalPort = 101, +// +// /// [connection int32] P2P connections can perform broadcasts looking for the peer +// /// on the LAN. +// k_ESteamNetworkingConfig_P2P_Discovery_Client_RemotePort = 102, + + /// [connection string] Comma-separated list of STUN servers that can be used + /// for NAT piercing. If you set this to an empty string, NAT piercing will + /// not be attempted. Also if "public" candidates are not allowed for + /// P2P_Transport_ICE_Enable, then this is ignored. + k_ESteamNetworkingConfig_P2P_STUN_ServerList = 103, + + /// [connection int32] What types of ICE candidates to share with the peer. + /// See k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_xxx values + k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable = 104, + + /// [connection int32] When selecting P2P transport, add various + /// penalties to the scores for selected transports. (Route selection + /// scores are on a scale of milliseconds. The score begins with the + /// route ping time and is then adjusted.) + k_ESteamNetworkingConfig_P2P_Transport_ICE_Penalty = 105, + k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106, + //k_ESteamNetworkingConfig_P2P_Transport_LANBeacon_Penalty = 107, + // // Settings for SDR relayed connections // @@ -1105,11 +1173,15 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36, // - // Log levels for debuging information. A higher priority - // (lower numeric value) will cause more stuff to be printed. + // Log levels for debugging information of various subsystems. + // Higher numeric values will cause more stuff to be printed. + // See ISteamNetworkingUtils::SetDebugOutputFunction for more + // information + // + // The default for all values is k_ESteamNetworkingSocketsDebugOutputType_Warning. // k_ESteamNetworkingConfig_LogLevel_AckRTT = 13, // [connection int32] RTT calculations for inline pings and replies - k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14, // [connection int32] log SNP packets send + k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14, // [connection int32] log SNP packets send/recv k_ESteamNetworkingConfig_LogLevel_Message = 15, // [connection int32] log each message send/recv k_ESteamNetworkingConfig_LogLevel_PacketGaps = 16, // [connection int32] dropped packets k_ESteamNetworkingConfig_LogLevel_P2PRendezvous = 17, // [connection int32] P2P rendezvous messages @@ -1118,6 +1190,14 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff }; +// Bitmask of types to share +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Default = -1; // Special value - use user defaults +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Disable = 0; // Do not do any ICE work at all or share any IP addresses with peer +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Relay = 1; // Relayed connection via TURN server. +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Private = 2; // host addresses that appear to be link-local or RFC1918 addresses +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public = 4; // STUN reflexive addresses, or host address that isn't a "private" address +const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_All = 0x7fffffff; + /// In a few places we need to set configuration options on listen sockets and connections, and /// have them take effect *before* the listen socket or connection really starts doing anything. /// Creating the object and then setting the options "immediately" after creation doesn't work @@ -1214,6 +1294,8 @@ inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char } /// Unpack integer to string representation, including terminating '\0' +/// +/// See also SteamNetworkingPOPIDRender template inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, char (&szCode)[N] ) { @@ -1228,6 +1310,16 @@ inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, /// The POPID "dev" is used in non-production environments for testing. const SteamNetworkingPOPID k_SteamDatagramPOPID_dev = ( (uint32)'d' << 16U ) | ( (uint32)'e' << 8U ) | (uint32)'v'; +/// Utility class for printing a SteamNetworkingPOPID. +struct SteamNetworkingPOPIDRender +{ + SteamNetworkingPOPIDRender( SteamNetworkingPOPID x ) { GetSteamNetworkingLocationPOPStringFromID( x, buf ); } + inline const char *c_str() const { return buf; } +private: + char buf[ 8 ]; +}; + + /////////////////////////////////////////////////////////////////////////////// // // Internal stuff @@ -1268,14 +1360,14 @@ inline bool SteamNetworkingIdentity::operator==(const SteamNetworkingIdentity &x inline void SteamNetworkingMessage_t::Release() { (*m_pfnRelease)( this ); } #if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || !defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT ) -STEAMNETWORKINGSOCKETS_INTERFACE void SteamAPI_SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); -STEAMNETWORKINGSOCKETS_INTERFACE bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); -STEAMNETWORKINGSOCKETS_INTERFACE void SteamAPI_SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ); -STEAMNETWORKINGSOCKETS_INTERFACE bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); -inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamAPI_SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } -inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamAPI_SteamNetworkingIPAddr_ParseString( this, pszStr ); } -inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamAPI_SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } -inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamAPI_SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } +STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); +STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); +STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); +STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); +inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } +inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } +inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } +inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } #endif #endif // #ifndef API_GEN From 25d53b65426404c89adda5b8dfb16af7f035a6fd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 14 Jun 2020 16:17:33 -0400 Subject: [PATCH 321/494] Might as well implement the other version of GetItemInstallInfo too. --- dll/steam_ugc.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 97bc997..bd6ac15 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -671,7 +671,7 @@ uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEn // get EItemState flags about item on this client uint32 GetItemState( PublishedFileId_t nPublishedFileID ) { - PRINT_DEBUG("Steam_UGC::GetItemState\n"); + PRINT_DEBUG("Steam_UGC::GetItemState %llu\n", nPublishedFileID); std::lock_guard lock(global_mutex); if (subscribed.count(nPublishedFileID)) { if (settings->isModInstalled(nPublishedFileID)) { @@ -727,7 +727,7 @@ bool GetItemUpdateInfo( PublishedFileId_t nPublishedFileID, bool *pbNeedsUpdate, bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, char *pchFolder, uint32 cchFolderSize ) // returns true if item is installed { PRINT_DEBUG("Steam_UGC::GetItemInstallInfo older\n"); - return false; + return GetItemInstallInfo(nPublishedFileID, punSizeOnDisk, pchFolder, cchFolderSize, (uint32*) nullptr); } From beffb89bdadd9a001dd9fc1fe4c32b3cd0ce80ec Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 20 Jun 2020 21:14:37 -0400 Subject: [PATCH 322/494] Some refactoring. Added a define for the default callresult/callback timeout. --- dll/base.cpp | 24 +++++++++++++++--------- dll/base.h | 11 +++++++---- 2 files changed, 22 insertions(+), 13 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index bcce075..b84cba5 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -191,6 +191,19 @@ std::string get_lib_path() { } #endif +std::string get_full_lib_path() +{ + std::string program_path; +#if defined(STEAM_WIN32) + char DllPath[MAX_PATH] = {0}; + GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); + program_path = DllPath; +#else + program_path = get_lib_path(); +#endif + return program_path; +} + std::string get_full_program_path() { std::string env_program_path = get_env_variable("SteamAppPath"); @@ -203,15 +216,8 @@ std::string get_full_program_path() } std::string program_path; -#if defined(STEAM_WIN32) - char DllPath[MAX_PATH] = {0}; - GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); - program_path = DllPath; -#else - program_path = get_lib_path(); -#endif - program_path = program_path.substr(0, program_path.rfind(PATH_SEPARATOR)).append(PATH_SEPARATOR); - return program_path; + program_path = get_full_lib_path(); + return program_path.substr(0, program_path.rfind(PATH_SEPARATOR)).append(PATH_SEPARATOR); } std::string get_current_path() diff --git a/dll/base.h b/dll/base.h index a7db49f..25a61f6 100644 --- a/dll/base.h +++ b/dll/base.h @@ -161,10 +161,13 @@ CSteamID generate_steam_id_user(); CSteamID generate_steam_id_server(); CSteamID generate_steam_id_anonserver(); CSteamID generate_steam_id_lobby(); +std::string get_full_lib_path(); std::string get_full_program_path(); std::string get_current_path(); std::string canonical_path(std::string path); +#define DEFAULT_CB_TIMEOUT 0.002 + class SteamCallResults { std::vector callresults; std::vector completed_callbacks; @@ -238,7 +241,7 @@ public: } } - SteamAPICall_t addCallResult(SteamAPICall_t api_call, int iCallback, void *result, unsigned int size, double timeout=0.0, bool run_call_completed_cb=true) { + SteamAPICall_t addCallResult(SteamAPICall_t api_call, int iCallback, void *result, unsigned int size, double timeout=DEFAULT_CB_TIMEOUT, bool run_call_completed_cb=true) { auto cb_result = std::find_if(callresults.begin(), callresults.end(), [api_call](struct Steam_Call_Result const& item) { return item.api_call == api_call; }); if (cb_result != callresults.end()) { if (cb_result->reserved) { @@ -266,7 +269,7 @@ public: return callresults.back().api_call; } - SteamAPICall_t addCallResult(int iCallback, void *result, unsigned int size, double timeout=0.0, bool run_call_completed_cb=true) { + SteamAPICall_t addCallResult(int iCallback, void *result, unsigned int size, double timeout=DEFAULT_CB_TIMEOUT, bool run_call_completed_cb=true) { return addCallResult(generate_steam_api_call_id(), iCallback, result, size, timeout, run_call_completed_cb); } @@ -419,11 +422,11 @@ public: } void addCBResult(int iCallback, void *result, unsigned int size) { - addCBResult(iCallback, result, size, 0.0, false); + addCBResult(iCallback, result, size, DEFAULT_CB_TIMEOUT, false); } void addCBResult(int iCallback, void *result, unsigned int size, bool dont_post_if_already) { - addCBResult(iCallback, result, size, 0.0, dont_post_if_already); + addCBResult(iCallback, result, size, DEFAULT_CB_TIMEOUT, dont_post_if_already); } void addCBResult(int iCallback, void *result, unsigned int size, double timeout) { From a0648d454cc55a0b4ce97a8bcf7b273e5b74fd3d Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 20 Jun 2020 21:15:26 -0400 Subject: [PATCH 323/494] Add a way to set subscribed groups. --- Readme_release.txt | 4 ++++ dll/settings.h | 3 +++ dll/settings_parser.cpp | 22 +++++++++++++++++++ dll/steam_friends.h | 4 ++++ .../subscribed_groups.EXAMPLE.txt | 4 ++++ 5 files changed, 37 insertions(+) create mode 100644 files_example/steam_settings.EXAMPLE/subscribed_groups.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index b4d573d..37b6926 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -48,6 +48,10 @@ Depots: This is pretty rare but some games might use depot ids to see if dlcs are installed. You can provide a list of installed depots to the game with a steam_settings\depots.txt file. See the steam_settings.EXAMPLE folder for an example. +Subscribed Groups: +Some games like payday 2 check which groups you are subscribed in and unlock things based on that. You can provide a list of subscribed groups to the game with a steam_settings\subscribed_groups.txt file. +See steam_settings.EXAMPLE\subscribed_groups.EXAMPLE.txt for an example for payday 2. + App paths: Some rare games might need to be provided one or more paths to app ids. For example the path to where a dlc is installed. This sets the paths returned by the Steam_Apps::GetAppInstallDir function. See steam_settings.EXAMPLE\app_paths.EXAMPLE.txt for an example. diff --git a/dll/settings.h b/dll/settings.h index 225d268..ce4bb76 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -132,6 +132,9 @@ public: std::map getStats() { return stats; } void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; } + //subscribed lobby/group ids + std::set subscribed_groups; + //images std::map images; int add_image(std::string data, uint32 width, uint32 height); diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 38484c2..a68d291 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -511,6 +511,28 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } } + { + std::string depots_config_path = Local_Storage::get_game_settings_path() + "subscribed_groups.txt"; + std::ifstream input( depots_config_path ); + if (input.is_open()) { + consume_bom(input); + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + uint64 source_id = stoull(line); + settings_client->subscribed_groups.insert(source_id); + settings_server->subscribed_groups.insert(source_id); + PRINT_DEBUG("Added source %llu\n", source_id); + } + } + } + { std::string mod_path = Local_Storage::get_game_settings_path() + "mods"; std::vector paths = Local_Storage::get_filenames_path(mod_path); diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 1d91712..788dec4 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -502,6 +502,10 @@ bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) if (settings->get_lobby() == steamIDSource) { return true; } + + if (settings->subscribed_groups.find(steamIDSource.ConvertToUint64()) != settings->subscribed_groups.end()) { + return true; + } } else { Friend *f = find_friend(steamIDUser); if (!f) return false; diff --git a/files_example/steam_settings.EXAMPLE/subscribed_groups.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/subscribed_groups.EXAMPLE.txt new file mode 100644 index 0000000..6e883bf --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/subscribed_groups.EXAMPLE.txt @@ -0,0 +1,4 @@ +103582791433980119 +103582791438562929 +103582791441335905 +103582791460014708 From 02ee5f9a6d200ff4680da2a59a63775bcc33818b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 20 Jun 2020 21:17:31 -0400 Subject: [PATCH 324/494] Implement the TriggerItemDrop function. --- dll/steam_inventory.h | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index ae66de8..827abf8 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -540,6 +540,11 @@ bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t drop { PRINT_DEBUG("TriggerItemDrop %p %i\n", pResultHandle, dropListDefinition); //TODO: if gameserver return false + std::lock_guard lock(global_mutex); + struct Steam_Inventory_Requests* request = new_inventory_result(false); + + if (pResultHandle != nullptr) + *pResultHandle = request->inventory_result; return true; } From d531e27ac052a2b74cf09ba866f6f25e6ae13617 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 23 Jun 2020 07:19:45 -0400 Subject: [PATCH 325/494] Fixed potential bug. Thanks to Nemirtingas for finding it. --- dll/steam_networking.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/steam_networking.h b/dll/steam_networking.h index 46769a0..f225bf5 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -149,8 +149,9 @@ void remove_connection(CSteamID id) SNetSocket_t create_connection_socket(CSteamID target, int nVirtualPort, uint32 nIP, uint16 nPort, SNetListenSocket_t id=0, enum steam_socket_connection_status status=SOCKET_CONNECTING, SNetSocket_t other_id=0) { static SNetSocket_t socket_number = 0; - bool found = 0; + bool found; do { + found = false; ++socket_number; for (auto & c: connection_sockets) { if (c.id == socket_number || socket_number == 0) { From 833510fbf1aa4d32559c270602a7b3c83d6691f9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 25 Jun 2020 11:26:19 -0400 Subject: [PATCH 326/494] Very basic implementations of a few steamhttp functions. --- dll/steam_http.cpp | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/dll/steam_http.cpp b/dll/steam_http.cpp index a5b7e3a..f3088a5 100644 --- a/dll/steam_http.cpp +++ b/dll/steam_http.cpp @@ -116,7 +116,7 @@ bool Steam_HTTP::SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, c // header and only do a local cache lookup rather than sending any actual remote request. bool Steam_HTTP::SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) { - PRINT_DEBUG("SendHTTPRequest\n"); + PRINT_DEBUG("SendHTTPRequest %u %p\n", hRequest, pCallHandle); Steam_Http_Request *request = get_request(hRequest); if (!request) { return false; @@ -276,7 +276,12 @@ bool Steam_HTTP::GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float * bool Steam_HTTP::SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) { PRINT_DEBUG("SetHTTPRequestRawPostBody\n"); - return false; + Steam_Http_Request *request = get_request(hRequest); + if (!request) { + return false; + } + + return true; } @@ -360,5 +365,11 @@ bool Steam_HTTP::SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, ui bool Steam_HTTP::GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) { PRINT_DEBUG("GetHTTPRequestWasTimedOut\n"); - return false; + Steam_Http_Request *request = get_request(hRequest); + if (!request) { + return false; + } + + if (pbWasTimedOut) *pbWasTimedOut = false; + return true; } From 39cb2c7c1776bb9f530ca62bb606f5029b675ed3 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 25 Jun 2020 11:26:40 -0400 Subject: [PATCH 327/494] Implement the promoitems functions. --- dll/steam_inventory.h | 21 +++++++++++++++++++-- 1 file changed, 19 insertions(+), 2 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 827abf8..2236d1d 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -453,6 +453,11 @@ STEAM_METHOD_DESC(GrantPromoItems() checks the list of promotional items for whi bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) { PRINT_DEBUG("GrantPromoItems\n"); + std::lock_guard lock(global_mutex); + struct Steam_Inventory_Requests* request = new_inventory_result(false); + + if (pResultHandle != nullptr) + *pResultHandle = request->inventory_result; return true; } @@ -464,13 +469,25 @@ bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) { PRINT_DEBUG("AddPromoItem\n"); - return false; + //TODO + std::lock_guard lock(global_mutex); + struct Steam_Inventory_Requests* request = new_inventory_result(false); + + if (pResultHandle != nullptr) + *pResultHandle = request->inventory_result; + return true; } bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) { PRINT_DEBUG("AddPromoItems\n"); - return false; + //TODO + std::lock_guard lock(global_mutex); + struct Steam_Inventory_Requests* request = new_inventory_result(false); + + if (pResultHandle != nullptr) + *pResultHandle = request->inventory_result; + return true; } From a32bba8c68c10af780da2ba4fff19cc409544bda Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 29 Jun 2020 10:21:43 -0400 Subject: [PATCH 328/494] Small changes to gitlab.io site. --- website/template.html | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/website/template.html b/website/template.html index 2945e25..fe46ce9 100644 --- a/website/template.html +++ b/website/template.html @@ -4,10 +4,10 @@

Steam emulator for GNU/Linux and Windows that emulates steam online features. Lets you play games that use the steam multiplayer apis on a LAN without steam or an internet connection.

Downloads

-
- + +
If the latest git build doesn't work you can try one of the old Releases

-
These Download links have both the Linux and Windows builds in the same package. The Linux builds are built on Steam OS so they should work wherever Steam Linux games work. The latest Git build is built by the Gitlab CI every time a new commit is pushed to the repo. Right now this is commit: X_LATEST_BUILD_COMMIT_HASH_X
+
These Download links have both the Linux and Windows builds in the same package. The Linux builds are built on Steam OS so they should work wherever Steam Linux games work. The latest build is built by the Gitlab CI every time a new commit is pushed to the repo. Right now this is commit: X_LATEST_BUILD_COMMIT_HASH_X

Source Code

From c7fd4ba158a1d1d4ae18eaf1176fd0003a827bae Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 5 Jul 2020 18:46:38 -0400 Subject: [PATCH 329/494] FileReadAsync should be as fast as possible. --- dll/steam_remote_storage.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index 72c4bb9..5aa6742 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -144,7 +144,7 @@ SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToR a_read.size = size; async_reads.push_back(a_read); - callback_results->addCallResult(data.m_hFileReadAsync, data.k_iCallback, &data, sizeof(data)); + callback_results->addCallResult(data.m_hFileReadAsync, data.k_iCallback, &data, sizeof(data), 0.0); return data.m_hFileReadAsync; } From e9cdbdd07f186b4802616590fd93f2cdb240e896 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 6 Jul 2020 11:27:05 -0400 Subject: [PATCH 330/494] Fixed ColdClientLoader ExeCommandLine not working for some games. --- steamclient_loader/ColdClientLoader.cpp | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/steamclient_loader/ColdClientLoader.cpp b/steamclient_loader/ColdClientLoader.cpp index 9ddf8d7..d7e2f1a 100644 --- a/steamclient_loader/ColdClientLoader.cpp +++ b/steamclient_loader/ColdClientLoader.cpp @@ -8,6 +8,7 @@ #include #include #include +#include bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) { @@ -29,7 +30,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance CHAR ClientPath[MAX_PATH] = { 0 }; CHAR ExeFile[MAX_PATH] = { 0 }; CHAR ExeRunDir[MAX_PATH] = { 0 }; - CHAR ExeCommandLine[300] = { 0 }; + CHAR ExeCommandLine[4096] = { 0 }; CHAR AppId[128] = { 0 }; STARTUPINFOA info = { sizeof(info) }; @@ -51,7 +52,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance GetPrivateProfileStringA("SteamClient", "SteamClientDll", "", ClientPath, MAX_PATH, CurrentDirectory); GetPrivateProfileStringA("SteamClient", "Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); GetPrivateProfileStringA("SteamClient", "ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "ExeCommandLine", NULL, ExeCommandLine, 300, CurrentDirectory); + GetPrivateProfileStringA("SteamClient", "ExeCommandLine", NULL, ExeCommandLine, 4096, CurrentDirectory); GetPrivateProfileStringA("SteamClient", "AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); if (AppId[0]) { @@ -100,7 +101,9 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance ExitProcess(NULL); } - if (!ExeFile[0] || !CreateProcessA(ExeFile, ExeCommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) + CHAR CommandLine[8192]; + snprintf(CommandLine, sizeof(CommandLine), "\"%s\" %s", ExeFile, ExeCommandLine); + if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) { MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); ExitProcess(NULL); @@ -132,13 +135,13 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(ClientPath) + 1); + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); } if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(Client64Path) + 1); + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); } } RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); @@ -176,13 +179,13 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(ClientPath) + 1); + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); } if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", (DWORD)lstrlenA(Client64Path) + 1); + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); } } RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); From 9b9c440fbc016c9db532b7b57533ff5e68af47e6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 7 Jul 2020 21:47:10 -0400 Subject: [PATCH 331/494] Fixed crash when getlobbydata key is null. --- dll/steam_matchmaking.h | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 29155d9..4a88dab 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -739,6 +739,7 @@ CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) { PRINT_DEBUG("GetLobbyData %llu %s\n", steamIDLobby.ConvertToUint64(), pchKey); + if (!pchKey) return ""; std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); const char *ret = ""; @@ -844,6 +845,7 @@ bool DeleteLobbyData( CSteamID steamIDLobby, const char *pchKey ) const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) { PRINT_DEBUG("GetLobbyMemberData %s %llu %llu\n", pchKey, steamIDLobby.ConvertToUint64(), steamIDUser.ConvertToUint64()); + if (!pchKey) return ""; std::lock_guard lock(global_mutex); struct Lobby_Member *member = get_lobby_member(get_lobby(steamIDLobby), steamIDUser); const char *ret = ""; From 31c1453d2bfc89e919e41e4bf958a6e9136d7d88 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 11 Jul 2020 11:48:01 -0400 Subject: [PATCH 332/494] Implement the GamepadIndex functions. --- dll/steam_controller.h | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index aa2fe52..c316c80 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -746,7 +746,10 @@ void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nCol int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) { PRINT_DEBUG("Steam_Controller::GetGamepadIndexForController\n"); - return 0; + auto controller = controllers.find(ulControllerHandle); + if (controller == controllers.end()) return -1; + + return ulControllerHandle - 1; } @@ -754,7 +757,10 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) { PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n"); - return 0; + ControllerHandle_t out = nIndex + 1; + auto controller = controllers.find(out); + if (controller == controllers.end()) return 0; + return out; } From d86721afcbd73dd03b143081f9c80b49c848263c Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Mon, 13 Jul 2020 23:22:36 +0200 Subject: [PATCH 333/494] Implement SteamNetworkingIdentity_ToString for volcanoids --- dll/steam_networking_utils.h | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 533d0a8..ed7022b 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -349,6 +349,23 @@ bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n"); + if (identity.m_eType == k_ESteamNetworkingIdentityType_SteamID) + { + if (buf != nullptr) + { + std::string str("steamid:"); + str += std::move(std::to_string(identity.GetSteamID64())); + strncpy(buf, str.c_str(), cbBuf); + buf[cbBuf - 1] = '\0'; + } + } + else + { + if (cbBuf != 0 && buf != nullptr) + { + *buf = '\0'; + } + } } bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) From 25ee1dfa52c860ffb6fba26cb7726269185cbe9d Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Wed, 15 Jul 2020 20:33:49 +0200 Subject: [PATCH 334/494] Implement all 4 Steam_Networking_Utils functions SteamNetworkingIPAddr_ToString SteamNetworkingIPAddr_ParseString SteamNetworkingIdentity_ToString SteamNetworkingIdentity_ParseString --- dll/steam_networking_utils.h | 275 +++++++++++++++++++++++++++++++++-- 1 file changed, 263 insertions(+), 12 deletions(-) diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index ed7022b..0143f5f 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -338,40 +338,291 @@ ESteamNetworkingConfigValue GetFirstConfigValue() void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ToString\n"); + if (buf == nullptr || cbBuf == 0) + return; + + char buffer[64]; // Its enought for ipv4 & ipv6 + port + std::string str_addr; + if (addr.IsIPv4()) + { + in_addr ipv4_addr; + ipv4_addr.s_addr = htonl(addr.GetIPv4()); + + if (inet_ntop(AF_INET, &ipv4_addr, buffer, sizeof(buffer) / sizeof(*buffer)) != nullptr) + { + if (bWithPort) + { + str_addr = buffer; + str_addr += ':'; + str_addr += std::to_string(addr.m_port); + } + else + { + str_addr = buffer; + } + } + } + else + { + in6_addr ipv6_addr; + memcpy(ipv6_addr.s6_addr, addr.m_ipv6, sizeof(addr.m_ipv6)); + + if (inet_ntop(AF_INET6, &ipv6_addr, buffer, sizeof(buffer) / sizeof(*buffer)) != nullptr) + { + if (bWithPort) + { + str_addr = '['; + str_addr += buffer; + str_addr += "]:"; + str_addr += std::to_string(addr.m_port); + } + else + { + str_addr = buffer; + } + } + } + + cbBuf = std::min(cbBuf, str_addr.length() + 1); + strncpy(buf, str_addr.c_str(), cbBuf); + buf[cbBuf - 1] = '\0'; } bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIPAddr_ParseString\n"); - return false; + + bool valid = false; + + if (pAddr == nullptr || pszStr == nullptr) + return valid; + + std::string str(pszStr); + size_t pos = str.find(':'); + + if (pos != std::string::npos) + {// Try ipv4 with port + in_addr ipv4_addr; + std::string tmp(str); + tmp[pos] = 0; + const char* ip = tmp.c_str(); + const char* port = &tmp[pos + 1]; + + if (inet_pton(AF_INET, ip, &ipv4_addr) == 1) + { + valid = true; + pAddr->SetIPv4(ntohl(ipv4_addr.s_addr), strtoul(port, nullptr, 10)); + } + } + else + {// Try ipv4 without port + in_addr ipv4_addr; + if (inet_pton(AF_INET, str.c_str(), &ipv4_addr) == 1) + { + valid = true; + pAddr->SetIPv4(ntohl(ipv4_addr.s_addr), 0); + } + } + + if (!valid) + {// Try ipv6 + addrinfo* info = nullptr; + addrinfo hints = {}; + hints.ai_family = AF_INET6; + hints.ai_socktype = SOCK_STREAM; + hints.ai_flags = AI_NUMERICHOST | AI_NUMERICSERV; + + size_t sep_pos = 0; + std::string ip; + int sep_count = 0; + for (int i = 0; i < str.length(); ++i) + { + if (str[i] == ':') + { + sep_pos = i; + ++sep_count; + } + } + if (sep_count == 8) + { + ip = std::move(std::string(str.begin(), str.begin() + sep_pos)); + } + else + { + ip = str; + } + + if (getaddrinfo(ip.c_str(), nullptr, &hints, &info) == 0) + { + sockaddr_in6* maddr = (sockaddr_in6*)info->ai_addr; + + size_t pos = str.find(']'); + std::string str_port("0"); + if (pos != std::string::npos) + { + str_port = std::move(std::string(str.begin() + pos + 2, str.end())); + } + else if (sep_count == 8) + { + str_port = std::move(std::string(str.begin() + sep_pos + 1, str.end())); + } + try + { + int port = std::stoi(str_port); + if (port >= 0 && port <= 65535) + { + pAddr->SetIPv6(maddr->sin6_addr.s6_addr, port); + valid = true; + } + } + catch(...) + { } + } + + if (info) + { + freeaddrinfo(info); + } + } + + if (!valid) + { + pAddr->Clear(); + } + + return valid; } void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n"); - if (identity.m_eType == k_ESteamNetworkingIdentityType_SteamID) + if (buf == nullptr) + return; + + std::string str; + str.reserve(SteamNetworkingIdentity::k_cchMaxString); + switch (identity.m_eType) { - if (buf != nullptr) + case k_ESteamNetworkingIdentityType_SteamID: { - std::string str("steamid:"); + str = "steamid:"; str += std::move(std::to_string(identity.GetSteamID64())); - strncpy(buf, str.c_str(), cbBuf); - buf[cbBuf - 1] = '\0'; } - } - else - { - if (cbBuf != 0 && buf != nullptr) + break; + + case k_ESteamNetworkingIdentityType_IPAddress: { - *buf = '\0'; + str = "ip:"; + char buff[SteamNetworkingIPAddr::k_cchMaxString]; + auto& addr = *identity.GetIPAddr(); + SteamNetworkingIPAddr_ToString(addr, buff, sizeof(buff), true); + str += buff; } + break; + + case k_ESteamNetworkingIdentityType_GenericBytes: + { + int generic_len; + const uint8* pBuf = identity.GetGenericBytes(generic_len); + + str = "gen:"; + str.resize(4 + (generic_len * 2)); + + char* pDest = &str[4]; + while(generic_len--) + { + // I don't care for the last char, I've reserved the max string size + snprintf(pDest, 3, "%02x", *pBuf); + ++pBuf; + pDest += 2; + } + } + break; + + case k_ESteamNetworkingIdentityType_GenericString: + { + str = "str:"; + str += identity.GetGenericString(); + } + break; + + case k_ESteamNetworkingIdentityType_UnknownType: + { + str = identity.m_szUnknownRawString; + } + break; } + cbBuf = std::min(cbBuf, str.length() + 1); + strncpy(buf, str.c_str(), cbBuf); + buf[cbBuf - 1] = '\0'; } bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ParseString\n"); - return false; + bool valid = false; + if (pIdentity == nullptr) + { + return valid; + } + + if (pszStr != nullptr) + { + const char* end = strchr(pszStr, ':'); + if (end != nullptr) + { + ++end; + if (strncmp(pszStr, "gen:", end - pszStr) == 0) + { + size_t length = strlen(end); + if (!(length % 2) && length <= (sizeof(pIdentity->m_genericBytes) * 2)) + {// Must be even + valid = true; + length /= 2; + pIdentity->m_eType = k_ESteamNetworkingIdentityType_GenericBytes; + pIdentity->m_cbSize = length; + uint8* pBytes = pIdentity->m_genericBytes; + + char hex[3] = { 0,0,0 }; + while (length) + { + hex[0] = end[0]; + hex[1] = end[1]; + // Steam doesn't check if wasn't a hex char + *pBytes = strtol(hex, nullptr, 16); + + ++pBytes; + end += 2; + --length; + } + } + } + else if (strncmp(pszStr, "steamid:", end - pszStr) == 0) + { + CSteamID steam_id(uint64(strtoull(end, nullptr, 10))); + if (steam_id.IsValid()) + { + valid = true; + pIdentity->SetSteamID(steam_id); + } + } + else if (strncmp(pszStr, "str:", end - pszStr) == 0) + { + valid = pIdentity->SetGenericString(end); + } + else if (strncmp(pszStr, "ip:", end - pszStr) == 0) + { + SteamNetworkingIPAddr steam_addr; + if (SteamNetworkingIPAddr_ParseString(&steam_addr, end)) + { + valid = true; + pIdentity->SetIPAddr(steam_addr); + } + } + } + } + + return valid; } From fe9bbd1104a52b66acf447cec534d0f2867ddf8e Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 16 Jul 2020 11:56:24 +0200 Subject: [PATCH 335/494] Add a common include file. --- dll/base.cpp | 48 ++--- dll/base.h | 68 +------ dll/common_includes.h | 172 ++++++++++++++++++ dll/defines.h | 9 - dll/dll.cpp | 1 - dll/flat.cpp | 1 - dll/local_storage.cpp | 27 +-- dll/local_storage.h | 6 +- dll/net.proto | 4 +- dll/network.cpp | 30 --- dll/network.h | 7 +- dll/settings.h | 5 +- dll/settings_parser.cpp | 4 - dll/steam_client.cpp | 2 - dll/steam_client.h | 2 - dll/steam_controller.h | 2 - dll/steam_game_coordinator.h | 1 - dll/steam_inventory.h | 1 - dll/steam_networking.h | 11 +- dll/steam_user_stats.h | 4 - dll/wrap.cpp | 12 -- lobby_connect.cpp | 2 +- overlay_experimental/Base_Hook.h | 3 - overlay_experimental/Renderer_Detector.cpp | 30 +-- overlay_experimental/windows/DX10_Hook.cpp | 4 +- overlay_experimental/windows/DX10_Hook.h | 2 +- overlay_experimental/windows/DX11_Hook.cpp | 4 +- overlay_experimental/windows/DX11_Hook.h | 2 +- overlay_experimental/windows/DX12_Hook.cpp | 4 +- overlay_experimental/windows/DX12_Hook.h | 2 +- overlay_experimental/windows/DX9_Hook.cpp | 4 +- overlay_experimental/windows/DX9_Hook.h | 2 +- overlay_experimental/windows/OpenGL_Hook.cpp | 4 +- overlay_experimental/windows/OpenGL_Hook.h | 2 +- overlay_experimental/windows/Windows_Hook.cpp | 2 +- overlay_experimental/windows/Windows_Hook.h | 2 +- 36 files changed, 236 insertions(+), 250 deletions(-) create mode 100644 dll/common_includes.h delete mode 100644 dll/defines.h diff --git a/dll/base.cpp b/dll/base.cpp index b84cba5..d451206 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -17,13 +17,7 @@ #include "base.h" -#ifdef STEAM_WIN32 -#include -#include - -#define SystemFunction036 NTAPI SystemFunction036 -#include -#undef SystemFunction036 +#ifdef __WINDOWS__ static void randombytes(char * const buf, const size_t size) @@ -46,11 +40,6 @@ std::string get_env_variable(std::string name) #else -#include -#include -#include -#include - static int fd = -1; static void randombytes(char *buf, size_t size) @@ -149,9 +138,19 @@ CSteamID generate_steam_id_lobby() return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance | k_EChatInstanceFlagLobby, k_EUniversePublic, k_EAccountTypeChat); } -#ifndef STEAM_WIN32 -#include -#include +bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout) +{ + if (timeout == 0.0) return true; + + std::chrono::high_resolution_clock::time_point now = std::chrono::high_resolution_clock::now(); + if (std::chrono::duration_cast>(now - old).count() > timeout) { + return true; + } + + return false; +} + +#ifdef __LINUX__ std::string get_lib_path() { std::string dir = "/proc/self/map_files"; DIR *dp; @@ -194,7 +193,7 @@ std::string get_lib_path() { std::string get_full_lib_path() { std::string program_path; -#if defined(STEAM_WIN32) +#if defined(__WINDOWS__) char DllPath[MAX_PATH] = {0}; GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); program_path = DllPath; @@ -474,8 +473,7 @@ void Auth_Ticket_Manager::Callback(Common_Message *msg) } #ifdef EMU_EXPERIMENTAL_BUILD -#ifdef STEAM_WIN32 -#include "../detours/detours.h" +#ifdef __WINDOWS__ struct ips_test { uint32_t ip_from; @@ -596,13 +594,6 @@ inline bool file_exists (const std::string& name) { return (stat (name.c_str(), &buffer) == 0); } -#ifdef DETOURS_64BIT -#define DLL_NAME "steam_api64.dll" -#else -#define DLL_NAME "steam_api.dll" -#endif - - HMODULE (WINAPI *Real_GetModuleHandleA)(LPCSTR lpModuleName) = GetModuleHandleA; HMODULE WINAPI Mine_GetModuleHandleA(LPCSTR lpModuleName) { @@ -648,12 +639,6 @@ static void load_dll() } } -#ifdef DETOURS_64BIT -#define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x64.dll" -#else -#define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x86.dll" -#endif - static void load_lumaCEG() { std::string path = get_full_program_path(); @@ -700,7 +685,6 @@ bool crack_SteamAPI_Init() return false; } -#include HINTERNET (WINAPI *Real_WinHttpConnect)( IN HINTERNET hSession, diff --git a/dll/base.h b/dll/base.h index 25a61f6..646c851 100644 --- a/dll/base.h +++ b/dll/base.h @@ -18,78 +18,14 @@ #ifndef BASE_INCLUDE #define BASE_INCLUDE -#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) - #define __WINDOWS_64__ -#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) - #define __WINDOWS_32__ -#endif - -#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__) - #define __WINDOWS__ -#endif - -#if defined(__linux__) || defined(linux) - #if defined(__x86_64__) - #define __LINUX_64__ - #else - #define __LINUX_32__ - #endif -#endif - -#if defined(__LINUX_32__) || defined(__LINUX_64__) - #define __LINUX__ -#endif - -#if defined(__WINDOWS__) -#define STEAM_WIN32 -#ifndef NOMINMAX -# define NOMINMAX -#endif -#endif - -#define STEAM_API_EXPORTS -#include "../sdk_includes/steam_gameserver.h" -#include "../sdk_includes/steamdatagram_tickets.h" - -#include -#include -#include -#include - -//#define PRINT_DEBUG(...) {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, __VA_ARGS__); fclose(t);} -#ifdef STEAM_WIN32 -#include -#include -#include -#include -EXTERN_C IMAGE_DOS_HEADER __ImageBase; -#define PATH_SEPARATOR "\\" -#ifndef EMU_RELEASE_BUILD -#define PRINT_DEBUG(a, ...) do {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, "%u " a, GetCurrentThreadId(), __VA_ARGS__); fclose(t); WSASetLastError(0);} while (0) -#endif -#else -#include -#define PATH_SEPARATOR "/" -#ifndef EMU_RELEASE_BUILD -#define PRINT_DEBUG(...) {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, __VA_ARGS__); fclose(t);} -#endif -#endif -//#define PRINT_DEBUG(...) fprintf(stdout, __VA_ARGS__) -#ifdef EMU_RELEASE_BUILD -#define PRINT_DEBUG(...) -#endif - -#include "settings.h" -#include "local_storage.h" -#include "network.h" - -#include "defines.h" +#include "common_includes.h" #define PUSH_BACK_IF_NOT_IN(vector, element) { if(std::find(vector.begin(), vector.end(), element) == vector.end()) vector.push_back(element); } extern std::recursive_mutex global_mutex; std::string get_env_variable(std::string name); +bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout); class CCallbackMgr { diff --git a/dll/common_includes.h b/dll/common_includes.h new file mode 100644 index 0000000..4096a14 --- /dev/null +++ b/dll/common_includes.h @@ -0,0 +1,172 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#ifndef __INCLUDED_COMMON_INCLUDES__ +#define __INCLUDED_COMMON_INCLUDES__ + +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) + #define __WINDOWS_64__ +#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define __WINDOWS_32__ +#endif + +#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__) + #define __WINDOWS__ +#endif + +#if defined(__linux__) || defined(linux) + #if defined(__x86_64__) + #define __LINUX_64__ + #else + #define __LINUX_32__ + #endif +#endif + +#if defined(__LINUX_32__) || defined(__LINUX_64__) + #define __LINUX__ +#endif + +#if defined(__WINDOWS__) + #define STEAM_WIN32 + #ifndef NOMINMAX + #define NOMINMAX + #endif +#endif + +#define STEAM_API_EXPORTS + +#if defined(__WINDOWS__) + #include + #include + #include + #include + #include + #include + #include // Include winsock2 before this, or winsock2 iphlpapi will be unavailable + #include + + #define MSG_NOSIGNAL 0 + + #define SystemFunction036 NTAPI SystemFunction036 + #include + #undef SystemFunction036 + + #ifndef EMU_RELEASE_BUILD + #define PRINT_DEBUG(a, ...) do {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, "%u " a, GetCurrentThreadId(), __VA_ARGS__); fclose(t); WSASetLastError(0);} while (0) + #endif + + EXTERN_C IMAGE_DOS_HEADER __ImageBase; + #define PATH_SEPARATOR "\\" + + #ifdef EMU_EXPERIMENTAL_BUILD + #include + + #include "../detours/detours.h" + + #ifdef DETOURS_64BIT + #define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x64.dll" + #define DLL_NAME "steam_api64.dll" + #else + #define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x86.dll" + #define DLL_NAME "steam_api.dll" + #endif + #endif + +#elif defined(__LINUX__) + #include + + #include + #include + #include + #include + #include + #include + #include + #include + + #include + #include + + #include + #include + #include + #include + #include + #include + + #define PATH_MAX_STRING_SIZE 512 + + #ifndef EMU_RELEASE_BUILD + #define PRINT_DEBUG(...) {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, __VA_ARGS__); fclose(t);} + #endif + #define PATH_SEPARATOR "/" +#endif +//#define PRINT_DEBUG(...) fprintf(stdout, __VA_ARGS__) +#ifdef EMU_RELEASE_BUILD + #define PRINT_DEBUG(...) +#endif + +// C/C++ includes +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +#include +#include +#include + +#include +#include + +// Other libs includes +#include "../json/json.hpp" +#include "../controller/gamepad.h" + +// Steamsdk includes +#include "../sdk_includes/steam_api.h" +#include "../sdk_includes/steam_gameserver.h" +#include "../sdk_includes/steamdatagram_tickets.h" + +// Emulator includes +#include "net.pb.h" +#include "settings.h" +#include "local_storage.h" +#include "network.h" + +// Emulator defines +#define CLIENT_HSTEAMUSER 1 +#define SERVER_HSTEAMUSER 1 + +#define DEFAULT_NAME "Goldberg" +#define PROGRAM_NAME "Goldberg SteamEmu" +#define DEFAULT_LANGUAGE "english" + +#define LOBBY_CONNECT_APPID ((uint32)-2) + +#endif//__INCLUDED_COMMON_INCLUDES__ \ No newline at end of file diff --git a/dll/defines.h b/dll/defines.h deleted file mode 100644 index b7d98c9..0000000 --- a/dll/defines.h +++ /dev/null @@ -1,9 +0,0 @@ -//TODO: put these in a common .h -#define CLIENT_HSTEAMUSER 1 -#define SERVER_HSTEAMUSER 1 - -#define DEFAULT_NAME "Goldberg" -#define PROGRAM_NAME "Goldberg SteamEmu" -#define DEFAULT_LANGUAGE "english" - -#define LOBBY_CONNECT_APPID ((uint32)-2) diff --git a/dll/dll.cpp b/dll/dll.cpp index d6bc0f8..b18827e 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -44,7 +44,6 @@ static char old_inventory[128] = "STEAMINVENTORY_INTERFACE_V001"; static char old_video[128] = "STEAMVIDEO_INTERFACE_V001"; static char old_masterserver_updater[128] = "SteamMasterServerUpdater001"; -#include static void load_old_interface_versions() { static bool loaded = false; diff --git a/dll/flat.cpp b/dll/flat.cpp index 951d035..e054503 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -19,7 +19,6 @@ #define STEAM_API_FUNCTIONS_IMPL #include "dll.h" #include "../sdk_includes/steam_api_flat.h" -#include STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe( ISteamClient* self ) { diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index f1b3d45..6bddb3a 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -17,11 +17,6 @@ #include "local_storage.h" -#include -#include -#include -#include - struct File_Data { std::string name; }; @@ -149,8 +144,7 @@ std::vector Local_Storage::get_filenames_path(std::string path) } #else -#if defined(WIN32) || defined(_WIN32) -#include +#if defined(__WINDOWS__) static BOOL DirectoryExists(LPCSTR szPath) { @@ -176,11 +170,6 @@ static void create_directory(std::string strPath) createDirectoryRecursively(strPath); } -#include -#include -#include - - static std::vector get_filenames(std::string strPath) { std::vector output; @@ -250,14 +239,7 @@ static std::vector get_filenames_recursive(std::string base_pa return output; } -#else -#include -#include -#include -#include -#include - -#define PATH_MAX_STRING_SIZE 512 +#else /* recursive mkdir */ static int mkdir_p(const char *dir, const mode_t mode) { @@ -397,11 +379,6 @@ std::string Local_Storage::get_game_settings_path() return get_program_path().append(game_settings_folder).append(PATH_SEPARATOR); } -#if defined(STEAM_WIN32) -#include -#include -#endif - std::string Local_Storage::get_user_appdata_path() { std::string user_appdata_path = "SAVE"; diff --git a/dll/local_storage.h b/dll/local_storage.h index 394fae2..49fe2d0 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -15,14 +15,10 @@ License along with the Goldberg Emulator; if not, see . */ -#include "base.h" -#include - #ifndef LOCAL_STORAGE_INCLUDE #define LOCAL_STORAGE_INCLUDE -#include -#include "../json/json.hpp" +#include "base.h" #define MAX_FILENAME_LENGTH 300 diff --git a/dll/net.proto b/dll/net.proto index e486ae3..5b0f627 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -79,7 +79,7 @@ message Low_Level { Types type = 1; } -message Network { +message Network_pb { uint32 channel = 1; bytes data = 2; @@ -204,7 +204,7 @@ message Common_Message { Low_Level low_level = 4; Lobby lobby = 5; Lobby_Messages lobby_messages = 6; - Network network = 7; + Network_pb network = 7; Gameserver gameserver = 8; Friend friend = 9; Auth_Ticket auth_ticket = 10; diff --git a/dll/network.cpp b/dll/network.cpp index 3529168..2de7de3 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -17,22 +17,6 @@ #include "network.h" -#if defined(STEAM_WIN32) - -#define MSG_NOSIGNAL 0 - -#else -#include -#include -#include -#include -#include -#include -#include -#include -#include -#endif - #define MAX_BROADCASTS 16 static int number_broadcasts = -1; static IP_PORT broadcasts[MAX_BROADCASTS]; @@ -45,8 +29,6 @@ static uint32_t upper_range_ips[MAX_BROADCASTS]; #if defined(STEAM_WIN32) -#include - //windows xp support static int inet_pton4(const char *src, uint32_t *dst) @@ -489,18 +471,6 @@ static bool recv_tcp(struct TCP_Socket &socket) return false; } -bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout) -{ - if (timeout == 0.0) return true; - - std::chrono::high_resolution_clock::time_point now = std::chrono::high_resolution_clock::now(); - if (std::chrono::duration_cast>(now - old).count() > timeout) { - return true; - } - - return false; -} - static void socket_timeouts(struct TCP_Socket &socket, double extra_time) { if (check_timedout(socket.last_heartbeat_sent, HEARTBEAT_TIMEOUT / 2.0)) { diff --git a/dll/network.h b/dll/network.h index 793b0f4..015115c 100644 --- a/dll/network.h +++ b/dll/network.h @@ -15,13 +15,10 @@ License along with the Goldberg Emulator; if not, see . */ -#include "base.h" - #ifndef NETWORK_INCLUDE #define NETWORK_INCLUDE -#include "net.pb.h" -#include +#include "base.h" inline bool protobuf_message_equal(const google::protobuf::MessageLite& msg_a, const google::protobuf::MessageLite& msg_b) { @@ -38,8 +35,6 @@ typedef unsigned int sock_t; typedef int sock_t; #endif -bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout); - struct IP_PORT { uint32 ip; uint16 port; diff --git a/dll/settings.h b/dll/settings.h index ce4bb76..f813cd9 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -15,12 +15,11 @@ License along with the Goldberg Emulator; if not, see . */ -#include "base.h" -#include - #ifndef SETTINGS_INCLUDE #define SETTINGS_INCLUDE +#include "base.h" + struct DLC_entry { AppId_t appID; std::string name; diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index a68d291..67bfb8a 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -16,10 +16,6 @@ . */ #include "settings_parser.h" -#include -#include -#include -#include static void consume_bom(std::ifstream &input) { diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 1f5e89f..818eeed 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -18,8 +18,6 @@ #include "steam_client.h" #include "settings_parser.h" -#include - static std::condition_variable kill_background_thread_cv; static std::atomic_bool kill_background_thread; static void background_thread(Steam_Client *client) diff --git a/dll/steam_client.h b/dll/steam_client.h index 5f98e33..bb5943c 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -56,8 +56,6 @@ #include "../overlay_experimental/steam_overlay.h" -#include - enum Steam_Pipe { NO_USER, CLIENT, diff --git a/dll/steam_controller.h b/dll/steam_controller.h index c316c80..835e081 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -16,8 +16,6 @@ . */ #include "base.h" -#include "../controller/gamepad.h" -#include struct Controller_Map { std::map> active_digital; diff --git a/dll/steam_game_coordinator.h b/dll/steam_game_coordinator.h index 34f0df8..1ba2b88 100644 --- a/dll/steam_game_coordinator.h +++ b/dll/steam_game_coordinator.h @@ -16,7 +16,6 @@ . */ #include "base.h" -#include class Steam_Game_Coordinator : public ISteamGameCoordinator diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 2236d1d..df98fba 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -16,7 +16,6 @@ . */ #include "base.h" // For SteamItemDef_t -#include "../json/json.hpp" struct Steam_Inventory_Requests { double timeout = 0.1; diff --git a/dll/steam_networking.h b/dll/steam_networking.h index f225bf5..4a19845 100644 --- a/dll/steam_networking.h +++ b/dll/steam_networking.h @@ -16,7 +16,6 @@ . */ #include "base.h" -#include //packet timeout in seconds for non connections #define ORPHANED_PACKET_TIMEOUT (20) @@ -278,16 +277,16 @@ bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(steamIDRemote.ConvertToUint64()); - msg.set_allocated_network(new Network); + msg.set_allocated_network(new Network_pb); if (!connection_exists(steamIDRemote)) { - msg.mutable_network()->set_type(Network::NEW_CONNECTION); + msg.mutable_network()->set_type(Network_pb::NEW_CONNECTION); network->sendTo(&msg, true); } msg.mutable_network()->set_channel(nChannel); msg.mutable_network()->set_data(pubData, cubData); - msg.mutable_network()->set_type(Network::DATA); + msg.mutable_network()->set_type(Network_pb::DATA); struct Steam_Networking_Connection *conn = get_or_create_connection(steamIDRemote); new_connection_times.erase(steamIDRemote); @@ -914,11 +913,11 @@ void Callback(Common_Message *msg) }PRINT_DEBUG("\n"); #endif - if (msg->network().type() == Network::DATA) { + if (msg->network().type() == Network_pb::DATA) { unprocessed_messages.push_back(Common_Message(*msg)); } - if (msg->network().type() == Network::NEW_CONNECTION) { + if (msg->network().type() == Network_pb::NEW_CONNECTION) { std::lock_guard lock(messages_mutex); auto msg_temp = std::begin(messages); while (msg_temp != std::end(messages)) { diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 3c28b40..544e0db 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -21,10 +21,6 @@ #include "base.h" #include "../overlay_experimental/steam_overlay.h" -#include -#include -#include "../json/json.hpp" - struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; diff --git a/dll/wrap.cpp b/dll/wrap.cpp index 289b217..50defc7 100644 --- a/dll/wrap.cpp +++ b/dll/wrap.cpp @@ -28,18 +28,6 @@ #include "base.h" #include "dll.h" - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - #define PATH_SEPARATOR_CHAR '/' #define STEAM_PATH_CACHE_SIZE 4096 diff --git a/lobby_connect.cpp b/lobby_connect.cpp index 8743ecd..8219c36 100644 --- a/lobby_connect.cpp +++ b/lobby_connect.cpp @@ -19,7 +19,7 @@ */ #include "sdk_includes/steam_api.h" -#include "dll/defines.h" +#include "dll/common_includes.h" #include #include diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index 54396cf..dd23dba 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -3,9 +3,6 @@ #ifdef EMU_OVERLAY -#include -#include - #include "../dll/base.h" class Base_Hook diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 6655ad4..5768a4d 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -220,7 +220,7 @@ void Renderer_Detector::hook_dx9() IDirect3D9Ex* pD3D = nullptr; IUnknown* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME); + HMODULE library = GetModuleHandle(DX9_DLL); decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; if (library != nullptr) { @@ -279,7 +279,7 @@ void Renderer_Detector::hook_dx10() IDXGISwapChain* pSwapChain = nullptr; ID3D10Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME); + HMODULE library = GetModuleHandle(DX10_DLL); if (library != nullptr) { decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = @@ -332,7 +332,7 @@ void Renderer_Detector::hook_dx11() IDXGISwapChain* pSwapChain = nullptr; ID3D11Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME); + HMODULE library = GetModuleHandle(DX11_DLL); if (library != nullptr) { decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = @@ -391,7 +391,7 @@ void Renderer_Detector::hook_dx12() ID3D12CommandAllocator* pCommandAllocator = nullptr; ID3D12GraphicsCommandList* pCommandList = nullptr; - HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME); + HMODULE library = GetModuleHandle(DX12_DLL); if (library != nullptr) { decltype(D3D12CreateDevice)* D3D12CreateDevice = @@ -473,7 +473,7 @@ void Renderer_Detector::hook_opengl() { if (!_ogl_hooked && !_renderer_found) { - HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME); + HMODULE library = GetModuleHandle(OPENGL_DLL); decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; OpenGL_Hook::wglSwapBuffers_t wglSwapBuffers = nullptr; if (library != nullptr) @@ -500,15 +500,15 @@ void Renderer_Detector::hook_opengl() void Renderer_Detector::create_hook(const char* libname) { - if (!_stricmp(libname, DX9_Hook::DLL_NAME)) + if (!_stricmp(libname, DX9_DLL)) hook_dx9(); - else if (!_stricmp(libname, DX10_Hook::DLL_NAME)) + else if (!_stricmp(libname, DX10_DLL)) hook_dx10(); - else if (!_stricmp(libname, DX11_Hook::DLL_NAME)) + else if (!_stricmp(libname, DX11_DLL)) hook_dx11(); - else if (!_stricmp(libname, DX12_Hook::DLL_NAME)) + else if (!_stricmp(libname, DX12_DLL)) hook_dx12(); - else if (!_stricmp(libname, OpenGL_Hook::DLL_NAME)) + else if (!_stricmp(libname, OPENGL_DLL)) hook_opengl(); } @@ -519,11 +519,11 @@ void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) hm.AddHook(_this->rendererdetect_hook); std::vector const libraries = { - OpenGL_Hook::DLL_NAME, - DX12_Hook::DLL_NAME, - DX11_Hook::DLL_NAME, - DX10_Hook::DLL_NAME, - DX9_Hook::DLL_NAME + OPENGL_DLL, + DX12_DLL, + DX11_DLL, + DX10_DLL, + DX9_DLL }; while (!_this->_renderer_found && !_this->stop_retry()) diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 2a122d1..924cc4d 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -122,7 +122,7 @@ DX10_Hook::DX10_Hook(): ResizeBuffers(nullptr), ResizeTarget(nullptr) { - _library = LoadLibrary(DLL_NAME); + _library = LoadLibrary(DX10_DLL); } DX10_Hook::~DX10_Hook() @@ -154,7 +154,7 @@ DX10_Hook* DX10_Hook::Inst() const char* DX10_Hook::get_lib_name() const { - return DLL_NAME; + return DX10_DLL; } void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index 2e06e10..55a118d 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -10,7 +10,7 @@ class DX10_Hook : public Base_Hook { public: - static constexpr const char *DLL_NAME = "d3d10.dll"; + #define DX10_DLL "d3d10.dll" private: static DX10_Hook* _inst; diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index f458e89..db9c6e5 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -167,7 +167,7 @@ DX11_Hook::DX11_Hook(): ResizeBuffers(nullptr), ResizeTarget(nullptr) { - _library = LoadLibrary(DLL_NAME); + _library = LoadLibrary(DX11_DLL); } DX11_Hook::~DX11_Hook() @@ -204,7 +204,7 @@ DX11_Hook* DX11_Hook::Inst() const char* DX11_Hook::get_lib_name() const { - return DLL_NAME; + return DX11_DLL; } void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index 243de79..ae8d932 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -10,7 +10,7 @@ class DX11_Hook : public Base_Hook { public: - static constexpr const char *DLL_NAME = "d3d11.dll"; + #define DX11_DLL "d3d11.dll" private: static DX11_Hook* _inst; diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index c89d83f..e626be3 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -254,7 +254,7 @@ DX12_Hook::DX12_Hook(): ResizeTarget(nullptr), ExecuteCommandLists(nullptr) { - _library = LoadLibrary(DLL_NAME); + _library = LoadLibrary(DX12_DLL); PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); } @@ -296,7 +296,7 @@ DX12_Hook* DX12_Hook::Inst() const char* DX12_Hook::get_lib_name() const { - return DLL_NAME; + return DX12_DLL; } void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index 39e3ed3..386d32f 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -11,7 +11,7 @@ class DX12_Hook : public Base_Hook { public: - static constexpr const char *DLL_NAME = "d3d12.dll"; + #define DX12_DLL "d3d12.dll" private: static DX12_Hook* _inst; diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index bc7710a..a3a65f4 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -125,7 +125,7 @@ DX9_Hook::DX9_Hook(): PresentEx(nullptr), Reset(nullptr) { - _library = LoadLibrary(DLL_NAME); + _library = LoadLibrary(DX9_DLL); } DX9_Hook::~DX9_Hook() @@ -153,7 +153,7 @@ DX9_Hook* DX9_Hook::Inst() const char* DX9_Hook::get_lib_name() const { - return DLL_NAME; + return DX9_DLL; } void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex) diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index 5a76f35..ccf57cd 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -10,7 +10,7 @@ class DX9_Hook : public Base_Hook { public: - static constexpr const char *DLL_NAME = "d3d9.dll"; + #define DX9_DLL "d3d9.dll" private: static DX9_Hook* _inst; diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 51f856a..be1cad8 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -108,7 +108,7 @@ OpenGL_Hook::OpenGL_Hook(): hooked(false), wglSwapBuffers(nullptr) { - _library = LoadLibrary(DLL_NAME); + _library = LoadLibrary(OPENGL_DLL); } OpenGL_Hook::~OpenGL_Hook() @@ -136,7 +136,7 @@ OpenGL_Hook* OpenGL_Hook::Inst() const char* OpenGL_Hook::get_lib_name() const { - return DLL_NAME; + return OPENGL_DLL; } void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index 60f6d08..58817fc 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -7,7 +7,7 @@ class OpenGL_Hook : public Base_Hook { public: - static constexpr const char *DLL_NAME = "opengl32.dll"; + #define OPENGL_DLL "opengl32.dll" using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index fcbdc42..f273c5e 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -203,7 +203,7 @@ Windows_Hook* Windows_Hook::Inst() const char* Windows_Hook::get_lib_name() const { - return DLL_NAME; + return WINDOWS_DLL; } #endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index d612acc..631edf3 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -9,7 +9,7 @@ class Windows_Hook : public Base_Hook { public: - static constexpr const char* DLL_NAME = "user32.dll"; + #define WINDOWS_DLL "user32.dll" private: static Windows_Hook* _inst; From e100c8916056df955a07f35a8acfa5d02cb7d4be Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Thu, 16 Jul 2020 20:25:14 +0200 Subject: [PATCH 336/494] Remove some other headers that are in common_includes.h --- overlay_experimental/Base_Hook.h | 4 ++-- overlay_experimental/Hook_Manager.h | 2 -- overlay_experimental/Renderer_Detector.cpp | 4 +--- overlay_experimental/Renderer_Detector.h | 1 - 4 files changed, 3 insertions(+), 8 deletions(-) diff --git a/overlay_experimental/Base_Hook.h b/overlay_experimental/Base_Hook.h index dd23dba..321716c 100644 --- a/overlay_experimental/Base_Hook.h +++ b/overlay_experimental/Base_Hook.h @@ -1,10 +1,10 @@ #ifndef __INCLUDED_BASE_HOOK_H__ #define __INCLUDED_BASE_HOOK_H__ -#ifdef EMU_OVERLAY - #include "../dll/base.h" +#ifdef EMU_OVERLAY + class Base_Hook { protected: diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h index 24c7995..d79e920 100644 --- a/overlay_experimental/Hook_Manager.h +++ b/overlay_experimental/Hook_Manager.h @@ -5,8 +5,6 @@ #ifdef EMU_OVERLAY -#include - class Hook_Manager { friend class Base_Hook; diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 5768a4d..41fd7cd 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,11 +1,9 @@ #include "Renderer_Detector.h" #include "Hook_Manager.h" -#include - constexpr int max_hook_retries = 500; -#ifdef STEAM_WIN32 +#ifdef __WINDOWS__ #include "windows/DX12_Hook.h" #include "windows/DX11_Hook.h" #include "windows/DX10_Hook.h" diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 92f6771..4872c13 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -2,7 +2,6 @@ #define __INCLUDED_RENDERER_DETECTOR_H__ #include "Base_Hook.h" -#include #ifdef EMU_OVERLAY #ifdef __WINDOWS__ From ba255599202ddf2a6e81f6fbb5d6d09031418cde Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 3 Aug 2020 12:56:33 -0400 Subject: [PATCH 337/494] Fixes to matchmaking and friends. --- dll/steam_friends.h | 13 +++++-------- dll/steam_matchmaking.h | 6 +++++- 2 files changed, 10 insertions(+), 9 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 788dec4..2003b2b 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -156,12 +156,9 @@ Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callbac static bool ok_friend_flags(int iFriendFlags) { - if (iFriendFlags & k_EFriendFlagBlocked) return false; - if (iFriendFlags & k_EFriendFlagIgnored) return false; - if (iFriendFlags & k_EFriendFlagIgnoredFriend) return false; - if (iFriendFlags & k_EFriendFlagFriendshipRequested) return false; - if (iFriendFlags & k_EFriendFlagRequestingFriendship) return false; - return true; + if (iFriendFlags & k_EFriendFlagImmediate) return true; + + return false; } // returns the local players name - guaranteed to not be NULL. @@ -218,11 +215,11 @@ EPersonaState GetPersonaState() // then GetFriendByIndex() can then be used to return the id's of each of those users int GetFriendCount( int iFriendFlags ) { - PRINT_DEBUG("Steam_Friends::GetFriendCount\n"); + PRINT_DEBUG("Steam_Friends::GetFriendCount %i\n", iFriendFlags); std::lock_guard lock(global_mutex); int count = 0; if (ok_friend_flags(iFriendFlags)) count = friends.size(); - + PRINT_DEBUG("count %i\n", count); return count; } diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 4a88dab..04415b1 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1187,7 +1187,11 @@ void RunCallbacks() } else { try { PRINT_DEBUG("%s\n", value->second.c_str()); - int compare_to = std::stoll(value->second, 0, 0); + int compare_to = 0; + //TODO: check if this is how real steam behaves + if (value->second.size()) { + compare_to = std::stoll(value->second, 0, 0); + } PRINT_DEBUG("Compare Values %i %i\n", compare_to, f.value_int); if (f.eComparisonType == k_ELobbyComparisonEqual) { if (compare_to == f.value_int) { From 2e1c24dfea991b746de288ab373a4d9dbfc65f2e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 3 Aug 2020 23:08:22 -0400 Subject: [PATCH 338/494] Small code cleanup. --- dll/steam_friends.h | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 2003b2b..95c2fa8 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -103,10 +103,9 @@ struct Avatar_Numbers add_friend_avatars(CSteamID id) //TODO: get real image data from self/other peers struct Avatar_Numbers avatar_numbers; - char zero_array[184 * 184 * 4] = {}; - std::string small_avatar(zero_array, 32 * 32 * 4); - std::string medium_avatar(zero_array, 64 * 64 * 4); - std::string large_avatar(zero_array, 184 * 184 * 4); + std::string small_avatar(32 * 32 * 4, 0); + std::string medium_avatar(64 * 64 * 4, 0); + std::string large_avatar(184 * 184 * 4, 0); avatar_numbers.smallest = settings->add_image(small_avatar, 32, 32); avatar_numbers.medium = settings->add_image(medium_avatar, 64, 64); From cbdd033b342ea8b6daf50937a5b2ba713286cc4e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 8 Aug 2020 13:49:18 -0400 Subject: [PATCH 339/494] Make GetAchievementAndUnlockTime return false to prevent some games getting stuck. --- dll/steam_user_stats.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 544e0db..8766980 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -300,7 +300,7 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 if(pbAchieved != nullptr) *pbAchieved = false; if(punUnlockTime != nullptr) *punUnlockTime = 0; - return true; + return false; } From 4180911fec0df71c40de4c5343dabe8cff21023e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 8 Aug 2020 19:27:29 -0400 Subject: [PATCH 340/494] Fix lobby_connect. --- lobby_connect.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/lobby_connect.cpp b/lobby_connect.cpp index 8219c36..36f3327 100644 --- a/lobby_connect.cpp +++ b/lobby_connect.cpp @@ -45,10 +45,10 @@ top: std::this_thread::sleep_for(std::chrono::milliseconds(200)); } - int friend_count = SteamFriends()->GetFriendCount(0); + int friend_count = SteamFriends()->GetFriendCount(k_EFriendFlagAll); std::cout << "People on the network: " << friend_count << std::endl; for (int i = 0; i < friend_count; ++i) { - CSteamID id = SteamFriends()->GetFriendByIndex(i, 0); + CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll); const char *name = SteamFriends()->GetFriendPersonaName(id); FriendGameInfo_t friend_info = {}; @@ -60,7 +60,7 @@ top: std::vector arguments; for (int i = 0; i < friend_count; ++i) { - CSteamID id = SteamFriends()->GetFriendByIndex(i, 0); + CSteamID id = SteamFriends()->GetFriendByIndex(i, k_EFriendFlagAll); const char *name = SteamFriends()->GetFriendPersonaName(id); const char *connect = SteamFriends()->GetFriendRichPresence( id, "connect"); FriendGameInfo_t friend_info = {}; From a22ca27c26d82a5c8219985700c74446cf43d787 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 25 Aug 2020 23:14:23 -0400 Subject: [PATCH 341/494] Don't trust anyone especially not the steam sdk docs. --- dll/steam_matchmaking.h | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 04415b1..3b64c3a 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -1100,7 +1100,7 @@ bool SetLobbyJoinable( CSteamID steamIDLobby, bool bLobbyJoinable ) // returns the current lobby owner -// you must be a member of the lobby to access this +// you must be a member of the lobby to access this (Mr_Goldberg note: This is a lie) // there always one lobby owner - if the current owner leaves, another user will become the owner // it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner CSteamID GetLobbyOwner( CSteamID steamIDLobby ) @@ -1110,11 +1110,8 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby ) Lobby *lobby = get_lobby(steamIDLobby); if (!lobby || lobby->deleted()) return k_steamIDNil; - Lobby_Member *member = get_lobby_member(lobby, settings->get_local_steam_id()); - CSteamID id = k_steamIDNil; - if (member) id = (uint64)lobby->owner(); - - return id; + //TODO: might be better to require the lobby info to be at least requested first. + return (uint64)lobby->owner(); } From f6a2c0e5ef533f8db000ec67627d2a07e4da962a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 27 Aug 2020 00:15:15 -0400 Subject: [PATCH 342/494] ISteamNetworkingSocketsSerialized004 --- dll/steam_client.cpp | 4 +++- dll/steam_networking_socketsserialized.h | 14 +++++++++++++- sdk_includes/isteamnetworkingsocketsserialized.h | 15 +++++++++++++++ sdk_includes/steam_api.h | 2 +- 4 files changed, 32 insertions(+), 3 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 818eeed..0e10d75 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -471,8 +471,10 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSocketsSerialized002 *)steam_networking_sockets_serialized_temp; } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized003") == 0) { return (void *)(ISteamNetworkingSocketsSerialized003 *)steam_networking_sockets_serialized_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized004") == 0) { + return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; } else { - return (void *)(ISteamNetworkingSocketsSerialized003 *)steam_networking_sockets_serialized_temp; + return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; } } else if (strstr(pchVersion, "SteamNetworkingSockets") == pchVersion) { Steam_Networking_Sockets *steam_networking_sockets_temp; diff --git a/dll/steam_networking_socketsserialized.h b/dll/steam_networking_socketsserialized.h index 2c9cc9a..327d59b 100644 --- a/dll/steam_networking_socketsserialized.h +++ b/dll/steam_networking_socketsserialized.h @@ -19,7 +19,8 @@ class Steam_Networking_Sockets_Serialized : public ISteamNetworkingSocketsSerialized002, -public ISteamNetworkingSocketsSerialized003 +public ISteamNetworkingSocketsSerialized003, +public ISteamNetworkingSocketsSerialized004 { class Settings *settings; class Networking *network; @@ -116,6 +117,17 @@ void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg ) PRINT_DEBUG("Steam_Networking_Sockets_Serialized::PostConnectionStateMsg\n"); } +bool GetSTUNServer(int dont_know, char *buf, unsigned int len) +{ + PRINT_DEBUG("Steam_Networking_Sockets_Serialized::GetSTUNServer %i %p %u\n", dont_know, buf, len); + return false; +} + +bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) +{ + PRINT_DEBUG("Steam_Networking_Sockets_Serialized::BAllowDirectConnectToPeer\n"); + return true; +} void RunCallbacks() { diff --git a/sdk_includes/isteamnetworkingsocketsserialized.h b/sdk_includes/isteamnetworkingsocketsserialized.h index 0c6958d..41debcd 100644 --- a/sdk_includes/isteamnetworkingsocketsserialized.h +++ b/sdk_includes/isteamnetworkingsocketsserialized.h @@ -31,6 +31,21 @@ public: virtual void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg ) = 0; }; +class ISteamNetworkingSocketsSerialized004 +{ +public: + virtual void SendP2PRendezvous( CSteamID steamIDRemote, uint32 unConnectionIDSrc, const void *pMsgRendezvous, uint32 cbRendezvous ) = 0; + virtual void SendP2PConnectionFailure( CSteamID steamIDRemote, uint32 unConnectionIDDest, uint32 nReason, const char *pszReason ) = 0; + virtual SteamAPICall_t GetCertAsync() = 0; + virtual int GetNetworkConfigJSON( void *buf, uint32 cbBuf, const char *pszLauncherPartner ) = 0; + virtual void CacheRelayTicket( const void *pTicket, uint32 cbTicket ) = 0; + virtual uint32 GetCachedRelayTicketCount() = 0; + virtual int GetCachedRelayTicket( uint32 idxTicket, void *buf, uint32 cbBuf ) = 0; + virtual void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg ) = 0; + virtual bool GetSTUNServer(int dont_know, char *buf, unsigned int len) = 0; + virtual bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) = 0; +}; + struct SteamNetworkingSocketsConfigUpdated_t { enum { k_iCallback = k_iSteamNetworkingCallbacks + 95 }; diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 1a34929..7b707e4 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -98,8 +98,8 @@ #include "isteamnetworking003.h" #include "isteamnetworking002.h" #include "isteamnetworking001.h" -#include "isteamnetworkingsocketsserialized.h" #include "isteamnetworkingsockets.h" +#include "isteamnetworkingsocketsserialized.h" #include "isteamnetworkingutils.h" #include "isteamnetworkingutils001.h" #include "isteamnetworkingutils002.h" From 747f178b5626f7367cda19251d851c474d90667f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 14 Sep 2020 19:53:56 -0400 Subject: [PATCH 343/494] SDK 1.50 --- dll/flat.cpp | 146 ++++- dll/steam_client.cpp | 15 + dll/steam_client.h | 3 + dll/steam_networking_messages.h | 189 ++++++ dll/steam_networking_sockets.h | 8 + dll/steam_utils.h | 24 + sdk_includes/isteamnetworking.h | 14 + sdk_includes/isteamnetworkingmessages.h | 186 ++++++ sdk_includes/isteamnetworkingsockets.h | 159 ++--- sdk_includes/isteamnetworkingsockets008.h | 720 ++++++++++++++++++++++ sdk_includes/isteamnetworkingutils.h | 24 +- sdk_includes/isteamutils.h | 30 +- sdk_includes/isteamutils009.h | 147 +++++ sdk_includes/steam_api.h | 3 + sdk_includes/steam_api_flat.h | 44 +- sdk_includes/steamnetworkingtypes.h | 251 +++++++- 16 files changed, 1797 insertions(+), 166 deletions(-) create mode 100644 dll/steam_networking_messages.h create mode 100644 sdk_includes/isteamnetworkingmessages.h create mode 100644 sdk_includes/isteamnetworkingsockets008.h create mode 100644 sdk_includes/isteamutils009.h diff --git a/dll/flat.cpp b/dll/flat.cpp index e054503..af045ad 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -757,6 +757,16 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( IStea return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol); } +STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010() +{ + return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils010"); +} + +STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v010() +{ + return get_steam_client()->GetISteamUtils(flat_gs_hsteampipe(), "SteamUtils010"); +} + STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009() { return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils009"); @@ -1127,28 +1137,14 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) return (ptr)->IsSteamChinaLauncher(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self ) +STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); - auto ptr = get_steam_client()->steam_gameserver_utils; - if (test1 >= 0 && (test2 < 0 || test1 < test2)) { - ptr = get_steam_client()->steam_utils; - } - - return (ptr)->InitFilterText(); + return (self)->InitFilterText(unFilterOptions); } -STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) +int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); - auto ptr = get_steam_client()->steam_gameserver_utils; - if (test1 >= 0 && (test2 < 0 || test1 < test2)) { - ptr = get_steam_client()->steam_utils; - } - - return (ptr)->FilterText(pchOutFilteredText, nByteSizeOutFilteredText, pchInputMessage, bLegalOnly); + return (self)->FilterText(eContext, sourceSteamID, pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText); } STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ) @@ -5111,6 +5107,56 @@ STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( IStea return self->BSendRemotePlayTogetherInvite(steamIDFriend); } +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002() +{ + return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002"); +} + +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002() +{ + return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002"); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) +{ + return self->SendMessageToUser(identityRemote, pubData, cubData, nSendFlags, nRemoteChannel); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) +{ + return self->ReceiveMessagesOnChannel(nLocalChannel, ppOutMessages, nMaxMessages); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) +{ + return self->AcceptSessionWithUser(identityRemote); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) +{ + return self->CloseSessionWithUser(identityRemote); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ) +{ + return self->CloseChannelWithUser(identityRemote, nLocalChannel); +} + +STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ) +{ + return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v009() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets009"); +} + STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008() { return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets008"); @@ -5296,9 +5342,9 @@ STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLo return self->GetGameCoordinatorServerLogin(pLoginInfo, pcbSignedBlob, pBlob); } -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nOptions, pOptions); + return self->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ) @@ -5316,6 +5362,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetwork return self->SetCertificate(pCertificate, cbCertificate, errMsg); } +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ) +{ + return self->RunCallbacks(); +} + STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ) { return self->SendSignal(hConn, info, pMsg, cbMsg); @@ -5431,6 +5482,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISt return self->SetGlobalConfigValueString(eValue, val); } +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ) +{ + return self->SetGlobalConfigValuePtr(eValue, val); +} + STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return self->SetConnectionConfigValueInt32(hConn, eValue, val); @@ -5446,6 +5502,31 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( return self->SetConnectionConfigValueString(hConn, eValue, val); } +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ) +{ + return self->SetGlobalCallback_SteamNetConnectionStatusChanged(fnCallback); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ) +{ + return self->SetGlobalCallback_SteamNetAuthenticationStatusChanged(fnCallback); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ) +{ + return self->SetGlobalCallback_SteamRelayNetworkStatusChanged(fnCallback); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ) +{ + return self->SetGlobalCallback_MessagesSessionRequest(fnCallback); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ) +{ + return self->SetGlobalCallback_MessagesSessionFailed(fnCallback); +} + STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ) { return self->SetConfigValue(eValue, eScopeType, scopeObj, eDataType, pArg); @@ -6037,6 +6118,31 @@ STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMess return self->Release(); } +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetInt32( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, int32_t data ) +{ + return self->SetInt32(eVal, data); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetInt64( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, int64_t data ) +{ + return self->SetInt64(eVal, data); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetFloat( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, float data ) +{ + return self->SetFloat(eVal, data); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetPtr( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, void * data ) +{ + return self->SetPtr(eVal, data); +} + +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetString( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, const char * data ) +{ + return self->SetString(eVal, data); +} + STEAMAPI_API const char * SteamAPI_SteamNetworkingPOPIDRender_c_str( SteamNetworkingPOPIDRender* self ) { return self->c_str(); diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 0e10d75..8d0506a 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -85,6 +85,7 @@ Steam_Client::Steam_Client() steam_parental = new Steam_Parental(); steam_networking_sockets = new Steam_Networking_Sockets(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_networking_sockets_serialized = new Steam_Networking_Sockets_Serialized(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); + steam_networking_messages = new Steam_Networking_Messages(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_game_coordinator = new Steam_Game_Coordinator(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_networking_utils = new Steam_Networking_Utils(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_unified_messages = new Steam_Unified_Messages(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); @@ -104,6 +105,7 @@ Steam_Client::Steam_Client() steam_gameserver_apps = new Steam_Apps(settings_server, callback_results_server); steam_gameserver_networking_sockets = new Steam_Networking_Sockets(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_gameserver_networking_sockets_serialized = new Steam_Networking_Sockets_Serialized(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); + steam_gameserver_networking_messages = new Steam_Networking_Messages(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); @@ -390,6 +392,8 @@ ISteamUtils *Steam_Client::GetISteamUtils( HSteamPipe hSteamPipe, const char *pc return (ISteamUtils *)(void *)(ISteamUtils007 *)steam_utils_temp; } else if (strcmp(pchVersion, "SteamUtils008") == 0) { return (ISteamUtils *)(void *)(ISteamUtils008 *)steam_utils_temp; + } else if (strcmp(pchVersion, "SteamUtils009") == 0) { + return (ISteamUtils *)(void *)(ISteamUtils009 *)steam_utils_temp; } else if (strcmp(pchVersion, STEAMUTILS_INTERFACE_VERSION) == 0) { return (ISteamUtils *)(void *)(ISteamUtils *)steam_utils_temp; } else { @@ -492,9 +496,20 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets003 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets006") == 0) { return (void *)(ISteamNetworkingSockets006 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets008") == 0) { + return (void *)(ISteamNetworkingSockets008 *) steam_networking_sockets_temp; } else { return (void *)(ISteamNetworkingSockets *) steam_networking_sockets_temp; } + } else if (strstr(pchVersion, "SteamNetworkingMessages") == pchVersion) { + Steam_Networking_Messages *steam_networking_messages_temp; + if (server) { + steam_networking_messages_temp = steam_gameserver_networking_messages; + } else { + steam_networking_messages_temp = steam_networking_messages; + } + + return (void *)(ISteamNetworkingMessages *)steam_networking_messages_temp; } else if (strstr(pchVersion, "SteamGameCoordinator") == pchVersion) { Steam_Game_Coordinator *steam_game_coordinator_temp; if (server) { diff --git a/dll/steam_client.h b/dll/steam_client.h index bb5943c..c085709 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -43,6 +43,7 @@ #include "steam_game_coordinator.h" #include "steam_networking_socketsserialized.h" #include "steam_networking_sockets.h" +#include "steam_networking_messages.h" #include "steam_networking_utils.h" #include "steam_unified_messages.h" #include "steam_gamesearch.h" @@ -108,6 +109,7 @@ public: Steam_Parental *steam_parental; Steam_Networking_Sockets *steam_networking_sockets; Steam_Networking_Sockets_Serialized *steam_networking_sockets_serialized; + Steam_Networking_Messages *steam_networking_messages; Steam_Game_Coordinator *steam_game_coordinator; Steam_Networking_Utils *steam_networking_utils; Steam_Unified_Messages *steam_unified_messages; @@ -126,6 +128,7 @@ public: Steam_Apps *steam_gameserver_apps; Steam_Networking_Sockets *steam_gameserver_networking_sockets; Steam_Networking_Sockets_Serialized *steam_gameserver_networking_sockets_serialized; + Steam_Networking_Messages *steam_gameserver_networking_messages; Steam_Game_Coordinator *steam_gameserver_game_coordinator; Steam_Masterserver_Updater *steam_masterserver_updater; diff --git a/dll/steam_networking_messages.h b/dll/steam_networking_messages.h new file mode 100644 index 0000000..deadca5 --- /dev/null +++ b/dll/steam_networking_messages.h @@ -0,0 +1,189 @@ +/* Copyright (C) 2019 Mr Goldberg + This file is part of the Goldberg Emulator + + The Goldberg Emulator is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 3 of the License, or (at your option) any later version. + + The Goldberg Emulator is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with the Goldberg Emulator; if not, see + . */ + +#include "base.h" + +class Steam_Networking_Messages : +public ISteamNetworkingMessages +{ + class Settings *settings; + class Networking *network; + class SteamCallResults *callback_results; + class SteamCallBacks *callbacks; + class RunEveryRunCB *run_every_runcb; + +public: +static void steam_callback(void *object, Common_Message *msg) +{ + PRINT_DEBUG("steam_networking_messages_callback\n"); + + Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; + steam_networking_messages->Callback(msg); +} + +static void steam_run_every_runcb(void *object) +{ + PRINT_DEBUG("steam_networking_messages_run_every_runcb\n"); + + Steam_Networking_Messages *steam_networking_messages = (Steam_Networking_Messages *)object; + steam_networking_messages->RunCallbacks(); +} + +Steam_Networking_Messages(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +{ + this->settings = settings; + this->network = network; + this->run_every_runcb = run_every_runcb; + this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); + this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this); + + this->callback_results = callback_results; + this->callbacks = callbacks; +} + +~Steam_Networking_Messages() +{ + //TODO rm network callbacks + this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this); +} + +/// Sends a message to the specified host. If we don't already have a session with that user, +/// a session is implicitly created. There might be some handshaking that needs to happen +/// before we can actually begin sending message data. If this handshaking fails and we can't +/// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t. +/// There is no notification when the operation succeeds. (You should have the peer send a reply +/// for this purpose.) +/// +/// Sending a message to a host will also implicitly accept any incoming connection from that host. +/// +/// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options +/// +/// nRemoteChannel is a routing number you can use to help route message to different systems. +/// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve +/// the data on the other end. +/// +/// Using different channels to talk to the same user will still use the same underlying +/// connection, saving on resources. If you don't need this feature, use 0. +/// Otherwise, small integers are the most efficient. +/// +/// It is guaranteed that reliable messages to the same host on the same channel +/// will be be received by the remote host (if they are received at all) exactly once, +/// and in the same order that they were send. +/// +/// NO other order guarantees exist! In particular, unreliable messages may be dropped, +/// received out of order with respect to each other and with respect to reliable data, +/// or may be received multiple times. Messages on different channels are *not* guaranteed +/// to be received in the order they were sent. +/// +/// A note for those familiar with TCP/IP ports, or converting an existing codebase that +/// opened multiple sockets: You might notice that there is only one channel, and with +/// TCP/IP each endpoint has a port number. You can think of the channel number as the +/// *destination* port. If you need each message to also include a "source port" (so the +/// recipient can route the reply), then just put that in your message. That is essentially +/// how UDP works! +/// +/// Returns: +/// - k_EREsultOK on success. +/// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, +/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use +/// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session +/// and start a new one, you must call CloseSessionWithUser +/// - See SendMessageToConnection::SendMessageToConnection for more +EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) +{ + PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n"); + return k_EResultNoConnection; +} + +/// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. +/// Returns number of messages returned into your list. (0 if no message are available on that channel.) +/// +/// When you're done with the message object(s), make sure and call Release()! +int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) +{ + PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n"); + return 0; +} + +/// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback +/// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't +/// tried to talk to them. If you don't want to talk to them, just ignore the request. +/// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to +/// be posted periodically. This may be called multiple times for a single user. +/// +/// Calling SendMessage() on the other user, this implicitly accepts any pending session request. +bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) +{ + PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n"); + return false; +} + +/// Call this when you're done talking to a user to immediately free up resources under-the-hood. +/// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will +/// be posted. +/// +/// Note that sessions that go unused for a few minutes are automatically timed out. +bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) +{ + PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n"); + return false; +} + +/// Call this when you're done talking to a user on a specific channel. Once all +/// open channels to a user have been closed, the open session to the user will be +/// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t +/// callback +bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) +{ + PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n"); + return false; +} + +/// Returns information about the latest state of a connection, if any, with the given peer. +/// Primarily intended for debugging purposes, but can also be used to get more detailed +/// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.) +/// +/// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None +/// if no connection exists with specified peer. You may pass nullptr for either parameter if +/// you do not need the corresponding details. Note that sessions time out after a while, +/// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait +/// indefinitely to obtain the reason for failure. +ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) +{ + PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n"); + return k_ESteamNetworkingConnectionState_None; +} + + +void RunCallbacks() +{ +} + +void Callback(Common_Message *msg) +{ + if (msg->has_low_level()) { + if (msg->low_level().type() == Low_Level::CONNECT) { + + } + + if (msg->low_level().type() == Low_Level::DISCONNECT) { + + } + } +} + +}; diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 34d185f..59d36a6 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -51,6 +51,7 @@ public ISteamNetworkingSockets001, public ISteamNetworkingSockets002, public ISteamNetworkingSockets003, public ISteamNetworkingSockets006, +public ISteamNetworkingSockets008, public ISteamNetworkingSockets { class Settings *settings; @@ -1421,11 +1422,18 @@ EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin * /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling old\n"); + return ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, 0, nOptions, pOptions); +} + +HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n"); return k_HSteamNetConnection_Invalid; } + /// Called when custom signaling has received a message. When your /// signaling channel receives a message, it should save off whatever /// routing information was in the envelope into the context object, diff --git a/dll/steam_utils.h b/dll/steam_utils.h index 69c320b..ce76e8c 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -30,6 +30,7 @@ public ISteamUtils005, public ISteamUtils006, public ISteamUtils007, public ISteamUtils008, +public ISteamUtils009, public ISteamUtils { private: @@ -356,6 +357,15 @@ bool IsSteamChinaLauncher() // Initializes text filtering. // Returns false if filtering is unavailable for the language the user is currently running in. bool InitFilterText() +{ + PRINT_DEBUG("InitFilterText old\n"); + return false; +} + +// Initializes text filtering. +// unFilterOptions are reserved for future use and should be set to 0 +// Returns false if filtering is unavailable for the language the user is currently running in. +bool InitFilterText( uint32 unFilterOptions ) { PRINT_DEBUG("InitFilterText\n"); return false; @@ -368,11 +378,25 @@ bool InitFilterText() // bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only // Returns the number of characters (not bytes) filtered. int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) +{ + PRINT_DEBUG("FilterText old\n"); + return 0; +} + +// Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings +// eContext is the type of content in the input string +// sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text) +// pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 +// pchOutFilteredText is where the output will be placed, even if no filtering is performed +// nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1 +// Returns the number of characters (not bytes) filtered +int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { PRINT_DEBUG("FilterText\n"); return 0; } + // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) diff --git a/sdk_includes/isteamnetworking.h b/sdk_includes/isteamnetworking.h index 1f7202f..20356c0 100644 --- a/sdk_includes/isteamnetworking.h +++ b/sdk_includes/isteamnetworking.h @@ -120,6 +120,10 @@ enum ESNetSocketConnectionType //----------------------------------------------------------------------------- // Purpose: Functions for making connections and sending data between clients, // traversing NAT's where possible +// +// NOTE: This interface is deprecated and may be removed in a future release of +/// the Steamworks SDK. Please see ISteamNetworkingSockets and +/// ISteamNetworkingMessages //----------------------------------------------------------------------------- class ISteamNetworking { @@ -133,6 +137,9 @@ public: // Both interface styles can send both reliable and unreliable messages. // // Automatically establishes NAT-traversing or Relay server connections + // + // These APIs are deprecated, and may be removed in a future version of the Steamworks + // SDK. See ISteamNetworkingMessages. // Sends a P2P packet to the specified user // UDP-like, unreliable and a max packet size of 1200 bytes @@ -181,6 +188,10 @@ public: // or to existing connections that need to automatically reconnect after this value is set. // // P2P packet relay is allowed by default + // + // NOTE: This function is deprecated and may be removed in a future version of the SDK. For + // security purposes, we may decide to relay the traffic to certain peers, even if you pass false + // to this function, to prevent revealing the client's IP address top another peer. virtual bool AllowP2PPacketRelay( bool bAllow ) = 0; @@ -198,6 +209,9 @@ public: // // Both methods can send both reliable and unreliable methods. // + // These APIs are deprecated, and may be removed in a future version of the Steamworks + // SDK. See ISteamNetworkingSockets. + // //////////////////////////////////////////////////////////////////////////////////////////// diff --git a/sdk_includes/isteamnetworkingmessages.h b/sdk_includes/isteamnetworkingmessages.h new file mode 100644 index 0000000..2c5ccb9 --- /dev/null +++ b/sdk_includes/isteamnetworkingmessages.h @@ -0,0 +1,186 @@ +//====== Copyright Valve Corporation, All rights reserved. ==================== + +#ifndef ISTEAMNETWORKINGMESSAGES +#define ISTEAMNETWORKINGMESSAGES +#ifdef STEAM_WIN32 +#pragma once +#endif + +#include "steamnetworkingtypes.h" + +//----------------------------------------------------------------------------- +/// The non-connection-oriented interface to send and receive messages +/// (whether they be "clients" or "servers"). +/// +/// ISteamNetworkingSockets is connection-oriented (like TCP), meaning you +/// need to listen and connect, and then you send messages using a connection +/// handle. ISteamNetworkingMessages is more like UDP, in that you can just send +/// messages to arbitrary peers at any time. The underlying connections are +/// established implicitly. +/// +/// Under the hood ISteamNetworkingMessages works on top of the ISteamNetworkingSockets +/// code, so you get the same routing and messaging efficiency. The difference is +/// mainly in your responsibility to explicitly establish a connection and +/// the type of feedback you get about the state of the connection. Both +/// interfaces can do "P2P" communications, and both support both unreliable +/// and reliable messages, fragmentation and reassembly. +/// +/// The primary purpose of this interface is to be "like UDP", so that UDP-based code +/// can be ported easily to take advantage of relayed connections. If you find +/// yourself needing more low level information or control, or to be able to better +/// handle failure, then you probably need to use ISteamNetworkingSockets directly. +/// Also, note that if your main goal is to obtain a connection between two peers +/// without concerning yourself with assigning roles of "client" and "server", +/// you may find the symmetric connection mode of ISteamNetworkingSockets useful. +/// (See k_ESteamNetworkingConfig_SymmetricConnect.) +/// +class ISteamNetworkingMessages +{ +public: + /// Sends a message to the specified host. If we don't already have a session with that user, + /// a session is implicitly created. There might be some handshaking that needs to happen + /// before we can actually begin sending message data. If this handshaking fails and we can't + /// get through, an error will be posted via the callback SteamNetworkingMessagesSessionFailed_t. + /// There is no notification when the operation succeeds. (You should have the peer send a reply + /// for this purpose.) + /// + /// Sending a message to a host will also implicitly accept any incoming connection from that host. + /// + /// nSendFlags is a bitmask of k_nSteamNetworkingSend_xxx options + /// + /// nRemoteChannel is a routing number you can use to help route message to different systems. + /// You'll have to call ReceiveMessagesOnChannel() with the same channel number in order to retrieve + /// the data on the other end. + /// + /// Using different channels to talk to the same user will still use the same underlying + /// connection, saving on resources. If you don't need this feature, use 0. + /// Otherwise, small integers are the most efficient. + /// + /// It is guaranteed that reliable messages to the same host on the same channel + /// will be be received by the remote host (if they are received at all) exactly once, + /// and in the same order that they were send. + /// + /// NO other order guarantees exist! In particular, unreliable messages may be dropped, + /// received out of order with respect to each other and with respect to reliable data, + /// or may be received multiple times. Messages on different channels are *not* guaranteed + /// to be received in the order they were sent. + /// + /// A note for those familiar with TCP/IP ports, or converting an existing codebase that + /// opened multiple sockets: You might notice that there is only one channel, and with + /// TCP/IP each endpoint has a port number. You can think of the channel number as the + /// *destination* port. If you need each message to also include a "source port" (so the + /// recipient can route the reply), then just put that in your message. That is essentially + /// how UDP works! + /// + /// Returns: + /// - k_EREsultOK on success. + /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, + /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use + /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session + /// and start a new one, you must call CloseSessionWithUser + /// - See SendMessageToConnection::SendMessageToConnection for more + virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0; + + /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. + /// Returns number of messages returned into your list. (0 if no message are available on that channel.) + /// + /// When you're done with the message object(s), make sure and call Release()! + virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback + /// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't + /// tried to talk to them. If you don't want to talk to them, just ignore the request. + /// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to + /// be posted periodically. This may be called multiple times for a single user. + /// + /// Calling SendMessage() on the other user, this implicitly accepts any pending session request. + virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; + + /// Call this when you're done talking to a user to immediately free up resources under-the-hood. + /// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will + /// be posted. + /// + /// Note that sessions that go unused for a few minutes are automatically timed out. + virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; + + /// Call this when you're done talking to a user on a specific channel. Once all + /// open channels to a user have been closed, the open session to the user will be + /// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t + /// callback + virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0; + + /// Returns information about the latest state of a connection, if any, with the given peer. + /// Primarily intended for debugging purposes, but can also be used to get more detailed + /// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.) + /// + /// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None + /// if no connection exists with specified peer. You may pass nullptr for either parameter if + /// you do not need the corresponding details. Note that sessions time out after a while, + /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait + /// indefinitely to obtain the reason for failure. + virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0; +}; +#define STEAMNETWORKINGMESSAGES_VERSION "SteamNetworkingMessages002" + +// +// Callbacks +// + +#pragma pack( push, 1 ) + +/// Posted when a remote host is sending us a message, and we do not already have a session with them +struct SteamNetworkingMessagesSessionRequest_t +{ + enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 1 }; + SteamNetworkingIdentity m_identityRemote; // user who wants to talk to us +}; + +/// Posted when we fail to establish a connection, or we detect that communications +/// have been disrupted it an unusual way. There is no notification when a peer proactively +/// closes the session. ("Closed by peer" is not a concept of UDP-style communications, and +/// SteamNetworkingMessages is primarily intended to make porting UDP code easy.) +/// +/// Remember: callbacks are asynchronous. See notes on SendMessageToUser, +/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession in particular. +/// +/// Also, if a session times out due to inactivity, no callbacks will be posted. The only +/// way to detect that this is happening is that querying the session state may return +/// none, connecting, and findingroute again. +struct SteamNetworkingMessagesSessionFailed_t +{ + enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 }; + + /// Detailed info about the connection. This will include the + SteamNetConnectionInfo_t m_info; +}; + +#pragma pack(pop) + +// +// Global accessor +// + +#if defined( STEAMNETWORKINGSOCKETS_PARTNER ) + + // Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll + // and the standalone lib + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_Lib(); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib(); + inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_Lib(); } + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_Lib(); } + +#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) + + // Opensource GameNetworkingSockets + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages(); + +#else + + // Steamworks SDK + inline ISteamNetworkingMessages *SteamNetworkingMessages(); + STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION ); + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages(); + STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION ); +#endif + +#endif // ISTEAMNETWORKINGMESSAGES diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 2ff8c90..4204f44 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -1,16 +1,4 @@ //====== Copyright Valve Corporation, All rights reserved. ==================== -// -// Networking API similar to Berkeley sockets, but for games. -// - connection-oriented API (like TCP, not UDP) -// - but unlike TCP, it's message-oriented, not stream-oriented -// - mix of reliable and unreliable messages -// - fragmentation and reassembly -// - Supports connectivity over plain UDPv4 -// - Also supports SDR ("Steam Datagram Relay") connections, which are -// addressed by SteamID. There is a "P2P" use case and also a "hosted -// dedicated server" use case. -// -//============================================================================= #ifndef ISTEAMNETWORKINGSOCKETS #define ISTEAMNETWORKINGSOCKETS @@ -20,24 +8,33 @@ #include "steamnetworkingtypes.h" -class ISteamNetworkingSocketsCallbacks; struct SteamNetAuthenticationStatus_t; class ISteamNetworkingConnectionCustomSignaling; class ISteamNetworkingCustomSignalingRecvContext; //----------------------------------------------------------------------------- -/// Lower level networking interface that more closely mirrors the standard -/// Berkeley sockets model. Sockets are hard! You should probably only use -/// this interface under the existing circumstances: +/// Lower level networking API. /// -/// - You have an existing socket-based codebase you want to port, or coexist with. -/// - You want to be able to connect based on IP address, rather than (just) Steam ID. -/// - You need low-level control of bandwidth utilization, when to drop packets, etc. +/// - Connection-oriented API (like TCP, not UDP). When sending and receiving +/// messages, a connection handle is used. (For a UDP-style interface, see +/// ISteamNetworkingMessages.) In this TCP-style interface, the "server" will +/// "listen" on a "listen socket." A "client" will "connect" to the server, +/// and the server will "accept" the connection. +/// - But unlike TCP, it's message-oriented, not stream-oriented. +/// - Mix of reliable and unreliable messages +/// - Fragmentation and reassembly +/// - Supports connectivity over plain UDP +/// - Also supports SDR ("Steam Datagram Relay") connections, which are +/// addressed by the identity of the peer. There is a "P2P" use case and +/// a "hosted dedicated server" use case. /// -/// Note that neither of the terms "connection" and "socket" will correspond +/// Note that neither of the terms "connection" nor "socket" necessarily correspond /// one-to-one with an underlying UDP socket. An attempt has been made to /// keep the semantics as similar to the standard socket model when appropriate, /// but some deviations do exist. +/// +/// See also: ISteamNetworkingMessages, the UDP-style interface. This API might be +/// easier to use, especially when porting existing UDP code. class ISteamNetworkingSockets { public: @@ -87,14 +84,13 @@ public: /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// - /// nVirtualPort specifies how clients can connect to this socket using + /// nLocalVirtualPort specifies how clients can connect to this socket using /// ConnectP2P. It's very common for applications to only have one listening socket; /// in that case, use zero. If you need to open multiple listen sockets and have clients - /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) - /// unique to each listen socket you create. + /// be able to connect to one or the other, then nLocalVirtualPort should be a small + /// integer (<1000) unique to each listen socket you create. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes @@ -102,21 +98,16 @@ public: /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. - virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + virtual HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; - /// Begin connecting to a server that is identified using a platform-specific identifier. + /// Begin connecting to a peer that is identified using a platform-specific identifier. /// This uses the default rendezvous service, which depends on the platform and library - /// configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed - /// over the Steam Datagram Relay network. - /// - /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() - /// when your app initializes + /// configuration. (E.g. on Steam, it goes through the steam backend.) /// /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. - virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#endif + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Accept an incoming connection that has been received on a listen socket. /// @@ -465,7 +456,7 @@ public: /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. - virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! @@ -480,7 +471,7 @@ public: /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. - virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; // // Servers hosted in data centers known to the Valve relay network @@ -536,7 +527,7 @@ public: /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. - virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Generate an authentication blob that can be used to securely login with /// your backend, using SteamDatagram_ParseHostedServerLogin. (See @@ -569,6 +560,7 @@ public: /// NOTE: The routing blob returned here is not encrypted. Send it to your backend /// and don't share it directly with clients. virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; +#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR // @@ -611,7 +603,7 @@ public: /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. - virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Called when custom signaling has received a message. When your /// signaling channel receives a message, it should save off whatever @@ -643,7 +635,6 @@ public: /// If you expect to be using relayed connections, then you probably want /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Certificate provision by the application. On Steam, we normally handle all this automatically @@ -662,94 +653,16 @@ public: /// SteamDatagram_CreateCert. virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; - // Invoke all callbacks queued for this interface. - // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. - // So if you have code that is also targeting Steam, you should call this at about the - // same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. -#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB - virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0; -#endif + /// Invoke all callback functions queued for this interface. + /// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc + /// + /// You don't need to call this if you are using Steam's callback dispatch + /// mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks). + virtual void RunCallbacks() = 0; protected: // ~ISteamNetworkingSockets(); // Silence some warnings }; -#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets008" - -/// Interface used to send signaling messages for a particular connection. -/// You will need to construct one of these per connection. -/// -/// - For connections initiated locally, you will construct it and pass -/// it to ISteamNetworkingSockets::ConnectP2PCustomSignaling. -/// - For connections initiated remotely and "accepted" locally, you -/// will return it from ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest -class ISteamNetworkingConnectionCustomSignaling -{ -public: - /// Called to send a rendezvous message to the remote peer. This may be called - /// from any thread, at any time, so you need to be thread-safe! Don't take - /// any locks that might hold while calling into SteamNetworkingSockets functions, - /// because this could lead to deadlocks. - /// - /// Note that when initiating a connection, we may not know the identity - /// of the peer, if you did not specify it in ConnectP2PCustomSignaling. - /// - /// Return true if a best-effort attempt was made to deliver the message. - /// If you return false, it is assumed that the situation is fatal; - /// the connection will be closed, and Release() will be called - /// eventually. - /// - /// Signaling objects will not be shared between connections. - /// You can assume that the same value of hConn will be used - /// every time. - virtual bool SendSignal( HSteamNetConnection hConn, const SteamNetConnectionInfo_t &info, const void *pMsg, int cbMsg ) = 0; - - /// Called when the connection no longer needs to send signals. - /// Note that this happens eventually (but not immediately) after - /// the connection is closed. Signals may need to be sent for a brief - /// time after the connection is closed, to clean up the connection. - virtual void Release() = 0; -}; - -/// Interface used when a custom signal is received. -/// See ISteamNetworkingSockets::ReceivedP2PCustomSignal -class ISteamNetworkingCustomSignalingRecvContext -{ -public: - - /// Called when the signal represents a request for a new connection. - /// - /// If you want to ignore the request, just return NULL. In this case, - /// the peer will NOT receive any reply. You should consider ignoring - /// requests rather than actively rejecting them, as a security measure. - /// If you actively reject requests, then this makes it possible to detect - /// if a user is online or not, just by sending them a request. - /// - /// If you wish to send back a rejection, then use - /// ISteamNetworkingSockets::CloseConnection() and then return NULL. - /// We will marshal a properly formatted rejection signal and - /// call SendRejectionSignal() so you can send it to them. - /// - /// If you return a signaling object, the connection is NOT immediately - /// accepted by default. Instead, it stays in the "connecting" state, - /// and the usual callback is posted, and your app can accept the - /// connection using ISteamNetworkingSockets::AcceptConnection. This - /// may be useful so that these sorts of connections can be more similar - /// to your application code as other types of connections accepted on - /// a listen socket. If this is not useful and you want to skip this - /// callback process and immediately accept the connection, call - /// ISteamNetworkingSockets::AcceptConnection before returning the - /// signaling object. - /// - /// After accepting a connection (through either means), the connection - /// will transition into the "finding route" state. - virtual ISteamNetworkingConnectionCustomSignaling *OnConnectRequest( HSteamNetConnection hConn, const SteamNetworkingIdentity &identityPeer ) = 0; - - /// This is called actively communication rejection or failure - /// to the incoming message. If you intend to ignore all incoming requests - /// that you do not wish to accept, then it's not strictly necessary to - /// implement this. - virtual void SendRejectionSignal( const SteamNetworkingIdentity &identityPeer, const void *pMsg, int cbMsg ) = 0; -}; - +#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009" // Global accessor. #if defined( STEAMNETWORKINGSOCKETS_PARTNER ) diff --git a/sdk_includes/isteamnetworkingsockets008.h b/sdk_includes/isteamnetworkingsockets008.h new file mode 100644 index 0000000..f98e776 --- /dev/null +++ b/sdk_includes/isteamnetworkingsockets008.h @@ -0,0 +1,720 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS008 +#define ISTEAMNETWORKINGSOCKETS008 + + +class ISteamNetworkingSockets008 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface (i.e. the same + /// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound + /// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. + /// If you really do wish to bind a particular interface, then set the local address to the + /// appropriate IPv4 or IPv6 IP. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P + /// + /// nVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) + /// unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Begin connecting to a server that is identified using a platform-specific identifier. + /// This uses the default rendezvous service, which depends on the platform and library + /// configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed + /// over the Steam Datagram Relay network. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; +#endif + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + /// + /// A note about connection configuration options. If you need to set any configuration + /// options that are common to all connections accepted through a particular listen + /// socket, consider setting the options on the listen socket, since such options are + /// inherited automatically. If you really do need to set options that are connection + /// specific, it is safe to set them on the connection before accepting the connection. + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// The pOutMessageNumber is an optional pointer to receive the + /// message number assigned to the message, if sending was successful. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0; + + /// Send one or more messages without copying the message payload. + /// This is the most efficient way to send messages. To use this + /// function, you must first allocate a message object using + /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one + /// on the stack or allocate your own.) + /// + /// You should fill in the message payload. You can either let + /// it allocate the buffer for you and then fill in the payload, + /// or if you already have a buffer allocated, you can just point + /// m_pData at your buffer and set the callback to the appropriate function + /// to free it. Note that if you use your own buffer, it MUST remain valid + /// until the callback is executed. And also note that your callback can be + /// invoked at ant time from any thread (perhaps even before SendMessages + /// returns!), so it MUST be fast and threadsafe. + /// + /// You MUST also fill in: + /// - m_conn - the handle of the connection to send the message to + /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. + /// + /// All other fields are currently reserved and should not be modified. + /// + /// The library will take ownership of the message structures. They may + /// be modified or become invalid at any time, so you must not read them + /// after passing them to this function. + /// + /// pOutMessageNumberOrResult is an optional array that will receive, + /// for each message, the message number that was assigned to the message + /// if sending was successful. If sending failed, then a negative EResult + /// value is placed into the array. For example, the array will hold + /// -k_EResultInvalidState if the connection was in an invalid state. + /// See ISteamNetworkingSockets::SendMessageToConnection for possible + /// failure codes. + virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order with respect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + + // + // Poll groups. A poll group is a set of connections that can be polled efficiently. + // (In our API, to "poll" a connection means to retrieve all pending messages. We + // actually don't have an API to "poll" the connection *state*, like BSD sockets.) + // + + /// Create a new poll group. + /// + /// You should destroy the poll group when you are done using DestroyPollGroup + virtual HSteamNetPollGroup CreatePollGroup() = 0; + + /// Destroy a poll group created with CreatePollGroup(). + /// + /// If there are any connections in the poll group, they are removed from the group, + /// and left in a state where they are not part of any poll group. + /// Returns false if passed an invalid poll group handle. + virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0; + + /// Assign a connection to a poll group. Note that a connection may only belong to a + /// single poll group. Adding a connection to a poll group implicitly removes it from + /// any other poll group it is in. + /// + /// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current + /// poll group without adding it to a new poll group. + /// + /// If there are received messages currently pending on the connection, an attempt + /// is made to add them to the queue of messages for the poll group in approximately + /// the order that would have applied if the connection was already part of the poll + /// group at the time that the messages were received. + /// + /// Returns false if the connection handle is invalid, or if the poll group handle + /// is invalid (and not k_HSteamNetPollGroup_Invalid). + virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next messages available + /// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn + /// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also + /// be useful.) + /// + /// Delivery order of messages among different connections will usually match the + /// order that the last packet was received which completed the message. But this + /// is not a strong guarantee, especially for packets received right as a connection + /// is being assigned to poll group. + /// + /// Delivery order of messages on the same connection is well defined and the + /// same guarantees are present as mentioned in ReceiveMessagesOnConnection. + /// (But the messages are not grouped by connection, so they will not necessarily + /// appear consecutively in the list; they may be interleaved with messages for + /// other connections.) + virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Clients connecting to dedicated servers hosted in a data center, + // using central-authority-granted tickets. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + + + // + // Relayed connections using custom signaling protocol + // + // This is used if you have your own method of sending out-of-band + // signaling / rendezvous messages through a mutually trusted channel. + // + + /// Create a P2P "client" connection that does signaling over a custom + /// rendezvous/signaling channel. + /// + /// pSignaling points to a new object that you create just for this connection. + /// It must stay valid until Release() is called. Once you pass the + /// object to this function, it assumes ownership. Release() will be called + /// from within the function call if the call fails. Furthermore, until Release() + /// is called, you should be prepared for methods to be invoked on your + /// object from any thread! You need to make sure your object is threadsafe! + /// Furthermore, you should make sure that dispatching the methods is done + /// as quickly as possible. + /// + /// This function will immediately construct a connection in the "connecting" + /// state. Soon after (perhaps before this function returns, perhaps in another thread), + /// the connection will begin sending signaling messages by calling + /// ISteamNetworkingConnectionCustomSignaling::SendSignal. + /// + /// When the remote peer accepts the connection (See + /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), + /// it will begin sending signaling messages. When these messages are received, + /// you can pass them to the connection using ReceivedP2PCustomSignal. + /// + /// If you know the identity of the peer that you expect to be on the other end, + /// you can pass their identity to improve debug output or just detect bugs. + /// If you don't know their identity yet, you can pass NULL, and their + /// identity will be established in the connection handshake. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Called when custom signaling has received a message. When your + /// signaling channel receives a message, it should save off whatever + /// routing information was in the envelope into the context object, + /// and then pass the payload to this function. + /// + /// A few different things can happen next, depending on the message: + /// + /// - If the signal is associated with existing connection, it is dealt + /// with immediately. If any replies need to be sent, they will be + /// dispatched using the ISteamNetworkingConnectionCustomSignaling + /// associated with the connection. + /// - If the message represents a connection request (and the request + /// is not redundant for an existing connection), a new connection + /// will be created, and ReceivedConnectRequest will be called on your + /// context object to determine how to proceed. + /// - Otherwise, the message is for a connection that does not + /// exist (anymore). In this case, we *may* call SendRejectionReply + /// on your context object. + /// + /// In any case, we will not save off pContext or access it after this + /// function returns. + /// + /// Returns true if the message was parsed and dispatched without anything + /// unusual or suspicious happening. Returns false if there was some problem + /// with the message that prevented ordinary handling. (Debug output will + /// usually have more information.) + /// + /// If you expect to be using relayed connections, then you probably want + /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes + virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; +#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR + +// +// Certificate provision by the application. On Steam, we normally handle all this automatically +// and you will not need to use these advanced functions. +// + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + + // Invoke all callbacks queued for this interface. + // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. + // So if you have code that is also targeting Steam, you should call this at about the + // same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB + virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0; +#endif +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + + +/// Interface used to send signaling messages for a particular connection. +/// You will need to construct one of these per connection. +/// +/// - For connections initiated locally, you will construct it and pass +/// it to ISteamNetworkingSockets::ConnectP2PCustomSignaling. +/// - For connections initiated remotely and "accepted" locally, you +/// will return it from ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest +class ISteamNetworkingConnectionCustomSignaling +{ +public: + /// Called to send a rendezvous message to the remote peer. This may be called + /// from any thread, at any time, so you need to be thread-safe! Don't take + /// any locks that might hold while calling into SteamNetworkingSockets functions, + /// because this could lead to deadlocks. + /// + /// Note that when initiating a connection, we may not know the identity + /// of the peer, if you did not specify it in ConnectP2PCustomSignaling. + /// + /// Return true if a best-effort attempt was made to deliver the message. + /// If you return false, it is assumed that the situation is fatal; + /// the connection will be closed, and Release() will be called + /// eventually. + /// + /// Signaling objects will not be shared between connections. + /// You can assume that the same value of hConn will be used + /// every time. + virtual bool SendSignal( HSteamNetConnection hConn, const SteamNetConnectionInfo_t &info, const void *pMsg, int cbMsg ) = 0; + + /// Called when the connection no longer needs to send signals. + /// Note that this happens eventually (but not immediately) after + /// the connection is closed. Signals may need to be sent for a brief + /// time after the connection is closed, to clean up the connection. + virtual void Release() = 0; +}; + +/// Interface used when a custom signal is received. +/// See ISteamNetworkingSockets::ReceivedP2PCustomSignal +class ISteamNetworkingCustomSignalingRecvContext +{ +public: + + /// Called when the signal represents a request for a new connection. + /// + /// If you want to ignore the request, just return NULL. In this case, + /// the peer will NOT receive any reply. You should consider ignoring + /// requests rather than actively rejecting them, as a security measure. + /// If you actively reject requests, then this makes it possible to detect + /// if a user is online or not, just by sending them a request. + /// + /// If you wish to send back a rejection, then use + /// ISteamNetworkingSockets::CloseConnection() and then return NULL. + /// We will marshal a properly formatted rejection signal and + /// call SendRejectionSignal() so you can send it to them. + /// + /// If you return a signaling object, the connection is NOT immediately + /// accepted by default. Instead, it stays in the "connecting" state, + /// and the usual callback is posted, and your app can accept the + /// connection using ISteamNetworkingSockets::AcceptConnection. This + /// may be useful so that these sorts of connections can be more similar + /// to your application code as other types of connections accepted on + /// a listen socket. If this is not useful and you want to skip this + /// callback process and immediately accept the connection, call + /// ISteamNetworkingSockets::AcceptConnection before returning the + /// signaling object. + /// + /// After accepting a connection (through either means), the connection + /// will transition into the "finding route" state. + virtual ISteamNetworkingConnectionCustomSignaling *OnConnectRequest( HSteamNetConnection hConn, const SteamNetworkingIdentity &identityPeer ) = 0; + + /// This is called actively communication rejection or failure + /// to the incoming message. If you intend to ignore all incoming requests + /// that you do not wish to accept, then it's not strictly necessary to + /// implement this. + virtual void SendRejectionSignal( const SteamNetworkingIdentity &identityPeer, const void *pMsg, int cbMsg ) = 0; +}; + + + +#endif // ISTEAMNETWORKINGSOCKETS008 diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index 6963dca..f2a18c9 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -254,10 +254,23 @@ public: bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ); bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ); bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ); + bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ); bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); + // + // Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you + // want to use the same callback on all (or most) listen sockets and connections, then + // simply install these callbacks first thing, and you are good to go. + // See ISteamNetworkingSockets::RunCallbacks + // + bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ); + bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ); + bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ); + bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ); + bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ); + /// Set a configuration value. /// - eValue: which value is being set /// - eScope: Onto what type of object are you applying the setting? @@ -266,7 +279,7 @@ public: /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, /// causing the value for that object to use global defaults. Or at global scope, passing NULL /// will reset any custom value and restore it to the system default. - /// NOTE: When setting callback functions, do not pass the function pointer directly. + /// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly. /// Your argument should be a pointer to a function pointer. virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0; @@ -400,13 +413,22 @@ inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToD inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); } +inline bool ISteamNetworkingUtils::SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Ptr, &val ); } // Note: passing pointer to pointer. inline bool ISteamNetworkingUtils::SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Int32, &val ); } inline bool ISteamNetworkingUtils::SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_Float, &val ); } inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Connection, hConn, k_ESteamNetworkingConfig_String, val ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); } + inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) { // Locate the argument. Strings are a special case, since the // "value" (the whole string buffer) doesn't fit in the struct + // NOTE: for pointer values, we pass a pointer to the pointer, + // we do not pass the pointer directly. const void *pVal = ( opt.m_eDataType == k_ESteamNetworkingConfig_String ) ? (const void *)opt.m_val.m_string : (const void *)&opt.m_val; return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); } diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index 3781db3..4111035 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -42,6 +42,16 @@ enum EGamepadTextInputLineMode }; +// The context where text filtering is being done +enum ETextFilteringContext +{ + k_ETextFilteringContextUnknown = 0, // Unknown context + k_ETextFilteringContextGameContent = 1, // Game content, only legally required filtering is performed + k_ETextFilteringContextChat = 2, // Chat from another player + k_ETextFilteringContextName = 3, // Character or item name +}; + + // function prototype for warning message hook #if defined( POSIX ) #define __cdecl @@ -174,23 +184,25 @@ public: virtual bool IsSteamChinaLauncher() = 0; // Initializes text filtering. - // Returns false if filtering is unavailable for the language the user is currently running in. - virtual bool InitFilterText() = 0; + // unFilterOptions are reserved for future use and should be set to 0 + // Returns false if filtering is unavailable for the language the user is currently running in. + virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0; - // Filters the provided input message and places the filtered result into pchOutFilteredText. - // pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed - // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText + // Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings + // eContext is the type of content in the input string + // sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text) // pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 - // bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only - // Returns the number of characters (not bytes) filtered. - virtual int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) = 0; + // pchOutFilteredText is where the output will be placed, even if no filtering is performed + // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1 + // Returns the number of characters (not bytes) filtered + virtual int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) = 0; // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0; }; -#define STEAMUTILS_INTERFACE_VERSION "SteamUtils009" +#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamutils009.h b/sdk_includes/isteamutils009.h new file mode 100644 index 0000000..52a04bd --- /dev/null +++ b/sdk_includes/isteamutils009.h @@ -0,0 +1,147 @@ + +#ifndef ISTEAMUTILS009_H +#define ISTEAMUTILS009_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamUtils009 +{ +public: + // return the number of seconds since the user + virtual uint32 GetSecondsSinceAppActive() = 0; + virtual uint32 GetSecondsSinceComputerActive() = 0; + + // the universe this client is connecting to + virtual EUniverse GetConnectedUniverse() = 0; + + // Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time) + virtual uint32 GetServerRealTime() = 0; + + // returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database) + // e.g "US" or "UK". + virtual const char *GetIPCountry() = 0; + + // returns true if the image exists, and valid sizes were filled out + virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0; + + // returns true if the image exists, and the buffer was successfully filled out + // results are returned in RGBA format + // the destination buffer size should be 4 * height * width * sizeof(char) + virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0; + + // returns the IP of the reporting server for valve - currently only used in Source engine games + virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; + + // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power + virtual uint8 GetCurrentBatteryPower() = 0; + + // returns the appID of the current process + virtual uint32 GetAppID() = 0; + + // Sets the position where the overlay instance for the currently calling game should show notifications. + // This position is per-game and if this function is called from outside of a game context it will do nothing. + virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0; + + // API asynchronous call results + // can be used directly, but more commonly used via the callback dispatch API (see steam_api.h) + virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0; + virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0; + virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0; + + // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function. + STEAM_PRIVATE_API( virtual void RunFrame() = 0; ) + + // returns the number of IPC calls made since the last time this function was called + // Used for perf debugging so you can understand how many IPC calls your game makes per frame + // Every IPC call is at minimum a thread context switch if not a process one so you want to rate + // control how often you do them. + virtual uint32 GetIPCCallCount() = 0; + + // API warning handling + // 'int' is the severity; 0 for msg, 1 for warning + // 'const char *' is the text of the message + // callbacks will occur directly after the API function is called that generated the warning or message + virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0; + + // Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to + // start & hook the game process, so this function will initially return false while the overlay is loading. + virtual bool IsOverlayEnabled() = 0; + + // Normally this call is unneeded if your game has a constantly running frame loop that calls the + // D3D Present API, or OGL SwapBuffers API every frame. + // + // However, if you have a game that only refreshes the screen on an event driven basis then that can break + // the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also + // need to Present() to the screen any time an even needing a notification happens or when the overlay is + // brought up over the game by a user. You can use this API to ask the overlay if it currently need a present + // in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you + // refresh the screen with Present or SwapBuffers to allow the overlay to do it's work. + virtual bool BOverlayNeedsPresent() = 0; + + // Asynchronous call to check if an executable file has been signed using the public key set on the signing tab + // of the partner site, for example to refuse to load modified executable files. + // The result is returned in CheckFileSignature_t. + // k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function. + // k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site. + // k_ECheckFileSignatureFileNotFound - The file does not exist on disk. + // k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match. + // k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid. + STEAM_CALL_RESULT( CheckFileSignature_t ) + virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0; + + // Activates the Big Picture text input dialog which only supports gamepad input + virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0; + + // Returns previously entered text & length + virtual uint32 GetEnteredGamepadTextLength() = 0; + virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0; + + // returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases + virtual const char *GetSteamUILanguage() = 0; + + // returns true if Steam itself is running in VR mode + virtual bool IsSteamRunningInVR() = 0; + + // Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition. + virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0; + + // returns true if Steam & the Steam Overlay are running in Big Picture mode + // Games much be launched through the Steam client to enable the Big Picture overlay. During development, + // a game can be added as a non-steam game to the developers library to test this feature + virtual bool IsSteamInBigPictureMode() = 0; + + // ask SteamUI to create and render its OpenVR dashboard + virtual void StartVRDashboard() = 0; + + // Returns true if the HMD content will be streamed via Steam Remote Play + virtual bool IsVRHeadsetStreamingEnabled() = 0; + + // Set whether the HMD content will be streamed via Steam Remote Play + // If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed. + // If this is set to false, then the application window will be streamed instead, and remote input will be allowed. + // The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game. + // (this is useful for games that have asymmetric multiplayer gameplay) + virtual void SetVRHeadsetStreamingEnabled( bool bEnabled ) = 0; + + // Returns whether this steam client is a Steam China specific client, vs the global client. + virtual bool IsSteamChinaLauncher() = 0; + + // Initializes text filtering. + // Returns false if filtering is unavailable for the language the user is currently running in. + virtual bool InitFilterText() = 0; + + // Filters the provided input message and places the filtered result into pchOutFilteredText. + // pchOutFilteredText is where the output will be placed, even if no filtering or censoring is performed + // nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText + // pchInputText is the input string that should be filtered, which can be ASCII or UTF-8 + // bLegalOnly should be false if you want profanity and legally required filtering (where required) and true if you want legally required filtering only + // Returns the number of characters (not bytes) filtered. + virtual int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) = 0; + + // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. + // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. + virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0; +}; + +#endif // ISTEAMUTILS009_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 7b707e4..10d0eac 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -70,6 +70,7 @@ #include "isteamutils006.h" #include "isteamutils007.h" #include "isteamutils008.h" +#include "isteamutils009.h" #include "isteammatchmaking.h" #include "isteammatchmaking006.h" #include "isteammatchmaking007.h" @@ -107,6 +108,7 @@ #include "isteamnetworkingsockets002.h" #include "isteamnetworkingsockets003.h" #include "isteamnetworkingsockets006.h" +#include "isteamnetworkingsockets008.h" #include "isteamremotestorage.h" #include "isteamremotestorage001.h" #include "isteamremotestorage002.h" @@ -160,6 +162,7 @@ #include "isteamunifiedmessages.h" #include "isteaminput.h" #include "isteamremoteplay.h" +#include "isteamnetworkingmessages.h" #include "isteamnetworkingsockets.h" #include "isteamnetworkingutils.h" #include "isteamtv.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 9802f5f..b3293f9 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -170,6 +170,8 @@ STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherIn STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); // ISteamUtils +STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010(); +STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v010(); STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v009(); STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v009(); STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive( ISteamUtils* self ); @@ -202,8 +204,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ); STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils* self, bool bEnabled ); STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self ); -STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ); +STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ); +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ); STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ); // ISteamMatchmaking @@ -856,13 +858,25 @@ STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFo STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ); STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ); +// ISteamNetworkingMessages +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002(); +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002(); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ); +STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ); +STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ); + // ISteamNetworkingSockets +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v008(); STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & localAddress, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & address, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); -STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ); @@ -887,17 +901,18 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetwo STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ); -STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ); -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API uint16 SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPort( ISteamNetworkingSockets* self ); STEAMAPI_API SteamNetworkingPOPID SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPOPID( ISteamNetworkingSockets* self ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerAddress( ISteamNetworkingSockets* self, SteamDatagramHostedAddress * pRouting ); -STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLogin( ISteamNetworkingSockets* self, SteamDatagramGameCoordinatorServerLogin * pLoginInfo, int * pcbSignedBlob, void * pBlob ); -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ); +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ); // ISteamNetworkingConnectionCustomSignaling STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ); @@ -927,9 +942,15 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamN STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ); @@ -1061,6 +1082,13 @@ STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingI // SteamNetworkingMessage_t STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMessage_t* self ); +// SteamNetworkingConfigValue_t +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetInt32( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, int32_t data ); +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetInt64( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, int64_t data ); +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetFloat( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, float data ); +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetPtr( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, void * data ); +STEAMAPI_API void SteamAPI_SteamNetworkingConfigValue_t_SetString( SteamNetworkingConfigValue_t* self, ESteamNetworkingConfigValue eVal, const char * data ); + // SteamNetworkingPOPIDRender STEAMAPI_API const char * SteamAPI_SteamNetworkingPOPIDRender_c_str( SteamNetworkingPOPIDRender* self ); diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index a64f8ab..5bde1ca 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -41,6 +41,14 @@ struct SteamDatagramGameCoordinatorServerLogin; struct SteamNetConnectionStatusChangedCallback_t; struct SteamNetAuthenticationStatus_t; struct SteamRelayNetworkStatus_t; +struct SteamNetworkingMessagesSessionRequest_t; +struct SteamNetworkingMessagesSessionFailed_t; + +typedef void (*FnSteamNetConnectionStatusChanged)( SteamNetConnectionStatusChangedCallback_t * ); +typedef void (*FnSteamNetAuthenticationStatusChanged)( SteamNetAuthenticationStatus_t * ); +typedef void (*FnSteamRelayNetworkStatusChanged)(SteamRelayNetworkStatus_t *); +typedef void (*FnSteamNetworkingMessagesSessionRequest)(SteamNetworkingMessagesSessionRequest_t *); +typedef void (*FnSteamNetworkingMessagesSessionFailed)(SteamNetworkingMessagesSessionFailed_t *); /// Handle used to identify a connection to a remote host. typedef uint32 HSteamNetConnection; @@ -581,6 +589,21 @@ enum ESteamNetConnectionEnd // level failure. k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009, + // Our peer replied that it has no record of the connection. + // This should not happen ordinarily, but can happen in a few + // exception cases: + // + // - This is an old connection, and the peer has already cleaned + // up and forgotten about it. (Perhaps it timed out and they + // closed it and were not able to communicate this to us.) + // - A bug or internal protocol error has caused us to try to + // talk to the peer about the connection before we received + // confirmation that the peer has accepted the connection. + // - The peer thinks that we have closed the connection for some + // reason (perhaps a bug), and believes that is it is + // acknowledging our closure. + k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection = 5010, + k_ESteamNetConnectionEnd_Misc_Max = 5999, k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff @@ -632,9 +655,10 @@ struct SteamNetConnectionInfo_t /// have some details specific to the issue. char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ]; - /// Debug description. This includes the connection handle, - /// connection type (and peer information), and the app name. - /// This string is used in various internal logging messages + /// Debug description. This includes the internal connection ID, + /// connection type (and peer information), and any name + /// given to the connection by the app. This string is used in various + /// internal logging messages. char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ]; /// Internal stuff, room to change API easily @@ -913,6 +937,27 @@ const int k_nSteamNetworkingSend_ReliableNoNagle = k_nSteamNetworkingSend_Reliab // Otherwise you will probably just make performance worse. const int k_nSteamNetworkingSend_UseCurrentThread = 16; +// When sending a message using ISteamNetworkingMessages, automatically re-establish +// a broken session, without returning k_EResultNoConnection. Without this flag, +// if you attempt to send a message, and the session was proactively closed by the +// peer, or an error occurred that disrupted communications, then you must close the +// session using ISteamNetworkingMessages::CloseSessionWithUser before attempting to +// send another message. (Or you can simply add this flag and retry.) In this way, +// the disruption cannot go unnoticed, and a more clear order of events can be +// ascertained. This is especially important when reliable messages are used, since +// if the connection is disrupted, some of those messages will not have been delivered, +// and it is in general not possible to know which. Although a +// SteamNetworkingMessagesSessionFailed_t callback will be posted when an error occurs +// to notify you that a failure has happened, callbacks are asynchronous, so it is not +// possible to tell exactly when it happened. And because the primary purpose of +// ISteamNetworkingMessages is to be like UDP, there is no notification when a peer closes +// the session. +// +// If you are not using any reliable messages (e.g. you are using ISteamNetworkingMessages +// exactly as a transport replacement for UDP-style datagrams only), you may not need to +// know when an underlying connection fails, and so you may not need this notification. +const int k_nSteamNetworkingSend_AutoRestartBrokenSession = 32; + // // Ping location / measurement // @@ -985,7 +1030,7 @@ enum ESteamNetworkingConfigDataType k_ESteamNetworkingConfig_Int64 = 2, k_ESteamNetworkingConfig_Float = 3, k_ESteamNetworkingConfig_String = 4, - k_ESteamNetworkingConfig_FunctionPtr = 5, // NOTE: When setting callbacks, you should put the pointer into a variable and pass a pointer to that variable. + k_ESteamNetworkingConfig_Ptr = 5, k_ESteamNetworkingConfigDataType__Force32Bit = 0x7fffffff }; @@ -1090,6 +1135,168 @@ enum ESteamNetworkingConfigValue /// (This flag is itself a dev variable.) k_ESteamNetworkingConfig_EnumerateDevVars = 35, + /// [connection int32] Set this to 1 on outbound connections and listen sockets, + /// to enable "symmetric connect mode", which is useful in the following + /// common peer-to-peer use case: + /// + /// - The two peers are "equal" to each other. (Neither is clearly the "client" + /// or "server".) + /// - Either peer may initiate the connection, and indeed they may do this + /// at the same time + /// - The peers only desire a single connection to each other, and if both + /// peers initiate connections simultaneously, a protocol is needed for them + /// to resolve the conflict, so that we end up with a single connection. + /// + /// This use case is both common, and involves subtle race conditions and tricky + /// pitfalls, which is why the API has support for dealing with it. + /// + /// If an incoming connection arrives on a listen socket or via custom signaling, + /// and the application has not attempted to make a matching outbound connection + /// in symmetric mode, then the incoming connection can be accepted as usual. + /// A "matching" connection means that the relevant endpoint information matches. + /// (At the time this comment is being written, this is only supported for P2P + /// connections, which means that the peer identities must match, and the virtual + /// port must match. At a later time, symmetric mode may be supported for other + /// connection types.) + /// + /// If connections are initiated by both peers simultaneously, race conditions + /// can arise, but fortunately, most of them are handled internally and do not + /// require any special awareness from the application. However, there + /// is one important case that application code must be aware of: + /// If application code attempts an outbound connection using a ConnectXxx + /// function in symmetric mode, and a matching incoming connection is already + /// waiting on a listen socket, then instead of forming a new connection, + /// the ConnectXxx call will accept the existing incoming connection, and return + /// a connection handle to this accepted connection. + /// IMPORTANT: in this case, a SteamNetConnectionStatusChangedCallback_t + /// has probably *already* been posted to the queue for the incoming connection! + /// (Once callbacks are posted to the queue, they are not modified.) It doesn't + /// matter if the callback has not been consumed by the app. Thus, application + /// code that makes use of symmetric connections must be aware that, when processing a + /// SteamNetConnectionStatusChangedCallback_t for an incoming connection, the + /// m_hConn may refer to a new connection that the app has has not + /// seen before (the usual case), but it may also refer to a connection that + /// has already been accepted implicitly through a call to Connect()! In this + /// case, AcceptConnection() will return k_EResultDuplicateRequest. + /// + /// Only one symmetric connection to a given peer (on a given virtual port) + /// may exist at any given time. If client code attempts to create a connection, + /// and a (live) connection already exists on the local host, then either the + /// existing connection will be accepted as described above, or the attempt + /// to create a new connection will fail. Furthermore, linger mode functionality + /// is not supported on symmetric connections. + /// + /// A more complicated race condition can arise if both peers initiate a connection + /// at roughly the same time. In this situation, each peer will receive an incoming + /// connection from the other peer, when the application code has already initiated + /// an outgoing connection to that peer. The peers must resolve this conflict and + /// decide who is going to act as the "server" and who will act as the "client". + /// Typically the application does not need to be aware of this case as it is handled + /// internally. On both sides, the will observe their outbound connection being + /// "accepted", although one of them one have been converted internally to act + /// as the "server". + /// + /// In general, symmetric mode should be all-or-nothing: do not mix symmetric + /// connections with a non-symmetric connection that it might possible "match" + /// with. If you use symmetric mode on any connections, then both peers should + /// use it on all connections, and the corresponding listen socket, if any. The + /// behaviour when symmetric and ordinary connections are mixed is not defined by + /// this API, and you should not rely on it. (This advice only applies when connections + /// might possibly "match". For example, it's OK to use all symmetric mode + /// connections on one virtual port, and all ordinary, non-symmetric connections + /// on a different virtual port, as there is no potential for ambiguity.) + /// + /// When using the feature, you should set it in the following situations on + /// applicable objects: + /// + /// - When creating an outbound connection using ConnectXxx function + /// - When creating a listen socket. (Note that this will automatically cause + /// any accepted connections to inherit the flag.) + /// - When using custom signaling, before accepting an incoming connection. + /// + /// Setting the flag on listen socket and accepted connections will enable the + /// API to automatically deal with duplicate incoming connections, even if the + /// local host has not made any outbound requests. (In general, such duplicate + /// requests from a peer are ignored internally and will not be visible to the + /// application code. The previous connection must be closed or resolved first.) + k_ESteamNetworkingConfig_SymmetricConnect = 37, + + /// [connection int32] For connection types that use "virtual ports", this can be used + /// to assign a local virtual port. For incoming connections, this will always be the + /// virtual port of the listen socket (or the port requested by the remote host if custom + /// signaling is used and the connection is accepted), and cannot be changed. For + /// connections initiated locally, the local virtual port will default to the same as the + /// requested remote virtual port, if you do not specify a different option when creating + /// the connection. The local port is only relevant for symmetric connections, when + /// determining if two connections "match." In this case, if you need the local and remote + /// port to differ, you can set this value. + /// + /// You can also read back this value on listen sockets. + /// + /// This value should not be read or written in any other context. + k_ESteamNetworkingConfig_LocalVirtualPort = 38, + + // + // Callbacks + // + + // On Steam, you may use the default Steam callback dispatch mechanism. If you prefer + // to not use this dispatch mechanism (or you are not running with Steam), or you want + // to associate specific functions with specific listen sockets or connections, you can + // register them as configuration values. + // + // Note also that ISteamNetworkingUtils has some helpers to set these globally. + + /// [connection FnSteamNetConnectionStatusChanged] Callback that will be invoked + /// when the state of a connection changes. + /// + /// IMPORTANT: callbacks are dispatched to the handler that is in effect at the time + /// the event occurs, which might be in another thread. For example, immediately after + /// creating a listen socket, you may receive an incoming connection. And then immediately + /// after this, the remote host may close the connection. All of this could happen + /// before the function to create the listen socket has returned. For this reason, + /// callbacks usually must be in effect at the time of object creation. This means + /// you should set them when you are creating the listen socket or connection, or have + /// them in effect so they will be inherited at the time of object creation. + /// + /// For example: + /// + /// exterm void MyStatusChangedFunc( SteamNetConnectionStatusChangedCallback_t *info ); + /// SteamNetworkingConfigValue_t opt; opt.SetPtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, MyStatusChangedFunc ); + /// SteamNetworkingIPAddr localAddress; localAddress.Clear(); + /// HSteamListenSocket hListenSock = SteamNetworkingSockets()->CreateListenSocketIP( localAddress, 1, &opt ); + /// + /// When accepting an incoming connection, there is no atomic way to switch the + /// callback. However, if the connection is DOA, AcceptConnection() will fail, and + /// you can fetch the state of the connection at that time. + /// + /// If all connections and listen sockets can use the same callback, the simplest + /// method is to set it globally before you create any listen sockets or connections. + k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged = 201, + + /// [global FnSteamNetAuthenticationStatusChanged] Callback that will be invoked + /// when our auth state changes. If you use this, install the callback before creating + /// any connections or listen sockets, and don't change it. + /// See: ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged + k_ESteamNetworkingConfig_Callback_AuthStatusChanged = 202, + + /// [global FnSteamRelayNetworkStatusChanged] Callback that will be invoked + /// when our auth state changes. If you use this, install the callback before creating + /// any connections or listen sockets, and don't change it. + /// See: ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged + k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged = 203, + + /// [global FnSteamNetworkingMessagesSessionRequest] Callback that will be invoked + /// when a peer wants to initiate a SteamNetworkingMessagesSessionRequest. + /// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest + k_ESteamNetworkingConfig_Callback_MessagesSessionRequest = 204, + + /// [global FnSteamNetworkingMessagesSessionFailed] Callback that will be invoked + /// when a session you have initiated, or accepted either fails to connect, or loses + /// connection in some unexpected way. + /// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed + k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205, + // // P2P settings // @@ -1224,8 +1431,42 @@ struct SteamNetworkingConfigValue_t int64_t m_int64; float m_float; const char *m_string; // Points to your '\0'-terminated buffer - void *m_functionPtr; + void *m_ptr; } m_val; + + // + // Shortcut helpers to set the type and value in a single call + // + inline void SetInt32( ESteamNetworkingConfigValue eVal, int32_t data ) + { + m_eValue = eVal; + m_eDataType = k_ESteamNetworkingConfig_Int32; + m_val.m_int32 = data; + } + inline void SetInt64( ESteamNetworkingConfigValue eVal, int64_t data ) + { + m_eValue = eVal; + m_eDataType = k_ESteamNetworkingConfig_Int64; + m_val.m_int64 = data; + } + inline void SetFloat( ESteamNetworkingConfigValue eVal, float data ) + { + m_eValue = eVal; + m_eDataType = k_ESteamNetworkingConfig_Float; + m_val.m_float = data; + } + inline void SetPtr( ESteamNetworkingConfigValue eVal, void *data ) + { + m_eValue = eVal; + m_eDataType = k_ESteamNetworkingConfig_Ptr; + m_val.m_ptr = data; + } + inline void SetString( ESteamNetworkingConfigValue eVal, const char *data ) // WARNING - Just saves your pointer. Does NOT make a copy of the string + { + m_eValue = eVal; + m_eDataType = k_ESteamNetworkingConfig_Ptr; + m_val.m_string = data; + } }; /// Return value of ISteamNetworkintgUtils::GetConfigValue From 95bebdfb7c50ab9c542e2de236f7a8d874f044a4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 4 Oct 2020 13:14:49 -0400 Subject: [PATCH 344/494] Implement poll groups and missing message fields. --- dll/steam_networking_sockets.h | 90 ++++++++++++++++++++++++++++++---- 1 file changed, 81 insertions(+), 9 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 59d36a6..509f1c9 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -44,6 +44,9 @@ struct Connect_Socket { int64 user_data; std::queue data; + HSteamNetPollGroup poll_group; + + unsigned long long packet_receive_counter; }; class Steam_Networking_Sockets : @@ -62,6 +65,9 @@ public ISteamNetworkingSockets std::vector listen_sockets; std::map connect_sockets; + std::map> poll_groups; + std::chrono::steady_clock::time_point created; + public: static void steam_callback(void *object, Common_Message *msg) { @@ -90,6 +96,8 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl this->callback_results = callback_results; this->callbacks = callbacks; + + this->created = std::chrono::steady_clock::now(); } ~Steam_Networking_Sockets() @@ -154,6 +162,7 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, socket.remote_id = remote_id; socket.status = status; socket.user_data = -1; + socket.poll_group = k_HSteamNetPollGroup_Invalid; static HSteamNetConnection socket_id; ++socket_id; @@ -725,13 +734,15 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn pMsg->m_conn = hConn; pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_nConnUserData = connect_socket->second.user_data; - //TODO - //pMsg->m_usecTimeReceived = - //pMsg->m_nMessageNumber = + pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); + pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; + ++connect_socket->second.packet_receive_counter; + pMsg->m_pfnFreeData = &free_steam_message_data; pMsg->m_pfnRelease = &delete_steam_message; pMsg->m_nChannel = 0; connect_socket->second.data.pop(); + PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size); return pMsg; } @@ -1023,7 +1034,13 @@ ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStat HSteamNetPollGroup CreatePollGroup() { PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n"); - return k_HSteamNetPollGroup_Invalid; + std::lock_guard lock(global_mutex); + static HSteamNetPollGroup poll_group_counter; + ++poll_group_counter; + + HSteamNetPollGroup poll_group_number = poll_group_counter; + poll_groups[poll_group_number] = std::list(); + return poll_group_number; } /// Destroy a poll group created with CreatePollGroup(). @@ -1034,7 +1051,21 @@ HSteamNetPollGroup CreatePollGroup() bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n"); - return false; + std::lock_guard lock(global_mutex); + auto group = poll_groups.find(hPollGroup); + if (group == poll_groups.end()) { + return false; + } + + for (auto c : group->second) { + auto connect_socket = connect_sockets.find(c); + if (connect_socket != connect_sockets.end()) { + connect_socket->second.poll_group = k_HSteamNetPollGroup_Invalid; + } + } + + poll_groups.erase(group); + return true; } /// Assign a connection to a poll group. Note that a connection may only belong to a @@ -1053,8 +1084,33 @@ bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) /// is invalid (and not k_HSteamNetPollGroup_Invalid). bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) { - PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup\n"); - return false; + PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup %u %u\n", hConn, hPollGroup); + std::lock_guard lock(global_mutex); + auto connect_socket = connect_sockets.find(hConn); + if (connect_socket == connect_sockets.end()) { + return false; + } + + auto group = poll_groups.find(hPollGroup); + if (group == poll_groups.end() && hPollGroup != k_HSteamNetPollGroup_Invalid) { + return false; + } + + HSteamNetPollGroup old_poll_group = connect_socket->second.poll_group; + if (old_poll_group != k_HSteamNetPollGroup_Invalid) { + auto group = poll_groups.find(hPollGroup); + if (group != poll_groups.end()) { + group->second.remove(hConn); + } + } + + connect_socket->second.poll_group = hPollGroup; + if (hPollGroup == k_HSteamNetPollGroup_Invalid) { + return true; + } + + group->second.push_back(hConn); + return true; } /// Same as ReceiveMessagesOnConnection, but will return the next messages available @@ -1074,8 +1130,24 @@ bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPoll /// other connections.) int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { - PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup\n"); - return -1; + PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup %u %i\n", hPollGroup, nMaxMessages); + std::lock_guard lock(global_mutex); + auto group = poll_groups.find(hPollGroup); + if (group == poll_groups.end()) { + return 0; + } + + SteamNetworkingMessage_t *msg = NULL; + int messages = 0; + + for (auto c : group->second) { + while ((msg = get_steam_message_connection(c)) && messages < nMaxMessages) { + ppOutMessages[messages] = msg; + ++messages; + } + } + + return messages; } From af3b7223bdcee3be1016ced9203d2cbf97fb157f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 4 Oct 2020 13:15:32 -0400 Subject: [PATCH 345/494] Try to use less CI minutes. --- .gitlab-ci.yml | 3 +++ 1 file changed, 3 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 8453e44..423fa20 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -78,6 +78,7 @@ build_windows: - DLL_FILES="$(ls ImGui/impls/windows/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat + - sed "s| /MP12 | /MP4 |g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat - wine cmd /c build_win_release.bat @@ -96,6 +97,7 @@ build_windows: build_cmake_linux: stage: build image: ubuntu + when: manual before_script: - export DEBIAN_FRONTEND=noninteractive @@ -119,6 +121,7 @@ build_cmake_linux: build_cmake_windows: stage: build image: fedora:29 + when: manual before_script: - dnf -y install wine wget p7zip sed dos2unix unzip From ef35271a383fc3fada30d0da84e0ececb94464a9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 9 Oct 2020 13:46:33 +0200 Subject: [PATCH 346/494] Add image png/jpg read and png write libraries. --- stb/stb_image.h | 7762 +++++++++++++++++++++++++++++++++++++++++ stb/stb_image_write.h | 1708 +++++++++ 2 files changed, 9470 insertions(+) create mode 100644 stb/stb_image.h create mode 100644 stb/stb_image_write.h diff --git a/stb/stb_image.h b/stb/stb_image.h new file mode 100644 index 0000000..accef48 --- /dev/null +++ b/stb/stb_image.h @@ -0,0 +1,7762 @@ +/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb + no warranty implied; use at your own risk + + Do this: + #define STB_IMAGE_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" + + You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. + And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free + + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) + PNG 1/2/4/8/16-bit-per-channel + + TGA (not sure what subset, if a subset) + BMP non-1bpp, non-RLE + PSD (composited view only, no extra channels, 8/16 bit-per-channel) + + GIF (*comp always reports as 4-channel) + HDR (radiance rgbE format) + PIC (Softimage PIC) + PNM (PPM and PGM binary only) + + Animated GIF still needs a proper API, but here's one way to do it: + http://gist.github.com/urraka/685d9a6340b26b830d49 + + - decode from memory or through FILE (define STBI_NO_STDIO to remove code) + - decode from arbitrary I/O callbacks + - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) + + Full documentation under "DOCUMENTATION" below. + + +LICENSE + + See end of file for license information. + +RECENT REVISION HISTORY: + + 2.26 (2020-07-13) many minor fixes + 2.25 (2020-02-02) fix warnings + 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically + 2.23 (2019-08-11) fix clang static analysis warning + 2.22 (2019-03-04) gif fixes, fix warnings + 2.21 (2019-02-25) fix typo in comment + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings + 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes + 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 + RGB-format JPEG; remove white matting in PSD; + allocate large structures on the stack; + correct channel count for PNG & BMP + 2.10 (2016-01-22) avoid warning introduced in 2.09 + 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED + + See end of file for full revision history. + + + ============================ Contributors ========================= + + Image formats Extensions, features + Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) + Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) + Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) + Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) + Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) + Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) + Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) + github:urraka (animated gif) Junggon Kim (PNM comments) + Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) + socks-the-fox (16-bit PNG) + Jeremy Sawicki (handle all ImageNet JPGs) + Optimizations & bugfixes Mikhail Morozov (1-bit BMP) + Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) + Arseny Kapoulkine + John-Mark Allen + Carmelo J Fdez-Aguera + + Bug & warning fixes + Marc LeBlanc David Woo Guillaume George Martins Mozeiko + Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski + Phil Jordan Dave Moore Roy Eltham + Hayaki Saito Nathan Reed Won Chun + Luke Graham Johan Duparc Nick Verigakis the Horde3D community + Thomas Ruf Ronny Chevalier github:rlyeh + Janez Zemva John Bartholomew Michal Cichon github:romigrou + Jonathan Blow Ken Hamada Tero Hanninen github:svdijk + Laurent Gomila Cort Stratton github:snagar + Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex + Cass Everitt Ryamond Barbiero github:grim210 + Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw + Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus + Josh Tobin Matthew Gregan github:poppolopoppo + Julian Raschke Gregory Mullen Christian Floisand github:darealshinji + Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 + Brad Weinberger Matvey Cherevko [reserved] + Luca Sas Alexander Veselov Zack Middleton [reserved] + Ryan C. Gordon [reserved] [reserved] + DO NOT ADD YOUR NAME HERE + + To add your name to the credits, pick a random blank space in the middle and fill it. + 80% of merge conflicts on stb PRs are due to people adding their name at the end + of the credits. +*/ + +#ifndef STBI_INCLUDE_STB_IMAGE_H +#define STBI_INCLUDE_STB_IMAGE_H + +// DOCUMENTATION +// +// Limitations: +// - no 12-bit-per-channel JPEG +// - no JPEGs with arithmetic coding +// - GIF always returns *comp=4 +// +// Basic usage (see HDR discussion below for HDR usage): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// // ... but 'n' will always be the number that it would have been if you said 0 +// stbi_image_free(data) +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *channels_in_file -- outputs # of image components in image file +// int desired_channels -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data, or NULL on an allocation failure or if the image is +// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'desired_channels' if desired_channels is non-zero, or +// *channels_in_file otherwise. If desired_channels is non-zero, +// *channels_in_file has the number of components that _would_ have been +// output otherwise. E.g. if you set desired_channels to 4, you will always +// get RGBA output, but you can check *channels_in_file to see if it's trivially +// opaque because e.g. there were only 3 channels in the source image. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *channels_in_file will be unchanged. The function +// stbi_failure_reason() can be queried for an extremely brief, end-user +// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS +// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. +// +// =========================================================================== +// +// UNICODE: +// +// If compiling for Windows and you wish to use Unicode filenames, compile +// with +// #define STBI_WINDOWS_UTF8 +// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert +// Windows wchar_t filenames to utf8. +// +// =========================================================================== +// +// Philosophy +// +// stb libraries are designed with the following priorities: +// +// 1. easy to use +// 2. easy to maintain +// 3. good performance +// +// Sometimes I let "good performance" creep up in priority over "easy to maintain", +// and for best performance I may provide less-easy-to-use APIs that give higher +// performance, in addition to the easy-to-use ones. Nevertheless, it's important +// to keep in mind that from the standpoint of you, a client of this library, +// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. +// +// Some secondary priorities arise directly from the first two, some of which +// provide more explicit reasons why performance can't be emphasized. +// +// - Portable ("ease of use") +// - Small source code footprint ("easy to maintain") +// - No dependencies ("ease of use") +// +// =========================================================================== +// +// I/O callbacks +// +// I/O callbacks allow you to read from arbitrary sources, like packaged +// files or some other source. Data read from callbacks are processed +// through a small internal buffer (currently 128 bytes) to try to reduce +// overhead. +// +// The three functions you must define are "read" (reads some bytes of data), +// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). +// +// =========================================================================== +// +// SIMD support +// +// The JPEG decoder will try to automatically use SIMD kernels on x86 when +// supported by the compiler. For ARM Neon support, you must explicitly +// request it. +// +// (The old do-it-yourself SIMD API is no longer supported in the current +// code.) +// +// On x86, SSE2 will automatically be used when available based on a run-time +// test; if not, the generic C versions are used as a fall-back. On ARM targets, +// the typical path is to have separate builds for NEON and non-NEON devices +// (at least this is true for iOS and Android). Therefore, the NEON support is +// toggled by a build flag: define STBI_NEON to get NEON loops. +// +// If for some reason you do not want to use any of SIMD code, or if +// you have issues compiling it, you can disable it entirely by +// defining STBI_NO_SIMD. +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image supports loading HDR images in general, and currently the Radiance +// .HDR file format specifically. You can still load any file through the existing +// interface; if you attempt to load an HDR file, it will be automatically remapped +// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); +// +// =========================================================================== +// +// iPhone PNG support: +// +// By default we convert iphone-formatted PNGs back to RGB, even though +// they are internally encoded differently. You can disable this conversion +// by calling stbi_convert_iphone_png_to_rgb(0), in which case +// you will always just get the native iphone "format" through (which +// is BGR stored in RGB). +// +// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per +// pixel to remove any premultiplied alpha *only* if the image file explicitly +// says there's premultiplied data (currently only happens in iPhone images, +// and only if iPhone convert-to-rgb processing is on). +// +// =========================================================================== +// +// ADDITIONAL CONFIGURATION +// +// - You can suppress implementation of any of the decoders to reduce +// your code footprint by #defining one or more of the following +// symbols before creating the implementation. +// +// STBI_NO_JPEG +// STBI_NO_PNG +// STBI_NO_BMP +// STBI_NO_PSD +// STBI_NO_TGA +// STBI_NO_GIF +// STBI_NO_HDR +// STBI_NO_PIC +// STBI_NO_PNM (.ppm and .pgm) +// +// - You can request *only* certain decoders and suppress all other ones +// (this will be more forward-compatible, as addition of new decoders +// doesn't require you to disable them explicitly): +// +// STBI_ONLY_JPEG +// STBI_ONLY_PNG +// STBI_ONLY_BMP +// STBI_ONLY_PSD +// STBI_ONLY_TGA +// STBI_ONLY_GIF +// STBI_ONLY_HDR +// STBI_ONLY_PIC +// STBI_ONLY_PNM (.ppm and .pgm) +// +// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still +// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB +// +// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater +// than that size (in either width or height) without further processing. +// This is to let programs in the wild set an upper bound to prevent +// denial-of-service attacks on untrusted data, as one could generate a +// valid image of gigantic dimensions and force stb_image to allocate a +// huge block of memory and spend disproportionate time decoding it. By +// default this is set to (1 << 24), which is 16777216, but that's still +// very big. + +#ifndef STBI_NO_STDIO +#include +#endif // STBI_NO_STDIO + +#define STBI_VERSION 1 + +enum +{ + STBI_default = 0, // only used for desired_channels + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4 +}; + +#include +typedef unsigned char stbi_uc; +typedef unsigned short stbi_us; + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef STBIDEF +#ifdef STB_IMAGE_STATIC +#define STBIDEF static +#else +#define STBIDEF extern +#endif +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// PRIMARY API - works on images of any type +// + +// +// load image by filename, open file, or memory buffer +// + +typedef struct +{ + int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int (*eof) (void *user); // returns nonzero if we are at end of file/data +} stbi_io_callbacks; + +//////////////////////////////////// +// +// 8-bits-per-channel interface +// + +STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +// for stbi_load_from_file, file pointer is left pointing immediately after image +#endif + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp); +#endif + +#ifdef STBI_WINDOWS_UTF8 +STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input); +#endif + +//////////////////////////////////// +// +// 16-bits-per-channel interface +// + +STBIDEF stbi_us *stbi_load_16_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_us *stbi_load_16 (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +#endif + +//////////////////////////////////// +// +// float-per-channel interface +// +#ifndef STBI_NO_LINEAR + STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + + #ifndef STBI_NO_STDIO + STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); + #endif +#endif + +#ifndef STBI_NO_HDR + STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); + STBIDEF void stbi_hdr_to_ldr_scale(float scale); +#endif // STBI_NO_HDR + +#ifndef STBI_NO_LINEAR + STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); + STBIDEF void stbi_ldr_to_hdr_scale(float scale); +#endif // STBI_NO_LINEAR + +// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user); +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len); +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename); +STBIDEF int stbi_is_hdr_from_file(FILE *f); +#endif // STBI_NO_STDIO + + +// get a VERY brief reason for failure +// on most compilers (and ALL modern mainstream compilers) this is threadsafe +STBIDEF const char *stbi_failure_reason (void); + +// free the loaded image -- this is just free() +STBIDEF void stbi_image_free (void *retval_from_stbi_load); + +// get image dimensions & components without fully decoding +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp); +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len); +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *clbk, void *user); + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); +STBIDEF int stbi_is_16_bit (char const *filename); +STBIDEF int stbi_is_16_bit_from_file(FILE *f); +#endif + + + +// for image formats that explicitly notate that they have premultiplied alpha, +// we just return the colors as stored in the file. set this flag to force +// unpremultiplication. results are undefined if the unpremultiply overflow. +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); + +// indicate whether we should process iphone images back to canonical format, +// or just pass them through "as-is" +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); + +// flip the image vertically, so the first pixel in the output array is the bottom left +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); + +// as above, but only applies to images loaded on the thread that calls the function +// this function is only available if your compiler supports thread-local variables; +// calling it will fail to link if your compiler doesn't +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); + +// ZLIB client - used by PNG, available for other purposes + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen); +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header); +STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + +STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H + +#ifdef STB_IMAGE_IMPLEMENTATION + +#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ + || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ + || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ + || defined(STBI_ONLY_ZLIB) + #ifndef STBI_ONLY_JPEG + #define STBI_NO_JPEG + #endif + #ifndef STBI_ONLY_PNG + #define STBI_NO_PNG + #endif + #ifndef STBI_ONLY_BMP + #define STBI_NO_BMP + #endif + #ifndef STBI_ONLY_PSD + #define STBI_NO_PSD + #endif + #ifndef STBI_ONLY_TGA + #define STBI_NO_TGA + #endif + #ifndef STBI_ONLY_GIF + #define STBI_NO_GIF + #endif + #ifndef STBI_ONLY_HDR + #define STBI_NO_HDR + #endif + #ifndef STBI_ONLY_PIC + #define STBI_NO_PIC + #endif + #ifndef STBI_ONLY_PNM + #define STBI_NO_PNM + #endif +#endif + +#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) +#define STBI_NO_ZLIB +#endif + + +#include +#include // ptrdiff_t on osx +#include +#include +#include + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +#include // ldexp, pow +#endif + +#ifndef STBI_NO_STDIO +#include +#endif + +#ifndef STBI_ASSERT +#include +#define STBI_ASSERT(x) assert(x) +#endif + +#ifdef __cplusplus +#define STBI_EXTERN extern "C" +#else +#define STBI_EXTERN extern +#endif + + +#ifndef _MSC_VER + #ifdef __cplusplus + #define stbi_inline inline + #else + #define stbi_inline + #endif +#else + #define stbi_inline __forceinline +#endif + +#ifndef STBI_NO_THREAD_LOCALS + #if defined(__cplusplus) && __cplusplus >= 201103L + #define STBI_THREAD_LOCAL thread_local + #elif defined(__GNUC__) && __GNUC__ < 5 + #define STBI_THREAD_LOCAL __thread + #elif defined(_MSC_VER) + #define STBI_THREAD_LOCAL __declspec(thread) + #elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) + #define STBI_THREAD_LOCAL _Thread_local + #endif + + #ifndef STBI_THREAD_LOCAL + #if defined(__GNUC__) + #define STBI_THREAD_LOCAL __thread + #endif + #endif +#endif + +#ifdef _MSC_VER +typedef unsigned short stbi__uint16; +typedef signed short stbi__int16; +typedef unsigned int stbi__uint32; +typedef signed int stbi__int32; +#else +#include +typedef uint16_t stbi__uint16; +typedef int16_t stbi__int16; +typedef uint32_t stbi__uint32; +typedef int32_t stbi__int32; +#endif + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1]; + +#ifdef _MSC_VER +#define STBI_NOTUSED(v) (void)(v) +#else +#define STBI_NOTUSED(v) (void)sizeof(v) +#endif + +#ifdef _MSC_VER +#define STBI_HAS_LROTL +#endif + +#ifdef STBI_HAS_LROTL + #define stbi_lrot(x,y) _lrotl(x,y) +#else + #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y)))) +#endif + +#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) +// ok +#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." +#endif + +#ifndef STBI_MALLOC +#define STBI_MALLOC(sz) malloc(sz) +#define STBI_REALLOC(p,newsz) realloc(p,newsz) +#define STBI_FREE(p) free(p) +#endif + +#ifndef STBI_REALLOC_SIZED +#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) +#endif + +// x86/x64 detection +#if defined(__x86_64__) || defined(_M_X64) +#define STBI__X64_TARGET +#elif defined(__i386) || defined(_M_IX86) +#define STBI__X86_TARGET +#endif + +#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) +// gcc doesn't support sse2 intrinsics unless you compile with -msse2, +// which in turn means it gets to use SSE2 everywhere. This is unfortunate, +// but previous attempts to provide the SSE2 functions with runtime +// detection caused numerous issues. The way architecture extensions are +// exposed in GCC/Clang is, sadly, not really suited for one-file libs. +// New behavior: if compiled with -msse2, we use SSE2 without any +// detection; if not, we don't use it at all. +#define STBI_NO_SIMD +#endif + +#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) +// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET +// +// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the +// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. +// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not +// simultaneously enabling "-mstackrealign". +// +// See https://github.com/nothings/stb/issues/81 for more information. +// +// So default to no SSE2 on 32-bit MinGW. If you've read this far and added +// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. +#define STBI_NO_SIMD +#endif + +#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) +#define STBI_SSE2 +#include + +#ifdef _MSC_VER + +#if _MSC_VER >= 1400 // not VC6 +#include // __cpuid +static int stbi__cpuid3(void) +{ + int info[4]; + __cpuid(info,1); + return info[3]; +} +#else +static int stbi__cpuid3(void) +{ + int res; + __asm { + mov eax,1 + cpuid + mov res,edx + } + return res; +} +#endif + +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + int info3 = stbi__cpuid3(); + return ((info3 >> 26) & 1) != 0; +} +#endif + +#else // assume GCC-style if not VC++ +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + // If we're even attempting to compile this on GCC/Clang, that means + // -msse2 is on, which means the compiler is allowed to use SSE2 + // instructions at will, and so are we. + return 1; +} +#endif + +#endif +#endif + +// ARM NEON +#if defined(STBI_NO_SIMD) && defined(STBI_NEON) +#undef STBI_NEON +#endif + +#ifdef STBI_NEON +#include +// assume GCC or Clang on ARM targets +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) +#endif + +#ifndef STBI_SIMD_ALIGN +#define STBI_SIMD_ALIGN(type, name) type name +#endif + +#ifndef STBI_MAX_DIMENSIONS +#define STBI_MAX_DIMENSIONS (1 << 24) +#endif + +/////////////////////////////////////////////// +// +// stbi__context struct and start_xxx functions + +// stbi__context structure is our basic context used by all images, so it +// contains all the IO context, plus some basic image information +typedef struct +{ + stbi__uint32 img_x, img_y; + int img_n, img_out_n; + + stbi_io_callbacks io; + void *io_user_data; + + int read_from_callbacks; + int buflen; + stbi_uc buffer_start[128]; + int callback_already_read; + + stbi_uc *img_buffer, *img_buffer_end; + stbi_uc *img_buffer_original, *img_buffer_original_end; +} stbi__context; + + +static void stbi__refill_buffer(stbi__context *s); + +// initialize a memory-decode context +static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len) +{ + s->io.read = NULL; + s->read_from_callbacks = 0; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer; + s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer+len; +} + +// initialize a callback-based context +static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user) +{ + s->io = *c; + s->io_user_data = user; + s->buflen = sizeof(s->buffer_start); + s->read_from_callbacks = 1; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = s->buffer_start; + stbi__refill_buffer(s); + s->img_buffer_original_end = s->img_buffer_end; +} + +#ifndef STBI_NO_STDIO + +static int stbi__stdio_read(void *user, char *data, int size) +{ + return (int) fread(data,1,size,(FILE*) user); +} + +static void stbi__stdio_skip(void *user, int n) +{ + int ch; + fseek((FILE*) user, n, SEEK_CUR); + ch = fgetc((FILE*) user); /* have to read a byte to reset feof()'s flag */ + if (ch != EOF) { + ungetc(ch, (FILE *) user); /* push byte back onto stream if valid. */ + } +} + +static int stbi__stdio_eof(void *user) +{ + return feof((FILE*) user) || ferror((FILE *) user); +} + +static stbi_io_callbacks stbi__stdio_callbacks = +{ + stbi__stdio_read, + stbi__stdio_skip, + stbi__stdio_eof, +}; + +static void stbi__start_file(stbi__context *s, FILE *f) +{ + stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f); +} + +//static void stop_file(stbi__context *s) { } + +#endif // !STBI_NO_STDIO + +static void stbi__rewind(stbi__context *s) +{ + // conceptually rewind SHOULD rewind to the beginning of the stream, + // but we just rewind to the beginning of the initial buffer, because + // we only use it after doing 'test', which only ever looks at at most 92 bytes + s->img_buffer = s->img_buffer_original; + s->img_buffer_end = s->img_buffer_original_end; +} + +enum +{ + STBI_ORDER_RGB, + STBI_ORDER_BGR +}; + +typedef struct +{ + int bits_per_channel; + int num_channels; + int channel_order; +} stbi__result_info; + +#ifndef STBI_NO_JPEG +static int stbi__jpeg_test(stbi__context *s); +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNG +static int stbi__png_test(stbi__context *s); +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp); +static int stbi__png_is16(stbi__context *s); +#endif + +#ifndef STBI_NO_BMP +static int stbi__bmp_test(stbi__context *s); +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_TGA +static int stbi__tga_test(stbi__context *s); +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s); +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc); +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp); +static int stbi__psd_is16(stbi__context *s); +#endif + +#ifndef STBI_NO_HDR +static int stbi__hdr_test(stbi__context *s); +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_test(stbi__context *s); +static void *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_GIF +static int stbi__gif_test(stbi__context *s); +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp); +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNM +static int stbi__pnm_test(stbi__context *s); +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +static +#ifdef STBI_THREAD_LOCAL +STBI_THREAD_LOCAL +#endif +const char *stbi__g_failure_reason; + +STBIDEF const char *stbi_failure_reason(void) +{ + return stbi__g_failure_reason; +} + +#ifndef STBI_NO_FAILURE_STRINGS +static int stbi__err(const char *str) +{ + stbi__g_failure_reason = str; + return 0; +} +#endif + +static void *stbi__malloc(size_t size) +{ + return STBI_MALLOC(size); +} + +// stb_image uses ints pervasively, including for offset calculations. +// therefore the largest decoded image size we can support with the +// current code, even on 64-bit targets, is INT_MAX. this is not a +// significant limitation for the intended use case. +// +// we do, however, need to make sure our size calculations don't +// overflow. hence a few helper functions for size calculations that +// multiply integers together, making sure that they're non-negative +// and no overflow occurs. + +// return 1 if the sum is valid, 0 on overflow. +// negative terms are considered invalid. +static int stbi__addsizes_valid(int a, int b) +{ + if (b < 0) return 0; + // now 0 <= b <= INT_MAX, hence also + // 0 <= INT_MAX - b <= INTMAX. + // And "a + b <= INT_MAX" (which might overflow) is the + // same as a <= INT_MAX - b (no overflow) + return a <= INT_MAX - b; +} + +// returns 1 if the product is valid, 0 on overflow. +// negative factors are considered invalid. +static int stbi__mul2sizes_valid(int a, int b) +{ + if (a < 0 || b < 0) return 0; + if (b == 0) return 1; // mul-by-0 is always safe + // portable way to check for no overflows in a*b + return a <= INT_MAX/b; +} + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow +static int stbi__mad2sizes_valid(int a, int b, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add); +} +#endif + +// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow +static int stbi__mad3sizes_valid(int a, int b, int c, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__addsizes_valid(a*b*c, add); +} + +// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add); +} +#endif + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// mallocs with size overflow checking +static void *stbi__malloc_mad2(int a, int b, int add) +{ + if (!stbi__mad2sizes_valid(a, b, add)) return NULL; + return stbi__malloc(a*b + add); +} +#endif + +static void *stbi__malloc_mad3(int a, int b, int c, int add) +{ + if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; + return stbi__malloc(a*b*c + add); +} + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +static void *stbi__malloc_mad4(int a, int b, int c, int d, int add) +{ + if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; + return stbi__malloc(a*b*c*d + add); +} +#endif + +// stbi__err - error +// stbi__errpf - error returning pointer to float +// stbi__errpuc - error returning pointer to unsigned char + +#ifdef STBI_NO_FAILURE_STRINGS + #define stbi__err(x,y) 0 +#elif defined(STBI_FAILURE_USERMSG) + #define stbi__err(x,y) stbi__err(y) +#else + #define stbi__err(x,y) stbi__err(x) +#endif + +#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) +#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) + +STBIDEF void stbi_image_free(void *retval_from_stbi_load) +{ + STBI_FREE(retval_from_stbi_load); +} + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_HDR +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp); +#endif + +static int stbi__vertically_flip_on_load_global = 0; + +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_global = flag_true_if_should_flip; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global +#else +static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set; + +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_local = flag_true_if_should_flip; + stbi__vertically_flip_on_load_set = 1; +} + +#define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \ + ? stbi__vertically_flip_on_load_local \ + : stbi__vertically_flip_on_load_global) +#endif // STBI_THREAD_LOCAL + +static void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields + ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed + ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order + ri->num_channels = 0; + + #ifndef STBI_NO_JPEG + if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PNG + if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_BMP + if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_GIF + if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PSD + if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp, ri, bpc); + #else + STBI_NOTUSED(bpc); + #endif + #ifndef STBI_NO_PIC + if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PNM + if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp, ri); + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + float *hdr = stbi__hdr_load(s, x,y,comp,req_comp, ri); + return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } + #endif + + #ifndef STBI_NO_TGA + // test tga last because it's a crappy test! + if (stbi__tga_test(s)) + return stbi__tga_load(s,x,y,comp,req_comp, ri); + #endif + + return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); +} + +static stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi_uc *reduced; + + reduced = (stbi_uc *) stbi__malloc(img_len); + if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + + STBI_FREE(orig); + return reduced; +} + +static stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi__uint16 *enlarged; + + enlarged = (stbi__uint16 *) stbi__malloc(img_len*2); + if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff + + STBI_FREE(orig); + return enlarged; +} + +static void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel) +{ + int row; + size_t bytes_per_row = (size_t)w * bytes_per_pixel; + stbi_uc temp[2048]; + stbi_uc *bytes = (stbi_uc *)image; + + for (row = 0; row < (h>>1); row++) { + stbi_uc *row0 = bytes + row*bytes_per_row; + stbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row; + // swap row0 with row1 + size_t bytes_left = bytes_per_row; + while (bytes_left) { + size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); + memcpy(temp, row0, bytes_copy); + memcpy(row0, row1, bytes_copy); + memcpy(row1, temp, bytes_copy); + row0 += bytes_copy; + row1 += bytes_copy; + bytes_left -= bytes_copy; + } + } +} + +#ifndef STBI_NO_GIF +static void stbi__vertical_flip_slices(void *image, int w, int h, int z, int bytes_per_pixel) +{ + int slice; + int slice_size = w * h * bytes_per_pixel; + + stbi_uc *bytes = (stbi_uc *)image; + for (slice = 0; slice < z; ++slice) { + stbi__vertical_flip(bytes, w, h, bytes_per_pixel); + bytes += slice_size; + } +} +#endif + +static unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 8) { + result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 8; + } + + // @TODO: move stbi__convert_format to here + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); + } + + return (unsigned char *) result; +} + +static stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 16) { + result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 16; + } + + // @TODO: move stbi__convert_format16 to here + // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); + } + + return (stbi__uint16 *) result; +} + +#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) +static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp) +{ + if (stbi__vertically_flip_on_load && result != NULL) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); + } +} +#endif + +#ifndef STBI_NO_STDIO + +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) +STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide); +STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default); +#endif + +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) +STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input) +{ + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL); +} +#endif + +static FILE *stbi__fopen(char const *filename, char const *mode) +{ + FILE *f; +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename))) + return 0; + + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode))) + return 0; + +#if _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) + f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f=0; +#else + f = fopen(filename, mode); +#endif + return f; +} + + +STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + unsigned char *result; + if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__uint16 *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_16bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + stbi__uint16 *result; + if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file_16(f,x,y,comp,req_comp); + fclose(f); + return result; +} + + +#endif //!STBI_NO_STDIO + +STBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp) +{ + unsigned char *result; + stbi__context s; + stbi__start_mem(&s,buffer,len); + + result = (unsigned char*) stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); + if (stbi__vertically_flip_on_load) { + stbi__vertical_flip_slices( result, *x, *y, *z, *comp ); + } + + return result; +} +#endif + +#ifndef STBI_NO_LINEAR +static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + stbi__result_info ri; + float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp, &ri); + if (hdr_data) + stbi__float_postprocess(hdr_data,x,y,comp,req_comp); + return hdr_data; + } + #endif + data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); + if (data) + return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); +} + +STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_STDIO +STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + float *result; + FILE *f = stbi__fopen(filename, "rb"); + if (!f) return stbi__errpf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_file(&s,f); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} +#endif // !STBI_NO_STDIO + +#endif // !STBI_NO_LINEAR + +// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is +// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always +// reports false! + +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(buffer); + STBI_NOTUSED(len); + return 0; + #endif +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result=0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +STBIDEF int stbi_is_hdr_from_file(FILE *f) +{ + #ifndef STBI_NO_HDR + long pos = ftell(f); + int res; + stbi__context s; + stbi__start_file(&s,f); + res = stbi__hdr_test(&s); + fseek(f, pos, SEEK_SET); + return res; + #else + STBI_NOTUSED(f); + return 0; + #endif +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(clbk); + STBI_NOTUSED(user); + return 0; + #endif +} + +#ifndef STBI_NO_LINEAR +static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f; + +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } +STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } +#endif + +static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f; + +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; } +STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; } + + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum +{ + STBI__SCAN_load=0, + STBI__SCAN_type, + STBI__SCAN_header +}; + +static void stbi__refill_buffer(stbi__context *s) +{ + int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen); + s->callback_already_read += (int) (s->img_buffer - s->img_buffer_original); + if (n == 0) { + // at end of file, treat same as if from memory, but need to handle case + // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file + s->read_from_callbacks = 0; + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start+1; + *s->img_buffer = 0; + } else { + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + n; + } +} + +stbi_inline static stbi_uc stbi__get8(stbi__context *s) +{ + if (s->img_buffer < s->img_buffer_end) + return *s->img_buffer++; + if (s->read_from_callbacks) { + stbi__refill_buffer(s); + return *s->img_buffer++; + } + return 0; +} + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +stbi_inline static int stbi__at_eof(stbi__context *s) +{ + if (s->io.read) { + if (!(s->io.eof)(s->io_user_data)) return 0; + // if feof() is true, check if buffer = end + // special case: we've only got the special 0 character at the end + if (s->read_from_callbacks == 0) return 1; + } + + return s->img_buffer >= s->img_buffer_end; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) +// nothing +#else +static void stbi__skip(stbi__context *s, int n) +{ + if (n == 0) return; // already there! + if (n < 0) { + s->img_buffer = s->img_buffer_end; + return; + } + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + s->img_buffer = s->img_buffer_end; + (s->io.skip)(s->io_user_data, n - blen); + return; + } + } + s->img_buffer += n; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM) +// nothing +#else +static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n) +{ + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + int res, count; + + memcpy(buffer, s->img_buffer, blen); + + count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen); + res = (count == (n-blen)); + s->img_buffer = s->img_buffer_end; + return res; + } + } + + if (s->img_buffer+n <= s->img_buffer_end) { + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; + return 1; + } else + return 0; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static int stbi__get16be(stbi__context *s) +{ + int z = stbi__get8(s); + return (z << 8) + stbi__get8(s); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static stbi__uint32 stbi__get32be(stbi__context *s) +{ + stbi__uint32 z = stbi__get16be(s); + return (z << 16) + stbi__get16be(s); +} +#endif + +#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) +// nothing +#else +static int stbi__get16le(stbi__context *s) +{ + int z = stbi__get8(s); + return z + (stbi__get8(s) << 8); +} +#endif + +#ifndef STBI_NO_BMP +static stbi__uint32 stbi__get32le(stbi__context *s) +{ + stbi__uint32 z = stbi__get16le(s); + return z + (stbi__get16le(s) << 16); +} +#endif + +#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static stbi_uc stbi__compute_y(int r, int g, int b) +{ + return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + unsigned char *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0); + if (good == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + unsigned char *src = data + j * x * img_n ; + unsigned char *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=255; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=255; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=255; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = 255; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion"); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 stbi__compute_y_16(int r, int g, int b) +{ + return (stbi__uint16) (((r*77) + (g*150) + (29*b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + stbi__uint16 *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2); + if (good == NULL) { + STBI_FREE(data); + return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + stbi__uint16 *src = data + j * x * img_n ; + stbi__uint16 *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=0xffff; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=0xffff; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=0xffff; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = 0xffff; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*) stbi__errpuc("unsupported", "Unsupported format conversion"); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp) +{ + int i,k,n; + float *output; + if (!data) return NULL; + output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale); + } + } + if (n < comp) { + for (i=0; i < x*y; ++i) { + output[i*comp + n] = data[i*comp + n]/255.0f; + } + } + STBI_FREE(data); + return output; +} +#endif + +#ifndef STBI_NO_HDR +#define stbi__float2int(x) ((int) (x)) +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp) +{ + int i,k,n; + stbi_uc *output; + if (!data) return NULL; + output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + if (k < comp) { + float z = data[i*comp+k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + } + STBI_FREE(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder +// +// simple implementation +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - some SIMD kernels for common paths on targets with SSE2/NEON +// - uses a lot of intermediate memory, could cache poorly + +#ifndef STBI_NO_JPEG + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct +{ + stbi_uc fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + stbi__uint16 code[256]; + stbi_uc values[256]; + stbi_uc size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} stbi__huffman; + +typedef struct +{ + stbi__context *s; + stbi__huffman huff_dc[4]; + stbi__huffman huff_ac[4]; + stbi__uint16 dequant[4][64]; + stbi__int16 fast_ac[4][1 << FAST_BITS]; + +// sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + +// definition of jpeg image component + struct + { + int id; + int h,v; + int tq; + int hd,ha; + int dc_pred; + + int x,y,w2,h2; + stbi_uc *data; + void *raw_data, *raw_coeff; + stbi_uc *linebuf; + short *coeff; // progressive only + int coeff_w, coeff_h; // number of 8x8 coefficient blocks + } img_comp[4]; + + stbi__uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int progressive; + int spec_start; + int spec_end; + int succ_high; + int succ_low; + int eob_run; + int jfif; + int app14_color_transform; // Adobe APP14 tag + int rgb; + + int scan_n, order[4]; + int restart_interval, todo; + +// kernels + void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]); + void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step); + stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs); +} stbi__jpeg; + +static int stbi__build_huffman(stbi__huffman *h, int *count) +{ + int i,j,k=0; + unsigned int code; + // build size list for each symbol (from JPEG spec) + for (i=0; i < 16; ++i) + for (j=0; j < count[i]; ++j) + h->size[k++] = (stbi_uc) (i+1); + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for(j=1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) + h->code[k++] = (stbi__uint16) (code++); + if (code-1 >= (1u << j)) return stbi__err("bad code lengths","Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16-j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i=0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS-s); + int m = 1 << (FAST_BITS-s); + for (j=0; j < m; ++j) { + h->fast[c+j] = (stbi_uc) i; + } + } + } + return 1; +} + +// build a table that decodes both magnitude and value of small ACs in +// one go. +static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h) +{ + int i; + for (i=0; i < (1 << FAST_BITS); ++i) { + stbi_uc fast = h->fast[i]; + fast_ac[i] = 0; + if (fast < 255) { + int rs = h->values[fast]; + int run = (rs >> 4) & 15; + int magbits = rs & 15; + int len = h->size[fast]; + + if (magbits && len + magbits <= FAST_BITS) { + // magnitude code followed by receive_extend code + int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); + int m = 1 << (magbits - 1); + if (k < m) k += (~0U << magbits) + 1; + // if the result is small enough, we can fit it in fast_ac table + if (k >= -128 && k <= 127) + fast_ac[i] = (stbi__int16) ((k * 256) + (run * 16) + (len + magbits)); + } + } + } +} + +static void stbi__grow_buffer_unsafe(stbi__jpeg *j) +{ + do { + unsigned int b = j->nomore ? 0 : stbi__get8(j->s); + if (b == 0xff) { + int c = stbi__get8(j->s); + while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes + if (c != 0) { + j->marker = (unsigned char) c; + j->nomore = 1; + return; + } + } + j->code_buffer |= b << (24 - j->code_bits); + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static const stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535}; + +// decode a jpeg huffman value from the bitstream +stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h) +{ + unsigned int temp; + int c,k; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + k = h->fast[c]; + if (k < 255) { + int s = h->size[k]; + if (s > j->code_bits) + return -1; + j->code_buffer <<= s; + j->code_bits -= s; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + temp = j->code_buffer >> 16; + for (k=FAST_BITS+1 ; ; ++k) + if (temp < h->maxcode[k]) + break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) + return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; + STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + j->code_buffer <<= k; + return h->values[c]; +} + +// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); + + sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB + k = stbi_lrot(j->code_buffer, n); + if (n < 0 || n >= (int) (sizeof(stbi__bmask)/sizeof(*stbi__bmask))) return 0; + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k + (stbi__jbias[n] & ~sgn); +} + +// get some unsigned bits +stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n) +{ + unsigned int k; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k; +} + +stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j) +{ + unsigned int k; + if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); + k = j->code_buffer; + j->code_buffer <<= 1; + --j->code_bits; + return k & 0x80000000; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static const stbi_uc stbi__jpeg_dezigzag[64+15] = +{ + 0, 1, 8, 16, 9, 2, 3, 10, + 17, 24, 32, 25, 18, 11, 4, 5, + 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, + 35, 42, 49, 56, 57, 50, 43, 36, + 29, 22, 15, 23, 30, 37, 44, 51, + 58, 59, 52, 45, 38, 31, 39, 46, + 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, + 63, 63, 63, 63, 63, 63, 63 +}; + +// decode one 64-entry block-- +static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant) +{ + int diff,dc,k; + int t; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data,0,64*sizeof(data[0])); + + diff = t ? stbi__extend_receive(j, t) : 0; + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short) (dc * dequant[0]); + + // decode AC components, see JPEG spec + k = 1; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * dequant[zig]); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } else { + k += r; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]); + } + } + } while (k < 64); + return 1; +} + +static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b) +{ + int diff,dc; + int t; + if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + if (j->succ_high == 0) { + // first scan for DC coefficient, must be first + memset(data,0,64*sizeof(data[0])); // 0 all the ac values now + t = stbi__jpeg_huff_decode(j, hdc); + if (t == -1) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + diff = t ? stbi__extend_receive(j, t) : 0; + + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short) (dc << j->succ_low); + } else { + // refinement scan for DC coefficient + if (stbi__jpeg_get_bit(j)) + data[0] += (short) (1 << j->succ_low); + } + return 1; +} + +// @OPTIMIZE: store non-zigzagged during the decode passes, +// and only de-zigzag when dequantizing +static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac) +{ + int k; + if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->succ_high == 0) { + int shift = j->succ_low; + + if (j->eob_run) { + --j->eob_run; + return 1; + } + + k = j->spec_start; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) << shift); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r); + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + --j->eob_run; + break; + } + k += 16; + } else { + k += r; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) << shift); + } + } + } while (k <= j->spec_end); + } else { + // refinement scan for these AC coefficients + + short bit = (short) (1 << j->succ_low); + + if (j->eob_run) { + --j->eob_run; + for (k = j->spec_start; k <= j->spec_end; ++k) { + short *p = &data[stbi__jpeg_dezigzag[k]]; + if (*p != 0) + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } + } else { + k = j->spec_start; + do { + int r,s; + int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r) - 1; + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + r = 64; // force end of block + } else { + // r=15 s=0 should write 16 0s, so we just do + // a run of 15 0s and then write s (which is 0), + // so we don't have to do anything special here + } + } else { + if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); + // sign bit + if (stbi__jpeg_get_bit(j)) + s = bit; + else + s = -bit; + } + + // advance by r + while (k <= j->spec_end) { + short *p = &data[stbi__jpeg_dezigzag[k++]]; + if (*p != 0) { + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } else { + if (r == 0) { + *p = (short) s; + break; + } + --r; + } + } + } while (k <= j->spec_end); + } + } + return 1; +} + +// take a -128..127 value and stbi__clamp it and convert to 0..255 +stbi_inline static stbi_uc stbi__clamp(int x) +{ + // trick to use a single test to catch both cases + if ((unsigned int) x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (stbi_uc) x; +} + +#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) +#define stbi__fsh(x) ((x) * 4096) + +// derived from jidctint -- DCT_ISLOW +#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ + int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2+p3) * stbi__f2f(0.5411961f); \ + t2 = p1 + p3*stbi__f2f(-1.847759065f); \ + t3 = p1 + p2*stbi__f2f( 0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = stbi__fsh(p2+p3); \ + t1 = stbi__fsh(p2-p3); \ + x0 = t0+t3; \ + x3 = t0-t3; \ + x1 = t1+t2; \ + x2 = t1-t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0+t2; \ + p4 = t1+t3; \ + p1 = t0+t3; \ + p2 = t1+t2; \ + p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ + t0 = t0*stbi__f2f( 0.298631336f); \ + t1 = t1*stbi__f2f( 2.053119869f); \ + t2 = t2*stbi__f2f( 3.072711026f); \ + t3 = t3*stbi__f2f( 1.501321110f); \ + p1 = p5 + p1*stbi__f2f(-0.899976223f); \ + p2 = p5 + p2*stbi__f2f(-2.562915447f); \ + p3 = p3*stbi__f2f(-1.961570560f); \ + p4 = p4*stbi__f2f(-0.390180644f); \ + t3 += p1+p4; \ + t2 += p2+p3; \ + t1 += p2+p4; \ + t0 += p1+p3; + +static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64]) +{ + int i,val[64],*v=val; + stbi_uc *o; + short *d = data; + + // columns + for (i=0; i < 8; ++i,++d, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 + && d[40]==0 && d[48]==0 && d[56]==0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0]*4; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[ 0] = (x0+t3) >> 10; + v[56] = (x0-t3) >> 10; + v[ 8] = (x1+t2) >> 10; + v[48] = (x1-t2) >> 10; + v[16] = (x2+t1) >> 10; + v[40] = (x2-t1) >> 10; + v[24] = (x3+t0) >> 10; + v[32] = (x3-t0) >> 10; + } + } + + for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { + // no fast case since the first 1D IDCT spread components out + STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + // so we want to round that, which means adding 0.5 * 1<<17, + // aka 65536. Also, we'll end up with -128 to 127 that we want + // to encode as 0..255 by adding 128, so we'll add that before the shift + x0 += 65536 + (128<<17); + x1 += 65536 + (128<<17); + x2 += 65536 + (128<<17); + x3 += 65536 + (128<<17); + // tried computing the shifts into temps, or'ing the temps to see + // if any were out of range, but that was slower + o[0] = stbi__clamp((x0+t3) >> 17); + o[7] = stbi__clamp((x0-t3) >> 17); + o[1] = stbi__clamp((x1+t2) >> 17); + o[6] = stbi__clamp((x1-t2) >> 17); + o[2] = stbi__clamp((x2+t1) >> 17); + o[5] = stbi__clamp((x2-t1) >> 17); + o[3] = stbi__clamp((x3+t0) >> 17); + o[4] = stbi__clamp((x3-t0) >> 17); + } +} + +#ifdef STBI_SSE2 +// sse2 integer IDCT. not the fastest possible implementation but it +// produces bit-identical results to the generic C version so it's +// fully "transparent". +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + // This is constructed to match our regular (generic) integer IDCT exactly. + __m128i row0, row1, row2, row3, row4, row5, row6, row7; + __m128i tmp; + + // dot product constant: even elems=x, odd elems=y + #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) + + // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) + // out(1) = c1[even]*x + c1[odd]*y + #define dct_rot(out0,out1, x,y,c0,c1) \ + __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ + __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ + __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ + __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ + __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ + __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) + + // out = in << 12 (in 16-bit, out 32-bit) + #define dct_widen(out, in) \ + __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ + __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) + + // wide add + #define dct_wadd(out, a, b) \ + __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_add_epi32(a##_h, b##_h) + + // wide sub + #define dct_wsub(out, a, b) \ + __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) + + // butterfly a/b, add bias, then shift by "s" and pack + #define dct_bfly32o(out0, out1, a,b,bias,s) \ + { \ + __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ + __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ + dct_wadd(sum, abiased, b); \ + dct_wsub(dif, abiased, b); \ + out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ + out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ + } + + // 8-bit interleave step (for transposes) + #define dct_interleave8(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi8(a, b); \ + b = _mm_unpackhi_epi8(tmp, b) + + // 16-bit interleave step (for transposes) + #define dct_interleave16(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi16(a, b); \ + b = _mm_unpackhi_epi16(tmp, b) + + #define dct_pass(bias,shift) \ + { \ + /* even part */ \ + dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ + __m128i sum04 = _mm_add_epi16(row0, row4); \ + __m128i dif04 = _mm_sub_epi16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ + dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ + __m128i sum17 = _mm_add_epi16(row1, row7); \ + __m128i sum35 = _mm_add_epi16(row3, row5); \ + dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ + dct_wadd(x4, y0o, y4o); \ + dct_wadd(x5, y1o, y5o); \ + dct_wadd(x6, y2o, y5o); \ + dct_wadd(x7, y3o, y4o); \ + dct_bfly32o(row0,row7, x0,x7,bias,shift); \ + dct_bfly32o(row1,row6, x1,x6,bias,shift); \ + dct_bfly32o(row2,row5, x2,x5,bias,shift); \ + dct_bfly32o(row3,row4, x3,x4,bias,shift); \ + } + + __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); + __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f)); + __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); + __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); + __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f)); + __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f)); + __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f)); + __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f)); + + // rounding biases in column/row passes, see stbi__idct_block for explanation. + __m128i bias_0 = _mm_set1_epi32(512); + __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17)); + + // load + row0 = _mm_load_si128((const __m128i *) (data + 0*8)); + row1 = _mm_load_si128((const __m128i *) (data + 1*8)); + row2 = _mm_load_si128((const __m128i *) (data + 2*8)); + row3 = _mm_load_si128((const __m128i *) (data + 3*8)); + row4 = _mm_load_si128((const __m128i *) (data + 4*8)); + row5 = _mm_load_si128((const __m128i *) (data + 5*8)); + row6 = _mm_load_si128((const __m128i *) (data + 6*8)); + row7 = _mm_load_si128((const __m128i *) (data + 7*8)); + + // column pass + dct_pass(bias_0, 10); + + { + // 16bit 8x8 transpose pass 1 + dct_interleave16(row0, row4); + dct_interleave16(row1, row5); + dct_interleave16(row2, row6); + dct_interleave16(row3, row7); + + // transpose pass 2 + dct_interleave16(row0, row2); + dct_interleave16(row1, row3); + dct_interleave16(row4, row6); + dct_interleave16(row5, row7); + + // transpose pass 3 + dct_interleave16(row0, row1); + dct_interleave16(row2, row3); + dct_interleave16(row4, row5); + dct_interleave16(row6, row7); + } + + // row pass + dct_pass(bias_1, 17); + + { + // pack + __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 + __m128i p1 = _mm_packus_epi16(row2, row3); + __m128i p2 = _mm_packus_epi16(row4, row5); + __m128i p3 = _mm_packus_epi16(row6, row7); + + // 8bit 8x8 transpose pass 1 + dct_interleave8(p0, p2); // a0e0a1e1... + dct_interleave8(p1, p3); // c0g0c1g1... + + // transpose pass 2 + dct_interleave8(p0, p1); // a0c0e0g0... + dct_interleave8(p2, p3); // b0d0f0h0... + + // transpose pass 3 + dct_interleave8(p0, p2); // a0b0c0d0... + dct_interleave8(p1, p3); // a4b4c4d4... + + // store + _mm_storel_epi64((__m128i *) out, p0); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p2); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p1); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p3); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e)); + } + +#undef dct_const +#undef dct_rot +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_interleave8 +#undef dct_interleave16 +#undef dct_pass +} + +#endif // STBI_SSE2 + +#ifdef STBI_NEON + +// NEON integer IDCT. should produce bit-identical +// results to the generic C version. +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; + + int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); + int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); + int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f)); + int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f)); + int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); + int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); + int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); + int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); + int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f)); + int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f)); + int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f)); + int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f)); + +#define dct_long_mul(out, inq, coeff) \ + int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) + +#define dct_long_mac(out, acc, inq, coeff) \ + int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) + +#define dct_widen(out, inq) \ + int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ + int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) + +// wide add +#define dct_wadd(out, a, b) \ + int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vaddq_s32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vsubq_s32(a##_h, b##_h) + +// butterfly a/b, then shift using "shiftop" by "s" and pack +#define dct_bfly32o(out0,out1, a,b,shiftop,s) \ + { \ + dct_wadd(sum, a, b); \ + dct_wsub(dif, a, b); \ + out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ + out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ + } + +#define dct_pass(shiftop, shift) \ + { \ + /* even part */ \ + int16x8_t sum26 = vaddq_s16(row2, row6); \ + dct_long_mul(p1e, sum26, rot0_0); \ + dct_long_mac(t2e, p1e, row6, rot0_1); \ + dct_long_mac(t3e, p1e, row2, rot0_2); \ + int16x8_t sum04 = vaddq_s16(row0, row4); \ + int16x8_t dif04 = vsubq_s16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + int16x8_t sum15 = vaddq_s16(row1, row5); \ + int16x8_t sum17 = vaddq_s16(row1, row7); \ + int16x8_t sum35 = vaddq_s16(row3, row5); \ + int16x8_t sum37 = vaddq_s16(row3, row7); \ + int16x8_t sumodd = vaddq_s16(sum17, sum35); \ + dct_long_mul(p5o, sumodd, rot1_0); \ + dct_long_mac(p1o, p5o, sum17, rot1_1); \ + dct_long_mac(p2o, p5o, sum35, rot1_2); \ + dct_long_mul(p3o, sum37, rot2_0); \ + dct_long_mul(p4o, sum15, rot2_1); \ + dct_wadd(sump13o, p1o, p3o); \ + dct_wadd(sump24o, p2o, p4o); \ + dct_wadd(sump23o, p2o, p3o); \ + dct_wadd(sump14o, p1o, p4o); \ + dct_long_mac(x4, sump13o, row7, rot3_0); \ + dct_long_mac(x5, sump24o, row5, rot3_1); \ + dct_long_mac(x6, sump23o, row3, rot3_2); \ + dct_long_mac(x7, sump14o, row1, rot3_3); \ + dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ + dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ + dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ + dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ + } + + // load + row0 = vld1q_s16(data + 0*8); + row1 = vld1q_s16(data + 1*8); + row2 = vld1q_s16(data + 2*8); + row3 = vld1q_s16(data + 3*8); + row4 = vld1q_s16(data + 4*8); + row5 = vld1q_s16(data + 5*8); + row6 = vld1q_s16(data + 6*8); + row7 = vld1q_s16(data + 7*8); + + // add DC bias + row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); + + // column pass + dct_pass(vrshrn_n_s32, 10); + + // 16bit 8x8 transpose + { +// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. +// whether compilers actually get this is another story, sadly. +#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } +#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } + + // pass 1 + dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 + dct_trn16(row2, row3); + dct_trn16(row4, row5); + dct_trn16(row6, row7); + + // pass 2 + dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 + dct_trn32(row1, row3); + dct_trn32(row4, row6); + dct_trn32(row5, row7); + + // pass 3 + dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 + dct_trn64(row1, row5); + dct_trn64(row2, row6); + dct_trn64(row3, row7); + +#undef dct_trn16 +#undef dct_trn32 +#undef dct_trn64 + } + + // row pass + // vrshrn_n_s32 only supports shifts up to 16, we need + // 17. so do a non-rounding shift of 16 first then follow + // up with a rounding shift by 1. + dct_pass(vshrn_n_s32, 16); + + { + // pack and round + uint8x8_t p0 = vqrshrun_n_s16(row0, 1); + uint8x8_t p1 = vqrshrun_n_s16(row1, 1); + uint8x8_t p2 = vqrshrun_n_s16(row2, 1); + uint8x8_t p3 = vqrshrun_n_s16(row3, 1); + uint8x8_t p4 = vqrshrun_n_s16(row4, 1); + uint8x8_t p5 = vqrshrun_n_s16(row5, 1); + uint8x8_t p6 = vqrshrun_n_s16(row6, 1); + uint8x8_t p7 = vqrshrun_n_s16(row7, 1); + + // again, these can translate into one instruction, but often don't. +#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } +#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } + + // sadly can't use interleaved stores here since we only write + // 8 bytes to each scan line! + + // 8x8 8-bit transpose pass 1 + dct_trn8_8(p0, p1); + dct_trn8_8(p2, p3); + dct_trn8_8(p4, p5); + dct_trn8_8(p6, p7); + + // pass 2 + dct_trn8_16(p0, p2); + dct_trn8_16(p1, p3); + dct_trn8_16(p4, p6); + dct_trn8_16(p5, p7); + + // pass 3 + dct_trn8_32(p0, p4); + dct_trn8_32(p1, p5); + dct_trn8_32(p2, p6); + dct_trn8_32(p3, p7); + + // store + vst1_u8(out, p0); out += out_stride; + vst1_u8(out, p1); out += out_stride; + vst1_u8(out, p2); out += out_stride; + vst1_u8(out, p3); out += out_stride; + vst1_u8(out, p4); out += out_stride; + vst1_u8(out, p5); out += out_stride; + vst1_u8(out, p6); out += out_stride; + vst1_u8(out, p7); + +#undef dct_trn8_8 +#undef dct_trn8_16 +#undef dct_trn8_32 + } + +#undef dct_long_mul +#undef dct_long_mac +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_pass +} + +#endif // STBI_NEON + +#define STBI__MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static stbi_uc stbi__get_marker(stbi__jpeg *j) +{ + stbi_uc x; + if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } + x = stbi__get8(j->s); + if (x != 0xff) return STBI__MARKER_none; + while (x == 0xff) + x = stbi__get8(j->s); // consume repeated 0xff fill bytes + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, stbi__jpeg_reset the entropy decoder and +// the dc prediction +static void stbi__jpeg_reset(stbi__jpeg *j) +{ + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; + j->marker = STBI__MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + j->eob_run = 0; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int stbi__parse_entropy_coded_data(stbi__jpeg *z) +{ + stbi__jpeg_reset(z); + if (!z->progressive) { + if (z->scan_n == 1) { + int i,j; + STBI_SIMD_ALIGN(short, data[64]); + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + STBI_SIMD_ALIGN(short, data[64]); + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x)*8; + int y2 = (j*z->img_comp[n].v + y)*8; + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data); + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } else { + if (z->scan_n == 1) { + int i,j; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + if (z->spec_start == 0) { + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } else { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) + return 0; + } + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x); + int y2 = (j*z->img_comp[n].v + y); + short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } +} + +static void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant) +{ + int i; + for (i=0; i < 64; ++i) + data[i] *= dequant[i]; +} + +static void stbi__jpeg_finish(stbi__jpeg *z) +{ + if (z->progressive) { + // dequantize and idct the data + int i,j,n; + for (n=0; n < z->s->img_n; ++n) { + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + } + } + } + } +} + +static int stbi__process_marker(stbi__jpeg *z, int m) +{ + int L; + switch (m) { + case STBI__MARKER_none: // no marker found + return stbi__err("expected marker","Corrupt JPEG"); + + case 0xDD: // DRI - specify restart interval + if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG"); + z->restart_interval = stbi__get16be(z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = stbi__get16be(z->s)-2; + while (L > 0) { + int q = stbi__get8(z->s); + int p = q >> 4, sixteen = (p != 0); + int t = q & 15,i; + if (p != 0 && p != 1) return stbi__err("bad DQT type","Corrupt JPEG"); + if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG"); + + for (i=0; i < 64; ++i) + z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); + L -= (sixteen ? 129 : 65); + } + return L==0; + + case 0xC4: // DHT - define huffman table + L = stbi__get16be(z->s)-2; + while (L > 0) { + stbi_uc *v; + int sizes[16],i,n=0; + int q = stbi__get8(z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG"); + for (i=0; i < 16; ++i) { + sizes[i] = stbi__get8(z->s); + n += sizes[i]; + } + L -= 17; + if (tc == 0) { + if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0; + v = z->huff_dc[th].values; + } else { + if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i=0; i < n; ++i) + v[i] = stbi__get8(z->s); + if (tc != 0) + stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); + L -= n; + } + return L==0; + } + + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + L = stbi__get16be(z->s); + if (L < 2) { + if (m == 0xFE) + return stbi__err("bad COM len","Corrupt JPEG"); + else + return stbi__err("bad APP len","Corrupt JPEG"); + } + L -= 2; + + if (m == 0xE0 && L >= 5) { // JFIF APP0 segment + static const unsigned char tag[5] = {'J','F','I','F','\0'}; + int ok = 1; + int i; + for (i=0; i < 5; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 5; + if (ok) + z->jfif = 1; + } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment + static const unsigned char tag[6] = {'A','d','o','b','e','\0'}; + int ok = 1; + int i; + for (i=0; i < 6; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 6; + if (ok) { + stbi__get8(z->s); // version + stbi__get16be(z->s); // flags0 + stbi__get16be(z->s); // flags1 + z->app14_color_transform = stbi__get8(z->s); // color transform + L -= 6; + } + } + + stbi__skip(z->s, L); + return 1; + } + + return stbi__err("unknown marker","Corrupt JPEG"); +} + +// after we see SOS +static int stbi__process_scan_header(stbi__jpeg *z) +{ + int i; + int Ls = stbi__get16be(z->s); + z->scan_n = stbi__get8(z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG"); + if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG"); + for (i=0; i < z->scan_n; ++i) { + int id = stbi__get8(z->s), which; + int q = stbi__get8(z->s); + for (which = 0; which < z->s->img_n; ++which) + if (z->img_comp[which].id == id) + break; + if (which == z->s->img_n) return 0; // no match + z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG"); + z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG"); + z->order[i] = which; + } + + { + int aa; + z->spec_start = stbi__get8(z->s); + z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 + aa = stbi__get8(z->s); + z->succ_high = (aa >> 4); + z->succ_low = (aa & 15); + if (z->progressive) { + if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) + return stbi__err("bad SOS", "Corrupt JPEG"); + } else { + if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG"); + if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG"); + z->spec_end = 63; + } + } + + return 1; +} + +static int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why) +{ + int i; + for (i=0; i < ncomp; ++i) { + if (z->img_comp[i].raw_data) { + STBI_FREE(z->img_comp[i].raw_data); + z->img_comp[i].raw_data = NULL; + z->img_comp[i].data = NULL; + } + if (z->img_comp[i].raw_coeff) { + STBI_FREE(z->img_comp[i].raw_coeff); + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].coeff = 0; + } + if (z->img_comp[i].linebuf) { + STBI_FREE(z->img_comp[i].linebuf); + z->img_comp[i].linebuf = NULL; + } + } + return why; +} + +static int stbi__process_frame_header(stbi__jpeg *z, int scan) +{ + stbi__context *s = z->s; + int Lf,p,i,q, h_max=1,v_max=1,c; + Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG + p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + c = stbi__get8(s); + if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count","Corrupt JPEG"); + s->img_n = c; + for (i=0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG"); + + z->rgb = 0; + for (i=0; i < s->img_n; ++i) { + static const unsigned char rgb[3] = { 'R', 'G', 'B' }; + z->img_comp[i].id = stbi__get8(s); + if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) + ++z->rgb; + q = stbi__get8(s); + z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG"); + z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG"); + z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG"); + } + + if (scan != STBI__SCAN_load) return 1; + + if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); + + for (i=0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + // these sizes can't be more than 17 bits + z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h; + + for (i=0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + // + // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) + // so these muls can't overflow with 32-bit ints (which we require) + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].coeff = 0; + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].linebuf = NULL; + z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); + if (z->img_comp[i].raw_data == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + // align blocks for idct using mmx/sse + z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15); + if (z->progressive) { + // w2, h2 are multiples of 8 (see above) + z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; + z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; + z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); + if (z->img_comp[i].raw_coeff == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); + } + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define stbi__DNL(x) ((x) == 0xdc) +#define stbi__SOI(x) ((x) == 0xd8) +#define stbi__EOI(x) ((x) == 0xd9) +#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) +#define stbi__SOS(x) ((x) == 0xda) + +#define stbi__SOF_progressive(x) ((x) == 0xc2) + +static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan) +{ + int m; + z->jfif = 0; + z->app14_color_transform = -1; // valid values are 0,1,2 + z->marker = STBI__MARKER_none; // initialize cached marker to empty + m = stbi__get_marker(z); + if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG"); + if (scan == STBI__SCAN_type) return 1; + m = stbi__get_marker(z); + while (!stbi__SOF(m)) { + if (!stbi__process_marker(z,m)) return 0; + m = stbi__get_marker(z); + while (m == STBI__MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); + m = stbi__get_marker(z); + } + } + z->progressive = stbi__SOF_progressive(m); + if (!stbi__process_frame_header(z, scan)) return 0; + return 1; +} + +// decode image to YCbCr format +static int stbi__decode_jpeg_image(stbi__jpeg *j) +{ + int m; + for (m = 0; m < 4; m++) { + j->img_comp[m].raw_data = NULL; + j->img_comp[m].raw_coeff = NULL; + } + j->restart_interval = 0; + if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; + m = stbi__get_marker(j); + while (!stbi__EOI(m)) { + if (stbi__SOS(m)) { + if (!stbi__process_scan_header(j)) return 0; + if (!stbi__parse_entropy_coded_data(j)) return 0; + if (j->marker == STBI__MARKER_none ) { + // handle 0s at the end of image data from IP Kamera 9060 + while (!stbi__at_eof(j->s)) { + int x = stbi__get8(j->s); + if (x == 255) { + j->marker = stbi__get8(j->s); + break; + } + } + // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 + } + } else if (stbi__DNL(m)) { + int Ld = stbi__get16be(j->s); + stbi__uint32 NL = stbi__get16be(j->s); + if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); + if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); + } else { + if (!stbi__process_marker(j, m)) return 0; + } + m = stbi__get_marker(j); + } + if (j->progressive) + stbi__jpeg_finish(j); + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1, + int w, int hs); + +#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) + +static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + STBI_NOTUSED(out); + STBI_NOTUSED(in_far); + STBI_NOTUSED(w); + STBI_NOTUSED(hs); + return in_near; +} + +static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples vertically for every one in input + int i; + STBI_NOTUSED(hs); + for (i=0; i < w; ++i) + out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2); + return out; +} + +static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples horizontally for every one in input + int i; + stbi_uc *input = in_near; + + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = stbi__div4(input[0]*3 + input[1] + 2); + for (i=1; i < w-1; ++i) { + int n = 3*input[i]+2; + out[i*2+0] = stbi__div4(n+input[i-1]); + out[i*2+1] = stbi__div4(n+input[i+1]); + } + out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2); + out[i*2+1] = input[w-1]; + + STBI_NOTUSED(in_far); + STBI_NOTUSED(hs); + + return out; +} + +#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) + +static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i,t0,t1; + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + out[0] = stbi__div4(t1+2); + for (i=1; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i=0,t0,t1; + + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + // process groups of 8 pixels for as long as we can. + // note we can't handle the last pixel in a row in this loop + // because we need to handle the filter boundary conditions. + for (; i < ((w-1) & ~7); i += 8) { +#if defined(STBI_SSE2) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + __m128i zero = _mm_setzero_si128(); + __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i)); + __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i)); + __m128i farw = _mm_unpacklo_epi8(farb, zero); + __m128i nearw = _mm_unpacklo_epi8(nearb, zero); + __m128i diff = _mm_sub_epi16(farw, nearw); + __m128i nears = _mm_slli_epi16(nearw, 2); + __m128i curr = _mm_add_epi16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + __m128i prv0 = _mm_slli_si128(curr, 2); + __m128i nxt0 = _mm_srli_si128(curr, 2); + __m128i prev = _mm_insert_epi16(prv0, t1, 0); + __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + __m128i bias = _mm_set1_epi16(8); + __m128i curs = _mm_slli_epi16(curr, 2); + __m128i prvd = _mm_sub_epi16(prev, curr); + __m128i nxtd = _mm_sub_epi16(next, curr); + __m128i curb = _mm_add_epi16(curs, bias); + __m128i even = _mm_add_epi16(prvd, curb); + __m128i odd = _mm_add_epi16(nxtd, curb); + + // interleave even and odd pixels, then undo scaling. + __m128i int0 = _mm_unpacklo_epi16(even, odd); + __m128i int1 = _mm_unpackhi_epi16(even, odd); + __m128i de0 = _mm_srli_epi16(int0, 4); + __m128i de1 = _mm_srli_epi16(int1, 4); + + // pack and write output + __m128i outv = _mm_packus_epi16(de0, de1); + _mm_storeu_si128((__m128i *) (out + i*2), outv); +#elif defined(STBI_NEON) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + uint8x8_t farb = vld1_u8(in_far + i); + uint8x8_t nearb = vld1_u8(in_near + i); + int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); + int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); + int16x8_t curr = vaddq_s16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + int16x8_t prv0 = vextq_s16(curr, curr, 7); + int16x8_t nxt0 = vextq_s16(curr, curr, 1); + int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); + int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + int16x8_t curs = vshlq_n_s16(curr, 2); + int16x8_t prvd = vsubq_s16(prev, curr); + int16x8_t nxtd = vsubq_s16(next, curr); + int16x8_t even = vaddq_s16(curs, prvd); + int16x8_t odd = vaddq_s16(curs, nxtd); + + // undo scaling and round, then store with even/odd phases interleaved + uint8x8x2_t o; + o.val[0] = vqrshrun_n_s16(even, 4); + o.val[1] = vqrshrun_n_s16(odd, 4); + vst2_u8(out + i*2, o); +#endif + + // "previous" value for next iter + t1 = 3*in_near[i+7] + in_far[i+7]; + } + + t0 = t1; + t1 = 3*in_near[i] + in_far[i]; + out[i*2] = stbi__div16(3*t1 + t0 + 8); + + for (++i; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} +#endif + +static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // resample with nearest-neighbor + int i,j; + STBI_NOTUSED(in_far); + for (i=0; i < w; ++i) + for (j=0; j < hs; ++j) + out[i*hs+j] = in_near[i]; + return out; +} + +// this is a reduced-precision calculation of YCbCr-to-RGB introduced +// to make sure the code produces the same results in both SIMD and scalar +#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) +static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step) +{ + int i; + for (i=0; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step) +{ + int i = 0; + +#ifdef STBI_SSE2 + // step == 3 is pretty ugly on the final interleave, and i'm not convinced + // it's useful in practice (you wouldn't use it for textures, for example). + // so just accelerate step == 4 case. + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + __m128i signflip = _mm_set1_epi8(-0x80); + __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f)); + __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f)); + __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f)); + __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f)); + __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128); + __m128i xw = _mm_set1_epi16(255); // alpha channel + + for (; i+7 < count; i += 8) { + // load + __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i)); + __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i)); + __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i)); + __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 + __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 + + // unpack to short (and left-shift cr, cb by 8) + __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); + __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); + __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); + + // color transform + __m128i yws = _mm_srli_epi16(yw, 4); + __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); + __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); + __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); + __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); + __m128i rws = _mm_add_epi16(cr0, yws); + __m128i gwt = _mm_add_epi16(cb0, yws); + __m128i bws = _mm_add_epi16(yws, cb1); + __m128i gws = _mm_add_epi16(gwt, cr1); + + // descale + __m128i rw = _mm_srai_epi16(rws, 4); + __m128i bw = _mm_srai_epi16(bws, 4); + __m128i gw = _mm_srai_epi16(gws, 4); + + // back to byte, set up for transpose + __m128i brb = _mm_packus_epi16(rw, bw); + __m128i gxb = _mm_packus_epi16(gw, xw); + + // transpose to interleave channels + __m128i t0 = _mm_unpacklo_epi8(brb, gxb); + __m128i t1 = _mm_unpackhi_epi8(brb, gxb); + __m128i o0 = _mm_unpacklo_epi16(t0, t1); + __m128i o1 = _mm_unpackhi_epi16(t0, t1); + + // store + _mm_storeu_si128((__m128i *) (out + 0), o0); + _mm_storeu_si128((__m128i *) (out + 16), o1); + out += 32; + } + } +#endif + +#ifdef STBI_NEON + // in this version, step=3 support would be easy to add. but is there demand? + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + uint8x8_t signflip = vdup_n_u8(0x80); + int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f)); + int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f)); + int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f)); + int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f)); + + for (; i+7 < count; i += 8) { + // load + uint8x8_t y_bytes = vld1_u8(y + i); + uint8x8_t cr_bytes = vld1_u8(pcr + i); + uint8x8_t cb_bytes = vld1_u8(pcb + i); + int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); + int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); + + // expand to s16 + int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); + int16x8_t crw = vshll_n_s8(cr_biased, 7); + int16x8_t cbw = vshll_n_s8(cb_biased, 7); + + // color transform + int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); + int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); + int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); + int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); + int16x8_t rws = vaddq_s16(yws, cr0); + int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); + int16x8_t bws = vaddq_s16(yws, cb1); + + // undo scaling, round, convert to byte + uint8x8x4_t o; + o.val[0] = vqrshrun_n_s16(rws, 4); + o.val[1] = vqrshrun_n_s16(gws, 4); + o.val[2] = vqrshrun_n_s16(bws, 4); + o.val[3] = vdup_n_u8(255); + + // store, interleaving r/g/b/a + vst4_u8(out, o); + out += 8*4; + } + } +#endif + + for (; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + cr*-stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} +#endif + +// set up the kernels +static void stbi__setup_jpeg(stbi__jpeg *j) +{ + j->idct_block_kernel = stbi__idct_block; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; + +#ifdef STBI_SSE2 + if (stbi__sse2_available()) { + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; + } +#endif + +#ifdef STBI_NEON + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; +#endif +} + +// clean up the temporary component buffers +static void stbi__cleanup_jpeg(stbi__jpeg *j) +{ + stbi__free_jpeg_components(j, j->s->img_n, 0); +} + +typedef struct +{ + resample_row_func resample; + stbi_uc *line0,*line1; + int hs,vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi__resample; + +// fast 0..255 * 0..255 => 0..255 rounded multiplication +static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) +{ + unsigned int t = x*y + 128; + return (stbi_uc) ((t + (t >>8)) >> 8); +} + +static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp) +{ + int n, decode_n, is_rgb; + z->s->img_n = 0; // make stbi__cleanup_jpeg safe + + // validate req_comp + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + + // load a jpeg image from whichever source, but leave in YCbCr format + if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; + + is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); + + if (z->s->img_n == 3 && n < 3 && !is_rgb) + decode_n = 1; + else + decode_n = z->s->img_n; + + // resample and color-convert + { + int k; + unsigned int i,j; + stbi_uc *output; + stbi_uc *coutput[4] = { NULL, NULL, NULL, NULL }; + + stbi__resample res_comp[4]; + + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3); + if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s->img_x + r->hs-1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; + else r->resample = stbi__resample_row_generic; + } + + // can't error after this so, this is safe + output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); + if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + // now go ahead and resample + for (j=0; j < z->s->img_y; ++j) { + stbi_uc *out = output + n * z->s->img_x * j; + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, + y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, + r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) + r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + stbi_uc *y = coutput[0]; + if (z->s->img_n == 3) { + if (is_rgb) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = y[i]; + out[1] = coutput[1][i]; + out[2] = coutput[2][i]; + out[3] = 255; + out += n; + } + } else { + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else if (z->s->img_n == 4) { + if (z->app14_color_transform == 0) { // CMYK + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(coutput[0][i], m); + out[1] = stbi__blinn_8x8(coutput[1][i], m); + out[2] = stbi__blinn_8x8(coutput[2][i], m); + out[3] = 255; + out += n; + } + } else if (z->app14_color_transform == 2) { // YCCK + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(255 - out[0], m); + out[1] = stbi__blinn_8x8(255 - out[1], m); + out[2] = stbi__blinn_8x8(255 - out[2], m); + out += n; + } + } else { // YCbCr + alpha? Ignore the fourth channel for now + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else + for (i=0; i < z->s->img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } else { + if (is_rgb) { + if (n == 1) + for (i=0; i < z->s->img_x; ++i) + *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + else { + for (i=0; i < z->s->img_x; ++i, out += 2) { + out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + out[1] = 255; + } + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); + stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); + stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); + out[0] = stbi__compute_y(r, g, b); + out[1] = 255; + out += n; + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); + out[1] = 255; + out += n; + } + } else { + stbi_uc *y = coutput[0]; + if (n == 1) + for (i=0; i < z->s->img_x; ++i) out[i] = y[i]; + else + for (i=0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; } + } + } + } + stbi__cleanup_jpeg(z); + *out_x = z->s->img_x; + *out_y = z->s->img_y; + if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output + return output; + } +} + +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + unsigned char* result; + stbi__jpeg* j = (stbi__jpeg*) stbi__malloc(sizeof(stbi__jpeg)); + STBI_NOTUSED(ri); + j->s = s; + stbi__setup_jpeg(j); + result = load_jpeg_image(j, x,y,comp,req_comp); + STBI_FREE(j); + return result; +} + +static int stbi__jpeg_test(stbi__context *s) +{ + int r; + stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); + j->s = s; + stbi__setup_jpeg(j); + r = stbi__decode_jpeg_header(j, STBI__SCAN_type); + stbi__rewind(s); + STBI_FREE(j); + return r; +} + +static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp) +{ + if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { + stbi__rewind( j->s ); + return 0; + } + if (x) *x = j->s->img_x; + if (y) *y = j->s->img_y; + if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; + return 1; +} + +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp) +{ + int result; + stbi__jpeg* j = (stbi__jpeg*) (stbi__malloc(sizeof(stbi__jpeg))); + j->s = s; + result = stbi__jpeg_info_raw(j, x, y, comp); + STBI_FREE(j); + return result; +} +#endif + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +#ifndef STBI_NO_ZLIB + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables +#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct +{ + stbi__uint16 fast[1 << STBI__ZFAST_BITS]; + stbi__uint16 firstcode[16]; + int maxcode[17]; + stbi__uint16 firstsymbol[16]; + stbi_uc size[288]; + stbi__uint16 value[288]; +} stbi__zhuffman; + +stbi_inline static int stbi__bitreverse16(int n) +{ + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +stbi_inline static int stbi__bit_reverse(int v, int bits) +{ + STBI_ASSERT(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return stbi__bitreverse16(v) >> (16-bits); +} + +static int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num) +{ + int i,k=0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 0, sizeof(z->fast)); + for (i=0; i < num; ++i) + ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i=1; i < 16; ++i) + if (sizes[i] > (1 << i)) + return stbi__err("bad sizes", "Corrupt PNG"); + code = 0; + for (i=1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (stbi__uint16) code; + z->firstsymbol[i] = (stbi__uint16) k; + code = (code + sizes[i]); + if (sizes[i]) + if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG"); + z->maxcode[i] = code << (16-i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i=0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i); + z->size [c] = (stbi_uc ) s; + z->value[c] = (stbi__uint16) i; + if (s <= STBI__ZFAST_BITS) { + int j = stbi__bit_reverse(next_code[s],s); + while (j < (1 << STBI__ZFAST_BITS)) { + z->fast[j] = fastv; + j += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct +{ + stbi_uc *zbuffer, *zbuffer_end; + int num_bits; + stbi__uint32 code_buffer; + + char *zout; + char *zout_start; + char *zout_end; + int z_expandable; + + stbi__zhuffman z_length, z_distance; +} stbi__zbuf; + +stbi_inline static int stbi__zeof(stbi__zbuf *z) +{ + return (z->zbuffer >= z->zbuffer_end); +} + +stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z) +{ + return stbi__zeof(z) ? 0 : *z->zbuffer++; +} + +static void stbi__fill_bits(stbi__zbuf *z) +{ + do { + if (z->code_buffer >= (1U << z->num_bits)) { + z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ + return; + } + z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n) +{ + unsigned int k; + if (z->num_bits < n) stbi__fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s,k; + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = stbi__bit_reverse(a->code_buffer, 16); + for (s=STBI__ZFAST_BITS+1; ; ++s) + if (k < z->maxcode[s]) + break; + if (s >= 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s]; + if (b >= sizeof (z->size)) return -1; // some data was corrupt somewhere! + if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s; + if (a->num_bits < 16) { + if (stbi__zeof(a)) { + return -1; /* report error for unexpected end of data. */ + } + stbi__fill_bits(a); + } + b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; + if (b) { + s = b >> 9; + a->code_buffer >>= s; + a->num_bits -= s; + return b & 511; + } + return stbi__zhuffman_decode_slowpath(a, z); +} + +static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes +{ + char *q; + unsigned int cur, limit, old_limit; + z->zout = zout; + if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG"); + cur = (unsigned int) (z->zout - z->zout_start); + limit = old_limit = (unsigned) (z->zout_end - z->zout_start); + if (UINT_MAX - cur < (unsigned) n) return stbi__err("outofmem", "Out of memory"); + while (cur + n > limit) { + if(limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); + limit *= 2; + } + q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); + STBI_NOTUSED(old_limit); + if (q == NULL) return stbi__err("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static const int stbi__zlength_base[31] = { + 3,4,5,6,7,8,9,10,11,13, + 15,17,19,23,27,31,35,43,51,59, + 67,83,99,115,131,163,195,227,258,0,0 }; + +static const int stbi__zlength_extra[31]= +{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; + +static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, +257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0}; + +static const int stbi__zdist_extra[32] = +{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13}; + +static int stbi__parse_huffman_block(stbi__zbuf *a) +{ + char *zout = a->zout; + for(;;) { + int z = stbi__zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes + if (zout >= a->zout_end) { + if (!stbi__zexpand(a, zout, 1)) return 0; + zout = a->zout; + } + *zout++ = (char) z; + } else { + stbi_uc *p; + int len,dist; + if (z == 256) { + a->zout = zout; + return 1; + } + z -= 257; + len = stbi__zlength_base[z]; + if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); + z = stbi__zhuffman_decode(a, &a->z_distance); + if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); + dist = stbi__zdist_base[z]; + if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); + if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG"); + if (zout + len > a->zout_end) { + if (!stbi__zexpand(a, zout, len)) return 0; + zout = a->zout; + } + p = (stbi_uc *) (zout - dist); + if (dist == 1) { // run of one byte; common in images. + stbi_uc v = *p; + if (len) { do *zout++ = v; while (--len); } + } else { + if (len) { do *zout++ = *p++; while (--len); } + } + } + } +} + +static int stbi__compute_huffman_codes(stbi__zbuf *a) +{ + static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; + stbi__zhuffman z_codelength; + stbi_uc lencodes[286+32+137];//padding for maximum single op + stbi_uc codelength_sizes[19]; + int i,n; + + int hlit = stbi__zreceive(a,5) + 257; + int hdist = stbi__zreceive(a,5) + 1; + int hclen = stbi__zreceive(a,4) + 4; + int ntot = hlit + hdist; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i=0; i < hclen; ++i) { + int s = stbi__zreceive(a,3); + codelength_sizes[length_dezigzag[i]] = (stbi_uc) s; + } + if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < ntot) { + int c = stbi__zhuffman_decode(a, &z_codelength); + if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); + if (c < 16) + lencodes[n++] = (stbi_uc) c; + else { + stbi_uc fill = 0; + if (c == 16) { + c = stbi__zreceive(a,2)+3; + if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); + fill = lencodes[n-1]; + } else if (c == 17) { + c = stbi__zreceive(a,3)+3; + } else if (c == 18) { + c = stbi__zreceive(a,7)+11; + } else { + return stbi__err("bad codelengths", "Corrupt PNG"); + } + if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); + memset(lencodes+n, fill, c); + n += c; + } + } + if (n != ntot) return stbi__err("bad codelengths","Corrupt PNG"); + if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0; + return 1; +} + +static int stbi__parse_uncompressed_block(stbi__zbuf *a) +{ + stbi_uc header[4]; + int len,nlen,k; + if (a->num_bits & 7) + stbi__zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check + a->code_buffer >>= 8; + a->num_bits -= 8; + } + if (a->num_bits < 0) return stbi__err("zlib corrupt","Corrupt PNG"); + // now fill header the normal way + while (k < 4) + header[k++] = stbi__zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!stbi__zexpand(a, a->zout, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int stbi__parse_zlib_header(stbi__zbuf *a) +{ + int cmf = stbi__zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = stbi__zget8(a); + if (stbi__zeof(a)) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec + if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec + if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +static const stbi_uc stbi__zdefault_length[288] = +{ + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 +}; +static const stbi_uc stbi__zdefault_distance[32] = +{ + 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 +}; +/* +Init algorithm: +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; + for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; + for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; + for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; + + for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; +} +*/ + +static int stbi__parse_zlib(stbi__zbuf *a, int parse_header) +{ + int final, type; + if (parse_header) + if (!stbi__parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + do { + final = stbi__zreceive(a,1); + type = stbi__zreceive(a,2); + if (type == 0) { + if (!stbi__parse_uncompressed_block(a)) return 0; + } else if (type == 3) { + return 0; + } else { + if (type == 1) { + // use fixed code lengths + if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; + } else { + if (!stbi__compute_huffman_codes(a)) return 0; + } + if (!stbi__parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header) +{ + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return stbi__parse_zlib(a, parse_header); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen) +{ + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) + return (int) (a.zout - a.zout_start); + else + return -1; +} + +STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer+len; + if (stbi__do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) + return (int) (a.zout - a.zout_start); + else + return -1; +} +#endif + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + +#ifndef STBI_NO_PNG +typedef struct +{ + stbi__uint32 length; + stbi__uint32 type; +} stbi__pngchunk; + +static stbi__pngchunk stbi__get_chunk_header(stbi__context *s) +{ + stbi__pngchunk c; + c.length = stbi__get32be(s); + c.type = stbi__get32be(s); + return c; +} + +static int stbi__check_png_header(stbi__context *s) +{ + static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; + int i; + for (i=0; i < 8; ++i) + if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG"); + return 1; +} + +typedef struct +{ + stbi__context *s; + stbi_uc *idata, *expanded, *out; + int depth; +} stbi__png; + + +enum { + STBI__F_none=0, + STBI__F_sub=1, + STBI__F_up=2, + STBI__F_avg=3, + STBI__F_paeth=4, + // synthetic filters used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static stbi_uc first_row_filter[5] = +{ + STBI__F_none, + STBI__F_sub, + STBI__F_none, + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static int stbi__paeth(int a, int b, int c) +{ + int p = a + b - c; + int pa = abs(p-a); + int pb = abs(p-b); + int pc = abs(p-c); + if (pa <= pb && pa <= pc) return a; + if (pb <= pc) return b; + return c; +} + +static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; + +// create the png data from post-deflated data +static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) +{ + int bytes = (depth == 16? 2 : 1); + stbi__context *s = a->s; + stbi__uint32 i,j,stride = x*out_n*bytes; + stbi__uint32 img_len, img_width_bytes; + int k; + int img_n = s->img_n; // copy it into a local for later + + int output_bytes = out_n*bytes; + int filter_bytes = img_n*bytes; + int width = x; + + STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1); + a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into + if (!a->out) return stbi__err("outofmem", "Out of memory"); + + if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); + img_width_bytes = (((img_n * x * depth) + 7) >> 3); + img_len = (img_width_bytes + 1) * y; + + // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, + // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), + // so just check for raw_len < img_len always. + if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG"); + + for (j=0; j < y; ++j) { + stbi_uc *cur = a->out + stride*j; + stbi_uc *prior; + int filter = *raw++; + + if (filter > 4) + return stbi__err("invalid filter","Corrupt PNG"); + + if (depth < 8) { + if (img_width_bytes > x) return stbi__err("invalid width","Corrupt PNG"); + cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place + filter_bytes = 1; + width = img_width_bytes; + } + prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above + + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + + // handle first byte explicitly + for (k=0; k < filter_bytes; ++k) { + switch (filter) { + case STBI__F_none : cur[k] = raw[k]; break; + case STBI__F_sub : cur[k] = raw[k]; break; + case STBI__F_up : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break; + case STBI__F_avg : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break; + case STBI__F_paeth : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break; + case STBI__F_avg_first : cur[k] = raw[k]; break; + case STBI__F_paeth_first: cur[k] = raw[k]; break; + } + } + + if (depth == 8) { + if (img_n != out_n) + cur[img_n] = 255; // first pixel + raw += img_n; + cur += out_n; + prior += out_n; + } else if (depth == 16) { + if (img_n != out_n) { + cur[filter_bytes] = 255; // first pixel top byte + cur[filter_bytes+1] = 255; // first pixel bottom byte + } + raw += filter_bytes; + cur += output_bytes; + prior += output_bytes; + } else { + raw += 1; + cur += 1; + prior += 1; + } + + // this is a little gross, so that we don't switch per-pixel or per-component + if (depth < 8 || img_n == out_n) { + int nk = (width - 1)*filter_bytes; + #define STBI__CASE(f) \ + case f: \ + for (k=0; k < nk; ++k) + switch (filter) { + // "none" filter turns into a memcpy here; make that explicit. + case STBI__F_none: memcpy(cur, raw, nk); break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); } break; + } + #undef STBI__CASE + raw += nk; + } else { + STBI_ASSERT(img_n+1 == out_n); + #define STBI__CASE(f) \ + case f: \ + for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \ + for (k=0; k < filter_bytes; ++k) + switch (filter) { + STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k- output_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k- output_bytes])>>1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],prior[k],prior[k- output_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k- output_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],0,0)); } break; + } + #undef STBI__CASE + + // the loop above sets the high byte of the pixels' alpha, but for + // 16 bit png files we also need the low byte set. we'll do that here. + if (depth == 16) { + cur = a->out + stride*j; // start at the beginning of the row again + for (i=0; i < x; ++i,cur+=output_bytes) { + cur[filter_bytes+1] = 255; + } + } + } + } + + // we make a separate pass to expand bits to pixels; for performance, + // this could run two scanlines behind the above code, so it won't + // intefere with filtering but will still be in the cache. + if (depth < 8) { + for (j=0; j < y; ++j) { + stbi_uc *cur = a->out + stride*j; + stbi_uc *in = a->out + stride*j + x*out_n - img_width_bytes; + // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit + // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop + stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range + + // note that the final byte might overshoot and write more data than desired. + // we can allocate enough data that this never writes out of memory, but it + // could also overwrite the next scanline. can it overwrite non-empty data + // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel. + // so we need to explicitly clamp the final ones + + if (depth == 4) { + for (k=x*img_n; k >= 2; k-=2, ++in) { + *cur++ = scale * ((*in >> 4) ); + *cur++ = scale * ((*in ) & 0x0f); + } + if (k > 0) *cur++ = scale * ((*in >> 4) ); + } else if (depth == 2) { + for (k=x*img_n; k >= 4; k-=4, ++in) { + *cur++ = scale * ((*in >> 6) ); + *cur++ = scale * ((*in >> 4) & 0x03); + *cur++ = scale * ((*in >> 2) & 0x03); + *cur++ = scale * ((*in ) & 0x03); + } + if (k > 0) *cur++ = scale * ((*in >> 6) ); + if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03); + if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03); + } else if (depth == 1) { + for (k=x*img_n; k >= 8; k-=8, ++in) { + *cur++ = scale * ((*in >> 7) ); + *cur++ = scale * ((*in >> 6) & 0x01); + *cur++ = scale * ((*in >> 5) & 0x01); + *cur++ = scale * ((*in >> 4) & 0x01); + *cur++ = scale * ((*in >> 3) & 0x01); + *cur++ = scale * ((*in >> 2) & 0x01); + *cur++ = scale * ((*in >> 1) & 0x01); + *cur++ = scale * ((*in ) & 0x01); + } + if (k > 0) *cur++ = scale * ((*in >> 7) ); + if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01); + if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01); + if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01); + if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01); + if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01); + if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01); + } + if (img_n != out_n) { + int q; + // insert alpha = 255 + cur = a->out + stride*j; + if (img_n == 1) { + for (q=x-1; q >= 0; --q) { + cur[q*2+1] = 255; + cur[q*2+0] = cur[q]; + } + } else { + STBI_ASSERT(img_n == 3); + for (q=x-1; q >= 0; --q) { + cur[q*4+3] = 255; + cur[q*4+2] = cur[q*3+2]; + cur[q*4+1] = cur[q*3+1]; + cur[q*4+0] = cur[q*3+0]; + } + } + } + } + } else if (depth == 16) { + // force the image data from big-endian to platform-native. + // this is done in a separate pass due to the decoding relying + // on the data being untouched, but could probably be done + // per-line during decode if care is taken. + stbi_uc *cur = a->out; + stbi__uint16 *cur16 = (stbi__uint16*)cur; + + for(i=0; i < x*y*out_n; ++i,cur16++,cur+=2) { + *cur16 = (cur[0] << 8) | cur[1]; + } + } + + return 1; +} + +static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) +{ + int bytes = (depth == 16 ? 2 : 1); + int out_bytes = out_n * bytes; + stbi_uc *final; + int p; + if (!interlaced) + return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); + + // de-interlacing + final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); + for (p=0; p < 7; ++p) { + int xorig[] = { 0,4,0,2,0,1,0 }; + int yorig[] = { 0,0,4,0,2,0,1 }; + int xspc[] = { 8,8,4,4,2,2,1 }; + int yspc[] = { 8,8,8,4,4,2,2 }; + int i,j,x,y; + // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 + x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p]; + y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p]; + if (x && y) { + stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; + if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { + STBI_FREE(final); + return 0; + } + for (j=0; j < y; ++j) { + for (i=0; i < x; ++i) { + int out_y = j*yspc[p]+yorig[p]; + int out_x = i*xspc[p]+xorig[p]; + memcpy(final + out_y*a->s->img_x*out_bytes + out_x*out_bytes, + a->out + (j*x+i)*out_bytes, out_bytes); + } + } + STBI_FREE(a->out); + image_data += img_len; + image_data_len -= img_len; + } + } + a->out = final; + + return 1; +} + +static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i=0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } else { + for (i=0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi__uint16 *p = (stbi__uint16*) z->out; + + // compute color-based transparency, assuming we've + // already got 65535 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 65535); + p += 2; + } + } else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n) +{ + stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; + stbi_uc *p, *temp_out, *orig = a->out; + + p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p += 3; + } + } else { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p[3] = palette[n+3]; + p += 4; + } + } + STBI_FREE(a->out); + a->out = temp_out; + + STBI_NOTUSED(len); + + return 1; +} + +static int stbi__unpremultiply_on_load = 0; +static int stbi__de_iphone_flag = 0; + +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) +{ + stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) +{ + stbi__de_iphone_flag = flag_true_if_should_convert; +} + +static void stbi__de_iphone(stbi__png *z) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + if (s->img_out_n == 3) { // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 3; + } + } else { + STBI_ASSERT(s->img_out_n == 4); + if (stbi__unpremultiply_on_load) { + // convert bgr to rgb and unpremultiply + for (i=0; i < pixel_count; ++i) { + stbi_uc a = p[3]; + stbi_uc t = p[0]; + if (a) { + stbi_uc half = a / 2; + p[0] = (p[2] * 255 + half) / a; + p[1] = (p[1] * 255 + half) / a; + p[2] = ( t * 255 + half) / a; + } else { + p[0] = p[2]; + p[2] = t; + } + p += 4; + } + } else { + // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 4; + } + } + } +} + +#define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) + +static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp) +{ + stbi_uc palette[1024], pal_img_n=0; + stbi_uc has_trans=0, tc[3]={0}; + stbi__uint16 tc16[3]; + stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0; + int first=1,k,interlace=0, color=0, is_iphone=0; + stbi__context *s = z->s; + + z->expanded = NULL; + z->idata = NULL; + z->out = NULL; + + if (!stbi__check_png_header(s)) return 0; + + if (scan == STBI__SCAN_type) return 1; + + for (;;) { + stbi__pngchunk c = stbi__get_chunk_header(s); + switch (c.type) { + case STBI__PNG_TYPE('C','g','B','I'): + is_iphone = 1; + stbi__skip(s, c.length); + break; + case STBI__PNG_TYPE('I','H','D','R'): { + int comp,filter; + if (!first) return stbi__err("multiple IHDR","Corrupt PNG"); + first = 0; + if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG"); + s->img_x = stbi__get32be(s); + s->img_y = stbi__get32be(s); + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only","PNG not supported: 1/2/4/8/16-bit only"); + color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3 && z->depth == 16) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG"); + comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG"); + filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG"); + interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG"); + if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); + if (scan == STBI__SCAN_header) return 1; + } else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG"); + // if SCAN_header, have to scan to see if we have a tRNS + } + break; + } + + case STBI__PNG_TYPE('P','L','T','E'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG"); + for (i=0; i < pal_len; ++i) { + palette[i*4+0] = stbi__get8(s); + palette[i*4+1] = stbi__get8(s); + palette[i*4+2] = stbi__get8(s); + palette[i*4+3] = 255; + } + break; + } + + case STBI__PNG_TYPE('t','R','N','S'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG"); + if (pal_img_n) { + if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } + if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG"); + if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG"); + pal_img_n = 4; + for (i=0; i < c.length; ++i) + palette[i*4+3] = stbi__get8(s); + } else { + if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG"); + if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG"); + has_trans = 1; + if (z->depth == 16) { + for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is + } else { + for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger + } + } + break; + } + + case STBI__PNG_TYPE('I','D','A','T'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG"); + if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; } + if ((int)(ioff + c.length) < (int)ioff) return 0; + if (ioff + c.length > idata_limit) { + stbi__uint32 idata_limit_old = idata_limit; + stbi_uc *p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) + idata_limit *= 2; + STBI_NOTUSED(idata_limit_old); + p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); + z->idata = p; + } + if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG"); + ioff += c.length; + break; + } + + case STBI__PNG_TYPE('I','E','N','D'): { + stbi__uint32 raw_len, bpl; + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (scan != STBI__SCAN_load) return 1; + if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG"); + // initial guess for decoded data size to avoid unnecessary reallocs + bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component + raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; + z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); + if (z->expanded == NULL) return 0; // zlib should set error + STBI_FREE(z->idata); z->idata = NULL; + if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n+1; + else + s->img_out_n = s->img_n; + if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; + if (has_trans) { + if (z->depth == 16) { + if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; + } else { + if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; + } + } + if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) + stbi__de_iphone(z); + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) + return 0; + } else if (has_trans) { + // non-paletted image with tRNS -> source image has (constant) alpha + ++s->img_n; + } + STBI_FREE(z->expanded); z->expanded = NULL; + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + return 1; + } + + default: + // if critical, fail + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if ((c.type & (1 << 29)) == 0) { + #ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX PNG chunk not known"; + invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); + invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); + invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); + invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); + #endif + return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); + } + stbi__skip(s, c.length); + break; + } + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + } +} + +static void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri) +{ + void *result=NULL; + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { + if (p->depth <= 8) + ri->bits_per_channel = 8; + else if (p->depth == 16) + ri->bits_per_channel = 16; + else + return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth"); + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s->img_out_n) { + if (ri->bits_per_channel == 8) + result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + else + result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + p->s->img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s->img_x; + *y = p->s->img_y; + if (n) *n = p->s->img_n; + } + STBI_FREE(p->out); p->out = NULL; + STBI_FREE(p->expanded); p->expanded = NULL; + STBI_FREE(p->idata); p->idata = NULL; + + return result; +} + +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi__png p; + p.s = s; + return stbi__do_png(&p, x,y,comp,req_comp, ri); +} + +static int stbi__png_test(stbi__context *s) +{ + int r; + r = stbi__check_png_header(s); + stbi__rewind(s); + return r; +} + +static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp) +{ + if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { + stbi__rewind( p->s ); + return 0; + } + if (x) *x = p->s->img_x; + if (y) *y = p->s->img_y; + if (comp) *comp = p->s->img_n; + return 1; +} + +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__png p; + p.s = s; + return stbi__png_info_raw(&p, x, y, comp); +} + +static int stbi__png_is16(stbi__context *s) +{ + stbi__png p; + p.s = s; + if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) + return 0; + if (p.depth != 16) { + stbi__rewind(p.s); + return 0; + } + return 1; +} +#endif + +// Microsoft/Windows BMP image + +#ifndef STBI_NO_BMP +static int stbi__bmp_test_raw(stbi__context *s) +{ + int r; + int sz; + if (stbi__get8(s) != 'B') return 0; + if (stbi__get8(s) != 'M') return 0; + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + stbi__get32le(s); // discard data offset + sz = stbi__get32le(s); + r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); + return r; +} + +static int stbi__bmp_test(stbi__context *s) +{ + int r = stbi__bmp_test_raw(s); + stbi__rewind(s); + return r; +} + + +// returns 0..31 for the highest set bit +static int stbi__high_bit(unsigned int z) +{ + int n=0; + if (z == 0) return -1; + if (z >= 0x10000) { n += 16; z >>= 16; } + if (z >= 0x00100) { n += 8; z >>= 8; } + if (z >= 0x00010) { n += 4; z >>= 4; } + if (z >= 0x00004) { n += 2; z >>= 2; } + if (z >= 0x00002) { n += 1;/* >>= 1;*/ } + return n; +} + +static int stbi__bitcount(unsigned int a) +{ + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +// extract an arbitrarily-aligned N-bit value (N=bits) +// from v, and then make it 8-bits long and fractionally +// extend it to full full range. +static int stbi__shiftsigned(unsigned int v, int shift, int bits) +{ + static unsigned int mul_table[9] = { + 0, + 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/, + 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/, + }; + static unsigned int shift_table[9] = { + 0, 0,0,1,0,2,4,6,0, + }; + if (shift < 0) + v <<= -shift; + else + v >>= shift; + STBI_ASSERT(v < 256); + v >>= (8-bits); + STBI_ASSERT(bits >= 0 && bits <= 8); + return (int) ((unsigned) v * mul_table[bits]) >> shift_table[bits]; +} + +typedef struct +{ + int bpp, offset, hsz; + unsigned int mr,mg,mb,ma, all_a; + int extra_read; +} stbi__bmp_data; + +static void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info) +{ + int hsz; + if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + info->offset = stbi__get32le(s); + info->hsz = hsz = stbi__get32le(s); + info->mr = info->mg = info->mb = info->ma = 0; + info->extra_read = 14; + + if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); + + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); + if (hsz == 12) { + s->img_x = stbi__get16le(s); + s->img_y = stbi__get16le(s); + } else { + s->img_x = stbi__get32le(s); + s->img_y = stbi__get32le(s); + } + if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); + info->bpp = stbi__get16le(s); + if (hsz != 12) { + int compress = stbi__get32le(s); + if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); + stbi__get32le(s); // discard sizeof + stbi__get32le(s); // discard hres + stbi__get32le(s); // discard vres + stbi__get32le(s); // discard colorsused + stbi__get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + } + if (info->bpp == 16 || info->bpp == 32) { + if (compress == 0) { + if (info->bpp == 32) { + info->mr = 0xffu << 16; + info->mg = 0xffu << 8; + info->mb = 0xffu << 0; + info->ma = 0xffu << 24; + info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 + } else { + info->mr = 31u << 10; + info->mg = 31u << 5; + info->mb = 31u << 0; + } + } else if (compress == 3) { + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->extra_read += 12; + // not documented, but generated by photoshop and handled by mspaint + if (info->mr == info->mg && info->mg == info->mb) { + // ?!?!? + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else { + int i; + if (hsz != 108 && hsz != 124) + return stbi__errpuc("bad BMP", "bad BMP"); + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->ma = stbi__get32le(s); + stbi__get32le(s); // discard color space + for (i=0; i < 12; ++i) + stbi__get32le(s); // discard color space parameters + if (hsz == 124) { + stbi__get32le(s); // discard rendering intent + stbi__get32le(s); // discard offset of profile data + stbi__get32le(s); // discard size of profile data + stbi__get32le(s); // discard reserved + } + } + } + return (void *) 1; +} + + +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + unsigned int mr=0,mg=0,mb=0,ma=0, all_a; + stbi_uc pal[256][4]; + int psize=0,i,j,width; + int flip_vertically, pad, target; + stbi__bmp_data info; + STBI_NOTUSED(ri); + + info.all_a = 255; + if (stbi__bmp_parse_header(s, &info) == NULL) + return NULL; // error code already set + + flip_vertically = ((int) s->img_y) > 0; + s->img_y = abs((int) s->img_y); + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + mr = info.mr; + mg = info.mg; + mb = info.mb; + ma = info.ma; + all_a = info.all_a; + + if (info.hsz == 12) { + if (info.bpp < 24) + psize = (info.offset - info.extra_read - 24) / 3; + } else { + if (info.bpp < 16) + psize = (info.offset - info.extra_read - info.hsz) >> 2; + } + if (psize == 0) { + STBI_ASSERT(info.offset == s->callback_already_read + (int) (s->img_buffer - s->img_buffer_original)); + if (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) { + return stbi__errpuc("bad offset", "Corrupt BMP"); + } + } + + if (info.bpp == 24 && ma == 0xff000000) + s->img_n = 3; + else + s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else + target = s->img_n; // if they want monochrome, we'll post-convert + + // sanity-check size + if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "Corrupt BMP"); + + out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (info.bpp < 16) { + int z=0; + if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } + for (i=0; i < psize; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + if (info.hsz != 12) stbi__get8(s); + pal[i][3] = 255; + } + stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); + if (info.bpp == 1) width = (s->img_x + 7) >> 3; + else if (info.bpp == 4) width = (s->img_x + 1) >> 1; + else if (info.bpp == 8) width = s->img_x; + else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } + pad = (-width)&3; + if (info.bpp == 1) { + for (j=0; j < (int) s->img_y; ++j) { + int bit_offset = 7, v = stbi__get8(s); + for (i=0; i < (int) s->img_x; ++i) { + int color = (v>>bit_offset)&0x1; + out[z++] = pal[color][0]; + out[z++] = pal[color][1]; + out[z++] = pal[color][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + if((--bit_offset) < 0) { + bit_offset = 7; + v = stbi__get8(s); + } + } + stbi__skip(s, pad); + } + } else { + for (j=0; j < (int) s->img_y; ++j) { + for (i=0; i < (int) s->img_x; i += 2) { + int v=stbi__get8(s),v2=0; + if (info.bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + v = (info.bpp == 8) ? stbi__get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + stbi__skip(s, pad); + } + } + } else { + int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0; + int z = 0; + int easy=0; + stbi__skip(s, info.offset - info.extra_read - info.hsz); + if (info.bpp == 24) width = 3 * s->img_x; + else if (info.bpp == 16) width = 2*s->img_x; + else /* bpp = 32 and pad = 0 */ width=0; + pad = (-width) & 3; + if (info.bpp == 24) { + easy = 1; + } else if (info.bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) + easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + // right shift amt to put high bit in position #7 + rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr); + gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg); + bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb); + ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma); + if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + } + for (j=0; j < (int) s->img_y; ++j) { + if (easy) { + for (i=0; i < (int) s->img_x; ++i) { + unsigned char a; + out[z+2] = stbi__get8(s); + out[z+1] = stbi__get8(s); + out[z+0] = stbi__get8(s); + z += 3; + a = (easy == 2 ? stbi__get8(s) : 255); + all_a |= a; + if (target == 4) out[z++] = a; + } + } else { + int bpp = info.bpp; + for (i=0; i < (int) s->img_x; ++i) { + stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s)); + unsigned int a; + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); + a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); + all_a |= a; + if (target == 4) out[z++] = STBI__BYTECAST(a); + } + } + stbi__skip(s, pad); + } + } + + // if alpha channel is all 0s, replace with all 255s + if (target == 4 && all_a == 0) + for (i=4*s->img_x*s->img_y-1; i >= 0; i -= 4) + out[i] = 255; + + if (flip_vertically) { + stbi_uc t; + for (j=0; j < (int) s->img_y>>1; ++j) { + stbi_uc *p1 = out + j *s->img_x*target; + stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target; + for (i=0; i < (int) s->img_x*target; ++i) { + t = p1[i]; p1[i] = p2[i]; p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + return out; +} +#endif + +// Targa Truevision - TGA +// by Jonathan Dummer +#ifndef STBI_NO_TGA +// returns STBI_rgb or whatever, 0 on error +static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) +{ + // only RGB or RGBA (incl. 16bit) or grey allowed + if (is_rgb16) *is_rgb16 = 0; + switch(bits_per_pixel) { + case 8: return STBI_grey; + case 16: if(is_grey) return STBI_grey_alpha; + // fallthrough + case 15: if(is_rgb16) *is_rgb16 = 1; + return STBI_rgb; + case 24: // fallthrough + case 32: return bits_per_pixel/8; + default: return 0; + } +} + +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp) +{ + int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; + int sz, tga_colormap_type; + stbi__get8(s); // discard Offset + tga_colormap_type = stbi__get8(s); // colormap type + if( tga_colormap_type > 1 ) { + stbi__rewind(s); + return 0; // only RGB or indexed allowed + } + tga_image_type = stbi__get8(s); // image type + if ( tga_colormap_type == 1 ) { // colormapped (paletted) image + if (tga_image_type != 1 && tga_image_type != 9) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip image x and y origin + tga_colormap_bpp = sz; + } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE + if ( (tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11) ) { + stbi__rewind(s); + return 0; // only RGB or grey allowed, +/- RLE + } + stbi__skip(s,9); // skip colormap specification and image x/y origin + tga_colormap_bpp = 0; + } + tga_w = stbi__get16le(s); + if( tga_w < 1 ) { + stbi__rewind(s); + return 0; // test width + } + tga_h = stbi__get16le(s); + if( tga_h < 1 ) { + stbi__rewind(s); + return 0; // test height + } + tga_bits_per_pixel = stbi__get8(s); // bits per pixel + stbi__get8(s); // ignore alpha bits + if (tga_colormap_bpp != 0) { + if((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { + // when using a colormap, tga_bits_per_pixel is the size of the indexes + // I don't think anything but 8 or 16bit indexes makes sense + stbi__rewind(s); + return 0; + } + tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); + } else { + tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); + } + if(!tga_comp) { + stbi__rewind(s); + return 0; + } + if (x) *x = tga_w; + if (y) *y = tga_h; + if (comp) *comp = tga_comp; + return 1; // seems to have passed everything +} + +static int stbi__tga_test(stbi__context *s) +{ + int res = 0; + int sz, tga_color_type; + stbi__get8(s); // discard Offset + tga_color_type = stbi__get8(s); // color type + if ( tga_color_type > 1 ) goto errorEnd; // only RGB or indexed allowed + sz = stbi__get8(s); // image type + if ( tga_color_type == 1 ) { // colormapped (paletted) image + if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + stbi__skip(s,4); // skip image x and y origin + } else { // "normal" image w/o colormap + if ( (sz != 2) && (sz != 3) && (sz != 10) && (sz != 11) ) goto errorEnd; // only RGB or grey allowed, +/- RLE + stbi__skip(s,9); // skip colormap specification and image x/y origin + } + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test width + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test height + sz = stbi__get8(s); // bits per pixel + if ( (tga_color_type == 1) && (sz != 8) && (sz != 16) ) goto errorEnd; // for colormapped images, bpp is size of an index + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + + res = 1; // if we got this far, everything's good and we can return 1 instead of 0 + +errorEnd: + stbi__rewind(s); + return res; +} + +// read 16bit value and convert to 24bit RGB +static void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out) +{ + stbi__uint16 px = (stbi__uint16)stbi__get16le(s); + stbi__uint16 fiveBitMask = 31; + // we have 3 channels with 5bits each + int r = (px >> 10) & fiveBitMask; + int g = (px >> 5) & fiveBitMask; + int b = px & fiveBitMask; + // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later + out[0] = (stbi_uc)((r * 255)/31); + out[1] = (stbi_uc)((g * 255)/31); + out[2] = (stbi_uc)((b * 255)/31); + + // some people claim that the most significant bit might be used for alpha + // (possibly if an alpha-bit is set in the "image descriptor byte") + // but that only made 16bit test images completely translucent.. + // so let's treat all 15 and 16bit TGAs as RGB with no alpha. +} + +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + // read in the TGA header stuff + int tga_offset = stbi__get8(s); + int tga_indexed = stbi__get8(s); + int tga_image_type = stbi__get8(s); + int tga_is_RLE = 0; + int tga_palette_start = stbi__get16le(s); + int tga_palette_len = stbi__get16le(s); + int tga_palette_bits = stbi__get8(s); + int tga_x_origin = stbi__get16le(s); + int tga_y_origin = stbi__get16le(s); + int tga_width = stbi__get16le(s); + int tga_height = stbi__get16le(s); + int tga_bits_per_pixel = stbi__get8(s); + int tga_comp, tga_rgb16=0; + int tga_inverted = stbi__get8(s); + // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) + // image data + unsigned char *tga_data; + unsigned char *tga_palette = NULL; + int i, j; + unsigned char raw_data[4] = {0}; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + STBI_NOTUSED(ri); + STBI_NOTUSED(tga_x_origin); // @TODO + STBI_NOTUSED(tga_y_origin); // @TODO + + if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + // do a tiny bit of precessing + if ( tga_image_type >= 8 ) + { + tga_image_type -= 8; + tga_is_RLE = 1; + } + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // If I'm paletted, then I'll use the number of bits from the palette + if ( tga_indexed ) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); + else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); + + if(!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency + return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); + + // tga info + *x = tga_width; + *y = tga_height; + if (comp) *comp = tga_comp; + + if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) + return stbi__errpuc("too large", "Corrupt TGA"); + + tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); + if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); + + // skip to the data's starting position (offset usually = 0) + stbi__skip(s, tga_offset ); + + if ( !tga_indexed && !tga_is_RLE && !tga_rgb16 ) { + for (i=0; i < tga_height; ++i) { + int row = tga_inverted ? tga_height -i - 1 : i; + stbi_uc *tga_row = tga_data + row*tga_width*tga_comp; + stbi__getn(s, tga_row, tga_width * tga_comp); + } + } else { + // do I need to load a palette? + if ( tga_indexed) + { + if (tga_palette_len == 0) { /* you have to have at least one entry! */ + STBI_FREE(tga_data); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + + // any data to skip? (offset usually = 0) + stbi__skip(s, tga_palette_start ); + // load the palette + tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); + if (!tga_palette) { + STBI_FREE(tga_data); + return stbi__errpuc("outofmem", "Out of memory"); + } + if (tga_rgb16) { + stbi_uc *pal_entry = tga_palette; + STBI_ASSERT(tga_comp == STBI_rgb); + for (i=0; i < tga_palette_len; ++i) { + stbi__tga_read_rgb16(s, pal_entry); + pal_entry += tga_comp; + } + } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { + STBI_FREE(tga_data); + STBI_FREE(tga_palette); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + } + // load the data + for (i=0; i < tga_width * tga_height; ++i) + { + // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? + if ( tga_is_RLE ) + { + if ( RLE_count == 0 ) + { + // yep, get the next byte as a RLE command + int RLE_cmd = stbi__get8(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } else if ( !RLE_repeating ) + { + read_next_pixel = 1; + } + } else + { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if ( read_next_pixel ) + { + // load however much data we did have + if ( tga_indexed ) + { + // read in index, then perform the lookup + int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); + if ( pal_idx >= tga_palette_len ) { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_comp; + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = tga_palette[pal_idx+j]; + } + } else if(tga_rgb16) { + STBI_ASSERT(tga_comp == STBI_rgb); + stbi__tga_read_rgb16(s, raw_data); + } else { + // read in the data raw + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = stbi__get8(s); + } + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + + // copy data + for (j = 0; j < tga_comp; ++j) + tga_data[i*tga_comp+j] = raw_data[j]; + + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if ( tga_inverted ) + { + for (j = 0; j*2 < tga_height; ++j) + { + int index1 = j * tga_width * tga_comp; + int index2 = (tga_height - 1 - j) * tga_width * tga_comp; + for (i = tga_width * tga_comp; i > 0; --i) + { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if ( tga_palette != NULL ) + { + STBI_FREE( tga_palette ); + } + } + + // swap RGB - if the source data was RGB16, it already is in the right order + if (tga_comp >= 3 && !tga_rgb16) + { + unsigned char* tga_pixel = tga_data; + for (i=0; i < tga_width * tga_height; ++i) + { + unsigned char temp = tga_pixel[0]; + tga_pixel[0] = tga_pixel[2]; + tga_pixel[2] = temp; + tga_pixel += tga_comp; + } + } + + // convert to target component count + if (req_comp && req_comp != tga_comp) + tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); + + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = + tga_x_origin = tga_y_origin = 0; + STBI_NOTUSED(tga_palette_start); + // OK, done + return tga_data; +} +#endif + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s) +{ + int r = (stbi__get32be(s) == 0x38425053); + stbi__rewind(s); + return r; +} + +static int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount) +{ + int count, nleft, len; + + count = 0; + while ((nleft = pixelCount - count) > 0) { + len = stbi__get8(s); + if (len == 128) { + // No-op. + } else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + if (len > nleft) return 0; // corrupt data + count += len; + while (len) { + *p = stbi__get8(s); + p += 4; + len--; + } + } else if (len > 128) { + stbi_uc val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len = 257 - len; + if (len > nleft) return 0; // corrupt data + val = stbi__get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + + return 1; +} + +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + int pixelCount; + int channelCount, compression; + int channel, i; + int bitdepth; + int w,h; + stbi_uc *out; + STBI_NOTUSED(ri); + + // Check identifier + if (stbi__get32be(s) != 0x38425053) // "8BPS" + return stbi__errpuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (stbi__get16be(s) != 1) + return stbi__errpuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + stbi__skip(s, 6 ); + + // Read the number of channels (R, G, B, A, etc). + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) + return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = stbi__get32be(s); + w = stbi__get32be(s); + + if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + // Make sure the depth is 8 bits. + bitdepth = stbi__get16be(s); + if (bitdepth != 8 && bitdepth != 16) + return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (stbi__get16be(s) != 3) + return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + stbi__skip(s,stbi__get32be(s) ); + + // Skip the image resources. (resolution, pen tool paths, etc) + stbi__skip(s, stbi__get32be(s) ); + + // Skip the reserved data. + stbi__skip(s, stbi__get32be(s) ); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = stbi__get16be(s); + if (compression > 1) + return stbi__errpuc("bad compression", "PSD has an unknown compression format"); + + // Check size + if (!stbi__mad3sizes_valid(4, w, h, 0)) + return stbi__errpuc("too large", "Corrupt PSD"); + + // Create the destination image. + + if (!compression && bitdepth == 16 && bpc == 16) { + out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0); + ri->bits_per_channel = 16; + } else + out = (stbi_uc *) stbi__malloc(4 * w*h); + + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + pixelCount = w*h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, + // which we're going to just skip. + stbi__skip(s, h * channelCount * 2 ); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + stbi_uc *p; + + p = out+channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++, p += 4) + *p = (channel == 3 ? 255 : 0); + } else { + // Read the RLE data. + if (!stbi__psd_decode_rle(s, p, pixelCount)) { + STBI_FREE(out); + return stbi__errpuc("corrupt", "bad RLE data"); + } + } + } + + } else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + if (channel >= channelCount) { + // Fill this channel with default data. + if (bitdepth == 16 && bpc == 16) { + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + stbi__uint16 val = channel == 3 ? 65535 : 0; + for (i = 0; i < pixelCount; i++, q += 4) + *q = val; + } else { + stbi_uc *p = out+channel; + stbi_uc val = channel == 3 ? 255 : 0; + for (i = 0; i < pixelCount; i++, p += 4) + *p = val; + } + } else { + if (ri->bits_per_channel == 16) { // output bpc + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + for (i = 0; i < pixelCount; i++, q += 4) + *q = (stbi__uint16) stbi__get16be(s); + } else { + stbi_uc *p = out+channel; + if (bitdepth == 16) { // input bpc + for (i = 0; i < pixelCount; i++, p += 4) + *p = (stbi_uc) (stbi__get16be(s) >> 8); + } else { + for (i = 0; i < pixelCount; i++, p += 4) + *p = stbi__get8(s); + } + } + } + } + } + + // remove weird white matte from PSD + if (channelCount >= 4) { + if (ri->bits_per_channel == 16) { + for (i=0; i < w*h; ++i) { + stbi__uint16 *pixel = (stbi__uint16 *) out + 4*i; + if (pixel[3] != 0 && pixel[3] != 65535) { + float a = pixel[3] / 65535.0f; + float ra = 1.0f / a; + float inv_a = 65535.0f * (1 - ra); + pixel[0] = (stbi__uint16) (pixel[0]*ra + inv_a); + pixel[1] = (stbi__uint16) (pixel[1]*ra + inv_a); + pixel[2] = (stbi__uint16) (pixel[2]*ra + inv_a); + } + } + } else { + for (i=0; i < w*h; ++i) { + unsigned char *pixel = out + 4*i; + if (pixel[3] != 0 && pixel[3] != 255) { + float a = pixel[3] / 255.0f; + float ra = 1.0f / a; + float inv_a = 255.0f * (1 - ra); + pixel[0] = (unsigned char) (pixel[0]*ra + inv_a); + pixel[1] = (unsigned char) (pixel[1]*ra + inv_a); + pixel[2] = (unsigned char) (pixel[2]*ra + inv_a); + } + } + } + } + + // convert to desired output format + if (req_comp && req_comp != 4) { + if (ri->bits_per_channel == 16) + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h); + else + out = stbi__convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + if (comp) *comp = 4; + *y = h; + *x = w; + + return out; +} +#endif + +// ************************************************************************************************* +// Softimage PIC loader +// by Tom Seddon +// +// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format +// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ + +#ifndef STBI_NO_PIC +static int stbi__pic_is4(stbi__context *s,const char *str) +{ + int i; + for (i=0; i<4; ++i) + if (stbi__get8(s) != (stbi_uc)str[i]) + return 0; + + return 1; +} + +static int stbi__pic_test_core(stbi__context *s) +{ + int i; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) + return 0; + + for(i=0;i<84;++i) + stbi__get8(s); + + if (!stbi__pic_is4(s,"PICT")) + return 0; + + return 1; +} + +typedef struct +{ + stbi_uc size,type,channel; +} stbi__pic_packet; + +static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest) +{ + int mask=0x80, i; + + for (i=0; i<4; ++i, mask>>=1) { + if (channel & mask) { + if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short"); + dest[i]=stbi__get8(s); + } + } + + return dest; +} + +static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src) +{ + int mask=0x80,i; + + for (i=0;i<4; ++i, mask>>=1) + if (channel&mask) + dest[i]=src[i]; +} + +static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result) +{ + int act_comp=0,num_packets=0,y,chained; + stbi__pic_packet packets[10]; + + // this will (should...) cater for even some bizarre stuff like having data + // for the same channel in multiple packets. + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return stbi__errpuc("bad format","too many packets"); + + packet = &packets[num_packets++]; + + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + + act_comp |= packet->channel; + + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)"); + if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp"); + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? + + for(y=0; ytype) { + default: + return stbi__errpuc("bad format","packet has bad compression type"); + + case 0: {//uncompressed + int x; + + for(x=0;xchannel,dest)) + return 0; + break; + } + + case 1://Pure RLE + { + int left=width, i; + + while (left>0) { + stbi_uc count,value[4]; + + count=stbi__get8(s); + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)"); + + if (count > left) + count = (stbi_uc) left; + + if (!stbi__readval(s,packet->channel,value)) return 0; + + for(i=0; ichannel,dest,value); + left -= count; + } + } + break; + + case 2: {//Mixed RLE + int left=width; + while (left>0) { + int count = stbi__get8(s), i; + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)"); + + if (count >= 128) { // Repeated + stbi_uc value[4]; + + if (count==128) + count = stbi__get16be(s); + else + count -= 127; + if (count > left) + return stbi__errpuc("bad file","scanline overrun"); + + if (!stbi__readval(s,packet->channel,value)) + return 0; + + for(i=0;ichannel,dest,value); + } else { // Raw + ++count; + if (count>left) return stbi__errpuc("bad file","scanline overrun"); + + for(i=0;ichannel,dest)) + return 0; + } + left-=count; + } + break; + } + } + } + } + + return result; +} + +static void *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp, stbi__result_info *ri) +{ + stbi_uc *result; + int i, x,y, internal_comp; + STBI_NOTUSED(ri); + + if (!comp) comp = &internal_comp; + + for (i=0; i<92; ++i) + stbi__get8(s); + + x = stbi__get16be(s); + y = stbi__get16be(s); + + if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)"); + if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); + + stbi__get32be(s); //skip `ratio' + stbi__get16be(s); //skip `fields' + stbi__get16be(s); //skip `pad' + + // intermediate buffer is RGBA + result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0); + memset(result, 0xff, x*y*4); + + if (!stbi__pic_load_core(s,x,y,comp, result)) { + STBI_FREE(result); + result=0; + } + *px = x; + *py = y; + if (req_comp == 0) req_comp = *comp; + result=stbi__convert_format(result,4,req_comp,x,y); + + return result; +} + +static int stbi__pic_test(stbi__context *s) +{ + int r = stbi__pic_test_core(s); + stbi__rewind(s); + return r; +} +#endif + +// ************************************************************************************************* +// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb + +#ifndef STBI_NO_GIF +typedef struct +{ + stbi__int16 prefix; + stbi_uc first; + stbi_uc suffix; +} stbi__gif_lzw; + +typedef struct +{ + int w,h; + stbi_uc *out; // output buffer (always 4 components) + stbi_uc *background; // The current "background" as far as a gif is concerned + stbi_uc *history; + int flags, bgindex, ratio, transparent, eflags; + stbi_uc pal[256][4]; + stbi_uc lpal[256][4]; + stbi__gif_lzw codes[8192]; + stbi_uc *color_table; + int parse, step; + int lflags; + int start_x, start_y; + int max_x, max_y; + int cur_x, cur_y; + int line_size; + int delay; +} stbi__gif; + +static int stbi__gif_test_raw(stbi__context *s) +{ + int sz; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; + sz = stbi__get8(s); + if (sz != '9' && sz != '7') return 0; + if (stbi__get8(s) != 'a') return 0; + return 1; +} + +static int stbi__gif_test(stbi__context *s) +{ + int r = stbi__gif_test_raw(s); + stbi__rewind(s); + return r; +} + +static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp) +{ + int i; + for (i=0; i < num_entries; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + pal[i][3] = transp == i ? 0 : 255; + } +} + +static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info) +{ + stbi_uc version; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') + return stbi__err("not GIF", "Corrupt GIF"); + + version = stbi__get8(s); + if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); + if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); + + stbi__g_failure_reason = ""; + g->w = stbi__get16le(s); + g->h = stbi__get16le(s); + g->flags = stbi__get8(s); + g->bgindex = stbi__get8(s); + g->ratio = stbi__get8(s); + g->transparent = -1; + + if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)"); + + if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments + + if (is_info) return 1; + + if (g->flags & 0x80) + stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1); + + return 1; +} + +static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif)); + if (!stbi__gif_header(s, g, comp, 1)) { + STBI_FREE(g); + stbi__rewind( s ); + return 0; + } + if (x) *x = g->w; + if (y) *y = g->h; + STBI_FREE(g); + return 1; +} + +static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code) +{ + stbi_uc *p, *c; + int idx; + + // recurse to decode the prefixes, since the linked-list is backwards, + // and working backwards through an interleaved image would be nasty + if (g->codes[code].prefix >= 0) + stbi__out_gif_code(g, g->codes[code].prefix); + + if (g->cur_y >= g->max_y) return; + + idx = g->cur_x + g->cur_y; + p = &g->out[idx]; + g->history[idx / 4] = 1; + + c = &g->color_table[g->codes[code].suffix * 4]; + if (c[3] > 128) { // don't render transparent pixels; + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = c[3]; + } + g->cur_x += 4; + + if (g->cur_x >= g->max_x) { + g->cur_x = g->start_x; + g->cur_y += g->step; + + while (g->cur_y >= g->max_y && g->parse > 0) { + g->step = (1 << g->parse) * g->line_size; + g->cur_y = g->start_y + (g->step >> 1); + --g->parse; + } + } +} + +static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g) +{ + stbi_uc lzw_cs; + stbi__int32 len, init_code; + stbi__uint32 first; + stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; + stbi__gif_lzw *p; + + lzw_cs = stbi__get8(s); + if (lzw_cs > 12) return NULL; + clear = 1 << lzw_cs; + first = 1; + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + bits = 0; + valid_bits = 0; + for (init_code = 0; init_code < clear; init_code++) { + g->codes[init_code].prefix = -1; + g->codes[init_code].first = (stbi_uc) init_code; + g->codes[init_code].suffix = (stbi_uc) init_code; + } + + // support no starting clear code + avail = clear+2; + oldcode = -1; + + len = 0; + for(;;) { + if (valid_bits < codesize) { + if (len == 0) { + len = stbi__get8(s); // start new block + if (len == 0) + return g->out; + } + --len; + bits |= (stbi__int32) stbi__get8(s) << valid_bits; + valid_bits += 8; + } else { + stbi__int32 code = bits & codemask; + bits >>= codesize; + valid_bits -= codesize; + // @OPTIMIZE: is there some way we can accelerate the non-clear path? + if (code == clear) { // clear code + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + avail = clear + 2; + oldcode = -1; + first = 0; + } else if (code == clear + 1) { // end of stream code + stbi__skip(s, len); + while ((len = stbi__get8(s)) > 0) + stbi__skip(s,len); + return g->out; + } else if (code <= avail) { + if (first) { + return stbi__errpuc("no clear code", "Corrupt GIF"); + } + + if (oldcode >= 0) { + p = &g->codes[avail++]; + if (avail > 8192) { + return stbi__errpuc("too many codes", "Corrupt GIF"); + } + + p->prefix = (stbi__int16) oldcode; + p->first = g->codes[oldcode].first; + p->suffix = (code == avail) ? p->first : g->codes[code].first; + } else if (code == avail) + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + + stbi__out_gif_code(g, (stbi__uint16) code); + + if ((avail & codemask) == 0 && avail <= 0x0FFF) { + codesize++; + codemask = (1 << codesize) - 1; + } + + oldcode = code; + } else { + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + } + } + } +} + +// this function is designed to support animated gifs, although stb_image doesn't support it +// two back is the image from two frames ago, used for a very specific disposal format +static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp, stbi_uc *two_back) +{ + int dispose; + int first_frame; + int pi; + int pcount; + STBI_NOTUSED(req_comp); + + // on first frame, any non-written pixels get the background colour (non-transparent) + first_frame = 0; + if (g->out == 0) { + if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header + if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) + return stbi__errpuc("too large", "GIF image is too large"); + pcount = g->w * g->h; + g->out = (stbi_uc *) stbi__malloc(4 * pcount); + g->background = (stbi_uc *) stbi__malloc(4 * pcount); + g->history = (stbi_uc *) stbi__malloc(pcount); + if (!g->out || !g->background || !g->history) + return stbi__errpuc("outofmem", "Out of memory"); + + // image is treated as "transparent" at the start - ie, nothing overwrites the current background; + // background colour is only used for pixels that are not rendered first frame, after that "background" + // color refers to the color that was there the previous frame. + memset(g->out, 0x00, 4 * pcount); + memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent) + memset(g->history, 0x00, pcount); // pixels that were affected previous frame + first_frame = 1; + } else { + // second frame - how do we dispose of the previous one? + dispose = (g->eflags & 0x1C) >> 2; + pcount = g->w * g->h; + + if ((dispose == 3) && (two_back == 0)) { + dispose = 2; // if I don't have an image to revert back to, default to the old background + } + + if (dispose == 3) { // use previous graphic + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy( &g->out[pi * 4], &two_back[pi * 4], 4 ); + } + } + } else if (dispose == 2) { + // restore what was changed last frame to background before that frame; + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy( &g->out[pi * 4], &g->background[pi * 4], 4 ); + } + } + } else { + // This is a non-disposal case eithe way, so just + // leave the pixels as is, and they will become the new background + // 1: do not dispose + // 0: not specified. + } + + // background is what out is after the undoing of the previou frame; + memcpy( g->background, g->out, 4 * g->w * g->h ); + } + + // clear my history; + memset( g->history, 0x00, g->w * g->h ); // pixels that were affected previous frame + + for (;;) { + int tag = stbi__get8(s); + switch (tag) { + case 0x2C: /* Image Descriptor */ + { + stbi__int32 x, y, w, h; + stbi_uc *o; + + x = stbi__get16le(s); + y = stbi__get16le(s); + w = stbi__get16le(s); + h = stbi__get16le(s); + if (((x + w) > (g->w)) || ((y + h) > (g->h))) + return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); + + g->line_size = g->w * 4; + g->start_x = x * 4; + g->start_y = y * g->line_size; + g->max_x = g->start_x + w * 4; + g->max_y = g->start_y + h * g->line_size; + g->cur_x = g->start_x; + g->cur_y = g->start_y; + + // if the width of the specified rectangle is 0, that means + // we may not see *any* pixels or the image is malformed; + // to make sure this is caught, move the current y down to + // max_y (which is what out_gif_code checks). + if (w == 0) + g->cur_y = g->max_y; + + g->lflags = stbi__get8(s); + + if (g->lflags & 0x40) { + g->step = 8 * g->line_size; // first interlaced spacing + g->parse = 3; + } else { + g->step = g->line_size; + g->parse = 0; + } + + if (g->lflags & 0x80) { + stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); + g->color_table = (stbi_uc *) g->lpal; + } else if (g->flags & 0x80) { + g->color_table = (stbi_uc *) g->pal; + } else + return stbi__errpuc("missing color table", "Corrupt GIF"); + + o = stbi__process_gif_raster(s, g); + if (!o) return NULL; + + // if this was the first frame, + pcount = g->w * g->h; + if (first_frame && (g->bgindex > 0)) { + // if first frame, any pixel not drawn to gets the background color + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi] == 0) { + g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; + memcpy( &g->out[pi * 4], &g->pal[g->bgindex], 4 ); + } + } + } + + return o; + } + + case 0x21: // Comment Extension. + { + int len; + int ext = stbi__get8(s); + if (ext == 0xF9) { // Graphic Control Extension. + len = stbi__get8(s); + if (len == 4) { + g->eflags = stbi__get8(s); + g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths. + + // unset old transparent + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 255; + } + if (g->eflags & 0x01) { + g->transparent = stbi__get8(s); + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 0; + } + } else { + // don't need transparent + stbi__skip(s, 1); + g->transparent = -1; + } + } else { + stbi__skip(s, len); + break; + } + } + while ((len = stbi__get8(s)) != 0) { + stbi__skip(s, len); + } + break; + } + + case 0x3B: // gif stream termination code + return (stbi_uc *) s; // using '1' causes warning on some compilers + + default: + return stbi__errpuc("unknown code", "Corrupt GIF"); + } + } +} + +static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp) +{ + if (stbi__gif_test(s)) { + int layers = 0; + stbi_uc *u = 0; + stbi_uc *out = 0; + stbi_uc *two_back = 0; + stbi__gif g; + int stride; + int out_size = 0; + int delays_size = 0; + memset(&g, 0, sizeof(g)); + if (delays) { + *delays = 0; + } + + do { + u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + + if (u) { + *x = g.w; + *y = g.h; + ++layers; + stride = g.w * g.h * 4; + + if (out) { + void *tmp = (stbi_uc*) STBI_REALLOC_SIZED( out, out_size, layers * stride ); + if (NULL == tmp) { + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + return stbi__errpuc("outofmem", "Out of memory"); + } + else { + out = (stbi_uc*) tmp; + out_size = layers * stride; + } + + if (delays) { + *delays = (int*) STBI_REALLOC_SIZED( *delays, delays_size, sizeof(int) * layers ); + delays_size = layers * sizeof(int); + } + } else { + out = (stbi_uc*)stbi__malloc( layers * stride ); + out_size = layers * stride; + if (delays) { + *delays = (int*) stbi__malloc( layers * sizeof(int) ); + delays_size = layers * sizeof(int); + } + } + memcpy( out + ((layers - 1) * stride), u, stride ); + if (layers >= 2) { + two_back = out - 2 * stride; + } + + if (delays) { + (*delays)[layers - 1U] = g.delay; + } + } + } while (u != 0); + + // free temp buffer; + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + + // do the final conversion after loading everything; + if (req_comp && req_comp != 4) + out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); + + *z = layers; + return out; + } else { + return stbi__errpuc("not GIF", "Image was not as a gif type."); + } +} + +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *u = 0; + stbi__gif g; + memset(&g, 0, sizeof(g)); + STBI_NOTUSED(ri); + + u = stbi__gif_load_next(s, &g, comp, req_comp, 0); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + if (u) { + *x = g.w; + *y = g.h; + + // moved conversion to after successful load so that the same + // can be done for multiple frames. + if (req_comp && req_comp != 4) + u = stbi__convert_format(u, 4, req_comp, g.w, g.h); + } else if (g.out) { + // if there was an error and we allocated an image buffer, free it! + STBI_FREE(g.out); + } + + // free buffers needed for multiple frame loading; + STBI_FREE(g.history); + STBI_FREE(g.background); + + return u; +} + +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp) +{ + return stbi__gif_info_raw(s,x,y,comp); +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int stbi__hdr_test_core(stbi__context *s, const char *signature) +{ + int i; + for (i=0; signature[i]; ++i) + if (stbi__get8(s) != signature[i]) + return 0; + stbi__rewind(s); + return 1; +} + +static int stbi__hdr_test(stbi__context* s) +{ + int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); + stbi__rewind(s); + if(!r) { + r = stbi__hdr_test_core(s, "#?RGBE\n"); + stbi__rewind(s); + } + return r; +} + +#define STBI__HDR_BUFLEN 1024 +static char *stbi__hdr_gettoken(stbi__context *z, char *buffer) +{ + int len=0; + char c = '\0'; + + c = (char) stbi__get8(z); + + while (!stbi__at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == STBI__HDR_BUFLEN-1) { + // flush to end of line + while (!stbi__at_eof(z) && stbi__get8(z) != '\n') + ; + break; + } + c = (char) stbi__get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp) +{ + if ( input[3] != 0 ) { + float f1; + // Exponent + f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8)); + if (req_comp <= 2) + output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } else { + switch (req_comp) { + case 4: output[3] = 1; /* fallthrough */ + case 3: output[0] = output[1] = output[2] = 0; + break; + case 2: output[1] = 1; /* fallthrough */ + case 1: output[0] = 0; + break; + } + } +} + +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int width, height; + stbi_uc *scanline; + float *hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1,c2, z; + const char *headerToken; + STBI_NOTUSED(ri); + + // Check identifier + headerToken = stbi__hdr_gettoken(s,buffer); + if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) + return stbi__errpf("not HDR", "Corrupt HDR image"); + + // Parse header + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = (int) strtol(token, NULL, 10); + + if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); + if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)"); + + *x = width; + *y = height; + + if (comp) *comp = 3; + if (req_comp == 0) req_comp = 3; + + if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) + return stbi__errpf("too large", "HDR image is too large"); + + // Read data + hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); + if (!hdr_data) + return stbi__errpf("outofmem", "Out of memory"); + + // Load image data + // image data is stored as some number of sca + if ( width < 8 || width >= 32768) { + // Read flat data + for (j=0; j < height; ++j) { + for (i=0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + stbi__getn(s, rgbe, 4); + stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); + } + } + } else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = stbi__get8(s); + c2 = stbi__get8(s); + len = stbi__get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4]; + rgbe[0] = (stbi_uc) c1; + rgbe[1] = (stbi_uc) c2; + rgbe[2] = (stbi_uc) len; + rgbe[3] = (stbi_uc) stbi__get8(s); + stbi__hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + STBI_FREE(scanline); + goto main_decode_loop; // yes, this makes no sense + } + len <<= 8; + len |= stbi__get8(s); + if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } + if (scanline == NULL) { + scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0); + if (!scanline) { + STBI_FREE(hdr_data); + return stbi__errpf("outofmem", "Out of memory"); + } + } + + for (k = 0; k < 4; ++k) { + int nleft; + i = 0; + while ((nleft = width - i) > 0) { + count = stbi__get8(s); + if (count > 128) { + // Run + value = stbi__get8(s); + count -= 128; + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } else { + // Dump + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = stbi__get8(s); + } + } + } + for (i=0; i < width; ++i) + stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp); + } + if (scanline) + STBI_FREE(scanline); + } + + return hdr_data; +} + +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int dummy; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (stbi__hdr_test(s) == 0) { + stbi__rewind( s ); + return 0; + } + + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) { + stbi__rewind( s ); + return 0; + } + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *y = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *x = (int) strtol(token, NULL, 10); + *comp = 3; + return 1; +} +#endif // STBI_NO_HDR + +#ifndef STBI_NO_BMP +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp) +{ + void *p; + stbi__bmp_data info; + + info.all_a = 255; + p = stbi__bmp_parse_header(s, &info); + stbi__rewind( s ); + if (p == NULL) + return 0; + if (x) *x = s->img_x; + if (y) *y = s->img_y; + if (comp) { + if (info.bpp == 24 && info.ma == 0xff000000) + *comp = 3; + else + *comp = info.ma ? 4 : 3; + } + return 1; +} +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp) +{ + int channelCount, dummy, depth; + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind( s ); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind( s ); + return 0; + } + *y = stbi__get32be(s); + *x = stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 8 && depth != 16) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 3) { + stbi__rewind( s ); + return 0; + } + *comp = 4; + return 1; +} + +static int stbi__psd_is16(stbi__context *s) +{ + int channelCount, depth; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind( s ); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind( s ); + return 0; + } + (void) stbi__get32be(s); + (void) stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 16) { + stbi__rewind( s ); + return 0; + } + return 1; +} +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp) +{ + int act_comp=0,num_packets=0,chained,dummy; + stbi__pic_packet packets[10]; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 88); + + *x = stbi__get16be(s); + *y = stbi__get16be(s); + if (stbi__at_eof(s)) { + stbi__rewind( s); + return 0; + } + if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) { + stbi__rewind( s ); + return 0; + } + + stbi__skip(s, 8); + + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return 0; + + packet = &packets[num_packets++]; + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + act_comp |= packet->channel; + + if (stbi__at_eof(s)) { + stbi__rewind( s ); + return 0; + } + if (packet->size != 8) { + stbi__rewind( s ); + return 0; + } + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); + + return 1; +} +#endif + +// ************************************************************************************************* +// Portable Gray Map and Portable Pixel Map loader +// by Ken Miller +// +// PGM: http://netpbm.sourceforge.net/doc/pgm.html +// PPM: http://netpbm.sourceforge.net/doc/ppm.html +// +// Known limitations: +// Does not support comments in the header section +// Does not support ASCII image data (formats P2 and P3) +// Does not support 16-bit-per-channel + +#ifndef STBI_NO_PNM + +static int stbi__pnm_test(stbi__context *s) +{ + char p, t; + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind( s ); + return 0; + } + return 1; +} + +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + STBI_NOTUSED(ri); + + if (!stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n)) + return 0; + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)"); + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + + if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "PNM too large"); + + out = (stbi_uc *) stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + stbi__getn(s, out, s->img_n * s->img_x * s->img_y); + + if (req_comp && req_comp != s->img_n) { + out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + return out; +} + +static int stbi__pnm_isspace(char c) +{ + return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; +} + +static void stbi__pnm_skip_whitespace(stbi__context *s, char *c) +{ + for (;;) { + while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) + *c = (char) stbi__get8(s); + + if (stbi__at_eof(s) || *c != '#') + break; + + while (!stbi__at_eof(s) && *c != '\n' && *c != '\r' ) + *c = (char) stbi__get8(s); + } +} + +static int stbi__pnm_isdigit(char c) +{ + return c >= '0' && c <= '9'; +} + +static int stbi__pnm_getinteger(stbi__context *s, char *c) +{ + int value = 0; + + while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { + value = value*10 + (*c - '0'); + *c = (char) stbi__get8(s); + } + + return value; +} + +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp) +{ + int maxv, dummy; + char c, p, t; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + stbi__rewind(s); + + // Get identifier + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + + *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm + + c = (char) stbi__get8(s); + stbi__pnm_skip_whitespace(s, &c); + + *x = stbi__pnm_getinteger(s, &c); // read width + stbi__pnm_skip_whitespace(s, &c); + + *y = stbi__pnm_getinteger(s, &c); // read height + stbi__pnm_skip_whitespace(s, &c); + + maxv = stbi__pnm_getinteger(s, &c); // read max value + + if (maxv > 255) + return stbi__err("max value > 255", "PPM image not 8-bit"); + else + return 1; +} +#endif + +static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp) +{ + #ifndef STBI_NO_JPEG + if (stbi__jpeg_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNG + if (stbi__png_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_GIF + if (stbi__gif_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_BMP + if (stbi__bmp_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PSD + if (stbi__psd_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PIC + if (stbi__pic_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNM + if (stbi__pnm_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_info(s, x, y, comp)) return 1; + #endif + + // test tga last because it's a crappy test! + #ifndef STBI_NO_TGA + if (stbi__tga_info(s, x, y, comp)) + return 1; + #endif + return stbi__err("unknown image type", "Image not of any known type, or corrupt"); +} + +static int stbi__is_16_main(stbi__context *s) +{ + #ifndef STBI_NO_PNG + if (stbi__png_is16(s)) return 1; + #endif + + #ifndef STBI_NO_PSD + if (stbi__psd_is16(s)) return 1; + #endif + + return 0; +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_info_from_file(f, x, y, comp); + fclose(f); + return result; +} + +STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__info_main(&s,x,y,comp); + fseek(f,pos,SEEK_SET); + return r; +} + +STBIDEF int stbi_is_16_bit(char const *filename) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_is_16_bit_from_file(f); + fclose(f); + return result; +} + +STBIDEF int stbi_is_16_bit_from_file(FILE *f) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__is_16_main(&s); + fseek(f,pos,SEEK_SET); + return r; +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__info_main(&s,x,y,comp); +} + +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__info_main(&s,x,y,comp); +} + +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__is_16_main(&s); +} + +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *c, void *user) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__is_16_main(&s); +} + +#endif // STB_IMAGE_IMPLEMENTATION + +/* + revision history: + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug + 1-bit BMP + *_is_16_bit api + avoid warnings + 2.16 (2017-07-23) all functions have 16-bit variants; + STBI_NO_STDIO works again; + compilation fixes; + fix rounding in unpremultiply; + optimize vertical flip; + disable raw_len validation; + documentation fixes + 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; + warning fixes; disable run-time SSE detection on gcc; + uniform handling of optional "return" values; + thread-safe initialization of zlib tables + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) allocate large structures on the stack + remove white matting for transparent PSD + fix reported channel count for PNG & BMP + re-enable SSE2 in non-gcc 64-bit + support RGB-formatted JPEG + read 16-bit PNGs (only as 8-bit) + 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED + 2.09 (2016-01-16) allow comments in PNM files + 16-bit-per-pixel TGA (not bit-per-component) + info() for TGA could break due to .hdr handling + info() for BMP to shares code instead of sloppy parse + can use STBI_REALLOC_SIZED if allocator doesn't support realloc + code cleanup + 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA + 2.07 (2015-09-13) fix compiler warnings + partial animated GIF support + limited 16-bpc PSD support + #ifdef unused functions + bug with < 92 byte PIC,PNM,HDR,TGA + 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value + 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning + 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit + 2.03 (2015-04-12) extra corruption checking (mmozeiko) + stbi_set_flip_vertically_on_load (nguillemot) + fix NEON support; fix mingw support + 2.02 (2015-01-19) fix incorrect assert, fix warning + 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 + 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG + 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) + progressive JPEG (stb) + PGM/PPM support (Ken Miller) + STBI_MALLOC,STBI_REALLOC,STBI_FREE + GIF bugfix -- seemingly never worked + STBI_NO_*, STBI_ONLY_* + 1.48 (2014-12-14) fix incorrectly-named assert() + 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) + optimize PNG (ryg) + fix bug in interlaced PNG with user-specified channel count (stb) + 1.46 (2014-08-26) + fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG + 1.45 (2014-08-16) + fix MSVC-ARM internal compiler error by wrapping malloc + 1.44 (2014-08-07) + various warning fixes from Ronny Chevalier + 1.43 (2014-07-15) + fix MSVC-only compiler problem in code changed in 1.42 + 1.42 (2014-07-09) + don't define _CRT_SECURE_NO_WARNINGS (affects user code) + fixes to stbi__cleanup_jpeg path + added STBI_ASSERT to avoid requiring assert.h + 1.41 (2014-06-25) + fix search&replace from 1.36 that messed up comments/error messages + 1.40 (2014-06-22) + fix gcc struct-initialization warning + 1.39 (2014-06-15) + fix to TGA optimization when req_comp != number of components in TGA; + fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) + add support for BMP version 5 (more ignored fields) + 1.38 (2014-06-06) + suppress MSVC warnings on integer casts truncating values + fix accidental rename of 'skip' field of I/O + 1.37 (2014-06-04) + remove duplicate typedef + 1.36 (2014-06-03) + convert to header file single-file library + if de-iphone isn't set, load iphone images color-swapped instead of returning NULL + 1.35 (2014-05-27) + various warnings + fix broken STBI_SIMD path + fix bug where stbi_load_from_file no longer left file pointer in correct place + fix broken non-easy path for 32-bit BMP (possibly never used) + TGA optimization by Arseny Kapoulkine + 1.34 (unknown) + use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case + 1.33 (2011-07-14) + make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements + 1.32 (2011-07-13) + support for "info" function for all supported filetypes (SpartanJ) + 1.31 (2011-06-20) + a few more leak fixes, bug in PNG handling (SpartanJ) + 1.30 (2011-06-11) + added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) + removed deprecated format-specific test/load functions + removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway + error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) + fix inefficiency in decoding 32-bit BMP (David Woo) + 1.29 (2010-08-16) + various warning fixes from Aurelien Pocheville + 1.28 (2010-08-01) + fix bug in GIF palette transparency (SpartanJ) + 1.27 (2010-08-01) + cast-to-stbi_uc to fix warnings + 1.26 (2010-07-24) + fix bug in file buffering for PNG reported by SpartanJ + 1.25 (2010-07-17) + refix trans_data warning (Won Chun) + 1.24 (2010-07-12) + perf improvements reading from files on platforms with lock-heavy fgetc() + minor perf improvements for jpeg + deprecated type-specific functions so we'll get feedback if they're needed + attempt to fix trans_data warning (Won Chun) + 1.23 fixed bug in iPhone support + 1.22 (2010-07-10) + removed image *writing* support + stbi_info support from Jetro Lauha + GIF support from Jean-Marc Lienher + iPhone PNG-extensions from James Brown + warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) + 1.21 fix use of 'stbi_uc' in header (reported by jon blow) + 1.20 added support for Softimage PIC, by Tom Seddon + 1.19 bug in interlaced PNG corruption check (found by ryg) + 1.18 (2008-08-02) + fix a threading bug (local mutable static) + 1.17 support interlaced PNG + 1.16 major bugfix - stbi__convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug + header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant + 0.50 (2006-11-19) + first released version +*/ + + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/stb/stb_image_write.h b/stb/stb_image_write.h new file mode 100644 index 0000000..f203904 --- /dev/null +++ b/stb/stb_image_write.h @@ -0,0 +1,1708 @@ +/* stb_image_write - v1.15 - public domain - http://nothings.org/stb + writes out PNG/BMP/TGA/JPEG/HDR images to C stdio - Sean Barrett 2010-2015 + no warranty implied; use at your own risk + + Before #including, + + #define STB_IMAGE_WRITE_IMPLEMENTATION + + in the file that you want to have the implementation. + + Will probably not work correctly with strict-aliasing optimizations. + +ABOUT: + + This header file is a library for writing images to C stdio or a callback. + + The PNG output is not optimal; it is 20-50% larger than the file + written by a decent optimizing implementation; though providing a custom + zlib compress function (see STBIW_ZLIB_COMPRESS) can mitigate that. + This library is designed for source code compactness and simplicity, + not optimal image file size or run-time performance. + +BUILDING: + + You can #define STBIW_ASSERT(x) before the #include to avoid using assert.h. + You can #define STBIW_MALLOC(), STBIW_REALLOC(), and STBIW_FREE() to replace + malloc,realloc,free. + You can #define STBIW_MEMMOVE() to replace memmove() + You can #define STBIW_ZLIB_COMPRESS to use a custom zlib-style compress function + for PNG compression (instead of the builtin one), it must have the following signature: + unsigned char * my_compress(unsigned char *data, int data_len, int *out_len, int quality); + The returned data will be freed with STBIW_FREE() (free() by default), + so it must be heap allocated with STBIW_MALLOC() (malloc() by default), + +UNICODE: + + If compiling for Windows and you wish to use Unicode filenames, compile + with + #define STBIW_WINDOWS_UTF8 + and pass utf8-encoded filenames. Call stbiw_convert_wchar_to_utf8 to convert + Windows wchar_t filenames to utf8. + +USAGE: + + There are five functions, one for each image file format: + + int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes); + int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data); + int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data); + int stbi_write_jpg(char const *filename, int w, int h, int comp, const void *data, int quality); + int stbi_write_hdr(char const *filename, int w, int h, int comp, const float *data); + + void stbi_flip_vertically_on_write(int flag); // flag is non-zero to flip data vertically + + There are also five equivalent functions that use an arbitrary write function. You are + expected to open/close your file-equivalent before and after calling these: + + int stbi_write_png_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data, int stride_in_bytes); + int stbi_write_bmp_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); + int stbi_write_tga_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const void *data); + int stbi_write_hdr_to_func(stbi_write_func *func, void *context, int w, int h, int comp, const float *data); + int stbi_write_jpg_to_func(stbi_write_func *func, void *context, int x, int y, int comp, const void *data, int quality); + + where the callback is: + void stbi_write_func(void *context, void *data, int size); + + You can configure it with these global variables: + int stbi_write_tga_with_rle; // defaults to true; set to 0 to disable RLE + int stbi_write_png_compression_level; // defaults to 8; set to higher for more compression + int stbi_write_force_png_filter; // defaults to -1; set to 0..5 to force a filter mode + + + You can define STBI_WRITE_NO_STDIO to disable the file variant of these + functions, so the library will not use stdio.h at all. However, this will + also disable HDR writing, because it requires stdio for formatted output. + + Each function returns 0 on failure and non-0 on success. + + The functions create an image file defined by the parameters. The image + is a rectangle of pixels stored from left-to-right, top-to-bottom. + Each pixel contains 'comp' channels of data stored interleaved with 8-bits + per channel, in the following order: 1=Y, 2=YA, 3=RGB, 4=RGBA. (Y is + monochrome color.) The rectangle is 'w' pixels wide and 'h' pixels tall. + The *data pointer points to the first byte of the top-left-most pixel. + For PNG, "stride_in_bytes" is the distance in bytes from the first byte of + a row of pixels to the first byte of the next row of pixels. + + PNG creates output files with the same number of components as the input. + The BMP format expands Y to RGB in the file format and does not + output alpha. + + PNG supports writing rectangles of data even when the bytes storing rows of + data are not consecutive in memory (e.g. sub-rectangles of a larger image), + by supplying the stride between the beginning of adjacent rows. The other + formats do not. (Thus you cannot write a native-format BMP through the BMP + writer, both because it is in BGR order and because it may have padding + at the end of the line.) + + PNG allows you to set the deflate compression level by setting the global + variable 'stbi_write_png_compression_level' (it defaults to 8). + + HDR expects linear float data. Since the format is always 32-bit rgb(e) + data, alpha (if provided) is discarded, and for monochrome data it is + replicated across all three channels. + + TGA supports RLE or non-RLE compressed data. To use non-RLE-compressed + data, set the global variable 'stbi_write_tga_with_rle' to 0. + + JPEG does ignore alpha channels in input data; quality is between 1 and 100. + Higher quality looks better but results in a bigger image. + JPEG baseline (no JPEG progressive). + +CREDITS: + + + Sean Barrett - PNG/BMP/TGA + Baldur Karlsson - HDR + Jean-Sebastien Guay - TGA monochrome + Tim Kelsey - misc enhancements + Alan Hickman - TGA RLE + Emmanuel Julien - initial file IO callback implementation + Jon Olick - original jo_jpeg.cpp code + Daniel Gibson - integrate JPEG, allow external zlib + Aarni Koskela - allow choosing PNG filter + + bugfixes: + github:Chribba + Guillaume Chereau + github:jry2 + github:romigrou + Sergio Gonzalez + Jonas Karlsson + Filip Wasil + Thatcher Ulrich + github:poppolopoppo + Patrick Boettcher + github:xeekworx + Cap Petschulat + Simon Rodriguez + Ivan Tikhonov + github:ignotion + Adam Schackart + +LICENSE + + See end of file for license information. + +*/ + +#ifndef INCLUDE_STB_IMAGE_WRITE_H +#define INCLUDE_STB_IMAGE_WRITE_H + +#include + +// if STB_IMAGE_WRITE_STATIC causes problems, try defining STBIWDEF to 'inline' or 'static inline' +#ifndef STBIWDEF +#ifdef STB_IMAGE_WRITE_STATIC +#define STBIWDEF static +#else +#ifdef __cplusplus +#define STBIWDEF extern "C" +#else +#define STBIWDEF extern +#endif +#endif +#endif + +#ifndef STB_IMAGE_WRITE_STATIC // C++ forbids static forward declarations +extern int stbi_write_tga_with_rle; +extern int stbi_write_png_compression_level; +extern int stbi_write_force_png_filter; +#endif + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_png(char const* filename, int w, int h, int comp, const void* data, int stride_in_bytes); +STBIWDEF int stbi_write_bmp(char const* filename, int w, int h, int comp, const void* data); +STBIWDEF int stbi_write_tga(char const* filename, int w, int h, int comp, const void* data); +STBIWDEF int stbi_write_hdr(char const* filename, int w, int h, int comp, const float* data); +STBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality); + +#ifdef STBI_WINDOWS_UTF8 +STBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input); +#endif +#endif + +typedef void stbi_write_func(void* context, void* data, int size); + +STBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data, int stride_in_bytes); +STBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data); +STBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const void* data); +STBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int w, int h, int comp, const float* data); +STBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality); + +STBIWDEF void stbi_flip_vertically_on_write(int flip_boolean); + +#endif//INCLUDE_STB_IMAGE_WRITE_H + +#ifdef STB_IMAGE_WRITE_IMPLEMENTATION + +#ifdef _WIN32 +#ifndef _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS +#endif +#ifndef _CRT_NONSTDC_NO_DEPRECATE +#define _CRT_NONSTDC_NO_DEPRECATE +#endif +#endif + +#ifndef STBI_WRITE_NO_STDIO +#include +#endif // STBI_WRITE_NO_STDIO + +#include +#include +#include +#include + +#if defined(STBIW_MALLOC) && defined(STBIW_FREE) && (defined(STBIW_REALLOC) || defined(STBIW_REALLOC_SIZED)) +// ok +#elif !defined(STBIW_MALLOC) && !defined(STBIW_FREE) && !defined(STBIW_REALLOC) && !defined(STBIW_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBIW_MALLOC, STBIW_FREE, and STBIW_REALLOC (or STBIW_REALLOC_SIZED)." +#endif + +#ifndef STBIW_MALLOC +#define STBIW_MALLOC(sz) malloc(sz) +#define STBIW_REALLOC(p,newsz) realloc(p,newsz) +#define STBIW_FREE(p) free(p) +#endif + +#ifndef STBIW_REALLOC_SIZED +#define STBIW_REALLOC_SIZED(p,oldsz,newsz) STBIW_REALLOC(p,newsz) +#endif + + +#ifndef STBIW_MEMMOVE +#define STBIW_MEMMOVE(a,b,sz) memmove(a,b,sz) +#endif + + +#ifndef STBIW_ASSERT +#include +#define STBIW_ASSERT(x) assert(x) +#endif + +#define STBIW_UCHAR(x) (unsigned char) ((x) & 0xff) + +#ifdef STB_IMAGE_WRITE_STATIC +static int stbi_write_png_compression_level = 8; +static int stbi_write_tga_with_rle = 1; +static int stbi_write_force_png_filter = -1; +#else +int stbi_write_png_compression_level = 8; +int stbi_write_tga_with_rle = 1; +int stbi_write_force_png_filter = -1; +#endif + +static int stbi__flip_vertically_on_write = 0; + +STBIWDEF void stbi_flip_vertically_on_write(int flag) +{ + stbi__flip_vertically_on_write = flag; +} + +typedef struct +{ + stbi_write_func* func; + void* context; + unsigned char buffer[64]; + int buf_used; +} stbi__write_context; + +// initialize a callback-based context +static void stbi__start_write_callbacks(stbi__write_context* s, stbi_write_func* c, void* context) +{ + s->func = c; + s->context = context; +} + +#ifndef STBI_WRITE_NO_STDIO + +static void stbi__stdio_write(void* context, void* data, int size) +{ + fwrite(data, 1, size, (FILE*)context); +} + +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) +#ifdef __cplusplus +#define STBIW_EXTERN extern "C" +#else +#define STBIW_EXTERN extern +#endif +STBIW_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide); +STBIW_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default); + +STBIWDEF int stbiw_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input) +{ + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL); +} +#endif + +static FILE* stbiw__fopen(char const* filename, char const* mode) +{ + FILE* f; +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename))) + return 0; + + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode))) + return 0; + +#if _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) + f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f = 0; +#else + f = fopen(filename, mode); +#endif + return f; +} + +static int stbi__start_write_file(stbi__write_context* s, const char* filename) +{ + FILE* f = stbiw__fopen(filename, "wb"); + stbi__start_write_callbacks(s, stbi__stdio_write, (void*)f); + return f != NULL; +} + +static void stbi__end_write_file(stbi__write_context* s) +{ + fclose((FILE*)s->context); +} + +#endif // !STBI_WRITE_NO_STDIO + +typedef unsigned int stbiw_uint32; +typedef int stb_image_write_test[sizeof(stbiw_uint32) == 4 ? 1 : -1]; + +static void stbiw__writefv(stbi__write_context* s, const char* fmt, va_list v) +{ + while (*fmt) { + switch (*fmt++) { + case ' ': break; + case '1': { unsigned char x = STBIW_UCHAR(va_arg(v, int)); + s->func(s->context, &x, 1); + break; } + case '2': { int x = va_arg(v, int); + unsigned char b[2]; + b[0] = STBIW_UCHAR(x); + b[1] = STBIW_UCHAR(x >> 8); + s->func(s->context, b, 2); + break; } + case '4': { stbiw_uint32 x = va_arg(v, int); + unsigned char b[4]; + b[0] = STBIW_UCHAR(x); + b[1] = STBIW_UCHAR(x >> 8); + b[2] = STBIW_UCHAR(x >> 16); + b[3] = STBIW_UCHAR(x >> 24); + s->func(s->context, b, 4); + break; } + default: + STBIW_ASSERT(0); + return; + } + } +} + +static void stbiw__writef(stbi__write_context* s, const char* fmt, ...) +{ + va_list v; + va_start(v, fmt); + stbiw__writefv(s, fmt, v); + va_end(v); +} + +static void stbiw__write_flush(stbi__write_context* s) +{ + if (s->buf_used) { + s->func(s->context, &s->buffer, s->buf_used); + s->buf_used = 0; + } +} + +static void stbiw__putc(stbi__write_context* s, unsigned char c) +{ + s->func(s->context, &c, 1); +} + +static void stbiw__write1(stbi__write_context* s, unsigned char a) +{ + if (s->buf_used + 1 > sizeof(s->buffer)) + stbiw__write_flush(s); + s->buffer[s->buf_used++] = a; +} + +static void stbiw__write3(stbi__write_context* s, unsigned char a, unsigned char b, unsigned char c) +{ + int n; + if (s->buf_used + 3 > sizeof(s->buffer)) + stbiw__write_flush(s); + n = s->buf_used; + s->buf_used = n + 3; + s->buffer[n + 0] = a; + s->buffer[n + 1] = b; + s->buffer[n + 2] = c; +} + +static void stbiw__write_pixel(stbi__write_context* s, int rgb_dir, int comp, int write_alpha, int expand_mono, unsigned char* d) +{ + unsigned char bg[3] = { 255, 0, 255 }, px[3]; + int k; + + if (write_alpha < 0) + stbiw__write1(s, d[comp - 1]); + + switch (comp) { + case 2: // 2 pixels = mono + alpha, alpha is written separately, so same as 1-channel case + case 1: + if (expand_mono) + stbiw__write3(s, d[0], d[0], d[0]); // monochrome bmp + else + stbiw__write1(s, d[0]); // monochrome TGA + break; + case 4: + if (!write_alpha) { + // composite against pink background + for (k = 0; k < 3; ++k) + px[k] = bg[k] + ((d[k] - bg[k]) * d[3]) / 255; + stbiw__write3(s, px[1 - rgb_dir], px[1], px[1 + rgb_dir]); + break; + } + /* FALLTHROUGH */ + case 3: + stbiw__write3(s, d[1 - rgb_dir], d[1], d[1 + rgb_dir]); + break; + } + if (write_alpha > 0) + stbiw__write1(s, d[comp - 1]); +} + +static void stbiw__write_pixels(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, void* data, int write_alpha, int scanline_pad, int expand_mono) +{ + stbiw_uint32 zero = 0; + int i, j, j_end; + + if (y <= 0) + return; + + if (stbi__flip_vertically_on_write) + vdir *= -1; + + if (vdir < 0) { + j_end = -1; j = y - 1; + } + else { + j_end = y; j = 0; + } + + for (; j != j_end; j += vdir) { + for (i = 0; i < x; ++i) { + unsigned char* d = (unsigned char*)data + (j * x + i) * comp; + stbiw__write_pixel(s, rgb_dir, comp, write_alpha, expand_mono, d); + } + stbiw__write_flush(s); + s->func(s->context, &zero, scanline_pad); + } +} + +static int stbiw__outfile(stbi__write_context* s, int rgb_dir, int vdir, int x, int y, int comp, int expand_mono, void* data, int alpha, int pad, const char* fmt, ...) +{ + if (y < 0 || x < 0) { + return 0; + } + else { + va_list v; + va_start(v, fmt); + stbiw__writefv(s, fmt, v); + va_end(v); + stbiw__write_pixels(s, rgb_dir, vdir, x, y, comp, data, alpha, pad, expand_mono); + return 1; + } +} + +static int stbi_write_bmp_core(stbi__write_context* s, int x, int y, int comp, const void* data) +{ + int pad = (-x * 3) & 3; + return stbiw__outfile(s, -1, -1, x, y, comp, 1, (void*)data, 0, pad, + "11 4 22 4" "4 44 22 444444", + 'B', 'M', 14 + 40 + (x * 3 + pad) * y, 0, 0, 14 + 40, // file header + 40, x, y, 1, 24, 0, 0, 0, 0, 0, 0); // bitmap header +} + +STBIWDEF int stbi_write_bmp_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_bmp_core(&s, x, y, comp, data); +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_bmp(char const* filename, int x, int y, int comp, const void* data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s, filename)) { + int r = stbi_write_bmp_core(&s, x, y, comp, data); + stbi__end_write_file(&s); + return r; + } + else + return 0; +} +#endif //!STBI_WRITE_NO_STDIO + +static int stbi_write_tga_core(stbi__write_context* s, int x, int y, int comp, void* data) +{ + int has_alpha = (comp == 2 || comp == 4); + int colorbytes = has_alpha ? comp - 1 : comp; + int format = colorbytes < 2 ? 3 : 2; // 3 color channels (RGB/RGBA) = 2, 1 color channel (Y/YA) = 3 + + if (y < 0 || x < 0) + return 0; + + if (!stbi_write_tga_with_rle) { + return stbiw__outfile(s, -1, -1, x, y, comp, 0, (void*)data, has_alpha, 0, + "111 221 2222 11", 0, 0, format, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8); + } + else { + int i, j, k; + int jend, jdir; + + stbiw__writef(s, "111 221 2222 11", 0, 0, format + 8, 0, 0, 0, 0, 0, x, y, (colorbytes + has_alpha) * 8, has_alpha * 8); + + if (stbi__flip_vertically_on_write) { + j = 0; + jend = y; + jdir = 1; + } + else { + j = y - 1; + jend = -1; + jdir = -1; + } + for (; j != jend; j += jdir) { + unsigned char* row = (unsigned char*)data + j * x * comp; + int len; + + for (i = 0; i < x; i += len) { + unsigned char* begin = row + i * comp; + int diff = 1; + len = 1; + + if (i < x - 1) { + ++len; + diff = memcmp(begin, row + (i + 1) * comp, comp); + if (diff) { + const unsigned char* prev = begin; + for (k = i + 2; k < x && len < 128; ++k) { + if (memcmp(prev, row + k * comp, comp)) { + prev += comp; + ++len; + } + else { + --len; + break; + } + } + } + else { + for (k = i + 2; k < x && len < 128; ++k) { + if (!memcmp(begin, row + k * comp, comp)) { + ++len; + } + else { + break; + } + } + } + } + + if (diff) { + unsigned char header = STBIW_UCHAR(len - 1); + stbiw__write1(s, header); + for (k = 0; k < len; ++k) { + stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin + k * comp); + } + } + else { + unsigned char header = STBIW_UCHAR(len - 129); + stbiw__write1(s, header); + stbiw__write_pixel(s, -1, comp, has_alpha, 0, begin); + } + } + } + stbiw__write_flush(s); + } + return 1; +} + +STBIWDEF int stbi_write_tga_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_tga_core(&s, x, y, comp, (void*)data); +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_tga(char const* filename, int x, int y, int comp, const void* data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s, filename)) { + int r = stbi_write_tga_core(&s, x, y, comp, (void*)data); + stbi__end_write_file(&s); + return r; + } + else + return 0; +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR writer +// by Baldur Karlsson + +#define stbiw__max(a, b) ((a) > (b) ? (a) : (b)) + +static void stbiw__linear_to_rgbe(unsigned char* rgbe, float* linear) +{ + int exponent; + float maxcomp = stbiw__max(linear[0], stbiw__max(linear[1], linear[2])); + + if (maxcomp < 1e-32f) { + rgbe[0] = rgbe[1] = rgbe[2] = rgbe[3] = 0; + } + else { + float normalize = (float)frexp(maxcomp, &exponent) * 256.0f / maxcomp; + + rgbe[0] = (unsigned char)(linear[0] * normalize); + rgbe[1] = (unsigned char)(linear[1] * normalize); + rgbe[2] = (unsigned char)(linear[2] * normalize); + rgbe[3] = (unsigned char)(exponent + 128); + } +} + +static void stbiw__write_run_data(stbi__write_context* s, int length, unsigned char databyte) +{ + unsigned char lengthbyte = STBIW_UCHAR(length + 128); + STBIW_ASSERT(length + 128 <= 255); + s->func(s->context, &lengthbyte, 1); + s->func(s->context, &databyte, 1); +} + +static void stbiw__write_dump_data(stbi__write_context* s, int length, unsigned char* data) +{ + unsigned char lengthbyte = STBIW_UCHAR(length); + STBIW_ASSERT(length <= 128); // inconsistent with spec but consistent with official code + s->func(s->context, &lengthbyte, 1); + s->func(s->context, data, length); +} + +static void stbiw__write_hdr_scanline(stbi__write_context* s, int width, int ncomp, unsigned char* scratch, float* scanline) +{ + unsigned char scanlineheader[4] = { 2, 2, 0, 0 }; + unsigned char rgbe[4]; + float linear[3]; + int x; + + scanlineheader[2] = (width & 0xff00) >> 8; + scanlineheader[3] = (width & 0x00ff); + + /* skip RLE for images too small or large */ + if (width < 8 || width >= 32768) { + for (x = 0; x < width; x++) { + switch (ncomp) { + case 4: /* fallthrough */ + case 3: linear[2] = scanline[x * ncomp + 2]; + linear[1] = scanline[x * ncomp + 1]; + linear[0] = scanline[x * ncomp + 0]; + break; + default: + linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0]; + break; + } + stbiw__linear_to_rgbe(rgbe, linear); + s->func(s->context, rgbe, 4); + } + } + else { + int c, r; + /* encode into scratch buffer */ + for (x = 0; x < width; x++) { + switch (ncomp) { + case 4: /* fallthrough */ + case 3: linear[2] = scanline[x * ncomp + 2]; + linear[1] = scanline[x * ncomp + 1]; + linear[0] = scanline[x * ncomp + 0]; + break; + default: + linear[0] = linear[1] = linear[2] = scanline[x * ncomp + 0]; + break; + } + stbiw__linear_to_rgbe(rgbe, linear); + scratch[x + width * 0] = rgbe[0]; + scratch[x + width * 1] = rgbe[1]; + scratch[x + width * 2] = rgbe[2]; + scratch[x + width * 3] = rgbe[3]; + } + + s->func(s->context, scanlineheader, 4); + + /* RLE each component separately */ + for (c = 0; c < 4; c++) { + unsigned char* comp = &scratch[width * c]; + + x = 0; + while (x < width) { + // find first run + r = x; + while (r + 2 < width) { + if (comp[r] == comp[r + 1] && comp[r] == comp[r + 2]) + break; + ++r; + } + if (r + 2 >= width) + r = width; + // dump up to first run + while (x < r) { + int len = r - x; + if (len > 128) len = 128; + stbiw__write_dump_data(s, len, &comp[x]); + x += len; + } + // if there's a run, output it + if (r + 2 < width) { // same test as what we break out of in search loop, so only true if we break'd + // find next byte after run + while (r < width && comp[r] == comp[x]) + ++r; + // output run up to r + while (x < r) { + int len = r - x; + if (len > 127) len = 127; + stbiw__write_run_data(s, len, comp[x]); + x += len; + } + } + } + } + } +} + +static int stbi_write_hdr_core(stbi__write_context* s, int x, int y, int comp, float* data) +{ + if (y <= 0 || x <= 0 || data == NULL) + return 0; + else { + // Each component is stored separately. Allocate scratch space for full output scanline. + unsigned char* scratch = (unsigned char*)STBIW_MALLOC(x * 4); + int i, len; + char buffer[128]; + char header[] = "#?RADIANCE\n# Written by stb_image_write.h\nFORMAT=32-bit_rle_rgbe\n"; + s->func(s->context, header, sizeof(header) - 1); + +#ifdef __STDC_WANT_SECURE_LIB__ + len = sprintf_s(buffer, sizeof(buffer), "EXPOSURE= 1.0000000000000\n\n-Y %d +X %d\n", y, x); +#else + len = sprintf(buffer, "EXPOSURE= 1.0000000000000\n\n-Y %d +X %d\n", y, x); +#endif + s->func(s->context, buffer, len); + + for (i = 0; i < y; i++) + stbiw__write_hdr_scanline(s, x, comp, scratch, data + comp * x * (stbi__flip_vertically_on_write ? y - 1 - i : i)); + STBIW_FREE(scratch); + return 1; + } +} + +STBIWDEF int stbi_write_hdr_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const float* data) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_hdr_core(&s, x, y, comp, (float*)data); +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_hdr(char const* filename, int x, int y, int comp, const float* data) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s, filename)) { + int r = stbi_write_hdr_core(&s, x, y, comp, (float*)data); + stbi__end_write_file(&s); + return r; + } + else + return 0; +} +#endif // STBI_WRITE_NO_STDIO + + +////////////////////////////////////////////////////////////////////////////// +// +// PNG writer +// + +#ifndef STBIW_ZLIB_COMPRESS +// stretchy buffer; stbiw__sbpush() == vector<>::push_back() -- stbiw__sbcount() == vector<>::size() +#define stbiw__sbraw(a) ((int *) (void *) (a) - 2) +#define stbiw__sbm(a) stbiw__sbraw(a)[0] +#define stbiw__sbn(a) stbiw__sbraw(a)[1] + +#define stbiw__sbneedgrow(a,n) ((a)==0 || stbiw__sbn(a)+n >= stbiw__sbm(a)) +#define stbiw__sbmaybegrow(a,n) (stbiw__sbneedgrow(a,(n)) ? stbiw__sbgrow(a,n) : 0) +#define stbiw__sbgrow(a,n) stbiw__sbgrowf((void **) &(a), (n), sizeof(*(a))) + +#define stbiw__sbpush(a, v) (stbiw__sbmaybegrow(a,1), (a)[stbiw__sbn(a)++] = (v)) +#define stbiw__sbcount(a) ((a) ? stbiw__sbn(a) : 0) +#define stbiw__sbfree(a) ((a) ? STBIW_FREE(stbiw__sbraw(a)),0 : 0) + +static void* stbiw__sbgrowf(void** arr, int increment, int itemsize) +{ + int m = *arr ? 2 * stbiw__sbm(*arr) + increment : increment + 1; + void* p = STBIW_REALLOC_SIZED(*arr ? stbiw__sbraw(*arr) : 0, *arr ? (stbiw__sbm(*arr) * itemsize + sizeof(int) * 2) : 0, itemsize * m + sizeof(int) * 2); + STBIW_ASSERT(p); + if (p) { + if (!*arr) ((int*)p)[1] = 0; + *arr = (void*)((int*)p + 2); + stbiw__sbm(*arr) = m; + } + return *arr; +} + +static unsigned char* stbiw__zlib_flushf(unsigned char* data, unsigned int* bitbuffer, int* bitcount) +{ + while (*bitcount >= 8) { + stbiw__sbpush(data, STBIW_UCHAR(*bitbuffer)); + *bitbuffer >>= 8; + *bitcount -= 8; + } + return data; +} + +static int stbiw__zlib_bitrev(int code, int codebits) +{ + int res = 0; + while (codebits--) { + res = (res << 1) | (code & 1); + code >>= 1; + } + return res; +} + +static unsigned int stbiw__zlib_countm(unsigned char* a, unsigned char* b, int limit) +{ + int i; + for (i = 0; i < limit && i < 258; ++i) + if (a[i] != b[i]) break; + return i; +} + +static unsigned int stbiw__zhash(unsigned char* data) +{ + stbiw_uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16); + hash ^= hash << 3; + hash += hash >> 5; + hash ^= hash << 4; + hash += hash >> 17; + hash ^= hash << 25; + hash += hash >> 6; + return hash; +} + +#define stbiw__zlib_flush() (out = stbiw__zlib_flushf(out, &bitbuf, &bitcount)) +#define stbiw__zlib_add(code,codebits) \ + (bitbuf |= (code) << bitcount, bitcount += (codebits), stbiw__zlib_flush()) +#define stbiw__zlib_huffa(b,c) stbiw__zlib_add(stbiw__zlib_bitrev(b,c),c) +// default huffman tables +#define stbiw__zlib_huff1(n) stbiw__zlib_huffa(0x30 + (n), 8) +#define stbiw__zlib_huff2(n) stbiw__zlib_huffa(0x190 + (n)-144, 9) +#define stbiw__zlib_huff3(n) stbiw__zlib_huffa(0 + (n)-256,7) +#define stbiw__zlib_huff4(n) stbiw__zlib_huffa(0xc0 + (n)-280,8) +#define stbiw__zlib_huff(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : (n) <= 255 ? stbiw__zlib_huff2(n) : (n) <= 279 ? stbiw__zlib_huff3(n) : stbiw__zlib_huff4(n)) +#define stbiw__zlib_huffb(n) ((n) <= 143 ? stbiw__zlib_huff1(n) : stbiw__zlib_huff2(n)) + +#define stbiw__ZHASH 16384 + +#endif // STBIW_ZLIB_COMPRESS + +STBIWDEF unsigned char* stbi_zlib_compress(unsigned char* data, int data_len, int* out_len, int quality) +{ +#ifdef STBIW_ZLIB_COMPRESS + // user provided a zlib compress implementation, use that + return STBIW_ZLIB_COMPRESS(data, data_len, out_len, quality); +#else // use builtin + static unsigned short lengthc[] = { 3,4,5,6,7,8,9,10,11,13,15,17,19,23,27,31,35,43,51,59,67,83,99,115,131,163,195,227,258, 259 }; + static unsigned char lengtheb[] = { 0,0,0,0,0,0,0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0 }; + static unsigned short distc[] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577, 32768 }; + static unsigned char disteb[] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 }; + unsigned int bitbuf = 0; + int i, j, bitcount = 0; + unsigned char* out = NULL; + unsigned char*** hash_table = (unsigned char***)STBIW_MALLOC(stbiw__ZHASH * sizeof(unsigned char**)); + if (hash_table == NULL) + return NULL; + if (quality < 5) quality = 5; + + stbiw__sbpush(out, 0x78); // DEFLATE 32K window + stbiw__sbpush(out, 0x5e); // FLEVEL = 1 + stbiw__zlib_add(1, 1); // BFINAL = 1 + stbiw__zlib_add(1, 2); // BTYPE = 1 -- fixed huffman + + for (i = 0; i < stbiw__ZHASH; ++i) + hash_table[i] = NULL; + + i = 0; + while (i < data_len - 3) { + // hash next 3 bytes of data to be compressed + int h = stbiw__zhash(data + i) & (stbiw__ZHASH - 1), best = 3; + unsigned char* bestloc = 0; + unsigned char** hlist = hash_table[h]; + int n = stbiw__sbcount(hlist); + for (j = 0; j < n; ++j) { + if (hlist[j] - data > i - 32768) { // if entry lies within window + int d = stbiw__zlib_countm(hlist[j], data + i, data_len - i); + if (d >= best) { best = d; bestloc = hlist[j]; } + } + } + // when hash table entry is too long, delete half the entries + if (hash_table[h] && stbiw__sbn(hash_table[h]) == 2 * quality) { + STBIW_MEMMOVE(hash_table[h], hash_table[h] + quality, sizeof(hash_table[h][0]) * quality); + stbiw__sbn(hash_table[h]) = quality; + } + stbiw__sbpush(hash_table[h], data + i); + + if (bestloc) { + // "lazy matching" - check match at *next* byte, and if it's better, do cur byte as literal + h = stbiw__zhash(data + i + 1) & (stbiw__ZHASH - 1); + hlist = hash_table[h]; + n = stbiw__sbcount(hlist); + for (j = 0; j < n; ++j) { + if (hlist[j] - data > i - 32767) { + int e = stbiw__zlib_countm(hlist[j], data + i + 1, data_len - i - 1); + if (e > best) { // if next match is better, bail on current match + bestloc = NULL; + break; + } + } + } + } + + if (bestloc) { + int d = (int)(data + i - bestloc); // distance back + STBIW_ASSERT(d <= 32767 && best <= 258); + for (j = 0; best > lengthc[j + 1] - 1; ++j); + stbiw__zlib_huff(j + 257); + if (lengtheb[j]) stbiw__zlib_add(best - lengthc[j], lengtheb[j]); + for (j = 0; d > distc[j + 1] - 1; ++j); + stbiw__zlib_add(stbiw__zlib_bitrev(j, 5), 5); + if (disteb[j]) stbiw__zlib_add(d - distc[j], disteb[j]); + i += best; + } + else { + stbiw__zlib_huffb(data[i]); + ++i; + } + } + // write out final bytes + for (; i < data_len; ++i) + stbiw__zlib_huffb(data[i]); + stbiw__zlib_huff(256); // end of block + // pad with 0 bits to byte boundary + while (bitcount) + stbiw__zlib_add(0, 1); + + for (i = 0; i < stbiw__ZHASH; ++i) + (void)stbiw__sbfree(hash_table[i]); + STBIW_FREE(hash_table); + + { + // compute adler32 on input + unsigned int s1 = 1, s2 = 0; + int blocklen = (int)(data_len % 5552); + j = 0; + while (j < data_len) { + for (i = 0; i < blocklen; ++i) { s1 += data[j + i]; s2 += s1; } + s1 %= 65521; s2 %= 65521; + j += blocklen; + blocklen = 5552; + } + stbiw__sbpush(out, STBIW_UCHAR(s2 >> 8)); + stbiw__sbpush(out, STBIW_UCHAR(s2)); + stbiw__sbpush(out, STBIW_UCHAR(s1 >> 8)); + stbiw__sbpush(out, STBIW_UCHAR(s1)); + } + *out_len = stbiw__sbn(out); + // make returned pointer freeable + STBIW_MEMMOVE(stbiw__sbraw(out), out, *out_len); + return (unsigned char*)stbiw__sbraw(out); +#endif // STBIW_ZLIB_COMPRESS +} + +static unsigned int stbiw__crc32(unsigned char* buffer, int len) +{ +#ifdef STBIW_CRC32 + return STBIW_CRC32(buffer, len); +#else + static unsigned int crc_table[256] = + { + 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3, + 0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91, + 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, + 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5, + 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B, + 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59, + 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F, + 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D, + 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433, + 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01, + 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457, + 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65, + 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB, + 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9, + 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F, + 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD, + 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683, + 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1, + 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7, + 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5, + 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B, + 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79, + 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F, + 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D, + 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713, + 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21, + 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777, + 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45, + 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB, + 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9, + 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF, + 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D + }; + + unsigned int crc = ~0u; + int i; + for (i = 0; i < len; ++i) + crc = (crc >> 8) ^ crc_table[buffer[i] ^ (crc & 0xff)]; + return ~crc; +#endif +} + +#define stbiw__wpng4(o,a,b,c,d) ((o)[0]=STBIW_UCHAR(a),(o)[1]=STBIW_UCHAR(b),(o)[2]=STBIW_UCHAR(c),(o)[3]=STBIW_UCHAR(d),(o)+=4) +#define stbiw__wp32(data,v) stbiw__wpng4(data, (v)>>24,(v)>>16,(v)>>8,(v)); +#define stbiw__wptag(data,s) stbiw__wpng4(data, s[0],s[1],s[2],s[3]) + +static void stbiw__wpcrc(unsigned char** data, int len) +{ + unsigned int crc = stbiw__crc32(*data - len - 4, len + 4); + stbiw__wp32(*data, crc); +} + +static unsigned char stbiw__paeth(int a, int b, int c) +{ + int p = a + b - c, pa = abs(p - a), pb = abs(p - b), pc = abs(p - c); + if (pa <= pb && pa <= pc) return STBIW_UCHAR(a); + if (pb <= pc) return STBIW_UCHAR(b); + return STBIW_UCHAR(c); +} + +// @OPTIMIZE: provide an option that always forces left-predict or paeth predict +static void stbiw__encode_png_line(unsigned char* pixels, int stride_bytes, int width, int height, int y, int n, int filter_type, signed char* line_buffer) +{ + static int mapping[] = { 0,1,2,3,4 }; + static int firstmap[] = { 0,1,0,5,6 }; + int* mymap = (y != 0) ? mapping : firstmap; + int i; + int type = mymap[filter_type]; + unsigned char* z = pixels + stride_bytes * (stbi__flip_vertically_on_write ? height - 1 - y : y); + int signed_stride = stbi__flip_vertically_on_write ? -stride_bytes : stride_bytes; + + if (type == 0) { + memcpy(line_buffer, z, width * n); + return; + } + + // first loop isn't optimized since it's just one pixel + for (i = 0; i < n; ++i) { + switch (type) { + case 1: line_buffer[i] = z[i]; break; + case 2: line_buffer[i] = z[i] - z[i - signed_stride]; break; + case 3: line_buffer[i] = z[i] - (z[i - signed_stride] >> 1); break; + case 4: line_buffer[i] = (signed char)(z[i] - stbiw__paeth(0, z[i - signed_stride], 0)); break; + case 5: line_buffer[i] = z[i]; break; + case 6: line_buffer[i] = z[i]; break; + } + } + switch (type) { + case 1: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - n]; break; + case 2: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - z[i - signed_stride]; break; + case 3: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - ((z[i - n] + z[i - signed_stride]) >> 1); break; + case 4: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], z[i - signed_stride], z[i - signed_stride - n]); break; + case 5: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - (z[i - n] >> 1); break; + case 6: for (i = n; i < width * n; ++i) line_buffer[i] = z[i] - stbiw__paeth(z[i - n], 0, 0); break; + } +} + +STBIWDEF unsigned char* stbi_write_png_to_mem(const unsigned char* pixels, int stride_bytes, int x, int y, int n, int* out_len) +{ + int force_filter = stbi_write_force_png_filter; + int ctype[5] = { -1, 0, 4, 2, 6 }; + unsigned char sig[8] = { 137,80,78,71,13,10,26,10 }; + unsigned char* out, * o, * filt, * zlib; + signed char* line_buffer; + int j, zlen; + + if (stride_bytes == 0) + stride_bytes = x * n; + + if (force_filter >= 5) { + force_filter = -1; + } + + filt = (unsigned char*)STBIW_MALLOC((x * n + 1) * y); if (!filt) return 0; + line_buffer = (signed char*)STBIW_MALLOC(x * n); if (!line_buffer) { STBIW_FREE(filt); return 0; } + for (j = 0; j < y; ++j) { + int filter_type; + if (force_filter > -1) { + filter_type = force_filter; + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, force_filter, line_buffer); + } + else { // Estimate the best filter by running through all of them: + int best_filter = 0, best_filter_val = 0x7fffffff, est, i; + for (filter_type = 0; filter_type < 5; filter_type++) { + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, filter_type, line_buffer); + + // Estimate the entropy of the line using this filter; the less, the better. + est = 0; + for (i = 0; i < x * n; ++i) { + est += abs((signed char)line_buffer[i]); + } + if (est < best_filter_val) { + best_filter_val = est; + best_filter = filter_type; + } + } + if (filter_type != best_filter) { // If the last iteration already got us the best filter, don't redo it + stbiw__encode_png_line((unsigned char*)(pixels), stride_bytes, x, y, j, n, best_filter, line_buffer); + filter_type = best_filter; + } + } + // when we get here, filter_type contains the filter type, and line_buffer contains the data + filt[j * (x * n + 1)] = (unsigned char)filter_type; + STBIW_MEMMOVE(filt + j * (x * n + 1) + 1, line_buffer, x * n); + } + STBIW_FREE(line_buffer); + zlib = stbi_zlib_compress(filt, y * (x * n + 1), &zlen, stbi_write_png_compression_level); + STBIW_FREE(filt); + if (!zlib) return 0; + + // each tag requires 12 bytes of overhead + out = (unsigned char*)STBIW_MALLOC(8 + 12 + 13 + 12 + zlen + 12); + if (!out) return 0; + *out_len = 8 + 12 + 13 + 12 + zlen + 12; + + o = out; + STBIW_MEMMOVE(o, sig, 8); o += 8; + stbiw__wp32(o, 13); // header length + stbiw__wptag(o, "IHDR"); + stbiw__wp32(o, x); + stbiw__wp32(o, y); + *o++ = 8; + *o++ = STBIW_UCHAR(ctype[n]); + *o++ = 0; + *o++ = 0; + *o++ = 0; + stbiw__wpcrc(&o, 13); + + stbiw__wp32(o, zlen); + stbiw__wptag(o, "IDAT"); + STBIW_MEMMOVE(o, zlib, zlen); + o += zlen; + STBIW_FREE(zlib); + stbiw__wpcrc(&o, zlen); + + stbiw__wp32(o, 0); + stbiw__wptag(o, "IEND"); + stbiw__wpcrc(&o, 0); + + STBIW_ASSERT(o == out + *out_len); + + return out; +} + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_png(char const* filename, int x, int y, int comp, const void* data, int stride_bytes) +{ + FILE* f; + int len; + unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len); + if (png == NULL) return 0; + + f = stbiw__fopen(filename, "wb"); + if (!f) { STBIW_FREE(png); return 0; } + fwrite(png, 1, len, f); + fclose(f); + STBIW_FREE(png); + return 1; +} +#endif + +STBIWDEF int stbi_write_png_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int stride_bytes) +{ + int len; + unsigned char* png = stbi_write_png_to_mem((const unsigned char*)data, stride_bytes, x, y, comp, &len); + if (png == NULL) return 0; + func(context, png, len); + STBIW_FREE(png); + return 1; +} + + +/* *************************************************************************** + * + * JPEG writer + * + * This is based on Jon Olick's jo_jpeg.cpp: + * public domain Simple, Minimalistic JPEG writer - http://www.jonolick.com/code.html + */ + +static const unsigned char stbiw__jpg_ZigZag[] = { 0,1,5,6,14,15,27,28,2,4,7,13,16,26,29,42,3,8,12,17,25,30,41,43,9,11,18, + 24,31,40,44,53,10,19,23,32,39,45,52,54,20,22,33,38,46,51,55,60,21,34,37,47,50,56,59,61,35,36,48,49,57,58,62,63 }; + +static void stbiw__jpg_writeBits(stbi__write_context* s, int* bitBufP, int* bitCntP, const unsigned short* bs) { + int bitBuf = *bitBufP, bitCnt = *bitCntP; + bitCnt += bs[1]; + bitBuf |= bs[0] << (24 - bitCnt); + while (bitCnt >= 8) { + unsigned char c = (bitBuf >> 16) & 255; + stbiw__putc(s, c); + if (c == 255) { + stbiw__putc(s, 0); + } + bitBuf <<= 8; + bitCnt -= 8; + } + *bitBufP = bitBuf; + *bitCntP = bitCnt; +} + +static void stbiw__jpg_DCT(float* d0p, float* d1p, float* d2p, float* d3p, float* d4p, float* d5p, float* d6p, float* d7p) { + float d0 = *d0p, d1 = *d1p, d2 = *d2p, d3 = *d3p, d4 = *d4p, d5 = *d5p, d6 = *d6p, d7 = *d7p; + float z1, z2, z3, z4, z5, z11, z13; + + float tmp0 = d0 + d7; + float tmp7 = d0 - d7; + float tmp1 = d1 + d6; + float tmp6 = d1 - d6; + float tmp2 = d2 + d5; + float tmp5 = d2 - d5; + float tmp3 = d3 + d4; + float tmp4 = d3 - d4; + + // Even part + float tmp10 = tmp0 + tmp3; // phase 2 + float tmp13 = tmp0 - tmp3; + float tmp11 = tmp1 + tmp2; + float tmp12 = tmp1 - tmp2; + + d0 = tmp10 + tmp11; // phase 3 + d4 = tmp10 - tmp11; + + z1 = (tmp12 + tmp13) * 0.707106781f; // c4 + d2 = tmp13 + z1; // phase 5 + d6 = tmp13 - z1; + + // Odd part + tmp10 = tmp4 + tmp5; // phase 2 + tmp11 = tmp5 + tmp6; + tmp12 = tmp6 + tmp7; + + // The rotator is modified from fig 4-8 to avoid extra negations. + z5 = (tmp10 - tmp12) * 0.382683433f; // c6 + z2 = tmp10 * 0.541196100f + z5; // c2-c6 + z4 = tmp12 * 1.306562965f + z5; // c2+c6 + z3 = tmp11 * 0.707106781f; // c4 + + z11 = tmp7 + z3; // phase 5 + z13 = tmp7 - z3; + + *d5p = z13 + z2; // phase 6 + *d3p = z13 - z2; + *d1p = z11 + z4; + *d7p = z11 - z4; + + *d0p = d0; *d2p = d2; *d4p = d4; *d6p = d6; +} + +static void stbiw__jpg_calcBits(int val, unsigned short bits[2]) { + int tmp1 = val < 0 ? -val : val; + val = val < 0 ? val - 1 : val; + bits[1] = 1; + while (tmp1 >>= 1) { + ++bits[1]; + } + bits[0] = val & ((1 << bits[1]) - 1); +} + +static int stbiw__jpg_processDU(stbi__write_context* s, int* bitBuf, int* bitCnt, float* CDU, int du_stride, float* fdtbl, int DC, const unsigned short HTDC[256][2], const unsigned short HTAC[256][2]) { + const unsigned short EOB[2] = { HTAC[0x00][0], HTAC[0x00][1] }; + const unsigned short M16zeroes[2] = { HTAC[0xF0][0], HTAC[0xF0][1] }; + int dataOff, i, j, n, diff, end0pos, x, y; + int DU[64]; + + // DCT rows + for (dataOff = 0, n = du_stride * 8; dataOff < n; dataOff += du_stride) { + stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + 1], &CDU[dataOff + 2], &CDU[dataOff + 3], &CDU[dataOff + 4], &CDU[dataOff + 5], &CDU[dataOff + 6], &CDU[dataOff + 7]); + } + // DCT columns + for (dataOff = 0; dataOff < 8; ++dataOff) { + stbiw__jpg_DCT(&CDU[dataOff], &CDU[dataOff + du_stride], &CDU[dataOff + du_stride * 2], &CDU[dataOff + du_stride * 3], &CDU[dataOff + du_stride * 4], + &CDU[dataOff + du_stride * 5], &CDU[dataOff + du_stride * 6], &CDU[dataOff + du_stride * 7]); + } + // Quantize/descale/zigzag the coefficients + for (y = 0, j = 0; y < 8; ++y) { + for (x = 0; x < 8; ++x, ++j) { + float v; + i = y * du_stride + x; + v = CDU[i] * fdtbl[j]; + // DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? ceilf(v - 0.5f) : floorf(v + 0.5f)); + // ceilf() and floorf() are C99, not C89, but I /think/ they're not needed here anyway? + DU[stbiw__jpg_ZigZag[j]] = (int)(v < 0 ? v - 0.5f : v + 0.5f); + } + } + + // Encode DC + diff = DU[0] - DC; + if (diff == 0) { + stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[0]); + } + else { + unsigned short bits[2]; + stbiw__jpg_calcBits(diff, bits); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTDC[bits[1]]); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits); + } + // Encode ACs + end0pos = 63; + for (; (end0pos > 0) && (DU[end0pos] == 0); --end0pos) { + } + // end0pos = first element in reverse order !=0 + if (end0pos == 0) { + stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB); + return DU[0]; + } + for (i = 1; i <= end0pos; ++i) { + int startpos = i; + int nrzeroes; + unsigned short bits[2]; + for (; DU[i] == 0 && i <= end0pos; ++i) { + } + nrzeroes = i - startpos; + if (nrzeroes >= 16) { + int lng = nrzeroes >> 4; + int nrmarker; + for (nrmarker = 1; nrmarker <= lng; ++nrmarker) + stbiw__jpg_writeBits(s, bitBuf, bitCnt, M16zeroes); + nrzeroes &= 15; + } + stbiw__jpg_calcBits(DU[i], bits); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, HTAC[(nrzeroes << 4) + bits[1]]); + stbiw__jpg_writeBits(s, bitBuf, bitCnt, bits); + } + if (end0pos != 63) { + stbiw__jpg_writeBits(s, bitBuf, bitCnt, EOB); + } + return DU[0]; +} + +static int stbi_write_jpg_core(stbi__write_context* s, int width, int height, int comp, const void* data, int quality) { + // Constants that don't pollute global namespace + static const unsigned char std_dc_luminance_nrcodes[] = { 0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0 }; + static const unsigned char std_dc_luminance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 }; + static const unsigned char std_ac_luminance_nrcodes[] = { 0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d }; + static const unsigned char std_ac_luminance_values[] = { + 0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08, + 0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28, + 0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59, + 0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89, + 0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6, + 0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2, + 0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa + }; + static const unsigned char std_dc_chrominance_nrcodes[] = { 0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0 }; + static const unsigned char std_dc_chrominance_values[] = { 0,1,2,3,4,5,6,7,8,9,10,11 }; + static const unsigned char std_ac_chrominance_nrcodes[] = { 0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77 }; + static const unsigned char std_ac_chrominance_values[] = { + 0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91, + 0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26, + 0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58, + 0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87, + 0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4, + 0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda, + 0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,0xf9,0xfa + }; + // Huffman tables + static const unsigned short YDC_HT[256][2] = { {0,2},{2,3},{3,3},{4,3},{5,3},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9} }; + static const unsigned short UVDC_HT[256][2] = { {0,2},{1,2},{2,2},{6,3},{14,4},{30,5},{62,6},{126,7},{254,8},{510,9},{1022,10},{2046,11} }; + static const unsigned short YAC_HT[256][2] = { + {10,4},{0,2},{1,2},{4,3},{11,4},{26,5},{120,7},{248,8},{1014,10},{65410,16},{65411,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {12,4},{27,5},{121,7},{502,9},{2038,11},{65412,16},{65413,16},{65414,16},{65415,16},{65416,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {28,5},{249,8},{1015,10},{4084,12},{65417,16},{65418,16},{65419,16},{65420,16},{65421,16},{65422,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {58,6},{503,9},{4085,12},{65423,16},{65424,16},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {59,6},{1016,10},{65430,16},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {122,7},{2039,11},{65438,16},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {123,7},{4086,12},{65446,16},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {250,8},{4087,12},{65454,16},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {504,9},{32704,15},{65462,16},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {505,9},{65470,16},{65471,16},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {506,9},{65479,16},{65480,16},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1017,10},{65488,16},{65489,16},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1018,10},{65497,16},{65498,16},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2040,11},{65506,16},{65507,16},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {65515,16},{65516,16},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2041,11},{65525,16},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0} + }; + static const unsigned short UVAC_HT[256][2] = { + {0,2},{1,2},{4,3},{10,4},{24,5},{25,5},{56,6},{120,7},{500,9},{1014,10},{4084,12},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {11,4},{57,6},{246,8},{501,9},{2038,11},{4085,12},{65416,16},{65417,16},{65418,16},{65419,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {26,5},{247,8},{1015,10},{4086,12},{32706,15},{65420,16},{65421,16},{65422,16},{65423,16},{65424,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {27,5},{248,8},{1016,10},{4087,12},{65425,16},{65426,16},{65427,16},{65428,16},{65429,16},{65430,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {58,6},{502,9},{65431,16},{65432,16},{65433,16},{65434,16},{65435,16},{65436,16},{65437,16},{65438,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {59,6},{1017,10},{65439,16},{65440,16},{65441,16},{65442,16},{65443,16},{65444,16},{65445,16},{65446,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {121,7},{2039,11},{65447,16},{65448,16},{65449,16},{65450,16},{65451,16},{65452,16},{65453,16},{65454,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {122,7},{2040,11},{65455,16},{65456,16},{65457,16},{65458,16},{65459,16},{65460,16},{65461,16},{65462,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {249,8},{65463,16},{65464,16},{65465,16},{65466,16},{65467,16},{65468,16},{65469,16},{65470,16},{65471,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {503,9},{65472,16},{65473,16},{65474,16},{65475,16},{65476,16},{65477,16},{65478,16},{65479,16},{65480,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {504,9},{65481,16},{65482,16},{65483,16},{65484,16},{65485,16},{65486,16},{65487,16},{65488,16},{65489,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {505,9},{65490,16},{65491,16},{65492,16},{65493,16},{65494,16},{65495,16},{65496,16},{65497,16},{65498,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {506,9},{65499,16},{65500,16},{65501,16},{65502,16},{65503,16},{65504,16},{65505,16},{65506,16},{65507,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {2041,11},{65508,16},{65509,16},{65510,16},{65511,16},{65512,16},{65513,16},{65514,16},{65515,16},{65516,16},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}, + {16352,14},{65517,16},{65518,16},{65519,16},{65520,16},{65521,16},{65522,16},{65523,16},{65524,16},{65525,16},{0,0},{0,0},{0,0},{0,0},{0,0}, + {1018,10},{32707,15},{65526,16},{65527,16},{65528,16},{65529,16},{65530,16},{65531,16},{65532,16},{65533,16},{65534,16},{0,0},{0,0},{0,0},{0,0},{0,0} + }; + static const int YQT[] = { 16,11,10,16,24,40,51,61,12,12,14,19,26,58,60,55,14,13,16,24,40,57,69,56,14,17,22,29,51,87,80,62,18,22, + 37,56,68,109,103,77,24,35,55,64,81,104,113,92,49,64,78,87,103,121,120,101,72,92,95,98,112,100,103,99 }; + static const int UVQT[] = { 17,18,24,47,99,99,99,99,18,21,26,66,99,99,99,99,24,26,56,99,99,99,99,99,47,66,99,99,99,99,99,99, + 99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99 }; + static const float aasf[] = { 1.0f * 2.828427125f, 1.387039845f * 2.828427125f, 1.306562965f * 2.828427125f, 1.175875602f * 2.828427125f, + 1.0f * 2.828427125f, 0.785694958f * 2.828427125f, 0.541196100f * 2.828427125f, 0.275899379f * 2.828427125f }; + + int row, col, i, k, subsample; + float fdtbl_Y[64], fdtbl_UV[64]; + unsigned char YTable[64], UVTable[64]; + + if (!data || !width || !height || comp > 4 || comp < 1) { + return 0; + } + + quality = quality ? quality : 90; + subsample = quality <= 90 ? 1 : 0; + quality = quality < 1 ? 1 : quality > 100 ? 100 : quality; + quality = quality < 50 ? 5000 / quality : 200 - quality * 2; + + for (i = 0; i < 64; ++i) { + int uvti, yti = (YQT[i] * quality + 50) / 100; + YTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(yti < 1 ? 1 : yti > 255 ? 255 : yti); + uvti = (UVQT[i] * quality + 50) / 100; + UVTable[stbiw__jpg_ZigZag[i]] = (unsigned char)(uvti < 1 ? 1 : uvti > 255 ? 255 : uvti); + } + + for (row = 0, k = 0; row < 8; ++row) { + for (col = 0; col < 8; ++col, ++k) { + fdtbl_Y[k] = 1 / (YTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]); + fdtbl_UV[k] = 1 / (UVTable[stbiw__jpg_ZigZag[k]] * aasf[row] * aasf[col]); + } + } + + // Write Headers + { + static const unsigned char head0[] = { 0xFF,0xD8,0xFF,0xE0,0,0x10,'J','F','I','F',0,1,1,0,0,1,0,1,0,0,0xFF,0xDB,0,0x84,0 }; + static const unsigned char head2[] = { 0xFF,0xDA,0,0xC,3,1,0,2,0x11,3,0x11,0,0x3F,0 }; + const unsigned char head1[] = { 0xFF,0xC0,0,0x11,8,(unsigned char)(height >> 8),STBIW_UCHAR(height),(unsigned char)(width >> 8),STBIW_UCHAR(width), + 3,1,(unsigned char)(subsample ? 0x22 : 0x11),0,2,0x11,1,3,0x11,1,0xFF,0xC4,0x01,0xA2,0 }; + s->func(s->context, (void*)head0, sizeof(head0)); + s->func(s->context, (void*)YTable, sizeof(YTable)); + stbiw__putc(s, 1); + s->func(s->context, UVTable, sizeof(UVTable)); + s->func(s->context, (void*)head1, sizeof(head1)); + s->func(s->context, (void*)(std_dc_luminance_nrcodes + 1), sizeof(std_dc_luminance_nrcodes) - 1); + s->func(s->context, (void*)std_dc_luminance_values, sizeof(std_dc_luminance_values)); + stbiw__putc(s, 0x10); // HTYACinfo + s->func(s->context, (void*)(std_ac_luminance_nrcodes + 1), sizeof(std_ac_luminance_nrcodes) - 1); + s->func(s->context, (void*)std_ac_luminance_values, sizeof(std_ac_luminance_values)); + stbiw__putc(s, 1); // HTUDCinfo + s->func(s->context, (void*)(std_dc_chrominance_nrcodes + 1), sizeof(std_dc_chrominance_nrcodes) - 1); + s->func(s->context, (void*)std_dc_chrominance_values, sizeof(std_dc_chrominance_values)); + stbiw__putc(s, 0x11); // HTUACinfo + s->func(s->context, (void*)(std_ac_chrominance_nrcodes + 1), sizeof(std_ac_chrominance_nrcodes) - 1); + s->func(s->context, (void*)std_ac_chrominance_values, sizeof(std_ac_chrominance_values)); + s->func(s->context, (void*)head2, sizeof(head2)); + } + + // Encode 8x8 macroblocks + { + static const unsigned short fillBits[] = { 0x7F, 7 }; + int DCY = 0, DCU = 0, DCV = 0; + int bitBuf = 0, bitCnt = 0; + // comp == 2 is grey+alpha (alpha is ignored) + int ofsG = comp > 2 ? 1 : 0, ofsB = comp > 2 ? 2 : 0; + const unsigned char* dataR = (const unsigned char*)data; + const unsigned char* dataG = dataR + ofsG; + const unsigned char* dataB = dataR + ofsB; + int x, y, pos; + if (subsample) { + for (y = 0; y < height; y += 16) { + for (x = 0; x < width; x += 16) { + float Y[256], U[256], V[256]; + for (row = y, pos = 0; row < y + 16; ++row) { + // row >= height => use last input row + int clamped_row = (row < height) ? row : height - 1; + int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp; + for (col = x; col < x + 16; ++col, ++pos) { + // if col >= width => use pixel from last input column + int p = base_p + ((col < width) ? col : (width - 1)) * comp; + float r = dataR[p], g = dataG[p], b = dataB[p]; + Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128; + U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b; + V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b; + } + } + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 0, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 8, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 128, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y + 136, 16, fdtbl_Y, DCY, YDC_HT, YAC_HT); + + // subsample U,V + { + float subU[64], subV[64]; + int yy, xx; + for (yy = 0, pos = 0; yy < 8; ++yy) { + for (xx = 0; xx < 8; ++xx, ++pos) { + int j = yy * 32 + xx * 2; + subU[pos] = (U[j + 0] + U[j + 1] + U[j + 16] + U[j + 17]) * 0.25f; + subV[pos] = (V[j + 0] + V[j + 1] + V[j + 16] + V[j + 17]) * 0.25f; + } + } + DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subU, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT); + DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, subV, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT); + } + } + } + } + else { + for (y = 0; y < height; y += 8) { + for (x = 0; x < width; x += 8) { + float Y[64], U[64], V[64]; + for (row = y, pos = 0; row < y + 8; ++row) { + // row >= height => use last input row + int clamped_row = (row < height) ? row : height - 1; + int base_p = (stbi__flip_vertically_on_write ? (height - 1 - clamped_row) : clamped_row) * width * comp; + for (col = x; col < x + 8; ++col, ++pos) { + // if col >= width => use pixel from last input column + int p = base_p + ((col < width) ? col : (width - 1)) * comp; + float r = dataR[p], g = dataG[p], b = dataB[p]; + Y[pos] = +0.29900f * r + 0.58700f * g + 0.11400f * b - 128; + U[pos] = -0.16874f * r - 0.33126f * g + 0.50000f * b; + V[pos] = +0.50000f * r - 0.41869f * g - 0.08131f * b; + } + } + + DCY = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, Y, 8, fdtbl_Y, DCY, YDC_HT, YAC_HT); + DCU = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, U, 8, fdtbl_UV, DCU, UVDC_HT, UVAC_HT); + DCV = stbiw__jpg_processDU(s, &bitBuf, &bitCnt, V, 8, fdtbl_UV, DCV, UVDC_HT, UVAC_HT); + } + } + } + + // Do the bit alignment of the EOI marker + stbiw__jpg_writeBits(s, &bitBuf, &bitCnt, fillBits); + } + + // EOI + stbiw__putc(s, 0xFF); + stbiw__putc(s, 0xD9); + + return 1; +} + +STBIWDEF int stbi_write_jpg_to_func(stbi_write_func* func, void* context, int x, int y, int comp, const void* data, int quality) +{ + stbi__write_context s = { 0 }; + stbi__start_write_callbacks(&s, func, context); + return stbi_write_jpg_core(&s, x, y, comp, (void*)data, quality); +} + + +#ifndef STBI_WRITE_NO_STDIO +STBIWDEF int stbi_write_jpg(char const* filename, int x, int y, int comp, const void* data, int quality) +{ + stbi__write_context s = { 0 }; + if (stbi__start_write_file(&s, filename)) { + int r = stbi_write_jpg_core(&s, x, y, comp, data, quality); + stbi__end_write_file(&s); + return r; + } + else + return 0; +} +#endif + +#endif // STB_IMAGE_WRITE_IMPLEMENTATION + +/* Revision history + 1.14 (2020-02-02) updated JPEG writer to downsample chroma channels + 1.13 + 1.12 + 1.11 (2019-08-11) + + 1.10 (2019-02-07) + support utf8 filenames in Windows; fix warnings and platform ifdefs + 1.09 (2018-02-11) + fix typo in zlib quality API, improve STB_I_W_STATIC in C++ + 1.08 (2018-01-29) + add stbi__flip_vertically_on_write, external zlib, zlib quality, choose PNG filter + 1.07 (2017-07-24) + doc fix + 1.06 (2017-07-23) + writing JPEG (using Jon Olick's code) + 1.05 ??? + 1.04 (2017-03-03) + monochrome BMP expansion + 1.03 ??? + 1.02 (2016-04-02) + avoid allocating large structures on the stack + 1.01 (2016-01-16) + STBIW_REALLOC_SIZED: support allocators with no realloc support + avoid race-condition in crc initialization + minor compile issues + 1.00 (2015-09-14) + installable file IO function + 0.99 (2015-09-13) + warning fixes; TGA rle support + 0.98 (2015-04-08) + added STBIW_MALLOC, STBIW_ASSERT etc + 0.97 (2015-01-18) + fixed HDR asserts, rewrote HDR rle logic + 0.96 (2015-01-17) + add HDR output + fix monochrome BMP + 0.95 (2014-08-17) + add monochrome TGA output + 0.94 (2014-05-31) + rename private functions to avoid conflicts with stb_image.h + 0.93 (2014-05-27) + warning fixes + 0.92 (2010-08-01) + casts to unsigned char to fix warnings + 0.91 (2010-07-17) + first public release + 0.90 first internal release +*/ + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ From c8e9a162ea7aecb8aced5c64e884f9ced816f8ac Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 9 Oct 2020 13:48:09 +0200 Subject: [PATCH 347/494] Add steam screenshot api. --- dll/local_storage.cpp | 48 ++++++++++++++++++++ dll/local_storage.h | 23 ++++++++++ dll/steam_client.cpp | 2 +- dll/steam_screenshots.cpp | 95 ++++++++++++++++++++++++++++++++++++--- dll/steam_screenshots.h | 15 +++++++ 5 files changed, 177 insertions(+), 6 deletions(-) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 6bddb3a..81e17b9 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -17,6 +17,16 @@ #include "local_storage.h" +#define STB_IMAGE_IMPLEMENTATION +#define STB_IMAGE_STATIC +#define STBI_ONLY_PNG +#define STBI_ONLY_JPEG +#include "../stb/stb_image.h" + +#define STB_IMAGE_WRITE_IMPLEMENTATION +#define STB_IMAGE_WRITE_STATIC +#include "../stb/stb_image_write.h" + struct File_Data { std::string name; }; @@ -143,6 +153,16 @@ std::vector Local_Storage::get_filenames_path(std::string path) return std::vector(); } +std::vector Local_Storage::load_image(std::string const& image_path) +{ + return std::vector(); +} + +bool Local_Storage::save_screenshot(std::string const& image_path, uint8_t* img_ptr, int32_t width, int32_t height, int32_t channels) +{ + return false; +} + #else #if defined(__WINDOWS__) @@ -737,4 +757,32 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, return false; } +std::vector Local_Storage::load_image(std::string const& image_path) +{ + std::vector res; + FILE* hFile = fopen(image_path.c_str(), "r"); + if (hFile != nullptr) + { + int width, height; + image_pixel_t* img = (image_pixel_t*)stbi_load_from_file(hFile, &width, &height, nullptr, 4); + if (img != nullptr) + { + res.resize(width*height); + std::copy(img, img + width * height, res.begin()); + + stbi_image_free(img); + } + fclose(hFile); + } + return res; +} + +bool Local_Storage::save_screenshot(std::string const& image_path, uint8_t* img_ptr, int32_t width, int32_t height, int32_t channels) +{ + std::string screenshot_path = std::move(save_directory + appid + screenshots_folder + PATH_SEPARATOR); + create_directory(screenshot_path); + screenshot_path += image_path; + return stbi_write_png(screenshot_path.c_str(), width, height, channels, img_ptr, 0) == 1; +} + #endif diff --git a/dll/local_storage.h b/dll/local_storage.h index 49fe2d0..11f520a 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -22,6 +22,25 @@ #define MAX_FILENAME_LENGTH 300 +union image_pixel_t +{ + uint32_t pixel; + struct pixel_channels_t + { + uint8_t r; + uint8_t g; + uint8_t b; + uint8_t a; + } channels; +}; + +struct image_t +{ + size_t width; + size_t height; + std::vector pix_map; +}; + class Local_Storage { public: static constexpr auto inventory_storage_folder = "inventory"; @@ -29,6 +48,7 @@ public: static constexpr auto remote_storage_folder = "remote"; static constexpr auto stats_storage_folder = "stats"; static constexpr auto user_data_storage = "local"; + static constexpr auto screenshots_folder = "screenshots"; static constexpr auto game_settings_folder = "steam_settings"; private: @@ -62,6 +82,9 @@ public: bool load_json(std::string full_path, nlohmann::json& json); bool load_json_file(std::string folder, std::string const& file, nlohmann::json& json); bool write_json_file(std::string folder, std::string const& file, nlohmann::json const& json); + + std::vector load_image(std::string const& image_path); + bool save_screenshot(std::string const& image_path, uint8_t* img_ptr, int32_t width, int32_t height, int32_t channels); }; #endif diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 8d0506a..cb435a5 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -72,7 +72,7 @@ Steam_Client::Steam_Client() steam_apps = new Steam_Apps(settings_client, callback_results_client); steam_networking = new Steam_Networking(settings_client, network, callbacks_client, run_every_runcb); steam_remote_storage = new Steam_Remote_Storage(settings_client, local_storage, callback_results_client); - steam_screenshots = new Steam_Screenshots(); + steam_screenshots = new Steam_Screenshots(local_storage, callbacks_client); steam_http = new Steam_HTTP(settings_client, network, callback_results_client, callbacks_client); steam_controller = new Steam_Controller(settings_client, callback_results_client, callbacks_client, run_every_runcb); steam_ugc = new Steam_UGC(settings_client, callback_results_client, callbacks_client); diff --git a/dll/steam_screenshots.cpp b/dll/steam_screenshots.cpp index 7e54911..f4e0d45 100644 --- a/dll/steam_screenshots.cpp +++ b/dll/steam_screenshots.cpp @@ -17,12 +17,40 @@ #include "steam_screenshots.h" +Steam_Screenshots::Steam_Screenshots(class Local_Storage* local_storage, class SteamCallBacks* callbacks) : + local_storage(local_storage), + callbacks(callbacks) +{ +} + +ScreenshotHandle Steam_Screenshots::create_screenshot_handle() +{ + static ScreenshotHandle handle = 100; + return handle++; +} + // Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format. // The return value is a handle that is valid for the duration of the game process and can be used to apply tags. ScreenshotHandle Steam_Screenshots::WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ) { PRINT_DEBUG("WriteScreenshot\n"); - return INVALID_SCREENSHOT_HANDLE; + + char buff[128]; + auto now = std::chrono::system_clock::now(); + time_t now_time; + now_time = std::chrono::duration_cast(now.time_since_epoch()).count(); + strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time)); + std::string screenshot_name = buff; + screenshot_name += ".png"; + + if (!local_storage->save_screenshot( screenshot_name, (uint8_t*)pubRGB, nWidth, nHeight, 3)) + return INVALID_SCREENSHOT_HANDLE; + + auto handle = create_screenshot_handle(); + auto& infos = _screenshots[handle]; + infos.screenshot_name = buff; + + return handle; } @@ -33,7 +61,30 @@ ScreenshotHandle Steam_Screenshots::WriteScreenshot( void *pubRGB, uint32 cubRGB ScreenshotHandle Steam_Screenshots::AddScreenshotToLibrary( const char *pchFilename, const char *pchThumbnailFilename, int nWidth, int nHeight ) { PRINT_DEBUG("AddScreenshotToLibrary\n"); - return INVALID_SCREENSHOT_HANDLE; + + if (pchFilename == nullptr) + return INVALID_SCREENSHOT_HANDLE; + + std::vector pixels(std::move(local_storage->load_image(pchFilename))); + if (pixels.size() != size_t(nWidth) * size_t(nHeight)) + return INVALID_SCREENSHOT_HANDLE; + + char buff[128]; + auto now = std::chrono::system_clock::now(); + time_t now_time; + now_time = std::chrono::duration_cast(now.time_since_epoch()).count(); + strftime(buff, 128, "%a_%b_%d_%H_%M_%S_%Y", localtime(&now_time)); + std::string screenshot_name = buff; + screenshot_name += ".png"; + + if (!local_storage->save_screenshot(screenshot_name, (uint8_t*)pixels.data(), nWidth, nHeight, 4)) + return INVALID_SCREENSHOT_HANDLE; + + auto handle = create_screenshot_handle(); + auto& infos = _screenshots[handle]; + infos.screenshot_name = buff; + + return handle; } @@ -41,6 +92,16 @@ ScreenshotHandle Steam_Screenshots::AddScreenshotToLibrary( const char *pchFilen void Steam_Screenshots::TriggerScreenshot() { PRINT_DEBUG("TriggerScreenshot\n"); + + if (hooked) + { + ScreenshotRequested_t data; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + else + { + PRINT_DEBUG("TODO: Make the overlay take a screenshot"); + } } @@ -58,7 +119,15 @@ void Steam_Screenshots::HookScreenshots( bool bHook ) bool Steam_Screenshots::SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation ) { PRINT_DEBUG("SetLocation\n"); - return false; + + auto it = _screenshots.find(hScreenshot); + if (it == _screenshots.end()) + return false; + + it->second.metadatas["locations"].push_back(pchLocation); + local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas); + + return true; } @@ -66,7 +135,15 @@ bool Steam_Screenshots::SetLocation( ScreenshotHandle hScreenshot, const char *p bool Steam_Screenshots::TagUser( ScreenshotHandle hScreenshot, CSteamID steamID ) { PRINT_DEBUG("TagUser\n"); - return false; + + auto it = _screenshots.find(hScreenshot); + if (it == _screenshots.end()) + return false; + + it->second.metadatas["users"].push_back(uint64_t(steamID.ConvertToUint64())); + local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas); + + return true; } @@ -74,7 +151,15 @@ bool Steam_Screenshots::TagUser( ScreenshotHandle hScreenshot, CSteamID steamID bool Steam_Screenshots::TagPublishedFile( ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) { PRINT_DEBUG("TagPublishedFile\n"); - return false; + + auto it = _screenshots.find(hScreenshot); + if (it == _screenshots.end()) + return false; + + it->second.metadatas["published_files"].push_back(uint64_t(unPublishedFileID)); + local_storage->write_json_file(Local_Storage::screenshots_folder, it->second.screenshot_name + ".json", it->second.metadatas); + + return true; } diff --git a/dll/steam_screenshots.h b/dll/steam_screenshots.h index 7e53634..745be9f 100644 --- a/dll/steam_screenshots.h +++ b/dll/steam_screenshots.h @@ -17,10 +17,25 @@ #include "base.h" +struct screenshot_infos_t +{ + std::string screenshot_name; + nlohmann::json metadatas; +}; + class Steam_Screenshots : public ISteamScreenshots { bool hooked = false; + std::map _screenshots; + + class Local_Storage* local_storage; + class SteamCallBacks* callbacks; + + ScreenshotHandle create_screenshot_handle(); + public: + Steam_Screenshots(class Local_Storage* local_storage, class SteamCallBacks* callbacks); + // Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB format. // The return value is a handle that is valid for the duration of the game process and can be used to apply tags. ScreenshotHandle WriteScreenshot( void *pubRGB, uint32 cubRGB, int nWidth, int nHeight ); From fc76b2d53fcb968a343995926ae44fb13f16dce9 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Fri, 9 Oct 2020 13:17:36 +0000 Subject: [PATCH 348/494] Add LICENCE FILE --- stb/LICENCE | 37 +++++++++++++++++++++++++++++++++++++ 1 file changed, 37 insertions(+) create mode 100644 stb/LICENCE diff --git a/stb/LICENCE b/stb/LICENCE new file mode 100644 index 0000000..6f8ce31 --- /dev/null +++ b/stb/LICENCE @@ -0,0 +1,37 @@ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file From 145cbfdffd644a572fc46be6d5f9b219b533e667 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 17 Nov 2020 17:15:16 +0000 Subject: [PATCH 349/494] Fix crash on some games using DX11. The line: "ctx->PSGetSamplers(0, 1, &old.PSSampler);" will fail silently (no return code) but will not modify old.PSSampler making the game crash when accessing uninitialized memory. --- ImGui/impls/windows/imgui_impl_dx11.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 350f2ed..f9e586d 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -194,7 +194,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) DXGI_FORMAT IndexBufferFormat; ID3D11InputLayout* InputLayout; }; - BACKUP_DX11_STATE old; + BACKUP_DX11_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); From 51b3fa95ed3dda81708e984e55c4fb2328d381ef Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 18 Nov 2020 10:15:24 -0500 Subject: [PATCH 350/494] ISteamNetworkingSockets004 --- dll/steam_client.cpp | 4 +- dll/steam_networking_sockets.h | 31 ++ sdk_includes/isteamnetworkingsockets004.h | 463 ++++++++++++++++++++++ sdk_includes/steam_api.h | 1 + 4 files changed, 498 insertions(+), 1 deletion(-) create mode 100644 sdk_includes/isteamnetworkingsockets004.h diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index cb435a5..a3c9f84 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -494,6 +494,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets002 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets003") == 0) { return (void *)(ISteamNetworkingSockets003 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets004") == 0) { + return (void *)(ISteamNetworkingSockets004 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets006") == 0) { return (void *)(ISteamNetworkingSockets006 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets008") == 0) { @@ -1572,4 +1574,4 @@ void Steam_Client::RunCallbacks(bool runClientCB, bool runGameserverCB) void Steam_Client::DestroyAllInterfaces() { PRINT_DEBUG("Steam_Client::DestroyAllInterfaces\n"); -} \ No newline at end of file +} diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 509f1c9..804eed7 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -53,6 +53,7 @@ class Steam_Networking_Sockets : public ISteamNetworkingSockets001, public ISteamNetworkingSockets002, public ISteamNetworkingSockets003, +public ISteamNetworkingSockets004, public ISteamNetworkingSockets006, public ISteamNetworkingSockets008, public ISteamNetworkingSockets @@ -255,6 +256,12 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre return k_HSteamListenSocket_Invalid; } +HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n"); + return k_HSteamListenSocket_Invalid; +} + HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); @@ -285,6 +292,12 @@ HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) return k_HSteamNetConnection_Invalid; } +HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n"); + return k_HSteamNetConnection_Invalid; +} + HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); @@ -349,6 +362,12 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i return socket; } +HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old1\n"); + return ConnectP2P(*identityRemote, nVirtualPort); +} + HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort); @@ -1187,6 +1206,12 @@ int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatag /// /// Typically this is useful just to confirm that you have a ticket, before you /// call ConnectToHostedDedicatedServer to connect to the server. +int FindRelayAuthTicketForServer( const SteamNetworkingIdentity *identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old1\n"); + return 0; +} + int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) { PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n"); @@ -1208,6 +1233,12 @@ HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentit return k_HSteamListenSocket_Invalid; } +HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity *identityTarget, int nVirtualPort ) +{ + PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old1\n"); + return k_HSteamListenSocket_Invalid; +} + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual /// port. You should have received a ticket for this server, or else this connect call will fail! /// diff --git a/sdk_includes/isteamnetworkingsockets004.h b/sdk_includes/isteamnetworkingsockets004.h new file mode 100644 index 0000000..bab1478 --- /dev/null +++ b/sdk_includes/isteamnetworkingsockets004.h @@ -0,0 +1,463 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS004 +#define ISTEAMNETWORKINGSOCKETS004 + + +class ISteamNetworkingSockets004 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface. In addition, + /// if possible the socket will be bound in "dual stack" mode, which means that it can + /// accept both IPv4 and IPv6 clients. If you wish to bind a particular interface, then + /// set the local address to the appropriate IPv4 or IPv6 IP. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0; + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P + /// + /// nVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000) + /// unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) = 0; + + /// Begin connecting to a server that is identified using a platform-specific identifier. + /// This requires some sort of third party rendezvous service, and will depend on the + /// platform and what other libraries and services you are integrating with. + /// + /// At the time of this writing, there is only one supported rendezvous service: Steam. + /// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the + /// client is online and facilitate a relay connection. Note that all P2P connections on + /// Steam are currently relayed. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0; +#endif + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order withrespect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next message available + /// on any connection that was accepted through the specified listen socket. Examine + /// SteamNetworkingMessage_t::m_conn to know which client connection. + /// + /// Delivery order of messages among different clients is not defined. They may + /// be returned in an order different from what they were actually received. (Delivery + /// order of messages from the same client is well defined, and thus the order of the + /// messages is relevant!) + virtual int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + +/// Certificate provision by the application. (On Steam, Steam will handle all this automatically) +#ifndef STEAMNETWORKINGSOCKETS_STEAM + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + +#endif + +#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // + // Clients connecting to dedicated servers hosted in a data center, + // using central-authority-granted tickets. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity *identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity *identityTarget, int nVirtualPort ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production envirionment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + +#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR + + // Invoke all callbacks queued for this interface. + // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. + // So if you have code that is also targeting Steam, you should call this at about the + // same time you would call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks. +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB + virtual void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) = 0; +#endif +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGSOCKETS004 diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 10d0eac..15c93db 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -107,6 +107,7 @@ #include "isteamnetworkingsockets001.h" #include "isteamnetworkingsockets002.h" #include "isteamnetworkingsockets003.h" +#include "isteamnetworkingsockets004.h" #include "isteamnetworkingsockets006.h" #include "isteamnetworkingsockets008.h" #include "isteamremotestorage.h" From e297347c07b0ad40470031a304b4349b9d4d18b2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 24 Nov 2020 21:01:51 -0500 Subject: [PATCH 351/494] Test if disabling optimizations when building steamclient_loader.exe fixes the false positive. --- build_win_release_experimental_steamclient.bat | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/build_win_release_experimental_steamclient.bat b/build_win_release_experimental_steamclient.bat index 22566d4..540a8e1 100644 --- a/build_win_release_experimental_steamclient.bat +++ b/build_win_release_experimental_steamclient.bat @@ -8,7 +8,7 @@ call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto -cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe +cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Od /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def From 50f379aa919a90685d54314ca4be13ed900a200c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 6 Dec 2020 15:46:34 -0500 Subject: [PATCH 352/494] Fix callback being too fast. --- dll/steam_matchmaking.h | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 3b64c3a..1fe879c 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -778,8 +778,7 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal if (result->second == std::string(pchValue)) changed = false; (*lobby->mutable_values())[result->first] = pchValue; } - - trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.0, changed); + trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.01, changed); return true; } From 147ff1b5da8c5780f239e4e136685658a70017cb Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 13 Dec 2020 00:10:33 -0500 Subject: [PATCH 353/494] Only trigger data update when lobby data is actually changed. --- dll/steam_matchmaking.h | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 1fe879c..695d49c 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -778,7 +778,10 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal if (result->second == std::string(pchValue)) changed = false; (*lobby->mutable_values())[result->first] = pchValue; } - trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.01, changed); + + if (changed) + trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true, 0.005, changed); + return true; } From 4cb55c52e206dcfab3ee884f9d93fc238dbac4c1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 25 Dec 2020 21:00:36 -0500 Subject: [PATCH 354/494] Add support for loading custom dlls in the experimental build. Put them in steam_settings\load_dlls\ --- Readme_experimental.txt | 4 ++-- dll/base.cpp | 21 +++++++++++++-------- dll/common_includes.h | 2 -- 3 files changed, 15 insertions(+), 12 deletions(-) diff --git a/Readme_experimental.txt b/Readme_experimental.txt index 462dce6..926b337 100644 --- a/Readme_experimental.txt +++ b/Readme_experimental.txt @@ -31,5 +31,5 @@ All ips except these ranges are blocked: 224.0.0.0 - 255.255.255.255 -Luma CEG support: -If LumaCEG_Plugin_x86.dll (steam_api.dll) or LumaCEG_Plugin_x64.dll (steam_api64.dll) is present it will be loaded automatically. +Support for loading any dlls: +Any files put in the steam_settings\load_dlls\ folder will be loaded automatically using the LoadLibraryA function. diff --git a/dll/base.cpp b/dll/base.cpp index d451206..a5b3e5f 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -639,14 +639,19 @@ static void load_dll() } } -static void load_lumaCEG() +#include "local_storage.h" +static void load_dlls() { - std::string path = get_full_program_path(); - path += LUMA_CEG_DLL_NAME; - if (file_exists(path)) { - PRINT_DEBUG("loading luma ceg dll %s\n", path.c_str()); - if (LoadLibraryA(path.c_str())) { - PRINT_DEBUG("Loaded luma ceg dll file\n"); + std::string path = Local_Storage::get_game_settings_path(); + path += "load_dlls"; + path += PATH_SEPARATOR; + + std::vector paths = Local_Storage::get_filenames_path(path); + for (auto & p: paths) { + std::string full_path = path + p; + PRINT_DEBUG("Trying to load %s\n", full_path.c_str()); + if (LoadLibraryA(full_path.c_str())) { + PRINT_DEBUG("LOADED %s\n", full_path.c_str()); } } } @@ -765,7 +770,7 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { network_functions_attached = true; } load_dll(); - load_lumaCEG(); + load_dlls(); break; case DLL_PROCESS_DETACH: diff --git a/dll/common_includes.h b/dll/common_includes.h index 4096a14..7214d78 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -78,10 +78,8 @@ #include "../detours/detours.h" #ifdef DETOURS_64BIT - #define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x64.dll" #define DLL_NAME "steam_api64.dll" #else - #define LUMA_CEG_DLL_NAME "LumaCEG_Plugin_x86.dll" #define DLL_NAME "steam_api.dll" #endif #endif From 294c8e8124b572c3a2fb7b6d105fdc04460c4572 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 Jan 2021 22:46:00 -0500 Subject: [PATCH 355/494] Update to sdk 1.51 --- dll/flat.cpp | 106 +++++++++++++++ dll/steam_client.cpp | 12 ++ dll/steam_controller.h | 2 + dll/steam_friends.h | 6 + dll/steam_networking_sockets.h | 1 + dll/steam_ugc.h | 18 +++ sdk_includes/isteamapplist.h | 4 +- sdk_includes/isteamcontroller.h | 64 ++++++++- sdk_includes/isteamcontroller007.h | 138 +++++++++++++++++++ sdk_includes/isteamfriends.h | 5 +- sdk_includes/isteamgameserver.h | 2 - sdk_includes/isteaminput.h | 85 +++++++++++- sdk_includes/isteaminput001.h | 148 ++++++++++++++++++++ sdk_includes/isteamnetworkingmessages.h | 93 +++++++------ sdk_includes/isteamnetworkingsockets.h | 97 ++++++++----- sdk_includes/isteamnetworkingutils.h | 65 +++++---- sdk_includes/isteamremotestorage.h | 2 +- sdk_includes/isteamugc.h | 6 +- sdk_includes/isteamugc014.h | 172 ++++++++++++++++++++++++ sdk_includes/isteamutils.h | 7 +- sdk_includes/steam_api.h | 3 + sdk_includes/steam_api_flat.h | 17 +++ sdk_includes/steam_gameserver.h | 14 +- sdk_includes/steamclientpublic.h | 6 +- sdk_includes/steamnetworkingtypes.h | 80 ++++++----- 25 files changed, 1002 insertions(+), 151 deletions(-) create mode 100644 sdk_includes/isteamcontroller007.h create mode 100644 sdk_includes/isteaminput001.h create mode 100644 sdk_includes/isteamugc014.h diff --git a/dll/flat.cpp b/dll/flat.cpp index af045ad..d7da4ca 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -757,6 +757,11 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( IStea return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol); } +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString ) +{ + return (get_steam_client()->steam_friends)->ActivateGameOverlayInviteDialogConnectString(pchConnectString); +} + STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010() { return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils010"); @@ -2884,6 +2889,11 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001() return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput001"); } +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002() +{ + return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput002"); +} + STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ) { return (get_steam_client()->steam_controller)->Init(); @@ -3064,6 +3074,11 @@ STEAMAPI_API ISteamController *SteamAPI_SteamController_v007() return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); } +STEAMAPI_API ISteamController *SteamAPI_SteamController_v008() +{ + return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController008"); +} + STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ) { return (get_steam_client()->steam_controller)->Init(); @@ -3239,11 +3254,21 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014() return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015() +{ + return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015"); +} + STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014() { return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015() +{ + return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015"); +} + STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) { int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); @@ -3340,6 +3365,42 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQuer return (ptr)->GetQueryUGCResult(handle, index, pDetails); } +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetQueryUGCNumTags(handle, index); +} + +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetQueryUGCTag(handle, index, indexTag, pchValue, cchValueSize); +} + +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetQueryUGCTagDisplayName(handle, index, indexTag, pchValue, cchValueSize); +} + STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) { int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); @@ -5112,11 +5173,21 @@ STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002() return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002"); } +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_SteamAPI_v002() +{ + return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingMessages002"); +} + STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002() { return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002"); } +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_SteamAPI_v002() +{ + return (ISteamNetworkingMessages *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingMessages002"); +} + STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) { return self->SendMessageToUser(identityRemote, pubData, cubData, nSendFlags, nRemoteChannel); @@ -5147,6 +5218,16 @@ STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_G return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); } +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v009() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets009"); +} + STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009() { return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); @@ -5387,6 +5468,11 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendReject return self->SendRejectionSignal(identityPeer, pMsg, cbMsg); } +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003() +{ + return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); +} + STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() { return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); @@ -6058,6 +6144,26 @@ STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( St return "";//self->GetXboxPairwiseID(); } +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetPSNID( SteamNetworkingIdentity* self, uint64 id ) +{ + +} + +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetPSNID( SteamNetworkingIdentity* self ) +{ + return 0; +} + +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetStadiaID( SteamNetworkingIdentity* self, uint64 id ) +{ + +} + +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetStadiaID( SteamNetworkingIdentity* self ) +{ + return 0; +} + STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ) { return self->SetIPAddr(addr); diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index a3c9f84..0ce6324 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -849,6 +849,8 @@ ISteamController *Steam_Client::GetISteamController( HSteamUser hSteamUser, HSte return (ISteamController *)(void *)(ISteamController005 *)steam_controller; } else if (strcmp(pchVersion, "SteamController006") == 0) { return (ISteamController *)(void *)(ISteamController006 *)steam_controller; + } else if (strcmp(pchVersion, "SteamController007") == 0) { + return (ISteamController *)(void *)(ISteamController007 *)steam_controller; } else if (strcmp(pchVersion, STEAMCONTROLLER_INTERFACE_VERSION) == 0) { return (ISteamController *)(void *)(ISteamController *)steam_controller; } else { @@ -901,6 +903,8 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP return (ISteamUGC *)(void *)(ISteamUGC012 *)steam_ugc_temp; } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION013") == 0) { return (ISteamUGC *)(void *)(ISteamUGC013 *)steam_ugc_temp; + } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION014") == 0) { + return (ISteamUGC *)(void *)(ISteamUGC014 *)steam_ugc_temp; } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp; } else { @@ -1057,6 +1061,14 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt PRINT_DEBUG("GetISteamInput %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; + if (strcmp(pchVersion, "SteamInput001") == 0) { + return (ISteamInput *)(void *)(ISteamInput001 *)steam_controller; + } else if (strcmp(pchVersion, STEAMINPUT_INTERFACE_VERSION) == 0) { + return (ISteamInput *)(void *)(ISteamInput *)steam_controller; + } else { + return (ISteamInput *)(void *)(ISteamInput *)steam_controller; + } + return steam_controller; } diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 835e081..7cefb6f 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -72,7 +72,9 @@ public ISteamController003, public ISteamController004, public ISteamController005, public ISteamController006, +public ISteamController007, public ISteamController, +public ISteamInput001, public ISteamInput { class Settings *settings; diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 95c2fa8..1ed5342 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1008,6 +1008,12 @@ bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) return false; } +// Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends +void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) +{ + PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialogConnectString\n"); +} + void RunCallbacks() { PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 804eed7..60ddaf1 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -754,6 +754,7 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_nConnUserData = connect_socket->second.user_data; pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); + //TODO: check where messagenumber starts pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; ++connect_socket->second.packet_receive_counter; diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index bd6ac15..3786c36 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -38,6 +38,7 @@ public ISteamUGC009, public ISteamUGC010, public ISteamUGC012, public ISteamUGC013, +public ISteamUGC014, public ISteamUGC { class Settings *settings; @@ -181,6 +182,23 @@ bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t return true; } +uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) +{ + PRINT_DEBUG("Steam_UGC::GetQueryUGCNumTags\n"); + return 0; +} + +bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) +{ + PRINT_DEBUG("Steam_UGC::GetQueryUGCTag\n"); + return false; +} + +bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) +{ + PRINT_DEBUG("Steam_UGC::GetQueryUGCTagDisplayName\n"); + return false; +} bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) { diff --git a/sdk_includes/isteamapplist.h b/sdk_includes/isteamapplist.h index 1c39427..3c5b0e1 100644 --- a/sdk_includes/isteamapplist.h +++ b/sdk_includes/isteamapplist.h @@ -51,7 +51,7 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIS //--------------------------------------------------------------------------------- // Purpose: Sent when a new app is installed //--------------------------------------------------------------------------------- -STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 ); +STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 ) STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs STEAM_CALLBACK_END(1) @@ -59,7 +59,7 @@ STEAM_CALLBACK_END(1) //--------------------------------------------------------------------------------- // Purpose: Sent when an app is uninstalled //--------------------------------------------------------------------------------- -STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 ); +STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 ) STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs STEAM_CALLBACK_END(1) diff --git a/sdk_includes/isteamcontroller.h b/sdk_includes/isteamcontroller.h index 805ff19..4191f58 100644 --- a/sdk_includes/isteamcontroller.h +++ b/sdk_includes/isteamcontroller.h @@ -353,6 +353,64 @@ enum EControllerActionOrigin k_EControllerActionOrigin_XBox360_DPad_Move, k_EControllerActionOrigin_Switch_DPad_Move, + // Added in SDK 1.51 + k_EControllerActionOrigin_PS5_X, + k_EControllerActionOrigin_PS5_Circle, + k_EControllerActionOrigin_PS5_Triangle, + k_EControllerActionOrigin_PS5_Square, + k_EControllerActionOrigin_PS5_LeftBumper, + k_EControllerActionOrigin_PS5_RightBumper, + k_EControllerActionOrigin_PS5_Option, //Start + k_EControllerActionOrigin_PS5_Create, //Back + k_EControllerActionOrigin_PS5_Mute, + k_EControllerActionOrigin_PS5_LeftPad_Touch, + k_EControllerActionOrigin_PS5_LeftPad_Swipe, + k_EControllerActionOrigin_PS5_LeftPad_Click, + k_EControllerActionOrigin_PS5_LeftPad_DPadNorth, + k_EControllerActionOrigin_PS5_LeftPad_DPadSouth, + k_EControllerActionOrigin_PS5_LeftPad_DPadWest, + k_EControllerActionOrigin_PS5_LeftPad_DPadEast, + k_EControllerActionOrigin_PS5_RightPad_Touch, + k_EControllerActionOrigin_PS5_RightPad_Swipe, + k_EControllerActionOrigin_PS5_RightPad_Click, + k_EControllerActionOrigin_PS5_RightPad_DPadNorth, + k_EControllerActionOrigin_PS5_RightPad_DPadSouth, + k_EControllerActionOrigin_PS5_RightPad_DPadWest, + k_EControllerActionOrigin_PS5_RightPad_DPadEast, + k_EControllerActionOrigin_PS5_CenterPad_Touch, + k_EControllerActionOrigin_PS5_CenterPad_Swipe, + k_EControllerActionOrigin_PS5_CenterPad_Click, + k_EControllerActionOrigin_PS5_CenterPad_DPadNorth, + k_EControllerActionOrigin_PS5_CenterPad_DPadSouth, + k_EControllerActionOrigin_PS5_CenterPad_DPadWest, + k_EControllerActionOrigin_PS5_CenterPad_DPadEast, + k_EControllerActionOrigin_PS5_LeftTrigger_Pull, + k_EControllerActionOrigin_PS5_LeftTrigger_Click, + k_EControllerActionOrigin_PS5_RightTrigger_Pull, + k_EControllerActionOrigin_PS5_RightTrigger_Click, + k_EControllerActionOrigin_PS5_LeftStick_Move, + k_EControllerActionOrigin_PS5_LeftStick_Click, + k_EControllerActionOrigin_PS5_LeftStick_DPadNorth, + k_EControllerActionOrigin_PS5_LeftStick_DPadSouth, + k_EControllerActionOrigin_PS5_LeftStick_DPadWest, + k_EControllerActionOrigin_PS5_LeftStick_DPadEast, + k_EControllerActionOrigin_PS5_RightStick_Move, + k_EControllerActionOrigin_PS5_RightStick_Click, + k_EControllerActionOrigin_PS5_RightStick_DPadNorth, + k_EControllerActionOrigin_PS5_RightStick_DPadSouth, + k_EControllerActionOrigin_PS5_RightStick_DPadWest, + k_EControllerActionOrigin_PS5_RightStick_DPadEast, + k_EControllerActionOrigin_PS5_DPad_Move, + k_EControllerActionOrigin_PS5_DPad_North, + k_EControllerActionOrigin_PS5_DPad_South, + k_EControllerActionOrigin_PS5_DPad_West, + k_EControllerActionOrigin_PS5_DPad_East, + k_EControllerActionOrigin_PS5_Gyro_Move, + k_EControllerActionOrigin_PS5_Gyro_Pitch, + k_EControllerActionOrigin_PS5_Gyro_Yaw, + k_EControllerActionOrigin_PS5_Gyro_Roll, + + k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. }; @@ -405,6 +463,7 @@ enum ESteamInputType k_ESteamInputType_SwitchProController, k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins + k_ESteamInputType_PS5Controller, // Added in SDK 151 k_ESteamInputType_Count, k_ESteamInputType_MaximumPossibleValue = 255, }; @@ -583,7 +642,8 @@ public: // If the user is not in Big Picture Mode it will open up the binding in a new window virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0; - // Returns the input type for a particular handle + // Returns the input type for a particular handle - unlike EControllerActionOrigin which update with Steam and may return unrecognized values + // ESteamInputType will remain static and only return valid values from your SDK version virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0; // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions @@ -610,7 +670,7 @@ public: virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0; }; -#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController007" +#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController008" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamcontroller007.h b/sdk_includes/isteamcontroller007.h new file mode 100644 index 0000000..76c401c --- /dev/null +++ b/sdk_includes/isteamcontroller007.h @@ -0,0 +1,138 @@ + +#ifndef ISTEAMCONTROLLER007_H +#define ISTEAMCONTROLLER007_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamController007 +{ +public: + + // Init and Shutdown must be called when starting/ending use of this interface + virtual bool Init() = 0; + virtual bool Shutdown() = 0; + + // Synchronize API state with the latest Steam Controller inputs available. This + // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest + // possible latency, you call this directly before reading controller state. This must + // be called from somewhere before GetConnectedControllers will return any handles + virtual void RunFrame() = 0; + + // Enumerate currently connected controllers + // handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTION SETS + //----------------------------------------------------------------------------- + + // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. + virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; + + // Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + // This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + // your state loops, instead of trying to place it in all of your state transitions. + virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0; + virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0; + + // ACTION SET LAYERS + virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0; + // Enumerate currently active layers + // handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles. + // Returns the number of handles written to handlesOut + virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTIONS + //----------------------------------------------------------------------------- + + // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. + virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of the supplied digital game action + virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0; + + // Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0; + + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. + virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of these supplied analog game action + virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0; + + // Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0; + + // Get a local path to art for on-screen glyph for a particular origin - this call is cheap + virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized + virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0; + + virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0; + + // Returns raw motion data from the specified controller + virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0; + + //----------------------------------------------------------------------------- + // OUTPUTS + //----------------------------------------------------------------------------- + + // Trigger a haptic pulse on a controller + virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + + // Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. + // nFlags is currently unused and reserved for future use. + virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + + // Trigger a vibration event on supported controllers. + virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + + // Set the controller LED color on supported controllers. + virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; + + //----------------------------------------------------------------------------- + // Utility functions availible without using the rest of Steam Input API + //----------------------------------------------------------------------------- + + // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode + // If the user is not in Big Picture Mode it will open up the binding in a new window + virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0; + + // Returns the input type for a particular handle + virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0; + + // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions + // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input + virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; + + // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index + virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. + virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get a local path to art for on-screen glyph for a particular Xbox controller origin. + virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for + // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration + virtual EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0; + + // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None + virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0; + + // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device + virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0; +}; + +#endif //ISTEAMCONTROLLER007_H diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index bde4ba9..6b0df18 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -369,7 +369,7 @@ public: // Rich invite support. // If the target accepts the invite, a GameRichPresenceJoinRequested_t callback is posted containing the connect string. - // (Or you can configure yout game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.) + // (Or you can configure your game so that it is passed on the command line instead. This is a deprecated path; ask us if you really need this.) virtual bool InviteUserToGame( CSteamID steamIDFriend, const char *pchConnectString ) = 0; // recently-played-with friends iteration @@ -430,6 +430,9 @@ public: // to your specified protocol (scheme) uris and instead dispatch a OverlayBrowserProtocolNavigation_t callback to your game. // ActivateGameOverlayToWebPage() must have been called with k_EActivateGameOverlayToWebPageMode_Modal virtual bool RegisterProtocolInOverlayBrowser( const char *pchProtocol ) = 0; + + // Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends + virtual void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) = 0; }; #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" diff --git a/sdk_includes/isteamgameserver.h b/sdk_includes/isteamgameserver.h index d0ee43a..bfc55ae 100644 --- a/sdk_includes/isteamgameserver.h +++ b/sdk_includes/isteamgameserver.h @@ -12,8 +12,6 @@ #include "steam_api_common.h" -#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) - //----------------------------------------------------------------------------- // Purpose: Functions for authenticating users via Steam to play on a game server //----------------------------------------------------------------------------- diff --git a/sdk_includes/isteaminput.h b/sdk_includes/isteaminput.h index a684920..0d1192c 100644 --- a/sdk_includes/isteaminput.h +++ b/sdk_includes/isteaminput.h @@ -351,6 +351,83 @@ enum EInputActionOrigin k_EInputActionOrigin_Switch_Reserved18, k_EInputActionOrigin_Switch_Reserved19, k_EInputActionOrigin_Switch_Reserved20, + + // Added in SDK 1.51 + k_EInputActionOrigin_PS5_X, + k_EInputActionOrigin_PS5_Circle, + k_EInputActionOrigin_PS5_Triangle, + k_EInputActionOrigin_PS5_Square, + k_EInputActionOrigin_PS5_LeftBumper, + k_EInputActionOrigin_PS5_RightBumper, + k_EInputActionOrigin_PS5_Option, //Start + k_EInputActionOrigin_PS5_Create, //Back + k_EInputActionOrigin_PS5_Mute, + k_EInputActionOrigin_PS5_LeftPad_Touch, + k_EInputActionOrigin_PS5_LeftPad_Swipe, + k_EInputActionOrigin_PS5_LeftPad_Click, + k_EInputActionOrigin_PS5_LeftPad_DPadNorth, + k_EInputActionOrigin_PS5_LeftPad_DPadSouth, + k_EInputActionOrigin_PS5_LeftPad_DPadWest, + k_EInputActionOrigin_PS5_LeftPad_DPadEast, + k_EInputActionOrigin_PS5_RightPad_Touch, + k_EInputActionOrigin_PS5_RightPad_Swipe, + k_EInputActionOrigin_PS5_RightPad_Click, + k_EInputActionOrigin_PS5_RightPad_DPadNorth, + k_EInputActionOrigin_PS5_RightPad_DPadSouth, + k_EInputActionOrigin_PS5_RightPad_DPadWest, + k_EInputActionOrigin_PS5_RightPad_DPadEast, + k_EInputActionOrigin_PS5_CenterPad_Touch, + k_EInputActionOrigin_PS5_CenterPad_Swipe, + k_EInputActionOrigin_PS5_CenterPad_Click, + k_EInputActionOrigin_PS5_CenterPad_DPadNorth, + k_EInputActionOrigin_PS5_CenterPad_DPadSouth, + k_EInputActionOrigin_PS5_CenterPad_DPadWest, + k_EInputActionOrigin_PS5_CenterPad_DPadEast, + k_EInputActionOrigin_PS5_LeftTrigger_Pull, + k_EInputActionOrigin_PS5_LeftTrigger_Click, + k_EInputActionOrigin_PS5_RightTrigger_Pull, + k_EInputActionOrigin_PS5_RightTrigger_Click, + k_EInputActionOrigin_PS5_LeftStick_Move, + k_EInputActionOrigin_PS5_LeftStick_Click, + k_EInputActionOrigin_PS5_LeftStick_DPadNorth, + k_EInputActionOrigin_PS5_LeftStick_DPadSouth, + k_EInputActionOrigin_PS5_LeftStick_DPadWest, + k_EInputActionOrigin_PS5_LeftStick_DPadEast, + k_EInputActionOrigin_PS5_RightStick_Move, + k_EInputActionOrigin_PS5_RightStick_Click, + k_EInputActionOrigin_PS5_RightStick_DPadNorth, + k_EInputActionOrigin_PS5_RightStick_DPadSouth, + k_EInputActionOrigin_PS5_RightStick_DPadWest, + k_EInputActionOrigin_PS5_RightStick_DPadEast, + k_EInputActionOrigin_PS5_DPad_North, + k_EInputActionOrigin_PS5_DPad_South, + k_EInputActionOrigin_PS5_DPad_West, + k_EInputActionOrigin_PS5_DPad_East, + k_EInputActionOrigin_PS5_Gyro_Move, + k_EInputActionOrigin_PS5_Gyro_Pitch, + k_EInputActionOrigin_PS5_Gyro_Yaw, + k_EInputActionOrigin_PS5_Gyro_Roll, + k_EInputActionOrigin_PS5_DPad_Move, + k_EInputActionOrigin_PS5_Reserved1, + k_EInputActionOrigin_PS5_Reserved2, + k_EInputActionOrigin_PS5_Reserved3, + k_EInputActionOrigin_PS5_Reserved4, + k_EInputActionOrigin_PS5_Reserved5, + k_EInputActionOrigin_PS5_Reserved6, + k_EInputActionOrigin_PS5_Reserved7, + k_EInputActionOrigin_PS5_Reserved8, + k_EInputActionOrigin_PS5_Reserved9, + k_EInputActionOrigin_PS5_Reserved10, + k_EInputActionOrigin_PS5_Reserved11, + k_EInputActionOrigin_PS5_Reserved12, + k_EInputActionOrigin_PS5_Reserved13, + k_EInputActionOrigin_PS5_Reserved14, + k_EInputActionOrigin_PS5_Reserved15, + k_EInputActionOrigin_PS5_Reserved16, + k_EInputActionOrigin_PS5_Reserved17, + k_EInputActionOrigin_PS5_Reserved18, + k_EInputActionOrigin_PS5_Reserved19, + k_EInputActionOrigin_PS5_Reserved20, k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. @@ -410,6 +487,7 @@ enum ESteamInputType k_ESteamInputType_SwitchProController, k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins + k_ESteamInputType_PS5Controller, // Added in SDK 151 k_ESteamInputType_Count, k_ESteamInputType_MaximumPossibleValue = 255, }; @@ -589,7 +667,8 @@ public: // If the user is not in Big Picture Mode it will open up the binding in a new window virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; - // Returns the input type for a particular handle + // Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values + // ESteamInputType will remain static and only return valid values from your SDK version virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions @@ -622,10 +701,10 @@ public: virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; }; -#define STEAMINPUT_INTERFACE_VERSION "SteamInput001" +#define STEAMINPUT_INTERFACE_VERSION "SteamInput002" // Global interface accessor inline ISteamInput *SteamInput(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION ); -#endif // ISTEAMINPUT_H +#endif // ISTEAMINPUT_H \ No newline at end of file diff --git a/sdk_includes/isteaminput001.h b/sdk_includes/isteaminput001.h new file mode 100644 index 0000000..372f754 --- /dev/null +++ b/sdk_includes/isteaminput001.h @@ -0,0 +1,148 @@ + +#ifndef ISTEAMINPUT001_H +#define ISTEAMINPUT001_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamInput001 +{ +public: + + // Init and Shutdown must be called when starting/ending use of this interface + virtual bool Init() = 0; + virtual bool Shutdown() = 0; + + // Synchronize API state with the latest Steam Controller inputs available. This + // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest + // possible latency, you call this directly before reading controller state. This must + // be called from somewhere before GetConnectedControllers will return any handles + virtual void RunFrame() = 0; + + // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via + // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. + // handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTION SETS + //----------------------------------------------------------------------------- + + // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. + virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; + + // Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + // This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + // your state loops, instead of trying to place it in all of your state transitions. + virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0; + virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0; + + // ACTION SET LAYERS + virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + // Enumerate currently active layers. + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTIONS + //----------------------------------------------------------------------------- + + // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of the supplied digital game action + virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0; + + // Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of these supplied analog game action + virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0; + + // Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Get a local path to art for on-screen glyph for a particular origin + virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified origin. + virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Stop analog momentum for the action if it is a mouse action in trackball mode + virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; + + // Returns raw motion data from the specified device + virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0; + + //----------------------------------------------------------------------------- + // OUTPUTS + //----------------------------------------------------------------------------- + + // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle + // the behavior on exit of your program so you don't need to try restore the default as you are shutting down + virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; + + // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. + // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). + virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + + // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. + // nFlags is currently unused and reserved for future use. + virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + + //----------------------------------------------------------------------------- + // Utility functions availible without using the rest of Steam Input API + //----------------------------------------------------------------------------- + + // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode + // If the user is not in Big Picture Mode it will open up the binding in a new window + virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; + + // Returns the input type for a particular handle + virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; + + // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions + // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input + virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; + + // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index + virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. + virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get a local path to art for on-screen glyph for a particular Xbox controller origin + virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for + // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration + virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0; + + // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None + // When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned + // ex: if a Playstation 5 controller was released this function would return Playstation 4 origins. + virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0; + + // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device + virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0; + + // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it + // See isteamremoteplay.h for more information on Steam Remote Play sessions + virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; +}; + +#endif //ISTEAMINPUT001_H diff --git a/sdk_includes/isteamnetworkingmessages.h b/sdk_includes/isteamnetworkingmessages.h index 2c5ccb9..a12a32f 100644 --- a/sdk_includes/isteamnetworkingmessages.h +++ b/sdk_includes/isteamnetworkingmessages.h @@ -2,11 +2,10 @@ #ifndef ISTEAMNETWORKINGMESSAGES #define ISTEAMNETWORKINGMESSAGES -#ifdef STEAM_WIN32 #pragma once -#endif #include "steamnetworkingtypes.h" +#include "steam_api_common.h" //----------------------------------------------------------------------------- /// The non-connection-oriented interface to send and receive messages @@ -58,7 +57,7 @@ public: /// /// It is guaranteed that reliable messages to the same host on the same channel /// will be be received by the remote host (if they are received at all) exactly once, - /// and in the same order that they were send. + /// and in the same order that they were sent. /// /// NO other order guarantees exist! In particular, unreliable messages may be dropped, /// received out of order with respect to each other and with respect to reliable data, @@ -75,52 +74,55 @@ public: /// Returns: /// - k_EREsultOK on success. /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, - /// and k_nSteamNetworkingSend_AutoRestartBrokwnSession is not used. (You can use + /// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session /// and start a new one, you must call CloseSessionWithUser - /// - See SendMessageToConnection::SendMessageToConnection for more + /// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0; /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. /// Returns number of messages returned into your list. (0 if no message are available on that channel.) /// - /// When you're done with the message object(s), make sure and call Release()! + /// When you're done with the message object(s), make sure and call SteamNetworkingMessage_t::Release()! virtual int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; - /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback - /// SteamP2PSessionRequest_t will be posted if another user tries to send you a message, and you haven't - /// tried to talk to them. If you don't want to talk to them, just ignore the request. - /// If the user continues to send you messages, SteamP2PSessionRequest_t callbacks will continue to - /// be posted periodically. This may be called multiple times for a single user. + /// Call this in response to a SteamNetworkingMessagesSessionRequest_t callback. + /// SteamNetworkingMessagesSessionRequest_t are posted when a user tries to send you a message, + /// and you haven't tried to talk to them first. If you don't want to talk to them, just ignore + /// the request. If the user continues to send you messages, SteamNetworkingMessagesSessionRequest_t + /// callbacks will continue to be posted periodically. /// - /// Calling SendMessage() on the other user, this implicitly accepts any pending session request. + /// Returns false if there is no session with the user pending or otherwise. If there is an + /// existing active session, this function will return true, even if it is not pending. + /// + /// Calling SendMessageToUser() will implicitly accepts any pending session request to that user. virtual bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; /// Call this when you're done talking to a user to immediately free up resources under-the-hood. - /// If the remote user tries to send data to you again, another P2PSessionRequest_t callback will - /// be posted. + /// If the remote user tries to send data to you again, another SteamNetworkingMessagesSessionRequest_t + /// callback will be posted. /// /// Note that sessions that go unused for a few minutes are automatically timed out. virtual bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) = 0; /// Call this when you're done talking to a user on a specific channel. Once all /// open channels to a user have been closed, the open session to the user will be - /// closed, and any new data from this user will trigger a SteamP2PSessionRequest_t - /// callback + /// closed, and any new data from this user will trigger a + /// SteamSteamNetworkingMessagesSessionRequest_t callback virtual bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) = 0; /// Returns information about the latest state of a connection, if any, with the given peer. /// Primarily intended for debugging purposes, but can also be used to get more detailed - /// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokwnSession.) + /// failure information. (See SendMessageToUser and k_nSteamNetworkingSend_AutoRestartBrokenSession.) /// /// Returns the value of SteamNetConnectionInfo_t::m_eState, or k_ESteamNetworkingConnectionState_None /// if no connection exists with specified peer. You may pass nullptr for either parameter if /// you do not need the corresponding details. Note that sessions time out after a while, - /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait + /// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait /// indefinitely to obtain the reason for failure. virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0; }; -#define STEAMNETWORKINGMESSAGES_VERSION "SteamNetworkingMessages002" +#define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002" // // Callbacks @@ -141,7 +143,7 @@ struct SteamNetworkingMessagesSessionRequest_t /// SteamNetworkingMessages is primarily intended to make porting UDP code easy.) /// /// Remember: callbacks are asynchronous. See notes on SendMessageToUser, -/// and k_nSteamNetworkingSend_AutoRestartBrokwnSession in particular. +/// and k_nSteamNetworkingSend_AutoRestartBrokenSession in particular. /// /// Also, if a session times out due to inactivity, no callbacks will be posted. The only /// way to detect that this is happening is that querying the session state may return @@ -150,37 +152,48 @@ struct SteamNetworkingMessagesSessionFailed_t { enum { k_iCallback = k_iSteamNetworkingMessagesCallbacks + 2 }; - /// Detailed info about the connection. This will include the + /// Detailed info about the session that failed. + /// SteamNetConnectionInfo_t::m_identityRemote indicates who this session + /// was with. SteamNetConnectionInfo_t m_info; }; #pragma pack(pop) -// -// Global accessor -// +// Global accessors +// Using standalone lib +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB -#if defined( STEAMNETWORKINGSOCKETS_PARTNER ) + // Standalone lib. + static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2(); + inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); } - // Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll - // and the standalone lib - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_Lib(); - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib(); - inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_Lib(); } - inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_Lib(); } + // If running in context of steam, we also define a gameserver instance. + #ifdef STEAMNETWORKINGSOCKETS_STEAM + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2(); + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); } + #endif -#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) + #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI + inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); } + #ifdef STEAMNETWORKINGSOCKETS_STEAM + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); } + #endif + #endif +#endif - // Opensource GameNetworkingSockets - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages(); - -#else +// Using Steamworks SDK +#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI // Steamworks SDK - inline ISteamNetworkingMessages *SteamNetworkingMessages(); - STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION ); - inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages(); - STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages, STEAMNETWORKINGMESSAGES_VERSION ); + STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); + STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingMessages *, SteamGameServerNetworkingMessages_SteamAPI, STEAMNETWORKINGMESSAGES_INTERFACE_VERSION ); + + #ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB + inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_SteamAPI(); } + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_SteamAPI(); } + #endif #endif #endif // ISTEAMNETWORKINGMESSAGES diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 4204f44..8979ddf 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -2,16 +2,19 @@ #ifndef ISTEAMNETWORKINGSOCKETS #define ISTEAMNETWORKINGSOCKETS -#ifdef STEAM_WIN32 #pragma once -#endif #include "steamnetworkingtypes.h" +#include "steam_api_common.h" struct SteamNetAuthenticationStatus_t; + class ISteamNetworkingConnectionCustomSignaling; class ISteamNetworkingCustomSignalingRecvContext; +class ISteamNetworkingConnectionSignaling; +class ISteamNetworkingSignalingRecvContext; + //----------------------------------------------------------------------------- /// Lower level networking API. /// @@ -84,7 +87,7 @@ public: /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; - /// Like CreateListenSocketIP, but clients will connect using ConnectP2P + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P. /// /// nLocalVirtualPort specifies how clients can connect to this socket using /// ConnectP2P. It's very common for applications to only have one listening socket; @@ -93,7 +96,16 @@ public: /// integer (<1000) unique to each listen socket you create. /// /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() - /// when your app initializes + /// when your app initializes. + /// + /// If you are listening on a dedicated servers in known data center, + /// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket, + /// to allow clients to connect without a ticket. Any user that owns + /// the app and is signed into Steam will be able to attempt to connect to + /// your server. Also, a connection attempt may require the client to + /// be connected to Steam, which is one more moving part that may fail. When + /// tickets are used, then once a ticket is obtained, a client can connect to + /// your server even if they got disconnected from Steam or Steam is offline. /// /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to @@ -107,6 +119,10 @@ public: /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. + /// + /// To use your own signaling service, see: + /// - ConnectP2PCustomSignaling + /// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; /// Accept an incoming connection that has been received on a listen socket. @@ -437,11 +453,11 @@ public: /// other connections.) virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, - // using central-authority-granted tickets. + // using tickets issued by your game coordinator. If you are not + // issuing your own tickets to restrict who can attempt to connect + // to your server, then you won't use these functions. // /// Call this when you receive a ticket from your backend / matchmaking system. Puts the @@ -459,7 +475,10 @@ public: virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; /// Client call to connect to a server hosted in a Valve data center, on the specified virtual - /// port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! + /// port. You must have placed a ticket for this server into the cache, or else this connect + /// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated + /// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow + /// this type of connection by listening using CreateListenSocketP2P.) /// /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses @@ -522,7 +541,11 @@ public: /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not /// configured, this call will fail. /// - /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface + /// This call MUST be made through the SteamGameServerNetworkingSockets() interface. + /// + /// This function should be used when you are using the ticket generator library + /// to issue your own tickets. Clients connecting to the server on this virtual + /// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer. /// /// If you need to set any initial config options, pass them here. See /// SteamNetworkingConfigValue_t for more about why this is preferable to @@ -560,7 +583,6 @@ public: /// NOTE: The routing blob returned here is not encrypted. Send it to your backend /// and don't share it directly with clients. virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR // @@ -585,10 +607,10 @@ public: /// This function will immediately construct a connection in the "connecting" /// state. Soon after (perhaps before this function returns, perhaps in another thread), /// the connection will begin sending signaling messages by calling - /// ISteamNetworkingConnectionCustomSignaling::SendSignal. + /// ISteamNetworkingConnectionSignaling::SendSignal. /// /// When the remote peer accepts the connection (See - /// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest), + /// ISteamNetworkingSignalingRecvContext::OnConnectRequest), /// it will begin sending signaling messages. When these messages are received, /// you can pass them to the connection using ReceivedP2PCustomSignal. /// @@ -614,7 +636,7 @@ public: /// /// - If the signal is associated with existing connection, it is dealt /// with immediately. If any replies need to be sent, they will be - /// dispatched using the ISteamNetworkingConnectionCustomSignaling + /// dispatched using the ISteamNetworkingConnectionSignaling /// associated with the connection. /// - If the message represents a connection request (and the request /// is not redundant for an existing connection), a new connection @@ -664,29 +686,40 @@ protected: }; #define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009" -// Global accessor. -#if defined( STEAMNETWORKINGSOCKETS_PARTNER ) +// Global accessors +// Using standalone lib +#ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB - // Standalone lib. Use different symbol name, so that we can dynamically switch between steamclient.dll - // and the standalone lib - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_Lib(); - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib(); - inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_Lib(); } - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_Lib(); } + // Standalone lib. + static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '9', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV9(); + inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV9(); } -#elif defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) || defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT ) + // If running in context of steam, we also define a gameserver instance. + #ifdef STEAMNETWORKINGSOCKETS_STEAM + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV9(); + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV9(); } + #endif - // Opensource GameNetworkingSockets - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets(); - -#else -#ifndef NETWORKSOCKETS_DLL - // Steamworks SDK - inline ISteamNetworkingSockets *SteamNetworkingSockets(); - STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets(); - STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); + #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI + inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV9(); } + #ifdef STEAMNETWORKINGSOCKETS_STEAM + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV9(); } + #endif + #endif #endif + +// Using Steamworks SDK +#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI + + // Steamworks SDK + STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); + STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); + + #ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB + inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_SteamAPI(); } + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_SteamAPI(); } + #endif #endif /// Callback struct used to notify when a connection has changed state diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index f2a18c9..3d9da71 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -6,13 +6,11 @@ #ifndef ISTEAMNETWORKINGUTILS #define ISTEAMNETWORKINGUTILS -#ifdef STEAM_WIN32 #pragma once -#endif - -#include #include "steamnetworkingtypes.h" +#include "steam_api_common.h" + struct SteamDatagramRelayAuthTicket; struct SteamRelayNetworkStatus_t; @@ -46,8 +44,6 @@ public: // Access to Steam Datagram Relay (SDR) network // -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Initialization and status check // @@ -196,7 +192,6 @@ public: /// Get list of all POP IDs. Returns the number of entries that were filled into /// your list. virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; -#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Misc @@ -324,20 +319,23 @@ protected: }; #define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003" -// Global accessor. +// Global accessors +// Using standalone lib #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB // Standalone lib - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_Lib(); - inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_Lib(); } + static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV3(); + inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); } -#else -#ifdef NETWORKSOCKETS_DLL -#define SteamNetworkingUtils() SteamNetworkingUtilsX() + #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI + inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV3(); } + #endif #endif - // Steamworks SDK - inline ISteamNetworkingUtils *SteamNetworkingUtils(); - STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils, + +// Using Steamworks SDK +#ifdef STEAMNETWORKINGSOCKETS_STEAMAPI + STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamNetworkingUtils *, SteamNetworkingUtils_SteamAPI, /* Prefer user version of the interface. But if it isn't found, then use gameserver one. Yes, this is a completely terrible hack */ SteamInternal_FindOrCreateUserInterface( 0, STEAMNETWORKINGUTILS_INTERFACE_VERSION ) ? @@ -346,6 +344,10 @@ protected: "global", STEAMNETWORKINGUTILS_INTERFACE_VERSION ) + + #ifndef STEAMNETWORKINGSOCKETS_STANDALONELIB + inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_SteamAPI(); } + #endif #endif /// A struct used to describe our readiness to use the relay network. @@ -406,10 +408,7 @@ private: // // Internal stuff -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR inline void ISteamNetworkingUtils::InitRelayNetworkAccess() { CheckPingDataUpToDate( 1e10f ); } -#endif - inline bool ISteamNetworkingUtils::SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Int32, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_Float, &val ); } inline bool ISteamNetworkingUtils::SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ) { return SetConfigValue( eValue, k_ESteamNetworkingConfig_Global, 0, k_ESteamNetworkingConfig_String, val ); } @@ -433,15 +432,27 @@ inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingCo return SetConfigValue( opt.m_eValue, eScopeType, scopeObj, opt.m_eDataType, pVal ); } -#if !defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) && defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT ) -inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } -inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); } -inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } -inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); } -#endif +// How to get helper functions. +#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) -#ifdef NETWORKSOCKETS_DLL -#undef SteamNetworkingUtils + // Call direct to static functions + STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); + STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); + STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); + inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } + inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } + inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } + inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } + +#elif defined( STEAMNETWORKINGSOCKETS_STEAMAPI ) + // Using steamworks SDK - go through SteamNetworkingUtils() + inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } + inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); } + inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } + inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); } +#else + #error "Invalid config" #endif #endif // ISTEAMNETWORKINGUTILS diff --git a/sdk_includes/isteamremotestorage.h b/sdk_includes/isteamremotestorage.h index d250999..13b8c96 100644 --- a/sdk_includes/isteamremotestorage.h +++ b/sdk_includes/isteamremotestorage.h @@ -241,7 +241,7 @@ class ISteamRemoteStorage // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. -#if defined(_PS3) || defined(_SERVER) +#if defined(_SERVER) // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback virtual void GetFileListFromServer() = 0; // Indicate this file should be downloaded in the next sync diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index b4ac8ce..9810331 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -220,6 +220,9 @@ public: // Retrieve an individual result after receiving the callback for querying UGC virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; + virtual uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; + virtual bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; @@ -227,7 +230,6 @@ public: virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; - virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. @@ -360,7 +362,7 @@ public: virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; }; -#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION014" +#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION015" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamugc014.h b/sdk_includes/isteamugc014.h new file mode 100644 index 0000000..321ec15 --- /dev/null +++ b/sdk_includes/isteamugc014.h @@ -0,0 +1,172 @@ + +#ifndef ISTEAMUGC014_H +#define ISTEAMUGC014_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamUGC014 +{ +public: + + // Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; + + // Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this) + virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + + // Send the query to Steam + STEAM_CALL_RESULT( SteamUGCQueryCompleted_t ) + virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Retrieve an individual result after receiving the callback for querying UGC + virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; + virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; + virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; + virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; + virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0; + virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; + virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; + + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. + STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Release the request to free up memory, after retrieving results + virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Options to set for querying UGC + virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group + virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; + virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; + virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0; + virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0; + virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0; + virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0; + virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0; + virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0; + virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0; + + // Options only for querying user UGC + virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0; + + // Options only for querying all UGC + virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; + virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; + virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; + + // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! + STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t ) + virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; + + // Steam Workshop Creator API + STEAM_CALL_RESULT( CreateItemResult_t ) + virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet + + virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate() + + virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item + virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item + virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set + virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax) + virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item + virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags ) = 0; // change the tags of an UGC item + virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder + virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size + virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size. + virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function) + virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key + virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag. + virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item + virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item + virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted) + + STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) + virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate() + virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0; + + // Steam Workshop Consumer API + STEAM_CALL_RESULT( SetUserItemVoteResult_t ) + virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( GetUserItemVoteResult_t ) + virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits + virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items + virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs + + // get EItemState flags about item on this client + virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0; + + // get info about currently installed content on disc for items that have k_EItemStateInstalled set + // if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder) + virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0; + + // get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once + virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; + + // download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed, + // then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time. + // If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP. + virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0; + + // game servers can set a specific workshop folder before issuing any UGC commands. + // This is helpful if you want to support multiple game servers running out of the same install folder + virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0; + + // SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends + virtual void SuspendDownloads( bool bSuspend ) = 0; + + // usage tracking + STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0; + + // parent-child relationship or dependency management + STEAM_CALL_RESULT( AddUGCDependencyResult_t ) + virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoveUGCDependencyResult_t ) + virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + + // add/remove app dependence/requirements (usually DLC) + STEAM_CALL_RESULT( AddAppDependencyResult_t ) + virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + STEAM_CALL_RESULT( RemoveAppDependencyResult_t ) + virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + // request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times + // until all app dependencies have been returned + STEAM_CALL_RESULT( GetAppDependenciesResult_t ) + virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0; + + // delete the item without prompting the user + STEAM_CALL_RESULT( DeleteItemResult_t ) + virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; +}; + +#endif // ISTEAMUGC014_H diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index 4111035..cd43cb3 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -183,9 +183,12 @@ public: // Returns whether this steam client is a Steam China specific client, vs the global client. virtual bool IsSteamChinaLauncher() = 0; - // Initializes text filtering. + // Initializes text filtering, loading dictionaries for the language the game is running in. // unFilterOptions are reserved for future use and should be set to 0 - // Returns false if filtering is unavailable for the language the user is currently running in. + // Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough. + // + // Users can customize the text filter behavior in their Steam Account preferences: + // https://store.steampowered.com/account/preferences#CommunityContentPreferences virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0; // Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 15c93db..8829141 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -134,6 +134,7 @@ #include "isteamcontroller004.h" #include "isteamcontroller005.h" #include "isteamcontroller006.h" +#include "isteamcontroller007.h" #include "isteamugc.h" #include "isteamugc001.h" #include "isteamugc002.h" @@ -147,6 +148,7 @@ #include "isteamugc010.h" #include "isteamugc012.h" #include "isteamugc013.h" +#include "isteamugc014.h" #include "isteamapplist.h" #include "isteamhtmlsurface.h" #include "isteamhtmlsurface001.h" @@ -162,6 +164,7 @@ #include "isteammasterserverupdater.h" #include "isteamunifiedmessages.h" #include "isteaminput.h" +#include "isteaminput001.h" #include "isteamremoteplay.h" #include "isteamnetworkingmessages.h" #include "isteamnetworkingsockets.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index b3293f9..2bd1953 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -168,6 +168,7 @@ STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); +STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString ); // ISteamUtils STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010(); @@ -576,6 +577,7 @@ STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* sel // ISteamInput STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002(); STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ); STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ); @@ -614,6 +616,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* se // ISteamController STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); +STEAMAPI_API ISteamController *SteamAPI_SteamController_v008(); STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ); STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ); STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self ); @@ -651,13 +654,18 @@ STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteam // ISteamUGC STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015(); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ); STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); @@ -860,7 +868,9 @@ STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( IStea // ISteamNetworkingMessages STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002(); +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_SteamAPI_v002(); STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_v002(); +STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_SteamAPI_v002(); STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ); STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); @@ -869,6 +879,8 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteam STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ); // ISteamNetworkingSockets +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v008(); @@ -923,6 +935,7 @@ STEAMAPI_API ISteamNetworkingConnectionCustomSignaling * SteamAPI_ISteamNetworki STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendRejectionSignal( ISteamNetworkingCustomSignalingRecvContext* self, const SteamNetworkingIdentity & identityPeer, const void * pMsg, int cbMsg ); // ISteamNetworkingUtils +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003(); STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003(); STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ); @@ -1067,6 +1080,10 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID64( SteamNetworking STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self ); STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ); STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetPSNID( SteamNetworkingIdentity* self, uint64 id ); +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetPSNID( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetStadiaID( SteamNetworkingIdentity* self, uint64 id ); +STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetStadiaID( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ); STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ); diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index f9c15ad..e494f7e 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -28,6 +28,12 @@ enum EServerMode eServerModeAuthenticationAndSecure = 3, // Authenticate users, list on the server list and VAC protect clients }; +/// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic +/// UDP queries. In this case, Steam will not open up a socket to handle server browser queries, +/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket +/// to handle packets related to server discovery on your socket. +#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) + // Initialize SteamGameServer client and interface objects, and set server properties which may not be changed. // // After calling this function, you should set any additional server parameters, and then @@ -39,12 +45,16 @@ enum EServerMode // This protocol is TCP-based and thus always uses an ephemeral local port. // Older steam client binaries used UDP to talk to Steam, and this argument was useful. // A future version of the SDK will remove this argument. -// - usGamePort is the port that clients will connect to for gameplay. +// - unIP will usually be zero. If you are on a machine with multiple IP addresses, you can pass a non-zero +// value here and the relevant sockets will be bound to that IP. This can be used to ensure that +// the IP you desire is the one used in the server browser. +// - usGamePort is the port that clients will connect to for gameplay. You will usually open up your +// own socket bound to this port. // - usQueryPort is the port that will manage server browser related duties and info // pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving // UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. -// - The version string is usually in the form x.x.x.x, and is used by the master server to detect when the +// - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) #ifndef STEAM_API_EXPORTS S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index c08b4a3..4d5aedf 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -142,6 +142,9 @@ enum EResult k_EResultAccountDeleted = 114, // account has been deleted k_EResultExistingUserCancelledLicense = 115, // A license for this already exists, but cancelled k_EResultCommunityCooldown = 116, // access is denied because of a community cooldown (probably from support profile data resets) + k_EResultNoLauncherSpecified = 117, // No launcher was specified, but a launcher was needed to choose correct realm for operation. + k_EResultMustAgreeToSSA = 118, // User must agree to china SSA or global SSA before login + k_EResultLauncherMigrated = 119, // The specified launcher type is no longer supported; the user should be directed elsewhere }; // Error codes for use with the voice functions @@ -311,7 +314,7 @@ enum EAppType k_EAppType_Beta = 0x10000, // this is a beta version of a game k_EAppType_Shortcut = 0x40000000, // just a shortcut, client side only - k_EAppType_DepotOnly = 0x80000000, // placeholder since depots and apps share the same namespace + k_EAppType_DepotOnly_DEPRECATED = 0x80000000, // there shouldn't be any appinfo for depots }; @@ -556,6 +559,7 @@ enum EVRHMDType k_eEVRHMDType_HP_Unknown = 80, // HP unknown HMD k_eEVRHMDType_HP_WindowsMR = 81, // HP Windows MR headset k_eEVRHMDType_HP_Reverb = 82, // HP Reverb Windows MR headset + k_eEVRHMDType_HP_ReverbG2 = 1463, // HP Reverb G2 Windows MR headset k_eEVRHMDType_Samsung_Unknown = 90, // Samsung unknown HMD k_eEVRHMDType_Samsung_Odyssey = 91, // Samsung Odyssey Windows MR headset diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 5bde1ca..6616a1f 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -6,26 +6,40 @@ #ifndef STEAMNETWORKINGTYPES #define STEAMNETWORKINGTYPES -#ifdef STEAM_WIN32 #pragma once -#endif #include #include +#include "steamtypes.h" +#include "steamclientpublic.h" -//---------------------------------------- -// SteamNetworkingSockets library config -// Compiling in Steam public branch. -#define STEAMNETWORKINGSOCKETS_STEAM -#ifdef STEAMNETWORKINGSOCKETS_STATIC_LINK - #define STEAMNETWORKINGSOCKETS_INTERFACE extern +//----------------------------------------------------------------------------- +// SteamNetworkingSockets config. +//#define STEAMNETWORKINGSOCKETS_STANDALONELIB // Comment this in to support compiling/linking with the standalone library / gamenetworkingsockets opensource +#define STEAMNETWORKINGSOCKETS_STEAMAPI // Compiling/link with steam_api.h and Steamworks SDK +//----------------------------------------------------------------------------- + +#if !defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT ) + #define STEAMNETWORKINGSOCKETS_STEAM +#endif +#ifdef NN_NINTENDO_SDK // We always static link on Nintendo + #define STEAMNETWORKINGSOCKETS_STATIC_LINK +#endif +#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) + #define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" +#elif defined( STEAMNETWORKINGSOCKETS_FOREXPORT ) + #ifdef _WIN32 + #define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllexport ) + #else + #define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __attribute__((visibility("default"))) + #endif +#else + #ifdef _WIN32 + #define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllimport ) + #else + #define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" + #endif #endif -#define STEAMNETWORKINGSOCKETS_STEAMCLIENT -#define STEAMNETWORKINGSOCKETS_ENABLE_SDR -#include "steam_api_common.h" -// -//---------------------------------------- - #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) @@ -195,18 +209,18 @@ struct SteamNetworkingIPAddr /// (This means that you cannot tell if a zero port was explicitly specified.) inline bool ParseString( const char *pszStr ); + /// RFC4038, section 4.2 + struct IPv4MappedAddress { + uint64 m_8zeros; + uint16 m_0000; + uint16 m_ffff; + uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order + }; + union { uint8 m_ipv6[ 16 ]; - #ifndef API_GEN // API generator doesn't understand this. The bindings will just use the accessors - struct // IPv4 "mapped address" (rfc4038 section 4.2) - { - uint64 m_8zeros; - uint16 m_0000; - uint16 m_ffff; - uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order - } m_ipv4; - #endif + IPv4MappedAddress m_ipv4; }; uint16 m_port; // Host byte order @@ -659,6 +673,9 @@ struct SteamNetConnectionInfo_t /// connection type (and peer information), and any name /// given to the connection by the app. This string is used in various /// internal logging messages. + /// + /// Note that the connection ID *usually* matches the HSteamNetConnection + /// handle, but in certain cases with symmetric connections it might not. char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ]; /// Internal stuff, room to change API easily @@ -1297,6 +1314,12 @@ enum ESteamNetworkingConfigValue /// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205, + /// [global FnSteamNetworkingSocketsCreateConnectionSignaling] Callback that will + /// be invoked when we need to create a signaling object for a connection + /// initiated locally. See: ISteamNetworkingSockets::ConnectP2P, + /// ISteamNetworkingMessages. + k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206, + // // P2P settings // @@ -1600,17 +1623,6 @@ inline const uint8 *SteamNetworkingIdentity::GetGenericBytes( int &cbLen ) const inline bool SteamNetworkingIdentity::operator==(const SteamNetworkingIdentity &x ) const { return m_eType == x.m_eType && m_cbSize == x.m_cbSize && memcmp( m_genericBytes, x.m_genericBytes, m_cbSize ) == 0; } inline void SteamNetworkingMessage_t::Release() { (*m_pfnRelease)( this ); } -#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || !defined( STEAMNETWORKINGSOCKETS_STEAMCLIENT ) -STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); -STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); -STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); -STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); -inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } -inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } -inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } -inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } -#endif - #endif // #ifndef API_GEN #endif // #ifndef STEAMNETWORKINGTYPES From d6bdde012386140493700182e3c55eed191620f4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 Jan 2021 22:58:42 -0500 Subject: [PATCH 356/494] Update ImGui --- ImGui/imconfig.h | 60 +- ImGui/imgui.cpp | 11699 +++++++++------- ImGui/imgui.h | 966 +- ImGui/imgui_draw.cpp | 1418 +- ImGui/imgui_internal.h | 1601 ++- ImGui/imgui_user.h | 5 - ImGui/imgui_widgets.cpp | 3717 +++-- ImGui/impls/imgui_impl_opengl3.cpp | 220 +- ImGui/impls/imgui_impl_opengl3.h | 76 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 115 +- ImGui/impls/windows/imgui_impl_dx10.h | 9 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 296 +- ImGui/impls/windows/imgui_impl_dx11.h | 9 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 192 +- ImGui/impls/windows/imgui_impl_dx12.h | 38 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 26 +- ImGui/impls/windows/imgui_impl_dx9.h | 9 +- ImGui/impls/windows/imgui_impl_win32.cpp | 156 +- ImGui/impls/windows/imgui_impl_win32.h | 30 +- .../impls/windows/imgui_shaderblobs.cpp | 486 +- .../impls/windows/imgui_shaderblobs.h | 61 +- ImGui/imstb_rectpack.h | 17 +- ImGui/imstb_textedit.h | 82 +- ImGui/imstb_truetype.h | 8 +- overlay_experimental/steam_overlay.cpp | 5 +- overlay_experimental/windows/DX10_Hook.cpp | 3 +- overlay_experimental/windows/DX11_Hook.cpp | 3 +- overlay_experimental/windows/DX12_Hook.cpp | 5 +- overlay_experimental/windows/DX9_Hook.cpp | 3 +- overlay_experimental/windows/OpenGL_Hook.cpp | 4 +- 30 files changed, 11478 insertions(+), 9841 deletions(-) delete mode 100644 ImGui/imgui_user.h rename overlay_experimental/windows/ImGui_ShaderBlobs.cpp => ImGui/impls/windows/imgui_shaderblobs.cpp (68%) rename overlay_experimental/windows/ImGui_ShaderBlobs.h => ImGui/impls/windows/imgui_shaderblobs.h (51%) diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index 3afdd4b..d538ede 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -3,10 +3,11 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) -// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- @@ -14,29 +15,32 @@ #pragma once //---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts -//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. -#define IMGUI_DISABLE_DEMO_WINDOWS -#define IMGUI_DISABLE_METRICS_WINDOW +//---- Disable all of Dear ImGui or don't implement standard windows. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). -//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard). -//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. -//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //---- Include imgui_user.h at the end of imgui.h as a convenience @@ -45,6 +49,9 @@ //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR +//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//#define IMGUI_USE_WCHAR32 + //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version // By default the embedded implementations are declared static and not available outside of imgui cpp files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" @@ -52,6 +59,10 @@ //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. +// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* @@ -64,9 +75,9 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). -// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int @@ -76,14 +87,18 @@ //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback -//---- Debug Tools -// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() -// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. + +//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), +// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) // This adds a small runtime cost which is why it is not enabled by default. //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui @@ -92,6 +107,7 @@ namespace ImGui } */ -#define IMGUI_INCLUDE_IMGUI_USER_H - -#define IMGUI_IMPL_OPENGL_LOADER_GLEW \ No newline at end of file +#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT +#define IMGUI_IMPL_OPENGL_LOADER_GLEW +#define ImTextureID ImU64 diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 3b9996a..6e6d65d 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1,18 +1,26 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.79 // (main code and documentation) -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui -// Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). -// This library is free but I need your support to sustain development and maintenance. -// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. -// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without @@ -28,50 +36,39 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE -- PROGRAMMER GUIDE (read me!) - - Read first. - - How to update to a newer version of Dear ImGui. - - Getting started with integrating Dear ImGui in your code/engine. - - This is how a simple application may look like (2 variations). - - This is how a simple rendering function may look like. - - Using gamepad/keyboard navigation controls. +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) -- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - - Where is the documentation? - - Which version should I get? - - Who uses Dear ImGui? - - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - Why are multiple widgets reacting when I interact with a single one? How can I have - multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) - - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) +// [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer // [SECTION] ImGuiListClipper +// [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ERROR CHECKING +// [SECTION] LAYOUT +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION @@ -95,14 +92,13 @@ CODE - Easy to use to create code-driven and data-driven tools. - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. - Easy to hack and improve. - - Minimize screen real-estate usage. - Minimize setup and maintenance. - Minimize state storage on user side. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. - opening a tree node for the first time, etc. but a typical frame should not allocate anything). + - Efficient runtime and memory consumption. + + Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: - Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - Doesn't look fancy, doesn't animate. - Limited layout features, intricate layouts are typically crafted in code. @@ -134,15 +130,15 @@ CODE PROGRAMMER GUIDE ================ - READ FIRST: - - - Read the FAQ below this section! + READ FIRST + ---------- + - Remember to read the FAQ (https://www.dearimgui.org/faq) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). - You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. @@ -156,8 +152,9 @@ CODE However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - Or maintain your own branch where you have imconfig.h modified. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. @@ -166,21 +163,26 @@ CODE likely be a comment about it. Please report any issue to the GitHub page! - Try to keep your copy of dear imgui reasonably up to date. - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - - Add the Dear ImGui source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. + - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder). + The sub-folders in examples/ contains examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -189,7 +191,7 @@ CODE // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -215,8 +217,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -233,7 +234,7 @@ CODE // At this point you've got the texture data and you need to upload that your your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->TexID = (void*)texture; @@ -270,7 +271,14 @@ CODE // Shutdown ImGui::DestroyContext(); - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ and example applications for details about this! + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { @@ -308,7 +316,7 @@ CODE MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); } idx_buffer += pcmd->ElemCount; @@ -316,18 +324,22 @@ CODE } } - - The examples/ folders contains many actual implementation of the pseudo-codes above. - - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the - rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. - - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - + ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). @@ -339,15 +351,6 @@ CODE - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: - - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. - Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. @@ -368,9 +371,57 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). - - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names. + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. @@ -381,7 +432,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -472,7 +523,7 @@ CODE - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. @@ -481,14 +532,9 @@ CODE - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. - If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. - This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. - ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) - { - float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; - return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); - } + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. @@ -547,14 +593,13 @@ CODE - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } - became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } - you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. - it is now recommended that you sample the font texture with bilinear interpolation. - (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. - (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility @@ -568,425 +613,118 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== Q: Where is the documentation? A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ - folder to explain how to integrate Dear ImGui with your own engine/application. - - Your programming IDE is your friend, find the type or function declaration to find comments + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. + Q: What is this library called? Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be - fixed fast when reported. You may also peak at the 'docking' branch which includes: - - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) - Many projects are using this branch and it is kept in sync with master regularly. + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. - Q: Who uses Dear ImGui? - A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and - "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages - for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + Q&A: Integration + ================ - Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, - longer name "Dear ImGui" that people can use to refer to this specific library. - Please try to refer to this library as "Dear ImGui". + Q: How to get started? + A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? - A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). - Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. - This is because imgui needs to detect that you clicked in the void to unfocus its own windows. - Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). - It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. - Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also - perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). - Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically - have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs - were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - - Q: How can I display an image? What is ImTextureID, how does it works? - A: Short explanation: - - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. - - Long explanation: - - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. - At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code - to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. - ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. - Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - an image from the end-user perspective. This is what the _examples_ rendering functions are using: - - OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) - DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) - DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) - DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure - tying together both the texture and information about its format and how to read it. - - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase - is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID - representation suggested by the example bindings is probably the best choice. - (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) - - User code may do: - - // Cast our texture type to ImTextureID / void* - MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); - - The renderer function called after ImGui::Render() will receive that same value that the user code passed: - - // Cast ImTextureID / void* stored in the draw command as our texture type - MyTexture* texture = (MyTexture*)pcmd->TextureId; - MyEngineBindTexture2D(texture); - - Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. - This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. - If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - - Here's a simplified OpenGL example using stb_image.h: - - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); - - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. - Examples: - - GLuint my_tex = XXX; - void* my_void_ptr; - my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) - my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint - - ID3D11ShaderResourceView* my_dx11_srv = XXX; - void* my_void_ptr; - my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* - my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* - - Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. - - Q: Why are multiple widgets reacting when I interact with a single one? - Q: How can I have multiple widgets with the same label or with an empty label? - A: A primer on labels and the ID Stack... - - Dear ImGui internally need to uniquely identify UI elements. - Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. - Interactive widgets (such as calls to Button buttons) need a unique ID. - Unique ID are used internally to track active widgets and occasionally associate state to widgets. - Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. - - - Unique ID are often derived from a string label: - - Button("OK"); // Label = "OK", ID = hash of (..., "OK") - Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") - - - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having - two buttons labeled "OK" in different windows or different tree locations is fine. - We used "..." above to signify whatever was already pushed to the ID stack previously: - - Begin("MyWindow"); - Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") - End(); - Begin("MyOtherWindow"); - Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") - End(); - - - If you have a same ID twice in the same location, you'll have a conflict: - - Button("OK"); - Button("OK"); // ID collision! Interacting with either button will trigger the first one. - - Fear not! this is easy to solve and there are many ways to solve it! - - - Solving ID conflict in a simple/local context: - When passing a label you can optionally specify extra ID information within string itself. - Use "##" to pass a complement to the ID that won't be visible to the end-user. - This helps solving the simple collision cases when you know e.g. at compilation time which items - are going to be created: - - Begin("MyWindow"); - Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") - Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above - Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above - End(); - - - If you want to completely hide the label, but still need an ID: - - Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! - - - Occasionally/rarely you might want change a label while preserving a constant ID. This allows - you to animate labels. For example you may want to include varying information in a window title bar, - but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: - - Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") - Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different - - sprintf(buf, "My game (%f FPS)###MyGame", fps); - Begin(buf); // Variable title, ID = hash of "MyGame" - - - Solving ID conflict in a more general manner: - Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts - within the same window. This is the most convenient way of distinguishing ID when iterating and - creating many UI elements programmatically. - You can push a pointer, a string or an integer value into the ID stack. - Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. - At each level of the stack we store the seed used for items at this level of the ID stack. - - Begin("Window"); - for (int i = 0; i < 100; i++) - { - PushID(i); // Push i to the id tack - Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") - PopID(); - } - for (int i = 0; i < 100; i++) - { - MyObject* obj = Objects[i]; - PushID(obj); - Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") - PopID(); - } - for (int i = 0; i < 100; i++) - { - MyObject* obj = Objects[i]; - PushID(obj->Name); - Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") - PopID(); - } - End(); - - - You can stack multiple prefixes into the ID stack: - - Button("Click"); // Label = "Click", ID = hash of (..., "Click") - PushID("node"); - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") - PushID(my_ptr); - Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") - PopID(); - PopID(); - - - Tree nodes implicitly creates a scope for you by calling PushID(). - - Button("Click"); // Label = "Click", ID = hash of (..., "Click") - if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) - { - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") - TreePop(); - } - - - When working with trees, ID are used to preserve the open/close state of each tree node. - Depending on your use cases you may want to use strings, indices or pointers as ID. - e.g. when following a single pointer that may change over time, using a static string as ID - will preserve your node open/closed state when the targeted object change. - e.g. when displaying a list of objects, using indices or pointers as ID will preserve the - node open/closed state differently. See what makes more sense in your situation! - - Q: How can I use my own math types instead of ImVec2/ImVec4? - A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. - - Q: How can I load a different font than the default? - A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. - (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) - (Read the 'misc/fonts/README.txt' file for more details about font loading.) - - New programmers: remember that in C/C++ and most programming languages if you want to use a - backslash \ within a string literal, you need to write it double backslash "\\": - io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) - io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT - io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT - - Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. - You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. - (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) - With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, - and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. - - Q: How can I load multiple fonts? - A: Use the font atlas to pack them into a single texture: - (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) - - ImGuiIO& io = ImGui::GetIO(); - ImFont* font0 = io.Fonts->AddFontDefault(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - // the first loaded font gets used by default - // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime - - // Options - ImFontConfig config; - config.OversampleH = 2; - config.OversampleV = 1; - config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up - config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); - - // Combine multiple fonts into one (e.g. for icon fonts) - static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontDefault(); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs - - Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. - - // Add default Japanese ranges - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); - - // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) - ImVector ranges; - ImFontGlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 - by using the u8"hello" syntax. Specifying literal in your source code using a local code page - (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! - Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. - Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). - You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for - the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. - - Q: How can I interact with standard C++ types (such as std::string and std::vector)? - A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), - and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use - any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. - - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. - Prefer using them over the old and awkward Combo()/ListBox() api. - - Generally for most high-level types you should be able to access the underlying data type. - You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. - Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. - Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those - are not configurable and not the same across implementations. - - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern - is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. - One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str - This is a small helper where you can instance strings with configurable local buffers length. Many game engines will - provide similar or better string helpers. - - Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. - (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) - Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display - contents behind or over every other imgui windows (one bg/fg drawlist per viewport). - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". - (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) - - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - This is the preferred solution for developer productivity. - In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple - and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect - to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. - Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. - - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing - for screen real-estate and precision. - - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + >> See https://www.dearimgui.org/faq + + Q&A: Usage + ---------- + + Q: Why is my widget not reacting when I click on it? + Q: How can I have widgets with an empty label? + Q: How can I have multiple widgets with the same label? + Q: How can I display an image? What is ImTextureID, how does it works? + Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + + Q&A: Community + ============== Q: How can I help? - A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + - Individuals: you can support continued development via PayPal donations. See README. + - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). - - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) - - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. - - tip: you can call Render() multiple times (e.g for VR renders). - - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! - */ +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" +// System includes #include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -995,33 +733,59 @@ CODE #include // intptr_t #endif -// Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL -#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) -#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! -#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. -#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. -#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. -#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. -#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // -#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. -#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 -#endif -#if __has_warning("-Wdouble-promotion") -#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -1035,6 +799,11 @@ CODE #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) + // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear @@ -1042,6 +811,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -1049,9 +819,8 @@ static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduc static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); -static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); -static void CheckStacksSize(ImGuiWindow* window, bool write); -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); @@ -1059,9 +828,11 @@ static void AddWindowToSortBuffer(ImVector* out_sorted static ImRect GetViewportRect(); // Settings -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); @@ -1070,25 +841,34 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); namespace ImGui { -static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); - // Navigation static void NavUpdate(); static void NavUpdateWindowing(); -static void NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static void NavUpdateInitResult(); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static int FindWindowFocusIndex(ImGuiWindow* window); +// Error Checking +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); + // Misc +static void UpdateSettings(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateTabFocus(); +static void UpdateDebugToolItemPicker(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); @@ -1133,14 +913,14 @@ static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { Alpha = 1.0f; // Global alpha applies to everything in ImGui WindowPadding = ImVec2(8,8); // Padding within a window - WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows + WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text @@ -1161,17 +941,21 @@ ImGuiStyle::ImGuiStyle() ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. - SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. - DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. - AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -1197,7 +981,9 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabRounding = ImFloor(GrabRounding * scale_factor); + LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); TabRounding = ImFloor(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); @@ -1207,12 +993,13 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); + IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. // Settings ConfigFlags = ImGuiConfigFlags_None; BackendFlags = ImGuiBackendFlags_None; DisplaySize = ImVec2(-1.0f, -1.0f); - DeltaTime = 1.0f/60.0f; + DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; IniFilename = "imgui.ini"; LogFilename = "imgui_log.txt"; @@ -1220,7 +1007,7 @@ ImGuiIO::ImGuiIO() MouseDoubleClickMaxDist = 6.0f; for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.250f; + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1240,6 +1027,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1268,8 +1056,37 @@ ImGuiIO::ImGuiIO() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c > 0 && c < 0x10000) - InputQueueCharacters.push_back((ImWchar)c); + if (c != 0) + InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if (c == 0 && InputQueueSurrogate == 0) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) + cp = IM_UNICODE_CODEPOINT_INVALID; + else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); + InputQueueSurrogate = 0; + } + InputQueueCharacters.push_back(cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1278,7 +1095,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c < 0x10000) + if (c != 0) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1289,9 +1106,77 @@ void ImGuiIO::ClearInputCharacters() } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- +ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { ImVec2 ap = p - a; @@ -1340,6 +1225,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, return proj_ca; } +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + // Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { @@ -1393,7 +1282,7 @@ const char* ImStrchrRange(const char* str, const char* str_end, char c) int ImStrlenW(const ImWchar* str) { - //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit int n = 0; while (*str++) n++; return n; @@ -1451,15 +1340,25 @@ void ImStrTrimBlanks(char* buf) buf[p - p_start] = 0; // Zero terminate } +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. -#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS -//#define IMGUI_USE_STB_SPRINTF +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION -#include "imstb_sprintf.h" +#include "stb_sprintf.h" #endif #if defined(_MSC_VER) && !defined(vsnprintf) @@ -1498,7 +1397,7 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) buf[w] = 0; return w; } -#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: @@ -1570,58 +1469,73 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) return ~crc; } -FILE* ImFileOpen(const char* filename, const char* mode) +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) { -#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) - const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; - const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; buf.resize(filename_wsize + mode_wsize); - ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); - ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); - return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #else return fopen(filename, mode); #endif } -// Load file content into memory +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() -void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) { - IM_ASSERT(filename && file_open_mode); + IM_ASSERT(filename && mode); if (out_file_size) *out_file_size = 0; - FILE* f; - if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) return NULL; - long file_size_signed; - if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) { - fclose(f); + ImFileClose(f); return NULL; } - size_t file_size = (size_t)file_size_signed; void* file_data = IM_ALLOC(file_size + padding_bytes); if (file_data == NULL) { - fclose(f); + ImFileClose(f); return NULL; } - if (fread(file_data, 1, file_size, f) != file_size) + if (ImFileRead(file_data, 1, file_size, f) != file_size) { - fclose(f); + ImFileClose(f); IM_FREE(file_data); return NULL; } if (padding_bytes > 0) memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); - fclose(f); + ImFileClose(f); if (out_file_size) *out_file_size = file_size; @@ -1632,7 +1546,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_ // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- -// Convert UTF-8 to 32-bits character, process single character input. +// Convert UTF-8 to 32-bit character, process single character input. // Based on stb_from_utf8() from github.com/nothings/stb/ // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) @@ -1647,7 +1561,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xe0) == 0xc0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string if (in_text_end && in_text_end - (const char*)str < 2) return 1; if (*str < 0xc2) return 2; c = (unsigned int)((*str++ & 0x1f) << 6); @@ -1658,7 +1572,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf0) == 0xe0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string if (in_text_end && in_text_end - (const char*)str < 3) return 1; if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below @@ -1672,7 +1586,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf8) == 0xf0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string if (in_text_end && in_text_end - (const char*)str < 4) return 1; if (*str > 0xf4) return 4; if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; @@ -1686,6 +1600,8 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* c += (*str++ & 0x3f); // utf-8 encodings of values used in surrogate pairs are invalid if ((c & 0xFFFFF800) == 0xD800) return 4; + // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead + if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; *out_char = c; return 4; } @@ -1697,14 +1613,13 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha { ImWchar* buf_out = buf; ImWchar* buf_end = buf + buf_size; - while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes - *buf_out++ = (ImWchar)c; + *buf_out++ = (ImWchar)c; } *buf_out = 0; if (in_text_remaining) @@ -1721,8 +1636,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c < 0x10000) - char_count++; + char_count++; } return char_count; } @@ -1742,11 +1656,15 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) buf[1] = (char)(0x80 + (c & 0x3f)); return 2; } - if (c >= 0xdc00 && c < 0xe000) + if (c < 0x10000) { - return 0; + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; } - if (c >= 0xd800 && c < 0xdc00) + if (c <= 0x10FFFF) { if (buf_size < 4) return 0; buf[0] = (char)(0xf0 + (c >> 18)); @@ -1755,29 +1673,23 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) buf[3] = (char)(0x80 + ((c ) & 0x3f)); return 4; } - //else if (c < 0x10000) - { - if (buf_size < 3) return 0; - buf[0] = (char)(0xe0 + (c >> 12)); - buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); - buf[2] = (char)(0x80 + ((c ) & 0x3f)); - return 3; - } + // Invalid code point, the max unicode is 0x10FFFF + return 0; } // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { - unsigned int dummy = 0; - return ImTextCharFromUtf8(&dummy, in_text, in_text_end); + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) { if (c < 0x80) return 1; if (c < 0x800) return 2; - if (c >= 0xdc00 && c < 0xe000) return 0; - if (c >= 0xd800 && c < 0xdc00) return 4; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; return 3; } @@ -1785,13 +1697,13 @@ int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWch { char* buf_out = buf; const char* buf_end = buf + buf_size; - while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) *buf_out++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); } *buf_out = 0; return (int)(buf_out - buf); @@ -1812,13 +1724,22 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILTIES (Color functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. //----------------------------------------------------------------------------- +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { - float s = 1.0f/255.0f; + float s = 1.0f / 255.0f; return ImVec4( ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, @@ -1869,7 +1790,7 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& return; } - h = ImFmod(h, 1.0f) / (60.0f/360.0f); + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); int i = (int)h; float f = h - (float)i; float p = v * (1.0f - s); @@ -1887,38 +1808,6 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& } } -ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = style.Colors[idx]; - c.w *= style.Alpha * alpha_mul; - return ColorConvertFloat4ToU32(c); -} - -ImU32 ImGui::GetColorU32(const ImVec4& col) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = col; - c.w *= style.Alpha; - return ColorConvertFloat4ToU32(c); -} - -const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) -{ - ImGuiStyle& style = GImGui->Style; - return style.Colors[idx]; -} - -ImU32 ImGui::GetColorU32(ImU32 col) -{ - float style_alpha = GImGui->Style.Alpha; - if (style_alpha >= 1.0f) - return col; - ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. - return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); -} - //----------------------------------------------------------------------------- // [SECTION] ImGuiStorage // Helper: Key->value storage @@ -2118,7 +2007,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVectorClipRect; if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRectScreen); + unclipped_rect.Add(g.NavScoringRect); + if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) + unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); const ImVec2 pos = window->DC.CursorPos; int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); @@ -2286,7 +2177,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_end = end; } -static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. @@ -2301,35 +2192,41 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } -// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); + ItemsCount = -1; +} + +ImGuiListClipper::~ImGuiListClipper() +{ + IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 // Use case B: Begin() called from constructor with items_height>0 // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. -void ImGuiListClipper::Begin(int count, float items_height) +void ImGuiListClipper::Begin(int items_count, float items_height) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; - ItemsCount = count; + ItemsCount = items_count; StepNo = 0; - DisplayEnd = DisplayStart = -1; - if (ItemsHeight > 0.0f) - { - ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display - if (DisplayStart > 0) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor - StepNo = 2; - } + DisplayStart = -1; + DisplayEnd = 0; } void ImGuiListClipper::End() { - if (ItemsCount < 0) + if (ItemsCount < 0) // Already ended return; + // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + if (ItemsCount < INT_MAX && DisplayStart >= 0) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); ItemsCount = -1; StepNo = 3; } @@ -2339,3894 +2236,113 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (ItemsCount == 0 || window->SkipItems) + // Reached end of list + if (DisplayEnd >= ItemsCount || window->SkipItems) { + End(); + return false; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + if (StepNo == 0) + { + StartPosY = window->DC.CursorPos.y; + if (ItemsHeight <= 0.0f) + { + // Submit the first item so we can measure its height (generally it is 0..1) + DisplayStart = 0; + DisplayEnd = 1; + StepNo = 1; + return true; + } + + // Already has item height (given by user in Begin): skip to calculating step + DisplayStart = DisplayEnd; + StepNo = 2; + } + + // Step 1: the clipper infer height from first element + if (StepNo == 1) + { + IM_ASSERT(ItemsHeight <= 0.0f); + ItemsHeight = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + StepNo = 2; + } + + // Step 2: calculate the actual range of elements to display, and position the cursor before the first element + if (StepNo == 2) + { + IM_ASSERT(ItemsHeight > 0.0f); + + int already_submitted = DisplayEnd; + ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); + DisplayStart += already_submitted; + DisplayEnd += already_submitted; + + // Seek cursor + if (DisplayStart > already_submitted) + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); + + StepNo = 3; + return true; + } + + // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (StepNo == 3) + { + // Seek cursor + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor ItemsCount = -1; return false; } - if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. - { - DisplayStart = 0; - DisplayEnd = 1; - StartPosY = window->DC.CursorPos.y; - StepNo = 1; - return true; - } - if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. - { - if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = window->DC.CursorPos.y - StartPosY; - IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount - 1, items_height); - DisplayStart++; - DisplayEnd++; - StepNo = 3; - return true; - } - if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. - { - IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); - StepNo = 3; - return true; - } - if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. - End(); + + IM_ASSERT(0); return false; } //----------------------------------------------------------------------------- -// [SECTION] RENDER HELPERS -// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. -// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +// [SECTION] STYLING //----------------------------------------------------------------------------- -const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) -{ - const char* text_display_end = text; - if (!text_end) - text_end = (const char*)-1; - - while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) - text_display_end++; - return text_display_end; -} - -// Internal ImGui functions to render text -// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() -void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Hide anything after a '##' string - const char* text_display_end; - if (hide_text_after_hash) - { - text_display_end = FindRenderedTextEnd(text, text_end); - } - else - { - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT - text_display_end = text_end; - } - - if (text != text_display_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_display_end); - } -} - -void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT - - if (text != text_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_end); - } -} - -// Default clip_rect uses (pos_min,pos_max) -// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) -{ - // Perform CPU side clipping for single clipped element to avoid using scissor state - ImVec2 pos = pos_min; - const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); - - const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; - const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; - bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); - if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min - need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); - - // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. - if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); - if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); - - // Render - if (need_clipping) - { - ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); - draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); - } - else - { - draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); - } -} - -void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) -{ - // Hide anything after a '##' string - const char* text_display_end = FindRenderedTextEnd(text, text_end); - const int text_len = (int)(text_display_end - text); - if (text_len == 0) - return; - - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); - if (g.LogEnabled) - LogRenderedText(&pos_min, text, text_display_end); -} - - -// Another overly complex function until we reorganize everything into a nice all-in-one helper. -// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. -// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) -{ - ImGuiContext& g = *GImGui; - if (text_end_full == NULL) - text_end_full = FindRenderedTextEnd(text); - const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); - - if (text_size.x > pos_max.x - pos_min.x) - { - // Hello wo... - // | | | - // min max ellipsis_max - // <-> this is generally some padding value - - // FIXME-STYLE: RenderPixelEllipsis() style should use actual font data. - const ImFont* font = draw_list->_Data->Font; - const float font_size = draw_list->_Data->FontSize; - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; - const char* text_end_ellipsis = NULL; - - float text_width = ImMax((pos_max.x - ellipsis_width) - pos_min.x, 1.0f); - float text_size_clipped_x = font->CalcTextSizeA(font_size, text_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) - { - // Always display at least 1 character if there's no room for character + ellipsis - text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); - text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; - } - while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) - { - // Trim trailing space before ellipsis - text_end_ellipsis--; - text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte - } - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - - const float ellipsis_x = pos_min.x + text_size_clipped_x + 1.0f; - if (ellipsis_x + ellipsis_width - 1.0f <= ellipsis_max_x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_dot_count); - } - else - { - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); - } - - if (g.LogEnabled) - LogRenderedText(&pos_min, text, text_end_full); -} - -// Render a rectangle shaped with optional rounding and borders -void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); - const float border_size = g.Style.FrameBorderSize; - if (border && border_size > 0.0f) - { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); - } -} - -void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const float border_size = g.Style.FrameBorderSize; - if (border_size > 0.0f) - { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); - } -} - -// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) -{ - const float h = draw_list->_Data->FontSize * 1.00f; - float r = h * 0.40f * scale; - ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); - - ImVec2 a, b, c; - switch (dir) - { - case ImGuiDir_Up: - case ImGuiDir_Down: - if (dir == ImGuiDir_Up) r = -r; - a = ImVec2(+0.000f,+0.750f) * r; - b = ImVec2(-0.866f,-0.750f) * r; - c = ImVec2(+0.866f,-0.750f) * r; - break; - case ImGuiDir_Left: - case ImGuiDir_Right: - if (dir == ImGuiDir_Left) r = -r; - a = ImVec2(+0.750f,+0.000f) * r; - b = ImVec2(-0.750f,+0.866f) * r; - c = ImVec2(-0.750f,-0.866f) * r; - break; - case ImGuiDir_None: - case ImGuiDir_COUNT: - IM_ASSERT(0); - break; - } - draw_list->AddTriangleFilled(center + a, center + b, center + c, col); -} - -void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) -{ - draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); -} - -void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - float thickness = ImMax(sz / 5.0f, 1.0f); - sz -= thickness*0.5f; - pos += ImVec2(thickness*0.25f, thickness*0.25f); - - float third = sz / 3.0f; - float bx = pos.x + third; - float by = pos.y + sz - third*0.5f; - window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); - window->DrawList->PathLineTo(ImVec2(bx, by)); - window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); - window->DrawList->PathStroke(col, false, thickness); -} - -void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) -{ - ImGuiContext& g = *GImGui; - if (id != g.NavId) - return; - if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) - return; - ImGuiWindow* window = g.CurrentWindow; - if (window->DC.NavHideHighlightOneFrame) - return; - - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; - ImRect display_rect = bb; - display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) - { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); - bool fully_visible = window->ClipRect.Contains(display_rect); - if (!fully_visible) - window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); - if (!fully_visible) - window->DrawList->PopClipRect(); - } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); - } -} - -//----------------------------------------------------------------------------- -// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) -//----------------------------------------------------------------------------- - -// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods -ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) - : DrawListInst(&context->DrawListSharedData) -{ - Name = ImStrdup(name); - ID = ImHashStr(name); - IDStack.push_back(ID); - Flags = ImGuiWindowFlags_None; - Pos = ImVec2(0.0f, 0.0f); - Size = SizeFull = ImVec2(0.0f, 0.0f); - ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); - WindowPadding = ImVec2(0.0f, 0.0f); - WindowRounding = 0.0f; - WindowBorderSize = 0.0f; - NameBufLen = (int)strlen(name) + 1; - MoveId = GetID("#MOVE"); - ChildId = 0; - Scroll = ImVec2(0.0f, 0.0f); - ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - ScrollbarSizes = ImVec2(0.0f, 0.0f); - ScrollbarX = ScrollbarY = false; - Active = WasActive = false; - WriteAccessed = false; - Collapsed = false; - WantCollapseToggle = false; - SkipItems = false; - Appearing = false; - Hidden = false; - HasCloseButton = false; - ResizeBorderHeld = -1; - BeginCount = 0; - BeginOrderWithinParent = -1; - BeginOrderWithinContext = -1; - PopupId = 0; - AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; - AutoFitChildAxises = 0x00; - AutoPosLastDirection = ImGuiDir_None; - HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; - SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); - - LastFrameActive = -1; - ItemWidthDefault = 0.0f; - FontWindowScale = 1.0f; - SettingsIdx = -1; - - DrawList = &DrawListInst; - DrawList->_OwnerName = Name; - ParentWindow = NULL; - RootWindow = NULL; - RootWindowForTitleBarHighlight = NULL; - RootWindowForNav = NULL; - - NavLastIds[0] = NavLastIds[1] = 0; - NavRectRel[0] = NavRectRel[1] = ImRect(); - NavLastChildNavWindow = NULL; -} - -ImGuiWindow::~ImGuiWindow() -{ - IM_ASSERT(DrawList == &DrawListInst); - IM_DELETE(Name); - for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiColumns(); -} - -ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); - return id; -} - -ImGuiID ImGuiWindow::GetID(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); - return id; -} - -ImGuiID ImGuiWindow::GetID(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - return ImHashStr(str, str_end ? (str_end - str) : 0, seed); -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - return ImHashData(&ptr, sizeof(void*), seed); -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) -{ - ImGuiID seed = IDStack.back(); - return ImHashData(&n, sizeof(n), seed); -} - -// This is only used in rare/specific situations to manufacture an ID out of nowhere. -ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) -{ - ImGuiID seed = IDStack.back(); - const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; - ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); - return id; -} - -static void SetCurrentWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow = window; - if (window) - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); -} - -void ImGui::SetNavID(ImGuiID id, int nav_layer) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); - g.NavId = id; - g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) -{ - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer); - g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; -} - -void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - g.ActiveIdIsJustActivated = (g.ActiveId != id); - if (g.ActiveIdIsJustActivated) - { - g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenPressedBefore = false; - g.ActiveIdHasBeenEditedBefore = false; - if (id != 0) - { - g.LastActiveId = id; - g.LastActiveIdTimer = 0.0f; - } - } - g.ActiveId = id; - g.ActiveIdAllowNavDirFlags = 0; - g.ActiveIdBlockNavInputFlags = 0; - g.ActiveIdAllowOverlap = false; - g.ActiveIdWindow = window; - g.ActiveIdHasBeenEditedThisFrame = false; - if (id) - { - g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; - } -} - -// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. -void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0); - - // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. - const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavId = id; - g.NavWindow = window; - g.NavLayer = nav_layer; - window->NavLastIds[nav_layer] = id; - if (window->DC.LastItemId == id) - window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); - - if (g.ActiveIdSource == ImGuiInputSource_Nav) - g.NavDisableMouseHover = true; - else - g.NavDisableHighlight = true; -} - -void ImGui::ClearActiveID() -{ - SetActiveID(0, NULL); -} - -void ImGui::SetHoveredID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - g.HoveredId = id; - g.HoveredIdAllowOverlap = false; - if (id != 0 && g.HoveredIdPreviousFrame != id) - g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; -} - -ImGuiID ImGui::GetHoveredID() -{ - ImGuiContext& g = *GImGui; - return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; -} - -void ImGui::KeepAliveID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; -} - -void ImGui::MarkItemEdited(ImGuiID id) -{ - // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). - // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. - ImGuiContext& g = *GImGui; - IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); - IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. - //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEditedThisFrame = true; - g.ActiveIdHasBeenEditedBefore = true; - g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; -} - -static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) -{ - // An active popup disable hovering on other windows (apart from its own children) - // FIXME-OPT: This could be cached/stored within the window. - ImGuiContext& g = *GImGui; - if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) - { - // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. - if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; - } - - return true; -} - -// Advance cursor given item size for layout. -void ImGui::ItemSize(const ImVec2& size, float text_offset_y) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return; - - // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrLineTextBaseOffset, text_offset_y); - //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); - //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - - window->DC.PrevLineSize.y = line_height; - window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; - - // Horizontal layout mode - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - SameLine(); -} - -void ImGui::ItemSize(const ImRect& bb, float text_offset_y) -{ - ItemSize(bb.GetSize(), text_offset_y); -} - -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (id != 0) - { - // Navigation processing runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); - - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakID) - { - IM_DEBUG_BREAK(); - g.DebugItemPickerBreakID = 0; - } -#endif - } - - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); -#endif - - // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); - if (is_clipped) - return false; - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (IsMouseHoveringRect(bb.Min, bb.Max)) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; -} - -// This is roughly matching the behavior of internal-facing ItemHoverable() -// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() -// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId -bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavDisableMouseHover && !g.NavDisableHighlight) - return IsItemFocused(); - - // Test for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) - return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function - - // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; - - // Test if another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) - return false; - - // Test if interactions on this window are blocked by an active popup or modal. - // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags)) - return false; - - // Test if the item is disabled - if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; - - // Special handling for the dummy item after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. - if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) - return false; - return true; -} - -// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). -bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) - return false; - - ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindow != window) - return false; - if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; - if (!IsMouseHoveringRect(bb.Min, bb.Max)) - return false; - if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) - return false; - if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) - return false; - - SetHoveredID(id); - - // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. - // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). - if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) - GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); - if (g.DebugItemPickerBreakID == id) - IM_DEBUG_BREAK(); - - return true; -} - -bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || id != g.ActiveId) - if (clip_even_when_logged || !g.LogEnabled) - return true; - return false; -} - -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) -{ - ImGuiContext& g = *GImGui; - - // Increment counters - const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterAll++; - if (is_tab_stop) - window->DC.FocusCounterTab++; - - // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. - // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) - { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - } - - // Handle focus requests - if (g.FocusRequestCurrWindow == window) - { - if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) - return true; - if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) - { - g.NavJustTabbedId = id; - return true; - } - - // If another item is about to be focused, we clear our own active id - if (g.ActiveId == id) - ClearActiveID(); - } - - return false; -} - -void ImGui::FocusableItemUnregister(ImGuiWindow* window) -{ - window->DC.FocusCounterAll--; - window->DC.FocusCounterTab--; -} - -float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) -{ - if (wrap_pos_x < 0.0f) - return 0.0f; - - ImGuiWindow* window = GImGui->CurrentWindow; - if (wrap_pos_x == 0.0f) - wrap_pos_x = window->WorkRect.Max.x; - else if (wrap_pos_x > 0.0f) - wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space - - return ImMax(wrap_pos_x - pos.x, 1.0f); -} - -// IM_ALLOC() == ImGui::MemAlloc() -void* ImGui::MemAlloc(size_t size) -{ - if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); -} - -// IM_FREE() == ImGui::MemFree() -void ImGui::MemFree(void* ptr) -{ - if (ptr) - if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); -} - -const char* ImGui::GetClipboardText() -{ - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; -} - -void ImGui::SetClipboardText(const char* text) -{ - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); -} - -const char* ImGui::GetVersion() -{ - return IMGUI_VERSION; -} - -// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself -// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module -ImGuiContext* ImGui::GetCurrentContext() -{ - return GImGui; -} - -void ImGui::SetCurrentContext(ImGuiContext* ctx) -{ -#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC - IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. -#else - GImGui = ctx; -#endif -} - -// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. -// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) -{ - bool error = false; - if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } - if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } - if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } - if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } - if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } - if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } - if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } - return !error; -} - -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) -{ - GImAllocatorAllocFunc = alloc_func; - GImAllocatorFreeFunc = free_func; - GImAllocatorUserData = user_data; -} - -ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) -{ - ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); - if (GImGui == NULL) - SetCurrentContext(ctx); - Initialize(ctx); - return ctx; -} - -void ImGui::DestroyContext(ImGuiContext* ctx) -{ - if (ctx == NULL) - ctx = GImGui; - Shutdown(ctx); - if (GImGui == ctx) - SetCurrentContext(NULL); - IM_DELETE(ctx); -} - -ImGuiIO& ImGui::GetIO() -{ - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - return GImGui->IO; -} - ImGuiStyle& ImGui::GetStyle() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->Style; } -// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() -ImDrawData* ImGui::GetDrawData() +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { - ImGuiContext& g = *GImGui; - return g.DrawData.Valid ? &g.DrawData : NULL; + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); } -double ImGui::GetTime() +ImU32 ImGui::GetColorU32(const ImVec4& col) { - return GImGui->Time; + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); } -int ImGui::GetFrameCount() +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) { - return GImGui->FrameCount; + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; } -ImDrawList* ImGui::GetBackgroundDrawList() +ImU32 ImGui::GetColorU32(ImU32 col) { - return &GImGui->BackgroundDrawList; -} - -static ImDrawList* GetForegroundDrawList(ImGuiWindow*) -{ - // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - return &GImGui->ForegroundDrawList; -} - -ImDrawList* ImGui::GetForegroundDrawList() -{ - return &GImGui->ForegroundDrawList; -} - -ImDrawListSharedData* ImGui::GetDrawListSharedData() -{ - return &GImGui->DrawListSharedData; -} - -void ImGui::StartMouseMovingWindow(ImGuiWindow* window) -{ - // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. - // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. - // This is because we want ActiveId to be set even when the window is not permitted to move. - ImGuiContext& g = *GImGui; - FocusWindow(window); - SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; - - bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) - can_move_window = false; - if (can_move_window) - g.MovingWindow = window; -} - -// Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -void ImGui::UpdateMouseMovingWindowNewFrame() -{ - ImGuiContext& g = *GImGui; - if (g.MovingWindow != NULL) - { - // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). - // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. - KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) - { - ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) - { - MarkIniSettingsDirty(moving_window); - SetWindowPos(moving_window, pos, ImGuiCond_Always); - } - FocusWindow(g.MovingWindow); - } - else - { - ClearActiveID(); - g.MovingWindow = NULL; - } - } - else - { - // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. - if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) - { - KeepAliveID(g.ActiveId); - if (!g.IO.MouseDown[0]) - ClearActiveID(); - } - } -} - -// Initiate moving window, handle left-click and right-click focus -void ImGui::UpdateMouseMovingWindowEndFrame() -{ - // Initiate moving window - ImGuiContext& g = *GImGui; - if (g.ActiveId != 0 || g.HoveredId != 0) - return; - - // Unless we just made a window/popup appear - if (g.NavWindow && g.NavWindow->Appearing) - return; - - // Click to focus window and start moving (after we're done with all our widgets) - if (g.IO.MouseClicked[0]) - { - if (g.HoveredRootWindow != NULL) - { - StartMouseMovingWindow(g.HoveredWindow); - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar)) - if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) - g.MovingWindow = NULL; - } - else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) - { - // Clicking on void disable focus - FocusWindow(NULL); - } - } - - // With right mouse button we close popups without changing focus based on where the mouse is aimed - // Instead, focus will be restored to the window under the bottom-most closed popup. - // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) - if (g.IO.MouseClicked[1]) - { - // Find the top-most window between HoveredWindow and the top-most Modal Window. - // This is where we can trim the popup stack. - ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = false; - if (modal == NULL) - hovered_window_above_modal = true; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window == modal) - break; - if (window == g.HoveredWindow) - hovered_window_above_modal = true; - } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); - } -} - -static bool IsWindowActiveAndVisible(ImGuiWindow* window) -{ - return (window->Active) && (!window->Hidden); -} - -static void ImGui::UpdateMouseInputs() -{ - ImGuiContext& g = *GImGui; - - // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; - else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; - - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) - { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if (g.IO.MouseClicked[i]) - { - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) - { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click - } - else - { - g.IO.MouseClickedTime[i] = g.Time; - } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; - } - else if (g.IO.MouseDown[i]) - { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); - } - if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) - g.IO.MouseDownWasDoubleClick[i] = false; - if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - g.NavDisableMouseHover = false; - } -} - -void ImGui::UpdateMouseWheel() -{ - ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) - return; - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; - - // Zoom / Scale window - // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - ImGuiWindow* window = g.HoveredWindow; - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) - { - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - } - return; - } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - // FIXME: Lock scrolling window while not moving (see #2604) - - // Vertical Mouse Wheel scrolling - const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_y != 0.0f && !g.IO.KeyCtrl) - { - ImGuiWindow* window = g.HoveredWindow; - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetWindowScrollY(window, window->Scroll.y - wheel_y * scroll_step); - } - } - - // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_x != 0.0f && !g.IO.KeyCtrl) - { - ImGuiWindow* window = g.HoveredWindow; - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetWindowScrollX(window, window->Scroll.x - wheel_x * scroll_step); - } - } -} - -// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) -void ImGui::UpdateHoveredWindowAndCaptureFlags() -{ - ImGuiContext& g = *GImGui; - - // Find the window hovered by mouse: - // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. - // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. - // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. - FindHoveredWindow(); - - // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window) - if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) - g.HoveredRootWindow = g.HoveredWindow = NULL; - - // Disabled mouse? - if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) - g.HoveredWindow = g.HoveredRootWindow = NULL; - - // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. - int mouse_earliest_button_down = -1; - bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) - { - if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); - mouse_any_down |= g.IO.MouseDown[i]; - if (g.IO.MouseDown[i]) - if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) - mouse_earliest_button_down = i; - } - const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; - - // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. - // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) - const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; - if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) - g.HoveredWindow = g.HoveredRootWindow = NULL; - - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) - if (g.WantCaptureMouseNextFrame != -1) - g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); - else - g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) - if (g.WantCaptureKeyboardNextFrame != -1) - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - g.IO.WantCaptureKeyboard = true; - - // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible - g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; -} - -void ImGui::NewFrame() -{ - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); - ImGuiContext& g = *GImGui; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif - - // Check user data - // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) - IM_ASSERT(g.Initialized); - IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); - IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); - IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); - - // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - - // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) - g.IO.ConfigWindowsResizeFromEdges = false; - - // Load settings on first frame (if not explicitly loaded manually before) - if (!g.SettingsLoaded) - { - IM_ASSERT(g.SettingsWindows.empty()); - if (g.IO.IniFilename) - LoadIniSettingsFromDisk(g.IO.IniFilename); - g.SettingsLoaded = true; - } - - // Save settings (with a delay after the last modification, so we don't spam disk too much) - if (g.SettingsDirtyTimer > 0.0f) - { - g.SettingsDirtyTimer -= g.IO.DeltaTime; - if (g.SettingsDirtyTimer <= 0.0f) - { - if (g.IO.IniFilename != NULL) - SaveIniSettingsToDisk(g.IO.IniFilename); - else - g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. - g.SettingsDirtyTimer = 0.0f; - } - } - - g.Time += g.IO.DeltaTime; - g.FrameScopeActive = true; - g.FrameCount += 1; - g.TooltipOverrideCount = 0; - g.WindowsActiveCount = 0; - - // Setup current font and draw list shared data - g.IO.Fonts->Locked = true; - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); - g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); - g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; - if (g.Style.AntiAliasedLines) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; - if (g.Style.AntiAliasedFill) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - - g.BackgroundDrawList.Clear(); - g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.BackgroundDrawList.PushClipRectFullScreen(); - - g.ForegroundDrawList.Clear(); - g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.ForegroundDrawList.PushClipRectFullScreen(); - - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - g.DrawData.Clear(); - - // Drag and drop keep the source ID alive so even if the source disappear our state is consistent - if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) - KeepAliveID(g.DragDropPayload.SourceId); - - // Clear reference to active widget if the widget isn't alive anymore - if (!g.HoveredIdPreviousFrame) - g.HoveredIdTimer = 0.0f; - if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) - g.HoveredIdNotActiveTimer = 0.0f; - if (g.HoveredId) - g.HoveredIdTimer += g.IO.DeltaTime; - if (g.HoveredId && g.ActiveId != g.HoveredId) - g.HoveredIdNotActiveTimer += g.IO.DeltaTime; - g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredId = 0; - g.HoveredIdAllowOverlap = false; - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) - ClearActiveID(); - if (g.ActiveId) - g.ActiveIdTimer += g.IO.DeltaTime; - g.LastActiveIdTimer += g.IO.DeltaTime; - g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; - g.ActiveIdIsAlive = 0; - g.ActiveIdHasBeenEditedThisFrame = false; - g.ActiveIdPreviousFrameIsAlive = false; - g.ActiveIdIsJustActivated = false; - if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) - g.TempInputTextId = 0; - - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSourceOrTarget = false; - - // Update keyboard input state - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; - - // Update gamepad/keyboard directional navigation - NavUpdate(); - - // Update mouse input state - UpdateMouseInputs(); - - // Calculate frame-rate for the user, as a purely luxurious feature - g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - - // Find hovered window - // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) - UpdateHoveredWindowAndCaptureFlags(); - - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) - UpdateMouseMovingWindowNewFrame(); - - // Background darkening/whitening - if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) - g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); - else - g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); - - g.MouseCursor = ImGuiMouseCursor_Arrow; - g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default - - // Mouse wheel scrolling, scale - UpdateMouseWheel(); - - // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) - { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterAll = INT_MAX; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); - else - g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; - if (g.FocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) - g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); - if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) - g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; - - // Mark all windows as not visible - IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - window->WasActive = window->Active; - window->BeginCount = 0; - window->Active = false; - window->WriteAccessed = false; - } - - // Closing the focused window restore focus to the first active root window in descending z-order - if (g.NavWindow && !g.NavWindow->WasActive) - FocusTopMostWindowUnderOne(NULL, NULL); - - // No window should be open at the beginning of the frame. - // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. - g.CurrentWindowStack.resize(0); - g.BeginPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow, false); - - // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. - g.DebugItemPickerBreakID = 0; - if (g.DebugItemPickerActive) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (ImGui::IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakID = hovered_id; - g.DebugItemPickerActive = false; - } - ImGui::SetNextWindowBgAlpha(0.60f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); - } - - // Create implicit/fallback window - which we will only render it if the user has added something to it. - // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. - // This fallback is particularly important as it avoid ImGui:: calls from crashing. - SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); - Begin("Debug##Default"); - g.FrameScopePushedImplicitWindow = true; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PostNewFrame(&g); -#endif -} - -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; - IM_ASSERT(!g.Initialized && !g.SettingsLoaded); - - // Add .ini handle for ImGuiWindow type - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - - g.Initialized = true; -} - -// This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) -{ - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) - { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); - } - g.IO.Fonts = NULL; - - // Cleanup of other data are conditional on actually having initialized Dear ImGui. - if (!g.Initialized) - return; - - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) - if (g.SettingsLoaded && g.IO.IniFilename != NULL) - { - ImGuiContext* backup_context = GImGui; - SetCurrentContext(context); - SaveIniSettingsToDisk(g.IO.IniFilename); - SetCurrentContext(backup_context); - } - - // Clear everything else - for (int i = 0; i < g.Windows.Size; i++) - IM_DELETE(g.Windows[i]); - g.Windows.clear(); - g.WindowsFocusOrder.clear(); - g.WindowsSortBuffer.clear(); - g.CurrentWindow = NULL; - g.CurrentWindowStack.clear(); - g.WindowsById.Clear(); - g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; - g.ColorModifiers.clear(); - g.StyleModifiers.clear(); - g.FontStack.clear(); - g.OpenPopupStack.clear(); - g.BeginPopupStack.clear(); - g.DrawDataBuilder.ClearFreeMemory(); - g.BackgroundDrawList.ClearFreeMemory(); - g.ForegroundDrawList.ClearFreeMemory(); - g.PrivateClipboard.clear(); - g.InputTextState.ClearFreeMemory(); - - for (int i = 0; i < g.SettingsWindows.Size; i++) - IM_DELETE(g.SettingsWindows[i].Name); - g.SettingsWindows.clear(); - g.SettingsHandlers.clear(); - - if (g.LogFile && g.LogFile != stdout) - { - fclose(g.LogFile); - g.LogFile = NULL; - } - g.LogBuffer.clear(); - - g.Initialized = false; -} - -// FIXME: Add a more explicit sort order in the window structure. -static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) -{ - const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; - const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; - if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) - return d; - if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) - return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); -} - -static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) -{ - out_sorted_windows->push_back(window); - if (window->Active) - { - int count = window->DC.ChildWindows.Size; - if (count > 1) - ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); - for (int i = 0; i < count; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (child->Active) - AddWindowToSortBuffer(out_sorted_windows, child); - } - } -} - -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) -{ - if (draw_list->CmdBuffer.empty()) - return; - - // Remove trailing command if unused - ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); - if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) - { - draw_list->CmdBuffer.pop_back(); - if (draw_list->CmdBuffer.empty()) - return; - } - - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. - // May trigger for you if you are using PrimXXX functions incorrectly. - IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); - IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); - - // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) - // If this assert triggers because you are drawing lots of stuff manually: - // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. - // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. - // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. - // 2 and 4 bytes indices are generally supported by most graphics API. - // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching - // the 64K limit to split your draw commands in multiple draw lists. - if (sizeof(ImDrawIdx) == 2) - IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); - - out_list->push_back(draw_list); -} - -static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(out_render_list, window->DrawList); - for (int i = 0; i < window->DC.ChildWindows.Size; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active - AddWindowToDrawData(out_render_list, child); - } -} - -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (window->Flags & ImGuiWindowFlags_Tooltip) - AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); - else - AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); -} - -void ImDrawDataBuilder::FlattenIntoSingleLayer() -{ - int n = Layers[0].Size; - int size = n; - for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) - size += Layers[i].Size; - Layers[0].resize(size); - for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) - { - ImVector& layer = Layers[layer_n]; - if (layer.empty()) - continue; - memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); - n += layer.Size; - layer.resize(0); - } -} - -static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) -{ - ImGuiIO& io = ImGui::GetIO(); - draw_data->Valid = true; - draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; - draw_data->CmdListsCount = draw_lists->Size; - draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = ImVec2(0.0f, 0.0f); - draw_data->DisplaySize = io.DisplaySize; - draw_data->FramebufferScale = io.DisplayFramebufferScale; - for (int n = 0; n < draw_lists->Size; n++) - { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; - } -} - -// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. -void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); - window->ClipRect = window->DrawList->_ClipRectStack.back(); -} - -void ImGui::PopClipRect() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DrawList->PopClipRect(); - window->ClipRect = window->DrawList->_ClipRectStack.back(); -} - -// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. -void ImGui::EndFrame() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. - return; - IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); - - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) - { - g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); - g.PlatformImeLastPos = g.PlatformImePos; - } - - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING - End(); - } - else - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } - - // Hide implicit/fallback "Debug" window if it hasn't been used - g.FrameScopePushedImplicitWindow = false; - if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) - g.CurrentWindow->Active = false; - End(); - - // Show CTRL+TAB list window - if (g.NavWindowingTarget) - NavUpdateWindowingList(); - - // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) - if (g.DragDropActive) - { - bool is_delivered = g.DragDropPayload.Delivery; - bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); - if (is_delivered || is_elapsed) - ClearDragDrop(); - } - - // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) - { - g.DragDropWithinSourceOrTarget = true; - SetTooltip("..."); - g.DragDropWithinSourceOrTarget = false; - } - - // End frame - g.FrameScopeActive = false; - g.FrameCountEnded = g.FrameCount; - - // Initiate moving window + handle left-click and right-click focus - UpdateMouseMovingWindowEndFrame(); - - // Sort the window list so that all child windows are after their parent - // We cannot do that on FocusWindow() because childs may not exist yet - g.WindowsSortBuffer.resize(0); - g.WindowsSortBuffer.reserve(g.Windows.Size); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it - continue; - AddWindowToSortBuffer(&g.WindowsSortBuffer, window); - } - - // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. - IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); - g.Windows.swap(g.WindowsSortBuffer); - g.IO.MetricsActiveWindows = g.WindowsActiveCount; - - // Unlock font atlas - g.IO.Fonts->Locked = false; - - // Clear Input data for next frame - g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; - g.IO.InputQueueCharacters.resize(0); - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); -} - -void ImGui::Render() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - - if (g.FrameCountEnded != g.FrameCount) - EndFrame(); - g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; - g.DrawDataBuilder.Clear(); - if (!g.BackgroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); - - ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; - for (int n = 0; n != g.Windows.Size; n++) - { - ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) - AddRootWindowToDrawData(window); - } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) - if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window - AddRootWindowToDrawData(windows_to_render_top_most[n]); - g.DrawDataBuilder.FlattenIntoSingleLayer(); - - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); - - if (!g.ForegroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); - - // Setup ImDrawData structure for end-user - SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); - g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; - g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; - - // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) - g.IO.RenderDrawListsFn(&g.DrawData); -#endif -} - -// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) -ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) -{ - ImGuiContext& g = *GImGui; - - const char* text_display_end; - if (hide_text_after_double_hash) - text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string - else - text_display_end = text_end; - - ImFont* font = g.Font; - const float font_size = g.FontSize; - if (text == text_display_end) - return ImVec2(0.0f, font_size); - ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - - // Round - text_size.x = (float)(int)(text_size.x + 0.95f); - - return text_size; -} - -// Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically -// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is -// called, aka before the next Begin(). Moving window isn't affected. -static void FindHoveredWindow() -{ - ImGuiContext& g = *GImGui; - - ImGuiWindow* hovered_window = NULL; - if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) - hovered_window = g.MovingWindow; - - ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; - for (int i = g.Windows.Size - 1; i >= 0; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (!window->Active || window->Hidden) - continue; - if (window->Flags & ImGuiWindowFlags_NoMouseInputs) - continue; - - // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped); - if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) - bb.Expand(padding_regular); - else - bb.Expand(padding_for_resize_from_edges); - if (!bb.Contains(g.IO.MousePos)) - continue; - - // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. - if (hovered_window == NULL) - hovered_window = window; - if (hovered_window) - break; - } - - g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - -} - -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) -{ - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - return true; -} - -int ImGui::GetKeyIndex(ImGuiKey imgui_key) -{ - IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; -} - -// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! -bool ImGui::IsKeyDown(int user_key_index) -{ - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[user_key_index]; -} - -int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) -{ - if (t == 0.0f) - return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) - return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 0; -} - -int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) -{ - ImGuiContext& g = *GImGui; - if (key_index < 0) - return 0; - IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); -} - -bool ImGui::IsKeyPressed(int user_key_index, bool repeat) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) - return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[user_key_index]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; -} - -bool ImGui::IsKeyReleased(int user_key_index) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; -} - -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - -bool ImGui::IsMouseClicked(int button, bool repeat) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); - if (amount > 0) - return true; - } - - return false; -} - -bool ImGui::IsMouseReleased(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDoubleClicked[button]; -} - -bool ImGui::IsMouseDragging(int button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; -} - -ImVec2 ImGui::GetMousePos() -{ - return GImGui->IO.MousePos; -} - -// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! -ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() -{ - ImGuiContext& g = *GImGui; - if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; - return g.IO.MousePos; -} - -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. -bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) -{ - // The assert is only to silence a false-positive in XCode Static Analysis. - // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). - IM_ASSERT(GImGui != NULL); - const float MOUSE_INVALID = -256000.0f; - ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; - return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; -} - -// Return the delta from the initial clicking position while the mouse button is clicked or was just released. -// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; - return ImVec2(0.0f, 0.0f); -} - -void ImGui::ResetMouseDragDelta(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp(bool capture) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp(bool capture) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; -} - -bool ImGui::IsItemActive() -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - return g.ActiveId == window->DC.LastItemId; - } - return false; -} - -bool ImGui::IsItemActivated() -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) - return true; - } - return false; -} - -bool ImGui::IsItemDeactivated() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); -} - -bool ImGui::IsItemDeactivatedAfterEdit() -{ - ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); -} - -bool ImGui::IsItemFocused() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) - return false; - return true; -} - -bool ImGui::IsItemClicked(int mouse_button) -{ - return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); -} - -bool ImGui::IsItemToggledSelection() -{ - ImGuiContext& g = *GImGui; - return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; -} - -bool ImGui::IsAnyItemHovered() -{ - ImGuiContext& g = *GImGui; - return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; -} - -bool ImGui::IsAnyItemActive() -{ - ImGuiContext& g = *GImGui; - return g.ActiveId != 0; -} - -bool ImGui::IsAnyItemFocused() -{ - ImGuiContext& g = *GImGui; - return g.NavId != 0 && !g.NavDisableHighlight; -} - -bool ImGui::IsItemVisible() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(window->DC.LastItemRect); -} - -bool ImGui::IsItemEdited() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; -} - -// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -void ImGui::SetItemAllowOverlap() -{ - ImGuiContext& g = *GImGui; - if (g.HoveredId == g.CurrentWindow->DC.LastItemId) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == g.CurrentWindow->DC.LastItemId) - g.ActiveIdAllowOverlap = true; -} - -ImVec2 ImGui::GetItemRectMin() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Min; -} - -ImVec2 ImGui::GetItemRectMax() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Max; -} - -ImVec2 ImGui::GetItemRectSize() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.GetSize(); -} - -static ImRect GetViewportRect() -{ - ImGuiContext& g = *GImGui; - return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); -} - -static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - - flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag - - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); - SetNextWindowSize(size); - - // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. - char title[256]; - if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); - else - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); - - const float backup_border_size = g.Style.ChildBorderSize; - if (!border) - g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(title, NULL, flags); - g.Style.ChildBorderSize = backup_border_size; - - ImGuiWindow* child_window = g.CurrentWindow; - child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; - - // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. - // While this is not really documented/defined, it seems that the expected thing to do. - if (child_window->BeginCount == 1) - parent_window->DC.CursorPos = child_window->Pos; - - // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) - { - FocusWindow(child_window); - NavInitWindow(child_window, false); - SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item - g.ActiveIdSource = ImGuiInputSource_Nav; - } - return ret; -} - -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); -} - -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); -} - -void ImGui::EndChild() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss - if (window->BeginCount > 1) - { - End(); - } - else - { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) - { - ItemAdd(bb, window->ChildId); - RenderNavHighlight(bb, window->ChildId); - - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); - } - else - { - // Not navigable into - ItemAdd(bb, 0); - } - } -} - -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; -} - -void ImGui::EndChildFrame() -{ - EndChild(); -} - -// Save and compare stack sizes on Begin()/End() to detect usage errors -static void CheckStacksSize(ImGuiWindow* window, bool write) -{ - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - ImGuiContext& g = *GImGui; - short* p_backup = &window->DC.StackSizesBackup[0]; - { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() - IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} - -static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) -{ - window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); - window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); - window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); -} - -ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); -} - -ImGuiWindow* ImGui::FindWindowByName(const char* name) -{ - ImGuiID id = ImHashStr(name); - return FindWindowByID(id); -} - -static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - - // Create window the first time - ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); - window->Flags = flags; - g.WindowsById.SetVoidPtr(window->ID, window); - - // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - window->Pos = ImVec2(60, 60); - - // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) - { - // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); - SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - window->Pos = ImFloor(settings->Pos); - window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); - } - window->Size = window->SizeFull = ImFloor(size); - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values - - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) - { - window->AutoFitFramesX = window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } - else - { - if (window->Size.x <= 0.0f) - window->AutoFitFramesX = 2; - if (window->Size.y <= 0.0f) - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); - } - - g.WindowsFocusOrder.push_back(window); - if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) - g.Windows.push_front(window); // Quite slow but rare and only once - else - g.Windows.push_back(window); - return window; -} - -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) -{ - ImGuiContext& g = *GImGui; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) - { - // Using -1,-1 on either X/Y axis to preserve the current size. - ImRect cr = g.NextWindowData.SizeConstraintRect; - new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; - new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; - if (g.NextWindowData.SizeCallback) - { - ImGuiSizeCallbackData data; - data.UserData = g.NextWindowData.SizeCallbackUserData; - data.Pos = window->Pos; - data.CurrentSize = window->SizeFull; - data.DesiredSize = new_size; - g.NextWindowData.SizeCallback(&data); - new_size = data.DesiredSize; - } - new_size.x = ImFloor(new_size.x); - new_size.y = ImFloor(new_size.y); - } - - // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows - } - return new_size; -} - -static ImVec2 CalcContentSize(ImGuiWindow* window) -{ - if (window->Collapsed) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->ContentSize; - if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->ContentSize; - - ImVec2 sz; - sz.x = (float)(int)((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = (float)(int)((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - return sz; -} - -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) -{ - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); - ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Tooltip always resize - return size_desired; - } - else - { - // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); - - // When the window cannot fit all contents (either because of constraints, either because screen is too small), - // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); - if (will_have_scrollbar_x) - size_auto_fit.y += style.ScrollbarSize; - if (will_have_scrollbar_y) - size_auto_fit.x += style.ScrollbarSize; - return size_auto_fit; - } -} - -ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) -{ - ImVec2 size_contents = CalcContentSize(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - float target_x = window->ScrollTarget.x; - if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) - target_x = 0.0f; - else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + GImGui->Style.ItemSpacing.x) - target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); - } - if (window->ScrollTarget.y < FLT_MAX) - { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, window->ScrollMax.x); - scroll.y = ImMin(scroll.y, window->ScrollMax.y); - } - return scroll; -} - -static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) -{ - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - return ImGuiCol_PopupBg; - if (flags & ImGuiWindowFlags_ChildWindow) - return ImGuiCol_ChildBg; - return ImGuiCol_WindowBg; -} - -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) -{ - ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left - ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right - ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); - *out_pos = pos_min; - if (corner_norm.x == 0.0f) - out_pos->x -= (size_constrained.x - size_expected.x); - if (corner_norm.y == 0.0f) - out_pos->y -= (size_constrained.y - size_expected.y); - *out_size = size_constrained; -} - -struct ImGuiResizeGripDef -{ - ImVec2 CornerPosN; - ImVec2 InnerDir; - int AngleMin12, AngleMax12; -}; - -static const ImGuiResizeGripDef resize_grip_def[4] = -{ - { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right - { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left - { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left - { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right -}; - -static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) -{ - ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1,1); - if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top - if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right - if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom - if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left - IM_ASSERT(0); - return ImRect(); -} - -// Handle resize for: Resize Grips, Borders, Gamepad -// Return true when using auto-fit (double click on resize grip) -static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) -{ - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; - - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return false; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return false; - - bool ret_auto_fit = false; - const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; - - ImVec2 pos_target(FLT_MAX, FLT_MAX); - ImVec2 size_target(FLT_MAX, FLT_MAX); - - // Resize grips and borders are on layer 1 - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Manual resize grips - PushID("#RESIZE"); - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - - // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); - if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); - if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); - if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - - if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) - { - // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit = true; - ClearActiveID(); - } - else if (held) - { - // Resize from any of the four corners - // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); - } - if (resize_grip_n == 0 || held || hovered) - resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); - } - for (int border_n = 0; border_n < resize_border_count; border_n++) - { - bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); - if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) - { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) - *border_held = border_n; - } - if (held) - { - ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); - } - } - PopID(); - - // Navigation resize (keyboard/gamepad) - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) - { - ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) - { - const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; - resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); - } - } - - // Apply back modified position/size to window - if (size_target.x != FLT_MAX) - { - window->SizeFull = size_target; - MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); - MarkIniSettingsDirty(window); - } - - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - - window->Size = window->SizeFull; - return ret_auto_fit; -} - -static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) -{ - ImGuiContext& g = *GImGui; - ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; - window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); -} - -static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - float rounding = window->WindowRounding; - float border_size = window->WindowBorderSize; - if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); - - int border_held = window->ResizeBorderHeld; - if (border_held != -1) - { - struct ImGuiResizeBorderDef - { - ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; - float OuterAngle; - }; - static const ImGuiResizeBorderDef resize_border_def[4] = - { - { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top - { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right - { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom - { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left - }; - const ImGuiResizeBorderDef& def = resize_border_def[border_held]; - ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual - } - if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) - { - float y = window->Pos.y + window->TitleBarHeight() - 1; - window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); - } -} - -void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) -{ - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImGuiWindowFlags flags = window->Flags; - - // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else - { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - float alpha = 1.0f; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) - alpha = g.NextWindowData.BgAlphaVal; - if (alpha != 1.0f) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); - } - - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - } - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiAxis_X); - if (window->ScrollbarY) - Scrollbar(ImGuiAxis_Y); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders - RenderWindowOuterBorders(window); - } -} - -// Render title text, collapse button, close button -void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) -{ - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImGuiWindowFlags flags = window->Flags; - - const bool has_close_button = (p_open != NULL); - const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse); - - // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Layout buttons - // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. - float pad_l = style.FramePadding.x; - float pad_r = style.FramePadding.x; - float button_sz = g.FontSize; - ImVec2 close_button_pos; - ImVec2 collapse_button_pos; - if (has_close_button) - { - pad_r += button_sz; - close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); - } - if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) - { - pad_r += button_sz; - collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); - } - if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) - { - collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); - pad_l += button_sz; - } - - // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) - if (has_collapse_button) - if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) - window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function - - // Close button - if (has_close_button) - if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) - *p_open = false; - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->DC.ItemFlags = item_flags_backup; - - // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) - // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; - const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - - // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, - // while uncentered title text will still reach edges correct. - if (pad_l > style.FramePadding.x) - pad_l += g.Style.ItemInnerSpacing.x; - if (pad_r > style.FramePadding.x) - pad_r += g.Style.ItemInnerSpacing.x; - if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) - { - float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center - float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); - pad_l = ImMax(pad_l, pad_extend * centerness); - pad_r = ImMax(pad_r, pad_extend * centerness); - } - - ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); - //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); - } -} - -void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) -{ - window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; - if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) - window->RootWindow = parent_window->RootWindow; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) - window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; - while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) - { - IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); - window->RootWindowForNav = window->RootWindowForNav->ParentWindow; - } -} - -// Push a new Dear ImGui window to add widgets to. -// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. -// - Begin/End can be called multiple times during the frame with the same window name to append content. -// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). -// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. -// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. -// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. -bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required - IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() - IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet - - // Find or create - ImGuiWindow* window = FindWindowByName(name); - const bool window_just_created = (window == NULL); - if (window_just_created) - { - ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. - window = CreateNewWindow(name, size_on_first_use, flags); - } - - // Automatically disable manual moving/resizing when NoInputs is set - if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) - flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - - if (flags & ImGuiWindowFlags_NavFlattened) - IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - - const int current_frame = g.FrameCount; - const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); - - // Update the Appearing flag - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed - window_just_activated_by_user |= (window != popup_ref.Window); - } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); - - // Update Flags, LastFrameActive, BeginOrderXXX fields - if (first_begin_of_the_frame) - { - window->Flags = (ImGuiWindowFlags)flags; - window->LastFrameActive = current_frame; - window->BeginOrderWithinParent = 0; - window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); - } - else - { - flags = window->Flags; - } - - // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; - IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); - - // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindowStack.push_back(window); - g.CurrentWindow = NULL; - CheckStacksSize(window, true); - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - popup_ref.Window = window; - g.BeginPopupStack.push_back(popup_ref); - window->PopupId = popup_ref.PopupId; - } - - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - - // Process SetNextWindow***() calls - bool window_pos_set_by_api = false; - bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) - { - window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; - if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) - { - // May be processed on the next frame if this is our first frame and we are measuring size - // FIXME: Look into removing the branch so everything can go through this same code path for consistency. - window->SetWindowPosVal = g.NextWindowData.PosVal; - window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; - window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - } - else - { - SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); - } - } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) - { - window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); - window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); - SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); - } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) - window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; - else if (first_begin_of_the_frame) - window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) - SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) - FocusWindow(window); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); - - // When reusing window again multiple times a frame, just append content (don't need to setup again) - if (first_begin_of_the_frame) - { - // Initialize - const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - - window->Active = true; - window->HasCloseButton = (p_open != NULL); - window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); - window->IDStack.resize(1); - - // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). - // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. - bool window_title_visible_elsewhere = false; - if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB - window_title_visible_elsewhere = true; - if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) - { - size_t buf_len = (size_t)window->NameBufLen; - window->Name = ImStrdupcpy(window->Name, &buf_len, name); - window->NameBufLen = (int)buf_len; - } - - // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS - - // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcContentSize(window); - if (window->HiddenFramesCanSkipItems > 0) - window->HiddenFramesCanSkipItems--; - if (window->HiddenFramesCannotSkipItems > 0) - window->HiddenFramesCannotSkipItems--; - - // Hide new windows for one frame until they calculate their size - if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesCannotSkipItems = 1; - - // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. - if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) - { - window->HiddenFramesCannotSkipItems = 1; - if (flags & ImGuiWindowFlags_AlwaysAutoResize) - { - if (!window_size_x_set_by_api) - window->Size.x = window->SizeFull.x = 0.f; - if (!window_size_y_set_by_api) - window->Size.y = window->SizeFull.y = 0.f; - window->ContentSize = ImVec2(0.f, 0.f); - } - } - - // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) - SetCurrentWindow(window); - - // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) - - if (flags & ImGuiWindowFlags_ChildWindow) - window->WindowBorderSize = style.ChildBorderSize; - else - window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) - window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; - - // Collapse window by double-clicking on title bar - // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) - { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. - ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) - window->WantCollapseToggle = true; - if (window->WantCollapseToggle) - { - window->Collapsed = !window->Collapsed; - MarkIniSettingsDirty(window); - FocusWindow(window); - } - } - else - { - window->Collapsed = false; - } - window->WantCollapseToggle = false; - - // SIZE - - // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize); - bool use_current_size_for_scrollbar_x = window_just_created; - bool use_current_size_for_scrollbar_y = window_just_created; - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) - { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. - if (!window_size_x_set_by_api) - { - window->SizeFull.x = size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api) - { - window->SizeFull.y = size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - } - else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - { - // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - { - window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - { - window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - if (!window->Collapsed) - MarkIniSettingsDirty(window); - } - - // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); - window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - - // Decoration size - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - - // POSITION - - // Popup latch its initial position, will position itself when it appears next frame - if (window_just_activated_by_user) - { - window->AutoPosLastDirection = ImGuiDir_None; - if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) - window->Pos = g.BeginPopupStack.back().OpenPopupPos; - } - - // Position child window - if (flags & ImGuiWindowFlags_ChildWindow) - { - IM_ASSERT(parent_window && parent_window->Active); - window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; - parent_window->DC.ChildWindows.push_back(window); - if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = parent_window->DC.CursorPos; - } - - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); - if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) - else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) - window->Pos = FindBestWindowPosForPopup(window); - else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) - window->Pos = FindBestWindowPosForPopup(window); - else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = FindBestWindowPosForPopup(window); - - // Clamp position/size so window stays visible within its viewport or monitor - - // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. - ImRect viewport_rect(GetViewportRect()); - if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - { - if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. - { - ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ClampWindowRect(window, viewport_rect, clamp_padding); - } - } - window->Pos = ImFloor(window->Pos); - - // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - - // Apply window focus (new and reactivated windows are moved to front) - bool want_focus = false; - if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) - { - if (flags & ImGuiWindowFlags_Popup) - want_focus = true; - else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) - want_focus = true; - } - - // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float resize_grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - if (!window->Collapsed) - if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) - use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; - window->ResizeBorderHeld = (signed char)border_held; - - // SCROLLBAR VISIBILITY - - // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); - ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; - ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; - //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } - - // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) - // Update various regions. Variables they depends on should be set above in this function. - // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. - - // Outer rectangle - // Not affected by window border size. Used by: - // - FindHoveredWindow() (w/ extra padding when border resize is enabled) - // - Begin() initial clipping rect for drawing window background and borders. - // - Begin() clipping whole child - const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; - const ImRect outer_rect = window->Rect(); - const ImRect title_bar_rect = window->TitleBarRect(); - window->OuterRectClipped = outer_rect; - window->OuterRectClipped.ClipWith(host_rect); - - // Inner rectangle - // Not affected by window border size. Used by: - // - InnerClipRect - // - NavScrollToBringItemIntoView() - // - NavUpdatePageUpPageDown() - // - Scrollbar() - window->InnerRect.Min.x = window->Pos.x; - window->InnerRect.Min.y = window->Pos.y + decoration_up_height; - window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; - window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; - - // Inner clipping rectangle. - // Will extend a little bit outside the normal work region. - // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - // Affected by window/frame border size. Used by: - // - Begin() initial clip rect - float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); - window->InnerClipRect.ClipWithFull(host_rect); - - // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); - else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); - - // SCROLLING - - // Lock down maximum scrolling - // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate - // for right/bottom aligned items without creating a scrollbar. - window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); - window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - - // DRAWING - - // Setup draw list and outer clipping rectangle - window->DrawList->Clear(); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - PushClipRect(host_rect.Min, host_rect.Max, false); - - // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; - const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); - if (dim_bg_for_modal || dim_bg_for_window_list) - { - const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); - } - - // Draw navigation selection/windowing rectangle background - if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) - { - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); - } - - // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. - // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. - // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. - // We also disabled this when we have dimming overlay behind this specific one child. - // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. - bool render_decorations_in_parent = false; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) - render_decorations_in_parent = true; - if (render_decorations_in_parent) - window->DrawList = parent_window->DrawList; - - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); - - if (render_decorations_in_parent) - window->DrawList = &window->DrawListInst; - - // Draw navigation selection/windowing rectangle border - if (g.NavWindowingTargetAnim == window) - { - float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward - { - bb.Expand(-g.FontSize - 1.0f); - rounding = window->WindowRounding; - } - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); - } - - // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) - - // Work rectangle. - // Affected by window padding and border size. Used by: - // - Columns() for right-most edge - // - TreeNode(), CollapsingHeader() for right-most edge - // - BeginTabBar() for right-most edge - const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); - const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); - window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); - window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; - window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; - - // [LEGACY] Contents Region - // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // Used by: - // - Mouse wheel scrolling + many other things - window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); - - // Setup drawing context - // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) - window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; - window->DC.GroupOffset.x = 0.0f; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); - window->DC.CursorPos = window->DC.CursorStartPos; - window->DC.CursorPosPrevLine = window->DC.CursorPos; - window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; - window->DC.MenuBarAppending = false; - window->DC.ChildWindows.resize(0); - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; - window->DC.ItemWidth = window->ItemWidthDefault; - window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemFlagsStack.resize(0); - window->DC.ItemWidthStack.resize(0); - window->DC.TextWrapPosStack.resize(0); - window->DC.CurrentColumns = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeStoreMayJumpToParentOnPop = 0x00; - window->DC.StateStorage = &window->StateStorage; - window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); - - if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) - { - window->DC.ItemFlags = parent_window->DC.ItemFlags; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); - } - - if (window->AutoFitFramesX > 0) - window->AutoFitFramesX--; - if (window->AutoFitFramesY > 0) - window->AutoFitFramesY--; - - // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) - if (want_focus) - { - FocusWindow(window); - NavInitWindow(window, false); - } - - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); - - // Pressing CTRL+C while holding on a window copy its content to the clipboard - // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. - // Maybe we can support CTRL+C on every element? - /* - if (g.ActiveId == move_id) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) - LogToClipboard(); - */ - - // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). - // This is useful to allow creating context menus on title bar only, etc. - window->DC.LastItemId = window->MoveId; - window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; - window->DC.LastItemRect = title_bar_rect; -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) - IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); -#endif - } - else - { - // Append - SetCurrentWindow(window); - } - - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); - - // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) - if (first_begin_of_the_frame) - window->WriteAccessed = false; - - window->BeginCount++; - g.NextWindowData.ClearFlags(); - - if (flags & ImGuiWindowFlags_ChildWindow) - { - // Child window can be out of sight and have "negative" clip windows. - // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesCanSkipItems = 1; - - // Hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) - window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) - window->HiddenFramesCannotSkipItems = 1; - } - - // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) - if (style.Alpha <= 0.0f) - window->HiddenFramesCanSkipItems = 1; - - // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - - // Update the SkipItems flag, used to early out of all items functions (no layout required) - bool skip_items = false; - if (window->Collapsed || !window->Active || window->Hidden) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) - skip_items = true; - window->SkipItems = skip_items; - - return !skip_items; -} - -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) -{ - // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. - if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) - SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - - // Old API feature: override the window background alpha with a parameter. - if (bg_alpha_override >= 0.0f) - SetNextWindowBgAlpha(bg_alpha_override); - - return Begin(name, p_open, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -void ImGui::End() -{ - ImGuiContext& g = *GImGui; - - if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) - { - IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); - return; // FIXME-ERRORHANDLING - } - IM_ASSERT(g.CurrentWindowStack.Size > 0); - - ImGuiWindow* window = g.CurrentWindow; - - if (window->DC.CurrentColumns) - EndColumns(); - PopClipRect(); // Inner window clip rectangle - - // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging - LogFinish(); - - // Pop from window stack - g.CurrentWindowStack.pop_back(); - if (window->Flags & ImGuiWindowFlags_Popup) - g.BeginPopupStack.pop_back(); - CheckStacksSize(window, false); - SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); -} - -void ImGui::BringWindowToFocusFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.WindowsFocusOrder.back() == window) - return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.WindowsFocusOrder[i] == window) - { - memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } -} - -void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) - return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.Windows[i] == window) - { - memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); - g.Windows[g.Windows.Size - 1] = window; - break; - } -} - -void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.Windows[0] == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); - g.Windows[0] = window; - break; - } -} - -// Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - - if (g.NavWindow != window) - { - g.NavWindow = window; - if (window && g.NavDisableMouseHover) - g.NavMousePosDirty = true; - g.NavInitRequest = false; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavIdIsAlive = false; - g.NavLayer = ImGuiNavLayer_Main; - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); - } - - // Close popups if any - ClosePopupsOverWindow(window, false); - - // Passing NULL allow to disable keyboard focus - if (!window) - return; - - // Move the root window to the top of the pile - if (window->RootWindow) - window = window->RootWindow; - - // Steal focus on active widgets - if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) - ClearActiveID(); - - // Bring to front - BringWindowToFocusFront(window); - if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToDisplayFront(window); -} - -void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) -{ - ImGuiContext& g = *GImGui; - - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - int under_this_window_idx = FindWindowFocusIndex(under_this_window); - if (under_this_window_idx != -1) - start_idx = under_this_window_idx - 1; - } - for (int i = start_idx; i >= 0; i--) - { - // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. - ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) - { - ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); - FocusWindow(focus_window); - return; - } - } - FocusWindow(NULL); -} - -void ImGui::SetNextItemWidth(float item_width) -{ - ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; - g.NextItemData.Width = item_width; -} - -void ImGui::PushItemWidth(float item_width) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; -} - -void ImGui::PushMultiItemsWidths(int components, float w_full) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiStyle& style = GImGui->Style; - const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components-1; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; -} - -void ImGui::PopItemWidth() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); -} - -// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). -// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() -float ImGui::CalcItemWidth() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float w; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) - w = g.NextItemData.Width; - else - w = window->DC.ItemWidth; - if (w < 0.0f) - { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); - } - w = (float)(int)w; - return w; -} - -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). -// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. -// Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) -ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - - ImVec2 region_max; - if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); - - if (size.x == 0.0f) - size.x = default_w; - else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); - - if (size.y == 0.0f) - size.y = default_h; - else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); - - return size; -} - -void ImGui::SetCurrentFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; -} - -void ImGui::PushFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - if (!font) - font = GetDefaultFont(); - SetCurrentFont(font); - g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); -} - -void ImGui::PopFont() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); - g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); -} - -void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (enabled) - window->DC.ItemFlags |= option; - else - window->DC.ItemFlags &= ~option; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); -} - -void ImGui::PopItemFlag() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); -} - -// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. -void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) -{ - PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); -} - -void ImGui::PopAllowKeyboardFocus() -{ - PopItemFlag(); -} - -void ImGui::PushButtonRepeat(bool repeat) -{ - PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); -} - -void ImGui::PopButtonRepeat() -{ - PopItemFlag(); -} - -void ImGui::PushTextWrapPos(float wrap_pos_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back(wrap_pos_x); -} - -void ImGui::PopTextWrapPos() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } // FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 @@ -6406,6 +2522,3821 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) return "Unknown"; } + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) + : DrawListInst(&context->DrawListSharedData) +{ + Name = ImStrdup(name); + ID = ImHashStr(name); + IDStack.push_back(ID); + Flags = ImGuiWindowFlags_None; + Pos = ImVec2(0.0f, 0.0f); + Size = SizeFull = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); + WindowPadding = ImVec2(0.0f, 0.0f); + WindowRounding = 0.0f; + WindowBorderSize = 0.0f; + NameBufLen = (int)strlen(name) + 1; + MoveId = GetID("#MOVE"); + ChildId = 0; + Scroll = ImVec2(0.0f, 0.0f); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + ScrollbarSizes = ImVec2(0.0f, 0.0f); + ScrollbarX = ScrollbarY = false; + Active = WasActive = false; + WriteAccessed = false; + Collapsed = false; + WantCollapseToggle = false; + SkipItems = false; + Appearing = false; + Hidden = false; + IsFallbackWindow = false; + HasCloseButton = false; + ResizeBorderHeld = -1; + BeginCount = 0; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; + PopupId = 0; + AutoFitFramesX = AutoFitFramesY = -1; + AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; + AutoPosLastDirection = ImGuiDir_None; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + + LastFrameActive = -1; + LastTimeActive = -1.0f; + ItemWidthDefault = 0.0f; + FontWindowScale = 1.0f; + SettingsOffset = -1; + + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + ParentWindow = NULL; + RootWindow = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; + + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumns(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); + + // Test for bounding box overlap, as updated as ItemAdd() + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. + // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. + //if (g.HoveredWindow != window) + // return false; + if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) + return false; + + // Test if another item is active (e.g. being dragged) + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) + return false; + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover) + return false; + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + { + g.HoveredIdDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } + + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (clip_even_when_logged || !g.LogEnabled) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + window->DC.LastItemId = item_id; + window->DC.LastItemStatusFlags = item_flags; + window->DC.LastItemRect = item_rect; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterRegular++; + if (is_tab_stop) + window->DC.FocusCounterTabStop++; + + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) + return true; + if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + { + g.NavJustTabbedId = id; + return true; + } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); + } + + return false; +} + +void ImGui::FocusableItemUnregister(ImGuiWindow* window) +{ + window->DC.FocusCounterRegular--; + window->DC.FocusCounterTabStop--; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return GImAllocatorAllocFunc(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + return g.DrawData.Valid ? &g.DrawData : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + return &GImGui->BackgroundDrawList; +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + return &GImGui->ForegroundDrawList; +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdNoClearOnFocusLoss = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + } + FocusWindow(g.MovingWindow); + } + else + { + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredRootWindow; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) + { + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; + } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; + } +} + +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + StartLockWheelingWindow(window); + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); + } + } + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } + } +} + +void ImGui::UpdateTabFocus() +{ + ImGuiContext& g = *GImGui; + + // Pressing TAB activate widget focus + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) + { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterRegular = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindow(); + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + clear_hovered_windows = true; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + if (g.IO.MouseClicked[i]) + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); + mouse_any_down |= g.IO.MouseDown[i]; + if (g.IO.MouseDown[i]) + if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) + mouse_earliest_button_down = i; + } + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + if (g.WantCaptureMouseNextFrame != -1) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + else + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; + if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } + if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } + if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } + return key_mod_flags; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + ErrorCheckNewFrameSanityChecks(); + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + + // Setup current font and draw list shared data + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + g.BackgroundDrawList._ResetForNewFrame(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); + + g.ForegroundDrawList._ResetForNewFrame(); + g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.ForegroundDrawList.PushClipRectFullScreen(); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + g.DrawData.Clear(); + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + + // Update keyboard input state + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + g.IO.KeyMods = GetMergedKeyModFlags(); + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Update legacy TAB focus + UpdateTabFocus(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow, false); + + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } + +#ifdef IMGUI_HAS_TABLE + // Add .ini handle for ImGuiTable type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + // Notify hooked test engine, if any +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_Shutdown(context); +#endif + + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.DrawDataBuilder.ClearFreeMemory(); + g.BackgroundDrawList._ClearFreeMemory(); + g.ForegroundDrawList._ClearFreeMemory(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + // Remove trailing command if unused. + // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well. + draw_list->_PopUnusedDrawCmd(); + if (draw_list->CmdBuffer.Size == 0) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(out_render_list, window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active + AddWindowToDrawData(out_render_list, child); + } +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +{ + ImGuiIO& io = ImGui::GetIO(); + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = ImVec2(0.0f, 0.0f); + draw_data->DisplaySize = io.DisplaySize; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + ErrorCheckEndFrameSanityChecks(); + + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) + { + g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); + g.PlatformImeLastPos = g.PlatformImePos; + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); +} + +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; + g.DrawDataBuilder.Clear(); + + // Add background ImDrawList + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + g.DrawDataBuilder.FlattenIntoSingleLayer(); + + // Draw software mouse cursor if requested + if (g.IO.MouseDrawCursor) + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Add foreground ImDrawList + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + + // Setup ImDrawData structure for end-user + SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); + g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; + g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + + // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(&g.DrawData); +#endif +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + text_size.x = IM_FLOOR(text_size.x + 0.95f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +int ImGui::GetKeyIndex(ImGuiKey imgui_key) +{ + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; +} + +// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! +// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +bool ImGui::IsKeyDown(int user_key_index) +{ + if (user_key_index < 0) + return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDown[user_key_index]; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + if (key_index < 0) + return 0; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[key_index]; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) + return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(int user_key_index) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); + if (amount > 0) + return true; + } + return false; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + return GImGui->MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + GImGui->MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + return true; +} + +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.GetSize(); +} + +static ImRect GetViewportRect() +{ + ImGuiContext& g = *GImGui; + return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + char title[256]; + if (name) + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(title, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } + g.WithinEndChild = false; +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + window->Pos = ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + g.WindowsFocusOrder.push_back(window); + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +{ + ImGuiContext& g = *GImGui; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + ImGuiWindow* window_for_height = window; + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) +{ + if (window->Collapsed) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->ContentSize; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->ContentSize; + + ImVec2 sz; + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +{ + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +{ + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; + +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) +}; + +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + float OuterAngle; +}; + +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); + if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top + if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right + if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom + if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +// 4..7: borders (Top, Right, Bottom, Left) +ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n <= 7); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip + ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); + ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left + ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight(); + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindowStack.push_back(window); + g.CurrentWindow = NULL; + ErrorCheckBeginEndCompareStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + window->ContentSize = CalcWindowContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(GetViewportRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + ClampWindowRect(window, visibility_rect); + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (!window->Collapsed) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Draw modal window background (darkens what is behind them, all viewports) + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); + if (dim_bg_for_modal || dim_bg_for_window_list) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } + + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemFlagsStack.resize(0); + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + window->DC.GroupStack.resize(0); + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + if (parent_window) + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + if (g.ActiveId == move_id) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentWindow(window); + } + + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + if (first_begin_of_the_frame) + window->WriteAccessed = false; + + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + // Update visibility + if (first_begin_of_the_frame) + { + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + } + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + ErrorCheckBeginEndCompareStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WindowsFocusOrder.back() == window) + return; + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.WindowsFocusOrder[i] == window) + { + memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); + g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); +} + +void ImGui::PopItemFlag() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); +} + bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) @@ -6482,7 +6413,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { @@ -6508,16 +6439,6 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->Scroll.x = new_scroll_x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->Scroll.y = new_scroll_y; -} - void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -6568,7 +6489,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = ImFloor(size.x); + window->SizeFull.x = IM_FLOOR(size.x); } else { @@ -6578,7 +6499,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = ImFloor(size.y); + window->SizeFull.y = IM_FLOOR(size.y); } else { @@ -6609,6 +6530,13 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co window->Collapsed = collapsed; } +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); @@ -6687,6 +6615,13 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) g.NextWindowData.ContentSizeVal = size; } +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; @@ -6709,75 +6644,6 @@ void ImGui::SetNextWindowBgAlpha(float alpha) g.NextWindowData.BgAlphaVal = alpha; } -// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns) - mx.x = window->WorkRect.Max.x - window->Pos.x; - return mx; -} - -// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxAbs() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max; - if (window->DC.CurrentColumns) - mx.x = window->WorkRect.Max.x; - return mx; -} - -ImVec2 ImGui::GetContentRegionAvail() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; -} - -// In window space (not screen space!) -ImVec2 ImGui::GetWindowContentRegionMin() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Min - window->Pos; -} - -ImVec2 ImGui::GetWindowContentRegionMax() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Max - window->Pos; -} - -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.GetWidth(); -} - -float ImGui::GetTextLineHeight() -{ - ImGuiContext& g = *GImGui; - return g.FontSize; -} - -float ImGui::GetTextLineHeightWithSpacing() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.ItemSpacing.y; -} - -float ImGui::GetFrameHeight() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; -} - -float ImGui::GetFrameHeightWithSpacing() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; -} - ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); @@ -6801,12 +6667,448 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() void ImGui::SetWindowFontScale(float scale) { + IM_ASSERT(scale > 0.0f); ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + +// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); + window->IDStack.pop_back(); +} + +void ImGui::SetKeyboardFocusHere(int offset) +{ + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.FocusRequestNextCounterTabStop = INT_MAX; +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + { + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHereY(); + } +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + + // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your back-ends update inputs _AFTER_ NewFrame(). + const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(expected_key_mod_flags); + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +{ + ImGuiContext& g = *GImGui; + short* p = &window->DC.StackSizesBackup[0]; + + // Window stacks + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - GetWindowContentRegionWidth() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) +{ + ItemSize(bb.GetSize(), text_baseline_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakId) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakId = 0; + } +#endif + } + + // Equivalent to calling SetLastItemData() + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. // Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. ImVec2 ImGui::GetCursorPos() @@ -6854,17 +7156,339 @@ ImVec2 ImGui::GetCursorStartPos() return window->DC.CursorStartPos - window->Pos; } -ImVec2 ImGui::GetCursorScreenPos() +void ImGui::Indent(float indent_w) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } -void ImGui::SetCursorScreenPos(const ImVec2& pos) +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components - 1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! + +// FIXME: This is in window space (not screen space!). +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.GetWidth(); +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + + if (!group_data.EmitItem) + { + window->DC.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + if (group_contains_curr_active_id) + window->DC.LastItemId = g.ActiveId; + else if (group_contains_prev_active_id) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->Size.x; + if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; + if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); + scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; } float ImGui::GetScrollX() @@ -6891,291 +7515,95 @@ float ImGui::GetScrollMaxY() return window->ScrollMax.y; } -void ImGui::SetScrollX(float scroll_x) +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) { - ImGuiWindow* window = GetCurrentWindow(); window->ScrollTarget.x = scroll_x; window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); } void ImGui::SetScrollY(float scroll_y) { - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exists because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; } void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); - window->ScrollTargetCenterRatio.x = center_x_ratio; + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); } void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); } // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { - ImGuiWindow* window = GetCurrentWindow(); - float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space - float last_item_width = window->DC.LastItemRect.GetWidth(); - target_x += (last_item_width * center_x_ratio) + (GImGui->Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. - SetScrollFromPosX(target_x, center_x_ratio); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = g.Style.ItemSpacing.x; + float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { - ImGuiWindow* window = GetCurrentWindow(); - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); -} - -void ImGui::ActivateItem(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - g.NavNextActivateId = id; -} - -void ImGui::SetKeyboardFocusHere(int offset) -{ - IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; - g.FocusRequestNextCounterTab = INT_MAX; -} + float spacing_y = g.Style.ItemSpacing.y; + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos -void ImGui::SetItemDefaultFocus() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!window->Appearing) - return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHereY(); - } -} - -void ImGui::SetStateStorage(ImGuiStorage* tree) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->DC.StateStorage = tree ? tree : &window->StateStorage; -} - -ImGuiStorage* ImGui::GetStateStorage() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->DC.StateStorage; -} - -void ImGui::PushID(const char* str_id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); -} - -void ImGui::PushID(const char* str_id_begin, const char* str_id_end) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); -} - -void ImGui::PushID(const void* ptr_id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); -} - -void ImGui::PushID(int int_id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); -} - -// Push a given id value ignoring the ID stack as a seed. -void ImGui::PushOverrideID(ImGuiID id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(id); -} - -void ImGui::PopID() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.pop_back(); -} - -ImGuiID ImGui::GetID(const char* str_id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(str_id); -} - -ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(str_id_begin, str_id_end); -} - -ImGuiID ImGui::GetID(const void* ptr_id) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->GetID(ptr_id); -} - -bool ImGui::IsRectVisible(const ImVec2& size) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); -} - -bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); -} - -// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) -void ImGui::BeginGroup() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); - ImGuiGroupData& group_data = window->DC.GroupStack.back(); - group_data.BackupCursorPos = window->DC.CursorPos; - group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; - group_data.BackupIndent = window->DC.Indent; - group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrLineSize = window->DC.CurrLineSize; - group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; - group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.EmitItem = true; - - window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; - window->DC.Indent = window->DC.GroupOffset; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return -} - -void ImGui::EndGroup() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls - - ImGuiGroupData& group_data = window->DC.GroupStack.back(); - - ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - - window->DC.CursorPos = group_data.BackupCursorPos; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); - window->DC.Indent = group_data.BackupIndent; - window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrLineSize = group_data.BackupCurrLineSize; - window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; - if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return - - if (!group_data.EmitItem) - { - window->DC.GroupStack.pop_back(); - return; - } - - window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), 0.0f); - ItemAdd(group_bb, 0); - - // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. - // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // Also if you grep for LastItemId you'll notice it is only used in that context. - // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) - const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; - if (group_contains_curr_active_id) - window->DC.LastItemId = g.ActiveId; - else if (group_contains_prev_active_id) - window->DC.LastItemId = g.ActiveIdPreviousFrame; - window->DC.LastItemRect = group_bb; - - // Forward Edited flag - if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; - - // Forward Deactivated flag - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; - if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; - - window->DC.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] -} - -// Gets back to previous line and continue with horizontal layout -// offset_from_start_x == 0 : follow right after previous item -// offset_from_start_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing_w >= 0 : enforce spacing amount -void ImGui::SameLine(float offset_from_start_x, float spacing_w) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - if (offset_from_start_x != 0.0f) - { - if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - else - { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; - window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - window->DC.CurrLineSize = window->DC.PrevLineSize; - window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; -} - -void ImGui::Indent(float indent_w) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; -} - -void ImGui::Unindent(float indent_w) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); } //----------------------------------------------------------------------------- @@ -7183,9 +7611,15 @@ void ImGui::Unindent(float indent_w) //----------------------------------------------------------------------------- void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) { ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) + + if (g.DragDropWithinSource || g.DragDropWithinTarget) { // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. @@ -7195,21 +7629,12 @@ void ImGui::BeginTooltip() SetNextWindowPos(tooltip_pos); SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - BeginTooltipEx(0, true); + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; } - else - { - BeginTooltipEx(0, false); - } -} -// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) -{ - ImGuiContext& g = *GImGui; char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (override_previous_tooltip) + if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { @@ -7218,7 +7643,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_ window->HiddenFramesCanSkipItems = 1; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; Begin(window_name, NULL, flags | extra_flags); } @@ -7230,11 +7655,7 @@ void ImGui::EndTooltip() void ImGui::SetTooltipV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - BeginTooltip(); - else - BeginTooltipEx(0, true); + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); TextV(fmt, args); EndTooltip(); } @@ -7251,43 +7672,77 @@ void ImGui::SetTooltip(const char* fmt, ...) // [SECTION] POPUPS //----------------------------------------------------------------------------- -bool ImGui::IsPopupOpen(ImGuiID id) +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } } -bool ImGui::IsPopupOpen(const char* str_id) +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); } ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) if (popup->Flags & ImGuiWindowFlags_Modal) return popup; return NULL; } -void ImGui::OpenPopup(const char* str_id) +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id)); + OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); } // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) -void ImGui::OpenPopupEx(ImGuiID id) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; - int current_stack_size = g.BeginPopupStack.Size; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + return; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; @@ -7297,7 +7752,7 @@ void ImGui::OpenPopupEx(ImGuiID id) popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -7314,8 +7769,8 @@ void ImGui::OpenPopupEx(ImGuiID id) else { // Close child popups if any, then flag popup for open/reopen - g.OpenPopupStack.resize(current_stack_size + 1); - g.OpenPopupStack[current_stack_size] = popup_ref; + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); } // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). @@ -7325,26 +7780,14 @@ void ImGui::OpenPopupEx(ImGuiID id) } } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id); - return true; - } - return false; -} - +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.empty()) + if (g.OpenPopupStack.Size == 0) return; - // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // Don't close our own child popup windows. int popup_count_to_keep = 0; if (ref_window) @@ -7359,19 +7802,26 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) - bool popup_or_descendent_is_ref_window = false; - for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) - if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) if (popup_window->RootWindow == ref_window->RootWindow) - popup_or_descendent_is_ref_window = true; - if (!popup_or_descendent_is_ref_window) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) break; } } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } @@ -7379,7 +7829,10 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); @@ -7393,7 +7846,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_ } else { - if (g.NavLayer == 0 && focus_window) + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) focus_window = NavRestoreLastChildNavWindow(focus_window); FocusWindow(focus_window); } @@ -7421,7 +7874,7 @@ void ImGui::CloseCurrentPopup() break; popup_idx--; } - //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. @@ -7431,22 +7884,24 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - if (!IsPopupOpen(id)) + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) + if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); @@ -7472,18 +7927,19 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = window->GetID(name); - if (!IsPopupOpen(id)) + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } - // Center modal windows by default + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; const bool is_open = Begin(name, p_open, flags); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { @@ -7498,49 +7954,78 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); // Make all menus and popups wrap around for now, may need to expose that policy. - NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; End(); + g.WithinEndChild = false; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// You can pass a NULL str_id to use the identifier of the last item. -bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) +// - You can pass a NULL str_id to use the identifier of the last item. +// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid +// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; if (window->SkipItems) return false; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { + ImGuiWindow* window = GImGui->CurrentWindow; if (!str_id) str_id = "window_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (also_over_items || !IsAnyItemHovered()) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { + ImGuiWindow* window = GImGui->CurrentWindow; if (!str_id) str_id = "void_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) @@ -7572,26 +8057,47 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s } } - // Default popup policy - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); - float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - if (avail_w < size.x || avail_h < size.y) - continue; - ImVec2 pos; - pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; - pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; - *last_dir = dir; - return pos; + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } } - // Fallback, try to keep within display + // Fallback when not enough room: *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display ImVec2 pos = ref_pos; pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); @@ -7621,15 +8127,15 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) - r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Popup) { ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Tooltip) { @@ -7641,20 +8147,62 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. - ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); - if (window->AutoPosLastDirection == ImGuiDir_None) - pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. - return pos; + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; } - //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// and needs some explanation or serious refactoring. +void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer, focus_scope_id); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) { if (ImFabs(dx) > ImFabs(dy)) @@ -7685,22 +8233,22 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } } -// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; - const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) g.NavScoringCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) + if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } @@ -7714,7 +8262,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items if (dby != 0.0f && dbx != 0.0f) - dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); float dist_box = ImFabs(dbx) + ImFabs(dby); // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) @@ -7749,27 +8297,27 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) #if IMGUI_DEBUG_NAV_SCORING char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } } - #endif +#endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; @@ -7807,7 +8355,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match - if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; @@ -7845,7 +8393,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING @@ -7858,21 +8406,22 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con #endif if (new_best) { - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) { result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->RectRel = nav_bb_rel; } } @@ -7882,8 +8431,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con { g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTab; + g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -7905,7 +8455,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); + NavMoveRequestCancel(); g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -7916,54 +8466,31 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) { ImGuiContext& g = *GImGui; - if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) - return; - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } + // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire + // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. + g.NavWrapRequestWindow = window; + g.NavWrapRequestFlags = move_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). // This way we could find the last focused window among our children. It would be much less confusing this way? static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { - ImGuiWindow* parent_window = nav_window; - while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - parent_window = parent_window->ParentWindow; - if (parent_window && parent_window != nav_window) - parent_window->NavLastChildNavWindow = nav_window; + ImGuiWindow* parent = nav_window; + while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; } // Restore the last focused child. // Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { - return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; } static void NavRestoreLayer(ImGuiNavLayer layer) @@ -7972,10 +8499,11 @@ static void NavRestoreLayer(ImGuiNavLayer layer) g.NavLayer = layer; if (layer == 0) g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); - if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + ImGuiWindow* window = g.NavWindow; + if (layer == 0 && window->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); else - ImGui::NavInitWindow(g.NavWindow, true); + ImGui::NavInitWindow(window, true); } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -7995,9 +8523,10 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer); + SetNavID(0, g.NavLayer, 0); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8007,6 +8536,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; } } @@ -8044,11 +8574,11 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } @@ -8068,57 +8598,33 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput return delta; } -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } - if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } -} - static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; - g.IO.WantSetMousePos = false; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + g.NavWrapRequestWindow = NULL; + g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; #if 0 if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); #endif - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) - bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active) - if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) + bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + { + if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f + || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) g.NavInputSource = ImGuiInputSource_NavGamepad; + } // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8126,30 +8632,21 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); - if (g.IO.KeyCtrl) - g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) - g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. - g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + if (io.KeyCtrl) + io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (io.KeyShift) + io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; #undef NAV_MAP_KEY } - memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) - g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) + io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) - { - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; - } + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + NavUpdateInitResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8172,12 +8669,12 @@ static void ImGui::NavUpdate() if (g.NavMousePosDirty && g.NavIdIsAlive) { // Set mouse position given our knowledge of the navigated item position from last frame - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) { if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { - g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); - g.IO.WantSetMousePos = true; + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; } } g.NavMousePosDirty = false; @@ -8189,22 +8686,23 @@ static void ImGui::NavUpdate() // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) NavSaveLastChildNavWindowIntoParent(g.NavWindow); - if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) NavUpdateWindowing(); // Set output flags for user application - g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); if (g.ActiveId != 0) { - if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) @@ -8214,8 +8712,9 @@ static void ImGui::NavUpdate() ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0); - g.NavIdIsAlive = false; + SetNavID(child_window->ChildId, 0, 0); + // Reassigning with same value, we're being explicit here. + g.NavIdIsAlive = false; // -V1048 if (g.NavDisableMouseHover) g.NavMousePosDirty = true; } @@ -8225,7 +8724,7 @@ static void ImGui::NavUpdate() if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } - else if (g.NavLayer != 0) + else if (g.NavLayer != ImGuiNavLayer_Main) { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); @@ -8235,7 +8734,7 @@ static void ImGui::NavUpdate() // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + g.NavId = g.NavFocusScopeId = 0; } } @@ -8244,14 +8743,14 @@ static void ImGui::NavUpdate() if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) g.NavActivateId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) @@ -8266,17 +8765,17 @@ static void ImGui::NavUpdate() g.NavNextActivateId = 0; // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; if (g.NavMoveRequestForward == ImGuiNavForward_None) { g.NavMoveDir = ImGuiDir_None; g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1<Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; + // Reassigning with same value, we're being explicit here. + g.NavInitResultId = 0; // -V1048 g.NavDisableHighlight = false; } NavUpdateAnyRequestFlag(); @@ -8313,28 +8817,22 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) - { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - g.NavMoveFromClampedRefRect = true; - } + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); if (scroll_dir.y != 0.0f) - { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - g.NavMoveFromClampedRefRect = true; - } + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); } // Reset search results @@ -8342,28 +8840,30 @@ static void ImGui::NavUpdate() g.NavMoveResultLocalVisibleSet.Clear(); g.NavMoveResultOther.Clear(); - // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items - if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); float pad = window->CalcFontSize() * 0.5f; window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); - g.NavId = 0; + window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); + g.NavId = g.NavFocusScopeId = 0; } - g.NavMoveFromClampedRefRect = false; } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); - g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); - g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); - g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); - g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; - IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); + g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; + IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] g.NavScoringCount = 0; #if IMGUI_DEBUG_NAV_RECTS @@ -8376,6 +8876,22 @@ static void ImGui::NavUpdate() #endif } +static void ImGui::NavUpdateInitResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer, 0); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; +} + // Apply result from previous frame navigation directional move request static void ImGui::NavUpdateMoveResult() { @@ -8406,19 +8922,24 @@ static void ImGui::NavUpdateMoveResult() IM_ASSERT(g.NavWindow && result->Window); // Scroll to keep newly navigated item fully into view. - if (g.NavLayer == 0) + if (g.NavLayer == ImGuiNavLayer_Main) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); - - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); } ClearActiveID(); @@ -8427,60 +8948,153 @@ static void ImGui::NavUpdateMoveResult() { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; - g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; } - SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); - g.NavMoveFromClampedRefRect = false; + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); } -static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +// Handle PageUp/PageDown/Home/End keys +static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + ImGuiIO& io = g.IO; + + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + return nav_scoring_rect_offset_y; } } return 0.0f; } +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + ImGuiWindow* window = g.NavWrapRequestWindow; + ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; + if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) + { + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; + + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = + ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); + clip_dir = ImGuiDir_Up; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); + clip_dir = ImGuiDir_Down; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = + ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); + clip_dir = ImGuiDir_Left; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); + clip_dir = ImGuiDir_Right; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + } +} + static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) if (g.WindowsFocusOrder[i] == window) return i; return -1; @@ -8521,11 +9135,9 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window != NULL) - { + bool allow_windowing = (modal_window == NULL); + if (!allow_windowing) g.NavWindowingTarget = NULL; - return; - } // Fade out if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) @@ -8536,12 +9148,12 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; @@ -8555,7 +9167,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); @@ -8587,9 +9199,9 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) g.NavWindowingToggleLayer = true; - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) apply_toggle_layer = true; @@ -8604,10 +9216,11 @@ static void ImGui::NavUpdateWindowing() if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); + MarkIniSettingsDirty(moving_window); g.NavDisableMouseHover = true; - MarkIniSettingsDirty(g.NavWindowingTarget); } } @@ -8666,7 +9279,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); @@ -8674,8 +9287,8 @@ void ImGui::NavUpdateWindowingList() if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) return; - if (g.NavWindowingList == NULL) - g.NavWindowingList = FindWindowByName("###NavWindowingList"); + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); @@ -8723,7 +9336,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - int mouse_button = 0; + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = window->DC.LastItemId; @@ -8768,6 +9381,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask = ~(ImU64)0; } else { @@ -8790,7 +9408,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) g.DragDropMouseButton = mouse_button; } g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinSource = true; if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { @@ -8817,7 +9435,7 @@ void ImGui::EndDragDropSource() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) EndTooltip(); @@ -8825,7 +9443,7 @@ void ImGui::EndDragDropSource() // Discard the drag if have not called SetDragDropPayload() if (g.DragDropPayload.DataFrameCount == -1) ClearDragDrop(); - g.DragDropWithinSourceOrTarget = false; + g.DragDropWithinSource = false; } // Use 'cond' to choose to submit payload on drag start or every frame @@ -8879,7 +9497,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) return false; ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -8887,10 +9506,10 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) if (window->SkipItems) return false; - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = bb; g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinTarget = true; return true; } @@ -8907,7 +9526,8 @@ bool ImGui::BeginDragDropTarget() ImGuiWindow* window = g.CurrentWindow; if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) return false; const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; @@ -8917,10 +9537,10 @@ bool ImGui::BeginDragDropTarget() if (g.DragDropPayload.SourceId == id) return false; - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = display_rect; g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinTarget = true; return true; } @@ -8960,7 +9580,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // FIXME-DRAG: Settle on a proper default visuals for drop target. r.Expand(3.5f); bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); if (push_clip_rect) window->DrawList->PopClipRect(); } @@ -8984,11 +9604,10 @@ void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget); - g.DragDropWithinSourceOrTarget = false; + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; } - //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- @@ -9006,9 +9625,15 @@ void ImGui::LogText(const char* fmt, ...) va_list args; va_start(args, fmt); if (g.LogFile) - vfprintf(g.LogFile, fmt, args); - else + { + g.LogBuffer.Buf.resize(0); g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } va_end(args); } @@ -9085,8 +9710,11 @@ void ImGui::LogToTTY(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; +#endif } // Start logging/capturing text output to given file @@ -9103,8 +9731,8 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) filename = g.IO.LogFilename; if (!filename || !filename[0]) return; - FILE* f = ImFileOpen(filename, "ab"); - if (f == NULL) + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) { IM_ASSERT(0); return; @@ -9141,10 +9769,12 @@ void ImGui::LogFinish() switch (g.LogType) { case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); +#endif break; case ImGuiLogType_File: - fclose(g.LogFile); + ImFileClose(g.LogFile); break; case ImGuiLogType_Buffer: break; @@ -9170,7 +9800,11 @@ void ImGui::LogButtons() ImGuiContext& g = *GImGui; PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); PushAllowKeyboardFocus(false); @@ -9188,9 +9822,51 @@ void ImGui::LogButtons() LogToClipboard(); } + //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettings() [Internal] +// - FindOrCreateWindowSettings() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} void ImGui::MarkIniSettingsDirty() { @@ -9210,21 +9886,31 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back(ImGuiWindowSettings()); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) name = p; - settings->Name = ImStrdup(name); - settings->ID = ImHashStr(name); +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + return settings; } ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; - for (int i = 0; i != g.SettingsWindows.Size; i++) - if (g.SettingsWindows[i].ID == id) - return &g.SettingsWindows[i]; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; return NULL; } @@ -9235,16 +9921,6 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) return CreateNewWindowSettings(name); } -void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) -{ - size_t file_data_size = 0; - char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); - if (!file_data) - return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - IM_FREE(file_data); -} - ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; @@ -9255,21 +9931,48 @@ ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) return NULL; } +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ClearAllFn) + g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + // Zero-tolerance, no error reporting, cheap .ini parsing void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); - IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); - char* buf = (char*)IM_ALLOC(ini_size + 1); - char* buf_end = buf + ini_size; + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); - buf[ini_size] = 0; + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ReadInitFn) + g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); void* entry_data = NULL; ImGuiSettingsHandler* entry_handler = NULL; @@ -9292,18 +9995,12 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) line_end[-1] = 0; const char* name_end = line_end - 1; const char* type_start = line + 1; - char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; if (!type_end || !name_start) - { - name_start = type_start; // Import legacy entries that have no type - type_start = "Window"; - } - else - { - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' - } + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' entry_handler = FindSettingsHandler(type_start); entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } @@ -9313,8 +10010,15 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } - IM_FREE(buf); g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ApplyAllFn) + g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); } void ImGui::SaveIniSettingsToDisk(const char* ini_filename) @@ -9326,11 +10030,11 @@ void ImGui::SaveIniSettingsToDisk(const char* ini_filename) size_t ini_data_size = 0; const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - FILE* f = ImFileOpen(ini_filename, "wt"); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); if (!f) return; - fwrite(ini_data, sizeof(char), ini_data_size, f); - fclose(f); + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); } // Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer @@ -9350,26 +10054,48 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) return g.SettingsIniData.c_str(); } -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); - if (!settings) - settings = ImGui::CreateNewWindowSettings(name); + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + g.Windows[i]->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); + ImGuiID id = settings->ID; + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + settings->ID = id; + settings->WantApply = true; return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiContext& g = *ctx; ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; + int x, y; int i; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); - else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) @@ -9380,30 +10106,28 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; - ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); if (!settings) { settings = ImGui::CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos; - settings->Size = window->SizeFull; + settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); + settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y); settings->Collapsed = window->Collapsed; } // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve - for (int i = 0; i != g.SettingsWindows.Size; i++) + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { - const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - if (settings->Pos.x == FLT_MAX) - continue; - buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); - buf->appendf("\n"); + buf->append("\n"); } } @@ -9426,30 +10150,19 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#ifndef __MINGW32__ -#include -#else -#include -#endif -#elif defined(__APPLE__) -#include -#endif - #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") #endif // Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() static const char* GetClipboardTextFn_DefaultImpl(void*) { - static ImVector buf_local; - buf_local.clear(); + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); @@ -9458,30 +10171,30 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) ::CloseClipboard(); return NULL; } - if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) { - int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; - buf_local.resize(buf_len); - ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); } ::GlobalUnlock(wbuf_handle); ::CloseClipboard(); - return buf_local.Data; + return g.ClipboardHandlerData.Data; } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!::OpenClipboard(NULL)) return; - const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; - HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); if (wbuf_handle == NULL) { ::CloseClipboard(); return; } - ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); - ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); ::GlobalUnlock(wbuf_handle); ::EmptyClipboard(); if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) @@ -9489,12 +10202,13 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } -#elif defined(__APPLE__) && TARGET_OS_OSX && !defined(IMGUI_DISABLE_OSX_FUNCTIONS) +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) #include // Use old API to avoid need for separate .mm file static PasteboardRef main_clipboard = 0; // OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!main_clipboard) @@ -9516,7 +10230,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) ItemCount item_count = 0; PasteboardGetItemCount(main_clipboard, &item_count); - for (int i = 0; i < item_count; i++) + for (ItemCount i = 0; i < item_count; i++) { PasteboardItemID item_id = 0; PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); @@ -9527,13 +10241,14 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) CFDataRef cf_data; if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) { - static ImVector clipboard_text; + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); int length = (int)CFDataGetLength(cf_data); - clipboard_text.resize(length + 1); - CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); - clipboard_text[length] = 0; + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; CFRelease(cf_data); - return clipboard_text.Data; + return g.ClipboardHandlerData.Data; } } } @@ -9546,17 +10261,17 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; - return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; - g.PrivateClipboard.clear(); + g.ClipboardHandlerData.clear(); const char* text_end = text + strlen(text); - g.PrivateClipboard.resize((int)(text_end - text) + 1); - memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); - g.PrivateClipboard[(int)(text_end - text)] = 0; + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; } #endif @@ -9572,7 +10287,8 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) { // Notify OS Input Method Editor of text input position - if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle) + ImGuiIO& io = ImGui::GetIO(); + if (HWND hwnd = (HWND)io.ImeWindowHandle) if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM cf; @@ -9595,6 +10311,20 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::Begin("Dear ImGui Metrics", p_open)) @@ -9603,14 +10333,23 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; - static bool show_windows_begin_order = false; + // State static bool show_windows_rects = false; static int show_windows_rect_type = WRT_WorkRect; - static bool show_drawcmd_clip_rects = true; + static bool show_windows_begin_order = false; + static bool show_tables_rects = false; + static int show_tables_rect_type = TRT_WorkRect; + static bool show_drawcmd_mesh = true; + static bool show_drawcmd_aabb = true; + // Basic info + ImGuiContext& g = *GImGui; ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); @@ -9619,6 +10358,13 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList() + // - NodeColumns() + // - NodeWindow() + // - NodeWindows() + // - NodeTabBar() + // - NodeStorage() struct Funcs { static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) @@ -9628,19 +10374,51 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } - else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } + static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) + { + IM_ASSERT(show_mesh || show_aabb); + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + { + ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + triangle[n] = p; + vtxs_rect.Add(p); + } + if (show_mesh) + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + fg_draw_list->Flags = backup_flags; + } + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); if (draw_list == ImGui::GetWindowDrawList()) { ImGui::SameLine(); - ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) ImGui::TreePop(); return; } @@ -9651,7 +10429,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!node_open) return; - int elem_offset = 0; + if (window && !window->WasActive) + ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + unsigned int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) @@ -9661,45 +10442,57 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); continue; } + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); - if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) - { - ImRect clip_rect = pcmd->ClipRect; - ImRect vtxs_rect; - for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) - vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); - clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); - vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); - } + if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); if (!pcmd_node_open) continue; + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + float total_area = 0.0f; + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + ImGui::Selectable(buf); + if (ImGui::IsItemHovered() && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); - ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { - char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangles_pos[3]; + char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { - int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; - ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; - triangles_pos[n] = v.pos; + ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } + ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) { ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f); fg_draw_list->Flags = backup_flags; } } @@ -9722,15 +10515,38 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) return; - for (int i = 0; i < windows.Size; i++) + ImGui::Text("(In front-to-back order:)"); + for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back + { + ImGui::PushID(windows[i]); Funcs::NodeWindow(windows[i], "Window"); + ImGui::PopID(); + } ImGui::TreePop(); } static void NodeWindow(ImGuiWindow* window, const char* label) { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (ImGui::IsItemHovered() && is_active) + ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); + ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->DrawList, "DrawList"); ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); @@ -9738,7 +10554,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); @@ -9756,91 +10572,77 @@ void ImGui::ShowMetricsWindow(bool* p_open) NodeColumns(&window->ColumnsStorage[n]); ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); + NodeStorage(&window->StateStorage, "Storage"); ImGui::TreePop(); } + static void NodeWindowSettings(ImGuiWindowSettings* settings) + { + ImGui::Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + } + static void NodeTabBar(ImGuiTabBar* tab_bar) { // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); - ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); - if (ImGui::TreeNode(tab_bar, "%s", buf)) + const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + IM_UNUSED(p); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = ImGui::TreeNode(tab_bar, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && ImGui::IsItemHovered()) + { + ImDrawList* draw_list = ImGui::GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID); + if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); ImGui::PopID(); } ImGui::TreePop(); } } + + static void NodeStorage(ImGuiStorage* storage, const char* label) + { + if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + ImGui::TreePop(); + } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; - Funcs::NodeWindows(g.Windows, "Windows"); - if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) - { - for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) - Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) - { - for (int i = 0; i < g.OpenPopupStack.Size; i++) - { - ImGuiWindow* window = g.OpenPopupStack[i].Window; - ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); - } - ImGui::TreePop(); - } - - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) - { - for (int n = 0; n < g.TabBars.Data.Size; n++) - Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Internal state")) - { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); - ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not - ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); - ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); - ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); - ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); - ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); - ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); - ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); - ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); - ImGui::TreePop(); - } - + // Tools if (ImGui::TreeNode("Tools")) { // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (ImGui::Button("Item Picker..")) ImGui::DebugStartItemPicker(); + ImGui::SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count); if (show_windows_rects && g.NavWindow) { ImGui::BulletText("'%s':", g.NavWindow->Name); @@ -9852,10 +10654,148 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::Unindent(); } - ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh); + ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb); ImGui::TreePop(); } + // Contents + Funcs::NodeWindows(g.Windows, "Windows"); + //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); + if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + { + for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) + Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); + ImGui::TreePop(); + } + + // Details for Popups + if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + ImGuiWindow* window = g.OpenPopupStack[i].Window; + ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + } + ImGui::TreePop(); + } + + // Details for TabBars + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + { + for (int n = 0; n < g.TabBars.GetSize(); n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + // Details for Tables + IM_UNUSED(trt_rects_names); + IM_UNUSED(show_tables_rects); + IM_UNUSED(show_tables_rect_type); +#ifdef IMGUI_HAS_TABLE + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + { + for (int n = 0; n < g.Tables.GetSize(); n++) + Funcs::NodeTable(g.Tables.GetByIndex(n)); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (ImGui::TreeNode("Dock nodes")) + { + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Clear")) + ImGui::ClearIniSettings(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to memory")) + ImGui::SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::SameLine(); + if (g.IO.IniFilename) + ImGui::Text("\"%s\"", g.IO.IniFilename); + else + ImGui::TextUnformatted(""); + ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (int n = 0; n < g.SettingsHandlers.Size; n++) + ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); + ImGui::TreePop(); + } + if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + Funcs::NodeWindowSettings(settings); + ImGui::TreePop(); + } + +#ifdef IMGUI_HAS_TABLE + if (ImGui::TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + Funcs::NodeTableSettings(settings); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Misc Details + if (ImGui::TreeNode("Internal state")) + { + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + + ImGui::Text("WINDOWING"); + ImGui::Indent(); + ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Unindent(); + + ImGui::Text("ITEMS"); + ImGui::Indent(); + ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::Unindent(); + + ImGui::Text("NAV,FOCUS"); + ImGui::Indent(); + ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + ImGui::Unindent(); + + ImGui::TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) @@ -9879,6 +10819,25 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } + +#ifdef IMGUI_HAS_TABLE + // Overlay: Display Tables Rectangles + if (show_tables_rects) + { + for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + { + ImGuiTable* table = g.Tables.GetByIndex(table_n); + } + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + ImGui::End(); } @@ -9897,3 +10856,5 @@ void ImGui::ShowMetricsWindow(bool*) { } #endif //----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/imgui.h b/ImGui/imgui.h index aa5b534..798ae06 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -1,10 +1,20 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.79 // (headers) -// See imgui.cpp file for documentation. -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues /* @@ -27,7 +37,7 @@ Index of this file: #pragma once -// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -35,24 +45,27 @@ Index of this file: #include "imconfig.h" #endif +#ifndef IMGUI_DISABLE + //----------------------------------------------------------------------------- // Header mess //----------------------------------------------------------------------------- -#include // FLT_MAX -#include // va_list +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.72 WIP" -#define IMGUI_VERSION_NUM 17101 +#define IMGUI_VERSION "1.79" +#define IMGUI_VERSION_NUM 17900 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) -// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API #endif @@ -65,16 +78,20 @@ Index of this file: #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#if defined(__clang__) || defined(__GNUC__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. -#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif // Warnings #if defined(__clang__) @@ -93,6 +110,7 @@ Index of this file: // Forward declarations and basic types //----------------------------------------------------------------------------- +// Forward declarations struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. @@ -116,32 +134,26 @@ struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSiz struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. -#ifndef _WIN64 -#include -typedef int64_t ImTextureID; -#else -#ifndef ImTextureID -typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) -#endif -#endif -typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) -typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() @@ -149,16 +161,35 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); + +// Other types +#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] +typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +#endif +typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); -// Scalar data types -typedef signed char ImS8; // 8-bit signed integer == char +// Decoded character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Basic scalar data types +typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer @@ -176,14 +207,14 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11) typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif -// 2D vector (often used to store positions, sizes, etc.) +// 2D vector (often used to store positions or sizes) struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. - float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif @@ -192,9 +223,9 @@ struct ImVec2 // 4D vector (often used to store floating-point colors) struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif @@ -202,32 +233,31 @@ struct ImVec4 //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // All those functions are not reliant on the current context. + // None of those functions is reliant on the current context. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API void SetCurrentContext(ImGuiContext* ctx); - IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. @@ -241,13 +271,15 @@ namespace ImGui // Windows // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. - // - You may append multiple times to the same window during the same frame. // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. - // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); @@ -256,13 +288,13 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities - // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. @@ -274,15 +306,15 @@ namespace ImGui IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). - IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() - IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. - IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). @@ -302,8 +334,8 @@ namespace ImGui // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. @@ -329,11 +361,11 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position - IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); @@ -343,6 +375,10 @@ namespace ImGui // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. @@ -384,8 +420,8 @@ namespace ImGui IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); @@ -400,21 +436,22 @@ namespace ImGui // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected - IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text - IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer - IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); - IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box - // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! @@ -422,47 +459,56 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); - // Widgets: Drags + // Widgets: Drag Sliders // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound - IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); - IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound - IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); - IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); - IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); - IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - // Widgets: Sliders + // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. - IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders - IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); - IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); - IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); - IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Input with Keyboard - // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); @@ -473,8 +519,8 @@ namespace ImGui IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. @@ -483,7 +529,7 @@ namespace ImGui IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -508,15 +554,15 @@ namespace ImGui // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. - // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. - IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height - IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. + IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! @@ -534,43 +580,67 @@ namespace ImGui IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); // Widgets: Menus - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. - IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); // Popups, Modals - // The properties of popups windows are: - // - They block normal mouse hovering detection outside them. (*) - // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. - // User can manipulate the visibility state by calling OpenPopup(). - // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. - // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. - IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). - IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! - IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. - IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). - IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) - IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! - IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. - IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. - IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: test function + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. // Columns // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - There is a maximum of 64 columns. + // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -581,11 +651,11 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs - // [BETA API] API may evolve! IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! - IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. // Logging/Capture @@ -598,7 +668,8 @@ namespace ImGui IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) // Drag and Drop - // [BETA API] API may evolve! + // - [BETA API] API may evolve! + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! @@ -622,12 +693,13 @@ namespace ImGui IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? @@ -647,41 +719,51 @@ namespace ImGui IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + // Color Utilities IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities + // Inputs Utilities: Keyboard + // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! - IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held - IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) - IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. - IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) - IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. - IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse - IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls - IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into - IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. - IMGUI_API void ResetMouseDragDelta(int button = 0); // - IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. - // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. IMGUI_API const char* GetClipboardText(); IMGUI_API void SetClipboardText(const char* text); @@ -693,6 +775,9 @@ namespace ImGui IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + // Debug Utilities + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + // Memory Allocators // - All those functions are not reliant on the current context. // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. @@ -743,8 +828,8 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() // [Obsolete] - //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -770,6 +855,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // [Internal] ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data @@ -790,15 +876,34 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}; - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] -#endif +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel }; // Flags for ImGui::Selectable() @@ -808,7 +913,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -848,7 +954,11 @@ enum ImGuiTabItemFlags_ ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; // Flags for ImGui::IsWindowFocused() @@ -857,12 +967,12 @@ enum ImGuiFocusedFlags_ ImGuiFocusedFlags_None = 0, ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead. + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() -// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. enum ImGuiHoveredFlags_ { @@ -946,16 +1056,27 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_KeyPadEnter, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo ImGuiKey_COUNT }; -// Gamepad/Keyboard directional navigation +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +enum ImGuiKeyModFlags_ +{ + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 +}; + +// Gamepad/Keyboard navigation // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. @@ -982,7 +1103,6 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up @@ -1014,7 +1134,7 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1073,15 +1193,17 @@ enum ImGuiCol_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] - , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. - //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. + //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. #endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. -// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. -// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) @@ -1112,11 +1234,23 @@ enum ImGuiStyleVar_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] - , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] #endif }; +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}; + // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() enum ImGuiColorEditFlags_ { @@ -1130,6 +1264,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. @@ -1148,13 +1283,13 @@ enum ImGuiColorEditFlags_ // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks - ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, - ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, - ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1162,6 +1297,33 @@ enum ImGuiColorEditFlags_ #endif }; +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] +#endif +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + // Enumeration for GetMouseCursor() // User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ @@ -1175,6 +1337,7 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT // Obsolete names (will be removed) @@ -1183,13 +1346,14 @@ enum ImGuiMouseCursor_ #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { - ImGuiCond_Always = 1 << 0, // Set the variable - ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) }; @@ -1198,25 +1362,27 @@ enum ImGuiCond_ // Helpers: Memory allocations macros // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_FREE(_PTR) ImGui::MemFree(_PTR) -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- // Helper: ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). -// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. -// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. -// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, -// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- template @@ -1240,9 +1406,10 @@ struct ImVector inline bool empty() const { return Size == 0; } inline int size() const { return Size; } inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } inline int capacity() const { return Capacity; } - inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } - inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } @@ -1255,21 +1422,26 @@ struct ImVector inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } - inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } - inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } - inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } - inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- @@ -1283,11 +1455,11 @@ struct ImGuiStyle { float Alpha; // Global alpha applies to everything in Dear ImGui. ImVec2 WindowPadding; // Padding within a window. - float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. - ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) @@ -1304,17 +1476,21 @@ struct ImGuiStyle float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). - ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. - bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1360,6 +1536,7 @@ struct ImGuiIO bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions @@ -1369,9 +1546,9 @@ struct ImGuiIO // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL - void* BackendRendererUserData; // = NULL - void* BackendLanguageUserData; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform back-end + void* BackendRendererUserData; // = NULL // User data for renderer back-end + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) @@ -1397,8 +1574,8 @@ struct ImGuiIO // Input - Fill before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. bool KeyCtrl; // Keyboard modifier pressed: Control @@ -1410,21 +1587,24 @@ struct ImGuiIO // Functions IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually //------------------------------------------------------------------ - // Output - Retrieve after calling NewFrame() + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) //------------------------------------------------------------------ - bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. - bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows @@ -1433,9 +1613,10 @@ struct ImGuiIO ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. //------------------------------------------------------------------ - // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MouseClickedPos[5]; // Position at time of clicking double MouseClickedTime[5]; // Time of last click (used to figure out double-click) @@ -1452,6 +1633,8 @@ struct ImGuiIO float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); @@ -1464,9 +1647,10 @@ struct ImGuiIO // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // The callback function should return 0 by default. // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows -// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData @@ -1493,7 +1677,9 @@ struct ImGuiInputTextCallbackData IMGUI_API ImGuiInputTextCallbackData(); IMGUI_API void DeleteChars(int pos, int bytes_count); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); - bool HasSelection() const { return SelectionStart != SelectionEnd; } + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } }; // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). @@ -1517,7 +1703,7 @@ struct ImGuiPayload ImGuiID SourceId; // Source item id ImGuiID SourceParentId; // Source parent id (if available) int DataFrameCount; // Data timestamp - char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. @@ -1536,7 +1722,26 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.72 (from July 2019) + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from April 2019) static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.71 (from June 2019) static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } @@ -1556,18 +1761,6 @@ namespace ImGui // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } - // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - static inline void ShowTestWindow() { return ShowDemoWindow(); } - static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } - static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } - static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } - static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } - // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) - IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. - static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } - static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } - static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } } typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; @@ -1577,6 +1770,14 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; // Helpers //----------------------------------------------------------------------------- +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + // Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame @@ -1620,11 +1821,11 @@ struct ImGuiTextBuffer IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } - inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() { return Buf.Size <= 1; } + bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } @@ -1685,36 +1886,48 @@ struct ImGuiStorage }; // Helper: Manually clip large list of items. -// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to save yourself from processing those items at all. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. -// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) // Usage: -// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. -// while (clipper.Step()) -// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -// ImGui::Text("line number %d", i); -// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). -// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. -// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) -// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. struct ImGuiListClipper { - float StartPosY; + int DisplayStart; + int DisplayEnd; + + // [Internal] + int ItemsCount; + int StepNo; float ItemsHeight; - int ItemsCount, StepNo, DisplayStart, DisplayEnd; + float StartPosY; - // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). - // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). - ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). - ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. - - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif }; -// Helpers macros to generate 32-bits encoded colors +// Helpers macros to generate 32-bit encoded colors #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -1742,8 +1955,8 @@ struct ImColor ImVec4 Value; ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } - ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } - ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } + ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } ImColor(const ImVec4& col) { Value = col; } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } @@ -1751,7 +1964,7 @@ struct ImColor // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; //----------------------------------------------------------------------------- @@ -1759,9 +1972,14 @@ struct ImColor // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- -// Draw callbacks for advanced uses. +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -// you can poke into the draw list for that! Draw callback may be useful for example to: +// you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' @@ -1777,24 +1995,26 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' -// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. +// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { - unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. - ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. - unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. - ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. - void* UserCallbackData; // The draw callback code can access this. + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed }; -// Vertex index -// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) -// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) +// Vertex index, default to 16-bit +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1823,7 +2043,7 @@ struct ImDrawChannel }; // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -// This is used by the Columns api, so items of each column can be batched together in a same draw call. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { int _Current; // Current channel number (0) @@ -1841,6 +2061,7 @@ struct ImDrawListSplitter enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1852,18 +2073,21 @@ enum ImDrawCornerFlags_ ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience }; +// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { - ImDrawListFlags_None = 0, - ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) - ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list // This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, // all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) @@ -1879,18 +2103,19 @@ struct ImDrawList // [Internal, used while building lists] const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - ImDrawListSplitter _Splitter; // [Internal] for channels api + ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } - ~ImDrawList() { ClearFreeMemory(); } + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + + ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); @@ -1900,35 +2125,47 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives - IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. @@ -1936,25 +2173,34 @@ struct ImDrawList IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. // Advanced: Channels - // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } - // Internal helpers - // NB: all primitives needs to be reserved via PrimReserve() beforehand! - IMGUI_API void Clear(); - IMGUI_API void ClearFreeMemory(); + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); - inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } - inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } - inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } - IMGUI_API void UpdateClipRect(); - IMGUI_API void UpdateTextureID(); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); }; // All draw data to render a Dear ImGui frame @@ -2001,6 +2247,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -2009,9 +2256,12 @@ struct ImFontConfig IMGUI_API ImFontConfig(); }; +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - ImWchar Codepoint; // 0x0000..0xFFFF + unsigned int Codepoint : 31; // 0x0000..0xFFFF + unsigned int Visible : 1; // Flag to allow early out when rendering float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates @@ -2023,11 +2273,11 @@ struct ImFontGlyphRangesBuilder { ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } - inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - inline void AddChar(ImWchar c) { SetBit(c); } // Add character + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges @@ -2036,21 +2286,23 @@ struct ImFontGlyphRangesBuilder // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font - ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } bool IsPacked() const { return X != 0xFFFF; } }; +// Flags for ImFontAtlas build enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two - ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2093,7 +2345,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2116,17 +2368,18 @@ struct ImFontAtlas // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read misc/fonts/README.txt for more details about using colorful icons. - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // Read docs/FONTS.md for more details about using colorful icons. + // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- @@ -2149,8 +2402,12 @@ struct ImFontAtlas ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Internal data - int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ @@ -2167,21 +2424,22 @@ struct ImFont float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) - // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // // All glyphs. const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels // Members: Cold ~32/40 bytes ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - bool DirtyLookupTables; // 1 // out // + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. // Methods IMGUI_API ImFont(); @@ -2203,13 +2461,11 @@ struct ImFont IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API void SetFallbackChar(ImWchar c); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ -#endif + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; #if defined(__clang__) @@ -2222,3 +2478,5 @@ struct ImFont #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index 84a1214..c491cd2 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.79 // (drawing and font code) /* @@ -16,7 +16,7 @@ Index of this file: // [SECTION] ImFontAtlas glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont -// [SECTION] Internal Render Helpers +// [SECTION] ImGui Internal Render Helpers // [SECTION] Decompression code // [SECTION] Default font data (ProggyClean.ttf) @@ -27,6 +27,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -34,7 +36,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) +#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca @@ -55,22 +57,19 @@ Index of this file: // Clang/GCC warnings with -Weverything #if defined(__clang__) -#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. -#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. -#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. -#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 -#endif -#if __has_warning("-Wcomma") -#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // -#endif -#if __has_warning("-Wreserved-id-macro") -#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // -#endif -#if __has_warning("-Wdouble-promotion") -#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used @@ -106,7 +105,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" -#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #endif #if defined(__GNUC__) @@ -118,7 +117,7 @@ namespace IMGUI_STB_NAMESPACE #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define STBRP_STATIC -#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort #define STB_RECT_PACK_IMPLEMENTATION #endif @@ -133,7 +132,7 @@ namespace IMGUI_STB_NAMESPACE #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) -#define STBTT_assert(x) IM_ASSERT(x) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) #define STBTT_fmod(x,y) ImFmod(x,y) #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) @@ -340,7 +339,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) } //----------------------------------------------------------------------------- -// ImDrawList +// [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() @@ -348,24 +347,47 @@ ImDrawListSharedData::ImDrawListSharedData() Font = NULL; FontSize = 0.0f; CurveTessellationTol = 0.0f; + CircleSegmentMaxError = 0.0f; ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); InitialFlags = ImDrawListFlags_None; - // Const data - for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + // Lookup tables + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { - const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); - CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() + TexUvLines = NULL; +} + +void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = i + 1.0f; + const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); + CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); } } -void ImDrawList::Clear() +// Initialize before use in a new frame. We always have a command ready in the buffer. +void ImDrawList::_ResetForNewFrame() { + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; - _VtxCurrentOffset = 0; + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -373,13 +395,15 @@ void ImDrawList::Clear() _TextureIdStack.resize(0); _Path.resize(0); _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); } -void ImDrawList::ClearFreeMemory() +void ImDrawList::_ClearFreeMemory() { CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); + Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -399,86 +423,117 @@ ImDrawList* ImDrawList::CloneOutput() const return dst; } -// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds -#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) -#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) - void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; - draw_cmd.ClipRect = GetCurrentClipRect(); - draw_cmd.TextureId = GetCurrentTextureId(); - draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); } +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + if (CmdBuffer.Size == 0) + return; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); +} + void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { - ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; - if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) { AddDrawCmd(); - current_cmd = &CmdBuffer.back(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } - current_cmd->UserCallback = callback; - current_cmd->UserCallbackData = callback_data; + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; AddDrawCmd(); // Force a new command after us (see comment below) } +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset + // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. -void ImDrawList::UpdateClipRect() +void ImDrawList::_OnChangedClipRect() { // If current command is used with different settings we need to add a new command - const ImVec4 curr_clip_rect = GetCurrentClipRect(); - ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; - if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL) + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) { AddDrawCmd(); return; } + IM_ASSERT(curr_cmd->UserCallback == NULL); // Try to merge with previous command if it matches, else use current command - ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; - if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + { CmdBuffer.pop_back(); - else - curr_cmd->ClipRect = curr_clip_rect; + return; + } + + curr_cmd->ClipRect = _CmdHeader.ClipRect; } -void ImDrawList::UpdateTextureID() +void ImDrawList::_OnChangedTextureID() { // If current command is used with different settings we need to add a new command - const ImTextureID curr_texture_id = GetCurrentTextureId(); - ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; - if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL) + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) { AddDrawCmd(); return; } + IM_ASSERT(curr_cmd->UserCallback == NULL); // Try to merge with previous command if it matches, else use current command - ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; - if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + { CmdBuffer.pop_back(); - else - curr_cmd->TextureId = curr_texture_id; + return; + } + + curr_cmd->TextureId = _CmdHeader.TextureId; } -#undef GetCurrentClipRect -#undef GetCurrentTextureId +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); - if (intersect_with_current_clip_rect && _ClipRectStack.Size) + if (intersect_with_current_clip_rect) { - ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; + ImVec4 current = _CmdHeader.ClipRect; if (cr.x < current.x) cr.x = current.x; if (cr.y < current.y) cr.y = current.y; if (cr.z > current.z) cr.z = current.z; @@ -488,7 +543,8 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_ cr.w = ImMax(cr.y, cr.w); _ClipRectStack.push_back(cr); - UpdateClipRect(); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); } void ImDrawList::PushClipRectFullScreen() @@ -498,37 +554,43 @@ void ImDrawList::PushClipRectFullScreen() void ImDrawList::PopClipRect() { - IM_ASSERT(_ClipRectStack.Size > 0); _ClipRectStack.pop_back(); - UpdateClipRect(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); } void ImDrawList::PushTextureID(ImTextureID texture_id) { _TextureIdStack.push_back(texture_id); - UpdateTextureID(); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); } void ImDrawList::PopTextureID() { - IM_ASSERT(_TextureIdStack.Size > 0); _TextureIdStack.pop_back(); - UpdateTextureID(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); } -// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. void ImDrawList::PrimReserve(int idx_count, int vtx_count) { // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) { - _VtxCurrentOffset = VtxBuffer.Size; - _VtxCurrentIdx = 0; - AddDrawCmd(); + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); } - ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; - draw_cmd.ElemCount += idx_count; + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; int vtx_buffer_old_size = VtxBuffer.Size; VtxBuffer.resize(vtx_buffer_old_size + vtx_count); @@ -539,6 +601,17 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } +// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + // Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { @@ -584,10 +657,10 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c _IdxWritePtr += 6; } -// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } -#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. @@ -596,30 +669,42 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 if (points_count < 2) return; - const ImVec2 uv = _Data->TexUvWhitePixel; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > 1.0f); - int count = points_count; - if (!closed) - count = points_count-1; - - const bool thick_line = thickness > 1.0f; if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke const float AA_SIZE = 1.0f; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = thick_line ? count*18 : count*12; - const int vtx_count = thick_line ? points_count*4 : points_count*3; + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); PrimReserve(idx_count, vtx_count); // Temporary buffer - ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 ImVec2* temp_points = temp_normals + points_count; + // Calculate normals (tangents) for each line segment for (int i1 = 0; i1 < count; i1++) { - const int i2 = (i1+1) == points_count ? 0 : i1+1; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; float dx = points[i2].x - points[i1].x; float dy = points[i2].y - points[i1].y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); @@ -627,79 +712,134 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 temp_normals[i1].y = -dx; } if (!closed) - temp_normals[points_count-1] = temp_normals[points_count-2]; + temp_normals[points_count - 1] = temp_normals[points_count - 2]; - if (!thick_line) + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { - temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; - temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; - temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; - temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; } + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; - for (int i1 = 0; i1 < count; i1++) + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { - const int i2 = (i1+1) == points_count ? 0 : i1+1; - unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_FIXNORMAL2F(dm_x, dm_y) - dm_x *= AA_SIZE; - dm_y *= AA_SIZE; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; - // Add temporary vertexes - ImVec2* out_vtx = &temp_points[i2*2]; + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].y = points[i2].y + dm_y; out_vtx[1].x = points[i2].x - dm_x; out_vtx[1].y = points[i2].y - dm_y; - // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); - _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1); - _IdxWritePtr += 12; + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } idx1 = idx2; } - // Add vertexes - for (int i = 0; i < points_count; i++) + // Add vertexes for each point on the line + if (use_texture) { - _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; - _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; - _VtxWritePtr += 3; + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + if (fractional_thickness != 0.0f) + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + } + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } } } else { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { + const int points_last = points_count - 1; temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); - temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); - temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); - temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); - temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); } + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; - for (int i1 = 0; i1 < count; i1++) + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { - const int i2 = (i1+1) == points_count ? 0 : i1+1; - unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; @@ -710,8 +850,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 float dm_in_x = dm_x * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness; - // Add temporary vertexes - ImVec2* out_vtx = &temp_points[i2*4]; + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[1].x = points[i2].x + dm_in_x; @@ -722,24 +862,24 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 out_vtx[3].y = points[i2].y - dm_out_y; // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); - _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); - _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); - _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr += 18; idx1 = idx2; } - // Add vertexes + // Add vertices for (int i = 0; i < points_count; i++) { - _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; - _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr += 4; } } @@ -747,14 +887,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } else { - // Non Anti-aliased Stroke - const int idx_count = count*6; - const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges PrimReserve(idx_count, vtx_count); for (int i1 = 0; i1 < count; i1++) { - const int i2 = (i1+1) == points_count ? 0 : i1+1; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; const ImVec2& p1 = points[i1]; const ImVec2& p2 = points[i2]; @@ -764,14 +904,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 dx *= (thickness * 0.5f); dy *= (thickness * 0.5f); - _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); - _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); _IdxWritePtr += 6; _VtxCurrentIdx += 4; } @@ -791,22 +931,22 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun // Anti-aliased Fill const float AA_SIZE = 1.0f; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = (points_count-2)*3 + points_count*6; - const int vtx_count = (points_count*2); + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); PrimReserve(idx_count, vtx_count); // Add indexes for fill unsigned int vtx_inner_idx = _VtxCurrentIdx; - unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); _IdxWritePtr += 3; } // Compute normals ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; @@ -817,7 +957,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun temp_normals[i0].y = -dx; } - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { // Average normals const ImVec2& n0 = temp_normals[i0]; @@ -834,8 +974,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun _VtxWritePtr += 2; // Add indexes for fringes - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); - _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr += 6; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; @@ -843,7 +983,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun else { // Non Anti-aliased Fill - const int idx_count = (points_count-2)*3; + const int idx_count = (points_count - 2)*3; const int vtx_count = points_count; PrimReserve(idx_count, vtx_count); for (int i = 0; i < vtx_count; i++) @@ -853,33 +993,41 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); _IdxWritePtr += 3; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } + + // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, + // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. +#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 + a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; + a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; +#endif + _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { - const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } @@ -889,10 +1037,21 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } +ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t*t*t; + return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); +} + +// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; @@ -901,21 +1060,20 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; - if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x4, y4)); } else if (level < 10) { - float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; - float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; - float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; - float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; - float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; - float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - - PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); - PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } @@ -924,26 +1082,17 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV ImVec2 p1 = _Path.back(); if (num_segments == 0) { - // Auto-tessellated - PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) - { - float t = t_step * i_step; - float u = 1.0f - t; - float w1 = u*u*u; - float w2 = 3*u*u*t; - float w3 = 3*u*t*t; - float w4 = t*t*t; - _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y)); - } + _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); @@ -968,133 +1117,198 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + if (num_segments == 12) + PathArcToFast(center, radius - 0.5f, 0, 12 - 1); + else + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + if (num_segments == 12) + PathArcToFast(center, radius, 0, 12 - 1); + else + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } -void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(pos0); - PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathLineTo(p1); + PathBezierCurveTo(p2, p3, p4, num_segments); PathStroke(col, false, thickness); } @@ -1114,9 +1328,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if (font_size == 0.0f) font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - ImVec4 clip_rect = _ClipRectStack.back(); + ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) { clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); @@ -1132,46 +1346,46 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1180,10 +1394,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); @@ -1191,7 +1405,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c //----------------------------------------------------------------------------- -// ImDrawListSplitter +// [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //----------------------------------------------------------------------------- @@ -1200,7 +1414,7 @@ void ImDrawListSplitter::ClearFreeMemory() { for (int i = 0; i < _Channels.Size; i++) { - if (i == _Current) + if (i == _Current) memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again _Channels[i]._CmdBuffer.clear(); _Channels[i]._IdxBuffer.clear(); @@ -1212,7 +1426,7 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { - IM_ASSERT(_Current == 0 && _Count <= 1); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) _Channels.resize(channels_count); @@ -1236,27 +1450,20 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) if (_Channels[i]._CmdBuffer.Size == 0) { ImDrawCmd draw_cmd; - draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); - draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset _Channels[i]._CmdBuffer.push_back(draw_cmd); } } } -static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) -{ - return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; -} - void ImDrawListSplitter::Merge(ImDrawList* draw_list) { - // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. if (_Count <= 1) return; SetCurrentChannel(draw_list, 0); - if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) - draw_list->CmdBuffer.pop_back(); + draw_list->_PopUnusedDrawCmd(); // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; @@ -1266,14 +1473,21 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; + + // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) ch._CmdBuffer.pop_back(); - if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { - // Merge previous channel last draw command with current channel first draw command if matching. - last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; - idx_offset += ch._CmdBuffer[0].ElemCount; - ch._CmdBuffer.erase(ch._CmdBuffer.Data); + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } } if (ch._CmdBuffer.Size > 0) last_cmd = &ch._CmdBuffer.back(); @@ -1298,15 +1512,27 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } } draw_list->_IdxWritePtr = idx_write; - draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + _Count = 1; } void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) { IM_ASSERT(idx >= 0 && idx < _Count); - if (_Current == idx) + if (_Current == idx) return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); @@ -1314,6 +1540,13 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); } //----------------------------------------------------------------------------- @@ -1366,13 +1599,19 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int ve float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) { float d = ImDot(vert->pos - gradient_p0, gradient_extent); float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); - int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); } } @@ -1424,6 +1663,7 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; } @@ -1433,11 +1673,10 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; -const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; -const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; -static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " @@ -1494,8 +1733,7 @@ ImFontAtlas::ImFontAtlas() TexWidth = TexHeight = 0; TexUvScale = ImVec2(0.0f, 0.0f); TexUvWhitePixel = ImVec2(0.0f, 0.0f); - for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) - CustomRectIds[n] = -1; + PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() @@ -1523,8 +1761,7 @@ void ImFontAtlas::ClearInputData() } ConfigData.clear(); CustomRects.clear(); - for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) - CustomRectIds[n] = -1; + PackIdMouseCursors = PackIdLines = -1; } void ImFontAtlas::ClearTexData() @@ -1616,21 +1853,24 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) -static unsigned int stb_decompress_length(const unsigned char *input); -static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { while (*src) { - unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. src += 5; dst += 4; @@ -1650,11 +1890,12 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - font->DisplayOffset.y = 1.0f; return font; } @@ -1665,7 +1906,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT(0); // Could not load file. + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1696,7 +1937,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1715,13 +1956,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed return font; } -int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) +int ImFontAtlas::AddCustomRectRegular(int width, int height) { - IM_ASSERT(id >= 0x10000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; - r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; CustomRects.push_back(r); @@ -1730,13 +1969,16 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) { +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; - r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; + r.GlyphID = id; r.GlyphAdvanceX = advance_x; r.GlyphOffset = offset; r.Font = font; @@ -1744,7 +1986,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -1759,16 +2001,15 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou if (Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; - IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; out_uv_border[0] = (pos) * TexUvScale; out_uv_border[1] = (pos + size) * TexUvScale; - pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; out_uv_fill[0] = (pos) * TexUvScale; out_uv_fill[1] = (pos + size) * TexUvScale; return true; @@ -1809,7 +2050,7 @@ struct ImFontBuildSrcData int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) }; @@ -1819,26 +2060,26 @@ struct ImFontBuildDstData int SrcCount; // Number of source fonts targeting this destination font. int GlyphsHighest; int GlyphsCount; - ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; -static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector* out) +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) { IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); - const int* it_begin = in->Storage.begin(); - const int* it_end = in->Storage.end(); - for (const int* it = it_begin; it < it_end; it++) - if (int entries_32 = *it) - for (int bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & (1u << bit_n)) - out->push_back((int)((it - it_begin) << 5) + bit_n); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); } bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); - ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; @@ -1892,14 +2133,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { - if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; @@ -1907,8 +2148,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint, true); - dst_tmp.GlyphsSet.SetBit(codepoint, true); + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } @@ -1918,7 +2159,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); src_tmp.GlyphsSet.Clear(); IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); } @@ -1983,7 +2224,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else - atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -2050,8 +2291,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (src_tmp.GlyphsCount == 0) continue; + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; @@ -2061,24 +2305,17 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { + // Register glyph const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - - const float char_advance_x_org = pc.xadvance; - const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); - float char_off_x = font_off_x; - if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - - // Register glyph stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); - dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } @@ -2090,16 +2327,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } -void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) -{ - if (atlas->CustomRectIds[0] >= 0) - return; - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); -} - void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2107,6 +2334,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; + font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; @@ -2141,59 +2369,136 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } +void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { - IM_ASSERT(atlas->CustomRectIds[0] >= 0); - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; - IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); - IM_ASSERT(r.IsPacked()); + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); const int w = atlas->TexWidth; if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) { // Render/copy pixels - IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) - for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) - { - const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; - const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; - atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; - atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; - } + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); } else { - IM_ASSERT(r.Width == 2 && r.Height == 2); - const int offset = (int)(r.X) + (int)(r.Y) * w; + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; } - atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + memset(write_ptr, 0x00, pad_left); + memset(write_ptr + pad_left, 0xFF, line_width); + memset(write_ptr + pad_left + line_width, 0x00, pad_right); + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { - // Render into our custom data block + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; - if (r.Font == NULL || r.ID > 0x10000) + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) continue; - IM_ASSERT(r.Font->ContainerAtlas == atlas); + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(&r, &uv0, &uv1); - r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); } // Build all fonts lookup tables for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists + { + font->EllipsisChar = ellipsis_variants[j]; + break; + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2213,7 +2518,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets - 0xAC00, 0xD79D, // Korean characters + 0xAC00, 0xD7A3, // Korean characters 0, }; return &ranges[0]; @@ -2428,8 +2733,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) text += c_len; if (c_len == 0) break; - if (c < 0x10000) - AddChar((ImWchar)c); + AddChar((ImWchar)c); } } @@ -2442,12 +2746,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - int max_codepoint = 0x10000; - for (int n = 0; n < max_codepoint; n++) + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < max_codepoint - 1 && GetBit(n + 1)) + while (n < max_codepoint && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2463,7 +2767,7 @@ ImFont::ImFont() FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; - DisplayOffset = ImVec2(0.0f, 0.0f); + EllipsisChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -2472,6 +2776,7 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() @@ -2499,32 +2804,43 @@ void ImFont::BuildLookupTable() for (int i = 0; i != Glyphs.Size; i++) max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + // Build lookup table IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup fall-backs FallbackGlyph = FindGlyphNoFallback(FallbackChar); FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; for (int i = 0; i < max_codepoint + 1; i++) @@ -2532,6 +2848,25 @@ void ImFont::BuildLookupTable() IndexAdvanceX[i] = FallbackAdvanceX; } +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + void ImFont::SetFallbackChar(ImWchar c) { FallbackChar = c; @@ -2549,11 +2884,33 @@ void ImFont::GrowIndex(int new_size) // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (ImWchar)codepoint; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -2562,20 +2919,19 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.V0 = v0; glyph.U1 = u1; glyph.V1 = v1; - glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX - - if (ConfigData->PixelSnapH) - glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + glyph.AdvanceX = advance_x; // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - int index_size = IndexLookup.Size; + unsigned int index_size = (unsigned int)IndexLookup.Size; if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; @@ -2589,7 +2945,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { - if (c >= IndexLookup.Size) + if (c >= (size_t)IndexLookup.Size) return FallbackGlyph; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) @@ -2599,7 +2955,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { - if (c >= IndexLookup.Size) + if (c >= (size_t)IndexLookup.Size) return NULL; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) @@ -2688,7 +3044,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // Allow wrapping after punctuation. - inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); } // We ignore blank width at the end of the line (they can be skipped) @@ -2714,7 +3070,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons const float line_height = size; const float scale = size / FontSize; - ImVec2 text_size = ImVec2(0,0); + ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const bool word_wrap_enabled = (wrap_width > 0.0f); @@ -2802,16 +3158,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { - if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) return; - if (const ImFontGlyph* glyph = FindGlyph(c)) - { - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; - draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); - } + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const @@ -2820,8 +3174,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) @@ -2871,34 +3225,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col while (s < text_end) { - if (*s == 1) - { - ++s; - - unsigned char color[4]; - - for (int i = 0; i < 4; ++i, s += 2) - { - if (s[0] >= '0' && s[0] <= '9') - color[i] = (s[0] - '0') * 16; - else if (s[0] >= 'a' && s[0] <= 'f') - color[i] = (s[0] - 'a' + 10) * 16; - else if (s[0] >= 'A' && s[0] <= 'F') - color[i] = (s[0] - 'A' + 10) * 16; - - if (s[1] >= '0' && s[1] <= '9') - color[i] += (s[1] - '0'); - else if (s[1] >= 'a' && s[1] <= 'f') - color[i] += (s[1] - 'a' + 10); - else if (s[1] >= 'A' && s[1] <= 'F') - color[i] += (s[1] - 'A' + 10); - } - - col = ImColor(color[0], color[1], color[2], color[3]); - - continue; - } - if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. @@ -2952,105 +3278,155 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col continue; } - float char_width = 0.0f; - if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) { - char_width = glyph->AdvanceX * scale; - - // Arbitrarily assume that both space and tabs are empty glyphs as an optimization - if (c != ' ' && c != '\t') + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) { - // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w - float x1 = x + glyph->X0 * scale; - float x2 = x + glyph->X1 * scale; - float y1 = y + glyph->Y0 * scale; - float y2 = y + glyph->Y1 * scale; - if (x1 <= clip_rect.z && x2 >= clip_rect.x) + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) { - // Render a character - float u1 = glyph->U0; - float v1 = glyph->V0; - float u2 = glyph->U1; - float v2 = glyph->V1; - - // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. - if (cpu_fine_clip) + if (x1 < clip_rect.x) { - if (x1 < clip_rect.x) - { - u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); - x1 = clip_rect.x; - } - if (y1 < clip_rect.y) - { - v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); - y1 = clip_rect.y; - } - if (x2 > clip_rect.z) - { - u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); - x2 = clip_rect.z; - } - if (y2 > clip_rect.w) - { - v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); - y2 = clip_rect.w; - } - if (y1 >= y2) - { - x += char_width; - continue; - } + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; } - - // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + if (y1 < clip_rect.y) { - idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); - idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; - vtx_write += 4; - vtx_current_idx += 4; - idx_write += 6; + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; } } } - x += char_width; } - // Give back unused vertices - draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); - draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data)); - draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- -// [SECTION] Internal Render Helpers -// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state) +// [SECTION] ImGui Internal Render Helpers //----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() // - RenderMouseCursor() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() -// - RenderPixelEllipsis() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, false, thickness); +} + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImVec2 offset, size, uv[4]; if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) @@ -3058,10 +3434,10 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im pos -= offset; const ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PopTextureID(); } } @@ -3148,16 +3524,57 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, -// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match -// the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) { - ImFont* font = draw_list->_Data->Font; - const float font_scale = draw_list->_Data->FontSize / font->FontSize; - pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); - for (int dot_n = 0; dot_n < count; dot_n++) - draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } } //----------------------------------------------------------------------------- @@ -3220,9 +3637,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; - unsigned long blocklen, i; + unsigned long blocklen = buflen % 5552; - blocklen = buflen % 5552; + unsigned long i; while (buflen) { for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; @@ -3249,10 +3666,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { - unsigned int olen; if (stb__in4(0) != 0x57bC0000) return 0; if (stb__in4(4) != 0) return 0; // error! stream is > 4GB - olen = stb_decompress_length(i); + const unsigned int olen = stb_decompress_length(i); stb__barrier_in_b = i; stb__barrier_out_e = output + olen; stb__barrier_out_b = output; @@ -3292,7 +3708,7 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- -static const char proggy_clean_ttf_compressed_data_base85[11980+1] = +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a // FILE* +#include // FILE*, sscanf #include // NULL, malloc, free, qsort, atoi, atof #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX @@ -45,25 +57,35 @@ Index of this file: // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" -#if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif -#if __has_warning("-Wdouble-promotion") #pragma clang diagnostic ignored "-Wdouble-promotion" -#endif +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #endif //----------------------------------------------------------------------------- -// Forward declarations +// [SECTION] Forward declarations //----------------------------------------------------------------------------- +struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances @@ -74,9 +96,9 @@ struct ImGuiContext; // Main Dear ImGui context struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a directional navigation move query result +struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiPopupData; // Storage for current popup stack @@ -86,13 +108,12 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) -struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() @@ -101,11 +122,20 @@ typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // F typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif //------------------------------------------------------------------------- -// STB libraries includes +// [SECTION] STB libraries includes //------------------------------------------------------------------------- namespace ImStb @@ -115,7 +145,7 @@ namespace ImStb #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" @@ -123,29 +153,54 @@ namespace ImStb } // namespace ImStb //----------------------------------------------------------------------------- -// Context pointer +// [SECTION] Macros //----------------------------------------------------------------------------- -#ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer -#endif - -//----------------------------------------------------------------------------- -// Generic helpers -//----------------------------------------------------------------------------- - -#define IM_PI 3.14159265358979323846f -#ifdef _WIN32 -#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) -#else -#define IM_NEWLINE "\n" -#endif -#define IM_TABSIZE (4) - +// Debug Logging +#ifndef IMGUI_DEBUG_LOG #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + +// Debug Logging for selected systems. Remove the '((void)0) //' to enable. +//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log + +// Static Asserts +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER @@ -154,36 +209,58 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IMGUI_CDECL #endif -// Helpers: UTF-8 <> wchar -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK -// Helpers: Misc +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String, Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- + +// Helpers: Hashing IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); -IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -#define ImQsort qsort #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] #endif -// Helpers: Geometry -IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); -IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); +// Helpers: Sorting +#define ImQsort qsort -// Helpers: String +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String, Formatting IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -195,51 +272,91 @@ IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } #endif +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + // Helpers: Maths // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) -#ifndef IMGUI_DISABLE_MATH_FUNCTIONS -static inline float ImFabs(float x) { return fabsf(x); } -static inline float ImSqrt(float x) { return sqrtf(x); } -static inline float ImPow(float x, float y) { return powf(x, y); } -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImFmod(float x, float y) { return fmodf(x, y); } -static inline double ImFmod(double x, double y) { return fmod(x, y); } -static inline float ImCos(float x) { return cosf(x); } -static inline float ImSin(float x) { return sinf(x); } -static inline float ImAcos(float x) { return acosf(x); } -static inline float ImAtan2(float y, float x) { return atan2f(y, x); } -static inline double ImAtof(const char* s) { return atof(s); } -static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) -static inline float ImCeil(float x) { return ceilf(x); } +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double -// (Exceptionally using templates here but we could also redefine them for variety of types) +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } @@ -255,110 +372,285 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } -static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)f; } -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// Helper: ImBoolVector. Store 1-bit per value. -// Note that Resize() currently clears the whole vector. -struct ImBoolVector +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier +IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 { - ImVector Storage; - ImBoolVector() { } - void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } - void Clear() { Storage.clear(); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; } - void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } }; -// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) +{ + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = ((n2 >= n + 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template struct IMGUI_API ImPool { - ImVector Data; // Contiguous data + ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use ImPool() { FreeIdx = 0; } ~ImPool() { Clear(); } - T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } - T* GetByIndex(ImPoolIdx n) { return &Data[n]; } - ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } - T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } - bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } - void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Data.Size; } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Buf.Size; } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct IMGUI_API ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } }; //----------------------------------------------------------------------------- -// Misc data structures +// [SECTION] ImDrawList support //----------------------------------------------------------------------------- -enum ImGuiButtonFlags_ +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. +#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER +#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +#endif + +// Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData { - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item - ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) - ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) - ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Lookup tables + ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleSegmentMaxError(float max_error); }; -enum ImGuiSliderFlags_ +struct ImDrawDataBuilder { - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_Vertical = 1 << 0 + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + IMGUI_API void FlattenIntoSingleLayer(); }; -enum ImGuiDragFlags_ +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ { - ImGuiDragFlags_None = 0, - ImGuiDragFlags_Vertical = 1 << 0 + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Default_ = 0 }; -enum ImGuiColumnsFlags_ +// Storage for LastItem data +enum ImGuiItemStatusFlags_ { - // Default: 0 - ImGuiColumnsFlags_None = 0, - ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21 }; // Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_PressedOnClick = 1 << 21, - ImGuiSelectableFlags_PressedOnRelease = 1 << 22, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_AllowItemOverlap = 1 << 24 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ @@ -375,46 +667,18 @@ enum ImGuiSeparatorFlags_ ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). -// This is going to be exposed in imgui.h when stabilized enough. -enum ImGuiItemFlags_ -{ - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_Default_ = 0 -}; - -// Storage for LastItem data -enum ImGuiItemStatusFlags_ -{ - ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, - ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. - ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. - -#ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // -#endif -}; - enum ImGuiTextFlags_ { ImGuiTextFlags_None = 0, ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 }; +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) +}; + // FIXME: this is in development, not exposed/functional as a generic feature yet. // Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 enum ImGuiLayoutType_ @@ -492,7 +756,8 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -512,61 +777,32 @@ enum ImGuiNavLayer enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip }; -// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) -struct ImVec1 +struct ImGuiDataTypeTempStorage { - float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } -}; - -// 2D axis aligned bounding-box -// NB: we can't rely on ImVec2 math operators being available here -struct IMGUI_API ImRect -{ - ImVec2 Min; // Upper-left - ImVec2 Max; // Lower-right - - ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} - - ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } - ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } - float GetWidth() const { return Max.x - Min.x; } - float GetHeight() const { return Max.y - Min.y; } - ImVec2 GetTL() const { return Min; } // Top-left - ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right - ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left - ImVec2 GetBR() const { return Max; } // Bottom-right - bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } - bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } - bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } - void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } - void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } - void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } - void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } - void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } - void TranslateX(float dx) { Min.x += dx; Max.x += dx; } - void TranslateY(float dy) { Min.y += dy; Max.y += dy; } - void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. - void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } - bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT }; // Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). struct ImGuiDataTypeInfo { - size_t Size; // Size in byte + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging const char* PrintFmt; // Default printf format for the type const char* ScanFmt; // Default scanf format for the type }; +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID +}; + // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -608,14 +844,15 @@ struct IMGUI_API ImGuiMenuColumns ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w); + float CalcExtraSpace(float avail_w) const; }; // Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) @@ -626,46 +863,24 @@ struct IMGUI_API ImGuiInputTextState float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation -}; - -// Windows data saved in imgui.ini file -struct ImGuiWindowSettings -{ - char* Name; - ImGuiID ID; - ImVec2 Pos; - ImVec2 Size; - bool Collapsed; - - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } -}; - -struct ImGuiSettingsHandler -{ - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHashStr(TypeName) - void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" - void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry - void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' - void* UserData; - - ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Storage for current popup stack @@ -682,6 +897,105 @@ struct ImGuiPopupData ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; +struct ImGuiNavMoveResult +{ + ImGuiWindow* Window; // Best candidate window + ImGuiID ID; // Best candidate ID + ImGuiID FocusScopeId; // Best candidate focus scope ID + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space + + ImGuiNavMoveResult() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +enum ImGuiColumnsFlags_ +{ + // Default: 0 + ImGuiColumnsFlags_None = 0, + ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. +}; + struct ImGuiColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) @@ -704,9 +1018,11 @@ struct ImGuiColumns float LineMinY, LineMaxY; float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() - ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() - ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImVector Columns; + ImDrawListSplitter Splitter; ImGuiColumns() { Clear(); } void Clear() @@ -725,127 +1041,72 @@ struct ImGuiColumns } }; -// Data shared between all ImDrawList instances -struct IMGUI_API ImDrawListSharedData +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_MULTI_SELECT +// +#endif // #ifdef IMGUI_HAS_MULTI_SELECT + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK +// +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_VIEWPORT +// +#endif // #ifdef IMGUI_HAS_VIEWPORT + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - ImFont* Font; // Current/default font (optional, for simplified AddText overload) - float FontSize; // Current/default font size (optional, for simplified AddText overload) - float CurveTessellationTol; - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() - ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - // Const data - // FIXME: Bake rounded corners fill/borders in atlas - ImVec2 CircleVtx12[12]; - - ImDrawListSharedData(); + ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; } + char* GetName() { return (char*)(this + 1); } }; -struct ImDrawDataBuilder +struct ImGuiSettingsHandler { - ImVector Layers[2]; // Global layers for: regular, tooltip + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } - IMGUI_API void FlattenIntoSingleLayer(); -}; - -struct ImGuiNavMoveResult -{ - ImGuiID ID; // Best candidate - ImGuiID SelectScopeId;// Best candidate window current selectable group ID - ImGuiWindow* Window; // Best candidate window - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space - - ImGuiNavMoveResult() { Clear(); } - void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } -}; - -enum ImGuiNextWindowDataFlags_ -{ - ImGuiNextWindowDataFlags_None = 0, - ImGuiNextWindowDataFlags_HasPos = 1 << 0, - ImGuiNextWindowDataFlags_HasSize = 1 << 1, - ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, - ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, - ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, - ImGuiNextWindowDataFlags_HasFocus = 1 << 5, - ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 -}; - -// Storage for SetNexWindow** functions -struct ImGuiNextWindowData -{ - ImGuiNextWindowDataFlags Flags; - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond CollapsedCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. - - ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } -}; - -enum ImGuiNextItemDataFlags_ -{ - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1 -}; - -struct ImGuiNextItemData -{ - ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth(). - bool OpenVal; // Set by SetNextItemOpen() function. - ImGuiCond OpenCond; - - ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- -// Tabs -//----------------------------------------------------------------------------- - -struct ImGuiShrinkWidthItem -{ - int Index; - float Width; -}; - -struct ImGuiTabBarRef -{ - ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. - int IndexInMainPool; - - ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } - ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } -}; - -//----------------------------------------------------------------------------- -// Main imgui context +// [SECTION] ImGuiContext (main imgui context) //----------------------------------------------------------------------------- struct ImGuiContext { bool Initialized; - bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() - bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() - bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() @@ -856,23 +1117,34 @@ struct ImGuiContext int FrameCount; int FrameCountEnded; int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() + void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front - ImVector WindowsSortBuffer; + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; - ImGuiStorage WindowsById; - int WindowsActiveCount; - ImGuiWindow* CurrentWindow; // Being drawn into - ImGuiWindow* HoveredWindow; // Will catch mouse inputs - ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget - bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget @@ -880,19 +1152,21 @@ struct ImGuiContext float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; ImGuiWindow* ActiveIdPreviousFrameWindow; - ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. @@ -907,54 +1181,60 @@ struct ImGuiContext ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - // Navigation data (for gamepad/keyboard) + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. - ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f - ImGuiWindow* NavWindowingList; - float NavWindowingTimer; - float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; - ImGuiID NavInitResultId; - ImRect NavInitResultRectRel; - bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) bool NavMoveRequest; // Move request for this frame ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) + ImGuiKeyModFlags NavMoveRequestKeyMods; ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. + ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. - // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + + // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) ImGuiWindow* FocusRequestCurrWindow; // ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterAll; // Stored for next frame - int FocusRequestNextCounterTab; // " + int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterRegular; // Stored for next frame + int FocusRequestNextCounterTabStop; // " bool FocusTabPressed; // // Render @@ -967,60 +1247,65 @@ struct ImGuiContext // Drag and Drop bool DragDropActive; - bool DragDropWithinSourceOrTarget; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. ImGuiDragDropFlags DragDropSourceFlags; int DragDropSourceFrameCount; int DragDropMouseButton; ImGuiPayload DragDropPayload; - ImRect DragDropTargetRect; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) ImGuiID DragDropTargetId; ImGuiDragDropFlags DragDropAcceptFlags; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source - ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly - unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads // Tab bars - ImPool TabBars; ImGuiTabBar* CurrentTabBar; - ImVector CurrentTabBarStack; + ImPool TabBars; + ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; // Widget state ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - ImVec4 ColorPickerRef; + float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips + float ColorEditLastColor[3]; + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; - ImVector PrivateClipboard; // If no custom clipboard handler is defined - - // Range-Select/Multi-Select - // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] - ImGuiID MultiSelectScopeId; + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor ImVec2 PlatformImeLastPos; + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries - // Logging - bool LogEnabled; - ImGuiLogType LogType; - FILE* LogFile; // If != NULL log to stdout/ file + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. float LogLinePosY; bool LogLineFirstItem; @@ -1029,8 +1314,8 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools - bool DebugItemPickerActive; - ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1039,61 +1324,66 @@ struct ImGuiContext int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; - char TempBuffer[1024*3+1]; // Temporary text buffer + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; FontSize = FontBaseSize = 0.0f; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + TestEngineHookItems = false; + TestEngineHookIdInfo = 0; + TestEngine = NULL; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; - HoveredId = 0; + HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdPreviousFrame = 0; + HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; - ActiveIdClickOffset = ImVec2(-1,-1); + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; + ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - + ActiveIdMouseButton = 0; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; LastActiveIdTimer = 0.0f; NavWindow = NULL; - NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavJustMovedToKeyMods = ImGuiKeyModFlags_None; NavInputSource = ImGuiInputSource_None; - NavScoringRectScreen = ImRect(); + NavScoringRect = ImRect(); NavScoringCount = 0; - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; NavLayer = ImGuiNavLayer_Main; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; @@ -1104,15 +1394,21 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveFromClampedRefRect = false; NavMoveRequest = false; - NavMoveRequestFlags = 0; + NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestForward = ImGuiNavForward_None; + NavMoveRequestKeyMods = ImGuiKeyModFlags_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + NavWrapRequestWindow = NULL; + NavWrapRequestFlags = ImGuiNavMoveFlags_None; + + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; - FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; + FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; FocusTabPressed = false; DimBgRatio = 0.0f; @@ -1120,31 +1416,35 @@ struct ImGuiContext ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; - DragDropActive = DragDropWithinSourceOrTarget = false; - DragDropSourceFlags = 0; + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; - DragDropAcceptFlags = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); - TempInputTextId = 0; + TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; - MultiSelectScopeId = 0; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; @@ -1158,7 +1458,7 @@ struct ImGuiContext LogDepthToExpand = LogDepthToExpandDefault = 2; DebugItemPickerActive = false; - DebugItemPickerBreakID = 0; + DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -1169,42 +1469,55 @@ struct ImGuiContext }; //----------------------------------------------------------------------------- -// ImGuiWindow +// [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame ImVec2 CurrLineSize; ImVec2 PrevLineSize; - float CurrLineTextBaseOffset; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; - ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + + // Last item status + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + + // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. - int NavLayerActiveMask; // Which layer have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + int NavLayerActiveMask; // Which layers have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) + ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; - ImGuiStorage* StateStorage; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiColumns* CurrentColumns; // Current columns set ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTab; // (same, but only count widgets which you can Tab through) + int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. + // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window @@ -1215,58 +1528,55 @@ struct IMGUI_API ImGuiWindowTempData ImVectorGroupStack; short StackSizesBackup[6]; // Store size of various stacks for asserting - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 GroupOffset; - ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImGuiColumns* CurrentColumns; // Current columns set - ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - TreeDepth = 0; - TreeStoreMayJumpToParentOnPop = 0x00; + Indent = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + LastItemId = 0; - LastItemStatusFlags = 0; + LastItemStatusFlags = ImGuiItemStatusFlags_None; LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; - NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavFocusScopeIdCurrent = 0; NavHideHighlightOneFrame = false; NavHasScroll = false; + MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); + TreeDepth = 0; + TreeJumpToParentOnPopMask = 0x00; StateStorage = NULL; + CurrentColumns = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - FocusCounterAll = FocusCounterTab = -1; + FocusCounterRegular = FocusCounterTabStop = -1; ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); - - Indent = ImVec1(0.0f); - GroupOffset = ImVec1(0.0f); - ColumnsOffset = ImVec1(0.0f); - CurrentColumns = NULL; } }; // Storage for one window struct IMGUI_API ImGuiWindow { - char* Name; - ImGuiID ID; // == ImHash(Name) + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) @@ -1274,8 +1584,9 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered - ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -1283,16 +1594,17 @@ struct IMGUI_API ImGuiWindow bool WantCollapseToggle; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) - bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFramesCanSkipItems; // Hide the window for N frames int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size @@ -1300,32 +1612,35 @@ struct IMGUI_API ImGuiWindow ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) - ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. - ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; - ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. @@ -1333,6 +1648,10 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); @@ -1346,29 +1665,29 @@ public: ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } - float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiItemHoveredDataBackup +struct ImGuiLastItemDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; - ImGuiItemHoveredDataBackup() { Backup(); } + ImGuiLastItemDataBackup() { Backup(); } void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; //----------------------------------------------------------------------------- -// Tab bar, tab item +// [SECTION] Tab bar, Tab item support //----------------------------------------------------------------------------- // Extend ImGuiTabBarFlags_ @@ -1382,22 +1701,26 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button }; -// Storage for one active tab item (sizeof() 26~32 bytes) +// Storage for one active tab item (sizeof() 28~32 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance - int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float WidthContents; // Width of actual contents, stored during BeginTabItem() call + float ContentWidth; // Width of label, stored during BeginTabItem() call + ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS8 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1405,25 +1728,29 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float ContentsHeight; - float OffsetMax; // Distance from BarRect.Min.x, locked during layout - float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; float ScrollingTarget; float ScrollingTargetDistToVisibility; float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - int ReorderRequestDir; + ImS8 ReorderRequestDir; + ImS8 TabsActiveCount; // Number of tabs submitted this frame. bool WantLayout; bool VisibleTabWasSubmitted; - short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. @@ -1431,18 +1758,27 @@ struct ImGuiTabBar int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; //----------------------------------------------------------------------------- -// Internal API -// No guarantee of forward compatibility here. +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_TABLE +// +#endif // #ifdef IMGUI_HAS_TABLE + +//----------------------------------------------------------------------------- +// [SECTION] Internal API +// No guarantee of forward compatibility here! //----------------------------------------------------------------------------- namespace ImGui { + // Windows // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) // If this ever crash because g.CurrentWindow is NULL it means that either // - ImGui::NewFrame() has never been called, which is illegal. @@ -1451,24 +1787,27 @@ namespace ImGui inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + + // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); - IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); - IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); - IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); - IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); - IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); - IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. // Init IMGUI_API void Initialize(ImGuiContext* context); @@ -1483,13 +1822,23 @@ namespace ImGui // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -1498,15 +1847,17 @@ namespace ImGui IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); - IMGUI_API void MarkItemEdited(ImGuiID id); - IMGUI_API void PushOverrideID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); @@ -1514,26 +1865,27 @@ namespace ImGui IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Logging/Capture - IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. - IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer // Popups, Modals, Tooltips - IMGUI_API void OpenPopupEx(ImGuiID id); + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); - IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); - IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); - // Navigation + // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestCancel(); @@ -1541,23 +1893,36 @@ namespace ImGui IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + + // Focus Scope (WIP) + // This is generally used to identify a selection set (multiple of which may be in the same window), as selection + // patterns generally need to react (e.g. clear selection) when landing on an item of the set. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Inputs - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } - inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); // Drag and Drop IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - // New Columns API (FIXME-WIP) + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); @@ -1573,24 +1938,24 @@ namespace ImGui IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); - IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id); + IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); - IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); @@ -1598,32 +1963,36 @@ namespace ImGui // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while. + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } #endif // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); - IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); - IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging @@ -1632,21 +2001,26 @@ namespace ImGui // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); - template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); - template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); - IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); - IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); - inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -1654,53 +2028,56 @@ namespace ImGui IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); // Plot - IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Garbage collection + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Tools - inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; } + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } } // namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -// Debug Tools -// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. -#ifndef IM_DEBUG_BREAK -#if defined(__clang__) -#define IM_DEBUG_BREAK() __builtin_debugtrap() -#elif defined (_MSC_VER) -#define IM_DEBUG_BREAK() __debugbreak() -#else -#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! -#endif -#endif // #ifndef IM_DEBUG_BREAK +//----------------------------------------------------------------------------- +// [SECTION] Test Engine Hooks (imgui_test_engine) +//----------------------------------------------------------------------------- -// Test Engine Hooks (imgui_tests) -//#define IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) -#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0) +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) #endif #if defined(__clang__) @@ -1712,3 +2089,5 @@ extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const cha #ifdef _MSC_VER #pragma warning (pop) #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/imgui_user.h b/ImGui/imgui_user.h deleted file mode 100644 index ad36c45..0000000 --- a/ImGui/imgui_user.h +++ /dev/null @@ -1,5 +0,0 @@ -namespace ImGui -{ - IMGUI_API bool ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); -} \ No newline at end of file diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index 0dbd048..fe5d2ba 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.72 WIP +// dear imgui, v1.79 // (widgets code) /* @@ -33,6 +33,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -47,22 +49,28 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) -#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. -#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. -#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. -#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 -#endif -#if __has_warning("-Wdouble-promotion") -#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked @@ -112,6 +120,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() @@ -151,7 +160,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); - ImVec2 text_size(0,0); + ImVec2 text_size(0, 0); // Lines to skip (can't skip when logging text) ImVec2 pos = text_pos; @@ -212,7 +221,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } else @@ -221,7 +230,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; @@ -265,7 +274,10 @@ void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { PushStyleColor(ImGuiCol_Text, col); - TextV(fmt, args); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); PopStyleColor(); } @@ -279,8 +291,12 @@ void ImGui::TextDisabled(const char* fmt, ...) void ImGui::TextDisabledV(const char* fmt, va_list args) { - PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); - TextV(fmt, args); + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); PopStyleColor(); } @@ -294,11 +310,14 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + ImGuiContext& g = *GImGui; + bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); - TextV(fmt, args); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); if (need_backup) PopTextWrapPos(); } @@ -323,8 +342,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; @@ -332,7 +351,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) // Render const char* value_text_begin = &g.TempBuffer[0]; const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -358,17 +377,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding - ItemSize(bb); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); if (!ItemAdd(bb, 0)) return; // Render ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); - RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -381,8 +401,10 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] -// - ScrollbarEx() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] // - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] // - Image() // - ImageButton() // - Checkbox() @@ -399,37 +421,37 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse is outside bb) - - - - - - -// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - // Frame N+2 (mouse button is down) - true true true - true -// Frame N+3 (mouse button is down) - true true - - - +// Frame N+3 (mouse button is down) - true true - - - // Frame N+4 (mouse moves outside bb) - - true - - - // Frame N+5 (mouse moves inside bb) - true true - - - -// Frame N+6 (mouse button is released) true true - - true - -// Frame N+7 (mouse button is released) - true - - - - -// Frame N+8 (mouse moves outside bb) - - - - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) true true true true - true -// Frame N+3 (mouse button is down) - true true - - - -// Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) - true - - - true -// Frame N+3 (mouse button is down) - true - - - - +// Frame N+3 (mouse button is down) - true - - - - // Frame N+6 (mouse button is released) true true - - - - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse button is down) - true - - - true -// Frame N+1 (mouse button is down) - true - - - - +// Frame N+1 (mouse button is down) - true - - - - // Frame N+2 (mouse button is released) - true - - - - -// Frame N+3 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - // Frame N+4 (mouse button is down) true true true true - true -// Frame N+5 (mouse button is down) - true true - - - +// Frame N+5 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // Note that some combinations are supported, // - PressedOnDragDropHold can generally be associated with any flag. @@ -439,7 +461,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- -// Frame N+0 (mouse button is down) - true - true +// Frame N+0 (mouse button is down) - true - true // ... - - - - // Frame N + RepeatDelay true true - true // ... - - - - @@ -459,9 +481,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool return false; } - // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) - flags |= ImGuiButtonFlags_PressedOnClickRelease; + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; @@ -470,7 +496,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0 && window->DC.LastItemId != id) - ImGuiTestEngineHook_ItemAdd(&g, bb, id); + IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif bool pressed = false; @@ -484,11 +510,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { + const float DRAG_DROP_HOLD_TIMER = 0.70f; hovered = true; SetHoveredID(id); - if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) { pressed = true; + g.DragDropHoldJustPressedId = id; FocusWindow(window); } } @@ -500,38 +528,56 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; - // Mouse + // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) { - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } } - if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveID) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - FocusWindow(window); - } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) - { - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + // Repeat mode trumps on release behavior + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; + if (!has_repeated_at_least_once) pressed = true; ClearActiveID(); } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) - pressed = true; + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + pressed = true; } if (pressed) @@ -541,13 +587,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; - if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) pressed = true; if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) @@ -557,29 +602,33 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } } + // Process while held bool held = false; if (g.ActiveId == id) { - if (pressed) - g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - if (g.IO.MouseDown[0]) + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (g.IO.MouseDown[mouse_button]) { held = true; } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) { - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) pressed = true; } @@ -590,9 +639,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { + // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; } if (out_hovered) *out_hovered = hovered; @@ -643,7 +695,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags bool ImGui::Button(const char* label, const ImVec2& size_arg) { - return ButtonEx(label, size_arg, 0); + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); } // Small buttons fits within text without additional vertical spacing. @@ -659,7 +711,7 @@ bool ImGui::SmallButton(const char* label) // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) -bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -676,7 +728,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) return false; bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); return pressed; } @@ -691,7 +743,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); if (!ItemAdd(bb, id)) return false; @@ -714,7 +766,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) { float sz = GetFrameHeight(); - return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); } // Button to close a window @@ -742,8 +794,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); return pressed; } @@ -767,17 +819,60 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold - if (IsItemActive() && IsMouseDragging()) + if (IsItemActive() && IsMouseDragging(0)) StartMouseMovingWindow(window); return pressed; } -ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetWindowScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawCornerFlags rounding_corners = 0; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawCornerFlags_BotLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawCornerFlags_TopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); +} + // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) @@ -796,7 +891,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) return false; - // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); @@ -805,13 +900,12 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa const ImGuiStyle& style = g.Style; const bool allow_interaction = (alpha >= 1.0f); - const bool horizontal = (axis == ImGuiAxis_X); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. @@ -827,11 +921,11 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); - float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) { - float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; - float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + float scrollbar_pos_v = bb.Min[axis]; + float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); @@ -848,10 +942,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } - // Apply scroll + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); @@ -863,10 +957,11 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa } // Render - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners); ImRect grab_rect; - if (horizontal) + if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); @@ -875,38 +970,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa return held; } -void ImGui::Scrollbar(ImGuiAxis axis) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImGuiID id = GetScrollbarID(window, axis); - KeepAliveID(id); - - // Calculate scrollbar bounding box - const ImRect outer_rect = window->Rect(); - const ImRect inner_rect = window->InnerRect; - const float border_size = window->WindowBorderSize; - const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; - IM_ASSERT(scrollbar_size > 0.0f); - const float other_scrollbar_size = window->ScrollbarSizes[axis]; - ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; - ImRect bb; - if (axis == ImGuiAxis_X) - { - bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); - bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); - rounding_corners |= ImDrawCornerFlags_BotLeft; - } - else - { - bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); - bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); - rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; - } - ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); -} - void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { ImGuiWindow* window = GetCurrentWindow(); @@ -931,28 +994,16 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& } } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size -// The color used are the button colors. -bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - // Default to using texture ID as ID. User can still push string/integer prefixes. - // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. - PushID((void*)(intptr_t)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); - - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); - const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -963,14 +1014,33 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) - window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); - window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; + return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); +} + bool ImGui::Checkbox(const char* label, bool* v) { ImGuiWindow* window = GetCurrentWindow(); @@ -1001,20 +1071,21 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) - ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f))); + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } else if (*v) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } if (g.LogEnabled) - LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); @@ -1025,7 +1096,21 @@ bool ImGui::Checkbox(const char* label, bool* v) bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) { bool v = ((*flags & flags_value) == flags_value); - bool pressed = Checkbox(label, &v); + bool pressed; + if (v == false && (*flags & flags_value) != 0) + { + // Mixed value (FIXME: find a way to expose neatly to Checkbox?) + ImGuiWindow* window = GetCurrentWindow(); + const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &v); + window->DC.ItemFlags = backup_item_flags; + } + else + { + // Regular checkbox + pressed = Checkbox(label, &v); + } if (pressed) { if (v) @@ -1057,8 +1142,8 @@ bool ImGui::RadioButton(const char* label, bool active) return false; ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -1070,13 +1155,13 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } if (style.FrameBorderSize > 0.0f) { - window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } @@ -1085,9 +1170,11 @@ bool ImGui::RadioButton(const char* label, bool active) if (label_size.x > 0.0f) RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1107,7 +1194,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1124,13 +1211,13 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over char overlay_buf[32]; if (!overlay) { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); overlay = overlay_buf; } ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } void ImGui::Bullet() @@ -1141,18 +1228,18 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) { - SameLine(0, style.FramePadding.x*2); + SameLine(0, style.FramePadding.x * 2); return; } // Render and stay on same line ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); SameLine(0, style.FramePadding.x * 2.0f); } @@ -1174,7 +1261,7 @@ void ImGui::Spacing() ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ItemSize(ImVec2(0,0)); + ItemSize(ImVec2(0, 0)); } void ImGui::Dummy(const ImVec2& size) @@ -1198,7 +1285,7 @@ void ImGui::NewLine() const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. - ItemSize(ImVec2(0,0)); + ItemSize(ImVec2(0, 0)); else ItemSize(ImVec2(0.0f, g.FontSize)); window->DC.LayoutType = backup_layout_type; @@ -1257,18 +1344,14 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // We don't provide our width to the layout so that it doesn't get feed back into AutoFit const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); - if (!ItemAdd(bb, 0)) + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) { - if (columns) - PopColumnsBackground(); - return; + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); } - - // Draw - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); - if (columns) { PopColumnsBackground(); @@ -1343,7 +1426,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Render const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); return held; } @@ -1358,21 +1441,43 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) } // Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) { - if (count > 1) - ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); int count_same_width = 1; while (width_excess > 0.0f && count_same_width < count) { - while (count_same_width < count && items[0].Width == items[count_same_width].Width) + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; - float width_to_remove_per_item_max = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); - float width_to_remove_per_item = ImMin(width_excess / count_same_width, width_to_remove_per_item_max); + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) items[item_n].Width -= width_to_remove_per_item; width_excess -= width_to_remove_per_item * count_same_width; } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; } //------------------------------------------------------------------------- @@ -1411,7 +1516,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const ImVec2 label_size = CalcTextSize(label, NULL, true); const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) @@ -1419,7 +1524,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool hovered, held; bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id); + bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); @@ -1436,7 +1541,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -1444,7 +1549,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { if (window->DC.NavLayerCurrent == 0) window->NavLastIds[0] = id; - OpenPopupEx(id); + OpenPopupEx(id, ImGuiPopupFlags_None); popup_open = true; } @@ -1483,8 +1588,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowPos(pos); } + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); bool ret = Begin(name, NULL, window_flags); PopStyleVar(); @@ -1544,7 +1651,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) - SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) return false; @@ -1602,27 +1709,28 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 - { sizeof(unsigned char), "%u", "%u" }, - { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 - { sizeof(unsigned short), "%u", "%u" }, - { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 - { sizeof(unsigned int), "%u", "%u" }, + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, #ifdef _MSC_VER - { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 - { sizeof(ImU64), "%I64u","%I64u" }, + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, #else - { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 - { sizeof(ImU64), "%llu", "%llu" }, + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) - { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double + { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1656,30 +1764,30 @@ const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) return &GDataTypeInfo[data_type]; } -int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const float*)p_data); if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const double*)p_data); if (data_type == ImGuiDataType_S8) - return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); if (data_type == ImGuiDataType_U8) - return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); if (data_type == ImGuiDataType_S16) - return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); if (data_type == ImGuiDataType_U16) - return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } -void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) @@ -1731,7 +1839,7 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1753,11 +1861,9 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b return false; // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. - IM_ASSERT(data_type < ImGuiDataType_COUNT); - int data_backup[2]; - const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); - IM_ASSERT(type_info->Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, type_info->Size); + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); if (format == NULL) format = type_info->ScanFmt; @@ -1766,7 +1872,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int arg1i = 0; if (data_type == ImGuiDataType_S32) { - int* v = (int*)data_ptr; + int* v = (int*)p_data; int arg0i = *v; float arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0i) < 1) @@ -1781,7 +1887,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in format = "%f"; - float* v = (float*)data_ptr; + float* v = (float*)p_data; float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1795,7 +1901,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (data_type == ImGuiDataType_Double) { format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)data_ptr; + double* v = (double*)p_data; double arg0f = *v, arg1f = 0.0; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1810,7 +1916,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); + sscanf(buf, format, p_data); } else { @@ -1818,18 +1924,75 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int v32; sscanf(buf, format, &v32); if (data_type == ImGuiDataType_S8) - *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) - *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); else if (data_type == ImGuiDataType_S16) - *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); else if (data_type == ImGuiDataType_U16) - *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); else IM_ASSERT(0); } - return memcmp(data_backup, data_ptr, type_info->Size) != 0; + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -1892,21 +2055,21 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, // This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) template -bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) { ImGuiContext& g = *GImGui; - const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool has_min_max = (v_min != v_max); - const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; // Default tweak speed - if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -1926,12 +2089,15 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (axis == ImGuiAxis_Y) adjust_delta = -adjust_delta; + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); - bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); - if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; @@ -1948,28 +2114,36 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - if (is_power) + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) { - // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range - FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); - v_old_ref_for_accum_remainder = v_old_norm_curved; + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; - if (is_power) + if (is_logarithmic) { - FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); } else { @@ -1981,7 +2155,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && has_min_max) + if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; @@ -1996,8 +2170,11 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + ImGuiContext& g = *GImGui; if (g.ActiveId == id) { @@ -2008,40 +2185,41 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s } if (g.ActiveId != id) return false; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - if (power != 1.0f) - IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds - ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -2056,11 +2234,11 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa // Tabbing or CTRL-clicking on Drag turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputTextIsActive(id); - bool temp_input_start = false; + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) @@ -2068,16 +2246,21 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) { - temp_input_start = true; + temp_input_is_active = true; FocusableItemUnregister(window); } } } - if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2085,13 +2268,13 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); if (value_changed) MarkItemEdited(id); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) @@ -2101,7 +2284,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2118,10 +2301,10 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); @@ -2136,27 +2319,28 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int return value_changed; } -bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2167,10 +2351,17 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); @@ -2181,27 +2372,28 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu } // NB: v_speed is float to allow adjusting the drag speed with more precision -bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2212,10 +2404,17 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); @@ -2226,9 +2425,40 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ return value_changed; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] // - SliderBehaviorT<>() [Internal] // - SliderBehavior() [Internal] // - SliderScalar() @@ -2247,42 +2477,151 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ // - VSliderInt() //------------------------------------------------------------------------- -template -float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) return 0.0f; + IM_UNUSED(data_type); - const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); - if (is_power) + if (is_logarithmic) { - if (v_clamped < 0.0f) + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions { - const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); - return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); else - { - const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); - return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); - } + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; } // Linear slider - return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); } -// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template -bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return (TYPE)0.0f; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + TYPE result; + if (is_logarithmic) + { + // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value + if (t <= 0.0f) + result = v_min; + else if (t >= 1.0f) + result = v_max; + else + { + bool flipped = v_max < v_min; // Check if range is "backwards" + + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + } + else + { + // Linear slider + if (is_decimal) + { + result = ImLerp(v_min, v_max, t); + } + else + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + if (t < 1.0) + { + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + else + { + result = v_max; + } + } + } + + return result; +} + +// FIXME: Move more of the code into SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_power = (power != 1.0f) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; @@ -2295,19 +2634,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; - // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f - float linear_zero_pos; // 0.0->1.0f - if (is_power && v_min * v_max < 0.0f) + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) { - // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); - const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); - linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); - } - else - { - // Same sign - linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } // Process interacting with the slider @@ -2333,87 +2667,80 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; - if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + if (g.ActiveIdIsJustActivated) { - ClearActiveID(); + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; } - else if (delta != 0.0f) + + const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + if (input_delta != 0.0f) { - clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; - if ((decimal_precision > 0) || is_power) + if (decimal_precision > 0) { - delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds if (IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta /= 10.0f; + input_delta /= 10.0f; } else { if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else - delta /= 100.0f; + input_delta /= 100.0f; } if (IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= 10.0f; - set_new_value = true; + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } else + { + set_new_value = true; + float old_clicked_t = clicked_t; clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; } } if (set_new_value) { - TYPE v_new; - if (is_power) - { - // Account for power curve scale on both sides of the zero - if (clicked_t < linear_zero_pos) - { - // Negative: rescale to the negative range before powering - float a = 1.0f - (clicked_t / linear_zero_pos); - a = ImPow(a, power); - v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); - } - else - { - // Positive: rescale to the positive range before powering - float a; - if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) - a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); - else - a = clicked_t; - a = ImPow(a, power); - v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); - } - } - else - { - // Linear slider - if (is_decimal) - { - v_new = ImLerp(v_min, v_max, clicked_t); - } - else - { - // For integer values we want the clicking position to match the grab box so we round above - // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. - FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; - TYPE v_new_off_floor = (TYPE)(v_new_off_f); - TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (!is_decimal && v_new_off_floor < v_new_off_round) - v_new = v_min + v_new_off_round; - else - v_new = v_min + v_new_off_floor; - } - } + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2431,7 +2758,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { // Output grab position so it can be displayed by the caller - float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); @@ -2444,42 +2771,51 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ return value_changed; } -// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// For 32-bit and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. -bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Float: - IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Double: - IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2491,7 +2827,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -2506,27 +2842,32 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputTextIsActive(id); - bool temp_input_start = false; + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); const bool clicked = (hovered && g.IO.MouseClicked[0]); if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) { - temp_input_start = true; + temp_input_is_active = true; FocusableItemUnregister(window); } } } - if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2535,7 +2876,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2545,8 +2886,8 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2556,7 +2897,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co } // Add multiple sliders on 1 line for compact edition of multiple components -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2573,7 +2914,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); @@ -2591,57 +2932,57 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i return value_changed; } -bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); } -bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) { if (format == NULL) format = "%.0f deg"; - float v_deg = (*v_rad) * 360.0f / (2*IM_PI); - bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); - *v_rad = v_deg * (2*IM_PI) / 360.0f; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } -bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2671,7 +3012,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } // Draw frame @@ -2681,7 +3022,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2692,24 +3033,51 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); return value_changed; } -bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } -bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); +} + +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. //------------------------------------------------------------------------- @@ -2805,42 +3173,69 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { - ImGuiContext& g = *GImGui; - // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. - const bool init = (g.TempInputTextId != id); + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); if (init) ClearActiveID(); - char fmt_buf[32]; - char data_buf[32]; - format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); - ImStrTrimBlanks(data_buf); - g.CurrentWindow->DC.CursorPos = bb.Min; - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); - g.TempInputTextId = g.ActiveId; + g.TempInputId = g.ActiveId; } - if (value_changed) + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + ImGuiContext& g = *GImGui; + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { - value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + // Backup old value + size_t data_type_size = DataTypeGetInfo(data_type)->Size; + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (p_clamp_min || p_clamp_max) + { + if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; if (value_changed) MarkItemEdited(id); } return value_changed; } -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2853,15 +3248,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); bool value_changed = false; if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - if (step != NULL) + if (p_step != NULL) { const float button_size = GetFrameHeight(); @@ -2869,7 +3264,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -2880,13 +3275,13 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } @@ -2904,7 +3299,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); } if (value_changed) MarkItemEdited(window->DC.LastItemId); @@ -2912,7 +3307,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p return value_changed; } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2929,10 +3324,10 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); @@ -2950,7 +3345,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) @@ -3007,7 +3402,7 @@ bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiIn { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); } bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) @@ -3028,7 +3423,7 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- @@ -3043,7 +3438,7 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) @@ -3078,7 +3473,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t const float line_height = g.FontSize; const float scale = line_height / font->FontSize; - ImVec2 text_size = ImVec2(0,0); + ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const ImWchar* s = text_begin; @@ -3122,8 +3517,8 @@ namespace ImStb static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) { @@ -3139,10 +3534,10 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob } static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } #ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } @@ -3155,6 +3550,7 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) ImWchar* dst = obj->TextW.Data + pos; // We maintain our buffer length in both UTF-8 and wchar formats + obj->Edited = true; obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenW -= n; @@ -3189,6 +3585,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + obj->Edited = true; obj->CurLenW += new_text_len; obj->CurLenA += new_text_len_utf8; obj->TextW[obj->CurLenW] = '\0'; @@ -3197,27 +3594,46 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() } +} // namespace ImStb + void ImGuiInputTextState::OnKeyPressed(int key) { stb_textedit_key(this, &Stb, key); @@ -3242,7 +3658,7 @@ void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) *dst++ = c; *dst = '\0'; - if (CursorPos + bytes_count >= pos) + if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; else if (CursorPos >= pos) CursorPos = pos; @@ -3260,7 +3676,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons if (!is_resizable) return; - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); @@ -3298,28 +3714,48 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; + // Filter Unicode ranges we are not handling in this build. + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + // Generic named filters if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + ImGuiContext& g = *GImGui; + const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + + // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) return false; + // Allow 0-9 . - + * / e E if (flags & ImGuiInputTextFlags_CharsScientific) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) return false; + // Allow 0-9 a-F A-F if (flags & ImGuiInputTextFlags_CharsHexadecimal) if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) return false; + // Turn a-z into A-Z if (flags & ImGuiInputTextFlags_CharsUppercase) if (c >= 'a' && c <= 'z') - *p_char = (c += (unsigned int)('A'-'a')); + *p_char = (c += (unsigned int)('A' - 'a')); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) @@ -3359,6 +3795,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (window->SkipItems) return false; + IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) @@ -3379,11 +3816,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; if (is_multiline) { if (!ItemAdd(total_bb, id, &frame_bb)) @@ -3392,15 +3832,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - if (!BeginChildFrame(id, frame_bb.GetSize())) + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) { - EndChildFrame(); + EndChild(); EndGroup(); return false; } - draw_window = GetCurrentWindow(); - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + inner_size.x -= draw_window->ScrollbarSizes.x; } else { @@ -3412,23 +3861,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState* state = NULL; - if (g.InputTextState.ID == id) - state = &g.InputTextState; + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); const bool init_state = (init_make_active || user_scroll_active); if (init_state && g.ActiveId != id) @@ -3480,12 +3929,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + + // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -3525,7 +3980,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImFont* password_font = &g.InputTextPasswordFont; password_font->FontSize = g.Font->FontSize; password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; password_font->Ascent = g.Font->Ascent; password_font->Descent = g.Font->Descent; password_font->ContainerAtlas = g.Font->ContainerAtlas; @@ -3541,6 +3995,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { IM_ASSERT(state != NULL); backup_current_text_length = state->CurLenA; + state->Edited = false; state->BufCapacityA = buf_size; state->UserFlags = flags; state->UserCallback = callback; @@ -3553,7 +4008,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) @@ -3620,14 +4075,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); + IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb.row_count_per_page = row_count_per_page; + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl - const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; - const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); @@ -3637,8 +4097,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } @@ -3647,13 +4109,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!state->HasSelection()) { if (is_wordmove_key_down) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) - state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) @@ -3708,7 +4170,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { @@ -3716,7 +4178,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -3745,13 +4207,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { + // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { @@ -3767,7 +4238,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { IM_ASSERT(callback != NULL); @@ -3789,8 +4260,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } else if (flags & ImGuiInputTextFlags_CallbackAlways) + { event_flag = ImGuiInputTextFlags_CallbackAlways; + } if (event_flag) { @@ -3845,8 +4322,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Copy result to user buffer if (apply_new_text) { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); - if (backup_current_text_length != apply_new_text_length && is_resizable) + if (is_resizable) { ImGuiInputTextCallbackData callback_data; callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; @@ -3861,6 +4341,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); IM_ASSERT(apply_new_text_length <= buf_size); } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); @@ -3884,7 +4365,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); @@ -3940,7 +4421,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { @@ -3965,7 +4446,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); + text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll @@ -3974,11 +4455,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { - const float scroll_increment_x = size.x * 0.25f; + const float scroll_increment_x = inner_size.x * 0.25f; if (cursor_offset.x < state->ScrollX) - state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); } else { @@ -3988,14 +4469,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Vertical scroll if (is_multiline) { - float scroll_y = draw_window->Scroll.y; + // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - draw_pos.y = draw_window->DC.CursorPos.y; } state->CursorFollow = false; @@ -4018,7 +4500,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ break; if (rect_pos.y < clip_rect.y) { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') @@ -4027,8 +4509,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); @@ -4064,7 +4546,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) @@ -4077,18 +4559,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } - if (is_multiline) - { - Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line - EndChildFrame(); - EndGroup(); - } - if (is_password && !is_displaying_hint) PopFont(); + if (is_multiline) + { + Dummy(text_size); + EndChild(); + EndGroup(); + } + // Log as text - if (g.LogEnabled && !(is_password && !is_displaying_hint)) + if (g.LogEnabled && (!is_password || is_displaying_hint)) LogRenderedText(&draw_pos, buf_display, buf_display_end); if (label_size.x > 0) @@ -4176,7 +4658,17 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (f[1] == 0) + f[0] = g.ColorEditLastHue; + if (f[2] == 0) + f[1] = g.ColorEditLastSat; + } + } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; @@ -4189,8 +4681,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4213,9 +4705,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else @@ -4231,9 +4725,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // RGB Hexadecimal Input char buf[64]; if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { @@ -4265,7 +4759,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -4289,7 +4783,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } @@ -4300,7 +4795,12 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; + g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4355,64 +4855,20 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl return true; } -static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) -{ - float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; - int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); - return IM_COL32(r, g, b, 0xFF); -} - // Helper for ColorPicker4() -// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. -// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. -void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImGuiWindow* window = GetCurrentWindow(); - if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) - { - ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); - ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); - window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); - - int yi = 0; - for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) - { - float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); - if (y2 <= y1) - continue; - for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) - { - float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); - if (x2 <= x1) - continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); - } - } - } - else - { - window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); - } -} - -// Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) -{ - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; @@ -4456,7 +4912,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -4464,7 +4920,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float wheel_thickness = sv_picker_size * 0.08f; float wheel_r_outer = sv_picker_size * 0.50f; float wheel_r_inner = wheel_r_outer - wheel_thickness; - ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); @@ -4475,9 +4931,21 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float H = col[0], S = col[1], V = col[2]; float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } + } else if (flags & ImGuiColorEditFlags_InputHSV) + { ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4491,10 +4959,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; float initial_dist2 = ImLengthSqr(initial_off); - if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) { // Interactive with Hue wheel - H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; if (H < 0.0f) H += 1.0f; value_changed = value_changed_h = true; @@ -4523,8 +4991,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); if (IsItemActive()) { - S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); - V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -4535,7 +5003,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; } } @@ -4547,7 +5015,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = true; } } @@ -4598,7 +5066,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + g.ColorEditLastSat = S; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4618,7 +5089,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { - // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; @@ -4652,6 +5123,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4662,17 +5140,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4680,24 +5163,24 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); } // Render Cursor + preview on Hue Wheel float cos_hue_angle = ImCos(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4707,46 +5190,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -4797,28 +5280,35 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; - float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. - bb_inner.Expand(off); + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { - float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); - RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) - RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); } RenderNavHighlight(bb, id); - if (g.Style.FrameBorderSize > 0.0f) - RenderFrameBorder(bb.Min, bb.Max, rounding); - else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } // Drag and Drop Source // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. @@ -4865,7 +5355,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - BeginTooltipEx(0, true); + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { @@ -4918,7 +5408,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) if (allow_opt_inputs || allow_opt_datatype) Separator(); - if (Button("Copy as..", ImVec2(-1,0))) + if (Button("Copy as..", ImVec2(-1, 0))) OpenPopup("Copy"); if (BeginPopup("Copy")) { @@ -4930,12 +5420,15 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); - if (flags & ImGuiColorEditFlags_NoAlpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); - else - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); if (Selectable(buf)) SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } EndPopup(); } @@ -4959,16 +5452,16 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // Draw small/thumbnail version of each picker type (over an invisible button for selection) if (picker_type > 0) Separator(); PushID(picker_type); - ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; ImVec2 backup_pos = GetCursorScreenPos(); if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); SetCursorScreenPos(backup_pos); - ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); - ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } PopItemWidth(); @@ -5136,38 +5629,45 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->WorkRect.Max.x, window->DC.CursorPos.y + frame_height)); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f); + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5181,19 +5681,37 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l return is_open; } - // Flags that affects opening behavior: - // - 0 (default) .................... single-click anywhere to open - // - OpenOnDoubleClick .............. double-click anywhere to open - // - OpenOnArrow .................... single-click on arrow to open - // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; @@ -5202,15 +5720,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l bool toggled = false; if (!is_leaf) { - if (pressed) + if (pressed && g.DragDropHoldJustPressedId != id) { - toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; - if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. - toggled = false; + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; } if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) @@ -5228,6 +5751,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) @@ -5239,7 +5763,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { @@ -5247,7 +5770,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) @@ -5255,9 +5783,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. const char log_prefix[] = "\n##"; const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix+3); + LogRenderedText(&text_pos, log_prefix, log_prefix + 3); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix+2); + LogRenderedText(&text_pos, log_suffix, log_suffix + 2); } else { @@ -5273,11 +5801,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y), text_col); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); @@ -5307,7 +5834,8 @@ void ImGui::TreePush(const void* ptr_id) void ImGui::TreePushOverrideID(ImGuiID id) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; window->IDStack.push_back(id); @@ -5320,13 +5848,16 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer); + SetNavID(window->IDStack.back(), g.NavLayer, 0); NavMoveRequestCancel(); } - window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); @@ -5371,19 +5902,22 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); - bool is_open = TreeNodeBehavior(id, flags, label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_open) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open != NULL) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; float button_size = g.FontSize; float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); float button_y = window->DC.LastItemRect.Min.y; - if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -5397,8 +5931,10 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); @@ -5408,35 +5944,43 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + if (span_all_columns && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. PushColumnsBackground(); + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrLineTextBaseOffset; - ImRect bb_inner(pos, pos + size); - ItemSize(size); + ItemSize(size, 0.0f); - // Fill horizontal space. - ImVec2 window_padding = window->WindowPadding; - float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; - float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); - ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); - ImRect bb(pos, pos + size_draw); - if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) - bb.Max.x += window_padding.x; + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); - // Selectables are tightly packed together so we extend the box to cover spacing between selectable. - const float spacing_x = style.ItemSpacing.x; - const float spacing_y = style.ItemSpacing.y; - const float spacing_L = (float)(int)(spacing_x * 0.50f); - const float spacing_U = (float)(int)(spacing_y * 0.50f); - bb.Min.x -= spacing_L; - bb.Min.y -= spacing_U; - bb.Max.x += (spacing_x - spacing_L); - bb.Max.y += (spacing_y - spacing_U); + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } bool item_add; if (flags & ImGuiSelectableFlags_Disabled) @@ -5452,19 +5996,19 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } if (!item_add) { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); return false; } // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; - if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; - if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; - if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; - if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } if (flags & ImGuiSelectableFlags_Disabled) selected = false; @@ -5472,13 +6016,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } + } if (pressed) MarkItemEdited(id); @@ -5490,6 +6037,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); @@ -5497,14 +6046,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) - { + if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); - bb.Max.x -= (GetContentRegionMax().x - max_x); - } if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups @@ -5588,7 +6134,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } @@ -5623,7 +6169,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. ImGuiContext& g = *GImGui; bool value_changed = false; - ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { @@ -5657,13 +6204,13 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotHistogram() //------------------------------------------------------------------------- -void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) - return; + return -1; - ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); @@ -5678,7 +6225,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) - return; + return -1; const bool hovered = ItemHoverable(frame_bb, id); // Determine scale from values if not specified @@ -5703,13 +6250,13 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; if (values_count >= values_count_min) { int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); // Tooltip on hover - int v_hovered = -1; if (hovered && inner_bb.Contains(g.IO.MousePos)) { const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); @@ -5719,10 +6266,10 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const float v0 = values_getter(data, (v_idx + values_offset) % values_count); const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); if (plot_type == ImGuiPlotType_Lines) - SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); else if (plot_type == ImGuiPlotType_Histogram) SetTooltip("%d: %8.4g", v_idx, v0); - v_hovered = v_idx; + idx_hovered = v_idx; } const float t_step = 1.0f / (float)res_w; @@ -5749,13 +6296,13 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); if (plot_type == ImGuiPlotType_Lines) { - window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); } else if (plot_type == ImGuiPlotType_Histogram) { if (pos1.x >= pos0.x + 2.0f) pos1.x -= 1.0f; - window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); } t0 = t1; @@ -5765,10 +6312,14 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge // Text overlay if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; } struct ImGuiPlotArrayGetterData @@ -5848,10 +6399,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] -// - BeginMainMenuBar() -// - EndMainMenuBar() // - BeginMenuBar() // - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() // - BeginMenu() // - EndMenu() // - MenuItem() @@ -5877,7 +6428,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; - Pos[i] = (float)(int)Width; + Pos[i] = IM_FLOOR(Width); Width += NextWidths[i]; NextWidths[i] = 0.0f; } @@ -5894,45 +6445,15 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v return ImMax(Width, NextWidth); } -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const { return ImMax(0.0f, avail_w - Width); } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(ImVec2(0.0f, 0.0f)); - SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { - End(); - return false; - } - return true; //-V1020 -} - -void ImGui::EndMainMenuBar() -{ - EndMenuBar(); - - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window - // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) - FocusTopMostWindowUnderOne(g.NavWindow, NULL); - - End(); -} - +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5942,20 +6463,20 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); - window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -5981,7 +6502,7 @@ void ImGui::EndMenuBar() const ImGuiNavLayer layer = ImGuiNavLayer_Menu; IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -5998,10 +6519,43 @@ void ImGui::EndMenuBar() EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.MenuBarAppending = false; } +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(ImVec2(0.0f, 0.0f)); + SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + bool ImGui::BeginMenu(const char* label, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); @@ -6011,18 +6565,37 @@ bool ImGui::BeginMenu(const char* label, bool enabled) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); ImVec2 label_size = CalcTextSize(label, NULL, true); - bool pressed; - bool menu_is_open = IsPopupOpen(id); bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, - // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) @@ -6030,23 +6603,25 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu inside a menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); - RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); @@ -6116,7 +6691,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; - if (want_close && IsPopupOpen(id)) + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); @@ -6134,13 +6709,13 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) SetNextWindowPos(popup_pos, ImGuiCond_Always); - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) - flags |= ImGuiWindowFlags_ChildWindow; menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } return menu_is_open; } @@ -6172,33 +6747,38 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { - ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); - pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); - if (shortcut_size.x > 0.0f) + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + if (shortcut_w > 0.0f) { PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); @@ -6219,9 +6799,6 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabBar() // - BeginTabBarEx() [Internal] // - EndTabBar() @@ -6231,20 +6808,29 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarFindTabById() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] -// - TabBarScrollClamp()v +// - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] // - TabBarQueueChangeTabOrder() [Internal] // - TabBarScrollingButtons() [Internal] // - TabBarTabListPopupButton() [Internal] //------------------------------------------------------------------------- +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + namespace ImGui { static void TabBarLayout(ImGuiTabBar* tab_bar); static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } @@ -6254,35 +6840,48 @@ ImGuiTabBar::ImGuiTabBar() ID = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; - ContentsHeight = 0.0f; - OffsetMax = OffsetNextTab = 0.0f; + LastTabContentHeight = 0.0f; + WidthAllTabs = WidthAllTabsIdeal = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + ScrollingRectMinX = ScrollingRectMaxX = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; ReorderRequestDir = 0; - WantLayout = VisibleTabWasSubmitted = false; + TabsActiveCount = 0; + WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false; LastTabItemIdx = -1; } -static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - return (int)(a->Offset - b->Offset); + const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); } -static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { ImGuiContext& g = *GImGui; - return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } -static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; if (g.TabBars.Contains(tab_bar)) - return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); - return ImGuiTabBarRef(tab_bar); + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) @@ -6320,10 +6919,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return true; } - // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. - // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. - if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if (tab_bar->Tabs.Size > 1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; // Flags if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) @@ -6335,17 +6935,18 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; - // Layout - ItemSize(ImVec2(0.0f /*tab_bar->OffsetMax*/, tab_bar->BarRect.GetHeight())); // Don't feed width back + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; { - const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); - const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -6361,18 +6962,18 @@ void ImGui::EndTabBar() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); - return; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; } - if (tab_bar->WantLayout) + if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -6388,24 +6989,53 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; - // Garbage collect + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; - if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) { - if (tab->ID == tab_bar->SelectedTabId) - tab_bar->SelectedTabId = 0; + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } continue; } if (tab_dst_n != tab_src_n) tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS8)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; tab_dst_n++; } if (tab_bar->Tabs.Size != tab_dst_n) tab_bar->Tabs.resize(tab_dst_n); + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + // Setup next selected tab ImGuiID scroll_track_selected_tab_id = 0; if (tab_bar->NextSelectedTabId) @@ -6418,100 +7048,127 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). if (tab_bar->ReorderRequestTabId != 0) { - if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) - { - //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; - if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) - { - ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; - ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; - *tab2 = item_tmp; - if (tab2->ID == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab2->ID; - tab1 = tab2 = NULL; - } - if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) - MarkIniSettingsDirty(); - } + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) - if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - // Compute ideal widths + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); - float width_total_contents = 0.0f; + + // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; bool found_selected_tab_id = false; for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); - if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down - g.ShrinkWidthBuffer[tab_n].Index = tab_n; - g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + int shrink_buffer_index = shrink_buffer_indexes[section_n]++; + g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; + g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; + + IM_ASSERT(tab->ContentWidth > 0.0f); + tab->Width = tab->ContentWidth; } - // Compute width - const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; - const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); - float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; - if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) - { - // If we don't have enough room, resize down the largest tabs first - ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width; - } - else - { - const float tab_max_width = TabBarCalcMaxTabWidth(); - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Width = ImMin(tab->WidthContents, tab_max_width); + scroll_track_selected_tab_id = scroll_track_selected_tab->ID; + if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) + tab_bar->SelectedTabId = scroll_track_selected_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; } } // Layout all active tabs - float offset_x = initial_offset_x; - tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Offset = offset_x; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; - offset_x += tab->Width + g.Style.ItemInnerSpacing.x; - } - tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); - // Horizontal scrolling buttons - const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); - if (scrolling_buttons) - if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } // If we have lost the selected tab, select the next most recently active one if (found_selected_tab_id == false) @@ -6526,7 +7183,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Update scrolling if (scroll_track_selected_tab_id) if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -6542,10 +7199,17 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { tab_bar->ScrollingSpeed = 0.0f; } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; // Clear name buffers if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -6592,52 +7256,96 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure - tab->LastFrameVisible = -1; - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } } - else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + else { - // Actually select before expecting closure - tab_bar->NextSelectedTabId = tab->ID; + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + tab_bar->NextSelectedTabId = tab->ID; } } static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) { - scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) { + if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + return; + ImGuiContext& g = *GImGui; float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) int order = tab_bar->GetTabOrder(tab); - float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); - float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + // FIXME: This is all confusing. + float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1) + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) { + // Scroll to the left tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; } - else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) { - tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); - tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; } } -void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) { IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = dir; + tab_bar->ReorderRequestDir = (ImS8)dir; +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered TabItem must share the same position flags than target + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + return false; + + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) @@ -6651,13 +7359,6 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) const ImVec2 backup_cursor_pos = window->DC.CursorPos; //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); - const ImRect avail_bar_rect = tab_bar->BarRect; - bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); - if (want_clip_rect) - PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); - - ImGuiTabItem* tab_to_select = NULL; - int select_dir = 0; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; @@ -6668,30 +7369,44 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = -1; - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = +1; PopStyleColor(2); g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; - if (want_clip_rect) - PopClipRect(); - + ImGuiTabItem* tab_to_scroll_to = NULL; if (select_dir != 0) if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) { int selected_order = tab_bar->GetTabOrder(tab_item); int target_order = selected_order + select_dir; - tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order <= 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } } window->DC.CursorPos = backup_cursor_pos; tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; - return tab_to_select; + return tab_to_scroll_to; } static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) @@ -6709,7 +7424,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); PopStyleColor(2); ImGuiTabItem* tab_to_select = NULL; @@ -6718,6 +7433,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + const char* tab_name = tab_bar->GetTabName(tab); if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) tab_to_select = tab; @@ -6732,11 +7450,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() +// - TabItemButton() // - TabItemEx() [Internal] // - SetTabItemClosed() // - TabItemCalcSize() [Internal] @@ -6754,9 +7470,11 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; } + IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + bool ret = TabItemEx(tab_bar, label, p_open, flags); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { @@ -6776,7 +7494,7 @@ void ImGui::EndTabItem() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return; } IM_ASSERT(tab_bar->LastTabItemIdx >= 0); @@ -6785,6 +7503,22 @@ void ImGui::EndTabItem() window->IDStack.pop_back(); } +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); +} + bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) { // Layout whole tab bar if not already done @@ -6799,7 +7533,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID(tab_bar, label); - // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if (p_open && !*p_open) { PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); @@ -6808,6 +7544,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, return false; } + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, p_open != NULL); @@ -6820,40 +7565,35 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab = &tab_bar->Tabs.back(); tab->ID = id; tab->Width = size.x; + tab_bar->TabsAddedNew = true; tab_is_new = true; } tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); - tab->WidthContents = size.x; - - if (p_open == NULL) - flags |= ImGuiTabItemFlags_NoCloseButton; + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; // Append name with zero-terminator - tab->NameOffset = tab_bar->TabsNames.size(); + tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); - // If we are not reorderable, always reset offset based on submission order. - // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) - if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) - { - tab->Offset = tab_bar->OffsetNextTab; - tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; - } - // Update selected tab if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - tab_bar->NextSelectedTabId = id; // New tabs gets activated + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // New tabs gets activated if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - tab_bar->NextSelectedTabId = id; + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; @@ -6863,11 +7603,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) tab_contents_visible = true; - if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); ItemAdd(ImRect(), id); PopItemFlag(); + if (is_tab_button) + return false; return tab_contents_visible; } @@ -6878,15 +7622,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout + const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); if (want_clip_rect) - PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; ItemSize(bb.GetSize(), style.FramePadding.y); @@ -6901,12 +7649,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); if (g.DragDropActive) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - if (pressed) + if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; hovered |= (g.HoveredId == id); @@ -6923,21 +7671,21 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, -1); + TabBarQueueReorder(tab_bar, tab, -1); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, +1); + TabBarQueueReorder(tab_bar, tab, +1); } } } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } @@ -6952,14 +7700,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) - tab_bar->NextSelectedTabId = id; + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button - const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; - bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); if (just_closed && p_open != NULL) { *p_open = false; @@ -6974,14 +7723,18 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) - if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; return tab_contents_visible; } // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. -// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. void ImGui::SetTabItemClosed(const char* label) { ImGuiContext& g = *GImGui; @@ -6989,9 +7742,9 @@ void ImGui::SetTabItemClosed(const char* label) if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); - TabBarRemoveTab(tab_bar, tab_id); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() } } @@ -7014,7 +7767,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI const float width = bb.GetWidth(); IM_UNUSED(flags); IM_ASSERT(width > 0.0f); - const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); const float y1 = bb.Min.y + 1.0f; const float y2 = bb.Max.y - 1.0f; draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); @@ -7034,20 +7787,28 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. -bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); if (bb.GetWidth() <= 1.0f) return false; + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + // Render text label (with clipping + alpha gradient) + unsaved marker const char* TAB_UNSAVED_MARKER = "*"; ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); if (flags & ImGuiTabItemFlags_UnsavedDocument) { text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; @@ -7060,11 +7821,12 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) - close_button_visible = true; + if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; if (close_button_visible) { - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; const float close_button_sz = g.FontSize; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) @@ -7079,9 +7841,15 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, text_pixel_clip_bb.Max.x -= close_button_sz; } + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + return close_button_pressed; } @@ -7090,6 +7858,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. // In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. //------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] // - GetColumnIndex() // - GetColumnCount() // - GetColumnOffset() @@ -7107,6 +7876,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // - Columns() //------------------------------------------------------------------------- +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + int ImGui::GetColumnIndex() { ImGuiWindow* window = GetCurrentWindowRead(); @@ -7152,7 +7933,8 @@ float ImGui::GetColumnOffset(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + if (columns == NULL) + return 0.0f; if (column_index < 0) column_index = columns->Current; @@ -7178,9 +7960,11 @@ static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool befo float ImGui::GetColumnWidth(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); + if (columns == NULL) + return GetContentRegionAvail().x; if (column_index < 0) column_index = columns->Current; @@ -7198,7 +7982,7 @@ void ImGui::SetColumnOffset(int column_index, float offset) column_index = columns->Current; IM_ASSERT(column_index < columns->Columns.Size); - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1); const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) @@ -7238,11 +8022,11 @@ void ImGui::PushColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - window->DrawList->ChannelsSetCurrent(0); - int cmd_size = window->DrawList->CmdBuffer.Size; - PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); - IM_UNUSED(cmd_size); - IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); } void ImGui::PopColumnsBackground() @@ -7251,8 +8035,10 @@ void ImGui::PopColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); - PopClipRect(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); } ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) @@ -7287,7 +8073,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported // Acquire storage for the columns set ImGuiID id = GetColumnsID(str_id, columns_count); @@ -7300,8 +8086,9 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostClipRect = window->ClipRect; - columns->HostWorkRect = window->WorkRect; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect @@ -7334,16 +8121,16 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag { // Compute clipping rectangle ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); + column->ClipRect.ClipWithFull(window->ClipRect); } if (columns->Count > 1) { - window->DrawList->ChannelsSplit(1 + columns->Count); - window->DrawList->ChannelsSetCurrent(1); + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); PushColumnClipRect(0); } @@ -7353,7 +8140,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } @@ -7368,38 +8155,42 @@ void ImGui::NextColumn() if (columns->Count == 1) { - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + PopItemWidth(); - PopClipRect(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); const float column_padding = g.Style.ItemSpacing.x; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) + if (columns->Current > 0) { // Columns 1+ ignore IndentX (by canceling it out) // FIXME-COLUMNS: Unnecessary, could be locked? window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; - window->DrawList->ChannelsSetCurrent(columns->Current + 1); } else { - // New row/line - // Column 0 honor IndentX + // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DrawList->ChannelsSetCurrent(1); - columns->Current = 0; columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; - PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? - // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); @@ -7419,7 +8210,7 @@ void ImGui::EndColumns() if (columns->Count > 1) { PopClipRect(); - window->DrawList->ChannelsMerge(); + columns->Splitter.Merge(window->DrawList); } const ImGuiColumnsFlags flags = columns->Flags; @@ -7460,7 +8251,7 @@ void ImGui::EndColumns() // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; + const float xi = IM_FLOOR(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } @@ -7477,10 +8268,11 @@ void ImGui::EndColumns() } columns->IsBeingResized = is_being_resized; - window->WorkRect = columns->HostWorkRect; + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } // [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] @@ -7504,837 +8296,4 @@ void ImGui::Columns(int columns_count, const char* id, bool border) //------------------------------------------------------------------------- -// Custom part - -int ColoredImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL) -{ - ImWchar* buf_out = buf; - ImWchar* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) - { - unsigned int c; - if (*in_text == 1) - { - in_text += 9; - continue; - } - in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); - if (c == 0) - break; - if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes - * buf_out++ = (ImWchar)c; - } - *buf_out = 0; - if (in_remaining) - * in_remaining = in_text; - return (int)(buf_out - buf); -} - -static ImVec2 ColoredInputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false) -{ - ImGuiContext& g = *GImGui; - ImFont* font = g.Font; - const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; - - ImVec2 text_size = ImVec2(0, 0); - float line_width = 0.0f; - - const ImWchar* s = text_begin; - while (s < text_end) - { - if (*s == 1) - { - s += 9; - continue; - } - - unsigned int c = (unsigned int)(*s++); - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - if (stop_on_new_line) - break; - continue; - } - if (c == '\r') - continue; - - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; - line_width += char_width; - } - - if (text_size.x < line_width) - text_size.x = line_width; - - if (out_offset) - * out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n - text_size.y += line_height; - - if (remaining) - * remaining = s; - - return text_size; -} - -// Same code as InputTextEx but with colored functions -bool ImGui::ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) - - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - const ImGuiStyle& style = g.Style; - - const bool RENDER_SELECTION_WHEN_INACTIVE = false; - const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; - if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, - BeginGroup(); - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); - - ImGuiWindow* draw_window = window; - if (is_multiline) - { - if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); - EndGroup(); - return false; - } - if (!BeginChildFrame(id, frame_bb.GetSize())) - { - EndChildFrame(); - EndGroup(); - return false; - } - draw_window = GetCurrentWindow(); - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; - } - else - { - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; - } - const bool hovered = ItemHoverable(frame_bb, id); - if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; - - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState* state = NULL; - if (g.InputTextState.ID == id) - state = &g.InputTextState; - - const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; - - const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); - - bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); - - const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); - const bool init_state = (init_make_active || user_scroll_active); - if (init_state && g.ActiveId != id) - { - // Access state even if we don't own it yet. - state = &g.InputTextState; - state->CursorAnimReset(); - - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); - - // Start edition - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - state->CursorClamp(); - } - else - { - state->ID = id; - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) - select_all = true; - } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) - select_all = true; - } - - if (g.ActiveId != id && init_make_active) - { - IM_ASSERT(state && state->ID == id); - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); - } - - // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) - if (g.ActiveId == id && state == NULL) - ClearActiveID(); - - // Release focus when we click outside - if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 - clear_active_id = true; - - // Lock the decision of whether we are going to take the path displaying the cursor or selection - const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); - bool value_changed = false; - bool enter_pressed = false; - - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL && (render_cursor || render_selection)) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - render_selection &= state->HasSelection(); - } - - // Select the buffer to render. - const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; - const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); - - // Password pushes a temporary font with only a fallback glyph - if (is_password && !is_displaying_hint) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } - - // Process mouse inputs and character inputs - int backup_current_text_length = 0; - if (g.ActiveId == id) - { - IM_ASSERT(state != NULL); - backup_current_text_length = state->CurLenA; - state->BufCapacityA = buf_size; - state->UserFlags = flags; - state->UserCallback = callback; - state->UserCallbackData = callback_user_data; - - // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. - // Down the line we should have a cleaner library-wide concept of Selected vs Active. - g.ActiveIdAllowOverlap = !io.MouseDown[0]; - g.WantTextInputNextFrame = 1; - - // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); - - const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) - { - state->SelectAll(); - state->SelectedAllMouseLock = true; - } - else if (hovered && is_osx && io.MouseDoubleClicked[0]) - { - // Double-click select a word only, OS X style (by simulating keystrokes) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); - } - else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) - { - if (hovered) - { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); - state->CursorAnimReset(); - } - } - else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) - { - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); - state->CursorAnimReset(); - state->CursorFollow = true; - } - if (state->SelectedAllMouseLock && !io.MouseDown[0]) - state->SelectedAllMouseLock = false; - - // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); - } - - // Process regular text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - if (io.InputQueueCharacters.Size > 0) - { - if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) - for (int n = 0; n < io.InputQueueCharacters.Size; n++) - { - // Insert character if they pass filtering - unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) - continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); - } - - // Consume characters - io.InputQueueCharacters.resize(0); - } - } - - // Process other shortcuts/key-presses - bool cancel_edit = false; - if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) - { - IM_ASSERT(state != NULL); - const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); - const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl - const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; - const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl - const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; - const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; - - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) - { - if (!state->HasSelection()) - { - if (is_wordmove_key_down) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) - state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); - } - state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_Enter)) - { - bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) - { - enter_pressed = clear_active_id = true; - } - else if (!is_readonly) - { - unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); - } - } - else if (IsKeyPressedMap(ImGuiKey_Escape)) - { - clear_active_id = cancel_edit = true; - } - else if (is_undo || is_redo) - { - state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - state->ClearSelection(); - } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) - { - state->SelectAll(); - state->CursorFollow = true; - } - else if (is_cut || is_copy) - { - // Cut, Copy - if (io.SetClipboardTextFn) - { - const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); - ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); - SetClipboardText(clipboard_data); - MemFree(clipboard_data); - } - if (is_cut) - { - if (!state->HasSelection()) - state->SelectAll(); - state->CursorFollow = true; - stb_textedit_cut(state, &state->Stb); - } - } - else if (is_paste) - { - if (const char* clipboard = GetClipboardText()) - { - // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; - for (const char* s = clipboard; *s; ) - { - unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); - if (c == 0) - break; - if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; - } - clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation - { - stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); - state->CursorFollow = true; - } - MemFree(clipboard_filtered); - } - } - - // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. - render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); - } - - // Process callbacks and apply result back to user's buffer. - if (g.ActiveId == id) - { - IM_ASSERT(state != NULL); - const char* apply_new_text = NULL; - int apply_new_text_length = 0; - if (cancel_edit) - { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) - { - apply_new_text = state->InitialTextA.Data; - apply_new_text_length = state->InitialTextA.Size - 1; - } - } - - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); - if (apply_edit_back_to_user_buffer) - { - // Apply new value immediately - copy modified buffer back - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } - - // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) - { - IM_ASSERT(callback != NULL); - - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. - ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) - { - event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; - } - else if (flags & ImGuiInputTextFlags_CallbackAlways) - event_flag = ImGuiInputTextFlags_CallbackAlways; - - if (event_flag) - { - ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); - callback_data.EventFlag = event_flag; - callback_data.Flags = flags; - callback_data.UserData = callback_user_data; - - callback_data.EventKey = event_key; - callback_data.Buf = state->TextA.Data; - callback_data.BufTextLen = state->CurLenA; - callback_data.BufSize = state->BufCapacityA; - callback_data.BufDirty = false; - - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); - - // Call user code - callback(&callback_data); - - // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == state->BufCapacityA); - IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (callback_data.BufDirty) - { - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - state->CurLenW = ColoredImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); - state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - state->CursorAnimReset(); - } - } - } - - // Will copy result string if modified - if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) - { - apply_new_text = state->TextA.Data; - apply_new_text_length = state->CurLenA; - } - } - - // Copy result to user buffer - if (apply_new_text) - { - IM_ASSERT(apply_new_text_length >= 0); - if (backup_current_text_length != apply_new_text_length && is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } - - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; - } - - // Clear temporary user storage - state->UserFlags = 0; - state->UserCallback = NULL; - state->UserCallbackData = NULL; - } - - // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) - if (clear_active_id && g.ActiveId == id) - ClearActiveID(); - - // Render frame - if (!is_multiline) - { - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - } - - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size - ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.0f, 0.0f); - - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line - // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. - // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. - const int buf_display_max_length = 2 * 1024 * 1024; - const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 - const char* buf_display_end = NULL; // We have specialized paths below for setting the length - if (is_displaying_hint) - { - buf_display = hint; - buf_display_end = hint + strlen(hint); - } - - // Render text. We currently only render selection when the widget is active or while scrolling. - // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. - if (render_cursor || render_selection) - { - IM_ASSERT(state != NULL); - if (!is_displaying_hint) - buf_display_end = buf_display + state->CurLenA; - - // Render text (with cursor and selection) - // This is going to be messy. We need to: - // - Display the text (this alone can be more easily clipped) - // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) - // - Measure text height (for scrollbar) - // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) - // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = state->TextW.Data; - ImVec2 cursor_offset, select_start_offset; - - { - // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = { NULL, NULL }; - int searches_result_line_no[2] = { -1000, -1000 }; - int searches_remaining = 0; - if (render_cursor) - { - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_result_line_no[0] = -1; - searches_remaining++; - } - if (render_selection) - { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_no[1] = -1; - searches_remaining++; - } - - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') - { - line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } - } - line_count++; - if (searches_result_line_no[0] == -1) - searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) - searches_result_line_no[1] = line_count; - - // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_no[0] * g.FontSize; - if (searches_result_line_no[1] >= 0) - { - select_start_offset.x = ColoredInputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_no[1] * g.FontSize; - } - - // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) - if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); - } - - // Scroll - if (render_cursor && state->CursorFollow) - { - // Horizontal scroll in chunks of quarter width - if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) - { - const float scroll_increment_x = size.x * 0.25f; - if (cursor_offset.x < state->ScrollX) - state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); - } - else - { - state->ScrollX = 0.0f; - } - - // Vertical scroll - if (is_multiline) - { - float scroll_y = draw_window->Scroll.y; - if (cursor_offset.y - g.FontSize < scroll_y) - scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag - draw_window->Scroll.y = scroll_y; - draw_pos.y = draw_window->DC.CursorPos.y; - } - - state->CursorFollow = false; - } - - // Draw selection - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); - if (render_selection) - { - const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); - - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. - float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) - { - if (rect_pos.y > clip_rect.w + g.FontSize) - break; - if (rect_pos.y < clip_rect.y) - { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits - //p = p ? p + 1 : text_selected_end; - while (p < text_selected_end) - if (*p++ == '\n') - break; - } - else - { - ImVec2 rect_size = ColoredInputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); - rect.ClipWith(clip_rect); - if (rect.Overlaps(clip_rect)) - draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); - } - rect_pos.x = draw_pos.x - draw_scroll.x; - rect_pos.y += g.FontSize; - } - } - - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } - - // Draw blinking cursor - if (render_cursor) - { - state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); - } - } - else - { - // Render text only (no selection, no cursor) - if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width - else if (!is_displaying_hint && g.ActiveId == id) - buf_display_end = buf_display + state->CurLenA; - else if (!is_displaying_hint) - buf_display_end = buf_display + strlen(buf_display); - - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } - } - - if (is_multiline) - { - Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line - EndChildFrame(); - EndGroup(); - } - - if (is_password && !is_displaying_hint) - PopFont(); - - // Log as text - if (g.LogEnabled && !(is_password && !is_displaying_hint)) - LogRenderedText(&draw_pos, buf_display, buf_display_end); - - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) - MarkItemEdited(id); - - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); - if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; - else - return value_changed; -} - -bool ImGui::ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) -{ - return ColoredInputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); -} - +#endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index 86eadcf..77e1a60 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -1,11 +1,11 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -13,10 +13,20 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. -// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. @@ -71,26 +81,15 @@ #else #include // intptr_t #endif -#if defined(__APPLE__) -#include "TargetConditionals.h" -#endif - -// Auto-detect GL version -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" -#endif -#endif +// GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) -#include // Use GL ES 3 +#include // Use GL ES 3 #else -#include // Use GL ES 3 +#include // Use GL ES 3 #endif #else // About Desktop OpenGL function loaders: @@ -98,48 +97,83 @@ // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include // Needs to be initialized with gl3wInit() in user's code +#include // Needs to be initialized with gl3wInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include // Needs to be initialized with glewInit() in user's code +#include // Needs to be initialized with glewInit() in user's code. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include // Needs to be initialized with gladLoadGL() in user's code +#include // Needs to be initialized with gladLoadGL() in user's code. +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) +#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) +#ifndef GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#endif +#include // Needs to be initialized with glbinding::Binding::initialize() in user's code. +#include +using namespace gl; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) +#ifndef GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#endif +#include // Needs to be initialized with glbinding::initialize() in user's code. +#include +using namespace gl; #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif -// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 -#else -#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ has glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif // OpenGL Data -static char g_GlslVersionString[32] = ""; +static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) +static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location -static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location +static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + // Query for GL version (e.g. 320 for GL 3.2) +#if !defined(IMGUI_IMPL_OPENGL_ES2) + GLint major, minor; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + g_GlVersion = (GLuint)(major * 100 + minor * 10); +#else + g_GlVersion = 200; // GLES 2 +#endif + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; -#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif - // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) if (glsl_version == NULL) glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + if (glsl_version == NULL) + glsl_version = "#version 150"; #else if (glsl_version == NULL) glsl_version = "#version 130"; @@ -148,7 +182,32 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); - // Make a dummy GL call (we don't actually need the result) + // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) + gl_loader = "GLAD2"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) + gl_loader = "glbinding2"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) + gl_loader = "glbinding3"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + gl_loader = "custom"; +#else + gl_loader = "none"; +#endif + + // Make an arbitrary GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. GLint current_texture; @@ -162,12 +221,10 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_DestroyDeviceObjects(); } -bool ImGui_ImplOpenGL3_NewFrame() +void ImGui_ImplOpenGL3_NewFrame() { - if (!g_FontTexture) - return ImGui_ImplOpenGL3_CreateDeviceObjects(); - - return true; + if (!g_ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) @@ -183,6 +240,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); @@ -190,6 +255,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, @@ -200,10 +266,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (g_GlVersion >= 330) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif - + (void)vertex_array_object; #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(vertex_array_object); @@ -234,14 +302,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); -#ifdef GL_SAMPLER_BINDING - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_ES2 - GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif #ifdef GL_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); @@ -258,12 +326,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - bool clip_origin_lower_left = true; -#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) - GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) - if (last_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; -#endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) @@ -284,8 +346,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -311,18 +373,16 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle - if (clip_origin_lower_left) - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); - else - glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); -#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); -#else - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 320) + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + else #endif + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } @@ -336,8 +396,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, last_sampler); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (g_GlVersion >= 330) + glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); #ifndef IMGUI_IMPL_OPENGL_ES2 @@ -363,7 +424,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system GLint last_texture; @@ -593,9 +654,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); + g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &g_VboHandle); @@ -615,20 +676,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index 49d13d8..c4080c5 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -1,18 +1,18 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // About Desktop OpenGL function loaders: -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. @@ -22,26 +22,66 @@ // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once +#include "../imgui.h" // IMGUI_IMPL_API -// Specific OpenGL versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - -// Set default OpenGL3 loader to be gl3w -#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -#define IMGUI_IMPL_OPENGL_LOADER_GL3W -#endif - +// Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); -// Called by Init/NewFrame/Shutdown +// (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL ES versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Attempt to auto-detect the default Desktop GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" + +// Otherwise try to detect supported Desktop OpenGL loaders.. +#elif defined(__has_include) +#if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD2 +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 +#else + #error "Cannot detect OpenGL loader!" +#endif +#else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository +#endif + +#endif diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index b68eed9..3ab7c6d 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -11,6 +11,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -31,12 +32,7 @@ #include #include -#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" - -#ifdef USE_D3DCOMPILE -static ID3DBlob* g_pVertexShaderBlob = NULL; -static ID3DBlob* g_pPixelShaderBlob = NULL; -#endif +#include "imgui_shaderblobs.h" // DirectX data static ID3D10Device* g_pd3dDevice = NULL; @@ -82,6 +78,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader); ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -184,13 +181,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D10InputLayout* InputLayout; }; - BACKUP_DX10_STATE old; + BACKUP_DX10_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); @@ -202,6 +200,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSGetShader(&old.PS); ctx->VSGetShader(&old.VS); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); @@ -256,6 +255,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); @@ -285,7 +285,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D10Texture2D *pTexture = NULL; + ID3D10Texture2D* pTexture = NULL; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; @@ -335,69 +335,21 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. -#ifdef USE_D3DCOMPILE - decltype(D3DCompile)* D3DCompile = load_d3dcompile(); - if (D3DCompile == nullptr) - return false; -#endif - // Create the vertex shader { -#ifdef USE_D3DCOMPILE - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); - - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - - if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) - return false; -#else if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) return false; -#endif // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; -#ifdef USE_D3DCOMPILE - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) - return false; -#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) return false; -#endif // Create the constant buffer { @@ -413,39 +365,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the pixel shader { -#ifdef USE_D3DCOMPILE - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); - - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) - return false; -#else if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) return false; -#endif } -#ifdef USE_D3DCOMPILE - unload_d3dcompile(); -#endif - // Create the blending setup { D3D10_BLEND_DESC desc; @@ -509,10 +432,6 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } -#ifdef USE_D3DCOMPILE - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } -#endif } bool ImGui_ImplDX10_Init(ID3D10Device* device) @@ -548,10 +467,8 @@ void ImGui_ImplDX10_Shutdown() if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } -bool ImGui_ImplDX10_NewFrame() +void ImGui_ImplDX10_NewFrame() { if (!g_pFontSampler) - return ImGui_ImplDX10_CreateDeviceObjects(); - - return true; + ImGui_ImplDX10_CreateDeviceObjects(); } diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index bbe4090..142fa8d 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -2,22 +2,23 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #pragma once +#include "../../imgui.h" // IMGUI_IMPL_API struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); -IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); -// Use if you want to reset your rendering device without losing ImGui state. +// Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index f9e586d..b37cb0f 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp @@ -11,6 +11,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -30,12 +32,7 @@ #include #include -#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" - -#ifdef USE_D3DCOMPILE -static ID3DBlob* g_pVertexShaderBlob = NULL; -static ID3DBlob* g_pPixelShaderBlob = NULL; -#endif +#include "imgui_shaderblobs.h" // DirectX data static ID3D11Device* g_pd3dDevice = NULL; @@ -82,6 +79,10 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader, NULL, 0); ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->GSSetShader(NULL, NULL, 0); + ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -186,8 +187,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; - UINT PSInstancesCount, VSInstancesCount; - ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; @@ -203,10 +205,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); - old.PSInstancesCount = old.VSInstancesCount = 256; + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); @@ -263,6 +267,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); @@ -292,7 +297,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D11Texture2D *pTexture = NULL; + ID3D11Texture2D* pTexture = NULL; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; @@ -342,128 +347,77 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. -#ifdef USE_D3DCOMPILE - decltype(D3DCompile)* D3DCompile = load_d3dcompile(); - if (D3DCompile == nullptr) - return false; -#endif - // Create the vertex shader { -#ifdef USE_D3DCOMPILE - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - const char* target; - switch (g_pd3dDevice->GetFeatureLevel()) - { - case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "vs_4_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "vs_5_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "vs_5_0"; break; - default: target = "vs_4_0"; - } - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL); - - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) - return false; -#else - unsigned char* byteCode; SIZE_T byteCodeSize; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: - byteCode = ImGui_vertexShaderDX11_9_1; - byteCodeSize = ImGui_vertexShaderDX11_9_1_len; - break; + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_vertexShaderDX11_9_1; + byteCodeSize = ImGui_vertexShaderDX11_9_1_len; + break; - case D3D_FEATURE_LEVEL_9_2: - byteCode = ImGui_vertexShaderDX11_9_2; - byteCodeSize = ImGui_vertexShaderDX11_9_2_len; - break; + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_vertexShaderDX11_9_2; + byteCodeSize = ImGui_vertexShaderDX11_9_2_len; + break; - case D3D_FEATURE_LEVEL_9_3: - byteCode = ImGui_vertexShaderDX11_9_3; - byteCodeSize = ImGui_vertexShaderDX11_9_3_len; - break; + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_vertexShaderDX11_9_3; + byteCodeSize = ImGui_vertexShaderDX11_9_3_len; + break; - case D3D_FEATURE_LEVEL_10_0: - byteCode = ImGui_vertexShaderDX11_10_0; - byteCodeSize = ImGui_vertexShaderDX11_10_0_len; - break; + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_vertexShaderDX11_10_0; + byteCodeSize = ImGui_vertexShaderDX11_10_0_len; + break; - case D3D_FEATURE_LEVEL_10_1: - byteCode = ImGui_vertexShaderDX11_10_1; - byteCodeSize = ImGui_vertexShaderDX11_10_1_len; - break; + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_vertexShaderDX11_10_1; + byteCodeSize = ImGui_vertexShaderDX11_10_1_len; + break; - case D3D_FEATURE_LEVEL_11_0: - byteCode = ImGui_vertexShaderDX11_11_0; - byteCodeSize = ImGui_vertexShaderDX11_11_0_len; - break; + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_vertexShaderDX11_11_0; + byteCodeSize = ImGui_vertexShaderDX11_11_0_len; + break; - case D3D_FEATURE_LEVEL_11_1: - byteCode = ImGui_vertexShaderDX11_11_1; - byteCodeSize = ImGui_vertexShaderDX11_11_1_len; - break; + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_vertexShaderDX11_11_1; + byteCodeSize = ImGui_vertexShaderDX11_11_1_len; + break; - default: - byteCode = ImGui_vertexShaderDX11; - byteCodeSize = ImGui_vertexShaderDX11_len; + case D3D_FEATURE_LEVEL_12_0: + byteCode = ImGui_vertexShaderDX11_12_0; + byteCodeSize = ImGui_vertexShaderDX11_12_0_len; + break; + + case D3D_FEATURE_LEVEL_12_1: + byteCode = ImGui_vertexShaderDX11_12_1; + byteCodeSize = ImGui_vertexShaderDX11_12_1_len; + break; + + default: + byteCode = ImGui_vertexShaderDX11; + byteCodeSize = ImGui_vertexShaderDX11_len; } auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader); if (x != S_OK) return false; -#endif // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; -#ifdef USE_D3DCOMPILE - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) - return false; -#else + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) return false; -#endif // Create the constant buffer { @@ -479,97 +433,67 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { -#ifdef USE_D3DCOMPILE - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - const char* target; - switch (g_pd3dDevice->GetFeatureLevel()) - { - case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break; - case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break; - case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break; - case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0"; break; - case D3D_FEATURE_LEVEL_10_1: target = "ps_4_1"; break; - case D3D_FEATURE_LEVEL_11_0: target = "ps_5_0"; break; - case D3D_FEATURE_LEVEL_11_1: target = "ps_5_0"; break; - default: target = "ps_4_0"; - } - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL); - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) - return false; -#else - unsigned char* byteCode; SIZE_T byteCodeSize; switch (g_pd3dDevice->GetFeatureLevel()) { - case D3D_FEATURE_LEVEL_9_1: - byteCode = ImGui_pixelShaderDX11_9_1; - byteCodeSize = ImGui_pixelShaderDX11_9_1_len; - break; + case D3D_FEATURE_LEVEL_9_1: + byteCode = ImGui_pixelShaderDX11_9_1; + byteCodeSize = ImGui_pixelShaderDX11_9_1_len; + break; - case D3D_FEATURE_LEVEL_9_2: - byteCode = ImGui_pixelShaderDX11_9_2; - byteCodeSize = ImGui_pixelShaderDX11_9_2_len; - break; + case D3D_FEATURE_LEVEL_9_2: + byteCode = ImGui_pixelShaderDX11_9_2; + byteCodeSize = ImGui_pixelShaderDX11_9_2_len; + break; - case D3D_FEATURE_LEVEL_9_3: - byteCode = ImGui_pixelShaderDX11_9_3; - byteCodeSize = ImGui_pixelShaderDX11_9_3_len; - break; + case D3D_FEATURE_LEVEL_9_3: + byteCode = ImGui_pixelShaderDX11_9_3; + byteCodeSize = ImGui_pixelShaderDX11_9_3_len; + break; - case D3D_FEATURE_LEVEL_10_0: - byteCode = ImGui_pixelShaderDX11_10_0; - byteCodeSize = ImGui_pixelShaderDX11_10_0_len; - break; + case D3D_FEATURE_LEVEL_10_0: + byteCode = ImGui_pixelShaderDX11_10_0; + byteCodeSize = ImGui_pixelShaderDX11_10_0_len; + break; - case D3D_FEATURE_LEVEL_10_1: - byteCode = ImGui_pixelShaderDX11_10_1; - byteCodeSize = ImGui_pixelShaderDX11_10_1_len; - break; + case D3D_FEATURE_LEVEL_10_1: + byteCode = ImGui_pixelShaderDX11_10_1; + byteCodeSize = ImGui_pixelShaderDX11_10_1_len; + break; - case D3D_FEATURE_LEVEL_11_0: - byteCode = ImGui_pixelShaderDX11_11_0; - byteCodeSize = ImGui_pixelShaderDX11_11_0_len; - break; + case D3D_FEATURE_LEVEL_11_0: + byteCode = ImGui_pixelShaderDX11_11_0; + byteCodeSize = ImGui_pixelShaderDX11_11_0_len; + break; - case D3D_FEATURE_LEVEL_11_1: - byteCode = ImGui_pixelShaderDX11_11_1; - byteCodeSize = ImGui_pixelShaderDX11_11_1_len; - break; + case D3D_FEATURE_LEVEL_11_1: + byteCode = ImGui_pixelShaderDX11_11_1; + byteCodeSize = ImGui_pixelShaderDX11_11_1_len; + break; - default: - byteCode = ImGui_pixelShaderDX11; - byteCodeSize = ImGui_pixelShaderDX11_len; + case D3D_FEATURE_LEVEL_12_0: + byteCode = ImGui_pixelShaderDX11_12_0; + byteCodeSize = ImGui_pixelShaderDX11_12_0_len; + break; + + case D3D_FEATURE_LEVEL_12_1: + byteCode = ImGui_pixelShaderDX11_12_1; + byteCodeSize = ImGui_pixelShaderDX11_12_1_len; + break; + + default: + byteCode = ImGui_pixelShaderDX11; + byteCodeSize = ImGui_pixelShaderDX11_len; } if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK) + { return false; -#endif + } } -#ifdef USE_D3DCOMPILE - unload_d3dcompile(); -#endif - // Create the blending setup { D3D11_BLEND_DESC desc; @@ -633,10 +557,6 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } -#ifdef USE_D3DCOMPILE - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } -#endif } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) @@ -675,10 +595,8 @@ void ImGui_ImplDX11_Shutdown() if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } -bool ImGui_ImplDX11_NewFrame() +void ImGui_ImplDX11_NewFrame() { if (!g_pFontSampler) - return ImGui_ImplDX11_CreateDeviceObjects(); - - return true; + ImGui_ImplDX11_CreateDeviceObjects(); } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index 24280b1..509b899 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -2,23 +2,24 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #pragma once +#include "../../imgui.h" // IMGUI_IMPL_API struct ID3D11Device; struct ID3D11DeviceContext; IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); -IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); -// Use if you want to reset your rendering device without losing ImGui state. +// Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index 7a60a1f..c323f02 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -1,18 +1,24 @@ -// dear imgui: Renderer for DirectX12 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. -// Issues: -// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. @@ -30,12 +36,7 @@ #include #include -#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h" - -#ifdef USE_D3DCOMPILE -static ID3DBlob* g_pVertexShaderBlob = NULL; -static ID3DBlob* g_pPixelShaderBlob = NULL; -#endif +#include "imgui_shaderblobs.h" // DirectX data static ID3D12Device* g_pd3dDevice = NULL; @@ -57,6 +58,14 @@ static FrameResources* g_pFrameResources = NULL; static UINT g_numFramesInFlight = 0; static UINT g_frameIndex = UINT_MAX; +template +static void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = NULL; +} + struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -118,7 +127,6 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic } // Render function -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) { // Avoid rendering when minimized @@ -133,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) { - if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); @@ -156,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) { - if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } + SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); @@ -226,9 +234,12 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { // Apply Scissor, Bind texture, Draw const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + if (r.right > r.left && r.bottom > r.top) + { + ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -353,7 +364,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() hr = cmdList->Close(); IM_ASSERT(SUCCEEDED(hr)); - cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); hr = cmdQueue->Signal(fence, 1); IM_ASSERT(SUCCEEDED(hr)); @@ -376,8 +387,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - if (g_pFontTextureResource != NULL) - g_pFontTextureResource->Release(); + SafeRelease(g_pFontTextureResource); g_pFontTextureResource = pTexture; } @@ -441,10 +451,34 @@ bool ImGui_ImplDX12_CreateDeviceObjects() D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; - ID3DBlob* blob = NULL; + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == NULL) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL) + break; - static decltype(D3D12SerializeRootSignature)* D3D12SerializeRootSignature = (decltype(D3D12SerializeRootSignature))GetProcAddress(GetModuleHandle("d3d12.dll"), "D3D12SerializeRootSignature"); - if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + // If failed, we are on Windows >= 10. + if (d3d12_dll == NULL) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == NULL) + return false; + } + + PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == NULL) + return false; + + ID3DBlob* blob = NULL; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); @@ -468,54 +502,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects() psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; -#ifdef USE_D3DCOMPILE - decltype(D3DCompile)* D3DCompile = load_d3dcompile(); - if (D3DCompile == nullptr) - return false; -#endif - // Create the vertex shader { -#ifdef USE_D3DCOMPILE - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; -#else psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; -#endif - // Create the input layout - static D3D12_INPUT_ELEMENT_DESC local_layout[] = { + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, @@ -525,37 +518,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the pixel shader { -#ifdef USE_D3DCOMPILE - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - SamplerState sampler0 : register(s0);\ - Texture2D texture0 : register(t0);\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; -#else - psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; -#endif } -#ifdef USE_D3DCOMPILE - unload_d3dcompile(); -#endif - // Create the blending setup { D3D12_BLEND_DESC& desc = psoDesc.BlendState; @@ -598,7 +563,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.BackFace = desc.FrontFace; } - if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) + HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); + if (result_pipeline_state != S_OK) return false; ImGui_ImplDX12_CreateFontsTexture(); @@ -611,26 +577,25 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (!g_pd3dDevice) return; + SafeRelease(g_pRootSignature); + SafeRelease(g_pPipelineState); + SafeRelease(g_pFontTextureResource); + ImGuiIO& io = ImGui::GetIO(); -#ifdef USE_D3DCOMPILE - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } -#endif - if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } - if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } - if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + for (UINT i = 0; i < g_numFramesInFlight; i++) { FrameResources* fr = &g_pFrameResources[i]; - if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } - if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } + SafeRelease(fr->IndexBuffer); + SafeRelease(fr->VertexBuffer); } } -bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -642,6 +607,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO g_pFrameResources = new FrameResources[num_frames_in_flight]; g_numFramesInFlight = num_frames_in_flight; g_frameIndex = UINT_MAX; + IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) @@ -668,10 +634,8 @@ void ImGui_ImplDX12_Shutdown() g_frameIndex = UINT_MAX; } -bool ImGui_ImplDX12_NewFrame() +void ImGui_ImplDX12_NewFrame() { if (!g_pPipelineState) - return ImGui_ImplDX12_CreateDeviceObjects(); - - return true; + ImGui_ImplDX12_CreateDeviceObjects(); } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index c570997..88c78dc 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -1,20 +1,29 @@ -// dear imgui: Renderer for DirectX12 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. -// Issues: -// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once +#include "../../imgui.h" // IMGUI_IMPL_API + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type +#endif enum DXGI_FORMAT; struct ID3D12Device; +struct ID3D12DescriptorHeap; struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; @@ -23,12 +32,17 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE; // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. -IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); -IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); -// Use if you want to reset your rendering device without losing ImGui state. +// Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 2c3ccf3..159c146 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -60,16 +60,16 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); @@ -199,7 +199,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -250,7 +250,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture() if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); g_FontTexture->UnlockRect(0); // Store our identifier @@ -277,10 +277,8 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } -bool ImGui_ImplDX9_NewFrame() +void ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) - return ImGui_ImplDX9_CreateDeviceObjects(); - - return true; + ImGui_ImplDX9_CreateDeviceObjects(); } diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index afc00ec..b622a64 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -2,22 +2,23 @@ // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #pragma once +#include "../../imgui.h" // IMGUI_IMPL_API struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); -IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); -// Use if you want to reset your rendering device without losing ImGui state. +// Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index 481af35..d055e73 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. @@ -13,11 +13,25 @@ #define WIN32_LEAN_AND_MEAN #endif #include -#include #include +// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +#else +#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT +#endif +#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) +#pragma comment(lib, "xinput") +//#pragma comment(lib, "Xinput9_1_0") +#endif + // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. @@ -39,7 +53,7 @@ // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // Win32 Data -static HWND g_hWnd = 0; +static HWND g_hWnd = NULL; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; @@ -49,9 +63,9 @@ static bool g_WantUpdateHasGamepad = true; // Functions bool ImGui_ImplWin32_Init(void* hwnd) { - if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) return false; - if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) return false; // Setup back-end capabilities flags @@ -78,6 +92,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; @@ -119,6 +134,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(NULL, win32_cursor)); } @@ -146,14 +162,10 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MousePos = ImVec2((float)pos.x, (float)pos.y); } -/* -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - // Gamepad navigation mapping static void ImGui_ImplWin32_UpdateGamepads() { +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) @@ -196,8 +208,8 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_BUTTON #undef MAP_ANALOG } +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD } -*/ void ImGui_ImplWin32_NewFrame() { @@ -211,7 +223,7 @@ void ImGui_ImplWin32_NewFrame() // Setup time step INT64 current_time; - ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; @@ -234,7 +246,7 @@ void ImGui_ImplWin32_NewFrame() } // Update game controllers (if enabled and available) - //ImGui_ImplWin32_UpdateGamepads(); + ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. @@ -245,13 +257,18 @@ void ImGui_ImplWin32_NewFrame() #define DBT_DEVNODES_CHANGED 0x0007 #endif -// Process Win32 mouse/keyboard inputs. -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. +// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == NULL) @@ -308,7 +325,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - io.AddInputCharacter((unsigned int)wParam); + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) @@ -322,3 +340,107 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; } + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own back-end for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Implement some of the functions and types normally declared in recent Windows SDK. +#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) +static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) +{ + OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; + DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; + ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); + cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); + cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); + return ::VerifyVersionInfoW(&osvi, mask, cond); +} +#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE +#endif + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); + if (bIsWindows8Point1OrGreater) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + } +#ifndef NOGDI + else + { + const HDC dc = ::GetDC(NULL); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + ::ReleaseDC(NULL, dc); + } +#endif + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- diff --git a/ImGui/impls/windows/imgui_impl_win32.h b/ImGui/impls/windows/imgui_impl_win32.h index 7616186..40fbca7 100644 --- a/ImGui/impls/windows/imgui_impl_win32.h +++ b/ImGui/impls/windows/imgui_impl_win32.h @@ -2,20 +2,36 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. #pragma once +#include "../../imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. -/* -IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ +// Configuration +// - Disable gamepad support or linking with xinput.lib +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp b/ImGui/impls/windows/imgui_shaderblobs.cpp similarity index 68% rename from overlay_experimental/windows/ImGui_ShaderBlobs.cpp rename to ImGui/impls/windows/imgui_shaderblobs.cpp index 3f9ca98..e2a6f04 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.cpp +++ b/ImGui/impls/windows/imgui_shaderblobs.cpp @@ -1,35 +1,23 @@ -#include "ImGui_ShaderBlobs.h" +/* + * Copyright (C) 2019-2020 Nemirtingas + * This file is part of the Nemirtingas's Steam Emulator + * + * The Nemirtingas's Steam Emulator is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The Nemirtingas's Steam Emulator is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the Goldberg Emulator; if not, see + * . + */ -#ifdef USE_D3DCOMPILE - -#include - -static HMODULE d3dcompile_dll = nullptr; - -decltype(D3DCompile)* load_d3dcompile() -{ - decltype(D3DCompile)* func = nullptr; - for (int i = 47; i > 30; i--) - { - char dll_name[20]; - sprintf_s(dll_name, "d3dcompiler_%02d.dll", i); - if (d3dcompile_dll = LoadLibraryA(dll_name)) - { - func = (decltype(D3DCompile)*)GetProcAddress(d3dcompile_dll, "D3DCompile"); - break; - } - } - - return func; -} - -void unload_d3dcompile() -{ - if (d3dcompile_dll) - FreeLibrary(d3dcompile_dll); -} - -#else +#include "imgui_shaderblobs.h" extern unsigned char ImGui_vertexShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, @@ -392,82 +380,6 @@ extern unsigned char ImGui_vertexShaderDX11_9_3[] = { 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab }; -extern unsigned char ImGui_vertexShaderDX11_10_0[] = { - 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00 -}; extern unsigned char ImGui_pixelShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, @@ -1096,64 +838,6 @@ extern unsigned char ImGui_pixelShaderDX11_9_3[] = { 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab }; -extern unsigned char ImGui_pixelShaderDX11_10_0[] = { - 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, - 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, - 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, - 0xd4, 0x00, 0x00, 0x00, 0x48, 0x01, 0x00, 0x00, 0x7c, 0x01, 0x00, 0x00, - 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x00, 0x00, 0x00, - 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0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00 -}; - -#endif \ No newline at end of file diff --git a/overlay_experimental/windows/ImGui_ShaderBlobs.h b/ImGui/impls/windows/imgui_shaderblobs.h similarity index 51% rename from overlay_experimental/windows/ImGui_ShaderBlobs.h rename to ImGui/impls/windows/imgui_shaderblobs.h index 824089c..4d41137 100644 --- a/overlay_experimental/windows/ImGui_ShaderBlobs.h +++ b/ImGui/impls/windows/imgui_shaderblobs.h @@ -1,18 +1,7 @@ #ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ #define __IMGUI_SHADER_BLOBS_INCLUDED__ -// Defining this will use d3dcompiler and it will be a dependence of the dll. -//#define USE_D3DCOMPILE - -#ifdef USE_D3DCOMPILE - #include - //#ifdef _MSC_VER - // #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. - //#endif - - decltype(D3DCompile)* load_d3dcompile(); - void unload_d3dcompile(); -#else +////// Vertex Shaders ////// #define ImGui_vertexShaderDX10_len 876 extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; @@ -29,8 +18,9 @@ extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len]; #define ImGui_vertexShaderDX11_9_3_len 1104 extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len]; -#define ImGui_vertexShaderDX11_10_0_len 876 -extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len]; +// DX11_10_0 is identical to DX10 +#define ImGui_vertexShaderDX11_10_0_len ImGui_vertexShaderDX10_len +#define ImGui_vertexShaderDX11_10_0 ImGui_vertexShaderDX10 #define ImGui_vertexShaderDX11_10_1_len 880 extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len]; @@ -38,13 +28,23 @@ extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len #define ImGui_vertexShaderDX11_11_0_len 988 extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len]; -#define ImGui_vertexShaderDX11_11_1_len 988 -extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len]; +// DX11_11_1 is identical to DX11_11_0 +#define ImGui_vertexShaderDX11_11_1_len ImGui_vertexShaderDX11_11_0_len +#define ImGui_vertexShaderDX11_11_1 ImGui_vertexShaderDX11_11_0 -#define ImGui_vertexShaderDX12_len 988 -extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len]; +// DX11_12_0 is identical to DX11_11_0 +#define ImGui_vertexShaderDX11_12_0_len ImGui_vertexShaderDX11_11_0_len +#define ImGui_vertexShaderDX11_12_0 ImGui_vertexShaderDX11_11_0 +// DX11_12_1 is identical to DX11_11_0 +#define ImGui_vertexShaderDX11_12_1_len ImGui_vertexShaderDX11_11_0_len +#define ImGui_vertexShaderDX11_12_1 ImGui_vertexShaderDX11_11_0 +// DX12 is identical to DX11_11_0 +#define ImGui_vertexShaderDX12_len ImGui_vertexShaderDX11_11_0_len +#define ImGui_vertexShaderDX12 ImGui_vertexShaderDX11_11_0 + +////// Pixel Shaders ////// #define ImGui_pixelShaderDX10_len 660 extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; @@ -61,8 +61,9 @@ extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len]; #define ImGui_pixelShaderDX11_9_3_len 800 extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len]; -#define ImGui_pixelShaderDX11_10_0_len 660 -extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len]; +// DX11_10_0 is identical to DX10 +#define ImGui_pixelShaderDX11_10_0_len ImGui_pixelShaderDX10_len +#define ImGui_pixelShaderDX11_10_0 ImGui_pixelShaderDX10 #define ImGui_pixelShaderDX11_10_1_len 664 extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; @@ -70,12 +71,20 @@ extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; #define ImGui_pixelShaderDX11_11_0_len 736 extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len]; -#define ImGui_pixelShaderDX11_11_1_len 736 -extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len]; +// DX11_11_1 is identical to DX11_11_0 +#define ImGui_pixelShaderDX11_11_1_len ImGui_pixelShaderDX11_11_0_len +#define ImGui_pixelShaderDX11_11_1 ImGui_pixelShaderDX11_11_0 -#define ImGui_pixelShaderDX12_len 736 -extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len]; +// DX11_12_0 is identical to DX11_11_0 +#define ImGui_pixelShaderDX11_12_0_len ImGui_pixelShaderDX11_11_0_len +#define ImGui_pixelShaderDX11_12_0 ImGui_pixelShaderDX11_11_0 -#endif +// DX11_12_1 is identical to DX11_11_0 +#define ImGui_pixelShaderDX11_12_1_len ImGui_pixelShaderDX11_11_0_len +#define ImGui_pixelShaderDX11_12_1 ImGui_pixelShaderDX11_11_0 -#endif//__IMGUI_SHADER_BLOBS_INCLUDED__ \ No newline at end of file +// DX12 is identical to DX11_11_0 +#define ImGui_pixelShaderDX12_len ImGui_pixelShaderDX11_11_0_len +#define ImGui_pixelShaderDX12 ImGui_pixelShaderDX11_11_0 + +#endif \ No newline at end of file diff --git a/ImGui/imstb_rectpack.h b/ImGui/imstb_rectpack.h index 23f922a..ff2a85d 100644 --- a/ImGui/imstb_rectpack.h +++ b/ImGui/imstb_rectpack.h @@ -1,10 +1,10 @@ -// [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 0.99. +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. // Those changes would need to be pushed into nothings/stb: // - Added STBRP__CDECL // Grep for [DEAR IMGUI] to find the changes. -// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -37,9 +37,11 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings @@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; diff --git a/ImGui/imstb_textedit.h b/ImGui/imstb_textedit.h index d7fcbd6..7644670 100644 --- a/ImGui/imstb_textedit.h +++ b/ImGui/imstb_textedit.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_textedit.h 1.13. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) @@ -148,6 +148,8 @@ // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page // STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END // STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME @@ -170,14 +172,10 @@ // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // -// Todo: -// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page -// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page -// // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, -// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // // You can encode other things, such as CONTROL or ALT, in additional bits, and // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, @@ -337,6 +335,10 @@ typedef struct // each textfield keeps its own insert mode state. to keep an app-wide // insert mode, copy this value in/out of the app state + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + ///////////////////// // // private data @@ -855,12 +857,16 @@ retry: break; case STB_TEXTEDIT_K_DOWN: - case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; - int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; - if (state->single_line) { + if (!is_page && state->single_line) { // on windows, up&down in single-line behave like left&right key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; @@ -869,17 +875,25 @@ retry: if (sel) stb_textedit_prep_selection_at_cursor(state); else if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str,state); + stb_textedit_move_to_last(str, state); // compute current position of cursor point stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - // now find character position down a row - if (find.length) { - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; @@ -901,17 +915,25 @@ retry: if (sel) state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; } break; } case STB_TEXTEDIT_K_UP: - case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; - int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; - if (state->single_line) { + if (!is_page && state->single_line) { // on windows, up&down become left&right key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; @@ -926,11 +948,14 @@ retry: stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - // can only go up if there's a previous row - if (find.prev_first != find.first_char) { + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + // now find character position up a row - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; @@ -952,6 +977,14 @@ retry: if (sel) state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; } break; } @@ -1075,10 +1108,6 @@ retry: state->has_preferred_x = 0; break; } - -// @TODO: -// STB_TEXTEDIT_K_PGUP - move cursor up a page -// STB_TEXTEDIT_K_PGDOWN - move cursor down a page } } @@ -1134,7 +1163,7 @@ static void stb_textedit_discard_redo(StbUndoState *state) state->undo_rec[i].char_storage += n; } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - // {DEAR IMGUI] + // [DEAR IMGUI] size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; @@ -1350,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin state->initialized = 1; state->single_line = (unsigned char) is_single_line; state->insert_mode = 0; + state->row_count_per_page = 0; } // API initialize diff --git a/ImGui/imstb_truetype.h b/ImGui/imstb_truetype.h index c1cdb18..b4bdbd8 100644 --- a/ImGui/imstb_truetype.h +++ b/ImGui/imstb_truetype.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_truetype.h 1.20. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. @@ -2538,11 +2538,11 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i // There are no other cases. STBTT_assert(0); break; - }; + } // [DEAR IMGUI] removed ; } } break; - }; + } // [DEAR IMGUI] removed ; default: // TODO: Implement other stuff. @@ -4132,7 +4132,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; - int i,j,n, return_value = 1; + int i,j,n, return_value; // [DEAR IMGUI] removed = 1 //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index aa12162..2808f7e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -428,7 +428,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st { state.window_state &= ~window_state_need_attention; } - ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 }, + ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 }, ImVec2{ std::numeric_limits::max() , std::numeric_limits::max() }); // Window id is after the ###, the window title is the friend name @@ -457,8 +457,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); - + ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 924cc4d..96b3f66 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -80,7 +80,8 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - if (ImGui_ImplDX10_NewFrame()) + ImGui_ImplDX10_NewFrame(); + { Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index db9c6e5..88566e4 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -121,7 +121,8 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - if (ImGui_ImplDX11_NewFrame()) + ImGui_ImplDX11_NewFrame(); + { Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index e626be3..6543466 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -165,7 +165,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, + ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, NULL, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); @@ -176,7 +176,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); } - if (ImGui_ImplDX12_NewFrame()) + ImGui_ImplDX12_NewFrame(); + { Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index a3a65f4..213e1e2 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -75,7 +75,8 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) initialized = true; } - if (ImGui_ImplDX9_NewFrame()) + ImGui_ImplDX9_NewFrame(); + { Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index be1cad8..a06fded 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -83,7 +83,9 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } - if (ImGui_ImplOpenGL3_NewFrame()) + + ImGui_ImplOpenGL3_NewFrame(); + { Windows_Hook::Inst()->prepareForOverlay(hWnd); From 22c0e98b61661e638688edff4753ecd4501c7304 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 Jan 2021 23:39:27 -0500 Subject: [PATCH 357/494] Remove useless build. --- build_win_debug_experimental_steamclient.bat | 2 -- 1 file changed, 2 deletions(-) diff --git a/build_win_debug_experimental_steamclient.bat b/build_win_debug_experimental_steamclient.bat index 49b22b4..f247afa 100644 --- a/build_win_debug_experimental_steamclient.bat +++ b/build_win_debug_experimental_steamclient.bat @@ -4,8 +4,6 @@ call build_set_protobuf_directories.bat call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll -cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll -cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From d41fe5ab989be94544dba5b4f505775f23ac22d5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 17 Jan 2021 23:43:08 -0500 Subject: [PATCH 358/494] Keep all old git builds. --- .gitlab-ci.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 423fa20..33b5e58 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -179,6 +179,7 @@ deploy_all: name: "Goldberg_Lan_Steam_Emu_$CI_COMMIT_REF_NAME-$CI_COMMIT_TAG-$CI_COMMIT_SHORT_SHA" paths: - ./ + expire_in: never pages: image: fedora From 671277a15429410ade91f15d336ed775b12d53f6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 18 Jan 2021 00:01:05 -0500 Subject: [PATCH 359/494] Remove useless build. --- build_win_debug_experimental.bat | 2 -- 1 file changed, 2 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index ef997bc..806a815 100755 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -6,11 +6,9 @@ call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll -cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll -cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll From cfff531a23884dd0d4a669383389c09912596286 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 Jan 2021 16:46:44 -0500 Subject: [PATCH 360/494] Put back the if new frame for overlay. --- ImGui/impls/imgui_impl_opengl3.cpp | 5 +++-- ImGui/impls/imgui_impl_opengl3.h | 2 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 6 ++++-- ImGui/impls/windows/imgui_impl_dx10.h | 2 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 5 +++-- ImGui/impls/windows/imgui_impl_dx11.h | 2 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 5 +++-- ImGui/impls/windows/imgui_impl_dx12.h | 2 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 5 +++-- ImGui/impls/windows/imgui_impl_dx9.h | 2 +- overlay_experimental/windows/DX10_Hook.cpp | 3 +-- overlay_experimental/windows/DX11_Hook.cpp | 3 +-- overlay_experimental/windows/DX12_Hook.cpp | 3 +-- overlay_experimental/windows/DX9_Hook.cpp | 3 +-- overlay_experimental/windows/OpenGL_Hook.cpp | 3 +-- 15 files changed, 26 insertions(+), 25 deletions(-) diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index 77e1a60..c0ff9e2 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -221,10 +221,11 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_DestroyDeviceObjects(); } -void ImGui_ImplOpenGL3_NewFrame() +bool ImGui_ImplOpenGL3_NewFrame() { if (!g_ShaderHandle) - ImGui_ImplOpenGL3_CreateDeviceObjects(); + return ImGui_ImplOpenGL3_CreateDeviceObjects(); + return true; } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index c4080c5..6b5e925 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -27,7 +27,7 @@ // Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index 3ab7c6d..5b0e9bd 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -467,8 +467,10 @@ void ImGui_ImplDX10_Shutdown() if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } -void ImGui_ImplDX10_NewFrame() +bool ImGui_ImplDX10_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX10_CreateDeviceObjects(); + return ImGui_ImplDX10_CreateDeviceObjects(); + + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index 142fa8d..007071a 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -16,7 +16,7 @@ struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index b37cb0f..cff5a8b 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -595,8 +595,9 @@ void ImGui_ImplDX11_Shutdown() if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } } -void ImGui_ImplDX11_NewFrame() +bool ImGui_ImplDX11_NewFrame() { if (!g_pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); + return ImGui_ImplDX11_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index 509b899..dcdefa3 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -17,7 +17,7 @@ struct ID3D11DeviceContext; IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index c323f02..1eb4356 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -634,8 +634,9 @@ void ImGui_ImplDX12_Shutdown() g_frameIndex = UINT_MAX; } -void ImGui_ImplDX12_NewFrame() +bool ImGui_ImplDX12_NewFrame() { if (!g_pPipelineState) - ImGui_ImplDX12_CreateDeviceObjects(); + return ImGui_ImplDX12_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index 88c78dc..d71ac7b 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -35,7 +35,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE; IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); // Use if you want to reset your rendering device without losing Dear ImGui state. diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 159c146..dcb38a9 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -277,8 +277,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } -void ImGui_ImplDX9_NewFrame() +bool ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); + return ImGui_ImplDX9_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index b622a64..981f3bb 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -16,7 +16,7 @@ struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 96b3f66..924cc4d 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -80,8 +80,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX10_NewFrame(); - + if (ImGui_ImplDX10_NewFrame()) { Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 88566e4..db9c6e5 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -121,8 +121,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) initialized = true; } - ImGui_ImplDX11_NewFrame(); - + if (ImGui_ImplDX11_NewFrame()) { Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 6543466..8081331 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -176,8 +176,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->Release(); } - ImGui_ImplDX12_NewFrame(); - + if (ImGui_ImplDX12_NewFrame()) { Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 213e1e2..a3a65f4 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -75,8 +75,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) initialized = true; } - ImGui_ImplDX9_NewFrame(); - + if (ImGui_ImplDX9_NewFrame()) { Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index a06fded..0b8ac08 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -84,8 +84,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) initialized = true; } - ImGui_ImplOpenGL3_NewFrame(); - + if (ImGui_ImplOpenGL3_NewFrame()) { Windows_Hook::Inst()->prepareForOverlay(hWnd); From 58b09d4f11323b809daf9d34941bd8fe1f2efb89 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 Jan 2021 16:47:22 -0500 Subject: [PATCH 361/494] Fix old steamnetworkingsockets headers. --- sdk_includes/isteamnetworkingsockets002.h | 6 ------ sdk_includes/isteamnetworkingsockets003.h | 6 ------ sdk_includes/isteamnetworkingsockets004.h | 6 ------ sdk_includes/isteamnetworkingsockets006.h | 5 ----- 4 files changed, 23 deletions(-) diff --git a/sdk_includes/isteamnetworkingsockets002.h b/sdk_includes/isteamnetworkingsockets002.h index 0bbbc3d..149827b 100644 --- a/sdk_includes/isteamnetworkingsockets002.h +++ b/sdk_includes/isteamnetworkingsockets002.h @@ -55,7 +55,6 @@ public: /// man-in-the-middle attacks. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using @@ -80,7 +79,6 @@ public: /// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess() /// when your app initializes virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; -#endif /// Accept an incoming connection that has been received on a listen socket. /// @@ -292,8 +290,6 @@ public: /// even if they are not signed into Steam.) virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. @@ -365,8 +361,6 @@ public: /// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // Invoke all callbacks queued for this interface. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // So if you have code that is also targeting Steam, you should call this at about the diff --git a/sdk_includes/isteamnetworkingsockets003.h b/sdk_includes/isteamnetworkingsockets003.h index dc452d7..3f074ae 100644 --- a/sdk_includes/isteamnetworkingsockets003.h +++ b/sdk_includes/isteamnetworkingsockets003.h @@ -43,7 +43,6 @@ public: /// man-in-the-middle attacks. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using @@ -68,7 +67,6 @@ public: /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0; -#endif /// Accept an incoming connection that has been received on a listen socket. /// @@ -331,8 +329,6 @@ public: #endif -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. @@ -447,8 +443,6 @@ public: /// and don't share it directly with clients. virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // Invoke all callbacks queued for this interface. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // So if you have code that is also targeting Steam, you should call this at about the diff --git a/sdk_includes/isteamnetworkingsockets004.h b/sdk_includes/isteamnetworkingsockets004.h index bab1478..85765f8 100644 --- a/sdk_includes/isteamnetworkingsockets004.h +++ b/sdk_includes/isteamnetworkingsockets004.h @@ -43,7 +43,6 @@ public: /// man-in-the-middle attacks. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using @@ -68,7 +67,6 @@ public: /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() /// when your app initializes virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0; -#endif /// Accept an incoming connection that has been received on a listen socket. /// @@ -331,8 +329,6 @@ public: #endif -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. @@ -447,8 +443,6 @@ public: /// and don't share it directly with clients. virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // Invoke all callbacks queued for this interface. // On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism. // So if you have code that is also targeting Steam, you should call this at about the diff --git a/sdk_includes/isteamnetworkingsockets006.h b/sdk_includes/isteamnetworkingsockets006.h index 1d2698e..83fd0a4 100644 --- a/sdk_includes/isteamnetworkingsockets006.h +++ b/sdk_includes/isteamnetworkingsockets006.h @@ -52,7 +52,6 @@ public: /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using @@ -81,7 +80,6 @@ public: /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#endif /// Accept an incoming connection that has been received on a listen socket. /// @@ -370,8 +368,6 @@ public: /// details, pass non-NULL to receive them. virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. @@ -567,7 +563,6 @@ public: /// If you expect to be using relayed connections, then you probably want /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Certificate provision by the application. (On Steam, Steam will handle all this automatically) #ifndef STEAMNETWORKINGSOCKETS_STEAM From ccc48d83a8103c2f7019b1827dbfdadfec8521ad Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 Jan 2021 16:48:45 -0500 Subject: [PATCH 362/494] Fix dx9 overlay graphics bug with black mesa. --- ImGui/impls/windows/imgui_impl_dx9.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index dcb38a9..69150e9 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -130,6 +130,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; + d3d9_state_block->Capture(); // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); From 7ea90b03c4637b099ceef36d6ba425055ec20c52 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 23 Jan 2021 23:03:10 -0500 Subject: [PATCH 363/494] Fixed some dedicated servers not booting up correctly. --- dll/dll.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index b18827e..b022c3b 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -187,7 +187,7 @@ static void *create_client_interface(const char *ver) STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver ) { PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver); - if (!get_steam_client()->user_logged_in) return NULL; + if (!get_steam_client()->user_logged_in && !get_steam_client()->IsServerInit()) return NULL; return create_client_interface(ver); } @@ -509,6 +509,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe() STEAMAPI_API ISteamClient *SteamClient() { PRINT_DEBUG("SteamClient()\n"); load_old_interface_versions(); + if (!get_steam_client()->user_logged_in) return NULL; return (ISteamClient *)SteamInternal_CreateInterface(old_client); } From 37b329c9c560c052a2fe5105cdafb5bb7e4e2755 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 31 Jan 2021 21:50:11 -0500 Subject: [PATCH 364/494] Implement networking sockets connection status/info functions. --- dll/steam_networking_sockets.h | 38 +++++++++++++++++++++++++++++++--- 1 file changed, 35 insertions(+), 3 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 60ddaf1..3fe0d91 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -833,7 +833,25 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); - return false; + if (!pInfo) + return false; + + std::lock_guard lock(global_mutex); + auto connect_socket = connect_sockets.find(hConn); + if (connect_socket == connect_sockets.end()) return false; + + memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t)); + pInfo->m_identityRemote = connect_socket->second.remote_identity; + pInfo->m_nUserData = connect_socket->second.user_data; + pInfo->m_hListenSocket = connect_socket->second.listen_socket_id; + //pInfo->m_addrRemote; //TODO + pInfo->m_idPOPRemote = 0; + pInfo->m_idPOPRelay = 0; + pInfo->m_eState = convert_status(connect_socket->second.status); + pInfo->m_eEndReason = 0; //TODO + pInfo->m_szEndDebug[0] = 0; + sprintf(pInfo->m_szConnectionDescription, "%u", hConn); + return true; } @@ -878,7 +896,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe /// Returns information about the specified connection. bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo ) { - PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n"); + PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo001\n"); return false; } @@ -888,7 +906,21 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t * bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) { PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n"); - return false; + if (!pStats) + return false; + + std::lock_guard lock(global_mutex); + auto connect_socket = connect_sockets.find(hConn); + if (connect_socket == connect_sockets.end()) return false; + memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus)); + + pStats->m_eState = convert_status(connect_socket->second.status); + pStats->m_nPing = 10; //TODO: calculate real numbers? + pStats->m_flConnectionQualityLocal = 1.0; + pStats->m_flConnectionQualityRemote = 1.0; + //TODO: rest + + return true; } From 9a63cf868da4a7740c9470a06dda299b4e1720e0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 31 Jan 2021 21:50:31 -0500 Subject: [PATCH 365/494] Listen socket ids should be different from connection socket ids. --- dll/steam_networking_sockets.h | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 3fe0d91..82acd51 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -107,11 +107,16 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this); } +static unsigned long get_socket_id() +{ + static unsigned long socket_id; + socket_id++; + return socket_id; +} HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) { - static HSteamListenSocket socket_id; - ++socket_id; + HSteamListenSocket socket_id = get_socket_id(); if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id; auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;}); @@ -165,8 +170,7 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, socket.user_data = -1; socket.poll_group = k_HSteamNetPollGroup_Invalid; - static HSteamNetConnection socket_id; - ++socket_id; + HSteamNetConnection socket_id = get_socket_id(); if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id; if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) { From 587339879024ead9366f767f5163ca0ba70be8b1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 4 Feb 2021 12:49:01 -0500 Subject: [PATCH 366/494] Fix some header issues that broke some interfaces. --- sdk_includes/isteamnetworkingsockets008.h | 5 ----- sdk_includes/isteamnetworkingutils001.h | 2 -- sdk_includes/isteamnetworkingutils002.h | 2 -- 3 files changed, 9 deletions(-) diff --git a/sdk_includes/isteamnetworkingsockets008.h b/sdk_includes/isteamnetworkingsockets008.h index f98e776..bc2914b 100644 --- a/sdk_includes/isteamnetworkingsockets008.h +++ b/sdk_includes/isteamnetworkingsockets008.h @@ -52,7 +52,6 @@ public: /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR /// Like CreateListenSocketIP, but clients will connect using ConnectP2P /// /// nVirtualPort specifies how clients can connect to this socket using @@ -81,7 +80,6 @@ public: /// SteamNetworkingConfigValue_t for more about why this is preferable to /// setting the options "immediately" after creation. virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; -#endif /// Accept an incoming connection that has been received on a listen socket. /// @@ -411,8 +409,6 @@ public: /// other connections.) virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR - // // Clients connecting to dedicated servers hosted in a data center, // using central-authority-granted tickets. @@ -608,7 +604,6 @@ public: /// If you expect to be using relayed connections, then you probably want /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; -#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Certificate provision by the application. On Steam, we normally handle all this automatically diff --git a/sdk_includes/isteamnetworkingutils001.h b/sdk_includes/isteamnetworkingutils001.h index ac5e3ab..1a89064 100644 --- a/sdk_includes/isteamnetworkingutils001.h +++ b/sdk_includes/isteamnetworkingutils001.h @@ -8,7 +8,6 @@ class ISteamNetworkingUtils001 { public: -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Initialization @@ -149,7 +148,6 @@ public: /// Get list of all POP IDs. Returns the number of entries that were filled into /// your list. virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; -#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Misc diff --git a/sdk_includes/isteamnetworkingutils002.h b/sdk_includes/isteamnetworkingutils002.h index fab5b08..dc9c4d4 100644 --- a/sdk_includes/isteamnetworkingutils002.h +++ b/sdk_includes/isteamnetworkingutils002.h @@ -8,7 +8,6 @@ class ISteamNetworkingUtils002 { public: -#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Initialization and status check @@ -152,7 +151,6 @@ public: /// Get list of all POP IDs. Returns the number of entries that were filled into /// your list. virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; -#endif // #ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR // // Misc From 6dfe11503bbc9ea8bc68b50087f76319bfeafd97 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 6 Feb 2021 22:37:59 -0500 Subject: [PATCH 367/494] Dll loading feature now only tries loading .dll files. --- dll/base.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/dll/base.cpp b/dll/base.cpp index a5b3e5f..4e805e5 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -649,6 +649,13 @@ static void load_dlls() std::vector paths = Local_Storage::get_filenames_path(path); for (auto & p: paths) { std::string full_path = path + p; + size_t length = full_path.length(); + if (length < 4) continue; + if (std::toupper(full_path[length - 1]) != 'L') continue; + if (std::toupper(full_path[length - 2]) != 'L') continue; + if (std::toupper(full_path[length - 3]) != 'D') continue; + if (full_path[length - 4] != '.') continue; + PRINT_DEBUG("Trying to load %s\n", full_path.c_str()); if (LoadLibraryA(full_path.c_str())) { PRINT_DEBUG("LOADED %s\n", full_path.c_str()); From 5f8a454e3f45294194ea5f9627df11a75f52af7f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 6 Feb 2021 22:38:51 -0500 Subject: [PATCH 368/494] Fixed mouse getting stuck in the middle of the overlay in some games. --- overlay_experimental/windows/Windows_Hook.cpp | 16 +++++++++++++++- overlay_experimental/windows/Windows_Hook.h | 2 ++ 2 files changed, 17 insertions(+), 1 deletion(-) diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index f273c5e..4127aec 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -18,13 +18,15 @@ bool Windows_Hook::start_hook() { GetRawInputBuffer = ::GetRawInputBuffer; GetRawInputData = ::GetRawInputData; + SetCursorPos = ::SetCursorPos; PRINT_DEBUG("Hooked Windows\n"); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), - std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData) + std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData), + std::make_pair(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos) ); EndHook(); @@ -169,6 +171,18 @@ UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, return 0; } + +BOOL WINAPI Windows_Hook::MySetCursorPos(int x, int y) +{ + if (get_steam_client()->steam_overlay->ShowOverlay()) { + POINT p; + GetCursorPos(&p); + x = p.x; + y = p.y; + } + + return Windows_Hook::Inst()->SetCursorPos(x, y); +} ///////////////////////////////////////////////////////////////////////////////////// Windows_Hook::Windows_Hook() : diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index 631edf3..0547dfc 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -26,11 +26,13 @@ private: // Hook to Windows window messages decltype(GetRawInputBuffer)* GetRawInputBuffer; decltype(GetRawInputData)* GetRawInputData; + decltype(SetCursorPos)* SetCursorPos; static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); + static BOOL WINAPI MySetCursorPos(int x, int y); public: virtual ~Windows_Hook(); From 69d5facf4f0ec2d7742b59d30212e40fe88689d9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Feb 2021 19:05:22 -0500 Subject: [PATCH 369/494] Cleanup steamclient loader a bit. --- steamclient_loader/ColdClientLoader.cpp | 131 +++++++++--------------- 1 file changed, 46 insertions(+), 85 deletions(-) diff --git a/steamclient_loader/ColdClientLoader.cpp b/steamclient_loader/ColdClientLoader.cpp index d7e2f1a..4c364fa 100644 --- a/steamclient_loader/ColdClientLoader.cpp +++ b/steamclient_loader/ColdClientLoader.cpp @@ -45,7 +45,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance } if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR); - ExitProcess(NULL); + return 0; } GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory); @@ -60,27 +60,23 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance SetEnvironmentVariableA("SteamGameId", AppId); } - CHAR TMP[MAX_PATH] = { 0 }; + CHAR TMP[MAX_PATH] = {}; if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) { - ZeroMemory(TMP, sizeof(TMP)); lstrcpyA(TMP, Client64Path); ZeroMemory(Client64Path, sizeof(Client64Path)); GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL); } if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) { - ZeroMemory(TMP, sizeof(TMP)); lstrcpyA(TMP, ClientPath); ZeroMemory(ClientPath, sizeof(ClientPath)); GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) { - ZeroMemory(TMP, sizeof(TMP)); lstrcpyA(TMP, ExeFile); ZeroMemory(ExeFile, sizeof(ExeFile)); GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) { - ZeroMemory(TMP, sizeof(TMP)); lstrcpyA(TMP, ExeRunDir); ZeroMemory(ExeRunDir, sizeof(ExeRunDir)); GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL); @@ -88,17 +84,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR); - ExitProcess(NULL); + return 0; } if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR); - ExitProcess(NULL); + return 0; } if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR); - ExitProcess(NULL); + return 0; } CHAR CommandLine[8192]; @@ -106,98 +102,65 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) { MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); - ExitProcess(NULL); + return 0; } HKEY Registrykey; // Declare some variables to be used for Steam registry. DWORD UserId = 0x03100004771F810D & 0xffffffff; DWORD ProcessID = GetCurrentProcessId(); - if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) != ERROR_SUCCESS) + bool orig_steam = false; + DWORD keyType = REG_SZ; + CHAR OrgSteamCDir[MAX_PATH] = { 0 }; + CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; + DWORD Size1 = MAX_PATH; + DWORD Size2 = MAX_PATH; + if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { + orig_steam = true; + // Get original values to restore later. + RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); + RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); + } else { if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS) { MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR); TerminateProcess(processInfo.hProcess, NULL); - ExitProcess(NULL); - } - else - { - - // Set values to Windows registry. - RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); - RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); - - { - // Before saving to the registry check again if the path was valid and if the file exist - if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); - } - else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); - } - if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); - } - else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); - } - } - RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); - - // Close the HKEY Handle. - RegCloseKey(Registrykey); - - ResumeThread(processInfo.hThread); - WaitForSingleObject(processInfo.hThread, INFINITE); - CloseHandle(processInfo.hProcess); - CloseHandle(processInfo.hThread); - ExitProcess(NULL); + return 0; } } - else + + // Set values to Windows registry. + RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); + RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); + { - DWORD keyType = REG_SZ; - CHAR OrgSteamCDir[MAX_PATH] = { 0 }; - CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; - DWORD Size1 = MAX_PATH; - DWORD Size2 = MAX_PATH; - - // Get original values to restore later. - RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); - RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); - - // Set values to Windows registry. - RegSetValueExA(Registrykey, "ActiveUser", NULL, REG_DWORD, (LPBYTE)& UserId, sizeof(DWORD)); - RegSetValueExA(Registrykey, "pid", NULL, REG_DWORD, (LPBYTE)& ProcessID, sizeof(DWORD)); - - - { - // Before saving to the registry check again if the path was valid and if the file exist - if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); - } - else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); - } - if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); - } - else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); - } + // Before saving to the registry check again if the path was valid and if the file exist + if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); } - RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); + else { + RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); + } + if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); + } + else { + RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); + } + } + RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); - // Close the HKEY Handle. - RegCloseKey(Registrykey); + // Close the HKEY Handle. + RegCloseKey(Registrykey); - ResumeThread(processInfo.hThread); - WaitForSingleObject(processInfo.hThread, INFINITE); - CloseHandle(processInfo.hProcess); - CloseHandle(processInfo.hThread); + ResumeThread(processInfo.hThread); + WaitForSingleObject(processInfo.hThread, INFINITE); + CloseHandle(processInfo.hProcess); + CloseHandle(processInfo.hThread); + if (orig_steam) { if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { // Restore the values. @@ -207,9 +170,7 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance // Close the HKEY Handle. RegCloseKey(Registrykey); } - ExitProcess(NULL); } - - return 1; + return 0; } From bfa1e95f7b93aded0f166731add4118af0a9f236 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Feb 2021 19:09:48 -0500 Subject: [PATCH 370/494] Use the same interface for both enabled and disabled controller builds. --- ...d_win_release_experimental_steamclient.bat | 2 +- dll/steam_client.h | 4 - dll/steam_controller.h | 16 +- dll/steam_controller_disabled.h | 375 ------------------ 4 files changed, 15 insertions(+), 382 deletions(-) delete mode 100644 dll/steam_controller_disabled.h diff --git a/build_win_release_experimental_steamclient.bat b/build_win_release_experimental_steamclient.bat index 540a8e1..22566d4 100644 --- a/build_win_release_experimental_steamclient.bat +++ b/build_win_release_experimental_steamclient.bat @@ -8,7 +8,7 @@ call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto -cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Od /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe +cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def diff --git a/dll/steam_client.h b/dll/steam_client.h index c085709..b46285e 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -27,11 +27,7 @@ #include "steam_remote_storage.h" #include "steam_screenshots.h" #include "steam_http.h" -#ifdef CONTROLLER_SUPPORT #include "steam_controller.h" -#else -#include "steam_controller_disabled.h" -#endif #include "steam_ugc.h" #include "steam_applist.h" #include "steam_music.h" diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 7cefb6f..741ce18 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -16,6 +16,18 @@ . */ #include "base.h" +#ifndef CONTROLLER_SUPPORT +inline void GamepadInit(void) {} +inline void GamepadShutdown(void) {} +inline void GamepadUpdate(void) {} +inline GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) { return GAMEPAD_FALSE; } +inline GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) { return GAMEPAD_FALSE; } +inline float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) { return 0.0; } +inline GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return STICKDIR_CENTER; } +inline void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY) {} +inline float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) { return 0.0; } +inline void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right, unsigned int rumble_length_ms) {} +#endif struct Controller_Map { std::map> active_digital; @@ -756,7 +768,7 @@ int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) // Returns the associated controller handle for the specified emulated gamepad ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) { - PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex\n"); + PRINT_DEBUG("Steam_Controller::GetControllerForGamepadIndex %i\n", nIndex); ControllerHandle_t out = nIndex + 1; auto controller = controllers.find(out); if (controller == controllers.end()) return 0; @@ -890,7 +902,7 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) // Returns the input type for a particular handle ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) { - PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle\n"); + PRINT_DEBUG("Steam_Controller::GetInputTypeForHandle %llu\n", controllerHandle); auto controller = controllers.find(controllerHandle); if (controller == controllers.end()) return k_ESteamInputType_Unknown; return k_ESteamInputType_XBox360Controller; diff --git a/dll/steam_controller_disabled.h b/dll/steam_controller_disabled.h deleted file mode 100644 index 825ff0b..0000000 --- a/dll/steam_controller_disabled.h +++ /dev/null @@ -1,375 +0,0 @@ -/* Copyright (C) 2019 Mr Goldberg - This file is part of the Goldberg Emulator - - The Goldberg Emulator is free software; you can redistribute it and/or - modify it under the terms of the GNU Lesser General Public - License as published by the Free Software Foundation; either - version 3 of the License, or (at your option) any later version. - - The Goldberg Emulator is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - Lesser General Public License for more details. - - You should have received a copy of the GNU Lesser General Public - License along with the Goldberg Emulator; if not, see - . */ - -#include "base.h" - -class Steam_Controller : -public ISteamController001, -public ISteamController003, -public ISteamController004, -public ISteamController005, -public ISteamController006, -public ISteamController, -public ISteamInput -{ -public: - -Steam_Controller(class Settings *settings, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) -{ -} - -// Init and Shutdown must be called when starting/ending use of this interface -bool Init() -{ - PRINT_DEBUG("Steam_Controller::Init()\n"); - return true; -} - -bool Init( const char *pchAbsolutePathToControllerConfigVDF ) -{ - PRINT_DEBUG("Steam_Controller::Init() old\n"); - return Init(); -} - -bool Shutdown() -{ - PRINT_DEBUG("Steam_Controller::Shutdown()\n"); - return true; -} - -void SetOverrideMode( const char *pchMode ) -{ - PRINT_DEBUG("Steam_Controller::SetOverrideMode\n"); -} - -// Synchronize API state with the latest Steam Controller inputs available. This -// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest -// possible latency, you call this directly before reading controller state. -void RunFrame() -{ - PRINT_DEBUG("Steam_Controller::RunFrame()\n"); -} - -bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) -{ - PRINT_DEBUG("Steam_Controller::GetControllerState()\n"); - return false; -} - -// Enumerate currently connected controllers -// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles -// Returns the number of handles written to handlesOut -int GetConnectedControllers( ControllerHandle_t *handlesOut ) -{ - PRINT_DEBUG("GetConnectedControllers\n"); - return 0; -} - - -// Invokes the Steam overlay and brings up the binding screen -// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode -bool ShowBindingPanel( ControllerHandle_t controllerHandle ) -{ - PRINT_DEBUG("ShowBindingPanel\n"); - return false; -} - - -// ACTION SETS -// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. -ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) -{ - PRINT_DEBUG("GetActionSetHandle %s\n", pszActionSetName); - return 124; -} - - -// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') -// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in -// your state loops, instead of trying to place it in all of your state transitions. -void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) -{ - PRINT_DEBUG("ActivateActionSet\n"); -} - -ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) -{ - PRINT_DEBUG("GetCurrentActionSet\n"); - return 124; -} - - -void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) -{ - PRINT_DEBUG("ActivateActionSetLayer\n"); -} - -void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) -{ - PRINT_DEBUG("DeactivateActionSetLayer\n"); -} - -void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) -{ - PRINT_DEBUG("DeactivateAllActionSetLayers\n"); -} - -int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t *handlesOut ) -{ - PRINT_DEBUG("GetActiveActionSetLayers\n"); - return 0; -} - - - -// ACTIONS -// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. -ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) -{ - PRINT_DEBUG("GetDigitalActionHandle %s\n", pszActionName); - return 123; -} - - -// Returns the current state of the supplied digital game action -ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) -{ - PRINT_DEBUG("GetDigitalActionData\n"); - ControllerDigitalActionData_t digitalData; - digitalData.bActive = false; - return digitalData; -} - - -// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. -// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles -int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, EControllerActionOrigin *originsOut ) -{ - PRINT_DEBUG("GetDigitalActionOrigins\n"); - return 0; -} - -int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin *originsOut ) -{ - PRINT_DEBUG("GetDigitalActionOrigins steaminput\n"); - return 0; -} - -// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. -ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) -{ - PRINT_DEBUG("GetAnalogActionHandle %s\n", pszActionName); - return 125; -} - - -// Returns the current state of these supplied analog game action -ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) -{ - PRINT_DEBUG("GetAnalogActionData\n"); - ControllerAnalogActionData_t data; - data.eMode = k_EInputSourceMode_None; - data.x = data.y = 0; - data.bActive = false; - return data; -} - - -// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. -// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles -int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, EControllerActionOrigin *originsOut ) -{ - PRINT_DEBUG("GetAnalogActionOrigins\n"); - return 0; -} - -int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin *originsOut ) -{ - PRINT_DEBUG("GetAnalogActionOrigins steaminput\n"); - return 0; -} - - -void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) -{ - PRINT_DEBUG("StopAnalogActionMomentum\n"); -} - - -// Trigger a haptic pulse on a controller -void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) -{ - PRINT_DEBUG("TriggerHapticPulse\n"); -} - -void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) -{ - PRINT_DEBUG("TriggerHapticPulse old\n"); - TriggerHapticPulse(unControllerIndex, eTargetPad, usDurationMicroSec ); -} - -// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. -// nFlags is currently unused and reserved for future use. -void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) -{ - PRINT_DEBUG("TriggerRepeatedHapticPulse\n"); -} - - -// Tigger a vibration event on supported controllers. -void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) -{ - PRINT_DEBUG("TriggerVibration\n"); -} - - -// Set the controller LED color on supported controllers. -void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) -{ - PRINT_DEBUG("SetLEDColor\n"); -} - - -// Returns the associated gamepad index for the specified controller, if emulating a gamepad -int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) -{ - PRINT_DEBUG("GetGamepadIndexForController\n"); - return 0; -} - - -// Returns the associated controller handle for the specified emulated gamepad -ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) -{ - PRINT_DEBUG("GetControllerForGamepadIndex\n"); - return 0; -} - - -// Returns raw motion data from the specified controller -ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) -{ - PRINT_DEBUG("GetMotionData\n"); - ControllerMotionData_t data = {}; - return data; -} - - -// Attempt to display origins of given action in the controller HUD, for the currently active action set -// Returns false is overlay is disabled / unavailable, or the user is not in Big Picture mode -bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition ) -{ - PRINT_DEBUG("ShowDigitalActionOrigins\n"); - return true; -} - -bool ShowAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle, float flScale, float flXPosition, float flYPosition ) -{ - PRINT_DEBUG("ShowAnalogActionOrigins\n"); - return true; -} - - -// Returns a localized string (from Steam's language setting) for the specified origin -const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) -{ - PRINT_DEBUG("GetStringForActionOrigin\n"); - return "Button String"; -} - -const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) -{ - PRINT_DEBUG("GetStringForActionOrigin steaminput\n"); - return "Button String"; -} - - -// Get a local path to art for on-screen glyph for a particular origin -const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) -{ - PRINT_DEBUG("GetGlyphForActionOrigin\n"); - return ""; -} - -const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) -{ - PRINT_DEBUG("GetGlyphForActionOrigin steaminput\n"); - return ""; -} - -// Returns the input type for a particular handle -ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) -{ - PRINT_DEBUG("GetInputTypeForHandle\n"); - return k_ESteamInputType_Unknown; -} - -const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) -{ - PRINT_DEBUG("GetStringForXboxOrigin\n"); - return ""; -} - -const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) -{ - PRINT_DEBUG("GetGlyphForXboxOrigin\n"); - return ""; -} - -EControllerActionOrigin GetActionOriginFromXboxOrigin_( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) -{ - PRINT_DEBUG("GetActionOriginFromXboxOrigin\n"); - return k_EControllerActionOrigin_None; -} - -EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) -{ - PRINT_DEBUG("GetActionOriginFromXboxOrigin steaminput\n"); - return k_EInputActionOrigin_None; -} - -EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) -{ - PRINT_DEBUG("TranslateActionOrigin\n"); - return k_EControllerActionOrigin_None; -} - -EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) -{ - PRINT_DEBUG("TranslateActionOrigin steaminput\n"); - return k_EInputActionOrigin_None; -} - -bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) -{ - PRINT_DEBUG("GetControllerBindingRevision\n"); - return false; -} - -bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) -{ - PRINT_DEBUG("GetDeviceBindingRevision\n"); - return false; -} - -uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) -{ - PRINT_DEBUG("GetRemotePlaySessionID\n"); - return 0; -} - -}; From 1648c1424304fac7a40e0581773d608e4bb1e446 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Feb 2021 12:30:24 -0500 Subject: [PATCH 371/494] Fixed issue with game treating bool return values as an int. --- dll/dll.cpp | 8 ++++---- sdk_includes/steam_api.h | 4 ++-- sdk_includes/steamtypes.h | 6 ++++++ 3 files changed, 12 insertions(+), 6 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index b022c3b..be5587a 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -769,7 +769,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteam /// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned /// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback /// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again. -STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) { PRINT_DEBUG("%s\n", __FUNCTION__); std::queue *q = NULL; @@ -829,7 +829,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPip /// Return the call result for the specified call on the specified pipe. You really should /// only call this in a handler for SteamAPICallCompleted_t callback. -STEAMAPI_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) { PRINT_DEBUG("SteamAPI_ManualDispatch_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); Steam_Client *steam_client = get_steam_client(); @@ -961,7 +961,7 @@ SteamMasterServerUpdater */ -STEAMCLIENT_API bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) +STEAMCLIENT_API steam_bool Steam_BGetCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ) { PRINT_DEBUG("%s %i\n", __FUNCTION__, hSteamPipe); SteamAPI_ManualDispatch_Init(); @@ -976,7 +976,7 @@ STEAMCLIENT_API void Steam_FreeLastCallback( HSteamPipe hSteamPipe ) SteamAPI_ManualDispatch_FreeLastCallback( hSteamPipe ); } -STEAMCLIENT_API bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) +STEAMCLIENT_API steam_bool Steam_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void* pCallback, int cubCallback, int iCallbackExpected, bool* pbFailed ) { PRINT_DEBUG("Steam_GetAPICallResult %i %llu %i %i\n", hSteamPipe, hSteamAPICall, cubCallback, iCallbackExpected); return SteamAPI_ManualDispatch_GetAPICallResult(hSteamPipe, hSteamAPICall, pCallback, cubCallback, iCallbackExpected, pbFailed); diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 8829141..380436b 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -311,14 +311,14 @@ S_API void S_CALLTYPE SteamAPI_ManualDispatch_RunFrame( HSteamPipe hSteamPipe ); /// Fetch the next pending callback on the given pipe, if any. If a callback is available, true is returned /// and the structure is populated. In this case, you MUST call SteamAPI_ManualDispatch_FreeLastCallback /// (after dispatching the callback) before calling SteamAPI_ManualDispatch_GetNextCallback again. -S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ); +S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetNextCallback( HSteamPipe hSteamPipe, CallbackMsg_t *pCallbackMsg ); /// You must call this after dispatching the callback, if SteamAPI_ManualDispatch_GetNextCallback returns true. S_API void S_CALLTYPE SteamAPI_ManualDispatch_FreeLastCallback( HSteamPipe hSteamPipe ); /// Return the call result for the specified call on the specified pipe. You really should /// only call this in a handler for SteamAPICallCompleted_t callback. -S_API bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ); +S_API steam_bool S_CALLTYPE SteamAPI_ManualDispatch_GetAPICallResult( HSteamPipe hSteamPipe, SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ); //----------------------------------------------------------------------------------------------------------------------------------------------------------// // diff --git a/sdk_includes/steamtypes.h b/sdk_includes/steamtypes.h index fd2674a..b3440ee 100644 --- a/sdk_includes/steamtypes.h +++ b/sdk_includes/steamtypes.h @@ -10,6 +10,12 @@ #pragma once #endif +/* +for some dumb reason some games like carrion think a bool is an int and use the whole register as a return value +instead of using just al like a normal program. +*/ +typedef unsigned steam_bool; + #define S_CALLTYPE __cdecl // Steam-specific types. Defined here so this header file can be included in other code bases. From 990a0eb71f7d8153001d61112b9fea6d14e18f87 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Feb 2021 12:32:22 -0500 Subject: [PATCH 372/494] Steam networking messages implementation. --- dll/net.proto | 15 ++ dll/network.cpp | 5 + dll/network.h | 1 + dll/steam_networking_messages.h | 259 +++++++++++++++++++++++++++++++- 4 files changed, 275 insertions(+), 5 deletions(-) diff --git a/dll/net.proto b/dll/net.proto index 5b0f627..aaa2bef 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -125,6 +125,20 @@ message Networking_Sockets { bytes data = 5; } +message Networking_Messages { + enum Types { + CONNECTION_NEW = 0; + CONNECTION_ACCEPT = 1; + CONNECTION_END = 2; + DATA = 3; + } + + Types type = 1; + uint32 channel = 2; + uint32 id_from = 3; + bytes data = 5; +} + message Gameserver { uint64 id = 1; bytes game_description = 2; @@ -212,6 +226,7 @@ message Common_Message { Network_Old network_old = 12; Networking_Sockets networking_sockets = 13; Steam_Messages steam_messages = 14; + Networking_Messages networking_messages = 15; } uint32 source_ip = 128; diff --git a/dll/network.cpp b/dll/network.cpp index 2de7de3..e7c5b2d 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -554,6 +554,11 @@ void Networking::do_callbacks_message(Common_Message *msg) PRINT_DEBUG("has_steam_messages\n"); run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg); } + + if (msg->has_networking_messages()) { + PRINT_DEBUG("has_networking_messages\n"); + run_callbacks(CALLBACK_ID_NETWORKING_MESSAGES, msg); + } } bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket) diff --git a/dll/network.h b/dll/network.h index 015115c..5bb3e62 100644 --- a/dll/network.h +++ b/dll/network.h @@ -56,6 +56,7 @@ enum Callback_Ids { CALLBACK_ID_FRIEND_MESSAGES, CALLBACK_ID_NETWORKING_SOCKETS, CALLBACK_ID_STEAM_MESSAGES, + CALLBACK_ID_NETWORKING_MESSAGES, CALLBACK_IDS_MAX }; diff --git a/dll/steam_networking_messages.h b/dll/steam_networking_messages.h index deadca5..7d5471b 100644 --- a/dll/steam_networking_messages.h +++ b/dll/steam_networking_messages.h @@ -17,6 +17,22 @@ #include "base.h" +#define NETWORKING_MESSAGES_TIMEOUT 30.0 + +struct Steam_Message_Connection { + SteamNetworkingIdentity remote_identity; + std::map> data; + + std::list channels; + bool accepted = false; + bool dead = false; + + unsigned id; + unsigned remote_id = 0; + + std::chrono::high_resolution_clock::time_point created = std::chrono::high_resolution_clock::now(); +}; + class Steam_Networking_Messages : public ISteamNetworkingMessages { @@ -26,7 +42,13 @@ public ISteamNetworkingMessages class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; + std::map connections; + std::list incoming_data; + + unsigned id_counter = 0; + std::chrono::steady_clock::time_point created; public: + static void steam_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_networking_messages_callback\n"); @@ -48,11 +70,14 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c this->settings = settings; this->network = network; this->run_every_runcb = run_every_runcb; + this->network->setCallback(CALLBACK_ID_NETWORKING_MESSAGES, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Messages::steam_callback, this); this->run_every_runcb->add(&Steam_Networking_Messages::steam_run_every_runcb, this); this->callback_results = callback_results; this->callbacks = callbacks; + + this->created = std::chrono::steady_clock::now(); } ~Steam_Networking_Messages() @@ -61,6 +86,45 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c this->run_every_runcb->remove(&Steam_Networking_Messages::steam_run_every_runcb, this); } +std::map::iterator find_or_create_message_connection(SteamNetworkingIdentity identityRemote, bool incoming, bool restartbroken) +{ + auto conn = connections.find(identityRemote.GetSteamID()); + if (conn == connections.end() || (conn->second.dead && restartbroken)) { + ++id_counter; + struct Steam_Message_Connection con; + con.remote_identity = identityRemote; + con.id = id_counter; + connections[identityRemote.GetSteamID()] = con; + + Common_Message msg; + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(con.remote_identity.GetSteamID64()); + msg.set_allocated_networking_messages(new Networking_Messages); + if (incoming) { + msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_ACCEPT); + } else { + msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_NEW); + } + msg.mutable_networking_messages()->set_channel(0); + msg.mutable_networking_messages()->set_id_from(con.id); + network->sendTo(&msg, true); + + conn = connections.find(identityRemote.GetSteamID()); + + if (incoming) { + SteamNetworkingMessagesSessionRequest_t data; + data.m_identityRemote = con.remote_identity; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + } + + if (!incoming) { + conn->second.accepted = true; + } + + return conn; +} + /// Sends a message to the specified host. If we don't already have a session with that user, /// a session is implicitly created. There might be some handshaking that needs to happen /// before we can actually begin sending message data. If this handshaking fails and we can't @@ -106,7 +170,57 @@ Steam_Networking_Messages(class Settings *settings, class Networking *network, c EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) { PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser\n"); - return k_EResultNoConnection; + std::lock_guard lock(global_mutex); + const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr(); + bool reliable = false; + if (nSendFlags & k_nSteamNetworkingSend_Reliable) { + reliable = true; + } + + bool restart_broken = false; + if (nSendFlags & k_nSteamNetworkingSend_AutoRestartBrokenSession) { + restart_broken = true; + } + + if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) { + PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %llu\n", identityRemote.GetSteamID64()); + //steam id identity + } else if (ip) { + PRINT_DEBUG("Steam_Networking_Messages::SendMessageToUser %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4()); + //ip addr + return k_EResultNoConnection; //TODO + } else { + return k_EResultNoConnection; + } + + auto conn = find_or_create_message_connection(identityRemote, false, restart_broken); + if (conn->second.dead) { + return k_EResultNoConnection; + } + + Common_Message msg; + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(conn->second.remote_identity.GetSteamID64()); + msg.set_allocated_networking_messages(new Networking_Messages); + msg.mutable_networking_messages()->set_type(Networking_Messages::DATA); + msg.mutable_networking_messages()->set_channel(nRemoteChannel); + msg.mutable_networking_messages()->set_id_from(conn->second.id); + msg.mutable_networking_messages()->set_data(pubData, cubData); + + network->sendTo(&msg, reliable); + return k_EResultOK; +} + +static void free_steam_message_data(SteamNetworkingMessage_t *pMsg) +{ + free(pMsg->m_pData); + pMsg->m_pData = NULL; +} + +static void delete_steam_message(SteamNetworkingMessage_t *pMsg) +{ + if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg); + delete pMsg; } /// Reads the next message that has been sent from another user via SendMessageToUser() on the given channel. @@ -116,7 +230,42 @@ EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) { PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel\n"); - return 0; + std::lock_guard lock(global_mutex); + int message_counter = 0; + + for (auto & conn : connections) { + auto chan = conn.second.data.find(nLocalChannel); + if (chan != conn.second.data.end()) { + while (!chan->second.empty() && message_counter <= nMaxMessages) { + SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong + unsigned long size = chan->second.front().size(); + pMsg->m_pData = malloc(size); + pMsg->m_cbSize = size; + memcpy(pMsg->m_pData, chan->second.front().data(), size); + pMsg->m_conn = conn.second.id; + pMsg->m_identityPeer = conn.second.remote_identity; + pMsg->m_nConnUserData = -1; + pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); + //TODO: messagenumber? + // pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; + // ++connect_socket->second.packet_receive_counter; + + pMsg->m_pfnFreeData = &free_steam_message_data; + pMsg->m_pfnRelease = &delete_steam_message; + pMsg->m_nChannel = nLocalChannel; + ppOutMessages[message_counter] = pMsg; + ++message_counter; + chan->second.pop(); + } + } + + if (message_counter >= nMaxMessages) { + break; + } + } + + PRINT_DEBUG("Steam_Networking_Messages::ReceiveMessagesOnChannel got %u\n", message_counter); + return message_counter; } /// AcceptSessionWithUser() should only be called in response to a SteamP2PSessionRequest_t callback @@ -129,7 +278,14 @@ int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOu bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG("Steam_Networking_Messages::AcceptSessionWithUser\n"); - return false; + std::lock_guard lock(global_mutex); + auto conn = connections.find(identityRemote.GetSteamID()); + if (conn == connections.end()) { + return false; + } + + conn->second.accepted = true; + return true; } /// Call this when you're done talking to a user to immediately free up resources under-the-hood. @@ -140,7 +296,23 @@ bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote ) bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) { PRINT_DEBUG("Steam_Networking_Messages::CloseSessionWithUser\n"); - return false; + std::lock_guard lock(global_mutex); + auto conn = connections.find(identityRemote.GetSteamID()); + if (conn == connections.end()) { + return false; + } + + Common_Message msg; + msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_dest_id(conn->second.remote_identity.GetSteamID64()); + msg.set_allocated_networking_messages(new Networking_Messages); + msg.mutable_networking_messages()->set_type(Networking_Messages::CONNECTION_END); + msg.mutable_networking_messages()->set_channel(0); + msg.mutable_networking_messages()->set_id_from(conn->second.id); + network->sendTo(&msg, true); + + connections.erase(conn); + return true; } /// Call this when you're done talking to a user on a specific channel. Once all @@ -150,6 +322,7 @@ bool CloseSessionWithUser( const SteamNetworkingIdentity &identityRemote ) bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nLocalChannel ) { PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n"); + std::lock_guard lock(global_mutex); return false; } @@ -165,12 +338,62 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) { PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n"); - return k_ESteamNetworkingConnectionState_None; + std::lock_guard lock(global_mutex); + auto conn = connections.find(identityRemote.GetSteamID()); + if (conn == connections.end()) { + return k_ESteamNetworkingConnectionState_None; + } + + if (pConnectionInfo) { + //TODO + } + + if (pQuickStatus) { + //TODO + } + + if (conn->second.remote_id == 0 || !conn->second.accepted) { + return k_ESteamNetworkingConnectionState_Connecting; + } + + if (conn->second.dead) { + return k_ESteamNetworkingConnectionState_ClosedByPeer; + } + + return k_ESteamNetworkingConnectionState_Connected; } +void end_connection(CSteamID steam_id) +{ + auto conn = connections.find(steam_id); + if (conn != connections.end()) { + conn->second.dead = true; + } +} void RunCallbacks() { + auto msg = std::begin(incoming_data); + while (msg != std::end(incoming_data)) { + CSteamID source_id((uint64)msg->source_id()); + + auto conn = connections.find(source_id); + if (conn != connections.end()) { + if (conn->second.remote_id == msg->networking_messages().id_from()) + conn->second.data[msg->networking_messages().channel()].push(msg->networking_messages().data()); + } + + msg = incoming_data.erase(msg); + } + + auto conn = std::begin(connections); + while (conn != std::end(connections)) { + if (!conn->second.accepted && check_timedout(conn->second.created, NETWORKING_MESSAGES_TIMEOUT)) { + conn = connections.erase(conn); + } else { + ++conn; + } + } } void Callback(Common_Message *msg) @@ -181,7 +404,33 @@ void Callback(Common_Message *msg) } if (msg->low_level().type() == Low_Level::DISCONNECT) { + end_connection((uint64)msg->source_id()); + } + } + if (msg->has_networking_messages()) { + PRINT_DEBUG("Steam_Networking_Messages: got network socket msg %u\n", msg->networking_messages().type()); + if (msg->networking_messages().type() == Networking_Messages::CONNECTION_NEW) { + SteamNetworkingIdentity identity; + identity.SetSteamID64(msg->source_id()); + auto conn = find_or_create_message_connection(identity, true, false); + conn->second.remote_id = msg->networking_messages().id_from(); + conn->second.dead = false; + } + + if (msg->networking_messages().type() == Networking_Messages::CONNECTION_ACCEPT) { + auto conn = connections.find((uint64)msg->source_id()); + if (conn != connections.end()) { + conn->second.remote_id = msg->networking_messages().id_from(); + } + } + + if (msg->networking_messages().type() == Networking_Messages::CONNECTION_END) { + end_connection((uint64)msg->source_id()); + } + + if (msg->networking_messages().type() == Networking_Messages::DATA) { + incoming_data.push_back(Common_Message(*msg)); } } } From 8e1be658e9c097924a064f40babc7a26a3fc16e5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 21 Feb 2021 11:13:43 -0500 Subject: [PATCH 373/494] Networking messages improvements. --- dll/steam_networking_messages.h | 26 +++++++++++++++++--------- 1 file changed, 17 insertions(+), 9 deletions(-) diff --git a/dll/steam_networking_messages.h b/dll/steam_networking_messages.h index 7d5471b..d27d396 100644 --- a/dll/steam_networking_messages.h +++ b/dll/steam_networking_messages.h @@ -236,7 +236,7 @@ int ReceiveMessagesOnChannel( int nLocalChannel, SteamNetworkingMessage_t **ppOu for (auto & conn : connections) { auto chan = conn.second.data.find(nLocalChannel); if (chan != conn.second.data.end()) { - while (!chan->second.empty() && message_counter <= nMaxMessages) { + while (!chan->second.empty() && message_counter < nMaxMessages) { SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); //TODO size is wrong unsigned long size = chan->second.front().size(); pMsg->m_pData = malloc(size); @@ -323,6 +323,7 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL { PRINT_DEBUG("Steam_Networking_Messages::CloseChannelWithUser\n"); std::lock_guard lock(global_mutex); + //TODO return false; } @@ -344,22 +345,29 @@ ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingI return k_ESteamNetworkingConnectionState_None; } + ESteamNetworkingConnectionState state = k_ESteamNetworkingConnectionState_Connected; + if (conn->second.remote_id == 0 || !conn->second.accepted) { + state = k_ESteamNetworkingConnectionState_Connecting; + } else if (conn->second.dead) { + state = k_ESteamNetworkingConnectionState_ClosedByPeer; + } + if (pConnectionInfo) { + memset(pConnectionInfo, 0, sizeof(SteamNetConnectionInfo_t)); + pConnectionInfo->m_eState = state; + pConnectionInfo->m_identityRemote = conn->second.remote_identity; //TODO } if (pQuickStatus) { + memset(pQuickStatus, 0, sizeof(SteamNetworkingQuickConnectionStatus)); + pQuickStatus->m_eState = state; + pQuickStatus->m_nPing = 10; //TODO: calculate real numbers? + pQuickStatus->m_flConnectionQualityLocal = 1.0; + pQuickStatus->m_flConnectionQualityRemote = 1.0; //TODO } - if (conn->second.remote_id == 0 || !conn->second.accepted) { - return k_ESteamNetworkingConnectionState_Connecting; - } - - if (conn->second.dead) { - return k_ESteamNetworkingConnectionState_ClosedByPeer; - } - return k_ESteamNetworkingConnectionState_Connected; } From 8e9d3e8f3a482f5524e74895f75a49e2f970beab Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 27 Feb 2021 16:28:59 -0500 Subject: [PATCH 374/494] Add force_listen_port.txt --- Readme_release.txt | 2 +- dll/settings_parser.cpp | 4 ++++ .../steam_settings.EXAMPLE/force_listen_port.EXAMPLE.txt | 1 + 3 files changed, 6 insertions(+), 1 deletion(-) create mode 100644 files_example/steam_settings.EXAMPLE/force_listen_port.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 37b6926..6092603 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -29,7 +29,7 @@ Note that these are global so you won't have to change them for each game. For g If you want to change your steam_id on a per game basis, simply create a settings folder in the game unique directory (Full path: C:\Users\\AppData\Roaming\Goldberg SteamEmu Saves\\settings) In that settings folder create a user_steam_id.txt file that contains the valid steam id that you want to use for that game only. -You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt or force_steamid.txt that you put in the \steam_settings\ folder. +You can also make the emu ignore certain global settings by using a force_account_name.txt, force_language.txt, force_listen_port.txt or force_steamid.txt that you put in the \steam_settings\ folder. See the steam_settings.EXAMPLE folder for an example. If for some reason you want it to save in the game directory you can create a file named local_save.txt right beside steam_api(64).dll (libsteam_api.so on linux) diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 67bfb8a..78df6c6 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -286,6 +286,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } else if (p == "force_account_name.txt") { int len = Local_Storage::get_file_data(steam_settings_path + "force_account_name.txt", name, sizeof(name) - 1); if (len > 0) name[len] = 0; + } else if (p == "force_listen_port.txt") { + char array_port[10] = {}; + int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1); + if (len > 0) port = std::stoi(array_port); } } } diff --git a/files_example/steam_settings.EXAMPLE/force_listen_port.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/force_listen_port.EXAMPLE.txt new file mode 100644 index 0000000..4c00d53 --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/force_listen_port.EXAMPLE.txt @@ -0,0 +1 @@ +47584 \ No newline at end of file From 58a57cc91b93f1b55e1aa409540604396e057bd9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 27 Feb 2021 16:29:40 -0500 Subject: [PATCH 375/494] Fix coding mistake in networking socket receive functions. --- dll/steam_networking_sockets.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 82acd51..0ecd271 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -793,7 +793,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa std::lock_guard lock(global_mutex); SteamNetworkingMessage_t *msg = NULL; int messages = 0; - while ((msg = get_steam_message_connection(hConn)) && messages < nMaxMessages) { + while (messages < nMaxMessages && (msg = get_steam_message_connection(hConn))) { ppOutMessages[messages] = msg; ++messages; } @@ -821,7 +821,7 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe auto socket_conn = std::begin(connect_sockets); while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) { if (socket_conn->second.listen_socket_id == hSocket) { - while ((msg = get_steam_message_connection(socket_conn->first)) && messages < nMaxMessages) { + while (messages < nMaxMessages && (msg = get_steam_message_connection(socket_conn->first))) { ppOutMessages[messages] = msg; ++messages; } @@ -1197,7 +1197,7 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe int messages = 0; for (auto c : group->second) { - while ((msg = get_steam_message_connection(c)) && messages < nMaxMessages) { + while (messages < nMaxMessages && (msg = get_steam_message_connection(c))) { ppOutMessages[messages] = msg; ++messages; } From 992e5c3faabb2616f3039c4f0301552da89a4fb6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 28 Feb 2021 19:26:29 -0500 Subject: [PATCH 376/494] Properly initialize user_achievements so functions like getachievementandunlocktime work properly. --- dll/steam_user_stats.h | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 8766980..ddfb14e 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -94,6 +94,16 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa { load_achievements_db(); // achievements db load_achievements(); // achievements per user + + for (auto & it : defined_achievements) { + try { + std::string name = static_cast(it["name"]); + if (user_achievements.find(name) == user_achievements.end()) { + user_achievements[name]["earned"] = false; + user_achievements[name]["earned_time"] = static_cast(0); + } + } catch (...) {} + } } // Ask the server to send down this user's data and achievements for this game From 8785ae568c82680791b391d32d322016c40b3311 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Mar 2021 19:03:24 -0500 Subject: [PATCH 377/494] Allow "hidden" achievement property to be an int in the json config. --- dll/steam_user_stats.h | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index ddfb14e..7de7923 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -103,6 +103,10 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa user_achievements[name]["earned_time"] = static_cast(0); } } catch (...) {} + + try { + it["hidden"] = std::to_string(it["hidden"].get()); + } catch (...) {} } } From 3f06dd85760ffb4ba4683143aec2ca19a3b54a5e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Mar 2021 19:04:01 -0500 Subject: [PATCH 378/494] Call GameLobbyJoinRequested_t if a lobby exists when joining with rich presence. --- overlay_experimental/steam_overlay.cpp | 40 +++++++++++++++++--------- 1 file changed, 26 insertions(+), 14 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 2808f7e..93f739e 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -787,22 +787,34 @@ void Steam_Overlay::RunCallbacks() callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); friend_info->second.window_state &= ~window_state_lobby_invite; - } else + } else { // The user got a rich presence invite and accepted it - if (friend_info->second.window_state & window_state_rich_invite) - { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_id); - strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + if (friend_info->second.window_state & window_state_rich_invite) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - friend_info->second.window_state &= ~window_state_rich_invite; - } else if (connect.length() > 0) - { - GameRichPresenceJoinRequested_t data = {}; - data.m_steamIDFriend.SetFromUint64(friend_id); - strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + friend_info->second.window_state &= ~window_state_rich_invite; + } else if (connect.length() > 0) + { + GameRichPresenceJoinRequested_t data = {}; + data.m_steamIDFriend.SetFromUint64(friend_id); + strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + + //Not sure about this but it fixes sonic racing transformed invites + FriendGameInfo_t friend_game_info = {}; + steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info); + uint64 lobby_id = friend_game_info.m_steamIDLobby.ConvertToUint64(); + if (lobby_id) { + GameLobbyJoinRequested_t data; + data.m_steamIDLobby.SetFromUint64(lobby_id); + data.m_steamIDFriend.SetFromUint64(friend_id); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } friend_info->second.window_state &= ~window_state_join; From 44305a0068df6a97cb3db352652f24430f4f27aa Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Mar 2021 19:06:05 -0500 Subject: [PATCH 379/494] Implement steamnetworkingsockets ip/port connections. Note: clients need to know each other already or it won't work. --- dll/net.proto | 3 +- dll/steam_networking_sockets.h | 96 +++++++++++++++++++++++++--------- 2 files changed, 74 insertions(+), 25 deletions(-) diff --git a/dll/net.proto b/dll/net.proto index aaa2bef..f85fe0a 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -119,7 +119,8 @@ message Networking_Sockets { } Types type = 1; - uint32 port = 2; + int32 virtual_port = 2; + int32 real_port = 6; uint64 connection_id = 3; uint64 connection_id_from = 4; bytes data = 5; diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 0ecd271..bb5ccd6 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -21,6 +21,7 @@ struct Listen_Socket { HSteamListenSocket socket_id; int virtual_port; + int real_port; }; enum connect_socket_status { @@ -34,6 +35,7 @@ enum connect_socket_status { struct Connect_Socket { int virtual_port; + int real_port; SteamNetworkingIdentity remote_identity; HSteamNetConnection remote_id; @@ -69,6 +71,8 @@ public ISteamNetworkingSockets std::map> poll_groups; std::chrono::steady_clock::time_point created; + static const int SNS_DISABLED_PORT = -1; + public: static void steam_callback(void *object, Common_Message *msg) { @@ -114,7 +118,7 @@ static unsigned long get_socket_id() return socket_id; } -HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) +HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, int real_port) { HSteamListenSocket socket_id = get_socket_id(); if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id; @@ -125,6 +129,7 @@ HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort) struct Listen_Socket listen_socket; listen_socket.socket_id = socket_id; listen_socket.virtual_port = nSteamConnectVirtualPort; + listen_socket.real_port = real_port; listen_sockets.push_back(listen_socket); return socket_id; } @@ -145,7 +150,6 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn) Common_Message msg; msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); - msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST); @@ -153,17 +157,31 @@ bool send_packet_new_connection(HSteamNetConnection m_hConn) msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED); } - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); - return network->sendTo(&msg, true); + + uint64_t steam_id = connect_socket->second.remote_identity.GetSteamID64(); + if (steam_id) { + msg.set_dest_id(steam_id); + return network->sendTo(&msg, true); + } + + const SteamNetworkingIPAddr *ip_addr = connect_socket->second.remote_identity.GetIPAddr(); + if (ip_addr) { + return network->sendToIPPort(&msg, ip_addr->GetIPv4(), ip_addr->m_port, true); + } + + return false; } -HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid) +HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, int real_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid) { Connect_Socket socket = {}; socket.remote_identity = remote_identity; socket.virtual_port = virtual_port; + socket.real_port = real_port; socket.listen_socket_id = listen_socket_id; socket.remote_id = remote_id; socket.status = status; @@ -237,7 +255,7 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nSteamConnectVirtualPort); + return new_listen_socket(nSteamConnectVirtualPort, nPort); } /// Creates a "server" socket that listens for clients to connect to by @@ -257,19 +275,22 @@ HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port); } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress->m_port); } HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n"); - return k_HSteamListenSocket_Invalid; + std::lock_guard lock(global_mutex); + return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port); } /// Creates a connection and begins talking to a "server" over UDP at the @@ -293,19 +314,34 @@ HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddre HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port); + send_packet_new_connection(socket); + return socket; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(*address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address->m_port); + send_packet_new_connection(socket); + return socket; } HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); - return k_HSteamNetConnection_Invalid; + std::lock_guard lock(global_mutex); + SteamNetworkingIdentity ip_id; + ip_id.SetIPAddr(address); + HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port); + send_packet_new_connection(socket); + return socket; } /// Like CreateListenSocketIP, but clients will connect using ConnectP2P @@ -322,7 +358,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) @@ -330,7 +366,7 @@ HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } /// Begin connecting to a server that is identified using a platform-specific identifier. @@ -361,7 +397,7 @@ HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, i return k_HSteamNetConnection_Invalid; } - HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort); + HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort, SNS_DISABLED_PORT); send_packet_new_connection(socket); return socket; } @@ -487,7 +523,8 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END); - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); network->sendTo(&msg, true); @@ -665,7 +702,8 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA); - msg.mutable_networking_sockets()->set_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port); + msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port); msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); msg.mutable_networking_sockets()->set_data(pData, cbData); @@ -1021,8 +1059,8 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection SteamNetworkingIdentity remote_identity; remote_identity.SetSteamID(settings->get_local_steam_id()); - HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); - HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); + HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); + HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); connect_sockets[con1].remote_id = con2; *pOutConnection1 = con1; *pOutConnection2 = con2; @@ -1383,7 +1421,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) { PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } /// Create a listen socket on the specified virtual port. The physical UDP port to use @@ -1400,7 +1438,7 @@ HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, in PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort); //TODO config options std::lock_guard lock(global_mutex); - return new_listen_socket(nVirtualPort); + return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT); } @@ -1670,19 +1708,29 @@ void Callback(Common_Message *msg) if (msg->has_networking_sockets()) { PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type()); if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) { - int virtual_port = msg->networking_sockets().port(); + int virtual_port = msg->networking_sockets().virtual_port(); + int real_port = msg->networking_sockets().real_port(); + std::vector::iterator conn; + if (virtual_port == SNS_DISABLED_PORT) { + conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&real_port](struct Listen_Socket const& conn) { return conn.real_port == real_port;}); + } else { + conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); + } - auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); if (conn != listen_sockets.end()) { SteamNetworkingIdentity identity; identity.SetSteamID64(msg->source_id()); - HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); + HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION); } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) { auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != connect_sockets.end()) { + if (connect_socket->second.remote_identity.GetSteamID64() == 0) { + connect_socket->second.remote_identity.SetSteamID64(msg->source_id()); + } + if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { connect_socket->second.remote_id = msg->networking_sockets().connection_id_from(); connect_socket->second.status = CONNECT_SOCKET_CONNECTED; From 8a5e49251cabfbc7a3ffe7a21bc9a5f84d07aaf7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 2 Apr 2021 23:40:54 -0400 Subject: [PATCH 380/494] Remove hex symbols in overlay chat window. --- overlay_experimental/steam_overlay.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 93f739e..387962c 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -698,7 +698,7 @@ void Steam_Overlay::Callback(Common_Message *msg) { Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend - friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1); + friend_info->second.chat_history.append(steam_message.message()).append("\n", 1); if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; @@ -758,7 +758,7 @@ void Steam_Overlay::RunCallbacks() msg.set_dest_id(friend_id); network->sendTo(&msg, true); - friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1); + friend_info->second.chat_history.append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; From dc95076faa2a597c33252fa29a9dc93329d97be6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 2 Apr 2021 23:42:22 -0400 Subject: [PATCH 381/494] Achievement names are now treated as case insensitive. This should fix achievements in a few games. --- dll/steam_user_stats.h | 77 ++++++++++++++++++++++-------------------- 1 file changed, 41 insertions(+), 36 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 7de7923..a35d3a0 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -66,6 +66,17 @@ unsigned int find_leaderboard(std::string name) return 0; } +nlohmann::detail::iter_impl defined_achievements_find(std::string key) +{ + return std::find_if(defined_achievements.begin(), defined_achievements.end(), [key](nlohmann::json& item) { + std::string name = static_cast(item["name"]); + return key.size() == name.size() && std::equal(name.begin(), name.end(), key.begin(), + [](char a, char b) { + return tolower(a) == tolower(b); + }); + }); +} + void load_achievements_db() { std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; @@ -227,10 +238,10 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName]( nlohmann::json &item ) { - return item["name"].get() == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; return true; @@ -249,13 +260,13 @@ bool SetAchievement( const char *pchName ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return item["name"].get() == pchName; - }); + auto it = defined_achievements_find(pchName); + std::string pch_name = it->value("name", std::string()); + if (it != defined_achievements.end()) { - if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) { - user_achievements[pchName]["earned"] = true; - user_achievements[pchName]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); + if (user_achievements.find(pch_name) == user_achievements.end() || user_achievements[pch_name].value("earned", false) == false) { + user_achievements[pch_name]["earned"] = true; + user_achievements[pch_name]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); #ifdef EMU_OVERLAY overlay->AddAchievementNotification(it.value()); #endif @@ -276,12 +287,12 @@ bool ClearAchievement( const char *pchName ) std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); + std::string pch_name = it->value("name", std::string()); + if (it != defined_achievements.end()) { - user_achievements[pchName]["earned"] = false; - user_achievements[pchName]["earned_time"] = static_cast(0); + user_achievements[pch_name]["earned"] = false; + user_achievements[pch_name]["earned_time"] = static_cast(0); save_achievements(); return true; } @@ -301,10 +312,10 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end() && ach != user_achievements.end()) { if(pbAchieved != nullptr) *pbAchieved = (*ach)["earned"]; if(punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"]; @@ -367,9 +378,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "name") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["displayName"].get_ptr()->c_str(); } @@ -378,9 +387,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "desc") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["description"].get_ptr()->c_str(); } @@ -389,9 +396,7 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc if (strcmp (pchKey, "hidden") == 0) { try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); + auto it = defined_achievements_find(pchName); if (it != defined_achievements.end()) { return it.value()["hidden"].get_ptr()->c_str(); } @@ -406,15 +411,15 @@ const char * GetAchievementDisplayAttribute( const char *pchName, const char *pc // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) { - PRINT_DEBUG("IndicateAchievementProgress\n"); + PRINT_DEBUG("IndicateAchievementProgress %s\n", pchName); if (pchName == nullptr) return false; std::lock_guard lock(global_mutex); try { - auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) { - return static_cast(item["name"]) == pchName; - }); - auto ach = user_achievements.find(pchName); + auto it = defined_achievements_find(pchName); + std::string pch_name = it->value("name", std::string()); + + auto ach = user_achievements.find(pch_name); if (it != defined_achievements.end()) { bool achieved = false; if ( ach != user_achievements.end()) { @@ -424,14 +429,14 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint UserAchievementStored_t data = {}; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_bGroupAchievement = false; - strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax); + strncpy(data.m_rgchAchievementName, pch_name.c_str(), k_cchStatNameMax); if (achieved) { data.m_nCurProgress = 0; data.m_nMaxProgress = 0; } else { - user_achievements[pchName]["progress"] = nCurProgress; - user_achievements[pchName]["max_progress"] = nMaxProgress; + user_achievements[pch_name]["progress"] = nCurProgress; + user_achievements[pch_name]["max_progress"] = nMaxProgress; data.m_nCurProgress = nCurProgress; data.m_nMaxProgress = nMaxProgress; } From c48526d49af7147e8a7f64c26b19d8396a999bcd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 9 Apr 2021 14:52:45 -0400 Subject: [PATCH 382/494] Fix possible crash. --- dll/steam_user_stats.h | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index a35d3a0..8d22cb7 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -239,6 +239,7 @@ bool GetAchievement( const char *pchName, bool *pbAchieved ) try { auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); @@ -261,6 +262,7 @@ bool SetAchievement( const char *pchName ) try { auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; std::string pch_name = it->value("name", std::string()); if (it != defined_achievements.end()) { @@ -288,6 +290,7 @@ bool ClearAchievement( const char *pchName ) try { auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; std::string pch_name = it->value("name", std::string()); if (it != defined_achievements.end()) { @@ -313,6 +316,7 @@ bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 try { auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); @@ -417,6 +421,8 @@ bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint try { auto it = defined_achievements_find(pchName); + if (it == defined_achievements.end()) return false; + std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); From 19015c097c41a59107c62487a11273047fccb219 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 9 Apr 2021 14:53:20 -0400 Subject: [PATCH 383/494] Hopefully this fixes the SteamAPI_ISteamGameServer_GetPublicIP function --- dll/dll.cpp | 2 +- dll/flat.cpp | 9 +++++---- dll/steam_client.cpp | 4 ++++ dll/steam_client.h | 2 ++ dll/steam_gameserver.cpp | 6 ++++++ dll/steam_gameserver.h | 1 + 6 files changed, 19 insertions(+), 5 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index be5587a..1385b92 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -136,7 +136,7 @@ Steam_Client *get_steam_clientserver_old() static bool steamclient_has_ipv6_functions_flag; bool steamclient_has_ipv6_functions() { - return steamclient_has_ipv6_functions_flag; + return steamclient_has_ipv6_functions_flag || get_steam_client()->gameserver_has_ipv6_functions; } static void *create_client_interface(const char *ver) diff --git a/dll/flat.cpp b/dll/flat.cpp index d7da4ca..534e4a5 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -5843,13 +5843,14 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( IStea return self->GetServerReputation(); } -STEAMAPI_API uint32 SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) +STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) { - //TODO: check if this actually works (ret value changed from uint32 to struct) + //abuse call convention rules to get this working. if (steamclient_has_ipv6_functions()) { - return ((ISteamGameServer012 *)instancePtr_possible)->GetPublicIP_old(); + get_steam_client()->steam_gameserver->GetPublicIP_fix((SteamIPAddress_t *)instancePtr); + return (void *)instancePtr; } else { - return ((ISteamGameServer012 *)instancePtr)->GetPublicIP_old(); + return (void *)((ISteamGameServer012 *)instancePtr)->GetPublicIP_old(); } } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 0ce6324..27757f0 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -109,6 +109,8 @@ Steam_Client::Steam_Client() steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_masterserver_updater = new Steam_Masterserver_Updater(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); + gameserver_has_ipv6_functions = false; + last_cb_run = 0; PRINT_DEBUG("client init end\n"); } @@ -303,8 +305,10 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte } else if (strcmp(pchVersion, "SteamGameServer012") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { + gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; } else { + gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; } diff --git a/dll/steam_client.h b/dll/steam_client.h index b46285e..d00cb6a 100644 --- a/dll/steam_client.h +++ b/dll/steam_client.h @@ -139,6 +139,8 @@ public: unsigned steam_pipe_counter = 1; std::map steam_pipes; + bool gameserver_has_ipv6_functions; + Steam_Client(); ~Steam_Client(); // Creates a communication pipe to the Steam client. diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index 6735456..584f369 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -559,6 +559,12 @@ SteamIPAddress_t Steam_GameServer::GetPublicIP() return ip; } +void Steam_GameServer::GetPublicIP_fix(SteamIPAddress_t *out) +{ + PRINT_DEBUG("GetPublicIP_fix\n"); + if (out) *out = GetPublicIP(); +} + // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages // back and forth. This prevents us from requiring server ops to open up yet another port diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index cc11682..e66f3b9 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -278,6 +278,7 @@ public: // connect to uint32 GetPublicIP_old(); SteamIPAddress_t GetPublicIP(); + void GetPublicIP_fix(SteamIPAddress_t *out); // These are in GameSocketShare mode, where instead of ISteamGameServer creating its own // socket to talk to the master server on, it lets the game use its socket to forward messages From b8eae2b709a75483ce6ac1219006437543a31748 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 18 Apr 2021 22:36:48 -0400 Subject: [PATCH 384/494] Don't memset the whole connection status structs to zero. Some games pass smaller versions of the struct. --- dll/steam_networking_sockets.h | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index bb5ccd6..7550413 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -882,17 +882,20 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return false; - memset(pInfo, 0, sizeof(SteamNetConnectionInfo_t)); pInfo->m_identityRemote = connect_socket->second.remote_identity; pInfo->m_nUserData = connect_socket->second.user_data; pInfo->m_hListenSocket = connect_socket->second.listen_socket_id; - //pInfo->m_addrRemote; //TODO + pInfo->m_addrRemote.Clear(); //TODO pInfo->m_idPOPRemote = 0; pInfo->m_idPOPRelay = 0; pInfo->m_eState = convert_status(connect_socket->second.status); pInfo->m_eEndReason = 0; //TODO pInfo->m_szEndDebug[0] = 0; sprintf(pInfo->m_szConnectionDescription, "%u", hConn); + + //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t + //keep this in mind in future interface updates + return true; } @@ -954,13 +957,21 @@ bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickCo std::lock_guard lock(global_mutex); auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return false; - memset(pStats, 0, sizeof(SteamNetworkingQuickConnectionStatus)); pStats->m_eState = convert_status(connect_socket->second.status); pStats->m_nPing = 10; //TODO: calculate real numbers? pStats->m_flConnectionQualityLocal = 1.0; pStats->m_flConnectionQualityRemote = 1.0; //TODO: rest + pStats->m_flOutPacketsPerSec = 0.0; + pStats->m_flOutBytesPerSec = 0.0; + pStats->m_flInPacketsPerSec = 0.0; + pStats->m_flInBytesPerSec = 0.0; + pStats->m_cbSentUnackedReliable = 0.0; + pStats->m_usecQueueTime = 0.0; + + //Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus + //keep this in mind in future interface updates return true; } From 51702b898e99ad111b57e4259198adaa7d23452e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 25 Apr 2021 12:44:41 -0400 Subject: [PATCH 385/494] UTF8 paths are now properly handled on windows. --- dll/base.cpp | 25 +++--- dll/common_includes.h | 23 ++++++ dll/dll.cpp | 2 +- dll/local_storage.cpp | 175 +++++++++++++++++++++++----------------- dll/settings_parser.cpp | 18 ++--- 5 files changed, 147 insertions(+), 96 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index 4e805e5..7a07926 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -28,14 +28,14 @@ randombytes(char * const buf, const size_t size) std::string get_env_variable(std::string name) { - char env_variable[1024]; - DWORD ret = GetEnvironmentVariableA(name.c_str(), env_variable, sizeof(env_variable)); + wchar_t env_variable[1024]; + DWORD ret = GetEnvironmentVariableW(utf8_decode(name).c_str(), env_variable, _countof(env_variable)); if (ret <= 0) { return std::string(); } env_variable[ret] = 0; - return std::string(env_variable); + return utf8_encode(env_variable); } #else @@ -194,9 +194,9 @@ std::string get_full_lib_path() { std::string program_path; #if defined(__WINDOWS__) - char DllPath[MAX_PATH] = {0}; - GetModuleFileName((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); - program_path = DllPath; + wchar_t DllPath[2048] = {0}; + GetModuleFileNameW((HINSTANCE)&__ImageBase, DllPath, _countof(DllPath)); + program_path = utf8_encode(DllPath); #else program_path = get_lib_path(); #endif @@ -240,15 +240,18 @@ std::string canonical_path(std::string path) { std::string output; #if defined(STEAM_WIN32) - char *buffer = _fullpath(NULL, path.c_str(), 0); + wchar_t *buffer = _wfullpath(NULL, utf8_decode(path).c_str(), 0); + if (buffer) { + output = utf8_encode(buffer); + free(buffer); + } #else char *buffer = canonicalize_file_name(path.c_str()); -#endif - if (buffer) { output = buffer; free(buffer); } +#endif return output; } @@ -633,7 +636,7 @@ static void load_dll() PRINT_DEBUG("Crack file %s\n", path.c_str()); if (file_exists(path)) { redirect_crackdll(); - crack_dll_handle = LoadLibraryA(path.c_str()); + crack_dll_handle = LoadLibraryW(utf8_decode(path).c_str()); unredirect_crackdll(); PRINT_DEBUG("Loaded crack file\n"); } @@ -657,7 +660,7 @@ static void load_dlls() if (full_path[length - 4] != '.') continue; PRINT_DEBUG("Trying to load %s\n", full_path.c_str()); - if (LoadLibraryA(full_path.c_str())) { + if (LoadLibraryW(utf8_decode(full_path).c_str())) { PRINT_DEBUG("LOADED %s\n", full_path.c_str()); } } diff --git a/dll/common_includes.h b/dll/common_includes.h index 7214d78..4dc55d1 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -84,6 +84,27 @@ #endif #endif +#include +// Convert a wide Unicode string to an UTF8 string +inline std::string utf8_encode(const std::wstring &wstr) +{ + if( wstr.empty() ) return std::string(); + int size_needed = WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), NULL, 0, NULL, NULL); + std::string strTo( size_needed, 0 ); + WideCharToMultiByte (CP_UTF8, 0, &wstr[0], (int)wstr.size(), &strTo[0], size_needed, NULL, NULL); + return strTo; +} + +// Convert an UTF8 string to a wide Unicode String +inline std::wstring utf8_decode(const std::string &str) +{ + if( str.empty() ) return std::wstring(); + int size_needed = MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(), NULL, 0); + std::wstring wstrTo( size_needed, 0 ); + MultiByteToWideChar (CP_UTF8, 0, &str[0], (int)str.size(), &wstrTo[0], size_needed); + return wstrTo; +} + #elif defined(__LINUX__) #include @@ -112,6 +133,8 @@ #define PRINT_DEBUG(...) {FILE *t = fopen("STEAM_LOG.txt", "a"); fprintf(t, __VA_ARGS__); fclose(t);} #endif #define PATH_SEPARATOR "/" + + #define utf8_decode(a) a #endif //#define PRINT_DEBUG(...) fprintf(stdout, __VA_ARGS__) #ifdef EMU_RELEASE_BUILD diff --git a/dll/dll.cpp b/dll/dll.cpp index 1385b92..3857d05 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -49,7 +49,7 @@ static void load_old_interface_versions() static bool loaded = false; if (loaded) return; std::string interfaces_path = Local_Storage::get_program_path() + "steam_interfaces.txt"; - std::ifstream input( interfaces_path ); + std::ifstream input( utf8_decode(interfaces_path) ); PRINT_DEBUG("load from: %s\n", interfaces_path.c_str()); for( std::string line; getline( input, line ); ) diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 81e17b9..8697600 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -21,6 +21,9 @@ #define STB_IMAGE_STATIC #define STBI_ONLY_PNG #define STBI_ONLY_JPEG +#if defined(__WINDOWS__) +#define STBI_WINDOWS_UTF8 +#endif #include "../stb/stb_image.h" #define STB_IMAGE_WRITE_IMPLEMENTATION @@ -166,49 +169,93 @@ bool Local_Storage::save_screenshot(std::string const& image_path, uint8_t* img_ #else #if defined(__WINDOWS__) -static BOOL DirectoryExists(LPCSTR szPath) +static BOOL DirectoryExists(LPCWSTR szPath) { - DWORD dwAttrib = GetFileAttributesA(szPath); + DWORD dwAttrib = GetFileAttributesW(szPath); return (dwAttrib != INVALID_FILE_ATTRIBUTES && (dwAttrib & FILE_ATTRIBUTE_DIRECTORY)); } -static void createDirectoryRecursively(std::string path) +static void createDirectoryRecursively(std::wstring path) { unsigned long long pos = 0; do { - pos = path.find_first_of("\\/", pos + 1); - CreateDirectoryA(path.substr(0, pos).c_str(), NULL); + pos = path.find_first_of(L"\\/", pos + 1); + CreateDirectoryW(path.substr(0, pos).c_str(), NULL); } while (pos != std::string::npos); } -static void create_directory(std::string strPath) +static void create_directory(std::string in_path) { + std::wstring strPath = utf8_decode(in_path); if (DirectoryExists(strPath.c_str()) == FALSE) createDirectoryRecursively(strPath); } -static std::vector get_filenames(std::string strPath) +static std::vector get_filenames(std::string in_path) { std::vector output; - strPath = strPath.append("\\*"); - WIN32_FIND_DATAA ffd; + in_path = in_path.append("\\*"); + WIN32_FIND_DATAW ffd; HANDLE hFind = INVALID_HANDLE_VALUE; + std::wstring strPath = utf8_decode(in_path); // Start iterating over the files in the path directory. - hFind = ::FindFirstFileA (strPath.c_str(), &ffd); + hFind = ::FindFirstFileW (strPath.c_str(), &ffd); if (hFind != INVALID_HANDLE_VALUE) { do // Managed to locate and create an handle to that folder. { - if (strcmp(".", ffd.cFileName) == 0) continue; - if (strcmp("..", ffd.cFileName) == 0) continue; + if (wcscmp(L".", ffd.cFileName) == 0) continue; + if (wcscmp(L"..", ffd.cFileName) == 0) continue; struct File_Data f_data; - f_data.name = ffd.cFileName; + f_data.name = utf8_encode(ffd.cFileName); output.push_back(f_data); - } while (::FindNextFileA(hFind, &ffd) == TRUE); + } while (::FindNextFileW(hFind, &ffd) == TRUE); + ::FindClose(hFind); + } else { + //printf("Failed to find path: %s", strPath.c_str()); + } + + return output; +} + +static std::vector get_filenames_recursive_w(std::wstring base_path) +{ + if (base_path.back() == *L"\\") + base_path.pop_back(); + std::vector output; + std::wstring strPath = base_path; + strPath = strPath.append(L"\\*"); + WIN32_FIND_DATAW ffd; + HANDLE hFind = INVALID_HANDLE_VALUE; + + // Start iterating over the files in the path directory. + hFind = ::FindFirstFileW (strPath.c_str(), &ffd); + if (hFind != INVALID_HANDLE_VALUE) + { + do // Managed to locate and create an handle to that folder. + { + if (wcscmp(L".", ffd.cFileName) == 0) continue; + if (wcscmp(L"..", ffd.cFileName) == 0) continue; + if (ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) { + // Construct new path from our base path + std::wstring dir_name = ffd.cFileName; + + std::wstring path = base_path; + path += L"\\"; + path += dir_name; + + std::vector lower = get_filenames_recursive_w(path); + std::transform(lower.begin(), lower.end(), std::back_inserter(output), [&dir_name](File_Data f) {f.name = utf8_encode(dir_name) + "\\" + f.name; return f;}); + } else { + File_Data f; + f.name = utf8_encode(ffd.cFileName); + output.push_back(f); + } + } while (::FindNextFileW(hFind, &ffd) == TRUE); ::FindClose(hFind); } else { //printf("Failed to find path: %s", strPath.c_str()); @@ -219,44 +266,7 @@ static std::vector get_filenames(std::string strPath) static std::vector get_filenames_recursive(std::string base_path) { - if (base_path.back() == *PATH_SEPARATOR) - base_path.pop_back(); - std::vector output; - std::string strPath = base_path; - strPath = strPath.append("\\*"); - WIN32_FIND_DATAA ffd; - HANDLE hFind = INVALID_HANDLE_VALUE; - - // Start iterating over the files in the path directory. - hFind = ::FindFirstFileA (strPath.c_str(), &ffd); - if (hFind != INVALID_HANDLE_VALUE) - { - do // Managed to locate and create an handle to that folder. - { - if (strcmp(".", ffd.cFileName) == 0) continue; - if (strcmp("..", ffd.cFileName) == 0) continue; - if (ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) { - // Construct new path from our base path - std::string dir_name = ffd.cFileName; - - std::string path = base_path; - path += PATH_SEPARATOR; - path += dir_name; - - std::vector lower = get_filenames_recursive(path); - std::transform(lower.begin(), lower.end(), std::back_inserter(output), [&dir_name](File_Data f) {f.name = dir_name + "\\" + f.name; return f;}); - } else { - File_Data f; - f.name = ffd.cFileName; - output.push_back(f); - } - } while (::FindNextFileA(hFind, &ffd) == TRUE); - ::FindClose(hFind); - } else { - //printf("Failed to find path: %s", strPath.c_str()); - } - - return output; + return get_filenames_recursive_w(utf8_decode(base_path)); } #else @@ -403,12 +413,12 @@ std::string Local_Storage::get_user_appdata_path() { std::string user_appdata_path = "SAVE"; #if defined(STEAM_WIN32) - CHAR szPath[MAX_PATH] = {}; + WCHAR szPath[MAX_PATH] = {}; - HRESULT hr = SHGetFolderPathA(NULL, CSIDL_APPDATA, NULL, 0, szPath); + HRESULT hr = SHGetFolderPathW(NULL, CSIDL_APPDATA, NULL, 0, szPath); if (SUCCEEDED(hr)) { - user_appdata_path = szPath; + user_appdata_path = utf8_encode(szPath); } #else @@ -504,7 +514,7 @@ int Local_Storage::store_file_data(std::string folder, std::string file, char *d create_directory(folder + file_folder); std::ofstream myfile; - myfile.open(folder + file, std::ios::binary | std::ios::out); + myfile.open(utf8_decode(folder + file), std::ios::binary | std::ios::out); if (!myfile.is_open()) return -1; myfile.write(data, length); int position = myfile.tellp(); @@ -553,7 +563,7 @@ int Local_Storage::store_data_settings(std::string file, char *data, unsigned in int Local_Storage::get_file_data(std::string full_path, char *data, unsigned int max_length, unsigned int offset) { std::ifstream myfile; - myfile.open(full_path, std::ios::binary | std::ios::in); + myfile.open(utf8_decode(full_path), std::ios::binary | std::ios::in); if (!myfile.is_open()) return -1; myfile.seekg (offset, std::ios::beg); @@ -597,15 +607,19 @@ bool Local_Storage::file_exists(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - struct stat buffer; - - if (stat(full_path.c_str(), &buffer) != 0) - return false; #if defined(STEAM_WIN32) + struct _stat buffer; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) + return false; + if ( buffer.st_mode & _S_IFDIR) return false; #else + struct stat buffer; + if (stat(full_path.c_str(), &buffer) != 0) + return false; + if (S_ISDIR(buffer.st_mode)) return false; #endif @@ -621,8 +635,14 @@ unsigned int Local_Storage::file_size(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - struct stat buffer = {}; + +#if defined(STEAM_WIN32) + struct _stat buffer = {}; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; +#else + struct stat buffer = {}; if (stat (full_path.c_str(), &buffer) != 0) return 0; +#endif return buffer.st_size; } @@ -634,7 +654,11 @@ bool Local_Storage::file_delete(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; +#if defined(STEAM_WIN32) + return _wremove(utf8_decode(full_path).c_str()) == 0; +#else return remove(full_path.c_str()) == 0; +#endif } uint64_t Local_Storage::file_timestamp(std::string folder, std::string file) @@ -645,8 +669,14 @@ uint64_t Local_Storage::file_timestamp(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; + +#if defined(STEAM_WIN32) + struct _stat buffer = {}; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; +#else struct stat buffer = {}; if (stat (full_path.c_str(), &buffer) != 0) return 0; +#endif return buffer.st_mtime; } @@ -695,7 +725,7 @@ bool Local_Storage::update_save_filenames(std::string folder) bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) { - std::ifstream inventory_file(full_path); + std::ifstream inventory_file(utf8_decode(full_path)); // If there is a file and we opened it if (inventory_file) { @@ -745,7 +775,7 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, create_directory(inv_path); - std::ofstream inventory_file(full_path, std::ios::trunc | std::ios::out); + std::ofstream inventory_file(utf8_decode(full_path), std::ios::trunc | std::ios::out); if (inventory_file) { inventory_file << std::setw(2) << json; @@ -760,19 +790,14 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, std::vector Local_Storage::load_image(std::string const& image_path) { std::vector res; - FILE* hFile = fopen(image_path.c_str(), "r"); - if (hFile != nullptr) + int width, height; + image_pixel_t* img = (image_pixel_t*)stbi_load(image_path.c_str(), &width, &height, nullptr, 4); + if (img != nullptr) { - int width, height; - image_pixel_t* img = (image_pixel_t*)stbi_load_from_file(hFile, &width, &height, nullptr, 4); - if (img != nullptr) - { - res.resize(width*height); - std::copy(img, img + width * height, res.begin()); + res.resize(width*height); + std::copy(img, img + width * height, res.begin()); - stbi_image_free(img); - } - fclose(hFile); + stbi_image_free(img); } return res; } diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 78df6c6..f369cd6 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -31,7 +31,7 @@ static void consume_bom(std::ifstream &input) static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) { PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); - std::ifstream broadcasts_file(broadcasts_filepath); + std::ifstream broadcasts_file(utf8_decode(broadcasts_filepath)); consume_bom(broadcasts_file); if (broadcasts_file.is_open()) { std::string line; @@ -69,7 +69,7 @@ static void load_gamecontroller_settings(Settings *settings) std::transform(action_set_name.begin(), action_set_name.end(), action_set_name.begin(),[](unsigned char c){ return std::toupper(c); }); std::string controller_config_path = path + PATH_SEPARATOR + p; - std::ifstream input( controller_config_path ); + std::ifstream input( utf8_decode(controller_config_path) ); if (input.is_open()) { consume_bom(input); std::map, std::string>> button_pairs; @@ -307,7 +307,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); settings_client->unlockAllDLC(false); @@ -349,7 +349,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "app_paths.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); @@ -384,7 +384,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "leaderboards.txt"; - std::ifstream input( dlc_config_path ); + std::ifstream input( utf8_decode(dlc_config_path) ); if (input.is_open()) { consume_bom(input); settings_client->setCreateUnknownLeaderboards(false); @@ -426,7 +426,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string stats_config_path = Local_Storage::get_game_settings_path() + "stats.txt"; - std::ifstream input( stats_config_path ); + std::ifstream input( utf8_decode(stats_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -491,7 +491,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string depots_config_path = Local_Storage::get_game_settings_path() + "depots.txt"; - std::ifstream input( depots_config_path ); + std::ifstream input( utf8_decode(depots_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -513,7 +513,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s { std::string depots_config_path = Local_Storage::get_game_settings_path() + "subscribed_groups.txt"; - std::ifstream input( depots_config_path ); + std::ifstream input( utf8_decode(depots_config_path) ); if (input.is_open()) { consume_bom(input); for( std::string line; getline( input, line ); ) { @@ -553,4 +553,4 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s *local_storage_out = local_storage; return appid; -} \ No newline at end of file +} From ff6c3e994b18b2b500d8a51be4d509ce453af745 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 29 Apr 2021 18:53:13 -0400 Subject: [PATCH 386/494] UNICODE support in the steamclient loader. --- steamclient_loader/ColdClientLoader.cpp | 107 ++++++++++++------------ 1 file changed, 55 insertions(+), 52 deletions(-) diff --git a/steamclient_loader/ColdClientLoader.cpp b/steamclient_loader/ColdClientLoader.cpp index 4c364fa..6e790ab 100644 --- a/steamclient_loader/ColdClientLoader.cpp +++ b/steamclient_loader/ColdClientLoader.cpp @@ -10,13 +10,13 @@ #include #include -bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) +bool IsNotRelativePathOrRemoveFileName(WCHAR* output, bool Remove) { - int LG = lstrlenA(output); + int LG = lstrlenW(output); for (int i = LG; i > 0; i--) { if (output[i] == '\\') { if(Remove) - RtlFillMemory(&output[i], LG - i, NULL); + RtlFillMemory(&output[i], (LG - i) * sizeof(WCHAR), NULL); return true; } } @@ -25,81 +25,84 @@ bool IsNotRelativePathOrRemoveFileName(CHAR* output, bool Remove) int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow) { - CHAR CurrentDirectory[MAX_PATH] = { 0 }; - CHAR Client64Path[MAX_PATH] = { 0 }; - CHAR ClientPath[MAX_PATH] = { 0 }; - CHAR ExeFile[MAX_PATH] = { 0 }; - CHAR ExeRunDir[MAX_PATH] = { 0 }; - CHAR ExeCommandLine[4096] = { 0 }; - CHAR AppId[128] = { 0 }; + WCHAR CurrentDirectory[MAX_PATH] = { 0 }; + WCHAR Client64Path[MAX_PATH] = { 0 }; + WCHAR ClientPath[MAX_PATH] = { 0 }; + WCHAR ExeFile[MAX_PATH] = { 0 }; + WCHAR ExeRunDir[MAX_PATH] = { 0 }; + WCHAR ExeCommandLine[4096] = { 0 }; + WCHAR AppId[128] = { 0 }; - STARTUPINFOA info = { sizeof(info) }; + STARTUPINFOW info = { sizeof(info) }; PROCESS_INFORMATION processInfo; - int Length = GetModuleFileNameA(GetModuleHandleA(NULL), CurrentDirectory, sizeof(CurrentDirectory)) + 1; + int Length = GetModuleFileNameW(GetModuleHandleW(NULL), CurrentDirectory, sizeof(CurrentDirectory)) + 1; for (int i = Length; i > 0; i--) { if (CurrentDirectory[i] == '\\') { - lstrcpyA(&CurrentDirectory[i + 1], "ColdClientLoader.ini"); + lstrcpyW(&CurrentDirectory[i + 1], L"ColdClientLoader.ini"); break; } } - if (GetFileAttributesA(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(CurrentDirectory) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the configuration file(ColdClientLoader.ini).", "ColdClientLoader", MB_ICONERROR); return 0; } - GetPrivateProfileStringA("SteamClient", "SteamClient64Dll", "", Client64Path, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "SteamClientDll", "", ClientPath, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "ExeCommandLine", NULL, ExeCommandLine, 4096, CurrentDirectory); - GetPrivateProfileStringA("SteamClient", "AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"SteamClient64Dll", L"", Client64Path, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"SteamClientDll", L"", ClientPath, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"Exe", NULL, ExeFile, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"ExeRunDir", NULL, ExeRunDir, MAX_PATH, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"ExeCommandLine", NULL, ExeCommandLine, 4096, CurrentDirectory); + GetPrivateProfileStringW(L"SteamClient", L"AppId", NULL, AppId, sizeof(AppId), CurrentDirectory); if (AppId[0]) { - SetEnvironmentVariableA("SteamAppId", AppId); - SetEnvironmentVariableA("SteamGameId", AppId); + SetEnvironmentVariableW(L"SteamAppId", AppId); + SetEnvironmentVariableW(L"SteamGameId", AppId); + } else { + MessageBoxA(NULL, "You forgot to set the AppId.", "ColdClientLoader", MB_ICONERROR); + return 0; } - CHAR TMP[MAX_PATH] = {}; + WCHAR TMP[MAX_PATH] = {}; if (!IsNotRelativePathOrRemoveFileName(Client64Path, false)) { - lstrcpyA(TMP, Client64Path); + lstrcpyW(TMP, Client64Path); ZeroMemory(Client64Path, sizeof(Client64Path)); - GetFullPathNameA(TMP, MAX_PATH, Client64Path, NULL); + GetFullPathNameW(TMP, MAX_PATH, Client64Path, NULL); } if (!IsNotRelativePathOrRemoveFileName(ClientPath, false)) { - lstrcpyA(TMP, ClientPath); + lstrcpyW(TMP, ClientPath); ZeroMemory(ClientPath, sizeof(ClientPath)); - GetFullPathNameA(TMP, MAX_PATH, ClientPath, NULL); + GetFullPathNameW(TMP, MAX_PATH, ClientPath, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeFile, false)) { - lstrcpyA(TMP, ExeFile); + lstrcpyW(TMP, ExeFile); ZeroMemory(ExeFile, sizeof(ExeFile)); - GetFullPathNameA(TMP, MAX_PATH, ExeFile, NULL); + GetFullPathNameW(TMP, MAX_PATH, ExeFile, NULL); } if (!IsNotRelativePathOrRemoveFileName(ExeRunDir, false)) { - lstrcpyA(TMP, ExeRunDir); + lstrcpyW(TMP, ExeRunDir); ZeroMemory(ExeRunDir, sizeof(ExeRunDir)); - GetFullPathNameA(TMP, MAX_PATH, ExeRunDir, NULL); + GetFullPathNameW(TMP, MAX_PATH, ExeRunDir, NULL); } - if (GetFileAttributesA(Client64Path) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(Client64Path) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClient64Dll.", "ColdClientLoader", MB_ICONERROR); return 0; } - if (GetFileAttributesA(ClientPath) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(ClientPath) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested SteamClientDll.", "ColdClientLoader", MB_ICONERROR); return 0; } - if (GetFileAttributesA(ExeFile) == INVALID_FILE_ATTRIBUTES) { + if (GetFileAttributesW(ExeFile) == INVALID_FILE_ATTRIBUTES) { MessageBoxA(NULL, "Couldn't find the requested Exe file.", "ColdClientLoader", MB_ICONERROR); return 0; } - CHAR CommandLine[8192]; - snprintf(CommandLine, sizeof(CommandLine), "\"%s\" %s", ExeFile, ExeCommandLine); - if (!ExeFile[0] || !CreateProcessA(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) + WCHAR CommandLine[8192]; + _snwprintf(CommandLine, _countof(CommandLine), L"\"%ls\" %ls", ExeFile, ExeCommandLine); + if (!ExeFile[0] || !CreateProcessW(ExeFile, CommandLine, NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, ExeRunDir, &info, &processInfo)) { MessageBoxA(NULL, "Unable to load the requested EXE file.", "ColdClientLoader", MB_ICONERROR); return 0; @@ -111,18 +114,18 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance bool orig_steam = false; DWORD keyType = REG_SZ; - CHAR OrgSteamCDir[MAX_PATH] = { 0 }; - CHAR OrgSteamCDir64[MAX_PATH] = { 0 }; + WCHAR OrgSteamCDir[MAX_PATH] = { 0 }; + WCHAR OrgSteamCDir64[MAX_PATH] = { 0 }; DWORD Size1 = MAX_PATH; DWORD Size2 = MAX_PATH; - if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) + if (RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { orig_steam = true; // Get original values to restore later. - RegQueryValueExA(Registrykey, "SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); - RegQueryValueExA(Registrykey, "SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); + RegQueryValueExW(Registrykey, L"SteamClientDll", 0, &keyType, (LPBYTE)& OrgSteamCDir, &Size1); + RegQueryValueExW(Registrykey, L"SteamClientDll64", 0, &keyType, (LPBYTE)& OrgSteamCDir64, &Size2); } else { - if (RegCreateKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, + if (RegCreateKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, 0, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &Registrykey, NULL) != ERROR_SUCCESS) { MessageBoxA(NULL, "Unable to patch Steam process informations on the Windows registry.", "ColdClientLoader", MB_ICONERROR); @@ -137,17 +140,17 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance { // Before saving to the registry check again if the path was valid and if the file exist - if (GetFileAttributesA(ClientPath) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)lstrlenA(ClientPath) + 1); + if (GetFileAttributesW(ClientPath) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)ClientPath, (DWORD)(lstrlenW(ClientPath) * sizeof(WCHAR)) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)"", 0); } - if (GetFileAttributesA(Client64Path) != INVALID_FILE_ATTRIBUTES) { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)lstrlenA(Client64Path) + 1); + if (GetFileAttributesW(Client64Path) != INVALID_FILE_ATTRIBUTES) { + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)Client64Path, (DWORD)(lstrlenW(Client64Path) * sizeof(WCHAR)) + 1); } else { - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)"", 0); } } RegSetValueExA(Registrykey, "Universe", NULL, REG_SZ, (LPBYTE)"Public", (DWORD)lstrlenA("Public") + 1); @@ -161,11 +164,11 @@ int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance CloseHandle(processInfo.hThread); if (orig_steam) { - if (RegOpenKeyExA(HKEY_CURRENT_USER, "Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) + if (RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam\\ActiveProcess", 0, KEY_ALL_ACCESS, &Registrykey) == ERROR_SUCCESS) { // Restore the values. - RegSetValueExA(Registrykey, "SteamClientDll", NULL, REG_SZ, (LPBYTE)OrgSteamCDir, (DWORD)lstrlenA(OrgSteamCDir) + 1); - RegSetValueExA(Registrykey, "SteamClientDll64", NULL, REG_SZ, (LPBYTE)OrgSteamCDir64, (DWORD)lstrlenA(OrgSteamCDir64) + 1); + RegSetValueExW(Registrykey, L"SteamClientDll", NULL, REG_SZ, (LPBYTE)OrgSteamCDir, Size1); + RegSetValueExW(Registrykey, L"SteamClientDll64", NULL, REG_SZ, (LPBYTE)OrgSteamCDir64, Size2); // Close the HKEY Handle. RegCloseKey(Registrykey); From 76c9e7a9eec793b81b4b82ca237fefb71731a0f0 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Sun, 9 May 2021 10:11:35 +0200 Subject: [PATCH 387/494] Fix game crash. WHen overlay is shown, you have at least 1 friend connected and you resize the game window smaller to the friend list position, it crashes because ImGui::ListBoxHeader returns false when its clipped and ImGui::ListBoxFooter shouldn't be called. --- overlay_experimental/steam_overlay.cpp | 28 ++++++++++++++------------ 1 file changed, 15 insertions(+), 13 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 387962c..4002278 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -657,22 +657,24 @@ void Steam_Overlay::OverlayProc() std::lock_guard lock(overlay_mutex); if (!friends.empty()) { - ImGui::ListBoxHeader("##label", friends.size()); - std::for_each(friends.begin(), friends.end(), [this](std::pair &i) + if (ImGui::ListBoxHeader("##label", friends.size())) { - ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); - - ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); - BuildContextMenu(i.first, i.second); - if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + std::for_each(friends.begin(), friends.end(), [this](std::pair &i) { - i.second.window_state |= window_state_show; - } - ImGui::PopID(); + ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id); - BuildFriendWindow(i.first, i.second); - }); - ImGui::ListBoxFooter(); + ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick); + BuildContextMenu(i.first, i.second); + if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0)) + { + i.second.window_state |= window_state_show; + } + ImGui::PopID(); + + BuildFriendWindow(i.first, i.second); + }); + ImGui::ListBoxFooter(); + } } } ImGui::End(); From 0595490c00fabe86c0f02a79c9cd9776d7b17344 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 10 May 2021 09:46:42 -0400 Subject: [PATCH 388/494] Support old steam http interfaces. --- dll/steam_client.cpp | 18 ++++- dll/steam_http.h | 5 +- sdk_includes/isteamhttp001.h | 85 ++++++++++++++++++++++++ sdk_includes/isteamhttp002.h | 124 +++++++++++++++++++++++++++++++++++ sdk_includes/steam_api.h | 2 + 5 files changed, 231 insertions(+), 3 deletions(-) create mode 100644 sdk_includes/isteamhttp001.h create mode 100644 sdk_includes/isteamhttp002.h diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 27757f0..8d90a64 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -812,11 +812,25 @@ ISteamHTTP *Steam_Client::GetISteamHTTP( HSteamUser hSteamuser, HSteamPipe hStea { PRINT_DEBUG("GetISteamHTTP %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamuser) return NULL; + Steam_HTTP *steam_http_temp; + if (steam_pipes[hSteamPipe] == Steam_Pipe::SERVER) { - return steam_gameserver_http; + steam_http_temp = steam_gameserver_http; + } else { + steam_http_temp = steam_http; } - return steam_http; + if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION001") == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP001 *)steam_http_temp; + } else if (strcmp(pchVersion, "STEAMHTTP_INTERFACE_VERSION002") == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP002 *)steam_http_temp; + } else if (strcmp(pchVersion, STEAMHTTP_INTERFACE_VERSION) == 0) { + return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp; + } else { + return (ISteamHTTP *)(void *)(ISteamHTTP *)steam_http_temp; + } + + return steam_http_temp; } // Deprecated - the ISteamUnifiedMessages interface is no longer intended for public consumption. diff --git a/dll/steam_http.h b/dll/steam_http.h index 3ab862b..7e33f2c 100644 --- a/dll/steam_http.h +++ b/dll/steam_http.h @@ -25,7 +25,10 @@ struct Steam_Http_Request { std::string response; }; -class Steam_HTTP : public ISteamHTTP +class Steam_HTTP : +public ISteamHTTP001, +public ISteamHTTP002, +public ISteamHTTP { class Settings *settings; class Networking *network; diff --git a/sdk_includes/isteamhttp001.h b/sdk_includes/isteamhttp001.h new file mode 100644 index 0000000..6feaa46 --- /dev/null +++ b/sdk_includes/isteamhttp001.h @@ -0,0 +1,85 @@ + +#ifndef ISTEAMHTTP001_H +#define ISTEAMHTTP001_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamHTTP001 +{ +public: + + // Initializes a new HTTP request, returning a handle to use in further operations on it. Requires + // the method (GET or POST) and the absolute URL for the request. Only http requests (ie, not https) are + // currently supported, so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/ + // or such. + virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0; + + // Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after + // sending the request. This is just so the caller can easily keep track of which callbacks go with which request data. + virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0; + + // Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default + // timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request + // has already been sent. + virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0; + + // Set a request header value for the request, must be called prior to sending the request. Will + // return false if the handle is invalid or the request is already sent. + virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0; + + // Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified + // when creating the request. Must be called prior to sending the request. Will return false if the + // handle is invalid or the request is already sent. + virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asyncronous response via callback. + // + // Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control + // header and only do a local cache lookup rather than sending any actual remote request. + virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also + // returns the size of the header value if present so the caller and allocate a correctly sized buffer for + // GetHTTPResponseHeaderValue. + virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0; + + // Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // header is not present or if your buffer is too small to contain it's value. You should first call + // BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed. + virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0; + + // Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid. + virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0; + + // Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out + // the correct buffer size to use. + virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t + // callback and finishing using the response. + virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Gets progress on downloading the body for the request. This will be zero unless a response header has already been + // received which included a content-length field. For responses that contain no content-length it will report + // zero for the duration of the request as the size is unknown until the connection closes. + virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0; + + // Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params + // have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType + // parameter will set the content-type header for the request so the server may know how to interpret the body. + virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0; +}; + +#endif // ISTEAMHTTP001_H diff --git a/sdk_includes/isteamhttp002.h b/sdk_includes/isteamhttp002.h new file mode 100644 index 0000000..96f5c25 --- /dev/null +++ b/sdk_includes/isteamhttp002.h @@ -0,0 +1,124 @@ + +#ifndef ISTEAMHTTP002_H +#define ISTEAMHTTP002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamHTTP002 +{ +public: + + // Initializes a new HTTP request, returning a handle to use in further operations on it. Requires + // the method (GET or POST) and the absolute URL for the request. Both http and https are supported, + // so this string must start with http:// or https:// and should look like http://store.steampowered.com/app/250/ + // or such. + virtual HTTPRequestHandle CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) = 0; + + // Set a context value for the request, which will be returned in the HTTPRequestCompleted_t callback after + // sending the request. This is just so the caller can easily keep track of which callbacks go with which request data. + virtual bool SetHTTPRequestContextValue( HTTPRequestHandle hRequest, uint64 ulContextValue ) = 0; + + // Set a timeout in seconds for the HTTP request, must be called prior to sending the request. Default + // timeout is 60 seconds if you don't call this. Returns false if the handle is invalid, or the request + // has already been sent. + virtual bool SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) = 0; + + // Set a request header value for the request, must be called prior to sending the request. Will + // return false if the handle is invalid or the request is already sent. + virtual bool SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) = 0; + + // Set a GET or POST parameter value on the request, which is set will depend on the EHTTPMethod specified + // when creating the request. Must be called prior to sending the request. Will return false if the + // handle is invalid or the request is already sent. + virtual bool SetHTTPRequestGetOrPostParameter( HTTPRequestHandle hRequest, const char *pchParamName, const char *pchParamValue ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asynchronous response via callback. + // + // Note: If the user is in offline mode in Steam, then this will add a only-if-cached cache-control + // header and only do a local cache lookup rather than sending any actual remote request. + virtual bool SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Sends the HTTP request, will return false on a bad handle, otherwise use SteamCallHandle to wait on + // asynchronous response via callback for completion, and listen for HTTPRequestHeadersReceived_t and + // HTTPRequestDataReceived_t callbacks while streaming. + virtual bool SendHTTPRequestAndStreamResponse( HTTPRequestHandle hRequest, SteamAPICall_t *pCallHandle ) = 0; + + // Defers a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the tail of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool DeferHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Prioritizes a request you have sent, the actual HTTP client code may have many requests queued, and this will move + // the specified request to the head of the queue. Returns false on invalid handle, or if the request is not yet sent. + virtual bool PrioritizeHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Checks if a response header is present in a HTTP response given a handle from HTTPRequestCompleted_t, also + // returns the size of the header value if present so the caller and allocate a correctly sized buffer for + // GetHTTPResponseHeaderValue. + virtual bool GetHTTPResponseHeaderSize( HTTPRequestHandle hRequest, const char *pchHeaderName, uint32 *unResponseHeaderSize ) = 0; + + // Gets header values from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // header is not present or if your buffer is too small to contain it's value. You should first call + // BGetHTTPResponseHeaderSize to check for the presence of the header and to find out the size buffer needed. + virtual bool GetHTTPResponseHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, uint8 *pHeaderValueBuffer, uint32 unBufferSize ) = 0; + + // Gets the size of the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid. + virtual bool GetHTTPResponseBodySize( HTTPRequestHandle hRequest, uint32 *unBodySize ) = 0; + + // Gets the body data from a HTTP response given a handle from HTTPRequestCompleted_t, will return false if the + // handle is invalid or is to a streaming response, or if the provided buffer is not the correct size. Use BGetHTTPResponseBodySize first to find out + // the correct buffer size to use. + virtual bool GetHTTPResponseBodyData( HTTPRequestHandle hRequest, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Gets the body data from a streaming HTTP response given a handle from HTTPRequestDataReceived_t. Will return false if the + // handle is invalid or is to a non-streaming response (meaning it wasn't sent with SendHTTPRequestAndStreamResponse), or if the buffer size and offset + // do not match the size and offset sent in HTTPRequestDataReceived_t. + virtual bool GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, uint32 cOffset, uint8 *pBodyDataBuffer, uint32 unBufferSize ) = 0; + + // Releases an HTTP response handle, should always be called to free resources after receiving a HTTPRequestCompleted_t + // callback and finishing using the response. + virtual bool ReleaseHTTPRequest( HTTPRequestHandle hRequest ) = 0; + + // Gets progress on downloading the body for the request. This will be zero unless a response header has already been + // received which included a content-length field. For responses that contain no content-length it will report + // zero for the duration of the request as the size is unknown until the connection closes. + virtual bool GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float *pflPercentOut ) = 0; + + // Sets the body for an HTTP Post request. Will fail and return false on a GET request, and will fail if POST params + // have already been set for the request. Setting this raw body makes it the only contents for the post, the pchContentType + // parameter will set the content-type header for the request so the server may know how to interpret the body. + virtual bool SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) = 0; + + // Creates a cookie container handle which you must later free with ReleaseCookieContainer(). If bAllowResponsesToModify=true + // than any response to your requests using this cookie container may add new cookies which may be transmitted with + // future requests. If bAllowResponsesToModify=false than only cookies you explicitly set will be sent. This API is just for + // during process lifetime, after steam restarts no cookies are persisted and you have no way to access the cookie container across + // repeat executions of your process. + virtual HTTPCookieContainerHandle CreateCookieContainer( bool bAllowResponsesToModify ) = 0; + + // Release a cookie container you are finished using, freeing it's memory + virtual bool ReleaseCookieContainer( HTTPCookieContainerHandle hCookieContainer ) = 0; + + // Adds a cookie to the specified cookie container that will be used with future requests. + virtual bool SetCookie( HTTPCookieContainerHandle hCookieContainer, const char *pchHost, const char *pchUrl, const char *pchCookie ) = 0; + + // Set the cookie container to use for a HTTP request + virtual bool SetHTTPRequestCookieContainer( HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) = 0; + + // Set the extra user agent info for a request, this doesn't clobber the normal user agent, it just adds the extra info on the end + virtual bool SetHTTPRequestUserAgentInfo( HTTPRequestHandle hRequest, const char *pchUserAgentInfo ) = 0; + + // Set that https request should require verified SSL certificate via machines certificate trust store + virtual bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) = 0; + + // Set an absolute timeout on the HTTP request, this is just a total time timeout different than the network activity timeout + // which can bump everytime we get more data + virtual bool SetHTTPRequestAbsoluteTimeoutMS( HTTPRequestHandle hRequest, uint32 unMilliseconds ) = 0; + + // Check if the reason the request failed was because we timed it out (rather than some harder failure) + virtual bool GetHTTPRequestWasTimedOut( HTTPRequestHandle hRequest, bool *pbWasTimedOut ) = 0; +}; + +#endif // ISTEAMHTTP002_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 380436b..3632dd4 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -128,6 +128,8 @@ #include "isteammusic.h" #include "isteammusicremote.h" #include "isteamhttp.h" +#include "isteamhttp001.h" +#include "isteamhttp002.h" #include "isteamcontroller.h" #include "isteamcontroller001.h" #include "isteamcontroller003.h" From 5495f36ed6715e8699b0e56050e484d7ec478b66 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 16 May 2021 21:04:18 -0400 Subject: [PATCH 389/494] Update imgui library to latest. --- ImGui/imconfig.h | 32 +- ImGui/imgui.cpp | 3017 +++++++++------- ImGui/imgui.h | 949 +++-- ImGui/imgui_draw.cpp | 776 +++-- ImGui/imgui_internal.h | 1038 ++++-- ImGui/imgui_tables.cpp | 4004 ++++++++++++++++++++++ ImGui/imgui_widgets.cpp | 1354 +++----- ImGui/impls/imgui_impl_opengl3.cpp | 74 +- ImGui/impls/imgui_impl_opengl3.h | 12 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 29 +- ImGui/impls/windows/imgui_impl_dx10.h | 14 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 27 +- ImGui/impls/windows/imgui_impl_dx11.h | 12 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 11 +- ImGui/impls/windows/imgui_impl_dx12.h | 2 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 87 +- ImGui/impls/windows/imgui_impl_dx9.h | 12 +- ImGui/impls/windows/imgui_impl_win32.cpp | 146 +- ImGui/impls/windows/imgui_impl_win32.h | 18 +- ImGui/imstb_truetype.h | 2 +- 20 files changed, 8787 insertions(+), 2829 deletions(-) create mode 100644 ImGui/imgui_tables.cpp diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index d538ede..c2512b3 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -20,7 +20,9 @@ //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows -// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -31,11 +33,11 @@ // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. #define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. +#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. -//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) @@ -49,20 +51,29 @@ //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version -// By default the embedded implementations are declared static and not available outside of imgui cpp files. +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. -// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. // #define IMGUI_USE_STB_SPRINTF +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* @@ -76,12 +87,12 @@ */ //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int -//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; //struct ImDrawCmd; //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); @@ -99,6 +110,7 @@ //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 6e6d65d..ebbf76e 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.83 WIP // (main code and documentation) // Help: @@ -11,15 +11,16 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". // Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. @@ -75,8 +76,9 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] VIEWPORTS // [SECTION] PLATFORM DEPENDENT HELPERS -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW */ @@ -124,7 +126,7 @@ CODE - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE @@ -132,17 +134,17 @@ CODE READ FIRST ---------- - - Remember to read the FAQ (https://www.dearimgui.org/faq) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction - or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). - You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. - For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. @@ -155,34 +157,36 @@ CODE HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - - Try to keep your copy of dear imgui reasonably up to date. + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date. GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. - - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- - EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder). - The sub-folders in examples/ contains examples applications following this structure. + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -191,7 +195,7 @@ CODE // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -217,7 +221,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -232,17 +236,17 @@ CODE unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // At this point you've got the texture data and you need to upload that your your graphic system: + // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->TexID = (void*)texture; + io.Fonts->SetTexID((void*)texture); // Application main loop while (true) { // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. - // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here @@ -251,7 +255,7 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here @@ -271,14 +275,14 @@ CODE // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- - The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function. + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { @@ -304,13 +308,14 @@ CODE // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->TextureId); - // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) - // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) ImVec2 pos = draw_data->DisplayPos; MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); @@ -346,9 +351,9 @@ CODE Note that io.NavInputs[] is cleared by EndFrame(). - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: @@ -357,8 +362,8 @@ CODE - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. - When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want to set a boolean to ignore your other external mouse positions until the external source is moved again.) @@ -368,14 +373,58 @@ CODE Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. - When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. - - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). @@ -384,7 +433,7 @@ CODE - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. see https://github.com/ocornut/imgui/issues/3361 for all details. - kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. @@ -404,7 +453,7 @@ CODE - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. @@ -432,7 +481,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -453,10 +502,10 @@ CODE - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. - when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. - in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. @@ -466,7 +515,7 @@ CODE - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. - - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. @@ -510,7 +559,7 @@ CODE - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). @@ -527,12 +576,12 @@ CODE - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. @@ -540,7 +589,7 @@ CODE - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. @@ -557,7 +606,7 @@ CODE you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. this necessary change will break your rendering function! the fix should be very easy. sorry for that :( - - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - the signature of the io.RenderDrawListsFn handler has changed! old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). @@ -571,7 +620,7 @@ CODE - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. @@ -595,9 +644,9 @@ CODE - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) @@ -626,7 +675,7 @@ CODE =========== Q: Where is the documentation? - A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - Run the examples/ and explore them. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. @@ -636,7 +685,7 @@ CODE - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments - associated to it. + associated with it. Q: What is this library called? Q: Which version should I get? @@ -649,15 +698,15 @@ CODE Q: How to get started? A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. - Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... >> See https://www.dearimgui.org/faq Q&A: Usage @@ -695,16 +744,16 @@ CODE ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ @@ -767,6 +816,9 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -808,8 +860,8 @@ CODE static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) -static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. @@ -825,8 +877,6 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* wind static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); -static ImRect GetViewportRect(); - // Settings static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); @@ -850,17 +900,18 @@ static void NavUpdateInitResult(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); +static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); +static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); -static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); // Misc static void UpdateSettings(); @@ -873,33 +924,42 @@ static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +// Viewports +static void UpdateViewportsNewFrame(); + } //----------------------------------------------------------------------------- // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. -// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call -// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. -// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. -// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. -// If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: -// struct ImGuiContext; -// extern thread_local ImGuiContext* MyImGuiTLS; -// #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. -// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. -// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } @@ -907,10 +967,9 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif - -static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; -static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -920,7 +979,7 @@ ImGuiStyle::ImGuiStyle() { Alpha = 1.0f; // Global alpha applies to everything in ImGui WindowPadding = ImVec2(8,8); // Padding within a window - WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text @@ -934,6 +993,7 @@ ImGuiStyle::ImGuiStyle() FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -952,10 +1012,10 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -974,6 +1034,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) FrameRounding = ImFloor(FrameRounding * scale_factor); ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + CellPadding = ImFloor(CellPadding * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); IndentSpacing = ImFloor(IndentSpacing * scale_factor); ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); @@ -1027,7 +1088,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; - ConfigWindowsMemoryCompactTimer = 60.0f; + ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1038,10 +1099,6 @@ ImGuiIO::ImGuiIO() ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; ImeWindowHandle = NULL; -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - RenderDrawListsFn = NULL; -#endif - // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); @@ -1079,11 +1136,18 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) if (InputQueueSurrogate != 0) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); - else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) - cp = IM_UNICODE_CODEPOINT_INVALID; + } else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + InputQueueSurrogate = 0; } InputQueueCharacters.push_back(cp); @@ -1109,16 +1173,16 @@ void ImGuiIO::ClearInputCharacters() // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- -ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { - IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) { - ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) @@ -1132,7 +1196,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3 } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp -static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; @@ -1160,20 +1224,20 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. -ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { IM_ASSERT(tess_tol > 0.0f); ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; - BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); return p_closest; } @@ -1425,7 +1489,7 @@ static const ImU32 GCrc32LookupTable[256] = // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; @@ -1441,7 +1505,7 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { seed = ~seed; ImU32 crc = seed; @@ -1547,66 +1611,58 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f //----------------------------------------------------------------------------- // Convert UTF-8 to 32-bit character, process single character input. -// Based on stb_from_utf8() from github.com/nothings/stb/ +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) { - unsigned int c = (unsigned int)-1; - const unsigned char* str = (const unsigned char*)in_text; - if (!(*str & 0x80)) + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + !len; + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) { - c = (unsigned int)(*str++); - *out_char = c; - return 1; + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; } - if ((*str & 0xe0) == 0xc0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 2) return 1; - if (*str < 0xc2) return 2; - c = (unsigned int)((*str++ & 0x1f) << 6); - if ((*str & 0xc0) != 0x80) return 2; - c += (*str++ & 0x3f); - *out_char = c; - return 2; - } - if ((*str & 0xf0) == 0xe0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 3) return 1; - if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; - if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below - c = (unsigned int)((*str++ & 0x0f) << 12); - if ((*str & 0xc0) != 0x80) return 3; - c += (unsigned int)((*str++ & 0x3f) << 6); - if ((*str & 0xc0) != 0x80) return 3; - c += (*str++ & 0x3f); - *out_char = c; - return 3; - } - if ((*str & 0xf8) == 0xf0) - { - *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 4) return 1; - if (*str > 0xf4) return 4; - if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; - if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below - c = (unsigned int)((*str++ & 0x07) << 18); - if ((*str & 0xc0) != 0x80) return 4; - c += (unsigned int)((*str++ & 0x3f) << 12); - if ((*str & 0xc0) != 0x80) return 4; - c += (unsigned int)((*str++ & 0x3f) << 6); - if ((*str & 0xc0) != 0x80) return 4; - c += (*str++ & 0x3f); - // utf-8 encodings of values used in surrogate pairs are invalid - if ((c & 0xFFFFF800) == 0xD800) return 4; - // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead - if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; - *out_char = c; - return 4; - } - *out_char = 0; - return 0; + + return wanted; } int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) @@ -2134,6 +2190,14 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + // Helper to calculate coarse clipping of large list of evenly sized items. // NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. // NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX @@ -2148,7 +2212,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_end = items_count; return; } - if (window->SkipItems) + if (GetSkipItemForListClipping()) { *out_items_display_start = *out_items_display_end = 0; return; @@ -2184,12 +2248,22 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) // The clipper should probably have a 4th step to display the last item in a regular manner. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (ImGuiColumns* columns = window->DC.CurrentColumns) + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } } ImGuiListClipper::ImGuiListClipper() @@ -2211,9 +2285,14 @@ void ImGuiListClipper::Begin(int items_count, float items_height) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; + ItemsFrozen = 0; StepNo = 0; DisplayStart = -1; DisplayEnd = 0; @@ -2226,7 +2305,7 @@ void ImGuiListClipper::End() // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); + SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); ItemsCount = -1; StepNo = 3; } @@ -2236,8 +2315,12 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // Reached end of list - if (DisplayEnd >= ItemsCount || window->SkipItems) + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (ItemsCount == 0 || GetSkipItemForListClipping()) { End(); return false; @@ -2246,12 +2329,22 @@ bool ImGuiListClipper::Step() // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) if (StepNo == 0) { + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (table != NULL && !table->IsUnfrozenRows) + { + DisplayStart = ItemsFrozen; + DisplayEnd = ItemsFrozen + 1; + ItemsFrozen++; + return true; + } + StartPosY = window->DC.CursorPos.y; if (ItemsHeight <= 0.0f) { // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = 0; - DisplayEnd = 1; + DisplayStart = ItemsFrozen; + DisplayEnd = ItemsFrozen + 1; StepNo = 1; return true; } @@ -2265,11 +2358,28 @@ bool ImGuiListClipper::Step() if (StepNo == 1) { IM_ASSERT(ItemsHeight <= 0.0f); - ItemsHeight = window->DC.CursorPos.y - StartPosY; + if (table) + { + const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row + const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. + ItemsHeight = pos_y2 - pos_y1; + window->DC.CursorPos.y = pos_y2; + } + else + { + ItemsHeight = window->DC.CursorPos.y - StartPosY; + } IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); StepNo = 2; } + // Reached end of list + if (DisplayEnd >= ItemsCount) + { + End(); + return false; + } + // Step 2: calculate the actual range of elements to display, and position the cursor before the first element if (StepNo == 2) { @@ -2282,7 +2392,7 @@ bool ImGuiListClipper::Step() // Seek cursor if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); + SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); StepNo = 3; return true; @@ -2294,7 +2404,7 @@ bool ImGuiListClipper::Step() { // Seek cursor if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor ItemsCount = -1; return false; } @@ -2352,7 +2462,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); + g.ColorStack.push_back(backup); g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } @@ -2362,7 +2472,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) ImGuiColorMod backup; backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); + g.ColorStack.push_back(backup); g.Style.Colors[idx] = col; } @@ -2371,9 +2481,9 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; while (count > 0) { - ImGuiColorMod& backup = g.ColorModifiers.back(); + ImGuiColorMod& backup = g.ColorStack.back(); g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); + g.ColorStack.pop_back(); count--; } } @@ -2404,6 +2514,7 @@ static const ImGuiStyleVarInfo GStyleVarInfo[] = { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize @@ -2427,7 +2538,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } @@ -2441,7 +2552,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } @@ -2454,12 +2565,12 @@ void ImGui::PopStyleVar(int count) while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. - ImGuiStyleMod& backup = g.StyleModifiers.back(); + ImGuiStyleMod& backup = g.StyleVarStack.back(); const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); void* data = info->GetVarPtr(&g.Style); if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } - g.StyleModifiers.pop_back(); + g.StyleVarStack.pop_back(); count--; } } @@ -2511,6 +2622,11 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; case ImGuiCol_NavHighlight: return "NavHighlight"; @@ -2720,8 +2836,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2732,8 +2848,8 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2759,13 +2875,13 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } @@ -2774,70 +2890,27 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl //----------------------------------------------------------------------------- // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods -ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) - : DrawListInst(&context->DrawListSharedData) +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) { + memset(this, 0, sizeof(*this)); Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); - Flags = ImGuiWindowFlags_None; - Pos = ImVec2(0.0f, 0.0f); - Size = SizeFull = ImVec2(0.0f, 0.0f); - ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); - WindowPadding = ImVec2(0.0f, 0.0f); - WindowRounding = 0.0f; - WindowBorderSize = 0.0f; - NameBufLen = (int)strlen(name) + 1; MoveId = GetID("#MOVE"); - ChildId = 0; - Scroll = ImVec2(0.0f, 0.0f); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - ScrollbarSizes = ImVec2(0.0f, 0.0f); - ScrollbarX = ScrollbarY = false; - Active = WasActive = false; - WriteAccessed = false; - Collapsed = false; - WantCollapseToggle = false; - SkipItems = false; - Appearing = false; - Hidden = false; - IsFallbackWindow = false; - HasCloseButton = false; - ResizeBorderHeld = -1; - BeginCount = 0; - BeginOrderWithinParent = -1; - BeginOrderWithinContext = -1; - PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitChildAxises = 0x00; - AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); - - InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. - LastFrameActive = -1; LastTimeActive = -1.0f; - ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; SettingsOffset = -1; - DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; - ParentWindow = NULL; - RootWindow = NULL; - RootWindowForTitleBarHighlight = NULL; - RootWindowForNav = NULL; - - NavLastIds[0] = NavLastIds[1] = 0; - NavRectRel[0] = NavRectRel[1] = ImRect(); - NavLastChildNavWindow = NULL; - - MemoryCompacted = false; - MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; } ImGuiWindow::~ImGuiWindow() @@ -2845,7 +2918,7 @@ ImGuiWindow::~ImGuiWindow() IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiColumns(); + ColumnsStorage[i].~ImGuiOldColumns(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) @@ -2931,15 +3004,22 @@ static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + TableGcCompactSettings(); +} + // Free up/compact internal window buffers, we can use this when a window becomes unused. -// This is currently unused by the library, but you may call this yourself for easy GC. // Not freed: -// - ImGuiWindow, ImGuiWindowSettings, Name -// - StateStorage, ColumnsStorage (may hold useful data) +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { @@ -2949,10 +3029,8 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) window->IDStack.clear(); window->DrawList->_ClearFreeMemory(); window->DC.ChildWindows.clear(); - window->DC.ItemFlagsStack.clear(); window->DC.ItemWidthStack.clear(); window->DC.TextWrapPosStack.clear(); - window->DC.GroupStack.clear(); } void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) @@ -2974,6 +3052,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; if (id != 0) { g.LastActiveId = id; @@ -2993,6 +3072,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; g.ActiveIdUsingKeyInputMask = 0x00; @@ -3008,6 +3088,7 @@ void ImGui::SetHoveredID(ImGuiID id) ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } @@ -3070,20 +3151,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return IsItemFocused(); // Test for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; // Test if another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; @@ -3093,7 +3176,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Test if the item is disabled - if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. @@ -3119,7 +3202,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (g.NavDisableMouseHover) return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (g.CurrentItemFlags & ImGuiItemFlags_Disabled)) { g.HoveredIdDisabled = true; return false; @@ -3166,47 +3249,49 @@ void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatu } // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0 && id == window->DC.LastItemId); // Increment counters - const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + // FIXME: ImGuiItemFlags_Disabled should disable more. + const bool is_tab_stop = (g.CurrentItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; window->DC.FocusCounterRegular++; if (is_tab_stop) + { window->DC.FocusCounterTabStop++; + if (g.NavId == id) + g.NavIdTabCounter = window->DC.FocusCounterTabStop; + } // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL) { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. } // Handle focus requests - if (g.FocusRequestCurrWindow == window) + if (g.TabFocusRequestCurrWindow == window) { - if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) - return true; - if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) + { + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByCode; + return; + } + if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) { g.NavJustTabbedId = id; - return true; + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; + return; } // If another item is about to be focused, we clear our own active id if (g.ActiveId == id) ClearActiveID(); } - - return false; -} - -void ImGui::FocusableItemUnregister(ImGuiWindow* window) -{ - window->DC.FocusCounterRegular--; - window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3238,7 +3323,7 @@ void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() @@ -3247,7 +3332,7 @@ void ImGui::MemFree(void* ptr) if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -3284,13 +3369,21 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; GImAllocatorUserData = user_data; } +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); @@ -3310,17 +3403,48 @@ void ImGui::DestroyContext(ImGuiContext* ctx) IM_DELETE(ctx); } +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].HookId == hook_id) + g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); +} + ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } -// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.DrawData.Valid ? &g.DrawData : NULL; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() @@ -3333,14 +3457,50 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } +static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); + ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->DrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + ImDrawList* ImGui::GetBackgroundDrawList() { - return &GImGui->BackgroundDrawList; + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.Viewports[0]); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() { - return &GImGui->ForegroundDrawList; + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.Viewports[0]); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3422,17 +3582,18 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; - // Click on empty space to focus window and start moving (after we're done with all our widgets) + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredRootWindow; + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); + StartMouseMovingWindow(g.HoveredWindow); //-V595 // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -3458,17 +3619,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = false; - if (modal == NULL) - hovered_window_above_modal = true; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window == modal) - break; - if (window == g.HoveredWindow) - hovered_window_above_modal = true; - } + bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -3565,6 +3716,9 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; + if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) + return; + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; if (!window || window->Collapsed) return; @@ -3577,7 +3731,7 @@ void ImGui::UpdateMouseWheel() const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + if (window == window->RootWindow) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); @@ -3589,10 +3743,17 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + if (g.IO.KeyCtrl) + return; + + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; + const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; // Vertical Mouse Wheel scrolling - const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_y != 0.0f && !g.IO.KeyCtrl) + if (wheel_y != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3606,8 +3767,7 @@ void ImGui::UpdateMouseWheel() } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_x != 0.0f && !g.IO.KeyCtrl) + if (wheel_x != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -3626,32 +3786,34 @@ void ImGui::UpdateTabFocus() ImGuiContext& g = *GImGui; // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) + g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.TabFocusPressed) { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterRegular = INT_MAX; + // - This path is only taken when no widget are active/tabbed-into yet. + // Subsequent tabbing will be processed by FocusableItemRegister() + // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields here even though they will be turned into Curr fields below. + g.TabFocusRequestNextWindow = g.NavWindow; + g.TabFocusRequestNextCounterRegular = INT_MAX; if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); else - g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; } // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; - if (g.FocusRequestNextWindow != NULL) + g.TabFocusRequestCurrWindow = NULL; + g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; + if (g.TabFocusRequestNextWindow != NULL) { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + ImGuiWindow* window = g.TabFocusRequestNextWindow; + g.TabFocusRequestCurrWindow = window; + if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.TabFocusRequestNextWindow = NULL; + g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; } g.NavIdTabCounter = INT_MAX; @@ -3661,6 +3823,7 @@ void ImGui::UpdateTabFocus() void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. @@ -3671,7 +3834,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window)) clear_hovered_windows = true; // Disabled mouse? @@ -3699,7 +3862,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() clear_hovered_windows = true; if (clear_hovered_windows) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) @@ -3735,9 +3898,13 @@ void ImGui::NewFrame() IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes ErrorCheckNewFrameSanityChecks(); @@ -3758,13 +3925,18 @@ void ImGui::NewFrame() g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + UpdateViewportsNewFrame(); + // Setup current font and draw list shared data g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); - g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space.Add(g.Viewports[n]->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -3775,16 +3947,12 @@ void ImGui::NewFrame() if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - g.BackgroundDrawList._ResetForNewFrame(); - g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.BackgroundDrawList.PushClipRectFullScreen(); - - g.ForegroundDrawList._ResetForNewFrame(); - g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); - g.ForegroundDrawList.PushClipRectFullScreen(); - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - g.DrawData.Clear(); + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataP.Clear(); + } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) @@ -3800,8 +3968,10 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) @@ -3871,8 +4041,8 @@ void ImGui::NewFrame() UpdateTabFocus(); // Mark all windows as not visible and compact unused memory. - IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); - const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -3886,6 +4056,14 @@ void ImGui::NewFrame() GcCompactTransientWindowBuffers(window); } + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) FocusTopMostWindowUnderOne(NULL, NULL); @@ -3894,6 +4072,9 @@ void ImGui::NewFrame() // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.GroupStack.resize(0); ClosePopupsOverWindow(g.NavWindow, false); // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. @@ -3907,9 +4088,7 @@ void ImGui::NewFrame() Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PostNewFrame(&g); -#endif + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. @@ -3957,17 +4136,13 @@ void ImGui::Initialize(ImGuiContext* context) #ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type - { - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Table"; - ini_handler.TypeHash = ImHashStr("Table"); - ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; - ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - } + TableSettingsInstallHandler(context); #endif // #ifdef IMGUI_HAS_TABLE + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + g.Viewports.push_back(viewport); + #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK @@ -3994,15 +4169,12 @@ void ImGui::Shutdown(ImGuiContext* context) if (g.SettingsLoaded && g.IO.IniFilename != NULL) { ImGuiContext* backup_context = GImGui; - SetCurrentContext(context); + SetCurrentContext(&g); SaveIniSettingsToDisk(g.IO.IniFilename); SetCurrentContext(backup_context); } - // Notify hooked test engine, if any -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_Shutdown(context); -#endif + CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else for (int i = 0; i < g.Windows.Size; i++) @@ -4014,22 +4186,27 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; - g.ColorModifiers.clear(); - g.StyleModifiers.clear(); + g.ColorStack.clear(); + g.StyleVarStack.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.DrawDataBuilder.ClearFreeMemory(); - g.BackgroundDrawList._ClearFreeMemory(); - g.ForegroundDrawList._ClearFreeMemory(); + + for (int i = 0; i < g.Viewports.Size; i++) + IM_DELETE(g.Viewports[i]); + g.Viewports.clear(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); + g.Tables.Clear(); + g.CurrentTableStack.clear(); + g.DrawChannelsTempMergeBuffer.clear(); + g.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); @@ -4082,7 +4259,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { // Remove trailing command if unused. - // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well. + // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well. draw_list->_PopUnusedDrawCmd(); if (draw_list->CmdBuffer.Size == 0) return; @@ -4097,13 +4274,13 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. // 2 and 4 bytes indices are generally supported by most graphics API. @@ -4115,25 +4292,25 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d out_list->push_back(draw_list); } -static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(out_render_list, window->DrawList); + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active - AddWindowToDrawData(out_render_list, child); + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); } } // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) static void AddRootWindowToDrawData(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); + AddWindowToDrawData(window, layer); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4154,15 +4331,16 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer() } } -static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) { ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; draw_data->Valid = true; draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = ImVec2(0.0f, 0.0f); - draw_data->DisplaySize = io.DisplaySize; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; for (int n = 0; n < draw_lists->Size; n++) { @@ -4202,6 +4380,8 @@ void ImGui::EndFrame() return; IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + ErrorCheckEndFrameSanityChecks(); // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) @@ -4268,6 +4448,8 @@ void ImGui::EndFrame() g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } void ImGui::Render() @@ -4279,11 +4461,17 @@ void ImGui::Render() EndFrame(); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; - g.DrawDataBuilder.Clear(); - // Add background ImDrawList - if (!g.BackgroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; @@ -4292,32 +4480,36 @@ void ImGui::Render() for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); - g.DrawDataBuilder.FlattenIntoSingleLayer(); - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - // Add foreground ImDrawList - if (!g.ForegroundDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); - // Setup ImDrawData structure for end-user - SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); - g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; - g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + // Add foreground ImDrawList (for each active viewport) + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); - // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) - g.IO.RenderDrawListsFn(&g.DrawData); -#endif + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + ImDrawData* draw_data = &viewport->DrawDataP; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. @@ -4339,7 +4531,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = IM_FLOOR(text_size.x + 0.95f); + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); return text_size; } @@ -4358,10 +4554,11 @@ static void FindHoveredWindow() hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) @@ -4372,7 +4569,7 @@ static void FindHoveredWindow() if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else - bb.Expand(padding_for_resize_from_edges); + bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) continue; @@ -4388,6 +4585,7 @@ static void FindHoveredWindow() if (hovered_window == NULL) hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) @@ -4395,7 +4593,6 @@ static void FindHoveredWindow() } g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } @@ -4426,7 +4623,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key) } // Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! -// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { if (user_key_index < 0) @@ -4582,7 +4779,7 @@ bool ImGui::IsAnyMouseDown() // Return the delta from the initial clicking position while the mouse button is clicked or was just released. // This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; @@ -4662,16 +4859,19 @@ bool ImGui::IsItemDeactivatedAfterEdit() return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } +// == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + if (g.NavId != window->DC.LastItemId || g.NavId == 0) return false; return true; } +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); @@ -4720,15 +4920,27 @@ bool ImGui::IsItemEdited() } // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + ImGuiID id = g.CurrentWindow->DC.LastItemId; + if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; - if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + if (g.ActiveId == id) g.ActiveIdAllowOverlap = true; } +void ImGui::SetItemUsingMouseWheel() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->DC.LastItemId; + if (g.HoveredId == id) + g.HoveredIdUsingMouseWheel = true; + if (g.ActiveId == id) + g.ActiveIdUsingMouseWheel = true; +} + ImVec2 ImGui::GetItemRectMin() { ImGuiWindow* window = GetCurrentWindowRead(); @@ -4747,12 +4959,6 @@ ImVec2 ImGui::GetItemRectSize() return window->DC.LastItemRect.GetSize(); } -static ImRect GetViewportRect() -{ - ImGuiContext& g = *GImGui; - return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); -} - bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -4772,16 +4978,15 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. - char title[256]; if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); else - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(title, NULL, flags); + bool ret = Begin(g.TempBuffer, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; @@ -4794,7 +4999,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -4841,13 +5046,13 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else @@ -4855,8 +5060,11 @@ void ImGui::EndChild() // Not navigable into ItemAdd(bb, 0); } + if (g.HoveredWindow == window) + parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -4917,7 +5125,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) g.WindowsById.SetVoidPtr(window->ID, window); // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - window->Pos = ImVec2(60, 60); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) @@ -4944,7 +5153,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - g.WindowsFocusOrder.push_back(window); + if (!(flags & ImGuiWindowFlags_ChildWindow)) + { + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else @@ -4952,9 +5166,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) return window; } -static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. @@ -4979,33 +5194,40 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { ImGuiWindow* window_for_height = window; + const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } -static ImVec2 CalcWindowContentSize(ImGuiWindow* window) +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) { - if (window->Collapsed) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->ContentSize; - if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->ContentSize; + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } - ImVec2 sz; - sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - return sz; + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -5019,13 +5241,16 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? + ImVec2 avail_size = ImGui::GetMainViewport()->Size; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -5034,10 +5259,12 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont } } -ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcWindowContentSize(window); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } @@ -5065,53 +5292,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } +// Data for resizing from corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; - static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right - { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left - { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; +// Data for resizing from borders struct ImGuiResizeBorderDef { ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; + ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; - static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right - { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom - { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); - if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top - if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right - if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom - if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) -// 4..7: borders (Top, Right, Bottom, Left) -ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { - IM_ASSERT(n >= 0 && n <= 7); + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; ImGuiID id = window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); @@ -5134,7 +5372,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -5146,15 +5384,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -5170,39 +5409,41 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip - ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } + + // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left - ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); @@ -5214,9 +5455,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { @@ -5262,16 +5503,16 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) { @@ -5320,14 +5561,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar @@ -5335,7 +5576,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } @@ -5376,8 +5617,8 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Layout buttons @@ -5414,7 +5655,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. @@ -5423,7 +5664,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, - // while uncentered title text will still reach edges correct. + // while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) pad_l += g.Style.ItemInnerSpacing.x; if (pad_r > style.FramePadding.x) @@ -5437,8 +5678,9 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl } ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); - //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); if (flags & ImGuiWindowFlags_UnsavedDocument) { @@ -5497,14 +5739,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + window->Appearing = window_just_activated_by_user; if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); @@ -5534,8 +5775,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); + g.CurrentWindow = window; + window->DC.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindow = NULL; - ErrorCheckBeginEndCompareStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -5544,9 +5787,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->PopupId = popup_ref.PopupId; } - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) UpdateWindowParentAndRootLinks(window, flags, parent_window); @@ -5611,6 +5851,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) @@ -5631,11 +5872,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcWindowContentSize(window); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) @@ -5652,7 +5896,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->ContentSize = ImVec2(0.f, 0.f); + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); } } @@ -5686,7 +5930,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); - FocusWindow(window); } } else @@ -5698,7 +5941,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) @@ -5772,9 +6015,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImRect viewport_rect(GetViewportRect()); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + ImRect viewport_rect(viewport->GetMainRect()); + ImRect viewport_work_rect(viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. @@ -5805,7 +6050,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) int border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; @@ -5947,7 +6192,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; } - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); } // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) @@ -5985,13 +6230,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); @@ -6008,13 +6253,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.GroupStack.resize(0); - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; - if (parent_window) - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -6025,12 +6265,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus) { FocusWindow(window); - NavInitWindow(window, false); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) - RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -6039,7 +6279,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? /* - if (g.ActiveId == move_id) + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) LogToClipboard(); */ @@ -6059,12 +6300,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } + // Pull/inherit current state + g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595 + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) - if (first_begin_of_the_frame) - window->WriteAccessed = false; - + window->WriteAccessed = false; window->BeginCount++; g.NextWindowData.ClearFlags(); @@ -6076,9 +6319,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesCanSkipItems = 1; + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? + if (!g.LogEnabled) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -6092,7 +6336,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; @@ -6135,22 +6386,29 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - ErrorCheckBeginEndCompareStacksSize(window, false); + window->DC.StackSizesOnBegin.CompareWithCurrentState(); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.WindowsFocusOrder[i] == window) - { - memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) @@ -6192,11 +6450,12 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavWindow = window; if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; - g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; + g.NavInitRequest = g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } @@ -6229,18 +6488,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind { ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - int under_this_window_idx = FindWindowFocusIndex(under_this_window); - if (under_this_window_idx != -1) - start_idx = under_this_window_idx - 1; - } + const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); @@ -6251,6 +6505,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; @@ -6287,19 +6542,23 @@ void ImGui::PopFont() void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) - window->DC.ItemFlags |= option; + item_flags |= option; else - window->DC.ItemFlags &= ~option; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -6326,15 +6585,15 @@ void ImGui::PopButtonRepeat() void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back(wrap_pos_x); } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) @@ -6350,34 +6609,46 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) return false; } +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; + if (g.HoveredWindow == NULL) + return false; - if (flags & ImGuiHoveredFlags_AnyWindow) - { - if (g.HoveredWindow == NULL) - return false; - } - else + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { + ImGuiWindow* window = g.CurrentWindow; switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) { case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow->RootWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + if (!IsWindowChildOf(g.HoveredWindow, window)) return false; break; default: - if (g.HoveredWindow != g.CurrentWindow) + if (g.HoveredWindow != window) return false; break; } @@ -6417,7 +6688,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() @@ -6455,6 +6726,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) ImVec2 offset = window->Pos - old_pos; window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; window->DC.CursorStartPos += offset; } @@ -6612,7 +6884,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = size; + g.NextWindowData.ContentSizeVal = ImFloor(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) @@ -6680,12 +6952,11 @@ void ImGui::ActivateItem(ImGuiID id) g.NavNextActivateId = id; } -// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); window->DC.NavFocusScopeIdCurrent = id; } @@ -6693,8 +6964,9 @@ void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); - window->IDStack.pop_back(); + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); + g.FocusScopeStack.pop_back(); } void ImGui::SetKeyboardFocusHere(int offset) @@ -6702,9 +6974,9 @@ void ImGui::SetKeyboardFocusHere(int offset) IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.FocusRequestNextCounterTabStop = INT_MAX; + g.TabFocusRequestNextWindow = window; + g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.TabFocusRequestNextCounterTabStop = INT_MAX; } void ImGui::SetItemDefaultFocus() @@ -6713,11 +6985,11 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent) { g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + g.NavInitResultId = window->DC.LastItemId; + g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); NavUpdateAnyRequestFlag(); if (!IsItemVisible()) SetScrollHereY(); @@ -6793,6 +7065,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? window->IDStack.pop_back(); } @@ -6854,11 +7127,11 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() ImGuiContext& g = *GImGui; // Check user IM_ASSERT macro - // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) - // #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! - // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! if (true) IM_ASSERT(1); else IM_ASSERT(0); // Check user data @@ -6867,21 +7140,21 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); - // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; } @@ -6891,10 +7164,17 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() ImGuiContext& g = *GImGui; // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() - // One possible reason leading to this assert is that your back-ends update inputs _AFTER_ NewFrame(). - const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(expected_key_mod_flags); + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mod_flags); + + // Recover from errors + //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). @@ -6911,28 +7191,117 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } + + IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); } -// Save and compare stack sizes on Begin()/End() to detect usage errors -// Begin() calls this with write=true -// End() calls this with write=false -static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +// Must be called during or before EndFrame(). +// This is generally flawed as we are not necessarily End/Popping things in the right order. +// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. +// FIXME: Can't recover from interleaved BeginTabBar/Begin +void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > 0) + { +#ifdef IMGUI_HAS_TABLE + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } +#endif + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } + if (g.CurrentWindowStack.Size == 1) + { + IM_ASSERT(g.CurrentWindow->IsFallbackWindow); + break; + } + IM_ASSERT(window == g.CurrentWindow); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + EndChild(); + } + else + { + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + End(); + } + } +} + +// Save current stack sizes for later compare +void ImGuiStackSizes::SetToCurrentState() { ImGuiContext& g = *GImGui; - short* p = &window->DC.StackSizesBackup[0]; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; + SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; +} + +// Compare to detect usage errors +void ImGuiStackSizes::CompareWithCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_UNUSED(window); // Window stacks - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() - { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); // Global stacks // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() - { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() - { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() - { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() - IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } @@ -7013,7 +7382,7 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -7029,7 +7398,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) @@ -7062,6 +7431,11 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + // Tab stop handling (previously was using internal ItemFocusable() api) + // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) + if (flags & ImGuiItemAddFlags_Focusable) + ItemFocusable(window, id); + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; @@ -7180,12 +7554,13 @@ void ImGui::SetNextItemWidth(float item_width) g.NextItemData.Width = item_width; } +// FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } @@ -7196,18 +7571,19 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 1; i++) + for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). @@ -7287,7 +7663,7 @@ ImVec2 ImGui::GetContentRegionMax() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns) + if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } @@ -7298,7 +7674,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max; - if (window->DC.CurrentColumns) + if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x; return mx; } @@ -7335,8 +7711,9 @@ void ImGui::BeginGroup() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; group_data.BackupCursorPos = window->DC.CursorPos; group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; @@ -7344,6 +7721,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -7352,16 +7730,17 @@ void ImGui::BeginGroup() window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); @@ -7372,11 +7751,11 @@ void ImGui::EndGroup() window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { - window->DC.GroupStack.pop_back(); + g.GroupStack.pop_back(); return; } @@ -7396,6 +7775,11 @@ void ImGui::EndGroup() window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; @@ -7405,7 +7789,7 @@ void ImGui::EndGroup() if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; - window->DC.GroupStack.pop_back(); + g.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -7432,24 +7816,29 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { + float decoration_total_width = window->ScrollbarSizes.x; float center_x_ratio = window->ScrollTargetCenterRatio.x; float scroll_target_x = window->ScrollTarget.x; - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->Size.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + { + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); + } + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { - float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; float center_y_ratio = window->ScrollTargetCenterRatio.y; float scroll_target_y = window->ScrollTarget.y; - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + { + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); @@ -7562,7 +7951,8 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; + local_y -= decoration_up_height; window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; @@ -7585,7 +7975,7 @@ void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_x = g.Style.ItemSpacing.x; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos @@ -7598,7 +7988,7 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_y = g.Style.ItemSpacing.y; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos @@ -7640,7 +8030,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; + window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; @@ -7729,6 +8119,11 @@ void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); } +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). @@ -7937,7 +8332,10 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + { + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; const bool is_open = Begin(name, p_open, flags); @@ -7985,10 +8383,21 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// - You can pass a NULL str_id to use the identifier of the last item. -// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid -// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -8030,6 +8439,9 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flag // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); @@ -8104,11 +8516,13 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s return pos; } +// Note that this is used for popups, which can overlap the non work-area of individual viewports. ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) { + ImGuiContext& g = *GImGui; IM_UNUSED(window); - ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; - ImRect r_screen = GetViewportRect(); + ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; } @@ -8157,26 +8571,19 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, -// and needs some explanation or serious refactoring. -void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; + g.NavLayer = nav_layer; g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) -{ - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer, focus_scope_id); g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + //g.NavDisableHighlight = false; + //g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -8234,7 +8641,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -8365,6 +8772,14 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) return new_best; } +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +{ + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; +} + // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) { @@ -8372,7 +8787,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. // return; - const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImGuiItemFlags item_flags = g.CurrentItemFlags; const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Process Init Request @@ -8395,7 +8810,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { - ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING // [DEBUG] Score all items in NavWindow at all times if (!g.NavMoveRequest) @@ -8405,25 +8820,14 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); #endif if (new_best) - { - result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; - } + NavApplyItemToResult(result, window, id, nav_bb_rel); // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - { - result = &g.NavMoveResultLocalVisibleSet; - result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; - } + NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel); } // Update window-relative bounding box of navigated item @@ -8433,7 +8837,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTabStop; window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } } @@ -8478,7 +8881,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; - while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) parent = parent->ParentWindow; if (parent && parent != nav_window) parent->NavLastChildNavWindow = nav_window; @@ -8493,17 +8896,23 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) return window; } -static void NavRestoreLayer(ImGuiNavLayer layer) +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == ImGuiNavLayer_Main) + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); ImGuiWindow* window = g.NavWindow; - if (layer == 0 && window->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } else - ImGui::NavInitWindow(window, true); + { + g.NavLayer = layer; + NavInitWindow(window, true); + } } static inline void ImGui::NavUpdateAnyRequestFlag() @@ -8519,14 +8928,20 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = g.NavFocusScopeId = 0; + return; + } + bool init_for_nav = false; - if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer, 0); + SetNavID(0, g.NavLayer, 0, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8555,8 +8970,8 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = GetViewportRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + ImGuiViewport* viewport = GetMainViewport(); + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -8614,17 +9029,17 @@ static void ImGui::NavUpdate() // (do it before we map Keyboard input!) bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) { if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_NavGamepad; + g.NavInputSource = ImGuiInputSource_Gamepad; } // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8636,8 +9051,16 @@ static void ImGui::NavUpdate() io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (io.KeyShift) io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + + // AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl) + // But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (io.KeyAlt && !io.KeyCtrl) io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + + // We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370) + if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0) + g.NavWindowingToggleLayer = false; + #undef NAV_MAP_KEY } memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); @@ -8645,7 +9068,7 @@ static void ImGui::NavUpdate() io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + if (g.NavInitResultId != 0) NavUpdateInitResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; @@ -8670,13 +9093,11 @@ static void ImGui::NavUpdate() { // Set mouse position given our knowledge of the navigated item position from last frame if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; } - } g.NavMousePosDirty = false; } g.NavIdIsAlive = false; @@ -8705,18 +9126,20 @@ static void ImGui::NavUpdate() if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } - else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { // Exit child window ImGuiWindow* child_window = g.NavWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0, 0); - // Reassigning with same value, we're being explicit here. - g.NavIdIsAlive = false; // -V1048 - if (g.NavDisableMouseHover) - g.NavMousePosDirty = true; + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); } else if (g.OpenPopupStack.Size > 0) { @@ -8724,11 +9147,6 @@ static void ImGui::NavUpdate() if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were @@ -8818,7 +9236,7 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); @@ -8843,7 +9261,7 @@ static void ImGui::NavUpdate() // When using gamepad, we project the reference nav bounding box into window visible area. // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative // (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) + if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); @@ -8858,8 +9276,8 @@ static void ImGui::NavUpdate() } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; @@ -8884,12 +9302,14 @@ static void ImGui::NavUpdateInitResult() return; // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer, 0); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + } } // Apply result from previous frame navigation directional move request @@ -8908,7 +9328,7 @@ static void ImGui::NavUpdateMoveResult() } // Select which result to use - ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) @@ -8952,7 +9372,9 @@ static void ImGui::NavUpdateMoveResult() g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; } IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); - SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; } // Handle PageUp/PageDown/Home/End keys @@ -8973,7 +9395,7 @@ static float ImGui::NavUpdatePageUpPageDown() const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) @@ -9091,13 +9513,13 @@ static void ImGui::NavEndFrame() } } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) - if (g.WindowsFocusOrder[i] == window) - return i; - return -1; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) @@ -9156,12 +9578,12 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); @@ -9187,7 +9609,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f @@ -9198,7 +9620,7 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) g.NavWindowingToggleLayer = true; if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) @@ -9209,9 +9631,9 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) + if (g.NavInputSource == ImGuiInputSource_Gamepad) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { @@ -9236,8 +9658,9 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + // If the window has ONLY a menu layer (no main layer), select it directly + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow.. + if (apply_focus_window->DC.NavLayersActiveMask == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; } if (apply_focus_window) @@ -9246,10 +9669,12 @@ static void ImGui::NavUpdateWindowing() // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) { + ClearActiveID(); + // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; while (new_nav_window->ParentWindow - && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; @@ -9262,8 +9687,10 @@ static void ImGui::NavUpdateWindowing() g.NavDisableHighlight = false; g.NavDisableMouseHover = true; - // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + // Reinitialize navigation when entering menu bar with the Alt key. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); } } @@ -9289,13 +9716,15 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); - SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -9326,27 +9755,45 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } -// Call when current ID is active. // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { source_id = window->DC.LastItemId; - if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; - - if (source_id == 0) + if (source_id != 0) { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false) + return false; + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) @@ -9373,10 +9820,6 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } - else - { - g.ActiveIdAllowOverlap = false; - } if (g.ActiveId != source_id) return false; source_parent_id = window->IDStack.back(); @@ -9406,6 +9849,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) g.DragDropActive = true; g.DragDropSourceFlags = flags; g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; } g.DragDropSourceFrameCount = g.FrameCount; g.DragDropWithinSource = true; @@ -9565,7 +10010,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); ImRect r = g.DragDropTargetRect; float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface < g.DragDropAcceptIdCurrRectSurface) + if (r_surface <= g.DragDropAcceptIdCurrRectSurface) { g.DragDropAcceptFlags = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; @@ -9577,11 +10022,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) { - // FIXME-DRAG: Settle on a proper default visuals for drop target. + // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. r.Expand(3.5f); bool push_clip_rect = !window->ClipRect.Contains(r); if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); if (push_clip_rect) window->DrawList->PopClipRect(); } @@ -9616,14 +10061,8 @@ void ImGui::EndDragDropTarget() //----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); if (g.LogFile) { g.LogBuffer.Buf.resize(0); @@ -9634,59 +10073,88 @@ void ImGui::LogText(const char* fmt, ...) { g.LogBuffer.appendfv(fmt, args); } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); va_end(args); } +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) + { + LogText(IM_NEWLINE); g.LogLineFirstItem = true; + } - const char* text_remaining = text; - if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) g.LogDepthRef = window->DC.TreeDepth; const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; for (;;) { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); - const bool is_first_line = (line_start == text); const bool is_last_line = (line_end == text_end); - if (!is_last_line || (line_start != line_end)) + if (line_start != line_end || !is_last_line) { - const int char_count = (int)(line_end - line_start); - if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); - else if (g.LogLineFirstItem) - LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); - else - LogText(" %.*s", char_count, line_start); + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } } - else if (log_new_line) - { - // An empty "" string at a different Y position should output a carriage return. - LogText(IM_NEWLINE); - break; - } - if (is_last_line) break; text_remaining = line_end + 1; } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output @@ -9699,12 +10167,21 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); g.LogLinePosY = FLT_MAX; g.LogLineFirstItem = true; } +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; @@ -10135,9 +10612,41 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- +// - GetMainViewport() +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- -// (this section is filled in the 'docking' branch) +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Viewports.Size == 1); + + // Update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2(0.0f, 0.0f); + main_viewport->Size = g.IO.DisplaySize; + + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + } +} //----------------------------------------------------------------------------- // [SECTION] DOCKING @@ -10277,7 +10786,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #endif // Win32 API IME support (for Asian languages, etc.) -#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER @@ -10307,10 +10816,76 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} #endif //----------------------------------------------------------------------------- -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - RenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - MetricsHelpMarker() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = 1.0f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + bb_full.Add(g.Viewports[n]->GetMainRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -10327,46 +10902,57 @@ static void MetricsHelpMarker(const char* desc) void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("Dear ImGui Metrics", p_open)) + if (!Begin("Dear ImGui Metrics/Debugger", p_open)) { - ImGui::End(); + End(); return; } - // Debugging enums - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; - enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type - const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; - - // State - static bool show_windows_rects = false; - static int show_windows_rect_type = WRT_WorkRect; - static bool show_windows_begin_order = false; - static bool show_tables_rects = false; - static int show_tables_rect_type = TRT_WorkRect; - static bool show_drawcmd_mesh = true; - static bool show_drawcmd_aabb = true; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; // Basic info - ImGuiContext& g = *GImGui; - ImGuiIO& io = ImGui::GetIO(); - ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - ImGui::Text("%d active allocations", io.MetricsActiveAllocations); - ImGui::Separator(); + Text("Dear ImGui %s", GetVersion()); + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); + Text("%d active allocations", io.MetricsActiveAllocations); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; - // Helper functions to display common structures: - // - NodeDrawList() - // - NodeColumns() - // - NodeWindow() - // - NodeWindows() - // - NodeTabBar() - // - NodeStorage() struct Funcs { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) { if (rect_type == WRT_OuterRect) { return window->Rect(); } @@ -10374,429 +10960,246 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } - - static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) - { - IM_ASSERT(show_mesh || show_aabb); - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - - // Draw wire-frame version of all triangles - ImRect clip_rect = draw_cmd->ClipRect; - ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3) - { - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++) - { - ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; - triangle[n] = p; - vtxs_rect.Add(p); - } - if (show_mesh) - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles - } - // Draw bounding boxes - if (show_aabb) - { - fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles - } - fg_draw_list->Flags = backup_flags; - } - - static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) - { - bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); - if (draw_list == ImGui::GetWindowDrawList()) - { - ImGui::SameLine(); - ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) - if (node_open) ImGui::TreePop(); - return; - } - - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list - if (window && IsItemHovered()) - fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!node_open) - return; - - if (window && !window->WasActive) - ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); - - unsigned int elem_offset = 0; - for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) - { - if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) - continue; - if (pcmd->UserCallback) - { - ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); - continue; - } - - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); - if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) - NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); - if (!pcmd_node_open) - continue; - - // Calculate approximate coverage area (touched pixel count) - // This will be in pixels squared as long there's no post-scaling happening to the renderer output. - float total_area = 0.0f; - for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) - { - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++) - triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; - total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); - } - - // Display vertex information summary. Hover to get all triangles drawn in wire-frame - ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); - ImGui::Selectable(buf); - if (ImGui::IsItemHovered() && fg_draw_list) - NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); - - // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGuiListClipper clipper; - clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. - while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) - { - char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangle[3]; - for (int n = 0; n < 3; n++, idx_i++) - { - ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; - triangle[n] = v.pos; - buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); - } - - ImGui::Selectable(buf, false); - if (fg_draw_list && ImGui::IsItemHovered()) - { - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f); - fg_draw_list->Flags = backup_flags; - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - static void NodeColumns(const ImGuiColumns* columns) - { - if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) - return; - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); - for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); - ImGui::TreePop(); - } - - static void NodeWindows(ImVector& windows, const char* label) - { - if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) - return; - ImGui::Text("(In front-to-back order:)"); - for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back - { - ImGui::PushID(windows[i]); - Funcs::NodeWindow(windows[i], "Window"); - ImGui::PopID(); - } - ImGui::TreePop(); - } - - static void NodeWindow(ImGuiWindow* window, const char* label) - { - if (window == NULL) - { - ImGui::BulletText("%s: NULL", label); - return; - } - - ImGuiContext& g = *GImGui; - const bool is_active = window->WasActive; - ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); - if (!is_active) { PopStyleColor(); } - if (ImGui::IsItemHovered() && is_active) - ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); - if (!open) - return; - - if (window->MemoryCompacted) - ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); - - ImGuiWindowFlags flags = window->Flags; - NodeDrawList(window, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); - ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, - (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); - ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); - ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); - ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (!window->NavRectRel[0].IsInverted()) - ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); - else - ImGui::BulletText("NavRectRel[0]: "); - if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); - if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); - if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); - if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) - { - for (int n = 0; n < window->ColumnsStorage.Size; n++) - NodeColumns(&window->ColumnsStorage[n]); - ImGui::TreePop(); - } - NodeStorage(&window->StateStorage, "Storage"); - ImGui::TreePop(); - } - - static void NodeWindowSettings(ImGuiWindowSettings* settings) - { - ImGui::Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", - settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); - } - - static void NodeTabBar(ImGuiTabBar* tab_bar) - { - // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. - char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2); - p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); - IM_UNUSED(p); - if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = ImGui::TreeNode(tab_bar, "%s", buf); - if (!is_active) { PopStyleColor(); } - if (is_active && ImGui::IsItemHovered()) - { - ImDrawList* draw_list = ImGui::GetForegroundDrawList(); - draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - } - if (open) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); - ImGui::PopID(); - } - ImGui::TreePop(); - } - } - - static void NodeStorage(ImGuiStorage* storage, const char* label) - { - if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) - return; - for (int n = 0; n < storage->Data.Size; n++) - { - const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; - ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. - } - ImGui::TreePop(); - } }; // Tools - if (ImGui::TreeNode("Tools")) + if (TreeNode("Tools")) { // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (ImGui::Button("Item Picker..")) - ImGui::DebugStartItemPicker(); - ImGui::SameLine(); + if (Button("Item Picker..")) + DebugStartItemPicker(); + SameLine(); MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); - ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); - ImGui::Checkbox("Show windows rectangles", &show_windows_rects); - ImGui::SameLine(); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count); - if (show_windows_rects && g.NavWindow) + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) { - ImGui::BulletText("'%s':", g.NavWindow->Name); - ImGui::Indent(); + BulletText("'%s':", g.NavWindow->Name); + Indent(); for (int rect_n = 0; rect_n < WRT_Count; rect_n++) { ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); - ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); } - ImGui::Unindent(); + Unindent(); } - ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh); - ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb); - ImGui::TreePop(); + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + { + ImGuiTable* table = g.Tables.GetByIndex(table_n); + if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + + TreePop(); } - // Contents - Funcs::NodeWindows(g.Windows, "Windows"); - //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); - if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + // Windows + DebugNodeWindowsList(&g.Windows, "Windows"); + //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); + + // DrawLists + int drawlist_count = 0; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { - for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) - Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); - ImGui::TreePop(); + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_i]; + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + Indent(GetTreeNodeToLabelSpacing()); + RenderViewportsThumbnails(); + Unindent(GetTreeNodeToLabelSpacing()); + for (int i = 0; i < g.Viewports.Size; i++) + DebugNodeViewport(g.Viewports[i]); + TreePop(); } // Details for Popups - if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) { ImGuiWindow* window = g.OpenPopupStack[i].Window; - ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); } - ImGui::TreePop(); + TreePop(); } // Details for TabBars - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) { for (int n = 0; n < g.TabBars.GetSize(); n++) - Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); - ImGui::TreePop(); + DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar"); + TreePop(); } // Details for Tables - IM_UNUSED(trt_rects_names); - IM_UNUSED(show_tables_rects); - IM_UNUSED(show_tables_rect_type); #ifdef IMGUI_HAS_TABLE - if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) { for (int n = 0; n < g.Tables.GetSize(); n++) - Funcs::NodeTable(g.Tables.GetByIndex(n)); - ImGui::TreePop(); + DebugNodeTable(g.Tables.GetByIndex(n)); + TreePop(); } #endif // #ifdef IMGUI_HAS_TABLE // Details for Docking #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("Dock nodes")) + if (TreeNode("Docking")) { - ImGui::TreePop(); + TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK // Settings - if (ImGui::TreeNode("Settings")) + if (TreeNode("Settings")) { - if (ImGui::SmallButton("Clear")) - ImGui::ClearIniSettings(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to memory")) - ImGui::SaveIniSettingsToMemory(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to disk")) - ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); - ImGui::SameLine(); + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); if (g.IO.IniFilename) - ImGui::Text("\"%s\"", g.IO.IniFilename); + Text("\"%s\"", g.IO.IniFilename); else - ImGui::TextUnformatted(""); - ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); - if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + TextUnformatted(""); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { for (int n = 0; n < g.SettingsHandlers.Size; n++) - ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); - ImGui::TreePop(); + BulletText("%s", g.SettingsHandlers[n].TypeName); + TreePop(); } - if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - Funcs::NodeWindowSettings(settings); - ImGui::TreePop(); + DebugNodeWindowSettings(settings); + TreePop(); } #ifdef IMGUI_HAS_TABLE - if (ImGui::TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) - Funcs::NodeTableSettings(settings); - ImGui::TreePop(); + DebugNodeTableSettings(settings); + TreePop(); } #endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) { - ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); - ImGui::TreePop(); + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); } - ImGui::TreePop(); + TreePop(); } // Misc Details - if (ImGui::TreeNode("Internal state")) + if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - ImGui::Text("WINDOWING"); - ImGui::Indent(); - ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); - ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); - ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); - ImGui::Unindent(); + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Unindent(); - ImGui::Text("ITEMS"); - ImGui::Indent(); - ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); - ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not - ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); - ImGui::Unindent(); + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + Unindent(); - ImGui::Text("NAV,FOCUS"); - ImGui::Indent(); - ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); - ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); - ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); - ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); - ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); - ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); - ImGui::Unindent(); + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); - ImGui::TreePop(); + TreePop(); } // Overlay: Display windows Rectangles and Begin Order - if (show_windows_rects || show_windows_begin_order) + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) { for (int n = 0; n < g.Windows.Size; n++) { @@ -10804,16 +11207,16 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!window->WasActive) continue; ImDrawList* draw_list = GetForegroundDrawList(window); - if (show_windows_rects) + if (cfg->ShowWindowsRects) { - ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } - if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) { char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); - float font_size = ImGui::GetFontSize(); + float font_size = GetFontSize(); draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); } @@ -10822,11 +11225,29 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles - if (show_tables_rects) + if (cfg->ShowTablesRects) { for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) { ImGuiTable* table = g.Tables.GetByIndex(table_n); + if (table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } } } #endif // #ifdef IMGUI_HAS_TABLE @@ -10838,12 +11259,302 @@ void ImGui::ShowMetricsWindow(bool* p_open) } #endif // #ifdef IMGUI_HAS_DOCK - ImGui::End(); + End(); +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + TreePop(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + IM_UNUSED(p); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(tab_bar, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("viewport0", "Viewport #%d", 0)) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); + BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + { + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + continue; + } + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + if (IsItemHovered()) + GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + DebugNodeColumns(&window->ColumnsStorage[n]); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + Text("(In front-to-back order:)"); + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); } #else -void ImGui::ShowMetricsWindow(bool*) { } +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} #endif diff --git a/ImGui/imgui.h b/ImGui/imgui.h index 798ae06..31de2a9 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.83 WIP // (headers) // Help: @@ -11,33 +11,34 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// - Discussions https://github.com/ocornut/imgui/discussions /* Index of this file: -// Header mess -// Forward declarations and basic types -// ImGui API (Dear ImGui end-user API) -// Flags & Enumerations -// Memory allocations macros -// ImVector<> -// ImGuiStyle -// ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) -// Obsolete functions -// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) -// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Obsolete functions and types */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -48,7 +49,7 @@ Index of this file: #ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- -// Header mess +// [SECTION] Header mess //----------------------------------------------------------------------------- // Includes @@ -59,12 +60,13 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.79" -#define IMGUI_VERSION_NUM 17900 +#define IMGUI_VERSION "1.83 WIP" +#define IMGUI_VERSION_NUM 18209 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_TABLE // Define attributes of all API symbols declarations (e.g. for DLL under Windows) -// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) // Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API @@ -78,22 +80,40 @@ Index of this file: #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. -#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) -#else -#define IM_FMTARGS(FMT) -#define IM_FMTLIST(FMT) -#endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#if (__cplusplus >= 201100) +#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #else #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. #endif +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + // Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" @@ -102,12 +122,12 @@ Index of this file: #endif #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- -// Forward declarations and basic types +// [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- // Forward declarations @@ -120,6 +140,7 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data @@ -133,8 +154,11 @@ struct ImGuiPayload; // User data payload for drag and drop opera struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! @@ -148,9 +172,11 @@ typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() @@ -167,18 +193,24 @@ typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: f typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() // Other types #ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] -typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. #endif typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); -typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -// Decoded character types +// Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. @@ -208,6 +240,7 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif // 2D vector (often used to store positions or sizes) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; @@ -223,24 +256,26 @@ struct ImVec2 // 4D vector (often used to store floating-point colors) struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGui: Dear ImGui end-user API -// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access - // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // None of those functions is reliant on the current context. + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -251,23 +286,23 @@ namespace ImGui IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). - IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) - IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style // Windows // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. @@ -288,7 +323,10 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); @@ -324,20 +362,21 @@ namespace ImGui IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region - // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates IMGUI_API float GetWindowContentRegionWidth(); // // Windows Scrolling - IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] - IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] - IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. @@ -346,32 +385,34 @@ namespace ImGui // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); - IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API - IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier - IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied - - // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, - IMGUI_API void PopItemWidth(); - IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. - IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space - IMGUI_API void PopTextWrapPos(); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. @@ -384,8 +425,8 @@ namespace ImGui IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. - IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 - IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void BeginGroup(); // lock horizontal starting position IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) @@ -395,8 +436,8 @@ namespace ImGui IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -444,15 +485,16 @@ namespace ImGui IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer - IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); @@ -480,8 +522,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -522,14 +564,14 @@ namespace ImGui IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -549,7 +591,7 @@ namespace ImGui IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). - IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables @@ -559,14 +601,18 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes - // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " - IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); @@ -583,17 +629,18 @@ namespace ImGui // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! - IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips - // - Tooltip are windows following the mouse which do not take focus away. + // - Tooltip are windows following the mouse. They do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). @@ -619,28 +666,86 @@ namespace ImGui // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). - // Popups: test function + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. - // Columns + // Tables + // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. + // - See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(). + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // -------------------------------------------------------------------------------------------------------- + // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // -------------------------------------------------------------------------------------------------------- + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + // Tables: Sorting + // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed + // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may + // wastefully sort your data every frame! + // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + // Tables: Miscellaneous functions + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (2020: prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. - // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) - // - There is a maximum of 64 columns. - // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -666,11 +771,14 @@ namespace ImGui IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Drag and Drop - // - [BETA API] API may evolve! - // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) - IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() @@ -679,6 +787,7 @@ namespace ImGui IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PopClipRect(); @@ -687,13 +796,13 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Item/Widgets Utilities - // - Most of the functions are referring to the last/previous item we submitted. + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). @@ -708,6 +817,12 @@ namespace ImGui IMGUI_API ImVec2 GetItemRectSize(); // get size of last item IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. @@ -733,7 +848,7 @@ namespace ImGui IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. @@ -776,19 +891,22 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators - // - All those functions are not reliant on the current context. - // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. - IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); } // namespace ImGui //----------------------------------------------------------------------------- -// Flags & Enumerations +// [SECTION] Flags & Enumerations //----------------------------------------------------------------------------- // Flags for ImGui::Begin() @@ -828,8 +946,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() // [Obsolete] - //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -849,16 +966,18 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -866,7 +985,7 @@ enum ImGuiTreeNodeFlags_ { ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) @@ -961,6 +1080,149 @@ enum ImGuiTabItemFlags_ ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; +// Flags for ImGui::BeginTable() +// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! +// - Important! Sizing policies have complex and subtle side effects, more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 + //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 +#endif +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. +#endif +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) +}; + // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { @@ -1038,6 +1300,14 @@ enum ImGuiDir_ ImGuiDir_COUNT }; +// A sorting direction +enum ImGuiSortDirection_ +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { @@ -1066,7 +1336,7 @@ enum ImGuiKey_ ImGuiKey_COUNT }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, @@ -1078,8 +1348,8 @@ enum ImGuiKeyModFlags_ // Gamepad/Keyboard navigation // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. enum ImGuiNavInput_ { // Gamepad Mapping @@ -1116,25 +1386,25 @@ enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. - ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. - ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; -// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1182,6 +1452,11 @@ enum ImGuiCol_ ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, ImGuiCol_DragDropTarget, ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item @@ -1189,12 +1464,6 @@ enum ImGuiCol_ ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] - //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. -#endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. @@ -1223,6 +1492,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize @@ -1231,11 +1501,6 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] -#endif }; // Flags for InvisibleButton() [extended in imgui_internal.h] @@ -1256,13 +1521,13 @@ enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). - ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. - ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) - ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). - ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) @@ -1325,7 +1590,7 @@ enum ImGuiMouseButton_ }; // Enumeration for GetMouseCursor() -// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { ImGuiMouseCursor_None = -1, @@ -1339,11 +1604,6 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] -#endif }; // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions @@ -1359,7 +1619,10 @@ enum ImGuiCond_ }; //----------------------------------------------------------------------------- -// Helpers: Memory allocations macros +// [SECTION] Helpers: Memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. @@ -1375,7 +1638,7 @@ inline void operator delete(void*, ImNewWrapper, void*) {} // This is only re template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- -// Helper: ImVector<> +// ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). //----------------------------------------------------------------------------- // - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. @@ -1385,6 +1648,7 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { @@ -1443,9 +1707,11 @@ struct ImVector inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGuiStyle +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. @@ -1469,6 +1735,7 @@ struct ImGuiStyle float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -1487,10 +1754,10 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1498,7 +1765,8 @@ struct ImGuiStyle }; //----------------------------------------------------------------------------- -// ImGuiIO +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- @@ -1510,8 +1778,8 @@ struct ImGuiIO //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. - ImVec2 DisplaySize; // // Main display size, in pixels. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. @@ -1531,24 +1799,25 @@ struct ImGuiIO ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Miscellaneous options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) - bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions - // (the imgui_impl_xxxx back-end files are setting those up for you) + // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ - // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL // User data for platform back-end - void* BackendRendererUserData; // = NULL // User data for renderer back-end - void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend // Optional: Access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) @@ -1561,15 +1830,6 @@ struct ImGuiIO void (*ImeSetInputScreenPosFn)(int x, int y); void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! - // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawData* data); -#else - // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. - void* RenderDrawListsFnUnused; -#endif - //------------------------------------------------------------------ // Input - Fill before calling NewFrame() //------------------------------------------------------------------ @@ -1577,7 +1837,7 @@ struct ImGuiIO ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift bool KeyAlt; // Keyboard modifier pressed: Alt @@ -1600,7 +1860,7 @@ struct ImGuiIO bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). @@ -1635,13 +1895,13 @@ struct ImGuiIO float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// Misc data structures +// [SECTION] Misc data structures //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. @@ -1714,60 +1974,32 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -//----------------------------------------------------------------------------- -// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. -//----------------------------------------------------------------------------- - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs { - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } - // OBSOLETED in 1.69 (from Mar 2019) - static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } - // OBSOLETED in 1.66 (from Sep 2018) - static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } - // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) - static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } - // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) - IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! - IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); - // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) - static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } - static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } -} -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent -typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; -#endif + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; //----------------------------------------------------------------------------- -// Helpers +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- // Helper: Unicode defines @@ -1910,6 +2142,7 @@ struct ImGuiListClipper // [Internal] int ItemsCount; int StepNo; + int ItemsFrozen; float ItemsHeight; float StartPosY; @@ -1968,7 +2201,7 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- @@ -1983,13 +2216,13 @@ struct ImColor // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' -// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. #ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); #endif -// Special Draw callback value to request renderer back-end to reset the graphics/render state. -// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) @@ -1997,7 +2230,7 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Typically, 1 command = 1 GPU draw call (unless command is a callback) // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. +// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { @@ -2013,7 +2246,7 @@ struct ImDrawCmd }; // Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). // To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; @@ -2035,22 +2268,31 @@ struct ImDrawVert IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// For use by ImDrawListSplitter. +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter struct ImDrawChannel { ImVector _CmdBuffer; ImVector _IdxBuffer; }; + // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -// This is used by the Columns api, so items of each column can be batched together in a same draw call. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { int _Current; // Current channel number (0) int _Count; // Number of active channels (1+) ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) - inline ImDrawListSplitter() { Clear(); } + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } inline ~ImDrawListSplitter() { ClearFreeMemory(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); @@ -2059,27 +2301,33 @@ struct ImDrawListSplitter IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; -enum ImDrawCornerFlags_ +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone }; -// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. // It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; @@ -2090,7 +2338,8 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2101,19 +2350,20 @@ struct ImDrawList ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) @@ -2131,8 +2381,8 @@ struct ImDrawList // In future versions we will use textures to provide cheaper and higher-quality circles. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); @@ -2144,9 +2394,10 @@ struct ImDrawList IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) // Image primitives // - Read FAQ to understand what ImTextureID is. @@ -2154,18 +2405,19 @@ struct ImDrawList // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. @@ -2194,6 +2446,11 @@ struct ImDrawList inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } +#endif + // [Internal helpers] IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); @@ -2201,6 +2458,9 @@ struct ImDrawList IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame @@ -2209,24 +2469,23 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. // Functions - ImDrawData() { Valid = false; Clear(); } - ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- -// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig @@ -2236,8 +2495,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. @@ -2245,7 +2504,7 @@ struct ImFontConfig float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. @@ -2260,8 +2519,9 @@ struct ImFontConfig // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - unsigned int Codepoint : 31; // 0x0000..0xFFFF - unsigned int Visible : 1; // Flag to allow early out when rendering + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates @@ -2357,7 +2617,7 @@ struct ImFontAtlas // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters - IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters @@ -2369,11 +2629,12 @@ struct ImFontAtlas //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read docs/FONTS.md for more details about using colorful icons. - // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } @@ -2386,14 +2647,15 @@ struct ImFontAtlas // Members //------------------------------------------- - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). @@ -2405,6 +2667,10 @@ struct ImFontAtlas ImVector ConfigData; // Configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + // [Internal] Packing data int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines @@ -2468,12 +2734,113 @@ struct ImFont IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from April 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } +} + +// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +typedef ImDrawFlags ImDrawCornerFlags; +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight +}; + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index c491cd2..c6db0d4 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.83 WIP // (drawing and font code) /* @@ -32,7 +32,11 @@ Index of this file: #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + #include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif #include // vsnprintf, sscanf, printf #if !defined(alloca) @@ -50,9 +54,12 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER -#pragma warning (disable: 4127) // condition expression is constant -#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) -#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif // Clang/GCC warnings with -Weverything @@ -60,6 +67,9 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif +#if __has_warning("-Walloca") +#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged +#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -98,6 +108,9 @@ namespace IMGUI_STB_NAMESPACE #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) @@ -115,7 +128,7 @@ namespace IMGUI_STB_NAMESPACE #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBRP_STATIC #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort @@ -128,8 +141,9 @@ namespace IMGUI_STB_NAMESPACE #endif #endif +#ifdef IMGUI_ENABLE_STB_TRUETYPE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) @@ -137,7 +151,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -150,6 +164,7 @@ namespace IMGUI_STB_NAMESPACE #include "imstb_truetype.h" #endif #endif +#endif // IMGUI_ENABLE_STB_TRUETYPE #if defined(__GNUC__) #pragma GCC diagnostic pop @@ -207,7 +222,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); @@ -219,6 +234,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); @@ -234,7 +254,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); @@ -262,7 +282,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); @@ -274,6 +294,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; @@ -318,7 +343,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); @@ -330,6 +355,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; @@ -344,34 +374,28 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { - Font = NULL; - FontSize = 0.0f; - CurveTessellationTol = 0.0f; - CircleSegmentMaxError = 0.0f; - ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); - InitialFlags = ImDrawListFlags_None; - - // Lookup tables + memset(this, 0, sizeof(*this)); for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } - memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() - TexUvLines = NULL; + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } -void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) return; + + IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { - const float radius = i + 1.0f; - const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); - CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } // Initialize before use in a new frame. We always have a command ready in the buffer. @@ -396,6 +420,7 @@ void ImDrawList::_ResetForNewFrame() _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; } void ImDrawList::_ClearFreeMemory() @@ -527,6 +552,16 @@ void ImDrawList::_OnChangedVtxOffset() curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) { @@ -659,24 +694,26 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) -#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0) // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. -void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; + const bool closed = (flags & ImDrawFlags_Closed) != 0; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw - const bool thick_line = (thickness > 1.0f); + const bool thick_line = (thickness > _FringeScale); if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke - const float AA_SIZE = 1.0f; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; // Thicknesses <1.0 should behave like thickness 1.0 @@ -687,7 +724,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Do we want to draw this line using a texture? // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. // - If AA_SIZE is not 1.0f we cannot use the texture path. - const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f); + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); @@ -784,14 +821,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 { // If we're using textures we only need to emit the left/right edge vertices ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; - if (fractional_thickness != 0.0f) + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! { const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; - } + }*/ ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); for (int i = 0; i < points_count; i++) @@ -929,7 +966,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun if (Flags & ImDrawListFlags_AntiAliasedFill) { // Anti-aliased Fill - const float AA_SIZE = 1.0f; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; const int idx_count = (points_count - 2)*3 + points_count * 6; const int vtx_count = (points_count * 2); @@ -1000,32 +1037,101 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius == 0.0f || a_min_of_12 > a_max_of_12) + if (radius <= 0.0f) { _Path.push_back(center); return; } - // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, - // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. -#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 - a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; - a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; -#endif + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); - _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); - for (int a = a_min_of_12; a <= a_max_of_12; a++) + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) { - const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; - _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } -void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius == 0.0f) + if (radius <= 0.0f) { _Path.push_back(center); return; @@ -1041,23 +1147,93 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } -ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { - float u = 1.0f - t; - float w1 = u*u*u; - float w2 = 3*u*u*t; - float w3 = 3*u*t*t; - float w4 = t*t*t; - return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); } -// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp -static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; + const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; - float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); - float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) @@ -1066,38 +1242,106 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl } else if (level < 10) { - float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; - float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; - float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; - float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; - float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; - float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; - PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } -void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) { ImVec2 p1 = _Path.back(); if (num_segments == 0) { - PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else { float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) - _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) { - rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); - rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} - if (rounding <= 0.0f || rounding_corners == 0) +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; + + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1106,10 +1350,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } else { - const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; - const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; - const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; - const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); @@ -1123,36 +1367,36 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th return; PathLineTo(p1 + ImVec2(0.5f, 0.5f)); PathLineTo(p2 + ImVec2(0.5f, 0.5f)); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. - PathStroke(col, true, thickness); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding > 0.0f) - { - PathRect(p_min, p_max, rounding, rounding_corners); - PathFillConvex(col); - } - else + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } } // p_min = upper-left, p_max = lower-right @@ -1180,7 +1424,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) @@ -1203,7 +1447,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) @@ -1226,11 +1470,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1244,7 +1484,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu PathArcToFast(center, radius - 0.5f, 0, 12 - 1); else PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) @@ -1256,11 +1496,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, if (num_segments <= 0) { // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + num_segments = _CalcCircleAutoSegmentCount(radius); } else { @@ -1286,7 +1522,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_ // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' @@ -1302,14 +1538,25 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Cubic Bezier takes 4 controls points -void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; PathLineTo(p1); - PathBezierCurveTo(p2, p3, p4, num_segments); - PathStroke(col, false, thickness); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) @@ -1378,23 +1625,24 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + flags = FixRectCornerFlags(flags); + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(p_min, p_max, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); @@ -1426,10 +1674,14 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { + IM_UNUSED(draw_list); IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable _Channels.resize(channels_count); + } _Count = channels_count; // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer @@ -1447,12 +1699,6 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) _Channels[i]._CmdBuffer.resize(0); _Channels[i]._IdxBuffer.resize(0); } - if (_Channels[i]._CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset - _Channels[i]._CmdBuffer.push_back(draw_cmd); - } } } @@ -1542,8 +1788,10 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; // If current command is used with different settings we need to add a new command - ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0) + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -1647,25 +1895,13 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve ImFontConfig::ImFontConfig() { - FontData = NULL; - FontDataSize = 0; + memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - FontNo = 0; - SizePixels = 0.0f; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; - PixelSnapH = false; - GlyphExtraSpacing = ImVec2(0.0f, 0.0f); - GlyphOffset = ImVec2(0.0f, 0.0f); - GlyphRanges = NULL; - GlyphMinAdvanceX = 0.0f; GlyphMaxAdvanceX = FLT_MAX; - MergeMode = false; - RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; EllipsisChar = (ImWchar)-1; - memset(Name, 0, sizeof(Name)); - DstFont = NULL; } //----------------------------------------------------------------------------- @@ -1722,17 +1958,8 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 ImFontAtlas::ImFontAtlas() { - Locked = false; - Flags = ImFontAtlasFlags_None; - TexID = (ImTextureID)NULL; - TexDesiredWidth = 0; + memset(this, 0, sizeof(*this)); TexGlyphPadding = 1; - - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexWidth = TexHeight = 0; - TexUvScale = ImVec2(0.0f, 0.0f); - TexUvWhitePixel = ImVec2(0.0f, 0.0f); PackIdMouseCursors = PackIdLines = -1; } @@ -1773,6 +2000,7 @@ void ImFontAtlas::ClearTexData() IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; } void ImFontAtlas::ClearFonts() @@ -2018,7 +2246,26 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - return ImFontAtlasBuildWithStbTruetype(this); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) @@ -2038,6 +2285,7 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig data[i] = table[data[i]]; } +#ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData @@ -2075,7 +2323,7 @@ static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out->push_back((int)(((it - it_begin) << 5) + bit_n)); } -bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); @@ -2108,10 +2356,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? return false; - + } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); @@ -2327,6 +2576,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2369,7 +2627,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } -void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); @@ -2379,6 +2637,16 @@ void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); @@ -2391,15 +2659,30 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } @@ -2422,10 +2705,30 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - memset(write_ptr, 0x00, pad_left); - memset(write_ptr + pad_left, 0xFF, line_width); - memset(write_ptr + pad_left + line_width, 0x00, pad_right); + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32_BLACK_TRANS; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + } // Calculate UVs for this line ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; @@ -2460,7 +2763,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); @@ -2622,45 +2925,76 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { - // 1946 common ideograms code points for Japanese - // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering - // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from the character information database of the Information-technology Promotion Agency, Japan + // - https://mojikiban.ipa.go.jp/mji/ + // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). + // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en + // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { - 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, - 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, - 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, - 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, - 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, - 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, - 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, - 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, - 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, - 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, - 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, - 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, - 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, - 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, - 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, - 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, - 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, - 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, - 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, - 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, - 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, - 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, - 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, - 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, - 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, - 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, - 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, - 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, - 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, - 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, - 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, - 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, }; static ImWchar base_ranges[] = // not zero-terminated { @@ -2911,6 +3245,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -3156,11 +3491,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons return text_size; } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; pos.x = IM_FLOOR(pos.x); pos.y = IM_FLOOR(pos.y); @@ -3168,6 +3506,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) @@ -3223,6 +3562,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + while (s < text_end) { if (word_wrap_enabled) @@ -3328,14 +3669,17 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col } } + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; @@ -3418,7 +3762,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathLineTo(ImVec2(bx - third, by - third)); draw_list->PathLineTo(ImVec2(bx, by)); draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); - draw_list->PathStroke(col, false, thickness); + draw_list->PathStroke(col, 0, thickness); } void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3432,7 +3776,7 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) { pos -= offset; - const ImTextureID tex_id = font_atlas->TexID; + ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); @@ -3530,27 +3874,29 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); - if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); - if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); - if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. // FIXME: uses ImGui::GetColorU32 -void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) { - ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); - ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); - draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); int yi = 0; for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) @@ -3563,17 +3909,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); if (x2 <= x1) continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } } else { - draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); } } diff --git a/ImGui/imgui_internal.h b/ImGui/imgui_internal.h index 470bf4e..f04afc6 100644 --- a/ImGui/imgui_internal.h +++ b/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.83 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -19,16 +19,19 @@ Index of this file: // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures // [SECTION] Columns support -// [SECTION] Settings support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Metrics, Debug +// [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow // [SECTION] Tab bar, Tab item support // [SECTION] Table support -// [SECTION] Internal API -// [SECTION] Test Engine Hooks (imgui_test_engine) +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) */ @@ -48,10 +51,19 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Enable SSE intrinsics if available +#if defined __SSE__ || defined __x86_64__ || defined _M_X64 +#define IMGUI_ENABLE_SSE +#include +#endif + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) -#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). + #endif // Clang/GCC warnings with -Weverything @@ -61,6 +73,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" @@ -81,6 +94,12 @@ Index of this file: #error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #endif +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + //----------------------------------------------------------------------------- // [SECTION] Forward declarations //----------------------------------------------------------------------------- @@ -90,32 +109,39 @@ struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColumnData; // Storage data for a single column -struct ImGuiColumns; // Storage data for a columns set struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests @@ -125,6 +151,8 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); + //----------------------------------------------------------------------------- // [SECTION] Context pointer // See implementation of this variable in imgui.cpp for comments and details. @@ -168,7 +196,7 @@ namespace ImStb #define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log // Static Asserts -#if (__cplusplus >= 201100) +#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") #else #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] @@ -197,6 +225,7 @@ namespace ImStb #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -209,6 +238,13 @@ namespace ImStb #define IMGUI_CDECL #endif +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + // Debug Tools // Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. #ifndef IM_DEBUG_BREAK @@ -239,15 +275,16 @@ namespace ImStb // - Helper: ImRect // - Helper: ImBitArray // - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] #endif // Helpers: Sorting @@ -258,6 +295,7 @@ IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String, Formatting @@ -294,6 +332,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS +IM_MSVC_RUNTIME_CHECKS_OFF static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } @@ -309,6 +348,7 @@ static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System @@ -334,6 +374,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #define ImFabs(X) fabsf(X) @@ -344,16 +385,23 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) @@ -374,19 +422,22 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry -IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier -IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments -IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); @@ -396,6 +447,7 @@ IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; @@ -428,6 +480,7 @@ struct IMGUI_API ImRect ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } float GetWidth() const { return Max.x - Min.x; } float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } ImVec2 GetTL() const { return Min; } // Top-left ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left @@ -448,23 +501,40 @@ struct IMGUI_API ImRect bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray -inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } -inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } -inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } -inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { + n2--; while (n <= n2) { int a_mod = (n & 31); - int b_mod = ((n2 >= n + 31) ? 31 : (n2 & 31)) + 1; + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); arr[n >> 5] |= mask; n = (n + 32) & ~31; } } +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct IMGUI_API ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } + void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) +}; + // Helper: ImBitVector // Store 1-bit per value. struct IMGUI_API ImBitVector @@ -477,6 +547,57 @@ struct IMGUI_API ImBitVector void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. @@ -506,7 +627,7 @@ struct IMGUI_API ImPool // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. -// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template struct IMGUI_API ImChunkStream @@ -516,13 +637,15 @@ struct IMGUI_API ImChunkStream void clear() { Buf.clear(); } bool empty() const { return Buf.Size == 0; } int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } + }; //----------------------------------------------------------------------------- @@ -530,14 +653,30 @@ struct IMGUI_API ImChunkStream //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +// +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) -// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. -#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER -#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. #endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances // You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. @@ -552,20 +691,22 @@ struct IMGUI_API ImDrawListSharedData ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables - ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas - ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); - void SetCircleSegmentMaxError(float max_error); + void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { ImVector Layers[2]; // Global layers for: regular, tooltip - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; @@ -585,31 +726,51 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Default_ = 0 + ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. +}; + +// Flags for ItemAdd() +// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop. +enum ImGuiItemAddFlags_ +{ + ImGuiItemAddFlags_None = 0, + ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear. }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. + ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // + ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // + ImGuiItemStatusFlags_Checked = 1 << 23 // #endif }; +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { @@ -714,9 +875,10 @@ enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, - ImGuiInputSource_Nav, - ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code - ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -821,8 +983,9 @@ struct ImGuiStyleMod }; // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +struct IMGUI_API ImGuiGroupData { + ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; @@ -831,6 +994,7 @@ struct ImGuiGroupData float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; bool EmitItem; }; @@ -841,7 +1005,7 @@ struct IMGUI_API ImGuiMenuColumns float Width, NextWidth; float Pos[3], NextWidths[3]; - ImGuiMenuColumns(); + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); float CalcExtraSpace(float avail_w) const; @@ -894,21 +1058,21 @@ struct ImGuiPopupData ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; -struct ImGuiNavMoveResult +struct ImGuiNavItemData { - ImGuiWindow* Window; // Best candidate window - ImGuiID ID; // Best candidate ID - ImGuiID FocusScopeId; // Best candidate focus scope ID - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId - ImGuiNavMoveResult() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } }; enum ImGuiNextWindowDataFlags_ @@ -985,31 +1149,41 @@ struct ImGuiPtrOrIndex // [SECTION] Columns support //----------------------------------------------------------------------------- -enum ImGuiColumnsFlags_ +// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ { - // Default: 0 - ImGuiColumnsFlags_None = 0, - ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize +#endif }; -struct ImGuiColumnData +struct ImGuiOldColumnData { float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; - ImGuiColumnsFlags Flags; // Not exposed + ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; - ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } }; -struct ImGuiColumns +struct ImGuiOldColumns { ImGuiID ID; - ImGuiColumnsFlags Flags; + ImGuiOldColumnFlags Flags; bool IsFirstFrame; bool IsBeingResized; int Current; @@ -1021,24 +1195,10 @@ struct ImGuiColumns ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() - ImVector Columns; + ImVector Columns; ImDrawListSplitter Splitter; - ImGuiColumns() { Clear(); } - void Clear() - { - ID = 0; - Flags = ImGuiColumnsFlags_None; - IsFirstFrame = false; - IsBeingResized = false; - Current = 0; - Count = 1; - OffMinX = OffMaxX = 0.0f; - LineMinY = LineMaxY = 0.0f; - HostCursorPosY = 0.0f; - HostCursorMaxPosX = 0.0f; - Columns.clear(); - } + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1061,9 +1221,33 @@ struct ImGuiColumns // [SECTION] Viewport support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_VIEWPORT -// -#endif // #ifdef IMGUI_HAS_VIEWPORT +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; //----------------------------------------------------------------------------- // [SECTION] Settings support @@ -1080,7 +1264,7 @@ struct ImGuiWindowSettings bool Collapsed; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } char* GetName() { return (char*)(this + 1); } }; @@ -1099,6 +1283,65 @@ struct ImGuiSettingsHandler ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug +//----------------------------------------------------------------------------- + +struct ImGuiMetricsConfig +{ + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + + ImGuiMetricsConfig() + { + ShowWindowsRects = false; + ShowWindowsBeginOrder = false; + ShowTablesRects = false; + ShowDrawCmdMesh = true; + ShowDrawCmdBoundingBoxes = true; + ShowWindowsRectsType = -1; + ShowTablesRectsType = -1; + } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfBeginPopupStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] ImGuiContext (main imgui context) //----------------------------------------------------------------------------- @@ -1120,20 +1363,21 @@ struct ImGuiContext bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. @@ -1141,9 +1385,12 @@ struct ImGuiContext float WheelingWindowTimer; // Item/widgets state and tracking information - ImGuiID HoveredId; // Hovered widget + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. + bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active @@ -1156,6 +1403,7 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. @@ -1175,12 +1423,18 @@ struct ImGuiContext ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions // Shared stacks - ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() - ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() - ImVector FontStack; // Stack for PushFont()/PopFont() + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window + ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation @@ -1214,9 +1468,9 @@ struct ImGuiContext ImGuiKeyModFlags NavMoveRequestKeyMods; ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. @@ -1229,20 +1483,16 @@ struct ImGuiContext bool NavWindowingToggleLayer; // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* FocusRequestCurrWindow; // - ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterRegular; // Stored for next frame - int FocusRequestNextCounterTabStop; // " - bool FocusTabPressed; // + ImGuiWindow* TabFocusRequestCurrWindow; // + ImGuiWindow* TabFocusRequestNextWindow; // + int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int TabFocusRequestNextCounterRegular; // Stored for next frame + int TabFocusRequestNextCounterTabStop; // " + bool TabFocusPressed; // Set in NewFrame() when user pressed Tab // Render - ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user - ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImDrawList BackgroundDrawList; // First draw list to be rendered. - ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. ImGuiMouseCursor MouseCursor; // Drag and Drop @@ -1264,6 +1514,13 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + // Table + ImGuiTable* CurrentTable; + ImPool Tables; + ImVector CurrentTableStack; + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + // Tab bars ImGuiTabBar* CurrentTabBar; ImPool TabBars; @@ -1287,6 +1544,7 @@ struct ImGuiContext float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; + float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once @@ -1301,12 +1559,17 @@ struct ImGuiContext ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector SettingsHandlers; // List of .ini settings handlers ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId // Capture/Logging bool LogEnabled; // Currently capturing ImGuiLogType LogType; // Capture target ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; float LogLinePosY; bool LogLineFirstItem; int LogDepthRef; @@ -1316,6 +1579,7 @@ struct ImGuiContext // Debug Tools bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + ImGuiMetricsConfig DebugMetricsConfig; // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -1326,7 +1590,7 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024 * 3 + 1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) + ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; FontAtlasOwnedByContext = shared_font_atlas ? false : true; @@ -1337,6 +1601,7 @@ struct ImGuiContext FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; TestEngineHookItems = false; TestEngineHookIdInfo = 0; TestEngine = NULL; @@ -1344,14 +1609,15 @@ struct ImGuiContext WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; + CurrentItemFlags = ImGuiItemFlags_None; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; + HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; @@ -1363,13 +1629,14 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingMouseWheel = false; ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingNavInputMask = 0x00; ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = 0; + ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; @@ -1406,14 +1673,12 @@ struct ImGuiContext NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; - FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; - FocusTabPressed = false; + TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; + TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; + TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; + TabFocusPressed = false; DimBgRatio = 0.0f; - BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging - ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; @@ -1428,6 +1693,7 @@ struct ImGuiContext DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + CurrentTable = NULL; CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); @@ -1442,15 +1708,18 @@ struct ImGuiContext DragSpeedDefaultRatio = 1.0f / 100.0f; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; + TooltipSlowDelay = 0.50f; PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; + HookIdNext = 0; LogEnabled = false; LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; @@ -1473,14 +1742,16 @@ struct ImGuiContext //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. -// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) struct IMGUI_API ImGuiWindowTempData { // Layout ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. ImVec2 CurrLineSize; ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). @@ -1497,8 +1768,8 @@ struct IMGUI_API ImGuiWindowTempData // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - int NavLayerActiveMask; // Which layers have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1511,7 +1782,8 @@ struct IMGUI_API ImGuiWindowTempData ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) - ImGuiColumns* CurrentColumns; // Current columns set + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) @@ -1519,48 +1791,11 @@ struct IMGUI_API ImGuiWindowTempData // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. - ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] - float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] - ImVectorItemFlagsStack; - ImVector ItemWidthStack; - ImVector TextWrapPosStack; - ImVectorGroupStack; - short StackSizesBackup[6]; // Store size of various stacks for asserting - - ImGuiWindowTempData() - { - CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - Indent = ImVec1(0.0f); - ColumnsOffset = ImVec1(0.0f); - GroupOffset = ImVec1(0.0f); - - LastItemId = 0; - LastItemStatusFlags = ImGuiItemStatusFlags_None; - LastItemRect = LastItemDisplayRect = ImRect(); - - NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; - NavLayerCurrent = ImGuiNavLayer_Main; - NavFocusScopeIdCurrent = 0; - NavHideHighlightOneFrame = false; - NavHasScroll = false; - - MenuBarAppending = false; - MenuBarOffset = ImVec2(0.0f, 0.0f); - TreeDepth = 0; - TreeJumpToParentOnPopMask = 0x00; - StateStorage = NULL; - CurrentColumns = NULL; - LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - FocusCounterRegular = FocusCounterTabStop = -1; - - ItemFlags = ImGuiItemFlags_Default_; - ItemWidth = 0.0f; - TextWrapPos = -1.0f; - memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); - } + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; // Storage for one window @@ -1573,6 +1808,7 @@ struct IMGUI_API ImGuiWindow ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. @@ -1599,25 +1835,28 @@ struct IMGUI_API ImGuiWindow bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; - int HiddenFramesCanSkipItems; // Hide the window for N frames - int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size - ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. - ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. - ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. // The main 'OuterRect', omitted as a field, is window->Rect(). ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) @@ -1633,7 +1872,7 @@ struct IMGUI_API ImGuiWindow float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; - ImVector ColumnsStorage; + ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) @@ -1648,9 +1887,9 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - bool MemoryCompacted; // Set when window extraneous data have been garbage collected int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -1701,6 +1940,7 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button }; @@ -1716,25 +1956,27 @@ struct ImGuiTabItem float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames - ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable - ImS8 IndexDuringLayout; // Index only used during TabBarLayout() + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; } }; -// Storage for a tab bar (sizeof() 92~96 bytes) +// Storage for a tab bar (sizeof() 152 bytes) struct ImGuiTabBar { ImVector Tabs; + ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar float WidthAllTabs; // Actual width of all tabs (locked during layout) float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; @@ -1743,15 +1985,17 @@ struct ImGuiTabBar float ScrollingSpeed; float ScrollingRectMinX; float ScrollingRectMaxX; - ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - ImS8 ReorderRequestDir; - ImS8 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 ReorderRequestOffset; + ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame - short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); @@ -1768,11 +2012,244 @@ struct ImGuiTabBar //----------------------------------------------------------------------------- #ifdef IMGUI_HAS_TABLE -// + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 104 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling). + bool IsEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders + float CellPaddingY; + float CellSpacingX1; // Spacing between non-bordered cells + float CellSpacingX2; + float LastOuterHeight; // Outer height from last frame + float LastFirstRowHeight; // Height of first row from last frame + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;// Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table) + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would work be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + #endif // #ifdef IMGUI_HAS_TABLE //----------------------------------------------------------------------------- -// [SECTION] Internal API +// [SECTION] ImGui internal API // No guarantee of forward compatibility here! //----------------------------------------------------------------------------- @@ -1788,8 +2265,9 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); - IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); @@ -1807,7 +2285,9 @@ namespace ImGui // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } - inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Init IMGUI_API void Initialize(ImGuiContext* context); @@ -1819,6 +2299,11 @@ namespace ImGui IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); @@ -1841,6 +2326,7 @@ namespace ImGui inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); @@ -1854,12 +2340,11 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested - IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); @@ -1869,9 +2354,20 @@ namespace ImGui IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' + // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); // Popups, Modals, Tooltips IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); @@ -1884,6 +2380,7 @@ namespace ImGui IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); @@ -1895,18 +2392,19 @@ namespace ImGui IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) // This is generally used to identify a selection set (multiple of which may be in the same window), as selection // patterns generally need to react (e.g. clear selection) when landing on an item of the set. IMGUI_API void PushFocusScope(ImGuiID id); IMGUI_API void PopFocusScope(); - inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } + inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active + inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + IMGUI_API void SetItemUsingMouseWheel(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } @@ -1923,27 +2421,78 @@ namespace ImGui // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); - IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). - IMGUI_API void EndColumns(); // close columns + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnsBackground(); IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); - IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); - IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); - IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); - IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. @@ -1955,10 +2504,9 @@ namespace ImGui IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. - IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); @@ -1982,12 +2530,15 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); @@ -2006,6 +2557,7 @@ namespace ImGui template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); @@ -2035,38 +2587,62 @@ namespace ImGui IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + } // namespace ImGui -// ImFontAtlas internals -IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); //----------------------------------------------------------------------------- -// [SECTION] Test Engine Hooks (imgui_test_engine) +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); -extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); -extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log @@ -2080,6 +2656,8 @@ extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const cha #define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) #endif +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) diff --git a/ImGui/imgui_tables.cpp b/ImGui/imgui_tables.cpp new file mode 100644 index 0000000..62458ab --- /dev/null +++ b/ImGui/imgui_tables.cpp @@ -0,0 +1,4004 @@ +// dear imgui, v1.83 WIP +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableDrawContextMenu() - draw right-click context menu +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to that note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of 'init_width_or_weight == -1'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with full padding. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manual resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) +#ifdef IMGUI_HAS_DOCK + ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; +#else + ImGuiWindow* window_for_settings = outer_window->RootWindow; +#endif + if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + if (use_child_window && IsClippedEx(outer_rect, 0, false)) + { + ItemSize(outer_rect); + return false; + } + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiID instance_id = id + instance_no; + const ImGuiTableFlags table_last_flags = table->Flags; + if (instance_no > 0) + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + table->ID = id; + table->Flags = flags; + table->InstanceCurrent = (ImS16)instance_no; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + table->UserOuterSize = outer_size; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(instance_id); + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + table->HostBackupWorkRect = inner_window->WorkRect; + table->HostBackupParentWorkRect = inner_window->ParentWorkRect; + table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + table->HostBackupItemWidth = outer_window->DC.ItemWidth; + table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + table->CellPaddingY = g.Style.CellPadding.y; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = 0; + + // Using opaque colors facilitate overlapping elements of the grid + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + const int table_idx = g.Tables.GetIndex(table); + g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx)); + g.CurrentTable = table; + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + ImSpanAllocator<3> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this at the first TableBegin of the frame) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], + // rebuild the later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable(). +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + table->EnabledMaskByIndex = 0x00; + table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings/sortspecs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsEnabledNextFrame = true; + if (column->IsEnabled != column->IsEnabledNextFrame) + { + column->IsEnabled = column->IsEnabledNextFrame; + table->IsSettingsDirty = true; + if (!column->IsEnabled && column->SortOrder != -1) + table->IsSortSpecsDirty = true; + } + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + table->EnabledMaskByIndex |= (ImU64)1 << column_n; + table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible + // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + table->HoveredColumnBody = -1; + table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + table->VisibleMaskByIndex = 0x00; + table->RequestOutputMaskByIndex = 0x00; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Detect hovered column + if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + float max_width = TableGetMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + table->VisibleMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + if (column->IsRequestOutput) + table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as SkipItems (ignoring all items/layout) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + if (table->HoveredColumnBody == column_n) + column->Flags |= ImGuiTableColumnFlags_IsHovered; + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + { + if (g.IO.MousePos.x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + } + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); + table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table->LastFirstRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // [Part 11] Context menu + if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + { + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + { + TableDrawContextMenu(table); + EndPopup(); + } + else + { + table->IsContextPopupOpen = false; + } + } + + // [Part 13] Sanitize and build sort specs before we have a change to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise +// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets +// overlapping the same area. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; + const float hit_y1 = table->OuterRect.Min.y; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); + const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (table->FreezeColumnsCount > 0) + if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + KeepAliveID(column_id); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = hovered = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + table->DrawSplitter.Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) + table->ColumnsAutoFitWidth += column->WidthRequest; + else + table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); + } + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= table->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = table->HostBackupWorkRect; + inner_window->ParentWorkRect = table->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = table->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + EndChild(); + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (table->UserOuterSize.x <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - table->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (table->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - table->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + g.CurrentTableStack.pop_back(); + g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; +} + +// See "COLUMN SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsEnabled = column->IsEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() [Internal] +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Request enabling/disabling a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable() +// For the getter you can use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + if (column->PrevEnabledColumn == -1) + x1 -= table->CellSpacingX1; + if (column->NextEnabledColumn == -1) + x2 += table->CellSpacingX2; + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; + return id; +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->CellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + if (table->CurrentRow == 0) + table->LastFirstRowHeight = bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) + if (table->Flags & ImGuiTableFlags_BordersInnerH) + border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + } + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + int column_n = table->CurrentColumn; + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + // To allow ImGuiListClipper to function we propagate our row height + if (!column->IsEnabled) + window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + window->DC.LastItemId = 0; + window->DC.LastItemStatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. +float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only support a single _trailing_ stretch column. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantity + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = &table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount; + ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + merge_group->ChannelsMask.SetBit(channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArray remaining_mask; // We need 132-bit of storage + remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); + remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); +#if 0 + GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); +#endif + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) + remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!merge_group->ChannelsMask.TestBit(n)) + continue; + merge_group->ChannelsMask.ClearBit(n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!remaining_mask.TestBit(n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter.SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = table->InnerRect.Min.y; + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + ImU32 col; + float draw_y2; + if (is_hovered || is_resized || is_frozen_separator) + { + draw_y2 = draw_y2_body; + col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; + } + else + { + draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; + col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; + } + + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since +// last call, or the first time. +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + if (table->IsSortSpecsDirty) + TableSortSpecsBuild(table); + + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + IM_ASSERT(table->IsSortSpecsDirty); + TableSortSpecsSanitize(table); + + // Write output + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + float row_height = GetTextLineHeight(); + int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + row_height += GetStyle().CellPadding.y * 2.0f; + return row_height; +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_y1 = GetCursorScreenPos().y; + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) + // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide + // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + const char* name = TableGetColumnName(column_n); + PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(-1); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + if (held || hovered || selected) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) + SetTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableDrawContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +void ImGui::TableDrawContextMenu(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (table->Flags & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + else + size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (table->Flags & ImGuiTableFlags_Reorderable) + { + if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (table->Flags & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active)) + other_column->IsEnabledNextFrame = !other_column->IsEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetSize(); i++) + g.Tables.GetByIndex(i)->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetSize(); i++) + { + ImGuiTable* table = g.Tables.GetByIndex(i); + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); + if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); + if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); + if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); + if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); + if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +{ + ImGuiContext& g = *context; + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->DrawSplitter.ClearFreeMemory(); + table->SortSpecsMulti.clear(); + table->SortSpecs.Specs = NULL; + table->IsSortSpecsDirty = true; + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + char buf[512]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index fe5d2ba..f72537c 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.79 +// dear imgui, v1.83 WIP // (widgets code) /* @@ -40,6 +40,7 @@ Index of this file: #endif #include "imgui_internal.h" +// System includes #include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t @@ -47,6 +48,10 @@ Index of this file: #include // intptr_t #endif +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant @@ -54,6 +59,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -72,15 +79,19 @@ Index of this file: #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + // Those MIN/MAX values are not define because we need to point to them static const signed char IM_S8_MIN = -128; static const signed char IM_S8_MAX = 127; @@ -113,7 +124,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); @@ -341,17 +352,20 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -408,6 +422,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - Image() // - ImageButton() // - Checkbox() +// - CheckboxFlagsT() [Internal] // - CheckboxFlags() // - RadioButton() // - ProgressBar() @@ -490,7 +505,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; if (flatten_hovered_children) g.HoveredWindow = window; @@ -510,10 +525,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { - const float DRAG_DROP_HOLD_TIMER = 0.70f; hovered = true; SetHoveredID(id); - if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f)) { pressed = true; g.DragDropHoldJustPressedId = id; @@ -674,7 +688,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -683,6 +697,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups @@ -747,7 +764,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; @@ -770,22 +787,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - bool is_clipped = !ItemAdd(bb, id); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render + // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) @@ -854,19 +879,19 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawCornerFlags rounding_corners = 0; + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { - rounding_corners |= ImDrawCornerFlags_BotLeft; + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; if (!window->ScrollbarY) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } else { if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawCornerFlags_TopRight; + rounding_corners |= ImDrawFlags_RoundCornersTopRight; if (!window->ScrollbarX) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; @@ -879,7 +904,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -959,7 +984,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1057,7 +1082,10 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; + } bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); @@ -1071,10 +1099,11 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + bool mixed_value = (g.CurrentItemFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } @@ -1084,44 +1113,65 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } -bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) { - bool v = ((*flags & flags_value) == flags_value); + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; bool pressed; - if (v == false && (*flags & flags_value) != 0) + if (!all_on && any_on) { - // Mixed value (FIXME: find a way to expose neatly to Checkbox?) - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; - pressed = Checkbox(label, &v); - window->DC.ItemFlags = backup_item_flags; + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + g.CurrentItemFlags = backup_item_flags; } else { - // Regular checkbox - pressed = Checkbox(label, &v); + pressed = Checkbox(label, &all_on); + } if (pressed) { - if (v) + if (all_on) *flags |= flags_value; else *flags &= ~flags_value; } - return pressed; } +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + bool ImGui::RadioButton(const char* label, bool active) { ImGuiWindow* window = GetCurrentWindow(); @@ -1165,12 +1215,13 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&label_pos, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -1334,10 +1385,12 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Horizontal Separator float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) + + // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator + if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; - ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) PushColumnsBackground(); @@ -1350,7 +1403,8 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + LogRenderedText(&bb.Min, "--------------------------------\n"); + } if (columns) { @@ -1379,10 +1433,10 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd(bb, id); - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; @@ -1530,18 +1584,23 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); + { + ImVec2 preview_pos = frame_bb.Min + style.FramePadding; + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(preview_pos, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); + } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -1576,13 +1635,17 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth - // Peak into expected window size so we can position it + // Position the window given a custom constraint (peak into expected window size so we can position it) + // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function. if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { - ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; + popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left" + else + popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)" ImRect r_outer = GetWindowAllowedExtentRect(popup_window); ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); @@ -1677,6 +1740,9 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi } EndCombo(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + return value_changed; } @@ -1729,7 +1795,7 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1916,13 +1982,15 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, p_data); + if (sscanf(buf, format, p_data) < 1) + return false; } else { // Small types need a 32-bit buffer to receive the result from scanf() int v32; - sscanf(buf, format, &v32); + if (sscanf(buf, format, &v32) < 1) + return false; if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2016,12 +2084,36 @@ static const char* ImAtoi(const char* src, TYPE* output) return src; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) +{ + IM_UNUSED(fmt_out_size); + const char* fmt_end = ImParseFormatFindEnd(fmt); + IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt < fmt_end) + { + char c = *(fmt++); + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; + + // Sanitize format + char fmt_sanitized[32]; + SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back char v_str[64]; ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); const char* p = v_str; @@ -2059,9 +2151,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) @@ -2069,7 +2161,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -2079,7 +2171,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } @@ -2119,7 +2211,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back @@ -2157,9 +2249,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) v_cur = v_max; } @@ -2185,7 +2277,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2218,12 +2310,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2232,13 +2326,12 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Drag turns it into an input box + // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) @@ -2248,11 +2341,16 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - { temp_input_is_active = true; - FocusableItemUnregister(window); - } } + // Experimental: simple click (without moving) turns Drag into an InputText + // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavInputId = id; + temp_input_is_active = true; + } } if (temp_input_is_active) @@ -2275,12 +2373,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -2538,8 +2638,8 @@ template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) - return (TYPE)0.0f; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + return v_min; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); TYPE result; if (is_logarithmic) @@ -2587,7 +2687,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T else { // Linear slider - if (is_decimal) + if (is_floating_point) { result = ImLerp(v_min, v_max, t); } @@ -2620,14 +2720,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; @@ -2639,7 +2739,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ if (is_logarithmic) { // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } @@ -2677,7 +2777,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; if (input_delta != 0.0f) { - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds @@ -2780,7 +2880,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2830,8 +2930,9 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) return false; // Default format string when passing NULL @@ -2842,11 +2943,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { @@ -2855,10 +2955,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) - { temp_input_is_active = true; - FocusableItemUnregister(window); - } } } @@ -2887,12 +2984,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return value_changed; } @@ -3183,7 +3282,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. @@ -3220,7 +3319,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); if (p_clamp_min || p_clamp_max) { - if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } @@ -3363,41 +3462,6 @@ bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGui return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); } -// Prefer using "const char* format" directly, which is more flexible and consistent with other API. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputFloat(label, v, step, step_fast, format, flags); -} - -bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); -} - -bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); -} - -bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. @@ -3700,8 +3764,9 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) @@ -3714,15 +3779,18 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) - if (c == 127) - return false; + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if (c >= 0xE000 && c <= 0xF8FF) - return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } - // Filter Unicode ranges we are not handling in this build. + // Filter Unicode ranges we are not handling in this build if (c > IM_UNICODE_CODEPOINT_MAX) return false; @@ -3826,7 +3894,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImVec2 inner_size = frame_size; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) { ItemSize(total_bb, style.FramePadding.y); EndGroup(); @@ -3837,9 +3905,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); - PopStyleVar(3); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + PopStyleVar(2); PopStyleColor(); if (!child_visible) { @@ -3848,14 +3915,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + return false; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) @@ -3864,12 +3934,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + const bool focus_requested_by_code = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0; + const bool focus_requested_by_tabbing = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); @@ -3878,9 +3947,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); + const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); - if (init_state && g.ActiveId != id) + if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. state = &g.InputTextState; @@ -3902,7 +3972,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id); + const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -3917,9 +3987,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!is_multiline && focus_requested_by_code) select_all = true; } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) select_all = true; } @@ -4008,7 +4078,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) @@ -4039,14 +4109,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. // Win32 and GLFW naturally do it but not SDL. const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) if (!io.InputQueueCharacters.contains('\t')) { unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4061,7 +4131,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t' && io.KeyShift) continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4125,7 +4195,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } @@ -4178,7 +4248,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4296,10 +4366,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (callback_data.BufDirty) + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (buf_dirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) @@ -4456,10 +4527,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - inner_size.x >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4532,7 +4604,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); @@ -4564,14 +4636,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { - Dummy(text_size); + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); EndChild(); EndGroup(); } // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); LogRenderedText(&draw_pos, buf_display, buf_display_end); + } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -4579,7 +4654,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) return enter_pressed; else @@ -4608,7 +4683,7 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -4735,11 +4810,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; - i[0] = i[1] = i[2] = i[3] = 0; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; if (alpha) - sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else - sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -5163,7 +5241,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(col_white, false, wheel_thickness); + draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices @@ -5244,7 +5322,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl return value_changed; } -// A little colored square. Return true when clicked. +// A little color square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. @@ -5289,8 +5367,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { @@ -5299,7 +5377,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } RenderNavHighlight(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) @@ -5469,7 +5547,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (allow_opt_alpha_bar) { if (allow_opt_picker) Separator(); - CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } EndPopup(); } @@ -5677,7 +5755,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5778,19 +5856,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) - { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix + 3); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix + 2); - } - else - { - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -5806,13 +5875,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) - LogRenderedText(&text_pos, ">"); + LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5854,7 +5923,7 @@ void ImGui::TreePop() if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer, 0); + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; @@ -5892,21 +5961,25 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } -bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - if (p_open && !*p_open) + if (p_visible && !*p_visible) return false; ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; - if (p_open) + if (p_visible) flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); - if (p_open != NULL) + if (p_visible != NULL) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. @@ -5918,7 +5991,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags float button_y = window->DC.LastItemRect.Min.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) - *p_open = false; + *p_visible = false; last_item_backup.Restore(); } @@ -5944,10 +6017,6 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; - if (span_all_columns && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. - PushColumnsBackground(); - // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -5957,7 +6026,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) @@ -5971,7 +6041,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImRect bb(min_x, pos.y, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { - const float spacing_x = style.ItemSpacing.x; + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; const float spacing_L = IM_FLOOR(spacing_x * 0.50f); const float spacing_U = IM_FLOOR(spacing_y * 0.50f); @@ -5982,25 +6052,44 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + bool item_add; if (flags & ImGuiSelectableFlags_Disabled) { - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; item_add = ItemAdd(bb, id); - window->DC.ItemFlags = backup_item_flags; + g.CurrentItemFlags = backup_item_flags; } else { item_add = ItemAdd(bb, id); } - if (!item_add) + + if (span_all_columns) { - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - return false; + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; } + if (!item_add) + return false; + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns && window->DC.CurrentColumns) + PushColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePushBackgroundChannel(); + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } @@ -6022,8 +6111,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } } if (pressed) @@ -6048,16 +6137,18 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePopBackgroundChannel(); if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); return pressed; } @@ -6074,18 +6165,14 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() // - ListBox() -// - ListBoxHeader() -// - ListBoxFooter() -//------------------------------------------------------------------------- -// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox -// and promote using them over existing ListBox() functions, similarly to change with combo boxes. //------------------------------------------------------------------------- -// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" -bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -6096,12 +6183,12 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) @@ -6111,48 +6198,42 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return false; } + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. BeginGroup(); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } BeginChildFrame(id, frame_bb.GetSize()); return true; } -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7.25 items. - // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. - // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - const ImGuiStyle& style = GetStyle(); - float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; - size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); - return ListBoxHeader(label, size); + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); } +#endif -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. -void ImGui::ListBoxFooter() +void ImGui::EndListBox() { - ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); EndChildFrame(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize(bb, style.FramePadding.y); - EndGroup(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) @@ -6161,25 +6242,35 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item return value_changed; } +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { - if (!ListBoxHeader(label, items_count, height_in_items)) + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) return false; - // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; PushID(i); + const bool item_selected = (i == *current_item); if (Selectable(item_text, item_selected)) { *current_item = i; @@ -6189,7 +6280,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v SetItemDefaultFocus(); PopID(); } - ListBoxFooter(); + EndListBox(); if (value_changed) MarkItemEdited(g.CurrentWindow->DC.LastItemId); @@ -6203,6 +6294,11 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotLines() // - PlotHistogram() //------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Widgets +//------------------------------------------------------------------------- int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { @@ -6409,13 +6505,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) //------------------------------------------------------------------------- // Helpers for internal use -ImGuiMenuColumns::ImGuiMenuColumns() -{ - Spacing = Width = NextWidth = 0.0f; - memset(Pos, 0, sizeof(Pos)); - memset(NextWidths, 0, sizeof(NextWidths)); -} - void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { IM_ASSERT(count == IM_ARRAYSIZE(Pos)); @@ -6473,7 +6562,7 @@ bool ImGui::BeginMenuBar() clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); - // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags). + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6500,47 +6589,86 @@ void ImGui::EndMenuBar() // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavLayer = layer; + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); } } + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().EmitItem = false; + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + bool ImGui::BeginMainMenuBar() { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(ImVec2(0.0f, 0.0f)); - SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { + + if (is_open) + BeginMenuBar(); + else End(); - return false; - } - return true; //-V1020 + return is_open; } void ImGui::EndMainMenuBar() @@ -6574,7 +6702,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. - // If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) @@ -6694,7 +6822,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { @@ -6709,7 +6837,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } else @@ -6781,7 +6909,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -6830,34 +6958,29 @@ namespace ImGui static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } ImGuiTabBar::ImGuiTabBar() { - ID = 0; - SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + memset(this, 0, sizeof(*this)); CurrFrameVisible = PrevFrameVisible = -1; - LastTabContentHeight = 0.0f; - WidthAllTabs = WidthAllTabsIdeal = 0.0f; - ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; - ScrollingRectMinX = ScrollingRectMaxX = 0.0f; - Flags = ImGuiTabBarFlags_None; - ReorderRequestTabId = 0; - ReorderRequestDir = 0; - TabsActiveCount = 0; - WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false; LastTabItemIdx = -1; } +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; - const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); if (a_section != b_section) return a_section - b_section; return (int)(a->IndexDuringLayout - b->IndexDuringLayout); @@ -6912,10 +7035,12 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; if (tab_bar->CurrFrameVisible == g.FrameCount) { - //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); - IM_ASSERT(0); + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; return true; } @@ -6934,12 +7059,15 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; tab_bar->FramePadding = g.Style.FramePadding; tab_bar->TabsActiveCount = 0; + tab_bar->BeginCount = 1; // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap - window->DC.CursorPos.x = tab_bar->BarRect.Min.x; - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); @@ -6965,15 +7093,24 @@ void ImGui::EndTabBar() IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } - if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -7009,14 +7146,14 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; tab = &tab_bar->Tabs[tab_dst_n]; - tab->IndexDuringLayout = (ImS8)tab_dst_n; + tab->IndexDuringLayout = (ImS16)tab_dst_n; // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) - int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; - int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); if (curr_tab_section_n == 0 && prev_tab_section_n != 0) need_sort_by_section = true; if (prev_tab_section_n == 2 && curr_tab_section_n != 2) @@ -7037,12 +7174,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; // Setup next selected tab - ImGuiID scroll_track_selected_tab_id = 0; + ImGuiID scroll_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_track_selected_tab_id = tab_bar->SelectedTabId; + scroll_to_tab_id = tab_bar->SelectedTabId; } // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). @@ -7050,7 +7187,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { if (TabBarProcessReorder(tab_bar)) if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; + scroll_to_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } @@ -7058,7 +7195,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central // (whereas our tabs are stored as: leading, central, trailing) @@ -7078,8 +7215,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, @@ -7088,12 +7225,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); int shrink_buffer_index = shrink_buffer_indexes[section_n]++; g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; @@ -7110,11 +7248,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Horizontal scrolling buttons // (note that TabBarScrollButtons() will alter BarRect.Max.x) if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { - scroll_track_selected_tab_id = scroll_track_selected_tab->ID; - if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) - tab_bar->SelectedTabId = scroll_track_selected_tab_id; + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; } // Shrink widths if full tabs don't fit in their allocated space @@ -7143,7 +7281,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (shrinked_width < 0.0f) continue; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; } @@ -7174,16 +7312,15 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) - scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; // Update scrolling - if (scroll_track_selected_tab_id) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -7209,7 +7346,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; - ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -7282,9 +7420,13 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { - if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) return; ImGuiContext& g = *GImGui; @@ -7313,12 +7455,48 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, Im } } -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) { - IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = (ImS8)dir; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) @@ -7328,19 +7506,23 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; - // Reordered TabItem must share the same position flags than target + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; - if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) return false; ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) @@ -7399,7 +7581,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { target_order += select_dir; selected_order += select_dir; - tab_to_scroll_to = (target_order <= 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; } } } @@ -7500,7 +7682,7 @@ void ImGui::EndTabItem() IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - window->IDStack.pop_back(); + PopID(); } bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) @@ -7568,7 +7750,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->TabsAddedNew = true; tab_is_new = true; } - tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; @@ -7622,7 +7804,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout - const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); @@ -7659,7 +7841,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, hovered |= (g.HoveredId == id); // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) - if (!held) + if (g.ActiveId != id) SetItemAllowOverlap(); // Drag and drop: re-order tabs @@ -7670,19 +7852,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, -1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, +1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); @@ -7708,7 +7888,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Render tab label, process close button const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; - bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; @@ -7722,7 +7904,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) - if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); @@ -7781,18 +7963,24 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); - draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); } } // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. -bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible) +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + if (bb.GetWidth() <= 1.0f) - return false; + return; // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) // But right now if you want to alter text color of tabs this is what you need to do. @@ -7813,6 +8001,13 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + // Close Button // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() // 'hovered' will be true when hovering the Tab but NOT when hovering the close button @@ -7850,450 +8045,9 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, g.Style.Alpha = backup_alpha; #endif - return close_button_pressed; + if (out_just_closed) + *out_just_closed = close_button_pressed; } -//------------------------------------------------------------------------- -// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//------------------------------------------------------------------------- -// - SetWindowClipRectBeforeSetChannel() [Internal] -// - GetColumnIndex() -// - GetColumnCount() -// - GetColumnOffset() -// - GetColumnWidth() -// - SetColumnOffset() -// - SetColumnWidth() -// - PushColumnClipRect() [Internal] -// - PushColumnsBackground() [Internal] -// - PopColumnsBackground() [Internal] -// - FindOrCreateColumns() [Internal] -// - GetColumnsID() [Internal] -// - BeginColumns() -// - NextColumn() -// - EndColumns() -// - Columns() -//------------------------------------------------------------------------- - -// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, -// they would meddle many times with the underlying ImDrawCmd. -// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let -// the subsequent single call to SetCurrentChannel() does it things once. -void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) -{ - ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); - window->ClipRect = clip_rect; - window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; - window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; -} - -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; -} - -float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) -{ - return offset_norm * (columns->OffMaxX - columns->OffMinX); -} - -float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) -{ - return offset / (columns->OffMaxX - columns->OffMinX); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return 0.0f; - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns == NULL) - return GetContentRegionAvail().x; - - if (column_index < 0) - column_index = columns->Current; - return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; - - ImGuiColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); -} - -// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) -void ImGui::PushColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid SetCurrentChannel() + PushClipRect() - columns->HostBackupClipRect = window->ClipRect; - SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, 0); -} - -void ImGui::PopColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns->Count == 1) - return; - - // Optimization: avoid PopClipRect() + SetCurrentChannel() - SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); -} - -ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) -{ - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumns()); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) -{ - ImGuiWindow* window = GetCurrentWindow(); - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - return id; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - // Acquire storage for the columns set - ImGuiID id = GetColumnsID(str_id, columns_count); - ImGuiColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostInitialClipRect = window->ClipRect; - columns->HostBackupParentWorkRect = window->ParentWorkRect; - window->ParentWorkRect = window->WorkRect; - - // Set state for first column - // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect - const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); - const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); - const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; - columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize default widths - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); - float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWithFull(window->ClipRect); - } - - if (columns->Count > 1) - { - columns->Splitter.Split(window->DrawList, 1 + columns->Count); - columns->Splitter.SetCurrentChannel(window->DrawList, 1); - PushColumnClipRect(0); - } - - // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; -} - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - // Next column - if (++columns->Current == columns->Count) - columns->Current = 0; - - PopItemWidth(); - - // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() - // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), - ImGuiColumnData* column = &columns->Columns[columns->Current]; - SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); - - const float column_padding = g.Style.ItemSpacing.x; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (columns->Current > 0) - { - // Columns 1+ ignore IndentX (by canceling it out) - // FIXME-COLUMNS: Unnecessary, could be locked? - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; - } - else - { - // New row/line: column 0 honor IndentX. - window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrLineTextBaseOffset = 0.0f; - - // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. - float offset_0 = GetColumnOffset(columns->Current); - float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; - PushItemWidth(width * 0.65f); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - columns->Splitter.Merge(window->DrawList); - } - - const ImGuiColumnsFlags flags = columns->Flags; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy - bool is_being_resized = false; - if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; - const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) - continue; - - bool hovered = false, held = false; - if (!(flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->WorkRect = window->ParentWorkRect; - window->ParentWorkRect = columns->HostBackupParentWorkRect; - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; - - if (columns != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} - -//------------------------------------------------------------------------- - #endif // #ifndef IMGUI_DISABLE diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index c0ff9e2..1f338ab 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -1,18 +1,23 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. @@ -73,7 +78,7 @@ #define _CRT_SECURE_NO_WARNINGS #endif -#include "../imgui.h" +#include "imgui.h" #include "imgui_impl_opengl3.h" #include #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -133,6 +138,11 @@ using namespace gl; #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + // OpenGL Data static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. @@ -147,15 +157,22 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) - GLint major, minor; + GLint major = 0; + GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + const char* gl_version = (const char*)glGetString(GL_VERSION); + sscanf(gl_version, "%d.%d", &major, &minor); + } g_GlVersion = (GLuint)(major * 100 + minor * 10); #else g_GlVersion = 200; // GLES 2 #endif - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET @@ -233,20 +250,28 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (g_GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; -#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) - GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); - if (current_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; + if (g_GlVersion >= 450) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } #endif // Setup viewport, orthographic projection matrix @@ -256,7 +281,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, @@ -267,12 +294,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - + #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (g_GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif - + (void)vertex_array_object; #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(vertex_array_object); @@ -290,8 +317,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid } // OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) @@ -326,7 +353,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) @@ -411,7 +442,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif @@ -440,7 +476,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -454,7 +490,7 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; + io.Fonts->SetTexID(0); g_FontTexture = 0; } } diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index 6b5e925..099dc03 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -1,15 +1,15 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // About Desktop OpenGL function loaders: // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. @@ -22,7 +22,7 @@ // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once -#include "../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API // Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index 5b0e9bd..9ac062b 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -1,16 +1,17 @@ -// dear imgui: Renderer for DirectX10 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. @@ -19,12 +20,12 @@ // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX10: Disabling depth-write. -#include "../../imgui.h" +#include "imgui.h" #include "imgui_impl_dx10.h" // DirectX @@ -88,7 +89,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* } // Render function -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -291,6 +291,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != NULL); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -304,7 +305,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); // Create texture sampler { @@ -378,8 +379,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOp = D3D10_BLEND_OP_ADD; - desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; - desc.DestBlendAlpha = D3D10_BLEND_ZERO; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); @@ -421,7 +422,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() return; if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } @@ -436,7 +437,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() bool ImGui_ImplDX10_Init(ID3D10Device* device) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index 007071a..9ba6d2a 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -1,16 +1,16 @@ -// dear imgui: Renderer for DirectX10 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once -#include "../../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API struct ID3D10Device; diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index cff5a8b..47a6efb 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -1,16 +1,17 @@ -// dear imgui: Renderer for DirectX11 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. @@ -25,7 +26,7 @@ // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX11: Disabling depth-write. -#include "../../imgui.h" +#include "imgui.h" #include "imgui_impl_dx11.h" // DirectX @@ -92,7 +93,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC } // Render function -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -210,7 +210,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); - + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); @@ -303,6 +303,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != NULL); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -316,7 +317,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() } // Store our identifier - io.Fonts->TexID = (ImTextureID)g_pFontTextureView; + io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); // Create texture sampler { @@ -503,8 +504,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); @@ -546,7 +547,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() return; if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } @@ -561,7 +562,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index dcdefa3..6284b3c 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -1,16 +1,16 @@ -// dear imgui: Renderer for DirectX11 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once -#include "../../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API struct ID3D11Device; struct ID3D11DeviceContext; diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index 1eb4356..fc11db7 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. @@ -29,7 +30,7 @@ // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. -#include "../../imgui.h" +#include "imgui.h" #include "imgui_impl_dx12.h" // DirectX @@ -393,7 +394,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() // Store our identifier static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr; + io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() @@ -529,8 +530,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } @@ -582,7 +583,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() SafeRelease(g_pFontTextureResource); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (UINT i = 0; i < g_numFramesInFlight; i++) { diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index d71ac7b..0dbcfc1 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -14,7 +14,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once -#include "../../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API #ifdef _MSC_VER #pragma warning (push) diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index 69150e9..cd4c4af 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -1,16 +1,20 @@ -// dear imgui: Renderer for DirectX9 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). @@ -22,13 +26,11 @@ // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -#include "../../imgui.h" +#include "imgui.h" #include "imgui_impl_dx9.h" // DirectX #include -#define DIRECTINPUT_VERSION 0x0800 -#include // DirectX data static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; @@ -45,6 +47,12 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { // Setup viewport @@ -59,17 +67,26 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); @@ -102,7 +119,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) } // Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized @@ -129,24 +145,37 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) IDirect3DStateBlock9* d3d9_state_block = NULL; if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; + if (d3d9_state_block->Capture() < 0) + { + d3d9_state_block->Release(); + return; + } - d3d9_state_block->Capture(); // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); - // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. - // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and - // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR - // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + d3d9_state_block->Release(); return; + } if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + g_pVB->Unlock(); + d3d9_state_block->Release(); return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -156,7 +185,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); vtx_dst->uv[0] = vtx_src->uv.x; vtx_dst->uv[1] = vtx_src->uv.y; vtx_dst++; @@ -219,7 +248,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -243,6 +272,17 @@ static bool ImGui_ImplDX9_CreateFontsTexture() int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + { + ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++) + *dst = IMGUI_COL_TO_DX9_ARGB(*src); + pixels = (unsigned char*)dst_start; + } +#endif + // Upload texture to graphics system g_FontTexture = NULL; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) @@ -255,7 +295,12 @@ static bool ImGui_ImplDX9_CreateFontsTexture() g_FontTexture->UnlockRect(0); // Store our identifier - io.Fonts->TexID = (ImTextureID)g_FontTexture; + io.Fonts->SetTexID((ImTextureID)g_FontTexture); + +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif return true; } @@ -275,7 +320,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() return; if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX9_NewFrame() diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index 981f3bb..8f0036b 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -1,16 +1,16 @@ -// dear imgui: Renderer for DirectX9 -// This needs to be used along with a Platform Binding (e.g. Win32) +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once -#include "../../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API struct IDirect3DDevice9; diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index d055e73..b520484 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -1,4 +1,4 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: @@ -7,27 +7,36 @@ // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -#include "../../imgui.h" +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #include +#include -// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now. + +// Using XInput for gamepad (will load DLL dynamically) #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -#include -#else -#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT -#endif -#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) -#pragma comment(lib, "xinput") -//#pragma comment(lib, "Xinput9_1_0") +#include +typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); #endif // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. @@ -60,6 +69,13 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; +// XInput DLL and functions +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +static HMODULE g_XInputDLL = NULL; +static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; +static PFN_XInputGetState g_XInputGetState = NULL; +#endif + // Functions bool ImGui_ImplWin32_Init(void* hwnd) { @@ -68,7 +84,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) return false; - // Setup back-end capabilities flags + // Setup backend capabilities flags g_hWnd = (HWND)hwnd; ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) @@ -76,7 +92,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.BackendPlatformName = "imgui_impl_win32"; io.ImeWindowHandle = hwnd; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; @@ -100,12 +116,46 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + g_XInputDLL = dll; + g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + return true; } void ImGui_ImplWin32_Shutdown() { - g_hWnd = (HWND)0; + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (g_XInputDLL) + ::FreeLibrary(g_XInputDLL); + g_XInputDLL = NULL; + g_XInputGetCapabilities = NULL; + g_XInputGetState = NULL; +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + g_hWnd = NULL; + g_Time = 0; + g_TicksPerSecond = 0; + g_LastMouseCursor = ImGuiMouseCursor_COUNT; + g_HasGamepad = false; + g_WantUpdateHasGamepad = true; } static bool ImGui_ImplWin32_UpdateMouseCursor() @@ -144,13 +194,14 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() static void ImGui_ImplWin32_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(g_hWnd != 0); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - ::ClientToScreen(g_hWnd, &pos); - ::SetCursorPos(pos.x, pos.y); + if (::ClientToScreen(g_hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); } // Set mouse position @@ -176,13 +227,13 @@ static void ImGui_ImplWin32_UpdateGamepads() if (g_WantUpdateHasGamepad) { XINPUT_CAPABILITIES caps; - g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; g_WantUpdateHasGamepad = false; } - XINPUT_STATE xinput_state; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + XINPUT_STATE xinput_state; + if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) { const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; @@ -214,15 +265,15 @@ static void ImGui_ImplWin32_UpdateGamepads() void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) - RECT rect; + RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(g_hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Setup time step - INT64 current_time; + INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; @@ -259,7 +310,7 @@ void ImGui_ImplWin32_NewFrame() // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Call from your application's message handler. -// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. @@ -323,6 +374,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (wParam < 256) io.KeysDown[wParam] = 0; return 0; + case WM_KILLFOCUS: + memset(io.KeysDown, 0, sizeof(io.KeysDown)); + return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) @@ -352,7 +406,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA //--------------------------------------------------------------------------------------------------------- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. -// If you are trying to implement your own back-end for your own engine, you may ignore that noise. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. //--------------------------------------------------------------------------------------------------------- // Implement some of the functions and types normally declared in recent Windows SDK. @@ -366,7 +420,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); return ::VerifyVersionInfoW(&osvi, mask, cond); } -#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE +#define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE #endif #ifndef DPI_ENUMS_DECLARED @@ -411,7 +467,7 @@ void ImGui_ImplWin32_EnableDpiAwareness() } #if defined(_MSC_VER) && !defined(NOGDI) -#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) @@ -444,3 +500,43 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) } //--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- diff --git a/ImGui/impls/windows/imgui_impl_win32.h b/ImGui/impls/windows/imgui_impl_win32.h index 40fbca7..5197b7f 100644 --- a/ImGui/impls/windows/imgui_impl_win32.h +++ b/ImGui/impls/windows/imgui_impl_win32.h @@ -1,4 +1,4 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: @@ -7,18 +7,17 @@ // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + #pragma once -#include "../../imgui.h" // IMGUI_IMPL_API +#include "imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); -// Configuration -// - Disable gamepad support or linking with xinput.lib -//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT - // Win32 message handler your application need to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. @@ -35,3 +34,8 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd diff --git a/ImGui/imstb_truetype.h b/ImGui/imstb_truetype.h index b4bdbd8..fc815d7 100644 --- a/ImGui/imstb_truetype.h +++ b/ImGui/imstb_truetype.h @@ -4302,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int winding = 0; orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commmented double assignment + //orig[1] = y; // [DEAR IMGUI] commented double assignment // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); From c162ca79d51988b8fc45c9c67a48365547530c83 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 16 May 2021 21:04:54 -0400 Subject: [PATCH 390/494] Update detours library to latest. --- detours/creatwth.cpp | 410 +++++++++---- detours/detours.cpp | 71 ++- detours/detours.h | 128 +++- detours/disasm.cpp | 1316 +++++++++++++++++++++--------------------- detours/image.cpp | 15 +- detours/modules.cpp | 80 ++- detours/uimports.cc | 138 +++-- 7 files changed, 1294 insertions(+), 864 deletions(-) diff --git a/detours/creatwth.cpp b/detours/creatwth.cpp index d7bc08a..8230b83 100644 --- a/detours/creatwth.cpp +++ b/detours/creatwth.cpp @@ -29,32 +29,32 @@ const GUID DETOUR_EXE_HELPER_GUID = { /* ea0251b9-5cde-41b5-98d0-2af4a26b0fee */ ////////////////////////////////////////////////////////////////////////////// // -// Enumate through modules in the target process. +// Enumerate through modules in the target process. // -static BOOL WINAPI LoadNtHeaderFromProcess(HANDLE hProcess, - HMODULE hModule, - PIMAGE_NT_HEADERS32 pNtHeader) +static PVOID LoadNtHeaderFromProcess(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader) { + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); PBYTE pbModule = (PBYTE)hModule; if (pbModule == NULL) { SetLastError(ERROR_INVALID_PARAMETER); - return FALSE; + return NULL; } MEMORY_BASIC_INFORMATION mbi; ZeroMemory(&mbi, sizeof(mbi)); if (VirtualQueryEx(hProcess, hModule, &mbi, sizeof(mbi)) == 0) { - return FALSE; + return NULL; } IMAGE_DOS_HEADER idh; - if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); - return FALSE; + return NULL; } if (idh.e_magic != IMAGE_DOS_SIGNATURE || @@ -62,31 +62,37 @@ static BOOL WINAPI LoadNtHeaderFromProcess(HANDLE hProcess, (DWORD)idh.e_lfanew < sizeof(idh)) { SetLastError(ERROR_BAD_EXE_FORMAT); - return FALSE; + return NULL; } if (!ReadProcessMemory(hProcess, pbModule + idh.e_lfanew, pNtHeader, sizeof(*pNtHeader), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p:%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p:%p) failed: %lu\n", pbModule + idh.e_lfanew, pbModule + idh.e_lfanew + sizeof(*pNtHeader), pbModule, GetLastError())); - return FALSE; + return NULL; } if (pNtHeader->Signature != IMAGE_NT_SIGNATURE) { SetLastError(ERROR_BAD_EXE_FORMAT); - return FALSE; + return NULL; } - return TRUE; + return pbModule + idh.e_lfanew; } -static HMODULE WINAPI EnumerateModulesInProcess(HANDLE hProcess, - HMODULE hModuleLast, - PIMAGE_NT_HEADERS32 pNtHeader) +static HMODULE EnumerateModulesInProcess(_In_ HANDLE hProcess, + _In_opt_ HMODULE hModuleLast, + _Out_ PIMAGE_NT_HEADERS32 pNtHeader, + _Out_opt_ PVOID *pRemoteNtHeader) { + ZeroMemory(pNtHeader, sizeof(*pNtHeader)); + if (pRemoteNtHeader) { + *pRemoteNtHeader = NULL; + } + PBYTE pbLast = (PBYTE)hModuleLast + MM_ALLOCATION_GRANULARITY; MEMORY_BASIC_INFORMATION mbi; @@ -118,13 +124,147 @@ static HMODULE WINAPI EnumerateModulesInProcess(HANDLE hProcess, continue; } - if (LoadNtHeaderFromProcess(hProcess, (HMODULE)pbLast, pNtHeader)) { + PVOID remoteHeader + = LoadNtHeaderFromProcess(hProcess, (HMODULE)pbLast, pNtHeader); + if (remoteHeader) { + if (pRemoteNtHeader) { + *pRemoteNtHeader = remoteHeader; + } + return (HMODULE)pbLast; } } return NULL; } +////////////////////////////////////////////////////////////////////////////// +// +// Find payloads in target process. +// + +static PVOID FindDetourSectionInRemoteModule(_In_ HANDLE hProcess, + _In_ HMODULE hModule, + _In_ const IMAGE_NT_HEADERS32 *pNtHeader, + _In_ PVOID pRemoteNtHeader) +{ + if (pNtHeader->FileHeader.SizeOfOptionalHeader == 0) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + PIMAGE_SECTION_HEADER pRemoteSectionHeaders + = (PIMAGE_SECTION_HEADER)((PBYTE)pRemoteNtHeader + + sizeof(pNtHeader->Signature) + + sizeof(pNtHeader->FileHeader) + + pNtHeader->FileHeader.SizeOfOptionalHeader); + + IMAGE_SECTION_HEADER header; + for (DWORD n = 0; n < pNtHeader->FileHeader.NumberOfSections; ++n) { + if (!ReadProcessMemory(hProcess, pRemoteSectionHeaders + n, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", + pRemoteSectionHeaders + n, + (PBYTE)(pRemoteSectionHeaders + n) + sizeof(header), + GetLastError())); + + return NULL; + } + + if (strcmp((PCHAR)header.Name, ".detour") == 0) { + if (header.VirtualAddress == 0 || + header.SizeOfRawData == 0) { + + break; + } + + SetLastError(NO_ERROR); + return (PBYTE)hModule + header.VirtualAddress; + } + } + + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; +} + +static PVOID FindPayloadInRemoteDetourSection(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData, + _In_ PVOID pvRemoteDetoursSection) +{ + if (pcbData) { + *pcbData = 0; + } + + PBYTE pbData = (PBYTE)pvRemoteDetoursSection; + + DETOUR_SECTION_HEADER header; + if (!ReadProcessMemory(hProcess, pbData, &header, sizeof(header), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsh@%p..%p) failed: %lu\n", + pbData, + pbData + sizeof(header), + GetLastError())); + return NULL; + } + + if (header.cbHeaderSize < sizeof(DETOUR_SECTION_HEADER) || + header.nSignature != DETOUR_SECTION_HEADER_SIGNATURE) { + SetLastError(ERROR_EXE_MARKED_INVALID); + return NULL; + } + + if (header.nDataOffset == 0) { + header.nDataOffset = header.cbHeaderSize; + } + + for (PVOID pvSection = pbData + header.nDataOffset; pvSection < pbData + header.cbDataSize;) { + DETOUR_SECTION_RECORD section; + if (!ReadProcessMemory(hProcess, pvSection, §ion, sizeof(section), NULL)) { + DETOUR_TRACE(("ReadProcessMemory(dsr@%p..%p) failed: %lu\n", + pvSection, + (PBYTE)pvSection + sizeof(section), + GetLastError())); + return NULL; + } + + if (DetourAreSameGuid(section.guid, rguid)) { + if (pcbData) { + *pcbData = section.cbBytes - sizeof(section); + } + SetLastError(NO_ERROR); + return (DETOUR_SECTION_RECORD *)pvSection + 1; + } + + pvSection = (PBYTE)pvSection + section.cbBytes; + } + + return NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourFindRemotePayload(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + + IMAGE_NT_HEADERS32 header; + PVOID pvRemoteHeader; + for (HMODULE hMod = NULL; (hMod = EnumerateModulesInProcess(hProcess, hMod, &header, &pvRemoteHeader)) != NULL;) { + PVOID pvData = FindDetourSectionInRemoteModule(hProcess, hMod, &header, pvRemoteHeader); + if (pvData != NULL) { + pvData = FindPayloadInRemoteDetourSection(hProcess, rguid, pcbData, pvData); + if (pvData != NULL) { + return pvData; + } + } + } + + SetLastError(ERROR_MOD_NOT_FOUND); + return NULL; +} + ////////////////////////////////////////////////////////////////////////////// // // Find a region of memory in which we can create a replacement import table. @@ -142,7 +282,7 @@ static PBYTE FindAndAllocateNearBase(HANDLE hProcess, PBYTE pbModule, PBYTE pbBa if (GetLastError() == ERROR_INVALID_PARAMETER) { break; } - DETOUR_TRACE(("VirtualQueryEx(%p) failed: %d\n", + DETOUR_TRACE(("VirtualQueryEx(%p) failed: %lu\n", pbLast, GetLastError())); break; } @@ -187,7 +327,7 @@ static PBYTE FindAndAllocateNearBase(HANDLE hProcess, PBYTE pbModule, PBYTE pbBa PBYTE pbAlloc = (PBYTE)VirtualAllocEx(hProcess, pbAddress, cbAlloc, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); if (pbAlloc == NULL) { - DETOUR_TRACE(("VirtualAllocEx(%p) failed: %d\n", pbAddress, GetLastError())); + DETOUR_TRACE(("VirtualAllocEx(%p) failed: %lu\n", pbAddress, GetLastError())); continue; } #ifdef _WIN64 @@ -246,7 +386,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR der.pidh = (PBYTE)hModule; der.cbidh = sizeof(der.idh); if (!ReadProcessMemory(hProcess, der.pidh, &der.idh, sizeof(der.idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", der.pidh, der.pidh + der.cbidh, GetLastError())); return FALSE; } @@ -257,7 +397,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR der.pinh = der.pidh + der.idh.e_lfanew; der.cbinh = FIELD_OFFSET(IMAGE_NT_HEADERS, OptionalHeader); if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", der.pinh, der.pinh + der.cbinh, GetLastError())); return FALSE; } @@ -272,7 +412,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR } if (!ReadProcessMemory(hProcess, der.pinh, &der.inh, der.cbinh, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", der.pinh, der.pinh + der.cbinh, GetLastError())); return FALSE; } @@ -284,7 +424,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.inh32.CLR_DIRECTORY.VirtualAddress != 0 && der.inh32.CLR_DIRECTORY.Size != 0) { - DETOUR_TRACE(("CLR32.VirtAddr=%x, CLR.Size=%x\n", + DETOUR_TRACE(("CLR32.VirtAddr=%08lx, CLR.Size=%lu\n", der.inh32.CLR_DIRECTORY.VirtualAddress, der.inh32.CLR_DIRECTORY.Size)); @@ -295,7 +435,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.inh64.CLR_DIRECTORY.VirtualAddress != 0 && der.inh64.CLR_DIRECTORY.Size != 0) { - DETOUR_TRACE(("CLR64.VirtAddr=%x, CLR.Size=%x\n", + DETOUR_TRACE(("CLR64.VirtAddr=%08lx, CLR.Size=%lu\n", der.inh64.CLR_DIRECTORY.VirtualAddress, der.inh64.CLR_DIRECTORY.Size)); @@ -306,7 +446,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR if (der.pclr != 0) { der.cbclr = sizeof(der.clr); if (!ReadProcessMemory(hProcess, der.pclr, &der.clr, der.cbclr, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(clr@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(clr@%p..%p) failed: %lu\n", der.pclr, der.pclr + der.cbclr, GetLastError())); return FALSE; } @@ -323,6 +463,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR #define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS32 #define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR32_MAGIC #define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG32 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA32 #define UPDATE_IMPORTS_XX UpdateImports32 #define DETOURS_BITS_XX 32 #include "uimports.cc" @@ -339,6 +480,7 @@ static BOOL RecordExeRestore(HANDLE hProcess, HMODULE hModule, DETOUR_EXE_RESTOR #define IMAGE_NT_HEADERS_XX IMAGE_NT_HEADERS64 #define IMAGE_NT_OPTIONAL_HDR_MAGIC_XX IMAGE_NT_OPTIONAL_HDR64_MAGIC #define IMAGE_ORDINAL_FLAG_XX IMAGE_ORDINAL_FLAG64 +#define IMAGE_THUNK_DATAXX IMAGE_THUNK_DATA64 #define UPDATE_IMPORTS_XX UpdateImports64 #define DETOURS_BITS_XX 64 #include "uimports.cc" @@ -374,7 +516,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, //////////////////////////////////////////////////////// Read old headers. // if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); return FALSE; } @@ -383,7 +525,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, PBYTE pnh = pbModule + idh.e_lfanew; if (!ReadProcessMemory(hProcess, pnh, &inh32, sizeof(inh32), NULL)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh32), GetLastError())); return FALSE; } @@ -398,7 +540,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, inh32.FileHeader.SizeOfOptionalHeader; ULONG cb = inh32.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); if (!ReadProcessMemory(hProcess, psects, §s, cb, NULL)) { - DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", psects, psects + cb, GetLastError())); return FALSE; } @@ -455,7 +597,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh64), GetLastError())); return FALSE; } @@ -466,7 +608,7 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, inh64.FileHeader.SizeOfOptionalHeader; cb = inh64.FileHeader.NumberOfSections * sizeof(IMAGE_SECTION_HEADER); if (!WriteProcessMemory(hProcess, psects, §s, cb, NULL)) { - DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(ish@%p..%p) failed: %lu\n", psects, psects + cb, GetLastError())); return FALSE; } @@ -478,12 +620,12 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } // Remove the import table. - if (der.pclr != NULL && (der.clr.Flags & 1)) { + if (der.pclr != NULL && (der.clr.Flags & COMIMAGE_FLAGS_ILONLY)) { inh64.IMPORT_DIRECTORY.VirtualAddress = 0; inh64.IMPORT_DIRECTORY.Size = 0; if (!WriteProcessMemory(hProcess, pnh, &inh64, sizeof(inh64), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("WriteProcessMemory(inh@%p..%p) failed: %lu\n", pnh, pnh + sizeof(inh64), GetLastError())); return FALSE; } @@ -499,6 +641,37 @@ static BOOL UpdateFrom32To64(HANDLE hProcess, HMODULE hModule, WORD machine, } #endif // DETOURS_64BIT +typedef BOOL(WINAPI *LPFN_ISWOW64PROCESS)(HANDLE, PBOOL); + +static BOOL IsWow64ProcessHelper(HANDLE hProcess, + PBOOL Wow64Process) +{ +#ifdef _X86_ + if (Wow64Process == NULL) { + return FALSE; + } + + // IsWow64Process is not available on all supported versions of Windows. + // + HMODULE hKernel32 = LoadLibraryW(L"KERNEL32.DLL"); + if (hKernel32 == NULL) { + DETOUR_TRACE(("LoadLibraryW failed: %lu\n", GetLastError())); + return FALSE; + } + + LPFN_ISWOW64PROCESS pfnIsWow64Process = (LPFN_ISWOW64PROCESS)GetProcAddress( + hKernel32, "IsWow64Process"); + + if (pfnIsWow64Process == NULL) { + DETOUR_TRACE(("GetProcAddress failed: %lu\n", GetLastError())); + return FALSE; + } + return pfnIsWow64Process(hProcess, Wow64Process); +#else + return IsWow64Process(hProcess, Wow64Process); +#endif +} + ////////////////////////////////////////////////////////////////////////////// // BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, @@ -507,18 +680,17 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, { // Find the next memory region that contains a mapped PE image. // - BOOL bHas64BitDll = FALSE; - BOOL bHas32BitExe = FALSE; BOOL bIs32BitProcess; + BOOL bIs64BitOS = FALSE; HMODULE hModule = NULL; HMODULE hLast = NULL; - DETOUR_TRACE(("DetourUpdateProcessWithDll(%p,dlls=%d)\n", hProcess, nDlls)); + DETOUR_TRACE(("DetourUpdateProcessWithDll(%p,dlls=%lu)\n", hProcess, nDlls)); for (;;) { IMAGE_NT_HEADERS32 inh; - if ((hLast = EnumerateModulesInProcess(hProcess, hLast, &inh)) == NULL) { + if ((hLast = EnumerateModulesInProcess(hProcess, hLast, &inh, NULL)) == NULL) { break; } @@ -527,20 +699,8 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, if ((inh.FileHeader.Characteristics & IMAGE_FILE_DLL) == 0) { hModule = hLast; - if (inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR32_MAGIC - && inh.FileHeader.Machine != 0) { - - bHas32BitExe = TRUE; - } DETOUR_TRACE(("%p Found EXE\n", hLast)); } - else { - if (inh.OptionalHeader.Magic == IMAGE_NT_OPTIONAL_HDR64_MAGIC - && inh.FileHeader.Machine != 0) { - - bHas64BitDll = TRUE; - } - } } if (hModule == NULL) { @@ -548,19 +708,37 @@ BOOL WINAPI DetourUpdateProcessWithDll(_In_ HANDLE hProcess, return FALSE; } - if (!bHas32BitExe) { - bIs32BitProcess = FALSE; + // Determine if the target process is 32bit or 64bit. This is a two-stop process: + // + // 1. First, determine if we're running on a 64bit operating system. + // - If we're running 64bit code (i.e. _WIN64 is defined), this is trivially true. + // - If we're running 32bit code (i.e. _WIN64 is not defined), test if + // we're running under Wow64. If so, it implies that the operating system + // is 64bit. + // +#ifdef _WIN64 + bIs64BitOS = TRUE; +#else + if (!IsWow64ProcessHelper(GetCurrentProcess(), &bIs64BitOS)) { + return FALSE; } - else if (!bHas64BitDll) { - bIs32BitProcess = TRUE; - } - else { - if (!IsWow64Process(hProcess, &bIs32BitProcess)) { +#endif + + // 2. With the operating system bitness known, we can now consider the target process: + // - If we're running on a 64bit OS, the target process is 32bit in case + // it is running under Wow64. Otherwise, it's 64bit, running natively + // (without Wow64). + // - If we're running on a 32bit OS, the target process must be 32bit, too. + // + if (bIs64BitOS) { + if (!IsWow64ProcessHelper(hProcess, &bIs32BitProcess)) { return FALSE; } + } else { + bIs32BitProcess = TRUE; } - DETOUR_TRACE((" 32BitExe=%d 32BitProcess\n", bHas32BitExe, bIs32BitProcess)); + DETOUR_TRACE((" 32BitProcess=%d\n", bIs32BitProcess)); return DetourUpdateProcessWithDllEx(hProcess, hModule, @@ -579,11 +757,11 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, // BOOL bIs32BitExe = FALSE; - DETOUR_TRACE(("DetourUpdateProcessWithDllEx(%p,%p,dlls=%d)\n", hProcess, hModule, nDlls)); + DETOUR_TRACE(("DetourUpdateProcessWithDllEx(%p,%p,dlls=%lu)\n", hProcess, hModule, nDlls)); IMAGE_NT_HEADERS32 inh; - if (hModule == NULL || LoadNtHeaderFromProcess(hProcess, hModule, &inh) == NULL) { + if (hModule == NULL || !LoadNtHeaderFromProcess(hProcess, hModule, &inh)) { SetLastError(ERROR_INVALID_OPERATION); return FALSE; } @@ -594,7 +772,7 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, bIs32BitExe = TRUE; } - DETOUR_TRACE((" 32BitExe=%d 32BitProcess\n", bIs32BitExe, bIs32BitProcess)); + DETOUR_TRACE((" 32BitExe=%d\n", bIs32BitExe)); if (hModule == NULL) { SetLastError(ERROR_INVALID_OPERATION); @@ -613,8 +791,8 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, // Try to convert a neutral 32-bit managed binary to a 64-bit managed binary. if (bIs32BitExe && !bIs32BitProcess) { if (!der.pclr // Native binary - || (der.clr.Flags & 1) == 0 // Or mixed-mode MSIL - || (der.clr.Flags & 2) != 0) { // Or 32BIT Required MSIL + || (der.clr.Flags & COMIMAGE_FLAGS_ILONLY) == 0 // Or mixed-mode MSIL + || (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) != 0) { // Or 32BIT Required MSIL SetLastError(ERROR_INVALID_HANDLE); return FALSE; @@ -677,30 +855,30 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, if (der.pclr != NULL) { DETOUR_CLR_HEADER clr; CopyMemory(&clr, &der.clr, sizeof(clr)); - clr.Flags &= 0xfffffffe; // Clear the IL_ONLY flag. + clr.Flags &= ~COMIMAGE_FLAGS_ILONLY; // Clear the IL_ONLY flag. DWORD dwProtect; if (!DetourVirtualProtectSameExecuteEx(hProcess, der.pclr, sizeof(clr), PAGE_READWRITE, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(clr) write failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(clr) write failed: %lu\n", GetLastError())); return FALSE; } if (!WriteProcessMemory(hProcess, der.pclr, &clr, sizeof(clr), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(clr) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(clr) failed: %lu\n", GetLastError())); return FALSE; } if (!VirtualProtectEx(hProcess, der.pclr, sizeof(clr), dwProtect, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(clr) restore failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(clr) restore failed: %lu\n", GetLastError())); return FALSE; } DETOUR_TRACE(("CLR: %p..%p\n", der.pclr, der.pclr + der.cbclr)); #if DETOURS_64BIT - if (der.clr.Flags & 0x2) { // Is the 32BIT Required Flag set? + if (der.clr.Flags & COMIMAGE_FLAGS_32BITREQUIRED) { // Is the 32BIT Required Flag set? // X64 never gets here because the process appears as a WOW64 process. // However, on IA64, it doesn't appear to be a WOW process. - DETOUR_TRACE(("CLR Requires 32-bit\n", der.pclr, der.pclr + der.cbclr)); + DETOUR_TRACE(("CLR Requires 32-bit\n")); SetLastError(ERROR_INVALID_HANDLE); return FALSE; } @@ -710,7 +888,7 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, //////////////////////////////// Save the undo data to the target process. // if (!DetourCopyPayloadToProcess(hProcess, DETOUR_EXE_RESTORE_GUID, &der, sizeof(der))) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); return FALSE; } return TRUE; @@ -834,9 +1012,23 @@ BOOL WINAPI DetourCreateProcessWithDllW(_In_opt_ LPCWSTR lpApplicationName, BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, _In_ REFGUID rguid, - _In_reads_bytes_(cbData) PVOID pvData, + _In_reads_bytes_(cbData) LPCVOID pvData, _In_ DWORD cbData) { + return DetourCopyPayloadToProcessEx(hProcess, rguid, pvData, cbData) != NULL; +} + +_Success_(return != NULL) +PVOID WINAPI DetourCopyPayloadToProcessEx(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData) +{ + if (hProcess == NULL) { + SetLastError(ERROR_INVALID_HANDLE); + return NULL; + } + DWORD cbTotal = (sizeof(IMAGE_DOS_HEADER) + sizeof(IMAGE_NT_HEADERS) + sizeof(IMAGE_SECTION_HEADER) + @@ -847,10 +1039,15 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, PBYTE pbBase = (PBYTE)VirtualAllocEx(hProcess, NULL, cbTotal, MEM_COMMIT, PAGE_READWRITE); if (pbBase == NULL) { - DETOUR_TRACE(("VirtualAllocEx(%d) failed: %d\n", cbTotal, GetLastError())); - return FALSE; + DETOUR_TRACE(("VirtualAllocEx(%lu) failed: %lu\n", cbTotal, GetLastError())); + return NULL; } + // As you can see in the following code, + // the memory layout of the payload range "[pbBase, pbBase+cbTotal]" is a PE executable file, + // so DetourFreePayload can use "DetourGetContainingModule(Payload pointer)" to get the above "pbBase" pointer, + // pbBase: the memory block allocated by VirtualAllocEx will be released in DetourFreePayload by VirtualFree. + PBYTE pbTarget = pbBase; IMAGE_DOS_HEADER idh; IMAGE_NT_HEADERS inh; @@ -864,8 +1061,8 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, idh.e_lfanew = sizeof(idh); if (!WriteProcessMemory(hProcess, pbTarget, &idh, sizeof(idh), &cbWrote) || cbWrote != sizeof(idh)) { - DETOUR_TRACE(("WriteProcessMemory(idh) failed: %d\n", GetLastError())); - return FALSE; + DETOUR_TRACE(("WriteProcessMemory(idh) failed: %lu\n", GetLastError())); + return NULL; } pbTarget += sizeof(idh); @@ -877,7 +1074,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, inh.OptionalHeader.Magic = IMAGE_NT_OPTIONAL_HDR_MAGIC; if (!WriteProcessMemory(hProcess, pbTarget, &inh, sizeof(inh), &cbWrote) || cbWrote != sizeof(inh)) { - return FALSE; + return NULL; } pbTarget += sizeof(inh); @@ -889,7 +1086,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, cbData); if (!WriteProcessMemory(hProcess, pbTarget, &ish, sizeof(ish), &cbWrote) || cbWrote != sizeof(ish)) { - return FALSE; + return NULL; } pbTarget += sizeof(ish); @@ -902,7 +1099,7 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, cbData); if (!WriteProcessMemory(hProcess, pbTarget, &dsh, sizeof(dsh), &cbWrote) || cbWrote != sizeof(dsh)) { - return FALSE; + return NULL; } pbTarget += sizeof(dsh); @@ -912,19 +1109,20 @@ BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, dsr.guid = rguid; if (!WriteProcessMemory(hProcess, pbTarget, &dsr, sizeof(dsr), &cbWrote) || cbWrote != sizeof(dsr)) { - return FALSE; + return NULL; } pbTarget += sizeof(dsr); if (!WriteProcessMemory(hProcess, pbTarget, pvData, cbData, &cbWrote) || cbWrote != cbData) { - return FALSE; + return NULL; } - pbTarget += cbData; - DETOUR_TRACE(("Copied %d byte payload into target process at %p\n", - cbTotal, pbTarget - cbTotal)); - return TRUE; + DETOUR_TRACE(("Copied %lu byte payload into target process at %p\n", + cbData, pbTarget)); + + SetLastError(NO_ERROR); + return pbTarget; } static BOOL s_fSearchedForHelper = FALSE; @@ -949,7 +1147,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, s_pHelper->pid); if (hProcess == NULL) { - DETOUR_TRACE(("OpenProcess(pid=%d) failed: %d\n", + DETOUR_TRACE(("OpenProcess(pid=%lu) failed: %lu\n", s_pHelper->pid, GetLastError())); Result = 9901; goto Cleanup; @@ -970,7 +1168,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, } if (!DetourUpdateProcessWithDll(hProcess, rlpDlls, s_pHelper->nDlls)) { - DETOUR_TRACE(("DetourUpdateProcessWithDll(pid=%d) failed: %d\n", + DETOUR_TRACE(("DetourUpdateProcessWithDll(pid=%lu) failed: %lu\n", s_pHelper->pid, GetLastError())); Result = 9903; goto Cleanup; @@ -983,6 +1181,15 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, rlpDlls = NULL; } + // Note: s_pHelper is allocated as part of injecting the payload in DetourCopyPayloadToProcess(..), + // it's a fake section and not data allocated by the system PE loader. + + // Delete the payload after execution to release the memory occupied by it + if (s_pHelper != NULL) { + DetourFreePayload(s_pHelper); + s_pHelper = NULL; + } + ExitProcess(Result); } @@ -1146,7 +1353,7 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, HRESULT hr; DWORD nLen = GetEnvironmentVariableA("WINDIR", szExe, ARRAYSIZE(szExe)); - DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%d,dlls=%d)\n", dwTargetPid, nDlls)); + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); if (nDlls < 1 || nDlls > 4096) { SetLastError(ERROR_INVALID_PARAMETER); goto Cleanup; @@ -1172,8 +1379,10 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, goto Cleanup; } + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before hr = StringCchPrintfA(szCommand, ARRAYSIZE(szCommand), - "rundll32.exe \"%hs\",#1", &helper->rDlls[0]); + "rundll32.exe \"%s\",#1", &helper->rDlls[0]); if (!SUCCEEDED(hr)) { goto Cleanup; } @@ -1189,7 +1398,7 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, if (!DetourCopyPayloadToProcess(pi.hProcess, DETOUR_EXE_HELPER_GUID, helper, helper->cb)) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); TerminateProcess(pi.hProcess, ~0u); CloseHandle(pi.hProcess); CloseHandle(pi.hThread); @@ -1206,13 +1415,13 @@ BOOL WINAPI DetourProcessViaHelperDllsA(_In_ DWORD dwTargetPid, CloseHandle(pi.hThread); if (dwResult != 0) { - DETOUR_TRACE(("Rundll32.exe failed: result=%d\n", dwResult)); + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); goto Cleanup; } Result = TRUE; } else { - DETOUR_TRACE(("CreateProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); goto Cleanup; } @@ -1240,9 +1449,11 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, WCHAR szCommand[MAX_PATH]; PDETOUR_EXE_HELPER helper = NULL; HRESULT hr; + WCHAR szDllName[MAX_PATH]; + int cchWrittenWideChar; DWORD nLen = GetEnvironmentVariableW(L"WINDIR", szExe, ARRAYSIZE(szExe)); - DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%d,dlls=%d)\n", dwTargetPid, nDlls)); + DETOUR_TRACE(("DetourProcessViaHelperDlls(pid=%lu,dlls=%lu)\n", dwTargetPid, nDlls)); if (nDlls < 1 || nDlls > 4096) { SetLastError(ERROR_INVALID_PARAMETER); goto Cleanup; @@ -1268,8 +1479,15 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, goto Cleanup; } + //for East Asia languages and so on, like Chinese, print format with "%hs" can not work fine before user call _tsetlocale(LC_ALL,_T(".ACP")); + //so we can't use "%hs" in format string, because the dll that contain this code would inject to any process, even not call _tsetlocale(LC_ALL,_T(".ACP")) before + + cchWrittenWideChar = MultiByteToWideChar(CP_ACP, 0, &helper->rDlls[0], -1, szDllName, ARRAYSIZE(szDllName)); + if (cchWrittenWideChar >= ARRAYSIZE(szDllName) || cchWrittenWideChar <= 0) { + goto Cleanup; + } hr = StringCchPrintfW(szCommand, ARRAYSIZE(szCommand), - L"rundll32.exe \"%hs\",#1", &helper->rDlls[0]); + L"rundll32.exe \"%s\",#1", szDllName); if (!SUCCEEDED(hr)) { goto Cleanup; } @@ -1285,15 +1503,13 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, if (!DetourCopyPayloadToProcess(pi.hProcess, DETOUR_EXE_HELPER_GUID, helper, helper->cb)) { - DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("DetourCopyPayloadToProcess failed: %lu\n", GetLastError())); TerminateProcess(pi.hProcess, ~0u); CloseHandle(pi.hProcess); CloseHandle(pi.hThread); goto Cleanup; } - ResumeThread(pi.hThread); - ResumeThread(pi.hThread); WaitForSingleObject(pi.hProcess, INFINITE); @@ -1304,13 +1520,13 @@ BOOL WINAPI DetourProcessViaHelperDllsW(_In_ DWORD dwTargetPid, CloseHandle(pi.hThread); if (dwResult != 0) { - DETOUR_TRACE(("Rundll32.exe failed: result=%d\n", dwResult)); + DETOUR_TRACE(("Rundll32.exe failed: result=%lu\n", dwResult)); goto Cleanup; } Result = TRUE; } else { - DETOUR_TRACE(("CreateProcess failed: %d\n", GetLastError())); + DETOUR_TRACE(("CreateProcess failed: %lu\n", GetLastError())); goto Cleanup; } diff --git a/detours/detours.cpp b/detours/detours.cpp index b8f4688..1fb297d 100644 --- a/detours/detours.cpp +++ b/detours/detours.cpp @@ -18,6 +18,27 @@ #define NOTHROW +////////////////////////////////////////////////////////////////////////////// +// + +#ifdef _DEBUG +extern "C" IMAGE_DOS_HEADER __ImageBase; +int Detour_AssertExprWithFunctionName(int reportType, const char* filename, int linenumber, const char* FunctionName, const char* msg) +{ + int nRet = 0; + DWORD dwLastError = GetLastError(); + CHAR szModuleNameWithFunctionName[MAX_PATH * 2]; + szModuleNameWithFunctionName[0] = 0; + GetModuleFileNameA((HMODULE)&__ImageBase, szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName)); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), ",", ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + StringCchCatNA(szModuleNameWithFunctionName, ARRAYSIZE(szModuleNameWithFunctionName), FunctionName, ARRAYSIZE(szModuleNameWithFunctionName) - strlen(szModuleNameWithFunctionName) - 1); + SetLastError(dwLastError); + nRet = _CrtDbgReport(reportType, filename, linenumber, szModuleNameWithFunctionName, msg); + SetLastError(dwLastError); + return nRet; +} +#endif// _DEBUG + ////////////////////////////////////////////////////////////////////////////// // struct _DETOUR_ALIGN @@ -186,7 +207,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); // And, within +/- 2GB of relative jmp targets. if (pbCode[0] == 0xe9) { // jmp +imm32 @@ -198,7 +219,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] +imm32\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); } *ppLower = (PDETOUR_TRAMPOLINE)lo; @@ -399,7 +420,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); // And, within +/- 2GB of relative jmp vectors. if (pbCode[0] == 0xff && pbCode[1] == 0x25) { // jmp [+imm32] @@ -411,7 +432,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] [+imm32]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] [+imm32]\n", (PVOID)lo, pbCode, (PVOID)hi)); } // And, within +/- 2GB of relative jmp targets. else if (pbCode[0] == 0xe9) { // jmp +imm32 @@ -423,7 +444,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, else { lo = detour_2gb_below((ULONG_PTR)pbNew); } - DETOUR_TRACE(("[%p..%p..%p] +imm32\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p] +imm32\n", (PVOID)lo, pbCode, (PVOID)hi)); } *ppLower = (PDETOUR_TRAMPOLINE)lo; @@ -818,7 +839,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, // We have to place trampolines within +/- 2GB of code. ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); *ppLower = (PDETOUR_TRAMPOLINE)lo; *ppUpper = (PDETOUR_TRAMPOLINE)hi; @@ -863,7 +884,7 @@ struct _DETOUR_TRAMPOLINE // An ARM64 instruction is 4 bytes long. // // The overwrite is always composed of 3 instructions (12 bytes) which perform an indirect jump - // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. + // using _DETOUR_TRAMPOLINE::pbDetour as the address holding the target location. // // Copied instructions can expand. // @@ -1124,7 +1145,7 @@ inline void detour_find_jmp_bounds(PBYTE pbCode, ULONG_PTR lo = detour_2gb_below((ULONG_PTR)pbCode); ULONG_PTR hi = detour_2gb_above((ULONG_PTR)pbCode); - DETOUR_TRACE(("[%p..%p..%p]\n", lo, pbCode, hi)); + DETOUR_TRACE(("[%p..%p..%p]\n", (PVOID)lo, pbCode, (PVOID)hi)); *ppLower = (PDETOUR_TRAMPOLINE)lo; *ppUpper = (PDETOUR_TRAMPOLINE)hi; @@ -1237,7 +1258,7 @@ static PVOID detour_alloc_region_from_lo(PBYTE pbLo, PBYTE pbHi) break; } - DETOUR_TRACE((" Try %p => %p..%p %6x\n", + DETOUR_TRACE((" Try %p => %p..%p %6lx\n", pbTry, mbi.BaseAddress, (PBYTE)mbi.BaseAddress + mbi.RegionSize - 1, @@ -1252,6 +1273,9 @@ static PVOID detour_alloc_region_from_lo(PBYTE pbLo, PBYTE pbHi) if (pv != NULL) { return pv; } + else if (GetLastError() == ERROR_DYNAMIC_CODE_BLOCKED) { + return NULL; + } pbTry += DETOUR_REGION_SIZE; } else { @@ -1284,7 +1308,7 @@ static PVOID detour_alloc_region_from_hi(PBYTE pbLo, PBYTE pbHi) break; } - DETOUR_TRACE((" Try %p => %p..%p %6x\n", + DETOUR_TRACE((" Try %p => %p..%p %6lx\n", pbTry, mbi.BaseAddress, (PBYTE)mbi.BaseAddress + mbi.RegionSize - 1, @@ -1299,6 +1323,9 @@ static PVOID detour_alloc_region_from_hi(PBYTE pbLo, PBYTE pbHi) if (pv != NULL) { return pv; } + else if (GetLastError() == ERROR_DYNAMIC_CODE_BLOCKED) { + return NULL; + } pbTry -= DETOUR_REGION_SIZE; } else { @@ -1698,7 +1725,7 @@ LONG WINAPI DetourTransactionCommitEx(_Out_opt_ PVOID **pppFailedPointer) #endif // DETOURS_ARM } else { - DETOUR_TRACE(("detours: pbTramp =%p, pbRemain=%p, pbDetour=%p, cbRestore=%d\n", + DETOUR_TRACE(("detours: pbTramp =%p, pbRemain=%p, pbDetour=%p, cbRestore=%u\n", o->pTrampoline, o->pTrampoline->pbRemain, o->pTrampoline->pbDetour, @@ -1990,13 +2017,13 @@ LONG WINAPI DetourAttachEx(_Inout_ PVOID *ppPointer, } if (s_nPendingThreadId != (LONG)GetCurrentThreadId()) { - DETOUR_TRACE(("transaction conflict with thread id=%d\n", s_nPendingThreadId)); + DETOUR_TRACE(("transaction conflict with thread id=%ld\n", s_nPendingThreadId)); return ERROR_INVALID_OPERATION; } // If any of the pending operations failed, then we don't need to do this. if (s_nPendingError != NO_ERROR) { - DETOUR_TRACE(("pending transaction error=%d\n", s_nPendingError)); + DETOUR_TRACE(("pending transaction error=%ld\n", s_nPendingError)); return s_nPendingError; } @@ -2177,7 +2204,7 @@ LONG WINAPI DetourAttachEx(_Inout_ PVOID *ppPointer, pTrampoline->rAlign[n].obTrampoline == 0) { break; } - DETOUR_TRACE((" %d/%d", + DETOUR_TRACE((" %u/%u", pTrampoline->rAlign[n].obTarget, pTrampoline->rAlign[n].obTrampoline )); @@ -2545,4 +2572,20 @@ BOOL WINAPI DetourVirtualProtectSameExecute(_In_ PVOID pAddress, pAddress, nSize, dwNewProtect, pdwOldProtect); } +BOOL WINAPI DetourAreSameGuid(_In_ REFGUID left, _In_ REFGUID right) +{ + return + left.Data1 == right.Data1 && + left.Data2 == right.Data2 && + left.Data3 == right.Data3 && + left.Data4[0] == right.Data4[0] && + left.Data4[1] == right.Data4[1] && + left.Data4[2] == right.Data4[2] && + left.Data4[3] == right.Data4[3] && + left.Data4[4] == right.Data4[4] && + left.Data4[5] == right.Data4[5] && + left.Data4[6] == right.Data4[6] && + left.Data4[7] == right.Data4[7]; +} + // End of File diff --git a/detours/detours.h b/detours/detours.h index 97595a2..3354d72 100644 --- a/detours/detours.h +++ b/detours/detours.h @@ -28,6 +28,15 @@ #pragma warning(disable:4091) // empty typedef #endif +// Suppress declspec(dllimport) for the sake of Detours +// users that provide kernel32 functionality themselves. +// This is ok in the mainstream case, it will just cost +// an extra instruction calling some functions, which +// LTCG optimizes away. +// +#define _KERNEL32_ 1 +#define _USER32_ 1 + #include #if (_MSC_VER < 1310) #else @@ -36,8 +45,28 @@ #pragma warning(disable:6102 6103) // /analyze warnings #endif #include +#include #pragma warning(pop) #endif +#include + +// Allow Detours to cleanly compile with the MingW toolchain. +// +#ifdef __GNUC__ +#define __try +#define __except(x) if (0) +#include +#endif + +// From winerror.h, as this error isn't found in some SDKs: +// +// MessageId: ERROR_DYNAMIC_CODE_BLOCKED +// +// MessageText: +// +// The operation was blocked as the process prohibits dynamic code generation. +// +#define ERROR_DYNAMIC_CODE_BLOCKED 1655L #endif // DETOURS_INTERNAL @@ -99,7 +128,7 @@ ////////////////////////////////////////////////////////////////////////////// // -#if (_MSC_VER < 1299) +#if (_MSC_VER < 1299) && !defined(__MINGW32__) typedef LONG LONG_PTR; typedef ULONG ULONG_PTR; #endif @@ -120,6 +149,7 @@ typedef ULONG ULONG_PTR; #undef _In_ #undef _In_bytecount_ #undef _In_count_ +#undef __in_ecount #undef _In_opt_ #undef _In_opt_bytecount_ #undef _In_opt_count_ @@ -176,6 +206,10 @@ typedef ULONG ULONG_PTR; #define _In_count_(x) #endif +#ifndef __in_ecount +#define __in_ecount(x) +#endif + #ifndef _In_opt_ #define _In_opt_ #endif @@ -581,16 +615,17 @@ _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, _In_ REFGUID rguid, - _Out_ DWORD *pcbData); + _Out_opt_ DWORD *pcbData); _Writable_bytes_(*pcbData) _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, - _Out_ DWORD * pcbData); + _Out_opt_ DWORD *pcbData); DWORD WINAPI DetourGetSizeOfPayloads(_In_opt_ HMODULE hModule); +BOOL WINAPI DetourFreePayload(_In_ PVOID pvData); ///////////////////////////////////////////////// Persistent Binary Functions. // @@ -629,6 +664,11 @@ BOOL WINAPI DetourBinaryClose(_In_ PDETOUR_BINARY pBinary); /////////////////////////////////////////////////// Create Process & Load Dll. // +_Success_(return != NULL) +PVOID WINAPI DetourFindRemotePayload(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _Out_opt_ DWORD *pcbData); + typedef BOOL (WINAPI *PDETOUR_CREATE_PROCESS_ROUTINEA)( _In_opt_ LPCSTR lpApplicationName, _Inout_opt_ LPSTR lpCommandLine, @@ -795,8 +835,14 @@ BOOL WINAPI DetourUpdateProcessWithDllEx(_In_ HANDLE hProcess, BOOL WINAPI DetourCopyPayloadToProcess(_In_ HANDLE hProcess, _In_ REFGUID rguid, - _In_reads_bytes_(cbData) PVOID pvData, + _In_reads_bytes_(cbData) LPCVOID pvData, _In_ DWORD cbData); +_Success_(return != NULL) +PVOID WINAPI DetourCopyPayloadToProcessEx(_In_ HANDLE hProcess, + _In_ REFGUID rguid, + _In_reads_bytes_(cbData) LPCVOID pvData, + _In_ DWORD cbData); + BOOL WINAPI DetourRestoreAfterWith(VOID); BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, _In_ DWORD cbData); @@ -812,6 +858,60 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, } #endif // __cplusplus +/////////////////////////////////////////////////// Type-safe overloads for C++ +// +#if __cplusplus >= 201103L || _MSVC_LANG >= 201103L +#include + +template +struct DetoursIsFunctionPointer : std::false_type {}; + +template +struct DetoursIsFunctionPointer : std::is_function::type> {}; + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourAttach(_Inout_ T *ppPointer, + _In_ T pDetour) noexcept +{ + return DetourAttach( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour)); +} + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourAttachEx(_Inout_ T *ppPointer, + _In_ T pDetour, + _Out_opt_ PDETOUR_TRAMPOLINE *ppRealTrampoline, + _Out_opt_ T *ppRealTarget, + _Out_opt_ T *ppRealDetour) noexcept +{ + return DetourAttachEx( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour), + ppRealTrampoline, + reinterpret_cast(ppRealTarget), + reinterpret_cast(ppRealDetour)); +} + +template< + typename T, + typename std::enable_if::value, int>::type = 0> +LONG DetourDetach(_Inout_ T *ppPointer, + _In_ T pDetour) noexcept +{ + return DetourDetach( + reinterpret_cast(ppPointer), + reinterpret_cast(pDetour)); +} + +#endif // __cplusplus >= 201103L || _MSVC_LANG >= 201103L +// +////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////////////////// Detours Internal Definitions. // #ifdef __cplusplus @@ -822,7 +922,7 @@ VOID CALLBACK DetourFinishHelperProcess(_In_ HWND, ////////////////////////////////////////////////////////////////////////////// // -#if (_MSC_VER < 1299) +#if (_MSC_VER < 1299) && !defined(__GNUC__) #include typedef IMAGEHLP_MODULE IMAGEHLP_MODULE64; typedef PIMAGEHLP_MODULE PIMAGEHLP_MODULE64; @@ -884,6 +984,21 @@ PDETOUR_SYM_INFO DetourLoadImageHlp(VOID); #endif #define _CRT_STDIO_ARBITRARY_WIDE_SPECIFIERS 1 +#ifdef _DEBUG + +int Detour_AssertExprWithFunctionName(int reportType, const char* filename, int linenumber, const char* FunctionName, const char* msg); + +#define DETOUR_ASSERT_EXPR_WITH_FUNCTION(expr, msg) \ + (void) ((expr) || \ + (1 != Detour_AssertExprWithFunctionName(_CRT_ASSERT, __FILE__, __LINE__,__FUNCTION__, msg)) || \ + (_CrtDbgBreak(), 0)) + +#define DETOUR_ASSERT(expr) DETOUR_ASSERT_EXPR_WITH_FUNCTION((expr), #expr) + +#else// _DEBUG +#define DETOUR_ASSERT(expr) +#endif// _DEBUG + #ifndef DETOUR_TRACE #if DETOUR_DEBUG #define DETOUR_TRACE(x) printf x @@ -1090,6 +1205,9 @@ BOOL WINAPI DetourVirtualProtectSameExecute(_In_ PVOID pAddress, _In_ SIZE_T nSize, _In_ DWORD dwNewProtect, _Out_ PDWORD pdwOldProtect); + +// Detours must depend only on kernel32.lib, so we cannot use IsEqualGUID +BOOL WINAPI DetourAreSameGuid(_In_ REFGUID left, _In_ REFGUID right); #ifdef __cplusplus } #endif // __cplusplus diff --git a/detours/disasm.cpp b/detours/disasm.cpp index ce666fb..6cd23b2 100644 --- a/detours/disasm.cpp +++ b/detours/disasm.cpp @@ -187,7 +187,6 @@ class CDetourDis struct COPYENTRY { // Many of these fields are often ignored. See ENTRY_DataIgnored. - ULONG nOpcode : 8; // Opcode (ignored) ULONG nFixedSize : 4; // Fixed size of opcode ULONG nFixedSize16 : 4; // Fixed size when 16 bit operand ULONG nModOffset : 4; // Offset to mod/rm byte (0=none) @@ -199,61 +198,60 @@ class CDetourDis protected: // These macros define common uses of nFixedSize, nFixedSize16, nModOffset, nRelOffset, nFlagBits, pfCopy. #define ENTRY_DataIgnored 0, 0, 0, 0, 0, -#define ENTRY_CopyBytes1 1, 1, 0, 0, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1 { 1, 1, 0, 0, 0, &CDetourDis::CopyBytes } #ifdef DETOURS_X64 -#define ENTRY_CopyBytes1Address 9, 5, 0, 0, ADDRESS, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1Address { 9, 5, 0, 0, ADDRESS, &CDetourDis::CopyBytes } #else -#define ENTRY_CopyBytes1Address 5, 3, 0, 0, ADDRESS, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes1Address { 5, 3, 0, 0, ADDRESS, &CDetourDis::CopyBytes } #endif -#define ENTRY_CopyBytes1Dynamic 1, 1, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2 2, 2, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Jump ENTRY_DataIgnored &CDetourDis::CopyBytesJump -#define ENTRY_CopyBytes2CantJump 2, 2, 0, 1, NOENLARGE, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Dynamic 2, 2, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3 3, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Dynamic 3, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5 5, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Dynamic 5, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes // x86 only +#define ENTRY_CopyBytes1Dynamic { 1, 1, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2 { 2, 2, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Jump { ENTRY_DataIgnored &CDetourDis::CopyBytesJump } +#define ENTRY_CopyBytes2CantJump { 2, 2, 0, 1, NOENLARGE, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Dynamic { 2, 2, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3 { 3, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Dynamic { 3, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5 { 5, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Dynamic { 5, 3, 0, 0, DYNAMIC, &CDetourDis::CopyBytes }// x86 only #ifdef DETOURS_X64 -#define ENTRY_CopyBytes3Or5Rax 5, 3, 0, 0, RAX, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Target 5, 5, 0, 1, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes3Or5Rax { 5, 3, 0, 0, RAX, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Target { 5, 5, 0, 1, 0, &CDetourDis::CopyBytes } #else -#define ENTRY_CopyBytes3Or5Rax 5, 3, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Or5Target 5, 3, 0, 1, 0, &CDetourDis::CopyBytes +#define ENTRY_CopyBytes3Or5Rax { 5, 3, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Or5Target { 5, 3, 0, 1, 0, &CDetourDis::CopyBytes } #endif -#define ENTRY_CopyBytes4 4, 4, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes5 5, 5, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes5Or7Dynamic 7, 5, 0, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes7 7, 7, 0, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Mod 2, 2, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2ModDynamic 2, 2, 1, 0, DYNAMIC, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2Mod1 3, 3, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes2ModOperand 6, 4, 1, 0, 0, &CDetourDis::CopyBytes -#define ENTRY_CopyBytes3Mod 3, 3, 2, 0, 0, &CDetourDis::CopyBytes // SSE3 0F 38 opcode modrm -#define ENTRY_CopyBytes3Mod1 4, 4, 2, 0, 0, &CDetourDis::CopyBytes // SSE3 0F 3A opcode modrm .. imm8 -#define ENTRY_CopyBytesPrefix ENTRY_DataIgnored &CDetourDis::CopyBytesPrefix -#define ENTRY_CopyBytesSegment ENTRY_DataIgnored &CDetourDis::CopyBytesSegment -#define ENTRY_CopyBytesRax ENTRY_DataIgnored &CDetourDis::CopyBytesRax -#define ENTRY_CopyF2 ENTRY_DataIgnored &CDetourDis::CopyF2 -#define ENTRY_CopyF3 ENTRY_DataIgnored &CDetourDis::CopyF3 // 32bit x86 only -#define ENTRY_Copy0F ENTRY_DataIgnored &CDetourDis::Copy0F -#define ENTRY_Copy0F78 ENTRY_DataIgnored &CDetourDis::Copy0F78 -#define ENTRY_Copy0F00 ENTRY_DataIgnored &CDetourDis::Copy0F00 // 32bit x86 only -#define ENTRY_Copy0FB8 ENTRY_DataIgnored &CDetourDis::Copy0FB8 // 32bit x86 only -#define ENTRY_Copy66 ENTRY_DataIgnored &CDetourDis::Copy66 -#define ENTRY_Copy67 ENTRY_DataIgnored &CDetourDis::Copy67 -#define ENTRY_CopyF6 ENTRY_DataIgnored &CDetourDis::CopyF6 -#define ENTRY_CopyF7 ENTRY_DataIgnored &CDetourDis::CopyF7 -#define ENTRY_CopyFF ENTRY_DataIgnored &CDetourDis::CopyFF -#define ENTRY_CopyVex2 ENTRY_DataIgnored &CDetourDis::CopyVex2 -#define ENTRY_CopyVex3 ENTRY_DataIgnored &CDetourDis::CopyVex3 -#define ENTRY_CopyEvex ENTRY_DataIgnored &CDetourDis::CopyEvex // 62, 3 byte payload, then normal with implied prefixes like vex -#define ENTRY_CopyXop ENTRY_DataIgnored &CDetourDis::CopyXop // 0x8F ... POP /0 or AMD XOP -#define ENTRY_CopyBytesXop 5, 5, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm -#define ENTRY_CopyBytesXop1 6, 6, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm8 -#define ENTRY_CopyBytesXop4 9, 9, 4, 0, 0, &CDetourDis::CopyBytes // 0x8F xop1 xop2 opcode modrm ... imm32 -#define ENTRY_Invalid ENTRY_DataIgnored &CDetourDis::Invalid -#define ENTRY_End ENTRY_DataIgnored NULL +#define ENTRY_CopyBytes4 { 4, 4, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes5 { 5, 5, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes5Or7Dynamic { 7, 5, 0, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes7 { 7, 7, 0, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Mod { 2, 2, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2ModDynamic { 2, 2, 1, 0, DYNAMIC, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2Mod1 { 3, 3, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes2ModOperand { 6, 4, 1, 0, 0, &CDetourDis::CopyBytes } +#define ENTRY_CopyBytes3Mod { 3, 3, 2, 0, 0, &CDetourDis::CopyBytes } // SSE3 0F 38 opcode modrm +#define ENTRY_CopyBytes3Mod1 { 4, 4, 2, 0, 0, &CDetourDis::CopyBytes } // SSE3 0F 3A opcode modrm .. imm8 +#define ENTRY_CopyBytesPrefix { ENTRY_DataIgnored &CDetourDis::CopyBytesPrefix } +#define ENTRY_CopyBytesSegment { ENTRY_DataIgnored &CDetourDis::CopyBytesSegment } +#define ENTRY_CopyBytesRax { ENTRY_DataIgnored &CDetourDis::CopyBytesRax } +#define ENTRY_CopyF2 { ENTRY_DataIgnored &CDetourDis::CopyF2 } +#define ENTRY_CopyF3 { ENTRY_DataIgnored &CDetourDis::CopyF3 } // 32bit x86 only +#define ENTRY_Copy0F { ENTRY_DataIgnored &CDetourDis::Copy0F } +#define ENTRY_Copy0F78 { ENTRY_DataIgnored &CDetourDis::Copy0F78 } +#define ENTRY_Copy0F00 { ENTRY_DataIgnored &CDetourDis::Copy0F00 } // 32bit x86 only +#define ENTRY_Copy0FB8 { ENTRY_DataIgnored &CDetourDis::Copy0FB8 } // 32bit x86 only +#define ENTRY_Copy66 { ENTRY_DataIgnored &CDetourDis::Copy66 } +#define ENTRY_Copy67 { ENTRY_DataIgnored &CDetourDis::Copy67 } +#define ENTRY_CopyF6 { ENTRY_DataIgnored &CDetourDis::CopyF6 } +#define ENTRY_CopyF7 { ENTRY_DataIgnored &CDetourDis::CopyF7 } +#define ENTRY_CopyFF { ENTRY_DataIgnored &CDetourDis::CopyFF } +#define ENTRY_CopyVex2 { ENTRY_DataIgnored &CDetourDis::CopyVex2 } +#define ENTRY_CopyVex3 { ENTRY_DataIgnored &CDetourDis::CopyVex3 } +#define ENTRY_CopyEvex { ENTRY_DataIgnored &CDetourDis::CopyEvex } // 62, 3 byte payload, then normal with implied prefixes like vex +#define ENTRY_CopyXop { ENTRY_DataIgnored &CDetourDis::CopyXop } // 0x8F ... POP /0 or AMD XOP +#define ENTRY_CopyBytesXop { 5, 5, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm +#define ENTRY_CopyBytesXop1 { 6, 6, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm ... imm8 +#define ENTRY_CopyBytesXop4 { 9, 9, 4, 0, 0, &CDetourDis::CopyBytes } // 0x8F xop1 xop2 opcode modrm ... imm32 +#define ENTRY_Invalid { ENTRY_DataIgnored &CDetourDis::Invalid } PBYTE CopyBytes(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); PBYTE CopyBytesPrefix(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); @@ -286,8 +284,8 @@ class CDetourDis PBYTE CopyXop(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc); protected: - static const COPYENTRY s_rceCopyTable[257]; - static const COPYENTRY s_rceCopyTable0F[257]; + static const COPYENTRY s_rceCopyTable[]; + static const COPYENTRY s_rceCopyTable0F[]; static const BYTE s_rbModRm[256]; static PBYTE s_pbModuleBeg; static PBYTE s_pbModuleEnd; @@ -325,16 +323,15 @@ PVOID WINAPI DetourCopyInstruction(_In_opt_ PVOID pDst, /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis(_Out_opt_ PBYTE *ppbTarget, _Out_opt_ LONG *plExtra) +CDetourDis::CDetourDis(_Out_opt_ PBYTE *ppbTarget, _Out_opt_ LONG *plExtra) : + m_bOperandOverride(FALSE), + m_bAddressOverride(FALSE), + m_bRaxOverride(FALSE), + m_bF2(FALSE), + m_bF3(FALSE), + m_bVex(FALSE), + m_bEvex(FALSE) { - m_bOperandOverride = FALSE; - m_bAddressOverride = FALSE; - m_bRaxOverride = FALSE; - m_bF2 = FALSE; - m_bF3 = FALSE; - m_bVex = FALSE; - m_bEvex = FALSE; - m_ppbTarget = ppbTarget ? ppbTarget : &m_pbScratchTarget; m_plExtra = plExtra ? plExtra : &m_lScratchExtra; @@ -597,8 +594,8 @@ PBYTE CDetourDis::Copy0F78(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) { // vmread, 66/extrq, F2/insertq - static const COPYENTRY vmread = { 0x78, ENTRY_CopyBytes2Mod }; - static const COPYENTRY extrq_insertq = { 0x78, ENTRY_CopyBytes4 }; + static const COPYENTRY vmread = /* 78 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY extrq_insertq = /* 78 */ ENTRY_CopyBytes4; ASSERT(!(m_bF2 && m_bOperandOverride)); @@ -616,8 +613,8 @@ PBYTE CDetourDis::Copy0F00(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // jmpe is 32bit x86 only // Notice that the sizes are the same either way, but jmpe is marked as "dynamic". - static const COPYENTRY other = { 0xB8, ENTRY_CopyBytes2Mod }; // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6 invalid/7 - static const COPYENTRY jmpe = { 0xB8, ENTRY_CopyBytes2ModDynamic }; // jmpe/6 x86-on-IA64 syscalls + static const COPYENTRY other = /* B8 */ ENTRY_CopyBytes2Mod; // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6 invalid/7 + static const COPYENTRY jmpe = /* B8 */ ENTRY_CopyBytes2ModDynamic; // jmpe/6 x86-on-IA64 syscalls REFCOPYENTRY const pEntry = (((6 << 3) == ((7 << 3) & pbSrc[1])) ? &jmpe : &other); return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -627,8 +624,8 @@ PBYTE CDetourDis::Copy0FB8(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) { // jmpe is 32bit x86 only - static const COPYENTRY popcnt = { 0xB8, ENTRY_CopyBytes2Mod }; - static const COPYENTRY jmpe = { 0xB8, ENTRY_CopyBytes3Or5Dynamic }; // jmpe x86-on-IA64 syscalls + static const COPYENTRY popcnt = /* B8 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY jmpe = /* B8 */ ENTRY_CopyBytes3Or5Dynamic; // jmpe x86-on-IA64 syscalls REFCOPYENTRY const pEntry = m_bF3 ? &popcnt : &jmpe; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); } @@ -663,7 +660,7 @@ PBYTE CDetourDis::CopyF6(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // TEST BYTE /0 if (0x00 == (0x38 & pbSrc[1])) { // reg(bits 543) of ModR/M == 0 - static const COPYENTRY ce = { 0xf6, ENTRY_CopyBytes2Mod1 }; + static const COPYENTRY ce = /* f6 */ ENTRY_CopyBytes2Mod1; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } // DIV /6 @@ -673,7 +670,7 @@ PBYTE CDetourDis::CopyF6(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // NEG /3 // NOT /2 - static const COPYENTRY ce = { 0xf6, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* f6 */ ENTRY_CopyBytes2Mod; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -683,7 +680,7 @@ PBYTE CDetourDis::CopyF7(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // TEST WORD /0 if (0x00 == (0x38 & pbSrc[1])) { // reg(bits 543) of ModR/M == 0 - static const COPYENTRY ce = { 0xf7, ENTRY_CopyBytes2ModOperand }; + static const COPYENTRY ce = /* f7 */ ENTRY_CopyBytes2ModOperand; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -693,7 +690,7 @@ PBYTE CDetourDis::CopyF7(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // MUL /4 // NEG /3 // NOT /2 - static const COPYENTRY ce = { 0xf7, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* f7 */ ENTRY_CopyBytes2Mod; return (this->*ce.pfCopy)(&ce, pbDst, pbSrc); } @@ -708,7 +705,7 @@ PBYTE CDetourDis::CopyFF(REFCOPYENTRY pEntry, PBYTE pbDst, PBYTE pbSrc) // invalid/7 (void)pEntry; - static const COPYENTRY ce = { 0xff, ENTRY_CopyBytes2Mod }; + static const COPYENTRY ce = /* ff */ ENTRY_CopyBytes2Mod; PBYTE pbOut = (this->*ce.pfCopy)(&ce, pbDst, pbSrc); BYTE const b1 = pbSrc[1]; @@ -752,9 +749,9 @@ PBYTE CDetourDis::CopyVexEvexCommon(BYTE m, PBYTE pbDst, PBYTE pbSrc, BYTE p) // m is first instead of last in the hopes of pbDst/pbSrc being // passed along efficiently in the registers they were already in. { - static const COPYENTRY ceF38 = { 0x38, ENTRY_CopyBytes2Mod }; - static const COPYENTRY ceF3A = { 0x3A, ENTRY_CopyBytes2Mod1 }; - static const COPYENTRY ceInvalid = { 0xC4, ENTRY_Invalid }; + static const COPYENTRY ceF38 = /* 38 */ ENTRY_CopyBytes2Mod; + static const COPYENTRY ceF3A = /* 3A */ ENTRY_CopyBytes2Mod1; + static const COPYENTRY ceInvalid = /* C4 */ ENTRY_Invalid; switch (p & 3) { case 0: break; @@ -788,7 +785,7 @@ PBYTE CDetourDis::CopyVex3(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // 3 byte VEX prefix 0xC4 { #ifdef DETOURS_X86 - const static COPYENTRY ceLES = { 0xC4, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceLES = /* C4 */ ENTRY_CopyBytes2Mod; if ((pbSrc[1] & 0xC0) != 0xC0) { REFCOPYENTRY pEntry = &ceLES; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -833,7 +830,7 @@ PBYTE CDetourDis::CopyVex2(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) // 2 byte VEX prefix 0xC5 { #ifdef DETOURS_X86 - const static COPYENTRY ceLDS = { 0xC5, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceLDS = /* C5 */ ENTRY_CopyBytes2Mod; if ((pbSrc[1] & 0xC0) != 0xC0) { REFCOPYENTRY pEntry = &ceLDS; return (this->*pEntry->pfCopy)(pEntry, pbDst, pbSrc); @@ -854,13 +851,13 @@ PBYTE CDetourDis::CopyEvex(REFCOPYENTRY, PBYTE pbDst, PBYTE pbSrc) BYTE const p0 = pbSrc[1]; #ifdef DETOURS_X86 - const static COPYENTRY ceBound = { 0x62, ENTRY_CopyBytes2Mod }; + const static COPYENTRY ceBound = /* 62 */ ENTRY_CopyBytes2Mod; if ((p0 & 0xC0) != 0xC0) { return CopyBytes(&ceBound, pbDst, pbSrc); } #endif - static const COPYENTRY ceInvalid = { 0x62, ENTRY_Invalid }; + static const COPYENTRY ceInvalid = /* 62 */ ENTRY_Invalid; if ((p0 & 0x0C) != 0) return Invalid(&ceInvalid, pbDst, pbSrc); @@ -893,10 +890,10 @@ mmmmm only otherwise defined for 8, 9, A. pp is like VEX but only instructions with 0 are defined */ { - const static COPYENTRY cePop = { 0x8F, ENTRY_CopyBytes2Mod }; - const static COPYENTRY ceXop = { 0x8F, ENTRY_CopyBytesXop }; - const static COPYENTRY ceXop1 = { 0x8F, ENTRY_CopyBytesXop1 }; - const static COPYENTRY ceXop4 = { 0x8F, ENTRY_CopyBytesXop4 }; + const static COPYENTRY cePop = /* 8F */ ENTRY_CopyBytes2Mod; + const static COPYENTRY ceXop = /* 8F */ ENTRY_CopyBytesXop; + const static COPYENTRY ceXop1 = /* 8F */ ENTRY_CopyBytesXop1; + const static COPYENTRY ceXop4 = /* 8F */ ENTRY_CopyBytesXop4; BYTE const m = (BYTE)(pbSrc[1] & 0x1F); ASSERT(m <= 10); @@ -956,544 +953,543 @@ const BYTE CDetourDis::s_rbModRm[256] = { 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 // Fx }; -const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[257] = +const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable[] = { - { 0x00, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x01, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x02, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x03, ENTRY_CopyBytes2Mod }, // ADD /r - { 0x04, ENTRY_CopyBytes2 }, // ADD ib - { 0x05, ENTRY_CopyBytes3Or5 }, // ADD iw + /* 00 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 01 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 02 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 03 */ ENTRY_CopyBytes2Mod, // ADD /r + /* 04 */ ENTRY_CopyBytes2, // ADD ib + /* 05 */ ENTRY_CopyBytes3Or5, // ADD iw #ifdef DETOURS_X64 - { 0x06, ENTRY_Invalid }, // Invalid - { 0x07, ENTRY_Invalid }, // Invalid + /* 06 */ ENTRY_Invalid, // Invalid + /* 07 */ ENTRY_Invalid, // Invalid #else - { 0x06, ENTRY_CopyBytes1 }, // PUSH - { 0x07, ENTRY_CopyBytes1 }, // POP + /* 06 */ ENTRY_CopyBytes1, // PUSH + /* 07 */ ENTRY_CopyBytes1, // POP #endif - { 0x08, ENTRY_CopyBytes2Mod }, // OR /r - { 0x09, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0A, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0B, ENTRY_CopyBytes2Mod }, // OR /r - { 0x0C, ENTRY_CopyBytes2 }, // OR ib - { 0x0D, ENTRY_CopyBytes3Or5 }, // OR iw + /* 08 */ ENTRY_CopyBytes2Mod, // OR /r + /* 09 */ ENTRY_CopyBytes2Mod, // OR /r + /* 0A */ ENTRY_CopyBytes2Mod, // OR /r + /* 0B */ ENTRY_CopyBytes2Mod, // OR /r + /* 0C */ ENTRY_CopyBytes2, // OR ib + /* 0D */ ENTRY_CopyBytes3Or5, // OR iw #ifdef DETOURS_X64 - { 0x0E, ENTRY_Invalid }, // Invalid + /* 0E */ ENTRY_Invalid, // Invalid #else - { 0x0E, ENTRY_CopyBytes1 }, // PUSH + /* 0E */ ENTRY_CopyBytes1, // PUSH #endif - { 0x0F, ENTRY_Copy0F }, // Extension Ops - { 0x10, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x11, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x12, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x13, ENTRY_CopyBytes2Mod }, // ADC /r - { 0x14, ENTRY_CopyBytes2 }, // ADC ib - { 0x15, ENTRY_CopyBytes3Or5 }, // ADC id + /* 0F */ ENTRY_Copy0F, // Extension Ops + /* 10 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 11 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 12 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 13 */ ENTRY_CopyBytes2Mod, // ADC /r + /* 14 */ ENTRY_CopyBytes2, // ADC ib + /* 15 */ ENTRY_CopyBytes3Or5, // ADC id #ifdef DETOURS_X64 - { 0x16, ENTRY_Invalid }, // Invalid - { 0x17, ENTRY_Invalid }, // Invalid + /* 16 */ ENTRY_Invalid, // Invalid + /* 17 */ ENTRY_Invalid, // Invalid #else - { 0x16, ENTRY_CopyBytes1 }, // PUSH - { 0x17, ENTRY_CopyBytes1 }, // POP + /* 16 */ ENTRY_CopyBytes1, // PUSH + /* 17 */ ENTRY_CopyBytes1, // POP #endif - { 0x18, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x19, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1A, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1B, ENTRY_CopyBytes2Mod }, // SBB /r - { 0x1C, ENTRY_CopyBytes2 }, // SBB ib - { 0x1D, ENTRY_CopyBytes3Or5 }, // SBB id + /* 18 */ ENTRY_CopyBytes2Mod, // SBB /r + /* 19 */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1A */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1B */ ENTRY_CopyBytes2Mod, // SBB /r + /* 1C */ ENTRY_CopyBytes2, // SBB ib + /* 1D */ ENTRY_CopyBytes3Or5, // SBB id #ifdef DETOURS_X64 - { 0x1E, ENTRY_Invalid }, // Invalid - { 0x1F, ENTRY_Invalid }, // Invalid + /* 1E */ ENTRY_Invalid, // Invalid + /* 1F */ ENTRY_Invalid, // Invalid #else - { 0x1E, ENTRY_CopyBytes1 }, // PUSH - { 0x1F, ENTRY_CopyBytes1 }, // POP + /* 1E */ ENTRY_CopyBytes1, // PUSH + /* 1F */ ENTRY_CopyBytes1, // POP #endif - { 0x20, ENTRY_CopyBytes2Mod }, // AND /r - { 0x21, ENTRY_CopyBytes2Mod }, // AND /r - { 0x22, ENTRY_CopyBytes2Mod }, // AND /r - { 0x23, ENTRY_CopyBytes2Mod }, // AND /r - { 0x24, ENTRY_CopyBytes2 }, // AND ib - { 0x25, ENTRY_CopyBytes3Or5 }, // AND id - { 0x26, ENTRY_CopyBytesSegment }, // ES prefix + /* 20 */ ENTRY_CopyBytes2Mod, // AND /r + /* 21 */ ENTRY_CopyBytes2Mod, // AND /r + /* 22 */ ENTRY_CopyBytes2Mod, // AND /r + /* 23 */ ENTRY_CopyBytes2Mod, // AND /r + /* 24 */ ENTRY_CopyBytes2, // AND ib + /* 25 */ ENTRY_CopyBytes3Or5, // AND id + /* 26 */ ENTRY_CopyBytesSegment, // ES prefix #ifdef DETOURS_X64 - { 0x27, ENTRY_Invalid }, // Invalid + /* 27 */ ENTRY_Invalid, // Invalid #else - { 0x27, ENTRY_CopyBytes1 }, // DAA + /* 27 */ ENTRY_CopyBytes1, // DAA #endif - { 0x28, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x29, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2A, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2B, ENTRY_CopyBytes2Mod }, // SUB /r - { 0x2C, ENTRY_CopyBytes2 }, // SUB ib - { 0x2D, ENTRY_CopyBytes3Or5 }, // SUB id - { 0x2E, ENTRY_CopyBytesSegment }, // CS prefix + /* 28 */ ENTRY_CopyBytes2Mod, // SUB /r + /* 29 */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2A */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2B */ ENTRY_CopyBytes2Mod, // SUB /r + /* 2C */ ENTRY_CopyBytes2, // SUB ib + /* 2D */ ENTRY_CopyBytes3Or5, // SUB id + /* 2E */ ENTRY_CopyBytesSegment, // CS prefix #ifdef DETOURS_X64 - { 0x2F, ENTRY_Invalid }, // Invalid + /* 2F */ ENTRY_Invalid, // Invalid #else - { 0x2F, ENTRY_CopyBytes1 }, // DAS + /* 2F */ ENTRY_CopyBytes1, // DAS #endif - { 0x30, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x31, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x32, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x33, ENTRY_CopyBytes2Mod }, // XOR /r - { 0x34, ENTRY_CopyBytes2 }, // XOR ib - { 0x35, ENTRY_CopyBytes3Or5 }, // XOR id - { 0x36, ENTRY_CopyBytesSegment }, // SS prefix + /* 30 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 31 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 32 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 33 */ ENTRY_CopyBytes2Mod, // XOR /r + /* 34 */ ENTRY_CopyBytes2, // XOR ib + /* 35 */ ENTRY_CopyBytes3Or5, // XOR id + /* 36 */ ENTRY_CopyBytesSegment, // SS prefix #ifdef DETOURS_X64 - { 0x37, ENTRY_Invalid }, // Invalid + /* 37 */ ENTRY_Invalid, // Invalid #else - { 0x37, ENTRY_CopyBytes1 }, // AAA + /* 37 */ ENTRY_CopyBytes1, // AAA #endif - { 0x38, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x39, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3A, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3B, ENTRY_CopyBytes2Mod }, // CMP /r - { 0x3C, ENTRY_CopyBytes2 }, // CMP ib - { 0x3D, ENTRY_CopyBytes3Or5 }, // CMP id - { 0x3E, ENTRY_CopyBytesSegment }, // DS prefix + /* 38 */ ENTRY_CopyBytes2Mod, // CMP /r + /* 39 */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3A */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3B */ ENTRY_CopyBytes2Mod, // CMP /r + /* 3C */ ENTRY_CopyBytes2, // CMP ib + /* 3D */ ENTRY_CopyBytes3Or5, // CMP id + /* 3E */ ENTRY_CopyBytesSegment, // DS prefix #ifdef DETOURS_X64 - { 0x3F, ENTRY_Invalid }, // Invalid + /* 3F */ ENTRY_Invalid, // Invalid #else - { 0x3F, ENTRY_CopyBytes1 }, // AAS + /* 3F */ ENTRY_CopyBytes1, // AAS #endif #ifdef DETOURS_X64 // For Rax Prefix - { 0x40, ENTRY_CopyBytesRax }, // Rax - { 0x41, ENTRY_CopyBytesRax }, // Rax - { 0x42, ENTRY_CopyBytesRax }, // Rax - { 0x43, ENTRY_CopyBytesRax }, // Rax - { 0x44, ENTRY_CopyBytesRax }, // Rax - { 0x45, ENTRY_CopyBytesRax }, // Rax - { 0x46, ENTRY_CopyBytesRax }, // Rax - { 0x47, ENTRY_CopyBytesRax }, // Rax - { 0x48, ENTRY_CopyBytesRax }, // Rax - { 0x49, ENTRY_CopyBytesRax }, // Rax - { 0x4A, ENTRY_CopyBytesRax }, // Rax - { 0x4B, ENTRY_CopyBytesRax }, // Rax - { 0x4C, ENTRY_CopyBytesRax }, // Rax - { 0x4D, ENTRY_CopyBytesRax }, // Rax - { 0x4E, ENTRY_CopyBytesRax }, // Rax - { 0x4F, ENTRY_CopyBytesRax }, // Rax + /* 40 */ ENTRY_CopyBytesRax, // Rax + /* 41 */ ENTRY_CopyBytesRax, // Rax + /* 42 */ ENTRY_CopyBytesRax, // Rax + /* 43 */ ENTRY_CopyBytesRax, // Rax + /* 44 */ ENTRY_CopyBytesRax, // Rax + /* 45 */ ENTRY_CopyBytesRax, // Rax + /* 46 */ ENTRY_CopyBytesRax, // Rax + /* 47 */ ENTRY_CopyBytesRax, // Rax + /* 48 */ ENTRY_CopyBytesRax, // Rax + /* 49 */ ENTRY_CopyBytesRax, // Rax + /* 4A */ ENTRY_CopyBytesRax, // Rax + /* 4B */ ENTRY_CopyBytesRax, // Rax + /* 4C */ ENTRY_CopyBytesRax, // Rax + /* 4D */ ENTRY_CopyBytesRax, // Rax + /* 4E */ ENTRY_CopyBytesRax, // Rax + /* 4F */ ENTRY_CopyBytesRax, // Rax #else - { 0x40, ENTRY_CopyBytes1 }, // INC - { 0x41, ENTRY_CopyBytes1 }, // INC - { 0x42, ENTRY_CopyBytes1 }, // INC - { 0x43, ENTRY_CopyBytes1 }, // INC - { 0x44, ENTRY_CopyBytes1 }, // INC - { 0x45, ENTRY_CopyBytes1 }, // INC - { 0x46, ENTRY_CopyBytes1 }, // INC - { 0x47, ENTRY_CopyBytes1 }, // INC - { 0x48, ENTRY_CopyBytes1 }, // DEC - { 0x49, ENTRY_CopyBytes1 }, // DEC - { 0x4A, ENTRY_CopyBytes1 }, // DEC - { 0x4B, ENTRY_CopyBytes1 }, // DEC - { 0x4C, ENTRY_CopyBytes1 }, // DEC - { 0x4D, ENTRY_CopyBytes1 }, // DEC - { 0x4E, ENTRY_CopyBytes1 }, // DEC - { 0x4F, ENTRY_CopyBytes1 }, // DEC + /* 40 */ ENTRY_CopyBytes1, // INC + /* 41 */ ENTRY_CopyBytes1, // INC + /* 42 */ ENTRY_CopyBytes1, // INC + /* 43 */ ENTRY_CopyBytes1, // INC + /* 44 */ ENTRY_CopyBytes1, // INC + /* 45 */ ENTRY_CopyBytes1, // INC + /* 46 */ ENTRY_CopyBytes1, // INC + /* 47 */ ENTRY_CopyBytes1, // INC + /* 48 */ ENTRY_CopyBytes1, // DEC + /* 49 */ ENTRY_CopyBytes1, // DEC + /* 4A */ ENTRY_CopyBytes1, // DEC + /* 4B */ ENTRY_CopyBytes1, // DEC + /* 4C */ ENTRY_CopyBytes1, // DEC + /* 4D */ ENTRY_CopyBytes1, // DEC + /* 4E */ ENTRY_CopyBytes1, // DEC + /* 4F */ ENTRY_CopyBytes1, // DEC #endif - { 0x50, ENTRY_CopyBytes1 }, // PUSH - { 0x51, ENTRY_CopyBytes1 }, // PUSH - { 0x52, ENTRY_CopyBytes1 }, // PUSH - { 0x53, ENTRY_CopyBytes1 }, // PUSH - { 0x54, ENTRY_CopyBytes1 }, // PUSH - { 0x55, ENTRY_CopyBytes1 }, // PUSH - { 0x56, ENTRY_CopyBytes1 }, // PUSH - { 0x57, ENTRY_CopyBytes1 }, // PUSH - { 0x58, ENTRY_CopyBytes1 }, // POP - { 0x59, ENTRY_CopyBytes1 }, // POP - { 0x5A, ENTRY_CopyBytes1 }, // POP - { 0x5B, ENTRY_CopyBytes1 }, // POP - { 0x5C, ENTRY_CopyBytes1 }, // POP - { 0x5D, ENTRY_CopyBytes1 }, // POP - { 0x5E, ENTRY_CopyBytes1 }, // POP - { 0x5F, ENTRY_CopyBytes1 }, // POP + /* 50 */ ENTRY_CopyBytes1, // PUSH + /* 51 */ ENTRY_CopyBytes1, // PUSH + /* 52 */ ENTRY_CopyBytes1, // PUSH + /* 53 */ ENTRY_CopyBytes1, // PUSH + /* 54 */ ENTRY_CopyBytes1, // PUSH + /* 55 */ ENTRY_CopyBytes1, // PUSH + /* 56 */ ENTRY_CopyBytes1, // PUSH + /* 57 */ ENTRY_CopyBytes1, // PUSH + /* 58 */ ENTRY_CopyBytes1, // POP + /* 59 */ ENTRY_CopyBytes1, // POP + /* 5A */ ENTRY_CopyBytes1, // POP + /* 5B */ ENTRY_CopyBytes1, // POP + /* 5C */ ENTRY_CopyBytes1, // POP + /* 5D */ ENTRY_CopyBytes1, // POP + /* 5E */ ENTRY_CopyBytes1, // POP + /* 5F */ ENTRY_CopyBytes1, // POP #ifdef DETOURS_X64 - { 0x60, ENTRY_Invalid }, // Invalid - { 0x61, ENTRY_Invalid }, // Invalid - { 0x62, ENTRY_CopyEvex }, // EVEX / AVX512 + /* 60 */ ENTRY_Invalid, // Invalid + /* 61 */ ENTRY_Invalid, // Invalid + /* 62 */ ENTRY_CopyEvex, // EVEX / AVX512 #else - { 0x60, ENTRY_CopyBytes1 }, // PUSHAD - { 0x61, ENTRY_CopyBytes1 }, // POPAD - { 0x62, ENTRY_CopyEvex }, // BOUND /r and EVEX / AVX512 + /* 60 */ ENTRY_CopyBytes1, // PUSHAD + /* 61 */ ENTRY_CopyBytes1, // POPAD + /* 62 */ ENTRY_CopyEvex, // BOUND /r and EVEX / AVX512 #endif - { 0x63, ENTRY_CopyBytes2Mod }, // 32bit ARPL /r, 64bit MOVSXD - { 0x64, ENTRY_CopyBytesSegment }, // FS prefix - { 0x65, ENTRY_CopyBytesSegment }, // GS prefix - { 0x66, ENTRY_Copy66 }, // Operand Prefix - { 0x67, ENTRY_Copy67 }, // Address Prefix - { 0x68, ENTRY_CopyBytes3Or5 }, // PUSH - { 0x69, ENTRY_CopyBytes2ModOperand }, // IMUL /r iz - { 0x6A, ENTRY_CopyBytes2 }, // PUSH - { 0x6B, ENTRY_CopyBytes2Mod1 }, // IMUL /r ib - { 0x6C, ENTRY_CopyBytes1 }, // INS - { 0x6D, ENTRY_CopyBytes1 }, // INS - { 0x6E, ENTRY_CopyBytes1 }, // OUTS/OUTSB - { 0x6F, ENTRY_CopyBytes1 }, // OUTS/OUTSW - { 0x70, ENTRY_CopyBytes2Jump }, // JO // 0f80 - { 0x71, ENTRY_CopyBytes2Jump }, // JNO // 0f81 - { 0x72, ENTRY_CopyBytes2Jump }, // JB/JC/JNAE // 0f82 - { 0x73, ENTRY_CopyBytes2Jump }, // JAE/JNB/JNC // 0f83 - { 0x74, ENTRY_CopyBytes2Jump }, // JE/JZ // 0f84 - { 0x75, ENTRY_CopyBytes2Jump }, // JNE/JNZ // 0f85 - { 0x76, ENTRY_CopyBytes2Jump }, // JBE/JNA // 0f86 - { 0x77, ENTRY_CopyBytes2Jump }, // JA/JNBE // 0f87 - { 0x78, ENTRY_CopyBytes2Jump }, // JS // 0f88 - { 0x79, ENTRY_CopyBytes2Jump }, // JNS // 0f89 - { 0x7A, ENTRY_CopyBytes2Jump }, // JP/JPE // 0f8a - { 0x7B, ENTRY_CopyBytes2Jump }, // JNP/JPO // 0f8b - { 0x7C, ENTRY_CopyBytes2Jump }, // JL/JNGE // 0f8c - { 0x7D, ENTRY_CopyBytes2Jump }, // JGE/JNL // 0f8d - { 0x7E, ENTRY_CopyBytes2Jump }, // JLE/JNG // 0f8e - { 0x7F, ENTRY_CopyBytes2Jump }, // JG/JNLE // 0f8f - { 0x80, ENTRY_CopyBytes2Mod1 }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate byte - { 0x81, ENTRY_CopyBytes2ModOperand }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate word or dword + /* 63 */ ENTRY_CopyBytes2Mod, // 32bit ARPL /r, 64bit MOVSXD + /* 64 */ ENTRY_CopyBytesSegment, // FS prefix + /* 65 */ ENTRY_CopyBytesSegment, // GS prefix + /* 66 */ ENTRY_Copy66, // Operand Prefix + /* 67 */ ENTRY_Copy67, // Address Prefix + /* 68 */ ENTRY_CopyBytes3Or5, // PUSH + /* 69 */ ENTRY_CopyBytes2ModOperand, // IMUL /r iz + /* 6A */ ENTRY_CopyBytes2, // PUSH + /* 6B */ ENTRY_CopyBytes2Mod1, // IMUL /r ib + /* 6C */ ENTRY_CopyBytes1, // INS + /* 6D */ ENTRY_CopyBytes1, // INS + /* 6E */ ENTRY_CopyBytes1, // OUTS/OUTSB + /* 6F */ ENTRY_CopyBytes1, // OUTS/OUTSW + /* 70 */ ENTRY_CopyBytes2Jump, // JO // 0f80 + /* 71 */ ENTRY_CopyBytes2Jump, // JNO // 0f81 + /* 72 */ ENTRY_CopyBytes2Jump, // JB/JC/JNAE // 0f82 + /* 73 */ ENTRY_CopyBytes2Jump, // JAE/JNB/JNC // 0f83 + /* 74 */ ENTRY_CopyBytes2Jump, // JE/JZ // 0f84 + /* 75 */ ENTRY_CopyBytes2Jump, // JNE/JNZ // 0f85 + /* 76 */ ENTRY_CopyBytes2Jump, // JBE/JNA // 0f86 + /* 77 */ ENTRY_CopyBytes2Jump, // JA/JNBE // 0f87 + /* 78 */ ENTRY_CopyBytes2Jump, // JS // 0f88 + /* 79 */ ENTRY_CopyBytes2Jump, // JNS // 0f89 + /* 7A */ ENTRY_CopyBytes2Jump, // JP/JPE // 0f8a + /* 7B */ ENTRY_CopyBytes2Jump, // JNP/JPO // 0f8b + /* 7C */ ENTRY_CopyBytes2Jump, // JL/JNGE // 0f8c + /* 7D */ ENTRY_CopyBytes2Jump, // JGE/JNL // 0f8d + /* 7E */ ENTRY_CopyBytes2Jump, // JLE/JNG // 0f8e + /* 7F */ ENTRY_CopyBytes2Jump, // JG/JNLE // 0f8f + /* 80 */ ENTRY_CopyBytes2Mod1, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate byte + /* 81 */ ENTRY_CopyBytes2ModOperand, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 byte reg, immediate word or dword #ifdef DETOURS_X64 - { 0x82, ENTRY_Invalid }, // Invalid + /* 82 */ ENTRY_Invalid, // Invalid #else - { 0x82, ENTRY_CopyBytes2Mod1 }, // MOV al,x + /* 82 */ ENTRY_CopyBytes2Mod1, // MOV al,x #endif - { 0x83, ENTRY_CopyBytes2Mod1 }, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 reg, immediate byte - { 0x84, ENTRY_CopyBytes2Mod }, // TEST /r - { 0x85, ENTRY_CopyBytes2Mod }, // TEST /r - { 0x86, ENTRY_CopyBytes2Mod }, // XCHG /r @todo - { 0x87, ENTRY_CopyBytes2Mod }, // XCHG /r @todo - { 0x88, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x89, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8A, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8B, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8C, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8D, ENTRY_CopyBytes2Mod }, // LEA /r - { 0x8E, ENTRY_CopyBytes2Mod }, // MOV /r - { 0x8F, ENTRY_CopyXop }, // POP /0 or AMD XOP - { 0x90, ENTRY_CopyBytes1 }, // NOP - { 0x91, ENTRY_CopyBytes1 }, // XCHG - { 0x92, ENTRY_CopyBytes1 }, // XCHG - { 0x93, ENTRY_CopyBytes1 }, // XCHG - { 0x94, ENTRY_CopyBytes1 }, // XCHG - { 0x95, ENTRY_CopyBytes1 }, // XCHG - { 0x96, ENTRY_CopyBytes1 }, // XCHG - { 0x97, ENTRY_CopyBytes1 }, // XCHG - { 0x98, ENTRY_CopyBytes1 }, // CWDE - { 0x99, ENTRY_CopyBytes1 }, // CDQ + /* 83 */ ENTRY_CopyBytes2Mod1, // ADD/0 OR/1 ADC/2 SBB/3 AND/4 SUB/5 XOR/6 CMP/7 reg, immediate byte + /* 84 */ ENTRY_CopyBytes2Mod, // TEST /r + /* 85 */ ENTRY_CopyBytes2Mod, // TEST /r + /* 86 */ ENTRY_CopyBytes2Mod, // XCHG /r @todo + /* 87 */ ENTRY_CopyBytes2Mod, // XCHG /r @todo + /* 88 */ ENTRY_CopyBytes2Mod, // MOV /r + /* 89 */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8A */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8B */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8C */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8D */ ENTRY_CopyBytes2Mod, // LEA /r + /* 8E */ ENTRY_CopyBytes2Mod, // MOV /r + /* 8F */ ENTRY_CopyXop, // POP /0 or AMD XOP + /* 90 */ ENTRY_CopyBytes1, // NOP + /* 91 */ ENTRY_CopyBytes1, // XCHG + /* 92 */ ENTRY_CopyBytes1, // XCHG + /* 93 */ ENTRY_CopyBytes1, // XCHG + /* 94 */ ENTRY_CopyBytes1, // XCHG + /* 95 */ ENTRY_CopyBytes1, // XCHG + /* 96 */ ENTRY_CopyBytes1, // XCHG + /* 97 */ ENTRY_CopyBytes1, // XCHG + /* 98 */ ENTRY_CopyBytes1, // CWDE + /* 99 */ ENTRY_CopyBytes1, // CDQ #ifdef DETOURS_X64 - { 0x9A, ENTRY_Invalid }, // Invalid + /* 9A */ ENTRY_Invalid, // Invalid #else - { 0x9A, ENTRY_CopyBytes5Or7Dynamic }, // CALL cp + /* 9A */ ENTRY_CopyBytes5Or7Dynamic, // CALL cp #endif - { 0x9B, ENTRY_CopyBytes1 }, // WAIT/FWAIT - { 0x9C, ENTRY_CopyBytes1 }, // PUSHFD - { 0x9D, ENTRY_CopyBytes1 }, // POPFD - { 0x9E, ENTRY_CopyBytes1 }, // SAHF - { 0x9F, ENTRY_CopyBytes1 }, // LAHF - { 0xA0, ENTRY_CopyBytes1Address }, // MOV - { 0xA1, ENTRY_CopyBytes1Address }, // MOV - { 0xA2, ENTRY_CopyBytes1Address }, // MOV - { 0xA3, ENTRY_CopyBytes1Address }, // MOV - { 0xA4, ENTRY_CopyBytes1 }, // MOVS - { 0xA5, ENTRY_CopyBytes1 }, // MOVS/MOVSD - { 0xA6, ENTRY_CopyBytes1 }, // CMPS/CMPSB - { 0xA7, ENTRY_CopyBytes1 }, // CMPS/CMPSW - { 0xA8, ENTRY_CopyBytes2 }, // TEST - { 0xA9, ENTRY_CopyBytes3Or5 }, // TEST - { 0xAA, ENTRY_CopyBytes1 }, // STOS/STOSB - { 0xAB, ENTRY_CopyBytes1 }, // STOS/STOSW - { 0xAC, ENTRY_CopyBytes1 }, // LODS/LODSB - { 0xAD, ENTRY_CopyBytes1 }, // LODS/LODSW - { 0xAE, ENTRY_CopyBytes1 }, // SCAS/SCASB - { 0xAF, ENTRY_CopyBytes1 }, // SCAS/SCASD - { 0xB0, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB1, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB2, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB3, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB4, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB5, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB6, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB7, ENTRY_CopyBytes2 }, // MOV B0+rb - { 0xB8, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xB9, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBA, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBB, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBC, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBD, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBE, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xBF, ENTRY_CopyBytes3Or5Rax }, // MOV B8+rb - { 0xC0, ENTRY_CopyBytes2Mod1 }, // RCL/2 ib, etc. - { 0xC1, ENTRY_CopyBytes2Mod1 }, // RCL/2 ib, etc. - { 0xC2, ENTRY_CopyBytes3 }, // RET - { 0xC3, ENTRY_CopyBytes1 }, // RET - { 0xC4, ENTRY_CopyVex3 }, // LES, VEX 3-byte opcodes. - { 0xC5, ENTRY_CopyVex2 }, // LDS, VEX 2-byte opcodes. - { 0xC6, ENTRY_CopyBytes2Mod1 }, // MOV - { 0xC7, ENTRY_CopyBytes2ModOperand }, // MOV/0 XBEGIN/7 - { 0xC8, ENTRY_CopyBytes4 }, // ENTER - { 0xC9, ENTRY_CopyBytes1 }, // LEAVE - { 0xCA, ENTRY_CopyBytes3Dynamic }, // RET - { 0xCB, ENTRY_CopyBytes1Dynamic }, // RET - { 0xCC, ENTRY_CopyBytes1Dynamic }, // INT 3 - { 0xCD, ENTRY_CopyBytes2Dynamic }, // INT ib + /* 9B */ ENTRY_CopyBytes1, // WAIT/FWAIT + /* 9C */ ENTRY_CopyBytes1, // PUSHFD + /* 9D */ ENTRY_CopyBytes1, // POPFD + /* 9E */ ENTRY_CopyBytes1, // SAHF + /* 9F */ ENTRY_CopyBytes1, // LAHF + /* A0 */ ENTRY_CopyBytes1Address, // MOV + /* A1 */ ENTRY_CopyBytes1Address, // MOV + /* A2 */ ENTRY_CopyBytes1Address, // MOV + /* A3 */ ENTRY_CopyBytes1Address, // MOV + /* A4 */ ENTRY_CopyBytes1, // MOVS + /* A5 */ ENTRY_CopyBytes1, // MOVS/MOVSD + /* A6 */ ENTRY_CopyBytes1, // CMPS/CMPSB + /* A7 */ ENTRY_CopyBytes1, // CMPS/CMPSW + /* A8 */ ENTRY_CopyBytes2, // TEST + /* A9 */ ENTRY_CopyBytes3Or5, // TEST + /* AA */ ENTRY_CopyBytes1, // STOS/STOSB + /* AB */ ENTRY_CopyBytes1, // STOS/STOSW + /* AC */ ENTRY_CopyBytes1, // LODS/LODSB + /* AD */ ENTRY_CopyBytes1, // LODS/LODSW + /* AE */ ENTRY_CopyBytes1, // SCAS/SCASB + /* AF */ ENTRY_CopyBytes1, // SCAS/SCASD + /* B0 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B1 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B2 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B3 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B4 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B5 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B6 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B7 */ ENTRY_CopyBytes2, // MOV B0+rb + /* B8 */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* B9 */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BA */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BB */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BC */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BD */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BE */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* BF */ ENTRY_CopyBytes3Or5Rax, // MOV B8+rb + /* C0 */ ENTRY_CopyBytes2Mod1, // RCL/2 ib, etc. + /* C1 */ ENTRY_CopyBytes2Mod1, // RCL/2 ib, etc. + /* C2 */ ENTRY_CopyBytes3, // RET + /* C3 */ ENTRY_CopyBytes1, // RET + /* C4 */ ENTRY_CopyVex3, // LES, VEX 3-byte opcodes. + /* C5 */ ENTRY_CopyVex2, // LDS, VEX 2-byte opcodes. + /* C6 */ ENTRY_CopyBytes2Mod1, // MOV + /* C7 */ ENTRY_CopyBytes2ModOperand, // MOV/0 XBEGIN/7 + /* C8 */ ENTRY_CopyBytes4, // ENTER + /* C9 */ ENTRY_CopyBytes1, // LEAVE + /* CA */ ENTRY_CopyBytes3Dynamic, // RET + /* CB */ ENTRY_CopyBytes1Dynamic, // RET + /* CC */ ENTRY_CopyBytes1Dynamic, // INT 3 + /* CD */ ENTRY_CopyBytes2Dynamic, // INT ib #ifdef DETOURS_X64 - { 0xCE, ENTRY_Invalid }, // Invalid + /* CE */ ENTRY_Invalid, // Invalid #else - { 0xCE, ENTRY_CopyBytes1Dynamic }, // INTO + /* CE */ ENTRY_CopyBytes1Dynamic, // INTO #endif - { 0xCF, ENTRY_CopyBytes1Dynamic }, // IRET - { 0xD0, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD1, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD2, ENTRY_CopyBytes2Mod }, // RCL/2, etc. - { 0xD3, ENTRY_CopyBytes2Mod }, // RCL/2, etc. + /* CF */ ENTRY_CopyBytes1Dynamic, // IRET + /* D0 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D1 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D2 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. + /* D3 */ ENTRY_CopyBytes2Mod, // RCL/2, etc. #ifdef DETOURS_X64 - { 0xD4, ENTRY_Invalid }, // Invalid - { 0xD5, ENTRY_Invalid }, // Invalid + /* D4 */ ENTRY_Invalid, // Invalid + /* D5 */ ENTRY_Invalid, // Invalid #else - { 0xD4, ENTRY_CopyBytes2 }, // AAM - { 0xD5, ENTRY_CopyBytes2 }, // AAD + /* D4 */ ENTRY_CopyBytes2, // AAM + /* D5 */ ENTRY_CopyBytes2, // AAD #endif - { 0xD6, ENTRY_Invalid }, // Invalid - { 0xD7, ENTRY_CopyBytes1 }, // XLAT/XLATB - { 0xD8, ENTRY_CopyBytes2Mod }, // FADD, etc. - { 0xD9, ENTRY_CopyBytes2Mod }, // F2XM1, etc. - { 0xDA, ENTRY_CopyBytes2Mod }, // FLADD, etc. - { 0xDB, ENTRY_CopyBytes2Mod }, // FCLEX, etc. - { 0xDC, ENTRY_CopyBytes2Mod }, // FADD/0, etc. - { 0xDD, ENTRY_CopyBytes2Mod }, // FFREE, etc. - { 0xDE, ENTRY_CopyBytes2Mod }, // FADDP, etc. - { 0xDF, ENTRY_CopyBytes2Mod }, // FBLD/4, etc. - { 0xE0, ENTRY_CopyBytes2CantJump }, // LOOPNE cb - { 0xE1, ENTRY_CopyBytes2CantJump }, // LOOPE cb - { 0xE2, ENTRY_CopyBytes2CantJump }, // LOOP cb - { 0xE3, ENTRY_CopyBytes2CantJump }, // JCXZ/JECXZ - { 0xE4, ENTRY_CopyBytes2 }, // IN ib - { 0xE5, ENTRY_CopyBytes2 }, // IN id - { 0xE6, ENTRY_CopyBytes2 }, // OUT ib - { 0xE7, ENTRY_CopyBytes2 }, // OUT ib - { 0xE8, ENTRY_CopyBytes3Or5Target }, // CALL cd - { 0xE9, ENTRY_CopyBytes3Or5Target }, // JMP cd + /* D6 */ ENTRY_Invalid, // Invalid + /* D7 */ ENTRY_CopyBytes1, // XLAT/XLATB + /* D8 */ ENTRY_CopyBytes2Mod, // FADD, etc. + /* D9 */ ENTRY_CopyBytes2Mod, // F2XM1, etc. + /* DA */ ENTRY_CopyBytes2Mod, // FLADD, etc. + /* DB */ ENTRY_CopyBytes2Mod, // FCLEX, etc. + /* DC */ ENTRY_CopyBytes2Mod, // FADD/0, etc. + /* DD */ ENTRY_CopyBytes2Mod, // FFREE, etc. + /* DE */ ENTRY_CopyBytes2Mod, // FADDP, etc. + /* DF */ ENTRY_CopyBytes2Mod, // FBLD/4, etc. + /* E0 */ ENTRY_CopyBytes2CantJump, // LOOPNE cb + /* E1 */ ENTRY_CopyBytes2CantJump, // LOOPE cb + /* E2 */ ENTRY_CopyBytes2CantJump, // LOOP cb + /* E3 */ ENTRY_CopyBytes2CantJump, // JCXZ/JECXZ + /* E4 */ ENTRY_CopyBytes2, // IN ib + /* E5 */ ENTRY_CopyBytes2, // IN id + /* E6 */ ENTRY_CopyBytes2, // OUT ib + /* E7 */ ENTRY_CopyBytes2, // OUT ib + /* E8 */ ENTRY_CopyBytes3Or5Target, // CALL cd + /* E9 */ ENTRY_CopyBytes3Or5Target, // JMP cd #ifdef DETOURS_X64 - { 0xEA, ENTRY_Invalid }, // Invalid + /* EA */ ENTRY_Invalid, // Invalid #else - { 0xEA, ENTRY_CopyBytes5Or7Dynamic }, // JMP cp + /* EA */ ENTRY_CopyBytes5Or7Dynamic, // JMP cp #endif - { 0xEB, ENTRY_CopyBytes2Jump }, // JMP cb - { 0xEC, ENTRY_CopyBytes1 }, // IN ib - { 0xED, ENTRY_CopyBytes1 }, // IN id - { 0xEE, ENTRY_CopyBytes1 }, // OUT - { 0xEF, ENTRY_CopyBytes1 }, // OUT - { 0xF0, ENTRY_CopyBytesPrefix }, // LOCK prefix - { 0xF1, ENTRY_CopyBytes1Dynamic }, // INT1 / ICEBP somewhat documented by AMD, not by Intel - { 0xF2, ENTRY_CopyF2 }, // REPNE prefix + /* EB */ ENTRY_CopyBytes2Jump, // JMP cb + /* EC */ ENTRY_CopyBytes1, // IN ib + /* ED */ ENTRY_CopyBytes1, // IN id + /* EE */ ENTRY_CopyBytes1, // OUT + /* EF */ ENTRY_CopyBytes1, // OUT + /* F0 */ ENTRY_CopyBytesPrefix, // LOCK prefix + /* F1 */ ENTRY_CopyBytes1Dynamic, // INT1 / ICEBP somewhat documented by AMD, not by Intel + /* F2 */ ENTRY_CopyF2, // REPNE prefix //#ifdef DETOURS_X86 - { 0xF3, ENTRY_CopyF3 }, // REPE prefix + /* F3 */ ENTRY_CopyF3, // REPE prefix //#else // This does presently suffice for AMD64 but it requires tracing // through a bunch of code to verify and seems not worth maintaining. -// { 0xF3, ENTRY_CopyBytesPrefix }, // REPE prefix +// /* F3 */ ENTRY_CopyBytesPrefix, // REPE prefix //#endif - { 0xF4, ENTRY_CopyBytes1 }, // HLT - { 0xF5, ENTRY_CopyBytes1 }, // CMC - { 0xF6, ENTRY_CopyF6 }, // TEST/0, DIV/6 - { 0xF7, ENTRY_CopyF7 }, // TEST/0, DIV/6 - { 0xF8, ENTRY_CopyBytes1 }, // CLC - { 0xF9, ENTRY_CopyBytes1 }, // STC - { 0xFA, ENTRY_CopyBytes1 }, // CLI - { 0xFB, ENTRY_CopyBytes1 }, // STI - { 0xFC, ENTRY_CopyBytes1 }, // CLD - { 0xFD, ENTRY_CopyBytes1 }, // STD - { 0xFE, ENTRY_CopyBytes2Mod }, // DEC/1,INC/0 - { 0xFF, ENTRY_CopyFF }, // CALL/2 - { 0, ENTRY_End }, + /* F4 */ ENTRY_CopyBytes1, // HLT + /* F5 */ ENTRY_CopyBytes1, // CMC + /* F6 */ ENTRY_CopyF6, // TEST/0, DIV/6 + /* F7 */ ENTRY_CopyF7, // TEST/0, DIV/6 + /* F8 */ ENTRY_CopyBytes1, // CLC + /* F9 */ ENTRY_CopyBytes1, // STC + /* FA */ ENTRY_CopyBytes1, // CLI + /* FB */ ENTRY_CopyBytes1, // STI + /* FC */ ENTRY_CopyBytes1, // CLD + /* FD */ ENTRY_CopyBytes1, // STD + /* FE */ ENTRY_CopyBytes2Mod, // DEC/1,INC/0 + /* FF */ ENTRY_CopyFF, // CALL/2 }; -const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[257] = +const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[] = { #ifdef DETOURS_X86 - { 0x00, ENTRY_Copy0F00 }, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 + /* 00 */ ENTRY_Copy0F00, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 #else - { 0x00, ENTRY_CopyBytes2Mod }, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 + /* 00 */ ENTRY_CopyBytes2Mod, // sldt/0 str/1 lldt/2 ltr/3 err/4 verw/5 jmpe/6/dynamic invalid/7 #endif - { 0x01, ENTRY_CopyBytes2Mod }, // INVLPG/7, etc. - { 0x02, ENTRY_CopyBytes2Mod }, // LAR/r - { 0x03, ENTRY_CopyBytes2Mod }, // LSL/r - { 0x04, ENTRY_Invalid }, // _04 - { 0x05, ENTRY_CopyBytes1 }, // SYSCALL - { 0x06, ENTRY_CopyBytes1 }, // CLTS - { 0x07, ENTRY_CopyBytes1 }, // SYSRET - { 0x08, ENTRY_CopyBytes1 }, // INVD - { 0x09, ENTRY_CopyBytes1 }, // WBINVD - { 0x0A, ENTRY_Invalid }, // _0A - { 0x0B, ENTRY_CopyBytes1 }, // UD2 - { 0x0C, ENTRY_Invalid }, // _0C - { 0x0D, ENTRY_CopyBytes2Mod }, // PREFETCH - { 0x0E, ENTRY_CopyBytes1 }, // FEMMS (3DNow -- not in Intel documentation) - { 0x0F, ENTRY_CopyBytes2Mod1 }, // 3DNow Opcodes - { 0x10, ENTRY_CopyBytes2Mod }, // MOVSS MOVUPD MOVSD - { 0x11, ENTRY_CopyBytes2Mod }, // MOVSS MOVUPD MOVSD - { 0x12, ENTRY_CopyBytes2Mod }, // MOVLPD - { 0x13, ENTRY_CopyBytes2Mod }, // MOVLPD - { 0x14, ENTRY_CopyBytes2Mod }, // UNPCKLPD - { 0x15, ENTRY_CopyBytes2Mod }, // UNPCKHPD - { 0x16, ENTRY_CopyBytes2Mod }, // MOVHPD - { 0x17, ENTRY_CopyBytes2Mod }, // MOVHPD - { 0x18, ENTRY_CopyBytes2Mod }, // PREFETCHINTA... - { 0x19, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1A, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1B, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1C, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1D, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1E, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop, not documented by Intel, documented by AMD - { 0x1F, ENTRY_CopyBytes2Mod }, // NOP/r multi byte nop - { 0x20, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x21, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x22, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x23, ENTRY_CopyBytes2Mod }, // MOV/r + /* 01 */ ENTRY_CopyBytes2Mod, // INVLPG/7, etc. + /* 02 */ ENTRY_CopyBytes2Mod, // LAR/r + /* 03 */ ENTRY_CopyBytes2Mod, // LSL/r + /* 04 */ ENTRY_Invalid, // _04 + /* 05 */ ENTRY_CopyBytes1, // SYSCALL + /* 06 */ ENTRY_CopyBytes1, // CLTS + /* 07 */ ENTRY_CopyBytes1, // SYSRET + /* 08 */ ENTRY_CopyBytes1, // INVD + /* 09 */ ENTRY_CopyBytes1, // WBINVD + /* 0A */ ENTRY_Invalid, // _0A + /* 0B */ ENTRY_CopyBytes1, // UD2 + /* 0C */ ENTRY_Invalid, // _0C + /* 0D */ ENTRY_CopyBytes2Mod, // PREFETCH + /* 0E */ ENTRY_CopyBytes1, // FEMMS (3DNow -- not in Intel documentation) + /* 0F */ ENTRY_CopyBytes2Mod1, // 3DNow Opcodes + /* 10 */ ENTRY_CopyBytes2Mod, // MOVSS MOVUPD MOVSD + /* 11 */ ENTRY_CopyBytes2Mod, // MOVSS MOVUPD MOVSD + /* 12 */ ENTRY_CopyBytes2Mod, // MOVLPD + /* 13 */ ENTRY_CopyBytes2Mod, // MOVLPD + /* 14 */ ENTRY_CopyBytes2Mod, // UNPCKLPD + /* 15 */ ENTRY_CopyBytes2Mod, // UNPCKHPD + /* 16 */ ENTRY_CopyBytes2Mod, // MOVHPD + /* 17 */ ENTRY_CopyBytes2Mod, // MOVHPD + /* 18 */ ENTRY_CopyBytes2Mod, // PREFETCHINTA... + /* 19 */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1A */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1B */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1C */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1D */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1E */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop, not documented by Intel, documented by AMD + /* 1F */ ENTRY_CopyBytes2Mod, // NOP/r multi byte nop + /* 20 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 21 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 22 */ ENTRY_CopyBytes2Mod, // MOV/r + /* 23 */ ENTRY_CopyBytes2Mod, // MOV/r #ifdef DETOURS_X64 - { 0x24, ENTRY_Invalid }, // _24 + /* 24 */ ENTRY_Invalid, // _24 #else - { 0x24, ENTRY_CopyBytes2Mod }, // MOV/r,TR TR is test register on 80386 and 80486, removed in Pentium + /* 24 */ ENTRY_CopyBytes2Mod, // MOV/r,TR TR is test register on 80386 and 80486, removed in Pentium #endif - { 0x25, ENTRY_Invalid }, // _25 + /* 25 */ ENTRY_Invalid, // _25 #ifdef DETOURS_X64 - { 0x26, ENTRY_Invalid }, // _26 + /* 26 */ ENTRY_Invalid, // _26 #else - { 0x26, ENTRY_CopyBytes2Mod }, // MOV TR/r TR is test register on 80386 and 80486, removed in Pentium + /* 26 */ ENTRY_CopyBytes2Mod, // MOV TR/r TR is test register on 80386 and 80486, removed in Pentium #endif - { 0x27, ENTRY_Invalid }, // _27 - { 0x28, ENTRY_CopyBytes2Mod }, // MOVAPS MOVAPD - { 0x29, ENTRY_CopyBytes2Mod }, // MOVAPS MOVAPD - { 0x2A, ENTRY_CopyBytes2Mod }, // CVPI2PS & - { 0x2B, ENTRY_CopyBytes2Mod }, // MOVNTPS MOVNTPD - { 0x2C, ENTRY_CopyBytes2Mod }, // CVTTPS2PI & - { 0x2D, ENTRY_CopyBytes2Mod }, // CVTPS2PI & - { 0x2E, ENTRY_CopyBytes2Mod }, // UCOMISS UCOMISD - { 0x2F, ENTRY_CopyBytes2Mod }, // COMISS COMISD - { 0x30, ENTRY_CopyBytes1 }, // WRMSR - { 0x31, ENTRY_CopyBytes1 }, // RDTSC - { 0x32, ENTRY_CopyBytes1 }, // RDMSR - { 0x33, ENTRY_CopyBytes1 }, // RDPMC - { 0x34, ENTRY_CopyBytes1 }, // SYSENTER - { 0x35, ENTRY_CopyBytes1 }, // SYSEXIT - { 0x36, ENTRY_Invalid }, // _36 - { 0x37, ENTRY_CopyBytes1 }, // GETSEC - { 0x38, ENTRY_CopyBytes3Mod }, // SSE3 Opcodes - { 0x39, ENTRY_Invalid }, // _39 - { 0x3A, ENTRY_CopyBytes3Mod1 }, // SSE3 Opcodes - { 0x3B, ENTRY_Invalid }, // _3B - { 0x3C, ENTRY_Invalid }, // _3C - { 0x3D, ENTRY_Invalid }, // _3D - { 0x3E, ENTRY_Invalid }, // _3E - { 0x3F, ENTRY_Invalid }, // _3F - { 0x40, ENTRY_CopyBytes2Mod }, // CMOVO (0F 40) - { 0x41, ENTRY_CopyBytes2Mod }, // CMOVNO (0F 41) - { 0x42, ENTRY_CopyBytes2Mod }, // CMOVB & CMOVNE (0F 42) - { 0x43, ENTRY_CopyBytes2Mod }, // CMOVAE & CMOVNB (0F 43) - { 0x44, ENTRY_CopyBytes2Mod }, // CMOVE & CMOVZ (0F 44) - { 0x45, ENTRY_CopyBytes2Mod }, // CMOVNE & CMOVNZ (0F 45) - { 0x46, ENTRY_CopyBytes2Mod }, // CMOVBE & CMOVNA (0F 46) - { 0x47, ENTRY_CopyBytes2Mod }, // CMOVA & CMOVNBE (0F 47) - { 0x48, ENTRY_CopyBytes2Mod }, // CMOVS (0F 48) - { 0x49, ENTRY_CopyBytes2Mod }, // CMOVNS (0F 49) - { 0x4A, ENTRY_CopyBytes2Mod }, // CMOVP & CMOVPE (0F 4A) - { 0x4B, ENTRY_CopyBytes2Mod }, // CMOVNP & CMOVPO (0F 4B) - { 0x4C, ENTRY_CopyBytes2Mod }, // CMOVL & CMOVNGE (0F 4C) - { 0x4D, ENTRY_CopyBytes2Mod }, // CMOVGE & CMOVNL (0F 4D) - { 0x4E, ENTRY_CopyBytes2Mod }, // CMOVLE & CMOVNG (0F 4E) - { 0x4F, ENTRY_CopyBytes2Mod }, // CMOVG & CMOVNLE (0F 4F) - { 0x50, ENTRY_CopyBytes2Mod }, // MOVMSKPD MOVMSKPD - { 0x51, ENTRY_CopyBytes2Mod }, // SQRTPS & - { 0x52, ENTRY_CopyBytes2Mod }, // RSQRTTS RSQRTPS - { 0x53, ENTRY_CopyBytes2Mod }, // RCPPS RCPSS - { 0x54, ENTRY_CopyBytes2Mod }, // ANDPS ANDPD - { 0x55, ENTRY_CopyBytes2Mod }, // ANDNPS ANDNPD - { 0x56, ENTRY_CopyBytes2Mod }, // ORPS ORPD - { 0x57, ENTRY_CopyBytes2Mod }, // XORPS XORPD - { 0x58, ENTRY_CopyBytes2Mod }, // ADDPS & - { 0x59, ENTRY_CopyBytes2Mod }, // MULPS & - { 0x5A, ENTRY_CopyBytes2Mod }, // CVTPS2PD & - { 0x5B, ENTRY_CopyBytes2Mod }, // CVTDQ2PS & - { 0x5C, ENTRY_CopyBytes2Mod }, // SUBPS & - { 0x5D, ENTRY_CopyBytes2Mod }, // MINPS & - { 0x5E, ENTRY_CopyBytes2Mod }, // DIVPS & - { 0x5F, ENTRY_CopyBytes2Mod }, // MASPS & - { 0x60, ENTRY_CopyBytes2Mod }, // PUNPCKLBW/r - { 0x61, ENTRY_CopyBytes2Mod }, // PUNPCKLWD/r - { 0x62, ENTRY_CopyBytes2Mod }, // PUNPCKLWD/r - { 0x63, ENTRY_CopyBytes2Mod }, // PACKSSWB/r - { 0x64, ENTRY_CopyBytes2Mod }, // PCMPGTB/r - { 0x65, ENTRY_CopyBytes2Mod }, // PCMPGTW/r - { 0x66, ENTRY_CopyBytes2Mod }, // PCMPGTD/r - { 0x67, ENTRY_CopyBytes2Mod }, // PACKUSWB/r - { 0x68, ENTRY_CopyBytes2Mod }, // PUNPCKHBW/r - { 0x69, ENTRY_CopyBytes2Mod }, // PUNPCKHWD/r - { 0x6A, ENTRY_CopyBytes2Mod }, // PUNPCKHDQ/r - { 0x6B, ENTRY_CopyBytes2Mod }, // PACKSSDW/r - { 0x6C, ENTRY_CopyBytes2Mod }, // PUNPCKLQDQ - { 0x6D, ENTRY_CopyBytes2Mod }, // PUNPCKHQDQ - { 0x6E, ENTRY_CopyBytes2Mod }, // MOVD/r - { 0x6F, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x70, ENTRY_CopyBytes2Mod1 }, // PSHUFW/r ib - { 0x71, ENTRY_CopyBytes2Mod1 }, // PSLLW/6 ib,PSRAW/4 ib,PSRLW/2 ib - { 0x72, ENTRY_CopyBytes2Mod1 }, // PSLLD/6 ib,PSRAD/4 ib,PSRLD/2 ib - { 0x73, ENTRY_CopyBytes2Mod1 }, // PSLLQ/6 ib,PSRLQ/2 ib - { 0x74, ENTRY_CopyBytes2Mod }, // PCMPEQB/r - { 0x75, ENTRY_CopyBytes2Mod }, // PCMPEQW/r - { 0x76, ENTRY_CopyBytes2Mod }, // PCMPEQD/r - { 0x77, ENTRY_CopyBytes1 }, // EMMS + /* 27 */ ENTRY_Invalid, // _27 + /* 28 */ ENTRY_CopyBytes2Mod, // MOVAPS MOVAPD + /* 29 */ ENTRY_CopyBytes2Mod, // MOVAPS MOVAPD + /* 2A */ ENTRY_CopyBytes2Mod, // CVPI2PS & + /* 2B */ ENTRY_CopyBytes2Mod, // MOVNTPS MOVNTPD + /* 2C */ ENTRY_CopyBytes2Mod, // CVTTPS2PI & + /* 2D */ ENTRY_CopyBytes2Mod, // CVTPS2PI & + /* 2E */ ENTRY_CopyBytes2Mod, // UCOMISS UCOMISD + /* 2F */ ENTRY_CopyBytes2Mod, // COMISS COMISD + /* 30 */ ENTRY_CopyBytes1, // WRMSR + /* 31 */ ENTRY_CopyBytes1, // RDTSC + /* 32 */ ENTRY_CopyBytes1, // RDMSR + /* 33 */ ENTRY_CopyBytes1, // RDPMC + /* 34 */ ENTRY_CopyBytes1, // SYSENTER + /* 35 */ ENTRY_CopyBytes1, // SYSEXIT + /* 36 */ ENTRY_Invalid, // _36 + /* 37 */ ENTRY_CopyBytes1, // GETSEC + /* 38 */ ENTRY_CopyBytes3Mod, // SSE3 Opcodes + /* 39 */ ENTRY_Invalid, // _39 + /* 3A */ ENTRY_CopyBytes3Mod1, // SSE3 Opcodes + /* 3B */ ENTRY_Invalid, // _3B + /* 3C */ ENTRY_Invalid, // _3C + /* 3D */ ENTRY_Invalid, // _3D + /* 3E */ ENTRY_Invalid, // _3E + /* 3F */ ENTRY_Invalid, // _3F + /* 40 */ ENTRY_CopyBytes2Mod, // CMOVO (0F 40) + /* 41 */ ENTRY_CopyBytes2Mod, // CMOVNO (0F 41) + /* 42 */ ENTRY_CopyBytes2Mod, // CMOVB & CMOVNE (0F 42) + /* 43 */ ENTRY_CopyBytes2Mod, // CMOVAE & CMOVNB (0F 43) + /* 44 */ ENTRY_CopyBytes2Mod, // CMOVE & CMOVZ (0F 44) + /* 45 */ ENTRY_CopyBytes2Mod, // CMOVNE & CMOVNZ (0F 45) + /* 46 */ ENTRY_CopyBytes2Mod, // CMOVBE & CMOVNA (0F 46) + /* 47 */ ENTRY_CopyBytes2Mod, // CMOVA & CMOVNBE (0F 47) + /* 48 */ ENTRY_CopyBytes2Mod, // CMOVS (0F 48) + /* 49 */ ENTRY_CopyBytes2Mod, // CMOVNS (0F 49) + /* 4A */ ENTRY_CopyBytes2Mod, // CMOVP & CMOVPE (0F 4A) + /* 4B */ ENTRY_CopyBytes2Mod, // CMOVNP & CMOVPO (0F 4B) + /* 4C */ ENTRY_CopyBytes2Mod, // CMOVL & CMOVNGE (0F 4C) + /* 4D */ ENTRY_CopyBytes2Mod, // CMOVGE & CMOVNL (0F 4D) + /* 4E */ ENTRY_CopyBytes2Mod, // CMOVLE & CMOVNG (0F 4E) + /* 4F */ ENTRY_CopyBytes2Mod, // CMOVG & CMOVNLE (0F 4F) + /* 50 */ ENTRY_CopyBytes2Mod, // MOVMSKPD MOVMSKPD + /* 51 */ ENTRY_CopyBytes2Mod, // SQRTPS & + /* 52 */ ENTRY_CopyBytes2Mod, // RSQRTTS RSQRTPS + /* 53 */ ENTRY_CopyBytes2Mod, // RCPPS RCPSS + /* 54 */ ENTRY_CopyBytes2Mod, // ANDPS ANDPD + /* 55 */ ENTRY_CopyBytes2Mod, // ANDNPS ANDNPD + /* 56 */ ENTRY_CopyBytes2Mod, // ORPS ORPD + /* 57 */ ENTRY_CopyBytes2Mod, // XORPS XORPD + /* 58 */ ENTRY_CopyBytes2Mod, // ADDPS & + /* 59 */ ENTRY_CopyBytes2Mod, // MULPS & + /* 5A */ ENTRY_CopyBytes2Mod, // CVTPS2PD & + /* 5B */ ENTRY_CopyBytes2Mod, // CVTDQ2PS & + /* 5C */ ENTRY_CopyBytes2Mod, // SUBPS & + /* 5D */ ENTRY_CopyBytes2Mod, // MINPS & + /* 5E */ ENTRY_CopyBytes2Mod, // DIVPS & + /* 5F */ ENTRY_CopyBytes2Mod, // MASPS & + /* 60 */ ENTRY_CopyBytes2Mod, // PUNPCKLBW/r + /* 61 */ ENTRY_CopyBytes2Mod, // PUNPCKLWD/r + /* 62 */ ENTRY_CopyBytes2Mod, // PUNPCKLWD/r + /* 63 */ ENTRY_CopyBytes2Mod, // PACKSSWB/r + /* 64 */ ENTRY_CopyBytes2Mod, // PCMPGTB/r + /* 65 */ ENTRY_CopyBytes2Mod, // PCMPGTW/r + /* 66 */ ENTRY_CopyBytes2Mod, // PCMPGTD/r + /* 67 */ ENTRY_CopyBytes2Mod, // PACKUSWB/r + /* 68 */ ENTRY_CopyBytes2Mod, // PUNPCKHBW/r + /* 69 */ ENTRY_CopyBytes2Mod, // PUNPCKHWD/r + /* 6A */ ENTRY_CopyBytes2Mod, // PUNPCKHDQ/r + /* 6B */ ENTRY_CopyBytes2Mod, // PACKSSDW/r + /* 6C */ ENTRY_CopyBytes2Mod, // PUNPCKLQDQ + /* 6D */ ENTRY_CopyBytes2Mod, // PUNPCKHQDQ + /* 6E */ ENTRY_CopyBytes2Mod, // MOVD/r + /* 6F */ ENTRY_CopyBytes2Mod, // MOV/r + /* 70 */ ENTRY_CopyBytes2Mod1, // PSHUFW/r ib + /* 71 */ ENTRY_CopyBytes2Mod1, // PSLLW/6 ib,PSRAW/4 ib,PSRLW/2 ib + /* 72 */ ENTRY_CopyBytes2Mod1, // PSLLD/6 ib,PSRAD/4 ib,PSRLD/2 ib + /* 73 */ ENTRY_CopyBytes2Mod1, // PSLLQ/6 ib,PSRLQ/2 ib + /* 74 */ ENTRY_CopyBytes2Mod, // PCMPEQB/r + /* 75 */ ENTRY_CopyBytes2Mod, // PCMPEQW/r + /* 76 */ ENTRY_CopyBytes2Mod, // PCMPEQD/r + /* 77 */ ENTRY_CopyBytes1, // EMMS // extrq/insertq require mode=3 and are followed by two immediate bytes - { 0x78, ENTRY_Copy0F78 }, // VMREAD/r, 66/EXTRQ/r/ib/ib, F2/INSERTQ/r/ib/ib + /* 78 */ ENTRY_Copy0F78, // VMREAD/r, 66/EXTRQ/r/ib/ib, F2/INSERTQ/r/ib/ib // extrq/insertq require mod=3, therefore ENTRY_CopyBytes2, but it ends up the same - { 0x79, ENTRY_CopyBytes2Mod }, // VMWRITE/r, 66/EXTRQ/r, F2/INSERTQ/r - { 0x7A, ENTRY_Invalid }, // _7A - { 0x7B, ENTRY_Invalid }, // _7B - { 0x7C, ENTRY_CopyBytes2Mod }, // HADDPS - { 0x7D, ENTRY_CopyBytes2Mod }, // HSUBPS - { 0x7E, ENTRY_CopyBytes2Mod }, // MOVD/r - { 0x7F, ENTRY_CopyBytes2Mod }, // MOV/r - { 0x80, ENTRY_CopyBytes3Or5Target }, // JO - { 0x81, ENTRY_CopyBytes3Or5Target }, // JNO - { 0x82, ENTRY_CopyBytes3Or5Target }, // JB,JC,JNAE - { 0x83, ENTRY_CopyBytes3Or5Target }, // JAE,JNB,JNC - { 0x84, ENTRY_CopyBytes3Or5Target }, // JE,JZ,JZ - { 0x85, ENTRY_CopyBytes3Or5Target }, // JNE,JNZ - { 0x86, ENTRY_CopyBytes3Or5Target }, // JBE,JNA - { 0x87, ENTRY_CopyBytes3Or5Target }, // JA,JNBE - { 0x88, ENTRY_CopyBytes3Or5Target }, // JS - { 0x89, ENTRY_CopyBytes3Or5Target }, // JNS - { 0x8A, ENTRY_CopyBytes3Or5Target }, // JP,JPE - { 0x8B, ENTRY_CopyBytes3Or5Target }, // JNP,JPO - { 0x8C, ENTRY_CopyBytes3Or5Target }, // JL,NGE - { 0x8D, ENTRY_CopyBytes3Or5Target }, // JGE,JNL - { 0x8E, ENTRY_CopyBytes3Or5Target }, // JLE,JNG - { 0x8F, ENTRY_CopyBytes3Or5Target }, // JG,JNLE - { 0x90, ENTRY_CopyBytes2Mod }, // CMOVO (0F 40) - { 0x91, ENTRY_CopyBytes2Mod }, // CMOVNO (0F 41) - { 0x92, ENTRY_CopyBytes2Mod }, // CMOVB & CMOVC & CMOVNAE (0F 42) - { 0x93, ENTRY_CopyBytes2Mod }, // CMOVAE & CMOVNB & CMOVNC (0F 43) - { 0x94, ENTRY_CopyBytes2Mod }, // CMOVE & CMOVZ (0F 44) - { 0x95, ENTRY_CopyBytes2Mod }, // CMOVNE & CMOVNZ (0F 45) - { 0x96, ENTRY_CopyBytes2Mod }, // CMOVBE & CMOVNA (0F 46) - { 0x97, ENTRY_CopyBytes2Mod }, // CMOVA & CMOVNBE (0F 47) - { 0x98, ENTRY_CopyBytes2Mod }, // CMOVS (0F 48) - { 0x99, ENTRY_CopyBytes2Mod }, // CMOVNS (0F 49) - { 0x9A, ENTRY_CopyBytes2Mod }, // CMOVP & CMOVPE (0F 4A) - { 0x9B, ENTRY_CopyBytes2Mod }, // CMOVNP & CMOVPO (0F 4B) - { 0x9C, ENTRY_CopyBytes2Mod }, // CMOVL & CMOVNGE (0F 4C) - { 0x9D, ENTRY_CopyBytes2Mod }, // CMOVGE & CMOVNL (0F 4D) - { 0x9E, ENTRY_CopyBytes2Mod }, // CMOVLE & CMOVNG (0F 4E) - { 0x9F, ENTRY_CopyBytes2Mod }, // CMOVG & CMOVNLE (0F 4F) - { 0xA0, ENTRY_CopyBytes1 }, // PUSH - { 0xA1, ENTRY_CopyBytes1 }, // POP - { 0xA2, ENTRY_CopyBytes1 }, // CPUID - { 0xA3, ENTRY_CopyBytes2Mod }, // BT (0F A3) - { 0xA4, ENTRY_CopyBytes2Mod1 }, // SHLD - { 0xA5, ENTRY_CopyBytes2Mod }, // SHLD - { 0xA6, ENTRY_CopyBytes2Mod }, // XBTS - { 0xA7, ENTRY_CopyBytes2Mod }, // IBTS - { 0xA8, ENTRY_CopyBytes1 }, // PUSH - { 0xA9, ENTRY_CopyBytes1 }, // POP - { 0xAA, ENTRY_CopyBytes1 }, // RSM - { 0xAB, ENTRY_CopyBytes2Mod }, // BTS (0F AB) - { 0xAC, ENTRY_CopyBytes2Mod1 }, // SHRD - { 0xAD, ENTRY_CopyBytes2Mod }, // SHRD + /* 79 */ ENTRY_CopyBytes2Mod, // VMWRITE/r, 66/EXTRQ/r, F2/INSERTQ/r + /* 7A */ ENTRY_Invalid, // _7A + /* 7B */ ENTRY_Invalid, // _7B + /* 7C */ ENTRY_CopyBytes2Mod, // HADDPS + /* 7D */ ENTRY_CopyBytes2Mod, // HSUBPS + /* 7E */ ENTRY_CopyBytes2Mod, // MOVD/r + /* 7F */ ENTRY_CopyBytes2Mod, // MOV/r + /* 80 */ ENTRY_CopyBytes3Or5Target, // JO + /* 81 */ ENTRY_CopyBytes3Or5Target, // JNO + /* 82 */ ENTRY_CopyBytes3Or5Target, // JB,JC,JNAE + /* 83 */ ENTRY_CopyBytes3Or5Target, // JAE,JNB,JNC + /* 84 */ ENTRY_CopyBytes3Or5Target, // JE,JZ,JZ + /* 85 */ ENTRY_CopyBytes3Or5Target, // JNE,JNZ + /* 86 */ ENTRY_CopyBytes3Or5Target, // JBE,JNA + /* 87 */ ENTRY_CopyBytes3Or5Target, // JA,JNBE + /* 88 */ ENTRY_CopyBytes3Or5Target, // JS + /* 89 */ ENTRY_CopyBytes3Or5Target, // JNS + /* 8A */ ENTRY_CopyBytes3Or5Target, // JP,JPE + /* 8B */ ENTRY_CopyBytes3Or5Target, // JNP,JPO + /* 8C */ ENTRY_CopyBytes3Or5Target, // JL,NGE + /* 8D */ ENTRY_CopyBytes3Or5Target, // JGE,JNL + /* 8E */ ENTRY_CopyBytes3Or5Target, // JLE,JNG + /* 8F */ ENTRY_CopyBytes3Or5Target, // JG,JNLE + /* 90 */ ENTRY_CopyBytes2Mod, // CMOVO (0F 40) + /* 91 */ ENTRY_CopyBytes2Mod, // CMOVNO (0F 41) + /* 92 */ ENTRY_CopyBytes2Mod, // CMOVB & CMOVC & CMOVNAE (0F 42) + /* 93 */ ENTRY_CopyBytes2Mod, // CMOVAE & CMOVNB & CMOVNC (0F 43) + /* 94 */ ENTRY_CopyBytes2Mod, // CMOVE & CMOVZ (0F 44) + /* 95 */ ENTRY_CopyBytes2Mod, // CMOVNE & CMOVNZ (0F 45) + /* 96 */ ENTRY_CopyBytes2Mod, // CMOVBE & CMOVNA (0F 46) + /* 97 */ ENTRY_CopyBytes2Mod, // CMOVA & CMOVNBE (0F 47) + /* 98 */ ENTRY_CopyBytes2Mod, // CMOVS (0F 48) + /* 99 */ ENTRY_CopyBytes2Mod, // CMOVNS (0F 49) + /* 9A */ ENTRY_CopyBytes2Mod, // CMOVP & CMOVPE (0F 4A) + /* 9B */ ENTRY_CopyBytes2Mod, // CMOVNP & CMOVPO (0F 4B) + /* 9C */ ENTRY_CopyBytes2Mod, // CMOVL & CMOVNGE (0F 4C) + /* 9D */ ENTRY_CopyBytes2Mod, // CMOVGE & CMOVNL (0F 4D) + /* 9E */ ENTRY_CopyBytes2Mod, // CMOVLE & CMOVNG (0F 4E) + /* 9F */ ENTRY_CopyBytes2Mod, // CMOVG & CMOVNLE (0F 4F) + /* A0 */ ENTRY_CopyBytes1, // PUSH + /* A1 */ ENTRY_CopyBytes1, // POP + /* A2 */ ENTRY_CopyBytes1, // CPUID + /* A3 */ ENTRY_CopyBytes2Mod, // BT (0F A3) + /* A4 */ ENTRY_CopyBytes2Mod1, // SHLD + /* A5 */ ENTRY_CopyBytes2Mod, // SHLD + /* A6 */ ENTRY_CopyBytes2Mod, // XBTS + /* A7 */ ENTRY_CopyBytes2Mod, // IBTS + /* A8 */ ENTRY_CopyBytes1, // PUSH + /* A9 */ ENTRY_CopyBytes1, // POP + /* AA */ ENTRY_CopyBytes1, // RSM + /* AB */ ENTRY_CopyBytes2Mod, // BTS (0F AB) + /* AC */ ENTRY_CopyBytes2Mod1, // SHRD + /* AD */ ENTRY_CopyBytes2Mod, // SHRD // 0F AE mod76=mem mod543=0 fxsave // 0F AE mod76=mem mod543=1 fxrstor @@ -1510,124 +1506,98 @@ const CDetourDis::COPYENTRY CDetourDis::s_rceCopyTable0F[257] = // F3 0F AE mod76=11b mod543=1 rdgsbase // F3 0F AE mod76=11b mod543=2 wrfsbase // F3 0F AE mod76=11b mod543=3 wrgsbase - { 0xAE, ENTRY_CopyBytes2Mod }, // fxsave fxrstor ldmxcsr stmxcsr xsave xrstor saveopt clflush lfence mfence sfence rdfsbase rdgsbase wrfsbase wrgsbase - { 0xAF, ENTRY_CopyBytes2Mod }, // IMUL (0F AF) - { 0xB0, ENTRY_CopyBytes2Mod }, // CMPXCHG (0F B0) - { 0xB1, ENTRY_CopyBytes2Mod }, // CMPXCHG (0F B1) - { 0xB2, ENTRY_CopyBytes2Mod }, // LSS/r - { 0xB3, ENTRY_CopyBytes2Mod }, // BTR (0F B3) - { 0xB4, ENTRY_CopyBytes2Mod }, // LFS/r - { 0xB5, ENTRY_CopyBytes2Mod }, // LGS/r - { 0xB6, ENTRY_CopyBytes2Mod }, // MOVZX/r - { 0xB7, ENTRY_CopyBytes2Mod }, // MOVZX/r + /* AE */ ENTRY_CopyBytes2Mod, // fxsave fxrstor ldmxcsr stmxcsr xsave xrstor saveopt clflush lfence mfence sfence rdfsbase rdgsbase wrfsbase wrgsbase + /* AF */ ENTRY_CopyBytes2Mod, // IMUL (0F AF) + /* B0 */ ENTRY_CopyBytes2Mod, // CMPXCHG (0F B0) + /* B1 */ ENTRY_CopyBytes2Mod, // CMPXCHG (0F B1) + /* B2 */ ENTRY_CopyBytes2Mod, // LSS/r + /* B3 */ ENTRY_CopyBytes2Mod, // BTR (0F B3) + /* B4 */ ENTRY_CopyBytes2Mod, // LFS/r + /* B5 */ ENTRY_CopyBytes2Mod, // LGS/r + /* B6 */ ENTRY_CopyBytes2Mod, // MOVZX/r + /* B7 */ ENTRY_CopyBytes2Mod, // MOVZX/r #ifdef DETOURS_X86 - { 0xB8, ENTRY_Copy0FB8 }, // jmpe f3/popcnt + /* B8 */ ENTRY_Copy0FB8, // jmpe f3/popcnt #else - { 0xB8, ENTRY_CopyBytes2Mod }, // f3/popcnt + /* B8 */ ENTRY_CopyBytes2Mod, // f3/popcnt #endif - { 0xB9, ENTRY_Invalid }, // _B9 - { 0xBA, ENTRY_CopyBytes2Mod1 }, // BT & BTC & BTR & BTS (0F BA) - { 0xBB, ENTRY_CopyBytes2Mod }, // BTC (0F BB) - { 0xBC, ENTRY_CopyBytes2Mod }, // BSF (0F BC) - { 0xBD, ENTRY_CopyBytes2Mod }, // BSR (0F BD) - { 0xBE, ENTRY_CopyBytes2Mod }, // MOVSX/r - { 0xBF, ENTRY_CopyBytes2Mod }, // MOVSX/r - { 0xC0, ENTRY_CopyBytes2Mod }, // XADD/r - { 0xC1, ENTRY_CopyBytes2Mod }, // XADD/r - { 0xC2, ENTRY_CopyBytes2Mod1 }, // CMPPS & - { 0xC3, ENTRY_CopyBytes2Mod }, // MOVNTI - { 0xC4, ENTRY_CopyBytes2Mod1 }, // PINSRW /r ib - { 0xC5, ENTRY_CopyBytes2Mod1 }, // PEXTRW /r ib - { 0xC6, ENTRY_CopyBytes2Mod1 }, // SHUFPS & SHUFPD - { 0xC7, ENTRY_CopyBytes2Mod }, // CMPXCHG8B (0F C7) - { 0xC8, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xC9, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCA, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCB, ENTRY_CopyBytes1 }, // CVTPD2PI BSWAP 0F C8 + rd - { 0xCC, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCD, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCE, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xCF, ENTRY_CopyBytes1 }, // BSWAP 0F C8 + rd - { 0xD0, ENTRY_CopyBytes2Mod }, // ADDSUBPS (untestd) - { 0xD1, ENTRY_CopyBytes2Mod }, // PSRLW/r - { 0xD2, ENTRY_CopyBytes2Mod }, // PSRLD/r - { 0xD3, ENTRY_CopyBytes2Mod }, // PSRLQ/r - { 0xD4, ENTRY_CopyBytes2Mod }, // PADDQ - { 0xD5, ENTRY_CopyBytes2Mod }, // PMULLW/r - { 0xD6, ENTRY_CopyBytes2Mod }, // MOVDQ2Q / MOVQ2DQ - { 0xD7, ENTRY_CopyBytes2Mod }, // PMOVMSKB/r - { 0xD8, ENTRY_CopyBytes2Mod }, // PSUBUSB/r - { 0xD9, ENTRY_CopyBytes2Mod }, // PSUBUSW/r - { 0xDA, ENTRY_CopyBytes2Mod }, // PMINUB/r - { 0xDB, ENTRY_CopyBytes2Mod }, // PAND/r - { 0xDC, ENTRY_CopyBytes2Mod }, // PADDUSB/r - { 0xDD, ENTRY_CopyBytes2Mod }, // PADDUSW/r - { 0xDE, ENTRY_CopyBytes2Mod }, // PMAXUB/r - { 0xDF, ENTRY_CopyBytes2Mod }, // PANDN/r - { 0xE0, ENTRY_CopyBytes2Mod }, // PAVGB - { 0xE1, ENTRY_CopyBytes2Mod }, // PSRAW/r - { 0xE2, ENTRY_CopyBytes2Mod }, // PSRAD/r - { 0xE3, ENTRY_CopyBytes2Mod }, // PAVGW - { 0xE4, ENTRY_CopyBytes2Mod }, // PMULHUW/r - { 0xE5, ENTRY_CopyBytes2Mod }, // PMULHW/r - { 0xE6, ENTRY_CopyBytes2Mod }, // CTDQ2PD & - { 0xE7, ENTRY_CopyBytes2Mod }, // MOVNTQ - { 0xE8, ENTRY_CopyBytes2Mod }, // PSUBB/r - { 0xE9, ENTRY_CopyBytes2Mod }, // PSUBW/r - { 0xEA, ENTRY_CopyBytes2Mod }, // PMINSW/r - { 0xEB, ENTRY_CopyBytes2Mod }, // POR/r - { 0xEC, ENTRY_CopyBytes2Mod }, // PADDSB/r - { 0xED, ENTRY_CopyBytes2Mod }, // PADDSW/r - { 0xEE, ENTRY_CopyBytes2Mod }, // PMAXSW /r - { 0xEF, ENTRY_CopyBytes2Mod }, // PXOR/r - { 0xF0, ENTRY_CopyBytes2Mod }, // LDDQU - { 0xF1, ENTRY_CopyBytes2Mod }, // PSLLW/r - { 0xF2, ENTRY_CopyBytes2Mod }, // PSLLD/r - { 0xF3, ENTRY_CopyBytes2Mod }, // PSLLQ/r - { 0xF4, ENTRY_CopyBytes2Mod }, // PMULUDQ/r - { 0xF5, ENTRY_CopyBytes2Mod }, // PMADDWD/r - { 0xF6, ENTRY_CopyBytes2Mod }, // PSADBW/r - { 0xF7, ENTRY_CopyBytes2Mod }, // MASKMOVQ - { 0xF8, ENTRY_CopyBytes2Mod }, // PSUBB/r - { 0xF9, ENTRY_CopyBytes2Mod }, // PSUBW/r - { 0xFA, ENTRY_CopyBytes2Mod }, // PSUBD/r - { 0xFB, ENTRY_CopyBytes2Mod }, // FSUBQ/r - { 0xFC, ENTRY_CopyBytes2Mod }, // PADDB/r - { 0xFD, ENTRY_CopyBytes2Mod }, // PADDW/r - { 0xFE, ENTRY_CopyBytes2Mod }, // PADDD/r - { 0xFF, ENTRY_Invalid }, // _FF - { 0, ENTRY_End }, + /* B9 */ ENTRY_Invalid, // _B9 + /* BA */ ENTRY_CopyBytes2Mod1, // BT & BTC & BTR & BTS (0F BA) + /* BB */ ENTRY_CopyBytes2Mod, // BTC (0F BB) + /* BC */ ENTRY_CopyBytes2Mod, // BSF (0F BC) + /* BD */ ENTRY_CopyBytes2Mod, // BSR (0F BD) + /* BE */ ENTRY_CopyBytes2Mod, // MOVSX/r + /* BF */ ENTRY_CopyBytes2Mod, // MOVSX/r + /* C0 */ ENTRY_CopyBytes2Mod, // XADD/r + /* C1 */ ENTRY_CopyBytes2Mod, // XADD/r + /* C2 */ ENTRY_CopyBytes2Mod1, // CMPPS & + /* C3 */ ENTRY_CopyBytes2Mod, // MOVNTI + /* C4 */ ENTRY_CopyBytes2Mod1, // PINSRW /r ib + /* C5 */ ENTRY_CopyBytes2Mod1, // PEXTRW /r ib + /* C6 */ ENTRY_CopyBytes2Mod1, // SHUFPS & SHUFPD + /* C7 */ ENTRY_CopyBytes2Mod, // CMPXCHG8B (0F C7) + /* C8 */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* C9 */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CA */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CB */ ENTRY_CopyBytes1, // CVTPD2PI BSWAP 0F C8 + rd + /* CC */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CD */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CE */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* CF */ ENTRY_CopyBytes1, // BSWAP 0F C8 + rd + /* D0 */ ENTRY_CopyBytes2Mod, // ADDSUBPS (untestd) + /* D1 */ ENTRY_CopyBytes2Mod, // PSRLW/r + /* D2 */ ENTRY_CopyBytes2Mod, // PSRLD/r + /* D3 */ ENTRY_CopyBytes2Mod, // PSRLQ/r + /* D4 */ ENTRY_CopyBytes2Mod, // PADDQ + /* D5 */ ENTRY_CopyBytes2Mod, // PMULLW/r + /* D6 */ ENTRY_CopyBytes2Mod, // MOVDQ2Q / MOVQ2DQ + /* D7 */ ENTRY_CopyBytes2Mod, // PMOVMSKB/r + /* D8 */ ENTRY_CopyBytes2Mod, // PSUBUSB/r + /* D9 */ ENTRY_CopyBytes2Mod, // PSUBUSW/r + /* DA */ ENTRY_CopyBytes2Mod, // PMINUB/r + /* DB */ ENTRY_CopyBytes2Mod, // PAND/r + /* DC */ ENTRY_CopyBytes2Mod, // PADDUSB/r + /* DD */ ENTRY_CopyBytes2Mod, // PADDUSW/r + /* DE */ ENTRY_CopyBytes2Mod, // PMAXUB/r + /* DF */ ENTRY_CopyBytes2Mod, // PANDN/r + /* E0 */ ENTRY_CopyBytes2Mod , // PAVGB + /* E1 */ ENTRY_CopyBytes2Mod, // PSRAW/r + /* E2 */ ENTRY_CopyBytes2Mod, // PSRAD/r + /* E3 */ ENTRY_CopyBytes2Mod, // PAVGW + /* E4 */ ENTRY_CopyBytes2Mod, // PMULHUW/r + /* E5 */ ENTRY_CopyBytes2Mod, // PMULHW/r + /* E6 */ ENTRY_CopyBytes2Mod, // CTDQ2PD & + /* E7 */ ENTRY_CopyBytes2Mod, // MOVNTQ + /* E8 */ ENTRY_CopyBytes2Mod, // PSUBB/r + /* E9 */ ENTRY_CopyBytes2Mod, // PSUBW/r + /* EA */ ENTRY_CopyBytes2Mod, // PMINSW/r + /* EB */ ENTRY_CopyBytes2Mod, // POR/r + /* EC */ ENTRY_CopyBytes2Mod, // PADDSB/r + /* ED */ ENTRY_CopyBytes2Mod, // PADDSW/r + /* EE */ ENTRY_CopyBytes2Mod, // PMAXSW /r + /* EF */ ENTRY_CopyBytes2Mod, // PXOR/r + /* F0 */ ENTRY_CopyBytes2Mod, // LDDQU + /* F1 */ ENTRY_CopyBytes2Mod, // PSLLW/r + /* F2 */ ENTRY_CopyBytes2Mod, // PSLLD/r + /* F3 */ ENTRY_CopyBytes2Mod, // PSLLQ/r + /* F4 */ ENTRY_CopyBytes2Mod, // PMULUDQ/r + /* F5 */ ENTRY_CopyBytes2Mod, // PMADDWD/r + /* F6 */ ENTRY_CopyBytes2Mod, // PSADBW/r + /* F7 */ ENTRY_CopyBytes2Mod, // MASKMOVQ + /* F8 */ ENTRY_CopyBytes2Mod, // PSUBB/r + /* F9 */ ENTRY_CopyBytes2Mod, // PSUBW/r + /* FA */ ENTRY_CopyBytes2Mod, // PSUBD/r + /* FB */ ENTRY_CopyBytes2Mod, // FSUBQ/r + /* FC */ ENTRY_CopyBytes2Mod, // PADDB/r + /* FD */ ENTRY_CopyBytes2Mod, // PADDW/r + /* FE */ ENTRY_CopyBytes2Mod, // PADDD/r + /* FF */ ENTRY_Invalid, // _FF }; BOOL CDetourDis::SanityCheckSystem() { - ULONG n = 0; - for (; n < 256; n++) { - REFCOPYENTRY pEntry = &s_rceCopyTable[n]; - - if (n != pEntry->nOpcode) { - ASSERT(n == pEntry->nOpcode); - return FALSE; - } - } - if (s_rceCopyTable[256].pfCopy != NULL) { - ASSERT(!"Missing end marker."); - return FALSE; - } - - for (n = 0; n < 256; n++) { - REFCOPYENTRY pEntry = &s_rceCopyTable0F[n]; - - if (n != pEntry->nOpcode) { - ASSERT(n == pEntry->nOpcode); - return FALSE; - } - } - if (s_rceCopyTable0F[256].pfCopy != NULL) { - ASSERT(!"Missing end marker."); - return FALSE; - } - + C_ASSERT(ARRAYSIZE(CDetourDis::s_rceCopyTable) == 256); + C_ASSERT(ARRAYSIZE(CDetourDis::s_rceCopyTable0F) == 256); return TRUE; } #endif // defined(DETOURS_X64) || defined(DETOURS_X86) @@ -3557,11 +3527,11 @@ BYTE CDetourDis::BeginCopy32(BYTE* pSource, BYTE* pDest) /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis() +CDetourDis::CDetourDis() : + m_pbTarget((PBYTE)DETOUR_INSTRUCTION_TARGET_NONE), + m_pbPool(NULL), + m_lExtra(0) { - m_pbTarget = (PBYTE)DETOUR_INSTRUCTION_TARGET_NONE; - m_pbPool = NULL; - m_lExtra = 0; } PBYTE CDetourDis::CopyInstruction(PBYTE pDst, @@ -3962,9 +3932,9 @@ BYTE CDetourDis::PureCopy32(BYTE* pSource, BYTE* pDest) /////////////////////////////////////////////////////////// Disassembler Code. // -CDetourDis::CDetourDis() +CDetourDis::CDetourDis() : + m_pbTarget((PBYTE)DETOUR_INSTRUCTION_TARGET_NONE) { - m_pbTarget = (PBYTE)DETOUR_INSTRUCTION_TARGET_NONE; } PBYTE CDetourDis::CopyInstruction(PBYTE pDst, diff --git a/detours/image.cpp b/detours/image.cpp index 4fa31a7..10b17a0 100644 --- a/detours/image.cpp +++ b/detours/image.cpp @@ -146,6 +146,8 @@ protected: DWORD m_cbAlloc; }; +class CImageImportName; + class CImageImportFile { friend class CImage; @@ -534,18 +536,7 @@ PBYTE CImageData::Find(REFGUID rguid, DWORD *pcbData) continue; } - if (pRecord->guid.Data1 == rguid.Data1 && - pRecord->guid.Data2 == rguid.Data2 && - pRecord->guid.Data3 == rguid.Data3 && - pRecord->guid.Data4[0] == rguid.Data4[0] && - pRecord->guid.Data4[1] == rguid.Data4[1] && - pRecord->guid.Data4[2] == rguid.Data4[2] && - pRecord->guid.Data4[3] == rguid.Data4[3] && - pRecord->guid.Data4[4] == rguid.Data4[4] && - pRecord->guid.Data4[5] == rguid.Data4[5] && - pRecord->guid.Data4[6] == rguid.Data4[6] && - pRecord->guid.Data4[7] == rguid.Data4[7]) { - + if (DetourAreSameGuid(pRecord->guid, rguid)) { *pcbData = cbBytes - sizeof(DETOUR_SECTION_RECORD); return (PBYTE)(pRecord + 1); } diff --git a/detours/modules.cpp b/detours/modules.cpp index ade78c9..52fc2cf 100644 --- a/detours/modules.cpp +++ b/detours/modules.cpp @@ -23,8 +23,8 @@ ////////////////////////////////////////////////////////////////////////////// // const GUID DETOUR_EXE_RESTORE_GUID = { - 0x2ed7a3ff, 0x3339, 0x4a8d, - { 0x80, 0x5c, 0xd4, 0x98, 0x15, 0x3f, 0xc2, 0x8f }}; + 0xbda26f34, 0xbc82, 0x4829, + { 0x9e, 0x64, 0x74, 0x2c, 0x4, 0xc8, 0x4f, 0xa0 } }; ////////////////////////////////////////////////////////////////////////////// // @@ -142,6 +142,11 @@ PDETOUR_SYM_INFO DetourLoadImageHlp(VOID) PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, _In_ LPCSTR pszFunction) { + if (pszFunction == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return NULL; + } + /////////////////////////////////////////////// First, try GetProcAddress. // #pragma prefast(suppress:28752, "We don't do the unicode conversion for LoadLibraryExA.") @@ -160,7 +165,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, DETOUR_TRACE(("DetourFindFunction(%hs, %hs)\n", pszModule, pszFunction)); PDETOUR_SYM_INFO pSymInfo = DetourLoadImageHlp(); if (pSymInfo == NULL) { - DETOUR_TRACE(("DetourLoadImageHlp failed: %d\n", + DETOUR_TRACE(("DetourLoadImageHlp failed: %lu\n", GetLastError())); return NULL; } @@ -169,7 +174,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, (PCHAR)pszModule, NULL, (DWORD64)hModule, 0) == 0) { if (ERROR_SUCCESS != GetLastError()) { - DETOUR_TRACE(("SymLoadModule64(%p) failed: %d\n", + DETOUR_TRACE(("SymLoadModule64(%p) failed: %lu\n", pSymInfo->hProcess, GetLastError())); return NULL; } @@ -181,24 +186,24 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, ZeroMemory(&modinfo, sizeof(modinfo)); modinfo.SizeOfStruct = sizeof(modinfo); if (!pSymInfo->pfSymGetModuleInfo64(pSymInfo->hProcess, (DWORD64)hModule, &modinfo)) { - DETOUR_TRACE(("SymGetModuleInfo64(%p, %p) failed: %d\n", + DETOUR_TRACE(("SymGetModuleInfo64(%p, %p) failed: %lu\n", pSymInfo->hProcess, hModule, GetLastError())); return NULL; } hrRet = StringCchCopyA(szFullName, sizeof(szFullName)/sizeof(CHAR), modinfo.ModuleName); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCopyA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCopyA failed: %08lx\n", hrRet)); return NULL; } hrRet = StringCchCatA(szFullName, sizeof(szFullName)/sizeof(CHAR), "!"); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCatA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCatA failed: %08lx\n", hrRet)); return NULL; } hrRet = StringCchCatA(szFullName, sizeof(szFullName)/sizeof(CHAR), pszFunction); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCatA failed: %08x\n", hrRet)); + DETOUR_TRACE(("StringCchCatA failed: %08lx\n", hrRet)); return NULL; } @@ -215,7 +220,7 @@ PVOID WINAPI DetourFindFunction(_In_ LPCSTR pszModule, #endif if (!pSymInfo->pfSymFromName(pSymInfo->hProcess, szFullName, &symbol)) { - DETOUR_TRACE(("SymFromName(%hs) failed: %d\n", szFullName, GetLastError())); + DETOUR_TRACE(("SymFromName(%hs) failed: %lu\n", szFullName, GetLastError())); return NULL; } @@ -277,6 +282,7 @@ HMODULE WINAPI DetourEnumerateModules(_In_opt_ HMODULE hModuleLast) continue; } + SetLastError(NO_ERROR); return (HMODULE)pDosHeader; } #pragma prefast(suppress:28940, "A bad pointer means this probably isn't a PE header.") @@ -340,7 +346,7 @@ PVOID WINAPI DetourGetEntryPoint(_In_opt_ HMODULE hModule) } SetLastError(NO_ERROR); - return GetProcAddress(hClr, "_CorExeMain"); + return (PVOID)GetProcAddress(hClr, "_CorExeMain"); } SetLastError(NO_ERROR); @@ -456,6 +462,11 @@ BOOL WINAPI DetourEnumerateExports(_In_ HMODULE hModule, _In_opt_ PVOID pContext, _In_ PF_DETOUR_ENUMERATE_EXPORT_CALLBACK pfExport) { + if (pfExport == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return FALSE; + } + PIMAGE_DOS_HEADER pDosHeader = (PIMAGE_DOS_HEADER)hModule; if (hModule == NULL) { pDosHeader = (PIMAGE_DOS_HEADER)GetModuleHandleW(NULL); @@ -658,6 +669,11 @@ BOOL WINAPI DetourEnumerateImports(_In_opt_ HMODULE hModule, _In_opt_ PF_DETOUR_IMPORT_FILE_CALLBACK pfImportFile, _In_opt_ PF_DETOUR_IMPORT_FUNC_CALLBACK pfImportFunc) { + if (pfImportFile == NULL || pfImportFunc == NULL) { + SetLastError(ERROR_INVALID_PARAMETER); + return FALSE; + } + _DETOUR_ENUMERATE_IMPORTS_THUNK_CONTEXT const context = { pContext, pfImportFunc }; return DetourEnumerateImportsEx(hModule, @@ -761,7 +777,7 @@ _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, _In_ REFGUID rguid, - _Out_ DWORD *pcbData) + _Out_opt_ DWORD *pcbData) { PBYTE pbData = NULL; if (pcbData) { @@ -789,23 +805,12 @@ PVOID WINAPI DetourFindPayload(_In_opt_ HMODULE hModule, for (pbData = pbBeg; pbData < pbEnd;) { DETOUR_SECTION_RECORD *pSection = (DETOUR_SECTION_RECORD *)pbData; - if (pSection->guid.Data1 == rguid.Data1 && - pSection->guid.Data2 == rguid.Data2 && - pSection->guid.Data3 == rguid.Data3 && - pSection->guid.Data4[0] == rguid.Data4[0] && - pSection->guid.Data4[1] == rguid.Data4[1] && - pSection->guid.Data4[2] == rguid.Data4[2] && - pSection->guid.Data4[3] == rguid.Data4[3] && - pSection->guid.Data4[4] == rguid.Data4[4] && - pSection->guid.Data4[5] == rguid.Data4[5] && - pSection->guid.Data4[6] == rguid.Data4[6] && - pSection->guid.Data4[7] == rguid.Data4[7]) { - + if (DetourAreSameGuid(pSection->guid, rguid)) { if (pcbData) { *pcbData = pSection->cbBytes - sizeof(*pSection); - SetLastError(NO_ERROR); - return (PBYTE)(pSection + 1); } + SetLastError(NO_ERROR); + return (PBYTE)(pSection + 1); } pbData = (PBYTE)pSection + pSection->cbBytes; @@ -824,7 +829,7 @@ _Writable_bytes_(*pcbData) _Readable_bytes_(*pcbData) _Success_(return != NULL) PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, - _Out_ DWORD * pcbData) + _Out_opt_ DWORD *pcbData) { for (HMODULE hMod = NULL; (hMod = DetourEnumerateModules(hMod)) != NULL;) { PVOID pvData; @@ -838,6 +843,24 @@ PVOID WINAPI DetourFindPayloadEx(_In_ REFGUID rguid, return NULL; } +BOOL WINAPI DetourFreePayload(_In_ PVOID pvData) +{ + BOOL fSucceeded = FALSE; + + // If you have any doubts about the following code, please refer to the comments in DetourCopyPayloadToProcess. + HMODULE hModule = DetourGetContainingModule(pvData); + DETOUR_ASSERT(hModule != NULL); + if (hModule != NULL) { + fSucceeded = VirtualFree(hModule, 0, MEM_RELEASE); + DETOUR_ASSERT(fSucceeded); + if (fSucceeded) { + hModule = NULL; + } + } + + return fSucceeded; +} + BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, _In_ DWORD cbData) { @@ -884,6 +907,11 @@ BOOL WINAPI DetourRestoreAfterWithEx(_In_reads_bytes_(cbData) PVOID pvData, } VirtualProtect(pder->pidh, pder->cbidh, dwPermIdh, &dwIgnore); } + // Delete the payload after successful recovery to prevent repeated restore + if (fSucceeded) { + DetourFreePayload(pder); + pder = NULL; + } return fSucceeded; } diff --git a/detours/uimports.cc b/detours/uimports.cc index 1e8cbd7..ed43d65 100644 --- a/detours/uimports.cc +++ b/detours/uimports.cc @@ -35,7 +35,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!ReadProcessMemory(hProcess, pbModule, &idh, sizeof(idh), &cbRead) || cbRead < sizeof(idh)) { - DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(idh@%p..%p) failed: %lu\n", pbModule, pbModule + sizeof(idh), GetLastError())); finish: @@ -51,7 +51,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!ReadProcessMemory(hProcess, pbModule + idh.e_lfanew, &inh, sizeof(inh), &cbRead) || cbRead < sizeof(inh)) { - DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(inh@%p..%p) failed: %lu\n", pbModule + idh.e_lfanew, pbModule + idh.e_lfanew + sizeof(inh), GetLastError())); @@ -82,16 +82,21 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, sizeof(ish), &cbRead) || cbRead < sizeof(ish)) { - DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %d\n", + DETOUR_TRACE(("ReadProcessMemory(ish@%p..%p) failed: %lu\n", pbModule + dwSec + sizeof(ish) * i, pbModule + dwSec + sizeof(ish) * (i + 1), GetLastError())); goto finish; } - DETOUR_TRACE(("ish[%d] : va=%08x sr=%d\n", i, ish.VirtualAddress, ish.SizeOfRawData)); - - // If the file didn't have an IAT_DIRECTORY, we assign it... + DETOUR_TRACE(("ish[%lu] : va=%08lx sr=%lu\n", i, ish.VirtualAddress, ish.SizeOfRawData)); + + // If the linker didn't suggest an IAT in the data directories, the + // loader will look for the section of the import directory to be used + // for this instead. Since we put out new IMPORT_DIRECTORY outside any + // section boundary, the loader will not find it. So we provide one + // explicitly to avoid the search. + // if (inh.IAT_DIRECTORY.VirtualAddress == 0 && inh.IMPORT_DIRECTORY.VirtualAddress >= ish.VirtualAddress && inh.IMPORT_DIRECTORY.VirtualAddress < ish.VirtualAddress + ish.SizeOfRawData) { @@ -101,25 +106,78 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, } } + if (inh.IMPORT_DIRECTORY.VirtualAddress != 0 && inh.IMPORT_DIRECTORY.Size == 0) { + + // Don't worry about changing the PE file, + // because the load information of the original PE header has been saved and will be restored. + // The change here is just for the following code to work normally + + PIMAGE_IMPORT_DESCRIPTOR pImageImport = (PIMAGE_IMPORT_DESCRIPTOR)(pbModule + inh.IMPORT_DIRECTORY.VirtualAddress); + + do { + IMAGE_IMPORT_DESCRIPTOR ImageImport; + if (!ReadProcessMemory(hProcess, pImageImport, &ImageImport, sizeof(ImageImport), NULL)) { + DETOUR_TRACE(("ReadProcessMemory failed: %lu\n", GetLastError())); + goto finish; + } + inh.IMPORT_DIRECTORY.Size += sizeof(IMAGE_IMPORT_DESCRIPTOR); + if (!ImageImport.Name) { + break; + } + ++pImageImport; + } while (TRUE); + + DWORD dwLastError = GetLastError(); + OutputDebugString(TEXT("[This PE file has an import table, but the import table size is marked as 0. This is an error.") + TEXT("If it is not repaired, the launched program will not work properly, Detours has automatically repaired its import table size for you! ! !]\r\n")); + if (GetLastError() != dwLastError) { + SetLastError(dwLastError); + } + } + DETOUR_TRACE((" Imports: %p..%p\n", - (DWORD_PTR)pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, - (DWORD_PTR)pbModule + inh.IMPORT_DIRECTORY.VirtualAddress + + pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, + pbModule + inh.IMPORT_DIRECTORY.VirtualAddress + inh.IMPORT_DIRECTORY.Size)); + // Calculate new import directory size. Note that since inh is from another + // process, inh could have been corrupted. We need to protect against + // integer overflow in allocation calculations. DWORD nOldDlls = inh.IMPORT_DIRECTORY.Size / sizeof(IMAGE_IMPORT_DESCRIPTOR); - DWORD obRem = sizeof(IMAGE_IMPORT_DESCRIPTOR) * nDlls; - DWORD obOld = obRem + sizeof(IMAGE_IMPORT_DESCRIPTOR) * nOldDlls; + DWORD obRem; + if (DWordMult(sizeof(IMAGE_IMPORT_DESCRIPTOR), nDlls, &obRem) != S_OK) { + DETOUR_TRACE(("too many new DLLs.\n")); + goto finish; + } + DWORD obOld; + if (DWordAdd(obRem, sizeof(IMAGE_IMPORT_DESCRIPTOR) * nOldDlls, &obOld) != S_OK) { + DETOUR_TRACE(("DLL entries overflow.\n")); + goto finish; + } DWORD obTab = PadToDwordPtr(obOld); - DWORD obDll = obTab + sizeof(DWORD_XX) * 4 * nDlls; + // Check for integer overflow. + if (obTab < obOld) { + DETOUR_TRACE(("DLL entries padding overflow.\n")); + goto finish; + } + DWORD stSize; + if (DWordMult(sizeof(DWORD_XX) * 4, nDlls, &stSize) != S_OK) { + DETOUR_TRACE(("String table overflow.\n")); + goto finish; + } + DWORD obDll; + if (DWordAdd(obTab, stSize, &obDll) != S_OK) { + DETOUR_TRACE(("Import table size overflow\n")); + goto finish; + } DWORD obStr = obDll; cbNew = obStr; for (n = 0; n < nDlls; n++) { - cbNew += PadToDword((DWORD)strlen(plpDlls[n]) + 1); + if (DWordAdd(cbNew, PadToDword((DWORD)strlen(plpDlls[n]) + 1), &cbNew) != S_OK) { + DETOUR_TRACE(("Overflow adding string table entry\n")); + goto finish; + } } - - _Analysis_assume_(cbNew > - sizeof(IMAGE_IMPORT_DESCRIPTOR) * (nDlls + nOldDlls) - + sizeof(DWORD_XX) * 4 * nDlls); pbNew = new BYTE [cbNew]; if (pbNew == NULL) { DETOUR_TRACE(("new BYTE [cbNew] failed.\n")); @@ -145,14 +203,14 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, } PIMAGE_IMPORT_DESCRIPTOR piid = (PIMAGE_IMPORT_DESCRIPTOR)pbNew; - DWORD_XX *pt; + IMAGE_THUNK_DATAXX *pt = NULL; DWORD obBase = (DWORD)(pbNewIid - pbModule); DWORD dwProtect = 0; if (inh.IMPORT_DIRECTORY.VirtualAddress != 0) { // Read the old import directory if it exists. - DETOUR_TRACE(("IMPORT_DIRECTORY perms=%x\n", dwProtect)); + DETOUR_TRACE(("IMPORT_DIRECTORY perms=%lx\n", dwProtect)); if (!ReadProcessMemory(hProcess, pbModule + inh.IMPORT_DIRECTORY.VirtualAddress, @@ -160,7 +218,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, nOldDlls * sizeof(IMAGE_IMPORT_DESCRIPTOR), &cbRead) || cbRead < nOldDlls * sizeof(IMAGE_IMPORT_DESCRIPTOR)) { - DETOUR_TRACE(("ReadProcessMemory(imports) failed: %d\n", GetLastError())); + DETOUR_TRACE(("ReadProcessMemory(imports) failed: %lu\n", GetLastError())); goto finish; } } @@ -168,7 +226,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, for (n = 0; n < nDlls; n++) { HRESULT hrRet = StringCchCopyA((char*)pbNew + obStr, cbNew - obStr, plpDlls[n]); if (FAILED(hrRet)) { - DETOUR_TRACE(("StringCchCopyA failed: %d\n", GetLastError())); + DETOUR_TRACE(("StringCchCopyA failed: %08lx\n", hrRet)); goto finish; } @@ -177,21 +235,24 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, cbNew - obStr, DETOURS_STRINGIFY(DETOURS_BITS_XX)); if (FAILED(hrRet)) { - DETOUR_TRACE(("ReplaceOptionalSizeA failed: %d\n", GetLastError())); + DETOUR_TRACE(("ReplaceOptionalSizeA failed: %08lx\n", hrRet)); goto finish; } - DWORD nOffset = obTab + (sizeof(DWORD_XX) * (4 * n)); + DWORD nOffset = obTab + (sizeof(IMAGE_THUNK_DATAXX) * (4 * n)); piid[n].OriginalFirstThunk = obBase + nOffset; - pt = ((DWORD_XX*)(pbNew + nOffset)); - pt[0] = IMAGE_ORDINAL_FLAG_XX + 1; - pt[1] = 0; + + // We need 2 thunks for the import table and 2 thunks for the IAT. + // One for an ordinal import and one to mark the end of the list. + pt = ((IMAGE_THUNK_DATAXX*)(pbNew + nOffset)); + pt[0].u1.Ordinal = IMAGE_ORDINAL_FLAG_XX + 1; + pt[1].u1.Ordinal = 0; - nOffset = obTab + (sizeof(DWORD_XX) * ((4 * n) + 2)); + nOffset = obTab + (sizeof(IMAGE_THUNK_DATAXX) * ((4 * n) + 2)); piid[n].FirstThunk = obBase + nOffset; - pt = ((DWORD_XX*)(pbNew + nOffset)); - pt[0] = IMAGE_ORDINAL_FLAG_XX + 1; - pt[1] = 0; + pt = ((IMAGE_THUNK_DATAXX*)(pbNew + nOffset)); + pt[0].u1.Ordinal = IMAGE_ORDINAL_FLAG_XX + 1; + pt[1].u1.Ordinal = 0; piid[n].TimeDateStamp = 0; piid[n].ForwarderChain = 0; piid[n].Name = obBase + obStr; @@ -216,16 +277,19 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, #endif if (!WriteProcessMemory(hProcess, pbNewIid, pbNew, obStr, NULL)) { - DETOUR_TRACE(("WriteProcessMemory(iid) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(iid) failed: %lu\n", GetLastError())); goto finish; } - DETOUR_TRACE(("obBaseBef = %08x..%08x\n", + DETOUR_TRACE(("obBaseBef = %08lx..%08lx\n", inh.IMPORT_DIRECTORY.VirtualAddress, inh.IMPORT_DIRECTORY.VirtualAddress + inh.IMPORT_DIRECTORY.Size)); - DETOUR_TRACE(("obBaseAft = %08x..%08x\n", obBase, obBase + obStr)); + DETOUR_TRACE(("obBaseAft = %08lx..%08lx\n", obBase, obBase + obStr)); - // If the file doesn't have an IAT_DIRECTORY, we create it... + // In this case the file didn't have an import directory in first place, + // so we couldn't fix the missing IAT above. We still need to explicitly + // provide an IAT to prevent to loader from looking for one. + // if (inh.IAT_DIRECTORY.VirtualAddress == 0) { inh.IAT_DIRECTORY.VirtualAddress = obBase; inh.IAT_DIRECTORY.Size = cbNew; @@ -238,20 +302,20 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, // if (!DetourVirtualProtectSameExecuteEx(hProcess, pbModule, inh.OptionalHeader.SizeOfHeaders, PAGE_EXECUTE_READWRITE, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(inh) write failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(inh) write failed: %lu\n", GetLastError())); goto finish; } inh.OptionalHeader.CheckSum = 0; if (!WriteProcessMemory(hProcess, pbModule, &idh, sizeof(idh), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(idh) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(idh) failed: %lu\n", GetLastError())); goto finish; } DETOUR_TRACE(("WriteProcessMemory(idh:%p..%p)\n", pbModule, pbModule + sizeof(idh))); if (!WriteProcessMemory(hProcess, pbModule + idh.e_lfanew, &inh, sizeof(inh), NULL)) { - DETOUR_TRACE(("WriteProcessMemory(inh) failed: %d\n", GetLastError())); + DETOUR_TRACE(("WriteProcessMemory(inh) failed: %lu\n", GetLastError())); goto finish; } DETOUR_TRACE(("WriteProcessMemory(inh:%p..%p)\n", @@ -260,7 +324,7 @@ static BOOL UPDATE_IMPORTS_XX(HANDLE hProcess, if (!VirtualProtectEx(hProcess, pbModule, inh.OptionalHeader.SizeOfHeaders, dwProtect, &dwProtect)) { - DETOUR_TRACE(("VirtualProtectEx(idh) restore failed: %d\n", GetLastError())); + DETOUR_TRACE(("VirtualProtectEx(idh) restore failed: %lu\n", GetLastError())); goto finish; } From faf15e5d88e864a5e03e3820cbca1cb3049203ba Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 26 May 2021 23:06:40 -0400 Subject: [PATCH 391/494] Make GetItemDefinitionIDs behave more like the real one. --- dll/steam_inventory.h | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index df98fba..81602ea 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -623,7 +623,10 @@ bool GetItemDefinitionIDs( PRINT_DEBUG("array_size %u\n", *punItemDefIDsArraySize); - if (pItemDefIDs == nullptr) + if (!item_definitions_loaded) + return false; + + if (pItemDefIDs == nullptr || *punItemDefIDsArraySize == 0) { *punItemDefIDsArraySize = defined_items.size(); return true; From 02195f5636c4dffe9e05ae809f0fa3eb610e3202 Mon Sep 17 00:00:00 2001 From: ptremor Date: Sun, 30 May 2021 19:18:19 -0300 Subject: [PATCH 392/494] Custom Broadcasts improvement to add support for specifying ports --- dll/network.cpp | 34 +++++++++++++++++++++++----------- dll/network.h | 10 +++++++--- dll/settings.h | 4 +++- dll/settings_parser.cpp | 6 +++--- 4 files changed, 36 insertions(+), 18 deletions(-) diff --git a/dll/network.cpp b/dll/network.cpp index e7c5b2d..d9d94d8 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -308,7 +308,7 @@ static int receive_packet(sock_t sock, IP_PORT *ip_port, char *data, unsigned lo return -1; } -static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long length, std::vector *custom_broadcasts) +static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long length, std::vector *custom_broadcasts) { static std::chrono::high_resolution_clock::time_point last_get_broadcast_info; if (number_broadcasts < 0 || check_timedout(last_get_broadcast_info, 60.0)) { @@ -338,11 +338,8 @@ static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long * This is useful in cases of undetected network interfaces */ PRINT_DEBUG("start custom broadcasts\n"); - IP_PORT custom_targeted_broadcast; - custom_targeted_broadcast.port = port; - for(auto &ip : *custom_broadcasts) { - custom_targeted_broadcast.ip = ip; - send_packet_to(sock, custom_targeted_broadcast, data, length); + for(auto &addr : *custom_broadcasts) { + send_packet_to(sock, addr, data, length); } PRINT_DEBUG("end custom broadcasts\n"); @@ -487,12 +484,20 @@ static void socket_timeouts(struct TCP_Socket &socket, double extra_time) } } -std::set Networking::resolve_ip(std::string dns) +std::set Networking::resolve_ip(std::string dns) { run_at_startup(); - std::set ips; + std::set ips; struct addrinfo* result = NULL; + uint16 port = 0; + + auto port_sindex = dns.find(":", 0); + if (port_sindex != std::string::npos) { + port = (uint16)atoi(dns.substr(port_sindex + 1).c_str()); + dns = dns.substr(0, port_sindex); + } + if (getaddrinfo(dns.c_str(), NULL, NULL, &result) == 0) { for (struct addrinfo *res = result; res != NULL; res = res->ai_next) { PRINT_DEBUG("%u %u\n", res->ai_addrlen, res->ai_family); @@ -500,7 +505,10 @@ std::set Networking::resolve_ip(std::string dns) struct sockaddr_in *ipv4 = (struct sockaddr_in *)res->ai_addr; uint32 ip; memcpy(&ip, &ipv4->sin_addr, sizeof(ip)); - ips.insert(ntohl(ip)); + IP_PORT addr; + addr.ip = ntohl(ip); + addr.port = port; + ips.insert(addr); } } } @@ -733,7 +741,7 @@ bool Networking::handle_low_level_udp(Common_Message *msg, IP_PORT ip_port) #define NUM_TCP_WAITING 128 -Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets) +Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets) { tcp_port = udp_port = port; own_ip = 0x7F000001; @@ -749,7 +757,11 @@ Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::setbegin(), custom_broadcasts->end(), std::back_inserter(this->custom_broadcasts), [](uint32 ip) {return htonl(ip);}); + std::transform(custom_broadcasts->begin(), custom_broadcasts->end(), std::back_inserter(this->custom_broadcasts), [](IP_PORT addr) {addr.ip = htonl(addr.ip); addr.port = htons(addr.port); return addr; }); + for (auto& addr : this->custom_broadcasts) { + if (addr.port == htons(0)) + addr.port = htons(port); + } } run_at_startup(); diff --git a/dll/network.h b/dll/network.h index 5bb3e62..4231055 100644 --- a/dll/network.h +++ b/dll/network.h @@ -38,6 +38,10 @@ typedef int sock_t; struct IP_PORT { uint32 ip; uint16 port; + bool operator <(const IP_PORT& other) const + { + return (ip < other.ip) || (ip == other.ip && port < other.port); + } }; struct Network_Callback { @@ -103,7 +107,7 @@ class Networking { std::vector ids; uint32 appid; std::chrono::high_resolution_clock::time_point last_broadcast; - std::vector custom_broadcasts; + std::vector custom_broadcasts; std::vector accepted; std::recursive_mutex mutex; @@ -120,8 +124,8 @@ class Networking { public: //NOTE: for all functions ips/ports are passed/returned in host byte order //ex: 127.0.0.1 should be passed as 0x7F000001 - static std::set resolve_ip(std::string dns); - Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); + static std::set resolve_ip(std::string dns); + Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); void addListenId(CSteamID id); void setAppID(uint32 appid); void Run(); diff --git a/dll/settings.h b/dll/settings.h index f813cd9..de4b66b 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -20,6 +20,8 @@ #include "base.h" +struct IP_PORT; + struct DLC_entry { AppId_t appID; std::string name; @@ -125,7 +127,7 @@ public: bool createUnknownLeaderboards() { return create_unknown_leaderboards; } //custom broadcasts - std::set custom_broadcasts; + std::set custom_broadcasts; //stats std::map getStats() { return stats; } diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index f369cd6..3168cf5 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -28,7 +28,7 @@ static void consume_bom(std::ifstream &input) } } -static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) +static void load_custom_broadcasts(std::string broadcasts_filepath, std::set &custom_broadcasts) { PRINT_DEBUG("Broadcasts file path: %s\n", broadcasts_filepath.c_str()); std::ifstream broadcasts_file(utf8_decode(broadcasts_filepath)); @@ -36,7 +36,7 @@ static void load_custom_broadcasts(std::string broadcasts_filepath, std::set ips = Networking::resolve_ip(line); + std::set ips = Networking::resolve_ip(line); custom_broadcasts.insert(ips.begin(), ips.end()); } } @@ -204,7 +204,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s // Custom broadcasts - std::set custom_broadcasts; + std::set custom_broadcasts; load_custom_broadcasts(local_storage->get_global_settings_path() + "custom_broadcasts.txt", custom_broadcasts); load_custom_broadcasts(Local_Storage::get_game_settings_path() + "custom_broadcasts.txt", custom_broadcasts); From 7350397f9d3dc3ea52e91cd9ea41b2e3d9b91672 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 13 Jun 2021 00:07:16 -0400 Subject: [PATCH 393/494] Update imgui. --- ImGui/imconfig.h | 3 +- ImGui/imgui.cpp | 248 ++++++++++++++++++----- ImGui/imgui.h | 19 +- ImGui/imgui_draw.cpp | 2 +- ImGui/imgui_internal.h | 113 +++++++---- ImGui/imgui_tables.cpp | 127 +++++++----- ImGui/imgui_widgets.cpp | 142 +++++++------ ImGui/impls/imgui_impl_opengl3.cpp | 28 ++- ImGui/impls/imgui_impl_opengl3.h | 3 +- ImGui/impls/windows/imgui_impl_dx10.cpp | 6 +- ImGui/impls/windows/imgui_impl_dx10.h | 3 +- ImGui/impls/windows/imgui_impl_dx11.cpp | 6 +- ImGui/impls/windows/imgui_impl_dx11.h | 3 +- ImGui/impls/windows/imgui_impl_dx12.cpp | 8 +- ImGui/impls/windows/imgui_impl_dx12.h | 3 +- ImGui/impls/windows/imgui_impl_dx9.cpp | 6 +- ImGui/impls/windows/imgui_impl_dx9.h | 3 +- ImGui/impls/windows/imgui_impl_win32.cpp | 3 +- ImGui/impls/windows/imgui_impl_win32.h | 3 +- 19 files changed, 496 insertions(+), 233 deletions(-) diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index c2512b3..f3f3afe 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -42,7 +42,8 @@ //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. -//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //---- Include imgui_user.h at the end of imgui.h as a convenience diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index ebbf76e..25c779f 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (main code and documentation) // Help: @@ -304,9 +304,9 @@ CODE } else { - // The texture for the draw call is specified by pcmd->TextureId. + // The texture for the draw call is specified by pcmd->GetTexID(). // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->TextureId); + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches @@ -376,6 +376,9 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight @@ -1698,7 +1701,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) } // Based on stb_to_utf8() from github.com/nothings/stb/ -static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { if (c < 0x80) { @@ -1733,6 +1736,13 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) return 0; } +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { @@ -1749,20 +1759,20 @@ static inline int ImTextCountUtf8BytesFromChar(unsigned int c) return 3; } -int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_out = buf; - const char* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) - *buf_out++ = (char)c; + *buf_p++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); } - *buf_out = 0; - return (int)(buf_out - buf); + *buf_p = 0; + return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) @@ -3923,7 +3933,8 @@ void ImGui::NewFrame() g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; UpdateViewportsNewFrame(); @@ -4060,6 +4071,9 @@ void ImGui::NewFrame() for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (int i = 0; i < g.TablesTempDataStack.Size; i++) + if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; @@ -4099,20 +4113,20 @@ void ImGui::UpdateDebugToolItemPicker() if (g.DebugItemPickerActive) { const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressedMap(ImGuiKey_Escape)) g.DebugItemPickerActive = false; - if (ImGui::IsMouseClicked(0) && hovered_id) + if (IsMouseClicked(0) && hovered_id) { g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } - ImGui::SetNextWindowBgAlpha(0.60f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); } } @@ -4134,10 +4148,8 @@ void ImGui::Initialize(ImGuiContext* context) g.SettingsHandlers.push_back(ini_handler); } -#ifdef IMGUI_HAS_TABLE // Add .ini handle for ImGuiTable type TableSettingsInstallHandler(context); -#endif // #ifdef IMGUI_HAS_TABLE // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); @@ -4204,7 +4216,9 @@ void ImGui::Shutdown(ImGuiContext* context) g.ShrinkWidthBuffer.clear(); g.Tables.Clear(); - g.CurrentTableStack.clear(); + for (int i = 0; i < g.TablesTempDataStack.Size; i++) + g.TablesTempDataStack[i].~ImGuiTableTempData(); + g.TablesTempDataStack.clear(); g.DrawChannelsTempMergeBuffer.clear(); g.ClipboardHandlerData.clear(); @@ -7206,13 +7220,11 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi ImGuiContext& g = *GImGui; while (g.CurrentWindowStack.Size > 0) { -#ifdef IMGUI_HAS_TABLE while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) { if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); EndTable(); } -#endif ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window != NULL); while (g.CurrentTabBar != NULL) //-V1044 @@ -8517,7 +8529,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s } // Note that this is used for popups, which can overlap the non work-area of individual viewports. -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_UNUSED(window); @@ -8531,7 +8543,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_outer = GetPopupAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. @@ -9659,8 +9671,13 @@ static void ImGui::NavUpdateWindowing() NavInitWindow(apply_focus_window, false); // If the window has ONLY a menu layer (no main layer), select it directly - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow.. - if (apply_focus_window->DC.NavLayersActiveMask == (1 << ImGuiNavLayer_Menu)) + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; } if (apply_focus_window) @@ -10900,6 +10917,10 @@ static void MetricsHelpMarker(const char* desc) } } +#ifndef IMGUI_DISABLE_DEMO_WINDOWS +namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } +#endif + void ImGui::ShowMetricsWindow(bool* p_open) { if (!Begin("Dear ImGui Metrics/Debugger", p_open)) @@ -11002,10 +11023,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); if (cfg->ShowTablesRects && g.NavWindow != NULL) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) continue; BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); @@ -11087,22 +11108,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for TabBars - if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) { - for (int n = 0; n < g.TabBars.GetSize(); n++) - DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar"); + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } TreePop(); } // Details for Tables -#ifdef IMGUI_HAS_TABLE - if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) { - for (int n = 0; n < g.Tables.GetSize(); n++) - DebugNodeTable(g.Tables.GetByIndex(n)); + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE + + // Details for Fonts +#ifndef IMGUI_DISABLE_DEMO_WINDOWS + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } +#endif // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -11142,14 +11177,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } -#ifdef IMGUI_HAS_TABLE if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) DebugNodeTableSettings(settings); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK @@ -11223,14 +11256,13 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } -#ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles if (cfg->ShowTablesRects) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) continue; ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) @@ -11250,7 +11282,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info @@ -11262,6 +11293,25 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { @@ -11396,6 +11446,102 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co out_draw_list->Flags = backup_flags; } +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + Text("Codepoint: U+%04X", base + n); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { @@ -11420,7 +11566,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); IM_UNUSED(p); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(tab_bar, "%s", buf); + bool open = TreeNode(label, "%s", buf); if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { @@ -11546,9 +11692,11 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la #else void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} diff --git a/ImGui/imgui.h b/ImGui/imgui.h index 31de2a9..275f6c8 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (headers) // Help: @@ -60,8 +60,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.83 WIP" -#define IMGUI_VERSION_NUM 18209 +#define IMGUI_VERSION "1.84 WIP" +#define IMGUI_VERSION_NUM 18304 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE @@ -89,12 +89,12 @@ Index of this file: #endif // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) -#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) -#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) @@ -1864,7 +1864,7 @@ struct ImGuiIO bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows @@ -2243,6 +2243,9 @@ struct ImDrawCmd void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex index, default to 16-bit diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index c6db0d4..190c4c7 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (drawing and font code) /* diff --git a/ImGui/imgui_internal.h b/ImGui/imgui_internal.h index f04afc6..9d03758 100644 --- a/ImGui/imgui_internal.h +++ b/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -63,7 +63,9 @@ Index of this file: #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). - +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif #endif // Clang/GCC warnings with -Weverything @@ -130,10 +132,11 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window -struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. @@ -321,12 +324,13 @@ static inline bool ImCharIsBlankA(char c) { return c == ' ' || c = static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) @@ -608,20 +612,30 @@ struct IMGUI_API ImPool ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) - ImPool() { FreeIdx = 0; } + ImPool() { FreeIdx = AliveCount = 0; } ~ImPool() { Clear(); } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Buf.Size; } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif }; // Helper: ImChunkStream<> @@ -1028,7 +1042,7 @@ struct IMGUI_API ImGuiInputTextState bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame - ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextCallback UserCallback; // " void* UserCallbackData; // " @@ -1516,8 +1530,9 @@ struct ImGuiContext // Table ImGuiTable* CurrentTable; + int CurrentTableStackIdx; ImPool Tables; - ImVector CurrentTableStack; + ImVector TablesTempDataStack; ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) ImVector DrawChannelsTempMergeBuffer; @@ -1584,6 +1599,7 @@ struct ImGuiContext // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; @@ -1694,6 +1710,7 @@ struct ImGuiContext memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); CurrentTable = NULL; + CurrentTableStackIdx = -1; CurrentTabBar = NULL; LastValidMousePos = ImVec2(0.0f, 0.0f); @@ -1730,7 +1747,7 @@ struct ImGuiContext DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); @@ -1945,7 +1962,7 @@ enum ImGuiTabItemFlagsPrivate_ ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button }; -// Storage for one active tab item (sizeof() 28~32 bytes) +// Storage for one active tab item (sizeof() 40 bytes) struct ImGuiTabItem { ImGuiID ID; @@ -1955,12 +1972,12 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) @@ -2002,7 +2019,7 @@ struct ImGuiTabBar int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { - IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; @@ -2011,8 +2028,6 @@ struct ImGuiTabBar // [SECTION] Table support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_TABLE - #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() @@ -2089,12 +2104,13 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; -// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData struct ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. @@ -2146,22 +2162,11 @@ struct ImGuiTable ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. - ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() - ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() - ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() - ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() - ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() - ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() - ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() - float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() - int HostBackupItemWidthStackSize;// Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() ImGuiWindow* OuterWindow; // Parent window for the table ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names - ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table) - ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would work be good. + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) @@ -2208,6 +2213,32 @@ struct ImGuiTable IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } }; +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored here: DrawSplitter, incoming RowData? +struct ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + // sizeof() ~ 12 struct ImGuiTableColumnSettings { @@ -2246,8 +2277,6 @@ struct ImGuiTableSettings ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; -#endif // #ifdef IMGUI_HAS_TABLE - //----------------------------------------------------------------------------- // [SECTION] ImGui internal API // No guarantee of forward compatibility here! @@ -2269,7 +2298,6 @@ namespace ImGui IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); @@ -2377,11 +2405,15 @@ namespace ImGui IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API bool NavMoveRequestButNoResultYet(); @@ -2470,6 +2502,7 @@ namespace ImGui IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); IMGUI_API void TableGcCompactSettings(); // Tables: Settings @@ -2596,9 +2629,11 @@ namespace ImGui inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); diff --git a/ImGui/imgui_tables.cpp b/ImGui/imgui_tables.cpp index 62458ab..971dce3 100644 --- a/ImGui/imgui_tables.cpp +++ b/ImGui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (tables and columns code) /* @@ -343,6 +343,16 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + g.CurrentTableStackIdx++; + if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) + g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + // Fix flags table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; flags = TableFixFlags(flags, outer_window); @@ -356,7 +366,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; - table->UserOuterSize = outer_size; + temp_data->UserOuterSize = outer_size; // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -405,14 +415,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; - table->HostBackupWorkRect = inner_window->WorkRect; - table->HostBackupParentWorkRect = inner_window->ParentWorkRect; - table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; - table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; - table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; - table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; - table->HostBackupItemWidth = outer_window->DC.ItemWidth; - table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // Padding and Spacing @@ -455,8 +465,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current - const int table_idx = g.Tables.GetIndex(table); - g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx)); g.CurrentTable = table; outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. @@ -469,6 +477,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; table->MemoryCompacted = false; // Setup memory buffer (clear data if columns count changed) @@ -1117,7 +1126,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClip) - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); } @@ -1205,6 +1214,7 @@ void ImGui::EndTable() const ImGuiTableFlags flags = table->Flags; ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; IM_ASSERT(inner_window == g.CurrentWindow); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); @@ -1217,9 +1227,9 @@ void ImGui::EndTable() TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height - inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize; - inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize; - inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos; + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; const float inner_content_max_y = table->RowPosY2; IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) @@ -1266,10 +1276,11 @@ void ImGui::EndTable() #endif // Flatten channels and merge draw calls - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); if ((table->Flags & ImGuiTableFlags_NoClip) == 0) TableMergeDrawChannels(table); - table->DrawSplitter.Merge(inner_window->DrawList); + splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); @@ -1311,18 +1322,18 @@ void ImGui::EndTable() // Pop from id stack IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); - IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= table->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); PopID(); // Restore window data that we modified const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; - inner_window->WorkRect = table->HostBackupWorkRect; - inner_window->ParentWorkRect = table->HostBackupParentWorkRect; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; inner_window->SkipItems = table->HostSkipItems; outer_window->DC.CursorPos = table->OuterRect.Min; - outer_window->DC.ItemWidth = table->HostBackupItemWidth; - outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize; - outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; // Layout in outer window // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding @@ -1345,20 +1356,20 @@ void ImGui::EndTable() IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); } - else if (table->UserOuterSize.x <= 0.0f) + else if (temp_data->UserOuterSize.x <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; - outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - table->UserOuterSize.x); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } else { outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); } - if (table->UserOuterSize.y <= 0.0f) + if (temp_data->UserOuterSize.y <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; - outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - table->UserOuterSize.y); + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); } else @@ -1374,8 +1385,15 @@ void ImGui::EndTable() // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - g.CurrentTableStack.pop_back(); - g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL; + IM_ASSERT(g.CurrentTableStackIdx >= 0); + g.CurrentTableStackIdx--; + temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; } @@ -1748,7 +1766,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if ((table->Flags & ImGuiTableFlags_NoClip) == 0) window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); } // Draw row background @@ -1820,7 +1838,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -1935,14 +1953,14 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); } else { // FIXME-TABLE: Could avoid this if draw channel is dummy channel? SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Logging @@ -2190,7 +2208,7 @@ void ImGui::TablePushBackgroundChannel() // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupInnerClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); } void ImGui::TablePopBackgroundChannel() @@ -2202,7 +2220,7 @@ void ImGui::TablePopBackgroundChannel() // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Allocate draw channels. Called by TableUpdateLayout() @@ -2228,7 +2246,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) const int channels_for_bg = 1 + 1 * freeze_row_multiplier; const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; - table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total); + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); @@ -2292,7 +2310,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) void ImGui::TableMergeDrawChannels(ImGuiTable* table) { ImGuiContext& g = *GImGui; - ImDrawListSplitter* splitter = &table->DrawSplitter; + ImDrawListSplitter* splitter = table->DrawSplitter; const bool has_freeze_v = (table->FreezeRowsCount > 0); const bool has_freeze_h = (table->FreezeColumnsCount > 0); IM_ASSERT(splitter->_Current == 0); @@ -2463,7 +2481,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) return; ImDrawList* inner_drawlist = inner_window->DrawList; - table->DrawSplitter.SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback @@ -2723,8 +2741,9 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) TableSortSpecsSanitize(table); // Write output - table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); - ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &temp_data->SortSpecsSingle : temp_data->SortSpecsMulti.Data; if (sort_specs != NULL) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -3279,8 +3298,9 @@ void ImGui::TableLoadSettings(ImGuiTable* table) static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - g.Tables.GetByIndex(i)->SettingsOffset = -1; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; g.SettingsTables.clear(); } @@ -3288,12 +3308,12 @@ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandle static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - { - ImGuiTable* table = g.Tables.GetByIndex(i); - table->IsSettingsRequestLoad = true; - table->SettingsOffset = -1; - } + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) @@ -3422,8 +3442,6 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); - table->DrawSplitter.ClearFreeMemory(); - table->SortSpecsMulti.clear(); table->SortSpecs.Specs = NULL; table->IsSortSpecsDirty = true; table->ColumnsNames.clear(); @@ -3433,6 +3451,13 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->SortSpecsMulti.clear(); + temp_data->LastTimeActive = -1.0f; +} + // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index f72537c..5e7b1c8 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.83 WIP +// dear imgui, v1.84 WIP // (widgets code) /* @@ -1537,7 +1537,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() +// - BeginComboPopup() [Internal] // - EndCombo() // - Combo() //------------------------------------------------------------------------- @@ -1552,79 +1554,91 @@ static float CalcMaxPopupHeightFromItemCount(int items_count) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; - ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = CalcItemWidth(); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &bb)) return false; + // Open on click bool hovered, held; - bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if ((pressed || g.NavActivateId == id) && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); - RenderNavHighlight(frame_bb, id); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); - if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } - RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Render preview and label if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) { - ImVec2 preview_pos = frame_bb.Min + style.FramePadding; if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); - RenderTextClipped(preview_pos, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); } if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - if ((pressed || g.NavActivateId == id) && !popup_open) - { - if (window->DC.NavLayerCurrent == 0) - window->NavLastIds[0] = id; - OpenPopupEx(id, ImGuiPopupFlags_None); - popup_open = true; - } + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); if (!popup_open) return false; - if (has_window_size_constraint) + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { if ((flags & ImGuiComboFlags_HeightMask_) == 0) flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one int popup_max_height_in_items = -1; if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; @@ -1632,30 +1646,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } + // This is essentially a specialized version of BeginPopupEx() char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth - // Position the window given a custom constraint (peak into expected window size so we can position it) - // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function. + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left" - else - popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)" - ImRect r_outer = GetWindowAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); } // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - - // Horizontally align ourselves with the framed text - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) @@ -3579,12 +3590,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; @@ -3597,19 +3608,20 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } +// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } #ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } #endif #define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL -static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { ImWchar* dst = obj->TextW.Data + pos; @@ -3625,9 +3637,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { - const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); @@ -3681,7 +3693,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) -static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); @@ -4067,7 +4079,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; - state->UserFlags = flags; + state->Flags = flags; state->UserCallback = callback; state->UserCallbackData = callback_user_data; @@ -4420,7 +4432,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Clear temporary user storage - state->UserFlags = 0; + state->Flags = ImGuiInputTextFlags_None; state->UserCallback = NULL; state->UserCallbackData = NULL; } @@ -6297,7 +6309,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // Plot/Graph widgets are not very good. // Consider writing your own, or using a third-party one, see: // - ImPlot https://github.com/epezent/implot -// - others https://github.com/ocornut/imgui/wiki/Useful-Widgets +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) @@ -6882,11 +6894,11 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful - // Note that in this situation we render neither the shortcut neither the selected tick mark + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + pressed = Selectable(label, selected, flags, ImVec2(w, 0.0f)); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } @@ -7762,7 +7774,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab->Flags = flags; // Append name with zero-terminator - tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Update selected tab diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/impls/imgui_impl_opengl3.cpp index 1f338ab..86b3111 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/impls/imgui_impl_opengl3.cpp @@ -7,12 +7,15 @@ // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. @@ -143,6 +146,11 @@ using namespace gl; #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif +// Desktop GL use extension detection +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#endif + // OpenGL Data static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. @@ -151,6 +159,7 @@ static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; +static bool g_HasClipOrigin = false; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) @@ -230,6 +239,19 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + // Detect extensions we support + g_HasClipOrigin = (g_GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) + g_HasClipOrigin = true; + } +#endif + return true; } @@ -266,7 +288,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; - if (g_GlVersion >= 450) + if (g_HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); if (current_clip_origin == GL_UPPER_LEFT) @@ -408,7 +430,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/impls/imgui_impl_opengl3.h index 099dc03..26baf6e 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/impls/imgui_impl_opengl3.h @@ -7,7 +7,8 @@ // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/impls/windows/imgui_impl_dx10.cpp index 9ac062b..7816958 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/impls/windows/imgui_impl_dx10.cpp @@ -5,12 +5,14 @@ // [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. @@ -236,7 +238,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/impls/windows/imgui_impl_dx10.h index 9ba6d2a..d9388aa 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.h +++ b/ImGui/impls/windows/imgui_impl_dx10.h @@ -5,7 +5,8 @@ // [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/impls/windows/imgui_impl_dx11.cpp index 47a6efb..2291af5 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/impls/windows/imgui_impl_dx11.cpp @@ -5,12 +5,14 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. @@ -246,7 +248,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ctx->RSSetScissorRects(1, &r); // Bind texture, Draw - ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/impls/windows/imgui_impl_dx11.h index 6284b3c..dcee1fb 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.h +++ b/ImGui/impls/windows/imgui_impl_dx11.h @@ -5,7 +5,8 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/impls/windows/imgui_impl_dx12.cpp index fc11db7..3cf8d85 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/impls/windows/imgui_impl_dx12.cpp @@ -9,12 +9,14 @@ // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. @@ -237,7 +239,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; if (r.right > r.left && r.bottom > r.top) { - ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); ctx->RSSetScissorRects(1, &r); ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/impls/windows/imgui_impl_dx12.h index 0dbcfc1..226cb17 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/impls/windows/imgui_impl_dx12.h @@ -9,7 +9,8 @@ // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/impls/windows/imgui_impl_dx9.cpp index cd4c4af..da8f957 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/impls/windows/imgui_impl_dx9.cpp @@ -5,12 +5,14 @@ // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. @@ -226,7 +228,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) else { const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/impls/windows/imgui_impl_dx9.h index 8f0036b..45d7aea 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.h +++ b/ImGui/impls/windows/imgui_impl_dx9.h @@ -5,7 +5,8 @@ // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp index b520484..b654fde 100644 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ b/ImGui/impls/windows/imgui_impl_win32.cpp @@ -7,7 +7,8 @@ // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs diff --git a/ImGui/impls/windows/imgui_impl_win32.h b/ImGui/impls/windows/imgui_impl_win32.h index 5197b7f..768fe16 100644 --- a/ImGui/impls/windows/imgui_impl_win32.h +++ b/ImGui/impls/windows/imgui_impl_win32.h @@ -7,7 +7,8 @@ // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs From a3c606c74dabbea7884d8649e624a115e0dbfd4b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 13 Jun 2021 00:08:32 -0400 Subject: [PATCH 394/494] Send gameserver lobby callback even when the one set is invalid. --- dll/net.proto | 1 + dll/steam_matchmaking.h | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/dll/net.proto b/dll/net.proto index f85fe0a..cbe1e12 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -40,6 +40,7 @@ message Lobby { uint64 id = 1; uint32 ip = 2; uint32 port = 3; + uint32 num_update = 4; } Gameserver gameserver = 5; diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 695d49c..5ebbf3e 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -993,6 +993,7 @@ void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 un lobby->mutable_gameserver()->set_id(steamIDGameServer.ConvertToUint64()); lobby->mutable_gameserver()->set_ip(unGameServerIP); lobby->mutable_gameserver()->set_port(unGameServerPort); + lobby->mutable_gameserver()->set_num_update(lobby->gameserver().num_update() + 1); send_gameservercreated_cb(lobby->room_id(), lobby->gameserver().id(), lobby->gameserver().ip(), lobby->gameserver().port()); trigger_lobby_dataupdate(steamIDLobby, steamIDLobby, true); @@ -1385,7 +1386,7 @@ void Callback(Common_Message *msg) } } - if (((joined) || (we_are_in_lobby && !protobuf_message_equal(lobby->gameserver(), msg->lobby().gameserver()))) && (CSteamID((uint64)msg->lobby().gameserver().id()).IsValid() || msg->lobby().gameserver().ip())) { + if ((joined && msg->lobby().gameserver().num_update()) || (we_are_in_lobby && (lobby->gameserver().num_update() != msg->lobby().gameserver().num_update()))) { send_gameservercreated_cb(lobby->room_id(), msg->lobby().gameserver().id(), msg->lobby().gameserver().ip(), msg->lobby().gameserver().port()); trigger_lobby_dataupdate((uint64)lobby->room_id(), (uint64)lobby->room_id(), true); } From b1eb33ec2c3f4b40ee5e1a4f17da70d8a07cf4c2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 17 Jun 2021 23:56:01 -0400 Subject: [PATCH 395/494] Add missing languages #158 --- Readme_release.txt | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Readme_release.txt b/Readme_release.txt index 6092603..440121a 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -195,7 +195,9 @@ brazilian romanian russian spanish +latam swedish thai turkish ukrainian +vietnamese From b189fbf2600ab1f246f6e2d354c116a60de8ecbc Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 17 Jun 2021 23:56:51 -0400 Subject: [PATCH 396/494] Fix flat api crash. --- dll/flat.cpp | 22 +++++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) diff --git a/dll/flat.cpp b/dll/flat.cpp index 534e4a5..b15dd67 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -1144,12 +1144,28 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) { - return (self)->InitFilterText(unFilterOptions); + //Note: older function only has less arguments + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->InitFilterText(unFilterOptions); } -int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) +STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { - return (self)->FilterText(eContext, sourceSteamID, pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText); + //Note: older function only has less arguments + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->FilterText(eContext, sourceSteamID, pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText); } STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ) From f4cd015701a292dca5c6ad6a1d27690597806b44 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 22 Jun 2021 15:32:58 -0400 Subject: [PATCH 397/494] Add NULL pointer checks to remote storage interface. --- dll/steam_remote_storage.h | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index 5aa6742..d393c94 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -83,7 +83,7 @@ Steam_Remote_Storage(class Settings *settings, Local_Storage *local_storage, cla bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWrite %s %u\n", pchFile, cubData); - if (!pchFile || cubData <= 0 || cubData > k_unMaxCloudFileChunkSize) { + if (!pchFile || cubData <= 0 || cubData > k_unMaxCloudFileChunkSize || !pvData) { return false; } @@ -96,6 +96,7 @@ bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileRead %s %i\n", pchFile, cubDataToRead); + if (!pchFile || !pvData || !cubDataToRead) return 0; std::lock_guard lock(global_mutex); int read_data = local_storage->get_data(Local_Storage::remote_storage_folder, pchFile, (char* )pvData, cubDataToRead); if (read_data < 0) read_data = 0; @@ -107,7 +108,7 @@ STEAM_CALL_RESULT( RemoteStorageFileWriteAsyncComplete_t ) SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 cubData ) { PRINT_DEBUG("Steam_Remote_Storage::FileWriteAsync\n"); - if (!pchFile || cubData > k_unMaxCloudFileChunkSize || cubData == 0) { + if (!pchFile || cubData > k_unMaxCloudFileChunkSize || cubData == 0 || !pvData) { return k_uAPICallInvalid; } @@ -124,6 +125,7 @@ STEAM_CALL_RESULT( RemoteStorageFileReadAsyncComplete_t ) SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileReadAsync\n"); + if (!pchFile) return k_uAPICallInvalid; std::lock_guard lock(global_mutex); unsigned int size = local_storage->file_size(Local_Storage::remote_storage_folder, pchFile); @@ -151,6 +153,7 @@ SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToR bool FileReadAsyncComplete( SteamAPICall_t hReadCall, void *pvBuffer, uint32 cubToRead ) { PRINT_DEBUG("Steam_Remote_Storage::FileReadAsyncComplete\n"); + if (!pvBuffer) return false; std::lock_guard lock(global_mutex); auto a_read = std::find_if(async_reads.begin(), async_reads.end(), [&hReadCall](Async_Read const& item) { return item.api_call == hReadCall; }); @@ -190,6 +193,7 @@ STEAM_CALL_RESULT( RemoteStorageFileShareResult_t ) SteamAPICall_t FileShare( const char *pchFile ) { PRINT_DEBUG("Steam_Remote_Storage::FileShare\n"); + if (!pchFile) return k_uAPICallInvalid; std::lock_guard lock(global_mutex); RemoteStorageFileShareResult_t data = {}; if (local_storage->file_exists(Local_Storage::remote_storage_folder, pchFile)) { From a855cde6512b690dd0c28d743f2f34508a4f5d96 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 29 Jun 2021 11:53:40 -0400 Subject: [PATCH 398/494] Add relay init callback. --- dll/steam_networking_utils.h | 31 ++++++++++++++++++++++--------- 1 file changed, 22 insertions(+), 9 deletions(-) diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 0143f5f..4fcb8a2 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -30,6 +30,7 @@ public ISteamNetworkingUtils std::chrono::time_point initialized_time = std::chrono::steady_clock::now(); FSteamNetworkingSocketsDebugOutput debug_function; bool relay_initialized = false; + bool init_relay = false; public: static void steam_callback(void *object, Common_Message *msg) @@ -95,8 +96,19 @@ SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) bool InitializeRelayAccess() { PRINT_DEBUG("Steam_Networking_Utils::InitializeRelayAccess\n"); - relay_initialized = true; - return true; + init_relay = true; + return relay_initialized; +} + +SteamRelayNetworkStatus_t get_network_status() +{ + SteamRelayNetworkStatus_t data = {}; + data.m_eAvail = k_ESteamNetworkingAvailability_Current; + data.m_bPingMeasurementInProgress = 0; + data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current; + data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current; + strcpy(data.m_debugMsg, "OK"); + return data; } /// Fetch current status of the relay network. @@ -115,11 +127,7 @@ ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *p //TODO: check if this is how real steam returns it SteamRelayNetworkStatus_t data = {}; if (relay_initialized) { - data.m_eAvail = k_ESteamNetworkingAvailability_Current; - data.m_bPingMeasurementInProgress = 0; - data.m_eAvailAnyRelay = k_ESteamNetworkingAvailability_Current; - data.m_eAvailNetworkConfig = k_ESteamNetworkingAvailability_Current; - strcpy(data.m_debugMsg, "OK"); + data = get_network_status(); } if (pDetails) { @@ -173,8 +181,8 @@ bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t bool CheckPingDataUpToDate( float flMaxAgeSeconds ) { PRINT_DEBUG("Steam_Networking_Utils::CheckPingDataUpToDate %f\n", flMaxAgeSeconds); - relay_initialized = true; - return true; + init_relay = true; + return relay_initialized; } @@ -628,6 +636,11 @@ bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, co void RunCallbacks() { + if (init_relay && !relay_initialized) { + relay_initialized = true; + SteamRelayNetworkStatus_t data = get_network_status(); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } } void Callback(Common_Message *msg) From f041b95c8613e49b338f6ac35653725d681105cf Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 7 Aug 2021 01:46:10 -0400 Subject: [PATCH 399/494] Add a way to config the build id in the emu. Fix crash due to empty lines in some files Add a way to disable lobby creation in the emu (lobby creation will return an error when enabled) --- Readme_release.txt | 5 +++ dll/settings.h | 6 +++ dll/settings_parser.cpp | 33 +++++++++++---- dll/steam_apps.cpp | 2 +- dll/steam_matchmaking.h | 40 ++++++++++++------- .../build_id.EXAMPLE.txt | 1 + 6 files changed, 64 insertions(+), 23 deletions(-) create mode 100644 files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 440121a..e555d0d 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -105,6 +105,11 @@ The format is: STAT_NAME=type=default value The type can be: int, float or avgrate The default value is simply a number that represents the default value for the stat. +Build id: +Add a steam_settings\build_id.txt with the build id if the game doesn't show the correct build id and you want the emu to give it the correct one. +An example can be found in steam_settings.EXAMPLE + + Support for CPY steam_api(64).dll cracks: See the build in the experimental folder. Notes: diff --git a/dll/settings.h b/dll/settings.h index de4b66b..b54815e 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -149,6 +149,12 @@ public: //overlay bool disable_overlay = false; + + //app build id + int build_id = 10; + + //make lobby creation fail in the matchmaking interface + bool disable_lobby_creation = false; }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 3168cf5..fb4a6a8 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -260,6 +260,9 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s bool steam_offline_mode = false; bool disable_networking = false; bool disable_overlay = false; + bool disable_lobby_creation = false; + int build_id = 10; + { std::string steam_settings_path = Local_Storage::get_game_settings_path(); @@ -272,6 +275,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s disable_networking = true; } else if (p == "disable_overlay.txt") { disable_overlay = true; + } else if (p == "disable_lobby_creation.txt") { + disable_lobby_creation = true; } else if (p == "force_language.txt") { int len = Local_Storage::get_file_data(steam_settings_path + "force_language.txt", language, sizeof(language) - 1); if (len > 0) language[len] = 0; @@ -290,6 +295,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s char array_port[10] = {}; int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1); if (len > 0) port = std::stoi(array_port); + } else if (p == "build_id.txt") { + char array_id[10] = {}; + int len = Local_Storage::get_file_data(steam_settings_path + "build_id.txt", array_id, sizeof(array_id) - 1); + if (len > 0) build_id = std::stoi(array_id); } } } @@ -304,6 +313,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->disable_networking = disable_networking; settings_client->disable_overlay = disable_overlay; settings_server->disable_overlay = disable_overlay; + settings_client->disable_lobby_creation = disable_lobby_creation; + settings_server->disable_lobby_creation = disable_lobby_creation; + settings_client->build_id = build_id; + settings_server->build_id = build_id; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; @@ -503,10 +516,12 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s line.pop_back(); } - DepotId_t depot_id = stoul(line); - settings_client->depots.push_back(depot_id); - settings_server->depots.push_back(depot_id); - PRINT_DEBUG("Added depot %u\n", depot_id); + try { + DepotId_t depot_id = std::stoul(line); + settings_client->depots.push_back(depot_id); + settings_server->depots.push_back(depot_id); + PRINT_DEBUG("Added depot %u\n", depot_id); + } catch (...) {} } } } @@ -525,10 +540,12 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s line.pop_back(); } - uint64 source_id = stoull(line); - settings_client->subscribed_groups.insert(source_id); - settings_server->subscribed_groups.insert(source_id); - PRINT_DEBUG("Added source %llu\n", source_id); + try { + uint64 source_id = std::stoull(line); + settings_client->subscribed_groups.insert(source_id); + settings_server->subscribed_groups.insert(source_id); + PRINT_DEBUG("Added source %llu\n", source_id); + } catch (...) {} } } } diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index b801685..2973e61 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -262,7 +262,7 @@ bool Steam_Apps::GetDlcDownloadProgress( AppId_t nAppID, uint64 *punBytesDownloa int Steam_Apps::GetAppBuildId() { PRINT_DEBUG("GetAppBuildId\n"); - return 10; + return this->settings->build_id; } diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 5ebbf3e..e846e82 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -559,23 +559,35 @@ void Create_pending_lobbies() enter_lobby(&lobby, settings->get_local_steam_id()); lobbies.push_back(lobby); - LobbyCreated_t data; - data.m_eResult = k_EResultOK; - data.m_ulSteamIDLobby = lobby.room_id(); - callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); - callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); - - { - LobbyEnter_t data; - data.m_ulSteamIDLobby = lobby.room_id(); - data.m_rgfChatPermissions = 0; //Unused - Always 0 - data.m_bLocked = false; - data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + if (settings->disable_lobby_creation) { + LobbyCreated_t data; + data.m_eResult = k_EResultFail; + data.m_ulSteamIDLobby = 0; + callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } else { + LobbyCreated_t data; + data.m_eResult = k_EResultOK; + data.m_ulSteamIDLobby = lobby.room_id(); + callback_results->addCallResult(p_c->api_id, data.k_iCallback, &data, sizeof(data)); + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + + { + LobbyEnter_t data; + data.m_ulSteamIDLobby = lobby.room_id(); + data.m_rgfChatPermissions = 0; //Unused - Always 0 + if (p_c->eLobbyType == k_ELobbyTypePrivate) + data.m_bLocked = true; + else + data.m_bLocked = false; + data.m_EChatRoomEnterResponse = k_EChatRoomEnterResponseSuccess; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + } + + on_self_enter_leave_lobby(lobby_id, p_c->eLobbyType, false); + trigger_lobby_dataupdate(lobby_id, lobby_id, true); } - on_self_enter_leave_lobby(lobby_id, p_c->eLobbyType, false); - trigger_lobby_dataupdate(lobby_id, lobby_id, true); p_c = pending_creates.erase(p_c); } else { ++p_c; diff --git a/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt new file mode 100644 index 0000000..bd41cba --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/build_id.EXAMPLE.txt @@ -0,0 +1 @@ +12345 \ No newline at end of file From c5f50ddb3261cca857f220440313df80010291bd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 7 Aug 2021 02:11:40 -0400 Subject: [PATCH 400/494] Properly handle leaderboard name being NULL (#167) --- dll/steam_user_stats.h | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 8d22cb7..5126af3 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -591,6 +591,12 @@ SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderb { PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); + if (!pchLeaderboardName) { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = 0; + data.m_bLeaderboardFound = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } unsigned int leader = find_leaderboard(pchLeaderboardName); if (!leader) { @@ -616,6 +622,12 @@ SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) { PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName); std::lock_guard lock(global_mutex); + if (!pchLeaderboardName) { + LeaderboardFindResult_t data; + data.m_hSteamLeaderboard = 0; + data.m_bLeaderboardFound = 0; + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); + } auto settings_Leaderboards = settings->getLeaderboards(); if (settings_Leaderboards.count(pchLeaderboardName)) { From 69188b8d3ee6f8d4101d13a2c962b784be1eaf39 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 10 Sep 2021 14:18:00 -0400 Subject: [PATCH 401/494] GetAvailableGameLanguages should at least return the language set in the emu. --- dll/steam_apps.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 2973e61..12c80e4 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -57,7 +57,7 @@ const char *Steam_Apps::GetAvailableGameLanguages() { PRINT_DEBUG("GetAvailableGameLanguages\n"); //TODO? - return ""; + return settings->get_language(); } From a7c04018cf9af5808f2a3a8292223fb858b75777 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 10 Sep 2021 14:19:12 -0400 Subject: [PATCH 402/494] Implement analog dpad in controller interface. --- Readme_release.txt | 1 + dll/steam_controller.h | 29 ++++++++++++++++++++++++----- 2 files changed, 25 insertions(+), 5 deletions(-) diff --git a/Readme_release.txt b/Readme_release.txt index e555d0d..9de290f 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -173,6 +173,7 @@ LTRIGGER RTRIGGER LJOY RJOY +DPAD diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 741ce18..12f1922 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -77,6 +77,7 @@ enum EXTRA_GAMEPAD_BUTTONS { }; #define JOY_ID_START 10 +#define STICK_DPAD 3 class Steam_Controller : public ISteamController001, @@ -126,6 +127,7 @@ public ISteamInput {"RTRIGGER", TRIGGER_RIGHT}, {"LJOY", STICK_LEFT + JOY_ID_START}, {"RJOY", STICK_RIGHT + JOY_ID_START}, + {"DPAD", STICK_DPAD + JOY_ID_START}, }; std::map analog_input_modes = { @@ -615,6 +617,8 @@ ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) { PRINT_DEBUG("Steam_Controller::GetAnalogActionData %llu %llu\n", controllerHandle, analogActionHandle); + GAMEPAD_DEVICE device = (GAMEPAD_DEVICE)(controllerHandle - 1); + ControllerAnalogActionData_t data; data.eMode = k_EInputSourceMode_None; data.x = data.y = 0; @@ -632,12 +636,24 @@ ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerH for (auto a : analog.first) { if (a >= JOY_ID_START) { int joystick_id = a - JOY_ID_START; - GamepadStickNormXY((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id, &data.x, &data.y); - float length = GamepadStickLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_STICK) joystick_id); - data.x = data.x * length; - data.y = data.y * length; + if (joystick_id == STICK_DPAD) { + int mov_y = (int)GamepadButtonDown(device, BUTTON_DPAD_UP) - (int)GamepadButtonDown(device, BUTTON_DPAD_DOWN); + int mov_x = (int)GamepadButtonDown(device, BUTTON_DPAD_RIGHT) - (int)GamepadButtonDown(device, BUTTON_DPAD_LEFT); + if (mov_y || mov_x) { + data.x = mov_x; + data.y = mov_y; + double length = 1.0 / std::sqrt(data.x * data.x + data.y * data.y); + data.x = data.x * length; + data.y = data.y * length; + } + } else { + GamepadStickNormXY(device, (GAMEPAD_STICK) joystick_id, &data.x, &data.y); + float length = GamepadStickLength(device, (GAMEPAD_STICK) joystick_id); + data.x = data.x * length; + data.y = data.y * length; + } } else { - data.x = GamepadTriggerLength((GAMEPAD_DEVICE)(controllerHandle - 1), (GAMEPAD_TRIGGER) a); + data.x = GamepadTriggerLength(device, (GAMEPAD_TRIGGER) a); } if (data.x || data.y) { @@ -690,6 +706,9 @@ int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t ac case STICK_RIGHT + JOY_ID_START: originsOut[count] = k_EInputActionOrigin_XBox360_RightStick_Move; break; + case STICK_DPAD + JOY_ID_START: + originsOut[count] = k_EInputActionOrigin_XBox360_DPad_Move; + break; default: originsOut[count] = k_EInputActionOrigin_None; break; From b3a5102a3c221c1cb02edf30c8c01443e8dd6c33 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 14 Sep 2021 16:08:41 -0400 Subject: [PATCH 403/494] Add script to generate controller configs from vdf files. --- Readme_release.txt | 1 + .../parse_controller_vdf.py | 174 ++++++ .../vdf/__init__.py | 521 ++++++++++++++++++ .../controller_config_generator/vdf/vdict.py | 221 ++++++++ 4 files changed, 917 insertions(+) create mode 100644 scripts/controller_config_generator/parse_controller_vdf.py create mode 100644 scripts/controller_config_generator/vdf/__init__.py create mode 100644 scripts/controller_config_generator/vdf/vdict.py diff --git a/Readme_release.txt b/Readme_release.txt index 9de290f..ed4727a 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -133,6 +133,7 @@ For analog actions (joysticks, triggers): ACTION_NAME=ANALOG_NAME=input source m Actions can be bound to more than one button by separating the buttons with , like this: ACTION_NAME=A,B If you want to configure a game yourself, find the xbox360 or xbox one vdf file for the game and you should be able to figure things out. +You can also use the scripts\controller_config_generator\parse_controller_vdf.py script in the emu source code repo. For example to get the vdf file for the game Crystar: https://steamdb.info/app/981750/config/ If you look at: steamcontrollerconfigdetails, you will see something like: 1779660455/controller_type: controller_xbox360 diff --git a/scripts/controller_config_generator/parse_controller_vdf.py b/scripts/controller_config_generator/parse_controller_vdf.py new file mode 100644 index 0000000..e2f44be --- /dev/null +++ b/scripts/controller_config_generator/parse_controller_vdf.py @@ -0,0 +1,174 @@ +#controller vdf script by mr_goldberg +#generates controller config from a vdf +import vdf +import sys +import os + +keymap_digital = { + "button_a": "A", + "button_b": "B", + "button_x": "X", + "button_y": "Y", + "dpad_north": "DUP", + "dpad_south": "DDOWN", + "dpad_east": "DRIGHT", + "dpad_west": "DLEFT", + "button_escape": "START", + "button_menu": "BACK", + "left_bumper": "LBUMPER", + "right_bumper": "RBUMPER", + "button_back_left": "A", + "button_back_right": "X", + "": "", + "": "", + "": "", + "": "", + "": "", + "": "", +} + +def add_input_bindings(group, bindings, force_binding=None, keymap=keymap_digital): + for i in group["inputs"]: + for act in group["inputs"][i]: + for fp in group["inputs"][i][act]: + for bd in group["inputs"][i][act][fp]: + for bbd in group["inputs"][i][act][fp][bd]: + if bbd == 'binding': + x = group["inputs"][i][act][fp][bd].get_all_for(bbd) + for ss in x: + st = ss.split() + if st[0] == 'game_action': + action_name = st[2][:-1] + if force_binding is None: + binding = keymap[i.lower()] + else: + binding = force_binding + if action_name in bindings: + if binding not in bindings[action_name]: + bindings[action_name].append(binding) + else: + bindings[action_name] = [binding] + return bindings + +if len(sys.argv) < 2: + print("format: {} xbox_controller_config.vdf".format(sys.argv[0])) + exit(0) + +with open(sys.argv[1], 'rb') as f: + t = f.read().decode('utf-8') + +d = vdf.loads(t, mapper=vdf.VDFDict, merge_duplicate_keys=False) + +controller_mappings = d["controller_mappings"] + +groups = controller_mappings.get_all_for("group") +groups_byid = {} +for g in groups: + groups_byid[g["id"]] = g + +actions = controller_mappings.get_all_for("actions") +action_list = [] +for a in actions: + for k in a: + action_list.append(k) + +presets = controller_mappings.get_all_for("preset") +all_bindings = {} +for p in presets: + name = p["name"] + if name not in action_list: + continue + group_bindings = p["group_source_bindings"] + bindings = {} + for number in group_bindings: + s = group_bindings[number].split() + if s[1] != "active": + continue + + #print(s) + if s[0] in ["switch", "button_diamond", "dpad"]: + group = groups_byid[number] + #print(group) + bindings = add_input_bindings(group, bindings) + + if s[0] in ["left_trigger", "right_trigger"]: + group = groups_byid[number] + if group["mode"] == "trigger": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "left_trigger": + binding = "LTRIGGER" + else: + binding = "RTRIGGER" + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=trigger") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=trigger"] + if g == "inputs": + if s[0] == "left_trigger": + binding = "DLTRIGGER" + else: + binding = "DRTRIGGER" + bindings = add_input_bindings(group, bindings, binding) + + else: + print("unhandled trigger mode", group["mode"]) + if s[0] in ["joystick", "right_joystick", "dpad"]: + group = groups_byid[number] + if group["mode"] == "joystick_move": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "joystick": + binding = "LJOY" + elif s[0] == "right_joystick": + binding = "RJOY" + elif s[0] == "dpad": + binding = "DPAD" + else: + print("could not handle", s[0]) + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=joystick_move") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=joystick_move"] + if g == "inputs": + if s[0] == "joystick": + binding = "LSTICK" + else: + binding = "RSTICK" + bindings = add_input_bindings(group, bindings, binding) + + elif group["mode"] == "dpad": + if s[0] == "joystick": + binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + elif s[0] == "right_joystick": + binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + else: + if s[0] != "dpad": + print("no pad", s[0]) + else: + print("unhandled joy mode", group["mode"]) + + all_bindings[name] = bindings + + + +#print(controller_mappings["preset"][(0, "group_source_bindings")]) + +#print(all_bindings) + +config_directory = sys.argv[1] + "_config/steam_settings" + "/controller/" +if not os.path.exists(config_directory): + os.makedirs(config_directory) + +for k in all_bindings: + with open(config_directory + k + '.txt', 'w') as f: + for b in all_bindings[k]: + f.write(b + "=" + ','.join(all_bindings[k][b]) + "\n") diff --git a/scripts/controller_config_generator/vdf/__init__.py b/scripts/controller_config_generator/vdf/__init__.py new file mode 100644 index 0000000..6b47213 --- /dev/null +++ b/scripts/controller_config_generator/vdf/__init__.py @@ -0,0 +1,521 @@ +""" +Module for deserializing/serializing to and from VDF +""" +__version__ = "3.4" +__author__ = "Rossen Georgiev" + +import re +import sys +import struct +from binascii import crc32 +from io import BytesIO +from io import StringIO as unicodeIO + +try: + from collections.abc import Mapping +except: + from collections import Mapping + +from vdf.vdict import VDFDict + +# Py2 & Py3 compatibility +if sys.version_info[0] >= 3: + string_type = str + int_type = int + BOMS = '\ufffe\ufeff' + + def strip_bom(line): + return line.lstrip(BOMS) +else: + from StringIO import StringIO as strIO + string_type = basestring + int_type = long + BOMS = '\xef\xbb\xbf\xff\xfe\xfe\xff' + BOMS_UNICODE = '\\ufffe\\ufeff'.decode('unicode-escape') + + def strip_bom(line): + return line.lstrip(BOMS if isinstance(line, str) else BOMS_UNICODE) + +# string escaping +_unescape_char_map = { + r"\n": "\n", + r"\t": "\t", + r"\v": "\v", + r"\b": "\b", + r"\r": "\r", + r"\f": "\f", + r"\a": "\a", + r"\\": "\\", + r"\?": "?", + r"\"": "\"", + r"\'": "\'", +} +_escape_char_map = {v: k for k, v in _unescape_char_map.items()} + +def _re_escape_match(m): + return _escape_char_map[m.group()] + +def _re_unescape_match(m): + return _unescape_char_map[m.group()] + +def _escape(text): + return re.sub(r"[\n\t\v\b\r\f\a\\\?\"']", _re_escape_match, text) + +def _unescape(text): + return re.sub(r"(\\n|\\t|\\v|\\b|\\r|\\f|\\a|\\\\|\\\?|\\\"|\\')", _re_unescape_match, text) + +# parsing and dumping for KV1 +def parse(fp, mapper=dict, merge_duplicate_keys=True, escaped=True): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a VDF) + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + if not hasattr(fp, 'readline'): + raise TypeError("Expected fp to be a file-like object supporting line iteration") + + stack = [mapper()] + expect_bracket = False + + re_keyvalue = re.compile(r'^("(?P(?:\\.|[^\\"])*)"|(?P#?[a-z0-9\-\_\\\?$%<>]+))' + r'([ \t]*(' + r'"(?P(?:\\.|[^\\"])*)(?P")?' + r'|(?P(?:(? ])+)' + r'|(?P{[ \t]*)(?P})?' + r'))?', + flags=re.I) + + for lineno, line in enumerate(fp, 1): + if lineno == 1: + line = strip_bom(line) + + line = line.lstrip() + + # skip empty and comment lines + if line == "" or line[0] == '/': + continue + + # one level deeper + if line[0] == "{": + expect_bracket = False + continue + + if expect_bracket: + raise SyntaxError("vdf.parse: expected openning bracket", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 1, line)) + + # one level back + if line[0] == "}": + if len(stack) > 1: + stack.pop() + continue + + raise SyntaxError("vdf.parse: one too many closing parenthasis", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + # parse keyvalue pairs + while True: + match = re_keyvalue.match(line) + + if not match: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open key quote?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + key = match.group('key') if match.group('qkey') is None else match.group('qkey') + val = match.group('qval') + if val is None: + val = match.group('val') + if val is not None: + val = val.rstrip() + if val == "": + val = None + + if escaped: + key = _unescape(key) + + # we have a key with value in parenthesis, so we make a new dict obj (level deeper) + if val is None: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + # we've descended a level deeper, if value is str, we have to overwrite it to mapper + if not isinstance(_m, mapper): + _m = stack[-1][key] = mapper() + else: + _m = mapper() + stack[-1][key] = _m + + if match.group('eblock') is None: + # only expect a bracket if it's not already closed or on the same line + stack.append(_m) + if match.group('sblock') is None: + expect_bracket = True + + # we've matched a simple keyvalue pair, map it to the last dict obj in the stack + else: + # if the value is line consume one more line and try to match again, + # until we get the KeyValue pair + if match.group('vq_end') is None and match.group('qval') is not None: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open quote for value?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + stack[-1][key] = _unescape(val) if escaped else val + + # exit the loop + break + + if len(stack) != 1: + raise SyntaxError("vdf.parse: unclosed parenthasis or quotes (EOF)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + return stack.pop() + + +def loads(s, **kwargs): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a JSON + document) to a Python object. + """ + if not isinstance(s, string_type): + raise TypeError("Expected s to be a str, got %s" % type(s)) + + try: + fp = unicodeIO(s) + except TypeError: + fp = strIO(s) + + return parse(fp, **kwargs) + + +def load(fp, **kwargs): + """ + Deserialize ``fp`` (a ``.readline()``-supporting file-like object containing + a JSON document) to a Python object. + """ + return parse(fp, **kwargs) + + +def dumps(obj, pretty=False, escaped=True): + """ + Serialize ``obj`` to a VDF formatted ``str``. + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + return ''.join(_dump_gen(obj, pretty, escaped)) + + +def dump(obj, fp, pretty=False, escaped=True): + """ + Serialize ``obj`` as a VDF formatted stream to ``fp`` (a + ``.write()``-supporting file-like object). + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + for chunk in _dump_gen(obj, pretty, escaped): + fp.write(chunk) + + +def _dump_gen(data, pretty=False, escaped=True, level=0): + indent = "\t" + line_indent = "" + + if pretty: + line_indent = indent * level + + for key, value in data.items(): + if escaped and isinstance(key, string_type): + key = _escape(key) + + if isinstance(value, Mapping): + yield '%s"%s"\n%s{\n' % (line_indent, key, line_indent) + for chunk in _dump_gen(value, pretty, escaped, level+1): + yield chunk + yield "%s}\n" % line_indent + else: + if escaped and isinstance(value, string_type): + value = _escape(value) + + yield '%s"%s" "%s"\n' % (line_indent, key, value) + + +# binary VDF +class BASE_INT(int_type): + def __repr__(self): + return "%s(%d)" % (self.__class__.__name__, self) + +class UINT_64(BASE_INT): + pass + +class INT_64(BASE_INT): + pass + +class POINTER(BASE_INT): + pass + +class COLOR(BASE_INT): + pass + +BIN_NONE = b'\x00' +BIN_STRING = b'\x01' +BIN_INT32 = b'\x02' +BIN_FLOAT32 = b'\x03' +BIN_POINTER = b'\x04' +BIN_WIDESTRING = b'\x05' +BIN_COLOR = b'\x06' +BIN_UINT64 = b'\x07' +BIN_END = b'\x08' +BIN_INT64 = b'\x0A' +BIN_END_ALT = b'\x0B' + +def binary_loads(b, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=True): + """ + Deserialize ``b`` (``bytes`` containing a VDF in "binary form") + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not isinstance(b, bytes): + raise TypeError("Expected s to be bytes, got %s" % type(b)) + + return binary_load(BytesIO(b), mapper, merge_duplicate_keys, alt_format, raise_on_remaining) + +def binary_load(fp, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=False): + """ + Deserialize ``fp`` (a ``.read()``-supporting file-like object containing + binary VDF) to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not hasattr(fp, 'read') or not hasattr(fp, 'tell') or not hasattr(fp, 'seek'): + raise TypeError("Expected fp to be a file-like object with tell()/seek() and read() returning bytes") + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + + # helpers + int32 = struct.Struct(' 1: + stack.pop() + continue + break + + key = read_string(fp) + + if t == BIN_NONE: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + else: + _m = mapper() + stack[-1][key] = _m + stack.append(_m) + elif t == BIN_STRING: + stack[-1][key] = read_string(fp) + elif t == BIN_WIDESTRING: + stack[-1][key] = read_string(fp, wide=True) + elif t in (BIN_INT32, BIN_POINTER, BIN_COLOR): + val = int32.unpack(fp.read(int32.size))[0] + + if t == BIN_POINTER: + val = POINTER(val) + elif t == BIN_COLOR: + val = COLOR(val) + + stack[-1][key] = val + elif t == BIN_UINT64: + stack[-1][key] = UINT_64(uint64.unpack(fp.read(int64.size))[0]) + elif t == BIN_INT64: + stack[-1][key] = INT_64(int64.unpack(fp.read(int64.size))[0]) + elif t == BIN_FLOAT32: + stack[-1][key] = float32.unpack(fp.read(float32.size))[0] + else: + raise SyntaxError("Unknown data type at offset %d: %s" % (fp.tell() - 1, repr(t))) + + if len(stack) != 1: + raise SyntaxError("Reached EOF, but Binary VDF is incomplete") + if raise_on_remaining and fp.read(1) != b'': + fp.seek(-1, 1) + raise SyntaxError("Binary VDF ended at offset %d, but there is more data remaining" % (fp.tell() - 1)) + + return stack.pop() + +def binary_dumps(obj, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes``. + """ + buf = BytesIO() + binary_dump(obj, buf, alt_format) + return buf.getvalue() + +def binary_dump(obj, fp, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes`` and write it to ``fp`` filelike object + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected obj to be type of Mapping") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + + for chunk in _binary_dump_gen(obj, alt_format=alt_format): + fp.write(chunk) + +def _binary_dump_gen(obj, level=0, alt_format=False): + if level == 0 and len(obj) == 0: + return + + int32 = struct.Struct('= 3: + _iter_values = 'values' + _range = range + _string_type = str + import collections.abc as _c + class _kView(_c.KeysView): + def __iter__(self): + return self._mapping.iterkeys() + class _vView(_c.ValuesView): + def __iter__(self): + return self._mapping.itervalues() + class _iView(_c.ItemsView): + def __iter__(self): + return self._mapping.iteritems() +else: + _iter_values = 'itervalues' + _range = xrange + _string_type = basestring + _kView = lambda x: list(x.iterkeys()) + _vView = lambda x: list(x.itervalues()) + _iView = lambda x: list(x.iteritems()) + + +class VDFDict(dict): + def __init__(self, data=None): + """ + This is a dictionary that supports duplicate keys and preserves insert order + + ``data`` can be a ``dict``, or a sequence of key-value tuples. (e.g. ``[('key', 'value'),..]``) + The only supported type for key is str. + + Get/set duplicates is done by tuples ``(index, key)``, where index is the duplicate index + for the specified key. (e.g. ``(0, 'key')``, ``(1, 'key')``...) + + When the ``key`` is ``str``, instead of tuple, set will create a duplicate and get will look up ``(0, key)`` + """ + self.__omap = [] + self.__kcount = Counter() + + if data is not None: + if not isinstance(data, (list, dict)): + raise ValueError("Expected data to be list of pairs or dict, got %s" % type(data)) + self.update(data) + + def __repr__(self): + out = "%s(" % self.__class__.__name__ + out += "%s)" % repr(list(self.iteritems())) + return out + + def __len__(self): + return len(self.__omap) + + def _verify_key_tuple(self, key): + if len(key) != 2: + raise ValueError("Expected key tuple length to be 2, got %d" % len(key)) + if not isinstance(key[0], int): + raise TypeError("Key index should be an int") + if not isinstance(key[1], _string_type): + raise TypeError("Key value should be a str") + + def _normalize_key(self, key): + if isinstance(key, _string_type): + key = (0, key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + else: + raise TypeError("Expected key to be a str or tuple, got %s" % type(key)) + return key + + def __setitem__(self, key, value): + if isinstance(key, _string_type): + key = (self.__kcount[key], key) + self.__omap.append(key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + if key not in self: + raise KeyError("%s doesn't exist" % repr(key)) + else: + raise TypeError("Expected either a str or tuple for key") + super(VDFDict, self).__setitem__(key, value) + self.__kcount[key[1]] += 1 + + def __getitem__(self, key): + return super(VDFDict, self).__getitem__(self._normalize_key(key)) + + def __delitem__(self, key): + key = self._normalize_key(key) + result = super(VDFDict, self).__delitem__(key) + + start_idx = self.__omap.index(key) + del self.__omap[start_idx] + + dup_idx, skey = key + self.__kcount[skey] -= 1 + tail_count = self.__kcount[skey] - dup_idx + + if tail_count > 0: + for idx in _range(start_idx, len(self.__omap)): + if self.__omap[idx][1] == skey: + oldkey = self.__omap[idx] + newkey = (dup_idx, skey) + super(VDFDict, self).__setitem__(newkey, self[oldkey]) + super(VDFDict, self).__delitem__(oldkey) + self.__omap[idx] = newkey + + dup_idx += 1 + tail_count -= 1 + if tail_count == 0: + break + + if self.__kcount[skey] == 0: + del self.__kcount[skey] + + return result + + def __iter__(self): + return iter(self.iterkeys()) + + def __contains__(self, key): + return super(VDFDict, self).__contains__(self._normalize_key(key)) + + def __eq__(self, other): + if isinstance(other, VDFDict): + return list(self.items()) == list(other.items()) + else: + return False + + def __ne__(self, other): + return not self.__eq__(other) + + def clear(self): + super(VDFDict, self).clear() + self.__kcount.clear() + self.__omap = list() + + def get(self, key, *args): + return super(VDFDict, self).get(self._normalize_key(key), *args) + + def setdefault(self, key, default=None): + if key not in self: + self.__setitem__(key, default) + return self.__getitem__(key) + + def pop(self, key): + key = self._normalize_key(key) + value = self.__getitem__(key) + self.__delitem__(key) + return value + + def popitem(self): + if not self.__omap: + raise KeyError("VDFDict is empty") + key = self.__omap[-1] + return key[1], self.pop(key) + + def update(self, data=None, **kwargs): + if isinstance(data, dict): + data = data.items() + elif not isinstance(data, list): + raise TypeError("Expected data to be a list or dict, got %s" % type(data)) + + for key, value in data: + self.__setitem__(key, value) + + def iterkeys(self): + return (key[1] for key in self.__omap) + + def keys(self): + return _kView(self) + + def itervalues(self): + return (self[key] for key in self.__omap) + + def values(self): + return _vView(self) + + def iteritems(self): + return ((key[1], self[key]) for key in self.__omap) + + def items(self): + return _iView(self) + + def get_all_for(self, key): + """ Returns all values of the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key needs to be a string.") + return [self[(idx, key)] for idx in _range(self.__kcount[key])] + + def remove_all_for(self, key): + """ Removes all items with the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key need to be a string.") + + for idx in _range(self.__kcount[key]): + super(VDFDict, self).__delitem__((idx, key)) + + self.__omap = list(filter(lambda x: x[1] != key, self.__omap)) + + del self.__kcount[key] + + def has_duplicates(self): + """ + Returns ``True`` if the dict contains keys with duplicates. + Recurses through any all keys with value that is ``VDFDict``. + """ + for n in getattr(self.__kcount, _iter_values)(): + if n != 1: + return True + + def dict_recurse(obj): + for v in getattr(obj, _iter_values)(): + if isinstance(v, VDFDict) and v.has_duplicates(): + return True + elif isinstance(v, dict): + return dict_recurse(v) + return False + + return dict_recurse(self) From a24a9c266f823e5e2fcae7dcfae4a56d88f74379 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 14 Sep 2021 16:11:17 -0400 Subject: [PATCH 404/494] Make the TriggerVibrationvibration behave closer to real steam. --- dll/dll.cpp | 2 + dll/steam_client.cpp | 7 ++- dll/steam_controller.h | 103 +++++++++++++++++++++++++++++++++++++++-- 3 files changed, 108 insertions(+), 4 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 3857d05..3cc5b49 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -262,6 +262,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() PRINT_DEBUG("SteamAPI_Shutdown\n"); get_steam_client()->clientShutdown(); get_steam_client()->BReleaseSteamPipe(user_steam_pipe); + get_steam_client()->BShutdownIfAllPipesClosed(); user_steam_pipe = 0; --global_counter; old_user_instance = NULL; @@ -652,6 +653,7 @@ STEAMAPI_API void SteamGameServer_Shutdown() PRINT_DEBUG("SteamGameServer_Shutdown\n"); get_steam_client()->serverShutdown(); get_steam_client()->BReleaseSteamPipe(server_steam_pipe); + get_steam_client()->BShutdownIfAllPipesClosed(); server_steam_pipe = 0; --global_counter; g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 8d90a64..3cc395b 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -794,9 +794,14 @@ bool Steam_Client::BShutdownIfAllPipesClosed() { PRINT_DEBUG("BShutdownIfAllPipesClosed\n"); if (!steam_pipes.size()) { - if (background_keepalive.joinable()) { + bool joinable = background_keepalive.joinable(); + if (joinable) { kill_background_thread = true; kill_background_thread_cv.notify_one(); + } + + steam_controller->Shutdown(); + if (joinable) { background_keepalive.join(); } diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 12f1922..88ad5db 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -63,6 +63,19 @@ struct Controller_Action { } }; + +struct Rumble_Thread_Data { + std::condition_variable rumble_thread_cv; + std::atomic_bool kill_rumble_thread; + std::mutex rumble_mutex; + + struct Rumble_Data { + unsigned short left, right, last_left, last_right; + unsigned int rumble_length_ms; + bool new_data; + } data[GAMEPAD_COUNT]; +}; + enum EXTRA_GAMEPAD_BUTTONS { BUTTON_LTRIGGER = BUTTON_COUNT + 1, BUTTON_RTRIGGER = BUTTON_COUNT + 2, @@ -146,6 +159,9 @@ public ISteamInput std::map steaminput_glyphs; std::map steamcontroller_glyphs; + std::thread background_rumble_thread; + Rumble_Thread_Data *rumble_thread_data; + bool disabled; bool initialized; @@ -210,6 +226,66 @@ public ISteamInput public: +static void background_rumble(Rumble_Thread_Data *data) +{ + std::mutex mtx; + std::unique_lock lck(mtx); + bool rumbled = false; + while (true) { + bool new_data = false; + if (rumbled) { + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + data->rumble_mutex.lock(); + for (int i = 0; i < GAMEPAD_COUNT; ++i) { + if (data->data[i].new_data) { + new_data = true; + break; + } + } + data->rumble_mutex.unlock(); + + if (data->kill_rumble_thread) { + return; + } + } + + bool x = new_data || data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(100)) != std::cv_status::timeout; + if (data->kill_rumble_thread) { + return; + } + + rumbled = false; + while (true) { + unsigned short left, right; + unsigned int rumble_length_ms; + int gamepad = -1; + data->rumble_mutex.lock(); + for (int i = 0; i < GAMEPAD_COUNT; ++i) { + if (data->data[i].new_data) { + left = data->data[i].left; + right = data->data[i].right; + rumble_length_ms = data->data[i].rumble_length_ms; + data->data[i].new_data = false; + if (data->data[i].last_left != left || data->data[i].last_right != right) { + gamepad = i; + data->data[i].last_left = left; + data->data[i].last_right = right; + break; + } + } + } + + data->rumble_mutex.unlock(); + if (gamepad == -1) { + break; + } + + GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms); + rumbled = true; + } + } +} + static void steam_run_every_runcb(void *object) { PRINT_DEBUG("steam_controller_run_every_runcb\n"); @@ -235,6 +311,7 @@ Steam_Controller(class Settings *settings, class SteamCallResults *callback_resu ~Steam_Controller() { //TODO rm network callbacks + //TODO rumble thread this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this); } @@ -243,7 +320,7 @@ bool Init() { PRINT_DEBUG("Steam_Controller::Init()\n"); std::lock_guard lock(global_mutex); - if (disabled) { + if (disabled || initialized) { return true; } @@ -261,6 +338,9 @@ bool Init() controllers.insert(std::pair(i, cont_action)); } + rumble_thread_data = new Rumble_Thread_Data(); + background_rumble_thread = std::thread(background_rumble, rumble_thread_data); + initialized = true; return true; } @@ -275,11 +355,17 @@ bool Shutdown() { PRINT_DEBUG("Steam_Controller::Shutdown()\n"); std::lock_guard lock(global_mutex); - if (disabled) { + if (disabled || !initialized) { return true; } + controllers = std::map(); + rumble_thread_data->kill_rumble_thread = true; + rumble_thread_data->rumble_thread_cv.notify_one(); + background_rumble_thread.join(); + delete rumble_thread_data; GamepadShutdown(); + initialized = false; return true; } @@ -350,6 +436,7 @@ ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) auto set_handle = action_handles.find(upper_action_name); if (set_handle == action_handles.end()) return 0; + PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s ret %llu\n", pszActionSetName, set_handle->second); return set_handle->second; } @@ -417,6 +504,7 @@ ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionNam auto handle = digital_action_handles.find(upper_action_name); if (handle == digital_action_handles.end()) return 0; + PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s ret %llu\n", pszActionName, handle->second); return handle->second; } @@ -762,7 +850,16 @@ void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLef //FIXME: shadow of the tomb raider on linux doesn't seem to turn off the rumble so I made it expire after 100ms. Need to check if this is how linux steam actually behaves. rumble_length_ms = 100; #endif - GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0, rumble_length_ms); + + unsigned gamepad_device = (controllerHandle - 1); + if (gamepad_device > GAMEPAD_COUNT) return; + rumble_thread_data->rumble_mutex.lock(); + rumble_thread_data->data[gamepad_device].new_data = true; + rumble_thread_data->data[gamepad_device].left = usLeftSpeed; + rumble_thread_data->data[gamepad_device].right = usRightSpeed; + rumble_thread_data->data[gamepad_device].rumble_length_ms = rumble_length_ms; + rumble_thread_data->rumble_mutex.unlock(); + rumble_thread_data->rumble_thread_cv.notify_one(); } From acebfc4e4da27e1cedabb34393b915d9416faf43 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 15 Sep 2021 02:38:54 -0400 Subject: [PATCH 405/494] Fix controller config generator. --- scripts/controller_config_generator/parse_controller_vdf.py | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/scripts/controller_config_generator/parse_controller_vdf.py b/scripts/controller_config_generator/parse_controller_vdf.py index e2f44be..926048c 100644 --- a/scripts/controller_config_generator/parse_controller_vdf.py +++ b/scripts/controller_config_generator/parse_controller_vdf.py @@ -38,7 +38,10 @@ def add_input_bindings(group, bindings, force_binding=None, keymap=keymap_digita for ss in x: st = ss.split() if st[0] == 'game_action': - action_name = st[2][:-1] + if st[2][-1] == ",": + action_name = st[2][:-1] + else: + action_name = st[2][:] if force_binding is None: binding = keymap[i.lower()] else: From c8092f9f45a3673c860a4e0bcd0d1ad7ec677ac1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Sep 2021 01:07:19 -0400 Subject: [PATCH 406/494] Implement GetFileDetails. --- dll/base.cpp | 33 +++++ dll/base.h | 2 + dll/local_storage.cpp | 29 +--- dll/steam_apps.cpp | 21 ++- sha/sha1.hpp | 335 ++++++++++++++++++++++++++++++++++++++++++ 5 files changed, 391 insertions(+), 29 deletions(-) create mode 100644 sha/sha1.hpp diff --git a/dll/base.cpp b/dll/base.cpp index 7a07926..e15b40a 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -256,6 +256,39 @@ std::string canonical_path(std::string path) return output; } +bool file_exists_(std::string full_path) +{ +#if defined(STEAM_WIN32) + struct _stat buffer; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) + return false; + + if ( buffer.st_mode & _S_IFDIR) + return false; +#else + struct stat buffer; + if (stat(full_path.c_str(), &buffer) != 0) + return false; + + if (S_ISDIR(buffer.st_mode)) + return false; +#endif + + return true; +} + +unsigned int file_size_(std::string full_path) +{ +#if defined(STEAM_WIN32) + struct _stat buffer = {}; + if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; +#else + struct stat buffer = {}; + if (stat (full_path.c_str(), &buffer) != 0) return 0; +#endif + return buffer.st_size; +} + static void steam_auth_ticket_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_auth_ticket_callback\n"); diff --git a/dll/base.h b/dll/base.h index 646c851..b69de48 100644 --- a/dll/base.h +++ b/dll/base.h @@ -101,6 +101,8 @@ std::string get_full_lib_path(); std::string get_full_program_path(); std::string get_current_path(); std::string canonical_path(std::string path); +bool file_exists_(std::string full_path); +unsigned int file_size_(std::string full_path); #define DEFAULT_CB_TIMEOUT 0.002 diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 8697600..5448e73 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -607,24 +607,7 @@ bool Local_Storage::file_exists(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - -#if defined(STEAM_WIN32) - struct _stat buffer; - if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) - return false; - - if ( buffer.st_mode & _S_IFDIR) - return false; -#else - struct stat buffer; - if (stat(full_path.c_str(), &buffer) != 0) - return false; - - if (S_ISDIR(buffer.st_mode)) - return false; -#endif - - return true; + return file_exists_(full_path); } unsigned int Local_Storage::file_size(std::string folder, std::string file) @@ -635,15 +618,7 @@ unsigned int Local_Storage::file_size(std::string folder, std::string file) } std::string full_path = save_directory + appid + folder + file; - -#if defined(STEAM_WIN32) - struct _stat buffer = {}; - if (_wstat(utf8_decode(full_path).c_str(), &buffer) != 0) return 0; -#else - struct stat buffer = {}; - if (stat (full_path.c_str(), &buffer) != 0) return 0; -#endif - return buffer.st_size; + return file_size_(full_path); } bool Local_Storage::file_delete(std::string folder, std::string file) diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 12c80e4..2b154fd 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -16,6 +16,7 @@ . */ #include "steam_apps.h" +#include "../sha/sha1.hpp" Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_results) { @@ -201,6 +202,7 @@ uint32 Steam_Apps::GetInstalledDepots( DepotId_t *pvecDepots, uint32 cMaxDepots uint32 Steam_Apps::GetAppInstallDir( AppId_t appID, char *pchFolder, uint32 cchFolderBufferSize ) { PRINT_DEBUG("GetAppInstallDir %u %p %u\n", appID, pchFolder, cchFolderBufferSize); + std::lock_guard lock(global_mutex); //TODO return real path instead of dll path std::string installed_path = settings->getAppInstallPath(appID); @@ -279,8 +281,23 @@ void Steam_Apps::RequestAllProofOfPurchaseKeys() STEAM_CALL_RESULT( FileDetailsResult_t ) SteamAPICall_t Steam_Apps::GetFileDetails( const char* pszFileName ) { - PRINT_DEBUG("GetFileDetails\n"); - return 0; + PRINT_DEBUG("GetFileDetails %s\n", pszFileName); + FileDetailsResult_t data = {}; + //TODO? this function should only return found if file is actually part of the steam depots + if (file_exists_(pszFileName)) { + data.m_eResult = k_EResultOK; // + std::ifstream stream(utf8_decode(pszFileName), std::ios::binary); + SHA1 checksum; + checksum.update(stream); + checksum.final().copy((char *)data.m_FileSHA, sizeof(data.m_FileSHA)); + data.m_ulFileSize = file_size_(pszFileName); + //TODO data.m_unFlags; 0 is file //TODO: check if 64 is folder + } else { + data.m_eResult = k_EResultFileNotFound; + } + + std::lock_guard lock(global_mutex); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } // Get command line if game was launched via Steam URL, e.g. steam://run////. diff --git a/sha/sha1.hpp b/sha/sha1.hpp new file mode 100644 index 0000000..1d4944f --- /dev/null +++ b/sha/sha1.hpp @@ -0,0 +1,335 @@ +/* + sha1.hpp - source code of + + ============ + SHA-1 in C++ + ============ + + 100% Public Domain. + + Original C Code + -- Steve Reid + Small changes to fit into bglibs + -- Bruce Guenter + Translation to simpler C++ Code + -- Volker Diels-Grabsch + Safety fixes + -- Eugene Hopkinson + Header-only library + -- Zlatko Michailov +*/ + +#ifndef SHA1_HPP +#define SHA1_HPP + + +#include +#include +#include +#include +#include +#include + + +class SHA1 +{ +public: + SHA1(); + void update(const std::string &s); + void update(std::istream &is); + std::string final(); + static std::string from_file(const std::string &filename); + +private: + uint32_t digest[5]; + std::string buffer; + uint64_t transforms; +}; + + +static const size_t BLOCK_INTS = 16; /* number of 32bit integers per SHA1 block */ +static const size_t BLOCK_BYTES = BLOCK_INTS * 4; + + +inline static void reset(uint32_t digest[], std::string &buffer, uint64_t &transforms) +{ + /* SHA1 initialization constants */ + digest[0] = 0x67452301; + digest[1] = 0xefcdab89; + digest[2] = 0x98badcfe; + digest[3] = 0x10325476; + digest[4] = 0xc3d2e1f0; + + /* Reset counters */ + buffer = ""; + transforms = 0; +} + + +inline static uint32_t rol(const uint32_t value, const size_t bits) +{ + return (value << bits) | (value >> (32 - bits)); +} + + +inline static uint32_t blk(const uint32_t block[BLOCK_INTS], const size_t i) +{ + return rol(block[(i+13)&15] ^ block[(i+8)&15] ^ block[(i+2)&15] ^ block[i], 1); +} + + +/* + * (R0+R1), R2, R3, R4 are the different operations used in SHA1 + */ + +inline static void R0(const uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + z += ((w&(x^y))^y) + block[i] + 0x5a827999 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R1(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += ((w&(x^y))^y) + block[i] + 0x5a827999 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R2(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (w^x^y) + block[i] + 0x6ed9eba1 + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R3(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (((w|x)&y)|(w&x)) + block[i] + 0x8f1bbcdc + rol(v, 5); + w = rol(w, 30); +} + + +inline static void R4(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t &w, const uint32_t x, const uint32_t y, uint32_t &z, const size_t i) +{ + block[i] = blk(block, i); + z += (w^x^y) + block[i] + 0xca62c1d6 + rol(v, 5); + w = rol(w, 30); +} + + +/* + * Hash a single 512-bit block. This is the core of the algorithm. + */ + +inline static void transform(uint32_t digest[], uint32_t block[BLOCK_INTS], uint64_t &transforms) +{ + /* Copy digest[] to working vars */ + uint32_t a = digest[0]; + uint32_t b = digest[1]; + uint32_t c = digest[2]; + uint32_t d = digest[3]; + uint32_t e = digest[4]; + + /* 4 rounds of 20 operations each. Loop unrolled. */ + R0(block, a, b, c, d, e, 0); + R0(block, e, a, b, c, d, 1); + R0(block, d, e, a, b, c, 2); + R0(block, c, d, e, a, b, 3); + R0(block, b, c, d, e, a, 4); + R0(block, a, b, c, d, e, 5); + R0(block, e, a, b, c, d, 6); + R0(block, d, e, a, b, c, 7); + R0(block, c, d, e, a, b, 8); + R0(block, b, c, d, e, a, 9); + R0(block, a, b, c, d, e, 10); + R0(block, e, a, b, c, d, 11); + R0(block, d, e, a, b, c, 12); + R0(block, c, d, e, a, b, 13); + R0(block, b, c, d, e, a, 14); + R0(block, a, b, c, d, e, 15); + R1(block, e, a, b, c, d, 0); + R1(block, d, e, a, b, c, 1); + R1(block, c, d, e, a, b, 2); + R1(block, b, c, d, e, a, 3); + R2(block, a, b, c, d, e, 4); + R2(block, e, a, b, c, d, 5); + R2(block, d, e, a, b, c, 6); + R2(block, c, d, e, a, b, 7); + R2(block, b, c, d, e, a, 8); + R2(block, a, b, c, d, e, 9); + R2(block, e, a, b, c, d, 10); + R2(block, d, e, a, b, c, 11); + R2(block, c, d, e, a, b, 12); + R2(block, b, c, d, e, a, 13); + R2(block, a, b, c, d, e, 14); + R2(block, e, a, b, c, d, 15); + R2(block, d, e, a, b, c, 0); + R2(block, c, d, e, a, b, 1); + R2(block, b, c, d, e, a, 2); + R2(block, a, b, c, d, e, 3); + R2(block, e, a, b, c, d, 4); + R2(block, d, e, a, b, c, 5); + R2(block, c, d, e, a, b, 6); + R2(block, b, c, d, e, a, 7); + R3(block, a, b, c, d, e, 8); + R3(block, e, a, b, c, d, 9); + R3(block, d, e, a, b, c, 10); + R3(block, c, d, e, a, b, 11); + R3(block, b, c, d, e, a, 12); + R3(block, a, b, c, d, e, 13); + R3(block, e, a, b, c, d, 14); + R3(block, d, e, a, b, c, 15); + R3(block, c, d, e, a, b, 0); + R3(block, b, c, d, e, a, 1); + R3(block, a, b, c, d, e, 2); + R3(block, e, a, b, c, d, 3); + R3(block, d, e, a, b, c, 4); + R3(block, c, d, e, a, b, 5); + R3(block, b, c, d, e, a, 6); + R3(block, a, b, c, d, e, 7); + R3(block, e, a, b, c, d, 8); + R3(block, d, e, a, b, c, 9); + R3(block, c, d, e, a, b, 10); + R3(block, b, c, d, e, a, 11); + R4(block, a, b, c, d, e, 12); + R4(block, e, a, b, c, d, 13); + R4(block, d, e, a, b, c, 14); + R4(block, c, d, e, a, b, 15); + R4(block, b, c, d, e, a, 0); + R4(block, a, b, c, d, e, 1); + R4(block, e, a, b, c, d, 2); + R4(block, d, e, a, b, c, 3); + R4(block, c, d, e, a, b, 4); + R4(block, b, c, d, e, a, 5); + R4(block, a, b, c, d, e, 6); + R4(block, e, a, b, c, d, 7); + R4(block, d, e, a, b, c, 8); + R4(block, c, d, e, a, b, 9); + R4(block, b, c, d, e, a, 10); + R4(block, a, b, c, d, e, 11); + R4(block, e, a, b, c, d, 12); + R4(block, d, e, a, b, c, 13); + R4(block, c, d, e, a, b, 14); + R4(block, b, c, d, e, a, 15); + + /* Add the working vars back into digest[] */ + digest[0] += a; + digest[1] += b; + digest[2] += c; + digest[3] += d; + digest[4] += e; + + /* Count the number of transformations */ + transforms++; +} + + +inline static void buffer_to_block(const std::string &buffer, uint32_t block[BLOCK_INTS]) +{ + /* Convert the std::string (byte buffer) to a uint32_t array (MSB) */ + for (size_t i = 0; i < BLOCK_INTS; i++) + { + block[i] = (buffer[4*i+3] & 0xff) + | (buffer[4*i+2] & 0xff)<<8 + | (buffer[4*i+1] & 0xff)<<16 + | (buffer[4*i+0] & 0xff)<<24; + } +} + + +inline SHA1::SHA1() +{ + reset(digest, buffer, transforms); +} + + +inline void SHA1::update(const std::string &s) +{ + std::istringstream is(s); + update(is); +} + + +inline void SHA1::update(std::istream &is) +{ + while (true) + { + char sbuf[BLOCK_BYTES]; + is.read(sbuf, BLOCK_BYTES - buffer.size()); + buffer.append(sbuf, (std::size_t)is.gcount()); + if (buffer.size() != BLOCK_BYTES) + { + return; + } + uint32_t block[BLOCK_INTS]; + buffer_to_block(buffer, block); + transform(digest, block, transforms); + buffer.clear(); + } +} + + +/* + * Add padding and return the message digest. + */ + +inline std::string SHA1::final() +{ + /* Total number of hashed bits */ + uint64_t total_bits = (transforms*BLOCK_BYTES + buffer.size()) * 8; + + /* Padding */ + buffer += (char)0x80; + size_t orig_size = buffer.size(); + while (buffer.size() < BLOCK_BYTES) + { + buffer += (char)0x00; + } + + uint32_t block[BLOCK_INTS]; + buffer_to_block(buffer, block); + + if (orig_size > BLOCK_BYTES - 8) + { + transform(digest, block, transforms); + for (size_t i = 0; i < BLOCK_INTS - 2; i++) + { + block[i] = 0; + } + } + + /* Append total_bits, split this uint64_t into two uint32_t */ + block[BLOCK_INTS - 1] = (uint32_t)total_bits; + block[BLOCK_INTS - 2] = (uint32_t)(total_bits >> 32); + transform(digest, block, transforms); + + unsigned char output[20]; + for (size_t i = 0; i < sizeof(digest) / sizeof(digest[0]); i++) + { + output[i*4] = digest[i] >> 24; + output[i*4 + 1] = (digest[i] >> 16) & 0xFF; + output[i*4 + 2] = (digest[i] >> 8) & 0xFF; + output[i*4 + 3] = (digest[i]) & 0xFF; + } + + /* Reset for next run */ + reset(digest, buffer, transforms); + + return std::string((char *)output, sizeof(output)); +} + + +inline std::string SHA1::from_file(const std::string &filename) +{ + std::ifstream stream(filename.c_str(), std::ios::binary); + SHA1 checksum; + checksum.update(stream); + return checksum.final(); +} + + +#endif /* SHA1_HPP */ From 1bc2fc9d4231a3dbffda95ef19ec9502e669a4c6 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Sep 2021 01:07:47 -0400 Subject: [PATCH 407/494] Update room link on website. --- website/template.html | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/website/template.html b/website/template.html index fe46ce9..7c314ff 100644 --- a/website/template.html +++ b/website/template.html @@ -17,8 +17,7 @@
There's also a Readme in the zip that you download. Most issues can be easily resolved by reading it (The first few lines are the most important).

Chatroom

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

Other Links

From a32853e6434d37720c95881f520513560e7d417a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Sep 2021 01:09:25 -0400 Subject: [PATCH 408/494] Use C++14 instead of C++11 --- CMakeLists.txt | 2 +- Makefile | 2 +- build_linux.sh | 2 +- build_steamos.sh | 12 ++++++------ 4 files changed, 9 insertions(+), 9 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index e180f9c..abaace2 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -24,7 +24,7 @@ endif() option(EMU_EXPERIMENTAL_BUILD "Enable experimental build" OFF) # Set CXX standard -set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) diff --git a/Makefile b/Makefile index b851219..b27b68b 100644 --- a/Makefile +++ b/Makefile @@ -1,7 +1,7 @@ .DEFAULT_GOAL := all CXX=clang++ -CXX_FLAGS += -fPIC -std=c++11 +CXX_FLAGS += -fPIC -std=c++14 LD_FLAGS += -shared -lprotobuf-lite -ldl -Wl,--no-undefined LIBRARY_NAME=libsteam_api.so RM = rm -f diff --git a/build_linux.sh b/build_linux.sh index 6166d0f..1d29569 100755 --- a/build_linux.sh +++ b/build_linux.sh @@ -1,2 +1,2 @@ protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -clang++ -shared -fPIC -o libsteam_api.so dll/*.cpp dll/*.cc -g3 -Wno-return-type -fsanitize=address -lasan -lprotobuf-lite -std=c++11 && echo built +clang++ -shared -fPIC -o libsteam_api.so dll/*.cpp dll/*.cc -g3 -Wno-return-type -fsanitize=address -lasan -lprotobuf-lite -std=c++14 && echo built diff --git a/build_steamos.sh b/build_steamos.sh index 0e75fc0..a8e7172 100644 --- a/build_steamos.sh +++ b/build_steamos.sh @@ -7,10 +7,10 @@ mkdir -p linux/tools cp scripts/find_interfaces.sh linux/tools/ cp scripts/steamclient_loader.sh linux/tools/ ../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32 -g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect32 -g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built32_steamclient +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built32 +g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built_lobby_connect32 +g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built32_steamclient ../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64 -g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built_lobby_connect64 -g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++11 && echo built64_steamclient +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built64 +g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built_lobby_connect64 +g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -ldl -std=c++14 && echo built64_steamclient From 50a6601f50e5b48435a605e4ff2ac41f5bc093aa Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 19 Sep 2021 01:11:33 -0400 Subject: [PATCH 409/494] GetAchievementName function now returns achievements in alphabetical order. --- dll/steam_user_stats.h | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 5126af3..a93b65d 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -54,6 +54,7 @@ private: nlohmann::json defined_achievements; nlohmann::json user_achievements; + std::vector sorted_achievement_names; unsigned int find_leaderboard(std::string name) { @@ -109,6 +110,7 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa for (auto & it : defined_achievements) { try { std::string name = static_cast(it["name"]); + sorted_achievement_names.push_back(name); if (user_achievements.find(name) == user_achievements.end()) { user_achievements[name]["earned"] = false; user_achievements[name]["earned_time"] = static_cast(0); @@ -119,6 +121,13 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa it["hidden"] = std::to_string(it["hidden"].get()); } catch (...) {} } + + //TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are. + //need to find a game with achievements of different case names to confirm + std::sort(sorted_achievement_names.begin(), sorted_achievement_names.end(), [](const std::string lhs, const std::string rhs){ + const auto result = std::mismatch(lhs.cbegin(), lhs.cend(), rhs.cbegin(), rhs.cend(), [](const unsigned char lhs, const unsigned char rhs){return std::tolower(lhs) == std::tolower(rhs);}); + return result.second != rhs.cend() && (result.first == lhs.cend() || std::tolower(*result.first) < std::tolower(*result.second));} + ); } // Ask the server to send down this user's data and achievements for this game @@ -470,12 +479,11 @@ uint32 GetNumAchievements() const char * GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG("GetAchievementName\n"); - try { - static std::string achievement_name; - achievement_name = defined_achievements[iAchievement]["name"].get(); - return achievement_name.c_str(); - } catch (...) {} - return ""; + if (iAchievement >= sorted_achievement_names.size()) { + return ""; + } + + return sorted_achievement_names[iAchievement].c_str(); } From 19dc4f468a065e4e1e84cb0eeb013da85f9a960a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 23 Sep 2021 22:35:30 -0400 Subject: [PATCH 410/494] Update controller config generator script. --- scripts/controller_config_generator/parse_controller_vdf.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/scripts/controller_config_generator/parse_controller_vdf.py b/scripts/controller_config_generator/parse_controller_vdf.py index 926048c..569aeb0 100644 --- a/scripts/controller_config_generator/parse_controller_vdf.py +++ b/scripts/controller_config_generator/parse_controller_vdf.py @@ -148,10 +148,10 @@ for p in presets: elif group["mode"] == "dpad": if s[0] == "joystick": - binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT"} + binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT", "click": "LSTICK"} bindings = add_input_bindings(group, bindings, keymap=binding_map) elif s[0] == "right_joystick": - binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT"} + binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT", "click": "RSTICK"} bindings = add_input_bindings(group, bindings, keymap=binding_map) else: if s[0] != "dpad": From 98b149b9b6a1fbaa60e13a48b8aed578b429a814 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 6 Dec 2021 16:51:17 -0500 Subject: [PATCH 411/494] SDK 1.52 --- dll/common_includes.h | 12 +- dll/flat.cpp | 315 +++++++-- dll/local_storage.cpp | 2 +- dll/steam_client.cpp | 12 +- dll/steam_controller.h | 142 +++- dll/steam_gameserver.cpp | 23 + dll/steam_gameserver.h | 14 + dll/steam_networking_sockets.h | 1 + dll/steam_networking_socketsserialized.h | 9 +- dll/steam_remote_storage.h | 29 + dll/steam_ugc.h | 17 + dll/steam_utils.h | 27 + sdk_includes/isteamapplist.h | 11 +- sdk_includes/isteamcontroller.h | 7 +- sdk_includes/isteamgameserver.h | 136 ++-- sdk_includes/isteamgameserver013.h | 240 +++++++ sdk_includes/isteamhtmlsurface.h | 1 - sdk_includes/isteaminput.h | 213 +++++- sdk_includes/isteaminput002.h | 149 ++++ sdk_includes/isteamnetworkingsockets.h | 41 +- sdk_includes/isteamnetworkingsockets009.h | 653 ++++++++++++++++++ .../isteamnetworkingsocketsserialized.h | 16 + sdk_includes/isteamremotestorage.h | 112 ++- sdk_includes/isteamremotestorage014.h | 214 ++++++ sdk_includes/isteamugc.h | 32 + sdk_includes/isteamutils.h | 44 +- sdk_includes/steam_api.h | 3 + sdk_includes/steam_api_flat.h | 39 +- sdk_includes/steam_api_internal.h | 25 + sdk_includes/steam_gameserver.h | 17 +- sdk_includes/steamclientpublic.h | 3 + sdk_includes/steamnetworkingtypes.h | 114 ++- 32 files changed, 2416 insertions(+), 257 deletions(-) create mode 100644 sdk_includes/isteamgameserver013.h create mode 100644 sdk_includes/isteaminput002.h create mode 100644 sdk_includes/isteamnetworkingsockets009.h create mode 100644 sdk_includes/isteamremotestorage014.h diff --git a/dll/common_includes.h b/dll/common_includes.h index 4dc55d1..f68e161 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -184,8 +184,16 @@ inline std::wstring utf8_decode(const std::string &str) #define CLIENT_HSTEAMUSER 1 #define SERVER_HSTEAMUSER 1 -#define DEFAULT_NAME "Goldberg" -#define PROGRAM_NAME "Goldberg SteamEmu" +#define DEFAULT_NAME "Noob" +#define PROGRAM_NAME_1 "Go" +#define PROGRAM_NAME_2 "ld" +#define PROGRAM_NAME_3 "be" +#define PROGRAM_NAME_4 "rg " +#define PROGRAM_NAME_5 "St" +#define PROGRAM_NAME_6 "ea" +#define PROGRAM_NAME_7 "mE" +#define PROGRAM_NAME_8 "mu" + #define DEFAULT_LANGUAGE "english" #define LOBBY_CONNECT_APPID ((uint32)-2) diff --git a/dll/flat.cpp b/dll/flat.cpp index b15dd67..9007c71 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -242,6 +242,16 @@ STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); } +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection_DEPRECATED( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) +{ + return (get_steam_client()->steam_user)->InitiateGameConnection(pAuthBlob, cbMaxAuthBlob, steamIDGameServer, unIPServer, usPortServer, bSecure); +} + +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection_DEPRECATED( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ) +{ + return (get_steam_client()->steam_user)->TerminateGameConnection(unIPServer, usPortServer); +} + STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ) { return (get_steam_client()->steam_user)->TrackAppUsageEvent(CGameID(gameID), eAppUsageEvent, pchExtraInfo); @@ -1180,6 +1190,44 @@ STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6Connectivit return (ptr)->GetIPv6ConnectivityState(eProtocol); } +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->IsSteamRunningOnSteamDeck(); +} + +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + //flat vs normal api mismatch + return (ptr)->ShowFloatingGamepadTextInput((EFloatingGamepadTextInputMode)eLineInputMode, 0, 0, 0, 0); +} + +STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->SetGameLauncherMode(bLauncherMode); +} + + STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009() { return get_steam_client()->GetISteamMatchmaking(flat_hsteamuser(), flat_hsteampipe(), "SteamMatchMaking009"); @@ -1665,6 +1713,11 @@ STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014() return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION014"); } +STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v016() +{ + return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION016"); +} + STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWrite(pchFile, pvData, cubData); @@ -1940,6 +1993,26 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( return (get_steam_client()->steam_remote_storage)->UGCDownloadToLocation(hContent, pchLocation, unPriority); } +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetLocalFileChangeCount( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->GetLocalFileChangeCount(); +} + +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetLocalFileChange( ISteamRemoteStorage* self, int iFile, ERemoteStorageLocalFileChange * pEChangeType, ERemoteStorageFilePathType * pEFilePathType ) +{ + return (get_steam_client()->steam_remote_storage)->GetLocalFileChange(iFile, pEChangeType, pEFilePathType); +} + +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->BeginFileWriteBatch(); +} + +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ) +{ + return (get_steam_client()->steam_remote_storage)->EndFileWriteBatch(); +} + STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012() { return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION012"); @@ -2910,9 +2983,14 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002() return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput002"); } -STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ) +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005() { - return (get_steam_client()->steam_controller)->Init(); + return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput005"); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) +{ + return self->Init(bExplicitlyCallRunFrame); } STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) @@ -2920,9 +2998,24 @@ STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) return (get_steam_client()->steam_controller)->Shutdown(); } -STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ) +STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ) { - return (get_steam_client()->steam_controller)->RunFrame(); + return (get_steam_client()->steam_controller)->SetInputActionManifestFilePath(pchInputActionManifestAbsolutePath); +} + +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self, bool bReservedValue ) +{ + return (get_steam_client()->steam_controller)->RunFrame(bReservedValue); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ) +{ + return (get_steam_client()->steam_controller)->BWaitForData(bWaitForever, unTimeout); +} + +STEAMAPI_API bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->BNewDataAvailable(); } STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ) @@ -2930,6 +3023,16 @@ STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self return (get_steam_client()->steam_controller)->GetConnectedControllers(handlesOut); } +STEAMAPI_API void SteamAPI_ISteamInput_EnableDeviceCallbacks( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->EnableDeviceCallbacks(); +} + +STEAMAPI_API void SteamAPI_ISteamInput_EnableActionEventCallbacks( ISteamInput* self, SteamInputActionEventCallbackPointer pCallback ) +{ + return (get_steam_client()->steam_controller)->EnableActionEventCallbacks(pCallback); +} + STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle( ISteamInput* self, const char * pszActionSetName ) { return (get_steam_client()->steam_controller)->GetActionSetHandle(pszActionSetName); @@ -2980,6 +3083,11 @@ STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins( ISteamInput* self return (get_steam_client()->steam_controller)->GetDigitalActionOrigins(inputHandle, actionSetHandle, digitalActionHandle, originsOut); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForDigitalActionName( ISteamInput* self, InputDigitalActionHandle_t eActionHandle ) +{ + return (get_steam_client()->steam_controller)->GetStringForDigitalActionName(eActionHandle); +} + STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle( ISteamInput* self, const char * pszActionName ) { return (get_steam_client()->steam_controller)->GetAnalogActionHandle(pszActionName); @@ -3000,11 +3108,31 @@ STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin( ISteamIn return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin(eOrigin); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphPNGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) +{ + return (get_steam_client()->steam_controller)->GetGlyphPNGForActionOrigin(eOrigin, eSize, unFlags); +} + +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphSVGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, uint32 unFlags ) +{ + return (get_steam_client()->steam_controller)->GetGlyphSVGForActionOrigin(eOrigin, unFlags); +} + +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin_Legacy( ISteamInput* self, EInputActionOrigin eOrigin ) +{ + return (get_steam_client()->steam_controller)->GetGlyphForActionOrigin_Legacy(eOrigin); +} + STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ) { return (get_steam_client()->steam_controller)->GetStringForActionOrigin(eOrigin); } +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForAnalogActionName( ISteamInput* self, InputAnalogActionHandle_t eActionHandle ) +{ + return (get_steam_client()->steam_controller)->GetStringForAnalogActionName(eActionHandle); +} + STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) { return (get_steam_client()->steam_controller)->StopAnalogActionMomentum(inputHandle, eAction); @@ -3020,6 +3148,16 @@ STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration( ISteamInput* self, Inpu return (get_steam_client()->steam_controller)->TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); } +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibrationExtended( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) +{ + return (get_steam_client()->steam_controller)->TriggerVibrationExtended(inputHandle, usLeftSpeed, usRightSpeed, usLeftTriggerSpeed, usRightTriggerSpeed); +} + +STEAMAPI_API void SteamAPI_ISteamInput_TriggerSimpleHapticEvent( ISteamInput* self, InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) +{ + return (get_steam_client()->steam_controller)->TriggerSimpleHapticEvent(inputHandle, eHapticLocation, nIntensity, nGainDB, nOtherIntensity, nOtherGainDB); +} + STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor( ISteamInput* self, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) { return (get_steam_client()->steam_controller)->SetLEDColor(inputHandle, nColorR, nColorG, nColorB, nFlags); @@ -3035,6 +3173,16 @@ STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* return (get_steam_client()->steam_controller)->TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + return (get_steam_client()->steam_controller)->Legacy_TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec); +} + +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) +{ + return (get_steam_client()->steam_controller)->Legacy_TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); +} + STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(inputHandle); @@ -3085,6 +3233,11 @@ STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* se return (get_steam_client()->steam_controller)->GetRemotePlaySessionID(inputHandle); } +STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( ISteamInput* self ) +{ + return (get_steam_client()->steam_controller)->GetSessionInputConfigurationSettings(); +} + STEAMAPI_API ISteamController *SteamAPI_SteamController_v007() { return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); @@ -4305,6 +4458,31 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, Publ return (ptr)->DeleteItem(nPublishedFileID); } +STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->ShowWorkshopEULA(); +} + +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetWorkshopEULAStatus( ISteamUGC* self ) +{ + int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetWorkshopEULAStatus(); +} + + STEAMAPI_API ISteamAppList *SteamAPI_SteamAppList_v001() { return get_steam_client()->GetISteamAppList(flat_hsteamuser(), flat_hsteampipe(), "STEAMAPPLIST_INTERFACE_VERSION001"); @@ -5234,6 +5412,16 @@ STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_G return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); } +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v011() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets011"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v011() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets011"); +} + STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009() { return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets009"); @@ -5459,6 +5647,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetwork return self->SetCertificate(pCertificate, cbCertificate, errMsg); } +// STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ) +// { +// return self->ResetIdentity(pIdentity); +// } + STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ) { return self->RunCallbacks(); @@ -5489,6 +5682,11 @@ STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003( return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); } +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v004() +{ + return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils004"); +} + STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() { return (ISteamNetworkingUtils *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingUtils003"); @@ -5649,6 +5847,11 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetwo return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); } +// STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) +// { +// return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); +// } + STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ) { return self->GetFirstConfigValue(); @@ -5679,6 +5882,11 @@ STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013() return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer013"); } +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014() +{ + return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer014"); +} + STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); @@ -5686,177 +5894,192 @@ STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ) { - return self->SetProduct(pszProduct); + return get_steam_client()->steam_gameserver->SetProduct(pszProduct); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ) { - return self->SetGameDescription(pszGameDescription); + return get_steam_client()->steam_gameserver->SetGameDescription(pszGameDescription); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ) { - return self->SetModDir(pszModDir); + return get_steam_client()->steam_gameserver->SetModDir(pszModDir); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer( ISteamGameServer* self, bool bDedicated ) { - return self->SetDedicatedServer(bDedicated); + return get_steam_client()->steam_gameserver->SetDedicatedServer(bDedicated); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn( ISteamGameServer* self, const char * pszToken ) { - return self->LogOn(pszToken); + return get_steam_client()->steam_gameserver->LogOn(pszToken); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous( ISteamGameServer* self ) { - return self->LogOnAnonymous(); + return get_steam_client()->steam_gameserver->LogOnAnonymous(); } STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ) { - return self->LogOff(); + return get_steam_client()->steam_gameserver->LogOff(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ) { - return self->BLoggedOn(); + return get_steam_client()->steam_gameserver->BLoggedOn(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ) { - return self->BSecure(); + return get_steam_client()->steam_gameserver->BSecure(); } STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServer* self ) { - return self->GetSteamID().ConvertToUint64(); + return get_steam_client()->steam_gameserver->GetSteamID().ConvertToUint64(); } STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ) { - return self->WasRestartRequested(); + return get_steam_client()->steam_gameserver->WasRestartRequested(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount( ISteamGameServer* self, int cPlayersMax ) { - return self->SetMaxPlayerCount(cPlayersMax); + return get_steam_client()->steam_gameserver->SetMaxPlayerCount(cPlayersMax); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount( ISteamGameServer* self, int cBotplayers ) { - return self->SetBotPlayerCount(cBotplayers); + return get_steam_client()->steam_gameserver->SetBotPlayerCount(cBotplayers); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName( ISteamGameServer* self, const char * pszServerName ) { - return self->SetServerName(pszServerName); + return get_steam_client()->steam_gameserver->SetServerName(pszServerName); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetMapName( ISteamGameServer* self, const char * pszMapName ) { - return self->SetMapName(pszMapName); + return get_steam_client()->steam_gameserver->SetMapName(pszMapName); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetPasswordProtected( ISteamGameServer* self, bool bPasswordProtected ) { - return self->SetPasswordProtected(bPasswordProtected); + return get_steam_client()->steam_gameserver->SetPasswordProtected(bPasswordProtected); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorPort( ISteamGameServer* self, uint16 unSpectatorPort ) { - return self->SetSpectatorPort(unSpectatorPort); + return get_steam_client()->steam_gameserver->SetSpectatorPort(unSpectatorPort); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetSpectatorServerName( ISteamGameServer* self, const char * pszSpectatorServerName ) { - return self->SetSpectatorServerName(pszSpectatorServerName); + return get_steam_client()->steam_gameserver->SetSpectatorServerName(pszSpectatorServerName); } STEAMAPI_API void SteamAPI_ISteamGameServer_ClearAllKeyValues( ISteamGameServer* self ) { - return self->ClearAllKeyValues(); + return get_steam_client()->steam_gameserver->ClearAllKeyValues(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue( ISteamGameServer* self, const char * pKey, const char * pValue ) { - return self->SetKeyValue(pKey, pValue); + return get_steam_client()->steam_gameserver->SetKeyValue(pKey, pValue); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags( ISteamGameServer* self, const char * pchGameTags ) { - return self->SetGameTags(pchGameTags); + return get_steam_client()->steam_gameserver->SetGameTags(pchGameTags); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData( ISteamGameServer* self, const char * pchGameData ) { - return self->SetGameData(pchGameData); + return get_steam_client()->steam_gameserver->SetGameData(pchGameData); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, const char * pszRegion ) { - return self->SetRegion(pszRegion); + return get_steam_client()->steam_gameserver->SetRegion(pszRegion); } STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) { - return self->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); + return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); +} + +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) +{ + return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ) { - return self->CreateUnauthenticatedUserConnection().ConvertToUint64(); + return get_steam_client()->steam_gameserver->CreateUnauthenticatedUserConnection().ConvertToUint64(); } STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ) { - return self->SendUserDisconnect(steamIDUser); + return get_steam_client()->steam_gameserver->SendUserDisconnect(steamIDUser); +} + +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect_DEPRECATED( ISteamGameServer* self, uint64_steamid steamIDUser ) +{ + return get_steam_client()->steam_gameserver->SendUserDisconnect(steamIDUser); } STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ) { - return self->BUpdateUserData(steamIDUser, pchPlayerName, uScore); + return get_steam_client()->steam_gameserver->BUpdateUserData(steamIDUser, pchPlayerName, uScore); +} + +STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGameServer* self, bool bActive ) +{ + return get_steam_client()->steam_gameserver->SetAdvertiseServerActive(bActive); } STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { - return self->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); + return get_steam_client()->steam_gameserver->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ) { - return self->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); + return get_steam_client()->steam_gameserver->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ) { - return self->EndAuthSession(steamID); + return get_steam_client()->steam_gameserver->EndAuthSession(steamID); } STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ) { - return self->CancelAuthTicket(hAuthTicket); + return get_steam_client()->steam_gameserver->CancelAuthTicket(hAuthTicket); } STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp( ISteamGameServer* self, uint64_steamid steamID, AppId_t appID ) { - return self->UserHasLicenseForApp(steamID, appID); + return get_steam_client()->steam_gameserver->UserHasLicenseForApp(steamID, appID); } STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ) { - return self->RequestUserGroupStatus(steamIDUser, steamIDGroup); + return get_steam_client()->steam_gameserver->RequestUserGroupStatus(steamIDUser, steamIDGroup); } STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self ) { - return self->GetGameplayStats(); + return get_steam_client()->steam_gameserver->GetGameplayStats(); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self ) { - return self->GetServerReputation(); + return get_steam_client()->steam_gameserver->GetServerReputation(); } STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, void *instancePtr_possible ) @@ -5872,37 +6095,37 @@ STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ) { - return self->HandleIncomingPacket(pData, cbData, srcIP, srcPort); + return get_steam_client()->steam_gameserver->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort ) { - return self->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); + return get_steam_client()->steam_gameserver->GetNextOutgoingPacket(pOut, cbMaxOut, pNetAdr, pPort); } STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive ) { - return self->EnableHeartbeats(bActive); + return get_steam_client()->steam_gameserver->EnableHeartbeats(bActive); } STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServer* self, int iHeartbeatInterval ) { - return self->SetHeartbeatInterval(iHeartbeatInterval); + return get_steam_client()->steam_gameserver->SetHeartbeatInterval(iHeartbeatInterval); } STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ) { - return self->ForceHeartbeat(); + return get_steam_client()->steam_gameserver->ForceHeartbeat(); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ) { - return self->AssociateWithClan(steamIDClan); + return get_steam_client()->steam_gameserver->AssociateWithClan(steamIDClan); } STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ) { - return self->ComputeNewPlayerCompatibility(steamIDNewPlayer); + return get_steam_client()->steam_gameserver->ComputeNewPlayerCompatibility(steamIDNewPlayer); } STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001() diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 5448e73..9ae0a6b 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -434,7 +434,7 @@ std::string Local_Storage::get_user_appdata_path() } } #endif - return user_appdata_path.append(PATH_SEPARATOR).append(PROGRAM_NAME).append(" Saves"); + return user_appdata_path.append(PATH_SEPARATOR).append(PROGRAM_NAME_1).append(PROGRAM_NAME_2).append(PROGRAM_NAME_3).append(PROGRAM_NAME_4).append(PROGRAM_NAME_5).append(PROGRAM_NAME_6).append(PROGRAM_NAME_7).append(PROGRAM_NAME_8).append(" Saves"); } static std::string replace_with(std::string s, std::string const &old, const char *new_str) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 3cc395b..ed523bf 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -304,6 +304,8 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte return (ISteamGameServer *)(void *)(ISteamGameServer011 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer012") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer013") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer013 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; @@ -481,8 +483,10 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSocketsSerialized003 *)steam_networking_sockets_serialized_temp; } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized004") == 0) { return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSocketsSerialized005") == 0) { + return (void *)(ISteamNetworkingSocketsSerialized005 *)steam_networking_sockets_serialized_temp; } else { - return (void *)(ISteamNetworkingSocketsSerialized004 *)steam_networking_sockets_serialized_temp; + return (void *)(ISteamNetworkingSocketsSerialized005 *)steam_networking_sockets_serialized_temp; } } else if (strstr(pchVersion, "SteamNetworkingSockets") == pchVersion) { Steam_Networking_Sockets *steam_networking_sockets_temp; @@ -504,6 +508,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingSockets006 *) steam_networking_sockets_temp; } else if (strcmp(pchVersion, "SteamNetworkingSockets008") == 0) { return (void *)(ISteamNetworkingSockets008 *) steam_networking_sockets_temp; + } else if (strcmp(pchVersion, "SteamNetworkingSockets009") == 0) { + return (void *)(ISteamNetworkingSockets009 *) steam_networking_sockets_temp; } else { return (void *)(ISteamNetworkingSockets *) steam_networking_sockets_temp; } @@ -746,6 +752,8 @@ ISteamRemoteStorage *Steam_Client::GetISteamRemoteStorage( HSteamUser hSteamuser return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage012 *)steam_remote_storage; } else if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION013") == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage013 *)steam_remote_storage; + } else if (strcmp(pchVersion, "STEAMREMOTESTORAGE_INTERFACE_VERSION014") == 0) { + return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage014 *)steam_remote_storage; } else if (strcmp(pchVersion, STEAMREMOTESTORAGE_INTERFACE_VERSION) == 0) { return (ISteamRemoteStorage *)(void *)(ISteamRemoteStorage *)steam_remote_storage; } else { @@ -1086,6 +1094,8 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt if (strcmp(pchVersion, "SteamInput001") == 0) { return (ISteamInput *)(void *)(ISteamInput001 *)steam_controller; + } else if (strcmp(pchVersion, "SteamInput002") == 0) { + return (ISteamInput *)(void *)(ISteamInput002 *)steam_controller; } else if (strcmp(pchVersion, STEAMINPUT_INTERFACE_VERSION) == 0) { return (ISteamInput *)(void *)(ISteamInput *)steam_controller; } else { diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 88ad5db..f763b71 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -101,6 +101,7 @@ public ISteamController006, public ISteamController007, public ISteamController, public ISteamInput001, +public ISteamInput002, public ISteamInput { class Settings *settings; @@ -164,6 +165,7 @@ public ISteamInput bool disabled; bool initialized; + bool explicitly_call_run_frame; void set_handles(std::map, std::string>>> action_sets) { uint64 handle_num = 1; @@ -316,9 +318,9 @@ Steam_Controller(class Settings *settings, class SteamCallResults *callback_resu } // Init and Shutdown must be called when starting/ending use of this interface -bool Init() +bool Init(bool bExplicitlyCallRunFrame) { - PRINT_DEBUG("Steam_Controller::Init()\n"); + PRINT_DEBUG("Steam_Controller::Init() %u\n", bExplicitlyCallRunFrame); std::lock_guard lock(global_mutex); if (disabled || initialized) { return true; @@ -342,6 +344,7 @@ bool Init() background_rumble_thread = std::thread(background_rumble, rumble_thread_data); initialized = true; + explicitly_call_run_frame = bExplicitlyCallRunFrame; return true; } @@ -351,6 +354,11 @@ bool Init( const char *pchAbsolutePathToControllerConfigVDF ) return Init(); } +bool Init() +{ + return Init(true); +} + bool Shutdown() { PRINT_DEBUG("Steam_Controller::Shutdown()\n"); @@ -374,10 +382,57 @@ void SetOverrideMode( const char *pchMode ) PRINT_DEBUG("Steam_Controller::SetOverrideMode\n"); } +// Set the absolute path to the Input Action Manifest file containing the in-game actions +// and file paths to the official configurations. Used in games that bundle Steam Input +// configurations inside of the game depot instead of using the Steam Workshop +bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +bool BWaitForData( bool bWaitForever, uint32 unTimeout ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +// Returns true if new data has been received since the last time action data was accessed +// via GetDigitalActionData or GetAnalogActionData. The game will still need to call +// SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream +bool BNewDataAvailable() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return false; +} + +// Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. +// Each controller that is already connected will generate a device connected +// callback when you enable them +void EnableDeviceCallbacks() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return; +} + +// Enable SteamInputActionEvent_t callbacks. Directly calls your callback function +// for lower latency than standard Steam callbacks. Supports one callback at a time. +// Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks +void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return; +} + // Synchronize API state with the latest Steam Controller inputs available. This // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest // possible latency, you call this directly before reading controller state. -void RunFrame() +void RunFrame(bool bReservedValue) { PRINT_DEBUG("Steam_Controller::RunFrame()\n"); if (disabled || !initialized) { @@ -387,6 +442,11 @@ void RunFrame() GamepadUpdate(); } +void RunFrame() +{ + RunFrame(true); +} + bool GetControllerState( uint32 unControllerIndex, SteamControllerState001_t *pState ) { PRINT_DEBUG("Steam_Controller::GetControllerState()\n"); @@ -686,6 +746,14 @@ int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t a return count; } +// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle +const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return "Button String"; +} + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) { @@ -824,6 +892,13 @@ void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPa PRINT_DEBUG("Steam_Controller::TriggerHapticPulse\n"); } +// Trigger a haptic pulse on a controller +void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + TriggerHapticPulse(inputHandle, eTargetPad, usDurationMicroSec ); +} + void TriggerHapticPulse( uint32 unControllerIndex, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) { PRINT_DEBUG("Steam_Controller::TriggerHapticPulse old\n"); @@ -837,6 +912,18 @@ void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamCont PRINT_DEBUG("Steam_Controller::TriggerRepeatedHapticPulse\n"); } +void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); +} + + +// Send a haptic pulse, works on Steam Deck and Steam Controller devices +void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); +} // Tigger a vibration event on supported controllers. void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) @@ -862,6 +949,13 @@ void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLef rumble_thread_data->rumble_thread_cv.notify_one(); } +// Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers +void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + TriggerVibration(inputHandle, usLeftSpeed, usRightSpeed); + //TODO trigger impulse rumbles +} // Set the controller LED color on supported controllers. void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) @@ -929,6 +1023,13 @@ const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) return "Button String"; } +// Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle +const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return "Button String"; +} // Get a local path to art for on-screen glyph for a particular origin const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) @@ -1015,6 +1116,29 @@ const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) return glyph->second.c_str(); } +// Get a local path to a PNG file for the provided origin's glyph. +const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return ""; +} + +// Get a local path to a SVG file for the provided origin's glyph. +const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + //TODO SteamInput005 + return ""; +} + +// Get a local path to an older, Big Picture Mode-style PNG file for a particular origin +const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return GetGlyphForActionOrigin(eOrigin); +} + // Returns the input type for a particular handle ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) { @@ -1078,9 +1202,19 @@ uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) return 0; } +// Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? +// Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration +uint16 GetSessionInputConfigurationSettings() +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); + return 0; +} + void RunCallbacks() { - RunFrame(); + if (explicitly_call_run_frame) { + RunFrame(); + } } }; diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index 584f369..54b80b1 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -618,6 +618,19 @@ void Steam_GameServer::EnableHeartbeats( bool bActive ) PRINT_DEBUG("EnableHeartbeats\n"); } +/// Indicate whether you wish to be listed on the master server list +/// and/or respond to server browser / LAN discovery packets. +/// The server starts with this value set to false. You should set all +/// relevant server parameters before enabling advertisement on the server. +/// +/// (This function used to be named EnableHeartbeats, so if you are wondering +/// where that function went, it's right here. It does the same thing as before, +/// the old name was just confusing.) +void Steam_GameServer::SetAdvertiseServerActive( bool bActive ) +{ + PRINT_DEBUG("SetAdvertiseServerActive\n"); + EnableHeartbeats(bActive); +} // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. @@ -627,6 +640,11 @@ void Steam_GameServer::SetHeartbeatInterval( int iHeartbeatInterval ) PRINT_DEBUG("SetHeartbeatInterval\n"); } +void Steam_GameServer::SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) +{ + PRINT_DEBUG("SetMasterServerHeartbeatInterval_DEPRECATED\n"); +} + // Force a heartbeat to steam at the next opportunity void Steam_GameServer::ForceHeartbeat() @@ -634,6 +652,11 @@ void Steam_GameServer::ForceHeartbeat() PRINT_DEBUG("ForceHeartbeat\n"); } +void Steam_GameServer::ForceMasterServerHeartbeat_DEPRECATED() +{ + PRINT_DEBUG("ForceMasterServerHeartbeat_DEPRECATED\n"); +} + // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index e66f3b9..7268d30 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -35,6 +35,7 @@ public ISteamGameServer009, public ISteamGameServer010, public ISteamGameServer011, public ISteamGameServer012, +public ISteamGameServer013, public ISteamGameServer { class Settings *settings; @@ -311,6 +312,16 @@ public: // you want it to be active (default: off). void EnableHeartbeats( bool bActive ); + /// Indicate whether you wish to be listed on the master server list + /// and/or respond to server browser / LAN discovery packets. + /// The server starts with this value set to false. You should set all + /// relevant server parameters before enabling advertisement on the server. + /// + /// (This function used to be named EnableHeartbeats, so if you are wondering + /// where that function went, it's right here. It does the same thing as before, + /// the old name was just confusing.) + void SetAdvertiseServerActive( bool bActive ); + // You usually don't need to modify this. // Pass -1 to use the default value for iHeartbeatInterval. // Some mods change this. @@ -319,6 +330,9 @@ public: // Force a heartbeat to steam at the next opportunity void ForceHeartbeat(); + void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ); + void ForceMasterServerHeartbeat_DEPRECATED(); + // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ); diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 7550413..a0ba19c 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -58,6 +58,7 @@ public ISteamNetworkingSockets003, public ISteamNetworkingSockets004, public ISteamNetworkingSockets006, public ISteamNetworkingSockets008, +public ISteamNetworkingSockets009, public ISteamNetworkingSockets { class Settings *settings; diff --git a/dll/steam_networking_socketsserialized.h b/dll/steam_networking_socketsserialized.h index 327d59b..8b55292 100644 --- a/dll/steam_networking_socketsserialized.h +++ b/dll/steam_networking_socketsserialized.h @@ -20,7 +20,8 @@ class Steam_Networking_Sockets_Serialized : public ISteamNetworkingSocketsSerialized002, public ISteamNetworkingSocketsSerialized003, -public ISteamNetworkingSocketsSerialized004 +public ISteamNetworkingSocketsSerialized004, +public ISteamNetworkingSocketsSerialized005 { class Settings *settings; class Networking *network; @@ -129,6 +130,12 @@ bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) return true; } +int BeginAsyncRequestFakeIP(int a) +{ + PRINT_DEBUG("Steam_Networking_Sockets_Serialized::BeginAsyncRequestFakeIP\n"); + return true; +} + void RunCallbacks() { } diff --git a/dll/steam_remote_storage.h b/dll/steam_remote_storage.h index d393c94..032bc5f 100644 --- a/dll/steam_remote_storage.h +++ b/dll/steam_remote_storage.h @@ -50,6 +50,7 @@ public ISteamRemoteStorage010, public ISteamRemoteStorage011, public ISteamRemoteStorage012, public ISteamRemoteStorage013, +public ISteamRemoteStorage014, public ISteamRemoteStorage { private: @@ -761,4 +762,32 @@ SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocat return 0; } +// Cloud dynamic state change notification +int32 GetLocalFileChangeCount() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; +} + +const char *GetLocalFileChange( int iFile, ERemoteStorageLocalFileChange *pEChangeType, ERemoteStorageFilePathType *pEFilePathType ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return ""; +} + +// Indicate to Steam the beginning / end of a set of local file +// operations - for example, writing a game save that requires updating two files. +bool BeginFileWriteBatch() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + +bool EndFileWriteBatch() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + + }; diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 3786c36..28e4dba 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -203,6 +203,7 @@ bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 in bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) { PRINT_DEBUG("Steam_UGC::GetQueryUGCPreviewURL\n"); + //TODO: escape simulator tries downloading this url and unsubscribes if it fails return false; } @@ -856,4 +857,20 @@ SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) return 0; } +// Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not +bool ShowWorkshopEULA() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA +STEAM_CALL_RESULT( WorkshopEULAStatus_t ) +SteamAPICall_t GetWorkshopEULAStatus() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return 0; +} + + }; diff --git a/dll/steam_utils.h b/dll/steam_utils.h index ce76e8c..b59fdd4 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -405,4 +405,31 @@ ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProt return k_ESteamIPv6ConnectivityState_Unknown; } +// returns true if currently running on the Steam Deck device +bool IsSteamRunningOnSteamDeck() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. +// The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field +bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return false; +} + +// In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher +void SetGameLauncherMode( bool bLauncherMode ) +{ + PRINT_DEBUG("%s\n", __FUNCTION__); +} + +bool DismissFloatingGamepadTextInput() +{ + PRINT_DEBUG("%s\n", __FUNCTION__); + return true; +} + }; diff --git a/sdk_includes/isteamapplist.h b/sdk_includes/isteamapplist.h index 3c5b0e1..ffe2618 100644 --- a/sdk_includes/isteamapplist.h +++ b/sdk_includes/isteamapplist.h @@ -11,7 +11,6 @@ #endif #include "steam_api_common.h" -#include "steamtypes.h" //----------------------------------------------------------------------------- // Purpose: This is a restricted interface that can only be used by previously approved apps, @@ -52,16 +51,18 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamAppList *, SteamAppList, STEAMAPPLIS // Purpose: Sent when a new app is installed //--------------------------------------------------------------------------------- STEAM_CALLBACK_BEGIN( SteamAppInstalled_t, k_iSteamAppListCallbacks + 1 ) - STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs -STEAM_CALLBACK_END(1) +STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs +STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app is installed +STEAM_CALLBACK_END( 2 ) //--------------------------------------------------------------------------------- // Purpose: Sent when an app is uninstalled //--------------------------------------------------------------------------------- STEAM_CALLBACK_BEGIN( SteamAppUninstalled_t, k_iSteamAppListCallbacks + 2 ) - STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs -STEAM_CALLBACK_END(1) +STEAM_CALLBACK_MEMBER( 0, AppId_t, m_nAppID ) // ID of the app that installs +STEAM_CALLBACK_MEMBER( 1, int, m_iInstallFolderIndex ) // library folder the app was installed +STEAM_CALLBACK_END(2) #pragma pack( pop ) diff --git a/sdk_includes/isteamcontroller.h b/sdk_includes/isteamcontroller.h index 4191f58..985c046 100644 --- a/sdk_includes/isteamcontroller.h +++ b/sdk_includes/isteamcontroller.h @@ -410,6 +410,11 @@ enum EControllerActionOrigin k_EControllerActionOrigin_PS5_Gyro_Yaw, k_EControllerActionOrigin_PS5_Gyro_Roll, + k_EControllerActionOrigin_XBoxOne_LeftGrip_Lower, + k_EControllerActionOrigin_XBoxOne_LeftGrip_Upper, + k_EControllerActionOrigin_XBoxOne_RightGrip_Lower, + k_EControllerActionOrigin_XBoxOne_RightGrip_Upper, + k_EControllerActionOrigin_XBoxOne_Share, k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. @@ -635,7 +640,7 @@ public: virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; //----------------------------------------------------------------------------- - // Utility functions availible without using the rest of Steam Input API + // Utility functions available without using the rest of Steam Input API //----------------------------------------------------------------------------- // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode diff --git a/sdk_includes/isteamgameserver.h b/sdk_includes/isteamgameserver.h index bfc55ae..6f0444e 100644 --- a/sdk_includes/isteamgameserver.h +++ b/sdk_includes/isteamgameserver.h @@ -91,14 +91,23 @@ public: /// Set name of map to report in the server browser /// - /// @see k_cbMaxGameServerName + /// @see k_cbMaxGameServerMapName virtual void SetMapName( const char *pszMapName ) = 0; /// Let people know if your server will require a password virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; - /// Spectator server. The default value is zero, meaning the service - /// is not used. + /// Spectator server port to advertise. The default value is zero, meaning the + /// service is not used. If your server receives any info requests on the LAN, + /// this is the value that will be placed into the reply for such local queries. + /// + /// This is also the value that will be advertised by the master server. + /// The only exception is if your server is using a FakeIP. Then then the second + /// fake port number (index 1) assigned to your server will be listed on the master + /// server as the spectator port, if you set this value to any nonzero value. + /// + /// This function merely controls the values that are advertised -- it's up to you to + /// configure the server to actually listen on this port and handle any spectator traffic virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; /// Name of the spectator server. (Only used if spectator port is nonzero.) @@ -120,8 +129,6 @@ public: /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set /// it allows users to filter in the matchmaking/server-browser interfaces based on the value - /// don't set this unless it actually changes, its only uploaded to the master once (when - /// acknowledged) /// /// @see k_cbMaxGameServerGameData virtual void SetGameData( const char *pchGameData ) = 0; @@ -129,42 +136,20 @@ public: /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region virtual void SetRegion( const char *pszRegion ) = 0; + /// Indicate whether you wish to be listed on the master server list + /// and/or respond to server browser / LAN discovery packets. + /// The server starts with this value set to false. You should set all + /// relevant server parameters before enabling advertisement on the server. + /// + /// (This function used to be named EnableHeartbeats, so if you are wondering + /// where that function went, it's right here. It does the same thing as before, + /// the old name was just confusing.) + virtual void SetAdvertiseServerActive( bool bActive ) = 0; + // -// Player list management / authentication +// Player list management / authentication. // - // Handles receiving a new connection from a Steam user. This call will ask the Steam - // servers to validate the users identity, app ownership, and VAC status. If the Steam servers - // are off-line, then it will validate the cached ticket itself which will validate app ownership - // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() - // and must then be sent up to the game server for authentication. - // - // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL - // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication - // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) - virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; - - // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. - // - // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() - // when this user leaves the server just like you would for a real user. - virtual CSteamID CreateUnauthenticatedUserConnection() = 0; - - // Should be called whenever a user leaves our game server, this lets Steam internally - // track which users are currently on which servers for the purposes of preventing a single - // account being logged into multiple servers, showing who is currently on a server, etc. - virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; - - // Update the data to be displayed in the server browser and matchmaking interfaces for a user - // currently connected to the server. For regular users you must call this after you receive a - // GSUserValidationSuccess callback. - // - // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) - virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; - - // New auth system APIs - do not mix with the old auth system APIs. - // ---------------------------------------------------------------- - // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). // pcbTicket retrieves the length of the actual ticket. virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; @@ -199,13 +184,10 @@ public: // connect to virtual SteamIPAddress_t GetPublicIP() = 0; -// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own -// socket to talk to the master server on, it lets the game use its socket to forward messages -// back and forth. This prevents us from requiring server ops to open up yet another port -// in their firewalls. -// -// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 - +// Server browser related query packet processing for shared socket mode. These are used +// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init. +// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001 + // These are used when you've elected to multiplex the game server's UDP socket // rather than having the master server updater use its own sockets. // @@ -223,21 +205,9 @@ public: virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; // -// Control heartbeats / advertisement with master server +// Server clan association // - // Call this as often as you like to tell the master server updater whether or not - // you want it to be active (default: off). - virtual void EnableHeartbeats( bool bActive ) = 0; - - // You usually don't need to modify this. - // Pass -1 to use the default value for iHeartbeatInterval. - // Some mods change this. - virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; - - // Force a heartbeat to steam at the next opportunity - virtual void ForceHeartbeat() = 0; - // associate this game server with this clan for the purposes of computing player compat STEAM_CALL_RESULT( AssociateWithClanResult_t ) virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; @@ -246,9 +216,57 @@ public: STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + + + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call EndAuthSession() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0; + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + +// Deprecated functions. These will be removed in a future version of the SDK. +// If you really need these, please contact us and help us understand what you are +// using them for. + + STEAM_PRIVATE_API( + virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0; + virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0; + ) }; -#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer013" +#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer014" #ifndef STEAM_API_EXPORTS // Global accessor diff --git a/sdk_includes/isteamgameserver013.h b/sdk_includes/isteamgameserver013.h new file mode 100644 index 0000000..fdd7711 --- /dev/null +++ b/sdk_includes/isteamgameserver013.h @@ -0,0 +1,240 @@ + +#ifndef ISTEAMGAMESERVER013_H +#define ISTEAMGAMESERVER013_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer013 +{ +public: +// +// Basic server data. These properties, if set, must be set before before calling LogOn. They +// may not be changed after logged in. +// + + /// This is called by SteamGameServer_Init, and you will usually not need to call it directly + STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; ) + + /// Game product identifier. This is currently used by the master server for version checking purposes. + /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose. + virtual void SetProduct( const char *pszProduct ) = 0; + + /// Description of the game. This is a required field and is displayed in the steam server browser....for now. + /// This is a required field, but it will go away eventually, as the data should be determined from the AppID. + virtual void SetGameDescription( const char *pszGameDescription ) = 0; + + /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning + /// this application is the original game, not a mod. + /// + /// @see k_cbMaxGameServerGameDir + virtual void SetModDir( const char *pszModDir ) = 0; + + /// Is this is a dedicated server? The default value is false. + virtual void SetDedicatedServer( bool bDedicated ) = 0; + +// +// Login +// + + /// Begin process to login to a persistent game server account + /// + /// You need to register for callbacks to determine the result of this operation. + /// @see SteamServersConnected_t + /// @see SteamServerConnectFailure_t + /// @see SteamServersDisconnected_t + virtual void LogOn( const char *pszToken ) = 0; + + /// Login to a generic, anonymous account. + /// + /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init, + /// but this is no longer the case. + virtual void LogOnAnonymous() = 0; + + /// Begin process of logging game server out of steam + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + /// Returns true if the master server has requested a restart. + /// Only returns true once per request. + virtual bool WasRestartRequested() = 0; + +// +// Server state. These properties may be changed at any time. +// + + /// Max player count that will be reported to server browser and client queries + virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; + + /// Number of bots. Default value is zero + virtual void SetBotPlayerCount( int cBotplayers ) = 0; + + /// Set the name of server as it will appear in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetServerName( const char *pszServerName ) = 0; + + /// Set name of map to report in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetMapName( const char *pszMapName ) = 0; + + /// Let people know if your server will require a password + virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; + + /// Spectator server. The default value is zero, meaning the service + /// is not used. + virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; + + /// Name of the spectator server. (Only used if spectator port is nonzero.) + /// + /// @see k_cbMaxGameServerMapName + virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; + + /// Call this to clear the whole list of key/values that are sent in rules queries. + virtual void ClearAllKeyValues() = 0; + + /// Call this to add/update a key/value pair. + virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; + + /// Sets a string defining the "gametags" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// + /// @see k_cbMaxGameServerTags + virtual void SetGameTags( const char *pchGameTags ) = 0; + + /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// don't set this unless it actually changes, its only uploaded to the master once (when + /// acknowledged) + /// + /// @see k_cbMaxGameServerGameData + virtual void SetGameData( const char *pchGameData ) = 0; + + /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region + virtual void SetRegion( const char *pszRegion ) = 0; + +// +// Player list management / authentication +// + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + + // New auth system APIs - do not mix with the old auth system APIs. + // ---------------------------------------------------------------- + + // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t + // returns false if we're not connected to the steam servers and thus cannot ask + virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; + + + // these two functions s are deprecated, and will not return results + // they will be removed in a future version of the SDK + virtual void GetGameplayStats( ) = 0; + STEAM_CALL_RESULT( GSReputation_t ) + virtual SteamAPICall_t GetServerReputation() = 0; + + // Returns the public IP of the server according to Steam, useful when the server is + // behind NAT and you want to advertise its IP in a lobby for other clients to directly + // connect to + virtual SteamIPAddress_t GetPublicIP() = 0; + +// These are in GameSocketShare mode, where instead of ISteamGameServer creating its own +// socket to talk to the master server on, it lets the game use its socket to forward messages +// back and forth. This prevents us from requiring server ops to open up yet another port +// in their firewalls. +// +// the IP address and port should be in host order, i.e 127.0.0.1 == 0x7f000001 + + // These are used when you've elected to multiplex the game server's UDP socket + // rather than having the master server updater use its own sockets. + // + // Source games use this to simplify the job of the server admins, so they + // don't have to open up more ports on their firewalls. + + // Call this when a packet that starts with 0xFFFFFFFF comes in. That means + // it's for us. + virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; + + // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. + // This gets a packet that the master server updater needs to send out on UDP. + // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. + // Call this each frame until it returns 0. + virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; + +// +// Control heartbeats / advertisement with master server +// + + // Call this as often as you like to tell the master server updater whether or not + // you want it to be active (default: off). + virtual void EnableHeartbeats( bool bActive ) = 0; + + // You usually don't need to modify this. + // Pass -1 to use the default value for iHeartbeatInterval. + // Some mods change this. + virtual void SetHeartbeatInterval( int iHeartbeatInterval ) = 0; + + // Force a heartbeat to steam at the next opportunity + virtual void ForceHeartbeat() = 0; + + // associate this game server with this clan for the purposes of computing player compat + STEAM_CALL_RESULT( AssociateWithClanResult_t ) + virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; + + // ask if any of the current players dont want to play with this new player - or vice versa + STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + +}; + +#endif // ISTEAMGAMESERVER013_H diff --git a/sdk_includes/isteamhtmlsurface.h b/sdk_includes/isteamhtmlsurface.h index 9e53c9c..54058cd 100644 --- a/sdk_includes/isteamhtmlsurface.h +++ b/sdk_includes/isteamhtmlsurface.h @@ -201,7 +201,6 @@ public: virtual void JSDialogResponse( HHTMLBrowser unBrowserHandle, bool bResult ) = 0; // You MUST call this in response to a HTML_FileOpenDialog_t callback - STEAM_IGNOREATTR() virtual void FileLoadDialogResponse( HHTMLBrowser unBrowserHandle, const char **pchSelectedFiles ) = 0; }; diff --git a/sdk_includes/isteaminput.h b/sdk_includes/isteaminput.h index 0d1192c..568c778 100644 --- a/sdk_includes/isteaminput.h +++ b/sdk_includes/isteaminput.h @@ -228,11 +228,11 @@ enum EInputActionOrigin k_EInputActionOrigin_XBoxOne_DPad_West, k_EInputActionOrigin_XBoxOne_DPad_East, k_EInputActionOrigin_XBoxOne_DPad_Move, - k_EInputActionOrigin_XBoxOne_Reserved1, - k_EInputActionOrigin_XBoxOne_Reserved2, - k_EInputActionOrigin_XBoxOne_Reserved3, - k_EInputActionOrigin_XBoxOne_Reserved4, - k_EInputActionOrigin_XBoxOne_Reserved5, + k_EInputActionOrigin_XBoxOne_LeftGrip_Lower, + k_EInputActionOrigin_XBoxOne_LeftGrip_Upper, + k_EInputActionOrigin_XBoxOne_RightGrip_Lower, + k_EInputActionOrigin_XBoxOne_RightGrip_Upper, + k_EInputActionOrigin_XBoxOne_Share, // Xbox Series X controllers only k_EInputActionOrigin_XBoxOne_Reserved6, k_EInputActionOrigin_XBoxOne_Reserved7, k_EInputActionOrigin_XBoxOne_Reserved8, @@ -472,6 +472,20 @@ enum ESteamControllerPad k_ESteamControllerPad_Right }; +enum EControllerHapticLocation +{ + k_EControllerHapticLocation_Left = ( 1 << k_ESteamControllerPad_Left ), + k_EControllerHapticLocation_Right = ( 1 << k_ESteamControllerPad_Right ), + k_EControllerHapticLocation_Both = ( 1 << k_ESteamControllerPad_Left | 1 << k_ESteamControllerPad_Right ), +}; + +enum EControllerHapticType +{ + k_EControllerHapticType_Off, + k_EControllerHapticType_Tick, + k_EControllerHapticType_Click, +}; + enum ESteamInputType { k_ESteamInputType_Unknown, @@ -492,6 +506,16 @@ enum ESteamInputType k_ESteamInputType_MaximumPossibleValue = 255, }; +// Individual values are used by the GetSessionInputConfigurationSettings bitmask +enum ESteamInputConfigurationEnableType +{ + k_ESteamInputConfigurationEnableType_None = 0x0000, + k_ESteamInputConfigurationEnableType_Playstation = 0x0001, + k_ESteamInputConfigurationEnableType_Xbox = 0x0002, + k_ESteamInputConfigurationEnableType_Generic = 0x0004, + k_ESteamInputConfigurationEnableType_Switch = 0x0008, +}; + // These values are passed into SetLEDColor enum ESteamInputLEDFlag { @@ -501,11 +525,24 @@ enum ESteamInputLEDFlag k_ESteamInputLEDFlag_RestoreUserDefault }; +// These values are passed into GetGlyphPNGForActionOrigin +enum ESteamInputGlyphSize +{ + k_ESteamInputGlyphSize_Small, + k_ESteamInputGlyphSize_Medium, + k_ESteamInputGlyphSize_Large, +}; + +enum ESteamInputActionEventType +{ + ESteamInputActionEventType_DigitalAction, + ESteamInputActionEventType_AnalogAction, +}; + // InputHandle_t is used to refer to a specific controller. // This handle will consistently identify a controller, even if it is disconnected and re-connected typedef uint64 InputHandle_t; - // These handles are used to refer to a specific in-game action or action set // All action handles should be queried during initialization for performance reasons typedef uint64 InputActionSetHandle_t; @@ -554,8 +591,29 @@ struct InputMotionData_t float rotVelZ; }; +//----------------------------------------------------------------------------- +// Purpose: when callbacks are enabled this fires each time a controller action +// state changes +//----------------------------------------------------------------------------- +struct SteamInputActionEvent_t +{ + InputHandle_t controllerHandle; + ESteamInputActionEventType eEventType; + union { + struct { + InputAnalogActionHandle_t actionHandle; + InputAnalogActionData_t analogActionData; + } analogAction; + struct { + InputDigitalActionHandle_t actionHandle; + InputDigitalActionData_t digitalActionData; + } digitalAction; + }; +}; + #pragma pack( pop ) +typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * ); //----------------------------------------------------------------------------- // Purpose: Steam Input API @@ -564,15 +622,33 @@ class ISteamInput { public: - // Init and Shutdown must be called when starting/ending use of this interface - virtual bool Init() = 0; + // Init and Shutdown must be called when starting/ending use of this interface. + // if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame + // each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called + virtual bool Init( bool bExplicitlyCallRunFrame ) = 0; virtual bool Shutdown() = 0; - // Synchronize API state with the latest Steam Controller inputs available. This + // Set the absolute path to the Input Action Manifest file containing the in-game actions + // and file paths to the official configurations. Used in games that bundle Steam Input + // configurations inside of the game depot instead of using the Steam Workshop + virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0; + + // Synchronize API state with the latest Steam Input action data available. This // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest - // possible latency, you call this directly before reading controller state. This must - // be called from somewhere before GetConnectedControllers will return any handles - virtual void RunFrame() = 0; + // possible latency, you call this directly before reading controller state. + // Note: This must be called from somewhere before GetConnectedControllers will + // return any handles + virtual void RunFrame( bool bReservedValue = true ) = 0; + + // Waits on an IPC event from Steam sent when there is new data to be fetched from + // the data drop. Returns true when data was recievied before the timeout expires. + // Useful for games with a dedicated input thread + virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0; + + // Returns true if new data has been received since the last time action data was accessed + // via GetDigitalActionData or GetAnalogActionData. The game will still need to call + // SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream + virtual bool BNewDataAvailable() = 0; // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. @@ -580,6 +656,32 @@ public: // Returns the number of handles written to handlesOut virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + //----------------------------------------------------------------------------- + // CALLBACKS + //----------------------------------------------------------------------------- + + // Controller configuration loaded - these callbacks will always fire if you have + // a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputConfigurationLoaded_t ) + + // Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. + // Each controller that is already connected will generate a device connected + // callback when you enable them + virtual void EnableDeviceCallbacks() = 0; + + // Controller Connected - provides info about a single newly connected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceConnected_t ) + + // Controller Disconnected - provides info about a single disconnected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceDisconnected_t ) + + // Enable SteamInputActionEvent_t callbacks. Directly calls your callback function + // for lower latency than standard Steam callbacks. Supports one callback at a time. + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0; + //----------------------------------------------------------------------------- // ACTION SETS //----------------------------------------------------------------------------- @@ -597,8 +699,9 @@ public: virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + // Enumerate currently active layers. - // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles // Returns the number of handles written to handlesOut virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; @@ -617,6 +720,9 @@ public: // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0; + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; @@ -627,13 +733,22 @@ public: // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; - - // Get a local path to art for on-screen glyph for a particular origin - virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Get a local path to a PNG file for the provided origin's glyph. + virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0; + + // Get a local path to a SVG file for the provided origin's glyph. + virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0; + + // Get a local path to an older, Big Picture Mode-style PNG file for a particular origin + virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0; // Returns a localized string (from Steam's language setting) for the specified origin. virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0; + // Stop analog momentum for the action if it is a mouse action in trackball mode virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; @@ -647,20 +762,26 @@ public: // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + // Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0; + + // Send a haptic pulse, works on Steam Deck and Steam Controller devices + virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0; + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle // the behavior on exit of your program so you don't need to try restore the default as you are shutting down virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). - virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. // nFlags is currently unused and reserved for future use. - virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; //----------------------------------------------------------------------------- - // Utility functions availible without using the rest of Steam Input API + // Utility functions available without using the rest of Steam Input API //----------------------------------------------------------------------------- // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode @@ -699,12 +820,64 @@ public: // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it // See isteamremoteplay.h for more information on Steam Remote Play sessions virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; + + // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? + // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration + virtual uint16 GetSessionInputConfigurationSettings() = 0; }; -#define STEAMINPUT_INTERFACE_VERSION "SteamInput002" +#define STEAMINPUT_INTERFACE_VERSION "SteamInput005" // Global interface accessor inline ISteamInput *SteamInput(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInput *, SteamInput, STEAMINPUT_INTERFACE_VERSION ); +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx +#endif + +//----------------------------------------------------------------------------- +// Purpose: called when a new controller has been connected, will fire once +// per controller if multiple new controllers connect in the same frame +//----------------------------------------------------------------------------- +struct SteamInputDeviceConnected_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 1 }; + InputHandle_t m_ulConnectedDeviceHandle; // Handle for device +}; + +//----------------------------------------------------------------------------- +// Purpose: called when a new controller has been connected, will fire once +// per controller if multiple new controllers connect in the same frame +//----------------------------------------------------------------------------- +struct SteamInputDeviceDisconnected_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 2 }; + InputHandle_t m_ulDisconnectedDeviceHandle; // Handle for device +}; + +//----------------------------------------------------------------------------- +// Purpose: called when a controller configuration has been loaded, will fire once +// per controller per focus change for Steam Input enabled controllers +//----------------------------------------------------------------------------- +struct SteamInputConfigurationLoaded_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 3 }; + AppId_t m_unAppID; + InputHandle_t m_ulDeviceHandle; // Handle for device + CSteamID m_ulMappingCreator; // May differ from local user when using + // an unmodified community or official config + uint32 m_unMajorRevision; // Binding revision from In-game Action File. + // Same value as queried by GetDeviceBindingRevision + uint32 m_unMinorRevision; + bool m_bUsesSteamInputAPI; // Does the configuration contain any Analog/Digital actions? + bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings? +}; + +#pragma pack( pop ) + #endif // ISTEAMINPUT_H \ No newline at end of file diff --git a/sdk_includes/isteaminput002.h b/sdk_includes/isteaminput002.h new file mode 100644 index 0000000..dc16b0d --- /dev/null +++ b/sdk_includes/isteaminput002.h @@ -0,0 +1,149 @@ + +#ifndef ISTEAMINPUT002_H +#define ISTEAMINPUT002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamInput002 +{ +public: + + // Init and Shutdown must be called when starting/ending use of this interface + virtual bool Init() = 0; + virtual bool Shutdown() = 0; + + // Synchronize API state with the latest Steam Controller inputs available. This + // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest + // possible latency, you call this directly before reading controller state. This must + // be called from somewhere before GetConnectedControllers will return any handles + virtual void RunFrame() = 0; + + // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via + // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. + // handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTION SETS + //----------------------------------------------------------------------------- + + // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. + virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; + + // Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + // This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + // your state loops, instead of trying to place it in all of your state transitions. + virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0; + virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0; + + // ACTION SET LAYERS + virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + // Enumerate currently active layers. + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTIONS + //----------------------------------------------------------------------------- + + // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of the supplied digital game action + virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0; + + // Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of these supplied analog game action + virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0; + + // Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Get a local path to art for on-screen glyph for a particular origin + virtual const char *GetGlyphForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified origin. + virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Stop analog momentum for the action if it is a mouse action in trackball mode + virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; + + // Returns raw motion data from the specified device + virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0; + + //----------------------------------------------------------------------------- + // OUTPUTS + //----------------------------------------------------------------------------- + + // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle + // the behavior on exit of your program so you don't need to try restore the default as you are shutting down + virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; + + // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. + // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). + virtual void TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + + // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. + // nFlags is currently unused and reserved for future use. + virtual void TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + + //----------------------------------------------------------------------------- + // Utility functions availible without using the rest of Steam Input API + //----------------------------------------------------------------------------- + + // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode + // If the user is not in Big Picture Mode it will open up the binding in a new window + virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; + + // Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values + // ESteamInputType will remain static and only return valid values from your SDK version + virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; + + // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions + // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input + virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; + + // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index + virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. + virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get a local path to art for on-screen glyph for a particular Xbox controller origin + virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for + // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration + virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0; + + // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None + // When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned + // ex: if a Playstation 5 controller was released this function would return Playstation 4 origins. + virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0; + + // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device + virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0; + + // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it + // See isteamremoteplay.h for more information on Steam Remote Play sessions + virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; +}; + +#endif //ISTEAMINPUT002_H diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 8979ddf..2c6814e 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -19,10 +19,13 @@ class ISteamNetworkingSignalingRecvContext; /// Lower level networking API. /// /// - Connection-oriented API (like TCP, not UDP). When sending and receiving -/// messages, a connection handle is used. (For a UDP-style interface, see -/// ISteamNetworkingMessages.) In this TCP-style interface, the "server" will -/// "listen" on a "listen socket." A "client" will "connect" to the server, -/// and the server will "accept" the connection. +/// messages, a connection handle is used. (For a UDP-style interface, where +/// the peer is identified by their address with each send/recv call, see +/// ISteamNetworkingMessages.) The typical pattern is for a "server" to "listen" +/// on a "listen socket." A "client" will "connect" to the server, and the +/// server will "accept" the connection. If you have a symmetric situation +/// where either peer may initiate the connection and server/client roles are +/// not clearly defined, check out k_ESteamNetworkingConfig_SymmetricConnect. /// - But unlike TCP, it's message-oriented, not stream-oriented. /// - Mix of reliable and unreliable messages /// - Fragmentation and reassembly @@ -196,7 +199,23 @@ public: /// Set connection user data. the data is returned in the following places /// - You can query it using GetConnectionUserData. /// - The SteamNetworkingmessage_t structure. - /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// - The SteamNetConnectionInfo_t structure. + /// (Which is a member of SteamNetConnectionStatusChangedCallback_t -- but see WARNINGS below!!!!) + /// + /// Do you need to set this atomically when the connection is created? + /// See k_ESteamNetworkingConfig_ConnectionUserData. + /// + /// WARNING: Be *very careful* when using the value provided in callbacks structs. + /// Callbacks are queued, and the value that you will receive in your + /// callback is the userdata that was effective at the time the callback + /// was queued. There are subtle race conditions that can happen if you + /// don't understand this! + /// + /// If any incoming messages for this connection are queued, the userdata + /// field is updated, so that when when you receive messages (e.g. with + /// ReceiveMessagesOnConnection), they will always have the very latest + /// userdata. So the tricky race conditions that can happen with callbacks + /// do not apply to retrieving messages. /// /// Returns false if the handle is invalid. virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; @@ -262,7 +281,7 @@ public: /// m_pData at your buffer and set the callback to the appropriate function /// to free it. Note that if you use your own buffer, it MUST remain valid /// until the callback is executed. And also note that your callback can be - /// invoked at ant time from any thread (perhaps even before SendMessages + /// invoked at any time from any thread (perhaps even before SendMessages /// returns!), so it MUST be fast and threadsafe. /// /// You MUST also fill in: @@ -658,15 +677,15 @@ public: /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; -// -// Certificate provision by the application. On Steam, we normally handle all this automatically -// and you will not need to use these advanced functions. -// + // + // Certificate provision by the application. On Steam, we normally handle all this automatically + // and you will not need to use these advanced functions. + // /// Get blob that describes a certificate request. You can send this to your game coordinator. /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required - /// size. (256 bytes is a very conservative estimate.) + /// size. (512 bytes is a conservative estimate.) /// /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; diff --git a/sdk_includes/isteamnetworkingsockets009.h b/sdk_includes/isteamnetworkingsockets009.h new file mode 100644 index 0000000..fbef0d5 --- /dev/null +++ b/sdk_includes/isteamnetworkingsockets009.h @@ -0,0 +1,653 @@ + +#ifndef ISTEAMNETWORKINGSOCKETS009 +#define ISTEAMNETWORKINGSOCKETS009 + + +class ISteamNetworkingSockets009 +{ +public: + + /// Creates a "server" socket that listens for clients to connect to by + /// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6) + /// + /// You must select a specific local port to listen on and set it + /// the port field of the local address. + /// + /// Usually you will set the IP portion of the address to zero (SteamNetworkingIPAddr::Clear()). + /// This means that you will not bind to any particular local interface (i.e. the same + /// as INADDR_ANY in plain socket code). Furthermore, if possible the socket will be bound + /// in "dual stack" mode, which means that it can accept both IPv4 and IPv6 client connections. + /// If you really do wish to bind a particular interface, then set the local address to the + /// appropriate IPv4 or IPv6 IP. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t + /// will be posted. The connection will be in the connecting state. + virtual HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Creates a connection and begins talking to a "server" over UDP at the + /// given IPv4 or IPv6 address. The remote host must be listening with a + /// matching call to CreateListenSocketIP on the specified port. + /// + /// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start + /// connecting, and then another one on either timeout or successful connection. + /// + /// If the server does not have any identity configured, then their network address + /// will be the only identity in use. Or, the network host may provide a platform-specific + /// identity with or without a valid certificate to authenticate that identity. (These + /// details will be contained in the SteamNetConnectionStatusChangedCallback_t.) It's + /// up to your application to decide whether to allow the connection. + /// + /// By default, all connections will get basic encryption sufficient to prevent + /// casual eavesdropping. But note that without certificates (or a shared secret + /// distributed through some other out-of-band mechanism), you don't have any + /// way of knowing who is actually on the other end, and thus are vulnerable to + /// man-in-the-middle attacks. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Like CreateListenSocketIP, but clients will connect using ConnectP2P. + /// + /// nLocalVirtualPort specifies how clients can connect to this socket using + /// ConnectP2P. It's very common for applications to only have one listening socket; + /// in that case, use zero. If you need to open multiple listen sockets and have clients + /// be able to connect to one or the other, then nLocalVirtualPort should be a small + /// integer (<1000) unique to each listen socket you create. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes. + /// + /// If you are listening on a dedicated servers in known data center, + /// then you can listen using this function instead of CreateHostedDedicatedServerListenSocket, + /// to allow clients to connect without a ticket. Any user that owns + /// the app and is signed into Steam will be able to attempt to connect to + /// your server. Also, a connection attempt may require the client to + /// be connected to Steam, which is one more moving part that may fail. When + /// tickets are used, then once a ticket is obtained, a client can connect to + /// your server even if they got disconnected from Steam or Steam is offline. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Begin connecting to a peer that is identified using a platform-specific identifier. + /// This uses the default rendezvous service, which depends on the platform and library + /// configuration. (E.g. on Steam, it goes through the steam backend.) + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + /// + /// To use your own signaling service, see: + /// - ConnectP2PCustomSignaling + /// - k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling + virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Accept an incoming connection that has been received on a listen socket. + /// + /// When a connection attempt is received (perhaps after a few basic handshake + /// packets have been exchanged to prevent trivial spoofing), a connection interface + /// object is created in the k_ESteamNetworkingConnectionState_Connecting state + /// and a SteamNetConnectionStatusChangedCallback_t is posted. At this point, your + /// application MUST either accept or close the connection. (It may not ignore it.) + /// Accepting the connection will transition it either into the connected state, + /// or the finding route state, depending on the connection type. + /// + /// You should take action within a second or two, because accepting the connection is + /// what actually sends the reply notifying the client that they are connected. If you + /// delay taking action, from the client's perspective it is the same as the network + /// being unresponsive, and the client may timeout the connection attempt. In other + /// words, the client cannot distinguish between a delay caused by network problems + /// and a delay caused by the application. + /// + /// This means that if your application goes for more than a few seconds without + /// processing callbacks (for example, while loading a map), then there is a chance + /// that a client may attempt to connect in that interval and fail due to timeout. + /// + /// If the application does not respond to the connection attempt in a timely manner, + /// and we stop receiving communication from the client, the connection attempt will + /// be timed out locally, transitioning the connection to the + /// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state. The client may also + /// close the connection before it is accepted, and a transition to the + /// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact + /// sequence of events. + /// + /// Returns k_EResultInvalidParam if the handle is invalid. + /// Returns k_EResultInvalidState if the connection is not in the appropriate state. + /// (Remember that the connection state could change in between the time that the + /// notification being posted to the queue and when it is received by the application.) + /// + /// A note about connection configuration options. If you need to set any configuration + /// options that are common to all connections accepted through a particular listen + /// socket, consider setting the options on the listen socket, since such options are + /// inherited automatically. If you really do need to set options that are connection + /// specific, it is safe to set them on the connection before accepting the connection. + virtual EResult AcceptConnection( HSteamNetConnection hConn ) = 0; + + /// Disconnects from the remote host and invalidates the connection handle. + /// Any unread data on the connection is discarded. + /// + /// nReason is an application defined code that will be received on the other + /// end and recorded (when possible) in backend analytics. The value should + /// come from a restricted range. (See ESteamNetConnectionEnd.) If you don't need + /// to communicate any information to the remote host, and do not want analytics to + /// be able to distinguish "normal" connection terminations from "exceptional" ones, + /// You may pass zero, in which case the generic value of + /// k_ESteamNetConnectionEnd_App_Generic will be used. + /// + /// pszDebug is an optional human-readable diagnostic string that will be received + /// by the remote host and recorded (when possible) in backend analytics. + /// + /// If you wish to put the socket into a "linger" state, where an attempt is made to + /// flush any remaining sent data, use bEnableLinger=true. Otherwise reliable data + /// is not flushed. + /// + /// If the connection has already ended and you are just freeing up the + /// connection interface, the reason code, debug string, and linger flag are + /// ignored. + virtual bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger ) = 0; + + /// Destroy a listen socket. All the connections that were accepting on the listen + /// socket are closed ungracefully. + virtual bool CloseListenSocket( HSteamListenSocket hSocket ) = 0; + + /// Set connection user data. the data is returned in the following places + /// - You can query it using GetConnectionUserData. + /// - The SteamNetworkingmessage_t structure. + /// - The SteamNetConnectionInfo_t structure. (Which is a member of SteamNetConnectionStatusChangedCallback_t.) + /// + /// Returns false if the handle is invalid. + virtual bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) = 0; + + /// Fetch connection user data. Returns -1 if handle is invalid + /// or if you haven't set any userdata on the connection. + virtual int64 GetConnectionUserData( HSteamNetConnection hPeer ) = 0; + + /// Set a name for the connection, used mostly for debugging + virtual void SetConnectionName( HSteamNetConnection hPeer, const char *pszName ) = 0; + + /// Fetch connection name. Returns false if handle is invalid + virtual bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen ) = 0; + + /// Send a message to the remote host on the specified connection. + /// + /// nSendFlags determines the delivery guarantees that will be provided, + /// when data should be buffered, etc. E.g. k_nSteamNetworkingSend_Unreliable + /// + /// Note that the semantics we use for messages are not precisely + /// the same as the semantics of a standard "stream" socket. + /// (SOCK_STREAM) For an ordinary stream socket, the boundaries + /// between chunks are not considered relevant, and the sizes of + /// the chunks of data written will not necessarily match up to + /// the sizes of the chunks that are returned by the reads on + /// the other end. The remote host might read a partial chunk, + /// or chunks might be coalesced. For the message semantics + /// used here, however, the sizes WILL match. Each send call + /// will match a successful read call on the remote host + /// one-for-one. If you are porting existing stream-oriented + /// code to the semantics of reliable messages, your code should + /// work the same, since reliable message semantics are more + /// strict than stream semantics. The only caveat is related to + /// performance: there is per-message overhead to retain the + /// message sizes, and so if your code sends many small chunks + /// of data, performance will suffer. Any code based on stream + /// sockets that does not write excessively small chunks will + /// work without any changes. + /// + /// The pOutMessageNumber is an optional pointer to receive the + /// message number assigned to the message, if sending was successful. + /// + /// Returns: + /// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big. + /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) + /// - k_EResultInvalidState: connection is in an invalid state + /// - k_EResultNoConnection: connection has ended + /// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because + /// we were not ready to send it. + /// - k_EResultLimitExceeded: there was already too much data queued to be sent. + /// (See k_ESteamNetworkingConfig_SendBufferSize) + virtual EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber ) = 0; + + /// Send one or more messages without copying the message payload. + /// This is the most efficient way to send messages. To use this + /// function, you must first allocate a message object using + /// ISteamNetworkingUtils::AllocateMessage. (Do not declare one + /// on the stack or allocate your own.) + /// + /// You should fill in the message payload. You can either let + /// it allocate the buffer for you and then fill in the payload, + /// or if you already have a buffer allocated, you can just point + /// m_pData at your buffer and set the callback to the appropriate function + /// to free it. Note that if you use your own buffer, it MUST remain valid + /// until the callback is executed. And also note that your callback can be + /// invoked at ant time from any thread (perhaps even before SendMessages + /// returns!), so it MUST be fast and threadsafe. + /// + /// You MUST also fill in: + /// - m_conn - the handle of the connection to send the message to + /// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags. + /// + /// All other fields are currently reserved and should not be modified. + /// + /// The library will take ownership of the message structures. They may + /// be modified or become invalid at any time, so you must not read them + /// after passing them to this function. + /// + /// pOutMessageNumberOrResult is an optional array that will receive, + /// for each message, the message number that was assigned to the message + /// if sending was successful. If sending failed, then a negative EResult + /// value is placed into the array. For example, the array will hold + /// -k_EResultInvalidState if the connection was in an invalid state. + /// See ISteamNetworkingSockets::SendMessageToConnection for possible + /// failure codes. + virtual void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) = 0; + + /// Flush any messages waiting on the Nagle timer and send them + /// at the next transmission opportunity (often that means right now). + /// + /// If Nagle is enabled (it's on by default) then when calling + /// SendMessageToConnection the message will be buffered, up to the Nagle time + /// before being sent, to merge small messages into the same packet. + /// (See k_ESteamNetworkingConfig_NagleTime) + /// + /// Returns: + /// k_EResultInvalidParam: invalid connection handle + /// k_EResultInvalidState: connection is in an invalid state + /// k_EResultNoConnection: connection has ended + /// k_EResultIgnored: We weren't (yet) connected, so this operation has no effect. + virtual EResult FlushMessagesOnConnection( HSteamNetConnection hConn ) = 0; + + /// Fetch the next available message(s) from the connection, if any. + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// If the connection handle is invalid, -1 is returned. + /// + /// The order of the messages returned in the array is relevant. + /// Reliable messages will be received in the order they were sent (and with the + /// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). + /// + /// Unreliable messages may be dropped, or delivered out of order with respect to + /// each other or with respect to reliable messages. The same unreliable message + /// may be received multiple times. + /// + /// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each + /// of them free up resources after you are done. It is safe to keep the object alive for + /// a little while (put it into some queue, etc), and you may call Release() from any thread. + virtual int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Returns basic information about the high-level state of the connection. + virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; + + /// Returns a small set of information about the real-time state of the connection + /// Returns false if the connection handle is invalid, or the connection has ended. + virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + + /// Returns detailed connection stats in text format. Useful + /// for dumping to a log, etc. + /// + /// Returns: + /// -1 failure (bad connection handle) + /// 0 OK, your buffer was filled in and '\0'-terminated + /// >0 Your buffer was either nullptr, or it was too small and the text got truncated. + /// Try again with a buffer of at least N bytes. + virtual int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf ) = 0; + + /// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to. + /// + /// An IPv6 address of ::0 means "any IPv4 or IPv6" + /// An IPv6 address of ::ffff:0000:0000 means "any IPv4" + virtual bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address ) = 0; + + /// Create a pair of connections that are talking to each other, e.g. a loopback connection. + /// This is very useful for testing, or so that your client/server code can work the same + /// even when you are running a local "server". + /// + /// The two connections will immediately be placed into the connected state, and no callbacks + /// will be posted immediately. After this, if you close either connection, the other connection + /// will receive a callback, exactly as if they were communicating over the network. You must + /// close *both* sides in order to fully clean up the resources! + /// + /// By default, internal buffers are used, completely bypassing the network, the chopping up of + /// messages into packets, encryption, copying the payload, etc. This means that loopback + /// packets, by default, will not simulate lag or loss. Passing true for bUseNetworkLoopback will + /// cause the socket pair to send packets through the local network loopback device (127.0.0.1) + /// on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended + /// to encrypt and decrypt. + /// + /// If you wish to assign a specific identity to either connection, you may pass a particular + /// identity. Otherwise, if you pass nullptr, the respective connection will assume a generic + /// "localhost" identity. If you use real network loopback, this might be translated to the + /// actual bound loopback port. Otherwise, the port will be zero. + virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + + /// Get the identity assigned to this interface. + /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned + /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know + /// our identity yet. (E.g. GameServer has not logged in. On Steam, the user will know their SteamID + /// even if they are not signed into Steam.) + virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0; + + /// Indicate our desire to be ready participate in authenticated communications. + /// If we are currently not ready, then steps will be taken to obtain the necessary + /// certificates. (This includes a certificate for us, as well as any CA certificates + /// needed to authenticate peers.) + /// + /// You can call this at program init time if you know that you are going to + /// be making authenticated connections, so that we will be ready immediately when + /// those connections are attempted. (Note that essentially all connections require + /// authentication, with the exception of ordinary UDP connections with authentication + /// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.) If you don't call + /// this function, we will wait until a feature is utilized that that necessitates + /// these resources. + /// + /// You can also call this function to force a retry, if failure has occurred. + /// Once we make an attempt and fail, we will not automatically retry. + /// In this respect, the behavior of the system after trying and failing is the same + /// as before the first attempt: attempting authenticated communication or calling + /// this function will call the system to attempt to acquire the necessary resources. + /// + /// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t + /// to monitor the status. + /// + /// Returns the current value that would be returned from GetAuthenticationStatus. + virtual ESteamNetworkingAvailability InitAuthentication() = 0; + + /// Query our readiness to participate in authenticated communications. A + /// SteamNetAuthenticationStatus_t callback is posted any time this status changes, + /// but you can use this function to query it at any time. + /// + /// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned. If you only + /// want this high level status, you can pass NULL for pDetails. If you want further + /// details, pass non-NULL to receive them. + virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0; + + // + // Poll groups. A poll group is a set of connections that can be polled efficiently. + // (In our API, to "poll" a connection means to retrieve all pending messages. We + // actually don't have an API to "poll" the connection *state*, like BSD sockets.) + // + + /// Create a new poll group. + /// + /// You should destroy the poll group when you are done using DestroyPollGroup + virtual HSteamNetPollGroup CreatePollGroup() = 0; + + /// Destroy a poll group created with CreatePollGroup(). + /// + /// If there are any connections in the poll group, they are removed from the group, + /// and left in a state where they are not part of any poll group. + /// Returns false if passed an invalid poll group handle. + virtual bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) = 0; + + /// Assign a connection to a poll group. Note that a connection may only belong to a + /// single poll group. Adding a connection to a poll group implicitly removes it from + /// any other poll group it is in. + /// + /// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current + /// poll group without adding it to a new poll group. + /// + /// If there are received messages currently pending on the connection, an attempt + /// is made to add them to the queue of messages for the poll group in approximately + /// the order that would have applied if the connection was already part of the poll + /// group at the time that the messages were received. + /// + /// Returns false if the connection handle is invalid, or if the poll group handle + /// is invalid (and not k_HSteamNetPollGroup_Invalid). + virtual bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) = 0; + + /// Same as ReceiveMessagesOnConnection, but will return the next messages available + /// on any connection in the poll group. Examine SteamNetworkingMessage_t::m_conn + /// to know which connection. (SteamNetworkingMessage_t::m_nConnUserData might also + /// be useful.) + /// + /// Delivery order of messages among different connections will usually match the + /// order that the last packet was received which completed the message. But this + /// is not a strong guarantee, especially for packets received right as a connection + /// is being assigned to poll group. + /// + /// Delivery order of messages on the same connection is well defined and the + /// same guarantees are present as mentioned in ReceiveMessagesOnConnection. + /// (But the messages are not grouped by connection, so they will not necessarily + /// appear consecutively in the list; they may be interleaved with messages for + /// other connections.) + virtual int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + // + // Clients connecting to dedicated servers hosted in a data center, + // using tickets issued by your game coordinator. If you are not + // issuing your own tickets to restrict who can attempt to connect + // to your server, then you won't use these functions. + // + + /// Call this when you receive a ticket from your backend / matchmaking system. Puts the + /// ticket into a persistent cache, and optionally returns the parsed ticket. + /// + /// See stamdatagram_ticketgen.h for more details. + virtual bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Search cache for a ticket to talk to the server on the specified virtual port. + /// If found, returns the number of seconds until the ticket expires, and optionally + /// the complete cracked ticket. Returns 0 if we don't have a ticket. + /// + /// Typically this is useful just to confirm that you have a ticket, before you + /// call ConnectToHostedDedicatedServer to connect to the server. + virtual int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket ) = 0; + + /// Client call to connect to a server hosted in a Valve data center, on the specified virtual + /// port. You must have placed a ticket for this server into the cache, or else this connect + /// attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated + /// server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow + /// this type of connection by listening using CreateListenSocketP2P.) + /// + /// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument + /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses + /// connection to Steam or the central backend, or the app is restarted or crashes, etc. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + // + // Servers hosted in data centers known to the Valve relay network + // + + /// Returns the value of the SDR_LISTEN_PORT environment variable. This + /// is the UDP server your server will be listening on. This will + /// configured automatically for you in production environments. + /// + /// In development, you'll need to set it yourself. See + /// https://partner.steamgames.com/doc/api/ISteamNetworkingSockets + /// for more information on how to configure dev environments. + virtual uint16 GetHostedDedicatedServerPort() = 0; + + /// Returns 0 if SDR_LISTEN_PORT is not set. Otherwise, returns the data center the server + /// is running in. This will be k_SteamDatagramPOPID_dev in non-production environment. + virtual SteamNetworkingPOPID GetHostedDedicatedServerPOPID() = 0; + + /// Return info about the hosted server. This contains the PoPID of the server, + /// and opaque routing information that can be used by the relays to send traffic + /// to your server. + /// + /// You will need to send this information to your backend, and put it in tickets, + /// so that the relays will know how to forward traffic from + /// clients to your server. See SteamDatagramRelayAuthTicket for more info. + /// + /// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin, + /// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info + /// to your game coordinator service, and also login securely at the same time. + /// + /// On a successful exit, k_EResultOK is returned + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET + /// is not set.) + /// - k_EResultPending: we do not (yet) have the authentication information needed. + /// (See GetAuthenticationStatus.) If you use environment variables to pre-fetch + /// the network config, this data should always be available immediately. + /// - A non-localized diagnostic debug message will be placed in m_data that describes + /// the cause of the failure. + /// + /// NOTE: The returned blob is not encrypted. Send it to your backend, but don't + /// directly share it with clients. + virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting ) = 0; + + /// Create a listen socket on the specified virtual port. The physical UDP port to use + /// will be determined by the SDR_LISTEN_PORT environment variable. If a UDP port is not + /// configured, this call will fail. + /// + /// This call MUST be made through the SteamGameServerNetworkingSockets() interface. + /// + /// This function should be used when you are using the ticket generator library + /// to issue your own tickets. Clients connecting to the server on this virtual + /// port will need a ticket, and they must connect using ConnectToHostedDedicatedServer. + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Generate an authentication blob that can be used to securely login with + /// your backend, using SteamDatagram_ParseHostedServerLogin. (See + /// steamdatagram_gamecoordinator.h) + /// + /// Before calling the function: + /// - Populate the app data in pLoginInfo (m_cbAppData and m_appData). You can leave + /// all other fields uninitialized. + /// - *pcbSignedBlob contains the size of the buffer at pBlob. (It should be + /// at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) + /// + /// On a successful exit: + /// - k_EResultOK is returned + /// - All of the remaining fields of pLoginInfo will be filled out. + /// - *pcbSignedBlob contains the size of the serialized blob that has been + /// placed into pBlob. + /// + /// Unsuccessful exit: + /// - Something other than k_EResultOK is returned. + /// - k_EResultNotLoggedOn: you are not logged in (yet) + /// - See GetHostedDedicatedServerAddress for more potential failure return values. + /// - A non-localized diagnostic debug message will be placed in pBlob that describes + /// the cause of the failure. + /// + /// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin + /// with the cert that is issued to this server. In dev environments, it's OK if you do + /// not have a cert. (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.) + /// Otherwise, you will need a signed cert. + /// + /// NOTE: The routing blob returned here is not encrypted. Send it to your backend + /// and don't share it directly with clients. + virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0; + + + // + // Relayed connections using custom signaling protocol + // + // This is used if you have your own method of sending out-of-band + // signaling / rendezvous messages through a mutually trusted channel. + // + + /// Create a P2P "client" connection that does signaling over a custom + /// rendezvous/signaling channel. + /// + /// pSignaling points to a new object that you create just for this connection. + /// It must stay valid until Release() is called. Once you pass the + /// object to this function, it assumes ownership. Release() will be called + /// from within the function call if the call fails. Furthermore, until Release() + /// is called, you should be prepared for methods to be invoked on your + /// object from any thread! You need to make sure your object is threadsafe! + /// Furthermore, you should make sure that dispatching the methods is done + /// as quickly as possible. + /// + /// This function will immediately construct a connection in the "connecting" + /// state. Soon after (perhaps before this function returns, perhaps in another thread), + /// the connection will begin sending signaling messages by calling + /// ISteamNetworkingConnectionSignaling::SendSignal. + /// + /// When the remote peer accepts the connection (See + /// ISteamNetworkingSignalingRecvContext::OnConnectRequest), + /// it will begin sending signaling messages. When these messages are received, + /// you can pass them to the connection using ReceivedP2PCustomSignal. + /// + /// If you know the identity of the peer that you expect to be on the other end, + /// you can pass their identity to improve debug output or just detect bugs. + /// If you don't know their identity yet, you can pass NULL, and their + /// identity will be established in the connection handshake. + /// + /// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() + /// when your app initializes + /// + /// If you need to set any initial config options, pass them here. See + /// SteamNetworkingConfigValue_t for more about why this is preferable to + /// setting the options "immediately" after creation. + virtual HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// Called when custom signaling has received a message. When your + /// signaling channel receives a message, it should save off whatever + /// routing information was in the envelope into the context object, + /// and then pass the payload to this function. + /// + /// A few different things can happen next, depending on the message: + /// + /// - If the signal is associated with existing connection, it is dealt + /// with immediately. If any replies need to be sent, they will be + /// dispatched using the ISteamNetworkingConnectionSignaling + /// associated with the connection. + /// - If the message represents a connection request (and the request + /// is not redundant for an existing connection), a new connection + /// will be created, and ReceivedConnectRequest will be called on your + /// context object to determine how to proceed. + /// - Otherwise, the message is for a connection that does not + /// exist (anymore). In this case, we *may* call SendRejectionReply + /// on your context object. + /// + /// In any case, we will not save off pContext or access it after this + /// function returns. + /// + /// Returns true if the message was parsed and dispatched without anything + /// unusual or suspicious happening. Returns false if there was some problem + /// with the message that prevented ordinary handling. (Debug output will + /// usually have more information.) + /// + /// If you expect to be using relayed connections, then you probably want + /// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes + virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0; + +// +// Certificate provision by the application. On Steam, we normally handle all this automatically +// and you will not need to use these advanced functions. +// + + /// Get blob that describes a certificate request. You can send this to your game coordinator. + /// Upon entry, *pcbBlob should contain the size of the buffer. On successful exit, it will + /// return the number of bytes that were populated. You can pass pBlob=NULL to query for the required + /// size. (256 bytes is a very conservative estimate.) + /// + /// Pass this blob to your game coordinator and call SteamDatagram_CreateCert. + virtual bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Set the certificate. The certificate blob should be the output of + /// SteamDatagram_CreateCert. + virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + + /// Invoke all callback functions queued for this interface. + /// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc + /// + /// You don't need to call this if you are using Steam's callback dispatch + /// mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks). + virtual void RunCallbacks() = 0; +protected: +// ~ISteamNetworkingSockets(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGSOCKETS009 diff --git a/sdk_includes/isteamnetworkingsocketsserialized.h b/sdk_includes/isteamnetworkingsocketsserialized.h index 41debcd..f1589f5 100644 --- a/sdk_includes/isteamnetworkingsocketsserialized.h +++ b/sdk_includes/isteamnetworkingsocketsserialized.h @@ -46,6 +46,22 @@ public: virtual bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) = 0; }; +class ISteamNetworkingSocketsSerialized005 +{ +public: + virtual void SendP2PRendezvous( CSteamID steamIDRemote, uint32 unConnectionIDSrc, const void *pMsgRendezvous, uint32 cbRendezvous ) = 0; + virtual void SendP2PConnectionFailure( CSteamID steamIDRemote, uint32 unConnectionIDDest, uint32 nReason, const char *pszReason ) = 0; + virtual SteamAPICall_t GetCertAsync() = 0; + virtual int GetNetworkConfigJSON( void *buf, uint32 cbBuf, const char *pszLauncherPartner ) = 0; + virtual void CacheRelayTicket( const void *pTicket, uint32 cbTicket ) = 0; + virtual uint32 GetCachedRelayTicketCount() = 0; + virtual int GetCachedRelayTicket( uint32 idxTicket, void *buf, uint32 cbBuf ) = 0; + virtual void PostConnectionStateMsg( const void *pMsg, uint32 cbMsg ) = 0; + virtual bool GetSTUNServer(int dont_know, char *buf, unsigned int len) = 0; + virtual bool BAllowDirectConnectToPeer(SteamNetworkingIdentity const &identity) = 0; + virtual int BeginAsyncRequestFakeIP(int a) = 0; //not sure if the right return type +}; + struct SteamNetworkingSocketsConfigUpdated_t { enum { k_iCallback = k_iSteamNetworkingCallbacks + 95 }; diff --git a/sdk_includes/isteamremotestorage.h b/sdk_includes/isteamremotestorage.h index 13b8c96..c24894d 100644 --- a/sdk_includes/isteamremotestorage.h +++ b/sdk_includes/isteamremotestorage.h @@ -156,6 +156,28 @@ enum EUGCReadAction k_EUGCRead_Close = 2, }; +enum ERemoteStorageLocalFileChange +{ + k_ERemoteStorageLocalFileChange_Invalid = 0, + + // The file was updated from another device + k_ERemoteStorageLocalFileChange_FileUpdated = 1, + + // The file was deleted by another device + k_ERemoteStorageLocalFileChange_FileDeleted = 2, +}; + +enum ERemoteStorageFilePathType +{ + k_ERemoteStorageFilePathType_Invalid = 0, + + // The file is directly accessed by the game and this is the full path + k_ERemoteStorageFilePathType_Absolute = 1, + + // The file is accessed via the ISteamRemoteStorage API and this is the filename + k_ERemoteStorageFilePathType_APIFilename = 2, +}; + //----------------------------------------------------------------------------- // Purpose: Functions for accessing, reading and writing files stored remotely @@ -238,24 +260,6 @@ class ISteamRemoteStorage virtual int32 GetCachedUGCCount() = 0; virtual UGCHandle_t GetCachedUGCHandle( int32 iCachedContent ) = 0; - // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you - // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. - -#if defined(_SERVER) - // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback - virtual void GetFileListFromServer() = 0; - // Indicate this file should be downloaded in the next sync - virtual bool FileFetch( const char *pchFile ) = 0; - // Indicate this file should be persisted in the next sync - virtual bool FilePersist( const char *pchFile ) = 0; - // Pull any requested files down from the Cloud - results in a RemoteStorageAppSyncedClient_t callback - virtual bool SynchronizeToClient() = 0; - // Upload any requested files to the Cloud - results in a RemoteStorageAppSyncedServer_t callback - virtual bool SynchronizeToServer() = 0; - // Reset any fetch/persist/etc requests - virtual bool ResetFileRequestState() = 0; -#endif - // publishing UGC STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) virtual SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags, EWorkshopFileType eWorkshopFileType ) = 0; @@ -305,9 +309,18 @@ class ISteamRemoteStorage STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) virtual SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocation, uint32 unPriority ) = 0; + + // Cloud dynamic state change notification + virtual int32 GetLocalFileChangeCount() = 0; + virtual const char *GetLocalFileChange( int iFile, ERemoteStorageLocalFileChange *pEChangeType, ERemoteStorageFilePathType *pEFilePathType ) = 0; + + // Indicate to Steam the beginning / end of a set of local file + // operations - for example, writing a game save that requires updating two files. + virtual bool BeginFileWriteBatch() = 0; + virtual bool EndFileWriteBatch() = 0; }; -#define STEAMREMOTESTORAGE_INTERFACE_VERSION "STEAMREMOTESTORAGE_INTERFACE_VERSION014" +#define STEAMREMOTESTORAGE_INTERFACE_VERSION "STEAMREMOTESTORAGE_INTERFACE_VERSION016" #ifndef STEAM_API_EXPORTS // Global interface accessor @@ -324,61 +337,13 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemoteStorage *, SteamRemoteStorage, #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #endif -//----------------------------------------------------------------------------- -// Purpose: sent when the local file cache is fully synced with the server for an app -// That means that an application can be started and has all latest files -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncedClient_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 1 }; - AppId_t m_nAppID; - EResult m_eResult; - int m_unNumDownloads; -}; -//----------------------------------------------------------------------------- -// Purpose: sent when the server is fully synced with the local file cache for an app -// That means that we can shutdown Steam and our data is stored on the server -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncedServer_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 2 }; - AppId_t m_nAppID; - EResult m_eResult; - int m_unNumUploads; -}; - -//----------------------------------------------------------------------------- -// Purpose: Status of up and downloads during a sync session -// -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncProgress_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 3 }; - char m_rgchCurrentFile[k_cchFilenameMax]; // Current file being transferred - AppId_t m_nAppID; // App this info relates to - uint32 m_uBytesTransferredThisChunk; // Bytes transferred this chunk - double m_dAppPercentComplete; // Percent complete that this app's transfers are - bool m_bUploading; // if false, downloading -}; // -// IMPORTANT! k_iClientRemoteStorageCallbacks + 4 is used, see iclientremotestorage.h +// IMPORTANT! k_iClientRemoteStorageCallbacks 1 through 6 are used, see iclientremotestorage.h // -//----------------------------------------------------------------------------- -// Purpose: Sent after we've determined the list of files that are out of sync -// with the server. -//----------------------------------------------------------------------------- -struct RemoteStorageAppSyncStatusCheck_t -{ - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 5 }; - AppId_t m_nAppID; - EResult m_eResult; -}; - - //----------------------------------------------------------------------------- // Purpose: The result of a call to FileShare() //----------------------------------------------------------------------------- @@ -405,6 +370,9 @@ struct RemoteStoragePublishFileResult_t bool m_bUserNeedsToAcceptWorkshopLegalAgreement; }; +// k_iClientRemoteStorageCallbacks + 10 is deprecated! Do not reuse + + //----------------------------------------------------------------------------- // Purpose: The result of a call to DeletePublishedFile() @@ -684,6 +652,14 @@ struct RemoteStorageFileReadAsyncComplete_t uint32 m_cubRead; // amount read - will the <= the amount requested }; +//----------------------------------------------------------------------------- +// Purpose: one or more files for this app have changed locally after syncing +// to remote session changes +// Note: only posted if this happens DURING the local app session +//----------------------------------------------------------------------------- +STEAM_CALLBACK_BEGIN( RemoteStorageLocalFileChange_t, k_iClientRemoteStorageCallbacks + 33 ) +STEAM_CALLBACK_END( 0 ) + #pragma pack( pop ) diff --git a/sdk_includes/isteamremotestorage014.h b/sdk_includes/isteamremotestorage014.h new file mode 100644 index 0000000..3ea948b --- /dev/null +++ b/sdk_includes/isteamremotestorage014.h @@ -0,0 +1,214 @@ + +#ifndef ISTEAMREMOTESTORAGE014_H +#define ISTEAMREMOTESTORAGE014_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +//----------------------------------------------------------------------------- +// Purpose: Functions for accessing, reading and writing files stored remotely +// and cached locally +//----------------------------------------------------------------------------- +class ISteamRemoteStorage014 +{ + public: + // NOTE + // + // Filenames are case-insensitive, and will be converted to lowercase automatically. + // So "foo.bar" and "Foo.bar" are the same file, and if you write "Foo.bar" then + // iterate the files, the filename returned will be "foo.bar". + // + + // file operations + virtual bool FileWrite( const char *pchFile, const void *pvData, int32 cubData ) = 0; + virtual int32 FileRead( const char *pchFile, void *pvData, int32 cubDataToRead ) = 0; + + STEAM_CALL_RESULT( RemoteStorageFileWriteAsyncComplete_t ) + virtual SteamAPICall_t FileWriteAsync( const char *pchFile, const void *pvData, uint32 cubData ) = 0; + + STEAM_CALL_RESULT( RemoteStorageFileReadAsyncComplete_t ) + virtual SteamAPICall_t FileReadAsync( const char *pchFile, uint32 nOffset, uint32 cubToRead ) = 0; + virtual bool FileReadAsyncComplete( SteamAPICall_t hReadCall, void *pvBuffer, uint32 cubToRead ) = 0; + + virtual bool FileForget( const char *pchFile ) = 0; + virtual bool FileDelete( const char *pchFile ) = 0; + STEAM_CALL_RESULT( RemoteStorageFileShareResult_t ) + virtual SteamAPICall_t FileShare( const char *pchFile ) = 0; + virtual bool SetSyncPlatforms( const char *pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ) = 0; + + // file operations that cause network IO + virtual UGCFileWriteStreamHandle_t FileWriteStreamOpen( const char *pchFile ) = 0; + virtual bool FileWriteStreamWriteChunk( UGCFileWriteStreamHandle_t writeHandle, const void *pvData, int32 cubData ) = 0; + virtual bool FileWriteStreamClose( UGCFileWriteStreamHandle_t writeHandle ) = 0; + virtual bool FileWriteStreamCancel( UGCFileWriteStreamHandle_t writeHandle ) = 0; + + // file information + virtual bool FileExists( const char *pchFile ) = 0; + virtual bool FilePersisted( const char *pchFile ) = 0; + virtual int32 GetFileSize( const char *pchFile ) = 0; + virtual int64 GetFileTimestamp( const char *pchFile ) = 0; + virtual ERemoteStoragePlatform GetSyncPlatforms( const char *pchFile ) = 0; + + // iteration + virtual int32 GetFileCount() = 0; + virtual const char *GetFileNameAndSize( int iFile, int32 *pnFileSizeInBytes ) = 0; + + // configuration management + virtual bool GetQuota( uint64 *pnTotalBytes, uint64 *puAvailableBytes ) = 0; + virtual bool IsCloudEnabledForAccount() = 0; + virtual bool IsCloudEnabledForApp() = 0; + virtual void SetCloudEnabledForApp( bool bEnabled ) = 0; + + // user generated content + + // Downloads a UGC file. A priority value of 0 will download the file immediately, + // otherwise it will wait to download the file until all downloads with a lower priority + // value are completed. Downloads with equal priority will occur simultaneously. + STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) + virtual SteamAPICall_t UGCDownload( UGCHandle_t hContent, uint32 unPriority ) = 0; + + // Gets the amount of data downloaded so far for a piece of content. pnBytesExpected can be 0 if function returns false + // or if the transfer hasn't started yet, so be careful to check for that before dividing to get a percentage + virtual bool GetUGCDownloadProgress( UGCHandle_t hContent, int32 *pnBytesDownloaded, int32 *pnBytesExpected ) = 0; + + // Gets metadata for a file after it has been downloaded. This is the same metadata given in the RemoteStorageDownloadUGCResult_t call result + virtual bool GetUGCDetails( UGCHandle_t hContent, AppId_t *pnAppID, STEAM_OUT_STRING() char **ppchName, int32 *pnFileSizeInBytes, STEAM_OUT_STRUCT() CSteamID *pSteamIDOwner ) = 0; + + // After download, gets the content of the file. + // Small files can be read all at once by calling this function with an offset of 0 and cubDataToRead equal to the size of the file. + // Larger files can be read in chunks to reduce memory usage (since both sides of the IPC client and the game itself must allocate + // enough memory for each chunk). Once the last byte is read, the file is implicitly closed and further calls to UGCRead will fail + // unless UGCDownload is called again. + // For especially large files (anything over 100MB) it is a requirement that the file is read in chunks. + virtual int32 UGCRead( UGCHandle_t hContent, void *pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction ) = 0; + + // Functions to iterate through UGC that has finished downloading but has not yet been read via UGCRead() + virtual int32 GetCachedUGCCount() = 0; + virtual UGCHandle_t GetCachedUGCHandle( int32 iCachedContent ) = 0; + + // The following functions are only necessary on the Playstation 3. On PC & Mac, the Steam client will handle these operations for you + // On Playstation 3, the game controls which files are stored in the cloud, via FilePersist, FileFetch, and FileForget. + +#if defined(_SERVER) + // Connect to Steam and get a list of files in the Cloud - results in a RemoteStorageAppSyncStatusCheck_t callback + virtual void GetFileListFromServer() = 0; + // Indicate this file should be downloaded in the next sync + virtual bool FileFetch( const char *pchFile ) = 0; + // Indicate this file should be persisted in the next sync + virtual bool FilePersist( const char *pchFile ) = 0; + // Pull any requested files down from the Cloud - results in a RemoteStorageAppSyncedClient_t callback + virtual bool SynchronizeToClient() = 0; + // Upload any requested files to the Cloud - results in a RemoteStorageAppSyncedServer_t callback + virtual bool SynchronizeToServer() = 0; + // Reset any fetch/persist/etc requests + virtual bool ResetFileRequestState() = 0; +#endif + + // publishing UGC + STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) + virtual SteamAPICall_t PublishWorkshopFile( const char *pchFile, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags, EWorkshopFileType eWorkshopFileType ) = 0; + virtual PublishedFileUpdateHandle_t CreatePublishedFileUpdateRequest( PublishedFileId_t unPublishedFileId ) = 0; + virtual bool UpdatePublishedFileFile( PublishedFileUpdateHandle_t updateHandle, const char *pchFile ) = 0; + virtual bool UpdatePublishedFilePreviewFile( PublishedFileUpdateHandle_t updateHandle, const char *pchPreviewFile ) = 0; + virtual bool UpdatePublishedFileTitle( PublishedFileUpdateHandle_t updateHandle, const char *pchTitle ) = 0; + virtual bool UpdatePublishedFileDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchDescription ) = 0; + virtual bool UpdatePublishedFileVisibility( PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; + virtual bool UpdatePublishedFileTags( PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t *pTags ) = 0; + STEAM_CALL_RESULT( RemoteStorageUpdatePublishedFileResult_t ) + virtual SteamAPICall_t CommitPublishedFileUpdate( PublishedFileUpdateHandle_t updateHandle ) = 0; + // Gets published file details for the given publishedfileid. If unMaxSecondsOld is greater than 0, + // cached data may be returned, depending on how long ago it was cached. A value of 0 will force a refresh. + // A value of k_WorkshopForceLoadPublishedFileDetailsFromCache will use cached data if it exists, no matter how old it is. + STEAM_CALL_RESULT( RemoteStorageGetPublishedFileDetailsResult_t ) + virtual SteamAPICall_t GetPublishedFileDetails( PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ) = 0; + STEAM_CALL_RESULT( RemoteStorageDeletePublishedFileResult_t ) + virtual SteamAPICall_t DeletePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + // enumerate the files that the current user published with this app + STEAM_CALL_RESULT( RemoteStorageEnumerateUserPublishedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserPublishedFiles( uint32 unStartIndex ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumerateUserSubscribedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserSubscribedFiles( uint32 unStartIndex ) = 0; + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribePublishedFile( PublishedFileId_t unPublishedFileId ) = 0; + virtual bool UpdatePublishedFileSetChangeDescription( PublishedFileUpdateHandle_t updateHandle, const char *pchChangeDescription ) = 0; + STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) + virtual SteamAPICall_t GetPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageUpdateUserPublishedItemVoteResult_t ) + virtual SteamAPICall_t UpdateUserPublishedItemVote( PublishedFileId_t unPublishedFileId, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( RemoteStorageGetPublishedItemVoteDetailsResult_t ) + virtual SteamAPICall_t GetUserPublishedItemVoteDetails( PublishedFileId_t unPublishedFileId ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumerateUserPublishedFilesResult_t ) + virtual SteamAPICall_t EnumerateUserSharedWorkshopFiles( CSteamID steamId, uint32 unStartIndex, SteamParamStringArray_t *pRequiredTags, SteamParamStringArray_t *pExcludedTags ) = 0; + STEAM_CALL_RESULT( RemoteStoragePublishFileProgress_t ) + virtual SteamAPICall_t PublishVideo( EWorkshopVideoProvider eVideoProvider, const char *pchVideoAccount, const char *pchVideoIdentifier, const char *pchPreviewFile, AppId_t nConsumerAppId, const char *pchTitle, const char *pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t *pTags ) = 0; + STEAM_CALL_RESULT( RemoteStorageSetUserPublishedFileActionResult_t ) + virtual SteamAPICall_t SetUserPublishedFileAction( PublishedFileId_t unPublishedFileId, EWorkshopFileAction eAction ) = 0; + STEAM_CALL_RESULT( RemoteStorageEnumeratePublishedFilesByUserActionResult_t ) + virtual SteamAPICall_t EnumeratePublishedFilesByUserAction( EWorkshopFileAction eAction, uint32 unStartIndex ) = 0; + // this method enumerates the public view of workshop files + STEAM_CALL_RESULT( RemoteStorageEnumerateWorkshopFilesResult_t ) + virtual SteamAPICall_t EnumeratePublishedWorkshopFiles( EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t *pTags, SteamParamStringArray_t *pUserTags ) = 0; + + STEAM_CALL_RESULT( RemoteStorageDownloadUGCResult_t ) + virtual SteamAPICall_t UGCDownloadToLocation( UGCHandle_t hContent, const char *pchLocation, uint32 unPriority ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: sent when the local file cache is fully synced with the server for an app +// That means that an application can be started and has all latest files +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncedClient_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 1 }; + AppId_t m_nAppID; + EResult m_eResult; + int m_unNumDownloads; +}; + +//----------------------------------------------------------------------------- +// Purpose: sent when the server is fully synced with the local file cache for an app +// That means that we can shutdown Steam and our data is stored on the server +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncedServer_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 2 }; + AppId_t m_nAppID; + EResult m_eResult; + int m_unNumUploads; +}; + +//----------------------------------------------------------------------------- +// Purpose: Status of up and downloads during a sync session +// +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncProgress_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 3 }; + char m_rgchCurrentFile[k_cchFilenameMax]; // Current file being transferred + AppId_t m_nAppID; // App this info relates to + uint32 m_uBytesTransferredThisChunk; // Bytes transferred this chunk + double m_dAppPercentComplete; // Percent complete that this app's transfers are + bool m_bUploading; // if false, downloading +}; + +// +// IMPORTANT! k_iClientRemoteStorageCallbacks + 4 is used, see iclientremotestorage.h +// + + +//----------------------------------------------------------------------------- +// Purpose: Sent after we've determined the list of files that are out of sync +// with the server. +//----------------------------------------------------------------------------- +struct RemoteStorageAppSyncStatusCheck_t +{ + enum { k_iCallback = k_iClientRemoteStorageCallbacks + 5 }; + AppId_t m_nAppID; + EResult m_eResult; +}; + + +#endif // ISTEAMREMOTESTORAGE014_H diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index 9810331..a8e3a1a 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -99,6 +99,7 @@ enum EUGCQuery k_EUGCQuery_RankedByLifetimeAveragePlaytime = 16, k_EUGCQuery_RankedByPlaytimeSessionsTrend = 17, k_EUGCQuery_RankedByLifetimePlaytimeSessions = 18, + k_EUGCQuery_RankedByLastUpdatedDate = 19, }; enum EItemUpdateStatus @@ -360,6 +361,12 @@ public: // delete the item without prompting the user STEAM_CALL_RESULT( DeleteItemResult_t ) virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; + + // Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not + virtual bool ShowWorkshopEULA() = 0; + // Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA + STEAM_CALL_RESULT( WorkshopEULAStatus_t ) + virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; }; #define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION015" @@ -568,6 +575,31 @@ struct DeleteItemResult_t PublishedFileId_t m_nPublishedFileId; }; + +//----------------------------------------------------------------------------- +// Purpose: signal that the list of subscribed items changed +//----------------------------------------------------------------------------- +struct UserSubscribedItemsListChanged_t +{ + enum { k_iCallback = k_iClientUGCCallbacks + 18 }; + AppId_t m_nAppID; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Status of the user's acceptable/rejection of the app's specific Workshop EULA +//----------------------------------------------------------------------------- +struct WorkshopEULAStatus_t +{ + enum { k_iCallback = k_iClientUGCCallbacks + 20 }; + EResult m_eResult; + AppId_t m_nAppID; + uint32 m_unVersion; + RTime32 m_rtAction; + bool m_bAccepted; + bool m_bNeedsAction; +}; + #pragma pack( pop ) #endif // ISTEAMUGC_H diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index cd43cb3..3a75945 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -41,6 +41,14 @@ enum EGamepadTextInputLineMode k_EGamepadTextInputLineModeMultipleLines = 1 }; +enum EFloatingGamepadTextInputMode +{ + k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard + k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard + k_EFloatingGamepadTextInputModeModeEmail = 2, + k_EFloatingGamepadTextInputModeModeNumeric = 3, + +}; // The context where text filtering is being done enum ETextFilteringContext @@ -86,8 +94,8 @@ public: // the destination buffer size should be 4 * height * width * sizeof(char) virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0; - // returns the IP of the reporting server for valve - currently only used in Source engine games - virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; + // Deprecated. Do not call this. + STEAM_PRIVATE_API( virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; ) // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power virtual uint8 GetCurrentBatteryPower() = 0; @@ -146,7 +154,7 @@ public: STEAM_CALL_RESULT( CheckFileSignature_t ) virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0; - // Activates the Big Picture text input dialog which only supports gamepad input + // Activates the full-screen text input dialog which takes a initial text string and returns the text the user has typed virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0; // Returns previously entered text & length @@ -203,6 +211,19 @@ public: // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol. // This does NOT tell you if the Steam client is currently connected to Steam via ipv6. virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0; + + // returns true if currently running on the Steam Deck device + virtual bool IsSteamRunningOnSteamDeck() = 0; + + // Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. + // The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field + virtual bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) = 0; + + // In game launchers that don't have controller support you can call this to have Steam Input translate the controller input into mouse/kb to navigate the launcher + virtual void SetGameLauncherMode( bool bLauncherMode ) = 0; + + // Dismisses the floating keyboard. + virtual bool DismissFloatingGamepadTextInput() = 0; }; #define STEAMUTILS_INTERFACE_VERSION "SteamUtils010" @@ -291,7 +312,7 @@ struct CheckFileSignature_t //----------------------------------------------------------------------------- -// Big Picture gamepad text input has been closed +// Full Screen gamepad text input has been closed //----------------------------------------------------------------------------- struct GamepadTextInputDismissed_t { @@ -300,7 +321,20 @@ struct GamepadTextInputDismissed_t uint32 m_unSubmittedText; }; -// k_iSteamUtilsCallbacks + 15 is taken +// k_iSteamUtilsCallbacks + 15 through 35 are taken + +STEAM_CALLBACK_BEGIN( AppResumingFromSuspend_t, k_iSteamUtilsCallbacks + 36 ) +STEAM_CALLBACK_END(0) + +// k_iSteamUtilsCallbacks + 37 is taken + +//----------------------------------------------------------------------------- +// The floating on-screen keyboard has been closed +//----------------------------------------------------------------------------- +struct FloatingGamepadTextInputDismissed_t +{ + enum { k_iCallback = k_iSteamUtilsCallbacks + 38 }; +}; #pragma pack( pop ) diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 3632dd4..8ab7144 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -110,6 +110,7 @@ #include "isteamnetworkingsockets004.h" #include "isteamnetworkingsockets006.h" #include "isteamnetworkingsockets008.h" +#include "isteamnetworkingsockets009.h" #include "isteamremotestorage.h" #include "isteamremotestorage001.h" #include "isteamremotestorage002.h" @@ -124,6 +125,7 @@ #include "isteamremotestorage011.h" #include "isteamremotestorage012.h" #include "isteamremotestorage013.h" +#include "isteamremotestorage014.h" #include "isteamscreenshots.h" #include "isteammusic.h" #include "isteammusicremote.h" @@ -167,6 +169,7 @@ #include "isteamunifiedmessages.h" #include "isteaminput.h" #include "isteaminput001.h" +#include "isteaminput002.h" #include "isteamremoteplay.h" #include "isteamnetworkingmessages.h" #include "isteamnetworkingsockets.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 2bd1953..0a28ddf 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -63,6 +63,8 @@ STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ); STEAMAPI_API uint64_steamid SteamAPI_ISteamUser_GetSteamID( ISteamUser* self ); STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ); STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ); +STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection_DEPRECATED( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ); +STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection_DEPRECATED( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ); STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ); STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ); STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording( ISteamUser* self ); @@ -208,6 +210,9 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ); STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ); STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ); +STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ); +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ); +STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ); // ISteamMatchmaking STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009(); @@ -323,6 +328,7 @@ STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* s // ISteamRemoteStorage STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014(); +STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v016(); STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead( ISteamRemoteStorage* self, const char * pchFile, void * pvData, int32 cubDataToRead ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, uint32 cubData ); @@ -378,6 +384,11 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SetUserPublishedFileAct STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedFilesByUserAction( ISteamRemoteStorage* self, EWorkshopFileAction eAction, uint32 unStartIndex ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorkshopFiles( ISteamRemoteStorage* self, EWorkshopEnumerationType eEnumerationType, uint32 unStartIndex, uint32 unCount, uint32 unDays, SteamParamStringArray_t * pTags, SteamParamStringArray_t * pUserTags ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( ISteamRemoteStorage* self, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority ); +STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetLocalFileChangeCount( ISteamRemoteStorage* self ); +STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetLocalFileChange( ISteamRemoteStorage* self, int iFile, ERemoteStorageLocalFileChange * pEChangeType, ERemoteStorageFilePathType * pEFilePathType ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ); +STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ); + // ISteamUserStats STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012(); @@ -578,10 +589,16 @@ STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* sel // ISteamInput STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002(); -STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self ); +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005(); +STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ); STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); -STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self ); +STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ); +STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self, bool bReservedValue ); +STEAMAPI_API bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ); +STEAMAPI_API bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ); STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ); +STEAMAPI_API void SteamAPI_ISteamInput_EnableDeviceCallbacks( ISteamInput* self ); +STEAMAPI_API void SteamAPI_ISteamInput_EnableActionEventCallbacks( ISteamInput* self, SteamInputActionEventCallbackPointer pCallback ); STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetActionSetHandle( ISteamInput* self, const char * pszActionSetName ); STEAMAPI_API void SteamAPI_ISteamInput_ActivateActionSet( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ); STEAMAPI_API InputActionSetHandle_t SteamAPI_ISteamInput_GetCurrentActionSet( ISteamInput* self, InputHandle_t inputHandle ); @@ -592,17 +609,26 @@ STEAMAPI_API int SteamAPI_ISteamInput_GetActiveActionSetLayers( ISteamInput* sel STEAMAPI_API InputDigitalActionHandle_t SteamAPI_ISteamInput_GetDigitalActionHandle( ISteamInput* self, const char * pszActionName ); STEAMAPI_API InputDigitalActionData_t SteamAPI_ISteamInput_GetDigitalActionData( ISteamInput* self, InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ); STEAMAPI_API int SteamAPI_ISteamInput_GetDigitalActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, EInputActionOrigin * originsOut ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForDigitalActionName( ISteamInput* self, InputDigitalActionHandle_t eActionHandle ); STEAMAPI_API InputAnalogActionHandle_t SteamAPI_ISteamInput_GetAnalogActionHandle( ISteamInput* self, const char * pszActionName ); STEAMAPI_API InputAnalogActionData_t SteamAPI_ISteamInput_GetAnalogActionData( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ); STEAMAPI_API int SteamAPI_ISteamInput_GetAnalogActionOrigins( ISteamInput* self, InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, EInputActionOrigin * originsOut ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphPNGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ); STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphSVGForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin, uint32 unFlags ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForActionOrigin_Legacy( ISteamInput* self, EInputActionOrigin eOrigin ); STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForActionOrigin( ISteamInput* self, EInputActionOrigin eOrigin ); +STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForAnalogActionName( ISteamInput* self, InputAnalogActionHandle_t eActionHandle ); STEAMAPI_API void SteamAPI_ISteamInput_StopAnalogActionMomentum( ISteamInput* self, InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ); STEAMAPI_API InputMotionData_t SteamAPI_ISteamInput_GetMotionData( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibration( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ); +STEAMAPI_API void SteamAPI_ISteamInput_TriggerVibrationExtended( ISteamInput* self, InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ); +STEAMAPI_API void SteamAPI_ISteamInput_TriggerSimpleHapticEvent( ISteamInput* self, InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ); STEAMAPI_API void SteamAPI_ISteamInput_SetLEDColor( ISteamInput* self, InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ); STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ); STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ); +STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex( ISteamInput* self, int nIndex ); @@ -613,6 +639,7 @@ STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrig STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISteamInput* self, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ); STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ); STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( ISteamInput* self ); // ISteamController STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); @@ -739,6 +766,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); +STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetWorkshopEULAStatus( ISteamUGC* self ); // ISteamAppList STEAMAPI_API ISteamAppList *SteamAPI_SteamAppList_v001(); @@ -936,6 +965,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingCustomSignalingRecvContext_SendReject // ISteamNetworkingUtils STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v003(); +STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_SteamAPI_v004(); STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003(); STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ); @@ -976,6 +1006,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseSt // ISteamGameServer STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013(); +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014(); STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ); @@ -1003,6 +1034,7 @@ STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISte STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ); STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ); STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGameServer* self, bool bActive ); STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ); @@ -1019,6 +1051,9 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServ STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ); +STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); +STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect_DEPRECATED( ISteamGameServer* self, uint64_steamid steamIDUser ); + // ISteamGameServerStats STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001(); diff --git a/sdk_includes/steam_api_internal.h b/sdk_includes/steam_api_internal.h index e743324..5c89097 100644 --- a/sdk_includes/steam_api_internal.h +++ b/sdk_includes/steam_api_internal.h @@ -311,11 +311,36 @@ enum { k_iClientSTARCallbacks = 5600 }; enum { k_iSteamRemotePlayCallbacks = 5700 }; enum { k_iClientCompatCallbacks = 5800 }; enum { k_iSteamChatCallbacks = 5900 }; +enum { k_iClientNetworkingUtilsCallbacks = 6000 }; +enum { k_iClientSystemManagerCallbacks = 6100 }; +enum { k_iClientStorageDeviceManagerCallbacks = 6200 }; #ifdef _MSVC_VER #pragma warning( pop ) #endif +// Macros used to annotate various Steamworks interfaces to generate the +// flat API +#ifdef API_GEN +# define STEAM_CLANG_ATTR(ATTR) __attribute__((annotate( ATTR ))) +#else +# define STEAM_CLANG_ATTR(ATTR) +#endif + +#define STEAM_OUT_STRUCT() STEAM_CLANG_ATTR( "out_struct: ;" ) +#define STEAM_OUT_STRING() STEAM_CLANG_ATTR( "out_string: ;" ) +#define STEAM_OUT_ARRAY_CALL(COUNTER,FUNCTION,PARAMS) STEAM_CLANG_ATTR( "out_array_call:" #COUNTER "," #FUNCTION "," #PARAMS ";" ) +#define STEAM_OUT_ARRAY_COUNT(COUNTER, DESC) STEAM_CLANG_ATTR( "out_array_count:" #COUNTER ";desc:" #DESC ) +#define STEAM_ARRAY_COUNT(COUNTER) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";" ) +#define STEAM_ARRAY_COUNT_D(COUNTER, DESC) STEAM_CLANG_ATTR( "array_count:" #COUNTER ";desc:" #DESC ) +#define STEAM_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "buffer_count:" #COUNTER ";" ) +#define STEAM_OUT_BUFFER_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_buffer_count:" #COUNTER ";" ) +#define STEAM_OUT_STRING_COUNT(COUNTER) STEAM_CLANG_ATTR( "out_string_count:" #COUNTER ";" ) +#define STEAM_DESC(DESC) STEAM_CLANG_ATTR("desc:" #DESC ";") +#define STEAM_CALL_RESULT(RESULT_TYPE) STEAM_CLANG_ATTR("callresult:" #RESULT_TYPE ";") +#define STEAM_CALL_BACK(RESULT_TYPE) STEAM_CLANG_ATTR("callback:" #RESULT_TYPE ";") +#define STEAM_FLAT_NAME(NAME) STEAM_CLANG_ATTR("flat_name:" #NAME ";") + // CSteamAPIContext encapsulates the Steamworks API global accessors into // a single object. // diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index e494f7e..c913f12 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -12,6 +12,7 @@ #include "steam_api.h" #include "isteamgameserver.h" +#include "isteamgameserver013.h" #include "isteamgameserver012.h" #include "isteamgameserver011.h" #include "isteamgameserver010.h" @@ -29,10 +30,13 @@ enum EServerMode }; /// Pass to SteamGameServer_Init to indicate that the same UDP port will be used for game traffic -/// UDP queries. In this case, Steam will not open up a socket to handle server browser queries, -/// and you must use ISteamGameServer::HandleIncomingPacket and ISteamGameServer::GetNextOutgoingPacket -/// to handle packets related to server discovery on your socket. -#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) +/// UDP queries for server browser pings and LAN discovery. In this case, Steam will not open up a +/// socket to handle server browser queries, and you must use ISteamGameServer::HandleIncomingPacket +/// and ISteamGameServer::GetNextOutgoingPacket to handle packets related to server discovery on your socket. +const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff; + +// DEPRECATED: This old name was really confusing. +#define MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE ((uint16)-1) // Initialize SteamGameServer client and interface objects, and set server properties which may not be changed. // @@ -51,9 +55,10 @@ enum EServerMode // - usGamePort is the port that clients will connect to for gameplay. You will usually open up your // own socket bound to this port. // - usQueryPort is the port that will manage server browser related duties and info -// pings from clients. If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE for usQueryPort, then it +// pings from clients. If you pass STEAMGAMESERVER_QUERY_PORT_SHARED for usQueryPort, then it // will use "GameSocketShare" mode, which means that the game is responsible for sending and receiving -// UDP packets for the master server updater. See references to GameSocketShare in isteamgameserver.h. +// UDP packets for the master server updater. (See ISteamGameServer::HandleIncomingPacket and +// ISteamGameServer::GetNextOutgoingPacket.) // - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) #ifndef STEAM_API_EXPORTS diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 4d5aedf..6f9962f 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -145,6 +145,9 @@ enum EResult k_EResultNoLauncherSpecified = 117, // No launcher was specified, but a launcher was needed to choose correct realm for operation. k_EResultMustAgreeToSSA = 118, // User must agree to china SSA or global SSA before login k_EResultLauncherMigrated = 119, // The specified launcher type is no longer supported; the user should be directed elsewhere + k_EResultSteamRealmMismatch = 120, // The user's realm does not match the realm of the requested resource + k_EResultInvalidSignature = 121, // signature check did not match + k_EResultParseFailure = 122, // Failed to parse input }; // Error codes for use with the voice functions diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 6616a1f..62bd65e 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -1057,31 +1057,10 @@ enum ESteamNetworkingConfigValue { k_ESteamNetworkingConfig_Invalid = 0, - /// [global float, 0--100] Randomly discard N pct of packets instead of sending/recv - /// This is a global option only, since it is applied at a low level - /// where we don't have much context - k_ESteamNetworkingConfig_FakePacketLoss_Send = 2, - k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3, - /// [global int32]. Delay all outbound/inbound packets by N ms - k_ESteamNetworkingConfig_FakePacketLag_Send = 4, - k_ESteamNetworkingConfig_FakePacketLag_Recv = 5, - - /// [global float] 0-100 Percentage of packets we will add additional delay - /// to (causing them to be reordered) - k_ESteamNetworkingConfig_FakePacketReorder_Send = 6, - k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7, - - /// [global int32] Extra delay, in ms, to apply to reordered packets. - k_ESteamNetworkingConfig_FakePacketReorder_Time = 8, - - /// [global float 0--100] Globally duplicate some percentage of packets we send - k_ESteamNetworkingConfig_FakePacketDup_Send = 26, - k_ESteamNetworkingConfig_FakePacketDup_Recv = 27, - - /// [global int32] Amount of delay, in ms, to delay duplicated packets. - /// (We chose a random delay between 0 and this value) - k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28, +// +// Connection options +// /// [connection int32] Timeout value (in ms) to use when first connecting k_ESteamNetworkingConfig_TimeoutInitial = 24, @@ -1094,6 +1073,41 @@ enum ESteamNetworkingConfigValue /// Default is 512k (524288 bytes) k_ESteamNetworkingConfig_SendBufferSize = 9, + /// [connection int64] Get/set userdata as a configuration option. + /// The default value is -1. You may want to set the user data as + /// a config value, instead of using ISteamNetworkingSockets::SetConnectionUserData + /// in two specific instances: + /// + /// - You wish to set the userdata atomically when creating + /// an outbound connection, so that the userdata is filled in properly + /// for any callbacks that happen. However, note that this trick + /// only works for connections initiated locally! For incoming + /// connections, multiple state transitions may happen and + /// callbacks be queued, before you are able to service the first + /// callback! Be careful! + /// + /// - You can set the default userdata for all newly created connections + /// by setting this value at a higher level (e.g. on the listen + /// socket or at the global level.) Then this default + /// value will be inherited when the connection is created. + /// This is useful in case -1 is a valid userdata value, and you + /// wish to use something else as the default value so you can + /// tell if it has been set or not. + /// + /// HOWEVER: once a connection is created, the effective value is + /// then bound to the connection. Unlike other connection options, + /// if you change it again at a higher level, the new value will not + /// be inherited by connections. + /// + /// Using the userdata field in callback structs is not advised because + /// of tricky race conditions. Instead, you might try one of these methods: + /// + /// - Use a separate map with the HSteamNetConnection as the key. + /// - Fetch the userdata from the connection in your callback + /// using ISteamNetworkingSockets::GetConnectionUserData, to + // ensure you have the current value. + k_ESteamNetworkingConfig_ConnectionUserData = 40, + /// [connection int32] Minimum/maximum send rate clamp, 0 is no limit. /// This value will control the min/max allowed sending rate that /// bandwidth estimation is allowed to reach. Default is 0 (no-limit) @@ -1253,6 +1267,58 @@ enum ESteamNetworkingConfigValue /// This value should not be read or written in any other context. k_ESteamNetworkingConfig_LocalVirtualPort = 38, +// +// Simulating network conditions +// +// These are global (not per-connection) because they apply at +// a relatively low UDP layer. +// + + /// [global float, 0--100] Randomly discard N pct of packets instead of sending/recv + /// This is a global option only, since it is applied at a low level + /// where we don't have much context + k_ESteamNetworkingConfig_FakePacketLoss_Send = 2, + k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3, + + /// [global int32]. Delay all outbound/inbound packets by N ms + k_ESteamNetworkingConfig_FakePacketLag_Send = 4, + k_ESteamNetworkingConfig_FakePacketLag_Recv = 5, + + /// [global float] 0-100 Percentage of packets we will add additional delay + /// to (causing them to be reordered) + k_ESteamNetworkingConfig_FakePacketReorder_Send = 6, + k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7, + + /// [global int32] Extra delay, in ms, to apply to reordered packets. + k_ESteamNetworkingConfig_FakePacketReorder_Time = 8, + + /// [global float 0--100] Globally duplicate some percentage of packets we send + k_ESteamNetworkingConfig_FakePacketDup_Send = 26, + k_ESteamNetworkingConfig_FakePacketDup_Recv = 27, + + /// [global int32] Amount of delay, in ms, to delay duplicated packets. + /// (We chose a random delay between 0 and this value) + k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28, + + /// [global int32] Trace every UDP packet, similar to Wireshark or tcpdump. + /// Value is max number of bytes to dump. -1 disables tracing. + // 0 only traces the info but no actual data bytes + k_ESteamNetworkingConfig_PacketTraceMaxBytes = 41, + + + // [global int32] Global UDP token bucket rate limits. + // "Rate" refers to the steady state rate. (Bytes/sec, the + // rate that tokens are put into the bucket.) "Burst" + // refers to the max amount that could be sent in a single + // burst. (In bytes, the max capacity of the bucket.) + // Rate=0 disables the limiter entirely, which is the default. + // Burst=0 disables burst. (This is not realistic. A + // burst of at least 4K is recommended; the default is higher.) + k_ESteamNetworkingConfig_FakeRateLimit_Send_Rate = 42, + k_ESteamNetworkingConfig_FakeRateLimit_Send_Burst = 43, + k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44, + k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45, + // // Callbacks // From 1bd90756d1adb62b94ba41d50570c34241b9e16f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 6 Dec 2021 16:52:15 -0500 Subject: [PATCH 412/494] Add script to generate achievements and stats configs from UserGameStatsSchema. --- .../achievements_gen.py | 86 +++ .../vdf/__init__.py | 521 ++++++++++++++++++ .../stats_schema_achievement_gen/vdf/vdict.py | 221 ++++++++ 3 files changed, 828 insertions(+) create mode 100644 scripts/stats_schema_achievement_gen/achievements_gen.py create mode 100644 scripts/stats_schema_achievement_gen/vdf/__init__.py create mode 100644 scripts/stats_schema_achievement_gen/vdf/vdict.py diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py new file mode 100644 index 0000000..b1bf91f --- /dev/null +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -0,0 +1,86 @@ +import vdf +import sys +import os +import json + + +if len(sys.argv) < 2: + print("format: {} UserGameStatsSchema_480.bin".format(sys.argv[0])) + exit(0) + + +with open(sys.argv[1], 'rb') as f: + schema = vdf.binary_loads(f.read()) + +language = 'english' + +STAT_TYPE_INT = '1' +STAT_TYPE_FLOAT = '2' +STAT_TYPE_AVGRATE = '3' +STAT_TYPE_BITS = '4' + +achievements_out = [] +stats_out = [] + +for appid in schema: + sch = schema[appid] + stat_info = sch['stats'] + for s in stat_info: + stat = stat_info[s] + if stat['type'] == STAT_TYPE_BITS: + achs = stat['bits'] + for ach_num in achs: + out = {} + ach = achs[ach_num] + out["hidden"] = '0' + for x in ach['display']: + value = ach['display'][x] + if x == 'name': + x = 'displayName' + if x == 'desc': + x = 'description' + if x == 'Hidden': + x = 'hidden' + if type(value) is dict: + if language in value: + value = value[language] + else: + value = '' + out[x] = value + out['name'] = ach['name'] + achievements_out += [out] + else: + out = {} + out['default'] = 0 + out['name'] = stat['name'] + if stat['type'] == STAT_TYPE_INT: + out['type'] = 'int' + elif stat['type'] == STAT_TYPE_FLOAT: + out['type'] = 'float' + elif stat['type'] == STAT_TYPE_AVGRATE: + out['type'] = 'avgrate' + if 'Default' in stat: + out['default'] = stat['Default'] + + stats_out += [out] + # print(stat_info[s]) + + + +output_ach = json.dumps(achievements_out, indent=4) +output_stats = "" +for s in stats_out: + output_stats += "{}={}={}\n".format(s['name'], s['type'], s['default']) + +# print(output_ach) +# print(output_stats) + +config_directory = os.path.join(sys.argv[1] + "_output", "steam_settings") +if not os.path.exists(config_directory): + os.makedirs(config_directory) + +with open(os.path.join(config_directory, "achievements.json"), 'w') as f: + f.write(output_ach) + +with open(os.path.join(config_directory, "stats.txt"), 'w') as f: + f.write(output_stats) diff --git a/scripts/stats_schema_achievement_gen/vdf/__init__.py b/scripts/stats_schema_achievement_gen/vdf/__init__.py new file mode 100644 index 0000000..6b47213 --- /dev/null +++ b/scripts/stats_schema_achievement_gen/vdf/__init__.py @@ -0,0 +1,521 @@ +""" +Module for deserializing/serializing to and from VDF +""" +__version__ = "3.4" +__author__ = "Rossen Georgiev" + +import re +import sys +import struct +from binascii import crc32 +from io import BytesIO +from io import StringIO as unicodeIO + +try: + from collections.abc import Mapping +except: + from collections import Mapping + +from vdf.vdict import VDFDict + +# Py2 & Py3 compatibility +if sys.version_info[0] >= 3: + string_type = str + int_type = int + BOMS = '\ufffe\ufeff' + + def strip_bom(line): + return line.lstrip(BOMS) +else: + from StringIO import StringIO as strIO + string_type = basestring + int_type = long + BOMS = '\xef\xbb\xbf\xff\xfe\xfe\xff' + BOMS_UNICODE = '\\ufffe\\ufeff'.decode('unicode-escape') + + def strip_bom(line): + return line.lstrip(BOMS if isinstance(line, str) else BOMS_UNICODE) + +# string escaping +_unescape_char_map = { + r"\n": "\n", + r"\t": "\t", + r"\v": "\v", + r"\b": "\b", + r"\r": "\r", + r"\f": "\f", + r"\a": "\a", + r"\\": "\\", + r"\?": "?", + r"\"": "\"", + r"\'": "\'", +} +_escape_char_map = {v: k for k, v in _unescape_char_map.items()} + +def _re_escape_match(m): + return _escape_char_map[m.group()] + +def _re_unescape_match(m): + return _unescape_char_map[m.group()] + +def _escape(text): + return re.sub(r"[\n\t\v\b\r\f\a\\\?\"']", _re_escape_match, text) + +def _unescape(text): + return re.sub(r"(\\n|\\t|\\v|\\b|\\r|\\f|\\a|\\\\|\\\?|\\\"|\\')", _re_unescape_match, text) + +# parsing and dumping for KV1 +def parse(fp, mapper=dict, merge_duplicate_keys=True, escaped=True): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a VDF) + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + if not hasattr(fp, 'readline'): + raise TypeError("Expected fp to be a file-like object supporting line iteration") + + stack = [mapper()] + expect_bracket = False + + re_keyvalue = re.compile(r'^("(?P(?:\\.|[^\\"])*)"|(?P#?[a-z0-9\-\_\\\?$%<>]+))' + r'([ \t]*(' + r'"(?P(?:\\.|[^\\"])*)(?P")?' + r'|(?P(?:(? ])+)' + r'|(?P{[ \t]*)(?P})?' + r'))?', + flags=re.I) + + for lineno, line in enumerate(fp, 1): + if lineno == 1: + line = strip_bom(line) + + line = line.lstrip() + + # skip empty and comment lines + if line == "" or line[0] == '/': + continue + + # one level deeper + if line[0] == "{": + expect_bracket = False + continue + + if expect_bracket: + raise SyntaxError("vdf.parse: expected openning bracket", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 1, line)) + + # one level back + if line[0] == "}": + if len(stack) > 1: + stack.pop() + continue + + raise SyntaxError("vdf.parse: one too many closing parenthasis", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + # parse keyvalue pairs + while True: + match = re_keyvalue.match(line) + + if not match: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open key quote?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + key = match.group('key') if match.group('qkey') is None else match.group('qkey') + val = match.group('qval') + if val is None: + val = match.group('val') + if val is not None: + val = val.rstrip() + if val == "": + val = None + + if escaped: + key = _unescape(key) + + # we have a key with value in parenthesis, so we make a new dict obj (level deeper) + if val is None: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + # we've descended a level deeper, if value is str, we have to overwrite it to mapper + if not isinstance(_m, mapper): + _m = stack[-1][key] = mapper() + else: + _m = mapper() + stack[-1][key] = _m + + if match.group('eblock') is None: + # only expect a bracket if it's not already closed or on the same line + stack.append(_m) + if match.group('sblock') is None: + expect_bracket = True + + # we've matched a simple keyvalue pair, map it to the last dict obj in the stack + else: + # if the value is line consume one more line and try to match again, + # until we get the KeyValue pair + if match.group('vq_end') is None and match.group('qval') is not None: + try: + line += next(fp) + continue + except StopIteration: + raise SyntaxError("vdf.parse: unexpected EOF (open quote for value?)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + stack[-1][key] = _unescape(val) if escaped else val + + # exit the loop + break + + if len(stack) != 1: + raise SyntaxError("vdf.parse: unclosed parenthasis or quotes (EOF)", + (getattr(fp, 'name', '<%s>' % fp.__class__.__name__), lineno, 0, line)) + + return stack.pop() + + +def loads(s, **kwargs): + """ + Deserialize ``s`` (a ``str`` or ``unicode`` instance containing a JSON + document) to a Python object. + """ + if not isinstance(s, string_type): + raise TypeError("Expected s to be a str, got %s" % type(s)) + + try: + fp = unicodeIO(s) + except TypeError: + fp = strIO(s) + + return parse(fp, **kwargs) + + +def load(fp, **kwargs): + """ + Deserialize ``fp`` (a ``.readline()``-supporting file-like object containing + a JSON document) to a Python object. + """ + return parse(fp, **kwargs) + + +def dumps(obj, pretty=False, escaped=True): + """ + Serialize ``obj`` to a VDF formatted ``str``. + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + return ''.join(_dump_gen(obj, pretty, escaped)) + + +def dump(obj, fp, pretty=False, escaped=True): + """ + Serialize ``obj`` as a VDF formatted stream to ``fp`` (a + ``.write()``-supporting file-like object). + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected data to be an instance of``dict``") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + if not isinstance(pretty, bool): + raise TypeError("Expected pretty to be of type bool") + if not isinstance(escaped, bool): + raise TypeError("Expected escaped to be of type bool") + + for chunk in _dump_gen(obj, pretty, escaped): + fp.write(chunk) + + +def _dump_gen(data, pretty=False, escaped=True, level=0): + indent = "\t" + line_indent = "" + + if pretty: + line_indent = indent * level + + for key, value in data.items(): + if escaped and isinstance(key, string_type): + key = _escape(key) + + if isinstance(value, Mapping): + yield '%s"%s"\n%s{\n' % (line_indent, key, line_indent) + for chunk in _dump_gen(value, pretty, escaped, level+1): + yield chunk + yield "%s}\n" % line_indent + else: + if escaped and isinstance(value, string_type): + value = _escape(value) + + yield '%s"%s" "%s"\n' % (line_indent, key, value) + + +# binary VDF +class BASE_INT(int_type): + def __repr__(self): + return "%s(%d)" % (self.__class__.__name__, self) + +class UINT_64(BASE_INT): + pass + +class INT_64(BASE_INT): + pass + +class POINTER(BASE_INT): + pass + +class COLOR(BASE_INT): + pass + +BIN_NONE = b'\x00' +BIN_STRING = b'\x01' +BIN_INT32 = b'\x02' +BIN_FLOAT32 = b'\x03' +BIN_POINTER = b'\x04' +BIN_WIDESTRING = b'\x05' +BIN_COLOR = b'\x06' +BIN_UINT64 = b'\x07' +BIN_END = b'\x08' +BIN_INT64 = b'\x0A' +BIN_END_ALT = b'\x0B' + +def binary_loads(b, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=True): + """ + Deserialize ``b`` (``bytes`` containing a VDF in "binary form") + to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not isinstance(b, bytes): + raise TypeError("Expected s to be bytes, got %s" % type(b)) + + return binary_load(BytesIO(b), mapper, merge_duplicate_keys, alt_format, raise_on_remaining) + +def binary_load(fp, mapper=dict, merge_duplicate_keys=True, alt_format=False, raise_on_remaining=False): + """ + Deserialize ``fp`` (a ``.read()``-supporting file-like object containing + binary VDF) to a Python object. + + ``mapper`` specifies the Python object used after deserializetion. ``dict` is + used by default. Alternatively, ``collections.OrderedDict`` can be used if you + wish to preserve key order. Or any object that acts like a ``dict``. + + ``merge_duplicate_keys`` when ``True`` will merge multiple KeyValue lists with the + same key into one instead of overwriting. You can se this to ``False`` if you are + using ``VDFDict`` and need to preserve the duplicates. + """ + if not hasattr(fp, 'read') or not hasattr(fp, 'tell') or not hasattr(fp, 'seek'): + raise TypeError("Expected fp to be a file-like object with tell()/seek() and read() returning bytes") + if not issubclass(mapper, Mapping): + raise TypeError("Expected mapper to be subclass of dict, got %s" % type(mapper)) + + # helpers + int32 = struct.Struct(' 1: + stack.pop() + continue + break + + key = read_string(fp) + + if t == BIN_NONE: + if merge_duplicate_keys and key in stack[-1]: + _m = stack[-1][key] + else: + _m = mapper() + stack[-1][key] = _m + stack.append(_m) + elif t == BIN_STRING: + stack[-1][key] = read_string(fp) + elif t == BIN_WIDESTRING: + stack[-1][key] = read_string(fp, wide=True) + elif t in (BIN_INT32, BIN_POINTER, BIN_COLOR): + val = int32.unpack(fp.read(int32.size))[0] + + if t == BIN_POINTER: + val = POINTER(val) + elif t == BIN_COLOR: + val = COLOR(val) + + stack[-1][key] = val + elif t == BIN_UINT64: + stack[-1][key] = UINT_64(uint64.unpack(fp.read(int64.size))[0]) + elif t == BIN_INT64: + stack[-1][key] = INT_64(int64.unpack(fp.read(int64.size))[0]) + elif t == BIN_FLOAT32: + stack[-1][key] = float32.unpack(fp.read(float32.size))[0] + else: + raise SyntaxError("Unknown data type at offset %d: %s" % (fp.tell() - 1, repr(t))) + + if len(stack) != 1: + raise SyntaxError("Reached EOF, but Binary VDF is incomplete") + if raise_on_remaining and fp.read(1) != b'': + fp.seek(-1, 1) + raise SyntaxError("Binary VDF ended at offset %d, but there is more data remaining" % (fp.tell() - 1)) + + return stack.pop() + +def binary_dumps(obj, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes``. + """ + buf = BytesIO() + binary_dump(obj, buf, alt_format) + return buf.getvalue() + +def binary_dump(obj, fp, alt_format=False): + """ + Serialize ``obj`` to a binary VDF formatted ``bytes`` and write it to ``fp`` filelike object + """ + if not isinstance(obj, Mapping): + raise TypeError("Expected obj to be type of Mapping") + if not hasattr(fp, 'write'): + raise TypeError("Expected fp to have write() method") + + for chunk in _binary_dump_gen(obj, alt_format=alt_format): + fp.write(chunk) + +def _binary_dump_gen(obj, level=0, alt_format=False): + if level == 0 and len(obj) == 0: + return + + int32 = struct.Struct('= 3: + _iter_values = 'values' + _range = range + _string_type = str + import collections.abc as _c + class _kView(_c.KeysView): + def __iter__(self): + return self._mapping.iterkeys() + class _vView(_c.ValuesView): + def __iter__(self): + return self._mapping.itervalues() + class _iView(_c.ItemsView): + def __iter__(self): + return self._mapping.iteritems() +else: + _iter_values = 'itervalues' + _range = xrange + _string_type = basestring + _kView = lambda x: list(x.iterkeys()) + _vView = lambda x: list(x.itervalues()) + _iView = lambda x: list(x.iteritems()) + + +class VDFDict(dict): + def __init__(self, data=None): + """ + This is a dictionary that supports duplicate keys and preserves insert order + + ``data`` can be a ``dict``, or a sequence of key-value tuples. (e.g. ``[('key', 'value'),..]``) + The only supported type for key is str. + + Get/set duplicates is done by tuples ``(index, key)``, where index is the duplicate index + for the specified key. (e.g. ``(0, 'key')``, ``(1, 'key')``...) + + When the ``key`` is ``str``, instead of tuple, set will create a duplicate and get will look up ``(0, key)`` + """ + self.__omap = [] + self.__kcount = Counter() + + if data is not None: + if not isinstance(data, (list, dict)): + raise ValueError("Expected data to be list of pairs or dict, got %s" % type(data)) + self.update(data) + + def __repr__(self): + out = "%s(" % self.__class__.__name__ + out += "%s)" % repr(list(self.iteritems())) + return out + + def __len__(self): + return len(self.__omap) + + def _verify_key_tuple(self, key): + if len(key) != 2: + raise ValueError("Expected key tuple length to be 2, got %d" % len(key)) + if not isinstance(key[0], int): + raise TypeError("Key index should be an int") + if not isinstance(key[1], _string_type): + raise TypeError("Key value should be a str") + + def _normalize_key(self, key): + if isinstance(key, _string_type): + key = (0, key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + else: + raise TypeError("Expected key to be a str or tuple, got %s" % type(key)) + return key + + def __setitem__(self, key, value): + if isinstance(key, _string_type): + key = (self.__kcount[key], key) + self.__omap.append(key) + elif isinstance(key, tuple): + self._verify_key_tuple(key) + if key not in self: + raise KeyError("%s doesn't exist" % repr(key)) + else: + raise TypeError("Expected either a str or tuple for key") + super(VDFDict, self).__setitem__(key, value) + self.__kcount[key[1]] += 1 + + def __getitem__(self, key): + return super(VDFDict, self).__getitem__(self._normalize_key(key)) + + def __delitem__(self, key): + key = self._normalize_key(key) + result = super(VDFDict, self).__delitem__(key) + + start_idx = self.__omap.index(key) + del self.__omap[start_idx] + + dup_idx, skey = key + self.__kcount[skey] -= 1 + tail_count = self.__kcount[skey] - dup_idx + + if tail_count > 0: + for idx in _range(start_idx, len(self.__omap)): + if self.__omap[idx][1] == skey: + oldkey = self.__omap[idx] + newkey = (dup_idx, skey) + super(VDFDict, self).__setitem__(newkey, self[oldkey]) + super(VDFDict, self).__delitem__(oldkey) + self.__omap[idx] = newkey + + dup_idx += 1 + tail_count -= 1 + if tail_count == 0: + break + + if self.__kcount[skey] == 0: + del self.__kcount[skey] + + return result + + def __iter__(self): + return iter(self.iterkeys()) + + def __contains__(self, key): + return super(VDFDict, self).__contains__(self._normalize_key(key)) + + def __eq__(self, other): + if isinstance(other, VDFDict): + return list(self.items()) == list(other.items()) + else: + return False + + def __ne__(self, other): + return not self.__eq__(other) + + def clear(self): + super(VDFDict, self).clear() + self.__kcount.clear() + self.__omap = list() + + def get(self, key, *args): + return super(VDFDict, self).get(self._normalize_key(key), *args) + + def setdefault(self, key, default=None): + if key not in self: + self.__setitem__(key, default) + return self.__getitem__(key) + + def pop(self, key): + key = self._normalize_key(key) + value = self.__getitem__(key) + self.__delitem__(key) + return value + + def popitem(self): + if not self.__omap: + raise KeyError("VDFDict is empty") + key = self.__omap[-1] + return key[1], self.pop(key) + + def update(self, data=None, **kwargs): + if isinstance(data, dict): + data = data.items() + elif not isinstance(data, list): + raise TypeError("Expected data to be a list or dict, got %s" % type(data)) + + for key, value in data: + self.__setitem__(key, value) + + def iterkeys(self): + return (key[1] for key in self.__omap) + + def keys(self): + return _kView(self) + + def itervalues(self): + return (self[key] for key in self.__omap) + + def values(self): + return _vView(self) + + def iteritems(self): + return ((key[1], self[key]) for key in self.__omap) + + def items(self): + return _iView(self) + + def get_all_for(self, key): + """ Returns all values of the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key needs to be a string.") + return [self[(idx, key)] for idx in _range(self.__kcount[key])] + + def remove_all_for(self, key): + """ Removes all items with the given key """ + if not isinstance(key, _string_type): + raise TypeError("Key need to be a string.") + + for idx in _range(self.__kcount[key]): + super(VDFDict, self).__delitem__((idx, key)) + + self.__omap = list(filter(lambda x: x[1] != key, self.__omap)) + + del self.__kcount[key] + + def has_duplicates(self): + """ + Returns ``True`` if the dict contains keys with duplicates. + Recurses through any all keys with value that is ``VDFDict``. + """ + for n in getattr(self.__kcount, _iter_values)(): + if n != 1: + return True + + def dict_recurse(obj): + for v in getattr(obj, _iter_values)(): + if isinstance(v, VDFDict) and v.has_duplicates(): + return True + elif isinstance(v, dict): + return dict_recurse(v) + return False + + return dict_recurse(self) From 9eb70660981f15f3f28a66a6a361eac4a70c65f3 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 22 Dec 2021 13:32:35 -0500 Subject: [PATCH 413/494] Fix crash. Thanks wizark952. --- dll/steam_utils.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_utils.h b/dll/steam_utils.h index b59fdd4..dcedb94 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -175,10 +175,10 @@ ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) { - PRINT_DEBUG("GetAPICallResult %llu %i %i\n", hSteamAPICall, cubCallback, iCallbackExpected); + PRINT_DEBUG("GetAPICallResult %llu %i %i %p\n", hSteamAPICall, cubCallback, iCallbackExpected, pbFailed); std::lock_guard lock(global_mutex); if (callback_results->callback_result(hSteamAPICall, pCallback, cubCallback)) { - *pbFailed = false; + if (pbFailed) *pbFailed = false; PRINT_DEBUG("GetAPICallResult Succeeded\n"); return true; } else { From 978a1b81e341982c73e625a8b856ba6249f8c8ce Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 22 Dec 2021 13:33:13 -0500 Subject: [PATCH 414/494] Don't write stats to disk if value didn't change. --- dll/steam_user_stats.h | 25 +++++++++++++++++++++++-- 1 file changed, 23 insertions(+), 2 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index a93b65d..cbecf14 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -55,6 +55,9 @@ private: nlohmann::json defined_achievements; nlohmann::json user_achievements; std::vector sorted_achievement_names; + std::map stats_cache_int; + std::map stats_cache_float; + unsigned int find_leaderboard(std::string name) { @@ -200,8 +203,17 @@ bool SetStat( const char *pchName, int32 nData ) PRINT_DEBUG("SetStat int32 %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); + auto cached_stat = stats_cache_int.find(pchName); + if (cached_stat != stats_cache_int.end()) { + if (cached_stat->second == nData) return true; + } - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData); + if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData)) { + stats_cache_int[pchName] = nData; + return true; + } + + return false; } bool SetStat( const char *pchName, float fData ) @@ -209,8 +221,17 @@ bool SetStat( const char *pchName, float fData ) PRINT_DEBUG("SetStat float %s\n", pchName); if (!pchName) return false; std::lock_guard lock(global_mutex); + auto cached_stat = stats_cache_float.find(pchName); + if (cached_stat != stats_cache_float.end()) { + if (cached_stat->second == fData) return true; + } - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData); + if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData)) { + stats_cache_float[pchName] = fData; + return true; + } + + return false; } bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) From 8383f16be7c982498487d508bc9620f88c414a08 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 2 Jan 2022 03:00:29 -0500 Subject: [PATCH 415/494] Fix crash in some games that use the old flat api. --- dll/flat.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dll/flat.cpp b/dll/flat.cpp index 9007c71..c95c86f 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -2990,7 +2990,8 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005() STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) { - return self->Init(bExplicitlyCallRunFrame); + //TODO: do something with bExplicitlyCallRunFrame + return (get_steam_client()->steam_controller)->Init(); } STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) From 1a411405e64a40c65dc25a3193d04dd114d6502e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 25 Jan 2022 15:49:26 -0500 Subject: [PATCH 416/494] SDK 1.53 update. --- dll/base.cpp | 5 +- dll/flat.cpp | 1371 ++++++++++++++++------- dll/steam_client.cpp | 6 + dll/steam_controller.h | 1 + dll/steam_networking_messages.h | 4 +- dll/steam_networking_sockets.h | 289 ++++- dll/steam_networking_utils.h | 68 +- dll/steam_ugc.h | 12 + sdk_includes/isteamcontroller.h | 75 ++ sdk_includes/isteamhttp.h | 6 +- sdk_includes/isteaminput.h | 121 +- sdk_includes/isteaminput005.h | 216 ++++ sdk_includes/isteaminventory.h | 12 +- sdk_includes/isteamnetworkingmessages.h | 12 +- sdk_includes/isteamnetworkingsockets.h | 241 +++- sdk_includes/isteamnetworkingutils.h | 76 +- sdk_includes/isteamnetworkingutils003.h | 308 +++++ sdk_includes/isteamremotestorage.h | 58 +- sdk_includes/isteamugc.h | 42 +- sdk_includes/isteamugc015.h | 180 +++ sdk_includes/isteamvideo.h | 4 +- sdk_includes/steam_api.h | 4 + sdk_includes/steam_api_flat.h | 41 +- sdk_includes/steam_api_internal.h | 5 + sdk_includes/steamclientpublic.h | 9 +- sdk_includes/steamnetworkingfakeip.h | 135 +++ sdk_includes/steamnetworkingtypes.h | 195 +++- 27 files changed, 2872 insertions(+), 624 deletions(-) create mode 100644 sdk_includes/isteaminput005.h create mode 100644 sdk_includes/isteamnetworkingutils003.h create mode 100644 sdk_includes/isteamugc015.h create mode 100644 sdk_includes/steamnetworkingfakeip.h diff --git a/dll/base.cpp b/dll/base.cpp index e15b40a..d37955d 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -22,8 +22,11 @@ static void randombytes(char * const buf, const size_t size) { + while (!RtlGenRandom((PVOID) buf, (ULONG) size)) { + PRINT_DEBUG("RtlGenRandom ERROR\n"); + Sleep(100); + } - RtlGenRandom((PVOID) buf, (ULONG) size); } std::string get_env_variable(std::string name) diff --git a/dll/flat.cpp b/dll/flat.cpp index c95c86f..2129928 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -794,8 +794,8 @@ STEAMAPI_API ISteamUtils *SteamAPI_SteamGameServerUtils_v009() STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -806,8 +806,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceAppActive( ISteamUtils* STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -818,8 +818,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive( ISteamUt STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -830,8 +830,8 @@ STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse( ISteamUtils* s STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -842,8 +842,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime( ISteamUtils* self ) STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -854,8 +854,8 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -866,8 +866,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iIma STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -878,8 +878,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iIma STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -890,8 +890,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -902,8 +902,8 @@ STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower( ISteamUtils* sel STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -914,8 +914,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID( ISteamUtils* self ) STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUtils* self, ENotificationPosition eNotificationPosition ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -926,8 +926,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUti STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -938,8 +938,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, St STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( ISteamUtils* self, SteamAPICall_t hSteamAPICall ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -950,8 +950,8 @@ STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -962,8 +962,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, Stea STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -974,8 +974,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount( ISteamUtils* self ) STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, SteamAPIWarningMessageHook_t pFunction ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -986,8 +986,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -998,8 +998,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1010,8 +1010,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ) STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils* self, const char * szFileName ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1022,8 +1022,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1034,8 +1034,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1046,8 +1046,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtil STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1058,8 +1058,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1070,8 +1070,8 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1082,8 +1082,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ) STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* self, int nHorizontalInset, int nVerticalInset ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1094,8 +1094,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1106,8 +1106,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* sel STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1118,8 +1118,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1130,8 +1130,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils* self, bool bEnabled ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1142,8 +1142,8 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1155,8 +1155,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) { //Note: older function only has less arguments - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1168,8 +1168,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { //Note: older function only has less arguments - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1180,8 +1180,8 @@ STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilter STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1192,8 +1192,8 @@ STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6Connectivit STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1204,8 +1204,8 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* s STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1215,10 +1215,23 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* s return (ptr)->ShowFloatingGamepadTextInput((EFloatingGamepadTextInputMode)eLineInputMode, 0, 0, 0, 0); } +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + //flat vs normal api mismatch + return (ptr)->ShowFloatingGamepadTextInput( eKeyboardMode, nTextFieldXPosition, nTextFieldYPosition, nTextFieldWidth, nTextFieldHeight); +} + STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_utils); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); auto ptr = get_steam_client()->steam_gameserver_utils; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_utils; @@ -1227,6 +1240,17 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, b return (ptr)->SetGameLauncherMode(bLauncherMode); } +STEAMAPI_API bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); + auto ptr = get_steam_client()->steam_gameserver_utils; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_utils; + } + + return (ptr)->DismissFloatingGamepadTextInput(); +} STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009() { @@ -2988,6 +3012,11 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005() return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput005"); } +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v006() +{ + return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput006"); +} + STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) { //TODO: do something with bExplicitlyCallRunFrame @@ -3429,6 +3458,11 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015() return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v016() +{ + return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION016"); +} + STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014() { return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); @@ -3439,10 +3473,15 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015() return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION015"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v016() +{ + return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION016"); +} + STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3453,8 +3492,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISte STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3465,8 +3504,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest(intptr STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intptr_t instancePtr, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3477,8 +3516,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequest0(intpt STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3489,8 +3528,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( I STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3501,8 +3540,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3513,8 +3552,8 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( I STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3525,8 +3564,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* s STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3537,8 +3576,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQuer STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3549,8 +3588,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3561,8 +3600,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHa STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3573,8 +3612,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3585,8 +3624,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGC STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3597,8 +3636,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQu STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3609,8 +3648,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQu STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3621,8 +3660,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3633,8 +3672,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamU STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3645,8 +3684,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* se STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3657,8 +3696,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* se STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3669,8 +3708,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3681,8 +3720,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePt STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3693,8 +3732,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* sel STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3705,8 +3744,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3717,8 +3756,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHa STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3729,8 +3768,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQu STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3741,8 +3780,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHa STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3753,8 +3792,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQuery STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3765,8 +3804,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGC STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3777,8 +3816,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3789,8 +3828,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQuer STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3801,8 +3840,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQuer STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3813,8 +3852,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* sel STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3825,8 +3864,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQue STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3837,8 +3876,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3849,8 +3888,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandl STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3861,8 +3900,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3873,8 +3912,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3885,8 +3924,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHa STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3897,8 +3936,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHan STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3907,10 +3946,34 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQ return (ptr)->SetRankedByTrendDays(handle, unDays); } +STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->SetTimeCreatedDateRange(handle, rtStart, rtEnd); +} + +STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->SetTimeUpdatedDateRange(handle, rtStart, rtEnd); +} + STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3921,8 +3984,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UG STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3933,8 +3996,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* sel STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppId_t nConsumerAppId, EWorkshopFileType eFileType ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3945,8 +4008,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppI STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* self, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3957,8 +4020,8 @@ STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* se STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3969,8 +4032,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHan STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3981,8 +4044,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpd STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -3993,8 +4056,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGC STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4005,8 +4068,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdate STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4017,8 +4080,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpda STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4029,8 +4092,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHand STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4041,8 +4104,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateH STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4053,8 +4116,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateH STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4065,8 +4128,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCU STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4077,8 +4140,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4089,8 +4152,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4101,8 +4164,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpd STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4113,8 +4176,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpd STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4125,8 +4188,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUp STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4137,8 +4200,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGC STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4149,8 +4212,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4161,8 +4224,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpda STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4173,8 +4236,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamUGC* self, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4185,8 +4248,8 @@ STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamU STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bVoteUp ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4197,8 +4260,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4209,8 +4272,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetUserItemVote( ISteamUGC* self, STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4221,8 +4284,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddItemToFavorites( ISteamUGC* se STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites( ISteamUGC* self, AppId_t nAppId, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4233,8 +4296,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveItemFromFavorites( ISteamUG STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4245,8 +4308,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubscribeItem( ISteamUGC* self, P STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4257,8 +4320,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem( ISteamUGC* self, STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems( ISteamUGC* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4269,8 +4332,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems( ISteamUGC* self ) STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4281,8 +4344,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems( ISteamUGC* self, Publ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4293,8 +4356,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedF STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4305,8 +4368,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, Publis STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4317,8 +4380,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, Publi STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4329,8 +4392,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFil STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4341,8 +4404,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads( ISteamUGC* self, bool bSuspend ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4353,8 +4416,8 @@ STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads( ISteamUGC* self, bool bSu STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4365,8 +4428,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking( ISteamUGC* STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4377,8 +4440,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking( ISteamUGC* STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems( ISteamUGC* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4389,8 +4452,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTrackingForAllItems( STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4401,8 +4464,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddDependency( ISteamUGC* self, P STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency( ISteamUGC* self, PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4413,8 +4476,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveDependency( ISteamUGC* self STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4425,8 +4488,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4437,8 +4500,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* s STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4449,8 +4512,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* se STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4461,8 +4524,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, Publ STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4473,8 +4536,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetWorkshopEULAStatus( ISteamUGC* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); auto ptr = get_steam_client()->steam_gameserver_ugc; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_ugc; @@ -4721,8 +4784,8 @@ STEAMAPI_API ISteamInventory *SteamAPI_SteamGameServerInventory_v003() STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* self, SteamInventoryResult_t resultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4733,8 +4796,8 @@ STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4745,8 +4808,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4757,8 +4820,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventor STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory* self, SteamInventoryResult_t resultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4769,8 +4832,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4781,8 +4844,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, SteamInventoryResult_t resultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4793,8 +4856,8 @@ STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4805,8 +4868,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, S STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4817,8 +4880,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4829,8 +4892,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* sel STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4841,8 +4904,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* s STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4853,8 +4916,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4865,8 +4928,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* sel STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4877,8 +4940,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4889,8 +4952,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4901,8 +4964,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, S STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4913,8 +4976,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4925,8 +4988,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventory* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4937,8 +5000,8 @@ STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventor STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4949,8 +5012,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* sel STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4961,8 +5024,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, St STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4973,8 +5036,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4985,8 +5048,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -4997,8 +5060,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInve STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs( ISteamInventory* self, uint64_steamid steamID ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5009,8 +5072,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDef STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5021,8 +5084,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( IS STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase( ISteamInventory* self, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5033,8 +5096,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase( ISteamInvent STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices( ISteamInventory* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5045,8 +5108,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices( ISteamInvent STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInventory* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5057,8 +5120,8 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInvent STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5069,8 +5132,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5081,8 +5144,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties( ISteamInventory* self ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5093,8 +5156,8 @@ STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdatePr STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5105,8 +5168,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5117,8 +5180,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, Ste STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5129,8 +5192,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, St STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5141,8 +5204,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, St STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue) { - int test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5153,8 +5216,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, St STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5165,8 +5228,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* s STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5177,8 +5240,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* sel STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5189,8 +5252,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* se STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5201,8 +5264,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* se STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5213,8 +5276,8 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInvento STEAMAPI_API bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ) { - int test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); - int test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); auto ptr = get_steam_client()->steam_gameserver_inventory; if (test1 >= 0 && (test2 < 0 || test1 < test2)) { ptr = get_steam_client()->steam_inventory; @@ -5413,6 +5476,16 @@ STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_G return self->GetSessionConnectionInfo(identityRemote, pConnectionInfo, pQuickStatus); } +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v012() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets012"); +} + +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012() +{ + return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworkingSockets012"); +} + STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v011() { return (ISteamNetworkingSockets *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworkingSockets011"); @@ -5455,207 +5528,581 @@ STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_ STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketIP( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & localAddress, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->CreateListenSocketIP(localAddress, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateListenSocketIP(localAddress, nOptions, pOptions); } STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAddress( ISteamNetworkingSockets* self, const SteamNetworkingIPAddr & address, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->ConnectByIPAddress(address, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ConnectByIPAddress(address, nOptions, pOptions); } -STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->CreateListenSocketP2P(nVirtualPort, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateListenSocketP2P(nLocalVirtualPort, nOptions, pOptions); } -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->ConnectP2P(identityRemote, nVirtualPort, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ConnectP2P(identityRemote, nRemoteVirtualPort, nOptions, pOptions); } STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ) { - return self->AcceptConnection(hConn); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->AcceptConnection(hConn); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ) { - return self->CloseConnection(hPeer, nReason, pszDebug, bEnableLinger); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CloseConnection(hPeer, nReason, pszDebug, bEnableLinger); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ) { - return self->CloseListenSocket(hSocket); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CloseListenSocket(hSocket); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ) { - return self->SetConnectionUserData(hPeer, nUserData); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SetConnectionUserData(hPeer, nUserData); } STEAMAPI_API int64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer ) { - return self->GetConnectionUserData(hPeer); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetConnectionUserData(hPeer); } STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, const char * pszName ) { - return self->SetConnectionName(hPeer, pszName); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SetConnectionName(hPeer, pszName); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ) { - return self->GetConnectionName(hPeer, pszName, nMaxLen); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetConnectionName(hPeer, pszName, nMaxLen); } STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, const void * pData, uint32 cbData, int nSendFlags, int64 * pOutMessageNumber ) { - return self->SendMessageToConnection(hConn, pData, cbData, nSendFlags, pOutMessageNumber); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SendMessageToConnection(hConn, pData, cbData, nSendFlags, pOutMessageNumber); } STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SendMessages( ISteamNetworkingSockets* self, int nMessages, SteamNetworkingMessage_t *const * pMessages, int64 * pOutMessageNumberOrResult ) { - return self->SendMessages(nMessages, pMessages, pOutMessageNumberOrResult); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SendMessages(nMessages, pMessages, pOutMessageNumberOrResult); } STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ) { - return self->FlushMessagesOnConnection(hConn); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->FlushMessagesOnConnection(hConn); } STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) { - return self->ReceiveMessagesOnConnection(hConn, ppOutMessages, nMaxMessages); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ReceiveMessagesOnConnection(hConn, ppOutMessages, nMaxMessages); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ) { - return self->GetConnectionInfo(hConn, pInfo); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetConnectionInfo(hConn, pInfo); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ) +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ) { - return self->GetQuickConnectionStatus(hConn, pStats); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetQuickConnectionStatus(hConn, pStats); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetConnectionRealTimeStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t * pStatus, int nLanes, SteamNetConnectionRealTimeLaneStatus_t * pLanes ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetConnectionRealTimeStatus(hConn, pStatus, nLanes, pLanes); } STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, char * pszBuf, int cbBuf ) { - return self->GetDetailedConnectionStatus(hConn, pszBuf, cbBuf); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetDetailedConnectionStatus(hConn, pszBuf, cbBuf); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ) { - return self->GetListenSocketAddress(hSocket, address); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetListenSocketAddress(hSocket, address); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ) { - return self->CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, pIdentity1, pIdentity2); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, pIdentity1, pIdentity2); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_ConfigureConnectionLanes( ISteamNetworkingSockets* self, HSteamNetConnection hConn, int nNumLanes, const int * pLanePriorities, const uint16 * pLaneWeights ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ConfigureConnectionLanes(hConn, nNumLanes, pLanePriorities, pLaneWeights); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ) { - return self->GetIdentity(pIdentity); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetIdentity(pIdentity); } STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_InitAuthentication( ISteamNetworkingSockets* self ) { - return self->InitAuthentication(); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->InitAuthentication(); } STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_GetAuthenticationStatus( ISteamNetworkingSockets* self, SteamNetAuthenticationStatus_t * pDetails ) { - return self->GetAuthenticationStatus(pDetails); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetAuthenticationStatus(pDetails); } STEAMAPI_API HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup( ISteamNetworkingSockets* self ) { - return self->CreatePollGroup(); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreatePollGroup(); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ) { - return self->DestroyPollGroup(hPollGroup); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->DestroyPollGroup(hPollGroup); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) { - return self->SetConnectionPollGroup(hConn, hPollGroup); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SetConnectionPollGroup(hConn, hPollGroup); } STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) { - return self->ReceiveMessagesOnPollGroup(hPollGroup, ppOutMessages, nMaxMessages); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ReceiveMessagesOnPollGroup(hPollGroup, ppOutMessages, nMaxMessages); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ) { - return self->ReceivedRelayAuthTicket(pvTicket, cbTicket, pOutParsedTicket); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ReceivedRelayAuthTicket(pvTicket, cbTicket, pOutParsedTicket); } -STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ) +STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ) { - return self->FindRelayAuthTicketForServer(identityGameServer, nVirtualPort, pOutParsedTicket); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->FindRelayAuthTicketForServer(identityGameServer, nRemoteVirtualPort, pOutParsedTicket); } -STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->ConnectToHostedDedicatedServer(identityTarget, nVirtualPort, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ConnectToHostedDedicatedServer(identityTarget, nRemoteVirtualPort, nOptions, pOptions); } STEAMAPI_API uint16 SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPort( ISteamNetworkingSockets* self ) { - return self->GetHostedDedicatedServerPort(); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetHostedDedicatedServerPort(); } STEAMAPI_API SteamNetworkingPOPID SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPOPID( ISteamNetworkingSockets* self ) { - return self->GetHostedDedicatedServerPOPID(); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetHostedDedicatedServerPOPID(); } STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerAddress( ISteamNetworkingSockets* self, SteamDatagramHostedAddress * pRouting ) { - return self->GetHostedDedicatedServerAddress(pRouting); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetHostedDedicatedServerAddress(pRouting); } -STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->CreateHostedDedicatedServerListenSocket(nVirtualPort, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateHostedDedicatedServerListenSocket(nLocalVirtualPort, nOptions, pOptions); } STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLogin( ISteamNetworkingSockets* self, SteamDatagramGameCoordinatorServerLogin * pLoginInfo, int * pcbSignedBlob, void * pBlob ) { - return self->GetGameCoordinatorServerLogin(pLoginInfo, pcbSignedBlob, pBlob); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetGameCoordinatorServerLogin(pLoginInfo, pcbSignedBlob, pBlob); } +//TODO: implement old version if needed +//I don't think anything actually uses this function, especially not in flat api form so I'll just leave it like this. +//STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) { - return self->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ) { - return self->ReceivedP2PCustomSignal(pMsg, cbMsg, pContext); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ReceivedP2PCustomSignal(pMsg, cbMsg, pContext); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ) { - return self->GetCertificateRequest(pcbBlob, pBlob, errMsg); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetCertificateRequest(pcbBlob, pBlob, errMsg); } STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ) { - return self->SetCertificate(pCertificate, cbCertificate, errMsg); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->SetCertificate(pCertificate, cbCertificate, errMsg); } -// STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ) -// { -// return self->ResetIdentity(pIdentity); -// } +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->ResetIdentity(pIdentity); +} STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ) { - return self->RunCallbacks(); + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->RunCallbacks(); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->BeginAsyncRequestFakeIP(nNumPorts); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_GetFakeIP( ISteamNetworkingSockets* self, int idxFirstPort, SteamNetworkingFakeIPResult_t * pInfo ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetFakeIP(idxFirstPort, pInfo); +} + +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2PFakeIP( ISteamNetworkingSockets* self, int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateListenSocketP2PFakeIP(idxFakePort, nOptions, pOptions); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetRemoteFakeIPForConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingIPAddr * pOutAddr ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->GetRemoteFakeIPForConnection(hConn, pOutAddr); +} + +STEAMAPI_API ISteamNetworkingFakeUDPPort * SteamAPI_ISteamNetworkingSockets_CreateFakeUDPPort( ISteamNetworkingSockets* self, int idxFakeServerPort ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); + auto ptr = get_steam_client()->steam_gameserver_networking_sockets; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_networking_sockets; + } + + return (ptr)->CreateFakeUDPPort(idxFakeServerPort); } STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ) @@ -5695,187 +6142,215 @@ STEAMAPI_API ISteamNetworkingUtils *SteamAPI_SteamNetworkingUtils_v003() STEAMAPI_API SteamNetworkingMessage_t * SteamAPI_ISteamNetworkingUtils_AllocateMessage( ISteamNetworkingUtils* self, int cbAllocateBuffer ) { - return self->AllocateMessage(cbAllocateBuffer); + return (get_steam_client()->steam_networking_utils)->AllocateMessage(cbAllocateBuffer); } STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess( ISteamNetworkingUtils* self ) { - return self->InitRelayNetworkAccess(); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->InitRelayNetworkAccess(); } STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus( ISteamNetworkingUtils* self, SteamRelayNetworkStatus_t * pDetails ) { - return self->GetRelayNetworkStatus(pDetails); + return (get_steam_client()->steam_networking_utils)->GetRelayNetworkStatus(pDetails); } STEAMAPI_API float SteamAPI_ISteamNetworkingUtils_GetLocalPingLocation( ISteamNetworkingUtils* self, SteamNetworkPingLocation_t & result ) { - return self->GetLocalPingLocation(result); + return (get_steam_client()->steam_networking_utils)->GetLocalPingLocation(result); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location1, const SteamNetworkPingLocation_t & location2 ) { - return self->EstimatePingTimeBetweenTwoLocations(location1, location2); + return (get_steam_client()->steam_networking_utils)->EstimatePingTimeBetweenTwoLocations(location1, location2); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeFromLocalHost( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & remoteLocation ) { - return self->EstimatePingTimeFromLocalHost(remoteLocation); + return (get_steam_client()->steam_networking_utils)->EstimatePingTimeFromLocalHost(remoteLocation); } STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location, char * pszBuf, int cchBufSize ) { - return self->ConvertPingLocationToString(location, pszBuf, cchBufSize); + return (get_steam_client()->steam_networking_utils)->ConvertPingLocationToString(location, pszBuf, cchBufSize); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ) { - return self->ParsePingLocationString(pszString, result); + return (get_steam_client()->steam_networking_utils)->ParsePingLocationString(pszString, result); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ) { - return self->CheckPingDataUpToDate(flMaxAgeSeconds); + return (get_steam_client()->steam_networking_utils)->CheckPingDataUpToDate(flMaxAgeSeconds); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPingToDataCenter( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID, SteamNetworkingPOPID * pViaRelayPoP ) { - return self->GetPingToDataCenter(popID, pViaRelayPoP); + return (get_steam_client()->steam_networking_utils)->GetPingToDataCenter(popID, pViaRelayPoP); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetDirectPingToPOP( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID ) { - return self->GetDirectPingToPOP(popID); + return (get_steam_client()->steam_networking_utils)->GetDirectPingToPOP(popID); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPCount( ISteamNetworkingUtils* self ) { - return self->GetPOPCount(); + return (get_steam_client()->steam_networking_utils)->GetPOPCount(); } STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPList( ISteamNetworkingUtils* self, SteamNetworkingPOPID * list, int nListSz ) { - return self->GetPOPList(list, nListSz); + return (get_steam_client()->steam_networking_utils)->GetPOPList(list, nListSz); } STEAMAPI_API SteamNetworkingMicroseconds SteamAPI_ISteamNetworkingUtils_GetLocalTimestamp( ISteamNetworkingUtils* self ) { - return self->GetLocalTimestamp(); + return (get_steam_client()->steam_networking_utils)->GetLocalTimestamp(); } STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamNetworkingUtils* self, ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) { - return self->SetDebugOutputFunction(eDetailLevel, pfnFunc); + return (get_steam_client()->steam_networking_utils)->SetDebugOutputFunction(eDetailLevel, pfnFunc); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ) +{ + return (get_steam_client()->steam_networking_utils)->IsFakeIPv4(nIPv4); +} + +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_GetIPv4FakeIPType( ISteamNetworkingUtils* self, uint32 nIPv4 ) +{ + return (get_steam_client()->steam_networking_utils)->GetIPv4FakeIPType(nIPv4); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingUtils_GetRealIdentityForFakeIP( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & fakeIP, SteamNetworkingIdentity * pOutRealIdentity ) +{ + return (get_steam_client()->steam_networking_utils)->GetRealIdentityForFakeIP(fakeIP, pOutRealIdentity); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ) { - return self->SetGlobalConfigValueInt32(eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueInt32(eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ) { - return self->SetGlobalConfigValueFloat(eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueFloat(eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ) { - return self->SetGlobalConfigValueString(eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueString(eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ) { - return self->SetGlobalConfigValuePtr(eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValuePtr(eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { - return self->SetConnectionConfigValueInt32(hConn, eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueInt32(hConn, eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { - return self->SetConnectionConfigValueFloat(hConn, eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueFloat(hConn, eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ) { - return self->SetConnectionConfigValueString(hConn, eValue, val); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueString(hConn, eValue, val); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ) { - return self->SetGlobalCallback_SteamNetConnectionStatusChanged(fnCallback); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamNetConnectionStatusChanged(fnCallback); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ) { - return self->SetGlobalCallback_SteamNetAuthenticationStatusChanged(fnCallback); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamNetAuthenticationStatusChanged(fnCallback); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ) { - return self->SetGlobalCallback_SteamRelayNetworkStatusChanged(fnCallback); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamRelayNetworkStatusChanged(fnCallback); +} + +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ) +{ + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_FakeIPResult(fnCallback); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ) { - return self->SetGlobalCallback_MessagesSessionRequest(fnCallback); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_MessagesSessionRequest(fnCallback); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ) { - return self->SetGlobalCallback_MessagesSessionFailed(fnCallback); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_MessagesSessionFailed(fnCallback); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ) { - return self->SetConfigValue(eValue, eScopeType, scopeObj, eDataType, pArg); + return (get_steam_client()->steam_networking_utils)->SetConfigValue(eValue, eScopeType, scopeObj, eDataType, pArg); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) { - return self->SetConfigValueStruct(opt, eScopeType, scopeObj); + return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConfigValueStruct(opt, eScopeType, scopeObj); } STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ) { - return self->GetConfigValue(eValue, eScopeType, scopeObj, pOutDataType, pResult, cbResult); + return (get_steam_client()->steam_networking_utils)->GetConfigValue(eValue, eScopeType, scopeObj, pOutDataType, pResult, cbResult); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ) +//TODO: implement this once the GetConfigValueInfo does something other than return 0 or NULL +//STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ) +STEAMAPI_API const char * SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope ) { - return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); + //return (get_steam_client()->steam_networking_utils)->GetConfigValueInfo(eValue, pOutDataType, pOutScope); + return NULL; } -// STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) -// { -// return self->GetConfigValueInfo(eValue, pOutName, pOutDataType, pOutScope, pOutNextValue); -// } - STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ) { - return self->GetFirstConfigValue(); + return (get_steam_client()->steam_networking_utils)->GetFirstConfigValue(); +} + +STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) +{ + return (get_steam_client()->steam_networking_utils)->IterateGenericEditableConfigValues(eCurrent, bEnumerateDevVars); } STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr, char * buf, uint32 cbBuf, bool bWithPort ) { - return self->SteamNetworkingIPAddr_ToString(addr, buf, cbBuf, bWithPort); + return (get_steam_client()->steam_networking_utils)->SteamNetworkingIPAddr_ToString(addr, buf, cbBuf, bWithPort); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ) { - return self->SteamNetworkingIPAddr_ParseString(pAddr, pszStr); + return (get_steam_client()->steam_networking_utils)->SteamNetworkingIPAddr_ParseString(pAddr, pszStr); +} + +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr ) +{ + return (get_steam_client()->steam_networking_utils)->SteamNetworkingIPAddr_GetFakeIPType(addr); } STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIdentity & identity, char * buf, uint32 cbBuf ) { - return self->SteamNetworkingIdentity_ToString(identity, buf, cbBuf); + return (get_steam_client()->steam_networking_utils)->SteamNetworkingIdentity_ToString(identity, buf, cbBuf); } STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ) { - return self->SteamNetworkingIdentity_ParseString(pIdentity, pszStr); + return (get_steam_client()->steam_networking_utils)->SteamNetworkingIdentity_ParseString(pIdentity, pszStr); } STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013() @@ -6204,6 +6679,25 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats( IStea return self->StoreUserStats(steamIDUser); } +STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_DestroyFakeUDPPort( ISteamNetworkingFakeUDPPort* self ) +{ + return self->DestroyFakeUDPPort(); +} + +STEAMAPI_API EResult SteamAPI_ISteamNetworkingFakeUDPPort_SendMessageToFakeIP( ISteamNetworkingFakeUDPPort* self, const SteamNetworkingIPAddr & remoteAddress, const void * pData, uint32 cbData, int nSendFlags ) +{ + return self->SendMessageToFakeIP(remoteAddress, pData, cbData, nSendFlags); +} + +STEAMAPI_API int SteamAPI_ISteamNetworkingFakeUDPPort_ReceiveMessages( ISteamNetworkingFakeUDPPort* self, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ) +{ + return self->ReceiveMessages(ppOutMessages, nMaxMessages); +} + +STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_ScheduleCleanup( ISteamNetworkingFakeUDPPort* self, const SteamNetworkingIPAddr & remoteAddress ) +{ + return self->ScheduleCleanup(remoteAddress); +} STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ) { @@ -6345,6 +6839,16 @@ STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAdd return self->operator==(x); } +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIPType( SteamNetworkingIPAddr* self ) +{ + return self->GetFakeIPType(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ) +{ + return self->IsFakeIP(); +} + STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentity* self ) { return self->Clear(); @@ -6415,6 +6919,29 @@ STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetI return self->GetIPAddr(); } +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPv4Addr( SteamNetworkingIdentity* self, uint32 nIPv4, uint16 nPort ) +{ + SteamNetworkingIPAddr addr = {}; + addr.SetIPv4(nIPv4, nPort); + self->SetIPAddr(addr); +} + +STEAMAPI_API uint32 SteamAPI_SteamNetworkingIdentity_GetIPv4( SteamNetworkingIdentity* self ) +{ + return self->GetIPAddr()->GetIPv4(); +} + +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIdentity_GetFakeIPType( SteamNetworkingIdentity* self ) +{ + //return self->GetFakeIPType(); + return self->GetIPAddr()->GetFakeIPType(); +} + +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ) +{ + return self->GetIPAddr()->IsFakeIP(); +} + STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ) { return self->SetLocalHost(); diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index ed523bf..7960cb3 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -538,6 +538,8 @@ void *Steam_Client::GetISteamGenericInterface( HSteamUser hSteamUser, HSteamPipe return (void *)(ISteamNetworkingUtils001 *)steam_networking_utils; } else if (strcmp(pchVersion, "SteamNetworkingUtils002") == 0) { return (void *)(ISteamNetworkingUtils002 *)steam_networking_utils; + } else if (strcmp(pchVersion, "SteamNetworkingUtils003") == 0) { + return (void *)(ISteamNetworkingUtils003 *)steam_networking_utils; } else if (strcmp(pchVersion, STEAMNETWORKINGUTILS_INTERFACE_VERSION) == 0) { return (void *)(ISteamNetworkingUtils *)steam_networking_utils; } else { @@ -936,6 +938,8 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP return (ISteamUGC *)(void *)(ISteamUGC013 *)steam_ugc_temp; } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION014") == 0) { return (ISteamUGC *)(void *)(ISteamUGC014 *)steam_ugc_temp; + } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION015") == 0) { + return (ISteamUGC *)(void *)(ISteamUGC015 *)steam_ugc_temp; } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp; } else { @@ -1096,6 +1100,8 @@ ISteamInput *Steam_Client::GetISteamInput( HSteamUser hSteamUser, HSteamPipe hSt return (ISteamInput *)(void *)(ISteamInput001 *)steam_controller; } else if (strcmp(pchVersion, "SteamInput002") == 0) { return (ISteamInput *)(void *)(ISteamInput002 *)steam_controller; + } else if (strcmp(pchVersion, "SteamInput005") == 0) { + return (ISteamInput *)(void *)(ISteamInput005 *)steam_controller; } else if (strcmp(pchVersion, STEAMINPUT_INTERFACE_VERSION) == 0) { return (ISteamInput *)(void *)(ISteamInput *)steam_controller; } else { diff --git a/dll/steam_controller.h b/dll/steam_controller.h index f763b71..abf1d69 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -102,6 +102,7 @@ public ISteamController007, public ISteamController, public ISteamInput001, public ISteamInput002, +public ISteamInput005, public ISteamInput { class Settings *settings; diff --git a/dll/steam_networking_messages.h b/dll/steam_networking_messages.h index d27d396..38df49a 100644 --- a/dll/steam_networking_messages.h +++ b/dll/steam_networking_messages.h @@ -336,7 +336,7 @@ bool CloseChannelWithUser( const SteamNetworkingIdentity &identityRemote, int nL /// you do not need the corresponding details. Note that sessions time out after a while, /// so if a connection fails, or SendMessageToUser returns SendMessageToUser, you cannot wait /// indefinitely to obtain the reason for failure. -ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) +ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetConnectionRealTimeStatus_t *pQuickStatus ) { PRINT_DEBUG("Steam_Networking_Messages::GetSessionConnectionInfo\n"); std::lock_guard lock(global_mutex); @@ -360,7 +360,7 @@ ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingI } if (pQuickStatus) { - memset(pQuickStatus, 0, sizeof(SteamNetworkingQuickConnectionStatus)); + memset(pQuickStatus, 0, sizeof(SteamNetConnectionRealTimeStatus_t)); pQuickStatus->m_eState = state; pQuickStatus->m_nPing = 10; //TODO: calculate real numbers? pQuickStatus->m_flConnectionQualityLocal = 1.0; diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index a0ba19c..9b9735d 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -900,6 +900,48 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn return true; } +/// Returns a small set of information about the real-time state of the connection +/// and the queue status of each lane. +/// +/// - pStatus may be NULL if the information is not desired. (E.g. you are only interested +/// in the lane information.) +/// - On entry, nLanes specifies the length of the pLanes array. This may be 0 +/// if you do not wish to receive any lane data. It's OK for this to be smaller than +/// the total number of configured lanes. +/// - pLanes points to an array that will receive lane-specific info. It can be NULL +/// if this is not needed. +/// +/// Return value: +/// - k_EResultNoConnection - connection handle is invalid or connection has been closed. +/// - k_EResultInvalidParam - nLanes is bad +EResult GetConnectionRealTimeStatus( HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t *pStatus, int nLanes, SteamNetConnectionRealTimeLaneStatus_t *pLanes ) +{ + PRINT_DEBUG("%s %u %p %i %p\n", __FUNCTION__, hConn, pStatus, nLanes, pLanes); + std::lock_guard lock(global_mutex); + auto connect_socket = connect_sockets.find(hConn); + if (connect_socket == connect_sockets.end()) return k_EResultNoConnection; + + if (pStatus) { + pStatus->m_eState = convert_status(connect_socket->second.status); + pStatus->m_nPing = 10; //TODO: calculate real numbers? + pStatus->m_flConnectionQualityLocal = 1.0; + pStatus->m_flConnectionQualityRemote = 1.0; + //TODO: rest + pStatus->m_flOutPacketsPerSec = 0.0; + pStatus->m_flOutBytesPerSec = 0.0; + pStatus->m_flInPacketsPerSec = 0.0; + pStatus->m_flInBytesPerSec = 0.0; + pStatus->m_cbSentUnackedReliable = 0.0; + pStatus->m_usecQueueTime = 0.0; + + //Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus + //keep this in mind in future interface updates + //NOTE: need to implement GetQuickConnectionStatus seperately if this changes. + } + + //TODO: lanes + return k_EResultOK; +} /// Fetch the next available message(s) from the socket, if any. /// Returns the number of messages returned into your array, up to nMaxMessages. @@ -955,26 +997,7 @@ bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickCo if (!pStats) return false; - std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return false; - - pStats->m_eState = convert_status(connect_socket->second.status); - pStats->m_nPing = 10; //TODO: calculate real numbers? - pStats->m_flConnectionQualityLocal = 1.0; - pStats->m_flConnectionQualityRemote = 1.0; - //TODO: rest - pStats->m_flOutPacketsPerSec = 0.0; - pStats->m_flOutBytesPerSec = 0.0; - pStats->m_flInPacketsPerSec = 0.0; - pStats->m_flInBytesPerSec = 0.0; - pStats->m_cbSentUnackedReliable = 0.0; - pStats->m_usecQueueTime = 0.0; - - //Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus - //keep this in mind in future interface updates - - return true; + return GetConnectionRealTimeStatus(hConn, pStats, 0, NULL) == k_EResultOK; } @@ -1079,6 +1102,85 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection return true; } +/// Configure multiple outbound messages streams ("lanes") on a connection, and +/// control head-of-line blocking between them. Messages within a given lane +/// are always sent in the order they are queued, but messages from different +/// lanes may be sent out of order. Each lane has its own message number +/// sequence. The first message sent on each lane will be assigned the number 1. +/// +/// Each lane has a "priority". Lower priority lanes will only be processed +/// when all higher-priority lanes are empty. The magnitudes of the priority +/// values are not relevant, only their sort order. Higher numeric values +/// take priority over lower numeric values. +/// +/// Each lane also is assigned a weight, which controls the approximate proportion +/// of the bandwidth that will be consumed by the lane, relative to other lanes +/// of the same priority. (This is assuming the lane stays busy. An idle lane +/// does not build up "credits" to be be spent once a message is queued.) +/// This value is only meaningful as a proportion, relative to other lanes with +/// the same priority. For lanes with different priorities, the strict priority +/// order will prevail, and their weights relative to each other are not relevant. +/// Thus, if a lane has a unique priority value, the weight value for that lane is +/// not relevant. +/// +/// Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ]. +/// Messages sent on the first will always be sent first, before messages in the +/// other two lanes. Its weight value is irrelevant, since there are no other +/// lanes with priority=0. The other two lanes will share bandwidth, with the second +/// and third lanes sharing bandwidth using a ratio of approximately 4:1. +/// (The weights [ NA, 4, 1 ] would be equivalent.) +/// +/// Notes: +/// - At the time of this writing, some code has performance cost that is linear +/// in the number of lanes, so keep the number of lanes to an absolute minimum. +/// 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255, +/// which is a very large number and not recommended! If you are compiling this +/// library from source, see STEAMNETWORKINGSOCKETS_MAX_LANES.) +/// - Lane priority values may be any int. Their absolute value is not relevant, +/// only the order matters. +/// - Weights must be positive, and due to implementation details, they are restricted +/// to 16-bit values. The absolute magnitudes don't matter, just the proportions. +/// - Messages sent on a lane index other than 0 have a small overhead on the wire, +/// so for maximum wire efficiency, lane 0 should be the "most common" lane, regardless +/// of priorities or weights. +/// - A connection has a single lane by default. Calling this function with +/// nNumLanes=1 is legal, but pointless, since the priority and weight values are +/// irrelevant in that case. +/// - You may reconfigure connection lanes at any time, however reducing the number of +/// lanes is not allowed. +/// - Reconfiguring lanes might restart any bandwidth sharing balancing. Usually you +/// will call this function once, near the start of the connection, perhaps after +/// exchanging a few messages. +/// - To assign all lanes the same priority, you may use pLanePriorities=NULL. +/// - If you wish all lanes with the same priority to share bandwidth equally (or +/// if no two lanes have the same priority value, and thus priority values are +/// irrelevant), you may use pLaneWeights=NULL +/// - Priorities and weights determine the order that messages are SENT on the wire. +/// There are NO GUARANTEES on the order that messages are RECEIVED! Due to packet +/// loss, out-of-order delivery, and subtle details of packet serialization, messages +/// might still be received slightly out-of-order! The *only* strong guarantee is that +/// *reliable* messages on the *same lane* will be delivered in the order they are sent. +/// - Each host configures the lanes for the packets they send; the lanes for the flow +/// in one direction are completely unrelated to the lanes in the opposite direction. +/// +/// Return value: +/// - k_EResultNoConnection - bad hConn +/// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes +/// - k_EResultInvalidState - Connection is already dead, etc +/// +/// See also: +/// SteamNetworkingMessage_t::m_idxLane +EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + std::lock_guard lock(global_mutex); + auto connect_socket = connect_sockets.find(hConn); + if (connect_socket == connect_sockets.end()) return k_EResultNoConnection; + //TODO + return k_EResultOK; +} + + /// Get the identity assigned to this interface. /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know @@ -1684,6 +1786,152 @@ bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkin return false; } +/// Reset the identity associated with this instance. +/// Any open connections are closed. Any previous certificates, etc are discarded. +/// You can pass a specific identity that you want to use, or you can pass NULL, +/// in which case the identity will be invalid until you set it using SetCertificate +/// +/// NOTE: This function is not actually supported on Steam! It is included +/// for use on other platforms where the active user can sign out and +/// a new user can sign in. +void ResetIdentity( const SteamNetworkingIdentity *pIdentity ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); +} + +// +// "FakeIP" system. +// +// A FakeIP is essentially a temporary, arbitrary identifier that +// happens to be a valid IPv4 address. The purpose of this system is to make it +// easy to integrate with existing code that identifies hosts using IPv4 addresses. +// The FakeIP address will never actually be used to send or receive any packets +// on the Internet, it is strictly an identifier. +// +// FakeIP addresses are designed to (hopefully) pass through existing code as +// transparently as possible, while conflicting with "real" addresses that might +// be in use on networks (both the Internet and LANs) in the same code as little +// as possible. At the time this comment is being written, they come from the +// 169.254.0.0/16 range, and the port number will always be >1024. HOWEVER, +// this is subject to change! Do not make assumptions about these addresses, +// or your code might break in the future. In particular, you should use +// functions such as ISteamNetworkingUtils::IsFakeIP to determine if an IP +// address is a "fake" one used by this system. +// + +/// Begin asynchronous process of allocating a fake IPv4 address that other +/// peers can use to contact us via P2P. IP addresses returned by this +/// function are globally unique for a given appid. +/// +/// nNumPorts is the numbers of ports you wish to reserve. This is useful +/// for the same reason that listening on multiple UDP ports is useful for +/// different types of traffic. Because these allocations come from a global +/// namespace, there is a relatively strict limit on the maximum number of +/// ports you may request. (At the time of this writing, the limit is 4.) +/// The Port assignments are *not* guaranteed to have any particular order +/// or relationship! Do *not* assume they are contiguous, even though that +/// may often occur in practice. +/// +/// Returns false if a request was already in progress, true if a new request +/// was started. A SteamNetworkingFakeIPResult_t will be posted when the request +/// completes. +/// +/// For gameservers, you *must* call this after initializing the SDK but before +/// beginning login. Steam needs to know in advance that FakeIP will be used. +/// Everywhere your public IP would normally appear (such as the server browser) will be +/// replaced by the FakeIP, and the fake port at index 0. The request is actually queued +/// until the logon completes, so you must not wait until the allocation completes +/// before logging in. Except for trivial failures that can be detected locally +/// (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or +/// failure) will not be posted until after we have logged in. Furthermore, it is assumed +/// that FakeIP allocation is essential for your application to function, and so failure +/// will not be reported until *several* retries have been attempted. This process may +/// last several minutes. It is *highly* recommended to treat failure as fatal. +/// +/// To communicate using a connection-oriented (TCP-style) API: +/// - Server creates a listen socket using CreateListenSocketP2PFakeIP +/// - Client connects using ConnectByIPAddress, passing in the FakeIP address. +/// - The connection will behave mostly like a P2P connection. The identities +/// that appear in SteamNetConnectionInfo_t will be the FakeIP identity until +/// we know the real identity. Then it will be the real identity. If the +/// SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4 +/// address of a NAT-punched connection. Otherwise, it will not be valid. +/// +/// To communicate using an ad-hoc sendto/recv from (UDP-style) API, +/// use CreateFakeUDPPort. +bool BeginAsyncRequestFakeIP( int nNumPorts ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return false; +} + +/// Return info about the FakeIP and port(s) that we have been assigned, +/// if any. idxFirstPort is currently reserved and must be zero. +/// Make sure and check SteamNetworkingFakeIPResult_t::m_eResult +void GetFakeIP( int idxFirstPort, SteamNetworkingFakeIPResult_t *pInfo ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); +} + +/// Create a listen socket that will listen for P2P connections sent +/// to our FakeIP. A peer can initiate connections to this listen +/// socket by calling ConnectByIPAddress. +/// +/// idxFakePort refers to the *index* of the fake port requested, +/// not the actual port number. For example, pass 0 to refer to the +/// first port in the reservation. You must call this only after calling +/// BeginAsyncRequestFakeIP. However, you do not need to wait for the +/// request to complete before creating the listen socket. +HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_HSteamListenSocket_Invalid; +} + +/// If the connection was initiated using the "FakeIP" system, then we +/// we can get an IP address for the remote host. If the remote host had +/// a global FakeIP at the time the connection was established, this +/// function will return that global IP. Otherwise, a FakeIP that is +/// unique locally will be allocated from the local FakeIP address space, +/// and that will be returned. +/// +/// The allocation of local FakeIPs attempts to assign addresses in +/// a consistent manner. If multiple connections are made to the +/// same remote host, they *probably* will return the same FakeIP. +/// However, since the namespace is limited, this cannot be guaranteed. +/// +/// On failure, returns: +/// - k_EResultInvalidParam: invalid connection handle +/// - k_EResultIPNotFound: This connection wasn't made using FakeIP system +EResult GetRemoteFakeIPForConnection( HSteamNetConnection hConn, SteamNetworkingIPAddr *pOutAddr ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_EResultNone; +} + +/// Get an interface that can be used like a UDP port to send/receive +/// datagrams to a FakeIP address. This is intended to make it easy +/// to port existing UDP-based code to take advantage of SDR. +/// +/// idxFakeServerPort refers to the *index* of the port allocated using +/// BeginAsyncRequestFakeIP and is used to create "server" ports. You may +/// call this before the allocation has completed. However, any attempts +/// to send packets will fail until the allocation has succeeded. When +/// the peer receives packets sent from this interface, the from address +/// of the packet will be the globally-unique FakeIP. If you call this +/// function multiple times and pass the same (nonnegative) fake port index, +/// the same object will be returned, and this object is not reference counted. +/// +/// To create a "client" port (e.g. the equivalent of an ephemeral UDP port) +/// pass -1. In this case, a distinct object will be returned for each call. +/// When the peer receives packets sent from this interface, the peer will +/// assign a FakeIP from its own locally-controlled namespace. +ISteamNetworkingFakeUDPPort *CreateFakeUDPPort( int idxFakeServerPort ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return NULL; +} + // TEMP KLUDGE Call to invoke all queued callbacks. // Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks. // You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks @@ -1699,6 +1947,7 @@ void RunCallbacks() //TODO: timeout unaccepted connections after a few seconds or so } + void Callback(Common_Message *msg) { if (msg->has_low_level()) { diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 4fcb8a2..157fd5a 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -20,6 +20,7 @@ class Steam_Networking_Utils : public ISteamNetworkingUtils001, public ISteamNetworkingUtils002, +public ISteamNetworkingUtils003, public ISteamNetworkingUtils { class Settings *settings; @@ -275,6 +276,40 @@ void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel } } +// +// Fake IP +// +// Useful for interfacing with code that assumes peers are identified using an IPv4 address +// + +/// Return true if an IPv4 address is one that might be used as a "fake" one. +/// This function is fast; it just does some logical tests on the IP and does +/// not need to do any lookup operations. +// inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; } +ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_ESteamNetworkingFakeIPType_NotFake; +} + +/// Get the real identity associated with a given FakeIP. +/// +/// On failure, returns: +/// - k_EResultInvalidParam: the IP is not a FakeIP. +/// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity. +/// +/// FakeIP's used by active connections, or the FakeIPs assigned to local identities, +/// will always work. FakeIPs for recently destroyed connections will continue to +/// return results for a little while, but not forever. At some point, we will forget +/// FakeIPs to save space. It's reasonably safe to assume that you can read back the +/// real identity of a connection very soon after it is destroyed. But do not wait +/// indefinitely. +EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_EResultNoMatch; +} + // // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. @@ -328,10 +363,20 @@ ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue /// Any of the output parameters can be NULL if you do not need that information. bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) { - PRINT_DEBUG("Steam_Networking_Utils::GetConfigValueInfo\n"); + PRINT_DEBUG("TODO: Steam_Networking_Utils::GetConfigValueInfo old\n"); + //TODO flat api return false; } +/// Get info about a configuration value. Returns the name of the value, +/// or NULL if the value doesn't exist. Other output parameters can be NULL +/// if you do not need them. +const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + //TODO flat api + return NULL; +} /// Return the lowest numbered configuration value available in the current environment. ESteamNetworkingConfigValue GetFirstConfigValue() @@ -340,6 +385,20 @@ ESteamNetworkingConfigValue GetFirstConfigValue() return k_ESteamNetworkingConfig_Invalid; } +/// Iterate the list of all configuration values in the current environment that it might +/// be possible to display or edit using a generic UI. To get the first iterable value, +/// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid +/// to signal end of list. +/// +/// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that +/// are recommended to only be editable in "debug" or "dev" mode and typically should not be +/// shown in a retail environment where a malicious local user might use this to cheat. +ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_ESteamNetworkingConfig_Invalid; +} + // String conversions. You'll usually access these using the respective // inline methods. @@ -501,6 +560,13 @@ bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char return valid; } +ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr ) +{ + PRINT_DEBUG("TODO: %s\n", __FUNCTION__); + return k_ESteamNetworkingFakeIPType_NotFake; +} + + void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) { PRINT_DEBUG("Steam_Networking_Utils::SteamNetworkingIdentity_ToString\n"); diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index 28e4dba..abe8ea4 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -39,6 +39,7 @@ public ISteamUGC010, public ISteamUGC012, public ISteamUGC013, public ISteamUGC014, +public ISteamUGC015, public ISteamUGC { class Settings *settings; @@ -413,6 +414,17 @@ bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const ch return true; } +bool SetTimeCreatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +{ + PRINT_DEBUG("Steam_UGC::SetTimeCreatedDateRange\n"); + return true; +} + +bool SetTimeUpdatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +{ + PRINT_DEBUG("Steam_UGC::SetTimeUpdatedDateRange\n"); + return true; +} // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) diff --git a/sdk_includes/isteamcontroller.h b/sdk_includes/isteamcontroller.h index 985c046..716a396 100644 --- a/sdk_includes/isteamcontroller.h +++ b/sdk_includes/isteamcontroller.h @@ -416,6 +416,81 @@ enum EControllerActionOrigin k_EControllerActionOrigin_XBoxOne_RightGrip_Upper, k_EControllerActionOrigin_XBoxOne_Share, + // Added in SDK 1.53 + k_EControllerActionOrigin_SteamDeck_A, + k_EControllerActionOrigin_SteamDeck_B, + k_EControllerActionOrigin_SteamDeck_X, + k_EControllerActionOrigin_SteamDeck_Y, + k_EControllerActionOrigin_SteamDeck_L1, + k_EControllerActionOrigin_SteamDeck_R1, + k_EControllerActionOrigin_SteamDeck_Menu, + k_EControllerActionOrigin_SteamDeck_View, + k_EControllerActionOrigin_SteamDeck_LeftPad_Touch, + k_EControllerActionOrigin_SteamDeck_LeftPad_Swipe, + k_EControllerActionOrigin_SteamDeck_LeftPad_Click, + k_EControllerActionOrigin_SteamDeck_LeftPad_DPadNorth, + k_EControllerActionOrigin_SteamDeck_LeftPad_DPadSouth, + k_EControllerActionOrigin_SteamDeck_LeftPad_DPadWest, + k_EControllerActionOrigin_SteamDeck_LeftPad_DPadEast, + k_EControllerActionOrigin_SteamDeck_RightPad_Touch, + k_EControllerActionOrigin_SteamDeck_RightPad_Swipe, + k_EControllerActionOrigin_SteamDeck_RightPad_Click, + k_EControllerActionOrigin_SteamDeck_RightPad_DPadNorth, + k_EControllerActionOrigin_SteamDeck_RightPad_DPadSouth, + k_EControllerActionOrigin_SteamDeck_RightPad_DPadWest, + k_EControllerActionOrigin_SteamDeck_RightPad_DPadEast, + k_EControllerActionOrigin_SteamDeck_L2_SoftPull, + k_EControllerActionOrigin_SteamDeck_L2, + k_EControllerActionOrigin_SteamDeck_R2_SoftPull, + k_EControllerActionOrigin_SteamDeck_R2, + k_EControllerActionOrigin_SteamDeck_LeftStick_Move, + k_EControllerActionOrigin_SteamDeck_L3, + k_EControllerActionOrigin_SteamDeck_LeftStick_DPadNorth, + k_EControllerActionOrigin_SteamDeck_LeftStick_DPadSouth, + k_EControllerActionOrigin_SteamDeck_LeftStick_DPadWest, + k_EControllerActionOrigin_SteamDeck_LeftStick_DPadEast, + k_EControllerActionOrigin_SteamDeck_LeftStick_Touch, + k_EControllerActionOrigin_SteamDeck_RightStick_Move, + k_EControllerActionOrigin_SteamDeck_R3, + k_EControllerActionOrigin_SteamDeck_RightStick_DPadNorth, + k_EControllerActionOrigin_SteamDeck_RightStick_DPadSouth, + k_EControllerActionOrigin_SteamDeck_RightStick_DPadWest, + k_EControllerActionOrigin_SteamDeck_RightStick_DPadEast, + k_EControllerActionOrigin_SteamDeck_RightStick_Touch, + k_EControllerActionOrigin_SteamDeck_L4, + k_EControllerActionOrigin_SteamDeck_R4, + k_EControllerActionOrigin_SteamDeck_L5, + k_EControllerActionOrigin_SteamDeck_R5, + k_EControllerActionOrigin_SteamDeck_DPad_Move, + k_EControllerActionOrigin_SteamDeck_DPad_North, + k_EControllerActionOrigin_SteamDeck_DPad_South, + k_EControllerActionOrigin_SteamDeck_DPad_West, + k_EControllerActionOrigin_SteamDeck_DPad_East, + k_EControllerActionOrigin_SteamDeck_Gyro_Move, + k_EControllerActionOrigin_SteamDeck_Gyro_Pitch, + k_EControllerActionOrigin_SteamDeck_Gyro_Yaw, + k_EControllerActionOrigin_SteamDeck_Gyro_Roll, + k_EControllerActionOrigin_SteamDeck_Reserved1, + k_EControllerActionOrigin_SteamDeck_Reserved2, + k_EControllerActionOrigin_SteamDeck_Reserved3, + k_EControllerActionOrigin_SteamDeck_Reserved4, + k_EControllerActionOrigin_SteamDeck_Reserved5, + k_EControllerActionOrigin_SteamDeck_Reserved6, + k_EControllerActionOrigin_SteamDeck_Reserved7, + k_EControllerActionOrigin_SteamDeck_Reserved8, + k_EControllerActionOrigin_SteamDeck_Reserved9, + k_EControllerActionOrigin_SteamDeck_Reserved10, + k_EControllerActionOrigin_SteamDeck_Reserved11, + k_EControllerActionOrigin_SteamDeck_Reserved12, + k_EControllerActionOrigin_SteamDeck_Reserved13, + k_EControllerActionOrigin_SteamDeck_Reserved14, + k_EControllerActionOrigin_SteamDeck_Reserved15, + k_EControllerActionOrigin_SteamDeck_Reserved16, + k_EControllerActionOrigin_SteamDeck_Reserved17, + k_EControllerActionOrigin_SteamDeck_Reserved18, + k_EControllerActionOrigin_SteamDeck_Reserved19, + k_EControllerActionOrigin_SteamDeck_Reserved20, + k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. }; diff --git a/sdk_includes/isteamhttp.h b/sdk_includes/isteamhttp.h index a800a04..1e52ab7 100644 --- a/sdk_includes/isteamhttp.h +++ b/sdk_includes/isteamhttp.h @@ -163,7 +163,7 @@ STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamHTTP *, SteamGameServerHTTP, S struct HTTPRequestCompleted_t { - enum { k_iCallback = k_iClientHTTPCallbacks + 1 }; + enum { k_iCallback = k_iSteamHTTPCallbacks + 1 }; // Handle value for the request that has completed. HTTPRequestHandle m_hRequest; @@ -186,7 +186,7 @@ struct HTTPRequestCompleted_t struct HTTPRequestHeadersReceived_t { - enum { k_iCallback = k_iClientHTTPCallbacks + 2 }; + enum { k_iCallback = k_iSteamHTTPCallbacks + 2 }; // Handle value for the request that has received headers. HTTPRequestHandle m_hRequest; @@ -198,7 +198,7 @@ struct HTTPRequestHeadersReceived_t struct HTTPRequestDataReceived_t { - enum { k_iCallback = k_iClientHTTPCallbacks + 3 }; + enum { k_iCallback = k_iSteamHTTPCallbacks + 3 }; // Handle value for the request that has received data. HTTPRequestHandle m_hRequest; diff --git a/sdk_includes/isteaminput.h b/sdk_includes/isteaminput.h index 568c778..2bf7a75 100644 --- a/sdk_includes/isteaminput.h +++ b/sdk_includes/isteaminput.h @@ -429,6 +429,81 @@ enum EInputActionOrigin k_EInputActionOrigin_PS5_Reserved19, k_EInputActionOrigin_PS5_Reserved20, + // Added in SDK 1.53 + k_EInputActionOrigin_SteamDeck_A, + k_EInputActionOrigin_SteamDeck_B, + k_EInputActionOrigin_SteamDeck_X, + k_EInputActionOrigin_SteamDeck_Y, + k_EInputActionOrigin_SteamDeck_L1, + k_EInputActionOrigin_SteamDeck_R1, + k_EInputActionOrigin_SteamDeck_Menu, + k_EInputActionOrigin_SteamDeck_View, + k_EInputActionOrigin_SteamDeck_LeftPad_Touch, + k_EInputActionOrigin_SteamDeck_LeftPad_Swipe, + k_EInputActionOrigin_SteamDeck_LeftPad_Click, + k_EInputActionOrigin_SteamDeck_LeftPad_DPadNorth, + k_EInputActionOrigin_SteamDeck_LeftPad_DPadSouth, + k_EInputActionOrigin_SteamDeck_LeftPad_DPadWest, + k_EInputActionOrigin_SteamDeck_LeftPad_DPadEast, + k_EInputActionOrigin_SteamDeck_RightPad_Touch, + k_EInputActionOrigin_SteamDeck_RightPad_Swipe, + k_EInputActionOrigin_SteamDeck_RightPad_Click, + k_EInputActionOrigin_SteamDeck_RightPad_DPadNorth, + k_EInputActionOrigin_SteamDeck_RightPad_DPadSouth, + k_EInputActionOrigin_SteamDeck_RightPad_DPadWest, + k_EInputActionOrigin_SteamDeck_RightPad_DPadEast, + k_EInputActionOrigin_SteamDeck_L2_SoftPull, + k_EInputActionOrigin_SteamDeck_L2, + k_EInputActionOrigin_SteamDeck_R2_SoftPull, + k_EInputActionOrigin_SteamDeck_R2, + k_EInputActionOrigin_SteamDeck_LeftStick_Move, + k_EInputActionOrigin_SteamDeck_L3, + k_EInputActionOrigin_SteamDeck_LeftStick_DPadNorth, + k_EInputActionOrigin_SteamDeck_LeftStick_DPadSouth, + k_EInputActionOrigin_SteamDeck_LeftStick_DPadWest, + k_EInputActionOrigin_SteamDeck_LeftStick_DPadEast, + k_EInputActionOrigin_SteamDeck_LeftStick_Touch, + k_EInputActionOrigin_SteamDeck_RightStick_Move, + k_EInputActionOrigin_SteamDeck_R3, + k_EInputActionOrigin_SteamDeck_RightStick_DPadNorth, + k_EInputActionOrigin_SteamDeck_RightStick_DPadSouth, + k_EInputActionOrigin_SteamDeck_RightStick_DPadWest, + k_EInputActionOrigin_SteamDeck_RightStick_DPadEast, + k_EInputActionOrigin_SteamDeck_RightStick_Touch, + k_EInputActionOrigin_SteamDeck_L4, + k_EInputActionOrigin_SteamDeck_R4, + k_EInputActionOrigin_SteamDeck_L5, + k_EInputActionOrigin_SteamDeck_R5, + k_EInputActionOrigin_SteamDeck_DPad_Move, + k_EInputActionOrigin_SteamDeck_DPad_North, + k_EInputActionOrigin_SteamDeck_DPad_South, + k_EInputActionOrigin_SteamDeck_DPad_West, + k_EInputActionOrigin_SteamDeck_DPad_East, + k_EInputActionOrigin_SteamDeck_Gyro_Move, + k_EInputActionOrigin_SteamDeck_Gyro_Pitch, + k_EInputActionOrigin_SteamDeck_Gyro_Yaw, + k_EInputActionOrigin_SteamDeck_Gyro_Roll, + k_EInputActionOrigin_SteamDeck_Reserved1, + k_EInputActionOrigin_SteamDeck_Reserved2, + k_EInputActionOrigin_SteamDeck_Reserved3, + k_EInputActionOrigin_SteamDeck_Reserved4, + k_EInputActionOrigin_SteamDeck_Reserved5, + k_EInputActionOrigin_SteamDeck_Reserved6, + k_EInputActionOrigin_SteamDeck_Reserved7, + k_EInputActionOrigin_SteamDeck_Reserved8, + k_EInputActionOrigin_SteamDeck_Reserved9, + k_EInputActionOrigin_SteamDeck_Reserved10, + k_EInputActionOrigin_SteamDeck_Reserved11, + k_EInputActionOrigin_SteamDeck_Reserved12, + k_EInputActionOrigin_SteamDeck_Reserved13, + k_EInputActionOrigin_SteamDeck_Reserved14, + k_EInputActionOrigin_SteamDeck_Reserved15, + k_EInputActionOrigin_SteamDeck_Reserved16, + k_EInputActionOrigin_SteamDeck_Reserved17, + k_EInputActionOrigin_SteamDeck_Reserved18, + k_EInputActionOrigin_SteamDeck_Reserved19, + k_EInputActionOrigin_SteamDeck_Reserved20, + k_EInputActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EInputActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. }; @@ -502,6 +577,7 @@ enum ESteamInputType k_ESteamInputType_MobileTouch, // Steam Link App On-screen Virtual Controller k_ESteamInputType_PS3Controller, // Currently uses PS4 Origins k_ESteamInputType_PS5Controller, // Added in SDK 151 + k_ESteamInputType_SteamDeckController, // Added in SDK 153 k_ESteamInputType_Count, k_ESteamInputType_MaximumPossibleValue = 255, }; @@ -528,9 +604,24 @@ enum ESteamInputLEDFlag // These values are passed into GetGlyphPNGForActionOrigin enum ESteamInputGlyphSize { - k_ESteamInputGlyphSize_Small, - k_ESteamInputGlyphSize_Medium, - k_ESteamInputGlyphSize_Large, + k_ESteamInputGlyphSize_Small, // 32x32 pixels + k_ESteamInputGlyphSize_Medium, // 128x128 pixels + k_ESteamInputGlyphSize_Large, // 256x256 pixels + k_ESteamInputGlyphSize_Count, +}; + +enum ESteamInputGlyphStyle +{ + // Base-styles - cannot mix + ESteamInputGlyphStyle_Knockout = 0x0, // Face buttons will have colored labels/outlines on a knocked out background + // Rest of inputs will have white detail/borders on a knocked out background + ESteamInputGlyphStyle_Light = 0x1, // Black detail/borders on a white background + ESteamInputGlyphStyle_Dark = 0x2, // White detail/borders on a black background + + // Modifiers + // Default ABXY/PS equivalent glyphs have a solid fill w/ color matching the physical buttons on the device + ESteamInputGlyphStyle_NeutralColorABXY = 0x10, // ABXY Buttons will match the base style color instead of their normal associated color + ESteamInputGlyphStyle_SolidABXY = 0x20, // ABXY Buttons will have a solid fill }; enum ESteamInputActionEventType @@ -599,16 +690,18 @@ struct SteamInputActionEvent_t { InputHandle_t controllerHandle; ESteamInputActionEventType eEventType; - union { - struct { - InputAnalogActionHandle_t actionHandle; - InputAnalogActionData_t analogActionData; - } analogAction; - struct { - InputDigitalActionHandle_t actionHandle; - InputDigitalActionData_t digitalActionData; - } digitalAction; + struct AnalogAction_t { + InputAnalogActionHandle_t actionHandle; + InputAnalogActionData_t analogActionData; }; + struct DigitalAction_t { + InputDigitalActionHandle_t actionHandle; + InputDigitalActionData_t digitalActionData; + }; + union { + AnalogAction_t analogAction; + DigitalAction_t digitalAction; + } x; }; #pragma pack( pop ) @@ -826,7 +919,7 @@ public: virtual uint16 GetSessionInputConfigurationSettings() = 0; }; -#define STEAMINPUT_INTERFACE_VERSION "SteamInput005" +#define STEAMINPUT_INTERFACE_VERSION "SteamInput006" // Global interface accessor inline ISteamInput *SteamInput(); @@ -880,4 +973,4 @@ struct SteamInputConfigurationLoaded_t #pragma pack( pop ) -#endif // ISTEAMINPUT_H \ No newline at end of file +#endif // ISTEAMINPUT_H diff --git a/sdk_includes/isteaminput005.h b/sdk_includes/isteaminput005.h new file mode 100644 index 0000000..3298ce1 --- /dev/null +++ b/sdk_includes/isteaminput005.h @@ -0,0 +1,216 @@ + +#ifndef ISTEAMINPUT005_H +#define ISTEAMINPUT005_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamInput005 +{ +public: + + // Init and Shutdown must be called when starting/ending use of this interface. + // if bExplicitlyCallRunFrame is called then you will need to manually call RunFrame + // each frame, otherwise Steam Input will updated when SteamAPI_RunCallbacks() is called + virtual bool Init( bool bExplicitlyCallRunFrame ) = 0; + virtual bool Shutdown() = 0; + + // Set the absolute path to the Input Action Manifest file containing the in-game actions + // and file paths to the official configurations. Used in games that bundle Steam Input + // configurations inside of the game depot instead of using the Steam Workshop + virtual bool SetInputActionManifestFilePath( const char *pchInputActionManifestAbsolutePath ) = 0; + + // Synchronize API state with the latest Steam Input action data available. This + // is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest + // possible latency, you call this directly before reading controller state. + // Note: This must be called from somewhere before GetConnectedControllers will + // return any handles + virtual void RunFrame( bool bReservedValue = true ) = 0; + + // Waits on an IPC event from Steam sent when there is new data to be fetched from + // the data drop. Returns true when data was recievied before the timeout expires. + // Useful for games with a dedicated input thread + virtual bool BWaitForData( bool bWaitForever, uint32 unTimeout ) = 0; + + // Returns true if new data has been received since the last time action data was accessed + // via GetDigitalActionData or GetAnalogActionData. The game will still need to call + // SteamInput()->RunFrame() or SteamAPI_RunCallbacks() before this to update the data stream + virtual bool BNewDataAvailable() = 0; + + // Enumerate currently connected Steam Input enabled devices - developers can opt in controller by type (ex: Xbox/Playstation/etc) via + // the Steam Input settings in the Steamworks site or users can opt-in in their controller settings in Steam. + // handlesOut should point to a STEAM_INPUT_MAX_COUNT sized array of InputHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_COUNT, Receives list of connected controllers ) InputHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // CALLBACKS + //----------------------------------------------------------------------------- + + // Controller configuration loaded - these callbacks will always fire if you have + // a handler. Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputConfigurationLoaded_t ) + + // Enable SteamInputDeviceConnected_t and SteamInputDeviceDisconnected_t callbacks. + // Each controller that is already connected will generate a device connected + // callback when you enable them + virtual void EnableDeviceCallbacks() = 0; + + // Controller Connected - provides info about a single newly connected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceConnected_t ) + + // Controller Disconnected - provides info about a single disconnected controller + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + STEAM_CALL_BACK( SteamInputDeviceDisconnected_t ) + + // Enable SteamInputActionEvent_t callbacks. Directly calls your callback function + // for lower latency than standard Steam callbacks. Supports one callback at a time. + // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks + virtual void EnableActionEventCallbacks( SteamInputActionEventCallbackPointer pCallback ) = 0; + + //----------------------------------------------------------------------------- + // ACTION SETS + //----------------------------------------------------------------------------- + + // Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls. + virtual InputActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0; + + // Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive') + // This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in + // your state loops, instead of trying to place it in all of your state transitions. + virtual void ActivateActionSet( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle ) = 0; + virtual InputActionSetHandle_t GetCurrentActionSet( InputHandle_t inputHandle ) = 0; + + // ACTION SET LAYERS + virtual void ActivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateActionSetLayer( InputHandle_t inputHandle, InputActionSetHandle_t actionSetLayerHandle ) = 0; + virtual void DeactivateAllActionSetLayers( InputHandle_t inputHandle ) = 0; + + // Enumerate currently active layers. + // handlesOut should point to a STEAM_INPUT_MAX_ACTIVE_LAYERS sized array of InputActionSetHandle_t handles + // Returns the number of handles written to handlesOut + virtual int GetActiveActionSetLayers( InputHandle_t inputHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ACTIVE_LAYERS, Receives list of active layers ) InputActionSetHandle_t *handlesOut ) = 0; + + //----------------------------------------------------------------------------- + // ACTIONS + //----------------------------------------------------------------------------- + + // Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of the supplied digital game action + virtual InputDigitalActionData_t GetDigitalActionData( InputHandle_t inputHandle, InputDigitalActionHandle_t digitalActionHandle ) = 0; + + // Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetDigitalActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForDigitalActionName( InputDigitalActionHandle_t eActionHandle ) = 0; + + // Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls. + virtual InputAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0; + + // Returns the current state of these supplied analog game action + virtual InputAnalogActionData_t GetAnalogActionData( InputHandle_t inputHandle, InputAnalogActionHandle_t analogActionHandle ) = 0; + + // Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action. + // originsOut should point to a STEAM_INPUT_MAX_ORIGINS sized array of EInputActionOrigin handles. The EInputActionOrigin enum will get extended as support for new controller controllers gets added to + // the Steam client and will exceed the values from this header, please check bounds if you are using a look up table. + virtual int GetAnalogActionOrigins( InputHandle_t inputHandle, InputActionSetHandle_t actionSetHandle, InputAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_INPUT_MAX_ORIGINS, Receives list of action origins ) EInputActionOrigin *originsOut ) = 0; + + // Get a local path to a PNG file for the provided origin's glyph. + virtual const char *GetGlyphPNGForActionOrigin( EInputActionOrigin eOrigin, ESteamInputGlyphSize eSize, uint32 unFlags ) = 0; + + // Get a local path to a SVG file for the provided origin's glyph. + virtual const char *GetGlyphSVGForActionOrigin( EInputActionOrigin eOrigin, uint32 unFlags ) = 0; + + // Get a local path to an older, Big Picture Mode-style PNG file for a particular origin + virtual const char *GetGlyphForActionOrigin_Legacy( EInputActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified origin. + virtual const char *GetStringForActionOrigin( EInputActionOrigin eOrigin ) = 0; + + // Returns a localized string (from Steam's language setting) for the user-facing action name corresponding to the specified handle + virtual const char *GetStringForAnalogActionName( InputAnalogActionHandle_t eActionHandle ) = 0; + + // Stop analog momentum for the action if it is a mouse action in trackball mode + virtual void StopAnalogActionMomentum( InputHandle_t inputHandle, InputAnalogActionHandle_t eAction ) = 0; + + // Returns raw motion data from the specified device + virtual InputMotionData_t GetMotionData( InputHandle_t inputHandle ) = 0; + + //----------------------------------------------------------------------------- + // OUTPUTS + //----------------------------------------------------------------------------- + + // Trigger a vibration event on supported controllers - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0; + + // Trigger a vibration event on supported controllers including Xbox trigger impulse rumble - Steam will translate these commands into haptic pulses for Steam Controllers + virtual void TriggerVibrationExtended( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed, unsigned short usLeftTriggerSpeed, unsigned short usRightTriggerSpeed ) = 0; + + // Send a haptic pulse, works on Steam Deck and Steam Controller devices + virtual void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB ) = 0; + + // Set the controller LED color on supported controllers. nFlags is a bitmask of values from ESteamInputLEDFlag - 0 will default to setting a color. Steam will handle + // the behavior on exit of your program so you don't need to try restore the default as you are shutting down + virtual void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0; + + // Trigger a haptic pulse on a Steam Controller - if you are approximating rumble you may want to use TriggerVibration instead. + // Good uses for Haptic pulses include chimes, noises, or directional gameplay feedback (taking damage, footstep locations, etc). + virtual void Legacy_TriggerHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0; + + // Trigger a haptic pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times. If you are approximating rumble you may want to use TriggerVibration instead. + // nFlags is currently unused and reserved for future use. + virtual void Legacy_TriggerRepeatedHapticPulse( InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0; + + //----------------------------------------------------------------------------- + // Utility functions available without using the rest of Steam Input API + //----------------------------------------------------------------------------- + + // Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode + // If the user is not in Big Picture Mode it will open up the binding in a new window + virtual bool ShowBindingPanel( InputHandle_t inputHandle ) = 0; + + // Returns the input type for a particular handle - unlike EInputActionOrigin which update with Steam and may return unrecognized values + // ESteamInputType will remain static and only return valid values from your SDK version + virtual ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle ) = 0; + + // Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions + // to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input + virtual InputHandle_t GetControllerForGamepadIndex( int nIndex ) = 0; + + // Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index + virtual int GetGamepadIndexForController( InputHandle_t ulinputHandle ) = 0; + + // Returns a localized string (from Steam's language setting) for the specified Xbox controller origin. + virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get a local path to art for on-screen glyph for a particular Xbox controller origin + virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0; + + // Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for + // non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration + virtual EInputActionOrigin GetActionOriginFromXboxOrigin( InputHandle_t inputHandle, EXboxOrigin eOrigin ) = 0; + + // Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EInputActionOrigin_None + // When a new input type is added you will be able to pass in k_ESteamInputType_Unknown and the closest origin that your version of the SDK recognized will be returned + // ex: if a Playstation 5 controller was released this function would return Playstation 4 origins. + virtual EInputActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ) = 0; + + // Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device + virtual bool GetDeviceBindingRevision( InputHandle_t inputHandle, int *pMajor, int *pMinor ) = 0; + + // Get the Steam Remote Play session ID associated with a device, or 0 if there is no session associated with it + // See isteamremoteplay.h for more information on Steam Remote Play sessions + virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; + + // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? + // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration + virtual uint16 GetSessionInputConfigurationSettings() = 0; +}; + +#endif //ISTEAMINPUT005_H diff --git a/sdk_includes/isteaminventory.h b/sdk_includes/isteaminventory.h index 177bddc..68e562c 100644 --- a/sdk_includes/isteaminventory.h +++ b/sdk_includes/isteaminventory.h @@ -387,7 +387,7 @@ STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamInventory *, SteamGameServerIn // always be exactly one callback per handle. struct SteamInventoryResultReady_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 0 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 0 }; SteamInventoryResult_t m_handle; EResult m_result; }; @@ -402,7 +402,7 @@ struct SteamInventoryResultReady_t // afterwards; this is an additional notification for your convenience. struct SteamInventoryFullUpdate_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 1 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 1 }; SteamInventoryResult_t m_handle; }; @@ -413,13 +413,13 @@ struct SteamInventoryFullUpdate_t // a definition update in order to process results from the server. struct SteamInventoryDefinitionUpdate_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 2 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 2 }; }; // Returned struct SteamInventoryEligiblePromoItemDefIDs_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 3 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 3 }; EResult m_result; CSteamID m_steamID; int m_numEligiblePromoItemDefs; @@ -429,7 +429,7 @@ struct SteamInventoryEligiblePromoItemDefIDs_t // Triggered from StartPurchase call struct SteamInventoryStartPurchaseResult_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 4 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 4 }; EResult m_result; uint64 m_ulOrderID; uint64 m_ulTransID; @@ -439,7 +439,7 @@ struct SteamInventoryStartPurchaseResult_t // Triggered from RequestPrices struct SteamInventoryRequestPricesResult_t { - enum { k_iCallback = k_iClientInventoryCallbacks + 5 }; + enum { k_iCallback = k_iSteamInventoryCallbacks + 5 }; EResult m_result; char m_rgchCurrency[4]; }; diff --git a/sdk_includes/isteamnetworkingmessages.h b/sdk_includes/isteamnetworkingmessages.h index a12a32f..a3d58ae 100644 --- a/sdk_includes/isteamnetworkingmessages.h +++ b/sdk_includes/isteamnetworkingmessages.h @@ -73,10 +73,12 @@ public: /// /// Returns: /// - k_EREsultOK on success. - /// - k_EResultNoConnection will be returned if the session has failed or was closed by the peer, - /// and k_nSteamNetworkingSend_AutoRestartBrokenSession is not used. (You can use - /// GetSessionConnectionInfo to get the details.) In order to acknowledge the broken session - /// and start a new one, you must call CloseSessionWithUser + /// - k_EResultNoConnection, if the session has failed or was closed by the peer and + /// k_nSteamNetworkingSend_AutoRestartBrokenSession was not specified. (You can + /// use GetSessionConnectionInfo to get the details.) In order to acknowledge the + /// broken session and start a new one, you must call CloseSessionWithUser, or you may + /// repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. See + /// k_nSteamNetworkingSend_AutoRestartBrokenSession for more details. /// - See ISteamNetworkingSockets::SendMessageToConnection for more possible return values virtual EResult SendMessageToUser( const SteamNetworkingIdentity &identityRemote, const void *pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ) = 0; @@ -120,7 +122,7 @@ public: /// you do not need the corresponding details. Note that sessions time out after a while, /// so if a connection fails, or SendMessageToUser returns k_EResultNoConnection, you cannot wait /// indefinitely to obtain the reason for failure. - virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetworkingQuickConnectionStatus *pQuickStatus ) = 0; + virtual ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetConnectionRealTimeStatus_t *pQuickStatus ) = 0; }; #define STEAMNETWORKINGMESSAGES_INTERFACE_VERSION "SteamNetworkingMessages002" diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 2c6814e..5a8cfb8 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -11,9 +11,10 @@ struct SteamNetAuthenticationStatus_t; class ISteamNetworkingConnectionCustomSignaling; class ISteamNetworkingCustomSignalingRecvContext; - +struct SteamNetworkingFakeIPResult_t; class ISteamNetworkingConnectionSignaling; class ISteamNetworkingSignalingRecvContext; +class ISteamNetworkingFakeUDPPort; //----------------------------------------------------------------------------- /// Lower level networking API. @@ -208,7 +209,7 @@ public: /// WARNING: Be *very careful* when using the value provided in callbacks structs. /// Callbacks are queued, and the value that you will receive in your /// callback is the userdata that was effective at the time the callback - /// was queued. There are subtle race conditions that can happen if you + /// was queued. There are subtle race conditions that can hapen if you /// don't understand this! /// /// If any incoming messages for this connection are queued, the userdata @@ -339,8 +340,21 @@ public: virtual bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo ) = 0; /// Returns a small set of information about the real-time state of the connection - /// Returns false if the connection handle is invalid, or the connection has ended. - virtual bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats ) = 0; + /// and the queue status of each lane. + /// + /// - pStatus may be NULL if the information is not desired. (E.g. you are only interested + /// in the lane information.) + /// - On entry, nLanes specifies the length of the pLanes array. This may be 0 + /// if you do not wish to receive any lane data. It's OK for this to be smaller than + /// the total number of configured lanes. + /// - pLanes points to an array that will receive lane-specific info. It can be NULL + /// if this is not needed. + /// + /// Return value: + /// - k_EResultNoConnection - connection handle is invalid or connection has been closed. + /// - k_EResultInvalidParam - nLanes is bad + virtual EResult GetConnectionRealTimeStatus( HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t *pStatus, + int nLanes, SteamNetConnectionRealTimeLaneStatus_t *pLanes ) = 0; /// Returns detailed connection stats in text format. Useful /// for dumping to a log, etc. @@ -380,6 +394,80 @@ public: /// actual bound loopback port. Otherwise, the port will be zero. virtual bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 ) = 0; + /// Configure multiple outbound messages streams ("lanes") on a connection, and + /// control head-of-line blocking between them. Messages within a given lane + /// are always sent in the order they are queued, but messages from different + /// lanes may be sent out of order. Each lane has its own message number + /// sequence. The first message sent on each lane will be assigned the number 1. + /// + /// Each lane has a "priority". Lower priority lanes will only be processed + /// when all higher-priority lanes are empty. The magnitudes of the priority + /// values are not relevant, only their sort order. Higher numeric values + /// take priority over lower numeric values. + /// + /// Each lane also is assigned a weight, which controls the approximate proportion + /// of the bandwidth that will be consumed by the lane, relative to other lanes + /// of the same priority. (This is assuming the lane stays busy. An idle lane + /// does not build up "credits" to be be spent once a message is queued.) + /// This value is only meaningful as a proportion, relative to other lanes with + /// the same priority. For lanes with different priorities, the strict priority + /// order will prevail, and their weights relative to each other are not relevant. + /// Thus, if a lane has a unique priority value, the weight value for that lane is + /// not relevant. + /// + /// Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ]. + /// Messages sent on the first will always be sent first, before messages in the + /// other two lanes. Its weight value is irrelevant, since there are no other + /// lanes with priority=0. The other two lanes will share bandwidth, with the second + /// and third lanes sharing bandwidth using a ratio of approximately 4:1. + /// (The weights [ NA, 4, 1 ] would be equivalent.) + /// + /// Notes: + /// - At the time of this writing, some code has performance cost that is linear + /// in the number of lanes, so keep the number of lanes to an absolute minimum. + /// 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255, + /// which is a very large number and not recommended! If you are compiling this + /// library from source, see STEAMNETWORKINGSOCKETS_MAX_LANES.) + /// - Lane priority values may be any int. Their absolute value is not relevant, + /// only the order matters. + /// - Weights must be positive, and due to implementation details, they are restricted + /// to 16-bit values. The absolute magnitudes don't matter, just the proportions. + /// - Messages sent on a lane index other than 0 have a small overhead on the wire, + /// so for maximum wire efficiency, lane 0 should be the "most common" lane, regardless + /// of priorities or weights. + /// - A connection has a single lane by default. Calling this function with + /// nNumLanes=1 is legal, but pointless, since the priority and weight values are + /// irrelevant in that case. + /// - You may reconfigure connection lanes at any time, however reducing the number of + /// lanes is not allowed. + /// - Reconfiguring lanes might restart any bandwidth sharing balancing. Usually you + /// will call this function once, near the start of the connection, perhaps after + /// exchanging a few messages. + /// - To assign all lanes the same priority, you may use pLanePriorities=NULL. + /// - If you wish all lanes with the same priority to share bandwidth equally (or + /// if no two lanes have the same priority value, and thus priority values are + /// irrelevant), you may use pLaneWeights=NULL + /// - Priorities and weights determine the order that messages are SENT on the wire. + /// There are NO GUARANTEES on the order that messages are RECEIVED! Due to packet + /// loss, out-of-order delivery, and subtle details of packet serialization, messages + /// might still be received slightly out-of-order! The *only* strong guarantee is that + /// *reliable* messages on the *same lane* will be delivered in the order they are sent. + /// - Each host configures the lanes for the packets they send; the lanes for the flow + /// in one direction are completely unrelated to the lanes in the opposite direction. + /// + /// Return value: + /// - k_EResultNoConnection - bad hConn + /// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes + /// - k_EResultInvalidState - Connection is already dead, etc + /// + /// See also: + /// SteamNetworkingMessage_t::m_idxLane + virtual EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights ) = 0; + + // + // Identity and authentication + // + /// Get the identity assigned to this interface. /// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned /// to the gameserver. Returns false and sets the result to an invalid identity if we don't know @@ -694,36 +782,165 @@ public: /// SteamDatagram_CreateCert. virtual bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg ) = 0; + /// Reset the identity associated with this instance. + /// Any open connections are closed. Any previous certificates, etc are discarded. + /// You can pass a specific identity that you want to use, or you can pass NULL, + /// in which case the identity will be invalid until you set it using SetCertificate + /// + /// NOTE: This function is not actually supported on Steam! It is included + /// for use on other platforms where the active user can sign out and + /// a new user can sign in. + virtual void ResetIdentity( const SteamNetworkingIdentity *pIdentity ) = 0; + + // + // Misc + // + /// Invoke all callback functions queued for this interface. /// See k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, etc /// /// You don't need to call this if you are using Steam's callback dispatch /// mechanism (SteamAPI_RunCallbacks and SteamGameserver_RunCallbacks). virtual void RunCallbacks() = 0; + + // + // "FakeIP" system. + // + // A FakeIP is essentially a temporary, arbitrary identifier that + // happens to be a valid IPv4 address. The purpose of this system is to make it + // easy to integrate with existing code that identifies hosts using IPv4 addresses. + // The FakeIP address will never actually be used to send or receive any packets + // on the Internet, it is strictly an identifier. + // + // FakeIP addresses are designed to (hopefully) pass through existing code as + // transparently as possible, while conflicting with "real" addresses that might + // be in use on networks (both the Internet and LANs) in the same code as little + // as possible. At the time this comment is being written, they come from the + // 169.254.0.0/16 range, and the port number will always be >1024. HOWEVER, + // this is subject to change! Do not make assumptions about these addresses, + // or your code might break in the future. In particular, you should use + // functions such as ISteamNetworkingUtils::IsFakeIP to determine if an IP + // address is a "fake" one used by this system. + // + + /// Begin asynchronous process of allocating a fake IPv4 address that other + /// peers can use to contact us via P2P. IP addresses returned by this + /// function are globally unique for a given appid. + /// + /// nNumPorts is the numbers of ports you wish to reserve. This is useful + /// for the same reason that listening on multiple UDP ports is useful for + /// different types of traffic. Because these allocations come from a global + /// namespace, there is a relatively strict limit on the maximum number of + /// ports you may request. (At the time of this writing, the limit is 4.) + /// The Port assignments are *not* guaranteed to have any particular order + /// or relationship! Do *not* assume they are contiguous, even though that + /// may often occur in practice. + /// + /// Returns false if a request was already in progress, true if a new request + /// was started. A SteamNetworkingFakeIPResult_t will be posted when the request + /// completes. + /// + /// For gameservers, you *must* call this after initializing the SDK but before + /// beginning login. Steam needs to know in advance that FakeIP will be used. + /// Everywhere your public IP would normally appear (such as the server browser) will be + /// replaced by the FakeIP, and the fake port at index 0. The request is actually queued + /// until the logon completes, so you must not wait until the allocation completes + /// before logging in. Except for trivial failures that can be detected locally + /// (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or + /// failure) will not be posted until after we have logged in. Furthermore, it is assumed + /// that FakeIP allocation is essential for your application to function, and so failure + /// will not be reported until *several* retries have been attempted. This process may + /// last several minutes. It is *highly* recommended to treat failure as fatal. + /// + /// To communicate using a connection-oriented (TCP-style) API: + /// - Server creates a listen socket using CreateListenSocketP2PFakeIP + /// - Client connects using ConnectByIPAddress, passing in the FakeIP address. + /// - The connection will behave mostly like a P2P connection. The identities + /// that appear in SteamNetConnectionInfo_t will be the FakeIP identity until + /// we know the real identity. Then it will be the real identity. If the + /// SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4 + /// address of a NAT-punched connection. Otherwise, it will not be valid. + /// + /// To communicate using an ad-hoc sendto/recv from (UDP-style) API, + /// use CreateFakeUDPPort. + virtual bool BeginAsyncRequestFakeIP( int nNumPorts ) = 0; + + /// Return info about the FakeIP and port(s) that we have been assigned, + /// if any. idxFirstPort is currently reserved and must be zero. + /// Make sure and check SteamNetworkingFakeIPResult_t::m_eResult + virtual void GetFakeIP( int idxFirstPort, SteamNetworkingFakeIPResult_t *pInfo ) = 0; + + /// Create a listen socket that will listen for P2P connections sent + /// to our FakeIP. A peer can initiate connections to this listen + /// socket by calling ConnectByIPAddress. + /// + /// idxFakePort refers to the *index* of the fake port requested, + /// not the actual port number. For example, pass 0 to refer to the + /// first port in the reservation. You must call this only after calling + /// BeginAsyncRequestFakeIP. However, you do not need to wait for the + /// request to complete before creating the listen socket. + virtual HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0; + + /// If the connection was initiated using the "FakeIP" system, then we + /// we can get an IP address for the remote host. If the remote host had + /// a global FakeIP at the time the connection was established, this + /// function will return that global IP. Otherwise, a FakeIP that is + /// unique locally will be allocated from the local FakeIP address space, + /// and that will be returned. + /// + /// The allocation of local FakeIPs attempts to assign addresses in + /// a consistent manner. If multiple connections are made to the + /// same remote host, they *probably* will return the same FakeIP. + /// However, since the namespace is limited, this cannot be guaranteed. + /// + /// On failure, returns: + /// - k_EResultInvalidParam: invalid connection handle + /// - k_EResultIPNotFound: This connection wasn't made using FakeIP system + virtual EResult GetRemoteFakeIPForConnection( HSteamNetConnection hConn, SteamNetworkingIPAddr *pOutAddr ) = 0; + + /// Get an interface that can be used like a UDP port to send/receive + /// datagrams to a FakeIP address. This is intended to make it easy + /// to port existing UDP-based code to take advantage of SDR. + /// + /// idxFakeServerPort refers to the *index* of the port allocated using + /// BeginAsyncRequestFakeIP and is used to create "server" ports. You may + /// call this before the allocation has completed. However, any attempts + /// to send packets will fail until the allocation has succeeded. When + /// the peer receives packets sent from this interface, the from address + /// of the packet will be the globally-unique FakeIP. If you call this + /// function multiple times and pass the same (nonnegative) fake port index, + /// the same object will be returned, and this object is not reference counted. + /// + /// To create a "client" port (e.g. the equivalent of an ephemeral UDP port) + /// pass -1. In this case, a distinct object will be returned for each call. + /// When the peer receives packets sent from this interface, the peer will + /// assign a FakeIP from its own locally-controlled namespace. + virtual ISteamNetworkingFakeUDPPort *CreateFakeUDPPort( int idxFakeServerPort ) = 0; + protected: // ~ISteamNetworkingSockets(); // Silence some warnings }; -#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets009" +#define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets012" // Global accessors // Using standalone lib #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB // Standalone lib. - static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '9', "Version mismatch" ); - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV9(); - inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV9(); } + static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '2', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV12(); + inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV12(); } // If running in context of steam, we also define a gameserver instance. #ifdef STEAMNETWORKINGSOCKETS_STEAM - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV9(); - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV9(); } + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV12(); + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV12(); } #endif #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI - inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV9(); } + inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV12(); } #ifdef STEAMNETWORKINGSOCKETS_STEAM - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV9(); } + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV12(); } #endif #endif #endif diff --git a/sdk_includes/isteamnetworkingutils.h b/sdk_includes/isteamnetworkingutils.h index 3d9da71..845dea2 100644 --- a/sdk_includes/isteamnetworkingutils.h +++ b/sdk_includes/isteamnetworkingutils.h @@ -130,7 +130,7 @@ public: /// currently answer the question for some other reason. /// /// Do you need to be able to do this from a backend/matchmaking server? - /// You are looking for the "ticketgen" library. + /// You are looking for the "game coordinator" library. virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0; /// Same as EstimatePingTime, but assumes that one location is the local host. @@ -241,6 +241,32 @@ public: /// Steamworks calls from within the handler. virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0; + // + // Fake IP + // + // Useful for interfacing with code that assumes peers are identified using an IPv4 address + // + + /// Return true if an IPv4 address is one that might be used as a "fake" one. + /// This function is fast; it just does some logical tests on the IP and does + /// not need to do any lookup operations. + inline bool IsFakeIPv4( uint32 nIPv4 ) { return GetIPv4FakeIPType( nIPv4 ) > k_ESteamNetworkingFakeIPType_NotFake; } + virtual ESteamNetworkingFakeIPType GetIPv4FakeIPType( uint32 nIPv4 ) = 0; + + /// Get the real identity associated with a given FakeIP. + /// + /// On failure, returns: + /// - k_EResultInvalidParam: the IP is not a FakeIP. + /// - k_EResultNoMatch: we don't recognize that FakeIP and don't know the corresponding identity. + /// + /// FakeIP's used by active connections, or the FakeIPs assigned to local identities, + /// will always work. FakeIPs for recently destroyed connections will continue to + /// return results for a little while, but not forever. At some point, we will forget + /// FakeIPs to save space. It's reasonably safe to assume that you can read back the + /// real identity of a connection very soon after it is destroyed. But do not wait + /// indefinitely. + virtual EResult GetRealIdentityForFakeIP( const SteamNetworkingIPAddr &fakeIP, SteamNetworkingIdentity *pOutRealIdentity ) = 0; + // // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. // @@ -263,6 +289,7 @@ public: bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ); bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ); bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ); + bool SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ); bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ); bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ); @@ -295,41 +322,48 @@ public: virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0; - /// Returns info about a configuration value. Returns false if the value does not exist. - /// pOutNextValue can be used to iterate through all of the known configuration values. - /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) - /// Any of the output parameters can be NULL if you do not need that information. + /// Get info about a configuration value. Returns the name of the value, + /// or NULL if the value doesn't exist. Other output parameters can be NULL + /// if you do not need them. + virtual const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, + ESteamNetworkingConfigScope *pOutScope ) = 0; + + /// Iterate the list of all configuration values in the current environment that it might + /// be possible to display or edit using a generic UI. To get the first iterable value, + /// pass k_ESteamNetworkingConfig_Invalid. Returns k_ESteamNetworkingConfig_Invalid + /// to signal end of list. /// - /// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables, - /// which are usually excluded from the set of variables enumerated using this function. - virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0; - - /// Return the lowest numbered configuration value available in the current environment. - virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0; + /// The bEnumerateDevVars argument can be used to include "dev" vars. These are vars that + /// are recommended to only be editable in "debug" or "dev" mode and typically should not be + /// shown in a retail environment where a malicious local user might use this to cheat. + virtual ESteamNetworkingConfigValue IterateGenericEditableConfigValues( ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ) = 0; + // // String conversions. You'll usually access these using the respective // inline methods. + // virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0; virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0; + virtual ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr &addr ) = 0; virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0; virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0; protected: // ~ISteamNetworkingUtils(); // Silence some warnings }; -#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils003" +#define STEAMNETWORKINGUTILS_INTERFACE_VERSION "SteamNetworkingUtils004" // Global accessors // Using standalone lib #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB // Standalone lib - static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '3', "Version mismatch" ); - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV3(); - inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV3(); } + static_assert( STEAMNETWORKINGUTILS_INTERFACE_VERSION[22] == '4', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingUtils *SteamNetworkingUtils_LibV4(); + inline ISteamNetworkingUtils *SteamNetworkingUtils_Lib() { return SteamNetworkingUtils_LibV4(); } #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI - inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV3(); } + inline ISteamNetworkingUtils *SteamNetworkingUtils() { return SteamNetworkingUtils_LibV4(); } #endif #endif @@ -385,6 +419,8 @@ struct SteamRelayNetworkStatus_t char m_debugMsg[ 256 ]; }; +#ifndef API_GEN + /// Utility class for printing a SteamNetworkingIdentity. /// E.g. printf( "Identity is '%s'\n", SteamNetworkingIdentityRender( identity ).c_str() ); struct SteamNetworkingIdentityRender @@ -404,6 +440,8 @@ private: char buf[ SteamNetworkingIPAddr::k_cchMaxString ]; }; +#endif + /////////////////////////////////////////////////////////////////////////////// // // Internal stuff @@ -419,6 +457,7 @@ inline bool ISteamNetworkingUtils::SetConnectionConfigValueString( HSteamNetConn inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, (void*)fnCallback ); } inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_AuthStatusChanged, (void*)fnCallback ); } inline bool ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged, (void*)fnCallback ); } +inline bool ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult( FnSteamNetworkingFakeIPResult fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_FakeIPResult, (void*)fnCallback ); } inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionRequest, (void*)fnCallback ); } inline bool ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ) { return SetGlobalConfigValuePtr( k_ESteamNetworkingConfig_Callback_MessagesSessionFailed, (void*)fnCallback ); } @@ -433,15 +472,17 @@ inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingCo } // How to get helper functions. -#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) +#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK ) || defined(STEAMNETWORKINGSOCKETS_FOREXPORT) || defined( STEAMNETWORKINGSOCKETS_STANDALONELIB ) // Call direct to static functions STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr *pAddr, char *buf, size_t cbBuf, bool bWithPort ); STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ); + STEAMNETWORKINGSOCKETS_INTERFACE ESteamNetworkingFakeIPType SteamNetworkingIPAddr_GetFakeIPType( const SteamNetworkingIPAddr *pAddr ); STEAMNETWORKINGSOCKETS_INTERFACE void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity *pIdentity, char *buf, size_t cbBuf ); STEAMNETWORKINGSOCKETS_INTERFACE bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, size_t sizeofIdentity, const char *pszStr ); inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingIPAddr_ToString( this, buf, cbBuf, bWithPort ); } inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingIPAddr_ParseString( this, pszStr ); } + inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingIPAddr_GetFakeIPType( this ); } inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingIdentity_ToString( this, buf, cbBuf ); } inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingIdentity_ParseString( this, sizeof(*this), pszStr ); } @@ -449,6 +490,7 @@ inline bool ISteamNetworkingUtils::SetConfigValueStruct( const SteamNetworkingCo // Using steamworks SDK - go through SteamNetworkingUtils() inline void SteamNetworkingIPAddr::ToString( char *buf, size_t cbBuf, bool bWithPort ) const { SteamNetworkingUtils()->SteamNetworkingIPAddr_ToString( *this, buf, cbBuf, bWithPort ); } inline bool SteamNetworkingIPAddr::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIPAddr_ParseString( this, pszStr ); } + inline ESteamNetworkingFakeIPType SteamNetworkingIPAddr::GetFakeIPType() const { return SteamNetworkingUtils()->SteamNetworkingIPAddr_GetFakeIPType( *this ); } inline void SteamNetworkingIdentity::ToString( char *buf, size_t cbBuf ) const { SteamNetworkingUtils()->SteamNetworkingIdentity_ToString( *this, buf, cbBuf ); } inline bool SteamNetworkingIdentity::ParseString( const char *pszStr ) { return SteamNetworkingUtils()->SteamNetworkingIdentity_ParseString( this, pszStr ); } #else diff --git a/sdk_includes/isteamnetworkingutils003.h b/sdk_includes/isteamnetworkingutils003.h new file mode 100644 index 0000000..a7eaaa6 --- /dev/null +++ b/sdk_includes/isteamnetworkingutils003.h @@ -0,0 +1,308 @@ + +#ifndef ISTEAMNETWORKINGUTILS003 +#define ISTEAMNETWORKINGUTILS003 + +//----------------------------------------------------------------------------- +/// Misc networking utilities for checking the local networking environment +/// and estimating pings. +class ISteamNetworkingUtils003 +{ +public: + // + // Efficient message sending + // + + /// Allocate and initialize a message object. Usually the reason + /// you call this is to pass it to ISteamNetworkingSockets::SendMessages. + /// The returned object will have all of the relevant fields cleared to zero. + /// + /// Optionally you can also request that this system allocate space to + /// hold the payload itself. If cbAllocateBuffer is nonzero, the system + /// will allocate memory to hold a payload of at least cbAllocateBuffer bytes. + /// m_pData will point to the allocated buffer, m_cbSize will be set to the + /// size, and m_pfnFreeData will be set to the proper function to free up + /// the buffer. + /// + /// If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, + /// m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to + /// set each of these. + virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0; + + // + // Access to Steam Datagram Relay (SDR) network + // + + // + // Initialization and status check + // + + /// If you know that you are going to be using the relay network (for example, + /// because you anticipate making P2P connections), call this to initialize the + /// relay network. If you do not call this, the initialization will + /// be delayed until the first time you use a feature that requires access + /// to the relay network, which will delay that first access. + /// + /// You can also call this to force a retry if the previous attempt has failed. + /// Performing any action that requires access to the relay network will also + /// trigger a retry, and so calling this function is never strictly necessary, + /// but it can be useful to call it a program launch time, if access to the + /// relay network is anticipated. + /// + /// Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t + /// callbacks to know when initialization has completed. + /// Typically initialization completes in a few seconds. + /// + /// Note: dedicated servers hosted in known data centers do *not* need + /// to call this, since they do not make routing decisions. However, if + /// the dedicated server will be using P2P functionality, it will act as + /// a "client" and this should be called. + inline void InitRelayNetworkAccess(); + + /// Fetch current status of the relay network. + /// + /// SteamRelayNetworkStatus_t is also a callback. It will be triggered on + /// both the user and gameserver interfaces any time the status changes, or + /// ping measurement starts or stops. + /// + /// SteamRelayNetworkStatus_t::m_eAvail is returned. If you want + /// more details, you can pass a non-NULL value. + virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0; + + // + // "Ping location" functions + // + // We use the ping times to the valve relays deployed worldwide to + // generate a "marker" that describes the location of an Internet host. + // Given two such markers, we can estimate the network latency between + // two hosts, without sending any packets. The estimate is based on the + // optimal route that is found through the Valve network. If you are + // using the Valve network to carry the traffic, then this is precisely + // the ping you want. If you are not, then the ping time will probably + // still be a reasonable estimate. + // + // This is extremely useful to select peers for matchmaking! + // + // The markers can also be converted to a string, so they can be transmitted. + // We have a separate library you can use on your app's matchmaking/coordinating + // server to manipulate these objects. (See steamdatagram_gamecoordinator.h) + + /// Return location info for the current host. Returns the approximate + /// age of the data, in seconds, or -1 if no data is available. + /// + /// It takes a few seconds to initialize access to the relay network. If + /// you call this very soon after calling InitRelayNetworkAccess, + /// the data may not be available yet. + /// + /// This always return the most up-to-date information we have available + /// right now, even if we are in the middle of re-calculating ping times. + virtual float GetLocalPingLocation( SteamNetworkPingLocation_t &result ) = 0; + + /// Estimate the round-trip latency between two arbitrary locations, in + /// milliseconds. This is a conservative estimate, based on routing through + /// the relay network. For most basic relayed connections, this ping time + /// will be pretty accurate, since it will be based on the route likely to + /// be actually used. + /// + /// If a direct IP route is used (perhaps via NAT traversal), then the route + /// will be different, and the ping time might be better. Or it might actually + /// be a bit worse! Standard IP routing is frequently suboptimal! + /// + /// But even in this case, the estimate obtained using this method is a + /// reasonable upper bound on the ping time. (Also it has the advantage + /// of returning immediately and not sending any packets.) + /// + /// In a few cases we might not able to estimate the route. In this case + /// a negative value is returned. k_nSteamNetworkingPing_Failed means + /// the reason was because of some networking difficulty. (Failure to + /// ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot + /// currently answer the question for some other reason. + /// + /// Do you need to be able to do this from a backend/matchmaking server? + /// You are looking for the "ticketgen" library. + virtual int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 ) = 0; + + /// Same as EstimatePingTime, but assumes that one location is the local host. + /// This is a bit faster, especially if you need to calculate a bunch of + /// these in a loop to find the fastest one. + /// + /// In rare cases this might return a slightly different estimate than combining + /// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because + /// this function uses a slightly more complete set of information about what + /// route would be taken. + virtual int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation ) = 0; + + /// Convert a ping location into a text format suitable for sending over the wire. + /// The format is a compact and human readable. However, it is subject to change + /// so please do not parse it yourself. Your buffer must be at least + /// k_cchMaxSteamNetworkingPingLocationString bytes. + virtual void ConvertPingLocationToString( const SteamNetworkPingLocation_t &location, char *pszBuf, int cchBufSize ) = 0; + + /// Parse back SteamNetworkPingLocation_t string. Returns false if we couldn't understand + /// the string. + virtual bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result ) = 0; + + /// Check if the ping data of sufficient recency is available, and if + /// it's too old, start refreshing it. + /// + /// Please only call this function when you *really* do need to force an + /// immediate refresh of the data. (For example, in response to a specific + /// user input to refresh this information.) Don't call it "just in case", + /// before every connection, etc. That will cause extra traffic to be sent + /// for no benefit. The library will automatically refresh the information + /// as needed. + /// + /// Returns true if sufficiently recent data is already available. + /// + /// Returns false if sufficiently recent data is not available. In this + /// case, ping measurement is initiated, if it is not already active. + /// (You cannot restart a measurement already in progress.) + /// + /// You can use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t + /// to know when ping measurement completes. + virtual bool CheckPingDataUpToDate( float flMaxAgeSeconds ) = 0; + + // + // List of Valve data centers, and ping times to them. This might + // be useful to you if you are use our hosting, or just need to measure + // latency to a cloud data center where we are running relays. + // + + /// Fetch ping time of best available relayed route from this host to + /// the specified data center. + virtual int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP ) = 0; + + /// Get *direct* ping time to the relays at the data center. + virtual int GetDirectPingToPOP( SteamNetworkingPOPID popID ) = 0; + + /// Get number of network points of presence in the config + virtual int GetPOPCount() = 0; + + /// Get list of all POP IDs. Returns the number of entries that were filled into + /// your list. + virtual int GetPOPList( SteamNetworkingPOPID *list, int nListSz ) = 0; + + // + // Misc + // + + /// Fetch current timestamp. This timer has the following properties: + /// + /// - Monotonicity is guaranteed. + /// - The initial value will be at least 24*3600*30*1e6, i.e. about + /// 30 days worth of microseconds. In this way, the timestamp value of + /// 0 will always be at least "30 days ago". Also, negative numbers + /// will never be returned. + /// - Wraparound / overflow is not a practical concern. + /// + /// If you are running under the debugger and stop the process, the clock + /// might not advance the full wall clock time that has elapsed between + /// calls. If the process is not blocked from normal operation, the + /// timestamp values will track wall clock time, even if you don't call + /// the function frequently. + /// + /// The value is only meaningful for this run of the process. Don't compare + /// it to values obtained on another computer, or other runs of the same process. + virtual SteamNetworkingMicroseconds GetLocalTimestamp() = 0; + + /// Set a function to receive network-related information that is useful for debugging. + /// This can be very useful during development, but it can also be useful for troubleshooting + /// problems with tech savvy end users. If you have a console or other log that customers + /// can examine, these log messages can often be helpful to troubleshoot network issues. + /// (Especially any warning/error messages.) + /// + /// The detail level indicates what message to invoke your callback on. Lower numeric + /// value means more important, and the value you pass is the lowest priority (highest + /// numeric value) you wish to receive callbacks for. + /// + /// The value here controls the detail level for most messages. You can control the + /// detail level for various subsystems (perhaps only for certain connections) by + /// adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. + /// + /// Except when debugging, you should only use k_ESteamNetworkingSocketsDebugOutputType_Msg + /// or k_ESteamNetworkingSocketsDebugOutputType_Warning. For best performance, do NOT + /// request a high detail level and then filter out messages in your callback. This incurs + /// all of the expense of formatting the messages, which are then discarded. Setting a high + /// priority value (low numeric value) here allows the library to avoid doing this work. + /// + /// IMPORTANT: This may be called from a service thread, while we own a mutex, etc. + /// Your output function must be threadsafe and fast! Do not make any other + /// Steamworks calls from within the handler. + virtual void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ) = 0; + + // + // Set and get configuration values, see ESteamNetworkingConfigValue for individual descriptions. + // + + // Shortcuts for common cases. (Implemented as inline functions below) + bool SetGlobalConfigValueInt32( ESteamNetworkingConfigValue eValue, int32 val ); + bool SetGlobalConfigValueFloat( ESteamNetworkingConfigValue eValue, float val ); + bool SetGlobalConfigValueString( ESteamNetworkingConfigValue eValue, const char *val ); + bool SetGlobalConfigValuePtr( ESteamNetworkingConfigValue eValue, void *val ); + bool SetConnectionConfigValueInt32( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); + bool SetConnectionConfigValueFloat( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); + bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); + + // + // Set global callbacks. If you do not want to use Steam's callback dispatch mechanism and you + // want to use the same callback on all (or most) listen sockets and connections, then + // simply install these callbacks first thing, and you are good to go. + // See ISteamNetworkingSockets::RunCallbacks + // + bool SetGlobalCallback_SteamNetConnectionStatusChanged( FnSteamNetConnectionStatusChanged fnCallback ); + bool SetGlobalCallback_SteamNetAuthenticationStatusChanged( FnSteamNetAuthenticationStatusChanged fnCallback ); + bool SetGlobalCallback_SteamRelayNetworkStatusChanged( FnSteamRelayNetworkStatusChanged fnCallback ); + bool SetGlobalCallback_MessagesSessionRequest( FnSteamNetworkingMessagesSessionRequest fnCallback ); + bool SetGlobalCallback_MessagesSessionFailed( FnSteamNetworkingMessagesSessionFailed fnCallback ); + + /// Set a configuration value. + /// - eValue: which value is being set + /// - eScope: Onto what type of object are you applying the setting? + /// - scopeArg: Which object you want to change? (Ignored for global scope). E.g. connection handle, listen socket handle, interface pointer, etc. + /// - eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! + /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, + /// causing the value for that object to use global defaults. Or at global scope, passing NULL + /// will reset any custom value and restore it to the system default. + /// NOTE: When setting pointers (e.g. callback functions), do not pass the function pointer directly. + /// Your argument should be a pointer to a function pointer. + virtual bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, + ESteamNetworkingConfigDataType eDataType, const void *pArg ) = 0; + + /// Set a configuration value, using a struct to pass the value. + /// (This is just a convenience shortcut; see below for the implementation and + /// a little insight into how SteamNetworkingConfigValue_t is used when + /// setting config options during listen socket and connection creation.) + bool SetConfigValueStruct( const SteamNetworkingConfigValue_t &opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); + + /// Get a configuration value. + /// - eValue: which value to fetch + /// - eScopeType: query setting on what type of object + /// - eScopeArg: the object to query the setting for + /// - pOutDataType: If non-NULL, the data type of the value is returned. + /// - pResult: Where to put the result. Pass NULL to query the required buffer size. (k_ESteamNetworkingGetConfigValue_BufferTooSmall will be returned.) + /// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required. + virtual ESteamNetworkingGetConfigValueResult GetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, + ESteamNetworkingConfigDataType *pOutDataType, void *pResult, size_t *cbResult ) = 0; + + /// Returns info about a configuration value. Returns false if the value does not exist. + /// pOutNextValue can be used to iterate through all of the known configuration values. + /// (Use GetFirstConfigValue() to begin the iteration, will be k_ESteamNetworkingConfig_Invalid on the last value) + /// Any of the output parameters can be NULL if you do not need that information. + /// + /// See k_ESteamNetworkingConfig_EnumerateDevVars for some more info about "dev" variables, + /// which are usually excluded from the set of variables enumerated using this function. + virtual bool GetConfigValueInfo( ESteamNetworkingConfigValue eValue, const char **pOutName, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope, ESteamNetworkingConfigValue *pOutNextValue ) = 0; + + /// Return the lowest numbered configuration value available in the current environment. + virtual ESteamNetworkingConfigValue GetFirstConfigValue() = 0; + + // String conversions. You'll usually access these using the respective + // inline methods. + virtual void SteamNetworkingIPAddr_ToString( const SteamNetworkingIPAddr &addr, char *buf, size_t cbBuf, bool bWithPort ) = 0; + virtual bool SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr *pAddr, const char *pszStr ) = 0; + virtual void SteamNetworkingIdentity_ToString( const SteamNetworkingIdentity &identity, char *buf, size_t cbBuf ) = 0; + virtual bool SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity *pIdentity, const char *pszStr ) = 0; +protected: +// ~ISteamNetworkingUtils(); // Silence some warnings +}; + +#endif // ISTEAMNETWORKINGUTILS003 diff --git a/sdk_includes/isteamremotestorage.h b/sdk_includes/isteamremotestorage.h index c24894d..b621421 100644 --- a/sdk_includes/isteamremotestorage.h +++ b/sdk_includes/isteamremotestorage.h @@ -339,24 +339,20 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamRemoteStorage *, SteamRemoteStorage, -// -// IMPORTANT! k_iClientRemoteStorageCallbacks 1 through 6 are used, see iclientremotestorage.h -// - //----------------------------------------------------------------------------- // Purpose: The result of a call to FileShare() //----------------------------------------------------------------------------- struct RemoteStorageFileShareResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 7 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 7 }; EResult m_eResult; // The result of the operation UGCHandle_t m_hFile; // The handle that can be shared with users and features char m_rgchFilename[k_cchFilenameMax]; // The name of the file that was shared }; -// k_iClientRemoteStorageCallbacks + 8 is deprecated! Do not reuse +// k_iSteamRemoteStorageCallbacks + 8 is deprecated! Do not reuse //----------------------------------------------------------------------------- @@ -364,13 +360,13 @@ struct RemoteStorageFileShareResult_t //----------------------------------------------------------------------------- struct RemoteStoragePublishFileResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 9 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 9 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; bool m_bUserNeedsToAcceptWorkshopLegalAgreement; }; -// k_iClientRemoteStorageCallbacks + 10 is deprecated! Do not reuse +// k_iSteamRemoteStorageCallbacks + 10 is deprecated! Do not reuse @@ -379,7 +375,7 @@ struct RemoteStoragePublishFileResult_t //----------------------------------------------------------------------------- struct RemoteStorageDeletePublishedFileResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 11 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 11 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; }; @@ -390,7 +386,7 @@ struct RemoteStorageDeletePublishedFileResult_t //----------------------------------------------------------------------------- struct RemoteStorageEnumerateUserPublishedFilesResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 12 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 12 }; EResult m_eResult; // The result of the operation. int32 m_nResultsReturned; int32 m_nTotalResultCount; @@ -403,7 +399,7 @@ struct RemoteStorageEnumerateUserPublishedFilesResult_t //----------------------------------------------------------------------------- struct RemoteStorageSubscribePublishedFileResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 13 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 13 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; }; @@ -414,7 +410,7 @@ struct RemoteStorageSubscribePublishedFileResult_t //----------------------------------------------------------------------------- struct RemoteStorageEnumerateUserSubscribedFilesResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 14 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 14 }; EResult m_eResult; // The result of the operation. int32 m_nResultsReturned; int32 m_nTotalResultCount; @@ -435,7 +431,7 @@ struct RemoteStorageEnumerateUserSubscribedFilesResult_t //----------------------------------------------------------------------------- struct RemoteStorageUnsubscribePublishedFileResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 15 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 15 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; }; @@ -446,7 +442,7 @@ struct RemoteStorageUnsubscribePublishedFileResult_t //----------------------------------------------------------------------------- struct RemoteStorageUpdatePublishedFileResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 16 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 16 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; bool m_bUserNeedsToAcceptWorkshopLegalAgreement; @@ -458,7 +454,7 @@ struct RemoteStorageUpdatePublishedFileResult_t //----------------------------------------------------------------------------- struct RemoteStorageDownloadUGCResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 17 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 17 }; EResult m_eResult; // The result of the operation. UGCHandle_t m_hFile; // The handle to the file that was attempted to be downloaded. AppId_t m_nAppID; // ID of the app that created this file. @@ -473,7 +469,7 @@ struct RemoteStorageDownloadUGCResult_t //----------------------------------------------------------------------------- struct RemoteStorageGetPublishedFileDetailsResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 18 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 18 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; AppId_t m_nCreatorAppID; // ID of the app that created this file. @@ -500,7 +496,7 @@ struct RemoteStorageGetPublishedFileDetailsResult_t struct RemoteStorageEnumerateWorkshopFilesResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 19 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 19 }; EResult m_eResult; int32 m_nResultsReturned; int32 m_nTotalResultCount; @@ -516,7 +512,7 @@ struct RemoteStorageEnumerateWorkshopFilesResult_t //----------------------------------------------------------------------------- struct RemoteStorageGetPublishedItemVoteDetailsResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 20 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 20 }; EResult m_eResult; PublishedFileId_t m_unPublishedFileId; int32 m_nVotesFor; @@ -531,7 +527,7 @@ struct RemoteStorageGetPublishedItemVoteDetailsResult_t //----------------------------------------------------------------------------- struct RemoteStoragePublishedFileSubscribed_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 21 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 21 }; PublishedFileId_t m_nPublishedFileId; // The published file id AppId_t m_nAppID; // ID of the app that will consume this file. }; @@ -541,7 +537,7 @@ struct RemoteStoragePublishedFileSubscribed_t //----------------------------------------------------------------------------- struct RemoteStoragePublishedFileUnsubscribed_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 22 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 22 }; PublishedFileId_t m_nPublishedFileId; // The published file id AppId_t m_nAppID; // ID of the app that will consume this file. }; @@ -552,7 +548,7 @@ struct RemoteStoragePublishedFileUnsubscribed_t //----------------------------------------------------------------------------- struct RemoteStoragePublishedFileDeleted_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 23 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 23 }; PublishedFileId_t m_nPublishedFileId; // The published file id AppId_t m_nAppID; // ID of the app that will consume this file. }; @@ -563,7 +559,7 @@ struct RemoteStoragePublishedFileDeleted_t //----------------------------------------------------------------------------- struct RemoteStorageUpdateUserPublishedItemVoteResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 24 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 24 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; // The published file id }; @@ -574,7 +570,7 @@ struct RemoteStorageUpdateUserPublishedItemVoteResult_t //----------------------------------------------------------------------------- struct RemoteStorageUserVoteDetails_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 25 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 25 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; // The published file id EWorkshopVote m_eVote; // what the user voted @@ -582,7 +578,7 @@ struct RemoteStorageUserVoteDetails_t struct RemoteStorageEnumerateUserSharedWorkshopFilesResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 26 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 26 }; EResult m_eResult; // The result of the operation. int32 m_nResultsReturned; int32 m_nTotalResultCount; @@ -591,7 +587,7 @@ struct RemoteStorageEnumerateUserSharedWorkshopFilesResult_t struct RemoteStorageSetUserPublishedFileActionResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 27 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 27 }; EResult m_eResult; // The result of the operation. PublishedFileId_t m_nPublishedFileId; // The published file id EWorkshopFileAction m_eAction; // the action that was attempted @@ -599,7 +595,7 @@ struct RemoteStorageSetUserPublishedFileActionResult_t struct RemoteStorageEnumeratePublishedFilesByUserActionResult_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 28 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 28 }; EResult m_eResult; // The result of the operation. EWorkshopFileAction m_eAction; // the action that was filtered on int32 m_nResultsReturned; @@ -614,7 +610,7 @@ struct RemoteStorageEnumeratePublishedFilesByUserActionResult_t //----------------------------------------------------------------------------- struct RemoteStoragePublishFileProgress_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 29 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 29 }; double m_dPercentFile; bool m_bPreview; }; @@ -625,7 +621,7 @@ struct RemoteStoragePublishFileProgress_t //----------------------------------------------------------------------------- struct RemoteStoragePublishedFileUpdated_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 30 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 30 }; PublishedFileId_t m_nPublishedFileId; // The published file id AppId_t m_nAppID; // ID of the app that will consume this file. uint64 m_ulUnused; // not used anymore @@ -636,7 +632,7 @@ struct RemoteStoragePublishedFileUpdated_t //----------------------------------------------------------------------------- struct RemoteStorageFileWriteAsyncComplete_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 31 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 31 }; EResult m_eResult; // result }; @@ -645,7 +641,7 @@ struct RemoteStorageFileWriteAsyncComplete_t //----------------------------------------------------------------------------- struct RemoteStorageFileReadAsyncComplete_t { - enum { k_iCallback = k_iClientRemoteStorageCallbacks + 32 }; + enum { k_iCallback = k_iSteamRemoteStorageCallbacks + 32 }; SteamAPICall_t m_hFileReadAsync; // call handle of the async read which was made EResult m_eResult; // result uint32 m_nOffset; // offset in the file this read was at @@ -657,7 +653,7 @@ struct RemoteStorageFileReadAsyncComplete_t // to remote session changes // Note: only posted if this happens DURING the local app session //----------------------------------------------------------------------------- -STEAM_CALLBACK_BEGIN( RemoteStorageLocalFileChange_t, k_iClientRemoteStorageCallbacks + 33 ) +STEAM_CALLBACK_BEGIN( RemoteStorageLocalFileChange_t, k_iSteamRemoteStorageCallbacks + 33 ) STEAM_CALLBACK_END( 0 ) #pragma pack( pop ) diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index a8e3a1a..0265113 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -262,6 +262,8 @@ public: virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetTimeCreatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; + virtual bool SetTimeUpdatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! @@ -369,7 +371,7 @@ public: virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; }; -#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION015" +#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION016" #ifndef STEAM_API_EXPORTS // Global interface accessor @@ -386,7 +388,7 @@ STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamUGC *, SteamGameServerUGC, STE //----------------------------------------------------------------------------- struct SteamUGCQueryCompleted_t { - enum { k_iCallback = k_iClientUGCCallbacks + 1 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 1 }; UGCQueryHandle_t m_handle; EResult m_eResult; uint32 m_unNumResultsReturned; @@ -401,7 +403,7 @@ struct SteamUGCQueryCompleted_t //----------------------------------------------------------------------------- struct SteamUGCRequestUGCDetailsResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 2 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 2 }; SteamUGCDetails_t m_details; bool m_bCachedData; // indicates whether this data was retrieved from the local on-disk cache }; @@ -412,7 +414,7 @@ struct SteamUGCRequestUGCDetailsResult_t //----------------------------------------------------------------------------- struct CreateItemResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 3 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 3 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; // new item got this UGC PublishFileID bool m_bUserNeedsToAcceptWorkshopLegalAgreement; @@ -424,7 +426,7 @@ struct CreateItemResult_t //----------------------------------------------------------------------------- struct SubmitItemUpdateResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 4 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 4 }; EResult m_eResult; bool m_bUserNeedsToAcceptWorkshopLegalAgreement; PublishedFileId_t m_nPublishedFileId; @@ -436,7 +438,7 @@ struct SubmitItemUpdateResult_t //----------------------------------------------------------------------------- struct ItemInstalled_t { - enum { k_iCallback = k_iClientUGCCallbacks + 5 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 5 }; AppId_t m_unAppID; PublishedFileId_t m_nPublishedFileId; }; @@ -447,7 +449,7 @@ struct ItemInstalled_t //----------------------------------------------------------------------------- struct DownloadItemResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 6 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 6 }; AppId_t m_unAppID; PublishedFileId_t m_nPublishedFileId; EResult m_eResult; @@ -458,7 +460,7 @@ struct DownloadItemResult_t //----------------------------------------------------------------------------- struct UserFavoriteItemsListChanged_t { - enum { k_iCallback = k_iClientUGCCallbacks + 7 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 7 }; PublishedFileId_t m_nPublishedFileId; EResult m_eResult; bool m_bWasAddRequest; @@ -469,7 +471,7 @@ struct UserFavoriteItemsListChanged_t //----------------------------------------------------------------------------- struct SetUserItemVoteResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 8 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 8 }; PublishedFileId_t m_nPublishedFileId; EResult m_eResult; bool m_bVoteUp; @@ -480,7 +482,7 @@ struct SetUserItemVoteResult_t //----------------------------------------------------------------------------- struct GetUserItemVoteResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 9 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 9 }; PublishedFileId_t m_nPublishedFileId; EResult m_eResult; bool m_bVotedUp; @@ -493,7 +495,7 @@ struct GetUserItemVoteResult_t //----------------------------------------------------------------------------- struct StartPlaytimeTrackingResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 10 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 10 }; EResult m_eResult; }; @@ -502,7 +504,7 @@ struct StartPlaytimeTrackingResult_t //----------------------------------------------------------------------------- struct StopPlaytimeTrackingResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 11 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 11 }; EResult m_eResult; }; @@ -511,7 +513,7 @@ struct StopPlaytimeTrackingResult_t //----------------------------------------------------------------------------- struct AddUGCDependencyResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 12 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 12 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; PublishedFileId_t m_nChildPublishedFileId; @@ -522,7 +524,7 @@ struct AddUGCDependencyResult_t //----------------------------------------------------------------------------- struct RemoveUGCDependencyResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 13 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 13 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; PublishedFileId_t m_nChildPublishedFileId; @@ -534,7 +536,7 @@ struct RemoveUGCDependencyResult_t //----------------------------------------------------------------------------- struct AddAppDependencyResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 14 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 14 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; AppId_t m_nAppID; @@ -545,7 +547,7 @@ struct AddAppDependencyResult_t //----------------------------------------------------------------------------- struct RemoveAppDependencyResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 15 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 15 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; AppId_t m_nAppID; @@ -557,7 +559,7 @@ struct RemoveAppDependencyResult_t //----------------------------------------------------------------------------- struct GetAppDependenciesResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 16 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 16 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; AppId_t m_rgAppIDs[32]; @@ -570,7 +572,7 @@ struct GetAppDependenciesResult_t //----------------------------------------------------------------------------- struct DeleteItemResult_t { - enum { k_iCallback = k_iClientUGCCallbacks + 17 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 17 }; EResult m_eResult; PublishedFileId_t m_nPublishedFileId; }; @@ -581,7 +583,7 @@ struct DeleteItemResult_t //----------------------------------------------------------------------------- struct UserSubscribedItemsListChanged_t { - enum { k_iCallback = k_iClientUGCCallbacks + 18 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 18 }; AppId_t m_nAppID; }; @@ -591,7 +593,7 @@ struct UserSubscribedItemsListChanged_t //----------------------------------------------------------------------------- struct WorkshopEULAStatus_t { - enum { k_iCallback = k_iClientUGCCallbacks + 20 }; + enum { k_iCallback = k_iSteamUGCCallbacks + 20 }; EResult m_eResult; AppId_t m_nAppID; uint32 m_unVersion; diff --git a/sdk_includes/isteamugc015.h b/sdk_includes/isteamugc015.h new file mode 100644 index 0000000..ca9090a --- /dev/null +++ b/sdk_includes/isteamugc015.h @@ -0,0 +1,180 @@ + +#ifndef ISTEAMUGC015_H +#define ISTEAMUGC015_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamUGC015 +{ +public: + + // Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; + + // Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this) + virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + + // Send the query to Steam + STEAM_CALL_RESULT( SteamUGCQueryCompleted_t ) + virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Retrieve an individual result after receiving the callback for querying UGC + virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; + virtual uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; + virtual bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; + virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; + virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; + virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; + virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0; + virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; + virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. + STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Release the request to free up memory, after retrieving results + virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Options to set for querying UGC + virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group + virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; + virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; + virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0; + virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0; + virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0; + virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0; + virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0; + virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0; + virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0; + + // Options only for querying user UGC + virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0; + + // Options only for querying all UGC + virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; + virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; + virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; + + // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! + STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t ) + virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; + + // Steam Workshop Creator API + STEAM_CALL_RESULT( CreateItemResult_t ) + virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet + + virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate() + + virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item + virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item + virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set + virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax) + virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item + virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags ) = 0; // change the tags of an UGC item + virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder + virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size + virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size. + virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function) + virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key + virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag. + virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item + virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item + virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted) + + STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) + virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate() + virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0; + + // Steam Workshop Consumer API + STEAM_CALL_RESULT( SetUserItemVoteResult_t ) + virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( GetUserItemVoteResult_t ) + virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits + virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items + virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs + + // get EItemState flags about item on this client + virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0; + + // get info about currently installed content on disc for items that have k_EItemStateInstalled set + // if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder) + virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0; + + // get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once + virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; + + // download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed, + // then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time. + // If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP. + virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0; + + // game servers can set a specific workshop folder before issuing any UGC commands. + // This is helpful if you want to support multiple game servers running out of the same install folder + virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0; + + // SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends + virtual void SuspendDownloads( bool bSuspend ) = 0; + + // usage tracking + STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0; + + // parent-child relationship or dependency management + STEAM_CALL_RESULT( AddUGCDependencyResult_t ) + virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoveUGCDependencyResult_t ) + virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + + // add/remove app dependence/requirements (usually DLC) + STEAM_CALL_RESULT( AddAppDependencyResult_t ) + virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + STEAM_CALL_RESULT( RemoveAppDependencyResult_t ) + virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + // request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times + // until all app dependencies have been returned + STEAM_CALL_RESULT( GetAppDependenciesResult_t ) + virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0; + + // delete the item without prompting the user + STEAM_CALL_RESULT( DeleteItemResult_t ) + virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; + + // Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not + virtual bool ShowWorkshopEULA() = 0; + // Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA + STEAM_CALL_RESULT( WorkshopEULAStatus_t ) + virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; +}; + +#endif // ISTEAMUGC015_H diff --git a/sdk_includes/isteamvideo.h b/sdk_includes/isteamvideo.h index 685d4d4..d3862e6 100644 --- a/sdk_includes/isteamvideo.h +++ b/sdk_includes/isteamvideo.h @@ -58,14 +58,14 @@ STEAM_CALLBACK_BEGIN( BroadcastUploadStop_t, k_iClientVideoCallbacks + 5 ) STEAM_CALLBACK_MEMBER( 0, EBroadcastUploadResult, m_eResult ) STEAM_CALLBACK_END(1) -STEAM_CALLBACK_BEGIN( GetVideoURLResult_t, k_iClientVideoCallbacks + 11 ) +STEAM_CALLBACK_BEGIN( GetVideoURLResult_t, k_iSteamVideoCallbacks + 11 ) STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult ) STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID ) STEAM_CALLBACK_MEMBER( 2, char, m_rgchURL[256] ) STEAM_CALLBACK_END(3) -STEAM_CALLBACK_BEGIN( GetOPFSettingsResult_t, k_iClientVideoCallbacks + 24 ) +STEAM_CALLBACK_BEGIN( GetOPFSettingsResult_t, k_iSteamVideoCallbacks + 24 ) STEAM_CALLBACK_MEMBER( 0, EResult, m_eResult ) STEAM_CALLBACK_MEMBER( 1, AppId_t, m_unVideoAppID ) STEAM_CALLBACK_END(2) diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 8ab7144..8fb36b4 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -104,6 +104,7 @@ #include "isteamnetworkingutils.h" #include "isteamnetworkingutils001.h" #include "isteamnetworkingutils002.h" +#include "isteamnetworkingutils003.h" #include "isteamnetworkingsockets001.h" #include "isteamnetworkingsockets002.h" #include "isteamnetworkingsockets003.h" @@ -153,6 +154,7 @@ #include "isteamugc012.h" #include "isteamugc013.h" #include "isteamugc014.h" +#include "isteamugc015.h" #include "isteamapplist.h" #include "isteamhtmlsurface.h" #include "isteamhtmlsurface001.h" @@ -170,11 +172,13 @@ #include "isteaminput.h" #include "isteaminput001.h" #include "isteaminput002.h" +#include "isteaminput005.h" #include "isteamremoteplay.h" #include "isteamnetworkingmessages.h" #include "isteamnetworkingsockets.h" #include "isteamnetworkingutils.h" #include "isteamtv.h" +#include "steamnetworkingfakeip.h" //----------------------------------------------------------------------------------------------------------------------------------------------------------// diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 0a28ddf..b445ffd 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -212,7 +212,9 @@ STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilter STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ); STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ); STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ); +STEAMAPI_API bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ); STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ); +STEAMAPI_API bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ); // ISteamMatchmaking STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009(); @@ -590,6 +592,7 @@ STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* sel STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005(); +STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v006(); STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ); STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ); @@ -682,8 +685,10 @@ STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteam // ISteamUGC STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v016(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v016(); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); @@ -720,6 +725,8 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UG STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ); STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ); STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); +STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppId_t nConsumerAppId, EWorkshopFileType eFileType ); @@ -908,6 +915,10 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteam STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ); // ISteamNetworkingSockets +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v012(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v012(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v011(); +STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v011(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_SteamAPI_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamGameServerNetworkingSockets_SteamAPI_v009(); STEAMAPI_API ISteamNetworkingSockets *SteamAPI_SteamNetworkingSockets_v009(); @@ -930,10 +941,12 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SendMessages( ISteamNetworkin STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetConnectionRealTimeStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t * pStatus, int nLanes, SteamNetConnectionRealTimeLaneStatus_t * pLanes ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, char * pszBuf, int cbBuf ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_ConfigureConnectionLanes( ISteamNetworkingSockets* self, HSteamNetConnection hConn, int nNumLanes, const int * pLanePriorities, const uint16 * pLaneWeights ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ); STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_InitAuthentication( ISteamNetworkingSockets* self ); STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_GetAuthenticationStatus( ISteamNetworkingSockets* self, SteamNetAuthenticationStatus_t * pDetails ); @@ -953,7 +966,13 @@ STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCust STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ); STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ); +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ); +STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_GetFakeIP( ISteamNetworkingSockets* self, int idxFirstPort, SteamNetworkingFakeIPResult_t * pInfo ); +STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2PFakeIP( ISteamNetworkingSockets* self, int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetRemoteFakeIPForConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingIPAddr * pOutAddr ); +STEAMAPI_API ISteamNetworkingFakeUDPPort * SteamAPI_ISteamNetworkingSockets_CreateFakeUDPPort( ISteamNetworkingSockets* self, int idxFakeServerPort ); // ISteamNetworkingConnectionCustomSignaling STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ); @@ -982,6 +1001,9 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPCount( ISteamNetworkingUti STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPList( ISteamNetworkingUtils* self, SteamNetworkingPOPID * list, int nListSz ); STEAMAPI_API SteamNetworkingMicroseconds SteamAPI_ISteamNetworkingUtils_GetLocalTimestamp( ISteamNetworkingUtils* self ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamNetworkingUtils* self, ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ); +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_GetIPv4FakeIPType( ISteamNetworkingUtils* self, uint32 nIPv4 ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingUtils_GetRealIdentityForFakeIP( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & fakeIP, SteamNetworkingIdentity * pOutRealIdentity ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ); @@ -992,15 +1014,18 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ); +STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ); +STEAMAPI_API const char * SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope ); STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ); +STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr, char * buf, uint32 cbBuf, bool bWithPort ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ); +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIdentity & identity, char * buf, uint32 cbBuf ); STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ); @@ -1068,6 +1093,12 @@ STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameS STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ); +// ISteamNetworkingFakeUDPPort +STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_DestroyFakeUDPPort( ISteamNetworkingFakeUDPPort* self ); +STEAMAPI_API EResult SteamAPI_ISteamNetworkingFakeUDPPort_SendMessageToFakeIP( ISteamNetworkingFakeUDPPort* self, const SteamNetworkingIPAddr & remoteAddress, const void * pData, uint32 cbData, int nSendFlags ); +STEAMAPI_API int SteamAPI_ISteamNetworkingFakeUDPPort_ReceiveMessages( ISteamNetworkingFakeUDPPort* self, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); +STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_ScheduleCleanup( ISteamNetworkingFakeUDPPort* self, const SteamNetworkingIPAddr & remoteAddress ); + // SteamIPAddress_t STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ); @@ -1105,6 +1136,8 @@ STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPA STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self, char * buf, uint32 cbBuf, bool bWithPort ); STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ); STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ); +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIPType( SteamNetworkingIPAddr* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ); // SteamNetworkingIdentity STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentity* self ); @@ -1121,6 +1154,10 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetStadiaID( SteamNetworkingI STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetStadiaID( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPAddr( SteamNetworkingIdentity* self, const SteamNetworkingIPAddr & addr ); STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetIPAddr( SteamNetworkingIdentity* self ); +STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPv4Addr( SteamNetworkingIdentity* self, uint32 nIPv4, uint16 nPort ); +STEAMAPI_API uint32 SteamAPI_SteamNetworkingIdentity_GetIPv4( SteamNetworkingIdentity* self ); +STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIdentity_GetFakeIPType( SteamNetworkingIdentity* self ); +STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ); STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ); STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ); diff --git a/sdk_includes/steam_api_internal.h b/sdk_includes/steam_api_internal.h index 5c89097..3ac7c31 100644 --- a/sdk_includes/steam_api_internal.h +++ b/sdk_includes/steam_api_internal.h @@ -265,6 +265,7 @@ enum { k_iSteamNetworkingSocketsCallbacks = 1220 }; enum { k_iSteamNetworkingMessagesCallbacks = 1250 }; enum { k_iSteamNetworkingUtilsCallbacks = 1280 }; enum { k_iClientRemoteStorageCallbacks = 1300 }; +enum { k_iSteamRemoteStorageCallbacks = 1300 }; enum { k_iClientDepotBuilderCallbacks = 1400 }; enum { k_iSteamGameServerItemsCallbacks = 1500 }; enum { k_iClientUtilsCallbacks = 1600 }; @@ -273,6 +274,7 @@ enum { k_iSteamGameServerStatsCallbacks = 1800 }; enum { k_iSteam2AsyncCallbacks = 1900 }; enum { k_iSteamGameStatsCallbacks = 2000 }; enum { k_iClientHTTPCallbacks = 2100 }; +enum { k_iSteamHTTPCallbacks = 2100 }; enum { k_iClientScreenshotsCallbacks = 2200 }; enum { k_iSteamScreenshotsCallbacks = 2300 }; enum { k_iClientAudioCallbacks = 2400 }; @@ -286,6 +288,7 @@ enum { k_iClientNetworkDeviceManagerCallbacks = 3100 }; enum { k_iClientMusicCallbacks = 3200 }; enum { k_iClientRemoteClientManagerCallbacks = 3300 }; enum { k_iClientUGCCallbacks = 3400 }; +enum { k_iSteamUGCCallbacks = 3400 }; enum { k_iSteamStreamClientCallbacks = 3500 }; enum { k_IClientProductBuilderCallbacks = 3600 }; enum { k_iClientShortcutsCallbacks = 3700 }; @@ -298,7 +301,9 @@ enum { k_iClientGameNotificationCallbacks = 4300 }; enum { k_iSteamGameNotificationCallbacks = 4400 }; enum { k_iSteamHTMLSurfaceCallbacks = 4500 }; enum { k_iClientVideoCallbacks = 4600 }; +enum { k_iSteamVideoCallbacks = 4600 }; enum { k_iClientInventoryCallbacks = 4700 }; +enum { k_iSteamInventoryCallbacks = 4700 }; enum { k_iClientBluetoothManagerCallbacks = 4800 }; enum { k_iClientSharedConnectionCallbacks = 4900 }; enum { k_ISteamParentalSettingsCallbacks = 5000 }; diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 6f9962f..aaf7efb 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -1,6 +1,6 @@ //========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============ // -// Purpose: +// Declare common types used by the Steamworks SDK. // //============================================================================= @@ -145,9 +145,10 @@ enum EResult k_EResultNoLauncherSpecified = 117, // No launcher was specified, but a launcher was needed to choose correct realm for operation. k_EResultMustAgreeToSSA = 118, // User must agree to china SSA or global SSA before login k_EResultLauncherMigrated = 119, // The specified launcher type is no longer supported; the user should be directed elsewhere - k_EResultSteamRealmMismatch = 120, // The user's realm does not match the realm of the requested resource - k_EResultInvalidSignature = 121, // signature check did not match - k_EResultParseFailure = 122, // Failed to parse input + k_EResultSteamRealmMismatch = 120, // The user's realm does not match the realm of the requested resource + k_EResultInvalidSignature = 121, // signature check did not match + k_EResultParseFailure = 122, // Failed to parse input + k_EResultNoVerifiedPhone = 123, // account does not have a verified phone number }; // Error codes for use with the voice functions diff --git a/sdk_includes/steamnetworkingfakeip.h b/sdk_includes/steamnetworkingfakeip.h new file mode 100644 index 0000000..0b64273 --- /dev/null +++ b/sdk_includes/steamnetworkingfakeip.h @@ -0,0 +1,135 @@ +//====== Copyright Valve Corporation, All rights reserved. ==================== + +#ifndef STEAMNETWORKINGFAKEIP_H +#define STEAMNETWORKINGFAKEIP_H + +#include "steamnetworkingtypes.h" +#include "steam_api_common.h" + +// It is HIGHLY recommended to limit messages sent via Fake UDP port to this +// value. The purpose of a Fake UDP port is to make porting ordinary ad-hoc UDP +// code easier. Although the real MTU might be higher than this, this particular +// conservative value is chosen so that fragmentation won't be occurring and +// hiding performance problems from you. +constexpr int k_cbSteamNetworkingSocketsFakeUDPPortRecommendedMTU = 1200; + +// Messages larger than this size are not allowed and cannot be sent +// via Fake UDP port. +constexpr int k_cbSteamNetworkingSocketsFakeUDPPortMaxMessageSize = 4096; + +//----------------------------------------------------------------------------- +/// ISteamNetworkingFakeUDPPort +/// +/// Acts like a UDP port, sending and receiving datagrams addressed using +/// FakeIP addresses. +/// +/// See: ISteamNetworkingSockets::CreateFakeUDPPort + +class ISteamNetworkingFakeUDPPort +{ +public: + /// Destroy the object and cleanup any internal connections. + /// Note that this function call is not threadsafe with respect + /// to any other method of this interface. (However, in general + /// all other operations are threadsafe with respect to each other.) + virtual void DestroyFakeUDPPort() = 0; + + /// Send a datagram to the specified FakeIP. + /// + /// See ISteamNetworkingSockets::SendMessageToConnection for the meaning of + /// nSendFlags and possible return codes. + /// + /// Notes: + /// - datagrams larger than the underlying MTU are supported, but + /// reliable messages (k_nSteamNetworkingSend_Reliable) are not supported. + /// - You will usually want to use k_nSteamNetworkingSend_NoNagle + /// - k_EResultBusy is returned if this is a "server" port and the global + /// allocation has not yet completed. + /// - k_EResultIPNotFound will be returned if the address is a local/ephemeral + /// address and no existing connection can be found. This can happen if + /// the remote host contacted us without having a global address, and we + /// assigned them a random local address, and then the session with + /// that host timed out. + /// - When initiating communications, the first messages may be sent + /// via backend signaling, or otherwise delayed, while a route is found. + /// Expect the ping time to fluctuate during this period, and it's possible + /// that messages will be delivered out of order (which is also possible with + /// ordinary UDP). + virtual EResult SendMessageToFakeIP( const SteamNetworkingIPAddr &remoteAddress, const void *pData, uint32 cbData, int nSendFlags ) = 0; + + /// Receive messages on the port. + /// + /// Returns the number of messages returned into your array, up to nMaxMessages. + /// + /// SteamNetworkingMessage_t::m_identity in the returned message(s) will always contain + /// a FakeIP. See ISteamNetworkingUtils::GetRealIdentityForFakeIP. + virtual int ReceiveMessages( SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages ) = 0; + + /// Schedule the internal connection for a given peer to be cleaned up in a few seconds. + /// + /// Idle connections automatically time out, and so this is not strictly *necessary*, + /// but if you have reason to believe that you are done talking to a given peer for + /// a while, you can call this to speed up the timeout. If any remaining packets are + /// sent or received from the peer, the cleanup is canceled and the usual timeout + /// value is restored. Thus you will usually call this immediately after sending + /// or receiving application-layer "close connection" packets. + virtual void ScheduleCleanup( const SteamNetworkingIPAddr &remoteAddress ) = 0; +}; +#define STEAMNETWORKINGFAKEUDPPORT_INTERFACE_VERSION "SteamNetworkingFakeUDPPort001" /* for proton codegen */ + +/// Callback struct used to notify when a connection has changed state +#if defined( VALVE_CALLBACK_PACK_SMALL ) +#pragma pack( push, 4 ) +#elif defined( VALVE_CALLBACK_PACK_LARGE ) +#pragma pack( push, 8 ) +#else +#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE" +#endif + +/// A struct used to describe a "fake IP" we have been assigned to +/// use as an identifier. This callback is posted when +/// ISteamNetworkingSoockets::BeginAsyncRequestFakeIP completes. +/// See also ISteamNetworkingSockets::GetFakeIP +struct SteamNetworkingFakeIPResult_t +{ + enum { k_iCallback = k_iSteamNetworkingSocketsCallbacks + 3 }; + + /// Status/result of the allocation request. Possible failure values are: + /// - k_EResultBusy - you called GetFakeIP but the request has not completed. + /// - k_EResultInvalidParam - you called GetFakeIP with an invalid port index + /// - k_EResultLimitExceeded - You asked for too many ports, or made an + /// additional request after one had already succeeded + /// - k_EResultNoMatch - GetFakeIP was called, but no request has been made + /// + /// Note that, with the exception of k_EResultBusy (if you are polling), + /// it is highly recommended to treat all failures as fatal. + EResult m_eResult; + + /// Local identity of the ISteamNetworkingSockets object that made + /// this request and is assigned the IP. This is needed in the callback + /// in the case where there are multiple ISteamNetworkingSockets objects. + /// (E.g. one for the user, and another for the local gameserver). + SteamNetworkingIdentity m_identity; + + /// Fake IPv4 IP address that we have been assigned. NOTE: this + /// IP address is not exclusively ours! Steam tries to avoid sharing + /// IP addresses, but this may not always be possible. The IP address + /// may be currently in use by another host, but with different port(s). + /// The exact same IP:port address may have been used previously. + /// Steam tries to avoid reusing ports until they have not been in use for + /// some time, but this may not always be possible. + uint32 m_unIP; + + /// Port number(s) assigned to us. Only the first entries will contain + /// nonzero values. Entries corresponding to ports beyond what was + /// allocated for you will be zero. + /// + /// (NOTE: At the time of this writing, the maximum number of ports you may + /// request is 4.) + enum { k_nMaxReturnPorts = 8 }; + uint16 m_unPorts[k_nMaxReturnPorts]; +}; + +#pragma pack( pop ) + +#endif // _H diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 62bd65e..92cdab6 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -57,12 +57,14 @@ struct SteamNetAuthenticationStatus_t; struct SteamRelayNetworkStatus_t; struct SteamNetworkingMessagesSessionRequest_t; struct SteamNetworkingMessagesSessionFailed_t; +struct SteamNetworkingFakeIPResult_t; typedef void (*FnSteamNetConnectionStatusChanged)( SteamNetConnectionStatusChangedCallback_t * ); typedef void (*FnSteamNetAuthenticationStatusChanged)( SteamNetAuthenticationStatus_t * ); typedef void (*FnSteamRelayNetworkStatusChanged)(SteamRelayNetworkStatus_t *); typedef void (*FnSteamNetworkingMessagesSessionRequest)(SteamNetworkingMessagesSessionRequest_t *); typedef void (*FnSteamNetworkingMessagesSessionFailed)(SteamNetworkingMessagesSessionFailed_t *); +typedef void (*FnSteamNetworkingFakeIPResult)(SteamNetworkingFakeIPResult_t *); /// Handle used to identify a connection to a remote host. typedef uint32 HSteamNetConnection; @@ -132,7 +134,7 @@ enum ESteamNetworkingAvailability enum ESteamNetworkingIdentityType { // Dummy/empty/invalid. - // Plese note that if we parse a string that we don't recognize + // Please note that if we parse a string that we don't recognize // but that appears reasonable, we will NOT use this type. Instead // we'll use k_ESteamNetworkingIdentityType_UnknownType. k_ESteamNetworkingIdentityType_Invalid = 0, @@ -176,6 +178,18 @@ enum ESteamNetworkingIdentityType k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff, }; +/// "Fake IPs" are assigned to hosts, to make it easier to interface with +/// older code that assumed all hosts will have an IPv4 address +enum ESteamNetworkingFakeIPType +{ + k_ESteamNetworkingFakeIPType_Invalid, // Error, argument was not even an IP address, etc. + k_ESteamNetworkingFakeIPType_NotFake, // Argument was a valid IP, but was not from the reserved "fake" range + k_ESteamNetworkingFakeIPType_GlobalIPv4, // Globally unique (for a given app) IPv4 address. Address space managed by Steam + k_ESteamNetworkingFakeIPType_LocalIPv4, // Locally unique IPv4 address. Address space managed by the local process. For internal use only; should not be shared! + + k_ESteamNetworkingFakeIPType__Force32Bit = 0x7fffffff +}; + #pragma pack(push,1) /// Store an IP and port. IPv6 is always used; IPv4 is represented using @@ -226,6 +240,13 @@ struct SteamNetworkingIPAddr /// See if two addresses are identical bool operator==(const SteamNetworkingIPAddr &x ) const; + + /// Classify address as FakeIP. This function never returns + /// k_ESteamNetworkingFakeIPType_Invalid. + ESteamNetworkingFakeIPType GetFakeIPType() const; + + /// Return true if we are a FakeIP + bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; } }; /// An abstract way to represent the identity of a network host. All identities can @@ -252,6 +273,11 @@ struct SteamNetworkingIdentity void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address. + void SetIPv4Addr( uint32 nIPv4, uint16 nPort ); // Set to specified IPv4:port + uint32 GetIPv4() const; // returns 0 if we are not an IPv4 address. + + ESteamNetworkingFakeIPType GetFakeIPType() const; + bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; } // "localhost" is equivalent for many purposes to "anonymous." Our remote // will identify us by the network address we use. @@ -535,13 +561,9 @@ enum ESteamNetConnectionEnd // - etc k_ESteamNetConnectionEnd_Remote_BadCert = 4003, - // We couldn't rendezvous with the remote host because - // they aren't logged into Steam - k_ESteamNetConnectionEnd_Remote_NotLoggedIn = 4004, - - // We couldn't rendezvous with the remote host because - // they aren't running the right application. - k_ESteamNetConnectionEnd_Remote_NotRunningApp = 4005, + // These will never be returned + //k_ESteamNetConnectionEnd_Remote_NotLoggedIn_DEPRECATED = 4004, + //k_ESteamNetConnectionEnd_Remote_NotRunningApp_DEPRECATED = 4005, // Something wrong with the protocol version you are using. // (Probably the code you are running is too old.) @@ -575,10 +597,7 @@ enum ESteamNetConnectionEnd // or on their end. k_ESteamNetConnectionEnd_Misc_Timeout = 5003, - // We're having trouble talking to the relevant relay. - // We don't have enough information to say whether the - // problem is on our end or not. - k_ESteamNetConnectionEnd_Misc_RelayConnectivity = 5004, + //k_ESteamNetConnectionEnd_Misc_RelayConnectivity_DEPRECATED = 5004, // There's some trouble talking to Steam. k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005, @@ -631,6 +650,16 @@ const int k_cchSteamNetworkingMaxConnectionCloseReason = 128; /// of a connection. const int k_cchSteamNetworkingMaxConnectionDescription = 128; +/// Max length of the app's part of the description +const int k_cchSteamNetworkingMaxConnectionAppName = 32; + +const int k_nSteamNetworkConnectionInfoFlags_Unauthenticated = 1; // We don't have a certificate for the remote host. +const int k_nSteamNetworkConnectionInfoFlags_Unencrypted = 2; // Information is being sent out over a wire unencrypted (by this library) +const int k_nSteamNetworkConnectionInfoFlags_LoopbackBuffers = 4; // Internal loopback buffers. Won't be true for localhost. (You can check the address to determine that.) This implies k_nSteamNetworkConnectionInfoFlags_FastLAN +const int k_nSteamNetworkConnectionInfoFlags_Fast = 8; // The connection is "fast" and "reliable". Either internal/localhost (check the address to find out), or the peer is on the same LAN. (Probably. It's based on the address and the ping time, this is actually hard to determine unambiguously). +const int k_nSteamNetworkConnectionInfoFlags_Relayed = 16; // The connection is relayed somehow (SDR or TURN). +const int k_nSteamNetworkConnectionInfoFlags_DualWifi = 32; // We're taking advantage of dual-wifi multi-path + /// Describe the state of a connection. struct SteamNetConnectionInfo_t { @@ -678,13 +707,16 @@ struct SteamNetConnectionInfo_t /// handle, but in certain cases with symmetric connections it might not. char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ]; + /// Misc flags. Bitmask of k_nSteamNetworkConnectionInfoFlags_Xxxx + int m_nFlags; + /// Internal stuff, room to change API easily - uint32 reserved[64]; + uint32 reserved[63]; }; /// Quick connection state, pared down to something you could call /// more frequently without it being too big of a perf hit. -struct SteamNetworkingQuickConnectionStatus +struct SteamNetConnectionRealTimeStatus_t { /// High level state of the connection @@ -727,17 +759,16 @@ struct SteamNetworkingQuickConnectionStatus /// have to re-transmit. int m_cbSentUnackedReliable; - /// If you asked us to send a message right now, how long would that message - /// sit in the queue before we actually started putting packets on the wire? - /// (And assuming Nagle does not cause any packets to be delayed.) + /// If you queued a message right now, approximately how long would that message + /// wait in the queue before we actually started putting its data on the wire in + /// a packet? /// - /// In general, data that is sent by the application is limited by the - /// bandwidth of the channel. If you send data faster than this, it must - /// be queued and put on the wire at a metered rate. Even sending a small amount - /// of data (e.g. a few MTU, say ~3k) will require some of the data to be delayed - /// a bit. - /// - /// In general, the estimated delay will be approximately equal to + /// In general, data that is sent by the application is limited by the bandwidth + /// of the channel. If you send data faster than this, it must be queued and + /// put on the wire at a metered rate. Even sending a small amount of data (e.g. + /// a few MTU, say ~3k) will require some of the data to be delayed a bit. + /// + /// Ignoring multiple lanes, the estimated delay will be approximately equal to /// /// ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond /// @@ -746,15 +777,42 @@ struct SteamNetworkingQuickConnectionStatus /// and the last packet placed on the wire, and we are exactly up against the send /// rate limit. In that case we might need to wait for one packet's worth of time to /// elapse before we can send again. On the other extreme, the queue might have data - /// in it waiting for Nagle. (This will always be less than one packet, because as soon - /// as we have a complete packet we would send it.) In that case, we might be ready - /// to send data now, and this value will be 0. + /// in it waiting for Nagle. (This will always be less than one packet, because as + /// soon as we have a complete packet we would send it.) In that case, we might be + /// ready to send data now, and this value will be 0. + /// + /// This value is only valid if multiple lanes are not used. If multiple lanes are + /// in use, then the queue time will be different for each lane, and you must use + /// the value in SteamNetConnectionRealTimeLaneStatus_t. + /// + /// Nagle delay is ignored for the purposes of this calculation. SteamNetworkingMicroseconds m_usecQueueTime; - /// Internal stuff, room to change API easily + // Internal stuff, room to change API easily uint32 reserved[16]; }; +#define SteamNetworkingQuickConnectionStatus SteamNetConnectionRealTimeStatus_t + +/// Quick status of a particular lane +struct SteamNetConnectionRealTimeLaneStatus_t +{ + // Counters for this particular lane. See the corresponding variables + // in SteamNetConnectionRealTimeStatus_t + int m_cbPendingUnreliable; + int m_cbPendingReliable; + int m_cbSentUnackedReliable; + int _reservePad1; // Reserved for future use + + /// Lane-specific queue time. This value takes into consideration lane priorities + /// and weights, and how much data is queued in each lane, and attempts to predict + /// how any data currently queued will be sent out. + SteamNetworkingMicroseconds m_usecQueueTime; + + // Internal stuff, room to change API easily + uint32 reserved[10]; +}; + #pragma pack( pop ) // @@ -801,15 +859,17 @@ struct SteamNetworkingMessage_t /// - You might have closed the connection, so fetching the user data /// would not be possible. /// - /// Not used when sending messages, + /// Not used when sending messages. int64 m_nConnUserData; /// Local timestamp when the message was received /// Not used for outbound messages. SteamNetworkingMicroseconds m_usecTimeReceived; - /// Message number assigned by the sender. - /// This is not used for outbound messages + /// Message number assigned by the sender. This is not used for outbound + /// messages. Note that if multiple lanes are used, each lane has its own + /// message numbers, which are assigned sequentially, so messages from + /// different lanes will share the same numbers. int64 m_nMessageNumber; /// Function used to free up m_pData. This mechanism exists so that @@ -841,6 +901,11 @@ struct SteamNetworkingMessage_t /// Not used for received messages. int64 m_nUserData; + /// For outbound messages, which lane to use? See ISteamNetworkingSockets::ConfigureConnectionLanes. + /// For inbound messages, what lane was the message received on? + uint16 m_idxLane; + uint16 _pad1__; + /// You MUST call this when you're done with the object, /// to free up memory, etc. inline void Release(); @@ -1057,7 +1122,6 @@ enum ESteamNetworkingConfigValue { k_ESteamNetworkingConfig_Invalid = 0, - // // Connection options // @@ -1153,19 +1217,6 @@ enum ESteamNetworkingConfigValue /// the peer to also modify their value in order for encryption to be disabled.) k_ESteamNetworkingConfig_Unencrypted = 34, - /// [global int32] 0 or 1. Some variables are "dev" variables. They are useful - /// for debugging, but should not be adjusted in production. When this flag is false (the default), - /// such variables will not be enumerated by the ISteamnetworkingUtils::GetFirstConfigValue - /// ISteamNetworkingUtils::GetConfigValueInfo functions. The idea here is that you - /// can use those functions to provide a generic mechanism to set any configuration - /// value from a console or configuration file, looking up the variable by name. Depending - /// on your game, modifying other configuration values may also have negative effects, and - /// you may wish to further lock down which variables are allowed to be modified by the user. - /// (Maybe no variables!) Or maybe you use a whitelist or blacklist approach. - /// - /// (This flag is itself a dev variable.) - k_ESteamNetworkingConfig_EnumerateDevVars = 35, - /// [connection int32] Set this to 1 on outbound connections and listen sockets, /// to enable "symmetric connect mode", which is useful in the following /// common peer-to-peer use case: @@ -1267,6 +1318,14 @@ enum ESteamNetworkingConfigValue /// This value should not be read or written in any other context. k_ESteamNetworkingConfig_LocalVirtualPort = 38, + /// [connection int32] Enable Dual wifi band support for this connection + /// 0 = no, 1 = yes, 2 = simulate it for debugging, even if dual wifi not available + k_ESteamNetworkingConfig_DualWifi_Enable = 39, + + /// [connection int32] True to enable diagnostics reporting through + /// generic platform UI. (Only available on Steam.) + k_ESteamNetworkingConfig_EnableDiagnosticsUI = 46, + // // Simulating network conditions // @@ -1319,9 +1378,9 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44, k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45, - // - // Callbacks - // +// +// Callbacks +// // On Steam, you may use the default Steam callback dispatch mechanism. If you prefer // to not use this dispatch mechanism (or you are not running with Steam), or you want @@ -1386,9 +1445,14 @@ enum ESteamNetworkingConfigValue /// ISteamNetworkingMessages. k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206, - // - // P2P settings - // + /// [global FnSteamNetworkingFakeIPResult] Callback that's invoked when + /// a FakeIP allocation finishes. See: ISteamNetworkingSockets::BeginAsyncRequestFakeIP, + /// ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult + k_ESteamNetworkingConfig_Callback_FakeIPResult = 207, + +// +// P2P connection settings +// // /// [listen socket int32] When you create a P2P listen socket, we will automatically // /// open up a UDP port to listen for LAN connections. LAN connections can be made @@ -1419,9 +1483,9 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106, //k_ESteamNetworkingConfig_P2P_Transport_LANBeacon_Penalty = 107, - // - // Settings for SDR relayed connections - // +// +// Settings for SDR relayed connections +// /// [int32 global] If the first N pings to a port all fail, mark that port as unavailable for /// a while, and try a different one. Some ISPs and routers may drop the first @@ -1468,14 +1532,14 @@ enum ESteamNetworkingConfigValue /// in production. k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36, - // - // Log levels for debugging information of various subsystems. - // Higher numeric values will cause more stuff to be printed. - // See ISteamNetworkingUtils::SetDebugOutputFunction for more - // information - // - // The default for all values is k_ESteamNetworkingSocketsDebugOutputType_Warning. - // +// +// Log levels for debugging information of various subsystems. +// Higher numeric values will cause more stuff to be printed. +// See ISteamNetworkingUtils::SetDebugOutputFunction for more +// information +// +// The default for all values is k_ESteamNetworkingSocketsDebugOutputType_Warning. +// k_ESteamNetworkingConfig_LogLevel_AckRTT = 13, // [connection int32] RTT calculations for inline pings and replies k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14, // [connection int32] log SNP packets send/recv k_ESteamNetworkingConfig_LogLevel_Message = 15, // [connection int32] log each message send/recv @@ -1483,6 +1547,10 @@ enum ESteamNetworkingConfigValue k_ESteamNetworkingConfig_LogLevel_P2PRendezvous = 17, // [connection int32] P2P rendezvous messages k_ESteamNetworkingConfig_LogLevel_SDRRelayPings = 18, // [global int32] Ping relays + + // Deleted, do not use + k_ESteamNetworkingConfig_DELETED_EnumerateDevVars = 35, + k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff }; @@ -1640,6 +1708,8 @@ inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, /// The POPID "dev" is used in non-production environments for testing. const SteamNetworkingPOPID k_SteamDatagramPOPID_dev = ( (uint32)'d' << 16U ) | ( (uint32)'e' << 8U ) | (uint32)'v'; +#ifndef API_GEN + /// Utility class for printing a SteamNetworkingPOPID. struct SteamNetworkingPOPIDRender { @@ -1649,6 +1719,7 @@ private: char buf[ 8 ]; }; +#endif /////////////////////////////////////////////////////////////////////////////// // From 120aa968b279af392f9f2c55af1b797c93dd48b7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 25 Jan 2022 15:50:20 -0500 Subject: [PATCH 417/494] Fixed game that uses the digital handle function to get analog handles. --- dll/steam_controller.h | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index abf1d69..abed1c9 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -563,7 +563,11 @@ ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionNam std::transform(upper_action_name.begin(), upper_action_name.end(), upper_action_name.begin(),[](unsigned char c){ return std::toupper(c); }); auto handle = digital_action_handles.find(upper_action_name); - if (handle == digital_action_handles.end()) return 0; + if (handle == digital_action_handles.end()) { + //apparently GetDigitalActionHandle also works with analog handles + handle = analog_action_handles.find(upper_action_name); + if (handle == analog_action_handles.end()) return 0; + } PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s ret %llu\n", pszActionName, handle->second); return handle->second; From f147638f993d804567959bf9193f52ba7eb89190 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 25 Jan 2022 15:51:00 -0500 Subject: [PATCH 418/494] Basic offline steamhttp emulation. --- Readme_release.txt | 7 +++ dll/steam_http.cpp | 44 ++++++++++++++++--- .../accounts.starbreeze.com/iam/oauth/token | 1 + 3 files changed, 45 insertions(+), 7 deletions(-) create mode 100644 files_example/steam_settings.EXAMPLE/http.EXAMPLE/accounts.starbreeze.com/iam/oauth/token diff --git a/Readme_release.txt b/Readme_release.txt index ed4727a..3346785 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -109,6 +109,13 @@ Build id: Add a steam_settings\build_id.txt with the build id if the game doesn't show the correct build id and you want the emu to give it the correct one. An example can be found in steam_settings.EXAMPLE +SteamHTTP: +Add a steam_settings\http folder. The folder should contain the domain name and path to the files that will be returned by steamHTTP like so: +For example this url: https://en.wikipedia.org/wiki/Main_Page +Would be: steam_settings\http\en.wikipedia.org\wiki\Main_Page +The Main_Page file would contain the data returned by the steamHTTP api when it tries to access: https://en.wikipedia.org/wiki/Main_Page +An example that was made for payday 2 can be found in steam_settings.EXAMPLE + Support for CPY steam_api(64).dll cracks: See the build in the experimental folder. diff --git a/dll/steam_http.cpp b/dll/steam_http.cpp index f3088a5..71bf541 100644 --- a/dll/steam_http.cpp +++ b/dll/steam_http.cpp @@ -39,9 +39,32 @@ Steam_Http_Request *Steam_HTTP::get_request(HTTPRequestHandle hRequest) HTTPRequestHandle Steam_HTTP::CreateHTTPRequest( EHTTPMethod eHTTPRequestMethod, const char *pchAbsoluteURL ) { PRINT_DEBUG("CreateHTTPRequest %i %s\n", eHTTPRequestMethod, pchAbsoluteURL); + if (!pchAbsoluteURL) return INVALID_HTTPREQUEST_HANDLE; + std::string url = pchAbsoluteURL; + unsigned url_index = 0; + if (url.rfind("https://", 0) == 0) { + url_index = sizeof("https://") - 1; + } else if (url.rfind("http://", 0) == 0) { + url_index = sizeof("http://") - 1; + } + + struct Steam_Http_Request request; + if (url_index) { + if (url[url.size() - 1] == '/') url += "index.html"; + std::string file_path = Local_Storage::get_game_settings_path() + "http/" + url.substr(url_index); + unsigned long long file_size = file_size_(file_path); + if (file_size) { + request.response.resize(file_size); + long long read = Local_Storage::get_file_data(file_path, (char *)request.response.data(), file_size, 0); + if (read < 0) read = 0; + if (read != file_size) request.response.resize(read); + } + } + + std::lock_guard lock(global_mutex); static HTTPRequestHandle h; ++h; - struct Steam_Http_Request request; + request.handle = h; request.context_value = 0; @@ -84,7 +107,7 @@ bool Steam_HTTP::SetHTTPRequestNetworkActivityTimeout( HTTPRequestHandle hReques // return false if the handle is invalid or the request is already sent. bool Steam_HTTP::SetHTTPRequestHeaderValue( HTTPRequestHandle hRequest, const char *pchHeaderName, const char *pchHeaderValue ) { - PRINT_DEBUG("SetHTTPRequestHeaderValue\n"); + PRINT_DEBUG("SetHTTPRequestHeaderValue %s %s\n", pchHeaderName, pchHeaderValue); Steam_Http_Request *request = get_request(hRequest); if (!request) { return false; @@ -122,12 +145,18 @@ bool Steam_HTTP::SendHTTPRequest( HTTPRequestHandle hRequest, SteamAPICall_t *pC return false; } - struct HTTPRequestCompleted_t data; + struct HTTPRequestCompleted_t data = {}; data.m_hRequest = request->handle; data.m_ulContextValue = request->context_value; - data.m_bRequestSuccessful = false; - data.m_eStatusCode = k_EHTTPStatusCode404NotFound; - data.m_unBodySize = request->response.size(); + if (request->response.size() == 0) { + data.m_bRequestSuccessful = false; + data.m_eStatusCode = k_EHTTPStatusCode404NotFound; + data.m_unBodySize = request->response.size(); + } else { + data.m_bRequestSuccessful = true; + data.m_eStatusCode = k_EHTTPStatusCode200OK; + data.m_unBodySize = request->response.size(); + } if (pCallHandle) { *pCallHandle = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1); @@ -245,6 +274,7 @@ bool Steam_HTTP::GetHTTPStreamingResponseBodyData( HTTPRequestHandle hRequest, u bool Steam_HTTP::ReleaseHTTPRequest( HTTPRequestHandle hRequest ) { PRINT_DEBUG("ReleaseHTTPRequest\n"); + std::lock_guard lock(global_mutex); auto c = std::begin(requests); while (c != std::end(requests)) { @@ -275,7 +305,7 @@ bool Steam_HTTP::GetHTTPDownloadProgressPct( HTTPRequestHandle hRequest, float * // parameter will set the content-type header for the request so the server may know how to interpret the body. bool Steam_HTTP::SetHTTPRequestRawPostBody( HTTPRequestHandle hRequest, const char *pchContentType, uint8 *pubBody, uint32 unBodyLen ) { - PRINT_DEBUG("SetHTTPRequestRawPostBody\n"); + PRINT_DEBUG("SetHTTPRequestRawPostBody %s\n", pchContentType); Steam_Http_Request *request = get_request(hRequest); if (!request) { return false; diff --git a/files_example/steam_settings.EXAMPLE/http.EXAMPLE/accounts.starbreeze.com/iam/oauth/token b/files_example/steam_settings.EXAMPLE/http.EXAMPLE/accounts.starbreeze.com/iam/oauth/token new file mode 100644 index 0000000..d5f929c --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/http.EXAMPLE/accounts.starbreeze.com/iam/oauth/token @@ -0,0 +1 @@ +{"access_token":"aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa","bans":null,"display_name":"","expires_in":3600,"is_comply":true,"jflgs":0,"namespace":"PD2","namespace_roles":null,"permissions":[],"platform_id":"","platform_user_id":"","roles":null,"scope":"account commerce social publishing analytics","token_type":"Bearer","user_id":"","xuid":""} \ No newline at end of file From 0a5f136bc39a694a1ded348d34c7b30701c7d811 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 26 Jan 2022 01:51:55 -0500 Subject: [PATCH 419/494] Fix games that use the ip and port to identify socket connections. --- dll/steam_networking_sockets.h | 40 +++++++++++++++++++--------------- 1 file changed, 23 insertions(+), 17 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 9b9735d..26a350b 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -210,6 +210,27 @@ ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_st return k_ESteamNetworkingConnectionState_None; } +void set_steamnetconnectioninfo(std::map::iterator connect_socket, SteamNetConnectionInfo_t *pInfo) +{ + pInfo->m_identityRemote = connect_socket->second.remote_identity; + pInfo->m_nUserData = connect_socket->second.user_data; + pInfo->m_hListenSocket = connect_socket->second.listen_socket_id; + pInfo->m_addrRemote.Clear(); //TODO + if (connect_socket->second.real_port != SNS_DISABLED_PORT) { + pInfo->m_addrRemote.SetIPv4(network->getIP(connect_socket->second.remote_identity.GetSteamID()), connect_socket->first); + } + + pInfo->m_idPOPRemote = 0; + pInfo->m_idPOPRelay = 0; + pInfo->m_eState = convert_status(connect_socket->second.status); + pInfo->m_eEndReason = 0; //TODO + pInfo->m_szEndDebug[0] = 0; + sprintf(pInfo->m_szConnectionDescription, "%u", connect_socket->first); + + //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t when calling GetConnectionInfo + //keep this in mind in future interface updates +} + void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status) { auto connect_socket = connect_sockets.find(m_hConn); @@ -217,14 +238,8 @@ void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old struct SteamNetConnectionStatusChangedCallback_t data = {}; data.m_hConn = connect_socket->first; - data.m_info.m_identityRemote = connect_socket->second.remote_identity; - data.m_info.m_hListenSocket = connect_socket->second.listen_socket_id; - data.m_info.m_nUserData = connect_socket->second.user_data; - //TODO - //m_addrRemote - //m_eEndReason - data.m_info.m_eState = convert_status(connect_socket->second.status); data.m_eOldState = convert_status(old_status); + set_steamnetconnectioninfo(connect_socket, &data.m_info); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } @@ -883,16 +898,7 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn auto connect_socket = connect_sockets.find(hConn); if (connect_socket == connect_sockets.end()) return false; - pInfo->m_identityRemote = connect_socket->second.remote_identity; - pInfo->m_nUserData = connect_socket->second.user_data; - pInfo->m_hListenSocket = connect_socket->second.listen_socket_id; - pInfo->m_addrRemote.Clear(); //TODO - pInfo->m_idPOPRemote = 0; - pInfo->m_idPOPRelay = 0; - pInfo->m_eState = convert_status(connect_socket->second.status); - pInfo->m_eEndReason = 0; //TODO - pInfo->m_szEndDebug[0] = 0; - sprintf(pInfo->m_szConnectionDescription, "%u", hConn); + set_steamnetconnectioninfo(connect_socket, pInfo); //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t //keep this in mind in future interface updates From f852e5c272b0e7b8ce846ce569209104cce614b8 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 26 Jan 2022 01:52:21 -0500 Subject: [PATCH 420/494] steam_interfaces.txt can now be put in the steam_settings folder. --- dll/dll.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/dll/dll.cpp b/dll/dll.cpp index 3cc5b49..e3d26a4 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -50,6 +50,11 @@ static void load_old_interface_versions() if (loaded) return; std::string interfaces_path = Local_Storage::get_program_path() + "steam_interfaces.txt"; std::ifstream input( utf8_decode(interfaces_path) ); + if (!input.is_open()) { + interfaces_path = Local_Storage::get_game_settings_path() + "steam_interfaces.txt"; + input = std::ifstream(utf8_decode(interfaces_path)); + } + PRINT_DEBUG("load from: %s\n", interfaces_path.c_str()); for( std::string line; getline( input, line ); ) From eda9abd2aae78972994bcd0b2b77ba7048cafdac Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 26 Jan 2022 03:07:49 -0500 Subject: [PATCH 421/494] Fix linux CI build. --- dll/dll.cpp | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index e3d26a4..45ee39d 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -44,15 +44,11 @@ static char old_inventory[128] = "STEAMINVENTORY_INTERFACE_V001"; static char old_video[128] = "STEAMVIDEO_INTERFACE_V001"; static char old_masterserver_updater[128] = "SteamMasterServerUpdater001"; -static void load_old_interface_versions() +static bool try_load_steam_interfaces(std::string interfaces_path) { - static bool loaded = false; - if (loaded) return; - std::string interfaces_path = Local_Storage::get_program_path() + "steam_interfaces.txt"; std::ifstream input( utf8_decode(interfaces_path) ); if (!input.is_open()) { - interfaces_path = Local_Storage::get_game_settings_path() + "steam_interfaces.txt"; - input = std::ifstream(utf8_decode(interfaces_path)); + return false; } PRINT_DEBUG("load from: %s\n", interfaces_path.c_str()); @@ -88,6 +84,17 @@ static void load_old_interface_versions() #undef REPLACE_WITH_FILE } + return true; +} + +static void load_old_interface_versions() +{ + static bool loaded = false; + if (loaded) return; + + if (!try_load_steam_interfaces(Local_Storage::get_game_settings_path() + "steam_interfaces.txt")) + try_load_steam_interfaces(Local_Storage::get_program_path() + "steam_interfaces.txt"); + PRINT_DEBUG("client: %s\n", old_client); PRINT_DEBUG("gameserver: %s\n", old_gameserver); PRINT_DEBUG("gameserver stats: %s\n", old_gameserver_stats); From 5533a9d5b08d4ce67e5116b9bb10b6a957d9be4b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 26 Jan 2022 12:03:08 -0500 Subject: [PATCH 422/494] Make gameserver and client interfaces share the same socket pool. Some games depend on this behavior. --- dll/steam_client.cpp | 4 +- dll/steam_networking_sockets.h | 170 ++++++++++++++++++++------------- 2 files changed, 103 insertions(+), 71 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 7960cb3..ac98a79 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -83,7 +83,7 @@ Steam_Client::Steam_Client() steam_inventory = new Steam_Inventory(settings_client, callback_results_client, callbacks_client, run_every_runcb, local_storage); steam_video = new Steam_Video(); steam_parental = new Steam_Parental(); - steam_networking_sockets = new Steam_Networking_Sockets(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); + steam_networking_sockets = new Steam_Networking_Sockets(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, NULL); steam_networking_sockets_serialized = new Steam_Networking_Sockets_Serialized(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_networking_messages = new Steam_Networking_Messages(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); steam_game_coordinator = new Steam_Game_Coordinator(settings_client, network, callback_results_client, callbacks_client, run_every_runcb); @@ -103,7 +103,7 @@ Steam_Client::Steam_Client() steam_gameserver_inventory = new Steam_Inventory(settings_server, callback_results_server, callbacks_server, run_every_runcb, local_storage); steam_gameserver_ugc = new Steam_UGC(settings_server, callback_results_server, callbacks_server); steam_gameserver_apps = new Steam_Apps(settings_server, callback_results_server); - steam_gameserver_networking_sockets = new Steam_Networking_Sockets(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); + steam_gameserver_networking_sockets = new Steam_Networking_Sockets(settings_server, network, callback_results_server, callbacks_server, run_every_runcb, steam_networking_sockets->get_shared_between_client_server()); steam_gameserver_networking_sockets_serialized = new Steam_Networking_Sockets_Serialized(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_gameserver_networking_messages = new Steam_Networking_Messages(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); steam_gameserver_game_coordinator = new Steam_Game_Coordinator(settings_server, network, callback_results_server, callbacks_server, run_every_runcb); diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 26a350b..b5f90f7 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -22,6 +22,8 @@ struct Listen_Socket { int virtual_port; int real_port; + + CSteamID created_by; }; enum connect_socket_status { @@ -49,6 +51,14 @@ struct Connect_Socket { HSteamNetPollGroup poll_group; unsigned long long packet_receive_counter; + CSteamID created_by; +}; + +struct shared_between_client_server { + std::vector listen_sockets; + std::map connect_sockets; + std::map> poll_groups; + unsigned used; }; class Steam_Networking_Sockets : @@ -67,9 +77,7 @@ public ISteamNetworkingSockets class SteamCallBacks *callbacks; class RunEveryRunCB *run_every_runcb; - std::vector listen_sockets; - std::map connect_sockets; - std::map> poll_groups; + struct shared_between_client_server *s; std::chrono::steady_clock::time_point created; static const int SNS_DISABLED_PORT = -1; @@ -91,7 +99,7 @@ static void steam_run_every_runcb(void *object) steam_networkingsockets->RunCallbacks(); } -Steam_Networking_Sockets(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb) +Steam_Networking_Sockets(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, shared_between_client_server *sbcs) { this->settings = settings; this->network = network; @@ -103,6 +111,14 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl this->callback_results = callback_results; this->callbacks = callbacks; + if (!sbcs) { + this->s = new shared_between_client_server(); + this->s->used = 0; + } else { + this->s = sbcs; + this->s->used += 1; + } + this->created = std::chrono::steady_clock::now(); } @@ -110,6 +126,11 @@ Steam_Networking_Sockets(class Settings *settings, class Networking *network, cl { //TODO rm network callbacks this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this); + if (this->s->used) { + this->s->used -= 1; + } else { + delete this->s; + } } static unsigned long get_socket_id() @@ -119,38 +140,45 @@ static unsigned long get_socket_id() return socket_id; } +shared_between_client_server *get_shared_between_client_server() +{ + return s; +} + HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, int real_port) { HSteamListenSocket socket_id = get_socket_id(); if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id; + CSteamID steam_id = settings->get_local_steam_id(); - auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&nSteamConnectVirtualPort](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort;}); - if (conn != listen_sockets.end()) return k_HSteamListenSocket_Invalid; + auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&nSteamConnectVirtualPort,&steam_id](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort && conn.created_by == steam_id;}); + if (conn != s->listen_sockets.end()) return k_HSteamListenSocket_Invalid; struct Listen_Socket listen_socket; listen_socket.socket_id = socket_id; listen_socket.virtual_port = nSteamConnectVirtualPort; listen_socket.real_port = real_port; - listen_sockets.push_back(listen_socket); + listen_socket.created_by = steam_id; + s->listen_sockets.push_back(listen_socket); return socket_id; } struct Listen_Socket *get_connection_socket(HSteamListenSocket id) { - auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;}); - if (conn == listen_sockets.end()) return NULL; + auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;}); + if (conn == s->listen_sockets.end()) return NULL; return &(*conn); } bool send_packet_new_connection(HSteamNetConnection m_hConn) { - auto connect_socket = connect_sockets.find(m_hConn); - if (connect_socket == connect_sockets.end()) return false; + auto connect_socket = s->connect_sockets.find(m_hConn); + if (connect_socket == s->connect_sockets.end()) return false; //TODO: right now this only supports connecting with steam id, might need to make ip/port connections work in the future when I find a game that uses them. Common_Message msg; - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_source_id(connect_socket->second.created_by.ConvertToUint64()); msg.set_allocated_networking_sockets(new Networking_Sockets); if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) { msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST); @@ -188,11 +216,12 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, socket.status = status; socket.user_data = -1; socket.poll_group = k_HSteamNetPollGroup_Invalid; + socket.created_by = settings->get_local_steam_id(); HSteamNetConnection socket_id = get_socket_id(); if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id; - if (connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) { + if (s->connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) { return k_HSteamNetConnection_Invalid; } @@ -233,8 +262,8 @@ void set_steamnetconnectioninfo(std::map::i void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status) { - auto connect_socket = connect_sockets.find(m_hConn); - if (connect_socket == connect_sockets.end()) return; + auto connect_socket = s->connect_sockets.find(m_hConn); + if (connect_socket == s->connect_sockets.end()) return; struct SteamNetConnectionStatusChangedCallback_t data = {}; data.m_hConn = connect_socket->first; @@ -492,8 +521,8 @@ EResult AcceptConnection( HSteamNetConnection hConn ) PRINT_DEBUG("Steam_Networking_Sockets::AcceptConnection %u\n", hConn); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return k_EResultInvalidParam; if (connect_socket->second.status != CONNECT_SOCKET_NOT_ACCEPTED) return k_EResultInvalidState; connect_socket->second.status = CONNECT_SOCKET_CONNECTED; send_packet_new_connection(connect_socket->first); @@ -529,13 +558,13 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection %u\n", hPeer); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hPeer); - if (connect_socket == connect_sockets.end()) return false; + auto connect_socket = s->connect_sockets.find(hPeer); + if (connect_socket == s->connect_sockets.end()) return false; if (connect_socket->second.status != CONNECT_SOCKET_CLOSED && connect_socket->second.status != CONNECT_SOCKET_TIMEDOUT) { //TODO send/nReason and pszDebug Common_Message msg; - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_source_id(connect_socket->second.created_by.ConvertToUint64()); msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END); @@ -546,7 +575,7 @@ bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDeb network->sendTo(&msg, true); } - connect_sockets.erase(connect_socket); + s->connect_sockets.erase(connect_socket); return true; } @@ -573,13 +602,13 @@ bool CloseListenSocket( HSteamListenSocket hSocket ) PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n"); std::lock_guard lock(global_mutex); - auto conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;}); - if (conn == listen_sockets.end()) return false; + auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;}); + if (conn == s->listen_sockets.end()) return false; std::queue to_close; - auto socket_conn = std::begin(connect_sockets); - while (socket_conn != std::end(connect_sockets)) { + auto socket_conn = std::begin(s->connect_sockets); + while (socket_conn != std::end(s->connect_sockets)) { if (socket_conn->second.listen_socket_id == hSocket) { to_close.push(socket_conn->first); } @@ -592,7 +621,7 @@ bool CloseListenSocket( HSteamListenSocket hSocket ) to_close.pop(); } - listen_sockets.erase(conn); + s->listen_sockets.erase(conn); return true; } @@ -601,8 +630,8 @@ bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData ) { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n"); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hPeer); - if (connect_socket == connect_sockets.end()) return false; + auto connect_socket = s->connect_sockets.find(hPeer); + if (connect_socket == s->connect_sockets.end()) return false; connect_socket->second.user_data = nUserData; return true; } @@ -614,8 +643,8 @@ int64 GetConnectionUserData( HSteamNetConnection hPeer ) { PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n"); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hPeer); - if (connect_socket == connect_sockets.end()) return -1; + auto connect_socket = s->connect_sockets.find(hPeer); + if (connect_socket == s->connect_sockets.end()) return -1; return connect_socket->second.user_data; } @@ -707,14 +736,14 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return k_EResultInvalidParam; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return k_EResultInvalidParam; if (connect_socket->second.status == CONNECT_SOCKET_CLOSED) return k_EResultNoConnection; if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection; if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState; Common_Message msg; - msg.set_source_id(settings->get_local_steam_id().ConvertToUint64()); + msg.set_source_id(connect_socket->second.created_by.ConvertToUint64()); msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64()); msg.set_allocated_networking_sockets(new Networking_Sockets); msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA); @@ -800,8 +829,8 @@ static void delete_steam_message(SteamNetworkingMessage_t *pMsg) SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn) { - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return NULL; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return NULL; if (connect_socket->second.data.empty()) return NULL; SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); unsigned long size = connect_socket->second.data.front().size(); @@ -872,8 +901,8 @@ int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMe SteamNetworkingMessage_t *msg = NULL; int messages = 0; - auto socket_conn = std::begin(connect_sockets); - while (socket_conn != std::end(connect_sockets) && messages < nMaxMessages) { + auto socket_conn = std::begin(s->connect_sockets); + while (socket_conn != std::end(s->connect_sockets) && messages < nMaxMessages) { if (socket_conn->second.listen_socket_id == hSocket) { while (messages < nMaxMessages && (msg = get_steam_message_connection(socket_conn->first))) { ppOutMessages[messages] = msg; @@ -895,8 +924,8 @@ bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pIn return false; std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return false; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return false; set_steamnetconnectioninfo(connect_socket, pInfo); @@ -924,8 +953,8 @@ EResult GetConnectionRealTimeStatus( HSteamNetConnection hConn, SteamNetConnecti { PRINT_DEBUG("%s %u %p %i %p\n", __FUNCTION__, hConn, pStatus, nLanes, pLanes); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return k_EResultNoConnection; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return k_EResultNoConnection; if (pStatus) { pStatus->m_eState = convert_status(connect_socket->second.status); @@ -1102,7 +1131,7 @@ bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection remote_identity.SetSteamID(settings->get_local_steam_id()); HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid); HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1); - connect_sockets[con1].remote_id = con2; + s->connect_sockets[con1].remote_id = con2; *pOutConnection1 = con1; *pOutConnection2 = con2; return true; @@ -1180,8 +1209,8 @@ EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, cons { PRINT_DEBUG("TODO: %s\n", __FUNCTION__); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) return k_EResultNoConnection; + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) return k_EResultNoConnection; //TODO return k_EResultOK; } @@ -1253,7 +1282,7 @@ HSteamNetPollGroup CreatePollGroup() ++poll_group_counter; HSteamNetPollGroup poll_group_number = poll_group_counter; - poll_groups[poll_group_number] = std::list(); + s->poll_groups[poll_group_number] = std::list(); return poll_group_number; } @@ -1266,19 +1295,19 @@ bool DestroyPollGroup( HSteamNetPollGroup hPollGroup ) { PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n"); std::lock_guard lock(global_mutex); - auto group = poll_groups.find(hPollGroup); - if (group == poll_groups.end()) { + auto group = s->poll_groups.find(hPollGroup); + if (group == s->poll_groups.end()) { return false; } for (auto c : group->second) { - auto connect_socket = connect_sockets.find(c); - if (connect_socket != connect_sockets.end()) { + auto connect_socket = s->connect_sockets.find(c); + if (connect_socket != s->connect_sockets.end()) { connect_socket->second.poll_group = k_HSteamNetPollGroup_Invalid; } } - poll_groups.erase(group); + s->poll_groups.erase(group); return true; } @@ -1300,20 +1329,20 @@ bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPoll { PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup %u %u\n", hConn, hPollGroup); std::lock_guard lock(global_mutex); - auto connect_socket = connect_sockets.find(hConn); - if (connect_socket == connect_sockets.end()) { + auto connect_socket = s->connect_sockets.find(hConn); + if (connect_socket == s->connect_sockets.end()) { return false; } - auto group = poll_groups.find(hPollGroup); - if (group == poll_groups.end() && hPollGroup != k_HSteamNetPollGroup_Invalid) { + auto group = s->poll_groups.find(hPollGroup); + if (group == s->poll_groups.end() && hPollGroup != k_HSteamNetPollGroup_Invalid) { return false; } HSteamNetPollGroup old_poll_group = connect_socket->second.poll_group; if (old_poll_group != k_HSteamNetPollGroup_Invalid) { - auto group = poll_groups.find(hPollGroup); - if (group != poll_groups.end()) { + auto group = s->poll_groups.find(hPollGroup); + if (group != s->poll_groups.end()) { group->second.remove(hConn); } } @@ -1346,8 +1375,8 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe { PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup %u %i\n", hPollGroup, nMaxMessages); std::lock_guard lock(global_mutex); - auto group = poll_groups.find(hPollGroup); - if (group == poll_groups.end()) { + auto group = s->poll_groups.find(hPollGroup); + if (group == s->poll_groups.end()) { return 0; } @@ -1361,6 +1390,7 @@ int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMe } } + PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup out %i\n", messages); return messages; } @@ -1962,7 +1992,7 @@ void Callback(Common_Message *msg) } if (msg->low_level().type() == Low_Level::DISCONNECT) { - for (auto & connect_socket : connect_sockets) { + for (auto & connect_socket : s->connect_sockets) { if (connect_socket.second.remote_identity.GetSteamID64() == msg->source_id()) { enum connect_socket_status old_status = connect_socket.second.status; connect_socket.second.status = CONNECT_SOCKET_TIMEDOUT; @@ -1973,18 +2003,19 @@ void Callback(Common_Message *msg) } if (msg->has_networking_sockets()) { - PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u\n", msg->networking_sockets().type()); + PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u %llu\n", msg->networking_sockets().type(), msg->source_id()); if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) { int virtual_port = msg->networking_sockets().virtual_port(); int real_port = msg->networking_sockets().real_port(); + uint64 dest_id = msg->dest_id(); std::vector::iterator conn; if (virtual_port == SNS_DISABLED_PORT) { - conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&real_port](struct Listen_Socket const& conn) { return conn.real_port == real_port;}); + conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&real_port,&dest_id](struct Listen_Socket const& conn) { return conn.real_port == real_port && dest_id == conn.created_by.ConvertToUint64();}); } else { - conn = std::find_if(listen_sockets.begin(), listen_sockets.end(), [&virtual_port](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port;}); + conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&virtual_port,&dest_id](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port && dest_id == conn.created_by.ConvertToUint64();}); } - if (conn != listen_sockets.end()) { + if (conn != s->listen_sockets.end()) { SteamNetworkingIdentity identity; identity.SetSteamID64(msg->source_id()); HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); @@ -1992,8 +2023,8 @@ void Callback(Common_Message *msg) } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) { - auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); - if (connect_socket != connect_sockets.end()) { + auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); + if (connect_socket != s->connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == 0) { connect_socket->second.remote_identity.SetSteamID64(msg->source_id()); } @@ -2005,15 +2036,16 @@ void Callback(Common_Message *msg) } } } else if (msg->networking_sockets().type() == Networking_Sockets::DATA) { - auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); - if (connect_socket != connect_sockets.end()) { + auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); + if (connect_socket != s->connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { + PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); connect_socket->second.data.push(msg->networking_sockets().data()); } } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) { - auto connect_socket = connect_sockets.find(msg->networking_sockets().connection_id()); - if (connect_socket != connect_sockets.end()) { + auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); + if (connect_socket != s->connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { enum connect_socket_status old_status = connect_socket->second.status; connect_socket->second.status = CONNECT_SOCKET_CLOSED; From f6b80688834c1f143441682a155f296fde7d0468 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 2 Apr 2022 04:33:34 -0400 Subject: [PATCH 423/494] Controller fixes. Fix joystick dpad emulation diagonal direction. Always activate an action set by default. --- dll/steam_controller.h | 34 +++++++++++++++++++++++++--------- 1 file changed, 25 insertions(+), 9 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index abed1c9..1d30c09 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -91,6 +91,7 @@ enum EXTRA_GAMEPAD_BUTTONS { #define JOY_ID_START 10 #define STICK_DPAD 3 +#define DEADZONE_BUTTON_STICK 0.3 class Steam_Controller : public ISteamController001, @@ -332,9 +333,9 @@ bool Init(bool bExplicitlyCallRunFrame) for (int i = 1; i < 5; ++i) { struct Controller_Action cont_action(i); - //Activate the action set if there is only one present. - //TODO: I don't know if one gets activated by default when there's more than one - if (action_handles.size() == 1) { + //Activate the first action set. + //TODO: check exactly what decides which gets activated by default + if (action_handles.size() >= 1) { cont_action.activate_action_set(action_handles.begin()->second, controller_maps); } @@ -522,6 +523,7 @@ void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSet ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) { + //TODO: should return zero if no action set specifically activated with ActivateActionSet PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle); auto controller = controllers.find(controllerHandle); if (controller == controllers.end()) return 0; @@ -606,17 +608,31 @@ ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controlle case BUTTON_STICK_LEFT_UP: case BUTTON_STICK_LEFT_DOWN: case BUTTON_STICK_LEFT_LEFT: - case BUTTON_STICK_LEFT_RIGHT: - pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 && - ((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1)); + case BUTTON_STICK_LEFT_RIGHT: { + float x = 0, y = 0, len = GamepadStickLength(device, STICK_LEFT); + GamepadStickNormXY(device, STICK_LEFT, &x, &y); + x *= len; + y *= len; + if (button == BUTTON_STICK_LEFT_UP) pressed = y > DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_LEFT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_LEFT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_LEFT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK; break; + } case BUTTON_STICK_RIGHT_UP: case BUTTON_STICK_RIGHT_DOWN: case BUTTON_STICK_RIGHT_LEFT: - case BUTTON_STICK_RIGHT_RIGHT: - pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 && - ((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1)); + case BUTTON_STICK_RIGHT_RIGHT: { + float x = 0, y = 0, len = GamepadStickLength(device, STICK_RIGHT); + GamepadStickNormXY(device, STICK_RIGHT, &x, &y); + x *= len; + y *= len; + if (button == BUTTON_STICK_RIGHT_UP) pressed = y > DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_RIGHT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_RIGHT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK; + if (button == BUTTON_STICK_RIGHT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK; break; + } default: break; } From d215070876a9fa2296f22c380e13910d1cf84b6a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 30 Apr 2022 22:23:42 -0400 Subject: [PATCH 424/494] Whitelist custom broadcasts in non LAN ip blocking. --- dll/base.cpp | 20 ++++++++++---------- dll/base.h | 2 +- dll/network.cpp | 8 +++++++- 3 files changed, 18 insertions(+), 12 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index d37955d..d1e14f4 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -519,11 +519,11 @@ struct ips_test { uint32_t ip_to; }; -static std::vector adapter_ips; +static std::vector whitelist_ips; -void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +void set_whitelist_ips(uint32_t *from, uint32_t *to, unsigned num_ips) { - adapter_ips.clear(); + whitelist_ips.clear(); for (unsigned i = 0; i < num_ips; ++i) { struct ips_test ip_a; PRINT_DEBUG("from: %hhu.%hhu.%hhu.%hhu\n", ((unsigned char *)&from[i])[0], ((unsigned char *)&from[i])[1], ((unsigned char *)&from[i])[2], ((unsigned char *)&from[i])[3]); @@ -533,19 +533,19 @@ void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) if (ip_a.ip_to < ip_a.ip_from) continue; if ((ip_a.ip_to - ip_a.ip_from) > (1 << 25)) continue; PRINT_DEBUG("added\n"); - adapter_ips.push_back(ip_a); + whitelist_ips.push_back(ip_a); } } -static bool is_adapter_ip(unsigned char *ip) +static bool is_whitelist_ip(unsigned char *ip) { uint32_t ip_temp = 0; memcpy(&ip_temp, ip, sizeof(ip_temp)); ip_temp = ntohl(ip_temp); - for (auto &i : adapter_ips) { + for (auto &i : whitelist_ips) { if (i.ip_from <= ip_temp && ip_temp <= i.ip_to) { - PRINT_DEBUG("ADAPTER IP %hhu.%hhu.%hhu.%hhu\n", ip[0], ip[1], ip[2], ip[3]); + PRINT_DEBUG("WHITELISTED IP %hhu.%hhu.%hhu.%hhu\n", ip[0], ip[1], ip[2], ip[3]); return true; } } @@ -562,7 +562,7 @@ static bool is_lan_ip(const sockaddr *addr, int namelen) unsigned char ip[4]; memcpy(ip, &addr_in->sin_addr, sizeof(ip)); PRINT_DEBUG("CHECK LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); - if (is_adapter_ip(ip)) return true; + if (is_whitelist_ip(ip)) return true; if (ip[0] == 127) return true; if (ip[0] == 10) return true; if (ip[0] == 192 && ip[1] == 168) return true; @@ -838,13 +838,13 @@ BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { return TRUE; } #else -void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +void set_whitelist_ips(uint32_t *from, uint32_t *to, unsigned num_ips) { } #endif #else -void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips) +void set_whitelist_ips(uint32_t *from, uint32_t *to, unsigned num_ips) { } diff --git a/dll/base.h b/dll/base.h index b69de48..c7a2c58 100644 --- a/dll/base.h +++ b/dll/base.h @@ -456,7 +456,7 @@ public: } }; -void set_adapter_ips(uint32_t *from, uint32_t *to, unsigned num_ips); +void set_whitelist_ips(uint32_t *from, uint32_t *to, unsigned num_ips); #ifdef EMU_EXPERIMENTAL_BUILD bool crack_SteamAPI_RestartAppIfNecessary(uint32 unOwnAppID); bool crack_SteamAPI_Init(); diff --git a/dll/network.cpp b/dll/network.cpp index d9d94d8..892e4d6 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -314,7 +314,13 @@ static bool send_broadcasts(sock_t sock, uint16 port, char *data, unsigned long if (number_broadcasts < 0 || check_timedout(last_get_broadcast_info, 60.0)) { PRINT_DEBUG("get_broadcast_info\n"); get_broadcast_info(port); - set_adapter_ips(lower_range_ips, upper_range_ips, number_broadcasts); + std::vector lower_range(lower_range_ips, lower_range_ips + number_broadcasts), upper_range(upper_range_ips, upper_range_ips + number_broadcasts); + for(auto &addr : *custom_broadcasts) { + lower_range.push_back(addr.ip); + upper_range.push_back(addr.ip); + } + + set_whitelist_ips(lower_range.data(), upper_range.data(), lower_range.size()); last_get_broadcast_info = std::chrono::high_resolution_clock::now(); } From 95fc8ac687bde58a74a6bc269d1a5cf2ca501819 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 7 May 2022 16:37:09 -0400 Subject: [PATCH 425/494] Send huge unreliable packets by TCP when they are too big. --- dll/network.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dll/network.cpp b/dll/network.cpp index 892e4d6..3999b72 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -1153,6 +1153,9 @@ bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn) { if (!enabled) return false; + size_t size = msg->ByteSizeLong(); + if (size >= 65000) reliable = true; //too big for UDP + bool ret = false; CSteamID dest_id((uint64)msg->dest_id()); if (std::find(ids.begin(), ids.end(), dest_id) != ids.end()) { @@ -1178,7 +1181,6 @@ bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn) ret = true; } } else { - size_t size = msg->ByteSizeLong(); char *buffer = new char[size]; msg->SerializeToArray(buffer, size); send_packet_to(udp_socket, conn->udp_ip_port, buffer, size); From a88739a75327b84412e3a3645740e1df20a6b1b9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 21 May 2022 00:36:41 -0400 Subject: [PATCH 426/494] Update links. --- README.md | 4 ++-- website/template.html | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index e308675..ae276b8 100644 --- a/README.md +++ b/README.md @@ -24,9 +24,9 @@ You can download the latest git builds for Linux and Windows on [the Gitlab page One of the reasons I made this code open source is because I want contributions. Unless your code is related to the experimental stuff it needs to work on both Linux and Windows. Having accurate behavior is more important than making games work. Having inaccurate behavior might fix one game but it will break others. -## IRC Channel +## Matrix Channel -[#goldberg_emulator@freenode](https://webchat.freenode.net/?channels=goldberg_emulator) +[#goldberg:matrix.org](https://matrix.to/#/#goldberg:matrix.org) ## Building diff --git a/website/template.html b/website/template.html index 7c314ff..53c3bfa 100644 --- a/website/template.html +++ b/website/template.html @@ -17,7 +17,7 @@
There's also a Readme in the zip that you download. Most issues can be easily resolved by reading it (The first few lines are the most important).

Chatroom

-
Matrix room: Element
+

Other Links

From 6d5cb3181f0ad3fba210f5b9eb0d1d8753cb8005 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 21 May 2022 00:37:48 -0400 Subject: [PATCH 427/494] Make lobby ids more like the ones on steam. --- dll/base.cpp | 2 +- dll/steam_matchmaking.h | 10 ++++++---- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index d1e14f4..ace010e 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -138,7 +138,7 @@ CSteamID generate_steam_id_anonserver() CSteamID generate_steam_id_lobby() { - return CSteamID(generate_account_id(), k_unSteamUserDefaultInstance | k_EChatInstanceFlagLobby, k_EUniversePublic, k_EAccountTypeChat); + return CSteamID(generate_account_id(), k_EChatInstanceFlagLobby | k_EChatInstanceFlagMMSLobby, k_EUniversePublic, k_EAccountTypeChat); } bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index e846e82..9e0034c 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -107,7 +107,10 @@ google::protobuf::Map::const_iterator caseinsensitive_f Lobby *get_lobby(CSteamID id) { - auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return item.room_id() == id.ConvertToUint64(); }); + if (!id.IsLobby()) + return NULL; + + auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&id](Lobby const& item) { return (item.room_id() & 0xFFFFFFFF) == (id.GetAccountID()); }); if (lobbies.end() == lobby) return NULL; @@ -653,8 +656,8 @@ void LeaveLobby( CSteamID steamIDLobby ) PRINT_DEBUG("LeaveLobby\n"); std::lock_guard lock(global_mutex); PRINT_DEBUG("LeaveLobby pass mutex\n"); - auto lobby = std::find_if(lobbies.begin(), lobbies.end(), [&steamIDLobby](Lobby const& item) { return item.room_id() == steamIDLobby.ConvertToUint64(); }); - if (lobbies.end() != lobby) { + Lobby *lobby = get_lobby(steamIDLobby); + if (lobby) { if (!lobby->deleted()) { on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), true); self_lobby_member_data.erase(lobby->room_id()); @@ -677,7 +680,6 @@ void LeaveLobby( CSteamID steamIDLobby ) send_clients_packet(steamIDLobby, message); lobby->set_deleted(true); lobby->set_time_deleted(std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count()); - //lobbies.erase(lobby); } } } From a0e558ed4c77ee49cb89b1dc2759c015e4fb10c7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 21 May 2022 00:38:29 -0400 Subject: [PATCH 428/494] Implement some networking sockets functions. --- dll/steam_networking_sockets.h | 15 +++++++++++++++ dll/steam_networking_utils.h | 25 +++++++++++++++++++++++-- 2 files changed, 38 insertions(+), 2 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index b5f90f7..2cdf3e0 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -755,6 +755,7 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u bool reliable = false; if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true; + if (pOutMessageNumber) *pOutMessageNumber = 1; //TODO if (network->sendTo(&msg, reliable)) return k_EResultOK; return k_EResultFail; } @@ -800,6 +801,20 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult ) { PRINT_DEBUG("Steam_Networking_Sockets::SendMessages\n"); + for (int i = 0; i < nMessages; ++i) { + int64 out_number = 0; + int result = SendMessageToConnection(pMessages[i]->m_conn, pMessages[i]->m_pData, pMessages[i]->m_cbSize, pMessages[i]->m_nFlags, &out_number); + if (pOutMessageNumberOrResult) { + if (result == k_EResultOK) { + pOutMessageNumberOrResult[i] = out_number; + } else { + pOutMessageNumberOrResult[i] = -result; + } + } + + pMessages[i]->m_pfnFreeData(pMessages[i]); + pMessages[i]->Release(); + } } diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 157fd5a..43679ca 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -68,6 +68,18 @@ Steam_Networking_Utils(class Settings *settings, class Networking *network, clas this->run_every_runcb->remove(&Steam_Networking_Utils::steam_run_every_runcb, this); } +static void free_steam_message_data(SteamNetworkingMessage_t *pMsg) +{ + free(pMsg->m_pData); + pMsg->m_pData = NULL; +} + +static void delete_steam_message(SteamNetworkingMessage_t *pMsg) +{ + if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg); + delete pMsg; +} + /// Allocate and initialize a message object. Usually the reason /// you call this is to pass it to ISteamNetworkingSockets::SendMessages. /// The returned object will have all of the relevant fields cleared to zero. @@ -90,8 +102,17 @@ Steam_Networking_Utils(class Settings *settings, class Networking *network, clas SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) { PRINT_DEBUG("Steam_Networking_Utils::AllocateMessage\n"); - //TODO - return NULL; + SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); + pMsg->m_pfnFreeData = &free_steam_message_data; + pMsg->m_pfnRelease = &delete_steam_message; + if (cbAllocateBuffer < 0) + cbAllocateBuffer = 0; + + if (cbAllocateBuffer) + pMsg->m_pData = malloc(cbAllocateBuffer); + + pMsg->m_cbSize = cbAllocateBuffer; + return pMsg; } bool InitializeRelayAccess() From a8c03fe8cdfd0cfc7243ae041a2b9075d03ecd75 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 23 May 2022 01:30:36 -0400 Subject: [PATCH 429/494] Fix crash with flat api. --- dll/steam_client.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index ac98a79..c3dce71 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -305,6 +305,7 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte } else if (strcmp(pchVersion, "SteamGameServer012") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer012 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer013") == 0) { + gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer013 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { gameserver_has_ipv6_functions = true; From 994207770b47c4ac08c13948c8ec78322b440f48 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 23 May 2022 01:31:14 -0400 Subject: [PATCH 430/494] Retry connections in steam networking sockets a few times. --- dll/steam_networking_sockets.h | 27 +++++++++++++++++++++++---- 1 file changed, 23 insertions(+), 4 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 2cdf3e0..1b98cb6 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -52,6 +52,9 @@ struct Connect_Socket { unsigned long long packet_receive_counter; CSteamID created_by; + + std::chrono::steady_clock::time_point connect_request_last_sent; + unsigned connect_requests_sent; }; struct shared_between_client_server { @@ -217,6 +220,8 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, socket.user_data = -1; socket.poll_group = k_HSteamNetPollGroup_Invalid; socket.created_by = settings->get_local_steam_id(); + socket.connect_request_last_sent = std::chrono::steady_clock::now(); + socket.connect_requests_sent = 0; HSteamNetConnection socket_id = get_socket_id(); if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id; @@ -1996,6 +2001,17 @@ void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks ) void RunCallbacks() { //TODO: timeout unaccepted connections after a few seconds or so + auto current_time = std::chrono::steady_clock::now(); + auto socket_conn = std::begin(s->connect_sockets); + while (socket_conn != std::end(s->connect_sockets)) { + if (socket_conn->second.connect_requests_sent < 10 && socket_conn->second.status == CONNECT_SOCKET_CONNECTING && (std::chrono::duration_cast(current_time - socket_conn->second.connect_request_last_sent).count() > 3000)) { + send_packet_new_connection(socket_conn->first); + socket_conn->second.connect_request_last_sent = current_time; + socket_conn->second.connect_requests_sent += 1; + } + + ++socket_conn; + } } @@ -2031,10 +2047,13 @@ void Callback(Common_Message *msg) } if (conn != s->listen_sockets.end()) { - SteamNetworkingIdentity identity; - identity.SetSteamID64(msg->source_id()); - HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); - launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION); + auto connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();}); + if (connect_socket == s->connect_sockets.end()) { + SteamNetworkingIdentity identity; + identity.SetSteamID64(msg->source_id()); + HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from()); + launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION); + } } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) { From d2ef266f8102512d1f548e4816db303dad4c0c29 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 27 May 2022 13:03:12 -0400 Subject: [PATCH 431/494] SetConfigValue function should return true. --- dll/steam_networking_utils.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dll/steam_networking_utils.h b/dll/steam_networking_utils.h index 43679ca..0e5388e 100644 --- a/dll/steam_networking_utils.h +++ b/dll/steam_networking_utils.h @@ -358,8 +358,8 @@ bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworking bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg ) { - PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue\n"); - return false; + PRINT_DEBUG("Steam_Networking_Utils::SetConfigValue %i %i %p %i %p\n", eValue, eScopeType, scopeObj, eDataType, pArg); + return true; } From 03426b217d1581f33e3b5decdcc979ad01cec086 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 29 May 2022 15:45:39 -0400 Subject: [PATCH 432/494] Set the appid env variables. --- dll/base.cpp | 10 ++++++++++ dll/base.h | 1 + dll/steam_client.cpp | 7 +++++++ 3 files changed, 18 insertions(+) diff --git a/dll/base.cpp b/dll/base.cpp index ace010e..57f29c0 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -41,6 +41,11 @@ std::string get_env_variable(std::string name) return utf8_encode(env_variable); } +bool set_env_variable(std::string name, std::string value) +{ + return SetEnvironmentVariableW(utf8_decode(name).c_str(), utf8_decode(value).c_str()); +} + #else static int fd = -1; @@ -81,6 +86,11 @@ std::string get_env_variable(std::string name) return std::string(env); } +bool set_env_variable(std::string name, std::string value) +{ + return setenv(name.c_str(), value.c_str(), 1) == 0; +} + #endif std::recursive_mutex global_mutex; diff --git a/dll/base.h b/dll/base.h index c7a2c58..fe59cba 100644 --- a/dll/base.h +++ b/dll/base.h @@ -25,6 +25,7 @@ extern std::recursive_mutex global_mutex; std::string get_env_variable(std::string name); +bool set_env_variable(std::string name, std::string value); bool check_timedout(std::chrono::high_resolution_clock::time_point old, double timeout); class CCallbackMgr diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index c3dce71..3dd0af5 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -60,6 +60,11 @@ Steam_Client::Steam_Client() PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", settings_client->get_local_steam_id().ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, settings_server->get_port()); + if (appid) { + set_env_variable("SteamAppId", std::to_string(appid)); + set_env_variable("SteamGameId", std::to_string(appid)); + } + steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network); steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client); @@ -159,6 +164,8 @@ void Steam_Client::setAppID(uint32 appid) settings_server->set_game_id(CGameID(appid)); local_storage->setAppId(appid); network->setAppID(appid); + set_env_variable("SteamAppId", std::to_string(appid)); + set_env_variable("SteamGameId", std::to_string(appid)); } From 9c7499aa278eb46103a4ba4a4083fb39b85c867a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 29 May 2022 15:46:31 -0400 Subject: [PATCH 433/494] Fix sending to localhost ips. --- dll/network.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dll/network.cpp b/dll/network.cpp index 3999b72..2ff35d6 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -1126,9 +1126,12 @@ void Networking::setAppID(uint32 appid) bool Networking::sendToIPPort(Common_Message *msg, uint32 ip, uint16 port, bool reliable) { + bool is_local_ip = ((ip >> 24) == 0x7F); + uint32_t local_ip = getIP(ids.front()); + PRINT_DEBUG("sendToIPPort %X %u %X\n", ip, is_local_ip, local_ip); //TODO: actually send to ip/port for (auto &conn: connections) { - if (ntohl(conn.tcp_ip_port.ip) == ip) { + if (ntohl(conn.tcp_ip_port.ip) == ip || (is_local_ip && ntohl(conn.tcp_ip_port.ip) == local_ip)) { for (auto &steam_id : conn.ids) { msg->set_dest_id(steam_id.ConvertToUint64()); sendTo(msg, reliable, &conn); From bfe8e156f07ecad14b58705da50d4182e34972e0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 29 May 2022 15:51:36 -0400 Subject: [PATCH 434/494] Add message numbers to networking sockets and sort received messages. --- dll/net.proto | 1 + dll/steam_networking_sockets.h | 32 ++++++++++++++++++++++---------- 2 files changed, 23 insertions(+), 10 deletions(-) diff --git a/dll/net.proto b/dll/net.proto index cbe1e12..2b1c2e6 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -125,6 +125,7 @@ message Networking_Sockets { uint64 connection_id = 3; uint64 connection_id_from = 4; bytes data = 5; + uint64 message_number = 7; } message Networking_Messages { diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 1b98cb6..6d6aeb4 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -35,6 +35,12 @@ enum connect_socket_status { CONNECT_SOCKET_TIMEDOUT }; +struct compare_snm_for_queue { + bool operator()(Networking_Sockets &left, Networking_Sockets &right) { + return left.message_number() > right.message_number(); + } +}; + struct Connect_Socket { int virtual_port; int real_port; @@ -47,10 +53,10 @@ struct Connect_Socket { enum connect_socket_status status; int64 user_data; - std::queue data; + std::priority_queue, compare_snm_for_queue> data; HSteamNetPollGroup poll_group; - unsigned long long packet_receive_counter; + unsigned long long packet_send_counter; CSteamID created_by; std::chrono::steady_clock::time_point connect_request_last_sent; @@ -222,6 +228,7 @@ HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, socket.created_by = settings->get_local_steam_id(); socket.connect_request_last_sent = std::chrono::steady_clock::now(); socket.connect_requests_sent = 0; + socket.packet_send_counter = 1; HSteamNetConnection socket_id = get_socket_id(); if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id; @@ -385,7 +392,7 @@ HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) { - PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress\n"); + PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress %X\n", address.GetIPv4()); std::lock_guard lock(global_mutex); SteamNetworkingIdentity ip_id; ip_id.SetIPAddr(address); @@ -757,11 +764,17 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first); msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id); msg.mutable_networking_sockets()->set_data(pData, cbData); + uint64 message_number = connect_socket->second.packet_send_counter; + msg.mutable_networking_sockets()->set_message_number(message_number); + connect_socket->second.packet_send_counter += 1; + bool reliable = false; if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true; + if (network->sendTo(&msg, reliable)) { + if (pOutMessageNumber) *pOutMessageNumber = message_number; + return k_EResultOK; + } - if (pOutMessageNumber) *pOutMessageNumber = 1; //TODO - if (network->sendTo(&msg, reliable)) return k_EResultOK; return k_EResultFail; } @@ -853,17 +866,16 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn if (connect_socket == s->connect_sockets.end()) return NULL; if (connect_socket->second.data.empty()) return NULL; SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t(); - unsigned long size = connect_socket->second.data.front().size(); + unsigned long size = connect_socket->second.data.top().data().size(); pMsg->m_pData = malloc(size); pMsg->m_cbSize = size; - memcpy(pMsg->m_pData, connect_socket->second.data.front().data(), size); + memcpy(pMsg->m_pData, connect_socket->second.data.top().data().data(), size); pMsg->m_conn = hConn; pMsg->m_identityPeer = connect_socket->second.remote_identity; pMsg->m_nConnUserData = connect_socket->second.user_data; pMsg->m_usecTimeReceived = std::chrono::duration_cast(std::chrono::steady_clock::now() - created).count(); //TODO: check where messagenumber starts - pMsg->m_nMessageNumber = connect_socket->second.packet_receive_counter; - ++connect_socket->second.packet_receive_counter; + pMsg->m_nMessageNumber = connect_socket->second.data.top().message_number(); pMsg->m_pfnFreeData = &free_steam_message_data; pMsg->m_pfnRelease = &delete_steam_message; @@ -2074,7 +2086,7 @@ void Callback(Common_Message *msg) if (connect_socket != s->connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); - connect_socket->second.data.push(msg->networking_sockets().data()); + connect_socket->second.data.push(msg->networking_sockets()); } } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) { From 3dab666dd88eeee687b81f97d66dd4491d5df4c7 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 29 May 2022 15:51:53 -0400 Subject: [PATCH 435/494] Implement the filtertext functions. --- dll/steam_utils.h | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/dll/steam_utils.h b/dll/steam_utils.h index dcedb94..d229cd3 100644 --- a/dll/steam_utils.h +++ b/dll/steam_utils.h @@ -380,7 +380,7 @@ bool InitFilterText( uint32 unFilterOptions ) int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const char * pchInputMessage, bool bLegalOnly ) { PRINT_DEBUG("FilterText old\n"); - return 0; + return FilterText(k_ETextFilteringContextUnknown, CSteamID(), pchInputMessage, pchOutFilteredText, nByteSizeOutFilteredText ); } // Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings @@ -393,7 +393,16 @@ int FilterText( char* pchOutFilteredText, uint32 nByteSizeOutFilteredText, const int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) { PRINT_DEBUG("FilterText\n"); - return 0; + if (!nByteSizeOutFilteredText) return 0; + unsigned len = strlen(pchInputMessage); + if (!len) return 0; + len += 1; + if (len > nByteSizeOutFilteredText) len = nByteSizeOutFilteredText; + len -= 1; + + memcpy(pchOutFilteredText, pchInputMessage, len); + pchOutFilteredText[len] = 0; + return len; } From d8bcb11ef21f71465dc5f0b37c0e2abe673a0d28 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 4 Jun 2022 17:16:11 -0400 Subject: [PATCH 436/494] The steam api seems to treat bools as the full register not just al. --- dll/dll.cpp | 30 +- dll/flat.cpp | 806 ++++++++++++++++---------------- sdk_includes/steam_api.h | 6 +- sdk_includes/steam_api_flat.h | 768 +++++++++++++++--------------- sdk_includes/steam_gameserver.h | 6 +- 5 files changed, 808 insertions(+), 808 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 45ee39d..cd1b570 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -224,7 +224,7 @@ STEAMAPI_API void * S_CALLTYPE SteamInternal_ContextInit( void *pContextInitData // SteamAPI_Init must be called before using any other API functions. If it fails, an // error message will be output to the debugger (or stderr) with further information. static HSteamPipe user_steam_pipe; -STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_Init() { PRINT_DEBUG("SteamAPI_Init called\n"); if (user_steam_pipe) return true; @@ -240,7 +240,7 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init() } //TODO: not sure if this is the right signature for this function. -STEAMAPI_API bool S_CALLTYPE SteamAPI_InitAnonymousUser() +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitAnonymousUser() { PRINT_DEBUG("SteamAPI_InitAnonymousUser called\n"); return SteamAPI_Init(); @@ -310,7 +310,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() // // NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary // since the DRM wrapper will ensure that your application was launched properly through Steam. -STEAMAPI_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ) +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ) { PRINT_DEBUG("SteamAPI_RestartAppIfNecessary %u\n", unOwnAppID); #ifdef EMU_EXPERIMENTAL_BUILD @@ -440,7 +440,7 @@ STEAMAPI_API void *S_CALLTYPE SteamInternal_FindOrCreateGameServerInterface( HSt //----------------------------------------------------------------------------------------------------------------------------------------------------------// // SteamAPI_IsSteamRunning() returns true if Steam is currently running -STEAMAPI_API bool S_CALLTYPE SteamAPI_IsSteamRunning() +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning() { PRINT_DEBUG("SteamAPI_IsSteamRunning\n"); return true; @@ -512,7 +512,7 @@ STEAMAPI_API HSteamUser GetHSteamUser() // exists only for backwards compat with code written against older SDKs -STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe() +STEAMAPI_API steam_bool S_CALLTYPE SteamAPI_InitSafe() { PRINT_DEBUG("SteamAPI_InitSafe\n"); SteamAPI_Init(); @@ -574,8 +574,8 @@ STEAMAPI_API HSteamUser S_CALLTYPE SteamGameServer_GetHSteamUser() } //See: SteamGameServer_Init -//STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) -STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) +//STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe(uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +STEAMAPI_API steam_bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { const char *pchVersionString; EServerMode serverMode; @@ -604,7 +604,7 @@ STEAMAPI_API bool S_CALLTYPE SteamGameServer_InitSafe( uint32 unIP, uint16 usSte STEAMAPI_API ISteamClient *SteamGameServerClient(); -STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) +STEAMAPI_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) { PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString); load_old_interface_versions(); @@ -618,12 +618,12 @@ STEAMAPI_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 } //SteamGameServer004 and before: -//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString ); +//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, int nGameAppId, const char *pchGameDir, const char *pchVersionString ); //SteamGameServer010 and before: -//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString ); +//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usSpectatorPort, uint16 usQueryPort, EServerMode eServerMode, const char *pchGameDir, const char *pchVersionString ); //SteamGameServer011 and later: -//STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); -STEAMAPI_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) +//STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +STEAMAPI_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 unknown, EServerMode eServerMode, void *unknown1, void *unknown2, void *unknown3 ) { const char *pchVersionString; EServerMode serverMode; @@ -686,7 +686,7 @@ STEAMAPI_API void SteamGameServer_RunCallbacks() get_steam_client()->RunCallbacks(false, true); } -STEAMAPI_API bool SteamGameServer_BSecure() +STEAMAPI_API steam_bool SteamGameServer_BSecure() { PRINT_DEBUG("SteamGameServer_BSecure\n"); return get_steam_client()->steam_gameserver->BSecure(); @@ -897,7 +897,7 @@ STEAMAPI_API const char *VR_GetStringForHmdError( int error ) return ""; } -STEAMAPI_API bool VR_IsHmdPresent() +STEAMAPI_API steam_bool VR_IsHmdPresent() { return false; } @@ -907,7 +907,7 @@ STEAMAPI_API void VR_Shutdown() } -STEAMAPI_API bool SteamAPI_RestartApp( uint32 appid ) +STEAMAPI_API steam_bool SteamAPI_RestartApp( uint32 appid ) { PRINT_DEBUG("SteamAPI_RestartApp %u\n", appid); return SteamAPI_RestartAppIfNecessary(appid); diff --git a/dll/flat.cpp b/dll/flat.cpp index 2129928..32bb47c 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -25,7 +25,7 @@ STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe( ISteamClient* sel return get_steam_client()->CreateSteamPipe(); } -STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ) +STEAMAPI_API steam_bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ) { return get_steam_client()->BReleaseSteamPipe(hSteamPipe); } @@ -132,7 +132,7 @@ STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook( ISteamClient* sel return get_steam_client()->SetWarningMessageHook(pFunction); } -STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ) { return get_steam_client()->BShutdownIfAllPipesClosed(); } @@ -222,7 +222,7 @@ STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ) return (get_steam_client()->steam_user)->GetHSteamUser(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ) { return (get_steam_client()->steam_user)->BLoggedOn(); } @@ -257,7 +257,7 @@ STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint return (get_steam_client()->steam_user)->TrackAppUsageEvent(CGameID(gameID), eAppUsageEvent, pchExtraInfo); } -STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ) { return (get_steam_client()->steam_user)->GetUserDataFolder(pchBuffer, cubBuffer); } @@ -317,7 +317,7 @@ STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForAp return (get_steam_client()->steam_user)->UserHasLicenseForApp(steamID, appID); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsBehindNAT(); } @@ -332,7 +332,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket( IStea return (get_steam_client()->steam_user)->RequestEncryptedAppTicket(pDataToInclude, cbDataToInclude); } -STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) { return (get_steam_client()->steam_user)->GetEncryptedAppTicket(pTicket, cbMaxTicket, pcbTicket); } @@ -352,22 +352,22 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL( ISteamUser* return (get_steam_client()->steam_user)->RequestStoreAuthURL(pchRedirectURL); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneVerified(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsTwoFactorEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneIdentifying(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ) { return (get_steam_client()->steam_user)->BIsPhoneRequiringVerification(); } @@ -382,7 +382,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* return (get_steam_client()->steam_user)->GetDurationControl(); } -STEAMAPI_API bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ) +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ) { return (get_steam_client()->steam_user)->BSetDurationControlOnlineState(eNewState); } @@ -432,7 +432,7 @@ STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName( ISteamFri return (get_steam_client()->steam_friends)->GetFriendPersonaName(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ) { return (get_steam_client()->steam_friends)->GetFriendGamePlayed(steamIDFriend, pFriendGameInfo); } @@ -477,7 +477,7 @@ STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList( ISteamFrien return (get_steam_client()->steam_friends)->GetFriendsGroupMembersList(friendsGroupID, pOutSteamIDMembers, nMembersCount); } -STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ) { return (get_steam_client()->steam_friends)->HasFriend(steamIDFriend, iFriendFlags); } @@ -502,7 +502,7 @@ STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag( ISteamFriends* self return (get_steam_client()->steam_friends)->GetClanTag(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ) { return (get_steam_client()->steam_friends)->GetClanActivityCounts(steamIDClan, pnOnline, pnInGame, pnChatting); } @@ -522,7 +522,7 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendFromSourceByIndex( I return (get_steam_client()->steam_friends)->GetFriendFromSourceByIndex(steamIDSource, iFriend).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ) { return (get_steam_client()->steam_friends)->IsUserInSource(steamIDUser, steamIDSource); } @@ -577,7 +577,7 @@ STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar( ISteamFriends* sel return (get_steam_client()->steam_friends)->GetLargeFriendAvatar(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ) { return (get_steam_client()->steam_friends)->RequestUserInformation(steamIDUser, bRequireNameOnly); } @@ -607,7 +607,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions( ISteamFriends* s return (get_steam_client()->steam_friends)->GetUserRestrictions(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_friends)->SetRichPresence(pchKey, pchValue); } @@ -637,7 +637,7 @@ STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence( ISteamFriend return (get_steam_client()->steam_friends)->RequestFriendRichPresence(steamIDFriend); } -STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ) { return (get_steam_client()->steam_friends)->InviteUserToGame(steamIDFriend, pchConnectString); } @@ -667,7 +667,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom( ISteamFrien return (get_steam_client()->steam_friends)->JoinClanChatRoom(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->LeaveClanChatRoom(steamIDClan); } @@ -682,7 +682,7 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetChatMemberByIndex( ISteamF return (get_steam_client()->steam_friends)->GetChatMemberByIndex(steamIDClan, iUser).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ) { return (get_steam_client()->steam_friends)->SendClanChatMessage(steamIDClanChat, pchText); } @@ -692,32 +692,32 @@ STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage( ISteamFriends* self, return (get_steam_client()->steam_friends)->GetClanChatMessage(steamIDClanChat, iMessage, prgchText, cchTextMax, peChatEntryType, psteamidChatter); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ) { return (get_steam_client()->steam_friends)->IsClanChatAdmin(steamIDClanChat, steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->IsClanChatWindowOpenInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->OpenClanChatWindowInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ) { return (get_steam_client()->steam_friends)->CloseClanChatWindowInSteam(steamIDClanChat); } -STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ) { return (get_steam_client()->steam_friends)->SetListenForFriendsMessages(bInterceptEnabled); } -STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ) { return (get_steam_client()->steam_friends)->ReplyToFriendMessage(steamIDFriend, pchMsgToSend); } @@ -742,12 +742,12 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList( IStea return (get_steam_client()->steam_friends)->EnumerateFollowingList(unStartIndex); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->IsClanPublic(steamIDClan); } -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ) { return (get_steam_client()->steam_friends)->IsClanOfficialGameGroup(steamIDClan); } @@ -762,7 +762,7 @@ STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherIn return (get_steam_client()->steam_friends)->ActivateGameOverlayRemotePlayTogetherInviteDialog(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ) +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ) { return (get_steam_client()->steam_friends)->RegisterProtocolInOverlayBrowser(pchProtocol); } @@ -852,7 +852,7 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ) return (ptr)->GetIPCountry(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -864,7 +864,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iIma return (ptr)->GetImageSize(iImage, pnWidth, pnHeight); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -876,7 +876,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iIma return (ptr)->GetImageRGBA(iImage, pubDest, nDestBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -924,7 +924,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUti return (ptr)->SetOverlayNotificationPosition(eNotificationPosition); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -948,7 +948,7 @@ STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( return (ptr)->GetAPICallFailureReason(hSteamAPICall); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -984,7 +984,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, return (ptr)->SetWarningMessageHook(pFunction); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -996,7 +996,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ) return (ptr)->IsOverlayEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1020,7 +1020,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils return (ptr)->CheckFileSignature(szFileName); } -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1044,7 +1044,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtil return (ptr)->GetEnteredGamepadTextLength(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1068,7 +1068,7 @@ STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* return (ptr)->GetSteamUILanguage(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1092,7 +1092,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* return (ptr)->SetOverlayNotificationInset(nHorizontalInset, nVerticalInset); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1116,7 +1116,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ) return (ptr)->StartVRDashboard(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1140,7 +1140,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils return (ptr)->SetVRHeadsetStreamingEnabled(bEnabled); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1152,7 +1152,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ) return (ptr)->IsSteamChinaLauncher(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ) { //Note: older function only has less arguments long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); @@ -1190,7 +1190,7 @@ STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6Connectivit return (ptr)->GetIPv6ConnectivityState(eProtocol); } -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1202,7 +1202,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* s return (ptr)->IsSteamRunningOnSteamDeck(); } -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1215,7 +1215,7 @@ STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* s return (ptr)->ShowFloatingGamepadTextInput((EFloatingGamepadTextInputMode)eLineInputMode, 0, 0, 0, 0); } -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1240,7 +1240,7 @@ STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, b return (ptr)->SetGameLauncherMode(bLauncherMode); } -STEAMAPI_API bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_utils); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_utils); @@ -1262,7 +1262,7 @@ STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount( ISteamMatchmak return (get_steam_client()->steam_matchmaking)->GetFavoriteGameCount(); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ) { return (get_steam_client()->steam_matchmaking)->GetFavoriteGame(iGame, pnAppID, pnIP, pnConnPort, pnQueryPort, punFlags, pRTime32LastPlayedOnServer); } @@ -1272,7 +1272,7 @@ STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame( ISteamMatchmaking* return (get_steam_client()->steam_matchmaking)->AddFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags, rTime32LastPlayedOnServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) { return (get_steam_client()->steam_matchmaking)->RemoveFavoriteGame(nAppID, nIP, nConnPort, nQueryPort, unFlags); } @@ -1337,7 +1337,7 @@ STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby( ISteamMatchmaking* self return (get_steam_client()->steam_matchmaking)->LeaveLobby(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ) { return (get_steam_client()->steam_matchmaking)->InviteUserToLobby(steamIDLobby, steamIDInvitee); } @@ -1357,7 +1357,7 @@ STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData( ISteamMatchma return (get_steam_client()->steam_matchmaking)->GetLobbyData(steamIDLobby, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ) { return (get_steam_client()->steam_matchmaking)->SetLobbyData(steamIDLobby, pchKey, pchValue); } @@ -1367,12 +1367,12 @@ STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount( ISteamMatchmaking return (get_steam_client()->steam_matchmaking)->GetLobbyDataCount(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ) { return (get_steam_client()->steam_matchmaking)->GetLobbyDataByIndex(steamIDLobby, iLobbyData, pchKey, cchKeyBufferSize, pchValue, cchValueBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ) { return (get_steam_client()->steam_matchmaking)->DeleteLobbyData(steamIDLobby, pchKey); } @@ -1387,7 +1387,7 @@ STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData( ISteamMatchmaki return (get_steam_client()->steam_matchmaking)->SetLobbyMemberData(steamIDLobby, pchKey, pchValue); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ) { return (get_steam_client()->steam_matchmaking)->SendLobbyChatMsg(steamIDLobby, pvMsgBody, cubMsgBody); } @@ -1397,7 +1397,7 @@ STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry( ISteamMatchmaking return (get_steam_client()->steam_matchmaking)->GetLobbyChatEntry(steamIDLobby, iChatID, pSteamIDUser, pvData, cubData, peChatEntryType); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ) { return (get_steam_client()->steam_matchmaking)->RequestLobbyData(steamIDLobby); } @@ -1407,12 +1407,12 @@ STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer( ISteamMatchmaki return (get_steam_client()->steam_matchmaking)->SetLobbyGameServer(steamIDLobby, unGameServerIP, unGameServerPort, steamIDGameServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ) { return (get_steam_client()->steam_matchmaking)->GetLobbyGameServer(steamIDLobby, punGameServerIP, punGameServerPort, psteamIDGameServer); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ) { return (get_steam_client()->steam_matchmaking)->SetLobbyMemberLimit(steamIDLobby, cMaxMembers); } @@ -1422,12 +1422,12 @@ STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit( ISteamMatchmaki return (get_steam_client()->steam_matchmaking)->GetLobbyMemberLimit(steamIDLobby); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ) { return (get_steam_client()->steam_matchmaking)->SetLobbyType(steamIDLobby, eLobbyType); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ) { return (get_steam_client()->steam_matchmaking)->SetLobbyJoinable(steamIDLobby, bLobbyJoinable); } @@ -1437,12 +1437,12 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyOwner( ISteamMatc return (get_steam_client()->steam_matchmaking)->GetLobbyOwner(steamIDLobby).ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ) { return (get_steam_client()->steam_matchmaking)->SetLobbyOwner(steamIDLobby, steamIDNewOwner); } -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ) { return (get_steam_client()->steam_matchmaking)->SetLinkedLobby(steamIDLobby, steamIDLobbyDependent); } @@ -1557,7 +1557,7 @@ STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery( ISteamMatchmak return (get_steam_client()->steam_matchmaking_servers)->RefreshQuery(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ) +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ) { return (get_steam_client()->steam_matchmaking_servers)->IsRefreshing(hRequest); } @@ -1682,7 +1682,7 @@ STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex( ISteamPart return self->GetBeaconByIndex(unIndex); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ) +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ) { return self->GetBeaconDetails(ulBeaconID, pSteamIDBeaconOwner, pLocation, pchMetadata, cchMetadata); } @@ -1692,12 +1692,12 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty( ISteamParties* sel return self->JoinParty(ulBeaconID); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ) +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ) { return self->GetNumAvailableBeaconLocations(puNumLocations); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ) +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ) { return self->GetAvailableBeaconLocations(pLocationList, uMaxNumLocations); } @@ -1722,12 +1722,12 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots( ISteamPar return self->ChangeNumOpenSlots(ulBeacon, unOpenSlots); } -STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ) +STEAMAPI_API steam_bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ) { return self->DestroyBeacon(ulBeacon); } -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ) +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ) { return self->GetBeaconLocationData(BeaconLocation, eData, pchDataStringOut, cchDataStringOut); } @@ -1742,7 +1742,7 @@ STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v016() return get_steam_client()->GetISteamRemoteStorage(flat_hsteamuser(), flat_hsteampipe(), "STEAMREMOTESTORAGE_INTERFACE_VERSION016"); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWrite(pchFile, pvData, cubData); } @@ -1762,17 +1762,17 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync( ISteamRe return (get_steam_client()->steam_remote_storage)->FileReadAsync(pchFile, nOffset, cubToRead); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ) { return (get_steam_client()->steam_remote_storage)->FileReadAsyncComplete(hReadCall, pvBuffer, cubToRead); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileForget(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileDelete(pchFile); } @@ -1782,7 +1782,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare( ISteamRemote return (get_steam_client()->steam_remote_storage)->FileShare(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ) { return (get_steam_client()->steam_remote_storage)->SetSyncPlatforms(pchFile, eRemoteStoragePlatform); } @@ -1792,27 +1792,27 @@ STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteSt return (get_steam_client()->steam_remote_storage)->FileWriteStreamOpen(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamWriteChunk(writeHandle, pvData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamClose(writeHandle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ) { return (get_steam_client()->steam_remote_storage)->FileWriteStreamCancel(writeHandle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FileExists(pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->FilePersisted(pchFile); } @@ -1842,17 +1842,17 @@ STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize( IStea return (get_steam_client()->steam_remote_storage)->GetFileNameAndSize(iFile, pnFileSizeInBytes); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ) { return (get_steam_client()->steam_remote_storage)->GetQuota(pnTotalBytes, puAvailableBytes); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForAccount(); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->IsCloudEnabledForApp(); } @@ -1867,12 +1867,12 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload( ISteamRemo return (get_steam_client()->steam_remote_storage)->UGCDownload(hContent, unPriority); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ) { return (get_steam_client()->steam_remote_storage)->GetUGCDownloadProgress(hContent, pnBytesDownloaded, pnBytesExpected); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ) { return (get_steam_client()->steam_remote_storage)->GetUGCDetails(hContent, pnAppID, ppchName, pnFileSizeInBytes, pSteamIDOwner); } @@ -1902,32 +1902,32 @@ STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePubl return (get_steam_client()->steam_remote_storage)->CreatePublishedFileUpdateRequest(unPublishedFileId); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileFile(updateHandle, pchFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFilePreviewFile(updateHandle, pchPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTitle(updateHandle, pchTitle); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileDescription(updateHandle, pchDescription); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileVisibility(updateHandle, eVisibility); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileTags(updateHandle, pTags); } @@ -1967,7 +1967,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFil return (get_steam_client()->steam_remote_storage)->UnsubscribePublishedFile(unPublishedFileId); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ) { return (get_steam_client()->steam_remote_storage)->UpdatePublishedFileSetChangeDescription(updateHandle, pchChangeDescription); } @@ -2027,12 +2027,12 @@ STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetLocalFileChange( IStea return (get_steam_client()->steam_remote_storage)->GetLocalFileChange(iFile, pEChangeType, pEFilePathType); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->BeginFileWriteBatch(); } -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ) { return (get_steam_client()->steam_remote_storage)->EndFileWriteBatch(); } @@ -2047,77 +2047,77 @@ STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011() return get_steam_client()->GetISteamUserStats(flat_hsteamuser(), flat_hsteampipe(), "STEAMUSERSTATS_INTERFACE_VERSION011"); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->RequestCurrentStats(); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStat(intptr_t instancePtr, const char * pchName, int32 * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStat(intptr_t instancePtr, const char * pchName, int32 * pData) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const char * pchName, float * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStat0(intptr_t instancePtr, const char * pchName, float * pData) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ) { return (get_steam_client()->steam_user_stats)->GetStat(pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStat(intptr_t instancePtr, const char * pchName, int32 nData) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, nData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const char * pchName, float fData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStat0(intptr_t instancePtr, const char * pchName, float fData) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, nData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ) { return (get_steam_client()->steam_user_stats)->SetStat(pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ) { return (get_steam_client()->steam_user_stats)->UpdateAvgRateStat(pchName, flCountThisSession, dSessionLength); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetAchievement(pchName, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ) { return (get_steam_client()->steam_user_stats)->SetAchievement(pchName); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ) { return (get_steam_client()->steam_user_stats)->ClearAchievement(pchName); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) { return (get_steam_client()->steam_user_stats)->GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ) { return (get_steam_client()->steam_user_stats)->StoreStats(); } @@ -2132,7 +2132,7 @@ STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribut return (get_steam_client()->steam_user_stats)->GetAchievementDisplayAttribute(pchName, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ) { return (get_steam_client()->steam_user_stats)->IndicateAchievementProgress(pchName, nCurProgress, nMaxProgress); } @@ -2152,37 +2152,37 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats( ISteamUse return (get_steam_client()->steam_user_stats)->RequestUserStats(steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) { return (get_steam_client()->steam_user_stats)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) { return (get_steam_client()->steam_user_stats)->GetUserAchievement(steamIDUser, pchName, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ) { return (get_steam_client()->steam_user_stats)->GetUserAchievementAndUnlockTime(steamIDUser, pchName, pbAchieved, punUnlockTime); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ) { return (get_steam_client()->steam_user_stats)->ResetAllStats(bAchievementsToo); } @@ -2227,7 +2227,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesF return (get_steam_client()->steam_user_stats)->DownloadLeaderboardEntriesForUsers(hSteamLeaderboard, prgUsers, cUsers); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ) { return (get_steam_client()->steam_user_stats)->GetDownloadedLeaderboardEntry(hSteamLeaderboardEntries, index, pLeaderboardEntry, pDetails, cDetailsMax); } @@ -2262,7 +2262,7 @@ STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo( IS return (get_steam_client()->steam_user_stats)->GetNextMostAchievedAchievementInfo(iIteratorPrevious, pchName, unNameBufLen, pflPercent, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ) { return (get_steam_client()->steam_user_stats)->GetAchievementAchievedPercent(pchName, pflPercent); } @@ -2272,22 +2272,22 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats( ISteamU return (get_steam_client()->steam_user_stats)->RequestGlobalStats(nHistoryDays); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStat(intptr_t instancePtr, const char * pchStatName, int64 * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStat(intptr_t instancePtr, const char * pchStatName, int64 * pData) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, const char * pchStatName, double * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStat0(intptr_t instancePtr, const char * pchStatName, double * pData) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ) { return (get_steam_client()->steam_user_stats)->GetGlobalStat(pchStatName, pData); } @@ -2312,12 +2312,12 @@ STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUs return (get_steam_client()->steam_user_stats)->GetGlobalStatHistory(pchStatName, pData, cubData); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ) { return (get_steam_client()->steam_user_stats)->GetAchievementProgressLimits(pchName, pnMinProgress, pnMaxProgress); } -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ) +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ) { return (get_steam_client()->steam_user_stats)->GetAchievementProgressLimits(pchName, pfMinProgress, pfMaxProgress); } @@ -2332,22 +2332,22 @@ STEAMAPI_API ISteamApps *SteamAPI_SteamGameServerApps_v008() return get_steam_client()->GetISteamApps(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMAPPS_INTERFACE_VERSION008"); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ) { return self->BIsSubscribed(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ) { return self->BIsLowViolence(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ) { return self->BIsCybercafe(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ) { return self->BIsVACBanned(); } @@ -2362,12 +2362,12 @@ STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages( ISteamA return self->GetAvailableGameLanguages(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ) { return self->BIsSubscribedApp(appID); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ) { return self->BIsDlcInstalled(appID); } @@ -2377,7 +2377,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime( ISteamApps* return self->GetEarliestPurchaseUnixTime(nAppID); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ) { return self->BIsSubscribedFromFreeWeekend(); } @@ -2387,7 +2387,7 @@ STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount( ISteamApps* self ) return self->GetDLCCount(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ) { return self->BGetDLCDataByIndex(iDLC, pAppID, pbAvailable, pchName, cchNameBufferSize); } @@ -2407,12 +2407,12 @@ STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey( ISteamApps* return self->RequestAppProofOfPurchaseKey(nAppID); } -STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ) { return self->GetCurrentBetaName(pchName, cchNameBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ) { return self->MarkContentCorrupt(bMissingFilesOnly); } @@ -2427,7 +2427,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir( ISteamApps* self, AppI return self->GetAppInstallDir(appID, pchFolder, cchFolderBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ) { return self->BIsAppInstalled(appID); } @@ -2442,7 +2442,7 @@ STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam( ISteamApps* s return self->GetLaunchQueryParam(pchKey); } -STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) { return self->GetDlcDownloadProgress(nAppID, punBytesDownloaded, punBytesTotal); } @@ -2467,12 +2467,12 @@ STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, cha return self->GetLaunchCommandLine(pszCommandLine, cubCommandLine); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ) { return self->BIsSubscribedFromFamilySharing(); } -STEAMAPI_API bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ) +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ) { return self->BIsTimedTrial(punSecondsAllowed, punSecondsPlayed); } @@ -2487,42 +2487,42 @@ STEAMAPI_API ISteamNetworking *SteamAPI_SteamGameServerNetworking_v006() return get_steam_client()->GetISteamNetworking(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamNetworking006"); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ) { return self->SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ) { return self->IsP2PPacketAvailable(pcubMsgSize, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ) { return self->ReadP2PPacket(pubDest, cubDest, pcubMsgSize, psteamIDRemote, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) { return self->AcceptP2PSessionWithUser(steamIDRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ) { return self->CloseP2PSessionWithUser(steamIDRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ) { return self->CloseP2PChannelWithUser(steamIDRemote, nChannel); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ) { return self->GetP2PSessionState(steamIDRemote, pConnectionState); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ) { return self->AllowP2PPacketRelay(bAllow); } @@ -2542,47 +2542,47 @@ STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket( ISte return self->CreateConnectionSocket(nIP, nPort, nTimeoutSec); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ) { return self->DestroySocket(hSocket, bNotifyRemoteEnd); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ) { return self->DestroyListenSocket(hSocket, bNotifyRemoteEnd); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ) { return self->SendDataOnSocket(hSocket, pubData, cubData, bReliable); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ) { return self->IsDataAvailableOnSocket(hSocket, pcubMsgSize); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ) { return self->RetrieveDataFromSocket(hSocket, pubDest, cubDest, pcubMsgSize); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) { return self->IsDataAvailable(hListenSocket, pcubMsgSize, phSocket); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ) { return self->RetrieveData(hListenSocket, pubDest, cubDest, pcubMsgSize, phSocket); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ) { return self->GetSocketInfo(hSocket, pSteamIDRemote, peSocketStatus, punIPRemote, punPortRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ) { return self->GetListenSocketInfo(hListenSocket, pnIP, pnPort); } @@ -2622,22 +2622,22 @@ STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots( ISteamScreenshots* return (get_steam_client()->steam_screenshots)->HookScreenshots(bHook); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ) +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ) { return (get_steam_client()->steam_screenshots)->SetLocation(hScreenshot, pchLocation); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ) +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ) { return (get_steam_client()->steam_screenshots)->TagUser(hScreenshot, steamID); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ) { return (get_steam_client()->steam_screenshots)->TagPublishedFile(hScreenshot, unPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ) { return (get_steam_client()->steam_screenshots)->IsScreenshotsHooked(); } @@ -2652,12 +2652,12 @@ STEAMAPI_API ISteamMusic *SteamAPI_SteamMusic_v001() return get_steam_client()->GetISteamMusic(flat_hsteamuser(), flat_hsteampipe(), "STEAMMUSIC_INTERFACE_VERSION001"); } -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ) { return self->BIsEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ) { return self->BIsPlaying(); } @@ -2702,162 +2702,162 @@ STEAMAPI_API ISteamMusicRemote *SteamAPI_SteamMusicRemote_v001() return get_steam_client()->GetISteamMusicRemote(flat_hsteamuser(), flat_hsteampipe(), "STEAMMUSICREMOTE_INTERFACE_VERSION001"); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ) { return self->RegisterSteamMusicRemote(pchName); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ) { return self->DeregisterSteamMusicRemote(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ) { return self->BIsCurrentMusicRemote(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ) { return self->BActivationSuccess(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ) { return self->SetDisplayName(pchDisplayName); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) { return self->SetPNGIcon_64x64(pvBuffer, cbBufferLength); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ) { return self->EnablePlayPrevious(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ) { return self->EnablePlayNext(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ) { return self->EnableShuffled(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ) { return self->EnableLooped(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ) { return self->EnableQueue(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ) { return self->EnablePlaylists(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ) { return self->UpdatePlaybackStatus(nStatus); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ) { return self->UpdateShuffled(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ) { return self->UpdateLooped(bValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ) { return self->UpdateVolume(flValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ) { return self->CurrentEntryWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ) { return self->CurrentEntryIsAvailable(bAvailable); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ) { return self->UpdateCurrentEntryText(pchText); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ) { return self->UpdateCurrentEntryElapsedSeconds(nValue); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ) { return self->UpdateCurrentEntryCoverArt(pvBuffer, cbBufferLength); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ) { return self->CurrentEntryDidChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ) { return self->QueueWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ) { return self->ResetQueueEntries(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) { return self->SetQueueEntry(nID, nPosition, pchEntryText); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ) { return self->SetCurrentQueueEntry(nID); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ) { return self->QueueDidChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ) { return self->PlaylistWillChange(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ) { return self->ResetPlaylistEntries(); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ) { return self->SetPlaylistEntry(nID, nPosition, pchEntryText); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ) { return self->SetCurrentPlaylistEntry(nID); } -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ) { return self->PlaylistDidChange(); } @@ -2877,82 +2877,82 @@ STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest( ISteamHTTP return self->CreateHTTPRequest(eHTTPRequestMethod, pchAbsoluteURL); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ) { return self->SetHTTPRequestContextValue(hRequest, ulContextValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ) { return self->SetHTTPRequestNetworkActivityTimeout(hRequest, unTimeoutSeconds); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ) { return self->SetHTTPRequestHeaderValue(hRequest, pchHeaderName, pchHeaderValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ) { return self->SetHTTPRequestGetOrPostParameter(hRequest, pchParamName, pchParamValue); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) { return self->SendHTTPRequest(hRequest, pCallHandle); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ) { return self->SendHTTPRequestAndStreamResponse(hRequest, pCallHandle); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { return self->DeferHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { return self->PrioritizeHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ) { return self->GetHTTPResponseHeaderSize(hRequest, pchHeaderName, unResponseHeaderSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ) { return self->GetHTTPResponseHeaderValue(hRequest, pchHeaderName, pHeaderValueBuffer, unBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ) { return self->GetHTTPResponseBodySize(hRequest, unBodySize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ) { return self->GetHTTPResponseBodyData(hRequest, pBodyDataBuffer, unBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ) { return self->GetHTTPStreamingResponseBodyData(hRequest, cOffset, pBodyDataBuffer, unBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ) { return self->ReleaseHTTPRequest(hRequest); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ) { return self->GetHTTPDownloadProgressPct(hRequest, pflPercentOut); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ) { return self->SetHTTPRequestRawPostBody(hRequest, pchContentType, pubBody, unBodyLen); } @@ -2962,37 +2962,37 @@ STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer return self->CreateCookieContainer(bAllowResponsesToModify); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ) { return self->ReleaseCookieContainer(hCookieContainer); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ) { return self->SetCookie(hCookieContainer, pchHost, pchUrl, pchCookie); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ) { return self->SetHTTPRequestCookieContainer(hRequest, hCookieContainer); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ) { return self->SetHTTPRequestUserAgentInfo(hRequest, pchUserAgentInfo); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ) { return self->SetHTTPRequestRequiresVerifiedCertificate(hRequest, bRequireVerifiedCertificate); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ) { return self->SetHTTPRequestAbsoluteTimeoutMS(hRequest, unMilliseconds); } -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ) { return self->GetHTTPRequestWasTimedOut(hRequest, pbWasTimedOut); } @@ -3017,18 +3017,18 @@ STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v006() return get_steam_client()->GetISteamInput(flat_hsteamuser(), flat_hsteampipe(), "SteamInput006"); } -STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ) { //TODO: do something with bExplicitlyCallRunFrame return (get_steam_client()->steam_controller)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ) { return (get_steam_client()->steam_controller)->Shutdown(); } -STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ) { return (get_steam_client()->steam_controller)->SetInputActionManifestFilePath(pchInputActionManifestAbsolutePath); } @@ -3038,12 +3038,12 @@ STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self, bool bReserv return (get_steam_client()->steam_controller)->RunFrame(bReservedValue); } -STEAMAPI_API bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ) { return (get_steam_client()->steam_controller)->BWaitForData(bWaitForever, unTimeout); } -STEAMAPI_API bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ) { return (get_steam_client()->steam_controller)->BNewDataAvailable(); } @@ -3213,7 +3213,7 @@ STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerRepeatedHapticPulse( ISteam return (get_steam_client()->steam_controller)->Legacy_TriggerRepeatedHapticPulse(inputHandle, eTargetPad, usDurationMicroSec, usOffMicroSec, unRepeat, nFlags); } -STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(inputHandle); } @@ -3253,7 +3253,7 @@ STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISte return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ) +STEAMAPI_API steam_bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ) { return (get_steam_client()->steam_controller)->GetDeviceBindingRevision(inputHandle, pMajor, pMinor); } @@ -3278,12 +3278,12 @@ STEAMAPI_API ISteamController *SteamAPI_SteamController_v008() return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController008"); } -STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamController_Init( ISteamController* self ) { return (get_steam_client()->steam_controller)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamController_Shutdown( ISteamController* self ) { return (get_steam_client()->steam_controller)->Shutdown(); } @@ -3403,7 +3403,7 @@ STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor( ISteamController* self, return (get_steam_client()->steam_controller)->SetLEDColor(controllerHandle, nColorR, nColorG, nColorB, nFlags); } -STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ) { return (get_steam_client()->steam_controller)->ShowBindingPanel(controllerHandle); } @@ -3443,7 +3443,7 @@ STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOr return (get_steam_client()->steam_controller)->TranslateActionOrigin(eDestinationInputType, eSourceOrigin); } -STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ) +STEAMAPI_API steam_bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ) { return (get_steam_client()->steam_controller)->GetControllerBindingRevision(controllerHandle, pMajor, pMinor); } @@ -3562,7 +3562,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* s return (ptr)->SendQueryUGCRequest(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3586,7 +3586,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQ return (ptr)->GetQueryUGCNumTags(handle, index); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3598,7 +3598,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHa return (ptr)->GetQueryUGCTag(handle, index, indexTag, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3610,7 +3610,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, return (ptr)->GetQueryUGCTagDisplayName(handle, index, indexTag, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3622,7 +3622,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGC return (ptr)->GetQueryUGCPreviewURL(handle, index, pchURL, cchURLSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3634,7 +3634,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQu return (ptr)->GetQueryUGCMetadata(handle, index, pchMetadata, cchMetadatasize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3646,7 +3646,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQu return (ptr)->GetQueryUGCChildren(handle, index, pvecPublishedFileID, cMaxEntries); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3670,7 +3670,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamU return (ptr)->GetQueryUGCNumAdditionalPreviews(handle, index); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3694,7 +3694,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* se return (ptr)->GetQueryUGCNumKeyValueTags(handle, index); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3706,7 +3706,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UG return (ptr)->GetQueryUGCKeyValueTag(handle, index, keyValueTagIndex, pchKey, cchKeySize, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePtr, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize) { long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3718,7 +3718,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag0(intptr_t instancePt return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3730,7 +3730,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* sel return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); } -STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3742,7 +3742,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UG return (ptr)->ReleaseQueryUGCRequest(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3754,7 +3754,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHa return (ptr)->AddRequiredTag(handle, pTagName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3766,7 +3766,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQu return (ptr)->AddRequiredTagGroup(handle, pTagGroups); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3778,7 +3778,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHa return (ptr)->AddExcludedTag(handle, pTagName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3790,7 +3790,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQuery return (ptr)->SetReturnOnlyIDs(handle, bReturnOnlyIDs); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3802,7 +3802,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGC return (ptr)->SetReturnKeyValueTags(handle, bReturnKeyValueTags); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3814,7 +3814,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, return (ptr)->SetReturnLongDescription(handle, bReturnLongDescription); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3826,7 +3826,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQuer return (ptr)->SetReturnMetadata(handle, bReturnMetadata); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3838,7 +3838,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQuer return (ptr)->SetReturnChildren(handle, bReturnChildren); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3850,7 +3850,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* sel return (ptr)->SetReturnAdditionalPreviews(handle, bReturnAdditionalPreviews); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3862,7 +3862,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQue return (ptr)->SetReturnTotalOnly(handle, bReturnTotalOnly); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3874,7 +3874,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UG return (ptr)->SetReturnPlaytimeStats(handle, unDays); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3886,7 +3886,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandl return (ptr)->SetLanguage(handle, pchLanguage); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3898,7 +3898,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UG return (ptr)->SetAllowCachedResponse(handle, unMaxAgeSeconds); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3910,7 +3910,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UG return (ptr)->SetCloudFileNameFilter(handle, pMatchCloudFileName); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3922,7 +3922,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHa return (ptr)->SetMatchAnyTag(handle, bMatchAnyTag); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3934,7 +3934,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHan return (ptr)->SetSearchText(handle, pSearchText); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3946,7 +3946,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQ return (ptr)->SetRankedByTrendDays(handle, unDays); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3958,7 +3958,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, U return (ptr)->SetTimeCreatedDateRange(handle, rtStart, rtEnd); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -3970,7 +3970,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, U return (ptr)->SetTimeUpdatedDateRange(handle, rtStart, rtEnd); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4018,7 +4018,7 @@ STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* se return (ptr)->StartItemUpdate(nConsumerAppId, nPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4030,7 +4030,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHan return (ptr)->SetItemTitle(handle, pchTitle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4042,7 +4042,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpd return (ptr)->SetItemDescription(handle, pchDescription); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4054,7 +4054,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGC return (ptr)->SetItemUpdateLanguage(handle, pchLanguage); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4066,7 +4066,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdate return (ptr)->SetItemMetadata(handle, pchMetaData); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4078,7 +4078,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpda return (ptr)->SetItemVisibility(handle, eVisibility); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4090,7 +4090,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHand return (ptr)->SetItemTags(updateHandle, pTags); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4102,7 +4102,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateH return (ptr)->SetItemContent(handle, pszContentFolder); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4114,7 +4114,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateH return (ptr)->SetItemPreview(handle, pszPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4126,7 +4126,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCU return (ptr)->SetAllowLegacyUpload(handle, bAllowLegacyUpload); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4138,7 +4138,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, return (ptr)->RemoveAllItemKeyValueTags(handle); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4150,7 +4150,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UG return (ptr)->RemoveItemKeyValueTags(handle, pchKey); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4162,7 +4162,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpd return (ptr)->AddItemKeyValueTag(handle, pchKey, pchValue); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4174,7 +4174,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpd return (ptr)->AddItemPreviewFile(handle, pszPreviewFile, type); } -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4186,7 +4186,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUp return (ptr)->AddItemPreviewVideo(handle, pszVideoID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4198,7 +4198,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGC return (ptr)->UpdateItemPreviewFile(handle, index, pszPreviewFile); } -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4210,7 +4210,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UG return (ptr)->UpdateItemPreviewVideo(handle, index, pszVideoID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4354,7 +4354,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedF return (ptr)->GetItemState(nPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4366,7 +4366,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, Publis return (ptr)->GetItemInstallInfo(nPublishedFileID, punSizeOnDisk, pchFolder, cchFolderSize, punTimeStamp); } -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4378,7 +4378,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, Publi return (ptr)->GetItemDownloadInfo(nPublishedFileID, punBytesDownloaded, punBytesTotal); } -STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4390,7 +4390,7 @@ STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFil return (ptr)->DownloadItem(nPublishedFileID, bHighPriority); } -STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4522,7 +4522,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, Publ return (ptr)->DeleteItem(nPublishedFileID); } -STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); @@ -4587,12 +4587,12 @@ STEAMAPI_API void SteamAPI_ISteamHTMLSurface_DestructISteamHTMLSurface(intptr_t //return (get_steam_client()->steam_HTMLsurface)->DestructISteamHTMLSurface(); } -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ) { return (get_steam_client()->steam_HTMLsurface)->Init(); } -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ) { return (get_steam_client()->steam_HTMLsurface)->Shutdown(); } @@ -4794,7 +4794,7 @@ STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* return (ptr)->GetResultStatus(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4806,7 +4806,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self return (ptr)->GetResultItems(resultHandle, pOutItemsArray, punOutItemsArraySize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4830,7 +4830,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory return (ptr)->GetResultTimestamp(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4854,7 +4854,7 @@ STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, return (ptr)->DestroyResult(resultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4866,7 +4866,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, S return (ptr)->GetAllItems(pResultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4878,7 +4878,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, return (ptr)->GetItemsByID(pResultHandle, pInstanceIDs, unCountInstanceIDs); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4890,7 +4890,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* sel return (ptr)->SerializeResult(resultHandle, pOutBuffer, punOutBufferSize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4902,7 +4902,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* s return (ptr)->DeserializeResult(pOutResultHandle, pBuffer, unBufferSize, bRESERVED_MUST_BE_FALSE); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4914,7 +4914,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, return (ptr)->GenerateItems(pResultHandle, pArrayItemDefs, punArrayQuantity, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4926,7 +4926,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* sel return (ptr)->GrantPromoItems(pResultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4938,7 +4938,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, return (ptr)->AddPromoItem(pResultHandle, itemDef); } -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4950,7 +4950,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, return (ptr)->AddPromoItems(pResultHandle, pArrayItemDefs, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4962,7 +4962,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, S return (ptr)->ConsumeItem(pResultHandle, itemConsume, unQuantity); } -STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4974,7 +4974,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, return (ptr)->ExchangeItems(pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -4998,7 +4998,7 @@ STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventor return (ptr)->SendItemDropHeartbeat(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5010,7 +5010,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* sel return (ptr)->TriggerItemDrop(pResultHandle, dropListDefinition); } -STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5022,7 +5022,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, St return (ptr)->TradeItems(pResultHandle, steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5034,7 +5034,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* return (ptr)->LoadItemDefinitions(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5046,7 +5046,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory return (ptr)->GetItemDefinitionIDs(pItemDefIDs, punItemDefIDsArraySize); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5070,7 +5070,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDef return (ptr)->RequestEligiblePromoItemDefinitionsIDs(steamID); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5118,7 +5118,7 @@ STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInvent return (ptr)->GetNumItemsWithPrices(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5130,7 +5130,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* return (ptr)->GetItemsWithPrices(pArrayItemDefs, pCurrentPrices, pBasePrices, unArrayLength); } -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5154,7 +5154,7 @@ STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdatePr return (ptr)->StartUpdateProperties(); } -STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5166,7 +5166,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self return (ptr)->RemoveProperty(handle, nItemID, pchPropertyName); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue) { long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5178,7 +5178,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty(intptr_t instancePtr, Ste return (ptr)->SetProperty(handle, nItemID, pchPropertyName, pchPropertyValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue) { long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5190,7 +5190,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty0(intptr_t instancePtr, St return (ptr)->SetProperty(handle, nItemID, pchPropertyName, bValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue) { long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5202,7 +5202,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty1(intptr_t instancePtr, St return (ptr)->SetProperty(handle, nItemID, pchPropertyName, nValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue) { long long test1 = ((char *)instancePtr - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)instancePtr - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5214,7 +5214,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetProperty2(intptr_t instancePtr, St return (ptr)->SetProperty(handle, nItemID, pchPropertyName, flValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5226,7 +5226,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* s return (ptr)->SetProperty(handle, nItemID, pchPropertyName, pchPropertyValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5238,7 +5238,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* sel return (ptr)->SetProperty(handle, nItemID, pchPropertyName, bValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5250,7 +5250,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* se return (ptr)->SetProperty(handle, nItemID, pchPropertyName, nValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5262,7 +5262,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* se return (ptr)->SetProperty(handle, nItemID, pchPropertyName, flValue); } -STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5274,7 +5274,7 @@ STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInvento return (ptr)->SubmitUpdateProperties(handle, pResultHandle); } -STEAMAPI_API bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ) +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_inventory); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_inventory); @@ -5296,7 +5296,7 @@ STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL( ISteamVideo* self, AppId_t u return self->GetVideoURL(unVideoAppID); } -STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ) +STEAMAPI_API steam_bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ) { return self->IsBroadcasting(pnNumViewers); } @@ -5306,7 +5306,7 @@ STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings( ISteamVideo* self, AppId_ return self->GetOPFSettings(unVideoAppID); } -STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ) +STEAMAPI_API steam_bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ) { return self->GetOPFStringForApp(unVideoAppID, pchBuffer, pnBufferSize); } @@ -5316,7 +5316,7 @@ ISteamTV *SteamAPI_SteamTV_v001() return (ISteamTV *)get_steam_client()->GetISteamGenericInterface(flat_hsteamuser(), flat_hsteampipe(), "STEAMTV_INTERFACE_V001"); } -STEAMAPI_API bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ) +STEAMAPI_API steam_bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ) { return self->IsBroadcasting(pnNumViewers); } @@ -5356,32 +5356,32 @@ STEAMAPI_API ISteamParentalSettings *SteamAPI_SteamParentalSettings_v001() return get_steam_client()->GetISteamParentalSettings(flat_hsteamuser(), flat_hsteampipe(), "STEAMPARENTALSETTINGS_INTERFACE_VERSION001"); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ) { return self->BIsParentalLockEnabled(); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ) { return self->BIsParentalLockLocked(); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ) { return self->BIsAppBlocked(nAppID); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ) { return self->BIsAppInBlockList(nAppID); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ) { return self->BIsFeatureBlocked(eFeature); } -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ) +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ) { return self->BIsFeatureInBlockList(eFeature); } @@ -5416,12 +5416,12 @@ STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFo return self->GetSessionClientFormFactor(unSessionID); } -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ) { return self->BGetSessionClientResolution(unSessionID, pnResolutionX, pnResolutionY); } -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ) +STEAMAPI_API steam_bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ) { return self->BSendRemotePlayTogetherInvite(steamIDFriend); } @@ -5456,17 +5456,17 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISt return self->ReceiveMessagesOnChannel(nLocalChannel, ppOutMessages, nMaxMessages); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) { return self->AcceptSessionWithUser(identityRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ) { return self->CloseSessionWithUser(identityRemote); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ) { return self->CloseChannelWithUser(identityRemote, nLocalChannel); } @@ -5586,7 +5586,7 @@ STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNe return (ptr)->AcceptConnection(hConn); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5598,7 +5598,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetwor return (ptr)->CloseConnection(hPeer, nReason, pszDebug, bEnableLinger); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5610,7 +5610,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetw return (ptr)->CloseListenSocket(hSocket); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5646,7 +5646,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SetConnectionName( ISteamNetw return (ptr)->SetConnectionName(hPeer, pszName); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5706,7 +5706,7 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( I return (ptr)->ReceiveMessagesOnConnection(hConn, ppOutMessages, nMaxMessages); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5718,7 +5718,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetw return (ptr)->GetConnectionInfo(hConn, pInfo); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5754,7 +5754,7 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( I return (ptr)->GetDetailedConnectionStatus(hConn, pszBuf, cbBuf); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5766,7 +5766,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( IStea return (ptr)->GetListenSocketAddress(hSocket, address); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5790,7 +5790,7 @@ STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_ConfigureConnectionLanes( return (ptr)->ConfigureConnectionLanes(hConn, nNumLanes, pLanePriorities, pLaneWeights); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5838,7 +5838,7 @@ STEAMAPI_API HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup return (ptr)->CreatePollGroup(); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5850,7 +5850,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetwo return (ptr)->DestroyPollGroup(hPollGroup); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5874,7 +5874,7 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( IS return (ptr)->ReceiveMessagesOnPollGroup(hPollGroup, ppOutMessages, nMaxMessages); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5985,7 +5985,7 @@ STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCust return (ptr)->ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, nRemoteVirtualPort, nOptions, pOptions); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -5997,7 +5997,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISte return (ptr)->ReceivedP2PCustomSignal(pMsg, cbMsg, pContext); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -6009,7 +6009,7 @@ STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteam return (ptr)->GetCertificateRequest(pcbBlob, pBlob, errMsg); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -6045,7 +6045,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkin return (ptr)->RunCallbacks(); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_networking_sockets); long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_networking_sockets); @@ -6105,7 +6105,7 @@ STEAMAPI_API ISteamNetworkingFakeUDPPort * SteamAPI_ISteamNetworkingSockets_Crea return (ptr)->CreateFakeUDPPort(idxFakeServerPort); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ) { return self->SendSignal(hConn, info, pMsg, cbMsg); } @@ -6175,12 +6175,12 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString( IS return (get_steam_client()->steam_networking_utils)->ConvertPingLocationToString(location, pszBuf, cchBufSize); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ) { return (get_steam_client()->steam_networking_utils)->ParsePingLocationString(pszString, result); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ) { return (get_steam_client()->steam_networking_utils)->CheckPingDataUpToDate(flMaxAgeSeconds); } @@ -6215,7 +6215,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamN return (get_steam_client()->steam_networking_utils)->SetDebugOutputFunction(eDetailLevel, pfnFunc); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ) { return (get_steam_client()->steam_networking_utils)->IsFakeIPv4(nIPv4); } @@ -6230,77 +6230,77 @@ STEAMAPI_API EResult SteamAPI_ISteamNetworkingUtils_GetRealIdentityForFakeIP( IS return (get_steam_client()->steam_networking_utils)->GetRealIdentityForFakeIP(fakeIP, pOutRealIdentity); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueInt32(eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueFloat(eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValueString(eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalConfigValuePtr(eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueInt32(hConn, eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueFloat(hConn, eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConnectionConfigValueString(hConn, eValue, val); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamNetConnectionStatusChanged(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamNetAuthenticationStatusChanged(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_SteamRelayNetworkStatusChanged(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_FakeIPResult(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_MessagesSessionRequest(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetGlobalCallback_MessagesSessionFailed(fnCallback); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ) { return (get_steam_client()->steam_networking_utils)->SetConfigValue(eValue, eScopeType, scopeObj, eDataType, pArg); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ) { return ((ISteamNetworkingUtils*)get_steam_client()->steam_networking_utils)->SetConfigValueStruct(opt, eScopeType, scopeObj); } @@ -6311,7 +6311,7 @@ STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils } //TODO: implement this once the GetConfigValueInfo does something other than return 0 or NULL -//STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ) +//STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char ** pOutName, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope, ESteamNetworkingConfigValue * pOutNextValue ) STEAMAPI_API const char * SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope ) { //return (get_steam_client()->steam_networking_utils)->GetConfigValueInfo(eValue, pOutDataType, pOutScope); @@ -6333,7 +6333,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( return (get_steam_client()->steam_networking_utils)->SteamNetworkingIPAddr_ToString(addr, buf, cbBuf, bWithPort); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ) { return (get_steam_client()->steam_networking_utils)->SteamNetworkingIPAddr_ParseString(pAddr, pszStr); } @@ -6348,7 +6348,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToStrin return (get_steam_client()->steam_networking_utils)->SteamNetworkingIdentity_ToString(identity, buf, cbBuf); } -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ) +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ) { return (get_steam_client()->steam_networking_utils)->SteamNetworkingIdentity_ParseString(pIdentity, pszStr); } @@ -6363,7 +6363,7 @@ STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014() return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer014"); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); } @@ -6403,12 +6403,12 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ) return get_steam_client()->steam_gameserver->LogOff(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ) { return get_steam_client()->steam_gameserver->BLoggedOn(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ) { return get_steam_client()->steam_gameserver->BSecure(); } @@ -6418,7 +6418,7 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServ return get_steam_client()->steam_gameserver->GetSteamID().ConvertToUint64(); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ) { return get_steam_client()->steam_gameserver->WasRestartRequested(); } @@ -6483,12 +6483,12 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, c return get_steam_client()->steam_gameserver->SetRegion(pszRegion); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) { return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ) { return get_steam_client()->steam_gameserver->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } @@ -6508,7 +6508,7 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect_DEPRECATED( IStea return get_steam_client()->steam_gameserver->SendUserDisconnect(steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ) { return get_steam_client()->steam_gameserver->BUpdateUserData(steamIDUser, pchPlayerName, uScore); } @@ -6543,7 +6543,7 @@ STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicens return get_steam_client()->steam_gameserver->UserHasLicenseForApp(steamID, appID); } -STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ) { return get_steam_client()->steam_gameserver->RequestUserGroupStatus(steamIDUser, steamIDGroup); } @@ -6569,7 +6569,7 @@ STEAMAPI_API void *SteamAPI_ISteamGameServer_GetPublicIP( intptr_t instancePtr, } } -STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ) { return get_steam_client()->steam_gameserver->HandleIncomingPacket(pData, cbData, srcIP, srcPort); } @@ -6614,62 +6614,62 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats( ISt return self->RequestUserStats(steamIDUser); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 * pData) { return ((ISteamGameServerStats *)instancePtr)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float * pData) { return ((ISteamGameServerStats *)instancePtr)->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ) { return self->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ) { return self->GetUserStat(steamIDUser, pchName, pData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ) { return self->GetUserAchievement(steamIDUser, pchName, pbAchieved); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStat(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, int32 nData) { return ((ISteamGameServerStats *)instancePtr)->SetUserStat(steamIDUser, pchName, nData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float fData) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStat0(intptr_t instancePtr, class CSteamID steamIDUser, const char * pchName, float fData) { return ((ISteamGameServerStats *)instancePtr)->SetUserStat(steamIDUser, pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ) { return self->SetUserStat(steamIDUser, pchName, nData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ) { return self->SetUserStat(steamIDUser, pchName, fData); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ) { return self->UpdateUserAvgRateStat(steamIDUser, pchName, flCountThisSession, dSessionLength); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) { return self->SetUserAchievement(steamIDUser, pchName); } -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ) { return self->ClearUserAchievement(steamIDUser, pchName); } @@ -6699,7 +6699,7 @@ STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_ScheduleCleanup( ISteamNe return self->ScheduleCleanup(remoteAddress); } -STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ) +STEAMAPI_API steam_bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ) { return self->IsSet(); } @@ -6759,7 +6759,7 @@ STEAMAPI_API const char * SteamAPI_servernetadr_t_GetQueryAddressString( servern return self->GetQueryAddressString(); } -STEAMAPI_API bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ) +STEAMAPI_API steam_bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ) { return self->operator<(netadr); } @@ -6789,7 +6789,7 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* s return self->Clear(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ) { return self->IsIPv6AllZeros(); } @@ -6804,7 +6804,7 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* return self->SetIPv4(nIP, nPort); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ) { return self->IsIPv4(); } @@ -6819,7 +6819,7 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( SteamNetworki return self->SetIPv6LocalHost(nPort); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ) { return self->IsLocalHost(); } @@ -6829,12 +6829,12 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr return self->ToString(buf, cbBuf, bWithPort); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ) { return self->ParseString(pszStr); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ) { return self->operator==(x); } @@ -6844,7 +6844,7 @@ STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIP return self->GetFakeIPType(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ) { return self->IsFakeIP(); } @@ -6854,7 +6854,7 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentit return self->Clear(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ) { return self->IsInvalid(); } @@ -6879,7 +6879,7 @@ STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworki return self->GetSteamID64(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ) { return false;//self->SetXboxPairwiseID(pszString); } @@ -6937,7 +6937,7 @@ STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIdentity_GetFake return self->GetIPAddr()->GetFakeIPType(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ) { return self->GetIPAddr()->IsFakeIP(); } @@ -6947,12 +6947,12 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworking return self->SetLocalHost(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ) { return self->IsLocalHost(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ) { return self->SetGenericString(pszString); } @@ -6962,7 +6962,7 @@ STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetGenericString( Ste return self->GetGenericString(); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ) { return self->SetGenericBytes(data, cbLen); } @@ -6972,7 +6972,7 @@ STEAMAPI_API const uint8 * SteamAPI_SteamNetworkingIdentity_GetGenericBytes( Ste return self->GetGenericBytes(cbLen); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ) { return self->operator==(x); } @@ -6982,7 +6982,7 @@ STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_ToString( SteamNetworkingIden return self->ToString(buf, cbBuf); } -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ) +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ) { return self->ParseString(pszStr); } diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index 8fb36b4..fa454b6 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -191,7 +191,7 @@ // SteamAPI_Init must be called before using any other API functions. If it fails, an // error message will be output to the debugger (or stderr) with further information. -S_API bool S_CALLTYPE SteamAPI_Init(); +S_API steam_bool S_CALLTYPE SteamAPI_Init(); // SteamAPI_Shutdown should be called during process shutdown if possible. S_API void S_CALLTYPE SteamAPI_Shutdown(); @@ -206,7 +206,7 @@ S_API void S_CALLTYPE SteamAPI_Shutdown(); // // NOTE: If you use the Steam DRM wrapper on your primary executable file, this check is unnecessary // since the DRM wrapper will ensure that your application was launched properly through Steam. -S_API bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ); +S_API steam_bool S_CALLTYPE SteamAPI_RestartAppIfNecessary( uint32 unOwnAppID ); // Many Steam API functions allocate a small amount of thread-local memory for parameter storage. // SteamAPI_ReleaseCurrentThreadMemory() will free API memory associated with the calling thread. @@ -226,7 +226,7 @@ S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg ); //----------------------------------------------------------------------------------------------------------------------------------------------------------// // SteamAPI_IsSteamRunning() returns true if Steam is currently running -S_API bool S_CALLTYPE SteamAPI_IsSteamRunning(); +S_API steam_bool S_CALLTYPE SteamAPI_IsSteamRunning(); // Pumps out all the steam messages, calling registered callbacks. // NOT THREADSAFE - do not call from multiple threads simultaneously. diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index b445ffd..9bba177 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -19,7 +19,7 @@ typedef uint64 uint64_gameid; // Used when passing or return CGameID // ISteamClient STEAMAPI_API HSteamPipe SteamAPI_ISteamClient_CreateSteamPipe( ISteamClient* self ); -STEAMAPI_API bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ); +STEAMAPI_API steam_bool SteamAPI_ISteamClient_BReleaseSteamPipe( ISteamClient* self, HSteamPipe hSteamPipe ); STEAMAPI_API HSteamUser SteamAPI_ISteamClient_ConnectToGlobalUser( ISteamClient* self, HSteamPipe hSteamPipe ); STEAMAPI_API HSteamUser SteamAPI_ISteamClient_CreateLocalUser( ISteamClient* self, HSteamPipe * phSteamPipe, EAccountType eAccountType ); STEAMAPI_API void SteamAPI_ISteamClient_ReleaseUser( ISteamClient* self, HSteamPipe hSteamPipe, HSteamUser hUser ); @@ -40,7 +40,7 @@ STEAMAPI_API ISteamScreenshots * SteamAPI_ISteamClient_GetISteamScreenshots( ISt STEAMAPI_API ISteamGameSearch * SteamAPI_ISteamClient_GetISteamGameSearch( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); STEAMAPI_API uint32 SteamAPI_ISteamClient_GetIPCCallCount( ISteamClient* self ); STEAMAPI_API void SteamAPI_ISteamClient_SetWarningMessageHook( ISteamClient* self, SteamAPIWarningMessageHook_t pFunction ); -STEAMAPI_API bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamClient_BShutdownIfAllPipesClosed( ISteamClient* self ); STEAMAPI_API ISteamHTTP * SteamAPI_ISteamClient_GetISteamHTTP( ISteamClient* self, HSteamUser hSteamuser, HSteamPipe hSteamPipe, const char * pchVersion ); STEAMAPI_API ISteamController * SteamAPI_ISteamClient_GetISteamController( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); STEAMAPI_API ISteamUGC * SteamAPI_ISteamClient_GetISteamUGC( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); @@ -59,14 +59,14 @@ STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( IStea STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v021(); STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020(); STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ); -STEAMAPI_API bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BLoggedOn( ISteamUser* self ); STEAMAPI_API uint64_steamid SteamAPI_ISteamUser_GetSteamID( ISteamUser* self ); STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ); STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ); STEAMAPI_API int SteamAPI_ISteamUser_InitiateGameConnection_DEPRECATED( ISteamUser* self, void * pAuthBlob, int cbMaxAuthBlob, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ); STEAMAPI_API void SteamAPI_ISteamUser_TerminateGameConnection_DEPRECATED( ISteamUser* self, uint32 unIPServer, uint16 usPortServer ); STEAMAPI_API void SteamAPI_ISteamUser_TrackAppUsageEvent( ISteamUser* self, uint64_gameid gameID, int eAppUsageEvent, const char * pchExtraInfo ); -STEAMAPI_API bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_GetUserDataFolder( ISteamUser* self, char * pchBuffer, int cubBuffer ); STEAMAPI_API void SteamAPI_ISteamUser_StartVoiceRecording( ISteamUser* self ); STEAMAPI_API void SteamAPI_ISteamUser_StopVoiceRecording( ISteamUser* self ); STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice( ISteamUser* self, uint32 * pcbCompressed, uint32 * pcbUncompressed_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ); @@ -78,20 +78,20 @@ STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession( IStea STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession( ISteamUser* self, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket( ISteamUser* self, HAuthTicket hAuthTicket ); STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamUser_UserHasLicenseForApp( ISteamUser* self, uint64_steamid steamID, AppId_t appID ); -STEAMAPI_API bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsBehindNAT( ISteamUser* self ); STEAMAPI_API void SteamAPI_ISteamUser_AdvertiseGame( ISteamUser* self, uint64_steamid steamIDGameServer, uint32 unIPServer, uint16 usPortServer ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestEncryptedAppTicket( ISteamUser* self, void * pDataToInclude, int cbDataToInclude ); -STEAMAPI_API bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_GetEncryptedAppTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); STEAMAPI_API int SteamAPI_ISteamUser_GetGameBadgeLevel( ISteamUser* self, int nSeries, bool bFoil ); STEAMAPI_API int SteamAPI_ISteamUser_GetPlayerSteamLevel( ISteamUser* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_RequestStoreAuthURL( ISteamUser* self, const char * pchRedirectURL ); -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ); -STEAMAPI_API bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ); -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ); -STEAMAPI_API bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneVerified( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsTwoFactorEnabled( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneIdentifying( ISteamUser* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BIsPhoneRequiringVerification( ISteamUser* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetMarketEligibility( ISteamUser* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUser_GetDurationControl( ISteamUser* self ); -STEAMAPI_API bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ); +STEAMAPI_API steam_bool SteamAPI_ISteamUser_BSetDurationControlOnlineState( ISteamUser* self, EDurationControlOnlineState eNewState ); // ISteamFriends STEAMAPI_API ISteamFriends *SteamAPI_SteamFriends_v017(); @@ -103,7 +103,7 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendByIndex( ISteamFrien STEAMAPI_API EFriendRelationship SteamAPI_ISteamFriends_GetFriendRelationship( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API EPersonaState SteamAPI_ISteamFriends_GetFriendPersonaState( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaName( ISteamFriends* self, uint64_steamid steamIDFriend ); -STEAMAPI_API bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_GetFriendGamePlayed( ISteamFriends* self, uint64_steamid steamIDFriend, FriendGameInfo_t * pFriendGameInfo ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendPersonaNameHistory( ISteamFriends* self, uint64_steamid steamIDFriend, int iPersonaName ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendSteamLevel( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetPlayerNickname( ISteamFriends* self, uint64_steamid steamIDPlayer ); @@ -112,16 +112,16 @@ STEAMAPI_API FriendsGroupID_t SteamAPI_ISteamFriends_GetFriendsGroupIDByIndex( I STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendsGroupName( ISteamFriends* self, FriendsGroupID_t friendsGroupID ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendsGroupMembersCount( ISteamFriends* self, FriendsGroupID_t friendsGroupID ); STEAMAPI_API void SteamAPI_ISteamFriends_GetFriendsGroupMembersList( ISteamFriends* self, FriendsGroupID_t friendsGroupID, CSteamID * pOutSteamIDMembers, int nMembersCount ); -STEAMAPI_API bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_HasFriend( ISteamFriends* self, uint64_steamid steamIDFriend, int iFriendFlags ); STEAMAPI_API int SteamAPI_ISteamFriends_GetClanCount( ISteamFriends* self ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanByIndex( ISteamFriends* self, int iClan ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanName( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetClanTag( ISteamFriends* self, uint64_steamid steamIDClan ); -STEAMAPI_API bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_GetClanActivityCounts( ISteamFriends* self, uint64_steamid steamIDClan, int * pnOnline, int * pnInGame, int * pnChatting ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_DownloadClanActivityCounts( ISteamFriends* self, CSteamID * psteamIDClans, int cClansToRequest ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCountFromSource( ISteamFriends* self, uint64_steamid steamIDSource ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetFriendFromSourceByIndex( ISteamFriends* self, uint64_steamid steamIDSource, int iFriend ); -STEAMAPI_API bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsUserInSource( ISteamFriends* self, uint64_steamid steamIDUser, uint64_steamid steamIDSource ); STEAMAPI_API void SteamAPI_ISteamFriends_SetInGameVoiceSpeaking( ISteamFriends* self, uint64_steamid steamIDUser, bool bSpeaking ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlay( ISteamFriends* self, const char * pchDialog ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayToUser( ISteamFriends* self, const char * pchDialog, uint64_steamid steamID ); @@ -132,44 +132,44 @@ STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialog( ISteam STEAMAPI_API int SteamAPI_ISteamFriends_GetSmallFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API int SteamAPI_ISteamFriends_GetMediumFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API int SteamAPI_ISteamFriends_GetLargeFriendAvatar( ISteamFriends* self, uint64_steamid steamIDFriend ); -STEAMAPI_API bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_RequestUserInformation( ISteamFriends* self, uint64_steamid steamIDUser, bool bRequireNameOnly ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestClanOfficerList( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOwner( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API int SteamAPI_ISteamFriends_GetClanOfficerCount( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetClanOfficerByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iOfficer ); STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetUserRestrictions( ISteamFriends* self ); -STEAMAPI_API bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SetRichPresence( ISteamFriends* self, const char * pchKey, const char * pchValue ); STEAMAPI_API void SteamAPI_ISteamFriends_ClearRichPresence( ISteamFriends* self ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchKey ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendRichPresenceKeyCount( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API const char * SteamAPI_ISteamFriends_GetFriendRichPresenceKeyByIndex( ISteamFriends* self, uint64_steamid steamIDFriend, int iKey ); STEAMAPI_API void SteamAPI_ISteamFriends_RequestFriendRichPresence( ISteamFriends* self, uint64_steamid steamIDFriend ); -STEAMAPI_API bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_InviteUserToGame( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchConnectString ); STEAMAPI_API int SteamAPI_ISteamFriends_GetCoplayFriendCount( ISteamFriends* self ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetCoplayFriend( ISteamFriends* self, int iCoplayFriend ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendCoplayTime( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API AppId_t SteamAPI_ISteamFriends_GetFriendCoplayGame( ISteamFriends* self, uint64_steamid steamIDFriend ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_JoinClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ); -STEAMAPI_API bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_LeaveClanChatRoom( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMemberCount( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API uint64_steamid SteamAPI_ISteamFriends_GetChatMemberByIndex( ISteamFriends* self, uint64_steamid steamIDClan, int iUser ); -STEAMAPI_API bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SendClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, const char * pchText ); STEAMAPI_API int SteamAPI_ISteamFriends_GetClanChatMessage( ISteamFriends* self, uint64_steamid steamIDClanChat, int iMessage, void * prgchText, int cchTextMax, EChatEntryType * peChatEntryType, CSteamID * psteamidChatter ); -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ); -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); -STEAMAPI_API bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); -STEAMAPI_API bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); -STEAMAPI_API bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ); -STEAMAPI_API bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanChatAdmin( ISteamFriends* self, uint64_steamid steamIDClanChat, uint64_steamid steamIDUser ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanChatWindowOpenInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_OpenClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_CloseClanChatWindowInSteam( ISteamFriends* self, uint64_steamid steamIDClanChat ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_SetListenForFriendsMessages( ISteamFriends* self, bool bInterceptEnabled ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_ReplyToFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, const char * pchMsgToSend ); STEAMAPI_API int SteamAPI_ISteamFriends_GetFriendMessage( ISteamFriends* self, uint64_steamid steamIDFriend, int iMessageID, void * pvData, int cubData, EChatEntryType * peChatEntryType ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_GetFollowerCount( ISteamFriends* self, uint64_steamid steamID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_IsFollowing( ISteamFriends* self, uint64_steamid steamID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_EnumerateFollowingList( ISteamFriends* self, uint32 unStartIndex ); -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ); -STEAMAPI_API bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanPublic( ISteamFriends* self, uint64_steamid steamIDClan ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_IsClanOfficialGameGroup( ISteamFriends* self, uint64_steamid steamIDClan ); STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( ISteamFriends* self ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); -STEAMAPI_API bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); +STEAMAPI_API steam_bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString ); // ISteamUtils @@ -182,46 +182,46 @@ STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetSecondsSinceComputerActive( ISteamUt STEAMAPI_API EUniverse SteamAPI_ISteamUtils_GetConnectedUniverse( ISteamUtils* self ); STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetServerRealTime( ISteamUtils* self ); STEAMAPI_API const char * SteamAPI_ISteamUtils_GetIPCountry( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ); -STEAMAPI_API bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetImageSize( ISteamUtils* self, int iImage, uint32 * pnWidth, uint32 * pnHeight ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetImageRGBA( ISteamUtils* self, int iImage, uint8 * pubDest, int nDestBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetCSERIPPort( ISteamUtils* self, uint32 * unIP, uint16 * usPort ); STEAMAPI_API uint8 SteamAPI_ISteamUtils_GetCurrentBatteryPower( ISteamUtils* self ); STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetAppID( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationPosition( ISteamUtils* self, ENotificationPosition eNotificationPosition ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsAPICallCompleted( ISteamUtils* self, SteamAPICall_t hSteamAPICall, bool * pbFailed ); STEAMAPI_API ESteamAPICallFailure SteamAPI_ISteamUtils_GetAPICallFailureReason( ISteamUtils* self, SteamAPICall_t hSteamAPICall ); -STEAMAPI_API bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetAPICallResult( ISteamUtils* self, SteamAPICall_t hSteamAPICall, void * pCallback, int cubCallback, int iCallbackExpected, bool * pbFailed ); STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetIPCCallCount( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_SetWarningMessageHook( ISteamUtils* self, SteamAPIWarningMessageHook_t pFunction ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsOverlayEnabled( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_BOverlayNeedsPresent( ISteamUtils* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUtils_CheckFileSignature( ISteamUtils* self, const char * szFileName ); -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowGamepadTextInput( ISteamUtils* self, EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char * pchDescription, uint32 unCharMax, const char * pchExistingText ); STEAMAPI_API uint32 SteamAPI_ISteamUtils_GetEnteredGamepadTextLength( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_GetEnteredGamepadTextInput( ISteamUtils* self, char * pchText, uint32 cchText ); STEAMAPI_API const char * SteamAPI_ISteamUtils_GetSteamUILanguage( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamRunningInVR( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_SetOverlayNotificationInset( ISteamUtils* self, int nHorizontalInset, int nVerticalInset ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamInBigPictureMode( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_StartVRDashboard( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsVRHeadsetStreamingEnabled( ISteamUtils* self ); STEAMAPI_API void SteamAPI_ISteamUtils_SetVRHeadsetStreamingEnabled( ISteamUtils* self, bool bEnabled ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamChinaLauncher( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_InitFilterText( ISteamUtils* self, uint32 unFilterOptions ); STEAMAPI_API int SteamAPI_ISteamUtils_FilterText( ISteamUtils* self, ETextFilteringContext eContext, uint64_steamid sourceSteamID, const char * pchInputMessage, char * pchOutFilteredText, uint32 nByteSizeOutFilteredText ); STEAMAPI_API ESteamIPv6ConnectivityState SteamAPI_ISteamUtils_GetIPv6ConnectivityState( ISteamUtils* self, ESteamIPv6ConnectivityProtocol eProtocol ); -STEAMAPI_API bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ); -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ); -STEAMAPI_API bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_IsSteamRunningOnSteamDeck( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowModalGamepadTextInput( ISteamUtils* self, EGamepadTextInputLineMode eLineInputMode ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_ShowFloatingGamepadTextInput( ISteamUtils* self, EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight ); STEAMAPI_API void SteamAPI_ISteamUtils_SetGameLauncherMode( ISteamUtils* self, bool bLauncherMode ); -STEAMAPI_API bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUtils_DismissFloatingGamepadTextInput( ISteamUtils* self ); // ISteamMatchmaking STEAMAPI_API ISteamMatchmaking *SteamAPI_SteamMatchmaking_v009(); STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetFavoriteGameCount( ISteamMatchmaking* self ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetFavoriteGame( ISteamMatchmaking* self, int iGame, AppId_t * pnAppID, uint32 * pnIP, uint16 * pnConnPort, uint16 * pnQueryPort, uint32 * punFlags, uint32 * pRTime32LastPlayedOnServer ); STEAMAPI_API int SteamAPI_ISteamMatchmaking_AddFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_RemoveFavoriteGame( ISteamMatchmaking* self, AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_RequestLobbyList( ISteamMatchmaking* self ); STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListStringFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, const char * pchValueToMatch, ELobbyComparison eComparisonType ); STEAMAPI_API void SteamAPI_ISteamMatchmaking_AddRequestLobbyListNumericalFilter( ISteamMatchmaking* self, const char * pchKeyToMatch, int nValueToMatch, ELobbyComparison eComparisonType ); @@ -234,28 +234,28 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyByIndex( ISteamMa STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_CreateLobby( ISteamMatchmaking* self, ELobbyType eLobbyType, int cMaxMembers ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamMatchmaking_JoinLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); STEAMAPI_API void SteamAPI_ISteamMatchmaking_LeaveLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_InviteUserToLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDInvitee ); STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetNumLobbyMembers( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyMemberByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iMember ); STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ); STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyDataCount( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetLobbyDataByIndex( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iLobbyData, char * pchKey, int cchKeyBufferSize, char * pchValue, int cchValueBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_DeleteLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey ); STEAMAPI_API const char * SteamAPI_ISteamMatchmaking_GetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDUser, const char * pchKey ); STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyMemberData( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const char * pchKey, const char * pchValue ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SendLobbyChatMsg( ISteamMatchmaking* self, uint64_steamid steamIDLobby, const void * pvMsgBody, int cubMsgBody ); STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyChatEntry( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int iChatID, CSteamID * pSteamIDUser, void * pvData, int cubData, EChatEntryType * peChatEntryType ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_RequestLobbyData( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); STEAMAPI_API void SteamAPI_ISteamMatchmaking_SetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, uint64_steamid steamIDGameServer ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_GetLobbyGameServer( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint32 * punGameServerIP, uint16 * punGameServerPort, CSteamID * psteamIDGameServer ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby, int cMaxMembers ); STEAMAPI_API int SteamAPI_ISteamMatchmaking_GetLobbyMemberLimit( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyType( ISteamMatchmaking* self, uint64_steamid steamIDLobby, ELobbyType eLobbyType ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyJoinable( ISteamMatchmaking* self, uint64_steamid steamIDLobby, bool bLobbyJoinable ); STEAMAPI_API uint64_steamid SteamAPI_ISteamMatchmaking_GetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ); -STEAMAPI_API bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLobbyOwner( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDNewOwner ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmaking_SetLinkedLobby( ISteamMatchmaking* self, uint64_steamid steamIDLobby, uint64_steamid steamIDLobbyDependent ); // ISteamMatchmakingServerListResponse STEAMAPI_API void SteamAPI_ISteamMatchmakingServerListResponse_ServerResponded( ISteamMatchmakingServerListResponse* self, HServerListRequest hRequest, int iServer ); @@ -288,7 +288,7 @@ STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_ReleaseRequest( ISteamMatchm STEAMAPI_API gameserveritem_t * SteamAPI_ISteamMatchmakingServers_GetServerDetails( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ); STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_CancelQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ); STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshQuery( ISteamMatchmakingServers* self, HServerListRequest hRequest ); -STEAMAPI_API bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ); +STEAMAPI_API steam_bool SteamAPI_ISteamMatchmakingServers_IsRefreshing( ISteamMatchmakingServers* self, HServerListRequest hRequest ); STEAMAPI_API int SteamAPI_ISteamMatchmakingServers_GetServerCount( ISteamMatchmakingServers* self, HServerListRequest hRequest ); STEAMAPI_API void SteamAPI_ISteamMatchmakingServers_RefreshServer( ISteamMatchmakingServers* self, HServerListRequest hRequest, int iServer ); STEAMAPI_API HServerQuery SteamAPI_ISteamMatchmakingServers_PingServer( ISteamMatchmakingServers* self, uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse * pRequestServersResponse ); @@ -317,58 +317,58 @@ STEAMAPI_API EGameSearchErrorCode_t SteamAPI_ISteamGameSearch_EndGame( ISteamGam STEAMAPI_API ISteamParties *SteamAPI_SteamParties_v002(); STEAMAPI_API uint32 SteamAPI_ISteamParties_GetNumActiveBeacons( ISteamParties* self ); STEAMAPI_API PartyBeaconID_t SteamAPI_ISteamParties_GetBeaconByIndex( ISteamParties* self, uint32 unIndex ); -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ); +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetBeaconDetails( ISteamParties* self, PartyBeaconID_t ulBeaconID, CSteamID * pSteamIDBeaconOwner, SteamPartyBeaconLocation_t * pLocation, char * pchMetadata, int cchMetadata ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_JoinParty( ISteamParties* self, PartyBeaconID_t ulBeaconID ); -STEAMAPI_API bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ); -STEAMAPI_API bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ); +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetNumAvailableBeaconLocations( ISteamParties* self, uint32 * puNumLocations ); +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetAvailableBeaconLocations( ISteamParties* self, SteamPartyBeaconLocation_t * pLocationList, uint32 uMaxNumLocations ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_CreateBeacon( ISteamParties* self, uint32 unOpenSlots, SteamPartyBeaconLocation_t * pBeaconLocation, const char * pchConnectString, const char * pchMetadata ); STEAMAPI_API void SteamAPI_ISteamParties_OnReservationCompleted( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ); STEAMAPI_API void SteamAPI_ISteamParties_CancelReservation( ISteamParties* self, PartyBeaconID_t ulBeacon, uint64_steamid steamIDUser ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamParties_ChangeNumOpenSlots( ISteamParties* self, PartyBeaconID_t ulBeacon, uint32 unOpenSlots ); -STEAMAPI_API bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ); -STEAMAPI_API bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ); +STEAMAPI_API steam_bool SteamAPI_ISteamParties_DestroyBeacon( ISteamParties* self, PartyBeaconID_t ulBeacon ); +STEAMAPI_API steam_bool SteamAPI_ISteamParties_GetBeaconLocationData( ISteamParties* self, SteamPartyBeaconLocation_t BeaconLocation, ESteamPartyBeaconLocationData eData, char * pchDataStringOut, int cchDataStringOut ); // ISteamRemoteStorage STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v014(); STEAMAPI_API ISteamRemoteStorage *SteamAPI_SteamRemoteStorage_v016(); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWrite( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, int32 cubData ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_FileRead( ISteamRemoteStorage* self, const char * pchFile, void * pvData, int32 cubDataToRead ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileWriteAsync( ISteamRemoteStorage* self, const char * pchFile, const void * pvData, uint32 cubData ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileReadAsync( ISteamRemoteStorage* self, const char * pchFile, uint32 nOffset, uint32 cubToRead ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileReadAsyncComplete( ISteamRemoteStorage* self, SteamAPICall_t hReadCall, void * pvBuffer, uint32 cubToRead ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileForget( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileDelete( ISteamRemoteStorage* self, const char * pchFile ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_FileShare( ISteamRemoteStorage* self, const char * pchFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_SetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile, ERemoteStoragePlatform eRemoteStoragePlatform ); STEAMAPI_API UGCFileWriteStreamHandle_t SteamAPI_ISteamRemoteStorage_FileWriteStreamOpen( ISteamRemoteStorage* self, const char * pchFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamWriteChunk( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle, const void * pvData, int32 cubData ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamClose( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileWriteStreamCancel( ISteamRemoteStorage* self, UGCFileWriteStreamHandle_t writeHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FileExists( ISteamRemoteStorage* self, const char * pchFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_FilePersisted( ISteamRemoteStorage* self, const char * pchFile ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileSize( ISteamRemoteStorage* self, const char * pchFile ); STEAMAPI_API int64 SteamAPI_ISteamRemoteStorage_GetFileTimestamp( ISteamRemoteStorage* self, const char * pchFile ); STEAMAPI_API ERemoteStoragePlatform SteamAPI_ISteamRemoteStorage_GetSyncPlatforms( ISteamRemoteStorage* self, const char * pchFile ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetFileCount( ISteamRemoteStorage* self ); STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetFileNameAndSize( ISteamRemoteStorage* self, int iFile, int32 * pnFileSizeInBytes ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetQuota( ISteamRemoteStorage* self, uint64 * pnTotalBytes, uint64 * puAvailableBytes ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForAccount( ISteamRemoteStorage* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_IsCloudEnabledForApp( ISteamRemoteStorage* self ); STEAMAPI_API void SteamAPI_ISteamRemoteStorage_SetCloudEnabledForApp( ISteamRemoteStorage* self, bool bEnabled ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownload( ISteamRemoteStorage* self, UGCHandle_t hContent, uint32 unPriority ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetUGCDownloadProgress( ISteamRemoteStorage* self, UGCHandle_t hContent, int32 * pnBytesDownloaded, int32 * pnBytesExpected ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_GetUGCDetails( ISteamRemoteStorage* self, UGCHandle_t hContent, AppId_t * pnAppID, char ** ppchName, int32 * pnFileSizeInBytes, CSteamID * pSteamIDOwner ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_UGCRead( ISteamRemoteStorage* self, UGCHandle_t hContent, void * pvData, int32 cubDataToRead, uint32 cOffset, EUGCReadAction eAction ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetCachedUGCCount( ISteamRemoteStorage* self ); STEAMAPI_API UGCHandle_t SteamAPI_ISteamRemoteStorage_GetCachedUGCHandle( ISteamRemoteStorage* self, int32 iCachedContent ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_PublishWorkshopFile( ISteamRemoteStorage* self, const char * pchFile, const char * pchPreviewFile, AppId_t nConsumerAppId, const char * pchTitle, const char * pchDescription, ERemoteStoragePublishedFileVisibility eVisibility, SteamParamStringArray_t * pTags, EWorkshopFileType eWorkshopFileType ); STEAMAPI_API PublishedFileUpdateHandle_t SteamAPI_ISteamRemoteStorage_CreatePublishedFileUpdateRequest( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFilePreviewFile( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchPreviewFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTitle( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchTitle ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchDescription ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileVisibility( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, ERemoteStoragePublishedFileVisibility eVisibility ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileTags( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, SteamParamStringArray_t * pTags ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_CommitPublishedFileUpdate( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedFileDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, uint32 unMaxSecondsOld ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_DeletePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); @@ -376,7 +376,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserPublishedF STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_SubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumerateUserSubscribedFiles( ISteamRemoteStorage* self, uint32 unStartIndex ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UnsubscribePublishedFile( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_UpdatePublishedFileSetChangeDescription( ISteamRemoteStorage* self, PublishedFileUpdateHandle_t updateHandle, const char * pchChangeDescription ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UpdateUserPublishedItemVote( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId, bool bVoteUp ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_GetUserPublishedItemVoteDetails( ISteamRemoteStorage* self, PublishedFileId_t unPublishedFileId ); @@ -388,35 +388,35 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_EnumeratePublishedWorks STEAMAPI_API SteamAPICall_t SteamAPI_ISteamRemoteStorage_UGCDownloadToLocation( ISteamRemoteStorage* self, UGCHandle_t hContent, const char * pchLocation, uint32 unPriority ); STEAMAPI_API int32 SteamAPI_ISteamRemoteStorage_GetLocalFileChangeCount( ISteamRemoteStorage* self ); STEAMAPI_API const char * SteamAPI_ISteamRemoteStorage_GetLocalFileChange( ISteamRemoteStorage* self, int iFile, ERemoteStorageLocalFileChange * pEChangeType, ERemoteStorageFilePathType * pEFilePathType ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ); -STEAMAPI_API bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_BeginFileWriteBatch( ISteamRemoteStorage* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemoteStorage_EndFileWriteBatch( ISteamRemoteStorage* self ); // ISteamUserStats STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v012(); STEAMAPI_API ISteamUserStats *SteamAPI_SteamUserStats_v011(); -STEAMAPI_API bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_RequestCurrentStats( ISteamUserStats* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStatInt32( ISteamUserStats* self, const char * pchName, int32 * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetStatFloat( ISteamUserStats* self, const char * pchName, float * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStatInt32( ISteamUserStats* self, const char * pchName, int32 nData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetStatFloat( ISteamUserStats* self, const char * pchName, float fData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_UpdateAvgRateStat( ISteamUserStats* self, const char * pchName, float flCountThisSession, double dSessionLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievement( ISteamUserStats* self, const char * pchName, bool * pbAchieved ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_SetAchievement( ISteamUserStats* self, const char * pchName ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_ClearAchievement( ISteamUserStats* self, const char * pchName ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementAndUnlockTime( ISteamUserStats* self, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_StoreStats( ISteamUserStats* self ); STEAMAPI_API int SteamAPI_ISteamUserStats_GetAchievementIcon( ISteamUserStats* self, const char * pchName ); STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementDisplayAttribute( ISteamUserStats* self, const char * pchName, const char * pchKey ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_IndicateAchievementProgress( ISteamUserStats* self, const char * pchName, uint32 nCurProgress, uint32 nMaxProgress ); STEAMAPI_API uint32 SteamAPI_ISteamUserStats_GetNumAchievements( ISteamUserStats* self ); STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetAchievementName( ISteamUserStats* self, uint32 iAchievement ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestUserStats( ISteamUserStats* self, uint64_steamid steamIDUser ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStatInt32( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserStatFloat( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserAchievement( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetUserAchievementAndUnlockTime( ISteamUserStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved, uint32 * punUnlockTime ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_ResetAllStats( ISteamUserStats* self, bool bAchievementsToo ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindOrCreateLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_FindLeaderboard( ISteamUserStats* self, const char * pchLeaderboardName ); STEAMAPI_API const char * SteamAPI_ISteamUserStats_GetLeaderboardName( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); @@ -425,78 +425,78 @@ STEAMAPI_API ELeaderboardSortMethod SteamAPI_ISteamUserStats_GetLeaderboardSortM STEAMAPI_API ELeaderboardDisplayType SteamAPI_ISteamUserStats_GetLeaderboardDisplayType( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntries( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_DownloadLeaderboardEntriesForUsers( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, CSteamID * prgUsers, int cUsers ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetDownloadedLeaderboardEntry( ISteamUserStats* self, SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_UploadLeaderboardScore( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_AttachLeaderboardUGC( ISteamUserStats* self, SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_GetNumberOfCurrentPlayers( ISteamUserStats* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalAchievementPercentages( ISteamUserStats* self ); STEAMAPI_API int SteamAPI_ISteamUserStats_GetMostAchievedAchievementInfo( ISteamUserStats* self, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ); STEAMAPI_API int SteamAPI_ISteamUserStats_GetNextMostAchievedAchievementInfo( ISteamUserStats* self, int iIteratorPrevious, char * pchName, uint32 unNameBufLen, float * pflPercent, bool * pbAchieved ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementAchievedPercent( ISteamUserStats* self, const char * pchName, float * pflPercent ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUserStats_RequestGlobalStats( ISteamUserStats* self, int nHistoryDays ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStatInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetGlobalStatDouble( ISteamUserStats* self, const char * pchStatName, double * pData ); STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryInt64( ISteamUserStats* self, const char * pchStatName, int64 * pData, uint32 cubData ); STEAMAPI_API int32 SteamAPI_ISteamUserStats_GetGlobalStatHistoryDouble( ISteamUserStats* self, const char * pchStatName, double * pData, uint32 cubData ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ); -STEAMAPI_API bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsInt32( ISteamUserStats* self, const char * pchName, int32 * pnMinProgress, int32 * pnMaxProgress ); +STEAMAPI_API steam_bool SteamAPI_ISteamUserStats_GetAchievementProgressLimitsFloat( ISteamUserStats* self, const char * pchName, float * pfMinProgress, float * pfMaxProgress ); // ISteamApps STEAMAPI_API ISteamApps *SteamAPI_SteamApps_v008(); STEAMAPI_API ISteamApps *SteamAPI_SteamGameServerApps_v008(); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribed( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsLowViolence( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsCybercafe( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsVACBanned( ISteamApps* self ); STEAMAPI_API const char * SteamAPI_ISteamApps_GetCurrentGameLanguage( ISteamApps* self ); STEAMAPI_API const char * SteamAPI_ISteamApps_GetAvailableGameLanguages( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedApp( ISteamApps* self, AppId_t appID ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsDlcInstalled( ISteamApps* self, AppId_t appID ); STEAMAPI_API uint32 SteamAPI_ISteamApps_GetEarliestPurchaseUnixTime( ISteamApps* self, AppId_t nAppID ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedFromFreeWeekend( ISteamApps* self ); STEAMAPI_API int SteamAPI_ISteamApps_GetDLCCount( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BGetDLCDataByIndex( ISteamApps* self, int iDLC, AppId_t * pAppID, bool * pbAvailable, char * pchName, int cchNameBufferSize ); STEAMAPI_API void SteamAPI_ISteamApps_InstallDLC( ISteamApps* self, AppId_t nAppID ); STEAMAPI_API void SteamAPI_ISteamApps_UninstallDLC( ISteamApps* self, AppId_t nAppID ); STEAMAPI_API void SteamAPI_ISteamApps_RequestAppProofOfPurchaseKey( ISteamApps* self, AppId_t nAppID ); -STEAMAPI_API bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_GetCurrentBetaName( ISteamApps* self, char * pchName, int cchNameBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_MarkContentCorrupt( ISteamApps* self, bool bMissingFilesOnly ); STEAMAPI_API uint32 SteamAPI_ISteamApps_GetInstalledDepots( ISteamApps* self, AppId_t appID, DepotId_t * pvecDepots, uint32 cMaxDepots ); STEAMAPI_API uint32 SteamAPI_ISteamApps_GetAppInstallDir( ISteamApps* self, AppId_t appID, char * pchFolder, uint32 cchFolderBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsAppInstalled( ISteamApps* self, AppId_t appID ); STEAMAPI_API uint64_steamid SteamAPI_ISteamApps_GetAppOwner( ISteamApps* self ); STEAMAPI_API const char * SteamAPI_ISteamApps_GetLaunchQueryParam( ISteamApps* self, const char * pchKey ); -STEAMAPI_API bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_GetDlcDownloadProgress( ISteamApps* self, AppId_t nAppID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); STEAMAPI_API int SteamAPI_ISteamApps_GetAppBuildId( ISteamApps* self ); STEAMAPI_API void SteamAPI_ISteamApps_RequestAllProofOfPurchaseKeys( ISteamApps* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails( ISteamApps* self, const char * pszFileName ); STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, char * pszCommandLine, int cubCommandLine ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ); -STEAMAPI_API bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ); // ISteamNetworking STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006(); STEAMAPI_API ISteamNetworking *SteamAPI_SteamGameServerNetworking_v006(); -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_SendP2PPacket( ISteamNetworking* self, uint64_steamid steamIDRemote, const void * pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsP2PPacketAvailable( ISteamNetworking* self, uint32 * pcubMsgSize, int nChannel ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_ReadP2PPacket( ISteamNetworking* self, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, CSteamID * psteamIDRemote, int nChannel ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_AcceptP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_CloseP2PSessionWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_CloseP2PChannelWithUser( ISteamNetworking* self, uint64_steamid steamIDRemote, int nChannel ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetP2PSessionState( ISteamNetworking* self, uint64_steamid steamIDRemote, P2PSessionState_t * pConnectionState ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_AllowP2PPacketRelay( ISteamNetworking* self, bool bAllow ); STEAMAPI_API SNetListenSocket_t SteamAPI_ISteamNetworking_CreateListenSocket( ISteamNetworking* self, int nVirtualP2PPort, SteamIPAddress_t nIP, uint16 nPort, bool bAllowUseOfPacketRelay ); STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateP2PConnectionSocket( ISteamNetworking* self, uint64_steamid steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay ); STEAMAPI_API SNetSocket_t SteamAPI_ISteamNetworking_CreateConnectionSocket( ISteamNetworking* self, SteamIPAddress_t nIP, uint16 nPort, int nTimeoutSec ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ); -STEAMAPI_API bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_DestroySocket( ISteamNetworking* self, SNetSocket_t hSocket, bool bNotifyRemoteEnd ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_DestroyListenSocket( ISteamNetworking* self, SNetListenSocket_t hSocket, bool bNotifyRemoteEnd ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_SendDataOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubData, uint32 cubData, bool bReliable ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsDataAvailableOnSocket( ISteamNetworking* self, SNetSocket_t hSocket, uint32 * pcubMsgSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_RetrieveDataFromSocket( ISteamNetworking* self, SNetSocket_t hSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_IsDataAvailable( ISteamNetworking* self, SNetListenSocket_t hListenSocket, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_RetrieveData( ISteamNetworking* self, SNetListenSocket_t hListenSocket, void * pubDest, uint32 cubDest, uint32 * pcubMsgSize, SNetSocket_t * phSocket ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetSocketInfo( ISteamNetworking* self, SNetSocket_t hSocket, CSteamID * pSteamIDRemote, int * peSocketStatus, SteamIPAddress_t * punIPRemote, uint16 * punPortRemote ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworking_GetListenSocketInfo( ISteamNetworking* self, SNetListenSocket_t hListenSocket, SteamIPAddress_t * pnIP, uint16 * pnPort ); STEAMAPI_API ESNetSocketConnectionType SteamAPI_ISteamNetworking_GetSocketConnectionType( ISteamNetworking* self, SNetSocket_t hSocket ); STEAMAPI_API int SteamAPI_ISteamNetworking_GetMaxPacketSize( ISteamNetworking* self, SNetSocket_t hSocket ); @@ -506,16 +506,16 @@ STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_WriteScreenshot( ISteam STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddScreenshotToLibrary( ISteamScreenshots* self, const char * pchFilename, const char * pchThumbnailFilename, int nWidth, int nHeight ); STEAMAPI_API void SteamAPI_ISteamScreenshots_TriggerScreenshot( ISteamScreenshots* self ); STEAMAPI_API void SteamAPI_ISteamScreenshots_HookScreenshots( ISteamScreenshots* self, bool bHook ); -STEAMAPI_API bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ); -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ); -STEAMAPI_API bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ); -STEAMAPI_API bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_SetLocation( ISteamScreenshots* self, ScreenshotHandle hScreenshot, const char * pchLocation ); +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_TagUser( ISteamScreenshots* self, ScreenshotHandle hScreenshot, uint64_steamid steamID ); +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_TagPublishedFile( ISteamScreenshots* self, ScreenshotHandle hScreenshot, PublishedFileId_t unPublishedFileID ); +STEAMAPI_API steam_bool SteamAPI_ISteamScreenshots_IsScreenshotsHooked( ISteamScreenshots* self ); STEAMAPI_API ScreenshotHandle SteamAPI_ISteamScreenshots_AddVRScreenshotToLibrary( ISteamScreenshots* self, EVRScreenshotType eType, const char * pchFilename, const char * pchVRFilename ); // ISteamMusic STEAMAPI_API ISteamMusic *SteamAPI_SteamMusic_v001(); -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ); -STEAMAPI_API bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusic_BIsEnabled( ISteamMusic* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusic_BIsPlaying( ISteamMusic* self ); STEAMAPI_API AudioPlayback_Status SteamAPI_ISteamMusic_GetPlaybackStatus( ISteamMusic* self ); STEAMAPI_API void SteamAPI_ISteamMusic_Play( ISteamMusic* self ); STEAMAPI_API void SteamAPI_ISteamMusic_Pause( ISteamMusic* self ); @@ -526,79 +526,79 @@ STEAMAPI_API float SteamAPI_ISteamMusic_GetVolume( ISteamMusic* self ); // ISteamMusicRemote STEAMAPI_API ISteamMusicRemote *SteamAPI_SteamMusicRemote_v001(); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ); -STEAMAPI_API bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_RegisterSteamMusicRemote( ISteamMusicRemote* self, const char * pchName ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_DeregisterSteamMusicRemote( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_BIsCurrentMusicRemote( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_BActivationSuccess( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetDisplayName( ISteamMusicRemote* self, const char * pchDisplayName ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetPNGIcon_64x64( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlayPrevious( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlayNext( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableShuffled( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableLooped( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnableQueue( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_EnablePlaylists( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdatePlaybackStatus( ISteamMusicRemote* self, AudioPlayback_Status nStatus ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateShuffled( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateLooped( ISteamMusicRemote* self, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateVolume( ISteamMusicRemote* self, float flValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryWillChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryIsAvailable( ISteamMusicRemote* self, bool bAvailable ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryText( ISteamMusicRemote* self, const char * pchText ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryElapsedSeconds( ISteamMusicRemote* self, int nValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_UpdateCurrentEntryCoverArt( ISteamMusicRemote* self, void * pvBuffer, uint32 cbBufferLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_CurrentEntryDidChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_QueueWillChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_ResetQueueEntries( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetQueueEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetCurrentQueueEntry( ISteamMusicRemote* self, int nID ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_QueueDidChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_PlaylistWillChange( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_ResetPlaylistEntries( ISteamMusicRemote* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetPlaylistEntry( ISteamMusicRemote* self, int nID, int nPosition, const char * pchEntryText ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_SetCurrentPlaylistEntry( ISteamMusicRemote* self, int nID ); +STEAMAPI_API steam_bool SteamAPI_ISteamMusicRemote_PlaylistDidChange( ISteamMusicRemote* self ); // ISteamHTTP STEAMAPI_API ISteamHTTP *SteamAPI_SteamHTTP_v003(); STEAMAPI_API ISteamHTTP *SteamAPI_SteamGameServerHTTP_v003(); STEAMAPI_API HTTPRequestHandle SteamAPI_ISteamHTTP_CreateHTTPRequest( ISteamHTTP* self, EHTTPMethod eHTTPRequestMethod, const char * pchAbsoluteURL ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestContextValue( ISteamHTTP* self, HTTPRequestHandle hRequest, uint64 ulContextValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestNetworkActivityTimeout( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unTimeoutSeconds ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, const char * pchHeaderValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestGetOrPostParameter( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchParamName, const char * pchParamValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SendHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SendHTTPRequestAndStreamResponse( ISteamHTTP* self, HTTPRequestHandle hRequest, SteamAPICall_t * pCallHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_DeferHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_PrioritizeHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderSize( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint32 * unResponseHeaderSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseHeaderValue( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchHeaderName, uint8 * pHeaderValueBuffer, uint32 unBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseBodySize( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 * unBodySize ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint8 * pBodyDataBuffer, uint32 unBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPStreamingResponseBodyData( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 cOffset, uint8 * pBodyDataBuffer, uint32 unBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_ReleaseHTTPRequest( ISteamHTTP* self, HTTPRequestHandle hRequest ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPDownloadProgressPct( ISteamHTTP* self, HTTPRequestHandle hRequest, float * pflPercentOut ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestRawPostBody( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchContentType, uint8 * pubBody, uint32 unBodyLen ); STEAMAPI_API HTTPCookieContainerHandle SteamAPI_ISteamHTTP_CreateCookieContainer( ISteamHTTP* self, bool bAllowResponsesToModify ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ); -STEAMAPI_API bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_ReleaseCookieContainer( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetCookie( ISteamHTTP* self, HTTPCookieContainerHandle hCookieContainer, const char * pchHost, const char * pchUrl, const char * pchCookie ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestCookieContainer( ISteamHTTP* self, HTTPRequestHandle hRequest, HTTPCookieContainerHandle hCookieContainer ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestUserAgentInfo( ISteamHTTP* self, HTTPRequestHandle hRequest, const char * pchUserAgentInfo ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestRequiresVerifiedCertificate( ISteamHTTP* self, HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_SetHTTPRequestAbsoluteTimeoutMS( ISteamHTTP* self, HTTPRequestHandle hRequest, uint32 unMilliseconds ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTTP_GetHTTPRequestWasTimedOut( ISteamHTTP* self, HTTPRequestHandle hRequest, bool * pbWasTimedOut ); // ISteamInput STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v001(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v002(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v005(); STEAMAPI_API ISteamInput *SteamAPI_SteamInput_v006(); -STEAMAPI_API bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ); -STEAMAPI_API bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); -STEAMAPI_API bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_Init( ISteamInput* self, bool bExplicitlyCallRunFrame ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_Shutdown( ISteamInput* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_SetInputActionManifestFilePath( ISteamInput* self, const char * pchInputActionManifestAbsolutePath ); STEAMAPI_API void SteamAPI_ISteamInput_RunFrame( ISteamInput* self, bool bReservedValue ); -STEAMAPI_API bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ); -STEAMAPI_API bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_BWaitForData( ISteamInput* self, bool bWaitForever, uint32 unTimeout ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_BNewDataAvailable( ISteamInput* self ); STEAMAPI_API int SteamAPI_ISteamInput_GetConnectedControllers( ISteamInput* self, InputHandle_t * handlesOut ); STEAMAPI_API void SteamAPI_ISteamInput_EnableDeviceCallbacks( ISteamInput* self ); STEAMAPI_API void SteamAPI_ISteamInput_EnableActionEventCallbacks( ISteamInput* self, SteamInputActionEventCallbackPointer pCallback ); @@ -632,7 +632,7 @@ STEAMAPI_API void SteamAPI_ISteamInput_TriggerHapticPulse( ISteamInput* self, In STEAMAPI_API void SteamAPI_ISteamInput_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ); STEAMAPI_API void SteamAPI_ISteamInput_Legacy_TriggerRepeatedHapticPulse( ISteamInput* self, InputHandle_t inputHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); -STEAMAPI_API bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_ShowBindingPanel( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API ESteamInputType SteamAPI_ISteamInput_GetInputTypeForHandle( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API InputHandle_t SteamAPI_ISteamInput_GetControllerForGamepadIndex( ISteamInput* self, int nIndex ); STEAMAPI_API int SteamAPI_ISteamInput_GetGamepadIndexForController( ISteamInput* self, InputHandle_t ulinputHandle ); @@ -640,15 +640,15 @@ STEAMAPI_API const char * SteamAPI_ISteamInput_GetStringForXboxOrigin( ISteamInp STEAMAPI_API const char * SteamAPI_ISteamInput_GetGlyphForXboxOrigin( ISteamInput* self, EXboxOrigin eOrigin ); STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_GetActionOriginFromXboxOrigin( ISteamInput* self, InputHandle_t inputHandle, EXboxOrigin eOrigin ); STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISteamInput* self, ESteamInputType eDestinationInputType, EInputActionOrigin eSourceOrigin ); -STEAMAPI_API bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ); +STEAMAPI_API steam_bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ); STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( ISteamInput* self ); // ISteamController STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); STEAMAPI_API ISteamController *SteamAPI_SteamController_v008(); -STEAMAPI_API bool SteamAPI_ISteamController_Init( ISteamController* self ); -STEAMAPI_API bool SteamAPI_ISteamController_Shutdown( ISteamController* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamController_Init( ISteamController* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamController_Shutdown( ISteamController* self ); STEAMAPI_API void SteamAPI_ISteamController_RunFrame( ISteamController* self ); STEAMAPI_API int SteamAPI_ISteamController_GetConnectedControllers( ISteamController* self, ControllerHandle_t * handlesOut ); STEAMAPI_API ControllerActionSetHandle_t SteamAPI_ISteamController_GetActionSetHandle( ISteamController* self, const char * pszActionSetName ); @@ -672,7 +672,7 @@ STEAMAPI_API void SteamAPI_ISteamController_TriggerHapticPulse( ISteamController STEAMAPI_API void SteamAPI_ISteamController_TriggerRepeatedHapticPulse( ISteamController* self, ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ); STEAMAPI_API void SteamAPI_ISteamController_TriggerVibration( ISteamController* self, ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ); STEAMAPI_API void SteamAPI_ISteamController_SetLEDColor( ISteamController* self, ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ); -STEAMAPI_API bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamController_ShowBindingPanel( ISteamController* self, ControllerHandle_t controllerHandle ); STEAMAPI_API ESteamInputType SteamAPI_ISteamController_GetInputTypeForHandle( ISteamController* self, ControllerHandle_t controllerHandle ); STEAMAPI_API ControllerHandle_t SteamAPI_ISteamController_GetControllerForGamepadIndex( ISteamController* self, int nIndex ); STEAMAPI_API int SteamAPI_ISteamController_GetGamepadIndexForController( ISteamController* self, ControllerHandle_t ulControllerHandle ); @@ -680,7 +680,7 @@ STEAMAPI_API const char * SteamAPI_ISteamController_GetStringForXboxOrigin( ISte STEAMAPI_API const char * SteamAPI_ISteamController_GetGlyphForXboxOrigin( ISteamController* self, EXboxOrigin eOrigin ); STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_GetActionOriginFromXboxOrigin( ISteamController* self, ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ); STEAMAPI_API EControllerActionOrigin SteamAPI_ISteamController_TranslateActionOrigin( ISteamController* self, ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ); -STEAMAPI_API bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ); +STEAMAPI_API steam_bool SteamAPI_ISteamController_GetControllerBindingRevision( ISteamController* self, ControllerHandle_t controllerHandle, int * pMajor, int * pMinor ); // ISteamUGC STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); @@ -694,60 +694,60 @@ STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( I STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUGCDetailsRequest( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SendQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCResult( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t * pDetails ); STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCTagDisplayName( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 indexTag, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCPreviewURL( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchURL, uint32 cchURLSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCMetadata( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, char * pchMetadata, uint32 cchMetadatasize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCChildren( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCStatistic( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 * pStatValue ); STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, char * pchURLOrVideoID, uint32 cchURLSize, char * pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType * pPreviewType ); STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ); -STEAMAPI_API bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddExcludedTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnOnlyIDs( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnOnlyIDs ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnKeyValueTags ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnLongDescription( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnLongDescription ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnMetadata( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnMetadata ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnChildren( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnChildren ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnAdditionalPreviews( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnTotalOnly( ISteamUGC* self, UGCQueryHandle_t handle, bool bReturnTotalOnly ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetReturnPlaytimeStats( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetLanguage( ISteamUGC* self, UGCQueryHandle_t handle, const char * pchLanguage ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetAllowCachedResponse( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetCloudFileNameFilter( ISteamUGC* self, UGCQueryHandle_t handle, const char * pMatchCloudFileName ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetMatchAnyTag( ISteamUGC* self, UGCQueryHandle_t handle, bool bMatchAnyTag ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetSearchText( ISteamUGC* self, UGCQueryHandle_t handle, const char * pSearchText ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetRankedByTrendDays( ISteamUGC* self, UGCQueryHandle_t handle, uint32 unDays ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetTimeCreatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetTimeUpdatedDateRange( ISteamUGC* self, UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pKey, const char * pValue ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RequestUGCDetails( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_CreateItem( ISteamUGC* self, AppId_t nConsumerAppId, EWorkshopFileType eFileType ); STEAMAPI_API UGCUpdateHandle_t SteamAPI_ISteamUGC_StartItemUpdate( ISteamUGC* self, AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ); -STEAMAPI_API bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ); -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ); -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ); -STEAMAPI_API bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ); -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ); -STEAMAPI_API bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ); -STEAMAPI_API bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemTitle( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchTitle ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemDescription( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchDescription ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemUpdateLanguage( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchLanguage ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemMetadata( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchMetaData ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemVisibility( ISteamUGC* self, UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemTags( ISteamUGC* self, UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t * pTags ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemContent( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszContentFolder ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_SetAllowLegacyUpload( ISteamUGC* self, UGCUpdateHandle_t handle, bool bAllowLegacyUpload ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveAllItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemKeyValueTags( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemKeyValueTag( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchKey, const char * pchValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszPreviewFile, EItemPreviewType type ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pszVideoID ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ); STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamUGC* self, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bVoteUp ); @@ -759,10 +759,10 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_UnsubscribeItem( ISteamUGC* self, STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetNumSubscribedItems( ISteamUGC* self ); STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetSubscribedItems( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 cMaxEntries ); STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetItemState( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ); -STEAMAPI_API bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); -STEAMAPI_API bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ); -STEAMAPI_API bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetItemInstallInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punSizeOnDisk, char * pchFolder, uint32 cchFolderSize, uint32 * punTimeStamp ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetItemDownloadInfo( ISteamUGC* self, PublishedFileId_t nPublishedFileID, uint64 * punBytesDownloaded, uint64 * punBytesTotal ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_DownloadItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bHighPriority ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_BInitWorkshopForGameServer( ISteamUGC* self, DepotId_t unWorkshopDepotID, const char * pszFolder ); STEAMAPI_API void SteamAPI_ISteamUGC_SuspendDownloads( ISteamUGC* self, bool bSuspend ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StartPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_StopPlaytimeTracking( ISteamUGC* self, PublishedFileId_t * pvecPublishedFileID, uint32 unNumPublishedFileIDs ); @@ -773,7 +773,7 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_AddAppDependency( ISteamUGC* self STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_RemoveAppDependency( ISteamUGC* self, PublishedFileId_t nPublishedFileID, AppId_t nAppID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetAppDependencies( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_DeleteItem( ISteamUGC* self, PublishedFileId_t nPublishedFileID ); -STEAMAPI_API bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ShowWorkshopEULA( ISteamUGC* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_GetWorkshopEULAStatus( ISteamUGC* self ); // ISteamAppList @@ -786,8 +786,8 @@ STEAMAPI_API int SteamAPI_ISteamAppList_GetAppBuildId( ISteamAppList* self, AppI // ISteamHTMLSurface STEAMAPI_API ISteamHTMLSurface *SteamAPI_SteamHTMLSurface_v005(); -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ); -STEAMAPI_API bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTMLSurface_Init( ISteamHTMLSurface* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamHTMLSurface_Shutdown( ISteamHTMLSurface* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamHTMLSurface_CreateBrowser( ISteamHTMLSurface* self, const char * pchUserAgent, const char * pchUserCSS ); STEAMAPI_API void SteamAPI_ISteamHTMLSurface_RemoveBrowser( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle ); STEAMAPI_API void SteamAPI_ISteamHTMLSurface_LoadURL( ISteamHTMLSurface* self, HHTMLBrowser unBrowserHandle, const char * pchURL, const char * pchPostData ); @@ -828,54 +828,54 @@ STEAMAPI_API void SteamAPI_ISteamHTMLSurface_FileLoadDialogResponse( ISteamHTMLS STEAMAPI_API ISteamInventory *SteamAPI_SteamInventory_v003(); STEAMAPI_API ISteamInventory *SteamAPI_SteamGameServerInventory_v003(); STEAMAPI_API EResult SteamAPI_ISteamInventory_GetResultStatus( ISteamInventory* self, SteamInventoryResult_t resultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetResultItems( ISteamInventory* self, SteamInventoryResult_t resultHandle, SteamItemDetails_t * pOutItemsArray, uint32 * punOutItemsArraySize ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetResultItemProperty( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetResultTimestamp( ISteamInventory* self, SteamInventoryResult_t resultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_CheckResultSteamID( ISteamInventory* self, SteamInventoryResult_t resultHandle, uint64_steamid steamIDExpected ); STEAMAPI_API void SteamAPI_ISteamInventory_DestroyResult( ISteamInventory* self, SteamInventoryResult_t resultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ); -STEAMAPI_API bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ); -STEAMAPI_API bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ); -STEAMAPI_API bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ); -STEAMAPI_API bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ); -STEAMAPI_API bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetAllItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemsByID( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemInstanceID_t * pInstanceIDs, uint32 unCountInstanceIDs ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SerializeResult( ISteamInventory* self, SteamInventoryResult_t resultHandle, void * pOutBuffer, uint32 * punOutBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_DeserializeResult( ISteamInventory* self, SteamInventoryResult_t * pOutResultHandle, const void * pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GenerateItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GrantPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_AddPromoItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t itemDef ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_AddPromoItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayItemDefs, uint32 unArrayLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_ConsumeItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_ExchangeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const SteamItemDef_t * pArrayGenerate, const uint32 * punArrayGenerateQuantity, uint32 unArrayGenerateLength, const SteamItemInstanceID_t * pArrayDestroy, const uint32 * punArrayDestroyQuantity, uint32 unArrayDestroyLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TransferItemQuantity( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ); STEAMAPI_API void SteamAPI_ISteamInventory_SendItemDropHeartbeat( ISteamInventory* self ); -STEAMAPI_API bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ); -STEAMAPI_API bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ); -STEAMAPI_API bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TriggerItemDrop( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, SteamItemDef_t dropListDefinition ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_TradeItems( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, uint64_steamid steamIDTradePartner, const SteamItemInstanceID_t * pArrayGive, const uint32 * pArrayGiveQuantity, uint32 nArrayGiveLength, const SteamItemInstanceID_t * pArrayGet, const uint32 * pArrayGetQuantity, uint32 nArrayGetLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_LoadItemDefinitions( ISteamInventory* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemDefinitionIDs( ISteamInventory* self, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemDefinitionProperty( ISteamInventory* self, SteamItemDef_t iDefinition, const char * pchPropertyName, char * pchValueBuffer, uint32 * punValueBufferSizeOut ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestEligiblePromoItemDefinitionsIDs( ISteamInventory* self, uint64_steamid steamID ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetEligiblePromoItemDefinitionIDs( ISteamInventory* self, uint64_steamid steamID, SteamItemDef_t * pItemDefIDs, uint32 * punItemDefIDsArraySize ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_StartPurchase( ISteamInventory* self, const SteamItemDef_t * pArrayItemDefs, const uint32 * punArrayQuantity, uint32 unArrayLength ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamInventory_RequestPrices( ISteamInventory* self ); STEAMAPI_API uint32 SteamAPI_ISteamInventory_GetNumItemsWithPrices( ISteamInventory* self ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ); -STEAMAPI_API bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemsWithPrices( ISteamInventory* self, SteamItemDef_t * pArrayItemDefs, uint64 * pCurrentPrices, uint64 * pBasePrices, uint32 unArrayLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_GetItemPrice( ISteamInventory* self, SteamItemDef_t iDefinition, uint64 * pCurrentPrice, uint64 * pBasePrice ); STEAMAPI_API SteamInventoryUpdateHandle_t SteamAPI_ISteamInventory_StartUpdateProperties( ISteamInventory* self ); -STEAMAPI_API bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ); -STEAMAPI_API bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ); -STEAMAPI_API bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_RemoveProperty( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyString( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, const char * pchPropertyValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyBool( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, bool bValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyInt64( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, int64 nValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SetPropertyFloat( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char * pchPropertyName, float flValue ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_SubmitUpdateProperties( ISteamInventory* self, SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ); +STEAMAPI_API steam_bool SteamAPI_ISteamInventory_InspectItem( ISteamInventory* self, SteamInventoryResult_t * pResultHandle, const char * pchItemToken ); // ISteamVideo STEAMAPI_API ISteamVideo *SteamAPI_SteamVideo_v002(); STEAMAPI_API void SteamAPI_ISteamVideo_GetVideoURL( ISteamVideo* self, AppId_t unVideoAppID ); -STEAMAPI_API bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ); +STEAMAPI_API steam_bool SteamAPI_ISteamVideo_IsBroadcasting( ISteamVideo* self, int * pnNumViewers ); STEAMAPI_API void SteamAPI_ISteamVideo_GetOPFSettings( ISteamVideo* self, AppId_t unVideoAppID ); -STEAMAPI_API bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ); +STEAMAPI_API steam_bool SteamAPI_ISteamVideo_GetOPFStringForApp( ISteamVideo* self, AppId_t unVideoAppID, char * pchBuffer, int32 * pnBufferSize ); // ISteamTV STEAMAPI_API ISteamTV *SteamAPI_SteamTV_v001(); -STEAMAPI_API bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ); +STEAMAPI_API steam_bool SteamAPI_ISteamTV_IsBroadcasting( ISteamTV* self, int * pnNumViewers ); STEAMAPI_API void SteamAPI_ISteamTV_AddBroadcastGameData( ISteamTV* self, const char * pchKey, const char * pchValue ); STEAMAPI_API void SteamAPI_ISteamTV_RemoveBroadcastGameData( ISteamTV* self, const char * pchKey ); STEAMAPI_API void SteamAPI_ISteamTV_AddTimelineMarker( ISteamTV* self, const char * pchTemplateName, bool bPersistent, uint8 nColorR, uint8 nColorG, uint8 nColorB ); @@ -885,12 +885,12 @@ STEAMAPI_API void SteamAPI_ISteamTV_RemoveRegion( ISteamTV* self, uint32 unRegio // ISteamParentalSettings STEAMAPI_API ISteamParentalSettings *SteamAPI_SteamParentalSettings_v001(); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ); -STEAMAPI_API bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsParentalLockEnabled( ISteamParentalSettings* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsParentalLockLocked( ISteamParentalSettings* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsAppBlocked( ISteamParentalSettings* self, AppId_t nAppID ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsAppInBlockList( ISteamParentalSettings* self, AppId_t nAppID ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsFeatureBlocked( ISteamParentalSettings* self, EParentalFeature eFeature ); +STEAMAPI_API steam_bool SteamAPI_ISteamParentalSettings_BIsFeatureInBlockList( ISteamParentalSettings* self, EParentalFeature eFeature ); // ISteamRemotePlay STEAMAPI_API ISteamRemotePlay *SteamAPI_SteamRemotePlay_v001(); @@ -899,8 +899,8 @@ STEAMAPI_API RemotePlaySessionID_t SteamAPI_ISteamRemotePlay_GetSessionID( IStea STEAMAPI_API uint64_steamid SteamAPI_ISteamRemotePlay_GetSessionSteamID( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); STEAMAPI_API const char * SteamAPI_ISteamRemotePlay_GetSessionClientName( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); STEAMAPI_API ESteamDeviceFormFactor SteamAPI_ISteamRemotePlay_GetSessionClientFormFactor( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID ); -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ); -STEAMAPI_API bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemotePlay_BGetSessionClientResolution( ISteamRemotePlay* self, RemotePlaySessionID_t unSessionID, int * pnResolutionX, int * pnResolutionY ); +STEAMAPI_API steam_bool SteamAPI_ISteamRemotePlay_BSendRemotePlayTogetherInvite( ISteamRemotePlay* self, uint64_steamid steamIDFriend ); // ISteamNetworkingMessages STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamNetworkingMessages_v002(); @@ -909,9 +909,9 @@ STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessage STEAMAPI_API ISteamNetworkingMessages *SteamAPI_SteamGameServerNetworkingMessages_SteamAPI_v002(); STEAMAPI_API EResult SteamAPI_ISteamNetworkingMessages_SendMessageToUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, const void * pubData, uint32 cubData, int nSendFlags, int nRemoteChannel ); STEAMAPI_API int SteamAPI_ISteamNetworkingMessages_ReceiveMessagesOnChannel( ISteamNetworkingMessages* self, int nLocalChannel, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_AcceptSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_CloseSessionWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingMessages_CloseChannelWithUser( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, int nLocalChannel ); STEAMAPI_API ESteamNetworkingConnectionState SteamAPI_ISteamNetworkingMessages_GetSessionConnectionInfo( ISteamNetworkingMessages* self, const SteamNetworkingIdentity & identityRemote, SteamNetConnectionInfo_t * pConnectionInfo, SteamNetworkingQuickConnectionStatus * pQuickStatus ); // ISteamNetworkingSockets @@ -930,31 +930,31 @@ STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectByIPAdd STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2P( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2P( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_AcceptConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CloseConnection( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int nReason, const char * pszDebug, bool bEnableLinger ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CloseListenSocket( ISteamNetworkingSockets* self, HSteamListenSocket hSocket ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, int64 nUserData ); STEAMAPI_API int64 SteamAPI_ISteamNetworkingSockets_GetConnectionUserData( ISteamNetworkingSockets* self, HSteamNetConnection hPeer ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, const char * pszName ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetConnectionName( ISteamNetworkingSockets* self, HSteamNetConnection hPeer, char * pszName, int nMaxLen ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_SendMessageToConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, const void * pData, uint32 cbData, int nSendFlags, int64 * pOutMessageNumber ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_SendMessages( ISteamNetworkingSockets* self, int nMessages, SteamNetworkingMessage_t *const * pMessages, int64 * pOutMessageNumberOrResult ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_FlushMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetConnectionInfo( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionInfo_t * pInfo ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetConnectionRealTimeStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t * pStatus, int nLanes, SteamNetConnectionRealTimeLaneStatus_t * pLanes ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetQuickConnectionStatus( ISteamNetworkingSockets009* self, HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus * pStats ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_GetDetailedConnectionStatus( ISteamNetworkingSockets* self, HSteamNetConnection hConn, char * pszBuf, int cbBuf ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetListenSocketAddress( ISteamNetworkingSockets* self, HSteamListenSocket hSocket, SteamNetworkingIPAddr * address ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_CreateSocketPair( ISteamNetworkingSockets* self, HSteamNetConnection * pOutConnection1, HSteamNetConnection * pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity * pIdentity1, const SteamNetworkingIdentity * pIdentity2 ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_ConfigureConnectionLanes( ISteamNetworkingSockets* self, HSteamNetConnection hConn, int nNumLanes, const int * pLanePriorities, const uint16 * pLaneWeights ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetIdentity( ISteamNetworkingSockets* self, SteamNetworkingIdentity * pIdentity ); STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_InitAuthentication( ISteamNetworkingSockets* self ); STEAMAPI_API ESteamNetworkingAvailability SteamAPI_ISteamNetworkingSockets_GetAuthenticationStatus( ISteamNetworkingSockets* self, SteamNetAuthenticationStatus_t * pDetails ); STEAMAPI_API HSteamNetPollGroup SteamAPI_ISteamNetworkingSockets_CreatePollGroup( ISteamNetworkingSockets* self ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_DestroyPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetConnectionPollGroup( ISteamNetworkingSockets* self, HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_ReceiveMessagesOnPollGroup( ISteamNetworkingSockets* self, HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t ** ppOutMessages, int nMaxMessages ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_ReceivedRelayAuthTicket( ISteamNetworkingSockets* self, const void * pvTicket, int cbTicket, SteamDatagramRelayAuthTicket * pOutParsedTicket ); STEAMAPI_API int SteamAPI_ISteamNetworkingSockets_FindRelayAuthTicketForServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityGameServer, int nRemoteVirtualPort, SteamDatagramRelayAuthTicket * pOutParsedTicket ); STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectToHostedDedicatedServer( ISteamNetworkingSockets* self, const SteamNetworkingIdentity & identityTarget, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API uint16 SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerPort( ISteamNetworkingSockets* self ); @@ -963,19 +963,19 @@ STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetHostedDedicatedServerAd STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateHostedDedicatedServerListenSocket( ISteamNetworkingSockets* self, int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetGameCoordinatorServerLogin( ISteamNetworkingSockets* self, SteamDatagramGameCoordinatorServerLogin * pLoginInfo, int * pcbSignedBlob, void * pBlob ); STEAMAPI_API HSteamNetConnection SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling( ISteamNetworkingSockets* self, ISteamNetworkingConnectionCustomSignaling * pSignaling, const SteamNetworkingIdentity * pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal( ISteamNetworkingSockets* self, const void * pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext * pContext ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_GetCertificateRequest( ISteamNetworkingSockets* self, int * pcbBlob, void * pBlob, SteamNetworkingErrMsg & errMsg ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_SetCertificate( ISteamNetworkingSockets* self, const void * pCertificate, int cbCertificate, SteamNetworkingErrMsg & errMsg ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_ResetIdentity( ISteamNetworkingSockets* self, const SteamNetworkingIdentity * pIdentity ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_RunCallbacks( ISteamNetworkingSockets* self ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingSockets_BeginAsyncRequestFakeIP( ISteamNetworkingSockets* self, int nNumPorts ); STEAMAPI_API void SteamAPI_ISteamNetworkingSockets_GetFakeIP( ISteamNetworkingSockets* self, int idxFirstPort, SteamNetworkingFakeIPResult_t * pInfo ); STEAMAPI_API HSteamListenSocket SteamAPI_ISteamNetworkingSockets_CreateListenSocketP2PFakeIP( ISteamNetworkingSockets* self, int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t * pOptions ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingSockets_GetRemoteFakeIPForConnection( ISteamNetworkingSockets* self, HSteamNetConnection hConn, SteamNetworkingIPAddr * pOutAddr ); STEAMAPI_API ISteamNetworkingFakeUDPPort * SteamAPI_ISteamNetworkingSockets_CreateFakeUDPPort( ISteamNetworkingSockets* self, int idxFakeServerPort ); // ISteamNetworkingConnectionCustomSignaling -STEAMAPI_API bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingConnectionCustomSignaling_SendSignal( ISteamNetworkingConnectionCustomSignaling* self, HSteamNetConnection hConn, const SteamNetConnectionInfo_t & info, const void * pMsg, int cbMsg ); STEAMAPI_API void SteamAPI_ISteamNetworkingConnectionCustomSignaling_Release( ISteamNetworkingConnectionCustomSignaling* self ); // ISteamNetworkingCustomSignalingRecvContext @@ -993,41 +993,41 @@ STEAMAPI_API float SteamAPI_ISteamNetworkingUtils_GetLocalPingLocation( ISteamNe STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeBetweenTwoLocations( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location1, const SteamNetworkPingLocation_t & location2 ); STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_EstimatePingTimeFromLocalHost( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & remoteLocation ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_ConvertPingLocationToString( ISteamNetworkingUtils* self, const SteamNetworkPingLocation_t & location, char * pszBuf, int cchBufSize ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_ParsePingLocationString( ISteamNetworkingUtils* self, const char * pszString, SteamNetworkPingLocation_t & result ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_CheckPingDataUpToDate( ISteamNetworkingUtils* self, float flMaxAgeSeconds ); STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPingToDataCenter( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID, SteamNetworkingPOPID * pViaRelayPoP ); STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetDirectPingToPOP( ISteamNetworkingUtils* self, SteamNetworkingPOPID popID ); STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPCount( ISteamNetworkingUtils* self ); STEAMAPI_API int SteamAPI_ISteamNetworkingUtils_GetPOPList( ISteamNetworkingUtils* self, SteamNetworkingPOPID * list, int nListSz ); STEAMAPI_API SteamNetworkingMicroseconds SteamAPI_ISteamNetworkingUtils_GetLocalTimestamp( ISteamNetworkingUtils* self ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SetDebugOutputFunction( ISteamNetworkingUtils* self, ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_IsFakeIPv4( ISteamNetworkingUtils* self, uint32 nIPv4 ); STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_GetIPv4FakeIPType( ISteamNetworkingUtils* self, uint32 nIPv4 ); STEAMAPI_API EResult SteamAPI_ISteamNetworkingUtils_GetRealIdentityForFakeIP( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & fakeIP, SteamNetworkingIdentity * pOutRealIdentity ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueInt32( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, int32 val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueFloat( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, float val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValueString( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalConfigValuePtr( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, void * val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueInt32( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, int32 val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueFloat( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, float val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConnectionConfigValueString( ISteamNetworkingUtils* self, HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char * val ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetConnectionStatusChanged( ISteamNetworkingUtils* self, FnSteamNetConnectionStatusChanged fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamNetAuthenticationStatusChanged( ISteamNetworkingUtils* self, FnSteamNetAuthenticationStatusChanged fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_SteamRelayNetworkStatusChanged( ISteamNetworkingUtils* self, FnSteamRelayNetworkStatusChanged fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_FakeIPResult( ISteamNetworkingUtils* self, FnSteamNetworkingFakeIPResult fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionRequest( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionRequest fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetGlobalCallback_MessagesSessionFailed( ISteamNetworkingUtils* self, FnSteamNetworkingMessagesSessionFailed fnCallback ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void * pArg ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SetConfigValueStruct( ISteamNetworkingUtils* self, const SteamNetworkingConfigValue_t & opt, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj ); STEAMAPI_API ESteamNetworkingGetConfigValueResult SteamAPI_ISteamNetworkingUtils_GetConfigValue( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType * pOutDataType, void * pResult, size_t * cbResult ); STEAMAPI_API const char * SteamAPI_ISteamNetworkingUtils_GetConfigValueInfo( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType * pOutDataType, ESteamNetworkingConfigScope * pOutScope ); STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_GetFirstConfigValue( ISteamNetworkingUtils* self ); STEAMAPI_API ESteamNetworkingConfigValue SteamAPI_ISteamNetworkingUtils_IterateGenericEditableConfigValues( ISteamNetworkingUtils* self, ESteamNetworkingConfigValue eCurrent, bool bEnumerateDevVars ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr, char * buf, uint32 cbBuf, bool bWithPort ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIPAddr * pAddr, const char * pszStr ); STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_ISteamNetworkingUtils_SteamNetworkingIPAddr_GetFakeIPType( ISteamNetworkingUtils* self, const SteamNetworkingIPAddr & addr ); STEAMAPI_API void SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ToString( ISteamNetworkingUtils* self, const SteamNetworkingIdentity & identity, char * buf, uint32 cbBuf ); -STEAMAPI_API bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ); +STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_ParseString( ISteamNetworkingUtils* self, SteamNetworkingIdentity * pIdentity, const char * pszStr ); // ISteamGameServer STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013(); @@ -1039,10 +1039,10 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SetDedicatedServer( ISteamGameServer STEAMAPI_API void SteamAPI_ISteamGameServer_LogOn( ISteamGameServer* self, const char * pszToken ); STEAMAPI_API void SteamAPI_ISteamGameServer_LogOnAnonymous( ISteamGameServer* self ); STEAMAPI_API void SteamAPI_ISteamGameServer_LogOff( ISteamGameServer* self ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BLoggedOn( ISteamGameServer* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BSecure( ISteamGameServer* self ); STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_GetSteamID( ISteamGameServer* self ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_WasRestartRequested( ISteamGameServer* self ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetMaxPlayerCount( ISteamGameServer* self, int cPlayersMax ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetBotPlayerCount( ISteamGameServer* self, int cBotplayers ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetServerName( ISteamGameServer* self, const char * pszServerName ); @@ -1055,42 +1055,42 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SetKeyValue( ISteamGameServer* self, STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameTags( ISteamGameServer* self, const char * pchGameTags ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameData( ISteamGameServer* self, const char * pchGameData ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetRegion( ISteamGameServer* self, const char * pszRegion ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserConnection( ISteamGameServer* self ); STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGameServer* self, bool bActive ); STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ); STEAMAPI_API EUserHasLicenseForAppResult SteamAPI_ISteamGameServer_UserHasLicenseForApp( ISteamGameServer* self, uint64_steamid steamID, AppId_t appID ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_RequestUserGroupStatus( ISteamGameServer* self, uint64_steamid steamIDUser, uint64_steamid steamIDGroup ); STEAMAPI_API void SteamAPI_ISteamGameServer_GetGameplayStats( ISteamGameServer* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_GetServerReputation( ISteamGameServer* self ); //STEAMAPI_API SteamIPAddress_t SteamAPI_ISteamGameServer_GetPublicIP( ISteamGameServer* self ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_HandleIncomingPacket( ISteamGameServer* self, const void * pData, int cbData, uint32 srcIP, uint16 srcPort ); STEAMAPI_API int SteamAPI_ISteamGameServer_GetNextOutgoingPacket( ISteamGameServer* self, void * pOut, int cbMaxOut, uint32 * pNetAdr, uint16 * pPort ); STEAMAPI_API void SteamAPI_ISteamGameServer_EnableHeartbeats( ISteamGameServer* self, bool bActive ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetHeartbeatInterval( ISteamGameServer* self, int iHeartbeatInterval ); STEAMAPI_API void SteamAPI_ISteamGameServer_ForceHeartbeat( ISteamGameServer* self ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_AssociateWithClan( ISteamGameServer* self, uint64_steamid steamIDClan ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServer_ComputeNewPlayerCompatibility( ISteamGameServer* self, uint64_steamid steamIDNewPlayer ); -STEAMAPI_API bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_SendUserConnectAndAuthenticate_DEPRECATED( ISteamGameServer* self, uint32 unIPClient, const void * pvAuthBlob, uint32 cubAuthBlobSize, CSteamID * pSteamIDUser ); STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect_DEPRECATED( ISteamGameServer* self, uint64_steamid steamIDUser ); // ISteamGameServerStats STEAMAPI_API ISteamGameServerStats *SteamAPI_SteamGameServerStats_v001(); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_RequestUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); -STEAMAPI_API bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float * pData ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_GetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, bool * pbAchieved ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStatInt32( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, int32 nData ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserStatFloat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float fData ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_UpdateUserAvgRateStat( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName, float flCountThisSession, double dSessionLength ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_SetUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); +STEAMAPI_API steam_bool SteamAPI_ISteamGameServerStats_ClearUserAchievement( ISteamGameServerStats* self, uint64_steamid steamIDUser, const char * pchName ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamGameServerStats_StoreUserStats( ISteamGameServerStats* self, uint64_steamid steamIDUser ); // ISteamNetworkingFakeUDPPort @@ -1100,7 +1100,7 @@ STEAMAPI_API int SteamAPI_ISteamNetworkingFakeUDPPort_ReceiveMessages( ISteamNet STEAMAPI_API void SteamAPI_ISteamNetworkingFakeUDPPort_ScheduleCleanup( ISteamNetworkingFakeUDPPort* self, const SteamNetworkingIPAddr & remoteAddress ); // SteamIPAddress_t -STEAMAPI_API bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ); +STEAMAPI_API steam_bool SteamAPI_SteamIPAddress_t_IsSet( SteamIPAddress_t* self ); // MatchMakingKeyValuePair_t STEAMAPI_API void SteamAPI_MatchMakingKeyValuePair_t_Construct( MatchMakingKeyValuePair_t* self ); @@ -1116,7 +1116,7 @@ STEAMAPI_API uint32 SteamAPI_servernetadr_t_GetIP( servernetadr_t* self ); STEAMAPI_API void SteamAPI_servernetadr_t_SetIP( servernetadr_t* self, uint32 unIP ); STEAMAPI_API const char * SteamAPI_servernetadr_t_GetConnectionAddressString( servernetadr_t* self ); STEAMAPI_API const char * SteamAPI_servernetadr_t_GetQueryAddressString( servernetadr_t* self ); -STEAMAPI_API bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ); +STEAMAPI_API steam_bool SteamAPI_servernetadr_t_IsLessThan( servernetadr_t* self, const servernetadr_t & netadr ); STEAMAPI_API void SteamAPI_servernetadr_t_Assign( servernetadr_t* self, const servernetadr_t & that ); // gameserveritem_t @@ -1126,27 +1126,27 @@ STEAMAPI_API void SteamAPI_gameserveritem_t_SetName( gameserveritem_t* self, con // SteamNetworkingIPAddr STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_Clear( SteamNetworkingIPAddr* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsIPv6AllZeros( SteamNetworkingIPAddr* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6( SteamNetworkingIPAddr* self, const uint8 * ipv6, uint16 nPort ); STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv4( SteamNetworkingIPAddr* self, uint32 nIP, uint16 nPort ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsIPv4( SteamNetworkingIPAddr* self ); STEAMAPI_API uint32 SteamAPI_SteamNetworkingIPAddr_GetIPv4( SteamNetworkingIPAddr* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_SetIPv6LocalHost( SteamNetworkingIPAddr* self, uint16 nPort ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsLocalHost( SteamNetworkingIPAddr* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIPAddr_ToString( SteamNetworkingIPAddr* self, char * buf, uint32 cbBuf, bool bWithPort ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_ParseString( SteamNetworkingIPAddr* self, const char * pszStr ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsEqualTo( SteamNetworkingIPAddr* self, const SteamNetworkingIPAddr & x ); STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIPAddr_GetFakeIPType( SteamNetworkingIPAddr* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIPAddr_IsFakeIP( SteamNetworkingIPAddr* self ); // SteamNetworkingIdentity STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_Clear( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsInvalid( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID( SteamNetworkingIdentity* self, uint64_steamid steamID ); STEAMAPI_API uint64_steamid SteamAPI_SteamNetworkingIdentity_GetSteamID( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetSteamID64( SteamNetworkingIdentity* self, uint64 steamID ); STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetSteamID64( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetXboxPairwiseID( SteamNetworkingIdentity* self, const char * pszString ); STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetXboxPairwiseID( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetPSNID( SteamNetworkingIdentity* self, uint64 id ); STEAMAPI_API uint64 SteamAPI_SteamNetworkingIdentity_GetPSNID( SteamNetworkingIdentity* self ); @@ -1157,16 +1157,16 @@ STEAMAPI_API const SteamNetworkingIPAddr * SteamAPI_SteamNetworkingIdentity_GetI STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetIPv4Addr( SteamNetworkingIdentity* self, uint32 nIPv4, uint16 nPort ); STEAMAPI_API uint32 SteamAPI_SteamNetworkingIdentity_GetIPv4( SteamNetworkingIdentity* self ); STEAMAPI_API ESteamNetworkingFakeIPType SteamAPI_SteamNetworkingIdentity_GetFakeIPType( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsFakeIP( SteamNetworkingIdentity* self ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_SetLocalHost( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsLocalHost( SteamNetworkingIdentity* self ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetGenericString( SteamNetworkingIdentity* self, const char * pszString ); STEAMAPI_API const char * SteamAPI_SteamNetworkingIdentity_GetGenericString( SteamNetworkingIdentity* self ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_SetGenericBytes( SteamNetworkingIdentity* self, const void * data, uint32 cbLen ); STEAMAPI_API const uint8 * SteamAPI_SteamNetworkingIdentity_GetGenericBytes( SteamNetworkingIdentity* self, int & cbLen ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_IsEqualTo( SteamNetworkingIdentity* self, const SteamNetworkingIdentity & x ); STEAMAPI_API void SteamAPI_SteamNetworkingIdentity_ToString( SteamNetworkingIdentity* self, char * buf, uint32 cbBuf ); -STEAMAPI_API bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ); +STEAMAPI_API steam_bool SteamAPI_SteamNetworkingIdentity_ParseString( SteamNetworkingIdentity* self, const char * pszStr ); // SteamNetworkingMessage_t STEAMAPI_API void SteamAPI_SteamNetworkingMessage_t_Release( SteamNetworkingMessage_t* self ); diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index c913f12..5ebf263 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -62,9 +62,9 @@ const uint16 STEAMGAMESERVER_QUERY_PORT_SHARED = 0xffff; // - The version string should be in the form x.x.x.x, and is used by the master server to detect when the // server is out of date. (Only servers with the latest version will be listed.) #ifndef STEAM_API_EXPORTS -S_API bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +S_API steam_bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); #endif -S_API bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); +S_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ); // Shutdown SteamGameSeverXxx interfaces, log out, and free resources. S_API void SteamGameServer_Shutdown(); @@ -76,7 +76,7 @@ S_API void SteamGameServer_Shutdown(); // so single-threaded servers do not need to explicitly call this function. inline void SteamGameServer_ReleaseCurrentThreadMemory(); -S_API bool SteamGameServer_BSecure(); +S_API steam_bool SteamGameServer_BSecure(); S_API uint64 SteamGameServer_GetSteamID(); // Older SDKs exported this global pointer, but it is no longer supported. From 3f8ce69b6dc6819abd61c274c57184df9470cdb4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 12 Jul 2022 01:04:56 -0400 Subject: [PATCH 437/494] SDK 1.54 --- build_env_x64.bat | 10 +++++ build_env_x86.bat | 10 +++++ dll/flat.cpp | 20 +++++++++ dll/steam_friends.h | 27 ++++++++++++ sdk_includes/isteamfriends.h | 57 +++++++++++++++++++++++++ sdk_includes/isteamnetworkingmessages.h | 13 +++--- sdk_includes/isteamnetworkingsockets.h | 15 ++----- sdk_includes/isteamutils.h | 8 ++-- sdk_includes/steam_api_flat.h | 4 ++ sdk_includes/steamclientpublic.h | 38 +++++++++++++++++ sdk_includes/steamnetworkingtypes.h | 41 +++++++++++++++--- 11 files changed, 215 insertions(+), 28 deletions(-) diff --git a/build_env_x64.bat b/build_env_x64.bat index ea51185..35b701b 100755 --- a/build_env_x64.bat +++ b/build_env_x64.bat @@ -9,8 +9,14 @@ if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Bui if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto vs14 if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2019_bt if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2017_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars64.bat" goto vs2022 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2022\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto vs2022_bt if exist ".\sdk_standalone\set_vars64.bat" goto gitlabci +:vs2022 +call "%VS_Base_Path%\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars64.bat" +goto batend + :vs2019 call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" goto batend @@ -23,6 +29,10 @@ goto batend call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64\vcvars64.bat" goto batend +:vs2022_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2022\BuildTools\VC\Auxiliary\Build\vcvars64.bat" +goto batend + :vs2019_bt call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars64.bat" goto batend diff --git a/build_env_x86.bat b/build_env_x86.bat index b87efd9..3307a89 100755 --- a/build_env_x86.bat +++ b/build_env_x86.bat @@ -9,8 +9,14 @@ if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Bui if exist "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto vs14 if exist "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2019_bt if exist "%VS_Base_Path%\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2017_bt +if exist "%VS_Base_Path%\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars32.bat" goto vs2022 +if exist "%VS_Base_Path%\Microsoft Visual Studio\2022\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto vs2022_bt if exist ".\sdk_standalone\set_vars32.bat" goto gitlabci +:vs2022 +call "%VS_Base_Path%\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars32.bat" +goto batend + :vs2019 call "%VS_Base_Path%\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" goto batend @@ -23,6 +29,10 @@ goto batend call "%VS_Base_Path%\Microsoft Visual Studio 14.0\VC\bin\amd64_x86\vcvarsamd64_x86.bat" goto batend +:vs2022_bt +call "%VS_Base_Path%\Microsoft Visual Studio\2022\BuildTools\VC\Auxiliary\Build\vcvars32.bat" +goto batend + :vs2019_bt call "%VS_Base_Path%\Microsoft Visual Studio\2019\BuildTools\VC\Auxiliary\Build\vcvars32.bat" goto batend diff --git a/dll/flat.cpp b/dll/flat.cpp index 32bb47c..579c224 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -772,6 +772,26 @@ STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectS return (get_steam_client()->steam_friends)->ActivateGameOverlayInviteDialogConnectString(pchConnectString); } +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestEquippedProfileItems( ISteamFriends* self, uint64_steamid steamID ) +{ + return (get_steam_client()->steam_friends)->RequestEquippedProfileItems(steamID); +} + +STEAMAPI_API bool SteamAPI_ISteamFriends_BHasEquippedProfileItem( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType ) +{ + return (get_steam_client()->steam_friends)->BHasEquippedProfileItem(steamID, itemType); +} + +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetProfileItemPropertyString( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) +{ + return (get_steam_client()->steam_friends)->GetProfileItemPropertyString(steamID, itemType, prop); +} + +STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetProfileItemPropertyUint( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) +{ + return (get_steam_client()->steam_friends)->GetProfileItemPropertyUint(steamID, itemType, prop); +} + STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010() { return get_steam_client()->GetISteamUtils(flat_hsteampipe(), "SteamUtils010"); diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 1ed5342..8d6bc17 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -1014,6 +1014,33 @@ void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialogConnectString\n"); } +// Steam Community items equipped by a user on their profile +// You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items +STEAM_CALL_RESULT( EquippedProfileItems_t ) +SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID ) +{ + PRINT_DEBUG("Steam_Friends::RequestEquippedProfileItems\n"); + return 0; +} + +bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType ) +{ + PRINT_DEBUG("Steam_Friends::BHasEquippedProfileItem\n"); + return false; +} + +const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) +{ + PRINT_DEBUG("Steam_Friends::GetProfileItemPropertyString\n"); + return ""; +} + +uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) +{ + PRINT_DEBUG("Steam_Friends::GetProfileItemPropertyUint\n"); + return 0; +} + void RunCallbacks() { PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index 6b0df18..0e36db6 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -168,6 +168,32 @@ enum EActivateGameOverlayToWebPageMode // will also close. When the user closes the browser window, the overlay will automatically close. }; +//----------------------------------------------------------------------------- +// Purpose: See GetProfileItemPropertyString and GetProfileItemPropertyUint +//----------------------------------------------------------------------------- +enum ECommunityProfileItemType +{ + k_ECommunityProfileItemType_AnimatedAvatar = 0, + k_ECommunityProfileItemType_AvatarFrame = 1, + k_ECommunityProfileItemType_ProfileModifier = 2, + k_ECommunityProfileItemType_ProfileBackground = 3, + k_ECommunityProfileItemType_MiniProfileBackground = 4, +}; +enum ECommunityProfileItemProperty +{ + k_ECommunityProfileItemProperty_ImageSmall = 0, // string + k_ECommunityProfileItemProperty_ImageLarge = 1, // string + k_ECommunityProfileItemProperty_InternalName = 2, // string + k_ECommunityProfileItemProperty_Title = 3, // string + k_ECommunityProfileItemProperty_Description = 4, // string + k_ECommunityProfileItemProperty_AppID = 5, // uint32 + k_ECommunityProfileItemProperty_TypeID = 6, // uint32 + k_ECommunityProfileItemProperty_Class = 7, // uint32 + k_ECommunityProfileItemProperty_MovieWebM = 8, // string + k_ECommunityProfileItemProperty_MovieMP4 = 9, // string + k_ECommunityProfileItemProperty_MovieWebMSmall = 10, // string + k_ECommunityProfileItemProperty_MovieMP4Small = 11, // string +}; //----------------------------------------------------------------------------- // Purpose: interface to accessing information about individual users, @@ -433,6 +459,14 @@ public: // Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends virtual void ActivateGameOverlayInviteDialogConnectString( const char *pchConnectString ) = 0; + + // Steam Community items equipped by a user on their profile + // You can register for EquippedProfileItemsChanged_t to know when a friend has changed their equipped profile items + STEAM_CALL_RESULT( EquippedProfileItems_t ) + virtual SteamAPICall_t RequestEquippedProfileItems( CSteamID steamID ) = 0; + virtual bool BHasEquippedProfileItem( CSteamID steamID, ECommunityProfileItemType itemType ) = 0; + virtual const char *GetProfileItemPropertyString( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) = 0; + virtual uint32 GetProfileItemPropertyUint( CSteamID steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ) = 0; }; #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends017" @@ -700,6 +734,29 @@ struct OverlayBrowserProtocolNavigation_t char rgchURI[ 1024 ]; }; +//----------------------------------------------------------------------------- +// Purpose: A user's equipped profile items have changed +//----------------------------------------------------------------------------- +struct EquippedProfileItemsChanged_t +{ + enum { k_iCallback = k_iSteamFriendsCallbacks + 50 }; + CSteamID m_steamID; +}; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +struct EquippedProfileItems_t +{ + enum { k_iCallback = k_iSteamFriendsCallbacks + 51 }; + EResult m_eResult; + CSteamID m_steamID; + bool m_bHasAnimatedAvatar; + bool m_bHasAvatarFrame; + bool m_bHasProfileModifier; + bool m_bHasProfileBackground; + bool m_bHasMiniProfileBackground; +}; #pragma pack( pop ) diff --git a/sdk_includes/isteamnetworkingmessages.h b/sdk_includes/isteamnetworkingmessages.h index a3d58ae..b7a2cd0 100644 --- a/sdk_includes/isteamnetworkingmessages.h +++ b/sdk_includes/isteamnetworkingmessages.h @@ -163,25 +163,22 @@ struct SteamNetworkingMessagesSessionFailed_t #pragma pack(pop) // Global accessors + // Using standalone lib #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB - // Standalone lib. static_assert( STEAMNETWORKINGMESSAGES_INTERFACE_VERSION[25] == '2', "Version mismatch" ); + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamNetworkingMessages_LibV2(); inline ISteamNetworkingMessages *SteamNetworkingMessages_Lib() { return SteamNetworkingMessages_LibV2(); } // If running in context of steam, we also define a gameserver instance. - #ifdef STEAMNETWORKINGSOCKETS_STEAM - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2(); - inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); } - #endif + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingMessages *SteamGameServerNetworkingMessages_LibV2(); + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages_Lib() { return SteamGameServerNetworkingMessages_LibV2(); } #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI inline ISteamNetworkingMessages *SteamNetworkingMessages() { return SteamNetworkingMessages_LibV2(); } - #ifdef STEAMNETWORKINGSOCKETS_STEAM - inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); } - #endif + inline ISteamNetworkingMessages *SteamGameServerNetworkingMessages() { return SteamGameServerNetworkingMessages_LibV2(); } #endif #endif diff --git a/sdk_includes/isteamnetworkingsockets.h b/sdk_includes/isteamnetworkingsockets.h index 5a8cfb8..57ff77c 100644 --- a/sdk_includes/isteamnetworkingsockets.h +++ b/sdk_includes/isteamnetworkingsockets.h @@ -923,32 +923,25 @@ protected: #define STEAMNETWORKINGSOCKETS_INTERFACE_VERSION "SteamNetworkingSockets012" // Global accessors + // Using standalone lib #ifdef STEAMNETWORKINGSOCKETS_STANDALONELIB - // Standalone lib. static_assert( STEAMNETWORKINGSOCKETS_INTERFACE_VERSION[24] == '2', "Version mismatch" ); STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamNetworkingSockets_LibV12(); inline ISteamNetworkingSockets *SteamNetworkingSockets_Lib() { return SteamNetworkingSockets_LibV12(); } - // If running in context of steam, we also define a gameserver instance. - #ifdef STEAMNETWORKINGSOCKETS_STEAM - STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV12(); - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV12(); } - #endif + STEAMNETWORKINGSOCKETS_INTERFACE ISteamNetworkingSockets *SteamGameServerNetworkingSockets_LibV12(); + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets_Lib() { return SteamGameServerNetworkingSockets_LibV12(); } #ifndef STEAMNETWORKINGSOCKETS_STEAMAPI inline ISteamNetworkingSockets *SteamNetworkingSockets() { return SteamNetworkingSockets_LibV12(); } - #ifdef STEAMNETWORKINGSOCKETS_STEAM - inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV12(); } - #endif + inline ISteamNetworkingSockets *SteamGameServerNetworkingSockets() { return SteamGameServerNetworkingSockets_LibV12(); } #endif #endif // Using Steamworks SDK #ifdef STEAMNETWORKINGSOCKETS_STEAMAPI - - // Steamworks SDK STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamNetworkingSockets *, SteamGameServerNetworkingSockets_SteamAPI, STEAMNETWORKINGSOCKETS_INTERFACE_VERSION ); diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index 3a75945..7cab46a 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -43,10 +43,10 @@ enum EGamepadTextInputLineMode enum EFloatingGamepadTextInputMode { - k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard - k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard - k_EFloatingGamepadTextInputModeModeEmail = 2, - k_EFloatingGamepadTextInputModeModeNumeric = 3, + k_EFloatingGamepadTextInputModeModeSingleLine = 0, // Enter dismisses the keyboard + k_EFloatingGamepadTextInputModeModeMultipleLines = 1, // User needs to explictly close the keyboard + k_EFloatingGamepadTextInputModeModeEmail = 2, // Keyboard layout is email, enter dismisses the keyboard + k_EFloatingGamepadTextInputModeModeNumeric = 3, // Keyboard layout is numeric, enter dismisses the keyboard }; diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 9bba177..839d0ab 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -171,6 +171,10 @@ STEAMAPI_API int SteamAPI_ISteamFriends_GetNumChatsWithUnreadPriorityMessages( I STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog( ISteamFriends* self, uint64_steamid steamIDLobby ); STEAMAPI_API steam_bool SteamAPI_ISteamFriends_RegisterProtocolInOverlayBrowser( ISteamFriends* self, const char * pchProtocol ); STEAMAPI_API void SteamAPI_ISteamFriends_ActivateGameOverlayInviteDialogConnectString( ISteamFriends* self, const char * pchConnectString ); +STEAMAPI_API SteamAPICall_t SteamAPI_ISteamFriends_RequestEquippedProfileItems( ISteamFriends* self, uint64_steamid steamID ); +STEAMAPI_API bool SteamAPI_ISteamFriends_BHasEquippedProfileItem( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType ); +STEAMAPI_API const char * SteamAPI_ISteamFriends_GetProfileItemPropertyString( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ); +STEAMAPI_API uint32 SteamAPI_ISteamFriends_GetProfileItemPropertyUint( ISteamFriends* self, uint64_steamid steamID, ECommunityProfileItemType itemType, ECommunityProfileItemProperty prop ); // ISteamUtils STEAMAPI_API ISteamUtils *SteamAPI_SteamUtils_v010(); diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index aaf7efb..98df1d9 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -149,6 +149,9 @@ enum EResult k_EResultInvalidSignature = 121, // signature check did not match k_EResultParseFailure = 122, // Failed to parse input k_EResultNoVerifiedPhone = 123, // account does not have a verified phone number + k_EResultInsufficientBattery = 124, // user device doesn't have enough battery charge currently to complete the action + k_EResultChargerRequired = 125, // The operation requires a charger to be plugged in, which wasn't present + k_EResultCachedCredentialInvalid = 126, // Cached credential was invalid - user must reauthenticate }; // Error codes for use with the voice functions @@ -1137,6 +1140,41 @@ inline bool CSteamID::IsValid() const return true; } +#if defined( INCLUDED_STEAM2_USERID_STRUCTS ) + +//----------------------------------------------------------------------------- +// Purpose: Initializes a steam ID from a Steam2 ID structure +// Input: pTSteamGlobalUserID - Steam2 ID to convert +// eUniverse - universe this ID belongs to +//----------------------------------------------------------------------------- +inline CSteamID SteamIDFromSteam2UserID( TSteamGlobalUserID *pTSteamGlobalUserID, EUniverse eUniverse ) +{ + uint32 unAccountID = pTSteamGlobalUserID->m_SteamLocalUserID.Split.Low32bits * 2 + + pTSteamGlobalUserID->m_SteamLocalUserID.Split.High32bits; + + return CSteamID( unAccountID, k_unSteamUserDefaultInstance, eUniverse, k_EAccountTypeIndividual ); +} + +bool SteamIDFromSteam2String( const char *pchSteam2ID, EUniverse eUniverse, CSteamID *pSteamIDOut ); + +//----------------------------------------------------------------------------- +// Purpose: Fills out a Steam2 ID structure +// Input: pTSteamGlobalUserID - Steam2 ID to write to +//----------------------------------------------------------------------------- +inline TSteamGlobalUserID SteamIDToSteam2UserID( CSteamID steamID ) +{ + TSteamGlobalUserID steamGlobalUserID; + + steamGlobalUserID.m_SteamInstanceID = 0; + steamGlobalUserID.m_SteamLocalUserID.Split.High32bits = steamID.GetAccountID() % 2; + steamGlobalUserID.m_SteamLocalUserID.Split.Low32bits = steamID.GetAccountID() / 2; + + return steamGlobalUserID; +} + + +#endif + // generic invalid CSteamID #define k_steamIDNil CSteamID() diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 92cdab6..540980a 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -15,13 +15,11 @@ //----------------------------------------------------------------------------- // SteamNetworkingSockets config. -//#define STEAMNETWORKINGSOCKETS_STANDALONELIB // Comment this in to support compiling/linking with the standalone library / gamenetworkingsockets opensource -#define STEAMNETWORKINGSOCKETS_STEAMAPI // Compiling/link with steam_api.h and Steamworks SDK +#if !defined(STEAMNETWORKINGSOCKETS_STANDALONELIB) && !defined(STEAMNETWORKINGSOCKETS_STEAMAPI) + #define STEAMNETWORKINGSOCKETS_STEAMAPI +#endif //----------------------------------------------------------------------------- -#if !defined( STEAMNETWORKINGSOCKETS_OPENSOURCE ) && !defined( STEAMNETWORKINGSOCKETS_STREAMINGCLIENT ) - #define STEAMNETWORKINGSOCKETS_STEAM -#endif #ifdef NN_NINTENDO_SDK // We always static link on Nintendo #define STEAMNETWORKINGSOCKETS_STATIC_LINK #endif @@ -143,6 +141,12 @@ enum ESteamNetworkingIdentityType // Basic platform-specific identifiers. // k_ESteamNetworkingIdentityType_SteamID = 16, // 64-bit CSteamID + k_ESteamNetworkingIdentityType_XboxPairwiseID = 17, // Publisher-specific user identity, as string + k_ESteamNetworkingIdentityType_SonyPSN = 18, // 64-bit ID + k_ESteamNetworkingIdentityType_GoogleStadia = 19, // 64-bit ID + //k_ESteamNetworkingIdentityType_NintendoNetworkServiceAccount, + //k_ESteamNetworkingIdentityType_EpicGameStore + //k_ESteamNetworkingIdentityType_WeGame // // Special identifiers. @@ -271,6 +275,15 @@ struct SteamNetworkingIdentity void SetSteamID64( uint64 steamID ); // Takes SteamID as raw 64-bit number uint64 GetSteamID64() const; // Returns 0 if identity is not SteamID + bool SetXboxPairwiseID( const char *pszString ); // Returns false if invalid length + const char *GetXboxPairwiseID() const; // Returns nullptr if not Xbox ID + + void SetPSNID( uint64 id ); + uint64 GetPSNID() const; // Returns 0 if not PSN + + void SetStadiaID( uint64 id ); + uint64 GetStadiaID() const; // Returns 0 if not Stadia + void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address. void SetIPv4Addr( uint32 nIPv4, uint16 nPort ); // Set to specified IPv4:port @@ -312,6 +325,7 @@ struct SteamNetworkingIdentity enum { k_cchMaxString = 128, // Max length of the buffer needed to hold any identity, formatted in string format by ToString k_cchMaxGenericString = 32, // Max length of the string for generic string identities. Including terminating '\0' + k_cchMaxXboxPairwiseID = 33, // Including terminating '\0' k_cbMaxGenericBytes = 32, }; @@ -324,7 +338,10 @@ struct SteamNetworkingIdentity int m_cbSize; union { uint64 m_steamID64; + uint64 m_PSNID; + uint64 m_stadiaID; char m_szGenericString[ k_cchMaxGenericString ]; + char m_szXboxPairwiseID[ k_cchMaxXboxPairwiseID ]; uint8 m_genericBytes[ k_cbMaxGenericBytes ]; char m_szUnknownRawString[ k_cchMaxString ]; SteamNetworkingIPAddr m_ip; @@ -1481,7 +1498,11 @@ enum ESteamNetworkingConfigValue /// route ping time and is then adjusted.) k_ESteamNetworkingConfig_P2P_Transport_ICE_Penalty = 105, k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106, + k_ESteamNetworkingConfig_P2P_TURN_ServerList = 107, + k_ESteamNetworkingConfig_P2P_TURN_UserList = 108, + k_ESteamNetworkingConfig_P2P_TURN_PassList = 109, //k_ESteamNetworkingConfig_P2P_Transport_LANBeacon_Penalty = 107, + k_ESteamNetworkingConfig_P2P_Transport_ICE_Implementation = 110, // // Settings for SDR relayed connections @@ -1746,8 +1767,18 @@ inline void SteamNetworkingIdentity::SetSteamID( CSteamID steamID ) { SetSteamID inline CSteamID SteamNetworkingIdentity::GetSteamID() const { return CSteamID( GetSteamID64() ); } inline void SteamNetworkingIdentity::SetSteamID64( uint64 steamID ) { m_eType = k_ESteamNetworkingIdentityType_SteamID; m_cbSize = sizeof( m_steamID64 ); m_steamID64 = steamID; } inline uint64 SteamNetworkingIdentity::GetSteamID64() const { return m_eType == k_ESteamNetworkingIdentityType_SteamID ? m_steamID64 : 0; } +inline bool SteamNetworkingIdentity::SetXboxPairwiseID( const char *pszString ) { size_t l = strlen( pszString ); if ( l < 1 || l >= sizeof(m_szXboxPairwiseID) ) return false; + m_eType = k_ESteamNetworkingIdentityType_XboxPairwiseID; m_cbSize = int(l+1); memcpy( m_szXboxPairwiseID, pszString, m_cbSize ); return true; } +inline const char *SteamNetworkingIdentity::GetXboxPairwiseID() const { return m_eType == k_ESteamNetworkingIdentityType_XboxPairwiseID ? m_szXboxPairwiseID : NULL; } +inline void SteamNetworkingIdentity::SetPSNID( uint64 id ) { m_eType = k_ESteamNetworkingIdentityType_SonyPSN; m_cbSize = sizeof( m_PSNID ); m_PSNID = id; } +inline uint64 SteamNetworkingIdentity::GetPSNID() const { return m_eType == k_ESteamNetworkingIdentityType_SonyPSN ? m_PSNID : 0; } +inline void SteamNetworkingIdentity::SetStadiaID( uint64 id ) { m_eType = k_ESteamNetworkingIdentityType_GoogleStadia; m_cbSize = sizeof( m_stadiaID ); m_stadiaID = id; } +inline uint64 SteamNetworkingIdentity::GetStadiaID() const { return m_eType == k_ESteamNetworkingIdentityType_GoogleStadia ? m_stadiaID : 0; } inline void SteamNetworkingIdentity::SetIPAddr( const SteamNetworkingIPAddr &addr ) { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip = addr; } inline const SteamNetworkingIPAddr *SteamNetworkingIdentity::GetIPAddr() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? &m_ip : NULL; } +inline void SteamNetworkingIdentity::SetIPv4Addr( uint32 nIPv4, uint16 nPort ) { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip.SetIPv4( nIPv4, nPort ); } +inline uint32 SteamNetworkingIdentity::GetIPv4() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? m_ip.GetIPv4() : 0; } +inline ESteamNetworkingFakeIPType SteamNetworkingIdentity::GetFakeIPType() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? m_ip.GetFakeIPType() : k_ESteamNetworkingFakeIPType_Invalid; } inline void SteamNetworkingIdentity::SetLocalHost() { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip.SetIPv6LocalHost(); } inline bool SteamNetworkingIdentity::IsLocalHost() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress && m_ip.IsLocalHost(); } inline bool SteamNetworkingIdentity::SetGenericString( const char *pszString ) { size_t l = strlen( pszString ); if ( l >= sizeof(m_szGenericString) ) return false; From 8695ea2dce30530d2f2453242b64d107ac71b687 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 12 Jul 2022 01:09:27 -0400 Subject: [PATCH 438/494] Support achievements that are triggered automatically with stats. The achievements config MUST be generated with the achievements_gen.py script. --- Readme_release.txt | 4 + dll/common_includes.h | 6 + dll/settings.h | 2 +- dll/steam_user_stats.h | 81 +++++++++-- .../achievements_gen.py | 134 ++++++++++-------- 5 files changed, 151 insertions(+), 76 deletions(-) diff --git a/Readme_release.txt b/Readme_release.txt index 3346785..105f005 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -88,6 +88,8 @@ You can use https://steamdb.info/ to list items and attributes they have and put Keep in mind that some item are not valid to have in your inventory. For example, in PayDay2 all items below item_id 50000 will make your game crash. items.json should contain all the item definitions for the game, default_items.json is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items. +You can use the scripts\stats_schema_achievement_gen\achievements_gen.py script in the emu source code repo to generate a achievements config from a steam: appcache\stats\UserGameStatsSchema_{appid}.bin file. + Leaderboards: By default the emulator assumes all leaderboards queried by the game (FindLeaderboard()) exist and creates them with the most common options (sort method descending, display type numeric) In some games this default behavior doesn't work and so you may need to tweak which leaderboards the game sees. @@ -105,6 +107,8 @@ The format is: STAT_NAME=type=default value The type can be: int, float or avgrate The default value is simply a number that represents the default value for the stat. +You can use the scripts\stats_schema_achievement_gen\achievements_gen.py script in the emu source code repo to generate a stats config from a steam: appcache\stats\UserGameStatsSchema_{appid}.bin file. + Build id: Add a steam_settings\build_id.txt with the build id if the game doesn't show the correct build id and you want the emu to give it the correct one. An example can be found in steam_settings.EXAMPLE diff --git a/dll/common_includes.h b/dll/common_includes.h index f68e161..0bf7978 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -165,6 +165,12 @@ inline std::wstring utf8_decode(const std::string &str) #include #include +inline std::string ascii_to_lowercase(std::string data) { + std::transform(data.begin(), data.end(), data.begin(), + [](unsigned char c){ return std::tolower(c); }); + return data; +} + // Other libs includes #include "../json/json.hpp" #include "../controller/gamepad.h" diff --git a/dll/settings.h b/dll/settings.h index b54815e..03c956d 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -131,7 +131,7 @@ public: //stats std::map getStats() { return stats; } - void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; } + void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[ascii_to_lowercase(name)] = stat_config; } //subscribed lobby/group ids std::set subscribed_groups; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index cbecf14..cc5f81e 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -27,6 +27,29 @@ struct Steam_Leaderboard { ELeaderboardDisplayType display_type; }; +struct achievement_trigger { + std::string name; + std::string value_operation; + std::string min_value; + std::string max_value; + + bool check_triggered(float stat) { + try { + if (std::stof(max_value) <= stat) return true; + } catch (...) {} + + return false; + } + + bool check_triggered(int32 stat) { + try { + if (std::stoi(max_value) <= stat) return true; + } catch (...) {} + + return false; + } +}; + class Steam_User_Stats : public ISteamUserStats003, public ISteamUserStats004, @@ -58,6 +81,7 @@ private: std::map stats_cache_int; std::map stats_cache_float; + std::map achievement_stat_trigger; unsigned int find_leaderboard(std::string name) { @@ -118,6 +142,14 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa user_achievements[name]["earned"] = false; user_achievements[name]["earned_time"] = static_cast(0); } + + achievement_trigger trig; + trig.name = name; + trig.value_operation = static_cast(it["progress"]["value"]["operation"]); + std::string stat_name = ascii_to_lowercase(static_cast(it["progress"]["value"]["operand1"])); + trig.min_value = static_cast(it["progress"]["min_val"]); + trig.max_value = static_cast(it["progress"]["max_val"]); + achievement_stat_trigger[stat_name] = trig; } catch (...) {} try { @@ -154,14 +186,16 @@ bool GetStat( const char *pchName, int32 *pData ) { PRINT_DEBUG("GetStat int32 %s\n", pchName); if (!pchName || !pData) return false; + std::string stat_name = ascii_to_lowercase(pchName); + std::lock_guard lock(global_mutex); auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); + auto stats_data = stats_config.find(stat_name); if (stats_data != stats_config.end()) { if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; } - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )pData, sizeof(*pData)); if (read_data == sizeof(int32)) return true; @@ -177,14 +211,16 @@ bool GetStat( const char *pchName, float *pData ) { PRINT_DEBUG("GetStat float %s\n", pchName); if (!pchName || !pData) return false; + std::string stat_name = ascii_to_lowercase(pchName); + std::lock_guard lock(global_mutex); auto stats_config = settings->getStats(); - auto stats_data = stats_config.find(pchName); + auto stats_data = stats_config.find(stat_name); if (stats_data != stats_config.end()) { if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; } - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )pData, sizeof(*pData)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )pData, sizeof(*pData)); if (read_data == sizeof(float)) return true; @@ -202,14 +238,23 @@ bool SetStat( const char *pchName, int32 nData ) { PRINT_DEBUG("SetStat int32 %s\n", pchName); if (!pchName) return false; + std::string stat_name = ascii_to_lowercase(pchName); + std::lock_guard lock(global_mutex); - auto cached_stat = stats_cache_int.find(pchName); + auto cached_stat = stats_cache_int.find(stat_name); if (cached_stat != stats_cache_int.end()) { if (cached_stat->second == nData) return true; } - if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&nData, sizeof(nData)) == sizeof(nData)) { - stats_cache_int[pchName] = nData; + auto stat_trigger = achievement_stat_trigger.find(stat_name); + if (stat_trigger != achievement_stat_trigger.end()) { + if (stat_trigger->second.check_triggered(nData)) { + SetAchievement(stat_trigger->second.name.c_str()); + } + } + + if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, (char* )&nData, sizeof(nData)) == sizeof(nData)) { + stats_cache_int[stat_name] = nData; return true; } @@ -220,14 +265,23 @@ bool SetStat( const char *pchName, float fData ) { PRINT_DEBUG("SetStat float %s\n", pchName); if (!pchName) return false; + std::string stat_name = ascii_to_lowercase(pchName); + std::lock_guard lock(global_mutex); - auto cached_stat = stats_cache_float.find(pchName); + auto cached_stat = stats_cache_float.find(stat_name); if (cached_stat != stats_cache_float.end()) { if (cached_stat->second == fData) return true; } - if (local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char* )&fData, sizeof(fData)) == sizeof(fData)) { - stats_cache_float[pchName] = fData; + auto stat_trigger = achievement_stat_trigger.find(stat_name); + if (stat_trigger != achievement_stat_trigger.end()) { + if (stat_trigger->second.check_triggered(fData)) { + SetAchievement(stat_trigger->second.name.c_str()); + } + } + + if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, (char* )&fData, sizeof(fData)) == sizeof(fData)) { + stats_cache_float[stat_name] = fData; return true; } @@ -237,10 +291,13 @@ bool SetStat( const char *pchName, float fData ) bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) { PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName); + if (!pchName) return false; + std::string stat_name = ascii_to_lowercase(pchName); + std::lock_guard lock(global_mutex); char data[sizeof(float) + sizeof(float) + sizeof(double)]; - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char* )data, sizeof(*data)); + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )data, sizeof(*data)); float oldcount = 0; double oldsessionlength = 0; if (read_data == sizeof(data)) { @@ -256,7 +313,7 @@ bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dS memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data); + return local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, data, sizeof(data)) == sizeof(data); } diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py index b1bf91f..a6c5c65 100644 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -4,14 +4,6 @@ import os import json -if len(sys.argv) < 2: - print("format: {} UserGameStatsSchema_480.bin".format(sys.argv[0])) - exit(0) - - -with open(sys.argv[1], 'rb') as f: - schema = vdf.binary_loads(f.read()) - language = 'english' STAT_TYPE_INT = '1' @@ -19,68 +11,84 @@ STAT_TYPE_FLOAT = '2' STAT_TYPE_AVGRATE = '3' STAT_TYPE_BITS = '4' -achievements_out = [] -stats_out = [] +def generate_stats_achievements(schema, config_directory): + schema = vdf.binary_loads(schema) + achievements_out = [] + stats_out = [] -for appid in schema: - sch = schema[appid] - stat_info = sch['stats'] - for s in stat_info: - stat = stat_info[s] - if stat['type'] == STAT_TYPE_BITS: - achs = stat['bits'] - for ach_num in achs: + for appid in schema: + sch = schema[appid] + stat_info = sch['stats'] + for s in stat_info: + stat = stat_info[s] + if stat['type'] == STAT_TYPE_BITS: + achs = stat['bits'] + for ach_num in achs: + out = {} + ach = achs[ach_num] + out["hidden"] = '0' + for x in ach['display']: + value = ach['display'][x] + if x == 'name': + x = 'displayName' + if x == 'desc': + x = 'description' + if x == 'Hidden': + x = 'hidden' + if type(value) is dict: + if language in value: + value = value[language] + else: + value = '' + out[x] = value + out['name'] = ach['name'] + if 'progress' in ach: + out['progress'] = ach['progress'] + achievements_out += [out] + else: out = {} - ach = achs[ach_num] - out["hidden"] = '0' - for x in ach['display']: - value = ach['display'][x] - if x == 'name': - x = 'displayName' - if x == 'desc': - x = 'description' - if x == 'Hidden': - x = 'hidden' - if type(value) is dict: - if language in value: - value = value[language] - else: - value = '' - out[x] = value - out['name'] = ach['name'] - achievements_out += [out] - else: - out = {} - out['default'] = 0 - out['name'] = stat['name'] - if stat['type'] == STAT_TYPE_INT: - out['type'] = 'int' - elif stat['type'] == STAT_TYPE_FLOAT: - out['type'] = 'float' - elif stat['type'] == STAT_TYPE_AVGRATE: - out['type'] = 'avgrate' - if 'Default' in stat: - out['default'] = stat['Default'] + out['default'] = 0 + out['name'] = stat['name'] + if stat['type'] == STAT_TYPE_INT: + out['type'] = 'int' + elif stat['type'] == STAT_TYPE_FLOAT: + out['type'] = 'float' + elif stat['type'] == STAT_TYPE_AVGRATE: + out['type'] = 'avgrate' + if 'Default' in stat: + out['default'] = stat['Default'] - stats_out += [out] - # print(stat_info[s]) + stats_out += [out] + # print(stat_info[s]) -output_ach = json.dumps(achievements_out, indent=4) -output_stats = "" -for s in stats_out: - output_stats += "{}={}={}\n".format(s['name'], s['type'], s['default']) + output_ach = json.dumps(achievements_out, indent=4) + output_stats = "" + for s in stats_out: + output_stats += "{}={}={}\n".format(s['name'], s['type'], s['default']) -# print(output_ach) -# print(output_stats) + # print(output_ach) + # print(output_stats) -config_directory = os.path.join(sys.argv[1] + "_output", "steam_settings") -if not os.path.exists(config_directory): - os.makedirs(config_directory) + if not os.path.exists(config_directory): + os.makedirs(config_directory) -with open(os.path.join(config_directory, "achievements.json"), 'w') as f: - f.write(output_ach) + with open(os.path.join(config_directory, "achievements.json"), 'w') as f: + f.write(output_ach) -with open(os.path.join(config_directory, "stats.txt"), 'w') as f: - f.write(output_stats) + with open(os.path.join(config_directory, "stats.txt"), 'w') as f: + f.write(output_stats) + + return (output_ach, output_stats) + +if __name__ == '__main__': + if len(sys.argv) < 2: + print("format: {} UserGameStatsSchema_480.bin".format(sys.argv[0])) + exit(0) + + + with open(sys.argv[1], 'rb') as f: + schema = f.read() + + generate_stats_achievements(schema, os.path.join("{}".format( "{}_output".format(sys.argv[1])), "steam_settings")) From d076d12c6e698bcf1fbc8acced56a1d4197a987c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 31 Jul 2022 15:42:33 -0400 Subject: [PATCH 439/494] Fix achievement gen script. --- scripts/stats_schema_achievement_gen/achievements_gen.py | 2 ++ 1 file changed, 2 insertions(+) diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py index a6c5c65..5d34108 100644 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -57,6 +57,8 @@ def generate_stats_achievements(schema, config_directory): out['type'] = 'avgrate' if 'Default' in stat: out['default'] = stat['Default'] + elif 'default' in stat: + out['default'] = stat['default'] stats_out += [out] # print(stat_info[s]) From d3e8a701dd2d629974872f5437e72739cec0ed76 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 31 Jul 2022 15:49:45 -0400 Subject: [PATCH 440/494] All interface versions from sdk 1.0 and up are now supported. --- dll/steam_apps.cpp | 10 ++ dll/steam_apps.h | 6 + dll/steam_client.cpp | 35 ++++-- dll/steam_friends.h | 7 ++ dll/steam_gameserver.cpp | 14 ++- dll/steam_gameserver.h | 5 + dll/steam_matchmaking.h | 50 ++++++++ dll/steam_matchmaking_servers.cpp | 81 +++++++++++++ dll/steam_matchmaking_servers.h | 34 +++++- sdk_includes/isteamfriends003.h | 82 +++++++++++++ sdk_includes/isteamgameserver004.h | 84 +++++++++++++ sdk_includes/isteammatchmaking.h | 14 +++ sdk_includes/isteammatchmaking002.h | 126 ++++++++++++++++++++ sdk_includes/isteammatchmaking003.h | 151 ++++++++++++++++++++++++ sdk_includes/isteammatchmaking004.h | 149 +++++++++++++++++++++++ sdk_includes/isteammatchmaking005.h | 177 ++++++++++++++++++++++++++++ sdk_includes/isteammatchmaking007.h | 114 ++++++++++++++++++ sdk_includes/steam_api.h | 5 + sdk_includes/steam_gameserver.h | 1 + 19 files changed, 1130 insertions(+), 15 deletions(-) create mode 100644 sdk_includes/isteamfriends003.h create mode 100644 sdk_includes/isteamgameserver004.h create mode 100644 sdk_includes/isteammatchmaking002.h create mode 100644 sdk_includes/isteammatchmaking003.h create mode 100644 sdk_includes/isteammatchmaking004.h create mode 100644 sdk_includes/isteammatchmaking005.h diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 2b154fd..6bd52d5 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -24,6 +24,16 @@ Steam_Apps::Steam_Apps(Settings *settings, class SteamCallResults *callback_resu this->callback_results = callback_results; } +// returns 0 if the key does not exist +// this may be true on first call, since the app data may not be cached locally yet +// If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again +int Steam_Apps::GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ) +{ + //TODO + PRINT_DEBUG("GetAppData %u %s\n", nAppID, pchKey); + return 0; +} + bool Steam_Apps::BIsSubscribed() { PRINT_DEBUG("BIsSubscribed\n"); diff --git a/dll/steam_apps.h b/dll/steam_apps.h index 2c23c68..b46c22a 100644 --- a/dll/steam_apps.h +++ b/dll/steam_apps.h @@ -1,6 +1,7 @@ #include "base.h" class Steam_Apps : +public ISteamApps001, public ISteamApps002, public ISteamApps003, public ISteamApps004, @@ -15,6 +16,11 @@ public ISteamApps public: Steam_Apps(Settings *settings, class SteamCallResults *callback_results); + // returns 0 if the key does not exist + // this may be true on first call, since the app data may not be cached locally yet + // If you expect it to exists wait for the AppDataChanged_t after the first failure and ask again + int GetAppData( AppId_t nAppID, const char *pchKey, char *pchValue, int cchValueMax ); + bool BIsSubscribed(); bool BIsLowViolence(); bool BIsCybercafe(); diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 3dd0af5..b1ee2fe 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -295,7 +295,9 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte PRINT_DEBUG("GetISteamGameServer %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; - if (strcmp(pchVersion, "SteamGameServer005") == 0) { + if (strcmp(pchVersion, "SteamGameServer004") == 0) { + return (ISteamGameServer *)(void *)(ISteamGameServer004 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer005") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer005 *)steam_gameserver; } else if (strcmp(pchVersion, "SteamGameServer006") == 0) { return (ISteamGameServer *)(void *)(ISteamGameServer008 *)steam_gameserver; @@ -343,7 +345,9 @@ ISteamFriends *Steam_Client::GetISteamFriends( HSteamUser hSteamUser, HSteamPipe PRINT_DEBUG("GetISteamFriends %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; - if (strcmp(pchVersion, "SteamFriends004") == 0) { + if (strcmp(pchVersion, "SteamFriends003") == 0) { + return (ISteamFriends *)(void *)(ISteamFriends003 *)steam_friends; + } else if (strcmp(pchVersion, "SteamFriends004") == 0) { return (ISteamFriends *)(void *)(ISteamFriends004 *)steam_friends; } else if (strcmp(pchVersion, "SteamFriends005") == 0) { return (ISteamFriends *)(void *)(ISteamFriends005 *)steam_friends; @@ -425,19 +429,15 @@ ISteamMatchmaking *Steam_Client::GetISteamMatchmaking( HSteamUser hSteamUser, HS if (strcmp(pchVersion, "SteamMatchMaking001") == 0) { //TODO - return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; + return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking002") == 0) { - //TODO - return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; + return (ISteamMatchmaking *)(void *)(ISteamMatchmaking002 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking003") == 0) { - //TODO - return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; + return (ISteamMatchmaking *)(void *)(ISteamMatchmaking003 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking004") == 0) { - //TODO - return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; + return (ISteamMatchmaking *)(void *)(ISteamMatchmaking004 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking005") == 0) { - //TODO - return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; + return (ISteamMatchmaking *)(void *)(ISteamMatchmaking005 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking006") == 0) { return (ISteamMatchmaking *)(void *)(ISteamMatchmaking006 *)steam_matchmaking; } else if (strcmp(pchVersion, "SteamMatchMaking007") == 0) { @@ -459,6 +459,15 @@ ISteamMatchmakingServers *Steam_Client::GetISteamMatchmakingServers( HSteamUser { PRINT_DEBUG("GetISteamMatchmakingServers %s\n", pchVersion); if (!steam_pipes.count(hSteamPipe) || !hSteamUser) return NULL; + + if (strcmp(pchVersion, "SteamMatchMakingServers001") == 0) { + return (ISteamMatchmakingServers *)(void *)(ISteamMatchmakingServers001 *)steam_matchmaking_servers; + } else if (strcmp(pchVersion, STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION) == 0) { + return steam_matchmaking_servers; + } else { + return steam_matchmaking_servers; + } + return steam_matchmaking_servers; } @@ -676,7 +685,9 @@ ISteamApps *Steam_Client::GetISteamApps( HSteamUser hSteamUser, HSteamPipe hStea } else { steam_apps_temp = steam_apps; } - if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) { + if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION001") == 0) { + return (ISteamApps *)(void *)(ISteamApps001 *)steam_apps_temp; + } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION002") == 0) { return (ISteamApps *)(void *)(ISteamApps002 *)steam_apps_temp; } else if (strcmp(pchVersion, "STEAMAPPS_INTERFACE_VERSION003") == 0) { return (ISteamApps *)(void *)(ISteamApps003 *)steam_apps_temp; diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 8d6bc17..576ebca 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -30,6 +30,7 @@ struct Avatar_Numbers { }; class Steam_Friends : +public ISteamFriends003, public ISteamFriends004, public ISteamFriends005, public ISteamFriends006, @@ -629,6 +630,12 @@ int GetFriendAvatar( CSteamID steamIDFriend, int eAvatarSize ) } } +int GetFriendAvatar(CSteamID steamIDFriend) +{ + PRINT_DEBUG("Steam_Friends::GetFriendAvatar old\n"); + return GetFriendAvatar(steamIDFriend, k_EAvatarSize32x32); +} + // requests information about a user - persona name & avatar // if bRequireNameOnly is set, then the avatar of a user isn't downloaded // - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index 54b80b1..bf16d2f 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -285,7 +285,7 @@ void Steam_GameServer::ClearAllKeyValues() /// Call this to add/update a key/value pair. void Steam_GameServer::SetKeyValue( const char *pKey, const char *pValue ) { - PRINT_DEBUG("SetKeyValue\n"); + PRINT_DEBUG("SetKeyValue %s %s\n", pKey, pValue); std::lock_guard lock(global_mutex); (*server_data.mutable_values())[std::string(pKey)] = std::string(pValue); } @@ -347,6 +347,10 @@ bool Steam_GameServer::SendUserConnectAndAuthenticate( uint32 unIPClient, const return ticket_manager->SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, pSteamIDUser); } +void Steam_GameServer::SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) +{ + SendUserConnectAndAuthenticate(unIPClient, pvAuthBlob, cubAuthBlobSize, NULL); +} // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. // @@ -380,7 +384,7 @@ void Steam_GameServer::SendUserDisconnect( CSteamID steamIDUser ) // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) bool Steam_GameServer::BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) { - PRINT_DEBUG("BUpdateUserData\n"); + PRINT_DEBUG("BUpdateUserData %llu %s %u\n", steamIDUser.ConvertToUint64(), pchPlayerName, uScore); return true; } @@ -420,6 +424,12 @@ bool Steam_GameServer::BSetServerType( uint32 unServerFlags, uint32 unGameIP, ui return true; } +bool Steam_GameServer::BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) +{ + return BSetServerType(unServerFlags, unGameIP, unGamePort, unSpectatorPort, usQueryPort, pchGameDir, pchVersion, bLANMode); +} + // Updates server status values which shows up in the server browser and matchmaking APIs void Steam_GameServer::UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index 7268d30..275c716 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -29,6 +29,7 @@ struct Gameserver_Outgoing_Packet { }; class Steam_GameServer : +public ISteamGameServer004, public ISteamGameServer005, public ISteamGameServer008, public ISteamGameServer009, @@ -189,6 +190,7 @@ public: // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ); + void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ); // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. // @@ -227,6 +229,9 @@ public: bool BSetServerType( uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ); + bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ); + // Updates server status values which shows up in the server browser and matchmaking APIs void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, const char *pchServerName, const char *pSpectatorServerName, diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 9e0034c..66a268c 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -60,6 +60,10 @@ struct Chat_Entry { class Steam_Matchmaking : +public ISteamMatchmaking002, +public ISteamMatchmaking003, +public ISteamMatchmaking004, +public ISteamMatchmaking005, public ISteamMatchmaking006, public ISteamMatchmaking007, public ISteamMatchmaking008, @@ -422,6 +426,11 @@ SteamAPICall_t RequestLobbyList() return search_call_api_id; } +void RequestLobbyList_OLD() +{ + RequestLobbyList(); +} + // filters for lobbies // this needs to be called before RequestLobbyList() to take effect // these are cleared on each call to RequestLobbyList() @@ -509,6 +518,11 @@ void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueTo AddRequestLobbyListNumericalFilter(pchKeyToMatch, nValueToMatch, (ELobbyComparison) nComparisonType ); } +void AddRequestLobbyListSlotsAvailableFilter() +{ + +} + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call // should only be called after a LobbyMatchList_t callback is received // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) @@ -623,6 +637,16 @@ SteamAPICall_t CreateLobby( ELobbyType eLobbyType ) return CreateLobby(eLobbyType, 0); } +void CreateLobby_OLD( ELobbyType eLobbyType ) +{ + CreateLobby(eLobbyType); +} + +void CreateLobby( bool bPrivate ) +{ + CreateLobby(bPrivate ? k_ELobbyTypePrivate : k_ELobbyTypePublic); +} + // Joins an existing lobby // this is an asynchronous request // results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful @@ -649,6 +673,11 @@ SteamAPICall_t JoinLobby( CSteamID steamIDLobby ) return pending_join.api_id; } +void JoinLobby_OLD( CSteamID steamIDLobby ) +{ + JoinLobby(steamIDLobby); +} + // Leave a lobby; this will take effect immediately on the client side // other users in the lobby will be notified by a LobbyChatUpdate_t callback void LeaveLobby( CSteamID steamIDLobby ) @@ -1071,6 +1100,10 @@ int GetLobbyMemberLimit( CSteamID steamIDLobby ) return limit; } +void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled ) +{ + PRINT_DEBUG("SetLobbyVoiceEnabled\n"); +} // updates which type of lobby it is // only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls @@ -1131,6 +1164,23 @@ CSteamID GetLobbyOwner( CSteamID steamIDLobby ) return (uint64)lobby->owner(); } +// asks the Steam servers for a list of lobbies that friends are in +// returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair +// if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results +// filters don't apply to lobbies (currently) +bool RequestFriendsLobbies() +{ + PRINT_DEBUG("RequestFriendsLobbies\n"); + RequestFriendsLobbiesResponse_t data = {}; + callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); + return true; +} + +float GetLobbyDistance( CSteamID steamIDLobby ) +{ + PRINT_DEBUG("GetLobbyDistance %llu\n", steamIDLobby.ConvertToUint64()); + return 0.0; +} // changes who the lobby owner is // you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby diff --git a/dll/steam_matchmaking_servers.cpp b/dll/steam_matchmaking_servers.cpp index 70351b1..23441f3 100644 --- a/dll/steam_matchmaking_servers.cpp +++ b/dll/steam_matchmaking_servers.cpp @@ -52,6 +52,7 @@ HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp struct Steam_Matchmaking_Request request; request.appid = iApp; request.callbacks = pRequestServersResponse; + request.old_callbacks = NULL; request.cancelled = false; request.completed = false; requests.push_back(request); @@ -90,6 +91,71 @@ HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_ return RequestLANServerList(iApp, pRequestServersResponse); } +void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type) +{ + PRINT_DEBUG("RequestOldServerList %u\n", iApp); + std::lock_guard lock(global_mutex); + auto g = std::begin(requests); + while (g != std::end(requests)) { + if (g->id == ((void *)type)) { + return; + } + + ++g; + } + + struct Steam_Matchmaking_Request request; + request.appid = iApp; + request.callbacks = NULL; + request.old_callbacks = pRequestServersResponse; + request.cancelled = false; + request.completed = false; + requests.push_back(request); + requests[requests.size() - 1].id = (void *)type; +} + +void Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eInternetServer); +} + +void Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eLANServer); +} + +void Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eFriendsServer); +} + +void Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eFavoritesServer); +} + +void Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eHistoryServer); +} + +void Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) +{ + PRINT_DEBUG("%s old\n", __FUNCTION__); + //TODO + RequestOldServerList(iApp, pRequestServersResponse, eSpectatorServer); +} + // Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress. // RefreshComplete callback is not posted when request is released. @@ -410,6 +476,7 @@ void Steam_Matchmaking_Servers::RunCallbacks() r.gameservers_filtered.clear(); for (auto &g : gameservers) { + PRINT_DEBUG("game_server_check %u %u\n", g.server.appid(), r.appid); if (g.server.appid() == r.appid) { PRINT_DEBUG("REQUESTS server found\n"); r.gameservers_filtered.push_back(g); @@ -440,6 +507,20 @@ void Steam_Matchmaking_Servers::RunCallbacks() r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer); } } + + if (r.old_callbacks) { + for (auto &g : r.gameservers_filtered) { + PRINT_DEBUG("old REQUESTS server responded cb %p\n", r.id); + r.old_callbacks->ServerResponded(i); + ++i; + } + + if (i) { + r.old_callbacks->RefreshComplete(eServerResponded); + } else { + r.old_callbacks->RefreshComplete(eNoServersListedOnMasterServer); + } + } } std::vector direct_ip_requests_temp; diff --git a/dll/steam_matchmaking_servers.h b/dll/steam_matchmaking_servers.h index 71e2a57..21a643f 100644 --- a/dll/steam_matchmaking_servers.h +++ b/dll/steam_matchmaking_servers.h @@ -40,11 +40,13 @@ struct Steam_Matchmaking_Request { AppId_t appid; HServerListRequest id; ISteamMatchmakingServerListResponse *callbacks; + ISteamMatchmakingServerListResponse001 *old_callbacks; bool completed, cancelled, released; std::vector gameservers_filtered; }; -class Steam_Matchmaking_Servers : public ISteamMatchmakingServers +class Steam_Matchmaking_Servers : public ISteamMatchmakingServers, +public ISteamMatchmakingServers001 { class Settings *settings; class Networking *network; @@ -52,6 +54,7 @@ class Steam_Matchmaking_Servers : public ISteamMatchmakingServers std::vector gameservers; std::vector requests; std::vector direct_ip_requests; + void RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type); public: Steam_Matchmaking_Servers(class Settings *settings, class Networking *network); // Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values. @@ -64,6 +67,13 @@ public: HServerListRequest RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ); HServerListRequest RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse ); + void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ); + // Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress. // RefreshComplete callback is not posted when request is released. void ReleaseRequest( HServerListRequest hServerListRequest ); @@ -167,6 +177,28 @@ public: // Refresh a single server inside of a query (rather than all the servers ) void RefreshServer( HServerListRequest hRequest, int iServer ); + // Get details on a given server in the list, you can get the valid range of index + // values by calling GetServerCount(). You will also receive index values in + // ISteamMatchmakingServerListResponse::ServerResponded() callbacks + gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) { return GetServerDetails((HServerListRequest) eType , iServer ); } + + // Cancel an request which is operation on the given list type. You should call this to cancel + // any in-progress requests before destructing a callback object that may have been passed + // to one of the above list request calls. Not doing so may result in a crash when a callback + // occurs on the destructed object. + void CancelQuery( EMatchMakingType eType ) { return CancelQuery((HServerListRequest) eType); } + + // Ping every server in your list again but don't update the list of servers + void RefreshQuery( EMatchMakingType eType ) { return RefreshQuery((HServerListRequest) eType); } + + // Returns true if the list is currently refreshing its server list + bool IsRefreshing( EMatchMakingType eType ) { return IsRefreshing((HServerListRequest) eType); } + + // How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1 + int GetServerCount( EMatchMakingType eType ) { return GetServerCount((HServerListRequest) eType); } + + // Refresh a single server inside of a query (rather than all the servers ) + void RefreshServer( EMatchMakingType eType, int iServer ) { return RefreshServer((HServerListRequest) eType, iServer); } //----------------------------------------------------------------------------- // Queries to individual servers directly via IP/Port diff --git a/sdk_includes/isteamfriends003.h b/sdk_includes/isteamfriends003.h new file mode 100644 index 0000000..148aaa8 --- /dev/null +++ b/sdk_includes/isteamfriends003.h @@ -0,0 +1,82 @@ + +#ifndef ISTEAMFRIENDS003_H +#define ISTEAMFRIENDS003_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +class ISteamFriends003 +{ +public: + // returns the local players name - guaranteed to not be NULL. + // this is the same name as on the users community profile page + // this is stored in UTF-8 format + // like all the other interface functions that return a char *, it's important that this pointer is not saved + // off; it will eventually be free'd or re-allocated + virtual const char *GetPersonaName() = 0; + + // sets the player name, stores it on the server and publishes the changes to all friends who are online + virtual void SetPersonaName_old( const char *pchPersonaName ) = 0; + + // gets the status of the current user + virtual EPersonaState GetPersonaState() = 0; + + // friend iteration + // takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria + // then GetFriendByIndex() can then be used to return the id's of each of those users + virtual int GetFriendCount( int iFriendFlags ) = 0; + + // returns the steamID of a user + // iFriend is a index of range [0, GetFriendCount()) + // iFriendsFlags must be the same value as used in GetFriendCount() + // the returned CSteamID can then be used by all the functions below to access details about the user + virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0; + + // returns a relationship to a user + virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0; + + // returns the current status of the specified user + // this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user + virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0; + + // returns the name another user - guaranteed to not be NULL. + // same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user + // note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously + // + virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0; + + // gets the avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set + virtual int GetFriendAvatar( CSteamID steamIDFriend ) = 0; + // returns true if the friend is actually in a game + virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, uint64 *pulGameID, uint32 *punGameIP, uint16 *pusGamePort, uint16 *pusQueryPort ) = 0; + // accesses old friends names - returns an empty string when their are no more items in the history + virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0; + + // returns true if the specified user meets any of the criteria specified in iFriendFlags + // iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values + virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0; + + // clan (group) iteration and access functions + virtual int GetClanCount() = 0; + virtual CSteamID GetClanByIndex( int iClan ) = 0; + virtual const char *GetClanName( CSteamID steamIDClan ) = 0; + + // iterators for getting users in a chat room, lobby, game server or clan + // note that large clans that cannot be iterated by the local user + // steamIDSource can be the steamID of a group, game server, lobby or chat room + virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0; + virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0; + + // returns true if the local user can see that steamIDUser is a member or in steamIDSource + virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0; + + // User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI) + virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0; + + // activates the game overlay, with an optional dialog to open ("Friends", "Community", "Players", "Settings") + virtual void ActivateGameOverlay( const char *pchDialog ) = 0; +}; + + +#endif // ISTEAMFRIENDS003_H diff --git a/sdk_includes/isteamgameserver004.h b/sdk_includes/isteamgameserver004.h new file mode 100644 index 0000000..de2f764 --- /dev/null +++ b/sdk_includes/isteamgameserver004.h @@ -0,0 +1,84 @@ + +#ifndef ISTEAMGAMESERVER004_H +#define ISTEAMGAMESERVER004_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer004 +{ +public: + // connection functions + virtual void LogOn() = 0; + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: true/false depending on whether the call succeeds. If the call succeeds then you + // should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed. + virtual void SendUserConnectAndAuthenticate( CSteamID steamIDUser, uint32 unIPClient, void *pvAuthBlob, uint32 cubAuthBlobSize ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call HandleUserDisconnect() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + + // You shouldn't need to call this as it is called internally by SteamGameServer_Init() and can only be called once. + // + // To update the data in this call which may change during the servers lifetime see UpdateServerStatus() below. + // + // Input: nGameAppID - The Steam assigned AppID for the game + // unServerFlags - Any applicable combination of flags (see k_unServerFlag____ constants below) + // unGameIP - The IP Address the server is listening for client connections on (might be INADDR_ANY) + // unGamePort - The port which the server is listening for client connections on + // unSpectatorPort - the port on which spectators can join to observe the server, 0 if spectating is not supported + // usQueryPort - The port which the ISteamMasterServerUpdater API should use in order to listen for matchmaking requests + // pchGameDir - A unique string identifier for your game + // pchVersion - The current version of the server as a string like 1.0.0.0 + // bLanMode - Is this a LAN only server? + // + // bugbug jmccaskey - figure out how to remove this from the API and only expose via SteamGameServer_Init... or make this actually used, + // and stop calling it in SteamGameServer_Init()? + virtual bool BSetServerType( int32 nGameAppId, uint32 unServerFlags, uint32 unGameIP, uint16 unGamePort, + uint16 unSpectatorPort, uint16 usQueryPort, const char *pchGameDir, const char *pchVersion, bool bLANMode ) = 0; + + // Updates server status values which shows up in the server browser and matchmaking APIs + virtual void UpdateServerStatus( int cPlayers, int cPlayersMax, int cBotPlayers, + const char *pchServerName, const char *pSpectatorServerName, + const char *pchMapName ) = 0; + + // This can be called if spectator goes away or comes back (passing 0 means there is no spectator server now). + virtual void UpdateSpectatorPort( uint16 unSpectatorPort ) = 0; + + // Sets a string defining the "gametype" for this server, this is optional, but if it is set + // it allows users to filter in the matchmaking/server-browser interfaces based on the value + virtual void SetGameType( const char *pchGameType ) = 0; + + // Ask if a user has a specific achievement for this game, will get a callback on reply + virtual bool BGetUserAchievementStatus( CSteamID steamID, const char *pchAchievementName ) = 0; +}; + +#endif // ISTEAMGAMESERVER004_H diff --git a/sdk_includes/isteammatchmaking.h b/sdk_includes/isteammatchmaking.h index a936b56..407af96 100644 --- a/sdk_includes/isteammatchmaking.h +++ b/sdk_includes/isteammatchmaking.h @@ -891,7 +891,21 @@ struct LobbyCreated_t // used by now obsolete RequestFriendsLobbiesResponse_t // enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 }; +//----------------------------------------------------------------------------- +// Purpose: Response to a RequestFriendsLobbies() call +// One of these callbacks will be received per friend who is in a lobby +// if no friends are in a lobby, then one of these will be called with 0 values +//----------------------------------------------------------------------------- +struct RequestFriendsLobbiesResponse_t +{ + enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 }; + + uint64 m_ulSteamIDFriend; // friend who is in a lobby; 0 if no friends in lobbies are found + uint64 m_ulSteamIDLobby; // lobby that the friend is in; 0 if no friends in lobbies are found + int m_cResultIndex; // result #, [1, m_cResultsTotal] if any are found; 0 if no friends in lobbies are found + int m_cResultsTotal; // total number of results; 0 if no friends in lobbies are found +}; //----------------------------------------------------------------------------- // Purpose: Result of CheckForPSNGameBootInvite diff --git a/sdk_includes/isteammatchmaking002.h b/sdk_includes/isteammatchmaking002.h new file mode 100644 index 0000000..4929aa8 --- /dev/null +++ b/sdk_includes/isteammatchmaking002.h @@ -0,0 +1,126 @@ + +#ifndef ISTEAMMATCHMAKING002_H +#define ISTEAMMATCHMAKING002_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to favorites +// and to operate on game lobbies. +//----------------------------------------------------------------------------- +class ISteamMatchmaking002 +{ +public: + // game server favorites storage + // saves basic details about a multiplayer game server locally + + // returns the number of favorites servers the user has stored + virtual int GetFavoriteGameCount() = 0; + + // returns the details of the game server + // iGame is of range [0,GetFavoriteGameCount()) + // *pnIP, *pnConnPort are filled in the with IP:port of the game server + // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections + // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added + virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0; + + // adds the game server to the local list; updates the time played of the server if it already exists in the list + virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0; + + // removes the game server from the local storage; returns true if one was removed + virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0; + + /////// + // Game lobby functions + + // Get a list of relevant lobbies + // this is an asynchronous request + // results will be returned by LobbyMatchList_t callback, with the number of servers requested + // if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then + // a LobbyMatchList_t callback will be posted immediately with no servers + virtual void RequestLobbyList_OLD() = 0; + + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call + // should only be called after a LobbyMatchList_t callback is received + // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) + // the returned CSteamID::IsValid() will be false if iLobby is out of range + virtual CSteamID GetLobbyByIndex( int iLobby ) = 0; + + // Create a lobby on the Steam servers. + // If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID + // of the lobby will need to be communicated via game channels or via InviteUserToLobby() + // this is an asynchronous request + // results will be returned by LobbyCreated_t callback when the lobby has been created; + // local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent + // operations on the chat room can only proceed once the LobbyEnter_t has been received + virtual void CreateLobby( bool bPrivate ) = 0; + + // Joins an existing lobby + // this is an asynchronous request + // results will be returned by LobbyEnter_t callback when the lobby has been joined + virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0; + + // Leave a lobby; this will take effect immediately on the client side + // other users in the lobby will be notified by a LobbyChatUpdate_t callback + virtual void LeaveLobby( CSteamID steamIDLobby ) = 0; + + // Invite another user to the lobby + // the target user will receive a LobbyInvite_t callback + // will return true if the invite is successfully sent, whether or not the target responds + // returns false if the local user is not connected to the Steam servers + virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0; + + // Lobby iteration, for viewing details of users in a lobby + // only accessible if the lobby user is a member of the specified lobby + // persona information for other lobby members (name, avatar, etc.) will be asynchronously received + // and accessible via ISteamFriends interface + + // returns the number of users in the specified lobby + virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0; + // returns the CSteamID of a user in the lobby + // iMember is of range [0,GetNumLobbyMembers()) + virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0; + + // Get data associated with this lobby + // takes a simple key, and returns the string associated with it + // "" will be returned if no value is set, or if steamIDLobby is invalid + virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + // Sets a key/value pair in the lobby metadata + // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data + // this can be used to set lobby names, map, etc. + // to reset a key, just set it to "" + // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback + virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // As above, but gets per-user data for someone in this lobby + virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0; + // Sets per-user metadata (for the local user implicitly) + virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // Broadcasts a chat message to the all the users in the lobby + // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback + // returns true if the message is successfully sent + // pvMsgBody can be binary or text data, up to 4k + // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator + virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0; + // Get a chat message as specified in a LobbyChatMsg_t callback + // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback + // *pSteamIDUser is filled in with the CSteamID of the member + // *pvData is filled in with the message itself + // return value is the number of bytes written into the buffer + virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; + + // Fetch metadata for a lobby you're not necessarily in right now + // this will send down all the metadata associated with a lobby + // this is an asynchronous call + // returns false if the local user is not connected to the Steam servers + virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0; + + // sets the game server associated with the lobby + // usually at this point, the users will leave the lobby and join the specified game server + // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect + virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0; +}; + +#endif // ISTEAMMATCHMAKING002_H diff --git a/sdk_includes/isteammatchmaking003.h b/sdk_includes/isteammatchmaking003.h new file mode 100644 index 0000000..c5507e5 --- /dev/null +++ b/sdk_includes/isteammatchmaking003.h @@ -0,0 +1,151 @@ + +#ifndef ISTEAMMATCHMAKING003_H +#define ISTEAMMATCHMAKING003_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to favorites +// and to operate on game lobbies. +//----------------------------------------------------------------------------- +class ISteamMatchmaking003 +{ +public: + // game server favorites storage + // saves basic details about a multiplayer game server locally + + // returns the number of favorites servers the user has stored + virtual int GetFavoriteGameCount() = 0; + + // returns the details of the game server + // iGame is of range [0,GetFavoriteGameCount()) + // *pnIP, *pnConnPort are filled in the with IP:port of the game server + // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections + // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added + virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0; + + // adds the game server to the local list; updates the time played of the server if it already exists in the list + virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0; + + // removes the game server from the local storage; returns true if one was removed + virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0; + + /////// + // Game lobby functions + + // Get a list of relevant lobbies + // this is an asynchronous request + // results will be returned by LobbyMatchList_t callback, with the number of servers requested + // if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then + // a LobbyMatchList_t callback will be posted immediately with no servers + virtual void RequestLobbyList_OLD() = 0; + + // filters for lobbies + // this needs to be called before RequestLobbyList() to take effect + // these are cleared on each call to RequestLobbyList() + virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0; + // numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch + virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0; + // sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit + virtual void AddRequestLobbyListSlotsAvailableFilter() = 0; + + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call + // should only be called after a LobbyMatchList_t callback is received + // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) + // the returned CSteamID::IsValid() will be false if iLobby is out of range + virtual CSteamID GetLobbyByIndex( int iLobby ) = 0; + + // Create a lobby on the Steam servers. + // If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID + // of the lobby will need to be communicated via game channels or via InviteUserToLobby() + // this is an asynchronous request + // results will be returned by LobbyCreated_t callback when the lobby has been created; + // local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent + // operations on the chat room can only proceed once the LobbyEnter_t has been received + virtual void CreateLobby( bool bPrivate ) = 0; + + // Joins an existing lobby + // this is an asynchronous request + // results will be returned by LobbyEnter_t callback when the lobby has been joined + // users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined + virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0; + + // Leave a lobby; this will take effect immediately on the client side + // other users in the lobby will be notified by a LobbyChatUpdate_t callback + virtual void LeaveLobby( CSteamID steamIDLobby ) = 0; + + // Invite another user to the lobby + // the target user will receive a LobbyInvite_t callback + // will return true if the invite is successfully sent, whether or not the target responds + // returns false if the local user is not connected to the Steam servers + virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0; + + // Lobby iteration, for viewing details of users in a lobby + // only accessible if the lobby user is a member of the specified lobby + // persona information for other lobby members (name, avatar, etc.) will be asynchronously received + // and accessible via ISteamFriends interface + + // returns the number of users in the specified lobby + virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0; + // returns the CSteamID of a user in the lobby + // iMember is of range [0,GetNumLobbyMembers()) + virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0; + + // Get data associated with this lobby + // takes a simple key, and returns the string associated with it + // "" will be returned if no value is set, or if steamIDLobby is invalid + virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + // Sets a key/value pair in the lobby metadata + // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data + // this can be used to set lobby names, map, etc. + // to reset a key, just set it to "" + // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback + virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // As above, but gets per-user data for someone in this lobby + virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0; + // Sets per-user metadata (for the local user implicitly) + virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // Broadcasts a chat message to the all the users in the lobby + // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback + // returns true if the message is successfully sent + // pvMsgBody can be binary or text data, up to 4k + // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator + virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0; + // Get a chat message as specified in a LobbyChatMsg_t callback + // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback + // *pSteamIDUser is filled in with the CSteamID of the member + // *pvData is filled in with the message itself + // return value is the number of bytes written into the buffer + virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; + + // Fetch metadata for a lobby you're not necessarily in right now + // this will send down all the metadata associated with a lobby + // this is an asynchronous call + // returns false if the local user is not connected to the Steam servers + virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0; + + // sets the game server associated with the lobby + // usually at this point, the users will leave the lobby and join the specified game server + // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect + virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0; + // returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist + virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0; + + // set the limit on the # of users who can join the lobby + virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0; + // returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined + virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0; + + virtual void SetLobbyVoiceEnabled( CSteamID steamIDLobby, bool bVoiceEnabled ) = 0; + + // asks the Steam servers for a list of lobbies that friends are in + // returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair + // if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results + // filters don't apply to lobbies (currently) + virtual bool RequestFriendsLobbies() = 0; +}; + +#endif // ISTEAMMATCHMAKING003_H diff --git a/sdk_includes/isteammatchmaking004.h b/sdk_includes/isteammatchmaking004.h new file mode 100644 index 0000000..e9facd6 --- /dev/null +++ b/sdk_includes/isteammatchmaking004.h @@ -0,0 +1,149 @@ + +#ifndef ISTEAMMATCHMAKING004_H +#define ISTEAMMATCHMAKING004_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to favorites +// and to operate on game lobbies. +//----------------------------------------------------------------------------- +class ISteamMatchmaking004 +{ +public: + // game server favorites storage + // saves basic details about a multiplayer game server locally + + // returns the number of favorites servers the user has stored + virtual int GetFavoriteGameCount() = 0; + + // returns the details of the game server + // iGame is of range [0,GetFavoriteGameCount()) + // *pnIP, *pnConnPort are filled in the with IP:port of the game server + // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections + // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added + virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0; + + // adds the game server to the local list; updates the time played of the server if it already exists in the list + virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0; + + // removes the game server from the local storage; returns true if one was removed + virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0; + + /////// + // Game lobby functions + + // Get a list of relevant lobbies + // this is an asynchronous request + // results will be returned by LobbyMatchList_t callback, with the number of servers requested + // if the user is not currently connected to Steam (i.e. SteamUser()->BLoggedOn() returns false) then + // a LobbyMatchList_t callback will be posted immediately with no servers + virtual void RequestLobbyList_OLD() = 0; + + // filters for lobbies + // this needs to be called before RequestLobbyList() to take effect + // these are cleared on each call to RequestLobbyList() + virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0; + // numerical comparison - 0 is equal, -1 is the lobby value is less than nValueToMatch, 1 is the lobby value is greater than nValueToMatch + virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType /* 0 is equal, -1 is less than, 1 is greater than */ ) = 0; + // sets RequestLobbyList() to only returns lobbies which aren't yet full - needs SetLobbyMemberLimit() called on the lobby to set an initial limit + virtual void AddRequestLobbyListSlotsAvailableFilter() = 0; + + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call + // should only be called after a LobbyMatchList_t callback is received + // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) + // the returned CSteamID::IsValid() will be false if iLobby is out of range + virtual CSteamID GetLobbyByIndex( int iLobby ) = 0; + + // Create a lobby on the Steam servers. + // If bPrivate is true, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID + // of the lobby will need to be communicated via game channels or via InviteUserToLobby() + // this is an asynchronous request + // results will be returned by LobbyCreated_t callback when the lobby has been created; + // local user will the join the lobby, resulting in an additional LobbyEnter_t callback being sent + // operations on the chat room can only proceed once the LobbyEnter_t has been received + virtual void CreateLobby( bool bPrivate ) = 0; + + // Joins an existing lobby + // this is an asynchronous request + // results will be returned by LobbyEnter_t callback when the lobby has been joined + // users already in the lobby will receive LobbyChatUpdate_t callback after this user has successfully joined + virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0; + + // Leave a lobby; this will take effect immediately on the client side + // other users in the lobby will be notified by a LobbyChatUpdate_t callback + virtual void LeaveLobby( CSteamID steamIDLobby ) = 0; + + // Invite another user to the lobby + // the target user will receive a LobbyInvite_t callback + // will return true if the invite is successfully sent, whether or not the target responds + // returns false if the local user is not connected to the Steam servers + virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0; + + // Lobby iteration, for viewing details of users in a lobby + // only accessible if the lobby user is a member of the specified lobby + // persona information for other lobby members (name, avatar, etc.) will be asynchronously received + // and accessible via ISteamFriends interface + + // returns the number of users in the specified lobby + virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0; + // returns the CSteamID of a user in the lobby + // iMember is of range [0,GetNumLobbyMembers()) + virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0; + + // Get data associated with this lobby + // takes a simple key, and returns the string associated with it + // "" will be returned if no value is set, or if steamIDLobby is invalid + virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + // Sets a key/value pair in the lobby metadata + // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data + // this can be used to set lobby names, map, etc. + // to reset a key, just set it to "" + // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback + virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // As above, but gets per-user data for someone in this lobby + virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0; + // Sets per-user metadata (for the local user implicitly) + virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // Broadcasts a chat message to the all the users in the lobby + // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback + // returns true if the message is successfully sent + // pvMsgBody can be binary or text data, up to 4k + // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator + virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0; + // Get a chat message as specified in a LobbyChatMsg_t callback + // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback + // *pSteamIDUser is filled in with the CSteamID of the member + // *pvData is filled in with the message itself + // return value is the number of bytes written into the buffer + virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; + + // Fetch metadata for a lobby you're not necessarily in right now + // this will send down all the metadata associated with a lobby + // this is an asynchronous call + // returns false if the local user is not connected to the Steam servers + virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0; + + // sets the game server associated with the lobby + // usually at this point, the users will leave the lobby and join the specified game server + // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect + virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0; + // returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist + virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0; + + // set the limit on the # of users who can join the lobby + virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0; + // returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined + virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0; + + // asks the Steam servers for a list of lobbies that friends are in + // returns results by posting one RequestFriendsLobbiesResponse_t callback per friend/lobby pair + // if no friends are in lobbies, RequestFriendsLobbiesResponse_t will be posted but with 0 results + // filters don't apply to lobbies (currently) + virtual bool RequestFriendsLobbies() = 0; +}; + +#endif // ISTEAMMATCHMAKING004_H diff --git a/sdk_includes/isteammatchmaking005.h b/sdk_includes/isteammatchmaking005.h new file mode 100644 index 0000000..95bfe32 --- /dev/null +++ b/sdk_includes/isteammatchmaking005.h @@ -0,0 +1,177 @@ + +#ifndef ISTEAMMATCHMAKING005_H +#define ISTEAMMATCHMAKING005_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to favorites +// and to operate on game lobbies. +//----------------------------------------------------------------------------- +class ISteamMatchmaking005 +{ +public: + // game server favorites storage + // saves basic details about a multiplayer game server locally + + // returns the number of favorites servers the user has stored + virtual int GetFavoriteGameCount() = 0; + + // returns the details of the game server + // iGame is of range [0,GetFavoriteGameCount()) + // *pnIP, *pnConnPort are filled in the with IP:port of the game server + // *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections + // *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added + virtual bool GetFavoriteGame( int iGame, AppId_t *pnAppID, uint32 *pnIP, uint16 *pnConnPort, uint16 *pnQueryPort, uint32 *punFlags, uint32 *pRTime32LastPlayedOnServer ) = 0; + + // adds the game server to the local list; updates the time played of the server if it already exists in the list + virtual int AddFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags, uint32 rTime32LastPlayedOnServer ) =0; + + // removes the game server from the local storage; returns true if one was removed + virtual bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQueryPort, uint32 unFlags ) = 0; + + /////// + // Game lobby functions + + // Get a list of relevant lobbies + // this is an asynchronous request + // results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found + // this will never return lobbies that are full + // to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call + // use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g. + /* + class CMyLobbyListManager + { + CCallResult m_CallResultLobbyMatchList; + void FindLobbies() + { + // SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList() + SteamAPICall_t hSteamAPICall = SteamMatchmaking()->RequestLobbyList(); + m_CallResultLobbyMatchList.Set( hSteamAPICall, this, &CMyLobbyListManager::OnLobbyMatchList ); + } + + void OnLobbyMatchList( LobbyMatchList_t *pLobbyMatchList, bool bIOFailure ) + { + // lobby list has be retrieved from Steam back-end, use results + } + } + */ + // + virtual void RequestLobbyList_OLD() = 0; + // filters for lobbies + // this needs to be called before RequestLobbyList() to take effect + // these are cleared on each call to RequestLobbyList() + virtual void AddRequestLobbyListFilter( const char *pchKeyToMatch, const char *pchValueToMatch ) = 0; + // numerical comparison + virtual void AddRequestLobbyListNumericalFilter( const char *pchKeyToMatch, int nValueToMatch, int nComparisonType ) = 0; + virtual void AddRequestLobbyListSlotsAvailableFilter() = 0; + // returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence + virtual void AddRequestLobbyListNearValueFilter( const char *pchKeyToMatch, int nValueToBeCloseTo ) = 0; + + // returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call + // should only be called after a LobbyMatchList_t callback is received + // iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching) + // the returned CSteamID::IsValid() will be false if iLobby is out of range + virtual CSteamID GetLobbyByIndex( int iLobby ) = 0; + + // Create a lobby on the Steam servers. + // If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID + // of the lobby will need to be communicated via game channels or via InviteUserToLobby() + // this is an asynchronous request + // results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this pointer + // a LobbyEnter_t callback will also be received (since the local user is joining their own lobby) + virtual void CreateLobby_OLD( ELobbyType eLobbyType ) = 0; + + // Joins an existing lobby + // this is an asynchronous request + // results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful + // lobby metadata is available to use immediately on this call completing + virtual void JoinLobby_OLD( CSteamID steamIDLobby ) = 0; + + // Leave a lobby; this will take effect immediately on the client side + // other users in the lobby will be notified by a LobbyChatUpdate_t callback + virtual void LeaveLobby( CSteamID steamIDLobby ) = 0; + + // Invite another user to the lobby + // the target user will receive a LobbyInvite_t callback + // will return true if the invite is successfully sent, whether or not the target responds + // returns false if the local user is not connected to the Steam servers + virtual bool InviteUserToLobby( CSteamID steamIDLobby, CSteamID steamIDInvitee ) = 0; + + // Lobby iteration, for viewing details of users in a lobby + // only accessible if the lobby user is a member of the specified lobby + // persona information for other lobby members (name, avatar, etc.) will be asynchronously received + // and accessible via ISteamFriends interface + + // returns the number of users in the specified lobby + virtual int GetNumLobbyMembers( CSteamID steamIDLobby ) = 0; + // returns the CSteamID of a user in the lobby + // iMember is of range [0,GetNumLobbyMembers()) + virtual CSteamID GetLobbyMemberByIndex( CSteamID steamIDLobby, int iMember ) = 0; + + // Get data associated with this lobby + // takes a simple key, and returns the string associated with it + // "" will be returned if no value is set, or if steamIDLobby is invalid + virtual const char *GetLobbyData( CSteamID steamIDLobby, const char *pchKey ) = 0; + // Sets a key/value pair in the lobby metadata + // each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data + // this can be used to set lobby names, map, etc. + // to reset a key, just set it to "" + // other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback + virtual bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // As above, but gets per-user data for someone in this lobby + virtual const char *GetLobbyMemberData( CSteamID steamIDLobby, CSteamID steamIDUser, const char *pchKey ) = 0; + // Sets per-user metadata (for the local user implicitly) + virtual void SetLobbyMemberData( CSteamID steamIDLobby, const char *pchKey, const char *pchValue ) = 0; + + // Broadcasts a chat message to the all the users in the lobby + // users in the lobby (including the local user) will receive a LobbyChatMsg_t callback + // returns true if the message is successfully sent + // pvMsgBody can be binary or text data, up to 4k + // if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator + virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0; + // Get a chat message as specified in a LobbyChatMsg_t callback + // iChatID is the LobbyChatMsg_t::m_iChatID value in the callback + // *pSteamIDUser is filled in with the CSteamID of the member + // *pvData is filled in with the message itself + // return value is the number of bytes written into the buffer + virtual int GetLobbyChatEntry( CSteamID steamIDLobby, int iChatID, CSteamID *pSteamIDUser, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0; + + // Refreshes metadata for a lobby you're not necessarily in right now + // you never do this for lobbies you're a member of, only if your + // this will send down all the metadata associated with a lobby + // this is an asynchronous call + // returns false if the local user is not connected to the Steam servers + // restart are returned by a LobbyDataUpdate_t callback + virtual bool RequestLobbyData( CSteamID steamIDLobby ) = 0; + + // sets the game server associated with the lobby + // usually at this point, the users will join the specified game server + // either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect + virtual void SetLobbyGameServer( CSteamID steamIDLobby, uint32 unGameServerIP, uint16 unGameServerPort, CSteamID steamIDGameServer ) = 0; + // returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist + virtual bool GetLobbyGameServer( CSteamID steamIDLobby, uint32 *punGameServerIP, uint16 *punGameServerPort, CSteamID *psteamIDGameServer ) = 0; + + // set the limit on the # of users who can join the lobby + virtual bool SetLobbyMemberLimit( CSteamID steamIDLobby, int cMaxMembers ) = 0; + // returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined + virtual int GetLobbyMemberLimit( CSteamID steamIDLobby ) = 0; + + virtual bool RequestFriendsLobbies() = 0; + + // updates which type of lobby it is + // only lobbies that are k_ELobbyTypePublic will be returned by RequestLobbyList() calls + virtual bool SetLobbyType( CSteamID steamIDLobby, ELobbyType eLobbyType ) = 0; + + // returns the current lobby owner + // you must be a member of the lobby to access this + // there always one lobby owner - if the current owner leaves, another user will become the owner + // it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner + virtual CSteamID GetLobbyOwner( CSteamID steamIDLobby ) = 0; + + virtual float GetLobbyDistance( CSteamID steamIDLobby ) = 0; +}; + +#endif // ISTEAMMATCHMAKING005_H diff --git a/sdk_includes/isteammatchmaking007.h b/sdk_includes/isteammatchmaking007.h index f82ce25..6e45531 100644 --- a/sdk_includes/isteammatchmaking007.h +++ b/sdk_includes/isteammatchmaking007.h @@ -191,4 +191,118 @@ public: virtual bool SetLobbyOwner( CSteamID steamIDLobby, CSteamID steamIDNewOwner ) = 0; }; +//----------------------------------------------------------------------------- +// Callback interfaces for server list functions (see ISteamMatchmakingServers below) +// +// The idea here is that your game code implements objects that implement these +// interfaces to receive callback notifications after calling asynchronous functions +// inside the ISteamMatchmakingServers() interface below. +// +// This is different than normal Steam callback handling due to the potentially +// large size of server lists. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Purpose: Callback interface for receiving responses after a server list refresh +// or an individual server update. +// +// Since you get these callbacks after requesting full list refreshes you will +// usually implement this interface inside an object like CServerBrowser. If that +// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery() +// to cancel any in-progress queries so you don't get a callback into the destructed +// object and crash. +//----------------------------------------------------------------------------- +class ISteamMatchmakingServerListResponse001 +{ +public: + // Server has responded ok with updated data + virtual void ServerResponded( int iServer ) = 0; + + // Server has failed to respond + virtual void ServerFailedToRespond( int iServer ) = 0; + + // A list refresh you had initiated is now 100% completed + virtual void RefreshComplete( EMatchMakingServerResponse response ) = 0; +}; + +enum EMatchMakingType +{ + eInternetServer = 0, + eLANServer, + eFriendsServer, + eFavoritesServer, + eHistoryServer, + eSpectatorServer, + eInvalidServer +}; + +//----------------------------------------------------------------------------- +// Purpose: Functions for match making services for clients to get to game lists and details +//----------------------------------------------------------------------------- +class ISteamMatchmakingServers001 +{ +public: + // Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values. + virtual void RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + virtual void RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + virtual void RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + virtual void RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + virtual void RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + virtual void RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse ) = 0; + + /* the filters that are available in the ppchFilters params are: + + "map" - map the server is running, as set in the dedicated server api + "dedicated" - reports bDedicated from the API + "secure" - VAC-enabled + "full" - not full + "empty" - not empty + "noplayers" - is empty + "proxy" - a relay server + + */ + + // Get details on a given server in the list, you can get the valid range of index + // values by calling GetServerCount(). You will also receive index values in + // ISteamMatchmakingServerListResponse::ServerResponded() callbacks + virtual gameserveritem_t *GetServerDetails( EMatchMakingType eType, int iServer ) = 0; + + // Cancel an request which is operation on the given list type. You should call this to cancel + // any in-progress requests before destructing a callback object that may have been passed + // to one of the above list request calls. Not doing so may result in a crash when a callback + // occurs on the destructed object. + virtual void CancelQuery( EMatchMakingType eType ) = 0; + + // Ping every server in your list again but don't update the list of servers + virtual void RefreshQuery( EMatchMakingType eType ) = 0; + + // Returns true if the list is currently refreshing its server list + virtual bool IsRefreshing( EMatchMakingType eType ) = 0; + + // How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1 + virtual int GetServerCount( EMatchMakingType eType ) = 0; + + // Refresh a single server inside of a query (rather than all the servers ) + virtual void RefreshServer( EMatchMakingType eType, int iServer ) = 0; + + + //----------------------------------------------------------------------------- + // Queries to individual servers directly via IP/Port + //----------------------------------------------------------------------------- + + // Request updated ping time and other details from a single server + virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0; + + // Request the list of players currently playing on a server + virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0; + + // Request the list of rules that the server is running (See ISteamMasterServerUpdater->SetKeyValue() to set the rules server side) + virtual HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse ) = 0; + + // Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel + // any in-progress requests before destructing a callback object that may have been passed + // to one of the above calls to avoid crashing when callbacks occur. + virtual void CancelServerQuery( HServerQuery hServerQuery ) = 0; +}; + #endif // ISTEAMMATCHMAKING007_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index fa454b6..c011200 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -49,6 +49,7 @@ #include "isteamuser019.h" #include "isteamuser020.h" #include "isteamfriends.h" +#include "isteamfriends003.h" #include "isteamfriends004.h" #include "isteamfriends005.h" #include "isteamfriends006.h" @@ -72,6 +73,10 @@ #include "isteamutils008.h" #include "isteamutils009.h" #include "isteammatchmaking.h" +#include "isteammatchmaking002.h" +#include "isteammatchmaking003.h" +#include "isteammatchmaking004.h" +#include "isteammatchmaking005.h" #include "isteammatchmaking006.h" #include "isteammatchmaking007.h" #include "isteammatchmaking008.h" diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index 5ebf263..108b25a 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -19,6 +19,7 @@ #include "isteamgameserver009.h" #include "isteamgameserver008.h" #include "isteamgameserver005.h" +#include "isteamgameserver004.h" #include "isteamgameserverstats.h" enum EServerMode From 942f011ee0b906628b136bf5e8e21780f7dd0448 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 31 Jul 2022 17:10:31 -0400 Subject: [PATCH 441/494] Implement ConsumeItem. --- dll/steam_inventory.h | 33 ++++++++++++++++++++++++++++++--- 1 file changed, 30 insertions(+), 3 deletions(-) diff --git a/dll/steam_inventory.h b/dll/steam_inventory.h index 81602ea..4d30f20 100644 --- a/dll/steam_inventory.h +++ b/dll/steam_inventory.h @@ -282,7 +282,7 @@ uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) STEAM_METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not. This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.) bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) { - PRINT_DEBUG("CheckResultSteamID\n"); + PRINT_DEBUG("CheckResultSteamID %llu\n", steamIDExpected.ConvertToUint64()); //TODO return true; } @@ -496,8 +496,35 @@ bool AddPromoItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unA STEAM_METHOD_DESC(ConsumeItem() removes items from the inventory permanently.) bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) { - PRINT_DEBUG("ConsumeItem\n"); - return false; + PRINT_DEBUG("ConsumeItem %llu %u\n", itemConsume, unQuantity); + std::lock_guard lock(global_mutex); + + auto it = user_items.find(std::to_string(itemConsume)); + if (it != user_items.end()) { + try + { + uint32 current = it->get(); + PRINT_DEBUG("ConsumeItem previous %u\n", current); + if (current < unQuantity) unQuantity = current; + uint32 result = current - unQuantity; + if (result == 0) { + user_items.erase(it); + } else { + *it = result; + } + } + catch (...) {} + + } else { + return false; + } + + struct Steam_Inventory_Requests* request = new_inventory_result(false, &itemConsume, 1); + + if (pResultHandle != nullptr) + *pResultHandle = request->inventory_result; + + return true; } From 173c65a2298bd8dcfca6e0dca144fa9901a46ba0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 2 Aug 2022 01:13:55 -0400 Subject: [PATCH 442/494] Much faster stat get. --- dll/steam_user_stats.h | 37 ++++++++++++++++++++++++++++++++----- 1 file changed, 32 insertions(+), 5 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index cc5f81e..4692084 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -195,11 +195,22 @@ bool GetStat( const char *pchName, int32 *pData ) if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false; } - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(int32)) + auto cached_stat = stats_cache_int.find(stat_name); + if (cached_stat != stats_cache_int.end()) { + *pData = cached_stat->second; return true; + } + + int32 output = 0; + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )&output, sizeof(output)); + if (read_data == sizeof(int32)) { + stats_cache_int[stat_name] = output; + *pData = output; + return true; + } if (stats_data != stats_config.end()) { + stats_cache_int[stat_name] = stats_data->second.default_value_int; *pData = stats_data->second.default_value_int; return true; } @@ -220,11 +231,22 @@ bool GetStat( const char *pchName, float *pData ) if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false; } - int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )pData, sizeof(*pData)); - if (read_data == sizeof(float)) + auto cached_stat = stats_cache_float.find(stat_name); + if (cached_stat != stats_cache_float.end()) { + *pData = cached_stat->second; return true; + } + + float output = 0.0; + int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, stat_name, (char* )&output, sizeof(output)); + if (read_data == sizeof(float)) { + stats_cache_float[stat_name] = output; + *pData = output; + return true; + } if (stats_data != stats_config.end()) { + stats_cache_float[stat_name] = stats_data->second.default_value_float; *pData = stats_data->second.default_value_float; return true; } @@ -313,7 +335,12 @@ bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dS memcpy(data + sizeof(float), &oldcount, sizeof(oldcount)); memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength)); - return local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, data, sizeof(data)) == sizeof(data); + if (local_storage->store_data(Local_Storage::stats_storage_folder, stat_name, data, sizeof(data)) == sizeof(data)) { + stats_cache_float[stat_name] = average; + return true; + } + + return false; } From 0fc5a564e168ecfa5a556299b50bb54f4503d300 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 2 Aug 2022 01:16:40 -0400 Subject: [PATCH 443/494] Malformed achievements config should not crash stuff anymore. --- dll/steam_user_stats.h | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 4692084..3461ead 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -134,6 +134,16 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa load_achievements_db(); // achievements db load_achievements(); // achievements per user + auto x = defined_achievements.begin(); + while (x != defined_achievements.end()) { + + if (!x->contains("name")) { + x = defined_achievements.erase(x); + } else { + ++x; + } + } + for (auto & it : defined_achievements) { try { std::string name = static_cast(it["name"]); @@ -155,6 +165,9 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa try { it["hidden"] = std::to_string(it["hidden"].get()); } catch (...) {} + + it["displayName"] = it.value("displayName", ""); + it["description"] = it.value("description", ""); } //TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are. From ba877b6e780bfbe341caad92bcae07640f3c7532 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 01:32:20 -0400 Subject: [PATCH 444/494] sdk 1.55 --- dll/flat.cpp | 10 ++++++++++ dll/steam_apps.cpp | 7 +++++++ dll/steam_apps.h | 3 +++ dll/steam_controller.h | 6 ++++++ sdk_includes/isteamapps.h | 5 ++++- sdk_includes/isteaminput.h | 8 ++++++++ sdk_includes/steam_api_flat.h | 3 +++ sdk_includes/steamclientpublic.h | 1 + sdk_includes/steamnetworkingtypes.h | 2 ++ 9 files changed, 44 insertions(+), 1 deletion(-) diff --git a/dll/flat.cpp b/dll/flat.cpp index 579c224..a407eea 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -2497,6 +2497,11 @@ STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uin return self->BIsTimedTrial(punSecondsAllowed, punSecondsPlayed); } +STEAMAPI_API steam_bool SteamAPI_ISteamApps_SetDlcContext( ISteamApps* self, AppId_t nAppID ) +{ + return self->SetDlcContext(nAppID); +} + STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006() { return get_steam_client()->GetISteamNetworking(flat_hsteamuser(), flat_hsteampipe(), "SteamNetworking006"); @@ -3288,6 +3293,11 @@ STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( I return (get_steam_client()->steam_controller)->GetSessionInputConfigurationSettings(); } +STEAMAPI_API void SteamAPI_ISteamInput_SetDualSenseTriggerEffect( ISteamInput* self, InputHandle_t inputHandle, const ScePadTriggerEffectParam * pParam ) +{ + return (get_steam_client()->steam_controller)->SetDualSenseTriggerEffect(inputHandle, pParam); +} + STEAMAPI_API ISteamController *SteamAPI_SteamController_v007() { return get_steam_client()->GetISteamController(flat_hsteamuser(), flat_hsteampipe(), "SteamController007"); diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index 6bd52d5..fc75bf4 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -337,3 +337,10 @@ bool Steam_Apps::BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPla PRINT_DEBUG("BIsTimedTrial\n"); return false; } + +// set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions +bool Steam_Apps::SetDlcContext( AppId_t nAppID ) +{ + PRINT_DEBUG("SetDlcContext %u\n", nAppID); + return true; +} diff --git a/dll/steam_apps.h b/dll/steam_apps.h index b46c22a..1a4f206 100644 --- a/dll/steam_apps.h +++ b/dll/steam_apps.h @@ -106,4 +106,7 @@ public: // check if game is a timed trial with limited playtime bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ); + + // set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions + bool SetDlcContext( AppId_t nAppID ); }; diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 1d30c09..64b7f4f 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -1231,6 +1231,12 @@ uint16 GetSessionInputConfigurationSettings() return 0; } +// Set the trigger effect for a DualSense controller +void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) +{ + PRINT_DEBUG("TODO %s\n", __FUNCTION__); +} + void RunCallbacks() { if (explicitly_call_run_frame) { diff --git a/sdk_includes/isteamapps.h b/sdk_includes/isteamapps.h index 984cb50..f0afe97 100644 --- a/sdk_includes/isteamapps.h +++ b/sdk_includes/isteamapps.h @@ -107,7 +107,10 @@ public: virtual bool BIsSubscribedFromFamilySharing() = 0; // check if game is a timed trial with limited playtime - virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0; + virtual bool BIsTimedTrial( uint32* punSecondsAllowed, uint32* punSecondsPlayed ) = 0; + + // set current DLC AppID being played (or 0 if none). Allows Steam to track usage of major DLC extensions + virtual bool SetDlcContext( AppId_t nAppID ) = 0; }; #define STEAMAPPS_INTERFACE_VERSION "STEAMAPPS_INTERFACE_VERSION008" diff --git a/sdk_includes/isteaminput.h b/sdk_includes/isteaminput.h index 2bf7a75..ebbd8ec 100644 --- a/sdk_includes/isteaminput.h +++ b/sdk_includes/isteaminput.h @@ -704,6 +704,11 @@ struct SteamInputActionEvent_t } x; }; +//----------------------------------------------------------------------------- +// Forward declaration for ScePadTriggerEffectParam, defined in isteamdualsense.h +//----------------------------------------------------------------------------- +struct ScePadTriggerEffectParam; + #pragma pack( pop ) typedef void ( *SteamInputActionEventCallbackPointer )( SteamInputActionEvent_t * ); @@ -917,6 +922,9 @@ public: // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration virtual uint16 GetSessionInputConfigurationSettings() = 0; + + // Set the trigger effect for a DualSense controller + virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0; }; #define STEAMINPUT_INTERFACE_VERSION "SteamInput006" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 839d0ab..1b1877c 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -477,6 +477,8 @@ STEAMAPI_API SteamAPICall_t SteamAPI_ISteamApps_GetFileDetails( ISteamApps* self STEAMAPI_API int SteamAPI_ISteamApps_GetLaunchCommandLine( ISteamApps* self, char * pszCommandLine, int cubCommandLine ); STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsSubscribedFromFamilySharing( ISteamApps* self ); STEAMAPI_API steam_bool SteamAPI_ISteamApps_BIsTimedTrial( ISteamApps* self, uint32 * punSecondsAllowed, uint32 * punSecondsPlayed ); +STEAMAPI_API steam_bool SteamAPI_ISteamApps_SetDlcContext( ISteamApps* self, AppId_t nAppID ); + // ISteamNetworking STEAMAPI_API ISteamNetworking *SteamAPI_SteamNetworking_v006(); @@ -647,6 +649,7 @@ STEAMAPI_API EInputActionOrigin SteamAPI_ISteamInput_TranslateActionOrigin( ISte STEAMAPI_API steam_bool SteamAPI_ISteamInput_GetDeviceBindingRevision( ISteamInput* self, InputHandle_t inputHandle, int * pMajor, int * pMinor ); STEAMAPI_API uint32 SteamAPI_ISteamInput_GetRemotePlaySessionID( ISteamInput* self, InputHandle_t inputHandle ); STEAMAPI_API uint16 SteamAPI_ISteamInput_GetSessionInputConfigurationSettings( ISteamInput* self ); +STEAMAPI_API void SteamAPI_ISteamInput_SetDualSenseTriggerEffect( ISteamInput* self, InputHandle_t inputHandle, const ScePadTriggerEffectParam * pParam ); // ISteamController STEAMAPI_API ISteamController *SteamAPI_SteamController_v007(); diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 98df1d9..2c6ee8d 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -152,6 +152,7 @@ enum EResult k_EResultInsufficientBattery = 124, // user device doesn't have enough battery charge currently to complete the action k_EResultChargerRequired = 125, // The operation requires a charger to be plugged in, which wasn't present k_EResultCachedCredentialInvalid = 126, // Cached credential was invalid - user must reauthenticate + K_EResultPhoneNumberIsVOIP = 127, // The phone number provided is a Voice Over IP number }; // Error codes for use with the voice functions diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 540980a..7be771d 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -1718,7 +1718,9 @@ inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char template inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, char (&szCode)[N] ) { +#if !defined( __GNUC__ ) || __GNUC__ >= 5 static_assert( N >= 5, "Fixed-size buffer not big enough to hold SDR POP ID" ); +#endif szCode[0] = char( id >> 16U ); szCode[1] = char( id >> 8U ); szCode[2] = char( id ); From df94c38b0fc480c9967b21e07898df029487ad65 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 01:34:29 -0400 Subject: [PATCH 445/494] Update imgui to latest. --- ImGui/backends/imgui_impl_allegro5.cpp | 581 ++ ImGui/backends/imgui_impl_allegro5.h | 32 + ImGui/backends/imgui_impl_android.cpp | 276 + ImGui/backends/imgui_impl_android.h | 28 + .../windows => backends}/imgui_impl_dx10.cpp | 204 +- .../windows => backends}/imgui_impl_dx10.h | 0 .../windows => backends}/imgui_impl_dx11.cpp | 322 +- .../windows => backends}/imgui_impl_dx11.h | 0 .../windows => backends}/imgui_impl_dx12.cpp | 217 +- .../windows => backends}/imgui_impl_dx12.h | 17 +- .../windows => backends}/imgui_impl_dx9.cpp | 219 +- .../windows => backends}/imgui_impl_dx9.h | 0 ImGui/backends/imgui_impl_glfw.cpp | 662 +++ ImGui/backends/imgui_impl_glfw.h | 46 + ImGui/backends/imgui_impl_glut.cpp | 297 + ImGui/backends/imgui_impl_glut.h | 39 + ImGui/backends/imgui_impl_marmalade.cpp | 317 + ImGui/backends/imgui_impl_marmalade.h | 27 + ImGui/backends/imgui_impl_metal.h | 64 + ImGui/backends/imgui_impl_metal.mm | 574 ++ ImGui/backends/imgui_impl_opengl2.cpp | 289 + ImGui/backends/imgui_impl_opengl2.h | 32 + .../imgui_impl_opengl3.cpp | 466 +- .../{impls => backends}/imgui_impl_opengl3.h | 45 +- ImGui/backends/imgui_impl_opengl3_loader.h | 786 +++ ImGui/backends/imgui_impl_osx.h | 43 + ImGui/backends/imgui_impl_osx.mm | 758 +++ ImGui/backends/imgui_impl_sdl.cpp | 564 ++ ImGui/backends/imgui_impl_sdl.h | 36 + ImGui/backends/imgui_impl_sdlrenderer.cpp | 250 + ImGui/backends/imgui_impl_sdlrenderer.h | 29 + ImGui/backends/imgui_impl_vulkan.cpp | 1507 +++++ ImGui/backends/imgui_impl_vulkan.h | 155 + ImGui/backends/imgui_impl_wgpu.cpp | 719 +++ ImGui/backends/imgui_impl_wgpu.h | 25 + ImGui/backends/imgui_impl_win32.cpp | 791 +++ .../windows => backends}/imgui_impl_win32.h | 8 +- ImGui/backends/imgui_impl_x11.cpp | 389 ++ ImGui/backends/imgui_impl_x11.h | 25 + .../imgui_win_shader_blobs.cpp} | 126 +- ImGui/backends/imgui_win_shader_blobs.h | 26 + ImGui/backends/vulkan/generate_spv.sh | 6 + ImGui/backends/vulkan/glsl_shader.frag | 14 + ImGui/backends/vulkan/glsl_shader.vert | 25 + ImGui/imconfig.h | 32 +- ImGui/imgui.cpp | 5197 +++++++++++------ ImGui/imgui.h | 912 +-- ImGui/imgui_draw.cpp | 330 +- ImGui/imgui_internal.h | 1088 ++-- ImGui/imgui_tables.cpp | 241 +- ImGui/imgui_widgets.cpp | 1776 +++--- ImGui/impls/linux/imgui_impl_x11.cpp | 338 -- ImGui/impls/linux/imgui_impl_x11.h | 21 - ImGui/impls/windows/imgui_impl_win32.cpp | 543 -- ImGui/impls/windows/imgui_shaderblobs.h | 90 - ImGui/imstb_rectpack.h | 94 +- ImGui/imstb_textedit.h | 86 +- ImGui/imstb_truetype.h | 886 +-- 58 files changed, 17087 insertions(+), 5583 deletions(-) create mode 100644 ImGui/backends/imgui_impl_allegro5.cpp create mode 100644 ImGui/backends/imgui_impl_allegro5.h create mode 100644 ImGui/backends/imgui_impl_android.cpp create mode 100644 ImGui/backends/imgui_impl_android.h rename ImGui/{impls/windows => backends}/imgui_impl_dx10.cpp (69%) rename ImGui/{impls/windows => backends}/imgui_impl_dx10.h (100%) rename ImGui/{impls/windows => backends}/imgui_impl_dx11.cpp (66%) rename ImGui/{impls/windows => backends}/imgui_impl_dx11.h (100%) rename ImGui/{impls/windows => backends}/imgui_impl_dx12.cpp (74%) rename ImGui/{impls/windows => backends}/imgui_impl_dx12.h (81%) rename ImGui/{impls/windows => backends}/imgui_impl_dx9.cpp (53%) rename ImGui/{impls/windows => backends}/imgui_impl_dx9.h (100%) create mode 100644 ImGui/backends/imgui_impl_glfw.cpp create mode 100644 ImGui/backends/imgui_impl_glfw.h create mode 100644 ImGui/backends/imgui_impl_glut.cpp create mode 100644 ImGui/backends/imgui_impl_glut.h create mode 100644 ImGui/backends/imgui_impl_marmalade.cpp create mode 100644 ImGui/backends/imgui_impl_marmalade.h create mode 100644 ImGui/backends/imgui_impl_metal.h create mode 100644 ImGui/backends/imgui_impl_metal.mm create mode 100644 ImGui/backends/imgui_impl_opengl2.cpp create mode 100644 ImGui/backends/imgui_impl_opengl2.h rename ImGui/{impls => backends}/imgui_impl_opengl3.cpp (60%) rename ImGui/{impls => backends}/imgui_impl_opengl3.h (55%) create mode 100644 ImGui/backends/imgui_impl_opengl3_loader.h create mode 100644 ImGui/backends/imgui_impl_osx.h create mode 100644 ImGui/backends/imgui_impl_osx.mm create mode 100644 ImGui/backends/imgui_impl_sdl.cpp create mode 100644 ImGui/backends/imgui_impl_sdl.h create mode 100644 ImGui/backends/imgui_impl_sdlrenderer.cpp create mode 100644 ImGui/backends/imgui_impl_sdlrenderer.h create mode 100644 ImGui/backends/imgui_impl_vulkan.cpp create mode 100644 ImGui/backends/imgui_impl_vulkan.h create mode 100644 ImGui/backends/imgui_impl_wgpu.cpp create mode 100644 ImGui/backends/imgui_impl_wgpu.h create mode 100644 ImGui/backends/imgui_impl_win32.cpp rename ImGui/{impls/windows => backends}/imgui_impl_win32.h (86%) create mode 100644 ImGui/backends/imgui_impl_x11.cpp create mode 100644 ImGui/backends/imgui_impl_x11.h rename ImGui/{impls/windows/imgui_shaderblobs.cpp => backends/imgui_win_shader_blobs.cpp} (92%) create mode 100644 ImGui/backends/imgui_win_shader_blobs.h create mode 100644 ImGui/backends/vulkan/generate_spv.sh create mode 100644 ImGui/backends/vulkan/glsl_shader.frag create mode 100644 ImGui/backends/vulkan/glsl_shader.vert delete mode 100644 ImGui/impls/linux/imgui_impl_x11.cpp delete mode 100644 ImGui/impls/linux/imgui_impl_x11.h delete mode 100644 ImGui/impls/windows/imgui_impl_win32.cpp delete mode 100644 ImGui/impls/windows/imgui_shaderblobs.h diff --git a/ImGui/backends/imgui_impl_allegro5.cpp b/ImGui/backends/imgui_impl_allegro5.cpp new file mode 100644 index 0000000..8320338 --- /dev/null +++ b/ImGui/backends/imgui_impl_allegro5.cpp @@ -0,0 +1,581 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). +// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. +// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include // uint64_t +#include // memcpy +#include "imgui.h" +#include "imgui_impl_allegro5.h" + +// Allegro +#include +#include +#ifdef _WIN32 +#include +#endif +#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + +// Render function. +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves. + // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. + static ImVector vertices; + vertices.resize(cmd_list->IdxBuffer.Size); + for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + dst_v->pos = src_v->pos; + dst_v->uv = src_v->uv; + unsigned char* c = (unsigned char*)&src_v->col; + dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]); + } + + const int* indices = NULL; + if (sizeof(ImDrawIdx) == 2) + { + // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. + static ImVector indices_converted; + indices_converted.resize(cmd_list->IdxBuffer.Size); + for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) + indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i]; + indices = indices_converted.Data; + } + else if (sizeof(ImDrawIdx) == 4) + { + indices = (const int*)cmd_list->IdxBuffer.Data; + } + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); + } + } + } + + // Restore modified Allegro state + al_set_blender(last_blender_op, last_blender_src, last_blender_dst); + al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); + al_use_transform(&last_transform); + al_use_projection_transform(&last_projection_transform); +} + +bool ImGui_ImplAllegro5_CreateDeviceObjects() +{ + // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + int flags = al_get_new_bitmap_flags(); + int fmt = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* img = al_create_bitmap(width, height); + al_set_new_bitmap_flags(flags); + al_set_new_bitmap_format(fmt); + if (!img) + return false; + + ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); + if (!locked_img) + { + al_destroy_bitmap(img); + return false; + } + memcpy(locked_img->data, pixels, sizeof(int) * width * height); + al_unlock_bitmap(img); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); + al_destroy_bitmap(img); + if (!cloned_img) + return false; + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); + bd->Texture = cloned_img; + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplAllegro5_InvalidateDeviceObjects() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) + { + io.Fonts->SetTexID(NULL); + al_destroy_bitmap(bd->Texture); + bd->Texture = NULL; + } + if (bd->MouseCursorInvisible) + { + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = NULL; + } +} + +#if ALLEGRO_HAS_CLIPBOARD +static const char* ImGui_ImplAllegro5_GetClipboardText(void*) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; +} + +static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); +} +#endif + +static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + bd->Display = display; + + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + +#if ALLEGRO_HAS_CLIPBOARD + io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; + io.ClipboardUserData = NULL; +#endif + + return true; +} + +void ImGui_ImplAllegro5_Shutdown() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformUserData = NULL; + io.BackendPlatformName = io.BackendRendererName = NULL; + IM_DELETE(bd); +} + +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + if (ev->mouse.display == bd->Display) + { + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == bd->Display) + if (ev->keyboard.unichar != 0) + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } + return true; + } + return false; +} + +static void ImGui_ImplAllegro5_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (imgui_cursor) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; + } + al_set_system_mouse_cursor(bd->Display, cursor_id); + } +} + +void ImGui_ImplAllegro5_NewFrame() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->Texture) + ImGui_ImplAllegro5_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + // Setup mouse cursor shape + ImGui_ImplAllegro5_UpdateMouseCursor(); +} diff --git a/ImGui/backends/imgui_impl_allegro5.h b/ImGui/backends/imgui_impl_allegro5.h new file mode 100644 index 0000000..7e97969 --- /dev/null +++ b/ImGui/backends/imgui_impl_allegro5.h @@ -0,0 +1,32 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); +IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); diff --git a/ImGui/backends/imgui_impl_android.cpp b/ImGui/backends/imgui_impl_android.cpp new file mode 100644 index 0000000..bb8de81 --- /dev/null +++ b/ImGui/backends/imgui_impl_android.cpp @@ -0,0 +1,276 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiKey_ModCtrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP)) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) + || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + } + break; + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} diff --git a/ImGui/backends/imgui_impl_android.h b/ImGui/backends/imgui_impl_android.h new file mode 100644 index 0000000..8bfa186 --- /dev/null +++ b/ImGui/backends/imgui_impl_android.h @@ -0,0 +1,28 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once + +struct ANativeWindow; +struct AInputEvent; + +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); diff --git a/ImGui/impls/windows/imgui_impl_dx10.cpp b/ImGui/backends/imgui_impl_dx10.cpp similarity index 69% rename from ImGui/impls/windows/imgui_impl_dx10.cpp rename to ImGui/backends/imgui_impl_dx10.cpp index 7816958..085eb22 100644 --- a/ImGui/impls/windows/imgui_impl_dx10.cpp +++ b/ImGui/backends/imgui_impl_dx10.cpp @@ -5,13 +5,14 @@ // [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). @@ -35,31 +36,47 @@ #include #include -#include "imgui_shaderblobs.h" +#include "imgui_win_shader_blobs.h" // DirectX data -static ID3D10Device* g_pd3dDevice = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D10Buffer* g_pVB = NULL; -static ID3D10Buffer* g_pIB = NULL; -static ID3D10VertexShader* g_pVertexShader = NULL; -static ID3D10InputLayout* g_pInputLayout = NULL; -static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10PixelShader* g_pPixelShader = NULL; -static ID3D10SamplerState* g_pFontSampler = NULL; -static ID3D10ShaderResourceView*g_pFontTextureView = NULL; -static ID3D10RasterizerState* g_pRasterizerState = NULL; -static ID3D10BlendState* g_pBlendState = NULL; -static ID3D10DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; -struct VERTEX_CONSTANT_BUFFER + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 { float mvp[4][4]; }; +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); @@ -73,21 +90,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->VSSetShader(bd->pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->GSSetShader(NULL); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -97,43 +114,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D10Device* ctx = g_pd3dDevice; + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* ctx = bd->pd3dDevice; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; - g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); - g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -142,16 +160,16 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unmap(); - g_pIB->Unmap(); + bd->pVB->Unmap(); + bd->pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; - if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -164,7 +182,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - g_pVertexConstantBuffer->Unmap(); + bd->pVertexConstantBuffer->Unmap(); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -233,8 +251,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) } else { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + // Apply scissor/clipping rectangle - const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw @@ -268,6 +292,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) static void ImGui_ImplDX10_CreateFontsTexture() { // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; @@ -292,7 +317,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view @@ -302,14 +327,15 @@ static void ImGui_ImplDX10_CreateFontsTexture() srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D10_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); @@ -321,15 +347,16 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX10_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -340,7 +367,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the vertex shader { - if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK) + shader_t shader = getDX10VertexShader(); + if (bd->pd3dDevice->CreateVertexShader(shader.shaderBlob, shader.shaderBlobSize, &bd->pVertexShader) != S_OK) return false; // Create the input layout @@ -351,24 +379,25 @@ bool ImGui_ImplDX10_CreateDeviceObjects() { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, shader.shaderBlob, shader.shaderBlobSize, &bd->pInputLayout) != S_OK) return false; // Create the constant buffer { D3D10_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } // Create the pixel shader { - if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK) + shader_t shader = getDX10PixelShader(); + if (bd->pd3dDevice->CreatePixelShader(shader.shaderBlob, shader.shaderBlobSize, &bd->pPixelShader) != S_OK) return false; } @@ -385,7 +414,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -396,7 +425,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.CullMode = D3D10_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -410,7 +439,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX10_CreateFontsTexture(); @@ -420,27 +449,31 @@ bool ImGui_ImplDX10_CreateDeviceObjects() void ImGui_ImplDX10_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } } bool ImGui_ImplDX10_Init(ID3D10Device* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -448,31 +481,40 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; IDXGIFactory* pFactory = NULL; - if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { - g_pd3dDevice = device; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); + bd->pd3dDevice->AddRef(); return true; } void ImGui_ImplDX10_Shutdown() { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX10_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); } bool ImGui_ImplDX10_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pFontSampler) return ImGui_ImplDX10_CreateDeviceObjects(); return true; diff --git a/ImGui/impls/windows/imgui_impl_dx10.h b/ImGui/backends/imgui_impl_dx10.h similarity index 100% rename from ImGui/impls/windows/imgui_impl_dx10.h rename to ImGui/backends/imgui_impl_dx10.h diff --git a/ImGui/impls/windows/imgui_impl_dx11.cpp b/ImGui/backends/imgui_impl_dx11.cpp similarity index 66% rename from ImGui/impls/windows/imgui_impl_dx11.cpp rename to ImGui/backends/imgui_impl_dx11.cpp index 2291af5..b5e878d 100644 --- a/ImGui/impls/windows/imgui_impl_dx11.cpp +++ b/ImGui/backends/imgui_impl_dx11.cpp @@ -5,13 +5,14 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). @@ -35,32 +36,48 @@ #include #include -#include "imgui_shaderblobs.h" +#include "imgui_win_shader_blobs.h" -// DirectX data -static ID3D11Device* g_pd3dDevice = NULL; -static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D11Buffer* g_pVB = NULL; -static ID3D11Buffer* g_pIB = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static ID3D11DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; -struct VERTEX_CONSTANT_BUFFER + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 { float mvp[4][4]; }; +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + // Setup viewport D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(D3D11_VIEWPORT)); @@ -74,14 +91,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC // Setup shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->VSSetShader(bd->pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->GSSetShader(NULL, NULL, 0); ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. @@ -89,9 +106,9 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -101,42 +118,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; - if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; @@ -148,16 +166,16 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - ctx->Unmap(g_pVB, 0); - ctx->Unmap(g_pIB, 0); + ctx->Unmap(bd->pVB, 0); + ctx->Unmap(bd->pIB, 0); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -170,7 +188,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(g_pVertexConstantBuffer, 0); + ctx->Unmap(bd->pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -243,8 +261,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) } else { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + // Apply scissor/clipping rectangle - const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw @@ -281,6 +305,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -304,7 +329,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view @@ -314,14 +339,15 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D11_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); @@ -333,15 +359,16 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX11_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -352,62 +379,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the vertex shader { - unsigned char* byteCode; - SIZE_T byteCodeSize; + shader_t shader = getDX11VertexShader(bd->pd3dDevice->GetFeatureLevel()); - switch (g_pd3dDevice->GetFeatureLevel()) - { - case D3D_FEATURE_LEVEL_9_1: - byteCode = ImGui_vertexShaderDX11_9_1; - byteCodeSize = ImGui_vertexShaderDX11_9_1_len; - break; - - case D3D_FEATURE_LEVEL_9_2: - byteCode = ImGui_vertexShaderDX11_9_2; - byteCodeSize = ImGui_vertexShaderDX11_9_2_len; - break; - - case D3D_FEATURE_LEVEL_9_3: - byteCode = ImGui_vertexShaderDX11_9_3; - byteCodeSize = ImGui_vertexShaderDX11_9_3_len; - break; - - case D3D_FEATURE_LEVEL_10_0: - byteCode = ImGui_vertexShaderDX11_10_0; - byteCodeSize = ImGui_vertexShaderDX11_10_0_len; - break; - - case D3D_FEATURE_LEVEL_10_1: - byteCode = ImGui_vertexShaderDX11_10_1; - byteCodeSize = ImGui_vertexShaderDX11_10_1_len; - break; - - case D3D_FEATURE_LEVEL_11_0: - byteCode = ImGui_vertexShaderDX11_11_0; - byteCodeSize = ImGui_vertexShaderDX11_11_0_len; - break; - - case D3D_FEATURE_LEVEL_11_1: - byteCode = ImGui_vertexShaderDX11_11_1; - byteCodeSize = ImGui_vertexShaderDX11_11_1_len; - break; - - case D3D_FEATURE_LEVEL_12_0: - byteCode = ImGui_vertexShaderDX11_12_0; - byteCodeSize = ImGui_vertexShaderDX11_12_0_len; - break; - - case D3D_FEATURE_LEVEL_12_1: - byteCode = ImGui_vertexShaderDX11_12_1; - byteCodeSize = ImGui_vertexShaderDX11_12_1_len; - break; - - default: - byteCode = ImGui_vertexShaderDX11; - byteCodeSize = ImGui_vertexShaderDX11_len; - } - - auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader); + auto x = bd->pd3dDevice->CreateVertexShader(shader.shaderBlob, shader.shaderBlobSize, NULL, &bd->pVertexShader); if (x != S_OK) return false; @@ -419,79 +393,26 @@ bool ImGui_ImplDX11_CreateDeviceObjects() { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, shader.shaderBlob, shader.shaderBlobSize, &bd->pInputLayout) != S_OK) return false; // Create the constant buffer { D3D11_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } // Create the pixel shader { - unsigned char* byteCode; - SIZE_T byteCodeSize; + shader_t shader = getDX11PixelShader(bd->pd3dDevice->GetFeatureLevel()); - switch (g_pd3dDevice->GetFeatureLevel()) - { - case D3D_FEATURE_LEVEL_9_1: - byteCode = ImGui_pixelShaderDX11_9_1; - byteCodeSize = ImGui_pixelShaderDX11_9_1_len; - break; - - case D3D_FEATURE_LEVEL_9_2: - byteCode = ImGui_pixelShaderDX11_9_2; - byteCodeSize = ImGui_pixelShaderDX11_9_2_len; - break; - - case D3D_FEATURE_LEVEL_9_3: - byteCode = ImGui_pixelShaderDX11_9_3; - byteCodeSize = ImGui_pixelShaderDX11_9_3_len; - break; - - case D3D_FEATURE_LEVEL_10_0: - byteCode = ImGui_pixelShaderDX11_10_0; - byteCodeSize = ImGui_pixelShaderDX11_10_0_len; - break; - - case D3D_FEATURE_LEVEL_10_1: - byteCode = ImGui_pixelShaderDX11_10_1; - byteCodeSize = ImGui_pixelShaderDX11_10_1_len; - break; - - case D3D_FEATURE_LEVEL_11_0: - byteCode = ImGui_pixelShaderDX11_11_0; - byteCodeSize = ImGui_pixelShaderDX11_11_0_len; - break; - - case D3D_FEATURE_LEVEL_11_1: - byteCode = ImGui_pixelShaderDX11_11_1; - byteCodeSize = ImGui_pixelShaderDX11_11_1_len; - break; - - case D3D_FEATURE_LEVEL_12_0: - byteCode = ImGui_pixelShaderDX11_12_0; - byteCodeSize = ImGui_pixelShaderDX11_12_0_len; - break; - - case D3D_FEATURE_LEVEL_12_1: - byteCode = ImGui_pixelShaderDX11_12_1; - byteCodeSize = ImGui_pixelShaderDX11_12_1_len; - break; - - default: - byteCode = ImGui_pixelShaderDX11; - byteCodeSize = ImGui_pixelShaderDX11_len; - } - - if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(shader.shaderBlob, shader.shaderBlobSize, NULL, &bd->pPixelShader) != S_OK) { return false; } @@ -510,7 +431,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -521,7 +442,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.CullMode = D3D11_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -535,7 +456,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX11_CreateFontsTexture(); @@ -545,27 +466,31 @@ bool ImGui_ImplDX11_CreateDeviceObjects() void ImGui_ImplDX11_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -578,29 +503,40 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { - g_pd3dDevice = device; - g_pd3dDeviceContext = device_context; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); - g_pd3dDeviceContext->AddRef(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); return true; } void ImGui_ImplDX11_Shutdown() { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } - if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); } bool ImGui_ImplDX11_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pFontSampler) return ImGui_ImplDX11_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx11.h b/ImGui/backends/imgui_impl_dx11.h similarity index 100% rename from ImGui/impls/windows/imgui_impl_dx11.h rename to ImGui/backends/imgui_impl_dx11.h diff --git a/ImGui/impls/windows/imgui_impl_dx12.cpp b/ImGui/backends/imgui_impl_dx12.cpp similarity index 74% rename from ImGui/impls/windows/imgui_impl_dx12.cpp rename to ImGui/backends/imgui_impl_dx12.cpp index 3cf8d85..8b53578 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.cpp +++ b/ImGui/backends/imgui_impl_dx12.cpp @@ -7,15 +7,20 @@ // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. @@ -39,46 +44,54 @@ #include #include -#include "imgui_shaderblobs.h" +#include "imgui_win_shader_blobs.h" // DirectX data -static ID3D12Device* g_pd3dDevice = NULL; -static ID3D12RootSignature* g_pRootSignature = NULL; -static ID3D12PipelineState* g_pPipelineState = NULL; -static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; -static ID3D12Resource* g_pFontTextureResource = NULL; -static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; -static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; - -struct FrameResources +struct ImGui_ImplDX12_RenderBuffers { ID3D12Resource* IndexBuffer; ID3D12Resource* VertexBuffer; int IndexBufferSize; int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; -static UINT g_numFramesInFlight = 0; -static UINT g_frameIndex = UINT_MAX; -template -static void SafeRelease(T*& res) +struct ImGui_ImplDX12_Data { - if (res) - res->Release(); - res = NULL; -} + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; -struct VERTEX_CONSTANT_BUFFER + ImGui_ImplDX12_RenderBuffers* pFrameResources; + UINT numFramesInFlight; + UINT frameIndex; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 { float mvp[4][4]; }; -static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). - VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -120,8 +133,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(g_pPipelineState); - ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor @@ -129,6 +142,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic ctx->OMSetBlendFactor(blend_factor); } +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = NULL; +} + // Render function void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) { @@ -138,8 +159,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // FIXME: I'm assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. - g_frameIndex = g_frameIndex + 1; - FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) @@ -162,7 +184,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) @@ -185,7 +207,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } @@ -235,16 +257,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } else { - // Apply Scissor, Bind texture, Draw - const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; - if (r.right > r.left && r.bottom > r.top) - { - D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; - texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID(); - ctx->SetGraphicsRootDescriptorTable(1, texture_handle); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); - } + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -256,6 +281,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -283,7 +309,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() desc.Flags = D3D12_RESOURCE_FLAG_NONE; ID3D12Resource* pTexture = NULL; - g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); @@ -305,7 +331,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; ID3D12Resource* uploadBuffer = NULL; - HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); @@ -340,7 +366,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; ID3D12Fence* fence = NULL; - hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); @@ -352,15 +378,15 @@ static void ImGui_ImplDX12_CreateFontsTexture() queueDesc.NodeMask = 1; ID3D12CommandQueue* cmdQueue = NULL; - hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); IM_ASSERT(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; - hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; - hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); @@ -391,21 +417,29 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - SafeRelease(g_pFontTextureResource); - g_pFontTextureResource = pTexture; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; } // Store our identifier - static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr); + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) + // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. + // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) + // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; - if (g_pPipelineState) + if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); // Create the root signature @@ -430,6 +464,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. D3D12_STATIC_SAMPLER_DESC staticSampler = {}; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; @@ -486,7 +521,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; - g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); blob->Release(); } @@ -500,16 +535,17 @@ bool ImGui_ImplDX12_CreateDeviceObjects() memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.pRootSignature = g_pRootSignature; + psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; // Create the vertex shader { - psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len }; + shader_t shader = getDX12VertexShader(); + psoDesc.VS = { shader.shaderBlob, shader.shaderBlobSize }; // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = @@ -523,7 +559,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Create the pixel shader { - psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len }; + shader_t shader = getDX12PixelShader(); + psoDesc.PS = { shader.shaderBlob, shader.shaderBlobSize }; } // Create the blending setup @@ -568,7 +605,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.BackFace = desc.FrontFace; } - HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + if (result_pipeline_state != S_OK) return false; @@ -579,19 +617,19 @@ bool ImGui_ImplDX12_CreateDeviceObjects() void ImGui_ImplDX12_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - - SafeRelease(g_pRootSignature); - SafeRelease(g_pPipelineState); - SafeRelease(g_pFontTextureResource); - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - for (UINT i = 0; i < g_numFramesInFlight; i++) + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (UINT i = 0; i < bd->numFramesInFlight; i++) { - FrameResources* fr = &g_pFrameResources[i]; + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; SafeRelease(fr->IndexBuffer); SafeRelease(fr->VertexBuffer); } @@ -600,24 +638,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - g_pd3dDevice = device; - g_RTVFormat = rtv_format; - g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; - g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; - g_pFrameResources = new FrameResources[num_frames_in_flight]; - g_numFramesInFlight = num_frames_in_flight; - g_frameIndex = UINT_MAX; + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; + bd->numFramesInFlight = num_frames_in_flight; + bd->frameIndex = UINT_MAX; IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) { - FrameResources* fr = &g_pFrameResources[i]; + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; fr->IndexBuffer = NULL; fr->VertexBuffer = NULL; fr->IndexBufferSize = 10000; @@ -629,19 +671,24 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO void ImGui_ImplDX12_Shutdown() { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_InvalidateDeviceObjects(); - delete[] g_pFrameResources; - g_pFrameResources = NULL; - g_pd3dDevice = NULL; - g_hFontSrvCpuDescHandle.ptr = 0; - g_hFontSrvGpuDescHandle.ptr = 0; - g_numFramesInFlight = 0; - g_frameIndex = UINT_MAX; + delete[] bd->pFrameResources; + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); } bool ImGui_ImplDX12_NewFrame() { - if (!g_pPipelineState) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) return ImGui_ImplDX12_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx12.h b/ImGui/backends/imgui_impl_dx12.h similarity index 81% rename from ImGui/impls/windows/imgui_impl_dx12.h rename to ImGui/backends/imgui_impl_dx12.h index 226cb17..81625fb 100644 --- a/ImGui/impls/windows/imgui_impl_dx12.h +++ b/ImGui/backends/imgui_impl_dx12.h @@ -6,23 +6,17 @@ // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. +// See imgui_impl_dx12.cpp file for details. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API +#include // DXGI_FORMAT -#ifdef _MSC_VER -#pragma warning (push) -#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type -#endif - -enum DXGI_FORMAT; struct ID3D12Device; struct ID3D12DescriptorHeap; struct ID3D12GraphicsCommandList; @@ -42,8 +36,3 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3 // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); - -#ifdef _MSC_VER -#pragma warning (pop) -#endif - diff --git a/ImGui/impls/windows/imgui_impl_dx9.cpp b/ImGui/backends/imgui_impl_dx9.cpp similarity index 53% rename from ImGui/impls/windows/imgui_impl_dx9.cpp rename to ImGui/backends/imgui_impl_dx9.cpp index da8f957..c7a9784 100644 --- a/ImGui/impls/windows/imgui_impl_dx9.cpp +++ b/ImGui/backends/imgui_impl_dx9.cpp @@ -5,13 +5,15 @@ // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). @@ -35,11 +37,17 @@ #include // DirectX data -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; struct CUSTOMVERTEX { @@ -55,8 +63,18 @@ struct CUSTOMVERTEX #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) #endif +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; @@ -64,39 +82,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); + bd->pd3dDevice->SetViewport(&vp); - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + bd->pd3dDevice->SetPixelShader(NULL); + bd->pd3dDevice->SetVertexShader(NULL); + bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. @@ -114,9 +134,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f } } }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } } @@ -128,24 +148,25 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) return; // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() < 0) { @@ -155,21 +176,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; - g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) { d3d9_state_block->Release(); return; } - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) { - g_pVB->Unlock(); + bd->pVB->Unlock(); d3d9_state_block->Release(); return; } @@ -196,11 +217,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + bd->pVB->Unlock(); + bd->pIB->Unlock(); + bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + bd->pd3dDevice->SetIndices(bd->pIB); + bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); @@ -227,11 +248,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) } else { - const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); - g_pd3dDevice->SetTexture(0, texture); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + bd->pd3dDevice->SetTexture(0, texture); + bd->pd3dDevice->SetScissorRect(&r); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -239,9 +267,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) } // Restore the DX9 transform - g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state d3d9_state_block->Apply(); @@ -250,26 +278,39 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - g_pd3dDevice = device; - g_pd3dDevice->AddRef(); + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + return true; } void ImGui_ImplDX9_Shutdown() { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_InvalidateDeviceObjects(); - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); @@ -278,26 +319,26 @@ static bool ImGui_ImplDX9_CreateFontsTexture() #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) { - ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel); - for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++) + ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) *dst = IMGUI_COL_TO_DX9_ARGB(*src); pixels = (unsigned char*)dst_start; } #endif // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + bd->FontTexture = NULL; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) return false; D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) - memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); + memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); + bd->FontTexture->UnlockRect(0); // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_FontTexture); + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) @@ -309,7 +350,8 @@ static bool ImGui_ImplDX9_CreateFontsTexture() bool ImGui_ImplDX9_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; @@ -318,16 +360,21 @@ bool ImGui_ImplDX9_CreateDeviceObjects() void ImGui_ImplDX9_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX9_NewFrame() { - if (!g_FontTexture) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) return ImGui_ImplDX9_CreateDeviceObjects(); + return true; } diff --git a/ImGui/impls/windows/imgui_impl_dx9.h b/ImGui/backends/imgui_impl_dx9.h similarity index 100% rename from ImGui/impls/windows/imgui_impl_dx9.h rename to ImGui/backends/imgui_impl_dx9.h diff --git a/ImGui/backends/imgui_impl_glfw.cpp b/ImGui/backends/imgui_impl_glfw.cpp new file mode 100644 index 0000000..376b35e --- /dev/null +++ b/ImGui/backends/imgui_impl_glfw.cpp @@ -0,0 +1,662 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#endif + +// GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + bool InstalledCallbacks; + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Functions +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +static int ImGui_ImplGlfw_KeyToModifier(int key) +{ + if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) + return GLFW_MOD_CONTROL; + if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) + return GLFW_MOD_SHIFT; + if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) + return GLFW_MOD_ALT; + if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) + return GLFW_MOD_SUPER; + return 0; +} + +static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + const char* key_name = glfwGetKeyName(key, scancode); + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != NULL && window == bd->Window) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630 + if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode)) + mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod); + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = NULL; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != NULL && window == bd->Window) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. +} + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = NULL; + bd->PrevUserCallbackCursorEnter = NULL; + bd->PrevUserCallbackCursorPos = NULL; + bd->PrevUserCallbackMousebutton = NULL; + bd->PrevUserCallbackScroll = NULL; + bd->PrevUserCallbackKey = NULL; + bd->PrevUserCallbackChar = NULL; + bd->PrevUserCallbackMonitor = NULL; +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->Time = 0.0; + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = bd->Window; + + // Set platform dependent data in viewport +#if defined(_WIN32) + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window); +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + +#ifdef __EMSCRIPTEN__ + const bool is_app_focused = true; +#else + const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (is_app_focused && bd->MouseWindow == NULL) + { + double mouse_x, mouse_y; + glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/ImGui/backends/imgui_impl_glfw.h b/ImGui/backends/imgui_impl_glfw.h new file mode 100644 index 0000000..58712de --- /dev/null +++ b/ImGui/backends/imgui_impl_glfw.h @@ -0,0 +1,46 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// About GLSL version: +// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. +// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct GLFWwindow; +struct GLFWmonitor; + +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installer) +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GLFW callbacks (individual callbacks to call if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); diff --git a/ImGui/backends/imgui_impl_glut.cpp b/ImGui/backends/imgui_impl_glut.cpp new file mode 100644 index 0000000..1bf036b --- /dev/null +++ b/ImGui/backends/imgui_impl_glut.cpp @@ -0,0 +1,297 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. +// 2019-03-25: Misc: Made io.DeltaTime always above zero. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-03-22: Added GLUT Platform binding. + +#include "imgui.h" +#include "imgui_impl_glut.h" +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + +#ifdef FREEGLUT + io.BackendPlatformName = "imgui_impl_glut (freeglut)"; +#else + io.BackendPlatformName = "imgui_impl_glut"; +#endif + g_Time = 0; + + return true; +} + +void ImGui_ImplGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); +#ifdef __FREEGLUT_EXT_H__ + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); +#endif + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); +} + +void ImGui_ImplGLUT_Shutdown() +{ +} + +void ImGui_ImplGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; + g_Time = current_time; + + // Start the frame + ImGui::NewFrame(); +} + +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); +} + +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter((unsigned int)c); + + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); +} + +#ifdef __FREEGLUT_EXT_H__ +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); + (void)button; // Unused +} +#endif + +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); +} diff --git a/ImGui/backends/imgui_impl_glut.h b/ImGui/backends/imgui_impl_glut.h new file mode 100644 index 0000000..98d4e59 --- /dev/null +++ b/ImGui/backends/imgui_impl_glut.h @@ -0,0 +1,39 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc diff --git a/ImGui/backends/imgui_impl_marmalade.cpp b/ImGui/backends/imgui_impl_marmalade.cpp new file mode 100644 index 0000000..a11e5bd --- /dev/null +++ b/ImGui/backends/imgui_impl_marmalade.cpp @@ -0,0 +1,317 @@ +// dear imgui: Renderer + Platform Backend for Marmalade + IwGx +// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! +// Missing features: +// [ ] Renderer: Clipping rectangles are not honored. + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#include "imgui_impl_marmalade.h" + +#include +#include +#include +#include +#include + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static CIwTexture* g_FontTexture = NULL; +static char* g_ClipboardText = NULL; +static bool g_osdKeyboardEnabled = false; + +// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor +static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f); + +// Render function. +void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + const int nVert = cmd_list->VtxBuffer.Size; + CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); + CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); + CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); + + for (int i = 0; i < nVert; i++) + { + // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. + pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; + pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; + pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; + pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; + pColStream[i] = cmd_list->VtxBuffer[i].col; + } + + IwGxSetVertStreamScreenSpace(pVertStream, nVert); + IwGxSetUVStream(pUVStream); + IwGxSetColStream(pColStream, nVert); + IwGxSetNormStream(0); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // FIXME: Not honoring ClipRect fields. + CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); + pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); + pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); + pCurrentMaterial->SetFiltering(false); + pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); + pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); + pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); + pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID()); + IwGxSetMaterial(pCurrentMaterial); + IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount); + } + idx_buffer += pcmd->ElemCount; + } + IwGxFlush(); + } + + // TODO: restore modified state (i.e. mvp matrix) +} + +static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/) +{ + if (!s3eClipboardAvailable()) + return NULL; + + if (int size = s3eClipboardGetText(NULL, 0)) + { + if (g_ClipboardText) + delete[] g_ClipboardText; + g_ClipboardText = new char[size]; + g_ClipboardText[0] = '\0'; + s3eClipboardGetText(g_ClipboardText, size); + } + + return g_ClipboardText; +} + +static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text) +{ + if (s3eClipboardAvailable()) + s3eClipboardSetText(text); +} + +int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data) +{ + // pEvent->m_Button is of type s3ePointerButton and indicates which mouse + // button was pressed. For touchscreen this should always have the value + // S3E_POINTER_BUTTON_SELECT + s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data; + + if (pEvent->m_Pressed == 1) + { + if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) + g_MousePressed[0] = true; + if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) + g_MousePressed[1] = true; + if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) + g_MousePressed[2] = true; + if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) + io.MouseWheel += pEvent->m_y; + if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) + io.MouseWheel += pEvent->m_y; + } + + return 0; +} + +int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data) +{ + ImGuiIO& io = ImGui::GetIO(); + s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; + if (e->m_Pressed == 1) + io.KeysDown[e->m_Key] = true; + if (e->m_Pressed == 0) + io.KeysDown[e->m_Key] = false; + + io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN; + io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN; + io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN; + io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; + + return 0; +} + +int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) +{ + ImGuiIO& io = ImGui::GetIO(); + s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; + io.AddInputCharacter((unsigned int)e->m_Char); + + return 0; +} + +bool ImGui_Marmalade_CreateDeviceObjects() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + g_FontTexture = new CIwTexture(); + g_FontTexture->SetModifiable(true); + CIwImage& image = g_FontTexture->GetImage(); + image.SetFormat(CIwImage::ARGB_8888); + image.SetWidth(width); + image.SetHeight(height); + image.SetBuffers(); // allocates and own buffers + image.ReadTexels(pixels); + g_FontTexture->SetMipMapping(false); + g_FontTexture->SetFiltering(false); + g_FontTexture->Upload(); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)g_FontTexture); + + return true; +} + +void ImGui_Marmalade_InvalidateDeviceObjects() +{ + if (g_ClipboardText) + { + delete[] g_ClipboardText; + g_ClipboardText = NULL; + } + + if (g_FontTexture) + { + ImGui::GetIO().Fonts->SetTexID(0); + delete g_FontTexture; + g_FontTexture = NULL; + } +} + +bool ImGui_Marmalade_Init(bool install_callbacks) +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; + + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = s3eKeyTab + io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; + io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; + io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; + io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; + io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; + io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; + io.KeyMap[ImGuiKey_Home] = s3eKeyHome; + io.KeyMap[ImGuiKey_End] = s3eKeyEnd; + io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert; + io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; + io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; + io.KeyMap[ImGuiKey_Space] = s3eKeySpace; + io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; + io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; + io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; + io.KeyMap[ImGuiKey_A] = s3eKeyA; + io.KeyMap[ImGuiKey_C] = s3eKeyC; + io.KeyMap[ImGuiKey_V] = s3eKeyV; + io.KeyMap[ImGuiKey_X] = s3eKeyX; + io.KeyMap[ImGuiKey_Y] = s3eKeyY; + io.KeyMap[ImGuiKey_Z] = s3eKeyZ; + + io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; + io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; + + if (install_callbacks) + { + s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0); + s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0); + s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0); + } + + return true; +} + +void ImGui_Marmalade_Shutdown() +{ + ImGui_Marmalade_InvalidateDeviceObjects(); +} + +void ImGui_Marmalade_NewFrame() +{ + if (!g_FontTexture) + ImGui_Marmalade_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); + io.DisplaySize = ImVec2((float)w, (float)h); + // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. + io.DisplayFramebufferScale = g_scale; + + // Setup time step + double current_time = s3eTimerGetUST() / 1000.0f; + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; + + double mouse_x, mouse_y; + mouse_x = s3ePointerGetX(); + mouse_y = s3ePointerGetY(); + io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.) + + for (int i = 0; i < 3; i++) + { + io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + g_MousePressed[i] = false; + } + + // TODO: Hide OS mouse cursor if ImGui is drawing it + // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); + + // Show/hide OSD keyboard + if (io.WantTextInput) + { + // Some text input widget is active? + if (!g_osdKeyboardEnabled) + { + g_osdKeyboardEnabled = true; + s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard + } + } + else + { + // No text input widget is active + if (g_osdKeyboardEnabled) + { + g_osdKeyboardEnabled = false; + s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard + } + } +} diff --git a/ImGui/backends/imgui_impl_marmalade.h b/ImGui/backends/imgui_impl_marmalade.h new file mode 100644 index 0000000..db521d5 --- /dev/null +++ b/ImGui/backends/imgui_impl_marmalade.h @@ -0,0 +1,27 @@ +// dear imgui: Renderer + Platform Backend for Marmalade + IwGx +// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); +IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); +IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); +IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects(); + +// Callbacks (installed by default if you enable 'install_callbacks' during initialization) +// You can also handle inputs yourself and use those as a reference. +IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data); +IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data); +IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data); diff --git a/ImGui/backends/imgui_impl_metal.h b/ImGui/backends/imgui_impl_metal.h new file mode 100644 index 0000000..4958444 --- /dev/null +++ b/ImGui/backends/imgui_impl_metal.h @@ -0,0 +1,64 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" // IMGUI_IMPL_API + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ + +@class MTLRenderPassDescriptor; +@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; + +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, + id commandBuffer, + id commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif +#endif diff --git a/ImGui/backends/imgui_impl_metal.mm b/ImGui/backends/imgui_impl_metal.mm new file mode 100644 index 0000000..23805b2 --- /dev/null +++ b/ImGui/backends/imgui_impl_metal.mm @@ -0,0 +1,574 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. +// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-05: Metal: Added new Metal backend implementation. + +#include "imgui.h" +#include "imgui_impl_metal.h" +#import +#import + +#pragma mark - Support classes + +// A wrapper around a MTLBuffer object that knows the last time it was reused +@interface MetalBuffer : NSObject +@property (nonatomic, strong) id buffer; +@property (nonatomic, assign) double lastReuseTime; +- (instancetype)initWithBuffer:(id)buffer; +@end + +// An object that encapsulates the data necessary to uniquely identify a +// render pipeline state. These are used as cache keys. +@interface FramebufferDescriptor : NSObject +@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; +@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; +@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; +@end + +// A singleton that stores long-lived objects that are needed by the Metal +// renderer backend. Stores the render pipeline state cache and the default +// font texture, and manages the reusable buffer cache. +@interface MetalContext : NSObject +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; +@end + +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + + ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } +static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); + +} + +bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API + +bool ImGui_ImplMetal_Init(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData(); + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); +} + +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; + + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +// Metal Render function. +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* cmd_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + if (bd != NULL) + { + @synchronized(bd->SharedMetalContext.bufferCache) + { + [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; + [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; + } + } + }); + }]; +} + +bool ImGui_ImplMetal_CreateFontsTexture(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* + + return (bd->SharedMetalContext.fontTexture != nil); +} + +void ImGui_ImplMetal_DestroyFontsTexture() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + bd->SharedMetalContext.fontTexture = nil; + io.Fonts->SetTexID(nullptr); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateFontsTexture(device); + + return true; +} + +void ImGui_ImplMetal_DestroyDeviceObjects() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGui_ImplMetal_DestroyFontsTexture(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; +} + +#pragma mark - MetalBuffer implementation + +@implementation MetalBuffer +- (instancetype)initWithBuffer:(id)buffer +{ + if ((self = [super init])) + { + _buffer = buffer; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); + } + return self; +} +@end + +#pragma mark - FramebufferDescriptor implementation + +@implementation FramebufferDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor +{ + if ((self = [super init])) + { + _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; + _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; + _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; + _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; + } + return self; +} + +- (nonnull id)copyWithZone:(nullable NSZone*)zone +{ + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; + copy.sampleCount = self.sampleCount; + copy.colorPixelFormat = self.colorPixelFormat; + copy.depthPixelFormat = self.depthPixelFormat; + copy.stencilPixelFormat = self.stencilPixelFormat; + return copy; +} + +- (NSUInteger)hash +{ + NSUInteger sc = _sampleCount & 0x3; + NSUInteger cf = _colorPixelFormat & 0x3FF; + NSUInteger df = _depthPixelFormat & 0x3FF; + NSUInteger sf = _stencilPixelFormat & 0x3FF; + NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; + return hash; +} + +- (BOOL)isEqual:(id)object +{ + FramebufferDescriptor* other = object; + if (![other isKindOfClass:[FramebufferDescriptor class]]) + return NO; + return other.sampleCount == self.sampleCount && + other.colorPixelFormat == self.colorPixelFormat && + other.depthPixelFormat == self.depthPixelFormat && + other.stencilPixelFormat == self.stencilPixelFormat; +} + +@end + +#pragma mark - MetalContext implementation + +@implementation MetalContext +- (instancetype)init +{ + if ((self = [super init])) + { + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); + } + return self; +} + +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +{ + uint64_t now = GetMachAbsoluteTimeInSeconds(); + + @synchronized(self.bufferCache) + { + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) + { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; + } + + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; + + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } + } + + // No luck; make a new buffer + id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; + return [[MetalBuffer alloc] initWithBuffer:backing]; +} + +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device +{ + NSError* error = nil; + + NSString* shaderSource = @"" + "#include \n" + "using namespace metal;\n" + "\n" + "struct Uniforms {\n" + " float4x4 projectionMatrix;\n" + "};\n" + "\n" + "struct VertexIn {\n" + " float2 position [[attribute(0)]];\n" + " float2 texCoords [[attribute(1)]];\n" + " uchar4 color [[attribute(2)]];\n" + "};\n" + "\n" + "struct VertexOut {\n" + " float4 position [[position]];\n" + " float2 texCoords;\n" + " float4 color;\n" + "};\n" + "\n" + "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" + " constant Uniforms &uniforms [[buffer(1)]]) {\n" + " VertexOut out;\n" + " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" + " out.texCoords = in.texCoords;\n" + " out.color = float4(in.color) / float4(255.0);\n" + " return out;\n" + "}\n" + "\n" + "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" + " texture2d texture [[texture(0)]]) {\n" + " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" + " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" + " return half4(in.color) * texColor;\n" + "}\n"; + + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; + if (library == nil) + { + NSLog(@"Error: failed to create Metal library: %@", error); + return nil; + } + + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; + id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; + + if (vertexFunction == nil || fragmentFunction == nil) + { + NSLog(@"Error: failed to find Metal shader functions in library: %@", error); + return nil; + } + + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); + vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position + vertexDescriptor.attributes[0].bufferIndex = 0; + vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); + vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords + vertexDescriptor.attributes[1].bufferIndex = 0; + vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); + vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color + vertexDescriptor.attributes[2].bufferIndex = 0; + vertexDescriptor.layouts[0].stepRate = 1; + vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; + vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); + + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + pipelineDescriptor.vertexFunction = vertexFunction; + pipelineDescriptor.fragmentFunction = fragmentFunction; + pipelineDescriptor.vertexDescriptor = vertexDescriptor; + pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; + pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; + pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; + pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; + pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; + pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; + + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; + if (error != nil) + NSLog(@"Error: failed to create Metal pipeline state: %@", error); + + return renderPipelineState; +} + +@end diff --git a/ImGui/backends/imgui_impl_opengl2.cpp b/ImGui/backends/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..03ea17d --- /dev/null +++ b/ImGui/backends/imgui_impl_opengl2.cpp @@ -0,0 +1,289 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION +//#include +#include +#else +#include +#endif + +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); +} + +bool ImGui_ImplOpenGL2_NewFrame() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?"); + + if (!bd->FontTexture) + return ImGui_ImplOpenGL2_CreateDeviceObjects(); + + return true; +} + +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glShadeModel(GL_SMOOTH); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) + // There are potentially many more states you could need to clear/setup that we can't access from default headers. + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); +} + +// OpenGL2 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); + } + } + } + + // Restore modified GL state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glShadeModel(last_shade_model); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/ImGui/backends/imgui_impl_opengl2.h b/ImGui/backends/imgui_impl_opengl2.h new file mode 100644 index 0000000..c608f55 --- /dev/null +++ b/ImGui/backends/imgui_impl_opengl2.h @@ -0,0 +1,32 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/ImGui/impls/imgui_impl_opengl3.cpp b/ImGui/backends/imgui_impl_opengl3.cpp similarity index 60% rename from ImGui/impls/imgui_impl_opengl3.cpp rename to ImGui/backends/imgui_impl_opengl3.cpp index 86b3111..9dca19d 100644 --- a/ImGui/impls/imgui_impl_opengl3.cpp +++ b/ImGui/backends/imgui_impl_opengl3.cpp @@ -7,13 +7,21 @@ // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. @@ -89,46 +97,65 @@ #else #include // intptr_t #endif +#if defined(__APPLE__) +#include +#endif + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) -#include +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else #include // Use GL ES 3 #endif -#else -// About Desktop OpenGL function loaders: -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include // Needs to be initialized with gl3wInit() in user's code -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include // Needs to be initialized with glewInit() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include // Needs to be initialized with gladLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) -#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#include "imgui_impl_opengl3_loader.h" #endif -#include // Needs to be initialized with glbinding::Binding::initialize() in user's code. -#include -using namespace gl; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. -#endif -#include // Needs to be initialized with glbinding::initialize() in user's code. -#include -using namespace gl; -#else -#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif + +// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. +#ifdef GL_POLYGON_MODE +#define IMGUI_IMPL_HAS_POLYGON_MODE #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. @@ -152,18 +179,77 @@ using namespace gl; #endif // OpenGL Data -static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) -static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. -static GLuint g_FontTexture = 0; -static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location -static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location -static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; -static bool g_HasClipOrigin = false; +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Initialize our loader +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + if (imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major = 0; @@ -176,71 +262,49 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) const char* gl_version = (const char*)glGetString(GL_VERSION); sscanf(gl_version, "%d.%d", &major, &minor); } - g_GlVersion = (GLuint)(major * 100 + minor * 10); + bd->GlVersion = (GLuint)(major * 100 + minor * 10); + + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #else - g_GlVersion = 200; // GLES 2 + bd->GlVersion = 200; // GLES 2 #endif - // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) + if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. -#if defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) - if (glsl_version == NULL) glsl_version = "#version 300 es"; #elif defined(__APPLE__) - if (glsl_version == NULL) glsl_version = "#version 150"; #else - if (glsl_version == NULL) glsl_version = "#version 130"; #endif - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); - strcpy(g_GlslVersionString, glsl_version); - strcat(g_GlslVersionString, "\n"); - - // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. - // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! - // If auto-detection fails or doesn't select the same GL loader file as used by your application, - // you are likely to get a crash below. - // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. - const char* gl_loader = "Unknown"; - IM_UNUSED(gl_loader); -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) - gl_loader = "GL3W"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) - gl_loader = "GLEW"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - gl_loader = "GLAD"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) - gl_loader = "GLAD2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) - gl_loader = "glbinding2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) - gl_loader = "glbinding3"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - gl_loader = "custom"; -#else - gl_loader = "none"; -#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); // Make an arbitrary GL call (we don't actually need the result) - // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. - // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support - g_HasClipOrigin = (g_GlVersion >= 450); + bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); @@ -248,7 +312,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) - g_HasClipOrigin = true; + bd->HasClipOrigin = true; } #endif @@ -257,18 +321,31 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); } bool ImGui_ImplOpenGL3_NewFrame() { - if (!g_ShaderHandle) + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); + + if (!bd->ShaderHandle) return ImGui_ImplOpenGL3_CreateDeviceObjects(); + return true; } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); @@ -278,17 +355,17 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) + if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef GL_POLYGON_MODE +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; - if (g_HasClipOrigin) + if (bd->HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); if (current_clip_origin == GL_UPPER_LEFT) @@ -313,29 +390,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) + if (bd->GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif (void)vertex_array_object; -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); + glEnableVertexAttribArray(bd->AttribLocationVtxPos); + glEnableVertexAttribArray(bd->AttribLocationVtxUV); + glEnableVertexAttribArray(bd->AttribLocationVtxColor); + glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); } // OpenGL3 Render function. @@ -349,19 +426,28 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef GL_POLYGON_MODE +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); @@ -378,14 +464,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glGenVertexArrays(1, &vertex_array_object); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -400,8 +486,31 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468) + // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports. + // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); + } + glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); + } + else + { + glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + } for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -418,32 +527,28 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) else { // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); - else + if (bd->GlVersion >= 320) + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + else #endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); - } + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } // Destroy the temporary VAO -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glDeleteVertexArrays(1, &vertex_array_object); #endif @@ -451,14 +556,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) + if (bd->GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); @@ -467,38 +578,42 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef GL_POLYGON_MODE +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this } bool ImGui_ImplOpenGL3_CreateFontsTexture() { - // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -#ifdef GL_UNPACK_ROW_LENGTH +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -508,23 +623,25 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() void ImGui_ImplOpenGL3_DestroyFontsTexture() { - if (g_FontTexture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); + glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); - g_FontTexture = 0; + bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; @@ -538,11 +655,12 @@ static bool CheckShader(GLuint handle, const char* desc) // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; @@ -555,18 +673,20 @@ static bool CheckProgram(GLuint handle, const char* desc) bool ImGui_ImplOpenGL3_CreateDeviceObjects() { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; - sscanf(g_GlslVersionString, "#version %d", &glsl_version); + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" @@ -597,7 +717,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; const GLchar* vertex_shader_glsl_300_es = - "precision mediump float;\n" + "precision highp float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" @@ -693,40 +813,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() } // Create shaders - const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); - glCompileShader(g_VertHandle); - CheckShader(g_VertHandle, "vertex shader"); + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); - const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); - glCompileShader(g_FragHandle); - CheckShader(g_FragHandle, "fragment shader"); + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); - g_ShaderHandle = glCreateProgram(); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - CheckProgram(g_ShaderHandle, "shader program"); + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); // Create buffers - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif @@ -735,13 +861,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } - if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } - if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } - if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } - if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } - if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } - if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } - + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/ImGui/impls/imgui_impl_opengl3.h b/ImGui/backends/imgui_impl_opengl3.h similarity index 55% rename from ImGui/impls/imgui_impl_opengl3.h rename to ImGui/backends/imgui_impl_opengl3.h index 26baf6e..75e7b65 100644 --- a/ImGui/impls/imgui_impl_opengl3.h +++ b/ImGui/backends/imgui_impl_opengl3.h @@ -7,16 +7,11 @@ // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs -// About Desktop OpenGL function loaders: -// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. - // About GLSL version: // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" @@ -41,48 +36,20 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android -// Attempt to auto-detect the default Desktop GL loader based on available header files. -// If auto-detection fails or doesn't select the same GL loader file as used by your application, -// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). -// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ - && !defined(IMGUI_IMPL_OPENGL_ES3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + && !defined(IMGUI_IMPL_OPENGL_ES3) // Try to detect GLES on matching platforms #if defined(__APPLE__) -#include "TargetConditionals.h" +#include #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" - -// Otherwise try to detect supported Desktop OpenGL loaders.. -#elif defined(__has_include) -#if __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLEW -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD2 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GL3W -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 #else - #error "Cannot detect OpenGL loader!" -#endif -#else - #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository +// Otherwise imgui_impl_opengl3_loader.h will be used. #endif #endif diff --git a/ImGui/backends/imgui_impl_opengl3_loader.h b/ImGui/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 0000000..d576235 --- /dev/null +++ b/ImGui/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,786 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// Regenerate with: +// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union GL3WProcs { + GL3WglProc ptr[58]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union GL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void *libgl; +static GL3WglProc (*glx_get_proc_address)(const GLubyte *); + +static int open_libgl(void) +{ + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = glx_get_proc_address((const GLubyte *)proc); + if (!res) + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major < 3) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 3) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union GL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/ImGui/backends/imgui_impl_osx.h b/ImGui/backends/imgui_impl_osx.h new file mode 100644 index 0000000..70619e3 --- /dev/null +++ b/ImGui/backends/imgui_impl_osx.h @@ -0,0 +1,43 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" // IMGUI_IMPL_API + +#ifdef __OBJC__ + +@class NSEvent; +@class NSView; + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif diff --git a/ImGui/backends/imgui_impl_osx.mm b/ImGui/backends/imgui_impl_osx.mm new file mode 100644 index 0000000..3181381 --- /dev/null +++ b/ImGui/backends/imgui_impl_osx.mm @@ -0,0 +1,758 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#import "imgui.h" +#import "imgui_impl_osx.h" +#import +#import +#import +#import + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fix building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. +// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. +// 2020-10-28: Inputs: Added a fix for handling keypad-enter key. +// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-07-07: Initial version. + +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + +// Data +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + + ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end + +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow *window = view.window; + if (!window) + return; + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +@end + +// Functions +static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_F17: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; +// case kVK_F18: return ImGuiKey_; +// case kVK_F19: return ImGuiKey_; +// case kVK_F20: return ImGuiKey_; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F3: return ImGuiKey_F3; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F11: return ImGuiKey_F11; + case kVK_F13: return ImGuiKey_PrintScreen; +// case kVK_F16: return ImGuiKey_; +// case kVK_F14: return ImGuiKey_; + case kVK_F10: return ImGuiKey_F10; + case 0x6E: return ImGuiKey_Menu; + case kVK_F12: return ImGuiKey_F12; +// case kVK_F15: return ImGuiKey_; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_F4: return ImGuiKey_F4; + case kVK_End: return ImGuiKey_End; + case kVK_F2: return ImGuiKey_F2; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_F1: return ImGuiKey_F1; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData(); + io.BackendPlatformUserData = (void*)bd; + + // Setup backend capabilities flags + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendPlatformName = "imgui_impl_osx"; + + bd->Observer = [ImGuiObserver new]; + + // Load cursors. Some of them are undocumented. + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + io.SetClipboardTextFn = [](void*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + io.GetClipboardTextFn = [](void*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return NULL; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return NULL; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; + + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + + return true; +} + +void ImGui_ImplOSX_Shutdown() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + bd->Observer = NULL; + if (bd->Monitor != NULL) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = NULL; + } + ImGui_ImplOSX_DestroyBackendData(); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!bd->MouseCursorHidden) + { + bd->MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measureable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) + { + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + +void ImGui_ImplOSX_NewFrame(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size + if (view) + { + const float dpi = (float)[view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(dpi, dpi); + } + + // Setup time step + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); + + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); +} + +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + + if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, true); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, false); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) + { + NSPoint mousePoint = event.locationInWindow; + mousePoint = [view convertPoint:mousePoint fromView:nil]; + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeScrollWheel) + { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + + double wheel_dx = 0.0; + double wheel_dy = 0.0; + + #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + { + wheel_dx = [event scrollingDeltaX]; + wheel_dy = [event scrollingDeltaY]; + if ([event hasPreciseScrollingDeltas]) + { + wheel_dx *= 0.1; + wheel_dy *= 0.1; + } + } + else + #endif // MAC_OS_X_VERSION_MAX_ALLOWED + { + wheel_dx = [event deltaX]; + wheel_dy = [event deltaY]; + } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f); + + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) + { + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiKey_ModShift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiKey_ModCtrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) + { + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + + NSEventModifierFlags modifier_flags = [event modifierFlags]; + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + } + + return io.WantCaptureKeyboard; + } + + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} diff --git a/ImGui/backends/imgui_impl_sdl.cpp b/ImGui/backends/imgui_impl_sdl.cpp new file mode 100644 index 0000000..9a5ca1d --- /dev/null +++ b/ImGui/backends/imgui_impl_sdl.cpp @@ -0,0 +1,564 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_sdl.h" + +// SDL +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y); + return true; + } + case SDL_MOUSEWHEEL: + { + float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; + float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_WINDOWEVENT: + { + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + bd->PendingMouseLeaveFrame = 0; + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->Renderer = renderer; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = NULL; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport +#ifdef _WIN32 + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; +#else + (void)window; +#endif + + // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + IM_UNUSED(sdl_gl_context); // Viewport branch will need this. + return ImGui_ImplSDL2_Init(window, NULL); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, NULL); +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, NULL); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, NULL); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (bd->Window == focused_window); +#else + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + int window_x, window_y, mouse_x_global, mouse_y_global; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + SDL_GetWindowPosition(bd->Window, &window_x, &window_y); + io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + } + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != NULL) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + bd->PendingMouseLeaveFrame = 0; + } + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} diff --git a/ImGui/backends/imgui_impl_sdl.h b/ImGui/backends/imgui_impl_sdl.h new file mode 100644 index 0000000..dc18c2c --- /dev/null +++ b/ImGui/backends/imgui_impl_sdl.h @@ -0,0 +1,36 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Window; +struct SDL_Renderer; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif diff --git a/ImGui/backends/imgui_impl_sdlrenderer.cpp b/ImGui/backends/imgui_impl_sdlrenderer.cpp new file mode 100644 index 0000000..b5cad6e --- /dev/null +++ b/ImGui/backends/imgui_impl_sdlrenderer.cpp @@ -0,0 +1,250 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// Missing features: + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#include "imgui_impl_sdlrenderer.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer_Data +{ + SDL_Renderer* SDLRenderer; + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions +bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SDLRenderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer_Shutdown() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer_DestroyDeviceObjects(); + + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer_SetupRenderState() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(bd->SDLRenderer, NULL); + SDL_RenderSetClipRect(bd->SDLRenderer, NULL); +} + +void ImGui_ImplSDLRenderer_NewFrame() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; + SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + ImGui_ImplSDLRenderer_SetupRenderState(); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer_SetupRenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(bd->SDLRenderer, &r); + + const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); + const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(bd->SDLRenderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == NULL) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = NULL; + } +} + +bool ImGui_ImplSDLRenderer_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer_DestroyFontsTexture(); +} diff --git a/ImGui/backends/imgui_impl_sdlrenderer.h b/ImGui/backends/imgui_impl_sdlrenderer.h new file mode 100644 index 0000000..51a1c45 --- /dev/null +++ b/ImGui/backends/imgui_impl_sdlrenderer.h @@ -0,0 +1,29 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); diff --git a/ImGui/backends/imgui_impl_vulkan.cpp b/ImGui/backends/imgui_impl_vulkan.cpp new file mode 100644 index 0000000..e5a9491 --- /dev/null +++ b/ImGui/backends/imgui_impl_vulkan.cpp @@ -0,0 +1,1507 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// To build this on 32-bit systems and support texture changes: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui_impl_vulkan.h" +#include + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkRenderPass RenderPass; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; + uint32_t Subpass; + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + + // Font data + VkSampler FontSampler; + VkDeviceMemory FontMemory; + VkImage FontImage; + VkImageView FontView; + VkDescriptorSet FontDescriptorSet; + VkDeviceMemory UploadBufferMemory; + VkBuffer UploadBuffer; + + // Render buffers + ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; + +// Forward Declarations +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +#ifdef VK_NO_PROTOTYPES +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // VK_NO_PROTOTYPES + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, + 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, + 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, + 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, + 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, + 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, + 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, + 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, + 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, + 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, + 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, + 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, + 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, + 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, + 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, + 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = vertex_buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + p_buffer_size = req.size; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + } + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers + ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; + if (wrb->FrameRenderBuffers == NULL) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = NULL; + ImDrawIdx* idx_dst = NULL; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst)); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst)); + check_vk_result(err); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSet with font or user texture + VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; + if (sizeof(ImTextureID) < sizeof(ImU64)) + { + // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. + IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); + desc_set[0] = bd->FontDescriptorSet; + } + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + size_t upload_size = width * height * 4 * sizeof(char); + + VkResult err; + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = bd->FontImage; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); + check_vk_result(err); + } + + // Create the Descriptor Set: + bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Create the Upload Buffer: + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = NULL; + err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + memcpy(map, pixels, upload_size); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = bd->UploadBufferMemory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, bd->UploadBufferMemory); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = bd->FontImage; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = width; + region.imageExtent.height = height; + region.imageExtent.depth = 1; + vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = bd->FontImage; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); + + return true; +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + // Create the shader modules + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo vert_info = {}; + vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo frag_info = {}; + frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->FontSampler) + return; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->DescriptorSetLayout) + return; + + ImGui_ImplVulkan_CreateFontSampler(device, allocator); + VkSampler sampler[1] = { bd->FontSampler }; + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + binding[0].pImmutableSamplers = sampler; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->PipelineLayout) + return; + + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator); + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); + dynamic_state.pDynamicStates = dynamic_states; + + ImGui_ImplVulkan_CreatePipelineLayout(device, allocator); + + VkGraphicsPipelineCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + info.flags = bd->PipelineCreateFlags; + info.stageCount = 2; + info.pStages = stage; + info.pVertexInputState = &vertex_info; + info.pInputAssemblyState = &ia_info; + info.pViewportState = &viewport_info; + info.pRasterizationState = &raster_info; + info.pMultisampleState = &ms_info; + info.pDepthStencilState = &depth_info; + info.pColorBlendState = &blend_info; + info.pDynamicState = &dynamic_state; + info.layout = bd->PipelineLayout; + info.renderPass = renderPass; + info.subpass = subpass; + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + check_vk_result(err); +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->FontSampler) + { + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); + check_vk_result(err); + } + + if (!bd->DescriptorSetLayout) + { + VkSampler sampler[1] = {bd->FontSampler}; + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + binding[0].pImmutableSamplers = sampler; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); + check_vk_result(err); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); + + return true; +} + +void ImGui_ImplVulkan_DestroyFontUploadObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->UploadBuffer) + { + vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator); + bd->UploadBuffer = VK_NULL_HANDLE; + } + if (bd->UploadBufferMemory) + { + vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator); + bd->UploadBufferMemory = VK_NULL_HANDLE; + } +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkan_DestroyFontUploadObjects(); + + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } + if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } + if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } + if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } +} + +bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be equivalent to not setting VK_NO_PROTOTYPES. +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == NULL) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + IM_ASSERT(render_pass != VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + bd->RenderPass = render_pass; + bd->Subpass = info->Subpass; + + ImGui_ImplVulkan_CreateDeviceObjects(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplVulkan_DestroyDeviceObjects(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?"); + IM_UNUSED(bd); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].sampler = sampler; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); + } + return descriptor_set; +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != NULL); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != NULL); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + (void)physical_device; + (void)allocator; + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + } + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = NULL; + wd->FrameSemaphores = NULL; + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + if (wd->Pipeline) + vkDestroyPipeline(device, wd->Pipeline, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + IM_ASSERT(wd->Frames == NULL); + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + { + VkAttachmentDescription attachment = {}; + attachment.format = wd->SurfaceFormat.format; + attachment.samples = VK_SAMPLE_COUNT_1_BIT; + attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + } + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = NULL; + wd->FrameSemaphores = NULL; + vkDestroyPipeline(device, wd->Pipeline, allocator); + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + vkDestroySurfaceKHR(instance, wd->Surface, allocator); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = NULL; + buffers->Index = 0; + buffers->Count = 0; +} diff --git a/ImGui/backends/imgui_impl_vulkan.h b/ImGui/backends/imgui_impl_vulkan.h new file mode 100644 index 0000000..52d9ffe --- /dev/null +++ b/ImGui/backends/imgui_impl_vulkan.h @@ -0,0 +1,155 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// See imgui_impl_vulkan.cpp file for details. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// Vulkan includes +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#include + +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_InitInfo +{ + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkPipelineCache PipelineCache; + VkDescriptorPool DescriptorPool; + uint32_t Subpass; + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); +}; + +// Called by user code +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// Register a texture (VkDescriptorSet == ImTextureID) +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + ClearEnable = true; + } +}; + diff --git a/ImGui/backends/imgui_impl_wgpu.cpp b/ImGui/backends/imgui_impl_wgpu.cpp new file mode 100644 index 0000000..9c512ca --- /dev/null +++ b/ImGui/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,719 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fix for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +#include "imgui.h" +#include "imgui_impl_wgpu.h" +#include +#include + +#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny))) + +#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20) +#error "Requires at least emscripten 2.0.20" +#endif + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); + +// WebGPU data +static WGPUDevice g_wgpuDevice = NULL; +static WGPUQueue g_defaultQueue = NULL; +static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; +static WGPURenderPipeline g_pipelineState = NULL; + +struct RenderResources +{ + WGPUTexture FontTexture; // Font texture + WGPUTextureView FontTextureView; // Texture view for font texture + WGPUSampler Sampler; // Sampler for the font texture + WGPUBuffer Uniforms; // Shader uniforms + WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui + WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; +static RenderResources g_resources; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; +static FrameResources* g_pFrameResources = NULL; +static unsigned int g_numFramesInFlight = 0; +static unsigned int g_frameIndex = UINT_MAX; + +struct Uniforms +{ + float MVP[4][4]; +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(set=0, binding = 0) uniform transform { mat4 mvp; }; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = mvp * vec4(aPos, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, + 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, + 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, + 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, + 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, + 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, + 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, + 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, + 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, + 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, + 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, + 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, + 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, + 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, + 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, + 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, + 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, + 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, + 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, + 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, + 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, + 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, + 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, + 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, + 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, + 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, + 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, + 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 +}; + +// glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=1) uniform sampler s; +layout(set=1, binding=0) uniform texture2D t; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sampler2D(t, s), In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, + 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, + 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, + 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, + 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, + 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, + 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, + 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, + 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, + 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, + 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, + 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, + 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, + 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, + 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, + 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, + 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, + 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, + 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, + 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, + 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, + 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 +}; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = NULL; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = NULL; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = NULL; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = NULL; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = NULL; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = NULL; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = NULL; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = NULL; +} +static void SafeRelease(WGPUTextureView& res) +{ + if (res) + wgpuTextureViewRelease(res); + res = NULL; +} +static void SafeRelease(WGPUTexture& res) +{ + if (res) + wgpuTextureRelease(res); + res = NULL; +} + +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.FontTexture); + SafeRelease(res.FontTextureView); + SafeRelease(res.Sampler); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroup); + SafeRelease(res.ImageBindGroup); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) +{ + WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; + spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; + spirv_desc.codeSize = binary_data_size; + spirv_desc.code = binary_data; + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast(&spirv_desc); + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); + stage_desc.entryPoint = "main"; + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + NULL, + "Dear ImGui Vertex buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + fr->VertexBufferSize * sizeof(ImDrawVert), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + NULL, + "Dear ImGui Index buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + fr->IndexBufferSize * sizeof(ImDrawIdx), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; + int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; + wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); + auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (bind_group) + { + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); + } + else + { + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); + } + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplWGPU_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, size_pp; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); + + // Upload texture to graphics system + { + WGPUTextureDescriptor tex_desc = {}; + tex_desc.label = "Dear ImGui Font Texture"; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = width; + tex_desc.size.height = height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); + + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); + } + + // Upload texture data + { + WGPUImageCopyTexture dst_view = {}; + dst_view.texture = g_resources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + } + + // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_Repeat; + sampler_desc.addressModeV = WGPUAddressMode_Repeat; + sampler_desc.addressModeW = WGPUAddressMode_Repeat; + sampler_desc.maxAnisotropy = 1; + g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + WGPUBufferDescriptor ub_desc = + { + NULL, + "Dear ImGui Uniform buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + sizeof(Uniforms), + false + }; + g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + if (!g_wgpuDevice) + return false; + if (g_pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample.count = 1; + graphics_pipeline_desc.multisample.mask = UINT_MAX; + graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; + graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { + { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = g_renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.depthBias = 0; + depth_stencil_state.depthBiasClamp = 0; + depth_stencil_state.depthBiasSlopeScale = 0; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = nullptr; + + g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateFontsTexture(); + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create resource bind group + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0); + bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1); + + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, + { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, + }; + + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); + + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); + g_resources.ImageBindGroup = image_bind_group; + g_resources.ImageBindGroupLayout = bg_layouts[1]; + g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + if (!g_wgpuDevice) + return; + + SafeRelease(g_pipelineState); + SafeRelease(g_resources); + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (unsigned int i = 0; i < g_numFramesInFlight; i++) + SafeRelease(g_pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format) +{ + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_webgpu"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + g_wgpuDevice = device; + g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); + g_renderTargetFormat = rt_format; + g_pFrameResources = new FrameResources[num_frames_in_flight]; + g_numFramesInFlight = num_frames_in_flight; + g_frameIndex = UINT_MAX; + + g_resources.FontTexture = NULL; + g_resources.FontTextureView = NULL; + g_resources.Sampler = NULL; + g_resources.Uniforms = NULL; + g_resources.CommonBindGroup = NULL; + g_resources.ImageBindGroups.Data.reserve(100); + g_resources.ImageBindGroup = NULL; + g_resources.ImageBindGroupLayout = NULL; + + // Create buffers with a default size (they will later be grown as needed) + for (int i = 0; i < num_frames_in_flight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = NULL; + fr->VertexBuffer = NULL; + fr->IndexBufferHost = NULL; + fr->VertexBufferHost = NULL; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] g_pFrameResources; + g_pFrameResources = NULL; + wgpuQueueRelease(g_defaultQueue); + g_wgpuDevice = NULL; + g_numFramesInFlight = 0; + g_frameIndex = UINT_MAX; +} + +void ImGui_ImplWGPU_NewFrame() +{ + if (!g_pipelineState) + ImGui_ImplWGPU_CreateDeviceObjects(); +} diff --git a/ImGui/backends/imgui_impl_wgpu.h b/ImGui/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..ec10768 --- /dev/null +++ b/ImGui/backends/imgui_impl_wgpu.h @@ -0,0 +1,25 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#include + +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); diff --git a/ImGui/backends/imgui_impl_win32.cpp b/ImGui/backends/imgui_impl_win32.cpp new file mode 100644 index 0000000..1044488 --- /dev/null +++ b/ImGui/backends/imgui_impl_win32.cpp @@ -0,0 +1,791 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + bool MouseTracked; + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + bool HasGamepad; + bool WantUpdateHasGamepad; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Functions +bool ImGui_ImplWin32_Init(void* hwnd) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->WantUpdateHasGamepad = true; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + + // Set platform dependent data in viewport + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS)); +} + +static void ImGui_ImplWin32_UpdateMouseData() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); + + const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + if (!io.WantSetMousePos && !bd->MouseTracked) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?"); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) +#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) + +// Map VK_xxx to ImGuiKey_xxx. +static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) +{ + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + + switch (msg) + { + case WM_MOUSEMOVE: + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + bd->MouseHwnd = hwnd; + if (!bd->MouseTracked) + { + TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 }; + ::TrackMouseEvent(&tme); + bd->MouseTracked = true; + } + io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam)); + break; + case WM_MOUSELEAVE: + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = NULL; + bd->MouseTracked = false; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + break; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + // if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) + // ::SetCapture(hwnd); + bd->MouseButtonsDown |= 1 << button; + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + // if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + // ::ReleaseCapture(); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(); + + // Obtain virtual key code + // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) + int vk = (int)wParam; + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + vk = IM_VK_KEYPAD_ENTER; + + // Submit key event + const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); + const int scancode = (int)LOBYTE(HIWORD(lParam)); + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL; + if (RtlVerifyVersionInfoFn == NULL) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == NULL) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL; + if (GetDpiForMonitorFn == NULL && shcore_dll != NULL) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != NULL) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(NULL); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(NULL, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- diff --git a/ImGui/impls/windows/imgui_impl_win32.h b/ImGui/backends/imgui_impl_win32.h similarity index 86% rename from ImGui/impls/windows/imgui_impl_win32.h rename to ImGui/backends/imgui_impl_win32.h index 768fe16..082461d 100644 --- a/ImGui/impls/windows/imgui_impl_win32.h +++ b/ImGui/backends/imgui_impl_win32.h @@ -3,11 +3,11 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs @@ -22,6 +22,8 @@ IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); // Win32 message handler your application need to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + #if 0 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif diff --git a/ImGui/backends/imgui_impl_x11.cpp b/ImGui/backends/imgui_impl_x11.cpp new file mode 100644 index 0000000..3faf3da --- /dev/null +++ b/ImGui/backends/imgui_impl_x11.cpp @@ -0,0 +1,389 @@ +// dear imgui: Platform Binding for Linux (standard X11 API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) + +// https://www.uninformativ.de/blog/postings/2017-04-02/0/POSTING-en.html +// https://stackoverflow.com/questions/27378318/c-get-string-from-clipboard-on-linux + +// Implemented features: +// [X] Platform: Clipboard support +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using +// [ ] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#include "imgui.h" +#include "imgui_impl_x11.h" + +#include +#include +#include +#include + +#include +#include +#include +#include + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-15-06: Clipboard support. +// 2019-08-31: Initial X11 implementation. + +// X11 Data +static Atom g_BufId; +static Atom g_PropId; +static Atom g_FmtIdUtf8String; +static Atom g_IncrId; + +static char* g_ClipboardBuffer = NULL; +static size_t g_ClipboardBufferLength = 0; +static size_t g_ClipboardBufferSize = 0; +static bool g_ClipboardOwned = false; + +static Display* g_Display = nullptr; +static Window g_Window = 0; +static uint64_t g_Time = 0; +static uint64_t g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; + +static bool GetKeyState(int keysym, char keys[32]) +{ + int keycode = XKeysymToKeycode(g_Display, keysym); + return keys[keycode/8] & (1< 255) + return key - 0xFF00; + + return key; +} + +static void ImGui_ImplX11_SendClipboard(XSelectionRequestEvent* sender) +{ + XSelectionEvent event; + + XChangeProperty(g_Display, sender->requestor, sender->property, g_FmtIdUtf8String, 8, PropModeReplace, + (const unsigned char*)g_ClipboardBuffer, g_ClipboardBufferLength); + + event.type = SelectionNotify; + event.requestor = sender->requestor; + event.selection = sender->selection; + event.target = sender->target; + event.property = sender->property; + event.time = sender->time; + + XSendEvent(g_Display, sender->requestor, True, NoEventMask, (XEvent *)&event); +} + +static void ImGui_ImplX11_SetClipboardText(void* user_data, const char* text) +{ + g_ClipboardBufferLength = strlen(text); + if(g_ClipboardBufferLength > 0) + { + if(g_ClipboardBufferLength >= g_ClipboardBufferSize) + { + free(g_ClipboardBuffer); + g_ClipboardBuffer = (char*)malloc(sizeof(char) * g_ClipboardBufferLength); + g_ClipboardBufferSize = g_ClipboardBufferLength; + } + memcpy(g_ClipboardBuffer, text, g_ClipboardBufferLength); + + if(!g_ClipboardOwned) + { + g_ClipboardOwned = true; + XSetSelectionOwner(g_Display, g_BufId, g_Window, CurrentTime); + } + } +} + +static const char* ImGui_ImplX11_GetClipboardText(void *user_data) +{ + XEvent event; + char *result; + unsigned long ressize, restail; + int resbits; + bool timed_out; + time_t now; + + now = time(NULL); + timed_out = false; + XConvertSelection(g_Display, g_BufId, g_FmtIdUtf8String, g_PropId, g_Window, CurrentTime); + do + { + XNextEvent(g_Display, &event); + if(event.type == SelectionRequest) + {// This happens when we are requesting our own buffer. + ImGui_ImplX11_SendClipboard(&event.xselectionrequest); + continue; + } + if(time(NULL) - now > 2) + { + timed_out = true; + break; + } + } + while (event.type != SelectionNotify || event.xselection.selection != g_BufId); + + g_ClipboardBuffer[0] = '\0'; + if (!timed_out && event.xselection.property) + { + XGetWindowProperty(g_Display, g_Window, g_PropId, 0, LONG_MAX/4, False, AnyPropertyType, + &g_FmtIdUtf8String, &resbits, &ressize, &restail, (unsigned char**)&result); + + if (g_FmtIdUtf8String == g_IncrId) + { + IM_ASSERT(0 && "Buffer is too large and INCR reading is not implemented yet.\n"); + } + else + { + if(ressize > g_ClipboardBufferSize) + { + free(g_ClipboardBuffer); + g_ClipboardBufferSize = ressize + 1; + g_ClipboardBuffer = (char*)malloc(sizeof(char) * g_ClipboardBufferSize); + } + memcpy(g_ClipboardBuffer, result, ressize); + g_ClipboardBuffer[ressize] = '\0'; + } + + XFree(result); + } + + return g_ClipboardBuffer; +} + +// Functions +bool ImGui_ImplX11_Init(void *display, void *window) +{ + timespec ts, tsres; + clock_getres(CLOCK_MONOTONIC_RAW, &tsres); + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + g_TicksPerSecond = 1000000000.0f / (static_cast(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); + g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; + + // Setup back-end capabilities flags + g_Display = reinterpret_cast(display); + g_Window = reinterpret_cast(window); + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_x11"; + io.ImeWindowHandle = nullptr; + + io.GetClipboardTextFn = ImGui_ImplX11_GetClipboardText; + io.SetClipboardTextFn = ImGui_ImplX11_SetClipboardText; + + g_ClipboardBuffer = (char*)malloc(sizeof(char) * 256); + g_ClipboardBufferSize = 256; + + g_BufId = XInternAtom(g_Display, "CLIPBOARD", False); + g_PropId = XInternAtom(g_Display, "XSEL_DATA", False); + g_FmtIdUtf8String = XInternAtom(g_Display, "UTF8_STRING", False); + g_IncrId = XInternAtom(g_Display, "INCR", False); + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = KeyToImGuiKey(XK_Tab); + io.KeyMap[ImGuiKey_LeftArrow] = KeyToImGuiKey(XK_Left); + io.KeyMap[ImGuiKey_RightArrow] = KeyToImGuiKey(XK_Right); + io.KeyMap[ImGuiKey_UpArrow] = KeyToImGuiKey(XK_Up); + io.KeyMap[ImGuiKey_DownArrow] = KeyToImGuiKey(XK_Down); + io.KeyMap[ImGuiKey_PageUp] = KeyToImGuiKey(XK_Prior); + io.KeyMap[ImGuiKey_PageDown] = KeyToImGuiKey(XK_Next); + io.KeyMap[ImGuiKey_Home] = KeyToImGuiKey(XK_Home); + io.KeyMap[ImGuiKey_End] = KeyToImGuiKey(XK_End); + io.KeyMap[ImGuiKey_Insert] = KeyToImGuiKey(XK_Insert); + io.KeyMap[ImGuiKey_Delete] = KeyToImGuiKey(XK_Delete); + io.KeyMap[ImGuiKey_Backspace] = KeyToImGuiKey(XK_BackSpace); + io.KeyMap[ImGuiKey_Space] = KeyToImGuiKey(XK_space); + io.KeyMap[ImGuiKey_Enter] = KeyToImGuiKey(XK_Return); + io.KeyMap[ImGuiKey_Escape] = KeyToImGuiKey(XK_Escape); + io.KeyMap[ImGuiKey_KeyPadEnter] = KeyToImGuiKey(XK_KP_Enter); + io.KeyMap[ImGuiKey_A] = KeyToImGuiKey(XK_a); + io.KeyMap[ImGuiKey_C] = KeyToImGuiKey(XK_c); + io.KeyMap[ImGuiKey_V] = KeyToImGuiKey(XK_v); + io.KeyMap[ImGuiKey_X] = KeyToImGuiKey(XK_x); + io.KeyMap[ImGuiKey_Y] = KeyToImGuiKey(XK_y); + io.KeyMap[ImGuiKey_Z] = KeyToImGuiKey(XK_z); + + return true; +} + +void ImGui_ImplX11_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.GetClipboardTextFn = NULL; + io.SetClipboardTextFn = NULL; + + free(g_ClipboardBuffer); g_ClipboardBuffer = NULL; + g_ClipboardBufferSize = 0; + g_ClipboardBufferLength = 0; + + g_Display = nullptr; + g_Window = 0; +} + +static bool ImGui_ImplX11_UpdateMouseCursor() +{ + return true; +} + +static void ImGui_ImplX11_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + // ::ClientToScreen(g_hWnd, &pos); + // ::SetCursorPos(pos.x, pos.y); + } + + // Set mouse position + Window unused_window; + int rx, ry, x, y; + unsigned int mask; + + XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); + + io.MousePos = ImVec2((float)x, (float)y); +} + +// Gamepad navigation mapping +static void ImGui_ImplX11_UpdateGamepads() +{ + // TODO: support linux gamepad ? +#ifndef IMGUI_IMPL_X11_DISABLE_GAMEPAD +#endif +} + +void ImGui_ImplX11_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + unsigned int width, height; + Window unused_window; + int unused_int; + unsigned int unused_unsigned_int; + + XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + + io.DisplaySize.x = width; + io.DisplaySize.y = height; + + timespec ts, tsres; + clock_gettime(CLOCK_MONOTONIC_RAW, &ts); + + uint64_t current_time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; + + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + char keys[32]; + XQueryKeymap(g_Display, keys); + + io.KeyCtrl = GetKeyState(XK_Control_L, keys); + io.KeyShift = GetKeyState(XK_Shift_L, keys); + io.KeyAlt = GetKeyState(XK_Alt_L, keys); + io.KeySuper = GetKeyState(XK_Super_L, keys); + + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplX11_UpdateMousePos(); + + // Update game controllers (if enabled and available) + ImGui_ImplX11_UpdateGamepads(); +} + +// Process X11 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (event.type) + { + case ButtonPress: + case ButtonRelease: + switch(event.xbutton.button) + { + case Button1: + io.MouseDown[0] = event.type == ButtonPress; + break; + + case Button2: + io.MouseDown[2] = event.type == ButtonPress; + break; + + case Button3: + io.MouseDown[1] = event.type == ButtonPress; + break; + + case Button4: // Mouse wheel up + if( event.type == ButtonPress ) + io.MouseWheel += 1; + return 0; + + case Button5: // Mouse wheel down + if( event.type == ButtonPress ) + io.MouseWheel -= 1; + return 0; + } + + break; + + case KeyPress: + { + int key = XkbKeycodeToKeysym(g_Display, event.xkey.keycode, 0, event.xkey.state & ShiftMask ? 1 : 0); + if( key < 255 ) + { + io.KeysDown[key] = true; + io.AddInputCharacter(key); + } + else if( key >= 0x1000100 && key <= 0x110ffff ) + { + io.AddInputCharacterUTF16(key); + } + else + { + io.KeysDown[key - 0xFF00] = true; + } + return 0; + } + + case KeyRelease: + { + int key = XkbKeycodeToKeysym(g_Display, event.xkey.keycode, 0, event.xkey.state & ShiftMask ? 1 : 0); + io.KeysDown[KeyToImGuiKey(key)] = false; + return 0; + } + + case FocusOut: + memset(io.KeysDown, 0, sizeof(io.KeysDown)); + return 0; + + + case SelectionClear: + g_ClipboardOwned = false; + return 0; + + case SelectionRequest: + { + ImGui_ImplX11_SendClipboard(&event.xselectionrequest); + } + } + return 0; +} + diff --git a/ImGui/backends/imgui_impl_x11.h b/ImGui/backends/imgui_impl_x11.h new file mode 100644 index 0000000..e1c4fa5 --- /dev/null +++ b/ImGui/backends/imgui_impl_x11.h @@ -0,0 +1,25 @@ +// dear imgui: Platform Binding for Linux (standard X11 API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using XK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(XK_space). +// [ ] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + +#pragma once + +IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window); +IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); + +// Configuration +// - Disable gamepad support +#define IMGUI_IMPL_X11_DISABLE_GAMEPAD + +// X11 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +#if 0 +extern IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event); +#endif diff --git a/ImGui/impls/windows/imgui_shaderblobs.cpp b/ImGui/backends/imgui_win_shader_blobs.cpp similarity index 92% rename from ImGui/impls/windows/imgui_shaderblobs.cpp rename to ImGui/backends/imgui_win_shader_blobs.cpp index e2a6f04..f7c4e90 100644 --- a/ImGui/impls/windows/imgui_shaderblobs.cpp +++ b/ImGui/backends/imgui_win_shader_blobs.cpp @@ -1,25 +1,6 @@ -/* - * Copyright (C) 2019-2020 Nemirtingas - * This file is part of the Nemirtingas's Steam Emulator - * - * The Nemirtingas's Steam Emulator is free software; you can redistribute it - * and/or modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; either - * version 3 of the License, or (at your option) any later version. - * - * The Nemirtingas's Steam Emulator is distributed in the hope that it will be - * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with the Goldberg Emulator; if not, see - * . - */ +#include "imgui_win_shader_blobs.h" -#include "imgui_shaderblobs.h" - -extern unsigned char ImGui_vertexShaderDX10[] = { +static unsigned char ImGui_vertexShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x7a, 0x54, 0x84, 0x96, 0xdf, 0xd1, 0x9e, 0x21, 0xfd, 0x85, 0x86, 0x3d, 0x28, 0xd1, 0x03, 0xae, 0x01, 0x00, 0x00, 0x00, 0x6c, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -95,7 +76,7 @@ extern unsigned char ImGui_vertexShaderDX10[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_vertexShaderDX11[] = { +static unsigned char ImGui_vertexShaderDX11[] = { 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -190,7 +171,7 @@ extern unsigned char ImGui_vertexShaderDX11[] = { 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab }; -extern unsigned char ImGui_vertexShaderDX11_9_1[] = { +static unsigned char ImGui_vertexShaderDX11_9_1[] = { 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -285,7 +266,7 @@ extern unsigned char ImGui_vertexShaderDX11_9_1[] = { 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab }; -extern unsigned char ImGui_vertexShaderDX11_9_3[] = { +static unsigned char ImGui_vertexShaderDX11_9_3[] = { 0x44, 0x58, 0x42, 0x43, 0x5d, 0xe0, 0x7a, 0x20, 0xf6, 0x2e, 0x27, 0xbf, 0x22, 0xd7, 0x94, 0x61, 0x73, 0xfa, 0xb3, 0x6d, 0x01, 0x00, 0x00, 0x00, 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -380,7 +361,7 @@ extern unsigned char ImGui_vertexShaderDX11_9_3[] = { 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab }; -extern unsigned char ImGui_vertexShaderDX11_10_1[] = { +static unsigned char ImGui_vertexShaderDX11_10_1[] = { 0x44, 0x58, 0x42, 0x43, 0xd3, 0xde, 0x09, 0xcf, 0xb2, 0x75, 0xc7, 0x09, 0x8b, 0xe6, 0x9d, 0xdc, 0x14, 0xc9, 0x0b, 0x59, 0x01, 0x00, 0x00, 0x00, 0x70, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -457,7 +438,7 @@ extern unsigned char ImGui_vertexShaderDX11_10_1[] = { 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_vertexShaderDX11_11_0[] = { +static unsigned char ImGui_vertexShaderDX11_11_0[] = { 0x44, 0x58, 0x42, 0x43, 0xb6, 0xcc, 0x5b, 0x29, 0xde, 0xfb, 0x4d, 0x91, 0x1f, 0x52, 0xbe, 0xc7, 0x8b, 0x0f, 0xbf, 0x5c, 0x01, 0x00, 0x00, 0x00, 0xdc, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -545,7 +526,7 @@ extern unsigned char ImGui_vertexShaderDX11_11_0[] = { -extern unsigned char ImGui_pixelShaderDX10[] = { +static unsigned char ImGui_pixelShaderDX10[] = { 0x44, 0x58, 0x42, 0x43, 0x9e, 0xce, 0x85, 0x72, 0xa7, 0x97, 0x52, 0xb4, 0x6d, 0xc4, 0x28, 0xfa, 0x10, 0xc0, 0xd2, 0xc1, 0x01, 0x00, 0x00, 0x00, 0x94, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -603,7 +584,7 @@ extern unsigned char ImGui_pixelShaderDX10[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_pixelShaderDX11[] = { +static unsigned char ImGui_pixelShaderDX11[] = { 0x44, 0x58, 0x42, 0x43, 0x34, 0xbd, 0x62, 0xe1, 0x71, 0x13, 0xaa, 0x19, 0x76, 0x89, 0xdb, 0x8a, 0x6e, 0x58, 0xa5, 0x88, 0x01, 0x00, 0x00, 0x00, 0x50, 0x04, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -698,7 +679,7 @@ extern unsigned char ImGui_pixelShaderDX11[] = { 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab }; -extern unsigned char ImGui_pixelShaderDX11_9_1[] = { +static unsigned char ImGui_pixelShaderDX11_9_1[] = { 0x44, 0x58, 0x42, 0x43, 0xfd, 0xf5, 0xd6, 0xef, 0xb1, 0xea, 0x3d, 0x58, 0xcc, 0xd8, 0xf8, 0x93, 0x11, 0xcb, 0x84, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -768,7 +749,7 @@ extern unsigned char ImGui_pixelShaderDX11_9_1[] = { 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab }; -extern unsigned char ImGui_pixelShaderDX11_9_3[] = { +static unsigned char ImGui_pixelShaderDX11_9_3[] = { 0x44, 0x58, 0x42, 0x43, 0x68, 0xbf, 0x8b, 0x46, 0x89, 0xb4, 0xbe, 0x06, 0xa2, 0x48, 0x16, 0x93, 0xb3, 0x46, 0x9d, 0xaa, 0x01, 0x00, 0x00, 0x00, 0x20, 0x03, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, @@ -838,7 +819,7 @@ extern unsigned char ImGui_pixelShaderDX11_9_3[] = { 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xab, 0xab }; -extern unsigned char ImGui_pixelShaderDX11_10_1[] = { +static unsigned char ImGui_pixelShaderDX11_10_1[] = { 0x44, 0x58, 0x42, 0x43, 0xed, 0x0b, 0x5f, 0x62, 0x62, 0x1f, 0xad, 0x3c, 0x16, 0xc6, 0xe5, 0x68, 0x51, 0x61, 0xc0, 0x0f, 0x01, 0x00, 0x00, 0x00, 0x98, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -897,7 +878,7 @@ extern unsigned char ImGui_pixelShaderDX11_10_1[] = { 0x00, 0x00, 0x00, 0x00 }; -extern unsigned char ImGui_pixelShaderDX11_11_0[] = { +static unsigned char ImGui_pixelShaderDX11_11_0[] = { 0x44, 0x58, 0x42, 0x43, 0x7d, 0x67, 0x4f, 0x5f, 0xde, 0x79, 0x94, 0x13, 0xc2, 0x10, 0x83, 0x8f, 0x8e, 0x27, 0x9c, 0x34, 0x01, 0x00, 0x00, 0x00, 0xe0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, @@ -961,3 +942,84 @@ extern unsigned char ImGui_pixelShaderDX11_11_0[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; + +////// Vertex Shaders ////// + +//#include +enum D3D_FEATURE_LEVEL +{ + D3D_FEATURE_LEVEL_1_0_CORE = 0x1000, + D3D_FEATURE_LEVEL_9_1 = 0x9100, + D3D_FEATURE_LEVEL_9_2 = 0x9200, + D3D_FEATURE_LEVEL_9_3 = 0x9300, + D3D_FEATURE_LEVEL_10_0 = 0xa000, + D3D_FEATURE_LEVEL_10_1 = 0xa100, + D3D_FEATURE_LEVEL_11_0 = 0xb000, + D3D_FEATURE_LEVEL_11_1 = 0xb100, + D3D_FEATURE_LEVEL_12_0 = 0xc000, + D3D_FEATURE_LEVEL_12_1 = 0xc100 +} D3D_FEATURE_LEVEL; + +shader_t getDX10VertexShader() +{ + return { ImGui_vertexShaderDX10, sizeof(ImGui_vertexShaderDX10)/sizeof(*ImGui_vertexShaderDX10) }; +} + +shader_t getDX11VertexShader(unsigned long feature_level) +{ + switch (feature_level) + { + case D3D_FEATURE_LEVEL_9_1 : return { ImGui_vertexShaderDX11_9_1 , sizeof(ImGui_vertexShaderDX11_9_1 ) / sizeof(*ImGui_vertexShaderDX11_9_1 ) }; + // 9.2 is the same shader as 9.1 + case D3D_FEATURE_LEVEL_9_2 : return { ImGui_vertexShaderDX11_9_1 , sizeof(ImGui_vertexShaderDX11_9_1 ) / sizeof(*ImGui_vertexShaderDX11_9_1 ) }; + case D3D_FEATURE_LEVEL_9_3 : return { ImGui_vertexShaderDX11_9_3 , sizeof(ImGui_vertexShaderDX11_9_3 ) / sizeof(*ImGui_vertexShaderDX11_9_3 ) }; + case D3D_FEATURE_LEVEL_10_0: return { ImGui_vertexShaderDX10 , sizeof(ImGui_vertexShaderDX10 ) / sizeof(*ImGui_vertexShaderDX10 ) }; + case D3D_FEATURE_LEVEL_10_1: return { ImGui_vertexShaderDX11_10_1, sizeof(ImGui_vertexShaderDX11_10_1) / sizeof(*ImGui_vertexShaderDX11_10_1) }; + case D3D_FEATURE_LEVEL_11_0: return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; + // 11.1 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_11_1: return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; + // 12.0 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_12_0: return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; + // 12.1 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_12_1: return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; + default : return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; + } +} + +shader_t getDX12VertexShader() +{ + return { ImGui_vertexShaderDX11_11_0, sizeof(ImGui_vertexShaderDX11_11_0) / sizeof(*ImGui_vertexShaderDX11_11_0) }; +} + +////// Pixel Shaders ////// + +shader_t getDX10PixelShader() +{ + return { ImGui_pixelShaderDX10, sizeof(ImGui_pixelShaderDX10) / sizeof(*ImGui_pixelShaderDX10) }; +} + +shader_t getDX11PixelShader(unsigned long feature_level) +{ + switch (feature_level) + { + case D3D_FEATURE_LEVEL_9_1 : return { ImGui_pixelShaderDX11_9_1 , sizeof(ImGui_pixelShaderDX11_9_1 ) / sizeof(*ImGui_pixelShaderDX11_9_1 ) }; + // 9.2 is the same shader as 9.1 + case D3D_FEATURE_LEVEL_9_2 : return { ImGui_pixelShaderDX11_9_1 , sizeof(ImGui_pixelShaderDX11_9_1 ) / sizeof(*ImGui_pixelShaderDX11_9_1 ) }; + case D3D_FEATURE_LEVEL_9_3 : return { ImGui_pixelShaderDX11_9_3 , sizeof(ImGui_pixelShaderDX11_9_3 ) / sizeof(*ImGui_pixelShaderDX11_9_3 ) }; + case D3D_FEATURE_LEVEL_10_0: return { ImGui_pixelShaderDX10 , sizeof(ImGui_pixelShaderDX10 ) / sizeof(*ImGui_pixelShaderDX10 ) }; + case D3D_FEATURE_LEVEL_10_1: return { ImGui_pixelShaderDX11_10_1 , sizeof(ImGui_pixelShaderDX11_10_1 ) / sizeof(*ImGui_pixelShaderDX11_10_1 ) }; + case D3D_FEATURE_LEVEL_11_0: return { ImGui_pixelShaderDX11_11_0 , sizeof(ImGui_pixelShaderDX11_11_0 ) / sizeof(*ImGui_pixelShaderDX11_11_0 ) }; + // 11.1 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_11_1: return { ImGui_pixelShaderDX11_11_0 , sizeof(ImGui_pixelShaderDX11_11_0 ) / sizeof(*ImGui_pixelShaderDX11_11_0 ) }; + // 12.0 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_12_0: return { ImGui_pixelShaderDX11_11_0 , sizeof(ImGui_pixelShaderDX11_11_0 ) / sizeof(*ImGui_pixelShaderDX11_11_0 ) }; + // 12.1 is the same shader as 11.0 + case D3D_FEATURE_LEVEL_12_1: return { ImGui_pixelShaderDX11_11_0 , sizeof(ImGui_pixelShaderDX11_11_0 ) / sizeof(*ImGui_pixelShaderDX11_11_0 ) }; + default : return { ImGui_pixelShaderDX11_11_0 , sizeof(ImGui_pixelShaderDX11_11_0 ) / sizeof(*ImGui_pixelShaderDX11_11_0 ) }; + } +} + +shader_t getDX12PixelShader() +{ + return { ImGui_pixelShaderDX11_11_0, sizeof(ImGui_pixelShaderDX11_11_0) / sizeof(*ImGui_pixelShaderDX11_11_0) }; +} diff --git a/ImGui/backends/imgui_win_shader_blobs.h b/ImGui/backends/imgui_win_shader_blobs.h new file mode 100644 index 0000000..b62689a --- /dev/null +++ b/ImGui/backends/imgui_win_shader_blobs.h @@ -0,0 +1,26 @@ +#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ +#define __IMGUI_SHADER_BLOBS_INCLUDED__ + +struct shader_t +{ + const void* shaderBlob; + unsigned int shaderBlobSize; +}; + +#ifdef __cplusplus +extern "C" { +#endif + +shader_t getDX10VertexShader(); +shader_t getDX11VertexShader(unsigned long feature_level); +shader_t getDX12VertexShader(); + +shader_t getDX10PixelShader(); +shader_t getDX11PixelShader(unsigned long feature_level); +shader_t getDX12PixelShader(); + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/ImGui/backends/vulkan/generate_spv.sh b/ImGui/backends/vulkan/generate_spv.sh new file mode 100644 index 0000000..948ef77 --- /dev/null +++ b/ImGui/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/ImGui/backends/vulkan/glsl_shader.frag b/ImGui/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/ImGui/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/ImGui/backends/vulkan/glsl_shader.vert b/ImGui/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/ImGui/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} diff --git a/ImGui/imconfig.h b/ImGui/imconfig.h index f3f3afe..400979d 100644 --- a/ImGui/imconfig.h +++ b/ImGui/imconfig.h @@ -28,16 +28,18 @@ //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. -//---- Disable all of Dear ImGui or don't implement standard windows. -// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. -#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. +#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) @@ -45,6 +47,7 @@ //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H @@ -59,16 +62,17 @@ // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) -// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. -// #define IMGUI_USE_STB_SPRINTF +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). -// On Windows you may use vcpkg with 'vcpkg install freetype' + 'vcpkg integrate install'. +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE //---- Use stb_truetype to build and rasterize the font atlas (default) @@ -78,12 +82,12 @@ //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* -#define IM_VEC2_CLASS_EXTRA \ - ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator MyVec2() const { return MyVec2(x,y); } -#define IM_VEC4_CLASS_EXTRA \ - ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ operator MyVec4() const { return MyVec4(x,y,z,w); } */ @@ -122,5 +126,5 @@ namespace ImGui #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT -#define IMGUI_IMPL_OPENGL_LOADER_GLEW +#define IMGUI_IMPL_OPENGL_LOADER_GLAD2 #define ImTextureID ImU64 diff --git a/ImGui/imgui.cpp b/ImGui/imgui.cpp index 25c779f..5c00b63 100644 --- a/ImGui/imgui.cpp +++ b/ImGui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (main code and documentation) // Help: @@ -11,11 +11,14 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -67,6 +70,7 @@ CODE // [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT // [SECTION] SCROLLING @@ -79,6 +83,8 @@ CODE // [SECTION] VIEWPORTS // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ @@ -96,6 +102,7 @@ CODE - Easy to hack and improve. - Minimize setup and maintenance. - Minimize state storage on user side. + - Minimize state synchronization. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - Efficient runtime and memory consumption. @@ -123,10 +130,9 @@ CODE - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - CTRL+Z,CTRL+Y to undo/redo. - ESCAPE to revert text to its original value. - - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE @@ -250,9 +256,9 @@ CODE io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here - io.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) @@ -287,9 +293,11 @@ CODE void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -304,9 +312,11 @@ CODE } else { - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches @@ -317,14 +327,16 @@ CODE // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - ImVec2 pos = draw_data->DisplayPos; - MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } - idx_buffer += pcmd->ElemCount; } } } @@ -333,31 +345,27 @@ CODE USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo - to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. @@ -376,6 +384,46 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2022/07/08 (1.88) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). - if you are using official backends from the source tree: you have nothing to do. - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). @@ -396,7 +444,7 @@ CODE - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. - - 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). @@ -715,9 +763,11 @@ CODE Q&A: Usage ---------- - Q: Why is my widget not reacting when I click on it? - Q: How can I have widgets with an empty label? - Q: How can I have multiple widgets with the same label? + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? @@ -785,6 +835,11 @@ CODE #include // intptr_t #endif +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + // [Windows] OS specific includes (optional) #if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_WIN32_FUNCTIONS @@ -890,7 +945,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSetti // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); -static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { @@ -898,34 +953,42 @@ namespace ImGui static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); -static void NavUpdateMoveResult(); -static void NavUpdateInitResult(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); -static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); -// Error Checking +// Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); // Misc static void UpdateSettings(); +static void UpdateKeyboardInputs(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateTabFocus(); -static void UpdateDebugToolItemPicker(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); // Viewports static void UpdateViewportsNewFrame(); @@ -980,7 +1043,8 @@ static void* GImAllocatorUserData = NULL; ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in ImGui + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. WindowPadding = ImVec2(8,8); // Padding within a window WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. @@ -1002,7 +1066,7 @@ ImGuiStyle::ImGuiStyle() ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. @@ -1015,7 +1079,7 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. @@ -1057,7 +1121,7 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); - IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; @@ -1065,12 +1129,14 @@ ImGuiIO::ImGuiIO() DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; - IniFilename = "imgui.ini"; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). LogFilename = "imgui_log.txt"; MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; +#endif KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1088,6 +1154,7 @@ ImGuiIO::ImGuiIO() #else ConfigMacOSXBehaviors = false; #endif + ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; @@ -1099,38 +1166,48 @@ ImGuiIO::ImGuiIO() GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; - ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; - ImeWindowHandle = NULL; + SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c != 0) - InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so // we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - if (c == 0 && InputQueueSurrogate == 0) + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) return; if ((c & 0xFC00) == 0xD800) // High surrogate, must save { if (InputQueueSurrogate != 0) - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); InputQueueSurrogate = c; return; } @@ -1140,7 +1217,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate { - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); } else { @@ -1153,17 +1230,19 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) InputQueueSurrogate = 0; } - InputQueueCharacters.push_back(cp); + AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { + if (!AppAcceptingEvents) + return; while (*utf8_chars != 0) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); if (c != 0) - InputQueueCharacters.push_back((ImWchar)c); + AddInputCharacter(c); } } @@ -1172,6 +1251,165 @@ void ImGuiIO::ClearInputCharacters() InputQueueCharacters.resize(0); } +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiModFlags_None; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + if (key_data->Down == down && key_data->AnalogValue == analog_value) + { + bool found = false; + for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) + if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) + found = true; + if (!found) + return; + } + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey(legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (!AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = x; + e.MousePos.PosY = y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- @@ -1425,8 +1663,12 @@ const char* ImStrSkipBlank(const char* str) // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else #include "stb_sprintf.h" #endif +#endif #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf @@ -1466,6 +1708,25 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) } #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + va_list args; + va_start(args, fmt); + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + va_end(args); +} + +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } +} + // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. @@ -1907,7 +2168,7 @@ void ImGuiStorage::BuildSortByKey() { struct StaticFunc { - static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; @@ -1915,8 +2176,7 @@ void ImGuiStorage::BuildSortByKey() return 0; } }; - if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const @@ -2028,18 +2288,15 @@ void ImGuiStorage::SetAllInt(int v) //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { + InputBuf[0] = 0; + CountGrep = 0; if (default_filter) { ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); Build(); } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } } bool ImGuiTextFilter::Draw(const char* label, float width) @@ -2208,9 +2465,10 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assume we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { ImGuiContext& g = *GImGui; @@ -2228,21 +2486,24 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items return; } - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRect); + // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect + // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. + ImRect rect = window->ClipRect; + if (g.NavMoveScoringItems) + rect.Add(g.NavScoringNoClipRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); + rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + int start = (int)((rect.Min.y - pos.y) / items_height); + int end = (int)((rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + // FIXME: Verify this works with tabbing + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) end++; start = ImClamp(start, 0, items_count); @@ -2250,17 +2511,42 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_start = start; *out_items_display_end = end; } +#endif -static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. - // The clipper should probably have a 4th step to display the last item in a regular manner. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiOldColumns* columns = window->DC.CurrentColumns) @@ -2276,6 +2562,15 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) } } +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); @@ -2284,7 +2579,7 @@ ImGuiListClipper::ImGuiListClipper() ImGuiListClipper::~ImGuiListClipper() { - IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); + End(); } // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 @@ -2302,28 +2597,55 @@ void ImGuiListClipper::Begin(int items_count, float items_height) StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; - ItemsFrozen = 0; - StepNo = 0; DisplayStart = -1; DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; } void ImGuiListClipper::End() { - if (ItemsCount < 0) // Already ended - return; + ImGuiContext& g = *GImGui; + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } ItemsCount = -1; - StepNo = 3; +} + +void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_min <= item_max); + if (item_min < item_max) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); } bool ImGuiListClipper::Step() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) @@ -2331,95 +2653,117 @@ bool ImGuiListClipper::Step() // No items if (ItemsCount == 0 || GetSkipItemForListClipping()) + return (void)End(), false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { - End(); - return false; - } - - // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) - if (StepNo == 0) - { - // While we are in frozen row state, keep displaying items one by one, unclipped - // FIXME: Could be stored as a table-agnostic state. - if (table != NULL && !table->IsUnfrozenRows) - { - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - ItemsFrozen++; - return true; - } - - StartPosY = window->DC.CursorPos.y; - if (ItemsHeight <= 0.0f) - { - // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - StepNo = 1; - return true; - } - - // Already has item height (given by user in Begin): skip to calculating step - DisplayStart = DisplayEnd; - StepNo = 2; - } - - // Step 1: the clipper infer height from first element - if (StepNo == 1) - { - IM_ASSERT(ItemsHeight <= 0.0f); - if (table) - { - const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row - const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. - ItemsHeight = pos_y2 - pos_y1; - window->DC.CursorPos.y = pos_y2; - } - else - { - ItemsHeight = window->DC.CursorPos.y - StartPosY; - } - IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); - StepNo = 2; - } - - // Reached end of list - if (DisplayEnd >= ItemsCount) - { - End(); - return false; - } - - // Step 2: calculate the actual range of elements to display, and position the cursor before the first element - if (StepNo == 2) - { - IM_ASSERT(ItemsHeight > 0.0f); - - int already_submitted = DisplayEnd; - ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); - DisplayStart += already_submitted; - DisplayEnd += already_submitted; - - // Seek cursor - if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); - - StepNo = 3; + DisplayStart = data->ItemsFrozen; + DisplayEnd = data->ItemsFrozen + 1; + if (DisplayStart >= ItemsCount) + return (void)End(), false; + data->ItemsFrozen++; return true; } - // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), - // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (StepNo == 3) + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) { - // Seek cursor - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor - ItemsCount = -1; - return false; + StartPosY = window->DC.CursorPos.y; + if (ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); + if (DisplayStart == DisplayEnd) + return (void)End(), false; + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. } - IM_ASSERT(0); + // Step 1: Let the clipper infer height from first range + if (ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); + int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); + data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) + { + DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); + if (DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(this, DisplayStart); + data->StepNo++; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + + End(); return false; } @@ -2509,6 +2853,7 @@ struct ImGuiStyleVarInfo static const ImGuiStyleVarInfo GStyleVarInfo[] = { { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize @@ -2786,7 +3131,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { - ellipsis_char = (ImWchar)'.'; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); @@ -2895,6 +3240,32 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl } } +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } + } +} + + //----------------------------------------------------------------------------- // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) //----------------------------------------------------------------------------- @@ -2927,19 +3298,16 @@ ImGuiWindow::~ImGuiWindow() { IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); - for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiOldColumns(); + ColumnsStorage.clear_destruct(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -2947,11 +3315,9 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } @@ -2959,44 +3325,9 @@ ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } @@ -3004,9 +3335,8 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { ImGuiID seed = IDStack.back(); - const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); return id; } @@ -3056,9 +3386,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; + + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Set active id g.ActiveIdIsJustActivated = (g.ActiveId != id); if (g.ActiveIdIsJustActivated) { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; @@ -3077,15 +3419,16 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) - g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; +#endif } void ImGui::ClearActiveID() @@ -3109,6 +3452,8 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } +// This is called by ItemAdd(). +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -3128,7 +3473,7 @@ void ImGui::MarkItemEdited(ImGuiID id) //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; - g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) @@ -3157,42 +3502,50 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavDisableMouseHover && !g.NavDisableHighlight) - return IsItemFocused(); + if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + if (!IsItemFocused()) + return false; + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function - // Test for bounding box overlap, as updated as ItemAdd() - ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags; - if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) - return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; - // Test if we are hovering the right window (our window could be behind another window) - // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable - // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was - // the test that has been running for a long while. - if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) - if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + // Test if another item is active (e.g. being dragged) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) return false; - // Test if another item is active (e.g. being dragged) - if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + // Test if the item is disabled + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Test if interactions on this window are blocked by an active popup or modal. - // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags)) - return false; + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) + return false; + } - // Test if the item is disabled - if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; - - // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. - if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) - return false; return true; } @@ -3210,9 +3563,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover) - return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (g.CurrentItemFlags & ImGuiItemFlags_Disabled)) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = true; return false; @@ -3221,9 +3572,21 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. if (id != 0) - { SetHoveredID(id); + // When disabled we'll return false but still set HoveredId + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id) + ClearActiveID(); + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { // [DEBUG] Item Picker tool! // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered @@ -3235,73 +3598,32 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) IM_DEBUG_BREAK(); } + if (g.NavDisableMouseHover) + return false; + return true; } -bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (clip_even_when_logged || !g.LogEnabled) + if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! -void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) -{ - window->DC.LastItemId = item_id; - window->DC.LastItemStatusFlags = item_flags; - window->DC.LastItemRect = item_rect; -} - -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0 && id == window->DC.LastItemId); - - // Increment counters - // FIXME: ImGuiItemFlags_Disabled should disable more. - const bool is_tab_stop = (g.CurrentItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterRegular++; - if (is_tab_stop) - { - window->DC.FocusCounterTabStop++; - if (g.NavId == id) - g.NavIdTabCounter = window->DC.FocusCounterTabStop; - } - - // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. - // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL) - { - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - } - - // Handle focus requests - if (g.TabFocusRequestCurrWindow == window) - { - if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) - { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByCode; - return; - } - if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) - { - g.NavJustTabbedId = id; - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; - return; - } - - // If another item is about to be focused, we clear our own active id - if (g.ActiveId == id) - ClearActiveID(); - } + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = item_rect; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3396,20 +3718,23 @@ void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeF ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) { + ImGuiContext* prev_ctx = GetCurrentContext(); ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); - if (GImGui == NULL) - SetCurrentContext(ctx); - Initialize(ctx); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. return ctx; } void ImGui::DestroyContext(ImGuiContext* ctx) { - if (ctx == NULL) - ctx = GImGui; - Shutdown(ctx); - if (GImGui == ctx) - SetCurrentContext(NULL); + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); IM_DELETE(ctx); } @@ -3527,8 +3852,9 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; g.ActiveIdNoClearOnFocusLoss = true; - g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + SetActiveIdUsingNavAndKeys(); bool can_move_window = true; if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) @@ -3555,17 +3881,13 @@ void ImGui::UpdateMouseMovingWindowNewFrame() if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) - { - MarkIniSettingsDirty(moving_window); - SetWindowPos(moving_window, pos, ImGuiCond_Always); - } + SetWindowPos(moving_window, pos, ImGuiCond_Always); FocusWindow(g.MovingWindow); } else { - ClearActiveID(); g.MovingWindow = NULL; + ClearActiveID(); } } else @@ -3629,7 +3951,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -3639,59 +3961,168 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) return (window->Active) && (!window->Hidden); } +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; + io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; + io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; + io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; + } + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif + +#endif + + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases + io.KeyMods = GetMergedModFlags(); + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + } +} + static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if (g.IO.MouseClicked[i]) + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) { - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; else - { - g.IO.MouseClickedTime[i] = g.Time; - } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; } - else if (g.IO.MouseDown[i]) + else if (io.MouseDown[i]) { // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); } - if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) - g.IO.MouseDownWasDoubleClick[i] = false; - if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) g.NavDisableMouseHover = false; } } @@ -3723,10 +4154,13 @@ void ImGui::UpdateMouseWheel() } } - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; + const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel); + const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX); + const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY); - if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) + float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; + float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; + if (wheel_x == 0.0f && wheel_y == 0.0f) return; ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; @@ -3735,7 +4169,7 @@ void ImGui::UpdateMouseWheel() // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); @@ -3759,8 +4193,11 @@ void ImGui::UpdateMouseWheel() // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; - const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; - const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; + if (swap_axis) + { + wheel_x = wheel_y; + wheel_y = 0.0f; + } // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) @@ -3791,48 +4228,11 @@ void ImGui::UpdateMouseWheel() } } -void ImGui::UpdateTabFocus() -{ - ImGuiContext& g = *GImGui; - - // Pressing TAB activate widget focus - g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.TabFocusPressed) - { - // - This path is only taken when no widget are active/tabbed-into yet. - // Subsequent tabbing will be processed by FocusableItemRegister() - // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields here even though they will be turned into Curr fields below. - g.TabFocusRequestNextWindow = g.NavWindow; - g.TabFocusRequestNextCounterRegular = INT_MAX; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); - else - g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.TabFocusRequestCurrWindow = NULL; - g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; - if (g.TabFocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.TabFocusRequestNextWindow; - g.TabFocusRequestCurrWindow = window; - if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.TabFocusRequestNextWindow = NULL; - g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; -} - // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: @@ -3844,63 +4244,77 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) clear_hovered_windows = true; // Disabled mouse? - if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) clear_hovered_windows = true; - // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. - int mouse_earliest_button_down = -1; + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); - mouse_any_down |= g.IO.MouseDown[i]; - if (g.IO.MouseDown[i]) - if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) - mouse_earliest_button_down = i; + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; } - const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; - if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + if (!mouse_avail && !mouse_dragging_extern_payload) clear_hovered_windows = true; if (clear_hovered_windows) g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag if (g.WantCaptureMouseNextFrame != -1) - g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } else - g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) if (g.WantCaptureKeyboardNextFrame != -1) - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else - g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - g.IO.WantCaptureKeyboard = true; + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible - g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() +// [Internal] Do not use directly (can read io.KeyMods instead) +ImGuiModFlags ImGui::GetMergedModFlags() { ImGuiContext& g = *GImGui; - ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; - if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } - if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } - if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } - if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } - return key_mod_flags; + ImGuiModFlags key_mods = ImGuiModFlags_None; + if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; } + if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; } + if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; } + return key_mods; } void ImGui::NewFrame() @@ -3985,9 +4399,16 @@ void ImGui::NewFrame() g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; - // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveId) g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; @@ -4003,10 +4424,23 @@ void ImGui::NewFrame() if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; - g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); } +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (g.ActiveId == 0) + g.ActiveIdUsingNavInputMask = 0; + else if (g.ActiveIdUsingNavInputMask != 0) + { + // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); } + if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) + SetActiveIdUsingKey(ImGuiKey_Escape); + if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) + IM_ASSERT(0); // Other values unsupported + } +#endif + // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; g.DragDropAcceptIdCurr = 0; @@ -4015,12 +4449,21 @@ void ImGui::NewFrame() g.DragDropWithinTarget = false; g.DragDropHoldJustPressedId = 0; + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Process input queue (trickle as many events as possible) + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + // Update keyboard input state - // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools - g.IO.KeyMods = GetMergedKeyModFlags(); - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); // Update gamepad/keyboard navigation NavUpdate(); @@ -4043,14 +4486,14 @@ void ImGui::NewFrame() g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Update legacy TAB focus - UpdateTabFocus(); - // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; @@ -4071,9 +4514,9 @@ void ImGui::NewFrame() for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); - for (int i = 0; i < g.TablesTempDataStack.Size; i++) - if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time) - TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]); + for (int i = 0; i < g.TablesTempData.Size; i++) + if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempData[i]); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; @@ -4089,10 +4532,10 @@ void ImGui::NewFrame() g.ItemFlagsStack.resize(0); g.ItemFlagsStack.push_back(ImGuiItemFlags_None); g.GroupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow, false); - // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + // [DEBUG] Update debug features UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -4105,34 +4548,9 @@ void ImGui::NewFrame() CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } -// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. -void ImGui::UpdateDebugToolItemPicker() +void ImGui::Initialize() { ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakId = 0; - if (g.DebugItemPickerActive) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - SetMouseCursor(ImGuiMouseCursor_Hand); - if (IsKeyPressedMap(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakId = hovered_id; - g.DebugItemPickerActive = false; - } - SetNextWindowBgAlpha(0.60f); - BeginTooltip(); - Text("HoveredId: 0x%08X", hovered_id); - Text("Press ESC to abort picking."); - TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - EndTooltip(); - } -} - -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; IM_ASSERT(!g.Initialized && !g.SettingsLoaded); // Add .ini handle for ImGuiWindow type @@ -4145,27 +4563,28 @@ void ImGui::Initialize(ImGuiContext* context) ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + AddSettingsHandler(&ini_handler); } // Add .ini handle for ImGuiTable type - TableSettingsInstallHandler(context); + TableSettingsAddSettingsHandler(); // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); #ifdef IMGUI_HAS_DOCK -#endif // #ifdef IMGUI_HAS_DOCK +#endif g.Initialized = true; } // This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) +void ImGui::Shutdown() { // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; + ImGuiContext& g = *GImGui; if (g.IO.Fonts && g.FontAtlasOwnedByContext) { g.IO.Fonts->Locked = false; @@ -4179,19 +4598,12 @@ void ImGui::Shutdown(ImGuiContext* context) // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) if (g.SettingsLoaded && g.IO.IniFilename != NULL) - { - ImGuiContext* backup_context = GImGui; - SetCurrentContext(&g); SaveIniSettingsToDisk(g.IO.IniFilename); - SetCurrentContext(backup_context); - } CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else - for (int i = 0; i < g.Windows.Size; i++) - IM_DELETE(g.Windows[i]); - g.Windows.clear(); + g.Windows.clear_delete(); g.WindowsFocusOrder.clear(); g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; @@ -4207,18 +4619,16 @@ void ImGui::Shutdown(ImGuiContext* context) g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - for (int i = 0; i < g.Viewports.Size; i++) - IM_DELETE(g.Viewports[i]); - g.Viewports.clear(); + g.Viewports.clear_delete(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); + g.ClipperTempData.clear_destruct(); + g.Tables.Clear(); - for (int i = 0; i < g.TablesTempDataStack.Size; i++) - g.TablesTempDataStack[i].~ImGuiTableTempData(); - g.TablesTempDataStack.clear(); + g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); g.ClipboardHandlerData.clear(); @@ -4237,6 +4647,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.LogFile = NULL; } g.LogBuffer.clear(); + g.DebugLogBuf.clear(); g.Initialized = false; } @@ -4259,8 +4670,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im if (window->Active) { int count = window->DC.ChildWindows.Size; - if (count > 1) - ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -4272,11 +4682,10 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { - // Remove trailing command if unused. - // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well. - draw_list->_PopUnusedDrawCmd(); if (draw_list->CmdBuffer.Size == 0) return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. // May trigger for you if you are using PrimXXX functions incorrectly. @@ -4320,11 +4729,15 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer) } } -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData(ImGuiWindow* window) +static inline int GetWindowDisplayLayer(ImGuiWindow* window) { - int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(window, layer); + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4358,8 +4771,10 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorFramebufferScale = io.DisplayFramebufferScale; for (int n = 0; n < draw_lists->Size; n++) { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + ImDrawList* draw_list = draw_lists->Data[n]; + draw_list->_PopUnusedDrawCmd(); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; } } @@ -4383,6 +4798,88 @@ void ImGui::PopClipRect() window->ClipRect = window->DrawList->_ClipRectStack.back(); } +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindow->DrawList; + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->PopClipRect(); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = GetMainViewport(); + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } +} + // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. void ImGui::EndFrame() { @@ -4398,12 +4895,9 @@ void ImGui::EndFrame() ErrorCheckEndFrameSanityChecks(); - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) - { - g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); - g.PlatformImeLastPos = g.PlatformImePos; - } + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData); // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; @@ -4461,11 +4955,13 @@ void ImGui::EndFrame() // Clear Input data for next frame g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; @@ -4473,6 +4969,7 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); + const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; @@ -4487,6 +4984,10 @@ void ImGui::Render() AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } + // Draw modal/window whitening backgrounds + if (first_render_of_frame) + RenderDimmedBackgrounds(); + // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; @@ -4502,6 +5003,10 @@ void ImGui::Render() if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; for (int n = 0; n < g.Viewports.Size; n++) @@ -4509,10 +5014,6 @@ void ImGui::Render() ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - // Draw software mouse cursor if requested by io.MouseDrawCursor flag - if (g.IO.MouseDrawCursor) - RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); - // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); @@ -4610,239 +5111,11 @@ static void FindHoveredWindow() g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) -{ - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - return true; -} - -int ImGui::GetKeyIndex(ImGuiKey imgui_key) -{ - IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - ImGuiContext& g = *GImGui; - return g.IO.KeyMap[imgui_key]; -} - -// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! -// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! -bool ImGui::IsKeyDown(int user_key_index) -{ - if (user_key_index < 0) - return false; - ImGuiContext& g = *GImGui; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDown[user_key_index]; -} - -// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) -// t1 = current time (e.g.: g.Time) -// An event is triggered at: -// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N -int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) -{ - if (t1 == 0.0f) - return 1; - if (t0 >= t1) - return 0; - if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); - const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); - const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); - const int count = count_t1 - count_t0; - return count; -} - -int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) -{ - ImGuiContext& g = *GImGui; - if (key_index < 0) - return 0; - IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); -} - -bool ImGui::IsKeyPressed(int user_key_index, bool repeat) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) - return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[user_key_index]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; -} - -bool ImGui::IsKeyReleased(int user_key_index) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; -} - -bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); - if (amount > 0) - return true; - } - return false; -} - -bool ImGui::IsMouseReleased(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDoubleClicked[button]; -} - -// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. -// [Internal] This doesn't test if the button is pressed -bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; -} - -bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; - return IsMouseDragPastThreshold(button, lock_threshold); -} - -ImVec2 ImGui::GetMousePos() -{ - ImGuiContext& g = *GImGui; - return g.IO.MousePos; -} - -// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! -ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() -{ - ImGuiContext& g = *GImGui; - if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; - return g.IO.MousePos; -} - -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. -bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) -{ - // The assert is only to silence a false-positive in XCode Static Analysis. - // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). - IM_ASSERT(GImGui != NULL); - const float MOUSE_INVALID = -256000.0f; - ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; - return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; -} - -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - -// Return the delta from the initial clicking position while the mouse button is clicked or was just released. -// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; - return ImVec2(0.0f, 0.0f); -} - -void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp(bool capture) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp(bool capture) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; -} - bool ImGui::IsItemActive() { ImGuiContext& g = *GImGui; if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - return g.ActiveId == window->DC.LastItemId; - } + return g.ActiveId == g.LastItemData.ID; return false; } @@ -4850,21 +5123,17 @@ bool ImGui::IsItemActivated() { ImGuiContext& g = *GImGui; if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) return true; - } return false; } bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); } bool ImGui::IsItemDeactivatedAfterEdit() @@ -4877,9 +5146,7 @@ bool ImGui::IsItemDeactivatedAfterEdit() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (g.NavId != window->DC.LastItemId || g.NavId == 0) + if (g.NavId != g.LastItemData.ID || g.NavId == 0) return false; return true; } @@ -4894,13 +5161,13 @@ bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) bool ImGui::IsItemToggledOpen() { ImGuiContext& g = *GImGui; - return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; - return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } bool ImGui::IsAnyItemHovered() @@ -4923,14 +5190,14 @@ bool ImGui::IsAnyItemFocused() bool ImGui::IsItemVisible() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(window->DC.LastItemRect); + ImGuiContext& g = *GImGui; + return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); } bool ImGui::IsItemEdited() { - ImGuiWindow* window = GetCurrentWindowRead(); - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; } // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. @@ -4938,7 +5205,7 @@ bool ImGui::IsItemEdited() void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - ImGuiID id = g.CurrentWindow->DC.LastItemId; + ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; if (g.ActiveId == id) @@ -4948,29 +5215,41 @@ void ImGui::SetItemAllowOverlap() void ImGui::SetItemUsingMouseWheel() { ImGuiContext& g = *GImGui; - ImGuiID id = g.CurrentWindow->DC.LastItemId; + ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdUsingMouseWheel = true; if (g.ActiveId == id) - g.ActiveIdUsingMouseWheel = true; + { + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelX); + g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelY); + } +} + +void ImGui::SetActiveIdUsingNavAndKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask.SetAllBits(); + NavMoveRequestCancel(); } ImVec2 ImGui::GetItemRectMin() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Min; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; } ImVec2 ImGui::GetItemRectMax() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Max; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; } ImVec2 ImGui::GetItemRectSize() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.GetSize(); + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); } bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) @@ -4992,15 +5271,16 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + const char* temp_window_name; if (name) - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); else - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(g.TempBuffer, NULL, flags); + bool ret = Begin(temp_window_name, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; @@ -5065,7 +5345,7 @@ void ImGui::EndChild() ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } @@ -5075,7 +5355,7 @@ void ImGui::EndChild() ItemAdd(bb, 0); } if (g.HoveredWindow == window) - parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return @@ -5128,6 +5408,29 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin window->Collapsed = settings->Collapsed; } +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -5151,7 +5454,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); ApplyWindowSettings(window, settings); } - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -5167,16 +5470,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - if (!(flags & ImGuiWindowFlags_ChildWindow)) - { - g.WindowsFocusOrder.push_back(window); - window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); - } - if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); + UpdateWindowInFocusOrderList(window, true, window->Flags); + return window; } @@ -5283,11 +5582,11 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) return size_final; } -static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) return ImGuiCol_PopupBg; - if (flags & ImGuiWindowFlags_ChildWindow) + if (window->Flags & ImGuiWindowFlags_ChildWindow) return ImGuiCol_ChildBg; return ImGuiCol_WindowBg; } @@ -5407,12 +5706,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + KeepAliveID(resize_grip_id); ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) { // Manual auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); @@ -5442,7 +5742,8 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() - ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); + KeepAliveID(border_id); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { @@ -5466,23 +5767,31 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s window->DC.NavLayerCurrent = ImGuiNavLayer_Main; // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { - ImVec2 nav_resize_delta; + ImVec2 nav_resize_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + nav_resize_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + nav_resize_dir = GetKeyVector2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } } } @@ -5565,7 +5874,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Window background if (!(flags & ImGuiWindowFlags_NoBackground)) { - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); bool override_alpha = false; float alpha = 1.0f; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) @@ -5631,6 +5940,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -5673,8 +5983,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, @@ -5693,23 +6002,30 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); - } } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) window->RootWindow = parent_window->RootWindow; + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) @@ -5719,6 +6035,38 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - Window // FindBlockingModal() returns Modal1 +// - Window // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. returns Modal2 +// - Modal2 // .. returns Modal2 +static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + { + ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. + break; + for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) + if (IsWindowWithinBeginStackOf(window, parent)) + return popup_window; // Place window above its begin stack parent. + } + return NULL; +} + // Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. @@ -5739,6 +6087,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_created = (window == NULL); if (window_just_created) window = CreateNewWindow(name, flags); + else + UpdateWindowInFocusOrderList(window, window_just_created, flags); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) @@ -5778,7 +6128,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); @@ -5788,22 +6138,31 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindowStack.push_back(window); g.CurrentWindow = window; - window->DC.StackSizesOnBegin.SetToCurrentState(); + ImGuiWindowStackData window_stack_data; + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToCurrentState(); + g.CurrentWindowStack.push_back(window_stack_data); g.CurrentWindow = NULL; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) + { UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } // Process SetNextWindow***() calls // (FIXME: Consider splitting the HasXXX flags into X/Y components @@ -5860,6 +6219,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); @@ -5886,7 +6246,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; @@ -5916,6 +6275,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SELECT VIEWPORT // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + SetWindowViewport(window, viewport); SetCurrentWindow(window); // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) @@ -5938,7 +6300,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { @@ -6029,7 +6391,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); ImRect viewport_rect(viewport->GetMainRect()); ImRect viewport_work_rect(viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); @@ -6058,8 +6419,36 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) want_focus = true; else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) want_focus = true; + + ImGuiWindow* modal = GetTopMostPopupModal(); + if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) + { + // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. + // Since window is not focused it would reappear at the same display position like the last time it was visible. + // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. + // Position window behind a modal that is not a begin-parent of this window. + want_focus = false; + if (window == window->RootWindow) + { + ImGuiWindow* blocking_modal = FindBlockingModal(window); + IM_ASSERT(blocking_modal != NULL); + BringWindowToDisplayBehind(window, blocking_modal); + } + } } + // [Test Engine] Register whole window in the item system +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; + IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; ImU32 resize_grip_col[4] = {}; @@ -6108,7 +6497,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - ScrollToBringRectIntoView() + // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -6155,34 +6544,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); PushClipRect(host_rect.Min, host_rect.Max, false); - // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; - const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); - if (dim_bg_for_modal || dim_bg_for_window_list) - { - const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); - } - - // Draw navigation selection/windowing rectangle background - if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) - { - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); - } - - // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. - // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. - // We also disabled this when we have dimming overlay behind this specific one child. - // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) render_decorations_in_parent = true; + } if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; @@ -6195,20 +6571,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList = &window->DrawListInst; } - // Draw navigation selection/windowing rectangle border - if (g.NavWindowingTargetAnim == window) - { - float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward - { - bb.Expand(-g.FontSize - 1.0f); - rounding = window->WindowRounding; - } - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); - } - // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) // Work rectangle. @@ -6240,13 +6602,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; @@ -6255,7 +6624,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; - window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); @@ -6263,7 +6632,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -6295,18 +6663,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) /* //if (g.NavWindow == window && g.ActiveId == 0) if (g.ActiveId == window->MoveId) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) LogToClipboard(); */ // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. - SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); -#ifdef IMGUI_ENABLE_TEST_ENGINE + // [Test Engine] Register title bar / tab if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) - IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); -#endif + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); } else { @@ -6315,8 +6682,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Pull/inherit current state - g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595 + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); @@ -6334,9 +6700,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - if (!g.LogEnabled) + { + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; + } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -6350,7 +6719,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0); + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); // Disable inputs for requested number of frames if (window->DisableInputsFrames > 0) @@ -6361,7 +6731,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; - if (window->Collapsed || !window->Active || window->Hidden) + if (window->Collapsed || !window->Active || hidden_regular) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; @@ -6397,11 +6767,14 @@ void ImGui::End() LogFinish(); // Pop from window stack - g.CurrentWindowStack.pop_back(); + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - window->DC.StackSizesOnBegin.CompareWithCurrentState(); - SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) @@ -6454,6 +6827,34 @@ void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) } } +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + // Moving window to front of display and set focus (which happens to be back of our sorted list) void ImGui::FocusWindow(ImGuiWindow* window) { @@ -6461,16 +6862,13 @@ void ImGui::FocusWindow(ImGuiWindow* window) if (g.NavWindow != window) { - g.NavWindow = window; + SetNavWindow(window); if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; g.NavFocusScopeId = 0; g.NavIdIsAlive = false; - g.NavLayer = ImGuiNavLayer_Main; - g.NavInitRequest = g.NavMoveRequest = false; - NavUpdateAnyRequestFlag(); - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } // Close popups if any @@ -6501,8 +6899,18 @@ void ImGui::FocusWindow(ImGuiWindow* window) void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - - const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. @@ -6575,6 +6983,40 @@ void ImGui::PopItemFlag() g.CurrentItemFlags = g.ItemFlagsStack.back(); } +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. +// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) { @@ -6610,7 +7052,36 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPosStack.pop_back(); } -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) return true; @@ -6618,7 +7089,7 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window == potential_parent) return true; - window = window->ParentWindow; + window = window->ParentWindowInBeginStack; } return false; } @@ -6626,6 +7097,12 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* candidate_window = g.Windows[i]; @@ -6639,39 +7116,33 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - if (g.HoveredWindow == NULL) + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) return false; if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { - ImGuiWindow* window = g.CurrentWindow; - switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow->RootWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_ChildWindows: - if (!IsWindowChildOf(g.HoveredWindow, window)) - return false; - break; - default: - if (g.HoveredWindow != window) - return false; - break; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; } - if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + if (!IsWindowContentHoverable(ref_window, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) return false; return true; } @@ -6679,22 +7150,23 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; if (flags & ImGuiFocusedFlags_AnyWindow) - return g.NavWindow != NULL; + return true; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) - { - case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); - default: - return g.NavWindow == g.CurrentWindow; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + return (ref_window == cur_window); } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) @@ -6738,6 +7210,9 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; @@ -6772,26 +7247,19 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set - if (size.x > 0.0f) - { - window->AutoFitFramesX = 0; + ImVec2 old_size = window->SizeFull; + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else window->SizeFull.x = IM_FLOOR(size.x); - } - else - { - window->AutoFitFramesX = 2; + if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; - } - if (size.y > 0.0f) - { - window->AutoFitFramesY = 0; + else window->SizeFull.y = IM_FLOOR(size.y); - } - else - { - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); } void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) @@ -6964,6 +7432,7 @@ void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) @@ -6983,14 +7452,37 @@ void ImGui::PopFocusScope() g.FocusScopeStack.pop_back(); } +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! void ImGui::SetKeyboardFocusHere(int offset) { - IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.TabFocusRequestNextCounterTabStop = INT_MAX; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } } void ImGui::SetItemDefaultFocus() @@ -6999,15 +7491,17 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = window->DC.LastItemId; - g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHereY(); - } + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) @@ -7026,7 +7520,7 @@ void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); + ImGuiID id = window->GetID(str_id); window->IDStack.push_back(id); } @@ -7034,7 +7528,7 @@ void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + ImGuiID id = window->GetID(str_id_begin, str_id_end); window->IDStack.push_back(id); } @@ -7042,7 +7536,7 @@ void ImGui::PushID(const void* ptr_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + ImGuiID id = window->GetID(ptr_id); window->IDStack.push_back(id); } @@ -7050,7 +7544,7 @@ void ImGui::PushID(int int_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); + ImGuiID id = window->GetID(int_id); window->IDStack.push_back(id); } @@ -7059,6 +7553,8 @@ void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); window->IDStack.push_back(id); } @@ -7068,11 +7564,9 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -7114,15 +7608,524 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) } +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + int index; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key)) + index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native + else + index = key; +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + index = key - ImGuiKey_NamedKey_BEGIN; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +int ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (int)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + ImGuiIO& io = GetIO(); + if (io.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); + key = (ImGuiKey)io.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +void ImGui::GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((mods & ~ImGuiModFlags_All) == 0 && "Passing invalid ImGuiModFlags value!"); // A frequent mistake is to pass ImGuiKey_ModXXX instead of ImGuiModFlags_XXX + ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + (mods & ImGuiModFlags_Ctrl) ? "Ctrl+" : "", + (mods & ImGuiModFlags_Shift) ? "Shift+" : "", + (mods & ImGuiModFlags_Alt) ? "Alt+" : "", + (mods & ImGuiModFlags_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + GetKeyName(key)); +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership. +bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + + bool pressed = (t == 0.0f); + if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + } + + if (!pressed) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2; +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +#endif + +/*static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +}*/ + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (IsMousePosValid(&event_pos)) + event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() + if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) + { + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + mouse_moved = true; + } + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (io.MouseDown[button] != e->MouseButton.Down) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + io.MouseDown[button] = e->MouseButton.Down; + mouse_button_changed |= (1 << button); + } + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + } + else if (e->Type == ImGuiInputEventType_Key) + { + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); + ImGuiKeyData* keydata = &io.KeysData[keydata_index]; + if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0)) + break; + keydata->Down = e->Key.Down; + keydata->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(keydata_index); + + if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) + { + if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } + if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } + if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } + if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } + io.KeyMods = GetMergedModFlags(); + } + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key] = keydata->Down; + if (io.KeyMap[key] != -1) + io.KeysDown[io.KeyMap[key]] = keydata->Down; +#endif + } + } + else if (e->Type == ImGuiInputEventType_Text) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process lower, in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + io.AppFocusLost = !e->AppFocused.Focused; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] + /*if (event_n != 0) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/ + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.AppFocusLost = false; + } +} + + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +// If this triggers you have an issue: +// - Most commonly: mismatched headers and compiled code version. +// - Or: mismatched configuration #define, compilation settings, packing pragma etc. +// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, +// which is way it is required you put them in your imconfig file (and not just before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; @@ -7154,19 +8157,21 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) @@ -7183,11 +8188,11 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. - const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(key_mod_flags); + const ImGuiModFlags key_mods = GetMergedModFlags(); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); - // Recover from errors + // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you @@ -7218,56 +8223,15 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) + while (g.CurrentWindowStack.Size > 0) //-V1044 { - while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); - EndTable(); - } + ErrorCheckEndWindowRecover(log_callback, user_data); ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 - { - if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); - EndTabBar(); - } - while (window->DC.TreeDepth > 0) - { - if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); - TreePop(); - } - while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); - EndGroup(); - } - while (window->IDStack.Size > 1) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); - PopID(); - } - while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); - PopStyleColor(); - } - while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); - PopStyleVar(); - } - while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack) - { - if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); - PopFocusScope(); - } if (g.CurrentWindowStack.Size == 1) { - IM_ASSERT(g.CurrentWindow->IsFallbackWindow); + IM_ASSERT(window->IsFallbackWindow); break; } - IM_ASSERT(window == g.CurrentWindow); if (window->Flags & ImGuiWindowFlags_ChildWindow) { if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); @@ -7281,6 +8245,66 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi } } +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { @@ -7292,7 +8316,9 @@ void ImGuiStackSizes::SetToCurrentState() SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors @@ -7310,6 +8336,8 @@ void ImGuiStackSizes::CompareWithCurrentState() // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); @@ -7344,10 +8372,9 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() -// - GetWindowContentRegionWidth() // - BeginGroup() // - EndGroup() -// Also see in imgui_widgets: tab bars, columns. +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- // Advance cursor given item size for layout. @@ -7364,14 +8391,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPosPrevLine.y = line_y1; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -7380,28 +8409,35 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); -} - // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + + // Directional navigation processing if (id != 0) { - // Navigation processing runs prior to clipping early-out + KeepAliveID(id); + + // Runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of @@ -7414,7 +8450,12 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + NavProcessItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.org/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX @@ -7425,11 +8466,6 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu } #endif } - - // Equivalent to calling SetLastItemData() - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -7438,19 +8474,14 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu #endif // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); + const bool is_clipped = IsClippedEx(bb, id); if (is_clipped) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - // Tab stop handling (previously was using internal ItemFocusable() api) - // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343) - if (flags & ImGuiItemAddFlags_Focusable) - ItemFocusable(window, id); - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; } @@ -7461,25 +8492,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; if (offset_from_start_x != 0.0f) { - if (spacing_w < 0.0f) spacing_w = 0.0f; + if (spacing_w < 0.0f) + spacing_w = 0.0f; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() @@ -7624,7 +8658,8 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) @@ -7710,14 +8745,9 @@ ImVec2 ImGui::GetWindowContentRegionMax() return window->ContentRegionRect.Max - window->Pos; } -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.GetWidth(); -} - // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { ImGuiContext& g = *GImGui; @@ -7773,7 +8803,7 @@ void ImGui::EndGroup() window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); - ItemAdd(group_bb, 0); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. @@ -7782,24 +8812,24 @@ void ImGui::EndGroup() const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) - window->DC.LastItemId = g.ActiveId; + g.LastItemData.ID = g.ActiveId; else if (group_contains_prev_active_id) - window->DC.LastItemId = g.ActiveIdPreviousFrame; - window->DC.LastItemRect = group_bb; + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; // Forward Hovered flag const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; if (group_contains_curr_hovered_id) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] @@ -7862,32 +8892,80 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) return scroll; } +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + // Scroll to keep newly navigated item fully into view -ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - ImVec2 delta_scroll; - if (!window_rect.Contains(item_rect)) - { - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); - if (item_rect.Min.y < window_rect.Min.y) - SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - delta_scroll = next_scroll - window->Scroll; + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; + SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); } + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; + SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + // Also scroll parent window to keep us into view if necessary - if (window->Flags & ImGuiWindowFlags_ChildWindow) - delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } return delta_scroll; } @@ -7988,7 +9066,7 @@ void ImGui::SetScrollHereX(float center_x_ratio) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); - float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos // Tweak: snap on edges when aiming at an item very close to the edge @@ -8014,10 +9092,10 @@ void ImGui::SetScrollHereY(float center_y_ratio) void ImGui::BeginTooltip() { - BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); + BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) +void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; @@ -8046,7 +9124,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; - Begin(window_name, NULL, flags | extra_flags); + Begin(window_name, NULL, flags | extra_window_flags); } void ImGui::EndTooltip() @@ -8057,7 +9135,7 @@ void ImGui::EndTooltip() void ImGui::SetTooltipV(const char* fmt, va_list args) { - BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); TextV(fmt, args); EndTooltip(); } @@ -8125,10 +9203,22 @@ ImGuiWindow* ImGui::GetTopMostPopupModal() return NULL; } +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id); + OpenPopupEx(id, popup_flags); } void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) @@ -8159,7 +9249,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -8217,7 +9307,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) - if (popup_window->RootWindow == ref_window->RootWindow) + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; break; @@ -8228,15 +9318,30 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack @@ -8275,13 +9380,13 @@ void ImGui::CloseCurrentPopup() ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; bool close_parent = false; if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) - if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) close_parent = true; if (!close_parent) break; popup_idx--; } - IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. @@ -8303,7 +9408,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame @@ -8324,7 +9429,8 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. @@ -8368,7 +9474,7 @@ void ImGui::EndPopup() IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); - // Make all menus and popups wrap around for now, may need to expose that policy. + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); @@ -8384,12 +9490,13 @@ void ImGui::EndPopup() // - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) OpenPopupEx(id, popup_flags); } } @@ -8402,7 +9509,7 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // This is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); -// OpenPopupOnItemClick(str_id); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); // return BeginPopup(id); // Which is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); @@ -8412,11 +9519,12 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) OpenPopupEx(id, popup_flags); @@ -8425,7 +9533,8 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "window_context"; ImGuiID id = window->GetID(str_id); @@ -8438,7 +9547,8 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "void_context"; ImGuiID id = window->GetID(str_id); @@ -8549,7 +9659,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. IM_ASSERT(g.CurrentWindow == window); - ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) @@ -8560,8 +9670,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) } if (window->Flags & ImGuiWindowFlags_Popup) { - ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here } if (window->Flags & ImGuiWindowFlags_Tooltip) { @@ -8583,7 +9692,22 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; @@ -8594,8 +9718,6 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; - //g.NavDisableHighlight = false; - //g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -8603,18 +9725,18 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); + if (g.NavWindow != window) + SetNavWindow(window); + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavWindow = window; g.NavId = id; g.NavLayer = nav_layer; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; - if (window->DC.LastItemId == id) - window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; @@ -8645,7 +9767,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); } - else + else // FIXME: PageUp/PageDown are leaving move_dir == None { r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); @@ -8653,15 +9775,17 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; - const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) @@ -8711,7 +9835,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) else { // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) - quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } #if IMGUI_DEBUG_NAV_SCORING @@ -8723,24 +9847,24 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + draw_list->AddText(cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); } } #endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; - if (quadrant == g.NavMoveDir) + const ImGuiDir move_dir = g.NavMoveDir; + if (quadrant == move_dir) { // Does it beat the current best candidate? if (dist_box < result->DistBox) @@ -8762,7 +9886,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. - if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance new_best = true; } } @@ -8775,7 +9899,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; new_best = true; @@ -8784,34 +9908,38 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) return new_best; } -static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; result->Window = window; - result->ID = id; + result->ID = g.LastItemData.ID; result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; - //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; - - const ImGuiItemFlags item_flags = g.CurrentItemFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; + const ImGuiItemFlags item_flags = g.LastItemData.InFlags; // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + if (candidate_for_nav_default_focus) { g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); @@ -8819,73 +9947,161 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con } // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; -#if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Score all items in NavWindow at all times - if (!g.NavMoveRequest) - g.NavMoveDir = g.NavMoveDirLast; - bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; -#else - bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); -#endif - if (new_best) - NavApplyItemToResult(result, window, id, nav_bb_rel); + const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + if (is_tabbing) + { + if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) + NavProcessItemForTabbingRequest(id); + } + else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (!is_tabbing) + { + if (NavScoreItem(result)) + NavApplyItemToResult(result); - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel); + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } } // Update window-relative bounding box of navigated item if (g.NavId == id) { - g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); } } bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + + if (move_flags & ImGuiNavMoveFlags_Tabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } -void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + IM_ASSERT(g.NavMoveForwardToNextFrame == false); NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; } -void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; - - // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire - // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. - g.NavWrapRequestWindow = window; - g.NavWrapRequestFlags = move_flags; + IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags |= wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). @@ -8912,13 +10128,16 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; if (layer == ImGuiNavLayer_Main) - g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } ImGuiWindow* window = g.NavWindow; if (window->NavLastIds[layer] != 0) { SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; } else { @@ -8927,10 +10146,17 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) } } +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; +} + static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); if (g.NavAnyRequest) IM_ASSERT(g.NavWindow != NULL); } @@ -8970,59 +10196,52 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) - if (IsMousePosValid(&g.IO.MousePos)) - return g.IO.MousePos; - return g.LastValidMousePos; + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); } else { - // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + rect_rel.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = GetMainViewport(); return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) { ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; -} - -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) -{ - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; } static void ImGui::NavUpdate() @@ -9031,92 +10250,50 @@ static void ImGui::NavUpdate() ImGuiIO& io = g.IO; io.WantSetMousePos = false; - g.NavWrapRequestWindow = NULL; - g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; -#if 0 - if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); -#endif + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); - // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) - // (do it before we map Keyboard input!) - bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) - { - if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f - || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_Gamepad; - } - - // Update Keyboard->Nav inputs mapping + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; if (nav_keyboard_active) - { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); - NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (io.KeyCtrl) - io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (io.KeyShift) - io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - - // AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl) - // But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (io.KeyAlt && !io.KeyCtrl) - io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; - - // We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370) - if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0) - g.NavWindowingToggleLayer = false; - - #undef NAV_MAP_KEY - } - memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + if (!nav_gamepad_active && g.NavInputSource == ImGuiInputSource_Gamepad) + g.NavInputSource = ImGuiInputSource_None; + if (!nav_keyboard_active && g.NavInputSource == ImGuiInputSource_Keyboard) + g.NavInputSource = ImGuiInputSource_None; // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) - NavUpdateInitResult(); + NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavJustMovedToId = 0; // Process navigation move request - if (g.NavMoveRequest) - NavUpdateMoveResult(); + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) - { - IM_ASSERT(g.NavMoveRequest); - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) - g.NavDisableHighlight = false; - g.NavMoveRequestForward = ImGuiNavForward_None; - } - - // Apply application mouse position movement, after we had a chance to process move request result. + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; if (g.NavMousePosDirty && g.NavIdIsAlive) - { - // Set mouse position given our knowledge of the navigated item position from last frame - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) - { - io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); - io.WantSetMousePos = true; - } - g.NavMousePosDirty = false; - } - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; - IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); - // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) NavSaveLastChildNavWindowIntoParent(g.NavWindow); if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) @@ -9130,117 +10307,55 @@ static void ImGui::NavUpdate() io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) - { - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); - if (g.ActiveId != 0) - { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); - } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) - { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); - } - else if (g.OpenPopupStack.Size > 0) - { - // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = g.NavFocusScopeId = 0; - } - } + NavUpdateCancelRequest(); // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); + const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); if (g.ActiveId == 0 && activate_pressed) + { g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - g.NavMoveRequest = false; // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + { + if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) + g.NavActivateInputId = g.NavNextActivateId; + else + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } g.NavNextActivateId = 0; - // Initiate directional inputs request - if (g.NavMoveRequestForward == ImGuiNavForward_None) - { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } - } - g.NavMoveClipDir = g.NavMoveDir; - } - else - { - // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) - // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) - IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); - g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; - } - - // Update PageUp/PageDown/Home/End scroll - // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float nav_scoring_rect_offset_y = 0.0f; - if (nav_keyboard_active) - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); - - // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match - if (g.NavMoveDir != ImGuiDir_None) - { - g.NavMoveRequest = true; - g.NavMoveRequestKeyMods = io.KeyMods; - g.NavMoveDirLast = g.NavMoveDir; - } - if (g.NavMoveRequest && g.NavId == 0) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); - g.NavInitRequest = g.NavInitRequestFromMove = true; - // Reassigning with same value, we're being explicit here. - g.NavInitResultId = 0; // -V1048 - g.NavDisableHighlight = false; - } + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; // Scrolling if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) @@ -9248,65 +10363,57 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) { - if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } - // *Normal* Manual scroll with NavScrollXXX keys + // *Normal* Manual scroll with LStick // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - } - - // Reset search results - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisibleSet.Clear(); - g.NavMoveResultOther.Clear(); - - // When using gamepad, we project the reference nav bounding box into window visible area. - // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative - // (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) - { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); - if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + if (nav_gamepad_active) { - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); - float pad = window->CalcFontSize() * 0.5f; - window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); - g.NavId = g.NavFocusScopeId = 0; + const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); } } - // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); - g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); - g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); - g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; - IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif } -static void ImGui::NavUpdateInitResult() +void ImGui::NavInitRequestApplyResult() { // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) ImGuiContext& g = *GImGui; @@ -9315,37 +10422,177 @@ static void ImGui::NavUpdateInitResult() // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; - } + NavRestoreHighlightAfterMove(); } -// Apply result from previous frame navigation directional move request -static void ImGui::NavUpdateMoveResult() +void ImGui::NavUpdateCreateMoveRequest() { ImGuiContext& g = *GImGui; - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) { - // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) - if (g.NavId != 0) + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request +#if IMGUI_DEBUG_NAV_SCORING + if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + { + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResultId = 0; + g.NavDisableHighlight = false; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = g.NavFocusScopeId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); + scoring_rect.Max.x = scoring_rect.Min.x; + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); return; } - // Select which result to use - ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) - if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) - result = &g.NavMoveResultLocalVisibleSet; + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) @@ -9356,109 +10603,181 @@ static void ImGui::NavUpdateMoveResult() // Scroll to keep newly navigated item fully into view. if (g.NavLayer == ImGuiNavLayer_Main) { - ImVec2 delta_scroll; - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { + // FIXME: Should remove this float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; - delta_scroll.y = result->Window->Scroll.y - scroll_target; SetScrollY(result->Window, scroll_target); } else { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } - - // Offset our result position so mouse position can be applied immediately after in NavUpdate() - result->RectRel.TranslateX(-delta_scroll.x); - result->RectRel.TranslateY(-delta_scroll.y); } - ClearActiveID(); - g.NavWindow = result->Window; + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + } + if (g.ActiveId != result->ID) + ClearActiveID(); if (g.NavId != result->ID) { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; - g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } + + // Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; + + // Tabbing: Activates Inputable or Focus non-Inputable + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + } + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingKey(ImGuiKey_Escape) && !IsActiveIdUsingKey(ImGuiKey_NavGamepadCancel)) + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = g.NavFocusScopeId = 0; + } } // Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) - return 0.0f; - if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) - return 0.0f; - ImGuiWindow* window = g.NavWindow; - const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); - if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); - else if (home_pressed) - SetScrollY(window, 0.0f); - else if (end_pressed) - SetScrollY(window, window->ScrollMax.y); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(ImGuiKey_PageDown, true)) { - ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (home_pressed) - { - // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y - // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. - // Preserve current horizontal position if we have any. - nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - else if (end_pressed) - { - nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; } return 0.0f; } @@ -9472,57 +10791,66 @@ static void ImGui::NavEndFrame() NavUpdateWindowingOverlay(); // Perform wrap-around in menus - ImGuiWindow* window = g.NavWrapRequestWindow; - ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; - if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) - { - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { - bb_rel.Min.x = bb_rel.Max.x = - ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(-bb_rel.GetHeight()); - clip_dir = ImGuiDir_Up; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(+bb_rel.GetHeight()); - clip_dir = ImGuiDir_Down; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = - ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(-bb_rel.GetWidth()); - clip_dir = ImGuiDir_Left; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(+bb_rel.GetWidth()); - clip_dir = ImGuiDir_Right; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; } + do_forward = true; } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) @@ -9530,6 +10858,7 @@ static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_UNUSED(g); int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) IM_ASSERT(g.WindowsFocusOrder[order] == window); return order; } @@ -9555,7 +10884,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); if (window_target) // Don't reset windowing target if there's a single window in the list + { g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } g.NavWindowingToggleLayer = false; } @@ -9565,6 +10897,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; @@ -9576,32 +10910,35 @@ static void ImGui::NavUpdateWindowing() // Fade out if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) { - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) g.NavWindowingTargetAnim = NULL; } - // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + // Start CTRL+Tab or Square+L/R window selection + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false); + const bool start_windowing_with_keyboard = allow_windowing && nav_keyboard_active && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update - g.NavWindowingTimer += g.IO.DeltaTime; + g.NavWindowingTimer += io.DeltaTime; if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); @@ -9609,7 +10946,7 @@ static void ImGui::NavUpdateWindowing() } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. if (g.NavWindowingToggleLayer && g.NavWindow) @@ -9625,36 +10962,58 @@ static void ImGui::NavUpdateWindowing() { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressedMap(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); - if (!g.IO.KeyCtrl) + if (IsKeyPressed(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); + if (!io.KeyCtrl) apply_focus_window = g.NavWindowingTarget; } // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB - if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. + // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt)) + { g.NavWindowingToggleLayer = true; - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) - if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) - apply_toggle_layer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(ImGuiKey_ModAlt)) + g.NavWindowingToggleLayer = false; + } // Move window if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { - ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) + nav_move_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; - SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); - MarkIniSettingsDirty(moving_window); + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; g.NavDisableMouseHover = true; + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } } } @@ -9662,8 +11021,7 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ClearActiveID(); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); @@ -9701,14 +11059,17 @@ static void ImGui::NavUpdateWindowing() FocusWindow(new_nav_window); new_nav_window->NavLastChildNavWindow = old_nav_window; } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - // Reinitialize navigation when entering menu bar with the Alt key. + // Toggle layer const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; - if (new_nav_layer == ImGuiNavLayer_Menu) - g.NavWindow->NavLastIds[new_nav_layer] = 0; - NavRestoreLayer(new_nav_layer); + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); + } } } @@ -9758,6 +11119,12 @@ void ImGui::NavUpdateWindowingOverlay() // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; @@ -9793,7 +11160,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) ImGuiID source_parent_id = 0; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { - source_id = window->DC.LastItemId; + source_id = g.LastItemData.ID; if (source_id != 0) { // Common path: items with ID @@ -9801,34 +11168,34 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; if (g.ActiveIdMouseButton != -1) mouse_button = g.ActiveIdMouseButton; - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) return false; g.ActiveIdAllowOverlap = false; } else { // Uncommon path: items without ID - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) return false; // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: - // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) { IM_ASSERT(0); return false; } - // Early out - if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - - // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. - // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -9842,10 +11209,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); - // Disable navigation and key inputs while dragging - g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingNavAndKeys(); } else { @@ -9880,13 +11245,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->SkipItems = true; + tooltip_window->Hidden = tooltip_window->SkipItems = true; tooltip_window->HiddenFramesCanSkipItems = 1; } } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; return true; } @@ -9949,6 +11314,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s } payload.DataFrameCount = g.FrameCount; + // Return whether the payload has been accepted return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } @@ -9986,16 +11352,19 @@ bool ImGui::BeginDragDropTarget() return false; ImGuiWindow* window = g.CurrentWindow; - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) return false; - const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; - ImGuiID id = window->DC.LastItemId; + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; if (id == 0) + { id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } if (g.DragDropPayload.SourceId == id) return false; @@ -10035,17 +11404,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop } // Render default drop visuals + // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - { - // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. - r.Expand(3.5f); - bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); - if (push_clip_rect) window->DrawList->PopClipRect(); - } + window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); g.DragDropAcceptFrameCount = g.FrameCount; payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() @@ -10415,6 +11778,20 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) return CreateNewWindowSettings(name); } +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; @@ -10440,7 +11817,8 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); if (!file_data) return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); IM_FREE(file_data); } @@ -10607,8 +11985,9 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); - settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y); + settings->Pos = ImVec2ih(window->Pos); + settings->Size = ImVec2ih(window->SizeFull); + settings->Collapsed = window->Collapsed; } @@ -10630,6 +12009,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() +// - SetWindowViewport() [Internal] // - UpdateViewportsNewFrame() [Internal] // (this section is more complete in the 'docking' branch) //----------------------------------------------------------------------------- @@ -10640,6 +12020,11 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; +} + // Update viewports and monitor infos static void ImGui::UpdateViewportsNewFrame() { @@ -10810,25 +12195,38 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #pragma comment(lib, "imm32") #endif -static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position - ImGuiIO& io = ImGui::GetIO(); - if (HWND hwnd = (HWND)io.ImeWindowHandle) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - COMPOSITIONFORM cf; - cf.ptCurrentPos.x = x; - cf.ptCurrentPos.y = y; - cf.dwStyle = CFS_FORCE_POSITION; - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } + HWND hwnd = (HWND)viewport->PlatformHandleRaw; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (hwnd == 0) + hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; +#endif + if (hwnd == 0) + return; + + ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; + composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; + candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } } #else -static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} #endif @@ -10837,20 +12235,25 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] // - DebugNodeWindow() [Internal] // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { @@ -10903,6 +12306,42 @@ static void RenderViewportsThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -10917,28 +12356,46 @@ static void MetricsHelpMarker(const char* desc) } } -#ifndef IMGUI_DISABLE_DEMO_WINDOWS -namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } -#endif +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} void ImGui::ShowMetricsWindow(bool* p_open) { - if (!Begin("Dear ImGui Metrics/Debugger", p_open)) + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - Text("%d active allocations", io.MetricsActiveAllocations); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); @@ -10957,19 +12414,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) { static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance if (rect_type == TRT_OuterRect) { return table->OuterRect; } else if (rect_type == TRT_InnerRect) { return table->InnerRect; } else if (rect_type == TRT_WorkRect) { return table->WorkRect; } else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } - else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } - else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); return ImRect(); } @@ -10992,12 +12450,35 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { + bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (show_encoding_viewer) + { + static char buf[100] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##Text", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + TreePop(); + } + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Button("Item Picker..")) + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) DebugStartItemPicker(); SameLine(); MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + // Stack Tool is your best friend! + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + // Stack Tool is your best friend! + Checkbox("Show Stack Tool", &cfg->ShowStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); SameLine(); @@ -11014,8 +12495,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } Unindent(); } - Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); - Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); Checkbox("Show tables rectangles", &cfg->ShowTablesRects); SameLine(); @@ -11066,8 +12545,27 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Windows - DebugNodeWindowsList(&g.Windows, "Windows"); - //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(g.Windows[i]); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } // DrawLists int drawlist_count = 0; @@ -11075,6 +12573,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { ImGuiViewportP* viewport = g.Viewports[viewport_i]; @@ -11130,14 +12630,19 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for Fonts -#ifndef IMGUI_DISABLE_DEMO_WINDOWS ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } -#endif + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -11198,8 +12703,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Misc Details if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); @@ -11210,9 +12713,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("ITEMS"); Indent(); - Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + + int active_id_using_key_input_count = 0; + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; + Text("ActiveIdUsing: NavDirMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingNavDirMask, active_id_using_key_input_count); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); Unindent(); @@ -11220,9 +12728,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); @@ -11293,25 +12802,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } -// [DEBUG] List fonts in a font atlas and display its texture -void ImGui::ShowFontAtlas(ImFontAtlas* atlas) -{ - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - PushID(font); - DebugNodeFont(font); - PopID(); - } - if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); - TreePop(); - } -} - // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { @@ -11342,7 +12832,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, } ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list - if (window && IsItemHovered()) + if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; @@ -11421,16 +12911,17 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) { IM_ASSERT(show_mesh || show_aabb); - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; // Draw wire-frame version of all triangles ImRect clip_rect = draw_cmd->ClipRect; ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); ImDrawListFlags backup_flags = out_draw_list->Flags; out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; ) + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_n++) vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); @@ -11520,17 +13011,13 @@ void ImGui::DebugNodeFont(ImFont* font) ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2)) { BeginTooltip(); - Text("Codepoint: U+%04X", base + n); - Separator(); - Text("Visible: %d", glyph->Visible); - Text("AdvanceX: %.1f", glyph->AdvanceX); - Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + DebugNodeFontGlyph(font, glyph); EndTooltip(); } } @@ -11542,6 +13029,16 @@ void ImGui::DebugNodeFont(ImFont* font) TreePop(); } +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { @@ -11564,7 +13061,14 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); - IM_UNUSED(p); + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", + tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(label, "%s", buf); if (!is_active) { PopStyleColor(); } @@ -11584,7 +13088,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", - tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); @@ -11679,7 +13183,6 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la { if (!TreeNode(label, "%s (%d)", label, windows->Size)) return; - Text("(In front-to-back order:)"); for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back { PushID((*windows)[i]); @@ -11689,6 +13192,298 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la TreePop(); } +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + AlignTextToFramePadding(); + Text("Log events:"); + SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); + SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); + SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); + SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); + + if (SmallButton("Clear")) + g.DebugLogBuf.clear(); + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + TextUnformatted(g.DebugLogBuf.begin(), g.DebugLogBuf.end()); // FIXME-OPT: Could use a line index, but TextUnformatted() has a semi-decent fast path for large text. + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiModFlags_Ctrl | ImGuiModFlags_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiStackTool* tool = &g.DebugStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + #else void ImGui::ShowMetricsWindow(bool*) {} @@ -11704,7 +13499,15 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -#endif +void ImGui::DebugLog(const char*, ...) {} +void ImGui::DebugLogV(const char*, va_list) {} +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS //----------------------------------------------------------------------------- diff --git a/ImGui/imgui.h b/ImGui/imgui.h index 275f6c8..ce08569 100644 --- a/ImGui/imgui.h +++ b/ImGui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (headers) // Help: @@ -11,11 +11,14 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. /* @@ -32,6 +35,7 @@ Index of this file: // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -60,8 +64,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.84 WIP" -#define IMGUI_VERSION_NUM 18304 +#define IMGUI_VERSION "1.89 WIP" +#define IMGUI_VERSION_NUM 18805 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE @@ -82,14 +86,10 @@ Index of this file: #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 -#else -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. -#endif // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) #elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) @@ -101,7 +101,7 @@ Index of this file: #endif // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) -#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) #else @@ -148,9 +148,11 @@ struct ImColor; // Helper functions to create a color that c struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors @@ -160,16 +162,15 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor -// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) -typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) @@ -187,7 +188,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. @@ -200,15 +201,30 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -// Other types -#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] -typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID +typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) #endif -typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() -typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() -typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) @@ -220,32 +236,20 @@ typedef ImWchar32 ImWchar; typedef ImWchar16 ImWchar; #endif -// Basic scalar data types -typedef signed char ImS8; // 8-bit signed integer -typedef unsigned char ImU8; // 8-bit unsigned integer -typedef signed short ImS16; // 16-bit signed integer -typedef unsigned short ImU16; // 16-bit unsigned integer -typedef signed int ImS32; // 32-bit signed integer == int -typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) -#if defined(_MSC_VER) && !defined(__clang__) -typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) -typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) -#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) -#include -typedef int64_t ImS64; // 64-bit signed integer (pre C++11) -typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) -#else -typedef signed long long ImS64; // 64-bit signed integer (post C++11) -typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) -#endif +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -// 2D vector (often used to store positions or sizes) +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA @@ -253,12 +257,12 @@ struct ImVec2 #endif }; -// 4D vector (often used to store floating-point colors) +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif @@ -292,6 +296,8 @@ namespace ImGui // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. @@ -343,7 +349,8 @@ namespace ImGui IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. @@ -355,7 +362,7 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state @@ -366,9 +373,8 @@ namespace ImGui // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates // Windows Scrolling IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] @@ -405,6 +411,7 @@ namespace ImGui IMGUI_API void PopTextWrapPos(); // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API @@ -445,11 +452,15 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most - // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // - The resulting ID are hashes of the entire stack. + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. - // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). @@ -502,12 +513,13 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. - // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -526,7 +538,7 @@ namespace ImGui IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -571,7 +583,7 @@ namespace ImGui IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -612,7 +624,7 @@ namespace ImGui IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); // Widgets: Data Plotting - // - Consider using ImPlot (https://github.com/epezent/implot) + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); @@ -654,12 +666,14 @@ namespace ImGui // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. @@ -667,18 +681,21 @@ namespace ImGui // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. - // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. @@ -686,13 +703,11 @@ namespace ImGui IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. // Tables - // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! // - Full-featured replacement for old Columns API. - // - See Demo->Tables for demo code. - // - See top of imgui_tables.cpp for general commentary. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. // The typical call flow is: - // - 1. Call BeginTable(). + // - 1. Call BeginTable(), early out if returning false. // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. @@ -711,10 +726,11 @@ namespace ImGui // -------------------------------------------------------------------------------------------------------- // - 5. Call EndTable() IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); - IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. - IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. - IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + // Tables: Headers & Columns declaration // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. @@ -724,27 +740,26 @@ namespace ImGui // some advanced use cases (e.g. adding custom widgets in header row). // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); - IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu - IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) - // Tables: Sorting - // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. - // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed - // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may - // wastefully sort your data every frame! - // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). - IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). - // Tables: Miscellaneous functions + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnIndex(); // return current column index. IMGUI_API int TableGetRowIndex(); // return current row index. IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. - IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. - // Legacy Columns API (2020: prefer using Tables!) + // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished @@ -779,13 +794,20 @@ namespace ImGui // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) // - An item can be both drag source and drop target. IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + // Clipping // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); @@ -823,18 +845,19 @@ namespace ImGui // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. - IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) @@ -848,26 +871,30 @@ namespace ImGui IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. - // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. - IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. - IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? - IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) + // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. + // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) + // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices + // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. // Inputs Utilities: Mouse // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? - IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) - IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) @@ -875,7 +902,7 @@ namespace ImGui IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type - IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. @@ -885,13 +912,14 @@ namespace ImGui // Settings/.Ini Utilities // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities - // - This is used by the IMGUI_CHECKVERSION() macro. + IMGUI_API void DebugTextEncoding(const char* text); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators @@ -918,7 +946,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. - ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file @@ -932,21 +960,18 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] - ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() - ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() - - // [Obsolete] - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() }; // Flags for ImGui::InputText() @@ -972,11 +997,11 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior + ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior #endif }; @@ -999,7 +1024,7 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible - ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. @@ -1022,7 +1047,7 @@ enum ImGuiPopupFlags_ ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) - ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; // Flags for ImGui::Selectable() @@ -1033,7 +1058,7 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -1047,7 +1072,7 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button - ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, }; // Flags for ImGui::BeginTabBar() @@ -1063,26 +1088,25 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) - ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; // Flags for ImGui::BeginTable() -// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! -// - Important! Sizing policies have complex and subtle side effects, more so than you would expect. +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. // Read comments/demos carefully + experiment with live demos to get acquainted with them. // - The DEFAULT sizing policies are: // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. @@ -1090,8 +1114,8 @@ enum ImGuiTabItemFlags_ // - When ScrollX is off: // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. // - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). @@ -1150,7 +1174,7 @@ enum ImGuiTableFlags_ ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1164,34 +1188,36 @@ enum ImGuiTableColumnFlags_ { // Input configuration flags ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse // [Internal] Combinations and masks ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, - ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1202,8 +1228,8 @@ enum ImGuiTableColumnFlags_ // Flags for ImGui::TableNextRow() enum ImGuiTableRowFlags_ { - ImGuiTableRowFlags_None = 0, - ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) }; // Enum for ImGui::TableSetBgColor() @@ -1217,20 +1243,22 @@ enum ImGuiTableRowFlags_ // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. enum ImGuiTableBgTarget_ { - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! - ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() @@ -1242,13 +1270,16 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered - ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, - ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() @@ -1266,7 +1297,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. - ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. @@ -1308,10 +1339,13 @@ enum ImGuiSortDirection_ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87) +// Keys value >= 512 are named keys (>= 1.87) enum ImGuiKey_ { - ImGuiKey_Tab, + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, @@ -1326,75 +1360,140 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo - ImGuiKey_COUNT + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper, + + // Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // End of list + ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) -enum ImGuiKeyModFlags_ +// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. +enum ImGuiModFlags_ { - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 + ImGuiModFlags_None = 0, + ImGuiModFlags_Ctrl = 1 << 0, + ImGuiModFlags_Shift = 1 << 1, + ImGuiModFlags_Alt = 1 << 2, // Option/Menu key + ImGuiModFlags_Super = 1 << 3, // Cmd/Super/Windows key + ImGuiModFlags_All = 0x0F }; -// Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. -enum ImGuiNavInput_ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput { - // Gamepad Mapping - ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) - ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) - ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) - ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) - ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) - ImGuiNavInput_DpadRight, // - ImGuiNavInput_DpadUp, // - ImGuiNavInput_DpadDown, // - ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down - ImGuiNavInput_LStickRight, // - ImGuiNavInput_LStickUp, // - ImGuiNavInput_LStickDown, // - ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - - // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. - // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. - ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyLeft_, // move left // = Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ }; +#endif // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. @@ -1404,7 +1503,7 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1440,10 +1539,10 @@ enum ImGuiCol_ ImGuiCol_Separator, ImGuiCol_SeparatorHovered, ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, + ImGuiCol_Tab, // TabItem in a TabBar ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, @@ -1458,7 +1557,7 @@ enum ImGuiCol_ ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active @@ -1470,13 +1569,14 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowRounding, // float WindowRounding ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize @@ -1513,7 +1613,7 @@ enum ImGuiButtonFlags_ // [Internal] ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1548,18 +1648,16 @@ enum ImGuiColorEditFlags_ // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks - ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, - ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, - ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] -#endif + // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. @@ -1571,11 +1669,11 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget - ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] + ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] #endif }; @@ -1615,7 +1713,7 @@ enum ImGuiCond_ ImGuiCond_Always = 1 << 0, // No condition (always set the variable) ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) - ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) }; //----------------------------------------------------------------------------- @@ -1665,7 +1763,11 @@ struct ImVector inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) IM_FREE(Data); } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. inline bool empty() const { return Size == 0; } inline int size() const { return Size; } @@ -1675,7 +1777,6 @@ struct ImVector inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1691,13 +1792,14 @@ struct ImVector inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } @@ -1720,6 +1822,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). @@ -1754,7 +1857,7 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. @@ -1771,23 +1874,32 @@ struct ImGuiStyle // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value + // Configuration // Default value //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. - const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. @@ -1801,7 +1913,9 @@ struct ImGuiIO // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. @@ -1827,29 +1941,32 @@ struct ImGuiIO // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // (default to use native imm32 api on Windows) - void (*ImeSetInputScreenPosFn)(int x, int y); - void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#else + void* _UnusedPadding; // Unused field to keep data structure the same size. +#endif //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() + // Input - Call before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. - bool KeyCtrl; // Keyboard modifier pressed: Control - bool KeyShift; // Keyboard modifier pressed: Shift - bool KeyAlt; // Keyboard modifier pressed: Alt - bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows - bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string - // Functions - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string - IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -1857,45 +1974,69 @@ struct ImGuiIO // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) //------------------------------------------------------------------ - bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! - bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +#endif //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ - ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) - float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down - float NavInputsDownDuration[ImGuiNavInput_COUNT]; - float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; @@ -2118,10 +2259,12 @@ struct ImGuiStorage }; // Helper: Manually clip large list of items. -// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse -// clipping based on visibility to save yourself from processing those items at all. +// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. -// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) // Usage: // ImGuiListClipper clipper; // clipper.Begin(1000); // We have 1000 elements, evenly spaced. @@ -2130,30 +2273,30 @@ struct ImGuiStorage // ImGui::Text("line number %d", i); // Generally what happens is: // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. -// - User code submit one element. +// - User code submit that one element. // - Clipper can measure the height of the first element // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. // - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - int DisplayStart; - int DisplayEnd; - - // [Internal] - int ItemsCount; - int StepNo; - int ItemsFrozen; - float ItemsHeight; - float StartPosY; - - IMGUI_API ImGuiListClipper(); - IMGUI_API ~ImGuiListClipper(); + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). - IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. - IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. + IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] @@ -2161,6 +2304,8 @@ struct ImGuiListClipper }; // Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -2174,6 +2319,7 @@ struct ImGuiListClipper #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif +#endif #define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } - ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } - ImColor(const ImVec4& col) { Value = col; } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImVec4() const { return Value; } @@ -2228,16 +2374,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, -// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // 4-8 // The draw callback code can access this. @@ -2248,13 +2394,6 @@ struct ImDrawCmd inline ImTextureID GetTexID() const { return TextureId; } }; -// Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). -// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; -#endif - // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert @@ -2321,7 +2460,7 @@ enum ImDrawFlags_ ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. - ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, }; // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. @@ -2330,9 +2469,9 @@ enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). - ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list @@ -2369,7 +2508,7 @@ struct ImDrawList ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } - IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(ImTextureID texture_id); @@ -2378,6 +2517,7 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. @@ -2398,7 +2538,7 @@ struct ImDrawList IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) @@ -2411,10 +2551,11 @@ struct ImDrawList IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle @@ -2450,14 +2591,15 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } - inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) #endif // [Internal helpers] IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); @@ -2565,7 +2707,7 @@ enum ImFontAtlasFlags_ ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2608,7 +2750,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2653,11 +2795,12 @@ struct ImFontAtlas ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 @@ -2678,10 +2821,9 @@ struct ImFontAtlas int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ -#endif + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering @@ -2702,8 +2844,9 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] @@ -2723,8 +2866,8 @@ struct ImFont // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; // [Internal] Don't use! IMGUI_API void BuildLookupTable(); @@ -2733,7 +2876,6 @@ struct ImFont IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API void SetFallbackChar(ImWchar c); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; @@ -2741,13 +2883,13 @@ struct ImFont // [SECTION] Viewports //----------------------------------------------------------------------------- -// Flags stored in ImGuiViewport::Flags +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. enum ImGuiViewportFlags_ { ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -2765,6 +2907,9 @@ struct ImGuiViewport ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + // Platform/Backend Dependent Data + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + ImGuiViewport() { memset(this, 0, sizeof(*this)); } // Helpers @@ -2772,21 +2917,51 @@ struct ImGuiViewport ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } }; +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] Obsolete functions and types // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- +namespace ImGui +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif +} + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.88 (from May 2022) + static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } // OBSOLETED in 1.81 (from February 2021) IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items - static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } static inline void ListBoxFooter() { EndListBox(); } // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! // OBSOLETED in 1.78 (from June 2020) // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. @@ -2804,14 +2979,21 @@ namespace ImGui static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.77 (from June 2020) static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } - // OBSOLETED in 1.69 (from Mar 2019) - static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) } // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() @@ -2827,11 +3009,23 @@ enum ImDrawCornerFlags_ ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, }; +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022) +typedef int ImGuiKeyModFlags; +enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super }; + #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) +#define IMGUI_DISABLE_DEBUG_TOOLS +#endif +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/ImGui/imgui_draw.cpp b/ImGui/imgui_draw.cpp index 190c4c7..256dd6f 100644 --- a/ImGui/imgui_draw.cpp +++ b/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (drawing and font code) /* @@ -90,7 +90,7 @@ Index of this file: #endif //------------------------------------------------------------------------- -// [SECTION] STB libraries implementation +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: @@ -393,7 +393,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; - CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } @@ -402,10 +402,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); CmdBuffer.resize(0); IdxBuffer.resize(0); @@ -473,6 +472,7 @@ void ImDrawList::_PopUnusedDrawCmd() void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; IM_ASSERT(curr_cmd->UserCallback == NULL); if (curr_cmd->ElemCount != 0) @@ -487,15 +487,30 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. void ImDrawList::_OnChangedClipRect() { // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) { @@ -506,7 +521,7 @@ void ImDrawList::_OnChangedClipRect() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -518,6 +533,7 @@ void ImDrawList::_OnChangedClipRect() void ImDrawList::_OnChangedTextureID() { // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) { @@ -528,7 +544,7 @@ void ImDrawList::_OnChangedTextureID() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -541,6 +557,7 @@ void ImDrawList::_OnChangedVtxOffset() { // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 if (curr_cmd->ElemCount != 0) @@ -563,7 +580,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const } // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); if (intersect_with_current_clip_rect) @@ -693,10 +710,11 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c } // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. -// Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 #define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) -#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. @@ -955,7 +973,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } } -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { if (points_count < 3) @@ -1039,7 +1058,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1131,7 +1150,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1150,7 +1169,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl // 0: East, 3: South, 6: West, 9: North, 12: East void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1160,7 +1179,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1188,8 +1207,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; - const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); if (a_emit_start) @@ -1341,7 +1360,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1387,7 +1406,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); @@ -1463,53 +1482,49 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; - // Obtain segment count if (num_segments <= 0) { - // Automatic segment count - num_segments = _CalcCircleAutoSegmentCount(radius); + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); } - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - if (num_segments == 12) - PathArcToFast(center, radius - 0.5f, 0, 12 - 1); - else - PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; - // Obtain segment count if (num_segments <= 0) { - // Automatic segment count - num_segments = _CalcCircleAutoSegmentCount(radius); + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); } - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - if (num_segments == 12) - PathArcToFast(center, radius, 0, 12 - 1); - else - PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1631,7 +1646,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi return; flags = FixRectCornerFlags(flags); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; @@ -1719,13 +1734,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - - // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. - if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() ch._CmdBuffer.pop_back(); if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) { @@ -1910,37 +1925,38 @@ ImFontConfig::ImFontConfig() // A work of art lies ahead! (. = white layer, X = black layer, others are blank) // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { - "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " - "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " - "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " - "X - X.X - X.....X - X.....X -X...X - X...X- X..X " - "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " - "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " - "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " - "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " - "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " - "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" - "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" - "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" - "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" - "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" - "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" - "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" - "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " - "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " - "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " - "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " - " X..X - X...X - X...X - X..X X..X - - X........X " - " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " - "------------ - X - X -X.....................X- ------------------" - " ----------------------------------- X...XXXXXXXXXXXXX...X - " - " - X..X X..X - " - " - X.X X.X - " - " - XX XX - " + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " }; static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = @@ -1954,6 +1970,7 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() @@ -1989,6 +2006,7 @@ void ImFontAtlas::ClearInputData() ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() @@ -2001,14 +2019,14 @@ void ImFontAtlas::ClearTexData() TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; TexPixelsUseColors = false; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (int i = 0; i < Fonts.Size; i++) - IM_DELETE(Fonts[i]); - Fonts.clear(); + Fonts.clear_delete(); + TexReady = false; } void ImFontAtlas::Clear() @@ -2022,11 +2040,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid { // Build atlas on demand if (TexPixelsAlpha8 == NULL) - { - if (ConfigData.empty()) - AddFontDefault(); Build(); - } *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; @@ -2085,6 +2099,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture + TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } @@ -2156,7 +2171,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; return AddFont(&font_cfg); @@ -2247,6 +2262,10 @@ bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + // Select builder // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are @@ -2568,9 +2587,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) } } - // Cleanup temporary (ImVector doesn't honor destructor) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - src_tmp_array[src_i].~ImFontBuildSrcData(); + // Cleanup + src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; @@ -2620,8 +2638,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa for (int i = 0; i < pack_rects.Size; i++) if (pack_rects[i].was_packed) { - user_rects[i].X = pack_rects[i].x; - user_rects[i].Y = pack_rects[i].y; + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); } @@ -2721,13 +2739,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) { unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) - *(write_ptr + i) = IM_COL32_BLACK_TRANS; + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; for (unsigned int i = 0; i < pad_right; i++) - *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } // Calculate UVs for this line @@ -2786,22 +2804,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. - for (int i = 0; i < atlas->Fonts.size(); i++) - { - ImFont* font = atlas->Fonts[i]; - if (font->EllipsisChar != (ImWchar)-1) - continue; - const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) - if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists - { - font->EllipsisChar = ellipsis_variants[j]; - break; - } - } + atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) @@ -2822,6 +2825,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; @@ -2836,6 +2840,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid 0x4e00, 0x9FAF, // CJK Ideograms 0, }; @@ -2912,7 +2917,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) @@ -3001,7 +3007,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) @@ -3074,8 +3081,8 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { for (; ranges[0]; ranges += 2) - for (ImWchar c = ranges[0]; c <= ranges[1]; c++) - AddChar(c); + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); } void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) @@ -3100,8 +3107,9 @@ ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)'?'; + FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -3132,6 +3140,14 @@ void ImFont::ClearOutputData() MetricsTotalSurface = 0; } +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + void ImFont::BuildLookupTable() { int max_codepoint = 0; @@ -3174,9 +3190,31 @@ void ImFont::BuildLookupTable() SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); - // Setup fall-backs + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + if (DotChar == (ImWchar)-1) + DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + + // Setup fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); - FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; @@ -3201,12 +3239,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible) glyph->Visible = visible ? 1 : 0; } -void ImFont::SetFallbackChar(ImWchar c) -{ - FallbackChar = c; - BuildLookupTable(); -} - void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); @@ -3492,7 +3524,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) @@ -3500,26 +3532,25 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); - float x = pos.x; - float y = pos.y; + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); if (y > clip_rect.w) return; + const float start_x = x; const float scale = size / FontSize; const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); @@ -3571,14 +3602,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) { - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) { - x = pos.x; + x = start_x; y += line_height; word_wrap_eol = NULL; @@ -3609,7 +3640,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col { if (c == '\n') { - x = pos.x; + x = start_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop @@ -3705,9 +3736,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderArrow() // - RenderBullet() // - RenderCheckMark() -// - RenderMouseCursor() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() //----------------------------------------------------------------------------- // Function in need of a redesign (legacy mess) // - RenderColorRectWithAlphaCheckerboard() @@ -3765,27 +3796,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathStroke(col, 0, thickness); } -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) -{ - if (mouse_cursor == ImGuiMouseCursor_None) - return; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; - ImVec2 offset, size, uv[4]; - if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) - { - pos -= offset; - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } -} - // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) { @@ -3868,16 +3878,16 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) { const bool fill_L = (inner.Min.x > outer.Min.x); const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); diff --git a/ImGui/imgui_internal.h b/ImGui/imgui_internal.h index 9d03758..50dcbc6 100644 --- a/ImGui/imgui_internal.h +++ b/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -18,12 +18,15 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow @@ -43,7 +46,7 @@ Index of this file: //----------------------------------------------------------------------------- #ifndef IMGUI_VERSION -#error Must include imgui.h before imgui_internal.h +#include "imgui.h" #endif #include // FILE*, sscanf @@ -52,7 +55,7 @@ Index of this file: #include // INT_MIN, INT_MAX // Enable SSE intrinsics if available -#if defined __SSE__ || defined __x86_64__ || defined _M_X64 +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include #endif @@ -82,6 +85,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wdouble-promotion" #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -116,7 +120,7 @@ struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions @@ -132,6 +136,7 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings @@ -141,15 +146,17 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() @@ -187,23 +194,26 @@ namespace ImStb // [SECTION] Macros //----------------------------------------------------------------------------- -// Debug Logging -#ifndef IMGUI_DEBUG_LOG -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) +#endif #endif -// Debug Logging for selected systems. Remove the '((void)0) //' to enable. -//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log -#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__); +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts -#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -#else -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] -#endif // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. // We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. @@ -228,7 +238,7 @@ namespace ImStb #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) -#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -249,12 +259,19 @@ namespace ImStb #endif // Debug Tools -// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. #ifndef IM_DEBUG_BREAK -#if defined(__clang__) -#define IM_DEBUG_BREAK() __builtin_debugtrap() -#elif defined (_MSC_VER) +#if defined (_MSC_VER) #define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif @@ -268,7 +285,8 @@ namespace ImStb // - Helpers: Hashing // - Helpers: Sorting // - Helpers: Bit manipulation -// - Helpers: String, Formatting +// - Helpers: String +// - Helpers: Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths @@ -286,12 +304,11 @@ namespace ImStb // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] -#endif // Helpers: Sorting -#define ImQsort qsort +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); @@ -301,7 +318,7 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -// Helpers: String, Formatting +// Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -314,14 +331,20 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API const char* ImStrSkipBlank(const char* str); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: Formatting IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf @@ -398,8 +421,8 @@ static inline double ImLog(double x) { return log(x); } static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } -static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else @@ -428,13 +451,15 @@ static inline float ImLengthSqr(const ImVec2& lhs) static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } -static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry @@ -455,17 +480,17 @@ IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } }; // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } - explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} }; // Helper: ImRect (2D axis aligned bounding-box) @@ -475,10 +500,10 @@ struct IMGUI_API ImRect ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right - ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } @@ -526,17 +551,18 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. -template -struct IMGUI_API ImBitArray +template +struct ImBitArray { ImU32 Storage[(BITCOUNT + 31) >> 5]; ImBitArray() { ClearAllBits(); } void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } - bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } - void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); } - void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); } - void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } }; // Helper: ImBitVector @@ -607,7 +633,7 @@ struct ImSpanAllocator // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template -struct IMGUI_API ImPool +struct ImPool { ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index @@ -644,7 +670,7 @@ struct IMGUI_API ImPool // We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template -struct IMGUI_API ImChunkStream +struct ImChunkStream { ImVector Buf; @@ -676,7 +702,6 @@ struct IMGUI_API ImChunkStream // // Rendering circles with an odd number of segments, while mathematically correct will produce // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) -// #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 @@ -732,23 +757,19 @@ struct ImDrawDataBuilder // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + // Controlled by user ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. -}; + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. -// Flags for ItemAdd() -// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop. -enum ImGuiItemAddFlags_ -{ - ImGuiItemAddFlags_None = 0, - ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear. + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 8, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; // Storage for LastItem data @@ -756,23 +777,20 @@ enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. - ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) ImGuiItemStatusFlags_Opened = 1 << 21, // - ImGuiItemStatusFlags_Checkable = 1 << 22, // - ImGuiItemStatusFlags_Checked = 1 << 23 // + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // #endif }; @@ -782,7 +800,7 @@ enum ImGuiInputTextFlagsPrivate_ // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // Extend ImGuiButtonFlags_ @@ -798,21 +816,27 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, - ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? - ImGuiSliderFlags_ReadOnly = 1 << 21 + ImGuiSliderFlags_ReadOnly = 1 << 21, }; // Extend ImGuiSelectableFlags_ @@ -820,38 +844,39 @@ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, }; enum ImGuiSeparatorFlags_ { - ImGuiSeparatorFlags_None = 0, - ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1, - ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, }; enum ImGuiTextFlags_ { - ImGuiTextFlags_None = 0, - ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, }; enum ImGuiTooltipFlags_ { - ImGuiTooltipFlags_None = 0, - ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. @@ -868,7 +893,7 @@ enum ImGuiLogType ImGuiLogType_TTY, ImGuiLogType_File, ImGuiLogType_Buffer, - ImGuiLogType_Clipboard + ImGuiLogType_Clipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 @@ -882,79 +907,14 @@ enum ImGuiAxis enum ImGuiPlotType { ImGuiPlotType_Lines, - ImGuiPlotType_Histogram -}; - -enum ImGuiInputSource -{ - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Keyboard, - ImGuiInputSource_Gamepad, - ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only - ImGuiInputSource_Clipboard, // Currently only used by InputText() - ImGuiInputSource_COUNT -}; - -// FIXME-NAV: Clarify/expose various repeat delay/rate -enum ImGuiInputReadMode -{ - ImGuiInputReadMode_Down, - ImGuiInputReadMode_Pressed, - ImGuiInputReadMode_Released, - ImGuiInputReadMode_Repeat, - ImGuiInputReadMode_RepeatSlow, - ImGuiInputReadMode_RepeatFast -}; - -enum ImGuiNavHighlightFlags_ -{ - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3 -}; - -enum ImGuiNavDirSourceFlags_ -{ - ImGuiNavDirSourceFlags_None = 0, - ImGuiNavDirSourceFlags_Keyboard = 1 << 0, - ImGuiNavDirSourceFlags_PadDPad = 1 << 1, - ImGuiNavDirSourceFlags_PadLStick = 1 << 2 -}; - -enum ImGuiNavMoveFlags_ -{ - ImGuiNavMoveFlags_None = 0, - ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side - ImGuiNavMoveFlags_LoopY = 1 << 1, - ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) - ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness - ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. - ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 -}; - -enum ImGuiNavForward -{ - ImGuiNavForward_None, - ImGuiNavForward_ForwardQueued, - ImGuiNavForward_ForwardActive -}; - -enum ImGuiNavLayer -{ - ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) - ImGuiNavLayer_COUNT + ImGuiPlotType_Histogram, }; enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip + ImGuiPopupPositionPolicy_Tooltip, }; struct ImGuiDataTypeTempStorage @@ -976,14 +936,14 @@ enum ImGuiDataTypePrivate_ { ImGuiDataType_String = ImGuiDataType_COUNT + 1, ImGuiDataType_Pointer, - ImGuiDataType_ID + ImGuiDataType_ID, }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { - ImGuiCol Col; - ImVec4 BackupValue; + ImGuiCol Col; + ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. @@ -996,6 +956,19 @@ struct ImGuiStyleMod ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + // Stacked storage data for BeginGroup()/EndGroup() struct IMGUI_API ImGuiGroupData { @@ -1015,14 +988,19 @@ struct IMGUI_API ImGuiGroupData // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - float Spacing; - float Width, NextWidth; - float Pos[3], NextWidths[3]; + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } - void Update(int count, float spacing, bool clear); - float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w) const; + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); }; // Internal state of the currently focused/edited text input box @@ -1043,8 +1021,6 @@ struct IMGUI_API ImGuiInputTextState bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame ImGuiInputTextFlags Flags; // copy of InputText() flags - ImGuiInputTextCallback UserCallback; // " - void* UserCallbackData; // " ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } @@ -1058,6 +1034,9 @@ struct IMGUI_API ImGuiInputTextState void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; @@ -1067,26 +1046,13 @@ struct ImGuiPopupData ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } -}; - -struct ImGuiNavItemData -{ - ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) - ImGuiID ID; // Init,Move // Best candidate item ID - ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID - ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - float DistBox; // Move // Best candidate box distance to current NavId - float DistCenter; // Move // Best candidate center distance to current NavId - float DistAxial; // Move // Best candidate axial distance to current NavId - - ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ @@ -1099,7 +1065,7 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, - ImGuiNextWindowDataFlags_HasScroll = 1 << 7 + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, }; // Storage for SetNexWindow** functions @@ -1119,7 +1085,7 @@ struct ImGuiNextWindowData ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; // Override background alpha - ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } @@ -1129,7 +1095,7 @@ enum ImGuiNextItemDataFlags_ { ImGuiNextItemDataFlags_None = 0, ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1 + ImGuiNextItemDataFlags_HasOpen = 1 << 1, }; struct ImGuiNextItemData @@ -1144,10 +1110,49 @@ struct ImGuiNextItemData inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! }; +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting +}; + struct ImGuiShrinkWidthItem { int Index; float Width; + float InitialWidth; }; struct ImGuiPtrOrIndex @@ -1159,6 +1164,201 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray ImBitArrayForNamedKeys; + +// Extend ImGuiKey_ +enum ImGuiKeyPrivate_ +{ + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1, + ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft, + ImGuiKey_Aliases_END = ImGuiKey_COUNT, + + // [Internal] Named shortcuts for Navigation + ImGuiKey_NavKeyboardTweakSlow = ImGuiKey_ModCtrl, + ImGuiKey_NavKeyboardTweakFast = ImGuiKey_ModShift, + ImGuiKey_NavGamepadTweakSlow = ImGuiKey_GamepadL1, + ImGuiKey_NavGamepadTweakFast = ImGuiKey_GamepadR1, + ImGuiKey_NavGamepadActivate = ImGuiKey_GamepadFaceDown, + ImGuiKey_NavGamepadCancel = ImGuiKey_GamepadFaceRight, + ImGuiKey_NavGamepadMenu = ImGuiKey_GamepadFaceLeft, + ImGuiKey_NavGamepadInput = ImGuiKey_GamepadFaceUp, +}; + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed) +// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + // Flags for IsKeyPressedEx() + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3, +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- @@ -1171,24 +1371,24 @@ enum ImGuiOldColumnFlags_ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, #endif }; struct ImGuiOldColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; - ImGuiOldColumnFlags Flags; // Not exposed + ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } @@ -1298,11 +1498,26 @@ struct ImGuiSettingsHandler }; //----------------------------------------------------------------------------- -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventIO = 1 << 4, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY +}; + struct ImGuiMetricsConfig { + bool ShowDebugLog; + bool ShowStackTool; bool ShowWindowsRects; bool ShowWindowsBeginOrder; bool ShowTablesRects; @@ -1313,29 +1528,35 @@ struct ImGuiMetricsConfig ImGuiMetricsConfig() { - ShowWindowsRects = false; - ShowWindowsBeginOrder = false; - ShowTablesRects = false; + ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false; ShowDrawCmdMesh = true; ShowDrawCmdBoundingBoxes = true; - ShowWindowsRectsType = -1; - ShowTablesRectsType = -1; + ShowWindowsRectsType = ShowTablesRectsType = -1; } }; -struct IMGUI_API ImGuiStackSizes +struct ImGuiStackLevelInfo { - short SizeOfIDStack; - short SizeOfColorStack; - short SizeOfStyleVarStack; - short SizeOfFontStack; - short SizeOfFocusScopeStack; - short SizeOfGroupStack; - short SizeOfBeginPopupStack; + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1357,7 +1578,7 @@ struct ImGuiContextHook }; //----------------------------------------------------------------------------- -// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext @@ -1365,6 +1586,8 @@ struct ImGuiContext bool Initialized; bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; + ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. @@ -1379,14 +1602,13 @@ struct ImGuiContext bool WithinEndChild; // Set within EndChild() bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child - ImVector CurrentWindowStack; + ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) @@ -1399,7 +1621,7 @@ struct ImGuiContext float WheelingWindowTimer; // Item/widgets state and tracking information - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; @@ -1417,10 +1639,6 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. - ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. - ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) @@ -1432,9 +1650,18 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + // Input Ownership + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);' +#endif + // Next window/item data - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions // Shared stacks ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() @@ -1445,48 +1672,56 @@ struct ImGuiContext ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + int BeginMenuCount; // Viewports ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 - ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. - int NavScoringCount; // Metrics for debugging ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. - int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. - bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) - bool NavMoveRequest; // Move request for this frame - ImGuiNavMoveFlags NavMoveRequestFlags; - ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) - ImGuiKeyModFlags NavMoveRequestKeyMods; - ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. - ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! @@ -1495,15 +1730,8 @@ struct ImGuiContext float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; - - // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* TabFocusRequestCurrWindow; // - ImGuiWindow* TabFocusRequestNextWindow; // - int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int TabFocusRequestNextCounterRegular; // Stored for next frame - int TabFocusRequestNextCounterTabStop; // " - bool TabFocusPressed; // Set in NewFrame() when user pressed Tab + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) @@ -1528,11 +1756,15 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads - // Table + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables ImGuiTable* CurrentTable; - int CurrentTableStackIdx; - ImPool Tables; - ImVector TablesTempDataStack; + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) ImVector DrawChannelsTempMergeBuffer; @@ -1543,29 +1775,33 @@ struct ImGuiContext ImVector ShrinkWidthBuffer; // Widget state - ImVec2 LastValidMousePos; + ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips - float ColorEditLastColor[3]; + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? - int TooltipOverrideCount; + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support - ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor - ImVec2 PlatformImeLastPos; + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Settings @@ -1592,19 +1828,23 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) - ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; // Misc - float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. int FramerateSecPerFrameIdx; int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; - int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags - int WantCaptureKeyboardNextFrame; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + ImVector TempBuffer; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) { @@ -1619,7 +1859,6 @@ struct ImGuiContext WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; GcCompactAll = false; TestEngineHookItems = false; - TestEngineHookIdInfo = 0; TestEngine = NULL; WindowsActiveCount = 0; @@ -1630,7 +1869,7 @@ struct ImGuiContext WheelingWindow = NULL; WheelingWindowTimer = 0.0f; - CurrentItemFlags = ImGuiItemFlags_None; + DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; @@ -1645,10 +1884,6 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -1660,15 +1895,22 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingKeyInputMask.ClearAllBits(); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ActiveIdUsingNavInputMask = 0x00; +#endif + + CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; + NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; - NavJustMovedToKeyMods = ImGuiKeyModFlags_None; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiModFlags_None; NavInputSource = ImGuiInputSource_None; - NavScoringRect = ImRect(); - NavScoringCount = 0; NavLayer = ImGuiNavLayer_Main; - NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; @@ -1677,23 +1919,21 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveRequest = false; - NavMoveRequestFlags = ImGuiNavMoveFlags_None; - NavMoveRequestForward = ImGuiNavForward_None; - NavMoveRequestKeyMods = ImGuiKeyModFlags_None; - NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; - NavWrapRequestWindow = NULL; - NavWrapRequestFlags = ImGuiNavMoveFlags_None; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiModFlags_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; - TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; - TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; - TabFocusPressed = false; - DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; @@ -1709,25 +1949,30 @@ struct ImGuiContext DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + ClipperTempDataStacked = 0; + CurrentTable = NULL; - CurrentTableStackIdx = -1; + TablesTempDataStacked = 0; CurrentTabBar = NULL; - LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputId = 0; - ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f; - ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + ColorEditLastColor = 0; + SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; TooltipSlowDelay = 0.50f; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; @@ -1743,14 +1988,15 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset(TempBuffer, 0, sizeof(TempBuffer)); } }; @@ -1773,15 +2019,11 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; + bool IsSameLine; ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImVec1 GroupOffset; - - // Last item status - ImGuiID LastItemId; // ID for last item - ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) - ImRect LastItemRect; // Interaction rect for last item - ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) @@ -1803,8 +2045,6 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -1812,7 +2052,6 @@ struct IMGUI_API ImGuiWindowTempData float TextWrapPos; // Current text wrap pos. ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; // Storage for one window @@ -1821,6 +2060,7 @@ struct IMGUI_API ImGuiWindow char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed @@ -1849,6 +2089,7 @@ struct IMGUI_API ImGuiWindow bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== HiddenFrames*** > 0) bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) @@ -1895,8 +2136,10 @@ struct IMGUI_API ImGuiWindow ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; - ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. @@ -1915,9 +2158,6 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. @@ -1929,19 +2169,6 @@ public: ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; -// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiLastItemDataBackup -{ - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; - ImRect LastItemDisplayRect; - - ImGuiLastItemDataBackup() { Backup(); } - void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } - void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } -}; - //----------------------------------------------------------------------------- // [SECTION] Tab bar, Tab item support //----------------------------------------------------------------------------- @@ -1951,7 +2178,7 @@ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] ImGuiTabBarFlags_IsFocused = 1 << 21, - ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ @@ -1959,7 +2186,7 @@ enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) - ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button }; // Storage for one active tab item (sizeof() 40 bytes) @@ -1972,6 +2199,7 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout() @@ -1981,7 +2209,7 @@ struct ImGuiTabItem }; // Storage for a tab bar (sizeof() 152 bytes) -struct ImGuiTabBar +struct IMGUI_API ImGuiTabBar { ImVector Tabs; ImGuiTabBarFlags Flags; @@ -2066,10 +2294,11 @@ struct ImGuiTableColumn ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx DrawChannelFrozen; - ImGuiTableDrawChannelIdx DrawChannelUnfrozen; - bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling). - bool IsEnabledNextFrame; + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). bool IsVisibleY; bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. @@ -2104,8 +2333,17 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) +struct ImGuiTableInstanceData +{ + float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955) + float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue? + + ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; } +}; + // FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData -struct ImGuiTable +struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; @@ -2146,11 +2384,10 @@ struct ImGuiTable float CellPaddingY; float CellSpacingX1; // Spacing between non-bordered cells float CellSpacingX2; - float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. float ColumnsGivenWidth; // Sum of current column width float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns float ResizedColumnNextWidth; float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. @@ -2158,7 +2395,7 @@ struct ImGuiTable ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is ImRect WorkRect; ImRect InnerClipRect; - ImRect BgClipRect; // We use this to cpu-clip cell background color fill + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. @@ -2167,6 +2404,10 @@ struct ImGuiTable ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) @@ -2209,23 +2450,20 @@ struct ImGuiTable bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis - IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } - IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } }; // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. -// FIXME-TABLE: more transient data could be stored here: DrawSplitter, incoming RowData? -struct ImGuiTableTempData +struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; - ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() @@ -2236,7 +2474,7 @@ struct ImGuiTableTempData float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() - IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; // sizeof() ~ 12 @@ -2295,13 +2533,16 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); @@ -2309,6 +2550,9 @@ namespace ImGui IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); @@ -2318,10 +2562,11 @@ namespace ImGui IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Init - IMGUI_API void Initialize(ImGuiContext* context); - IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void UpdateMouseMovingWindowNewFrame(); @@ -2332,6 +2577,9 @@ namespace ImGui IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + // Viewports + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); @@ -2339,6 +2587,8 @@ namespace ImGui IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); // Scrolling @@ -2347,14 +2597,21 @@ namespace ImGui IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); - IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) - inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } - inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); @@ -2367,29 +2624,21 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); - IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); - IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); - IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): - // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' - // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem -#endif + // Parameter stacks + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. @@ -2402,28 +2651,38 @@ namespace ImGui IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Menus IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); // Combos IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); IMGUI_API void NavMoveRequestCancel(); - IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); - IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); - IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) @@ -2436,17 +2695,31 @@ namespace ImGui // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); + IMGUI_API void GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size); IMGUI_API void SetItemUsingMouseWheel(); + IMGUI_API void SetActiveIdUsingNavAndKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } - inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } - inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } + inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return ImGuiKey_MouseLeft + button; } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } - IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + IMGUI_API ImGuiModFlags GetMergedModFlags(); + IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87] +#endif // Drag and Drop + IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); @@ -2484,7 +2757,9 @@ namespace ImGui IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); @@ -2510,7 +2785,7 @@ namespace ImGui IMGUI_API void TableSaveSettings(ImGuiTable* table); IMGUI_API void TableResetSettings(ImGuiTable* table); IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); - IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API void TableSettingsAddSettingsHandler(); IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); @@ -2540,21 +2815,15 @@ namespace ImGui IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] - inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } - inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } -#endif + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); @@ -2563,7 +2832,7 @@ namespace ImGui IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); @@ -2579,8 +2848,9 @@ namespace ImGui IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). @@ -2589,14 +2859,14 @@ namespace ImGui template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); @@ -2605,7 +2875,7 @@ namespace ImGui IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } - inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -2624,26 +2894,47 @@ namespace ImGui IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Log + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } - IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + } // namespace ImGui @@ -2658,7 +2949,9 @@ struct ImFontBuilderIO }; // Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); @@ -2675,20 +2968,15 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0) -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif //----------------------------------------------------------------------------- diff --git a/ImGui/imgui_tables.cpp b/ImGui/imgui_tables.cpp index 971dce3..80ae613 100644 --- a/ImGui/imgui_tables.cpp +++ b/ImGui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (tables and columns code) /* @@ -24,7 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- @@ -288,12 +288,7 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w flags |= ImGuiTableFlags_NoSavedSettings; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) -#ifdef IMGUI_HAS_DOCK - ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; -#else - ImGuiWindow* window_for_settings = outer_window->RootWindow; -#endif - if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; return flags; @@ -329,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0, false)) + if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; @@ -345,10 +340,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); - g.CurrentTableStackIdx++; - if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) - g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); - ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx]; + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; temp_data->TableIndex = table_idx; table->DrawSplitter = &table->TempData->DrawSplitter; table->DrawSplitter->Clear(); @@ -367,6 +361,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->IsLayoutLocked = false; table->InnerWidth = inner_width; temp_data->UserOuterSize = outer_size; + if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -522,7 +518,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG *column = ImGuiTableColumn(); column->WidthAuto = width_auto; column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker - column->IsEnabled = column->IsEnabledNextFrame = true; + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; } column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; } @@ -543,7 +539,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; - //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } @@ -569,6 +565,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. @@ -756,16 +753,18 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->InitStretchWeightOrWidth = -1.0f; } - // Update Enabled state, mark settings/sortspecs dirty + // Update Enabled state, mark settings and sort specs dirty if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) - column->IsEnabledNextFrame = true; - if (column->IsEnabled != column->IsEnabledNextFrame) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) { - column->IsEnabled = column->IsEnabledNextFrame; + column->IsUserEnabled = column->IsUserEnabledNextFrame; table->IsSettingsDirty = true; - if (!column->IsEnabled && column->SortOrder != -1) - table->IsSortSpecsDirty = true; } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) table->IsSortSpecsDirty = true; @@ -889,6 +888,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) sum_width_requests += table->CellPaddingX * 2.0f; } table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; @@ -936,9 +936,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) width_remaining_for_stretched_columns -= 1.0f; } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table->HoveredColumnBody = -1; table->HoveredColumnBorder = -1; - const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column @@ -1099,23 +1100,15 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); - table->LastFirstRowHeight = 0.0f; + table_instance->LastFirstRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; // [Part 11] Context menu - if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + if (TableBeginContextMenuPopup(table)) { - const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) - { - TableDrawContextMenu(table); - EndPopup(); - } - else - { - table->IsContextPopupOpen = false; - } + TableDrawContextMenu(table); + EndPopup(); } // [Part 13] Sanitize and build sort specs before we have a change to use them for display. @@ -1144,10 +1137,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); - const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { @@ -1164,9 +1158,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) continue; - if (table->FreezeColumnsCount > 0) - if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) - continue; + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); @@ -1174,7 +1167,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) KeepAliveID(column_id); bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); @@ -1227,6 +1220,7 @@ void ImGui::EndTable() TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; @@ -1237,7 +1231,7 @@ void ImGui::EndTable() else if (!(flags & ImGuiTableFlags_NoHostExtendY)) table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); - table->LastOuterHeight = table->OuterRect.GetHeight(); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, @@ -1283,17 +1277,23 @@ void ImGui::EndTable() splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() - const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) { ImGuiTableColumn* column = &table->Columns[column_n]; - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) - table->ColumnsAutoFitWidth += column->WidthRequest; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; else - table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); // Update scroll if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) @@ -1385,9 +1385,8 @@ void ImGui::EndTable() // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - IM_ASSERT(g.CurrentTableStackIdx >= 0); - g.CurrentTableStackIdx--; - temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL; + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { @@ -1449,7 +1448,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsEnabled = column->IsEnabledNextFrame = false; + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. @@ -1476,11 +1475,23 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit - table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 0; + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } } //----------------------------------------------------------------------------- @@ -1489,7 +1500,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) // - TableGetColumnCount() // - TableGetColumnName() // - TableGetColumnName() [Internal] -// - TableSetColumnEnabled() [Internal] +// - TableSetColumnEnabled() // - TableGetColumnFlags() // - TableGetCellBgRect() [Internal] // - TableGetColumnResizeID() [Internal] @@ -1525,10 +1536,12 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) return &table->ColumnsNames.Buf[column->NameOffset]; } -// Request enabling/disabling a column (often perceived as "showing/hiding" from users point of view) +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) // Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) -// Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable() -// For the getter you can use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { ImGuiContext& g = *GImGui; @@ -1536,11 +1549,12 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled) IM_ASSERT(table != NULL); if (!table) return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above if (column_n < 0) column_n = table->CurrentColumn; IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiTableColumn* column = &table->Columns[column_n]; - column->IsEnabledNextFrame = enabled; + column->IsUserEnabledNextFrame = enabled; } // We allow querying for an extra column in order to poll the IsHovered state of the right-most section @@ -1559,18 +1573,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) // Return the cell rectangle based on currently known height. // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. -// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float x1 = column->MinX; float x2 = column->MaxX; - if (column->PrevEnabledColumn == -1) - x1 -= table->CellSpacingX1; - if (column->NextEnabledColumn == -1) - x2 += table->CellSpacingX2; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } @@ -1700,6 +1717,8 @@ void ImGui::TableBeginRow(ImGuiTable* table) table->RowTextBaseline = 0.0f; table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.IsSameLine = false; window->DC.CursorMaxPos.y = next_y1; // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. @@ -1736,7 +1755,7 @@ void ImGui::TableEndRow(ImGuiTable* table) const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); if (table->CurrentRow == 0) - table->LastFirstRowHeight = bg_y2 - bg_y1; + TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) @@ -1787,10 +1806,12 @@ void ImGui::TableEndRow(ImGuiTable* table) ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); - cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } @@ -1946,8 +1967,9 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { - window->DC.LastItemId = 0; - window->DC.LastItemStatusFlags = 0; + ImGuiContext& g = *GImGui; + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; } if (table->Flags & ImGuiTableFlags_NoClip) @@ -2013,6 +2035,7 @@ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) if (table->Flags & ImGuiTableFlags_ScrollX) { // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) if (column->DisplayOrder < table->FreezeColumnsRequest) { max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; @@ -2071,7 +2094,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; - //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. @@ -2341,7 +2364,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; - if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; @@ -2485,10 +2508,11 @@ void ImGui::TableDrawBorders(ImGuiTable* table) inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; const float draw_y1 = table->InnerRect.Min.y; const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) @@ -2501,7 +2525,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const bool is_hovered = (table->HoveredColumnBorder == column_n); const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; - const bool is_frozen_separator = (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) continue; @@ -2597,8 +2621,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() if (!table->IsLayoutLocked) TableUpdateLayout(table); - if (table->IsSortSpecsDirty) - TableSortSpecsBuild(table); + TableSortSpecsBuild(table); return &table->SortSpecs; } @@ -2737,14 +2760,18 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) void ImGui::TableSortSpecsBuild(ImGuiTable* table) { - IM_ASSERT(table->IsSortSpecsDirty); - TableSortSpecsSanitize(table); + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } // Write output - ImGuiTableTempData* temp_data = table->TempData; - temp_data->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); - ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &temp_data->SortSpecsSingle : temp_data->SortSpecsMulti.Data; - if (sort_specs != NULL) + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; @@ -2757,10 +2784,9 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; sort_spec->SortDirection = column->SortDirection; } + table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us } //------------------------------------------------------------------------- @@ -2780,8 +2806,11 @@ float ImGui::TableGetHeaderRowHeight() float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) - if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled) + { + ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); + if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + } row_height += GetStyle().CellPadding.y * 2.0f; return row_height; } @@ -2818,7 +2847,7 @@ void ImGui::TableHeadersRow() // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. - const char* name = TableGetColumnName(column_n); + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); @@ -2900,7 +2929,6 @@ void ImGui::TableHeader(const char* label) const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } else { @@ -2908,6 +2936,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3000,6 +3029,17 @@ void ImGui::TableOpenContextMenu(int column_n) } } +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table) @@ -3073,16 +3113,19 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + const char* name = TableGetColumnName(table, other_column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; - if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1) + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) menu_item_active = false; - if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active)) - other_column->IsEnabledNextFrame = !other_column->IsEnabled; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; } PopItemFlag(); } @@ -3207,7 +3250,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) column_settings->DisplayOrder = column->DisplayOrder; column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; - column_settings->IsEnabled = column->IsEnabled; + column_settings->IsEnabled = column->IsUserEnabled; column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; @@ -3221,7 +3264,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) settings->SaveFlags |= ImGuiTableFlags_Reorderable; if (column->SortOrder != -1) settings->SaveFlags |= ImGuiTableFlags_Sortable; - if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) settings->SaveFlags |= ImGuiTableFlags_Hideable; } settings->SaveFlags &= table->Flags; @@ -3279,7 +3322,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table) else column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } @@ -3402,9 +3445,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle } } -void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +void ImGui::TableSettingsAddSettingsHandler() { - ImGuiContext& g = *context; ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Table"; ini_handler.TypeHash = ImHashStr("Table"); @@ -3413,7 +3455,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + AddSettingsHandler(&ini_handler); } //------------------------------------------------------------------------- @@ -3427,7 +3469,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; int table_idx = g.Tables.GetIndex(table); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); @@ -3439,11 +3481,12 @@ void ImGui::TableRemove(ImGuiTable* table) // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); table->SortSpecs.Specs = NULL; - table->IsSortSpecsDirty = true; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) @@ -3454,7 +3497,6 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) { temp_data->DrawSplitter.ClearFreeMemory(); - temp_data->SortSpecsMulti.clear(); temp_data->LastTimeActive = -1.0f; } @@ -3483,7 +3525,7 @@ void ImGui::TableGcCompactSettings() // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { @@ -3511,6 +3553,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table) GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; + if (table->InstanceCurrent > 0) + ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); bool clear_settings = SmallButton("Clear settings"); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); @@ -3575,7 +3619,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) TreePop(); } -#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} @@ -3915,6 +3959,7 @@ void ImGui::NextColumn() { // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; columns->LineMinY = columns->LineMaxY; } window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -3967,7 +4012,7 @@ void ImGui::EndColumns() const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) + if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test continue; bool hovered = false, held = false; diff --git a/ImGui/imgui_widgets.cpp b/ImGui/imgui_widgets.cpp index 5e7b1c8..492dba5 100644 --- a/ImGui/imgui_widgets.cpp +++ b/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 WIP +// dear imgui, v1.89 WIP // (widgets code) /* @@ -82,6 +82,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif //------------------------------------------------------------------------- @@ -152,9 +153,13 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - IM_ASSERT(text != NULL); + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length const char* text_begin = text; if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT @@ -162,7 +167,21 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); - if (text_end - text > 2000 && !wrap_enabled) + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else { // Long text! // Perform manual coarse clipping to optimize for long multi-line text @@ -201,7 +220,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); while (line < text_end) { - if (IsClippedEx(line_rect, 0, false)) + if (IsClippedEx(line_rect, 0)) break; const char* line_end = (const char*)memchr(line, '\n', text_end - line); @@ -235,19 +254,6 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } - else - { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - if (!ItemAdd(bb, 0)) - return; - - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); - } } void ImGui::TextUnformatted(const char* text, const char* text_end) @@ -269,9 +275,10 @@ void ImGui::TextV(const char* fmt, va_list args) if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); + // FIXME-OPT: Handle the %s shortcut? + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -352,8 +359,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -388,8 +395,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding ImVec2 pos = window->DC.CursorPos; @@ -488,14 +495,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - if (flags & ImGuiButtonFlags_Disabled) - { - if (out_hovered) *out_hovered = false; - if (out_held) *out_held = false; - if (g.ActiveId == id) ClearActiveID(); - return false; - } - // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonDefault_; @@ -510,7 +509,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0 && window->DC.LastItemId != id) + if (id != 0 && g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif @@ -527,7 +526,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { hovered = true; SetHoveredID(id); - if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f)) + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) { pressed = true; g.DragDropHoldJustPressedId = id; @@ -549,13 +548,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { // Poll buttons int mouse_button_clicked = -1; - int mouse_button_released = -1; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { @@ -567,24 +562,34 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetFocusID(id, window); FocusWindow(window); } - if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { pressed = true; if (flags & ImGuiButtonFlags_NoHoldingActiveId) ClearActiveID(); else SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + if (flags & ImGuiButtonFlags_PressedOnRelease) { - // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; - if (!has_repeated_at_least_once) - pressed = true; - ClearActiveID(); + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). @@ -606,15 +611,22 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat)) + { + // Avoid pressing both keys from triggering double amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(key1->DownDuration, key2->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } if (nav_activated_by_code || nav_activated_by_inputs) - pressed = true; - if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source + pressed = true; SetActiveID(id, window); - if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } @@ -641,7 +653,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((release_in || release_anywhere) && !g.DragDropActive) { // Report as pressed when releasing the mouse (this is the most common path) - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) pressed = true; @@ -688,8 +700,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -706,7 +719,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } @@ -730,6 +743,7 @@ bool ImGui::SmallButton(const char* label) // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; @@ -747,16 +761,17 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); @@ -764,7 +779,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; @@ -777,6 +792,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } @@ -838,9 +854,8 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) // Render ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + window->DrawList->AddCircleFilled(bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold @@ -852,7 +867,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. @@ -873,9 +888,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = GetWindowScrollbarID(window, axis); - KeepAliveID(id); // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); @@ -895,7 +908,9 @@ void ImGui::Scrollbar(ImGuiAxis axis) } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; - ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; } // Vertical/Horizontal scrollbar @@ -904,13 +919,15 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; + KeepAliveID(id); + const float bb_frame_width = bb_frame.GetWidth(); const float bb_frame_height = bb_frame.GetHeight(); if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) @@ -935,8 +952,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). @@ -944,13 +961,13 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa bool hovered = false; ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); - float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) { - float scrollbar_pos_v = bb.Min[axis]; - float mouse_pos_v = g.IO.MousePos[axis]; + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); @@ -970,10 +987,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); // Update values for rendering - scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated @@ -1083,7 +1100,7 @@ bool ImGui::Checkbox(const char* label, bool* v) ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } @@ -1099,7 +1116,7 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (g.CurrentItemFlags & ImGuiItemFlags_MixedValue) != 0; + bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) @@ -1119,7 +1136,7 @@ bool ImGui::Checkbox(const char* label, bool* v) if (label_size.x > 0.0f) RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -1221,7 +1238,7 @@ bool ImGui::RadioButton(const char* label, bool active) if (label_size.x > 0.0f) RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } @@ -1279,7 +1296,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1335,6 +1352,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else @@ -1390,11 +1408,20 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; + // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, + // need to introduce a variant of WorkRect for that purpose. (#4787) + if (ImGuiTable* table = g.CurrentTable) + { + x1 = table->Columns[table->CurrentColumn].MinX; + x2 = table->Columns[table->CurrentColumn].MaxX; + } + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) PushColumnsBackground(); // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); const bool item_visible = ItemAdd(bb, 0); @@ -1423,7 +1450,7 @@ void ImGui::Separator() // Those flags should eventually be overridable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx(flags); } @@ -1444,10 +1471,12 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); - if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); ImRect bb_render = bb; @@ -1519,7 +1548,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess -= width_to_remove_per_item * count_same_width; } - // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Round width and redistribute remainder // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0f; for (int n = 0; n < count; n++) @@ -1528,10 +1557,13 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } - if (width_excess > 0.0f) + while (width_excess > 0.0f) for (int n = 0; n < count; n++) - if (items[n].Index < (int)(width_excess + 0.01f)) + if (items[n].Width + 1.0f <= items[n].InitialWidth) + { items[n].Width += 1.0f; + width_excess -= 1.0f; + } } //------------------------------------------------------------------------- @@ -1541,6 +1573,8 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc // - BeginCombo() // - BeginComboPopup() [Internal] // - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] // - Combo() //------------------------------------------------------------------------- @@ -1580,7 +1614,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool pressed = ButtonBehavior(bb, id, &hovered, &held); const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); - if ((pressed || g.NavActivateId == id) && !popup_open) + if (pressed && !popup_open) { OpenPopupEx(popup_id, ImGuiPopupFlags_None); popup_open = true; @@ -1602,6 +1636,14 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF } RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + // Render preview and label if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) { @@ -1683,6 +1725,59 @@ void ImGui::EndCombo() EndPopup(); } +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + // Getter for the old Combo() API: const char*[] static bool Items_ArrayGetter(void* data, int idx, const char** out_text) { @@ -1735,7 +1830,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool value_changed = false; for (int i = 0; i < items_count; i++) { - PushID((void*)(intptr_t)i); + PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) @@ -1751,8 +1846,9 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi } EndCombo(); + if (value_changed) - MarkItemEdited(g.CurrentWindow->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -1786,6 +1882,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() @@ -1825,9 +1922,9 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (fmt_start == fmt && fmt_end[0] == 0) return "%d"; - ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. - return g.TempBuffer; + const char* tmp_format; + ImFormatStringToTempBuffer(&tmp_format, NULL, "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return tmp_format; #else IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" #endif @@ -1916,24 +2013,10 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; - - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if (op == '+' || op == '*' || op == '/') - { - buf++; - while (ImCharIsBlankA(*buf)) - buf++; - } - else - { - op = 0; - } if (!buf[0]) return false; @@ -1942,66 +2025,20 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, type_info->Size); - if (format == NULL) + // Sanitize format + // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) format = type_info->ScanFmt; - - // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. - int arg1i = 0; - if (data_type == ImGuiDataType_S32) - { - int* v = (int*)p_data; - int arg0i = *v; - float arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0i) < 1) - return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision - if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) - else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply - else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide - else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant - } - else if (data_type == ImGuiDataType_Float) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = (float*)p_data; - float arg0f = *v, arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_Double) - { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)p_data; - double arg0f = *v, arg1f = 0.0; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // All other types assign constant - // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - if (sscanf(buf, format, p_data) < 1) - return false; - } else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) { - // Small types need a 32-bit buffer to receive the result from scanf() - int v32; - if (sscanf(buf, format, &v32) < 1) - return false; if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2083,45 +2120,17 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision) } template -static const char* ImAtoi(const char* src, TYPE* output) -{ - int negative = 0; - if (*src == '-') { negative = 1; src++; } - if (*src == '+') { src++; } - TYPE v = 0; - while (*src >= '0' && *src <= '9') - v = (v * 10) + (*src++ - '0'); - *output = negative ? -v : v; - return src; -} - -// Sanitize format -// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi -// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. -static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) -{ - IM_UNUSED(fmt_out_size); - const char* fmt_end = ImParseFormatFindEnd(fmt); - IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! - while (fmt < fmt_end) - { - char c = *(fmt++); - if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. - *(fmt_out++) = c; - } - *fmt_out = 0; // Zero-terminate -} - -template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; // Sanitize format char fmt_sanitized[32]; - SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); fmt_start = fmt_sanitized; // Format value with our rounding, and read back @@ -2130,10 +2139,8 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, const char* p = v_str; while (*p == ' ') p++; - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - v = (TYPE)ImAtof(p); - else - ImAtoi(p, (SIGNEDTYPE*)&v); + v = (TYPE)ImAtof(p); + return v; } @@ -2183,7 +2190,10 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const else if (g.ActiveIdSource == ImGuiInputSource_Nav) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; @@ -2237,8 +2247,8 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; @@ -2281,6 +2291,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v ImGuiContext& g = *GImGui; if (g.ActiveId == id) { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) ClearActiveID(); else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) @@ -2288,7 +2299,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2328,7 +2339,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL @@ -2337,31 +2348,35 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); - if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); + const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - temp_input_is_active = true; } - // Experimental: simple click (without moving) turns Drag into an InputText - // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. - if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) - if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) - { - g.NavInputId = id; - temp_input_is_active = true; - } } if (temp_input_is_active) @@ -2372,7 +2387,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); @@ -2391,7 +2406,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } @@ -2479,6 +2494,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); + return value_changed; } @@ -2615,7 +2631,6 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T v_max_fudged = -logarithmic_zero_epsilon; float result; - if (v_clamped <= v_min_fudged) result = 0.0f; // Workaround for values that are in-range but below our fudge else if (v_clamped >= v_max_fudged) @@ -2639,91 +2654,81 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T return flipped ? (1.0f - result) : result; } - - // Linear slider - return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } } // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { - if (v_min == v_max) + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) return v_min; - const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (t >= 1.0f) + return v_max; - TYPE result; + TYPE result = (TYPE)0; if (is_logarithmic) { - // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value - if (t <= 0.0f) - result = v_min; - else if (t >= 1.0f) - result = v_max; - else + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts { - bool flipped = v_max < v_min; // Check if range is "backwards" - - // Fudge min/max to avoid getting silly results close to zero - FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; - FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; - - if (flipped) - ImSwap(v_min_fudged, v_max_fudged); - - // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) - if ((v_max == 0.0f) && (v_min < 0.0f)) - v_max_fudged = -logarithmic_zero_epsilon; - - float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range - - if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts - { - float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space - float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; - float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; - if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) - result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) - else if (t_with_flip < zero_point_center) - result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); - else - result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); - } - else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider - result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); else - result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); } else { // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); if (is_floating_point) { result = ImLerp(v_min, v_max, t); } - else + else if (t < 1.0) { // - For integer values we want the clicking position to match the grab box so we round above // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. - if (t < 1.0) - { - FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; - result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); - } - else - { - result = v_max; - } + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); } } return result; } -// FIXME: Move more of the code into SliderBehavior() +// FIXME: Try to move more of the code into shared SliderBehavior() template bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { @@ -2733,13 +2738,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - const float grab_padding = 2.0f; + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; @@ -2770,7 +2776,17 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { const float mouse_abs_pos = g.IO.MousePos[axis]; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; @@ -2784,25 +2800,26 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ g.SliderCurrentAccumDirty = false; } - const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); if (input_delta != 0.0f) { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + if (tweak_slow) input_delta /= 10.0f; } else { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else input_delta /= 100.0f; } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) + if (tweak_fast) input_delta *= 10.0f; g.SliderCurrentAccum += input_delta; @@ -2831,8 +2848,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (delta > 0) @@ -2850,8 +2867,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2890,8 +2907,9 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + // Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation. ImGuiContext& g = *GImGui; - if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2943,7 +2961,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL @@ -2952,21 +2970,24 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0; + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) - temp_input_is_active = true; } } @@ -2978,7 +2999,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); @@ -3002,7 +3023,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } @@ -3117,7 +3138,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); @@ -3126,7 +3147,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); @@ -3194,6 +3215,8 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() @@ -3257,6 +3280,57 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_ return buf; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + // Parse display precision back from the display format string // FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) @@ -3303,13 +3377,19 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* return value_changed; } +static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) +{ + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + return ImGuiInputTextFlags_CharsScientific; + const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; + return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; +} + // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! // This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { - ImGuiContext& g = *GImGui; - char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); @@ -3317,7 +3397,8 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + flags |= InputScalar_DefaultCharsFilter(data_type, format); + bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { @@ -3327,7 +3408,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG memcpy(&data_backup, p_data, data_type_size); // Apply new value (or operations) then clamp - DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + DataTypeApplyFromText(data_buf, data_type, p_data, format); if (p_clamp_min || p_clamp_max) { if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) @@ -3360,12 +3441,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - bool value_changed = false; - if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= ImGuiInputTextFlags_CharsDecimal; - flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + // Testing ActiveId as a minor optimization as filtering is not needed until active + if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= InputScalar_DefaultCharsFilter(data_type, format); + flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + bool value_changed = false; if (p_step != NULL) { const float button_size = GetFrameHeight(); @@ -3374,14 +3455,14 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) - button_flags |= ImGuiButtonFlags_Disabled; + BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { @@ -3394,6 +3475,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) @@ -3409,10 +3492,10 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); } if (value_changed) - MarkItemEdited(window->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -3507,7 +3590,11 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f // - InputText() // - InputTextWithHint() // - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) @@ -3523,7 +3610,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } @@ -3609,16 +3696,14 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob } // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. -static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -#ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -#else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } -#endif -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { if (ImGui::GetIO().ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) @@ -3782,13 +3867,15 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } if (input_source != ImGuiInputSource_Clipboard) @@ -3807,13 +3894,14 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; // Generic named filters - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) { - // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *GImGui; const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; @@ -3861,6 +3949,41 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return true; } +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + ImGuiContext& g = *GImGui; + const ImWchar* old_buf = state->TextW.Data; + const int old_length = state->CurLenW; + const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); + g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); + ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; + ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match @@ -3892,7 +4015,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_resizable) IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -3904,21 +4027,29 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; + ImGuiItemStatusFlags item_status_flags = 0; + ImGuiLastItemData item_data_backup; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) { - ItemSize(total_bb, style.FramePadding.y); EndGroup(); return false; } + item_status_flags = g.LastItemData.StatusFlags; + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); - PopStyleVar(2); + PopStyleVar(3); PopStyleColor(); if (!child_visible) { @@ -3936,8 +4067,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); if (!(flags & ImGuiInputTextFlags_MergedItem)) - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; + item_status_flags = g.LastItemData.StatusFlags; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) @@ -3946,21 +4078,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested_by_code = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0; - const bool focus_requested_by_tabbing = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + bool select_all = false; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing); + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { @@ -3974,17 +4104,21 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->InitialTextA.Data, buf, buf_len + 1); + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + // Start edition const char* buf_end = NULL; + state->ID = id; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -3993,16 +4127,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) - if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) - select_all = true; } if (g.ActiveId != id && init_make_active) @@ -4013,16 +4153,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ FocusWindow(window); // Declare our inputs - IM_ASSERT(ImGuiNavInput_COUNT < 32); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + SetActiveIdUsingKey(ImGuiKey_Escape); + SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); + SetActiveIdUsingKey(ImGuiKey_Home); + SetActiveIdUsingKey(ImGuiKey_End); if (is_multiline) - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + { + SetActiveIdUsingKey(ImGuiKey_PageUp); + SetActiveIdUsingKey(ImGuiKey_PageDown); + } + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + { + SetActiveIdUsingKey(ImGuiKey_Tab); + } } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -4035,9 +4181,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; - bool enter_pressed = false; + bool validated = false; // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( @@ -4080,8 +4226,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->Edited = false; state->BufCapacityA = buf_size; state->Flags = flags; - state->UserCallback = callback; - state->UserCallbackData = callback_user_data; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. @@ -4093,19 +4237,49 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + if (select_all) { state->SelectAll(); state->SelectedAllMouseLock = true; } - else if (hovered && is_osx && io.MouseDoubleClicked[0]) + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - // Double-click select a word only, OS X style (by simulating keystrokes) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); } else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { + // FIXME: unselect on late click could be done release? if (hovered) { stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); @@ -4121,27 +4295,26 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); - } + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { - if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) + if (c == '\t') // Skip Tab, see above. continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); @@ -4157,36 +4330,42 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); - IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); state->Stb.row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); + const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiModFlags_Super | ImGuiModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_ctrl_key_only = (io.KeyMods == ImGuiModFlags_Ctrl); + const bool is_shift_key_only = (io.KeyMods == ImGuiModFlags_Shift); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiModFlags_Super) : (io.KeyMods == ImGuiModFlags_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; + const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A); - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); + + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { @@ -4197,12 +4376,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + else if (is_enter_pressed || is_gamepad_validate) { + // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { - enter_pressed = clear_active_id = true; + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; } else if (!is_readonly) { @@ -4211,7 +4395,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->OnKeyPressed((int)c); } } - else if (IsKeyPressedMap(ImGuiKey_Escape)) + else if (is_cancel) { clear_active_id = cancel_edit = true; } @@ -4220,7 +4404,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); state->ClearSelection(); } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + else if (is_select_all) { state->SelectAll(); state->CursorFollow = true; @@ -4279,11 +4463,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - const char* apply_new_text = NULL; - int apply_new_text_length = 0; if (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. @@ -4302,22 +4486,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } + // Apply ASCII value + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + const bool apply_edit_back_to_user_buffer = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } // User callback if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) @@ -4326,18 +4512,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; event_key = ImGuiKey_Tab; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_UpArrow; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; @@ -4359,8 +4545,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback_data.Flags = flags; callback_data.UserData = callback_user_data; + char* callback_buf = is_readonly ? buf : state->TextA.Data; callback_data.EventKey = event_key; - callback_data.Buf = state->TextA.Data; + callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; @@ -4375,7 +4562,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); const bool buf_dirty = callback_data.BufDirty; @@ -4385,8 +4573,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (buf_dirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); @@ -4402,39 +4591,37 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } - // Copy result to user buffer - if (apply_new_text) - { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - // without any storage on user's side. - IM_ASSERT(apply_new_text_length >= 0); - if (is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } - //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); - - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; - } - // Clear temporary user storage state->Flags = ImGuiInputTextFlags_None; - state->UserCallback = NULL; - state->UserCallbackData = NULL; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) @@ -4556,7 +4743,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - inner_size.y >= scroll_y) + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); @@ -4623,7 +4810,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (!is_readonly) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + } } } else @@ -4648,9 +4839,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + g.CurrentItemFlags = backup_item_flags; + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. EndGroup(); + if (g.LastItemData.ID == 0) + { + g.LastItemData.ID = id; + g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } } // Log as text @@ -4666,13 +4871,47 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; + return validated; else return value_changed; } +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + char buf[64] = ""; + if (undo_rec_type != ' ' && undo_rec->char_storage != -1) + ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. //------------------------------------------------------------------------- @@ -4693,6 +4932,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. @@ -4717,24 +4980,24 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__DisplayMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); - if (!(flags & ImGuiColorEditFlags__DataTypeMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); - if (!(flags & ImGuiColorEditFlags__PickerMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - if (!(flags & ImGuiColorEditFlags__InputMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -4748,13 +5011,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (f[1] == 0) - f[0] = g.ColorEditLastHue; - if (f[2] == 0) - f[1] = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4804,7 +5061,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) @@ -4832,7 +5089,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } ImGuiWindow* picker_active_window = NULL; @@ -4849,11 +5106,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (BeginPopup("picker")) { @@ -4863,8 +5120,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag TextEx(label, label_display_end); Spacing(); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); @@ -4873,8 +5130,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; - window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + SameLine(0.0f, style.ItemInnerSpacing.x); TextEx(label, label_display_end); } @@ -4889,7 +5145,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag g.ColorEditLastHue = f[0]; g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4906,7 +5162,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) @@ -4928,10 +5184,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) - window->DC.LastItemId = g.ActiveId; + g.LastItemData.ID = g.ActiveId; if (value_changed) - MarkItemEdited(window->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -4984,12 +5240,12 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ColorPickerOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__PickerMask)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - if (!(flags & ImGuiColorEditFlags__InputMask)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -5024,13 +5280,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5073,7 +5323,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { @@ -5083,10 +5333,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); @@ -5135,7 +5389,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { @@ -5156,10 +5410,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); g.ColorEditLastHue = H; g.ColorEditLastSat = S; - memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5174,9 +5428,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. @@ -5184,9 +5438,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } - if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); - if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } @@ -5213,13 +5467,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5327,7 +5575,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) value_changed = false; if (value_changed) - MarkItemEdited(window->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); PopID(); @@ -5338,7 +5586,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. -bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -5346,11 +5594,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(desc_id); - float default_size = GetFrameHeight(); - if (size.x == 0.0f) - size.x = default_size; - if (size.y == 0.0f) - size.y = default_size; + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) @@ -5416,7 +5661,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; } @@ -5425,18 +5670,18 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; - if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; - if ((flags & ImGuiColorEditFlags__PickerMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - if ((flags & ImGuiColorEditFlags__InputMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected g.ColorEditOptions = flags; } @@ -5445,7 +5690,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { @@ -5456,9 +5701,9 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); - if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) { if (flags & ImGuiColorEditFlags_NoAlpha) Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); @@ -5477,23 +5722,23 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); - bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; - if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { if (allow_opt_inputs) Separator(); - if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; - if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; } if (allow_opt_inputs || allow_opt_datatype) @@ -5528,7 +5773,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) { - bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; @@ -5547,7 +5792,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; ImVec2 backup_pos = GetCursorScreenPos(); if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup - g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); SetCursorScreenPos(backup_pos); ImVec4 previewing_ref_col; memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); @@ -5648,9 +5893,9 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -5659,12 +5904,19 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); } -bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) { if (flags & ImGuiTreeNodeFlags_Leaf) return true; @@ -5680,7 +5932,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5689,7 +5941,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (stored_value == -1) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5755,19 +6007,19 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - bool is_open = TreeNodeBehaviorIsOpen(id, flags); + bool is_open = TreeNodeUpdateNextOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - window->DC.LastItemDisplayRect = frame_bb; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5816,7 +6068,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job - if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) toggled = true; } else if (pressed && g.DragDropHoldJustPressedId == id) @@ -5826,12 +6078,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l toggled = true; } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; NavMoveRequestCancel(); } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? { toggled = true; NavMoveRequestCancel(); @@ -5841,7 +6093,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) @@ -5849,7 +6101,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); @@ -5880,8 +6132,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) @@ -5893,7 +6145,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5902,7 +6154,7 @@ void ImGui::TreePush(const char* str_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(str_id ? str_id : "#TreePush"); + PushID(str_id); } void ImGui::TreePush(const void* ptr_id) @@ -5910,7 +6162,7 @@ void ImGui::TreePush(const void* ptr_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); + PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) @@ -5919,7 +6171,7 @@ void ImGui::TreePushOverrideID(ImGuiID id) ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; - window->IDStack.push_back(id); + PushOverrideID(id); } void ImGui::TreePop() @@ -5997,14 +6249,14 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; - ImGuiLastItemDataBackup last_item_backup; + ImGuiLastItemData last_item_backup = g.LastItemData; float button_size = g.FontSize; - float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); - float button_y = window->DC.LastItemRect.Min.y; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = g.LastItemData.Rect.Min.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_visible = false; - last_item_backup.Restore(); + g.LastItemData = last_item_backup; } return is_open; @@ -6073,19 +6325,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } - bool item_add; - if (flags & ImGuiSelectableFlags_Disabled) - { - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; - item_add = ItemAdd(bb, id); - g.CurrentItemFlags = backup_item_flags; - } - else - { - item_add = ItemAdd(bb, id); - } - + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; @@ -6095,6 +6336,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) return false; + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. if (span_all_columns && window->DC.CurrentColumns) @@ -6107,23 +6352,30 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } - if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - if (flags & ImGuiSelectableFlags_Disabled) - selected = false; - const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) + if (g.NavJustMovedToId == id) + selected = pressed = true; + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } } @@ -6135,7 +6387,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // In this branch, Selectable() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) @@ -6144,24 +6396,25 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePopBackgroundChannel(); - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); - if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); - return pressed; + if (disabled_item && !disabled_global) + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 } bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) @@ -6293,8 +6546,9 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v PopID(); } EndListBox(); + if (value_changed) - MarkItemEdited(g.CurrentWindow->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -6386,7 +6640,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get float v0 = values_getter(data, (0 + values_offset) % values_count); float t0 = 0.0f; ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); @@ -6513,42 +6767,51 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // - EndMainMenuBar() // - BeginMenu() // - EndMenu() +// - MenuItemEx() [Internal] // - MenuItem() //------------------------------------------------------------------------- // Helpers for internal use -void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) { - IM_ASSERT(count == IM_ARRAYSIZE(Pos)); - IM_UNUSED(count); - Width = NextWidth = 0.0f; - Spacing = spacing; - if (clear) - memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) { - if (i > 0 && NextWidths[i] > 0.0f) - Width += Spacing; - Pos[i] = IM_FLOOR(Width); - Width += NextWidths[i]; - NextWidths[i] = 0.0f; + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; } + NextTotalWidth = offset; } -float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) { - NextWidth = 0.0f; - NextWidths[0] = ImMax(NextWidths[0], w0); - NextWidths[1] = ImMax(NextWidths[1], w1); - NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) - NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); - return ImMax(Width, NextWidth); -} - -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const -{ - return ImMax(0.0f, avail_w - Width); + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. @@ -6577,6 +6840,7 @@ bool ImGui::BeginMenuBar() // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); @@ -6593,21 +6857,21 @@ void ImGui::EndMenuBar() // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { + // Try to find out if the request is for one of our child menu ImGuiWindow* nav_earliest_child = g.NavWindow; while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) nav_earliest_child = nav_earliest_child->ParentWindow; - if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. - // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableMouseHover = g.NavMousePosDirty = true; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } @@ -6620,6 +6884,7 @@ void ImGui::EndMenuBar() g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } @@ -6696,7 +6961,29 @@ void ImGui::EndMainMenuBar() End(); } -bool ImGui::BeginMenu(const char* label, bool enabled) +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6708,8 +6995,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled) bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) + if (window->Flags & ImGuiWindowFlags_ChildMenu) flags |= ImGuiWindowFlags_ChildWindow; // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). @@ -6728,16 +7016,23 @@ bool ImGui::BeginMenu(const char* label, bool enabled) g.MenusIdSubmittedThisFrame.push_back(id); ImVec2 label_size = CalcTextSize(label, NULL, true); - bool pressed; - bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) - g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + g.NavWindow = window; // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar @@ -6747,24 +7042,33 @@ bool ImGui::BeginMenu(const char* label, bool enabled) window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); + RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { - // Menu inside a menu + // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); - ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); - RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); } + if (!enabled) + EndDisabled(); - const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; if (menuset_is_open) g.NavWindow = backed_nav_window; @@ -6774,37 +7078,35 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_toward_other_child_menu = false; - + bool moving_toward_child_menu = false; ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { - // FIXME-DPI: Values should be derived from a master "scale" factor. + float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); - moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } - if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu) want_close = true; - if (!menu_is_open && hovered && pressed) // Click to open + // Open + if (!menu_is_open && pressed) // Click/activate to open want_open = true; - else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open want_open = true; - - if (g.NavActivateId == id) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); @@ -6822,7 +7124,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { want_open = true; } - else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open { want_open = true; NavMoveRequestCancel(); @@ -6834,7 +7136,8 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { @@ -6850,7 +7153,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); } else { @@ -6860,6 +7165,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) return menu_is_open; } +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + void ImGui::EndMenu() { // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). @@ -6867,16 +7177,17 @@ void ImGui::EndMenu() // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } EndPopup(); } -bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6887,19 +7198,31 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); + const bool menuset_is_open = IsRootOfOpenMenuSet(); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. - ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable(label, selected, flags, ImVec2(w, 0.0f)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); + RenderText(text_pos, label); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else @@ -6907,27 +7230,42 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. - float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; - float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); if (shortcut_w > 0.0f) { - PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + g.NavWindow = backed_nav_window; - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) { - if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) { if (p_selected) *p_selected = !*p_selected; @@ -7058,8 +7396,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - if (tab_bar->Tabs.Size > 1) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); tab_bar->TabsAddedNew = false; // Flags @@ -7235,7 +7572,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + tab->ContentWidth = (tab->RequestedWidth > 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; @@ -7244,9 +7581,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Store data so we can build an array sorted by width if we need to shrink tabs down IM_MSVC_WARNING_SUPPRESS(6385); - int shrink_buffer_index = shrink_buffer_indexes[section_n]++; - g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; - g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; IM_ASSERT(tab->ContentWidth > 0.0f); tab->Width = tab->ContentWidth; @@ -7406,7 +7743,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. @@ -7716,10 +8055,13 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) { // Layout whole tab bar if not already done - if (tab_bar->WantLayout) - TabBarLayout(tab_bar); - ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -7729,12 +8071,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // If the user called us with *p_open == false, we early out and don't render. // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); return false; } @@ -7747,9 +8087,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; - // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); - // Acquire tab data ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); bool tab_is_new = false; @@ -7758,11 +8095,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->Tabs.push_back(ImGuiTabItem()); tab = &tab_bar->Tabs.back(); tab->ID = id; - tab->Width = size.x; - tab_bar->TabsAddedNew = true; - tab_is_new = true; + tab_bar->TabsAddedNew = tab_is_new = true; } tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = size.x; tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; @@ -7778,13 +8121,14 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Update selected tab - if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) - if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - if (!is_tab_button) + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) tab_bar->NextSelectedTabId = id; // New tabs gets activated - if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - if (!is_tab_button) + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar tab_bar->NextSelectedTabId = id; + } // Lock visibility // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) @@ -7801,9 +8145,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); if (is_tab_button) return false; return tab_contents_visible; @@ -7850,7 +8192,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; - hovered |= (g.HoveredId == id); // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (g.ActiveId != id) @@ -7914,8 +8255,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) - // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); @@ -8003,14 +8347,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, #endif // Render text label (with clipping + alpha gradient) + unsaved marker - const char* TAB_UNSAVED_MARKER = "*"; ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); - if (flags & ImGuiTabItemFlags_UnsavedDocument) - { - text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); - } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button @@ -8020,7 +8357,10 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } - // Close Button + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); + + // Close Button & Unsaved Marker // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() // 'hovered' will be true when hovering the Tab but NOT when hovering the close button // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button @@ -8028,28 +8368,40 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + if (close_button_visible) { - ImGuiLastItemDataBackup last_item_backup; - const float close_button_sz = g.FontSize; + ImGuiLastItemData last_item_backup = g.LastItemData; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; PopStyleVar(); - last_item_backup.Restore(); + g.LastItemData = last_item_backup; // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - - text_pixel_clip_bb.Max.x -= close_button_sz; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); #if 0 diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp deleted file mode 100644 index 0175dbd..0000000 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ /dev/null @@ -1,338 +0,0 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [?] Platform: Clipboard support -// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [?] Platform: Keyboard arrays indexed using -// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#include "imgui.h" -#include "imgui_impl_x11.h" - -#include -#include -#include -#include - -#include - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2019-08-31: Initial X11 implementation - -// X11 Data -static Display* g_Display = nullptr; -static Window g_Window = 0; -static uint64_t g_Time = 0; -static uint64_t g_TicksPerSecond = 0; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; - -bool GetKeyState(int keysym, char keys[32]) -{ - int keycode = XKeysymToKeycode(g_Display, keysym); - return keys[keycode/8] & (1<(tsres.tv_nsec) + static_cast(tsres.tv_sec)*1000000000); - g_Time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; - - //if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) - // return false; - //if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) - // return false; - - // Setup back-end capabilities flags - g_Display = reinterpret_cast(display); - g_Window = reinterpret_cast(window); - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendPlatformName = "imgui_impl_x11"; - io.ImeWindowHandle = nullptr; - - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab); - io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left); - io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right); - io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up); - io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down); - io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior); - io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next); - io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home); - io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End); - io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert); - io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete); - io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace); - io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space); - io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return); - io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape); - io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A); - io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C); - io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V); - io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X); - io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y); - io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z); - - return true; -} - -void ImGui_ImplX11_Shutdown() -{ - g_Display = nullptr; - g_Window = 0; -} - -static bool ImGui_ImplX11_UpdateMouseCursor() -{ - /* - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return false; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); - } - else - { - // Show OS mouse cursor - LPTSTR win32_cursor = IDC_ARROW; - switch (imgui_cursor) - { - case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; - case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; - case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; - case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; - case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; - case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; - case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; - case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; - } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); - } - */ - return true; -} - -static void ImGui_ImplX11_UpdateMousePos() -{ - ImGuiIO& io = ImGui::GetIO(); - - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - { - // POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - // ::ClientToScreen(g_hWnd, &pos); - // ::SetCursorPos(pos.x, pos.y); - } - - // Set mouse position - Window unused_window; - int rx, ry, x, y; - unsigned int mask; - - XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask); - - io.MousePos = ImVec2((float)x, (float)y); -} - -// Gamepad navigation mapping -static void ImGui_ImplX11_UpdateGamepads() -{ - /* TODO: support linux gamepad ? - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. - // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) - { - XINPUT_CAPABILITIES caps; - g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); - g_WantUpdateHasGamepad = false; - } - - XINPUT_STATE xinput_state; - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) - { - const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } - #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - */ -} - -void ImGui_ImplX11_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - - unsigned int width, height; - Window unused_window; - int unused_int; - unsigned int unused_unsigned_int; - - XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); - - io.DisplaySize.x = width; - io.DisplaySize.y = height; - - timespec ts, tsres; - clock_gettime(CLOCK_MONOTONIC_RAW, &ts); - - uint64_t current_time = static_cast(ts.tv_nsec) + static_cast(ts.tv_sec)*1000000000; - - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - char keys[32]; - XQueryKeymap(g_Display, keys); - - io.KeyCtrl = GetKeyState(XK_Control_L, keys); - io.KeyShift = GetKeyState(XK_Shift_L, keys); - io.KeyAlt = GetKeyState(XK_Alt_L, keys); - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - - // Update OS mouse position - ImGui_ImplX11_UpdateMousePos(); - /* - // Update OS mouse cursor with the cursor requested by imgui - ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) - { - g_LastMouseCursor = mouse_cursor; - ImGui_ImplX11_UpdateMouseCursor(); - } - */ - - // Update game controllers (if enabled and available) - ImGui_ImplX11_UpdateGamepads(); -} - -// Process X11 mouse/keyboard inputs. -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event) -{ - if (ImGui::GetCurrentContext() == NULL) - return 0; - - ImGuiIO& io = ImGui::GetIO(); - switch (event.type) - { - case ButtonPress: - case ButtonRelease: - switch(event.xbutton.button) - { - case Button1: - io.MouseDown[0] = event.type == ButtonPress; - break; - - case Button2: - io.MouseDown[2] = event.type == ButtonPress; - break; - - case Button3: - io.MouseDown[1] = event.type == ButtonPress; - break; - - case Button4: // Mouse wheel up - if( event.type == ButtonPress ) - io.MouseWheel += 1; - return 0; - - case Button5: // Mouse wheel down - if( event.type == ButtonPress ) - io.MouseWheel -= 1; - return 0; - } - - break; - - case KeyPress: - { - int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); - if( IsKeySys(key) ) - io.KeysDown[event.xkey.keycode] = true; - else - io.AddInputCharacter(key); - return 0; - } - - case KeyRelease: - { - int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0); - if( IsKeySys(key) ) - io.KeysDown[event.xkey.keycode] = false; - return 0; - } - } - /* - case WM_DEVICECHANGE: - if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; - return 0; - } - */ - return 0; -} - diff --git a/ImGui/impls/linux/imgui_impl_x11.h b/ImGui/impls/linux/imgui_impl_x11.h deleted file mode 100644 index 3022f05..0000000 --- a/ImGui/impls/linux/imgui_impl_x11.h +++ /dev/null @@ -1,21 +0,0 @@ -// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -#pragma once - -IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window); -IMGUI_IMPL_API void ImGui_ImplX11_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(); - -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. -/* -IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event); -*/ diff --git a/ImGui/impls/windows/imgui_impl_win32.cpp b/ImGui/impls/windows/imgui_impl_win32.cpp deleted file mode 100644 index b654fde..0000000 --- a/ImGui/impls/windows/imgui_impl_win32.cpp +++ /dev/null @@ -1,543 +0,0 @@ -// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - -// Implemented features: -// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -#include "imgui.h" -#include "imgui_impl_win32.h" -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#include -#include -#include - -// Configuration flags to add in your imconfig.h file: -//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now. - -// Using XInput for gamepad (will load DLL dynamically) -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -#include -typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); -typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); -#endif - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). -// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). -// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. -// 2021-01-25: Inputs: Dynamically loading XInput DLL. -// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. -// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) -// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. -// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. -// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. -// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). -// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. -// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. -// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). -// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. -// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. -// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. -// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. - -// Win32 Data -static HWND g_hWnd = NULL; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; - -// XInput DLL and functions -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -static HMODULE g_XInputDLL = NULL; -static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; -static PFN_XInputGetState g_XInputGetState = NULL; -#endif - -// Functions -bool ImGui_ImplWin32_Init(void* hwnd) -{ - if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) - return false; - if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) - return false; - - // Setup backend capabilities flags - g_hWnd = (HWND)hwnd; - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendPlatformName = "imgui_impl_win32"; - io.ImeWindowHandle = hwnd; - - // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_Tab] = VK_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = VK_UP; - io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; - io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; - io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; - io.KeyMap[ImGuiKey_Home] = VK_HOME; - io.KeyMap[ImGuiKey_End] = VK_END; - io.KeyMap[ImGuiKey_Insert] = VK_INSERT; - io.KeyMap[ImGuiKey_Delete] = VK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = VK_BACK; - io.KeyMap[ImGuiKey_Space] = VK_SPACE; - io.KeyMap[ImGuiKey_Enter] = VK_RETURN; - io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - - // Dynamically load XInput library -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - const char* xinput_dll_names[] = - { - "xinput1_4.dll", // Windows 8+ - "xinput1_3.dll", // DirectX SDK - "xinput9_1_0.dll", // Windows Vista, Windows 7 - "xinput1_2.dll", // DirectX SDK - "xinput1_1.dll" // DirectX SDK - }; - for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) - if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) - { - g_XInputDLL = dll; - g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); - g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); - break; - } -#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - - return true; -} - -void ImGui_ImplWin32_Shutdown() -{ - // Unload XInput library -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - if (g_XInputDLL) - ::FreeLibrary(g_XInputDLL); - g_XInputDLL = NULL; - g_XInputGetCapabilities = NULL; - g_XInputGetState = NULL; -#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - - g_hWnd = NULL; - g_Time = 0; - g_TicksPerSecond = 0; - g_LastMouseCursor = ImGuiMouseCursor_COUNT; - g_HasGamepad = false; - g_WantUpdateHasGamepad = true; -} - -static bool ImGui_ImplWin32_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return false; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); - } - else - { - // Show OS mouse cursor - LPTSTR win32_cursor = IDC_ARROW; - switch (imgui_cursor) - { - case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; - case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; - case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; - case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; - case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; - case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; - case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; - case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; - case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; - } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); - } - return true; -} - -static void ImGui_ImplWin32_UpdateMousePos() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_hWnd != 0); - - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - { - POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - if (::ClientToScreen(g_hWnd, &pos)) - ::SetCursorPos(pos.x, pos.y); - } - - // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - POINT pos; - if (HWND active_window = ::GetForegroundWindow()) - if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) - if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) - io.MousePos = ImVec2((float)pos.x, (float)pos.y); -} - -// Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() -{ -#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. - // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) - { - XINPUT_CAPABILITIES caps; - g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; - g_WantUpdateHasGamepad = false; - } - - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - XINPUT_STATE xinput_state; - if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) - { - const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } - #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } - MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); - MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); - MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); - #undef MAP_BUTTON - #undef MAP_ANALOG - } -#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -} - -void ImGui_ImplWin32_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - - // Setup display size (every frame to accommodate for window resizing) - RECT rect = { 0, 0, 0, 0 }; - ::GetClientRect(g_hWnd, &rect); - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - - // Setup time step - INT64 current_time = 0; - ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. - - // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(); - - // Update OS mouse cursor with the cursor requested by imgui - ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) - { - g_LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); - } - - // Update game controllers (if enabled and available) - ImGui_ImplWin32_UpdateGamepads(); -} - -// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. -#ifndef WM_MOUSEHWHEEL -#define WM_MOUSEHWHEEL 0x020E -#endif -#ifndef DBT_DEVNODES_CHANGED -#define DBT_DEVNODES_CHANGED 0x0007 -#endif - -// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) -// Call from your application's message handler. -// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. -// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. -#if 0 -// Copy this line into your .cpp file to forward declare the function. -extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -#endif -IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (ImGui::GetCurrentContext() == NULL) - return 0; - - ImGuiIO& io = ImGui::GetIO(); - switch (msg) - { - case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: - case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: - case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: - case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: - { - int button = 0; - if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } - if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } - if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } - if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - // if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) - // ::SetCapture(hwnd); - io.MouseDown[button] = true; - return 0; - } - case WM_LBUTTONUP: - case WM_RBUTTONUP: - case WM_MBUTTONUP: - case WM_XBUTTONUP: - { - int button = 0; - if (msg == WM_LBUTTONUP) { button = 0; } - if (msg == WM_RBUTTONUP) { button = 1; } - if (msg == WM_MBUTTONUP) { button = 2; } - if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - io.MouseDown[button] = false; - // if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) - // ::ReleaseCapture(); - return 0; - } - case WM_MOUSEWHEEL: - io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - case WM_MOUSEHWHEEL: - io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; - return 0; - case WM_KEYDOWN: - case WM_SYSKEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return 0; - case WM_KEYUP: - case WM_SYSKEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return 0; - case WM_KILLFOCUS: - memset(io.KeysDown, 0, sizeof(io.KeysDown)); - return 0; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacterUTF16((unsigned short)wParam); - return 0; - case WM_SETCURSOR: - if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) - return 1; - return 0; - case WM_DEVICECHANGE: - if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; - return 0; - } - return 0; -} - - -//-------------------------------------------------------------------------------------------------------- -// DPI-related helpers (optional) -//-------------------------------------------------------------------------------------------------------- -// - Use to enable DPI awareness without having to create an application manifest. -// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. -// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. -// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, -// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. -//--------------------------------------------------------------------------------------------------------- -// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. -// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. -// If you are trying to implement your own backend for your own engine, you may ignore that noise. -//--------------------------------------------------------------------------------------------------------- - -// Implement some of the functions and types normally declared in recent Windows SDK. -#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) -static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) -{ - OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; - DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; - ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); - return ::VerifyVersionInfoW(&osvi, mask, cond); -} -#define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA -#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 -#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE -#endif - -#ifndef DPI_ENUMS_DECLARED -typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; -typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; -#endif -#ifndef _DPI_AWARENESS_CONTEXTS_ -DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); -#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 -#endif -#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 -#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 -#endif -typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ -typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ -typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) - -// Helper function to enable DPI awareness without setting up a manifest -void ImGui_ImplWin32_EnableDpiAwareness() -{ - // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! - { - static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process - if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) - { - SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); - return; - } - } - if (IsWindows8Point1OrGreater()) - { - static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) - { - SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); - return; - } - } -#if _WIN32_WINNT >= 0x0600 - ::SetProcessDPIAware(); -#endif -} - -#if defined(_MSC_VER) && !defined(NOGDI) -#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' -#endif - -float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) -{ - UINT xdpi = 96, ydpi = 96; - static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); - if (bIsWindows8Point1OrGreater) - { - static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) - GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); - } -#ifndef NOGDI - else - { - const HDC dc = ::GetDC(NULL); - xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); - ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); - ::ReleaseDC(NULL, dc); - } -#endif - IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - return xdpi / 96.0f; -} - -float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) -{ - HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); - return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); -} - -//--------------------------------------------------------------------------------------------------------- -// Transparency related helpers (optional) -//-------------------------------------------------------------------------------------------------------- - -#if defined(_MSC_VER) -#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' -#endif - -// [experimental] -// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c -// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) -void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) -{ - if (!IsWindowsVistaOrGreater()) - return; - - BOOL composition; - if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) - return; - - BOOL opaque; - DWORD color; - if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) - { - HRGN region = ::CreateRectRgn(0, 0, -1, -1); - DWM_BLURBEHIND bb = {}; - bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; - bb.hRgnBlur = region; - bb.fEnable = TRUE; - ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); - ::DeleteObject(region); - } - else - { - DWM_BLURBEHIND bb = {}; - bb.dwFlags = DWM_BB_ENABLE; - ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); - } -} - -//--------------------------------------------------------------------------------------------------------- diff --git a/ImGui/impls/windows/imgui_shaderblobs.h b/ImGui/impls/windows/imgui_shaderblobs.h deleted file mode 100644 index 4d41137..0000000 --- a/ImGui/impls/windows/imgui_shaderblobs.h +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__ -#define __IMGUI_SHADER_BLOBS_INCLUDED__ - -////// Vertex Shaders ////// - -#define ImGui_vertexShaderDX10_len 876 -extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len]; - -#define ImGui_vertexShaderDX11_len 1104 -extern unsigned char ImGui_vertexShaderDX11[ImGui_vertexShaderDX11_len]; - -#define ImGui_vertexShaderDX11_9_1_len 1104 -extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len]; - -#define ImGui_vertexShaderDX11_9_2_len ImGui_vertexShaderDX11_9_1_len -#define ImGui_vertexShaderDX11_9_2 ImGui_vertexShaderDX11_9_1 - -#define ImGui_vertexShaderDX11_9_3_len 1104 -extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len]; - -// DX11_10_0 is identical to DX10 -#define ImGui_vertexShaderDX11_10_0_len ImGui_vertexShaderDX10_len -#define ImGui_vertexShaderDX11_10_0 ImGui_vertexShaderDX10 - -#define ImGui_vertexShaderDX11_10_1_len 880 -extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len]; - -#define ImGui_vertexShaderDX11_11_0_len 988 -extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len]; - -// DX11_11_1 is identical to DX11_11_0 -#define ImGui_vertexShaderDX11_11_1_len ImGui_vertexShaderDX11_11_0_len -#define ImGui_vertexShaderDX11_11_1 ImGui_vertexShaderDX11_11_0 - -// DX11_12_0 is identical to DX11_11_0 -#define ImGui_vertexShaderDX11_12_0_len ImGui_vertexShaderDX11_11_0_len -#define ImGui_vertexShaderDX11_12_0 ImGui_vertexShaderDX11_11_0 - -// DX11_12_1 is identical to DX11_11_0 -#define ImGui_vertexShaderDX11_12_1_len ImGui_vertexShaderDX11_11_0_len -#define ImGui_vertexShaderDX11_12_1 ImGui_vertexShaderDX11_11_0 - -// DX12 is identical to DX11_11_0 -#define ImGui_vertexShaderDX12_len ImGui_vertexShaderDX11_11_0_len -#define ImGui_vertexShaderDX12 ImGui_vertexShaderDX11_11_0 - -////// Pixel Shaders ////// - -#define ImGui_pixelShaderDX10_len 660 -extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len]; - -#define ImGui_pixelShaderDX11_len 1104 -extern unsigned char ImGui_pixelShaderDX11[ImGui_pixelShaderDX11_len]; - -#define ImGui_pixelShaderDX11_9_1_len 800 -extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len]; - -#define ImGui_pixelShaderDX11_9_2_len ImGui_pixelShaderDX11_9_1_len -#define ImGui_pixelShaderDX11_9_2 ImGui_pixelShaderDX11_9_1 - -#define ImGui_pixelShaderDX11_9_3_len 800 -extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len]; - -// DX11_10_0 is identical to DX10 -#define ImGui_pixelShaderDX11_10_0_len ImGui_pixelShaderDX10_len -#define ImGui_pixelShaderDX11_10_0 ImGui_pixelShaderDX10 - -#define ImGui_pixelShaderDX11_10_1_len 664 -extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len]; - -#define ImGui_pixelShaderDX11_11_0_len 736 -extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len]; - -// DX11_11_1 is identical to DX11_11_0 -#define ImGui_pixelShaderDX11_11_1_len ImGui_pixelShaderDX11_11_0_len -#define ImGui_pixelShaderDX11_11_1 ImGui_pixelShaderDX11_11_0 - -// DX11_12_0 is identical to DX11_11_0 -#define ImGui_pixelShaderDX11_12_0_len ImGui_pixelShaderDX11_11_0_len -#define ImGui_pixelShaderDX11_12_0 ImGui_pixelShaderDX11_11_0 - -// DX11_12_1 is identical to DX11_11_0 -#define ImGui_pixelShaderDX11_12_1_len ImGui_pixelShaderDX11_11_0_len -#define ImGui_pixelShaderDX11_12_1 ImGui_pixelShaderDX11_11_0 - -// DX12 is identical to DX11_11_0 -#define ImGui_pixelShaderDX12_len ImGui_pixelShaderDX11_11_0_len -#define ImGui_pixelShaderDX12 ImGui_pixelShaderDX11_11_0 - -#endif \ No newline at end of file diff --git a/ImGui/imstb_rectpack.h b/ImGui/imstb_rectpack.h index ff2a85d..f6917e7 100644 --- a/ImGui/imstb_rectpack.h +++ b/ImGui/imstb_rectpack.h @@ -1,15 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 1.00. -// Those changes would need to be pushed into nothings/stb: -// - Added STBRP__CDECL +// This is a slightly modified version of stb_rect_pack.h 1.01. // Grep for [DEAR IMGUI] to find the changes. - -// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. // Does not do rotation. // +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// // Not necessarily the awesomest packing method, but better than // the totally naive one in stb_truetype (which is primarily what // this is meant to replace). @@ -34,13 +38,14 @@ // Minor features // Martins Mozeiko // github:IntellectualKitty -// +// // Bugfixes / warning fixes // Jeremy Jaussaud // Fabian Giesen // // Version history: // +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result @@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context; typedef struct stbrp_node stbrp_node; typedef struct stbrp_rect stbrp_rect; -#ifdef STBRP_LARGE_RECTS typedef int stbrp_coord; -#else -typedef unsigned short stbrp_coord; -#endif + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type @@ -213,10 +217,9 @@ struct stbrp_context #define STBRP_ASSERT assert #endif -// [DEAR IMGUI] Added STBRP__CDECL #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) -#define STBRP__CDECL __cdecl +#define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__CDECL @@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { int i; -#ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(width <= 0xffff && height <= 0xffff); -#endif for (i=0; i < num_nodes-1; ++i) nodes[i].next = &nodes[i+1]; @@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, context->extra[0].y = 0; context->extra[0].next = &context->extra[1]; context->extra[1].x = (stbrp_coord) width; -#ifdef STBRP_LARGE_RECTS context->extra[1].y = (1<<30); -#else - context->extra[1].y = 65535; -#endif context->extra[1].next = NULL; } @@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; - STBRP_ASSERT(y <= best_y); + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] best_y = y; best_waste = waste; best = prev; @@ -441,7 +437,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } } tail = tail->next; - } + } } fr.prev_link = best; @@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i return res; } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b) return (p->w > q->w) ? -1 : (p->w < q->w); } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b) return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } -#ifdef STBRP_LARGE_RECTS -#define STBRP__MAXVAL 0xffffffff -#else -#define STBRP__MAXVAL 0xffff -#endif - STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { int i, all_rects_packed = 1; @@ -602,38 +590,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/ImGui/imstb_textedit.h b/ImGui/imstb_textedit.h index 7644670..75a159d 100644 --- a/ImGui/imstb_textedit.h +++ b/ImGui/imstb_textedit.h @@ -1,10 +1,10 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_textedit.h 1.13. +// This is a slightly modified version of stb_textedit.h 1.14. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // Grep for [DEAR IMGUI] to find the changes. -// stb_textedit.h - v1.13 - public domain - Sean Barrett +// stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing @@ -19,7 +19,7 @@ // texts, as its performance does not scale and it has limited undo). // // Non-trivial behaviors are modelled after Windows text controls. -// +// // // LICENSE // @@ -35,6 +35,7 @@ // // VERSION HISTORY // +// 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield @@ -58,6 +59,7 @@ // Ulf Winklemann: move-by-word in 1.1 // Fabian Giesen: secondary key inputs in 1.5 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 // // Bugfixes: // Scott Graham @@ -93,8 +95,8 @@ // moderate sizes. The undo system does no memory allocations, so // it grows STB_TexteditState by the worst-case storage which is (in bytes): // -// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT -// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT // // // Implementation mode: @@ -217,20 +219,20 @@ // call this with the mouse x,y on a mouse down; it will update the cursor // and reset the selection start/end to the cursor point. the x,y must // be relative to the text widget, with (0,0) being the top left. -// +// // drag: // call this with the mouse x,y on a mouse drag/up; it will update the // cursor and the selection end point -// +// // cut: // call this to delete the current selection; returns true if there was // one. you should FIRST copy the current selection to the system paste buffer. // (To copy, just copy the current selection out of the string yourself.) -// +// // paste: // call this to paste text at the current cursor point or over the current // selection if there is one. -// +// // key: // call this for keyboard inputs sent to the textfield. you can use it // for "key down" events or for "translated" key events. if you need to @@ -241,7 +243,7 @@ // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to // anything other type you wante before including. // -// +// // When rendering, you can read the cursor position and selection state from // the STB_TexteditState. // @@ -716,9 +718,7 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta state->has_preferred_x = 0; return 1; } - // remove the undo since we didn't actually insert the characters - if (state->undostate.undo_point) - --state->undostate.undo_point; + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) return 0; } @@ -764,7 +764,7 @@ retry: state->insert_mode = !state->insert_mode; break; #endif - + case STB_TEXTEDIT_K_UNDO: stb_text_undo(str, state); state->has_preferred_x = 0; @@ -779,7 +779,7 @@ retry: // if currently there's a selection, move cursor to start of selection if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - else + else if (state->cursor > 0) --state->cursor; state->has_preferred_x = 0; @@ -828,7 +828,7 @@ retry: #ifdef STB_TEXTEDIT_MOVEWORDRIGHT case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else { state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); @@ -922,7 +922,7 @@ retry: } break; } - + case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_PGUP: @@ -1014,7 +1014,7 @@ retry: } state->has_preferred_x = 0; break; - + #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2: #endif @@ -1031,7 +1031,7 @@ retry: state->select_start = state->select_end = 0; state->has_preferred_x = 0; break; - + #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: #endif @@ -1410,38 +1410,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/ImGui/imstb_truetype.h b/ImGui/imstb_truetype.h index fc815d7..643d378 100644 --- a/ImGui/imstb_truetype.h +++ b/ImGui/imstb_truetype.h @@ -1,10 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_truetype.h 1.20. +// This is a slightly modified version of stb_truetype.h 1.26. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. -// stb_truetype.h - v1.20 - public domain -// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= // // This library processes TrueType files: // parse files @@ -37,11 +46,11 @@ // Daniel Ribeiro Maciel // // Bug/warning reports/fixes: -// "Zer" on mollyrocket Fabian "ryg" Giesen -// Cass Everitt Martins Mozeiko -// stoiko (Haemimont Games) Cap Petschulat -// Brian Hook Omar Cornut -// Walter van Niftrik github:aloucks +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege // David Gow Peter LaValle // David Given Sergey Popov // Ivan-Assen Ivanov Giumo X. Clanjor @@ -49,11 +58,17 @@ // Johan Duparc Thomas Fields // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton -// Kenney Phillis Jr. github:oyvindjam -// Brian Costabile github:vassvik -// +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// // VERSION HISTORY // +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function @@ -212,7 +227,7 @@ // // Advancing for the next character: // Call GlyphHMetrics, and compute 'current_point += SF * advance'. -// +// // // ADVANCED USAGE // @@ -248,19 +263,6 @@ // recommend it. // // -// SOURCE STATISTICS (based on v0.6c, 2050 LOC) -// -// Documentation & header file 520 LOC \___ 660 LOC documentation -// Sample code 140 LOC / -// Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \. -// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation -// Bitmap management 100 LOC / -// Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 -// C runtime library abstraction 60 LOC ---- 60 -// -// // PERFORMANCE MEASUREMENTS FOR 1.06: // // 32-bit 64-bit @@ -275,8 +277,8 @@ //// SAMPLE PROGRAMS //// // -// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless -// +// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless. +// See "tests/truetype_demo_win32.c" for a complete version. #if 0 #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" @@ -302,6 +304,8 @@ void my_stbtt_initfont(void) void my_stbtt_print(float x, float y, char *text) { // assume orthographic projection with units = screen pixels, origin at top left + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ftex); glBegin(GL_QUADS); @@ -309,10 +313,10 @@ void my_stbtt_print(float x, float y, char *text) if (*text >= 32 && *text < 128) { stbtt_aligned_quad q; stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 - glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); - glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); - glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); - glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); } ++text; } @@ -350,7 +354,7 @@ int main(int argc, char **argv) } return 0; } -#endif +#endif // // Output: // @@ -364,9 +368,9 @@ int main(int argc, char **argv) // :@@. M@M // @@@o@@@@ // :M@@V:@@. -// +// ////////////////////////////////////////////////////////////////////////////// -// +// // Complete program: print "Hello World!" banner, with bugs // #if 0 @@ -667,7 +671,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, cons // Calling these functions in sequence is roughly equivalent to calling // stbtt_PackFontRanges(). If you more control over the packing of multiple // fonts, or if you want to pack custom data into a font texture, take a look -// at the source to of stbtt_PackFontRanges() and create a custom version +// at the source to of stbtt_PackFontRanges() and create a custom version // using these functions, e.g. call GatherRects multiple times, // building up a single array of rects, then call PackRects once, // then call RenderIntoRects repeatedly. This may result in a @@ -719,7 +723,7 @@ struct stbtt_fontinfo int numGlyphs; // number of glyphs, needed for range checking - int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf int index_map; // a cmap mapping for our chosen character encoding int indexToLocFormat; // format needed to map from glyph index to glyph @@ -802,6 +806,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); // as above, but takes one or more glyph indices for greater efficiency +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) ////////////////////////////////////////////////////////////////////////////// // @@ -846,6 +862,12 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); // frees the data allocated above +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + ////////////////////////////////////////////////////////////////////////////// // // BITMAP RENDERING @@ -975,7 +997,7 @@ STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, floa // and computing from that can allow drop-out prevention). // // The algorithm has not been optimized at all, so expect it to be slow -// if computing lots of characters or very large sizes. +// if computing lots of characters or very large sizes. @@ -1347,6 +1369,22 @@ static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) return stbtt__cff_get_index(&cff); } +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) { stbtt_uint32 cmap, t; @@ -1426,6 +1464,8 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in else info->numGlyphs = 0xffff; + info->svg = -1; + // find a cmap encoding table we understand *now* to avoid searching // later. (todo: could make this installable) // the same regardless of glyph. @@ -1509,12 +1549,12 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep search += 2; { - stbtt_uint16 offset, start; + stbtt_uint16 offset, start, last; stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); - STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); - if (unicode_codepoint < start) + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) return 0; offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); @@ -1732,7 +1772,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (i != 0) num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - // now start the new one + // now start the new one start_off = !(flags & 1); if (start_off) { // if we start off with an off-curve point, then when we need to find a point on the curve @@ -1774,7 +1814,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s } } num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - } else if (numberOfContours == -1) { + } else if (numberOfContours < 0) { // Compound shapes. int more = 1; stbtt_uint8 *comp = data + g + 10; @@ -1785,7 +1825,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s int comp_num_verts = 0, i; stbtt_vertex *comp_verts = 0, *tmp = 0; float mtx[6] = {1,0,0,1,0,0}, m, n; - + flags = ttSHORT(comp); comp+=2; gidx = ttSHORT(comp); comp+=2; @@ -1815,7 +1855,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; } - + // Find transformation scales. m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); @@ -1841,7 +1881,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (comp_verts) STBTT_free(comp_verts, info->userdata); return 0; } - if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); if (vertices) STBTT_free(vertices, info->userdata); vertices = tmp; @@ -1851,9 +1891,6 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s // More components ? more = flags & (1<<5); } - } else if (numberOfContours < 0) { - // @TODO other compound variations? - STBTT_assert(0); } else { // numberOfCounters == 0, do nothing } @@ -2107,7 +2144,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); has_subrs = 1; } - // fallthrough + // FALLTHROUGH case 0x1D: // callgsubr if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); v = (int) s[--sp]; @@ -2212,7 +2249,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st } break; default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + if (b0 != 255 && b0 != 28 && b0 < 32) return STBTT__CSERR("reserved operator"); // push immediate @@ -2282,7 +2319,49 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde } } -static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint8 *data = info->data + info->kern; stbtt_uint32 needle, straw; @@ -2312,245 +2391,225 @@ static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph return 0; } -static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) { - stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); - switch(coverageFormat) { - case 1: { - stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); - // Binary search. - stbtt_int32 l=0, r=glyphCount-1, m; - int straw, needle=glyph; - while (l <= r) { - stbtt_uint8 *glyphArray = coverageTable + 4; - stbtt_uint16 glyphID; - m = (l + r) >> 1; - glyphID = ttUSHORT(glyphArray + 2 * m); - straw = glyphID; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - return m; - } + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; } - } break; + } + break; + } - case 2: { - stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); - stbtt_uint8 *rangeArray = coverageTable + 4; + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; - // Binary search. - stbtt_int32 l=0, r=rangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *rangeRecord; - m = (l + r) >> 1; - rangeRecord = rangeArray + 6 * m; - strawStart = ttUSHORT(rangeRecord); - strawEnd = ttUSHORT(rangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else { - stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); - return startCoverageIndex + glyph - strawStart; - } + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; } - } break; + } + break; + } - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } + default: return -1; // unsupported + } - return -1; + return -1; } static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) { - stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); - switch(classDefFormat) - { - case 1: { - stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); - stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); - stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; - if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) - return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classDef1ValueArray + 2 * glyphCount; - } break; + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; - case 2: { - stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); - stbtt_uint8 *classRangeRecords = classDefTable + 4; + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } - // Binary search. - stbtt_int32 l=0, r=classRangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *classRangeRecord; - m = (l + r) >> 1; - classRangeRecord = classRangeRecords + 6 * m; - strawStart = ttUSHORT(classRangeRecord); - strawEnd = ttUSHORT(classRangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - return (stbtt_int32)ttUSHORT(classRangeRecord + 4); - } + default: + return -1; // Unsupported definition type, return an error. + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classRangeRecords + 6 * classRangeCount; - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } - - return -1; + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. #define STBTT_GPOS_TODO_assert(x) -static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { - stbtt_uint16 lookupListOffset; - stbtt_uint8 *lookupList; - stbtt_uint16 lookupCount; - stbtt_uint8 *data; - stbtt_int32 i; + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; - if (!info->gpos) return 0; + if (!info->gpos) return 0; - data = info->data + info->gpos; + data = info->data + info->gpos; - if (ttUSHORT(data+0) != 1) return 0; // Major version 1 - if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 - lookupListOffset = ttUSHORT(data+8); - lookupList = data + lookupListOffset; - lookupCount = ttUSHORT(lookupList); + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); - for (i=0; i= pairSetCount) return 0; - // Binary search. - while (l <= r) { - stbtt_uint16 secondGlyph; - stbtt_uint8 *pairValue; - m = (l + r) >> 1; - pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; - secondGlyph = ttUSHORT(pairValue); - straw = secondGlyph; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - stbtt_int16 xAdvance = ttSHORT(pairValue + 2); - return xAdvance; - } - } - } break; + needle=glyph2; + r=pairValueCount-1; + l=0; - case 2: { - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } - stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); - stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); - int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); - int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); - stbtt_uint16 class1Count = ttUSHORT(table + 12); - stbtt_uint16 class2Count = ttUSHORT(table + 14); - STBTT_assert(glyph1class < class1Count); - STBTT_assert(glyph2class < class2Count); + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) return 0; + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed - if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { - stbtt_uint8 *class1Records = table + 16; - stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); - stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); - return xAdvance; - } - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - break; - } // [DEAR IMGUI] removed ; - } - } - break; - } // [DEAR IMGUI] removed ; + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } default: - // TODO: Implement other stuff. - break; - } - } + return 0; // Unsupported position format + } + } + } - return 0; + return 0; } STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) @@ -2559,8 +2618,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int if (info->gpos) xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); - - if (info->kern) + else if (info->kern) xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); return xAdvance; @@ -2621,6 +2679,45 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) STBTT_free(v, info->userdata); } +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + ////////////////////////////////////////////////////////////////////////////// // // antialiasing software rasterizer @@ -2746,7 +2843,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); STBTT_assert(z != NULL); if (!z) return z; - + // round dx down to avoid overshooting if (dxdy < 0) z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); @@ -2824,7 +2921,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac } } } - + e = e->next; } } @@ -2970,6 +3067,23 @@ static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edg } } +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) { float y_bottom = y_top+1; @@ -3024,13 +3138,13 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, float height; // simple case, only spans one pixel int x = (int) x_top; - height = sy1 - sy0; + height = (sy1 - sy0) * e->direction; STBTT_assert(x >= 0 && x < len); - scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; - scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled } else { int x,x1,x2; - float y_crossing, step, sign, area; + float y_crossing, y_final, step, sign, area; // covers 2+ pixels if (x_top > x_bottom) { // flip scanline vertically; signed area is the same @@ -3042,32 +3156,83 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - (void)dx; // [ImGui: fix static analyzer warning] } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); x1 = (int) x_top; x2 = (int) x_bottom; // compute intersection with y axis at x1+1 - y_crossing = (x1+1 - x0) * dy + y_top; + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; sign = e->direction; - // area of the rectangle covered from y0..y_crossing - area = sign * (y_crossing-sy0); - // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) - scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); - step = sign * dy; + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + for (x = x1+1; x < x2; ++x) { - scanline[x] += area + step/2; + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 area += step; } - y_crossing += dy * (x2 - (x1+1)); + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); - STBTT_assert(STBTT_fabs(area) <= 1.01f); - - scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + // the rest of the line is filled based on the total height of the line segment in this pixel scanline_fill[x2] += sign * (sy1-sy0); } } else { @@ -3075,6 +3240,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, // clipping logic. since this does not match the intended use // of this library, we use a different, very slow brute // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box int x; for (x=0; x < len; ++x) { // cases: @@ -3554,7 +3722,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info { int ix0,iy0,ix1,iy1; stbtt__bitmap gbm; - stbtt_vertex *vertices; + stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); if (scale_x == 0) scale_x = scale_y; @@ -3577,7 +3745,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info if (height) *height = gbm.h; if (xoff ) *xoff = ix0; if (yoff ) *yoff = iy0; - + if (gbm.w && gbm.h) { gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); if (gbm.pixels) { @@ -3588,7 +3756,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info } STBTT_free(vertices, info->userdata); return gbm.pixels; -} +} STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { @@ -3600,7 +3768,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigne int ix0,iy0; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + stbtt__bitmap gbm; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); gbm.pixels = output; @@ -3622,7 +3790,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char * STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) { @@ -3637,7 +3805,7 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); -} +} STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { @@ -3762,7 +3930,7 @@ static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *no con->y = 0; con->bottom_y = 0; STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); + STBTT__NOTUSED(num_nodes); } static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) @@ -3989,6 +4157,7 @@ static float stbtt__oversample_shift(int oversample) STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { int i,j,k; + int missing_glyph_added = 0; k=0; for (i=0; i < num_ranges; ++i) { @@ -4000,7 +4169,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb int x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); - if (glyph == 0 && spc->skip_missing) { + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { rects[k].w = rects[k].h = 0; } else { stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, @@ -4010,6 +4179,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb &x0,&y0,&x1,&y1); rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; } ++k; } @@ -4044,7 +4215,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { - int i,j,k, return_value = 1; + int i,j,k, missing_glyph = -1, return_value = 1; // save current values int old_h_over = spc->h_oversample; @@ -4109,6 +4280,13 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const bc->yoff = (float) y0 * recip_v + sub_y; bc->xoff2 = (x0 + r->w) * recip_h + sub_x; bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; } else { return_value = 0; // if any fail, report failure } @@ -4132,7 +4310,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; - int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; @@ -4147,7 +4325,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char n = 0; for (i=0; i < num_ranges; ++i) n += ranges[i].num_chars; - + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); if (rects == NULL) return 0; @@ -4158,7 +4336,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); stbtt_PackFontRangesPackRects(spc, rects, n); - + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); STBTT_free(rects, spc->user_allocator_context); @@ -4301,15 +4479,14 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex float y_frac; int winding = 0; - orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commented double assignment - // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); if (y_frac < 0.01f) y += 0.01f; else if (y_frac > 0.99f) y -= 0.01f; + + orig[0] = x; orig[1] = y; // test a ray from (-infinity,y) to (x,y) @@ -4319,7 +4496,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; - if (x_inter < x) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } @@ -4345,7 +4522,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex y1 = (int)verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; - if (x_inter < x) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } else { @@ -4357,7 +4534,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex if (hits[1][0] < 0) winding += (hits[1][1] < 0 ? -1 : 1); } - } + } } } return winding; @@ -4371,35 +4548,35 @@ static float stbtt__cuberoot( float x ) return (float) STBTT_pow( x,1.0f/3.0f); } -// x^3 + c*x^2 + b*x + a = 0 +// x^3 + a*x^2 + b*x + c = 0 static int stbtt__solve_cubic(float a, float b, float c, float* r) { - float s = -a / 3; - float p = b - a*a / 3; - float q = a * (2*a*a - 9*b) / 27 + c; + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; float p3 = p*p*p; - float d = q*q + 4*p3 / 27; - if (d >= 0) { - float z = (float) STBTT_sqrt(d); - float u = (-q + z) / 2; - float v = (-q - z) / 2; - u = stbtt__cuberoot(u); - v = stbtt__cuberoot(v); - r[0] = s + u + v; - return 1; - } else { - float u = (float) STBTT_sqrt(-p/3); - float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative - float m = (float) STBTT_cos(v); + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; - r[0] = s + u * 2 * m; - r[1] = s - u * (m + n); - r[2] = s - u * (m - n); + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); - return 3; + return 3; } } @@ -4410,12 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc int w,h; unsigned char *data; - // if one scale is 0, use same scale for both - if (scale_x == 0) scale_x = scale_y; - if (scale_y == 0) { - if (scale_x == 0) return NULL; // if both scales are 0, return NULL - scale_y = scale_x; - } + if (scale == 0) return NULL; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); @@ -4438,7 +4610,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc // invert for y-downwards bitmaps scale_y = -scale_y; - + { int x,y,i,j; float *precompute; @@ -4481,18 +4653,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc for (i=0; i < num_verts; ++i) { float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; - // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve - float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); - if (dist2 < min_dist*min_dist) - min_dist = (float) STBTT_sqrt(dist2); - - if (verts[i].type == STBTT_vline) { + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + // coarse culling against bbox //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) - float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; STBTT_assert(i != 0); if (dist < min_dist) { // check position along line @@ -4519,7 +4690,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float ax = x1-x0, ay = y1-y0; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float mx = x0 - sx, my = y0 - sy; - float res[3],px,py,t,it; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; float a_inv = precompute[i]; if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula float a = 3*(ax*bx + ay*by); @@ -4546,6 +4718,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float d = (mx*ax+my*ay) * a_inv; num = stbtt__solve_cubic(b, c, d, res); } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { t = res[0], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; @@ -4587,7 +4763,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc STBTT_free(verts, info->userdata); } return data; -} +} STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { @@ -4605,7 +4781,7 @@ STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string -static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) { stbtt_int32 i=0; @@ -4644,7 +4820,7 @@ static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, s return i; } -static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) { return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); } @@ -4773,7 +4949,7 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) { - return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); } STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) @@ -4805,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const // FULL VERSION HISTORY // +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix @@ -4866,38 +5048,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ From c17fb0c93182dd235d66498c1a746e448b654ff1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 02:06:42 -0400 Subject: [PATCH 446/494] Update Nemirtingas overlay to latest. --- dll/base.cpp | 6 + dll/common_includes.h | 6 - glew/glew.c | 28581 ---------------- glew/include/GL/eglew.h | 2618 -- glew/include/GL/glew.h | 23686 ------------- glew/include/GL/glxew.h | 1775 - glew/include/GL/wglew.h | 1447 - overlay_experimental/Base_Hook.cpp | 1 - overlay_experimental/Hook_Manager.cpp | 36 - overlay_experimental/Hook_Manager.h | 27 - overlay_experimental/Renderer_Detector.cpp | 1959 +- overlay_experimental/Renderer_Detector.h | 124 +- overlay_experimental/Renderer_Hook.h | 47 + .../System/ClassEnumUtils.hpp | 116 + .../System/ConstExpressions.hpp | 45 + overlay_experimental/System/Encoding.cpp | 127 + overlay_experimental/System/Encoding.hpp | 43 + overlay_experimental/System/Endianness.hpp | 128 + overlay_experimental/System/Filesystem.cpp | 562 + overlay_experimental/System/Filesystem.h | 77 + overlay_experimental/System/Library.cpp | 418 + overlay_experimental/System/Library.h | 80 + overlay_experimental/System/ScopedLock.hpp | 96 + overlay_experimental/System/String.cpp | 89 + overlay_experimental/System/String.hpp | 290 + overlay_experimental/System/StringSwitch.hpp | 64 + overlay_experimental/System/StringView.hpp | 256 + overlay_experimental/System/System.cpp | 593 + overlay_experimental/System/System.h | 44 + overlay_experimental/System/SystemDetector.h | 105 + overlay_experimental/System/SystemExports.h | 125 + .../System/System_internals.cpp | 60 + .../System/System_internals.h | 37 + overlay_experimental/System/ThreadPool.hpp | 164 + overlay_experimental/System/utfcpp/utf8.h | 34 + .../System/utfcpp/utf8/checked.h | 336 + .../System/utfcpp/utf8/core.h | 338 + .../System/utfcpp/utf8/cpp11.h | 103 + .../System/utfcpp/utf8/cpp17.h | 103 + .../System/utfcpp/utf8/unchecked.h | 274 + overlay_experimental/glad/gl.h | 25603 ++++++++++++++ overlay_experimental/internal_includes.h | 55 + overlay_experimental/linux/OpenGLX_Hook.cpp | 250 +- overlay_experimental/linux/OpenGLX_Hook.h | 67 +- overlay_experimental/linux/X11_Hook.cpp | 192 +- overlay_experimental/linux/X11_Hook.h | 73 +- overlay_experimental/vulkan/vk_icd.h | 236 + overlay_experimental/vulkan/vk_layer.h | 210 + overlay_experimental/vulkan/vk_platform.h | 82 + overlay_experimental/vulkan/vk_sdk_platform.h | 69 + overlay_experimental/vulkan/vulkan.h | 87 + overlay_experimental/vulkan/vulkan_android.h | 112 + overlay_experimental/vulkan/vulkan_beta.h | 56 + overlay_experimental/vulkan/vulkan_core.h | 11894 +++++++ overlay_experimental/vulkan/vulkan_directfb.h | 54 + overlay_experimental/vulkan/vulkan_fuchsia.h | 47 + overlay_experimental/vulkan/vulkan_ggp.h | 58 + overlay_experimental/vulkan/vulkan_ios.h | 47 + overlay_experimental/vulkan/vulkan_macos.h | 47 + overlay_experimental/vulkan/vulkan_metal.h | 54 + overlay_experimental/vulkan/vulkan_vi.h | 47 + overlay_experimental/vulkan/vulkan_wayland.h | 54 + overlay_experimental/vulkan/vulkan_win32.h | 315 + overlay_experimental/vulkan/vulkan_xcb.h | 55 + overlay_experimental/vulkan/vulkan_xlib.h | 55 + .../vulkan/vulkan_xlib_xrandr.h | 45 + overlay_experimental/windows/DX10_Hook.cpp | 252 +- overlay_experimental/windows/DX10_Hook.h | 65 +- overlay_experimental/windows/DX11_Hook.cpp | 328 +- overlay_experimental/windows/DX11_Hook.h | 66 +- overlay_experimental/windows/DX12_Hook.cpp | 578 +- overlay_experimental/windows/DX12_Hook.h | 128 +- overlay_experimental/windows/DX9_Hook.cpp | 297 +- overlay_experimental/windows/DX9_Hook.h | 65 +- .../windows/DirectX_VTables.h | 62 +- overlay_experimental/windows/OpenGL_Hook.cpp | 189 +- overlay_experimental/windows/OpenGL_Hook.h | 57 +- overlay_experimental/windows/Vulkan_Hook.cpp | 128 + overlay_experimental/windows/Vulkan_Hook.h | 65 + overlay_experimental/windows/Windows_Hook.cpp | 358 +- overlay_experimental/windows/Windows_Hook.h | 78 +- overlay_experimental/windows/vulkan_lib.cpp | 1009 + 82 files changed, 48737 insertions(+), 59872 deletions(-) delete mode 100644 glew/glew.c delete mode 100644 glew/include/GL/eglew.h delete mode 100644 glew/include/GL/glew.h delete mode 100644 glew/include/GL/glxew.h delete mode 100644 glew/include/GL/wglew.h delete mode 100644 overlay_experimental/Hook_Manager.cpp delete mode 100644 overlay_experimental/Hook_Manager.h create mode 100644 overlay_experimental/Renderer_Hook.h create mode 100644 overlay_experimental/System/ClassEnumUtils.hpp create mode 100644 overlay_experimental/System/ConstExpressions.hpp create mode 100644 overlay_experimental/System/Encoding.cpp create mode 100644 overlay_experimental/System/Encoding.hpp create mode 100644 overlay_experimental/System/Endianness.hpp create mode 100644 overlay_experimental/System/Filesystem.cpp create mode 100644 overlay_experimental/System/Filesystem.h create mode 100644 overlay_experimental/System/Library.cpp create mode 100644 overlay_experimental/System/Library.h create mode 100644 overlay_experimental/System/ScopedLock.hpp create mode 100644 overlay_experimental/System/String.cpp create mode 100644 overlay_experimental/System/String.hpp create mode 100644 overlay_experimental/System/StringSwitch.hpp create mode 100644 overlay_experimental/System/StringView.hpp create mode 100644 overlay_experimental/System/System.cpp create mode 100644 overlay_experimental/System/System.h create mode 100644 overlay_experimental/System/SystemDetector.h create mode 100644 overlay_experimental/System/SystemExports.h create mode 100644 overlay_experimental/System/System_internals.cpp create mode 100644 overlay_experimental/System/System_internals.h create mode 100644 overlay_experimental/System/ThreadPool.hpp create mode 100644 overlay_experimental/System/utfcpp/utf8.h create mode 100644 overlay_experimental/System/utfcpp/utf8/checked.h create mode 100644 overlay_experimental/System/utfcpp/utf8/core.h create mode 100644 overlay_experimental/System/utfcpp/utf8/cpp11.h create mode 100644 overlay_experimental/System/utfcpp/utf8/cpp17.h create mode 100644 overlay_experimental/System/utfcpp/utf8/unchecked.h create mode 100644 overlay_experimental/glad/gl.h create mode 100644 overlay_experimental/internal_includes.h create mode 100644 overlay_experimental/vulkan/vk_icd.h create mode 100644 overlay_experimental/vulkan/vk_layer.h create mode 100644 overlay_experimental/vulkan/vk_platform.h create mode 100644 overlay_experimental/vulkan/vk_sdk_platform.h create mode 100644 overlay_experimental/vulkan/vulkan.h create mode 100644 overlay_experimental/vulkan/vulkan_android.h create mode 100644 overlay_experimental/vulkan/vulkan_beta.h create mode 100644 overlay_experimental/vulkan/vulkan_core.h create mode 100644 overlay_experimental/vulkan/vulkan_directfb.h create mode 100644 overlay_experimental/vulkan/vulkan_fuchsia.h create mode 100644 overlay_experimental/vulkan/vulkan_ggp.h create mode 100644 overlay_experimental/vulkan/vulkan_ios.h create mode 100644 overlay_experimental/vulkan/vulkan_macos.h create mode 100644 overlay_experimental/vulkan/vulkan_metal.h create mode 100644 overlay_experimental/vulkan/vulkan_vi.h create mode 100644 overlay_experimental/vulkan/vulkan_wayland.h create mode 100644 overlay_experimental/vulkan/vulkan_win32.h create mode 100644 overlay_experimental/vulkan/vulkan_xcb.h create mode 100644 overlay_experimental/vulkan/vulkan_xlib.h create mode 100644 overlay_experimental/vulkan/vulkan_xlib_xrandr.h create mode 100644 overlay_experimental/windows/Vulkan_Hook.cpp create mode 100644 overlay_experimental/windows/Vulkan_Hook.h create mode 100644 overlay_experimental/windows/vulkan_lib.cpp diff --git a/dll/base.cpp b/dll/base.cpp index 57f29c0..fbaf580 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -643,6 +643,12 @@ inline bool file_exists (const std::string& name) { return (stat (name.c_str(), &buffer) == 0); } +#ifdef DETOURS_64BIT + #define DLL_NAME "steam_api64.dll" +#else + #define DLL_NAME "steam_api.dll" +#endif + HMODULE (WINAPI *Real_GetModuleHandleA)(LPCSTR lpModuleName) = GetModuleHandleA; HMODULE WINAPI Mine_GetModuleHandleA(LPCSTR lpModuleName) { diff --git a/dll/common_includes.h b/dll/common_includes.h index 0bf7978..d4a8635 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -76,12 +76,6 @@ #include #include "../detours/detours.h" - - #ifdef DETOURS_64BIT - #define DLL_NAME "steam_api64.dll" - #else - #define DLL_NAME "steam_api.dll" - #endif #endif #include diff --git a/glew/glew.c b/glew/glew.c deleted file mode 100644 index 18a2853..0000000 --- a/glew/glew.c +++ /dev/null @@ -1,28581 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -#ifndef GLEW_INCLUDE -#include -#else -#include GLEW_INCLUDE -#endif - -#if defined(GLEW_OSMESA) -# define GLAPI extern -# include -#elif defined(GLEW_EGL) -# include -#elif defined(_WIN32) -/* - * If NOGDI is defined, wingdi.h won't be included by windows.h, and thus - * wglGetProcAddress won't be declared. It will instead be implicitly declared, - * potentially incorrectly, which we don't want. - */ -# if defined(NOGDI) -# undef NOGDI -# endif -# include -#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) -# include -#endif - -#include /* For size_t */ - -#if defined(GLEW_EGL) -#elif defined(GLEW_REGAL) - -/* In GLEW_REGAL mode we call direcly into the linked - libRegal.so glGetProcAddressREGAL for looking up - the GL function pointers. */ - -# undef glGetProcAddressREGAL -# ifdef WIN32 -extern void * __stdcall glGetProcAddressREGAL(const GLchar *name); -static void * (__stdcall * regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL; -# else -extern void * glGetProcAddressREGAL(const GLchar *name); -static void * (*regalGetProcAddress) (const GLchar *) = glGetProcAddressREGAL; -# endif -# define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL) - -#elif defined(__sgi) || defined (__sun) || defined(__HAIKU__) || defined(GLEW_APPLE_GLX) -#include -#include -#include - -void* dlGetProcAddress (const GLubyte* name) -{ - static void* h = NULL; - static void* gpa; - - if (h == NULL) - { - if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL; - gpa = dlsym(h, "glXGetProcAddress"); - } - - if (gpa != NULL) - return ((void*(*)(const GLubyte*))gpa)(name); - else - return dlsym(h, (const char*)name); -} -#endif /* __sgi || __sun || GLEW_APPLE_GLX */ - -#if defined(__APPLE__) -#include -#include -#include - -#ifdef MAC_OS_X_VERSION_10_3 - -#include - -void* NSGLGetProcAddress (const GLubyte *name) -{ - static void* image = NULL; - void* addr; - if (NULL == image) - { - image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); - } - if( !image ) return NULL; - addr = dlsym(image, (const char*)name); - if( addr ) return addr; -#ifdef GLEW_APPLE_GLX - return dlGetProcAddress( name ); // try next for glx symbols -#else - return NULL; -#endif -} -#else - -#include - -void* NSGLGetProcAddress (const GLubyte *name) -{ - static const struct mach_header* image = NULL; - NSSymbol symbol; - char* symbolName; - if (NULL == image) - { - image = NSAddImage("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", NSADDIMAGE_OPTION_RETURN_ON_ERROR); - } - /* prepend a '_' for the Unix C symbol mangling convention */ - symbolName = malloc(strlen((const char*)name) + 2); - strcpy(symbolName+1, (const char*)name); - symbolName[0] = '_'; - symbol = NULL; - /* if (NSIsSymbolNameDefined(symbolName)) - symbol = NSLookupAndBindSymbol(symbolName); */ - symbol = image ? NSLookupSymbolInImage(image, symbolName, NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR) : NULL; - free(symbolName); - if( symbol ) return NSAddressOfSymbol(symbol); -#ifdef GLEW_APPLE_GLX - return dlGetProcAddress( name ); // try next for glx symbols -#else - return NULL; -#endif -} -#endif /* MAC_OS_X_VERSION_10_3 */ -#endif /* __APPLE__ */ - -/* - * Define glewGetProcAddress. - */ -#if defined(GLEW_REGAL) -# define glewGetProcAddress(name) regalGetProcAddress((const GLchar *)name) -#elif defined(GLEW_OSMESA) -# define glewGetProcAddress(name) OSMesaGetProcAddress((const char *)name) -#elif defined(GLEW_EGL) -# define glewGetProcAddress(name) eglGetProcAddress((const char *)name) -#elif defined(_WIN32) -# define glewGetProcAddress(name) wglGetProcAddress((LPCSTR)name) -#elif defined(__APPLE__) && !defined(GLEW_APPLE_GLX) -# define glewGetProcAddress(name) NSGLGetProcAddress(name) -#elif defined(__sgi) || defined(__sun) || defined(__HAIKU__) -# define glewGetProcAddress(name) dlGetProcAddress(name) -#elif defined(__ANDROID__) -# define glewGetProcAddress(name) NULL /* TODO */ -#elif defined(__native_client__) -# define glewGetProcAddress(name) NULL /* TODO */ -#else /* __linux */ -# define glewGetProcAddress(name) (*glXGetProcAddressARB)(name) -#endif - -/* - * Redefine GLEW_GET_VAR etc without const cast - */ - -#undef GLEW_GET_VAR -# define GLEW_GET_VAR(x) (x) - -#ifdef WGLEW_GET_VAR -# undef WGLEW_GET_VAR -# define WGLEW_GET_VAR(x) (x) -#endif /* WGLEW_GET_VAR */ - -#ifdef GLXEW_GET_VAR -# undef GLXEW_GET_VAR -# define GLXEW_GET_VAR(x) (x) -#endif /* GLXEW_GET_VAR */ - -#ifdef EGLEW_GET_VAR -# undef EGLEW_GET_VAR -# define EGLEW_GET_VAR(x) (x) -#endif /* EGLEW_GET_VAR */ - -/* - * GLEW, just like OpenGL or GLU, does not rely on the standard C library. - * These functions implement the functionality required in this file. - */ - -static GLuint _glewStrLen (const GLubyte* s) -{ - GLuint i=0; - if (s == NULL) return 0; - while (s[i] != '\0') i++; - return i; -} - -static GLuint _glewStrCLen (const GLubyte* s, GLubyte c) -{ - GLuint i=0; - if (s == NULL) return 0; - while (s[i] != '\0' && s[i] != c) i++; - return i; -} - -static GLuint _glewStrCopy(char *d, const char *s, char c) -{ - GLuint i=0; - if (s == NULL) return 0; - while (s[i] != '\0' && s[i] != c) { d[i] = s[i]; i++; } - d[i] = '\0'; - return i; -} - -#if !defined(GLEW_OSMESA) -#if !defined(__APPLE__) || defined(GLEW_APPLE_GLX) -static GLboolean _glewStrSame (const GLubyte* a, const GLubyte* b, GLuint n) -{ - GLuint i=0; - if(a == NULL || b == NULL) - return (a == NULL && b == NULL && n == 0) ? GL_TRUE : GL_FALSE; - while (i < n && a[i] != '\0' && b[i] != '\0' && a[i] == b[i]) i++; - return i == n ? GL_TRUE : GL_FALSE; -} -#endif -#endif - -static GLboolean _glewStrSame1 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) -{ - while (*na > 0 && (**a == ' ' || **a == '\n' || **a == '\r' || **a == '\t')) - { - (*a)++; - (*na)--; - } - if(*na >= nb) - { - GLuint i=0; - while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; - if(i == nb) - { - *a = *a + nb; - *na = *na - nb; - return GL_TRUE; - } - } - return GL_FALSE; -} - -static GLboolean _glewStrSame2 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) -{ - if(*na >= nb) - { - GLuint i=0; - while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; - if(i == nb) - { - *a = *a + nb; - *na = *na - nb; - return GL_TRUE; - } - } - return GL_FALSE; -} - -static GLboolean _glewStrSame3 (const GLubyte** a, GLuint* na, const GLubyte* b, GLuint nb) -{ - if(*na >= nb) - { - GLuint i=0; - while (i < nb && (*a)+i != NULL && b+i != NULL && (*a)[i] == b[i]) i++; - if (i == nb && (*na == nb || (*a)[i] == ' ' || (*a)[i] == '\n' || (*a)[i] == '\r' || (*a)[i] == '\t')) - { - *a = *a + nb; - *na = *na - nb; - return GL_TRUE; - } - } - return GL_FALSE; -} - -/* - * Search for name in the extensions string. Use of strstr() - * is not sufficient because extension names can be prefixes of - * other extension names. Could use strtok() but the constant - * string returned by glGetString might be in read-only memory. - */ -#if !defined(GLEW_OSMESA) -#if !defined(__APPLE__) || defined(GLEW_APPLE_GLX) -static GLboolean _glewSearchExtension (const char* name, const GLubyte *start, const GLubyte *end) -{ - const GLubyte* p; - GLuint len = _glewStrLen((const GLubyte*)name); - p = start; - while (p < end) - { - GLuint n = _glewStrCLen(p, ' '); - if (len == n && _glewStrSame((const GLubyte*)name, p, n)) return GL_TRUE; - p += n+1; - } - return GL_FALSE; -} -#endif -#endif - -PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D = NULL; -PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements = NULL; -PFNGLTEXIMAGE3DPROC __glewTexImage3D = NULL; -PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D = NULL; - -PFNGLACTIVETEXTUREPROC __glewActiveTexture = NULL; -PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture = NULL; -PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D = NULL; -PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D = NULL; -PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D = NULL; -PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage = NULL; -PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd = NULL; -PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf = NULL; -PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd = NULL; -PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf = NULL; -PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d = NULL; -PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv = NULL; -PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f = NULL; -PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv = NULL; -PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i = NULL; -PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv = NULL; -PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s = NULL; -PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv = NULL; -PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d = NULL; -PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv = NULL; -PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f = NULL; -PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv = NULL; -PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i = NULL; -PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv = NULL; -PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s = NULL; -PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv = NULL; -PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d = NULL; -PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv = NULL; -PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f = NULL; -PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv = NULL; -PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i = NULL; -PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv = NULL; -PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s = NULL; -PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv = NULL; -PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d = NULL; -PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv = NULL; -PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f = NULL; -PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv = NULL; -PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i = NULL; -PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv = NULL; -PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s = NULL; -PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv = NULL; -PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage = NULL; - -PFNGLBLENDCOLORPROC __glewBlendColor = NULL; -PFNGLBLENDEQUATIONPROC __glewBlendEquation = NULL; -PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate = NULL; -PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer = NULL; -PFNGLFOGCOORDDPROC __glewFogCoordd = NULL; -PFNGLFOGCOORDDVPROC __glewFogCoorddv = NULL; -PFNGLFOGCOORDFPROC __glewFogCoordf = NULL; -PFNGLFOGCOORDFVPROC __glewFogCoordfv = NULL; -PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays = NULL; -PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements = NULL; -PFNGLPOINTPARAMETERFPROC __glewPointParameterf = NULL; -PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv = NULL; -PFNGLPOINTPARAMETERIPROC __glewPointParameteri = NULL; -PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv = NULL; -PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b = NULL; -PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv = NULL; -PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d = NULL; -PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv = NULL; -PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f = NULL; -PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv = NULL; -PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i = NULL; -PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv = NULL; -PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s = NULL; -PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv = NULL; -PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub = NULL; -PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv = NULL; -PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui = NULL; -PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv = NULL; -PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us = NULL; -PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv = NULL; -PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer = NULL; -PFNGLWINDOWPOS2DPROC __glewWindowPos2d = NULL; -PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv = NULL; -PFNGLWINDOWPOS2FPROC __glewWindowPos2f = NULL; -PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv = NULL; -PFNGLWINDOWPOS2IPROC __glewWindowPos2i = NULL; -PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv = NULL; -PFNGLWINDOWPOS2SPROC __glewWindowPos2s = NULL; -PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv = NULL; -PFNGLWINDOWPOS3DPROC __glewWindowPos3d = NULL; -PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv = NULL; -PFNGLWINDOWPOS3FPROC __glewWindowPos3f = NULL; -PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv = NULL; -PFNGLWINDOWPOS3IPROC __glewWindowPos3i = NULL; -PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv = NULL; -PFNGLWINDOWPOS3SPROC __glewWindowPos3s = NULL; -PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv = NULL; - -PFNGLBEGINQUERYPROC __glewBeginQuery = NULL; -PFNGLBINDBUFFERPROC __glewBindBuffer = NULL; -PFNGLBUFFERDATAPROC __glewBufferData = NULL; -PFNGLBUFFERSUBDATAPROC __glewBufferSubData = NULL; -PFNGLDELETEBUFFERSPROC __glewDeleteBuffers = NULL; -PFNGLDELETEQUERIESPROC __glewDeleteQueries = NULL; -PFNGLENDQUERYPROC __glewEndQuery = NULL; -PFNGLGENBUFFERSPROC __glewGenBuffers = NULL; -PFNGLGENQUERIESPROC __glewGenQueries = NULL; -PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv = NULL; -PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv = NULL; -PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData = NULL; -PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv = NULL; -PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv = NULL; -PFNGLGETQUERYIVPROC __glewGetQueryiv = NULL; -PFNGLISBUFFERPROC __glewIsBuffer = NULL; -PFNGLISQUERYPROC __glewIsQuery = NULL; -PFNGLMAPBUFFERPROC __glewMapBuffer = NULL; -PFNGLUNMAPBUFFERPROC __glewUnmapBuffer = NULL; - -PFNGLATTACHSHADERPROC __glewAttachShader = NULL; -PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation = NULL; -PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate = NULL; -PFNGLCOMPILESHADERPROC __glewCompileShader = NULL; -PFNGLCREATEPROGRAMPROC __glewCreateProgram = NULL; -PFNGLCREATESHADERPROC __glewCreateShader = NULL; -PFNGLDELETEPROGRAMPROC __glewDeleteProgram = NULL; -PFNGLDELETESHADERPROC __glewDeleteShader = NULL; -PFNGLDETACHSHADERPROC __glewDetachShader = NULL; -PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray = NULL; -PFNGLDRAWBUFFERSPROC __glewDrawBuffers = NULL; -PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray = NULL; -PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib = NULL; -PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform = NULL; -PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders = NULL; -PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation = NULL; -PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog = NULL; -PFNGLGETPROGRAMIVPROC __glewGetProgramiv = NULL; -PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog = NULL; -PFNGLGETSHADERSOURCEPROC __glewGetShaderSource = NULL; -PFNGLGETSHADERIVPROC __glewGetShaderiv = NULL; -PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation = NULL; -PFNGLGETUNIFORMFVPROC __glewGetUniformfv = NULL; -PFNGLGETUNIFORMIVPROC __glewGetUniformiv = NULL; -PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv = NULL; -PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv = NULL; -PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv = NULL; -PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv = NULL; -PFNGLISPROGRAMPROC __glewIsProgram = NULL; -PFNGLISSHADERPROC __glewIsShader = NULL; -PFNGLLINKPROGRAMPROC __glewLinkProgram = NULL; -PFNGLSHADERSOURCEPROC __glewShaderSource = NULL; -PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate = NULL; -PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate = NULL; -PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate = NULL; -PFNGLUNIFORM1FPROC __glewUniform1f = NULL; -PFNGLUNIFORM1FVPROC __glewUniform1fv = NULL; -PFNGLUNIFORM1IPROC __glewUniform1i = NULL; -PFNGLUNIFORM1IVPROC __glewUniform1iv = NULL; -PFNGLUNIFORM2FPROC __glewUniform2f = NULL; -PFNGLUNIFORM2FVPROC __glewUniform2fv = NULL; -PFNGLUNIFORM2IPROC __glewUniform2i = NULL; -PFNGLUNIFORM2IVPROC __glewUniform2iv = NULL; -PFNGLUNIFORM3FPROC __glewUniform3f = NULL; -PFNGLUNIFORM3FVPROC __glewUniform3fv = NULL; -PFNGLUNIFORM3IPROC __glewUniform3i = NULL; -PFNGLUNIFORM3IVPROC __glewUniform3iv = NULL; -PFNGLUNIFORM4FPROC __glewUniform4f = NULL; -PFNGLUNIFORM4FVPROC __glewUniform4fv = NULL; -PFNGLUNIFORM4IPROC __glewUniform4i = NULL; -PFNGLUNIFORM4IVPROC __glewUniform4iv = NULL; -PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv = NULL; -PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv = NULL; -PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv = NULL; -PFNGLUSEPROGRAMPROC __glewUseProgram = NULL; -PFNGLVALIDATEPROGRAMPROC __glewValidateProgram = NULL; -PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d = NULL; -PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv = NULL; -PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f = NULL; -PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv = NULL; -PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s = NULL; -PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv = NULL; -PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d = NULL; -PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv = NULL; -PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f = NULL; -PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv = NULL; -PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s = NULL; -PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv = NULL; -PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d = NULL; -PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv = NULL; -PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f = NULL; -PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv = NULL; -PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s = NULL; -PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv = NULL; -PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv = NULL; -PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv = NULL; -PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv = NULL; -PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub = NULL; -PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv = NULL; -PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv = NULL; -PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv = NULL; -PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv = NULL; -PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d = NULL; -PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv = NULL; -PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f = NULL; -PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv = NULL; -PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv = NULL; -PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s = NULL; -PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv = NULL; -PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv = NULL; -PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv = NULL; -PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv = NULL; -PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer = NULL; - -PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv = NULL; -PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv = NULL; -PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv = NULL; -PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv = NULL; -PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv = NULL; -PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv = NULL; - -PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender = NULL; -PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback = NULL; -PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation = NULL; -PFNGLCLAMPCOLORPROC __glewClampColor = NULL; -PFNGLCLEARBUFFERFIPROC __glewClearBufferfi = NULL; -PFNGLCLEARBUFFERFVPROC __glewClearBufferfv = NULL; -PFNGLCLEARBUFFERIVPROC __glewClearBufferiv = NULL; -PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv = NULL; -PFNGLCOLORMASKIPROC __glewColorMaski = NULL; -PFNGLDISABLEIPROC __glewDisablei = NULL; -PFNGLENABLEIPROC __glewEnablei = NULL; -PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender = NULL; -PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback = NULL; -PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v = NULL; -PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation = NULL; -PFNGLGETSTRINGIPROC __glewGetStringi = NULL; -PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv = NULL; -PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv = NULL; -PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying = NULL; -PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv = NULL; -PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv = NULL; -PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv = NULL; -PFNGLISENABLEDIPROC __glewIsEnabledi = NULL; -PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv = NULL; -PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv = NULL; -PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings = NULL; -PFNGLUNIFORM1UIPROC __glewUniform1ui = NULL; -PFNGLUNIFORM1UIVPROC __glewUniform1uiv = NULL; -PFNGLUNIFORM2UIPROC __glewUniform2ui = NULL; -PFNGLUNIFORM2UIVPROC __glewUniform2uiv = NULL; -PFNGLUNIFORM3UIPROC __glewUniform3ui = NULL; -PFNGLUNIFORM3UIVPROC __glewUniform3uiv = NULL; -PFNGLUNIFORM4UIPROC __glewUniform4ui = NULL; -PFNGLUNIFORM4UIVPROC __glewUniform4uiv = NULL; -PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i = NULL; -PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv = NULL; -PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui = NULL; -PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv = NULL; -PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i = NULL; -PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv = NULL; -PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui = NULL; -PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv = NULL; -PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i = NULL; -PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv = NULL; -PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui = NULL; -PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv = NULL; -PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv = NULL; -PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i = NULL; -PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv = NULL; -PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv = NULL; -PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv = NULL; -PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui = NULL; -PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv = NULL; -PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv = NULL; -PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer = NULL; - -PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced = NULL; -PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced = NULL; -PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex = NULL; -PFNGLTEXBUFFERPROC __glewTexBuffer = NULL; - -PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture = NULL; -PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v = NULL; -PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v = NULL; - -PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor = NULL; - -PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei = NULL; -PFNGLBLENDEQUATIONIPROC __glewBlendEquationi = NULL; -PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei = NULL; -PFNGLBLENDFUNCIPROC __glewBlendFunci = NULL; -PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading = NULL; - -PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus = NULL; -PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage = NULL; -PFNGLGETNTEXIMAGEPROC __glewGetnTexImage = NULL; -PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount = NULL; -PFNGLSPECIALIZESHADERPROC __glewSpecializeShader = NULL; - -PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX = NULL; - -PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD = NULL; -PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD = NULL; -PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD = NULL; -PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD = NULL; - -PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD = NULL; -PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD = NULL; -PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD = NULL; -PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD = NULL; - -PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD = NULL; -PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD = NULL; -PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD = NULL; -PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD = NULL; - -PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD = NULL; - -PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD = NULL; -PFNGLGENNAMESAMDPROC __glewGenNamesAMD = NULL; -PFNGLISNAMEAMDPROC __glewIsNameAMD = NULL; - -PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD = NULL; - -PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD = NULL; -PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD = NULL; -PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD = NULL; -PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD = NULL; -PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD = NULL; -PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD = NULL; -PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD = NULL; -PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD = NULL; -PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD = NULL; -PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD = NULL; -PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD = NULL; - -PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD = NULL; - -PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD = NULL; -PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD = NULL; - -PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD = NULL; - -PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD = NULL; -PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD = NULL; - -PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE = NULL; - -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE = NULL; - -PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE = NULL; -PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE = NULL; -PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE = NULL; - -PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE = NULL; -PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE = NULL; -PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE = NULL; -PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE = NULL; -PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE = NULL; -PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE = NULL; -PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE = NULL; -PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE = NULL; -PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE = NULL; -PFNGLISQUERYANGLEPROC __glewIsQueryANGLE = NULL; -PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE = NULL; - -PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE = NULL; - -PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE = NULL; - -PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE = NULL; -PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE = NULL; -PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE = NULL; -PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE = NULL; -PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE = NULL; - -PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE = NULL; -PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE = NULL; -PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE = NULL; -PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE = NULL; -PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE = NULL; -PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE = NULL; -PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE = NULL; -PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE = NULL; - -PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE = NULL; -PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE = NULL; - -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE = NULL; -PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE = NULL; - -PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE = NULL; -PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE = NULL; -PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE = NULL; - -PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE = NULL; -PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE = NULL; -PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE = NULL; -PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE = NULL; -PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE = NULL; -PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE = NULL; -PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE = NULL; - -PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE = NULL; -PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE = NULL; - -PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE = NULL; -PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE = NULL; -PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE = NULL; -PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE = NULL; - -PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE = NULL; -PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE = NULL; -PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE = NULL; - -PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE = NULL; -PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE = NULL; -PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE = NULL; -PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE = NULL; -PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE = NULL; -PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE = NULL; -PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE = NULL; - -PFNGLCLEARDEPTHFPROC __glewClearDepthf = NULL; -PFNGLDEPTHRANGEFPROC __glewDepthRangef = NULL; -PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat = NULL; -PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler = NULL; -PFNGLSHADERBINARYPROC __glewShaderBinary = NULL; - -PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion = NULL; - -PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB = NULL; - -PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance = NULL; - -PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB = NULL; -PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB = NULL; -PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB = NULL; -PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB = NULL; -PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB = NULL; -PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB = NULL; -PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB = NULL; -PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB = NULL; -PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB = NULL; -PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB = NULL; -PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB = NULL; -PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB = NULL; -PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB = NULL; -PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB = NULL; -PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB = NULL; -PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB = NULL; - -PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed = NULL; -PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex = NULL; - -PFNGLBUFFERSTORAGEPROC __glewBufferStorage = NULL; - -PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB = NULL; - -PFNGLCLEARBUFFERDATAPROC __glewClearBufferData = NULL; -PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData = NULL; -PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT = NULL; -PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT = NULL; - -PFNGLCLEARTEXIMAGEPROC __glewClearTexImage = NULL; -PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage = NULL; - -PFNGLCLIPCONTROLPROC __glewClipControl = NULL; - -PFNGLCLAMPCOLORARBPROC __glewClampColorARB = NULL; - -PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute = NULL; -PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect = NULL; - -PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB = NULL; - -PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData = NULL; - -PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData = NULL; - -PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB = NULL; -PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB = NULL; -PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB = NULL; -PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB = NULL; - -PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit = NULL; -PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer = NULL; -PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus = NULL; -PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData = NULL; -PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData = NULL; -PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi = NULL; -PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv = NULL; -PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv = NULL; -PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D = NULL; -PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData = NULL; -PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D = NULL; -PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D = NULL; -PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D = NULL; -PFNGLCREATEBUFFERSPROC __glewCreateBuffers = NULL; -PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers = NULL; -PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines = NULL; -PFNGLCREATEQUERIESPROC __glewCreateQueries = NULL; -PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers = NULL; -PFNGLCREATESAMPLERSPROC __glewCreateSamplers = NULL; -PFNGLCREATETEXTURESPROC __glewCreateTextures = NULL; -PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks = NULL; -PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays = NULL; -PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib = NULL; -PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib = NULL; -PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange = NULL; -PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap = NULL; -PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage = NULL; -PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v = NULL; -PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv = NULL; -PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv = NULL; -PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData = NULL; -PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv = NULL; -PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv = NULL; -PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv = NULL; -PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v = NULL; -PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv = NULL; -PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v = NULL; -PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv = NULL; -PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage = NULL; -PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv = NULL; -PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv = NULL; -PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv = NULL; -PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv = NULL; -PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv = NULL; -PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv = NULL; -PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v = NULL; -PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v = NULL; -PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv = NULL; -PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv = NULL; -PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv = NULL; -PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv = NULL; -PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData = NULL; -PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData = NULL; -PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer = NULL; -PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange = NULL; -PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData = NULL; -PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage = NULL; -PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData = NULL; -PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer = NULL; -PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers = NULL; -PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri = NULL; -PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer = NULL; -PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer = NULL; -PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage = NULL; -PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample = NULL; -PFNGLTEXTUREBUFFERPROC __glewTextureBuffer = NULL; -PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange = NULL; -PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv = NULL; -PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv = NULL; -PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf = NULL; -PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv = NULL; -PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri = NULL; -PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv = NULL; -PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D = NULL; -PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D = NULL; -PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample = NULL; -PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D = NULL; -PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample = NULL; -PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D = NULL; -PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D = NULL; -PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D = NULL; -PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase = NULL; -PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange = NULL; -PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer = NULL; -PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding = NULL; -PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat = NULL; -PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat = NULL; -PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat = NULL; -PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor = NULL; -PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer = NULL; -PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer = NULL; -PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers = NULL; - -PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB = NULL; - -PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB = NULL; -PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB = NULL; -PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB = NULL; -PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB = NULL; - -PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex = NULL; -PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex = NULL; -PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex = NULL; - -PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect = NULL; -PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect = NULL; - -PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri = NULL; -PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv = NULL; -PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT = NULL; -PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT = NULL; - -PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer = NULL; -PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer = NULL; -PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer = NULL; -PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus = NULL; -PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers = NULL; -PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers = NULL; -PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer = NULL; -PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D = NULL; -PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D = NULL; -PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D = NULL; -PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer = NULL; -PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers = NULL; -PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers = NULL; -PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap = NULL; -PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv = NULL; -PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv = NULL; -PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer = NULL; -PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer = NULL; -PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage = NULL; -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample = NULL; - -PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB = NULL; -PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB = NULL; -PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB = NULL; -PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB = NULL; - -PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary = NULL; -PFNGLPROGRAMBINARYPROC __glewProgramBinary = NULL; -PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri = NULL; - -PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage = NULL; -PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage = NULL; - -PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB = NULL; - -PFNGLGETUNIFORMDVPROC __glewGetUniformdv = NULL; -PFNGLUNIFORM1DPROC __glewUniform1d = NULL; -PFNGLUNIFORM1DVPROC __glewUniform1dv = NULL; -PFNGLUNIFORM2DPROC __glewUniform2d = NULL; -PFNGLUNIFORM2DVPROC __glewUniform2dv = NULL; -PFNGLUNIFORM3DPROC __glewUniform3d = NULL; -PFNGLUNIFORM3DVPROC __glewUniform3dv = NULL; -PFNGLUNIFORM4DPROC __glewUniform4d = NULL; -PFNGLUNIFORM4DVPROC __glewUniform4dv = NULL; -PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv = NULL; -PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv = NULL; -PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv = NULL; -PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv = NULL; -PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv = NULL; -PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv = NULL; -PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv = NULL; -PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv = NULL; -PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv = NULL; - -PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB = NULL; -PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB = NULL; -PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB = NULL; -PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB = NULL; -PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB = NULL; -PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB = NULL; -PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB = NULL; -PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB = NULL; -PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB = NULL; -PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB = NULL; -PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB = NULL; -PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB = NULL; -PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB = NULL; -PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB = NULL; -PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB = NULL; -PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB = NULL; -PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB = NULL; -PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB = NULL; -PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB = NULL; -PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB = NULL; -PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB = NULL; -PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB = NULL; -PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB = NULL; -PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB = NULL; -PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB = NULL; -PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB = NULL; -PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB = NULL; -PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB = NULL; -PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB = NULL; -PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB = NULL; -PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB = NULL; -PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB = NULL; -PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB = NULL; -PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB = NULL; -PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB = NULL; -PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB = NULL; - -PFNGLCOLORSUBTABLEPROC __glewColorSubTable = NULL; -PFNGLCOLORTABLEPROC __glewColorTable = NULL; -PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv = NULL; -PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv = NULL; -PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D = NULL; -PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D = NULL; -PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf = NULL; -PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv = NULL; -PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri = NULL; -PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv = NULL; -PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable = NULL; -PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable = NULL; -PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D = NULL; -PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D = NULL; -PFNGLGETCOLORTABLEPROC __glewGetColorTable = NULL; -PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv = NULL; -PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv = NULL; -PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter = NULL; -PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv = NULL; -PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv = NULL; -PFNGLGETHISTOGRAMPROC __glewGetHistogram = NULL; -PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv = NULL; -PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv = NULL; -PFNGLGETMINMAXPROC __glewGetMinmax = NULL; -PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv = NULL; -PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv = NULL; -PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter = NULL; -PFNGLHISTOGRAMPROC __glewHistogram = NULL; -PFNGLMINMAXPROC __glewMinmax = NULL; -PFNGLRESETHISTOGRAMPROC __glewResetHistogram = NULL; -PFNGLRESETMINMAXPROC __glewResetMinmax = NULL; -PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB = NULL; - -PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB = NULL; -PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB = NULL; -PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB = NULL; - -PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ = NULL; - -PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v = NULL; - -PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData = NULL; -PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData = NULL; -PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer = NULL; -PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer = NULL; -PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage = NULL; -PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage = NULL; - -PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange = NULL; -PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange = NULL; - -PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB = NULL; -PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB = NULL; -PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB = NULL; -PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB = NULL; -PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB = NULL; - -PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase = NULL; -PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange = NULL; -PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures = NULL; -PFNGLBINDSAMPLERSPROC __glewBindSamplers = NULL; -PFNGLBINDTEXTURESPROC __glewBindTextures = NULL; -PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect = NULL; - -PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB = NULL; - -PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB = NULL; -PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB = NULL; -PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB = NULL; -PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB = NULL; -PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB = NULL; -PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB = NULL; -PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB = NULL; -PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB = NULL; -PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB = NULL; -PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB = NULL; -PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB = NULL; -PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB = NULL; -PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB = NULL; -PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB = NULL; -PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB = NULL; -PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB = NULL; -PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB = NULL; -PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB = NULL; -PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB = NULL; -PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB = NULL; -PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB = NULL; -PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB = NULL; -PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB = NULL; -PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB = NULL; -PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB = NULL; -PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB = NULL; -PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB = NULL; -PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB = NULL; -PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB = NULL; -PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB = NULL; -PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB = NULL; -PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB = NULL; -PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB = NULL; -PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB = NULL; - -PFNGLBEGINQUERYARBPROC __glewBeginQueryARB = NULL; -PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB = NULL; -PFNGLENDQUERYARBPROC __glewEndQueryARB = NULL; -PFNGLGENQUERIESARBPROC __glewGenQueriesARB = NULL; -PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB = NULL; -PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB = NULL; -PFNGLGETQUERYIVARBPROC __glewGetQueryivARB = NULL; -PFNGLISQUERYARBPROC __glewIsQueryARB = NULL; - -PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB = NULL; - -PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB = NULL; -PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB = NULL; - -PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp = NULL; - -PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv = NULL; -PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex = NULL; -PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation = NULL; -PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex = NULL; -PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName = NULL; -PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv = NULL; - -PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex = NULL; - -PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB = NULL; -PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB = NULL; -PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB = NULL; -PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB = NULL; -PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB = NULL; -PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB = NULL; -PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB = NULL; -PFNGLGETNMAPIVARBPROC __glewGetnMapivARB = NULL; -PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB = NULL; -PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB = NULL; -PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB = NULL; -PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB = NULL; -PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB = NULL; -PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB = NULL; -PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB = NULL; -PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB = NULL; -PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB = NULL; -PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB = NULL; -PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB = NULL; -PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB = NULL; - -PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB = NULL; -PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB = NULL; - -PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB = NULL; - -PFNGLBINDSAMPLERPROC __glewBindSampler = NULL; -PFNGLDELETESAMPLERSPROC __glewDeleteSamplers = NULL; -PFNGLGENSAMPLERSPROC __glewGenSamplers = NULL; -PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv = NULL; -PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv = NULL; -PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv = NULL; -PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv = NULL; -PFNGLISSAMPLERPROC __glewIsSampler = NULL; -PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv = NULL; -PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv = NULL; -PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf = NULL; -PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv = NULL; -PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri = NULL; -PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv = NULL; - -PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram = NULL; -PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline = NULL; -PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv = NULL; -PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines = NULL; -PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines = NULL; -PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog = NULL; -PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv = NULL; -PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline = NULL; -PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d = NULL; -PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv = NULL; -PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f = NULL; -PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv = NULL; -PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i = NULL; -PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv = NULL; -PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui = NULL; -PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv = NULL; -PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d = NULL; -PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv = NULL; -PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f = NULL; -PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv = NULL; -PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i = NULL; -PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv = NULL; -PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui = NULL; -PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv = NULL; -PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d = NULL; -PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv = NULL; -PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f = NULL; -PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv = NULL; -PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i = NULL; -PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv = NULL; -PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui = NULL; -PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv = NULL; -PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d = NULL; -PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv = NULL; -PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f = NULL; -PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv = NULL; -PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i = NULL; -PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv = NULL; -PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui = NULL; -PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv = NULL; -PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages = NULL; -PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline = NULL; - -PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv = NULL; - -PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture = NULL; -PFNGLMEMORYBARRIERPROC __glewMemoryBarrier = NULL; - -PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB = NULL; -PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB = NULL; -PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB = NULL; -PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB = NULL; -PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB = NULL; -PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB = NULL; -PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB = NULL; -PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB = NULL; -PFNGLGETHANDLEARBPROC __glewGetHandleARB = NULL; -PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB = NULL; -PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB = NULL; -PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB = NULL; -PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB = NULL; -PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB = NULL; -PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB = NULL; -PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB = NULL; -PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB = NULL; -PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB = NULL; -PFNGLUNIFORM1FARBPROC __glewUniform1fARB = NULL; -PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB = NULL; -PFNGLUNIFORM1IARBPROC __glewUniform1iARB = NULL; -PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB = NULL; -PFNGLUNIFORM2FARBPROC __glewUniform2fARB = NULL; -PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB = NULL; -PFNGLUNIFORM2IARBPROC __glewUniform2iARB = NULL; -PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB = NULL; -PFNGLUNIFORM3FARBPROC __glewUniform3fARB = NULL; -PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB = NULL; -PFNGLUNIFORM3IARBPROC __glewUniform3iARB = NULL; -PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB = NULL; -PFNGLUNIFORM4FARBPROC __glewUniform4fARB = NULL; -PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB = NULL; -PFNGLUNIFORM4IARBPROC __glewUniform4iARB = NULL; -PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB = NULL; -PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB = NULL; -PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB = NULL; -PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB = NULL; -PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB = NULL; -PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB = NULL; - -PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding = NULL; - -PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName = NULL; -PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName = NULL; -PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv = NULL; -PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv = NULL; -PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex = NULL; -PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation = NULL; -PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv = NULL; -PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv = NULL; - -PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB = NULL; -PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB = NULL; -PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB = NULL; -PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB = NULL; -PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB = NULL; -PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB = NULL; - -PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB = NULL; - -PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB = NULL; - -PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync = NULL; -PFNGLDELETESYNCPROC __glewDeleteSync = NULL; -PFNGLFENCESYNCPROC __glewFenceSync = NULL; -PFNGLGETINTEGER64VPROC __glewGetInteger64v = NULL; -PFNGLGETSYNCIVPROC __glewGetSynciv = NULL; -PFNGLISSYNCPROC __glewIsSync = NULL; -PFNGLWAITSYNCPROC __glewWaitSync = NULL; - -PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv = NULL; -PFNGLPATCHPARAMETERIPROC __glewPatchParameteri = NULL; - -PFNGLTEXTUREBARRIERPROC __glewTextureBarrier = NULL; - -PFNGLTEXBUFFERARBPROC __glewTexBufferARB = NULL; - -PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange = NULL; -PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT = NULL; - -PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB = NULL; -PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB = NULL; -PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB = NULL; -PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB = NULL; - -PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv = NULL; -PFNGLSAMPLEMASKIPROC __glewSampleMaski = NULL; -PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample = NULL; -PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample = NULL; - -PFNGLTEXSTORAGE1DPROC __glewTexStorage1D = NULL; -PFNGLTEXSTORAGE2DPROC __glewTexStorage2D = NULL; -PFNGLTEXSTORAGE3DPROC __glewTexStorage3D = NULL; - -PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample = NULL; -PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample = NULL; -PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT = NULL; -PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT = NULL; - -PFNGLTEXTUREVIEWPROC __glewTextureView = NULL; - -PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v = NULL; -PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v = NULL; -PFNGLQUERYCOUNTERPROC __glewQueryCounter = NULL; - -PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback = NULL; -PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks = NULL; -PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback = NULL; -PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks = NULL; -PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback = NULL; -PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback = NULL; -PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback = NULL; - -PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed = NULL; -PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream = NULL; -PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed = NULL; -PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv = NULL; - -PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced = NULL; -PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced = NULL; - -PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB = NULL; -PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB = NULL; -PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB = NULL; -PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB = NULL; - -PFNGLBINDBUFFERBASEPROC __glewBindBufferBase = NULL; -PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange = NULL; -PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName = NULL; -PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv = NULL; -PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName = NULL; -PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv = NULL; -PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v = NULL; -PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex = NULL; -PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices = NULL; -PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding = NULL; - -PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray = NULL; -PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays = NULL; -PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays = NULL; -PFNGLISVERTEXARRAYPROC __glewIsVertexArray = NULL; - -PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv = NULL; -PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d = NULL; -PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv = NULL; -PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d = NULL; -PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv = NULL; -PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d = NULL; -PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv = NULL; -PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d = NULL; -PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv = NULL; -PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer = NULL; - -PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer = NULL; -PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT = NULL; -PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT = NULL; -PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding = NULL; -PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat = NULL; -PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat = NULL; -PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat = NULL; -PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor = NULL; - -PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB = NULL; -PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB = NULL; -PFNGLWEIGHTBVARBPROC __glewWeightbvARB = NULL; -PFNGLWEIGHTDVARBPROC __glewWeightdvARB = NULL; -PFNGLWEIGHTFVARBPROC __glewWeightfvARB = NULL; -PFNGLWEIGHTIVARBPROC __glewWeightivARB = NULL; -PFNGLWEIGHTSVARBPROC __glewWeightsvARB = NULL; -PFNGLWEIGHTUBVARBPROC __glewWeightubvARB = NULL; -PFNGLWEIGHTUIVARBPROC __glewWeightuivARB = NULL; -PFNGLWEIGHTUSVARBPROC __glewWeightusvARB = NULL; - -PFNGLBINDBUFFERARBPROC __glewBindBufferARB = NULL; -PFNGLBUFFERDATAARBPROC __glewBufferDataARB = NULL; -PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB = NULL; -PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB = NULL; -PFNGLGENBUFFERSARBPROC __glewGenBuffersARB = NULL; -PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB = NULL; -PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB = NULL; -PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB = NULL; -PFNGLISBUFFERARBPROC __glewIsBufferARB = NULL; -PFNGLMAPBUFFERARBPROC __glewMapBufferARB = NULL; -PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB = NULL; - -PFNGLBINDPROGRAMARBPROC __glewBindProgramARB = NULL; -PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB = NULL; -PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB = NULL; -PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB = NULL; -PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB = NULL; -PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB = NULL; -PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB = NULL; -PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB = NULL; -PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB = NULL; -PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB = NULL; -PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB = NULL; -PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB = NULL; -PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB = NULL; -PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB = NULL; -PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB = NULL; -PFNGLISPROGRAMARBPROC __glewIsProgramARB = NULL; -PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB = NULL; -PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB = NULL; -PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB = NULL; -PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB = NULL; -PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB = NULL; -PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB = NULL; -PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB = NULL; -PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB = NULL; -PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB = NULL; -PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB = NULL; -PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB = NULL; -PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB = NULL; -PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB = NULL; -PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB = NULL; -PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB = NULL; -PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB = NULL; -PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB = NULL; -PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB = NULL; -PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB = NULL; -PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB = NULL; -PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB = NULL; -PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB = NULL; -PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB = NULL; -PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB = NULL; -PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB = NULL; -PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB = NULL; -PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB = NULL; -PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB = NULL; -PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB = NULL; -PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB = NULL; -PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB = NULL; -PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB = NULL; -PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB = NULL; -PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB = NULL; -PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB = NULL; -PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB = NULL; -PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB = NULL; -PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB = NULL; -PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB = NULL; -PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB = NULL; -PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB = NULL; -PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB = NULL; -PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB = NULL; -PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB = NULL; -PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB = NULL; -PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB = NULL; - -PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB = NULL; -PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB = NULL; -PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB = NULL; - -PFNGLCOLORP3UIPROC __glewColorP3ui = NULL; -PFNGLCOLORP3UIVPROC __glewColorP3uiv = NULL; -PFNGLCOLORP4UIPROC __glewColorP4ui = NULL; -PFNGLCOLORP4UIVPROC __glewColorP4uiv = NULL; -PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui = NULL; -PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv = NULL; -PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui = NULL; -PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv = NULL; -PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui = NULL; -PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv = NULL; -PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui = NULL; -PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv = NULL; -PFNGLNORMALP3UIPROC __glewNormalP3ui = NULL; -PFNGLNORMALP3UIVPROC __glewNormalP3uiv = NULL; -PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui = NULL; -PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv = NULL; -PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui = NULL; -PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv = NULL; -PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui = NULL; -PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv = NULL; -PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui = NULL; -PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv = NULL; -PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui = NULL; -PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv = NULL; -PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui = NULL; -PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv = NULL; -PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui = NULL; -PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv = NULL; -PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui = NULL; -PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv = NULL; -PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui = NULL; -PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv = NULL; -PFNGLVERTEXP2UIPROC __glewVertexP2ui = NULL; -PFNGLVERTEXP2UIVPROC __glewVertexP2uiv = NULL; -PFNGLVERTEXP3UIPROC __glewVertexP3ui = NULL; -PFNGLVERTEXP3UIVPROC __glewVertexP3uiv = NULL; -PFNGLVERTEXP4UIPROC __glewVertexP4ui = NULL; -PFNGLVERTEXP4UIVPROC __glewVertexP4uiv = NULL; - -PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv = NULL; -PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed = NULL; -PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v = NULL; -PFNGLGETFLOATI_VPROC __glewGetFloati_v = NULL; -PFNGLSCISSORARRAYVPROC __glewScissorArrayv = NULL; -PFNGLSCISSORINDEXEDPROC __glewScissorIndexed = NULL; -PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv = NULL; -PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv = NULL; -PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf = NULL; -PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv = NULL; - -PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB = NULL; -PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB = NULL; -PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB = NULL; -PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB = NULL; -PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB = NULL; -PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB = NULL; -PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB = NULL; -PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB = NULL; -PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB = NULL; -PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB = NULL; -PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB = NULL; -PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB = NULL; -PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB = NULL; -PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB = NULL; -PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB = NULL; -PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB = NULL; - -PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI = NULL; - -PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI = NULL; -PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI = NULL; -PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI = NULL; - -PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI = NULL; -PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI = NULL; -PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI = NULL; -PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI = NULL; - -PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI = NULL; -PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI = NULL; -PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI = NULL; -PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI = NULL; -PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI = NULL; -PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI = NULL; -PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI = NULL; -PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI = NULL; -PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI = NULL; -PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI = NULL; -PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI = NULL; -PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI = NULL; -PFNGLSAMPLEMAPATIPROC __glewSampleMapATI = NULL; -PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI = NULL; - -PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI = NULL; -PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI = NULL; - -PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI = NULL; -PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI = NULL; - -PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI = NULL; -PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI = NULL; - -PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI = NULL; -PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI = NULL; -PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI = NULL; -PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI = NULL; -PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI = NULL; -PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI = NULL; -PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI = NULL; -PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI = NULL; -PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI = NULL; -PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI = NULL; -PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI = NULL; -PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI = NULL; - -PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI = NULL; -PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI = NULL; -PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI = NULL; - -PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI = NULL; -PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI = NULL; -PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI = NULL; -PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI = NULL; -PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI = NULL; -PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI = NULL; -PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI = NULL; -PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI = NULL; -PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI = NULL; -PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI = NULL; -PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI = NULL; -PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI = NULL; -PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI = NULL; -PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI = NULL; -PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI = NULL; -PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI = NULL; -PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI = NULL; -PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI = NULL; -PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI = NULL; -PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI = NULL; -PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI = NULL; -PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI = NULL; -PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI = NULL; -PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI = NULL; -PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI = NULL; -PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI = NULL; -PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI = NULL; -PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI = NULL; -PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI = NULL; -PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI = NULL; -PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI = NULL; -PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI = NULL; -PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI = NULL; -PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI = NULL; -PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI = NULL; -PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI = NULL; -PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI = NULL; -PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI = NULL; -PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI = NULL; -PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI = NULL; -PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI = NULL; -PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI = NULL; -PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI = NULL; -PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI = NULL; -PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI = NULL; - -PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT = NULL; - -PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT = NULL; -PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT = NULL; -PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT = NULL; - -PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT = NULL; - -PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT = NULL; - -PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT = NULL; -PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT = NULL; -PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT = NULL; - -PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT = NULL; - -PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT = NULL; - -PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT = NULL; -PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT = NULL; - -PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT = NULL; -PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT = NULL; - -PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT = NULL; -PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT = NULL; - -PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT = NULL; -PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT = NULL; - -PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT = NULL; -PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT = NULL; -PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT = NULL; -PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT = NULL; -PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT = NULL; -PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT = NULL; -PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT = NULL; -PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT = NULL; -PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT = NULL; -PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT = NULL; -PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT = NULL; -PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT = NULL; -PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT = NULL; - -PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT = NULL; -PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT = NULL; - -PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT = NULL; - -PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT = NULL; -PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT = NULL; -PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT = NULL; -PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT = NULL; -PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT = NULL; - -PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT = NULL; -PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT = NULL; - -PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT = NULL; -PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT = NULL; - -PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT = NULL; -PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT = NULL; -PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT = NULL; - -PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT = NULL; - -PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT = NULL; -PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT = NULL; -PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT = NULL; -PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT = NULL; -PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT = NULL; -PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT = NULL; -PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT = NULL; -PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT = NULL; -PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT = NULL; -PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT = NULL; -PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT = NULL; -PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT = NULL; -PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT = NULL; -PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT = NULL; -PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT = NULL; -PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT = NULL; -PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT = NULL; -PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT = NULL; -PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT = NULL; -PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT = NULL; -PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT = NULL; -PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT = NULL; -PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT = NULL; -PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT = NULL; -PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT = NULL; -PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT = NULL; -PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT = NULL; -PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT = NULL; -PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT = NULL; -PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT = NULL; -PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT = NULL; -PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT = NULL; -PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT = NULL; -PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT = NULL; -PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT = NULL; -PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT = NULL; -PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT = NULL; -PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT = NULL; -PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT = NULL; -PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT = NULL; -PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT = NULL; -PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT = NULL; -PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT = NULL; -PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT = NULL; -PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT = NULL; -PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT = NULL; -PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT = NULL; -PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT = NULL; -PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT = NULL; -PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT = NULL; -PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT = NULL; -PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT = NULL; -PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT = NULL; -PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT = NULL; -PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT = NULL; -PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT = NULL; -PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT = NULL; -PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT = NULL; -PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT = NULL; -PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT = NULL; -PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT = NULL; -PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT = NULL; -PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT = NULL; -PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT = NULL; -PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT = NULL; -PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT = NULL; -PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT = NULL; -PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT = NULL; -PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT = NULL; -PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT = NULL; -PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT = NULL; -PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT = NULL; -PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT = NULL; -PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT = NULL; -PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT = NULL; -PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT = NULL; -PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT = NULL; -PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT = NULL; -PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT = NULL; -PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT = NULL; -PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT = NULL; -PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT = NULL; -PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT = NULL; -PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT = NULL; -PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT = NULL; -PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT = NULL; -PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT = NULL; -PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT = NULL; -PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT = NULL; -PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT = NULL; -PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT = NULL; -PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT = NULL; -PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT = NULL; -PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT = NULL; -PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT = NULL; -PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT = NULL; -PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT = NULL; -PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT = NULL; -PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT = NULL; -PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT = NULL; -PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT = NULL; -PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT = NULL; -PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT = NULL; -PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT = NULL; -PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT = NULL; -PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT = NULL; -PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT = NULL; -PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT = NULL; -PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT = NULL; -PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT = NULL; -PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT = NULL; -PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT = NULL; -PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT = NULL; -PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT = NULL; -PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT = NULL; -PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT = NULL; -PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT = NULL; -PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT = NULL; -PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT = NULL; -PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT = NULL; -PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT = NULL; -PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT = NULL; -PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT = NULL; -PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT = NULL; -PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT = NULL; -PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT = NULL; -PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT = NULL; -PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT = NULL; -PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT = NULL; -PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT = NULL; -PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT = NULL; -PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT = NULL; -PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT = NULL; -PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT = NULL; -PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT = NULL; -PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT = NULL; -PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT = NULL; -PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT = NULL; -PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT = NULL; -PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT = NULL; -PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT = NULL; -PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT = NULL; -PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT = NULL; -PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT = NULL; -PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT = NULL; -PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT = NULL; -PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT = NULL; -PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT = NULL; -PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT = NULL; -PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT = NULL; -PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT = NULL; -PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT = NULL; -PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT = NULL; -PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT = NULL; -PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT = NULL; -PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT = NULL; -PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT = NULL; -PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT = NULL; -PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT = NULL; -PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT = NULL; -PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT = NULL; -PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT = NULL; -PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT = NULL; -PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT = NULL; -PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT = NULL; -PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT = NULL; -PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT = NULL; -PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT = NULL; -PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT = NULL; -PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT = NULL; -PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT = NULL; -PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT = NULL; -PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT = NULL; -PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT = NULL; -PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT = NULL; -PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT = NULL; -PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT = NULL; -PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT = NULL; -PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT = NULL; -PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT = NULL; -PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT = NULL; -PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT = NULL; -PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT = NULL; -PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT = NULL; -PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT = NULL; -PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT = NULL; - -PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT = NULL; - -PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT = NULL; - -PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT = NULL; -PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT = NULL; -PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT = NULL; -PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT = NULL; -PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT = NULL; -PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT = NULL; - -PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT = NULL; -PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT = NULL; -PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT = NULL; -PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT = NULL; -PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT = NULL; -PFNGLDISABLEIEXTPROC __glewDisableiEXT = NULL; -PFNGLENABLEIEXTPROC __glewEnableiEXT = NULL; -PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT = NULL; - -PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT = NULL; -PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT = NULL; -PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT = NULL; -PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT = NULL; - -PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT = NULL; -PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT = NULL; - -PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT = NULL; - -PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT = NULL; -PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT = NULL; - -PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT = NULL; -PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT = NULL; -PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT = NULL; -PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT = NULL; -PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT = NULL; - -PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT = NULL; -PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT = NULL; -PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT = NULL; -PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT = NULL; -PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT = NULL; -PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT = NULL; -PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT = NULL; -PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT = NULL; -PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT = NULL; -PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT = NULL; -PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT = NULL; -PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT = NULL; -PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT = NULL; -PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT = NULL; -PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT = NULL; -PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT = NULL; -PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT = NULL; -PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT = NULL; - -PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT = NULL; - -PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT = NULL; - -PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT = NULL; -PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT = NULL; -PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT = NULL; -PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT = NULL; -PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT = NULL; -PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT = NULL; -PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT = NULL; -PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT = NULL; -PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT = NULL; -PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT = NULL; -PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT = NULL; -PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT = NULL; -PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT = NULL; -PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT = NULL; -PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT = NULL; -PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT = NULL; -PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT = NULL; - -PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT = NULL; -PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT = NULL; -PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT = NULL; - -PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT = NULL; -PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT = NULL; - -PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT = NULL; -PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT = NULL; -PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT = NULL; -PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT = NULL; -PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT = NULL; -PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT = NULL; -PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT = NULL; -PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT = NULL; -PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT = NULL; -PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT = NULL; -PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT = NULL; -PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT = NULL; -PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT = NULL; -PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT = NULL; -PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT = NULL; -PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT = NULL; -PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT = NULL; -PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT = NULL; -PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT = NULL; -PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT = NULL; -PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT = NULL; -PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT = NULL; -PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT = NULL; -PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT = NULL; -PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT = NULL; -PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT = NULL; -PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT = NULL; -PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT = NULL; -PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT = NULL; -PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT = NULL; -PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT = NULL; -PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT = NULL; -PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT = NULL; -PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT = NULL; - -PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT = NULL; -PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT = NULL; -PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT = NULL; -PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT = NULL; -PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT = NULL; -PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT = NULL; -PFNGLHISTOGRAMEXTPROC __glewHistogramEXT = NULL; -PFNGLMINMAXEXTPROC __glewMinmaxEXT = NULL; -PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT = NULL; -PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT = NULL; - -PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT = NULL; - -PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT = NULL; - -PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT = NULL; - -PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT = NULL; -PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT = NULL; -PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT = NULL; - -PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT = NULL; -PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT = NULL; - -PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT = NULL; -PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT = NULL; -PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT = NULL; -PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT = NULL; -PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT = NULL; -PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT = NULL; -PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT = NULL; -PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT = NULL; -PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT = NULL; -PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT = NULL; -PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT = NULL; -PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT = NULL; -PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT = NULL; -PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT = NULL; -PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT = NULL; -PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT = NULL; -PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT = NULL; -PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT = NULL; -PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT = NULL; - -PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT = NULL; - -PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT = NULL; -PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT = NULL; - -PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT = NULL; -PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT = NULL; - -PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT = NULL; -PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT = NULL; - -PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT = NULL; - -PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT = NULL; -PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT = NULL; -PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT = NULL; - -PFNGLCOLORTABLEEXTPROC __glewColorTableEXT = NULL; -PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT = NULL; -PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT = NULL; -PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT = NULL; - -PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT = NULL; -PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT = NULL; -PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT = NULL; -PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT = NULL; -PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT = NULL; -PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT = NULL; - -PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT = NULL; -PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT = NULL; - -PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT = NULL; - -PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT = NULL; - -PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT = NULL; - -PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV = NULL; -PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV = NULL; -PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV = NULL; -PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT = NULL; - -PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT = NULL; -PFNGLENDSCENEEXTPROC __glewEndSceneEXT = NULL; - -PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT = NULL; -PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT = NULL; -PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT = NULL; -PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT = NULL; -PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT = NULL; -PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT = NULL; -PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT = NULL; -PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT = NULL; -PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT = NULL; -PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT = NULL; -PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT = NULL; -PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT = NULL; -PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT = NULL; -PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT = NULL; -PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT = NULL; -PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT = NULL; -PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT = NULL; - -PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT = NULL; -PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT = NULL; -PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT = NULL; -PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT = NULL; -PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT = NULL; -PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT = NULL; -PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT = NULL; - -PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT = NULL; - -PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT = NULL; -PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT = NULL; - -PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT = NULL; -PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT = NULL; -PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT = NULL; - -PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT = NULL; -PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT = NULL; - -PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT = NULL; -PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT = NULL; -PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT = NULL; - -PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT = NULL; -PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT = NULL; - -PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT = NULL; - -PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT = NULL; -PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT = NULL; -PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT = NULL; - -PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT = NULL; - -PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT = NULL; - -PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT = NULL; - -PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT = NULL; -PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT = NULL; -PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT = NULL; -PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT = NULL; -PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT = NULL; -PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT = NULL; - -PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT = NULL; -PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT = NULL; -PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT = NULL; -PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT = NULL; -PFNGLISTEXTUREEXTPROC __glewIsTextureEXT = NULL; -PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT = NULL; - -PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT = NULL; - -PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT = NULL; -PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT = NULL; -PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT = NULL; -PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT = NULL; -PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT = NULL; -PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT = NULL; - -PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT = NULL; - -PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT = NULL; -PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT = NULL; - -PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT = NULL; -PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT = NULL; -PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT = NULL; -PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT = NULL; -PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT = NULL; -PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT = NULL; -PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT = NULL; - -PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT = NULL; -PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT = NULL; -PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT = NULL; -PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT = NULL; -PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT = NULL; -PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT = NULL; -PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT = NULL; -PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT = NULL; - -PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT = NULL; -PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt = NULL; -PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT = NULL; - -PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT = NULL; -PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT = NULL; -PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT = NULL; -PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT = NULL; -PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT = NULL; -PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT = NULL; -PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT = NULL; -PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT = NULL; -PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT = NULL; -PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT = NULL; -PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT = NULL; - -PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT = NULL; -PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT = NULL; -PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT = NULL; -PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT = NULL; -PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT = NULL; -PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT = NULL; -PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT = NULL; -PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT = NULL; -PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT = NULL; -PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT = NULL; -PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT = NULL; -PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT = NULL; -PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT = NULL; -PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT = NULL; -PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT = NULL; -PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT = NULL; -PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT = NULL; -PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT = NULL; -PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT = NULL; -PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT = NULL; -PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT = NULL; -PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT = NULL; -PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT = NULL; -PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT = NULL; -PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT = NULL; -PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT = NULL; -PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT = NULL; -PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT = NULL; -PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT = NULL; -PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT = NULL; -PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT = NULL; -PFNGLSWIZZLEEXTPROC __glewSwizzleEXT = NULL; -PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT = NULL; -PFNGLVARIANTBVEXTPROC __glewVariantbvEXT = NULL; -PFNGLVARIANTDVEXTPROC __glewVariantdvEXT = NULL; -PFNGLVARIANTFVEXTPROC __glewVariantfvEXT = NULL; -PFNGLVARIANTIVEXTPROC __glewVariantivEXT = NULL; -PFNGLVARIANTSVEXTPROC __glewVariantsvEXT = NULL; -PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT = NULL; -PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT = NULL; -PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT = NULL; -PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT = NULL; - -PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT = NULL; -PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT = NULL; -PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT = NULL; - -PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT = NULL; -PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT = NULL; - -PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT = NULL; - -PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT = NULL; - -PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY = NULL; - -PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY = NULL; - -PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP = NULL; -PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP = NULL; -PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP = NULL; -PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP = NULL; -PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP = NULL; -PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP = NULL; - -PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM = NULL; -PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM = NULL; - -PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM = NULL; -PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM = NULL; -PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM = NULL; -PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM = NULL; -PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM = NULL; -PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM = NULL; -PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM = NULL; -PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM = NULL; - -PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL = NULL; -PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL = NULL; -PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL = NULL; - -PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL = NULL; -PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL = NULL; -PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL = NULL; -PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL = NULL; - -PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL = NULL; -PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL = NULL; -PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL = NULL; -PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL = NULL; -PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL = NULL; -PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL = NULL; -PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL = NULL; -PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL = NULL; -PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL = NULL; -PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL = NULL; - -PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL = NULL; -PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL = NULL; - -PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR = NULL; - -PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback = NULL; -PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl = NULL; -PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert = NULL; -PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog = NULL; -PFNGLGETOBJECTLABELPROC __glewGetObjectLabel = NULL; -PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel = NULL; -PFNGLOBJECTLABELPROC __glewObjectLabel = NULL; -PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel = NULL; -PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup = NULL; -PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup = NULL; - -PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR = NULL; - -PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv = NULL; -PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv = NULL; -PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv = NULL; -PFNGLREADNPIXELSPROC __glewReadnPixels = NULL; - -PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled = NULL; -PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion = NULL; -PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion = NULL; -PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion = NULL; -PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion = NULL; - -PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA = NULL; - -PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA = NULL; -PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA = NULL; -PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA = NULL; -PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA = NULL; -PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA = NULL; -PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA = NULL; -PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA = NULL; -PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA = NULL; -PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA = NULL; -PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA = NULL; -PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA = NULL; -PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA = NULL; -PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA = NULL; -PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA = NULL; -PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA = NULL; -PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA = NULL; -PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA = NULL; -PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA = NULL; -PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA = NULL; -PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA = NULL; -PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA = NULL; -PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA = NULL; -PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA = NULL; -PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA = NULL; - -PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX = NULL; -PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX = NULL; - -PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX = NULL; -PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX = NULL; -PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX = NULL; - -PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV = NULL; -PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV = NULL; - -PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV = NULL; -PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV = NULL; - -PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV = NULL; -PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV = NULL; -PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV = NULL; -PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV = NULL; -PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV = NULL; -PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV = NULL; -PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV = NULL; -PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV = NULL; -PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV = NULL; -PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV = NULL; -PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV = NULL; -PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV = NULL; -PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV = NULL; - -PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV = NULL; -PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV = NULL; - -PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV = NULL; - -PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV = NULL; -PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV = NULL; -PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV = NULL; -PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV = NULL; -PFNGLCREATESTATESNVPROC __glewCreateStatesNV = NULL; -PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV = NULL; -PFNGLDELETESTATESNVPROC __glewDeleteStatesNV = NULL; -PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV = NULL; -PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV = NULL; -PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV = NULL; -PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV = NULL; -PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV = NULL; -PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV = NULL; -PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV = NULL; -PFNGLISSTATENVPROC __glewIsStateNV = NULL; -PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV = NULL; -PFNGLSTATECAPTURENVPROC __glewStateCaptureNV = NULL; - -PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV = NULL; -PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV = NULL; - -PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV = NULL; - -PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV = NULL; - -PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV = NULL; - -PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV = NULL; - -PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV = NULL; - -PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV = NULL; -PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV = NULL; -PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV = NULL; - -PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV = NULL; - -PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV = NULL; -PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV = NULL; - -PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV = NULL; - -PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV = NULL; -PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV = NULL; -PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV = NULL; -PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV = NULL; -PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV = NULL; - -PFNGLEVALMAPSNVPROC __glewEvalMapsNV = NULL; -PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV = NULL; -PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV = NULL; -PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV = NULL; -PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV = NULL; -PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV = NULL; -PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV = NULL; -PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV = NULL; -PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV = NULL; - -PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV = NULL; -PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV = NULL; -PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV = NULL; - -PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV = NULL; -PFNGLFINISHFENCENVPROC __glewFinishFenceNV = NULL; -PFNGLGENFENCESNVPROC __glewGenFencesNV = NULL; -PFNGLGETFENCEIVNVPROC __glewGetFenceivNV = NULL; -PFNGLISFENCENVPROC __glewIsFenceNV = NULL; -PFNGLSETFENCENVPROC __glewSetFenceNV = NULL; -PFNGLTESTFENCENVPROC __glewTestFenceNV = NULL; - -PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV = NULL; - -PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV = NULL; -PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV = NULL; -PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV = NULL; -PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV = NULL; -PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV = NULL; -PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV = NULL; - -PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV = NULL; - -PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV = NULL; - -PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV = NULL; - -PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV = NULL; - -PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV = NULL; -PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV = NULL; -PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV = NULL; -PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV = NULL; -PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV = NULL; -PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV = NULL; -PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV = NULL; -PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV = NULL; -PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV = NULL; -PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV = NULL; -PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV = NULL; -PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV = NULL; - -PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV = NULL; -PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV = NULL; -PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV = NULL; -PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV = NULL; -PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV = NULL; -PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV = NULL; -PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV = NULL; -PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV = NULL; -PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV = NULL; -PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV = NULL; -PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV = NULL; -PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV = NULL; - -PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV = NULL; -PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV = NULL; -PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV = NULL; -PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV = NULL; -PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV = NULL; -PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV = NULL; -PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV = NULL; -PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV = NULL; -PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV = NULL; -PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV = NULL; -PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV = NULL; -PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV = NULL; -PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV = NULL; -PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV = NULL; -PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV = NULL; -PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV = NULL; -PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV = NULL; -PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV = NULL; -PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV = NULL; -PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV = NULL; -PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV = NULL; -PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV = NULL; -PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV = NULL; -PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV = NULL; -PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV = NULL; -PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV = NULL; -PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV = NULL; -PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV = NULL; -PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV = NULL; -PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV = NULL; -PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV = NULL; -PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV = NULL; -PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV = NULL; -PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV = NULL; - -PFNGLCOLOR3HNVPROC __glewColor3hNV = NULL; -PFNGLCOLOR3HVNVPROC __glewColor3hvNV = NULL; -PFNGLCOLOR4HNVPROC __glewColor4hNV = NULL; -PFNGLCOLOR4HVNVPROC __glewColor4hvNV = NULL; -PFNGLFOGCOORDHNVPROC __glewFogCoordhNV = NULL; -PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV = NULL; -PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV = NULL; -PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV = NULL; -PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV = NULL; -PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV = NULL; -PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV = NULL; -PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV = NULL; -PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV = NULL; -PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV = NULL; -PFNGLNORMAL3HNVPROC __glewNormal3hNV = NULL; -PFNGLNORMAL3HVNVPROC __glewNormal3hvNV = NULL; -PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV = NULL; -PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV = NULL; -PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV = NULL; -PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV = NULL; -PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV = NULL; -PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV = NULL; -PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV = NULL; -PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV = NULL; -PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV = NULL; -PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV = NULL; -PFNGLVERTEX2HNVPROC __glewVertex2hNV = NULL; -PFNGLVERTEX2HVNVPROC __glewVertex2hvNV = NULL; -PFNGLVERTEX3HNVPROC __glewVertex3hNV = NULL; -PFNGLVERTEX3HVNVPROC __glewVertex3hvNV = NULL; -PFNGLVERTEX4HNVPROC __glewVertex4hNV = NULL; -PFNGLVERTEX4HVNVPROC __glewVertex4hvNV = NULL; -PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV = NULL; -PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV = NULL; -PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV = NULL; -PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV = NULL; -PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV = NULL; -PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV = NULL; -PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV = NULL; -PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV = NULL; -PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV = NULL; -PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV = NULL; -PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV = NULL; -PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV = NULL; -PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV = NULL; -PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV = NULL; - -PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV = NULL; - -PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV = NULL; - -PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV = NULL; -PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV = NULL; -PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV = NULL; -PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV = NULL; -PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV = NULL; -PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV = NULL; - -PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV = NULL; -PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV = NULL; -PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV = NULL; -PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV = NULL; -PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV = NULL; -PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV = NULL; -PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV = NULL; - -PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV = NULL; -PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV = NULL; -PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV = NULL; - -PFNGLCOPYPATHNVPROC __glewCopyPathNV = NULL; -PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV = NULL; -PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV = NULL; -PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV = NULL; -PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV = NULL; -PFNGLDELETEPATHSNVPROC __glewDeletePathsNV = NULL; -PFNGLGENPATHSNVPROC __glewGenPathsNV = NULL; -PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV = NULL; -PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV = NULL; -PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV = NULL; -PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV = NULL; -PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV = NULL; -PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV = NULL; -PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV = NULL; -PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV = NULL; -PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV = NULL; -PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV = NULL; -PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV = NULL; -PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV = NULL; -PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV = NULL; -PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV = NULL; -PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV = NULL; -PFNGLISPATHNVPROC __glewIsPathNV = NULL; -PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV = NULL; -PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV = NULL; -PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV = NULL; -PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV = NULL; -PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV = NULL; -PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV = NULL; -PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV = NULL; -PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV = NULL; -PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV = NULL; -PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV = NULL; -PFNGLPATHCOORDSNVPROC __glewPathCoordsNV = NULL; -PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV = NULL; -PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV = NULL; -PFNGLPATHFOGGENNVPROC __glewPathFogGenNV = NULL; -PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV = NULL; -PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV = NULL; -PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV = NULL; -PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV = NULL; -PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV = NULL; -PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV = NULL; -PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV = NULL; -PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV = NULL; -PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV = NULL; -PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV = NULL; -PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV = NULL; -PFNGLPATHSTRINGNVPROC __glewPathStringNV = NULL; -PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV = NULL; -PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV = NULL; -PFNGLPATHTEXGENNVPROC __glewPathTexGenNV = NULL; -PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV = NULL; -PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV = NULL; -PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV = NULL; -PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV = NULL; -PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV = NULL; -PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV = NULL; -PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV = NULL; -PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV = NULL; -PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV = NULL; -PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV = NULL; -PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV = NULL; -PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV = NULL; - -PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV = NULL; -PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV = NULL; - -PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV = NULL; -PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV = NULL; - -PFNGLPOLYGONMODENVPROC __glewPolygonModeNV = NULL; - -PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV = NULL; -PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV = NULL; -PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV = NULL; -PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV = NULL; -PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV = NULL; -PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV = NULL; - -PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV = NULL; -PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV = NULL; - -PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV = NULL; -PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV = NULL; -PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV = NULL; -PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV = NULL; -PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV = NULL; -PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV = NULL; -PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV = NULL; -PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV = NULL; -PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV = NULL; -PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV = NULL; -PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV = NULL; -PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV = NULL; -PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV = NULL; - -PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV = NULL; -PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV = NULL; - -PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV = NULL; -PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV = NULL; - -PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV = NULL; -PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV = NULL; -PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV = NULL; -PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV = NULL; -PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV = NULL; -PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV = NULL; -PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV = NULL; -PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV = NULL; -PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV = NULL; -PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV = NULL; -PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV = NULL; -PFNGLUNIFORMUI64NVPROC __glewUniformui64NV = NULL; -PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV = NULL; - -PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV = NULL; -PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV = NULL; -PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV = NULL; -PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV = NULL; -PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV = NULL; -PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV = NULL; - -PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV = NULL; - -PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV = NULL; -PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV = NULL; -PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV = NULL; -PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV = NULL; -PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV = NULL; -PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV = NULL; - -PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV = NULL; -PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV = NULL; -PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV = NULL; -PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV = NULL; -PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV = NULL; -PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV = NULL; -PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV = NULL; -PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV = NULL; -PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV = NULL; -PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV = NULL; -PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV = NULL; - -PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV = NULL; -PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV = NULL; -PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV = NULL; -PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV = NULL; -PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV = NULL; -PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV = NULL; -PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV = NULL; - -PFNGLVDPAUFININVPROC __glewVDPAUFiniNV = NULL; -PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV = NULL; -PFNGLVDPAUINITNVPROC __glewVDPAUInitNV = NULL; -PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV = NULL; -PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV = NULL; -PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV = NULL; -PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV = NULL; -PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV = NULL; -PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV = NULL; -PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV = NULL; - -PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV = NULL; -PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV = NULL; - -PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV = NULL; -PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV = NULL; -PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV = NULL; -PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV = NULL; -PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV = NULL; -PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV = NULL; -PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV = NULL; -PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV = NULL; -PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV = NULL; -PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV = NULL; -PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV = NULL; -PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV = NULL; -PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV = NULL; -PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV = NULL; -PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV = NULL; -PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV = NULL; -PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV = NULL; -PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV = NULL; -PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV = NULL; - -PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV = NULL; -PFNGLCOLORFORMATNVPROC __glewColorFormatNV = NULL; -PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV = NULL; -PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV = NULL; -PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV = NULL; -PFNGLINDEXFORMATNVPROC __glewIndexFormatNV = NULL; -PFNGLNORMALFORMATNVPROC __glewNormalFormatNV = NULL; -PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV = NULL; -PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV = NULL; -PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV = NULL; -PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV = NULL; -PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV = NULL; - -PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV = NULL; -PFNGLBINDPROGRAMNVPROC __glewBindProgramNV = NULL; -PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV = NULL; -PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV = NULL; -PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV = NULL; -PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV = NULL; -PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV = NULL; -PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV = NULL; -PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV = NULL; -PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV = NULL; -PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV = NULL; -PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV = NULL; -PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV = NULL; -PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV = NULL; -PFNGLISPROGRAMNVPROC __glewIsProgramNV = NULL; -PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV = NULL; -PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV = NULL; -PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV = NULL; -PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV = NULL; -PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV = NULL; -PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV = NULL; -PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV = NULL; -PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV = NULL; -PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV = NULL; -PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV = NULL; -PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV = NULL; -PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV = NULL; -PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV = NULL; -PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV = NULL; -PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV = NULL; -PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV = NULL; -PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV = NULL; -PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV = NULL; -PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV = NULL; -PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV = NULL; -PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV = NULL; -PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV = NULL; -PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV = NULL; -PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV = NULL; -PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV = NULL; -PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV = NULL; -PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV = NULL; -PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV = NULL; -PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV = NULL; -PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV = NULL; -PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV = NULL; -PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV = NULL; -PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV = NULL; -PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV = NULL; -PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV = NULL; -PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV = NULL; -PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV = NULL; -PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV = NULL; -PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV = NULL; -PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV = NULL; -PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV = NULL; -PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV = NULL; -PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV = NULL; -PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV = NULL; -PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV = NULL; -PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV = NULL; -PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV = NULL; -PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV = NULL; -PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV = NULL; - -PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV = NULL; -PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV = NULL; -PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV = NULL; -PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV = NULL; -PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV = NULL; -PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV = NULL; -PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV = NULL; -PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV = NULL; -PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV = NULL; -PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV = NULL; -PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV = NULL; -PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV = NULL; - -PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV = NULL; -PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV = NULL; -PFNGLDISABLEINVPROC __glewDisableiNV = NULL; -PFNGLENABLEINVPROC __glewEnableiNV = NULL; -PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV = NULL; -PFNGLISENABLEDINVPROC __glewIsEnablediNV = NULL; -PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV = NULL; -PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV = NULL; -PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV = NULL; -PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV = NULL; -PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV = NULL; -PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV = NULL; - -PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV = NULL; - -PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR = NULL; - -PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR = NULL; - -PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM = NULL; - -PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM = NULL; -PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM = NULL; -PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM = NULL; -PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM = NULL; - -PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM = NULL; -PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM = NULL; -PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM = NULL; -PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM = NULL; -PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM = NULL; -PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM = NULL; -PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM = NULL; -PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM = NULL; - -PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM = NULL; -PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM = NULL; -PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM = NULL; -PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM = NULL; - -PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM = NULL; -PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM = NULL; - -PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM = NULL; - -PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM = NULL; -PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM = NULL; - -PFNGLALPHAFUNCXPROC __glewAlphaFuncx = NULL; -PFNGLCLEARCOLORXPROC __glewClearColorx = NULL; -PFNGLCLEARDEPTHXPROC __glewClearDepthx = NULL; -PFNGLCOLOR4XPROC __glewColor4x = NULL; -PFNGLDEPTHRANGEXPROC __glewDepthRangex = NULL; -PFNGLFOGXPROC __glewFogx = NULL; -PFNGLFOGXVPROC __glewFogxv = NULL; -PFNGLFRUSTUMFPROC __glewFrustumf = NULL; -PFNGLFRUSTUMXPROC __glewFrustumx = NULL; -PFNGLLIGHTMODELXPROC __glewLightModelx = NULL; -PFNGLLIGHTMODELXVPROC __glewLightModelxv = NULL; -PFNGLLIGHTXPROC __glewLightx = NULL; -PFNGLLIGHTXVPROC __glewLightxv = NULL; -PFNGLLINEWIDTHXPROC __glewLineWidthx = NULL; -PFNGLLOADMATRIXXPROC __glewLoadMatrixx = NULL; -PFNGLMATERIALXPROC __glewMaterialx = NULL; -PFNGLMATERIALXVPROC __glewMaterialxv = NULL; -PFNGLMULTMATRIXXPROC __glewMultMatrixx = NULL; -PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x = NULL; -PFNGLNORMAL3XPROC __glewNormal3x = NULL; -PFNGLORTHOFPROC __glewOrthof = NULL; -PFNGLORTHOXPROC __glewOrthox = NULL; -PFNGLPOINTSIZEXPROC __glewPointSizex = NULL; -PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx = NULL; -PFNGLROTATEXPROC __glewRotatex = NULL; -PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex = NULL; -PFNGLSCALEXPROC __glewScalex = NULL; -PFNGLTEXENVXPROC __glewTexEnvx = NULL; -PFNGLTEXENVXVPROC __glewTexEnvxv = NULL; -PFNGLTEXPARAMETERXPROC __glewTexParameterx = NULL; -PFNGLTRANSLATEXPROC __glewTranslatex = NULL; - -PFNGLCLIPPLANEFPROC __glewClipPlanef = NULL; -PFNGLCLIPPLANEXPROC __glewClipPlanex = NULL; -PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef = NULL; -PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex = NULL; -PFNGLGETFIXEDVPROC __glewGetFixedv = NULL; -PFNGLGETLIGHTXVPROC __glewGetLightxv = NULL; -PFNGLGETMATERIALXVPROC __glewGetMaterialxv = NULL; -PFNGLGETTEXENVXVPROC __glewGetTexEnvxv = NULL; -PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv = NULL; -PFNGLPOINTPARAMETERXPROC __glewPointParameterx = NULL; -PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv = NULL; -PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES = NULL; -PFNGLTEXPARAMETERXVPROC __glewTexParameterxv = NULL; - -PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL = NULL; - -PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL = NULL; -PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL = NULL; - -PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL = NULL; - -PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL = NULL; - -PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS = NULL; -PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS = NULL; - -PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS = NULL; -PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS = NULL; - -PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS = NULL; -PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS = NULL; - -PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS = NULL; -PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS = NULL; -PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS = NULL; -PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS = NULL; - -PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS = NULL; - -PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS = NULL; -PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS = NULL; - -PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS = NULL; -PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS = NULL; - -PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS = NULL; -PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS = NULL; - -PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX = NULL; -PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX = NULL; -PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX = NULL; -PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX = NULL; -PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX = NULL; -PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX = NULL; - -PFNGLADDRESSSPACEPROC __glewAddressSpace = NULL; -PFNGLDATAPIPEPROC __glewDataPipe = NULL; - -PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX = NULL; - -PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX = NULL; -PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX = NULL; - -PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX = NULL; - -PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX = NULL; -PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX = NULL; -PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX = NULL; -PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX = NULL; -PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX = NULL; -PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX = NULL; -PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX = NULL; -PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX = NULL; -PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX = NULL; -PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX = NULL; -PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX = NULL; -PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX = NULL; -PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX = NULL; -PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX = NULL; -PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX = NULL; -PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX = NULL; -PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX = NULL; - -PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX = NULL; - -PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX = NULL; - -PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX = NULL; -PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX = NULL; -PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX = NULL; -PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX = NULL; -PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX = NULL; -PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX = NULL; -PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv = NULL; -PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX = NULL; -PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX = NULL; -PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv = NULL; -PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX = NULL; - -PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX = NULL; -PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX = NULL; -PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX = NULL; -PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX = NULL; - -PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX = NULL; - -PFNGLDEFORMSGIXPROC __glewDeformSGIX = NULL; -PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX = NULL; - -PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX = NULL; -PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX = NULL; - -PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX = NULL; - -PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX = NULL; -PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX = NULL; -PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX = NULL; -PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX = NULL; - -PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX = NULL; - -PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX = NULL; -PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX = NULL; - -PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX = NULL; -PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX = NULL; -PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX = NULL; -PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX = NULL; -PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX = NULL; -PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX = NULL; - -PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI = NULL; -PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI = NULL; -PFNGLCOLORTABLESGIPROC __glewColorTableSGI = NULL; -PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI = NULL; -PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI = NULL; -PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI = NULL; -PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI = NULL; - -PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI = NULL; -PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI = NULL; -PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI = NULL; -PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI = NULL; -PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI = NULL; -PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI = NULL; -PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI = NULL; - -PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX = NULL; - -PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN = NULL; -PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN = NULL; -PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN = NULL; -PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN = NULL; -PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN = NULL; -PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN = NULL; -PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN = NULL; -PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN = NULL; - -PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN = NULL; - -PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN = NULL; -PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN = NULL; -PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN = NULL; -PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN = NULL; -PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN = NULL; -PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN = NULL; -PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN = NULL; - -PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN = NULL; -PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN = NULL; -PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN = NULL; -PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN = NULL; -PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN = NULL; -PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN = NULL; -PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN = NULL; -PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN = NULL; -PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN = NULL; -PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN = NULL; -PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN = NULL; -PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN = NULL; -PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN = NULL; -PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN = NULL; -PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN = NULL; -PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; -PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN = NULL; -PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN = NULL; -PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN = NULL; -PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN = NULL; -PFNGLTEXCOORD2FVERTEX3FSUNPROC __glewTexCoord2fVertex3fSUN = NULL; -PFNGLTEXCOORD2FVERTEX3FVSUNPROC __glewTexCoord2fVertex3fvSUN = NULL; -PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fSUN = NULL; -PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC __glewTexCoord4fColor4fNormal3fVertex4fvSUN = NULL; -PFNGLTEXCOORD4FVERTEX4FSUNPROC __glewTexCoord4fVertex4fSUN = NULL; -PFNGLTEXCOORD4FVERTEX4FVSUNPROC __glewTexCoord4fVertex4fvSUN = NULL; - -PFNGLADDSWAPHINTRECTWINPROC __glewAddSwapHintRectWIN = NULL; - -GLboolean __GLEW_VERSION_1_1 = GL_FALSE; -GLboolean __GLEW_VERSION_1_2 = GL_FALSE; -GLboolean __GLEW_VERSION_1_2_1 = GL_FALSE; -GLboolean __GLEW_VERSION_1_3 = GL_FALSE; -GLboolean __GLEW_VERSION_1_4 = GL_FALSE; -GLboolean __GLEW_VERSION_1_5 = GL_FALSE; -GLboolean __GLEW_VERSION_2_0 = GL_FALSE; -GLboolean __GLEW_VERSION_2_1 = GL_FALSE; -GLboolean __GLEW_VERSION_3_0 = GL_FALSE; -GLboolean __GLEW_VERSION_3_1 = GL_FALSE; -GLboolean __GLEW_VERSION_3_2 = GL_FALSE; -GLboolean __GLEW_VERSION_3_3 = GL_FALSE; -GLboolean __GLEW_VERSION_4_0 = GL_FALSE; -GLboolean __GLEW_VERSION_4_1 = GL_FALSE; -GLboolean __GLEW_VERSION_4_2 = GL_FALSE; -GLboolean __GLEW_VERSION_4_3 = GL_FALSE; -GLboolean __GLEW_VERSION_4_4 = GL_FALSE; -GLboolean __GLEW_VERSION_4_5 = GL_FALSE; -GLboolean __GLEW_VERSION_4_6 = GL_FALSE; -GLboolean __GLEW_3DFX_multisample = GL_FALSE; -GLboolean __GLEW_3DFX_tbuffer = GL_FALSE; -GLboolean __GLEW_3DFX_texture_compression_FXT1 = GL_FALSE; -GLboolean __GLEW_AMD_blend_minmax_factor = GL_FALSE; -GLboolean __GLEW_AMD_compressed_3DC_texture = GL_FALSE; -GLboolean __GLEW_AMD_compressed_ATC_texture = GL_FALSE; -GLboolean __GLEW_AMD_conservative_depth = GL_FALSE; -GLboolean __GLEW_AMD_debug_output = GL_FALSE; -GLboolean __GLEW_AMD_depth_clamp_separate = GL_FALSE; -GLboolean __GLEW_AMD_draw_buffers_blend = GL_FALSE; -GLboolean __GLEW_AMD_framebuffer_sample_positions = GL_FALSE; -GLboolean __GLEW_AMD_gcn_shader = GL_FALSE; -GLboolean __GLEW_AMD_gpu_shader_half_float = GL_FALSE; -GLboolean __GLEW_AMD_gpu_shader_int16 = GL_FALSE; -GLboolean __GLEW_AMD_gpu_shader_int64 = GL_FALSE; -GLboolean __GLEW_AMD_interleaved_elements = GL_FALSE; -GLboolean __GLEW_AMD_multi_draw_indirect = GL_FALSE; -GLboolean __GLEW_AMD_name_gen_delete = GL_FALSE; -GLboolean __GLEW_AMD_occlusion_query_event = GL_FALSE; -GLboolean __GLEW_AMD_performance_monitor = GL_FALSE; -GLboolean __GLEW_AMD_pinned_memory = GL_FALSE; -GLboolean __GLEW_AMD_program_binary_Z400 = GL_FALSE; -GLboolean __GLEW_AMD_query_buffer_object = GL_FALSE; -GLboolean __GLEW_AMD_sample_positions = GL_FALSE; -GLboolean __GLEW_AMD_seamless_cubemap_per_texture = GL_FALSE; -GLboolean __GLEW_AMD_shader_atomic_counter_ops = GL_FALSE; -GLboolean __GLEW_AMD_shader_ballot = GL_FALSE; -GLboolean __GLEW_AMD_shader_explicit_vertex_parameter = GL_FALSE; -GLboolean __GLEW_AMD_shader_stencil_export = GL_FALSE; -GLboolean __GLEW_AMD_shader_stencil_value_export = GL_FALSE; -GLboolean __GLEW_AMD_shader_trinary_minmax = GL_FALSE; -GLboolean __GLEW_AMD_sparse_texture = GL_FALSE; -GLboolean __GLEW_AMD_stencil_operation_extended = GL_FALSE; -GLboolean __GLEW_AMD_texture_gather_bias_lod = GL_FALSE; -GLboolean __GLEW_AMD_texture_texture4 = GL_FALSE; -GLboolean __GLEW_AMD_transform_feedback3_lines_triangles = GL_FALSE; -GLboolean __GLEW_AMD_transform_feedback4 = GL_FALSE; -GLboolean __GLEW_AMD_vertex_shader_layer = GL_FALSE; -GLboolean __GLEW_AMD_vertex_shader_tessellator = GL_FALSE; -GLboolean __GLEW_AMD_vertex_shader_viewport_index = GL_FALSE; -GLboolean __GLEW_ANDROID_extension_pack_es31a = GL_FALSE; -GLboolean __GLEW_ANGLE_depth_texture = GL_FALSE; -GLboolean __GLEW_ANGLE_framebuffer_blit = GL_FALSE; -GLboolean __GLEW_ANGLE_framebuffer_multisample = GL_FALSE; -GLboolean __GLEW_ANGLE_instanced_arrays = GL_FALSE; -GLboolean __GLEW_ANGLE_pack_reverse_row_order = GL_FALSE; -GLboolean __GLEW_ANGLE_program_binary = GL_FALSE; -GLboolean __GLEW_ANGLE_texture_compression_dxt1 = GL_FALSE; -GLboolean __GLEW_ANGLE_texture_compression_dxt3 = GL_FALSE; -GLboolean __GLEW_ANGLE_texture_compression_dxt5 = GL_FALSE; -GLboolean __GLEW_ANGLE_texture_usage = GL_FALSE; -GLboolean __GLEW_ANGLE_timer_query = GL_FALSE; -GLboolean __GLEW_ANGLE_translated_shader_source = GL_FALSE; -GLboolean __GLEW_APPLE_aux_depth_stencil = GL_FALSE; -GLboolean __GLEW_APPLE_client_storage = GL_FALSE; -GLboolean __GLEW_APPLE_clip_distance = GL_FALSE; -GLboolean __GLEW_APPLE_color_buffer_packed_float = GL_FALSE; -GLboolean __GLEW_APPLE_copy_texture_levels = GL_FALSE; -GLboolean __GLEW_APPLE_element_array = GL_FALSE; -GLboolean __GLEW_APPLE_fence = GL_FALSE; -GLboolean __GLEW_APPLE_float_pixels = GL_FALSE; -GLboolean __GLEW_APPLE_flush_buffer_range = GL_FALSE; -GLboolean __GLEW_APPLE_framebuffer_multisample = GL_FALSE; -GLboolean __GLEW_APPLE_object_purgeable = GL_FALSE; -GLboolean __GLEW_APPLE_pixel_buffer = GL_FALSE; -GLboolean __GLEW_APPLE_rgb_422 = GL_FALSE; -GLboolean __GLEW_APPLE_row_bytes = GL_FALSE; -GLboolean __GLEW_APPLE_specular_vector = GL_FALSE; -GLboolean __GLEW_APPLE_sync = GL_FALSE; -GLboolean __GLEW_APPLE_texture_2D_limited_npot = GL_FALSE; -GLboolean __GLEW_APPLE_texture_format_BGRA8888 = GL_FALSE; -GLboolean __GLEW_APPLE_texture_max_level = GL_FALSE; -GLboolean __GLEW_APPLE_texture_packed_float = GL_FALSE; -GLboolean __GLEW_APPLE_texture_range = GL_FALSE; -GLboolean __GLEW_APPLE_transform_hint = GL_FALSE; -GLboolean __GLEW_APPLE_vertex_array_object = GL_FALSE; -GLboolean __GLEW_APPLE_vertex_array_range = GL_FALSE; -GLboolean __GLEW_APPLE_vertex_program_evaluators = GL_FALSE; -GLboolean __GLEW_APPLE_ycbcr_422 = GL_FALSE; -GLboolean __GLEW_ARB_ES2_compatibility = GL_FALSE; -GLboolean __GLEW_ARB_ES3_1_compatibility = GL_FALSE; -GLboolean __GLEW_ARB_ES3_2_compatibility = GL_FALSE; -GLboolean __GLEW_ARB_ES3_compatibility = GL_FALSE; -GLboolean __GLEW_ARB_arrays_of_arrays = GL_FALSE; -GLboolean __GLEW_ARB_base_instance = GL_FALSE; -GLboolean __GLEW_ARB_bindless_texture = GL_FALSE; -GLboolean __GLEW_ARB_blend_func_extended = GL_FALSE; -GLboolean __GLEW_ARB_buffer_storage = GL_FALSE; -GLboolean __GLEW_ARB_cl_event = GL_FALSE; -GLboolean __GLEW_ARB_clear_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_clear_texture = GL_FALSE; -GLboolean __GLEW_ARB_clip_control = GL_FALSE; -GLboolean __GLEW_ARB_color_buffer_float = GL_FALSE; -GLboolean __GLEW_ARB_compatibility = GL_FALSE; -GLboolean __GLEW_ARB_compressed_texture_pixel_storage = GL_FALSE; -GLboolean __GLEW_ARB_compute_shader = GL_FALSE; -GLboolean __GLEW_ARB_compute_variable_group_size = GL_FALSE; -GLboolean __GLEW_ARB_conditional_render_inverted = GL_FALSE; -GLboolean __GLEW_ARB_conservative_depth = GL_FALSE; -GLboolean __GLEW_ARB_copy_buffer = GL_FALSE; -GLboolean __GLEW_ARB_copy_image = GL_FALSE; -GLboolean __GLEW_ARB_cull_distance = GL_FALSE; -GLboolean __GLEW_ARB_debug_output = GL_FALSE; -GLboolean __GLEW_ARB_depth_buffer_float = GL_FALSE; -GLboolean __GLEW_ARB_depth_clamp = GL_FALSE; -GLboolean __GLEW_ARB_depth_texture = GL_FALSE; -GLboolean __GLEW_ARB_derivative_control = GL_FALSE; -GLboolean __GLEW_ARB_direct_state_access = GL_FALSE; -GLboolean __GLEW_ARB_draw_buffers = GL_FALSE; -GLboolean __GLEW_ARB_draw_buffers_blend = GL_FALSE; -GLboolean __GLEW_ARB_draw_elements_base_vertex = GL_FALSE; -GLboolean __GLEW_ARB_draw_indirect = GL_FALSE; -GLboolean __GLEW_ARB_draw_instanced = GL_FALSE; -GLboolean __GLEW_ARB_enhanced_layouts = GL_FALSE; -GLboolean __GLEW_ARB_explicit_attrib_location = GL_FALSE; -GLboolean __GLEW_ARB_explicit_uniform_location = GL_FALSE; -GLboolean __GLEW_ARB_fragment_coord_conventions = GL_FALSE; -GLboolean __GLEW_ARB_fragment_layer_viewport = GL_FALSE; -GLboolean __GLEW_ARB_fragment_program = GL_FALSE; -GLboolean __GLEW_ARB_fragment_program_shadow = GL_FALSE; -GLboolean __GLEW_ARB_fragment_shader = GL_FALSE; -GLboolean __GLEW_ARB_fragment_shader_interlock = GL_FALSE; -GLboolean __GLEW_ARB_framebuffer_no_attachments = GL_FALSE; -GLboolean __GLEW_ARB_framebuffer_object = GL_FALSE; -GLboolean __GLEW_ARB_framebuffer_sRGB = GL_FALSE; -GLboolean __GLEW_ARB_geometry_shader4 = GL_FALSE; -GLboolean __GLEW_ARB_get_program_binary = GL_FALSE; -GLboolean __GLEW_ARB_get_texture_sub_image = GL_FALSE; -GLboolean __GLEW_ARB_gl_spirv = GL_FALSE; -GLboolean __GLEW_ARB_gpu_shader5 = GL_FALSE; -GLboolean __GLEW_ARB_gpu_shader_fp64 = GL_FALSE; -GLboolean __GLEW_ARB_gpu_shader_int64 = GL_FALSE; -GLboolean __GLEW_ARB_half_float_pixel = GL_FALSE; -GLboolean __GLEW_ARB_half_float_vertex = GL_FALSE; -GLboolean __GLEW_ARB_imaging = GL_FALSE; -GLboolean __GLEW_ARB_indirect_parameters = GL_FALSE; -GLboolean __GLEW_ARB_instanced_arrays = GL_FALSE; -GLboolean __GLEW_ARB_internalformat_query = GL_FALSE; -GLboolean __GLEW_ARB_internalformat_query2 = GL_FALSE; -GLboolean __GLEW_ARB_invalidate_subdata = GL_FALSE; -GLboolean __GLEW_ARB_map_buffer_alignment = GL_FALSE; -GLboolean __GLEW_ARB_map_buffer_range = GL_FALSE; -GLboolean __GLEW_ARB_matrix_palette = GL_FALSE; -GLboolean __GLEW_ARB_multi_bind = GL_FALSE; -GLboolean __GLEW_ARB_multi_draw_indirect = GL_FALSE; -GLboolean __GLEW_ARB_multisample = GL_FALSE; -GLboolean __GLEW_ARB_multitexture = GL_FALSE; -GLboolean __GLEW_ARB_occlusion_query = GL_FALSE; -GLboolean __GLEW_ARB_occlusion_query2 = GL_FALSE; -GLboolean __GLEW_ARB_parallel_shader_compile = GL_FALSE; -GLboolean __GLEW_ARB_pipeline_statistics_query = GL_FALSE; -GLboolean __GLEW_ARB_pixel_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_point_parameters = GL_FALSE; -GLboolean __GLEW_ARB_point_sprite = GL_FALSE; -GLboolean __GLEW_ARB_polygon_offset_clamp = GL_FALSE; -GLboolean __GLEW_ARB_post_depth_coverage = GL_FALSE; -GLboolean __GLEW_ARB_program_interface_query = GL_FALSE; -GLboolean __GLEW_ARB_provoking_vertex = GL_FALSE; -GLboolean __GLEW_ARB_query_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_robust_buffer_access_behavior = GL_FALSE; -GLboolean __GLEW_ARB_robustness = GL_FALSE; -GLboolean __GLEW_ARB_robustness_application_isolation = GL_FALSE; -GLboolean __GLEW_ARB_robustness_share_group_isolation = GL_FALSE; -GLboolean __GLEW_ARB_sample_locations = GL_FALSE; -GLboolean __GLEW_ARB_sample_shading = GL_FALSE; -GLboolean __GLEW_ARB_sampler_objects = GL_FALSE; -GLboolean __GLEW_ARB_seamless_cube_map = GL_FALSE; -GLboolean __GLEW_ARB_seamless_cubemap_per_texture = GL_FALSE; -GLboolean __GLEW_ARB_separate_shader_objects = GL_FALSE; -GLboolean __GLEW_ARB_shader_atomic_counter_ops = GL_FALSE; -GLboolean __GLEW_ARB_shader_atomic_counters = GL_FALSE; -GLboolean __GLEW_ARB_shader_ballot = GL_FALSE; -GLboolean __GLEW_ARB_shader_bit_encoding = GL_FALSE; -GLboolean __GLEW_ARB_shader_clock = GL_FALSE; -GLboolean __GLEW_ARB_shader_draw_parameters = GL_FALSE; -GLboolean __GLEW_ARB_shader_group_vote = GL_FALSE; -GLboolean __GLEW_ARB_shader_image_load_store = GL_FALSE; -GLboolean __GLEW_ARB_shader_image_size = GL_FALSE; -GLboolean __GLEW_ARB_shader_objects = GL_FALSE; -GLboolean __GLEW_ARB_shader_precision = GL_FALSE; -GLboolean __GLEW_ARB_shader_stencil_export = GL_FALSE; -GLboolean __GLEW_ARB_shader_storage_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_shader_subroutine = GL_FALSE; -GLboolean __GLEW_ARB_shader_texture_image_samples = GL_FALSE; -GLboolean __GLEW_ARB_shader_texture_lod = GL_FALSE; -GLboolean __GLEW_ARB_shader_viewport_layer_array = GL_FALSE; -GLboolean __GLEW_ARB_shading_language_100 = GL_FALSE; -GLboolean __GLEW_ARB_shading_language_420pack = GL_FALSE; -GLboolean __GLEW_ARB_shading_language_include = GL_FALSE; -GLboolean __GLEW_ARB_shading_language_packing = GL_FALSE; -GLboolean __GLEW_ARB_shadow = GL_FALSE; -GLboolean __GLEW_ARB_shadow_ambient = GL_FALSE; -GLboolean __GLEW_ARB_sparse_buffer = GL_FALSE; -GLboolean __GLEW_ARB_sparse_texture = GL_FALSE; -GLboolean __GLEW_ARB_sparse_texture2 = GL_FALSE; -GLboolean __GLEW_ARB_sparse_texture_clamp = GL_FALSE; -GLboolean __GLEW_ARB_spirv_extensions = GL_FALSE; -GLboolean __GLEW_ARB_stencil_texturing = GL_FALSE; -GLboolean __GLEW_ARB_sync = GL_FALSE; -GLboolean __GLEW_ARB_tessellation_shader = GL_FALSE; -GLboolean __GLEW_ARB_texture_barrier = GL_FALSE; -GLboolean __GLEW_ARB_texture_border_clamp = GL_FALSE; -GLboolean __GLEW_ARB_texture_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_texture_buffer_object_rgb32 = GL_FALSE; -GLboolean __GLEW_ARB_texture_buffer_range = GL_FALSE; -GLboolean __GLEW_ARB_texture_compression = GL_FALSE; -GLboolean __GLEW_ARB_texture_compression_bptc = GL_FALSE; -GLboolean __GLEW_ARB_texture_compression_rgtc = GL_FALSE; -GLboolean __GLEW_ARB_texture_cube_map = GL_FALSE; -GLboolean __GLEW_ARB_texture_cube_map_array = GL_FALSE; -GLboolean __GLEW_ARB_texture_env_add = GL_FALSE; -GLboolean __GLEW_ARB_texture_env_combine = GL_FALSE; -GLboolean __GLEW_ARB_texture_env_crossbar = GL_FALSE; -GLboolean __GLEW_ARB_texture_env_dot3 = GL_FALSE; -GLboolean __GLEW_ARB_texture_filter_anisotropic = GL_FALSE; -GLboolean __GLEW_ARB_texture_filter_minmax = GL_FALSE; -GLboolean __GLEW_ARB_texture_float = GL_FALSE; -GLboolean __GLEW_ARB_texture_gather = GL_FALSE; -GLboolean __GLEW_ARB_texture_mirror_clamp_to_edge = GL_FALSE; -GLboolean __GLEW_ARB_texture_mirrored_repeat = GL_FALSE; -GLboolean __GLEW_ARB_texture_multisample = GL_FALSE; -GLboolean __GLEW_ARB_texture_non_power_of_two = GL_FALSE; -GLboolean __GLEW_ARB_texture_query_levels = GL_FALSE; -GLboolean __GLEW_ARB_texture_query_lod = GL_FALSE; -GLboolean __GLEW_ARB_texture_rectangle = GL_FALSE; -GLboolean __GLEW_ARB_texture_rg = GL_FALSE; -GLboolean __GLEW_ARB_texture_rgb10_a2ui = GL_FALSE; -GLboolean __GLEW_ARB_texture_stencil8 = GL_FALSE; -GLboolean __GLEW_ARB_texture_storage = GL_FALSE; -GLboolean __GLEW_ARB_texture_storage_multisample = GL_FALSE; -GLboolean __GLEW_ARB_texture_swizzle = GL_FALSE; -GLboolean __GLEW_ARB_texture_view = GL_FALSE; -GLboolean __GLEW_ARB_timer_query = GL_FALSE; -GLboolean __GLEW_ARB_transform_feedback2 = GL_FALSE; -GLboolean __GLEW_ARB_transform_feedback3 = GL_FALSE; -GLboolean __GLEW_ARB_transform_feedback_instanced = GL_FALSE; -GLboolean __GLEW_ARB_transform_feedback_overflow_query = GL_FALSE; -GLboolean __GLEW_ARB_transpose_matrix = GL_FALSE; -GLboolean __GLEW_ARB_uniform_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_vertex_array_bgra = GL_FALSE; -GLboolean __GLEW_ARB_vertex_array_object = GL_FALSE; -GLboolean __GLEW_ARB_vertex_attrib_64bit = GL_FALSE; -GLboolean __GLEW_ARB_vertex_attrib_binding = GL_FALSE; -GLboolean __GLEW_ARB_vertex_blend = GL_FALSE; -GLboolean __GLEW_ARB_vertex_buffer_object = GL_FALSE; -GLboolean __GLEW_ARB_vertex_program = GL_FALSE; -GLboolean __GLEW_ARB_vertex_shader = GL_FALSE; -GLboolean __GLEW_ARB_vertex_type_10f_11f_11f_rev = GL_FALSE; -GLboolean __GLEW_ARB_vertex_type_2_10_10_10_rev = GL_FALSE; -GLboolean __GLEW_ARB_viewport_array = GL_FALSE; -GLboolean __GLEW_ARB_window_pos = GL_FALSE; -GLboolean __GLEW_ARM_mali_program_binary = GL_FALSE; -GLboolean __GLEW_ARM_mali_shader_binary = GL_FALSE; -GLboolean __GLEW_ARM_rgba8 = GL_FALSE; -GLboolean __GLEW_ARM_shader_framebuffer_fetch = GL_FALSE; -GLboolean __GLEW_ARM_shader_framebuffer_fetch_depth_stencil = GL_FALSE; -GLboolean __GLEW_ATIX_point_sprites = GL_FALSE; -GLboolean __GLEW_ATIX_texture_env_combine3 = GL_FALSE; -GLboolean __GLEW_ATIX_texture_env_route = GL_FALSE; -GLboolean __GLEW_ATIX_vertex_shader_output_point_size = GL_FALSE; -GLboolean __GLEW_ATI_draw_buffers = GL_FALSE; -GLboolean __GLEW_ATI_element_array = GL_FALSE; -GLboolean __GLEW_ATI_envmap_bumpmap = GL_FALSE; -GLboolean __GLEW_ATI_fragment_shader = GL_FALSE; -GLboolean __GLEW_ATI_map_object_buffer = GL_FALSE; -GLboolean __GLEW_ATI_meminfo = GL_FALSE; -GLboolean __GLEW_ATI_pn_triangles = GL_FALSE; -GLboolean __GLEW_ATI_separate_stencil = GL_FALSE; -GLboolean __GLEW_ATI_shader_texture_lod = GL_FALSE; -GLboolean __GLEW_ATI_text_fragment_shader = GL_FALSE; -GLboolean __GLEW_ATI_texture_compression_3dc = GL_FALSE; -GLboolean __GLEW_ATI_texture_env_combine3 = GL_FALSE; -GLboolean __GLEW_ATI_texture_float = GL_FALSE; -GLboolean __GLEW_ATI_texture_mirror_once = GL_FALSE; -GLboolean __GLEW_ATI_vertex_array_object = GL_FALSE; -GLboolean __GLEW_ATI_vertex_attrib_array_object = GL_FALSE; -GLboolean __GLEW_ATI_vertex_streams = GL_FALSE; -GLboolean __GLEW_EGL_KHR_context_flush_control = GL_FALSE; -GLboolean __GLEW_EGL_NV_robustness_video_memory_purge = GL_FALSE; -GLboolean __GLEW_EXT_422_pixels = GL_FALSE; -GLboolean __GLEW_EXT_Cg_shader = GL_FALSE; -GLboolean __GLEW_EXT_EGL_image_array = GL_FALSE; -GLboolean __GLEW_EXT_YUV_target = GL_FALSE; -GLboolean __GLEW_EXT_abgr = GL_FALSE; -GLboolean __GLEW_EXT_base_instance = GL_FALSE; -GLboolean __GLEW_EXT_bgra = GL_FALSE; -GLboolean __GLEW_EXT_bindable_uniform = GL_FALSE; -GLboolean __GLEW_EXT_blend_color = GL_FALSE; -GLboolean __GLEW_EXT_blend_equation_separate = GL_FALSE; -GLboolean __GLEW_EXT_blend_func_extended = GL_FALSE; -GLboolean __GLEW_EXT_blend_func_separate = GL_FALSE; -GLboolean __GLEW_EXT_blend_logic_op = GL_FALSE; -GLboolean __GLEW_EXT_blend_minmax = GL_FALSE; -GLboolean __GLEW_EXT_blend_subtract = GL_FALSE; -GLboolean __GLEW_EXT_buffer_storage = GL_FALSE; -GLboolean __GLEW_EXT_clear_texture = GL_FALSE; -GLboolean __GLEW_EXT_clip_cull_distance = GL_FALSE; -GLboolean __GLEW_EXT_clip_volume_hint = GL_FALSE; -GLboolean __GLEW_EXT_cmyka = GL_FALSE; -GLboolean __GLEW_EXT_color_buffer_float = GL_FALSE; -GLboolean __GLEW_EXT_color_buffer_half_float = GL_FALSE; -GLboolean __GLEW_EXT_color_subtable = GL_FALSE; -GLboolean __GLEW_EXT_compiled_vertex_array = GL_FALSE; -GLboolean __GLEW_EXT_compressed_ETC1_RGB8_sub_texture = GL_FALSE; -GLboolean __GLEW_EXT_conservative_depth = GL_FALSE; -GLboolean __GLEW_EXT_convolution = GL_FALSE; -GLboolean __GLEW_EXT_coordinate_frame = GL_FALSE; -GLboolean __GLEW_EXT_copy_image = GL_FALSE; -GLboolean __GLEW_EXT_copy_texture = GL_FALSE; -GLboolean __GLEW_EXT_cull_vertex = GL_FALSE; -GLboolean __GLEW_EXT_debug_label = GL_FALSE; -GLboolean __GLEW_EXT_debug_marker = GL_FALSE; -GLboolean __GLEW_EXT_depth_bounds_test = GL_FALSE; -GLboolean __GLEW_EXT_direct_state_access = GL_FALSE; -GLboolean __GLEW_EXT_discard_framebuffer = GL_FALSE; -GLboolean __GLEW_EXT_draw_buffers = GL_FALSE; -GLboolean __GLEW_EXT_draw_buffers2 = GL_FALSE; -GLboolean __GLEW_EXT_draw_buffers_indexed = GL_FALSE; -GLboolean __GLEW_EXT_draw_elements_base_vertex = GL_FALSE; -GLboolean __GLEW_EXT_draw_instanced = GL_FALSE; -GLboolean __GLEW_EXT_draw_range_elements = GL_FALSE; -GLboolean __GLEW_EXT_external_buffer = GL_FALSE; -GLboolean __GLEW_EXT_float_blend = GL_FALSE; -GLboolean __GLEW_EXT_fog_coord = GL_FALSE; -GLboolean __GLEW_EXT_frag_depth = GL_FALSE; -GLboolean __GLEW_EXT_fragment_lighting = GL_FALSE; -GLboolean __GLEW_EXT_framebuffer_blit = GL_FALSE; -GLboolean __GLEW_EXT_framebuffer_multisample = GL_FALSE; -GLboolean __GLEW_EXT_framebuffer_multisample_blit_scaled = GL_FALSE; -GLboolean __GLEW_EXT_framebuffer_object = GL_FALSE; -GLboolean __GLEW_EXT_framebuffer_sRGB = GL_FALSE; -GLboolean __GLEW_EXT_geometry_point_size = GL_FALSE; -GLboolean __GLEW_EXT_geometry_shader = GL_FALSE; -GLboolean __GLEW_EXT_geometry_shader4 = GL_FALSE; -GLboolean __GLEW_EXT_gpu_program_parameters = GL_FALSE; -GLboolean __GLEW_EXT_gpu_shader4 = GL_FALSE; -GLboolean __GLEW_EXT_gpu_shader5 = GL_FALSE; -GLboolean __GLEW_EXT_histogram = GL_FALSE; -GLboolean __GLEW_EXT_index_array_formats = GL_FALSE; -GLboolean __GLEW_EXT_index_func = GL_FALSE; -GLboolean __GLEW_EXT_index_material = GL_FALSE; -GLboolean __GLEW_EXT_index_texture = GL_FALSE; -GLboolean __GLEW_EXT_instanced_arrays = GL_FALSE; -GLboolean __GLEW_EXT_light_texture = GL_FALSE; -GLboolean __GLEW_EXT_map_buffer_range = GL_FALSE; -GLboolean __GLEW_EXT_memory_object = GL_FALSE; -GLboolean __GLEW_EXT_memory_object_fd = GL_FALSE; -GLboolean __GLEW_EXT_memory_object_win32 = GL_FALSE; -GLboolean __GLEW_EXT_misc_attribute = GL_FALSE; -GLboolean __GLEW_EXT_multi_draw_arrays = GL_FALSE; -GLboolean __GLEW_EXT_multi_draw_indirect = GL_FALSE; -GLboolean __GLEW_EXT_multiple_textures = GL_FALSE; -GLboolean __GLEW_EXT_multisample = GL_FALSE; -GLboolean __GLEW_EXT_multisample_compatibility = GL_FALSE; -GLboolean __GLEW_EXT_multisampled_render_to_texture = GL_FALSE; -GLboolean __GLEW_EXT_multisampled_render_to_texture2 = GL_FALSE; -GLboolean __GLEW_EXT_multiview_draw_buffers = GL_FALSE; -GLboolean __GLEW_EXT_packed_depth_stencil = GL_FALSE; -GLboolean __GLEW_EXT_packed_float = GL_FALSE; -GLboolean __GLEW_EXT_packed_pixels = GL_FALSE; -GLboolean __GLEW_EXT_paletted_texture = GL_FALSE; -GLboolean __GLEW_EXT_pixel_buffer_object = GL_FALSE; -GLboolean __GLEW_EXT_pixel_transform = GL_FALSE; -GLboolean __GLEW_EXT_pixel_transform_color_table = GL_FALSE; -GLboolean __GLEW_EXT_point_parameters = GL_FALSE; -GLboolean __GLEW_EXT_polygon_offset = GL_FALSE; -GLboolean __GLEW_EXT_polygon_offset_clamp = GL_FALSE; -GLboolean __GLEW_EXT_post_depth_coverage = GL_FALSE; -GLboolean __GLEW_EXT_provoking_vertex = GL_FALSE; -GLboolean __GLEW_EXT_pvrtc_sRGB = GL_FALSE; -GLboolean __GLEW_EXT_raster_multisample = GL_FALSE; -GLboolean __GLEW_EXT_read_format_bgra = GL_FALSE; -GLboolean __GLEW_EXT_render_snorm = GL_FALSE; -GLboolean __GLEW_EXT_rescale_normal = GL_FALSE; -GLboolean __GLEW_EXT_sRGB = GL_FALSE; -GLboolean __GLEW_EXT_sRGB_write_control = GL_FALSE; -GLboolean __GLEW_EXT_scene_marker = GL_FALSE; -GLboolean __GLEW_EXT_secondary_color = GL_FALSE; -GLboolean __GLEW_EXT_semaphore = GL_FALSE; -GLboolean __GLEW_EXT_semaphore_fd = GL_FALSE; -GLboolean __GLEW_EXT_semaphore_win32 = GL_FALSE; -GLboolean __GLEW_EXT_separate_shader_objects = GL_FALSE; -GLboolean __GLEW_EXT_separate_specular_color = GL_FALSE; -GLboolean __GLEW_EXT_shader_framebuffer_fetch = GL_FALSE; -GLboolean __GLEW_EXT_shader_group_vote = GL_FALSE; -GLboolean __GLEW_EXT_shader_image_load_formatted = GL_FALSE; -GLboolean __GLEW_EXT_shader_image_load_store = GL_FALSE; -GLboolean __GLEW_EXT_shader_implicit_conversions = GL_FALSE; -GLboolean __GLEW_EXT_shader_integer_mix = GL_FALSE; -GLboolean __GLEW_EXT_shader_io_blocks = GL_FALSE; -GLboolean __GLEW_EXT_shader_non_constant_global_initializers = GL_FALSE; -GLboolean __GLEW_EXT_shader_pixel_local_storage = GL_FALSE; -GLboolean __GLEW_EXT_shader_pixel_local_storage2 = GL_FALSE; -GLboolean __GLEW_EXT_shader_texture_lod = GL_FALSE; -GLboolean __GLEW_EXT_shadow_funcs = GL_FALSE; -GLboolean __GLEW_EXT_shadow_samplers = GL_FALSE; -GLboolean __GLEW_EXT_shared_texture_palette = GL_FALSE; -GLboolean __GLEW_EXT_sparse_texture = GL_FALSE; -GLboolean __GLEW_EXT_sparse_texture2 = GL_FALSE; -GLboolean __GLEW_EXT_stencil_clear_tag = GL_FALSE; -GLboolean __GLEW_EXT_stencil_two_side = GL_FALSE; -GLboolean __GLEW_EXT_stencil_wrap = GL_FALSE; -GLboolean __GLEW_EXT_subtexture = GL_FALSE; -GLboolean __GLEW_EXT_texture = GL_FALSE; -GLboolean __GLEW_EXT_texture3D = GL_FALSE; -GLboolean __GLEW_EXT_texture_array = GL_FALSE; -GLboolean __GLEW_EXT_texture_buffer_object = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_astc_decode_mode = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_bptc = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_dxt1 = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_latc = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_rgtc = GL_FALSE; -GLboolean __GLEW_EXT_texture_compression_s3tc = GL_FALSE; -GLboolean __GLEW_EXT_texture_cube_map = GL_FALSE; -GLboolean __GLEW_EXT_texture_cube_map_array = GL_FALSE; -GLboolean __GLEW_EXT_texture_edge_clamp = GL_FALSE; -GLboolean __GLEW_EXT_texture_env = GL_FALSE; -GLboolean __GLEW_EXT_texture_env_add = GL_FALSE; -GLboolean __GLEW_EXT_texture_env_combine = GL_FALSE; -GLboolean __GLEW_EXT_texture_env_dot3 = GL_FALSE; -GLboolean __GLEW_EXT_texture_filter_anisotropic = GL_FALSE; -GLboolean __GLEW_EXT_texture_filter_minmax = GL_FALSE; -GLboolean __GLEW_EXT_texture_format_BGRA8888 = GL_FALSE; -GLboolean __GLEW_EXT_texture_integer = GL_FALSE; -GLboolean __GLEW_EXT_texture_lod_bias = GL_FALSE; -GLboolean __GLEW_EXT_texture_mirror_clamp = GL_FALSE; -GLboolean __GLEW_EXT_texture_norm16 = GL_FALSE; -GLboolean __GLEW_EXT_texture_object = GL_FALSE; -GLboolean __GLEW_EXT_texture_perturb_normal = GL_FALSE; -GLboolean __GLEW_EXT_texture_rectangle = GL_FALSE; -GLboolean __GLEW_EXT_texture_rg = GL_FALSE; -GLboolean __GLEW_EXT_texture_sRGB = GL_FALSE; -GLboolean __GLEW_EXT_texture_sRGB_R8 = GL_FALSE; -GLboolean __GLEW_EXT_texture_sRGB_RG8 = GL_FALSE; -GLboolean __GLEW_EXT_texture_sRGB_decode = GL_FALSE; -GLboolean __GLEW_EXT_texture_shared_exponent = GL_FALSE; -GLboolean __GLEW_EXT_texture_snorm = GL_FALSE; -GLboolean __GLEW_EXT_texture_storage = GL_FALSE; -GLboolean __GLEW_EXT_texture_swizzle = GL_FALSE; -GLboolean __GLEW_EXT_texture_type_2_10_10_10_REV = GL_FALSE; -GLboolean __GLEW_EXT_texture_view = GL_FALSE; -GLboolean __GLEW_EXT_timer_query = GL_FALSE; -GLboolean __GLEW_EXT_transform_feedback = GL_FALSE; -GLboolean __GLEW_EXT_unpack_subimage = GL_FALSE; -GLboolean __GLEW_EXT_vertex_array = GL_FALSE; -GLboolean __GLEW_EXT_vertex_array_bgra = GL_FALSE; -GLboolean __GLEW_EXT_vertex_array_setXXX = GL_FALSE; -GLboolean __GLEW_EXT_vertex_attrib_64bit = GL_FALSE; -GLboolean __GLEW_EXT_vertex_shader = GL_FALSE; -GLboolean __GLEW_EXT_vertex_weighting = GL_FALSE; -GLboolean __GLEW_EXT_win32_keyed_mutex = GL_FALSE; -GLboolean __GLEW_EXT_window_rectangles = GL_FALSE; -GLboolean __GLEW_EXT_x11_sync_object = GL_FALSE; -GLboolean __GLEW_GREMEDY_frame_terminator = GL_FALSE; -GLboolean __GLEW_GREMEDY_string_marker = GL_FALSE; -GLboolean __GLEW_HP_convolution_border_modes = GL_FALSE; -GLboolean __GLEW_HP_image_transform = GL_FALSE; -GLboolean __GLEW_HP_occlusion_test = GL_FALSE; -GLboolean __GLEW_HP_texture_lighting = GL_FALSE; -GLboolean __GLEW_IBM_cull_vertex = GL_FALSE; -GLboolean __GLEW_IBM_multimode_draw_arrays = GL_FALSE; -GLboolean __GLEW_IBM_rasterpos_clip = GL_FALSE; -GLboolean __GLEW_IBM_static_data = GL_FALSE; -GLboolean __GLEW_IBM_texture_mirrored_repeat = GL_FALSE; -GLboolean __GLEW_IBM_vertex_array_lists = GL_FALSE; -GLboolean __GLEW_INGR_color_clamp = GL_FALSE; -GLboolean __GLEW_INGR_interlace_read = GL_FALSE; -GLboolean __GLEW_INTEL_conservative_rasterization = GL_FALSE; -GLboolean __GLEW_INTEL_fragment_shader_ordering = GL_FALSE; -GLboolean __GLEW_INTEL_framebuffer_CMAA = GL_FALSE; -GLboolean __GLEW_INTEL_map_texture = GL_FALSE; -GLboolean __GLEW_INTEL_parallel_arrays = GL_FALSE; -GLboolean __GLEW_INTEL_performance_query = GL_FALSE; -GLboolean __GLEW_INTEL_texture_scissor = GL_FALSE; -GLboolean __GLEW_KHR_blend_equation_advanced = GL_FALSE; -GLboolean __GLEW_KHR_blend_equation_advanced_coherent = GL_FALSE; -GLboolean __GLEW_KHR_context_flush_control = GL_FALSE; -GLboolean __GLEW_KHR_debug = GL_FALSE; -GLboolean __GLEW_KHR_no_error = GL_FALSE; -GLboolean __GLEW_KHR_parallel_shader_compile = GL_FALSE; -GLboolean __GLEW_KHR_robust_buffer_access_behavior = GL_FALSE; -GLboolean __GLEW_KHR_robustness = GL_FALSE; -GLboolean __GLEW_KHR_texture_compression_astc_hdr = GL_FALSE; -GLboolean __GLEW_KHR_texture_compression_astc_ldr = GL_FALSE; -GLboolean __GLEW_KHR_texture_compression_astc_sliced_3d = GL_FALSE; -GLboolean __GLEW_KTX_buffer_region = GL_FALSE; -GLboolean __GLEW_MESAX_texture_stack = GL_FALSE; -GLboolean __GLEW_MESA_pack_invert = GL_FALSE; -GLboolean __GLEW_MESA_resize_buffers = GL_FALSE; -GLboolean __GLEW_MESA_shader_integer_functions = GL_FALSE; -GLboolean __GLEW_MESA_window_pos = GL_FALSE; -GLboolean __GLEW_MESA_ycbcr_texture = GL_FALSE; -GLboolean __GLEW_NVX_blend_equation_advanced_multi_draw_buffers = GL_FALSE; -GLboolean __GLEW_NVX_conditional_render = GL_FALSE; -GLboolean __GLEW_NVX_gpu_memory_info = GL_FALSE; -GLboolean __GLEW_NVX_linked_gpu_multicast = GL_FALSE; -GLboolean __GLEW_NV_3dvision_settings = GL_FALSE; -GLboolean __GLEW_NV_EGL_stream_consumer_external = GL_FALSE; -GLboolean __GLEW_NV_alpha_to_coverage_dither_control = GL_FALSE; -GLboolean __GLEW_NV_bgr = GL_FALSE; -GLboolean __GLEW_NV_bindless_multi_draw_indirect = GL_FALSE; -GLboolean __GLEW_NV_bindless_multi_draw_indirect_count = GL_FALSE; -GLboolean __GLEW_NV_bindless_texture = GL_FALSE; -GLboolean __GLEW_NV_blend_equation_advanced = GL_FALSE; -GLboolean __GLEW_NV_blend_equation_advanced_coherent = GL_FALSE; -GLboolean __GLEW_NV_blend_minmax_factor = GL_FALSE; -GLboolean __GLEW_NV_blend_square = GL_FALSE; -GLboolean __GLEW_NV_clip_space_w_scaling = GL_FALSE; -GLboolean __GLEW_NV_command_list = GL_FALSE; -GLboolean __GLEW_NV_compute_program5 = GL_FALSE; -GLboolean __GLEW_NV_conditional_render = GL_FALSE; -GLboolean __GLEW_NV_conservative_raster = GL_FALSE; -GLboolean __GLEW_NV_conservative_raster_dilate = GL_FALSE; -GLboolean __GLEW_NV_conservative_raster_pre_snap_triangles = GL_FALSE; -GLboolean __GLEW_NV_copy_buffer = GL_FALSE; -GLboolean __GLEW_NV_copy_depth_to_color = GL_FALSE; -GLboolean __GLEW_NV_copy_image = GL_FALSE; -GLboolean __GLEW_NV_deep_texture3D = GL_FALSE; -GLboolean __GLEW_NV_depth_buffer_float = GL_FALSE; -GLboolean __GLEW_NV_depth_clamp = GL_FALSE; -GLboolean __GLEW_NV_depth_range_unclamped = GL_FALSE; -GLboolean __GLEW_NV_draw_buffers = GL_FALSE; -GLboolean __GLEW_NV_draw_instanced = GL_FALSE; -GLboolean __GLEW_NV_draw_texture = GL_FALSE; -GLboolean __GLEW_NV_draw_vulkan_image = GL_FALSE; -GLboolean __GLEW_NV_evaluators = GL_FALSE; -GLboolean __GLEW_NV_explicit_attrib_location = GL_FALSE; -GLboolean __GLEW_NV_explicit_multisample = GL_FALSE; -GLboolean __GLEW_NV_fbo_color_attachments = GL_FALSE; -GLboolean __GLEW_NV_fence = GL_FALSE; -GLboolean __GLEW_NV_fill_rectangle = GL_FALSE; -GLboolean __GLEW_NV_float_buffer = GL_FALSE; -GLboolean __GLEW_NV_fog_distance = GL_FALSE; -GLboolean __GLEW_NV_fragment_coverage_to_color = GL_FALSE; -GLboolean __GLEW_NV_fragment_program = GL_FALSE; -GLboolean __GLEW_NV_fragment_program2 = GL_FALSE; -GLboolean __GLEW_NV_fragment_program4 = GL_FALSE; -GLboolean __GLEW_NV_fragment_program_option = GL_FALSE; -GLboolean __GLEW_NV_fragment_shader_interlock = GL_FALSE; -GLboolean __GLEW_NV_framebuffer_blit = GL_FALSE; -GLboolean __GLEW_NV_framebuffer_mixed_samples = GL_FALSE; -GLboolean __GLEW_NV_framebuffer_multisample = GL_FALSE; -GLboolean __GLEW_NV_framebuffer_multisample_coverage = GL_FALSE; -GLboolean __GLEW_NV_generate_mipmap_sRGB = GL_FALSE; -GLboolean __GLEW_NV_geometry_program4 = GL_FALSE; -GLboolean __GLEW_NV_geometry_shader4 = GL_FALSE; -GLboolean __GLEW_NV_geometry_shader_passthrough = GL_FALSE; -GLboolean __GLEW_NV_gpu_multicast = GL_FALSE; -GLboolean __GLEW_NV_gpu_program4 = GL_FALSE; -GLboolean __GLEW_NV_gpu_program5 = GL_FALSE; -GLboolean __GLEW_NV_gpu_program5_mem_extended = GL_FALSE; -GLboolean __GLEW_NV_gpu_program_fp64 = GL_FALSE; -GLboolean __GLEW_NV_gpu_shader5 = GL_FALSE; -GLboolean __GLEW_NV_half_float = GL_FALSE; -GLboolean __GLEW_NV_image_formats = GL_FALSE; -GLboolean __GLEW_NV_instanced_arrays = GL_FALSE; -GLboolean __GLEW_NV_internalformat_sample_query = GL_FALSE; -GLboolean __GLEW_NV_light_max_exponent = GL_FALSE; -GLboolean __GLEW_NV_multisample_coverage = GL_FALSE; -GLboolean __GLEW_NV_multisample_filter_hint = GL_FALSE; -GLboolean __GLEW_NV_non_square_matrices = GL_FALSE; -GLboolean __GLEW_NV_occlusion_query = GL_FALSE; -GLboolean __GLEW_NV_pack_subimage = GL_FALSE; -GLboolean __GLEW_NV_packed_depth_stencil = GL_FALSE; -GLboolean __GLEW_NV_packed_float = GL_FALSE; -GLboolean __GLEW_NV_packed_float_linear = GL_FALSE; -GLboolean __GLEW_NV_parameter_buffer_object = GL_FALSE; -GLboolean __GLEW_NV_parameter_buffer_object2 = GL_FALSE; -GLboolean __GLEW_NV_path_rendering = GL_FALSE; -GLboolean __GLEW_NV_path_rendering_shared_edge = GL_FALSE; -GLboolean __GLEW_NV_pixel_buffer_object = GL_FALSE; -GLboolean __GLEW_NV_pixel_data_range = GL_FALSE; -GLboolean __GLEW_NV_platform_binary = GL_FALSE; -GLboolean __GLEW_NV_point_sprite = GL_FALSE; -GLboolean __GLEW_NV_polygon_mode = GL_FALSE; -GLboolean __GLEW_NV_present_video = GL_FALSE; -GLboolean __GLEW_NV_primitive_restart = GL_FALSE; -GLboolean __GLEW_NV_read_depth = GL_FALSE; -GLboolean __GLEW_NV_read_depth_stencil = GL_FALSE; -GLboolean __GLEW_NV_read_stencil = GL_FALSE; -GLboolean __GLEW_NV_register_combiners = GL_FALSE; -GLboolean __GLEW_NV_register_combiners2 = GL_FALSE; -GLboolean __GLEW_NV_robustness_video_memory_purge = GL_FALSE; -GLboolean __GLEW_NV_sRGB_formats = GL_FALSE; -GLboolean __GLEW_NV_sample_locations = GL_FALSE; -GLboolean __GLEW_NV_sample_mask_override_coverage = GL_FALSE; -GLboolean __GLEW_NV_shader_atomic_counters = GL_FALSE; -GLboolean __GLEW_NV_shader_atomic_float = GL_FALSE; -GLboolean __GLEW_NV_shader_atomic_float64 = GL_FALSE; -GLboolean __GLEW_NV_shader_atomic_fp16_vector = GL_FALSE; -GLboolean __GLEW_NV_shader_atomic_int64 = GL_FALSE; -GLboolean __GLEW_NV_shader_buffer_load = GL_FALSE; -GLboolean __GLEW_NV_shader_noperspective_interpolation = GL_FALSE; -GLboolean __GLEW_NV_shader_storage_buffer_object = GL_FALSE; -GLboolean __GLEW_NV_shader_thread_group = GL_FALSE; -GLboolean __GLEW_NV_shader_thread_shuffle = GL_FALSE; -GLboolean __GLEW_NV_shadow_samplers_array = GL_FALSE; -GLboolean __GLEW_NV_shadow_samplers_cube = GL_FALSE; -GLboolean __GLEW_NV_stereo_view_rendering = GL_FALSE; -GLboolean __GLEW_NV_tessellation_program5 = GL_FALSE; -GLboolean __GLEW_NV_texgen_emboss = GL_FALSE; -GLboolean __GLEW_NV_texgen_reflection = GL_FALSE; -GLboolean __GLEW_NV_texture_array = GL_FALSE; -GLboolean __GLEW_NV_texture_barrier = GL_FALSE; -GLboolean __GLEW_NV_texture_border_clamp = GL_FALSE; -GLboolean __GLEW_NV_texture_compression_latc = GL_FALSE; -GLboolean __GLEW_NV_texture_compression_s3tc = GL_FALSE; -GLboolean __GLEW_NV_texture_compression_s3tc_update = GL_FALSE; -GLboolean __GLEW_NV_texture_compression_vtc = GL_FALSE; -GLboolean __GLEW_NV_texture_env_combine4 = GL_FALSE; -GLboolean __GLEW_NV_texture_expand_normal = GL_FALSE; -GLboolean __GLEW_NV_texture_multisample = GL_FALSE; -GLboolean __GLEW_NV_texture_npot_2D_mipmap = GL_FALSE; -GLboolean __GLEW_NV_texture_rectangle = GL_FALSE; -GLboolean __GLEW_NV_texture_rectangle_compressed = GL_FALSE; -GLboolean __GLEW_NV_texture_shader = GL_FALSE; -GLboolean __GLEW_NV_texture_shader2 = GL_FALSE; -GLboolean __GLEW_NV_texture_shader3 = GL_FALSE; -GLboolean __GLEW_NV_transform_feedback = GL_FALSE; -GLboolean __GLEW_NV_transform_feedback2 = GL_FALSE; -GLboolean __GLEW_NV_uniform_buffer_unified_memory = GL_FALSE; -GLboolean __GLEW_NV_vdpau_interop = GL_FALSE; -GLboolean __GLEW_NV_vertex_array_range = GL_FALSE; -GLboolean __GLEW_NV_vertex_array_range2 = GL_FALSE; -GLboolean __GLEW_NV_vertex_attrib_integer_64bit = GL_FALSE; -GLboolean __GLEW_NV_vertex_buffer_unified_memory = GL_FALSE; -GLboolean __GLEW_NV_vertex_program = GL_FALSE; -GLboolean __GLEW_NV_vertex_program1_1 = GL_FALSE; -GLboolean __GLEW_NV_vertex_program2 = GL_FALSE; -GLboolean __GLEW_NV_vertex_program2_option = GL_FALSE; -GLboolean __GLEW_NV_vertex_program3 = GL_FALSE; -GLboolean __GLEW_NV_vertex_program4 = GL_FALSE; -GLboolean __GLEW_NV_video_capture = GL_FALSE; -GLboolean __GLEW_NV_viewport_array = GL_FALSE; -GLboolean __GLEW_NV_viewport_array2 = GL_FALSE; -GLboolean __GLEW_NV_viewport_swizzle = GL_FALSE; -GLboolean __GLEW_OES_byte_coordinates = GL_FALSE; -GLboolean __GLEW_OML_interlace = GL_FALSE; -GLboolean __GLEW_OML_resample = GL_FALSE; -GLboolean __GLEW_OML_subsample = GL_FALSE; -GLboolean __GLEW_OVR_multiview = GL_FALSE; -GLboolean __GLEW_OVR_multiview2 = GL_FALSE; -GLboolean __GLEW_OVR_multiview_multisampled_render_to_texture = GL_FALSE; -GLboolean __GLEW_PGI_misc_hints = GL_FALSE; -GLboolean __GLEW_PGI_vertex_hints = GL_FALSE; -GLboolean __GLEW_QCOM_alpha_test = GL_FALSE; -GLboolean __GLEW_QCOM_binning_control = GL_FALSE; -GLboolean __GLEW_QCOM_driver_control = GL_FALSE; -GLboolean __GLEW_QCOM_extended_get = GL_FALSE; -GLboolean __GLEW_QCOM_extended_get2 = GL_FALSE; -GLboolean __GLEW_QCOM_framebuffer_foveated = GL_FALSE; -GLboolean __GLEW_QCOM_perfmon_global_mode = GL_FALSE; -GLboolean __GLEW_QCOM_shader_framebuffer_fetch_noncoherent = GL_FALSE; -GLboolean __GLEW_QCOM_tiled_rendering = GL_FALSE; -GLboolean __GLEW_QCOM_writeonly_rendering = GL_FALSE; -GLboolean __GLEW_REGAL_ES1_0_compatibility = GL_FALSE; -GLboolean __GLEW_REGAL_ES1_1_compatibility = GL_FALSE; -GLboolean __GLEW_REGAL_enable = GL_FALSE; -GLboolean __GLEW_REGAL_error_string = GL_FALSE; -GLboolean __GLEW_REGAL_extension_query = GL_FALSE; -GLboolean __GLEW_REGAL_log = GL_FALSE; -GLboolean __GLEW_REGAL_proc_address = GL_FALSE; -GLboolean __GLEW_REND_screen_coordinates = GL_FALSE; -GLboolean __GLEW_S3_s3tc = GL_FALSE; -GLboolean __GLEW_SGIS_clip_band_hint = GL_FALSE; -GLboolean __GLEW_SGIS_color_range = GL_FALSE; -GLboolean __GLEW_SGIS_detail_texture = GL_FALSE; -GLboolean __GLEW_SGIS_fog_function = GL_FALSE; -GLboolean __GLEW_SGIS_generate_mipmap = GL_FALSE; -GLboolean __GLEW_SGIS_line_texgen = GL_FALSE; -GLboolean __GLEW_SGIS_multisample = GL_FALSE; -GLboolean __GLEW_SGIS_multitexture = GL_FALSE; -GLboolean __GLEW_SGIS_pixel_texture = GL_FALSE; -GLboolean __GLEW_SGIS_point_line_texgen = GL_FALSE; -GLboolean __GLEW_SGIS_shared_multisample = GL_FALSE; -GLboolean __GLEW_SGIS_sharpen_texture = GL_FALSE; -GLboolean __GLEW_SGIS_texture4D = GL_FALSE; -GLboolean __GLEW_SGIS_texture_border_clamp = GL_FALSE; -GLboolean __GLEW_SGIS_texture_edge_clamp = GL_FALSE; -GLboolean __GLEW_SGIS_texture_filter4 = GL_FALSE; -GLboolean __GLEW_SGIS_texture_lod = GL_FALSE; -GLboolean __GLEW_SGIS_texture_select = GL_FALSE; -GLboolean __GLEW_SGIX_async = GL_FALSE; -GLboolean __GLEW_SGIX_async_histogram = GL_FALSE; -GLboolean __GLEW_SGIX_async_pixel = GL_FALSE; -GLboolean __GLEW_SGIX_bali_g_instruments = GL_FALSE; -GLboolean __GLEW_SGIX_bali_r_instruments = GL_FALSE; -GLboolean __GLEW_SGIX_bali_timer_instruments = GL_FALSE; -GLboolean __GLEW_SGIX_blend_alpha_minmax = GL_FALSE; -GLboolean __GLEW_SGIX_blend_cadd = GL_FALSE; -GLboolean __GLEW_SGIX_blend_cmultiply = GL_FALSE; -GLboolean __GLEW_SGIX_calligraphic_fragment = GL_FALSE; -GLboolean __GLEW_SGIX_clipmap = GL_FALSE; -GLboolean __GLEW_SGIX_color_matrix_accuracy = GL_FALSE; -GLboolean __GLEW_SGIX_color_table_index_mode = GL_FALSE; -GLboolean __GLEW_SGIX_complex_polar = GL_FALSE; -GLboolean __GLEW_SGIX_convolution_accuracy = GL_FALSE; -GLboolean __GLEW_SGIX_cube_map = GL_FALSE; -GLboolean __GLEW_SGIX_cylinder_texgen = GL_FALSE; -GLboolean __GLEW_SGIX_datapipe = GL_FALSE; -GLboolean __GLEW_SGIX_decimation = GL_FALSE; -GLboolean __GLEW_SGIX_depth_pass_instrument = GL_FALSE; -GLboolean __GLEW_SGIX_depth_texture = GL_FALSE; -GLboolean __GLEW_SGIX_dvc = GL_FALSE; -GLboolean __GLEW_SGIX_flush_raster = GL_FALSE; -GLboolean __GLEW_SGIX_fog_blend = GL_FALSE; -GLboolean __GLEW_SGIX_fog_factor_to_alpha = GL_FALSE; -GLboolean __GLEW_SGIX_fog_layers = GL_FALSE; -GLboolean __GLEW_SGIX_fog_offset = GL_FALSE; -GLboolean __GLEW_SGIX_fog_patchy = GL_FALSE; -GLboolean __GLEW_SGIX_fog_scale = GL_FALSE; -GLboolean __GLEW_SGIX_fog_texture = GL_FALSE; -GLboolean __GLEW_SGIX_fragment_lighting_space = GL_FALSE; -GLboolean __GLEW_SGIX_fragment_specular_lighting = GL_FALSE; -GLboolean __GLEW_SGIX_fragments_instrument = GL_FALSE; -GLboolean __GLEW_SGIX_framezoom = GL_FALSE; -GLboolean __GLEW_SGIX_icc_texture = GL_FALSE; -GLboolean __GLEW_SGIX_igloo_interface = GL_FALSE; -GLboolean __GLEW_SGIX_image_compression = GL_FALSE; -GLboolean __GLEW_SGIX_impact_pixel_texture = GL_FALSE; -GLboolean __GLEW_SGIX_instrument_error = GL_FALSE; -GLboolean __GLEW_SGIX_interlace = GL_FALSE; -GLboolean __GLEW_SGIX_ir_instrument1 = GL_FALSE; -GLboolean __GLEW_SGIX_line_quality_hint = GL_FALSE; -GLboolean __GLEW_SGIX_list_priority = GL_FALSE; -GLboolean __GLEW_SGIX_mpeg1 = GL_FALSE; -GLboolean __GLEW_SGIX_mpeg2 = GL_FALSE; -GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex = GL_FALSE; -GLboolean __GLEW_SGIX_nurbs_eval = GL_FALSE; -GLboolean __GLEW_SGIX_occlusion_instrument = GL_FALSE; -GLboolean __GLEW_SGIX_packed_6bytes = GL_FALSE; -GLboolean __GLEW_SGIX_pixel_texture = GL_FALSE; -GLboolean __GLEW_SGIX_pixel_texture_bits = GL_FALSE; -GLboolean __GLEW_SGIX_pixel_texture_lod = GL_FALSE; -GLboolean __GLEW_SGIX_pixel_tiles = GL_FALSE; -GLboolean __GLEW_SGIX_polynomial_ffd = GL_FALSE; -GLboolean __GLEW_SGIX_quad_mesh = GL_FALSE; -GLboolean __GLEW_SGIX_reference_plane = GL_FALSE; -GLboolean __GLEW_SGIX_resample = GL_FALSE; -GLboolean __GLEW_SGIX_scalebias_hint = GL_FALSE; -GLboolean __GLEW_SGIX_shadow = GL_FALSE; -GLboolean __GLEW_SGIX_shadow_ambient = GL_FALSE; -GLboolean __GLEW_SGIX_slim = GL_FALSE; -GLboolean __GLEW_SGIX_spotlight_cutoff = GL_FALSE; -GLboolean __GLEW_SGIX_sprite = GL_FALSE; -GLboolean __GLEW_SGIX_subdiv_patch = GL_FALSE; -GLboolean __GLEW_SGIX_subsample = GL_FALSE; -GLboolean __GLEW_SGIX_tag_sample_buffer = GL_FALSE; -GLboolean __GLEW_SGIX_texture_add_env = GL_FALSE; -GLboolean __GLEW_SGIX_texture_coordinate_clamp = GL_FALSE; -GLboolean __GLEW_SGIX_texture_lod_bias = GL_FALSE; -GLboolean __GLEW_SGIX_texture_mipmap_anisotropic = GL_FALSE; -GLboolean __GLEW_SGIX_texture_multi_buffer = GL_FALSE; -GLboolean __GLEW_SGIX_texture_phase = GL_FALSE; -GLboolean __GLEW_SGIX_texture_range = GL_FALSE; -GLboolean __GLEW_SGIX_texture_scale_bias = GL_FALSE; -GLboolean __GLEW_SGIX_texture_supersample = GL_FALSE; -GLboolean __GLEW_SGIX_vector_ops = GL_FALSE; -GLboolean __GLEW_SGIX_vertex_array_object = GL_FALSE; -GLboolean __GLEW_SGIX_vertex_preclip = GL_FALSE; -GLboolean __GLEW_SGIX_vertex_preclip_hint = GL_FALSE; -GLboolean __GLEW_SGIX_ycrcb = GL_FALSE; -GLboolean __GLEW_SGIX_ycrcb_subsample = GL_FALSE; -GLboolean __GLEW_SGIX_ycrcba = GL_FALSE; -GLboolean __GLEW_SGI_color_matrix = GL_FALSE; -GLboolean __GLEW_SGI_color_table = GL_FALSE; -GLboolean __GLEW_SGI_complex = GL_FALSE; -GLboolean __GLEW_SGI_complex_type = GL_FALSE; -GLboolean __GLEW_SGI_fft = GL_FALSE; -GLboolean __GLEW_SGI_texture_color_table = GL_FALSE; -GLboolean __GLEW_SUNX_constant_data = GL_FALSE; -GLboolean __GLEW_SUN_convolution_border_modes = GL_FALSE; -GLboolean __GLEW_SUN_global_alpha = GL_FALSE; -GLboolean __GLEW_SUN_mesh_array = GL_FALSE; -GLboolean __GLEW_SUN_read_video_pixels = GL_FALSE; -GLboolean __GLEW_SUN_slice_accum = GL_FALSE; -GLboolean __GLEW_SUN_triangle_list = GL_FALSE; -GLboolean __GLEW_SUN_vertex = GL_FALSE; -GLboolean __GLEW_WIN_phong_shading = GL_FALSE; -GLboolean __GLEW_WIN_scene_markerXXX = GL_FALSE; -GLboolean __GLEW_WIN_specular_fog = GL_FALSE; -GLboolean __GLEW_WIN_swap_hint = GL_FALSE; - -static const char * _glewExtensionLookup[] = { -#ifdef GL_VERSION_1_2 - "GL_VERSION_1_2", -#endif -#ifdef GL_VERSION_1_2_1 - "GL_VERSION_1_2_1", -#endif -#ifdef GL_VERSION_1_3 - "GL_VERSION_1_3", -#endif -#ifdef GL_VERSION_1_4 - "GL_VERSION_1_4", -#endif -#ifdef GL_VERSION_1_5 - "GL_VERSION_1_5", -#endif -#ifdef GL_VERSION_2_0 - "GL_VERSION_2_0", -#endif -#ifdef GL_VERSION_2_1 - "GL_VERSION_2_1", -#endif -#ifdef GL_VERSION_3_0 - "GL_VERSION_3_0", -#endif -#ifdef GL_VERSION_3_1 - "GL_VERSION_3_1", -#endif -#ifdef GL_VERSION_3_2 - "GL_VERSION_3_2", -#endif -#ifdef GL_VERSION_3_3 - 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"GL_APPLE_texture_range", -#endif -#ifdef GL_APPLE_transform_hint - "GL_APPLE_transform_hint", -#endif -#ifdef GL_APPLE_vertex_array_object - "GL_APPLE_vertex_array_object", -#endif -#ifdef GL_APPLE_vertex_array_range - "GL_APPLE_vertex_array_range", -#endif -#ifdef GL_APPLE_vertex_program_evaluators - "GL_APPLE_vertex_program_evaluators", -#endif -#ifdef GL_APPLE_ycbcr_422 - "GL_APPLE_ycbcr_422", -#endif -#ifdef GL_ARB_ES2_compatibility - "GL_ARB_ES2_compatibility", -#endif -#ifdef GL_ARB_ES3_1_compatibility - "GL_ARB_ES3_1_compatibility", -#endif -#ifdef GL_ARB_ES3_2_compatibility - "GL_ARB_ES3_2_compatibility", -#endif -#ifdef GL_ARB_ES3_compatibility - "GL_ARB_ES3_compatibility", -#endif -#ifdef GL_ARB_arrays_of_arrays - "GL_ARB_arrays_of_arrays", -#endif -#ifdef GL_ARB_base_instance - "GL_ARB_base_instance", -#endif -#ifdef GL_ARB_bindless_texture - "GL_ARB_bindless_texture", -#endif -#ifdef GL_ARB_blend_func_extended - "GL_ARB_blend_func_extended", -#endif -#ifdef GL_ARB_buffer_storage - "GL_ARB_buffer_storage", -#endif -#ifdef GL_ARB_cl_event - "GL_ARB_cl_event", -#endif -#ifdef GL_ARB_clear_buffer_object - "GL_ARB_clear_buffer_object", -#endif -#ifdef GL_ARB_clear_texture - "GL_ARB_clear_texture", -#endif -#ifdef GL_ARB_clip_control - "GL_ARB_clip_control", -#endif -#ifdef GL_ARB_color_buffer_float - "GL_ARB_color_buffer_float", -#endif -#ifdef GL_ARB_compatibility - "GL_ARB_compatibility", -#endif -#ifdef GL_ARB_compressed_texture_pixel_storage - "GL_ARB_compressed_texture_pixel_storage", -#endif -#ifdef GL_ARB_compute_shader - "GL_ARB_compute_shader", -#endif -#ifdef GL_ARB_compute_variable_group_size - "GL_ARB_compute_variable_group_size", -#endif -#ifdef GL_ARB_conditional_render_inverted - "GL_ARB_conditional_render_inverted", -#endif -#ifdef GL_ARB_conservative_depth - "GL_ARB_conservative_depth", -#endif -#ifdef GL_ARB_copy_buffer - "GL_ARB_copy_buffer", -#endif -#ifdef GL_ARB_copy_image - "GL_ARB_copy_image", -#endif -#ifdef GL_ARB_cull_distance - "GL_ARB_cull_distance", -#endif -#ifdef GL_ARB_debug_output - "GL_ARB_debug_output", -#endif -#ifdef GL_ARB_depth_buffer_float - "GL_ARB_depth_buffer_float", -#endif -#ifdef GL_ARB_depth_clamp - "GL_ARB_depth_clamp", -#endif -#ifdef GL_ARB_depth_texture - "GL_ARB_depth_texture", -#endif -#ifdef GL_ARB_derivative_control - "GL_ARB_derivative_control", -#endif -#ifdef GL_ARB_direct_state_access - "GL_ARB_direct_state_access", -#endif -#ifdef GL_ARB_draw_buffers - "GL_ARB_draw_buffers", -#endif -#ifdef GL_ARB_draw_buffers_blend - "GL_ARB_draw_buffers_blend", -#endif -#ifdef GL_ARB_draw_elements_base_vertex - "GL_ARB_draw_elements_base_vertex", -#endif -#ifdef GL_ARB_draw_indirect - "GL_ARB_draw_indirect", -#endif -#ifdef GL_ARB_draw_instanced - "GL_ARB_draw_instanced", -#endif -#ifdef GL_ARB_enhanced_layouts - "GL_ARB_enhanced_layouts", -#endif -#ifdef GL_ARB_explicit_attrib_location - "GL_ARB_explicit_attrib_location", -#endif -#ifdef GL_ARB_explicit_uniform_location - "GL_ARB_explicit_uniform_location", -#endif -#ifdef GL_ARB_fragment_coord_conventions - "GL_ARB_fragment_coord_conventions", -#endif -#ifdef GL_ARB_fragment_layer_viewport - "GL_ARB_fragment_layer_viewport", -#endif -#ifdef GL_ARB_fragment_program - "GL_ARB_fragment_program", -#endif -#ifdef GL_ARB_fragment_program_shadow - "GL_ARB_fragment_program_shadow", -#endif -#ifdef GL_ARB_fragment_shader - "GL_ARB_fragment_shader", -#endif -#ifdef GL_ARB_fragment_shader_interlock - "GL_ARB_fragment_shader_interlock", -#endif -#ifdef GL_ARB_framebuffer_no_attachments - "GL_ARB_framebuffer_no_attachments", -#endif -#ifdef GL_ARB_framebuffer_object - "GL_ARB_framebuffer_object", -#endif -#ifdef GL_ARB_framebuffer_sRGB - "GL_ARB_framebuffer_sRGB", -#endif -#ifdef GL_ARB_geometry_shader4 - "GL_ARB_geometry_shader4", -#endif -#ifdef GL_ARB_get_program_binary - "GL_ARB_get_program_binary", -#endif -#ifdef GL_ARB_get_texture_sub_image - "GL_ARB_get_texture_sub_image", -#endif -#ifdef GL_ARB_gl_spirv - "GL_ARB_gl_spirv", -#endif -#ifdef GL_ARB_gpu_shader5 - "GL_ARB_gpu_shader5", -#endif -#ifdef GL_ARB_gpu_shader_fp64 - "GL_ARB_gpu_shader_fp64", -#endif -#ifdef GL_ARB_gpu_shader_int64 - "GL_ARB_gpu_shader_int64", -#endif -#ifdef GL_ARB_half_float_pixel - "GL_ARB_half_float_pixel", -#endif -#ifdef GL_ARB_half_float_vertex - "GL_ARB_half_float_vertex", -#endif -#ifdef GL_ARB_imaging - "GL_ARB_imaging", -#endif -#ifdef GL_ARB_indirect_parameters - "GL_ARB_indirect_parameters", -#endif -#ifdef GL_ARB_instanced_arrays - "GL_ARB_instanced_arrays", -#endif -#ifdef GL_ARB_internalformat_query - "GL_ARB_internalformat_query", -#endif -#ifdef GL_ARB_internalformat_query2 - "GL_ARB_internalformat_query2", -#endif -#ifdef GL_ARB_invalidate_subdata - "GL_ARB_invalidate_subdata", -#endif -#ifdef GL_ARB_map_buffer_alignment - "GL_ARB_map_buffer_alignment", -#endif -#ifdef GL_ARB_map_buffer_range - "GL_ARB_map_buffer_range", -#endif -#ifdef GL_ARB_matrix_palette - "GL_ARB_matrix_palette", -#endif -#ifdef GL_ARB_multi_bind - "GL_ARB_multi_bind", -#endif -#ifdef GL_ARB_multi_draw_indirect - "GL_ARB_multi_draw_indirect", -#endif -#ifdef GL_ARB_multisample - "GL_ARB_multisample", -#endif -#ifdef GL_ARB_multitexture - "GL_ARB_multitexture", -#endif -#ifdef GL_ARB_occlusion_query - "GL_ARB_occlusion_query", -#endif -#ifdef GL_ARB_occlusion_query2 - "GL_ARB_occlusion_query2", -#endif -#ifdef GL_ARB_parallel_shader_compile - "GL_ARB_parallel_shader_compile", -#endif -#ifdef GL_ARB_pipeline_statistics_query - "GL_ARB_pipeline_statistics_query", -#endif -#ifdef GL_ARB_pixel_buffer_object - "GL_ARB_pixel_buffer_object", -#endif -#ifdef GL_ARB_point_parameters - "GL_ARB_point_parameters", -#endif -#ifdef GL_ARB_point_sprite - "GL_ARB_point_sprite", -#endif -#ifdef GL_ARB_polygon_offset_clamp - "GL_ARB_polygon_offset_clamp", -#endif -#ifdef GL_ARB_post_depth_coverage - "GL_ARB_post_depth_coverage", -#endif -#ifdef GL_ARB_program_interface_query - "GL_ARB_program_interface_query", -#endif -#ifdef GL_ARB_provoking_vertex - "GL_ARB_provoking_vertex", -#endif -#ifdef GL_ARB_query_buffer_object - "GL_ARB_query_buffer_object", -#endif -#ifdef GL_ARB_robust_buffer_access_behavior - "GL_ARB_robust_buffer_access_behavior", -#endif -#ifdef GL_ARB_robustness - "GL_ARB_robustness", -#endif -#ifdef GL_ARB_robustness_application_isolation - "GL_ARB_robustness_application_isolation", -#endif -#ifdef GL_ARB_robustness_share_group_isolation - "GL_ARB_robustness_share_group_isolation", -#endif -#ifdef GL_ARB_sample_locations - "GL_ARB_sample_locations", -#endif -#ifdef GL_ARB_sample_shading - "GL_ARB_sample_shading", -#endif -#ifdef GL_ARB_sampler_objects - "GL_ARB_sampler_objects", -#endif -#ifdef GL_ARB_seamless_cube_map - "GL_ARB_seamless_cube_map", -#endif -#ifdef GL_ARB_seamless_cubemap_per_texture - "GL_ARB_seamless_cubemap_per_texture", -#endif -#ifdef GL_ARB_separate_shader_objects - "GL_ARB_separate_shader_objects", -#endif -#ifdef GL_ARB_shader_atomic_counter_ops - "GL_ARB_shader_atomic_counter_ops", -#endif -#ifdef GL_ARB_shader_atomic_counters - "GL_ARB_shader_atomic_counters", -#endif -#ifdef GL_ARB_shader_ballot - "GL_ARB_shader_ballot", -#endif -#ifdef GL_ARB_shader_bit_encoding - "GL_ARB_shader_bit_encoding", -#endif -#ifdef GL_ARB_shader_clock - "GL_ARB_shader_clock", -#endif -#ifdef GL_ARB_shader_draw_parameters - "GL_ARB_shader_draw_parameters", -#endif -#ifdef GL_ARB_shader_group_vote - "GL_ARB_shader_group_vote", -#endif -#ifdef GL_ARB_shader_image_load_store - "GL_ARB_shader_image_load_store", -#endif -#ifdef GL_ARB_shader_image_size - "GL_ARB_shader_image_size", -#endif -#ifdef GL_ARB_shader_objects - "GL_ARB_shader_objects", -#endif -#ifdef GL_ARB_shader_precision - "GL_ARB_shader_precision", -#endif -#ifdef GL_ARB_shader_stencil_export - "GL_ARB_shader_stencil_export", -#endif -#ifdef GL_ARB_shader_storage_buffer_object - "GL_ARB_shader_storage_buffer_object", -#endif -#ifdef GL_ARB_shader_subroutine - "GL_ARB_shader_subroutine", -#endif -#ifdef GL_ARB_shader_texture_image_samples - "GL_ARB_shader_texture_image_samples", -#endif -#ifdef GL_ARB_shader_texture_lod - "GL_ARB_shader_texture_lod", -#endif -#ifdef GL_ARB_shader_viewport_layer_array - "GL_ARB_shader_viewport_layer_array", -#endif -#ifdef GL_ARB_shading_language_100 - "GL_ARB_shading_language_100", -#endif -#ifdef GL_ARB_shading_language_420pack - "GL_ARB_shading_language_420pack", -#endif -#ifdef GL_ARB_shading_language_include - "GL_ARB_shading_language_include", -#endif -#ifdef GL_ARB_shading_language_packing - "GL_ARB_shading_language_packing", -#endif -#ifdef GL_ARB_shadow - "GL_ARB_shadow", -#endif -#ifdef GL_ARB_shadow_ambient - "GL_ARB_shadow_ambient", -#endif -#ifdef GL_ARB_sparse_buffer - "GL_ARB_sparse_buffer", -#endif -#ifdef GL_ARB_sparse_texture - "GL_ARB_sparse_texture", -#endif -#ifdef GL_ARB_sparse_texture2 - "GL_ARB_sparse_texture2", -#endif -#ifdef GL_ARB_sparse_texture_clamp - "GL_ARB_sparse_texture_clamp", -#endif -#ifdef GL_ARB_spirv_extensions - "GL_ARB_spirv_extensions", -#endif -#ifdef GL_ARB_stencil_texturing - "GL_ARB_stencil_texturing", -#endif -#ifdef GL_ARB_sync - "GL_ARB_sync", -#endif -#ifdef GL_ARB_tessellation_shader - "GL_ARB_tessellation_shader", -#endif -#ifdef GL_ARB_texture_barrier - "GL_ARB_texture_barrier", -#endif -#ifdef GL_ARB_texture_border_clamp - "GL_ARB_texture_border_clamp", -#endif -#ifdef GL_ARB_texture_buffer_object - "GL_ARB_texture_buffer_object", -#endif -#ifdef GL_ARB_texture_buffer_object_rgb32 - "GL_ARB_texture_buffer_object_rgb32", -#endif -#ifdef GL_ARB_texture_buffer_range - "GL_ARB_texture_buffer_range", -#endif -#ifdef GL_ARB_texture_compression - "GL_ARB_texture_compression", -#endif -#ifdef GL_ARB_texture_compression_bptc - "GL_ARB_texture_compression_bptc", -#endif -#ifdef GL_ARB_texture_compression_rgtc - "GL_ARB_texture_compression_rgtc", -#endif -#ifdef GL_ARB_texture_cube_map - "GL_ARB_texture_cube_map", -#endif -#ifdef GL_ARB_texture_cube_map_array - "GL_ARB_texture_cube_map_array", -#endif -#ifdef GL_ARB_texture_env_add - "GL_ARB_texture_env_add", -#endif -#ifdef GL_ARB_texture_env_combine - "GL_ARB_texture_env_combine", -#endif -#ifdef GL_ARB_texture_env_crossbar - "GL_ARB_texture_env_crossbar", -#endif -#ifdef GL_ARB_texture_env_dot3 - "GL_ARB_texture_env_dot3", -#endif -#ifdef GL_ARB_texture_filter_anisotropic - "GL_ARB_texture_filter_anisotropic", -#endif -#ifdef GL_ARB_texture_filter_minmax - "GL_ARB_texture_filter_minmax", -#endif -#ifdef GL_ARB_texture_float - "GL_ARB_texture_float", -#endif -#ifdef GL_ARB_texture_gather - "GL_ARB_texture_gather", -#endif -#ifdef GL_ARB_texture_mirror_clamp_to_edge - "GL_ARB_texture_mirror_clamp_to_edge", -#endif -#ifdef GL_ARB_texture_mirrored_repeat - "GL_ARB_texture_mirrored_repeat", -#endif -#ifdef GL_ARB_texture_multisample - "GL_ARB_texture_multisample", -#endif -#ifdef GL_ARB_texture_non_power_of_two - "GL_ARB_texture_non_power_of_two", -#endif -#ifdef GL_ARB_texture_query_levels - "GL_ARB_texture_query_levels", -#endif -#ifdef GL_ARB_texture_query_lod - "GL_ARB_texture_query_lod", -#endif -#ifdef GL_ARB_texture_rectangle - "GL_ARB_texture_rectangle", -#endif -#ifdef GL_ARB_texture_rg - "GL_ARB_texture_rg", -#endif -#ifdef GL_ARB_texture_rgb10_a2ui - "GL_ARB_texture_rgb10_a2ui", -#endif -#ifdef GL_ARB_texture_stencil8 - "GL_ARB_texture_stencil8", -#endif -#ifdef GL_ARB_texture_storage - "GL_ARB_texture_storage", -#endif -#ifdef GL_ARB_texture_storage_multisample - "GL_ARB_texture_storage_multisample", -#endif -#ifdef GL_ARB_texture_swizzle - "GL_ARB_texture_swizzle", -#endif -#ifdef GL_ARB_texture_view - "GL_ARB_texture_view", -#endif -#ifdef GL_ARB_timer_query - "GL_ARB_timer_query", -#endif -#ifdef GL_ARB_transform_feedback2 - "GL_ARB_transform_feedback2", -#endif -#ifdef GL_ARB_transform_feedback3 - "GL_ARB_transform_feedback3", -#endif -#ifdef GL_ARB_transform_feedback_instanced - "GL_ARB_transform_feedback_instanced", -#endif -#ifdef GL_ARB_transform_feedback_overflow_query - "GL_ARB_transform_feedback_overflow_query", -#endif -#ifdef GL_ARB_transpose_matrix - "GL_ARB_transpose_matrix", -#endif -#ifdef GL_ARB_uniform_buffer_object - "GL_ARB_uniform_buffer_object", -#endif -#ifdef GL_ARB_vertex_array_bgra - "GL_ARB_vertex_array_bgra", -#endif -#ifdef GL_ARB_vertex_array_object - "GL_ARB_vertex_array_object", -#endif -#ifdef GL_ARB_vertex_attrib_64bit - "GL_ARB_vertex_attrib_64bit", -#endif -#ifdef GL_ARB_vertex_attrib_binding - "GL_ARB_vertex_attrib_binding", -#endif -#ifdef GL_ARB_vertex_blend - "GL_ARB_vertex_blend", -#endif -#ifdef GL_ARB_vertex_buffer_object - "GL_ARB_vertex_buffer_object", -#endif -#ifdef GL_ARB_vertex_program - "GL_ARB_vertex_program", -#endif -#ifdef GL_ARB_vertex_shader - "GL_ARB_vertex_shader", -#endif -#ifdef GL_ARB_vertex_type_10f_11f_11f_rev - "GL_ARB_vertex_type_10f_11f_11f_rev", -#endif -#ifdef GL_ARB_vertex_type_2_10_10_10_rev - "GL_ARB_vertex_type_2_10_10_10_rev", -#endif -#ifdef GL_ARB_viewport_array - "GL_ARB_viewport_array", -#endif -#ifdef GL_ARB_window_pos - "GL_ARB_window_pos", -#endif -#ifdef GL_ARM_mali_program_binary - "GL_ARM_mali_program_binary", -#endif -#ifdef GL_ARM_mali_shader_binary - "GL_ARM_mali_shader_binary", -#endif -#ifdef GL_ARM_rgba8 - "GL_ARM_rgba8", -#endif -#ifdef GL_ARM_shader_framebuffer_fetch - "GL_ARM_shader_framebuffer_fetch", -#endif -#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil - "GL_ARM_shader_framebuffer_fetch_depth_stencil", -#endif -#ifdef GL_ATIX_point_sprites - "GL_ATIX_point_sprites", -#endif -#ifdef GL_ATIX_texture_env_combine3 - "GL_ATIX_texture_env_combine3", -#endif -#ifdef GL_ATIX_texture_env_route - "GL_ATIX_texture_env_route", -#endif -#ifdef GL_ATIX_vertex_shader_output_point_size - "GL_ATIX_vertex_shader_output_point_size", -#endif -#ifdef GL_ATI_draw_buffers - "GL_ATI_draw_buffers", -#endif -#ifdef GL_ATI_element_array - "GL_ATI_element_array", -#endif -#ifdef GL_ATI_envmap_bumpmap - "GL_ATI_envmap_bumpmap", -#endif -#ifdef GL_ATI_fragment_shader - "GL_ATI_fragment_shader", -#endif -#ifdef GL_ATI_map_object_buffer - "GL_ATI_map_object_buffer", -#endif -#ifdef GL_ATI_meminfo - "GL_ATI_meminfo", -#endif -#ifdef GL_ATI_pn_triangles - "GL_ATI_pn_triangles", -#endif -#ifdef GL_ATI_separate_stencil - "GL_ATI_separate_stencil", -#endif -#ifdef GL_ATI_shader_texture_lod - "GL_ATI_shader_texture_lod", -#endif -#ifdef GL_ATI_text_fragment_shader - "GL_ATI_text_fragment_shader", -#endif -#ifdef GL_ATI_texture_compression_3dc - "GL_ATI_texture_compression_3dc", -#endif -#ifdef GL_ATI_texture_env_combine3 - "GL_ATI_texture_env_combine3", -#endif -#ifdef GL_ATI_texture_float - "GL_ATI_texture_float", -#endif -#ifdef GL_ATI_texture_mirror_once - "GL_ATI_texture_mirror_once", -#endif -#ifdef GL_ATI_vertex_array_object - "GL_ATI_vertex_array_object", -#endif -#ifdef GL_ATI_vertex_attrib_array_object - "GL_ATI_vertex_attrib_array_object", -#endif -#ifdef GL_ATI_vertex_streams - "GL_ATI_vertex_streams", -#endif -#ifdef GL_EGL_KHR_context_flush_control - "GL_EGL_KHR_context_flush_control", -#endif -#ifdef GL_EGL_NV_robustness_video_memory_purge - "GL_EGL_NV_robustness_video_memory_purge", -#endif -#ifdef GL_EXT_422_pixels - "GL_EXT_422_pixels", -#endif -#ifdef GL_EXT_Cg_shader - "GL_EXT_Cg_shader", -#endif -#ifdef GL_EXT_EGL_image_array - "GL_EXT_EGL_image_array", -#endif -#ifdef GL_EXT_YUV_target - "GL_EXT_YUV_target", -#endif -#ifdef GL_EXT_abgr - "GL_EXT_abgr", -#endif -#ifdef GL_EXT_base_instance - "GL_EXT_base_instance", -#endif -#ifdef GL_EXT_bgra - "GL_EXT_bgra", -#endif -#ifdef GL_EXT_bindable_uniform - "GL_EXT_bindable_uniform", -#endif -#ifdef GL_EXT_blend_color - "GL_EXT_blend_color", -#endif -#ifdef GL_EXT_blend_equation_separate - "GL_EXT_blend_equation_separate", -#endif -#ifdef GL_EXT_blend_func_extended - "GL_EXT_blend_func_extended", -#endif -#ifdef GL_EXT_blend_func_separate - "GL_EXT_blend_func_separate", -#endif -#ifdef GL_EXT_blend_logic_op - "GL_EXT_blend_logic_op", -#endif -#ifdef GL_EXT_blend_minmax - "GL_EXT_blend_minmax", -#endif -#ifdef GL_EXT_blend_subtract - "GL_EXT_blend_subtract", -#endif -#ifdef GL_EXT_buffer_storage - "GL_EXT_buffer_storage", -#endif -#ifdef GL_EXT_clear_texture - "GL_EXT_clear_texture", -#endif -#ifdef GL_EXT_clip_cull_distance - "GL_EXT_clip_cull_distance", -#endif -#ifdef GL_EXT_clip_volume_hint - "GL_EXT_clip_volume_hint", -#endif -#ifdef GL_EXT_cmyka - "GL_EXT_cmyka", -#endif -#ifdef GL_EXT_color_buffer_float - "GL_EXT_color_buffer_float", -#endif -#ifdef GL_EXT_color_buffer_half_float - "GL_EXT_color_buffer_half_float", -#endif -#ifdef GL_EXT_color_subtable - "GL_EXT_color_subtable", -#endif -#ifdef GL_EXT_compiled_vertex_array - "GL_EXT_compiled_vertex_array", -#endif -#ifdef GL_EXT_compressed_ETC1_RGB8_sub_texture - "GL_EXT_compressed_ETC1_RGB8_sub_texture", -#endif -#ifdef GL_EXT_conservative_depth - "GL_EXT_conservative_depth", -#endif -#ifdef GL_EXT_convolution - "GL_EXT_convolution", -#endif -#ifdef GL_EXT_coordinate_frame - "GL_EXT_coordinate_frame", -#endif -#ifdef GL_EXT_copy_image - "GL_EXT_copy_image", -#endif -#ifdef GL_EXT_copy_texture - "GL_EXT_copy_texture", -#endif -#ifdef GL_EXT_cull_vertex - "GL_EXT_cull_vertex", -#endif -#ifdef GL_EXT_debug_label - "GL_EXT_debug_label", -#endif -#ifdef GL_EXT_debug_marker - "GL_EXT_debug_marker", -#endif -#ifdef GL_EXT_depth_bounds_test - "GL_EXT_depth_bounds_test", -#endif -#ifdef GL_EXT_direct_state_access - "GL_EXT_direct_state_access", -#endif -#ifdef GL_EXT_discard_framebuffer - "GL_EXT_discard_framebuffer", -#endif -#ifdef GL_EXT_draw_buffers - "GL_EXT_draw_buffers", -#endif -#ifdef GL_EXT_draw_buffers2 - "GL_EXT_draw_buffers2", -#endif -#ifdef GL_EXT_draw_buffers_indexed - "GL_EXT_draw_buffers_indexed", -#endif -#ifdef GL_EXT_draw_elements_base_vertex - "GL_EXT_draw_elements_base_vertex", -#endif -#ifdef GL_EXT_draw_instanced - "GL_EXT_draw_instanced", -#endif -#ifdef GL_EXT_draw_range_elements - "GL_EXT_draw_range_elements", -#endif -#ifdef GL_EXT_external_buffer - "GL_EXT_external_buffer", -#endif -#ifdef GL_EXT_float_blend - "GL_EXT_float_blend", -#endif -#ifdef GL_EXT_fog_coord - "GL_EXT_fog_coord", -#endif -#ifdef GL_EXT_frag_depth - "GL_EXT_frag_depth", -#endif -#ifdef GL_EXT_fragment_lighting - "GL_EXT_fragment_lighting", -#endif -#ifdef GL_EXT_framebuffer_blit - "GL_EXT_framebuffer_blit", -#endif -#ifdef GL_EXT_framebuffer_multisample - "GL_EXT_framebuffer_multisample", -#endif -#ifdef GL_EXT_framebuffer_multisample_blit_scaled - "GL_EXT_framebuffer_multisample_blit_scaled", -#endif -#ifdef GL_EXT_framebuffer_object - "GL_EXT_framebuffer_object", -#endif -#ifdef GL_EXT_framebuffer_sRGB - "GL_EXT_framebuffer_sRGB", -#endif -#ifdef GL_EXT_geometry_point_size - "GL_EXT_geometry_point_size", -#endif -#ifdef GL_EXT_geometry_shader - "GL_EXT_geometry_shader", -#endif -#ifdef GL_EXT_geometry_shader4 - "GL_EXT_geometry_shader4", -#endif -#ifdef GL_EXT_gpu_program_parameters - "GL_EXT_gpu_program_parameters", -#endif -#ifdef GL_EXT_gpu_shader4 - "GL_EXT_gpu_shader4", -#endif -#ifdef GL_EXT_gpu_shader5 - "GL_EXT_gpu_shader5", -#endif -#ifdef GL_EXT_histogram - "GL_EXT_histogram", -#endif -#ifdef GL_EXT_index_array_formats - "GL_EXT_index_array_formats", -#endif -#ifdef GL_EXT_index_func - "GL_EXT_index_func", -#endif -#ifdef GL_EXT_index_material - "GL_EXT_index_material", -#endif -#ifdef GL_EXT_index_texture - "GL_EXT_index_texture", -#endif -#ifdef GL_EXT_instanced_arrays - "GL_EXT_instanced_arrays", -#endif -#ifdef GL_EXT_light_texture - "GL_EXT_light_texture", -#endif -#ifdef GL_EXT_map_buffer_range - "GL_EXT_map_buffer_range", -#endif -#ifdef GL_EXT_memory_object - "GL_EXT_memory_object", -#endif -#ifdef GL_EXT_memory_object_fd - "GL_EXT_memory_object_fd", -#endif -#ifdef GL_EXT_memory_object_win32 - "GL_EXT_memory_object_win32", -#endif -#ifdef GL_EXT_misc_attribute - "GL_EXT_misc_attribute", -#endif -#ifdef GL_EXT_multi_draw_arrays - "GL_EXT_multi_draw_arrays", -#endif -#ifdef GL_EXT_multi_draw_indirect - "GL_EXT_multi_draw_indirect", -#endif -#ifdef GL_EXT_multiple_textures - "GL_EXT_multiple_textures", -#endif -#ifdef GL_EXT_multisample - "GL_EXT_multisample", -#endif -#ifdef GL_EXT_multisample_compatibility - "GL_EXT_multisample_compatibility", -#endif -#ifdef GL_EXT_multisampled_render_to_texture - "GL_EXT_multisampled_render_to_texture", -#endif -#ifdef GL_EXT_multisampled_render_to_texture2 - "GL_EXT_multisampled_render_to_texture2", -#endif -#ifdef GL_EXT_multiview_draw_buffers - "GL_EXT_multiview_draw_buffers", -#endif -#ifdef GL_EXT_packed_depth_stencil - "GL_EXT_packed_depth_stencil", -#endif -#ifdef GL_EXT_packed_float - "GL_EXT_packed_float", -#endif -#ifdef GL_EXT_packed_pixels - "GL_EXT_packed_pixels", -#endif -#ifdef GL_EXT_paletted_texture - "GL_EXT_paletted_texture", -#endif -#ifdef GL_EXT_pixel_buffer_object - "GL_EXT_pixel_buffer_object", -#endif -#ifdef GL_EXT_pixel_transform - "GL_EXT_pixel_transform", -#endif -#ifdef GL_EXT_pixel_transform_color_table - "GL_EXT_pixel_transform_color_table", -#endif -#ifdef GL_EXT_point_parameters - "GL_EXT_point_parameters", -#endif -#ifdef GL_EXT_polygon_offset - "GL_EXT_polygon_offset", -#endif -#ifdef GL_EXT_polygon_offset_clamp - "GL_EXT_polygon_offset_clamp", -#endif -#ifdef GL_EXT_post_depth_coverage - "GL_EXT_post_depth_coverage", -#endif -#ifdef GL_EXT_provoking_vertex - "GL_EXT_provoking_vertex", -#endif -#ifdef GL_EXT_pvrtc_sRGB - "GL_EXT_pvrtc_sRGB", -#endif -#ifdef GL_EXT_raster_multisample - "GL_EXT_raster_multisample", -#endif -#ifdef GL_EXT_read_format_bgra - "GL_EXT_read_format_bgra", -#endif -#ifdef GL_EXT_render_snorm - "GL_EXT_render_snorm", -#endif -#ifdef GL_EXT_rescale_normal - "GL_EXT_rescale_normal", -#endif -#ifdef GL_EXT_sRGB - "GL_EXT_sRGB", -#endif -#ifdef GL_EXT_sRGB_write_control - "GL_EXT_sRGB_write_control", -#endif -#ifdef GL_EXT_scene_marker - "GL_EXT_scene_marker", -#endif -#ifdef GL_EXT_secondary_color - "GL_EXT_secondary_color", -#endif -#ifdef GL_EXT_semaphore - "GL_EXT_semaphore", -#endif -#ifdef GL_EXT_semaphore_fd - "GL_EXT_semaphore_fd", -#endif -#ifdef GL_EXT_semaphore_win32 - "GL_EXT_semaphore_win32", -#endif -#ifdef GL_EXT_separate_shader_objects - "GL_EXT_separate_shader_objects", -#endif -#ifdef GL_EXT_separate_specular_color - "GL_EXT_separate_specular_color", -#endif -#ifdef GL_EXT_shader_framebuffer_fetch - "GL_EXT_shader_framebuffer_fetch", -#endif -#ifdef GL_EXT_shader_group_vote - "GL_EXT_shader_group_vote", -#endif -#ifdef GL_EXT_shader_image_load_formatted - "GL_EXT_shader_image_load_formatted", -#endif -#ifdef GL_EXT_shader_image_load_store - "GL_EXT_shader_image_load_store", -#endif -#ifdef GL_EXT_shader_implicit_conversions - "GL_EXT_shader_implicit_conversions", -#endif -#ifdef GL_EXT_shader_integer_mix - "GL_EXT_shader_integer_mix", -#endif -#ifdef GL_EXT_shader_io_blocks - "GL_EXT_shader_io_blocks", -#endif -#ifdef GL_EXT_shader_non_constant_global_initializers - "GL_EXT_shader_non_constant_global_initializers", -#endif -#ifdef GL_EXT_shader_pixel_local_storage - "GL_EXT_shader_pixel_local_storage", -#endif -#ifdef GL_EXT_shader_pixel_local_storage2 - "GL_EXT_shader_pixel_local_storage2", -#endif -#ifdef GL_EXT_shader_texture_lod - "GL_EXT_shader_texture_lod", -#endif -#ifdef GL_EXT_shadow_funcs - "GL_EXT_shadow_funcs", -#endif -#ifdef GL_EXT_shadow_samplers - "GL_EXT_shadow_samplers", -#endif -#ifdef GL_EXT_shared_texture_palette - "GL_EXT_shared_texture_palette", -#endif -#ifdef GL_EXT_sparse_texture - "GL_EXT_sparse_texture", -#endif -#ifdef GL_EXT_sparse_texture2 - "GL_EXT_sparse_texture2", -#endif -#ifdef GL_EXT_stencil_clear_tag - "GL_EXT_stencil_clear_tag", -#endif -#ifdef GL_EXT_stencil_two_side - "GL_EXT_stencil_two_side", -#endif -#ifdef GL_EXT_stencil_wrap - "GL_EXT_stencil_wrap", -#endif -#ifdef GL_EXT_subtexture - "GL_EXT_subtexture", -#endif -#ifdef GL_EXT_texture - "GL_EXT_texture", -#endif -#ifdef GL_EXT_texture3D - "GL_EXT_texture3D", -#endif -#ifdef GL_EXT_texture_array - "GL_EXT_texture_array", -#endif -#ifdef GL_EXT_texture_buffer_object - "GL_EXT_texture_buffer_object", -#endif -#ifdef GL_EXT_texture_compression_astc_decode_mode - "GL_EXT_texture_compression_astc_decode_mode", -#endif -#ifdef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 - "GL_EXT_texture_compression_astc_decode_mode_rgb9e5", -#endif -#ifdef GL_EXT_texture_compression_bptc - "GL_EXT_texture_compression_bptc", -#endif -#ifdef GL_EXT_texture_compression_dxt1 - "GL_EXT_texture_compression_dxt1", -#endif -#ifdef GL_EXT_texture_compression_latc - "GL_EXT_texture_compression_latc", -#endif -#ifdef GL_EXT_texture_compression_rgtc - "GL_EXT_texture_compression_rgtc", -#endif -#ifdef GL_EXT_texture_compression_s3tc - "GL_EXT_texture_compression_s3tc", -#endif -#ifdef GL_EXT_texture_cube_map - "GL_EXT_texture_cube_map", -#endif -#ifdef GL_EXT_texture_cube_map_array - "GL_EXT_texture_cube_map_array", -#endif -#ifdef GL_EXT_texture_edge_clamp - "GL_EXT_texture_edge_clamp", -#endif -#ifdef GL_EXT_texture_env - "GL_EXT_texture_env", -#endif -#ifdef GL_EXT_texture_env_add - "GL_EXT_texture_env_add", -#endif -#ifdef GL_EXT_texture_env_combine - "GL_EXT_texture_env_combine", -#endif -#ifdef GL_EXT_texture_env_dot3 - "GL_EXT_texture_env_dot3", -#endif -#ifdef GL_EXT_texture_filter_anisotropic - "GL_EXT_texture_filter_anisotropic", -#endif -#ifdef GL_EXT_texture_filter_minmax - "GL_EXT_texture_filter_minmax", -#endif -#ifdef GL_EXT_texture_format_BGRA8888 - "GL_EXT_texture_format_BGRA8888", -#endif -#ifdef GL_EXT_texture_integer - "GL_EXT_texture_integer", -#endif -#ifdef GL_EXT_texture_lod_bias - "GL_EXT_texture_lod_bias", -#endif -#ifdef GL_EXT_texture_mirror_clamp - "GL_EXT_texture_mirror_clamp", -#endif -#ifdef GL_EXT_texture_norm16 - "GL_EXT_texture_norm16", -#endif -#ifdef GL_EXT_texture_object - "GL_EXT_texture_object", -#endif -#ifdef GL_EXT_texture_perturb_normal - "GL_EXT_texture_perturb_normal", -#endif -#ifdef GL_EXT_texture_rectangle - "GL_EXT_texture_rectangle", -#endif -#ifdef GL_EXT_texture_rg - "GL_EXT_texture_rg", -#endif -#ifdef GL_EXT_texture_sRGB - "GL_EXT_texture_sRGB", -#endif -#ifdef GL_EXT_texture_sRGB_R8 - "GL_EXT_texture_sRGB_R8", -#endif -#ifdef GL_EXT_texture_sRGB_RG8 - "GL_EXT_texture_sRGB_RG8", -#endif -#ifdef GL_EXT_texture_sRGB_decode - "GL_EXT_texture_sRGB_decode", -#endif -#ifdef GL_EXT_texture_shared_exponent - "GL_EXT_texture_shared_exponent", -#endif -#ifdef GL_EXT_texture_snorm - "GL_EXT_texture_snorm", -#endif -#ifdef GL_EXT_texture_storage - "GL_EXT_texture_storage", -#endif -#ifdef GL_EXT_texture_swizzle - "GL_EXT_texture_swizzle", -#endif -#ifdef GL_EXT_texture_type_2_10_10_10_REV - "GL_EXT_texture_type_2_10_10_10_REV", -#endif -#ifdef GL_EXT_texture_view - "GL_EXT_texture_view", -#endif -#ifdef GL_EXT_timer_query - "GL_EXT_timer_query", -#endif -#ifdef GL_EXT_transform_feedback - "GL_EXT_transform_feedback", -#endif -#ifdef GL_EXT_unpack_subimage - "GL_EXT_unpack_subimage", -#endif -#ifdef GL_EXT_vertex_array - "GL_EXT_vertex_array", -#endif -#ifdef GL_EXT_vertex_array_bgra - "GL_EXT_vertex_array_bgra", -#endif -#ifdef GL_EXT_vertex_array_setXXX - "GL_EXT_vertex_array_setXXX", -#endif -#ifdef GL_EXT_vertex_attrib_64bit - "GL_EXT_vertex_attrib_64bit", -#endif -#ifdef GL_EXT_vertex_shader - "GL_EXT_vertex_shader", -#endif -#ifdef GL_EXT_vertex_weighting - "GL_EXT_vertex_weighting", -#endif -#ifdef GL_EXT_win32_keyed_mutex - "GL_EXT_win32_keyed_mutex", -#endif -#ifdef GL_EXT_window_rectangles - "GL_EXT_window_rectangles", -#endif -#ifdef GL_EXT_x11_sync_object - "GL_EXT_x11_sync_object", -#endif -#ifdef GL_GREMEDY_frame_terminator - "GL_GREMEDY_frame_terminator", -#endif -#ifdef GL_GREMEDY_string_marker - "GL_GREMEDY_string_marker", -#endif -#ifdef GL_HP_convolution_border_modes - "GL_HP_convolution_border_modes", -#endif -#ifdef GL_HP_image_transform - "GL_HP_image_transform", -#endif -#ifdef GL_HP_occlusion_test - "GL_HP_occlusion_test", -#endif -#ifdef GL_HP_texture_lighting - "GL_HP_texture_lighting", -#endif -#ifdef GL_IBM_cull_vertex - "GL_IBM_cull_vertex", -#endif -#ifdef GL_IBM_multimode_draw_arrays - "GL_IBM_multimode_draw_arrays", -#endif -#ifdef GL_IBM_rasterpos_clip - "GL_IBM_rasterpos_clip", -#endif -#ifdef GL_IBM_static_data - "GL_IBM_static_data", -#endif -#ifdef GL_IBM_texture_mirrored_repeat - "GL_IBM_texture_mirrored_repeat", -#endif -#ifdef GL_IBM_vertex_array_lists - "GL_IBM_vertex_array_lists", -#endif -#ifdef GL_INGR_color_clamp - "GL_INGR_color_clamp", -#endif -#ifdef GL_INGR_interlace_read - "GL_INGR_interlace_read", -#endif -#ifdef GL_INTEL_conservative_rasterization - "GL_INTEL_conservative_rasterization", -#endif -#ifdef GL_INTEL_fragment_shader_ordering - "GL_INTEL_fragment_shader_ordering", -#endif -#ifdef GL_INTEL_framebuffer_CMAA - "GL_INTEL_framebuffer_CMAA", -#endif -#ifdef GL_INTEL_map_texture - "GL_INTEL_map_texture", -#endif -#ifdef GL_INTEL_parallel_arrays - "GL_INTEL_parallel_arrays", -#endif -#ifdef GL_INTEL_performance_query - "GL_INTEL_performance_query", -#endif -#ifdef GL_INTEL_texture_scissor - "GL_INTEL_texture_scissor", -#endif -#ifdef GL_KHR_blend_equation_advanced - "GL_KHR_blend_equation_advanced", -#endif -#ifdef GL_KHR_blend_equation_advanced_coherent - "GL_KHR_blend_equation_advanced_coherent", -#endif -#ifdef GL_KHR_context_flush_control - "GL_KHR_context_flush_control", -#endif -#ifdef GL_KHR_debug - "GL_KHR_debug", -#endif -#ifdef GL_KHR_no_error - "GL_KHR_no_error", -#endif -#ifdef GL_KHR_parallel_shader_compile - "GL_KHR_parallel_shader_compile", -#endif -#ifdef GL_KHR_robust_buffer_access_behavior - "GL_KHR_robust_buffer_access_behavior", -#endif -#ifdef GL_KHR_robustness - "GL_KHR_robustness", -#endif -#ifdef GL_KHR_texture_compression_astc_hdr - "GL_KHR_texture_compression_astc_hdr", -#endif -#ifdef GL_KHR_texture_compression_astc_ldr - "GL_KHR_texture_compression_astc_ldr", -#endif -#ifdef GL_KHR_texture_compression_astc_sliced_3d - "GL_KHR_texture_compression_astc_sliced_3d", -#endif -#ifdef GL_KTX_buffer_region - "GL_KTX_buffer_region", -#endif -#ifdef GL_MESAX_texture_stack - "GL_MESAX_texture_stack", -#endif -#ifdef GL_MESA_pack_invert - "GL_MESA_pack_invert", -#endif -#ifdef GL_MESA_resize_buffers - "GL_MESA_resize_buffers", -#endif -#ifdef GL_MESA_shader_integer_functions - "GL_MESA_shader_integer_functions", -#endif -#ifdef GL_MESA_window_pos - "GL_MESA_window_pos", -#endif -#ifdef GL_MESA_ycbcr_texture - "GL_MESA_ycbcr_texture", -#endif -#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers - "GL_NVX_blend_equation_advanced_multi_draw_buffers", -#endif -#ifdef GL_NVX_conditional_render - "GL_NVX_conditional_render", -#endif -#ifdef GL_NVX_gpu_memory_info - "GL_NVX_gpu_memory_info", -#endif -#ifdef GL_NVX_linked_gpu_multicast - "GL_NVX_linked_gpu_multicast", -#endif -#ifdef GL_NV_3dvision_settings - "GL_NV_3dvision_settings", -#endif -#ifdef GL_NV_EGL_stream_consumer_external - "GL_NV_EGL_stream_consumer_external", -#endif -#ifdef GL_NV_alpha_to_coverage_dither_control - "GL_NV_alpha_to_coverage_dither_control", -#endif -#ifdef GL_NV_bgr - "GL_NV_bgr", -#endif -#ifdef GL_NV_bindless_multi_draw_indirect - "GL_NV_bindless_multi_draw_indirect", -#endif -#ifdef GL_NV_bindless_multi_draw_indirect_count - "GL_NV_bindless_multi_draw_indirect_count", -#endif -#ifdef GL_NV_bindless_texture - "GL_NV_bindless_texture", -#endif -#ifdef GL_NV_blend_equation_advanced - "GL_NV_blend_equation_advanced", -#endif -#ifdef GL_NV_blend_equation_advanced_coherent - "GL_NV_blend_equation_advanced_coherent", -#endif -#ifdef GL_NV_blend_minmax_factor - "GL_NV_blend_minmax_factor", -#endif -#ifdef GL_NV_blend_square - "GL_NV_blend_square", -#endif -#ifdef GL_NV_clip_space_w_scaling - "GL_NV_clip_space_w_scaling", -#endif -#ifdef GL_NV_command_list - "GL_NV_command_list", -#endif -#ifdef GL_NV_compute_program5 - "GL_NV_compute_program5", -#endif -#ifdef GL_NV_conditional_render - "GL_NV_conditional_render", -#endif -#ifdef GL_NV_conservative_raster - "GL_NV_conservative_raster", -#endif -#ifdef GL_NV_conservative_raster_dilate - "GL_NV_conservative_raster_dilate", -#endif -#ifdef GL_NV_conservative_raster_pre_snap_triangles - "GL_NV_conservative_raster_pre_snap_triangles", -#endif -#ifdef GL_NV_copy_buffer - "GL_NV_copy_buffer", -#endif -#ifdef GL_NV_copy_depth_to_color - "GL_NV_copy_depth_to_color", -#endif -#ifdef GL_NV_copy_image - "GL_NV_copy_image", -#endif -#ifdef GL_NV_deep_texture3D - "GL_NV_deep_texture3D", -#endif -#ifdef GL_NV_depth_buffer_float - "GL_NV_depth_buffer_float", -#endif -#ifdef GL_NV_depth_clamp - "GL_NV_depth_clamp", -#endif -#ifdef GL_NV_depth_range_unclamped - "GL_NV_depth_range_unclamped", -#endif -#ifdef GL_NV_draw_buffers - "GL_NV_draw_buffers", -#endif -#ifdef GL_NV_draw_instanced - "GL_NV_draw_instanced", -#endif -#ifdef GL_NV_draw_texture - "GL_NV_draw_texture", -#endif -#ifdef GL_NV_draw_vulkan_image - "GL_NV_draw_vulkan_image", -#endif -#ifdef GL_NV_evaluators - "GL_NV_evaluators", -#endif -#ifdef GL_NV_explicit_attrib_location - "GL_NV_explicit_attrib_location", -#endif -#ifdef GL_NV_explicit_multisample - "GL_NV_explicit_multisample", -#endif -#ifdef GL_NV_fbo_color_attachments - "GL_NV_fbo_color_attachments", -#endif -#ifdef GL_NV_fence - "GL_NV_fence", -#endif -#ifdef GL_NV_fill_rectangle - "GL_NV_fill_rectangle", -#endif -#ifdef GL_NV_float_buffer - "GL_NV_float_buffer", -#endif -#ifdef GL_NV_fog_distance - "GL_NV_fog_distance", -#endif -#ifdef GL_NV_fragment_coverage_to_color - "GL_NV_fragment_coverage_to_color", -#endif -#ifdef GL_NV_fragment_program - "GL_NV_fragment_program", -#endif -#ifdef GL_NV_fragment_program2 - "GL_NV_fragment_program2", -#endif -#ifdef GL_NV_fragment_program4 - "GL_NV_fragment_program4", -#endif -#ifdef GL_NV_fragment_program_option - "GL_NV_fragment_program_option", -#endif -#ifdef GL_NV_fragment_shader_interlock - "GL_NV_fragment_shader_interlock", -#endif -#ifdef GL_NV_framebuffer_blit - "GL_NV_framebuffer_blit", -#endif -#ifdef GL_NV_framebuffer_mixed_samples - "GL_NV_framebuffer_mixed_samples", -#endif -#ifdef GL_NV_framebuffer_multisample - "GL_NV_framebuffer_multisample", -#endif -#ifdef GL_NV_framebuffer_multisample_coverage - "GL_NV_framebuffer_multisample_coverage", -#endif -#ifdef GL_NV_generate_mipmap_sRGB - "GL_NV_generate_mipmap_sRGB", -#endif -#ifdef GL_NV_geometry_program4 - "GL_NV_geometry_program4", -#endif -#ifdef GL_NV_geometry_shader4 - "GL_NV_geometry_shader4", -#endif -#ifdef GL_NV_geometry_shader_passthrough - "GL_NV_geometry_shader_passthrough", -#endif -#ifdef GL_NV_gpu_multicast - "GL_NV_gpu_multicast", -#endif -#ifdef GL_NV_gpu_program4 - "GL_NV_gpu_program4", -#endif -#ifdef GL_NV_gpu_program5 - "GL_NV_gpu_program5", -#endif -#ifdef GL_NV_gpu_program5_mem_extended - "GL_NV_gpu_program5_mem_extended", -#endif -#ifdef GL_NV_gpu_program_fp64 - "GL_NV_gpu_program_fp64", -#endif -#ifdef GL_NV_gpu_shader5 - "GL_NV_gpu_shader5", -#endif -#ifdef GL_NV_half_float - "GL_NV_half_float", -#endif -#ifdef GL_NV_image_formats - "GL_NV_image_formats", -#endif -#ifdef GL_NV_instanced_arrays - "GL_NV_instanced_arrays", -#endif -#ifdef GL_NV_internalformat_sample_query - "GL_NV_internalformat_sample_query", -#endif -#ifdef GL_NV_light_max_exponent - "GL_NV_light_max_exponent", -#endif -#ifdef GL_NV_multisample_coverage - "GL_NV_multisample_coverage", -#endif -#ifdef GL_NV_multisample_filter_hint - "GL_NV_multisample_filter_hint", -#endif -#ifdef GL_NV_non_square_matrices - "GL_NV_non_square_matrices", -#endif -#ifdef GL_NV_occlusion_query - "GL_NV_occlusion_query", -#endif -#ifdef GL_NV_pack_subimage - "GL_NV_pack_subimage", -#endif -#ifdef GL_NV_packed_depth_stencil - "GL_NV_packed_depth_stencil", -#endif -#ifdef GL_NV_packed_float - "GL_NV_packed_float", -#endif -#ifdef GL_NV_packed_float_linear - "GL_NV_packed_float_linear", -#endif -#ifdef GL_NV_parameter_buffer_object - "GL_NV_parameter_buffer_object", -#endif -#ifdef GL_NV_parameter_buffer_object2 - "GL_NV_parameter_buffer_object2", -#endif -#ifdef GL_NV_path_rendering - "GL_NV_path_rendering", -#endif -#ifdef GL_NV_path_rendering_shared_edge - "GL_NV_path_rendering_shared_edge", -#endif -#ifdef GL_NV_pixel_buffer_object - "GL_NV_pixel_buffer_object", -#endif -#ifdef GL_NV_pixel_data_range - "GL_NV_pixel_data_range", -#endif -#ifdef GL_NV_platform_binary - "GL_NV_platform_binary", -#endif -#ifdef GL_NV_point_sprite - "GL_NV_point_sprite", -#endif -#ifdef GL_NV_polygon_mode - "GL_NV_polygon_mode", -#endif -#ifdef GL_NV_present_video - "GL_NV_present_video", -#endif -#ifdef GL_NV_primitive_restart - "GL_NV_primitive_restart", -#endif -#ifdef GL_NV_read_depth - "GL_NV_read_depth", -#endif -#ifdef GL_NV_read_depth_stencil - "GL_NV_read_depth_stencil", -#endif -#ifdef GL_NV_read_stencil - "GL_NV_read_stencil", -#endif -#ifdef GL_NV_register_combiners - "GL_NV_register_combiners", -#endif -#ifdef GL_NV_register_combiners2 - "GL_NV_register_combiners2", -#endif -#ifdef GL_NV_robustness_video_memory_purge - "GL_NV_robustness_video_memory_purge", -#endif -#ifdef GL_NV_sRGB_formats - "GL_NV_sRGB_formats", -#endif -#ifdef GL_NV_sample_locations - "GL_NV_sample_locations", -#endif -#ifdef GL_NV_sample_mask_override_coverage - "GL_NV_sample_mask_override_coverage", -#endif -#ifdef GL_NV_shader_atomic_counters - "GL_NV_shader_atomic_counters", -#endif -#ifdef GL_NV_shader_atomic_float - "GL_NV_shader_atomic_float", -#endif -#ifdef GL_NV_shader_atomic_float64 - "GL_NV_shader_atomic_float64", -#endif -#ifdef GL_NV_shader_atomic_fp16_vector - "GL_NV_shader_atomic_fp16_vector", -#endif -#ifdef GL_NV_shader_atomic_int64 - "GL_NV_shader_atomic_int64", -#endif -#ifdef GL_NV_shader_buffer_load - "GL_NV_shader_buffer_load", -#endif -#ifdef GL_NV_shader_noperspective_interpolation - "GL_NV_shader_noperspective_interpolation", -#endif -#ifdef GL_NV_shader_storage_buffer_object - "GL_NV_shader_storage_buffer_object", -#endif -#ifdef GL_NV_shader_thread_group - "GL_NV_shader_thread_group", -#endif -#ifdef GL_NV_shader_thread_shuffle - "GL_NV_shader_thread_shuffle", -#endif -#ifdef GL_NV_shadow_samplers_array - "GL_NV_shadow_samplers_array", -#endif -#ifdef GL_NV_shadow_samplers_cube - "GL_NV_shadow_samplers_cube", -#endif -#ifdef GL_NV_stereo_view_rendering - "GL_NV_stereo_view_rendering", -#endif -#ifdef GL_NV_tessellation_program5 - "GL_NV_tessellation_program5", -#endif -#ifdef GL_NV_texgen_emboss - "GL_NV_texgen_emboss", -#endif -#ifdef GL_NV_texgen_reflection - "GL_NV_texgen_reflection", -#endif -#ifdef GL_NV_texture_array - "GL_NV_texture_array", -#endif -#ifdef GL_NV_texture_barrier - "GL_NV_texture_barrier", -#endif -#ifdef GL_NV_texture_border_clamp - "GL_NV_texture_border_clamp", -#endif -#ifdef GL_NV_texture_compression_latc - "GL_NV_texture_compression_latc", -#endif -#ifdef GL_NV_texture_compression_s3tc - "GL_NV_texture_compression_s3tc", -#endif -#ifdef GL_NV_texture_compression_s3tc_update - "GL_NV_texture_compression_s3tc_update", -#endif -#ifdef GL_NV_texture_compression_vtc - "GL_NV_texture_compression_vtc", -#endif -#ifdef GL_NV_texture_env_combine4 - "GL_NV_texture_env_combine4", -#endif -#ifdef GL_NV_texture_expand_normal - "GL_NV_texture_expand_normal", -#endif -#ifdef GL_NV_texture_multisample - "GL_NV_texture_multisample", -#endif -#ifdef GL_NV_texture_npot_2D_mipmap - "GL_NV_texture_npot_2D_mipmap", -#endif -#ifdef GL_NV_texture_rectangle - "GL_NV_texture_rectangle", -#endif -#ifdef GL_NV_texture_rectangle_compressed - "GL_NV_texture_rectangle_compressed", -#endif -#ifdef GL_NV_texture_shader - "GL_NV_texture_shader", -#endif -#ifdef GL_NV_texture_shader2 - "GL_NV_texture_shader2", -#endif -#ifdef GL_NV_texture_shader3 - "GL_NV_texture_shader3", -#endif -#ifdef GL_NV_transform_feedback - "GL_NV_transform_feedback", -#endif -#ifdef 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&__GLEW_ARB_texture_buffer_object_rgb32, -#endif -#ifdef GL_ARB_texture_buffer_range - &__GLEW_ARB_texture_buffer_range, -#endif -#ifdef GL_ARB_texture_compression - &__GLEW_ARB_texture_compression, -#endif -#ifdef GL_ARB_texture_compression_bptc - &__GLEW_ARB_texture_compression_bptc, -#endif -#ifdef GL_ARB_texture_compression_rgtc - &__GLEW_ARB_texture_compression_rgtc, -#endif -#ifdef GL_ARB_texture_cube_map - &__GLEW_ARB_texture_cube_map, -#endif -#ifdef GL_ARB_texture_cube_map_array - &__GLEW_ARB_texture_cube_map_array, -#endif -#ifdef GL_ARB_texture_env_add - &__GLEW_ARB_texture_env_add, -#endif -#ifdef GL_ARB_texture_env_combine - &__GLEW_ARB_texture_env_combine, -#endif -#ifdef GL_ARB_texture_env_crossbar - &__GLEW_ARB_texture_env_crossbar, -#endif -#ifdef GL_ARB_texture_env_dot3 - &__GLEW_ARB_texture_env_dot3, -#endif -#ifdef GL_ARB_texture_filter_anisotropic - &__GLEW_ARB_texture_filter_anisotropic, -#endif -#ifdef GL_ARB_texture_filter_minmax - &__GLEW_ARB_texture_filter_minmax, -#endif -#ifdef GL_ARB_texture_float - &__GLEW_ARB_texture_float, -#endif -#ifdef GL_ARB_texture_gather - &__GLEW_ARB_texture_gather, -#endif -#ifdef GL_ARB_texture_mirror_clamp_to_edge - &__GLEW_ARB_texture_mirror_clamp_to_edge, -#endif -#ifdef GL_ARB_texture_mirrored_repeat - &__GLEW_ARB_texture_mirrored_repeat, -#endif -#ifdef GL_ARB_texture_multisample - &__GLEW_ARB_texture_multisample, -#endif -#ifdef GL_ARB_texture_non_power_of_two - &__GLEW_ARB_texture_non_power_of_two, -#endif -#ifdef GL_ARB_texture_query_levels - &__GLEW_ARB_texture_query_levels, -#endif -#ifdef GL_ARB_texture_query_lod - &__GLEW_ARB_texture_query_lod, -#endif -#ifdef GL_ARB_texture_rectangle - &__GLEW_ARB_texture_rectangle, -#endif -#ifdef GL_ARB_texture_rg - &__GLEW_ARB_texture_rg, -#endif -#ifdef GL_ARB_texture_rgb10_a2ui - &__GLEW_ARB_texture_rgb10_a2ui, -#endif -#ifdef GL_ARB_texture_stencil8 - &__GLEW_ARB_texture_stencil8, -#endif -#ifdef GL_ARB_texture_storage - &__GLEW_ARB_texture_storage, -#endif -#ifdef GL_ARB_texture_storage_multisample - &__GLEW_ARB_texture_storage_multisample, -#endif -#ifdef GL_ARB_texture_swizzle - &__GLEW_ARB_texture_swizzle, -#endif -#ifdef GL_ARB_texture_view - &__GLEW_ARB_texture_view, -#endif -#ifdef GL_ARB_timer_query - &__GLEW_ARB_timer_query, -#endif -#ifdef GL_ARB_transform_feedback2 - &__GLEW_ARB_transform_feedback2, -#endif -#ifdef GL_ARB_transform_feedback3 - &__GLEW_ARB_transform_feedback3, -#endif -#ifdef GL_ARB_transform_feedback_instanced - &__GLEW_ARB_transform_feedback_instanced, -#endif -#ifdef GL_ARB_transform_feedback_overflow_query - &__GLEW_ARB_transform_feedback_overflow_query, -#endif -#ifdef GL_ARB_transpose_matrix - &__GLEW_ARB_transpose_matrix, -#endif -#ifdef GL_ARB_uniform_buffer_object - &__GLEW_ARB_uniform_buffer_object, -#endif -#ifdef GL_ARB_vertex_array_bgra - &__GLEW_ARB_vertex_array_bgra, -#endif -#ifdef GL_ARB_vertex_array_object - &__GLEW_ARB_vertex_array_object, -#endif -#ifdef GL_ARB_vertex_attrib_64bit - &__GLEW_ARB_vertex_attrib_64bit, -#endif -#ifdef GL_ARB_vertex_attrib_binding - &__GLEW_ARB_vertex_attrib_binding, -#endif -#ifdef GL_ARB_vertex_blend - &__GLEW_ARB_vertex_blend, -#endif -#ifdef GL_ARB_vertex_buffer_object - &__GLEW_ARB_vertex_buffer_object, -#endif -#ifdef GL_ARB_vertex_program - &__GLEW_ARB_vertex_program, -#endif -#ifdef GL_ARB_vertex_shader - &__GLEW_ARB_vertex_shader, -#endif -#ifdef GL_ARB_vertex_type_10f_11f_11f_rev - &__GLEW_ARB_vertex_type_10f_11f_11f_rev, -#endif -#ifdef GL_ARB_vertex_type_2_10_10_10_rev - &__GLEW_ARB_vertex_type_2_10_10_10_rev, -#endif -#ifdef GL_ARB_viewport_array - &__GLEW_ARB_viewport_array, -#endif -#ifdef GL_ARB_window_pos - &__GLEW_ARB_window_pos, -#endif -#ifdef GL_ARM_mali_program_binary - &__GLEW_ARM_mali_program_binary, -#endif -#ifdef GL_ARM_mali_shader_binary - &__GLEW_ARM_mali_shader_binary, -#endif -#ifdef GL_ARM_rgba8 - &__GLEW_ARM_rgba8, -#endif -#ifdef GL_ARM_shader_framebuffer_fetch - &__GLEW_ARM_shader_framebuffer_fetch, -#endif -#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil - &__GLEW_ARM_shader_framebuffer_fetch_depth_stencil, -#endif -#ifdef GL_ATIX_point_sprites - &__GLEW_ATIX_point_sprites, -#endif -#ifdef GL_ATIX_texture_env_combine3 - &__GLEW_ATIX_texture_env_combine3, -#endif -#ifdef GL_ATIX_texture_env_route - &__GLEW_ATIX_texture_env_route, -#endif -#ifdef GL_ATIX_vertex_shader_output_point_size - &__GLEW_ATIX_vertex_shader_output_point_size, -#endif -#ifdef GL_ATI_draw_buffers - &__GLEW_ATI_draw_buffers, -#endif -#ifdef GL_ATI_element_array - &__GLEW_ATI_element_array, -#endif -#ifdef GL_ATI_envmap_bumpmap - &__GLEW_ATI_envmap_bumpmap, -#endif -#ifdef GL_ATI_fragment_shader - &__GLEW_ATI_fragment_shader, -#endif -#ifdef GL_ATI_map_object_buffer - &__GLEW_ATI_map_object_buffer, -#endif -#ifdef GL_ATI_meminfo - &__GLEW_ATI_meminfo, -#endif -#ifdef GL_ATI_pn_triangles - &__GLEW_ATI_pn_triangles, -#endif -#ifdef GL_ATI_separate_stencil - &__GLEW_ATI_separate_stencil, -#endif -#ifdef GL_ATI_shader_texture_lod - &__GLEW_ATI_shader_texture_lod, -#endif -#ifdef GL_ATI_text_fragment_shader - &__GLEW_ATI_text_fragment_shader, -#endif -#ifdef GL_ATI_texture_compression_3dc - &__GLEW_ATI_texture_compression_3dc, -#endif -#ifdef GL_ATI_texture_env_combine3 - &__GLEW_ATI_texture_env_combine3, -#endif -#ifdef GL_ATI_texture_float - &__GLEW_ATI_texture_float, -#endif -#ifdef GL_ATI_texture_mirror_once - &__GLEW_ATI_texture_mirror_once, -#endif -#ifdef GL_ATI_vertex_array_object - &__GLEW_ATI_vertex_array_object, -#endif -#ifdef GL_ATI_vertex_attrib_array_object - &__GLEW_ATI_vertex_attrib_array_object, -#endif -#ifdef GL_ATI_vertex_streams - &__GLEW_ATI_vertex_streams, -#endif -#ifdef GL_EGL_KHR_context_flush_control - &__GLEW_EGL_KHR_context_flush_control, -#endif -#ifdef GL_EGL_NV_robustness_video_memory_purge - &__GLEW_EGL_NV_robustness_video_memory_purge, -#endif -#ifdef GL_EXT_422_pixels - &__GLEW_EXT_422_pixels, -#endif -#ifdef GL_EXT_Cg_shader - &__GLEW_EXT_Cg_shader, -#endif -#ifdef GL_EXT_EGL_image_array - &__GLEW_EXT_EGL_image_array, -#endif -#ifdef GL_EXT_YUV_target - &__GLEW_EXT_YUV_target, -#endif -#ifdef GL_EXT_abgr - &__GLEW_EXT_abgr, -#endif -#ifdef GL_EXT_base_instance - &__GLEW_EXT_base_instance, -#endif -#ifdef GL_EXT_bgra - &__GLEW_EXT_bgra, -#endif -#ifdef GL_EXT_bindable_uniform - &__GLEW_EXT_bindable_uniform, -#endif -#ifdef GL_EXT_blend_color - &__GLEW_EXT_blend_color, -#endif -#ifdef GL_EXT_blend_equation_separate - &__GLEW_EXT_blend_equation_separate, -#endif -#ifdef GL_EXT_blend_func_extended - &__GLEW_EXT_blend_func_extended, -#endif -#ifdef GL_EXT_blend_func_separate - &__GLEW_EXT_blend_func_separate, -#endif -#ifdef GL_EXT_blend_logic_op - &__GLEW_EXT_blend_logic_op, -#endif -#ifdef GL_EXT_blend_minmax - &__GLEW_EXT_blend_minmax, -#endif -#ifdef GL_EXT_blend_subtract - &__GLEW_EXT_blend_subtract, -#endif -#ifdef GL_EXT_buffer_storage - &__GLEW_EXT_buffer_storage, -#endif 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&__GLEW_NV_internalformat_sample_query, -#endif -#ifdef GL_NV_light_max_exponent - &__GLEW_NV_light_max_exponent, -#endif -#ifdef GL_NV_multisample_coverage - &__GLEW_NV_multisample_coverage, -#endif -#ifdef GL_NV_multisample_filter_hint - &__GLEW_NV_multisample_filter_hint, -#endif -#ifdef GL_NV_non_square_matrices - &__GLEW_NV_non_square_matrices, -#endif -#ifdef GL_NV_occlusion_query - &__GLEW_NV_occlusion_query, -#endif -#ifdef GL_NV_pack_subimage - &__GLEW_NV_pack_subimage, -#endif -#ifdef GL_NV_packed_depth_stencil - &__GLEW_NV_packed_depth_stencil, -#endif -#ifdef GL_NV_packed_float - &__GLEW_NV_packed_float, -#endif -#ifdef GL_NV_packed_float_linear - &__GLEW_NV_packed_float_linear, -#endif -#ifdef GL_NV_parameter_buffer_object - &__GLEW_NV_parameter_buffer_object, -#endif -#ifdef GL_NV_parameter_buffer_object2 - &__GLEW_NV_parameter_buffer_object2, -#endif -#ifdef GL_NV_path_rendering - &__GLEW_NV_path_rendering, -#endif -#ifdef GL_NV_path_rendering_shared_edge - &__GLEW_NV_path_rendering_shared_edge, -#endif -#ifdef GL_NV_pixel_buffer_object - &__GLEW_NV_pixel_buffer_object, -#endif -#ifdef GL_NV_pixel_data_range - &__GLEW_NV_pixel_data_range, -#endif -#ifdef GL_NV_platform_binary - &__GLEW_NV_platform_binary, -#endif -#ifdef GL_NV_point_sprite - &__GLEW_NV_point_sprite, -#endif -#ifdef GL_NV_polygon_mode - &__GLEW_NV_polygon_mode, -#endif -#ifdef GL_NV_present_video - &__GLEW_NV_present_video, -#endif -#ifdef GL_NV_primitive_restart - &__GLEW_NV_primitive_restart, -#endif -#ifdef GL_NV_read_depth - &__GLEW_NV_read_depth, -#endif -#ifdef GL_NV_read_depth_stencil - &__GLEW_NV_read_depth_stencil, -#endif -#ifdef GL_NV_read_stencil - &__GLEW_NV_read_stencil, -#endif -#ifdef GL_NV_register_combiners - &__GLEW_NV_register_combiners, -#endif -#ifdef GL_NV_register_combiners2 - &__GLEW_NV_register_combiners2, -#endif -#ifdef GL_NV_robustness_video_memory_purge - &__GLEW_NV_robustness_video_memory_purge, -#endif -#ifdef GL_NV_sRGB_formats - &__GLEW_NV_sRGB_formats, -#endif -#ifdef GL_NV_sample_locations - &__GLEW_NV_sample_locations, -#endif -#ifdef GL_NV_sample_mask_override_coverage - &__GLEW_NV_sample_mask_override_coverage, -#endif -#ifdef GL_NV_shader_atomic_counters - &__GLEW_NV_shader_atomic_counters, -#endif -#ifdef GL_NV_shader_atomic_float - &__GLEW_NV_shader_atomic_float, -#endif -#ifdef GL_NV_shader_atomic_float64 - &__GLEW_NV_shader_atomic_float64, -#endif -#ifdef GL_NV_shader_atomic_fp16_vector - &__GLEW_NV_shader_atomic_fp16_vector, -#endif -#ifdef GL_NV_shader_atomic_int64 - &__GLEW_NV_shader_atomic_int64, -#endif -#ifdef GL_NV_shader_buffer_load - &__GLEW_NV_shader_buffer_load, -#endif -#ifdef GL_NV_shader_noperspective_interpolation - &__GLEW_NV_shader_noperspective_interpolation, -#endif -#ifdef GL_NV_shader_storage_buffer_object - &__GLEW_NV_shader_storage_buffer_object, -#endif -#ifdef GL_NV_shader_thread_group - &__GLEW_NV_shader_thread_group, -#endif -#ifdef GL_NV_shader_thread_shuffle - &__GLEW_NV_shader_thread_shuffle, -#endif -#ifdef GL_NV_shadow_samplers_array - &__GLEW_NV_shadow_samplers_array, -#endif -#ifdef GL_NV_shadow_samplers_cube - &__GLEW_NV_shadow_samplers_cube, -#endif -#ifdef GL_NV_stereo_view_rendering - &__GLEW_NV_stereo_view_rendering, -#endif -#ifdef GL_NV_tessellation_program5 - &__GLEW_NV_tessellation_program5, -#endif -#ifdef GL_NV_texgen_emboss - &__GLEW_NV_texgen_emboss, -#endif -#ifdef GL_NV_texgen_reflection - &__GLEW_NV_texgen_reflection, -#endif -#ifdef GL_NV_texture_array - &__GLEW_NV_texture_array, -#endif -#ifdef GL_NV_texture_barrier - &__GLEW_NV_texture_barrier, -#endif -#ifdef GL_NV_texture_border_clamp - &__GLEW_NV_texture_border_clamp, -#endif -#ifdef GL_NV_texture_compression_latc - &__GLEW_NV_texture_compression_latc, -#endif -#ifdef GL_NV_texture_compression_s3tc - &__GLEW_NV_texture_compression_s3tc, -#endif -#ifdef GL_NV_texture_compression_s3tc_update - &__GLEW_NV_texture_compression_s3tc_update, -#endif -#ifdef GL_NV_texture_compression_vtc - &__GLEW_NV_texture_compression_vtc, -#endif -#ifdef GL_NV_texture_env_combine4 - &__GLEW_NV_texture_env_combine4, -#endif -#ifdef GL_NV_texture_expand_normal - &__GLEW_NV_texture_expand_normal, -#endif -#ifdef GL_NV_texture_multisample - &__GLEW_NV_texture_multisample, -#endif -#ifdef GL_NV_texture_npot_2D_mipmap - &__GLEW_NV_texture_npot_2D_mipmap, -#endif -#ifdef GL_NV_texture_rectangle - &__GLEW_NV_texture_rectangle, -#endif -#ifdef GL_NV_texture_rectangle_compressed - &__GLEW_NV_texture_rectangle_compressed, -#endif -#ifdef GL_NV_texture_shader - &__GLEW_NV_texture_shader, -#endif -#ifdef GL_NV_texture_shader2 - &__GLEW_NV_texture_shader2, -#endif -#ifdef GL_NV_texture_shader3 - &__GLEW_NV_texture_shader3, -#endif -#ifdef GL_NV_transform_feedback - &__GLEW_NV_transform_feedback, -#endif -#ifdef GL_NV_transform_feedback2 - &__GLEW_NV_transform_feedback2, -#endif -#ifdef GL_NV_uniform_buffer_unified_memory - &__GLEW_NV_uniform_buffer_unified_memory, -#endif -#ifdef GL_NV_vdpau_interop - &__GLEW_NV_vdpau_interop, -#endif -#ifdef GL_NV_vertex_array_range - &__GLEW_NV_vertex_array_range, -#endif -#ifdef GL_NV_vertex_array_range2 - &__GLEW_NV_vertex_array_range2, -#endif -#ifdef GL_NV_vertex_attrib_integer_64bit - &__GLEW_NV_vertex_attrib_integer_64bit, -#endif -#ifdef GL_NV_vertex_buffer_unified_memory - &__GLEW_NV_vertex_buffer_unified_memory, -#endif -#ifdef GL_NV_vertex_program - &__GLEW_NV_vertex_program, -#endif -#ifdef GL_NV_vertex_program1_1 - &__GLEW_NV_vertex_program1_1, -#endif -#ifdef GL_NV_vertex_program2 - &__GLEW_NV_vertex_program2, -#endif -#ifdef GL_NV_vertex_program2_option - &__GLEW_NV_vertex_program2_option, -#endif -#ifdef GL_NV_vertex_program3 - &__GLEW_NV_vertex_program3, -#endif -#ifdef GL_NV_vertex_program4 - &__GLEW_NV_vertex_program4, -#endif -#ifdef GL_NV_video_capture - &__GLEW_NV_video_capture, -#endif -#ifdef GL_NV_viewport_array - &__GLEW_NV_viewport_array, -#endif -#ifdef GL_NV_viewport_array2 - &__GLEW_NV_viewport_array2, -#endif -#ifdef GL_NV_viewport_swizzle - &__GLEW_NV_viewport_swizzle, -#endif -#ifdef GL_OES_byte_coordinates - &__GLEW_OES_byte_coordinates, -#endif -#ifdef GL_OML_interlace - &__GLEW_OML_interlace, -#endif -#ifdef GL_OML_resample - &__GLEW_OML_resample, -#endif -#ifdef GL_OML_subsample - &__GLEW_OML_subsample, -#endif -#ifdef GL_OVR_multiview - &__GLEW_OVR_multiview, -#endif -#ifdef GL_OVR_multiview2 - &__GLEW_OVR_multiview2, -#endif -#ifdef GL_OVR_multiview_multisampled_render_to_texture - &__GLEW_OVR_multiview_multisampled_render_to_texture, -#endif -#ifdef GL_PGI_misc_hints - &__GLEW_PGI_misc_hints, -#endif -#ifdef GL_PGI_vertex_hints - &__GLEW_PGI_vertex_hints, -#endif -#ifdef GL_QCOM_alpha_test - &__GLEW_QCOM_alpha_test, -#endif -#ifdef GL_QCOM_binning_control - &__GLEW_QCOM_binning_control, -#endif -#ifdef GL_QCOM_driver_control - &__GLEW_QCOM_driver_control, -#endif -#ifdef GL_QCOM_extended_get - &__GLEW_QCOM_extended_get, -#endif -#ifdef GL_QCOM_extended_get2 - &__GLEW_QCOM_extended_get2, -#endif -#ifdef GL_QCOM_framebuffer_foveated - &__GLEW_QCOM_framebuffer_foveated, -#endif -#ifdef GL_QCOM_perfmon_global_mode - &__GLEW_QCOM_perfmon_global_mode, -#endif -#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent - &__GLEW_QCOM_shader_framebuffer_fetch_noncoherent, -#endif -#ifdef GL_QCOM_tiled_rendering - &__GLEW_QCOM_tiled_rendering, -#endif -#ifdef GL_QCOM_writeonly_rendering - &__GLEW_QCOM_writeonly_rendering, -#endif -#ifdef GL_REGAL_ES1_0_compatibility - &__GLEW_REGAL_ES1_0_compatibility, -#endif -#ifdef GL_REGAL_ES1_1_compatibility - &__GLEW_REGAL_ES1_1_compatibility, -#endif -#ifdef GL_REGAL_enable - &__GLEW_REGAL_enable, -#endif -#ifdef GL_REGAL_error_string - &__GLEW_REGAL_error_string, -#endif -#ifdef GL_REGAL_extension_query - &__GLEW_REGAL_extension_query, -#endif -#ifdef GL_REGAL_log - &__GLEW_REGAL_log, -#endif -#ifdef GL_REGAL_proc_address - &__GLEW_REGAL_proc_address, -#endif -#ifdef GL_REND_screen_coordinates - &__GLEW_REND_screen_coordinates, -#endif -#ifdef GL_S3_s3tc - &__GLEW_S3_s3tc, -#endif -#ifdef GL_SGIS_clip_band_hint - &__GLEW_SGIS_clip_band_hint, -#endif -#ifdef GL_SGIS_color_range - &__GLEW_SGIS_color_range, -#endif -#ifdef GL_SGIS_detail_texture - &__GLEW_SGIS_detail_texture, -#endif -#ifdef GL_SGIS_fog_function - &__GLEW_SGIS_fog_function, -#endif -#ifdef GL_SGIS_generate_mipmap - &__GLEW_SGIS_generate_mipmap, -#endif -#ifdef GL_SGIS_line_texgen - &__GLEW_SGIS_line_texgen, -#endif -#ifdef GL_SGIS_multisample - &__GLEW_SGIS_multisample, -#endif -#ifdef GL_SGIS_multitexture - &__GLEW_SGIS_multitexture, -#endif -#ifdef GL_SGIS_pixel_texture - &__GLEW_SGIS_pixel_texture, -#endif -#ifdef GL_SGIS_point_line_texgen - &__GLEW_SGIS_point_line_texgen, -#endif -#ifdef GL_SGIS_shared_multisample - &__GLEW_SGIS_shared_multisample, -#endif -#ifdef GL_SGIS_sharpen_texture - &__GLEW_SGIS_sharpen_texture, -#endif -#ifdef GL_SGIS_texture4D - &__GLEW_SGIS_texture4D, -#endif -#ifdef GL_SGIS_texture_border_clamp - &__GLEW_SGIS_texture_border_clamp, -#endif -#ifdef GL_SGIS_texture_edge_clamp - &__GLEW_SGIS_texture_edge_clamp, -#endif -#ifdef GL_SGIS_texture_filter4 - &__GLEW_SGIS_texture_filter4, -#endif -#ifdef GL_SGIS_texture_lod - &__GLEW_SGIS_texture_lod, -#endif -#ifdef GL_SGIS_texture_select - &__GLEW_SGIS_texture_select, -#endif -#ifdef GL_SGIX_async - &__GLEW_SGIX_async, -#endif -#ifdef GL_SGIX_async_histogram - &__GLEW_SGIX_async_histogram, -#endif -#ifdef GL_SGIX_async_pixel - &__GLEW_SGIX_async_pixel, -#endif -#ifdef GL_SGIX_bali_g_instruments - &__GLEW_SGIX_bali_g_instruments, -#endif -#ifdef GL_SGIX_bali_r_instruments - &__GLEW_SGIX_bali_r_instruments, -#endif -#ifdef GL_SGIX_bali_timer_instruments - &__GLEW_SGIX_bali_timer_instruments, -#endif -#ifdef GL_SGIX_blend_alpha_minmax - &__GLEW_SGIX_blend_alpha_minmax, -#endif -#ifdef GL_SGIX_blend_cadd - &__GLEW_SGIX_blend_cadd, -#endif -#ifdef GL_SGIX_blend_cmultiply - &__GLEW_SGIX_blend_cmultiply, -#endif -#ifdef GL_SGIX_calligraphic_fragment - &__GLEW_SGIX_calligraphic_fragment, -#endif -#ifdef GL_SGIX_clipmap - &__GLEW_SGIX_clipmap, -#endif -#ifdef GL_SGIX_color_matrix_accuracy - &__GLEW_SGIX_color_matrix_accuracy, -#endif -#ifdef GL_SGIX_color_table_index_mode - &__GLEW_SGIX_color_table_index_mode, -#endif -#ifdef GL_SGIX_complex_polar - &__GLEW_SGIX_complex_polar, -#endif -#ifdef GL_SGIX_convolution_accuracy - &__GLEW_SGIX_convolution_accuracy, -#endif -#ifdef GL_SGIX_cube_map - &__GLEW_SGIX_cube_map, -#endif -#ifdef GL_SGIX_cylinder_texgen - &__GLEW_SGIX_cylinder_texgen, -#endif -#ifdef GL_SGIX_datapipe - &__GLEW_SGIX_datapipe, -#endif -#ifdef GL_SGIX_decimation - &__GLEW_SGIX_decimation, -#endif -#ifdef GL_SGIX_depth_pass_instrument - &__GLEW_SGIX_depth_pass_instrument, -#endif -#ifdef GL_SGIX_depth_texture - &__GLEW_SGIX_depth_texture, -#endif -#ifdef GL_SGIX_dvc - &__GLEW_SGIX_dvc, -#endif -#ifdef GL_SGIX_flush_raster - &__GLEW_SGIX_flush_raster, -#endif -#ifdef GL_SGIX_fog_blend - &__GLEW_SGIX_fog_blend, -#endif -#ifdef GL_SGIX_fog_factor_to_alpha - &__GLEW_SGIX_fog_factor_to_alpha, -#endif -#ifdef GL_SGIX_fog_layers - &__GLEW_SGIX_fog_layers, -#endif -#ifdef GL_SGIX_fog_offset - &__GLEW_SGIX_fog_offset, -#endif -#ifdef GL_SGIX_fog_patchy - &__GLEW_SGIX_fog_patchy, -#endif -#ifdef GL_SGIX_fog_scale - &__GLEW_SGIX_fog_scale, -#endif -#ifdef GL_SGIX_fog_texture - &__GLEW_SGIX_fog_texture, -#endif -#ifdef GL_SGIX_fragment_lighting_space - &__GLEW_SGIX_fragment_lighting_space, -#endif -#ifdef GL_SGIX_fragment_specular_lighting - &__GLEW_SGIX_fragment_specular_lighting, -#endif -#ifdef GL_SGIX_fragments_instrument - &__GLEW_SGIX_fragments_instrument, -#endif -#ifdef GL_SGIX_framezoom - &__GLEW_SGIX_framezoom, -#endif -#ifdef GL_SGIX_icc_texture - &__GLEW_SGIX_icc_texture, -#endif -#ifdef GL_SGIX_igloo_interface - &__GLEW_SGIX_igloo_interface, -#endif -#ifdef GL_SGIX_image_compression - &__GLEW_SGIX_image_compression, -#endif -#ifdef GL_SGIX_impact_pixel_texture - &__GLEW_SGIX_impact_pixel_texture, -#endif -#ifdef GL_SGIX_instrument_error - &__GLEW_SGIX_instrument_error, -#endif -#ifdef GL_SGIX_interlace - &__GLEW_SGIX_interlace, -#endif -#ifdef GL_SGIX_ir_instrument1 - &__GLEW_SGIX_ir_instrument1, -#endif -#ifdef GL_SGIX_line_quality_hint - &__GLEW_SGIX_line_quality_hint, -#endif -#ifdef GL_SGIX_list_priority - &__GLEW_SGIX_list_priority, -#endif -#ifdef GL_SGIX_mpeg1 - &__GLEW_SGIX_mpeg1, -#endif -#ifdef GL_SGIX_mpeg2 - &__GLEW_SGIX_mpeg2, -#endif -#ifdef GL_SGIX_nonlinear_lighting_pervertex - &__GLEW_SGIX_nonlinear_lighting_pervertex, -#endif -#ifdef GL_SGIX_nurbs_eval - &__GLEW_SGIX_nurbs_eval, -#endif -#ifdef GL_SGIX_occlusion_instrument - &__GLEW_SGIX_occlusion_instrument, -#endif -#ifdef GL_SGIX_packed_6bytes - &__GLEW_SGIX_packed_6bytes, -#endif -#ifdef GL_SGIX_pixel_texture - &__GLEW_SGIX_pixel_texture, -#endif -#ifdef GL_SGIX_pixel_texture_bits - &__GLEW_SGIX_pixel_texture_bits, -#endif -#ifdef GL_SGIX_pixel_texture_lod - &__GLEW_SGIX_pixel_texture_lod, -#endif -#ifdef GL_SGIX_pixel_tiles - &__GLEW_SGIX_pixel_tiles, -#endif -#ifdef GL_SGIX_polynomial_ffd - &__GLEW_SGIX_polynomial_ffd, -#endif -#ifdef GL_SGIX_quad_mesh - &__GLEW_SGIX_quad_mesh, -#endif -#ifdef GL_SGIX_reference_plane - &__GLEW_SGIX_reference_plane, -#endif -#ifdef GL_SGIX_resample - &__GLEW_SGIX_resample, -#endif -#ifdef GL_SGIX_scalebias_hint - &__GLEW_SGIX_scalebias_hint, -#endif -#ifdef GL_SGIX_shadow - &__GLEW_SGIX_shadow, -#endif -#ifdef GL_SGIX_shadow_ambient - &__GLEW_SGIX_shadow_ambient, -#endif -#ifdef GL_SGIX_slim - &__GLEW_SGIX_slim, -#endif -#ifdef GL_SGIX_spotlight_cutoff - &__GLEW_SGIX_spotlight_cutoff, -#endif -#ifdef GL_SGIX_sprite - &__GLEW_SGIX_sprite, -#endif -#ifdef GL_SGIX_subdiv_patch - &__GLEW_SGIX_subdiv_patch, -#endif -#ifdef GL_SGIX_subsample - &__GLEW_SGIX_subsample, -#endif -#ifdef GL_SGIX_tag_sample_buffer - &__GLEW_SGIX_tag_sample_buffer, -#endif -#ifdef GL_SGIX_texture_add_env - &__GLEW_SGIX_texture_add_env, -#endif -#ifdef GL_SGIX_texture_coordinate_clamp - &__GLEW_SGIX_texture_coordinate_clamp, -#endif -#ifdef GL_SGIX_texture_lod_bias - &__GLEW_SGIX_texture_lod_bias, -#endif -#ifdef GL_SGIX_texture_mipmap_anisotropic - &__GLEW_SGIX_texture_mipmap_anisotropic, -#endif -#ifdef GL_SGIX_texture_multi_buffer - &__GLEW_SGIX_texture_multi_buffer, -#endif -#ifdef GL_SGIX_texture_phase - &__GLEW_SGIX_texture_phase, -#endif -#ifdef GL_SGIX_texture_range - &__GLEW_SGIX_texture_range, -#endif -#ifdef GL_SGIX_texture_scale_bias - &__GLEW_SGIX_texture_scale_bias, -#endif -#ifdef GL_SGIX_texture_supersample - &__GLEW_SGIX_texture_supersample, -#endif -#ifdef GL_SGIX_vector_ops - &__GLEW_SGIX_vector_ops, -#endif -#ifdef GL_SGIX_vertex_array_object - &__GLEW_SGIX_vertex_array_object, -#endif -#ifdef GL_SGIX_vertex_preclip - &__GLEW_SGIX_vertex_preclip, -#endif -#ifdef GL_SGIX_vertex_preclip_hint - &__GLEW_SGIX_vertex_preclip_hint, -#endif -#ifdef GL_SGIX_ycrcb - &__GLEW_SGIX_ycrcb, -#endif -#ifdef GL_SGIX_ycrcb_subsample - &__GLEW_SGIX_ycrcb_subsample, -#endif -#ifdef GL_SGIX_ycrcba - &__GLEW_SGIX_ycrcba, -#endif -#ifdef GL_SGI_color_matrix - &__GLEW_SGI_color_matrix, -#endif -#ifdef GL_SGI_color_table - &__GLEW_SGI_color_table, -#endif -#ifdef GL_SGI_complex - &__GLEW_SGI_complex, -#endif -#ifdef GL_SGI_complex_type - &__GLEW_SGI_complex_type, -#endif -#ifdef GL_SGI_fft - &__GLEW_SGI_fft, -#endif -#ifdef GL_SGI_texture_color_table - &__GLEW_SGI_texture_color_table, -#endif -#ifdef GL_SUNX_constant_data - &__GLEW_SUNX_constant_data, -#endif -#ifdef GL_SUN_convolution_border_modes - &__GLEW_SUN_convolution_border_modes, -#endif -#ifdef GL_SUN_global_alpha - &__GLEW_SUN_global_alpha, -#endif -#ifdef GL_SUN_mesh_array - &__GLEW_SUN_mesh_array, -#endif -#ifdef GL_SUN_read_video_pixels - &__GLEW_SUN_read_video_pixels, -#endif -#ifdef GL_SUN_slice_accum - &__GLEW_SUN_slice_accum, -#endif -#ifdef GL_SUN_triangle_list - &__GLEW_SUN_triangle_list, -#endif -#ifdef GL_SUN_vertex - &__GLEW_SUN_vertex, -#endif -#ifdef GL_WIN_phong_shading - &__GLEW_WIN_phong_shading, -#endif -#ifdef GL_WIN_scene_markerXXX - &__GLEW_WIN_scene_markerXXX, -#endif -#ifdef GL_WIN_specular_fog - &__GLEW_WIN_specular_fog, -#endif -#ifdef GL_WIN_swap_hint - &__GLEW_WIN_swap_hint, -#endif - NULL -}; -static GLboolean _glewInit_GL_VERSION_1_2 (); -static GLboolean _glewInit_GL_VERSION_1_3 (); -static GLboolean _glewInit_GL_VERSION_1_4 (); -static GLboolean _glewInit_GL_VERSION_1_5 (); -static GLboolean _glewInit_GL_VERSION_2_0 (); -static GLboolean _glewInit_GL_VERSION_2_1 (); -static GLboolean _glewInit_GL_VERSION_3_0 (); -static GLboolean _glewInit_GL_VERSION_3_1 (); -static GLboolean _glewInit_GL_VERSION_3_2 (); -static GLboolean _glewInit_GL_VERSION_3_3 (); -static GLboolean _glewInit_GL_VERSION_4_0 (); -static GLboolean _glewInit_GL_VERSION_4_5 (); -static GLboolean _glewInit_GL_VERSION_4_6 (); -static GLboolean _glewInit_GL_3DFX_tbuffer (); -static GLboolean _glewInit_GL_AMD_debug_output (); -static GLboolean _glewInit_GL_AMD_draw_buffers_blend (); -static GLboolean _glewInit_GL_AMD_framebuffer_sample_positions (); -static GLboolean _glewInit_GL_AMD_interleaved_elements (); -static GLboolean _glewInit_GL_AMD_multi_draw_indirect (); -static GLboolean _glewInit_GL_AMD_name_gen_delete (); -static GLboolean _glewInit_GL_AMD_occlusion_query_event (); -static GLboolean _glewInit_GL_AMD_performance_monitor (); -static GLboolean _glewInit_GL_AMD_sample_positions (); -static GLboolean _glewInit_GL_AMD_sparse_texture (); -static GLboolean _glewInit_GL_AMD_stencil_operation_extended (); -static GLboolean _glewInit_GL_AMD_vertex_shader_tessellator (); -static GLboolean _glewInit_GL_ANGLE_framebuffer_blit (); -static GLboolean _glewInit_GL_ANGLE_framebuffer_multisample (); -static GLboolean _glewInit_GL_ANGLE_instanced_arrays (); -static GLboolean _glewInit_GL_ANGLE_timer_query (); -static GLboolean _glewInit_GL_ANGLE_translated_shader_source (); -static GLboolean _glewInit_GL_APPLE_copy_texture_levels (); -static GLboolean _glewInit_GL_APPLE_element_array (); -static GLboolean _glewInit_GL_APPLE_fence (); -static GLboolean _glewInit_GL_APPLE_flush_buffer_range (); -static GLboolean _glewInit_GL_APPLE_framebuffer_multisample (); -static GLboolean _glewInit_GL_APPLE_object_purgeable (); -static GLboolean _glewInit_GL_APPLE_sync (); -static GLboolean _glewInit_GL_APPLE_texture_range (); -static GLboolean _glewInit_GL_APPLE_vertex_array_object (); -static GLboolean _glewInit_GL_APPLE_vertex_array_range (); -static GLboolean _glewInit_GL_APPLE_vertex_program_evaluators (); -static GLboolean _glewInit_GL_ARB_ES2_compatibility (); -static GLboolean _glewInit_GL_ARB_ES3_1_compatibility (); -static GLboolean _glewInit_GL_ARB_ES3_2_compatibility (); -static GLboolean _glewInit_GL_ARB_base_instance (); -static GLboolean _glewInit_GL_ARB_bindless_texture (); -static GLboolean _glewInit_GL_ARB_blend_func_extended (); -static GLboolean _glewInit_GL_ARB_buffer_storage (); -static GLboolean _glewInit_GL_ARB_cl_event (); -static GLboolean _glewInit_GL_ARB_clear_buffer_object (); -static GLboolean _glewInit_GL_ARB_clear_texture (); -static GLboolean _glewInit_GL_ARB_clip_control (); -static GLboolean _glewInit_GL_ARB_color_buffer_float (); -static GLboolean _glewInit_GL_ARB_compute_shader (); -static GLboolean _glewInit_GL_ARB_compute_variable_group_size (); -static GLboolean _glewInit_GL_ARB_copy_buffer (); -static GLboolean _glewInit_GL_ARB_copy_image (); -static GLboolean _glewInit_GL_ARB_debug_output (); -static GLboolean _glewInit_GL_ARB_direct_state_access (); -static GLboolean _glewInit_GL_ARB_draw_buffers (); -static GLboolean _glewInit_GL_ARB_draw_buffers_blend (); -static GLboolean _glewInit_GL_ARB_draw_elements_base_vertex (); -static GLboolean _glewInit_GL_ARB_draw_indirect (); -static GLboolean _glewInit_GL_ARB_framebuffer_no_attachments (); -static GLboolean _glewInit_GL_ARB_framebuffer_object (); -static GLboolean _glewInit_GL_ARB_geometry_shader4 (); -static GLboolean _glewInit_GL_ARB_get_program_binary (); -static GLboolean _glewInit_GL_ARB_get_texture_sub_image (); -static GLboolean _glewInit_GL_ARB_gl_spirv (); -static GLboolean _glewInit_GL_ARB_gpu_shader_fp64 (); -static GLboolean _glewInit_GL_ARB_gpu_shader_int64 (); -static GLboolean _glewInit_GL_ARB_imaging (); -static GLboolean _glewInit_GL_ARB_indirect_parameters (); -static GLboolean _glewInit_GL_ARB_instanced_arrays (); -static GLboolean _glewInit_GL_ARB_internalformat_query (); -static GLboolean _glewInit_GL_ARB_internalformat_query2 (); -static GLboolean _glewInit_GL_ARB_invalidate_subdata (); -static GLboolean _glewInit_GL_ARB_map_buffer_range (); -static GLboolean _glewInit_GL_ARB_matrix_palette (); -static GLboolean _glewInit_GL_ARB_multi_bind (); -static GLboolean _glewInit_GL_ARB_multi_draw_indirect (); -static GLboolean _glewInit_GL_ARB_multisample (); -static GLboolean _glewInit_GL_ARB_multitexture (); -static GLboolean _glewInit_GL_ARB_occlusion_query (); -static GLboolean _glewInit_GL_ARB_parallel_shader_compile (); -static GLboolean _glewInit_GL_ARB_point_parameters (); -static GLboolean _glewInit_GL_ARB_polygon_offset_clamp (); -static GLboolean _glewInit_GL_ARB_program_interface_query (); -static GLboolean _glewInit_GL_ARB_provoking_vertex (); -static GLboolean _glewInit_GL_ARB_robustness (); -static GLboolean _glewInit_GL_ARB_sample_locations (); -static GLboolean _glewInit_GL_ARB_sample_shading (); -static GLboolean _glewInit_GL_ARB_sampler_objects (); -static GLboolean _glewInit_GL_ARB_separate_shader_objects (); -static GLboolean _glewInit_GL_ARB_shader_atomic_counters (); -static GLboolean _glewInit_GL_ARB_shader_image_load_store (); -static GLboolean _glewInit_GL_ARB_shader_objects (); -static GLboolean _glewInit_GL_ARB_shader_storage_buffer_object (); -static GLboolean _glewInit_GL_ARB_shader_subroutine (); -static GLboolean _glewInit_GL_ARB_shading_language_include (); -static GLboolean _glewInit_GL_ARB_sparse_buffer (); -static GLboolean _glewInit_GL_ARB_sparse_texture (); -static GLboolean _glewInit_GL_ARB_sync (); -static GLboolean _glewInit_GL_ARB_tessellation_shader (); -static GLboolean _glewInit_GL_ARB_texture_barrier (); -static GLboolean _glewInit_GL_ARB_texture_buffer_object (); -static GLboolean _glewInit_GL_ARB_texture_buffer_range (); -static GLboolean _glewInit_GL_ARB_texture_compression (); -static GLboolean _glewInit_GL_ARB_texture_multisample (); -static GLboolean _glewInit_GL_ARB_texture_storage (); -static GLboolean _glewInit_GL_ARB_texture_storage_multisample (); -static GLboolean _glewInit_GL_ARB_texture_view (); -static GLboolean _glewInit_GL_ARB_timer_query (); -static GLboolean _glewInit_GL_ARB_transform_feedback2 (); -static GLboolean _glewInit_GL_ARB_transform_feedback3 (); -static GLboolean _glewInit_GL_ARB_transform_feedback_instanced (); -static GLboolean _glewInit_GL_ARB_transpose_matrix (); -static GLboolean _glewInit_GL_ARB_uniform_buffer_object (); -static GLboolean _glewInit_GL_ARB_vertex_array_object (); -static GLboolean _glewInit_GL_ARB_vertex_attrib_64bit (); -static GLboolean _glewInit_GL_ARB_vertex_attrib_binding (); -static GLboolean _glewInit_GL_ARB_vertex_blend (); -static GLboolean _glewInit_GL_ARB_vertex_buffer_object (); -static GLboolean _glewInit_GL_ARB_vertex_program (); -static GLboolean _glewInit_GL_ARB_vertex_shader (); -static GLboolean _glewInit_GL_ARB_vertex_type_2_10_10_10_rev (); -static GLboolean _glewInit_GL_ARB_viewport_array (); -static GLboolean _glewInit_GL_ARB_window_pos (); -static GLboolean _glewInit_GL_ATI_draw_buffers (); -static GLboolean _glewInit_GL_ATI_element_array (); -static GLboolean _glewInit_GL_ATI_envmap_bumpmap (); -static GLboolean _glewInit_GL_ATI_fragment_shader (); -static GLboolean _glewInit_GL_ATI_map_object_buffer (); -static GLboolean _glewInit_GL_ATI_pn_triangles (); -static GLboolean _glewInit_GL_ATI_separate_stencil (); -static GLboolean _glewInit_GL_ATI_vertex_array_object (); -static GLboolean _glewInit_GL_ATI_vertex_attrib_array_object (); -static GLboolean _glewInit_GL_ATI_vertex_streams (); -static GLboolean _glewInit_GL_EXT_base_instance (); -static GLboolean _glewInit_GL_EXT_bindable_uniform (); -static GLboolean _glewInit_GL_EXT_blend_color (); -static GLboolean _glewInit_GL_EXT_blend_equation_separate (); -static GLboolean _glewInit_GL_EXT_blend_func_extended (); -static GLboolean _glewInit_GL_EXT_blend_func_separate (); -static GLboolean _glewInit_GL_EXT_blend_minmax (); -static GLboolean _glewInit_GL_EXT_buffer_storage (); -static GLboolean _glewInit_GL_EXT_clear_texture (); -static GLboolean _glewInit_GL_EXT_color_subtable (); -static GLboolean _glewInit_GL_EXT_compiled_vertex_array (); -static GLboolean _glewInit_GL_EXT_convolution (); -static GLboolean _glewInit_GL_EXT_coordinate_frame (); -static GLboolean _glewInit_GL_EXT_copy_image (); -static GLboolean _glewInit_GL_EXT_copy_texture (); -static GLboolean _glewInit_GL_EXT_cull_vertex (); -static GLboolean _glewInit_GL_EXT_debug_label (); -static GLboolean _glewInit_GL_EXT_debug_marker (); -static GLboolean _glewInit_GL_EXT_depth_bounds_test (); -static GLboolean _glewInit_GL_EXT_direct_state_access (); -static GLboolean _glewInit_GL_EXT_discard_framebuffer (); -static GLboolean _glewInit_GL_EXT_draw_buffers (); -static GLboolean _glewInit_GL_EXT_draw_buffers2 (); -static GLboolean _glewInit_GL_EXT_draw_buffers_indexed (); -static GLboolean _glewInit_GL_EXT_draw_elements_base_vertex (); -static GLboolean _glewInit_GL_EXT_draw_instanced (); -static GLboolean _glewInit_GL_EXT_draw_range_elements (); -static GLboolean _glewInit_GL_EXT_external_buffer (); -static GLboolean _glewInit_GL_EXT_fog_coord (); -static GLboolean _glewInit_GL_EXT_fragment_lighting (); -static GLboolean _glewInit_GL_EXT_framebuffer_blit (); -static GLboolean _glewInit_GL_EXT_framebuffer_multisample (); -static GLboolean _glewInit_GL_EXT_framebuffer_object (); -static GLboolean _glewInit_GL_EXT_geometry_shader4 (); -static GLboolean _glewInit_GL_EXT_gpu_program_parameters (); -static GLboolean _glewInit_GL_EXT_gpu_shader4 (); -static GLboolean _glewInit_GL_EXT_histogram (); -static GLboolean _glewInit_GL_EXT_index_func (); -static GLboolean _glewInit_GL_EXT_index_material (); -static GLboolean _glewInit_GL_EXT_instanced_arrays (); -static GLboolean _glewInit_GL_EXT_light_texture (); -static GLboolean _glewInit_GL_EXT_map_buffer_range (); -static GLboolean _glewInit_GL_EXT_memory_object (); -static GLboolean _glewInit_GL_EXT_memory_object_fd (); -static GLboolean _glewInit_GL_EXT_memory_object_win32 (); -static GLboolean _glewInit_GL_EXT_multi_draw_arrays (); -static GLboolean _glewInit_GL_EXT_multi_draw_indirect (); -static GLboolean _glewInit_GL_EXT_multisample (); -static GLboolean _glewInit_GL_EXT_multisampled_render_to_texture (); -static GLboolean _glewInit_GL_EXT_multiview_draw_buffers (); -static GLboolean _glewInit_GL_EXT_paletted_texture (); -static GLboolean _glewInit_GL_EXT_pixel_transform (); -static GLboolean _glewInit_GL_EXT_point_parameters (); -static GLboolean _glewInit_GL_EXT_polygon_offset (); -static GLboolean _glewInit_GL_EXT_polygon_offset_clamp (); -static GLboolean _glewInit_GL_EXT_provoking_vertex (); -static GLboolean _glewInit_GL_EXT_raster_multisample (); -static GLboolean _glewInit_GL_EXT_scene_marker (); -static GLboolean _glewInit_GL_EXT_secondary_color (); -static GLboolean _glewInit_GL_EXT_semaphore (); -static GLboolean _glewInit_GL_EXT_semaphore_fd (); -static GLboolean _glewInit_GL_EXT_semaphore_win32 (); -static GLboolean _glewInit_GL_EXT_separate_shader_objects (); -static GLboolean _glewInit_GL_EXT_shader_image_load_store (); -static GLboolean _glewInit_GL_EXT_shader_pixel_local_storage2 (); -static GLboolean _glewInit_GL_EXT_sparse_texture (); -static GLboolean _glewInit_GL_EXT_stencil_two_side (); -static GLboolean _glewInit_GL_EXT_subtexture (); -static GLboolean _glewInit_GL_EXT_texture3D (); -static GLboolean _glewInit_GL_EXT_texture_array (); -static GLboolean _glewInit_GL_EXT_texture_buffer_object (); -static GLboolean _glewInit_GL_EXT_texture_integer (); -static GLboolean _glewInit_GL_EXT_texture_object (); -static GLboolean _glewInit_GL_EXT_texture_perturb_normal (); -static GLboolean _glewInit_GL_EXT_texture_storage (); -static GLboolean _glewInit_GL_EXT_texture_view (); -static GLboolean _glewInit_GL_EXT_timer_query (); -static GLboolean _glewInit_GL_EXT_transform_feedback (); -static GLboolean _glewInit_GL_EXT_vertex_array (); -static GLboolean _glewInit_GL_EXT_vertex_array_setXXX (); -static GLboolean _glewInit_GL_EXT_vertex_attrib_64bit (); -static GLboolean _glewInit_GL_EXT_vertex_shader (); -static GLboolean _glewInit_GL_EXT_vertex_weighting (); -static GLboolean _glewInit_GL_EXT_win32_keyed_mutex (); -static GLboolean _glewInit_GL_EXT_window_rectangles (); -static GLboolean _glewInit_GL_EXT_x11_sync_object (); -static GLboolean _glewInit_GL_GREMEDY_frame_terminator (); -static GLboolean _glewInit_GL_GREMEDY_string_marker (); -static GLboolean _glewInit_GL_HP_image_transform (); -static GLboolean _glewInit_GL_IBM_multimode_draw_arrays (); -static GLboolean _glewInit_GL_IBM_vertex_array_lists (); -static GLboolean _glewInit_GL_INTEL_map_texture (); -static GLboolean _glewInit_GL_INTEL_parallel_arrays (); -static GLboolean _glewInit_GL_INTEL_performance_query (); -static GLboolean _glewInit_GL_INTEL_texture_scissor (); -static GLboolean _glewInit_GL_KHR_blend_equation_advanced (); -static GLboolean _glewInit_GL_KHR_debug (); -static GLboolean _glewInit_GL_KHR_parallel_shader_compile (); -static GLboolean _glewInit_GL_KHR_robustness (); -static GLboolean _glewInit_GL_KTX_buffer_region (); -static GLboolean _glewInit_GL_MESA_resize_buffers (); -static GLboolean _glewInit_GL_MESA_window_pos (); -static GLboolean _glewInit_GL_NVX_conditional_render (); -static GLboolean _glewInit_GL_NVX_linked_gpu_multicast (); -static GLboolean _glewInit_GL_NV_3dvision_settings (); -static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect (); -static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect_count (); -static GLboolean _glewInit_GL_NV_bindless_texture (); -static GLboolean _glewInit_GL_NV_blend_equation_advanced (); -static GLboolean _glewInit_GL_NV_clip_space_w_scaling (); -static GLboolean _glewInit_GL_NV_command_list (); -static GLboolean _glewInit_GL_NV_conditional_render (); -static GLboolean _glewInit_GL_NV_conservative_raster (); -static GLboolean _glewInit_GL_NV_conservative_raster_dilate (); -static GLboolean _glewInit_GL_NV_conservative_raster_pre_snap_triangles (); -static GLboolean _glewInit_GL_NV_copy_buffer (); -static GLboolean _glewInit_GL_NV_copy_image (); -static GLboolean _glewInit_GL_NV_depth_buffer_float (); -static GLboolean _glewInit_GL_NV_draw_buffers (); -static GLboolean _glewInit_GL_NV_draw_instanced (); -static GLboolean _glewInit_GL_NV_draw_texture (); -static GLboolean _glewInit_GL_NV_draw_vulkan_image (); -static GLboolean _glewInit_GL_NV_evaluators (); -static GLboolean _glewInit_GL_NV_explicit_multisample (); -static GLboolean _glewInit_GL_NV_fence (); -static GLboolean _glewInit_GL_NV_fragment_coverage_to_color (); -static GLboolean _glewInit_GL_NV_fragment_program (); -static GLboolean _glewInit_GL_NV_framebuffer_blit (); -static GLboolean _glewInit_GL_NV_framebuffer_multisample (); -static GLboolean _glewInit_GL_NV_framebuffer_multisample_coverage (); -static GLboolean _glewInit_GL_NV_geometry_program4 (); -static GLboolean _glewInit_GL_NV_gpu_multicast (); -static GLboolean _glewInit_GL_NV_gpu_program4 (); -static GLboolean _glewInit_GL_NV_gpu_shader5 (); -static GLboolean _glewInit_GL_NV_half_float (); -static GLboolean _glewInit_GL_NV_instanced_arrays (); -static GLboolean _glewInit_GL_NV_internalformat_sample_query (); -static GLboolean _glewInit_GL_NV_non_square_matrices (); -static GLboolean _glewInit_GL_NV_occlusion_query (); -static GLboolean _glewInit_GL_NV_parameter_buffer_object (); -static GLboolean _glewInit_GL_NV_path_rendering (); -static GLboolean _glewInit_GL_NV_pixel_data_range (); -static GLboolean _glewInit_GL_NV_point_sprite (); -static GLboolean _glewInit_GL_NV_polygon_mode (); -static GLboolean _glewInit_GL_NV_present_video (); -static GLboolean _glewInit_GL_NV_primitive_restart (); -static GLboolean _glewInit_GL_NV_register_combiners (); -static GLboolean _glewInit_GL_NV_register_combiners2 (); -static GLboolean _glewInit_GL_NV_sample_locations (); -static GLboolean _glewInit_GL_NV_shader_buffer_load (); -static GLboolean _glewInit_GL_NV_texture_array (); -static GLboolean _glewInit_GL_NV_texture_barrier (); -static GLboolean _glewInit_GL_NV_texture_multisample (); -static GLboolean _glewInit_GL_NV_transform_feedback (); -static GLboolean _glewInit_GL_NV_transform_feedback2 (); -static GLboolean _glewInit_GL_NV_vdpau_interop (); -static GLboolean _glewInit_GL_NV_vertex_array_range (); -static GLboolean _glewInit_GL_NV_vertex_attrib_integer_64bit (); -static GLboolean _glewInit_GL_NV_vertex_buffer_unified_memory (); -static GLboolean _glewInit_GL_NV_vertex_program (); -static GLboolean _glewInit_GL_NV_video_capture (); -static GLboolean _glewInit_GL_NV_viewport_array (); -static GLboolean _glewInit_GL_NV_viewport_swizzle (); -static GLboolean _glewInit_GL_OVR_multiview (); -static GLboolean _glewInit_GL_OVR_multiview_multisampled_render_to_texture (); -static GLboolean _glewInit_GL_QCOM_alpha_test (); -static GLboolean _glewInit_GL_QCOM_driver_control (); -static GLboolean _glewInit_GL_QCOM_extended_get (); -static GLboolean _glewInit_GL_QCOM_extended_get2 (); -static GLboolean _glewInit_GL_QCOM_framebuffer_foveated (); -static GLboolean _glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent (); -static GLboolean _glewInit_GL_QCOM_tiled_rendering (); -static GLboolean _glewInit_GL_REGAL_ES1_0_compatibility (); -static GLboolean _glewInit_GL_REGAL_ES1_1_compatibility (); -static GLboolean _glewInit_GL_REGAL_error_string (); -static GLboolean _glewInit_GL_REGAL_extension_query (); -static GLboolean _glewInit_GL_REGAL_log (); -static GLboolean _glewInit_GL_REGAL_proc_address (); -static GLboolean _glewInit_GL_SGIS_detail_texture (); -static GLboolean _glewInit_GL_SGIS_fog_function (); -static GLboolean _glewInit_GL_SGIS_multisample (); -static GLboolean _glewInit_GL_SGIS_multitexture (); -static GLboolean _glewInit_GL_SGIS_shared_multisample (); -static GLboolean _glewInit_GL_SGIS_sharpen_texture (); -static GLboolean _glewInit_GL_SGIS_texture4D (); -static GLboolean _glewInit_GL_SGIS_texture_filter4 (); -static GLboolean _glewInit_GL_SGIX_async (); -static GLboolean _glewInit_GL_SGIX_datapipe (); -static GLboolean _glewInit_GL_SGIX_flush_raster (); -static GLboolean _glewInit_GL_SGIX_fog_layers (); -static GLboolean _glewInit_GL_SGIX_fog_texture (); -static GLboolean _glewInit_GL_SGIX_fragment_specular_lighting (); -static GLboolean _glewInit_GL_SGIX_framezoom (); -static GLboolean _glewInit_GL_SGIX_igloo_interface (); -static GLboolean _glewInit_GL_SGIX_mpeg1 (); -static GLboolean _glewInit_GL_SGIX_nonlinear_lighting_pervertex (); -static GLboolean _glewInit_GL_SGIX_pixel_texture (); -static GLboolean _glewInit_GL_SGIX_polynomial_ffd (); -static GLboolean _glewInit_GL_SGIX_quad_mesh (); -static GLboolean _glewInit_GL_SGIX_reference_plane (); -static GLboolean _glewInit_GL_SGIX_sprite (); -static GLboolean _glewInit_GL_SGIX_tag_sample_buffer (); -static GLboolean _glewInit_GL_SGIX_vector_ops (); -static GLboolean _glewInit_GL_SGIX_vertex_array_object (); -static GLboolean _glewInit_GL_SGI_color_table (); -static GLboolean _glewInit_GL_SGI_fft (); -static GLboolean _glewInit_GL_SUNX_constant_data (); -static GLboolean _glewInit_GL_SUN_global_alpha (); -static GLboolean _glewInit_GL_SUN_read_video_pixels (); -static GLboolean _glewInit_GL_SUN_triangle_list (); -static GLboolean _glewInit_GL_SUN_vertex (); -static GLboolean _glewInit_GL_WIN_swap_hint (); - -#ifdef GL_VERSION_1_2 - -static GLboolean _glewInit_GL_VERSION_1_2 () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3D")) == NULL) || r; - r = ((glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElements")) == NULL) || r; - r = ((glTexImage3D = (PFNGLTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexImage3D")) == NULL) || r; - r = ((glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3D")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_1_2 */ - -#ifdef GL_VERSION_1_3 - -static GLboolean _glewInit_GL_VERSION_1_3 () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveTexture = (PFNGLACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glActiveTexture")) == NULL) || r; - r = ((glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTexture")) == NULL) || r; - r = ((glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1D")) == NULL) || r; - r = ((glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2D")) == NULL) || r; - r = ((glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3D")) == NULL) || r; - r = ((glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1D")) == NULL) || r; - r = ((glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2D")) == NULL) || r; - r = ((glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3D")) == NULL) || r; - r = ((glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImage")) == NULL) || r; - r = ((glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixd")) == NULL) || r; - r = ((glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixf")) == NULL) || r; - r = ((glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixd")) == NULL) || r; - r = ((glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixf")) == NULL) || r; - r = ((glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1d")) == NULL) || r; - r = ((glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dv")) == NULL) || r; - r = ((glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1f")) == NULL) || r; - r = ((glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fv")) == NULL) || r; - r = ((glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1i")) == NULL) || r; - r = ((glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iv")) == NULL) || r; - r = ((glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1s")) == NULL) || r; - r = ((glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sv")) == NULL) || r; - r = ((glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2d")) == NULL) || r; - r = ((glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dv")) == NULL) || r; - r = ((glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2f")) == NULL) || r; - r = ((glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fv")) == NULL) || r; - r = ((glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2i")) == NULL) || r; - r = ((glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iv")) == NULL) || r; - r = ((glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2s")) == NULL) || r; - r = ((glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sv")) == NULL) || r; - r = ((glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3d")) == NULL) || r; - r = ((glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dv")) == NULL) || r; - r = ((glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3f")) == NULL) || r; - r = ((glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fv")) == NULL) || r; - r = ((glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3i")) == NULL) || r; - r = ((glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iv")) == NULL) || r; - r = ((glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3s")) == NULL) || r; - r = ((glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sv")) == NULL) || r; - r = ((glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4d")) == NULL) || r; - r = ((glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dv")) == NULL) || r; - r = ((glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4f")) == NULL) || r; - r = ((glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fv")) == NULL) || r; - r = ((glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4i")) == NULL) || r; - r = ((glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iv")) == NULL) || r; - r = ((glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4s")) == NULL) || r; - r = ((glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sv")) == NULL) || r; - r = ((glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverage")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_1_3 */ - -#ifdef GL_VERSION_1_4 - -static GLboolean _glewInit_GL_VERSION_1_4 () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendColor = (PFNGLBLENDCOLORPROC)glewGetProcAddress((const GLubyte*)"glBlendColor")) == NULL) || r; - r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r; - r = ((glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparate")) == NULL) || r; - r = ((glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointer")) == NULL) || r; - r = ((glFogCoordd = (PFNGLFOGCOORDDPROC)glewGetProcAddress((const GLubyte*)"glFogCoordd")) == NULL) || r; - r = ((glFogCoorddv = (PFNGLFOGCOORDDVPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddv")) == NULL) || r; - r = ((glFogCoordf = (PFNGLFOGCOORDFPROC)glewGetProcAddress((const GLubyte*)"glFogCoordf")) == NULL) || r; - r = ((glFogCoordfv = (PFNGLFOGCOORDFVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfv")) == NULL) || r; - r = ((glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArrays")) == NULL) || r; - r = ((glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElements")) == NULL) || r; - r = ((glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glPointParameterf")) == NULL) || r; - r = ((glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfv")) == NULL) || r; - r = ((glPointParameteri = (PFNGLPOINTPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPointParameteri")) == NULL) || r; - r = ((glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriv")) == NULL) || r; - r = ((glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3b")) == NULL) || r; - r = ((glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bv")) == NULL) || r; - r = ((glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3d")) == NULL) || r; - r = ((glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dv")) == NULL) || r; - r = ((glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3f")) == NULL) || r; - r = ((glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fv")) == NULL) || r; - r = ((glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3i")) == NULL) || r; - r = ((glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iv")) == NULL) || r; - r = ((glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3s")) == NULL) || r; - r = ((glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sv")) == NULL) || r; - r = ((glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ub")) == NULL) || r; - r = ((glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubv")) == NULL) || r; - r = ((glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ui")) == NULL) || r; - r = ((glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiv")) == NULL) || r; - r = ((glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3us")) == NULL) || r; - r = ((glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usv")) == NULL) || r; - r = ((glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointer")) == NULL) || r; - r = ((glWindowPos2d = (PFNGLWINDOWPOS2DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2d")) == NULL) || r; - r = ((glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dv")) == NULL) || r; - r = ((glWindowPos2f = (PFNGLWINDOWPOS2FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2f")) == NULL) || r; - r = ((glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fv")) == NULL) || r; - r = ((glWindowPos2i = (PFNGLWINDOWPOS2IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2i")) == NULL) || r; - r = ((glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iv")) == NULL) || r; - r = ((glWindowPos2s = (PFNGLWINDOWPOS2SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2s")) == NULL) || r; - r = ((glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sv")) == NULL) || r; - r = ((glWindowPos3d = (PFNGLWINDOWPOS3DPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3d")) == NULL) || r; - r = ((glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dv")) == NULL) || r; - r = ((glWindowPos3f = (PFNGLWINDOWPOS3FPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3f")) == NULL) || r; - r = ((glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fv")) == NULL) || r; - r = ((glWindowPos3i = (PFNGLWINDOWPOS3IPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3i")) == NULL) || r; - r = ((glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iv")) == NULL) || r; - r = ((glWindowPos3s = (PFNGLWINDOWPOS3SPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3s")) == NULL) || r; - r = ((glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sv")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_1_4 */ - -#ifdef GL_VERSION_1_5 - -static GLboolean _glewInit_GL_VERSION_1_5 () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginQuery = (PFNGLBEGINQUERYPROC)glewGetProcAddress((const GLubyte*)"glBeginQuery")) == NULL) || r; - r = ((glBindBuffer = (PFNGLBINDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindBuffer")) == NULL) || r; - r = ((glBufferData = (PFNGLBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferData")) == NULL) || r; - r = ((glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glBufferSubData")) == NULL) || r; - r = ((glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffers")) == NULL) || r; - r = ((glDeleteQueries = (PFNGLDELETEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueries")) == NULL) || r; - r = ((glEndQuery = (PFNGLENDQUERYPROC)glewGetProcAddress((const GLubyte*)"glEndQuery")) == NULL) || r; - r = ((glGenBuffers = (PFNGLGENBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenBuffers")) == NULL) || r; - r = ((glGenQueries = (PFNGLGENQUERIESPROC)glewGetProcAddress((const GLubyte*)"glGenQueries")) == NULL) || r; - r = ((glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteriv")) == NULL) || r; - r = ((glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointerv")) == NULL) || r; - r = ((glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubData")) == NULL) || r; - r = ((glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectiv")) == NULL) || r; - r = ((glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuiv")) == NULL) || r; - r = ((glGetQueryiv = (PFNGLGETQUERYIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryiv")) == NULL) || r; - r = ((glIsBuffer = (PFNGLISBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsBuffer")) == NULL) || r; - r = ((glIsQuery = (PFNGLISQUERYPROC)glewGetProcAddress((const GLubyte*)"glIsQuery")) == NULL) || r; - r = ((glMapBuffer = (PFNGLMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapBuffer")) == NULL) || r; - r = ((glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapBuffer")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_1_5 */ - -#ifdef GL_VERSION_2_0 - -static GLboolean _glewInit_GL_VERSION_2_0 () -{ - GLboolean r = GL_FALSE; - - r = ((glAttachShader = (PFNGLATTACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glAttachShader")) == NULL) || r; - r = ((glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocation")) == NULL) || r; - r = ((glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparate")) == NULL) || r; - r = ((glCompileShader = (PFNGLCOMPILESHADERPROC)glewGetProcAddress((const GLubyte*)"glCompileShader")) == NULL) || r; - r = ((glCreateProgram = (PFNGLCREATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glCreateProgram")) == NULL) || r; - r = ((glCreateShader = (PFNGLCREATESHADERPROC)glewGetProcAddress((const GLubyte*)"glCreateShader")) == NULL) || r; - r = ((glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgram")) == NULL) || r; - r = ((glDeleteShader = (PFNGLDELETESHADERPROC)glewGetProcAddress((const GLubyte*)"glDeleteShader")) == NULL) || r; - r = ((glDetachShader = (PFNGLDETACHSHADERPROC)glewGetProcAddress((const GLubyte*)"glDetachShader")) == NULL) || r; - r = ((glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArray")) == NULL) || r; - r = ((glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffers")) == NULL) || r; - r = ((glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArray")) == NULL) || r; - r = ((glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttrib")) == NULL) || r; - r = ((glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniform")) == NULL) || r; - r = ((glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedShaders")) == NULL) || r; - r = ((glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocation")) == NULL) || r; - r = ((glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInfoLog")) == NULL) || r; - r = ((glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramiv")) == NULL) || r; - r = ((glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetShaderInfoLog")) == NULL) || r; - r = ((glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSource")) == NULL) || r; - r = ((glGetShaderiv = (PFNGLGETSHADERIVPROC)glewGetProcAddress((const GLubyte*)"glGetShaderiv")) == NULL) || r; - r = ((glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocation")) == NULL) || r; - r = ((glGetUniformfv = (PFNGLGETUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfv")) == NULL) || r; - r = ((glGetUniformiv = (PFNGLGETUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformiv")) == NULL) || r; - r = ((glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointerv")) == NULL) || r; - r = ((glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdv")) == NULL) || r; - r = ((glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfv")) == NULL) || r; - r = ((glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribiv")) == NULL) || r; - r = ((glIsProgram = (PFNGLISPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glIsProgram")) == NULL) || r; - r = ((glIsShader = (PFNGLISSHADERPROC)glewGetProcAddress((const GLubyte*)"glIsShader")) == NULL) || r; - r = ((glLinkProgram = (PFNGLLINKPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glLinkProgram")) == NULL) || r; - r = ((glShaderSource = (PFNGLSHADERSOURCEPROC)glewGetProcAddress((const GLubyte*)"glShaderSource")) == NULL) || r; - r = ((glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparate")) == NULL) || r; - r = ((glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilMaskSeparate")) == NULL) || r; - r = ((glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparate")) == NULL) || r; - r = ((glUniform1f = (PFNGLUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glUniform1f")) == NULL) || r; - r = ((glUniform1fv = (PFNGLUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glUniform1fv")) == NULL) || r; - r = ((glUniform1i = (PFNGLUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glUniform1i")) == NULL) || r; - r = ((glUniform1iv = (PFNGLUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glUniform1iv")) == NULL) || r; - r = ((glUniform2f = (PFNGLUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glUniform2f")) == NULL) || r; - r = ((glUniform2fv = (PFNGLUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glUniform2fv")) == NULL) || r; - r = ((glUniform2i = (PFNGLUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glUniform2i")) == NULL) || r; - r = ((glUniform2iv = (PFNGLUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glUniform2iv")) == NULL) || r; - r = ((glUniform3f = (PFNGLUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glUniform3f")) == NULL) || r; - r = ((glUniform3fv = (PFNGLUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glUniform3fv")) == NULL) || r; - r = ((glUniform3i = (PFNGLUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glUniform3i")) == NULL) || r; - r = ((glUniform3iv = (PFNGLUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glUniform3iv")) == NULL) || r; - r = ((glUniform4f = (PFNGLUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glUniform4f")) == NULL) || r; - r = ((glUniform4fv = (PFNGLUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glUniform4fv")) == NULL) || r; - r = ((glUniform4i = (PFNGLUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glUniform4i")) == NULL) || r; - r = ((glUniform4iv = (PFNGLUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glUniform4iv")) == NULL) || r; - r = ((glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fv")) == NULL) || r; - r = ((glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fv")) == NULL) || r; - r = ((glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fv")) == NULL) || r; - r = ((glUseProgram = (PFNGLUSEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glUseProgram")) == NULL) || r; - r = ((glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glValidateProgram")) == NULL) || r; - r = ((glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1d")) == NULL) || r; - r = ((glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dv")) == NULL) || r; - r = ((glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1f")) == NULL) || r; - r = ((glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fv")) == NULL) || r; - r = ((glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1s")) == NULL) || r; - r = ((glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sv")) == NULL) || r; - r = ((glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2d")) == NULL) || r; - r = ((glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dv")) == NULL) || r; - r = ((glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2f")) == NULL) || r; - r = ((glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fv")) == NULL) || r; - r = ((glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2s")) == NULL) || r; - r = ((glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sv")) == NULL) || r; - r = ((glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3d")) == NULL) || r; - r = ((glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dv")) == NULL) || r; - r = ((glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3f")) == NULL) || r; - r = ((glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fv")) == NULL) || r; - r = ((glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3s")) == NULL) || r; - r = ((glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sv")) == NULL) || r; - r = ((glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nbv")) == NULL) || r; - r = ((glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Niv")) == NULL) || r; - r = ((glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nsv")) == NULL) || r; - r = ((glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nub")) == NULL) || r; - r = ((glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nubv")) == NULL) || r; - r = ((glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nuiv")) == NULL) || r; - r = ((glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4Nusv")) == NULL) || r; - r = ((glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bv")) == NULL) || r; - r = ((glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4d")) == NULL) || r; - r = ((glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dv")) == NULL) || r; - r = ((glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4f")) == NULL) || r; - r = ((glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fv")) == NULL) || r; - r = ((glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4iv")) == NULL) || r; - r = ((glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4s")) == NULL) || r; - r = ((glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sv")) == NULL) || r; - r = ((glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubv")) == NULL) || r; - r = ((glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uiv")) == NULL) || r; - r = ((glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usv")) == NULL) || r; - r = ((glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointer")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_2_0 */ - -#ifdef GL_VERSION_2_1 - -static GLboolean _glewInit_GL_VERSION_2_1 () -{ - GLboolean r = GL_FALSE; - - r = ((glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3fv")) == NULL) || r; - r = ((glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4fv")) == NULL) || r; - r = ((glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2fv")) == NULL) || r; - r = ((glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4fv")) == NULL) || r; - r = ((glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2fv")) == NULL) || r; - r = ((glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3fv")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_2_1 */ - -#ifdef GL_VERSION_3_0 - -static GLboolean _glewInit_GL_VERSION_3_0 () -{ - GLboolean r = GL_FALSE; - - r = _glewInit_GL_ARB_framebuffer_object() || r; - r = _glewInit_GL_ARB_map_buffer_range() || r; - r = _glewInit_GL_ARB_uniform_buffer_object() || r; - r = _glewInit_GL_ARB_vertex_array_object() || r; - - r = ((glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRender")) == NULL) || r; - r = ((glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedback")) == NULL) || r; - r = ((glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocation")) == NULL) || r; - r = ((glClampColor = (PFNGLCLAMPCOLORPROC)glewGetProcAddress((const GLubyte*)"glClampColor")) == NULL) || r; - r = ((glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfi")) == NULL) || r; - r = ((glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferfv")) == NULL) || r; - r = ((glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferiv")) == NULL) || r; - r = ((glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearBufferuiv")) == NULL) || r; - r = ((glColorMaski = (PFNGLCOLORMASKIPROC)glewGetProcAddress((const GLubyte*)"glColorMaski")) == NULL) || r; - r = ((glDisablei = (PFNGLDISABLEIPROC)glewGetProcAddress((const GLubyte*)"glDisablei")) == NULL) || r; - r = ((glEnablei = (PFNGLENABLEIPROC)glewGetProcAddress((const GLubyte*)"glEnablei")) == NULL) || r; - r = ((glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRender")) == NULL) || r; - r = ((glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedback")) == NULL) || r; - r = ((glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)glewGetProcAddress((const GLubyte*)"glGetBooleani_v")) == NULL) || r; - r = ((glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocation")) == NULL) || r; - r = ((glGetStringi = (PFNGLGETSTRINGIPROC)glewGetProcAddress((const GLubyte*)"glGetStringi")) == NULL) || r; - r = ((glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIiv")) == NULL) || r; - r = ((glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuiv")) == NULL) || r; - r = ((glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVarying")) == NULL) || r; - r = ((glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuiv")) == NULL) || r; - r = ((glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIiv")) == NULL) || r; - r = ((glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuiv")) == NULL) || r; - r = ((glIsEnabledi = (PFNGLISENABLEDIPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledi")) == NULL) || r; - r = ((glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIiv")) == NULL) || r; - r = ((glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuiv")) == NULL) || r; - r = ((glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryings")) == NULL) || r; - r = ((glUniform1ui = (PFNGLUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui")) == NULL) || r; - r = ((glUniform1uiv = (PFNGLUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiv")) == NULL) || r; - r = ((glUniform2ui = (PFNGLUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui")) == NULL) || r; - r = ((glUniform2uiv = (PFNGLUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiv")) == NULL) || r; - r = ((glUniform3ui = (PFNGLUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui")) == NULL) || r; - r = ((glUniform3uiv = (PFNGLUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiv")) == NULL) || r; - r = ((glUniform4ui = (PFNGLUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui")) == NULL) || r; - r = ((glUniform4uiv = (PFNGLUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiv")) == NULL) || r; - r = ((glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1i")) == NULL) || r; - r = ((glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iv")) == NULL) || r; - r = ((glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ui")) == NULL) || r; - r = ((glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiv")) == NULL) || r; - r = ((glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2i")) == NULL) || r; - r = ((glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iv")) == NULL) || r; - r = ((glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ui")) == NULL) || r; - r = ((glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiv")) == NULL) || r; - r = ((glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3i")) == NULL) || r; - r = ((glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iv")) == NULL) || r; - r = ((glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ui")) == NULL) || r; - r = ((glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiv")) == NULL) || r; - r = ((glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bv")) == NULL) || r; - r = ((glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4i")) == NULL) || r; - r = ((glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iv")) == NULL) || r; - r = ((glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4sv")) == NULL) || r; - r = ((glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubv")) == NULL) || r; - r = ((glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ui")) == NULL) || r; - r = ((glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiv")) == NULL) || r; - r = ((glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usv")) == NULL) || r; - r = ((glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointer")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_3_0 */ - -#ifdef GL_VERSION_3_1 - -static GLboolean _glewInit_GL_VERSION_3_1 () -{ - GLboolean r = GL_FALSE; - - r = _glewInit_GL_ARB_copy_buffer() || r; - - r = ((glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstanced")) == NULL) || r; - r = ((glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstanced")) == NULL) || r; - r = ((glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndex")) == NULL) || r; - r = ((glTexBuffer = (PFNGLTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTexBuffer")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_3_1 */ - -#ifdef GL_VERSION_3_2 - -static GLboolean _glewInit_GL_VERSION_3_2 () -{ - GLboolean r = GL_FALSE; - - r = _glewInit_GL_ARB_draw_elements_base_vertex() || r; - r = _glewInit_GL_ARB_provoking_vertex() || r; - r = _glewInit_GL_ARB_sync() || r; - r = _glewInit_GL_ARB_texture_multisample() || r; - - r = ((glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture")) == NULL) || r; - r = ((glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameteri64v")) == NULL) || r; - r = ((glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64i_v")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_3_2 */ - -#ifdef GL_VERSION_3_3 - -static GLboolean _glewInit_GL_VERSION_3_3 () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisor")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_3_3 */ - -#ifdef GL_VERSION_4_0 - -static GLboolean _glewInit_GL_VERSION_4_0 () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparatei")) == NULL) || r; - r = ((glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationi")) == NULL) || r; - r = ((glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparatei")) == NULL) || r; - r = ((glBlendFunci = (PFNGLBLENDFUNCIPROC)glewGetProcAddress((const GLubyte*)"glBlendFunci")) == NULL) || r; - r = ((glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShading")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_4_0 */ - -#ifdef GL_VERSION_4_5 - -static GLboolean _glewInit_GL_VERSION_4_5 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatus")) == NULL) || r; - r = ((glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImage")) == NULL) || r; - r = ((glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImage")) == NULL) || r; - r = ((glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdv")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_4_5 */ - -#ifdef GL_VERSION_4_6 - -static GLboolean _glewInit_GL_VERSION_4_6 () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectCount")) == NULL) || r; - r = ((glMultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectCount")) == NULL) || r; - r = ((glSpecializeShader = (PFNGLSPECIALIZESHADERPROC)glewGetProcAddress((const GLubyte*)"glSpecializeShader")) == NULL) || r; - - return r; -} - -#endif /* GL_VERSION_4_6 */ - -#ifdef GL_3DFX_tbuffer - -static GLboolean _glewInit_GL_3DFX_tbuffer () -{ - GLboolean r = GL_FALSE; - - r = ((glTbufferMask3DFX = (PFNGLTBUFFERMASK3DFXPROC)glewGetProcAddress((const GLubyte*)"glTbufferMask3DFX")) == NULL) || r; - - return r; -} - -#endif /* GL_3DFX_tbuffer */ - -#ifdef GL_AMD_debug_output - -static GLboolean _glewInit_GL_AMD_debug_output () -{ - GLboolean r = GL_FALSE; - - r = ((glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackAMD")) == NULL) || r; - r = ((glDebugMessageEnableAMD = (PFNGLDEBUGMESSAGEENABLEAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageEnableAMD")) == NULL) || r; - r = ((glDebugMessageInsertAMD = (PFNGLDEBUGMESSAGEINSERTAMDPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertAMD")) == NULL) || r; - r = ((glGetDebugMessageLogAMD = (PFNGLGETDEBUGMESSAGELOGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_debug_output */ - -#ifdef GL_AMD_draw_buffers_blend - -static GLboolean _glewInit_GL_AMD_draw_buffers_blend () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationIndexedAMD = (PFNGLBLENDEQUATIONINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationIndexedAMD")) == NULL) || r; - r = ((glBlendEquationSeparateIndexedAMD = (PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateIndexedAMD")) == NULL) || r; - r = ((glBlendFuncIndexedAMD = (PFNGLBLENDFUNCINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncIndexedAMD")) == NULL) || r; - r = ((glBlendFuncSeparateIndexedAMD = (PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateIndexedAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_draw_buffers_blend */ - -#ifdef GL_AMD_framebuffer_sample_positions - -static GLboolean _glewInit_GL_AMD_framebuffer_sample_positions () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferSamplePositionsfvAMD = (PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSamplePositionsfvAMD")) == NULL) || r; - r = ((glGetFramebufferParameterfvAMD = (PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameterfvAMD")) == NULL) || r; - r = ((glGetNamedFramebufferParameterfvAMD = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameterfvAMD")) == NULL) || r; - r = ((glNamedFramebufferSamplePositionsfvAMD = (PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSamplePositionsfvAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_framebuffer_sample_positions */ - -#ifdef GL_AMD_interleaved_elements - -static GLboolean _glewInit_GL_AMD_interleaved_elements () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexAttribParameteriAMD = (PFNGLVERTEXATTRIBPARAMETERIAMDPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribParameteriAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_interleaved_elements */ - -#ifdef GL_AMD_multi_draw_indirect - -static GLboolean _glewInit_GL_AMD_multi_draw_indirect () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectAMD")) == NULL) || r; - r = ((glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_multi_draw_indirect */ - -#ifdef GL_AMD_name_gen_delete - -static GLboolean _glewInit_GL_AMD_name_gen_delete () -{ - GLboolean r = GL_FALSE; - - r = ((glDeleteNamesAMD = (PFNGLDELETENAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamesAMD")) == NULL) || r; - r = ((glGenNamesAMD = (PFNGLGENNAMESAMDPROC)glewGetProcAddress((const GLubyte*)"glGenNamesAMD")) == NULL) || r; - r = ((glIsNameAMD = (PFNGLISNAMEAMDPROC)glewGetProcAddress((const GLubyte*)"glIsNameAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_name_gen_delete */ - -#ifdef GL_AMD_occlusion_query_event - -static GLboolean _glewInit_GL_AMD_occlusion_query_event () -{ - GLboolean r = GL_FALSE; - - r = ((glQueryObjectParameteruiAMD = (PFNGLQUERYOBJECTPARAMETERUIAMDPROC)glewGetProcAddress((const GLubyte*)"glQueryObjectParameteruiAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_occlusion_query_event */ - -#ifdef GL_AMD_performance_monitor - -static GLboolean _glewInit_GL_AMD_performance_monitor () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginPerfMonitorAMD = (PFNGLBEGINPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfMonitorAMD")) == NULL) || r; - r = ((glDeletePerfMonitorsAMD = (PFNGLDELETEPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfMonitorsAMD")) == NULL) || r; - r = ((glEndPerfMonitorAMD = (PFNGLENDPERFMONITORAMDPROC)glewGetProcAddress((const GLubyte*)"glEndPerfMonitorAMD")) == NULL) || r; - r = ((glGenPerfMonitorsAMD = (PFNGLGENPERFMONITORSAMDPROC)glewGetProcAddress((const GLubyte*)"glGenPerfMonitorsAMD")) == NULL) || r; - r = ((glGetPerfMonitorCounterDataAMD = (PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterDataAMD")) == NULL) || r; - r = ((glGetPerfMonitorCounterInfoAMD = (PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterInfoAMD")) == NULL) || r; - r = ((glGetPerfMonitorCounterStringAMD = (PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCounterStringAMD")) == NULL) || r; - r = ((glGetPerfMonitorCountersAMD = (PFNGLGETPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorCountersAMD")) == NULL) || r; - r = ((glGetPerfMonitorGroupStringAMD = (PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupStringAMD")) == NULL) || r; - r = ((glGetPerfMonitorGroupsAMD = (PFNGLGETPERFMONITORGROUPSAMDPROC)glewGetProcAddress((const GLubyte*)"glGetPerfMonitorGroupsAMD")) == NULL) || r; - r = ((glSelectPerfMonitorCountersAMD = (PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)glewGetProcAddress((const GLubyte*)"glSelectPerfMonitorCountersAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_performance_monitor */ - -#ifdef GL_AMD_sample_positions - -static GLboolean _glewInit_GL_AMD_sample_positions () -{ - GLboolean r = GL_FALSE; - - r = ((glSetMultisamplefvAMD = (PFNGLSETMULTISAMPLEFVAMDPROC)glewGetProcAddress((const GLubyte*)"glSetMultisamplefvAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_sample_positions */ - -#ifdef GL_AMD_sparse_texture - -static GLboolean _glewInit_GL_AMD_sparse_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glTexStorageSparseAMD = (PFNGLTEXSTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTexStorageSparseAMD")) == NULL) || r; - r = ((glTextureStorageSparseAMD = (PFNGLTEXTURESTORAGESPARSEAMDPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageSparseAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_sparse_texture */ - -#ifdef GL_AMD_stencil_operation_extended - -static GLboolean _glewInit_GL_AMD_stencil_operation_extended () -{ - GLboolean r = GL_FALSE; - - r = ((glStencilOpValueAMD = (PFNGLSTENCILOPVALUEAMDPROC)glewGetProcAddress((const GLubyte*)"glStencilOpValueAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_stencil_operation_extended */ - -#ifdef GL_AMD_vertex_shader_tessellator - -static GLboolean _glewInit_GL_AMD_vertex_shader_tessellator () -{ - GLboolean r = GL_FALSE; - - r = ((glTessellationFactorAMD = (PFNGLTESSELLATIONFACTORAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationFactorAMD")) == NULL) || r; - r = ((glTessellationModeAMD = (PFNGLTESSELLATIONMODEAMDPROC)glewGetProcAddress((const GLubyte*)"glTessellationModeAMD")) == NULL) || r; - - return r; -} - -#endif /* GL_AMD_vertex_shader_tessellator */ - -#ifdef GL_ANGLE_framebuffer_blit - -static GLboolean _glewInit_GL_ANGLE_framebuffer_blit () -{ - GLboolean r = GL_FALSE; - - r = ((glBlitFramebufferANGLE = (PFNGLBLITFRAMEBUFFERANGLEPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferANGLE")) == NULL) || r; - - return r; -} - -#endif /* GL_ANGLE_framebuffer_blit */ - -#ifdef GL_ANGLE_framebuffer_multisample - -static GLboolean _glewInit_GL_ANGLE_framebuffer_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glRenderbufferStorageMultisampleANGLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleANGLE")) == NULL) || r; - - return r; -} - -#endif /* GL_ANGLE_framebuffer_multisample */ - -#ifdef GL_ANGLE_instanced_arrays - -static GLboolean _glewInit_GL_ANGLE_instanced_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedANGLE")) == NULL) || r; - r = ((glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedANGLE")) == NULL) || r; - r = ((glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorANGLE")) == NULL) || r; - - return r; -} - -#endif /* GL_ANGLE_instanced_arrays */ - -#ifdef GL_ANGLE_timer_query - -static GLboolean _glewInit_GL_ANGLE_timer_query () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginQueryANGLE = (PFNGLBEGINQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryANGLE")) == NULL) || r; - r = ((glDeleteQueriesANGLE = (PFNGLDELETEQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesANGLE")) == NULL) || r; - r = ((glEndQueryANGLE = (PFNGLENDQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glEndQueryANGLE")) == NULL) || r; - r = ((glGenQueriesANGLE = (PFNGLGENQUERIESANGLEPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesANGLE")) == NULL) || r; - r = ((glGetQueryObjecti64vANGLE = (PFNGLGETQUERYOBJECTI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vANGLE")) == NULL) || r; - r = ((glGetQueryObjectivANGLE = (PFNGLGETQUERYOBJECTIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivANGLE")) == NULL) || r; - r = ((glGetQueryObjectui64vANGLE = (PFNGLGETQUERYOBJECTUI64VANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vANGLE")) == NULL) || r; - r = ((glGetQueryObjectuivANGLE = (PFNGLGETQUERYOBJECTUIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivANGLE")) == NULL) || r; - r = ((glGetQueryivANGLE = (PFNGLGETQUERYIVANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivANGLE")) == NULL) || r; - r = ((glIsQueryANGLE = (PFNGLISQUERYANGLEPROC)glewGetProcAddress((const GLubyte*)"glIsQueryANGLE")) == NULL) || r; - r = ((glQueryCounterANGLE = (PFNGLQUERYCOUNTERANGLEPROC)glewGetProcAddress((const GLubyte*)"glQueryCounterANGLE")) == NULL) || r; - - return r; -} - -#endif /* GL_ANGLE_timer_query */ - -#ifdef GL_ANGLE_translated_shader_source - -static GLboolean _glewInit_GL_ANGLE_translated_shader_source () -{ - GLboolean r = GL_FALSE; - - r = ((glGetTranslatedShaderSourceANGLE = (PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)glewGetProcAddress((const GLubyte*)"glGetTranslatedShaderSourceANGLE")) == NULL) || r; - - return r; -} - -#endif /* GL_ANGLE_translated_shader_source */ - -#ifdef GL_APPLE_copy_texture_levels - -static GLboolean _glewInit_GL_APPLE_copy_texture_levels () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyTextureLevelsAPPLE = (PFNGLCOPYTEXTURELEVELSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureLevelsAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_copy_texture_levels */ - -#ifdef GL_APPLE_element_array - -static GLboolean _glewInit_GL_APPLE_element_array () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawElementArrayAPPLE = (PFNGLDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayAPPLE")) == NULL) || r; - r = ((glDrawRangeElementArrayAPPLE = (PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayAPPLE")) == NULL) || r; - r = ((glElementPointerAPPLE = (PFNGLELEMENTPOINTERAPPLEPROC)glewGetProcAddress((const GLubyte*)"glElementPointerAPPLE")) == NULL) || r; - r = ((glMultiDrawElementArrayAPPLE = (PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementArrayAPPLE")) == NULL) || r; - r = ((glMultiDrawRangeElementArrayAPPLE = (PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawRangeElementArrayAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_element_array */ - -#ifdef GL_APPLE_fence - -static GLboolean _glewInit_GL_APPLE_fence () -{ - GLboolean r = GL_FALSE; - - r = ((glDeleteFencesAPPLE = (PFNGLDELETEFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesAPPLE")) == NULL) || r; - r = ((glFinishFenceAPPLE = (PFNGLFINISHFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceAPPLE")) == NULL) || r; - r = ((glFinishObjectAPPLE = (PFNGLFINISHOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFinishObjectAPPLE")) == NULL) || r; - r = ((glGenFencesAPPLE = (PFNGLGENFENCESAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenFencesAPPLE")) == NULL) || r; - r = ((glIsFenceAPPLE = (PFNGLISFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsFenceAPPLE")) == NULL) || r; - r = ((glSetFenceAPPLE = (PFNGLSETFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glSetFenceAPPLE")) == NULL) || r; - r = ((glTestFenceAPPLE = (PFNGLTESTFENCEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestFenceAPPLE")) == NULL) || r; - r = ((glTestObjectAPPLE = (PFNGLTESTOBJECTAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTestObjectAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_fence */ - -#ifdef GL_APPLE_flush_buffer_range - -static GLboolean _glewInit_GL_APPLE_flush_buffer_range () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferParameteriAPPLE = (PFNGLBUFFERPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBufferParameteriAPPLE")) == NULL) || r; - r = ((glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRangeAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_flush_buffer_range */ - -#ifdef GL_APPLE_framebuffer_multisample - -static GLboolean _glewInit_GL_APPLE_framebuffer_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glRenderbufferStorageMultisampleAPPLE = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleAPPLE")) == NULL) || r; - r = ((glResolveMultisampleFramebufferAPPLE = (PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC)glewGetProcAddress((const GLubyte*)"glResolveMultisampleFramebufferAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_framebuffer_multisample */ - -#ifdef GL_APPLE_object_purgeable - -static GLboolean _glewInit_GL_APPLE_object_purgeable () -{ - GLboolean r = GL_FALSE; - - r = ((glGetObjectParameterivAPPLE = (PFNGLGETOBJECTPARAMETERIVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivAPPLE")) == NULL) || r; - r = ((glObjectPurgeableAPPLE = (PFNGLOBJECTPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectPurgeableAPPLE")) == NULL) || r; - r = ((glObjectUnpurgeableAPPLE = (PFNGLOBJECTUNPURGEABLEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glObjectUnpurgeableAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_object_purgeable */ - -#ifdef GL_APPLE_sync - -static GLboolean _glewInit_GL_APPLE_sync () -{ - GLboolean r = GL_FALSE; - - r = ((glClientWaitSyncAPPLE = (PFNGLCLIENTWAITSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glClientWaitSyncAPPLE")) == NULL) || r; - r = ((glDeleteSyncAPPLE = (PFNGLDELETESYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteSyncAPPLE")) == NULL) || r; - r = ((glFenceSyncAPPLE = (PFNGLFENCESYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFenceSyncAPPLE")) == NULL) || r; - r = ((glGetInteger64vAPPLE = (PFNGLGETINTEGER64VAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64vAPPLE")) == NULL) || r; - r = ((glGetSyncivAPPLE = (PFNGLGETSYNCIVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetSyncivAPPLE")) == NULL) || r; - r = ((glIsSyncAPPLE = (PFNGLISSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsSyncAPPLE")) == NULL) || r; - r = ((glWaitSyncAPPLE = (PFNGLWAITSYNCAPPLEPROC)glewGetProcAddress((const GLubyte*)"glWaitSyncAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_sync */ - -#ifdef GL_APPLE_texture_range - -static GLboolean _glewInit_GL_APPLE_texture_range () -{ - GLboolean r = GL_FALSE; - - r = ((glGetTexParameterPointervAPPLE = (PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterPointervAPPLE")) == NULL) || r; - r = ((glTextureRangeAPPLE = (PFNGLTEXTURERANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureRangeAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_texture_range */ - -#ifdef GL_APPLE_vertex_array_object - -static GLboolean _glewInit_GL_APPLE_vertex_array_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindVertexArrayAPPLE = (PFNGLBINDVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArrayAPPLE")) == NULL) || r; - r = ((glDeleteVertexArraysAPPLE = (PFNGLDELETEVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArraysAPPLE")) == NULL) || r; - r = ((glGenVertexArraysAPPLE = (PFNGLGENVERTEXARRAYSAPPLEPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArraysAPPLE")) == NULL) || r; - r = ((glIsVertexArrayAPPLE = (PFNGLISVERTEXARRAYAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArrayAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_vertex_array_object */ - -#ifdef GL_APPLE_vertex_array_range - -static GLboolean _glewInit_GL_APPLE_vertex_array_range () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushVertexArrayRangeAPPLE = (PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeAPPLE")) == NULL) || r; - r = ((glVertexArrayParameteriAPPLE = (PFNGLVERTEXARRAYPARAMETERIAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayParameteriAPPLE")) == NULL) || r; - r = ((glVertexArrayRangeAPPLE = (PFNGLVERTEXARRAYRANGEAPPLEPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_vertex_array_range */ - -#ifdef GL_APPLE_vertex_program_evaluators - -static GLboolean _glewInit_GL_APPLE_vertex_program_evaluators () -{ - GLboolean r = GL_FALSE; - - r = ((glDisableVertexAttribAPPLE = (PFNGLDISABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribAPPLE")) == NULL) || r; - r = ((glEnableVertexAttribAPPLE = (PFNGLENABLEVERTEXATTRIBAPPLEPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribAPPLE")) == NULL) || r; - r = ((glIsVertexAttribEnabledAPPLE = (PFNGLISVERTEXATTRIBENABLEDAPPLEPROC)glewGetProcAddress((const GLubyte*)"glIsVertexAttribEnabledAPPLE")) == NULL) || r; - r = ((glMapVertexAttrib1dAPPLE = (PFNGLMAPVERTEXATTRIB1DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1dAPPLE")) == NULL) || r; - r = ((glMapVertexAttrib1fAPPLE = (PFNGLMAPVERTEXATTRIB1FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib1fAPPLE")) == NULL) || r; - r = ((glMapVertexAttrib2dAPPLE = (PFNGLMAPVERTEXATTRIB2DAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2dAPPLE")) == NULL) || r; - r = ((glMapVertexAttrib2fAPPLE = (PFNGLMAPVERTEXATTRIB2FAPPLEPROC)glewGetProcAddress((const GLubyte*)"glMapVertexAttrib2fAPPLE")) == NULL) || r; - - return r; -} - -#endif /* GL_APPLE_vertex_program_evaluators */ - -#ifdef GL_ARB_ES2_compatibility - -static GLboolean _glewInit_GL_ARB_ES2_compatibility () -{ - GLboolean r = GL_FALSE; - - r = ((glClearDepthf = (PFNGLCLEARDEPTHFPROC)glewGetProcAddress((const GLubyte*)"glClearDepthf")) == NULL) || r; - r = ((glDepthRangef = (PFNGLDEPTHRANGEFPROC)glewGetProcAddress((const GLubyte*)"glDepthRangef")) == NULL) || r; - r = ((glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)glewGetProcAddress((const GLubyte*)"glGetShaderPrecisionFormat")) == NULL) || r; - r = ((glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)glewGetProcAddress((const GLubyte*)"glReleaseShaderCompiler")) == NULL) || r; - r = ((glShaderBinary = (PFNGLSHADERBINARYPROC)glewGetProcAddress((const GLubyte*)"glShaderBinary")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_ES2_compatibility */ - -#ifdef GL_ARB_ES3_1_compatibility - -static GLboolean _glewInit_GL_ARB_ES3_1_compatibility () -{ - GLboolean r = GL_FALSE; - - r = ((glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierByRegion")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_ES3_1_compatibility */ - -#ifdef GL_ARB_ES3_2_compatibility - -static GLboolean _glewInit_GL_ARB_ES3_2_compatibility () -{ - GLboolean r = GL_FALSE; - - r = ((glPrimitiveBoundingBoxARB = (PFNGLPRIMITIVEBOUNDINGBOXARBPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveBoundingBoxARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_ES3_2_compatibility */ - -#ifdef GL_ARB_base_instance - -static GLboolean _glewInit_GL_ARB_base_instance () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedBaseInstance")) == NULL) || r; - r = ((glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseInstance")) == NULL) || r; - r = ((glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexBaseInstance")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_base_instance */ - -#ifdef GL_ARB_bindless_texture - -static GLboolean _glewInit_GL_ARB_bindless_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glGetImageHandleARB = (PFNGLGETIMAGEHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleARB")) == NULL) || r; - r = ((glGetTextureHandleARB = (PFNGLGETTEXTUREHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleARB")) == NULL) || r; - r = ((glGetTextureSamplerHandleARB = (PFNGLGETTEXTURESAMPLERHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleARB")) == NULL) || r; - r = ((glGetVertexAttribLui64vARB = (PFNGLGETVERTEXATTRIBLUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vARB")) == NULL) || r; - r = ((glIsImageHandleResidentARB = (PFNGLISIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentARB")) == NULL) || r; - r = ((glIsTextureHandleResidentARB = (PFNGLISTEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentARB")) == NULL) || r; - r = ((glMakeImageHandleNonResidentARB = (PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentARB")) == NULL) || r; - r = ((glMakeImageHandleResidentARB = (PFNGLMAKEIMAGEHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentARB")) == NULL) || r; - r = ((glMakeTextureHandleNonResidentARB = (PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentARB")) == NULL) || r; - r = ((glMakeTextureHandleResidentARB = (PFNGLMAKETEXTUREHANDLERESIDENTARBPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentARB")) == NULL) || r; - r = ((glProgramUniformHandleui64ARB = (PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64ARB")) == NULL) || r; - r = ((glProgramUniformHandleui64vARB = (PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vARB")) == NULL) || r; - r = ((glUniformHandleui64ARB = (PFNGLUNIFORMHANDLEUI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64ARB")) == NULL) || r; - r = ((glUniformHandleui64vARB = (PFNGLUNIFORMHANDLEUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vARB")) == NULL) || r; - r = ((glVertexAttribL1ui64ARB = (PFNGLVERTEXATTRIBL1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64ARB")) == NULL) || r; - r = ((glVertexAttribL1ui64vARB = (PFNGLVERTEXATTRIBL1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_bindless_texture */ - -#ifdef GL_ARB_blend_func_extended - -static GLboolean _glewInit_GL_ARB_blend_func_extended () -{ - GLboolean r = GL_FALSE; - - r = ((glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationIndexed")) == NULL) || r; - r = ((glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataIndex")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_blend_func_extended */ - -#ifdef GL_ARB_buffer_storage - -static GLboolean _glewInit_GL_ARB_buffer_storage () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferStorage = (PFNGLBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glBufferStorage")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_buffer_storage */ - -#ifdef GL_ARB_cl_event - -static GLboolean _glewInit_GL_ARB_cl_event () -{ - GLboolean r = GL_FALSE; - - r = ((glCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateSyncFromCLeventARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_cl_event */ - -#ifdef GL_ARB_clear_buffer_object - -static GLboolean _glewInit_GL_ARB_clear_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferData")) == NULL) || r; - r = ((glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearBufferSubData")) == NULL) || r; - r = ((glClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferDataEXT")) == NULL) || r; - r = ((glClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubDataEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_clear_buffer_object */ - -#ifdef GL_ARB_clear_texture - -static GLboolean _glewInit_GL_ARB_clear_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexImage")) == NULL) || r; - r = ((glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glClearTexSubImage")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_clear_texture */ - -#ifdef GL_ARB_clip_control - -static GLboolean _glewInit_GL_ARB_clip_control () -{ - GLboolean r = GL_FALSE; - - r = ((glClipControl = (PFNGLCLIPCONTROLPROC)glewGetProcAddress((const GLubyte*)"glClipControl")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_clip_control */ - -#ifdef GL_ARB_color_buffer_float - -static GLboolean _glewInit_GL_ARB_color_buffer_float () -{ - GLboolean r = GL_FALSE; - - r = ((glClampColorARB = (PFNGLCLAMPCOLORARBPROC)glewGetProcAddress((const GLubyte*)"glClampColorARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_color_buffer_float */ - -#ifdef GL_ARB_compute_shader - -static GLboolean _glewInit_GL_ARB_compute_shader () -{ - GLboolean r = GL_FALSE; - - r = ((glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)glewGetProcAddress((const GLubyte*)"glDispatchCompute")) == NULL) || r; - r = ((glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeIndirect")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_compute_shader */ - -#ifdef GL_ARB_compute_variable_group_size - -static GLboolean _glewInit_GL_ARB_compute_variable_group_size () -{ - GLboolean r = GL_FALSE; - - r = ((glDispatchComputeGroupSizeARB = (PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)glewGetProcAddress((const GLubyte*)"glDispatchComputeGroupSizeARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_compute_variable_group_size */ - -#ifdef GL_ARB_copy_buffer - -static GLboolean _glewInit_GL_ARB_copy_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyBufferSubData")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_copy_buffer */ - -#ifdef GL_ARB_copy_image - -static GLboolean _glewInit_GL_ARB_copy_image () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubData")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_copy_image */ - -#ifdef GL_ARB_debug_output - -static GLboolean _glewInit_GL_ARB_debug_output () -{ - GLboolean r = GL_FALSE; - - r = ((glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallbackARB")) == NULL) || r; - r = ((glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControlARB")) == NULL) || r; - r = ((glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsertARB")) == NULL) || r; - r = ((glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLogARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_debug_output */ - -#ifdef GL_ARB_direct_state_access - -static GLboolean _glewInit_GL_ARB_direct_state_access () -{ - GLboolean r = GL_FALSE; - - r = ((glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnit")) == NULL) || r; - r = ((glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitNamedFramebuffer")) == NULL) || r; - r = ((glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatus")) == NULL) || r; - r = ((glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferData")) == NULL) || r; - r = ((glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glClearNamedBufferSubData")) == NULL) || r; - r = ((glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfi")) == NULL) || r; - r = ((glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferfv")) == NULL) || r; - r = ((glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferiv")) == NULL) || r; - r = ((glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)glewGetProcAddress((const GLubyte*)"glClearNamedFramebufferuiv")) == NULL) || r; - r = ((glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1D")) == NULL) || r; - r = ((glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2D")) == NULL) || r; - r = ((glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3D")) == NULL) || r; - r = ((glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glCopyNamedBufferSubData")) == NULL) || r; - r = ((glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1D")) == NULL) || r; - r = ((glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2D")) == NULL) || r; - r = ((glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3D")) == NULL) || r; - r = ((glCreateBuffers = (PFNGLCREATEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateBuffers")) == NULL) || r; - r = ((glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateFramebuffers")) == NULL) || r; - r = ((glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramPipelines")) == NULL) || r; - r = ((glCreateQueries = (PFNGLCREATEQUERIESPROC)glewGetProcAddress((const GLubyte*)"glCreateQueries")) == NULL) || r; - r = ((glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glCreateRenderbuffers")) == NULL) || r; - r = ((glCreateSamplers = (PFNGLCREATESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glCreateSamplers")) == NULL) || r; - r = ((glCreateTextures = (PFNGLCREATETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glCreateTextures")) == NULL) || r; - r = ((glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glCreateTransformFeedbacks")) == NULL) || r; - r = ((glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glCreateVertexArrays")) == NULL) || r; - r = ((glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttrib")) == NULL) || r; - r = ((glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttrib")) == NULL) || r; - r = ((glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRange")) == NULL) || r; - r = ((glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmap")) == NULL) || r; - r = ((glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImage")) == NULL) || r; - r = ((glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteri64v")) == NULL) || r; - r = ((glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameteriv")) == NULL) || r; - r = ((glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointerv")) == NULL) || r; - r = ((glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubData")) == NULL) || r; - r = ((glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameteriv")) == NULL) || r; - r = ((glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameteriv")) == NULL) || r; - r = ((glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameteriv")) == NULL) || r; - r = ((glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjecti64v")) == NULL) || r; - r = ((glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectiv")) == NULL) || r; - r = ((glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectui64v")) == NULL) || r; - r = ((glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryBufferObjectuiv")) == NULL) || r; - r = ((glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImage")) == NULL) || r; - r = ((glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfv")) == NULL) || r; - r = ((glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameteriv")) == NULL) || r; - r = ((glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIiv")) == NULL) || r; - r = ((glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuiv")) == NULL) || r; - r = ((glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfv")) == NULL) || r; - r = ((glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameteriv")) == NULL) || r; - r = ((glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki64_v")) == NULL) || r; - r = ((glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbacki_v")) == NULL) || r; - r = ((glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackiv")) == NULL) || r; - r = ((glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexed64iv")) == NULL) || r; - r = ((glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIndexediv")) == NULL) || r; - r = ((glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayiv")) == NULL) || r; - r = ((glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferData")) == NULL) || r; - r = ((glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateNamedFramebufferSubData")) == NULL) || r; - r = ((glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBuffer")) == NULL) || r; - r = ((glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRange")) == NULL) || r; - r = ((glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferData")) == NULL) || r; - r = ((glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorage")) == NULL) || r; - r = ((glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubData")) == NULL) || r; - r = ((glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffer")) == NULL) || r; - r = ((glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferDrawBuffers")) == NULL) || r; - r = ((glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteri")) == NULL) || r; - r = ((glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferReadBuffer")) == NULL) || r; - r = ((glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbuffer")) == NULL) || r; - r = ((glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture")) == NULL) || r; - r = ((glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayer")) == NULL) || r; - r = ((glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorage")) == NULL) || r; - r = ((glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisample")) == NULL) || r; - r = ((glTextureBuffer = (PFNGLTEXTUREBUFFERPROC)glewGetProcAddress((const GLubyte*)"glTextureBuffer")) == NULL) || r; - r = ((glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRange")) == NULL) || r; - r = ((glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIiv")) == NULL) || r; - r = ((glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuiv")) == NULL) || r; - r = ((glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterf")) == NULL) || r; - r = ((glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfv")) == NULL) || r; - r = ((glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteri")) == NULL) || r; - r = ((glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriv")) == NULL) || r; - r = ((glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1D")) == NULL) || r; - r = ((glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2D")) == NULL) || r; - r = ((glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisample")) == NULL) || r; - r = ((glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3D")) == NULL) || r; - r = ((glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisample")) == NULL) || r; - r = ((glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1D")) == NULL) || r; - r = ((glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2D")) == NULL) || r; - r = ((glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3D")) == NULL) || r; - r = ((glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferBase")) == NULL) || r; - r = ((glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackBufferRange")) == NULL) || r; - r = ((glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBuffer")) == NULL) || r; - r = ((glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribBinding")) == NULL) || r; - r = ((glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribFormat")) == NULL) || r; - r = ((glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribIFormat")) == NULL) || r; - r = ((glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayAttribLFormat")) == NULL) || r; - r = ((glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindingDivisor")) == NULL) || r; - r = ((glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayElementBuffer")) == NULL) || r; - r = ((glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffer")) == NULL) || r; - r = ((glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBuffers")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_direct_state_access */ - -#ifdef GL_ARB_draw_buffers - -static GLboolean _glewInit_GL_ARB_draw_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_draw_buffers */ - -#ifdef GL_ARB_draw_buffers_blend - -static GLboolean _glewInit_GL_ARB_draw_buffers_blend () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateiARB")) == NULL) || r; - r = ((glBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationiARB")) == NULL) || r; - r = ((glBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateiARB")) == NULL) || r; - r = ((glBlendFunciARB = (PFNGLBLENDFUNCIARBPROC)glewGetProcAddress((const GLubyte*)"glBlendFunciARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_draw_buffers_blend */ - -#ifdef GL_ARB_draw_elements_base_vertex - -static GLboolean _glewInit_GL_ARB_draw_elements_base_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsBaseVertex")) == NULL) || r; - r = ((glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertex")) == NULL) || r; - r = ((glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsBaseVertex")) == NULL) || r; - r = ((glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsBaseVertex")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_draw_elements_base_vertex */ - -#ifdef GL_ARB_draw_indirect - -static GLboolean _glewInit_GL_ARB_draw_indirect () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysIndirect")) == NULL) || r; - r = ((glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsIndirect")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_draw_indirect */ - -#ifdef GL_ARB_framebuffer_no_attachments - -static GLboolean _glewInit_GL_ARB_framebuffer_no_attachments () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glFramebufferParameteri")) == NULL) || r; - r = ((glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameteriv")) == NULL) || r; - r = ((glGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferParameterivEXT")) == NULL) || r; - r = ((glNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferParameteriEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_framebuffer_no_attachments */ - -#ifdef GL_ARB_framebuffer_object - -static GLboolean _glewInit_GL_ARB_framebuffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindFramebuffer")) == NULL) || r; - r = ((glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbuffer")) == NULL) || r; - r = ((glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebuffer")) == NULL) || r; - r = ((glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatus")) == NULL) || r; - r = ((glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffers")) == NULL) || r; - r = ((glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffers")) == NULL) || r; - r = ((glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbuffer")) == NULL) || r; - r = ((glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1D")) == NULL) || r; - r = ((glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2D")) == NULL) || r; - r = ((glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3D")) == NULL) || r; - r = ((glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayer")) == NULL) || r; - r = ((glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffers")) == NULL) || r; - r = ((glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffers")) == NULL) || r; - r = ((glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmap")) == NULL) || r; - r = ((glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameteriv")) == NULL) || r; - r = ((glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameteriv")) == NULL) || r; - r = ((glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsFramebuffer")) == NULL) || r; - r = ((glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbuffer")) == NULL) || r; - r = ((glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorage")) == NULL) || r; - r = ((glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisample")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_framebuffer_object */ - -#ifdef GL_ARB_geometry_shader4 - -static GLboolean _glewInit_GL_ARB_geometry_shader4 () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureARB")) == NULL) || r; - r = ((glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceARB")) == NULL) || r; - r = ((glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerARB")) == NULL) || r; - r = ((glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_geometry_shader4 */ - -#ifdef GL_ARB_get_program_binary - -static GLboolean _glewInit_GL_ARB_get_program_binary () -{ - GLboolean r = GL_FALSE; - - r = ((glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glGetProgramBinary")) == NULL) || r; - r = ((glProgramBinary = (PFNGLPROGRAMBINARYPROC)glewGetProcAddress((const GLubyte*)"glProgramBinary")) == NULL) || r; - r = ((glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteri")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_get_program_binary */ - -#ifdef GL_ARB_get_texture_sub_image - -static GLboolean _glewInit_GL_ARB_get_texture_sub_image () -{ - GLboolean r = GL_FALSE; - - r = ((glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureSubImage")) == NULL) || r; - r = ((glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSubImage")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_get_texture_sub_image */ - -#ifdef GL_ARB_gl_spirv - -static GLboolean _glewInit_GL_ARB_gl_spirv () -{ - GLboolean r = GL_FALSE; - - r = ((glSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC)glewGetProcAddress((const GLubyte*)"glSpecializeShaderARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_gl_spirv */ - -#ifdef GL_ARB_gpu_shader_fp64 - -static GLboolean _glewInit_GL_ARB_gpu_shader_fp64 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetUniformdv = (PFNGLGETUNIFORMDVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformdv")) == NULL) || r; - r = ((glUniform1d = (PFNGLUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glUniform1d")) == NULL) || r; - r = ((glUniform1dv = (PFNGLUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glUniform1dv")) == NULL) || r; - r = ((glUniform2d = (PFNGLUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glUniform2d")) == NULL) || r; - r = ((glUniform2dv = (PFNGLUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glUniform2dv")) == NULL) || r; - r = ((glUniform3d = (PFNGLUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glUniform3d")) == NULL) || r; - r = ((glUniform3dv = (PFNGLUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glUniform3dv")) == NULL) || r; - r = ((glUniform4d = (PFNGLUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glUniform4d")) == NULL) || r; - r = ((glUniform4dv = (PFNGLUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glUniform4dv")) == NULL) || r; - r = ((glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2dv")) == NULL) || r; - r = ((glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3dv")) == NULL) || r; - r = ((glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4dv")) == NULL) || r; - r = ((glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3dv")) == NULL) || r; - r = ((glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2dv")) == NULL) || r; - r = ((glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4dv")) == NULL) || r; - r = ((glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4dv")) == NULL) || r; - r = ((glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2dv")) == NULL) || r; - r = ((glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3dv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_gpu_shader_fp64 */ - -#ifdef GL_ARB_gpu_shader_int64 - -static GLboolean _glewInit_GL_ARB_gpu_shader_int64 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetUniformi64vARB = (PFNGLGETUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vARB")) == NULL) || r; - r = ((glGetUniformui64vARB = (PFNGLGETUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vARB")) == NULL) || r; - r = ((glGetnUniformi64vARB = (PFNGLGETNUNIFORMI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformi64vARB")) == NULL) || r; - r = ((glGetnUniformui64vARB = (PFNGLGETNUNIFORMUI64VARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformui64vARB")) == NULL) || r; - r = ((glProgramUniform1i64ARB = (PFNGLPROGRAMUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64ARB")) == NULL) || r; - r = ((glProgramUniform1i64vARB = (PFNGLPROGRAMUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vARB")) == NULL) || r; - r = ((glProgramUniform1ui64ARB = (PFNGLPROGRAMUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64ARB")) == NULL) || r; - r = ((glProgramUniform1ui64vARB = (PFNGLPROGRAMUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vARB")) == NULL) || r; - r = ((glProgramUniform2i64ARB = (PFNGLPROGRAMUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64ARB")) == NULL) || r; - r = ((glProgramUniform2i64vARB = (PFNGLPROGRAMUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vARB")) == NULL) || r; - r = ((glProgramUniform2ui64ARB = (PFNGLPROGRAMUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64ARB")) == NULL) || r; - r = ((glProgramUniform2ui64vARB = (PFNGLPROGRAMUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vARB")) == NULL) || r; - r = ((glProgramUniform3i64ARB = (PFNGLPROGRAMUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64ARB")) == NULL) || r; - r = ((glProgramUniform3i64vARB = (PFNGLPROGRAMUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vARB")) == NULL) || r; - r = ((glProgramUniform3ui64ARB = (PFNGLPROGRAMUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64ARB")) == NULL) || r; - r = ((glProgramUniform3ui64vARB = (PFNGLPROGRAMUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vARB")) == NULL) || r; - r = ((glProgramUniform4i64ARB = (PFNGLPROGRAMUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64ARB")) == NULL) || r; - r = ((glProgramUniform4i64vARB = (PFNGLPROGRAMUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vARB")) == NULL) || r; - r = ((glProgramUniform4ui64ARB = (PFNGLPROGRAMUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64ARB")) == NULL) || r; - r = ((glProgramUniform4ui64vARB = (PFNGLPROGRAMUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vARB")) == NULL) || r; - r = ((glUniform1i64ARB = (PFNGLUNIFORM1I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64ARB")) == NULL) || r; - r = ((glUniform1i64vARB = (PFNGLUNIFORM1I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vARB")) == NULL) || r; - r = ((glUniform1ui64ARB = (PFNGLUNIFORM1UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64ARB")) == NULL) || r; - r = ((glUniform1ui64vARB = (PFNGLUNIFORM1UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vARB")) == NULL) || r; - r = ((glUniform2i64ARB = (PFNGLUNIFORM2I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64ARB")) == NULL) || r; - r = ((glUniform2i64vARB = (PFNGLUNIFORM2I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vARB")) == NULL) || r; - r = ((glUniform2ui64ARB = (PFNGLUNIFORM2UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64ARB")) == NULL) || r; - r = ((glUniform2ui64vARB = (PFNGLUNIFORM2UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vARB")) == NULL) || r; - r = ((glUniform3i64ARB = (PFNGLUNIFORM3I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64ARB")) == NULL) || r; - r = ((glUniform3i64vARB = (PFNGLUNIFORM3I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vARB")) == NULL) || r; - r = ((glUniform3ui64ARB = (PFNGLUNIFORM3UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64ARB")) == NULL) || r; - r = ((glUniform3ui64vARB = (PFNGLUNIFORM3UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vARB")) == NULL) || r; - r = ((glUniform4i64ARB = (PFNGLUNIFORM4I64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64ARB")) == NULL) || r; - r = ((glUniform4i64vARB = (PFNGLUNIFORM4I64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vARB")) == NULL) || r; - r = ((glUniform4ui64ARB = (PFNGLUNIFORM4UI64ARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64ARB")) == NULL) || r; - r = ((glUniform4ui64vARB = (PFNGLUNIFORM4UI64VARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_gpu_shader_int64 */ - -#ifdef GL_ARB_imaging - -static GLboolean _glewInit_GL_ARB_imaging () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquation = (PFNGLBLENDEQUATIONPROC)glewGetProcAddress((const GLubyte*)"glBlendEquation")) == NULL) || r; - r = ((glColorSubTable = (PFNGLCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorSubTable")) == NULL) || r; - r = ((glColorTable = (PFNGLCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glColorTable")) == NULL) || r; - r = ((glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfv")) == NULL) || r; - r = ((glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameteriv")) == NULL) || r; - r = ((glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1D")) == NULL) || r; - r = ((glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2D")) == NULL) || r; - r = ((glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterf")) == NULL) || r; - r = ((glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfv")) == NULL) || r; - r = ((glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteri")) == NULL) || r; - r = ((glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriv")) == NULL) || r; - r = ((glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTable")) == NULL) || r; - r = ((glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTable")) == NULL) || r; - r = ((glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1D")) == NULL) || r; - r = ((glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2D")) == NULL) || r; - r = ((glGetColorTable = (PFNGLGETCOLORTABLEPROC)glewGetProcAddress((const GLubyte*)"glGetColorTable")) == NULL) || r; - r = ((glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfv")) == NULL) || r; - r = ((glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameteriv")) == NULL) || r; - r = ((glGetConvolutionFilter = (PFNGLGETCONVOLUTIONFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilter")) == NULL) || r; - r = ((glGetConvolutionParameterfv = (PFNGLGETCONVOLUTIONPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfv")) == NULL) || r; - r = ((glGetConvolutionParameteriv = (PFNGLGETCONVOLUTIONPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameteriv")) == NULL) || r; - r = ((glGetHistogram = (PFNGLGETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glGetHistogram")) == NULL) || r; - r = ((glGetHistogramParameterfv = (PFNGLGETHISTOGRAMPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfv")) == NULL) || r; - r = ((glGetHistogramParameteriv = (PFNGLGETHISTOGRAMPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameteriv")) == NULL) || r; - r = ((glGetMinmax = (PFNGLGETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glGetMinmax")) == NULL) || r; - r = ((glGetMinmaxParameterfv = (PFNGLGETMINMAXPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfv")) == NULL) || r; - r = ((glGetMinmaxParameteriv = (PFNGLGETMINMAXPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameteriv")) == NULL) || r; - r = ((glGetSeparableFilter = (PFNGLGETSEPARABLEFILTERPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilter")) == NULL) || r; - r = ((glHistogram = (PFNGLHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glHistogram")) == NULL) || r; - r = ((glMinmax = (PFNGLMINMAXPROC)glewGetProcAddress((const GLubyte*)"glMinmax")) == NULL) || r; - r = ((glResetHistogram = (PFNGLRESETHISTOGRAMPROC)glewGetProcAddress((const GLubyte*)"glResetHistogram")) == NULL) || r; - r = ((glResetMinmax = (PFNGLRESETMINMAXPROC)glewGetProcAddress((const GLubyte*)"glResetMinmax")) == NULL) || r; - r = ((glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2D")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_imaging */ - -#ifdef GL_ARB_indirect_parameters - -static GLboolean _glewInit_GL_ARB_indirect_parameters () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectCountARB = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectCountARB")) == NULL) || r; - r = ((glMultiDrawElementsIndirectCountARB = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectCountARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_indirect_parameters */ - -#ifdef GL_ARB_instanced_arrays - -static GLboolean _glewInit_GL_ARB_instanced_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedARB")) == NULL) || r; - r = ((glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedARB")) == NULL) || r; - r = ((glVertexAttribDivisorARB = (PFNGLVERTEXATTRIBDIVISORARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_instanced_arrays */ - -#ifdef GL_ARB_internalformat_query - -static GLboolean _glewInit_GL_ARB_internalformat_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformativ")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_internalformat_query */ - -#ifdef GL_ARB_internalformat_query2 - -static GLboolean _glewInit_GL_ARB_internalformat_query2 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformati64v")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_internalformat_query2 */ - -#ifdef GL_ARB_invalidate_subdata - -static GLboolean _glewInit_GL_ARB_invalidate_subdata () -{ - GLboolean r = GL_FALSE; - - r = ((glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferData")) == NULL) || r; - r = ((glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)glewGetProcAddress((const GLubyte*)"glInvalidateBufferSubData")) == NULL) || r; - r = ((glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateFramebuffer")) == NULL) || r; - r = ((glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)glewGetProcAddress((const GLubyte*)"glInvalidateSubFramebuffer")) == NULL) || r; - r = ((glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexImage")) == NULL) || r; - r = ((glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)glewGetProcAddress((const GLubyte*)"glInvalidateTexSubImage")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_invalidate_subdata */ - -#ifdef GL_ARB_map_buffer_range - -static GLboolean _glewInit_GL_ARB_map_buffer_range () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRange")) == NULL) || r; - r = ((glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glMapBufferRange")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_map_buffer_range */ - -#ifdef GL_ARB_matrix_palette - -static GLboolean _glewInit_GL_ARB_matrix_palette () -{ - GLboolean r = GL_FALSE; - - r = ((glCurrentPaletteMatrixARB = (PFNGLCURRENTPALETTEMATRIXARBPROC)glewGetProcAddress((const GLubyte*)"glCurrentPaletteMatrixARB")) == NULL) || r; - r = ((glMatrixIndexPointerARB = (PFNGLMATRIXINDEXPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexPointerARB")) == NULL) || r; - r = ((glMatrixIndexubvARB = (PFNGLMATRIXINDEXUBVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexubvARB")) == NULL) || r; - r = ((glMatrixIndexuivARB = (PFNGLMATRIXINDEXUIVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexuivARB")) == NULL) || r; - r = ((glMatrixIndexusvARB = (PFNGLMATRIXINDEXUSVARBPROC)glewGetProcAddress((const GLubyte*)"glMatrixIndexusvARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_matrix_palette */ - -#ifdef GL_ARB_multi_bind - -static GLboolean _glewInit_GL_ARB_multi_bind () -{ - GLboolean r = GL_FALSE; - - r = ((glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersBase")) == NULL) || r; - r = ((glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBuffersRange")) == NULL) || r; - r = ((glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextures")) == NULL) || r; - r = ((glBindSamplers = (PFNGLBINDSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glBindSamplers")) == NULL) || r; - r = ((glBindTextures = (PFNGLBINDTEXTURESPROC)glewGetProcAddress((const GLubyte*)"glBindTextures")) == NULL) || r; - r = ((glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffers")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_multi_bind */ - -#ifdef GL_ARB_multi_draw_indirect - -static GLboolean _glewInit_GL_ARB_multi_draw_indirect () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirect")) == NULL) || r; - r = ((glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirect")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_multi_draw_indirect */ - -#ifdef GL_ARB_multisample - -static GLboolean _glewInit_GL_ARB_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC)glewGetProcAddress((const GLubyte*)"glSampleCoverageARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_multisample */ - -#ifdef GL_ARB_multitexture - -static GLboolean _glewInit_GL_ARB_multitexture () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glActiveTextureARB")) == NULL) || r; - r = ((glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)glewGetProcAddress((const GLubyte*)"glClientActiveTextureARB")) == NULL) || r; - r = ((glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dARB")) == NULL) || r; - r = ((glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1dvARB")) == NULL) || r; - r = ((glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fARB")) == NULL) || r; - r = ((glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1fvARB")) == NULL) || r; - r = ((glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1iARB")) == NULL) || r; - r = ((glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1ivARB")) == NULL) || r; - r = ((glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1sARB")) == NULL) || r; - r = ((glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1svARB")) == NULL) || r; - r = ((glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dARB")) == NULL) || r; - r = ((glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2dvARB")) == NULL) || r; - r = ((glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fARB")) == NULL) || r; - r = ((glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2fvARB")) == NULL) || r; - r = ((glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2iARB")) == NULL) || r; - r = ((glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2ivARB")) == NULL) || r; - r = ((glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2sARB")) == NULL) || r; - r = ((glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2svARB")) == NULL) || r; - r = ((glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dARB")) == NULL) || r; - r = ((glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3dvARB")) == NULL) || r; - r = ((glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fARB")) == NULL) || r; - r = ((glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3fvARB")) == NULL) || r; - r = ((glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3iARB")) == NULL) || r; - r = ((glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3ivARB")) == NULL) || r; - r = ((glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3sARB")) == NULL) || r; - r = ((glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3svARB")) == NULL) || r; - r = ((glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dARB")) == NULL) || r; - r = ((glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4dvARB")) == NULL) || r; - r = ((glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fARB")) == NULL) || r; - r = ((glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4fvARB")) == NULL) || r; - r = ((glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4iARB")) == NULL) || r; - r = ((glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4ivARB")) == NULL) || r; - r = ((glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4sARB")) == NULL) || r; - r = ((glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4svARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_multitexture */ - -#ifdef GL_ARB_occlusion_query - -static GLboolean _glewInit_GL_ARB_occlusion_query () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryARB")) == NULL) || r; - r = ((glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteQueriesARB")) == NULL) || r; - r = ((glEndQueryARB = (PFNGLENDQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glEndQueryARB")) == NULL) || r; - r = ((glGenQueriesARB = (PFNGLGENQUERIESARBPROC)glewGetProcAddress((const GLubyte*)"glGenQueriesARB")) == NULL) || r; - r = ((glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectivARB")) == NULL) || r; - r = ((glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectuivARB")) == NULL) || r; - r = ((glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetQueryivARB")) == NULL) || r; - r = ((glIsQueryARB = (PFNGLISQUERYARBPROC)glewGetProcAddress((const GLubyte*)"glIsQueryARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_occlusion_query */ - -#ifdef GL_ARB_parallel_shader_compile - -static GLboolean _glewInit_GL_ARB_parallel_shader_compile () -{ - GLboolean r = GL_FALSE; - - r = ((glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC)glewGetProcAddress((const GLubyte*)"glMaxShaderCompilerThreadsARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_parallel_shader_compile */ - -#ifdef GL_ARB_point_parameters - -static GLboolean _glewInit_GL_ARB_point_parameters () -{ - GLboolean r = GL_FALSE; - - r = ((glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfARB")) == NULL) || r; - r = ((glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_point_parameters */ - -#ifdef GL_ARB_polygon_offset_clamp - -static GLboolean _glewInit_GL_ARB_polygon_offset_clamp () -{ - GLboolean r = GL_FALSE; - - r = ((glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetClamp")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_polygon_offset_clamp */ - -#ifdef GL_ARB_program_interface_query - -static GLboolean _glewInit_GL_ARB_program_interface_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramInterfaceiv")) == NULL) || r; - r = ((glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceIndex")) == NULL) || r; - r = ((glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocation")) == NULL) || r; - r = ((glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocationIndex")) == NULL) || r; - r = ((glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceName")) == NULL) || r; - r = ((glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceiv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_program_interface_query */ - -#ifdef GL_ARB_provoking_vertex - -static GLboolean _glewInit_GL_ARB_provoking_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertex")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_provoking_vertex */ - -#ifdef GL_ARB_robustness - -static GLboolean _glewInit_GL_ARB_robustness () -{ - GLboolean r = GL_FALSE; - - r = ((glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC)glewGetProcAddress((const GLubyte*)"glGetGraphicsResetStatusARB")) == NULL) || r; - r = ((glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnColorTableARB")) == NULL) || r; - r = ((glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnCompressedTexImageARB")) == NULL) || r; - r = ((glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnConvolutionFilterARB")) == NULL) || r; - r = ((glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glGetnHistogramARB")) == NULL) || r; - r = ((glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapdvARB")) == NULL) || r; - r = ((glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapfvARB")) == NULL) || r; - r = ((glGetnMapivARB = (PFNGLGETNMAPIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMapivARB")) == NULL) || r; - r = ((glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC)glewGetProcAddress((const GLubyte*)"glGetnMinmaxARB")) == NULL) || r; - r = ((glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapfvARB")) == NULL) || r; - r = ((glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapuivARB")) == NULL) || r; - r = ((glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPixelMapusvARB")) == NULL) || r; - r = ((glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnPolygonStippleARB")) == NULL) || r; - r = ((glGetnSeparableFilterARB = (PFNGLGETNSEPARABLEFILTERARBPROC)glewGetProcAddress((const GLubyte*)"glGetnSeparableFilterARB")) == NULL) || r; - r = ((glGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetnTexImageARB")) == NULL) || r; - r = ((glGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformdvARB")) == NULL) || r; - r = ((glGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfvARB")) == NULL) || r; - r = ((glGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformivARB")) == NULL) || r; - r = ((glGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuivARB")) == NULL) || r; - r = ((glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC)glewGetProcAddress((const GLubyte*)"glReadnPixelsARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_robustness */ - -#ifdef GL_ARB_sample_locations - -static GLboolean _glewInit_GL_ARB_sample_locations () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferSampleLocationsfvARB = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvARB")) == NULL) || r; - r = ((glNamedFramebufferSampleLocationsfvARB = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sample_locations */ - -#ifdef GL_ARB_sample_shading - -static GLboolean _glewInit_GL_ARB_sample_shading () -{ - GLboolean r = GL_FALSE; - - r = ((glMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC)glewGetProcAddress((const GLubyte*)"glMinSampleShadingARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sample_shading */ - -#ifdef GL_ARB_sampler_objects - -static GLboolean _glewInit_GL_ARB_sampler_objects () -{ - GLboolean r = GL_FALSE; - - r = ((glBindSampler = (PFNGLBINDSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glBindSampler")) == NULL) || r; - r = ((glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glDeleteSamplers")) == NULL) || r; - r = ((glGenSamplers = (PFNGLGENSAMPLERSPROC)glewGetProcAddress((const GLubyte*)"glGenSamplers")) == NULL) || r; - r = ((glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIiv")) == NULL) || r; - r = ((glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterIuiv")) == NULL) || r; - r = ((glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameterfv")) == NULL) || r; - r = ((glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glGetSamplerParameteriv")) == NULL) || r; - r = ((glIsSampler = (PFNGLISSAMPLERPROC)glewGetProcAddress((const GLubyte*)"glIsSampler")) == NULL) || r; - r = ((glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIiv")) == NULL) || r; - r = ((glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterIuiv")) == NULL) || r; - r = ((glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterf")) == NULL) || r; - r = ((glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameterfv")) == NULL) || r; - r = ((glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteri")) == NULL) || r; - r = ((glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)glewGetProcAddress((const GLubyte*)"glSamplerParameteriv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sampler_objects */ - -#ifdef GL_ARB_separate_shader_objects - -static GLboolean _glewInit_GL_ARB_separate_shader_objects () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)glewGetProcAddress((const GLubyte*)"glActiveShaderProgram")) == NULL) || r; - r = ((glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glBindProgramPipeline")) == NULL) || r; - r = ((glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramv")) == NULL) || r; - r = ((glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramPipelines")) == NULL) || r; - r = ((glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)glewGetProcAddress((const GLubyte*)"glGenProgramPipelines")) == NULL) || r; - r = ((glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineInfoLog")) == NULL) || r; - r = ((glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramPipelineiv")) == NULL) || r; - r = ((glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glIsProgramPipeline")) == NULL) || r; - r = ((glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1d")) == NULL) || r; - r = ((glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1dv")) == NULL) || r; - r = ((glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1f")) == NULL) || r; - r = ((glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fv")) == NULL) || r; - r = ((glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i")) == NULL) || r; - r = ((glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iv")) == NULL) || r; - r = ((glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui")) == NULL) || r; - r = ((glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiv")) == NULL) || r; - r = ((glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2d")) == NULL) || r; - r = ((glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2dv")) == NULL) || r; - r = ((glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2f")) == NULL) || r; - r = ((glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fv")) == NULL) || r; - r = ((glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i")) == NULL) || r; - r = ((glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iv")) == NULL) || r; - r = ((glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui")) == NULL) || r; - r = ((glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiv")) == NULL) || r; - r = ((glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3d")) == NULL) || r; - r = ((glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3dv")) == NULL) || r; - r = ((glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3f")) == NULL) || r; - r = ((glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fv")) == NULL) || r; - r = ((glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i")) == NULL) || r; - r = ((glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iv")) == NULL) || r; - r = ((glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui")) == NULL) || r; - r = ((glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiv")) == NULL) || r; - r = ((glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4d")) == NULL) || r; - r = ((glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4dv")) == NULL) || r; - r = ((glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4f")) == NULL) || r; - r = ((glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fv")) == NULL) || r; - r = ((glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i")) == NULL) || r; - r = ((glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iv")) == NULL) || r; - r = ((glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui")) == NULL) || r; - r = ((glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiv")) == NULL) || r; - r = ((glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2dv")) == NULL) || r; - r = ((glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fv")) == NULL) || r; - r = ((glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3dv")) == NULL) || r; - r = ((glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fv")) == NULL) || r; - r = ((glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4dv")) == NULL) || r; - r = ((glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fv")) == NULL) || r; - r = ((glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3dv")) == NULL) || r; - r = ((glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fv")) == NULL) || r; - r = ((glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2dv")) == NULL) || r; - r = ((glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fv")) == NULL) || r; - r = ((glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4dv")) == NULL) || r; - r = ((glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fv")) == NULL) || r; - r = ((glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4dv")) == NULL) || r; - r = ((glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fv")) == NULL) || r; - r = ((glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2dv")) == NULL) || r; - r = ((glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fv")) == NULL) || r; - r = ((glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3dv")) == NULL) || r; - r = ((glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fv")) == NULL) || r; - r = ((glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)glewGetProcAddress((const GLubyte*)"glUseProgramStages")) == NULL) || r; - r = ((glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramPipeline")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_separate_shader_objects */ - -#ifdef GL_ARB_shader_atomic_counters - -static GLboolean _glewInit_GL_ARB_shader_atomic_counters () -{ - GLboolean r = GL_FALSE; - - r = ((glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAtomicCounterBufferiv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shader_atomic_counters */ - -#ifdef GL_ARB_shader_image_load_store - -static GLboolean _glewInit_GL_ARB_shader_image_load_store () -{ - GLboolean r = GL_FALSE; - - r = ((glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)glewGetProcAddress((const GLubyte*)"glBindImageTexture")) == NULL) || r; - r = ((glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrier")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shader_image_load_store */ - -#ifdef GL_ARB_shader_objects - -static GLboolean _glewInit_GL_ARB_shader_objects () -{ - GLboolean r = GL_FALSE; - - r = ((glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glAttachObjectARB")) == NULL) || r; - r = ((glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderARB")) == NULL) || r; - r = ((glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateProgramObjectARB")) == NULL) || r; - r = ((glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderObjectARB")) == NULL) || r; - r = ((glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteObjectARB")) == NULL) || r; - r = ((glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glDetachObjectARB")) == NULL) || r; - r = ((glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformARB")) == NULL) || r; - r = ((glGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttachedObjectsARB")) == NULL) || r; - r = ((glGetHandleARB = (PFNGLGETHANDLEARBPROC)glewGetProcAddress((const GLubyte*)"glGetHandleARB")) == NULL) || r; - r = ((glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)glewGetProcAddress((const GLubyte*)"glGetInfoLogARB")) == NULL) || r; - r = ((glGetObjectParameterfvARB = (PFNGLGETOBJECTPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterfvARB")) == NULL) || r; - r = ((glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetObjectParameterivARB")) == NULL) || r; - r = ((glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glGetShaderSourceARB")) == NULL) || r; - r = ((glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformLocationARB")) == NULL) || r; - r = ((glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformfvARB")) == NULL) || r; - r = ((glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetUniformivARB")) == NULL) || r; - r = ((glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glLinkProgramARB")) == NULL) || r; - r = ((glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glewGetProcAddress((const GLubyte*)"glShaderSourceARB")) == NULL) || r; - r = ((glUniform1fARB = (PFNGLUNIFORM1FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fARB")) == NULL) || r; - r = ((glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1fvARB")) == NULL) || r; - r = ((glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1iARB")) == NULL) || r; - r = ((glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform1ivARB")) == NULL) || r; - r = ((glUniform2fARB = (PFNGLUNIFORM2FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fARB")) == NULL) || r; - r = ((glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2fvARB")) == NULL) || r; - r = ((glUniform2iARB = (PFNGLUNIFORM2IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2iARB")) == NULL) || r; - r = ((glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform2ivARB")) == NULL) || r; - r = ((glUniform3fARB = (PFNGLUNIFORM3FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fARB")) == NULL) || r; - r = ((glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3fvARB")) == NULL) || r; - r = ((glUniform3iARB = (PFNGLUNIFORM3IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3iARB")) == NULL) || r; - r = ((glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform3ivARB")) == NULL) || r; - r = ((glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fARB")) == NULL) || r; - r = ((glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4fvARB")) == NULL) || r; - r = ((glUniform4iARB = (PFNGLUNIFORM4IARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4iARB")) == NULL) || r; - r = ((glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)glewGetProcAddress((const GLubyte*)"glUniform4ivARB")) == NULL) || r; - r = ((glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2fvARB")) == NULL) || r; - r = ((glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3fvARB")) == NULL) || r; - r = ((glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4fvARB")) == NULL) || r; - r = ((glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glewGetProcAddress((const GLubyte*)"glUseProgramObjectARB")) == NULL) || r; - r = ((glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glValidateProgramARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shader_objects */ - -#ifdef GL_ARB_shader_storage_buffer_object - -static GLboolean _glewInit_GL_ARB_shader_storage_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glShaderStorageBlockBinding")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shader_storage_buffer_object */ - -#ifdef GL_ARB_shader_subroutine - -static GLboolean _glewInit_GL_ARB_shader_subroutine () -{ - GLboolean r = GL_FALSE; - - r = ((glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineName")) == NULL) || r; - r = ((glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformName")) == NULL) || r; - r = ((glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveSubroutineUniformiv")) == NULL) || r; - r = ((glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStageiv")) == NULL) || r; - r = ((glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineIndex")) == NULL) || r; - r = ((glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)glewGetProcAddress((const GLubyte*)"glGetSubroutineUniformLocation")) == NULL) || r; - r = ((glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformSubroutineuiv")) == NULL) || r; - r = ((glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)glewGetProcAddress((const GLubyte*)"glUniformSubroutinesuiv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shader_subroutine */ - -#ifdef GL_ARB_shading_language_include - -static GLboolean _glewInit_GL_ARB_shading_language_include () -{ - GLboolean r = GL_FALSE; - - r = ((glCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC)glewGetProcAddress((const GLubyte*)"glCompileShaderIncludeARB")) == NULL) || r; - r = ((glDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteNamedStringARB")) == NULL) || r; - r = ((glGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringARB")) == NULL) || r; - r = ((glGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetNamedStringivARB")) == NULL) || r; - r = ((glIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glIsNamedStringARB")) == NULL) || r; - r = ((glNamedStringARB = (PFNGLNAMEDSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glNamedStringARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_shading_language_include */ - -#ifdef GL_ARB_sparse_buffer - -static GLboolean _glewInit_GL_ARB_sparse_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferPageCommitmentARB = (PFNGLBUFFERPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glBufferPageCommitmentARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sparse_buffer */ - -#ifdef GL_ARB_sparse_texture - -static GLboolean _glewInit_GL_ARB_sparse_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glTexPageCommitmentARB = (PFNGLTEXPAGECOMMITMENTARBPROC)glewGetProcAddress((const GLubyte*)"glTexPageCommitmentARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sparse_texture */ - -#ifdef GL_ARB_sync - -static GLboolean _glewInit_GL_ARB_sync () -{ - GLboolean r = GL_FALSE; - - r = ((glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glClientWaitSync")) == NULL) || r; - r = ((glDeleteSync = (PFNGLDELETESYNCPROC)glewGetProcAddress((const GLubyte*)"glDeleteSync")) == NULL) || r; - r = ((glFenceSync = (PFNGLFENCESYNCPROC)glewGetProcAddress((const GLubyte*)"glFenceSync")) == NULL) || r; - r = ((glGetInteger64v = (PFNGLGETINTEGER64VPROC)glewGetProcAddress((const GLubyte*)"glGetInteger64v")) == NULL) || r; - r = ((glGetSynciv = (PFNGLGETSYNCIVPROC)glewGetProcAddress((const GLubyte*)"glGetSynciv")) == NULL) || r; - r = ((glIsSync = (PFNGLISSYNCPROC)glewGetProcAddress((const GLubyte*)"glIsSync")) == NULL) || r; - r = ((glWaitSync = (PFNGLWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"glWaitSync")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_sync */ - -#ifdef GL_ARB_tessellation_shader - -static GLboolean _glewInit_GL_ARB_tessellation_shader () -{ - GLboolean r = GL_FALSE; - - r = ((glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)glewGetProcAddress((const GLubyte*)"glPatchParameterfv")) == NULL) || r; - r = ((glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)glewGetProcAddress((const GLubyte*)"glPatchParameteri")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_tessellation_shader */ - -#ifdef GL_ARB_texture_barrier - -static GLboolean _glewInit_GL_ARB_texture_barrier () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrier")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_barrier */ - -#ifdef GL_ARB_texture_buffer_object - -static GLboolean _glewInit_GL_ARB_texture_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glTexBufferARB = (PFNGLTEXBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glTexBufferARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_buffer_object */ - -#ifdef GL_ARB_texture_buffer_range - -static GLboolean _glewInit_GL_ARB_texture_buffer_range () -{ - GLboolean r = GL_FALSE; - - r = ((glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glTexBufferRange")) == NULL) || r; - r = ((glTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferRangeEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_buffer_range */ - -#ifdef GL_ARB_texture_compression - -static GLboolean _glewInit_GL_ARB_texture_compression () -{ - GLboolean r = GL_FALSE; - - r = ((glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage1DARB")) == NULL) || r; - r = ((glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage2DARB")) == NULL) || r; - r = ((glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3DARB")) == NULL) || r; - r = ((glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage1DARB")) == NULL) || r; - r = ((glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage2DARB")) == NULL) || r; - r = ((glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3DARB")) == NULL) || r; - r = ((glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTexImageARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_compression */ - -#ifdef GL_ARB_texture_multisample - -static GLboolean _glewInit_GL_ARB_texture_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefv")) == NULL) || r; - r = ((glSampleMaski = (PFNGLSAMPLEMASKIPROC)glewGetProcAddress((const GLubyte*)"glSampleMaski")) == NULL) || r; - r = ((glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisample")) == NULL) || r; - r = ((glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisample")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_multisample */ - -#ifdef GL_ARB_texture_storage - -static GLboolean _glewInit_GL_ARB_texture_storage () -{ - GLboolean r = GL_FALSE; - - r = ((glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage1D")) == NULL) || r; - r = ((glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2D")) == NULL) || r; - r = ((glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3D")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_storage */ - -#ifdef GL_ARB_texture_storage_multisample - -static GLboolean _glewInit_GL_ARB_texture_storage_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2DMultisample")) == NULL) || r; - r = ((glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3DMultisample")) == NULL) || r; - r = ((glTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DMultisampleEXT")) == NULL) || r; - r = ((glTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DMultisampleEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_storage_multisample */ - -#ifdef GL_ARB_texture_view - -static GLboolean _glewInit_GL_ARB_texture_view () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureView = (PFNGLTEXTUREVIEWPROC)glewGetProcAddress((const GLubyte*)"glTextureView")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_texture_view */ - -#ifdef GL_ARB_timer_query - -static GLboolean _glewInit_GL_ARB_timer_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64v")) == NULL) || r; - r = ((glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64v")) == NULL) || r; - r = ((glQueryCounter = (PFNGLQUERYCOUNTERPROC)glewGetProcAddress((const GLubyte*)"glQueryCounter")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_timer_query */ - -#ifdef GL_ARB_transform_feedback2 - -static GLboolean _glewInit_GL_ARB_transform_feedback2 () -{ - GLboolean r = GL_FALSE; - - r = ((glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedback")) == NULL) || r; - r = ((glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacks")) == NULL) || r; - r = ((glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedback")) == NULL) || r; - r = ((glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacks")) == NULL) || r; - r = ((glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedback")) == NULL) || r; - r = ((glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedback")) == NULL) || r; - r = ((glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedback")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_transform_feedback2 */ - -#ifdef GL_ARB_transform_feedback3 - -static GLboolean _glewInit_GL_ARB_transform_feedback3 () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glBeginQueryIndexed")) == NULL) || r; - r = ((glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStream")) == NULL) || r; - r = ((glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glEndQueryIndexed")) == NULL) || r; - r = ((glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)glewGetProcAddress((const GLubyte*)"glGetQueryIndexediv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_transform_feedback3 */ - -#ifdef GL_ARB_transform_feedback_instanced - -static GLboolean _glewInit_GL_ARB_transform_feedback_instanced () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackInstanced")) == NULL) || r; - r = ((glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackStreamInstanced")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_transform_feedback_instanced */ - -#ifdef GL_ARB_transpose_matrix - -static GLboolean _glewInit_GL_ARB_transpose_matrix () -{ - GLboolean r = GL_FALSE; - - r = ((glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixdARB")) == NULL) || r; - r = ((glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glLoadTransposeMatrixfARB")) == NULL) || r; - r = ((glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixdARB")) == NULL) || r; - r = ((glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC)glewGetProcAddress((const GLubyte*)"glMultTransposeMatrixfARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_transpose_matrix */ - -#ifdef GL_ARB_uniform_buffer_object - -static GLboolean _glewInit_GL_ARB_uniform_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBase")) == NULL) || r; - r = ((glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRange")) == NULL) || r; - r = ((glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockName")) == NULL) || r; - r = ((glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformBlockiv")) == NULL) || r; - r = ((glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformName")) == NULL) || r; - r = ((glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveUniformsiv")) == NULL) || r; - r = ((glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)glewGetProcAddress((const GLubyte*)"glGetIntegeri_v")) == NULL) || r; - r = ((glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBlockIndex")) == NULL) || r; - r = ((glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)glewGetProcAddress((const GLubyte*)"glGetUniformIndices")) == NULL) || r; - r = ((glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)glewGetProcAddress((const GLubyte*)"glUniformBlockBinding")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_uniform_buffer_object */ - -#ifdef GL_ARB_vertex_array_object - -static GLboolean _glewInit_GL_ARB_vertex_array_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArray")) == NULL) || r; - r = ((glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArrays")) == NULL) || r; - r = ((glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArrays")) == NULL) || r; - r = ((glIsVertexArray = (PFNGLISVERTEXARRAYPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArray")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_array_object */ - -#ifdef GL_ARB_vertex_attrib_64bit - -static GLboolean _glewInit_GL_ARB_vertex_attrib_64bit () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdv")) == NULL) || r; - r = ((glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1d")) == NULL) || r; - r = ((glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dv")) == NULL) || r; - r = ((glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2d")) == NULL) || r; - r = ((glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dv")) == NULL) || r; - r = ((glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3d")) == NULL) || r; - r = ((glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dv")) == NULL) || r; - r = ((glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4d")) == NULL) || r; - r = ((glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dv")) == NULL) || r; - r = ((glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointer")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_attrib_64bit */ - -#ifdef GL_ARB_vertex_attrib_binding - -static GLboolean _glewInit_GL_ARB_vertex_attrib_binding () -{ - GLboolean r = GL_FALSE; - - r = ((glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)glewGetProcAddress((const GLubyte*)"glBindVertexBuffer")) == NULL) || r; - r = ((glVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayBindVertexBufferEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribBindingEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribFormatEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIFormatEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLFormatEXT")) == NULL) || r; - r = ((glVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexBindingDivisorEXT")) == NULL) || r; - r = ((glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribBinding")) == NULL) || r; - r = ((glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormat")) == NULL) || r; - r = ((glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormat")) == NULL) || r; - r = ((glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormat")) == NULL) || r; - r = ((glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexBindingDivisor")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_attrib_binding */ - -#ifdef GL_ARB_vertex_blend - -static GLboolean _glewInit_GL_ARB_vertex_blend () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexBlendARB = (PFNGLVERTEXBLENDARBPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendARB")) == NULL) || r; - r = ((glWeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glWeightPointerARB")) == NULL) || r; - r = ((glWeightbvARB = (PFNGLWEIGHTBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightbvARB")) == NULL) || r; - r = ((glWeightdvARB = (PFNGLWEIGHTDVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightdvARB")) == NULL) || r; - r = ((glWeightfvARB = (PFNGLWEIGHTFVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightfvARB")) == NULL) || r; - r = ((glWeightivARB = (PFNGLWEIGHTIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightivARB")) == NULL) || r; - r = ((glWeightsvARB = (PFNGLWEIGHTSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightsvARB")) == NULL) || r; - r = ((glWeightubvARB = (PFNGLWEIGHTUBVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightubvARB")) == NULL) || r; - r = ((glWeightuivARB = (PFNGLWEIGHTUIVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightuivARB")) == NULL) || r; - r = ((glWeightusvARB = (PFNGLWEIGHTUSVARBPROC)glewGetProcAddress((const GLubyte*)"glWeightusvARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_blend */ - -#ifdef GL_ARB_vertex_buffer_object - -static GLboolean _glewInit_GL_ARB_vertex_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindBufferARB = (PFNGLBINDBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glBindBufferARB")) == NULL) || r; - r = ((glBufferDataARB = (PFNGLBUFFERDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferDataARB")) == NULL) || r; - r = ((glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glBufferSubDataARB")) == NULL) || r; - r = ((glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteBuffersARB")) == NULL) || r; - r = ((glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)glewGetProcAddress((const GLubyte*)"glGenBuffersARB")) == NULL) || r; - r = ((glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterivARB")) == NULL) || r; - r = ((glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferPointervARB")) == NULL) || r; - r = ((glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)glewGetProcAddress((const GLubyte*)"glGetBufferSubDataARB")) == NULL) || r; - r = ((glIsBufferARB = (PFNGLISBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glIsBufferARB")) == NULL) || r; - r = ((glMapBufferARB = (PFNGLMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glMapBufferARB")) == NULL) || r; - r = ((glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"glUnmapBufferARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_buffer_object */ - -#ifdef GL_ARB_vertex_program - -static GLboolean _glewInit_GL_ARB_vertex_program () -{ - GLboolean r = GL_FALSE; - - r = ((glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glBindProgramARB")) == NULL) || r; - r = ((glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsARB")) == NULL) || r; - r = ((glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexAttribArrayARB")) == NULL) || r; - r = ((glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexAttribArrayARB")) == NULL) || r; - r = ((glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsARB")) == NULL) || r; - r = ((glGetProgramEnvParameterdvARB = (PFNGLGETPROGRAMENVPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterdvARB")) == NULL) || r; - r = ((glGetProgramEnvParameterfvARB = (PFNGLGETPROGRAMENVPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramEnvParameterfvARB")) == NULL) || r; - r = ((glGetProgramLocalParameterdvARB = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterdvARB")) == NULL) || r; - r = ((glGetProgramLocalParameterfvARB = (PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramLocalParameterfvARB")) == NULL) || r; - r = ((glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringARB")) == NULL) || r; - r = ((glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivARB")) == NULL) || r; - r = ((glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervARB")) == NULL) || r; - r = ((glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvARB")) == NULL) || r; - r = ((glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvARB")) == NULL) || r; - r = ((glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivARB")) == NULL) || r; - r = ((glIsProgramARB = (PFNGLISPROGRAMARBPROC)glewGetProcAddress((const GLubyte*)"glIsProgramARB")) == NULL) || r; - r = ((glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dARB")) == NULL) || r; - r = ((glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4dvARB")) == NULL) || r; - r = ((glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fARB")) == NULL) || r; - r = ((glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameter4fvARB")) == NULL) || r; - r = ((glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dARB")) == NULL) || r; - r = ((glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4dvARB")) == NULL) || r; - r = ((glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fARB")) == NULL) || r; - r = ((glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameter4fvARB")) == NULL) || r; - r = ((glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"glProgramStringARB")) == NULL) || r; - r = ((glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dARB")) == NULL) || r; - r = ((glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvARB")) == NULL) || r; - r = ((glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fARB")) == NULL) || r; - r = ((glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvARB")) == NULL) || r; - r = ((glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sARB")) == NULL) || r; - r = ((glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svARB")) == NULL) || r; - r = ((glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dARB")) == NULL) || r; - r = ((glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvARB")) == NULL) || r; - r = ((glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fARB")) == NULL) || r; - r = ((glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvARB")) == NULL) || r; - r = ((glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sARB")) == NULL) || r; - r = ((glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svARB")) == NULL) || r; - r = ((glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dARB")) == NULL) || r; - r = ((glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvARB")) == NULL) || r; - r = ((glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fARB")) == NULL) || r; - r = ((glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvARB")) == NULL) || r; - r = ((glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sARB")) == NULL) || r; - r = ((glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svARB")) == NULL) || r; - r = ((glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NbvARB")) == NULL) || r; - r = ((glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NivARB")) == NULL) || r; - r = ((glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NsvARB")) == NULL) || r; - r = ((glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubARB")) == NULL) || r; - r = ((glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NubvARB")) == NULL) || r; - r = ((glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NuivARB")) == NULL) || r; - r = ((glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4NusvARB")) == NULL) || r; - r = ((glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4bvARB")) == NULL) || r; - r = ((glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dARB")) == NULL) || r; - r = ((glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvARB")) == NULL) || r; - r = ((glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fARB")) == NULL) || r; - r = ((glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvARB")) == NULL) || r; - r = ((glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ivARB")) == NULL) || r; - r = ((glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sARB")) == NULL) || r; - r = ((glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svARB")) == NULL) || r; - r = ((glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvARB")) == NULL) || r; - r = ((glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4uivARB")) == NULL) || r; - r = ((glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4usvARB")) == NULL) || r; - r = ((glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_program */ - -#ifdef GL_ARB_vertex_shader - -static GLboolean _glewInit_GL_ARB_vertex_shader () -{ - GLboolean r = GL_FALSE; - - r = ((glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glBindAttribLocationARB")) == NULL) || r; - r = ((glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"glGetActiveAttribARB")) == NULL) || r; - r = ((glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC)glewGetProcAddress((const GLubyte*)"glGetAttribLocationARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_shader */ - -#ifdef GL_ARB_vertex_type_2_10_10_10_rev - -static GLboolean _glewInit_GL_ARB_vertex_type_2_10_10_10_rev () -{ - GLboolean r = GL_FALSE; - - r = ((glColorP3ui = (PFNGLCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glColorP3ui")) == NULL) || r; - r = ((glColorP3uiv = (PFNGLCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP3uiv")) == NULL) || r; - r = ((glColorP4ui = (PFNGLCOLORP4UIPROC)glewGetProcAddress((const GLubyte*)"glColorP4ui")) == NULL) || r; - r = ((glColorP4uiv = (PFNGLCOLORP4UIVPROC)glewGetProcAddress((const GLubyte*)"glColorP4uiv")) == NULL) || r; - r = ((glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1ui")) == NULL) || r; - r = ((glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP1uiv")) == NULL) || r; - r = ((glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2ui")) == NULL) || r; - r = ((glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP2uiv")) == NULL) || r; - r = ((glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3ui")) == NULL) || r; - r = ((glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP3uiv")) == NULL) || r; - r = ((glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4ui")) == NULL) || r; - r = ((glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordP4uiv")) == NULL) || r; - r = ((glNormalP3ui = (PFNGLNORMALP3UIPROC)glewGetProcAddress((const GLubyte*)"glNormalP3ui")) == NULL) || r; - r = ((glNormalP3uiv = (PFNGLNORMALP3UIVPROC)glewGetProcAddress((const GLubyte*)"glNormalP3uiv")) == NULL) || r; - r = ((glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3ui")) == NULL) || r; - r = ((glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorP3uiv")) == NULL) || r; - r = ((glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1ui")) == NULL) || r; - r = ((glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP1uiv")) == NULL) || r; - r = ((glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2ui")) == NULL) || r; - r = ((glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP2uiv")) == NULL) || r; - r = ((glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3ui")) == NULL) || r; - r = ((glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP3uiv")) == NULL) || r; - r = ((glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4ui")) == NULL) || r; - r = ((glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordP4uiv")) == NULL) || r; - r = ((glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1ui")) == NULL) || r; - r = ((glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP1uiv")) == NULL) || r; - r = ((glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2ui")) == NULL) || r; - r = ((glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP2uiv")) == NULL) || r; - r = ((glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3ui")) == NULL) || r; - r = ((glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP3uiv")) == NULL) || r; - r = ((glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4ui")) == NULL) || r; - r = ((glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribP4uiv")) == NULL) || r; - r = ((glVertexP2ui = (PFNGLVERTEXP2UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP2ui")) == NULL) || r; - r = ((glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP2uiv")) == NULL) || r; - r = ((glVertexP3ui = (PFNGLVERTEXP3UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP3ui")) == NULL) || r; - r = ((glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP3uiv")) == NULL) || r; - r = ((glVertexP4ui = (PFNGLVERTEXP4UIPROC)glewGetProcAddress((const GLubyte*)"glVertexP4ui")) == NULL) || r; - r = ((glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)glewGetProcAddress((const GLubyte*)"glVertexP4uiv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ - -#ifdef GL_ARB_viewport_array - -static GLboolean _glewInit_GL_ARB_viewport_array () -{ - GLboolean r = GL_FALSE; - - r = ((glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeArrayv")) == NULL) || r; - r = ((glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeIndexed")) == NULL) || r; - r = ((glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_v")) == NULL) || r; - r = ((glGetFloati_v = (PFNGLGETFLOATI_VPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_v")) == NULL) || r; - r = ((glScissorArrayv = (PFNGLSCISSORARRAYVPROC)glewGetProcAddress((const GLubyte*)"glScissorArrayv")) == NULL) || r; - r = ((glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexed")) == NULL) || r; - r = ((glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedv")) == NULL) || r; - r = ((glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)glewGetProcAddress((const GLubyte*)"glViewportArrayv")) == NULL) || r; - r = ((glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedf")) == NULL) || r; - r = ((glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfv")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_viewport_array */ - -#ifdef GL_ARB_window_pos - -static GLboolean _glewInit_GL_ARB_window_pos () -{ - GLboolean r = GL_FALSE; - - r = ((glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dARB")) == NULL) || r; - r = ((glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvARB")) == NULL) || r; - r = ((glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fARB")) == NULL) || r; - r = ((glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvARB")) == NULL) || r; - r = ((glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iARB")) == NULL) || r; - r = ((glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivARB")) == NULL) || r; - r = ((glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sARB")) == NULL) || r; - r = ((glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svARB")) == NULL) || r; - r = ((glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dARB")) == NULL) || r; - r = ((glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvARB")) == NULL) || r; - r = ((glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fARB")) == NULL) || r; - r = ((glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvARB")) == NULL) || r; - r = ((glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iARB")) == NULL) || r; - r = ((glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivARB")) == NULL) || r; - r = ((glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sARB")) == NULL) || r; - r = ((glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svARB")) == NULL) || r; - - return r; -} - -#endif /* GL_ARB_window_pos */ - -#ifdef GL_ATI_draw_buffers - -static GLboolean _glewInit_GL_ATI_draw_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_draw_buffers */ - -#ifdef GL_ATI_element_array - -static GLboolean _glewInit_GL_ATI_element_array () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawElementArrayATI = (PFNGLDRAWELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawElementArrayATI")) == NULL) || r; - r = ((glDrawRangeElementArrayATI = (PFNGLDRAWRANGEELEMENTARRAYATIPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementArrayATI")) == NULL) || r; - r = ((glElementPointerATI = (PFNGLELEMENTPOINTERATIPROC)glewGetProcAddress((const GLubyte*)"glElementPointerATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_element_array */ - -#ifdef GL_ATI_envmap_bumpmap - -static GLboolean _glewInit_GL_ATI_envmap_bumpmap () -{ - GLboolean r = GL_FALSE; - - r = ((glGetTexBumpParameterfvATI = (PFNGLGETTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterfvATI")) == NULL) || r; - r = ((glGetTexBumpParameterivATI = (PFNGLGETTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetTexBumpParameterivATI")) == NULL) || r; - r = ((glTexBumpParameterfvATI = (PFNGLTEXBUMPPARAMETERFVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterfvATI")) == NULL) || r; - r = ((glTexBumpParameterivATI = (PFNGLTEXBUMPPARAMETERIVATIPROC)glewGetProcAddress((const GLubyte*)"glTexBumpParameterivATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_envmap_bumpmap */ - -#ifdef GL_ATI_fragment_shader - -static GLboolean _glewInit_GL_ATI_fragment_shader () -{ - GLboolean r = GL_FALSE; - - r = ((glAlphaFragmentOp1ATI = (PFNGLALPHAFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp1ATI")) == NULL) || r; - r = ((glAlphaFragmentOp2ATI = (PFNGLALPHAFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp2ATI")) == NULL) || r; - r = ((glAlphaFragmentOp3ATI = (PFNGLALPHAFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glAlphaFragmentOp3ATI")) == NULL) || r; - r = ((glBeginFragmentShaderATI = (PFNGLBEGINFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBeginFragmentShaderATI")) == NULL) || r; - r = ((glBindFragmentShaderATI = (PFNGLBINDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glBindFragmentShaderATI")) == NULL) || r; - r = ((glColorFragmentOp1ATI = (PFNGLCOLORFRAGMENTOP1ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp1ATI")) == NULL) || r; - r = ((glColorFragmentOp2ATI = (PFNGLCOLORFRAGMENTOP2ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp2ATI")) == NULL) || r; - r = ((glColorFragmentOp3ATI = (PFNGLCOLORFRAGMENTOP3ATIPROC)glewGetProcAddress((const GLubyte*)"glColorFragmentOp3ATI")) == NULL) || r; - r = ((glDeleteFragmentShaderATI = (PFNGLDELETEFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glDeleteFragmentShaderATI")) == NULL) || r; - r = ((glEndFragmentShaderATI = (PFNGLENDFRAGMENTSHADERATIPROC)glewGetProcAddress((const GLubyte*)"glEndFragmentShaderATI")) == NULL) || r; - r = ((glGenFragmentShadersATI = (PFNGLGENFRAGMENTSHADERSATIPROC)glewGetProcAddress((const GLubyte*)"glGenFragmentShadersATI")) == NULL) || r; - r = ((glPassTexCoordATI = (PFNGLPASSTEXCOORDATIPROC)glewGetProcAddress((const GLubyte*)"glPassTexCoordATI")) == NULL) || r; - r = ((glSampleMapATI = (PFNGLSAMPLEMAPATIPROC)glewGetProcAddress((const GLubyte*)"glSampleMapATI")) == NULL) || r; - r = ((glSetFragmentShaderConstantATI = (PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)glewGetProcAddress((const GLubyte*)"glSetFragmentShaderConstantATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_fragment_shader */ - -#ifdef GL_ATI_map_object_buffer - -static GLboolean _glewInit_GL_ATI_map_object_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glMapObjectBufferATI = (PFNGLMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glMapObjectBufferATI")) == NULL) || r; - r = ((glUnmapObjectBufferATI = (PFNGLUNMAPOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUnmapObjectBufferATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_map_object_buffer */ - -#ifdef GL_ATI_pn_triangles - -static GLboolean _glewInit_GL_ATI_pn_triangles () -{ - GLboolean r = GL_FALSE; - - r = ((glPNTrianglesfATI = (PFNGLPNTRIANGLESFATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesfATI")) == NULL) || r; - r = ((glPNTrianglesiATI = (PFNGLPNTRIANGLESIATIPROC)glewGetProcAddress((const GLubyte*)"glPNTrianglesiATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_pn_triangles */ - -#ifdef GL_ATI_separate_stencil - -static GLboolean _glewInit_GL_ATI_separate_stencil () -{ - GLboolean r = GL_FALSE; - - r = ((glStencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilFuncSeparateATI")) == NULL) || r; - r = ((glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC)glewGetProcAddress((const GLubyte*)"glStencilOpSeparateATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_separate_stencil */ - -#ifdef GL_ATI_vertex_array_object - -static GLboolean _glewInit_GL_ATI_vertex_array_object () -{ - GLboolean r = GL_FALSE; - - r = ((glArrayObjectATI = (PFNGLARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glArrayObjectATI")) == NULL) || r; - r = ((glFreeObjectBufferATI = (PFNGLFREEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glFreeObjectBufferATI")) == NULL) || r; - r = ((glGetArrayObjectfvATI = (PFNGLGETARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectfvATI")) == NULL) || r; - r = ((glGetArrayObjectivATI = (PFNGLGETARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetArrayObjectivATI")) == NULL) || r; - r = ((glGetObjectBufferfvATI = (PFNGLGETOBJECTBUFFERFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferfvATI")) == NULL) || r; - r = ((glGetObjectBufferivATI = (PFNGLGETOBJECTBUFFERIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetObjectBufferivATI")) == NULL) || r; - r = ((glGetVariantArrayObjectfvATI = (PFNGLGETVARIANTARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectfvATI")) == NULL) || r; - r = ((glGetVariantArrayObjectivATI = (PFNGLGETVARIANTARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVariantArrayObjectivATI")) == NULL) || r; - r = ((glIsObjectBufferATI = (PFNGLISOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glIsObjectBufferATI")) == NULL) || r; - r = ((glNewObjectBufferATI = (PFNGLNEWOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glNewObjectBufferATI")) == NULL) || r; - r = ((glUpdateObjectBufferATI = (PFNGLUPDATEOBJECTBUFFERATIPROC)glewGetProcAddress((const GLubyte*)"glUpdateObjectBufferATI")) == NULL) || r; - r = ((glVariantArrayObjectATI = (PFNGLVARIANTARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVariantArrayObjectATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_vertex_array_object */ - -#ifdef GL_ATI_vertex_attrib_array_object - -static GLboolean _glewInit_GL_ATI_vertex_attrib_array_object () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVertexAttribArrayObjectfvATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectfvATI")) == NULL) || r; - r = ((glGetVertexAttribArrayObjectivATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribArrayObjectivATI")) == NULL) || r; - r = ((glVertexAttribArrayObjectATI = (PFNGLVERTEXATTRIBARRAYOBJECTATIPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribArrayObjectATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_vertex_attrib_array_object */ - -#ifdef GL_ATI_vertex_streams - -static GLboolean _glewInit_GL_ATI_vertex_streams () -{ - GLboolean r = GL_FALSE; - - r = ((glClientActiveVertexStreamATI = (PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)glewGetProcAddress((const GLubyte*)"glClientActiveVertexStreamATI")) == NULL) || r; - r = ((glNormalStream3bATI = (PFNGLNORMALSTREAM3BATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bATI")) == NULL) || r; - r = ((glNormalStream3bvATI = (PFNGLNORMALSTREAM3BVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3bvATI")) == NULL) || r; - r = ((glNormalStream3dATI = (PFNGLNORMALSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dATI")) == NULL) || r; - r = ((glNormalStream3dvATI = (PFNGLNORMALSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3dvATI")) == NULL) || r; - r = ((glNormalStream3fATI = (PFNGLNORMALSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fATI")) == NULL) || r; - r = ((glNormalStream3fvATI = (PFNGLNORMALSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3fvATI")) == NULL) || r; - r = ((glNormalStream3iATI = (PFNGLNORMALSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3iATI")) == NULL) || r; - r = ((glNormalStream3ivATI = (PFNGLNORMALSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3ivATI")) == NULL) || r; - r = ((glNormalStream3sATI = (PFNGLNORMALSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3sATI")) == NULL) || r; - r = ((glNormalStream3svATI = (PFNGLNORMALSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glNormalStream3svATI")) == NULL) || r; - r = ((glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnvfATI")) == NULL) || r; - r = ((glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC)glewGetProcAddress((const GLubyte*)"glVertexBlendEnviATI")) == NULL) || r; - r = ((glVertexStream1dATI = (PFNGLVERTEXSTREAM1DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dATI")) == NULL) || r; - r = ((glVertexStream1dvATI = (PFNGLVERTEXSTREAM1DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1dvATI")) == NULL) || r; - r = ((glVertexStream1fATI = (PFNGLVERTEXSTREAM1FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fATI")) == NULL) || r; - r = ((glVertexStream1fvATI = (PFNGLVERTEXSTREAM1FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1fvATI")) == NULL) || r; - r = ((glVertexStream1iATI = (PFNGLVERTEXSTREAM1IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1iATI")) == NULL) || r; - r = ((glVertexStream1ivATI = (PFNGLVERTEXSTREAM1IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1ivATI")) == NULL) || r; - r = ((glVertexStream1sATI = (PFNGLVERTEXSTREAM1SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1sATI")) == NULL) || r; - r = ((glVertexStream1svATI = (PFNGLVERTEXSTREAM1SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream1svATI")) == NULL) || r; - r = ((glVertexStream2dATI = (PFNGLVERTEXSTREAM2DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dATI")) == NULL) || r; - r = ((glVertexStream2dvATI = (PFNGLVERTEXSTREAM2DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2dvATI")) == NULL) || r; - r = ((glVertexStream2fATI = (PFNGLVERTEXSTREAM2FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fATI")) == NULL) || r; - r = ((glVertexStream2fvATI = (PFNGLVERTEXSTREAM2FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2fvATI")) == NULL) || r; - r = ((glVertexStream2iATI = (PFNGLVERTEXSTREAM2IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2iATI")) == NULL) || r; - r = ((glVertexStream2ivATI = (PFNGLVERTEXSTREAM2IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2ivATI")) == NULL) || r; - r = ((glVertexStream2sATI = (PFNGLVERTEXSTREAM2SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2sATI")) == NULL) || r; - r = ((glVertexStream2svATI = (PFNGLVERTEXSTREAM2SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream2svATI")) == NULL) || r; - r = ((glVertexStream3dATI = (PFNGLVERTEXSTREAM3DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dATI")) == NULL) || r; - r = ((glVertexStream3dvATI = (PFNGLVERTEXSTREAM3DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3dvATI")) == NULL) || r; - r = ((glVertexStream3fATI = (PFNGLVERTEXSTREAM3FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fATI")) == NULL) || r; - r = ((glVertexStream3fvATI = (PFNGLVERTEXSTREAM3FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3fvATI")) == NULL) || r; - r = ((glVertexStream3iATI = (PFNGLVERTEXSTREAM3IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3iATI")) == NULL) || r; - r = ((glVertexStream3ivATI = (PFNGLVERTEXSTREAM3IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3ivATI")) == NULL) || r; - r = ((glVertexStream3sATI = (PFNGLVERTEXSTREAM3SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3sATI")) == NULL) || r; - r = ((glVertexStream3svATI = (PFNGLVERTEXSTREAM3SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream3svATI")) == NULL) || r; - r = ((glVertexStream4dATI = (PFNGLVERTEXSTREAM4DATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dATI")) == NULL) || r; - r = ((glVertexStream4dvATI = (PFNGLVERTEXSTREAM4DVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4dvATI")) == NULL) || r; - r = ((glVertexStream4fATI = (PFNGLVERTEXSTREAM4FATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fATI")) == NULL) || r; - r = ((glVertexStream4fvATI = (PFNGLVERTEXSTREAM4FVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4fvATI")) == NULL) || r; - r = ((glVertexStream4iATI = (PFNGLVERTEXSTREAM4IATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4iATI")) == NULL) || r; - r = ((glVertexStream4ivATI = (PFNGLVERTEXSTREAM4IVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4ivATI")) == NULL) || r; - r = ((glVertexStream4sATI = (PFNGLVERTEXSTREAM4SATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4sATI")) == NULL) || r; - r = ((glVertexStream4svATI = (PFNGLVERTEXSTREAM4SVATIPROC)glewGetProcAddress((const GLubyte*)"glVertexStream4svATI")) == NULL) || r; - - return r; -} - -#endif /* GL_ATI_vertex_streams */ - -#ifdef GL_EXT_base_instance - -static GLboolean _glewInit_GL_EXT_base_instance () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedBaseInstanceEXT = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedBaseInstanceEXT")) == NULL) || r; - r = ((glDrawElementsInstancedBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseInstanceEXT")) == NULL) || r; - r = ((glDrawElementsInstancedBaseVertexBaseInstanceEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexBaseInstanceEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_base_instance */ - -#ifdef GL_EXT_bindable_uniform - -static GLboolean _glewInit_GL_EXT_bindable_uniform () -{ - GLboolean r = GL_FALSE; - - r = ((glGetUniformBufferSizeEXT = (PFNGLGETUNIFORMBUFFERSIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformBufferSizeEXT")) == NULL) || r; - r = ((glGetUniformOffsetEXT = (PFNGLGETUNIFORMOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformOffsetEXT")) == NULL) || r; - r = ((glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUniformBufferEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_bindable_uniform */ - -#ifdef GL_EXT_blend_color - -static GLboolean _glewInit_GL_EXT_blend_color () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC)glewGetProcAddress((const GLubyte*)"glBlendColorEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_blend_color */ - -#ifdef GL_EXT_blend_equation_separate - -static GLboolean _glewInit_GL_EXT_blend_equation_separate () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_blend_equation_separate */ - -#ifdef GL_EXT_blend_func_extended - -static GLboolean _glewInit_GL_EXT_blend_func_extended () -{ - GLboolean r = GL_FALSE; - - r = ((glBindFragDataLocationIndexedEXT = (PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationIndexedEXT")) == NULL) || r; - r = ((glGetFragDataIndexEXT = (PFNGLGETFRAGDATAINDEXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataIndexEXT")) == NULL) || r; - r = ((glGetProgramResourceLocationIndexEXT = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourceLocationIndexEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_blend_func_extended */ - -#ifdef GL_EXT_blend_func_separate - -static GLboolean _glewInit_GL_EXT_blend_func_separate () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_blend_func_separate */ - -#ifdef GL_EXT_blend_minmax - -static GLboolean _glewInit_GL_EXT_blend_minmax () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_blend_minmax */ - -#ifdef GL_EXT_buffer_storage - -static GLboolean _glewInit_GL_EXT_buffer_storage () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferStorageEXT = (PFNGLBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageEXT")) == NULL) || r; - r = ((glNamedBufferStorageEXT = (PFNGLNAMEDBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_buffer_storage */ - -#ifdef GL_EXT_clear_texture - -static GLboolean _glewInit_GL_EXT_clear_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glClearTexImageEXT = (PFNGLCLEARTEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glClearTexImageEXT")) == NULL) || r; - r = ((glClearTexSubImageEXT = (PFNGLCLEARTEXSUBIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glClearTexSubImageEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_clear_texture */ - -#ifdef GL_EXT_color_subtable - -static GLboolean _glewInit_GL_EXT_color_subtable () -{ - GLboolean r = GL_FALSE; - - r = ((glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorSubTableEXT")) == NULL) || r; - r = ((glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyColorSubTableEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_color_subtable */ - -#ifdef GL_EXT_compiled_vertex_array - -static GLboolean _glewInit_GL_EXT_compiled_vertex_array () -{ - GLboolean r = GL_FALSE; - - r = ((glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glLockArraysEXT")) == NULL) || r; - r = ((glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glUnlockArraysEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_compiled_vertex_array */ - -#ifdef GL_EXT_convolution - -static GLboolean _glewInit_GL_EXT_convolution () -{ - GLboolean r = GL_FALSE; - - r = ((glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter1DEXT")) == NULL) || r; - r = ((glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionFilter2DEXT")) == NULL) || r; - r = ((glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfEXT")) == NULL) || r; - r = ((glConvolutionParameterfvEXT = (PFNGLCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterfvEXT")) == NULL) || r; - r = ((glConvolutionParameteriEXT = (PFNGLCONVOLUTIONPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameteriEXT")) == NULL) || r; - r = ((glConvolutionParameterivEXT = (PFNGLCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glConvolutionParameterivEXT")) == NULL) || r; - r = ((glCopyConvolutionFilter1DEXT = (PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter1DEXT")) == NULL) || r; - r = ((glCopyConvolutionFilter2DEXT = (PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyConvolutionFilter2DEXT")) == NULL) || r; - r = ((glGetConvolutionFilterEXT = (PFNGLGETCONVOLUTIONFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionFilterEXT")) == NULL) || r; - r = ((glGetConvolutionParameterfvEXT = (PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterfvEXT")) == NULL) || r; - r = ((glGetConvolutionParameterivEXT = (PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetConvolutionParameterivEXT")) == NULL) || r; - r = ((glGetSeparableFilterEXT = (PFNGLGETSEPARABLEFILTEREXTPROC)glewGetProcAddress((const GLubyte*)"glGetSeparableFilterEXT")) == NULL) || r; - r = ((glSeparableFilter2DEXT = (PFNGLSEPARABLEFILTER2DEXTPROC)glewGetProcAddress((const GLubyte*)"glSeparableFilter2DEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_convolution */ - -#ifdef GL_EXT_coordinate_frame - -static GLboolean _glewInit_GL_EXT_coordinate_frame () -{ - GLboolean r = GL_FALSE; - - r = ((glBinormalPointerEXT = (PFNGLBINORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glBinormalPointerEXT")) == NULL) || r; - r = ((glTangentPointerEXT = (PFNGLTANGENTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTangentPointerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_coordinate_frame */ - -#ifdef GL_EXT_copy_image - -static GLboolean _glewInit_GL_EXT_copy_image () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyImageSubDataEXT = (PFNGLCOPYIMAGESUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubDataEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_copy_image */ - -#ifdef GL_EXT_copy_texture - -static GLboolean _glewInit_GL_EXT_copy_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyTexImage1DEXT = (PFNGLCOPYTEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage1DEXT")) == NULL) || r; - r = ((glCopyTexImage2DEXT = (PFNGLCOPYTEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexImage2DEXT")) == NULL) || r; - r = ((glCopyTexSubImage1DEXT = (PFNGLCOPYTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage1DEXT")) == NULL) || r; - r = ((glCopyTexSubImage2DEXT = (PFNGLCOPYTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage2DEXT")) == NULL) || r; - r = ((glCopyTexSubImage3DEXT = (PFNGLCOPYTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3DEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_copy_texture */ - -#ifdef GL_EXT_cull_vertex - -static GLboolean _glewInit_GL_EXT_cull_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glCullParameterdvEXT = (PFNGLCULLPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterdvEXT")) == NULL) || r; - r = ((glCullParameterfvEXT = (PFNGLCULLPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glCullParameterfvEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_cull_vertex */ - -#ifdef GL_EXT_debug_label - -static GLboolean _glewInit_GL_EXT_debug_label () -{ - GLboolean r = GL_FALSE; - - r = ((glGetObjectLabelEXT = (PFNGLGETOBJECTLABELEXTPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabelEXT")) == NULL) || r; - r = ((glLabelObjectEXT = (PFNGLLABELOBJECTEXTPROC)glewGetProcAddress((const GLubyte*)"glLabelObjectEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_debug_label */ - -#ifdef GL_EXT_debug_marker - -static GLboolean _glewInit_GL_EXT_debug_marker () -{ - GLboolean r = GL_FALSE; - - r = ((glInsertEventMarkerEXT = (PFNGLINSERTEVENTMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glInsertEventMarkerEXT")) == NULL) || r; - r = ((glPopGroupMarkerEXT = (PFNGLPOPGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPopGroupMarkerEXT")) == NULL) || r; - r = ((glPushGroupMarkerEXT = (PFNGLPUSHGROUPMARKEREXTPROC)glewGetProcAddress((const GLubyte*)"glPushGroupMarkerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_debug_marker */ - -#ifdef GL_EXT_depth_bounds_test - -static GLboolean _glewInit_GL_EXT_depth_bounds_test () -{ - GLboolean r = GL_FALSE; - - r = ((glDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_depth_bounds_test */ - -#ifdef GL_EXT_direct_state_access - -static GLboolean _glewInit_GL_EXT_direct_state_access () -{ - GLboolean r = GL_FALSE; - - r = ((glBindMultiTextureEXT = (PFNGLBINDMULTITEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindMultiTextureEXT")) == NULL) || r; - r = ((glCheckNamedFramebufferStatusEXT = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckNamedFramebufferStatusEXT")) == NULL) || r; - r = ((glClientAttribDefaultEXT = (PFNGLCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glClientAttribDefaultEXT")) == NULL) || r; - r = ((glCompressedMultiTexImage1DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage1DEXT")) == NULL) || r; - r = ((glCompressedMultiTexImage2DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage2DEXT")) == NULL) || r; - r = ((glCompressedMultiTexImage3DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexImage3DEXT")) == NULL) || r; - r = ((glCompressedMultiTexSubImage1DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage1DEXT")) == NULL) || r; - r = ((glCompressedMultiTexSubImage2DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage2DEXT")) == NULL) || r; - r = ((glCompressedMultiTexSubImage3DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedMultiTexSubImage3DEXT")) == NULL) || r; - r = ((glCompressedTextureImage1DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage1DEXT")) == NULL) || r; - r = ((glCompressedTextureImage2DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage2DEXT")) == NULL) || r; - r = ((glCompressedTextureImage3DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureImage3DEXT")) == NULL) || r; - r = ((glCompressedTextureSubImage1DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage1DEXT")) == NULL) || r; - r = ((glCompressedTextureSubImage2DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage2DEXT")) == NULL) || r; - r = ((glCompressedTextureSubImage3DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCompressedTextureSubImage3DEXT")) == NULL) || r; - r = ((glCopyMultiTexImage1DEXT = (PFNGLCOPYMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage1DEXT")) == NULL) || r; - r = ((glCopyMultiTexImage2DEXT = (PFNGLCOPYMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexImage2DEXT")) == NULL) || r; - r = ((glCopyMultiTexSubImage1DEXT = (PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage1DEXT")) == NULL) || r; - r = ((glCopyMultiTexSubImage2DEXT = (PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage2DEXT")) == NULL) || r; - r = ((glCopyMultiTexSubImage3DEXT = (PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyMultiTexSubImage3DEXT")) == NULL) || r; - r = ((glCopyTextureImage1DEXT = (PFNGLCOPYTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage1DEXT")) == NULL) || r; - r = ((glCopyTextureImage2DEXT = (PFNGLCOPYTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureImage2DEXT")) == NULL) || r; - r = ((glCopyTextureSubImage1DEXT = (PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage1DEXT")) == NULL) || r; - r = ((glCopyTextureSubImage2DEXT = (PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage2DEXT")) == NULL) || r; - r = ((glCopyTextureSubImage3DEXT = (PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glCopyTextureSubImage3DEXT")) == NULL) || r; - r = ((glDisableClientStateIndexedEXT = (PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateIndexedEXT")) == NULL) || r; - r = ((glDisableClientStateiEXT = (PFNGLDISABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableClientStateiEXT")) == NULL) || r; - r = ((glDisableVertexArrayAttribEXT = (PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayAttribEXT")) == NULL) || r; - r = ((glDisableVertexArrayEXT = (PFNGLDISABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVertexArrayEXT")) == NULL) || r; - r = ((glEnableClientStateIndexedEXT = (PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateIndexedEXT")) == NULL) || r; - r = ((glEnableClientStateiEXT = (PFNGLENABLECLIENTSTATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableClientStateiEXT")) == NULL) || r; - r = ((glEnableVertexArrayAttribEXT = (PFNGLENABLEVERTEXARRAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayAttribEXT")) == NULL) || r; - r = ((glEnableVertexArrayEXT = (PFNGLENABLEVERTEXARRAYEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVertexArrayEXT")) == NULL) || r; - r = ((glFlushMappedNamedBufferRangeEXT = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedNamedBufferRangeEXT")) == NULL) || r; - r = ((glFramebufferDrawBufferEXT = (PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBufferEXT")) == NULL) || r; - r = ((glFramebufferDrawBuffersEXT = (PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferDrawBuffersEXT")) == NULL) || r; - r = ((glFramebufferReadBufferEXT = (PFNGLFRAMEBUFFERREADBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferReadBufferEXT")) == NULL) || r; - r = ((glGenerateMultiTexMipmapEXT = (PFNGLGENERATEMULTITEXMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMultiTexMipmapEXT")) == NULL) || r; - r = ((glGenerateTextureMipmapEXT = (PFNGLGENERATETEXTUREMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateTextureMipmapEXT")) == NULL) || r; - r = ((glGetCompressedMultiTexImageEXT = (PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedMultiTexImageEXT")) == NULL) || r; - r = ((glGetCompressedTextureImageEXT = (PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetCompressedTextureImageEXT")) == NULL) || r; - r = ((glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoubleIndexedvEXT")) == NULL) || r; - r = ((glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetDoublei_vEXT")) == NULL) || r; - r = ((glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloatIndexedvEXT")) == NULL) || r; - r = ((glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_vEXT")) == NULL) || r; - r = ((glGetFramebufferParameterivEXT = (PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferParameterivEXT")) == NULL) || r; - r = ((glGetMultiTexEnvfvEXT = (PFNGLGETMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvfvEXT")) == NULL) || r; - r = ((glGetMultiTexEnvivEXT = (PFNGLGETMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexEnvivEXT")) == NULL) || r; - r = ((glGetMultiTexGendvEXT = (PFNGLGETMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGendvEXT")) == NULL) || r; - r = ((glGetMultiTexGenfvEXT = (PFNGLGETMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenfvEXT")) == NULL) || r; - r = ((glGetMultiTexGenivEXT = (PFNGLGETMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexGenivEXT")) == NULL) || r; - r = ((glGetMultiTexImageEXT = (PFNGLGETMULTITEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexImageEXT")) == NULL) || r; - r = ((glGetMultiTexLevelParameterfvEXT = (PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterfvEXT")) == NULL) || r; - r = ((glGetMultiTexLevelParameterivEXT = (PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexLevelParameterivEXT")) == NULL) || r; - r = ((glGetMultiTexParameterIivEXT = (PFNGLGETMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIivEXT")) == NULL) || r; - r = ((glGetMultiTexParameterIuivEXT = (PFNGLGETMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterIuivEXT")) == NULL) || r; - r = ((glGetMultiTexParameterfvEXT = (PFNGLGETMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterfvEXT")) == NULL) || r; - r = ((glGetMultiTexParameterivEXT = (PFNGLGETMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMultiTexParameterivEXT")) == NULL) || r; - r = ((glGetNamedBufferParameterivEXT = (PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterivEXT")) == NULL) || r; - r = ((glGetNamedBufferPointervEXT = (PFNGLGETNAMEDBUFFERPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferPointervEXT")) == NULL) || r; - r = ((glGetNamedBufferSubDataEXT = (PFNGLGETNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferSubDataEXT")) == NULL) || r; - r = ((glGetNamedFramebufferAttachmentParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedFramebufferAttachmentParameterivEXT")) == NULL) || r; - r = ((glGetNamedProgramLocalParameterIivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIivEXT")) == NULL) || r; - r = ((glGetNamedProgramLocalParameterIuivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterIuivEXT")) == NULL) || r; - r = ((glGetNamedProgramLocalParameterdvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterdvEXT")) == NULL) || r; - r = ((glGetNamedProgramLocalParameterfvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramLocalParameterfvEXT")) == NULL) || r; - r = ((glGetNamedProgramStringEXT = (PFNGLGETNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramStringEXT")) == NULL) || r; - r = ((glGetNamedProgramivEXT = (PFNGLGETNAMEDPROGRAMIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedProgramivEXT")) == NULL) || r; - r = ((glGetNamedRenderbufferParameterivEXT = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetNamedRenderbufferParameterivEXT")) == NULL) || r; - r = ((glGetPointerIndexedvEXT = (PFNGLGETPOINTERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointerIndexedvEXT")) == NULL) || r; - r = ((glGetPointeri_vEXT = (PFNGLGETPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPointeri_vEXT")) == NULL) || r; - r = ((glGetTextureImageEXT = (PFNGLGETTEXTUREIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureImageEXT")) == NULL) || r; - r = ((glGetTextureLevelParameterfvEXT = (PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterfvEXT")) == NULL) || r; - r = ((glGetTextureLevelParameterivEXT = (PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureLevelParameterivEXT")) == NULL) || r; - r = ((glGetTextureParameterIivEXT = (PFNGLGETTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIivEXT")) == NULL) || r; - r = ((glGetTextureParameterIuivEXT = (PFNGLGETTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterIuivEXT")) == NULL) || r; - r = ((glGetTextureParameterfvEXT = (PFNGLGETTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterfvEXT")) == NULL) || r; - r = ((glGetTextureParameterivEXT = (PFNGLGETTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTextureParameterivEXT")) == NULL) || r; - r = ((glGetVertexArrayIntegeri_vEXT = (PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegeri_vEXT")) == NULL) || r; - r = ((glGetVertexArrayIntegervEXT = (PFNGLGETVERTEXARRAYINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayIntegervEXT")) == NULL) || r; - r = ((glGetVertexArrayPointeri_vEXT = (PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointeri_vEXT")) == NULL) || r; - r = ((glGetVertexArrayPointervEXT = (PFNGLGETVERTEXARRAYPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexArrayPointervEXT")) == NULL) || r; - r = ((glMapNamedBufferEXT = (PFNGLMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferEXT")) == NULL) || r; - r = ((glMapNamedBufferRangeEXT = (PFNGLMAPNAMEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glMapNamedBufferRangeEXT")) == NULL) || r; - r = ((glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixFrustumEXT")) == NULL) || r; - r = ((glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadIdentityEXT")) == NULL) || r; - r = ((glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposedEXT")) == NULL) || r; - r = ((glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTransposefEXT")) == NULL) || r; - r = ((glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoaddEXT")) == NULL) || r; - r = ((glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadfEXT")) == NULL) || r; - r = ((glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposedEXT")) == NULL) || r; - r = ((glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTransposefEXT")) == NULL) || r; - r = ((glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultdEXT")) == NULL) || r; - r = ((glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultfEXT")) == NULL) || r; - r = ((glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixOrthoEXT")) == NULL) || r; - r = ((glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPopEXT")) == NULL) || r; - r = ((glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixPushEXT")) == NULL) || r; - r = ((glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatedEXT")) == NULL) || r; - r = ((glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixRotatefEXT")) == NULL) || r; - r = ((glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScaledEXT")) == NULL) || r; - r = ((glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixScalefEXT")) == NULL) || r; - r = ((glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatedEXT")) == NULL) || r; - r = ((glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC)glewGetProcAddress((const GLubyte*)"glMatrixTranslatefEXT")) == NULL) || r; - r = ((glMultiTexBufferEXT = (PFNGLMULTITEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexBufferEXT")) == NULL) || r; - r = ((glMultiTexCoordPointerEXT = (PFNGLMULTITEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoordPointerEXT")) == NULL) || r; - r = ((glMultiTexEnvfEXT = (PFNGLMULTITEXENVFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfEXT")) == NULL) || r; - r = ((glMultiTexEnvfvEXT = (PFNGLMULTITEXENVFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvfvEXT")) == NULL) || r; - r = ((glMultiTexEnviEXT = (PFNGLMULTITEXENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnviEXT")) == NULL) || r; - r = ((glMultiTexEnvivEXT = (PFNGLMULTITEXENVIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexEnvivEXT")) == NULL) || r; - r = ((glMultiTexGendEXT = (PFNGLMULTITEXGENDEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendEXT")) == NULL) || r; - r = ((glMultiTexGendvEXT = (PFNGLMULTITEXGENDVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGendvEXT")) == NULL) || r; - r = ((glMultiTexGenfEXT = (PFNGLMULTITEXGENFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfEXT")) == NULL) || r; - r = ((glMultiTexGenfvEXT = (PFNGLMULTITEXGENFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenfvEXT")) == NULL) || r; - r = ((glMultiTexGeniEXT = (PFNGLMULTITEXGENIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGeniEXT")) == NULL) || r; - r = ((glMultiTexGenivEXT = (PFNGLMULTITEXGENIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexGenivEXT")) == NULL) || r; - r = ((glMultiTexImage1DEXT = (PFNGLMULTITEXIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage1DEXT")) == NULL) || r; - r = ((glMultiTexImage2DEXT = (PFNGLMULTITEXIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage2DEXT")) == NULL) || r; - r = ((glMultiTexImage3DEXT = (PFNGLMULTITEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexImage3DEXT")) == NULL) || r; - r = ((glMultiTexParameterIivEXT = (PFNGLMULTITEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIivEXT")) == NULL) || r; - r = ((glMultiTexParameterIuivEXT = (PFNGLMULTITEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterIuivEXT")) == NULL) || r; - r = ((glMultiTexParameterfEXT = (PFNGLMULTITEXPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfEXT")) == NULL) || r; - r = ((glMultiTexParameterfvEXT = (PFNGLMULTITEXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterfvEXT")) == NULL) || r; - r = ((glMultiTexParameteriEXT = (PFNGLMULTITEXPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameteriEXT")) == NULL) || r; - r = ((glMultiTexParameterivEXT = (PFNGLMULTITEXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexParameterivEXT")) == NULL) || r; - r = ((glMultiTexRenderbufferEXT = (PFNGLMULTITEXRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexRenderbufferEXT")) == NULL) || r; - r = ((glMultiTexSubImage1DEXT = (PFNGLMULTITEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage1DEXT")) == NULL) || r; - r = ((glMultiTexSubImage2DEXT = (PFNGLMULTITEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage2DEXT")) == NULL) || r; - r = ((glMultiTexSubImage3DEXT = (PFNGLMULTITEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiTexSubImage3DEXT")) == NULL) || r; - r = ((glNamedBufferDataEXT = (PFNGLNAMEDBUFFERDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferDataEXT")) == NULL) || r; - r = ((glNamedBufferSubDataEXT = (PFNGLNAMEDBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferSubDataEXT")) == NULL) || r; - r = ((glNamedCopyBufferSubDataEXT = (PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedCopyBufferSubDataEXT")) == NULL) || r; - r = ((glNamedFramebufferRenderbufferEXT = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferRenderbufferEXT")) == NULL) || r; - r = ((glNamedFramebufferTexture1DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture1DEXT")) == NULL) || r; - r = ((glNamedFramebufferTexture2DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture2DEXT")) == NULL) || r; - r = ((glNamedFramebufferTexture3DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTexture3DEXT")) == NULL) || r; - r = ((glNamedFramebufferTextureEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureEXT")) == NULL) || r; - r = ((glNamedFramebufferTextureFaceEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureFaceEXT")) == NULL) || r; - r = ((glNamedFramebufferTextureLayerEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferTextureLayerEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameter4dEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameter4dvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4dvEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameter4fEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameter4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameter4fvEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameterI4iEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4iEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameterI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4ivEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameterI4uiEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uiEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameterI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameterI4uivEXT")) == NULL) || r; - r = ((glNamedProgramLocalParameters4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParameters4fvEXT")) == NULL) || r; - r = ((glNamedProgramLocalParametersI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4ivEXT")) == NULL) || r; - r = ((glNamedProgramLocalParametersI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramLocalParametersI4uivEXT")) == NULL) || r; - r = ((glNamedProgramStringEXT = (PFNGLNAMEDPROGRAMSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedProgramStringEXT")) == NULL) || r; - r = ((glNamedRenderbufferStorageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageEXT")) == NULL) || r; - r = ((glNamedRenderbufferStorageMultisampleCoverageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleCoverageEXT")) == NULL) || r; - r = ((glNamedRenderbufferStorageMultisampleEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedRenderbufferStorageMultisampleEXT")) == NULL) || r; - r = ((glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fEXT")) == NULL) || r; - r = ((glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1fvEXT")) == NULL) || r; - r = ((glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1iEXT")) == NULL) || r; - r = ((glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ivEXT")) == NULL) || r; - r = ((glProgramUniform1uiEXT = (PFNGLPROGRAMUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uiEXT")) == NULL) || r; - r = ((glProgramUniform1uivEXT = (PFNGLPROGRAMUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1uivEXT")) == NULL) || r; - r = ((glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fEXT")) == NULL) || r; - r = ((glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2fvEXT")) == NULL) || r; - r = ((glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2iEXT")) == NULL) || r; - r = ((glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ivEXT")) == NULL) || r; - r = ((glProgramUniform2uiEXT = (PFNGLPROGRAMUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uiEXT")) == NULL) || r; - r = ((glProgramUniform2uivEXT = (PFNGLPROGRAMUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2uivEXT")) == NULL) || r; - r = ((glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fEXT")) == NULL) || r; - r = ((glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3fvEXT")) == NULL) || r; - r = ((glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3iEXT")) == NULL) || r; - r = ((glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ivEXT")) == NULL) || r; - r = ((glProgramUniform3uiEXT = (PFNGLPROGRAMUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uiEXT")) == NULL) || r; - r = ((glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3uivEXT")) == NULL) || r; - r = ((glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fEXT")) == NULL) || r; - r = ((glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4fvEXT")) == NULL) || r; - r = ((glProgramUniform4iEXT = (PFNGLPROGRAMUNIFORM4IEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4iEXT")) == NULL) || r; - r = ((glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ivEXT")) == NULL) || r; - r = ((glProgramUniform4uiEXT = (PFNGLPROGRAMUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uiEXT")) == NULL) || r; - r = ((glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4uivEXT")) == NULL) || r; - r = ((glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x3fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix2x4fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x2fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix3x4fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix4x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x2fvEXT")) == NULL) || r; - r = ((glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformMatrix4x3fvEXT")) == NULL) || r; - r = ((glPushClientAttribDefaultEXT = (PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC)glewGetProcAddress((const GLubyte*)"glPushClientAttribDefaultEXT")) == NULL) || r; - r = ((glTextureBufferEXT = (PFNGLTEXTUREBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureBufferEXT")) == NULL) || r; - r = ((glTextureImage1DEXT = (PFNGLTEXTUREIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage1DEXT")) == NULL) || r; - r = ((glTextureImage2DEXT = (PFNGLTEXTUREIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DEXT")) == NULL) || r; - r = ((glTextureImage3DEXT = (PFNGLTEXTUREIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DEXT")) == NULL) || r; - r = ((glTextureParameterIivEXT = (PFNGLTEXTUREPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIivEXT")) == NULL) || r; - r = ((glTextureParameterIuivEXT = (PFNGLTEXTUREPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterIuivEXT")) == NULL) || r; - r = ((glTextureParameterfEXT = (PFNGLTEXTUREPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfEXT")) == NULL) || r; - r = ((glTextureParameterfvEXT = (PFNGLTEXTUREPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterfvEXT")) == NULL) || r; - r = ((glTextureParameteriEXT = (PFNGLTEXTUREPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameteriEXT")) == NULL) || r; - r = ((glTextureParameterivEXT = (PFNGLTEXTUREPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureParameterivEXT")) == NULL) || r; - r = ((glTextureRenderbufferEXT = (PFNGLTEXTURERENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTextureRenderbufferEXT")) == NULL) || r; - r = ((glTextureSubImage1DEXT = (PFNGLTEXTURESUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage1DEXT")) == NULL) || r; - r = ((glTextureSubImage2DEXT = (PFNGLTEXTURESUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage2DEXT")) == NULL) || r; - r = ((glTextureSubImage3DEXT = (PFNGLTEXTURESUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureSubImage3DEXT")) == NULL) || r; - r = ((glUnmapNamedBufferEXT = (PFNGLUNMAPNAMEDBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glUnmapNamedBufferEXT")) == NULL) || r; - r = ((glVertexArrayColorOffsetEXT = (PFNGLVERTEXARRAYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayColorOffsetEXT")) == NULL) || r; - r = ((glVertexArrayEdgeFlagOffsetEXT = (PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayEdgeFlagOffsetEXT")) == NULL) || r; - r = ((glVertexArrayFogCoordOffsetEXT = (PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayFogCoordOffsetEXT")) == NULL) || r; - r = ((glVertexArrayIndexOffsetEXT = (PFNGLVERTEXARRAYINDEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayIndexOffsetEXT")) == NULL) || r; - r = ((glVertexArrayMultiTexCoordOffsetEXT = (PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayMultiTexCoordOffsetEXT")) == NULL) || r; - r = ((glVertexArrayNormalOffsetEXT = (PFNGLVERTEXARRAYNORMALOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayNormalOffsetEXT")) == NULL) || r; - r = ((glVertexArraySecondaryColorOffsetEXT = (PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArraySecondaryColorOffsetEXT")) == NULL) || r; - r = ((glVertexArrayTexCoordOffsetEXT = (PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayTexCoordOffsetEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribDivisorEXT = (PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribDivisorEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribIOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribIOffsetEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribOffsetEXT")) == NULL) || r; - r = ((glVertexArrayVertexOffsetEXT = (PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexOffsetEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_direct_state_access */ - -#ifdef GL_EXT_discard_framebuffer - -static GLboolean _glewInit_GL_EXT_discard_framebuffer () -{ - GLboolean r = GL_FALSE; - - r = ((glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glDiscardFramebufferEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_discard_framebuffer */ - -#ifdef GL_EXT_draw_buffers - -static GLboolean _glewInit_GL_EXT_draw_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawBuffersEXT = (PFNGLDRAWBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_buffers */ - -#ifdef GL_EXT_draw_buffers2 - -static GLboolean _glewInit_GL_EXT_draw_buffers2 () -{ - GLboolean r = GL_FALSE; - - r = ((glColorMaskIndexedEXT = (PFNGLCOLORMASKINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glColorMaskIndexedEXT")) == NULL) || r; - r = ((glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableIndexedEXT")) == NULL) || r; - r = ((glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableIndexedEXT")) == NULL) || r; - r = ((glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetBooleanIndexedvEXT")) == NULL) || r; - r = ((glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerIndexedvEXT")) == NULL) || r; - r = ((glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsEnabledIndexedEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_buffers2 */ - -#ifdef GL_EXT_draw_buffers_indexed - -static GLboolean _glewInit_GL_EXT_draw_buffers_indexed () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendEquationSeparateiEXT = (PFNGLBLENDEQUATIONSEPARATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationSeparateiEXT")) == NULL) || r; - r = ((glBlendEquationiEXT = (PFNGLBLENDEQUATIONIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendEquationiEXT")) == NULL) || r; - r = ((glBlendFuncSeparateiEXT = (PFNGLBLENDFUNCSEPARATEIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFuncSeparateiEXT")) == NULL) || r; - r = ((glBlendFunciEXT = (PFNGLBLENDFUNCIEXTPROC)glewGetProcAddress((const GLubyte*)"glBlendFunciEXT")) == NULL) || r; - r = ((glColorMaskiEXT = (PFNGLCOLORMASKIEXTPROC)glewGetProcAddress((const GLubyte*)"glColorMaskiEXT")) == NULL) || r; - r = ((glDisableiEXT = (PFNGLDISABLEIEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableiEXT")) == NULL) || r; - r = ((glEnableiEXT = (PFNGLENABLEIEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableiEXT")) == NULL) || r; - r = ((glIsEnablediEXT = (PFNGLISENABLEDIEXTPROC)glewGetProcAddress((const GLubyte*)"glIsEnablediEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_buffers_indexed */ - -#ifdef GL_EXT_draw_elements_base_vertex - -static GLboolean _glewInit_GL_EXT_draw_elements_base_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawElementsBaseVertexEXT = (PFNGLDRAWELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsBaseVertexEXT")) == NULL) || r; - r = ((glDrawElementsInstancedBaseVertexEXT = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedBaseVertexEXT")) == NULL) || r; - r = ((glDrawRangeElementsBaseVertexEXT = (PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsBaseVertexEXT")) == NULL) || r; - r = ((glMultiDrawElementsBaseVertexEXT = (PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsBaseVertexEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_elements_base_vertex */ - -#ifdef GL_EXT_draw_instanced - -static GLboolean _glewInit_GL_EXT_draw_instanced () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedEXT")) == NULL) || r; - r = ((glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_instanced */ - -#ifdef GL_EXT_draw_range_elements - -static GLboolean _glewInit_GL_EXT_draw_range_elements () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawRangeElementsEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_draw_range_elements */ - -#ifdef GL_EXT_external_buffer - -static GLboolean _glewInit_GL_EXT_external_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferStorageExternalEXT = (PFNGLBUFFERSTORAGEEXTERNALEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageExternalEXT")) == NULL) || r; - r = ((glNamedBufferStorageExternalEXT = (PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageExternalEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_external_buffer */ - -#ifdef GL_EXT_fog_coord - -static GLboolean _glewInit_GL_EXT_fog_coord () -{ - GLboolean r = GL_FALSE; - - r = ((glFogCoordPointerEXT = (PFNGLFOGCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerEXT")) == NULL) || r; - r = ((glFogCoorddEXT = (PFNGLFOGCOORDDEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddEXT")) == NULL) || r; - r = ((glFogCoorddvEXT = (PFNGLFOGCOORDDVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoorddvEXT")) == NULL) || r; - r = ((glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfEXT")) == NULL) || r; - r = ((glFogCoordfvEXT = (PFNGLFOGCOORDFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFogCoordfvEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_fog_coord */ - -#ifdef GL_EXT_fragment_lighting - -static GLboolean _glewInit_GL_EXT_fragment_lighting () -{ - GLboolean r = GL_FALSE; - - r = ((glFragmentColorMaterialEXT = (PFNGLFRAGMENTCOLORMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialEXT")) == NULL) || r; - r = ((glFragmentLightModelfEXT = (PFNGLFRAGMENTLIGHTMODELFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfEXT")) == NULL) || r; - r = ((glFragmentLightModelfvEXT = (PFNGLFRAGMENTLIGHTMODELFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvEXT")) == NULL) || r; - r = ((glFragmentLightModeliEXT = (PFNGLFRAGMENTLIGHTMODELIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliEXT")) == NULL) || r; - r = ((glFragmentLightModelivEXT = (PFNGLFRAGMENTLIGHTMODELIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivEXT")) == NULL) || r; - r = ((glFragmentLightfEXT = (PFNGLFRAGMENTLIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfEXT")) == NULL) || r; - r = ((glFragmentLightfvEXT = (PFNGLFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvEXT")) == NULL) || r; - r = ((glFragmentLightiEXT = (PFNGLFRAGMENTLIGHTIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiEXT")) == NULL) || r; - r = ((glFragmentLightivEXT = (PFNGLFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivEXT")) == NULL) || r; - r = ((glFragmentMaterialfEXT = (PFNGLFRAGMENTMATERIALFEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfEXT")) == NULL) || r; - r = ((glFragmentMaterialfvEXT = (PFNGLFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvEXT")) == NULL) || r; - r = ((glFragmentMaterialiEXT = (PFNGLFRAGMENTMATERIALIEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiEXT")) == NULL) || r; - r = ((glFragmentMaterialivEXT = (PFNGLFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivEXT")) == NULL) || r; - r = ((glGetFragmentLightfvEXT = (PFNGLGETFRAGMENTLIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvEXT")) == NULL) || r; - r = ((glGetFragmentLightivEXT = (PFNGLGETFRAGMENTLIGHTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivEXT")) == NULL) || r; - r = ((glGetFragmentMaterialfvEXT = (PFNGLGETFRAGMENTMATERIALFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvEXT")) == NULL) || r; - r = ((glGetFragmentMaterialivEXT = (PFNGLGETFRAGMENTMATERIALIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivEXT")) == NULL) || r; - r = ((glLightEnviEXT = (PFNGLLIGHTENVIEXTPROC)glewGetProcAddress((const GLubyte*)"glLightEnviEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_fragment_lighting */ - -#ifdef GL_EXT_framebuffer_blit - -static GLboolean _glewInit_GL_EXT_framebuffer_blit () -{ - GLboolean r = GL_FALSE; - - r = ((glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_framebuffer_blit */ - -#ifdef GL_EXT_framebuffer_multisample - -static GLboolean _glewInit_GL_EXT_framebuffer_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_framebuffer_multisample */ - -#ifdef GL_EXT_framebuffer_object - -static GLboolean _glewInit_GL_EXT_framebuffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindFramebufferEXT")) == NULL) || r; - r = ((glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindRenderbufferEXT")) == NULL) || r; - r = ((glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)glewGetProcAddress((const GLubyte*)"glCheckFramebufferStatusEXT")) == NULL) || r; - r = ((glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteFramebuffersEXT")) == NULL) || r; - r = ((glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteRenderbuffersEXT")) == NULL) || r; - r = ((glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferRenderbufferEXT")) == NULL) || r; - r = ((glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture1DEXT")) == NULL) || r; - r = ((glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2DEXT")) == NULL) || r; - r = ((glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture3DEXT")) == NULL) || r; - r = ((glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenFramebuffersEXT")) == NULL) || r; - r = ((glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenRenderbuffersEXT")) == NULL) || r; - r = ((glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)glewGetProcAddress((const GLubyte*)"glGenerateMipmapEXT")) == NULL) || r; - r = ((glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferAttachmentParameterivEXT")) == NULL) || r; - r = ((glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetRenderbufferParameterivEXT")) == NULL) || r; - r = ((glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsFramebufferEXT")) == NULL) || r; - r = ((glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glIsRenderbufferEXT")) == NULL) || r; - r = ((glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_framebuffer_object */ - -#ifdef GL_EXT_geometry_shader4 - -static GLboolean _glewInit_GL_EXT_geometry_shader4 () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTextureEXT = (PFNGLFRAMEBUFFERTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureEXT")) == NULL) || r; - r = ((glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureFaceEXT")) == NULL) || r; - r = ((glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramParameteriEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_geometry_shader4 */ - -#ifdef GL_EXT_gpu_program_parameters - -static GLboolean _glewInit_GL_EXT_gpu_program_parameters () -{ - GLboolean r = GL_FALSE; - - r = ((glProgramEnvParameters4fvEXT = (PFNGLPROGRAMENVPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameters4fvEXT")) == NULL) || r; - r = ((glProgramLocalParameters4fvEXT = (PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameters4fvEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_gpu_program_parameters */ - -#ifdef GL_EXT_gpu_shader4 - -static GLboolean _glewInit_GL_EXT_gpu_shader4 () -{ - GLboolean r = GL_FALSE; - - r = ((glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glBindFragDataLocationEXT")) == NULL) || r; - r = ((glGetFragDataLocationEXT = (PFNGLGETFRAGDATALOCATIONEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFragDataLocationEXT")) == NULL) || r; - r = ((glGetUniformuivEXT = (PFNGLGETUNIFORMUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUniformuivEXT")) == NULL) || r; - r = ((glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIivEXT")) == NULL) || r; - r = ((glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribIuivEXT")) == NULL) || r; - r = ((glUniform1uiEXT = (PFNGLUNIFORM1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uiEXT")) == NULL) || r; - r = ((glUniform1uivEXT = (PFNGLUNIFORM1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform1uivEXT")) == NULL) || r; - r = ((glUniform2uiEXT = (PFNGLUNIFORM2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uiEXT")) == NULL) || r; - r = ((glUniform2uivEXT = (PFNGLUNIFORM2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform2uivEXT")) == NULL) || r; - r = ((glUniform3uiEXT = (PFNGLUNIFORM3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uiEXT")) == NULL) || r; - r = ((glUniform3uivEXT = (PFNGLUNIFORM3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform3uivEXT")) == NULL) || r; - r = ((glUniform4uiEXT = (PFNGLUNIFORM4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uiEXT")) == NULL) || r; - r = ((glUniform4uivEXT = (PFNGLUNIFORM4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glUniform4uivEXT")) == NULL) || r; - r = ((glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1iEXT")) == NULL) || r; - r = ((glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1ivEXT")) == NULL) || r; - r = ((glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uiEXT")) == NULL) || r; - r = ((glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI1uivEXT")) == NULL) || r; - r = ((glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2iEXT")) == NULL) || r; - r = ((glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2ivEXT")) == NULL) || r; - r = ((glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uiEXT")) == NULL) || r; - r = ((glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI2uivEXT")) == NULL) || r; - r = ((glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3iEXT")) == NULL) || r; - r = ((glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3ivEXT")) == NULL) || r; - r = ((glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uiEXT")) == NULL) || r; - r = ((glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI3uivEXT")) == NULL) || r; - r = ((glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4bvEXT")) == NULL) || r; - r = ((glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4iEXT")) == NULL) || r; - r = ((glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ivEXT")) == NULL) || r; - r = ((glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4svEXT")) == NULL) || r; - r = ((glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4ubvEXT")) == NULL) || r; - r = ((glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uiEXT")) == NULL) || r; - r = ((glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4uivEXT")) == NULL) || r; - r = ((glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribI4usvEXT")) == NULL) || r; - r = ((glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIPointerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_gpu_shader4 */ - -#ifdef GL_EXT_histogram - -static GLboolean _glewInit_GL_EXT_histogram () -{ - GLboolean r = GL_FALSE; - - r = ((glGetHistogramEXT = (PFNGLGETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramEXT")) == NULL) || r; - r = ((glGetHistogramParameterfvEXT = (PFNGLGETHISTOGRAMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterfvEXT")) == NULL) || r; - r = ((glGetHistogramParameterivEXT = (PFNGLGETHISTOGRAMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetHistogramParameterivEXT")) == NULL) || r; - r = ((glGetMinmaxEXT = (PFNGLGETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxEXT")) == NULL) || r; - r = ((glGetMinmaxParameterfvEXT = (PFNGLGETMINMAXPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterfvEXT")) == NULL) || r; - r = ((glGetMinmaxParameterivEXT = (PFNGLGETMINMAXPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMinmaxParameterivEXT")) == NULL) || r; - r = ((glHistogramEXT = (PFNGLHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glHistogramEXT")) == NULL) || r; - r = ((glMinmaxEXT = (PFNGLMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glMinmaxEXT")) == NULL) || r; - r = ((glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glResetHistogramEXT")) == NULL) || r; - r = ((glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC)glewGetProcAddress((const GLubyte*)"glResetMinmaxEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_histogram */ - -#ifdef GL_EXT_index_func - -static GLboolean _glewInit_GL_EXT_index_func () -{ - GLboolean r = GL_FALSE; - - r = ((glIndexFuncEXT = (PFNGLINDEXFUNCEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexFuncEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_index_func */ - -#ifdef GL_EXT_index_material - -static GLboolean _glewInit_GL_EXT_index_material () -{ - GLboolean r = GL_FALSE; - - r = ((glIndexMaterialEXT = (PFNGLINDEXMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glIndexMaterialEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_index_material */ - -#ifdef GL_EXT_instanced_arrays - -static GLboolean _glewInit_GL_EXT_instanced_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexAttribDivisorEXT = (PFNGLVERTEXATTRIBDIVISOREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_instanced_arrays */ - -#ifdef GL_EXT_light_texture - -static GLboolean _glewInit_GL_EXT_light_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glApplyTextureEXT = (PFNGLAPPLYTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glApplyTextureEXT")) == NULL) || r; - r = ((glTextureLightEXT = (PFNGLTEXTURELIGHTEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureLightEXT")) == NULL) || r; - r = ((glTextureMaterialEXT = (PFNGLTEXTUREMATERIALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureMaterialEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_light_texture */ - -#ifdef GL_EXT_map_buffer_range - -static GLboolean _glewInit_GL_EXT_map_buffer_range () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushMappedBufferRangeEXT = (PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glFlushMappedBufferRangeEXT")) == NULL) || r; - r = ((glMapBufferRangeEXT = (PFNGLMAPBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glMapBufferRangeEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_map_buffer_range */ - -#ifdef GL_EXT_memory_object - -static GLboolean _glewInit_GL_EXT_memory_object () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferStorageMemEXT = (PFNGLBUFFERSTORAGEMEMEXTPROC)glewGetProcAddress((const GLubyte*)"glBufferStorageMemEXT")) == NULL) || r; - r = ((glCreateMemoryObjectsEXT = (PFNGLCREATEMEMORYOBJECTSEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateMemoryObjectsEXT")) == NULL) || r; - r = ((glDeleteMemoryObjectsEXT = (PFNGLDELETEMEMORYOBJECTSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteMemoryObjectsEXT")) == NULL) || r; - r = ((glGetMemoryObjectParameterivEXT = (PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetMemoryObjectParameterivEXT")) == NULL) || r; - r = ((glGetUnsignedBytei_vEXT = (PFNGLGETUNSIGNEDBYTEI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUnsignedBytei_vEXT")) == NULL) || r; - r = ((glGetUnsignedBytevEXT = (PFNGLGETUNSIGNEDBYTEVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetUnsignedBytevEXT")) == NULL) || r; - r = ((glIsMemoryObjectEXT = (PFNGLISMEMORYOBJECTEXTPROC)glewGetProcAddress((const GLubyte*)"glIsMemoryObjectEXT")) == NULL) || r; - r = ((glMemoryObjectParameterivEXT = (PFNGLMEMORYOBJECTPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glMemoryObjectParameterivEXT")) == NULL) || r; - r = ((glNamedBufferStorageMemEXT = (PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC)glewGetProcAddress((const GLubyte*)"glNamedBufferStorageMemEXT")) == NULL) || r; - r = ((glTexStorageMem1DEXT = (PFNGLTEXSTORAGEMEM1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem1DEXT")) == NULL) || r; - r = ((glTexStorageMem2DEXT = (PFNGLTEXSTORAGEMEM2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem2DEXT")) == NULL) || r; - r = ((glTexStorageMem2DMultisampleEXT = (PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem2DMultisampleEXT")) == NULL) || r; - r = ((glTexStorageMem3DEXT = (PFNGLTEXSTORAGEMEM3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem3DEXT")) == NULL) || r; - r = ((glTexStorageMem3DMultisampleEXT = (PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorageMem3DMultisampleEXT")) == NULL) || r; - r = ((glTextureStorageMem1DEXT = (PFNGLTEXTURESTORAGEMEM1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem1DEXT")) == NULL) || r; - r = ((glTextureStorageMem2DEXT = (PFNGLTEXTURESTORAGEMEM2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem2DEXT")) == NULL) || r; - r = ((glTextureStorageMem2DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem2DMultisampleEXT")) == NULL) || r; - r = ((glTextureStorageMem3DEXT = (PFNGLTEXTURESTORAGEMEM3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem3DEXT")) == NULL) || r; - r = ((glTextureStorageMem3DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorageMem3DMultisampleEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_memory_object */ - -#ifdef GL_EXT_memory_object_fd - -static GLboolean _glewInit_GL_EXT_memory_object_fd () -{ - GLboolean r = GL_FALSE; - - r = ((glImportMemoryFdEXT = (PFNGLIMPORTMEMORYFDEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryFdEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_memory_object_fd */ - -#ifdef GL_EXT_memory_object_win32 - -static GLboolean _glewInit_GL_EXT_memory_object_win32 () -{ - GLboolean r = GL_FALSE; - - r = ((glImportMemoryWin32HandleEXT = (PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryWin32HandleEXT")) == NULL) || r; - r = ((glImportMemoryWin32NameEXT = (PFNGLIMPORTMEMORYWIN32NAMEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportMemoryWin32NameEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_memory_object_win32 */ - -#ifdef GL_EXT_multi_draw_arrays - -static GLboolean _glewInit_GL_EXT_multi_draw_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysEXT")) == NULL) || r; - r = ((glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_multi_draw_arrays */ - -#ifdef GL_EXT_multi_draw_indirect - -static GLboolean _glewInit_GL_EXT_multi_draw_indirect () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectEXT = (PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectEXT")) == NULL) || r; - r = ((glMultiDrawElementsIndirectEXT = (PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_multi_draw_indirect */ - -#ifdef GL_EXT_multisample - -static GLboolean _glewInit_GL_EXT_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskEXT")) == NULL) || r; - r = ((glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_multisample */ - -#ifdef GL_EXT_multisampled_render_to_texture - -static GLboolean _glewInit_GL_EXT_multisampled_render_to_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTexture2DMultisampleEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_multisampled_render_to_texture */ - -#ifdef GL_EXT_multiview_draw_buffers - -static GLboolean _glewInit_GL_EXT_multiview_draw_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawBuffersIndexedEXT = (PFNGLDRAWBUFFERSINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersIndexedEXT")) == NULL) || r; - r = ((glGetIntegeri_vEXT = (PFNGLGETINTEGERI_VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetIntegeri_vEXT")) == NULL) || r; - r = ((glReadBufferIndexedEXT = (PFNGLREADBUFFERINDEXEDEXTPROC)glewGetProcAddress((const GLubyte*)"glReadBufferIndexedEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_multiview_draw_buffers */ - -#ifdef GL_EXT_paletted_texture - -static GLboolean _glewInit_GL_EXT_paletted_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glColorTableEXT")) == NULL) || r; - r = ((glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableEXT")) == NULL) || r; - r = ((glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvEXT")) == NULL) || r; - r = ((glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_paletted_texture */ - -#ifdef GL_EXT_pixel_transform - -static GLboolean _glewInit_GL_EXT_pixel_transform () -{ - GLboolean r = GL_FALSE; - - r = ((glGetPixelTransformParameterfvEXT = (PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterfvEXT")) == NULL) || r; - r = ((glGetPixelTransformParameterivEXT = (PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterivEXT")) == NULL) || r; - r = ((glPixelTransformParameterfEXT = (PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfEXT")) == NULL) || r; - r = ((glPixelTransformParameterfvEXT = (PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfvEXT")) == NULL) || r; - r = ((glPixelTransformParameteriEXT = (PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameteriEXT")) == NULL) || r; - r = ((glPixelTransformParameterivEXT = (PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterivEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_pixel_transform */ - -#ifdef GL_EXT_point_parameters - -static GLboolean _glewInit_GL_EXT_point_parameters () -{ - GLboolean r = GL_FALSE; - - r = ((glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfEXT")) == NULL) || r; - r = ((glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glewGetProcAddress((const GLubyte*)"glPointParameterfvEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_point_parameters */ - -#ifdef GL_EXT_polygon_offset - -static GLboolean _glewInit_GL_EXT_polygon_offset () -{ - GLboolean r = GL_FALSE; - - r = ((glPolygonOffsetEXT = (PFNGLPOLYGONOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_polygon_offset */ - -#ifdef GL_EXT_polygon_offset_clamp - -static GLboolean _glewInit_GL_EXT_polygon_offset_clamp () -{ - GLboolean r = GL_FALSE; - - r = ((glPolygonOffsetClampEXT = (PFNGLPOLYGONOFFSETCLAMPEXTPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetClampEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_polygon_offset_clamp */ - -#ifdef GL_EXT_provoking_vertex - -static GLboolean _glewInit_GL_EXT_provoking_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glProvokingVertexEXT = (PFNGLPROVOKINGVERTEXEXTPROC)glewGetProcAddress((const GLubyte*)"glProvokingVertexEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_provoking_vertex */ - -#ifdef GL_EXT_raster_multisample - -static GLboolean _glewInit_GL_EXT_raster_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glCoverageModulationNV = (PFNGLCOVERAGEMODULATIONNVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationNV")) == NULL) || r; - r = ((glCoverageModulationTableNV = (PFNGLCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glCoverageModulationTableNV")) == NULL) || r; - r = ((glGetCoverageModulationTableNV = (PFNGLGETCOVERAGEMODULATIONTABLENVPROC)glewGetProcAddress((const GLubyte*)"glGetCoverageModulationTableNV")) == NULL) || r; - r = ((glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC)glewGetProcAddress((const GLubyte*)"glRasterSamplesEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_raster_multisample */ - -#ifdef GL_EXT_scene_marker - -static GLboolean _glewInit_GL_EXT_scene_marker () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginSceneEXT = (PFNGLBEGINSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginSceneEXT")) == NULL) || r; - r = ((glEndSceneEXT = (PFNGLENDSCENEEXTPROC)glewGetProcAddress((const GLubyte*)"glEndSceneEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_scene_marker */ - -#ifdef GL_EXT_secondary_color - -static GLboolean _glewInit_GL_EXT_secondary_color () -{ - GLboolean r = GL_FALSE; - - r = ((glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bEXT")) == NULL) || r; - r = ((glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3bvEXT")) == NULL) || r; - r = ((glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dEXT")) == NULL) || r; - r = ((glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3dvEXT")) == NULL) || r; - r = ((glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fEXT")) == NULL) || r; - r = ((glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3fvEXT")) == NULL) || r; - r = ((glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3iEXT")) == NULL) || r; - r = ((glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ivEXT")) == NULL) || r; - r = ((glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3sEXT")) == NULL) || r; - r = ((glSecondaryColor3svEXT = (PFNGLSECONDARYCOLOR3SVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3svEXT")) == NULL) || r; - r = ((glSecondaryColor3ubEXT = (PFNGLSECONDARYCOLOR3UBEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubEXT")) == NULL) || r; - r = ((glSecondaryColor3ubvEXT = (PFNGLSECONDARYCOLOR3UBVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3ubvEXT")) == NULL) || r; - r = ((glSecondaryColor3uiEXT = (PFNGLSECONDARYCOLOR3UIEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uiEXT")) == NULL) || r; - r = ((glSecondaryColor3uivEXT = (PFNGLSECONDARYCOLOR3UIVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3uivEXT")) == NULL) || r; - r = ((glSecondaryColor3usEXT = (PFNGLSECONDARYCOLOR3USEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usEXT")) == NULL) || r; - r = ((glSecondaryColor3usvEXT = (PFNGLSECONDARYCOLOR3USVEXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3usvEXT")) == NULL) || r; - r = ((glSecondaryColorPointerEXT = (PFNGLSECONDARYCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_secondary_color */ - -#ifdef GL_EXT_semaphore - -static GLboolean _glewInit_GL_EXT_semaphore () -{ - GLboolean r = GL_FALSE; - - r = ((glDeleteSemaphoresEXT = (PFNGLDELETESEMAPHORESEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteSemaphoresEXT")) == NULL) || r; - r = ((glGenSemaphoresEXT = (PFNGLGENSEMAPHORESEXTPROC)glewGetProcAddress((const GLubyte*)"glGenSemaphoresEXT")) == NULL) || r; - r = ((glGetSemaphoreParameterui64vEXT = (PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetSemaphoreParameterui64vEXT")) == NULL) || r; - r = ((glIsSemaphoreEXT = (PFNGLISSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glIsSemaphoreEXT")) == NULL) || r; - r = ((glSemaphoreParameterui64vEXT = (PFNGLSEMAPHOREPARAMETERUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glSemaphoreParameterui64vEXT")) == NULL) || r; - r = ((glSignalSemaphoreEXT = (PFNGLSIGNALSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glSignalSemaphoreEXT")) == NULL) || r; - r = ((glWaitSemaphoreEXT = (PFNGLWAITSEMAPHOREEXTPROC)glewGetProcAddress((const GLubyte*)"glWaitSemaphoreEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_semaphore */ - -#ifdef GL_EXT_semaphore_fd - -static GLboolean _glewInit_GL_EXT_semaphore_fd () -{ - GLboolean r = GL_FALSE; - - r = ((glImportSemaphoreFdEXT = (PFNGLIMPORTSEMAPHOREFDEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreFdEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_semaphore_fd */ - -#ifdef GL_EXT_semaphore_win32 - -static GLboolean _glewInit_GL_EXT_semaphore_win32 () -{ - GLboolean r = GL_FALSE; - - r = ((glImportSemaphoreWin32HandleEXT = (PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreWin32HandleEXT")) == NULL) || r; - r = ((glImportSemaphoreWin32NameEXT = (PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSemaphoreWin32NameEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_semaphore_win32 */ - -#ifdef GL_EXT_separate_shader_objects - -static GLboolean _glewInit_GL_EXT_separate_shader_objects () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveProgramEXT = (PFNGLACTIVEPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveProgramEXT")) == NULL) || r; - r = ((glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateShaderProgramEXT")) == NULL) || r; - r = ((glUseShaderProgramEXT = (PFNGLUSESHADERPROGRAMEXTPROC)glewGetProcAddress((const GLubyte*)"glUseShaderProgramEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_separate_shader_objects */ - -#ifdef GL_EXT_shader_image_load_store - -static GLboolean _glewInit_GL_EXT_shader_image_load_store () -{ - GLboolean r = GL_FALSE; - - r = ((glBindImageTextureEXT = (PFNGLBINDIMAGETEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindImageTextureEXT")) == NULL) || r; - r = ((glMemoryBarrierEXT = (PFNGLMEMORYBARRIEREXTPROC)glewGetProcAddress((const GLubyte*)"glMemoryBarrierEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_shader_image_load_store */ - -#ifdef GL_EXT_shader_pixel_local_storage2 - -static GLboolean _glewInit_GL_EXT_shader_pixel_local_storage2 () -{ - GLboolean r = GL_FALSE; - - r = ((glClearPixelLocalStorageuiEXT = (PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearPixelLocalStorageuiEXT")) == NULL) || r; - r = ((glFramebufferPixelLocalStorageSizeEXT = (PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferPixelLocalStorageSizeEXT")) == NULL) || r; - r = ((glGetFramebufferPixelLocalStorageSizeEXT = (PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)glewGetProcAddress((const GLubyte*)"glGetFramebufferPixelLocalStorageSizeEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_shader_pixel_local_storage2 */ - -#ifdef GL_EXT_sparse_texture - -static GLboolean _glewInit_GL_EXT_sparse_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glTexPageCommitmentEXT = (PFNGLTEXPAGECOMMITMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glTexPageCommitmentEXT")) == NULL) || r; - r = ((glTexturePageCommitmentEXT = (PFNGLTEXTUREPAGECOMMITMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glTexturePageCommitmentEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_sparse_texture */ - -#ifdef GL_EXT_stencil_two_side - -static GLboolean _glewInit_GL_EXT_stencil_two_side () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)glewGetProcAddress((const GLubyte*)"glActiveStencilFaceEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_stencil_two_side */ - -#ifdef GL_EXT_subtexture - -static GLboolean _glewInit_GL_EXT_subtexture () -{ - GLboolean r = GL_FALSE; - - r = ((glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage1DEXT")) == NULL) || r; - r = ((glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage2DEXT")) == NULL) || r; - r = ((glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3DEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_subtexture */ - -#ifdef GL_EXT_texture3D - -static GLboolean _glewInit_GL_EXT_texture3D () -{ - GLboolean r = GL_FALSE; - - r = ((glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture3D */ - -#ifdef GL_EXT_texture_array - -static GLboolean _glewInit_GL_EXT_texture_array () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_array */ - -#ifdef GL_EXT_texture_buffer_object - -static GLboolean _glewInit_GL_EXT_texture_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexBufferEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_buffer_object */ - -#ifdef GL_EXT_texture_integer - -static GLboolean _glewInit_GL_EXT_texture_integer () -{ - GLboolean r = GL_FALSE; - - r = ((glClearColorIiEXT = (PFNGLCLEARCOLORIIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIiEXT")) == NULL) || r; - r = ((glClearColorIuiEXT = (PFNGLCLEARCOLORIUIEXTPROC)glewGetProcAddress((const GLubyte*)"glClearColorIuiEXT")) == NULL) || r; - r = ((glGetTexParameterIivEXT = (PFNGLGETTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIivEXT")) == NULL) || r; - r = ((glGetTexParameterIuivEXT = (PFNGLGETTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterIuivEXT")) == NULL) || r; - r = ((glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIivEXT")) == NULL) || r; - r = ((glTexParameterIuivEXT = (PFNGLTEXPARAMETERIUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glTexParameterIuivEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_integer */ - -#ifdef GL_EXT_texture_object - -static GLboolean _glewInit_GL_EXT_texture_object () -{ - GLboolean r = GL_FALSE; - - r = ((glAreTexturesResidentEXT = (PFNGLARETEXTURESRESIDENTEXTPROC)glewGetProcAddress((const GLubyte*)"glAreTexturesResidentEXT")) == NULL) || r; - r = ((glBindTextureEXT = (PFNGLBINDTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureEXT")) == NULL) || r; - r = ((glDeleteTexturesEXT = (PFNGLDELETETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteTexturesEXT")) == NULL) || r; - r = ((glGenTexturesEXT = (PFNGLGENTEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glGenTexturesEXT")) == NULL) || r; - r = ((glIsTextureEXT = (PFNGLISTEXTUREEXTPROC)glewGetProcAddress((const GLubyte*)"glIsTextureEXT")) == NULL) || r; - r = ((glPrioritizeTexturesEXT = (PFNGLPRIORITIZETEXTURESEXTPROC)glewGetProcAddress((const GLubyte*)"glPrioritizeTexturesEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_object */ - -#ifdef GL_EXT_texture_perturb_normal - -static GLboolean _glewInit_GL_EXT_texture_perturb_normal () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureNormalEXT = (PFNGLTEXTURENORMALEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureNormalEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_perturb_normal */ - -#ifdef GL_EXT_texture_storage - -static GLboolean _glewInit_GL_EXT_texture_storage () -{ - GLboolean r = GL_FALSE; - - r = ((glTexStorage1DEXT = (PFNGLTEXSTORAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage1DEXT")) == NULL) || r; - r = ((glTexStorage2DEXT = (PFNGLTEXSTORAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage2DEXT")) == NULL) || r; - r = ((glTexStorage3DEXT = (PFNGLTEXSTORAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTexStorage3DEXT")) == NULL) || r; - r = ((glTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage1DEXT")) == NULL) || r; - r = ((glTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage2DEXT")) == NULL) || r; - r = ((glTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureStorage3DEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_storage */ - -#ifdef GL_EXT_texture_view - -static GLboolean _glewInit_GL_EXT_texture_view () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureViewEXT = (PFNGLTEXTUREVIEWEXTPROC)glewGetProcAddress((const GLubyte*)"glTextureViewEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_texture_view */ - -#ifdef GL_EXT_timer_query - -static GLboolean _glewInit_GL_EXT_timer_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetQueryObjecti64vEXT = (PFNGLGETQUERYOBJECTI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjecti64vEXT")) == NULL) || r; - r = ((glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)glewGetProcAddress((const GLubyte*)"glGetQueryObjectui64vEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_timer_query */ - -#ifdef GL_EXT_transform_feedback - -static GLboolean _glewInit_GL_EXT_transform_feedback () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackEXT")) == NULL) || r; - r = ((glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseEXT")) == NULL) || r; - r = ((glBindBufferOffsetEXT = (PFNGLBINDBUFFEROFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetEXT")) == NULL) || r; - r = ((glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeEXT")) == NULL) || r; - r = ((glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackEXT")) == NULL) || r; - r = ((glGetTransformFeedbackVaryingEXT = (PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingEXT")) == NULL) || r; - r = ((glTransformFeedbackVaryingsEXT = (PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_transform_feedback */ - -#ifdef GL_EXT_vertex_array - -static GLboolean _glewInit_GL_EXT_vertex_array () -{ - GLboolean r = GL_FALSE; - - r = ((glArrayElementEXT = (PFNGLARRAYELEMENTEXTPROC)glewGetProcAddress((const GLubyte*)"glArrayElementEXT")) == NULL) || r; - r = ((glColorPointerEXT = (PFNGLCOLORPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glColorPointerEXT")) == NULL) || r; - r = ((glDrawArraysEXT = (PFNGLDRAWARRAYSEXTPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysEXT")) == NULL) || r; - r = ((glEdgeFlagPointerEXT = (PFNGLEDGEFLAGPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerEXT")) == NULL) || r; - r = ((glIndexPointerEXT = (PFNGLINDEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerEXT")) == NULL) || r; - r = ((glNormalPointerEXT = (PFNGLNORMALPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerEXT")) == NULL) || r; - r = ((glTexCoordPointerEXT = (PFNGLTEXCOORDPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerEXT")) == NULL) || r; - r = ((glVertexPointerEXT = (PFNGLVERTEXPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_vertex_array */ - -#ifdef GL_EXT_vertex_array_setXXX - -static GLboolean _glewInit_GL_EXT_vertex_array_setXXX () -{ - GLboolean r = GL_FALSE; - - r = ((glBindArraySetEXT = (PFNGLBINDARRAYSETEXTPROC)glewGetProcAddress((const GLubyte*)"glBindArraySetEXT")) == NULL) || r; - r = ((glCreateArraySetExt = (PFNGLCREATEARRAYSETEXTPROC)glewGetProcAddress((const GLubyte*)"glCreateArraySetExt")) == NULL) || r; - r = ((glDeleteArraySetsEXT = (PFNGLDELETEARRAYSETSEXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteArraySetsEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_vertex_array_setXXX */ - -#ifdef GL_EXT_vertex_attrib_64bit - -static GLboolean _glewInit_GL_EXT_vertex_attrib_64bit () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVertexAttribLdvEXT = (PFNGLGETVERTEXATTRIBLDVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLdvEXT")) == NULL) || r; - r = ((glVertexArrayVertexAttribLOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayVertexAttribLOffsetEXT")) == NULL) || r; - r = ((glVertexAttribL1dEXT = (PFNGLVERTEXATTRIBL1DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dEXT")) == NULL) || r; - r = ((glVertexAttribL1dvEXT = (PFNGLVERTEXATTRIBL1DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1dvEXT")) == NULL) || r; - r = ((glVertexAttribL2dEXT = (PFNGLVERTEXATTRIBL2DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dEXT")) == NULL) || r; - r = ((glVertexAttribL2dvEXT = (PFNGLVERTEXATTRIBL2DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2dvEXT")) == NULL) || r; - r = ((glVertexAttribL3dEXT = (PFNGLVERTEXATTRIBL3DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dEXT")) == NULL) || r; - r = ((glVertexAttribL3dvEXT = (PFNGLVERTEXATTRIBL3DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3dvEXT")) == NULL) || r; - r = ((glVertexAttribL4dEXT = (PFNGLVERTEXATTRIBL4DEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dEXT")) == NULL) || r; - r = ((glVertexAttribL4dvEXT = (PFNGLVERTEXATTRIBL4DVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4dvEXT")) == NULL) || r; - r = ((glVertexAttribLPointerEXT = (PFNGLVERTEXATTRIBLPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLPointerEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_vertex_attrib_64bit */ - -#ifdef GL_EXT_vertex_shader - -static GLboolean _glewInit_GL_EXT_vertex_shader () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginVertexShaderEXT = (PFNGLBEGINVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBeginVertexShaderEXT")) == NULL) || r; - r = ((glBindLightParameterEXT = (PFNGLBINDLIGHTPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindLightParameterEXT")) == NULL) || r; - r = ((glBindMaterialParameterEXT = (PFNGLBINDMATERIALPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindMaterialParameterEXT")) == NULL) || r; - r = ((glBindParameterEXT = (PFNGLBINDPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindParameterEXT")) == NULL) || r; - r = ((glBindTexGenParameterEXT = (PFNGLBINDTEXGENPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTexGenParameterEXT")) == NULL) || r; - r = ((glBindTextureUnitParameterEXT = (PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindTextureUnitParameterEXT")) == NULL) || r; - r = ((glBindVertexShaderEXT = (PFNGLBINDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glBindVertexShaderEXT")) == NULL) || r; - r = ((glDeleteVertexShaderEXT = (PFNGLDELETEVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexShaderEXT")) == NULL) || r; - r = ((glDisableVariantClientStateEXT = (PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glDisableVariantClientStateEXT")) == NULL) || r; - r = ((glEnableVariantClientStateEXT = (PFNGLENABLEVARIANTCLIENTSTATEEXTPROC)glewGetProcAddress((const GLubyte*)"glEnableVariantClientStateEXT")) == NULL) || r; - r = ((glEndVertexShaderEXT = (PFNGLENDVERTEXSHADEREXTPROC)glewGetProcAddress((const GLubyte*)"glEndVertexShaderEXT")) == NULL) || r; - r = ((glExtractComponentEXT = (PFNGLEXTRACTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glExtractComponentEXT")) == NULL) || r; - r = ((glGenSymbolsEXT = (PFNGLGENSYMBOLSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenSymbolsEXT")) == NULL) || r; - r = ((glGenVertexShadersEXT = (PFNGLGENVERTEXSHADERSEXTPROC)glewGetProcAddress((const GLubyte*)"glGenVertexShadersEXT")) == NULL) || r; - r = ((glGetInvariantBooleanvEXT = (PFNGLGETINVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantBooleanvEXT")) == NULL) || r; - r = ((glGetInvariantFloatvEXT = (PFNGLGETINVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantFloatvEXT")) == NULL) || r; - r = ((glGetInvariantIntegervEXT = (PFNGLGETINVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetInvariantIntegervEXT")) == NULL) || r; - r = ((glGetLocalConstantBooleanvEXT = (PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantBooleanvEXT")) == NULL) || r; - r = ((glGetLocalConstantFloatvEXT = (PFNGLGETLOCALCONSTANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantFloatvEXT")) == NULL) || r; - r = ((glGetLocalConstantIntegervEXT = (PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetLocalConstantIntegervEXT")) == NULL) || r; - r = ((glGetVariantBooleanvEXT = (PFNGLGETVARIANTBOOLEANVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantBooleanvEXT")) == NULL) || r; - r = ((glGetVariantFloatvEXT = (PFNGLGETVARIANTFLOATVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantFloatvEXT")) == NULL) || r; - r = ((glGetVariantIntegervEXT = (PFNGLGETVARIANTINTEGERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantIntegervEXT")) == NULL) || r; - r = ((glGetVariantPointervEXT = (PFNGLGETVARIANTPOINTERVEXTPROC)glewGetProcAddress((const GLubyte*)"glGetVariantPointervEXT")) == NULL) || r; - r = ((glInsertComponentEXT = (PFNGLINSERTCOMPONENTEXTPROC)glewGetProcAddress((const GLubyte*)"glInsertComponentEXT")) == NULL) || r; - r = ((glIsVariantEnabledEXT = (PFNGLISVARIANTENABLEDEXTPROC)glewGetProcAddress((const GLubyte*)"glIsVariantEnabledEXT")) == NULL) || r; - r = ((glSetInvariantEXT = (PFNGLSETINVARIANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetInvariantEXT")) == NULL) || r; - r = ((glSetLocalConstantEXT = (PFNGLSETLOCALCONSTANTEXTPROC)glewGetProcAddress((const GLubyte*)"glSetLocalConstantEXT")) == NULL) || r; - r = ((glShaderOp1EXT = (PFNGLSHADEROP1EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp1EXT")) == NULL) || r; - r = ((glShaderOp2EXT = (PFNGLSHADEROP2EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp2EXT")) == NULL) || r; - r = ((glShaderOp3EXT = (PFNGLSHADEROP3EXTPROC)glewGetProcAddress((const GLubyte*)"glShaderOp3EXT")) == NULL) || r; - r = ((glSwizzleEXT = (PFNGLSWIZZLEEXTPROC)glewGetProcAddress((const GLubyte*)"glSwizzleEXT")) == NULL) || r; - r = ((glVariantPointerEXT = (PFNGLVARIANTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVariantPointerEXT")) == NULL) || r; - r = ((glVariantbvEXT = (PFNGLVARIANTBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantbvEXT")) == NULL) || r; - r = ((glVariantdvEXT = (PFNGLVARIANTDVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantdvEXT")) == NULL) || r; - r = ((glVariantfvEXT = (PFNGLVARIANTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantfvEXT")) == NULL) || r; - r = ((glVariantivEXT = (PFNGLVARIANTIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantivEXT")) == NULL) || r; - r = ((glVariantsvEXT = (PFNGLVARIANTSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantsvEXT")) == NULL) || r; - r = ((glVariantubvEXT = (PFNGLVARIANTUBVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantubvEXT")) == NULL) || r; - r = ((glVariantuivEXT = (PFNGLVARIANTUIVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantuivEXT")) == NULL) || r; - r = ((glVariantusvEXT = (PFNGLVARIANTUSVEXTPROC)glewGetProcAddress((const GLubyte*)"glVariantusvEXT")) == NULL) || r; - r = ((glWriteMaskEXT = (PFNGLWRITEMASKEXTPROC)glewGetProcAddress((const GLubyte*)"glWriteMaskEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_vertex_shader */ - -#ifdef GL_EXT_vertex_weighting - -static GLboolean _glewInit_GL_EXT_vertex_weighting () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexWeightPointerEXT = (PFNGLVERTEXWEIGHTPOINTEREXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightPointerEXT")) == NULL) || r; - r = ((glVertexWeightfEXT = (PFNGLVERTEXWEIGHTFEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfEXT")) == NULL) || r; - r = ((glVertexWeightfvEXT = (PFNGLVERTEXWEIGHTFVEXTPROC)glewGetProcAddress((const GLubyte*)"glVertexWeightfvEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_vertex_weighting */ - -#ifdef GL_EXT_win32_keyed_mutex - -static GLboolean _glewInit_GL_EXT_win32_keyed_mutex () -{ - GLboolean r = GL_FALSE; - - r = ((glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC)glewGetProcAddress((const GLubyte*)"glAcquireKeyedMutexWin32EXT")) == NULL) || r; - r = ((glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC)glewGetProcAddress((const GLubyte*)"glReleaseKeyedMutexWin32EXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_win32_keyed_mutex */ - -#ifdef GL_EXT_window_rectangles - -static GLboolean _glewInit_GL_EXT_window_rectangles () -{ - GLboolean r = GL_FALSE; - - r = ((glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC)glewGetProcAddress((const GLubyte*)"glWindowRectanglesEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_window_rectangles */ - -#ifdef GL_EXT_x11_sync_object - -static GLboolean _glewInit_GL_EXT_x11_sync_object () -{ - GLboolean r = GL_FALSE; - - r = ((glImportSyncEXT = (PFNGLIMPORTSYNCEXTPROC)glewGetProcAddress((const GLubyte*)"glImportSyncEXT")) == NULL) || r; - - return r; -} - -#endif /* GL_EXT_x11_sync_object */ - -#ifdef GL_GREMEDY_frame_terminator - -static GLboolean _glewInit_GL_GREMEDY_frame_terminator () -{ - GLboolean r = GL_FALSE; - - r = ((glFrameTerminatorGREMEDY = (PFNGLFRAMETERMINATORGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glFrameTerminatorGREMEDY")) == NULL) || r; - - return r; -} - -#endif /* GL_GREMEDY_frame_terminator */ - -#ifdef GL_GREMEDY_string_marker - -static GLboolean _glewInit_GL_GREMEDY_string_marker () -{ - GLboolean r = GL_FALSE; - - r = ((glStringMarkerGREMEDY = (PFNGLSTRINGMARKERGREMEDYPROC)glewGetProcAddress((const GLubyte*)"glStringMarkerGREMEDY")) == NULL) || r; - - return r; -} - -#endif /* GL_GREMEDY_string_marker */ - -#ifdef GL_HP_image_transform - -static GLboolean _glewInit_GL_HP_image_transform () -{ - GLboolean r = GL_FALSE; - - r = ((glGetImageTransformParameterfvHP = (PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterfvHP")) == NULL) || r; - r = ((glGetImageTransformParameterivHP = (PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glGetImageTransformParameterivHP")) == NULL) || r; - r = ((glImageTransformParameterfHP = (PFNGLIMAGETRANSFORMPARAMETERFHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfHP")) == NULL) || r; - r = ((glImageTransformParameterfvHP = (PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterfvHP")) == NULL) || r; - r = ((glImageTransformParameteriHP = (PFNGLIMAGETRANSFORMPARAMETERIHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameteriHP")) == NULL) || r; - r = ((glImageTransformParameterivHP = (PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)glewGetProcAddress((const GLubyte*)"glImageTransformParameterivHP")) == NULL) || r; - - return r; -} - -#endif /* GL_HP_image_transform */ - -#ifdef GL_IBM_multimode_draw_arrays - -static GLboolean _glewInit_GL_IBM_multimode_draw_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiModeDrawArraysIBM = (PFNGLMULTIMODEDRAWARRAYSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawArraysIBM")) == NULL) || r; - r = ((glMultiModeDrawElementsIBM = (PFNGLMULTIMODEDRAWELEMENTSIBMPROC)glewGetProcAddress((const GLubyte*)"glMultiModeDrawElementsIBM")) == NULL) || r; - - return r; -} - -#endif /* GL_IBM_multimode_draw_arrays */ - -#ifdef GL_IBM_vertex_array_lists - -static GLboolean _glewInit_GL_IBM_vertex_array_lists () -{ - GLboolean r = GL_FALSE; - - r = ((glColorPointerListIBM = (PFNGLCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glColorPointerListIBM")) == NULL) || r; - r = ((glEdgeFlagPointerListIBM = (PFNGLEDGEFLAGPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagPointerListIBM")) == NULL) || r; - r = ((glFogCoordPointerListIBM = (PFNGLFOGCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glFogCoordPointerListIBM")) == NULL) || r; - r = ((glIndexPointerListIBM = (PFNGLINDEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glIndexPointerListIBM")) == NULL) || r; - r = ((glNormalPointerListIBM = (PFNGLNORMALPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glNormalPointerListIBM")) == NULL) || r; - r = ((glSecondaryColorPointerListIBM = (PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorPointerListIBM")) == NULL) || r; - r = ((glTexCoordPointerListIBM = (PFNGLTEXCOORDPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointerListIBM")) == NULL) || r; - r = ((glVertexPointerListIBM = (PFNGLVERTEXPOINTERLISTIBMPROC)glewGetProcAddress((const GLubyte*)"glVertexPointerListIBM")) == NULL) || r; - - return r; -} - -#endif /* GL_IBM_vertex_array_lists */ - -#ifdef GL_INTEL_map_texture - -static GLboolean _glewInit_GL_INTEL_map_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glMapTexture2DINTEL = (PFNGLMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glMapTexture2DINTEL")) == NULL) || r; - r = ((glSyncTextureINTEL = (PFNGLSYNCTEXTUREINTELPROC)glewGetProcAddress((const GLubyte*)"glSyncTextureINTEL")) == NULL) || r; - r = ((glUnmapTexture2DINTEL = (PFNGLUNMAPTEXTURE2DINTELPROC)glewGetProcAddress((const GLubyte*)"glUnmapTexture2DINTEL")) == NULL) || r; - - return r; -} - -#endif /* GL_INTEL_map_texture */ - -#ifdef GL_INTEL_parallel_arrays - -static GLboolean _glewInit_GL_INTEL_parallel_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glColorPointervINTEL = (PFNGLCOLORPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glColorPointervINTEL")) == NULL) || r; - r = ((glNormalPointervINTEL = (PFNGLNORMALPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glNormalPointervINTEL")) == NULL) || r; - r = ((glTexCoordPointervINTEL = (PFNGLTEXCOORDPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glTexCoordPointervINTEL")) == NULL) || r; - r = ((glVertexPointervINTEL = (PFNGLVERTEXPOINTERVINTELPROC)glewGetProcAddress((const GLubyte*)"glVertexPointervINTEL")) == NULL) || r; - - return r; -} - -#endif /* GL_INTEL_parallel_arrays */ - -#ifdef GL_INTEL_performance_query - -static GLboolean _glewInit_GL_INTEL_performance_query () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginPerfQueryINTEL = (PFNGLBEGINPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glBeginPerfQueryINTEL")) == NULL) || r; - r = ((glCreatePerfQueryINTEL = (PFNGLCREATEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glCreatePerfQueryINTEL")) == NULL) || r; - r = ((glDeletePerfQueryINTEL = (PFNGLDELETEPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glDeletePerfQueryINTEL")) == NULL) || r; - r = ((glEndPerfQueryINTEL = (PFNGLENDPERFQUERYINTELPROC)glewGetProcAddress((const GLubyte*)"glEndPerfQueryINTEL")) == NULL) || r; - r = ((glGetFirstPerfQueryIdINTEL = (PFNGLGETFIRSTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetFirstPerfQueryIdINTEL")) == NULL) || r; - r = ((glGetNextPerfQueryIdINTEL = (PFNGLGETNEXTPERFQUERYIDINTELPROC)glewGetProcAddress((const GLubyte*)"glGetNextPerfQueryIdINTEL")) == NULL) || r; - r = ((glGetPerfCounterInfoINTEL = (PFNGLGETPERFCOUNTERINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfCounterInfoINTEL")) == NULL) || r; - r = ((glGetPerfQueryDataINTEL = (PFNGLGETPERFQUERYDATAINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryDataINTEL")) == NULL) || r; - r = ((glGetPerfQueryIdByNameINTEL = (PFNGLGETPERFQUERYIDBYNAMEINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryIdByNameINTEL")) == NULL) || r; - r = ((glGetPerfQueryInfoINTEL = (PFNGLGETPERFQUERYINFOINTELPROC)glewGetProcAddress((const GLubyte*)"glGetPerfQueryInfoINTEL")) == NULL) || r; - - return r; -} - -#endif /* GL_INTEL_performance_query */ - -#ifdef GL_INTEL_texture_scissor - -static GLboolean _glewInit_GL_INTEL_texture_scissor () -{ - GLboolean r = GL_FALSE; - - r = ((glTexScissorFuncINTEL = (PFNGLTEXSCISSORFUNCINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorFuncINTEL")) == NULL) || r; - r = ((glTexScissorINTEL = (PFNGLTEXSCISSORINTELPROC)glewGetProcAddress((const GLubyte*)"glTexScissorINTEL")) == NULL) || r; - - return r; -} - -#endif /* GL_INTEL_texture_scissor */ - -#ifdef GL_KHR_blend_equation_advanced - -static GLboolean _glewInit_GL_KHR_blend_equation_advanced () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendBarrierKHR = (PFNGLBLENDBARRIERKHRPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierKHR")) == NULL) || r; - - return r; -} - -#endif /* GL_KHR_blend_equation_advanced */ - -#ifdef GL_KHR_debug - -static GLboolean _glewInit_GL_KHR_debug () -{ - GLboolean r = GL_FALSE; - - r = ((glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageCallback")) == NULL) || r; - r = ((glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageControl")) == NULL) || r; - r = ((glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)glewGetProcAddress((const GLubyte*)"glDebugMessageInsert")) == NULL) || r; - r = ((glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)glewGetProcAddress((const GLubyte*)"glGetDebugMessageLog")) == NULL) || r; - r = ((glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectLabel")) == NULL) || r; - r = ((glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glGetObjectPtrLabel")) == NULL) || r; - r = ((glObjectLabel = (PFNGLOBJECTLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectLabel")) == NULL) || r; - r = ((glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)glewGetProcAddress((const GLubyte*)"glObjectPtrLabel")) == NULL) || r; - r = ((glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPopDebugGroup")) == NULL) || r; - r = ((glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)glewGetProcAddress((const GLubyte*)"glPushDebugGroup")) == NULL) || r; - - return r; -} - -#endif /* GL_KHR_debug */ - -#ifdef GL_KHR_parallel_shader_compile - -static GLboolean _glewInit_GL_KHR_parallel_shader_compile () -{ - GLboolean r = GL_FALSE; - - r = ((glMaxShaderCompilerThreadsKHR = (PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)glewGetProcAddress((const GLubyte*)"glMaxShaderCompilerThreadsKHR")) == NULL) || r; - - return r; -} - -#endif /* GL_KHR_parallel_shader_compile */ - -#ifdef GL_KHR_robustness - -static GLboolean _glewInit_GL_KHR_robustness () -{ - GLboolean r = GL_FALSE; - - r = ((glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformfv")) == NULL) || r; - r = ((glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformiv")) == NULL) || r; - r = ((glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)glewGetProcAddress((const GLubyte*)"glGetnUniformuiv")) == NULL) || r; - r = ((glReadnPixels = (PFNGLREADNPIXELSPROC)glewGetProcAddress((const GLubyte*)"glReadnPixels")) == NULL) || r; - - return r; -} - -#endif /* GL_KHR_robustness */ - -#ifdef GL_KTX_buffer_region - -static GLboolean _glewInit_GL_KTX_buffer_region () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferRegionEnabled = (PFNGLBUFFERREGIONENABLEDPROC)glewGetProcAddress((const GLubyte*)"glBufferRegionEnabled")) == NULL) || r; - r = ((glDeleteBufferRegion = (PFNGLDELETEBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDeleteBufferRegion")) == NULL) || r; - r = ((glDrawBufferRegion = (PFNGLDRAWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glDrawBufferRegion")) == NULL) || r; - r = ((glNewBufferRegion = (PFNGLNEWBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glNewBufferRegion")) == NULL) || r; - r = ((glReadBufferRegion = (PFNGLREADBUFFERREGIONPROC)glewGetProcAddress((const GLubyte*)"glReadBufferRegion")) == NULL) || r; - - return r; -} - -#endif /* GL_KTX_buffer_region */ - -#ifdef GL_MESA_resize_buffers - -static GLboolean _glewInit_GL_MESA_resize_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glResizeBuffersMESA = (PFNGLRESIZEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glResizeBuffersMESA")) == NULL) || r; - - return r; -} - -#endif /* GL_MESA_resize_buffers */ - -#ifdef GL_MESA_window_pos - -static GLboolean _glewInit_GL_MESA_window_pos () -{ - GLboolean r = GL_FALSE; - - r = ((glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dMESA")) == NULL) || r; - r = ((glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2dvMESA")) == NULL) || r; - r = ((glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fMESA")) == NULL) || r; - r = ((glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2fvMESA")) == NULL) || r; - r = ((glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2iMESA")) == NULL) || r; - r = ((glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2ivMESA")) == NULL) || r; - r = ((glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2sMESA")) == NULL) || r; - r = ((glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos2svMESA")) == NULL) || r; - r = ((glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dMESA")) == NULL) || r; - r = ((glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3dvMESA")) == NULL) || r; - r = ((glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fMESA")) == NULL) || r; - r = ((glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3fvMESA")) == NULL) || r; - r = ((glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3iMESA")) == NULL) || r; - r = ((glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3ivMESA")) == NULL) || r; - r = ((glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3sMESA")) == NULL) || r; - r = ((glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos3svMESA")) == NULL) || r; - r = ((glWindowPos4dMESA = (PFNGLWINDOWPOS4DMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dMESA")) == NULL) || r; - r = ((glWindowPos4dvMESA = (PFNGLWINDOWPOS4DVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4dvMESA")) == NULL) || r; - r = ((glWindowPos4fMESA = (PFNGLWINDOWPOS4FMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fMESA")) == NULL) || r; - r = ((glWindowPos4fvMESA = (PFNGLWINDOWPOS4FVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4fvMESA")) == NULL) || r; - r = ((glWindowPos4iMESA = (PFNGLWINDOWPOS4IMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4iMESA")) == NULL) || r; - r = ((glWindowPos4ivMESA = (PFNGLWINDOWPOS4IVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4ivMESA")) == NULL) || r; - r = ((glWindowPos4sMESA = (PFNGLWINDOWPOS4SMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4sMESA")) == NULL) || r; - r = ((glWindowPos4svMESA = (PFNGLWINDOWPOS4SVMESAPROC)glewGetProcAddress((const GLubyte*)"glWindowPos4svMESA")) == NULL) || r; - - return r; -} - -#endif /* GL_MESA_window_pos */ - -#ifdef GL_NVX_conditional_render - -static GLboolean _glewInit_GL_NVX_conditional_render () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginConditionalRenderNVX = (PFNGLBEGINCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNVX")) == NULL) || r; - r = ((glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNVX")) == NULL) || r; - - return r; -} - -#endif /* GL_NVX_conditional_render */ - -#ifdef GL_NVX_linked_gpu_multicast - -static GLboolean _glewInit_GL_NVX_linked_gpu_multicast () -{ - GLboolean r = GL_FALSE; - - r = ((glLGPUCopyImageSubDataNVX = (PFNGLLGPUCOPYIMAGESUBDATANVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUCopyImageSubDataNVX")) == NULL) || r; - r = ((glLGPUInterlockNVX = (PFNGLLGPUINTERLOCKNVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUInterlockNVX")) == NULL) || r; - r = ((glLGPUNamedBufferSubDataNVX = (PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC)glewGetProcAddress((const GLubyte*)"glLGPUNamedBufferSubDataNVX")) == NULL) || r; - - return r; -} - -#endif /* GL_NVX_linked_gpu_multicast */ - -#ifdef GL_NV_3dvision_settings - -static GLboolean _glewInit_GL_NV_3dvision_settings () -{ - GLboolean r = GL_FALSE; - - r = ((glStereoParameterfNV = (PFNGLSTEREOPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glStereoParameterfNV")) == NULL) || r; - r = ((glStereoParameteriNV = (PFNGLSTEREOPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glStereoParameteriNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_3dvision_settings */ - -#ifdef GL_NV_bindless_multi_draw_indirect - -static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectBindlessNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessNV")) == NULL) || r; - r = ((glMultiDrawElementsIndirectBindlessNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_bindless_multi_draw_indirect */ - -#ifdef GL_NV_bindless_multi_draw_indirect_count - -static GLboolean _glewInit_GL_NV_bindless_multi_draw_indirect_count () -{ - GLboolean r = GL_FALSE; - - r = ((glMultiDrawArraysIndirectBindlessCountNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawArraysIndirectBindlessCountNV")) == NULL) || r; - r = ((glMultiDrawElementsIndirectBindlessCountNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glMultiDrawElementsIndirectBindlessCountNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_bindless_multi_draw_indirect_count */ - -#ifdef GL_NV_bindless_texture - -static GLboolean _glewInit_GL_NV_bindless_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glGetImageHandleNV = (PFNGLGETIMAGEHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetImageHandleNV")) == NULL) || r; - r = ((glGetTextureHandleNV = (PFNGLGETTEXTUREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureHandleNV")) == NULL) || r; - r = ((glGetTextureSamplerHandleNV = (PFNGLGETTEXTURESAMPLERHANDLENVPROC)glewGetProcAddress((const GLubyte*)"glGetTextureSamplerHandleNV")) == NULL) || r; - r = ((glIsImageHandleResidentNV = (PFNGLISIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsImageHandleResidentNV")) == NULL) || r; - r = ((glIsTextureHandleResidentNV = (PFNGLISTEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsTextureHandleResidentNV")) == NULL) || r; - r = ((glMakeImageHandleNonResidentNV = (PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleNonResidentNV")) == NULL) || r; - r = ((glMakeImageHandleResidentNV = (PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeImageHandleResidentNV")) == NULL) || r; - r = ((glMakeTextureHandleNonResidentNV = (PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleNonResidentNV")) == NULL) || r; - r = ((glMakeTextureHandleResidentNV = (PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeTextureHandleResidentNV")) == NULL) || r; - r = ((glProgramUniformHandleui64NV = (PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64NV")) == NULL) || r; - r = ((glProgramUniformHandleui64vNV = (PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformHandleui64vNV")) == NULL) || r; - r = ((glUniformHandleui64NV = (PFNGLUNIFORMHANDLEUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64NV")) == NULL) || r; - r = ((glUniformHandleui64vNV = (PFNGLUNIFORMHANDLEUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformHandleui64vNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_bindless_texture */ - -#ifdef GL_NV_blend_equation_advanced - -static GLboolean _glewInit_GL_NV_blend_equation_advanced () -{ - GLboolean r = GL_FALSE; - - r = ((glBlendBarrierNV = (PFNGLBLENDBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glBlendBarrierNV")) == NULL) || r; - r = ((glBlendParameteriNV = (PFNGLBLENDPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glBlendParameteriNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_blend_equation_advanced */ - -#ifdef GL_NV_clip_space_w_scaling - -static GLboolean _glewInit_GL_NV_clip_space_w_scaling () -{ - GLboolean r = GL_FALSE; - - r = ((glViewportPositionWScaleNV = (PFNGLVIEWPORTPOSITIONWSCALENVPROC)glewGetProcAddress((const GLubyte*)"glViewportPositionWScaleNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_clip_space_w_scaling */ - -#ifdef GL_NV_command_list - -static GLboolean _glewInit_GL_NV_command_list () -{ - GLboolean r = GL_FALSE; - - r = ((glCallCommandListNV = (PFNGLCALLCOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glCallCommandListNV")) == NULL) || r; - r = ((glCommandListSegmentsNV = (PFNGLCOMMANDLISTSEGMENTSNVPROC)glewGetProcAddress((const GLubyte*)"glCommandListSegmentsNV")) == NULL) || r; - r = ((glCompileCommandListNV = (PFNGLCOMPILECOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glCompileCommandListNV")) == NULL) || r; - r = ((glCreateCommandListsNV = (PFNGLCREATECOMMANDLISTSNVPROC)glewGetProcAddress((const GLubyte*)"glCreateCommandListsNV")) == NULL) || r; - r = ((glCreateStatesNV = (PFNGLCREATESTATESNVPROC)glewGetProcAddress((const GLubyte*)"glCreateStatesNV")) == NULL) || r; - r = ((glDeleteCommandListsNV = (PFNGLDELETECOMMANDLISTSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteCommandListsNV")) == NULL) || r; - r = ((glDeleteStatesNV = (PFNGLDELETESTATESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteStatesNV")) == NULL) || r; - r = ((glDrawCommandsAddressNV = (PFNGLDRAWCOMMANDSADDRESSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsAddressNV")) == NULL) || r; - r = ((glDrawCommandsNV = (PFNGLDRAWCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsNV")) == NULL) || r; - r = ((glDrawCommandsStatesAddressNV = (PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsStatesAddressNV")) == NULL) || r; - r = ((glDrawCommandsStatesNV = (PFNGLDRAWCOMMANDSSTATESNVPROC)glewGetProcAddress((const GLubyte*)"glDrawCommandsStatesNV")) == NULL) || r; - r = ((glGetCommandHeaderNV = (PFNGLGETCOMMANDHEADERNVPROC)glewGetProcAddress((const GLubyte*)"glGetCommandHeaderNV")) == NULL) || r; - r = ((glGetStageIndexNV = (PFNGLGETSTAGEINDEXNVPROC)glewGetProcAddress((const GLubyte*)"glGetStageIndexNV")) == NULL) || r; - r = ((glIsCommandListNV = (PFNGLISCOMMANDLISTNVPROC)glewGetProcAddress((const GLubyte*)"glIsCommandListNV")) == NULL) || r; - r = ((glIsStateNV = (PFNGLISSTATENVPROC)glewGetProcAddress((const GLubyte*)"glIsStateNV")) == NULL) || r; - r = ((glListDrawCommandsStatesClientNV = (PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC)glewGetProcAddress((const GLubyte*)"glListDrawCommandsStatesClientNV")) == NULL) || r; - r = ((glStateCaptureNV = (PFNGLSTATECAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glStateCaptureNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_command_list */ - -#ifdef GL_NV_conditional_render - -static GLboolean _glewInit_GL_NV_conditional_render () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glBeginConditionalRenderNV")) == NULL) || r; - r = ((glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)glewGetProcAddress((const GLubyte*)"glEndConditionalRenderNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_conditional_render */ - -#ifdef GL_NV_conservative_raster - -static GLboolean _glewInit_GL_NV_conservative_raster () -{ - GLboolean r = GL_FALSE; - - r = ((glSubpixelPrecisionBiasNV = (PFNGLSUBPIXELPRECISIONBIASNVPROC)glewGetProcAddress((const GLubyte*)"glSubpixelPrecisionBiasNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_conservative_raster */ - -#ifdef GL_NV_conservative_raster_dilate - -static GLboolean _glewInit_GL_NV_conservative_raster_dilate () -{ - GLboolean r = GL_FALSE; - - r = ((glConservativeRasterParameterfNV = (PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glConservativeRasterParameterfNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_conservative_raster_dilate */ - -#ifdef GL_NV_conservative_raster_pre_snap_triangles - -static GLboolean _glewInit_GL_NV_conservative_raster_pre_snap_triangles () -{ - GLboolean r = GL_FALSE; - - r = ((glConservativeRasterParameteriNV = (PFNGLCONSERVATIVERASTERPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glConservativeRasterParameteriNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_conservative_raster_pre_snap_triangles */ - -#ifdef GL_NV_copy_buffer - -static GLboolean _glewInit_GL_NV_copy_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyBufferSubDataNV = (PFNGLCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glCopyBufferSubDataNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_copy_buffer */ - -#ifdef GL_NV_copy_image - -static GLboolean _glewInit_GL_NV_copy_image () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glCopyImageSubDataNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_copy_image */ - -#ifdef GL_NV_depth_buffer_float - -static GLboolean _glewInit_GL_NV_depth_buffer_float () -{ - GLboolean r = GL_FALSE; - - r = ((glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)glewGetProcAddress((const GLubyte*)"glClearDepthdNV")) == NULL) || r; - r = ((glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthBoundsdNV")) == NULL) || r; - r = ((glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangedNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_depth_buffer_float */ - -#ifdef GL_NV_draw_buffers - -static GLboolean _glewInit_GL_NV_draw_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawBuffersNV = (PFNGLDRAWBUFFERSNVPROC)glewGetProcAddress((const GLubyte*)"glDrawBuffersNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_draw_buffers */ - -#ifdef GL_NV_draw_instanced - -static GLboolean _glewInit_GL_NV_draw_instanced () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawArraysInstancedNV = (PFNGLDRAWARRAYSINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glDrawArraysInstancedNV")) == NULL) || r; - r = ((glDrawElementsInstancedNV = (PFNGLDRAWELEMENTSINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glDrawElementsInstancedNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_draw_instanced */ - -#ifdef GL_NV_draw_texture - -static GLboolean _glewInit_GL_NV_draw_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glDrawTextureNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_draw_texture */ - -#ifdef GL_NV_draw_vulkan_image - -static GLboolean _glewInit_GL_NV_draw_vulkan_image () -{ - GLboolean r = GL_FALSE; - - r = ((glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glDrawVkImageNV")) == NULL) || r; - r = ((glGetVkProcAddrNV = (PFNGLGETVKPROCADDRNVPROC)glewGetProcAddress((const GLubyte*)"glGetVkProcAddrNV")) == NULL) || r; - r = ((glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC)glewGetProcAddress((const GLubyte*)"glSignalVkFenceNV")) == NULL) || r; - r = ((glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC)glewGetProcAddress((const GLubyte*)"glSignalVkSemaphoreNV")) == NULL) || r; - r = ((glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC)glewGetProcAddress((const GLubyte*)"glWaitVkSemaphoreNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_draw_vulkan_image */ - -#ifdef GL_NV_evaluators - -static GLboolean _glewInit_GL_NV_evaluators () -{ - GLboolean r = GL_FALSE; - - r = ((glEvalMapsNV = (PFNGLEVALMAPSNVPROC)glewGetProcAddress((const GLubyte*)"glEvalMapsNV")) == NULL) || r; - r = ((glGetMapAttribParameterfvNV = (PFNGLGETMAPATTRIBPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterfvNV")) == NULL) || r; - r = ((glGetMapAttribParameterivNV = (PFNGLGETMAPATTRIBPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapAttribParameterivNV")) == NULL) || r; - r = ((glGetMapControlPointsNV = (PFNGLGETMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapControlPointsNV")) == NULL) || r; - r = ((glGetMapParameterfvNV = (PFNGLGETMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterfvNV")) == NULL) || r; - r = ((glGetMapParameterivNV = (PFNGLGETMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMapParameterivNV")) == NULL) || r; - r = ((glMapControlPointsNV = (PFNGLMAPCONTROLPOINTSNVPROC)glewGetProcAddress((const GLubyte*)"glMapControlPointsNV")) == NULL) || r; - r = ((glMapParameterfvNV = (PFNGLMAPPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterfvNV")) == NULL) || r; - r = ((glMapParameterivNV = (PFNGLMAPPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glMapParameterivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_evaluators */ - -#ifdef GL_NV_explicit_multisample - -static GLboolean _glewInit_GL_NV_explicit_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetMultisamplefvNV")) == NULL) || r; - r = ((glSampleMaskIndexedNV = (PFNGLSAMPLEMASKINDEXEDNVPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskIndexedNV")) == NULL) || r; - r = ((glTexRenderbufferNV = (PFNGLTEXRENDERBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glTexRenderbufferNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_explicit_multisample */ - -#ifdef GL_NV_fence - -static GLboolean _glewInit_GL_NV_fence () -{ - GLboolean r = GL_FALSE; - - r = ((glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteFencesNV")) == NULL) || r; - r = ((glFinishFenceNV = (PFNGLFINISHFENCENVPROC)glewGetProcAddress((const GLubyte*)"glFinishFenceNV")) == NULL) || r; - r = ((glGenFencesNV = (PFNGLGENFENCESNVPROC)glewGetProcAddress((const GLubyte*)"glGenFencesNV")) == NULL) || r; - r = ((glGetFenceivNV = (PFNGLGETFENCEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFenceivNV")) == NULL) || r; - r = ((glIsFenceNV = (PFNGLISFENCENVPROC)glewGetProcAddress((const GLubyte*)"glIsFenceNV")) == NULL) || r; - r = ((glSetFenceNV = (PFNGLSETFENCENVPROC)glewGetProcAddress((const GLubyte*)"glSetFenceNV")) == NULL) || r; - r = ((glTestFenceNV = (PFNGLTESTFENCENVPROC)glewGetProcAddress((const GLubyte*)"glTestFenceNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_fence */ - -#ifdef GL_NV_fragment_coverage_to_color - -static GLboolean _glewInit_GL_NV_fragment_coverage_to_color () -{ - GLboolean r = GL_FALSE; - - r = ((glFragmentCoverageColorNV = (PFNGLFRAGMENTCOVERAGECOLORNVPROC)glewGetProcAddress((const GLubyte*)"glFragmentCoverageColorNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_fragment_coverage_to_color */ - -#ifdef GL_NV_fragment_program - -static GLboolean _glewInit_GL_NV_fragment_program () -{ - GLboolean r = GL_FALSE; - - r = ((glGetProgramNamedParameterdvNV = (PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterdvNV")) == NULL) || r; - r = ((glGetProgramNamedParameterfvNV = (PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramNamedParameterfvNV")) == NULL) || r; - r = ((glProgramNamedParameter4dNV = (PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dNV")) == NULL) || r; - r = ((glProgramNamedParameter4dvNV = (PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4dvNV")) == NULL) || r; - r = ((glProgramNamedParameter4fNV = (PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fNV")) == NULL) || r; - r = ((glProgramNamedParameter4fvNV = (PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramNamedParameter4fvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_fragment_program */ - -#ifdef GL_NV_framebuffer_blit - -static GLboolean _glewInit_GL_NV_framebuffer_blit () -{ - GLboolean r = GL_FALSE; - - r = ((glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glBlitFramebufferNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_framebuffer_blit */ - -#ifdef GL_NV_framebuffer_multisample - -static GLboolean _glewInit_GL_NV_framebuffer_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glRenderbufferStorageMultisampleNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_framebuffer_multisample */ - -#ifdef GL_NV_framebuffer_multisample_coverage - -static GLboolean _glewInit_GL_NV_framebuffer_multisample_coverage () -{ - GLboolean r = GL_FALSE; - - r = ((glRenderbufferStorageMultisampleCoverageNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glRenderbufferStorageMultisampleCoverageNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_framebuffer_multisample_coverage */ - -#ifdef GL_NV_geometry_program4 - -static GLboolean _glewInit_GL_NV_geometry_program4 () -{ - GLboolean r = GL_FALSE; - - r = ((glProgramVertexLimitNV = (PFNGLPROGRAMVERTEXLIMITNVPROC)glewGetProcAddress((const GLubyte*)"glProgramVertexLimitNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_geometry_program4 */ - -#ifdef GL_NV_gpu_multicast - -static GLboolean _glewInit_GL_NV_gpu_multicast () -{ - GLboolean r = GL_FALSE; - - r = ((glMulticastBarrierNV = (PFNGLMULTICASTBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBarrierNV")) == NULL) || r; - r = ((glMulticastBlitFramebufferNV = (PFNGLMULTICASTBLITFRAMEBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBlitFramebufferNV")) == NULL) || r; - r = ((glMulticastBufferSubDataNV = (PFNGLMULTICASTBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastBufferSubDataNV")) == NULL) || r; - r = ((glMulticastCopyBufferSubDataNV = (PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastCopyBufferSubDataNV")) == NULL) || r; - r = ((glMulticastCopyImageSubDataNV = (PFNGLMULTICASTCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glMulticastCopyImageSubDataNV")) == NULL) || r; - r = ((glMulticastFramebufferSampleLocationsfvNV = (PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastFramebufferSampleLocationsfvNV")) == NULL) || r; - r = ((glMulticastGetQueryObjecti64vNV = (PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjecti64vNV")) == NULL) || r; - r = ((glMulticastGetQueryObjectivNV = (PFNGLMULTICASTGETQUERYOBJECTIVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectivNV")) == NULL) || r; - r = ((glMulticastGetQueryObjectui64vNV = (PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectui64vNV")) == NULL) || r; - r = ((glMulticastGetQueryObjectuivNV = (PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastGetQueryObjectuivNV")) == NULL) || r; - r = ((glMulticastWaitSyncNV = (PFNGLMULTICASTWAITSYNCNVPROC)glewGetProcAddress((const GLubyte*)"glMulticastWaitSyncNV")) == NULL) || r; - r = ((glRenderGpuMaskNV = (PFNGLRENDERGPUMASKNVPROC)glewGetProcAddress((const GLubyte*)"glRenderGpuMaskNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_gpu_multicast */ - -#ifdef GL_NV_gpu_program4 - -static GLboolean _glewInit_GL_NV_gpu_program4 () -{ - GLboolean r = GL_FALSE; - - r = ((glProgramEnvParameterI4iNV = (PFNGLPROGRAMENVPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4iNV")) == NULL) || r; - r = ((glProgramEnvParameterI4ivNV = (PFNGLPROGRAMENVPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4ivNV")) == NULL) || r; - r = ((glProgramEnvParameterI4uiNV = (PFNGLPROGRAMENVPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uiNV")) == NULL) || r; - r = ((glProgramEnvParameterI4uivNV = (PFNGLPROGRAMENVPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParameterI4uivNV")) == NULL) || r; - r = ((glProgramEnvParametersI4ivNV = (PFNGLPROGRAMENVPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4ivNV")) == NULL) || r; - r = ((glProgramEnvParametersI4uivNV = (PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramEnvParametersI4uivNV")) == NULL) || r; - r = ((glProgramLocalParameterI4iNV = (PFNGLPROGRAMLOCALPARAMETERI4INVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4iNV")) == NULL) || r; - r = ((glProgramLocalParameterI4ivNV = (PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4ivNV")) == NULL) || r; - r = ((glProgramLocalParameterI4uiNV = (PFNGLPROGRAMLOCALPARAMETERI4UINVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uiNV")) == NULL) || r; - r = ((glProgramLocalParameterI4uivNV = (PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParameterI4uivNV")) == NULL) || r; - r = ((glProgramLocalParametersI4ivNV = (PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4ivNV")) == NULL) || r; - r = ((glProgramLocalParametersI4uivNV = (PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramLocalParametersI4uivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_gpu_program4 */ - -#ifdef GL_NV_gpu_shader5 - -static GLboolean _glewInit_GL_NV_gpu_shader5 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformi64vNV")) == NULL) || r; - r = ((glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetUniformui64vNV")) == NULL) || r; - r = ((glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64NV")) == NULL) || r; - r = ((glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1i64vNV")) == NULL) || r; - r = ((glProgramUniform1ui64NV = (PFNGLPROGRAMUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64NV")) == NULL) || r; - r = ((glProgramUniform1ui64vNV = (PFNGLPROGRAMUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform1ui64vNV")) == NULL) || r; - r = ((glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64NV")) == NULL) || r; - r = ((glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2i64vNV")) == NULL) || r; - r = ((glProgramUniform2ui64NV = (PFNGLPROGRAMUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64NV")) == NULL) || r; - r = ((glProgramUniform2ui64vNV = (PFNGLPROGRAMUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform2ui64vNV")) == NULL) || r; - r = ((glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64NV")) == NULL) || r; - r = ((glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3i64vNV")) == NULL) || r; - r = ((glProgramUniform3ui64NV = (PFNGLPROGRAMUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64NV")) == NULL) || r; - r = ((glProgramUniform3ui64vNV = (PFNGLPROGRAMUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform3ui64vNV")) == NULL) || r; - r = ((glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64NV")) == NULL) || r; - r = ((glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4i64vNV")) == NULL) || r; - r = ((glProgramUniform4ui64NV = (PFNGLPROGRAMUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64NV")) == NULL) || r; - r = ((glProgramUniform4ui64vNV = (PFNGLPROGRAMUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniform4ui64vNV")) == NULL) || r; - r = ((glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64NV")) == NULL) || r; - r = ((glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1i64vNV")) == NULL) || r; - r = ((glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64NV")) == NULL) || r; - r = ((glUniform1ui64vNV = (PFNGLUNIFORM1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform1ui64vNV")) == NULL) || r; - r = ((glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64NV")) == NULL) || r; - r = ((glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2i64vNV")) == NULL) || r; - r = ((glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64NV")) == NULL) || r; - r = ((glUniform2ui64vNV = (PFNGLUNIFORM2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform2ui64vNV")) == NULL) || r; - r = ((glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64NV")) == NULL) || r; - r = ((glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3i64vNV")) == NULL) || r; - r = ((glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64NV")) == NULL) || r; - r = ((glUniform3ui64vNV = (PFNGLUNIFORM3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform3ui64vNV")) == NULL) || r; - r = ((glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64NV")) == NULL) || r; - r = ((glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4i64vNV")) == NULL) || r; - r = ((glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64NV")) == NULL) || r; - r = ((glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniform4ui64vNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_gpu_shader5 */ - -#ifdef GL_NV_half_float - -static GLboolean _glewInit_GL_NV_half_float () -{ - GLboolean r = GL_FALSE; - - r = ((glColor3hNV = (PFNGLCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hNV")) == NULL) || r; - r = ((glColor3hvNV = (PFNGLCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor3hvNV")) == NULL) || r; - r = ((glColor4hNV = (PFNGLCOLOR4HNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hNV")) == NULL) || r; - r = ((glColor4hvNV = (PFNGLCOLOR4HVNVPROC)glewGetProcAddress((const GLubyte*)"glColor4hvNV")) == NULL) || r; - r = ((glFogCoordhNV = (PFNGLFOGCOORDHNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhNV")) == NULL) || r; - r = ((glFogCoordhvNV = (PFNGLFOGCOORDHVNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordhvNV")) == NULL) || r; - r = ((glMultiTexCoord1hNV = (PFNGLMULTITEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hNV")) == NULL) || r; - r = ((glMultiTexCoord1hvNV = (PFNGLMULTITEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord1hvNV")) == NULL) || r; - r = ((glMultiTexCoord2hNV = (PFNGLMULTITEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hNV")) == NULL) || r; - r = ((glMultiTexCoord2hvNV = (PFNGLMULTITEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord2hvNV")) == NULL) || r; - r = ((glMultiTexCoord3hNV = (PFNGLMULTITEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hNV")) == NULL) || r; - r = ((glMultiTexCoord3hvNV = (PFNGLMULTITEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord3hvNV")) == NULL) || r; - r = ((glMultiTexCoord4hNV = (PFNGLMULTITEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hNV")) == NULL) || r; - r = ((glMultiTexCoord4hvNV = (PFNGLMULTITEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4hvNV")) == NULL) || r; - r = ((glNormal3hNV = (PFNGLNORMAL3HNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hNV")) == NULL) || r; - r = ((glNormal3hvNV = (PFNGLNORMAL3HVNVPROC)glewGetProcAddress((const GLubyte*)"glNormal3hvNV")) == NULL) || r; - r = ((glSecondaryColor3hNV = (PFNGLSECONDARYCOLOR3HNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hNV")) == NULL) || r; - r = ((glSecondaryColor3hvNV = (PFNGLSECONDARYCOLOR3HVNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColor3hvNV")) == NULL) || r; - r = ((glTexCoord1hNV = (PFNGLTEXCOORD1HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hNV")) == NULL) || r; - r = ((glTexCoord1hvNV = (PFNGLTEXCOORD1HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord1hvNV")) == NULL) || r; - r = ((glTexCoord2hNV = (PFNGLTEXCOORD2HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hNV")) == NULL) || r; - r = ((glTexCoord2hvNV = (PFNGLTEXCOORD2HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2hvNV")) == NULL) || r; - r = ((glTexCoord3hNV = (PFNGLTEXCOORD3HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hNV")) == NULL) || r; - r = ((glTexCoord3hvNV = (PFNGLTEXCOORD3HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord3hvNV")) == NULL) || r; - r = ((glTexCoord4hNV = (PFNGLTEXCOORD4HNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hNV")) == NULL) || r; - r = ((glTexCoord4hvNV = (PFNGLTEXCOORD4HVNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4hvNV")) == NULL) || r; - r = ((glVertex2hNV = (PFNGLVERTEX2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hNV")) == NULL) || r; - r = ((glVertex2hvNV = (PFNGLVERTEX2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex2hvNV")) == NULL) || r; - r = ((glVertex3hNV = (PFNGLVERTEX3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hNV")) == NULL) || r; - r = ((glVertex3hvNV = (PFNGLVERTEX3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex3hvNV")) == NULL) || r; - r = ((glVertex4hNV = (PFNGLVERTEX4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hNV")) == NULL) || r; - r = ((glVertex4hvNV = (PFNGLVERTEX4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertex4hvNV")) == NULL) || r; - r = ((glVertexAttrib1hNV = (PFNGLVERTEXATTRIB1HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hNV")) == NULL) || r; - r = ((glVertexAttrib1hvNV = (PFNGLVERTEXATTRIB1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1hvNV")) == NULL) || r; - r = ((glVertexAttrib2hNV = (PFNGLVERTEXATTRIB2HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hNV")) == NULL) || r; - r = ((glVertexAttrib2hvNV = (PFNGLVERTEXATTRIB2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2hvNV")) == NULL) || r; - r = ((glVertexAttrib3hNV = (PFNGLVERTEXATTRIB3HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hNV")) == NULL) || r; - r = ((glVertexAttrib3hvNV = (PFNGLVERTEXATTRIB3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3hvNV")) == NULL) || r; - r = ((glVertexAttrib4hNV = (PFNGLVERTEXATTRIB4HNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hNV")) == NULL) || r; - r = ((glVertexAttrib4hvNV = (PFNGLVERTEXATTRIB4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4hvNV")) == NULL) || r; - r = ((glVertexAttribs1hvNV = (PFNGLVERTEXATTRIBS1HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1hvNV")) == NULL) || r; - r = ((glVertexAttribs2hvNV = (PFNGLVERTEXATTRIBS2HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2hvNV")) == NULL) || r; - r = ((glVertexAttribs3hvNV = (PFNGLVERTEXATTRIBS3HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3hvNV")) == NULL) || r; - r = ((glVertexAttribs4hvNV = (PFNGLVERTEXATTRIBS4HVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4hvNV")) == NULL) || r; - r = ((glVertexWeighthNV = (PFNGLVERTEXWEIGHTHNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthNV")) == NULL) || r; - r = ((glVertexWeighthvNV = (PFNGLVERTEXWEIGHTHVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexWeighthvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_half_float */ - -#ifdef GL_NV_instanced_arrays - -static GLboolean _glewInit_GL_NV_instanced_arrays () -{ - GLboolean r = GL_FALSE; - - r = ((glVertexAttribDivisorNV = (PFNGLVERTEXATTRIBDIVISORNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisorNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_instanced_arrays */ - -#ifdef GL_NV_internalformat_sample_query - -static GLboolean _glewInit_GL_NV_internalformat_sample_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetInternalformatSampleivNV = (PFNGLGETINTERNALFORMATSAMPLEIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetInternalformatSampleivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_internalformat_sample_query */ - -#ifdef GL_NV_non_square_matrices - -static GLboolean _glewInit_GL_NV_non_square_matrices () -{ - GLboolean r = GL_FALSE; - - r = ((glUniformMatrix2x3fvNV = (PFNGLUNIFORMMATRIX2X3FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x3fvNV")) == NULL) || r; - r = ((glUniformMatrix2x4fvNV = (PFNGLUNIFORMMATRIX2X4FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix2x4fvNV")) == NULL) || r; - r = ((glUniformMatrix3x2fvNV = (PFNGLUNIFORMMATRIX3X2FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x2fvNV")) == NULL) || r; - r = ((glUniformMatrix3x4fvNV = (PFNGLUNIFORMMATRIX3X4FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix3x4fvNV")) == NULL) || r; - r = ((glUniformMatrix4x2fvNV = (PFNGLUNIFORMMATRIX4X2FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x2fvNV")) == NULL) || r; - r = ((glUniformMatrix4x3fvNV = (PFNGLUNIFORMMATRIX4X3FVNVPROC)glewGetProcAddress((const GLubyte*)"glUniformMatrix4x3fvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_non_square_matrices */ - -#ifdef GL_NV_occlusion_query - -static GLboolean _glewInit_GL_NV_occlusion_query () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glBeginOcclusionQueryNV")) == NULL) || r; - r = ((glDeleteOcclusionQueriesNV = (PFNGLDELETEOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteOcclusionQueriesNV")) == NULL) || r; - r = ((glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glEndOcclusionQueryNV")) == NULL) || r; - r = ((glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC)glewGetProcAddress((const GLubyte*)"glGenOcclusionQueriesNV")) == NULL) || r; - r = ((glGetOcclusionQueryivNV = (PFNGLGETOCCLUSIONQUERYIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryivNV")) == NULL) || r; - r = ((glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetOcclusionQueryuivNV")) == NULL) || r; - r = ((glIsOcclusionQueryNV = (PFNGLISOCCLUSIONQUERYNVPROC)glewGetProcAddress((const GLubyte*)"glIsOcclusionQueryNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_occlusion_query */ - -#ifdef GL_NV_parameter_buffer_object - -static GLboolean _glewInit_GL_NV_parameter_buffer_object () -{ - GLboolean r = GL_FALSE; - - r = ((glProgramBufferParametersIivNV = (PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIivNV")) == NULL) || r; - r = ((glProgramBufferParametersIuivNV = (PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersIuivNV")) == NULL) || r; - r = ((glProgramBufferParametersfvNV = (PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramBufferParametersfvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_parameter_buffer_object */ - -#ifdef GL_NV_path_rendering - -static GLboolean _glewInit_GL_NV_path_rendering () -{ - GLboolean r = GL_FALSE; - - r = ((glCopyPathNV = (PFNGLCOPYPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCopyPathNV")) == NULL) || r; - r = ((glCoverFillPathInstancedNV = (PFNGLCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathInstancedNV")) == NULL) || r; - r = ((glCoverFillPathNV = (PFNGLCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverFillPathNV")) == NULL) || r; - r = ((glCoverStrokePathInstancedNV = (PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathInstancedNV")) == NULL) || r; - r = ((glCoverStrokePathNV = (PFNGLCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glCoverStrokePathNV")) == NULL) || r; - r = ((glDeletePathsNV = (PFNGLDELETEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glDeletePathsNV")) == NULL) || r; - r = ((glGenPathsNV = (PFNGLGENPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glGenPathsNV")) == NULL) || r; - r = ((glGetPathColorGenfvNV = (PFNGLGETPATHCOLORGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenfvNV")) == NULL) || r; - r = ((glGetPathColorGenivNV = (PFNGLGETPATHCOLORGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathColorGenivNV")) == NULL) || r; - r = ((glGetPathCommandsNV = (PFNGLGETPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCommandsNV")) == NULL) || r; - r = ((glGetPathCoordsNV = (PFNGLGETPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathCoordsNV")) == NULL) || r; - r = ((glGetPathDashArrayNV = (PFNGLGETPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathDashArrayNV")) == NULL) || r; - r = ((glGetPathLengthNV = (PFNGLGETPATHLENGTHNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathLengthNV")) == NULL) || r; - r = ((glGetPathMetricRangeNV = (PFNGLGETPATHMETRICRANGENVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricRangeNV")) == NULL) || r; - r = ((glGetPathMetricsNV = (PFNGLGETPATHMETRICSNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathMetricsNV")) == NULL) || r; - r = ((glGetPathParameterfvNV = (PFNGLGETPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterfvNV")) == NULL) || r; - r = ((glGetPathParameterivNV = (PFNGLGETPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathParameterivNV")) == NULL) || r; - r = ((glGetPathSpacingNV = (PFNGLGETPATHSPACINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathSpacingNV")) == NULL) || r; - r = ((glGetPathTexGenfvNV = (PFNGLGETPATHTEXGENFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenfvNV")) == NULL) || r; - r = ((glGetPathTexGenivNV = (PFNGLGETPATHTEXGENIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetPathTexGenivNV")) == NULL) || r; - r = ((glGetProgramResourcefvNV = (PFNGLGETPROGRAMRESOURCEFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramResourcefvNV")) == NULL) || r; - r = ((glInterpolatePathsNV = (PFNGLINTERPOLATEPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glInterpolatePathsNV")) == NULL) || r; - r = ((glIsPathNV = (PFNGLISPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPathNV")) == NULL) || r; - r = ((glIsPointInFillPathNV = (PFNGLISPOINTINFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInFillPathNV")) == NULL) || r; - r = ((glIsPointInStrokePathNV = (PFNGLISPOINTINSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glIsPointInStrokePathNV")) == NULL) || r; - r = ((glMatrixLoad3x2fNV = (PFNGLMATRIXLOAD3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x2fNV")) == NULL) || r; - r = ((glMatrixLoad3x3fNV = (PFNGLMATRIXLOAD3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoad3x3fNV")) == NULL) || r; - r = ((glMatrixLoadTranspose3x3fNV = (PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixLoadTranspose3x3fNV")) == NULL) || r; - r = ((glMatrixMult3x2fNV = (PFNGLMATRIXMULT3X2FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x2fNV")) == NULL) || r; - r = ((glMatrixMult3x3fNV = (PFNGLMATRIXMULT3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMult3x3fNV")) == NULL) || r; - r = ((glMatrixMultTranspose3x3fNV = (PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)glewGetProcAddress((const GLubyte*)"glMatrixMultTranspose3x3fNV")) == NULL) || r; - r = ((glPathColorGenNV = (PFNGLPATHCOLORGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathColorGenNV")) == NULL) || r; - r = ((glPathCommandsNV = (PFNGLPATHCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCommandsNV")) == NULL) || r; - r = ((glPathCoordsNV = (PFNGLPATHCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoordsNV")) == NULL) || r; - r = ((glPathCoverDepthFuncNV = (PFNGLPATHCOVERDEPTHFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathCoverDepthFuncNV")) == NULL) || r; - r = ((glPathDashArrayNV = (PFNGLPATHDASHARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathDashArrayNV")) == NULL) || r; - r = ((glPathFogGenNV = (PFNGLPATHFOGGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathFogGenNV")) == NULL) || r; - r = ((glPathGlyphIndexArrayNV = (PFNGLPATHGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexArrayNV")) == NULL) || r; - r = ((glPathGlyphIndexRangeNV = (PFNGLPATHGLYPHINDEXRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphIndexRangeNV")) == NULL) || r; - r = ((glPathGlyphRangeNV = (PFNGLPATHGLYPHRANGENVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphRangeNV")) == NULL) || r; - r = ((glPathGlyphsNV = (PFNGLPATHGLYPHSNVPROC)glewGetProcAddress((const GLubyte*)"glPathGlyphsNV")) == NULL) || r; - r = ((glPathMemoryGlyphIndexArrayNV = (PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)glewGetProcAddress((const GLubyte*)"glPathMemoryGlyphIndexArrayNV")) == NULL) || r; - r = ((glPathParameterfNV = (PFNGLPATHPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfNV")) == NULL) || r; - r = ((glPathParameterfvNV = (PFNGLPATHPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterfvNV")) == NULL) || r; - r = ((glPathParameteriNV = (PFNGLPATHPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPathParameteriNV")) == NULL) || r; - r = ((glPathParameterivNV = (PFNGLPATHPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPathParameterivNV")) == NULL) || r; - r = ((glPathStencilDepthOffsetNV = (PFNGLPATHSTENCILDEPTHOFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilDepthOffsetNV")) == NULL) || r; - r = ((glPathStencilFuncNV = (PFNGLPATHSTENCILFUNCNVPROC)glewGetProcAddress((const GLubyte*)"glPathStencilFuncNV")) == NULL) || r; - r = ((glPathStringNV = (PFNGLPATHSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glPathStringNV")) == NULL) || r; - r = ((glPathSubCommandsNV = (PFNGLPATHSUBCOMMANDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCommandsNV")) == NULL) || r; - r = ((glPathSubCoordsNV = (PFNGLPATHSUBCOORDSNVPROC)glewGetProcAddress((const GLubyte*)"glPathSubCoordsNV")) == NULL) || r; - r = ((glPathTexGenNV = (PFNGLPATHTEXGENNVPROC)glewGetProcAddress((const GLubyte*)"glPathTexGenNV")) == NULL) || r; - r = ((glPointAlongPathNV = (PFNGLPOINTALONGPATHNVPROC)glewGetProcAddress((const GLubyte*)"glPointAlongPathNV")) == NULL) || r; - r = ((glProgramPathFragmentInputGenNV = (PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)glewGetProcAddress((const GLubyte*)"glProgramPathFragmentInputGenNV")) == NULL) || r; - r = ((glStencilFillPathInstancedNV = (PFNGLSTENCILFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathInstancedNV")) == NULL) || r; - r = ((glStencilFillPathNV = (PFNGLSTENCILFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilFillPathNV")) == NULL) || r; - r = ((glStencilStrokePathInstancedNV = (PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathInstancedNV")) == NULL) || r; - r = ((glStencilStrokePathNV = (PFNGLSTENCILSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilStrokePathNV")) == NULL) || r; - r = ((glStencilThenCoverFillPathInstancedNV = (PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathInstancedNV")) == NULL) || r; - r = ((glStencilThenCoverFillPathNV = (PFNGLSTENCILTHENCOVERFILLPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverFillPathNV")) == NULL) || r; - r = ((glStencilThenCoverStrokePathInstancedNV = (PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathInstancedNV")) == NULL) || r; - r = ((glStencilThenCoverStrokePathNV = (PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)glewGetProcAddress((const GLubyte*)"glStencilThenCoverStrokePathNV")) == NULL) || r; - r = ((glTransformPathNV = (PFNGLTRANSFORMPATHNVPROC)glewGetProcAddress((const GLubyte*)"glTransformPathNV")) == NULL) || r; - r = ((glWeightPathsNV = (PFNGLWEIGHTPATHSNVPROC)glewGetProcAddress((const GLubyte*)"glWeightPathsNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_path_rendering */ - -#ifdef GL_NV_pixel_data_range - -static GLboolean _glewInit_GL_NV_pixel_data_range () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushPixelDataRangeNV = (PFNGLFLUSHPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushPixelDataRangeNV")) == NULL) || r; - r = ((glPixelDataRangeNV = (PFNGLPIXELDATARANGENVPROC)glewGetProcAddress((const GLubyte*)"glPixelDataRangeNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_pixel_data_range */ - -#ifdef GL_NV_point_sprite - -static GLboolean _glewInit_GL_NV_point_sprite () -{ - GLboolean r = GL_FALSE; - - r = ((glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glPointParameteriNV")) == NULL) || r; - r = ((glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_point_sprite */ - -#ifdef GL_NV_polygon_mode - -static GLboolean _glewInit_GL_NV_polygon_mode () -{ - GLboolean r = GL_FALSE; - - r = ((glPolygonModeNV = (PFNGLPOLYGONMODENVPROC)glewGetProcAddress((const GLubyte*)"glPolygonModeNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_polygon_mode */ - -#ifdef GL_NV_present_video - -static GLboolean _glewInit_GL_NV_present_video () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVideoi64vNV = (PFNGLGETVIDEOI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoi64vNV")) == NULL) || r; - r = ((glGetVideoivNV = (PFNGLGETVIDEOIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoivNV")) == NULL) || r; - r = ((glGetVideoui64vNV = (PFNGLGETVIDEOUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoui64vNV")) == NULL) || r; - r = ((glGetVideouivNV = (PFNGLGETVIDEOUIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideouivNV")) == NULL) || r; - r = ((glPresentFrameDualFillNV = (PFNGLPRESENTFRAMEDUALFILLNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameDualFillNV")) == NULL) || r; - r = ((glPresentFrameKeyedNV = (PFNGLPRESENTFRAMEKEYEDNVPROC)glewGetProcAddress((const GLubyte*)"glPresentFrameKeyedNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_present_video */ - -#ifdef GL_NV_primitive_restart - -static GLboolean _glewInit_GL_NV_primitive_restart () -{ - GLboolean r = GL_FALSE; - - r = ((glPrimitiveRestartIndexNV = (PFNGLPRIMITIVERESTARTINDEXNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartIndexNV")) == NULL) || r; - r = ((glPrimitiveRestartNV = (PFNGLPRIMITIVERESTARTNVPROC)glewGetProcAddress((const GLubyte*)"glPrimitiveRestartNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_primitive_restart */ - -#ifdef GL_NV_register_combiners - -static GLboolean _glewInit_GL_NV_register_combiners () -{ - GLboolean r = GL_FALSE; - - r = ((glCombinerInputNV = (PFNGLCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerInputNV")) == NULL) || r; - r = ((glCombinerOutputNV = (PFNGLCOMBINEROUTPUTNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerOutputNV")) == NULL) || r; - r = ((glCombinerParameterfNV = (PFNGLCOMBINERPARAMETERFNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfNV")) == NULL) || r; - r = ((glCombinerParameterfvNV = (PFNGLCOMBINERPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterfvNV")) == NULL) || r; - r = ((glCombinerParameteriNV = (PFNGLCOMBINERPARAMETERINVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameteriNV")) == NULL) || r; - r = ((glCombinerParameterivNV = (PFNGLCOMBINERPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerParameterivNV")) == NULL) || r; - r = ((glFinalCombinerInputNV = (PFNGLFINALCOMBINERINPUTNVPROC)glewGetProcAddress((const GLubyte*)"glFinalCombinerInputNV")) == NULL) || r; - r = ((glGetCombinerInputParameterfvNV = (PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterfvNV")) == NULL) || r; - r = ((glGetCombinerInputParameterivNV = (PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerInputParameterivNV")) == NULL) || r; - r = ((glGetCombinerOutputParameterfvNV = (PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterfvNV")) == NULL) || r; - r = ((glGetCombinerOutputParameterivNV = (PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerOutputParameterivNV")) == NULL) || r; - r = ((glGetFinalCombinerInputParameterfvNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterfvNV")) == NULL) || r; - r = ((glGetFinalCombinerInputParameterivNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetFinalCombinerInputParameterivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_register_combiners */ - -#ifdef GL_NV_register_combiners2 - -static GLboolean _glewInit_GL_NV_register_combiners2 () -{ - GLboolean r = GL_FALSE; - - r = ((glCombinerStageParameterfvNV = (PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glCombinerStageParameterfvNV")) == NULL) || r; - r = ((glGetCombinerStageParameterfvNV = (PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetCombinerStageParameterfvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_register_combiners2 */ - -#ifdef GL_NV_sample_locations - -static GLboolean _glewInit_GL_NV_sample_locations () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferSampleLocationsfvNV = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glFramebufferSampleLocationsfvNV")) == NULL) || r; - r = ((glNamedFramebufferSampleLocationsfvNV = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)glewGetProcAddress((const GLubyte*)"glNamedFramebufferSampleLocationsfvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_sample_locations */ - -#ifdef GL_NV_shader_buffer_load - -static GLboolean _glewInit_GL_NV_shader_buffer_load () -{ - GLboolean r = GL_FALSE; - - r = ((glGetBufferParameterui64vNV = (PFNGLGETBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetBufferParameterui64vNV")) == NULL) || r; - r = ((glGetIntegerui64vNV = (PFNGLGETINTEGERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64vNV")) == NULL) || r; - r = ((glGetNamedBufferParameterui64vNV = (PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetNamedBufferParameterui64vNV")) == NULL) || r; - r = ((glIsBufferResidentNV = (PFNGLISBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsBufferResidentNV")) == NULL) || r; - r = ((glIsNamedBufferResidentNV = (PFNGLISNAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glIsNamedBufferResidentNV")) == NULL) || r; - r = ((glMakeBufferNonResidentNV = (PFNGLMAKEBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferNonResidentNV")) == NULL) || r; - r = ((glMakeBufferResidentNV = (PFNGLMAKEBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeBufferResidentNV")) == NULL) || r; - r = ((glMakeNamedBufferNonResidentNV = (PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferNonResidentNV")) == NULL) || r; - r = ((glMakeNamedBufferResidentNV = (PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glMakeNamedBufferResidentNV")) == NULL) || r; - r = ((glProgramUniformui64NV = (PFNGLPROGRAMUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64NV")) == NULL) || r; - r = ((glProgramUniformui64vNV = (PFNGLPROGRAMUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glProgramUniformui64vNV")) == NULL) || r; - r = ((glUniformui64NV = (PFNGLUNIFORMUI64NVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64NV")) == NULL) || r; - r = ((glUniformui64vNV = (PFNGLUNIFORMUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glUniformui64vNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_shader_buffer_load */ - -#ifdef GL_NV_texture_array - -static GLboolean _glewInit_GL_NV_texture_array () -{ - GLboolean r = GL_FALSE; - - r = ((glCompressedTexImage3DNV = (PFNGLCOMPRESSEDTEXIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexImage3DNV")) == NULL) || r; - r = ((glCompressedTexSubImage3DNV = (PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCompressedTexSubImage3DNV")) == NULL) || r; - r = ((glCopyTexSubImage3DNV = (PFNGLCOPYTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glCopyTexSubImage3DNV")) == NULL) || r; - r = ((glFramebufferTextureLayerNV = (PFNGLFRAMEBUFFERTEXTURELAYERNVPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureLayerNV")) == NULL) || r; - r = ((glTexImage3DNV = (PFNGLTEXIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DNV")) == NULL) || r; - r = ((glTexSubImage3DNV = (PFNGLTEXSUBIMAGE3DNVPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage3DNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_texture_array */ - -#ifdef GL_NV_texture_barrier - -static GLboolean _glewInit_GL_NV_texture_barrier () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureBarrierNV = (PFNGLTEXTUREBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glTextureBarrierNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_texture_barrier */ - -#ifdef GL_NV_texture_multisample - -static GLboolean _glewInit_GL_NV_texture_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glTexImage2DMultisampleCoverageNV = (PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage2DMultisampleCoverageNV")) == NULL) || r; - r = ((glTexImage3DMultisampleCoverageNV = (PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTexImage3DMultisampleCoverageNV")) == NULL) || r; - r = ((glTextureImage2DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleCoverageNV")) == NULL) || r; - r = ((glTextureImage2DMultisampleNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage2DMultisampleNV")) == NULL) || r; - r = ((glTextureImage3DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleCoverageNV")) == NULL) || r; - r = ((glTextureImage3DMultisampleNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)glewGetProcAddress((const GLubyte*)"glTextureImage3DMultisampleNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_texture_multisample */ - -#ifdef GL_NV_transform_feedback - -static GLboolean _glewInit_GL_NV_transform_feedback () -{ - GLboolean r = GL_FALSE; - - r = ((glActiveVaryingNV = (PFNGLACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glActiveVaryingNV")) == NULL) || r; - r = ((glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBeginTransformFeedbackNV")) == NULL) || r; - r = ((glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferBaseNV")) == NULL) || r; - r = ((glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferOffsetNV")) == NULL) || r; - r = ((glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBindBufferRangeNV")) == NULL) || r; - r = ((glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glEndTransformFeedbackNV")) == NULL) || r; - r = ((glGetActiveVaryingNV = (PFNGLGETACTIVEVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetActiveVaryingNV")) == NULL) || r; - r = ((glGetTransformFeedbackVaryingNV = (PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetTransformFeedbackVaryingNV")) == NULL) || r; - r = ((glGetVaryingLocationNV = (PFNGLGETVARYINGLOCATIONNVPROC)glewGetProcAddress((const GLubyte*)"glGetVaryingLocationNV")) == NULL) || r; - r = ((glTransformFeedbackAttribsNV = (PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackAttribsNV")) == NULL) || r; - r = ((glTransformFeedbackVaryingsNV = (PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)glewGetProcAddress((const GLubyte*)"glTransformFeedbackVaryingsNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_transform_feedback */ - -#ifdef GL_NV_transform_feedback2 - -static GLboolean _glewInit_GL_NV_transform_feedback2 () -{ - GLboolean r = GL_FALSE; - - r = ((glBindTransformFeedbackNV = (PFNGLBINDTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glBindTransformFeedbackNV")) == NULL) || r; - r = ((glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteTransformFeedbacksNV")) == NULL) || r; - r = ((glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glDrawTransformFeedbackNV")) == NULL) || r; - r = ((glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC)glewGetProcAddress((const GLubyte*)"glGenTransformFeedbacksNV")) == NULL) || r; - r = ((glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glIsTransformFeedbackNV")) == NULL) || r; - r = ((glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glPauseTransformFeedbackNV")) == NULL) || r; - r = ((glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC)glewGetProcAddress((const GLubyte*)"glResumeTransformFeedbackNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_transform_feedback2 */ - -#ifdef GL_NV_vdpau_interop - -static GLboolean _glewInit_GL_NV_vdpau_interop () -{ - GLboolean r = GL_FALSE; - - r = ((glVDPAUFiniNV = (PFNGLVDPAUFININVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUFiniNV")) == NULL) || r; - r = ((glVDPAUGetSurfaceivNV = (PFNGLVDPAUGETSURFACEIVNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUGetSurfaceivNV")) == NULL) || r; - r = ((glVDPAUInitNV = (PFNGLVDPAUINITNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUInitNV")) == NULL) || r; - r = ((glVDPAUIsSurfaceNV = (PFNGLVDPAUISSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUIsSurfaceNV")) == NULL) || r; - r = ((glVDPAUMapSurfacesNV = (PFNGLVDPAUMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUMapSurfacesNV")) == NULL) || r; - r = ((glVDPAURegisterOutputSurfaceNV = (PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterOutputSurfaceNV")) == NULL) || r; - r = ((glVDPAURegisterVideoSurfaceNV = (PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAURegisterVideoSurfaceNV")) == NULL) || r; - r = ((glVDPAUSurfaceAccessNV = (PFNGLVDPAUSURFACEACCESSNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUSurfaceAccessNV")) == NULL) || r; - r = ((glVDPAUUnmapSurfacesNV = (PFNGLVDPAUUNMAPSURFACESNVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnmapSurfacesNV")) == NULL) || r; - r = ((glVDPAUUnregisterSurfaceNV = (PFNGLVDPAUUNREGISTERSURFACENVPROC)glewGetProcAddress((const GLubyte*)"glVDPAUUnregisterSurfaceNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_vdpau_interop */ - -#ifdef GL_NV_vertex_array_range - -static GLboolean _glewInit_GL_NV_vertex_array_range () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushVertexArrayRangeNV = (PFNGLFLUSHVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glFlushVertexArrayRangeNV")) == NULL) || r; - r = ((glVertexArrayRangeNV = (PFNGLVERTEXARRAYRANGENVPROC)glewGetProcAddress((const GLubyte*)"glVertexArrayRangeNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_vertex_array_range */ - -#ifdef GL_NV_vertex_attrib_integer_64bit - -static GLboolean _glewInit_GL_NV_vertex_attrib_integer_64bit () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVertexAttribLi64vNV = (PFNGLGETVERTEXATTRIBLI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLi64vNV")) == NULL) || r; - r = ((glGetVertexAttribLui64vNV = (PFNGLGETVERTEXATTRIBLUI64VNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribLui64vNV")) == NULL) || r; - r = ((glVertexAttribL1i64NV = (PFNGLVERTEXATTRIBL1I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64NV")) == NULL) || r; - r = ((glVertexAttribL1i64vNV = (PFNGLVERTEXATTRIBL1I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1i64vNV")) == NULL) || r; - r = ((glVertexAttribL1ui64NV = (PFNGLVERTEXATTRIBL1UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64NV")) == NULL) || r; - r = ((glVertexAttribL1ui64vNV = (PFNGLVERTEXATTRIBL1UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL1ui64vNV")) == NULL) || r; - r = ((glVertexAttribL2i64NV = (PFNGLVERTEXATTRIBL2I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64NV")) == NULL) || r; - r = ((glVertexAttribL2i64vNV = (PFNGLVERTEXATTRIBL2I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2i64vNV")) == NULL) || r; - r = ((glVertexAttribL2ui64NV = (PFNGLVERTEXATTRIBL2UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64NV")) == NULL) || r; - r = ((glVertexAttribL2ui64vNV = (PFNGLVERTEXATTRIBL2UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL2ui64vNV")) == NULL) || r; - r = ((glVertexAttribL3i64NV = (PFNGLVERTEXATTRIBL3I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64NV")) == NULL) || r; - r = ((glVertexAttribL3i64vNV = (PFNGLVERTEXATTRIBL3I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3i64vNV")) == NULL) || r; - r = ((glVertexAttribL3ui64NV = (PFNGLVERTEXATTRIBL3UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64NV")) == NULL) || r; - r = ((glVertexAttribL3ui64vNV = (PFNGLVERTEXATTRIBL3UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL3ui64vNV")) == NULL) || r; - r = ((glVertexAttribL4i64NV = (PFNGLVERTEXATTRIBL4I64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64NV")) == NULL) || r; - r = ((glVertexAttribL4i64vNV = (PFNGLVERTEXATTRIBL4I64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4i64vNV")) == NULL) || r; - r = ((glVertexAttribL4ui64NV = (PFNGLVERTEXATTRIBL4UI64NVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64NV")) == NULL) || r; - r = ((glVertexAttribL4ui64vNV = (PFNGLVERTEXATTRIBL4UI64VNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribL4ui64vNV")) == NULL) || r; - r = ((glVertexAttribLFormatNV = (PFNGLVERTEXATTRIBLFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribLFormatNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_vertex_attrib_integer_64bit */ - -#ifdef GL_NV_vertex_buffer_unified_memory - -static GLboolean _glewInit_GL_NV_vertex_buffer_unified_memory () -{ - GLboolean r = GL_FALSE; - - r = ((glBufferAddressRangeNV = (PFNGLBUFFERADDRESSRANGENVPROC)glewGetProcAddress((const GLubyte*)"glBufferAddressRangeNV")) == NULL) || r; - r = ((glColorFormatNV = (PFNGLCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glColorFormatNV")) == NULL) || r; - r = ((glEdgeFlagFormatNV = (PFNGLEDGEFLAGFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glEdgeFlagFormatNV")) == NULL) || r; - r = ((glFogCoordFormatNV = (PFNGLFOGCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glFogCoordFormatNV")) == NULL) || r; - r = ((glGetIntegerui64i_vNV = (PFNGLGETINTEGERUI64I_VNVPROC)glewGetProcAddress((const GLubyte*)"glGetIntegerui64i_vNV")) == NULL) || r; - r = ((glIndexFormatNV = (PFNGLINDEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glIndexFormatNV")) == NULL) || r; - r = ((glNormalFormatNV = (PFNGLNORMALFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glNormalFormatNV")) == NULL) || r; - r = ((glSecondaryColorFormatNV = (PFNGLSECONDARYCOLORFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glSecondaryColorFormatNV")) == NULL) || r; - r = ((glTexCoordFormatNV = (PFNGLTEXCOORDFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glTexCoordFormatNV")) == NULL) || r; - r = ((glVertexAttribFormatNV = (PFNGLVERTEXATTRIBFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribFormatNV")) == NULL) || r; - r = ((glVertexAttribIFormatNV = (PFNGLVERTEXATTRIBIFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribIFormatNV")) == NULL) || r; - r = ((glVertexFormatNV = (PFNGLVERTEXFORMATNVPROC)glewGetProcAddress((const GLubyte*)"glVertexFormatNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_vertex_buffer_unified_memory */ - -#ifdef GL_NV_vertex_program - -static GLboolean _glewInit_GL_NV_vertex_program () -{ - GLboolean r = GL_FALSE; - - r = ((glAreProgramsResidentNV = (PFNGLAREPROGRAMSRESIDENTNVPROC)glewGetProcAddress((const GLubyte*)"glAreProgramsResidentNV")) == NULL) || r; - r = ((glBindProgramNV = (PFNGLBINDPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glBindProgramNV")) == NULL) || r; - r = ((glDeleteProgramsNV = (PFNGLDELETEPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glDeleteProgramsNV")) == NULL) || r; - r = ((glExecuteProgramNV = (PFNGLEXECUTEPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glExecuteProgramNV")) == NULL) || r; - r = ((glGenProgramsNV = (PFNGLGENPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glGenProgramsNV")) == NULL) || r; - r = ((glGetProgramParameterdvNV = (PFNGLGETPROGRAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterdvNV")) == NULL) || r; - r = ((glGetProgramParameterfvNV = (PFNGLGETPROGRAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramParameterfvNV")) == NULL) || r; - r = ((glGetProgramStringNV = (PFNGLGETPROGRAMSTRINGNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramStringNV")) == NULL) || r; - r = ((glGetProgramivNV = (PFNGLGETPROGRAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetProgramivNV")) == NULL) || r; - r = ((glGetTrackMatrixivNV = (PFNGLGETTRACKMATRIXIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetTrackMatrixivNV")) == NULL) || r; - r = ((glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribPointervNV")) == NULL) || r; - r = ((glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribdvNV")) == NULL) || r; - r = ((glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribfvNV")) == NULL) || r; - r = ((glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVertexAttribivNV")) == NULL) || r; - r = ((glIsProgramNV = (PFNGLISPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glIsProgramNV")) == NULL) || r; - r = ((glLoadProgramNV = (PFNGLLOADPROGRAMNVPROC)glewGetProcAddress((const GLubyte*)"glLoadProgramNV")) == NULL) || r; - r = ((glProgramParameter4dNV = (PFNGLPROGRAMPARAMETER4DNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dNV")) == NULL) || r; - r = ((glProgramParameter4dvNV = (PFNGLPROGRAMPARAMETER4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4dvNV")) == NULL) || r; - r = ((glProgramParameter4fNV = (PFNGLPROGRAMPARAMETER4FNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fNV")) == NULL) || r; - r = ((glProgramParameter4fvNV = (PFNGLPROGRAMPARAMETER4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameter4fvNV")) == NULL) || r; - r = ((glProgramParameters4dvNV = (PFNGLPROGRAMPARAMETERS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4dvNV")) == NULL) || r; - r = ((glProgramParameters4fvNV = (PFNGLPROGRAMPARAMETERS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glProgramParameters4fvNV")) == NULL) || r; - r = ((glRequestResidentProgramsNV = (PFNGLREQUESTRESIDENTPROGRAMSNVPROC)glewGetProcAddress((const GLubyte*)"glRequestResidentProgramsNV")) == NULL) || r; - r = ((glTrackMatrixNV = (PFNGLTRACKMATRIXNVPROC)glewGetProcAddress((const GLubyte*)"glTrackMatrixNV")) == NULL) || r; - r = ((glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dNV")) == NULL) || r; - r = ((glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1dvNV")) == NULL) || r; - r = ((glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fNV")) == NULL) || r; - r = ((glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1fvNV")) == NULL) || r; - r = ((glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1sNV")) == NULL) || r; - r = ((glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib1svNV")) == NULL) || r; - r = ((glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dNV")) == NULL) || r; - r = ((glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2dvNV")) == NULL) || r; - r = ((glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fNV")) == NULL) || r; - r = ((glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2fvNV")) == NULL) || r; - r = ((glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2sNV")) == NULL) || r; - r = ((glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib2svNV")) == NULL) || r; - r = ((glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dNV")) == NULL) || r; - r = ((glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3dvNV")) == NULL) || r; - r = ((glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fNV")) == NULL) || r; - r = ((glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3fvNV")) == NULL) || r; - r = ((glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3sNV")) == NULL) || r; - r = ((glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib3svNV")) == NULL) || r; - r = ((glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dNV")) == NULL) || r; - r = ((glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4dvNV")) == NULL) || r; - r = ((glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fNV")) == NULL) || r; - r = ((glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4fvNV")) == NULL) || r; - r = ((glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4sNV")) == NULL) || r; - r = ((glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4svNV")) == NULL) || r; - r = ((glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubNV")) == NULL) || r; - r = ((glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttrib4ubvNV")) == NULL) || r; - r = ((glVertexAttribPointerNV = (PFNGLVERTEXATTRIBPOINTERNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribPointerNV")) == NULL) || r; - r = ((glVertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1dvNV")) == NULL) || r; - r = ((glVertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1fvNV")) == NULL) || r; - r = ((glVertexAttribs1svNV = (PFNGLVERTEXATTRIBS1SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs1svNV")) == NULL) || r; - r = ((glVertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2dvNV")) == NULL) || r; - r = ((glVertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2fvNV")) == NULL) || r; - r = ((glVertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs2svNV")) == NULL) || r; - r = ((glVertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3dvNV")) == NULL) || r; - r = ((glVertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3fvNV")) == NULL) || r; - r = ((glVertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs3svNV")) == NULL) || r; - r = ((glVertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4dvNV")) == NULL) || r; - r = ((glVertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4fvNV")) == NULL) || r; - r = ((glVertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4svNV")) == NULL) || r; - r = ((glVertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribs4ubvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_vertex_program */ - -#ifdef GL_NV_video_capture - -static GLboolean _glewInit_GL_NV_video_capture () -{ - GLboolean r = GL_FALSE; - - r = ((glBeginVideoCaptureNV = (PFNGLBEGINVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glBeginVideoCaptureNV")) == NULL) || r; - r = ((glBindVideoCaptureStreamBufferNV = (PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamBufferNV")) == NULL) || r; - r = ((glBindVideoCaptureStreamTextureNV = (PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)glewGetProcAddress((const GLubyte*)"glBindVideoCaptureStreamTextureNV")) == NULL) || r; - r = ((glEndVideoCaptureNV = (PFNGLENDVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glEndVideoCaptureNV")) == NULL) || r; - r = ((glGetVideoCaptureStreamdvNV = (PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamdvNV")) == NULL) || r; - r = ((glGetVideoCaptureStreamfvNV = (PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamfvNV")) == NULL) || r; - r = ((glGetVideoCaptureStreamivNV = (PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureStreamivNV")) == NULL) || r; - r = ((glGetVideoCaptureivNV = (PFNGLGETVIDEOCAPTUREIVNVPROC)glewGetProcAddress((const GLubyte*)"glGetVideoCaptureivNV")) == NULL) || r; - r = ((glVideoCaptureNV = (PFNGLVIDEOCAPTURENVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureNV")) == NULL) || r; - r = ((glVideoCaptureStreamParameterdvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterdvNV")) == NULL) || r; - r = ((glVideoCaptureStreamParameterfvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterfvNV")) == NULL) || r; - r = ((glVideoCaptureStreamParameterivNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)glewGetProcAddress((const GLubyte*)"glVideoCaptureStreamParameterivNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_video_capture */ - -#ifdef GL_NV_viewport_array - -static GLboolean _glewInit_GL_NV_viewport_array () -{ - GLboolean r = GL_FALSE; - - r = ((glDepthRangeArrayfvNV = (PFNGLDEPTHRANGEARRAYFVNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeArrayfvNV")) == NULL) || r; - r = ((glDepthRangeIndexedfNV = (PFNGLDEPTHRANGEINDEXEDFNVPROC)glewGetProcAddress((const GLubyte*)"glDepthRangeIndexedfNV")) == NULL) || r; - r = ((glDisableiNV = (PFNGLDISABLEINVPROC)glewGetProcAddress((const GLubyte*)"glDisableiNV")) == NULL) || r; - r = ((glEnableiNV = (PFNGLENABLEINVPROC)glewGetProcAddress((const GLubyte*)"glEnableiNV")) == NULL) || r; - r = ((glGetFloati_vNV = (PFNGLGETFLOATI_VNVPROC)glewGetProcAddress((const GLubyte*)"glGetFloati_vNV")) == NULL) || r; - r = ((glIsEnablediNV = (PFNGLISENABLEDINVPROC)glewGetProcAddress((const GLubyte*)"glIsEnablediNV")) == NULL) || r; - r = ((glScissorArrayvNV = (PFNGLSCISSORARRAYVNVPROC)glewGetProcAddress((const GLubyte*)"glScissorArrayvNV")) == NULL) || r; - r = ((glScissorIndexedNV = (PFNGLSCISSORINDEXEDNVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedNV")) == NULL) || r; - r = ((glScissorIndexedvNV = (PFNGLSCISSORINDEXEDVNVPROC)glewGetProcAddress((const GLubyte*)"glScissorIndexedvNV")) == NULL) || r; - r = ((glViewportArrayvNV = (PFNGLVIEWPORTARRAYVNVPROC)glewGetProcAddress((const GLubyte*)"glViewportArrayvNV")) == NULL) || r; - r = ((glViewportIndexedfNV = (PFNGLVIEWPORTINDEXEDFNVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfNV")) == NULL) || r; - r = ((glViewportIndexedfvNV = (PFNGLVIEWPORTINDEXEDFVNVPROC)glewGetProcAddress((const GLubyte*)"glViewportIndexedfvNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_viewport_array */ - -#ifdef GL_NV_viewport_swizzle - -static GLboolean _glewInit_GL_NV_viewport_swizzle () -{ - GLboolean r = GL_FALSE; - - r = ((glViewportSwizzleNV = (PFNGLVIEWPORTSWIZZLENVPROC)glewGetProcAddress((const GLubyte*)"glViewportSwizzleNV")) == NULL) || r; - - return r; -} - -#endif /* GL_NV_viewport_swizzle */ - -#ifdef GL_OVR_multiview - -static GLboolean _glewInit_GL_OVR_multiview () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureMultiviewOVR")) == NULL) || r; - - return r; -} - -#endif /* GL_OVR_multiview */ - -#ifdef GL_OVR_multiview_multisampled_render_to_texture - -static GLboolean _glewInit_GL_OVR_multiview_multisampled_render_to_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)glewGetProcAddress((const GLubyte*)"glFramebufferTextureMultisampleMultiviewOVR")) == NULL) || r; - - return r; -} - -#endif /* GL_OVR_multiview_multisampled_render_to_texture */ - -#ifdef GL_QCOM_alpha_test - -static GLboolean _glewInit_GL_QCOM_alpha_test () -{ - GLboolean r = GL_FALSE; - - r = ((glAlphaFuncQCOM = (PFNGLALPHAFUNCQCOMPROC)glewGetProcAddress((const GLubyte*)"glAlphaFuncQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_alpha_test */ - -#ifdef GL_QCOM_driver_control - -static GLboolean _glewInit_GL_QCOM_driver_control () -{ - GLboolean r = GL_FALSE; - - r = ((glDisableDriverControlQCOM = (PFNGLDISABLEDRIVERCONTROLQCOMPROC)glewGetProcAddress((const GLubyte*)"glDisableDriverControlQCOM")) == NULL) || r; - r = ((glEnableDriverControlQCOM = (PFNGLENABLEDRIVERCONTROLQCOMPROC)glewGetProcAddress((const GLubyte*)"glEnableDriverControlQCOM")) == NULL) || r; - r = ((glGetDriverControlStringQCOM = (PFNGLGETDRIVERCONTROLSTRINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glGetDriverControlStringQCOM")) == NULL) || r; - r = ((glGetDriverControlsQCOM = (PFNGLGETDRIVERCONTROLSQCOMPROC)glewGetProcAddress((const GLubyte*)"glGetDriverControlsQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_driver_control */ - -#ifdef GL_QCOM_extended_get - -static GLboolean _glewInit_GL_QCOM_extended_get () -{ - GLboolean r = GL_FALSE; - - r = ((glExtGetBufferPointervQCOM = (PFNGLEXTGETBUFFERPOINTERVQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetBufferPointervQCOM")) == NULL) || r; - r = ((glExtGetBuffersQCOM = (PFNGLEXTGETBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetBuffersQCOM")) == NULL) || r; - r = ((glExtGetFramebuffersQCOM = (PFNGLEXTGETFRAMEBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetFramebuffersQCOM")) == NULL) || r; - r = ((glExtGetRenderbuffersQCOM = (PFNGLEXTGETRENDERBUFFERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetRenderbuffersQCOM")) == NULL) || r; - r = ((glExtGetTexLevelParameterivQCOM = (PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexLevelParameterivQCOM")) == NULL) || r; - r = ((glExtGetTexSubImageQCOM = (PFNGLEXTGETTEXSUBIMAGEQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexSubImageQCOM")) == NULL) || r; - r = ((glExtGetTexturesQCOM = (PFNGLEXTGETTEXTURESQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetTexturesQCOM")) == NULL) || r; - r = ((glExtTexObjectStateOverrideiQCOM = (PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtTexObjectStateOverrideiQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_extended_get */ - -#ifdef GL_QCOM_extended_get2 - -static GLboolean _glewInit_GL_QCOM_extended_get2 () -{ - GLboolean r = GL_FALSE; - - r = ((glExtGetProgramBinarySourceQCOM = (PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetProgramBinarySourceQCOM")) == NULL) || r; - r = ((glExtGetProgramsQCOM = (PFNGLEXTGETPROGRAMSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetProgramsQCOM")) == NULL) || r; - r = ((glExtGetShadersQCOM = (PFNGLEXTGETSHADERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtGetShadersQCOM")) == NULL) || r; - r = ((glExtIsProgramBinaryQCOM = (PFNGLEXTISPROGRAMBINARYQCOMPROC)glewGetProcAddress((const GLubyte*)"glExtIsProgramBinaryQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_extended_get2 */ - -#ifdef GL_QCOM_framebuffer_foveated - -static GLboolean _glewInit_GL_QCOM_framebuffer_foveated () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferFoveationConfigQCOM = (PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFoveationConfigQCOM")) == NULL) || r; - r = ((glFramebufferFoveationParametersQCOM = (PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFoveationParametersQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_framebuffer_foveated */ - -#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent - -static GLboolean _glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent () -{ - GLboolean r = GL_FALSE; - - r = ((glFramebufferFetchBarrierQCOM = (PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC)glewGetProcAddress((const GLubyte*)"glFramebufferFetchBarrierQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ - -#ifdef GL_QCOM_tiled_rendering - -static GLboolean _glewInit_GL_QCOM_tiled_rendering () -{ - GLboolean r = GL_FALSE; - - r = ((glEndTilingQCOM = (PFNGLENDTILINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glEndTilingQCOM")) == NULL) || r; - r = ((glStartTilingQCOM = (PFNGLSTARTTILINGQCOMPROC)glewGetProcAddress((const GLubyte*)"glStartTilingQCOM")) == NULL) || r; - - return r; -} - -#endif /* GL_QCOM_tiled_rendering */ - -#ifdef GL_REGAL_ES1_0_compatibility - -static GLboolean _glewInit_GL_REGAL_ES1_0_compatibility () -{ - GLboolean r = GL_FALSE; - - r = ((glAlphaFuncx = (PFNGLALPHAFUNCXPROC)glewGetProcAddress((const GLubyte*)"glAlphaFuncx")) == NULL) || r; - r = ((glClearColorx = (PFNGLCLEARCOLORXPROC)glewGetProcAddress((const GLubyte*)"glClearColorx")) == NULL) || r; - r = ((glClearDepthx = (PFNGLCLEARDEPTHXPROC)glewGetProcAddress((const GLubyte*)"glClearDepthx")) == NULL) || r; - r = ((glColor4x = (PFNGLCOLOR4XPROC)glewGetProcAddress((const GLubyte*)"glColor4x")) == NULL) || r; - r = ((glDepthRangex = (PFNGLDEPTHRANGEXPROC)glewGetProcAddress((const GLubyte*)"glDepthRangex")) == NULL) || r; - r = ((glFogx = (PFNGLFOGXPROC)glewGetProcAddress((const GLubyte*)"glFogx")) == NULL) || r; - r = ((glFogxv = (PFNGLFOGXVPROC)glewGetProcAddress((const GLubyte*)"glFogxv")) == NULL) || r; - r = ((glFrustumf = (PFNGLFRUSTUMFPROC)glewGetProcAddress((const GLubyte*)"glFrustumf")) == NULL) || r; - r = ((glFrustumx = (PFNGLFRUSTUMXPROC)glewGetProcAddress((const GLubyte*)"glFrustumx")) == NULL) || r; - r = ((glLightModelx = (PFNGLLIGHTMODELXPROC)glewGetProcAddress((const GLubyte*)"glLightModelx")) == NULL) || r; - r = ((glLightModelxv = (PFNGLLIGHTMODELXVPROC)glewGetProcAddress((const GLubyte*)"glLightModelxv")) == NULL) || r; - r = ((glLightx = (PFNGLLIGHTXPROC)glewGetProcAddress((const GLubyte*)"glLightx")) == NULL) || r; - r = ((glLightxv = (PFNGLLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glLightxv")) == NULL) || r; - r = ((glLineWidthx = (PFNGLLINEWIDTHXPROC)glewGetProcAddress((const GLubyte*)"glLineWidthx")) == NULL) || r; - r = ((glLoadMatrixx = (PFNGLLOADMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glLoadMatrixx")) == NULL) || r; - r = ((glMaterialx = (PFNGLMATERIALXPROC)glewGetProcAddress((const GLubyte*)"glMaterialx")) == NULL) || r; - r = ((glMaterialxv = (PFNGLMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glMaterialxv")) == NULL) || r; - r = ((glMultMatrixx = (PFNGLMULTMATRIXXPROC)glewGetProcAddress((const GLubyte*)"glMultMatrixx")) == NULL) || r; - r = ((glMultiTexCoord4x = (PFNGLMULTITEXCOORD4XPROC)glewGetProcAddress((const GLubyte*)"glMultiTexCoord4x")) == NULL) || r; - r = ((glNormal3x = (PFNGLNORMAL3XPROC)glewGetProcAddress((const GLubyte*)"glNormal3x")) == NULL) || r; - r = ((glOrthof = (PFNGLORTHOFPROC)glewGetProcAddress((const GLubyte*)"glOrthof")) == NULL) || r; - r = ((glOrthox = (PFNGLORTHOXPROC)glewGetProcAddress((const GLubyte*)"glOrthox")) == NULL) || r; - r = ((glPointSizex = (PFNGLPOINTSIZEXPROC)glewGetProcAddress((const GLubyte*)"glPointSizex")) == NULL) || r; - r = ((glPolygonOffsetx = (PFNGLPOLYGONOFFSETXPROC)glewGetProcAddress((const GLubyte*)"glPolygonOffsetx")) == NULL) || r; - r = ((glRotatex = (PFNGLROTATEXPROC)glewGetProcAddress((const GLubyte*)"glRotatex")) == NULL) || r; - r = ((glSampleCoveragex = (PFNGLSAMPLECOVERAGEXPROC)glewGetProcAddress((const GLubyte*)"glSampleCoveragex")) == NULL) || r; - r = ((glScalex = (PFNGLSCALEXPROC)glewGetProcAddress((const GLubyte*)"glScalex")) == NULL) || r; - r = ((glTexEnvx = (PFNGLTEXENVXPROC)glewGetProcAddress((const GLubyte*)"glTexEnvx")) == NULL) || r; - r = ((glTexEnvxv = (PFNGLTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glTexEnvxv")) == NULL) || r; - r = ((glTexParameterx = (PFNGLTEXPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glTexParameterx")) == NULL) || r; - r = ((glTranslatex = (PFNGLTRANSLATEXPROC)glewGetProcAddress((const GLubyte*)"glTranslatex")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_ES1_0_compatibility */ - -#ifdef GL_REGAL_ES1_1_compatibility - -static GLboolean _glewInit_GL_REGAL_ES1_1_compatibility () -{ - GLboolean r = GL_FALSE; - - r = ((glClipPlanef = (PFNGLCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glClipPlanef")) == NULL) || r; - r = ((glClipPlanex = (PFNGLCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glClipPlanex")) == NULL) || r; - r = ((glGetClipPlanef = (PFNGLGETCLIPPLANEFPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanef")) == NULL) || r; - r = ((glGetClipPlanex = (PFNGLGETCLIPPLANEXPROC)glewGetProcAddress((const GLubyte*)"glGetClipPlanex")) == NULL) || r; - r = ((glGetFixedv = (PFNGLGETFIXEDVPROC)glewGetProcAddress((const GLubyte*)"glGetFixedv")) == NULL) || r; - r = ((glGetLightxv = (PFNGLGETLIGHTXVPROC)glewGetProcAddress((const GLubyte*)"glGetLightxv")) == NULL) || r; - r = ((glGetMaterialxv = (PFNGLGETMATERIALXVPROC)glewGetProcAddress((const GLubyte*)"glGetMaterialxv")) == NULL) || r; - r = ((glGetTexEnvxv = (PFNGLGETTEXENVXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexEnvxv")) == NULL) || r; - r = ((glGetTexParameterxv = (PFNGLGETTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glGetTexParameterxv")) == NULL) || r; - r = ((glPointParameterx = (PFNGLPOINTPARAMETERXPROC)glewGetProcAddress((const GLubyte*)"glPointParameterx")) == NULL) || r; - r = ((glPointParameterxv = (PFNGLPOINTPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glPointParameterxv")) == NULL) || r; - r = ((glPointSizePointerOES = (PFNGLPOINTSIZEPOINTEROESPROC)glewGetProcAddress((const GLubyte*)"glPointSizePointerOES")) == NULL) || r; - r = ((glTexParameterxv = (PFNGLTEXPARAMETERXVPROC)glewGetProcAddress((const GLubyte*)"glTexParameterxv")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_ES1_1_compatibility */ - -#ifdef GL_REGAL_error_string - -static GLboolean _glewInit_GL_REGAL_error_string () -{ - GLboolean r = GL_FALSE; - - r = ((glErrorStringREGAL = (PFNGLERRORSTRINGREGALPROC)glewGetProcAddress((const GLubyte*)"glErrorStringREGAL")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_error_string */ - -#ifdef GL_REGAL_extension_query - -static GLboolean _glewInit_GL_REGAL_extension_query () -{ - GLboolean r = GL_FALSE; - - r = ((glGetExtensionREGAL = (PFNGLGETEXTENSIONREGALPROC)glewGetProcAddress((const GLubyte*)"glGetExtensionREGAL")) == NULL) || r; - r = ((glIsSupportedREGAL = (PFNGLISSUPPORTEDREGALPROC)glewGetProcAddress((const GLubyte*)"glIsSupportedREGAL")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_extension_query */ - -#ifdef GL_REGAL_log - -static GLboolean _glewInit_GL_REGAL_log () -{ - GLboolean r = GL_FALSE; - - r = ((glLogMessageCallbackREGAL = (PFNGLLOGMESSAGECALLBACKREGALPROC)glewGetProcAddress((const GLubyte*)"glLogMessageCallbackREGAL")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_log */ - -#ifdef GL_REGAL_proc_address - -static GLboolean _glewInit_GL_REGAL_proc_address () -{ - GLboolean r = GL_FALSE; - - r = ((glGetProcAddressREGAL = (PFNGLGETPROCADDRESSREGALPROC)glewGetProcAddress((const GLubyte*)"glGetProcAddressREGAL")) == NULL) || r; - - return r; -} - -#endif /* GL_REGAL_proc_address */ - -#ifdef GL_SGIS_detail_texture - -static GLboolean _glewInit_GL_SGIS_detail_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glDetailTexFuncSGIS = (PFNGLDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glDetailTexFuncSGIS")) == NULL) || r; - r = ((glGetDetailTexFuncSGIS = (PFNGLGETDETAILTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetDetailTexFuncSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_detail_texture */ - -#ifdef GL_SGIS_fog_function - -static GLboolean _glewInit_GL_SGIS_fog_function () -{ - GLboolean r = GL_FALSE; - - r = ((glFogFuncSGIS = (PFNGLFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glFogFuncSGIS")) == NULL) || r; - r = ((glGetFogFuncSGIS = (PFNGLGETFOGFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetFogFuncSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_fog_function */ - -#ifdef GL_SGIS_multisample - -static GLboolean _glewInit_GL_SGIS_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC)glewGetProcAddress((const GLubyte*)"glSampleMaskSGIS")) == NULL) || r; - r = ((glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC)glewGetProcAddress((const GLubyte*)"glSamplePatternSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_multisample */ - -#ifdef GL_SGIS_multitexture - -static GLboolean _glewInit_GL_SGIS_multitexture () -{ - GLboolean r = GL_FALSE; - - r = ((glInterleavedTextureCoordSetsSGIS = (PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC)glewGetProcAddress((const GLubyte*)"glInterleavedTextureCoordSetsSGIS")) == NULL) || r; - r = ((glSelectTextureCoordSetSGIS = (PFNGLSELECTTEXTURECOORDSETSGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureCoordSetSGIS")) == NULL) || r; - r = ((glSelectTextureSGIS = (PFNGLSELECTTEXTURESGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureSGIS")) == NULL) || r; - r = ((glSelectTextureTransformSGIS = (PFNGLSELECTTEXTURETRANSFORMSGISPROC)glewGetProcAddress((const GLubyte*)"glSelectTextureTransformSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_multitexture */ - -#ifdef GL_SGIS_shared_multisample - -static GLboolean _glewInit_GL_SGIS_shared_multisample () -{ - GLboolean r = GL_FALSE; - - r = ((glMultisampleSubRectPosSGIS = (PFNGLMULTISAMPLESUBRECTPOSSGISPROC)glewGetProcAddress((const GLubyte*)"glMultisampleSubRectPosSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_shared_multisample */ - -#ifdef GL_SGIS_sharpen_texture - -static GLboolean _glewInit_GL_SGIS_sharpen_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glGetSharpenTexFuncSGIS = (PFNGLGETSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetSharpenTexFuncSGIS")) == NULL) || r; - r = ((glSharpenTexFuncSGIS = (PFNGLSHARPENTEXFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glSharpenTexFuncSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_sharpen_texture */ - -#ifdef GL_SGIS_texture4D - -static GLboolean _glewInit_GL_SGIS_texture4D () -{ - GLboolean r = GL_FALSE; - - r = ((glTexImage4DSGIS = (PFNGLTEXIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexImage4DSGIS")) == NULL) || r; - r = ((glTexSubImage4DSGIS = (PFNGLTEXSUBIMAGE4DSGISPROC)glewGetProcAddress((const GLubyte*)"glTexSubImage4DSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_texture4D */ - -#ifdef GL_SGIS_texture_filter4 - -static GLboolean _glewInit_GL_SGIS_texture_filter4 () -{ - GLboolean r = GL_FALSE; - - r = ((glGetTexFilterFuncSGIS = (PFNGLGETTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glGetTexFilterFuncSGIS")) == NULL) || r; - r = ((glTexFilterFuncSGIS = (PFNGLTEXFILTERFUNCSGISPROC)glewGetProcAddress((const GLubyte*)"glTexFilterFuncSGIS")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIS_texture_filter4 */ - -#ifdef GL_SGIX_async - -static GLboolean _glewInit_GL_SGIX_async () -{ - GLboolean r = GL_FALSE; - - r = ((glAsyncMarkerSGIX = (PFNGLASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glAsyncMarkerSGIX")) == NULL) || r; - r = ((glDeleteAsyncMarkersSGIX = (PFNGLDELETEASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteAsyncMarkersSGIX")) == NULL) || r; - r = ((glFinishAsyncSGIX = (PFNGLFINISHASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glFinishAsyncSGIX")) == NULL) || r; - r = ((glGenAsyncMarkersSGIX = (PFNGLGENASYNCMARKERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenAsyncMarkersSGIX")) == NULL) || r; - r = ((glIsAsyncMarkerSGIX = (PFNGLISASYNCMARKERSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsAsyncMarkerSGIX")) == NULL) || r; - r = ((glPollAsyncSGIX = (PFNGLPOLLASYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glPollAsyncSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_async */ - -#ifdef GL_SGIX_datapipe - -static GLboolean _glewInit_GL_SGIX_datapipe () -{ - GLboolean r = GL_FALSE; - - r = ((glAddressSpace = (PFNGLADDRESSSPACEPROC)glewGetProcAddress((const GLubyte*)"glAddressSpace")) == NULL) || r; - r = ((glDataPipe = (PFNGLDATAPIPEPROC)glewGetProcAddress((const GLubyte*)"glDataPipe")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_datapipe */ - -#ifdef GL_SGIX_flush_raster - -static GLboolean _glewInit_GL_SGIX_flush_raster () -{ - GLboolean r = GL_FALSE; - - r = ((glFlushRasterSGIX = (PFNGLFLUSHRASTERSGIXPROC)glewGetProcAddress((const GLubyte*)"glFlushRasterSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_flush_raster */ - -#ifdef GL_SGIX_fog_layers - -static GLboolean _glewInit_GL_SGIX_fog_layers () -{ - GLboolean r = GL_FALSE; - - r = ((glFogLayersSGIX = (PFNGLFOGLAYERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glFogLayersSGIX")) == NULL) || r; - r = ((glGetFogLayersSGIX = (PFNGLGETFOGLAYERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFogLayersSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_fog_layers */ - -#ifdef GL_SGIX_fog_texture - -static GLboolean _glewInit_GL_SGIX_fog_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glTextureFogSGIX = (PFNGLTEXTUREFOGSGIXPROC)glewGetProcAddress((const GLubyte*)"glTextureFogSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_fog_texture */ - -#ifdef GL_SGIX_fragment_specular_lighting - -static GLboolean _glewInit_GL_SGIX_fragment_specular_lighting () -{ - GLboolean r = GL_FALSE; - - r = ((glFragmentColorMaterialSGIX = (PFNGLFRAGMENTCOLORMATERIALSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentColorMaterialSGIX")) == NULL) || r; - r = ((glFragmentLightModelfSGIX = (PFNGLFRAGMENTLIGHTMODELFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfSGIX")) == NULL) || r; - r = ((glFragmentLightModelfvSGIX = (PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelfvSGIX")) == NULL) || r; - r = ((glFragmentLightModeliSGIX = (PFNGLFRAGMENTLIGHTMODELISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModeliSGIX")) == NULL) || r; - r = ((glFragmentLightModelivSGIX = (PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightModelivSGIX")) == NULL) || r; - r = ((glFragmentLightfSGIX = (PFNGLFRAGMENTLIGHTFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfSGIX")) == NULL) || r; - r = ((glFragmentLightfvSGIX = (PFNGLFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightfvSGIX")) == NULL) || r; - r = ((glFragmentLightiSGIX = (PFNGLFRAGMENTLIGHTISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightiSGIX")) == NULL) || r; - r = ((glFragmentLightivSGIX = (PFNGLFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentLightivSGIX")) == NULL) || r; - r = ((glFragmentMaterialfSGIX = (PFNGLFRAGMENTMATERIALFSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfSGIX")) == NULL) || r; - r = ((glFragmentMaterialfvSGIX = (PFNGLFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialfvSGIX")) == NULL) || r; - r = ((glFragmentMaterialiSGIX = (PFNGLFRAGMENTMATERIALISGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialiSGIX")) == NULL) || r; - r = ((glFragmentMaterialivSGIX = (PFNGLFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glFragmentMaterialivSGIX")) == NULL) || r; - r = ((glGetFragmentLightfvSGIX = (PFNGLGETFRAGMENTLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightfvSGIX")) == NULL) || r; - r = ((glGetFragmentLightivSGIX = (PFNGLGETFRAGMENTLIGHTIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentLightivSGIX")) == NULL) || r; - r = ((glGetFragmentMaterialfvSGIX = (PFNGLGETFRAGMENTMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialfvSGIX")) == NULL) || r; - r = ((glGetFragmentMaterialivSGIX = (PFNGLGETFRAGMENTMATERIALIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetFragmentMaterialivSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_fragment_specular_lighting */ - -#ifdef GL_SGIX_framezoom - -static GLboolean _glewInit_GL_SGIX_framezoom () -{ - GLboolean r = GL_FALSE; - - r = ((glFrameZoomSGIX = (PFNGLFRAMEZOOMSGIXPROC)glewGetProcAddress((const GLubyte*)"glFrameZoomSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_framezoom */ - -#ifdef GL_SGIX_igloo_interface - -static GLboolean _glewInit_GL_SGIX_igloo_interface () -{ - GLboolean r = GL_FALSE; - - r = ((glIglooInterfaceSGIX = (PFNGLIGLOOINTERFACESGIXPROC)glewGetProcAddress((const GLubyte*)"glIglooInterfaceSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_igloo_interface */ - -#ifdef GL_SGIX_mpeg1 - -static GLboolean _glewInit_GL_SGIX_mpeg1 () -{ - GLboolean r = GL_FALSE; - - r = ((glAllocMPEGPredictorsSGIX = (PFNGLALLOCMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glAllocMPEGPredictorsSGIX")) == NULL) || r; - r = ((glDeleteMPEGPredictorsSGIX = (PFNGLDELETEMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteMPEGPredictorsSGIX")) == NULL) || r; - r = ((glGenMPEGPredictorsSGIX = (PFNGLGENMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenMPEGPredictorsSGIX")) == NULL) || r; - r = ((glGetMPEGParameterfvSGIX = (PFNGLGETMPEGPARAMETERFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGParameterfvSGIX")) == NULL) || r; - r = ((glGetMPEGParameterivSGIX = (PFNGLGETMPEGPARAMETERIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGParameterivSGIX")) == NULL) || r; - r = ((glGetMPEGPredictorSGIX = (PFNGLGETMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGPredictorSGIX")) == NULL) || r; - r = ((glGetMPEGQuantTableubv = (PFNGLGETMPEGQUANTTABLEUBVPROC)glewGetProcAddress((const GLubyte*)"glGetMPEGQuantTableubv")) == NULL) || r; - r = ((glIsMPEGPredictorSGIX = (PFNGLISMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsMPEGPredictorSGIX")) == NULL) || r; - r = ((glMPEGPredictorSGIX = (PFNGLMPEGPREDICTORSGIXPROC)glewGetProcAddress((const GLubyte*)"glMPEGPredictorSGIX")) == NULL) || r; - r = ((glMPEGQuantTableubv = (PFNGLMPEGQUANTTABLEUBVPROC)glewGetProcAddress((const GLubyte*)"glMPEGQuantTableubv")) == NULL) || r; - r = ((glSwapMPEGPredictorsSGIX = (PFNGLSWAPMPEGPREDICTORSSGIXPROC)glewGetProcAddress((const GLubyte*)"glSwapMPEGPredictorsSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_mpeg1 */ - -#ifdef GL_SGIX_nonlinear_lighting_pervertex - -static GLboolean _glewInit_GL_SGIX_nonlinear_lighting_pervertex () -{ - GLboolean r = GL_FALSE; - - r = ((glGetNonlinLightfvSGIX = (PFNGLGETNONLINLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetNonlinLightfvSGIX")) == NULL) || r; - r = ((glGetNonlinMaterialfvSGIX = (PFNGLGETNONLINMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetNonlinMaterialfvSGIX")) == NULL) || r; - r = ((glNonlinLightfvSGIX = (PFNGLNONLINLIGHTFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glNonlinLightfvSGIX")) == NULL) || r; - r = ((glNonlinMaterialfvSGIX = (PFNGLNONLINMATERIALFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glNonlinMaterialfvSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_nonlinear_lighting_pervertex */ - -#ifdef GL_SGIX_pixel_texture - -static GLboolean _glewInit_GL_SGIX_pixel_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glPixelTexGenSGIX = (PFNGLPIXELTEXGENSGIXPROC)glewGetProcAddress((const GLubyte*)"glPixelTexGenSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_pixel_texture */ - -#ifdef GL_SGIX_polynomial_ffd - -static GLboolean _glewInit_GL_SGIX_polynomial_ffd () -{ - GLboolean r = GL_FALSE; - - r = ((glDeformSGIX = (PFNGLDEFORMSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeformSGIX")) == NULL) || r; - r = ((glLoadIdentityDeformationMapSGIX = (PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC)glewGetProcAddress((const GLubyte*)"glLoadIdentityDeformationMapSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_polynomial_ffd */ - -#ifdef GL_SGIX_quad_mesh - -static GLboolean _glewInit_GL_SGIX_quad_mesh () -{ - GLboolean r = GL_FALSE; - - r = ((glMeshBreadthSGIX = (PFNGLMESHBREADTHSGIXPROC)glewGetProcAddress((const GLubyte*)"glMeshBreadthSGIX")) == NULL) || r; - r = ((glMeshStrideSGIX = (PFNGLMESHSTRIDESGIXPROC)glewGetProcAddress((const GLubyte*)"glMeshStrideSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_quad_mesh */ - -#ifdef GL_SGIX_reference_plane - -static GLboolean _glewInit_GL_SGIX_reference_plane () -{ - GLboolean r = GL_FALSE; - - r = ((glReferencePlaneSGIX = (PFNGLREFERENCEPLANESGIXPROC)glewGetProcAddress((const GLubyte*)"glReferencePlaneSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_reference_plane */ - -#ifdef GL_SGIX_sprite - -static GLboolean _glewInit_GL_SGIX_sprite () -{ - GLboolean r = GL_FALSE; - - r = ((glSpriteParameterfSGIX = (PFNGLSPRITEPARAMETERFSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfSGIX")) == NULL) || r; - r = ((glSpriteParameterfvSGIX = (PFNGLSPRITEPARAMETERFVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterfvSGIX")) == NULL) || r; - r = ((glSpriteParameteriSGIX = (PFNGLSPRITEPARAMETERISGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameteriSGIX")) == NULL) || r; - r = ((glSpriteParameterivSGIX = (PFNGLSPRITEPARAMETERIVSGIXPROC)glewGetProcAddress((const GLubyte*)"glSpriteParameterivSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_sprite */ - -#ifdef GL_SGIX_tag_sample_buffer - -static GLboolean _glewInit_GL_SGIX_tag_sample_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glTagSampleBufferSGIX = (PFNGLTAGSAMPLEBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glTagSampleBufferSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_tag_sample_buffer */ - -#ifdef GL_SGIX_vector_ops - -static GLboolean _glewInit_GL_SGIX_vector_ops () -{ - GLboolean r = GL_FALSE; - - r = ((glGetVectorOperationSGIX = (PFNGLGETVECTOROPERATIONSGIXPROC)glewGetProcAddress((const GLubyte*)"glGetVectorOperationSGIX")) == NULL) || r; - r = ((glVectorOperationSGIX = (PFNGLVECTOROPERATIONSGIXPROC)glewGetProcAddress((const GLubyte*)"glVectorOperationSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_vector_ops */ - -#ifdef GL_SGIX_vertex_array_object - -static GLboolean _glewInit_GL_SGIX_vertex_array_object () -{ - GLboolean r = GL_FALSE; - - r = ((glAreVertexArraysResidentSGIX = (PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glAreVertexArraysResidentSGIX")) == NULL) || r; - r = ((glBindVertexArraySGIX = (PFNGLBINDVERTEXARRAYSGIXPROC)glewGetProcAddress((const GLubyte*)"glBindVertexArraySGIX")) == NULL) || r; - r = ((glDeleteVertexArraysSGIX = (PFNGLDELETEVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glDeleteVertexArraysSGIX")) == NULL) || r; - r = ((glGenVertexArraysSGIX = (PFNGLGENVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glGenVertexArraysSGIX")) == NULL) || r; - r = ((glIsVertexArraySGIX = (PFNGLISVERTEXARRAYSGIXPROC)glewGetProcAddress((const GLubyte*)"glIsVertexArraySGIX")) == NULL) || r; - r = ((glPrioritizeVertexArraysSGIX = (PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC)glewGetProcAddress((const GLubyte*)"glPrioritizeVertexArraysSGIX")) == NULL) || r; - - return r; -} - -#endif /* GL_SGIX_vertex_array_object */ - -#ifdef GL_SGI_color_table - -static GLboolean _glewInit_GL_SGI_color_table () -{ - GLboolean r = GL_FALSE; - - r = ((glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterfvSGI")) == NULL) || r; - r = ((glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableParameterivSGI")) == NULL) || r; - r = ((glColorTableSGI = (PFNGLCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glColorTableSGI")) == NULL) || r; - r = ((glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glCopyColorTableSGI")) == NULL) || r; - r = ((glGetColorTableParameterfvSGI = (PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterfvSGI")) == NULL) || r; - r = ((glGetColorTableParameterivSGI = (PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableParameterivSGI")) == NULL) || r; - r = ((glGetColorTableSGI = (PFNGLGETCOLORTABLESGIPROC)glewGetProcAddress((const GLubyte*)"glGetColorTableSGI")) == NULL) || r; - - return r; -} - -#endif /* GL_SGI_color_table */ - -#ifdef GL_SGI_fft - -static GLboolean _glewInit_GL_SGI_fft () -{ - GLboolean r = GL_FALSE; - - r = ((glGetPixelTransformParameterfvSGI = (PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterfvSGI")) == NULL) || r; - r = ((glGetPixelTransformParameterivSGI = (PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glGetPixelTransformParameterivSGI")) == NULL) || r; - r = ((glPixelTransformParameterfSGI = (PFNGLPIXELTRANSFORMPARAMETERFSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfSGI")) == NULL) || r; - r = ((glPixelTransformParameterfvSGI = (PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterfvSGI")) == NULL) || r; - r = ((glPixelTransformParameteriSGI = (PFNGLPIXELTRANSFORMPARAMETERISGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameteriSGI")) == NULL) || r; - r = ((glPixelTransformParameterivSGI = (PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformParameterivSGI")) == NULL) || r; - r = ((glPixelTransformSGI = (PFNGLPIXELTRANSFORMSGIPROC)glewGetProcAddress((const GLubyte*)"glPixelTransformSGI")) == NULL) || r; - - return r; -} - -#endif /* GL_SGI_fft */ - -#ifdef GL_SUNX_constant_data - -static GLboolean _glewInit_GL_SUNX_constant_data () -{ - GLboolean r = GL_FALSE; - - r = ((glFinishTextureSUNX = (PFNGLFINISHTEXTURESUNXPROC)glewGetProcAddress((const GLubyte*)"glFinishTextureSUNX")) == NULL) || r; - - return r; -} - -#endif /* GL_SUNX_constant_data */ - -#ifdef GL_SUN_global_alpha - -static GLboolean _glewInit_GL_SUN_global_alpha () -{ - GLboolean r = GL_FALSE; - - r = ((glGlobalAlphaFactorbSUN = (PFNGLGLOBALALPHAFACTORBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorbSUN")) == NULL) || r; - r = ((glGlobalAlphaFactordSUN = (PFNGLGLOBALALPHAFACTORDSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactordSUN")) == NULL) || r; - r = ((glGlobalAlphaFactorfSUN = (PFNGLGLOBALALPHAFACTORFSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorfSUN")) == NULL) || r; - r = ((glGlobalAlphaFactoriSUN = (PFNGLGLOBALALPHAFACTORISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoriSUN")) == NULL) || r; - r = ((glGlobalAlphaFactorsSUN = (PFNGLGLOBALALPHAFACTORSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorsSUN")) == NULL) || r; - r = ((glGlobalAlphaFactorubSUN = (PFNGLGLOBALALPHAFACTORUBSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorubSUN")) == NULL) || r; - r = ((glGlobalAlphaFactoruiSUN = (PFNGLGLOBALALPHAFACTORUISUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactoruiSUN")) == NULL) || r; - r = ((glGlobalAlphaFactorusSUN = (PFNGLGLOBALALPHAFACTORUSSUNPROC)glewGetProcAddress((const GLubyte*)"glGlobalAlphaFactorusSUN")) == NULL) || r; - - return r; -} - -#endif /* GL_SUN_global_alpha */ - -#ifdef GL_SUN_read_video_pixels - -static GLboolean _glewInit_GL_SUN_read_video_pixels () -{ - GLboolean r = GL_FALSE; - - r = ((glReadVideoPixelsSUN = (PFNGLREADVIDEOPIXELSSUNPROC)glewGetProcAddress((const GLubyte*)"glReadVideoPixelsSUN")) == NULL) || r; - - return r; -} - -#endif /* GL_SUN_read_video_pixels */ - -#ifdef GL_SUN_triangle_list - -static GLboolean _glewInit_GL_SUN_triangle_list () -{ - GLboolean r = GL_FALSE; - - r = ((glReplacementCodePointerSUN = (PFNGLREPLACEMENTCODEPOINTERSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodePointerSUN")) == NULL) || r; - r = ((glReplacementCodeubSUN = (PFNGLREPLACEMENTCODEUBSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubSUN")) == NULL) || r; - r = ((glReplacementCodeubvSUN = (PFNGLREPLACEMENTCODEUBVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeubvSUN")) == NULL) || r; - r = ((glReplacementCodeuiSUN = (PFNGLREPLACEMENTCODEUISUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiSUN")) == NULL) || r; - r = ((glReplacementCodeuivSUN = (PFNGLREPLACEMENTCODEUIVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuivSUN")) == NULL) || r; - r = ((glReplacementCodeusSUN = (PFNGLREPLACEMENTCODEUSSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusSUN")) == NULL) || r; - r = ((glReplacementCodeusvSUN = (PFNGLREPLACEMENTCODEUSVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeusvSUN")) == NULL) || r; - - return r; -} - -#endif /* GL_SUN_triangle_list */ - -#ifdef GL_SUN_vertex - -static GLboolean _glewInit_GL_SUN_vertex () -{ - GLboolean r = GL_FALSE; - - r = ((glColor3fVertex3fSUN = (PFNGLCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fSUN")) == NULL) || r; - r = ((glColor3fVertex3fvSUN = (PFNGLCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor3fVertex3fvSUN")) == NULL) || r; - r = ((glColor4fNormal3fVertex3fSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glColor4fNormal3fVertex3fvSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glColor4ubVertex2fSUN = (PFNGLCOLOR4UBVERTEX2FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fSUN")) == NULL) || r; - r = ((glColor4ubVertex2fvSUN = (PFNGLCOLOR4UBVERTEX2FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex2fvSUN")) == NULL) || r; - r = ((glColor4ubVertex3fSUN = (PFNGLCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fSUN")) == NULL) || r; - r = ((glColor4ubVertex3fvSUN = (PFNGLCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glColor4ubVertex3fvSUN")) == NULL) || r; - r = ((glNormal3fVertex3fSUN = (PFNGLNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fSUN")) == NULL) || r; - r = ((glNormal3fVertex3fvSUN = (PFNGLNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor4ubVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiColor4ubVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiColor4ubVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiTexCoord2fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiTexCoord2fVertex3fvSUN")) == NULL) || r; - r = ((glReplacementCodeuiVertex3fSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fSUN")) == NULL) || r; - r = ((glReplacementCodeuiVertex3fvSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glReplacementCodeuiVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord2fColor3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fSUN")) == NULL) || r; - r = ((glTexCoord2fColor3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor3fVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord2fColor4ubVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fSUN")) == NULL) || r; - r = ((glTexCoord2fColor4ubVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fColor4ubVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord2fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fSUN")) == NULL) || r; - r = ((glTexCoord2fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fNormal3fVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord2fVertex3fSUN = (PFNGLTEXCOORD2FVERTEX3FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fSUN")) == NULL) || r; - r = ((glTexCoord2fVertex3fvSUN = (PFNGLTEXCOORD2FVERTEX3FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord2fVertex3fvSUN")) == NULL) || r; - r = ((glTexCoord4fColor4fNormal3fVertex4fSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fSUN")) == NULL) || r; - r = ((glTexCoord4fColor4fNormal3fVertex4fvSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fColor4fNormal3fVertex4fvSUN")) == NULL) || r; - r = ((glTexCoord4fVertex4fSUN = (PFNGLTEXCOORD4FVERTEX4FSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fSUN")) == NULL) || r; - r = ((glTexCoord4fVertex4fvSUN = (PFNGLTEXCOORD4FVERTEX4FVSUNPROC)glewGetProcAddress((const GLubyte*)"glTexCoord4fVertex4fvSUN")) == NULL) || r; - - return r; -} - -#endif /* GL_SUN_vertex */ - -#ifdef GL_WIN_swap_hint - -static GLboolean _glewInit_GL_WIN_swap_hint () -{ - GLboolean r = GL_FALSE; - - r = ((glAddSwapHintRectWIN = (PFNGLADDSWAPHINTRECTWINPROC)glewGetProcAddress((const GLubyte*)"glAddSwapHintRectWIN")) == NULL) || r; - - return r; -} - -#endif /* GL_WIN_swap_hint */ - -/* ------------------------------------------------------------------------- */ - -static int _glewExtensionCompare(const char *s1, const char *s2) -{ - /* http://www.chanduthedev.com/2012/07/strcmp-implementation-in-c.html */ - while (*s1 || *s2) - { - if (*s1 > *s2) - return 1; - if (*s1 < *s2) - return -1; - s1++; - s2++; - } - return 0; -} - -static ptrdiff_t _glewBsearchExtension(const char* name) -{ - ptrdiff_t lo = 0, hi = sizeof(_glewExtensionLookup) / sizeof(char*) - 2; - - while (lo <= hi) - { - ptrdiff_t mid = (lo + hi) / 2; - const int cmp = _glewExtensionCompare(name, _glewExtensionLookup[mid]); - if (cmp < 0) hi = mid - 1; - else if (cmp > 0) lo = mid + 1; - else return mid; - } - return -1; -} - -static GLboolean *_glewGetExtensionString(const char *name) -{ - ptrdiff_t n = _glewBsearchExtension(name); - if (n >= 0) return &_glewExtensionString[n]; - return NULL; -} - -static GLboolean *_glewGetExtensionEnable(const char *name) -{ - ptrdiff_t n = _glewBsearchExtension(name); - if (n >= 0) return _glewExtensionEnabled[n]; - return NULL; -} - -static const char *_glewNextSpace(const char *i) -{ - const char *j = i; - if (j) - while (*j!=' ' && *j) ++j; - return j; -} - -static const char *_glewNextNonSpace(const char *i) -{ - const char *j = i; - if (j) - while (*j==' ') ++j; - return j; -} - -GLboolean GLEWAPIENTRY glewGetExtension (const char* name) -{ - GLboolean *enable = _glewGetExtensionString(name); - if (enable) - return *enable; - return GL_FALSE; -} - -/* ------------------------------------------------------------------------- */ - -typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGPROC) (GLenum name); -typedef void (GLAPIENTRY * PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params); - -static GLenum GLEWAPIENTRY glewContextInit () -{ - PFNGLGETSTRINGPROC getString; - const GLubyte* s; - GLuint dot; - GLint major, minor; - size_t n; - - #ifdef _WIN32 - getString = glGetString; - #else - getString = (PFNGLGETSTRINGPROC) glewGetProcAddress((const GLubyte*)"glGetString"); - if (!getString) - return GLEW_ERROR_NO_GL_VERSION; - #endif - - /* query opengl version */ - s = getString(GL_VERSION); - dot = _glewStrCLen(s, '.'); - if (dot == 0) - return GLEW_ERROR_NO_GL_VERSION; - - major = s[dot-1]-'0'; - minor = s[dot+1]-'0'; - - if (minor < 0 || minor > 9) - minor = 0; - if (major<0 || major>9) - return GLEW_ERROR_NO_GL_VERSION; - - if (major == 1 && minor == 0) - { - return GLEW_ERROR_GL_VERSION_10_ONLY; - } - else - { - GLEW_VERSION_4_6 = ( major > 4 ) || ( major == 4 && minor >= 6 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_5 = GLEW_VERSION_4_4 == GL_TRUE || ( major == 4 && minor >= 5 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_4 = GLEW_VERSION_4_5 == GL_TRUE || ( major == 4 && minor >= 4 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_3 = GLEW_VERSION_4_4 == GL_TRUE || ( major == 4 && minor >= 3 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_2 = GLEW_VERSION_4_3 == GL_TRUE || ( major == 4 && minor >= 2 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_1 = GLEW_VERSION_4_2 == GL_TRUE || ( major == 4 && minor >= 1 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_4_0 = GLEW_VERSION_4_1 == GL_TRUE || ( major == 4 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_3_3 = GLEW_VERSION_4_0 == GL_TRUE || ( major == 3 && minor >= 3 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_3_2 = GLEW_VERSION_3_3 == GL_TRUE || ( major == 3 && minor >= 2 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_3_1 = GLEW_VERSION_3_2 == GL_TRUE || ( major == 3 && minor >= 1 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_3_0 = GLEW_VERSION_3_1 == GL_TRUE || ( major == 3 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_2_1 = GLEW_VERSION_3_0 == GL_TRUE || ( major == 2 && minor >= 1 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_2_0 = GLEW_VERSION_2_1 == GL_TRUE || ( major == 2 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_5 = GLEW_VERSION_2_0 == GL_TRUE || ( major == 1 && minor >= 5 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_4 = GLEW_VERSION_1_5 == GL_TRUE || ( major == 1 && minor >= 4 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_3 = GLEW_VERSION_1_4 == GL_TRUE || ( major == 1 && minor >= 3 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_2_1 = GLEW_VERSION_1_3 == GL_TRUE ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_2 = GLEW_VERSION_1_2_1 == GL_TRUE || ( major == 1 && minor >= 2 ) ? GL_TRUE : GL_FALSE; - GLEW_VERSION_1_1 = GLEW_VERSION_1_2 == GL_TRUE || ( major == 1 && minor >= 1 ) ? GL_TRUE : GL_FALSE; - } - - for (n = 0; n < sizeof(_glewExtensionString) / sizeof(_glewExtensionString[0]); ++n) - _glewExtensionString[n] = GL_FALSE; - - if (GLEW_VERSION_3_0) - { - GLint n = 0; - GLint i; - PFNGLGETINTEGERVPROC getIntegerv; - PFNGLGETSTRINGIPROC getStringi; - const char *ext; - GLboolean *enable; - - #ifdef _WIN32 - getIntegerv = glGetIntegerv; - #else - getIntegerv = (PFNGLGETINTEGERVPROC) glewGetProcAddress((const GLubyte*)"glGetIntegerv"); - #endif - - if (getIntegerv) - getIntegerv(GL_NUM_EXTENSIONS, &n); - - /* glGetStringi is OpenGL 3.0 */ - getStringi = (PFNGLGETSTRINGIPROC) glewGetProcAddress((const GLubyte*)"glGetStringi"); - if (getStringi) - for (i = 0; i= (ptrdiff_t) sizeof(ext)) - continue; - _glewStrCopy(ext, i, ' '); - - /* Based on extension string(s), glewGetExtension purposes */ - enable = _glewGetExtensionString(ext); - if (enable) - *enable = GL_TRUE; - - /* Based on extension string(s), experimental mode, glewIsSupported purposes */ - enable = _glewGetExtensionEnable(ext); - if (enable) - *enable = GL_TRUE; - } - } - } -#ifdef GL_VERSION_1_2 - if (glewExperimental || GLEW_VERSION_1_2) GLEW_VERSION_1_2 = !_glewInit_GL_VERSION_1_2(); -#endif /* GL_VERSION_1_2 */ -#ifdef GL_VERSION_1_3 - if (glewExperimental || GLEW_VERSION_1_3) GLEW_VERSION_1_3 = !_glewInit_GL_VERSION_1_3(); -#endif /* GL_VERSION_1_3 */ -#ifdef GL_VERSION_1_4 - if (glewExperimental || GLEW_VERSION_1_4) GLEW_VERSION_1_4 = !_glewInit_GL_VERSION_1_4(); -#endif /* GL_VERSION_1_4 */ -#ifdef GL_VERSION_1_5 - if (glewExperimental || GLEW_VERSION_1_5) GLEW_VERSION_1_5 = !_glewInit_GL_VERSION_1_5(); -#endif /* GL_VERSION_1_5 */ -#ifdef GL_VERSION_2_0 - if (glewExperimental || GLEW_VERSION_2_0) GLEW_VERSION_2_0 = !_glewInit_GL_VERSION_2_0(); -#endif /* GL_VERSION_2_0 */ -#ifdef GL_VERSION_2_1 - if (glewExperimental || GLEW_VERSION_2_1) GLEW_VERSION_2_1 = !_glewInit_GL_VERSION_2_1(); -#endif /* GL_VERSION_2_1 */ -#ifdef GL_VERSION_3_0 - if (glewExperimental || GLEW_VERSION_3_0) GLEW_VERSION_3_0 = !_glewInit_GL_VERSION_3_0(); -#endif /* GL_VERSION_3_0 */ -#ifdef GL_VERSION_3_1 - if (glewExperimental || GLEW_VERSION_3_1) GLEW_VERSION_3_1 = !_glewInit_GL_VERSION_3_1(); -#endif /* GL_VERSION_3_1 */ -#ifdef GL_VERSION_3_2 - if (glewExperimental || GLEW_VERSION_3_2) GLEW_VERSION_3_2 = !_glewInit_GL_VERSION_3_2(); -#endif /* GL_VERSION_3_2 */ -#ifdef GL_VERSION_3_3 - if (glewExperimental || GLEW_VERSION_3_3) GLEW_VERSION_3_3 = !_glewInit_GL_VERSION_3_3(); -#endif /* GL_VERSION_3_3 */ -#ifdef GL_VERSION_4_0 - if (glewExperimental || GLEW_VERSION_4_0) GLEW_VERSION_4_0 = !_glewInit_GL_VERSION_4_0(); -#endif /* GL_VERSION_4_0 */ -#ifdef GL_VERSION_4_5 - if (glewExperimental || GLEW_VERSION_4_5) GLEW_VERSION_4_5 = !_glewInit_GL_VERSION_4_5(); -#endif /* GL_VERSION_4_5 */ -#ifdef GL_VERSION_4_6 - if (glewExperimental || GLEW_VERSION_4_6) GLEW_VERSION_4_6 = !_glewInit_GL_VERSION_4_6(); -#endif /* GL_VERSION_4_6 */ -#ifdef GL_3DFX_tbuffer - if (glewExperimental || GLEW_3DFX_tbuffer) GLEW_3DFX_tbuffer = !_glewInit_GL_3DFX_tbuffer(); -#endif /* GL_3DFX_tbuffer */ -#ifdef GL_AMD_debug_output - if (glewExperimental || GLEW_AMD_debug_output) GLEW_AMD_debug_output = !_glewInit_GL_AMD_debug_output(); -#endif /* GL_AMD_debug_output */ -#ifdef GL_AMD_draw_buffers_blend - if (glewExperimental || GLEW_AMD_draw_buffers_blend) GLEW_AMD_draw_buffers_blend = !_glewInit_GL_AMD_draw_buffers_blend(); -#endif /* GL_AMD_draw_buffers_blend */ -#ifdef GL_AMD_framebuffer_sample_positions - if (glewExperimental || GLEW_AMD_framebuffer_sample_positions) GLEW_AMD_framebuffer_sample_positions = !_glewInit_GL_AMD_framebuffer_sample_positions(); -#endif /* GL_AMD_framebuffer_sample_positions */ -#ifdef GL_AMD_interleaved_elements - if (glewExperimental || GLEW_AMD_interleaved_elements) GLEW_AMD_interleaved_elements = !_glewInit_GL_AMD_interleaved_elements(); -#endif /* GL_AMD_interleaved_elements */ -#ifdef GL_AMD_multi_draw_indirect - if (glewExperimental || GLEW_AMD_multi_draw_indirect) GLEW_AMD_multi_draw_indirect = !_glewInit_GL_AMD_multi_draw_indirect(); -#endif /* GL_AMD_multi_draw_indirect */ -#ifdef GL_AMD_name_gen_delete - if (glewExperimental || GLEW_AMD_name_gen_delete) GLEW_AMD_name_gen_delete = !_glewInit_GL_AMD_name_gen_delete(); -#endif /* GL_AMD_name_gen_delete */ -#ifdef GL_AMD_occlusion_query_event - if (glewExperimental || GLEW_AMD_occlusion_query_event) GLEW_AMD_occlusion_query_event = !_glewInit_GL_AMD_occlusion_query_event(); -#endif /* GL_AMD_occlusion_query_event */ -#ifdef GL_AMD_performance_monitor - if (glewExperimental || GLEW_AMD_performance_monitor) GLEW_AMD_performance_monitor = !_glewInit_GL_AMD_performance_monitor(); -#endif /* GL_AMD_performance_monitor */ -#ifdef GL_AMD_sample_positions - if (glewExperimental || GLEW_AMD_sample_positions) GLEW_AMD_sample_positions = !_glewInit_GL_AMD_sample_positions(); -#endif /* GL_AMD_sample_positions */ -#ifdef GL_AMD_sparse_texture - if (glewExperimental || GLEW_AMD_sparse_texture) GLEW_AMD_sparse_texture = !_glewInit_GL_AMD_sparse_texture(); -#endif /* GL_AMD_sparse_texture */ -#ifdef GL_AMD_stencil_operation_extended - if (glewExperimental || GLEW_AMD_stencil_operation_extended) GLEW_AMD_stencil_operation_extended = !_glewInit_GL_AMD_stencil_operation_extended(); -#endif /* GL_AMD_stencil_operation_extended */ -#ifdef GL_AMD_vertex_shader_tessellator - if (glewExperimental || GLEW_AMD_vertex_shader_tessellator) GLEW_AMD_vertex_shader_tessellator = !_glewInit_GL_AMD_vertex_shader_tessellator(); -#endif /* GL_AMD_vertex_shader_tessellator */ -#ifdef GL_ANGLE_framebuffer_blit - if (glewExperimental || GLEW_ANGLE_framebuffer_blit) GLEW_ANGLE_framebuffer_blit = !_glewInit_GL_ANGLE_framebuffer_blit(); -#endif /* GL_ANGLE_framebuffer_blit */ -#ifdef GL_ANGLE_framebuffer_multisample - if (glewExperimental || GLEW_ANGLE_framebuffer_multisample) GLEW_ANGLE_framebuffer_multisample = !_glewInit_GL_ANGLE_framebuffer_multisample(); -#endif /* GL_ANGLE_framebuffer_multisample */ -#ifdef GL_ANGLE_instanced_arrays - if (glewExperimental || GLEW_ANGLE_instanced_arrays) GLEW_ANGLE_instanced_arrays = !_glewInit_GL_ANGLE_instanced_arrays(); -#endif /* GL_ANGLE_instanced_arrays */ -#ifdef GL_ANGLE_timer_query - if (glewExperimental || GLEW_ANGLE_timer_query) GLEW_ANGLE_timer_query = !_glewInit_GL_ANGLE_timer_query(); -#endif /* GL_ANGLE_timer_query */ -#ifdef GL_ANGLE_translated_shader_source - if (glewExperimental || GLEW_ANGLE_translated_shader_source) GLEW_ANGLE_translated_shader_source = !_glewInit_GL_ANGLE_translated_shader_source(); -#endif /* GL_ANGLE_translated_shader_source */ -#ifdef GL_APPLE_copy_texture_levels - if (glewExperimental || GLEW_APPLE_copy_texture_levels) GLEW_APPLE_copy_texture_levels = !_glewInit_GL_APPLE_copy_texture_levels(); -#endif /* GL_APPLE_copy_texture_levels */ -#ifdef GL_APPLE_element_array - if (glewExperimental || GLEW_APPLE_element_array) GLEW_APPLE_element_array = !_glewInit_GL_APPLE_element_array(); -#endif /* GL_APPLE_element_array */ -#ifdef GL_APPLE_fence - if (glewExperimental || GLEW_APPLE_fence) GLEW_APPLE_fence = !_glewInit_GL_APPLE_fence(); -#endif /* GL_APPLE_fence */ -#ifdef GL_APPLE_flush_buffer_range - if (glewExperimental || GLEW_APPLE_flush_buffer_range) GLEW_APPLE_flush_buffer_range = !_glewInit_GL_APPLE_flush_buffer_range(); -#endif /* GL_APPLE_flush_buffer_range */ -#ifdef GL_APPLE_framebuffer_multisample - if (glewExperimental || GLEW_APPLE_framebuffer_multisample) GLEW_APPLE_framebuffer_multisample = !_glewInit_GL_APPLE_framebuffer_multisample(); -#endif /* GL_APPLE_framebuffer_multisample */ -#ifdef GL_APPLE_object_purgeable - if (glewExperimental || GLEW_APPLE_object_purgeable) GLEW_APPLE_object_purgeable = !_glewInit_GL_APPLE_object_purgeable(); -#endif /* GL_APPLE_object_purgeable */ -#ifdef GL_APPLE_sync - if (glewExperimental || GLEW_APPLE_sync) GLEW_APPLE_sync = !_glewInit_GL_APPLE_sync(); -#endif /* GL_APPLE_sync */ -#ifdef GL_APPLE_texture_range - if (glewExperimental || GLEW_APPLE_texture_range) GLEW_APPLE_texture_range = !_glewInit_GL_APPLE_texture_range(); -#endif /* GL_APPLE_texture_range */ -#ifdef GL_APPLE_vertex_array_object - if (glewExperimental || GLEW_APPLE_vertex_array_object) GLEW_APPLE_vertex_array_object = !_glewInit_GL_APPLE_vertex_array_object(); -#endif /* GL_APPLE_vertex_array_object */ -#ifdef GL_APPLE_vertex_array_range - if (glewExperimental || GLEW_APPLE_vertex_array_range) GLEW_APPLE_vertex_array_range = !_glewInit_GL_APPLE_vertex_array_range(); -#endif /* GL_APPLE_vertex_array_range */ -#ifdef GL_APPLE_vertex_program_evaluators - if (glewExperimental || GLEW_APPLE_vertex_program_evaluators) GLEW_APPLE_vertex_program_evaluators = !_glewInit_GL_APPLE_vertex_program_evaluators(); -#endif /* GL_APPLE_vertex_program_evaluators */ -#ifdef GL_ARB_ES2_compatibility - if (glewExperimental || GLEW_ARB_ES2_compatibility) GLEW_ARB_ES2_compatibility = !_glewInit_GL_ARB_ES2_compatibility(); -#endif /* GL_ARB_ES2_compatibility */ -#ifdef GL_ARB_ES3_1_compatibility - if (glewExperimental || GLEW_ARB_ES3_1_compatibility) GLEW_ARB_ES3_1_compatibility = !_glewInit_GL_ARB_ES3_1_compatibility(); -#endif /* GL_ARB_ES3_1_compatibility */ -#ifdef GL_ARB_ES3_2_compatibility - if (glewExperimental || GLEW_ARB_ES3_2_compatibility) GLEW_ARB_ES3_2_compatibility = !_glewInit_GL_ARB_ES3_2_compatibility(); -#endif /* GL_ARB_ES3_2_compatibility */ -#ifdef GL_ARB_base_instance - if (glewExperimental || GLEW_ARB_base_instance) GLEW_ARB_base_instance = !_glewInit_GL_ARB_base_instance(); -#endif /* GL_ARB_base_instance */ -#ifdef GL_ARB_bindless_texture - if (glewExperimental || GLEW_ARB_bindless_texture) GLEW_ARB_bindless_texture = !_glewInit_GL_ARB_bindless_texture(); -#endif /* GL_ARB_bindless_texture */ -#ifdef GL_ARB_blend_func_extended - if (glewExperimental || GLEW_ARB_blend_func_extended) GLEW_ARB_blend_func_extended = !_glewInit_GL_ARB_blend_func_extended(); -#endif /* GL_ARB_blend_func_extended */ -#ifdef GL_ARB_buffer_storage - if (glewExperimental || GLEW_ARB_buffer_storage) GLEW_ARB_buffer_storage = !_glewInit_GL_ARB_buffer_storage(); -#endif /* GL_ARB_buffer_storage */ -#ifdef GL_ARB_cl_event - if (glewExperimental || GLEW_ARB_cl_event) GLEW_ARB_cl_event = !_glewInit_GL_ARB_cl_event(); -#endif /* GL_ARB_cl_event */ -#ifdef GL_ARB_clear_buffer_object - if (glewExperimental || GLEW_ARB_clear_buffer_object) GLEW_ARB_clear_buffer_object = !_glewInit_GL_ARB_clear_buffer_object(); -#endif /* GL_ARB_clear_buffer_object */ -#ifdef GL_ARB_clear_texture - if (glewExperimental || GLEW_ARB_clear_texture) GLEW_ARB_clear_texture = !_glewInit_GL_ARB_clear_texture(); -#endif /* GL_ARB_clear_texture */ -#ifdef GL_ARB_clip_control - if (glewExperimental || GLEW_ARB_clip_control) GLEW_ARB_clip_control = !_glewInit_GL_ARB_clip_control(); -#endif /* GL_ARB_clip_control */ -#ifdef GL_ARB_color_buffer_float - if (glewExperimental || GLEW_ARB_color_buffer_float) GLEW_ARB_color_buffer_float = !_glewInit_GL_ARB_color_buffer_float(); -#endif /* GL_ARB_color_buffer_float */ -#ifdef GL_ARB_compute_shader - if (glewExperimental || GLEW_ARB_compute_shader) GLEW_ARB_compute_shader = !_glewInit_GL_ARB_compute_shader(); -#endif /* GL_ARB_compute_shader */ -#ifdef GL_ARB_compute_variable_group_size - if (glewExperimental || GLEW_ARB_compute_variable_group_size) GLEW_ARB_compute_variable_group_size = !_glewInit_GL_ARB_compute_variable_group_size(); -#endif /* GL_ARB_compute_variable_group_size */ -#ifdef GL_ARB_copy_buffer - if (glewExperimental || GLEW_ARB_copy_buffer) GLEW_ARB_copy_buffer = !_glewInit_GL_ARB_copy_buffer(); -#endif /* GL_ARB_copy_buffer */ -#ifdef GL_ARB_copy_image - if (glewExperimental || GLEW_ARB_copy_image) GLEW_ARB_copy_image = !_glewInit_GL_ARB_copy_image(); -#endif /* GL_ARB_copy_image */ -#ifdef GL_ARB_debug_output - if (glewExperimental || GLEW_ARB_debug_output) GLEW_ARB_debug_output = !_glewInit_GL_ARB_debug_output(); -#endif /* GL_ARB_debug_output */ -#ifdef GL_ARB_direct_state_access - if (glewExperimental || GLEW_ARB_direct_state_access) GLEW_ARB_direct_state_access = !_glewInit_GL_ARB_direct_state_access(); -#endif /* GL_ARB_direct_state_access */ -#ifdef GL_ARB_draw_buffers - if (glewExperimental || GLEW_ARB_draw_buffers) GLEW_ARB_draw_buffers = !_glewInit_GL_ARB_draw_buffers(); -#endif /* GL_ARB_draw_buffers */ -#ifdef GL_ARB_draw_buffers_blend - if (glewExperimental || GLEW_ARB_draw_buffers_blend) GLEW_ARB_draw_buffers_blend = !_glewInit_GL_ARB_draw_buffers_blend(); -#endif /* GL_ARB_draw_buffers_blend */ -#ifdef GL_ARB_draw_elements_base_vertex - if (glewExperimental || GLEW_ARB_draw_elements_base_vertex) GLEW_ARB_draw_elements_base_vertex = !_glewInit_GL_ARB_draw_elements_base_vertex(); -#endif /* GL_ARB_draw_elements_base_vertex */ -#ifdef GL_ARB_draw_indirect - if (glewExperimental || GLEW_ARB_draw_indirect) GLEW_ARB_draw_indirect = !_glewInit_GL_ARB_draw_indirect(); -#endif /* GL_ARB_draw_indirect */ -#ifdef GL_ARB_framebuffer_no_attachments - if (glewExperimental || GLEW_ARB_framebuffer_no_attachments) GLEW_ARB_framebuffer_no_attachments = !_glewInit_GL_ARB_framebuffer_no_attachments(); -#endif /* GL_ARB_framebuffer_no_attachments */ -#ifdef GL_ARB_framebuffer_object - if (glewExperimental || GLEW_ARB_framebuffer_object) GLEW_ARB_framebuffer_object = !_glewInit_GL_ARB_framebuffer_object(); -#endif /* GL_ARB_framebuffer_object */ -#ifdef GL_ARB_geometry_shader4 - if (glewExperimental || GLEW_ARB_geometry_shader4) GLEW_ARB_geometry_shader4 = !_glewInit_GL_ARB_geometry_shader4(); -#endif /* GL_ARB_geometry_shader4 */ -#ifdef GL_ARB_get_program_binary - if (glewExperimental || GLEW_ARB_get_program_binary) GLEW_ARB_get_program_binary = !_glewInit_GL_ARB_get_program_binary(); -#endif /* GL_ARB_get_program_binary */ -#ifdef GL_ARB_get_texture_sub_image - if (glewExperimental || GLEW_ARB_get_texture_sub_image) GLEW_ARB_get_texture_sub_image = !_glewInit_GL_ARB_get_texture_sub_image(); -#endif /* GL_ARB_get_texture_sub_image */ -#ifdef GL_ARB_gl_spirv - if (glewExperimental || GLEW_ARB_gl_spirv) GLEW_ARB_gl_spirv = !_glewInit_GL_ARB_gl_spirv(); -#endif /* GL_ARB_gl_spirv */ -#ifdef GL_ARB_gpu_shader_fp64 - if (glewExperimental || GLEW_ARB_gpu_shader_fp64) GLEW_ARB_gpu_shader_fp64 = !_glewInit_GL_ARB_gpu_shader_fp64(); -#endif /* GL_ARB_gpu_shader_fp64 */ -#ifdef GL_ARB_gpu_shader_int64 - if (glewExperimental || GLEW_ARB_gpu_shader_int64) GLEW_ARB_gpu_shader_int64 = !_glewInit_GL_ARB_gpu_shader_int64(); -#endif /* GL_ARB_gpu_shader_int64 */ -#ifdef GL_ARB_imaging - if (glewExperimental || GLEW_ARB_imaging) GLEW_ARB_imaging = !_glewInit_GL_ARB_imaging(); -#endif /* GL_ARB_imaging */ -#ifdef GL_ARB_indirect_parameters - if (glewExperimental || GLEW_ARB_indirect_parameters) GLEW_ARB_indirect_parameters = !_glewInit_GL_ARB_indirect_parameters(); -#endif /* GL_ARB_indirect_parameters */ -#ifdef GL_ARB_instanced_arrays - if (glewExperimental || GLEW_ARB_instanced_arrays) GLEW_ARB_instanced_arrays = !_glewInit_GL_ARB_instanced_arrays(); -#endif /* GL_ARB_instanced_arrays */ -#ifdef GL_ARB_internalformat_query - if (glewExperimental || GLEW_ARB_internalformat_query) GLEW_ARB_internalformat_query = !_glewInit_GL_ARB_internalformat_query(); -#endif /* GL_ARB_internalformat_query */ -#ifdef GL_ARB_internalformat_query2 - if (glewExperimental || GLEW_ARB_internalformat_query2) GLEW_ARB_internalformat_query2 = !_glewInit_GL_ARB_internalformat_query2(); -#endif /* GL_ARB_internalformat_query2 */ -#ifdef GL_ARB_invalidate_subdata - if (glewExperimental || GLEW_ARB_invalidate_subdata) GLEW_ARB_invalidate_subdata = !_glewInit_GL_ARB_invalidate_subdata(); -#endif /* GL_ARB_invalidate_subdata */ -#ifdef GL_ARB_map_buffer_range - if (glewExperimental || GLEW_ARB_map_buffer_range) GLEW_ARB_map_buffer_range = !_glewInit_GL_ARB_map_buffer_range(); -#endif /* GL_ARB_map_buffer_range */ -#ifdef GL_ARB_matrix_palette - if (glewExperimental || GLEW_ARB_matrix_palette) GLEW_ARB_matrix_palette = !_glewInit_GL_ARB_matrix_palette(); -#endif /* GL_ARB_matrix_palette */ -#ifdef GL_ARB_multi_bind - if (glewExperimental || GLEW_ARB_multi_bind) GLEW_ARB_multi_bind = !_glewInit_GL_ARB_multi_bind(); -#endif /* GL_ARB_multi_bind */ -#ifdef GL_ARB_multi_draw_indirect - if (glewExperimental || GLEW_ARB_multi_draw_indirect) GLEW_ARB_multi_draw_indirect = !_glewInit_GL_ARB_multi_draw_indirect(); -#endif /* GL_ARB_multi_draw_indirect */ -#ifdef GL_ARB_multisample - if (glewExperimental || GLEW_ARB_multisample) GLEW_ARB_multisample = !_glewInit_GL_ARB_multisample(); -#endif /* GL_ARB_multisample */ -#ifdef GL_ARB_multitexture - if (glewExperimental || GLEW_ARB_multitexture) GLEW_ARB_multitexture = !_glewInit_GL_ARB_multitexture(); -#endif /* GL_ARB_multitexture */ -#ifdef GL_ARB_occlusion_query - if (glewExperimental || GLEW_ARB_occlusion_query) GLEW_ARB_occlusion_query = !_glewInit_GL_ARB_occlusion_query(); -#endif /* GL_ARB_occlusion_query */ -#ifdef GL_ARB_parallel_shader_compile - if (glewExperimental || GLEW_ARB_parallel_shader_compile) GLEW_ARB_parallel_shader_compile = !_glewInit_GL_ARB_parallel_shader_compile(); -#endif /* GL_ARB_parallel_shader_compile */ -#ifdef GL_ARB_point_parameters - if (glewExperimental || GLEW_ARB_point_parameters) GLEW_ARB_point_parameters = !_glewInit_GL_ARB_point_parameters(); -#endif /* GL_ARB_point_parameters */ -#ifdef GL_ARB_polygon_offset_clamp - if (glewExperimental || GLEW_ARB_polygon_offset_clamp) GLEW_ARB_polygon_offset_clamp = !_glewInit_GL_ARB_polygon_offset_clamp(); -#endif /* GL_ARB_polygon_offset_clamp */ -#ifdef GL_ARB_program_interface_query - if (glewExperimental || GLEW_ARB_program_interface_query) GLEW_ARB_program_interface_query = !_glewInit_GL_ARB_program_interface_query(); -#endif /* GL_ARB_program_interface_query */ -#ifdef GL_ARB_provoking_vertex - if (glewExperimental || GLEW_ARB_provoking_vertex) GLEW_ARB_provoking_vertex = !_glewInit_GL_ARB_provoking_vertex(); -#endif /* GL_ARB_provoking_vertex */ -#ifdef GL_ARB_robustness - if (glewExperimental || GLEW_ARB_robustness) GLEW_ARB_robustness = !_glewInit_GL_ARB_robustness(); -#endif /* GL_ARB_robustness */ -#ifdef GL_ARB_sample_locations - if (glewExperimental || GLEW_ARB_sample_locations) GLEW_ARB_sample_locations = !_glewInit_GL_ARB_sample_locations(); -#endif /* GL_ARB_sample_locations */ -#ifdef GL_ARB_sample_shading - if (glewExperimental || GLEW_ARB_sample_shading) GLEW_ARB_sample_shading = !_glewInit_GL_ARB_sample_shading(); -#endif /* GL_ARB_sample_shading */ -#ifdef GL_ARB_sampler_objects - if (glewExperimental || GLEW_ARB_sampler_objects) GLEW_ARB_sampler_objects = !_glewInit_GL_ARB_sampler_objects(); -#endif /* GL_ARB_sampler_objects */ -#ifdef GL_ARB_separate_shader_objects - if (glewExperimental || GLEW_ARB_separate_shader_objects) GLEW_ARB_separate_shader_objects = !_glewInit_GL_ARB_separate_shader_objects(); -#endif /* GL_ARB_separate_shader_objects */ -#ifdef GL_ARB_shader_atomic_counters - if (glewExperimental || GLEW_ARB_shader_atomic_counters) GLEW_ARB_shader_atomic_counters = !_glewInit_GL_ARB_shader_atomic_counters(); -#endif /* GL_ARB_shader_atomic_counters */ -#ifdef GL_ARB_shader_image_load_store - if (glewExperimental || GLEW_ARB_shader_image_load_store) GLEW_ARB_shader_image_load_store = !_glewInit_GL_ARB_shader_image_load_store(); -#endif /* GL_ARB_shader_image_load_store */ -#ifdef GL_ARB_shader_objects - if (glewExperimental || GLEW_ARB_shader_objects) GLEW_ARB_shader_objects = !_glewInit_GL_ARB_shader_objects(); -#endif /* GL_ARB_shader_objects */ -#ifdef GL_ARB_shader_storage_buffer_object - if (glewExperimental || GLEW_ARB_shader_storage_buffer_object) GLEW_ARB_shader_storage_buffer_object = !_glewInit_GL_ARB_shader_storage_buffer_object(); -#endif /* GL_ARB_shader_storage_buffer_object */ -#ifdef GL_ARB_shader_subroutine - if (glewExperimental || GLEW_ARB_shader_subroutine) GLEW_ARB_shader_subroutine = !_glewInit_GL_ARB_shader_subroutine(); -#endif /* GL_ARB_shader_subroutine */ -#ifdef GL_ARB_shading_language_include - if (glewExperimental || GLEW_ARB_shading_language_include) GLEW_ARB_shading_language_include = !_glewInit_GL_ARB_shading_language_include(); -#endif /* GL_ARB_shading_language_include */ -#ifdef GL_ARB_sparse_buffer - if (glewExperimental || GLEW_ARB_sparse_buffer) GLEW_ARB_sparse_buffer = !_glewInit_GL_ARB_sparse_buffer(); -#endif /* GL_ARB_sparse_buffer */ -#ifdef GL_ARB_sparse_texture - if (glewExperimental || GLEW_ARB_sparse_texture) GLEW_ARB_sparse_texture = !_glewInit_GL_ARB_sparse_texture(); -#endif /* GL_ARB_sparse_texture */ -#ifdef GL_ARB_sync - if (glewExperimental || GLEW_ARB_sync) GLEW_ARB_sync = !_glewInit_GL_ARB_sync(); -#endif /* GL_ARB_sync */ -#ifdef GL_ARB_tessellation_shader - if (glewExperimental || GLEW_ARB_tessellation_shader) GLEW_ARB_tessellation_shader = !_glewInit_GL_ARB_tessellation_shader(); -#endif /* GL_ARB_tessellation_shader */ -#ifdef GL_ARB_texture_barrier - if (glewExperimental || GLEW_ARB_texture_barrier) GLEW_ARB_texture_barrier = !_glewInit_GL_ARB_texture_barrier(); -#endif /* GL_ARB_texture_barrier */ -#ifdef GL_ARB_texture_buffer_object - if (glewExperimental || GLEW_ARB_texture_buffer_object) GLEW_ARB_texture_buffer_object = !_glewInit_GL_ARB_texture_buffer_object(); -#endif /* GL_ARB_texture_buffer_object */ -#ifdef GL_ARB_texture_buffer_range - if (glewExperimental || GLEW_ARB_texture_buffer_range) GLEW_ARB_texture_buffer_range = !_glewInit_GL_ARB_texture_buffer_range(); -#endif /* GL_ARB_texture_buffer_range */ -#ifdef GL_ARB_texture_compression - if (glewExperimental || GLEW_ARB_texture_compression) GLEW_ARB_texture_compression = !_glewInit_GL_ARB_texture_compression(); -#endif /* GL_ARB_texture_compression */ -#ifdef GL_ARB_texture_multisample - if (glewExperimental || GLEW_ARB_texture_multisample) GLEW_ARB_texture_multisample = !_glewInit_GL_ARB_texture_multisample(); -#endif /* GL_ARB_texture_multisample */ -#ifdef GL_ARB_texture_storage - if (glewExperimental || GLEW_ARB_texture_storage) GLEW_ARB_texture_storage = !_glewInit_GL_ARB_texture_storage(); -#endif /* GL_ARB_texture_storage */ -#ifdef GL_ARB_texture_storage_multisample - if (glewExperimental || GLEW_ARB_texture_storage_multisample) GLEW_ARB_texture_storage_multisample = !_glewInit_GL_ARB_texture_storage_multisample(); -#endif /* GL_ARB_texture_storage_multisample */ -#ifdef GL_ARB_texture_view - if (glewExperimental || GLEW_ARB_texture_view) GLEW_ARB_texture_view = !_glewInit_GL_ARB_texture_view(); -#endif /* GL_ARB_texture_view */ -#ifdef GL_ARB_timer_query - if (glewExperimental || GLEW_ARB_timer_query) GLEW_ARB_timer_query = !_glewInit_GL_ARB_timer_query(); -#endif /* GL_ARB_timer_query */ -#ifdef GL_ARB_transform_feedback2 - if (glewExperimental || GLEW_ARB_transform_feedback2) GLEW_ARB_transform_feedback2 = !_glewInit_GL_ARB_transform_feedback2(); -#endif /* GL_ARB_transform_feedback2 */ -#ifdef GL_ARB_transform_feedback3 - if (glewExperimental || GLEW_ARB_transform_feedback3) GLEW_ARB_transform_feedback3 = !_glewInit_GL_ARB_transform_feedback3(); -#endif /* GL_ARB_transform_feedback3 */ -#ifdef GL_ARB_transform_feedback_instanced - if (glewExperimental || GLEW_ARB_transform_feedback_instanced) GLEW_ARB_transform_feedback_instanced = !_glewInit_GL_ARB_transform_feedback_instanced(); -#endif /* GL_ARB_transform_feedback_instanced */ -#ifdef GL_ARB_transpose_matrix - if (glewExperimental || GLEW_ARB_transpose_matrix) GLEW_ARB_transpose_matrix = !_glewInit_GL_ARB_transpose_matrix(); -#endif /* GL_ARB_transpose_matrix */ -#ifdef GL_ARB_uniform_buffer_object - if (glewExperimental || GLEW_ARB_uniform_buffer_object) GLEW_ARB_uniform_buffer_object = !_glewInit_GL_ARB_uniform_buffer_object(); -#endif /* GL_ARB_uniform_buffer_object */ -#ifdef GL_ARB_vertex_array_object - if (glewExperimental || GLEW_ARB_vertex_array_object) GLEW_ARB_vertex_array_object = !_glewInit_GL_ARB_vertex_array_object(); -#endif /* GL_ARB_vertex_array_object */ -#ifdef GL_ARB_vertex_attrib_64bit - if (glewExperimental || GLEW_ARB_vertex_attrib_64bit) GLEW_ARB_vertex_attrib_64bit = !_glewInit_GL_ARB_vertex_attrib_64bit(); -#endif /* GL_ARB_vertex_attrib_64bit */ -#ifdef GL_ARB_vertex_attrib_binding - if (glewExperimental || GLEW_ARB_vertex_attrib_binding) GLEW_ARB_vertex_attrib_binding = !_glewInit_GL_ARB_vertex_attrib_binding(); -#endif /* GL_ARB_vertex_attrib_binding */ -#ifdef GL_ARB_vertex_blend - if (glewExperimental || GLEW_ARB_vertex_blend) GLEW_ARB_vertex_blend = !_glewInit_GL_ARB_vertex_blend(); -#endif /* GL_ARB_vertex_blend */ -#ifdef GL_ARB_vertex_buffer_object - if (glewExperimental || GLEW_ARB_vertex_buffer_object) GLEW_ARB_vertex_buffer_object = !_glewInit_GL_ARB_vertex_buffer_object(); -#endif /* GL_ARB_vertex_buffer_object */ -#ifdef GL_ARB_vertex_program - if (glewExperimental || GLEW_ARB_vertex_program) GLEW_ARB_vertex_program = !_glewInit_GL_ARB_vertex_program(); -#endif /* GL_ARB_vertex_program */ -#ifdef GL_ARB_vertex_shader - if (glewExperimental || GLEW_ARB_vertex_shader) { GLEW_ARB_vertex_shader = !_glewInit_GL_ARB_vertex_shader(); _glewInit_GL_ARB_vertex_program(); } -#endif /* GL_ARB_vertex_shader */ -#ifdef GL_ARB_vertex_type_2_10_10_10_rev - if (glewExperimental || GLEW_ARB_vertex_type_2_10_10_10_rev) GLEW_ARB_vertex_type_2_10_10_10_rev = !_glewInit_GL_ARB_vertex_type_2_10_10_10_rev(); -#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ -#ifdef GL_ARB_viewport_array - if (glewExperimental || GLEW_ARB_viewport_array) GLEW_ARB_viewport_array = !_glewInit_GL_ARB_viewport_array(); -#endif /* GL_ARB_viewport_array */ -#ifdef GL_ARB_window_pos - if (glewExperimental || GLEW_ARB_window_pos) GLEW_ARB_window_pos = !_glewInit_GL_ARB_window_pos(); -#endif /* GL_ARB_window_pos */ -#ifdef GL_ATI_draw_buffers - if (glewExperimental || GLEW_ATI_draw_buffers) GLEW_ATI_draw_buffers = !_glewInit_GL_ATI_draw_buffers(); -#endif /* GL_ATI_draw_buffers */ -#ifdef GL_ATI_element_array - if (glewExperimental || GLEW_ATI_element_array) GLEW_ATI_element_array = !_glewInit_GL_ATI_element_array(); -#endif /* GL_ATI_element_array */ -#ifdef GL_ATI_envmap_bumpmap - if (glewExperimental || GLEW_ATI_envmap_bumpmap) GLEW_ATI_envmap_bumpmap = !_glewInit_GL_ATI_envmap_bumpmap(); -#endif /* GL_ATI_envmap_bumpmap */ -#ifdef GL_ATI_fragment_shader - if (glewExperimental || GLEW_ATI_fragment_shader) GLEW_ATI_fragment_shader = !_glewInit_GL_ATI_fragment_shader(); -#endif /* GL_ATI_fragment_shader */ -#ifdef GL_ATI_map_object_buffer - if (glewExperimental || GLEW_ATI_map_object_buffer) GLEW_ATI_map_object_buffer = !_glewInit_GL_ATI_map_object_buffer(); -#endif /* GL_ATI_map_object_buffer */ -#ifdef GL_ATI_pn_triangles - if (glewExperimental || GLEW_ATI_pn_triangles) GLEW_ATI_pn_triangles = !_glewInit_GL_ATI_pn_triangles(); -#endif /* GL_ATI_pn_triangles */ -#ifdef GL_ATI_separate_stencil - if (glewExperimental || GLEW_ATI_separate_stencil) GLEW_ATI_separate_stencil = !_glewInit_GL_ATI_separate_stencil(); -#endif /* GL_ATI_separate_stencil */ -#ifdef GL_ATI_vertex_array_object - if (glewExperimental || GLEW_ATI_vertex_array_object) GLEW_ATI_vertex_array_object = !_glewInit_GL_ATI_vertex_array_object(); -#endif /* GL_ATI_vertex_array_object */ -#ifdef GL_ATI_vertex_attrib_array_object - if (glewExperimental || GLEW_ATI_vertex_attrib_array_object) GLEW_ATI_vertex_attrib_array_object = !_glewInit_GL_ATI_vertex_attrib_array_object(); -#endif /* GL_ATI_vertex_attrib_array_object */ -#ifdef GL_ATI_vertex_streams - if (glewExperimental || GLEW_ATI_vertex_streams) GLEW_ATI_vertex_streams = !_glewInit_GL_ATI_vertex_streams(); -#endif /* GL_ATI_vertex_streams */ -#ifdef GL_EXT_base_instance - if (glewExperimental || GLEW_EXT_base_instance) GLEW_EXT_base_instance = !_glewInit_GL_EXT_base_instance(); -#endif /* GL_EXT_base_instance */ -#ifdef GL_EXT_bindable_uniform - if (glewExperimental || GLEW_EXT_bindable_uniform) GLEW_EXT_bindable_uniform = !_glewInit_GL_EXT_bindable_uniform(); -#endif /* GL_EXT_bindable_uniform */ -#ifdef GL_EXT_blend_color - if (glewExperimental || GLEW_EXT_blend_color) GLEW_EXT_blend_color = !_glewInit_GL_EXT_blend_color(); -#endif /* GL_EXT_blend_color */ -#ifdef GL_EXT_blend_equation_separate - if (glewExperimental || GLEW_EXT_blend_equation_separate) GLEW_EXT_blend_equation_separate = !_glewInit_GL_EXT_blend_equation_separate(); -#endif /* GL_EXT_blend_equation_separate */ -#ifdef GL_EXT_blend_func_extended - if (glewExperimental || GLEW_EXT_blend_func_extended) GLEW_EXT_blend_func_extended = !_glewInit_GL_EXT_blend_func_extended(); -#endif /* GL_EXT_blend_func_extended */ -#ifdef GL_EXT_blend_func_separate - if (glewExperimental || GLEW_EXT_blend_func_separate) GLEW_EXT_blend_func_separate = !_glewInit_GL_EXT_blend_func_separate(); -#endif /* GL_EXT_blend_func_separate */ -#ifdef GL_EXT_blend_minmax - if (glewExperimental || GLEW_EXT_blend_minmax) GLEW_EXT_blend_minmax = !_glewInit_GL_EXT_blend_minmax(); -#endif /* GL_EXT_blend_minmax */ -#ifdef GL_EXT_buffer_storage - if (glewExperimental || GLEW_EXT_buffer_storage) GLEW_EXT_buffer_storage = !_glewInit_GL_EXT_buffer_storage(); -#endif /* GL_EXT_buffer_storage */ -#ifdef GL_EXT_clear_texture - if (glewExperimental || GLEW_EXT_clear_texture) GLEW_EXT_clear_texture = !_glewInit_GL_EXT_clear_texture(); -#endif /* GL_EXT_clear_texture */ -#ifdef GL_EXT_color_subtable - if (glewExperimental || GLEW_EXT_color_subtable) GLEW_EXT_color_subtable = !_glewInit_GL_EXT_color_subtable(); -#endif /* GL_EXT_color_subtable */ -#ifdef GL_EXT_compiled_vertex_array - if (glewExperimental || GLEW_EXT_compiled_vertex_array) GLEW_EXT_compiled_vertex_array = !_glewInit_GL_EXT_compiled_vertex_array(); -#endif /* GL_EXT_compiled_vertex_array */ -#ifdef GL_EXT_convolution - if (glewExperimental || GLEW_EXT_convolution) GLEW_EXT_convolution = !_glewInit_GL_EXT_convolution(); -#endif /* GL_EXT_convolution */ -#ifdef GL_EXT_coordinate_frame - if (glewExperimental || GLEW_EXT_coordinate_frame) GLEW_EXT_coordinate_frame = !_glewInit_GL_EXT_coordinate_frame(); -#endif /* GL_EXT_coordinate_frame */ -#ifdef GL_EXT_copy_image - if (glewExperimental || GLEW_EXT_copy_image) GLEW_EXT_copy_image = !_glewInit_GL_EXT_copy_image(); -#endif /* GL_EXT_copy_image */ -#ifdef GL_EXT_copy_texture - if (glewExperimental || GLEW_EXT_copy_texture) GLEW_EXT_copy_texture = !_glewInit_GL_EXT_copy_texture(); -#endif /* GL_EXT_copy_texture */ -#ifdef GL_EXT_cull_vertex - if (glewExperimental || GLEW_EXT_cull_vertex) GLEW_EXT_cull_vertex = !_glewInit_GL_EXT_cull_vertex(); -#endif /* GL_EXT_cull_vertex */ -#ifdef GL_EXT_debug_label - if (glewExperimental || GLEW_EXT_debug_label) GLEW_EXT_debug_label = !_glewInit_GL_EXT_debug_label(); -#endif /* GL_EXT_debug_label */ -#ifdef GL_EXT_debug_marker - if (glewExperimental || GLEW_EXT_debug_marker) GLEW_EXT_debug_marker = !_glewInit_GL_EXT_debug_marker(); -#endif /* GL_EXT_debug_marker */ -#ifdef GL_EXT_depth_bounds_test - if (glewExperimental || GLEW_EXT_depth_bounds_test) GLEW_EXT_depth_bounds_test = !_glewInit_GL_EXT_depth_bounds_test(); -#endif /* GL_EXT_depth_bounds_test */ -#ifdef GL_EXT_direct_state_access - if (glewExperimental || GLEW_EXT_direct_state_access) GLEW_EXT_direct_state_access = !_glewInit_GL_EXT_direct_state_access(); -#endif /* GL_EXT_direct_state_access */ -#ifdef GL_EXT_discard_framebuffer - if (glewExperimental || GLEW_EXT_discard_framebuffer) GLEW_EXT_discard_framebuffer = !_glewInit_GL_EXT_discard_framebuffer(); -#endif /* GL_EXT_discard_framebuffer */ -#ifdef GL_EXT_draw_buffers - if (glewExperimental || GLEW_EXT_draw_buffers) GLEW_EXT_draw_buffers = !_glewInit_GL_EXT_draw_buffers(); -#endif /* GL_EXT_draw_buffers */ -#ifdef GL_EXT_draw_buffers2 - if (glewExperimental || GLEW_EXT_draw_buffers2) GLEW_EXT_draw_buffers2 = !_glewInit_GL_EXT_draw_buffers2(); -#endif /* GL_EXT_draw_buffers2 */ -#ifdef GL_EXT_draw_buffers_indexed - if (glewExperimental || GLEW_EXT_draw_buffers_indexed) GLEW_EXT_draw_buffers_indexed = !_glewInit_GL_EXT_draw_buffers_indexed(); -#endif /* GL_EXT_draw_buffers_indexed */ -#ifdef GL_EXT_draw_elements_base_vertex - if (glewExperimental || GLEW_EXT_draw_elements_base_vertex) GLEW_EXT_draw_elements_base_vertex = !_glewInit_GL_EXT_draw_elements_base_vertex(); -#endif /* GL_EXT_draw_elements_base_vertex */ -#ifdef GL_EXT_draw_instanced - if (glewExperimental || GLEW_EXT_draw_instanced) GLEW_EXT_draw_instanced = !_glewInit_GL_EXT_draw_instanced(); -#endif /* GL_EXT_draw_instanced */ -#ifdef GL_EXT_draw_range_elements - if (glewExperimental || GLEW_EXT_draw_range_elements) GLEW_EXT_draw_range_elements = !_glewInit_GL_EXT_draw_range_elements(); -#endif /* GL_EXT_draw_range_elements */ -#ifdef GL_EXT_external_buffer - if (glewExperimental || GLEW_EXT_external_buffer) GLEW_EXT_external_buffer = !_glewInit_GL_EXT_external_buffer(); -#endif /* GL_EXT_external_buffer */ -#ifdef GL_EXT_fog_coord - if (glewExperimental || GLEW_EXT_fog_coord) GLEW_EXT_fog_coord = !_glewInit_GL_EXT_fog_coord(); -#endif /* GL_EXT_fog_coord */ -#ifdef GL_EXT_fragment_lighting - if (glewExperimental || GLEW_EXT_fragment_lighting) GLEW_EXT_fragment_lighting = !_glewInit_GL_EXT_fragment_lighting(); -#endif /* GL_EXT_fragment_lighting */ -#ifdef GL_EXT_framebuffer_blit - if (glewExperimental || GLEW_EXT_framebuffer_blit) GLEW_EXT_framebuffer_blit = !_glewInit_GL_EXT_framebuffer_blit(); -#endif /* GL_EXT_framebuffer_blit */ -#ifdef GL_EXT_framebuffer_multisample - if (glewExperimental || GLEW_EXT_framebuffer_multisample) GLEW_EXT_framebuffer_multisample = !_glewInit_GL_EXT_framebuffer_multisample(); -#endif /* GL_EXT_framebuffer_multisample */ -#ifdef GL_EXT_framebuffer_object - if (glewExperimental || GLEW_EXT_framebuffer_object) GLEW_EXT_framebuffer_object = !_glewInit_GL_EXT_framebuffer_object(); -#endif /* GL_EXT_framebuffer_object */ -#ifdef GL_EXT_geometry_shader4 - if (glewExperimental || GLEW_EXT_geometry_shader4) GLEW_EXT_geometry_shader4 = !_glewInit_GL_EXT_geometry_shader4(); -#endif /* GL_EXT_geometry_shader4 */ -#ifdef GL_EXT_gpu_program_parameters - if (glewExperimental || GLEW_EXT_gpu_program_parameters) GLEW_EXT_gpu_program_parameters = !_glewInit_GL_EXT_gpu_program_parameters(); -#endif /* GL_EXT_gpu_program_parameters */ -#ifdef GL_EXT_gpu_shader4 - if (glewExperimental || GLEW_EXT_gpu_shader4) GLEW_EXT_gpu_shader4 = !_glewInit_GL_EXT_gpu_shader4(); -#endif /* GL_EXT_gpu_shader4 */ -#ifdef GL_EXT_histogram - if (glewExperimental || GLEW_EXT_histogram) GLEW_EXT_histogram = !_glewInit_GL_EXT_histogram(); -#endif /* GL_EXT_histogram */ -#ifdef GL_EXT_index_func - if (glewExperimental || GLEW_EXT_index_func) GLEW_EXT_index_func = !_glewInit_GL_EXT_index_func(); -#endif /* GL_EXT_index_func */ -#ifdef GL_EXT_index_material - if (glewExperimental || GLEW_EXT_index_material) GLEW_EXT_index_material = !_glewInit_GL_EXT_index_material(); -#endif /* GL_EXT_index_material */ -#ifdef GL_EXT_instanced_arrays - if (glewExperimental || GLEW_EXT_instanced_arrays) GLEW_EXT_instanced_arrays = !_glewInit_GL_EXT_instanced_arrays(); -#endif /* GL_EXT_instanced_arrays */ -#ifdef GL_EXT_light_texture - if (glewExperimental || GLEW_EXT_light_texture) GLEW_EXT_light_texture = !_glewInit_GL_EXT_light_texture(); -#endif /* GL_EXT_light_texture */ -#ifdef GL_EXT_map_buffer_range - if (glewExperimental || GLEW_EXT_map_buffer_range) GLEW_EXT_map_buffer_range = !_glewInit_GL_EXT_map_buffer_range(); -#endif /* GL_EXT_map_buffer_range */ -#ifdef GL_EXT_memory_object - if (glewExperimental || GLEW_EXT_memory_object) GLEW_EXT_memory_object = !_glewInit_GL_EXT_memory_object(); -#endif /* GL_EXT_memory_object */ -#ifdef GL_EXT_memory_object_fd - if (glewExperimental || GLEW_EXT_memory_object_fd) GLEW_EXT_memory_object_fd = !_glewInit_GL_EXT_memory_object_fd(); -#endif /* GL_EXT_memory_object_fd */ -#ifdef GL_EXT_memory_object_win32 - if (glewExperimental || GLEW_EXT_memory_object_win32) GLEW_EXT_memory_object_win32 = !_glewInit_GL_EXT_memory_object_win32(); -#endif /* GL_EXT_memory_object_win32 */ -#ifdef GL_EXT_multi_draw_arrays - if (glewExperimental || GLEW_EXT_multi_draw_arrays) GLEW_EXT_multi_draw_arrays = !_glewInit_GL_EXT_multi_draw_arrays(); -#endif /* GL_EXT_multi_draw_arrays */ -#ifdef GL_EXT_multi_draw_indirect - if (glewExperimental || GLEW_EXT_multi_draw_indirect) GLEW_EXT_multi_draw_indirect = !_glewInit_GL_EXT_multi_draw_indirect(); -#endif /* GL_EXT_multi_draw_indirect */ -#ifdef GL_EXT_multisample - if (glewExperimental || GLEW_EXT_multisample) GLEW_EXT_multisample = !_glewInit_GL_EXT_multisample(); -#endif /* GL_EXT_multisample */ -#ifdef GL_EXT_multisampled_render_to_texture - if (glewExperimental || GLEW_EXT_multisampled_render_to_texture) GLEW_EXT_multisampled_render_to_texture = !_glewInit_GL_EXT_multisampled_render_to_texture(); -#endif /* GL_EXT_multisampled_render_to_texture */ -#ifdef GL_EXT_multiview_draw_buffers - if (glewExperimental || GLEW_EXT_multiview_draw_buffers) GLEW_EXT_multiview_draw_buffers = !_glewInit_GL_EXT_multiview_draw_buffers(); -#endif /* GL_EXT_multiview_draw_buffers */ -#ifdef GL_EXT_paletted_texture - if (glewExperimental || GLEW_EXT_paletted_texture) GLEW_EXT_paletted_texture = !_glewInit_GL_EXT_paletted_texture(); -#endif /* GL_EXT_paletted_texture */ -#ifdef GL_EXT_pixel_transform - if (glewExperimental || GLEW_EXT_pixel_transform) GLEW_EXT_pixel_transform = !_glewInit_GL_EXT_pixel_transform(); -#endif /* GL_EXT_pixel_transform */ -#ifdef GL_EXT_point_parameters - if (glewExperimental || GLEW_EXT_point_parameters) GLEW_EXT_point_parameters = !_glewInit_GL_EXT_point_parameters(); -#endif /* GL_EXT_point_parameters */ -#ifdef GL_EXT_polygon_offset - if (glewExperimental || GLEW_EXT_polygon_offset) GLEW_EXT_polygon_offset = !_glewInit_GL_EXT_polygon_offset(); -#endif /* GL_EXT_polygon_offset */ -#ifdef GL_EXT_polygon_offset_clamp - if (glewExperimental || GLEW_EXT_polygon_offset_clamp) GLEW_EXT_polygon_offset_clamp = !_glewInit_GL_EXT_polygon_offset_clamp(); -#endif /* GL_EXT_polygon_offset_clamp */ -#ifdef GL_EXT_provoking_vertex - if (glewExperimental || GLEW_EXT_provoking_vertex) GLEW_EXT_provoking_vertex = !_glewInit_GL_EXT_provoking_vertex(); -#endif /* GL_EXT_provoking_vertex */ -#ifdef GL_EXT_raster_multisample - if (glewExperimental || GLEW_EXT_raster_multisample) GLEW_EXT_raster_multisample = !_glewInit_GL_EXT_raster_multisample(); -#endif /* GL_EXT_raster_multisample */ -#ifdef GL_EXT_scene_marker - if (glewExperimental || GLEW_EXT_scene_marker) GLEW_EXT_scene_marker = !_glewInit_GL_EXT_scene_marker(); -#endif /* GL_EXT_scene_marker */ -#ifdef GL_EXT_secondary_color - if (glewExperimental || GLEW_EXT_secondary_color) GLEW_EXT_secondary_color = !_glewInit_GL_EXT_secondary_color(); -#endif /* GL_EXT_secondary_color */ -#ifdef GL_EXT_semaphore - if (glewExperimental || GLEW_EXT_semaphore) GLEW_EXT_semaphore = !_glewInit_GL_EXT_semaphore(); -#endif /* GL_EXT_semaphore */ -#ifdef GL_EXT_semaphore_fd - if (glewExperimental || GLEW_EXT_semaphore_fd) GLEW_EXT_semaphore_fd = !_glewInit_GL_EXT_semaphore_fd(); -#endif /* GL_EXT_semaphore_fd */ -#ifdef GL_EXT_semaphore_win32 - if (glewExperimental || GLEW_EXT_semaphore_win32) GLEW_EXT_semaphore_win32 = !_glewInit_GL_EXT_semaphore_win32(); -#endif /* GL_EXT_semaphore_win32 */ -#ifdef GL_EXT_separate_shader_objects - if (glewExperimental || GLEW_EXT_separate_shader_objects) GLEW_EXT_separate_shader_objects = !_glewInit_GL_EXT_separate_shader_objects(); -#endif /* GL_EXT_separate_shader_objects */ -#ifdef GL_EXT_shader_image_load_store - if (glewExperimental || GLEW_EXT_shader_image_load_store) GLEW_EXT_shader_image_load_store = !_glewInit_GL_EXT_shader_image_load_store(); -#endif /* GL_EXT_shader_image_load_store */ -#ifdef GL_EXT_shader_pixel_local_storage2 - if (glewExperimental || GLEW_EXT_shader_pixel_local_storage2) GLEW_EXT_shader_pixel_local_storage2 = !_glewInit_GL_EXT_shader_pixel_local_storage2(); -#endif /* GL_EXT_shader_pixel_local_storage2 */ -#ifdef GL_EXT_sparse_texture - if (glewExperimental || GLEW_EXT_sparse_texture) GLEW_EXT_sparse_texture = !_glewInit_GL_EXT_sparse_texture(); -#endif /* GL_EXT_sparse_texture */ -#ifdef GL_EXT_stencil_two_side - if (glewExperimental || GLEW_EXT_stencil_two_side) GLEW_EXT_stencil_two_side = !_glewInit_GL_EXT_stencil_two_side(); -#endif /* GL_EXT_stencil_two_side */ -#ifdef GL_EXT_subtexture - if (glewExperimental || GLEW_EXT_subtexture) GLEW_EXT_subtexture = !_glewInit_GL_EXT_subtexture(); -#endif /* GL_EXT_subtexture */ -#ifdef GL_EXT_texture3D - if (glewExperimental || GLEW_EXT_texture3D) GLEW_EXT_texture3D = !_glewInit_GL_EXT_texture3D(); -#endif /* GL_EXT_texture3D */ -#ifdef GL_EXT_texture_array - if (glewExperimental || GLEW_EXT_texture_array) GLEW_EXT_texture_array = !_glewInit_GL_EXT_texture_array(); -#endif /* GL_EXT_texture_array */ -#ifdef GL_EXT_texture_buffer_object - if (glewExperimental || GLEW_EXT_texture_buffer_object) GLEW_EXT_texture_buffer_object = !_glewInit_GL_EXT_texture_buffer_object(); -#endif /* GL_EXT_texture_buffer_object */ -#ifdef GL_EXT_texture_integer - if (glewExperimental || GLEW_EXT_texture_integer) GLEW_EXT_texture_integer = !_glewInit_GL_EXT_texture_integer(); -#endif /* GL_EXT_texture_integer */ -#ifdef GL_EXT_texture_object - if (glewExperimental || GLEW_EXT_texture_object) GLEW_EXT_texture_object = !_glewInit_GL_EXT_texture_object(); -#endif /* GL_EXT_texture_object */ -#ifdef GL_EXT_texture_perturb_normal - if (glewExperimental || GLEW_EXT_texture_perturb_normal) GLEW_EXT_texture_perturb_normal = !_glewInit_GL_EXT_texture_perturb_normal(); -#endif /* GL_EXT_texture_perturb_normal */ -#ifdef GL_EXT_texture_storage - if (glewExperimental || GLEW_EXT_texture_storage) GLEW_EXT_texture_storage = !_glewInit_GL_EXT_texture_storage(); -#endif /* GL_EXT_texture_storage */ -#ifdef GL_EXT_texture_view - if (glewExperimental || GLEW_EXT_texture_view) GLEW_EXT_texture_view = !_glewInit_GL_EXT_texture_view(); -#endif /* GL_EXT_texture_view */ -#ifdef GL_EXT_timer_query - if (glewExperimental || GLEW_EXT_timer_query) GLEW_EXT_timer_query = !_glewInit_GL_EXT_timer_query(); -#endif /* GL_EXT_timer_query */ -#ifdef GL_EXT_transform_feedback - if (glewExperimental || GLEW_EXT_transform_feedback) GLEW_EXT_transform_feedback = !_glewInit_GL_EXT_transform_feedback(); -#endif /* GL_EXT_transform_feedback */ -#ifdef GL_EXT_vertex_array - if (glewExperimental || GLEW_EXT_vertex_array) GLEW_EXT_vertex_array = !_glewInit_GL_EXT_vertex_array(); -#endif /* GL_EXT_vertex_array */ -#ifdef GL_EXT_vertex_array_setXXX - if (glewExperimental || GLEW_EXT_vertex_array_setXXX) GLEW_EXT_vertex_array_setXXX = !_glewInit_GL_EXT_vertex_array_setXXX(); -#endif /* GL_EXT_vertex_array_setXXX */ -#ifdef GL_EXT_vertex_attrib_64bit - if (glewExperimental || GLEW_EXT_vertex_attrib_64bit) GLEW_EXT_vertex_attrib_64bit = !_glewInit_GL_EXT_vertex_attrib_64bit(); -#endif /* GL_EXT_vertex_attrib_64bit */ -#ifdef GL_EXT_vertex_shader - if (glewExperimental || GLEW_EXT_vertex_shader) GLEW_EXT_vertex_shader = !_glewInit_GL_EXT_vertex_shader(); -#endif /* GL_EXT_vertex_shader */ -#ifdef GL_EXT_vertex_weighting - if (glewExperimental || GLEW_EXT_vertex_weighting) GLEW_EXT_vertex_weighting = !_glewInit_GL_EXT_vertex_weighting(); -#endif /* GL_EXT_vertex_weighting */ -#ifdef GL_EXT_win32_keyed_mutex - if (glewExperimental || GLEW_EXT_win32_keyed_mutex) GLEW_EXT_win32_keyed_mutex = !_glewInit_GL_EXT_win32_keyed_mutex(); -#endif /* GL_EXT_win32_keyed_mutex */ -#ifdef GL_EXT_window_rectangles - if (glewExperimental || GLEW_EXT_window_rectangles) GLEW_EXT_window_rectangles = !_glewInit_GL_EXT_window_rectangles(); -#endif /* GL_EXT_window_rectangles */ -#ifdef GL_EXT_x11_sync_object - if (glewExperimental || GLEW_EXT_x11_sync_object) GLEW_EXT_x11_sync_object = !_glewInit_GL_EXT_x11_sync_object(); -#endif /* GL_EXT_x11_sync_object */ -#ifdef GL_GREMEDY_frame_terminator - if (glewExperimental || GLEW_GREMEDY_frame_terminator) GLEW_GREMEDY_frame_terminator = !_glewInit_GL_GREMEDY_frame_terminator(); -#endif /* GL_GREMEDY_frame_terminator */ -#ifdef GL_GREMEDY_string_marker - if (glewExperimental || GLEW_GREMEDY_string_marker) GLEW_GREMEDY_string_marker = !_glewInit_GL_GREMEDY_string_marker(); -#endif /* GL_GREMEDY_string_marker */ -#ifdef GL_HP_image_transform - if (glewExperimental || GLEW_HP_image_transform) GLEW_HP_image_transform = !_glewInit_GL_HP_image_transform(); -#endif /* GL_HP_image_transform */ -#ifdef GL_IBM_multimode_draw_arrays - if (glewExperimental || GLEW_IBM_multimode_draw_arrays) GLEW_IBM_multimode_draw_arrays = !_glewInit_GL_IBM_multimode_draw_arrays(); -#endif /* GL_IBM_multimode_draw_arrays */ -#ifdef GL_IBM_vertex_array_lists - if (glewExperimental || GLEW_IBM_vertex_array_lists) GLEW_IBM_vertex_array_lists = !_glewInit_GL_IBM_vertex_array_lists(); -#endif /* GL_IBM_vertex_array_lists */ -#ifdef GL_INTEL_map_texture - if (glewExperimental || GLEW_INTEL_map_texture) GLEW_INTEL_map_texture = !_glewInit_GL_INTEL_map_texture(); -#endif /* GL_INTEL_map_texture */ -#ifdef GL_INTEL_parallel_arrays - if (glewExperimental || GLEW_INTEL_parallel_arrays) GLEW_INTEL_parallel_arrays = !_glewInit_GL_INTEL_parallel_arrays(); -#endif /* GL_INTEL_parallel_arrays */ -#ifdef GL_INTEL_performance_query - if (glewExperimental || GLEW_INTEL_performance_query) GLEW_INTEL_performance_query = !_glewInit_GL_INTEL_performance_query(); -#endif /* GL_INTEL_performance_query */ -#ifdef GL_INTEL_texture_scissor - if (glewExperimental || GLEW_INTEL_texture_scissor) GLEW_INTEL_texture_scissor = !_glewInit_GL_INTEL_texture_scissor(); -#endif /* GL_INTEL_texture_scissor */ -#ifdef GL_KHR_blend_equation_advanced - if (glewExperimental || GLEW_KHR_blend_equation_advanced) GLEW_KHR_blend_equation_advanced = !_glewInit_GL_KHR_blend_equation_advanced(); -#endif /* GL_KHR_blend_equation_advanced */ -#ifdef GL_KHR_debug - if (glewExperimental || GLEW_KHR_debug) GLEW_KHR_debug = !_glewInit_GL_KHR_debug(); -#endif /* GL_KHR_debug */ -#ifdef GL_KHR_parallel_shader_compile - if (glewExperimental || GLEW_KHR_parallel_shader_compile) GLEW_KHR_parallel_shader_compile = !_glewInit_GL_KHR_parallel_shader_compile(); -#endif /* GL_KHR_parallel_shader_compile */ -#ifdef GL_KHR_robustness - if (glewExperimental || GLEW_KHR_robustness) GLEW_KHR_robustness = !_glewInit_GL_KHR_robustness(); -#endif /* GL_KHR_robustness */ -#ifdef GL_KTX_buffer_region - if (glewExperimental || GLEW_KTX_buffer_region) GLEW_KTX_buffer_region = !_glewInit_GL_KTX_buffer_region(); -#endif /* GL_KTX_buffer_region */ -#ifdef GL_MESA_resize_buffers - if (glewExperimental || GLEW_MESA_resize_buffers) GLEW_MESA_resize_buffers = !_glewInit_GL_MESA_resize_buffers(); -#endif /* GL_MESA_resize_buffers */ -#ifdef GL_MESA_window_pos - if (glewExperimental || GLEW_MESA_window_pos) GLEW_MESA_window_pos = !_glewInit_GL_MESA_window_pos(); -#endif /* GL_MESA_window_pos */ -#ifdef GL_NVX_conditional_render - if (glewExperimental || GLEW_NVX_conditional_render) GLEW_NVX_conditional_render = !_glewInit_GL_NVX_conditional_render(); -#endif /* GL_NVX_conditional_render */ -#ifdef GL_NVX_linked_gpu_multicast - if (glewExperimental || GLEW_NVX_linked_gpu_multicast) GLEW_NVX_linked_gpu_multicast = !_glewInit_GL_NVX_linked_gpu_multicast(); -#endif /* GL_NVX_linked_gpu_multicast */ -#ifdef GL_NV_3dvision_settings - if (glewExperimental || GLEW_NV_3dvision_settings) GLEW_NV_3dvision_settings = !_glewInit_GL_NV_3dvision_settings(); -#endif /* GL_NV_3dvision_settings */ -#ifdef GL_NV_bindless_multi_draw_indirect - if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect) GLEW_NV_bindless_multi_draw_indirect = !_glewInit_GL_NV_bindless_multi_draw_indirect(); -#endif /* GL_NV_bindless_multi_draw_indirect */ -#ifdef GL_NV_bindless_multi_draw_indirect_count - if (glewExperimental || GLEW_NV_bindless_multi_draw_indirect_count) GLEW_NV_bindless_multi_draw_indirect_count = !_glewInit_GL_NV_bindless_multi_draw_indirect_count(); -#endif /* GL_NV_bindless_multi_draw_indirect_count */ -#ifdef GL_NV_bindless_texture - if (glewExperimental || GLEW_NV_bindless_texture) GLEW_NV_bindless_texture = !_glewInit_GL_NV_bindless_texture(); -#endif /* GL_NV_bindless_texture */ -#ifdef GL_NV_blend_equation_advanced - if (glewExperimental || GLEW_NV_blend_equation_advanced) GLEW_NV_blend_equation_advanced = !_glewInit_GL_NV_blend_equation_advanced(); -#endif /* GL_NV_blend_equation_advanced */ -#ifdef GL_NV_clip_space_w_scaling - if (glewExperimental || GLEW_NV_clip_space_w_scaling) GLEW_NV_clip_space_w_scaling = !_glewInit_GL_NV_clip_space_w_scaling(); -#endif /* GL_NV_clip_space_w_scaling */ -#ifdef GL_NV_command_list - if (glewExperimental || GLEW_NV_command_list) GLEW_NV_command_list = !_glewInit_GL_NV_command_list(); -#endif /* GL_NV_command_list */ -#ifdef GL_NV_conditional_render - if (glewExperimental || GLEW_NV_conditional_render) GLEW_NV_conditional_render = !_glewInit_GL_NV_conditional_render(); -#endif /* GL_NV_conditional_render */ -#ifdef GL_NV_conservative_raster - if (glewExperimental || GLEW_NV_conservative_raster) GLEW_NV_conservative_raster = !_glewInit_GL_NV_conservative_raster(); -#endif /* GL_NV_conservative_raster */ -#ifdef GL_NV_conservative_raster_dilate - if (glewExperimental || GLEW_NV_conservative_raster_dilate) GLEW_NV_conservative_raster_dilate = !_glewInit_GL_NV_conservative_raster_dilate(); -#endif /* GL_NV_conservative_raster_dilate */ -#ifdef GL_NV_conservative_raster_pre_snap_triangles - if (glewExperimental || GLEW_NV_conservative_raster_pre_snap_triangles) GLEW_NV_conservative_raster_pre_snap_triangles = !_glewInit_GL_NV_conservative_raster_pre_snap_triangles(); -#endif /* GL_NV_conservative_raster_pre_snap_triangles */ -#ifdef GL_NV_copy_buffer - if (glewExperimental || GLEW_NV_copy_buffer) GLEW_NV_copy_buffer = !_glewInit_GL_NV_copy_buffer(); -#endif /* GL_NV_copy_buffer */ -#ifdef GL_NV_copy_image - if (glewExperimental || GLEW_NV_copy_image) GLEW_NV_copy_image = !_glewInit_GL_NV_copy_image(); -#endif /* GL_NV_copy_image */ -#ifdef GL_NV_depth_buffer_float - if (glewExperimental || GLEW_NV_depth_buffer_float) GLEW_NV_depth_buffer_float = !_glewInit_GL_NV_depth_buffer_float(); -#endif /* GL_NV_depth_buffer_float */ -#ifdef GL_NV_draw_buffers - if (glewExperimental || GLEW_NV_draw_buffers) GLEW_NV_draw_buffers = !_glewInit_GL_NV_draw_buffers(); -#endif /* GL_NV_draw_buffers */ -#ifdef GL_NV_draw_instanced - if (glewExperimental || GLEW_NV_draw_instanced) GLEW_NV_draw_instanced = !_glewInit_GL_NV_draw_instanced(); -#endif /* GL_NV_draw_instanced */ -#ifdef GL_NV_draw_texture - if (glewExperimental || GLEW_NV_draw_texture) GLEW_NV_draw_texture = !_glewInit_GL_NV_draw_texture(); -#endif /* GL_NV_draw_texture */ -#ifdef GL_NV_draw_vulkan_image - if (glewExperimental || GLEW_NV_draw_vulkan_image) GLEW_NV_draw_vulkan_image = !_glewInit_GL_NV_draw_vulkan_image(); -#endif /* GL_NV_draw_vulkan_image */ -#ifdef GL_NV_evaluators - if (glewExperimental || GLEW_NV_evaluators) GLEW_NV_evaluators = !_glewInit_GL_NV_evaluators(); -#endif /* GL_NV_evaluators */ -#ifdef GL_NV_explicit_multisample - if (glewExperimental || GLEW_NV_explicit_multisample) GLEW_NV_explicit_multisample = !_glewInit_GL_NV_explicit_multisample(); -#endif /* GL_NV_explicit_multisample */ -#ifdef GL_NV_fence - if (glewExperimental || GLEW_NV_fence) GLEW_NV_fence = !_glewInit_GL_NV_fence(); -#endif /* GL_NV_fence */ -#ifdef GL_NV_fragment_coverage_to_color - if (glewExperimental || GLEW_NV_fragment_coverage_to_color) GLEW_NV_fragment_coverage_to_color = !_glewInit_GL_NV_fragment_coverage_to_color(); -#endif /* GL_NV_fragment_coverage_to_color */ -#ifdef GL_NV_fragment_program - if (glewExperimental || GLEW_NV_fragment_program) GLEW_NV_fragment_program = !_glewInit_GL_NV_fragment_program(); -#endif /* GL_NV_fragment_program */ -#ifdef GL_NV_framebuffer_blit - if (glewExperimental || GLEW_NV_framebuffer_blit) GLEW_NV_framebuffer_blit = !_glewInit_GL_NV_framebuffer_blit(); -#endif /* GL_NV_framebuffer_blit */ -#ifdef GL_NV_framebuffer_multisample - if (glewExperimental || GLEW_NV_framebuffer_multisample) GLEW_NV_framebuffer_multisample = !_glewInit_GL_NV_framebuffer_multisample(); -#endif /* GL_NV_framebuffer_multisample */ -#ifdef GL_NV_framebuffer_multisample_coverage - if (glewExperimental || GLEW_NV_framebuffer_multisample_coverage) GLEW_NV_framebuffer_multisample_coverage = !_glewInit_GL_NV_framebuffer_multisample_coverage(); -#endif /* GL_NV_framebuffer_multisample_coverage */ -#ifdef GL_NV_geometry_program4 - if (glewExperimental || GLEW_NV_geometry_program4) GLEW_NV_geometry_program4 = !_glewInit_GL_NV_geometry_program4(); -#endif /* GL_NV_geometry_program4 */ -#ifdef GL_NV_gpu_multicast - if (glewExperimental || GLEW_NV_gpu_multicast) GLEW_NV_gpu_multicast = !_glewInit_GL_NV_gpu_multicast(); -#endif /* GL_NV_gpu_multicast */ -#ifdef GL_NV_gpu_program4 - if (glewExperimental || GLEW_NV_gpu_program4) GLEW_NV_gpu_program4 = !_glewInit_GL_NV_gpu_program4(); -#endif /* GL_NV_gpu_program4 */ -#ifdef GL_NV_gpu_shader5 - if (glewExperimental || GLEW_NV_gpu_shader5) GLEW_NV_gpu_shader5 = !_glewInit_GL_NV_gpu_shader5(); -#endif /* GL_NV_gpu_shader5 */ -#ifdef GL_NV_half_float - if (glewExperimental || GLEW_NV_half_float) GLEW_NV_half_float = !_glewInit_GL_NV_half_float(); -#endif /* GL_NV_half_float */ -#ifdef GL_NV_instanced_arrays - if (glewExperimental || GLEW_NV_instanced_arrays) GLEW_NV_instanced_arrays = !_glewInit_GL_NV_instanced_arrays(); -#endif /* GL_NV_instanced_arrays */ -#ifdef GL_NV_internalformat_sample_query - if (glewExperimental || GLEW_NV_internalformat_sample_query) GLEW_NV_internalformat_sample_query = !_glewInit_GL_NV_internalformat_sample_query(); -#endif /* GL_NV_internalformat_sample_query */ -#ifdef GL_NV_non_square_matrices - if (glewExperimental || GLEW_NV_non_square_matrices) GLEW_NV_non_square_matrices = !_glewInit_GL_NV_non_square_matrices(); -#endif /* GL_NV_non_square_matrices */ -#ifdef GL_NV_occlusion_query - if (glewExperimental || GLEW_NV_occlusion_query) GLEW_NV_occlusion_query = !_glewInit_GL_NV_occlusion_query(); -#endif /* GL_NV_occlusion_query */ -#ifdef GL_NV_parameter_buffer_object - if (glewExperimental || GLEW_NV_parameter_buffer_object) GLEW_NV_parameter_buffer_object = !_glewInit_GL_NV_parameter_buffer_object(); -#endif /* GL_NV_parameter_buffer_object */ -#ifdef GL_NV_path_rendering - if (glewExperimental || GLEW_NV_path_rendering) GLEW_NV_path_rendering = !_glewInit_GL_NV_path_rendering(); -#endif /* GL_NV_path_rendering */ -#ifdef GL_NV_pixel_data_range - if (glewExperimental || GLEW_NV_pixel_data_range) GLEW_NV_pixel_data_range = !_glewInit_GL_NV_pixel_data_range(); -#endif /* GL_NV_pixel_data_range */ -#ifdef GL_NV_point_sprite - if (glewExperimental || GLEW_NV_point_sprite) GLEW_NV_point_sprite = !_glewInit_GL_NV_point_sprite(); -#endif /* GL_NV_point_sprite */ -#ifdef GL_NV_polygon_mode - if (glewExperimental || GLEW_NV_polygon_mode) GLEW_NV_polygon_mode = !_glewInit_GL_NV_polygon_mode(); -#endif /* GL_NV_polygon_mode */ -#ifdef GL_NV_present_video - if (glewExperimental || GLEW_NV_present_video) GLEW_NV_present_video = !_glewInit_GL_NV_present_video(); -#endif /* GL_NV_present_video */ -#ifdef GL_NV_primitive_restart - if (glewExperimental || GLEW_NV_primitive_restart) GLEW_NV_primitive_restart = !_glewInit_GL_NV_primitive_restart(); -#endif /* GL_NV_primitive_restart */ -#ifdef GL_NV_register_combiners - if (glewExperimental || GLEW_NV_register_combiners) GLEW_NV_register_combiners = !_glewInit_GL_NV_register_combiners(); -#endif /* GL_NV_register_combiners */ -#ifdef GL_NV_register_combiners2 - if (glewExperimental || GLEW_NV_register_combiners2) GLEW_NV_register_combiners2 = !_glewInit_GL_NV_register_combiners2(); -#endif /* GL_NV_register_combiners2 */ -#ifdef GL_NV_sample_locations - if (glewExperimental || GLEW_NV_sample_locations) GLEW_NV_sample_locations = !_glewInit_GL_NV_sample_locations(); -#endif /* GL_NV_sample_locations */ -#ifdef GL_NV_shader_buffer_load - if (glewExperimental || GLEW_NV_shader_buffer_load) GLEW_NV_shader_buffer_load = !_glewInit_GL_NV_shader_buffer_load(); -#endif /* GL_NV_shader_buffer_load */ -#ifdef GL_NV_texture_array - if (glewExperimental || GLEW_NV_texture_array) GLEW_NV_texture_array = !_glewInit_GL_NV_texture_array(); -#endif /* GL_NV_texture_array */ -#ifdef GL_NV_texture_barrier - if (glewExperimental || GLEW_NV_texture_barrier) GLEW_NV_texture_barrier = !_glewInit_GL_NV_texture_barrier(); -#endif /* GL_NV_texture_barrier */ -#ifdef GL_NV_texture_multisample - if (glewExperimental || GLEW_NV_texture_multisample) GLEW_NV_texture_multisample = !_glewInit_GL_NV_texture_multisample(); -#endif /* GL_NV_texture_multisample */ -#ifdef GL_NV_transform_feedback - if (glewExperimental || GLEW_NV_transform_feedback) GLEW_NV_transform_feedback = !_glewInit_GL_NV_transform_feedback(); -#endif /* GL_NV_transform_feedback */ -#ifdef GL_NV_transform_feedback2 - if (glewExperimental || GLEW_NV_transform_feedback2) GLEW_NV_transform_feedback2 = !_glewInit_GL_NV_transform_feedback2(); -#endif /* GL_NV_transform_feedback2 */ -#ifdef GL_NV_vdpau_interop - if (glewExperimental || GLEW_NV_vdpau_interop) GLEW_NV_vdpau_interop = !_glewInit_GL_NV_vdpau_interop(); -#endif /* GL_NV_vdpau_interop */ -#ifdef GL_NV_vertex_array_range - if (glewExperimental || GLEW_NV_vertex_array_range) GLEW_NV_vertex_array_range = !_glewInit_GL_NV_vertex_array_range(); -#endif /* GL_NV_vertex_array_range */ -#ifdef GL_NV_vertex_attrib_integer_64bit - if (glewExperimental || GLEW_NV_vertex_attrib_integer_64bit) GLEW_NV_vertex_attrib_integer_64bit = !_glewInit_GL_NV_vertex_attrib_integer_64bit(); -#endif /* GL_NV_vertex_attrib_integer_64bit */ -#ifdef GL_NV_vertex_buffer_unified_memory - if (glewExperimental || GLEW_NV_vertex_buffer_unified_memory) GLEW_NV_vertex_buffer_unified_memory = !_glewInit_GL_NV_vertex_buffer_unified_memory(); -#endif /* GL_NV_vertex_buffer_unified_memory */ -#ifdef GL_NV_vertex_program - if (glewExperimental || GLEW_NV_vertex_program) GLEW_NV_vertex_program = !_glewInit_GL_NV_vertex_program(); -#endif /* GL_NV_vertex_program */ -#ifdef GL_NV_video_capture - if (glewExperimental || GLEW_NV_video_capture) GLEW_NV_video_capture = !_glewInit_GL_NV_video_capture(); -#endif /* GL_NV_video_capture */ -#ifdef GL_NV_viewport_array - if (glewExperimental || GLEW_NV_viewport_array) GLEW_NV_viewport_array = !_glewInit_GL_NV_viewport_array(); -#endif /* GL_NV_viewport_array */ -#ifdef GL_NV_viewport_swizzle - if (glewExperimental || GLEW_NV_viewport_swizzle) GLEW_NV_viewport_swizzle = !_glewInit_GL_NV_viewport_swizzle(); -#endif /* GL_NV_viewport_swizzle */ -#ifdef GL_OVR_multiview - if (glewExperimental || GLEW_OVR_multiview) GLEW_OVR_multiview = !_glewInit_GL_OVR_multiview(); -#endif /* GL_OVR_multiview */ -#ifdef GL_OVR_multiview_multisampled_render_to_texture - if (glewExperimental || GLEW_OVR_multiview_multisampled_render_to_texture) GLEW_OVR_multiview_multisampled_render_to_texture = !_glewInit_GL_OVR_multiview_multisampled_render_to_texture(); -#endif /* GL_OVR_multiview_multisampled_render_to_texture */ -#ifdef GL_QCOM_alpha_test - if (glewExperimental || GLEW_QCOM_alpha_test) GLEW_QCOM_alpha_test = !_glewInit_GL_QCOM_alpha_test(); -#endif /* GL_QCOM_alpha_test */ -#ifdef GL_QCOM_driver_control - if (glewExperimental || GLEW_QCOM_driver_control) GLEW_QCOM_driver_control = !_glewInit_GL_QCOM_driver_control(); -#endif /* GL_QCOM_driver_control */ -#ifdef GL_QCOM_extended_get - if (glewExperimental || GLEW_QCOM_extended_get) GLEW_QCOM_extended_get = !_glewInit_GL_QCOM_extended_get(); -#endif /* GL_QCOM_extended_get */ -#ifdef GL_QCOM_extended_get2 - if (glewExperimental || GLEW_QCOM_extended_get2) GLEW_QCOM_extended_get2 = !_glewInit_GL_QCOM_extended_get2(); -#endif /* GL_QCOM_extended_get2 */ -#ifdef GL_QCOM_framebuffer_foveated - if (glewExperimental || GLEW_QCOM_framebuffer_foveated) GLEW_QCOM_framebuffer_foveated = !_glewInit_GL_QCOM_framebuffer_foveated(); -#endif /* GL_QCOM_framebuffer_foveated */ -#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent - if (glewExperimental || GLEW_QCOM_shader_framebuffer_fetch_noncoherent) GLEW_QCOM_shader_framebuffer_fetch_noncoherent = !_glewInit_GL_QCOM_shader_framebuffer_fetch_noncoherent(); -#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ -#ifdef GL_QCOM_tiled_rendering - if (glewExperimental || GLEW_QCOM_tiled_rendering) GLEW_QCOM_tiled_rendering = !_glewInit_GL_QCOM_tiled_rendering(); -#endif /* GL_QCOM_tiled_rendering */ -#ifdef GL_REGAL_ES1_0_compatibility - if (glewExperimental || GLEW_REGAL_ES1_0_compatibility) GLEW_REGAL_ES1_0_compatibility = !_glewInit_GL_REGAL_ES1_0_compatibility(); -#endif /* GL_REGAL_ES1_0_compatibility */ -#ifdef GL_REGAL_ES1_1_compatibility - if (glewExperimental || GLEW_REGAL_ES1_1_compatibility) GLEW_REGAL_ES1_1_compatibility = !_glewInit_GL_REGAL_ES1_1_compatibility(); -#endif /* GL_REGAL_ES1_1_compatibility */ -#ifdef GL_REGAL_error_string - if (glewExperimental || GLEW_REGAL_error_string) GLEW_REGAL_error_string = !_glewInit_GL_REGAL_error_string(); -#endif /* GL_REGAL_error_string */ -#ifdef GL_REGAL_extension_query - if (glewExperimental || GLEW_REGAL_extension_query) GLEW_REGAL_extension_query = !_glewInit_GL_REGAL_extension_query(); -#endif /* GL_REGAL_extension_query */ -#ifdef GL_REGAL_log - if (glewExperimental || GLEW_REGAL_log) GLEW_REGAL_log = !_glewInit_GL_REGAL_log(); -#endif /* GL_REGAL_log */ -#ifdef GL_REGAL_proc_address - if (glewExperimental || GLEW_REGAL_proc_address) GLEW_REGAL_proc_address = !_glewInit_GL_REGAL_proc_address(); -#endif /* GL_REGAL_proc_address */ -#ifdef GL_SGIS_detail_texture - if (glewExperimental || GLEW_SGIS_detail_texture) GLEW_SGIS_detail_texture = !_glewInit_GL_SGIS_detail_texture(); -#endif /* GL_SGIS_detail_texture */ -#ifdef GL_SGIS_fog_function - if (glewExperimental || GLEW_SGIS_fog_function) GLEW_SGIS_fog_function = !_glewInit_GL_SGIS_fog_function(); -#endif /* GL_SGIS_fog_function */ -#ifdef GL_SGIS_multisample - if (glewExperimental || GLEW_SGIS_multisample) GLEW_SGIS_multisample = !_glewInit_GL_SGIS_multisample(); -#endif /* GL_SGIS_multisample */ -#ifdef GL_SGIS_multitexture - if (glewExperimental || GLEW_SGIS_multitexture) GLEW_SGIS_multitexture = !_glewInit_GL_SGIS_multitexture(); -#endif /* GL_SGIS_multitexture */ -#ifdef GL_SGIS_shared_multisample - if (glewExperimental || GLEW_SGIS_shared_multisample) GLEW_SGIS_shared_multisample = !_glewInit_GL_SGIS_shared_multisample(); -#endif /* GL_SGIS_shared_multisample */ -#ifdef GL_SGIS_sharpen_texture - if (glewExperimental || GLEW_SGIS_sharpen_texture) GLEW_SGIS_sharpen_texture = !_glewInit_GL_SGIS_sharpen_texture(); -#endif /* GL_SGIS_sharpen_texture */ -#ifdef GL_SGIS_texture4D - if (glewExperimental || GLEW_SGIS_texture4D) GLEW_SGIS_texture4D = !_glewInit_GL_SGIS_texture4D(); -#endif /* GL_SGIS_texture4D */ -#ifdef GL_SGIS_texture_filter4 - if (glewExperimental || GLEW_SGIS_texture_filter4) GLEW_SGIS_texture_filter4 = !_glewInit_GL_SGIS_texture_filter4(); -#endif /* GL_SGIS_texture_filter4 */ -#ifdef GL_SGIX_async - if (glewExperimental || GLEW_SGIX_async) GLEW_SGIX_async = !_glewInit_GL_SGIX_async(); -#endif /* GL_SGIX_async */ -#ifdef GL_SGIX_datapipe - if (glewExperimental || GLEW_SGIX_datapipe) GLEW_SGIX_datapipe = !_glewInit_GL_SGIX_datapipe(); -#endif /* GL_SGIX_datapipe */ -#ifdef GL_SGIX_flush_raster - if (glewExperimental || GLEW_SGIX_flush_raster) GLEW_SGIX_flush_raster = !_glewInit_GL_SGIX_flush_raster(); -#endif /* GL_SGIX_flush_raster */ -#ifdef GL_SGIX_fog_layers - if (glewExperimental || GLEW_SGIX_fog_layers) GLEW_SGIX_fog_layers = !_glewInit_GL_SGIX_fog_layers(); -#endif /* GL_SGIX_fog_layers */ -#ifdef GL_SGIX_fog_texture - if (glewExperimental || GLEW_SGIX_fog_texture) GLEW_SGIX_fog_texture = !_glewInit_GL_SGIX_fog_texture(); -#endif /* GL_SGIX_fog_texture */ -#ifdef GL_SGIX_fragment_specular_lighting - if (glewExperimental || GLEW_SGIX_fragment_specular_lighting) GLEW_SGIX_fragment_specular_lighting = !_glewInit_GL_SGIX_fragment_specular_lighting(); -#endif /* GL_SGIX_fragment_specular_lighting */ -#ifdef GL_SGIX_framezoom - if (glewExperimental || GLEW_SGIX_framezoom) GLEW_SGIX_framezoom = !_glewInit_GL_SGIX_framezoom(); -#endif /* GL_SGIX_framezoom */ -#ifdef GL_SGIX_igloo_interface - if (glewExperimental || GLEW_SGIX_igloo_interface) GLEW_SGIX_igloo_interface = !_glewInit_GL_SGIX_igloo_interface(); -#endif /* GL_SGIX_igloo_interface */ -#ifdef GL_SGIX_mpeg1 - if (glewExperimental || GLEW_SGIX_mpeg1) GLEW_SGIX_mpeg1 = !_glewInit_GL_SGIX_mpeg1(); -#endif /* GL_SGIX_mpeg1 */ -#ifdef GL_SGIX_nonlinear_lighting_pervertex - if (glewExperimental || GLEW_SGIX_nonlinear_lighting_pervertex) GLEW_SGIX_nonlinear_lighting_pervertex = !_glewInit_GL_SGIX_nonlinear_lighting_pervertex(); -#endif /* GL_SGIX_nonlinear_lighting_pervertex */ -#ifdef GL_SGIX_pixel_texture - if (glewExperimental || GLEW_SGIX_pixel_texture) GLEW_SGIX_pixel_texture = !_glewInit_GL_SGIX_pixel_texture(); -#endif /* GL_SGIX_pixel_texture */ -#ifdef GL_SGIX_polynomial_ffd - if (glewExperimental || GLEW_SGIX_polynomial_ffd) GLEW_SGIX_polynomial_ffd = !_glewInit_GL_SGIX_polynomial_ffd(); -#endif /* GL_SGIX_polynomial_ffd */ -#ifdef GL_SGIX_quad_mesh - if (glewExperimental || GLEW_SGIX_quad_mesh) GLEW_SGIX_quad_mesh = !_glewInit_GL_SGIX_quad_mesh(); -#endif /* GL_SGIX_quad_mesh */ -#ifdef GL_SGIX_reference_plane - if (glewExperimental || GLEW_SGIX_reference_plane) GLEW_SGIX_reference_plane = !_glewInit_GL_SGIX_reference_plane(); -#endif /* GL_SGIX_reference_plane */ -#ifdef GL_SGIX_sprite - if (glewExperimental || GLEW_SGIX_sprite) GLEW_SGIX_sprite = !_glewInit_GL_SGIX_sprite(); -#endif /* GL_SGIX_sprite */ -#ifdef GL_SGIX_tag_sample_buffer - if (glewExperimental || GLEW_SGIX_tag_sample_buffer) GLEW_SGIX_tag_sample_buffer = !_glewInit_GL_SGIX_tag_sample_buffer(); -#endif /* GL_SGIX_tag_sample_buffer */ -#ifdef GL_SGIX_vector_ops - if (glewExperimental || GLEW_SGIX_vector_ops) GLEW_SGIX_vector_ops = !_glewInit_GL_SGIX_vector_ops(); -#endif /* GL_SGIX_vector_ops */ -#ifdef GL_SGIX_vertex_array_object - if (glewExperimental || GLEW_SGIX_vertex_array_object) GLEW_SGIX_vertex_array_object = !_glewInit_GL_SGIX_vertex_array_object(); -#endif /* GL_SGIX_vertex_array_object */ -#ifdef GL_SGI_color_table - if (glewExperimental || GLEW_SGI_color_table) GLEW_SGI_color_table = !_glewInit_GL_SGI_color_table(); -#endif /* GL_SGI_color_table */ -#ifdef GL_SGI_fft - if (glewExperimental || GLEW_SGI_fft) GLEW_SGI_fft = !_glewInit_GL_SGI_fft(); -#endif /* GL_SGI_fft */ -#ifdef GL_SUNX_constant_data - if (glewExperimental || GLEW_SUNX_constant_data) GLEW_SUNX_constant_data = !_glewInit_GL_SUNX_constant_data(); -#endif /* GL_SUNX_constant_data */ -#ifdef GL_SUN_global_alpha - if (glewExperimental || GLEW_SUN_global_alpha) GLEW_SUN_global_alpha = !_glewInit_GL_SUN_global_alpha(); -#endif /* GL_SUN_global_alpha */ -#ifdef GL_SUN_read_video_pixels - if (glewExperimental || GLEW_SUN_read_video_pixels) GLEW_SUN_read_video_pixels = !_glewInit_GL_SUN_read_video_pixels(); -#endif /* GL_SUN_read_video_pixels */ -#ifdef GL_SUN_triangle_list - if (glewExperimental || GLEW_SUN_triangle_list) GLEW_SUN_triangle_list = !_glewInit_GL_SUN_triangle_list(); -#endif /* GL_SUN_triangle_list */ -#ifdef GL_SUN_vertex - if (glewExperimental || GLEW_SUN_vertex) GLEW_SUN_vertex = !_glewInit_GL_SUN_vertex(); -#endif /* GL_SUN_vertex */ -#ifdef GL_WIN_swap_hint - if (glewExperimental || GLEW_WIN_swap_hint) GLEW_WIN_swap_hint = !_glewInit_GL_WIN_swap_hint(); -#endif /* GL_WIN_swap_hint */ -#ifdef GL_NV_fragment_program4 - GLEW_NV_fragment_program4 = GLEW_NV_gpu_program4; -#endif /* GL_NV_fragment_program4 */ -#ifdef GL_NV_geometry_program4 - GLEW_NV_geometry_program4 = GLEW_NV_gpu_program4; -#endif /* GL_NV_geometry_program4 */ -#ifdef GL_NV_tessellation_program5 - GLEW_NV_tessellation_program5 = GLEW_NV_gpu_program5; -#endif /* GL_NV_tessellation_program5 */ -#ifdef GL_NV_vertex_program4 - GLEW_NV_vertex_program4 = GLEW_NV_gpu_program4; -#endif /* GL_NV_vertex_program4 */ - - return GLEW_OK; -} - - -#if defined(GLEW_OSMESA) - -#elif defined(GLEW_EGL) - -PFNEGLCHOOSECONFIGPROC __eglewChooseConfig = NULL; -PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers = NULL; -PFNEGLCREATECONTEXTPROC __eglewCreateContext = NULL; -PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface = NULL; -PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface = NULL; -PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface = NULL; -PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext = NULL; -PFNEGLDESTROYSURFACEPROC __eglewDestroySurface = NULL; -PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib = NULL; -PFNEGLGETCONFIGSPROC __eglewGetConfigs = NULL; -PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay = NULL; -PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface = NULL; -PFNEGLGETDISPLAYPROC __eglewGetDisplay = NULL; -PFNEGLGETERRORPROC __eglewGetError = NULL; -PFNEGLINITIALIZEPROC __eglewInitialize = NULL; -PFNEGLMAKECURRENTPROC __eglewMakeCurrent = NULL; -PFNEGLQUERYCONTEXTPROC __eglewQueryContext = NULL; -PFNEGLQUERYSTRINGPROC __eglewQueryString = NULL; -PFNEGLQUERYSURFACEPROC __eglewQuerySurface = NULL; -PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers = NULL; -PFNEGLTERMINATEPROC __eglewTerminate = NULL; -PFNEGLWAITGLPROC __eglewWaitGL = NULL; -PFNEGLWAITNATIVEPROC __eglewWaitNative = NULL; - -PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage = NULL; -PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage = NULL; -PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib = NULL; -PFNEGLSWAPINTERVALPROC __eglewSwapInterval = NULL; - -PFNEGLBINDAPIPROC __eglewBindAPI = NULL; -PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer = NULL; -PFNEGLQUERYAPIPROC __eglewQueryAPI = NULL; -PFNEGLRELEASETHREADPROC __eglewReleaseThread = NULL; -PFNEGLWAITCLIENTPROC __eglewWaitClient = NULL; - -PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext = NULL; - -PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync = NULL; -PFNEGLCREATEIMAGEPROC __eglewCreateImage = NULL; -PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface = NULL; -PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface = NULL; -PFNEGLCREATESYNCPROC __eglewCreateSync = NULL; -PFNEGLDESTROYIMAGEPROC __eglewDestroyImage = NULL; -PFNEGLDESTROYSYNCPROC __eglewDestroySync = NULL; -PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay = NULL; -PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib = NULL; -PFNEGLWAITSYNCPROC __eglewWaitSync = NULL; - -PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID = NULL; - -PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID = NULL; - -PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID = NULL; - -PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID = NULL; - -PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE = NULL; - -PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT = NULL; - -PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT = NULL; -PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT = NULL; -PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT = NULL; - -PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT = NULL; -PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT = NULL; - -PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT = NULL; -PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT = NULL; -PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT = NULL; -PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT = NULL; -PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT = NULL; -PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT = NULL; -PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT = NULL; -PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT = NULL; - -PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT = NULL; -PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT = NULL; -PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT = NULL; - -PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT = NULL; - -PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT = NULL; - -PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI = NULL; - -PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR = NULL; - -PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR = NULL; -PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR = NULL; -PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR = NULL; - -PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR = NULL; -PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR = NULL; - -PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR = NULL; -PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR = NULL; - -PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR = NULL; - -PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR = NULL; - -PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR = NULL; -PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR = NULL; -PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR = NULL; -PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR = NULL; -PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR = NULL; - -PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR = NULL; -PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR = NULL; -PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR = NULL; -PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR = NULL; -PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR = NULL; - -PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR = NULL; -PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR = NULL; -PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR = NULL; -PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR = NULL; -PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR = NULL; - -PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR = NULL; -PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR = NULL; -PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR = NULL; - -PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR = NULL; -PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR = NULL; - -PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR = NULL; - -PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR = NULL; - -PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR = NULL; - -PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR = NULL; - -PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA = NULL; -PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA = NULL; - -PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA = NULL; -PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA = NULL; - -PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK = NULL; - -PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK = NULL; - -PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV = NULL; -PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV = NULL; -PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV = NULL; - -PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV = NULL; - -PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV = NULL; - -PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV = NULL; -PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV = NULL; -PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV = NULL; - -PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV = NULL; - -PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV = NULL; - -PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV = NULL; -PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV = NULL; -PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV = NULL; -PFNEGLFENCENVPROC __eglewFenceNV = NULL; -PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV = NULL; -PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV = NULL; - -PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV = NULL; -PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV = NULL; -GLboolean __EGLEW_VERSION_1_0 = GL_FALSE; -GLboolean __EGLEW_VERSION_1_1 = GL_FALSE; -GLboolean __EGLEW_VERSION_1_2 = GL_FALSE; -GLboolean __EGLEW_VERSION_1_3 = GL_FALSE; -GLboolean __EGLEW_VERSION_1_4 = GL_FALSE; -GLboolean __EGLEW_VERSION_1_5 = GL_FALSE; -GLboolean __EGLEW_ANDROID_blob_cache = GL_FALSE; -GLboolean __EGLEW_ANDROID_create_native_client_buffer = GL_FALSE; -GLboolean __EGLEW_ANDROID_framebuffer_target = GL_FALSE; -GLboolean __EGLEW_ANDROID_front_buffer_auto_refresh = GL_FALSE; -GLboolean __EGLEW_ANDROID_image_native_buffer = GL_FALSE; -GLboolean __EGLEW_ANDROID_native_fence_sync = GL_FALSE; -GLboolean __EGLEW_ANDROID_presentation_time = GL_FALSE; -GLboolean __EGLEW_ANDROID_recordable = GL_FALSE; -GLboolean __EGLEW_ANGLE_d3d_share_handle_client_buffer = GL_FALSE; -GLboolean __EGLEW_ANGLE_device_d3d = GL_FALSE; -GLboolean __EGLEW_ANGLE_query_surface_pointer = GL_FALSE; -GLboolean __EGLEW_ANGLE_surface_d3d_texture_2d_share_handle = GL_FALSE; -GLboolean __EGLEW_ANGLE_window_fixed_size = GL_FALSE; -GLboolean __EGLEW_ARM_implicit_external_sync = GL_FALSE; -GLboolean __EGLEW_ARM_pixmap_multisample_discard = GL_FALSE; -GLboolean __EGLEW_EXT_buffer_age = GL_FALSE; -GLboolean __EGLEW_EXT_client_extensions = GL_FALSE; -GLboolean __EGLEW_EXT_create_context_robustness = GL_FALSE; -GLboolean __EGLEW_EXT_device_base = GL_FALSE; -GLboolean __EGLEW_EXT_device_drm = GL_FALSE; -GLboolean __EGLEW_EXT_device_enumeration = GL_FALSE; -GLboolean __EGLEW_EXT_device_openwf = GL_FALSE; -GLboolean __EGLEW_EXT_device_query = GL_FALSE; -GLboolean __EGLEW_EXT_gl_colorspace_bt2020_linear = GL_FALSE; -GLboolean __EGLEW_EXT_gl_colorspace_bt2020_pq = GL_FALSE; -GLboolean __EGLEW_EXT_gl_colorspace_scrgb_linear = GL_FALSE; -GLboolean __EGLEW_EXT_image_dma_buf_import = GL_FALSE; -GLboolean __EGLEW_EXT_image_dma_buf_import_modifiers = GL_FALSE; -GLboolean __EGLEW_EXT_multiview_window = GL_FALSE; -GLboolean __EGLEW_EXT_output_base = GL_FALSE; -GLboolean __EGLEW_EXT_output_drm = GL_FALSE; -GLboolean __EGLEW_EXT_output_openwf = GL_FALSE; -GLboolean __EGLEW_EXT_pixel_format_float = GL_FALSE; -GLboolean __EGLEW_EXT_platform_base = GL_FALSE; -GLboolean __EGLEW_EXT_platform_device = GL_FALSE; -GLboolean __EGLEW_EXT_platform_wayland = GL_FALSE; -GLboolean __EGLEW_EXT_platform_x11 = GL_FALSE; -GLboolean __EGLEW_EXT_protected_content = GL_FALSE; -GLboolean __EGLEW_EXT_protected_surface = GL_FALSE; -GLboolean __EGLEW_EXT_stream_consumer_egloutput = GL_FALSE; -GLboolean __EGLEW_EXT_surface_SMPTE2086_metadata = GL_FALSE; -GLboolean __EGLEW_EXT_swap_buffers_with_damage = GL_FALSE; -GLboolean __EGLEW_EXT_yuv_surface = GL_FALSE; -GLboolean __EGLEW_HI_clientpixmap = GL_FALSE; -GLboolean __EGLEW_HI_colorformats = GL_FALSE; -GLboolean __EGLEW_IMG_context_priority = GL_FALSE; -GLboolean __EGLEW_IMG_image_plane_attribs = GL_FALSE; -GLboolean __EGLEW_KHR_cl_event = GL_FALSE; -GLboolean __EGLEW_KHR_cl_event2 = GL_FALSE; -GLboolean __EGLEW_KHR_client_get_all_proc_addresses = GL_FALSE; -GLboolean __EGLEW_KHR_config_attribs = GL_FALSE; -GLboolean __EGLEW_KHR_context_flush_control = GL_FALSE; -GLboolean __EGLEW_KHR_create_context = GL_FALSE; -GLboolean __EGLEW_KHR_create_context_no_error = GL_FALSE; -GLboolean __EGLEW_KHR_debug = GL_FALSE; -GLboolean __EGLEW_KHR_fence_sync = GL_FALSE; -GLboolean __EGLEW_KHR_get_all_proc_addresses = GL_FALSE; -GLboolean __EGLEW_KHR_gl_colorspace = GL_FALSE; -GLboolean __EGLEW_KHR_gl_renderbuffer_image = GL_FALSE; -GLboolean __EGLEW_KHR_gl_texture_2D_image = GL_FALSE; -GLboolean __EGLEW_KHR_gl_texture_3D_image = GL_FALSE; -GLboolean __EGLEW_KHR_gl_texture_cubemap_image = GL_FALSE; -GLboolean __EGLEW_KHR_image = GL_FALSE; -GLboolean __EGLEW_KHR_image_base = GL_FALSE; -GLboolean __EGLEW_KHR_image_pixmap = GL_FALSE; -GLboolean __EGLEW_KHR_lock_surface = GL_FALSE; -GLboolean __EGLEW_KHR_lock_surface2 = GL_FALSE; -GLboolean __EGLEW_KHR_lock_surface3 = GL_FALSE; -GLboolean __EGLEW_KHR_mutable_render_buffer = GL_FALSE; -GLboolean __EGLEW_KHR_no_config_context = GL_FALSE; -GLboolean __EGLEW_KHR_partial_update = GL_FALSE; -GLboolean __EGLEW_KHR_platform_android = GL_FALSE; -GLboolean __EGLEW_KHR_platform_gbm = GL_FALSE; -GLboolean __EGLEW_KHR_platform_wayland = GL_FALSE; -GLboolean __EGLEW_KHR_platform_x11 = GL_FALSE; -GLboolean __EGLEW_KHR_reusable_sync = GL_FALSE; -GLboolean __EGLEW_KHR_stream = GL_FALSE; -GLboolean __EGLEW_KHR_stream_attrib = GL_FALSE; -GLboolean __EGLEW_KHR_stream_consumer_gltexture = GL_FALSE; -GLboolean __EGLEW_KHR_stream_cross_process_fd = GL_FALSE; -GLboolean __EGLEW_KHR_stream_fifo = GL_FALSE; -GLboolean __EGLEW_KHR_stream_producer_aldatalocator = GL_FALSE; -GLboolean __EGLEW_KHR_stream_producer_eglsurface = GL_FALSE; -GLboolean __EGLEW_KHR_surfaceless_context = GL_FALSE; -GLboolean __EGLEW_KHR_swap_buffers_with_damage = GL_FALSE; -GLboolean __EGLEW_KHR_vg_parent_image = GL_FALSE; -GLboolean __EGLEW_KHR_wait_sync = GL_FALSE; -GLboolean __EGLEW_MESA_drm_image = GL_FALSE; -GLboolean __EGLEW_MESA_image_dma_buf_export = GL_FALSE; -GLboolean __EGLEW_MESA_platform_gbm = GL_FALSE; -GLboolean __EGLEW_MESA_platform_surfaceless = GL_FALSE; -GLboolean __EGLEW_NOK_swap_region = GL_FALSE; -GLboolean __EGLEW_NOK_swap_region2 = GL_FALSE; -GLboolean __EGLEW_NOK_texture_from_pixmap = GL_FALSE; -GLboolean __EGLEW_NV_3dvision_surface = GL_FALSE; -GLboolean __EGLEW_NV_coverage_sample = GL_FALSE; -GLboolean __EGLEW_NV_coverage_sample_resolve = GL_FALSE; -GLboolean __EGLEW_NV_cuda_event = GL_FALSE; -GLboolean __EGLEW_NV_depth_nonlinear = GL_FALSE; -GLboolean __EGLEW_NV_device_cuda = GL_FALSE; -GLboolean __EGLEW_NV_native_query = GL_FALSE; -GLboolean __EGLEW_NV_post_convert_rounding = GL_FALSE; -GLboolean __EGLEW_NV_post_sub_buffer = GL_FALSE; -GLboolean __EGLEW_NV_robustness_video_memory_purge = GL_FALSE; -GLboolean __EGLEW_NV_stream_consumer_gltexture_yuv = GL_FALSE; -GLboolean __EGLEW_NV_stream_cross_display = GL_FALSE; -GLboolean __EGLEW_NV_stream_cross_object = GL_FALSE; -GLboolean __EGLEW_NV_stream_cross_partition = GL_FALSE; -GLboolean __EGLEW_NV_stream_cross_process = GL_FALSE; -GLboolean __EGLEW_NV_stream_cross_system = GL_FALSE; -GLboolean __EGLEW_NV_stream_fifo_next = GL_FALSE; -GLboolean __EGLEW_NV_stream_fifo_synchronous = GL_FALSE; -GLboolean __EGLEW_NV_stream_frame_limits = GL_FALSE; -GLboolean __EGLEW_NV_stream_metadata = GL_FALSE; -GLboolean __EGLEW_NV_stream_remote = GL_FALSE; -GLboolean __EGLEW_NV_stream_reset = GL_FALSE; -GLboolean __EGLEW_NV_stream_socket = GL_FALSE; -GLboolean __EGLEW_NV_stream_socket_inet = GL_FALSE; -GLboolean __EGLEW_NV_stream_socket_unix = GL_FALSE; -GLboolean __EGLEW_NV_stream_sync = GL_FALSE; -GLboolean __EGLEW_NV_sync = GL_FALSE; -GLboolean __EGLEW_NV_system_time = GL_FALSE; -GLboolean __EGLEW_TIZEN_image_native_buffer = GL_FALSE; -GLboolean __EGLEW_TIZEN_image_native_surface = GL_FALSE; -#ifdef EGL_VERSION_1_0 - -static GLboolean _glewInit_EGL_VERSION_1_0 () -{ - GLboolean r = GL_FALSE; - - r = ((eglChooseConfig = (PFNEGLCHOOSECONFIGPROC)glewGetProcAddress((const GLubyte*)"eglChooseConfig")) == NULL) || r; - r = ((eglCopyBuffers = (PFNEGLCOPYBUFFERSPROC)glewGetProcAddress((const GLubyte*)"eglCopyBuffers")) == NULL) || r; - r = ((eglCreateContext = (PFNEGLCREATECONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreateContext")) == NULL) || r; - r = ((eglCreatePbufferSurface = (PFNEGLCREATEPBUFFERSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePbufferSurface")) == NULL) || r; - r = ((eglCreatePixmapSurface = (PFNEGLCREATEPIXMAPSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePixmapSurface")) == NULL) || r; - r = ((eglCreateWindowSurface = (PFNEGLCREATEWINDOWSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreateWindowSurface")) == NULL) || r; - r = ((eglDestroyContext = (PFNEGLDESTROYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglDestroyContext")) == NULL) || r; - r = ((eglDestroySurface = (PFNEGLDESTROYSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglDestroySurface")) == NULL) || r; - r = ((eglGetConfigAttrib = (PFNEGLGETCONFIGATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglGetConfigAttrib")) == NULL) || r; - r = ((eglGetConfigs = (PFNEGLGETCONFIGSPROC)glewGetProcAddress((const GLubyte*)"eglGetConfigs")) == NULL) || r; - r = ((eglGetCurrentDisplay = (PFNEGLGETCURRENTDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentDisplay")) == NULL) || r; - r = ((eglGetCurrentSurface = (PFNEGLGETCURRENTSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentSurface")) == NULL) || r; - r = ((eglGetDisplay = (PFNEGLGETDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetDisplay")) == NULL) || r; - r = ((eglGetError = (PFNEGLGETERRORPROC)glewGetProcAddress((const GLubyte*)"eglGetError")) == NULL) || r; - r = ((eglInitialize = (PFNEGLINITIALIZEPROC)glewGetProcAddress((const GLubyte*)"eglInitialize")) == NULL) || r; - r = ((eglMakeCurrent = (PFNEGLMAKECURRENTPROC)glewGetProcAddress((const GLubyte*)"eglMakeCurrent")) == NULL) || r; - r = ((eglQueryContext = (PFNEGLQUERYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryContext")) == NULL) || r; - r = ((eglQueryString = (PFNEGLQUERYSTRINGPROC)glewGetProcAddress((const GLubyte*)"eglQueryString")) == NULL) || r; - r = ((eglQuerySurface = (PFNEGLQUERYSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurface")) == NULL) || r; - r = ((eglSwapBuffers = (PFNEGLSWAPBUFFERSPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffers")) == NULL) || r; - r = ((eglTerminate = (PFNEGLTERMINATEPROC)glewGetProcAddress((const GLubyte*)"eglTerminate")) == NULL) || r; - r = ((eglWaitGL = (PFNEGLWAITGLPROC)glewGetProcAddress((const GLubyte*)"eglWaitGL")) == NULL) || r; - r = ((eglWaitNative = (PFNEGLWAITNATIVEPROC)glewGetProcAddress((const GLubyte*)"eglWaitNative")) == NULL) || r; - - return r; -} - -#endif /* EGL_VERSION_1_0 */ - -#ifdef EGL_VERSION_1_1 - -static GLboolean _glewInit_EGL_VERSION_1_1 () -{ - GLboolean r = GL_FALSE; - - r = ((eglBindTexImage = (PFNEGLBINDTEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglBindTexImage")) == NULL) || r; - r = ((eglReleaseTexImage = (PFNEGLRELEASETEXIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglReleaseTexImage")) == NULL) || r; - r = ((eglSurfaceAttrib = (PFNEGLSURFACEATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglSurfaceAttrib")) == NULL) || r; - r = ((eglSwapInterval = (PFNEGLSWAPINTERVALPROC)glewGetProcAddress((const GLubyte*)"eglSwapInterval")) == NULL) || r; - - return r; -} - -#endif /* EGL_VERSION_1_1 */ - -#ifdef EGL_VERSION_1_2 - -static GLboolean _glewInit_EGL_VERSION_1_2 () -{ - GLboolean r = GL_FALSE; - - r = ((eglBindAPI = (PFNEGLBINDAPIPROC)glewGetProcAddress((const GLubyte*)"eglBindAPI")) == NULL) || r; - r = ((eglCreatePbufferFromClientBuffer = (PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC)glewGetProcAddress((const GLubyte*)"eglCreatePbufferFromClientBuffer")) == NULL) || r; - r = ((eglQueryAPI = (PFNEGLQUERYAPIPROC)glewGetProcAddress((const GLubyte*)"eglQueryAPI")) == NULL) || r; - r = ((eglReleaseThread = (PFNEGLRELEASETHREADPROC)glewGetProcAddress((const GLubyte*)"eglReleaseThread")) == NULL) || r; - r = ((eglWaitClient = (PFNEGLWAITCLIENTPROC)glewGetProcAddress((const GLubyte*)"eglWaitClient")) == NULL) || r; - - return r; -} - -#endif /* EGL_VERSION_1_2 */ - -#ifdef EGL_VERSION_1_4 - -static GLboolean _glewInit_EGL_VERSION_1_4 () -{ - GLboolean r = GL_FALSE; - - r = ((eglGetCurrentContext = (PFNEGLGETCURRENTCONTEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetCurrentContext")) == NULL) || r; - - return r; -} - -#endif /* EGL_VERSION_1_4 */ - -#ifdef EGL_VERSION_1_5 - -static GLboolean _glewInit_EGL_VERSION_1_5 () -{ - GLboolean r = GL_FALSE; - - r = ((eglClientWaitSync = (PFNEGLCLIENTWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSync")) == NULL) || r; - r = ((eglCreateImage = (PFNEGLCREATEIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglCreateImage")) == NULL) || r; - r = ((eglCreatePlatformPixmapSurface = (PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformPixmapSurface")) == NULL) || r; - r = ((eglCreatePlatformWindowSurface = (PFNEGLCREATEPLATFORMWINDOWSURFACEPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformWindowSurface")) == NULL) || r; - r = ((eglCreateSync = (PFNEGLCREATESYNCPROC)glewGetProcAddress((const GLubyte*)"eglCreateSync")) == NULL) || r; - r = ((eglDestroyImage = (PFNEGLDESTROYIMAGEPROC)glewGetProcAddress((const GLubyte*)"eglDestroyImage")) == NULL) || r; - r = ((eglDestroySync = (PFNEGLDESTROYSYNCPROC)glewGetProcAddress((const GLubyte*)"eglDestroySync")) == NULL) || r; - r = ((eglGetPlatformDisplay = (PFNEGLGETPLATFORMDISPLAYPROC)glewGetProcAddress((const GLubyte*)"eglGetPlatformDisplay")) == NULL) || r; - r = ((eglGetSyncAttrib = (PFNEGLGETSYNCATTRIBPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttrib")) == NULL) || r; - r = ((eglWaitSync = (PFNEGLWAITSYNCPROC)glewGetProcAddress((const GLubyte*)"eglWaitSync")) == NULL) || r; - - return r; -} - -#endif /* EGL_VERSION_1_5 */ - -#ifdef EGL_ANDROID_blob_cache - -static GLboolean _glewInit_EGL_ANDROID_blob_cache () -{ - GLboolean r = GL_FALSE; - - r = ((eglSetBlobCacheFuncsANDROID = (PFNEGLSETBLOBCACHEFUNCSANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglSetBlobCacheFuncsANDROID")) == NULL) || r; - - return r; -} - -#endif /* EGL_ANDROID_blob_cache */ - -#ifdef EGL_ANDROID_create_native_client_buffer - -static GLboolean _glewInit_EGL_ANDROID_create_native_client_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateNativeClientBufferANDROID = (PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglCreateNativeClientBufferANDROID")) == NULL) || r; - - return r; -} - -#endif /* EGL_ANDROID_create_native_client_buffer */ - -#ifdef EGL_ANDROID_native_fence_sync - -static GLboolean _glewInit_EGL_ANDROID_native_fence_sync () -{ - GLboolean r = GL_FALSE; - - r = ((eglDupNativeFenceFDANDROID = (PFNEGLDUPNATIVEFENCEFDANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglDupNativeFenceFDANDROID")) == NULL) || r; - - return r; -} - -#endif /* EGL_ANDROID_native_fence_sync */ - -#ifdef EGL_ANDROID_presentation_time - -static GLboolean _glewInit_EGL_ANDROID_presentation_time () -{ - GLboolean r = GL_FALSE; - - r = ((eglPresentationTimeANDROID = (PFNEGLPRESENTATIONTIMEANDROIDPROC)glewGetProcAddress((const GLubyte*)"eglPresentationTimeANDROID")) == NULL) || r; - - return r; -} - -#endif /* EGL_ANDROID_presentation_time */ - -#ifdef EGL_ANGLE_query_surface_pointer - -static GLboolean _glewInit_EGL_ANGLE_query_surface_pointer () -{ - GLboolean r = GL_FALSE; - - r = ((eglQuerySurfacePointerANGLE = (PFNEGLQUERYSURFACEPOINTERANGLEPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurfacePointerANGLE")) == NULL) || r; - - return r; -} - -#endif /* EGL_ANGLE_query_surface_pointer */ - -#ifdef EGL_EXT_device_enumeration - -static GLboolean _glewInit_EGL_EXT_device_enumeration () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryDevicesEXT = (PFNEGLQUERYDEVICESEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDevicesEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_device_enumeration */ - -#ifdef EGL_EXT_device_query - -static GLboolean _glewInit_EGL_EXT_device_query () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryDeviceAttribEXT = (PFNEGLQUERYDEVICEATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDeviceAttribEXT")) == NULL) || r; - r = ((eglQueryDeviceStringEXT = (PFNEGLQUERYDEVICESTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDeviceStringEXT")) == NULL) || r; - r = ((eglQueryDisplayAttribEXT = (PFNEGLQUERYDISPLAYATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDisplayAttribEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_device_query */ - -#ifdef EGL_EXT_image_dma_buf_import_modifiers - -static GLboolean _glewInit_EGL_EXT_image_dma_buf_import_modifiers () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryDmaBufFormatsEXT = (PFNEGLQUERYDMABUFFORMATSEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDmaBufFormatsEXT")) == NULL) || r; - r = ((eglQueryDmaBufModifiersEXT = (PFNEGLQUERYDMABUFMODIFIERSEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryDmaBufModifiersEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_image_dma_buf_import_modifiers */ - -#ifdef EGL_EXT_output_base - -static GLboolean _glewInit_EGL_EXT_output_base () -{ - GLboolean r = GL_FALSE; - - r = ((eglGetOutputLayersEXT = (PFNEGLGETOUTPUTLAYERSEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetOutputLayersEXT")) == NULL) || r; - r = ((eglGetOutputPortsEXT = (PFNEGLGETOUTPUTPORTSEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetOutputPortsEXT")) == NULL) || r; - r = ((eglOutputLayerAttribEXT = (PFNEGLOUTPUTLAYERATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglOutputLayerAttribEXT")) == NULL) || r; - r = ((eglOutputPortAttribEXT = (PFNEGLOUTPUTPORTATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglOutputPortAttribEXT")) == NULL) || r; - r = ((eglQueryOutputLayerAttribEXT = (PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputLayerAttribEXT")) == NULL) || r; - r = ((eglQueryOutputLayerStringEXT = (PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputLayerStringEXT")) == NULL) || r; - r = ((eglQueryOutputPortAttribEXT = (PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputPortAttribEXT")) == NULL) || r; - r = ((eglQueryOutputPortStringEXT = (PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"eglQueryOutputPortStringEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_output_base */ - -#ifdef EGL_EXT_platform_base - -static GLboolean _glewInit_EGL_EXT_platform_base () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreatePlatformPixmapSurfaceEXT = (PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformPixmapSurfaceEXT")) == NULL) || r; - r = ((eglCreatePlatformWindowSurfaceEXT = (PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC)glewGetProcAddress((const GLubyte*)"eglCreatePlatformWindowSurfaceEXT")) == NULL) || r; - r = ((eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)glewGetProcAddress((const GLubyte*)"eglGetPlatformDisplayEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_platform_base */ - -#ifdef EGL_EXT_stream_consumer_egloutput - -static GLboolean _glewInit_EGL_EXT_stream_consumer_egloutput () -{ - GLboolean r = GL_FALSE; - - r = ((eglStreamConsumerOutputEXT = (PFNEGLSTREAMCONSUMEROUTPUTEXTPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerOutputEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_stream_consumer_egloutput */ - -#ifdef EGL_EXT_swap_buffers_with_damage - -static GLboolean _glewInit_EGL_EXT_swap_buffers_with_damage () -{ - GLboolean r = GL_FALSE; - - r = ((eglSwapBuffersWithDamageEXT = (PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersWithDamageEXT")) == NULL) || r; - - return r; -} - -#endif /* EGL_EXT_swap_buffers_with_damage */ - -#ifdef EGL_HI_clientpixmap - -static GLboolean _glewInit_EGL_HI_clientpixmap () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreatePixmapSurfaceHI = (PFNEGLCREATEPIXMAPSURFACEHIPROC)glewGetProcAddress((const GLubyte*)"eglCreatePixmapSurfaceHI")) == NULL) || r; - - return r; -} - -#endif /* EGL_HI_clientpixmap */ - -#ifdef EGL_KHR_cl_event2 - -static GLboolean _glewInit_EGL_KHR_cl_event2 () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateSync64KHR = (PFNEGLCREATESYNC64KHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateSync64KHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_cl_event2 */ - -#ifdef EGL_KHR_debug - -static GLboolean _glewInit_EGL_KHR_debug () -{ - GLboolean r = GL_FALSE; - - r = ((eglDebugMessageControlKHR = (PFNEGLDEBUGMESSAGECONTROLKHRPROC)glewGetProcAddress((const GLubyte*)"eglDebugMessageControlKHR")) == NULL) || r; - r = ((eglLabelObjectKHR = (PFNEGLLABELOBJECTKHRPROC)glewGetProcAddress((const GLubyte*)"eglLabelObjectKHR")) == NULL) || r; - r = ((eglQueryDebugKHR = (PFNEGLQUERYDEBUGKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryDebugKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_debug */ - -#ifdef EGL_KHR_image - -static GLboolean _glewInit_EGL_KHR_image () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateImageKHR")) == NULL) || r; - r = ((eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroyImageKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_image */ - -#ifdef EGL_KHR_lock_surface - -static GLboolean _glewInit_EGL_KHR_lock_surface () -{ - GLboolean r = GL_FALSE; - - r = ((eglLockSurfaceKHR = (PFNEGLLOCKSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglLockSurfaceKHR")) == NULL) || r; - r = ((eglUnlockSurfaceKHR = (PFNEGLUNLOCKSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglUnlockSurfaceKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_lock_surface */ - -#ifdef EGL_KHR_lock_surface3 - -static GLboolean _glewInit_EGL_KHR_lock_surface3 () -{ - GLboolean r = GL_FALSE; - - r = ((eglQuerySurface64KHR = (PFNEGLQUERYSURFACE64KHRPROC)glewGetProcAddress((const GLubyte*)"eglQuerySurface64KHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_lock_surface3 */ - -#ifdef EGL_KHR_partial_update - -static GLboolean _glewInit_EGL_KHR_partial_update () -{ - GLboolean r = GL_FALSE; - - r = ((eglSetDamageRegionKHR = (PFNEGLSETDAMAGEREGIONKHRPROC)glewGetProcAddress((const GLubyte*)"eglSetDamageRegionKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_partial_update */ - -#ifdef EGL_KHR_reusable_sync - -static GLboolean _glewInit_EGL_KHR_reusable_sync () -{ - GLboolean r = GL_FALSE; - - r = ((eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSyncKHR")) == NULL) || r; - r = ((eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateSyncKHR")) == NULL) || r; - r = ((eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroySyncKHR")) == NULL) || r; - r = ((eglGetSyncAttribKHR = (PFNEGLGETSYNCATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttribKHR")) == NULL) || r; - r = ((eglSignalSyncKHR = (PFNEGLSIGNALSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglSignalSyncKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_reusable_sync */ - -#ifdef EGL_KHR_stream - -static GLboolean _glewInit_EGL_KHR_stream () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateStreamKHR = (PFNEGLCREATESTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamKHR")) == NULL) || r; - r = ((eglDestroyStreamKHR = (PFNEGLDESTROYSTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglDestroyStreamKHR")) == NULL) || r; - r = ((eglQueryStreamKHR = (PFNEGLQUERYSTREAMKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamKHR")) == NULL) || r; - r = ((eglQueryStreamu64KHR = (PFNEGLQUERYSTREAMU64KHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamu64KHR")) == NULL) || r; - r = ((eglStreamAttribKHR = (PFNEGLSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamAttribKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream */ - -#ifdef EGL_KHR_stream_attrib - -static GLboolean _glewInit_EGL_KHR_stream_attrib () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateStreamAttribKHR = (PFNEGLCREATESTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamAttribKHR")) == NULL) || r; - r = ((eglQueryStreamAttribKHR = (PFNEGLQUERYSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamAttribKHR")) == NULL) || r; - r = ((eglSetStreamAttribKHR = (PFNEGLSETSTREAMATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglSetStreamAttribKHR")) == NULL) || r; - r = ((eglStreamConsumerAcquireAttribKHR = (PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerAcquireAttribKHR")) == NULL) || r; - r = ((eglStreamConsumerReleaseAttribKHR = (PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerReleaseAttribKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream_attrib */ - -#ifdef EGL_KHR_stream_consumer_gltexture - -static GLboolean _glewInit_EGL_KHR_stream_consumer_gltexture () -{ - GLboolean r = GL_FALSE; - - r = ((eglStreamConsumerAcquireKHR = (PFNEGLSTREAMCONSUMERACQUIREKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerAcquireKHR")) == NULL) || r; - r = ((eglStreamConsumerGLTextureExternalKHR = (PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerGLTextureExternalKHR")) == NULL) || r; - r = ((eglStreamConsumerReleaseKHR = (PFNEGLSTREAMCONSUMERRELEASEKHRPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerReleaseKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream_consumer_gltexture */ - -#ifdef EGL_KHR_stream_cross_process_fd - -static GLboolean _glewInit_EGL_KHR_stream_cross_process_fd () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateStreamFromFileDescriptorKHR = (PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamFromFileDescriptorKHR")) == NULL) || r; - r = ((eglGetStreamFileDescriptorKHR = (PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC)glewGetProcAddress((const GLubyte*)"eglGetStreamFileDescriptorKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream_cross_process_fd */ - -#ifdef EGL_KHR_stream_fifo - -static GLboolean _glewInit_EGL_KHR_stream_fifo () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryStreamTimeKHR = (PFNEGLQUERYSTREAMTIMEKHRPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamTimeKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream_fifo */ - -#ifdef EGL_KHR_stream_producer_eglsurface - -static GLboolean _glewInit_EGL_KHR_stream_producer_eglsurface () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateStreamProducerSurfaceKHR = (PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamProducerSurfaceKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_stream_producer_eglsurface */ - -#ifdef EGL_KHR_swap_buffers_with_damage - -static GLboolean _glewInit_EGL_KHR_swap_buffers_with_damage () -{ - GLboolean r = GL_FALSE; - - r = ((eglSwapBuffersWithDamageKHR = (PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersWithDamageKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_swap_buffers_with_damage */ - -#ifdef EGL_KHR_wait_sync - -static GLboolean _glewInit_EGL_KHR_wait_sync () -{ - GLboolean r = GL_FALSE; - - r = ((eglWaitSyncKHR = (PFNEGLWAITSYNCKHRPROC)glewGetProcAddress((const GLubyte*)"eglWaitSyncKHR")) == NULL) || r; - - return r; -} - -#endif /* EGL_KHR_wait_sync */ - -#ifdef EGL_MESA_drm_image - -static GLboolean _glewInit_EGL_MESA_drm_image () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateDRMImageMESA = (PFNEGLCREATEDRMIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglCreateDRMImageMESA")) == NULL) || r; - r = ((eglExportDRMImageMESA = (PFNEGLEXPORTDRMIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDRMImageMESA")) == NULL) || r; - - return r; -} - -#endif /* EGL_MESA_drm_image */ - -#ifdef EGL_MESA_image_dma_buf_export - -static GLboolean _glewInit_EGL_MESA_image_dma_buf_export () -{ - GLboolean r = GL_FALSE; - - r = ((eglExportDMABUFImageMESA = (PFNEGLEXPORTDMABUFIMAGEMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDMABUFImageMESA")) == NULL) || r; - r = ((eglExportDMABUFImageQueryMESA = (PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC)glewGetProcAddress((const GLubyte*)"eglExportDMABUFImageQueryMESA")) == NULL) || r; - - return r; -} - -#endif /* EGL_MESA_image_dma_buf_export */ - -#ifdef EGL_NOK_swap_region - -static GLboolean _glewInit_EGL_NOK_swap_region () -{ - GLboolean r = GL_FALSE; - - r = ((eglSwapBuffersRegionNOK = (PFNEGLSWAPBUFFERSREGIONNOKPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersRegionNOK")) == NULL) || r; - - return r; -} - -#endif /* EGL_NOK_swap_region */ - -#ifdef EGL_NOK_swap_region2 - -static GLboolean _glewInit_EGL_NOK_swap_region2 () -{ - GLboolean r = GL_FALSE; - - r = ((eglSwapBuffersRegion2NOK = (PFNEGLSWAPBUFFERSREGION2NOKPROC)glewGetProcAddress((const GLubyte*)"eglSwapBuffersRegion2NOK")) == NULL) || r; - - return r; -} - -#endif /* EGL_NOK_swap_region2 */ - -#ifdef EGL_NV_native_query - -static GLboolean _glewInit_EGL_NV_native_query () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryNativeDisplayNV = (PFNEGLQUERYNATIVEDISPLAYNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativeDisplayNV")) == NULL) || r; - r = ((eglQueryNativePixmapNV = (PFNEGLQUERYNATIVEPIXMAPNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativePixmapNV")) == NULL) || r; - r = ((eglQueryNativeWindowNV = (PFNEGLQUERYNATIVEWINDOWNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryNativeWindowNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_native_query */ - -#ifdef EGL_NV_post_sub_buffer - -static GLboolean _glewInit_EGL_NV_post_sub_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((eglPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC)glewGetProcAddress((const GLubyte*)"eglPostSubBufferNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_post_sub_buffer */ - -#ifdef EGL_NV_stream_consumer_gltexture_yuv - -static GLboolean _glewInit_EGL_NV_stream_consumer_gltexture_yuv () -{ - GLboolean r = GL_FALSE; - - r = ((eglStreamConsumerGLTextureExternalAttribsNV = (PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC)glewGetProcAddress((const GLubyte*)"eglStreamConsumerGLTextureExternalAttribsNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_stream_consumer_gltexture_yuv */ - -#ifdef EGL_NV_stream_metadata - -static GLboolean _glewInit_EGL_NV_stream_metadata () -{ - GLboolean r = GL_FALSE; - - r = ((eglQueryDisplayAttribNV = (PFNEGLQUERYDISPLAYATTRIBNVPROC)glewGetProcAddress((const GLubyte*)"eglQueryDisplayAttribNV")) == NULL) || r; - r = ((eglQueryStreamMetadataNV = (PFNEGLQUERYSTREAMMETADATANVPROC)glewGetProcAddress((const GLubyte*)"eglQueryStreamMetadataNV")) == NULL) || r; - r = ((eglSetStreamMetadataNV = (PFNEGLSETSTREAMMETADATANVPROC)glewGetProcAddress((const GLubyte*)"eglSetStreamMetadataNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_stream_metadata */ - -#ifdef EGL_NV_stream_reset - -static GLboolean _glewInit_EGL_NV_stream_reset () -{ - GLboolean r = GL_FALSE; - - r = ((eglResetStreamNV = (PFNEGLRESETSTREAMNVPROC)glewGetProcAddress((const GLubyte*)"eglResetStreamNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_stream_reset */ - -#ifdef EGL_NV_stream_sync - -static GLboolean _glewInit_EGL_NV_stream_sync () -{ - GLboolean r = GL_FALSE; - - r = ((eglCreateStreamSyncNV = (PFNEGLCREATESTREAMSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglCreateStreamSyncNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_stream_sync */ - -#ifdef EGL_NV_sync - -static GLboolean _glewInit_EGL_NV_sync () -{ - GLboolean r = GL_FALSE; - - r = ((eglClientWaitSyncNV = (PFNEGLCLIENTWAITSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglClientWaitSyncNV")) == NULL) || r; - r = ((eglCreateFenceSyncNV = (PFNEGLCREATEFENCESYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglCreateFenceSyncNV")) == NULL) || r; - r = ((eglDestroySyncNV = (PFNEGLDESTROYSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglDestroySyncNV")) == NULL) || r; - r = ((eglFenceNV = (PFNEGLFENCENVPROC)glewGetProcAddress((const GLubyte*)"eglFenceNV")) == NULL) || r; - r = ((eglGetSyncAttribNV = (PFNEGLGETSYNCATTRIBNVPROC)glewGetProcAddress((const GLubyte*)"eglGetSyncAttribNV")) == NULL) || r; - r = ((eglSignalSyncNV = (PFNEGLSIGNALSYNCNVPROC)glewGetProcAddress((const GLubyte*)"eglSignalSyncNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_sync */ - -#ifdef EGL_NV_system_time - -static GLboolean _glewInit_EGL_NV_system_time () -{ - GLboolean r = GL_FALSE; - - r = ((eglGetSystemTimeFrequencyNV = (PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC)glewGetProcAddress((const GLubyte*)"eglGetSystemTimeFrequencyNV")) == NULL) || r; - r = ((eglGetSystemTimeNV = (PFNEGLGETSYSTEMTIMENVPROC)glewGetProcAddress((const GLubyte*)"eglGetSystemTimeNV")) == NULL) || r; - - return r; -} - -#endif /* EGL_NV_system_time */ - - /* ------------------------------------------------------------------------ */ - -GLboolean eglewGetExtension (const char* name) -{ - const GLubyte* start; - const GLubyte* end; - - start = (const GLubyte*) eglQueryString(eglGetCurrentDisplay(), EGL_EXTENSIONS); - if (0 == start) return GL_FALSE; - end = start + _glewStrLen(start); - return _glewSearchExtension(name, start, end); -} - -GLenum eglewInit (EGLDisplay display) -{ - EGLint major, minor; - const GLubyte* extStart; - const GLubyte* extEnd; - PFNEGLINITIALIZEPROC initialize = NULL; - PFNEGLQUERYSTRINGPROC queryString = NULL; - - /* Load necessary entry points */ - initialize = (PFNEGLINITIALIZEPROC) glewGetProcAddress("eglInitialize"); - queryString = (PFNEGLQUERYSTRINGPROC) glewGetProcAddress("eglQueryString"); - if (!initialize || !queryString) - return 1; - - /* query EGK version */ - if (initialize(display, &major, &minor) != EGL_TRUE) - return 1; - - EGLEW_VERSION_1_5 = ( major > 1 ) || ( major == 1 && minor >= 5 ) ? GL_TRUE : GL_FALSE; - EGLEW_VERSION_1_4 = EGLEW_VERSION_1_5 == GL_TRUE || ( major == 1 && minor >= 4 ) ? GL_TRUE : GL_FALSE; - EGLEW_VERSION_1_3 = EGLEW_VERSION_1_4 == GL_TRUE || ( major == 1 && minor >= 3 ) ? GL_TRUE : GL_FALSE; - EGLEW_VERSION_1_2 = EGLEW_VERSION_1_3 == GL_TRUE || ( major == 1 && minor >= 2 ) ? GL_TRUE : GL_FALSE; - EGLEW_VERSION_1_1 = EGLEW_VERSION_1_2 == GL_TRUE || ( major == 1 && minor >= 1 ) ? GL_TRUE : GL_FALSE; - EGLEW_VERSION_1_0 = EGLEW_VERSION_1_1 == GL_TRUE || ( major == 1 && minor >= 0 ) ? GL_TRUE : GL_FALSE; - - /* query EGL extension string */ - extStart = (const GLubyte*) queryString(display, EGL_EXTENSIONS); - if (extStart == 0) - extStart = (const GLubyte *)""; - extEnd = extStart + _glewStrLen(extStart); - - /* initialize extensions */ -#ifdef EGL_VERSION_1_0 - if (glewExperimental || EGLEW_VERSION_1_0) EGLEW_VERSION_1_0 = !_glewInit_EGL_VERSION_1_0(); -#endif /* EGL_VERSION_1_0 */ -#ifdef EGL_VERSION_1_1 - if (glewExperimental || EGLEW_VERSION_1_1) EGLEW_VERSION_1_1 = !_glewInit_EGL_VERSION_1_1(); -#endif /* EGL_VERSION_1_1 */ -#ifdef EGL_VERSION_1_2 - if (glewExperimental || EGLEW_VERSION_1_2) EGLEW_VERSION_1_2 = !_glewInit_EGL_VERSION_1_2(); -#endif /* EGL_VERSION_1_2 */ -#ifdef EGL_VERSION_1_4 - if (glewExperimental || EGLEW_VERSION_1_4) EGLEW_VERSION_1_4 = !_glewInit_EGL_VERSION_1_4(); -#endif /* EGL_VERSION_1_4 */ -#ifdef EGL_VERSION_1_5 - if (glewExperimental || EGLEW_VERSION_1_5) EGLEW_VERSION_1_5 = !_glewInit_EGL_VERSION_1_5(); -#endif /* EGL_VERSION_1_5 */ -#ifdef EGL_ANDROID_blob_cache - EGLEW_ANDROID_blob_cache = _glewSearchExtension("EGL_ANDROID_blob_cache", extStart, extEnd); - if (glewExperimental || EGLEW_ANDROID_blob_cache) EGLEW_ANDROID_blob_cache = !_glewInit_EGL_ANDROID_blob_cache(); -#endif /* EGL_ANDROID_blob_cache */ -#ifdef EGL_ANDROID_create_native_client_buffer - EGLEW_ANDROID_create_native_client_buffer = _glewSearchExtension("EGL_ANDROID_create_native_client_buffer", extStart, extEnd); - if (glewExperimental || EGLEW_ANDROID_create_native_client_buffer) EGLEW_ANDROID_create_native_client_buffer = !_glewInit_EGL_ANDROID_create_native_client_buffer(); -#endif /* EGL_ANDROID_create_native_client_buffer */ -#ifdef EGL_ANDROID_framebuffer_target - EGLEW_ANDROID_framebuffer_target = _glewSearchExtension("EGL_ANDROID_framebuffer_target", extStart, extEnd); -#endif /* EGL_ANDROID_framebuffer_target */ -#ifdef EGL_ANDROID_front_buffer_auto_refresh - EGLEW_ANDROID_front_buffer_auto_refresh = _glewSearchExtension("EGL_ANDROID_front_buffer_auto_refresh", extStart, extEnd); -#endif /* EGL_ANDROID_front_buffer_auto_refresh */ -#ifdef EGL_ANDROID_image_native_buffer - EGLEW_ANDROID_image_native_buffer = _glewSearchExtension("EGL_ANDROID_image_native_buffer", extStart, extEnd); -#endif /* EGL_ANDROID_image_native_buffer */ -#ifdef EGL_ANDROID_native_fence_sync - EGLEW_ANDROID_native_fence_sync = _glewSearchExtension("EGL_ANDROID_native_fence_sync", extStart, extEnd); - if (glewExperimental || EGLEW_ANDROID_native_fence_sync) EGLEW_ANDROID_native_fence_sync = !_glewInit_EGL_ANDROID_native_fence_sync(); -#endif /* EGL_ANDROID_native_fence_sync */ -#ifdef EGL_ANDROID_presentation_time - EGLEW_ANDROID_presentation_time = _glewSearchExtension("EGL_ANDROID_presentation_time", extStart, extEnd); - if (glewExperimental || EGLEW_ANDROID_presentation_time) EGLEW_ANDROID_presentation_time = !_glewInit_EGL_ANDROID_presentation_time(); -#endif /* EGL_ANDROID_presentation_time */ -#ifdef EGL_ANDROID_recordable - EGLEW_ANDROID_recordable = _glewSearchExtension("EGL_ANDROID_recordable", extStart, extEnd); -#endif /* EGL_ANDROID_recordable */ -#ifdef EGL_ANGLE_d3d_share_handle_client_buffer - EGLEW_ANGLE_d3d_share_handle_client_buffer = _glewSearchExtension("EGL_ANGLE_d3d_share_handle_client_buffer", extStart, extEnd); -#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ -#ifdef EGL_ANGLE_device_d3d - EGLEW_ANGLE_device_d3d = _glewSearchExtension("EGL_ANGLE_device_d3d", extStart, extEnd); -#endif /* EGL_ANGLE_device_d3d */ -#ifdef EGL_ANGLE_query_surface_pointer - EGLEW_ANGLE_query_surface_pointer = _glewSearchExtension("EGL_ANGLE_query_surface_pointer", extStart, extEnd); - if (glewExperimental || EGLEW_ANGLE_query_surface_pointer) EGLEW_ANGLE_query_surface_pointer = !_glewInit_EGL_ANGLE_query_surface_pointer(); -#endif /* EGL_ANGLE_query_surface_pointer */ -#ifdef EGL_ANGLE_surface_d3d_texture_2d_share_handle - EGLEW_ANGLE_surface_d3d_texture_2d_share_handle = _glewSearchExtension("EGL_ANGLE_surface_d3d_texture_2d_share_handle", extStart, extEnd); -#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ -#ifdef EGL_ANGLE_window_fixed_size - EGLEW_ANGLE_window_fixed_size = _glewSearchExtension("EGL_ANGLE_window_fixed_size", extStart, extEnd); -#endif /* EGL_ANGLE_window_fixed_size */ -#ifdef EGL_ARM_implicit_external_sync - EGLEW_ARM_implicit_external_sync = _glewSearchExtension("EGL_ARM_implicit_external_sync", extStart, extEnd); -#endif /* EGL_ARM_implicit_external_sync */ -#ifdef EGL_ARM_pixmap_multisample_discard - EGLEW_ARM_pixmap_multisample_discard = _glewSearchExtension("EGL_ARM_pixmap_multisample_discard", extStart, extEnd); -#endif /* EGL_ARM_pixmap_multisample_discard */ -#ifdef EGL_EXT_buffer_age - EGLEW_EXT_buffer_age = _glewSearchExtension("EGL_EXT_buffer_age", extStart, extEnd); -#endif /* EGL_EXT_buffer_age */ -#ifdef EGL_EXT_client_extensions - EGLEW_EXT_client_extensions = _glewSearchExtension("EGL_EXT_client_extensions", extStart, extEnd); -#endif /* EGL_EXT_client_extensions */ -#ifdef EGL_EXT_create_context_robustness - EGLEW_EXT_create_context_robustness = _glewSearchExtension("EGL_EXT_create_context_robustness", extStart, extEnd); -#endif /* EGL_EXT_create_context_robustness */ -#ifdef EGL_EXT_device_base - EGLEW_EXT_device_base = _glewSearchExtension("EGL_EXT_device_base", extStart, extEnd); -#endif /* EGL_EXT_device_base */ -#ifdef EGL_EXT_device_drm - EGLEW_EXT_device_drm = _glewSearchExtension("EGL_EXT_device_drm", extStart, extEnd); -#endif /* EGL_EXT_device_drm */ -#ifdef EGL_EXT_device_enumeration - EGLEW_EXT_device_enumeration = _glewSearchExtension("EGL_EXT_device_enumeration", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_device_enumeration) EGLEW_EXT_device_enumeration = !_glewInit_EGL_EXT_device_enumeration(); -#endif /* EGL_EXT_device_enumeration */ -#ifdef EGL_EXT_device_openwf - EGLEW_EXT_device_openwf = _glewSearchExtension("EGL_EXT_device_openwf", extStart, extEnd); -#endif /* EGL_EXT_device_openwf */ -#ifdef EGL_EXT_device_query - EGLEW_EXT_device_query = _glewSearchExtension("EGL_EXT_device_query", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_device_query) EGLEW_EXT_device_query = !_glewInit_EGL_EXT_device_query(); -#endif /* EGL_EXT_device_query */ -#ifdef EGL_EXT_gl_colorspace_bt2020_linear - EGLEW_EXT_gl_colorspace_bt2020_linear = _glewSearchExtension("EGL_EXT_gl_colorspace_bt2020_linear", extStart, extEnd); -#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ -#ifdef EGL_EXT_gl_colorspace_bt2020_pq - EGLEW_EXT_gl_colorspace_bt2020_pq = _glewSearchExtension("EGL_EXT_gl_colorspace_bt2020_pq", extStart, extEnd); -#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ -#ifdef EGL_EXT_gl_colorspace_scrgb_linear - EGLEW_EXT_gl_colorspace_scrgb_linear = _glewSearchExtension("EGL_EXT_gl_colorspace_scrgb_linear", extStart, extEnd); -#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ -#ifdef EGL_EXT_image_dma_buf_import - EGLEW_EXT_image_dma_buf_import = _glewSearchExtension("EGL_EXT_image_dma_buf_import", extStart, extEnd); -#endif /* EGL_EXT_image_dma_buf_import */ -#ifdef EGL_EXT_image_dma_buf_import_modifiers - EGLEW_EXT_image_dma_buf_import_modifiers = _glewSearchExtension("EGL_EXT_image_dma_buf_import_modifiers", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_image_dma_buf_import_modifiers) EGLEW_EXT_image_dma_buf_import_modifiers = !_glewInit_EGL_EXT_image_dma_buf_import_modifiers(); -#endif /* EGL_EXT_image_dma_buf_import_modifiers */ -#ifdef EGL_EXT_multiview_window - EGLEW_EXT_multiview_window = _glewSearchExtension("EGL_EXT_multiview_window", extStart, extEnd); -#endif /* EGL_EXT_multiview_window */ -#ifdef EGL_EXT_output_base - EGLEW_EXT_output_base = _glewSearchExtension("EGL_EXT_output_base", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_output_base) EGLEW_EXT_output_base = !_glewInit_EGL_EXT_output_base(); -#endif /* EGL_EXT_output_base */ -#ifdef EGL_EXT_output_drm - EGLEW_EXT_output_drm = _glewSearchExtension("EGL_EXT_output_drm", extStart, extEnd); -#endif /* EGL_EXT_output_drm */ -#ifdef EGL_EXT_output_openwf - EGLEW_EXT_output_openwf = _glewSearchExtension("EGL_EXT_output_openwf", extStart, extEnd); -#endif /* EGL_EXT_output_openwf */ -#ifdef EGL_EXT_pixel_format_float - EGLEW_EXT_pixel_format_float = _glewSearchExtension("EGL_EXT_pixel_format_float", extStart, extEnd); -#endif /* EGL_EXT_pixel_format_float */ -#ifdef EGL_EXT_platform_base - EGLEW_EXT_platform_base = _glewSearchExtension("EGL_EXT_platform_base", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_platform_base) EGLEW_EXT_platform_base = !_glewInit_EGL_EXT_platform_base(); -#endif /* EGL_EXT_platform_base */ -#ifdef EGL_EXT_platform_device - EGLEW_EXT_platform_device = _glewSearchExtension("EGL_EXT_platform_device", extStart, extEnd); -#endif /* EGL_EXT_platform_device */ -#ifdef EGL_EXT_platform_wayland - EGLEW_EXT_platform_wayland = _glewSearchExtension("EGL_EXT_platform_wayland", extStart, extEnd); -#endif /* EGL_EXT_platform_wayland */ -#ifdef EGL_EXT_platform_x11 - EGLEW_EXT_platform_x11 = _glewSearchExtension("EGL_EXT_platform_x11", extStart, extEnd); -#endif /* EGL_EXT_platform_x11 */ -#ifdef EGL_EXT_protected_content - EGLEW_EXT_protected_content = _glewSearchExtension("EGL_EXT_protected_content", extStart, extEnd); -#endif /* EGL_EXT_protected_content */ -#ifdef EGL_EXT_protected_surface - EGLEW_EXT_protected_surface = _glewSearchExtension("EGL_EXT_protected_surface", extStart, extEnd); -#endif /* EGL_EXT_protected_surface */ -#ifdef EGL_EXT_stream_consumer_egloutput - EGLEW_EXT_stream_consumer_egloutput = _glewSearchExtension("EGL_EXT_stream_consumer_egloutput", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_stream_consumer_egloutput) EGLEW_EXT_stream_consumer_egloutput = !_glewInit_EGL_EXT_stream_consumer_egloutput(); -#endif /* EGL_EXT_stream_consumer_egloutput */ -#ifdef EGL_EXT_surface_SMPTE2086_metadata - EGLEW_EXT_surface_SMPTE2086_metadata = _glewSearchExtension("EGL_EXT_surface_SMPTE2086_metadata", extStart, extEnd); -#endif /* EGL_EXT_surface_SMPTE2086_metadata */ -#ifdef EGL_EXT_swap_buffers_with_damage - EGLEW_EXT_swap_buffers_with_damage = _glewSearchExtension("EGL_EXT_swap_buffers_with_damage", extStart, extEnd); - if (glewExperimental || EGLEW_EXT_swap_buffers_with_damage) EGLEW_EXT_swap_buffers_with_damage = !_glewInit_EGL_EXT_swap_buffers_with_damage(); -#endif /* EGL_EXT_swap_buffers_with_damage */ -#ifdef EGL_EXT_yuv_surface - EGLEW_EXT_yuv_surface = _glewSearchExtension("EGL_EXT_yuv_surface", extStart, extEnd); -#endif /* EGL_EXT_yuv_surface */ -#ifdef EGL_HI_clientpixmap - EGLEW_HI_clientpixmap = _glewSearchExtension("EGL_HI_clientpixmap", extStart, extEnd); - if (glewExperimental || EGLEW_HI_clientpixmap) EGLEW_HI_clientpixmap = !_glewInit_EGL_HI_clientpixmap(); -#endif /* EGL_HI_clientpixmap */ -#ifdef EGL_HI_colorformats - EGLEW_HI_colorformats = _glewSearchExtension("EGL_HI_colorformats", extStart, extEnd); -#endif /* EGL_HI_colorformats */ -#ifdef EGL_IMG_context_priority - EGLEW_IMG_context_priority = _glewSearchExtension("EGL_IMG_context_priority", extStart, extEnd); -#endif /* EGL_IMG_context_priority */ -#ifdef EGL_IMG_image_plane_attribs - EGLEW_IMG_image_plane_attribs = _glewSearchExtension("EGL_IMG_image_plane_attribs", extStart, extEnd); -#endif /* EGL_IMG_image_plane_attribs */ -#ifdef EGL_KHR_cl_event - EGLEW_KHR_cl_event = _glewSearchExtension("EGL_KHR_cl_event", extStart, extEnd); -#endif /* EGL_KHR_cl_event */ -#ifdef EGL_KHR_cl_event2 - EGLEW_KHR_cl_event2 = _glewSearchExtension("EGL_KHR_cl_event2", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_cl_event2) EGLEW_KHR_cl_event2 = !_glewInit_EGL_KHR_cl_event2(); -#endif /* EGL_KHR_cl_event2 */ -#ifdef EGL_KHR_client_get_all_proc_addresses - EGLEW_KHR_client_get_all_proc_addresses = _glewSearchExtension("EGL_KHR_client_get_all_proc_addresses", extStart, extEnd); -#endif /* EGL_KHR_client_get_all_proc_addresses */ -#ifdef EGL_KHR_config_attribs - EGLEW_KHR_config_attribs = _glewSearchExtension("EGL_KHR_config_attribs", extStart, extEnd); -#endif /* EGL_KHR_config_attribs */ -#ifdef EGL_KHR_context_flush_control - EGLEW_KHR_context_flush_control = _glewSearchExtension("EGL_KHR_context_flush_control", extStart, extEnd); -#endif /* EGL_KHR_context_flush_control */ -#ifdef EGL_KHR_create_context - EGLEW_KHR_create_context = _glewSearchExtension("EGL_KHR_create_context", extStart, extEnd); -#endif /* EGL_KHR_create_context */ -#ifdef EGL_KHR_create_context_no_error - EGLEW_KHR_create_context_no_error = _glewSearchExtension("EGL_KHR_create_context_no_error", extStart, extEnd); -#endif /* EGL_KHR_create_context_no_error */ -#ifdef EGL_KHR_debug - EGLEW_KHR_debug = _glewSearchExtension("EGL_KHR_debug", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_debug) EGLEW_KHR_debug = !_glewInit_EGL_KHR_debug(); -#endif /* EGL_KHR_debug */ -#ifdef EGL_KHR_fence_sync - EGLEW_KHR_fence_sync = _glewSearchExtension("EGL_KHR_fence_sync", extStart, extEnd); -#endif /* EGL_KHR_fence_sync */ -#ifdef EGL_KHR_get_all_proc_addresses - EGLEW_KHR_get_all_proc_addresses = _glewSearchExtension("EGL_KHR_get_all_proc_addresses", extStart, extEnd); -#endif /* EGL_KHR_get_all_proc_addresses */ -#ifdef EGL_KHR_gl_colorspace - EGLEW_KHR_gl_colorspace = _glewSearchExtension("EGL_KHR_gl_colorspace", extStart, extEnd); -#endif /* EGL_KHR_gl_colorspace */ -#ifdef EGL_KHR_gl_renderbuffer_image - EGLEW_KHR_gl_renderbuffer_image = _glewSearchExtension("EGL_KHR_gl_renderbuffer_image", extStart, extEnd); -#endif /* EGL_KHR_gl_renderbuffer_image */ -#ifdef EGL_KHR_gl_texture_2D_image - EGLEW_KHR_gl_texture_2D_image = _glewSearchExtension("EGL_KHR_gl_texture_2D_image", extStart, extEnd); -#endif /* EGL_KHR_gl_texture_2D_image */ -#ifdef EGL_KHR_gl_texture_3D_image - EGLEW_KHR_gl_texture_3D_image = _glewSearchExtension("EGL_KHR_gl_texture_3D_image", extStart, extEnd); -#endif /* EGL_KHR_gl_texture_3D_image */ -#ifdef EGL_KHR_gl_texture_cubemap_image - EGLEW_KHR_gl_texture_cubemap_image = _glewSearchExtension("EGL_KHR_gl_texture_cubemap_image", extStart, extEnd); -#endif /* EGL_KHR_gl_texture_cubemap_image */ -#ifdef EGL_KHR_image - EGLEW_KHR_image = _glewSearchExtension("EGL_KHR_image", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_image) EGLEW_KHR_image = !_glewInit_EGL_KHR_image(); -#endif /* EGL_KHR_image */ -#ifdef EGL_KHR_image_base - EGLEW_KHR_image_base = _glewSearchExtension("EGL_KHR_image_base", extStart, extEnd); -#endif /* EGL_KHR_image_base */ -#ifdef EGL_KHR_image_pixmap - EGLEW_KHR_image_pixmap = _glewSearchExtension("EGL_KHR_image_pixmap", extStart, extEnd); -#endif /* EGL_KHR_image_pixmap */ -#ifdef EGL_KHR_lock_surface - EGLEW_KHR_lock_surface = _glewSearchExtension("EGL_KHR_lock_surface", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_lock_surface) EGLEW_KHR_lock_surface = !_glewInit_EGL_KHR_lock_surface(); -#endif /* EGL_KHR_lock_surface */ -#ifdef EGL_KHR_lock_surface2 - EGLEW_KHR_lock_surface2 = _glewSearchExtension("EGL_KHR_lock_surface2", extStart, extEnd); -#endif /* EGL_KHR_lock_surface2 */ -#ifdef EGL_KHR_lock_surface3 - EGLEW_KHR_lock_surface3 = _glewSearchExtension("EGL_KHR_lock_surface3", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_lock_surface3) EGLEW_KHR_lock_surface3 = !_glewInit_EGL_KHR_lock_surface3(); -#endif /* EGL_KHR_lock_surface3 */ -#ifdef EGL_KHR_mutable_render_buffer - EGLEW_KHR_mutable_render_buffer = _glewSearchExtension("EGL_KHR_mutable_render_buffer", extStart, extEnd); -#endif /* EGL_KHR_mutable_render_buffer */ -#ifdef EGL_KHR_no_config_context - EGLEW_KHR_no_config_context = _glewSearchExtension("EGL_KHR_no_config_context", extStart, extEnd); -#endif /* EGL_KHR_no_config_context */ -#ifdef EGL_KHR_partial_update - EGLEW_KHR_partial_update = _glewSearchExtension("EGL_KHR_partial_update", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_partial_update) EGLEW_KHR_partial_update = !_glewInit_EGL_KHR_partial_update(); -#endif /* EGL_KHR_partial_update */ -#ifdef EGL_KHR_platform_android - EGLEW_KHR_platform_android = _glewSearchExtension("EGL_KHR_platform_android", extStart, extEnd); -#endif /* EGL_KHR_platform_android */ -#ifdef EGL_KHR_platform_gbm - EGLEW_KHR_platform_gbm = _glewSearchExtension("EGL_KHR_platform_gbm", extStart, extEnd); -#endif /* EGL_KHR_platform_gbm */ -#ifdef EGL_KHR_platform_wayland - EGLEW_KHR_platform_wayland = _glewSearchExtension("EGL_KHR_platform_wayland", extStart, extEnd); -#endif /* EGL_KHR_platform_wayland */ -#ifdef EGL_KHR_platform_x11 - EGLEW_KHR_platform_x11 = _glewSearchExtension("EGL_KHR_platform_x11", extStart, extEnd); -#endif /* EGL_KHR_platform_x11 */ -#ifdef EGL_KHR_reusable_sync - EGLEW_KHR_reusable_sync = _glewSearchExtension("EGL_KHR_reusable_sync", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_reusable_sync) EGLEW_KHR_reusable_sync = !_glewInit_EGL_KHR_reusable_sync(); -#endif /* EGL_KHR_reusable_sync */ -#ifdef EGL_KHR_stream - EGLEW_KHR_stream = _glewSearchExtension("EGL_KHR_stream", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream) EGLEW_KHR_stream = !_glewInit_EGL_KHR_stream(); -#endif /* EGL_KHR_stream */ -#ifdef EGL_KHR_stream_attrib - EGLEW_KHR_stream_attrib = _glewSearchExtension("EGL_KHR_stream_attrib", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream_attrib) EGLEW_KHR_stream_attrib = !_glewInit_EGL_KHR_stream_attrib(); -#endif /* EGL_KHR_stream_attrib */ -#ifdef EGL_KHR_stream_consumer_gltexture - EGLEW_KHR_stream_consumer_gltexture = _glewSearchExtension("EGL_KHR_stream_consumer_gltexture", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream_consumer_gltexture) EGLEW_KHR_stream_consumer_gltexture = !_glewInit_EGL_KHR_stream_consumer_gltexture(); -#endif /* EGL_KHR_stream_consumer_gltexture */ -#ifdef EGL_KHR_stream_cross_process_fd - EGLEW_KHR_stream_cross_process_fd = _glewSearchExtension("EGL_KHR_stream_cross_process_fd", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream_cross_process_fd) EGLEW_KHR_stream_cross_process_fd = !_glewInit_EGL_KHR_stream_cross_process_fd(); -#endif /* EGL_KHR_stream_cross_process_fd */ -#ifdef EGL_KHR_stream_fifo - EGLEW_KHR_stream_fifo = _glewSearchExtension("EGL_KHR_stream_fifo", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream_fifo) EGLEW_KHR_stream_fifo = !_glewInit_EGL_KHR_stream_fifo(); -#endif /* EGL_KHR_stream_fifo */ -#ifdef EGL_KHR_stream_producer_aldatalocator - EGLEW_KHR_stream_producer_aldatalocator = _glewSearchExtension("EGL_KHR_stream_producer_aldatalocator", extStart, extEnd); -#endif /* EGL_KHR_stream_producer_aldatalocator */ -#ifdef EGL_KHR_stream_producer_eglsurface - EGLEW_KHR_stream_producer_eglsurface = _glewSearchExtension("EGL_KHR_stream_producer_eglsurface", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_stream_producer_eglsurface) EGLEW_KHR_stream_producer_eglsurface = !_glewInit_EGL_KHR_stream_producer_eglsurface(); -#endif /* EGL_KHR_stream_producer_eglsurface */ -#ifdef EGL_KHR_surfaceless_context - EGLEW_KHR_surfaceless_context = _glewSearchExtension("EGL_KHR_surfaceless_context", extStart, extEnd); -#endif /* EGL_KHR_surfaceless_context */ -#ifdef EGL_KHR_swap_buffers_with_damage - EGLEW_KHR_swap_buffers_with_damage = _glewSearchExtension("EGL_KHR_swap_buffers_with_damage", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_swap_buffers_with_damage) EGLEW_KHR_swap_buffers_with_damage = !_glewInit_EGL_KHR_swap_buffers_with_damage(); -#endif /* EGL_KHR_swap_buffers_with_damage */ -#ifdef EGL_KHR_vg_parent_image - EGLEW_KHR_vg_parent_image = _glewSearchExtension("EGL_KHR_vg_parent_image", extStart, extEnd); -#endif /* EGL_KHR_vg_parent_image */ -#ifdef EGL_KHR_wait_sync - EGLEW_KHR_wait_sync = _glewSearchExtension("EGL_KHR_wait_sync", extStart, extEnd); - if (glewExperimental || EGLEW_KHR_wait_sync) EGLEW_KHR_wait_sync = !_glewInit_EGL_KHR_wait_sync(); -#endif /* EGL_KHR_wait_sync */ -#ifdef EGL_MESA_drm_image - EGLEW_MESA_drm_image = _glewSearchExtension("EGL_MESA_drm_image", extStart, extEnd); - if (glewExperimental || EGLEW_MESA_drm_image) EGLEW_MESA_drm_image = !_glewInit_EGL_MESA_drm_image(); -#endif /* EGL_MESA_drm_image */ -#ifdef EGL_MESA_image_dma_buf_export - EGLEW_MESA_image_dma_buf_export = _glewSearchExtension("EGL_MESA_image_dma_buf_export", extStart, extEnd); - if (glewExperimental || EGLEW_MESA_image_dma_buf_export) EGLEW_MESA_image_dma_buf_export = !_glewInit_EGL_MESA_image_dma_buf_export(); -#endif /* EGL_MESA_image_dma_buf_export */ -#ifdef EGL_MESA_platform_gbm - EGLEW_MESA_platform_gbm = _glewSearchExtension("EGL_MESA_platform_gbm", extStart, extEnd); -#endif /* EGL_MESA_platform_gbm */ -#ifdef EGL_MESA_platform_surfaceless - EGLEW_MESA_platform_surfaceless = _glewSearchExtension("EGL_MESA_platform_surfaceless", extStart, extEnd); -#endif /* EGL_MESA_platform_surfaceless */ -#ifdef EGL_NOK_swap_region - EGLEW_NOK_swap_region = _glewSearchExtension("EGL_NOK_swap_region", extStart, extEnd); - if (glewExperimental || EGLEW_NOK_swap_region) EGLEW_NOK_swap_region = !_glewInit_EGL_NOK_swap_region(); -#endif /* EGL_NOK_swap_region */ -#ifdef EGL_NOK_swap_region2 - EGLEW_NOK_swap_region2 = _glewSearchExtension("EGL_NOK_swap_region2", extStart, extEnd); - if (glewExperimental || EGLEW_NOK_swap_region2) EGLEW_NOK_swap_region2 = !_glewInit_EGL_NOK_swap_region2(); -#endif /* EGL_NOK_swap_region2 */ -#ifdef EGL_NOK_texture_from_pixmap - EGLEW_NOK_texture_from_pixmap = _glewSearchExtension("EGL_NOK_texture_from_pixmap", extStart, extEnd); -#endif /* EGL_NOK_texture_from_pixmap */ -#ifdef EGL_NV_3dvision_surface - EGLEW_NV_3dvision_surface = _glewSearchExtension("EGL_NV_3dvision_surface", extStart, extEnd); -#endif /* EGL_NV_3dvision_surface */ -#ifdef EGL_NV_coverage_sample - EGLEW_NV_coverage_sample = _glewSearchExtension("EGL_NV_coverage_sample", extStart, extEnd); -#endif /* EGL_NV_coverage_sample */ -#ifdef EGL_NV_coverage_sample_resolve - EGLEW_NV_coverage_sample_resolve = _glewSearchExtension("EGL_NV_coverage_sample_resolve", extStart, extEnd); -#endif /* EGL_NV_coverage_sample_resolve */ -#ifdef EGL_NV_cuda_event - EGLEW_NV_cuda_event = _glewSearchExtension("EGL_NV_cuda_event", extStart, extEnd); -#endif /* EGL_NV_cuda_event */ -#ifdef EGL_NV_depth_nonlinear - EGLEW_NV_depth_nonlinear = _glewSearchExtension("EGL_NV_depth_nonlinear", extStart, extEnd); -#endif /* EGL_NV_depth_nonlinear */ -#ifdef EGL_NV_device_cuda - EGLEW_NV_device_cuda = _glewSearchExtension("EGL_NV_device_cuda", extStart, extEnd); -#endif /* EGL_NV_device_cuda */ -#ifdef EGL_NV_native_query - EGLEW_NV_native_query = _glewSearchExtension("EGL_NV_native_query", extStart, extEnd); - if (glewExperimental || EGLEW_NV_native_query) EGLEW_NV_native_query = !_glewInit_EGL_NV_native_query(); -#endif /* EGL_NV_native_query */ -#ifdef EGL_NV_post_convert_rounding - EGLEW_NV_post_convert_rounding = _glewSearchExtension("EGL_NV_post_convert_rounding", extStart, extEnd); -#endif /* EGL_NV_post_convert_rounding */ -#ifdef EGL_NV_post_sub_buffer - EGLEW_NV_post_sub_buffer = _glewSearchExtension("EGL_NV_post_sub_buffer", extStart, extEnd); - if (glewExperimental || EGLEW_NV_post_sub_buffer) EGLEW_NV_post_sub_buffer = !_glewInit_EGL_NV_post_sub_buffer(); -#endif /* EGL_NV_post_sub_buffer */ -#ifdef EGL_NV_robustness_video_memory_purge - EGLEW_NV_robustness_video_memory_purge = _glewSearchExtension("EGL_NV_robustness_video_memory_purge", extStart, extEnd); -#endif /* EGL_NV_robustness_video_memory_purge */ -#ifdef EGL_NV_stream_consumer_gltexture_yuv - EGLEW_NV_stream_consumer_gltexture_yuv = _glewSearchExtension("EGL_NV_stream_consumer_gltexture_yuv", extStart, extEnd); - if (glewExperimental || EGLEW_NV_stream_consumer_gltexture_yuv) EGLEW_NV_stream_consumer_gltexture_yuv = !_glewInit_EGL_NV_stream_consumer_gltexture_yuv(); -#endif /* EGL_NV_stream_consumer_gltexture_yuv */ -#ifdef EGL_NV_stream_cross_display - EGLEW_NV_stream_cross_display = _glewSearchExtension("EGL_NV_stream_cross_display", extStart, extEnd); -#endif /* EGL_NV_stream_cross_display */ -#ifdef EGL_NV_stream_cross_object - EGLEW_NV_stream_cross_object = _glewSearchExtension("EGL_NV_stream_cross_object", extStart, extEnd); -#endif /* EGL_NV_stream_cross_object */ -#ifdef EGL_NV_stream_cross_partition - EGLEW_NV_stream_cross_partition = _glewSearchExtension("EGL_NV_stream_cross_partition", extStart, extEnd); -#endif /* EGL_NV_stream_cross_partition */ -#ifdef EGL_NV_stream_cross_process - EGLEW_NV_stream_cross_process = _glewSearchExtension("EGL_NV_stream_cross_process", extStart, extEnd); -#endif /* EGL_NV_stream_cross_process */ -#ifdef EGL_NV_stream_cross_system - EGLEW_NV_stream_cross_system = _glewSearchExtension("EGL_NV_stream_cross_system", extStart, extEnd); -#endif /* EGL_NV_stream_cross_system */ -#ifdef EGL_NV_stream_fifo_next - EGLEW_NV_stream_fifo_next = _glewSearchExtension("EGL_NV_stream_fifo_next", extStart, extEnd); -#endif /* EGL_NV_stream_fifo_next */ -#ifdef EGL_NV_stream_fifo_synchronous - EGLEW_NV_stream_fifo_synchronous = _glewSearchExtension("EGL_NV_stream_fifo_synchronous", extStart, extEnd); -#endif /* EGL_NV_stream_fifo_synchronous */ -#ifdef EGL_NV_stream_frame_limits - EGLEW_NV_stream_frame_limits = _glewSearchExtension("EGL_NV_stream_frame_limits", extStart, extEnd); -#endif /* EGL_NV_stream_frame_limits */ -#ifdef EGL_NV_stream_metadata - EGLEW_NV_stream_metadata = _glewSearchExtension("EGL_NV_stream_metadata", extStart, extEnd); - if (glewExperimental || EGLEW_NV_stream_metadata) EGLEW_NV_stream_metadata = !_glewInit_EGL_NV_stream_metadata(); -#endif /* EGL_NV_stream_metadata */ -#ifdef EGL_NV_stream_remote - EGLEW_NV_stream_remote = _glewSearchExtension("EGL_NV_stream_remote", extStart, extEnd); -#endif /* EGL_NV_stream_remote */ -#ifdef EGL_NV_stream_reset - EGLEW_NV_stream_reset = _glewSearchExtension("EGL_NV_stream_reset", extStart, extEnd); - if (glewExperimental || EGLEW_NV_stream_reset) EGLEW_NV_stream_reset = !_glewInit_EGL_NV_stream_reset(); -#endif /* EGL_NV_stream_reset */ -#ifdef EGL_NV_stream_socket - EGLEW_NV_stream_socket = _glewSearchExtension("EGL_NV_stream_socket", extStart, extEnd); -#endif /* EGL_NV_stream_socket */ -#ifdef EGL_NV_stream_socket_inet - EGLEW_NV_stream_socket_inet = _glewSearchExtension("EGL_NV_stream_socket_inet", extStart, extEnd); -#endif /* EGL_NV_stream_socket_inet */ -#ifdef EGL_NV_stream_socket_unix - EGLEW_NV_stream_socket_unix = _glewSearchExtension("EGL_NV_stream_socket_unix", extStart, extEnd); -#endif /* EGL_NV_stream_socket_unix */ -#ifdef EGL_NV_stream_sync - EGLEW_NV_stream_sync = _glewSearchExtension("EGL_NV_stream_sync", extStart, extEnd); - if (glewExperimental || EGLEW_NV_stream_sync) EGLEW_NV_stream_sync = !_glewInit_EGL_NV_stream_sync(); -#endif /* EGL_NV_stream_sync */ -#ifdef EGL_NV_sync - EGLEW_NV_sync = _glewSearchExtension("EGL_NV_sync", extStart, extEnd); - if (glewExperimental || EGLEW_NV_sync) EGLEW_NV_sync = !_glewInit_EGL_NV_sync(); -#endif /* EGL_NV_sync */ -#ifdef EGL_NV_system_time - EGLEW_NV_system_time = _glewSearchExtension("EGL_NV_system_time", extStart, extEnd); - if (glewExperimental || EGLEW_NV_system_time) EGLEW_NV_system_time = !_glewInit_EGL_NV_system_time(); -#endif /* EGL_NV_system_time */ -#ifdef EGL_TIZEN_image_native_buffer - EGLEW_TIZEN_image_native_buffer = _glewSearchExtension("EGL_TIZEN_image_native_buffer", extStart, extEnd); -#endif /* EGL_TIZEN_image_native_buffer */ -#ifdef EGL_TIZEN_image_native_surface - EGLEW_TIZEN_image_native_surface = _glewSearchExtension("EGL_TIZEN_image_native_surface", extStart, extEnd); -#endif /* EGL_TIZEN_image_native_surface */ - - return GLEW_OK; -} - -#elif defined(_WIN32) - -PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL = NULL; - -PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD = NULL; -PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD = NULL; -PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD = NULL; -PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD = NULL; -PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD = NULL; -PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD = NULL; -PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD = NULL; -PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD = NULL; -PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD = NULL; - -PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB = NULL; -PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB = NULL; -PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB = NULL; -PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB = NULL; - -PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB = NULL; - -PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB = NULL; - -PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB = NULL; -PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB = NULL; - -PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB = NULL; -PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB = NULL; -PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB = NULL; -PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB = NULL; -PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB = NULL; - -PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB = NULL; -PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB = NULL; -PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB = NULL; - -PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB = NULL; -PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB = NULL; -PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB = NULL; - -PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT = NULL; -PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT = NULL; -PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT = NULL; -PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT = NULL; - -PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT = NULL; - -PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT = NULL; -PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT = NULL; - -PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT = NULL; -PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT = NULL; -PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT = NULL; -PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT = NULL; -PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT = NULL; - -PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT = NULL; -PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT = NULL; -PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT = NULL; - -PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT = NULL; -PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT = NULL; - -PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D = NULL; -PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D = NULL; - -PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D = NULL; -PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D = NULL; -PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D = NULL; -PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D = NULL; - -PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D = NULL; -PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D = NULL; -PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D = NULL; -PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D = NULL; -PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D = NULL; -PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D = NULL; -PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D = NULL; -PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D = NULL; -PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D = NULL; -PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D = NULL; -PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D = NULL; -PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D = NULL; - -PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D = NULL; -PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D = NULL; -PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D = NULL; -PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D = NULL; - -PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D = NULL; -PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D = NULL; -PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D = NULL; -PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D = NULL; - -PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D = NULL; -PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D = NULL; -PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D = NULL; -PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D = NULL; - -PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV = NULL; -PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV = NULL; -PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV = NULL; -PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV = NULL; -PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV = NULL; -PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV = NULL; -PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV = NULL; -PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV = NULL; - -PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV = NULL; - -PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV = NULL; - -PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV = NULL; -PFNWGLDELETEDCNVPROC __wglewDeleteDCNV = NULL; -PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV = NULL; -PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV = NULL; -PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV = NULL; - -PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV = NULL; -PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV = NULL; -PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV = NULL; - -PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV = NULL; -PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV = NULL; -PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV = NULL; -PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV = NULL; -PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV = NULL; -PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV = NULL; - -PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV = NULL; -PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV = NULL; - -PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV = NULL; -PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV = NULL; -PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV = NULL; -PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV = NULL; -PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV = NULL; - -PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV = NULL; -PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV = NULL; -PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV = NULL; -PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV = NULL; -PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV = NULL; -PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV = NULL; - -PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML = NULL; -PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML = NULL; -PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML = NULL; -PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML = NULL; -PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML = NULL; -PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML = NULL; -GLboolean __WGLEW_3DFX_multisample = GL_FALSE; -GLboolean __WGLEW_3DL_stereo_control = GL_FALSE; -GLboolean __WGLEW_AMD_gpu_association = GL_FALSE; -GLboolean __WGLEW_ARB_buffer_region = GL_FALSE; -GLboolean __WGLEW_ARB_context_flush_control = GL_FALSE; -GLboolean __WGLEW_ARB_create_context = GL_FALSE; -GLboolean __WGLEW_ARB_create_context_no_error = GL_FALSE; -GLboolean __WGLEW_ARB_create_context_profile = GL_FALSE; -GLboolean __WGLEW_ARB_create_context_robustness = GL_FALSE; -GLboolean __WGLEW_ARB_extensions_string = GL_FALSE; -GLboolean __WGLEW_ARB_framebuffer_sRGB = GL_FALSE; -GLboolean __WGLEW_ARB_make_current_read = GL_FALSE; -GLboolean __WGLEW_ARB_multisample = GL_FALSE; -GLboolean __WGLEW_ARB_pbuffer = GL_FALSE; -GLboolean __WGLEW_ARB_pixel_format = GL_FALSE; -GLboolean __WGLEW_ARB_pixel_format_float = GL_FALSE; -GLboolean __WGLEW_ARB_render_texture = GL_FALSE; -GLboolean __WGLEW_ARB_robustness_application_isolation = GL_FALSE; -GLboolean __WGLEW_ARB_robustness_share_group_isolation = GL_FALSE; -GLboolean __WGLEW_ATI_pixel_format_float = GL_FALSE; -GLboolean __WGLEW_ATI_render_texture_rectangle = GL_FALSE; -GLboolean __WGLEW_EXT_colorspace = GL_FALSE; -GLboolean __WGLEW_EXT_create_context_es2_profile = GL_FALSE; -GLboolean __WGLEW_EXT_create_context_es_profile = GL_FALSE; -GLboolean __WGLEW_EXT_depth_float = GL_FALSE; -GLboolean __WGLEW_EXT_display_color_table = GL_FALSE; -GLboolean __WGLEW_EXT_extensions_string = GL_FALSE; -GLboolean __WGLEW_EXT_framebuffer_sRGB = GL_FALSE; -GLboolean __WGLEW_EXT_make_current_read = GL_FALSE; -GLboolean __WGLEW_EXT_multisample = GL_FALSE; -GLboolean __WGLEW_EXT_pbuffer = GL_FALSE; -GLboolean __WGLEW_EXT_pixel_format = GL_FALSE; -GLboolean __WGLEW_EXT_pixel_format_packed_float = GL_FALSE; -GLboolean __WGLEW_EXT_swap_control = GL_FALSE; -GLboolean __WGLEW_EXT_swap_control_tear = GL_FALSE; -GLboolean __WGLEW_I3D_digital_video_control = GL_FALSE; -GLboolean __WGLEW_I3D_gamma = GL_FALSE; -GLboolean __WGLEW_I3D_genlock = GL_FALSE; -GLboolean __WGLEW_I3D_image_buffer = GL_FALSE; -GLboolean __WGLEW_I3D_swap_frame_lock = GL_FALSE; -GLboolean __WGLEW_I3D_swap_frame_usage = GL_FALSE; -GLboolean __WGLEW_NV_DX_interop = GL_FALSE; -GLboolean __WGLEW_NV_DX_interop2 = GL_FALSE; -GLboolean __WGLEW_NV_copy_image = GL_FALSE; -GLboolean __WGLEW_NV_delay_before_swap = GL_FALSE; -GLboolean __WGLEW_NV_float_buffer = GL_FALSE; -GLboolean __WGLEW_NV_gpu_affinity = GL_FALSE; -GLboolean __WGLEW_NV_multisample_coverage = GL_FALSE; -GLboolean __WGLEW_NV_present_video = GL_FALSE; -GLboolean __WGLEW_NV_render_depth_texture = GL_FALSE; -GLboolean __WGLEW_NV_render_texture_rectangle = GL_FALSE; -GLboolean __WGLEW_NV_swap_group = GL_FALSE; -GLboolean __WGLEW_NV_vertex_array_range = GL_FALSE; -GLboolean __WGLEW_NV_video_capture = GL_FALSE; -GLboolean __WGLEW_NV_video_output = GL_FALSE; -GLboolean __WGLEW_OML_sync_control = GL_FALSE; -#ifdef WGL_3DL_stereo_control - -static GLboolean _glewInit_WGL_3DL_stereo_control () -{ - GLboolean r = GL_FALSE; - - r = ((wglSetStereoEmitterState3DL = (PFNWGLSETSTEREOEMITTERSTATE3DLPROC)glewGetProcAddress((const GLubyte*)"wglSetStereoEmitterState3DL")) == NULL) || r; - - return r; -} - -#endif /* WGL_3DL_stereo_control */ - -#ifdef WGL_AMD_gpu_association - -static GLboolean _glewInit_WGL_AMD_gpu_association () -{ - GLboolean r = GL_FALSE; - - r = ((wglBlitContextFramebufferAMD = (PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"wglBlitContextFramebufferAMD")) == NULL) || r; - r = ((wglCreateAssociatedContextAMD = (PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAMD")) == NULL) || r; - r = ((wglCreateAssociatedContextAttribsAMD = (PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"wglCreateAssociatedContextAttribsAMD")) == NULL) || r; - r = ((wglDeleteAssociatedContextAMD = (PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglDeleteAssociatedContextAMD")) == NULL) || r; - r = ((wglGetContextGPUIDAMD = (PFNWGLGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetContextGPUIDAMD")) == NULL) || r; - r = ((wglGetCurrentAssociatedContextAMD = (PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentAssociatedContextAMD")) == NULL) || r; - r = ((wglGetGPUIDsAMD = (PFNWGLGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUIDsAMD")) == NULL) || r; - r = ((wglGetGPUInfoAMD = (PFNWGLGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"wglGetGPUInfoAMD")) == NULL) || r; - r = ((wglMakeAssociatedContextCurrentAMD = (PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"wglMakeAssociatedContextCurrentAMD")) == NULL) || r; - - return r; -} - -#endif /* WGL_AMD_gpu_association */ - -#ifdef WGL_ARB_buffer_region - -static GLboolean _glewInit_WGL_ARB_buffer_region () -{ - GLboolean r = GL_FALSE; - - r = ((wglCreateBufferRegionARB = (PFNWGLCREATEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateBufferRegionARB")) == NULL) || r; - r = ((wglDeleteBufferRegionARB = (PFNWGLDELETEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglDeleteBufferRegionARB")) == NULL) || r; - r = ((wglRestoreBufferRegionARB = (PFNWGLRESTOREBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglRestoreBufferRegionARB")) == NULL) || r; - r = ((wglSaveBufferRegionARB = (PFNWGLSAVEBUFFERREGIONARBPROC)glewGetProcAddress((const GLubyte*)"wglSaveBufferRegionARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_buffer_region */ - -#ifdef WGL_ARB_create_context - -static GLboolean _glewInit_WGL_ARB_create_context () -{ - GLboolean r = GL_FALSE; - - r = ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"wglCreateContextAttribsARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_create_context */ - -#ifdef WGL_ARB_extensions_string - -static GLboolean _glewInit_WGL_ARB_extensions_string () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_extensions_string */ - -#ifdef WGL_ARB_make_current_read - -static GLboolean _glewInit_WGL_ARB_make_current_read () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetCurrentReadDCARB = (PFNWGLGETCURRENTREADDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCARB")) == NULL) || r; - r = ((wglMakeContextCurrentARB = (PFNWGLMAKECONTEXTCURRENTARBPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_make_current_read */ - -#ifdef WGL_ARB_pbuffer - -static GLboolean _glewInit_WGL_ARB_pbuffer () -{ - GLboolean r = GL_FALSE; - - r = ((wglCreatePbufferARB = (PFNWGLCREATEPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferARB")) == NULL) || r; - r = ((wglDestroyPbufferARB = (PFNWGLDESTROYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferARB")) == NULL) || r; - r = ((wglGetPbufferDCARB = (PFNWGLGETPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCARB")) == NULL) || r; - r = ((wglQueryPbufferARB = (PFNWGLQUERYPBUFFERARBPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferARB")) == NULL) || r; - r = ((wglReleasePbufferDCARB = (PFNWGLRELEASEPBUFFERDCARBPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_pbuffer */ - -#ifdef WGL_ARB_pixel_format - -static GLboolean _glewInit_WGL_ARB_pixel_format () -{ - GLboolean r = GL_FALSE; - - r = ((wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatARB")) == NULL) || r; - r = ((wglGetPixelFormatAttribfvARB = (PFNWGLGETPIXELFORMATATTRIBFVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvARB")) == NULL) || r; - r = ((wglGetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_pixel_format */ - -#ifdef WGL_ARB_render_texture - -static GLboolean _glewInit_WGL_ARB_render_texture () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindTexImageARB = (PFNWGLBINDTEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglBindTexImageARB")) == NULL) || r; - r = ((wglReleaseTexImageARB = (PFNWGLRELEASETEXIMAGEARBPROC)glewGetProcAddress((const GLubyte*)"wglReleaseTexImageARB")) == NULL) || r; - r = ((wglSetPbufferAttribARB = (PFNWGLSETPBUFFERATTRIBARBPROC)glewGetProcAddress((const GLubyte*)"wglSetPbufferAttribARB")) == NULL) || r; - - return r; -} - -#endif /* WGL_ARB_render_texture */ - -#ifdef WGL_EXT_display_color_table - -static GLboolean _glewInit_WGL_EXT_display_color_table () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindDisplayColorTableEXT = (PFNWGLBINDDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglBindDisplayColorTableEXT")) == NULL) || r; - r = ((wglCreateDisplayColorTableEXT = (PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglCreateDisplayColorTableEXT")) == NULL) || r; - r = ((wglDestroyDisplayColorTableEXT = (PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyDisplayColorTableEXT")) == NULL) || r; - r = ((wglLoadDisplayColorTableEXT = (PFNWGLLOADDISPLAYCOLORTABLEEXTPROC)glewGetProcAddress((const GLubyte*)"wglLoadDisplayColorTableEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_display_color_table */ - -#ifdef WGL_EXT_extensions_string - -static GLboolean _glewInit_WGL_EXT_extensions_string () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_extensions_string */ - -#ifdef WGL_EXT_make_current_read - -static GLboolean _glewInit_WGL_EXT_make_current_read () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetCurrentReadDCEXT = (PFNWGLGETCURRENTREADDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetCurrentReadDCEXT")) == NULL) || r; - r = ((wglMakeContextCurrentEXT = (PFNWGLMAKECONTEXTCURRENTEXTPROC)glewGetProcAddress((const GLubyte*)"wglMakeContextCurrentEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_make_current_read */ - -#ifdef WGL_EXT_pbuffer - -static GLboolean _glewInit_WGL_EXT_pbuffer () -{ - GLboolean r = GL_FALSE; - - r = ((wglCreatePbufferEXT = (PFNWGLCREATEPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglCreatePbufferEXT")) == NULL) || r; - r = ((wglDestroyPbufferEXT = (PFNWGLDESTROYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglDestroyPbufferEXT")) == NULL) || r; - r = ((wglGetPbufferDCEXT = (PFNWGLGETPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPbufferDCEXT")) == NULL) || r; - r = ((wglQueryPbufferEXT = (PFNWGLQUERYPBUFFEREXTPROC)glewGetProcAddress((const GLubyte*)"wglQueryPbufferEXT")) == NULL) || r; - r = ((wglReleasePbufferDCEXT = (PFNWGLRELEASEPBUFFERDCEXTPROC)glewGetProcAddress((const GLubyte*)"wglReleasePbufferDCEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_pbuffer */ - -#ifdef WGL_EXT_pixel_format - -static GLboolean _glewInit_WGL_EXT_pixel_format () -{ - GLboolean r = GL_FALSE; - - r = ((wglChoosePixelFormatEXT = (PFNWGLCHOOSEPIXELFORMATEXTPROC)glewGetProcAddress((const GLubyte*)"wglChoosePixelFormatEXT")) == NULL) || r; - r = ((wglGetPixelFormatAttribfvEXT = (PFNWGLGETPIXELFORMATATTRIBFVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribfvEXT")) == NULL) || r; - r = ((wglGetPixelFormatAttribivEXT = (PFNWGLGETPIXELFORMATATTRIBIVEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetPixelFormatAttribivEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_pixel_format */ - -#ifdef WGL_EXT_swap_control - -static GLboolean _glewInit_WGL_EXT_swap_control () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetSwapIntervalEXT")) == NULL) || r; - r = ((wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"wglSwapIntervalEXT")) == NULL) || r; - - return r; -} - -#endif /* WGL_EXT_swap_control */ - -#ifdef WGL_I3D_digital_video_control - -static GLboolean _glewInit_WGL_I3D_digital_video_control () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetDigitalVideoParametersI3D = (PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetDigitalVideoParametersI3D")) == NULL) || r; - r = ((wglSetDigitalVideoParametersI3D = (PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetDigitalVideoParametersI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_digital_video_control */ - -#ifdef WGL_I3D_gamma - -static GLboolean _glewInit_WGL_I3D_gamma () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetGammaTableI3D = (PFNWGLGETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableI3D")) == NULL) || r; - r = ((wglGetGammaTableParametersI3D = (PFNWGLGETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGammaTableParametersI3D")) == NULL) || r; - r = ((wglSetGammaTableI3D = (PFNWGLSETGAMMATABLEI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableI3D")) == NULL) || r; - r = ((wglSetGammaTableParametersI3D = (PFNWGLSETGAMMATABLEPARAMETERSI3DPROC)glewGetProcAddress((const GLubyte*)"wglSetGammaTableParametersI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_gamma */ - -#ifdef WGL_I3D_genlock - -static GLboolean _glewInit_WGL_I3D_genlock () -{ - GLboolean r = GL_FALSE; - - r = ((wglDisableGenlockI3D = (PFNWGLDISABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableGenlockI3D")) == NULL) || r; - r = ((wglEnableGenlockI3D = (PFNWGLENABLEGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableGenlockI3D")) == NULL) || r; - r = ((wglGenlockSampleRateI3D = (PFNWGLGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSampleRateI3D")) == NULL) || r; - r = ((wglGenlockSourceDelayI3D = (PFNWGLGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceDelayI3D")) == NULL) || r; - r = ((wglGenlockSourceEdgeI3D = (PFNWGLGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceEdgeI3D")) == NULL) || r; - r = ((wglGenlockSourceI3D = (PFNWGLGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGenlockSourceI3D")) == NULL) || r; - r = ((wglGetGenlockSampleRateI3D = (PFNWGLGETGENLOCKSAMPLERATEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSampleRateI3D")) == NULL) || r; - r = ((wglGetGenlockSourceDelayI3D = (PFNWGLGETGENLOCKSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceDelayI3D")) == NULL) || r; - r = ((wglGetGenlockSourceEdgeI3D = (PFNWGLGETGENLOCKSOURCEEDGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceEdgeI3D")) == NULL) || r; - r = ((wglGetGenlockSourceI3D = (PFNWGLGETGENLOCKSOURCEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetGenlockSourceI3D")) == NULL) || r; - r = ((wglIsEnabledGenlockI3D = (PFNWGLISENABLEDGENLOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledGenlockI3D")) == NULL) || r; - r = ((wglQueryGenlockMaxSourceDelayI3D = (PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryGenlockMaxSourceDelayI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_genlock */ - -#ifdef WGL_I3D_image_buffer - -static GLboolean _glewInit_WGL_I3D_image_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((wglAssociateImageBufferEventsI3D = (PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglAssociateImageBufferEventsI3D")) == NULL) || r; - r = ((wglCreateImageBufferI3D = (PFNWGLCREATEIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglCreateImageBufferI3D")) == NULL) || r; - r = ((wglDestroyImageBufferI3D = (PFNWGLDESTROYIMAGEBUFFERI3DPROC)glewGetProcAddress((const GLubyte*)"wglDestroyImageBufferI3D")) == NULL) || r; - r = ((wglReleaseImageBufferEventsI3D = (PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC)glewGetProcAddress((const GLubyte*)"wglReleaseImageBufferEventsI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_image_buffer */ - -#ifdef WGL_I3D_swap_frame_lock - -static GLboolean _glewInit_WGL_I3D_swap_frame_lock () -{ - GLboolean r = GL_FALSE; - - r = ((wglDisableFrameLockI3D = (PFNWGLDISABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglDisableFrameLockI3D")) == NULL) || r; - r = ((wglEnableFrameLockI3D = (PFNWGLENABLEFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglEnableFrameLockI3D")) == NULL) || r; - r = ((wglIsEnabledFrameLockI3D = (PFNWGLISENABLEDFRAMELOCKI3DPROC)glewGetProcAddress((const GLubyte*)"wglIsEnabledFrameLockI3D")) == NULL) || r; - r = ((wglQueryFrameLockMasterI3D = (PFNWGLQUERYFRAMELOCKMASTERI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameLockMasterI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_swap_frame_lock */ - -#ifdef WGL_I3D_swap_frame_usage - -static GLboolean _glewInit_WGL_I3D_swap_frame_usage () -{ - GLboolean r = GL_FALSE; - - r = ((wglBeginFrameTrackingI3D = (PFNWGLBEGINFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglBeginFrameTrackingI3D")) == NULL) || r; - r = ((wglEndFrameTrackingI3D = (PFNWGLENDFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglEndFrameTrackingI3D")) == NULL) || r; - r = ((wglGetFrameUsageI3D = (PFNWGLGETFRAMEUSAGEI3DPROC)glewGetProcAddress((const GLubyte*)"wglGetFrameUsageI3D")) == NULL) || r; - r = ((wglQueryFrameTrackingI3D = (PFNWGLQUERYFRAMETRACKINGI3DPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameTrackingI3D")) == NULL) || r; - - return r; -} - -#endif /* WGL_I3D_swap_frame_usage */ - -#ifdef WGL_NV_DX_interop - -static GLboolean _glewInit_WGL_NV_DX_interop () -{ - GLboolean r = GL_FALSE; - - r = ((wglDXCloseDeviceNV = (PFNWGLDXCLOSEDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXCloseDeviceNV")) == NULL) || r; - r = ((wglDXLockObjectsNV = (PFNWGLDXLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXLockObjectsNV")) == NULL) || r; - r = ((wglDXObjectAccessNV = (PFNWGLDXOBJECTACCESSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXObjectAccessNV")) == NULL) || r; - r = ((wglDXOpenDeviceNV = (PFNWGLDXOPENDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglDXOpenDeviceNV")) == NULL) || r; - r = ((wglDXRegisterObjectNV = (PFNWGLDXREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXRegisterObjectNV")) == NULL) || r; - r = ((wglDXSetResourceShareHandleNV = (PFNWGLDXSETRESOURCESHAREHANDLENVPROC)glewGetProcAddress((const GLubyte*)"wglDXSetResourceShareHandleNV")) == NULL) || r; - r = ((wglDXUnlockObjectsNV = (PFNWGLDXUNLOCKOBJECTSNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnlockObjectsNV")) == NULL) || r; - r = ((wglDXUnregisterObjectNV = (PFNWGLDXUNREGISTEROBJECTNVPROC)glewGetProcAddress((const GLubyte*)"wglDXUnregisterObjectNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_DX_interop */ - -#ifdef WGL_NV_copy_image - -static GLboolean _glewInit_WGL_NV_copy_image () -{ - GLboolean r = GL_FALSE; - - r = ((wglCopyImageSubDataNV = (PFNWGLCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"wglCopyImageSubDataNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_copy_image */ - -#ifdef WGL_NV_delay_before_swap - -static GLboolean _glewInit_WGL_NV_delay_before_swap () -{ - GLboolean r = GL_FALSE; - - r = ((wglDelayBeforeSwapNV = (PFNWGLDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"wglDelayBeforeSwapNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_delay_before_swap */ - -#ifdef WGL_NV_gpu_affinity - -static GLboolean _glewInit_WGL_NV_gpu_affinity () -{ - GLboolean r = GL_FALSE; - - r = ((wglCreateAffinityDCNV = (PFNWGLCREATEAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglCreateAffinityDCNV")) == NULL) || r; - r = ((wglDeleteDCNV = (PFNWGLDELETEDCNVPROC)glewGetProcAddress((const GLubyte*)"wglDeleteDCNV")) == NULL) || r; - r = ((wglEnumGpuDevicesNV = (PFNWGLENUMGPUDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpuDevicesNV")) == NULL) || r; - r = ((wglEnumGpusFromAffinityDCNV = (PFNWGLENUMGPUSFROMAFFINITYDCNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusFromAffinityDCNV")) == NULL) || r; - r = ((wglEnumGpusNV = (PFNWGLENUMGPUSNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumGpusNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_gpu_affinity */ - -#ifdef WGL_NV_present_video - -static GLboolean _glewInit_WGL_NV_present_video () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindVideoDeviceNV = (PFNWGLBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoDeviceNV")) == NULL) || r; - r = ((wglEnumerateVideoDevicesNV = (PFNWGLENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoDevicesNV")) == NULL) || r; - r = ((wglQueryCurrentContextNV = (PFNWGLQUERYCURRENTCONTEXTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryCurrentContextNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_present_video */ - -#ifdef WGL_NV_swap_group - -static GLboolean _glewInit_WGL_NV_swap_group () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindSwapBarrierNV = (PFNWGLBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"wglBindSwapBarrierNV")) == NULL) || r; - r = ((wglJoinSwapGroupNV = (PFNWGLJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglJoinSwapGroupNV")) == NULL) || r; - r = ((wglQueryFrameCountNV = (PFNWGLQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryFrameCountNV")) == NULL) || r; - r = ((wglQueryMaxSwapGroupsNV = (PFNWGLQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"wglQueryMaxSwapGroupsNV")) == NULL) || r; - r = ((wglQuerySwapGroupNV = (PFNWGLQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"wglQuerySwapGroupNV")) == NULL) || r; - r = ((wglResetFrameCountNV = (PFNWGLRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"wglResetFrameCountNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_swap_group */ - -#ifdef WGL_NV_vertex_array_range - -static GLboolean _glewInit_WGL_NV_vertex_array_range () -{ - GLboolean r = GL_FALSE; - - r = ((wglAllocateMemoryNV = (PFNWGLALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglAllocateMemoryNV")) == NULL) || r; - r = ((wglFreeMemoryNV = (PFNWGLFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"wglFreeMemoryNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_vertex_array_range */ - -#ifdef WGL_NV_video_capture - -static GLboolean _glewInit_WGL_NV_video_capture () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindVideoCaptureDeviceNV = (PFNWGLBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoCaptureDeviceNV")) == NULL) || r; - r = ((wglEnumerateVideoCaptureDevicesNV = (PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"wglEnumerateVideoCaptureDevicesNV")) == NULL) || r; - r = ((wglLockVideoCaptureDeviceNV = (PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglLockVideoCaptureDeviceNV")) == NULL) || r; - r = ((wglQueryVideoCaptureDeviceNV = (PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglQueryVideoCaptureDeviceNV")) == NULL) || r; - r = ((wglReleaseVideoCaptureDeviceNV = (PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoCaptureDeviceNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_video_capture */ - -#ifdef WGL_NV_video_output - -static GLboolean _glewInit_WGL_NV_video_output () -{ - GLboolean r = GL_FALSE; - - r = ((wglBindVideoImageNV = (PFNWGLBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglBindVideoImageNV")) == NULL) || r; - r = ((wglGetVideoDeviceNV = (PFNWGLGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoDeviceNV")) == NULL) || r; - r = ((wglGetVideoInfoNV = (PFNWGLGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"wglGetVideoInfoNV")) == NULL) || r; - r = ((wglReleaseVideoDeviceNV = (PFNWGLRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoDeviceNV")) == NULL) || r; - r = ((wglReleaseVideoImageNV = (PFNWGLRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"wglReleaseVideoImageNV")) == NULL) || r; - r = ((wglSendPbufferToVideoNV = (PFNWGLSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"wglSendPbufferToVideoNV")) == NULL) || r; - - return r; -} - -#endif /* WGL_NV_video_output */ - -#ifdef WGL_OML_sync_control - -static GLboolean _glewInit_WGL_OML_sync_control () -{ - GLboolean r = GL_FALSE; - - r = ((wglGetMscRateOML = (PFNWGLGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetMscRateOML")) == NULL) || r; - r = ((wglGetSyncValuesOML = (PFNWGLGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"wglGetSyncValuesOML")) == NULL) || r; - r = ((wglSwapBuffersMscOML = (PFNWGLSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapBuffersMscOML")) == NULL) || r; - r = ((wglSwapLayerBuffersMscOML = (PFNWGLSWAPLAYERBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglSwapLayerBuffersMscOML")) == NULL) || r; - r = ((wglWaitForMscOML = (PFNWGLWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForMscOML")) == NULL) || r; - r = ((wglWaitForSbcOML = (PFNWGLWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"wglWaitForSbcOML")) == NULL) || r; - - return r; -} - -#endif /* WGL_OML_sync_control */ - -/* ------------------------------------------------------------------------- */ - -static PFNWGLGETEXTENSIONSSTRINGARBPROC _wglewGetExtensionsStringARB = NULL; -static PFNWGLGETEXTENSIONSSTRINGEXTPROC _wglewGetExtensionsStringEXT = NULL; - -GLboolean GLEWAPIENTRY wglewGetExtension (const char* name) -{ - const GLubyte* start; - const GLubyte* end; - if (_wglewGetExtensionsStringARB == NULL) - if (_wglewGetExtensionsStringEXT == NULL) - return GL_FALSE; - else - start = (const GLubyte*)_wglewGetExtensionsStringEXT(); - else - start = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC()); - if (start == 0) - return GL_FALSE; - end = start + _glewStrLen(start); - return _glewSearchExtension(name, start, end); -} - -GLenum GLEWAPIENTRY wglewInit () -{ - GLboolean crippled; - const GLubyte* extStart; - const GLubyte* extEnd; - /* find wgl extension string query functions */ - _wglewGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringARB"); - _wglewGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)glewGetProcAddress((const GLubyte*)"wglGetExtensionsStringEXT"); - /* query wgl extension string */ - if (_wglewGetExtensionsStringARB == NULL) - if (_wglewGetExtensionsStringEXT == NULL) - extStart = (const GLubyte*)""; - else - extStart = (const GLubyte*)_wglewGetExtensionsStringEXT(); - else - extStart = (const GLubyte*)_wglewGetExtensionsStringARB(wglGetCurrentDC()); - extEnd = extStart + _glewStrLen(extStart); - /* initialize extensions */ - crippled = _wglewGetExtensionsStringARB == NULL && _wglewGetExtensionsStringEXT == NULL; -#ifdef WGL_3DFX_multisample - WGLEW_3DFX_multisample = _glewSearchExtension("WGL_3DFX_multisample", extStart, extEnd); -#endif /* WGL_3DFX_multisample */ -#ifdef WGL_3DL_stereo_control - WGLEW_3DL_stereo_control = _glewSearchExtension("WGL_3DL_stereo_control", extStart, extEnd); - if (glewExperimental || WGLEW_3DL_stereo_control|| crippled) WGLEW_3DL_stereo_control= !_glewInit_WGL_3DL_stereo_control(); -#endif /* WGL_3DL_stereo_control */ -#ifdef WGL_AMD_gpu_association - WGLEW_AMD_gpu_association = _glewSearchExtension("WGL_AMD_gpu_association", extStart, extEnd); - if (glewExperimental || WGLEW_AMD_gpu_association|| crippled) WGLEW_AMD_gpu_association= !_glewInit_WGL_AMD_gpu_association(); -#endif /* WGL_AMD_gpu_association */ -#ifdef WGL_ARB_buffer_region - WGLEW_ARB_buffer_region = _glewSearchExtension("WGL_ARB_buffer_region", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_buffer_region|| crippled) WGLEW_ARB_buffer_region= !_glewInit_WGL_ARB_buffer_region(); -#endif /* WGL_ARB_buffer_region */ -#ifdef WGL_ARB_context_flush_control - WGLEW_ARB_context_flush_control = _glewSearchExtension("WGL_ARB_context_flush_control", extStart, extEnd); -#endif /* WGL_ARB_context_flush_control */ -#ifdef WGL_ARB_create_context - WGLEW_ARB_create_context = _glewSearchExtension("WGL_ARB_create_context", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_create_context|| crippled) WGLEW_ARB_create_context= !_glewInit_WGL_ARB_create_context(); -#endif /* WGL_ARB_create_context */ -#ifdef WGL_ARB_create_context_no_error - WGLEW_ARB_create_context_no_error = _glewSearchExtension("WGL_ARB_create_context_no_error", extStart, extEnd); -#endif /* WGL_ARB_create_context_no_error */ -#ifdef WGL_ARB_create_context_profile - WGLEW_ARB_create_context_profile = _glewSearchExtension("WGL_ARB_create_context_profile", extStart, extEnd); -#endif /* WGL_ARB_create_context_profile */ -#ifdef WGL_ARB_create_context_robustness - WGLEW_ARB_create_context_robustness = _glewSearchExtension("WGL_ARB_create_context_robustness", extStart, extEnd); -#endif /* WGL_ARB_create_context_robustness */ -#ifdef WGL_ARB_extensions_string - WGLEW_ARB_extensions_string = _glewSearchExtension("WGL_ARB_extensions_string", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_extensions_string|| crippled) WGLEW_ARB_extensions_string= !_glewInit_WGL_ARB_extensions_string(); -#endif /* WGL_ARB_extensions_string */ -#ifdef WGL_ARB_framebuffer_sRGB - WGLEW_ARB_framebuffer_sRGB = _glewSearchExtension("WGL_ARB_framebuffer_sRGB", extStart, extEnd); -#endif /* WGL_ARB_framebuffer_sRGB */ -#ifdef WGL_ARB_make_current_read - WGLEW_ARB_make_current_read = _glewSearchExtension("WGL_ARB_make_current_read", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_make_current_read|| crippled) WGLEW_ARB_make_current_read= !_glewInit_WGL_ARB_make_current_read(); -#endif /* WGL_ARB_make_current_read */ -#ifdef WGL_ARB_multisample - WGLEW_ARB_multisample = _glewSearchExtension("WGL_ARB_multisample", extStart, extEnd); -#endif /* WGL_ARB_multisample */ -#ifdef WGL_ARB_pbuffer - WGLEW_ARB_pbuffer = _glewSearchExtension("WGL_ARB_pbuffer", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_pbuffer|| crippled) WGLEW_ARB_pbuffer= !_glewInit_WGL_ARB_pbuffer(); -#endif /* WGL_ARB_pbuffer */ -#ifdef WGL_ARB_pixel_format - WGLEW_ARB_pixel_format = _glewSearchExtension("WGL_ARB_pixel_format", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_pixel_format|| crippled) WGLEW_ARB_pixel_format= !_glewInit_WGL_ARB_pixel_format(); -#endif /* WGL_ARB_pixel_format */ -#ifdef WGL_ARB_pixel_format_float - WGLEW_ARB_pixel_format_float = _glewSearchExtension("WGL_ARB_pixel_format_float", extStart, extEnd); -#endif /* WGL_ARB_pixel_format_float */ -#ifdef WGL_ARB_render_texture - WGLEW_ARB_render_texture = _glewSearchExtension("WGL_ARB_render_texture", extStart, extEnd); - if (glewExperimental || WGLEW_ARB_render_texture|| crippled) WGLEW_ARB_render_texture= !_glewInit_WGL_ARB_render_texture(); -#endif /* WGL_ARB_render_texture */ -#ifdef WGL_ARB_robustness_application_isolation - WGLEW_ARB_robustness_application_isolation = _glewSearchExtension("WGL_ARB_robustness_application_isolation", extStart, extEnd); -#endif /* WGL_ARB_robustness_application_isolation */ -#ifdef WGL_ARB_robustness_share_group_isolation - WGLEW_ARB_robustness_share_group_isolation = _glewSearchExtension("WGL_ARB_robustness_share_group_isolation", extStart, extEnd); -#endif /* WGL_ARB_robustness_share_group_isolation */ -#ifdef WGL_ATI_pixel_format_float - WGLEW_ATI_pixel_format_float = _glewSearchExtension("WGL_ATI_pixel_format_float", extStart, extEnd); -#endif /* WGL_ATI_pixel_format_float */ -#ifdef WGL_ATI_render_texture_rectangle - WGLEW_ATI_render_texture_rectangle = _glewSearchExtension("WGL_ATI_render_texture_rectangle", extStart, extEnd); -#endif /* WGL_ATI_render_texture_rectangle */ -#ifdef WGL_EXT_colorspace - WGLEW_EXT_colorspace = _glewSearchExtension("WGL_EXT_colorspace", extStart, extEnd); -#endif /* WGL_EXT_colorspace */ -#ifdef WGL_EXT_create_context_es2_profile - WGLEW_EXT_create_context_es2_profile = _glewSearchExtension("WGL_EXT_create_context_es2_profile", extStart, extEnd); -#endif /* WGL_EXT_create_context_es2_profile */ -#ifdef WGL_EXT_create_context_es_profile - WGLEW_EXT_create_context_es_profile = _glewSearchExtension("WGL_EXT_create_context_es_profile", extStart, extEnd); -#endif /* WGL_EXT_create_context_es_profile */ -#ifdef WGL_EXT_depth_float - WGLEW_EXT_depth_float = _glewSearchExtension("WGL_EXT_depth_float", extStart, extEnd); -#endif /* WGL_EXT_depth_float */ -#ifdef WGL_EXT_display_color_table - WGLEW_EXT_display_color_table = _glewSearchExtension("WGL_EXT_display_color_table", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_display_color_table|| crippled) WGLEW_EXT_display_color_table= !_glewInit_WGL_EXT_display_color_table(); -#endif /* WGL_EXT_display_color_table */ -#ifdef WGL_EXT_extensions_string - WGLEW_EXT_extensions_string = _glewSearchExtension("WGL_EXT_extensions_string", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_extensions_string|| crippled) WGLEW_EXT_extensions_string= !_glewInit_WGL_EXT_extensions_string(); -#endif /* WGL_EXT_extensions_string */ -#ifdef WGL_EXT_framebuffer_sRGB - WGLEW_EXT_framebuffer_sRGB = _glewSearchExtension("WGL_EXT_framebuffer_sRGB", extStart, extEnd); -#endif /* WGL_EXT_framebuffer_sRGB */ -#ifdef WGL_EXT_make_current_read - WGLEW_EXT_make_current_read = _glewSearchExtension("WGL_EXT_make_current_read", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_make_current_read|| crippled) WGLEW_EXT_make_current_read= !_glewInit_WGL_EXT_make_current_read(); -#endif /* WGL_EXT_make_current_read */ -#ifdef WGL_EXT_multisample - WGLEW_EXT_multisample = _glewSearchExtension("WGL_EXT_multisample", extStart, extEnd); -#endif /* WGL_EXT_multisample */ -#ifdef WGL_EXT_pbuffer - WGLEW_EXT_pbuffer = _glewSearchExtension("WGL_EXT_pbuffer", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_pbuffer|| crippled) WGLEW_EXT_pbuffer= !_glewInit_WGL_EXT_pbuffer(); -#endif /* WGL_EXT_pbuffer */ -#ifdef WGL_EXT_pixel_format - WGLEW_EXT_pixel_format = _glewSearchExtension("WGL_EXT_pixel_format", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_pixel_format|| crippled) WGLEW_EXT_pixel_format= !_glewInit_WGL_EXT_pixel_format(); -#endif /* WGL_EXT_pixel_format */ -#ifdef WGL_EXT_pixel_format_packed_float - WGLEW_EXT_pixel_format_packed_float = _glewSearchExtension("WGL_EXT_pixel_format_packed_float", extStart, extEnd); -#endif /* WGL_EXT_pixel_format_packed_float */ -#ifdef WGL_EXT_swap_control - WGLEW_EXT_swap_control = _glewSearchExtension("WGL_EXT_swap_control", extStart, extEnd); - if (glewExperimental || WGLEW_EXT_swap_control|| crippled) WGLEW_EXT_swap_control= !_glewInit_WGL_EXT_swap_control(); -#endif /* WGL_EXT_swap_control */ -#ifdef WGL_EXT_swap_control_tear - WGLEW_EXT_swap_control_tear = _glewSearchExtension("WGL_EXT_swap_control_tear", extStart, extEnd); -#endif /* WGL_EXT_swap_control_tear */ -#ifdef WGL_I3D_digital_video_control - WGLEW_I3D_digital_video_control = _glewSearchExtension("WGL_I3D_digital_video_control", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_digital_video_control|| crippled) WGLEW_I3D_digital_video_control= !_glewInit_WGL_I3D_digital_video_control(); -#endif /* WGL_I3D_digital_video_control */ -#ifdef WGL_I3D_gamma - WGLEW_I3D_gamma = _glewSearchExtension("WGL_I3D_gamma", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_gamma|| crippled) WGLEW_I3D_gamma= !_glewInit_WGL_I3D_gamma(); -#endif /* WGL_I3D_gamma */ -#ifdef WGL_I3D_genlock - WGLEW_I3D_genlock = _glewSearchExtension("WGL_I3D_genlock", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_genlock|| crippled) WGLEW_I3D_genlock= !_glewInit_WGL_I3D_genlock(); -#endif /* WGL_I3D_genlock */ -#ifdef WGL_I3D_image_buffer - WGLEW_I3D_image_buffer = _glewSearchExtension("WGL_I3D_image_buffer", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_image_buffer|| crippled) WGLEW_I3D_image_buffer= !_glewInit_WGL_I3D_image_buffer(); -#endif /* WGL_I3D_image_buffer */ -#ifdef WGL_I3D_swap_frame_lock - WGLEW_I3D_swap_frame_lock = _glewSearchExtension("WGL_I3D_swap_frame_lock", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_swap_frame_lock|| crippled) WGLEW_I3D_swap_frame_lock= !_glewInit_WGL_I3D_swap_frame_lock(); -#endif /* WGL_I3D_swap_frame_lock */ -#ifdef WGL_I3D_swap_frame_usage - WGLEW_I3D_swap_frame_usage = _glewSearchExtension("WGL_I3D_swap_frame_usage", extStart, extEnd); - if (glewExperimental || WGLEW_I3D_swap_frame_usage|| crippled) WGLEW_I3D_swap_frame_usage= !_glewInit_WGL_I3D_swap_frame_usage(); -#endif /* WGL_I3D_swap_frame_usage */ -#ifdef WGL_NV_DX_interop - WGLEW_NV_DX_interop = _glewSearchExtension("WGL_NV_DX_interop", extStart, extEnd); - if (glewExperimental || WGLEW_NV_DX_interop|| crippled) WGLEW_NV_DX_interop= !_glewInit_WGL_NV_DX_interop(); -#endif /* WGL_NV_DX_interop */ -#ifdef WGL_NV_DX_interop2 - WGLEW_NV_DX_interop2 = _glewSearchExtension("WGL_NV_DX_interop2", extStart, extEnd); -#endif /* WGL_NV_DX_interop2 */ -#ifdef WGL_NV_copy_image - WGLEW_NV_copy_image = _glewSearchExtension("WGL_NV_copy_image", extStart, extEnd); - if (glewExperimental || WGLEW_NV_copy_image|| crippled) WGLEW_NV_copy_image= !_glewInit_WGL_NV_copy_image(); -#endif /* WGL_NV_copy_image */ -#ifdef WGL_NV_delay_before_swap - WGLEW_NV_delay_before_swap = _glewSearchExtension("WGL_NV_delay_before_swap", extStart, extEnd); - if (glewExperimental || WGLEW_NV_delay_before_swap|| crippled) WGLEW_NV_delay_before_swap= !_glewInit_WGL_NV_delay_before_swap(); -#endif /* WGL_NV_delay_before_swap */ -#ifdef WGL_NV_float_buffer - WGLEW_NV_float_buffer = _glewSearchExtension("WGL_NV_float_buffer", extStart, extEnd); -#endif /* WGL_NV_float_buffer */ -#ifdef WGL_NV_gpu_affinity - WGLEW_NV_gpu_affinity = _glewSearchExtension("WGL_NV_gpu_affinity", extStart, extEnd); - if (glewExperimental || WGLEW_NV_gpu_affinity|| crippled) WGLEW_NV_gpu_affinity= !_glewInit_WGL_NV_gpu_affinity(); -#endif /* WGL_NV_gpu_affinity */ -#ifdef WGL_NV_multisample_coverage - WGLEW_NV_multisample_coverage = _glewSearchExtension("WGL_NV_multisample_coverage", extStart, extEnd); -#endif /* WGL_NV_multisample_coverage */ -#ifdef WGL_NV_present_video - WGLEW_NV_present_video = _glewSearchExtension("WGL_NV_present_video", extStart, extEnd); - if (glewExperimental || WGLEW_NV_present_video|| crippled) WGLEW_NV_present_video= !_glewInit_WGL_NV_present_video(); -#endif /* WGL_NV_present_video */ -#ifdef WGL_NV_render_depth_texture - WGLEW_NV_render_depth_texture = _glewSearchExtension("WGL_NV_render_depth_texture", extStart, extEnd); -#endif /* WGL_NV_render_depth_texture */ -#ifdef WGL_NV_render_texture_rectangle - WGLEW_NV_render_texture_rectangle = _glewSearchExtension("WGL_NV_render_texture_rectangle", extStart, extEnd); -#endif /* WGL_NV_render_texture_rectangle */ -#ifdef WGL_NV_swap_group - WGLEW_NV_swap_group = _glewSearchExtension("WGL_NV_swap_group", extStart, extEnd); - if (glewExperimental || WGLEW_NV_swap_group|| crippled) WGLEW_NV_swap_group= !_glewInit_WGL_NV_swap_group(); -#endif /* WGL_NV_swap_group */ -#ifdef WGL_NV_vertex_array_range - WGLEW_NV_vertex_array_range = _glewSearchExtension("WGL_NV_vertex_array_range", extStart, extEnd); - if (glewExperimental || WGLEW_NV_vertex_array_range|| crippled) WGLEW_NV_vertex_array_range= !_glewInit_WGL_NV_vertex_array_range(); -#endif /* WGL_NV_vertex_array_range */ -#ifdef WGL_NV_video_capture - WGLEW_NV_video_capture = _glewSearchExtension("WGL_NV_video_capture", extStart, extEnd); - if (glewExperimental || WGLEW_NV_video_capture|| crippled) WGLEW_NV_video_capture= !_glewInit_WGL_NV_video_capture(); -#endif /* WGL_NV_video_capture */ -#ifdef WGL_NV_video_output - WGLEW_NV_video_output = _glewSearchExtension("WGL_NV_video_output", extStart, extEnd); - if (glewExperimental || WGLEW_NV_video_output|| crippled) WGLEW_NV_video_output= !_glewInit_WGL_NV_video_output(); -#endif /* WGL_NV_video_output */ -#ifdef WGL_OML_sync_control - WGLEW_OML_sync_control = _glewSearchExtension("WGL_OML_sync_control", extStart, extEnd); - if (glewExperimental || WGLEW_OML_sync_control|| crippled) WGLEW_OML_sync_control= !_glewInit_WGL_OML_sync_control(); -#endif /* WGL_OML_sync_control */ - - return GLEW_OK; -} - -#elif !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) - -PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay = NULL; - -PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig = NULL; -PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext = NULL; -PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer = NULL; -PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap = NULL; -PFNGLXCREATEWINDOWPROC __glewXCreateWindow = NULL; -PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer = NULL; -PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap = NULL; -PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow = NULL; -PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable = NULL; -PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib = NULL; -PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs = NULL; -PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent = NULL; -PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig = NULL; -PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent = NULL; -PFNGLXQUERYCONTEXTPROC __glewXQueryContext = NULL; -PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable = NULL; -PFNGLXSELECTEVENTPROC __glewXSelectEvent = NULL; - -PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD = NULL; -PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD = NULL; -PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD = NULL; -PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD = NULL; -PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD = NULL; -PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD = NULL; -PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD = NULL; -PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD = NULL; -PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD = NULL; - -PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB = NULL; - -PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI = NULL; -PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI = NULL; -PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI = NULL; - -PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT = NULL; -PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT = NULL; -PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT = NULL; -PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT = NULL; - -PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT = NULL; - -PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT = NULL; -PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT = NULL; - -PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA = NULL; - -PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA = NULL; - -PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA = NULL; - -PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA = NULL; -PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA = NULL; -PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA = NULL; -PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA = NULL; - -PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA = NULL; - -PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA = NULL; - -PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA = NULL; -PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA = NULL; - -PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV = NULL; -PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV = NULL; - -PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV = NULL; - -PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV = NULL; - -PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV = NULL; -PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV = NULL; - -PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV = NULL; -PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV = NULL; -PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV = NULL; -PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV = NULL; -PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV = NULL; -PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV = NULL; - -PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV = NULL; -PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV = NULL; - -PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV = NULL; -PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV = NULL; -PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV = NULL; -PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV = NULL; -PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV = NULL; - -PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV = NULL; -PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV = NULL; -PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV = NULL; -PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV = NULL; -PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV = NULL; -PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV = NULL; - -PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML = NULL; -PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML = NULL; -PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML = NULL; -PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML = NULL; -PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML = NULL; - -PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX = NULL; -PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX = NULL; -PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX = NULL; -PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX = NULL; -PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX = NULL; -PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX = NULL; - -PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX = NULL; -PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX = NULL; -PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX = NULL; -PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX = NULL; -PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX = NULL; -PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX = NULL; -PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX = NULL; -PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX = NULL; - -PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX = NULL; -PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX = NULL; -PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX = NULL; -PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX = NULL; -PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX = NULL; - -PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX = NULL; -PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX = NULL; - -PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX = NULL; - -PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX = NULL; -PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX = NULL; -PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX = NULL; -PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX = NULL; -PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX = NULL; - -PFNGLXCUSHIONSGIPROC __glewXCushionSGI = NULL; - -PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI = NULL; -PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI = NULL; - -PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI = NULL; - -PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI = NULL; -PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI = NULL; - -PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN = NULL; - -PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN = NULL; -PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN = NULL; - -GLboolean __GLXEW_VERSION_1_0 = GL_FALSE; -GLboolean __GLXEW_VERSION_1_1 = GL_FALSE; -GLboolean __GLXEW_VERSION_1_2 = GL_FALSE; -GLboolean __GLXEW_VERSION_1_3 = GL_FALSE; -GLboolean __GLXEW_VERSION_1_4 = GL_FALSE; -GLboolean __GLXEW_3DFX_multisample = GL_FALSE; -GLboolean __GLXEW_AMD_gpu_association = GL_FALSE; -GLboolean __GLXEW_ARB_context_flush_control = GL_FALSE; -GLboolean __GLXEW_ARB_create_context = GL_FALSE; -GLboolean __GLXEW_ARB_create_context_no_error = GL_FALSE; -GLboolean __GLXEW_ARB_create_context_profile = GL_FALSE; -GLboolean __GLXEW_ARB_create_context_robustness = GL_FALSE; -GLboolean __GLXEW_ARB_fbconfig_float = GL_FALSE; -GLboolean __GLXEW_ARB_framebuffer_sRGB = GL_FALSE; -GLboolean __GLXEW_ARB_get_proc_address = GL_FALSE; -GLboolean __GLXEW_ARB_multisample = GL_FALSE; -GLboolean __GLXEW_ARB_robustness_application_isolation = GL_FALSE; -GLboolean __GLXEW_ARB_robustness_share_group_isolation = GL_FALSE; -GLboolean __GLXEW_ARB_vertex_buffer_object = GL_FALSE; -GLboolean __GLXEW_ATI_pixel_format_float = GL_FALSE; -GLboolean __GLXEW_ATI_render_texture = GL_FALSE; -GLboolean __GLXEW_EXT_buffer_age = GL_FALSE; -GLboolean __GLXEW_EXT_create_context_es2_profile = GL_FALSE; -GLboolean __GLXEW_EXT_create_context_es_profile = GL_FALSE; -GLboolean __GLXEW_EXT_fbconfig_packed_float = GL_FALSE; -GLboolean __GLXEW_EXT_framebuffer_sRGB = GL_FALSE; -GLboolean __GLXEW_EXT_import_context = GL_FALSE; -GLboolean __GLXEW_EXT_libglvnd = GL_FALSE; -GLboolean __GLXEW_EXT_scene_marker = GL_FALSE; -GLboolean __GLXEW_EXT_stereo_tree = GL_FALSE; -GLboolean __GLXEW_EXT_swap_control = GL_FALSE; -GLboolean __GLXEW_EXT_swap_control_tear = GL_FALSE; -GLboolean __GLXEW_EXT_texture_from_pixmap = GL_FALSE; -GLboolean __GLXEW_EXT_visual_info = GL_FALSE; -GLboolean __GLXEW_EXT_visual_rating = GL_FALSE; -GLboolean __GLXEW_INTEL_swap_event = GL_FALSE; -GLboolean __GLXEW_MESA_agp_offset = GL_FALSE; -GLboolean __GLXEW_MESA_copy_sub_buffer = GL_FALSE; -GLboolean __GLXEW_MESA_pixmap_colormap = GL_FALSE; -GLboolean __GLXEW_MESA_query_renderer = GL_FALSE; -GLboolean __GLXEW_MESA_release_buffers = GL_FALSE; -GLboolean __GLXEW_MESA_set_3dfx_mode = GL_FALSE; -GLboolean __GLXEW_MESA_swap_control = GL_FALSE; -GLboolean __GLXEW_NV_copy_buffer = GL_FALSE; -GLboolean __GLXEW_NV_copy_image = GL_FALSE; -GLboolean __GLXEW_NV_delay_before_swap = GL_FALSE; -GLboolean __GLXEW_NV_float_buffer = GL_FALSE; -GLboolean __GLXEW_NV_multisample_coverage = GL_FALSE; -GLboolean __GLXEW_NV_present_video = GL_FALSE; -GLboolean __GLXEW_NV_robustness_video_memory_purge = GL_FALSE; -GLboolean __GLXEW_NV_swap_group = GL_FALSE; -GLboolean __GLXEW_NV_vertex_array_range = GL_FALSE; -GLboolean __GLXEW_NV_video_capture = GL_FALSE; -GLboolean __GLXEW_NV_video_out = GL_FALSE; -GLboolean __GLXEW_OML_swap_method = GL_FALSE; -GLboolean __GLXEW_OML_sync_control = GL_FALSE; -GLboolean __GLXEW_SGIS_blended_overlay = GL_FALSE; -GLboolean __GLXEW_SGIS_color_range = GL_FALSE; -GLboolean __GLXEW_SGIS_multisample = GL_FALSE; -GLboolean __GLXEW_SGIS_shared_multisample = GL_FALSE; -GLboolean __GLXEW_SGIX_fbconfig = GL_FALSE; -GLboolean __GLXEW_SGIX_hyperpipe = GL_FALSE; -GLboolean __GLXEW_SGIX_pbuffer = GL_FALSE; -GLboolean __GLXEW_SGIX_swap_barrier = GL_FALSE; -GLboolean __GLXEW_SGIX_swap_group = GL_FALSE; -GLboolean __GLXEW_SGIX_video_resize = GL_FALSE; -GLboolean __GLXEW_SGIX_visual_select_group = GL_FALSE; -GLboolean __GLXEW_SGI_cushion = GL_FALSE; -GLboolean __GLXEW_SGI_make_current_read = GL_FALSE; -GLboolean __GLXEW_SGI_swap_control = GL_FALSE; -GLboolean __GLXEW_SGI_video_sync = GL_FALSE; -GLboolean __GLXEW_SUN_get_transparent_index = GL_FALSE; -GLboolean __GLXEW_SUN_video_resize = GL_FALSE; -#ifdef GLX_VERSION_1_2 - -static GLboolean _glewInit_GLX_VERSION_1_2 () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetCurrentDisplay = (PFNGLXGETCURRENTDISPLAYPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentDisplay")) == NULL) || r; - - return r; -} - -#endif /* GLX_VERSION_1_2 */ - -#ifdef GLX_VERSION_1_3 - -static GLboolean _glewInit_GLX_VERSION_1_3 () -{ - GLboolean r = GL_FALSE; - - r = ((glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfig")) == NULL) || r; - r = ((glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXCreateNewContext")) == NULL) || r; - r = ((glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXCreatePbuffer")) == NULL) || r; - r = ((glXCreatePixmap = (PFNGLXCREATEPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXCreatePixmap")) == NULL) || r; - r = ((glXCreateWindow = (PFNGLXCREATEWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXCreateWindow")) == NULL) || r; - r = ((glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPbuffer")) == NULL) || r; - r = ((glXDestroyPixmap = (PFNGLXDESTROYPIXMAPPROC)glewGetProcAddress((const GLubyte*)"glXDestroyPixmap")) == NULL) || r; - r = ((glXDestroyWindow = (PFNGLXDESTROYWINDOWPROC)glewGetProcAddress((const GLubyte*)"glXDestroyWindow")) == NULL) || r; - r = ((glXGetCurrentReadDrawable = (PFNGLXGETCURRENTREADDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawable")) == NULL) || r; - r = ((glXGetFBConfigAttrib = (PFNGLXGETFBCONFIGATTRIBPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttrib")) == NULL) || r; - r = ((glXGetFBConfigs = (PFNGLXGETFBCONFIGSPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigs")) == NULL) || r; - r = ((glXGetSelectedEvent = (PFNGLXGETSELECTEDEVENTPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEvent")) == NULL) || r; - r = ((glXGetVisualFromFBConfig = (PFNGLXGETVISUALFROMFBCONFIGPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfig")) == NULL) || r; - r = ((glXMakeContextCurrent = (PFNGLXMAKECONTEXTCURRENTPROC)glewGetProcAddress((const GLubyte*)"glXMakeContextCurrent")) == NULL) || r; - r = ((glXQueryContext = (PFNGLXQUERYCONTEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContext")) == NULL) || r; - r = ((glXQueryDrawable = (PFNGLXQUERYDRAWABLEPROC)glewGetProcAddress((const GLubyte*)"glXQueryDrawable")) == NULL) || r; - r = ((glXSelectEvent = (PFNGLXSELECTEVENTPROC)glewGetProcAddress((const GLubyte*)"glXSelectEvent")) == NULL) || r; - - return r; -} - -#endif /* GLX_VERSION_1_3 */ - -#ifdef GLX_AMD_gpu_association - -static GLboolean _glewInit_GLX_AMD_gpu_association () -{ - GLboolean r = GL_FALSE; - - r = ((glXBlitContextFramebufferAMD = (PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC)glewGetProcAddress((const GLubyte*)"glXBlitContextFramebufferAMD")) == NULL) || r; - r = ((glXCreateAssociatedContextAMD = (PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAMD")) == NULL) || r; - r = ((glXCreateAssociatedContextAttribsAMD = (PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC)glewGetProcAddress((const GLubyte*)"glXCreateAssociatedContextAttribsAMD")) == NULL) || r; - r = ((glXDeleteAssociatedContextAMD = (PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXDeleteAssociatedContextAMD")) == NULL) || r; - r = ((glXGetContextGPUIDAMD = (PFNGLXGETCONTEXTGPUIDAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetContextGPUIDAMD")) == NULL) || r; - r = ((glXGetCurrentAssociatedContextAMD = (PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentAssociatedContextAMD")) == NULL) || r; - r = ((glXGetGPUIDsAMD = (PFNGLXGETGPUIDSAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUIDsAMD")) == NULL) || r; - r = ((glXGetGPUInfoAMD = (PFNGLXGETGPUINFOAMDPROC)glewGetProcAddress((const GLubyte*)"glXGetGPUInfoAMD")) == NULL) || r; - r = ((glXMakeAssociatedContextCurrentAMD = (PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC)glewGetProcAddress((const GLubyte*)"glXMakeAssociatedContextCurrentAMD")) == NULL) || r; - - return r; -} - -#endif /* GLX_AMD_gpu_association */ - -#ifdef GLX_ARB_create_context - -static GLboolean _glewInit_GLX_ARB_create_context () -{ - GLboolean r = GL_FALSE; - - r = ((glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB")) == NULL) || r; - - return r; -} - -#endif /* GLX_ARB_create_context */ - -#ifdef GLX_ATI_render_texture - -static GLboolean _glewInit_GLX_ATI_render_texture () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindTexImageATI = (PFNGLXBINDTEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageATI")) == NULL) || r; - r = ((glXDrawableAttribATI = (PFNGLXDRAWABLEATTRIBATIPROC)glewGetProcAddress((const GLubyte*)"glXDrawableAttribATI")) == NULL) || r; - r = ((glXReleaseTexImageATI = (PFNGLXRELEASETEXIMAGEATIPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageATI")) == NULL) || r; - - return r; -} - -#endif /* GLX_ATI_render_texture */ - -#ifdef GLX_EXT_import_context - -static GLboolean _glewInit_GLX_EXT_import_context () -{ - GLboolean r = GL_FALSE; - - r = ((glXFreeContextEXT = (PFNGLXFREECONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXFreeContextEXT")) == NULL) || r; - r = ((glXGetContextIDEXT = (PFNGLXGETCONTEXTIDEXTPROC)glewGetProcAddress((const GLubyte*)"glXGetContextIDEXT")) == NULL) || r; - r = ((glXImportContextEXT = (PFNGLXIMPORTCONTEXTEXTPROC)glewGetProcAddress((const GLubyte*)"glXImportContextEXT")) == NULL) || r; - r = ((glXQueryContextInfoEXT = (PFNGLXQUERYCONTEXTINFOEXTPROC)glewGetProcAddress((const GLubyte*)"glXQueryContextInfoEXT")) == NULL) || r; - - return r; -} - -#endif /* GLX_EXT_import_context */ - -#ifdef GLX_EXT_swap_control - -static GLboolean _glewInit_GLX_EXT_swap_control () -{ - GLboolean r = GL_FALSE; - - r = ((glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalEXT")) == NULL) || r; - - return r; -} - -#endif /* GLX_EXT_swap_control */ - -#ifdef GLX_EXT_texture_from_pixmap - -static GLboolean _glewInit_GLX_EXT_texture_from_pixmap () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindTexImageEXT = (PFNGLXBINDTEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXBindTexImageEXT")) == NULL) || r; - r = ((glXReleaseTexImageEXT = (PFNGLXRELEASETEXIMAGEEXTPROC)glewGetProcAddress((const GLubyte*)"glXReleaseTexImageEXT")) == NULL) || r; - - return r; -} - -#endif /* GLX_EXT_texture_from_pixmap */ - -#ifdef GLX_MESA_agp_offset - -static GLboolean _glewInit_GLX_MESA_agp_offset () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetAGPOffsetMESA = (PFNGLXGETAGPOFFSETMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetAGPOffsetMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_agp_offset */ - -#ifdef GLX_MESA_copy_sub_buffer - -static GLboolean _glewInit_GLX_MESA_copy_sub_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glXCopySubBufferMESA = (PFNGLXCOPYSUBBUFFERMESAPROC)glewGetProcAddress((const GLubyte*)"glXCopySubBufferMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_copy_sub_buffer */ - -#ifdef GLX_MESA_pixmap_colormap - -static GLboolean _glewInit_GLX_MESA_pixmap_colormap () -{ - GLboolean r = GL_FALSE; - - r = ((glXCreateGLXPixmapMESA = (PFNGLXCREATEGLXPIXMAPMESAPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_pixmap_colormap */ - -#ifdef GLX_MESA_query_renderer - -static GLboolean _glewInit_GLX_MESA_query_renderer () -{ - GLboolean r = GL_FALSE; - - r = ((glXQueryCurrentRendererIntegerMESA = (PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererIntegerMESA")) == NULL) || r; - r = ((glXQueryCurrentRendererStringMESA = (PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryCurrentRendererStringMESA")) == NULL) || r; - r = ((glXQueryRendererIntegerMESA = (PFNGLXQUERYRENDERERINTEGERMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererIntegerMESA")) == NULL) || r; - r = ((glXQueryRendererStringMESA = (PFNGLXQUERYRENDERERSTRINGMESAPROC)glewGetProcAddress((const GLubyte*)"glXQueryRendererStringMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_query_renderer */ - -#ifdef GLX_MESA_release_buffers - -static GLboolean _glewInit_GLX_MESA_release_buffers () -{ - GLboolean r = GL_FALSE; - - r = ((glXReleaseBuffersMESA = (PFNGLXRELEASEBUFFERSMESAPROC)glewGetProcAddress((const GLubyte*)"glXReleaseBuffersMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_release_buffers */ - -#ifdef GLX_MESA_set_3dfx_mode - -static GLboolean _glewInit_GLX_MESA_set_3dfx_mode () -{ - GLboolean r = GL_FALSE; - - r = ((glXSet3DfxModeMESA = (PFNGLXSET3DFXMODEMESAPROC)glewGetProcAddress((const GLubyte*)"glXSet3DfxModeMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_set_3dfx_mode */ - -#ifdef GLX_MESA_swap_control - -static GLboolean _glewInit_GLX_MESA_swap_control () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetSwapIntervalMESA = (PFNGLXGETSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXGetSwapIntervalMESA")) == NULL) || r; - r = ((glXSwapIntervalMESA = (PFNGLXSWAPINTERVALMESAPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalMESA")) == NULL) || r; - - return r; -} - -#endif /* GLX_MESA_swap_control */ - -#ifdef GLX_NV_copy_buffer - -static GLboolean _glewInit_GLX_NV_copy_buffer () -{ - GLboolean r = GL_FALSE; - - r = ((glXCopyBufferSubDataNV = (PFNGLXCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyBufferSubDataNV")) == NULL) || r; - r = ((glXNamedCopyBufferSubDataNV = (PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXNamedCopyBufferSubDataNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_copy_buffer */ - -#ifdef GLX_NV_copy_image - -static GLboolean _glewInit_GLX_NV_copy_image () -{ - GLboolean r = GL_FALSE; - - r = ((glXCopyImageSubDataNV = (PFNGLXCOPYIMAGESUBDATANVPROC)glewGetProcAddress((const GLubyte*)"glXCopyImageSubDataNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_copy_image */ - -#ifdef GLX_NV_delay_before_swap - -static GLboolean _glewInit_GLX_NV_delay_before_swap () -{ - GLboolean r = GL_FALSE; - - r = ((glXDelayBeforeSwapNV = (PFNGLXDELAYBEFORESWAPNVPROC)glewGetProcAddress((const GLubyte*)"glXDelayBeforeSwapNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_delay_before_swap */ - -#ifdef GLX_NV_present_video - -static GLboolean _glewInit_GLX_NV_present_video () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindVideoDeviceNV = (PFNGLXBINDVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoDeviceNV")) == NULL) || r; - r = ((glXEnumerateVideoDevicesNV = (PFNGLXENUMERATEVIDEODEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoDevicesNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_present_video */ - -#ifdef GLX_NV_swap_group - -static GLboolean _glewInit_GLX_NV_swap_group () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindSwapBarrierNV = (PFNGLXBINDSWAPBARRIERNVPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierNV")) == NULL) || r; - r = ((glXJoinSwapGroupNV = (PFNGLXJOINSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupNV")) == NULL) || r; - r = ((glXQueryFrameCountNV = (PFNGLXQUERYFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryFrameCountNV")) == NULL) || r; - r = ((glXQueryMaxSwapGroupsNV = (PFNGLXQUERYMAXSWAPGROUPSNVPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapGroupsNV")) == NULL) || r; - r = ((glXQuerySwapGroupNV = (PFNGLXQUERYSWAPGROUPNVPROC)glewGetProcAddress((const GLubyte*)"glXQuerySwapGroupNV")) == NULL) || r; - r = ((glXResetFrameCountNV = (PFNGLXRESETFRAMECOUNTNVPROC)glewGetProcAddress((const GLubyte*)"glXResetFrameCountNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_swap_group */ - -#ifdef GLX_NV_vertex_array_range - -static GLboolean _glewInit_GLX_NV_vertex_array_range () -{ - GLboolean r = GL_FALSE; - - r = ((glXAllocateMemoryNV = (PFNGLXALLOCATEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXAllocateMemoryNV")) == NULL) || r; - r = ((glXFreeMemoryNV = (PFNGLXFREEMEMORYNVPROC)glewGetProcAddress((const GLubyte*)"glXFreeMemoryNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_vertex_array_range */ - -#ifdef GLX_NV_video_capture - -static GLboolean _glewInit_GLX_NV_video_capture () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindVideoCaptureDeviceNV = (PFNGLXBINDVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoCaptureDeviceNV")) == NULL) || r; - r = ((glXEnumerateVideoCaptureDevicesNV = (PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC)glewGetProcAddress((const GLubyte*)"glXEnumerateVideoCaptureDevicesNV")) == NULL) || r; - r = ((glXLockVideoCaptureDeviceNV = (PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXLockVideoCaptureDeviceNV")) == NULL) || r; - r = ((glXQueryVideoCaptureDeviceNV = (PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXQueryVideoCaptureDeviceNV")) == NULL) || r; - r = ((glXReleaseVideoCaptureDeviceNV = (PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoCaptureDeviceNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_video_capture */ - -#ifdef GLX_NV_video_out - -static GLboolean _glewInit_GLX_NV_video_out () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindVideoImageNV = (PFNGLXBINDVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXBindVideoImageNV")) == NULL) || r; - r = ((glXGetVideoDeviceNV = (PFNGLXGETVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoDeviceNV")) == NULL) || r; - r = ((glXGetVideoInfoNV = (PFNGLXGETVIDEOINFONVPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoInfoNV")) == NULL) || r; - r = ((glXReleaseVideoDeviceNV = (PFNGLXRELEASEVIDEODEVICENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoDeviceNV")) == NULL) || r; - r = ((glXReleaseVideoImageNV = (PFNGLXRELEASEVIDEOIMAGENVPROC)glewGetProcAddress((const GLubyte*)"glXReleaseVideoImageNV")) == NULL) || r; - r = ((glXSendPbufferToVideoNV = (PFNGLXSENDPBUFFERTOVIDEONVPROC)glewGetProcAddress((const GLubyte*)"glXSendPbufferToVideoNV")) == NULL) || r; - - return r; -} - -#endif /* GLX_NV_video_out */ - -#ifdef GLX_OML_sync_control - -static GLboolean _glewInit_GLX_OML_sync_control () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetMscRateOML = (PFNGLXGETMSCRATEOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetMscRateOML")) == NULL) || r; - r = ((glXGetSyncValuesOML = (PFNGLXGETSYNCVALUESOMLPROC)glewGetProcAddress((const GLubyte*)"glXGetSyncValuesOML")) == NULL) || r; - r = ((glXSwapBuffersMscOML = (PFNGLXSWAPBUFFERSMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXSwapBuffersMscOML")) == NULL) || r; - r = ((glXWaitForMscOML = (PFNGLXWAITFORMSCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForMscOML")) == NULL) || r; - r = ((glXWaitForSbcOML = (PFNGLXWAITFORSBCOMLPROC)glewGetProcAddress((const GLubyte*)"glXWaitForSbcOML")) == NULL) || r; - - return r; -} - -#endif /* GLX_OML_sync_control */ - -#ifdef GLX_SGIX_fbconfig - -static GLboolean _glewInit_GLX_SGIX_fbconfig () -{ - GLboolean r = GL_FALSE; - - r = ((glXChooseFBConfigSGIX = (PFNGLXCHOOSEFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChooseFBConfigSGIX")) == NULL) || r; - r = ((glXCreateContextWithConfigSGIX = (PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateContextWithConfigSGIX")) == NULL) || r; - r = ((glXCreateGLXPixmapWithConfigSGIX = (PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPixmapWithConfigSGIX")) == NULL) || r; - r = ((glXGetFBConfigAttribSGIX = (PFNGLXGETFBCONFIGATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigAttribSGIX")) == NULL) || r; - r = ((glXGetFBConfigFromVisualSGIX = (PFNGLXGETFBCONFIGFROMVISUALSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetFBConfigFromVisualSGIX")) == NULL) || r; - r = ((glXGetVisualFromFBConfigSGIX = (PFNGLXGETVISUALFROMFBCONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetVisualFromFBConfigSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_fbconfig */ - -#ifdef GLX_SGIX_hyperpipe - -static GLboolean _glewInit_GLX_SGIX_hyperpipe () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindHyperpipeSGIX = (PFNGLXBINDHYPERPIPESGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindHyperpipeSGIX")) == NULL) || r; - r = ((glXDestroyHyperpipeConfigSGIX = (PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyHyperpipeConfigSGIX")) == NULL) || r; - r = ((glXHyperpipeAttribSGIX = (PFNGLXHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeAttribSGIX")) == NULL) || r; - r = ((glXHyperpipeConfigSGIX = (PFNGLXHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXHyperpipeConfigSGIX")) == NULL) || r; - r = ((glXQueryHyperpipeAttribSGIX = (PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeAttribSGIX")) == NULL) || r; - r = ((glXQueryHyperpipeBestAttribSGIX = (PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeBestAttribSGIX")) == NULL) || r; - r = ((glXQueryHyperpipeConfigSGIX = (PFNGLXQUERYHYPERPIPECONFIGSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeConfigSGIX")) == NULL) || r; - r = ((glXQueryHyperpipeNetworkSGIX = (PFNGLXQUERYHYPERPIPENETWORKSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryHyperpipeNetworkSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_hyperpipe */ - -#ifdef GLX_SGIX_pbuffer - -static GLboolean _glewInit_GLX_SGIX_pbuffer () -{ - GLboolean r = GL_FALSE; - - r = ((glXCreateGLXPbufferSGIX = (PFNGLXCREATEGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXCreateGLXPbufferSGIX")) == NULL) || r; - r = ((glXDestroyGLXPbufferSGIX = (PFNGLXDESTROYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXDestroyGLXPbufferSGIX")) == NULL) || r; - r = ((glXGetSelectedEventSGIX = (PFNGLXGETSELECTEDEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXGetSelectedEventSGIX")) == NULL) || r; - r = ((glXQueryGLXPbufferSGIX = (PFNGLXQUERYGLXPBUFFERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryGLXPbufferSGIX")) == NULL) || r; - r = ((glXSelectEventSGIX = (PFNGLXSELECTEVENTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXSelectEventSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_pbuffer */ - -#ifdef GLX_SGIX_swap_barrier - -static GLboolean _glewInit_GLX_SGIX_swap_barrier () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindSwapBarrierSGIX = (PFNGLXBINDSWAPBARRIERSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindSwapBarrierSGIX")) == NULL) || r; - r = ((glXQueryMaxSwapBarriersSGIX = (PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryMaxSwapBarriersSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_swap_barrier */ - -#ifdef GLX_SGIX_swap_group - -static GLboolean _glewInit_GLX_SGIX_swap_group () -{ - GLboolean r = GL_FALSE; - - r = ((glXJoinSwapGroupSGIX = (PFNGLXJOINSWAPGROUPSGIXPROC)glewGetProcAddress((const GLubyte*)"glXJoinSwapGroupSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_swap_group */ - -#ifdef GLX_SGIX_video_resize - -static GLboolean _glewInit_GLX_SGIX_video_resize () -{ - GLboolean r = GL_FALSE; - - r = ((glXBindChannelToWindowSGIX = (PFNGLXBINDCHANNELTOWINDOWSGIXPROC)glewGetProcAddress((const GLubyte*)"glXBindChannelToWindowSGIX")) == NULL) || r; - r = ((glXChannelRectSGIX = (PFNGLXCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSGIX")) == NULL) || r; - r = ((glXChannelRectSyncSGIX = (PFNGLXCHANNELRECTSYNCSGIXPROC)glewGetProcAddress((const GLubyte*)"glXChannelRectSyncSGIX")) == NULL) || r; - r = ((glXQueryChannelDeltasSGIX = (PFNGLXQUERYCHANNELDELTASSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelDeltasSGIX")) == NULL) || r; - r = ((glXQueryChannelRectSGIX = (PFNGLXQUERYCHANNELRECTSGIXPROC)glewGetProcAddress((const GLubyte*)"glXQueryChannelRectSGIX")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGIX_video_resize */ - -#ifdef GLX_SGI_cushion - -static GLboolean _glewInit_GLX_SGI_cushion () -{ - GLboolean r = GL_FALSE; - - r = ((glXCushionSGI = (PFNGLXCUSHIONSGIPROC)glewGetProcAddress((const GLubyte*)"glXCushionSGI")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGI_cushion */ - -#ifdef GLX_SGI_make_current_read - -static GLboolean _glewInit_GLX_SGI_make_current_read () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetCurrentReadDrawableSGI = (PFNGLXGETCURRENTREADDRAWABLESGIPROC)glewGetProcAddress((const GLubyte*)"glXGetCurrentReadDrawableSGI")) == NULL) || r; - r = ((glXMakeCurrentReadSGI = (PFNGLXMAKECURRENTREADSGIPROC)glewGetProcAddress((const GLubyte*)"glXMakeCurrentReadSGI")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGI_make_current_read */ - -#ifdef GLX_SGI_swap_control - -static GLboolean _glewInit_GLX_SGI_swap_control () -{ - GLboolean r = GL_FALSE; - - r = ((glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC)glewGetProcAddress((const GLubyte*)"glXSwapIntervalSGI")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGI_swap_control */ - -#ifdef GLX_SGI_video_sync - -static GLboolean _glewInit_GLX_SGI_video_sync () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoSyncSGI")) == NULL) || r; - r = ((glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glewGetProcAddress((const GLubyte*)"glXWaitVideoSyncSGI")) == NULL) || r; - - return r; -} - -#endif /* GLX_SGI_video_sync */ - -#ifdef GLX_SUN_get_transparent_index - -static GLboolean _glewInit_GLX_SUN_get_transparent_index () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetTransparentIndexSUN = (PFNGLXGETTRANSPARENTINDEXSUNPROC)glewGetProcAddress((const GLubyte*)"glXGetTransparentIndexSUN")) == NULL) || r; - - return r; -} - -#endif /* GLX_SUN_get_transparent_index */ - -#ifdef GLX_SUN_video_resize - -static GLboolean _glewInit_GLX_SUN_video_resize () -{ - GLboolean r = GL_FALSE; - - r = ((glXGetVideoResizeSUN = (PFNGLXGETVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXGetVideoResizeSUN")) == NULL) || r; - r = ((glXVideoResizeSUN = (PFNGLXVIDEORESIZESUNPROC)glewGetProcAddress((const GLubyte*)"glXVideoResizeSUN")) == NULL) || r; - - return r; -} - -#endif /* GLX_SUN_video_resize */ - -/* ------------------------------------------------------------------------ */ - -GLboolean glxewGetExtension (const char* name) -{ - const GLubyte* start; - const GLubyte* end; - - if (glXGetCurrentDisplay == NULL) return GL_FALSE; - start = (const GLubyte*)glXGetClientString(glXGetCurrentDisplay(), GLX_EXTENSIONS); - if (0 == start) return GL_FALSE; - end = start + _glewStrLen(start); - return _glewSearchExtension(name, start, end); -} - -GLenum glxewInit () -{ - Display* display; - int major, minor; - const GLubyte* extStart; - const GLubyte* extEnd; - /* initialize core GLX 1.2 */ - if (_glewInit_GLX_VERSION_1_2()) return GLEW_ERROR_GLX_VERSION_11_ONLY; - /* check for a display */ - display = glXGetCurrentDisplay(); - if (display == NULL) return GLEW_ERROR_NO_GLX_DISPLAY; - /* initialize flags */ - GLXEW_VERSION_1_0 = GL_TRUE; - GLXEW_VERSION_1_1 = GL_TRUE; - GLXEW_VERSION_1_2 = GL_TRUE; - GLXEW_VERSION_1_3 = GL_TRUE; - GLXEW_VERSION_1_4 = GL_TRUE; - /* query GLX version */ - glXQueryVersion(display, &major, &minor); - if (major == 1 && minor <= 3) - { - switch (minor) - { - case 3: - GLXEW_VERSION_1_4 = GL_FALSE; - break; - case 2: - GLXEW_VERSION_1_4 = GL_FALSE; - GLXEW_VERSION_1_3 = GL_FALSE; - break; - default: - return GLEW_ERROR_GLX_VERSION_11_ONLY; - break; - } - } - /* query GLX extension string */ - extStart = 0; - if (glXGetCurrentDisplay != NULL) - extStart = (const GLubyte*)glXGetClientString(display, GLX_EXTENSIONS); - if (extStart == 0) - extStart = (const GLubyte *)""; - extEnd = extStart + _glewStrLen(extStart); - /* initialize extensions */ -#ifdef GLX_VERSION_1_3 - if (glewExperimental || GLXEW_VERSION_1_3) GLXEW_VERSION_1_3 = !_glewInit_GLX_VERSION_1_3(); -#endif /* GLX_VERSION_1_3 */ -#ifdef GLX_3DFX_multisample - GLXEW_3DFX_multisample = _glewSearchExtension("GLX_3DFX_multisample", extStart, extEnd); -#endif /* GLX_3DFX_multisample */ -#ifdef GLX_AMD_gpu_association - GLXEW_AMD_gpu_association = _glewSearchExtension("GLX_AMD_gpu_association", extStart, extEnd); - if (glewExperimental || GLXEW_AMD_gpu_association) GLXEW_AMD_gpu_association = !_glewInit_GLX_AMD_gpu_association(); -#endif /* GLX_AMD_gpu_association */ -#ifdef GLX_ARB_context_flush_control - GLXEW_ARB_context_flush_control = _glewSearchExtension("GLX_ARB_context_flush_control", extStart, extEnd); -#endif /* GLX_ARB_context_flush_control */ -#ifdef GLX_ARB_create_context - GLXEW_ARB_create_context = _glewSearchExtension("GLX_ARB_create_context", extStart, extEnd); - if (glewExperimental || GLXEW_ARB_create_context) GLXEW_ARB_create_context = !_glewInit_GLX_ARB_create_context(); -#endif /* GLX_ARB_create_context */ -#ifdef GLX_ARB_create_context_no_error - GLXEW_ARB_create_context_no_error = _glewSearchExtension("GLX_ARB_create_context_no_error", extStart, extEnd); -#endif /* GLX_ARB_create_context_no_error */ -#ifdef GLX_ARB_create_context_profile - GLXEW_ARB_create_context_profile = _glewSearchExtension("GLX_ARB_create_context_profile", extStart, extEnd); -#endif /* GLX_ARB_create_context_profile */ -#ifdef GLX_ARB_create_context_robustness - GLXEW_ARB_create_context_robustness = _glewSearchExtension("GLX_ARB_create_context_robustness", extStart, extEnd); -#endif /* GLX_ARB_create_context_robustness */ -#ifdef GLX_ARB_fbconfig_float - GLXEW_ARB_fbconfig_float = _glewSearchExtension("GLX_ARB_fbconfig_float", extStart, extEnd); -#endif /* GLX_ARB_fbconfig_float */ -#ifdef GLX_ARB_framebuffer_sRGB - GLXEW_ARB_framebuffer_sRGB = _glewSearchExtension("GLX_ARB_framebuffer_sRGB", extStart, extEnd); -#endif /* GLX_ARB_framebuffer_sRGB */ -#ifdef GLX_ARB_get_proc_address - GLXEW_ARB_get_proc_address = _glewSearchExtension("GLX_ARB_get_proc_address", extStart, extEnd); -#endif /* GLX_ARB_get_proc_address */ -#ifdef GLX_ARB_multisample - GLXEW_ARB_multisample = _glewSearchExtension("GLX_ARB_multisample", extStart, extEnd); -#endif /* GLX_ARB_multisample */ -#ifdef GLX_ARB_robustness_application_isolation - GLXEW_ARB_robustness_application_isolation = _glewSearchExtension("GLX_ARB_robustness_application_isolation", extStart, extEnd); -#endif /* GLX_ARB_robustness_application_isolation */ -#ifdef GLX_ARB_robustness_share_group_isolation - GLXEW_ARB_robustness_share_group_isolation = _glewSearchExtension("GLX_ARB_robustness_share_group_isolation", extStart, extEnd); -#endif /* GLX_ARB_robustness_share_group_isolation */ -#ifdef GLX_ARB_vertex_buffer_object - GLXEW_ARB_vertex_buffer_object = _glewSearchExtension("GLX_ARB_vertex_buffer_object", extStart, extEnd); -#endif /* GLX_ARB_vertex_buffer_object */ -#ifdef GLX_ATI_pixel_format_float - GLXEW_ATI_pixel_format_float = _glewSearchExtension("GLX_ATI_pixel_format_float", extStart, extEnd); -#endif /* GLX_ATI_pixel_format_float */ -#ifdef GLX_ATI_render_texture - GLXEW_ATI_render_texture = _glewSearchExtension("GLX_ATI_render_texture", extStart, extEnd); - if (glewExperimental || GLXEW_ATI_render_texture) GLXEW_ATI_render_texture = !_glewInit_GLX_ATI_render_texture(); -#endif /* GLX_ATI_render_texture */ -#ifdef GLX_EXT_buffer_age - GLXEW_EXT_buffer_age = _glewSearchExtension("GLX_EXT_buffer_age", extStart, extEnd); -#endif /* GLX_EXT_buffer_age */ -#ifdef GLX_EXT_create_context_es2_profile - GLXEW_EXT_create_context_es2_profile = _glewSearchExtension("GLX_EXT_create_context_es2_profile", extStart, extEnd); -#endif /* GLX_EXT_create_context_es2_profile */ -#ifdef GLX_EXT_create_context_es_profile - GLXEW_EXT_create_context_es_profile = _glewSearchExtension("GLX_EXT_create_context_es_profile", extStart, extEnd); -#endif /* GLX_EXT_create_context_es_profile */ -#ifdef GLX_EXT_fbconfig_packed_float - GLXEW_EXT_fbconfig_packed_float = _glewSearchExtension("GLX_EXT_fbconfig_packed_float", extStart, extEnd); -#endif /* GLX_EXT_fbconfig_packed_float */ -#ifdef GLX_EXT_framebuffer_sRGB - GLXEW_EXT_framebuffer_sRGB = _glewSearchExtension("GLX_EXT_framebuffer_sRGB", extStart, extEnd); -#endif /* GLX_EXT_framebuffer_sRGB */ -#ifdef GLX_EXT_import_context - GLXEW_EXT_import_context = _glewSearchExtension("GLX_EXT_import_context", extStart, extEnd); - if (glewExperimental || GLXEW_EXT_import_context) GLXEW_EXT_import_context = !_glewInit_GLX_EXT_import_context(); -#endif /* GLX_EXT_import_context */ -#ifdef GLX_EXT_libglvnd - GLXEW_EXT_libglvnd = _glewSearchExtension("GLX_EXT_libglvnd", extStart, extEnd); -#endif /* GLX_EXT_libglvnd */ -#ifdef GLX_EXT_scene_marker - GLXEW_EXT_scene_marker = _glewSearchExtension("GLX_EXT_scene_marker", extStart, extEnd); -#endif /* GLX_EXT_scene_marker */ -#ifdef GLX_EXT_stereo_tree - GLXEW_EXT_stereo_tree = _glewSearchExtension("GLX_EXT_stereo_tree", extStart, extEnd); -#endif /* GLX_EXT_stereo_tree */ -#ifdef GLX_EXT_swap_control - GLXEW_EXT_swap_control = _glewSearchExtension("GLX_EXT_swap_control", extStart, extEnd); - if (glewExperimental || GLXEW_EXT_swap_control) GLXEW_EXT_swap_control = !_glewInit_GLX_EXT_swap_control(); -#endif /* GLX_EXT_swap_control */ -#ifdef GLX_EXT_swap_control_tear - GLXEW_EXT_swap_control_tear = _glewSearchExtension("GLX_EXT_swap_control_tear", extStart, extEnd); -#endif /* GLX_EXT_swap_control_tear */ -#ifdef GLX_EXT_texture_from_pixmap - GLXEW_EXT_texture_from_pixmap = _glewSearchExtension("GLX_EXT_texture_from_pixmap", extStart, extEnd); - if (glewExperimental || GLXEW_EXT_texture_from_pixmap) GLXEW_EXT_texture_from_pixmap = !_glewInit_GLX_EXT_texture_from_pixmap(); -#endif /* GLX_EXT_texture_from_pixmap */ -#ifdef GLX_EXT_visual_info - GLXEW_EXT_visual_info = _glewSearchExtension("GLX_EXT_visual_info", extStart, extEnd); -#endif /* GLX_EXT_visual_info */ -#ifdef GLX_EXT_visual_rating - GLXEW_EXT_visual_rating = _glewSearchExtension("GLX_EXT_visual_rating", extStart, extEnd); -#endif /* GLX_EXT_visual_rating */ -#ifdef GLX_INTEL_swap_event - GLXEW_INTEL_swap_event = _glewSearchExtension("GLX_INTEL_swap_event", extStart, extEnd); -#endif /* GLX_INTEL_swap_event */ -#ifdef GLX_MESA_agp_offset - GLXEW_MESA_agp_offset = _glewSearchExtension("GLX_MESA_agp_offset", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_agp_offset) GLXEW_MESA_agp_offset = !_glewInit_GLX_MESA_agp_offset(); -#endif /* GLX_MESA_agp_offset */ -#ifdef GLX_MESA_copy_sub_buffer - GLXEW_MESA_copy_sub_buffer = _glewSearchExtension("GLX_MESA_copy_sub_buffer", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_copy_sub_buffer) GLXEW_MESA_copy_sub_buffer = !_glewInit_GLX_MESA_copy_sub_buffer(); -#endif /* GLX_MESA_copy_sub_buffer */ -#ifdef GLX_MESA_pixmap_colormap - GLXEW_MESA_pixmap_colormap = _glewSearchExtension("GLX_MESA_pixmap_colormap", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_pixmap_colormap) GLXEW_MESA_pixmap_colormap = !_glewInit_GLX_MESA_pixmap_colormap(); -#endif /* GLX_MESA_pixmap_colormap */ -#ifdef GLX_MESA_query_renderer - GLXEW_MESA_query_renderer = _glewSearchExtension("GLX_MESA_query_renderer", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_query_renderer) GLXEW_MESA_query_renderer = !_glewInit_GLX_MESA_query_renderer(); -#endif /* GLX_MESA_query_renderer */ -#ifdef GLX_MESA_release_buffers - GLXEW_MESA_release_buffers = _glewSearchExtension("GLX_MESA_release_buffers", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_release_buffers) GLXEW_MESA_release_buffers = !_glewInit_GLX_MESA_release_buffers(); -#endif /* GLX_MESA_release_buffers */ -#ifdef GLX_MESA_set_3dfx_mode - GLXEW_MESA_set_3dfx_mode = _glewSearchExtension("GLX_MESA_set_3dfx_mode", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_set_3dfx_mode) GLXEW_MESA_set_3dfx_mode = !_glewInit_GLX_MESA_set_3dfx_mode(); -#endif /* GLX_MESA_set_3dfx_mode */ -#ifdef GLX_MESA_swap_control - GLXEW_MESA_swap_control = _glewSearchExtension("GLX_MESA_swap_control", extStart, extEnd); - if (glewExperimental || GLXEW_MESA_swap_control) GLXEW_MESA_swap_control = !_glewInit_GLX_MESA_swap_control(); -#endif /* GLX_MESA_swap_control */ -#ifdef GLX_NV_copy_buffer - GLXEW_NV_copy_buffer = _glewSearchExtension("GLX_NV_copy_buffer", extStart, extEnd); - if (glewExperimental || GLXEW_NV_copy_buffer) GLXEW_NV_copy_buffer = !_glewInit_GLX_NV_copy_buffer(); -#endif /* GLX_NV_copy_buffer */ -#ifdef GLX_NV_copy_image - GLXEW_NV_copy_image = _glewSearchExtension("GLX_NV_copy_image", extStart, extEnd); - if (glewExperimental || GLXEW_NV_copy_image) GLXEW_NV_copy_image = !_glewInit_GLX_NV_copy_image(); -#endif /* GLX_NV_copy_image */ -#ifdef GLX_NV_delay_before_swap - GLXEW_NV_delay_before_swap = _glewSearchExtension("GLX_NV_delay_before_swap", extStart, extEnd); - if (glewExperimental || GLXEW_NV_delay_before_swap) GLXEW_NV_delay_before_swap = !_glewInit_GLX_NV_delay_before_swap(); -#endif /* GLX_NV_delay_before_swap */ -#ifdef GLX_NV_float_buffer - GLXEW_NV_float_buffer = _glewSearchExtension("GLX_NV_float_buffer", extStart, extEnd); -#endif /* GLX_NV_float_buffer */ -#ifdef GLX_NV_multisample_coverage - GLXEW_NV_multisample_coverage = _glewSearchExtension("GLX_NV_multisample_coverage", extStart, extEnd); -#endif /* GLX_NV_multisample_coverage */ -#ifdef GLX_NV_present_video - GLXEW_NV_present_video = _glewSearchExtension("GLX_NV_present_video", extStart, extEnd); - if (glewExperimental || GLXEW_NV_present_video) GLXEW_NV_present_video = !_glewInit_GLX_NV_present_video(); -#endif /* GLX_NV_present_video */ -#ifdef GLX_NV_robustness_video_memory_purge - GLXEW_NV_robustness_video_memory_purge = _glewSearchExtension("GLX_NV_robustness_video_memory_purge", extStart, extEnd); -#endif /* GLX_NV_robustness_video_memory_purge */ -#ifdef GLX_NV_swap_group - GLXEW_NV_swap_group = _glewSearchExtension("GLX_NV_swap_group", extStart, extEnd); - if (glewExperimental || GLXEW_NV_swap_group) GLXEW_NV_swap_group = !_glewInit_GLX_NV_swap_group(); -#endif /* GLX_NV_swap_group */ -#ifdef GLX_NV_vertex_array_range - GLXEW_NV_vertex_array_range = _glewSearchExtension("GLX_NV_vertex_array_range", extStart, extEnd); - if (glewExperimental || GLXEW_NV_vertex_array_range) GLXEW_NV_vertex_array_range = !_glewInit_GLX_NV_vertex_array_range(); -#endif /* GLX_NV_vertex_array_range */ -#ifdef GLX_NV_video_capture - GLXEW_NV_video_capture = _glewSearchExtension("GLX_NV_video_capture", extStart, extEnd); - if (glewExperimental || GLXEW_NV_video_capture) GLXEW_NV_video_capture = !_glewInit_GLX_NV_video_capture(); -#endif /* GLX_NV_video_capture */ -#ifdef GLX_NV_video_out - GLXEW_NV_video_out = _glewSearchExtension("GLX_NV_video_out", extStart, extEnd); - if (glewExperimental || GLXEW_NV_video_out) GLXEW_NV_video_out = !_glewInit_GLX_NV_video_out(); -#endif /* GLX_NV_video_out */ -#ifdef GLX_OML_swap_method - GLXEW_OML_swap_method = _glewSearchExtension("GLX_OML_swap_method", extStart, extEnd); -#endif /* GLX_OML_swap_method */ -#ifdef GLX_OML_sync_control - GLXEW_OML_sync_control = _glewSearchExtension("GLX_OML_sync_control", extStart, extEnd); - if (glewExperimental || GLXEW_OML_sync_control) GLXEW_OML_sync_control = !_glewInit_GLX_OML_sync_control(); -#endif /* GLX_OML_sync_control */ -#ifdef GLX_SGIS_blended_overlay - GLXEW_SGIS_blended_overlay = _glewSearchExtension("GLX_SGIS_blended_overlay", extStart, extEnd); -#endif /* GLX_SGIS_blended_overlay */ -#ifdef GLX_SGIS_color_range - GLXEW_SGIS_color_range = _glewSearchExtension("GLX_SGIS_color_range", extStart, extEnd); -#endif /* GLX_SGIS_color_range */ -#ifdef GLX_SGIS_multisample - GLXEW_SGIS_multisample = _glewSearchExtension("GLX_SGIS_multisample", extStart, extEnd); -#endif /* GLX_SGIS_multisample */ -#ifdef GLX_SGIS_shared_multisample - GLXEW_SGIS_shared_multisample = _glewSearchExtension("GLX_SGIS_shared_multisample", extStart, extEnd); -#endif /* GLX_SGIS_shared_multisample */ -#ifdef GLX_SGIX_fbconfig - GLXEW_SGIX_fbconfig = _glewSearchExtension("GLX_SGIX_fbconfig", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_fbconfig) GLXEW_SGIX_fbconfig = !_glewInit_GLX_SGIX_fbconfig(); -#endif /* GLX_SGIX_fbconfig */ -#ifdef GLX_SGIX_hyperpipe - GLXEW_SGIX_hyperpipe = _glewSearchExtension("GLX_SGIX_hyperpipe", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_hyperpipe) GLXEW_SGIX_hyperpipe = !_glewInit_GLX_SGIX_hyperpipe(); -#endif /* GLX_SGIX_hyperpipe */ -#ifdef GLX_SGIX_pbuffer - GLXEW_SGIX_pbuffer = _glewSearchExtension("GLX_SGIX_pbuffer", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_pbuffer) GLXEW_SGIX_pbuffer = !_glewInit_GLX_SGIX_pbuffer(); -#endif /* GLX_SGIX_pbuffer */ -#ifdef GLX_SGIX_swap_barrier - GLXEW_SGIX_swap_barrier = _glewSearchExtension("GLX_SGIX_swap_barrier", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_swap_barrier) GLXEW_SGIX_swap_barrier = !_glewInit_GLX_SGIX_swap_barrier(); -#endif /* GLX_SGIX_swap_barrier */ -#ifdef GLX_SGIX_swap_group - GLXEW_SGIX_swap_group = _glewSearchExtension("GLX_SGIX_swap_group", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_swap_group) GLXEW_SGIX_swap_group = !_glewInit_GLX_SGIX_swap_group(); -#endif /* GLX_SGIX_swap_group */ -#ifdef GLX_SGIX_video_resize - GLXEW_SGIX_video_resize = _glewSearchExtension("GLX_SGIX_video_resize", extStart, extEnd); - if (glewExperimental || GLXEW_SGIX_video_resize) GLXEW_SGIX_video_resize = !_glewInit_GLX_SGIX_video_resize(); -#endif /* GLX_SGIX_video_resize */ -#ifdef GLX_SGIX_visual_select_group - GLXEW_SGIX_visual_select_group = _glewSearchExtension("GLX_SGIX_visual_select_group", extStart, extEnd); -#endif /* GLX_SGIX_visual_select_group */ -#ifdef GLX_SGI_cushion - GLXEW_SGI_cushion = _glewSearchExtension("GLX_SGI_cushion", extStart, extEnd); - if (glewExperimental || GLXEW_SGI_cushion) GLXEW_SGI_cushion = !_glewInit_GLX_SGI_cushion(); -#endif /* GLX_SGI_cushion */ -#ifdef GLX_SGI_make_current_read - GLXEW_SGI_make_current_read = _glewSearchExtension("GLX_SGI_make_current_read", extStart, extEnd); - if (glewExperimental || GLXEW_SGI_make_current_read) GLXEW_SGI_make_current_read = !_glewInit_GLX_SGI_make_current_read(); -#endif /* GLX_SGI_make_current_read */ -#ifdef GLX_SGI_swap_control - GLXEW_SGI_swap_control = _glewSearchExtension("GLX_SGI_swap_control", extStart, extEnd); - if (glewExperimental || GLXEW_SGI_swap_control) GLXEW_SGI_swap_control = !_glewInit_GLX_SGI_swap_control(); -#endif /* GLX_SGI_swap_control */ -#ifdef GLX_SGI_video_sync - GLXEW_SGI_video_sync = _glewSearchExtension("GLX_SGI_video_sync", extStart, extEnd); - if (glewExperimental || GLXEW_SGI_video_sync) GLXEW_SGI_video_sync = !_glewInit_GLX_SGI_video_sync(); -#endif /* GLX_SGI_video_sync */ -#ifdef GLX_SUN_get_transparent_index - GLXEW_SUN_get_transparent_index = _glewSearchExtension("GLX_SUN_get_transparent_index", extStart, extEnd); - if (glewExperimental || GLXEW_SUN_get_transparent_index) GLXEW_SUN_get_transparent_index = !_glewInit_GLX_SUN_get_transparent_index(); -#endif /* GLX_SUN_get_transparent_index */ -#ifdef GLX_SUN_video_resize - GLXEW_SUN_video_resize = _glewSearchExtension("GLX_SUN_video_resize", extStart, extEnd); - if (glewExperimental || GLXEW_SUN_video_resize) GLXEW_SUN_video_resize = !_glewInit_GLX_SUN_video_resize(); -#endif /* GLX_SUN_video_resize */ - - return GLEW_OK; -} - -#endif /* !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && (!defined(__APPLE__) || defined(GLEW_APPLE_GLX)) */ - -/* ------------------------------------------------------------------------ */ - -const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error) -{ - static const GLubyte* _glewErrorString[] = - { - (const GLubyte*)"No error", - (const GLubyte*)"Missing GL version", - (const GLubyte*)"GL 1.1 and up are not supported", - (const GLubyte*)"GLX 1.2 and up are not supported", - (const GLubyte*)"Unknown error" - }; - const size_t max_error = sizeof(_glewErrorString)/sizeof(*_glewErrorString) - 1; - return _glewErrorString[(size_t)error > max_error ? max_error : (size_t)error]; -} - -const GLubyte * GLEWAPIENTRY glewGetString (GLenum name) -{ - static const GLubyte* _glewString[] = - { - (const GLubyte*)NULL, - (const GLubyte*)"2.1.0", - (const GLubyte*)"2", - (const GLubyte*)"1", - (const GLubyte*)"0" - }; - const size_t max_string = sizeof(_glewString)/sizeof(*_glewString) - 1; - return _glewString[(size_t)name > max_string ? 0 : (size_t)name]; -} - -/* ------------------------------------------------------------------------ */ - -GLboolean glewExperimental = GL_FALSE; - -GLenum GLEWAPIENTRY glewInit (void) -{ - GLenum r; -#if defined(GLEW_EGL) - PFNEGLGETCURRENTDISPLAYPROC getCurrentDisplay = NULL; -#endif - r = glewContextInit(); - if ( r != 0 ) return r; -#if defined(GLEW_EGL) - getCurrentDisplay = (PFNEGLGETCURRENTDISPLAYPROC) glewGetProcAddress("eglGetCurrentDisplay"); - return eglewInit(getCurrentDisplay()); -#elif defined(GLEW_OSMESA) || defined(__ANDROID__) || defined(__native_client__) || defined(__HAIKU__) - return r; -#elif defined(_WIN32) - return wglewInit(); -#elif !defined(__APPLE__) || defined(GLEW_APPLE_GLX) /* _UNIX */ - return glxewInit(); -#else - return r; -#endif /* _WIN32 */ -} - -#if defined(_WIN32) && defined(GLEW_BUILD) && defined(__GNUC__) -/* GCC requires a DLL entry point even without any standard library included. */ -/* Types extracted from windows.h to avoid polluting the rest of the file. */ -int __stdcall DllMainCRTStartup(void* instance, unsigned reason, void* reserved) -{ - (void) instance; - (void) reason; - (void) reserved; - return 1; -} -#endif -GLboolean GLEWAPIENTRY glewIsSupported (const char* name) -{ - const GLubyte* pos = (const GLubyte*)name; - GLuint len = _glewStrLen(pos); - GLboolean ret = GL_TRUE; - while (ret && len > 0) - { - if (_glewStrSame1(&pos, &len, (const GLubyte*)"GL_", 3)) - { - if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) - { -#ifdef GL_VERSION_1_2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) - { - ret = GLEW_VERSION_1_2; - continue; - } -#endif -#ifdef GL_VERSION_1_2_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2_1", 5)) - { - ret = GLEW_VERSION_1_2_1; - continue; - } -#endif -#ifdef GL_VERSION_1_3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) - { - ret = GLEW_VERSION_1_3; - continue; - } -#endif -#ifdef GL_VERSION_1_4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) - { - ret = GLEW_VERSION_1_4; - continue; - } -#endif -#ifdef GL_VERSION_1_5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_5", 3)) - { - ret = GLEW_VERSION_1_5; - continue; - } -#endif -#ifdef GL_VERSION_2_0 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_0", 3)) - { - ret = GLEW_VERSION_2_0; - continue; - } -#endif -#ifdef GL_VERSION_2_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"2_1", 3)) - { - ret = GLEW_VERSION_2_1; - continue; - } -#endif -#ifdef GL_VERSION_3_0 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_0", 3)) - { - ret = GLEW_VERSION_3_0; - continue; - } -#endif -#ifdef GL_VERSION_3_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_1", 3)) - { - ret = GLEW_VERSION_3_1; - continue; - } -#endif -#ifdef GL_VERSION_3_2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_2", 3)) - { - ret = GLEW_VERSION_3_2; - continue; - } -#endif -#ifdef GL_VERSION_3_3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3_3", 3)) - { - ret = GLEW_VERSION_3_3; - continue; - } -#endif -#ifdef GL_VERSION_4_0 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_0", 3)) - { - ret = GLEW_VERSION_4_0; - continue; - } -#endif -#ifdef GL_VERSION_4_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_1", 3)) - { - ret = GLEW_VERSION_4_1; - continue; - } -#endif -#ifdef GL_VERSION_4_2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_2", 3)) - { - ret = GLEW_VERSION_4_2; - continue; - } -#endif -#ifdef GL_VERSION_4_3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_3", 3)) - { - ret = GLEW_VERSION_4_3; - continue; - } -#endif -#ifdef GL_VERSION_4_4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_4", 3)) - { - ret = GLEW_VERSION_4_4; - continue; - } -#endif -#ifdef GL_VERSION_4_5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_5", 3)) - { - ret = GLEW_VERSION_4_5; - continue; - } -#endif -#ifdef GL_VERSION_4_6 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"4_6", 3)) - { - ret = GLEW_VERSION_4_6; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) - { -#ifdef GL_3DFX_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLEW_3DFX_multisample; - continue; - } -#endif -#ifdef GL_3DFX_tbuffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"tbuffer", 7)) - { - ret = GLEW_3DFX_tbuffer; - continue; - } -#endif -#ifdef GL_3DFX_texture_compression_FXT1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_FXT1", 24)) - { - ret = GLEW_3DFX_texture_compression_FXT1; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) - { -#ifdef GL_AMD_blend_minmax_factor - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax_factor", 19)) - { - ret = GLEW_AMD_blend_minmax_factor; - continue; - } -#endif -#ifdef GL_AMD_compressed_3DC_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_3DC_texture", 22)) - { - ret = GLEW_AMD_compressed_3DC_texture; - continue; - } -#endif -#ifdef GL_AMD_compressed_ATC_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_ATC_texture", 22)) - { - ret = GLEW_AMD_compressed_ATC_texture; - continue; - } -#endif -#ifdef GL_AMD_conservative_depth - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) - { - ret = GLEW_AMD_conservative_depth; - continue; - } -#endif -#ifdef GL_AMD_debug_output - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12)) - { - ret = GLEW_AMD_debug_output; - continue; - } -#endif -#ifdef GL_AMD_depth_clamp_separate - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp_separate", 20)) - { - ret = GLEW_AMD_depth_clamp_separate; - continue; - } -#endif -#ifdef GL_AMD_draw_buffers_blend - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18)) - { - ret = GLEW_AMD_draw_buffers_blend; - continue; - } -#endif -#ifdef GL_AMD_framebuffer_sample_positions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sample_positions", 28)) - { - ret = GLEW_AMD_framebuffer_sample_positions; - continue; - } -#endif -#ifdef GL_AMD_gcn_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gcn_shader", 10)) - { - ret = GLEW_AMD_gcn_shader; - continue; - } -#endif -#ifdef GL_AMD_gpu_shader_half_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_half_float", 21)) - { - ret = GLEW_AMD_gpu_shader_half_float; - continue; - } -#endif -#ifdef GL_AMD_gpu_shader_int16 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int16", 16)) - { - ret = GLEW_AMD_gpu_shader_int16; - continue; - } -#endif -#ifdef GL_AMD_gpu_shader_int64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16)) - { - ret = GLEW_AMD_gpu_shader_int64; - continue; - } -#endif -#ifdef GL_AMD_interleaved_elements - if (_glewStrSame3(&pos, &len, (const GLubyte*)"interleaved_elements", 20)) - { - ret = GLEW_AMD_interleaved_elements; - continue; - } -#endif -#ifdef GL_AMD_multi_draw_indirect - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) - { - ret = GLEW_AMD_multi_draw_indirect; - continue; - } -#endif -#ifdef GL_AMD_name_gen_delete - if (_glewStrSame3(&pos, &len, (const GLubyte*)"name_gen_delete", 15)) - { - ret = GLEW_AMD_name_gen_delete; - continue; - } -#endif -#ifdef GL_AMD_occlusion_query_event - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query_event", 21)) - { - ret = GLEW_AMD_occlusion_query_event; - continue; - } -#endif -#ifdef GL_AMD_performance_monitor - if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_monitor", 19)) - { - ret = GLEW_AMD_performance_monitor; - continue; - } -#endif -#ifdef GL_AMD_pinned_memory - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pinned_memory", 13)) - { - ret = GLEW_AMD_pinned_memory; - continue; - } -#endif -#ifdef GL_AMD_program_binary_Z400 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_binary_Z400", 19)) - { - ret = GLEW_AMD_program_binary_Z400; - continue; - } -#endif -#ifdef GL_AMD_query_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19)) - { - ret = GLEW_AMD_query_buffer_object; - continue; - } -#endif -#ifdef GL_AMD_sample_positions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_positions", 16)) - { - ret = GLEW_AMD_sample_positions; - continue; - } -#endif -#ifdef GL_AMD_seamless_cubemap_per_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28)) - { - ret = GLEW_AMD_seamless_cubemap_per_texture; - continue; - } -#endif -#ifdef GL_AMD_shader_atomic_counter_ops - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25)) - { - ret = GLEW_AMD_shader_atomic_counter_ops; - continue; - } -#endif -#ifdef GL_AMD_shader_ballot - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_ballot", 13)) - { - ret = GLEW_AMD_shader_ballot; - continue; - } -#endif -#ifdef GL_AMD_shader_explicit_vertex_parameter - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_explicit_vertex_parameter", 32)) - { - ret = GLEW_AMD_shader_explicit_vertex_parameter; - continue; - } -#endif -#ifdef GL_AMD_shader_stencil_export - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21)) - { - ret = GLEW_AMD_shader_stencil_export; - continue; - } -#endif -#ifdef GL_AMD_shader_stencil_value_export - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_value_export", 27)) - { - ret = GLEW_AMD_shader_stencil_value_export; - continue; - } -#endif -#ifdef GL_AMD_shader_trinary_minmax - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_trinary_minmax", 21)) - { - ret = GLEW_AMD_shader_trinary_minmax; - continue; - } -#endif -#ifdef GL_AMD_sparse_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) - { - ret = GLEW_AMD_sparse_texture; - continue; - } -#endif -#ifdef GL_AMD_stencil_operation_extended - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_operation_extended", 26)) - { - ret = GLEW_AMD_stencil_operation_extended; - continue; - } -#endif -#ifdef GL_AMD_texture_gather_bias_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_gather_bias_lod", 23)) - { - ret = GLEW_AMD_texture_gather_bias_lod; - continue; - } -#endif -#ifdef GL_AMD_texture_texture4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_texture4", 16)) - { - ret = GLEW_AMD_texture_texture4; - continue; - } -#endif -#ifdef GL_AMD_transform_feedback3_lines_triangles - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3_lines_triangles", 35)) - { - ret = GLEW_AMD_transform_feedback3_lines_triangles; - continue; - } -#endif -#ifdef GL_AMD_transform_feedback4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback4", 19)) - { - ret = GLEW_AMD_transform_feedback4; - continue; - } -#endif -#ifdef GL_AMD_vertex_shader_layer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_layer", 19)) - { - ret = GLEW_AMD_vertex_shader_layer; - continue; - } -#endif -#ifdef GL_AMD_vertex_shader_tessellator - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_tessellator", 25)) - { - ret = GLEW_AMD_vertex_shader_tessellator; - continue; - } -#endif -#ifdef GL_AMD_vertex_shader_viewport_index - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_viewport_index", 28)) - { - ret = GLEW_AMD_vertex_shader_viewport_index; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANDROID_", 8)) - { -#ifdef GL_ANDROID_extension_pack_es31a - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extension_pack_es31a", 20)) - { - ret = GLEW_ANDROID_extension_pack_es31a; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANGLE_", 6)) - { -#ifdef GL_ANGLE_depth_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) - { - ret = GLEW_ANGLE_depth_texture; - continue; - } -#endif -#ifdef GL_ANGLE_framebuffer_blit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) - { - ret = GLEW_ANGLE_framebuffer_blit; - continue; - } -#endif -#ifdef GL_ANGLE_framebuffer_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) - { - ret = GLEW_ANGLE_framebuffer_multisample; - continue; - } -#endif -#ifdef GL_ANGLE_instanced_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) - { - ret = GLEW_ANGLE_instanced_arrays; - continue; - } -#endif -#ifdef GL_ANGLE_pack_reverse_row_order - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_reverse_row_order", 22)) - { - ret = GLEW_ANGLE_pack_reverse_row_order; - continue; - } -#endif -#ifdef GL_ANGLE_program_binary - if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_binary", 14)) - { - ret = GLEW_ANGLE_program_binary; - continue; - } -#endif -#ifdef GL_ANGLE_texture_compression_dxt1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24)) - { - ret = GLEW_ANGLE_texture_compression_dxt1; - continue; - } -#endif -#ifdef GL_ANGLE_texture_compression_dxt3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt3", 24)) - { - ret = GLEW_ANGLE_texture_compression_dxt3; - continue; - } -#endif -#ifdef GL_ANGLE_texture_compression_dxt5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt5", 24)) - { - ret = GLEW_ANGLE_texture_compression_dxt5; - continue; - } -#endif -#ifdef GL_ANGLE_texture_usage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_usage", 13)) - { - ret = GLEW_ANGLE_texture_usage; - continue; - } -#endif -#ifdef GL_ANGLE_timer_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) - { - ret = GLEW_ANGLE_timer_query; - continue; - } -#endif -#ifdef GL_ANGLE_translated_shader_source - if (_glewStrSame3(&pos, &len, (const GLubyte*)"translated_shader_source", 24)) - { - ret = GLEW_ANGLE_translated_shader_source; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"APPLE_", 6)) - { -#ifdef GL_APPLE_aux_depth_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"aux_depth_stencil", 17)) - { - ret = GLEW_APPLE_aux_depth_stencil; - continue; - } -#endif -#ifdef GL_APPLE_client_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_storage", 14)) - { - ret = GLEW_APPLE_client_storage; - continue; - } -#endif -#ifdef GL_APPLE_clip_distance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_distance", 13)) - { - ret = GLEW_APPLE_clip_distance; - continue; - } -#endif -#ifdef GL_APPLE_color_buffer_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_packed_float", 25)) - { - ret = GLEW_APPLE_color_buffer_packed_float; - continue; - } -#endif -#ifdef GL_APPLE_copy_texture_levels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_texture_levels", 19)) - { - ret = GLEW_APPLE_copy_texture_levels; - continue; - } -#endif -#ifdef GL_APPLE_element_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13)) - { - ret = GLEW_APPLE_element_array; - continue; - } -#endif -#ifdef GL_APPLE_fence - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5)) - { - ret = GLEW_APPLE_fence; - continue; - } -#endif -#ifdef GL_APPLE_float_pixels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_pixels", 12)) - { - ret = GLEW_APPLE_float_pixels; - continue; - } -#endif -#ifdef GL_APPLE_flush_buffer_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_buffer_range", 18)) - { - ret = GLEW_APPLE_flush_buffer_range; - continue; - } -#endif -#ifdef GL_APPLE_framebuffer_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) - { - ret = GLEW_APPLE_framebuffer_multisample; - continue; - } -#endif -#ifdef GL_APPLE_object_purgeable - if (_glewStrSame3(&pos, &len, (const GLubyte*)"object_purgeable", 16)) - { - ret = GLEW_APPLE_object_purgeable; - continue; - } -#endif -#ifdef GL_APPLE_pixel_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer", 12)) - { - ret = GLEW_APPLE_pixel_buffer; - continue; - } -#endif -#ifdef GL_APPLE_rgb_422 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"rgb_422", 7)) - { - ret = GLEW_APPLE_rgb_422; - continue; - } -#endif -#ifdef GL_APPLE_row_bytes - if (_glewStrSame3(&pos, &len, (const GLubyte*)"row_bytes", 9)) - { - ret = GLEW_APPLE_row_bytes; - continue; - } -#endif -#ifdef GL_APPLE_specular_vector - if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_vector", 15)) - { - ret = GLEW_APPLE_specular_vector; - continue; - } -#endif -#ifdef GL_APPLE_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) - { - ret = GLEW_APPLE_sync; - continue; - } -#endif -#ifdef GL_APPLE_texture_2D_limited_npot - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_2D_limited_npot", 23)) - { - ret = GLEW_APPLE_texture_2D_limited_npot; - continue; - } -#endif -#ifdef GL_APPLE_texture_format_BGRA8888 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_format_BGRA8888", 23)) - { - ret = GLEW_APPLE_texture_format_BGRA8888; - continue; - } -#endif -#ifdef GL_APPLE_texture_max_level - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_max_level", 17)) - { - ret = GLEW_APPLE_texture_max_level; - continue; - } -#endif -#ifdef GL_APPLE_texture_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_packed_float", 20)) - { - ret = GLEW_APPLE_texture_packed_float; - continue; - } -#endif -#ifdef GL_APPLE_texture_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13)) - { - ret = GLEW_APPLE_texture_range; - continue; - } -#endif -#ifdef GL_APPLE_transform_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_hint", 14)) - { - ret = GLEW_APPLE_transform_hint; - continue; - } -#endif -#ifdef GL_APPLE_vertex_array_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) - { - ret = GLEW_APPLE_vertex_array_object; - continue; - } -#endif -#ifdef GL_APPLE_vertex_array_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) - { - ret = GLEW_APPLE_vertex_array_range; - continue; - } -#endif -#ifdef GL_APPLE_vertex_program_evaluators - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program_evaluators", 25)) - { - ret = GLEW_APPLE_vertex_program_evaluators; - continue; - } -#endif -#ifdef GL_APPLE_ycbcr_422 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_422", 9)) - { - ret = GLEW_APPLE_ycbcr_422; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) - { -#ifdef GL_ARB_ES2_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES2_compatibility", 17)) - { - ret = GLEW_ARB_ES2_compatibility; - continue; - } -#endif -#ifdef GL_ARB_ES3_1_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_1_compatibility", 19)) - { - ret = GLEW_ARB_ES3_1_compatibility; - continue; - } -#endif -#ifdef GL_ARB_ES3_2_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_2_compatibility", 19)) - { - ret = GLEW_ARB_ES3_2_compatibility; - continue; - } -#endif -#ifdef GL_ARB_ES3_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES3_compatibility", 17)) - { - ret = GLEW_ARB_ES3_compatibility; - continue; - } -#endif -#ifdef GL_ARB_arrays_of_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"arrays_of_arrays", 16)) - { - ret = GLEW_ARB_arrays_of_arrays; - continue; - } -#endif -#ifdef GL_ARB_base_instance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"base_instance", 13)) - { - ret = GLEW_ARB_base_instance; - continue; - } -#endif -#ifdef GL_ARB_bindless_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16)) - { - ret = GLEW_ARB_bindless_texture; - continue; - } -#endif -#ifdef GL_ARB_blend_func_extended - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_extended", 19)) - { - ret = GLEW_ARB_blend_func_extended; - continue; - } -#endif -#ifdef GL_ARB_buffer_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_storage", 14)) - { - ret = GLEW_ARB_buffer_storage; - continue; - } -#endif -#ifdef GL_ARB_cl_event - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event", 8)) - { - ret = GLEW_ARB_cl_event; - continue; - } -#endif -#ifdef GL_ARB_clear_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_buffer_object", 19)) - { - ret = GLEW_ARB_clear_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_clear_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_texture", 13)) - { - ret = GLEW_ARB_clear_texture; - continue; - } -#endif -#ifdef GL_ARB_clip_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_control", 12)) - { - ret = GLEW_ARB_clip_control; - continue; - } -#endif -#ifdef GL_ARB_color_buffer_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_float", 18)) - { - ret = GLEW_ARB_color_buffer_float; - continue; - } -#endif -#ifdef GL_ARB_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compatibility", 13)) - { - ret = GLEW_ARB_compatibility; - continue; - } -#endif -#ifdef GL_ARB_compressed_texture_pixel_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_texture_pixel_storage", 32)) - { - ret = GLEW_ARB_compressed_texture_pixel_storage; - continue; - } -#endif -#ifdef GL_ARB_compute_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_shader", 14)) - { - ret = GLEW_ARB_compute_shader; - continue; - } -#endif -#ifdef GL_ARB_compute_variable_group_size - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_variable_group_size", 27)) - { - ret = GLEW_ARB_compute_variable_group_size; - continue; - } -#endif -#ifdef GL_ARB_conditional_render_inverted - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render_inverted", 27)) - { - ret = GLEW_ARB_conditional_render_inverted; - continue; - } -#endif -#ifdef GL_ARB_conservative_depth - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) - { - ret = GLEW_ARB_conservative_depth; - continue; - } -#endif -#ifdef GL_ARB_copy_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) - { - ret = GLEW_ARB_copy_buffer; - continue; - } -#endif -#ifdef GL_ARB_copy_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) - { - ret = GLEW_ARB_copy_image; - continue; - } -#endif -#ifdef GL_ARB_cull_distance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_distance", 13)) - { - ret = GLEW_ARB_cull_distance; - continue; - } -#endif -#ifdef GL_ARB_debug_output - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_output", 12)) - { - ret = GLEW_ARB_debug_output; - continue; - } -#endif -#ifdef GL_ARB_depth_buffer_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18)) - { - ret = GLEW_ARB_depth_buffer_float; - continue; - } -#endif -#ifdef GL_ARB_depth_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11)) - { - ret = GLEW_ARB_depth_clamp; - continue; - } -#endif -#ifdef GL_ARB_depth_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) - { - ret = GLEW_ARB_depth_texture; - continue; - } -#endif -#ifdef GL_ARB_derivative_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"derivative_control", 18)) - { - ret = GLEW_ARB_derivative_control; - continue; - } -#endif -#ifdef GL_ARB_direct_state_access - if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19)) - { - ret = GLEW_ARB_direct_state_access; - continue; - } -#endif -#ifdef GL_ARB_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) - { - ret = GLEW_ARB_draw_buffers; - continue; - } -#endif -#ifdef GL_ARB_draw_buffers_blend - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_blend", 18)) - { - ret = GLEW_ARB_draw_buffers_blend; - continue; - } -#endif -#ifdef GL_ARB_draw_elements_base_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_elements_base_vertex", 25)) - { - ret = GLEW_ARB_draw_elements_base_vertex; - continue; - } -#endif -#ifdef GL_ARB_draw_indirect - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_indirect", 13)) - { - ret = GLEW_ARB_draw_indirect; - continue; - } -#endif -#ifdef GL_ARB_draw_instanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) - { - ret = GLEW_ARB_draw_instanced; - continue; - } -#endif -#ifdef GL_ARB_enhanced_layouts - if (_glewStrSame3(&pos, &len, (const GLubyte*)"enhanced_layouts", 16)) - { - ret = GLEW_ARB_enhanced_layouts; - continue; - } -#endif -#ifdef GL_ARB_explicit_attrib_location - if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_attrib_location", 24)) - { - ret = GLEW_ARB_explicit_attrib_location; - continue; - } -#endif -#ifdef GL_ARB_explicit_uniform_location - if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_uniform_location", 25)) - { - ret = GLEW_ARB_explicit_uniform_location; - continue; - } -#endif -#ifdef GL_ARB_fragment_coord_conventions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coord_conventions", 26)) - { - ret = GLEW_ARB_fragment_coord_conventions; - continue; - } -#endif -#ifdef GL_ARB_fragment_layer_viewport - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_layer_viewport", 23)) - { - ret = GLEW_ARB_fragment_layer_viewport; - continue; - } -#endif -#ifdef GL_ARB_fragment_program - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16)) - { - ret = GLEW_ARB_fragment_program; - continue; - } -#endif -#ifdef GL_ARB_fragment_program_shadow - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_shadow", 23)) - { - ret = GLEW_ARB_fragment_program_shadow; - continue; - } -#endif -#ifdef GL_ARB_fragment_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15)) - { - ret = GLEW_ARB_fragment_shader; - continue; - } -#endif -#ifdef GL_ARB_fragment_shader_interlock - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25)) - { - ret = GLEW_ARB_fragment_shader_interlock; - continue; - } -#endif -#ifdef GL_ARB_framebuffer_no_attachments - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_no_attachments", 26)) - { - ret = GLEW_ARB_framebuffer_no_attachments; - continue; - } -#endif -#ifdef GL_ARB_framebuffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18)) - { - ret = GLEW_ARB_framebuffer_object; - continue; - } -#endif -#ifdef GL_ARB_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = GLEW_ARB_framebuffer_sRGB; - continue; - } -#endif -#ifdef GL_ARB_geometry_shader4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) - { - ret = GLEW_ARB_geometry_shader4; - continue; - } -#endif -#ifdef GL_ARB_get_program_binary - if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_program_binary", 18)) - { - ret = GLEW_ARB_get_program_binary; - continue; - } -#endif -#ifdef GL_ARB_get_texture_sub_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_texture_sub_image", 21)) - { - ret = GLEW_ARB_get_texture_sub_image; - continue; - } -#endif -#ifdef GL_ARB_gl_spirv - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_spirv", 8)) - { - ret = GLEW_ARB_gl_spirv; - continue; - } -#endif -#ifdef GL_ARB_gpu_shader5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) - { - ret = GLEW_ARB_gpu_shader5; - continue; - } -#endif -#ifdef GL_ARB_gpu_shader_fp64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_fp64", 15)) - { - ret = GLEW_ARB_gpu_shader_fp64; - continue; - } -#endif -#ifdef GL_ARB_gpu_shader_int64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader_int64", 16)) - { - ret = GLEW_ARB_gpu_shader_int64; - continue; - } -#endif -#ifdef GL_ARB_half_float_pixel - if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_pixel", 16)) - { - ret = GLEW_ARB_half_float_pixel; - continue; - } -#endif -#ifdef GL_ARB_half_float_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float_vertex", 17)) - { - ret = GLEW_ARB_half_float_vertex; - continue; - } -#endif -#ifdef GL_ARB_imaging - if (_glewStrSame3(&pos, &len, (const GLubyte*)"imaging", 7)) - { - ret = GLEW_ARB_imaging; - continue; - } -#endif -#ifdef GL_ARB_indirect_parameters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"indirect_parameters", 19)) - { - ret = GLEW_ARB_indirect_parameters; - continue; - } -#endif -#ifdef GL_ARB_instanced_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) - { - ret = GLEW_ARB_instanced_arrays; - continue; - } -#endif -#ifdef GL_ARB_internalformat_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query", 20)) - { - ret = GLEW_ARB_internalformat_query; - continue; - } -#endif -#ifdef GL_ARB_internalformat_query2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_query2", 21)) - { - ret = GLEW_ARB_internalformat_query2; - continue; - } -#endif -#ifdef GL_ARB_invalidate_subdata - if (_glewStrSame3(&pos, &len, (const GLubyte*)"invalidate_subdata", 18)) - { - ret = GLEW_ARB_invalidate_subdata; - continue; - } -#endif -#ifdef GL_ARB_map_buffer_alignment - if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_alignment", 20)) - { - ret = GLEW_ARB_map_buffer_alignment; - continue; - } -#endif -#ifdef GL_ARB_map_buffer_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_range", 16)) - { - ret = GLEW_ARB_map_buffer_range; - continue; - } -#endif -#ifdef GL_ARB_matrix_palette - if (_glewStrSame3(&pos, &len, (const GLubyte*)"matrix_palette", 14)) - { - ret = GLEW_ARB_matrix_palette; - continue; - } -#endif -#ifdef GL_ARB_multi_bind - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_bind", 10)) - { - ret = GLEW_ARB_multi_bind; - continue; - } -#endif -#ifdef GL_ARB_multi_draw_indirect - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) - { - ret = GLEW_ARB_multi_draw_indirect; - continue; - } -#endif -#ifdef GL_ARB_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLEW_ARB_multisample; - continue; - } -#endif -#ifdef GL_ARB_multitexture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multitexture", 12)) - { - ret = GLEW_ARB_multitexture; - continue; - } -#endif -#ifdef GL_ARB_occlusion_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15)) - { - ret = GLEW_ARB_occlusion_query; - continue; - } -#endif -#ifdef GL_ARB_occlusion_query2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query2", 16)) - { - ret = GLEW_ARB_occlusion_query2; - continue; - } -#endif -#ifdef GL_ARB_parallel_shader_compile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_shader_compile", 23)) - { - ret = GLEW_ARB_parallel_shader_compile; - continue; - } -#endif -#ifdef GL_ARB_pipeline_statistics_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pipeline_statistics_query", 25)) - { - ret = GLEW_ARB_pipeline_statistics_query; - continue; - } -#endif -#ifdef GL_ARB_pixel_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) - { - ret = GLEW_ARB_pixel_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_point_parameters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16)) - { - ret = GLEW_ARB_point_parameters; - continue; - } -#endif -#ifdef GL_ARB_point_sprite - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12)) - { - ret = GLEW_ARB_point_sprite; - continue; - } -#endif -#ifdef GL_ARB_polygon_offset_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset_clamp", 20)) - { - ret = GLEW_ARB_polygon_offset_clamp; - continue; - } -#endif -#ifdef GL_ARB_post_depth_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19)) - { - ret = GLEW_ARB_post_depth_coverage; - continue; - } -#endif -#ifdef GL_ARB_program_interface_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"program_interface_query", 23)) - { - ret = GLEW_ARB_program_interface_query; - continue; - } -#endif -#ifdef GL_ARB_provoking_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16)) - { - ret = GLEW_ARB_provoking_vertex; - continue; - } -#endif -#ifdef GL_ARB_query_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_buffer_object", 19)) - { - ret = GLEW_ARB_query_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_robust_buffer_access_behavior - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29)) - { - ret = GLEW_ARB_robust_buffer_access_behavior; - continue; - } -#endif -#ifdef GL_ARB_robustness - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10)) - { - ret = GLEW_ARB_robustness; - continue; - } -#endif -#ifdef GL_ARB_robustness_application_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) - { - ret = GLEW_ARB_robustness_application_isolation; - continue; - } -#endif -#ifdef GL_ARB_robustness_share_group_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) - { - ret = GLEW_ARB_robustness_share_group_isolation; - continue; - } -#endif -#ifdef GL_ARB_sample_locations - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16)) - { - ret = GLEW_ARB_sample_locations; - continue; - } -#endif -#ifdef GL_ARB_sample_shading - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_shading", 14)) - { - ret = GLEW_ARB_sample_shading; - continue; - } -#endif -#ifdef GL_ARB_sampler_objects - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sampler_objects", 15)) - { - ret = GLEW_ARB_sampler_objects; - continue; - } -#endif -#ifdef GL_ARB_seamless_cube_map - if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cube_map", 17)) - { - ret = GLEW_ARB_seamless_cube_map; - continue; - } -#endif -#ifdef GL_ARB_seamless_cubemap_per_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"seamless_cubemap_per_texture", 28)) - { - ret = GLEW_ARB_seamless_cubemap_per_texture; - continue; - } -#endif -#ifdef GL_ARB_separate_shader_objects - if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23)) - { - ret = GLEW_ARB_separate_shader_objects; - continue; - } -#endif -#ifdef GL_ARB_shader_atomic_counter_ops - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counter_ops", 25)) - { - ret = GLEW_ARB_shader_atomic_counter_ops; - continue; - } -#endif -#ifdef GL_ARB_shader_atomic_counters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22)) - { - ret = GLEW_ARB_shader_atomic_counters; - continue; - } -#endif -#ifdef GL_ARB_shader_ballot - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_ballot", 13)) - { - ret = GLEW_ARB_shader_ballot; - continue; - } -#endif -#ifdef GL_ARB_shader_bit_encoding - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_bit_encoding", 19)) - { - ret = GLEW_ARB_shader_bit_encoding; - continue; - } -#endif -#ifdef GL_ARB_shader_clock - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_clock", 12)) - { - ret = GLEW_ARB_shader_clock; - continue; - } -#endif -#ifdef GL_ARB_shader_draw_parameters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_draw_parameters", 22)) - { - ret = GLEW_ARB_shader_draw_parameters; - continue; - } -#endif -#ifdef GL_ARB_shader_group_vote - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_group_vote", 17)) - { - ret = GLEW_ARB_shader_group_vote; - continue; - } -#endif -#ifdef GL_ARB_shader_image_load_store - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23)) - { - ret = GLEW_ARB_shader_image_load_store; - continue; - } -#endif -#ifdef GL_ARB_shader_image_size - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_size", 17)) - { - ret = GLEW_ARB_shader_image_size; - continue; - } -#endif -#ifdef GL_ARB_shader_objects - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_objects", 14)) - { - ret = GLEW_ARB_shader_objects; - continue; - } -#endif -#ifdef GL_ARB_shader_precision - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_precision", 16)) - { - ret = GLEW_ARB_shader_precision; - continue; - } -#endif -#ifdef GL_ARB_shader_stencil_export - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_stencil_export", 21)) - { - ret = GLEW_ARB_shader_stencil_export; - continue; - } -#endif -#ifdef GL_ARB_shader_storage_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28)) - { - ret = GLEW_ARB_shader_storage_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_shader_subroutine - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_subroutine", 17)) - { - ret = GLEW_ARB_shader_subroutine; - continue; - } -#endif -#ifdef GL_ARB_shader_texture_image_samples - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_image_samples", 28)) - { - ret = GLEW_ARB_shader_texture_image_samples; - continue; - } -#endif -#ifdef GL_ARB_shader_texture_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) - { - ret = GLEW_ARB_shader_texture_lod; - continue; - } -#endif -#ifdef GL_ARB_shader_viewport_layer_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_viewport_layer_array", 27)) - { - ret = GLEW_ARB_shader_viewport_layer_array; - continue; - } -#endif -#ifdef GL_ARB_shading_language_100 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_100", 20)) - { - ret = GLEW_ARB_shading_language_100; - continue; - } -#endif -#ifdef GL_ARB_shading_language_420pack - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_420pack", 24)) - { - ret = GLEW_ARB_shading_language_420pack; - continue; - } -#endif -#ifdef GL_ARB_shading_language_include - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_include", 24)) - { - ret = GLEW_ARB_shading_language_include; - continue; - } -#endif -#ifdef GL_ARB_shading_language_packing - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shading_language_packing", 24)) - { - ret = GLEW_ARB_shading_language_packing; - continue; - } -#endif -#ifdef GL_ARB_shadow - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6)) - { - ret = GLEW_ARB_shadow; - continue; - } -#endif -#ifdef GL_ARB_shadow_ambient - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14)) - { - ret = GLEW_ARB_shadow_ambient; - continue; - } -#endif -#ifdef GL_ARB_sparse_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_buffer", 13)) - { - ret = GLEW_ARB_sparse_buffer; - continue; - } -#endif -#ifdef GL_ARB_sparse_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) - { - ret = GLEW_ARB_sparse_texture; - continue; - } -#endif -#ifdef GL_ARB_sparse_texture2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15)) - { - ret = GLEW_ARB_sparse_texture2; - continue; - } -#endif -#ifdef GL_ARB_sparse_texture_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture_clamp", 20)) - { - ret = GLEW_ARB_sparse_texture_clamp; - continue; - } -#endif -#ifdef GL_ARB_spirv_extensions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"spirv_extensions", 16)) - { - ret = GLEW_ARB_spirv_extensions; - continue; - } -#endif -#ifdef GL_ARB_stencil_texturing - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_texturing", 17)) - { - ret = GLEW_ARB_stencil_texturing; - continue; - } -#endif -#ifdef GL_ARB_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) - { - ret = GLEW_ARB_sync; - continue; - } -#endif -#ifdef GL_ARB_tessellation_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_shader", 19)) - { - ret = GLEW_ARB_tessellation_shader; - continue; - } -#endif -#ifdef GL_ARB_texture_barrier - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15)) - { - ret = GLEW_ARB_texture_barrier; - continue; - } -#endif -#ifdef GL_ARB_texture_border_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) - { - ret = GLEW_ARB_texture_border_clamp; - continue; - } -#endif -#ifdef GL_ARB_texture_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21)) - { - ret = GLEW_ARB_texture_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_texture_buffer_object_rgb32 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object_rgb32", 27)) - { - ret = GLEW_ARB_texture_buffer_object_rgb32; - continue; - } -#endif -#ifdef GL_ARB_texture_buffer_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_range", 20)) - { - ret = GLEW_ARB_texture_buffer_range; - continue; - } -#endif -#ifdef GL_ARB_texture_compression - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression", 19)) - { - ret = GLEW_ARB_texture_compression; - continue; - } -#endif -#ifdef GL_ARB_texture_compression_bptc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_bptc", 24)) - { - ret = GLEW_ARB_texture_compression_bptc; - continue; - } -#endif -#ifdef GL_ARB_texture_compression_rgtc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24)) - { - ret = GLEW_ARB_texture_compression_rgtc; - continue; - } -#endif -#ifdef GL_ARB_texture_cube_map - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16)) - { - ret = GLEW_ARB_texture_cube_map; - continue; - } -#endif -#ifdef GL_ARB_texture_cube_map_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map_array", 22)) - { - ret = GLEW_ARB_texture_cube_map_array; - continue; - } -#endif -#ifdef GL_ARB_texture_env_add - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15)) - { - ret = GLEW_ARB_texture_env_add; - continue; - } -#endif -#ifdef GL_ARB_texture_env_combine - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19)) - { - ret = GLEW_ARB_texture_env_combine; - continue; - } -#endif -#ifdef GL_ARB_texture_env_crossbar - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_crossbar", 20)) - { - ret = GLEW_ARB_texture_env_crossbar; - continue; - } -#endif -#ifdef GL_ARB_texture_env_dot3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16)) - { - ret = GLEW_ARB_texture_env_dot3; - continue; - } -#endif -#ifdef GL_ARB_texture_filter_anisotropic - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_anisotropic", 26)) - { - ret = GLEW_ARB_texture_filter_anisotropic; - continue; - } -#endif -#ifdef GL_ARB_texture_filter_minmax - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21)) - { - ret = GLEW_ARB_texture_filter_minmax; - continue; - } -#endif -#ifdef GL_ARB_texture_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13)) - { - ret = GLEW_ARB_texture_float; - continue; - } -#endif -#ifdef GL_ARB_texture_gather - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_gather", 14)) - { - ret = GLEW_ARB_texture_gather; - continue; - } -#endif -#ifdef GL_ARB_texture_mirror_clamp_to_edge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp_to_edge", 28)) - { - ret = GLEW_ARB_texture_mirror_clamp_to_edge; - continue; - } -#endif -#ifdef GL_ARB_texture_mirrored_repeat - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23)) - { - ret = GLEW_ARB_texture_mirrored_repeat; - continue; - } -#endif -#ifdef GL_ARB_texture_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19)) - { - ret = GLEW_ARB_texture_multisample; - continue; - } -#endif -#ifdef GL_ARB_texture_non_power_of_two - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_non_power_of_two", 24)) - { - ret = GLEW_ARB_texture_non_power_of_two; - continue; - } -#endif -#ifdef GL_ARB_texture_query_levels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_levels", 20)) - { - ret = GLEW_ARB_texture_query_levels; - continue; - } -#endif -#ifdef GL_ARB_texture_query_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_query_lod", 17)) - { - ret = GLEW_ARB_texture_query_lod; - continue; - } -#endif -#ifdef GL_ARB_texture_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) - { - ret = GLEW_ARB_texture_rectangle; - continue; - } -#endif -#ifdef GL_ARB_texture_rg - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rg", 10)) - { - ret = GLEW_ARB_texture_rg; - continue; - } -#endif -#ifdef GL_ARB_texture_rgb10_a2ui - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rgb10_a2ui", 18)) - { - ret = GLEW_ARB_texture_rgb10_a2ui; - continue; - } -#endif -#ifdef GL_ARB_texture_stencil8 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stencil8", 16)) - { - ret = GLEW_ARB_texture_stencil8; - continue; - } -#endif -#ifdef GL_ARB_texture_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage", 15)) - { - ret = GLEW_ARB_texture_storage; - continue; - } -#endif -#ifdef GL_ARB_texture_storage_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage_multisample", 27)) - { - ret = GLEW_ARB_texture_storage_multisample; - continue; - } -#endif -#ifdef GL_ARB_texture_swizzle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15)) - { - ret = GLEW_ARB_texture_swizzle; - continue; - } -#endif -#ifdef GL_ARB_texture_view - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_view", 12)) - { - ret = GLEW_ARB_texture_view; - continue; - } -#endif -#ifdef GL_ARB_timer_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) - { - ret = GLEW_ARB_timer_query; - continue; - } -#endif -#ifdef GL_ARB_transform_feedback2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19)) - { - ret = GLEW_ARB_transform_feedback2; - continue; - } -#endif -#ifdef GL_ARB_transform_feedback3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback3", 19)) - { - ret = GLEW_ARB_transform_feedback3; - continue; - } -#endif -#ifdef GL_ARB_transform_feedback_instanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_instanced", 28)) - { - ret = GLEW_ARB_transform_feedback_instanced; - continue; - } -#endif -#ifdef GL_ARB_transform_feedback_overflow_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback_overflow_query", 33)) - { - ret = GLEW_ARB_transform_feedback_overflow_query; - continue; - } -#endif -#ifdef GL_ARB_transpose_matrix - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transpose_matrix", 16)) - { - ret = GLEW_ARB_transpose_matrix; - continue; - } -#endif -#ifdef GL_ARB_uniform_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_object", 21)) - { - ret = GLEW_ARB_uniform_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_vertex_array_bgra - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17)) - { - ret = GLEW_ARB_vertex_array_bgra; - continue; - } -#endif -#ifdef GL_ARB_vertex_array_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) - { - ret = GLEW_ARB_vertex_array_object; - continue; - } -#endif -#ifdef GL_ARB_vertex_attrib_64bit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19)) - { - ret = GLEW_ARB_vertex_attrib_64bit; - continue; - } -#endif -#ifdef GL_ARB_vertex_attrib_binding - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_binding", 21)) - { - ret = GLEW_ARB_vertex_attrib_binding; - continue; - } -#endif -#ifdef GL_ARB_vertex_blend - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_blend", 12)) - { - ret = GLEW_ARB_vertex_blend; - continue; - } -#endif -#ifdef GL_ARB_vertex_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20)) - { - ret = GLEW_ARB_vertex_buffer_object; - continue; - } -#endif -#ifdef GL_ARB_vertex_program - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14)) - { - ret = GLEW_ARB_vertex_program; - continue; - } -#endif -#ifdef GL_ARB_vertex_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13)) - { - ret = GLEW_ARB_vertex_shader; - continue; - } -#endif -#ifdef GL_ARB_vertex_type_10f_11f_11f_rev - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_10f_11f_11f_rev", 27)) - { - ret = GLEW_ARB_vertex_type_10f_11f_11f_rev; - continue; - } -#endif -#ifdef GL_ARB_vertex_type_2_10_10_10_rev - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_type_2_10_10_10_rev", 26)) - { - ret = GLEW_ARB_vertex_type_2_10_10_10_rev; - continue; - } -#endif -#ifdef GL_ARB_viewport_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array", 14)) - { - ret = GLEW_ARB_viewport_array; - continue; - } -#endif -#ifdef GL_ARB_window_pos - if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10)) - { - ret = GLEW_ARB_window_pos; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARM_", 4)) - { -#ifdef GL_ARM_mali_program_binary - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mali_program_binary", 19)) - { - ret = GLEW_ARM_mali_program_binary; - continue; - } -#endif -#ifdef GL_ARM_mali_shader_binary - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mali_shader_binary", 18)) - { - ret = GLEW_ARM_mali_shader_binary; - continue; - } -#endif -#ifdef GL_ARM_rgba8 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"rgba8", 5)) - { - ret = GLEW_ARM_rgba8; - continue; - } -#endif -#ifdef GL_ARM_shader_framebuffer_fetch - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch", 24)) - { - ret = GLEW_ARM_shader_framebuffer_fetch; - continue; - } -#endif -#ifdef GL_ARM_shader_framebuffer_fetch_depth_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch_depth_stencil", 38)) - { - ret = GLEW_ARM_shader_framebuffer_fetch_depth_stencil; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATIX_", 5)) - { -#ifdef GL_ATIX_point_sprites - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprites", 13)) - { - ret = GLEW_ATIX_point_sprites; - continue; - } -#endif -#ifdef GL_ATIX_texture_env_combine3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20)) - { - ret = GLEW_ATIX_texture_env_combine3; - continue; - } -#endif -#ifdef GL_ATIX_texture_env_route - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_route", 17)) - { - ret = GLEW_ATIX_texture_env_route; - continue; - } -#endif -#ifdef GL_ATIX_vertex_shader_output_point_size - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader_output_point_size", 31)) - { - ret = GLEW_ATIX_vertex_shader_output_point_size; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) - { -#ifdef GL_ATI_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) - { - ret = GLEW_ATI_draw_buffers; - continue; - } -#endif -#ifdef GL_ATI_element_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"element_array", 13)) - { - ret = GLEW_ATI_element_array; - continue; - } -#endif -#ifdef GL_ATI_envmap_bumpmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"envmap_bumpmap", 14)) - { - ret = GLEW_ATI_envmap_bumpmap; - continue; - } -#endif -#ifdef GL_ATI_fragment_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader", 15)) - { - ret = GLEW_ATI_fragment_shader; - continue; - } -#endif -#ifdef GL_ATI_map_object_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_object_buffer", 17)) - { - ret = GLEW_ATI_map_object_buffer; - continue; - } -#endif -#ifdef GL_ATI_meminfo - if (_glewStrSame3(&pos, &len, (const GLubyte*)"meminfo", 7)) - { - ret = GLEW_ATI_meminfo; - continue; - } -#endif -#ifdef GL_ATI_pn_triangles - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pn_triangles", 12)) - { - ret = GLEW_ATI_pn_triangles; - continue; - } -#endif -#ifdef GL_ATI_separate_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_stencil", 16)) - { - ret = GLEW_ATI_separate_stencil; - continue; - } -#endif -#ifdef GL_ATI_shader_texture_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) - { - ret = GLEW_ATI_shader_texture_lod; - continue; - } -#endif -#ifdef GL_ATI_text_fragment_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"text_fragment_shader", 20)) - { - ret = GLEW_ATI_text_fragment_shader; - continue; - } -#endif -#ifdef GL_ATI_texture_compression_3dc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_3dc", 23)) - { - ret = GLEW_ATI_texture_compression_3dc; - continue; - } -#endif -#ifdef GL_ATI_texture_env_combine3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine3", 20)) - { - ret = GLEW_ATI_texture_env_combine3; - continue; - } -#endif -#ifdef GL_ATI_texture_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_float", 13)) - { - ret = GLEW_ATI_texture_float; - continue; - } -#endif -#ifdef GL_ATI_texture_mirror_once - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_once", 19)) - { - ret = GLEW_ATI_texture_mirror_once; - continue; - } -#endif -#ifdef GL_ATI_vertex_array_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) - { - ret = GLEW_ATI_vertex_array_object; - continue; - } -#endif -#ifdef GL_ATI_vertex_attrib_array_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_array_object", 26)) - { - ret = GLEW_ATI_vertex_attrib_array_object; - continue; - } -#endif -#ifdef GL_ATI_vertex_streams - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_streams", 14)) - { - ret = GLEW_ATI_vertex_streams; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"EGL_", 4)) - { -#ifdef GL_EGL_KHR_context_flush_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"KHR_context_flush_control", 25)) - { - ret = GLEW_EGL_KHR_context_flush_control; - continue; - } -#endif -#ifdef GL_EGL_NV_robustness_video_memory_purge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"NV_robustness_video_memory_purge", 32)) - { - ret = GLEW_EGL_NV_robustness_video_memory_purge; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) - { -#ifdef GL_EXT_422_pixels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"422_pixels", 10)) - { - ret = GLEW_EXT_422_pixels; - continue; - } -#endif -#ifdef GL_EXT_Cg_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"Cg_shader", 9)) - { - ret = GLEW_EXT_Cg_shader; - continue; - } -#endif -#ifdef GL_EXT_EGL_image_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"EGL_image_array", 15)) - { - ret = GLEW_EXT_EGL_image_array; - continue; - } -#endif -#ifdef GL_EXT_YUV_target - if (_glewStrSame3(&pos, &len, (const GLubyte*)"YUV_target", 10)) - { - ret = GLEW_EXT_YUV_target; - continue; - } -#endif -#ifdef GL_EXT_abgr - if (_glewStrSame3(&pos, &len, (const GLubyte*)"abgr", 4)) - { - ret = GLEW_EXT_abgr; - continue; - } -#endif -#ifdef GL_EXT_base_instance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"base_instance", 13)) - { - ret = GLEW_EXT_base_instance; - continue; - } -#endif -#ifdef GL_EXT_bgra - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bgra", 4)) - { - ret = GLEW_EXT_bgra; - continue; - } -#endif -#ifdef GL_EXT_bindable_uniform - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindable_uniform", 16)) - { - ret = GLEW_EXT_bindable_uniform; - continue; - } -#endif -#ifdef GL_EXT_blend_color - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_color", 11)) - { - ret = GLEW_EXT_blend_color; - continue; - } -#endif -#ifdef GL_EXT_blend_equation_separate - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_separate", 23)) - { - ret = GLEW_EXT_blend_equation_separate; - continue; - } -#endif -#ifdef GL_EXT_blend_func_extended - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_extended", 19)) - { - ret = GLEW_EXT_blend_func_extended; - continue; - } -#endif -#ifdef GL_EXT_blend_func_separate - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_func_separate", 19)) - { - ret = GLEW_EXT_blend_func_separate; - continue; - } -#endif -#ifdef GL_EXT_blend_logic_op - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_logic_op", 14)) - { - ret = GLEW_EXT_blend_logic_op; - continue; - } -#endif -#ifdef GL_EXT_blend_minmax - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax", 12)) - { - ret = GLEW_EXT_blend_minmax; - continue; - } -#endif -#ifdef GL_EXT_blend_subtract - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_subtract", 14)) - { - ret = GLEW_EXT_blend_subtract; - continue; - } -#endif -#ifdef GL_EXT_buffer_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_storage", 14)) - { - ret = GLEW_EXT_buffer_storage; - continue; - } -#endif -#ifdef GL_EXT_clear_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clear_texture", 13)) - { - ret = GLEW_EXT_clear_texture; - continue; - } -#endif -#ifdef GL_EXT_clip_cull_distance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_cull_distance", 18)) - { - ret = GLEW_EXT_clip_cull_distance; - continue; - } -#endif -#ifdef GL_EXT_clip_volume_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_volume_hint", 16)) - { - ret = GLEW_EXT_clip_volume_hint; - continue; - } -#endif -#ifdef GL_EXT_cmyka - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cmyka", 5)) - { - ret = GLEW_EXT_cmyka; - continue; - } -#endif -#ifdef GL_EXT_color_buffer_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_float", 18)) - { - ret = GLEW_EXT_color_buffer_float; - continue; - } -#endif -#ifdef GL_EXT_color_buffer_half_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_buffer_half_float", 23)) - { - ret = GLEW_EXT_color_buffer_half_float; - continue; - } -#endif -#ifdef GL_EXT_color_subtable - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_subtable", 14)) - { - ret = GLEW_EXT_color_subtable; - continue; - } -#endif -#ifdef GL_EXT_compiled_vertex_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compiled_vertex_array", 21)) - { - ret = GLEW_EXT_compiled_vertex_array; - continue; - } -#endif -#ifdef GL_EXT_compressed_ETC1_RGB8_sub_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compressed_ETC1_RGB8_sub_texture", 32)) - { - ret = GLEW_EXT_compressed_ETC1_RGB8_sub_texture; - continue; - } -#endif -#ifdef GL_EXT_conservative_depth - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_depth", 18)) - { - ret = GLEW_EXT_conservative_depth; - continue; - } -#endif -#ifdef GL_EXT_convolution - if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution", 11)) - { - ret = GLEW_EXT_convolution; - continue; - } -#endif -#ifdef GL_EXT_coordinate_frame - if (_glewStrSame3(&pos, &len, (const GLubyte*)"coordinate_frame", 16)) - { - ret = GLEW_EXT_coordinate_frame; - continue; - } -#endif -#ifdef GL_EXT_copy_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) - { - ret = GLEW_EXT_copy_image; - continue; - } -#endif -#ifdef GL_EXT_copy_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_texture", 12)) - { - ret = GLEW_EXT_copy_texture; - continue; - } -#endif -#ifdef GL_EXT_cull_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11)) - { - ret = GLEW_EXT_cull_vertex; - continue; - } -#endif -#ifdef GL_EXT_debug_label - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_label", 11)) - { - ret = GLEW_EXT_debug_label; - continue; - } -#endif -#ifdef GL_EXT_debug_marker - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug_marker", 12)) - { - ret = GLEW_EXT_debug_marker; - continue; - } -#endif -#ifdef GL_EXT_depth_bounds_test - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_bounds_test", 17)) - { - ret = GLEW_EXT_depth_bounds_test; - continue; - } -#endif -#ifdef GL_EXT_direct_state_access - if (_glewStrSame3(&pos, &len, (const GLubyte*)"direct_state_access", 19)) - { - ret = GLEW_EXT_direct_state_access; - continue; - } -#endif -#ifdef GL_EXT_discard_framebuffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"discard_framebuffer", 19)) - { - ret = GLEW_EXT_discard_framebuffer; - continue; - } -#endif -#ifdef GL_EXT_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) - { - ret = GLEW_EXT_draw_buffers; - continue; - } -#endif -#ifdef GL_EXT_draw_buffers2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers2", 13)) - { - ret = GLEW_EXT_draw_buffers2; - continue; - } -#endif -#ifdef GL_EXT_draw_buffers_indexed - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers_indexed", 20)) - { - ret = GLEW_EXT_draw_buffers_indexed; - continue; - } -#endif -#ifdef GL_EXT_draw_elements_base_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_elements_base_vertex", 25)) - { - ret = GLEW_EXT_draw_elements_base_vertex; - continue; - } -#endif -#ifdef GL_EXT_draw_instanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) - { - ret = GLEW_EXT_draw_instanced; - continue; - } -#endif -#ifdef GL_EXT_draw_range_elements - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_range_elements", 19)) - { - ret = GLEW_EXT_draw_range_elements; - continue; - } -#endif -#ifdef GL_EXT_external_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"external_buffer", 15)) - { - ret = GLEW_EXT_external_buffer; - continue; - } -#endif -#ifdef GL_EXT_float_blend - if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_blend", 11)) - { - ret = GLEW_EXT_float_blend; - continue; - } -#endif -#ifdef GL_EXT_fog_coord - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_coord", 9)) - { - ret = GLEW_EXT_fog_coord; - continue; - } -#endif -#ifdef GL_EXT_frag_depth - if (_glewStrSame3(&pos, &len, (const GLubyte*)"frag_depth", 10)) - { - ret = GLEW_EXT_frag_depth; - continue; - } -#endif -#ifdef GL_EXT_fragment_lighting - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_lighting", 17)) - { - ret = GLEW_EXT_fragment_lighting; - continue; - } -#endif -#ifdef GL_EXT_framebuffer_blit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) - { - ret = GLEW_EXT_framebuffer_blit; - continue; - } -#endif -#ifdef GL_EXT_framebuffer_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) - { - ret = GLEW_EXT_framebuffer_multisample; - continue; - } -#endif -#ifdef GL_EXT_framebuffer_multisample_blit_scaled - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_blit_scaled", 35)) - { - ret = GLEW_EXT_framebuffer_multisample_blit_scaled; - continue; - } -#endif -#ifdef GL_EXT_framebuffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_object", 18)) - { - ret = GLEW_EXT_framebuffer_object; - continue; - } -#endif -#ifdef GL_EXT_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = GLEW_EXT_framebuffer_sRGB; - continue; - } -#endif -#ifdef GL_EXT_geometry_point_size - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_point_size", 19)) - { - ret = GLEW_EXT_geometry_point_size; - continue; - } -#endif -#ifdef GL_EXT_geometry_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader", 15)) - { - ret = GLEW_EXT_geometry_shader; - continue; - } -#endif -#ifdef GL_EXT_geometry_shader4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) - { - ret = GLEW_EXT_geometry_shader4; - continue; - } -#endif -#ifdef GL_EXT_gpu_program_parameters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_parameters", 22)) - { - ret = GLEW_EXT_gpu_program_parameters; - continue; - } -#endif -#ifdef GL_EXT_gpu_shader4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader4", 11)) - { - ret = GLEW_EXT_gpu_shader4; - continue; - } -#endif -#ifdef GL_EXT_gpu_shader5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) - { - ret = GLEW_EXT_gpu_shader5; - continue; - } -#endif -#ifdef GL_EXT_histogram - if (_glewStrSame3(&pos, &len, (const GLubyte*)"histogram", 9)) - { - ret = GLEW_EXT_histogram; - continue; - } -#endif -#ifdef GL_EXT_index_array_formats - if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_array_formats", 19)) - { - ret = GLEW_EXT_index_array_formats; - continue; - } -#endif -#ifdef GL_EXT_index_func - if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_func", 10)) - { - ret = GLEW_EXT_index_func; - continue; - } -#endif -#ifdef GL_EXT_index_material - if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_material", 14)) - { - ret = GLEW_EXT_index_material; - continue; - } -#endif -#ifdef GL_EXT_index_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"index_texture", 13)) - { - ret = GLEW_EXT_index_texture; - continue; - } -#endif -#ifdef GL_EXT_instanced_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) - { - ret = GLEW_EXT_instanced_arrays; - continue; - } -#endif -#ifdef GL_EXT_light_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_texture", 13)) - { - ret = GLEW_EXT_light_texture; - continue; - } -#endif -#ifdef GL_EXT_map_buffer_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_buffer_range", 16)) - { - ret = GLEW_EXT_map_buffer_range; - continue; - } -#endif -#ifdef GL_EXT_memory_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object", 13)) - { - ret = GLEW_EXT_memory_object; - continue; - } -#endif -#ifdef GL_EXT_memory_object_fd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object_fd", 16)) - { - ret = GLEW_EXT_memory_object_fd; - continue; - } -#endif -#ifdef GL_EXT_memory_object_win32 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"memory_object_win32", 19)) - { - ret = GLEW_EXT_memory_object_win32; - continue; - } -#endif -#ifdef GL_EXT_misc_attribute - if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_attribute", 14)) - { - ret = GLEW_EXT_misc_attribute; - continue; - } -#endif -#ifdef GL_EXT_multi_draw_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_arrays", 17)) - { - ret = GLEW_EXT_multi_draw_arrays; - continue; - } -#endif -#ifdef GL_EXT_multi_draw_indirect - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multi_draw_indirect", 19)) - { - ret = GLEW_EXT_multi_draw_indirect; - continue; - } -#endif -#ifdef GL_EXT_multiple_textures - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiple_textures", 17)) - { - ret = GLEW_EXT_multiple_textures; - continue; - } -#endif -#ifdef GL_EXT_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLEW_EXT_multisample; - continue; - } -#endif -#ifdef GL_EXT_multisample_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_compatibility", 25)) - { - ret = GLEW_EXT_multisample_compatibility; - continue; - } -#endif -#ifdef GL_EXT_multisampled_render_to_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisampled_render_to_texture", 30)) - { - ret = GLEW_EXT_multisampled_render_to_texture; - continue; - } -#endif -#ifdef GL_EXT_multisampled_render_to_texture2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisampled_render_to_texture2", 31)) - { - ret = GLEW_EXT_multisampled_render_to_texture2; - continue; - } -#endif -#ifdef GL_EXT_multiview_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_draw_buffers", 22)) - { - ret = GLEW_EXT_multiview_draw_buffers; - continue; - } -#endif -#ifdef GL_EXT_packed_depth_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20)) - { - ret = GLEW_EXT_packed_depth_stencil; - continue; - } -#endif -#ifdef GL_EXT_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float", 12)) - { - ret = GLEW_EXT_packed_float; - continue; - } -#endif -#ifdef GL_EXT_packed_pixels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_pixels", 13)) - { - ret = GLEW_EXT_packed_pixels; - continue; - } -#endif -#ifdef GL_EXT_paletted_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"paletted_texture", 16)) - { - ret = GLEW_EXT_paletted_texture; - continue; - } -#endif -#ifdef GL_EXT_pixel_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) - { - ret = GLEW_EXT_pixel_buffer_object; - continue; - } -#endif -#ifdef GL_EXT_pixel_transform - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform", 15)) - { - ret = GLEW_EXT_pixel_transform; - continue; - } -#endif -#ifdef GL_EXT_pixel_transform_color_table - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_transform_color_table", 27)) - { - ret = GLEW_EXT_pixel_transform_color_table; - continue; - } -#endif -#ifdef GL_EXT_point_parameters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_parameters", 16)) - { - ret = GLEW_EXT_point_parameters; - continue; - } -#endif -#ifdef GL_EXT_polygon_offset - if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset", 14)) - { - ret = GLEW_EXT_polygon_offset; - continue; - } -#endif -#ifdef GL_EXT_polygon_offset_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_offset_clamp", 20)) - { - ret = GLEW_EXT_polygon_offset_clamp; - continue; - } -#endif -#ifdef GL_EXT_post_depth_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_depth_coverage", 19)) - { - ret = GLEW_EXT_post_depth_coverage; - continue; - } -#endif -#ifdef GL_EXT_provoking_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"provoking_vertex", 16)) - { - ret = GLEW_EXT_provoking_vertex; - continue; - } -#endif -#ifdef GL_EXT_pvrtc_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pvrtc_sRGB", 10)) - { - ret = GLEW_EXT_pvrtc_sRGB; - continue; - } -#endif -#ifdef GL_EXT_raster_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"raster_multisample", 18)) - { - ret = GLEW_EXT_raster_multisample; - continue; - } -#endif -#ifdef GL_EXT_read_format_bgra - if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_format_bgra", 16)) - { - ret = GLEW_EXT_read_format_bgra; - continue; - } -#endif -#ifdef GL_EXT_render_snorm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_snorm", 12)) - { - ret = GLEW_EXT_render_snorm; - continue; - } -#endif -#ifdef GL_EXT_rescale_normal - if (_glewStrSame3(&pos, &len, (const GLubyte*)"rescale_normal", 14)) - { - ret = GLEW_EXT_rescale_normal; - continue; - } -#endif -#ifdef GL_EXT_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB", 4)) - { - ret = GLEW_EXT_sRGB; - continue; - } -#endif -#ifdef GL_EXT_sRGB_write_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB_write_control", 18)) - { - ret = GLEW_EXT_sRGB_write_control; - continue; - } -#endif -#ifdef GL_EXT_scene_marker - if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12)) - { - ret = GLEW_EXT_scene_marker; - continue; - } -#endif -#ifdef GL_EXT_secondary_color - if (_glewStrSame3(&pos, &len, (const GLubyte*)"secondary_color", 15)) - { - ret = GLEW_EXT_secondary_color; - continue; - } -#endif -#ifdef GL_EXT_semaphore - if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore", 9)) - { - ret = GLEW_EXT_semaphore; - continue; - } -#endif -#ifdef GL_EXT_semaphore_fd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore_fd", 12)) - { - ret = GLEW_EXT_semaphore_fd; - continue; - } -#endif -#ifdef GL_EXT_semaphore_win32 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"semaphore_win32", 15)) - { - ret = GLEW_EXT_semaphore_win32; - continue; - } -#endif -#ifdef GL_EXT_separate_shader_objects - if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_shader_objects", 23)) - { - ret = GLEW_EXT_separate_shader_objects; - continue; - } -#endif -#ifdef GL_EXT_separate_specular_color - if (_glewStrSame3(&pos, &len, (const GLubyte*)"separate_specular_color", 23)) - { - ret = GLEW_EXT_separate_specular_color; - continue; - } -#endif -#ifdef GL_EXT_shader_framebuffer_fetch - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch", 24)) - { - ret = GLEW_EXT_shader_framebuffer_fetch; - continue; - } -#endif -#ifdef GL_EXT_shader_group_vote - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_group_vote", 17)) - { - ret = GLEW_EXT_shader_group_vote; - continue; - } -#endif -#ifdef GL_EXT_shader_image_load_formatted - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_formatted", 27)) - { - ret = GLEW_EXT_shader_image_load_formatted; - continue; - } -#endif -#ifdef GL_EXT_shader_image_load_store - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_image_load_store", 23)) - { - ret = GLEW_EXT_shader_image_load_store; - continue; - } -#endif -#ifdef GL_EXT_shader_implicit_conversions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_implicit_conversions", 27)) - { - ret = GLEW_EXT_shader_implicit_conversions; - continue; - } -#endif -#ifdef GL_EXT_shader_integer_mix - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_integer_mix", 18)) - { - ret = GLEW_EXT_shader_integer_mix; - continue; - } -#endif -#ifdef GL_EXT_shader_io_blocks - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_io_blocks", 16)) - { - ret = GLEW_EXT_shader_io_blocks; - continue; - } -#endif -#ifdef GL_EXT_shader_non_constant_global_initializers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_non_constant_global_initializers", 39)) - { - ret = GLEW_EXT_shader_non_constant_global_initializers; - continue; - } -#endif -#ifdef GL_EXT_shader_pixel_local_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_pixel_local_storage", 26)) - { - ret = GLEW_EXT_shader_pixel_local_storage; - continue; - } -#endif -#ifdef GL_EXT_shader_pixel_local_storage2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_pixel_local_storage2", 27)) - { - ret = GLEW_EXT_shader_pixel_local_storage2; - continue; - } -#endif -#ifdef GL_EXT_shader_texture_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_texture_lod", 18)) - { - ret = GLEW_EXT_shader_texture_lod; - continue; - } -#endif -#ifdef GL_EXT_shadow_funcs - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_funcs", 12)) - { - ret = GLEW_EXT_shadow_funcs; - continue; - } -#endif -#ifdef GL_EXT_shadow_samplers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers", 15)) - { - ret = GLEW_EXT_shadow_samplers; - continue; - } -#endif -#ifdef GL_EXT_shared_texture_palette - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_texture_palette", 22)) - { - ret = GLEW_EXT_shared_texture_palette; - continue; - } -#endif -#ifdef GL_EXT_sparse_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture", 14)) - { - ret = GLEW_EXT_sparse_texture; - continue; - } -#endif -#ifdef GL_EXT_sparse_texture2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sparse_texture2", 15)) - { - ret = GLEW_EXT_sparse_texture2; - continue; - } -#endif -#ifdef GL_EXT_stencil_clear_tag - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_clear_tag", 17)) - { - ret = GLEW_EXT_stencil_clear_tag; - continue; - } -#endif -#ifdef GL_EXT_stencil_two_side - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_two_side", 16)) - { - ret = GLEW_EXT_stencil_two_side; - continue; - } -#endif -#ifdef GL_EXT_stencil_wrap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stencil_wrap", 12)) - { - ret = GLEW_EXT_stencil_wrap; - continue; - } -#endif -#ifdef GL_EXT_subtexture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"subtexture", 10)) - { - ret = GLEW_EXT_subtexture; - continue; - } -#endif -#ifdef GL_EXT_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture", 7)) - { - ret = GLEW_EXT_texture; - continue; - } -#endif -#ifdef GL_EXT_texture3D - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture3D", 9)) - { - ret = GLEW_EXT_texture3D; - continue; - } -#endif -#ifdef GL_EXT_texture_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_array", 13)) - { - ret = GLEW_EXT_texture_array; - continue; - } -#endif -#ifdef GL_EXT_texture_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_buffer_object", 21)) - { - ret = GLEW_EXT_texture_buffer_object; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_astc_decode_mode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_decode_mode", 36)) - { - ret = GLEW_EXT_texture_compression_astc_decode_mode; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_decode_mode_rgb9e5", 43)) - { - ret = GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_bptc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_bptc", 24)) - { - ret = GLEW_EXT_texture_compression_bptc; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_dxt1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_dxt1", 24)) - { - ret = GLEW_EXT_texture_compression_dxt1; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_latc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_latc", 24)) - { - ret = GLEW_EXT_texture_compression_latc; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_rgtc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_rgtc", 24)) - { - ret = GLEW_EXT_texture_compression_rgtc; - continue; - } -#endif -#ifdef GL_EXT_texture_compression_s3tc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc", 24)) - { - ret = GLEW_EXT_texture_compression_s3tc; - continue; - } -#endif -#ifdef GL_EXT_texture_cube_map - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map", 16)) - { - ret = GLEW_EXT_texture_cube_map; - continue; - } -#endif -#ifdef GL_EXT_texture_cube_map_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_cube_map_array", 22)) - { - ret = GLEW_EXT_texture_cube_map_array; - continue; - } -#endif -#ifdef GL_EXT_texture_edge_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18)) - { - ret = GLEW_EXT_texture_edge_clamp; - continue; - } -#endif -#ifdef GL_EXT_texture_env - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env", 11)) - { - ret = GLEW_EXT_texture_env; - continue; - } -#endif -#ifdef GL_EXT_texture_env_add - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_add", 15)) - { - ret = GLEW_EXT_texture_env_add; - continue; - } -#endif -#ifdef GL_EXT_texture_env_combine - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine", 19)) - { - ret = GLEW_EXT_texture_env_combine; - continue; - } -#endif -#ifdef GL_EXT_texture_env_dot3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_dot3", 16)) - { - ret = GLEW_EXT_texture_env_dot3; - continue; - } -#endif -#ifdef GL_EXT_texture_filter_anisotropic - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_anisotropic", 26)) - { - ret = GLEW_EXT_texture_filter_anisotropic; - continue; - } -#endif -#ifdef GL_EXT_texture_filter_minmax - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter_minmax", 21)) - { - ret = GLEW_EXT_texture_filter_minmax; - continue; - } -#endif -#ifdef GL_EXT_texture_format_BGRA8888 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_format_BGRA8888", 23)) - { - ret = GLEW_EXT_texture_format_BGRA8888; - continue; - } -#endif -#ifdef GL_EXT_texture_integer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_integer", 15)) - { - ret = GLEW_EXT_texture_integer; - continue; - } -#endif -#ifdef GL_EXT_texture_lod_bias - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16)) - { - ret = GLEW_EXT_texture_lod_bias; - continue; - } -#endif -#ifdef GL_EXT_texture_mirror_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirror_clamp", 20)) - { - ret = GLEW_EXT_texture_mirror_clamp; - continue; - } -#endif -#ifdef GL_EXT_texture_norm16 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_norm16", 14)) - { - ret = GLEW_EXT_texture_norm16; - continue; - } -#endif -#ifdef GL_EXT_texture_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_object", 14)) - { - ret = GLEW_EXT_texture_object; - continue; - } -#endif -#ifdef GL_EXT_texture_perturb_normal - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_perturb_normal", 22)) - { - ret = GLEW_EXT_texture_perturb_normal; - continue; - } -#endif -#ifdef GL_EXT_texture_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) - { - ret = GLEW_EXT_texture_rectangle; - continue; - } -#endif -#ifdef GL_EXT_texture_rg - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rg", 10)) - { - ret = GLEW_EXT_texture_rg; - continue; - } -#endif -#ifdef GL_EXT_texture_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB", 12)) - { - ret = GLEW_EXT_texture_sRGB; - continue; - } -#endif -#ifdef GL_EXT_texture_sRGB_R8 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_R8", 15)) - { - ret = GLEW_EXT_texture_sRGB_R8; - continue; - } -#endif -#ifdef GL_EXT_texture_sRGB_RG8 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_RG8", 16)) - { - ret = GLEW_EXT_texture_sRGB_RG8; - continue; - } -#endif -#ifdef GL_EXT_texture_sRGB_decode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_sRGB_decode", 19)) - { - ret = GLEW_EXT_texture_sRGB_decode; - continue; - } -#endif -#ifdef GL_EXT_texture_shared_exponent - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shared_exponent", 23)) - { - ret = GLEW_EXT_texture_shared_exponent; - continue; - } -#endif -#ifdef GL_EXT_texture_snorm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_snorm", 13)) - { - ret = GLEW_EXT_texture_snorm; - continue; - } -#endif -#ifdef GL_EXT_texture_storage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_storage", 15)) - { - ret = GLEW_EXT_texture_storage; - continue; - } -#endif -#ifdef GL_EXT_texture_swizzle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_swizzle", 15)) - { - ret = GLEW_EXT_texture_swizzle; - continue; - } -#endif -#ifdef GL_EXT_texture_type_2_10_10_10_REV - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_type_2_10_10_10_REV", 27)) - { - ret = GLEW_EXT_texture_type_2_10_10_10_REV; - continue; - } -#endif -#ifdef GL_EXT_texture_view - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_view", 12)) - { - ret = GLEW_EXT_texture_view; - continue; - } -#endif -#ifdef GL_EXT_timer_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"timer_query", 11)) - { - ret = GLEW_EXT_timer_query; - continue; - } -#endif -#ifdef GL_EXT_transform_feedback - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18)) - { - ret = GLEW_EXT_transform_feedback; - continue; - } -#endif -#ifdef GL_EXT_unpack_subimage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"unpack_subimage", 15)) - { - ret = GLEW_EXT_unpack_subimage; - continue; - } -#endif -#ifdef GL_EXT_vertex_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array", 12)) - { - ret = GLEW_EXT_vertex_array; - continue; - } -#endif -#ifdef GL_EXT_vertex_array_bgra - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_bgra", 17)) - { - ret = GLEW_EXT_vertex_array_bgra; - continue; - } -#endif -#ifdef GL_EXT_vertex_array_setXXX - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_setXXX", 19)) - { - ret = GLEW_EXT_vertex_array_setXXX; - continue; - } -#endif -#ifdef GL_EXT_vertex_attrib_64bit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_64bit", 19)) - { - ret = GLEW_EXT_vertex_attrib_64bit; - continue; - } -#endif -#ifdef GL_EXT_vertex_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_shader", 13)) - { - ret = GLEW_EXT_vertex_shader; - continue; - } -#endif -#ifdef GL_EXT_vertex_weighting - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_weighting", 16)) - { - ret = GLEW_EXT_vertex_weighting; - continue; - } -#endif -#ifdef GL_EXT_win32_keyed_mutex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"win32_keyed_mutex", 17)) - { - ret = GLEW_EXT_win32_keyed_mutex; - continue; - } -#endif -#ifdef GL_EXT_window_rectangles - if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_rectangles", 17)) - { - ret = GLEW_EXT_window_rectangles; - continue; - } -#endif -#ifdef GL_EXT_x11_sync_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"x11_sync_object", 15)) - { - ret = GLEW_EXT_x11_sync_object; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"GREMEDY_", 8)) - { -#ifdef GL_GREMEDY_frame_terminator - if (_glewStrSame3(&pos, &len, (const GLubyte*)"frame_terminator", 16)) - { - ret = GLEW_GREMEDY_frame_terminator; - continue; - } -#endif -#ifdef GL_GREMEDY_string_marker - if (_glewStrSame3(&pos, &len, (const GLubyte*)"string_marker", 13)) - { - ret = GLEW_GREMEDY_string_marker; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"HP_", 3)) - { -#ifdef GL_HP_convolution_border_modes - if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24)) - { - ret = GLEW_HP_convolution_border_modes; - continue; - } -#endif -#ifdef GL_HP_image_transform - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_transform", 15)) - { - ret = GLEW_HP_image_transform; - continue; - } -#endif -#ifdef GL_HP_occlusion_test - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_test", 14)) - { - ret = GLEW_HP_occlusion_test; - continue; - } -#endif -#ifdef GL_HP_texture_lighting - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lighting", 16)) - { - ret = GLEW_HP_texture_lighting; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"IBM_", 4)) - { -#ifdef GL_IBM_cull_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cull_vertex", 11)) - { - ret = GLEW_IBM_cull_vertex; - continue; - } -#endif -#ifdef GL_IBM_multimode_draw_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multimode_draw_arrays", 21)) - { - ret = GLEW_IBM_multimode_draw_arrays; - continue; - } -#endif -#ifdef GL_IBM_rasterpos_clip - if (_glewStrSame3(&pos, &len, (const GLubyte*)"rasterpos_clip", 14)) - { - ret = GLEW_IBM_rasterpos_clip; - continue; - } -#endif -#ifdef GL_IBM_static_data - if (_glewStrSame3(&pos, &len, (const GLubyte*)"static_data", 11)) - { - ret = GLEW_IBM_static_data; - continue; - } -#endif -#ifdef GL_IBM_texture_mirrored_repeat - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mirrored_repeat", 23)) - { - ret = GLEW_IBM_texture_mirrored_repeat; - continue; - } -#endif -#ifdef GL_IBM_vertex_array_lists - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_lists", 18)) - { - ret = GLEW_IBM_vertex_array_lists; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"INGR_", 5)) - { -#ifdef GL_INGR_color_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_clamp", 11)) - { - ret = GLEW_INGR_color_clamp; - continue; - } -#endif -#ifdef GL_INGR_interlace_read - if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace_read", 14)) - { - ret = GLEW_INGR_interlace_read; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6)) - { -#ifdef GL_INTEL_conservative_rasterization - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_rasterization", 26)) - { - ret = GLEW_INTEL_conservative_rasterization; - continue; - } -#endif -#ifdef GL_INTEL_fragment_shader_ordering - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_ordering", 24)) - { - ret = GLEW_INTEL_fragment_shader_ordering; - continue; - } -#endif -#ifdef GL_INTEL_framebuffer_CMAA - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_CMAA", 16)) - { - ret = GLEW_INTEL_framebuffer_CMAA; - continue; - } -#endif -#ifdef GL_INTEL_map_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"map_texture", 11)) - { - ret = GLEW_INTEL_map_texture; - continue; - } -#endif -#ifdef GL_INTEL_parallel_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_arrays", 15)) - { - ret = GLEW_INTEL_parallel_arrays; - continue; - } -#endif -#ifdef GL_INTEL_performance_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"performance_query", 17)) - { - ret = GLEW_INTEL_performance_query; - continue; - } -#endif -#ifdef GL_INTEL_texture_scissor - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scissor", 15)) - { - ret = GLEW_INTEL_texture_scissor; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"KHR_", 4)) - { -#ifdef GL_KHR_blend_equation_advanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23)) - { - ret = GLEW_KHR_blend_equation_advanced; - continue; - } -#endif -#ifdef GL_KHR_blend_equation_advanced_coherent - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32)) - { - ret = GLEW_KHR_blend_equation_advanced_coherent; - continue; - } -#endif -#ifdef GL_KHR_context_flush_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) - { - ret = GLEW_KHR_context_flush_control; - continue; - } -#endif -#ifdef GL_KHR_debug - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug", 5)) - { - ret = GLEW_KHR_debug; - continue; - } -#endif -#ifdef GL_KHR_no_error - if (_glewStrSame3(&pos, &len, (const GLubyte*)"no_error", 8)) - { - ret = GLEW_KHR_no_error; - continue; - } -#endif -#ifdef GL_KHR_parallel_shader_compile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"parallel_shader_compile", 23)) - { - ret = GLEW_KHR_parallel_shader_compile; - continue; - } -#endif -#ifdef GL_KHR_robust_buffer_access_behavior - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robust_buffer_access_behavior", 29)) - { - ret = GLEW_KHR_robust_buffer_access_behavior; - continue; - } -#endif -#ifdef GL_KHR_robustness - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness", 10)) - { - ret = GLEW_KHR_robustness; - continue; - } -#endif -#ifdef GL_KHR_texture_compression_astc_hdr - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_hdr", 28)) - { - ret = GLEW_KHR_texture_compression_astc_hdr; - continue; - } -#endif -#ifdef GL_KHR_texture_compression_astc_ldr - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_ldr", 28)) - { - ret = GLEW_KHR_texture_compression_astc_ldr; - continue; - } -#endif -#ifdef GL_KHR_texture_compression_astc_sliced_3d - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_astc_sliced_3d", 34)) - { - ret = GLEW_KHR_texture_compression_astc_sliced_3d; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"KTX_", 4)) - { -#ifdef GL_KTX_buffer_region - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13)) - { - ret = GLEW_KTX_buffer_region; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESAX_", 6)) - { -#ifdef GL_MESAX_texture_stack - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_stack", 13)) - { - ret = GLEW_MESAX_texture_stack; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) - { -#ifdef GL_MESA_pack_invert - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_invert", 11)) - { - ret = GLEW_MESA_pack_invert; - continue; - } -#endif -#ifdef GL_MESA_resize_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"resize_buffers", 14)) - { - ret = GLEW_MESA_resize_buffers; - continue; - } -#endif -#ifdef GL_MESA_shader_integer_functions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_integer_functions", 24)) - { - ret = GLEW_MESA_shader_integer_functions; - continue; - } -#endif -#ifdef GL_MESA_window_pos - if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_pos", 10)) - { - ret = GLEW_MESA_window_pos; - continue; - } -#endif -#ifdef GL_MESA_ycbcr_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycbcr_texture", 13)) - { - ret = GLEW_MESA_ycbcr_texture; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NVX_", 4)) - { -#ifdef GL_NVX_blend_equation_advanced_multi_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_multi_draw_buffers", 42)) - { - ret = GLEW_NVX_blend_equation_advanced_multi_draw_buffers; - continue; - } -#endif -#ifdef GL_NVX_conditional_render - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18)) - { - ret = GLEW_NVX_conditional_render; - continue; - } -#endif -#ifdef GL_NVX_gpu_memory_info - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_memory_info", 15)) - { - ret = GLEW_NVX_gpu_memory_info; - continue; - } -#endif -#ifdef GL_NVX_linked_gpu_multicast - if (_glewStrSame3(&pos, &len, (const GLubyte*)"linked_gpu_multicast", 20)) - { - ret = GLEW_NVX_linked_gpu_multicast; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) - { -#ifdef GL_NV_3dvision_settings - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3dvision_settings", 17)) - { - ret = GLEW_NV_3dvision_settings; - continue; - } -#endif -#ifdef GL_NV_EGL_stream_consumer_external - if (_glewStrSame3(&pos, &len, (const GLubyte*)"EGL_stream_consumer_external", 28)) - { - ret = GLEW_NV_EGL_stream_consumer_external; - continue; - } -#endif -#ifdef GL_NV_alpha_to_coverage_dither_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"alpha_to_coverage_dither_control", 32)) - { - ret = GLEW_NV_alpha_to_coverage_dither_control; - continue; - } -#endif -#ifdef GL_NV_bgr - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bgr", 3)) - { - ret = GLEW_NV_bgr; - continue; - } -#endif -#ifdef GL_NV_bindless_multi_draw_indirect - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect", 28)) - { - ret = GLEW_NV_bindless_multi_draw_indirect; - continue; - } -#endif -#ifdef GL_NV_bindless_multi_draw_indirect_count - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_multi_draw_indirect_count", 34)) - { - ret = GLEW_NV_bindless_multi_draw_indirect_count; - continue; - } -#endif -#ifdef GL_NV_bindless_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bindless_texture", 16)) - { - ret = GLEW_NV_bindless_texture; - continue; - } -#endif -#ifdef GL_NV_blend_equation_advanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced", 23)) - { - ret = GLEW_NV_blend_equation_advanced; - continue; - } -#endif -#ifdef GL_NV_blend_equation_advanced_coherent - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_equation_advanced_coherent", 32)) - { - ret = GLEW_NV_blend_equation_advanced_coherent; - continue; - } -#endif -#ifdef GL_NV_blend_minmax_factor - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_minmax_factor", 19)) - { - ret = GLEW_NV_blend_minmax_factor; - continue; - } -#endif -#ifdef GL_NV_blend_square - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_square", 12)) - { - ret = GLEW_NV_blend_square; - continue; - } -#endif -#ifdef GL_NV_clip_space_w_scaling - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_space_w_scaling", 20)) - { - ret = GLEW_NV_clip_space_w_scaling; - continue; - } -#endif -#ifdef GL_NV_command_list - if (_glewStrSame3(&pos, &len, (const GLubyte*)"command_list", 12)) - { - ret = GLEW_NV_command_list; - continue; - } -#endif -#ifdef GL_NV_compute_program5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"compute_program5", 16)) - { - ret = GLEW_NV_compute_program5; - continue; - } -#endif -#ifdef GL_NV_conditional_render - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conditional_render", 18)) - { - ret = GLEW_NV_conditional_render; - continue; - } -#endif -#ifdef GL_NV_conservative_raster - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster", 19)) - { - ret = GLEW_NV_conservative_raster; - continue; - } -#endif -#ifdef GL_NV_conservative_raster_dilate - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster_dilate", 26)) - { - ret = GLEW_NV_conservative_raster_dilate; - continue; - } -#endif -#ifdef GL_NV_conservative_raster_pre_snap_triangles - if (_glewStrSame3(&pos, &len, (const GLubyte*)"conservative_raster_pre_snap_triangles", 38)) - { - ret = GLEW_NV_conservative_raster_pre_snap_triangles; - continue; - } -#endif -#ifdef GL_NV_copy_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) - { - ret = GLEW_NV_copy_buffer; - continue; - } -#endif -#ifdef GL_NV_copy_depth_to_color - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_depth_to_color", 19)) - { - ret = GLEW_NV_copy_depth_to_color; - continue; - } -#endif -#ifdef GL_NV_copy_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) - { - ret = GLEW_NV_copy_image; - continue; - } -#endif -#ifdef GL_NV_deep_texture3D - if (_glewStrSame3(&pos, &len, (const GLubyte*)"deep_texture3D", 14)) - { - ret = GLEW_NV_deep_texture3D; - continue; - } -#endif -#ifdef GL_NV_depth_buffer_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_buffer_float", 18)) - { - ret = GLEW_NV_depth_buffer_float; - continue; - } -#endif -#ifdef GL_NV_depth_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_clamp", 11)) - { - ret = GLEW_NV_depth_clamp; - continue; - } -#endif -#ifdef GL_NV_depth_range_unclamped - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_range_unclamped", 21)) - { - ret = GLEW_NV_depth_range_unclamped; - continue; - } -#endif -#ifdef GL_NV_draw_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_buffers", 12)) - { - ret = GLEW_NV_draw_buffers; - continue; - } -#endif -#ifdef GL_NV_draw_instanced - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_instanced", 14)) - { - ret = GLEW_NV_draw_instanced; - continue; - } -#endif -#ifdef GL_NV_draw_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_texture", 12)) - { - ret = GLEW_NV_draw_texture; - continue; - } -#endif -#ifdef GL_NV_draw_vulkan_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"draw_vulkan_image", 17)) - { - ret = GLEW_NV_draw_vulkan_image; - continue; - } -#endif -#ifdef GL_NV_evaluators - if (_glewStrSame3(&pos, &len, (const GLubyte*)"evaluators", 10)) - { - ret = GLEW_NV_evaluators; - continue; - } -#endif -#ifdef GL_NV_explicit_attrib_location - if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_attrib_location", 24)) - { - ret = GLEW_NV_explicit_attrib_location; - continue; - } -#endif -#ifdef GL_NV_explicit_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"explicit_multisample", 20)) - { - ret = GLEW_NV_explicit_multisample; - continue; - } -#endif -#ifdef GL_NV_fbo_color_attachments - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbo_color_attachments", 21)) - { - ret = GLEW_NV_fbo_color_attachments; - continue; - } -#endif -#ifdef GL_NV_fence - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence", 5)) - { - ret = GLEW_NV_fence; - continue; - } -#endif -#ifdef GL_NV_fill_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fill_rectangle", 14)) - { - ret = GLEW_NV_fill_rectangle; - continue; - } -#endif -#ifdef GL_NV_float_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) - { - ret = GLEW_NV_float_buffer; - continue; - } -#endif -#ifdef GL_NV_fog_distance - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_distance", 12)) - { - ret = GLEW_NV_fog_distance; - continue; - } -#endif -#ifdef GL_NV_fragment_coverage_to_color - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_coverage_to_color", 26)) - { - ret = GLEW_NV_fragment_coverage_to_color; - continue; - } -#endif -#ifdef GL_NV_fragment_program - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program", 16)) - { - ret = GLEW_NV_fragment_program; - continue; - } -#endif -#ifdef GL_NV_fragment_program2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program2", 17)) - { - ret = GLEW_NV_fragment_program2; - continue; - } -#endif -#ifdef GL_NV_fragment_program4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program4", 17)) - { - ret = GLEW_NV_fragment_program4; - continue; - } -#endif -#ifdef GL_NV_fragment_program_option - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_program_option", 23)) - { - ret = GLEW_NV_fragment_program_option; - continue; - } -#endif -#ifdef GL_NV_fragment_shader_interlock - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_shader_interlock", 25)) - { - ret = GLEW_NV_fragment_shader_interlock; - continue; - } -#endif -#ifdef GL_NV_framebuffer_blit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_blit", 16)) - { - ret = GLEW_NV_framebuffer_blit; - continue; - } -#endif -#ifdef GL_NV_framebuffer_mixed_samples - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_mixed_samples", 25)) - { - ret = GLEW_NV_framebuffer_mixed_samples; - continue; - } -#endif -#ifdef GL_NV_framebuffer_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample", 23)) - { - ret = GLEW_NV_framebuffer_multisample; - continue; - } -#endif -#ifdef GL_NV_framebuffer_multisample_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_multisample_coverage", 32)) - { - ret = GLEW_NV_framebuffer_multisample_coverage; - continue; - } -#endif -#ifdef GL_NV_generate_mipmap_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"generate_mipmap_sRGB", 20)) - { - ret = GLEW_NV_generate_mipmap_sRGB; - continue; - } -#endif -#ifdef GL_NV_geometry_program4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_program4", 17)) - { - ret = GLEW_NV_geometry_program4; - continue; - } -#endif -#ifdef GL_NV_geometry_shader4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader4", 16)) - { - ret = GLEW_NV_geometry_shader4; - continue; - } -#endif -#ifdef GL_NV_geometry_shader_passthrough - if (_glewStrSame3(&pos, &len, (const GLubyte*)"geometry_shader_passthrough", 27)) - { - ret = GLEW_NV_geometry_shader_passthrough; - continue; - } -#endif -#ifdef GL_NV_gpu_multicast - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_multicast", 13)) - { - ret = GLEW_NV_gpu_multicast; - continue; - } -#endif -#ifdef GL_NV_gpu_program4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program4", 12)) - { - ret = GLEW_NV_gpu_program4; - continue; - } -#endif -#ifdef GL_NV_gpu_program5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5", 12)) - { - ret = GLEW_NV_gpu_program5; - continue; - } -#endif -#ifdef GL_NV_gpu_program5_mem_extended - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program5_mem_extended", 25)) - { - ret = GLEW_NV_gpu_program5_mem_extended; - continue; - } -#endif -#ifdef GL_NV_gpu_program_fp64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_program_fp64", 16)) - { - ret = GLEW_NV_gpu_program_fp64; - continue; - } -#endif -#ifdef GL_NV_gpu_shader5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_shader5", 11)) - { - ret = GLEW_NV_gpu_shader5; - continue; - } -#endif -#ifdef GL_NV_half_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"half_float", 10)) - { - ret = GLEW_NV_half_float; - continue; - } -#endif -#ifdef GL_NV_image_formats - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_formats", 13)) - { - ret = GLEW_NV_image_formats; - continue; - } -#endif -#ifdef GL_NV_instanced_arrays - if (_glewStrSame3(&pos, &len, (const GLubyte*)"instanced_arrays", 16)) - { - ret = GLEW_NV_instanced_arrays; - continue; - } -#endif -#ifdef GL_NV_internalformat_sample_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"internalformat_sample_query", 27)) - { - ret = GLEW_NV_internalformat_sample_query; - continue; - } -#endif -#ifdef GL_NV_light_max_exponent - if (_glewStrSame3(&pos, &len, (const GLubyte*)"light_max_exponent", 18)) - { - ret = GLEW_NV_light_max_exponent; - continue; - } -#endif -#ifdef GL_NV_multisample_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) - { - ret = GLEW_NV_multisample_coverage; - continue; - } -#endif -#ifdef GL_NV_multisample_filter_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_filter_hint", 23)) - { - ret = GLEW_NV_multisample_filter_hint; - continue; - } -#endif -#ifdef GL_NV_non_square_matrices - if (_glewStrSame3(&pos, &len, (const GLubyte*)"non_square_matrices", 19)) - { - ret = GLEW_NV_non_square_matrices; - continue; - } -#endif -#ifdef GL_NV_occlusion_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_query", 15)) - { - ret = GLEW_NV_occlusion_query; - continue; - } -#endif -#ifdef GL_NV_pack_subimage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pack_subimage", 13)) - { - ret = GLEW_NV_pack_subimage; - continue; - } -#endif -#ifdef GL_NV_packed_depth_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_depth_stencil", 20)) - { - ret = GLEW_NV_packed_depth_stencil; - continue; - } -#endif -#ifdef GL_NV_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float", 12)) - { - ret = GLEW_NV_packed_float; - continue; - } -#endif -#ifdef GL_NV_packed_float_linear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_float_linear", 19)) - { - ret = GLEW_NV_packed_float_linear; - continue; - } -#endif -#ifdef GL_NV_parameter_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object", 23)) - { - ret = GLEW_NV_parameter_buffer_object; - continue; - } -#endif -#ifdef GL_NV_parameter_buffer_object2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"parameter_buffer_object2", 24)) - { - ret = GLEW_NV_parameter_buffer_object2; - continue; - } -#endif -#ifdef GL_NV_path_rendering - if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering", 14)) - { - ret = GLEW_NV_path_rendering; - continue; - } -#endif -#ifdef GL_NV_path_rendering_shared_edge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"path_rendering_shared_edge", 26)) - { - ret = GLEW_NV_path_rendering_shared_edge; - continue; - } -#endif -#ifdef GL_NV_pixel_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_buffer_object", 19)) - { - ret = GLEW_NV_pixel_buffer_object; - continue; - } -#endif -#ifdef GL_NV_pixel_data_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_data_range", 16)) - { - ret = GLEW_NV_pixel_data_range; - continue; - } -#endif -#ifdef GL_NV_platform_binary - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_binary", 15)) - { - ret = GLEW_NV_platform_binary; - continue; - } -#endif -#ifdef GL_NV_point_sprite - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_sprite", 12)) - { - ret = GLEW_NV_point_sprite; - continue; - } -#endif -#ifdef GL_NV_polygon_mode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"polygon_mode", 12)) - { - ret = GLEW_NV_polygon_mode; - continue; - } -#endif -#ifdef GL_NV_present_video - if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) - { - ret = GLEW_NV_present_video; - continue; - } -#endif -#ifdef GL_NV_primitive_restart - if (_glewStrSame3(&pos, &len, (const GLubyte*)"primitive_restart", 17)) - { - ret = GLEW_NV_primitive_restart; - continue; - } -#endif -#ifdef GL_NV_read_depth - if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_depth", 10)) - { - ret = GLEW_NV_read_depth; - continue; - } -#endif -#ifdef GL_NV_read_depth_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_depth_stencil", 18)) - { - ret = GLEW_NV_read_depth_stencil; - continue; - } -#endif -#ifdef GL_NV_read_stencil - if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_stencil", 12)) - { - ret = GLEW_NV_read_stencil; - continue; - } -#endif -#ifdef GL_NV_register_combiners - if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners", 18)) - { - ret = GLEW_NV_register_combiners; - continue; - } -#endif -#ifdef GL_NV_register_combiners2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"register_combiners2", 19)) - { - ret = GLEW_NV_register_combiners2; - continue; - } -#endif -#ifdef GL_NV_robustness_video_memory_purge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) - { - ret = GLEW_NV_robustness_video_memory_purge; - continue; - } -#endif -#ifdef GL_NV_sRGB_formats - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sRGB_formats", 12)) - { - ret = GLEW_NV_sRGB_formats; - continue; - } -#endif -#ifdef GL_NV_sample_locations - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_locations", 16)) - { - ret = GLEW_NV_sample_locations; - continue; - } -#endif -#ifdef GL_NV_sample_mask_override_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sample_mask_override_coverage", 29)) - { - ret = GLEW_NV_sample_mask_override_coverage; - continue; - } -#endif -#ifdef GL_NV_shader_atomic_counters - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_counters", 22)) - { - ret = GLEW_NV_shader_atomic_counters; - continue; - } -#endif -#ifdef GL_NV_shader_atomic_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_float", 19)) - { - ret = GLEW_NV_shader_atomic_float; - continue; - } -#endif -#ifdef GL_NV_shader_atomic_float64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_float64", 21)) - { - ret = GLEW_NV_shader_atomic_float64; - continue; - } -#endif -#ifdef GL_NV_shader_atomic_fp16_vector - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_fp16_vector", 25)) - { - ret = GLEW_NV_shader_atomic_fp16_vector; - continue; - } -#endif -#ifdef GL_NV_shader_atomic_int64 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_atomic_int64", 19)) - { - ret = GLEW_NV_shader_atomic_int64; - continue; - } -#endif -#ifdef GL_NV_shader_buffer_load - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_buffer_load", 18)) - { - ret = GLEW_NV_shader_buffer_load; - continue; - } -#endif -#ifdef GL_NV_shader_noperspective_interpolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_noperspective_interpolation", 34)) - { - ret = GLEW_NV_shader_noperspective_interpolation; - continue; - } -#endif -#ifdef GL_NV_shader_storage_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_storage_buffer_object", 28)) - { - ret = GLEW_NV_shader_storage_buffer_object; - continue; - } -#endif -#ifdef GL_NV_shader_thread_group - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_group", 19)) - { - ret = GLEW_NV_shader_thread_group; - continue; - } -#endif -#ifdef GL_NV_shader_thread_shuffle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_thread_shuffle", 21)) - { - ret = GLEW_NV_shader_thread_shuffle; - continue; - } -#endif -#ifdef GL_NV_shadow_samplers_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers_array", 21)) - { - ret = GLEW_NV_shadow_samplers_array; - continue; - } -#endif -#ifdef GL_NV_shadow_samplers_cube - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_samplers_cube", 20)) - { - ret = GLEW_NV_shadow_samplers_cube; - continue; - } -#endif -#ifdef GL_NV_stereo_view_rendering - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_view_rendering", 21)) - { - ret = GLEW_NV_stereo_view_rendering; - continue; - } -#endif -#ifdef GL_NV_tessellation_program5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"tessellation_program5", 21)) - { - ret = GLEW_NV_tessellation_program5; - continue; - } -#endif -#ifdef GL_NV_texgen_emboss - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_emboss", 13)) - { - ret = GLEW_NV_texgen_emboss; - continue; - } -#endif -#ifdef GL_NV_texgen_reflection - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texgen_reflection", 17)) - { - ret = GLEW_NV_texgen_reflection; - continue; - } -#endif -#ifdef GL_NV_texture_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_array", 13)) - { - ret = GLEW_NV_texture_array; - continue; - } -#endif -#ifdef GL_NV_texture_barrier - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_barrier", 15)) - { - ret = GLEW_NV_texture_barrier; - continue; - } -#endif -#ifdef GL_NV_texture_border_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) - { - ret = GLEW_NV_texture_border_clamp; - continue; - } -#endif -#ifdef GL_NV_texture_compression_latc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_latc", 24)) - { - ret = GLEW_NV_texture_compression_latc; - continue; - } -#endif -#ifdef GL_NV_texture_compression_s3tc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc", 24)) - { - ret = GLEW_NV_texture_compression_s3tc; - continue; - } -#endif -#ifdef GL_NV_texture_compression_s3tc_update - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_s3tc_update", 31)) - { - ret = GLEW_NV_texture_compression_s3tc_update; - continue; - } -#endif -#ifdef GL_NV_texture_compression_vtc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_compression_vtc", 23)) - { - ret = GLEW_NV_texture_compression_vtc; - continue; - } -#endif -#ifdef GL_NV_texture_env_combine4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_env_combine4", 20)) - { - ret = GLEW_NV_texture_env_combine4; - continue; - } -#endif -#ifdef GL_NV_texture_expand_normal - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_expand_normal", 21)) - { - ret = GLEW_NV_texture_expand_normal; - continue; - } -#endif -#ifdef GL_NV_texture_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multisample", 19)) - { - ret = GLEW_NV_texture_multisample; - continue; - } -#endif -#ifdef GL_NV_texture_npot_2D_mipmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_npot_2D_mipmap", 22)) - { - ret = GLEW_NV_texture_npot_2D_mipmap; - continue; - } -#endif -#ifdef GL_NV_texture_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle", 17)) - { - ret = GLEW_NV_texture_rectangle; - continue; - } -#endif -#ifdef GL_NV_texture_rectangle_compressed - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_rectangle_compressed", 28)) - { - ret = GLEW_NV_texture_rectangle_compressed; - continue; - } -#endif -#ifdef GL_NV_texture_shader - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader", 14)) - { - ret = GLEW_NV_texture_shader; - continue; - } -#endif -#ifdef GL_NV_texture_shader2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader2", 15)) - { - ret = GLEW_NV_texture_shader2; - continue; - } -#endif -#ifdef GL_NV_texture_shader3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_shader3", 15)) - { - ret = GLEW_NV_texture_shader3; - continue; - } -#endif -#ifdef GL_NV_transform_feedback - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback", 18)) - { - ret = GLEW_NV_transform_feedback; - continue; - } -#endif -#ifdef GL_NV_transform_feedback2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"transform_feedback2", 19)) - { - ret = GLEW_NV_transform_feedback2; - continue; - } -#endif -#ifdef GL_NV_uniform_buffer_unified_memory - if (_glewStrSame3(&pos, &len, (const GLubyte*)"uniform_buffer_unified_memory", 29)) - { - ret = GLEW_NV_uniform_buffer_unified_memory; - continue; - } -#endif -#ifdef GL_NV_vdpau_interop - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vdpau_interop", 13)) - { - ret = GLEW_NV_vdpau_interop; - continue; - } -#endif -#ifdef GL_NV_vertex_array_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) - { - ret = GLEW_NV_vertex_array_range; - continue; - } -#endif -#ifdef GL_NV_vertex_array_range2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range2", 19)) - { - ret = GLEW_NV_vertex_array_range2; - continue; - } -#endif -#ifdef GL_NV_vertex_attrib_integer_64bit - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_attrib_integer_64bit", 27)) - { - ret = GLEW_NV_vertex_attrib_integer_64bit; - continue; - } -#endif -#ifdef GL_NV_vertex_buffer_unified_memory - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_unified_memory", 28)) - { - ret = GLEW_NV_vertex_buffer_unified_memory; - continue; - } -#endif -#ifdef GL_NV_vertex_program - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program", 14)) - { - ret = GLEW_NV_vertex_program; - continue; - } -#endif -#ifdef GL_NV_vertex_program1_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program1_1", 17)) - { - ret = GLEW_NV_vertex_program1_1; - continue; - } -#endif -#ifdef GL_NV_vertex_program2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2", 15)) - { - ret = GLEW_NV_vertex_program2; - continue; - } -#endif -#ifdef GL_NV_vertex_program2_option - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program2_option", 22)) - { - ret = GLEW_NV_vertex_program2_option; - continue; - } -#endif -#ifdef GL_NV_vertex_program3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program3", 15)) - { - ret = GLEW_NV_vertex_program3; - continue; - } -#endif -#ifdef GL_NV_vertex_program4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_program4", 15)) - { - ret = GLEW_NV_vertex_program4; - continue; - } -#endif -#ifdef GL_NV_video_capture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) - { - ret = GLEW_NV_video_capture; - continue; - } -#endif -#ifdef GL_NV_viewport_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array", 14)) - { - ret = GLEW_NV_viewport_array; - continue; - } -#endif -#ifdef GL_NV_viewport_array2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_array2", 15)) - { - ret = GLEW_NV_viewport_array2; - continue; - } -#endif -#ifdef GL_NV_viewport_swizzle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"viewport_swizzle", 16)) - { - ret = GLEW_NV_viewport_swizzle; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"OES_", 4)) - { -#ifdef GL_OES_byte_coordinates - if (_glewStrSame3(&pos, &len, (const GLubyte*)"byte_coordinates", 16)) - { - ret = GLEW_OES_byte_coordinates; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) - { -#ifdef GL_OML_interlace - if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9)) - { - ret = GLEW_OML_interlace; - continue; - } -#endif -#ifdef GL_OML_resample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8)) - { - ret = GLEW_OML_resample; - continue; - } -#endif -#ifdef GL_OML_subsample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"subsample", 9)) - { - ret = GLEW_OML_subsample; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"OVR_", 4)) - { -#ifdef GL_OVR_multiview - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview", 9)) - { - ret = GLEW_OVR_multiview; - continue; - } -#endif -#ifdef GL_OVR_multiview2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview2", 10)) - { - ret = GLEW_OVR_multiview2; - continue; - } -#endif -#ifdef GL_OVR_multiview_multisampled_render_to_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_multisampled_render_to_texture", 40)) - { - ret = GLEW_OVR_multiview_multisampled_render_to_texture; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"PGI_", 4)) - { -#ifdef GL_PGI_misc_hints - if (_glewStrSame3(&pos, &len, (const GLubyte*)"misc_hints", 10)) - { - ret = GLEW_PGI_misc_hints; - continue; - } -#endif -#ifdef GL_PGI_vertex_hints - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_hints", 12)) - { - ret = GLEW_PGI_vertex_hints; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"QCOM_", 5)) - { -#ifdef GL_QCOM_alpha_test - if (_glewStrSame3(&pos, &len, (const GLubyte*)"alpha_test", 10)) - { - ret = GLEW_QCOM_alpha_test; - continue; - } -#endif -#ifdef GL_QCOM_binning_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"binning_control", 15)) - { - ret = GLEW_QCOM_binning_control; - continue; - } -#endif -#ifdef GL_QCOM_driver_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"driver_control", 14)) - { - ret = GLEW_QCOM_driver_control; - continue; - } -#endif -#ifdef GL_QCOM_extended_get - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extended_get", 12)) - { - ret = GLEW_QCOM_extended_get; - continue; - } -#endif -#ifdef GL_QCOM_extended_get2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extended_get2", 13)) - { - ret = GLEW_QCOM_extended_get2; - continue; - } -#endif -#ifdef GL_QCOM_framebuffer_foveated - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_foveated", 20)) - { - ret = GLEW_QCOM_framebuffer_foveated; - continue; - } -#endif -#ifdef GL_QCOM_perfmon_global_mode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"perfmon_global_mode", 19)) - { - ret = GLEW_QCOM_perfmon_global_mode; - continue; - } -#endif -#ifdef GL_QCOM_shader_framebuffer_fetch_noncoherent - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shader_framebuffer_fetch_noncoherent", 36)) - { - ret = GLEW_QCOM_shader_framebuffer_fetch_noncoherent; - continue; - } -#endif -#ifdef GL_QCOM_tiled_rendering - if (_glewStrSame3(&pos, &len, (const GLubyte*)"tiled_rendering", 15)) - { - ret = GLEW_QCOM_tiled_rendering; - continue; - } -#endif -#ifdef GL_QCOM_writeonly_rendering - if (_glewStrSame3(&pos, &len, (const GLubyte*)"writeonly_rendering", 19)) - { - ret = GLEW_QCOM_writeonly_rendering; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"REGAL_", 6)) - { -#ifdef GL_REGAL_ES1_0_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_0_compatibility", 19)) - { - ret = GLEW_REGAL_ES1_0_compatibility; - continue; - } -#endif -#ifdef GL_REGAL_ES1_1_compatibility - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ES1_1_compatibility", 19)) - { - ret = GLEW_REGAL_ES1_1_compatibility; - continue; - } -#endif -#ifdef GL_REGAL_enable - if (_glewStrSame3(&pos, &len, (const GLubyte*)"enable", 6)) - { - ret = GLEW_REGAL_enable; - continue; - } -#endif -#ifdef GL_REGAL_error_string - if (_glewStrSame3(&pos, &len, (const GLubyte*)"error_string", 12)) - { - ret = GLEW_REGAL_error_string; - continue; - } -#endif -#ifdef GL_REGAL_extension_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extension_query", 15)) - { - ret = GLEW_REGAL_extension_query; - continue; - } -#endif -#ifdef GL_REGAL_log - if (_glewStrSame3(&pos, &len, (const GLubyte*)"log", 3)) - { - ret = GLEW_REGAL_log; - continue; - } -#endif -#ifdef GL_REGAL_proc_address - if (_glewStrSame3(&pos, &len, (const GLubyte*)"proc_address", 12)) - { - ret = GLEW_REGAL_proc_address; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"REND_", 5)) - { -#ifdef GL_REND_screen_coordinates - if (_glewStrSame3(&pos, &len, (const GLubyte*)"screen_coordinates", 18)) - { - ret = GLEW_REND_screen_coordinates; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"S3_", 3)) - { -#ifdef GL_S3_s3tc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"s3tc", 4)) - { - ret = GLEW_S3_s3tc; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5)) - { -#ifdef GL_SGIS_clip_band_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clip_band_hint", 14)) - { - ret = GLEW_SGIS_clip_band_hint; - continue; - } -#endif -#ifdef GL_SGIS_color_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11)) - { - ret = GLEW_SGIS_color_range; - continue; - } -#endif -#ifdef GL_SGIS_detail_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"detail_texture", 14)) - { - ret = GLEW_SGIS_detail_texture; - continue; - } -#endif -#ifdef GL_SGIS_fog_function - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_function", 12)) - { - ret = GLEW_SGIS_fog_function; - continue; - } -#endif -#ifdef GL_SGIS_generate_mipmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"generate_mipmap", 15)) - { - ret = GLEW_SGIS_generate_mipmap; - continue; - } -#endif -#ifdef GL_SGIS_line_texgen - if (_glewStrSame3(&pos, &len, (const GLubyte*)"line_texgen", 11)) - { - ret = GLEW_SGIS_line_texgen; - continue; - } -#endif -#ifdef GL_SGIS_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLEW_SGIS_multisample; - continue; - } -#endif -#ifdef GL_SGIS_multitexture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multitexture", 12)) - { - ret = GLEW_SGIS_multitexture; - continue; - } -#endif -#ifdef GL_SGIS_pixel_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13)) - { - ret = GLEW_SGIS_pixel_texture; - continue; - } -#endif -#ifdef GL_SGIS_point_line_texgen - if (_glewStrSame3(&pos, &len, (const GLubyte*)"point_line_texgen", 17)) - { - ret = GLEW_SGIS_point_line_texgen; - continue; - } -#endif -#ifdef GL_SGIS_shared_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_multisample", 18)) - { - ret = GLEW_SGIS_shared_multisample; - continue; - } -#endif -#ifdef GL_SGIS_sharpen_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sharpen_texture", 15)) - { - ret = GLEW_SGIS_sharpen_texture; - continue; - } -#endif -#ifdef GL_SGIS_texture4D - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture4D", 9)) - { - ret = GLEW_SGIS_texture4D; - continue; - } -#endif -#ifdef GL_SGIS_texture_border_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_border_clamp", 20)) - { - ret = GLEW_SGIS_texture_border_clamp; - continue; - } -#endif -#ifdef GL_SGIS_texture_edge_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_edge_clamp", 18)) - { - ret = GLEW_SGIS_texture_edge_clamp; - continue; - } -#endif -#ifdef GL_SGIS_texture_filter4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_filter4", 15)) - { - ret = GLEW_SGIS_texture_filter4; - continue; - } -#endif -#ifdef GL_SGIS_texture_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod", 11)) - { - ret = GLEW_SGIS_texture_lod; - continue; - } -#endif -#ifdef GL_SGIS_texture_select - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_select", 14)) - { - ret = GLEW_SGIS_texture_select; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5)) - { -#ifdef GL_SGIX_async - if (_glewStrSame3(&pos, &len, (const GLubyte*)"async", 5)) - { - ret = GLEW_SGIX_async; - continue; - } -#endif -#ifdef GL_SGIX_async_histogram - if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_histogram", 15)) - { - ret = GLEW_SGIX_async_histogram; - continue; - } -#endif -#ifdef GL_SGIX_async_pixel - if (_glewStrSame3(&pos, &len, (const GLubyte*)"async_pixel", 11)) - { - ret = GLEW_SGIX_async_pixel; - continue; - } -#endif -#ifdef GL_SGIX_bali_g_instruments - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_g_instruments", 18)) - { - ret = GLEW_SGIX_bali_g_instruments; - continue; - } -#endif -#ifdef GL_SGIX_bali_r_instruments - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_r_instruments", 18)) - { - ret = GLEW_SGIX_bali_r_instruments; - continue; - } -#endif -#ifdef GL_SGIX_bali_timer_instruments - if (_glewStrSame3(&pos, &len, (const GLubyte*)"bali_timer_instruments", 22)) - { - ret = GLEW_SGIX_bali_timer_instruments; - continue; - } -#endif -#ifdef GL_SGIX_blend_alpha_minmax - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_alpha_minmax", 18)) - { - ret = GLEW_SGIX_blend_alpha_minmax; - continue; - } -#endif -#ifdef GL_SGIX_blend_cadd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_cadd", 10)) - { - ret = GLEW_SGIX_blend_cadd; - continue; - } -#endif -#ifdef GL_SGIX_blend_cmultiply - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blend_cmultiply", 15)) - { - ret = GLEW_SGIX_blend_cmultiply; - continue; - } -#endif -#ifdef GL_SGIX_calligraphic_fragment - if (_glewStrSame3(&pos, &len, (const GLubyte*)"calligraphic_fragment", 21)) - { - ret = GLEW_SGIX_calligraphic_fragment; - continue; - } -#endif -#ifdef GL_SGIX_clipmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clipmap", 7)) - { - ret = GLEW_SGIX_clipmap; - continue; - } -#endif -#ifdef GL_SGIX_color_matrix_accuracy - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_matrix_accuracy", 21)) - { - ret = GLEW_SGIX_color_matrix_accuracy; - continue; - } -#endif -#ifdef GL_SGIX_color_table_index_mode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_table_index_mode", 22)) - { - ret = GLEW_SGIX_color_table_index_mode; - continue; - } -#endif -#ifdef GL_SGIX_complex_polar - if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex_polar", 13)) - { - ret = GLEW_SGIX_complex_polar; - continue; - } -#endif -#ifdef GL_SGIX_convolution_accuracy - if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_accuracy", 20)) - { - ret = GLEW_SGIX_convolution_accuracy; - continue; - } -#endif -#ifdef GL_SGIX_cube_map - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cube_map", 8)) - { - ret = GLEW_SGIX_cube_map; - continue; - } -#endif -#ifdef GL_SGIX_cylinder_texgen - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cylinder_texgen", 15)) - { - ret = GLEW_SGIX_cylinder_texgen; - continue; - } -#endif -#ifdef GL_SGIX_datapipe - if (_glewStrSame3(&pos, &len, (const GLubyte*)"datapipe", 8)) - { - ret = GLEW_SGIX_datapipe; - continue; - } -#endif -#ifdef GL_SGIX_decimation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"decimation", 10)) - { - ret = GLEW_SGIX_decimation; - continue; - } -#endif -#ifdef GL_SGIX_depth_pass_instrument - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_pass_instrument", 21)) - { - ret = GLEW_SGIX_depth_pass_instrument; - continue; - } -#endif -#ifdef GL_SGIX_depth_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_texture", 13)) - { - ret = GLEW_SGIX_depth_texture; - continue; - } -#endif -#ifdef GL_SGIX_dvc - if (_glewStrSame3(&pos, &len, (const GLubyte*)"dvc", 3)) - { - ret = GLEW_SGIX_dvc; - continue; - } -#endif -#ifdef GL_SGIX_flush_raster - if (_glewStrSame3(&pos, &len, (const GLubyte*)"flush_raster", 12)) - { - ret = GLEW_SGIX_flush_raster; - continue; - } -#endif -#ifdef GL_SGIX_fog_blend - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_blend", 9)) - { - ret = GLEW_SGIX_fog_blend; - continue; - } -#endif -#ifdef GL_SGIX_fog_factor_to_alpha - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_factor_to_alpha", 19)) - { - ret = GLEW_SGIX_fog_factor_to_alpha; - continue; - } -#endif -#ifdef GL_SGIX_fog_layers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_layers", 10)) - { - ret = GLEW_SGIX_fog_layers; - continue; - } -#endif -#ifdef GL_SGIX_fog_offset - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_offset", 10)) - { - ret = GLEW_SGIX_fog_offset; - continue; - } -#endif -#ifdef GL_SGIX_fog_patchy - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_patchy", 10)) - { - ret = GLEW_SGIX_fog_patchy; - continue; - } -#endif -#ifdef GL_SGIX_fog_scale - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_scale", 9)) - { - ret = GLEW_SGIX_fog_scale; - continue; - } -#endif -#ifdef GL_SGIX_fog_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fog_texture", 11)) - { - ret = GLEW_SGIX_fog_texture; - continue; - } -#endif -#ifdef GL_SGIX_fragment_lighting_space - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_lighting_space", 23)) - { - ret = GLEW_SGIX_fragment_lighting_space; - continue; - } -#endif -#ifdef GL_SGIX_fragment_specular_lighting - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragment_specular_lighting", 26)) - { - ret = GLEW_SGIX_fragment_specular_lighting; - continue; - } -#endif -#ifdef GL_SGIX_fragments_instrument - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fragments_instrument", 20)) - { - ret = GLEW_SGIX_fragments_instrument; - continue; - } -#endif -#ifdef GL_SGIX_framezoom - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framezoom", 9)) - { - ret = GLEW_SGIX_framezoom; - continue; - } -#endif -#ifdef GL_SGIX_icc_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"icc_texture", 11)) - { - ret = GLEW_SGIX_icc_texture; - continue; - } -#endif -#ifdef GL_SGIX_igloo_interface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"igloo_interface", 15)) - { - ret = GLEW_SGIX_igloo_interface; - continue; - } -#endif -#ifdef GL_SGIX_image_compression - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_compression", 17)) - { - ret = GLEW_SGIX_image_compression; - continue; - } -#endif -#ifdef GL_SGIX_impact_pixel_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"impact_pixel_texture", 20)) - { - ret = GLEW_SGIX_impact_pixel_texture; - continue; - } -#endif -#ifdef GL_SGIX_instrument_error - if (_glewStrSame3(&pos, &len, (const GLubyte*)"instrument_error", 16)) - { - ret = GLEW_SGIX_instrument_error; - continue; - } -#endif -#ifdef GL_SGIX_interlace - if (_glewStrSame3(&pos, &len, (const GLubyte*)"interlace", 9)) - { - ret = GLEW_SGIX_interlace; - continue; - } -#endif -#ifdef GL_SGIX_ir_instrument1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ir_instrument1", 14)) - { - ret = GLEW_SGIX_ir_instrument1; - continue; - } -#endif -#ifdef GL_SGIX_line_quality_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"line_quality_hint", 17)) - { - ret = GLEW_SGIX_line_quality_hint; - continue; - } -#endif -#ifdef GL_SGIX_list_priority - if (_glewStrSame3(&pos, &len, (const GLubyte*)"list_priority", 13)) - { - ret = GLEW_SGIX_list_priority; - continue; - } -#endif -#ifdef GL_SGIX_mpeg1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mpeg1", 5)) - { - ret = GLEW_SGIX_mpeg1; - continue; - } -#endif -#ifdef GL_SGIX_mpeg2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mpeg2", 5)) - { - ret = GLEW_SGIX_mpeg2; - continue; - } -#endif -#ifdef GL_SGIX_nonlinear_lighting_pervertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"nonlinear_lighting_pervertex", 28)) - { - ret = GLEW_SGIX_nonlinear_lighting_pervertex; - continue; - } -#endif -#ifdef GL_SGIX_nurbs_eval - if (_glewStrSame3(&pos, &len, (const GLubyte*)"nurbs_eval", 10)) - { - ret = GLEW_SGIX_nurbs_eval; - continue; - } -#endif -#ifdef GL_SGIX_occlusion_instrument - if (_glewStrSame3(&pos, &len, (const GLubyte*)"occlusion_instrument", 20)) - { - ret = GLEW_SGIX_occlusion_instrument; - continue; - } -#endif -#ifdef GL_SGIX_packed_6bytes - if (_glewStrSame3(&pos, &len, (const GLubyte*)"packed_6bytes", 13)) - { - ret = GLEW_SGIX_packed_6bytes; - continue; - } -#endif -#ifdef GL_SGIX_pixel_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture", 13)) - { - ret = GLEW_SGIX_pixel_texture; - continue; - } -#endif -#ifdef GL_SGIX_pixel_texture_bits - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture_bits", 18)) - { - ret = GLEW_SGIX_pixel_texture_bits; - continue; - } -#endif -#ifdef GL_SGIX_pixel_texture_lod - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_texture_lod", 17)) - { - ret = GLEW_SGIX_pixel_texture_lod; - continue; - } -#endif -#ifdef GL_SGIX_pixel_tiles - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_tiles", 11)) - { - ret = GLEW_SGIX_pixel_tiles; - continue; - } -#endif -#ifdef GL_SGIX_polynomial_ffd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"polynomial_ffd", 14)) - { - ret = GLEW_SGIX_polynomial_ffd; - continue; - } -#endif -#ifdef GL_SGIX_quad_mesh - if (_glewStrSame3(&pos, &len, (const GLubyte*)"quad_mesh", 9)) - { - ret = GLEW_SGIX_quad_mesh; - continue; - } -#endif -#ifdef GL_SGIX_reference_plane - if (_glewStrSame3(&pos, &len, (const GLubyte*)"reference_plane", 15)) - { - ret = GLEW_SGIX_reference_plane; - continue; - } -#endif -#ifdef GL_SGIX_resample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"resample", 8)) - { - ret = GLEW_SGIX_resample; - continue; - } -#endif -#ifdef GL_SGIX_scalebias_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"scalebias_hint", 14)) - { - ret = GLEW_SGIX_scalebias_hint; - continue; - } -#endif -#ifdef GL_SGIX_shadow - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow", 6)) - { - ret = GLEW_SGIX_shadow; - continue; - } -#endif -#ifdef GL_SGIX_shadow_ambient - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shadow_ambient", 14)) - { - ret = GLEW_SGIX_shadow_ambient; - continue; - } -#endif -#ifdef GL_SGIX_slim - if (_glewStrSame3(&pos, &len, (const GLubyte*)"slim", 4)) - { - ret = GLEW_SGIX_slim; - continue; - } -#endif -#ifdef GL_SGIX_spotlight_cutoff - if (_glewStrSame3(&pos, &len, (const GLubyte*)"spotlight_cutoff", 16)) - { - ret = GLEW_SGIX_spotlight_cutoff; - continue; - } -#endif -#ifdef GL_SGIX_sprite - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sprite", 6)) - { - ret = GLEW_SGIX_sprite; - continue; - } -#endif -#ifdef GL_SGIX_subdiv_patch - if (_glewStrSame3(&pos, &len, (const GLubyte*)"subdiv_patch", 12)) - { - ret = GLEW_SGIX_subdiv_patch; - continue; - } -#endif -#ifdef GL_SGIX_subsample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"subsample", 9)) - { - ret = GLEW_SGIX_subsample; - continue; - } -#endif -#ifdef GL_SGIX_tag_sample_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"tag_sample_buffer", 17)) - { - ret = GLEW_SGIX_tag_sample_buffer; - continue; - } -#endif -#ifdef GL_SGIX_texture_add_env - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_add_env", 15)) - { - ret = GLEW_SGIX_texture_add_env; - continue; - } -#endif -#ifdef GL_SGIX_texture_coordinate_clamp - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_coordinate_clamp", 24)) - { - ret = GLEW_SGIX_texture_coordinate_clamp; - continue; - } -#endif -#ifdef GL_SGIX_texture_lod_bias - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_lod_bias", 16)) - { - ret = GLEW_SGIX_texture_lod_bias; - continue; - } -#endif -#ifdef GL_SGIX_texture_mipmap_anisotropic - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_mipmap_anisotropic", 26)) - { - ret = GLEW_SGIX_texture_mipmap_anisotropic; - continue; - } -#endif -#ifdef GL_SGIX_texture_multi_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_multi_buffer", 20)) - { - ret = GLEW_SGIX_texture_multi_buffer; - continue; - } -#endif -#ifdef GL_SGIX_texture_phase - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_phase", 13)) - { - ret = GLEW_SGIX_texture_phase; - continue; - } -#endif -#ifdef GL_SGIX_texture_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_range", 13)) - { - ret = GLEW_SGIX_texture_range; - continue; - } -#endif -#ifdef GL_SGIX_texture_scale_bias - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_scale_bias", 18)) - { - ret = GLEW_SGIX_texture_scale_bias; - continue; - } -#endif -#ifdef GL_SGIX_texture_supersample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_supersample", 19)) - { - ret = GLEW_SGIX_texture_supersample; - continue; - } -#endif -#ifdef GL_SGIX_vector_ops - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vector_ops", 10)) - { - ret = GLEW_SGIX_vector_ops; - continue; - } -#endif -#ifdef GL_SGIX_vertex_array_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_object", 19)) - { - ret = GLEW_SGIX_vertex_array_object; - continue; - } -#endif -#ifdef GL_SGIX_vertex_preclip - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip", 14)) - { - ret = GLEW_SGIX_vertex_preclip; - continue; - } -#endif -#ifdef GL_SGIX_vertex_preclip_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_preclip_hint", 19)) - { - ret = GLEW_SGIX_vertex_preclip_hint; - continue; - } -#endif -#ifdef GL_SGIX_ycrcb - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcb", 5)) - { - ret = GLEW_SGIX_ycrcb; - continue; - } -#endif -#ifdef GL_SGIX_ycrcb_subsample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcb_subsample", 15)) - { - ret = GLEW_SGIX_ycrcb_subsample; - continue; - } -#endif -#ifdef GL_SGIX_ycrcba - if (_glewStrSame3(&pos, &len, (const GLubyte*)"ycrcba", 6)) - { - ret = GLEW_SGIX_ycrcba; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4)) - { -#ifdef GL_SGI_color_matrix - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_matrix", 12)) - { - ret = GLEW_SGI_color_matrix; - continue; - } -#endif -#ifdef GL_SGI_color_table - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_table", 11)) - { - ret = GLEW_SGI_color_table; - continue; - } -#endif -#ifdef GL_SGI_complex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex", 7)) - { - ret = GLEW_SGI_complex; - continue; - } -#endif -#ifdef GL_SGI_complex_type - if (_glewStrSame3(&pos, &len, (const GLubyte*)"complex_type", 12)) - { - ret = GLEW_SGI_complex_type; - continue; - } -#endif -#ifdef GL_SGI_fft - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fft", 3)) - { - ret = GLEW_SGI_fft; - continue; - } -#endif -#ifdef GL_SGI_texture_color_table - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_color_table", 19)) - { - ret = GLEW_SGI_texture_color_table; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUNX_", 5)) - { -#ifdef GL_SUNX_constant_data - if (_glewStrSame3(&pos, &len, (const GLubyte*)"constant_data", 13)) - { - ret = GLEW_SUNX_constant_data; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4)) - { -#ifdef GL_SUN_convolution_border_modes - if (_glewStrSame3(&pos, &len, (const GLubyte*)"convolution_border_modes", 24)) - { - ret = GLEW_SUN_convolution_border_modes; - continue; - } -#endif -#ifdef GL_SUN_global_alpha - if (_glewStrSame3(&pos, &len, (const GLubyte*)"global_alpha", 12)) - { - ret = GLEW_SUN_global_alpha; - continue; - } -#endif -#ifdef GL_SUN_mesh_array - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mesh_array", 10)) - { - ret = GLEW_SUN_mesh_array; - continue; - } -#endif -#ifdef GL_SUN_read_video_pixels - if (_glewStrSame3(&pos, &len, (const GLubyte*)"read_video_pixels", 17)) - { - ret = GLEW_SUN_read_video_pixels; - continue; - } -#endif -#ifdef GL_SUN_slice_accum - if (_glewStrSame3(&pos, &len, (const GLubyte*)"slice_accum", 11)) - { - ret = GLEW_SUN_slice_accum; - continue; - } -#endif -#ifdef GL_SUN_triangle_list - if (_glewStrSame3(&pos, &len, (const GLubyte*)"triangle_list", 13)) - { - ret = GLEW_SUN_triangle_list; - continue; - } -#endif -#ifdef GL_SUN_vertex - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex", 6)) - { - ret = GLEW_SUN_vertex; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"WIN_", 4)) - { -#ifdef GL_WIN_phong_shading - if (_glewStrSame3(&pos, &len, (const GLubyte*)"phong_shading", 13)) - { - ret = GLEW_WIN_phong_shading; - continue; - } -#endif -#ifdef GL_WIN_scene_markerXXX - if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_markerXXX", 15)) - { - ret = GLEW_WIN_scene_markerXXX; - continue; - } -#endif -#ifdef GL_WIN_specular_fog - if (_glewStrSame3(&pos, &len, (const GLubyte*)"specular_fog", 12)) - { - ret = GLEW_WIN_specular_fog; - continue; - } -#endif -#ifdef GL_WIN_swap_hint - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_hint", 9)) - { - ret = GLEW_WIN_swap_hint; - continue; - } -#endif - } - } - ret = (len == 0); - } - return ret; -} - -#if defined(_WIN32) && !defined(GLEW_EGL) && !defined(GLEW_OSMESA) - -GLboolean GLEWAPIENTRY wglewIsSupported (const char* name) -{ - const GLubyte* pos = (const GLubyte*)name; - GLuint len = _glewStrLen(pos); - GLboolean ret = GL_TRUE; - while (ret && len > 0) - { - if (_glewStrSame1(&pos, &len, (const GLubyte*)"WGL_", 4)) - { - if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) - { -#ifdef WGL_3DFX_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = WGLEW_3DFX_multisample; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DL_", 4)) - { -#ifdef WGL_3DL_stereo_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_control", 14)) - { - ret = WGLEW_3DL_stereo_control; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) - { -#ifdef WGL_AMD_gpu_association - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15)) - { - ret = WGLEW_AMD_gpu_association; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) - { -#ifdef WGL_ARB_buffer_region - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_region", 13)) - { - ret = WGLEW_ARB_buffer_region; - continue; - } -#endif -#ifdef WGL_ARB_context_flush_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) - { - ret = WGLEW_ARB_context_flush_control; - continue; - } -#endif -#ifdef WGL_ARB_create_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) - { - ret = WGLEW_ARB_create_context; - continue; - } -#endif -#ifdef WGL_ARB_create_context_no_error - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) - { - ret = WGLEW_ARB_create_context_no_error; - continue; - } -#endif -#ifdef WGL_ARB_create_context_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22)) - { - ret = WGLEW_ARB_create_context_profile; - continue; - } -#endif -#ifdef WGL_ARB_create_context_robustness - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) - { - ret = WGLEW_ARB_create_context_robustness; - continue; - } -#endif -#ifdef WGL_ARB_extensions_string - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17)) - { - ret = WGLEW_ARB_extensions_string; - continue; - } -#endif -#ifdef WGL_ARB_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = WGLEW_ARB_framebuffer_sRGB; - continue; - } -#endif -#ifdef WGL_ARB_make_current_read - if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) - { - ret = WGLEW_ARB_make_current_read; - continue; - } -#endif -#ifdef WGL_ARB_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = WGLEW_ARB_multisample; - continue; - } -#endif -#ifdef WGL_ARB_pbuffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) - { - ret = WGLEW_ARB_pbuffer; - continue; - } -#endif -#ifdef WGL_ARB_pixel_format - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12)) - { - ret = WGLEW_ARB_pixel_format; - continue; - } -#endif -#ifdef WGL_ARB_pixel_format_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) - { - ret = WGLEW_ARB_pixel_format_float; - continue; - } -#endif -#ifdef WGL_ARB_render_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14)) - { - ret = WGLEW_ARB_render_texture; - continue; - } -#endif -#ifdef WGL_ARB_robustness_application_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) - { - ret = WGLEW_ARB_robustness_application_isolation; - continue; - } -#endif -#ifdef WGL_ARB_robustness_share_group_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) - { - ret = WGLEW_ARB_robustness_share_group_isolation; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) - { -#ifdef WGL_ATI_pixel_format_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) - { - ret = WGLEW_ATI_pixel_format_float; - continue; - } -#endif -#ifdef WGL_ATI_render_texture_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24)) - { - ret = WGLEW_ATI_render_texture_rectangle; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) - { -#ifdef WGL_EXT_colorspace - if (_glewStrSame3(&pos, &len, (const GLubyte*)"colorspace", 10)) - { - ret = WGLEW_EXT_colorspace; - continue; - } -#endif -#ifdef WGL_EXT_create_context_es2_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26)) - { - ret = WGLEW_EXT_create_context_es2_profile; - continue; - } -#endif -#ifdef WGL_EXT_create_context_es_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25)) - { - ret = WGLEW_EXT_create_context_es_profile; - continue; - } -#endif -#ifdef WGL_EXT_depth_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_float", 11)) - { - ret = WGLEW_EXT_depth_float; - continue; - } -#endif -#ifdef WGL_EXT_display_color_table - if (_glewStrSame3(&pos, &len, (const GLubyte*)"display_color_table", 19)) - { - ret = WGLEW_EXT_display_color_table; - continue; - } -#endif -#ifdef WGL_EXT_extensions_string - if (_glewStrSame3(&pos, &len, (const GLubyte*)"extensions_string", 17)) - { - ret = WGLEW_EXT_extensions_string; - continue; - } -#endif -#ifdef WGL_EXT_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = WGLEW_EXT_framebuffer_sRGB; - continue; - } -#endif -#ifdef WGL_EXT_make_current_read - if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) - { - ret = WGLEW_EXT_make_current_read; - continue; - } -#endif -#ifdef WGL_EXT_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = WGLEW_EXT_multisample; - continue; - } -#endif -#ifdef WGL_EXT_pbuffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) - { - ret = WGLEW_EXT_pbuffer; - continue; - } -#endif -#ifdef WGL_EXT_pixel_format - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format", 12)) - { - ret = WGLEW_EXT_pixel_format; - continue; - } -#endif -#ifdef WGL_EXT_pixel_format_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_packed_float", 25)) - { - ret = WGLEW_EXT_pixel_format_packed_float; - continue; - } -#endif -#ifdef WGL_EXT_swap_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) - { - ret = WGLEW_EXT_swap_control; - continue; - } -#endif -#ifdef WGL_EXT_swap_control_tear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17)) - { - ret = WGLEW_EXT_swap_control_tear; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"I3D_", 4)) - { -#ifdef WGL_I3D_digital_video_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"digital_video_control", 21)) - { - ret = WGLEW_I3D_digital_video_control; - continue; - } -#endif -#ifdef WGL_I3D_gamma - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gamma", 5)) - { - ret = WGLEW_I3D_gamma; - continue; - } -#endif -#ifdef WGL_I3D_genlock - if (_glewStrSame3(&pos, &len, (const GLubyte*)"genlock", 7)) - { - ret = WGLEW_I3D_genlock; - continue; - } -#endif -#ifdef WGL_I3D_image_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_buffer", 12)) - { - ret = WGLEW_I3D_image_buffer; - continue; - } -#endif -#ifdef WGL_I3D_swap_frame_lock - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_lock", 15)) - { - ret = WGLEW_I3D_swap_frame_lock; - continue; - } -#endif -#ifdef WGL_I3D_swap_frame_usage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_frame_usage", 16)) - { - ret = WGLEW_I3D_swap_frame_usage; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) - { -#ifdef WGL_NV_DX_interop - if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop", 10)) - { - ret = WGLEW_NV_DX_interop; - continue; - } -#endif -#ifdef WGL_NV_DX_interop2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"DX_interop2", 11)) - { - ret = WGLEW_NV_DX_interop2; - continue; - } -#endif -#ifdef WGL_NV_copy_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) - { - ret = WGLEW_NV_copy_image; - continue; - } -#endif -#ifdef WGL_NV_delay_before_swap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17)) - { - ret = WGLEW_NV_delay_before_swap; - continue; - } -#endif -#ifdef WGL_NV_float_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) - { - ret = WGLEW_NV_float_buffer; - continue; - } -#endif -#ifdef WGL_NV_gpu_affinity - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_affinity", 12)) - { - ret = WGLEW_NV_gpu_affinity; - continue; - } -#endif -#ifdef WGL_NV_multisample_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) - { - ret = WGLEW_NV_multisample_coverage; - continue; - } -#endif -#ifdef WGL_NV_present_video - if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) - { - ret = WGLEW_NV_present_video; - continue; - } -#endif -#ifdef WGL_NV_render_depth_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_depth_texture", 20)) - { - ret = WGLEW_NV_render_depth_texture; - continue; - } -#endif -#ifdef WGL_NV_render_texture_rectangle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture_rectangle", 24)) - { - ret = WGLEW_NV_render_texture_rectangle; - continue; - } -#endif -#ifdef WGL_NV_swap_group - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) - { - ret = WGLEW_NV_swap_group; - continue; - } -#endif -#ifdef WGL_NV_vertex_array_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) - { - ret = WGLEW_NV_vertex_array_range; - continue; - } -#endif -#ifdef WGL_NV_video_capture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) - { - ret = WGLEW_NV_video_capture; - continue; - } -#endif -#ifdef WGL_NV_video_output - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_output", 12)) - { - ret = WGLEW_NV_video_output; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) - { -#ifdef WGL_OML_sync_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12)) - { - ret = WGLEW_OML_sync_control; - continue; - } -#endif - } - } - ret = (len == 0); - } - return ret; -} - -#elif !defined(GLEW_OSMESA) && !defined(GLEW_EGL) && !defined(__ANDROID__) && !defined(__native_client__) && !defined(__HAIKU__) && !defined(__APPLE__) || defined(GLEW_APPLE_GLX) - -GLboolean glxewIsSupported (const char* name) -{ - const GLubyte* pos = (const GLubyte*)name; - GLuint len = _glewStrLen(pos); - GLboolean ret = GL_TRUE; - while (ret && len > 0) - { - if(_glewStrSame1(&pos, &len, (const GLubyte*)"GLX_", 4)) - { - if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) - { -#ifdef GLX_VERSION_1_2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) - { - ret = GLXEW_VERSION_1_2; - continue; - } -#endif -#ifdef GLX_VERSION_1_3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) - { - ret = GLXEW_VERSION_1_3; - continue; - } -#endif -#ifdef GLX_VERSION_1_4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) - { - ret = GLXEW_VERSION_1_4; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"3DFX_", 5)) - { -#ifdef GLX_3DFX_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLXEW_3DFX_multisample; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"AMD_", 4)) - { -#ifdef GLX_AMD_gpu_association - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gpu_association", 15)) - { - ret = GLXEW_AMD_gpu_association; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARB_", 4)) - { -#ifdef GLX_ARB_context_flush_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) - { - ret = GLXEW_ARB_context_flush_control; - continue; - } -#endif -#ifdef GLX_ARB_create_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) - { - ret = GLXEW_ARB_create_context; - continue; - } -#endif -#ifdef GLX_ARB_create_context_no_error - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) - { - ret = GLXEW_ARB_create_context_no_error; - continue; - } -#endif -#ifdef GLX_ARB_create_context_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_profile", 22)) - { - ret = GLXEW_ARB_create_context_profile; - continue; - } -#endif -#ifdef GLX_ARB_create_context_robustness - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) - { - ret = GLXEW_ARB_create_context_robustness; - continue; - } -#endif -#ifdef GLX_ARB_fbconfig_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_float", 14)) - { - ret = GLXEW_ARB_fbconfig_float; - continue; - } -#endif -#ifdef GLX_ARB_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = GLXEW_ARB_framebuffer_sRGB; - continue; - } -#endif -#ifdef GLX_ARB_get_proc_address - if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_proc_address", 16)) - { - ret = GLXEW_ARB_get_proc_address; - continue; - } -#endif -#ifdef GLX_ARB_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLXEW_ARB_multisample; - continue; - } -#endif -#ifdef GLX_ARB_robustness_application_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_application_isolation", 32)) - { - ret = GLXEW_ARB_robustness_application_isolation; - continue; - } -#endif -#ifdef GLX_ARB_robustness_share_group_isolation - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_share_group_isolation", 32)) - { - ret = GLXEW_ARB_robustness_share_group_isolation; - continue; - } -#endif -#ifdef GLX_ARB_vertex_buffer_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_buffer_object", 20)) - { - ret = GLXEW_ARB_vertex_buffer_object; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ATI_", 4)) - { -#ifdef GLX_ATI_pixel_format_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) - { - ret = GLXEW_ATI_pixel_format_float; - continue; - } -#endif -#ifdef GLX_ATI_render_texture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"render_texture", 14)) - { - ret = GLXEW_ATI_render_texture; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) - { -#ifdef GLX_EXT_buffer_age - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_age", 10)) - { - ret = GLXEW_EXT_buffer_age; - continue; - } -#endif -#ifdef GLX_EXT_create_context_es2_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es2_profile", 26)) - { - ret = GLXEW_EXT_create_context_es2_profile; - continue; - } -#endif -#ifdef GLX_EXT_create_context_es_profile - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_es_profile", 25)) - { - ret = GLXEW_EXT_create_context_es_profile; - continue; - } -#endif -#ifdef GLX_EXT_fbconfig_packed_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig_packed_float", 21)) - { - ret = GLXEW_EXT_fbconfig_packed_float; - continue; - } -#endif -#ifdef GLX_EXT_framebuffer_sRGB - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_sRGB", 16)) - { - ret = GLXEW_EXT_framebuffer_sRGB; - continue; - } -#endif -#ifdef GLX_EXT_import_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"import_context", 14)) - { - ret = GLXEW_EXT_import_context; - continue; - } -#endif -#ifdef GLX_EXT_libglvnd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"libglvnd", 8)) - { - ret = GLXEW_EXT_libglvnd; - continue; - } -#endif -#ifdef GLX_EXT_scene_marker - if (_glewStrSame3(&pos, &len, (const GLubyte*)"scene_marker", 12)) - { - ret = GLXEW_EXT_scene_marker; - continue; - } -#endif -#ifdef GLX_EXT_stereo_tree - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stereo_tree", 11)) - { - ret = GLXEW_EXT_stereo_tree; - continue; - } -#endif -#ifdef GLX_EXT_swap_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) - { - ret = GLXEW_EXT_swap_control; - continue; - } -#endif -#ifdef GLX_EXT_swap_control_tear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control_tear", 17)) - { - ret = GLXEW_EXT_swap_control_tear; - continue; - } -#endif -#ifdef GLX_EXT_texture_from_pixmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_from_pixmap", 19)) - { - ret = GLXEW_EXT_texture_from_pixmap; - continue; - } -#endif -#ifdef GLX_EXT_visual_info - if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_info", 11)) - { - ret = GLXEW_EXT_visual_info; - continue; - } -#endif -#ifdef GLX_EXT_visual_rating - if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_rating", 13)) - { - ret = GLXEW_EXT_visual_rating; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"INTEL_", 6)) - { -#ifdef GLX_INTEL_swap_event - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_event", 10)) - { - ret = GLXEW_INTEL_swap_event; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) - { -#ifdef GLX_MESA_agp_offset - if (_glewStrSame3(&pos, &len, (const GLubyte*)"agp_offset", 10)) - { - ret = GLXEW_MESA_agp_offset; - continue; - } -#endif -#ifdef GLX_MESA_copy_sub_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_sub_buffer", 15)) - { - ret = GLXEW_MESA_copy_sub_buffer; - continue; - } -#endif -#ifdef GLX_MESA_pixmap_colormap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixmap_colormap", 15)) - { - ret = GLXEW_MESA_pixmap_colormap; - continue; - } -#endif -#ifdef GLX_MESA_query_renderer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_renderer", 14)) - { - ret = GLXEW_MESA_query_renderer; - continue; - } -#endif -#ifdef GLX_MESA_release_buffers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"release_buffers", 15)) - { - ret = GLXEW_MESA_release_buffers; - continue; - } -#endif -#ifdef GLX_MESA_set_3dfx_mode - if (_glewStrSame3(&pos, &len, (const GLubyte*)"set_3dfx_mode", 13)) - { - ret = GLXEW_MESA_set_3dfx_mode; - continue; - } -#endif -#ifdef GLX_MESA_swap_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) - { - ret = GLXEW_MESA_swap_control; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) - { -#ifdef GLX_NV_copy_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_buffer", 11)) - { - ret = GLXEW_NV_copy_buffer; - continue; - } -#endif -#ifdef GLX_NV_copy_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"copy_image", 10)) - { - ret = GLXEW_NV_copy_image; - continue; - } -#endif -#ifdef GLX_NV_delay_before_swap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"delay_before_swap", 17)) - { - ret = GLXEW_NV_delay_before_swap; - continue; - } -#endif -#ifdef GLX_NV_float_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"float_buffer", 12)) - { - ret = GLXEW_NV_float_buffer; - continue; - } -#endif -#ifdef GLX_NV_multisample_coverage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample_coverage", 20)) - { - ret = GLXEW_NV_multisample_coverage; - continue; - } -#endif -#ifdef GLX_NV_present_video - if (_glewStrSame3(&pos, &len, (const GLubyte*)"present_video", 13)) - { - ret = GLXEW_NV_present_video; - continue; - } -#endif -#ifdef GLX_NV_robustness_video_memory_purge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) - { - ret = GLXEW_NV_robustness_video_memory_purge; - continue; - } -#endif -#ifdef GLX_NV_swap_group - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) - { - ret = GLXEW_NV_swap_group; - continue; - } -#endif -#ifdef GLX_NV_vertex_array_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vertex_array_range", 18)) - { - ret = GLXEW_NV_vertex_array_range; - continue; - } -#endif -#ifdef GLX_NV_video_capture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_capture", 13)) - { - ret = GLXEW_NV_video_capture; - continue; - } -#endif -#ifdef GLX_NV_video_out - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_out", 9)) - { - ret = GLXEW_NV_video_out; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"OML_", 4)) - { -#ifdef GLX_OML_swap_method - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_method", 11)) - { - ret = GLXEW_OML_swap_method; - continue; - } -#endif -#ifdef GLX_OML_sync_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync_control", 12)) - { - ret = GLXEW_OML_sync_control; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIS_", 5)) - { -#ifdef GLX_SGIS_blended_overlay - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blended_overlay", 15)) - { - ret = GLXEW_SGIS_blended_overlay; - continue; - } -#endif -#ifdef GLX_SGIS_color_range - if (_glewStrSame3(&pos, &len, (const GLubyte*)"color_range", 11)) - { - ret = GLXEW_SGIS_color_range; - continue; - } -#endif -#ifdef GLX_SGIS_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multisample", 11)) - { - ret = GLXEW_SGIS_multisample; - continue; - } -#endif -#ifdef GLX_SGIS_shared_multisample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"shared_multisample", 18)) - { - ret = GLXEW_SGIS_shared_multisample; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGIX_", 5)) - { -#ifdef GLX_SGIX_fbconfig - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fbconfig", 8)) - { - ret = GLXEW_SGIX_fbconfig; - continue; - } -#endif -#ifdef GLX_SGIX_hyperpipe - if (_glewStrSame3(&pos, &len, (const GLubyte*)"hyperpipe", 9)) - { - ret = GLXEW_SGIX_hyperpipe; - continue; - } -#endif -#ifdef GLX_SGIX_pbuffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pbuffer", 7)) - { - ret = GLXEW_SGIX_pbuffer; - continue; - } -#endif -#ifdef GLX_SGIX_swap_barrier - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_barrier", 12)) - { - ret = GLXEW_SGIX_swap_barrier; - continue; - } -#endif -#ifdef GLX_SGIX_swap_group - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_group", 10)) - { - ret = GLXEW_SGIX_swap_group; - continue; - } -#endif -#ifdef GLX_SGIX_video_resize - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12)) - { - ret = GLXEW_SGIX_video_resize; - continue; - } -#endif -#ifdef GLX_SGIX_visual_select_group - if (_glewStrSame3(&pos, &len, (const GLubyte*)"visual_select_group", 19)) - { - ret = GLXEW_SGIX_visual_select_group; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SGI_", 4)) - { -#ifdef GLX_SGI_cushion - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cushion", 7)) - { - ret = GLXEW_SGI_cushion; - continue; - } -#endif -#ifdef GLX_SGI_make_current_read - if (_glewStrSame3(&pos, &len, (const GLubyte*)"make_current_read", 17)) - { - ret = GLXEW_SGI_make_current_read; - continue; - } -#endif -#ifdef GLX_SGI_swap_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_control", 12)) - { - ret = GLXEW_SGI_swap_control; - continue; - } -#endif -#ifdef GLX_SGI_video_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_sync", 10)) - { - ret = GLXEW_SGI_video_sync; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"SUN_", 4)) - { -#ifdef GLX_SUN_get_transparent_index - if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_transparent_index", 21)) - { - ret = GLXEW_SUN_get_transparent_index; - continue; - } -#endif -#ifdef GLX_SUN_video_resize - if (_glewStrSame3(&pos, &len, (const GLubyte*)"video_resize", 12)) - { - ret = GLXEW_SUN_video_resize; - continue; - } -#endif - } - } - ret = (len == 0); - } - return ret; -} - -#elif defined(GLEW_EGL) - -GLboolean eglewIsSupported (const char* name) -{ - const GLubyte* pos = (const GLubyte*)name; - GLuint len = _glewStrLen(pos); - GLboolean ret = GL_TRUE; - while (ret && len > 0) - { - if(_glewStrSame1(&pos, &len, (const GLubyte*)"EGL_", 4)) - { - if (_glewStrSame2(&pos, &len, (const GLubyte*)"VERSION_", 8)) - { -#ifdef EGL_VERSION_1_0 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_0", 3)) - { - ret = EGLEW_VERSION_1_0; - continue; - } -#endif -#ifdef EGL_VERSION_1_1 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_1", 3)) - { - ret = EGLEW_VERSION_1_1; - continue; - } -#endif -#ifdef EGL_VERSION_1_2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_2", 3)) - { - ret = EGLEW_VERSION_1_2; - continue; - } -#endif -#ifdef EGL_VERSION_1_3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_3", 3)) - { - ret = EGLEW_VERSION_1_3; - continue; - } -#endif -#ifdef EGL_VERSION_1_4 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_4", 3)) - { - ret = EGLEW_VERSION_1_4; - continue; - } -#endif -#ifdef EGL_VERSION_1_5 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"1_5", 3)) - { - ret = EGLEW_VERSION_1_5; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANDROID_", 8)) - { -#ifdef EGL_ANDROID_blob_cache - if (_glewStrSame3(&pos, &len, (const GLubyte*)"blob_cache", 10)) - { - ret = EGLEW_ANDROID_blob_cache; - continue; - } -#endif -#ifdef EGL_ANDROID_create_native_client_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_native_client_buffer", 27)) - { - ret = EGLEW_ANDROID_create_native_client_buffer; - continue; - } -#endif -#ifdef EGL_ANDROID_framebuffer_target - if (_glewStrSame3(&pos, &len, (const GLubyte*)"framebuffer_target", 18)) - { - ret = EGLEW_ANDROID_framebuffer_target; - continue; - } -#endif -#ifdef EGL_ANDROID_front_buffer_auto_refresh - if (_glewStrSame3(&pos, &len, (const GLubyte*)"front_buffer_auto_refresh", 25)) - { - ret = EGLEW_ANDROID_front_buffer_auto_refresh; - continue; - } -#endif -#ifdef EGL_ANDROID_image_native_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_buffer", 19)) - { - ret = EGLEW_ANDROID_image_native_buffer; - continue; - } -#endif -#ifdef EGL_ANDROID_native_fence_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"native_fence_sync", 17)) - { - ret = EGLEW_ANDROID_native_fence_sync; - continue; - } -#endif -#ifdef EGL_ANDROID_presentation_time - if (_glewStrSame3(&pos, &len, (const GLubyte*)"presentation_time", 17)) - { - ret = EGLEW_ANDROID_presentation_time; - continue; - } -#endif -#ifdef EGL_ANDROID_recordable - if (_glewStrSame3(&pos, &len, (const GLubyte*)"recordable", 10)) - { - ret = EGLEW_ANDROID_recordable; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ANGLE_", 6)) - { -#ifdef EGL_ANGLE_d3d_share_handle_client_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"d3d_share_handle_client_buffer", 30)) - { - ret = EGLEW_ANGLE_d3d_share_handle_client_buffer; - continue; - } -#endif -#ifdef EGL_ANGLE_device_d3d - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_d3d", 10)) - { - ret = EGLEW_ANGLE_device_d3d; - continue; - } -#endif -#ifdef EGL_ANGLE_query_surface_pointer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"query_surface_pointer", 21)) - { - ret = EGLEW_ANGLE_query_surface_pointer; - continue; - } -#endif -#ifdef EGL_ANGLE_surface_d3d_texture_2d_share_handle - if (_glewStrSame3(&pos, &len, (const GLubyte*)"surface_d3d_texture_2d_share_handle", 35)) - { - ret = EGLEW_ANGLE_surface_d3d_texture_2d_share_handle; - continue; - } -#endif -#ifdef EGL_ANGLE_window_fixed_size - if (_glewStrSame3(&pos, &len, (const GLubyte*)"window_fixed_size", 17)) - { - ret = EGLEW_ANGLE_window_fixed_size; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"ARM_", 4)) - { -#ifdef EGL_ARM_implicit_external_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"implicit_external_sync", 22)) - { - ret = EGLEW_ARM_implicit_external_sync; - continue; - } -#endif -#ifdef EGL_ARM_pixmap_multisample_discard - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixmap_multisample_discard", 26)) - { - ret = EGLEW_ARM_pixmap_multisample_discard; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"EXT_", 4)) - { -#ifdef EGL_EXT_buffer_age - if (_glewStrSame3(&pos, &len, (const GLubyte*)"buffer_age", 10)) - { - ret = EGLEW_EXT_buffer_age; - continue; - } -#endif -#ifdef EGL_EXT_client_extensions - if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_extensions", 17)) - { - ret = EGLEW_EXT_client_extensions; - continue; - } -#endif -#ifdef EGL_EXT_create_context_robustness - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_robustness", 25)) - { - ret = EGLEW_EXT_create_context_robustness; - continue; - } -#endif -#ifdef EGL_EXT_device_base - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_base", 11)) - { - ret = EGLEW_EXT_device_base; - continue; - } -#endif -#ifdef EGL_EXT_device_drm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_drm", 10)) - { - ret = EGLEW_EXT_device_drm; - continue; - } -#endif -#ifdef EGL_EXT_device_enumeration - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_enumeration", 18)) - { - ret = EGLEW_EXT_device_enumeration; - continue; - } -#endif -#ifdef EGL_EXT_device_openwf - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_openwf", 13)) - { - ret = EGLEW_EXT_device_openwf; - continue; - } -#endif -#ifdef EGL_EXT_device_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_query", 12)) - { - ret = EGLEW_EXT_device_query; - continue; - } -#endif -#ifdef EGL_EXT_gl_colorspace_bt2020_linear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_bt2020_linear", 27)) - { - ret = EGLEW_EXT_gl_colorspace_bt2020_linear; - continue; - } -#endif -#ifdef EGL_EXT_gl_colorspace_bt2020_pq - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_bt2020_pq", 23)) - { - ret = EGLEW_EXT_gl_colorspace_bt2020_pq; - continue; - } -#endif -#ifdef EGL_EXT_gl_colorspace_scrgb_linear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace_scrgb_linear", 26)) - { - ret = EGLEW_EXT_gl_colorspace_scrgb_linear; - continue; - } -#endif -#ifdef EGL_EXT_image_dma_buf_import - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_import", 20)) - { - ret = EGLEW_EXT_image_dma_buf_import; - continue; - } -#endif -#ifdef EGL_EXT_image_dma_buf_import_modifiers - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_import_modifiers", 30)) - { - ret = EGLEW_EXT_image_dma_buf_import_modifiers; - continue; - } -#endif -#ifdef EGL_EXT_multiview_window - if (_glewStrSame3(&pos, &len, (const GLubyte*)"multiview_window", 16)) - { - ret = EGLEW_EXT_multiview_window; - continue; - } -#endif -#ifdef EGL_EXT_output_base - if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_base", 11)) - { - ret = EGLEW_EXT_output_base; - continue; - } -#endif -#ifdef EGL_EXT_output_drm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_drm", 10)) - { - ret = EGLEW_EXT_output_drm; - continue; - } -#endif -#ifdef EGL_EXT_output_openwf - if (_glewStrSame3(&pos, &len, (const GLubyte*)"output_openwf", 13)) - { - ret = EGLEW_EXT_output_openwf; - continue; - } -#endif -#ifdef EGL_EXT_pixel_format_float - if (_glewStrSame3(&pos, &len, (const GLubyte*)"pixel_format_float", 18)) - { - ret = EGLEW_EXT_pixel_format_float; - continue; - } -#endif -#ifdef EGL_EXT_platform_base - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_base", 13)) - { - ret = EGLEW_EXT_platform_base; - continue; - } -#endif -#ifdef EGL_EXT_platform_device - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_device", 15)) - { - ret = EGLEW_EXT_platform_device; - continue; - } -#endif -#ifdef EGL_EXT_platform_wayland - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_wayland", 16)) - { - ret = EGLEW_EXT_platform_wayland; - continue; - } -#endif -#ifdef EGL_EXT_platform_x11 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_x11", 12)) - { - ret = EGLEW_EXT_platform_x11; - continue; - } -#endif -#ifdef EGL_EXT_protected_content - if (_glewStrSame3(&pos, &len, (const GLubyte*)"protected_content", 17)) - { - ret = EGLEW_EXT_protected_content; - continue; - } -#endif -#ifdef EGL_EXT_protected_surface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"protected_surface", 17)) - { - ret = EGLEW_EXT_protected_surface; - continue; - } -#endif -#ifdef EGL_EXT_stream_consumer_egloutput - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_egloutput", 25)) - { - ret = EGLEW_EXT_stream_consumer_egloutput; - continue; - } -#endif -#ifdef EGL_EXT_surface_SMPTE2086_metadata - if (_glewStrSame3(&pos, &len, (const GLubyte*)"surface_SMPTE2086_metadata", 26)) - { - ret = EGLEW_EXT_surface_SMPTE2086_metadata; - continue; - } -#endif -#ifdef EGL_EXT_swap_buffers_with_damage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_buffers_with_damage", 24)) - { - ret = EGLEW_EXT_swap_buffers_with_damage; - continue; - } -#endif -#ifdef EGL_EXT_yuv_surface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"yuv_surface", 11)) - { - ret = EGLEW_EXT_yuv_surface; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"HI_", 3)) - { -#ifdef EGL_HI_clientpixmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"clientpixmap", 12)) - { - ret = EGLEW_HI_clientpixmap; - continue; - } -#endif -#ifdef EGL_HI_colorformats - if (_glewStrSame3(&pos, &len, (const GLubyte*)"colorformats", 12)) - { - ret = EGLEW_HI_colorformats; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"IMG_", 4)) - { -#ifdef EGL_IMG_context_priority - if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_priority", 16)) - { - ret = EGLEW_IMG_context_priority; - continue; - } -#endif -#ifdef EGL_IMG_image_plane_attribs - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_plane_attribs", 19)) - { - ret = EGLEW_IMG_image_plane_attribs; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"KHR_", 4)) - { -#ifdef EGL_KHR_cl_event - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event", 8)) - { - ret = EGLEW_KHR_cl_event; - continue; - } -#endif -#ifdef EGL_KHR_cl_event2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cl_event2", 9)) - { - ret = EGLEW_KHR_cl_event2; - continue; - } -#endif -#ifdef EGL_KHR_client_get_all_proc_addresses - if (_glewStrSame3(&pos, &len, (const GLubyte*)"client_get_all_proc_addresses", 29)) - { - ret = EGLEW_KHR_client_get_all_proc_addresses; - continue; - } -#endif -#ifdef EGL_KHR_config_attribs - if (_glewStrSame3(&pos, &len, (const GLubyte*)"config_attribs", 14)) - { - ret = EGLEW_KHR_config_attribs; - continue; - } -#endif -#ifdef EGL_KHR_context_flush_control - if (_glewStrSame3(&pos, &len, (const GLubyte*)"context_flush_control", 21)) - { - ret = EGLEW_KHR_context_flush_control; - continue; - } -#endif -#ifdef EGL_KHR_create_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context", 14)) - { - ret = EGLEW_KHR_create_context; - continue; - } -#endif -#ifdef EGL_KHR_create_context_no_error - if (_glewStrSame3(&pos, &len, (const GLubyte*)"create_context_no_error", 23)) - { - ret = EGLEW_KHR_create_context_no_error; - continue; - } -#endif -#ifdef EGL_KHR_debug - if (_glewStrSame3(&pos, &len, (const GLubyte*)"debug", 5)) - { - ret = EGLEW_KHR_debug; - continue; - } -#endif -#ifdef EGL_KHR_fence_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"fence_sync", 10)) - { - ret = EGLEW_KHR_fence_sync; - continue; - } -#endif -#ifdef EGL_KHR_get_all_proc_addresses - if (_glewStrSame3(&pos, &len, (const GLubyte*)"get_all_proc_addresses", 22)) - { - ret = EGLEW_KHR_get_all_proc_addresses; - continue; - } -#endif -#ifdef EGL_KHR_gl_colorspace - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_colorspace", 13)) - { - ret = EGLEW_KHR_gl_colorspace; - continue; - } -#endif -#ifdef EGL_KHR_gl_renderbuffer_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_renderbuffer_image", 21)) - { - ret = EGLEW_KHR_gl_renderbuffer_image; - continue; - } -#endif -#ifdef EGL_KHR_gl_texture_2D_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_2D_image", 19)) - { - ret = EGLEW_KHR_gl_texture_2D_image; - continue; - } -#endif -#ifdef EGL_KHR_gl_texture_3D_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_3D_image", 19)) - { - ret = EGLEW_KHR_gl_texture_3D_image; - continue; - } -#endif -#ifdef EGL_KHR_gl_texture_cubemap_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"gl_texture_cubemap_image", 24)) - { - ret = EGLEW_KHR_gl_texture_cubemap_image; - continue; - } -#endif -#ifdef EGL_KHR_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image", 5)) - { - ret = EGLEW_KHR_image; - continue; - } -#endif -#ifdef EGL_KHR_image_base - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_base", 10)) - { - ret = EGLEW_KHR_image_base; - continue; - } -#endif -#ifdef EGL_KHR_image_pixmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_pixmap", 12)) - { - ret = EGLEW_KHR_image_pixmap; - continue; - } -#endif -#ifdef EGL_KHR_lock_surface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface", 12)) - { - ret = EGLEW_KHR_lock_surface; - continue; - } -#endif -#ifdef EGL_KHR_lock_surface2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface2", 13)) - { - ret = EGLEW_KHR_lock_surface2; - continue; - } -#endif -#ifdef EGL_KHR_lock_surface3 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"lock_surface3", 13)) - { - ret = EGLEW_KHR_lock_surface3; - continue; - } -#endif -#ifdef EGL_KHR_mutable_render_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"mutable_render_buffer", 21)) - { - ret = EGLEW_KHR_mutable_render_buffer; - continue; - } -#endif -#ifdef EGL_KHR_no_config_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"no_config_context", 17)) - { - ret = EGLEW_KHR_no_config_context; - continue; - } -#endif -#ifdef EGL_KHR_partial_update - if (_glewStrSame3(&pos, &len, (const GLubyte*)"partial_update", 14)) - { - ret = EGLEW_KHR_partial_update; - continue; - } -#endif -#ifdef EGL_KHR_platform_android - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_android", 16)) - { - ret = EGLEW_KHR_platform_android; - continue; - } -#endif -#ifdef EGL_KHR_platform_gbm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_gbm", 12)) - { - ret = EGLEW_KHR_platform_gbm; - continue; - } -#endif -#ifdef EGL_KHR_platform_wayland - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_wayland", 16)) - { - ret = EGLEW_KHR_platform_wayland; - continue; - } -#endif -#ifdef EGL_KHR_platform_x11 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_x11", 12)) - { - ret = EGLEW_KHR_platform_x11; - continue; - } -#endif -#ifdef EGL_KHR_reusable_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"reusable_sync", 13)) - { - ret = EGLEW_KHR_reusable_sync; - continue; - } -#endif -#ifdef EGL_KHR_stream - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream", 6)) - { - ret = EGLEW_KHR_stream; - continue; - } -#endif -#ifdef EGL_KHR_stream_attrib - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_attrib", 13)) - { - ret = EGLEW_KHR_stream_attrib; - continue; - } -#endif -#ifdef EGL_KHR_stream_consumer_gltexture - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_gltexture", 25)) - { - ret = EGLEW_KHR_stream_consumer_gltexture; - continue; - } -#endif -#ifdef EGL_KHR_stream_cross_process_fd - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_process_fd", 23)) - { - ret = EGLEW_KHR_stream_cross_process_fd; - continue; - } -#endif -#ifdef EGL_KHR_stream_fifo - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo", 11)) - { - ret = EGLEW_KHR_stream_fifo; - continue; - } -#endif -#ifdef EGL_KHR_stream_producer_aldatalocator - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_producer_aldatalocator", 29)) - { - ret = EGLEW_KHR_stream_producer_aldatalocator; - continue; - } -#endif -#ifdef EGL_KHR_stream_producer_eglsurface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_producer_eglsurface", 26)) - { - ret = EGLEW_KHR_stream_producer_eglsurface; - continue; - } -#endif -#ifdef EGL_KHR_surfaceless_context - if (_glewStrSame3(&pos, &len, (const GLubyte*)"surfaceless_context", 19)) - { - ret = EGLEW_KHR_surfaceless_context; - continue; - } -#endif -#ifdef EGL_KHR_swap_buffers_with_damage - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_buffers_with_damage", 24)) - { - ret = EGLEW_KHR_swap_buffers_with_damage; - continue; - } -#endif -#ifdef EGL_KHR_vg_parent_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"vg_parent_image", 15)) - { - ret = EGLEW_KHR_vg_parent_image; - continue; - } -#endif -#ifdef EGL_KHR_wait_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"wait_sync", 9)) - { - ret = EGLEW_KHR_wait_sync; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"MESA_", 5)) - { -#ifdef EGL_MESA_drm_image - if (_glewStrSame3(&pos, &len, (const GLubyte*)"drm_image", 9)) - { - ret = EGLEW_MESA_drm_image; - continue; - } -#endif -#ifdef EGL_MESA_image_dma_buf_export - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_dma_buf_export", 20)) - { - ret = EGLEW_MESA_image_dma_buf_export; - continue; - } -#endif -#ifdef EGL_MESA_platform_gbm - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_gbm", 12)) - { - ret = EGLEW_MESA_platform_gbm; - continue; - } -#endif -#ifdef EGL_MESA_platform_surfaceless - if (_glewStrSame3(&pos, &len, (const GLubyte*)"platform_surfaceless", 20)) - { - ret = EGLEW_MESA_platform_surfaceless; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NOK_", 4)) - { -#ifdef EGL_NOK_swap_region - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_region", 11)) - { - ret = EGLEW_NOK_swap_region; - continue; - } -#endif -#ifdef EGL_NOK_swap_region2 - if (_glewStrSame3(&pos, &len, (const GLubyte*)"swap_region2", 12)) - { - ret = EGLEW_NOK_swap_region2; - continue; - } -#endif -#ifdef EGL_NOK_texture_from_pixmap - if (_glewStrSame3(&pos, &len, (const GLubyte*)"texture_from_pixmap", 19)) - { - ret = EGLEW_NOK_texture_from_pixmap; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"NV_", 3)) - { -#ifdef EGL_NV_3dvision_surface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"3dvision_surface", 16)) - { - ret = EGLEW_NV_3dvision_surface; - continue; - } -#endif -#ifdef EGL_NV_coverage_sample - if (_glewStrSame3(&pos, &len, (const GLubyte*)"coverage_sample", 15)) - { - ret = EGLEW_NV_coverage_sample; - continue; - } -#endif -#ifdef EGL_NV_coverage_sample_resolve - if (_glewStrSame3(&pos, &len, (const GLubyte*)"coverage_sample_resolve", 23)) - { - ret = EGLEW_NV_coverage_sample_resolve; - continue; - } -#endif -#ifdef EGL_NV_cuda_event - if (_glewStrSame3(&pos, &len, (const GLubyte*)"cuda_event", 10)) - { - ret = EGLEW_NV_cuda_event; - continue; - } -#endif -#ifdef EGL_NV_depth_nonlinear - if (_glewStrSame3(&pos, &len, (const GLubyte*)"depth_nonlinear", 15)) - { - ret = EGLEW_NV_depth_nonlinear; - continue; - } -#endif -#ifdef EGL_NV_device_cuda - if (_glewStrSame3(&pos, &len, (const GLubyte*)"device_cuda", 11)) - { - ret = EGLEW_NV_device_cuda; - continue; - } -#endif -#ifdef EGL_NV_native_query - if (_glewStrSame3(&pos, &len, (const GLubyte*)"native_query", 12)) - { - ret = EGLEW_NV_native_query; - continue; - } -#endif -#ifdef EGL_NV_post_convert_rounding - if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_convert_rounding", 21)) - { - ret = EGLEW_NV_post_convert_rounding; - continue; - } -#endif -#ifdef EGL_NV_post_sub_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"post_sub_buffer", 15)) - { - ret = EGLEW_NV_post_sub_buffer; - continue; - } -#endif -#ifdef EGL_NV_robustness_video_memory_purge - if (_glewStrSame3(&pos, &len, (const GLubyte*)"robustness_video_memory_purge", 29)) - { - ret = EGLEW_NV_robustness_video_memory_purge; - continue; - } -#endif -#ifdef EGL_NV_stream_consumer_gltexture_yuv - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_consumer_gltexture_yuv", 29)) - { - ret = EGLEW_NV_stream_consumer_gltexture_yuv; - continue; - } -#endif -#ifdef EGL_NV_stream_cross_display - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_display", 20)) - { - ret = EGLEW_NV_stream_cross_display; - continue; - } -#endif -#ifdef EGL_NV_stream_cross_object - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_object", 19)) - { - ret = EGLEW_NV_stream_cross_object; - continue; - } -#endif -#ifdef EGL_NV_stream_cross_partition - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_partition", 22)) - { - ret = EGLEW_NV_stream_cross_partition; - continue; - } -#endif -#ifdef EGL_NV_stream_cross_process - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_process", 20)) - { - ret = EGLEW_NV_stream_cross_process; - continue; - } -#endif -#ifdef EGL_NV_stream_cross_system - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_cross_system", 19)) - { - ret = EGLEW_NV_stream_cross_system; - continue; - } -#endif -#ifdef EGL_NV_stream_fifo_next - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo_next", 16)) - { - ret = EGLEW_NV_stream_fifo_next; - continue; - } -#endif -#ifdef EGL_NV_stream_fifo_synchronous - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_fifo_synchronous", 23)) - { - ret = EGLEW_NV_stream_fifo_synchronous; - continue; - } -#endif -#ifdef EGL_NV_stream_frame_limits - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_frame_limits", 19)) - { - ret = EGLEW_NV_stream_frame_limits; - continue; - } -#endif -#ifdef EGL_NV_stream_metadata - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_metadata", 15)) - { - ret = EGLEW_NV_stream_metadata; - continue; - } -#endif -#ifdef EGL_NV_stream_remote - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_remote", 13)) - { - ret = EGLEW_NV_stream_remote; - continue; - } -#endif -#ifdef EGL_NV_stream_reset - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_reset", 12)) - { - ret = EGLEW_NV_stream_reset; - continue; - } -#endif -#ifdef EGL_NV_stream_socket - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket", 13)) - { - ret = EGLEW_NV_stream_socket; - continue; - } -#endif -#ifdef EGL_NV_stream_socket_inet - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket_inet", 18)) - { - ret = EGLEW_NV_stream_socket_inet; - continue; - } -#endif -#ifdef EGL_NV_stream_socket_unix - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_socket_unix", 18)) - { - ret = EGLEW_NV_stream_socket_unix; - continue; - } -#endif -#ifdef EGL_NV_stream_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"stream_sync", 11)) - { - ret = EGLEW_NV_stream_sync; - continue; - } -#endif -#ifdef EGL_NV_sync - if (_glewStrSame3(&pos, &len, (const GLubyte*)"sync", 4)) - { - ret = EGLEW_NV_sync; - continue; - } -#endif -#ifdef EGL_NV_system_time - if (_glewStrSame3(&pos, &len, (const GLubyte*)"system_time", 11)) - { - ret = EGLEW_NV_system_time; - continue; - } -#endif - } - if (_glewStrSame2(&pos, &len, (const GLubyte*)"TIZEN_", 6)) - { -#ifdef EGL_TIZEN_image_native_buffer - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_buffer", 19)) - { - ret = EGLEW_TIZEN_image_native_buffer; - continue; - } -#endif -#ifdef EGL_TIZEN_image_native_surface - if (_glewStrSame3(&pos, &len, (const GLubyte*)"image_native_surface", 20)) - { - ret = EGLEW_TIZEN_image_native_surface; - continue; - } -#endif - } - } - ret = (len == 0); - } - return ret; -} - -#endif /* _WIN32 */ diff --git a/glew/include/GL/eglew.h b/glew/include/GL/eglew.h deleted file mode 100644 index 4670147..0000000 --- a/glew/include/GL/eglew.h +++ /dev/null @@ -1,2618 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __eglew_h__ -#define __eglew_h__ -#define __EGLEW_H__ - -#ifdef __eglext_h_ -#error eglext.h included before eglew.h -#endif - -#if defined(__egl_h_) -#error egl.h included before eglew.h -#endif - -#define __eglext_h_ - -#define __egl_h_ - -#ifndef EGLAPIENTRY -#define EGLAPIENTRY -#endif -#ifndef EGLAPI -#define EGLAPI extern -#endif - -/* EGL Types */ -#include - -#include -#include - -#include - -#ifdef __cplusplus -extern "C" { -#endif - -typedef int32_t EGLint; - -typedef unsigned int EGLBoolean; -typedef void *EGLDisplay; -typedef void *EGLConfig; -typedef void *EGLSurface; -typedef void *EGLContext; -typedef void (*__eglMustCastToProperFunctionPointerType)(void); - -typedef unsigned int EGLenum; -typedef void *EGLClientBuffer; - -typedef void *EGLSync; -typedef intptr_t EGLAttrib; -typedef khronos_utime_nanoseconds_t EGLTime; -typedef void *EGLImage; - -typedef void *EGLSyncKHR; -typedef intptr_t EGLAttribKHR; -typedef void *EGLLabelKHR; -typedef void *EGLObjectKHR; -typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); -typedef khronos_utime_nanoseconds_t EGLTimeKHR; -typedef void *EGLImageKHR; -typedef void *EGLStreamKHR; -typedef khronos_uint64_t EGLuint64KHR; -typedef int EGLNativeFileDescriptorKHR; -typedef khronos_ssize_t EGLsizeiANDROID; -typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); -typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); -typedef void *EGLDeviceEXT; -typedef void *EGLOutputLayerEXT; -typedef void *EGLOutputPortEXT; -typedef void *EGLSyncNV; -typedef khronos_utime_nanoseconds_t EGLTimeNV; -typedef khronos_utime_nanoseconds_t EGLuint64NV; -typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; - -struct EGLClientPixmapHI; - -#define EGL_DONT_CARE ((EGLint)-1) - -#define EGL_NO_CONTEXT ((EGLContext)0) -#define EGL_NO_DISPLAY ((EGLDisplay)0) -#define EGL_NO_IMAGE ((EGLImage)0) -#define EGL_NO_SURFACE ((EGLSurface)0) -#define EGL_NO_SYNC ((EGLSync)0) - -#define EGL_UNKNOWN ((EGLint)-1) - -#define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) - -EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); -/* ---------------------------- EGL_VERSION_1_0 ---------------------------- */ - -#ifndef EGL_VERSION_1_0 -#define EGL_VERSION_1_0 1 - -#define EGL_FALSE 0 -#define EGL_PBUFFER_BIT 0x0001 -#define EGL_TRUE 1 -#define EGL_PIXMAP_BIT 0x0002 -#define EGL_WINDOW_BIT 0x0004 -#define EGL_SUCCESS 0x3000 -#define EGL_NOT_INITIALIZED 0x3001 -#define EGL_BAD_ACCESS 0x3002 -#define EGL_BAD_ALLOC 0x3003 -#define EGL_BAD_ATTRIBUTE 0x3004 -#define EGL_BAD_CONFIG 0x3005 -#define EGL_BAD_CONTEXT 0x3006 -#define EGL_BAD_CURRENT_SURFACE 0x3007 -#define EGL_BAD_DISPLAY 0x3008 -#define EGL_BAD_MATCH 0x3009 -#define EGL_BAD_NATIVE_PIXMAP 0x300A -#define EGL_BAD_NATIVE_WINDOW 0x300B -#define EGL_BAD_PARAMETER 0x300C -#define EGL_BAD_SURFACE 0x300D -#define EGL_BUFFER_SIZE 0x3020 -#define EGL_ALPHA_SIZE 0x3021 -#define EGL_BLUE_SIZE 0x3022 -#define EGL_GREEN_SIZE 0x3023 -#define EGL_RED_SIZE 0x3024 -#define EGL_DEPTH_SIZE 0x3025 -#define EGL_STENCIL_SIZE 0x3026 -#define EGL_CONFIG_CAVEAT 0x3027 -#define EGL_CONFIG_ID 0x3028 -#define EGL_LEVEL 0x3029 -#define EGL_MAX_PBUFFER_HEIGHT 0x302A -#define EGL_MAX_PBUFFER_PIXELS 0x302B -#define EGL_MAX_PBUFFER_WIDTH 0x302C -#define EGL_NATIVE_RENDERABLE 0x302D -#define EGL_NATIVE_VISUAL_ID 0x302E -#define EGL_NATIVE_VISUAL_TYPE 0x302F -#define EGL_SAMPLES 0x3031 -#define EGL_SAMPLE_BUFFERS 0x3032 -#define EGL_SURFACE_TYPE 0x3033 -#define EGL_TRANSPARENT_TYPE 0x3034 -#define EGL_TRANSPARENT_BLUE_VALUE 0x3035 -#define EGL_TRANSPARENT_GREEN_VALUE 0x3036 -#define EGL_TRANSPARENT_RED_VALUE 0x3037 -#define EGL_NONE 0x3038 -#define EGL_SLOW_CONFIG 0x3050 -#define EGL_NON_CONFORMANT_CONFIG 0x3051 -#define EGL_TRANSPARENT_RGB 0x3052 -#define EGL_VENDOR 0x3053 -#define EGL_VERSION 0x3054 -#define EGL_EXTENSIONS 0x3055 -#define EGL_HEIGHT 0x3056 -#define EGL_WIDTH 0x3057 -#define EGL_LARGEST_PBUFFER 0x3058 -#define EGL_DRAW 0x3059 -#define EGL_READ 0x305A -#define EGL_CORE_NATIVE_ENGINE 0x305B - -typedef EGLBoolean ( * PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint * attrib_list, EGLConfig * configs, EGLint config_size, EGLint * num_config); -typedef EGLBoolean ( * PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); -typedef EGLContext ( * PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); -typedef EGLBoolean ( * PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); -typedef EGLBoolean ( * PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig * configs, EGLint config_size, EGLint * num_config); -typedef EGLDisplay ( * PFNEGLGETCURRENTDISPLAYPROC) ( void ); -typedef EGLSurface ( * PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); -typedef EGLDisplay ( * PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); -typedef EGLint ( * PFNEGLGETERRORPROC) ( void ); -typedef EGLBoolean ( * PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint * major, EGLint * minor); -typedef EGLBoolean ( * PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); -typedef EGLBoolean ( * PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint * value); -typedef const char * ( * PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); -typedef EGLBoolean ( * PFNEGLTERMINATEPROC) (EGLDisplay dpy); -typedef EGLBoolean ( * PFNEGLWAITGLPROC) ( void ); -typedef EGLBoolean ( * PFNEGLWAITNATIVEPROC) (EGLint engine); - -#define eglChooseConfig EGLEW_GET_FUN(__eglewChooseConfig) -#define eglCopyBuffers EGLEW_GET_FUN(__eglewCopyBuffers) -#define eglCreateContext EGLEW_GET_FUN(__eglewCreateContext) -#define eglCreatePbufferSurface EGLEW_GET_FUN(__eglewCreatePbufferSurface) -#define eglCreatePixmapSurface EGLEW_GET_FUN(__eglewCreatePixmapSurface) -#define eglCreateWindowSurface EGLEW_GET_FUN(__eglewCreateWindowSurface) -#define eglDestroyContext EGLEW_GET_FUN(__eglewDestroyContext) -#define eglDestroySurface EGLEW_GET_FUN(__eglewDestroySurface) -#define eglGetConfigAttrib EGLEW_GET_FUN(__eglewGetConfigAttrib) -#define eglGetConfigs EGLEW_GET_FUN(__eglewGetConfigs) -#define eglGetCurrentDisplay EGLEW_GET_FUN(__eglewGetCurrentDisplay) -#define eglGetCurrentSurface EGLEW_GET_FUN(__eglewGetCurrentSurface) -#define eglGetDisplay EGLEW_GET_FUN(__eglewGetDisplay) -#define eglGetError EGLEW_GET_FUN(__eglewGetError) -#define eglInitialize EGLEW_GET_FUN(__eglewInitialize) -#define eglMakeCurrent EGLEW_GET_FUN(__eglewMakeCurrent) -#define eglQueryContext EGLEW_GET_FUN(__eglewQueryContext) -#define eglQueryString EGLEW_GET_FUN(__eglewQueryString) -#define eglQuerySurface EGLEW_GET_FUN(__eglewQuerySurface) -#define eglSwapBuffers EGLEW_GET_FUN(__eglewSwapBuffers) -#define eglTerminate EGLEW_GET_FUN(__eglewTerminate) -#define eglWaitGL EGLEW_GET_FUN(__eglewWaitGL) -#define eglWaitNative EGLEW_GET_FUN(__eglewWaitNative) - -#define EGLEW_VERSION_1_0 EGLEW_GET_VAR(__EGLEW_VERSION_1_0) - -#endif /* EGL_VERSION_1_0 */ - -/* ---------------------------- EGL_VERSION_1_1 ---------------------------- */ - -#ifndef EGL_VERSION_1_1 -#define EGL_VERSION_1_1 1 - -#define EGL_CONTEXT_LOST 0x300E -#define EGL_BIND_TO_TEXTURE_RGB 0x3039 -#define EGL_BIND_TO_TEXTURE_RGBA 0x303A -#define EGL_MIN_SWAP_INTERVAL 0x303B -#define EGL_MAX_SWAP_INTERVAL 0x303C -#define EGL_NO_TEXTURE 0x305C -#define EGL_TEXTURE_RGB 0x305D -#define EGL_TEXTURE_RGBA 0x305E -#define EGL_TEXTURE_2D 0x305F -#define EGL_TEXTURE_FORMAT 0x3080 -#define EGL_TEXTURE_TARGET 0x3081 -#define EGL_MIPMAP_TEXTURE 0x3082 -#define EGL_MIPMAP_LEVEL 0x3083 -#define EGL_BACK_BUFFER 0x3084 - -typedef EGLBoolean ( * PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); -typedef EGLBoolean ( * PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); -typedef EGLBoolean ( * PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); -typedef EGLBoolean ( * PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); - -#define eglBindTexImage EGLEW_GET_FUN(__eglewBindTexImage) -#define eglReleaseTexImage EGLEW_GET_FUN(__eglewReleaseTexImage) -#define eglSurfaceAttrib EGLEW_GET_FUN(__eglewSurfaceAttrib) -#define eglSwapInterval EGLEW_GET_FUN(__eglewSwapInterval) - -#define EGLEW_VERSION_1_1 EGLEW_GET_VAR(__EGLEW_VERSION_1_1) - -#endif /* EGL_VERSION_1_1 */ - -/* ---------------------------- EGL_VERSION_1_2 ---------------------------- */ - -#ifndef EGL_VERSION_1_2 -#define EGL_VERSION_1_2 1 - -#define EGL_OPENGL_ES_BIT 0x0001 -#define EGL_OPENVG_BIT 0x0002 -#define EGL_LUMINANCE_SIZE 0x303D -#define EGL_ALPHA_MASK_SIZE 0x303E -#define EGL_COLOR_BUFFER_TYPE 0x303F -#define EGL_RENDERABLE_TYPE 0x3040 -#define EGL_SINGLE_BUFFER 0x3085 -#define EGL_RENDER_BUFFER 0x3086 -#define EGL_COLORSPACE 0x3087 -#define EGL_ALPHA_FORMAT 0x3088 -#define EGL_COLORSPACE_LINEAR 0x308A -#define EGL_ALPHA_FORMAT_NONPRE 0x308B -#define EGL_ALPHA_FORMAT_PRE 0x308C -#define EGL_CLIENT_APIS 0x308D -#define EGL_RGB_BUFFER 0x308E -#define EGL_LUMINANCE_BUFFER 0x308F -#define EGL_HORIZONTAL_RESOLUTION 0x3090 -#define EGL_VERTICAL_RESOLUTION 0x3091 -#define EGL_PIXEL_ASPECT_RATIO 0x3092 -#define EGL_SWAP_BEHAVIOR 0x3093 -#define EGL_BUFFER_PRESERVED 0x3094 -#define EGL_BUFFER_DESTROYED 0x3095 -#define EGL_OPENVG_IMAGE 0x3096 -#define EGL_CONTEXT_CLIENT_TYPE 0x3097 -#define EGL_OPENGL_ES_API 0x30A0 -#define EGL_OPENVG_API 0x30A1 -#define EGL_DISPLAY_SCALING 10000 - -typedef EGLBoolean ( * PFNEGLBINDAPIPROC) (EGLenum api); -typedef EGLSurface ( * PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint * attrib_list); -typedef EGLenum ( * PFNEGLQUERYAPIPROC) ( void ); -typedef EGLBoolean ( * PFNEGLRELEASETHREADPROC) ( void ); -typedef EGLBoolean ( * PFNEGLWAITCLIENTPROC) ( void ); - -#define eglBindAPI EGLEW_GET_FUN(__eglewBindAPI) -#define eglCreatePbufferFromClientBuffer EGLEW_GET_FUN(__eglewCreatePbufferFromClientBuffer) -#define eglQueryAPI EGLEW_GET_FUN(__eglewQueryAPI) -#define eglReleaseThread EGLEW_GET_FUN(__eglewReleaseThread) -#define eglWaitClient EGLEW_GET_FUN(__eglewWaitClient) - -#define EGLEW_VERSION_1_2 EGLEW_GET_VAR(__EGLEW_VERSION_1_2) - -#endif /* EGL_VERSION_1_2 */ - -/* ---------------------------- EGL_VERSION_1_3 ---------------------------- */ - -#ifndef EGL_VERSION_1_3 -#define EGL_VERSION_1_3 1 - -#define EGL_OPENGL_ES2_BIT 0x0004 -#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 -#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 -#define EGL_MATCH_NATIVE_PIXMAP 0x3041 -#define EGL_CONFORMANT 0x3042 -#define EGL_VG_COLORSPACE 0x3087 -#define EGL_VG_ALPHA_FORMAT 0x3088 -#define EGL_VG_COLORSPACE_LINEAR 0x308A -#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B -#define EGL_VG_ALPHA_FORMAT_PRE 0x308C -#define EGL_CONTEXT_CLIENT_VERSION 0x3098 - -#define EGLEW_VERSION_1_3 EGLEW_GET_VAR(__EGLEW_VERSION_1_3) - -#endif /* EGL_VERSION_1_3 */ - -/* ---------------------------- EGL_VERSION_1_4 ---------------------------- */ - -#ifndef EGL_VERSION_1_4 -#define EGL_VERSION_1_4 1 - -#define EGL_OPENGL_BIT 0x0008 -#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 -#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 -#define EGL_MULTISAMPLE_RESOLVE 0x3099 -#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A -#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B -#define EGL_OPENGL_API 0x30A2 - -typedef EGLContext ( * PFNEGLGETCURRENTCONTEXTPROC) ( void ); - -#define eglGetCurrentContext EGLEW_GET_FUN(__eglewGetCurrentContext) - -#define EGLEW_VERSION_1_4 EGLEW_GET_VAR(__EGLEW_VERSION_1_4) - -#endif /* EGL_VERSION_1_4 */ - -/* ---------------------------- EGL_VERSION_1_5 ---------------------------- */ - -#ifndef EGL_VERSION_1_5 -#define EGL_VERSION_1_5 1 - -#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 -#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 -#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 -#define EGL_OPENGL_ES3_BIT 0x00000040 -#define EGL_GL_COLORSPACE_SRGB 0x3089 -#define EGL_GL_COLORSPACE_LINEAR 0x308A -#define EGL_CONTEXT_MAJOR_VERSION 0x3098 -#define EGL_CL_EVENT_HANDLE 0x309C -#define EGL_GL_COLORSPACE 0x309D -#define EGL_GL_TEXTURE_2D 0x30B1 -#define EGL_GL_TEXTURE_3D 0x30B2 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 -#define EGL_GL_RENDERBUFFER 0x30B9 -#define EGL_GL_TEXTURE_LEVEL 0x30BC -#define EGL_GL_TEXTURE_ZOFFSET 0x30BD -#define EGL_IMAGE_PRESERVED 0x30D2 -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 -#define EGL_SYNC_STATUS 0x30F1 -#define EGL_SIGNALED 0x30F2 -#define EGL_UNSIGNALED 0x30F3 -#define EGL_TIMEOUT_EXPIRED 0x30F5 -#define EGL_CONDITION_SATISFIED 0x30F6 -#define EGL_SYNC_TYPE 0x30F7 -#define EGL_SYNC_CONDITION 0x30F8 -#define EGL_SYNC_FENCE 0x30F9 -#define EGL_CONTEXT_MINOR_VERSION 0x30FB -#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD -#define EGL_SYNC_CL_EVENT 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF -#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 -#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD -#define EGL_NO_RESET_NOTIFICATION 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF -#define EGL_FOREVER 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); -typedef EGLImage ( * PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLAttrib * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLAttrib * attrib_list); -typedef EGLSync ( * PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); -typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void * native_display, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); - -#define eglClientWaitSync EGLEW_GET_FUN(__eglewClientWaitSync) -#define eglCreateImage EGLEW_GET_FUN(__eglewCreateImage) -#define eglCreatePlatformPixmapSurface EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurface) -#define eglCreatePlatformWindowSurface EGLEW_GET_FUN(__eglewCreatePlatformWindowSurface) -#define eglCreateSync EGLEW_GET_FUN(__eglewCreateSync) -#define eglDestroyImage EGLEW_GET_FUN(__eglewDestroyImage) -#define eglDestroySync EGLEW_GET_FUN(__eglewDestroySync) -#define eglGetPlatformDisplay EGLEW_GET_FUN(__eglewGetPlatformDisplay) -#define eglGetSyncAttrib EGLEW_GET_FUN(__eglewGetSyncAttrib) -#define eglWaitSync EGLEW_GET_FUN(__eglewWaitSync) - -#define EGLEW_VERSION_1_5 EGLEW_GET_VAR(__EGLEW_VERSION_1_5) - -#endif /* EGL_VERSION_1_5 */ - -/* ------------------------- EGL_ANDROID_blob_cache ------------------------ */ - -#ifndef EGL_ANDROID_blob_cache -#define EGL_ANDROID_blob_cache 1 - -typedef void ( * PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); - -#define eglSetBlobCacheFuncsANDROID EGLEW_GET_FUN(__eglewSetBlobCacheFuncsANDROID) - -#define EGLEW_ANDROID_blob_cache EGLEW_GET_VAR(__EGLEW_ANDROID_blob_cache) - -#endif /* EGL_ANDROID_blob_cache */ - -/* ---------------- EGL_ANDROID_create_native_client_buffer ---------------- */ - -#ifndef EGL_ANDROID_create_native_client_buffer -#define EGL_ANDROID_create_native_client_buffer 1 - -#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 -#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 -#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 -#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 - -typedef EGLClientBuffer ( * PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint * attrib_list); - -#define eglCreateNativeClientBufferANDROID EGLEW_GET_FUN(__eglewCreateNativeClientBufferANDROID) - -#define EGLEW_ANDROID_create_native_client_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_create_native_client_buffer) - -#endif /* EGL_ANDROID_create_native_client_buffer */ - -/* --------------------- EGL_ANDROID_framebuffer_target -------------------- */ - -#ifndef EGL_ANDROID_framebuffer_target -#define EGL_ANDROID_framebuffer_target 1 - -#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 - -#define EGLEW_ANDROID_framebuffer_target EGLEW_GET_VAR(__EGLEW_ANDROID_framebuffer_target) - -#endif /* EGL_ANDROID_framebuffer_target */ - -/* ----------------- EGL_ANDROID_front_buffer_auto_refresh ----------------- */ - -#ifndef EGL_ANDROID_front_buffer_auto_refresh -#define EGL_ANDROID_front_buffer_auto_refresh 1 - -#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C - -#define EGLEW_ANDROID_front_buffer_auto_refresh EGLEW_GET_VAR(__EGLEW_ANDROID_front_buffer_auto_refresh) - -#endif /* EGL_ANDROID_front_buffer_auto_refresh */ - -/* -------------------- EGL_ANDROID_image_native_buffer -------------------- */ - -#ifndef EGL_ANDROID_image_native_buffer -#define EGL_ANDROID_image_native_buffer 1 - -#define EGL_NATIVE_BUFFER_ANDROID 0x3140 - -#define EGLEW_ANDROID_image_native_buffer EGLEW_GET_VAR(__EGLEW_ANDROID_image_native_buffer) - -#endif /* EGL_ANDROID_image_native_buffer */ - -/* --------------------- EGL_ANDROID_native_fence_sync --------------------- */ - -#ifndef EGL_ANDROID_native_fence_sync -#define EGL_ANDROID_native_fence_sync 1 - -#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 -#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 -#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 - -typedef EGLint ( * PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); - -#define eglDupNativeFenceFDANDROID EGLEW_GET_FUN(__eglewDupNativeFenceFDANDROID) - -#define EGLEW_ANDROID_native_fence_sync EGLEW_GET_VAR(__EGLEW_ANDROID_native_fence_sync) - -#endif /* EGL_ANDROID_native_fence_sync */ - -/* --------------------- EGL_ANDROID_presentation_time --------------------- */ - -#ifndef EGL_ANDROID_presentation_time -#define EGL_ANDROID_presentation_time 1 - -typedef EGLBoolean ( * PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); - -#define eglPresentationTimeANDROID EGLEW_GET_FUN(__eglewPresentationTimeANDROID) - -#define EGLEW_ANDROID_presentation_time EGLEW_GET_VAR(__EGLEW_ANDROID_presentation_time) - -#endif /* EGL_ANDROID_presentation_time */ - -/* ------------------------- EGL_ANDROID_recordable ------------------------ */ - -#ifndef EGL_ANDROID_recordable -#define EGL_ANDROID_recordable 1 - -#define EGL_RECORDABLE_ANDROID 0x3142 - -#define EGLEW_ANDROID_recordable EGLEW_GET_VAR(__EGLEW_ANDROID_recordable) - -#endif /* EGL_ANDROID_recordable */ - -/* ---------------- EGL_ANGLE_d3d_share_handle_client_buffer --------------- */ - -#ifndef EGL_ANGLE_d3d_share_handle_client_buffer -#define EGL_ANGLE_d3d_share_handle_client_buffer 1 - -#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 - -#define EGLEW_ANGLE_d3d_share_handle_client_buffer EGLEW_GET_VAR(__EGLEW_ANGLE_d3d_share_handle_client_buffer) - -#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ - -/* -------------------------- EGL_ANGLE_device_d3d ------------------------- */ - -#ifndef EGL_ANGLE_device_d3d -#define EGL_ANGLE_device_d3d 1 - -#define EGL_D3D9_DEVICE_ANGLE 0x33A0 -#define EGL_D3D11_DEVICE_ANGLE 0x33A1 - -#define EGLEW_ANGLE_device_d3d EGLEW_GET_VAR(__EGLEW_ANGLE_device_d3d) - -#endif /* EGL_ANGLE_device_d3d */ - -/* -------------------- EGL_ANGLE_query_surface_pointer -------------------- */ - -#ifndef EGL_ANGLE_query_surface_pointer -#define EGL_ANGLE_query_surface_pointer 1 - -typedef EGLBoolean ( * PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void ** value); - -#define eglQuerySurfacePointerANGLE EGLEW_GET_FUN(__eglewQuerySurfacePointerANGLE) - -#define EGLEW_ANGLE_query_surface_pointer EGLEW_GET_VAR(__EGLEW_ANGLE_query_surface_pointer) - -#endif /* EGL_ANGLE_query_surface_pointer */ - -/* ------------- EGL_ANGLE_surface_d3d_texture_2d_share_handle ------------- */ - -#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle -#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 - -#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 - -#define EGLEW_ANGLE_surface_d3d_texture_2d_share_handle EGLEW_GET_VAR(__EGLEW_ANGLE_surface_d3d_texture_2d_share_handle) - -#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ - -/* ---------------------- EGL_ANGLE_window_fixed_size ---------------------- */ - -#ifndef EGL_ANGLE_window_fixed_size -#define EGL_ANGLE_window_fixed_size 1 - -#define EGL_FIXED_SIZE_ANGLE 0x3201 - -#define EGLEW_ANGLE_window_fixed_size EGLEW_GET_VAR(__EGLEW_ANGLE_window_fixed_size) - -#endif /* EGL_ANGLE_window_fixed_size */ - -/* --------------------- EGL_ARM_implicit_external_sync -------------------- */ - -#ifndef EGL_ARM_implicit_external_sync -#define EGL_ARM_implicit_external_sync 1 - -#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A - -#define EGLEW_ARM_implicit_external_sync EGLEW_GET_VAR(__EGLEW_ARM_implicit_external_sync) - -#endif /* EGL_ARM_implicit_external_sync */ - -/* ------------------- EGL_ARM_pixmap_multisample_discard ------------------ */ - -#ifndef EGL_ARM_pixmap_multisample_discard -#define EGL_ARM_pixmap_multisample_discard 1 - -#define EGL_DISCARD_SAMPLES_ARM 0x3286 - -#define EGLEW_ARM_pixmap_multisample_discard EGLEW_GET_VAR(__EGLEW_ARM_pixmap_multisample_discard) - -#endif /* EGL_ARM_pixmap_multisample_discard */ - -/* --------------------------- EGL_EXT_buffer_age -------------------------- */ - -#ifndef EGL_EXT_buffer_age -#define EGL_EXT_buffer_age 1 - -#define EGL_BUFFER_AGE_EXT 0x313D - -#define EGLEW_EXT_buffer_age EGLEW_GET_VAR(__EGLEW_EXT_buffer_age) - -#endif /* EGL_EXT_buffer_age */ - -/* ----------------------- EGL_EXT_client_extensions ----------------------- */ - -#ifndef EGL_EXT_client_extensions -#define EGL_EXT_client_extensions 1 - -#define EGLEW_EXT_client_extensions EGLEW_GET_VAR(__EGLEW_EXT_client_extensions) - -#endif /* EGL_EXT_client_extensions */ - -/* ------------------- EGL_EXT_create_context_robustness ------------------- */ - -#ifndef EGL_EXT_create_context_robustness -#define EGL_EXT_create_context_robustness 1 - -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 -#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF - -#define EGLEW_EXT_create_context_robustness EGLEW_GET_VAR(__EGLEW_EXT_create_context_robustness) - -#endif /* EGL_EXT_create_context_robustness */ - -/* -------------------------- EGL_EXT_device_base -------------------------- */ - -#ifndef EGL_EXT_device_base -#define EGL_EXT_device_base 1 - -#define EGL_BAD_DEVICE_EXT 0x322B -#define EGL_DEVICE_EXT 0x322C - -#define EGLEW_EXT_device_base EGLEW_GET_VAR(__EGLEW_EXT_device_base) - -#endif /* EGL_EXT_device_base */ - -/* --------------------------- EGL_EXT_device_drm -------------------------- */ - -#ifndef EGL_EXT_device_drm -#define EGL_EXT_device_drm 1 - -#define EGL_DRM_DEVICE_FILE_EXT 0x3233 - -#define EGLEW_EXT_device_drm EGLEW_GET_VAR(__EGLEW_EXT_device_drm) - -#endif /* EGL_EXT_device_drm */ - -/* ----------------------- EGL_EXT_device_enumeration ---------------------- */ - -#ifndef EGL_EXT_device_enumeration -#define EGL_EXT_device_enumeration 1 - -typedef EGLBoolean ( * PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT * devices, EGLint * num_devices); - -#define eglQueryDevicesEXT EGLEW_GET_FUN(__eglewQueryDevicesEXT) - -#define EGLEW_EXT_device_enumeration EGLEW_GET_VAR(__EGLEW_EXT_device_enumeration) - -#endif /* EGL_EXT_device_enumeration */ - -/* ------------------------- EGL_EXT_device_openwf ------------------------- */ - -#ifndef EGL_EXT_device_openwf -#define EGL_EXT_device_openwf 1 - -#define EGL_OPENWF_DEVICE_ID_EXT 0x3237 - -#define EGLEW_EXT_device_openwf EGLEW_GET_VAR(__EGLEW_EXT_device_openwf) - -#endif /* EGL_EXT_device_openwf */ - -/* -------------------------- EGL_EXT_device_query ------------------------- */ - -#ifndef EGL_EXT_device_query -#define EGL_EXT_device_query 1 - -#define EGL_BAD_DEVICE_EXT 0x322B -#define EGL_DEVICE_EXT 0x322C - -typedef EGLBoolean ( * PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); - -#define eglQueryDeviceAttribEXT EGLEW_GET_FUN(__eglewQueryDeviceAttribEXT) -#define eglQueryDeviceStringEXT EGLEW_GET_FUN(__eglewQueryDeviceStringEXT) -#define eglQueryDisplayAttribEXT EGLEW_GET_FUN(__eglewQueryDisplayAttribEXT) - -#define EGLEW_EXT_device_query EGLEW_GET_VAR(__EGLEW_EXT_device_query) - -#endif /* EGL_EXT_device_query */ - -/* ------------------ EGL_EXT_gl_colorspace_bt2020_linear ------------------ */ - -#ifndef EGL_EXT_gl_colorspace_bt2020_linear -#define EGL_EXT_gl_colorspace_bt2020_linear 1 - -#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F - -#define EGLEW_EXT_gl_colorspace_bt2020_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_linear) - -#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ - -/* -------------------- EGL_EXT_gl_colorspace_bt2020_pq -------------------- */ - -#ifndef EGL_EXT_gl_colorspace_bt2020_pq -#define EGL_EXT_gl_colorspace_bt2020_pq 1 - -#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 - -#define EGLEW_EXT_gl_colorspace_bt2020_pq EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_bt2020_pq) - -#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ - -/* ------------------- EGL_EXT_gl_colorspace_scrgb_linear ------------------ */ - -#ifndef EGL_EXT_gl_colorspace_scrgb_linear -#define EGL_EXT_gl_colorspace_scrgb_linear 1 - -#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 - -#define EGLEW_EXT_gl_colorspace_scrgb_linear EGLEW_GET_VAR(__EGLEW_EXT_gl_colorspace_scrgb_linear) - -#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ - -/* ---------------------- EGL_EXT_image_dma_buf_import --------------------- */ - -#ifndef EGL_EXT_image_dma_buf_import -#define EGL_EXT_image_dma_buf_import 1 - -#define EGL_LINUX_DMA_BUF_EXT 0x3270 -#define EGL_LINUX_DRM_FOURCC_EXT 0x3271 -#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 -#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 -#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 -#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 -#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 -#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 -#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 -#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 -#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A -#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B -#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C -#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D -#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E -#define EGL_ITU_REC601_EXT 0x327F -#define EGL_ITU_REC709_EXT 0x3280 -#define EGL_ITU_REC2020_EXT 0x3281 -#define EGL_YUV_FULL_RANGE_EXT 0x3282 -#define EGL_YUV_NARROW_RANGE_EXT 0x3283 -#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 -#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 - -#define EGLEW_EXT_image_dma_buf_import EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import) - -#endif /* EGL_EXT_image_dma_buf_import */ - -/* ----------------- EGL_EXT_image_dma_buf_import_modifiers ---------------- */ - -#ifndef EGL_EXT_image_dma_buf_import_modifiers -#define EGL_EXT_image_dma_buf_import_modifiers 1 - -#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 -#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 -#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 -#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 -#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 -#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 -#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 -#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 -#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 -#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 -#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A - -typedef EGLBoolean ( * PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); -typedef EGLBoolean ( * PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); - -#define eglQueryDmaBufFormatsEXT EGLEW_GET_FUN(__eglewQueryDmaBufFormatsEXT) -#define eglQueryDmaBufModifiersEXT EGLEW_GET_FUN(__eglewQueryDmaBufModifiersEXT) - -#define EGLEW_EXT_image_dma_buf_import_modifiers EGLEW_GET_VAR(__EGLEW_EXT_image_dma_buf_import_modifiers) - -#endif /* EGL_EXT_image_dma_buf_import_modifiers */ - -/* ------------------------ EGL_EXT_multiview_window ----------------------- */ - -#ifndef EGL_EXT_multiview_window -#define EGL_EXT_multiview_window 1 - -#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 - -#define EGLEW_EXT_multiview_window EGLEW_GET_VAR(__EGLEW_EXT_multiview_window) - -#endif /* EGL_EXT_multiview_window */ - -/* -------------------------- EGL_EXT_output_base -------------------------- */ - -#ifndef EGL_EXT_output_base -#define EGL_EXT_output_base 1 - -#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D -#define EGL_BAD_OUTPUT_PORT_EXT 0x322E -#define EGL_SWAP_INTERVAL_EXT 0x322F - -typedef EGLBoolean ( * PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputLayerEXT * layers, EGLint max_layers, EGLint * num_layers); -typedef EGLBoolean ( * PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list, EGLOutputPortEXT * ports, EGLint max_ports, EGLint * num_ports); -typedef EGLBoolean ( * PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); -typedef EGLBoolean ( * PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib * value); -typedef const char * ( * PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); - -#define eglGetOutputLayersEXT EGLEW_GET_FUN(__eglewGetOutputLayersEXT) -#define eglGetOutputPortsEXT EGLEW_GET_FUN(__eglewGetOutputPortsEXT) -#define eglOutputLayerAttribEXT EGLEW_GET_FUN(__eglewOutputLayerAttribEXT) -#define eglOutputPortAttribEXT EGLEW_GET_FUN(__eglewOutputPortAttribEXT) -#define eglQueryOutputLayerAttribEXT EGLEW_GET_FUN(__eglewQueryOutputLayerAttribEXT) -#define eglQueryOutputLayerStringEXT EGLEW_GET_FUN(__eglewQueryOutputLayerStringEXT) -#define eglQueryOutputPortAttribEXT EGLEW_GET_FUN(__eglewQueryOutputPortAttribEXT) -#define eglQueryOutputPortStringEXT EGLEW_GET_FUN(__eglewQueryOutputPortStringEXT) - -#define EGLEW_EXT_output_base EGLEW_GET_VAR(__EGLEW_EXT_output_base) - -#endif /* EGL_EXT_output_base */ - -/* --------------------------- EGL_EXT_output_drm -------------------------- */ - -#ifndef EGL_EXT_output_drm -#define EGL_EXT_output_drm 1 - -#define EGL_DRM_CRTC_EXT 0x3234 -#define EGL_DRM_PLANE_EXT 0x3235 -#define EGL_DRM_CONNECTOR_EXT 0x3236 - -#define EGLEW_EXT_output_drm EGLEW_GET_VAR(__EGLEW_EXT_output_drm) - -#endif /* EGL_EXT_output_drm */ - -/* ------------------------- EGL_EXT_output_openwf ------------------------- */ - -#ifndef EGL_EXT_output_openwf -#define EGL_EXT_output_openwf 1 - -#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 -#define EGL_OPENWF_PORT_ID_EXT 0x3239 - -#define EGLEW_EXT_output_openwf EGLEW_GET_VAR(__EGLEW_EXT_output_openwf) - -#endif /* EGL_EXT_output_openwf */ - -/* ----------------------- EGL_EXT_pixel_format_float ---------------------- */ - -#ifndef EGL_EXT_pixel_format_float -#define EGL_EXT_pixel_format_float 1 - -#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 -#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A -#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B - -#define EGLEW_EXT_pixel_format_float EGLEW_GET_VAR(__EGLEW_EXT_pixel_format_float) - -#endif /* EGL_EXT_pixel_format_float */ - -/* ------------------------- EGL_EXT_platform_base ------------------------- */ - -#ifndef EGL_EXT_platform_base -#define EGL_EXT_platform_base 1 - -typedef EGLSurface ( * PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_pixmap, const EGLint * attrib_list); -typedef EGLSurface ( * PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void * native_window, const EGLint * attrib_list); -typedef EGLDisplay ( * PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void * native_display, const EGLint * attrib_list); - -#define eglCreatePlatformPixmapSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformPixmapSurfaceEXT) -#define eglCreatePlatformWindowSurfaceEXT EGLEW_GET_FUN(__eglewCreatePlatformWindowSurfaceEXT) -#define eglGetPlatformDisplayEXT EGLEW_GET_FUN(__eglewGetPlatformDisplayEXT) - -#define EGLEW_EXT_platform_base EGLEW_GET_VAR(__EGLEW_EXT_platform_base) - -#endif /* EGL_EXT_platform_base */ - -/* ------------------------ EGL_EXT_platform_device ------------------------ */ - -#ifndef EGL_EXT_platform_device -#define EGL_EXT_platform_device 1 - -#define EGL_PLATFORM_DEVICE_EXT 0x313F - -#define EGLEW_EXT_platform_device EGLEW_GET_VAR(__EGLEW_EXT_platform_device) - -#endif /* EGL_EXT_platform_device */ - -/* ------------------------ EGL_EXT_platform_wayland ----------------------- */ - -#ifndef EGL_EXT_platform_wayland -#define EGL_EXT_platform_wayland 1 - -#define EGL_PLATFORM_WAYLAND_EXT 0x31D8 - -#define EGLEW_EXT_platform_wayland EGLEW_GET_VAR(__EGLEW_EXT_platform_wayland) - -#endif /* EGL_EXT_platform_wayland */ - -/* -------------------------- EGL_EXT_platform_x11 ------------------------- */ - -#ifndef EGL_EXT_platform_x11 -#define EGL_EXT_platform_x11 1 - -#define EGL_PLATFORM_X11_EXT 0x31D5 -#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 - -#define EGLEW_EXT_platform_x11 EGLEW_GET_VAR(__EGLEW_EXT_platform_x11) - -#endif /* EGL_EXT_platform_x11 */ - -/* ----------------------- EGL_EXT_protected_content ----------------------- */ - -#ifndef EGL_EXT_protected_content -#define EGL_EXT_protected_content 1 - -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 - -#define EGLEW_EXT_protected_content EGLEW_GET_VAR(__EGLEW_EXT_protected_content) - -#endif /* EGL_EXT_protected_content */ - -/* ----------------------- EGL_EXT_protected_surface ----------------------- */ - -#ifndef EGL_EXT_protected_surface -#define EGL_EXT_protected_surface 1 - -#define EGL_PROTECTED_CONTENT_EXT 0x32C0 - -#define EGLEW_EXT_protected_surface EGLEW_GET_VAR(__EGLEW_EXT_protected_surface) - -#endif /* EGL_EXT_protected_surface */ - -/* ------------------- EGL_EXT_stream_consumer_egloutput ------------------- */ - -#ifndef EGL_EXT_stream_consumer_egloutput -#define EGL_EXT_stream_consumer_egloutput 1 - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); - -#define eglStreamConsumerOutputEXT EGLEW_GET_FUN(__eglewStreamConsumerOutputEXT) - -#define EGLEW_EXT_stream_consumer_egloutput EGLEW_GET_VAR(__EGLEW_EXT_stream_consumer_egloutput) - -#endif /* EGL_EXT_stream_consumer_egloutput */ - -/* ------------------- EGL_EXT_surface_SMPTE2086_metadata ------------------ */ - -#ifndef EGL_EXT_surface_SMPTE2086_metadata -#define EGL_EXT_surface_SMPTE2086_metadata 1 - -#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 -#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 -#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 -#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 -#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 -#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A - -#define EGLEW_EXT_surface_SMPTE2086_metadata EGLEW_GET_VAR(__EGLEW_EXT_surface_SMPTE2086_metadata) - -#endif /* EGL_EXT_surface_SMPTE2086_metadata */ - -/* -------------------- EGL_EXT_swap_buffers_with_damage ------------------- */ - -#ifndef EGL_EXT_swap_buffers_with_damage -#define EGL_EXT_swap_buffers_with_damage 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSwapBuffersWithDamageEXT EGLEW_GET_FUN(__eglewSwapBuffersWithDamageEXT) - -#define EGLEW_EXT_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_EXT_swap_buffers_with_damage) - -#endif /* EGL_EXT_swap_buffers_with_damage */ - -/* -------------------------- EGL_EXT_yuv_surface -------------------------- */ - -#ifndef EGL_EXT_yuv_surface -#define EGL_EXT_yuv_surface 1 - -#define EGL_YUV_BUFFER_EXT 0x3300 -#define EGL_YUV_ORDER_EXT 0x3301 -#define EGL_YUV_ORDER_YUV_EXT 0x3302 -#define EGL_YUV_ORDER_YVU_EXT 0x3303 -#define EGL_YUV_ORDER_YUYV_EXT 0x3304 -#define EGL_YUV_ORDER_UYVY_EXT 0x3305 -#define EGL_YUV_ORDER_YVYU_EXT 0x3306 -#define EGL_YUV_ORDER_VYUY_EXT 0x3307 -#define EGL_YUV_ORDER_AYUV_EXT 0x3308 -#define EGL_YUV_CSC_STANDARD_EXT 0x330A -#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B -#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C -#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D -#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 -#define EGL_YUV_SUBSAMPLE_EXT 0x3312 -#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 -#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 -#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 -#define EGL_YUV_DEPTH_RANGE_EXT 0x3317 -#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 -#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 -#define EGL_YUV_PLANE_BPP_EXT 0x331A -#define EGL_YUV_PLANE_BPP_0_EXT 0x331B -#define EGL_YUV_PLANE_BPP_8_EXT 0x331C -#define EGL_YUV_PLANE_BPP_10_EXT 0x331D - -#define EGLEW_EXT_yuv_surface EGLEW_GET_VAR(__EGLEW_EXT_yuv_surface) - -#endif /* EGL_EXT_yuv_surface */ - -/* -------------------------- EGL_HI_clientpixmap -------------------------- */ - -#ifndef EGL_HI_clientpixmap -#define EGL_HI_clientpixmap 1 - -#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 - -typedef EGLSurface ( * PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI * pixmap); - -#define eglCreatePixmapSurfaceHI EGLEW_GET_FUN(__eglewCreatePixmapSurfaceHI) - -#define EGLEW_HI_clientpixmap EGLEW_GET_VAR(__EGLEW_HI_clientpixmap) - -#endif /* EGL_HI_clientpixmap */ - -/* -------------------------- EGL_HI_colorformats -------------------------- */ - -#ifndef EGL_HI_colorformats -#define EGL_HI_colorformats 1 - -#define EGL_COLOR_FORMAT_HI 0x8F70 -#define EGL_COLOR_RGB_HI 0x8F71 -#define EGL_COLOR_RGBA_HI 0x8F72 -#define EGL_COLOR_ARGB_HI 0x8F73 - -#define EGLEW_HI_colorformats EGLEW_GET_VAR(__EGLEW_HI_colorformats) - -#endif /* EGL_HI_colorformats */ - -/* ------------------------ EGL_IMG_context_priority ----------------------- */ - -#ifndef EGL_IMG_context_priority -#define EGL_IMG_context_priority 1 - -#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 -#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 -#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 -#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 - -#define EGLEW_IMG_context_priority EGLEW_GET_VAR(__EGLEW_IMG_context_priority) - -#endif /* EGL_IMG_context_priority */ - -/* ---------------------- EGL_IMG_image_plane_attribs ---------------------- */ - -#ifndef EGL_IMG_image_plane_attribs -#define EGL_IMG_image_plane_attribs 1 - -#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 -#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 - -#define EGLEW_IMG_image_plane_attribs EGLEW_GET_VAR(__EGLEW_IMG_image_plane_attribs) - -#endif /* EGL_IMG_image_plane_attribs */ - -/* ---------------------------- EGL_KHR_cl_event --------------------------- */ - -#ifndef EGL_KHR_cl_event -#define EGL_KHR_cl_event 1 - -#define EGL_CL_EVENT_HANDLE_KHR 0x309C -#define EGL_SYNC_CL_EVENT_KHR 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF - -#define EGLEW_KHR_cl_event EGLEW_GET_VAR(__EGLEW_KHR_cl_event) - -#endif /* EGL_KHR_cl_event */ - -/* --------------------------- EGL_KHR_cl_event2 --------------------------- */ - -#ifndef EGL_KHR_cl_event2 -#define EGL_KHR_cl_event2 1 - -#define EGL_CL_EVENT_HANDLE_KHR 0x309C -#define EGL_SYNC_CL_EVENT_KHR 0x30FE -#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF - -typedef EGLSyncKHR ( * PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR * attrib_list); - -#define eglCreateSync64KHR EGLEW_GET_FUN(__eglewCreateSync64KHR) - -#define EGLEW_KHR_cl_event2 EGLEW_GET_VAR(__EGLEW_KHR_cl_event2) - -#endif /* EGL_KHR_cl_event2 */ - -/* ----------------- EGL_KHR_client_get_all_proc_addresses ----------------- */ - -#ifndef EGL_KHR_client_get_all_proc_addresses -#define EGL_KHR_client_get_all_proc_addresses 1 - -#define EGLEW_KHR_client_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_client_get_all_proc_addresses) - -#endif /* EGL_KHR_client_get_all_proc_addresses */ - -/* ------------------------- EGL_KHR_config_attribs ------------------------ */ - -#ifndef EGL_KHR_config_attribs -#define EGL_KHR_config_attribs 1 - -#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 -#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 -#define EGL_CONFORMANT_KHR 0x3042 - -#define EGLEW_KHR_config_attribs EGLEW_GET_VAR(__EGLEW_KHR_config_attribs) - -#endif /* EGL_KHR_config_attribs */ - -/* --------------------- EGL_KHR_context_flush_control --------------------- */ - -#ifndef EGL_KHR_context_flush_control -#define EGL_KHR_context_flush_control 1 - -#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 -#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 -#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 - -#define EGLEW_KHR_context_flush_control EGLEW_GET_VAR(__EGLEW_KHR_context_flush_control) - -#endif /* EGL_KHR_context_flush_control */ - -/* ------------------------- EGL_KHR_create_context ------------------------ */ - -#ifndef EGL_KHR_create_context -#define EGL_KHR_create_context 1 - -#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 -#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 -#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 -#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 -#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 -#define EGL_OPENGL_ES3_BIT 0x00000040 -#define EGL_OPENGL_ES3_BIT_KHR 0x00000040 -#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 -#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB -#define EGL_CONTEXT_FLAGS_KHR 0x30FC -#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD -#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD -#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE -#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF - -#define EGLEW_KHR_create_context EGLEW_GET_VAR(__EGLEW_KHR_create_context) - -#endif /* EGL_KHR_create_context */ - -/* -------------------- EGL_KHR_create_context_no_error -------------------- */ - -#ifndef EGL_KHR_create_context_no_error -#define EGL_KHR_create_context_no_error 1 - -#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 - -#define EGLEW_KHR_create_context_no_error EGLEW_GET_VAR(__EGLEW_KHR_create_context_no_error) - -#endif /* EGL_KHR_create_context_no_error */ - -/* ----------------------------- EGL_KHR_debug ----------------------------- */ - -#ifndef EGL_KHR_debug -#define EGL_KHR_debug 1 - -#define EGL_OBJECT_THREAD_KHR 0x33B0 -#define EGL_OBJECT_DISPLAY_KHR 0x33B1 -#define EGL_OBJECT_CONTEXT_KHR 0x33B2 -#define EGL_OBJECT_SURFACE_KHR 0x33B3 -#define EGL_OBJECT_IMAGE_KHR 0x33B4 -#define EGL_OBJECT_SYNC_KHR 0x33B5 -#define EGL_OBJECT_STREAM_KHR 0x33B6 -#define EGL_DEBUG_CALLBACK_KHR 0x33B8 -#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 -#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA -#define EGL_DEBUG_MSG_WARN_KHR 0x33BB -#define EGL_DEBUG_MSG_INFO_KHR 0x33BC - -typedef EGLint ( * PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib * attrib_list); -typedef EGLint ( * PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); -typedef EGLBoolean ( * PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib * value); - -#define eglDebugMessageControlKHR EGLEW_GET_FUN(__eglewDebugMessageControlKHR) -#define eglLabelObjectKHR EGLEW_GET_FUN(__eglewLabelObjectKHR) -#define eglQueryDebugKHR EGLEW_GET_FUN(__eglewQueryDebugKHR) - -#define EGLEW_KHR_debug EGLEW_GET_VAR(__EGLEW_KHR_debug) - -#endif /* EGL_KHR_debug */ - -/* --------------------------- EGL_KHR_fence_sync -------------------------- */ - -#ifndef EGL_KHR_fence_sync -#define EGL_KHR_fence_sync 1 - -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 -#define EGL_SYNC_CONDITION_KHR 0x30F8 -#define EGL_SYNC_FENCE_KHR 0x30F9 - -#define EGLEW_KHR_fence_sync EGLEW_GET_VAR(__EGLEW_KHR_fence_sync) - -#endif /* EGL_KHR_fence_sync */ - -/* --------------------- EGL_KHR_get_all_proc_addresses -------------------- */ - -#ifndef EGL_KHR_get_all_proc_addresses -#define EGL_KHR_get_all_proc_addresses 1 - -#define EGLEW_KHR_get_all_proc_addresses EGLEW_GET_VAR(__EGLEW_KHR_get_all_proc_addresses) - -#endif /* EGL_KHR_get_all_proc_addresses */ - -/* ------------------------- EGL_KHR_gl_colorspace ------------------------- */ - -#ifndef EGL_KHR_gl_colorspace -#define EGL_KHR_gl_colorspace 1 - -#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 -#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A -#define EGL_GL_COLORSPACE_KHR 0x309D - -#define EGLEW_KHR_gl_colorspace EGLEW_GET_VAR(__EGLEW_KHR_gl_colorspace) - -#endif /* EGL_KHR_gl_colorspace */ - -/* --------------------- EGL_KHR_gl_renderbuffer_image --------------------- */ - -#ifndef EGL_KHR_gl_renderbuffer_image -#define EGL_KHR_gl_renderbuffer_image 1 - -#define EGL_GL_RENDERBUFFER_KHR 0x30B9 - -#define EGLEW_KHR_gl_renderbuffer_image EGLEW_GET_VAR(__EGLEW_KHR_gl_renderbuffer_image) - -#endif /* EGL_KHR_gl_renderbuffer_image */ - -/* ---------------------- EGL_KHR_gl_texture_2D_image ---------------------- */ - -#ifndef EGL_KHR_gl_texture_2D_image -#define EGL_KHR_gl_texture_2D_image 1 - -#define EGL_GL_TEXTURE_2D_KHR 0x30B1 -#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC - -#define EGLEW_KHR_gl_texture_2D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_2D_image) - -#endif /* EGL_KHR_gl_texture_2D_image */ - -/* ---------------------- EGL_KHR_gl_texture_3D_image ---------------------- */ - -#ifndef EGL_KHR_gl_texture_3D_image -#define EGL_KHR_gl_texture_3D_image 1 - -#define EGL_GL_TEXTURE_3D_KHR 0x30B2 -#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD - -#define EGLEW_KHR_gl_texture_3D_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_3D_image) - -#endif /* EGL_KHR_gl_texture_3D_image */ - -/* -------------------- EGL_KHR_gl_texture_cubemap_image ------------------- */ - -#ifndef EGL_KHR_gl_texture_cubemap_image -#define EGL_KHR_gl_texture_cubemap_image 1 - -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 -#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 -#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 - -#define EGLEW_KHR_gl_texture_cubemap_image EGLEW_GET_VAR(__EGLEW_KHR_gl_texture_cubemap_image) - -#endif /* EGL_KHR_gl_texture_cubemap_image */ - -/* ----------------------------- EGL_KHR_image ----------------------------- */ - -#ifndef EGL_KHR_image -#define EGL_KHR_image 1 - -#define EGL_NATIVE_PIXMAP_KHR 0x30B0 - -typedef EGLImageKHR ( * PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); - -#define eglCreateImageKHR EGLEW_GET_FUN(__eglewCreateImageKHR) -#define eglDestroyImageKHR EGLEW_GET_FUN(__eglewDestroyImageKHR) - -#define EGLEW_KHR_image EGLEW_GET_VAR(__EGLEW_KHR_image) - -#endif /* EGL_KHR_image */ - -/* --------------------------- EGL_KHR_image_base -------------------------- */ - -#ifndef EGL_KHR_image_base -#define EGL_KHR_image_base 1 - -#define EGL_IMAGE_PRESERVED_KHR 0x30D2 - -#define EGLEW_KHR_image_base EGLEW_GET_VAR(__EGLEW_KHR_image_base) - -#endif /* EGL_KHR_image_base */ - -/* -------------------------- EGL_KHR_image_pixmap ------------------------- */ - -#ifndef EGL_KHR_image_pixmap -#define EGL_KHR_image_pixmap 1 - -#define EGL_NATIVE_PIXMAP_KHR 0x30B0 - -#define EGLEW_KHR_image_pixmap EGLEW_GET_VAR(__EGLEW_KHR_image_pixmap) - -#endif /* EGL_KHR_image_pixmap */ - -/* -------------------------- EGL_KHR_lock_surface ------------------------- */ - -#ifndef EGL_KHR_lock_surface -#define EGL_KHR_lock_surface 1 - -#define EGL_READ_SURFACE_BIT_KHR 0x0001 -#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 -#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 -#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 -#define EGL_MATCH_FORMAT_KHR 0x3043 -#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 -#define EGL_FORMAT_RGB_565_KHR 0x30C1 -#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 -#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 -#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 -#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 -#define EGL_BITMAP_POINTER_KHR 0x30C6 -#define EGL_BITMAP_PITCH_KHR 0x30C7 -#define EGL_BITMAP_ORIGIN_KHR 0x30C8 -#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 -#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA -#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB -#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC -#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD -#define EGL_LOWER_LEFT_KHR 0x30CE -#define EGL_UPPER_LEFT_KHR 0x30CF - -typedef EGLBoolean ( * PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); - -#define eglLockSurfaceKHR EGLEW_GET_FUN(__eglewLockSurfaceKHR) -#define eglUnlockSurfaceKHR EGLEW_GET_FUN(__eglewUnlockSurfaceKHR) - -#define EGLEW_KHR_lock_surface EGLEW_GET_VAR(__EGLEW_KHR_lock_surface) - -#endif /* EGL_KHR_lock_surface */ - -/* ------------------------- EGL_KHR_lock_surface2 ------------------------- */ - -#ifndef EGL_KHR_lock_surface2 -#define EGL_KHR_lock_surface2 1 - -#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 - -#define EGLEW_KHR_lock_surface2 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface2) - -#endif /* EGL_KHR_lock_surface2 */ - -/* ------------------------- EGL_KHR_lock_surface3 ------------------------- */ - -#ifndef EGL_KHR_lock_surface3 -#define EGL_KHR_lock_surface3 1 - -#define EGL_READ_SURFACE_BIT_KHR 0x0001 -#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 -#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 -#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 -#define EGL_MATCH_FORMAT_KHR 0x3043 -#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 -#define EGL_FORMAT_RGB_565_KHR 0x30C1 -#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 -#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 -#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 -#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 -#define EGL_BITMAP_POINTER_KHR 0x30C6 -#define EGL_BITMAP_PITCH_KHR 0x30C7 -#define EGL_BITMAP_ORIGIN_KHR 0x30C8 -#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 -#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA -#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB -#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC -#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD -#define EGL_LOWER_LEFT_KHR 0x30CE -#define EGL_UPPER_LEFT_KHR 0x30CF -#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 - -typedef EGLBoolean ( * PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR * value); - -#define eglQuerySurface64KHR EGLEW_GET_FUN(__eglewQuerySurface64KHR) - -#define EGLEW_KHR_lock_surface3 EGLEW_GET_VAR(__EGLEW_KHR_lock_surface3) - -#endif /* EGL_KHR_lock_surface3 */ - -/* --------------------- EGL_KHR_mutable_render_buffer --------------------- */ - -#ifndef EGL_KHR_mutable_render_buffer -#define EGL_KHR_mutable_render_buffer 1 - -#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 - -#define EGLEW_KHR_mutable_render_buffer EGLEW_GET_VAR(__EGLEW_KHR_mutable_render_buffer) - -#endif /* EGL_KHR_mutable_render_buffer */ - -/* ----------------------- EGL_KHR_no_config_context ----------------------- */ - -#ifndef EGL_KHR_no_config_context -#define EGL_KHR_no_config_context 1 - -#define EGLEW_KHR_no_config_context EGLEW_GET_VAR(__EGLEW_KHR_no_config_context) - -#endif /* EGL_KHR_no_config_context */ - -/* ------------------------- EGL_KHR_partial_update ------------------------ */ - -#ifndef EGL_KHR_partial_update -#define EGL_KHR_partial_update 1 - -#define EGL_BUFFER_AGE_KHR 0x313D - -typedef EGLBoolean ( * PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSetDamageRegionKHR EGLEW_GET_FUN(__eglewSetDamageRegionKHR) - -#define EGLEW_KHR_partial_update EGLEW_GET_VAR(__EGLEW_KHR_partial_update) - -#endif /* EGL_KHR_partial_update */ - -/* ------------------------ EGL_KHR_platform_android ----------------------- */ - -#ifndef EGL_KHR_platform_android -#define EGL_KHR_platform_android 1 - -#define EGL_PLATFORM_ANDROID_KHR 0x3141 - -#define EGLEW_KHR_platform_android EGLEW_GET_VAR(__EGLEW_KHR_platform_android) - -#endif /* EGL_KHR_platform_android */ - -/* -------------------------- EGL_KHR_platform_gbm ------------------------- */ - -#ifndef EGL_KHR_platform_gbm -#define EGL_KHR_platform_gbm 1 - -#define EGL_PLATFORM_GBM_KHR 0x31D7 - -#define EGLEW_KHR_platform_gbm EGLEW_GET_VAR(__EGLEW_KHR_platform_gbm) - -#endif /* EGL_KHR_platform_gbm */ - -/* ------------------------ EGL_KHR_platform_wayland ----------------------- */ - -#ifndef EGL_KHR_platform_wayland -#define EGL_KHR_platform_wayland 1 - -#define EGL_PLATFORM_WAYLAND_KHR 0x31D8 - -#define EGLEW_KHR_platform_wayland EGLEW_GET_VAR(__EGLEW_KHR_platform_wayland) - -#endif /* EGL_KHR_platform_wayland */ - -/* -------------------------- EGL_KHR_platform_x11 ------------------------- */ - -#ifndef EGL_KHR_platform_x11 -#define EGL_KHR_platform_x11 1 - -#define EGL_PLATFORM_X11_KHR 0x31D5 -#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 - -#define EGLEW_KHR_platform_x11 EGLEW_GET_VAR(__EGLEW_KHR_platform_x11) - -#endif /* EGL_KHR_platform_x11 */ - -/* ------------------------- EGL_KHR_reusable_sync ------------------------- */ - -#ifndef EGL_KHR_reusable_sync -#define EGL_KHR_reusable_sync 1 - -#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 -#define EGL_SYNC_STATUS_KHR 0x30F1 -#define EGL_SIGNALED_KHR 0x30F2 -#define EGL_UNSIGNALED_KHR 0x30F3 -#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 -#define EGL_CONDITION_SATISFIED_KHR 0x30F6 -#define EGL_SYNC_TYPE_KHR 0x30F7 -#define EGL_SYNC_REUSABLE_KHR 0x30FA -#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); -typedef EGLSyncKHR ( * PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); - -#define eglClientWaitSyncKHR EGLEW_GET_FUN(__eglewClientWaitSyncKHR) -#define eglCreateSyncKHR EGLEW_GET_FUN(__eglewCreateSyncKHR) -#define eglDestroySyncKHR EGLEW_GET_FUN(__eglewDestroySyncKHR) -#define eglGetSyncAttribKHR EGLEW_GET_FUN(__eglewGetSyncAttribKHR) -#define eglSignalSyncKHR EGLEW_GET_FUN(__eglewSignalSyncKHR) - -#define EGLEW_KHR_reusable_sync EGLEW_GET_VAR(__EGLEW_KHR_reusable_sync) - -#endif /* EGL_KHR_reusable_sync */ - -/* ----------------------------- EGL_KHR_stream ---------------------------- */ - -#ifndef EGL_KHR_stream -#define EGL_KHR_stream 1 - -#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 -#define EGL_PRODUCER_FRAME_KHR 0x3212 -#define EGL_CONSUMER_FRAME_KHR 0x3213 -#define EGL_STREAM_STATE_KHR 0x3214 -#define EGL_STREAM_STATE_CREATED_KHR 0x3215 -#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 -#define EGL_STREAM_STATE_EMPTY_KHR 0x3217 -#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 -#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 -#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A -#define EGL_BAD_STREAM_KHR 0x321B -#define EGL_BAD_STATE_KHR 0x321C - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR * value); -typedef EGLBoolean ( * PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); - -#define eglCreateStreamKHR EGLEW_GET_FUN(__eglewCreateStreamKHR) -#define eglDestroyStreamKHR EGLEW_GET_FUN(__eglewDestroyStreamKHR) -#define eglQueryStreamKHR EGLEW_GET_FUN(__eglewQueryStreamKHR) -#define eglQueryStreamu64KHR EGLEW_GET_FUN(__eglewQueryStreamu64KHR) -#define eglStreamAttribKHR EGLEW_GET_FUN(__eglewStreamAttribKHR) - -#define EGLEW_KHR_stream EGLEW_GET_VAR(__EGLEW_KHR_stream) - -#endif /* EGL_KHR_stream */ - -/* ------------------------- EGL_KHR_stream_attrib ------------------------- */ - -#ifndef EGL_KHR_stream_attrib -#define EGL_KHR_stream_attrib 1 - -#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 -#define EGL_STREAM_STATE_KHR 0x3214 -#define EGL_STREAM_STATE_CREATED_KHR 0x3215 -#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib * attrib_list); - -#define eglCreateStreamAttribKHR EGLEW_GET_FUN(__eglewCreateStreamAttribKHR) -#define eglQueryStreamAttribKHR EGLEW_GET_FUN(__eglewQueryStreamAttribKHR) -#define eglSetStreamAttribKHR EGLEW_GET_FUN(__eglewSetStreamAttribKHR) -#define eglStreamConsumerAcquireAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireAttribKHR) -#define eglStreamConsumerReleaseAttribKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseAttribKHR) - -#define EGLEW_KHR_stream_attrib EGLEW_GET_VAR(__EGLEW_KHR_stream_attrib) - -#endif /* EGL_KHR_stream_attrib */ - -/* ------------------- EGL_KHR_stream_consumer_gltexture ------------------- */ - -#ifndef EGL_KHR_stream_consumer_gltexture -#define EGL_KHR_stream_consumer_gltexture 1 - -#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglStreamConsumerAcquireKHR EGLEW_GET_FUN(__eglewStreamConsumerAcquireKHR) -#define eglStreamConsumerGLTextureExternalKHR EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalKHR) -#define eglStreamConsumerReleaseKHR EGLEW_GET_FUN(__eglewStreamConsumerReleaseKHR) - -#define EGLEW_KHR_stream_consumer_gltexture EGLEW_GET_VAR(__EGLEW_KHR_stream_consumer_gltexture) - -#endif /* EGL_KHR_stream_consumer_gltexture */ - -/* -------------------- EGL_KHR_stream_cross_process_fd -------------------- */ - -#ifndef EGL_KHR_stream_cross_process_fd -#define EGL_KHR_stream_cross_process_fd 1 - -typedef EGLStreamKHR ( * PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); -typedef EGLNativeFileDescriptorKHR ( * PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglCreateStreamFromFileDescriptorKHR EGLEW_GET_FUN(__eglewCreateStreamFromFileDescriptorKHR) -#define eglGetStreamFileDescriptorKHR EGLEW_GET_FUN(__eglewGetStreamFileDescriptorKHR) - -#define EGLEW_KHR_stream_cross_process_fd EGLEW_GET_VAR(__EGLEW_KHR_stream_cross_process_fd) - -#endif /* EGL_KHR_stream_cross_process_fd */ - -/* -------------------------- EGL_KHR_stream_fifo -------------------------- */ - -#ifndef EGL_KHR_stream_fifo -#define EGL_KHR_stream_fifo 1 - -#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC -#define EGL_STREAM_TIME_NOW_KHR 0x31FD -#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE -#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF - -typedef EGLBoolean ( * PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR * value); - -#define eglQueryStreamTimeKHR EGLEW_GET_FUN(__eglewQueryStreamTimeKHR) - -#define EGLEW_KHR_stream_fifo EGLEW_GET_VAR(__EGLEW_KHR_stream_fifo) - -#endif /* EGL_KHR_stream_fifo */ - -/* ----------------- EGL_KHR_stream_producer_aldatalocator ----------------- */ - -#ifndef EGL_KHR_stream_producer_aldatalocator -#define EGL_KHR_stream_producer_aldatalocator 1 - -#define EGLEW_KHR_stream_producer_aldatalocator EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_aldatalocator) - -#endif /* EGL_KHR_stream_producer_aldatalocator */ - -/* ------------------- EGL_KHR_stream_producer_eglsurface ------------------ */ - -#ifndef EGL_KHR_stream_producer_eglsurface -#define EGL_KHR_stream_producer_eglsurface 1 - -#define EGL_STREAM_BIT_KHR 0x0800 - -typedef EGLSurface ( * PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint * attrib_list); - -#define eglCreateStreamProducerSurfaceKHR EGLEW_GET_FUN(__eglewCreateStreamProducerSurfaceKHR) - -#define EGLEW_KHR_stream_producer_eglsurface EGLEW_GET_VAR(__EGLEW_KHR_stream_producer_eglsurface) - -#endif /* EGL_KHR_stream_producer_eglsurface */ - -/* ---------------------- EGL_KHR_surfaceless_context ---------------------- */ - -#ifndef EGL_KHR_surfaceless_context -#define EGL_KHR_surfaceless_context 1 - -#define EGLEW_KHR_surfaceless_context EGLEW_GET_VAR(__EGLEW_KHR_surfaceless_context) - -#endif /* EGL_KHR_surfaceless_context */ - -/* -------------------- EGL_KHR_swap_buffers_with_damage ------------------- */ - -#ifndef EGL_KHR_swap_buffers_with_damage -#define EGL_KHR_swap_buffers_with_damage 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint * rects, EGLint n_rects); - -#define eglSwapBuffersWithDamageKHR EGLEW_GET_FUN(__eglewSwapBuffersWithDamageKHR) - -#define EGLEW_KHR_swap_buffers_with_damage EGLEW_GET_VAR(__EGLEW_KHR_swap_buffers_with_damage) - -#endif /* EGL_KHR_swap_buffers_with_damage */ - -/* ------------------------ EGL_KHR_vg_parent_image ------------------------ */ - -#ifndef EGL_KHR_vg_parent_image -#define EGL_KHR_vg_parent_image 1 - -#define EGL_VG_PARENT_IMAGE_KHR 0x30BA - -#define EGLEW_KHR_vg_parent_image EGLEW_GET_VAR(__EGLEW_KHR_vg_parent_image) - -#endif /* EGL_KHR_vg_parent_image */ - -/* --------------------------- EGL_KHR_wait_sync --------------------------- */ - -#ifndef EGL_KHR_wait_sync -#define EGL_KHR_wait_sync 1 - -typedef EGLint ( * PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); - -#define eglWaitSyncKHR EGLEW_GET_FUN(__eglewWaitSyncKHR) - -#define EGLEW_KHR_wait_sync EGLEW_GET_VAR(__EGLEW_KHR_wait_sync) - -#endif /* EGL_KHR_wait_sync */ - -/* --------------------------- EGL_MESA_drm_image -------------------------- */ - -#ifndef EGL_MESA_drm_image -#define EGL_MESA_drm_image 1 - -#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 -#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 -#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 -#define EGL_DRM_BUFFER_USE_MESA 0x31D1 -#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 -#define EGL_DRM_BUFFER_MESA 0x31D3 -#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 - -typedef EGLImageKHR ( * PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint * name, EGLint * handle, EGLint * stride); - -#define eglCreateDRMImageMESA EGLEW_GET_FUN(__eglewCreateDRMImageMESA) -#define eglExportDRMImageMESA EGLEW_GET_FUN(__eglewExportDRMImageMESA) - -#define EGLEW_MESA_drm_image EGLEW_GET_VAR(__EGLEW_MESA_drm_image) - -#endif /* EGL_MESA_drm_image */ - -/* --------------------- EGL_MESA_image_dma_buf_export --------------------- */ - -#ifndef EGL_MESA_image_dma_buf_export -#define EGL_MESA_image_dma_buf_export 1 - -typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fds, EGLint * strides, EGLint * offsets); -typedef EGLBoolean ( * PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int * fourcc, int * num_planes, EGLuint64KHR * modifiers); - -#define eglExportDMABUFImageMESA EGLEW_GET_FUN(__eglewExportDMABUFImageMESA) -#define eglExportDMABUFImageQueryMESA EGLEW_GET_FUN(__eglewExportDMABUFImageQueryMESA) - -#define EGLEW_MESA_image_dma_buf_export EGLEW_GET_VAR(__EGLEW_MESA_image_dma_buf_export) - -#endif /* EGL_MESA_image_dma_buf_export */ - -/* ------------------------- EGL_MESA_platform_gbm ------------------------- */ - -#ifndef EGL_MESA_platform_gbm -#define EGL_MESA_platform_gbm 1 - -#define EGL_PLATFORM_GBM_MESA 0x31D7 - -#define EGLEW_MESA_platform_gbm EGLEW_GET_VAR(__EGLEW_MESA_platform_gbm) - -#endif /* EGL_MESA_platform_gbm */ - -/* --------------------- EGL_MESA_platform_surfaceless --------------------- */ - -#ifndef EGL_MESA_platform_surfaceless -#define EGL_MESA_platform_surfaceless 1 - -#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD - -#define EGLEW_MESA_platform_surfaceless EGLEW_GET_VAR(__EGLEW_MESA_platform_surfaceless) - -#endif /* EGL_MESA_platform_surfaceless */ - -/* -------------------------- EGL_NOK_swap_region -------------------------- */ - -#ifndef EGL_NOK_swap_region -#define EGL_NOK_swap_region 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); - -#define eglSwapBuffersRegionNOK EGLEW_GET_FUN(__eglewSwapBuffersRegionNOK) - -#define EGLEW_NOK_swap_region EGLEW_GET_VAR(__EGLEW_NOK_swap_region) - -#endif /* EGL_NOK_swap_region */ - -/* -------------------------- EGL_NOK_swap_region2 ------------------------- */ - -#ifndef EGL_NOK_swap_region2 -#define EGL_NOK_swap_region2 1 - -typedef EGLBoolean ( * PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint * rects); - -#define eglSwapBuffersRegion2NOK EGLEW_GET_FUN(__eglewSwapBuffersRegion2NOK) - -#define EGLEW_NOK_swap_region2 EGLEW_GET_VAR(__EGLEW_NOK_swap_region2) - -#endif /* EGL_NOK_swap_region2 */ - -/* ---------------------- EGL_NOK_texture_from_pixmap ---------------------- */ - -#ifndef EGL_NOK_texture_from_pixmap -#define EGL_NOK_texture_from_pixmap 1 - -#define EGL_Y_INVERTED_NOK 0x307F - -#define EGLEW_NOK_texture_from_pixmap EGLEW_GET_VAR(__EGLEW_NOK_texture_from_pixmap) - -#endif /* EGL_NOK_texture_from_pixmap */ - -/* ------------------------ EGL_NV_3dvision_surface ------------------------ */ - -#ifndef EGL_NV_3dvision_surface -#define EGL_NV_3dvision_surface 1 - -#define EGL_AUTO_STEREO_NV 0x3136 - -#define EGLEW_NV_3dvision_surface EGLEW_GET_VAR(__EGLEW_NV_3dvision_surface) - -#endif /* EGL_NV_3dvision_surface */ - -/* ------------------------- EGL_NV_coverage_sample ------------------------ */ - -#ifndef EGL_NV_coverage_sample -#define EGL_NV_coverage_sample 1 - -#define EGL_COVERAGE_BUFFERS_NV 0x30E0 -#define EGL_COVERAGE_SAMPLES_NV 0x30E1 - -#define EGLEW_NV_coverage_sample EGLEW_GET_VAR(__EGLEW_NV_coverage_sample) - -#endif /* EGL_NV_coverage_sample */ - -/* --------------------- EGL_NV_coverage_sample_resolve -------------------- */ - -#ifndef EGL_NV_coverage_sample_resolve -#define EGL_NV_coverage_sample_resolve 1 - -#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 -#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 -#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 - -#define EGLEW_NV_coverage_sample_resolve EGLEW_GET_VAR(__EGLEW_NV_coverage_sample_resolve) - -#endif /* EGL_NV_coverage_sample_resolve */ - -/* --------------------------- EGL_NV_cuda_event --------------------------- */ - -#ifndef EGL_NV_cuda_event -#define EGL_NV_cuda_event 1 - -#define EGL_CUDA_EVENT_HANDLE_NV 0x323B -#define EGL_SYNC_CUDA_EVENT_NV 0x323C -#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D - -#define EGLEW_NV_cuda_event EGLEW_GET_VAR(__EGLEW_NV_cuda_event) - -#endif /* EGL_NV_cuda_event */ - -/* ------------------------- EGL_NV_depth_nonlinear ------------------------ */ - -#ifndef EGL_NV_depth_nonlinear -#define EGL_NV_depth_nonlinear 1 - -#define EGL_DEPTH_ENCODING_NONE_NV 0 -#define EGL_DEPTH_ENCODING_NV 0x30E2 -#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 - -#define EGLEW_NV_depth_nonlinear EGLEW_GET_VAR(__EGLEW_NV_depth_nonlinear) - -#endif /* EGL_NV_depth_nonlinear */ - -/* --------------------------- EGL_NV_device_cuda -------------------------- */ - -#ifndef EGL_NV_device_cuda -#define EGL_NV_device_cuda 1 - -#define EGL_CUDA_DEVICE_NV 0x323A - -#define EGLEW_NV_device_cuda EGLEW_GET_VAR(__EGLEW_NV_device_cuda) - -#endif /* EGL_NV_device_cuda */ - -/* -------------------------- EGL_NV_native_query -------------------------- */ - -#ifndef EGL_NV_native_query -#define EGL_NV_native_query 1 - -typedef EGLBoolean ( * PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType * display_id); -typedef EGLBoolean ( * PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType * pixmap); -typedef EGLBoolean ( * PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType * window); - -#define eglQueryNativeDisplayNV EGLEW_GET_FUN(__eglewQueryNativeDisplayNV) -#define eglQueryNativePixmapNV EGLEW_GET_FUN(__eglewQueryNativePixmapNV) -#define eglQueryNativeWindowNV EGLEW_GET_FUN(__eglewQueryNativeWindowNV) - -#define EGLEW_NV_native_query EGLEW_GET_VAR(__EGLEW_NV_native_query) - -#endif /* EGL_NV_native_query */ - -/* ---------------------- EGL_NV_post_convert_rounding --------------------- */ - -#ifndef EGL_NV_post_convert_rounding -#define EGL_NV_post_convert_rounding 1 - -#define EGLEW_NV_post_convert_rounding EGLEW_GET_VAR(__EGLEW_NV_post_convert_rounding) - -#endif /* EGL_NV_post_convert_rounding */ - -/* ------------------------- EGL_NV_post_sub_buffer ------------------------ */ - -#ifndef EGL_NV_post_sub_buffer -#define EGL_NV_post_sub_buffer 1 - -#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE - -typedef EGLBoolean ( * PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); - -#define eglPostSubBufferNV EGLEW_GET_FUN(__eglewPostSubBufferNV) - -#define EGLEW_NV_post_sub_buffer EGLEW_GET_VAR(__EGLEW_NV_post_sub_buffer) - -#endif /* EGL_NV_post_sub_buffer */ - -/* ------------------ EGL_NV_robustness_video_memory_purge ----------------- */ - -#ifndef EGL_NV_robustness_video_memory_purge -#define EGL_NV_robustness_video_memory_purge 1 - -#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C - -#define EGLEW_NV_robustness_video_memory_purge EGLEW_GET_VAR(__EGLEW_NV_robustness_video_memory_purge) - -#endif /* EGL_NV_robustness_video_memory_purge */ - -/* ------------------ EGL_NV_stream_consumer_gltexture_yuv ----------------- */ - -#ifndef EGL_NV_stream_consumer_gltexture_yuv -#define EGL_NV_stream_consumer_gltexture_yuv 1 - -#define EGL_YUV_BUFFER_EXT 0x3300 -#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 -#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C -#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D -#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E - -typedef EGLBoolean ( * PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLAttrib *attrib_list); - -#define eglStreamConsumerGLTextureExternalAttribsNV EGLEW_GET_FUN(__eglewStreamConsumerGLTextureExternalAttribsNV) - -#define EGLEW_NV_stream_consumer_gltexture_yuv EGLEW_GET_VAR(__EGLEW_NV_stream_consumer_gltexture_yuv) - -#endif /* EGL_NV_stream_consumer_gltexture_yuv */ - -/* ---------------------- EGL_NV_stream_cross_display ---------------------- */ - -#ifndef EGL_NV_stream_cross_display -#define EGL_NV_stream_cross_display 1 - -#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E - -#define EGLEW_NV_stream_cross_display EGLEW_GET_VAR(__EGLEW_NV_stream_cross_display) - -#endif /* EGL_NV_stream_cross_display */ - -/* ----------------------- EGL_NV_stream_cross_object ---------------------- */ - -#ifndef EGL_NV_stream_cross_object -#define EGL_NV_stream_cross_object 1 - -#define EGL_STREAM_CROSS_OBJECT_NV 0x334D - -#define EGLEW_NV_stream_cross_object EGLEW_GET_VAR(__EGLEW_NV_stream_cross_object) - -#endif /* EGL_NV_stream_cross_object */ - -/* --------------------- EGL_NV_stream_cross_partition --------------------- */ - -#ifndef EGL_NV_stream_cross_partition -#define EGL_NV_stream_cross_partition 1 - -#define EGL_STREAM_CROSS_PARTITION_NV 0x323F - -#define EGLEW_NV_stream_cross_partition EGLEW_GET_VAR(__EGLEW_NV_stream_cross_partition) - -#endif /* EGL_NV_stream_cross_partition */ - -/* ---------------------- EGL_NV_stream_cross_process ---------------------- */ - -#ifndef EGL_NV_stream_cross_process -#define EGL_NV_stream_cross_process 1 - -#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 - -#define EGLEW_NV_stream_cross_process EGLEW_GET_VAR(__EGLEW_NV_stream_cross_process) - -#endif /* EGL_NV_stream_cross_process */ - -/* ----------------------- EGL_NV_stream_cross_system ---------------------- */ - -#ifndef EGL_NV_stream_cross_system -#define EGL_NV_stream_cross_system 1 - -#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F - -#define EGLEW_NV_stream_cross_system EGLEW_GET_VAR(__EGLEW_NV_stream_cross_system) - -#endif /* EGL_NV_stream_cross_system */ - -/* ------------------------ EGL_NV_stream_fifo_next ------------------------ */ - -#ifndef EGL_NV_stream_fifo_next -#define EGL_NV_stream_fifo_next 1 - -#define EGL_PENDING_FRAME_NV 0x3329 -#define EGL_STREAM_TIME_PENDING_NV 0x332A - -#define EGLEW_NV_stream_fifo_next EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_next) - -#endif /* EGL_NV_stream_fifo_next */ - -/* --------------------- EGL_NV_stream_fifo_synchronous -------------------- */ - -#ifndef EGL_NV_stream_fifo_synchronous -#define EGL_NV_stream_fifo_synchronous 1 - -#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 - -#define EGLEW_NV_stream_fifo_synchronous EGLEW_GET_VAR(__EGLEW_NV_stream_fifo_synchronous) - -#endif /* EGL_NV_stream_fifo_synchronous */ - -/* ----------------------- EGL_NV_stream_frame_limits ---------------------- */ - -#ifndef EGL_NV_stream_frame_limits -#define EGL_NV_stream_frame_limits 1 - -#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 -#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 - -#define EGLEW_NV_stream_frame_limits EGLEW_GET_VAR(__EGLEW_NV_stream_frame_limits) - -#endif /* EGL_NV_stream_frame_limits */ - -/* ------------------------- EGL_NV_stream_metadata ------------------------ */ - -#ifndef EGL_NV_stream_metadata -#define EGL_NV_stream_metadata 1 - -#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 -#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 -#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 -#define EGL_PRODUCER_METADATA_NV 0x3253 -#define EGL_CONSUMER_METADATA_NV 0x3254 -#define EGL_METADATA0_SIZE_NV 0x3255 -#define EGL_METADATA1_SIZE_NV 0x3256 -#define EGL_METADATA2_SIZE_NV 0x3257 -#define EGL_METADATA3_SIZE_NV 0x3258 -#define EGL_METADATA0_TYPE_NV 0x3259 -#define EGL_METADATA1_TYPE_NV 0x325A -#define EGL_METADATA2_TYPE_NV 0x325B -#define EGL_METADATA3_TYPE_NV 0x325C -#define EGL_PENDING_METADATA_NV 0x3328 - -typedef EGLBoolean ( * PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib * value); -typedef EGLBoolean ( * PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void * data); -typedef EGLBoolean ( * PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void * data); - -#define eglQueryDisplayAttribNV EGLEW_GET_FUN(__eglewQueryDisplayAttribNV) -#define eglQueryStreamMetadataNV EGLEW_GET_FUN(__eglewQueryStreamMetadataNV) -#define eglSetStreamMetadataNV EGLEW_GET_FUN(__eglewSetStreamMetadataNV) - -#define EGLEW_NV_stream_metadata EGLEW_GET_VAR(__EGLEW_NV_stream_metadata) - -#endif /* EGL_NV_stream_metadata */ - -/* -------------------------- EGL_NV_stream_remote ------------------------- */ - -#ifndef EGL_NV_stream_remote -#define EGL_NV_stream_remote 1 - -#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 -#define EGL_STREAM_TYPE_NV 0x3241 -#define EGL_STREAM_PROTOCOL_NV 0x3242 -#define EGL_STREAM_ENDPOINT_NV 0x3243 -#define EGL_STREAM_LOCAL_NV 0x3244 -#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 -#define EGL_STREAM_PRODUCER_NV 0x3247 -#define EGL_STREAM_CONSUMER_NV 0x3248 - -#define EGLEW_NV_stream_remote EGLEW_GET_VAR(__EGLEW_NV_stream_remote) - -#endif /* EGL_NV_stream_remote */ - -/* -------------------------- EGL_NV_stream_reset -------------------------- */ - -#ifndef EGL_NV_stream_reset -#define EGL_NV_stream_reset 1 - -#define EGL_SUPPORT_RESET_NV 0x3334 -#define EGL_SUPPORT_REUSE_NV 0x3335 - -typedef EGLBoolean ( * PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); - -#define eglResetStreamNV EGLEW_GET_FUN(__eglewResetStreamNV) - -#define EGLEW_NV_stream_reset EGLEW_GET_VAR(__EGLEW_NV_stream_reset) - -#endif /* EGL_NV_stream_reset */ - -/* -------------------------- EGL_NV_stream_socket ------------------------- */ - -#ifndef EGL_NV_stream_socket -#define EGL_NV_stream_socket 1 - -#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B -#define EGL_SOCKET_HANDLE_NV 0x324C -#define EGL_SOCKET_TYPE_NV 0x324D - -#define EGLEW_NV_stream_socket EGLEW_GET_VAR(__EGLEW_NV_stream_socket) - -#endif /* EGL_NV_stream_socket */ - -/* ----------------------- EGL_NV_stream_socket_inet ----------------------- */ - -#ifndef EGL_NV_stream_socket_inet -#define EGL_NV_stream_socket_inet 1 - -#define EGL_SOCKET_TYPE_INET_NV 0x324F - -#define EGLEW_NV_stream_socket_inet EGLEW_GET_VAR(__EGLEW_NV_stream_socket_inet) - -#endif /* EGL_NV_stream_socket_inet */ - -/* ----------------------- EGL_NV_stream_socket_unix ----------------------- */ - -#ifndef EGL_NV_stream_socket_unix -#define EGL_NV_stream_socket_unix 1 - -#define EGL_SOCKET_TYPE_UNIX_NV 0x324E - -#define EGLEW_NV_stream_socket_unix EGLEW_GET_VAR(__EGLEW_NV_stream_socket_unix) - -#endif /* EGL_NV_stream_socket_unix */ - -/* --------------------------- EGL_NV_stream_sync -------------------------- */ - -#ifndef EGL_NV_stream_sync -#define EGL_NV_stream_sync 1 - -#define EGL_SYNC_TYPE_KHR 0x30F7 -#define EGL_SYNC_NEW_FRAME_NV 0x321F - -typedef EGLSyncKHR ( * PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint * attrib_list); - -#define eglCreateStreamSyncNV EGLEW_GET_FUN(__eglewCreateStreamSyncNV) - -#define EGLEW_NV_stream_sync EGLEW_GET_VAR(__EGLEW_NV_stream_sync) - -#endif /* EGL_NV_stream_sync */ - -/* ------------------------------ EGL_NV_sync ------------------------------ */ - -#ifndef EGL_NV_sync -#define EGL_NV_sync 1 - -#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 -#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 -#define EGL_SYNC_STATUS_NV 0x30E7 -#define EGL_SIGNALED_NV 0x30E8 -#define EGL_UNSIGNALED_NV 0x30E9 -#define EGL_ALREADY_SIGNALED_NV 0x30EA -#define EGL_TIMEOUT_EXPIRED_NV 0x30EB -#define EGL_CONDITION_SATISFIED_NV 0x30EC -#define EGL_SYNC_TYPE_NV 0x30ED -#define EGL_SYNC_CONDITION_NV 0x30EE -#define EGL_SYNC_FENCE_NV 0x30EF -#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFF - -typedef EGLint ( * PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); -typedef EGLSyncNV ( * PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint * attrib_list); -typedef EGLBoolean ( * PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); -typedef EGLBoolean ( * PFNEGLFENCENVPROC) (EGLSyncNV sync); -typedef EGLBoolean ( * PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint * value); -typedef EGLBoolean ( * PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); - -#define eglClientWaitSyncNV EGLEW_GET_FUN(__eglewClientWaitSyncNV) -#define eglCreateFenceSyncNV EGLEW_GET_FUN(__eglewCreateFenceSyncNV) -#define eglDestroySyncNV EGLEW_GET_FUN(__eglewDestroySyncNV) -#define eglFenceNV EGLEW_GET_FUN(__eglewFenceNV) -#define eglGetSyncAttribNV EGLEW_GET_FUN(__eglewGetSyncAttribNV) -#define eglSignalSyncNV EGLEW_GET_FUN(__eglewSignalSyncNV) - -#define EGLEW_NV_sync EGLEW_GET_VAR(__EGLEW_NV_sync) - -#endif /* EGL_NV_sync */ - -/* --------------------------- EGL_NV_system_time -------------------------- */ - -#ifndef EGL_NV_system_time -#define EGL_NV_system_time 1 - -typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) ( void ); -typedef EGLuint64NV ( * PFNEGLGETSYSTEMTIMENVPROC) ( void ); - -#define eglGetSystemTimeFrequencyNV EGLEW_GET_FUN(__eglewGetSystemTimeFrequencyNV) -#define eglGetSystemTimeNV EGLEW_GET_FUN(__eglewGetSystemTimeNV) - -#define EGLEW_NV_system_time EGLEW_GET_VAR(__EGLEW_NV_system_time) - -#endif /* EGL_NV_system_time */ - -/* --------------------- EGL_TIZEN_image_native_buffer --------------------- */ - -#ifndef EGL_TIZEN_image_native_buffer -#define EGL_TIZEN_image_native_buffer 1 - -#define EGL_NATIVE_BUFFER_TIZEN 0x32A0 - -#define EGLEW_TIZEN_image_native_buffer EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_buffer) - -#endif /* EGL_TIZEN_image_native_buffer */ - -/* --------------------- EGL_TIZEN_image_native_surface -------------------- */ - -#ifndef EGL_TIZEN_image_native_surface -#define EGL_TIZEN_image_native_surface 1 - -#define EGL_NATIVE_SURFACE_TIZEN 0x32A1 - -#define EGLEW_TIZEN_image_native_surface EGLEW_GET_VAR(__EGLEW_TIZEN_image_native_surface) - -#endif /* EGL_TIZEN_image_native_surface */ - -/* ------------------------------------------------------------------------- */ - -#define EGLEW_FUN_EXPORT GLEW_FUN_EXPORT -#define EGLEW_VAR_EXPORT GLEW_VAR_EXPORT - -EGLEW_FUN_EXPORT PFNEGLCHOOSECONFIGPROC __eglewChooseConfig; -EGLEW_FUN_EXPORT PFNEGLCOPYBUFFERSPROC __eglewCopyBuffers; -EGLEW_FUN_EXPORT PFNEGLCREATECONTEXTPROC __eglewCreateContext; -EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERSURFACEPROC __eglewCreatePbufferSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEPROC __eglewCreatePixmapSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEWINDOWSURFACEPROC __eglewCreateWindowSurface; -EGLEW_FUN_EXPORT PFNEGLDESTROYCONTEXTPROC __eglewDestroyContext; -EGLEW_FUN_EXPORT PFNEGLDESTROYSURFACEPROC __eglewDestroySurface; -EGLEW_FUN_EXPORT PFNEGLGETCONFIGATTRIBPROC __eglewGetConfigAttrib; -EGLEW_FUN_EXPORT PFNEGLGETCONFIGSPROC __eglewGetConfigs; -EGLEW_FUN_EXPORT PFNEGLGETCURRENTDISPLAYPROC __eglewGetCurrentDisplay; -EGLEW_FUN_EXPORT PFNEGLGETCURRENTSURFACEPROC __eglewGetCurrentSurface; -EGLEW_FUN_EXPORT PFNEGLGETDISPLAYPROC __eglewGetDisplay; -EGLEW_FUN_EXPORT PFNEGLGETERRORPROC __eglewGetError; -EGLEW_FUN_EXPORT PFNEGLINITIALIZEPROC __eglewInitialize; -EGLEW_FUN_EXPORT PFNEGLMAKECURRENTPROC __eglewMakeCurrent; -EGLEW_FUN_EXPORT PFNEGLQUERYCONTEXTPROC __eglewQueryContext; -EGLEW_FUN_EXPORT PFNEGLQUERYSTRINGPROC __eglewQueryString; -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPROC __eglewQuerySurface; -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSPROC __eglewSwapBuffers; -EGLEW_FUN_EXPORT PFNEGLTERMINATEPROC __eglewTerminate; -EGLEW_FUN_EXPORT PFNEGLWAITGLPROC __eglewWaitGL; -EGLEW_FUN_EXPORT PFNEGLWAITNATIVEPROC __eglewWaitNative; - -EGLEW_FUN_EXPORT PFNEGLBINDTEXIMAGEPROC __eglewBindTexImage; -EGLEW_FUN_EXPORT PFNEGLRELEASETEXIMAGEPROC __eglewReleaseTexImage; -EGLEW_FUN_EXPORT PFNEGLSURFACEATTRIBPROC __eglewSurfaceAttrib; -EGLEW_FUN_EXPORT PFNEGLSWAPINTERVALPROC __eglewSwapInterval; - -EGLEW_FUN_EXPORT PFNEGLBINDAPIPROC __eglewBindAPI; -EGLEW_FUN_EXPORT PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC __eglewCreatePbufferFromClientBuffer; -EGLEW_FUN_EXPORT PFNEGLQUERYAPIPROC __eglewQueryAPI; -EGLEW_FUN_EXPORT PFNEGLRELEASETHREADPROC __eglewReleaseThread; -EGLEW_FUN_EXPORT PFNEGLWAITCLIENTPROC __eglewWaitClient; - -EGLEW_FUN_EXPORT PFNEGLGETCURRENTCONTEXTPROC __eglewGetCurrentContext; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCPROC __eglewClientWaitSync; -EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEPROC __eglewCreateImage; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC __eglewCreatePlatformPixmapSurface; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEPROC __eglewCreatePlatformWindowSurface; -EGLEW_FUN_EXPORT PFNEGLCREATESYNCPROC __eglewCreateSync; -EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEPROC __eglewDestroyImage; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCPROC __eglewDestroySync; -EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYPROC __eglewGetPlatformDisplay; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBPROC __eglewGetSyncAttrib; -EGLEW_FUN_EXPORT PFNEGLWAITSYNCPROC __eglewWaitSync; - -EGLEW_FUN_EXPORT PFNEGLSETBLOBCACHEFUNCSANDROIDPROC __eglewSetBlobCacheFuncsANDROID; - -EGLEW_FUN_EXPORT PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC __eglewCreateNativeClientBufferANDROID; - -EGLEW_FUN_EXPORT PFNEGLDUPNATIVEFENCEFDANDROIDPROC __eglewDupNativeFenceFDANDROID; - -EGLEW_FUN_EXPORT PFNEGLPRESENTATIONTIMEANDROIDPROC __eglewPresentationTimeANDROID; - -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACEPOINTERANGLEPROC __eglewQuerySurfacePointerANGLE; - -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESEXTPROC __eglewQueryDevicesEXT; - -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICEATTRIBEXTPROC __eglewQueryDeviceAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDEVICESTRINGEXTPROC __eglewQueryDeviceStringEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBEXTPROC __eglewQueryDisplayAttribEXT; - -EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFFORMATSEXTPROC __eglewQueryDmaBufFormatsEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYDMABUFMODIFIERSEXTPROC __eglewQueryDmaBufModifiersEXT; - -EGLEW_FUN_EXPORT PFNEGLGETOUTPUTLAYERSEXTPROC __eglewGetOutputLayersEXT; -EGLEW_FUN_EXPORT PFNEGLGETOUTPUTPORTSEXTPROC __eglewGetOutputPortsEXT; -EGLEW_FUN_EXPORT PFNEGLOUTPUTLAYERATTRIBEXTPROC __eglewOutputLayerAttribEXT; -EGLEW_FUN_EXPORT PFNEGLOUTPUTPORTATTRIBEXTPROC __eglewOutputPortAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC __eglewQueryOutputLayerAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC __eglewQueryOutputLayerStringEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC __eglewQueryOutputPortAttribEXT; -EGLEW_FUN_EXPORT PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC __eglewQueryOutputPortStringEXT; - -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC __eglewCreatePlatformPixmapSurfaceEXT; -EGLEW_FUN_EXPORT PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC __eglewCreatePlatformWindowSurfaceEXT; -EGLEW_FUN_EXPORT PFNEGLGETPLATFORMDISPLAYEXTPROC __eglewGetPlatformDisplayEXT; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMEROUTPUTEXTPROC __eglewStreamConsumerOutputEXT; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC __eglewSwapBuffersWithDamageEXT; - -EGLEW_FUN_EXPORT PFNEGLCREATEPIXMAPSURFACEHIPROC __eglewCreatePixmapSurfaceHI; - -EGLEW_FUN_EXPORT PFNEGLCREATESYNC64KHRPROC __eglewCreateSync64KHR; - -EGLEW_FUN_EXPORT PFNEGLDEBUGMESSAGECONTROLKHRPROC __eglewDebugMessageControlKHR; -EGLEW_FUN_EXPORT PFNEGLLABELOBJECTKHRPROC __eglewLabelObjectKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYDEBUGKHRPROC __eglewQueryDebugKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATEIMAGEKHRPROC __eglewCreateImageKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYIMAGEKHRPROC __eglewDestroyImageKHR; - -EGLEW_FUN_EXPORT PFNEGLLOCKSURFACEKHRPROC __eglewLockSurfaceKHR; -EGLEW_FUN_EXPORT PFNEGLUNLOCKSURFACEKHRPROC __eglewUnlockSurfaceKHR; - -EGLEW_FUN_EXPORT PFNEGLQUERYSURFACE64KHRPROC __eglewQuerySurface64KHR; - -EGLEW_FUN_EXPORT PFNEGLSETDAMAGEREGIONKHRPROC __eglewSetDamageRegionKHR; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCKHRPROC __eglewClientWaitSyncKHR; -EGLEW_FUN_EXPORT PFNEGLCREATESYNCKHRPROC __eglewCreateSyncKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCKHRPROC __eglewDestroySyncKHR; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBKHRPROC __eglewGetSyncAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCKHRPROC __eglewSignalSyncKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMKHRPROC __eglewCreateStreamKHR; -EGLEW_FUN_EXPORT PFNEGLDESTROYSTREAMKHRPROC __eglewDestroyStreamKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMKHRPROC __eglewQueryStreamKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMU64KHRPROC __eglewQueryStreamu64KHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMATTRIBKHRPROC __eglewStreamAttribKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMATTRIBKHRPROC __eglewCreateStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMATTRIBKHRPROC __eglewQueryStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSETSTREAMATTRIBKHRPROC __eglewSetStreamAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC __eglewStreamConsumerAcquireAttribKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC __eglewStreamConsumerReleaseAttribKHR; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERACQUIREKHRPROC __eglewStreamConsumerAcquireKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC __eglewStreamConsumerGLTextureExternalKHR; -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERRELEASEKHRPROC __eglewStreamConsumerReleaseKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC __eglewCreateStreamFromFileDescriptorKHR; -EGLEW_FUN_EXPORT PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC __eglewGetStreamFileDescriptorKHR; - -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMTIMEKHRPROC __eglewQueryStreamTimeKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC __eglewCreateStreamProducerSurfaceKHR; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC __eglewSwapBuffersWithDamageKHR; - -EGLEW_FUN_EXPORT PFNEGLWAITSYNCKHRPROC __eglewWaitSyncKHR; - -EGLEW_FUN_EXPORT PFNEGLCREATEDRMIMAGEMESAPROC __eglewCreateDRMImageMESA; -EGLEW_FUN_EXPORT PFNEGLEXPORTDRMIMAGEMESAPROC __eglewExportDRMImageMESA; - -EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEMESAPROC __eglewExportDMABUFImageMESA; -EGLEW_FUN_EXPORT PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC __eglewExportDMABUFImageQueryMESA; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGIONNOKPROC __eglewSwapBuffersRegionNOK; - -EGLEW_FUN_EXPORT PFNEGLSWAPBUFFERSREGION2NOKPROC __eglewSwapBuffersRegion2NOK; - -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEDISPLAYNVPROC __eglewQueryNativeDisplayNV; -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEPIXMAPNVPROC __eglewQueryNativePixmapNV; -EGLEW_FUN_EXPORT PFNEGLQUERYNATIVEWINDOWNVPROC __eglewQueryNativeWindowNV; - -EGLEW_FUN_EXPORT PFNEGLPOSTSUBBUFFERNVPROC __eglewPostSubBufferNV; - -EGLEW_FUN_EXPORT PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC __eglewStreamConsumerGLTextureExternalAttribsNV; - -EGLEW_FUN_EXPORT PFNEGLQUERYDISPLAYATTRIBNVPROC __eglewQueryDisplayAttribNV; -EGLEW_FUN_EXPORT PFNEGLQUERYSTREAMMETADATANVPROC __eglewQueryStreamMetadataNV; -EGLEW_FUN_EXPORT PFNEGLSETSTREAMMETADATANVPROC __eglewSetStreamMetadataNV; - -EGLEW_FUN_EXPORT PFNEGLRESETSTREAMNVPROC __eglewResetStreamNV; - -EGLEW_FUN_EXPORT PFNEGLCREATESTREAMSYNCNVPROC __eglewCreateStreamSyncNV; - -EGLEW_FUN_EXPORT PFNEGLCLIENTWAITSYNCNVPROC __eglewClientWaitSyncNV; -EGLEW_FUN_EXPORT PFNEGLCREATEFENCESYNCNVPROC __eglewCreateFenceSyncNV; -EGLEW_FUN_EXPORT PFNEGLDESTROYSYNCNVPROC __eglewDestroySyncNV; -EGLEW_FUN_EXPORT PFNEGLFENCENVPROC __eglewFenceNV; -EGLEW_FUN_EXPORT PFNEGLGETSYNCATTRIBNVPROC __eglewGetSyncAttribNV; -EGLEW_FUN_EXPORT PFNEGLSIGNALSYNCNVPROC __eglewSignalSyncNV; - -EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC __eglewGetSystemTimeFrequencyNV; -EGLEW_FUN_EXPORT PFNEGLGETSYSTEMTIMENVPROC __eglewGetSystemTimeNV; -EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_0; -EGLEW_VAR_EXPORT GLboolean __EGLEW_VERSION_1_1; 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-EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_stream_sync; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_sync; -EGLEW_VAR_EXPORT GLboolean __EGLEW_NV_system_time; -EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_buffer; -EGLEW_VAR_EXPORT GLboolean __EGLEW_TIZEN_image_native_surface; -/* ------------------------------------------------------------------------ */ - -GLEWAPI GLenum GLEWAPIENTRY eglewInit (EGLDisplay display); -GLEWAPI GLboolean GLEWAPIENTRY eglewIsSupported (const char *name); - -#define EGLEW_GET_VAR(x) (*(const GLboolean*)&x) -#define EGLEW_GET_FUN(x) x - -GLEWAPI GLboolean GLEWAPIENTRY eglewGetExtension (const char *name); - -#ifdef __cplusplus -} -#endif - -#endif /* __eglew_h__ */ diff --git a/glew/include/GL/glew.h b/glew/include/GL/glew.h deleted file mode 100644 index b5b6987..0000000 --- a/glew/include/GL/glew.h +++ /dev/null @@ -1,23686 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __glew_h__ -#define __glew_h__ -#define __GLEW_H__ - -#if defined(__gl_h_) || defined(__GL_H__) || defined(_GL_H) || defined(__X_GL_H) -#error gl.h included before glew.h -#endif -#if defined(__gl2_h_) -#error gl2.h included before glew.h -#endif -#if defined(__gltypes_h_) -#error gltypes.h included before glew.h -#endif -#if defined(__REGAL_H__) -#error Regal.h included before glew.h -#endif -#if defined(__glext_h_) || defined(__GLEXT_H_) -#error glext.h included before glew.h -#endif -#if defined(__gl_ATI_h_) -#error glATI.h included before glew.h -#endif - -#define __gl_h_ -#define __gl2_h_ -#define __GL_H__ -#define _GL_H -#define __gltypes_h_ -#define __REGAL_H__ -#define __X_GL_H -#define __glext_h_ -#define __GLEXT_H_ -#define __gl_ATI_h_ - -#if defined(_WIN32) - -/* - * GLEW does not include to avoid name space pollution. - * GL needs GLAPI and GLAPIENTRY, GLU needs APIENTRY, CALLBACK, and wchar_t - * defined properly. - */ -/* and */ -#ifdef APIENTRY -# ifndef GLAPIENTRY -# define GLAPIENTRY APIENTRY -# endif -# ifndef GLEWAPIENTRY -# define GLEWAPIENTRY APIENTRY -# endif -#else -#define GLEW_APIENTRY_DEFINED -# if defined(__MINGW32__) || defined(__CYGWIN__) || (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) -# define APIENTRY __stdcall -# ifndef GLAPIENTRY -# define GLAPIENTRY __stdcall -# endif -# ifndef GLEWAPIENTRY -# define GLEWAPIENTRY __stdcall -# endif -# else -# define APIENTRY -# endif -#endif -#ifndef GLAPI -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define GLAPI extern -# endif -#endif -/* */ -#ifndef CALLBACK -#define GLEW_CALLBACK_DEFINED -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define CALLBACK __attribute__ ((__stdcall__)) -# elif (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS) -# define CALLBACK __stdcall -# else -# define CALLBACK -# endif -#endif -/* and */ -#ifndef WINGDIAPI -#define GLEW_WINGDIAPI_DEFINED -#define WINGDIAPI __declspec(dllimport) -#endif -/* */ -#if (defined(_MSC_VER) || defined(__BORLANDC__)) && !defined(_WCHAR_T_DEFINED) -typedef unsigned short wchar_t; -# define _WCHAR_T_DEFINED -#endif -/* */ -#if !defined(_W64) -# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && defined(_MSC_VER) && _MSC_VER >= 1300 -# define _W64 __w64 -# else -# define _W64 -# endif -#endif -#if !defined(_PTRDIFF_T_DEFINED) && !defined(_PTRDIFF_T_) && !defined(__MINGW64__) -# ifdef _WIN64 -typedef __int64 ptrdiff_t; -# else -typedef _W64 int ptrdiff_t; -# endif -# define _PTRDIFF_T_DEFINED -# define _PTRDIFF_T_ -#endif - -#ifndef GLAPI -# if defined(__MINGW32__) || defined(__CYGWIN__) -# define GLAPI extern -# else -# define GLAPI WINGDIAPI -# endif -#endif - -/* - * GLEW_STATIC is defined for static library. - * GLEW_BUILD is defined for building the DLL library. - */ - -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# ifdef GLEW_BUILD -# define GLEWAPI extern __declspec(dllexport) -# else -# define GLEWAPI extern __declspec(dllimport) -# endif -#endif - -#else /* _UNIX */ - -/* - * Needed for ptrdiff_t in turn needed by VBO. This is defined by ISO - * C. On my system, this amounts to _3 lines_ of included code, all of - * them pretty much harmless. If you know of a way of detecting 32 vs - * 64 _targets_ at compile time you are free to replace this with - * something that's portable. For now, _this_ is the portable solution. - * (mem, 2004-01-04) - */ - -#include - -/* SGI MIPSPro doesn't like stdint.h in C++ mode */ -/* ID: 3376260 Solaris 9 has inttypes.h, but not stdint.h */ - -#if (defined(__sgi) || defined(__sun)) && !defined(__GNUC__) -#include -#else -#include -#endif - -#define GLEW_APIENTRY_DEFINED -#define APIENTRY - -/* - * GLEW_STATIC is defined for static library. - */ - -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# if defined(__GNUC__) && __GNUC__>=4 -# define GLEWAPI extern __attribute__ ((visibility("default"))) -# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC) -# define GLEWAPI extern __global -# else -# define GLEWAPI extern -# endif -#endif - -/* */ -#ifndef GLAPI -#define GLAPI extern -#endif - -#endif /* _WIN32 */ - -#ifndef GLAPIENTRY -#define GLAPIENTRY -#endif - -#ifndef GLEWAPIENTRY -#define GLEWAPIENTRY -#endif - -#define GLEW_VAR_EXPORT GLEWAPI -#define GLEW_FUN_EXPORT GLEWAPI - -#ifdef __cplusplus -extern "C" { -#endif - -/* ----------------------------- GL_VERSION_1_1 ---------------------------- */ - -#ifndef GL_VERSION_1_1 -#define GL_VERSION_1_1 1 - -typedef unsigned int GLenum; -typedef unsigned int GLbitfield; -typedef unsigned int GLuint; -typedef int GLint; -typedef int GLsizei; -typedef unsigned char GLboolean; -typedef signed char GLbyte; -typedef short GLshort; -typedef unsigned char GLubyte; -typedef unsigned short GLushort; -typedef unsigned long GLulong; -typedef float GLfloat; -typedef float GLclampf; -typedef double GLdouble; -typedef double GLclampd; -typedef void GLvoid; -#if defined(_MSC_VER) && _MSC_VER < 1400 -typedef __int64 GLint64EXT; -typedef unsigned __int64 GLuint64EXT; -#elif defined(_MSC_VER) || defined(__BORLANDC__) -typedef signed long long GLint64EXT; -typedef unsigned long long GLuint64EXT; -#else -# if defined(__MINGW32__) || defined(__CYGWIN__) -#include -# endif -typedef int64_t GLint64EXT; -typedef uint64_t GLuint64EXT; -#endif -typedef GLint64EXT GLint64; -typedef GLuint64EXT GLuint64; -typedef struct __GLsync *GLsync; - -typedef char GLchar; - -#define GL_ZERO 0 -#define GL_FALSE 0 -#define GL_LOGIC_OP 0x0BF1 -#define GL_NONE 0 -#define GL_TEXTURE_COMPONENTS 0x1003 -#define GL_NO_ERROR 0 -#define GL_POINTS 0x0000 -#define GL_CURRENT_BIT 0x00000001 -#define GL_TRUE 1 -#define GL_ONE 1 -#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 -#define GL_LINES 0x0001 -#define GL_LINE_LOOP 0x0002 -#define GL_POINT_BIT 0x00000002 -#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 -#define GL_LINE_STRIP 0x0003 -#define GL_LINE_BIT 0x00000004 -#define GL_TRIANGLES 0x0004 -#define GL_TRIANGLE_STRIP 0x0005 -#define GL_TRIANGLE_FAN 0x0006 -#define GL_QUADS 0x0007 -#define GL_QUAD_STRIP 0x0008 -#define GL_POLYGON_BIT 0x00000008 -#define GL_POLYGON 0x0009 -#define GL_POLYGON_STIPPLE_BIT 0x00000010 -#define GL_PIXEL_MODE_BIT 0x00000020 -#define GL_LIGHTING_BIT 0x00000040 -#define GL_FOG_BIT 0x00000080 -#define GL_DEPTH_BUFFER_BIT 0x00000100 -#define GL_ACCUM 0x0100 -#define GL_LOAD 0x0101 -#define GL_RETURN 0x0102 -#define GL_MULT 0x0103 -#define GL_ADD 0x0104 -#define GL_NEVER 0x0200 -#define GL_ACCUM_BUFFER_BIT 0x00000200 -#define GL_LESS 0x0201 -#define GL_EQUAL 0x0202 -#define GL_LEQUAL 0x0203 -#define GL_GREATER 0x0204 -#define GL_NOTEQUAL 0x0205 -#define GL_GEQUAL 0x0206 -#define GL_ALWAYS 0x0207 -#define GL_SRC_COLOR 0x0300 -#define GL_ONE_MINUS_SRC_COLOR 0x0301 -#define GL_SRC_ALPHA 0x0302 -#define GL_ONE_MINUS_SRC_ALPHA 0x0303 -#define GL_DST_ALPHA 0x0304 -#define GL_ONE_MINUS_DST_ALPHA 0x0305 -#define GL_DST_COLOR 0x0306 -#define GL_ONE_MINUS_DST_COLOR 0x0307 -#define GL_SRC_ALPHA_SATURATE 0x0308 -#define GL_STENCIL_BUFFER_BIT 0x00000400 -#define GL_FRONT_LEFT 0x0400 -#define GL_FRONT_RIGHT 0x0401 -#define GL_BACK_LEFT 0x0402 -#define GL_BACK_RIGHT 0x0403 -#define GL_FRONT 0x0404 -#define GL_BACK 0x0405 -#define GL_LEFT 0x0406 -#define GL_RIGHT 0x0407 -#define GL_FRONT_AND_BACK 0x0408 -#define GL_AUX0 0x0409 -#define GL_AUX1 0x040A -#define GL_AUX2 0x040B -#define GL_AUX3 0x040C -#define GL_INVALID_ENUM 0x0500 -#define GL_INVALID_VALUE 0x0501 -#define GL_INVALID_OPERATION 0x0502 -#define GL_STACK_OVERFLOW 0x0503 -#define GL_STACK_UNDERFLOW 0x0504 -#define GL_OUT_OF_MEMORY 0x0505 -#define GL_2D 0x0600 -#define GL_3D 0x0601 -#define GL_3D_COLOR 0x0602 -#define GL_3D_COLOR_TEXTURE 0x0603 -#define GL_4D_COLOR_TEXTURE 0x0604 -#define GL_PASS_THROUGH_TOKEN 0x0700 -#define GL_POINT_TOKEN 0x0701 -#define GL_LINE_TOKEN 0x0702 -#define GL_POLYGON_TOKEN 0x0703 -#define GL_BITMAP_TOKEN 0x0704 -#define GL_DRAW_PIXEL_TOKEN 0x0705 -#define GL_COPY_PIXEL_TOKEN 0x0706 -#define GL_LINE_RESET_TOKEN 0x0707 -#define GL_EXP 0x0800 -#define GL_VIEWPORT_BIT 0x00000800 -#define GL_EXP2 0x0801 -#define GL_CW 0x0900 -#define GL_CCW 0x0901 -#define GL_COEFF 0x0A00 -#define GL_ORDER 0x0A01 -#define GL_DOMAIN 0x0A02 -#define GL_CURRENT_COLOR 0x0B00 -#define GL_CURRENT_INDEX 0x0B01 -#define GL_CURRENT_NORMAL 0x0B02 -#define GL_CURRENT_TEXTURE_COORDS 0x0B03 -#define GL_CURRENT_RASTER_COLOR 0x0B04 -#define GL_CURRENT_RASTER_INDEX 0x0B05 -#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 -#define GL_CURRENT_RASTER_POSITION 0x0B07 -#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 -#define GL_CURRENT_RASTER_DISTANCE 0x0B09 -#define GL_POINT_SMOOTH 0x0B10 -#define GL_POINT_SIZE 0x0B11 -#define GL_POINT_SIZE_RANGE 0x0B12 -#define GL_POINT_SIZE_GRANULARITY 0x0B13 -#define GL_LINE_SMOOTH 0x0B20 -#define GL_LINE_WIDTH 0x0B21 -#define GL_LINE_WIDTH_RANGE 0x0B22 -#define GL_LINE_WIDTH_GRANULARITY 0x0B23 -#define GL_LINE_STIPPLE 0x0B24 -#define GL_LINE_STIPPLE_PATTERN 0x0B25 -#define GL_LINE_STIPPLE_REPEAT 0x0B26 -#define GL_LIST_MODE 0x0B30 -#define GL_MAX_LIST_NESTING 0x0B31 -#define GL_LIST_BASE 0x0B32 -#define GL_LIST_INDEX 0x0B33 -#define GL_POLYGON_MODE 0x0B40 -#define GL_POLYGON_SMOOTH 0x0B41 -#define GL_POLYGON_STIPPLE 0x0B42 -#define GL_EDGE_FLAG 0x0B43 -#define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 -#define GL_LIGHTING 0x0B50 -#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 -#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 -#define GL_LIGHT_MODEL_AMBIENT 0x0B53 -#define GL_SHADE_MODEL 0x0B54 -#define GL_COLOR_MATERIAL_FACE 0x0B55 -#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 -#define GL_COLOR_MATERIAL 0x0B57 -#define GL_FOG 0x0B60 -#define GL_FOG_INDEX 0x0B61 -#define GL_FOG_DENSITY 0x0B62 -#define GL_FOG_START 0x0B63 -#define GL_FOG_END 0x0B64 -#define GL_FOG_MODE 0x0B65 -#define GL_FOG_COLOR 0x0B66 -#define GL_DEPTH_RANGE 0x0B70 -#define GL_DEPTH_TEST 0x0B71 -#define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DEPTH_CLEAR_VALUE 0x0B73 -#define GL_DEPTH_FUNC 0x0B74 -#define GL_ACCUM_CLEAR_VALUE 0x0B80 -#define GL_STENCIL_TEST 0x0B90 -#define GL_STENCIL_CLEAR_VALUE 0x0B91 -#define GL_STENCIL_FUNC 0x0B92 -#define GL_STENCIL_VALUE_MASK 0x0B93 -#define GL_STENCIL_FAIL 0x0B94 -#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 -#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 -#define GL_STENCIL_REF 0x0B97 -#define GL_STENCIL_WRITEMASK 0x0B98 -#define GL_MATRIX_MODE 0x0BA0 -#define GL_NORMALIZE 0x0BA1 -#define GL_VIEWPORT 0x0BA2 -#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 -#define GL_PROJECTION_STACK_DEPTH 0x0BA4 -#define GL_TEXTURE_STACK_DEPTH 0x0BA5 -#define GL_MODELVIEW_MATRIX 0x0BA6 -#define GL_PROJECTION_MATRIX 0x0BA7 -#define GL_TEXTURE_MATRIX 0x0BA8 -#define GL_ATTRIB_STACK_DEPTH 0x0BB0 -#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 -#define GL_ALPHA_TEST 0x0BC0 -#define GL_ALPHA_TEST_FUNC 0x0BC1 -#define GL_ALPHA_TEST_REF 0x0BC2 -#define GL_DITHER 0x0BD0 -#define GL_BLEND_DST 0x0BE0 -#define GL_BLEND_SRC 0x0BE1 -#define GL_BLEND 0x0BE2 -#define GL_LOGIC_OP_MODE 0x0BF0 -#define GL_INDEX_LOGIC_OP 0x0BF1 -#define GL_COLOR_LOGIC_OP 0x0BF2 -#define GL_AUX_BUFFERS 0x0C00 -#define GL_DRAW_BUFFER 0x0C01 -#define GL_READ_BUFFER 0x0C02 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_INDEX_CLEAR_VALUE 0x0C20 -#define GL_INDEX_WRITEMASK 0x0C21 -#define GL_COLOR_CLEAR_VALUE 0x0C22 -#define GL_COLOR_WRITEMASK 0x0C23 -#define GL_INDEX_MODE 0x0C30 -#define GL_RGBA_MODE 0x0C31 -#define GL_DOUBLEBUFFER 0x0C32 -#define GL_STEREO 0x0C33 -#define GL_RENDER_MODE 0x0C40 -#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 -#define GL_POINT_SMOOTH_HINT 0x0C51 -#define GL_LINE_SMOOTH_HINT 0x0C52 -#define GL_POLYGON_SMOOTH_HINT 0x0C53 -#define GL_FOG_HINT 0x0C54 -#define GL_TEXTURE_GEN_S 0x0C60 -#define GL_TEXTURE_GEN_T 0x0C61 -#define GL_TEXTURE_GEN_R 0x0C62 -#define GL_TEXTURE_GEN_Q 0x0C63 -#define GL_PIXEL_MAP_I_TO_I 0x0C70 -#define GL_PIXEL_MAP_S_TO_S 0x0C71 -#define GL_PIXEL_MAP_I_TO_R 0x0C72 -#define GL_PIXEL_MAP_I_TO_G 0x0C73 -#define GL_PIXEL_MAP_I_TO_B 0x0C74 -#define GL_PIXEL_MAP_I_TO_A 0x0C75 -#define GL_PIXEL_MAP_R_TO_R 0x0C76 -#define GL_PIXEL_MAP_G_TO_G 0x0C77 -#define GL_PIXEL_MAP_B_TO_B 0x0C78 -#define GL_PIXEL_MAP_A_TO_A 0x0C79 -#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 -#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 -#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 -#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 -#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 -#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 -#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 -#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 -#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 -#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 -#define GL_UNPACK_SWAP_BYTES 0x0CF0 -#define GL_UNPACK_LSB_FIRST 0x0CF1 -#define GL_UNPACK_ROW_LENGTH 0x0CF2 -#define GL_UNPACK_SKIP_ROWS 0x0CF3 -#define GL_UNPACK_SKIP_PIXELS 0x0CF4 -#define GL_UNPACK_ALIGNMENT 0x0CF5 -#define GL_PACK_SWAP_BYTES 0x0D00 -#define GL_PACK_LSB_FIRST 0x0D01 -#define GL_PACK_ROW_LENGTH 0x0D02 -#define GL_PACK_SKIP_ROWS 0x0D03 -#define GL_PACK_SKIP_PIXELS 0x0D04 -#define GL_PACK_ALIGNMENT 0x0D05 -#define GL_MAP_COLOR 0x0D10 -#define GL_MAP_STENCIL 0x0D11 -#define GL_INDEX_SHIFT 0x0D12 -#define GL_INDEX_OFFSET 0x0D13 -#define GL_RED_SCALE 0x0D14 -#define GL_RED_BIAS 0x0D15 -#define GL_ZOOM_X 0x0D16 -#define GL_ZOOM_Y 0x0D17 -#define GL_GREEN_SCALE 0x0D18 -#define GL_GREEN_BIAS 0x0D19 -#define GL_BLUE_SCALE 0x0D1A -#define GL_BLUE_BIAS 0x0D1B -#define GL_ALPHA_SCALE 0x0D1C -#define GL_ALPHA_BIAS 0x0D1D -#define GL_DEPTH_SCALE 0x0D1E -#define GL_DEPTH_BIAS 0x0D1F -#define GL_MAX_EVAL_ORDER 0x0D30 -#define GL_MAX_LIGHTS 0x0D31 -#define GL_MAX_CLIP_PLANES 0x0D32 -#define GL_MAX_TEXTURE_SIZE 0x0D33 -#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 -#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 -#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 -#define GL_MAX_NAME_STACK_DEPTH 0x0D37 -#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 -#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 -#define GL_MAX_VIEWPORT_DIMS 0x0D3A -#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B -#define GL_SUBPIXEL_BITS 0x0D50 -#define GL_INDEX_BITS 0x0D51 -#define GL_RED_BITS 0x0D52 -#define GL_GREEN_BITS 0x0D53 -#define GL_BLUE_BITS 0x0D54 -#define GL_ALPHA_BITS 0x0D55 -#define GL_DEPTH_BITS 0x0D56 -#define GL_STENCIL_BITS 0x0D57 -#define GL_ACCUM_RED_BITS 0x0D58 -#define GL_ACCUM_GREEN_BITS 0x0D59 -#define GL_ACCUM_BLUE_BITS 0x0D5A -#define GL_ACCUM_ALPHA_BITS 0x0D5B -#define GL_NAME_STACK_DEPTH 0x0D70 -#define GL_AUTO_NORMAL 0x0D80 -#define GL_MAP1_COLOR_4 0x0D90 -#define GL_MAP1_INDEX 0x0D91 -#define GL_MAP1_NORMAL 0x0D92 -#define GL_MAP1_TEXTURE_COORD_1 0x0D93 -#define GL_MAP1_TEXTURE_COORD_2 0x0D94 -#define GL_MAP1_TEXTURE_COORD_3 0x0D95 -#define GL_MAP1_TEXTURE_COORD_4 0x0D96 -#define GL_MAP1_VERTEX_3 0x0D97 -#define GL_MAP1_VERTEX_4 0x0D98 -#define GL_MAP2_COLOR_4 0x0DB0 -#define GL_MAP2_INDEX 0x0DB1 -#define GL_MAP2_NORMAL 0x0DB2 -#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 -#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 -#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 -#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 -#define GL_MAP2_VERTEX_3 0x0DB7 -#define GL_MAP2_VERTEX_4 0x0DB8 -#define GL_MAP1_GRID_DOMAIN 0x0DD0 -#define GL_MAP1_GRID_SEGMENTS 0x0DD1 -#define GL_MAP2_GRID_DOMAIN 0x0DD2 -#define GL_MAP2_GRID_SEGMENTS 0x0DD3 -#define GL_TEXTURE_1D 0x0DE0 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 -#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 -#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 -#define GL_SELECTION_BUFFER_POINTER 0x0DF3 -#define GL_SELECTION_BUFFER_SIZE 0x0DF4 -#define GL_TEXTURE_WIDTH 0x1000 -#define GL_TRANSFORM_BIT 0x00001000 -#define GL_TEXTURE_HEIGHT 0x1001 -#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 -#define GL_TEXTURE_BORDER_COLOR 0x1004 -#define GL_TEXTURE_BORDER 0x1005 -#define GL_DONT_CARE 0x1100 -#define GL_FASTEST 0x1101 -#define GL_NICEST 0x1102 -#define GL_AMBIENT 0x1200 -#define GL_DIFFUSE 0x1201 -#define GL_SPECULAR 0x1202 -#define GL_POSITION 0x1203 -#define GL_SPOT_DIRECTION 0x1204 -#define GL_SPOT_EXPONENT 0x1205 -#define GL_SPOT_CUTOFF 0x1206 -#define GL_CONSTANT_ATTENUATION 0x1207 -#define GL_LINEAR_ATTENUATION 0x1208 -#define GL_QUADRATIC_ATTENUATION 0x1209 -#define GL_COMPILE 0x1300 -#define GL_COMPILE_AND_EXECUTE 0x1301 -#define GL_BYTE 0x1400 -#define GL_UNSIGNED_BYTE 0x1401 -#define GL_SHORT 0x1402 -#define GL_UNSIGNED_SHORT 0x1403 -#define GL_INT 0x1404 -#define GL_UNSIGNED_INT 0x1405 -#define GL_FLOAT 0x1406 -#define GL_2_BYTES 0x1407 -#define GL_3_BYTES 0x1408 -#define GL_4_BYTES 0x1409 -#define GL_DOUBLE 0x140A -#define GL_CLEAR 0x1500 -#define GL_AND 0x1501 -#define GL_AND_REVERSE 0x1502 -#define GL_COPY 0x1503 -#define GL_AND_INVERTED 0x1504 -#define GL_NOOP 0x1505 -#define GL_XOR 0x1506 -#define GL_OR 0x1507 -#define GL_NOR 0x1508 -#define GL_EQUIV 0x1509 -#define GL_INVERT 0x150A -#define GL_OR_REVERSE 0x150B -#define GL_COPY_INVERTED 0x150C -#define GL_OR_INVERTED 0x150D -#define GL_NAND 0x150E -#define GL_SET 0x150F -#define GL_EMISSION 0x1600 -#define GL_SHININESS 0x1601 -#define GL_AMBIENT_AND_DIFFUSE 0x1602 -#define GL_COLOR_INDEXES 0x1603 -#define GL_MODELVIEW 0x1700 -#define GL_PROJECTION 0x1701 -#define GL_TEXTURE 0x1702 -#define GL_COLOR 0x1800 -#define GL_DEPTH 0x1801 -#define GL_STENCIL 0x1802 -#define GL_COLOR_INDEX 0x1900 -#define GL_STENCIL_INDEX 0x1901 -#define GL_DEPTH_COMPONENT 0x1902 -#define GL_RED 0x1903 -#define GL_GREEN 0x1904 -#define GL_BLUE 0x1905 -#define GL_ALPHA 0x1906 -#define GL_RGB 0x1907 -#define GL_RGBA 0x1908 -#define GL_LUMINANCE 0x1909 -#define GL_LUMINANCE_ALPHA 0x190A -#define GL_BITMAP 0x1A00 -#define GL_POINT 0x1B00 -#define GL_LINE 0x1B01 -#define GL_FILL 0x1B02 -#define GL_RENDER 0x1C00 -#define GL_FEEDBACK 0x1C01 -#define GL_SELECT 0x1C02 -#define GL_FLAT 0x1D00 -#define GL_SMOOTH 0x1D01 -#define GL_KEEP 0x1E00 -#define GL_REPLACE 0x1E01 -#define GL_INCR 0x1E02 -#define GL_DECR 0x1E03 -#define GL_VENDOR 0x1F00 -#define GL_RENDERER 0x1F01 -#define GL_VERSION 0x1F02 -#define GL_EXTENSIONS 0x1F03 -#define GL_S 0x2000 -#define GL_ENABLE_BIT 0x00002000 -#define GL_T 0x2001 -#define GL_R 0x2002 -#define GL_Q 0x2003 -#define GL_MODULATE 0x2100 -#define GL_DECAL 0x2101 -#define GL_TEXTURE_ENV_MODE 0x2200 -#define GL_TEXTURE_ENV_COLOR 0x2201 -#define GL_TEXTURE_ENV 0x2300 -#define GL_EYE_LINEAR 0x2400 -#define GL_OBJECT_LINEAR 0x2401 -#define GL_SPHERE_MAP 0x2402 -#define GL_TEXTURE_GEN_MODE 0x2500 -#define GL_OBJECT_PLANE 0x2501 -#define GL_EYE_PLANE 0x2502 -#define GL_NEAREST 0x2600 -#define GL_LINEAR 0x2601 -#define GL_NEAREST_MIPMAP_NEAREST 0x2700 -#define GL_LINEAR_MIPMAP_NEAREST 0x2701 -#define GL_NEAREST_MIPMAP_LINEAR 0x2702 -#define GL_LINEAR_MIPMAP_LINEAR 0x2703 -#define GL_TEXTURE_MAG_FILTER 0x2800 -#define GL_TEXTURE_MIN_FILTER 0x2801 -#define GL_TEXTURE_WRAP_S 0x2802 -#define GL_TEXTURE_WRAP_T 0x2803 -#define GL_CLAMP 0x2900 -#define GL_REPEAT 0x2901 -#define GL_POLYGON_OFFSET_UNITS 0x2A00 -#define GL_POLYGON_OFFSET_POINT 0x2A01 -#define GL_POLYGON_OFFSET_LINE 0x2A02 -#define GL_R3_G3_B2 0x2A10 -#define GL_V2F 0x2A20 -#define GL_V3F 0x2A21 -#define GL_C4UB_V2F 0x2A22 -#define GL_C4UB_V3F 0x2A23 -#define GL_C3F_V3F 0x2A24 -#define GL_N3F_V3F 0x2A25 -#define GL_C4F_N3F_V3F 0x2A26 -#define GL_T2F_V3F 0x2A27 -#define GL_T4F_V4F 0x2A28 -#define GL_T2F_C4UB_V3F 0x2A29 -#define GL_T2F_C3F_V3F 0x2A2A -#define GL_T2F_N3F_V3F 0x2A2B -#define GL_T2F_C4F_N3F_V3F 0x2A2C -#define GL_T4F_C4F_N3F_V4F 0x2A2D -#define GL_CLIP_PLANE0 0x3000 -#define GL_CLIP_PLANE1 0x3001 -#define GL_CLIP_PLANE2 0x3002 -#define GL_CLIP_PLANE3 0x3003 -#define GL_CLIP_PLANE4 0x3004 -#define GL_CLIP_PLANE5 0x3005 -#define GL_LIGHT0 0x4000 -#define GL_COLOR_BUFFER_BIT 0x00004000 -#define GL_LIGHT1 0x4001 -#define GL_LIGHT2 0x4002 -#define GL_LIGHT3 0x4003 -#define GL_LIGHT4 0x4004 -#define GL_LIGHT5 0x4005 -#define GL_LIGHT6 0x4006 -#define GL_LIGHT7 0x4007 -#define GL_HINT_BIT 0x00008000 -#define GL_POLYGON_OFFSET_FILL 0x8037 -#define GL_POLYGON_OFFSET_FACTOR 0x8038 -#define GL_ALPHA4 0x803B -#define GL_ALPHA8 0x803C -#define GL_ALPHA12 0x803D -#define GL_ALPHA16 0x803E -#define GL_LUMINANCE4 0x803F -#define GL_LUMINANCE8 0x8040 -#define GL_LUMINANCE12 0x8041 -#define GL_LUMINANCE16 0x8042 -#define GL_LUMINANCE4_ALPHA4 0x8043 -#define GL_LUMINANCE6_ALPHA2 0x8044 -#define GL_LUMINANCE8_ALPHA8 0x8045 -#define GL_LUMINANCE12_ALPHA4 0x8046 -#define GL_LUMINANCE12_ALPHA12 0x8047 -#define GL_LUMINANCE16_ALPHA16 0x8048 -#define GL_INTENSITY 0x8049 -#define GL_INTENSITY4 0x804A -#define GL_INTENSITY8 0x804B -#define GL_INTENSITY12 0x804C -#define GL_INTENSITY16 0x804D -#define GL_RGB4 0x804F -#define GL_RGB5 0x8050 -#define GL_RGB8 0x8051 -#define GL_RGB10 0x8052 -#define GL_RGB12 0x8053 -#define GL_RGB16 0x8054 -#define GL_RGBA2 0x8055 -#define GL_RGBA4 0x8056 -#define GL_RGB5_A1 0x8057 -#define GL_RGBA8 0x8058 -#define GL_RGB10_A2 0x8059 -#define GL_RGBA12 0x805A -#define GL_RGBA16 0x805B -#define GL_TEXTURE_RED_SIZE 0x805C -#define GL_TEXTURE_GREEN_SIZE 0x805D -#define GL_TEXTURE_BLUE_SIZE 0x805E -#define GL_TEXTURE_ALPHA_SIZE 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE 0x8061 -#define GL_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_TEXTURE_PRIORITY 0x8066 -#define GL_TEXTURE_RESIDENT 0x8067 -#define GL_TEXTURE_BINDING_1D 0x8068 -#define GL_TEXTURE_BINDING_2D 0x8069 -#define GL_VERTEX_ARRAY 0x8074 -#define GL_NORMAL_ARRAY 0x8075 -#define GL_COLOR_ARRAY 0x8076 -#define GL_INDEX_ARRAY 0x8077 -#define GL_TEXTURE_COORD_ARRAY 0x8078 -#define GL_EDGE_FLAG_ARRAY 0x8079 -#define GL_VERTEX_ARRAY_SIZE 0x807A -#define GL_VERTEX_ARRAY_TYPE 0x807B -#define GL_VERTEX_ARRAY_STRIDE 0x807C -#define GL_NORMAL_ARRAY_TYPE 0x807E -#define GL_NORMAL_ARRAY_STRIDE 0x807F -#define GL_COLOR_ARRAY_SIZE 0x8081 -#define GL_COLOR_ARRAY_TYPE 0x8082 -#define GL_COLOR_ARRAY_STRIDE 0x8083 -#define GL_INDEX_ARRAY_TYPE 0x8085 -#define GL_INDEX_ARRAY_STRIDE 0x8086 -#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A -#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C -#define GL_VERTEX_ARRAY_POINTER 0x808E -#define GL_NORMAL_ARRAY_POINTER 0x808F -#define GL_COLOR_ARRAY_POINTER 0x8090 -#define GL_INDEX_ARRAY_POINTER 0x8091 -#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 -#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 -#define GL_COLOR_INDEX1_EXT 0x80E2 -#define GL_COLOR_INDEX2_EXT 0x80E3 -#define GL_COLOR_INDEX4_EXT 0x80E4 -#define GL_COLOR_INDEX8_EXT 0x80E5 -#define GL_COLOR_INDEX12_EXT 0x80E6 -#define GL_COLOR_INDEX16_EXT 0x80E7 -#define GL_EVAL_BIT 0x00010000 -#define GL_LIST_BIT 0x00020000 -#define GL_TEXTURE_BIT 0x00040000 -#define GL_SCISSOR_BIT 0x00080000 -#define GL_ALL_ATTRIB_BITS 0x000fffff -#define GL_CLIENT_ALL_ATTRIB_BITS 0xffffffff - -GLAPI void GLAPIENTRY glAccum (GLenum op, GLfloat value); -GLAPI void GLAPIENTRY glAlphaFunc (GLenum func, GLclampf ref); -GLAPI GLboolean GLAPIENTRY glAreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences); -GLAPI void GLAPIENTRY glArrayElement (GLint i); -GLAPI void GLAPIENTRY glBegin (GLenum mode); -GLAPI void GLAPIENTRY glBindTexture (GLenum target, GLuint texture); -GLAPI void GLAPIENTRY glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); -GLAPI void GLAPIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); -GLAPI void GLAPIENTRY glCallList (GLuint list); -GLAPI void GLAPIENTRY glCallLists (GLsizei n, GLenum type, const void *lists); -GLAPI void GLAPIENTRY glClear (GLbitfield mask); -GLAPI void GLAPIENTRY glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -GLAPI void GLAPIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); -GLAPI void GLAPIENTRY glClearDepth (GLclampd depth); -GLAPI void GLAPIENTRY glClearIndex (GLfloat c); -GLAPI void GLAPIENTRY glClearStencil (GLint s); -GLAPI void GLAPIENTRY glClipPlane (GLenum plane, const GLdouble *equation); -GLAPI void GLAPIENTRY glColor3b (GLbyte red, GLbyte green, GLbyte blue); -GLAPI void GLAPIENTRY glColor3bv (const GLbyte *v); -GLAPI void GLAPIENTRY glColor3d (GLdouble red, GLdouble green, GLdouble blue); -GLAPI void GLAPIENTRY glColor3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glColor3f (GLfloat red, GLfloat green, GLfloat blue); -GLAPI void GLAPIENTRY glColor3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glColor3i (GLint red, GLint green, GLint blue); -GLAPI void GLAPIENTRY glColor3iv (const GLint *v); -GLAPI void GLAPIENTRY glColor3s (GLshort red, GLshort green, GLshort blue); -GLAPI void GLAPIENTRY glColor3sv (const GLshort *v); -GLAPI void GLAPIENTRY glColor3ub (GLubyte red, GLubyte green, GLubyte blue); -GLAPI void GLAPIENTRY glColor3ubv (const GLubyte *v); -GLAPI void GLAPIENTRY glColor3ui (GLuint red, GLuint green, GLuint blue); -GLAPI void GLAPIENTRY glColor3uiv (const GLuint *v); -GLAPI void GLAPIENTRY glColor3us (GLushort red, GLushort green, GLushort blue); -GLAPI void GLAPIENTRY glColor3usv (const GLushort *v); -GLAPI void GLAPIENTRY glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); -GLAPI void GLAPIENTRY glColor4bv (const GLbyte *v); -GLAPI void GLAPIENTRY glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); -GLAPI void GLAPIENTRY glColor4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -GLAPI void GLAPIENTRY glColor4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glColor4i (GLint red, GLint green, GLint blue, GLint alpha); -GLAPI void GLAPIENTRY glColor4iv (const GLint *v); -GLAPI void GLAPIENTRY glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha); -GLAPI void GLAPIENTRY glColor4sv (const GLshort *v); -GLAPI void GLAPIENTRY glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); -GLAPI void GLAPIENTRY glColor4ubv (const GLubyte *v); -GLAPI void GLAPIENTRY glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha); -GLAPI void GLAPIENTRY glColor4uiv (const GLuint *v); -GLAPI void GLAPIENTRY glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha); -GLAPI void GLAPIENTRY glColor4usv (const GLushort *v); -GLAPI void GLAPIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); -GLAPI void GLAPIENTRY glColorMaterial (GLenum face, GLenum mode); -GLAPI void GLAPIENTRY glColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); -GLAPI void GLAPIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); -GLAPI void GLAPIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -GLAPI void GLAPIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -GLAPI void GLAPIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -GLAPI void GLAPIENTRY glCullFace (GLenum mode); -GLAPI void GLAPIENTRY glDeleteLists (GLuint list, GLsizei range); -GLAPI void GLAPIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); -GLAPI void GLAPIENTRY glDepthFunc (GLenum func); -GLAPI void GLAPIENTRY glDepthMask (GLboolean flag); -GLAPI void GLAPIENTRY glDepthRange (GLclampd zNear, GLclampd zFar); -GLAPI void GLAPIENTRY glDisable (GLenum cap); -GLAPI void GLAPIENTRY glDisableClientState (GLenum array); -GLAPI void GLAPIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); -GLAPI void GLAPIENTRY glDrawBuffer (GLenum mode); -GLAPI void GLAPIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); -GLAPI void GLAPIENTRY glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glEdgeFlag (GLboolean flag); -GLAPI void GLAPIENTRY glEdgeFlagPointer (GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glEdgeFlagv (const GLboolean *flag); -GLAPI void GLAPIENTRY glEnable (GLenum cap); -GLAPI void GLAPIENTRY glEnableClientState (GLenum array); -GLAPI void GLAPIENTRY glEnd (void); -GLAPI void GLAPIENTRY glEndList (void); -GLAPI void GLAPIENTRY glEvalCoord1d (GLdouble u); -GLAPI void GLAPIENTRY glEvalCoord1dv (const GLdouble *u); -GLAPI void GLAPIENTRY glEvalCoord1f (GLfloat u); -GLAPI void GLAPIENTRY glEvalCoord1fv (const GLfloat *u); -GLAPI void GLAPIENTRY glEvalCoord2d (GLdouble u, GLdouble v); -GLAPI void GLAPIENTRY glEvalCoord2dv (const GLdouble *u); -GLAPI void GLAPIENTRY glEvalCoord2f (GLfloat u, GLfloat v); -GLAPI void GLAPIENTRY glEvalCoord2fv (const GLfloat *u); -GLAPI void GLAPIENTRY glEvalMesh1 (GLenum mode, GLint i1, GLint i2); -GLAPI void GLAPIENTRY glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); -GLAPI void GLAPIENTRY glEvalPoint1 (GLint i); -GLAPI void GLAPIENTRY glEvalPoint2 (GLint i, GLint j); -GLAPI void GLAPIENTRY glFeedbackBuffer (GLsizei size, GLenum type, GLfloat *buffer); -GLAPI void GLAPIENTRY glFinish (void); -GLAPI void GLAPIENTRY glFlush (void); -GLAPI void GLAPIENTRY glFogf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glFogfv (GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glFogi (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glFogiv (GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glFrontFace (GLenum mode); -GLAPI void GLAPIENTRY glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); -GLAPI GLuint GLAPIENTRY glGenLists (GLsizei range); -GLAPI void GLAPIENTRY glGenTextures (GLsizei n, GLuint *textures); -GLAPI void GLAPIENTRY glGetBooleanv (GLenum pname, GLboolean *params); -GLAPI void GLAPIENTRY glGetClipPlane (GLenum plane, GLdouble *equation); -GLAPI void GLAPIENTRY glGetDoublev (GLenum pname, GLdouble *params); -GLAPI GLenum GLAPIENTRY glGetError (void); -GLAPI void GLAPIENTRY glGetFloatv (GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetIntegerv (GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetLightfv (GLenum light, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetLightiv (GLenum light, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetMapdv (GLenum target, GLenum query, GLdouble *v); -GLAPI void GLAPIENTRY glGetMapfv (GLenum target, GLenum query, GLfloat *v); -GLAPI void GLAPIENTRY glGetMapiv (GLenum target, GLenum query, GLint *v); -GLAPI void GLAPIENTRY glGetMaterialfv (GLenum face, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetMaterialiv (GLenum face, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetPixelMapfv (GLenum map, GLfloat *values); -GLAPI void GLAPIENTRY glGetPixelMapuiv (GLenum map, GLuint *values); -GLAPI void GLAPIENTRY glGetPixelMapusv (GLenum map, GLushort *values); -GLAPI void GLAPIENTRY glGetPointerv (GLenum pname, void* *params); -GLAPI void GLAPIENTRY glGetPolygonStipple (GLubyte *mask); -GLAPI const GLubyte * GLAPIENTRY glGetString (GLenum name); -GLAPI void GLAPIENTRY glGetTexEnvfv (GLenum target, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexEnviv (GLenum target, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexGendv (GLenum coord, GLenum pname, GLdouble *params); -GLAPI void GLAPIENTRY glGetTexGenfv (GLenum coord, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexGeniv (GLenum coord, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -GLAPI void GLAPIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); -GLAPI void GLAPIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); -GLAPI void GLAPIENTRY glHint (GLenum target, GLenum mode); -GLAPI void GLAPIENTRY glIndexMask (GLuint mask); -GLAPI void GLAPIENTRY glIndexPointer (GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glIndexd (GLdouble c); -GLAPI void GLAPIENTRY glIndexdv (const GLdouble *c); -GLAPI void GLAPIENTRY glIndexf (GLfloat c); -GLAPI void GLAPIENTRY glIndexfv (const GLfloat *c); -GLAPI void GLAPIENTRY glIndexi (GLint c); -GLAPI void GLAPIENTRY glIndexiv (const GLint *c); -GLAPI void GLAPIENTRY glIndexs (GLshort c); -GLAPI void GLAPIENTRY glIndexsv (const GLshort *c); -GLAPI void GLAPIENTRY glIndexub (GLubyte c); -GLAPI void GLAPIENTRY glIndexubv (const GLubyte *c); -GLAPI void GLAPIENTRY glInitNames (void); -GLAPI void GLAPIENTRY glInterleavedArrays (GLenum format, GLsizei stride, const void *pointer); -GLAPI GLboolean GLAPIENTRY glIsEnabled (GLenum cap); -GLAPI GLboolean GLAPIENTRY glIsList (GLuint list); -GLAPI GLboolean GLAPIENTRY glIsTexture (GLuint texture); -GLAPI void GLAPIENTRY glLightModelf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glLightModelfv (GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glLightModeli (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glLightModeliv (GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glLightf (GLenum light, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glLightfv (GLenum light, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glLighti (GLenum light, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glLightiv (GLenum light, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glLineStipple (GLint factor, GLushort pattern); -GLAPI void GLAPIENTRY glLineWidth (GLfloat width); -GLAPI void GLAPIENTRY glListBase (GLuint base); -GLAPI void GLAPIENTRY glLoadIdentity (void); -GLAPI void GLAPIENTRY glLoadMatrixd (const GLdouble *m); -GLAPI void GLAPIENTRY glLoadMatrixf (const GLfloat *m); -GLAPI void GLAPIENTRY glLoadName (GLuint name); -GLAPI void GLAPIENTRY glLogicOp (GLenum opcode); -GLAPI void GLAPIENTRY glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); -GLAPI void GLAPIENTRY glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); -GLAPI void GLAPIENTRY glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); -GLAPI void GLAPIENTRY glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); -GLAPI void GLAPIENTRY glMapGrid1d (GLint un, GLdouble u1, GLdouble u2); -GLAPI void GLAPIENTRY glMapGrid1f (GLint un, GLfloat u1, GLfloat u2); -GLAPI void GLAPIENTRY glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); -GLAPI void GLAPIENTRY glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); -GLAPI void GLAPIENTRY glMaterialf (GLenum face, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glMaterialfv (GLenum face, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glMateriali (GLenum face, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glMaterialiv (GLenum face, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glMatrixMode (GLenum mode); -GLAPI void GLAPIENTRY glMultMatrixd (const GLdouble *m); -GLAPI void GLAPIENTRY glMultMatrixf (const GLfloat *m); -GLAPI void GLAPIENTRY glNewList (GLuint list, GLenum mode); -GLAPI void GLAPIENTRY glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz); -GLAPI void GLAPIENTRY glNormal3bv (const GLbyte *v); -GLAPI void GLAPIENTRY glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz); -GLAPI void GLAPIENTRY glNormal3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz); -GLAPI void GLAPIENTRY glNormal3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glNormal3i (GLint nx, GLint ny, GLint nz); -GLAPI void GLAPIENTRY glNormal3iv (const GLint *v); -GLAPI void GLAPIENTRY glNormal3s (GLshort nx, GLshort ny, GLshort nz); -GLAPI void GLAPIENTRY glNormal3sv (const GLshort *v); -GLAPI void GLAPIENTRY glNormalPointer (GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); -GLAPI void GLAPIENTRY glPassThrough (GLfloat token); -GLAPI void GLAPIENTRY glPixelMapfv (GLenum map, GLsizei mapsize, const GLfloat *values); -GLAPI void GLAPIENTRY glPixelMapuiv (GLenum map, GLsizei mapsize, const GLuint *values); -GLAPI void GLAPIENTRY glPixelMapusv (GLenum map, GLsizei mapsize, const GLushort *values); -GLAPI void GLAPIENTRY glPixelStoref (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glPixelStorei (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glPixelTransferf (GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glPixelTransferi (GLenum pname, GLint param); -GLAPI void GLAPIENTRY glPixelZoom (GLfloat xfactor, GLfloat yfactor); -GLAPI void GLAPIENTRY glPointSize (GLfloat size); -GLAPI void GLAPIENTRY glPolygonMode (GLenum face, GLenum mode); -GLAPI void GLAPIENTRY glPolygonOffset (GLfloat factor, GLfloat units); -GLAPI void GLAPIENTRY glPolygonStipple (const GLubyte *mask); -GLAPI void GLAPIENTRY glPopAttrib (void); -GLAPI void GLAPIENTRY glPopClientAttrib (void); -GLAPI void GLAPIENTRY glPopMatrix (void); -GLAPI void GLAPIENTRY glPopName (void); -GLAPI void GLAPIENTRY glPrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities); -GLAPI void GLAPIENTRY glPushAttrib (GLbitfield mask); -GLAPI void GLAPIENTRY glPushClientAttrib (GLbitfield mask); -GLAPI void GLAPIENTRY glPushMatrix (void); -GLAPI void GLAPIENTRY glPushName (GLuint name); -GLAPI void GLAPIENTRY glRasterPos2d (GLdouble x, GLdouble y); -GLAPI void GLAPIENTRY glRasterPos2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos2f (GLfloat x, GLfloat y); -GLAPI void GLAPIENTRY glRasterPos2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos2i (GLint x, GLint y); -GLAPI void GLAPIENTRY glRasterPos2iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos2s (GLshort x, GLshort y); -GLAPI void GLAPIENTRY glRasterPos2sv (const GLshort *v); -GLAPI void GLAPIENTRY glRasterPos3d (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glRasterPos3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos3f (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glRasterPos3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos3i (GLint x, GLint y, GLint z); -GLAPI void GLAPIENTRY glRasterPos3iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos3s (GLshort x, GLshort y, GLshort z); -GLAPI void GLAPIENTRY glRasterPos3sv (const GLshort *v); -GLAPI void GLAPIENTRY glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI void GLAPIENTRY glRasterPos4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI void GLAPIENTRY glRasterPos4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glRasterPos4i (GLint x, GLint y, GLint z, GLint w); -GLAPI void GLAPIENTRY glRasterPos4iv (const GLint *v); -GLAPI void GLAPIENTRY glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w); -GLAPI void GLAPIENTRY glRasterPos4sv (const GLshort *v); -GLAPI void GLAPIENTRY glReadBuffer (GLenum mode); -GLAPI void GLAPIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); -GLAPI void GLAPIENTRY glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); -GLAPI void GLAPIENTRY glRectdv (const GLdouble *v1, const GLdouble *v2); -GLAPI void GLAPIENTRY glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); -GLAPI void GLAPIENTRY glRectfv (const GLfloat *v1, const GLfloat *v2); -GLAPI void GLAPIENTRY glRecti (GLint x1, GLint y1, GLint x2, GLint y2); -GLAPI void GLAPIENTRY glRectiv (const GLint *v1, const GLint *v2); -GLAPI void GLAPIENTRY glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2); -GLAPI void GLAPIENTRY glRectsv (const GLshort *v1, const GLshort *v2); -GLAPI GLint GLAPIENTRY glRenderMode (GLenum mode); -GLAPI void GLAPIENTRY glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glScaled (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glScalef (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); -GLAPI void GLAPIENTRY glSelectBuffer (GLsizei size, GLuint *buffer); -GLAPI void GLAPIENTRY glShadeModel (GLenum mode); -GLAPI void GLAPIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); -GLAPI void GLAPIENTRY glStencilMask (GLuint mask); -GLAPI void GLAPIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); -GLAPI void GLAPIENTRY glTexCoord1d (GLdouble s); -GLAPI void GLAPIENTRY glTexCoord1dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord1f (GLfloat s); -GLAPI void GLAPIENTRY glTexCoord1fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord1i (GLint s); -GLAPI void GLAPIENTRY glTexCoord1iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord1s (GLshort s); -GLAPI void GLAPIENTRY glTexCoord1sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord2d (GLdouble s, GLdouble t); -GLAPI void GLAPIENTRY glTexCoord2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord2f (GLfloat s, GLfloat t); -GLAPI void GLAPIENTRY glTexCoord2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord2i (GLint s, GLint t); -GLAPI void GLAPIENTRY glTexCoord2iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord2s (GLshort s, GLshort t); -GLAPI void GLAPIENTRY glTexCoord2sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord3d (GLdouble s, GLdouble t, GLdouble r); -GLAPI void GLAPIENTRY glTexCoord3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord3f (GLfloat s, GLfloat t, GLfloat r); -GLAPI void GLAPIENTRY glTexCoord3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord3i (GLint s, GLint t, GLint r); -GLAPI void GLAPIENTRY glTexCoord3iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord3s (GLshort s, GLshort t, GLshort r); -GLAPI void GLAPIENTRY glTexCoord3sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q); -GLAPI void GLAPIENTRY glTexCoord4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q); -GLAPI void GLAPIENTRY glTexCoord4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glTexCoord4i (GLint s, GLint t, GLint r, GLint q); -GLAPI void GLAPIENTRY glTexCoord4iv (const GLint *v); -GLAPI void GLAPIENTRY glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q); -GLAPI void GLAPIENTRY glTexCoord4sv (const GLshort *v); -GLAPI void GLAPIENTRY glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glTexEnvf (GLenum target, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexEnvi (GLenum target, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexEnviv (GLenum target, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexGend (GLenum coord, GLenum pname, GLdouble param); -GLAPI void GLAPIENTRY glTexGendv (GLenum coord, GLenum pname, const GLdouble *params); -GLAPI void GLAPIENTRY glTexGenf (GLenum coord, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexGenfv (GLenum coord, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexGeni (GLenum coord, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexGeniv (GLenum coord, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); -GLAPI void GLAPIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); -GLAPI void GLAPIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); -GLAPI void GLAPIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); -GLAPI void GLAPIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -GLAPI void GLAPIENTRY glTranslated (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glTranslatef (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glVertex2d (GLdouble x, GLdouble y); -GLAPI void GLAPIENTRY glVertex2dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex2f (GLfloat x, GLfloat y); -GLAPI void GLAPIENTRY glVertex2fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex2i (GLint x, GLint y); -GLAPI void GLAPIENTRY glVertex2iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex2s (GLshort x, GLshort y); -GLAPI void GLAPIENTRY glVertex2sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertex3d (GLdouble x, GLdouble y, GLdouble z); -GLAPI void GLAPIENTRY glVertex3dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex3f (GLfloat x, GLfloat y, GLfloat z); -GLAPI void GLAPIENTRY glVertex3fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex3i (GLint x, GLint y, GLint z); -GLAPI void GLAPIENTRY glVertex3iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex3s (GLshort x, GLshort y, GLshort z); -GLAPI void GLAPIENTRY glVertex3sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w); -GLAPI void GLAPIENTRY glVertex4dv (const GLdouble *v); -GLAPI void GLAPIENTRY glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -GLAPI void GLAPIENTRY glVertex4fv (const GLfloat *v); -GLAPI void GLAPIENTRY glVertex4i (GLint x, GLint y, GLint z, GLint w); -GLAPI void GLAPIENTRY glVertex4iv (const GLint *v); -GLAPI void GLAPIENTRY glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w); -GLAPI void GLAPIENTRY glVertex4sv (const GLshort *v); -GLAPI void GLAPIENTRY glVertexPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); -GLAPI void GLAPIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); - -#define GLEW_VERSION_1_1 GLEW_GET_VAR(__GLEW_VERSION_1_1) - -#endif /* GL_VERSION_1_1 */ - -/* ---------------------------------- GLU ---------------------------------- */ - -#ifndef GLEW_NO_GLU -# ifdef __APPLE__ -# include -# if defined(__IPHONE_OS_VERSION_MIN_REQUIRED) -# define GLEW_NO_GLU -# endif -# endif -#endif - -#ifndef GLEW_NO_GLU -/* this is where we can safely include GLU */ -# if defined(__APPLE__) && defined(__MACH__) -# include -# else -# include -# endif -#endif - -/* ----------------------------- GL_VERSION_1_2 ---------------------------- */ - -#ifndef GL_VERSION_1_2 -#define GL_VERSION_1_2 1 - -#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 -#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 -#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 -#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 -#define GL_UNSIGNED_BYTE_3_3_2 0x8032 -#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 -#define GL_UNSIGNED_INT_8_8_8_8 0x8035 -#define GL_UNSIGNED_INT_10_10_10_2 0x8036 -#define GL_RESCALE_NORMAL 0x803A -#define GL_TEXTURE_BINDING_3D 0x806A -#define GL_PACK_SKIP_IMAGES 0x806B -#define GL_PACK_IMAGE_HEIGHT 0x806C -#define GL_UNPACK_SKIP_IMAGES 0x806D -#define GL_UNPACK_IMAGE_HEIGHT 0x806E -#define GL_TEXTURE_3D 0x806F -#define GL_PROXY_TEXTURE_3D 0x8070 -#define GL_TEXTURE_DEPTH 0x8071 -#define GL_TEXTURE_WRAP_R 0x8072 -#define GL_MAX_3D_TEXTURE_SIZE 0x8073 -#define GL_BGR 0x80E0 -#define GL_BGRA 0x80E1 -#define GL_MAX_ELEMENTS_VERTICES 0x80E8 -#define GL_MAX_ELEMENTS_INDICES 0x80E9 -#define GL_CLAMP_TO_EDGE 0x812F -#define GL_TEXTURE_MIN_LOD 0x813A -#define GL_TEXTURE_MAX_LOD 0x813B -#define GL_TEXTURE_BASE_LEVEL 0x813C -#define GL_TEXTURE_MAX_LEVEL 0x813D -#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 -#define GL_SINGLE_COLOR 0x81F9 -#define GL_SEPARATE_SPECULAR_COLOR 0x81FA -#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 -#define GL_UNSIGNED_SHORT_5_6_5 0x8363 -#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 -#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 -#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 -#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 -#define GL_ALIASED_POINT_SIZE_RANGE 0x846D -#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E - -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glCopyTexSubImage3D GLEW_GET_FUN(__glewCopyTexSubImage3D) -#define glDrawRangeElements GLEW_GET_FUN(__glewDrawRangeElements) -#define glTexImage3D GLEW_GET_FUN(__glewTexImage3D) -#define glTexSubImage3D GLEW_GET_FUN(__glewTexSubImage3D) - -#define GLEW_VERSION_1_2 GLEW_GET_VAR(__GLEW_VERSION_1_2) - -#endif /* GL_VERSION_1_2 */ - -/* ---------------------------- GL_VERSION_1_2_1 --------------------------- */ - -#ifndef GL_VERSION_1_2_1 -#define GL_VERSION_1_2_1 1 - -#define GLEW_VERSION_1_2_1 GLEW_GET_VAR(__GLEW_VERSION_1_2_1) - -#endif /* GL_VERSION_1_2_1 */ - -/* ----------------------------- GL_VERSION_1_3 ---------------------------- */ - -#ifndef GL_VERSION_1_3 -#define GL_VERSION_1_3 1 - -#define GL_MULTISAMPLE 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE 0x809F -#define GL_SAMPLE_COVERAGE 0x80A0 -#define GL_SAMPLE_BUFFERS 0x80A8 -#define GL_SAMPLES 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT 0x80AB -#define GL_CLAMP_TO_BORDER 0x812D -#define GL_TEXTURE0 0x84C0 -#define GL_TEXTURE1 0x84C1 -#define GL_TEXTURE2 0x84C2 -#define GL_TEXTURE3 0x84C3 -#define GL_TEXTURE4 0x84C4 -#define GL_TEXTURE5 0x84C5 -#define GL_TEXTURE6 0x84C6 -#define GL_TEXTURE7 0x84C7 -#define GL_TEXTURE8 0x84C8 -#define GL_TEXTURE9 0x84C9 -#define GL_TEXTURE10 0x84CA -#define GL_TEXTURE11 0x84CB -#define GL_TEXTURE12 0x84CC -#define GL_TEXTURE13 0x84CD -#define GL_TEXTURE14 0x84CE -#define GL_TEXTURE15 0x84CF -#define GL_TEXTURE16 0x84D0 -#define GL_TEXTURE17 0x84D1 -#define GL_TEXTURE18 0x84D2 -#define GL_TEXTURE19 0x84D3 -#define GL_TEXTURE20 0x84D4 -#define GL_TEXTURE21 0x84D5 -#define GL_TEXTURE22 0x84D6 -#define GL_TEXTURE23 0x84D7 -#define GL_TEXTURE24 0x84D8 -#define GL_TEXTURE25 0x84D9 -#define GL_TEXTURE26 0x84DA -#define GL_TEXTURE27 0x84DB -#define GL_TEXTURE28 0x84DC -#define GL_TEXTURE29 0x84DD -#define GL_TEXTURE30 0x84DE -#define GL_TEXTURE31 0x84DF -#define GL_ACTIVE_TEXTURE 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 -#define GL_MAX_TEXTURE_UNITS 0x84E2 -#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 -#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 -#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 -#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 -#define GL_SUBTRACT 0x84E7 -#define GL_COMPRESSED_ALPHA 0x84E9 -#define GL_COMPRESSED_LUMINANCE 0x84EA -#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB -#define GL_COMPRESSED_INTENSITY 0x84EC -#define GL_COMPRESSED_RGB 0x84ED -#define GL_COMPRESSED_RGBA 0x84EE -#define GL_TEXTURE_COMPRESSION_HINT 0x84EF -#define GL_NORMAL_MAP 0x8511 -#define GL_REFLECTION_MAP 0x8512 -#define GL_TEXTURE_CUBE_MAP 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C -#define GL_COMBINE 0x8570 -#define GL_COMBINE_RGB 0x8571 -#define GL_COMBINE_ALPHA 0x8572 -#define GL_RGB_SCALE 0x8573 -#define GL_ADD_SIGNED 0x8574 -#define GL_INTERPOLATE 0x8575 -#define GL_CONSTANT 0x8576 -#define GL_PRIMARY_COLOR 0x8577 -#define GL_PREVIOUS 0x8578 -#define GL_SOURCE0_RGB 0x8580 -#define GL_SOURCE1_RGB 0x8581 -#define GL_SOURCE2_RGB 0x8582 -#define GL_SOURCE0_ALPHA 0x8588 -#define GL_SOURCE1_ALPHA 0x8589 -#define GL_SOURCE2_ALPHA 0x858A -#define GL_OPERAND0_RGB 0x8590 -#define GL_OPERAND1_RGB 0x8591 -#define GL_OPERAND2_RGB 0x8592 -#define GL_OPERAND0_ALPHA 0x8598 -#define GL_OPERAND1_ALPHA 0x8599 -#define GL_OPERAND2_ALPHA 0x859A -#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 -#define GL_TEXTURE_COMPRESSED 0x86A1 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 -#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 -#define GL_DOT3_RGB 0x86AE -#define GL_DOT3_RGBA 0x86AF -#define GL_MULTISAMPLE_BIT 0x20000000 - -typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, void *img); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); - -#define glActiveTexture GLEW_GET_FUN(__glewActiveTexture) -#define glClientActiveTexture GLEW_GET_FUN(__glewClientActiveTexture) -#define glCompressedTexImage1D GLEW_GET_FUN(__glewCompressedTexImage1D) -#define glCompressedTexImage2D GLEW_GET_FUN(__glewCompressedTexImage2D) -#define glCompressedTexImage3D GLEW_GET_FUN(__glewCompressedTexImage3D) -#define glCompressedTexSubImage1D GLEW_GET_FUN(__glewCompressedTexSubImage1D) -#define glCompressedTexSubImage2D GLEW_GET_FUN(__glewCompressedTexSubImage2D) -#define glCompressedTexSubImage3D GLEW_GET_FUN(__glewCompressedTexSubImage3D) -#define glGetCompressedTexImage GLEW_GET_FUN(__glewGetCompressedTexImage) -#define glLoadTransposeMatrixd GLEW_GET_FUN(__glewLoadTransposeMatrixd) -#define glLoadTransposeMatrixf GLEW_GET_FUN(__glewLoadTransposeMatrixf) -#define glMultTransposeMatrixd GLEW_GET_FUN(__glewMultTransposeMatrixd) -#define glMultTransposeMatrixf GLEW_GET_FUN(__glewMultTransposeMatrixf) -#define glMultiTexCoord1d GLEW_GET_FUN(__glewMultiTexCoord1d) -#define glMultiTexCoord1dv GLEW_GET_FUN(__glewMultiTexCoord1dv) -#define glMultiTexCoord1f GLEW_GET_FUN(__glewMultiTexCoord1f) -#define glMultiTexCoord1fv GLEW_GET_FUN(__glewMultiTexCoord1fv) -#define glMultiTexCoord1i GLEW_GET_FUN(__glewMultiTexCoord1i) -#define glMultiTexCoord1iv GLEW_GET_FUN(__glewMultiTexCoord1iv) -#define glMultiTexCoord1s GLEW_GET_FUN(__glewMultiTexCoord1s) -#define glMultiTexCoord1sv GLEW_GET_FUN(__glewMultiTexCoord1sv) -#define glMultiTexCoord2d GLEW_GET_FUN(__glewMultiTexCoord2d) -#define glMultiTexCoord2dv GLEW_GET_FUN(__glewMultiTexCoord2dv) -#define glMultiTexCoord2f GLEW_GET_FUN(__glewMultiTexCoord2f) -#define glMultiTexCoord2fv GLEW_GET_FUN(__glewMultiTexCoord2fv) -#define glMultiTexCoord2i GLEW_GET_FUN(__glewMultiTexCoord2i) -#define glMultiTexCoord2iv GLEW_GET_FUN(__glewMultiTexCoord2iv) -#define glMultiTexCoord2s GLEW_GET_FUN(__glewMultiTexCoord2s) -#define glMultiTexCoord2sv GLEW_GET_FUN(__glewMultiTexCoord2sv) -#define glMultiTexCoord3d GLEW_GET_FUN(__glewMultiTexCoord3d) -#define glMultiTexCoord3dv GLEW_GET_FUN(__glewMultiTexCoord3dv) -#define glMultiTexCoord3f GLEW_GET_FUN(__glewMultiTexCoord3f) -#define glMultiTexCoord3fv GLEW_GET_FUN(__glewMultiTexCoord3fv) -#define glMultiTexCoord3i GLEW_GET_FUN(__glewMultiTexCoord3i) -#define glMultiTexCoord3iv GLEW_GET_FUN(__glewMultiTexCoord3iv) -#define glMultiTexCoord3s GLEW_GET_FUN(__glewMultiTexCoord3s) -#define glMultiTexCoord3sv GLEW_GET_FUN(__glewMultiTexCoord3sv) -#define glMultiTexCoord4d GLEW_GET_FUN(__glewMultiTexCoord4d) -#define glMultiTexCoord4dv GLEW_GET_FUN(__glewMultiTexCoord4dv) -#define glMultiTexCoord4f GLEW_GET_FUN(__glewMultiTexCoord4f) -#define glMultiTexCoord4fv GLEW_GET_FUN(__glewMultiTexCoord4fv) -#define glMultiTexCoord4i GLEW_GET_FUN(__glewMultiTexCoord4i) -#define glMultiTexCoord4iv GLEW_GET_FUN(__glewMultiTexCoord4iv) -#define glMultiTexCoord4s GLEW_GET_FUN(__glewMultiTexCoord4s) -#define glMultiTexCoord4sv GLEW_GET_FUN(__glewMultiTexCoord4sv) -#define glSampleCoverage GLEW_GET_FUN(__glewSampleCoverage) - -#define GLEW_VERSION_1_3 GLEW_GET_VAR(__GLEW_VERSION_1_3) - -#endif /* GL_VERSION_1_3 */ - -/* ----------------------------- GL_VERSION_1_4 ---------------------------- */ - -#ifndef GL_VERSION_1_4 -#define GL_VERSION_1_4 1 - -#define GL_BLEND_DST_RGB 0x80C8 -#define GL_BLEND_SRC_RGB 0x80C9 -#define GL_BLEND_DST_ALPHA 0x80CA -#define GL_BLEND_SRC_ALPHA 0x80CB -#define GL_POINT_SIZE_MIN 0x8126 -#define GL_POINT_SIZE_MAX 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 -#define GL_POINT_DISTANCE_ATTENUATION 0x8129 -#define GL_GENERATE_MIPMAP 0x8191 -#define GL_GENERATE_MIPMAP_HINT 0x8192 -#define GL_DEPTH_COMPONENT16 0x81A5 -#define GL_DEPTH_COMPONENT24 0x81A6 -#define GL_DEPTH_COMPONENT32 0x81A7 -#define GL_MIRRORED_REPEAT 0x8370 -#define GL_FOG_COORDINATE_SOURCE 0x8450 -#define GL_FOG_COORDINATE 0x8451 -#define GL_FRAGMENT_DEPTH 0x8452 -#define GL_CURRENT_FOG_COORDINATE 0x8453 -#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 -#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 -#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 -#define GL_FOG_COORDINATE_ARRAY 0x8457 -#define GL_COLOR_SUM 0x8458 -#define GL_CURRENT_SECONDARY_COLOR 0x8459 -#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A -#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B -#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C -#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D -#define GL_SECONDARY_COLOR_ARRAY 0x845E -#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD -#define GL_TEXTURE_FILTER_CONTROL 0x8500 -#define GL_TEXTURE_LOD_BIAS 0x8501 -#define GL_INCR_WRAP 0x8507 -#define GL_DECR_WRAP 0x8508 -#define GL_TEXTURE_DEPTH_SIZE 0x884A -#define GL_DEPTH_TEXTURE_MODE 0x884B -#define GL_TEXTURE_COMPARE_MODE 0x884C -#define GL_TEXTURE_COMPARE_FUNC 0x884D -#define GL_COMPARE_R_TO_TEXTURE 0x884E - -typedef void (GLAPIENTRY * PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONPROC) (GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDPROC) (GLdouble coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDVPROC) (const GLdouble *coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFPROC) (GLfloat coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFVPROC) (const GLfloat *coord); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVPROC) (const GLdouble *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVPROC) (const GLfloat *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVPROC) (const GLint *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVPROC) (const GLshort *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVPROC) (const GLdouble *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVPROC) (const GLfloat *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVPROC) (const GLint *p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVPROC) (const GLshort *p); - -#define glBlendColor GLEW_GET_FUN(__glewBlendColor) -#define glBlendEquation GLEW_GET_FUN(__glewBlendEquation) -#define glBlendFuncSeparate GLEW_GET_FUN(__glewBlendFuncSeparate) -#define glFogCoordPointer GLEW_GET_FUN(__glewFogCoordPointer) -#define glFogCoordd GLEW_GET_FUN(__glewFogCoordd) -#define glFogCoorddv GLEW_GET_FUN(__glewFogCoorddv) -#define glFogCoordf GLEW_GET_FUN(__glewFogCoordf) -#define glFogCoordfv GLEW_GET_FUN(__glewFogCoordfv) -#define glMultiDrawArrays GLEW_GET_FUN(__glewMultiDrawArrays) -#define glMultiDrawElements GLEW_GET_FUN(__glewMultiDrawElements) -#define glPointParameterf GLEW_GET_FUN(__glewPointParameterf) -#define glPointParameterfv GLEW_GET_FUN(__glewPointParameterfv) -#define glPointParameteri GLEW_GET_FUN(__glewPointParameteri) -#define glPointParameteriv GLEW_GET_FUN(__glewPointParameteriv) -#define glSecondaryColor3b GLEW_GET_FUN(__glewSecondaryColor3b) -#define glSecondaryColor3bv GLEW_GET_FUN(__glewSecondaryColor3bv) -#define glSecondaryColor3d GLEW_GET_FUN(__glewSecondaryColor3d) -#define glSecondaryColor3dv GLEW_GET_FUN(__glewSecondaryColor3dv) -#define glSecondaryColor3f GLEW_GET_FUN(__glewSecondaryColor3f) -#define glSecondaryColor3fv GLEW_GET_FUN(__glewSecondaryColor3fv) -#define glSecondaryColor3i GLEW_GET_FUN(__glewSecondaryColor3i) -#define glSecondaryColor3iv GLEW_GET_FUN(__glewSecondaryColor3iv) -#define glSecondaryColor3s GLEW_GET_FUN(__glewSecondaryColor3s) -#define glSecondaryColor3sv GLEW_GET_FUN(__glewSecondaryColor3sv) -#define glSecondaryColor3ub GLEW_GET_FUN(__glewSecondaryColor3ub) -#define glSecondaryColor3ubv GLEW_GET_FUN(__glewSecondaryColor3ubv) -#define glSecondaryColor3ui GLEW_GET_FUN(__glewSecondaryColor3ui) -#define glSecondaryColor3uiv GLEW_GET_FUN(__glewSecondaryColor3uiv) -#define glSecondaryColor3us GLEW_GET_FUN(__glewSecondaryColor3us) -#define glSecondaryColor3usv GLEW_GET_FUN(__glewSecondaryColor3usv) -#define glSecondaryColorPointer GLEW_GET_FUN(__glewSecondaryColorPointer) -#define glWindowPos2d GLEW_GET_FUN(__glewWindowPos2d) -#define glWindowPos2dv GLEW_GET_FUN(__glewWindowPos2dv) -#define glWindowPos2f GLEW_GET_FUN(__glewWindowPos2f) -#define glWindowPos2fv GLEW_GET_FUN(__glewWindowPos2fv) -#define glWindowPos2i GLEW_GET_FUN(__glewWindowPos2i) -#define glWindowPos2iv GLEW_GET_FUN(__glewWindowPos2iv) -#define glWindowPos2s GLEW_GET_FUN(__glewWindowPos2s) -#define glWindowPos2sv GLEW_GET_FUN(__glewWindowPos2sv) -#define glWindowPos3d GLEW_GET_FUN(__glewWindowPos3d) -#define glWindowPos3dv GLEW_GET_FUN(__glewWindowPos3dv) -#define glWindowPos3f GLEW_GET_FUN(__glewWindowPos3f) -#define glWindowPos3fv GLEW_GET_FUN(__glewWindowPos3fv) -#define glWindowPos3i GLEW_GET_FUN(__glewWindowPos3i) -#define glWindowPos3iv GLEW_GET_FUN(__glewWindowPos3iv) -#define glWindowPos3s GLEW_GET_FUN(__glewWindowPos3s) -#define glWindowPos3sv GLEW_GET_FUN(__glewWindowPos3sv) - -#define GLEW_VERSION_1_4 GLEW_GET_VAR(__GLEW_VERSION_1_4) - -#endif /* GL_VERSION_1_4 */ - -/* ----------------------------- GL_VERSION_1_5 ---------------------------- */ - -#ifndef GL_VERSION_1_5 -#define GL_VERSION_1_5 1 - -#define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE -#define GL_FOG_COORD GL_FOG_COORDINATE -#define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY -#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING -#define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER -#define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE -#define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE -#define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE -#define GL_SRC0_ALPHA GL_SOURCE0_ALPHA -#define GL_SRC0_RGB GL_SOURCE0_RGB -#define GL_SRC1_ALPHA GL_SOURCE1_ALPHA -#define GL_SRC1_RGB GL_SOURCE1_RGB -#define GL_SRC2_ALPHA GL_SOURCE2_ALPHA -#define GL_SRC2_RGB GL_SOURCE2_RGB -#define GL_BUFFER_SIZE 0x8764 -#define GL_BUFFER_USAGE 0x8765 -#define GL_QUERY_COUNTER_BITS 0x8864 -#define GL_CURRENT_QUERY 0x8865 -#define GL_QUERY_RESULT 0x8866 -#define GL_QUERY_RESULT_AVAILABLE 0x8867 -#define GL_ARRAY_BUFFER 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER 0x8893 -#define GL_ARRAY_BUFFER_BINDING 0x8894 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 -#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 -#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 -#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 -#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 -#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A -#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B -#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C -#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D -#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F -#define GL_READ_ONLY 0x88B8 -#define GL_WRITE_ONLY 0x88B9 -#define GL_READ_WRITE 0x88BA -#define GL_BUFFER_ACCESS 0x88BB -#define GL_BUFFER_MAPPED 0x88BC -#define GL_BUFFER_MAP_POINTER 0x88BD -#define GL_STREAM_DRAW 0x88E0 -#define GL_STREAM_READ 0x88E1 -#define GL_STREAM_COPY 0x88E2 -#define GL_STATIC_DRAW 0x88E4 -#define GL_STATIC_READ 0x88E5 -#define GL_STATIC_COPY 0x88E6 -#define GL_DYNAMIC_DRAW 0x88E8 -#define GL_DYNAMIC_READ 0x88E9 -#define GL_DYNAMIC_COPY 0x88EA -#define GL_SAMPLES_PASSED 0x8914 - -typedef ptrdiff_t GLintptr; -typedef ptrdiff_t GLsizeiptr; - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void* data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENBUFFERSPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void* data); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERPROC) (GLuint buffer); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYPROC) (GLuint id); -typedef void* (GLAPIENTRY * PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERPROC) (GLenum target); - -#define glBeginQuery GLEW_GET_FUN(__glewBeginQuery) -#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer) -#define glBufferData GLEW_GET_FUN(__glewBufferData) -#define glBufferSubData GLEW_GET_FUN(__glewBufferSubData) -#define glDeleteBuffers GLEW_GET_FUN(__glewDeleteBuffers) -#define glDeleteQueries GLEW_GET_FUN(__glewDeleteQueries) -#define glEndQuery GLEW_GET_FUN(__glewEndQuery) -#define glGenBuffers GLEW_GET_FUN(__glewGenBuffers) -#define glGenQueries GLEW_GET_FUN(__glewGenQueries) -#define glGetBufferParameteriv GLEW_GET_FUN(__glewGetBufferParameteriv) -#define glGetBufferPointerv GLEW_GET_FUN(__glewGetBufferPointerv) -#define glGetBufferSubData GLEW_GET_FUN(__glewGetBufferSubData) -#define glGetQueryObjectiv GLEW_GET_FUN(__glewGetQueryObjectiv) -#define glGetQueryObjectuiv GLEW_GET_FUN(__glewGetQueryObjectuiv) -#define glGetQueryiv GLEW_GET_FUN(__glewGetQueryiv) -#define glIsBuffer GLEW_GET_FUN(__glewIsBuffer) -#define glIsQuery GLEW_GET_FUN(__glewIsQuery) -#define glMapBuffer GLEW_GET_FUN(__glewMapBuffer) -#define glUnmapBuffer GLEW_GET_FUN(__glewUnmapBuffer) - -#define GLEW_VERSION_1_5 GLEW_GET_VAR(__GLEW_VERSION_1_5) - -#endif /* GL_VERSION_1_5 */ - -/* ----------------------------- GL_VERSION_2_0 ---------------------------- */ - -#ifndef GL_VERSION_2_0 -#define GL_VERSION_2_0 1 - -#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 -#define GL_CURRENT_VERTEX_ATTRIB 0x8626 -#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 -#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 -#define GL_STENCIL_BACK_FUNC 0x8800 -#define GL_STENCIL_BACK_FAIL 0x8801 -#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 -#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 -#define GL_MAX_DRAW_BUFFERS 0x8824 -#define GL_DRAW_BUFFER0 0x8825 -#define GL_DRAW_BUFFER1 0x8826 -#define GL_DRAW_BUFFER2 0x8827 -#define GL_DRAW_BUFFER3 0x8828 -#define GL_DRAW_BUFFER4 0x8829 -#define GL_DRAW_BUFFER5 0x882A -#define GL_DRAW_BUFFER6 0x882B -#define GL_DRAW_BUFFER7 0x882C -#define GL_DRAW_BUFFER8 0x882D -#define GL_DRAW_BUFFER9 0x882E -#define GL_DRAW_BUFFER10 0x882F -#define GL_DRAW_BUFFER11 0x8830 -#define GL_DRAW_BUFFER12 0x8831 -#define GL_DRAW_BUFFER13 0x8832 -#define GL_DRAW_BUFFER14 0x8833 -#define GL_DRAW_BUFFER15 0x8834 -#define GL_BLEND_EQUATION_ALPHA 0x883D -#define GL_POINT_SPRITE 0x8861 -#define GL_COORD_REPLACE 0x8862 -#define GL_MAX_VERTEX_ATTRIBS 0x8869 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A -#define GL_MAX_TEXTURE_COORDS 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 -#define GL_FRAGMENT_SHADER 0x8B30 -#define GL_VERTEX_SHADER 0x8B31 -#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 -#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A -#define GL_MAX_VARYING_FLOATS 0x8B4B -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D -#define GL_SHADER_TYPE 0x8B4F -#define GL_FLOAT_VEC2 0x8B50 -#define GL_FLOAT_VEC3 0x8B51 -#define GL_FLOAT_VEC4 0x8B52 -#define GL_INT_VEC2 0x8B53 -#define GL_INT_VEC3 0x8B54 -#define GL_INT_VEC4 0x8B55 -#define GL_BOOL 0x8B56 -#define GL_BOOL_VEC2 0x8B57 -#define GL_BOOL_VEC3 0x8B58 -#define GL_BOOL_VEC4 0x8B59 -#define GL_FLOAT_MAT2 0x8B5A -#define GL_FLOAT_MAT3 0x8B5B -#define GL_FLOAT_MAT4 0x8B5C -#define GL_SAMPLER_1D 0x8B5D -#define GL_SAMPLER_2D 0x8B5E -#define GL_SAMPLER_3D 0x8B5F -#define GL_SAMPLER_CUBE 0x8B60 -#define GL_SAMPLER_1D_SHADOW 0x8B61 -#define GL_SAMPLER_2D_SHADOW 0x8B62 -#define GL_DELETE_STATUS 0x8B80 -#define GL_COMPILE_STATUS 0x8B81 -#define GL_LINK_STATUS 0x8B82 -#define GL_VALIDATE_STATUS 0x8B83 -#define GL_INFO_LOG_LENGTH 0x8B84 -#define GL_ATTACHED_SHADERS 0x8B85 -#define GL_ACTIVE_UNIFORMS 0x8B86 -#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 -#define GL_SHADER_SOURCE_LENGTH 0x8B88 -#define GL_ACTIVE_ATTRIBUTES 0x8B89 -#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A -#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B -#define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#define GL_CURRENT_PROGRAM 0x8B8D -#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 -#define GL_LOWER_LEFT 0x8CA1 -#define GL_UPPER_LEFT 0x8CA2 -#define GL_STENCIL_BACK_REF 0x8CA3 -#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 -#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 - -typedef void (GLAPIENTRY * PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); -typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader); -typedef GLuint (GLAPIENTRY * PFNGLCREATEPROGRAMPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROC) (GLenum type); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLDELETESHADERPROC) (GLuint shader); -typedef void (GLAPIENTRY * PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders); -typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); -typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEPROC) (GLuint obj, GLsizei maxLength, GLsizei* length, GLchar* source); -typedef void (GLAPIENTRY * PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param); -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPROC) (GLuint program); -typedef GLboolean (GLAPIENTRY * PFNGLISSHADERPROC) (GLuint shader); -typedef void (GLAPIENTRY * PFNGLLINKPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const* string, const GLint* length); -typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IPROC) (GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer); - -#define glAttachShader GLEW_GET_FUN(__glewAttachShader) -#define glBindAttribLocation GLEW_GET_FUN(__glewBindAttribLocation) -#define glBlendEquationSeparate GLEW_GET_FUN(__glewBlendEquationSeparate) -#define glCompileShader GLEW_GET_FUN(__glewCompileShader) -#define glCreateProgram GLEW_GET_FUN(__glewCreateProgram) -#define glCreateShader GLEW_GET_FUN(__glewCreateShader) -#define glDeleteProgram GLEW_GET_FUN(__glewDeleteProgram) -#define glDeleteShader GLEW_GET_FUN(__glewDeleteShader) -#define glDetachShader GLEW_GET_FUN(__glewDetachShader) -#define glDisableVertexAttribArray GLEW_GET_FUN(__glewDisableVertexAttribArray) -#define glDrawBuffers GLEW_GET_FUN(__glewDrawBuffers) -#define glEnableVertexAttribArray GLEW_GET_FUN(__glewEnableVertexAttribArray) -#define glGetActiveAttrib GLEW_GET_FUN(__glewGetActiveAttrib) -#define glGetActiveUniform GLEW_GET_FUN(__glewGetActiveUniform) -#define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders) -#define glGetAttribLocation GLEW_GET_FUN(__glewGetAttribLocation) -#define glGetProgramInfoLog GLEW_GET_FUN(__glewGetProgramInfoLog) -#define glGetProgramiv GLEW_GET_FUN(__glewGetProgramiv) -#define glGetShaderInfoLog GLEW_GET_FUN(__glewGetShaderInfoLog) -#define glGetShaderSource GLEW_GET_FUN(__glewGetShaderSource) -#define glGetShaderiv GLEW_GET_FUN(__glewGetShaderiv) -#define glGetUniformLocation GLEW_GET_FUN(__glewGetUniformLocation) -#define glGetUniformfv GLEW_GET_FUN(__glewGetUniformfv) -#define glGetUniformiv GLEW_GET_FUN(__glewGetUniformiv) -#define glGetVertexAttribPointerv GLEW_GET_FUN(__glewGetVertexAttribPointerv) -#define glGetVertexAttribdv GLEW_GET_FUN(__glewGetVertexAttribdv) -#define glGetVertexAttribfv GLEW_GET_FUN(__glewGetVertexAttribfv) -#define glGetVertexAttribiv GLEW_GET_FUN(__glewGetVertexAttribiv) -#define glIsProgram GLEW_GET_FUN(__glewIsProgram) -#define glIsShader GLEW_GET_FUN(__glewIsShader) -#define glLinkProgram GLEW_GET_FUN(__glewLinkProgram) -#define glShaderSource GLEW_GET_FUN(__glewShaderSource) -#define glStencilFuncSeparate GLEW_GET_FUN(__glewStencilFuncSeparate) -#define glStencilMaskSeparate GLEW_GET_FUN(__glewStencilMaskSeparate) -#define glStencilOpSeparate GLEW_GET_FUN(__glewStencilOpSeparate) -#define glUniform1f GLEW_GET_FUN(__glewUniform1f) -#define glUniform1fv GLEW_GET_FUN(__glewUniform1fv) -#define glUniform1i GLEW_GET_FUN(__glewUniform1i) -#define glUniform1iv GLEW_GET_FUN(__glewUniform1iv) -#define glUniform2f GLEW_GET_FUN(__glewUniform2f) -#define glUniform2fv GLEW_GET_FUN(__glewUniform2fv) -#define glUniform2i GLEW_GET_FUN(__glewUniform2i) -#define glUniform2iv GLEW_GET_FUN(__glewUniform2iv) -#define glUniform3f GLEW_GET_FUN(__glewUniform3f) -#define glUniform3fv GLEW_GET_FUN(__glewUniform3fv) -#define glUniform3i GLEW_GET_FUN(__glewUniform3i) -#define glUniform3iv GLEW_GET_FUN(__glewUniform3iv) -#define glUniform4f GLEW_GET_FUN(__glewUniform4f) -#define glUniform4fv GLEW_GET_FUN(__glewUniform4fv) -#define glUniform4i GLEW_GET_FUN(__glewUniform4i) -#define glUniform4iv GLEW_GET_FUN(__glewUniform4iv) -#define glUniformMatrix2fv GLEW_GET_FUN(__glewUniformMatrix2fv) -#define glUniformMatrix3fv GLEW_GET_FUN(__glewUniformMatrix3fv) -#define glUniformMatrix4fv GLEW_GET_FUN(__glewUniformMatrix4fv) -#define glUseProgram GLEW_GET_FUN(__glewUseProgram) -#define glValidateProgram GLEW_GET_FUN(__glewValidateProgram) -#define glVertexAttrib1d GLEW_GET_FUN(__glewVertexAttrib1d) -#define glVertexAttrib1dv GLEW_GET_FUN(__glewVertexAttrib1dv) -#define glVertexAttrib1f GLEW_GET_FUN(__glewVertexAttrib1f) -#define glVertexAttrib1fv GLEW_GET_FUN(__glewVertexAttrib1fv) -#define glVertexAttrib1s GLEW_GET_FUN(__glewVertexAttrib1s) -#define glVertexAttrib1sv GLEW_GET_FUN(__glewVertexAttrib1sv) -#define glVertexAttrib2d GLEW_GET_FUN(__glewVertexAttrib2d) -#define glVertexAttrib2dv GLEW_GET_FUN(__glewVertexAttrib2dv) -#define glVertexAttrib2f GLEW_GET_FUN(__glewVertexAttrib2f) -#define glVertexAttrib2fv GLEW_GET_FUN(__glewVertexAttrib2fv) -#define glVertexAttrib2s GLEW_GET_FUN(__glewVertexAttrib2s) -#define glVertexAttrib2sv GLEW_GET_FUN(__glewVertexAttrib2sv) -#define glVertexAttrib3d GLEW_GET_FUN(__glewVertexAttrib3d) -#define glVertexAttrib3dv GLEW_GET_FUN(__glewVertexAttrib3dv) -#define glVertexAttrib3f GLEW_GET_FUN(__glewVertexAttrib3f) -#define glVertexAttrib3fv GLEW_GET_FUN(__glewVertexAttrib3fv) -#define glVertexAttrib3s GLEW_GET_FUN(__glewVertexAttrib3s) -#define glVertexAttrib3sv GLEW_GET_FUN(__glewVertexAttrib3sv) -#define glVertexAttrib4Nbv GLEW_GET_FUN(__glewVertexAttrib4Nbv) -#define glVertexAttrib4Niv GLEW_GET_FUN(__glewVertexAttrib4Niv) -#define glVertexAttrib4Nsv GLEW_GET_FUN(__glewVertexAttrib4Nsv) -#define glVertexAttrib4Nub GLEW_GET_FUN(__glewVertexAttrib4Nub) -#define glVertexAttrib4Nubv GLEW_GET_FUN(__glewVertexAttrib4Nubv) -#define glVertexAttrib4Nuiv GLEW_GET_FUN(__glewVertexAttrib4Nuiv) -#define glVertexAttrib4Nusv GLEW_GET_FUN(__glewVertexAttrib4Nusv) -#define glVertexAttrib4bv GLEW_GET_FUN(__glewVertexAttrib4bv) -#define glVertexAttrib4d GLEW_GET_FUN(__glewVertexAttrib4d) -#define glVertexAttrib4dv GLEW_GET_FUN(__glewVertexAttrib4dv) -#define glVertexAttrib4f GLEW_GET_FUN(__glewVertexAttrib4f) -#define glVertexAttrib4fv GLEW_GET_FUN(__glewVertexAttrib4fv) -#define glVertexAttrib4iv GLEW_GET_FUN(__glewVertexAttrib4iv) -#define glVertexAttrib4s GLEW_GET_FUN(__glewVertexAttrib4s) -#define glVertexAttrib4sv GLEW_GET_FUN(__glewVertexAttrib4sv) -#define glVertexAttrib4ubv GLEW_GET_FUN(__glewVertexAttrib4ubv) -#define glVertexAttrib4uiv GLEW_GET_FUN(__glewVertexAttrib4uiv) -#define glVertexAttrib4usv GLEW_GET_FUN(__glewVertexAttrib4usv) -#define glVertexAttribPointer GLEW_GET_FUN(__glewVertexAttribPointer) - -#define GLEW_VERSION_2_0 GLEW_GET_VAR(__GLEW_VERSION_2_0) - -#endif /* GL_VERSION_2_0 */ - -/* ----------------------------- GL_VERSION_2_1 ---------------------------- */ - -#ifndef GL_VERSION_2_1 -#define GL_VERSION_2_1 1 - -#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F -#define GL_PIXEL_PACK_BUFFER 0x88EB -#define GL_PIXEL_UNPACK_BUFFER 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF -#define GL_FLOAT_MAT2x3 0x8B65 -#define GL_FLOAT_MAT2x4 0x8B66 -#define GL_FLOAT_MAT3x2 0x8B67 -#define GL_FLOAT_MAT3x4 0x8B68 -#define GL_FLOAT_MAT4x2 0x8B69 -#define GL_FLOAT_MAT4x3 0x8B6A -#define GL_SRGB 0x8C40 -#define GL_SRGB8 0x8C41 -#define GL_SRGB_ALPHA 0x8C42 -#define GL_SRGB8_ALPHA8 0x8C43 -#define GL_SLUMINANCE_ALPHA 0x8C44 -#define GL_SLUMINANCE8_ALPHA8 0x8C45 -#define GL_SLUMINANCE 0x8C46 -#define GL_SLUMINANCE8 0x8C47 -#define GL_COMPRESSED_SRGB 0x8C48 -#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 -#define GL_COMPRESSED_SLUMINANCE 0x8C4A -#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B - -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); - -#define glUniformMatrix2x3fv GLEW_GET_FUN(__glewUniformMatrix2x3fv) -#define glUniformMatrix2x4fv GLEW_GET_FUN(__glewUniformMatrix2x4fv) -#define glUniformMatrix3x2fv GLEW_GET_FUN(__glewUniformMatrix3x2fv) -#define glUniformMatrix3x4fv GLEW_GET_FUN(__glewUniformMatrix3x4fv) -#define glUniformMatrix4x2fv GLEW_GET_FUN(__glewUniformMatrix4x2fv) -#define glUniformMatrix4x3fv GLEW_GET_FUN(__glewUniformMatrix4x3fv) - -#define GLEW_VERSION_2_1 GLEW_GET_VAR(__GLEW_VERSION_2_1) - -#endif /* GL_VERSION_2_1 */ - -/* ----------------------------- GL_VERSION_3_0 ---------------------------- */ - -#ifndef GL_VERSION_3_0 -#define GL_VERSION_3_0 1 - -#define GL_CLIP_DISTANCE0 GL_CLIP_PLANE0 -#define GL_CLIP_DISTANCE1 GL_CLIP_PLANE1 -#define GL_CLIP_DISTANCE2 GL_CLIP_PLANE2 -#define GL_CLIP_DISTANCE3 GL_CLIP_PLANE3 -#define GL_CLIP_DISTANCE4 GL_CLIP_PLANE4 -#define GL_CLIP_DISTANCE5 GL_CLIP_PLANE5 -#define GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB -#define GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES -#define GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS -#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001 -#define GL_MAJOR_VERSION 0x821B -#define GL_MINOR_VERSION 0x821C -#define GL_NUM_EXTENSIONS 0x821D -#define GL_CONTEXT_FLAGS 0x821E -#define GL_DEPTH_BUFFER 0x8223 -#define GL_STENCIL_BUFFER 0x8224 -#define GL_RGBA32F 0x8814 -#define GL_RGB32F 0x8815 -#define GL_RGBA16F 0x881A -#define GL_RGB16F 0x881B -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD -#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF -#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 -#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 -#define GL_CLAMP_VERTEX_COLOR 0x891A -#define GL_CLAMP_FRAGMENT_COLOR 0x891B -#define GL_CLAMP_READ_COLOR 0x891C -#define GL_FIXED_ONLY 0x891D -#define GL_TEXTURE_RED_TYPE 0x8C10 -#define GL_TEXTURE_GREEN_TYPE 0x8C11 -#define GL_TEXTURE_BLUE_TYPE 0x8C12 -#define GL_TEXTURE_ALPHA_TYPE 0x8C13 -#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 -#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 -#define GL_TEXTURE_DEPTH_TYPE 0x8C16 -#define GL_TEXTURE_1D_ARRAY 0x8C18 -#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 -#define GL_TEXTURE_2D_ARRAY 0x8C1A -#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B -#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C -#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D -#define GL_R11F_G11F_B10F 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B -#define GL_RGB9_E5 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E -#define GL_TEXTURE_SHARED_SIZE 0x8C3F -#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 -#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 -#define GL_PRIMITIVES_GENERATED 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 -#define GL_RASTERIZER_DISCARD 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B -#define GL_INTERLEAVED_ATTRIBS 0x8C8C -#define GL_SEPARATE_ATTRIBS 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F -#define GL_RGBA32UI 0x8D70 -#define GL_RGB32UI 0x8D71 -#define GL_RGBA16UI 0x8D76 -#define GL_RGB16UI 0x8D77 -#define GL_RGBA8UI 0x8D7C -#define GL_RGB8UI 0x8D7D -#define GL_RGBA32I 0x8D82 -#define GL_RGB32I 0x8D83 -#define GL_RGBA16I 0x8D88 -#define GL_RGB16I 0x8D89 -#define GL_RGBA8I 0x8D8E -#define GL_RGB8I 0x8D8F -#define GL_RED_INTEGER 0x8D94 -#define GL_GREEN_INTEGER 0x8D95 -#define GL_BLUE_INTEGER 0x8D96 -#define GL_ALPHA_INTEGER 0x8D97 -#define GL_RGB_INTEGER 0x8D98 -#define GL_RGBA_INTEGER 0x8D99 -#define GL_BGR_INTEGER 0x8D9A -#define GL_BGRA_INTEGER 0x8D9B -#define GL_SAMPLER_1D_ARRAY 0x8DC0 -#define GL_SAMPLER_2D_ARRAY 0x8DC1 -#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 -#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 -#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 -#define GL_UNSIGNED_INT_VEC2 0x8DC6 -#define GL_UNSIGNED_INT_VEC3 0x8DC7 -#define GL_UNSIGNED_INT_VEC4 0x8DC8 -#define GL_INT_SAMPLER_1D 0x8DC9 -#define GL_INT_SAMPLER_2D 0x8DCA -#define GL_INT_SAMPLER_3D 0x8DCB -#define GL_INT_SAMPLER_CUBE 0x8DCC -#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE -#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF -#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 -#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 -#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 -#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 -#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 -#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 -#define GL_QUERY_WAIT 0x8E13 -#define GL_QUERY_NO_WAIT 0x8E14 -#define GL_QUERY_BY_REGION_WAIT 0x8E15 -#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint colorNumber, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawBuffer, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawBuffer, const GLint* value); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawBuffer, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLCOLORMASKIPROC) (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); -typedef void (GLAPIENTRY * PFNGLDISABLEIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERPROC) (void); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETBOOLEANI_VPROC) (GLenum pname, GLuint index, GLboolean* data); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar* name); -typedef const GLubyte* (GLAPIENTRY * PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIPROC) (GLenum cap, GLuint index); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort* v0); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void*pointer); - -#define glBeginConditionalRender GLEW_GET_FUN(__glewBeginConditionalRender) -#define glBeginTransformFeedback GLEW_GET_FUN(__glewBeginTransformFeedback) -#define glBindFragDataLocation GLEW_GET_FUN(__glewBindFragDataLocation) -#define glClampColor GLEW_GET_FUN(__glewClampColor) -#define glClearBufferfi GLEW_GET_FUN(__glewClearBufferfi) -#define glClearBufferfv GLEW_GET_FUN(__glewClearBufferfv) -#define glClearBufferiv GLEW_GET_FUN(__glewClearBufferiv) -#define glClearBufferuiv GLEW_GET_FUN(__glewClearBufferuiv) -#define glColorMaski GLEW_GET_FUN(__glewColorMaski) -#define glDisablei GLEW_GET_FUN(__glewDisablei) -#define glEnablei GLEW_GET_FUN(__glewEnablei) -#define glEndConditionalRender GLEW_GET_FUN(__glewEndConditionalRender) -#define glEndTransformFeedback GLEW_GET_FUN(__glewEndTransformFeedback) -#define glGetBooleani_v GLEW_GET_FUN(__glewGetBooleani_v) -#define glGetFragDataLocation GLEW_GET_FUN(__glewGetFragDataLocation) -#define glGetStringi GLEW_GET_FUN(__glewGetStringi) -#define glGetTexParameterIiv GLEW_GET_FUN(__glewGetTexParameterIiv) -#define glGetTexParameterIuiv GLEW_GET_FUN(__glewGetTexParameterIuiv) -#define glGetTransformFeedbackVarying GLEW_GET_FUN(__glewGetTransformFeedbackVarying) -#define glGetUniformuiv GLEW_GET_FUN(__glewGetUniformuiv) -#define glGetVertexAttribIiv GLEW_GET_FUN(__glewGetVertexAttribIiv) -#define glGetVertexAttribIuiv GLEW_GET_FUN(__glewGetVertexAttribIuiv) -#define glIsEnabledi GLEW_GET_FUN(__glewIsEnabledi) -#define glTexParameterIiv GLEW_GET_FUN(__glewTexParameterIiv) -#define glTexParameterIuiv GLEW_GET_FUN(__glewTexParameterIuiv) -#define glTransformFeedbackVaryings GLEW_GET_FUN(__glewTransformFeedbackVaryings) -#define glUniform1ui GLEW_GET_FUN(__glewUniform1ui) -#define glUniform1uiv GLEW_GET_FUN(__glewUniform1uiv) -#define glUniform2ui GLEW_GET_FUN(__glewUniform2ui) -#define glUniform2uiv GLEW_GET_FUN(__glewUniform2uiv) -#define glUniform3ui GLEW_GET_FUN(__glewUniform3ui) -#define glUniform3uiv GLEW_GET_FUN(__glewUniform3uiv) -#define glUniform4ui GLEW_GET_FUN(__glewUniform4ui) -#define glUniform4uiv GLEW_GET_FUN(__glewUniform4uiv) -#define glVertexAttribI1i GLEW_GET_FUN(__glewVertexAttribI1i) -#define glVertexAttribI1iv GLEW_GET_FUN(__glewVertexAttribI1iv) -#define glVertexAttribI1ui GLEW_GET_FUN(__glewVertexAttribI1ui) -#define glVertexAttribI1uiv GLEW_GET_FUN(__glewVertexAttribI1uiv) -#define glVertexAttribI2i GLEW_GET_FUN(__glewVertexAttribI2i) -#define glVertexAttribI2iv GLEW_GET_FUN(__glewVertexAttribI2iv) -#define glVertexAttribI2ui GLEW_GET_FUN(__glewVertexAttribI2ui) -#define glVertexAttribI2uiv GLEW_GET_FUN(__glewVertexAttribI2uiv) -#define glVertexAttribI3i GLEW_GET_FUN(__glewVertexAttribI3i) -#define glVertexAttribI3iv GLEW_GET_FUN(__glewVertexAttribI3iv) -#define glVertexAttribI3ui GLEW_GET_FUN(__glewVertexAttribI3ui) -#define glVertexAttribI3uiv GLEW_GET_FUN(__glewVertexAttribI3uiv) -#define glVertexAttribI4bv GLEW_GET_FUN(__glewVertexAttribI4bv) -#define glVertexAttribI4i GLEW_GET_FUN(__glewVertexAttribI4i) -#define glVertexAttribI4iv GLEW_GET_FUN(__glewVertexAttribI4iv) -#define glVertexAttribI4sv GLEW_GET_FUN(__glewVertexAttribI4sv) -#define glVertexAttribI4ubv GLEW_GET_FUN(__glewVertexAttribI4ubv) -#define glVertexAttribI4ui GLEW_GET_FUN(__glewVertexAttribI4ui) -#define glVertexAttribI4uiv GLEW_GET_FUN(__glewVertexAttribI4uiv) -#define glVertexAttribI4usv GLEW_GET_FUN(__glewVertexAttribI4usv) -#define glVertexAttribIPointer GLEW_GET_FUN(__glewVertexAttribIPointer) - -#define GLEW_VERSION_3_0 GLEW_GET_VAR(__GLEW_VERSION_3_0) - -#endif /* GL_VERSION_3_0 */ - -/* ----------------------------- GL_VERSION_3_1 ---------------------------- */ - -#ifndef GL_VERSION_3_1 -#define GL_VERSION_3_1 1 - -#define GL_TEXTURE_RECTANGLE 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 -#define GL_SAMPLER_2D_RECT 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 -#define GL_TEXTURE_BUFFER 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT 0x8C2E -#define GL_SAMPLER_BUFFER 0x8DC2 -#define GL_INT_SAMPLER_2D_RECT 0x8DCD -#define GL_INT_SAMPLER_BUFFER 0x8DD0 -#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 -#define GL_RED_SNORM 0x8F90 -#define GL_RG_SNORM 0x8F91 -#define GL_RGB_SNORM 0x8F92 -#define GL_RGBA_SNORM 0x8F93 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGB8_SNORM 0x8F96 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM 0x8F98 -#define GL_RG16_SNORM 0x8F99 -#define GL_RGB16_SNORM 0x8F9A -#define GL_RGBA16_SNORM 0x8F9B -#define GL_SIGNED_NORMALIZED 0x8F9C -#define GL_PRIMITIVE_RESTART 0x8F9D -#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E -#define GL_BUFFER_ACCESS_FLAGS 0x911F -#define GL_BUFFER_MAP_LENGTH 0x9120 -#define GL_BUFFER_MAP_OFFSET 0x9121 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalFormat, GLuint buffer); - -#define glDrawArraysInstanced GLEW_GET_FUN(__glewDrawArraysInstanced) -#define glDrawElementsInstanced GLEW_GET_FUN(__glewDrawElementsInstanced) -#define glPrimitiveRestartIndex GLEW_GET_FUN(__glewPrimitiveRestartIndex) -#define glTexBuffer GLEW_GET_FUN(__glewTexBuffer) - -#define GLEW_VERSION_3_1 GLEW_GET_VAR(__GLEW_VERSION_3_1) - -#endif /* GL_VERSION_3_1 */ - -/* ----------------------------- GL_VERSION_3_2 ---------------------------- */ - -#ifndef GL_VERSION_3_2 -#define GL_VERSION_3_2 1 - -#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 -#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 -#define GL_LINES_ADJACENCY 0x000A -#define GL_LINE_STRIP_ADJACENCY 0x000B -#define GL_TRIANGLES_ADJACENCY 0x000C -#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D -#define GL_PROGRAM_POINT_SIZE 0x8642 -#define GL_GEOMETRY_VERTICES_OUT 0x8916 -#define GL_GEOMETRY_INPUT_TYPE 0x8917 -#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 -#define GL_GEOMETRY_SHADER 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 -#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 -#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 -#define GL_CONTEXT_PROFILE_MASK 0x9126 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum value, GLint64 * data); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64I_VPROC) (GLenum pname, GLuint index, GLint64 * data); - -#define glFramebufferTexture GLEW_GET_FUN(__glewFramebufferTexture) -#define glGetBufferParameteri64v GLEW_GET_FUN(__glewGetBufferParameteri64v) -#define glGetInteger64i_v GLEW_GET_FUN(__glewGetInteger64i_v) - -#define GLEW_VERSION_3_2 GLEW_GET_VAR(__GLEW_VERSION_3_2) - -#endif /* GL_VERSION_3_2 */ - -/* ----------------------------- GL_VERSION_3_3 ---------------------------- */ - -#ifndef GL_VERSION_3_3 -#define GL_VERSION_3_3 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE -#define GL_RGB10_A2UI 0x906F - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisor GLEW_GET_FUN(__glewVertexAttribDivisor) - -#define GLEW_VERSION_3_3 GLEW_GET_VAR(__GLEW_VERSION_3_3) - -#endif /* GL_VERSION_3_3 */ - -/* ----------------------------- GL_VERSION_4_0 ---------------------------- */ - -#ifndef GL_VERSION_4_0 -#define GL_VERSION_4_0 1 - -#define GL_SAMPLE_SHADING 0x8C36 -#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F -#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS 0x8F9F -#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B -#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGPROC) (GLclampf value); - -#define glBlendEquationSeparatei GLEW_GET_FUN(__glewBlendEquationSeparatei) -#define glBlendEquationi GLEW_GET_FUN(__glewBlendEquationi) -#define glBlendFuncSeparatei GLEW_GET_FUN(__glewBlendFuncSeparatei) -#define glBlendFunci GLEW_GET_FUN(__glewBlendFunci) -#define glMinSampleShading GLEW_GET_FUN(__glewMinSampleShading) - -#define GLEW_VERSION_4_0 GLEW_GET_VAR(__GLEW_VERSION_4_0) - -#endif /* GL_VERSION_4_0 */ - -/* ----------------------------- GL_VERSION_4_1 ---------------------------- */ - -#ifndef GL_VERSION_4_1 -#define GL_VERSION_4_1 1 - -#define GLEW_VERSION_4_1 GLEW_GET_VAR(__GLEW_VERSION_4_1) - -#endif /* GL_VERSION_4_1 */ - -/* ----------------------------- GL_VERSION_4_2 ---------------------------- */ - -#ifndef GL_VERSION_4_2 -#define GL_VERSION_4_2 1 - -#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 -#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 -#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F -#define GL_COPY_READ_BUFFER_BINDING 0x8F36 -#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 - -#define GLEW_VERSION_4_2 GLEW_GET_VAR(__GLEW_VERSION_4_2) - -#endif /* GL_VERSION_4_2 */ - -/* ----------------------------- GL_VERSION_4_3 ---------------------------- */ - -#ifndef GL_VERSION_4_3 -#define GL_VERSION_4_3 1 - -#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 -#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E - -#define GLEW_VERSION_4_3 GLEW_GET_VAR(__GLEW_VERSION_4_3) - -#endif /* GL_VERSION_4_3 */ - -/* ----------------------------- GL_VERSION_4_4 ---------------------------- */ - -#ifndef GL_VERSION_4_4 -#define GL_VERSION_4_4 1 - -#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 -#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 -#define GL_TEXTURE_BUFFER_BINDING 0x8C2A - -#define GLEW_VERSION_4_4 GLEW_GET_VAR(__GLEW_VERSION_4_4) - -#endif /* GL_VERSION_4_4 */ - -/* ----------------------------- GL_VERSION_4_5 ---------------------------- */ - -#ifndef GL_VERSION_4_5 -#define GL_VERSION_4_5 1 - -#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 - -typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *pixels); -typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEPROC) (GLenum tex, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *pixels); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); - -#define glGetGraphicsResetStatus GLEW_GET_FUN(__glewGetGraphicsResetStatus) -#define glGetnCompressedTexImage GLEW_GET_FUN(__glewGetnCompressedTexImage) -#define glGetnTexImage GLEW_GET_FUN(__glewGetnTexImage) -#define glGetnUniformdv GLEW_GET_FUN(__glewGetnUniformdv) - -#define GLEW_VERSION_4_5 GLEW_GET_VAR(__GLEW_VERSION_4_5) - -#endif /* GL_VERSION_4_5 */ - -/* ----------------------------- GL_VERSION_4_6 ---------------------------- */ - -#ifndef GL_VERSION_4_6 -#define GL_VERSION_4_6 1 - -#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 -#define GL_PARAMETER_BUFFER 0x80EE -#define GL_PARAMETER_BUFFER_BINDING 0x80EF -#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC -#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED -#define GL_VERTICES_SUBMITTED 0x82EE -#define GL_PRIMITIVES_SUBMITTED 0x82EF -#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 -#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 -#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 -#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 -#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 -#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 -#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 -#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 -#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF -#define GL_POLYGON_OFFSET_CLAMP 0x8E1B -#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 -#define GL_SPIR_V_BINARY 0x9552 -#define GL_SPIR_V_EXTENSIONS 0x9553 -#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const GLvoid *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); - -#define glMultiDrawArraysIndirectCount GLEW_GET_FUN(__glewMultiDrawArraysIndirectCount) -#define glMultiDrawElementsIndirectCount GLEW_GET_FUN(__glewMultiDrawElementsIndirectCount) -#define glSpecializeShader GLEW_GET_FUN(__glewSpecializeShader) - -#define GLEW_VERSION_4_6 GLEW_GET_VAR(__GLEW_VERSION_4_6) - -#endif /* GL_VERSION_4_6 */ - -/* -------------------------- GL_3DFX_multisample -------------------------- */ - -#ifndef GL_3DFX_multisample -#define GL_3DFX_multisample 1 - -#define GL_MULTISAMPLE_3DFX 0x86B2 -#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 -#define GL_SAMPLES_3DFX 0x86B4 -#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 - -#define GLEW_3DFX_multisample GLEW_GET_VAR(__GLEW_3DFX_multisample) - -#endif /* GL_3DFX_multisample */ - -/* ---------------------------- GL_3DFX_tbuffer ---------------------------- */ - -#ifndef GL_3DFX_tbuffer -#define GL_3DFX_tbuffer 1 - -typedef void (GLAPIENTRY * PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); - -#define glTbufferMask3DFX GLEW_GET_FUN(__glewTbufferMask3DFX) - -#define GLEW_3DFX_tbuffer GLEW_GET_VAR(__GLEW_3DFX_tbuffer) - -#endif /* GL_3DFX_tbuffer */ - -/* -------------------- GL_3DFX_texture_compression_FXT1 ------------------- */ - -#ifndef GL_3DFX_texture_compression_FXT1 -#define GL_3DFX_texture_compression_FXT1 1 - -#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 -#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 - -#define GLEW_3DFX_texture_compression_FXT1 GLEW_GET_VAR(__GLEW_3DFX_texture_compression_FXT1) - -#endif /* GL_3DFX_texture_compression_FXT1 */ - -/* ----------------------- GL_AMD_blend_minmax_factor ---------------------- */ - -#ifndef GL_AMD_blend_minmax_factor -#define GL_AMD_blend_minmax_factor 1 - -#define GL_FACTOR_MIN_AMD 0x901C -#define GL_FACTOR_MAX_AMD 0x901D - -#define GLEW_AMD_blend_minmax_factor GLEW_GET_VAR(__GLEW_AMD_blend_minmax_factor) - -#endif /* GL_AMD_blend_minmax_factor */ - -/* --------------------- GL_AMD_compressed_3DC_texture --------------------- */ - -#ifndef GL_AMD_compressed_3DC_texture -#define GL_AMD_compressed_3DC_texture 1 - -#define GL_3DC_X_AMD 0x87F9 -#define GL_3DC_XY_AMD 0x87FA - -#define GLEW_AMD_compressed_3DC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_3DC_texture) - -#endif /* GL_AMD_compressed_3DC_texture */ - -/* --------------------- GL_AMD_compressed_ATC_texture --------------------- */ - -#ifndef GL_AMD_compressed_ATC_texture -#define GL_AMD_compressed_ATC_texture 1 - -#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE -#define GL_ATC_RGB_AMD 0x8C92 -#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 - -#define GLEW_AMD_compressed_ATC_texture GLEW_GET_VAR(__GLEW_AMD_compressed_ATC_texture) - -#endif /* GL_AMD_compressed_ATC_texture */ - -/* ----------------------- GL_AMD_conservative_depth ----------------------- */ - -#ifndef GL_AMD_conservative_depth -#define GL_AMD_conservative_depth 1 - -#define GLEW_AMD_conservative_depth GLEW_GET_VAR(__GLEW_AMD_conservative_depth) - -#endif /* GL_AMD_conservative_depth */ - -/* -------------------------- GL_AMD_debug_output -------------------------- */ - -#ifndef GL_AMD_debug_output -#define GL_AMD_debug_output 1 - -#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 -#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 -#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 -#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A -#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B -#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C -#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D -#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E -#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F -#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 - -typedef void (GLAPIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufsize, GLenum* categories, GLuint* severities, GLuint* ids, GLsizei* lengths, GLchar* message); - -#define glDebugMessageCallbackAMD GLEW_GET_FUN(__glewDebugMessageCallbackAMD) -#define glDebugMessageEnableAMD GLEW_GET_FUN(__glewDebugMessageEnableAMD) -#define glDebugMessageInsertAMD GLEW_GET_FUN(__glewDebugMessageInsertAMD) -#define glGetDebugMessageLogAMD GLEW_GET_FUN(__glewGetDebugMessageLogAMD) - -#define GLEW_AMD_debug_output GLEW_GET_VAR(__GLEW_AMD_debug_output) - -#endif /* GL_AMD_debug_output */ - -/* ---------------------- GL_AMD_depth_clamp_separate ---------------------- */ - -#ifndef GL_AMD_depth_clamp_separate -#define GL_AMD_depth_clamp_separate 1 - -#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E -#define GL_DEPTH_CLAMP_FAR_AMD 0x901F - -#define GLEW_AMD_depth_clamp_separate GLEW_GET_VAR(__GLEW_AMD_depth_clamp_separate) - -#endif /* GL_AMD_depth_clamp_separate */ - -/* ----------------------- GL_AMD_draw_buffers_blend ----------------------- */ - -#ifndef GL_AMD_draw_buffers_blend -#define GL_AMD_draw_buffers_blend 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); - -#define glBlendEquationIndexedAMD GLEW_GET_FUN(__glewBlendEquationIndexedAMD) -#define glBlendEquationSeparateIndexedAMD GLEW_GET_FUN(__glewBlendEquationSeparateIndexedAMD) -#define glBlendFuncIndexedAMD GLEW_GET_FUN(__glewBlendFuncIndexedAMD) -#define glBlendFuncSeparateIndexedAMD GLEW_GET_FUN(__glewBlendFuncSeparateIndexedAMD) - -#define GLEW_AMD_draw_buffers_blend GLEW_GET_VAR(__GLEW_AMD_draw_buffers_blend) - -#endif /* GL_AMD_draw_buffers_blend */ - -/* ------------------ GL_AMD_framebuffer_sample_positions ------------------ */ - -#ifndef GL_AMD_framebuffer_sample_positions -#define GL_AMD_framebuffer_sample_positions 1 - -#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F -#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE -#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF -#define GL_ALL_PIXELS_AMD 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat* values); - -#define glFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewFramebufferSamplePositionsfvAMD) -#define glGetFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetFramebufferParameterfvAMD) -#define glGetNamedFramebufferParameterfvAMD GLEW_GET_FUN(__glewGetNamedFramebufferParameterfvAMD) -#define glNamedFramebufferSamplePositionsfvAMD GLEW_GET_FUN(__glewNamedFramebufferSamplePositionsfvAMD) - -#define GLEW_AMD_framebuffer_sample_positions GLEW_GET_VAR(__GLEW_AMD_framebuffer_sample_positions) - -#endif /* GL_AMD_framebuffer_sample_positions */ - -/* --------------------------- GL_AMD_gcn_shader --------------------------- */ - -#ifndef GL_AMD_gcn_shader -#define GL_AMD_gcn_shader 1 - -#define GLEW_AMD_gcn_shader GLEW_GET_VAR(__GLEW_AMD_gcn_shader) - -#endif /* GL_AMD_gcn_shader */ - -/* ---------------------- GL_AMD_gpu_shader_half_float --------------------- */ - -#ifndef GL_AMD_gpu_shader_half_float -#define GL_AMD_gpu_shader_half_float 1 - -#define GL_FLOAT16_NV 0x8FF8 -#define GL_FLOAT16_VEC2_NV 0x8FF9 -#define GL_FLOAT16_VEC3_NV 0x8FFA -#define GL_FLOAT16_VEC4_NV 0x8FFB -#define GL_FLOAT16_MAT2_AMD 0x91C5 -#define GL_FLOAT16_MAT3_AMD 0x91C6 -#define GL_FLOAT16_MAT4_AMD 0x91C7 -#define GL_FLOAT16_MAT2x3_AMD 0x91C8 -#define GL_FLOAT16_MAT2x4_AMD 0x91C9 -#define GL_FLOAT16_MAT3x2_AMD 0x91CA -#define GL_FLOAT16_MAT3x4_AMD 0x91CB -#define GL_FLOAT16_MAT4x2_AMD 0x91CC -#define GL_FLOAT16_MAT4x3_AMD 0x91CD - -#define GLEW_AMD_gpu_shader_half_float GLEW_GET_VAR(__GLEW_AMD_gpu_shader_half_float) - -#endif /* GL_AMD_gpu_shader_half_float */ - -/* ------------------------ GL_AMD_gpu_shader_int16 ------------------------ */ - -#ifndef GL_AMD_gpu_shader_int16 -#define GL_AMD_gpu_shader_int16 1 - -#define GLEW_AMD_gpu_shader_int16 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int16) - -#endif /* GL_AMD_gpu_shader_int16 */ - -/* ------------------------ GL_AMD_gpu_shader_int64 ------------------------ */ - -#ifndef GL_AMD_gpu_shader_int64 -#define GL_AMD_gpu_shader_int64 1 - -#define GLEW_AMD_gpu_shader_int64 GLEW_GET_VAR(__GLEW_AMD_gpu_shader_int64) - -#endif /* GL_AMD_gpu_shader_int64 */ - -/* ---------------------- GL_AMD_interleaved_elements ---------------------- */ - -#ifndef GL_AMD_interleaved_elements -#define GL_AMD_interleaved_elements 1 - -#define GL_RED 0x1903 -#define GL_GREEN 0x1904 -#define GL_BLUE 0x1905 -#define GL_ALPHA 0x1906 -#define GL_RG8UI 0x8238 -#define GL_RG16UI 0x823A -#define GL_RGBA8UI 0x8D7C -#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 -#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); - -#define glVertexAttribParameteriAMD GLEW_GET_FUN(__glewVertexAttribParameteriAMD) - -#define GLEW_AMD_interleaved_elements GLEW_GET_VAR(__GLEW_AMD_interleaved_elements) - -#endif /* GL_AMD_interleaved_elements */ - -/* ----------------------- GL_AMD_multi_draw_indirect ---------------------- */ - -#ifndef GL_AMD_multi_draw_indirect -#define GL_AMD_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); - -#define glMultiDrawArraysIndirectAMD GLEW_GET_FUN(__glewMultiDrawArraysIndirectAMD) -#define glMultiDrawElementsIndirectAMD GLEW_GET_FUN(__glewMultiDrawElementsIndirectAMD) - -#define GLEW_AMD_multi_draw_indirect GLEW_GET_VAR(__GLEW_AMD_multi_draw_indirect) - -#endif /* GL_AMD_multi_draw_indirect */ - -/* ------------------------- GL_AMD_name_gen_delete ------------------------ */ - -#ifndef GL_AMD_name_gen_delete -#define GL_AMD_name_gen_delete 1 - -#define GL_DATA_BUFFER_AMD 0x9151 -#define GL_PERFORMANCE_MONITOR_AMD 0x9152 -#define GL_QUERY_OBJECT_AMD 0x9153 -#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 -#define GL_SAMPLER_OBJECT_AMD 0x9155 - -typedef void (GLAPIENTRY * PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint* names); -typedef void (GLAPIENTRY * PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint* names); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); - -#define glDeleteNamesAMD GLEW_GET_FUN(__glewDeleteNamesAMD) -#define glGenNamesAMD GLEW_GET_FUN(__glewGenNamesAMD) -#define glIsNameAMD GLEW_GET_FUN(__glewIsNameAMD) - -#define GLEW_AMD_name_gen_delete GLEW_GET_VAR(__GLEW_AMD_name_gen_delete) - -#endif /* GL_AMD_name_gen_delete */ - -/* ---------------------- GL_AMD_occlusion_query_event --------------------- */ - -#ifndef GL_AMD_occlusion_query_event -#define GL_AMD_occlusion_query_event 1 - -#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 -#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 -#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 -#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 -#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F -#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); - -#define glQueryObjectParameteruiAMD GLEW_GET_FUN(__glewQueryObjectParameteruiAMD) - -#define GLEW_AMD_occlusion_query_event GLEW_GET_VAR(__GLEW_AMD_occlusion_query_event) - -#endif /* GL_AMD_occlusion_query_event */ - -/* ----------------------- GL_AMD_performance_monitor ---------------------- */ - -#ifndef GL_AMD_performance_monitor -#define GL_AMD_performance_monitor 1 - -#define GL_COUNTER_TYPE_AMD 0x8BC0 -#define GL_COUNTER_RANGE_AMD 0x8BC1 -#define GL_UNSIGNED_INT64_AMD 0x8BC2 -#define GL_PERCENTAGE_AMD 0x8BC3 -#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 -#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 -#define GL_PERFMON_RESULT_AMD 0x8BC6 - -typedef void (GLAPIENTRY * PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); -typedef void (GLAPIENTRY * PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); -typedef void (GLAPIENTRY * PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); -typedef void (GLAPIENTRY * PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint* monitors); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint *bytesWritten); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar *counterString); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint* numCounters, GLint *maxActiveCounters, GLsizei countersSize, GLuint *counters); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei* length, GLchar *groupString); -typedef void (GLAPIENTRY * PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint* numGroups, GLsizei groupsSize, GLuint *groups); -typedef void (GLAPIENTRY * PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* counterList); - -#define glBeginPerfMonitorAMD GLEW_GET_FUN(__glewBeginPerfMonitorAMD) -#define glDeletePerfMonitorsAMD GLEW_GET_FUN(__glewDeletePerfMonitorsAMD) -#define glEndPerfMonitorAMD GLEW_GET_FUN(__glewEndPerfMonitorAMD) -#define glGenPerfMonitorsAMD GLEW_GET_FUN(__glewGenPerfMonitorsAMD) -#define glGetPerfMonitorCounterDataAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterDataAMD) -#define glGetPerfMonitorCounterInfoAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterInfoAMD) -#define glGetPerfMonitorCounterStringAMD GLEW_GET_FUN(__glewGetPerfMonitorCounterStringAMD) -#define glGetPerfMonitorCountersAMD GLEW_GET_FUN(__glewGetPerfMonitorCountersAMD) -#define glGetPerfMonitorGroupStringAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupStringAMD) -#define glGetPerfMonitorGroupsAMD GLEW_GET_FUN(__glewGetPerfMonitorGroupsAMD) -#define glSelectPerfMonitorCountersAMD GLEW_GET_FUN(__glewSelectPerfMonitorCountersAMD) - -#define GLEW_AMD_performance_monitor GLEW_GET_VAR(__GLEW_AMD_performance_monitor) - -#endif /* GL_AMD_performance_monitor */ - -/* -------------------------- GL_AMD_pinned_memory ------------------------- */ - -#ifndef GL_AMD_pinned_memory -#define GL_AMD_pinned_memory 1 - -#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 - -#define GLEW_AMD_pinned_memory GLEW_GET_VAR(__GLEW_AMD_pinned_memory) - -#endif /* GL_AMD_pinned_memory */ - -/* ----------------------- GL_AMD_program_binary_Z400 ---------------------- */ - -#ifndef GL_AMD_program_binary_Z400 -#define GL_AMD_program_binary_Z400 1 - -#define GL_Z400_BINARY_AMD 0x8740 - -#define GLEW_AMD_program_binary_Z400 GLEW_GET_VAR(__GLEW_AMD_program_binary_Z400) - -#endif /* GL_AMD_program_binary_Z400 */ - -/* ----------------------- GL_AMD_query_buffer_object ---------------------- */ - -#ifndef GL_AMD_query_buffer_object -#define GL_AMD_query_buffer_object 1 - -#define GL_QUERY_BUFFER_AMD 0x9192 -#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 -#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 - -#define GLEW_AMD_query_buffer_object GLEW_GET_VAR(__GLEW_AMD_query_buffer_object) - -#endif /* GL_AMD_query_buffer_object */ - -/* ------------------------ GL_AMD_sample_positions ------------------------ */ - -#ifndef GL_AMD_sample_positions -#define GL_AMD_sample_positions 1 - -#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F - -typedef void (GLAPIENTRY * PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat* val); - -#define glSetMultisamplefvAMD GLEW_GET_FUN(__glewSetMultisamplefvAMD) - -#define GLEW_AMD_sample_positions GLEW_GET_VAR(__GLEW_AMD_sample_positions) - -#endif /* GL_AMD_sample_positions */ - -/* ------------------ GL_AMD_seamless_cubemap_per_texture ------------------ */ - -#ifndef GL_AMD_seamless_cubemap_per_texture -#define GL_AMD_seamless_cubemap_per_texture 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_AMD_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_AMD_seamless_cubemap_per_texture) - -#endif /* GL_AMD_seamless_cubemap_per_texture */ - -/* -------------------- GL_AMD_shader_atomic_counter_ops ------------------- */ - -#ifndef GL_AMD_shader_atomic_counter_ops -#define GL_AMD_shader_atomic_counter_ops 1 - -#define GLEW_AMD_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_AMD_shader_atomic_counter_ops) - -#endif /* GL_AMD_shader_atomic_counter_ops */ - -/* -------------------------- GL_AMD_shader_ballot ------------------------- */ - -#ifndef GL_AMD_shader_ballot -#define GL_AMD_shader_ballot 1 - -#define GLEW_AMD_shader_ballot GLEW_GET_VAR(__GLEW_AMD_shader_ballot) - -#endif /* GL_AMD_shader_ballot */ - -/* ---------------- GL_AMD_shader_explicit_vertex_parameter ---------------- */ - -#ifndef GL_AMD_shader_explicit_vertex_parameter -#define GL_AMD_shader_explicit_vertex_parameter 1 - -#define GLEW_AMD_shader_explicit_vertex_parameter GLEW_GET_VAR(__GLEW_AMD_shader_explicit_vertex_parameter) - -#endif /* GL_AMD_shader_explicit_vertex_parameter */ - -/* ---------------------- GL_AMD_shader_stencil_export --------------------- */ - -#ifndef GL_AMD_shader_stencil_export -#define GL_AMD_shader_stencil_export 1 - -#define GLEW_AMD_shader_stencil_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_export) - -#endif /* GL_AMD_shader_stencil_export */ - -/* ------------------- GL_AMD_shader_stencil_value_export ------------------ */ - -#ifndef GL_AMD_shader_stencil_value_export -#define GL_AMD_shader_stencil_value_export 1 - -#define GLEW_AMD_shader_stencil_value_export GLEW_GET_VAR(__GLEW_AMD_shader_stencil_value_export) - -#endif /* GL_AMD_shader_stencil_value_export */ - -/* ---------------------- GL_AMD_shader_trinary_minmax --------------------- */ - -#ifndef GL_AMD_shader_trinary_minmax -#define GL_AMD_shader_trinary_minmax 1 - -#define GLEW_AMD_shader_trinary_minmax GLEW_GET_VAR(__GLEW_AMD_shader_trinary_minmax) - -#endif /* GL_AMD_shader_trinary_minmax */ - -/* ------------------------- GL_AMD_sparse_texture ------------------------- */ - -#ifndef GL_AMD_sparse_texture -#define GL_AMD_sparse_texture 1 - -#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 -#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A -#define GL_MIN_SPARSE_LEVEL_AMD 0x919B -#define GL_MIN_LOD_WARNING_AMD 0x919C - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); - -#define glTexStorageSparseAMD GLEW_GET_FUN(__glewTexStorageSparseAMD) -#define glTextureStorageSparseAMD GLEW_GET_FUN(__glewTextureStorageSparseAMD) - -#define GLEW_AMD_sparse_texture GLEW_GET_VAR(__GLEW_AMD_sparse_texture) - -#endif /* GL_AMD_sparse_texture */ - -/* ------------------- GL_AMD_stencil_operation_extended ------------------- */ - -#ifndef GL_AMD_stencil_operation_extended -#define GL_AMD_stencil_operation_extended 1 - -#define GL_SET_AMD 0x874A -#define GL_REPLACE_VALUE_AMD 0x874B -#define GL_STENCIL_OP_VALUE_AMD 0x874C -#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D - -typedef void (GLAPIENTRY * PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); - -#define glStencilOpValueAMD GLEW_GET_FUN(__glewStencilOpValueAMD) - -#define GLEW_AMD_stencil_operation_extended GLEW_GET_VAR(__GLEW_AMD_stencil_operation_extended) - -#endif /* GL_AMD_stencil_operation_extended */ - -/* --------------------- GL_AMD_texture_gather_bias_lod -------------------- */ - -#ifndef GL_AMD_texture_gather_bias_lod -#define GL_AMD_texture_gather_bias_lod 1 - -#define GLEW_AMD_texture_gather_bias_lod GLEW_GET_VAR(__GLEW_AMD_texture_gather_bias_lod) - -#endif /* GL_AMD_texture_gather_bias_lod */ - -/* ------------------------ GL_AMD_texture_texture4 ------------------------ */ - -#ifndef GL_AMD_texture_texture4 -#define GL_AMD_texture_texture4 1 - -#define GLEW_AMD_texture_texture4 GLEW_GET_VAR(__GLEW_AMD_texture_texture4) - -#endif /* GL_AMD_texture_texture4 */ - -/* --------------- GL_AMD_transform_feedback3_lines_triangles -------------- */ - -#ifndef GL_AMD_transform_feedback3_lines_triangles -#define GL_AMD_transform_feedback3_lines_triangles 1 - -#define GLEW_AMD_transform_feedback3_lines_triangles GLEW_GET_VAR(__GLEW_AMD_transform_feedback3_lines_triangles) - -#endif /* GL_AMD_transform_feedback3_lines_triangles */ - -/* ----------------------- GL_AMD_transform_feedback4 ---------------------- */ - -#ifndef GL_AMD_transform_feedback4 -#define GL_AMD_transform_feedback4 1 - -#define GL_STREAM_RASTERIZATION_AMD 0x91A0 - -#define GLEW_AMD_transform_feedback4 GLEW_GET_VAR(__GLEW_AMD_transform_feedback4) - -#endif /* GL_AMD_transform_feedback4 */ - -/* ----------------------- GL_AMD_vertex_shader_layer ---------------------- */ - -#ifndef GL_AMD_vertex_shader_layer -#define GL_AMD_vertex_shader_layer 1 - -#define GLEW_AMD_vertex_shader_layer GLEW_GET_VAR(__GLEW_AMD_vertex_shader_layer) - -#endif /* GL_AMD_vertex_shader_layer */ - -/* -------------------- GL_AMD_vertex_shader_tessellator ------------------- */ - -#ifndef GL_AMD_vertex_shader_tessellator -#define GL_AMD_vertex_shader_tessellator 1 - -#define GL_SAMPLER_BUFFER_AMD 0x9001 -#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 -#define GL_TESSELLATION_MODE_AMD 0x9004 -#define GL_TESSELLATION_FACTOR_AMD 0x9005 -#define GL_DISCRETE_AMD 0x9006 -#define GL_CONTINUOUS_AMD 0x9007 - -typedef void (GLAPIENTRY * PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); -typedef void (GLAPIENTRY * PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); - -#define glTessellationFactorAMD GLEW_GET_FUN(__glewTessellationFactorAMD) -#define glTessellationModeAMD GLEW_GET_FUN(__glewTessellationModeAMD) - -#define GLEW_AMD_vertex_shader_tessellator GLEW_GET_VAR(__GLEW_AMD_vertex_shader_tessellator) - -#endif /* GL_AMD_vertex_shader_tessellator */ - -/* ------------------ GL_AMD_vertex_shader_viewport_index ------------------ */ - -#ifndef GL_AMD_vertex_shader_viewport_index -#define GL_AMD_vertex_shader_viewport_index 1 - -#define GLEW_AMD_vertex_shader_viewport_index GLEW_GET_VAR(__GLEW_AMD_vertex_shader_viewport_index) - -#endif /* GL_AMD_vertex_shader_viewport_index */ - -/* -------------------- GL_ANDROID_extension_pack_es31a -------------------- */ - -#ifndef GL_ANDROID_extension_pack_es31a -#define GL_ANDROID_extension_pack_es31a 1 - -#define GLEW_ANDROID_extension_pack_es31a GLEW_GET_VAR(__GLEW_ANDROID_extension_pack_es31a) - -#endif /* GL_ANDROID_extension_pack_es31a */ - -/* ------------------------- GL_ANGLE_depth_texture ------------------------ */ - -#ifndef GL_ANGLE_depth_texture -#define GL_ANGLE_depth_texture 1 - -#define GLEW_ANGLE_depth_texture GLEW_GET_VAR(__GLEW_ANGLE_depth_texture) - -#endif /* GL_ANGLE_depth_texture */ - -/* ----------------------- GL_ANGLE_framebuffer_blit ----------------------- */ - -#ifndef GL_ANGLE_framebuffer_blit -#define GL_ANGLE_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 -#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferANGLE GLEW_GET_FUN(__glewBlitFramebufferANGLE) - -#define GLEW_ANGLE_framebuffer_blit GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_blit) - -#endif /* GL_ANGLE_framebuffer_blit */ - -/* -------------------- GL_ANGLE_framebuffer_multisample ------------------- */ - -#ifndef GL_ANGLE_framebuffer_multisample -#define GL_ANGLE_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 -#define GL_MAX_SAMPLES_ANGLE 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleANGLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleANGLE) - -#define GLEW_ANGLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_ANGLE_framebuffer_multisample) - -#endif /* GL_ANGLE_framebuffer_multisample */ - -/* ----------------------- GL_ANGLE_instanced_arrays ----------------------- */ - -#ifndef GL_ANGLE_instanced_arrays -#define GL_ANGLE_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); - -#define glDrawArraysInstancedANGLE GLEW_GET_FUN(__glewDrawArraysInstancedANGLE) -#define glDrawElementsInstancedANGLE GLEW_GET_FUN(__glewDrawElementsInstancedANGLE) -#define glVertexAttribDivisorANGLE GLEW_GET_FUN(__glewVertexAttribDivisorANGLE) - -#define GLEW_ANGLE_instanced_arrays GLEW_GET_VAR(__GLEW_ANGLE_instanced_arrays) - -#endif /* GL_ANGLE_instanced_arrays */ - -/* -------------------- GL_ANGLE_pack_reverse_row_order -------------------- */ - -#ifndef GL_ANGLE_pack_reverse_row_order -#define GL_ANGLE_pack_reverse_row_order 1 - -#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 - -#define GLEW_ANGLE_pack_reverse_row_order GLEW_GET_VAR(__GLEW_ANGLE_pack_reverse_row_order) - -#endif /* GL_ANGLE_pack_reverse_row_order */ - -/* ------------------------ GL_ANGLE_program_binary ------------------------ */ - -#ifndef GL_ANGLE_program_binary -#define GL_ANGLE_program_binary 1 - -#define GL_PROGRAM_BINARY_ANGLE 0x93A6 - -#define GLEW_ANGLE_program_binary GLEW_GET_VAR(__GLEW_ANGLE_program_binary) - -#endif /* GL_ANGLE_program_binary */ - -/* ------------------- GL_ANGLE_texture_compression_dxt1 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt1 -#define GL_ANGLE_texture_compression_dxt1 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt1) - -#endif /* GL_ANGLE_texture_compression_dxt1 */ - -/* ------------------- GL_ANGLE_texture_compression_dxt3 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt3 -#define GL_ANGLE_texture_compression_dxt3 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt3 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt3) - -#endif /* GL_ANGLE_texture_compression_dxt3 */ - -/* ------------------- GL_ANGLE_texture_compression_dxt5 ------------------- */ - -#ifndef GL_ANGLE_texture_compression_dxt5 -#define GL_ANGLE_texture_compression_dxt5 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 - -#define GLEW_ANGLE_texture_compression_dxt5 GLEW_GET_VAR(__GLEW_ANGLE_texture_compression_dxt5) - -#endif /* GL_ANGLE_texture_compression_dxt5 */ - -/* ------------------------- GL_ANGLE_texture_usage ------------------------ */ - -#ifndef GL_ANGLE_texture_usage -#define GL_ANGLE_texture_usage 1 - -#define GL_TEXTURE_USAGE_ANGLE 0x93A2 -#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 - -#define GLEW_ANGLE_texture_usage GLEW_GET_VAR(__GLEW_ANGLE_texture_usage) - -#endif /* GL_ANGLE_texture_usage */ - -/* -------------------------- GL_ANGLE_timer_query ------------------------- */ - -#ifndef GL_ANGLE_timer_query -#define GL_ANGLE_timer_query 1 - -#define GL_QUERY_COUNTER_BITS_ANGLE 0x8864 -#define GL_CURRENT_QUERY_ANGLE 0x8865 -#define GL_QUERY_RESULT_ANGLE 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_ANGLE 0x8867 -#define GL_TIME_ELAPSED_ANGLE 0x88BF -#define GL_TIMESTAMP_ANGLE 0x8E28 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYANGLEPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESANGLEPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYANGLEPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENQUERIESANGLEPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VANGLEPROC) (GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVANGLEPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VANGLEPROC) (GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVANGLEPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVANGLEPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYANGLEPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERANGLEPROC) (GLuint id, GLenum target); - -#define glBeginQueryANGLE GLEW_GET_FUN(__glewBeginQueryANGLE) -#define glDeleteQueriesANGLE GLEW_GET_FUN(__glewDeleteQueriesANGLE) -#define glEndQueryANGLE GLEW_GET_FUN(__glewEndQueryANGLE) -#define glGenQueriesANGLE GLEW_GET_FUN(__glewGenQueriesANGLE) -#define glGetQueryObjecti64vANGLE GLEW_GET_FUN(__glewGetQueryObjecti64vANGLE) -#define glGetQueryObjectivANGLE GLEW_GET_FUN(__glewGetQueryObjectivANGLE) -#define glGetQueryObjectui64vANGLE GLEW_GET_FUN(__glewGetQueryObjectui64vANGLE) -#define glGetQueryObjectuivANGLE GLEW_GET_FUN(__glewGetQueryObjectuivANGLE) -#define glGetQueryivANGLE GLEW_GET_FUN(__glewGetQueryivANGLE) -#define glIsQueryANGLE GLEW_GET_FUN(__glewIsQueryANGLE) -#define glQueryCounterANGLE GLEW_GET_FUN(__glewQueryCounterANGLE) - -#define GLEW_ANGLE_timer_query GLEW_GET_VAR(__GLEW_ANGLE_timer_query) - -#endif /* GL_ANGLE_timer_query */ - -/* ------------------- GL_ANGLE_translated_shader_source ------------------- */ - -#ifndef GL_ANGLE_translated_shader_source -#define GL_ANGLE_translated_shader_source 1 - -#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 - -typedef void (GLAPIENTRY * PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); - -#define glGetTranslatedShaderSourceANGLE GLEW_GET_FUN(__glewGetTranslatedShaderSourceANGLE) - -#define GLEW_ANGLE_translated_shader_source GLEW_GET_VAR(__GLEW_ANGLE_translated_shader_source) - -#endif /* GL_ANGLE_translated_shader_source */ - -/* ----------------------- GL_APPLE_aux_depth_stencil ---------------------- */ - -#ifndef GL_APPLE_aux_depth_stencil -#define GL_APPLE_aux_depth_stencil 1 - -#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 - -#define GLEW_APPLE_aux_depth_stencil GLEW_GET_VAR(__GLEW_APPLE_aux_depth_stencil) - -#endif /* GL_APPLE_aux_depth_stencil */ - -/* ------------------------ GL_APPLE_client_storage ------------------------ */ - -#ifndef GL_APPLE_client_storage -#define GL_APPLE_client_storage 1 - -#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 - -#define GLEW_APPLE_client_storage GLEW_GET_VAR(__GLEW_APPLE_client_storage) - -#endif /* GL_APPLE_client_storage */ - -/* ------------------------- GL_APPLE_clip_distance ------------------------ */ - -#ifndef GL_APPLE_clip_distance -#define GL_APPLE_clip_distance 1 - -#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 -#define GL_CLIP_DISTANCE0_APPLE 0x3000 -#define GL_CLIP_DISTANCE1_APPLE 0x3001 -#define GL_CLIP_DISTANCE2_APPLE 0x3002 -#define GL_CLIP_DISTANCE3_APPLE 0x3003 -#define GL_CLIP_DISTANCE4_APPLE 0x3004 -#define GL_CLIP_DISTANCE5_APPLE 0x3005 -#define GL_CLIP_DISTANCE6_APPLE 0x3006 -#define GL_CLIP_DISTANCE7_APPLE 0x3007 - -#define GLEW_APPLE_clip_distance GLEW_GET_VAR(__GLEW_APPLE_clip_distance) - -#endif /* GL_APPLE_clip_distance */ - -/* ------------------- GL_APPLE_color_buffer_packed_float ------------------ */ - -#ifndef GL_APPLE_color_buffer_packed_float -#define GL_APPLE_color_buffer_packed_float 1 - -#define GLEW_APPLE_color_buffer_packed_float GLEW_GET_VAR(__GLEW_APPLE_color_buffer_packed_float) - -#endif /* GL_APPLE_color_buffer_packed_float */ - -/* ---------------------- GL_APPLE_copy_texture_levels --------------------- */ - -#ifndef GL_APPLE_copy_texture_levels -#define GL_APPLE_copy_texture_levels 1 - -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); - -#define glCopyTextureLevelsAPPLE GLEW_GET_FUN(__glewCopyTextureLevelsAPPLE) - -#define GLEW_APPLE_copy_texture_levels GLEW_GET_VAR(__GLEW_APPLE_copy_texture_levels) - -#endif /* GL_APPLE_copy_texture_levels */ - -/* ------------------------- GL_APPLE_element_array ------------------------ */ - -#ifndef GL_APPLE_element_array -#define GL_APPLE_element_array 1 - -#define GL_ELEMENT_ARRAY_APPLE 0x8A0C -#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D -#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint* first, const GLsizei *count, GLsizei primcount); - -#define glDrawElementArrayAPPLE GLEW_GET_FUN(__glewDrawElementArrayAPPLE) -#define glDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewDrawRangeElementArrayAPPLE) -#define glElementPointerAPPLE GLEW_GET_FUN(__glewElementPointerAPPLE) -#define glMultiDrawElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawElementArrayAPPLE) -#define glMultiDrawRangeElementArrayAPPLE GLEW_GET_FUN(__glewMultiDrawRangeElementArrayAPPLE) - -#define GLEW_APPLE_element_array GLEW_GET_VAR(__GLEW_APPLE_element_array) - -#endif /* GL_APPLE_element_array */ - -/* ----------------------------- GL_APPLE_fence ---------------------------- */ - -#ifndef GL_APPLE_fence -#define GL_APPLE_fence 1 - -#define GL_DRAW_PIXELS_APPLE 0x8A0A -#define GL_FENCE_APPLE 0x8A0B - -typedef void (GLAPIENTRY * PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint* fences); -typedef void (GLAPIENTRY * PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); -typedef void (GLAPIENTRY * PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint* fences); -typedef GLboolean (GLAPIENTRY * PFNGLISFENCEAPPLEPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLSETFENCEAPPLEPROC) (GLuint fence); -typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCEAPPLEPROC) (GLuint fence); -typedef GLboolean (GLAPIENTRY * PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); - -#define glDeleteFencesAPPLE GLEW_GET_FUN(__glewDeleteFencesAPPLE) -#define glFinishFenceAPPLE GLEW_GET_FUN(__glewFinishFenceAPPLE) -#define glFinishObjectAPPLE GLEW_GET_FUN(__glewFinishObjectAPPLE) -#define glGenFencesAPPLE GLEW_GET_FUN(__glewGenFencesAPPLE) -#define glIsFenceAPPLE GLEW_GET_FUN(__glewIsFenceAPPLE) -#define glSetFenceAPPLE GLEW_GET_FUN(__glewSetFenceAPPLE) -#define glTestFenceAPPLE GLEW_GET_FUN(__glewTestFenceAPPLE) -#define glTestObjectAPPLE GLEW_GET_FUN(__glewTestObjectAPPLE) - -#define GLEW_APPLE_fence GLEW_GET_VAR(__GLEW_APPLE_fence) - -#endif /* GL_APPLE_fence */ - -/* ------------------------- GL_APPLE_float_pixels ------------------------- */ - -#ifndef GL_APPLE_float_pixels -#define GL_APPLE_float_pixels 1 - -#define GL_HALF_APPLE 0x140B -#define GL_RGBA_FLOAT32_APPLE 0x8814 -#define GL_RGB_FLOAT32_APPLE 0x8815 -#define GL_ALPHA_FLOAT32_APPLE 0x8816 -#define GL_INTENSITY_FLOAT32_APPLE 0x8817 -#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 -#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 -#define GL_RGBA_FLOAT16_APPLE 0x881A -#define GL_RGB_FLOAT16_APPLE 0x881B -#define GL_ALPHA_FLOAT16_APPLE 0x881C -#define GL_INTENSITY_FLOAT16_APPLE 0x881D -#define GL_LUMINANCE_FLOAT16_APPLE 0x881E -#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F -#define GL_COLOR_FLOAT_APPLE 0x8A0F - -#define GLEW_APPLE_float_pixels GLEW_GET_VAR(__GLEW_APPLE_float_pixels) - -#endif /* GL_APPLE_float_pixels */ - -/* ---------------------- GL_APPLE_flush_buffer_range ---------------------- */ - -#ifndef GL_APPLE_flush_buffer_range -#define GL_APPLE_flush_buffer_range 1 - -#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 -#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 - -typedef void (GLAPIENTRY * PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); - -#define glBufferParameteriAPPLE GLEW_GET_FUN(__glewBufferParameteriAPPLE) -#define glFlushMappedBufferRangeAPPLE GLEW_GET_FUN(__glewFlushMappedBufferRangeAPPLE) - -#define GLEW_APPLE_flush_buffer_range GLEW_GET_VAR(__GLEW_APPLE_flush_buffer_range) - -#endif /* GL_APPLE_flush_buffer_range */ - -/* -------------------- GL_APPLE_framebuffer_multisample ------------------- */ - -#ifndef GL_APPLE_framebuffer_multisample -#define GL_APPLE_framebuffer_multisample 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 -#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA -#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 -#define GL_MAX_SAMPLES_APPLE 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); - -#define glRenderbufferStorageMultisampleAPPLE GLEW_GET_FUN(__glewRenderbufferStorageMultisampleAPPLE) -#define glResolveMultisampleFramebufferAPPLE GLEW_GET_FUN(__glewResolveMultisampleFramebufferAPPLE) - -#define GLEW_APPLE_framebuffer_multisample GLEW_GET_VAR(__GLEW_APPLE_framebuffer_multisample) - -#endif /* GL_APPLE_framebuffer_multisample */ - -/* ----------------------- GL_APPLE_object_purgeable ----------------------- */ - -#ifndef GL_APPLE_object_purgeable -#define GL_APPLE_object_purgeable 1 - -#define GL_BUFFER_OBJECT_APPLE 0x85B3 -#define GL_RELEASED_APPLE 0x8A19 -#define GL_VOLATILE_APPLE 0x8A1A -#define GL_RETAINED_APPLE 0x8A1B -#define GL_UNDEFINED_APPLE 0x8A1C -#define GL_PURGEABLE_APPLE 0x8A1D - -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint* params); -typedef GLenum (GLAPIENTRY * PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); -typedef GLenum (GLAPIENTRY * PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); - -#define glGetObjectParameterivAPPLE GLEW_GET_FUN(__glewGetObjectParameterivAPPLE) -#define glObjectPurgeableAPPLE GLEW_GET_FUN(__glewObjectPurgeableAPPLE) -#define glObjectUnpurgeableAPPLE GLEW_GET_FUN(__glewObjectUnpurgeableAPPLE) - -#define GLEW_APPLE_object_purgeable GLEW_GET_VAR(__GLEW_APPLE_object_purgeable) - -#endif /* GL_APPLE_object_purgeable */ - -/* ------------------------- GL_APPLE_pixel_buffer ------------------------- */ - -#ifndef GL_APPLE_pixel_buffer -#define GL_APPLE_pixel_buffer 1 - -#define GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE 0x8A10 - -#define GLEW_APPLE_pixel_buffer GLEW_GET_VAR(__GLEW_APPLE_pixel_buffer) - -#endif /* GL_APPLE_pixel_buffer */ - -/* ---------------------------- GL_APPLE_rgb_422 --------------------------- */ - -#ifndef GL_APPLE_rgb_422 -#define GL_APPLE_rgb_422 1 - -#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA -#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB -#define GL_RGB_422_APPLE 0x8A1F -#define GL_RGB_RAW_422_APPLE 0x8A51 - -#define GLEW_APPLE_rgb_422 GLEW_GET_VAR(__GLEW_APPLE_rgb_422) - -#endif /* GL_APPLE_rgb_422 */ - -/* --------------------------- GL_APPLE_row_bytes -------------------------- */ - -#ifndef GL_APPLE_row_bytes -#define GL_APPLE_row_bytes 1 - -#define GL_PACK_ROW_BYTES_APPLE 0x8A15 -#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 - -#define GLEW_APPLE_row_bytes GLEW_GET_VAR(__GLEW_APPLE_row_bytes) - -#endif /* GL_APPLE_row_bytes */ - -/* ------------------------ GL_APPLE_specular_vector ----------------------- */ - -#ifndef GL_APPLE_specular_vector -#define GL_APPLE_specular_vector 1 - -#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 - -#define GLEW_APPLE_specular_vector GLEW_GET_VAR(__GLEW_APPLE_specular_vector) - -#endif /* GL_APPLE_specular_vector */ - -/* ----------------------------- GL_APPLE_sync ----------------------------- */ - -#ifndef GL_APPLE_sync -#define GL_APPLE_sync 1 - -#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 -#define GL_SYNC_OBJECT_APPLE 0x8A53 -#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 -#define GL_OBJECT_TYPE_APPLE 0x9112 -#define GL_SYNC_CONDITION_APPLE 0x9113 -#define GL_SYNC_STATUS_APPLE 0x9114 -#define GL_SYNC_FLAGS_APPLE 0x9115 -#define GL_SYNC_FENCE_APPLE 0x9116 -#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 -#define GL_UNSIGNALED_APPLE 0x9118 -#define GL_SIGNALED_APPLE 0x9119 -#define GL_ALREADY_SIGNALED_APPLE 0x911A -#define GL_TIMEOUT_EXPIRED_APPLE 0x911B -#define GL_CONDITION_SATISFIED_APPLE 0x911C -#define GL_WAIT_FAILED_APPLE 0x911D -#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull - -typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); -typedef void (GLAPIENTRY * PFNGLDELETESYNCAPPLEPROC) (GLsync GLsync); -typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETSYNCIVAPPLEPROC) (GLsync GLsync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); -typedef GLboolean (GLAPIENTRY * PFNGLISSYNCAPPLEPROC) (GLsync GLsync); -typedef void (GLAPIENTRY * PFNGLWAITSYNCAPPLEPROC) (GLsync GLsync, GLbitfield flags, GLuint64 timeout); - -#define glClientWaitSyncAPPLE GLEW_GET_FUN(__glewClientWaitSyncAPPLE) -#define glDeleteSyncAPPLE GLEW_GET_FUN(__glewDeleteSyncAPPLE) -#define glFenceSyncAPPLE GLEW_GET_FUN(__glewFenceSyncAPPLE) -#define glGetInteger64vAPPLE GLEW_GET_FUN(__glewGetInteger64vAPPLE) -#define glGetSyncivAPPLE GLEW_GET_FUN(__glewGetSyncivAPPLE) -#define glIsSyncAPPLE GLEW_GET_FUN(__glewIsSyncAPPLE) -#define glWaitSyncAPPLE GLEW_GET_FUN(__glewWaitSyncAPPLE) - -#define GLEW_APPLE_sync GLEW_GET_VAR(__GLEW_APPLE_sync) - -#endif /* GL_APPLE_sync */ - -/* -------------------- GL_APPLE_texture_2D_limited_npot ------------------- */ - -#ifndef GL_APPLE_texture_2D_limited_npot -#define GL_APPLE_texture_2D_limited_npot 1 - -#define GLEW_APPLE_texture_2D_limited_npot GLEW_GET_VAR(__GLEW_APPLE_texture_2D_limited_npot) - -#endif /* GL_APPLE_texture_2D_limited_npot */ - -/* -------------------- GL_APPLE_texture_format_BGRA8888 ------------------- */ - -#ifndef GL_APPLE_texture_format_BGRA8888 -#define GL_APPLE_texture_format_BGRA8888 1 - -#define GL_BGRA_EXT 0x80E1 -#define GL_BGRA8_EXT 0x93A1 - -#define GLEW_APPLE_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_APPLE_texture_format_BGRA8888) - -#endif /* GL_APPLE_texture_format_BGRA8888 */ - -/* ----------------------- GL_APPLE_texture_max_level ---------------------- */ - -#ifndef GL_APPLE_texture_max_level -#define GL_APPLE_texture_max_level 1 - -#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D - -#define GLEW_APPLE_texture_max_level GLEW_GET_VAR(__GLEW_APPLE_texture_max_level) - -#endif /* GL_APPLE_texture_max_level */ - -/* --------------------- GL_APPLE_texture_packed_float --------------------- */ - -#ifndef GL_APPLE_texture_packed_float -#define GL_APPLE_texture_packed_float 1 - -#define GL_R11F_G11F_B10F_APPLE 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B -#define GL_RGB9_E5_APPLE 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E - -#define GLEW_APPLE_texture_packed_float GLEW_GET_VAR(__GLEW_APPLE_texture_packed_float) - -#endif /* GL_APPLE_texture_packed_float */ - -/* ------------------------- GL_APPLE_texture_range ------------------------ */ - -#ifndef GL_APPLE_texture_range -#define GL_APPLE_texture_range 1 - -#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 -#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 -#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC -#define GL_STORAGE_PRIVATE_APPLE 0x85BD -#define GL_STORAGE_CACHED_APPLE 0x85BE -#define GL_STORAGE_SHARED_APPLE 0x85BF - -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); -typedef void (GLAPIENTRY * PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, void *pointer); - -#define glGetTexParameterPointervAPPLE GLEW_GET_FUN(__glewGetTexParameterPointervAPPLE) -#define glTextureRangeAPPLE GLEW_GET_FUN(__glewTextureRangeAPPLE) - -#define GLEW_APPLE_texture_range GLEW_GET_VAR(__GLEW_APPLE_texture_range) - -#endif /* GL_APPLE_texture_range */ - -/* ------------------------ GL_APPLE_transform_hint ------------------------ */ - -#ifndef GL_APPLE_transform_hint -#define GL_APPLE_transform_hint 1 - -#define GL_TRANSFORM_HINT_APPLE 0x85B1 - -#define GLEW_APPLE_transform_hint GLEW_GET_VAR(__GLEW_APPLE_transform_hint) - -#endif /* GL_APPLE_transform_hint */ - -/* ---------------------- GL_APPLE_vertex_array_object --------------------- */ - -#ifndef GL_APPLE_vertex_array_object -#define GL_APPLE_vertex_array_object 1 - -#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); - -#define glBindVertexArrayAPPLE GLEW_GET_FUN(__glewBindVertexArrayAPPLE) -#define glDeleteVertexArraysAPPLE GLEW_GET_FUN(__glewDeleteVertexArraysAPPLE) -#define glGenVertexArraysAPPLE GLEW_GET_FUN(__glewGenVertexArraysAPPLE) -#define glIsVertexArrayAPPLE GLEW_GET_FUN(__glewIsVertexArrayAPPLE) - -#define GLEW_APPLE_vertex_array_object GLEW_GET_VAR(__GLEW_APPLE_vertex_array_object) - -#endif /* GL_APPLE_vertex_array_object */ - -/* ---------------------- GL_APPLE_vertex_array_range ---------------------- */ - -#ifndef GL_APPLE_vertex_array_range -#define GL_APPLE_vertex_array_range 1 - -#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D -#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E -#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F -#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE 0x8520 -#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 -#define GL_STORAGE_CLIENT_APPLE 0x85B4 -#define GL_STORAGE_CACHED_APPLE 0x85BE -#define GL_STORAGE_SHARED_APPLE 0x85BF - -typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); - -#define glFlushVertexArrayRangeAPPLE GLEW_GET_FUN(__glewFlushVertexArrayRangeAPPLE) -#define glVertexArrayParameteriAPPLE GLEW_GET_FUN(__glewVertexArrayParameteriAPPLE) -#define glVertexArrayRangeAPPLE GLEW_GET_FUN(__glewVertexArrayRangeAPPLE) - -#define GLEW_APPLE_vertex_array_range GLEW_GET_VAR(__GLEW_APPLE_vertex_array_range) - -#endif /* GL_APPLE_vertex_array_range */ - -/* ------------------- GL_APPLE_vertex_program_evaluators ------------------ */ - -#ifndef GL_APPLE_vertex_program_evaluators -#define GL_APPLE_vertex_program_evaluators 1 - -#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 -#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 -#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 -#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 -#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 -#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 -#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 -#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 -#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 -#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 - -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points); -typedef void (GLAPIENTRY * PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points); - -#define glDisableVertexAttribAPPLE GLEW_GET_FUN(__glewDisableVertexAttribAPPLE) -#define glEnableVertexAttribAPPLE GLEW_GET_FUN(__glewEnableVertexAttribAPPLE) -#define glIsVertexAttribEnabledAPPLE GLEW_GET_FUN(__glewIsVertexAttribEnabledAPPLE) -#define glMapVertexAttrib1dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1dAPPLE) -#define glMapVertexAttrib1fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib1fAPPLE) -#define glMapVertexAttrib2dAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2dAPPLE) -#define glMapVertexAttrib2fAPPLE GLEW_GET_FUN(__glewMapVertexAttrib2fAPPLE) - -#define GLEW_APPLE_vertex_program_evaluators GLEW_GET_VAR(__GLEW_APPLE_vertex_program_evaluators) - -#endif /* GL_APPLE_vertex_program_evaluators */ - -/* --------------------------- GL_APPLE_ycbcr_422 -------------------------- */ - -#ifndef GL_APPLE_ycbcr_422 -#define GL_APPLE_ycbcr_422 1 - -#define GL_YCBCR_422_APPLE 0x85B9 - -#define GLEW_APPLE_ycbcr_422 GLEW_GET_VAR(__GLEW_APPLE_ycbcr_422) - -#endif /* GL_APPLE_ycbcr_422 */ - -/* ------------------------ GL_ARB_ES2_compatibility ----------------------- */ - -#ifndef GL_ARB_ES2_compatibility -#define GL_ARB_ES2_compatibility 1 - -#define GL_FIXED 0x140C -#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A -#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B -#define GL_RGB565 0x8D62 -#define GL_LOW_FLOAT 0x8DF0 -#define GL_MEDIUM_FLOAT 0x8DF1 -#define GL_HIGH_FLOAT 0x8DF2 -#define GL_LOW_INT 0x8DF3 -#define GL_MEDIUM_INT 0x8DF4 -#define GL_HIGH_INT 0x8DF5 -#define GL_SHADER_BINARY_FORMATS 0x8DF8 -#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 -#define GL_SHADER_COMPILER 0x8DFA -#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB -#define GL_MAX_VARYING_VECTORS 0x8DFC -#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD - -typedef int GLfixed; - -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf d); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf n, GLclampf f); -typedef void (GLAPIENTRY * PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint *precision); -typedef void (GLAPIENTRY * PFNGLRELEASESHADERCOMPILERPROC) (void); -typedef void (GLAPIENTRY * PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint* shaders, GLenum binaryformat, const void*binary, GLsizei length); - -#define glClearDepthf GLEW_GET_FUN(__glewClearDepthf) -#define glDepthRangef GLEW_GET_FUN(__glewDepthRangef) -#define glGetShaderPrecisionFormat GLEW_GET_FUN(__glewGetShaderPrecisionFormat) -#define glReleaseShaderCompiler GLEW_GET_FUN(__glewReleaseShaderCompiler) -#define glShaderBinary GLEW_GET_FUN(__glewShaderBinary) - -#define GLEW_ARB_ES2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES2_compatibility) - -#endif /* GL_ARB_ES2_compatibility */ - -/* ----------------------- GL_ARB_ES3_1_compatibility ---------------------- */ - -#ifndef GL_ARB_ES3_1_compatibility -#define GL_ARB_ES3_1_compatibility 1 - -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); - -#define glMemoryBarrierByRegion GLEW_GET_FUN(__glewMemoryBarrierByRegion) - -#define GLEW_ARB_ES3_1_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_1_compatibility) - -#endif /* GL_ARB_ES3_1_compatibility */ - -/* ----------------------- GL_ARB_ES3_2_compatibility ---------------------- */ - -#ifndef GL_ARB_ES3_2_compatibility -#define GL_ARB_ES3_2_compatibility 1 - -#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE -#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 -#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 - -typedef void (GLAPIENTRY * PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); - -#define glPrimitiveBoundingBoxARB GLEW_GET_FUN(__glewPrimitiveBoundingBoxARB) - -#define GLEW_ARB_ES3_2_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_2_compatibility) - -#endif /* GL_ARB_ES3_2_compatibility */ - -/* ------------------------ GL_ARB_ES3_compatibility ----------------------- */ - -#ifndef GL_ARB_ES3_compatibility -#define GL_ARB_ES3_compatibility 1 - -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF -#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 -#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A -#define GL_MAX_ELEMENT_INDEX 0x8D6B -#define GL_COMPRESSED_R11_EAC 0x9270 -#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 -#define GL_COMPRESSED_RG11_EAC 0x9272 -#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 -#define GL_COMPRESSED_RGB8_ETC2 0x9274 -#define GL_COMPRESSED_SRGB8_ETC2 0x9275 -#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 -#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 -#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 - -#define GLEW_ARB_ES3_compatibility GLEW_GET_VAR(__GLEW_ARB_ES3_compatibility) - -#endif /* GL_ARB_ES3_compatibility */ - -/* ------------------------ GL_ARB_arrays_of_arrays ------------------------ */ - -#ifndef GL_ARB_arrays_of_arrays -#define GL_ARB_arrays_of_arrays 1 - -#define GLEW_ARB_arrays_of_arrays GLEW_GET_VAR(__GLEW_ARB_arrays_of_arrays) - -#endif /* GL_ARB_arrays_of_arrays */ - -/* -------------------------- GL_ARB_base_instance ------------------------- */ - -#ifndef GL_ARB_base_instance -#define GL_ARB_base_instance 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance); - -#define glDrawArraysInstancedBaseInstance GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstance) -#define glDrawElementsInstancedBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstance) -#define glDrawElementsInstancedBaseVertexBaseInstance GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstance) - -#define GLEW_ARB_base_instance GLEW_GET_VAR(__GLEW_ARB_base_instance) - -#endif /* GL_ARB_base_instance */ - -/* ------------------------ GL_ARB_bindless_texture ------------------------ */ - -#ifndef GL_ARB_bindless_texture -#define GL_ARB_bindless_texture 1 - -#define GL_UNSIGNED_INT64_ARB 0x140F - -typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT* params); -typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT* v); - -#define glGetImageHandleARB GLEW_GET_FUN(__glewGetImageHandleARB) -#define glGetTextureHandleARB GLEW_GET_FUN(__glewGetTextureHandleARB) -#define glGetTextureSamplerHandleARB GLEW_GET_FUN(__glewGetTextureSamplerHandleARB) -#define glGetVertexAttribLui64vARB GLEW_GET_FUN(__glewGetVertexAttribLui64vARB) -#define glIsImageHandleResidentARB GLEW_GET_FUN(__glewIsImageHandleResidentARB) -#define glIsTextureHandleResidentARB GLEW_GET_FUN(__glewIsTextureHandleResidentARB) -#define glMakeImageHandleNonResidentARB GLEW_GET_FUN(__glewMakeImageHandleNonResidentARB) -#define glMakeImageHandleResidentARB GLEW_GET_FUN(__glewMakeImageHandleResidentARB) -#define glMakeTextureHandleNonResidentARB GLEW_GET_FUN(__glewMakeTextureHandleNonResidentARB) -#define glMakeTextureHandleResidentARB GLEW_GET_FUN(__glewMakeTextureHandleResidentARB) -#define glProgramUniformHandleui64ARB GLEW_GET_FUN(__glewProgramUniformHandleui64ARB) -#define glProgramUniformHandleui64vARB GLEW_GET_FUN(__glewProgramUniformHandleui64vARB) -#define glUniformHandleui64ARB GLEW_GET_FUN(__glewUniformHandleui64ARB) -#define glUniformHandleui64vARB GLEW_GET_FUN(__glewUniformHandleui64vARB) -#define glVertexAttribL1ui64ARB GLEW_GET_FUN(__glewVertexAttribL1ui64ARB) -#define glVertexAttribL1ui64vARB GLEW_GET_FUN(__glewVertexAttribL1ui64vARB) - -#define GLEW_ARB_bindless_texture GLEW_GET_VAR(__GLEW_ARB_bindless_texture) - -#endif /* GL_ARB_bindless_texture */ - -/* ----------------------- GL_ARB_blend_func_extended ---------------------- */ - -#ifndef GL_ARB_blend_func_extended -#define GL_ARB_blend_func_extended 1 - -#define GL_SRC1_COLOR 0x88F9 -#define GL_ONE_MINUS_SRC1_COLOR 0x88FA -#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB -#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar * name); - -#define glBindFragDataLocationIndexed GLEW_GET_FUN(__glewBindFragDataLocationIndexed) -#define glGetFragDataIndex GLEW_GET_FUN(__glewGetFragDataIndex) - -#define GLEW_ARB_blend_func_extended GLEW_GET_VAR(__GLEW_ARB_blend_func_extended) - -#endif /* GL_ARB_blend_func_extended */ - -/* ------------------------- GL_ARB_buffer_storage ------------------------- */ - -#ifndef GL_ARB_buffer_storage -#define GL_ARB_buffer_storage 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_PERSISTENT_BIT 0x00000040 -#define GL_MAP_COHERENT_BIT 0x00000080 -#define GL_DYNAMIC_STORAGE_BIT 0x0100 -#define GL_CLIENT_STORAGE_BIT 0x0200 -#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 -#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F -#define GL_BUFFER_STORAGE_FLAGS 0x8220 - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); - -#define glBufferStorage GLEW_GET_FUN(__glewBufferStorage) - -#define GLEW_ARB_buffer_storage GLEW_GET_VAR(__GLEW_ARB_buffer_storage) - -#endif /* GL_ARB_buffer_storage */ - -/* ---------------------------- GL_ARB_cl_event ---------------------------- */ - -#ifndef GL_ARB_cl_event -#define GL_ARB_cl_event 1 - -#define GL_SYNC_CL_EVENT_ARB 0x8240 -#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 - -typedef struct _cl_context *cl_context; -typedef struct _cl_event *cl_event; - -typedef GLsync (GLAPIENTRY * PFNGLCREATESYNCFROMCLEVENTARBPROC) (cl_context context, cl_event event, GLbitfield flags); - -#define glCreateSyncFromCLeventARB GLEW_GET_FUN(__glewCreateSyncFromCLeventARB) - -#define GLEW_ARB_cl_event GLEW_GET_VAR(__GLEW_ARB_cl_event) - -#endif /* GL_ARB_cl_event */ - -/* ----------------------- GL_ARB_clear_buffer_object ---------------------- */ - -#ifndef GL_ARB_clear_buffer_object -#define GL_ARB_clear_buffer_object 1 - -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); - -#define glClearBufferData GLEW_GET_FUN(__glewClearBufferData) -#define glClearBufferSubData GLEW_GET_FUN(__glewClearBufferSubData) -#define glClearNamedBufferDataEXT GLEW_GET_FUN(__glewClearNamedBufferDataEXT) -#define glClearNamedBufferSubDataEXT GLEW_GET_FUN(__glewClearNamedBufferSubDataEXT) - -#define GLEW_ARB_clear_buffer_object GLEW_GET_VAR(__GLEW_ARB_clear_buffer_object) - -#endif /* GL_ARB_clear_buffer_object */ - -/* -------------------------- GL_ARB_clear_texture ------------------------- */ - -#ifndef GL_ARB_clear_texture -#define GL_ARB_clear_texture 1 - -#define GL_CLEAR_TEXTURE 0x9365 - -typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); - -#define glClearTexImage GLEW_GET_FUN(__glewClearTexImage) -#define glClearTexSubImage GLEW_GET_FUN(__glewClearTexSubImage) - -#define GLEW_ARB_clear_texture GLEW_GET_VAR(__GLEW_ARB_clear_texture) - -#endif /* GL_ARB_clear_texture */ - -/* -------------------------- GL_ARB_clip_control -------------------------- */ - -#ifndef GL_ARB_clip_control -#define GL_ARB_clip_control 1 - -#define GL_LOWER_LEFT 0x8CA1 -#define GL_UPPER_LEFT 0x8CA2 -#define GL_CLIP_ORIGIN 0x935C -#define GL_CLIP_DEPTH_MODE 0x935D -#define GL_NEGATIVE_ONE_TO_ONE 0x935E -#define GL_ZERO_TO_ONE 0x935F - -typedef void (GLAPIENTRY * PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); - -#define glClipControl GLEW_GET_FUN(__glewClipControl) - -#define GLEW_ARB_clip_control GLEW_GET_VAR(__GLEW_ARB_clip_control) - -#endif /* GL_ARB_clip_control */ - -/* ----------------------- GL_ARB_color_buffer_float ----------------------- */ - -#ifndef GL_ARB_color_buffer_float -#define GL_ARB_color_buffer_float 1 - -#define GL_RGBA_FLOAT_MODE_ARB 0x8820 -#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A -#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B -#define GL_CLAMP_READ_COLOR_ARB 0x891C -#define GL_FIXED_ONLY_ARB 0x891D - -typedef void (GLAPIENTRY * PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); - -#define glClampColorARB GLEW_GET_FUN(__glewClampColorARB) - -#define GLEW_ARB_color_buffer_float GLEW_GET_VAR(__GLEW_ARB_color_buffer_float) - -#endif /* GL_ARB_color_buffer_float */ - -/* -------------------------- GL_ARB_compatibility ------------------------- */ - -#ifndef GL_ARB_compatibility -#define GL_ARB_compatibility 1 - -#define GLEW_ARB_compatibility GLEW_GET_VAR(__GLEW_ARB_compatibility) - -#endif /* GL_ARB_compatibility */ - -/* ---------------- GL_ARB_compressed_texture_pixel_storage ---------------- */ - -#ifndef GL_ARB_compressed_texture_pixel_storage -#define GL_ARB_compressed_texture_pixel_storage 1 - -#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 -#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 -#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 -#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A -#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B -#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C -#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D -#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E - -#define GLEW_ARB_compressed_texture_pixel_storage GLEW_GET_VAR(__GLEW_ARB_compressed_texture_pixel_storage) - -#endif /* GL_ARB_compressed_texture_pixel_storage */ - -/* ------------------------- GL_ARB_compute_shader ------------------------- */ - -#ifndef GL_ARB_compute_shader -#define GL_ARB_compute_shader 1 - -#define GL_COMPUTE_SHADER_BIT 0x00000020 -#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 -#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 -#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 -#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 -#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 -#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 -#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB -#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED -#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE -#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF -#define GL_COMPUTE_SHADER 0x91B9 -#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB -#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC -#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD -#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE -#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF - -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); - -#define glDispatchCompute GLEW_GET_FUN(__glewDispatchCompute) -#define glDispatchComputeIndirect GLEW_GET_FUN(__glewDispatchComputeIndirect) - -#define GLEW_ARB_compute_shader GLEW_GET_VAR(__GLEW_ARB_compute_shader) - -#endif /* GL_ARB_compute_shader */ - -/* ------------------- GL_ARB_compute_variable_group_size ------------------ */ - -#ifndef GL_ARB_compute_variable_group_size -#define GL_ARB_compute_variable_group_size 1 - -#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB -#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF -#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 -#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 - -typedef void (GLAPIENTRY * PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); - -#define glDispatchComputeGroupSizeARB GLEW_GET_FUN(__glewDispatchComputeGroupSizeARB) - -#define GLEW_ARB_compute_variable_group_size GLEW_GET_VAR(__GLEW_ARB_compute_variable_group_size) - -#endif /* GL_ARB_compute_variable_group_size */ - -/* ------------------- GL_ARB_conditional_render_inverted ------------------ */ - -#ifndef GL_ARB_conditional_render_inverted -#define GL_ARB_conditional_render_inverted 1 - -#define GL_QUERY_WAIT_INVERTED 0x8E17 -#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 -#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 -#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A - -#define GLEW_ARB_conditional_render_inverted GLEW_GET_VAR(__GLEW_ARB_conditional_render_inverted) - -#endif /* GL_ARB_conditional_render_inverted */ - -/* ----------------------- GL_ARB_conservative_depth ----------------------- */ - -#ifndef GL_ARB_conservative_depth -#define GL_ARB_conservative_depth 1 - -#define GLEW_ARB_conservative_depth GLEW_GET_VAR(__GLEW_ARB_conservative_depth) - -#endif /* GL_ARB_conservative_depth */ - -/* --------------------------- GL_ARB_copy_buffer -------------------------- */ - -#ifndef GL_ARB_copy_buffer -#define GL_ARB_copy_buffer 1 - -#define GL_COPY_READ_BUFFER 0x8F36 -#define GL_COPY_WRITE_BUFFER 0x8F37 - -typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); - -#define glCopyBufferSubData GLEW_GET_FUN(__glewCopyBufferSubData) - -#define GLEW_ARB_copy_buffer GLEW_GET_VAR(__GLEW_ARB_copy_buffer) - -#endif /* GL_ARB_copy_buffer */ - -/* --------------------------- GL_ARB_copy_image --------------------------- */ - -#ifndef GL_ARB_copy_image -#define GL_ARB_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); - -#define glCopyImageSubData GLEW_GET_FUN(__glewCopyImageSubData) - -#define GLEW_ARB_copy_image GLEW_GET_VAR(__GLEW_ARB_copy_image) - -#endif /* GL_ARB_copy_image */ - -/* -------------------------- GL_ARB_cull_distance ------------------------- */ - -#ifndef GL_ARB_cull_distance -#define GL_ARB_cull_distance 1 - -#define GL_MAX_CULL_DISTANCES 0x82F9 -#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA - -#define GLEW_ARB_cull_distance GLEW_GET_VAR(__GLEW_ARB_cull_distance) - -#endif /* GL_ARB_cull_distance */ - -/* -------------------------- GL_ARB_debug_output -------------------------- */ - -#ifndef GL_ARB_debug_output -#define GL_ARB_debug_output 1 - -#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 -#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 -#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 -#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 -#define GL_DEBUG_SOURCE_API_ARB 0x8246 -#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 -#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 -#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 -#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A -#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B -#define GL_DEBUG_TYPE_ERROR_ARB 0x824C -#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D -#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E -#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F -#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 -#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 -#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 -#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 -#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 - -typedef void (GLAPIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); - -#define glDebugMessageCallbackARB GLEW_GET_FUN(__glewDebugMessageCallbackARB) -#define glDebugMessageControlARB GLEW_GET_FUN(__glewDebugMessageControlARB) -#define glDebugMessageInsertARB GLEW_GET_FUN(__glewDebugMessageInsertARB) -#define glGetDebugMessageLogARB GLEW_GET_FUN(__glewGetDebugMessageLogARB) - -#define GLEW_ARB_debug_output GLEW_GET_VAR(__GLEW_ARB_debug_output) - -#endif /* GL_ARB_debug_output */ - -/* ----------------------- GL_ARB_depth_buffer_float ----------------------- */ - -#ifndef GL_ARB_depth_buffer_float -#define GL_ARB_depth_buffer_float 1 - -#define GL_DEPTH_COMPONENT32F 0x8CAC -#define GL_DEPTH32F_STENCIL8 0x8CAD -#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD - -#define GLEW_ARB_depth_buffer_float GLEW_GET_VAR(__GLEW_ARB_depth_buffer_float) - -#endif /* GL_ARB_depth_buffer_float */ - -/* --------------------------- GL_ARB_depth_clamp -------------------------- */ - -#ifndef GL_ARB_depth_clamp -#define GL_ARB_depth_clamp 1 - -#define GL_DEPTH_CLAMP 0x864F - -#define GLEW_ARB_depth_clamp GLEW_GET_VAR(__GLEW_ARB_depth_clamp) - -#endif /* GL_ARB_depth_clamp */ - -/* -------------------------- GL_ARB_depth_texture ------------------------- */ - -#ifndef GL_ARB_depth_texture -#define GL_ARB_depth_texture 1 - -#define GL_DEPTH_COMPONENT16_ARB 0x81A5 -#define GL_DEPTH_COMPONENT24_ARB 0x81A6 -#define GL_DEPTH_COMPONENT32_ARB 0x81A7 -#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A -#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B - -#define GLEW_ARB_depth_texture GLEW_GET_VAR(__GLEW_ARB_depth_texture) - -#endif /* GL_ARB_depth_texture */ - -/* ----------------------- GL_ARB_derivative_control ----------------------- */ - -#ifndef GL_ARB_derivative_control -#define GL_ARB_derivative_control 1 - -#define GLEW_ARB_derivative_control GLEW_GET_VAR(__GLEW_ARB_derivative_control) - -#endif /* GL_ARB_derivative_control */ - -/* ----------------------- GL_ARB_direct_state_access ---------------------- */ - -#ifndef GL_ARB_direct_state_access -#define GL_ARB_direct_state_access 1 - -#define GL_TEXTURE_TARGET 0x1006 -#define GL_QUERY_TARGET 0x82EA - -typedef void (GLAPIENTRY * PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); -typedef void (GLAPIENTRY * PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value); -typedef void (GLAPIENTRY * PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint* textures); -typedef void (GLAPIENTRY * PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64* param); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments); -typedef void (GLAPIENTRY * PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); - -#define glBindTextureUnit GLEW_GET_FUN(__glewBindTextureUnit) -#define glBlitNamedFramebuffer GLEW_GET_FUN(__glewBlitNamedFramebuffer) -#define glCheckNamedFramebufferStatus GLEW_GET_FUN(__glewCheckNamedFramebufferStatus) -#define glClearNamedBufferData GLEW_GET_FUN(__glewClearNamedBufferData) -#define glClearNamedBufferSubData GLEW_GET_FUN(__glewClearNamedBufferSubData) -#define glClearNamedFramebufferfi GLEW_GET_FUN(__glewClearNamedFramebufferfi) -#define glClearNamedFramebufferfv GLEW_GET_FUN(__glewClearNamedFramebufferfv) -#define glClearNamedFramebufferiv GLEW_GET_FUN(__glewClearNamedFramebufferiv) -#define glClearNamedFramebufferuiv GLEW_GET_FUN(__glewClearNamedFramebufferuiv) -#define glCompressedTextureSubImage1D GLEW_GET_FUN(__glewCompressedTextureSubImage1D) -#define glCompressedTextureSubImage2D GLEW_GET_FUN(__glewCompressedTextureSubImage2D) -#define glCompressedTextureSubImage3D GLEW_GET_FUN(__glewCompressedTextureSubImage3D) -#define glCopyNamedBufferSubData GLEW_GET_FUN(__glewCopyNamedBufferSubData) -#define glCopyTextureSubImage1D GLEW_GET_FUN(__glewCopyTextureSubImage1D) -#define glCopyTextureSubImage2D GLEW_GET_FUN(__glewCopyTextureSubImage2D) -#define glCopyTextureSubImage3D GLEW_GET_FUN(__glewCopyTextureSubImage3D) -#define glCreateBuffers GLEW_GET_FUN(__glewCreateBuffers) -#define glCreateFramebuffers GLEW_GET_FUN(__glewCreateFramebuffers) -#define glCreateProgramPipelines GLEW_GET_FUN(__glewCreateProgramPipelines) -#define glCreateQueries GLEW_GET_FUN(__glewCreateQueries) -#define glCreateRenderbuffers GLEW_GET_FUN(__glewCreateRenderbuffers) -#define glCreateSamplers GLEW_GET_FUN(__glewCreateSamplers) -#define glCreateTextures GLEW_GET_FUN(__glewCreateTextures) -#define glCreateTransformFeedbacks GLEW_GET_FUN(__glewCreateTransformFeedbacks) -#define glCreateVertexArrays GLEW_GET_FUN(__glewCreateVertexArrays) -#define glDisableVertexArrayAttrib GLEW_GET_FUN(__glewDisableVertexArrayAttrib) -#define glEnableVertexArrayAttrib GLEW_GET_FUN(__glewEnableVertexArrayAttrib) -#define glFlushMappedNamedBufferRange GLEW_GET_FUN(__glewFlushMappedNamedBufferRange) -#define glGenerateTextureMipmap GLEW_GET_FUN(__glewGenerateTextureMipmap) -#define glGetCompressedTextureImage GLEW_GET_FUN(__glewGetCompressedTextureImage) -#define glGetNamedBufferParameteri64v GLEW_GET_FUN(__glewGetNamedBufferParameteri64v) -#define glGetNamedBufferParameteriv GLEW_GET_FUN(__glewGetNamedBufferParameteriv) -#define glGetNamedBufferPointerv GLEW_GET_FUN(__glewGetNamedBufferPointerv) -#define glGetNamedBufferSubData GLEW_GET_FUN(__glewGetNamedBufferSubData) -#define glGetNamedFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameteriv) -#define glGetNamedFramebufferParameteriv GLEW_GET_FUN(__glewGetNamedFramebufferParameteriv) -#define glGetNamedRenderbufferParameteriv GLEW_GET_FUN(__glewGetNamedRenderbufferParameteriv) -#define glGetQueryBufferObjecti64v GLEW_GET_FUN(__glewGetQueryBufferObjecti64v) -#define glGetQueryBufferObjectiv GLEW_GET_FUN(__glewGetQueryBufferObjectiv) -#define glGetQueryBufferObjectui64v GLEW_GET_FUN(__glewGetQueryBufferObjectui64v) -#define glGetQueryBufferObjectuiv GLEW_GET_FUN(__glewGetQueryBufferObjectuiv) -#define glGetTextureImage GLEW_GET_FUN(__glewGetTextureImage) -#define glGetTextureLevelParameterfv GLEW_GET_FUN(__glewGetTextureLevelParameterfv) -#define glGetTextureLevelParameteriv GLEW_GET_FUN(__glewGetTextureLevelParameteriv) -#define glGetTextureParameterIiv GLEW_GET_FUN(__glewGetTextureParameterIiv) -#define glGetTextureParameterIuiv GLEW_GET_FUN(__glewGetTextureParameterIuiv) -#define glGetTextureParameterfv GLEW_GET_FUN(__glewGetTextureParameterfv) -#define glGetTextureParameteriv GLEW_GET_FUN(__glewGetTextureParameteriv) -#define glGetTransformFeedbacki64_v GLEW_GET_FUN(__glewGetTransformFeedbacki64_v) -#define glGetTransformFeedbacki_v GLEW_GET_FUN(__glewGetTransformFeedbacki_v) -#define glGetTransformFeedbackiv GLEW_GET_FUN(__glewGetTransformFeedbackiv) -#define glGetVertexArrayIndexed64iv GLEW_GET_FUN(__glewGetVertexArrayIndexed64iv) -#define glGetVertexArrayIndexediv GLEW_GET_FUN(__glewGetVertexArrayIndexediv) -#define glGetVertexArrayiv GLEW_GET_FUN(__glewGetVertexArrayiv) -#define glInvalidateNamedFramebufferData GLEW_GET_FUN(__glewInvalidateNamedFramebufferData) -#define glInvalidateNamedFramebufferSubData GLEW_GET_FUN(__glewInvalidateNamedFramebufferSubData) -#define glMapNamedBuffer GLEW_GET_FUN(__glewMapNamedBuffer) -#define glMapNamedBufferRange GLEW_GET_FUN(__glewMapNamedBufferRange) -#define glNamedBufferData GLEW_GET_FUN(__glewNamedBufferData) -#define glNamedBufferStorage GLEW_GET_FUN(__glewNamedBufferStorage) -#define glNamedBufferSubData GLEW_GET_FUN(__glewNamedBufferSubData) -#define glNamedFramebufferDrawBuffer GLEW_GET_FUN(__glewNamedFramebufferDrawBuffer) -#define glNamedFramebufferDrawBuffers GLEW_GET_FUN(__glewNamedFramebufferDrawBuffers) -#define glNamedFramebufferParameteri GLEW_GET_FUN(__glewNamedFramebufferParameteri) -#define glNamedFramebufferReadBuffer GLEW_GET_FUN(__glewNamedFramebufferReadBuffer) -#define glNamedFramebufferRenderbuffer GLEW_GET_FUN(__glewNamedFramebufferRenderbuffer) -#define glNamedFramebufferTexture GLEW_GET_FUN(__glewNamedFramebufferTexture) -#define glNamedFramebufferTextureLayer GLEW_GET_FUN(__glewNamedFramebufferTextureLayer) -#define glNamedRenderbufferStorage GLEW_GET_FUN(__glewNamedRenderbufferStorage) -#define glNamedRenderbufferStorageMultisample GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisample) -#define glTextureBuffer GLEW_GET_FUN(__glewTextureBuffer) -#define glTextureBufferRange GLEW_GET_FUN(__glewTextureBufferRange) -#define glTextureParameterIiv GLEW_GET_FUN(__glewTextureParameterIiv) -#define glTextureParameterIuiv GLEW_GET_FUN(__glewTextureParameterIuiv) -#define glTextureParameterf GLEW_GET_FUN(__glewTextureParameterf) -#define glTextureParameterfv GLEW_GET_FUN(__glewTextureParameterfv) -#define glTextureParameteri GLEW_GET_FUN(__glewTextureParameteri) -#define glTextureParameteriv GLEW_GET_FUN(__glewTextureParameteriv) -#define glTextureStorage1D GLEW_GET_FUN(__glewTextureStorage1D) -#define glTextureStorage2D GLEW_GET_FUN(__glewTextureStorage2D) -#define glTextureStorage2DMultisample GLEW_GET_FUN(__glewTextureStorage2DMultisample) -#define glTextureStorage3D GLEW_GET_FUN(__glewTextureStorage3D) -#define glTextureStorage3DMultisample GLEW_GET_FUN(__glewTextureStorage3DMultisample) -#define glTextureSubImage1D GLEW_GET_FUN(__glewTextureSubImage1D) -#define glTextureSubImage2D GLEW_GET_FUN(__glewTextureSubImage2D) -#define glTextureSubImage3D GLEW_GET_FUN(__glewTextureSubImage3D) -#define glTransformFeedbackBufferBase GLEW_GET_FUN(__glewTransformFeedbackBufferBase) -#define glTransformFeedbackBufferRange GLEW_GET_FUN(__glewTransformFeedbackBufferRange) -#define glUnmapNamedBuffer GLEW_GET_FUN(__glewUnmapNamedBuffer) -#define glVertexArrayAttribBinding GLEW_GET_FUN(__glewVertexArrayAttribBinding) -#define glVertexArrayAttribFormat GLEW_GET_FUN(__glewVertexArrayAttribFormat) -#define glVertexArrayAttribIFormat GLEW_GET_FUN(__glewVertexArrayAttribIFormat) -#define glVertexArrayAttribLFormat GLEW_GET_FUN(__glewVertexArrayAttribLFormat) -#define glVertexArrayBindingDivisor GLEW_GET_FUN(__glewVertexArrayBindingDivisor) -#define glVertexArrayElementBuffer GLEW_GET_FUN(__glewVertexArrayElementBuffer) -#define glVertexArrayVertexBuffer GLEW_GET_FUN(__glewVertexArrayVertexBuffer) -#define glVertexArrayVertexBuffers GLEW_GET_FUN(__glewVertexArrayVertexBuffers) - -#define GLEW_ARB_direct_state_access GLEW_GET_VAR(__GLEW_ARB_direct_state_access) - -#endif /* GL_ARB_direct_state_access */ - -/* -------------------------- GL_ARB_draw_buffers -------------------------- */ - -#ifndef GL_ARB_draw_buffers -#define GL_ARB_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 -#define GL_DRAW_BUFFER0_ARB 0x8825 -#define GL_DRAW_BUFFER1_ARB 0x8826 -#define GL_DRAW_BUFFER2_ARB 0x8827 -#define GL_DRAW_BUFFER3_ARB 0x8828 -#define GL_DRAW_BUFFER4_ARB 0x8829 -#define GL_DRAW_BUFFER5_ARB 0x882A -#define GL_DRAW_BUFFER6_ARB 0x882B -#define GL_DRAW_BUFFER7_ARB 0x882C -#define GL_DRAW_BUFFER8_ARB 0x882D -#define GL_DRAW_BUFFER9_ARB 0x882E -#define GL_DRAW_BUFFER10_ARB 0x882F -#define GL_DRAW_BUFFER11_ARB 0x8830 -#define GL_DRAW_BUFFER12_ARB 0x8831 -#define GL_DRAW_BUFFER13_ARB 0x8832 -#define GL_DRAW_BUFFER14_ARB 0x8833 -#define GL_DRAW_BUFFER15_ARB 0x8834 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersARB GLEW_GET_FUN(__glewDrawBuffersARB) - -#define GLEW_ARB_draw_buffers GLEW_GET_VAR(__GLEW_ARB_draw_buffers) - -#endif /* GL_ARB_draw_buffers */ - -/* ----------------------- GL_ARB_draw_buffers_blend ----------------------- */ - -#ifndef GL_ARB_draw_buffers_blend -#define GL_ARB_draw_buffers_blend 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); - -#define glBlendEquationSeparateiARB GLEW_GET_FUN(__glewBlendEquationSeparateiARB) -#define glBlendEquationiARB GLEW_GET_FUN(__glewBlendEquationiARB) -#define glBlendFuncSeparateiARB GLEW_GET_FUN(__glewBlendFuncSeparateiARB) -#define glBlendFunciARB GLEW_GET_FUN(__glewBlendFunciARB) - -#define GLEW_ARB_draw_buffers_blend GLEW_GET_VAR(__GLEW_ARB_draw_buffers_blend) - -#endif /* GL_ARB_draw_buffers_blend */ - -/* -------------------- GL_ARB_draw_elements_base_vertex ------------------- */ - -#ifndef GL_ARB_draw_elements_base_vertex -#define GL_ARB_draw_elements_base_vertex 1 - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei* count, GLenum type, void**indices, GLsizei primcount, GLint *basevertex); - -#define glDrawElementsBaseVertex GLEW_GET_FUN(__glewDrawElementsBaseVertex) -#define glDrawElementsInstancedBaseVertex GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertex) -#define glDrawRangeElementsBaseVertex GLEW_GET_FUN(__glewDrawRangeElementsBaseVertex) -#define glMultiDrawElementsBaseVertex GLEW_GET_FUN(__glewMultiDrawElementsBaseVertex) - -#define GLEW_ARB_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_ARB_draw_elements_base_vertex) - -#endif /* GL_ARB_draw_elements_base_vertex */ - -/* -------------------------- GL_ARB_draw_indirect ------------------------- */ - -#ifndef GL_ARB_draw_indirect -#define GL_ARB_draw_indirect 1 - -#define GL_DRAW_INDIRECT_BUFFER 0x8F3F -#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); - -#define glDrawArraysIndirect GLEW_GET_FUN(__glewDrawArraysIndirect) -#define glDrawElementsIndirect GLEW_GET_FUN(__glewDrawElementsIndirect) - -#define GLEW_ARB_draw_indirect GLEW_GET_VAR(__GLEW_ARB_draw_indirect) - -#endif /* GL_ARB_draw_indirect */ - -/* ------------------------- GL_ARB_draw_instanced ------------------------- */ - -#ifndef GL_ARB_draw_instanced -#define GL_ARB_draw_instanced 1 - -#define GLEW_ARB_draw_instanced GLEW_GET_VAR(__GLEW_ARB_draw_instanced) - -#endif /* GL_ARB_draw_instanced */ - -/* ------------------------ GL_ARB_enhanced_layouts ------------------------ */ - -#ifndef GL_ARB_enhanced_layouts -#define GL_ARB_enhanced_layouts 1 - -#define GL_LOCATION_COMPONENT 0x934A -#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B -#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C - -#define GLEW_ARB_enhanced_layouts GLEW_GET_VAR(__GLEW_ARB_enhanced_layouts) - -#endif /* GL_ARB_enhanced_layouts */ - -/* -------------------- GL_ARB_explicit_attrib_location -------------------- */ - -#ifndef GL_ARB_explicit_attrib_location -#define GL_ARB_explicit_attrib_location 1 - -#define GLEW_ARB_explicit_attrib_location GLEW_GET_VAR(__GLEW_ARB_explicit_attrib_location) - -#endif /* GL_ARB_explicit_attrib_location */ - -/* -------------------- GL_ARB_explicit_uniform_location ------------------- */ - -#ifndef GL_ARB_explicit_uniform_location -#define GL_ARB_explicit_uniform_location 1 - -#define GL_MAX_UNIFORM_LOCATIONS 0x826E - -#define GLEW_ARB_explicit_uniform_location GLEW_GET_VAR(__GLEW_ARB_explicit_uniform_location) - -#endif /* GL_ARB_explicit_uniform_location */ - -/* ------------------- GL_ARB_fragment_coord_conventions ------------------- */ - -#ifndef GL_ARB_fragment_coord_conventions -#define GL_ARB_fragment_coord_conventions 1 - -#define GLEW_ARB_fragment_coord_conventions GLEW_GET_VAR(__GLEW_ARB_fragment_coord_conventions) - -#endif /* GL_ARB_fragment_coord_conventions */ - -/* --------------------- GL_ARB_fragment_layer_viewport -------------------- */ - -#ifndef GL_ARB_fragment_layer_viewport -#define GL_ARB_fragment_layer_viewport 1 - -#define GLEW_ARB_fragment_layer_viewport GLEW_GET_VAR(__GLEW_ARB_fragment_layer_viewport) - -#endif /* GL_ARB_fragment_layer_viewport */ - -/* ------------------------ GL_ARB_fragment_program ------------------------ */ - -#ifndef GL_ARB_fragment_program -#define GL_ARB_fragment_program 1 - -#define GL_FRAGMENT_PROGRAM_ARB 0x8804 -#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 -#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 -#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 -#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 -#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 -#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A -#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B -#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C -#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D -#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E -#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F -#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 -#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 - -#define GLEW_ARB_fragment_program GLEW_GET_VAR(__GLEW_ARB_fragment_program) - -#endif /* GL_ARB_fragment_program */ - -/* --------------------- GL_ARB_fragment_program_shadow -------------------- */ - -#ifndef GL_ARB_fragment_program_shadow -#define GL_ARB_fragment_program_shadow 1 - -#define GLEW_ARB_fragment_program_shadow GLEW_GET_VAR(__GLEW_ARB_fragment_program_shadow) - -#endif /* GL_ARB_fragment_program_shadow */ - -/* ------------------------- GL_ARB_fragment_shader ------------------------ */ - -#ifndef GL_ARB_fragment_shader -#define GL_ARB_fragment_shader 1 - -#define GL_FRAGMENT_SHADER_ARB 0x8B30 -#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 -#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B - -#define GLEW_ARB_fragment_shader GLEW_GET_VAR(__GLEW_ARB_fragment_shader) - -#endif /* GL_ARB_fragment_shader */ - -/* -------------------- GL_ARB_fragment_shader_interlock ------------------- */ - -#ifndef GL_ARB_fragment_shader_interlock -#define GL_ARB_fragment_shader_interlock 1 - -#define GLEW_ARB_fragment_shader_interlock GLEW_GET_VAR(__GLEW_ARB_fragment_shader_interlock) - -#endif /* GL_ARB_fragment_shader_interlock */ - -/* ------------------- GL_ARB_framebuffer_no_attachments ------------------- */ - -#ifndef GL_ARB_framebuffer_no_attachments -#define GL_ARB_framebuffer_no_attachments 1 - -#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 -#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 -#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 -#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 -#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 -#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 -#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 -#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); - -#define glFramebufferParameteri GLEW_GET_FUN(__glewFramebufferParameteri) -#define glGetFramebufferParameteriv GLEW_GET_FUN(__glewGetFramebufferParameteriv) -#define glGetNamedFramebufferParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferParameterivEXT) -#define glNamedFramebufferParameteriEXT GLEW_GET_FUN(__glewNamedFramebufferParameteriEXT) - -#define GLEW_ARB_framebuffer_no_attachments GLEW_GET_VAR(__GLEW_ARB_framebuffer_no_attachments) - -#endif /* GL_ARB_framebuffer_no_attachments */ - -/* ----------------------- GL_ARB_framebuffer_object ----------------------- */ - -#ifndef GL_ARB_framebuffer_object -#define GL_ARB_framebuffer_object 1 - -#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 -#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 -#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 -#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 -#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 -#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 -#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 -#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 -#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 -#define GL_FRAMEBUFFER_DEFAULT 0x8218 -#define GL_FRAMEBUFFER_UNDEFINED 0x8219 -#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A -#define GL_INDEX 0x8222 -#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 -#define GL_DEPTH_STENCIL 0x84F9 -#define GL_UNSIGNED_INT_24_8 0x84FA -#define GL_DEPTH24_STENCIL8 0x88F0 -#define GL_TEXTURE_STENCIL_SIZE 0x88F1 -#define GL_UNSIGNED_NORMALIZED 0x8C17 -#define GL_SRGB 0x8C40 -#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 -#define GL_FRAMEBUFFER_BINDING 0x8CA6 -#define GL_RENDERBUFFER_BINDING 0x8CA7 -#define GL_READ_FRAMEBUFFER 0x8CA8 -#define GL_DRAW_FRAMEBUFFER 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA -#define GL_RENDERBUFFER_SAMPLES 0x8CAB -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 -#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 -#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB -#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC -#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD -#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF -#define GL_COLOR_ATTACHMENT0 0x8CE0 -#define GL_COLOR_ATTACHMENT1 0x8CE1 -#define GL_COLOR_ATTACHMENT2 0x8CE2 -#define GL_COLOR_ATTACHMENT3 0x8CE3 -#define GL_COLOR_ATTACHMENT4 0x8CE4 -#define GL_COLOR_ATTACHMENT5 0x8CE5 -#define GL_COLOR_ATTACHMENT6 0x8CE6 -#define GL_COLOR_ATTACHMENT7 0x8CE7 -#define GL_COLOR_ATTACHMENT8 0x8CE8 -#define GL_COLOR_ATTACHMENT9 0x8CE9 -#define GL_COLOR_ATTACHMENT10 0x8CEA -#define GL_COLOR_ATTACHMENT11 0x8CEB -#define GL_COLOR_ATTACHMENT12 0x8CEC -#define GL_COLOR_ATTACHMENT13 0x8CED -#define GL_COLOR_ATTACHMENT14 0x8CEE -#define GL_COLOR_ATTACHMENT15 0x8CEF -#define GL_DEPTH_ATTACHMENT 0x8D00 -#define GL_STENCIL_ATTACHMENT 0x8D20 -#define GL_FRAMEBUFFER 0x8D40 -#define GL_RENDERBUFFER 0x8D41 -#define GL_RENDERBUFFER_WIDTH 0x8D42 -#define GL_RENDERBUFFER_HEIGHT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 -#define GL_STENCIL_INDEX1 0x8D46 -#define GL_STENCIL_INDEX4 0x8D47 -#define GL_STENCIL_INDEX8 0x8D48 -#define GL_STENCIL_INDEX16 0x8D49 -#define GL_RENDERBUFFER_RED_SIZE 0x8D50 -#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 -#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 -#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 -#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 -#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 -#define GL_MAX_SAMPLES 0x8D57 - -typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); -typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target,GLenum attachment, GLuint texture,GLint level,GLint layer); -typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); -typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glBindFramebuffer GLEW_GET_FUN(__glewBindFramebuffer) -#define glBindRenderbuffer GLEW_GET_FUN(__glewBindRenderbuffer) -#define glBlitFramebuffer GLEW_GET_FUN(__glewBlitFramebuffer) -#define glCheckFramebufferStatus GLEW_GET_FUN(__glewCheckFramebufferStatus) -#define glDeleteFramebuffers GLEW_GET_FUN(__glewDeleteFramebuffers) -#define glDeleteRenderbuffers GLEW_GET_FUN(__glewDeleteRenderbuffers) -#define glFramebufferRenderbuffer GLEW_GET_FUN(__glewFramebufferRenderbuffer) -#define glFramebufferTexture1D GLEW_GET_FUN(__glewFramebufferTexture1D) -#define glFramebufferTexture2D GLEW_GET_FUN(__glewFramebufferTexture2D) -#define glFramebufferTexture3D GLEW_GET_FUN(__glewFramebufferTexture3D) -#define glFramebufferTextureLayer GLEW_GET_FUN(__glewFramebufferTextureLayer) -#define glGenFramebuffers GLEW_GET_FUN(__glewGenFramebuffers) -#define glGenRenderbuffers GLEW_GET_FUN(__glewGenRenderbuffers) -#define glGenerateMipmap GLEW_GET_FUN(__glewGenerateMipmap) -#define glGetFramebufferAttachmentParameteriv GLEW_GET_FUN(__glewGetFramebufferAttachmentParameteriv) -#define glGetRenderbufferParameteriv GLEW_GET_FUN(__glewGetRenderbufferParameteriv) -#define glIsFramebuffer GLEW_GET_FUN(__glewIsFramebuffer) -#define glIsRenderbuffer GLEW_GET_FUN(__glewIsRenderbuffer) -#define glRenderbufferStorage GLEW_GET_FUN(__glewRenderbufferStorage) -#define glRenderbufferStorageMultisample GLEW_GET_FUN(__glewRenderbufferStorageMultisample) - -#define GLEW_ARB_framebuffer_object GLEW_GET_VAR(__GLEW_ARB_framebuffer_object) - -#endif /* GL_ARB_framebuffer_object */ - -/* ------------------------ GL_ARB_framebuffer_sRGB ------------------------ */ - -#ifndef GL_ARB_framebuffer_sRGB -#define GL_ARB_framebuffer_sRGB 1 - -#define GL_FRAMEBUFFER_SRGB 0x8DB9 - -#define GLEW_ARB_framebuffer_sRGB GLEW_GET_VAR(__GLEW_ARB_framebuffer_sRGB) - -#endif /* GL_ARB_framebuffer_sRGB */ - -/* ------------------------ GL_ARB_geometry_shader4 ------------------------ */ - -#ifndef GL_ARB_geometry_shader4 -#define GL_ARB_geometry_shader4 1 - -#define GL_LINES_ADJACENCY_ARB 0xA -#define GL_LINE_STRIP_ADJACENCY_ARB 0xB -#define GL_TRIANGLES_ADJACENCY_ARB 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0xD -#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 -#define GL_GEOMETRY_SHADER_ARB 0x8DD9 -#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA -#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB -#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC -#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD -#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); - -#define glFramebufferTextureARB GLEW_GET_FUN(__glewFramebufferTextureARB) -#define glFramebufferTextureFaceARB GLEW_GET_FUN(__glewFramebufferTextureFaceARB) -#define glFramebufferTextureLayerARB GLEW_GET_FUN(__glewFramebufferTextureLayerARB) -#define glProgramParameteriARB GLEW_GET_FUN(__glewProgramParameteriARB) - -#define GLEW_ARB_geometry_shader4 GLEW_GET_VAR(__GLEW_ARB_geometry_shader4) - -#endif /* GL_ARB_geometry_shader4 */ - -/* ----------------------- GL_ARB_get_program_binary ----------------------- */ - -#ifndef GL_ARB_get_program_binary -#define GL_ARB_get_program_binary 1 - -#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 -#define GL_PROGRAM_BINARY_LENGTH 0x8741 -#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE -#define GL_PROGRAM_BINARY_FORMATS 0x87FF - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, void*binary); -typedef void (GLAPIENTRY * PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); - -#define glGetProgramBinary GLEW_GET_FUN(__glewGetProgramBinary) -#define glProgramBinary GLEW_GET_FUN(__glewProgramBinary) -#define glProgramParameteri GLEW_GET_FUN(__glewProgramParameteri) - -#define GLEW_ARB_get_program_binary GLEW_GET_VAR(__GLEW_ARB_get_program_binary) - -#endif /* GL_ARB_get_program_binary */ - -/* ---------------------- GL_ARB_get_texture_sub_image --------------------- */ - -#ifndef GL_ARB_get_texture_sub_image -#define GL_ARB_get_texture_sub_image 1 - -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); - -#define glGetCompressedTextureSubImage GLEW_GET_FUN(__glewGetCompressedTextureSubImage) -#define glGetTextureSubImage GLEW_GET_FUN(__glewGetTextureSubImage) - -#define GLEW_ARB_get_texture_sub_image GLEW_GET_VAR(__GLEW_ARB_get_texture_sub_image) - -#endif /* GL_ARB_get_texture_sub_image */ - -/* ---------------------------- GL_ARB_gl_spirv ---------------------------- */ - -#ifndef GL_ARB_gl_spirv -#define GL_ARB_gl_spirv 1 - -#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 -#define GL_SPIR_V_BINARY_ARB 0x9552 - -typedef void (GLAPIENTRY * PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue); - -#define glSpecializeShaderARB GLEW_GET_FUN(__glewSpecializeShaderARB) - -#define GLEW_ARB_gl_spirv GLEW_GET_VAR(__GLEW_ARB_gl_spirv) - -#endif /* GL_ARB_gl_spirv */ - -/* --------------------------- GL_ARB_gpu_shader5 -------------------------- */ - -#ifndef GL_ARB_gpu_shader5 -#define GL_ARB_gpu_shader5 1 - -#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A -#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B -#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C -#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D -#define GL_MAX_VERTEX_STREAMS 0x8E71 - -#define GLEW_ARB_gpu_shader5 GLEW_GET_VAR(__GLEW_ARB_gpu_shader5) - -#endif /* GL_ARB_gpu_shader5 */ - -/* ------------------------- GL_ARB_gpu_shader_fp64 ------------------------ */ - -#ifndef GL_ARB_gpu_shader_fp64 -#define GL_ARB_gpu_shader_fp64 1 - -#define GL_DOUBLE_MAT2 0x8F46 -#define GL_DOUBLE_MAT3 0x8F47 -#define GL_DOUBLE_MAT4 0x8F48 -#define GL_DOUBLE_MAT2x3 0x8F49 -#define GL_DOUBLE_MAT2x4 0x8F4A -#define GL_DOUBLE_MAT3x2 0x8F4B -#define GL_DOUBLE_MAT3x4 0x8F4C -#define GL_DOUBLE_MAT4x2 0x8F4D -#define GL_DOUBLE_MAT4x3 0x8F4E -#define GL_DOUBLE_VEC2 0x8FFC -#define GL_DOUBLE_VEC3 0x8FFD -#define GL_DOUBLE_VEC4 0x8FFE - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); - -#define glGetUniformdv GLEW_GET_FUN(__glewGetUniformdv) -#define glUniform1d GLEW_GET_FUN(__glewUniform1d) -#define glUniform1dv GLEW_GET_FUN(__glewUniform1dv) -#define glUniform2d GLEW_GET_FUN(__glewUniform2d) -#define glUniform2dv GLEW_GET_FUN(__glewUniform2dv) -#define glUniform3d GLEW_GET_FUN(__glewUniform3d) -#define glUniform3dv GLEW_GET_FUN(__glewUniform3dv) -#define glUniform4d GLEW_GET_FUN(__glewUniform4d) -#define glUniform4dv GLEW_GET_FUN(__glewUniform4dv) -#define glUniformMatrix2dv GLEW_GET_FUN(__glewUniformMatrix2dv) -#define glUniformMatrix2x3dv GLEW_GET_FUN(__glewUniformMatrix2x3dv) -#define glUniformMatrix2x4dv GLEW_GET_FUN(__glewUniformMatrix2x4dv) -#define glUniformMatrix3dv GLEW_GET_FUN(__glewUniformMatrix3dv) -#define glUniformMatrix3x2dv GLEW_GET_FUN(__glewUniformMatrix3x2dv) -#define glUniformMatrix3x4dv GLEW_GET_FUN(__glewUniformMatrix3x4dv) -#define glUniformMatrix4dv GLEW_GET_FUN(__glewUniformMatrix4dv) -#define glUniformMatrix4x2dv GLEW_GET_FUN(__glewUniformMatrix4x2dv) -#define glUniformMatrix4x3dv GLEW_GET_FUN(__glewUniformMatrix4x3dv) - -#define GLEW_ARB_gpu_shader_fp64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_fp64) - -#endif /* GL_ARB_gpu_shader_fp64 */ - -/* ------------------------ GL_ARB_gpu_shader_int64 ------------------------ */ - -#ifndef GL_ARB_gpu_shader_int64 -#define GL_ARB_gpu_shader_int64 1 - -#define GL_INT64_ARB 0x140E -#define GL_UNSIGNED_INT64_ARB 0x140F -#define GL_INT64_VEC2_ARB 0x8FE9 -#define GL_INT64_VEC3_ARB 0x8FEA -#define GL_INT64_VEC4_ARB 0x8FEB -#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 -#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 -#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64* value); - -#define glGetUniformi64vARB GLEW_GET_FUN(__glewGetUniformi64vARB) -#define glGetUniformui64vARB GLEW_GET_FUN(__glewGetUniformui64vARB) -#define glGetnUniformi64vARB GLEW_GET_FUN(__glewGetnUniformi64vARB) -#define glGetnUniformui64vARB GLEW_GET_FUN(__glewGetnUniformui64vARB) -#define glProgramUniform1i64ARB GLEW_GET_FUN(__glewProgramUniform1i64ARB) -#define glProgramUniform1i64vARB GLEW_GET_FUN(__glewProgramUniform1i64vARB) -#define glProgramUniform1ui64ARB GLEW_GET_FUN(__glewProgramUniform1ui64ARB) -#define glProgramUniform1ui64vARB GLEW_GET_FUN(__glewProgramUniform1ui64vARB) -#define glProgramUniform2i64ARB GLEW_GET_FUN(__glewProgramUniform2i64ARB) -#define glProgramUniform2i64vARB GLEW_GET_FUN(__glewProgramUniform2i64vARB) -#define glProgramUniform2ui64ARB GLEW_GET_FUN(__glewProgramUniform2ui64ARB) -#define glProgramUniform2ui64vARB GLEW_GET_FUN(__glewProgramUniform2ui64vARB) -#define glProgramUniform3i64ARB GLEW_GET_FUN(__glewProgramUniform3i64ARB) -#define glProgramUniform3i64vARB GLEW_GET_FUN(__glewProgramUniform3i64vARB) -#define glProgramUniform3ui64ARB GLEW_GET_FUN(__glewProgramUniform3ui64ARB) -#define glProgramUniform3ui64vARB GLEW_GET_FUN(__glewProgramUniform3ui64vARB) -#define glProgramUniform4i64ARB GLEW_GET_FUN(__glewProgramUniform4i64ARB) -#define glProgramUniform4i64vARB GLEW_GET_FUN(__glewProgramUniform4i64vARB) -#define glProgramUniform4ui64ARB GLEW_GET_FUN(__glewProgramUniform4ui64ARB) -#define glProgramUniform4ui64vARB GLEW_GET_FUN(__glewProgramUniform4ui64vARB) -#define glUniform1i64ARB GLEW_GET_FUN(__glewUniform1i64ARB) -#define glUniform1i64vARB GLEW_GET_FUN(__glewUniform1i64vARB) -#define glUniform1ui64ARB GLEW_GET_FUN(__glewUniform1ui64ARB) -#define glUniform1ui64vARB GLEW_GET_FUN(__glewUniform1ui64vARB) -#define glUniform2i64ARB GLEW_GET_FUN(__glewUniform2i64ARB) -#define glUniform2i64vARB GLEW_GET_FUN(__glewUniform2i64vARB) -#define glUniform2ui64ARB GLEW_GET_FUN(__glewUniform2ui64ARB) -#define glUniform2ui64vARB GLEW_GET_FUN(__glewUniform2ui64vARB) -#define glUniform3i64ARB GLEW_GET_FUN(__glewUniform3i64ARB) -#define glUniform3i64vARB GLEW_GET_FUN(__glewUniform3i64vARB) -#define glUniform3ui64ARB GLEW_GET_FUN(__glewUniform3ui64ARB) -#define glUniform3ui64vARB GLEW_GET_FUN(__glewUniform3ui64vARB) -#define glUniform4i64ARB GLEW_GET_FUN(__glewUniform4i64ARB) -#define glUniform4i64vARB GLEW_GET_FUN(__glewUniform4i64vARB) -#define glUniform4ui64ARB GLEW_GET_FUN(__glewUniform4ui64ARB) -#define glUniform4ui64vARB GLEW_GET_FUN(__glewUniform4ui64vARB) - -#define GLEW_ARB_gpu_shader_int64 GLEW_GET_VAR(__GLEW_ARB_gpu_shader_int64) - -#endif /* GL_ARB_gpu_shader_int64 */ - -/* ------------------------ GL_ARB_half_float_pixel ------------------------ */ - -#ifndef GL_ARB_half_float_pixel -#define GL_ARB_half_float_pixel 1 - -#define GL_HALF_FLOAT_ARB 0x140B - -#define GLEW_ARB_half_float_pixel GLEW_GET_VAR(__GLEW_ARB_half_float_pixel) - -#endif /* GL_ARB_half_float_pixel */ - -/* ------------------------ GL_ARB_half_float_vertex ----------------------- */ - -#ifndef GL_ARB_half_float_vertex -#define GL_ARB_half_float_vertex 1 - -#define GL_HALF_FLOAT 0x140B - -#define GLEW_ARB_half_float_vertex GLEW_GET_VAR(__GLEW_ARB_half_float_vertex) - -#endif /* GL_ARB_half_float_vertex */ - -/* ----------------------------- GL_ARB_imaging ---------------------------- */ - -#ifndef GL_ARB_imaging -#define GL_ARB_imaging 1 - -#define GL_CONSTANT_COLOR 0x8001 -#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 -#define GL_CONSTANT_ALPHA 0x8003 -#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 -#define GL_BLEND_COLOR 0x8005 -#define GL_FUNC_ADD 0x8006 -#define GL_MIN 0x8007 -#define GL_MAX 0x8008 -#define GL_BLEND_EQUATION 0x8009 -#define GL_FUNC_SUBTRACT 0x800A -#define GL_FUNC_REVERSE_SUBTRACT 0x800B -#define GL_CONVOLUTION_1D 0x8010 -#define GL_CONVOLUTION_2D 0x8011 -#define GL_SEPARABLE_2D 0x8012 -#define GL_CONVOLUTION_BORDER_MODE 0x8013 -#define GL_CONVOLUTION_FILTER_SCALE 0x8014 -#define GL_CONVOLUTION_FILTER_BIAS 0x8015 -#define GL_REDUCE 0x8016 -#define GL_CONVOLUTION_FORMAT 0x8017 -#define GL_CONVOLUTION_WIDTH 0x8018 -#define GL_CONVOLUTION_HEIGHT 0x8019 -#define GL_MAX_CONVOLUTION_WIDTH 0x801A -#define GL_MAX_CONVOLUTION_HEIGHT 0x801B -#define GL_POST_CONVOLUTION_RED_SCALE 0x801C -#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D -#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E -#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F -#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 -#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 -#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 -#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 -#define GL_HISTOGRAM 0x8024 -#define GL_PROXY_HISTOGRAM 0x8025 -#define GL_HISTOGRAM_WIDTH 0x8026 -#define GL_HISTOGRAM_FORMAT 0x8027 -#define GL_HISTOGRAM_RED_SIZE 0x8028 -#define GL_HISTOGRAM_GREEN_SIZE 0x8029 -#define GL_HISTOGRAM_BLUE_SIZE 0x802A -#define GL_HISTOGRAM_ALPHA_SIZE 0x802B -#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C -#define GL_HISTOGRAM_SINK 0x802D -#define GL_MINMAX 0x802E -#define GL_MINMAX_FORMAT 0x802F -#define GL_MINMAX_SINK 0x8030 -#define GL_TABLE_TOO_LARGE 0x8031 -#define GL_COLOR_MATRIX 0x80B1 -#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 -#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 -#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 -#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 -#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 -#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 -#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 -#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 -#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA -#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB -#define GL_COLOR_TABLE 0x80D0 -#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 -#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 -#define GL_PROXY_COLOR_TABLE 0x80D3 -#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 -#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 -#define GL_COLOR_TABLE_SCALE 0x80D6 -#define GL_COLOR_TABLE_BIAS 0x80D7 -#define GL_COLOR_TABLE_FORMAT 0x80D8 -#define GL_COLOR_TABLE_WIDTH 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF -#define GL_IGNORE_BORDER 0x8150 -#define GL_CONSTANT_BORDER 0x8151 -#define GL_WRAP_BORDER 0x8152 -#define GL_REPLICATE_BORDER 0x8153 -#define GL_CONVOLUTION_BORDER_COLOR 0x8154 - -typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, void *values); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); -typedef void (GLAPIENTRY * PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLRESETMINMAXPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); - -#define glColorSubTable GLEW_GET_FUN(__glewColorSubTable) -#define glColorTable GLEW_GET_FUN(__glewColorTable) -#define glColorTableParameterfv GLEW_GET_FUN(__glewColorTableParameterfv) -#define glColorTableParameteriv GLEW_GET_FUN(__glewColorTableParameteriv) -#define glConvolutionFilter1D GLEW_GET_FUN(__glewConvolutionFilter1D) -#define glConvolutionFilter2D GLEW_GET_FUN(__glewConvolutionFilter2D) -#define glConvolutionParameterf GLEW_GET_FUN(__glewConvolutionParameterf) -#define glConvolutionParameterfv GLEW_GET_FUN(__glewConvolutionParameterfv) -#define glConvolutionParameteri GLEW_GET_FUN(__glewConvolutionParameteri) -#define glConvolutionParameteriv GLEW_GET_FUN(__glewConvolutionParameteriv) -#define glCopyColorSubTable GLEW_GET_FUN(__glewCopyColorSubTable) -#define glCopyColorTable GLEW_GET_FUN(__glewCopyColorTable) -#define glCopyConvolutionFilter1D GLEW_GET_FUN(__glewCopyConvolutionFilter1D) -#define glCopyConvolutionFilter2D GLEW_GET_FUN(__glewCopyConvolutionFilter2D) -#define glGetColorTable GLEW_GET_FUN(__glewGetColorTable) -#define glGetColorTableParameterfv GLEW_GET_FUN(__glewGetColorTableParameterfv) -#define glGetColorTableParameteriv GLEW_GET_FUN(__glewGetColorTableParameteriv) -#define glGetConvolutionFilter GLEW_GET_FUN(__glewGetConvolutionFilter) -#define glGetConvolutionParameterfv GLEW_GET_FUN(__glewGetConvolutionParameterfv) -#define glGetConvolutionParameteriv GLEW_GET_FUN(__glewGetConvolutionParameteriv) -#define glGetHistogram GLEW_GET_FUN(__glewGetHistogram) -#define glGetHistogramParameterfv GLEW_GET_FUN(__glewGetHistogramParameterfv) -#define glGetHistogramParameteriv GLEW_GET_FUN(__glewGetHistogramParameteriv) -#define glGetMinmax GLEW_GET_FUN(__glewGetMinmax) -#define glGetMinmaxParameterfv GLEW_GET_FUN(__glewGetMinmaxParameterfv) -#define glGetMinmaxParameteriv GLEW_GET_FUN(__glewGetMinmaxParameteriv) -#define glGetSeparableFilter GLEW_GET_FUN(__glewGetSeparableFilter) -#define glHistogram GLEW_GET_FUN(__glewHistogram) -#define glMinmax GLEW_GET_FUN(__glewMinmax) -#define glResetHistogram GLEW_GET_FUN(__glewResetHistogram) -#define glResetMinmax GLEW_GET_FUN(__glewResetMinmax) -#define glSeparableFilter2D GLEW_GET_FUN(__glewSeparableFilter2D) - -#define GLEW_ARB_imaging GLEW_GET_VAR(__GLEW_ARB_imaging) - -#endif /* GL_ARB_imaging */ - -/* ----------------------- GL_ARB_indirect_parameters ---------------------- */ - -#ifndef GL_ARB_indirect_parameters -#define GL_ARB_indirect_parameters 1 - -#define GL_PARAMETER_BUFFER_ARB 0x80EE -#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); - -#define glMultiDrawArraysIndirectCountARB GLEW_GET_FUN(__glewMultiDrawArraysIndirectCountARB) -#define glMultiDrawElementsIndirectCountARB GLEW_GET_FUN(__glewMultiDrawElementsIndirectCountARB) - -#define GLEW_ARB_indirect_parameters GLEW_GET_VAR(__GLEW_ARB_indirect_parameters) - -#endif /* GL_ARB_indirect_parameters */ - -/* ------------------------ GL_ARB_instanced_arrays ------------------------ */ - -#ifndef GL_ARB_instanced_arrays -#define GL_ARB_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); - -#define glDrawArraysInstancedARB GLEW_GET_FUN(__glewDrawArraysInstancedARB) -#define glDrawElementsInstancedARB GLEW_GET_FUN(__glewDrawElementsInstancedARB) -#define glVertexAttribDivisorARB GLEW_GET_FUN(__glewVertexAttribDivisorARB) - -#define GLEW_ARB_instanced_arrays GLEW_GET_VAR(__GLEW_ARB_instanced_arrays) - -#endif /* GL_ARB_instanced_arrays */ - -/* ---------------------- GL_ARB_internalformat_query ---------------------- */ - -#ifndef GL_ARB_internalformat_query -#define GL_ARB_internalformat_query 1 - -#define GL_NUM_SAMPLE_COUNTS 0x9380 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params); - -#define glGetInternalformativ GLEW_GET_FUN(__glewGetInternalformativ) - -#define GLEW_ARB_internalformat_query GLEW_GET_VAR(__GLEW_ARB_internalformat_query) - -#endif /* GL_ARB_internalformat_query */ - -/* ---------------------- GL_ARB_internalformat_query2 --------------------- */ - -#ifndef GL_ARB_internalformat_query2 -#define GL_ARB_internalformat_query2 1 - -#define GL_INTERNALFORMAT_SUPPORTED 0x826F -#define GL_INTERNALFORMAT_PREFERRED 0x8270 -#define GL_INTERNALFORMAT_RED_SIZE 0x8271 -#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 -#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 -#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 -#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 -#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 -#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 -#define GL_INTERNALFORMAT_RED_TYPE 0x8278 -#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 -#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A -#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B -#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C -#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D -#define GL_MAX_WIDTH 0x827E -#define GL_MAX_HEIGHT 0x827F -#define GL_MAX_DEPTH 0x8280 -#define GL_MAX_LAYERS 0x8281 -#define GL_MAX_COMBINED_DIMENSIONS 0x8282 -#define GL_COLOR_COMPONENTS 0x8283 -#define GL_DEPTH_COMPONENTS 0x8284 -#define GL_STENCIL_COMPONENTS 0x8285 -#define GL_COLOR_RENDERABLE 0x8286 -#define GL_DEPTH_RENDERABLE 0x8287 -#define GL_STENCIL_RENDERABLE 0x8288 -#define GL_FRAMEBUFFER_RENDERABLE 0x8289 -#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A -#define GL_FRAMEBUFFER_BLEND 0x828B -#define GL_READ_PIXELS 0x828C -#define GL_READ_PIXELS_FORMAT 0x828D -#define GL_READ_PIXELS_TYPE 0x828E -#define GL_TEXTURE_IMAGE_FORMAT 0x828F -#define GL_TEXTURE_IMAGE_TYPE 0x8290 -#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 -#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 -#define GL_MIPMAP 0x8293 -#define GL_MANUAL_GENERATE_MIPMAP 0x8294 -#define GL_AUTO_GENERATE_MIPMAP 0x8295 -#define GL_COLOR_ENCODING 0x8296 -#define GL_SRGB_READ 0x8297 -#define GL_SRGB_WRITE 0x8298 -#define GL_SRGB_DECODE_ARB 0x8299 -#define GL_FILTER 0x829A -#define GL_VERTEX_TEXTURE 0x829B -#define GL_TESS_CONTROL_TEXTURE 0x829C -#define GL_TESS_EVALUATION_TEXTURE 0x829D -#define GL_GEOMETRY_TEXTURE 0x829E -#define GL_FRAGMENT_TEXTURE 0x829F -#define GL_COMPUTE_TEXTURE 0x82A0 -#define GL_TEXTURE_SHADOW 0x82A1 -#define GL_TEXTURE_GATHER 0x82A2 -#define GL_TEXTURE_GATHER_SHADOW 0x82A3 -#define GL_SHADER_IMAGE_LOAD 0x82A4 -#define GL_SHADER_IMAGE_STORE 0x82A5 -#define GL_SHADER_IMAGE_ATOMIC 0x82A6 -#define GL_IMAGE_TEXEL_SIZE 0x82A7 -#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 -#define GL_IMAGE_PIXEL_FORMAT 0x82A9 -#define GL_IMAGE_PIXEL_TYPE 0x82AA -#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC -#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD -#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE -#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF -#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 -#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 -#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 -#define GL_CLEAR_BUFFER 0x82B4 -#define GL_TEXTURE_VIEW 0x82B5 -#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 -#define GL_FULL_SUPPORT 0x82B7 -#define GL_CAVEAT_SUPPORT 0x82B8 -#define GL_IMAGE_CLASS_4_X_32 0x82B9 -#define GL_IMAGE_CLASS_2_X_32 0x82BA -#define GL_IMAGE_CLASS_1_X_32 0x82BB -#define GL_IMAGE_CLASS_4_X_16 0x82BC -#define GL_IMAGE_CLASS_2_X_16 0x82BD -#define GL_IMAGE_CLASS_1_X_16 0x82BE -#define GL_IMAGE_CLASS_4_X_8 0x82BF -#define GL_IMAGE_CLASS_2_X_8 0x82C0 -#define GL_IMAGE_CLASS_1_X_8 0x82C1 -#define GL_IMAGE_CLASS_11_11_10 0x82C2 -#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 -#define GL_VIEW_CLASS_128_BITS 0x82C4 -#define GL_VIEW_CLASS_96_BITS 0x82C5 -#define GL_VIEW_CLASS_64_BITS 0x82C6 -#define GL_VIEW_CLASS_48_BITS 0x82C7 -#define GL_VIEW_CLASS_32_BITS 0x82C8 -#define GL_VIEW_CLASS_24_BITS 0x82C9 -#define GL_VIEW_CLASS_16_BITS 0x82CA -#define GL_VIEW_CLASS_8_BITS 0x82CB -#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC -#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD -#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE -#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF -#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 -#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 -#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 -#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64* params); - -#define glGetInternalformati64v GLEW_GET_FUN(__glewGetInternalformati64v) - -#define GLEW_ARB_internalformat_query2 GLEW_GET_VAR(__GLEW_ARB_internalformat_query2) - -#endif /* GL_ARB_internalformat_query2 */ - -/* ----------------------- GL_ARB_invalidate_subdata ----------------------- */ - -#ifndef GL_ARB_invalidate_subdata -#define GL_ARB_invalidate_subdata 1 - -typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); -typedef void (GLAPIENTRY * PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); - -#define glInvalidateBufferData GLEW_GET_FUN(__glewInvalidateBufferData) -#define glInvalidateBufferSubData GLEW_GET_FUN(__glewInvalidateBufferSubData) -#define glInvalidateFramebuffer GLEW_GET_FUN(__glewInvalidateFramebuffer) -#define glInvalidateSubFramebuffer GLEW_GET_FUN(__glewInvalidateSubFramebuffer) -#define glInvalidateTexImage GLEW_GET_FUN(__glewInvalidateTexImage) -#define glInvalidateTexSubImage GLEW_GET_FUN(__glewInvalidateTexSubImage) - -#define GLEW_ARB_invalidate_subdata GLEW_GET_VAR(__GLEW_ARB_invalidate_subdata) - -#endif /* GL_ARB_invalidate_subdata */ - -/* ---------------------- GL_ARB_map_buffer_alignment ---------------------- */ - -#ifndef GL_ARB_map_buffer_alignment -#define GL_ARB_map_buffer_alignment 1 - -#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC - -#define GLEW_ARB_map_buffer_alignment GLEW_GET_VAR(__GLEW_ARB_map_buffer_alignment) - -#endif /* GL_ARB_map_buffer_alignment */ - -/* ------------------------ GL_ARB_map_buffer_range ------------------------ */ - -#ifndef GL_ARB_map_buffer_range -#define GL_ARB_map_buffer_range 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 -#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 -#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 -#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 - -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); - -#define glFlushMappedBufferRange GLEW_GET_FUN(__glewFlushMappedBufferRange) -#define glMapBufferRange GLEW_GET_FUN(__glewMapBufferRange) - -#define GLEW_ARB_map_buffer_range GLEW_GET_VAR(__GLEW_ARB_map_buffer_range) - -#endif /* GL_ARB_map_buffer_range */ - -/* ------------------------- GL_ARB_matrix_palette ------------------------- */ - -#ifndef GL_ARB_matrix_palette -#define GL_ARB_matrix_palette 1 - -#define GL_MATRIX_PALETTE_ARB 0x8840 -#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 -#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 -#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 -#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 -#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 -#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 -#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 -#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 -#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 - -typedef void (GLAPIENTRY * PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUBVARBPROC) (GLint size, GLubyte *indices); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUIVARBPROC) (GLint size, GLuint *indices); -typedef void (GLAPIENTRY * PFNGLMATRIXINDEXUSVARBPROC) (GLint size, GLushort *indices); - -#define glCurrentPaletteMatrixARB GLEW_GET_FUN(__glewCurrentPaletteMatrixARB) -#define glMatrixIndexPointerARB GLEW_GET_FUN(__glewMatrixIndexPointerARB) -#define glMatrixIndexubvARB GLEW_GET_FUN(__glewMatrixIndexubvARB) -#define glMatrixIndexuivARB GLEW_GET_FUN(__glewMatrixIndexuivARB) -#define glMatrixIndexusvARB GLEW_GET_FUN(__glewMatrixIndexusvARB) - -#define GLEW_ARB_matrix_palette GLEW_GET_VAR(__GLEW_ARB_matrix_palette) - -#endif /* GL_ARB_matrix_palette */ - -/* --------------------------- GL_ARB_multi_bind --------------------------- */ - -#ifndef GL_ARB_multi_bind -#define GL_ARB_multi_bind 1 - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizeiptr *sizes); -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint* buffers, const GLintptr *offsets, const GLsizei *strides); - -#define glBindBuffersBase GLEW_GET_FUN(__glewBindBuffersBase) -#define glBindBuffersRange GLEW_GET_FUN(__glewBindBuffersRange) -#define glBindImageTextures GLEW_GET_FUN(__glewBindImageTextures) -#define glBindSamplers GLEW_GET_FUN(__glewBindSamplers) -#define glBindTextures GLEW_GET_FUN(__glewBindTextures) -#define glBindVertexBuffers GLEW_GET_FUN(__glewBindVertexBuffers) - -#define GLEW_ARB_multi_bind GLEW_GET_VAR(__GLEW_ARB_multi_bind) - -#endif /* GL_ARB_multi_bind */ - -/* ----------------------- GL_ARB_multi_draw_indirect ---------------------- */ - -#ifndef GL_ARB_multi_draw_indirect -#define GL_ARB_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); - -#define glMultiDrawArraysIndirect GLEW_GET_FUN(__glewMultiDrawArraysIndirect) -#define glMultiDrawElementsIndirect GLEW_GET_FUN(__glewMultiDrawElementsIndirect) - -#define GLEW_ARB_multi_draw_indirect GLEW_GET_VAR(__GLEW_ARB_multi_draw_indirect) - -#endif /* GL_ARB_multi_draw_indirect */ - -/* --------------------------- GL_ARB_multisample -------------------------- */ - -#ifndef GL_ARB_multisample -#define GL_ARB_multisample 1 - -#define GL_MULTISAMPLE_ARB 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F -#define GL_SAMPLE_COVERAGE_ARB 0x80A0 -#define GL_SAMPLE_BUFFERS_ARB 0x80A8 -#define GL_SAMPLES_ARB 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB -#define GL_MULTISAMPLE_BIT_ARB 0x20000000 - -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert); - -#define glSampleCoverageARB GLEW_GET_FUN(__glewSampleCoverageARB) - -#define GLEW_ARB_multisample GLEW_GET_VAR(__GLEW_ARB_multisample) - -#endif /* GL_ARB_multisample */ - -/* -------------------------- GL_ARB_multitexture -------------------------- */ - -#ifndef GL_ARB_multitexture -#define GL_ARB_multitexture 1 - -#define GL_TEXTURE0_ARB 0x84C0 -#define GL_TEXTURE1_ARB 0x84C1 -#define GL_TEXTURE2_ARB 0x84C2 -#define GL_TEXTURE3_ARB 0x84C3 -#define GL_TEXTURE4_ARB 0x84C4 -#define GL_TEXTURE5_ARB 0x84C5 -#define GL_TEXTURE6_ARB 0x84C6 -#define GL_TEXTURE7_ARB 0x84C7 -#define GL_TEXTURE8_ARB 0x84C8 -#define GL_TEXTURE9_ARB 0x84C9 -#define GL_TEXTURE10_ARB 0x84CA -#define GL_TEXTURE11_ARB 0x84CB -#define GL_TEXTURE12_ARB 0x84CC -#define GL_TEXTURE13_ARB 0x84CD -#define GL_TEXTURE14_ARB 0x84CE -#define GL_TEXTURE15_ARB 0x84CF -#define GL_TEXTURE16_ARB 0x84D0 -#define GL_TEXTURE17_ARB 0x84D1 -#define GL_TEXTURE18_ARB 0x84D2 -#define GL_TEXTURE19_ARB 0x84D3 -#define GL_TEXTURE20_ARB 0x84D4 -#define GL_TEXTURE21_ARB 0x84D5 -#define GL_TEXTURE22_ARB 0x84D6 -#define GL_TEXTURE23_ARB 0x84D7 -#define GL_TEXTURE24_ARB 0x84D8 -#define GL_TEXTURE25_ARB 0x84D9 -#define GL_TEXTURE26_ARB 0x84DA -#define GL_TEXTURE27_ARB 0x84DB -#define GL_TEXTURE28_ARB 0x84DC -#define GL_TEXTURE29_ARB 0x84DD -#define GL_TEXTURE30_ARB 0x84DE -#define GL_TEXTURE31_ARB 0x84DF -#define GL_ACTIVE_TEXTURE_ARB 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 -#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 - -typedef void (GLAPIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); - -#define glActiveTextureARB GLEW_GET_FUN(__glewActiveTextureARB) -#define glClientActiveTextureARB GLEW_GET_FUN(__glewClientActiveTextureARB) -#define glMultiTexCoord1dARB GLEW_GET_FUN(__glewMultiTexCoord1dARB) -#define glMultiTexCoord1dvARB GLEW_GET_FUN(__glewMultiTexCoord1dvARB) -#define glMultiTexCoord1fARB GLEW_GET_FUN(__glewMultiTexCoord1fARB) -#define glMultiTexCoord1fvARB GLEW_GET_FUN(__glewMultiTexCoord1fvARB) -#define glMultiTexCoord1iARB GLEW_GET_FUN(__glewMultiTexCoord1iARB) -#define glMultiTexCoord1ivARB GLEW_GET_FUN(__glewMultiTexCoord1ivARB) -#define glMultiTexCoord1sARB GLEW_GET_FUN(__glewMultiTexCoord1sARB) -#define glMultiTexCoord1svARB GLEW_GET_FUN(__glewMultiTexCoord1svARB) -#define glMultiTexCoord2dARB GLEW_GET_FUN(__glewMultiTexCoord2dARB) -#define glMultiTexCoord2dvARB GLEW_GET_FUN(__glewMultiTexCoord2dvARB) -#define glMultiTexCoord2fARB GLEW_GET_FUN(__glewMultiTexCoord2fARB) -#define glMultiTexCoord2fvARB GLEW_GET_FUN(__glewMultiTexCoord2fvARB) -#define glMultiTexCoord2iARB GLEW_GET_FUN(__glewMultiTexCoord2iARB) -#define glMultiTexCoord2ivARB GLEW_GET_FUN(__glewMultiTexCoord2ivARB) -#define glMultiTexCoord2sARB GLEW_GET_FUN(__glewMultiTexCoord2sARB) -#define glMultiTexCoord2svARB GLEW_GET_FUN(__glewMultiTexCoord2svARB) -#define glMultiTexCoord3dARB GLEW_GET_FUN(__glewMultiTexCoord3dARB) -#define glMultiTexCoord3dvARB GLEW_GET_FUN(__glewMultiTexCoord3dvARB) -#define glMultiTexCoord3fARB GLEW_GET_FUN(__glewMultiTexCoord3fARB) -#define glMultiTexCoord3fvARB GLEW_GET_FUN(__glewMultiTexCoord3fvARB) -#define glMultiTexCoord3iARB GLEW_GET_FUN(__glewMultiTexCoord3iARB) -#define glMultiTexCoord3ivARB GLEW_GET_FUN(__glewMultiTexCoord3ivARB) -#define glMultiTexCoord3sARB GLEW_GET_FUN(__glewMultiTexCoord3sARB) -#define glMultiTexCoord3svARB GLEW_GET_FUN(__glewMultiTexCoord3svARB) -#define glMultiTexCoord4dARB GLEW_GET_FUN(__glewMultiTexCoord4dARB) -#define glMultiTexCoord4dvARB GLEW_GET_FUN(__glewMultiTexCoord4dvARB) -#define glMultiTexCoord4fARB GLEW_GET_FUN(__glewMultiTexCoord4fARB) -#define glMultiTexCoord4fvARB GLEW_GET_FUN(__glewMultiTexCoord4fvARB) -#define glMultiTexCoord4iARB GLEW_GET_FUN(__glewMultiTexCoord4iARB) -#define glMultiTexCoord4ivARB GLEW_GET_FUN(__glewMultiTexCoord4ivARB) -#define glMultiTexCoord4sARB GLEW_GET_FUN(__glewMultiTexCoord4sARB) -#define glMultiTexCoord4svARB GLEW_GET_FUN(__glewMultiTexCoord4svARB) - -#define GLEW_ARB_multitexture GLEW_GET_VAR(__GLEW_ARB_multitexture) - -#endif /* GL_ARB_multitexture */ - -/* ------------------------- GL_ARB_occlusion_query ------------------------ */ - -#ifndef GL_ARB_occlusion_query -#define GL_ARB_occlusion_query 1 - -#define GL_QUERY_COUNTER_BITS_ARB 0x8864 -#define GL_CURRENT_QUERY_ARB 0x8865 -#define GL_QUERY_RESULT_ARB 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 -#define GL_SAMPLES_PASSED_ARB 0x8914 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDQUERYARBPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISQUERYARBPROC) (GLuint id); - -#define glBeginQueryARB GLEW_GET_FUN(__glewBeginQueryARB) -#define glDeleteQueriesARB GLEW_GET_FUN(__glewDeleteQueriesARB) -#define glEndQueryARB GLEW_GET_FUN(__glewEndQueryARB) -#define glGenQueriesARB GLEW_GET_FUN(__glewGenQueriesARB) -#define glGetQueryObjectivARB GLEW_GET_FUN(__glewGetQueryObjectivARB) -#define glGetQueryObjectuivARB GLEW_GET_FUN(__glewGetQueryObjectuivARB) -#define glGetQueryivARB GLEW_GET_FUN(__glewGetQueryivARB) -#define glIsQueryARB GLEW_GET_FUN(__glewIsQueryARB) - -#define GLEW_ARB_occlusion_query GLEW_GET_VAR(__GLEW_ARB_occlusion_query) - -#endif /* GL_ARB_occlusion_query */ - -/* ------------------------ GL_ARB_occlusion_query2 ------------------------ */ - -#ifndef GL_ARB_occlusion_query2 -#define GL_ARB_occlusion_query2 1 - -#define GL_ANY_SAMPLES_PASSED 0x8C2F - -#define GLEW_ARB_occlusion_query2 GLEW_GET_VAR(__GLEW_ARB_occlusion_query2) - -#endif /* GL_ARB_occlusion_query2 */ - -/* --------------------- GL_ARB_parallel_shader_compile -------------------- */ - -#ifndef GL_ARB_parallel_shader_compile -#define GL_ARB_parallel_shader_compile 1 - -#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 -#define GL_COMPLETION_STATUS_ARB 0x91B1 - -typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); - -#define glMaxShaderCompilerThreadsARB GLEW_GET_FUN(__glewMaxShaderCompilerThreadsARB) - -#define GLEW_ARB_parallel_shader_compile GLEW_GET_VAR(__GLEW_ARB_parallel_shader_compile) - -#endif /* GL_ARB_parallel_shader_compile */ - -/* -------------------- GL_ARB_pipeline_statistics_query ------------------- */ - -#ifndef GL_ARB_pipeline_statistics_query -#define GL_ARB_pipeline_statistics_query 1 - -#define GL_VERTICES_SUBMITTED_ARB 0x82EE -#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF -#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 -#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 -#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 -#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 -#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 -#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 -#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 -#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 -#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F - -#define GLEW_ARB_pipeline_statistics_query GLEW_GET_VAR(__GLEW_ARB_pipeline_statistics_query) - -#endif /* GL_ARB_pipeline_statistics_query */ - -/* ----------------------- GL_ARB_pixel_buffer_object ---------------------- */ - -#ifndef GL_ARB_pixel_buffer_object -#define GL_ARB_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF - -#define GLEW_ARB_pixel_buffer_object GLEW_GET_VAR(__GLEW_ARB_pixel_buffer_object) - -#endif /* GL_ARB_pixel_buffer_object */ - -/* ------------------------ GL_ARB_point_parameters ------------------------ */ - -#ifndef GL_ARB_point_parameters -#define GL_ARB_point_parameters 1 - -#define GL_POINT_SIZE_MIN_ARB 0x8126 -#define GL_POINT_SIZE_MAX_ARB 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 -#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat* params); - -#define glPointParameterfARB GLEW_GET_FUN(__glewPointParameterfARB) -#define glPointParameterfvARB GLEW_GET_FUN(__glewPointParameterfvARB) - -#define GLEW_ARB_point_parameters GLEW_GET_VAR(__GLEW_ARB_point_parameters) - -#endif /* GL_ARB_point_parameters */ - -/* -------------------------- GL_ARB_point_sprite -------------------------- */ - -#ifndef GL_ARB_point_sprite -#define GL_ARB_point_sprite 1 - -#define GL_POINT_SPRITE_ARB 0x8861 -#define GL_COORD_REPLACE_ARB 0x8862 - -#define GLEW_ARB_point_sprite GLEW_GET_VAR(__GLEW_ARB_point_sprite) - -#endif /* GL_ARB_point_sprite */ - -/* ---------------------- GL_ARB_polygon_offset_clamp ---------------------- */ - -#ifndef GL_ARB_polygon_offset_clamp -#define GL_ARB_polygon_offset_clamp 1 - -#define GL_POLYGON_OFFSET_CLAMP 0x8E1B - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); - -#define glPolygonOffsetClamp GLEW_GET_FUN(__glewPolygonOffsetClamp) - -#define GLEW_ARB_polygon_offset_clamp GLEW_GET_VAR(__GLEW_ARB_polygon_offset_clamp) - -#endif /* GL_ARB_polygon_offset_clamp */ - -/* ----------------------- GL_ARB_post_depth_coverage ---------------------- */ - -#ifndef GL_ARB_post_depth_coverage -#define GL_ARB_post_depth_coverage 1 - -#define GLEW_ARB_post_depth_coverage GLEW_GET_VAR(__GLEW_ARB_post_depth_coverage) - -#endif /* GL_ARB_post_depth_coverage */ - -/* --------------------- GL_ARB_program_interface_query -------------------- */ - -#ifndef GL_ARB_program_interface_query -#define GL_ARB_program_interface_query 1 - -#define GL_UNIFORM 0x92E1 -#define GL_UNIFORM_BLOCK 0x92E2 -#define GL_PROGRAM_INPUT 0x92E3 -#define GL_PROGRAM_OUTPUT 0x92E4 -#define GL_BUFFER_VARIABLE 0x92E5 -#define GL_SHADER_STORAGE_BLOCK 0x92E6 -#define GL_IS_PER_PATCH 0x92E7 -#define GL_VERTEX_SUBROUTINE 0x92E8 -#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 -#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA -#define GL_GEOMETRY_SUBROUTINE 0x92EB -#define GL_FRAGMENT_SUBROUTINE 0x92EC -#define GL_COMPUTE_SUBROUTINE 0x92ED -#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE -#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF -#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 -#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 -#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 -#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 -#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 -#define GL_ACTIVE_RESOURCES 0x92F5 -#define GL_MAX_NAME_LENGTH 0x92F6 -#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 -#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 -#define GL_NAME_LENGTH 0x92F9 -#define GL_TYPE 0x92FA -#define GL_ARRAY_SIZE 0x92FB -#define GL_OFFSET 0x92FC -#define GL_BLOCK_INDEX 0x92FD -#define GL_ARRAY_STRIDE 0x92FE -#define GL_MATRIX_STRIDE 0x92FF -#define GL_IS_ROW_MAJOR 0x9300 -#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 -#define GL_BUFFER_BINDING 0x9302 -#define GL_BUFFER_DATA_SIZE 0x9303 -#define GL_NUM_ACTIVE_VARIABLES 0x9304 -#define GL_ACTIVE_VARIABLES 0x9305 -#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 -#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 -#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 -#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 -#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A -#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B -#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C -#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D -#define GL_LOCATION 0x930E -#define GL_LOCATION_INDEX 0x930F - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint* params); -typedef GLuint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLint *params); - -#define glGetProgramInterfaceiv GLEW_GET_FUN(__glewGetProgramInterfaceiv) -#define glGetProgramResourceIndex GLEW_GET_FUN(__glewGetProgramResourceIndex) -#define glGetProgramResourceLocation GLEW_GET_FUN(__glewGetProgramResourceLocation) -#define glGetProgramResourceLocationIndex GLEW_GET_FUN(__glewGetProgramResourceLocationIndex) -#define glGetProgramResourceName GLEW_GET_FUN(__glewGetProgramResourceName) -#define glGetProgramResourceiv GLEW_GET_FUN(__glewGetProgramResourceiv) - -#define GLEW_ARB_program_interface_query GLEW_GET_VAR(__GLEW_ARB_program_interface_query) - -#endif /* GL_ARB_program_interface_query */ - -/* ------------------------ GL_ARB_provoking_vertex ------------------------ */ - -#ifndef GL_ARB_provoking_vertex -#define GL_ARB_provoking_vertex 1 - -#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C -#define GL_FIRST_VERTEX_CONVENTION 0x8E4D -#define GL_LAST_VERTEX_CONVENTION 0x8E4E -#define GL_PROVOKING_VERTEX 0x8E4F - -typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXPROC) (GLenum mode); - -#define glProvokingVertex GLEW_GET_FUN(__glewProvokingVertex) - -#define GLEW_ARB_provoking_vertex GLEW_GET_VAR(__GLEW_ARB_provoking_vertex) - -#endif /* GL_ARB_provoking_vertex */ - -/* ----------------------- GL_ARB_query_buffer_object ---------------------- */ - -#ifndef GL_ARB_query_buffer_object -#define GL_ARB_query_buffer_object 1 - -#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 -#define GL_QUERY_BUFFER 0x9192 -#define GL_QUERY_BUFFER_BINDING 0x9193 -#define GL_QUERY_RESULT_NO_WAIT 0x9194 - -#define GLEW_ARB_query_buffer_object GLEW_GET_VAR(__GLEW_ARB_query_buffer_object) - -#endif /* GL_ARB_query_buffer_object */ - -/* ------------------ GL_ARB_robust_buffer_access_behavior ----------------- */ - -#ifndef GL_ARB_robust_buffer_access_behavior -#define GL_ARB_robust_buffer_access_behavior 1 - -#define GLEW_ARB_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_ARB_robust_buffer_access_behavior) - -#endif /* GL_ARB_robust_buffer_access_behavior */ - -/* --------------------------- GL_ARB_robustness --------------------------- */ - -#ifndef GL_ARB_robustness -#define GL_ARB_robustness 1 - -#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 -#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 -#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 -#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 - -typedef GLenum (GLAPIENTRY * PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* table); -typedef void (GLAPIENTRY * PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void* img); -typedef void (GLAPIENTRY * PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void* image); -typedef void (GLAPIENTRY * PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); -typedef void (GLAPIENTRY * PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble* v); -typedef void (GLAPIENTRY * PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat* v); -typedef void (GLAPIENTRY * PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint* v); -typedef void (GLAPIENTRY * PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint* values); -typedef void (GLAPIENTRY * PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort* values); -typedef void (GLAPIENTRY * PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte* pattern); -typedef void (GLAPIENTRY * PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void* row, GLsizei columnBufSize, void*column, void*span); -typedef void (GLAPIENTRY * PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); -typedef void (GLAPIENTRY * PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data); - -#define glGetGraphicsResetStatusARB GLEW_GET_FUN(__glewGetGraphicsResetStatusARB) -#define glGetnColorTableARB GLEW_GET_FUN(__glewGetnColorTableARB) -#define glGetnCompressedTexImageARB GLEW_GET_FUN(__glewGetnCompressedTexImageARB) -#define glGetnConvolutionFilterARB GLEW_GET_FUN(__glewGetnConvolutionFilterARB) -#define glGetnHistogramARB GLEW_GET_FUN(__glewGetnHistogramARB) -#define glGetnMapdvARB GLEW_GET_FUN(__glewGetnMapdvARB) -#define glGetnMapfvARB GLEW_GET_FUN(__glewGetnMapfvARB) -#define glGetnMapivARB GLEW_GET_FUN(__glewGetnMapivARB) -#define glGetnMinmaxARB GLEW_GET_FUN(__glewGetnMinmaxARB) -#define glGetnPixelMapfvARB GLEW_GET_FUN(__glewGetnPixelMapfvARB) -#define glGetnPixelMapuivARB GLEW_GET_FUN(__glewGetnPixelMapuivARB) -#define glGetnPixelMapusvARB GLEW_GET_FUN(__glewGetnPixelMapusvARB) -#define glGetnPolygonStippleARB GLEW_GET_FUN(__glewGetnPolygonStippleARB) -#define glGetnSeparableFilterARB GLEW_GET_FUN(__glewGetnSeparableFilterARB) -#define glGetnTexImageARB GLEW_GET_FUN(__glewGetnTexImageARB) -#define glGetnUniformdvARB GLEW_GET_FUN(__glewGetnUniformdvARB) -#define glGetnUniformfvARB GLEW_GET_FUN(__glewGetnUniformfvARB) -#define glGetnUniformivARB GLEW_GET_FUN(__glewGetnUniformivARB) -#define glGetnUniformuivARB GLEW_GET_FUN(__glewGetnUniformuivARB) -#define glReadnPixelsARB GLEW_GET_FUN(__glewReadnPixelsARB) - -#define GLEW_ARB_robustness GLEW_GET_VAR(__GLEW_ARB_robustness) - -#endif /* GL_ARB_robustness */ - -/* ---------------- GL_ARB_robustness_application_isolation ---------------- */ - -#ifndef GL_ARB_robustness_application_isolation -#define GL_ARB_robustness_application_isolation 1 - -#define GLEW_ARB_robustness_application_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_application_isolation) - -#endif /* GL_ARB_robustness_application_isolation */ - -/* ---------------- GL_ARB_robustness_share_group_isolation ---------------- */ - -#ifndef GL_ARB_robustness_share_group_isolation -#define GL_ARB_robustness_share_group_isolation 1 - -#define GLEW_ARB_robustness_share_group_isolation GLEW_GET_VAR(__GLEW_ARB_robustness_share_group_isolation) - -#endif /* GL_ARB_robustness_share_group_isolation */ - -/* ------------------------ GL_ARB_sample_locations ------------------------ */ - -#ifndef GL_ARB_sample_locations -#define GL_ARB_sample_locations 1 - -#define GL_SAMPLE_LOCATION_ARB 0x8E50 -#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D -#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E -#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 -#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 -#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); - -#define glFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewFramebufferSampleLocationsfvARB) -#define glNamedFramebufferSampleLocationsfvARB GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvARB) - -#define GLEW_ARB_sample_locations GLEW_GET_VAR(__GLEW_ARB_sample_locations) - -#endif /* GL_ARB_sample_locations */ - -/* ------------------------- GL_ARB_sample_shading ------------------------- */ - -#ifndef GL_ARB_sample_shading -#define GL_ARB_sample_shading 1 - -#define GL_SAMPLE_SHADING_ARB 0x8C36 -#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 - -typedef void (GLAPIENTRY * PFNGLMINSAMPLESHADINGARBPROC) (GLclampf value); - -#define glMinSampleShadingARB GLEW_GET_FUN(__glewMinSampleShadingARB) - -#define GLEW_ARB_sample_shading GLEW_GET_VAR(__GLEW_ARB_sample_shading) - -#endif /* GL_ARB_sample_shading */ - -/* ------------------------- GL_ARB_sampler_objects ------------------------ */ - -#ifndef GL_ARB_sampler_objects -#define GL_ARB_sampler_objects 1 - -#define GL_SAMPLER_BINDING 0x8919 - -typedef void (GLAPIENTRY * PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); -typedef void (GLAPIENTRY * PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers); -typedef void (GLAPIENTRY * PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISSAMPLERPROC) (GLuint sampler); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint* params); - -#define glBindSampler GLEW_GET_FUN(__glewBindSampler) -#define glDeleteSamplers GLEW_GET_FUN(__glewDeleteSamplers) -#define glGenSamplers GLEW_GET_FUN(__glewGenSamplers) -#define glGetSamplerParameterIiv GLEW_GET_FUN(__glewGetSamplerParameterIiv) -#define glGetSamplerParameterIuiv GLEW_GET_FUN(__glewGetSamplerParameterIuiv) -#define glGetSamplerParameterfv GLEW_GET_FUN(__glewGetSamplerParameterfv) -#define glGetSamplerParameteriv GLEW_GET_FUN(__glewGetSamplerParameteriv) -#define glIsSampler GLEW_GET_FUN(__glewIsSampler) -#define glSamplerParameterIiv GLEW_GET_FUN(__glewSamplerParameterIiv) -#define glSamplerParameterIuiv GLEW_GET_FUN(__glewSamplerParameterIuiv) -#define glSamplerParameterf GLEW_GET_FUN(__glewSamplerParameterf) -#define glSamplerParameterfv GLEW_GET_FUN(__glewSamplerParameterfv) -#define glSamplerParameteri GLEW_GET_FUN(__glewSamplerParameteri) -#define glSamplerParameteriv GLEW_GET_FUN(__glewSamplerParameteriv) - -#define GLEW_ARB_sampler_objects GLEW_GET_VAR(__GLEW_ARB_sampler_objects) - -#endif /* GL_ARB_sampler_objects */ - -/* ------------------------ GL_ARB_seamless_cube_map ----------------------- */ - -#ifndef GL_ARB_seamless_cube_map -#define GL_ARB_seamless_cube_map 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_ARB_seamless_cube_map GLEW_GET_VAR(__GLEW_ARB_seamless_cube_map) - -#endif /* GL_ARB_seamless_cube_map */ - -/* ------------------ GL_ARB_seamless_cubemap_per_texture ------------------ */ - -#ifndef GL_ARB_seamless_cubemap_per_texture -#define GL_ARB_seamless_cubemap_per_texture 1 - -#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F - -#define GLEW_ARB_seamless_cubemap_per_texture GLEW_GET_VAR(__GLEW_ARB_seamless_cubemap_per_texture) - -#endif /* GL_ARB_seamless_cubemap_per_texture */ - -/* --------------------- GL_ARB_separate_shader_objects -------------------- */ - -#ifndef GL_ARB_separate_shader_objects -#define GL_ARB_separate_shader_objects 1 - -#define GL_VERTEX_SHADER_BIT 0x00000001 -#define GL_FRAGMENT_SHADER_BIT 0x00000002 -#define GL_GEOMETRY_SHADER_BIT 0x00000004 -#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 -#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 -#define GL_PROGRAM_SEPARABLE 0x8258 -#define GL_ACTIVE_PROGRAM 0x8259 -#define GL_PROGRAM_PIPELINE_BINDING 0x825A -#define GL_ALL_SHADER_BITS 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar * const * strings); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint* pipelines); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar *infoLog); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint x, GLuint y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); - -#define glActiveShaderProgram GLEW_GET_FUN(__glewActiveShaderProgram) -#define glBindProgramPipeline GLEW_GET_FUN(__glewBindProgramPipeline) -#define glCreateShaderProgramv GLEW_GET_FUN(__glewCreateShaderProgramv) -#define glDeleteProgramPipelines GLEW_GET_FUN(__glewDeleteProgramPipelines) -#define glGenProgramPipelines GLEW_GET_FUN(__glewGenProgramPipelines) -#define glGetProgramPipelineInfoLog GLEW_GET_FUN(__glewGetProgramPipelineInfoLog) -#define glGetProgramPipelineiv GLEW_GET_FUN(__glewGetProgramPipelineiv) -#define glIsProgramPipeline GLEW_GET_FUN(__glewIsProgramPipeline) -#define glProgramUniform1d GLEW_GET_FUN(__glewProgramUniform1d) -#define glProgramUniform1dv GLEW_GET_FUN(__glewProgramUniform1dv) -#define glProgramUniform1f GLEW_GET_FUN(__glewProgramUniform1f) -#define glProgramUniform1fv GLEW_GET_FUN(__glewProgramUniform1fv) -#define glProgramUniform1i GLEW_GET_FUN(__glewProgramUniform1i) -#define glProgramUniform1iv GLEW_GET_FUN(__glewProgramUniform1iv) -#define glProgramUniform1ui GLEW_GET_FUN(__glewProgramUniform1ui) -#define glProgramUniform1uiv GLEW_GET_FUN(__glewProgramUniform1uiv) -#define glProgramUniform2d GLEW_GET_FUN(__glewProgramUniform2d) -#define glProgramUniform2dv GLEW_GET_FUN(__glewProgramUniform2dv) -#define glProgramUniform2f GLEW_GET_FUN(__glewProgramUniform2f) -#define glProgramUniform2fv GLEW_GET_FUN(__glewProgramUniform2fv) -#define glProgramUniform2i GLEW_GET_FUN(__glewProgramUniform2i) -#define glProgramUniform2iv GLEW_GET_FUN(__glewProgramUniform2iv) -#define glProgramUniform2ui GLEW_GET_FUN(__glewProgramUniform2ui) -#define glProgramUniform2uiv GLEW_GET_FUN(__glewProgramUniform2uiv) -#define glProgramUniform3d GLEW_GET_FUN(__glewProgramUniform3d) -#define glProgramUniform3dv GLEW_GET_FUN(__glewProgramUniform3dv) -#define glProgramUniform3f GLEW_GET_FUN(__glewProgramUniform3f) -#define glProgramUniform3fv GLEW_GET_FUN(__glewProgramUniform3fv) -#define glProgramUniform3i GLEW_GET_FUN(__glewProgramUniform3i) -#define glProgramUniform3iv GLEW_GET_FUN(__glewProgramUniform3iv) -#define glProgramUniform3ui GLEW_GET_FUN(__glewProgramUniform3ui) -#define glProgramUniform3uiv GLEW_GET_FUN(__glewProgramUniform3uiv) -#define glProgramUniform4d GLEW_GET_FUN(__glewProgramUniform4d) -#define glProgramUniform4dv GLEW_GET_FUN(__glewProgramUniform4dv) -#define glProgramUniform4f GLEW_GET_FUN(__glewProgramUniform4f) -#define glProgramUniform4fv GLEW_GET_FUN(__glewProgramUniform4fv) -#define glProgramUniform4i GLEW_GET_FUN(__glewProgramUniform4i) -#define glProgramUniform4iv GLEW_GET_FUN(__glewProgramUniform4iv) -#define glProgramUniform4ui GLEW_GET_FUN(__glewProgramUniform4ui) -#define glProgramUniform4uiv GLEW_GET_FUN(__glewProgramUniform4uiv) -#define glProgramUniformMatrix2dv GLEW_GET_FUN(__glewProgramUniformMatrix2dv) -#define glProgramUniformMatrix2fv GLEW_GET_FUN(__glewProgramUniformMatrix2fv) -#define glProgramUniformMatrix2x3dv GLEW_GET_FUN(__glewProgramUniformMatrix2x3dv) -#define glProgramUniformMatrix2x3fv GLEW_GET_FUN(__glewProgramUniformMatrix2x3fv) -#define glProgramUniformMatrix2x4dv GLEW_GET_FUN(__glewProgramUniformMatrix2x4dv) -#define glProgramUniformMatrix2x4fv GLEW_GET_FUN(__glewProgramUniformMatrix2x4fv) -#define glProgramUniformMatrix3dv GLEW_GET_FUN(__glewProgramUniformMatrix3dv) -#define glProgramUniformMatrix3fv GLEW_GET_FUN(__glewProgramUniformMatrix3fv) -#define glProgramUniformMatrix3x2dv GLEW_GET_FUN(__glewProgramUniformMatrix3x2dv) -#define glProgramUniformMatrix3x2fv GLEW_GET_FUN(__glewProgramUniformMatrix3x2fv) -#define glProgramUniformMatrix3x4dv GLEW_GET_FUN(__glewProgramUniformMatrix3x4dv) -#define glProgramUniformMatrix3x4fv GLEW_GET_FUN(__glewProgramUniformMatrix3x4fv) -#define glProgramUniformMatrix4dv GLEW_GET_FUN(__glewProgramUniformMatrix4dv) -#define glProgramUniformMatrix4fv GLEW_GET_FUN(__glewProgramUniformMatrix4fv) -#define glProgramUniformMatrix4x2dv GLEW_GET_FUN(__glewProgramUniformMatrix4x2dv) -#define glProgramUniformMatrix4x2fv GLEW_GET_FUN(__glewProgramUniformMatrix4x2fv) -#define glProgramUniformMatrix4x3dv GLEW_GET_FUN(__glewProgramUniformMatrix4x3dv) -#define glProgramUniformMatrix4x3fv GLEW_GET_FUN(__glewProgramUniformMatrix4x3fv) -#define glUseProgramStages GLEW_GET_FUN(__glewUseProgramStages) -#define glValidateProgramPipeline GLEW_GET_FUN(__glewValidateProgramPipeline) - -#define GLEW_ARB_separate_shader_objects GLEW_GET_VAR(__GLEW_ARB_separate_shader_objects) - -#endif /* GL_ARB_separate_shader_objects */ - -/* -------------------- GL_ARB_shader_atomic_counter_ops ------------------- */ - -#ifndef GL_ARB_shader_atomic_counter_ops -#define GL_ARB_shader_atomic_counter_ops 1 - -#define GLEW_ARB_shader_atomic_counter_ops GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counter_ops) - -#endif /* GL_ARB_shader_atomic_counter_ops */ - -/* --------------------- GL_ARB_shader_atomic_counters --------------------- */ - -#ifndef GL_ARB_shader_atomic_counters -#define GL_ARB_shader_atomic_counters 1 - -#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 -#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 -#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 -#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 -#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 -#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 -#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA -#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB -#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC -#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD -#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF -#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 -#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 -#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 -#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 -#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 -#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 -#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 -#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 -#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 -#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA -#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB -#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC - -typedef void (GLAPIENTRY * PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint* params); - -#define glGetActiveAtomicCounterBufferiv GLEW_GET_FUN(__glewGetActiveAtomicCounterBufferiv) - -#define GLEW_ARB_shader_atomic_counters GLEW_GET_VAR(__GLEW_ARB_shader_atomic_counters) - -#endif /* GL_ARB_shader_atomic_counters */ - -/* -------------------------- GL_ARB_shader_ballot ------------------------- */ - -#ifndef GL_ARB_shader_ballot -#define GL_ARB_shader_ballot 1 - -#define GLEW_ARB_shader_ballot GLEW_GET_VAR(__GLEW_ARB_shader_ballot) - -#endif /* GL_ARB_shader_ballot */ - -/* ----------------------- GL_ARB_shader_bit_encoding ---------------------- */ - -#ifndef GL_ARB_shader_bit_encoding -#define GL_ARB_shader_bit_encoding 1 - -#define GLEW_ARB_shader_bit_encoding GLEW_GET_VAR(__GLEW_ARB_shader_bit_encoding) - -#endif /* GL_ARB_shader_bit_encoding */ - -/* -------------------------- GL_ARB_shader_clock -------------------------- */ - -#ifndef GL_ARB_shader_clock -#define GL_ARB_shader_clock 1 - -#define GLEW_ARB_shader_clock GLEW_GET_VAR(__GLEW_ARB_shader_clock) - -#endif /* GL_ARB_shader_clock */ - -/* --------------------- GL_ARB_shader_draw_parameters --------------------- */ - -#ifndef GL_ARB_shader_draw_parameters -#define GL_ARB_shader_draw_parameters 1 - -#define GLEW_ARB_shader_draw_parameters GLEW_GET_VAR(__GLEW_ARB_shader_draw_parameters) - -#endif /* GL_ARB_shader_draw_parameters */ - -/* ------------------------ GL_ARB_shader_group_vote ----------------------- */ - -#ifndef GL_ARB_shader_group_vote -#define GL_ARB_shader_group_vote 1 - -#define GLEW_ARB_shader_group_vote GLEW_GET_VAR(__GLEW_ARB_shader_group_vote) - -#endif /* GL_ARB_shader_group_vote */ - -/* --------------------- GL_ARB_shader_image_load_store -------------------- */ - -#ifndef GL_ARB_shader_image_load_store -#define GL_ARB_shader_image_load_store 1 - -#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 -#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 -#define GL_UNIFORM_BARRIER_BIT 0x00000004 -#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 -#define GL_COMMAND_BARRIER_BIT 0x00000040 -#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 -#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 -#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 -#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 -#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 -#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 -#define GL_MAX_IMAGE_UNITS 0x8F38 -#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 -#define GL_IMAGE_BINDING_NAME 0x8F3A -#define GL_IMAGE_BINDING_LEVEL 0x8F3B -#define GL_IMAGE_BINDING_LAYERED 0x8F3C -#define GL_IMAGE_BINDING_LAYER 0x8F3D -#define GL_IMAGE_BINDING_ACCESS 0x8F3E -#define GL_IMAGE_1D 0x904C -#define GL_IMAGE_2D 0x904D -#define GL_IMAGE_3D 0x904E -#define GL_IMAGE_2D_RECT 0x904F -#define GL_IMAGE_CUBE 0x9050 -#define GL_IMAGE_BUFFER 0x9051 -#define GL_IMAGE_1D_ARRAY 0x9052 -#define GL_IMAGE_2D_ARRAY 0x9053 -#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 -#define GL_IMAGE_2D_MULTISAMPLE 0x9055 -#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 -#define GL_INT_IMAGE_1D 0x9057 -#define GL_INT_IMAGE_2D 0x9058 -#define GL_INT_IMAGE_3D 0x9059 -#define GL_INT_IMAGE_2D_RECT 0x905A -#define GL_INT_IMAGE_CUBE 0x905B -#define GL_INT_IMAGE_BUFFER 0x905C -#define GL_INT_IMAGE_1D_ARRAY 0x905D -#define GL_INT_IMAGE_2D_ARRAY 0x905E -#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F -#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 -#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 -#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 -#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 -#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 -#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 -#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 -#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 -#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 -#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C -#define GL_MAX_IMAGE_SAMPLES 0x906D -#define GL_IMAGE_BINDING_FORMAT 0x906E -#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 -#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 -#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 -#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA -#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB -#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD -#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE -#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF -#define GL_ALL_BARRIER_BITS 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); - -#define glBindImageTexture GLEW_GET_FUN(__glewBindImageTexture) -#define glMemoryBarrier GLEW_GET_FUN(__glewMemoryBarrier) - -#define GLEW_ARB_shader_image_load_store GLEW_GET_VAR(__GLEW_ARB_shader_image_load_store) - -#endif /* GL_ARB_shader_image_load_store */ - -/* ------------------------ GL_ARB_shader_image_size ----------------------- */ - -#ifndef GL_ARB_shader_image_size -#define GL_ARB_shader_image_size 1 - -#define GLEW_ARB_shader_image_size GLEW_GET_VAR(__GLEW_ARB_shader_image_size) - -#endif /* GL_ARB_shader_image_size */ - -/* ------------------------- GL_ARB_shader_objects ------------------------- */ - -#ifndef GL_ARB_shader_objects -#define GL_ARB_shader_objects 1 - -#define GL_PROGRAM_OBJECT_ARB 0x8B40 -#define GL_SHADER_OBJECT_ARB 0x8B48 -#define GL_OBJECT_TYPE_ARB 0x8B4E -#define GL_OBJECT_SUBTYPE_ARB 0x8B4F -#define GL_FLOAT_VEC2_ARB 0x8B50 -#define GL_FLOAT_VEC3_ARB 0x8B51 -#define GL_FLOAT_VEC4_ARB 0x8B52 -#define GL_INT_VEC2_ARB 0x8B53 -#define GL_INT_VEC3_ARB 0x8B54 -#define GL_INT_VEC4_ARB 0x8B55 -#define GL_BOOL_ARB 0x8B56 -#define GL_BOOL_VEC2_ARB 0x8B57 -#define GL_BOOL_VEC3_ARB 0x8B58 -#define GL_BOOL_VEC4_ARB 0x8B59 -#define GL_FLOAT_MAT2_ARB 0x8B5A -#define GL_FLOAT_MAT3_ARB 0x8B5B -#define GL_FLOAT_MAT4_ARB 0x8B5C -#define GL_SAMPLER_1D_ARB 0x8B5D -#define GL_SAMPLER_2D_ARB 0x8B5E -#define GL_SAMPLER_3D_ARB 0x8B5F -#define GL_SAMPLER_CUBE_ARB 0x8B60 -#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 -#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 -#define GL_SAMPLER_2D_RECT_ARB 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 -#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 -#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 -#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 -#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 -#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 -#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 -#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 -#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 -#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 - -typedef char GLcharARB; -typedef unsigned int GLhandleARB; - -typedef void (GLAPIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); -typedef GLhandleARB (GLAPIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) (void); -typedef GLhandleARB (GLAPIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); -typedef void (GLAPIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); -typedef void (GLAPIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); -typedef void (GLAPIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei* count, GLhandleARB *obj); -typedef GLhandleARB (GLAPIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname); -typedef void (GLAPIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *infoLog); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei* length, GLcharARB *source); -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint* params); -typedef void (GLAPIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); -typedef void (GLAPIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint *length); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); -typedef void (GLAPIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); - -#define glAttachObjectARB GLEW_GET_FUN(__glewAttachObjectARB) -#define glCompileShaderARB GLEW_GET_FUN(__glewCompileShaderARB) -#define glCreateProgramObjectARB GLEW_GET_FUN(__glewCreateProgramObjectARB) -#define glCreateShaderObjectARB GLEW_GET_FUN(__glewCreateShaderObjectARB) -#define glDeleteObjectARB GLEW_GET_FUN(__glewDeleteObjectARB) -#define glDetachObjectARB GLEW_GET_FUN(__glewDetachObjectARB) -#define glGetActiveUniformARB GLEW_GET_FUN(__glewGetActiveUniformARB) -#define glGetAttachedObjectsARB GLEW_GET_FUN(__glewGetAttachedObjectsARB) -#define glGetHandleARB GLEW_GET_FUN(__glewGetHandleARB) -#define glGetInfoLogARB GLEW_GET_FUN(__glewGetInfoLogARB) -#define glGetObjectParameterfvARB GLEW_GET_FUN(__glewGetObjectParameterfvARB) -#define glGetObjectParameterivARB GLEW_GET_FUN(__glewGetObjectParameterivARB) -#define glGetShaderSourceARB GLEW_GET_FUN(__glewGetShaderSourceARB) -#define glGetUniformLocationARB GLEW_GET_FUN(__glewGetUniformLocationARB) -#define glGetUniformfvARB GLEW_GET_FUN(__glewGetUniformfvARB) -#define glGetUniformivARB GLEW_GET_FUN(__glewGetUniformivARB) -#define glLinkProgramARB GLEW_GET_FUN(__glewLinkProgramARB) -#define glShaderSourceARB GLEW_GET_FUN(__glewShaderSourceARB) -#define glUniform1fARB GLEW_GET_FUN(__glewUniform1fARB) -#define glUniform1fvARB GLEW_GET_FUN(__glewUniform1fvARB) -#define glUniform1iARB GLEW_GET_FUN(__glewUniform1iARB) -#define glUniform1ivARB GLEW_GET_FUN(__glewUniform1ivARB) -#define glUniform2fARB GLEW_GET_FUN(__glewUniform2fARB) -#define glUniform2fvARB GLEW_GET_FUN(__glewUniform2fvARB) -#define glUniform2iARB GLEW_GET_FUN(__glewUniform2iARB) -#define glUniform2ivARB GLEW_GET_FUN(__glewUniform2ivARB) -#define glUniform3fARB GLEW_GET_FUN(__glewUniform3fARB) -#define glUniform3fvARB GLEW_GET_FUN(__glewUniform3fvARB) -#define glUniform3iARB GLEW_GET_FUN(__glewUniform3iARB) -#define glUniform3ivARB GLEW_GET_FUN(__glewUniform3ivARB) -#define glUniform4fARB GLEW_GET_FUN(__glewUniform4fARB) -#define glUniform4fvARB GLEW_GET_FUN(__glewUniform4fvARB) -#define glUniform4iARB GLEW_GET_FUN(__glewUniform4iARB) -#define glUniform4ivARB GLEW_GET_FUN(__glewUniform4ivARB) -#define glUniformMatrix2fvARB GLEW_GET_FUN(__glewUniformMatrix2fvARB) -#define glUniformMatrix3fvARB GLEW_GET_FUN(__glewUniformMatrix3fvARB) -#define glUniformMatrix4fvARB GLEW_GET_FUN(__glewUniformMatrix4fvARB) -#define glUseProgramObjectARB GLEW_GET_FUN(__glewUseProgramObjectARB) -#define glValidateProgramARB GLEW_GET_FUN(__glewValidateProgramARB) - -#define GLEW_ARB_shader_objects GLEW_GET_VAR(__GLEW_ARB_shader_objects) - -#endif /* GL_ARB_shader_objects */ - -/* ------------------------ GL_ARB_shader_precision ------------------------ */ - -#ifndef GL_ARB_shader_precision -#define GL_ARB_shader_precision 1 - -#define GLEW_ARB_shader_precision GLEW_GET_VAR(__GLEW_ARB_shader_precision) - -#endif /* GL_ARB_shader_precision */ - -/* ---------------------- GL_ARB_shader_stencil_export --------------------- */ - -#ifndef GL_ARB_shader_stencil_export -#define GL_ARB_shader_stencil_export 1 - -#define GLEW_ARB_shader_stencil_export GLEW_GET_VAR(__GLEW_ARB_shader_stencil_export) - -#endif /* GL_ARB_shader_stencil_export */ - -/* ------------------ GL_ARB_shader_storage_buffer_object ------------------ */ - -#ifndef GL_ARB_shader_storage_buffer_object -#define GL_ARB_shader_storage_buffer_object 1 - -#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000 -#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 -#define GL_SHADER_STORAGE_BUFFER 0x90D2 -#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 -#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 -#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 -#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 -#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 -#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 -#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA -#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB -#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC -#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD -#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE -#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF - -typedef void (GLAPIENTRY * PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); - -#define glShaderStorageBlockBinding GLEW_GET_FUN(__glewShaderStorageBlockBinding) - -#define GLEW_ARB_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_ARB_shader_storage_buffer_object) - -#endif /* GL_ARB_shader_storage_buffer_object */ - -/* ------------------------ GL_ARB_shader_subroutine ----------------------- */ - -#ifndef GL_ARB_shader_subroutine -#define GL_ARB_shader_subroutine 1 - -#define GL_ACTIVE_SUBROUTINES 0x8DE5 -#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 -#define GL_MAX_SUBROUTINES 0x8DE7 -#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 -#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 -#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 -#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 -#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A -#define GL_COMPATIBLE_SUBROUTINES 0x8E4B - -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei* length, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint* values); -typedef GLuint (GLAPIENTRY * PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar* name); -typedef GLint (GLAPIENTRY * PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint* params); -typedef void (GLAPIENTRY * PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint* indices); - -#define glGetActiveSubroutineName GLEW_GET_FUN(__glewGetActiveSubroutineName) -#define glGetActiveSubroutineUniformName GLEW_GET_FUN(__glewGetActiveSubroutineUniformName) -#define glGetActiveSubroutineUniformiv GLEW_GET_FUN(__glewGetActiveSubroutineUniformiv) -#define glGetProgramStageiv GLEW_GET_FUN(__glewGetProgramStageiv) -#define glGetSubroutineIndex GLEW_GET_FUN(__glewGetSubroutineIndex) -#define glGetSubroutineUniformLocation GLEW_GET_FUN(__glewGetSubroutineUniformLocation) -#define glGetUniformSubroutineuiv GLEW_GET_FUN(__glewGetUniformSubroutineuiv) -#define glUniformSubroutinesuiv GLEW_GET_FUN(__glewUniformSubroutinesuiv) - -#define GLEW_ARB_shader_subroutine GLEW_GET_VAR(__GLEW_ARB_shader_subroutine) - -#endif /* GL_ARB_shader_subroutine */ - -/* ------------------ GL_ARB_shader_texture_image_samples ------------------ */ - -#ifndef GL_ARB_shader_texture_image_samples -#define GL_ARB_shader_texture_image_samples 1 - -#define GLEW_ARB_shader_texture_image_samples GLEW_GET_VAR(__GLEW_ARB_shader_texture_image_samples) - -#endif /* GL_ARB_shader_texture_image_samples */ - -/* ----------------------- GL_ARB_shader_texture_lod ----------------------- */ - -#ifndef GL_ARB_shader_texture_lod -#define GL_ARB_shader_texture_lod 1 - -#define GLEW_ARB_shader_texture_lod GLEW_GET_VAR(__GLEW_ARB_shader_texture_lod) - -#endif /* GL_ARB_shader_texture_lod */ - -/* ------------------- GL_ARB_shader_viewport_layer_array ------------------ */ - -#ifndef GL_ARB_shader_viewport_layer_array -#define GL_ARB_shader_viewport_layer_array 1 - -#define GLEW_ARB_shader_viewport_layer_array GLEW_GET_VAR(__GLEW_ARB_shader_viewport_layer_array) - -#endif /* GL_ARB_shader_viewport_layer_array */ - -/* ---------------------- GL_ARB_shading_language_100 ---------------------- */ - -#ifndef GL_ARB_shading_language_100 -#define GL_ARB_shading_language_100 1 - -#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C - -#define GLEW_ARB_shading_language_100 GLEW_GET_VAR(__GLEW_ARB_shading_language_100) - -#endif /* GL_ARB_shading_language_100 */ - -/* -------------------- GL_ARB_shading_language_420pack -------------------- */ - -#ifndef GL_ARB_shading_language_420pack -#define GL_ARB_shading_language_420pack 1 - -#define GLEW_ARB_shading_language_420pack GLEW_GET_VAR(__GLEW_ARB_shading_language_420pack) - -#endif /* GL_ARB_shading_language_420pack */ - -/* -------------------- GL_ARB_shading_language_include -------------------- */ - -#ifndef GL_ARB_shading_language_include -#define GL_ARB_shading_language_include 1 - -#define GL_SHADER_INCLUDE_ARB 0x8DAE -#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 -#define GL_NAMED_STRING_TYPE_ARB 0x8DEA - -typedef void (GLAPIENTRY * PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* const *path, const GLint *length); -typedef void (GLAPIENTRY * PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name, GLsizei bufSize, GLint *stringlen, GLchar *string); -typedef void (GLAPIENTRY * PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar* name, GLenum pname, GLint *params); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar* name); -typedef void (GLAPIENTRY * PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar* name, GLint stringlen, const GLchar *string); - -#define glCompileShaderIncludeARB GLEW_GET_FUN(__glewCompileShaderIncludeARB) -#define glDeleteNamedStringARB GLEW_GET_FUN(__glewDeleteNamedStringARB) -#define glGetNamedStringARB GLEW_GET_FUN(__glewGetNamedStringARB) -#define glGetNamedStringivARB GLEW_GET_FUN(__glewGetNamedStringivARB) -#define glIsNamedStringARB GLEW_GET_FUN(__glewIsNamedStringARB) -#define glNamedStringARB GLEW_GET_FUN(__glewNamedStringARB) - -#define GLEW_ARB_shading_language_include GLEW_GET_VAR(__GLEW_ARB_shading_language_include) - -#endif /* GL_ARB_shading_language_include */ - -/* -------------------- GL_ARB_shading_language_packing -------------------- */ - -#ifndef GL_ARB_shading_language_packing -#define GL_ARB_shading_language_packing 1 - -#define GLEW_ARB_shading_language_packing GLEW_GET_VAR(__GLEW_ARB_shading_language_packing) - -#endif /* GL_ARB_shading_language_packing */ - -/* ----------------------------- GL_ARB_shadow ----------------------------- */ - -#ifndef GL_ARB_shadow -#define GL_ARB_shadow 1 - -#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C -#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D -#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E - -#define GLEW_ARB_shadow GLEW_GET_VAR(__GLEW_ARB_shadow) - -#endif /* GL_ARB_shadow */ - -/* ------------------------- GL_ARB_shadow_ambient ------------------------- */ - -#ifndef GL_ARB_shadow_ambient -#define GL_ARB_shadow_ambient 1 - -#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF - -#define GLEW_ARB_shadow_ambient GLEW_GET_VAR(__GLEW_ARB_shadow_ambient) - -#endif /* GL_ARB_shadow_ambient */ - -/* -------------------------- GL_ARB_sparse_buffer ------------------------- */ - -#ifndef GL_ARB_sparse_buffer -#define GL_ARB_sparse_buffer 1 - -#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 -#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 - -typedef void (GLAPIENTRY * PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); - -#define glBufferPageCommitmentARB GLEW_GET_FUN(__glewBufferPageCommitmentARB) - -#define GLEW_ARB_sparse_buffer GLEW_GET_VAR(__GLEW_ARB_sparse_buffer) - -#endif /* GL_ARB_sparse_buffer */ - -/* ------------------------- GL_ARB_sparse_texture ------------------------- */ - -#ifndef GL_ARB_sparse_texture -#define GL_ARB_sparse_texture 1 - -#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A -#define GL_TEXTURE_SPARSE_ARB 0x91A6 -#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 -#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 -#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 -#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA - -typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); - -#define glTexPageCommitmentARB GLEW_GET_FUN(__glewTexPageCommitmentARB) - -#define GLEW_ARB_sparse_texture GLEW_GET_VAR(__GLEW_ARB_sparse_texture) - -#endif /* GL_ARB_sparse_texture */ - -/* ------------------------- GL_ARB_sparse_texture2 ------------------------ */ - -#ifndef GL_ARB_sparse_texture2 -#define GL_ARB_sparse_texture2 1 - -#define GLEW_ARB_sparse_texture2 GLEW_GET_VAR(__GLEW_ARB_sparse_texture2) - -#endif /* GL_ARB_sparse_texture2 */ - -/* ---------------------- GL_ARB_sparse_texture_clamp ---------------------- */ - -#ifndef GL_ARB_sparse_texture_clamp -#define GL_ARB_sparse_texture_clamp 1 - -#define GLEW_ARB_sparse_texture_clamp GLEW_GET_VAR(__GLEW_ARB_sparse_texture_clamp) - -#endif /* GL_ARB_sparse_texture_clamp */ - -/* ------------------------ GL_ARB_spirv_extensions ------------------------ */ - -#ifndef GL_ARB_spirv_extensions -#define GL_ARB_spirv_extensions 1 - -#define GL_SPIR_V_EXTENSIONS 0x9553 -#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 - -#define GLEW_ARB_spirv_extensions GLEW_GET_VAR(__GLEW_ARB_spirv_extensions) - -#endif /* GL_ARB_spirv_extensions */ - -/* ------------------------ GL_ARB_stencil_texturing ----------------------- */ - -#ifndef GL_ARB_stencil_texturing -#define GL_ARB_stencil_texturing 1 - -#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA - -#define GLEW_ARB_stencil_texturing GLEW_GET_VAR(__GLEW_ARB_stencil_texturing) - -#endif /* GL_ARB_stencil_texturing */ - -/* ------------------------------ GL_ARB_sync ------------------------------ */ - -#ifndef GL_ARB_sync -#define GL_ARB_sync 1 - -#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 -#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 -#define GL_OBJECT_TYPE 0x9112 -#define GL_SYNC_CONDITION 0x9113 -#define GL_SYNC_STATUS 0x9114 -#define GL_SYNC_FLAGS 0x9115 -#define GL_SYNC_FENCE 0x9116 -#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 -#define GL_UNSIGNALED 0x9118 -#define GL_SIGNALED 0x9119 -#define GL_ALREADY_SIGNALED 0x911A -#define GL_TIMEOUT_EXPIRED 0x911B -#define GL_CONDITION_SATISFIED 0x911C -#define GL_WAIT_FAILED 0x911D -#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull - -typedef GLenum (GLAPIENTRY * PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); -typedef void (GLAPIENTRY * PFNGLDELETESYNCPROC) (GLsync GLsync); -typedef GLsync (GLAPIENTRY * PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETSYNCIVPROC) (GLsync GLsync,GLenum pname,GLsizei bufSize,GLsizei* length, GLint *values); -typedef GLboolean (GLAPIENTRY * PFNGLISSYNCPROC) (GLsync GLsync); -typedef void (GLAPIENTRY * PFNGLWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout); - -#define glClientWaitSync GLEW_GET_FUN(__glewClientWaitSync) -#define glDeleteSync GLEW_GET_FUN(__glewDeleteSync) -#define glFenceSync GLEW_GET_FUN(__glewFenceSync) -#define glGetInteger64v GLEW_GET_FUN(__glewGetInteger64v) -#define glGetSynciv GLEW_GET_FUN(__glewGetSynciv) -#define glIsSync GLEW_GET_FUN(__glewIsSync) -#define glWaitSync GLEW_GET_FUN(__glewWaitSync) - -#define GLEW_ARB_sync GLEW_GET_VAR(__GLEW_ARB_sync) - -#endif /* GL_ARB_sync */ - -/* ----------------------- GL_ARB_tessellation_shader ---------------------- */ - -#ifndef GL_ARB_tessellation_shader -#define GL_ARB_tessellation_shader 1 - -#define GL_PATCHES 0xE -#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 -#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C -#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D -#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E -#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F -#define GL_PATCH_VERTICES 0x8E72 -#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 -#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 -#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 -#define GL_TESS_GEN_MODE 0x8E76 -#define GL_TESS_GEN_SPACING 0x8E77 -#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 -#define GL_TESS_GEN_POINT_MODE 0x8E79 -#define GL_ISOLINES 0x8E7A -#define GL_FRACTIONAL_ODD 0x8E7B -#define GL_FRACTIONAL_EVEN 0x8E7C -#define GL_MAX_PATCH_VERTICES 0x8E7D -#define GL_MAX_TESS_GEN_LEVEL 0x8E7E -#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F -#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 -#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 -#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 -#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 -#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 -#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 -#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 -#define GL_TESS_EVALUATION_SHADER 0x8E87 -#define GL_TESS_CONTROL_SHADER 0x8E88 -#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 -#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A - -typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat* values); -typedef void (GLAPIENTRY * PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); - -#define glPatchParameterfv GLEW_GET_FUN(__glewPatchParameterfv) -#define glPatchParameteri GLEW_GET_FUN(__glewPatchParameteri) - -#define GLEW_ARB_tessellation_shader GLEW_GET_VAR(__GLEW_ARB_tessellation_shader) - -#endif /* GL_ARB_tessellation_shader */ - -/* ------------------------- GL_ARB_texture_barrier ------------------------ */ - -#ifndef GL_ARB_texture_barrier -#define GL_ARB_texture_barrier 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERPROC) (void); - -#define glTextureBarrier GLEW_GET_FUN(__glewTextureBarrier) - -#define GLEW_ARB_texture_barrier GLEW_GET_VAR(__GLEW_ARB_texture_barrier) - -#endif /* GL_ARB_texture_barrier */ - -/* ---------------------- GL_ARB_texture_border_clamp ---------------------- */ - -#ifndef GL_ARB_texture_border_clamp -#define GL_ARB_texture_border_clamp 1 - -#define GL_CLAMP_TO_BORDER_ARB 0x812D - -#define GLEW_ARB_texture_border_clamp GLEW_GET_VAR(__GLEW_ARB_texture_border_clamp) - -#endif /* GL_ARB_texture_border_clamp */ - -/* ---------------------- GL_ARB_texture_buffer_object --------------------- */ - -#ifndef GL_ARB_texture_buffer_object -#define GL_ARB_texture_buffer_object 1 - -#define GL_TEXTURE_BUFFER_ARB 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E - -typedef void (GLAPIENTRY * PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); - -#define glTexBufferARB GLEW_GET_FUN(__glewTexBufferARB) - -#define GLEW_ARB_texture_buffer_object GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object) - -#endif /* GL_ARB_texture_buffer_object */ - -/* ------------------- GL_ARB_texture_buffer_object_rgb32 ------------------ */ - -#ifndef GL_ARB_texture_buffer_object_rgb32 -#define GL_ARB_texture_buffer_object_rgb32 1 - -#define GLEW_ARB_texture_buffer_object_rgb32 GLEW_GET_VAR(__GLEW_ARB_texture_buffer_object_rgb32) - -#endif /* GL_ARB_texture_buffer_object_rgb32 */ - -/* ---------------------- GL_ARB_texture_buffer_range ---------------------- */ - -#ifndef GL_ARB_texture_buffer_range -#define GL_ARB_texture_buffer_range 1 - -#define GL_TEXTURE_BUFFER_OFFSET 0x919D -#define GL_TEXTURE_BUFFER_SIZE 0x919E -#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F - -typedef void (GLAPIENTRY * PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); - -#define glTexBufferRange GLEW_GET_FUN(__glewTexBufferRange) -#define glTextureBufferRangeEXT GLEW_GET_FUN(__glewTextureBufferRangeEXT) - -#define GLEW_ARB_texture_buffer_range GLEW_GET_VAR(__GLEW_ARB_texture_buffer_range) - -#endif /* GL_ARB_texture_buffer_range */ - -/* ----------------------- GL_ARB_texture_compression ---------------------- */ - -#ifndef GL_ARB_texture_compression -#define GL_ARB_texture_compression 1 - -#define GL_COMPRESSED_ALPHA_ARB 0x84E9 -#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA -#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB -#define GL_COMPRESSED_INTENSITY_ARB 0x84EC -#define GL_COMPRESSED_RGB_ARB 0x84ED -#define GL_COMPRESSED_RGBA_ARB 0x84EE -#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF -#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 -#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 -#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 - -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, void *img); - -#define glCompressedTexImage1DARB GLEW_GET_FUN(__glewCompressedTexImage1DARB) -#define glCompressedTexImage2DARB GLEW_GET_FUN(__glewCompressedTexImage2DARB) -#define glCompressedTexImage3DARB GLEW_GET_FUN(__glewCompressedTexImage3DARB) -#define glCompressedTexSubImage1DARB GLEW_GET_FUN(__glewCompressedTexSubImage1DARB) -#define glCompressedTexSubImage2DARB GLEW_GET_FUN(__glewCompressedTexSubImage2DARB) -#define glCompressedTexSubImage3DARB GLEW_GET_FUN(__glewCompressedTexSubImage3DARB) -#define glGetCompressedTexImageARB GLEW_GET_FUN(__glewGetCompressedTexImageARB) - -#define GLEW_ARB_texture_compression GLEW_GET_VAR(__GLEW_ARB_texture_compression) - -#endif /* GL_ARB_texture_compression */ - -/* -------------------- GL_ARB_texture_compression_bptc -------------------- */ - -#ifndef GL_ARB_texture_compression_bptc -#define GL_ARB_texture_compression_bptc 1 - -#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F - -#define GLEW_ARB_texture_compression_bptc GLEW_GET_VAR(__GLEW_ARB_texture_compression_bptc) - -#endif /* GL_ARB_texture_compression_bptc */ - -/* -------------------- GL_ARB_texture_compression_rgtc -------------------- */ - -#ifndef GL_ARB_texture_compression_rgtc -#define GL_ARB_texture_compression_rgtc 1 - -#define GL_COMPRESSED_RED_RGTC1 0x8DBB -#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC -#define GL_COMPRESSED_RG_RGTC2 0x8DBD -#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE - -#define GLEW_ARB_texture_compression_rgtc GLEW_GET_VAR(__GLEW_ARB_texture_compression_rgtc) - -#endif /* GL_ARB_texture_compression_rgtc */ - -/* ------------------------ GL_ARB_texture_cube_map ------------------------ */ - -#ifndef GL_ARB_texture_cube_map -#define GL_ARB_texture_cube_map 1 - -#define GL_NORMAL_MAP_ARB 0x8511 -#define GL_REFLECTION_MAP_ARB 0x8512 -#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C - -#define GLEW_ARB_texture_cube_map GLEW_GET_VAR(__GLEW_ARB_texture_cube_map) - -#endif /* GL_ARB_texture_cube_map */ - -/* --------------------- GL_ARB_texture_cube_map_array --------------------- */ - -#ifndef GL_ARB_texture_cube_map_array -#define GL_ARB_texture_cube_map_array 1 - -#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A -#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B -#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F - -#define GLEW_ARB_texture_cube_map_array GLEW_GET_VAR(__GLEW_ARB_texture_cube_map_array) - -#endif /* GL_ARB_texture_cube_map_array */ - -/* ------------------------- GL_ARB_texture_env_add ------------------------ */ - -#ifndef GL_ARB_texture_env_add -#define GL_ARB_texture_env_add 1 - -#define GLEW_ARB_texture_env_add GLEW_GET_VAR(__GLEW_ARB_texture_env_add) - -#endif /* GL_ARB_texture_env_add */ - -/* ----------------------- GL_ARB_texture_env_combine ---------------------- */ - -#ifndef GL_ARB_texture_env_combine -#define GL_ARB_texture_env_combine 1 - -#define GL_SUBTRACT_ARB 0x84E7 -#define GL_COMBINE_ARB 0x8570 -#define GL_COMBINE_RGB_ARB 0x8571 -#define GL_COMBINE_ALPHA_ARB 0x8572 -#define GL_RGB_SCALE_ARB 0x8573 -#define GL_ADD_SIGNED_ARB 0x8574 -#define GL_INTERPOLATE_ARB 0x8575 -#define GL_CONSTANT_ARB 0x8576 -#define GL_PRIMARY_COLOR_ARB 0x8577 -#define GL_PREVIOUS_ARB 0x8578 -#define GL_SOURCE0_RGB_ARB 0x8580 -#define GL_SOURCE1_RGB_ARB 0x8581 -#define GL_SOURCE2_RGB_ARB 0x8582 -#define GL_SOURCE0_ALPHA_ARB 0x8588 -#define GL_SOURCE1_ALPHA_ARB 0x8589 -#define GL_SOURCE2_ALPHA_ARB 0x858A -#define GL_OPERAND0_RGB_ARB 0x8590 -#define GL_OPERAND1_RGB_ARB 0x8591 -#define GL_OPERAND2_RGB_ARB 0x8592 -#define GL_OPERAND0_ALPHA_ARB 0x8598 -#define GL_OPERAND1_ALPHA_ARB 0x8599 -#define GL_OPERAND2_ALPHA_ARB 0x859A - -#define GLEW_ARB_texture_env_combine GLEW_GET_VAR(__GLEW_ARB_texture_env_combine) - -#endif /* GL_ARB_texture_env_combine */ - -/* ---------------------- GL_ARB_texture_env_crossbar ---------------------- */ - -#ifndef GL_ARB_texture_env_crossbar -#define GL_ARB_texture_env_crossbar 1 - -#define GLEW_ARB_texture_env_crossbar GLEW_GET_VAR(__GLEW_ARB_texture_env_crossbar) - -#endif /* GL_ARB_texture_env_crossbar */ - -/* ------------------------ GL_ARB_texture_env_dot3 ------------------------ */ - -#ifndef GL_ARB_texture_env_dot3 -#define GL_ARB_texture_env_dot3 1 - -#define GL_DOT3_RGB_ARB 0x86AE -#define GL_DOT3_RGBA_ARB 0x86AF - -#define GLEW_ARB_texture_env_dot3 GLEW_GET_VAR(__GLEW_ARB_texture_env_dot3) - -#endif /* GL_ARB_texture_env_dot3 */ - -/* ------------------- GL_ARB_texture_filter_anisotropic ------------------- */ - -#ifndef GL_ARB_texture_filter_anisotropic -#define GL_ARB_texture_filter_anisotropic 1 - -#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF - -#define GLEW_ARB_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_ARB_texture_filter_anisotropic) - -#endif /* GL_ARB_texture_filter_anisotropic */ - -/* ---------------------- GL_ARB_texture_filter_minmax --------------------- */ - -#ifndef GL_ARB_texture_filter_minmax -#define GL_ARB_texture_filter_minmax 1 - -#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 -#define GL_WEIGHTED_AVERAGE_ARB 0x9367 - -#define GLEW_ARB_texture_filter_minmax GLEW_GET_VAR(__GLEW_ARB_texture_filter_minmax) - -#endif /* GL_ARB_texture_filter_minmax */ - -/* -------------------------- GL_ARB_texture_float ------------------------- */ - -#ifndef GL_ARB_texture_float -#define GL_ARB_texture_float 1 - -#define GL_RGBA32F_ARB 0x8814 -#define GL_RGB32F_ARB 0x8815 -#define GL_ALPHA32F_ARB 0x8816 -#define GL_INTENSITY32F_ARB 0x8817 -#define GL_LUMINANCE32F_ARB 0x8818 -#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 -#define GL_RGBA16F_ARB 0x881A -#define GL_RGB16F_ARB 0x881B -#define GL_ALPHA16F_ARB 0x881C -#define GL_INTENSITY16F_ARB 0x881D -#define GL_LUMINANCE16F_ARB 0x881E -#define GL_LUMINANCE_ALPHA16F_ARB 0x881F -#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 -#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 -#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 -#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 -#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 -#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 -#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 -#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 - -#define GLEW_ARB_texture_float GLEW_GET_VAR(__GLEW_ARB_texture_float) - -#endif /* GL_ARB_texture_float */ - -/* ------------------------- GL_ARB_texture_gather ------------------------- */ - -#ifndef GL_ARB_texture_gather -#define GL_ARB_texture_gather 1 - -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F -#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F - -#define GLEW_ARB_texture_gather GLEW_GET_VAR(__GLEW_ARB_texture_gather) - -#endif /* GL_ARB_texture_gather */ - -/* ------------------ GL_ARB_texture_mirror_clamp_to_edge ------------------ */ - -#ifndef GL_ARB_texture_mirror_clamp_to_edge -#define GL_ARB_texture_mirror_clamp_to_edge 1 - -#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 - -#define GLEW_ARB_texture_mirror_clamp_to_edge GLEW_GET_VAR(__GLEW_ARB_texture_mirror_clamp_to_edge) - -#endif /* GL_ARB_texture_mirror_clamp_to_edge */ - -/* --------------------- GL_ARB_texture_mirrored_repeat -------------------- */ - -#ifndef GL_ARB_texture_mirrored_repeat -#define GL_ARB_texture_mirrored_repeat 1 - -#define GL_MIRRORED_REPEAT_ARB 0x8370 - -#define GLEW_ARB_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_ARB_texture_mirrored_repeat) - -#endif /* GL_ARB_texture_mirrored_repeat */ - -/* ----------------------- GL_ARB_texture_multisample ---------------------- */ - -#ifndef GL_ARB_texture_multisample -#define GL_ARB_texture_multisample 1 - -#define GL_SAMPLE_POSITION 0x8E50 -#define GL_SAMPLE_MASK 0x8E51 -#define GL_SAMPLE_MASK_VALUE 0x8E52 -#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 -#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 -#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 -#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 -#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 -#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 -#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 -#define GL_TEXTURE_SAMPLES 0x9106 -#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 -#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 -#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 -#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A -#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B -#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C -#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D -#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E -#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F -#define GL_MAX_INTEGER_SAMPLES 0x9110 - -typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat* val); -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); - -#define glGetMultisamplefv GLEW_GET_FUN(__glewGetMultisamplefv) -#define glSampleMaski GLEW_GET_FUN(__glewSampleMaski) -#define glTexImage2DMultisample GLEW_GET_FUN(__glewTexImage2DMultisample) -#define glTexImage3DMultisample GLEW_GET_FUN(__glewTexImage3DMultisample) - -#define GLEW_ARB_texture_multisample GLEW_GET_VAR(__GLEW_ARB_texture_multisample) - -#endif /* GL_ARB_texture_multisample */ - -/* -------------------- GL_ARB_texture_non_power_of_two -------------------- */ - -#ifndef GL_ARB_texture_non_power_of_two -#define GL_ARB_texture_non_power_of_two 1 - -#define GLEW_ARB_texture_non_power_of_two GLEW_GET_VAR(__GLEW_ARB_texture_non_power_of_two) - -#endif /* GL_ARB_texture_non_power_of_two */ - -/* ---------------------- GL_ARB_texture_query_levels ---------------------- */ - -#ifndef GL_ARB_texture_query_levels -#define GL_ARB_texture_query_levels 1 - -#define GLEW_ARB_texture_query_levels GLEW_GET_VAR(__GLEW_ARB_texture_query_levels) - -#endif /* GL_ARB_texture_query_levels */ - -/* ------------------------ GL_ARB_texture_query_lod ----------------------- */ - -#ifndef GL_ARB_texture_query_lod -#define GL_ARB_texture_query_lod 1 - -#define GLEW_ARB_texture_query_lod GLEW_GET_VAR(__GLEW_ARB_texture_query_lod) - -#endif /* GL_ARB_texture_query_lod */ - -/* ------------------------ GL_ARB_texture_rectangle ----------------------- */ - -#ifndef GL_ARB_texture_rectangle -#define GL_ARB_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 -#define GL_SAMPLER_2D_RECT_ARB 0x8B63 -#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 - -#define GLEW_ARB_texture_rectangle GLEW_GET_VAR(__GLEW_ARB_texture_rectangle) - -#endif /* GL_ARB_texture_rectangle */ - -/* --------------------------- GL_ARB_texture_rg --------------------------- */ - -#ifndef GL_ARB_texture_rg -#define GL_ARB_texture_rg 1 - -#define GL_COMPRESSED_RED 0x8225 -#define GL_COMPRESSED_RG 0x8226 -#define GL_RG 0x8227 -#define GL_RG_INTEGER 0x8228 -#define GL_R8 0x8229 -#define GL_R16 0x822A -#define GL_RG8 0x822B -#define GL_RG16 0x822C -#define GL_R16F 0x822D -#define GL_R32F 0x822E -#define GL_RG16F 0x822F -#define GL_RG32F 0x8230 -#define GL_R8I 0x8231 -#define GL_R8UI 0x8232 -#define GL_R16I 0x8233 -#define GL_R16UI 0x8234 -#define GL_R32I 0x8235 -#define GL_R32UI 0x8236 -#define GL_RG8I 0x8237 -#define GL_RG8UI 0x8238 -#define GL_RG16I 0x8239 -#define GL_RG16UI 0x823A -#define GL_RG32I 0x823B -#define GL_RG32UI 0x823C - -#define GLEW_ARB_texture_rg GLEW_GET_VAR(__GLEW_ARB_texture_rg) - -#endif /* GL_ARB_texture_rg */ - -/* ----------------------- GL_ARB_texture_rgb10_a2ui ----------------------- */ - -#ifndef GL_ARB_texture_rgb10_a2ui -#define GL_ARB_texture_rgb10_a2ui 1 - -#define GL_RGB10_A2UI 0x906F - -#define GLEW_ARB_texture_rgb10_a2ui GLEW_GET_VAR(__GLEW_ARB_texture_rgb10_a2ui) - -#endif /* GL_ARB_texture_rgb10_a2ui */ - -/* ------------------------ GL_ARB_texture_stencil8 ------------------------ */ - -#ifndef GL_ARB_texture_stencil8 -#define GL_ARB_texture_stencil8 1 - -#define GL_STENCIL_INDEX 0x1901 -#define GL_STENCIL_INDEX8 0x8D48 - -#define GLEW_ARB_texture_stencil8 GLEW_GET_VAR(__GLEW_ARB_texture_stencil8) - -#endif /* GL_ARB_texture_stencil8 */ - -/* ------------------------- GL_ARB_texture_storage ------------------------ */ - -#ifndef GL_ARB_texture_storage -#define GL_ARB_texture_storage 1 - -#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); - -#define glTexStorage1D GLEW_GET_FUN(__glewTexStorage1D) -#define glTexStorage2D GLEW_GET_FUN(__glewTexStorage2D) -#define glTexStorage3D GLEW_GET_FUN(__glewTexStorage3D) - -#define GLEW_ARB_texture_storage GLEW_GET_VAR(__GLEW_ARB_texture_storage) - -#endif /* GL_ARB_texture_storage */ - -/* ------------------- GL_ARB_texture_storage_multisample ------------------ */ - -#ifndef GL_ARB_texture_storage_multisample -#define GL_ARB_texture_storage_multisample 1 - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); - -#define glTexStorage2DMultisample GLEW_GET_FUN(__glewTexStorage2DMultisample) -#define glTexStorage3DMultisample GLEW_GET_FUN(__glewTexStorage3DMultisample) -#define glTextureStorage2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage2DMultisampleEXT) -#define glTextureStorage3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorage3DMultisampleEXT) - -#define GLEW_ARB_texture_storage_multisample GLEW_GET_VAR(__GLEW_ARB_texture_storage_multisample) - -#endif /* GL_ARB_texture_storage_multisample */ - -/* ------------------------- GL_ARB_texture_swizzle ------------------------ */ - -#ifndef GL_ARB_texture_swizzle -#define GL_ARB_texture_swizzle 1 - -#define GL_TEXTURE_SWIZZLE_R 0x8E42 -#define GL_TEXTURE_SWIZZLE_G 0x8E43 -#define GL_TEXTURE_SWIZZLE_B 0x8E44 -#define GL_TEXTURE_SWIZZLE_A 0x8E45 -#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 - -#define GLEW_ARB_texture_swizzle GLEW_GET_VAR(__GLEW_ARB_texture_swizzle) - -#endif /* GL_ARB_texture_swizzle */ - -/* -------------------------- GL_ARB_texture_view -------------------------- */ - -#ifndef GL_ARB_texture_view -#define GL_ARB_texture_view 1 - -#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB -#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC -#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD -#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF - -typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); - -#define glTextureView GLEW_GET_FUN(__glewTextureView) - -#define GLEW_ARB_texture_view GLEW_GET_VAR(__GLEW_ARB_texture_view) - -#endif /* GL_ARB_texture_view */ - -/* --------------------------- GL_ARB_timer_query -------------------------- */ - -#ifndef GL_ARB_timer_query -#define GL_ARB_timer_query 1 - -#define GL_TIME_ELAPSED 0x88BF -#define GL_TIMESTAMP 0x8E28 - -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); - -#define glGetQueryObjecti64v GLEW_GET_FUN(__glewGetQueryObjecti64v) -#define glGetQueryObjectui64v GLEW_GET_FUN(__glewGetQueryObjectui64v) -#define glQueryCounter GLEW_GET_FUN(__glewQueryCounter) - -#define GLEW_ARB_timer_query GLEW_GET_VAR(__GLEW_ARB_timer_query) - -#endif /* GL_ARB_timer_query */ - -/* ----------------------- GL_ARB_transform_feedback2 ---------------------- */ - -#ifndef GL_ARB_transform_feedback2 -#define GL_ARB_transform_feedback2 1 - -#define GL_TRANSFORM_FEEDBACK 0x8E22 -#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 -#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 -#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 - -typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); -typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint* ids); -typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); -typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); - -#define glBindTransformFeedback GLEW_GET_FUN(__glewBindTransformFeedback) -#define glDeleteTransformFeedbacks GLEW_GET_FUN(__glewDeleteTransformFeedbacks) -#define glDrawTransformFeedback GLEW_GET_FUN(__glewDrawTransformFeedback) -#define glGenTransformFeedbacks GLEW_GET_FUN(__glewGenTransformFeedbacks) -#define glIsTransformFeedback GLEW_GET_FUN(__glewIsTransformFeedback) -#define glPauseTransformFeedback GLEW_GET_FUN(__glewPauseTransformFeedback) -#define glResumeTransformFeedback GLEW_GET_FUN(__glewResumeTransformFeedback) - -#define GLEW_ARB_transform_feedback2 GLEW_GET_VAR(__GLEW_ARB_transform_feedback2) - -#endif /* GL_ARB_transform_feedback2 */ - -/* ----------------------- GL_ARB_transform_feedback3 ---------------------- */ - -#ifndef GL_ARB_transform_feedback3 -#define GL_ARB_transform_feedback3 1 - -#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 -#define GL_MAX_VERTEX_STREAMS 0x8E71 - -typedef void (GLAPIENTRY * PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); -typedef void (GLAPIENTRY * PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); - -#define glBeginQueryIndexed GLEW_GET_FUN(__glewBeginQueryIndexed) -#define glDrawTransformFeedbackStream GLEW_GET_FUN(__glewDrawTransformFeedbackStream) -#define glEndQueryIndexed GLEW_GET_FUN(__glewEndQueryIndexed) -#define glGetQueryIndexediv GLEW_GET_FUN(__glewGetQueryIndexediv) - -#define GLEW_ARB_transform_feedback3 GLEW_GET_VAR(__GLEW_ARB_transform_feedback3) - -#endif /* GL_ARB_transform_feedback3 */ - -/* ------------------ GL_ARB_transform_feedback_instanced ------------------ */ - -#ifndef GL_ARB_transform_feedback_instanced -#define GL_ARB_transform_feedback_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei primcount); - -#define glDrawTransformFeedbackInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackInstanced) -#define glDrawTransformFeedbackStreamInstanced GLEW_GET_FUN(__glewDrawTransformFeedbackStreamInstanced) - -#define GLEW_ARB_transform_feedback_instanced GLEW_GET_VAR(__GLEW_ARB_transform_feedback_instanced) - -#endif /* GL_ARB_transform_feedback_instanced */ - -/* ---------------- GL_ARB_transform_feedback_overflow_query --------------- */ - -#ifndef GL_ARB_transform_feedback_overflow_query -#define GL_ARB_transform_feedback_overflow_query 1 - -#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC -#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED - -#define GLEW_ARB_transform_feedback_overflow_query GLEW_GET_VAR(__GLEW_ARB_transform_feedback_overflow_query) - -#endif /* GL_ARB_transform_feedback_overflow_query */ - -/* ------------------------ GL_ARB_transpose_matrix ------------------------ */ - -#ifndef GL_ARB_transpose_matrix -#define GL_ARB_transpose_matrix 1 - -#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 -#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 -#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 -#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 - -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLLOADTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXDARBPROC) (GLdouble m[16]); -typedef void (GLAPIENTRY * PFNGLMULTTRANSPOSEMATRIXFARBPROC) (GLfloat m[16]); - -#define glLoadTransposeMatrixdARB GLEW_GET_FUN(__glewLoadTransposeMatrixdARB) -#define glLoadTransposeMatrixfARB GLEW_GET_FUN(__glewLoadTransposeMatrixfARB) -#define glMultTransposeMatrixdARB GLEW_GET_FUN(__glewMultTransposeMatrixdARB) -#define glMultTransposeMatrixfARB GLEW_GET_FUN(__glewMultTransposeMatrixfARB) - -#define GLEW_ARB_transpose_matrix GLEW_GET_VAR(__GLEW_ARB_transpose_matrix) - -#endif /* GL_ARB_transpose_matrix */ - -/* ---------------------- GL_ARB_uniform_buffer_object --------------------- */ - -#ifndef GL_ARB_uniform_buffer_object -#define GL_ARB_uniform_buffer_object 1 - -#define GL_UNIFORM_BUFFER 0x8A11 -#define GL_UNIFORM_BUFFER_BINDING 0x8A28 -#define GL_UNIFORM_BUFFER_START 0x8A29 -#define GL_UNIFORM_BUFFER_SIZE 0x8A2A -#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C -#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D -#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E -#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F -#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 -#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 -#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 -#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 -#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 -#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 -#define GL_UNIFORM_TYPE 0x8A37 -#define GL_UNIFORM_SIZE 0x8A38 -#define GL_UNIFORM_NAME_LENGTH 0x8A39 -#define GL_UNIFORM_BLOCK_INDEX 0x8A3A -#define GL_UNIFORM_OFFSET 0x8A3B -#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C -#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D -#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E -#define GL_UNIFORM_BLOCK_BINDING 0x8A3F -#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 -#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 -#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 -#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 -#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 -#define GL_INVALID_INDEX 0xFFFFFFFFu - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); -typedef void (GLAPIENTRY * PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint* data); -typedef GLuint (GLAPIENTRY * PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const * uniformNames, GLuint* uniformIndices); -typedef void (GLAPIENTRY * PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); - -#define glBindBufferBase GLEW_GET_FUN(__glewBindBufferBase) -#define glBindBufferRange GLEW_GET_FUN(__glewBindBufferRange) -#define glGetActiveUniformBlockName GLEW_GET_FUN(__glewGetActiveUniformBlockName) -#define glGetActiveUniformBlockiv GLEW_GET_FUN(__glewGetActiveUniformBlockiv) -#define glGetActiveUniformName GLEW_GET_FUN(__glewGetActiveUniformName) -#define glGetActiveUniformsiv GLEW_GET_FUN(__glewGetActiveUniformsiv) -#define glGetIntegeri_v GLEW_GET_FUN(__glewGetIntegeri_v) -#define glGetUniformBlockIndex GLEW_GET_FUN(__glewGetUniformBlockIndex) -#define glGetUniformIndices GLEW_GET_FUN(__glewGetUniformIndices) -#define glUniformBlockBinding GLEW_GET_FUN(__glewUniformBlockBinding) - -#define GLEW_ARB_uniform_buffer_object GLEW_GET_VAR(__GLEW_ARB_uniform_buffer_object) - -#endif /* GL_ARB_uniform_buffer_object */ - -/* ------------------------ GL_ARB_vertex_array_bgra ----------------------- */ - -#ifndef GL_ARB_vertex_array_bgra -#define GL_ARB_vertex_array_bgra 1 - -#define GL_BGRA 0x80E1 - -#define GLEW_ARB_vertex_array_bgra GLEW_GET_VAR(__GLEW_ARB_vertex_array_bgra) - -#endif /* GL_ARB_vertex_array_bgra */ - -/* ----------------------- GL_ARB_vertex_array_object ---------------------- */ - -#ifndef GL_ARB_vertex_array_object -#define GL_ARB_vertex_array_object 1 - -#define GL_VERTEX_ARRAY_BINDING 0x85B5 - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYPROC) (GLuint array); - -#define glBindVertexArray GLEW_GET_FUN(__glewBindVertexArray) -#define glDeleteVertexArrays GLEW_GET_FUN(__glewDeleteVertexArrays) -#define glGenVertexArrays GLEW_GET_FUN(__glewGenVertexArrays) -#define glIsVertexArray GLEW_GET_FUN(__glewIsVertexArray) - -#define GLEW_ARB_vertex_array_object GLEW_GET_VAR(__GLEW_ARB_vertex_array_object) - -#endif /* GL_ARB_vertex_array_object */ - -/* ----------------------- GL_ARB_vertex_attrib_64bit ---------------------- */ - -#ifndef GL_ARB_vertex_attrib_64bit -#define GL_ARB_vertex_attrib_64bit 1 - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer); - -#define glGetVertexAttribLdv GLEW_GET_FUN(__glewGetVertexAttribLdv) -#define glVertexAttribL1d GLEW_GET_FUN(__glewVertexAttribL1d) -#define glVertexAttribL1dv GLEW_GET_FUN(__glewVertexAttribL1dv) -#define glVertexAttribL2d GLEW_GET_FUN(__glewVertexAttribL2d) -#define glVertexAttribL2dv GLEW_GET_FUN(__glewVertexAttribL2dv) -#define glVertexAttribL3d GLEW_GET_FUN(__glewVertexAttribL3d) -#define glVertexAttribL3dv GLEW_GET_FUN(__glewVertexAttribL3dv) -#define glVertexAttribL4d GLEW_GET_FUN(__glewVertexAttribL4d) -#define glVertexAttribL4dv GLEW_GET_FUN(__glewVertexAttribL4dv) -#define glVertexAttribLPointer GLEW_GET_FUN(__glewVertexAttribLPointer) - -#define GLEW_ARB_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_64bit) - -#endif /* GL_ARB_vertex_attrib_64bit */ - -/* ---------------------- GL_ARB_vertex_attrib_binding --------------------- */ - -#ifndef GL_ARB_vertex_attrib_binding -#define GL_ARB_vertex_attrib_binding 1 - -#define GL_VERTEX_ATTRIB_BINDING 0x82D4 -#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 -#define GL_VERTEX_BINDING_DIVISOR 0x82D6 -#define GL_VERTEX_BINDING_OFFSET 0x82D7 -#define GL_VERTEX_BINDING_STRIDE 0x82D8 -#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 -#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA -#define GL_VERTEX_BINDING_BUFFER 0x8F4F - -typedef void (GLAPIENTRY * PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); -typedef void (GLAPIENTRY * PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); - -#define glBindVertexBuffer GLEW_GET_FUN(__glewBindVertexBuffer) -#define glVertexArrayBindVertexBufferEXT GLEW_GET_FUN(__glewVertexArrayBindVertexBufferEXT) -#define glVertexArrayVertexAttribBindingEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribBindingEXT) -#define glVertexArrayVertexAttribFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribFormatEXT) -#define glVertexArrayVertexAttribIFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIFormatEXT) -#define glVertexArrayVertexAttribLFormatEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLFormatEXT) -#define glVertexArrayVertexBindingDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexBindingDivisorEXT) -#define glVertexAttribBinding GLEW_GET_FUN(__glewVertexAttribBinding) -#define glVertexAttribFormat GLEW_GET_FUN(__glewVertexAttribFormat) -#define glVertexAttribIFormat GLEW_GET_FUN(__glewVertexAttribIFormat) -#define glVertexAttribLFormat GLEW_GET_FUN(__glewVertexAttribLFormat) -#define glVertexBindingDivisor GLEW_GET_FUN(__glewVertexBindingDivisor) - -#define GLEW_ARB_vertex_attrib_binding GLEW_GET_VAR(__GLEW_ARB_vertex_attrib_binding) - -#endif /* GL_ARB_vertex_attrib_binding */ - -/* -------------------------- GL_ARB_vertex_blend -------------------------- */ - -#ifndef GL_ARB_vertex_blend -#define GL_ARB_vertex_blend 1 - -#define GL_MODELVIEW0_ARB 0x1700 -#define GL_MODELVIEW1_ARB 0x850A -#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 -#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 -#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 -#define GL_VERTEX_BLEND_ARB 0x86A7 -#define GL_CURRENT_WEIGHT_ARB 0x86A8 -#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 -#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA -#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB -#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC -#define GL_WEIGHT_ARRAY_ARB 0x86AD -#define GL_MODELVIEW2_ARB 0x8722 -#define GL_MODELVIEW3_ARB 0x8723 -#define GL_MODELVIEW4_ARB 0x8724 -#define GL_MODELVIEW5_ARB 0x8725 -#define GL_MODELVIEW6_ARB 0x8726 -#define GL_MODELVIEW7_ARB 0x8727 -#define GL_MODELVIEW8_ARB 0x8728 -#define GL_MODELVIEW9_ARB 0x8729 -#define GL_MODELVIEW10_ARB 0x872A -#define GL_MODELVIEW11_ARB 0x872B -#define GL_MODELVIEW12_ARB 0x872C -#define GL_MODELVIEW13_ARB 0x872D -#define GL_MODELVIEW14_ARB 0x872E -#define GL_MODELVIEW15_ARB 0x872F -#define GL_MODELVIEW16_ARB 0x8730 -#define GL_MODELVIEW17_ARB 0x8731 -#define GL_MODELVIEW18_ARB 0x8732 -#define GL_MODELVIEW19_ARB 0x8733 -#define GL_MODELVIEW20_ARB 0x8734 -#define GL_MODELVIEW21_ARB 0x8735 -#define GL_MODELVIEW22_ARB 0x8736 -#define GL_MODELVIEW23_ARB 0x8737 -#define GL_MODELVIEW24_ARB 0x8738 -#define GL_MODELVIEW25_ARB 0x8739 -#define GL_MODELVIEW26_ARB 0x873A -#define GL_MODELVIEW27_ARB 0x873B -#define GL_MODELVIEW28_ARB 0x873C -#define GL_MODELVIEW29_ARB 0x873D -#define GL_MODELVIEW30_ARB 0x873E -#define GL_MODELVIEW31_ARB 0x873F - -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDARBPROC) (GLint count); -typedef void (GLAPIENTRY * PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLWEIGHTBVARBPROC) (GLint size, GLbyte *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTDVARBPROC) (GLint size, GLdouble *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTFVARBPROC) (GLint size, GLfloat *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTIVARBPROC) (GLint size, GLint *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTSVARBPROC) (GLint size, GLshort *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUBVARBPROC) (GLint size, GLubyte *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUIVARBPROC) (GLint size, GLuint *weights); -typedef void (GLAPIENTRY * PFNGLWEIGHTUSVARBPROC) (GLint size, GLushort *weights); - -#define glVertexBlendARB GLEW_GET_FUN(__glewVertexBlendARB) -#define glWeightPointerARB GLEW_GET_FUN(__glewWeightPointerARB) -#define glWeightbvARB GLEW_GET_FUN(__glewWeightbvARB) -#define glWeightdvARB GLEW_GET_FUN(__glewWeightdvARB) -#define glWeightfvARB GLEW_GET_FUN(__glewWeightfvARB) -#define glWeightivARB GLEW_GET_FUN(__glewWeightivARB) -#define glWeightsvARB GLEW_GET_FUN(__glewWeightsvARB) -#define glWeightubvARB GLEW_GET_FUN(__glewWeightubvARB) -#define glWeightuivARB GLEW_GET_FUN(__glewWeightuivARB) -#define glWeightusvARB GLEW_GET_FUN(__glewWeightusvARB) - -#define GLEW_ARB_vertex_blend GLEW_GET_VAR(__GLEW_ARB_vertex_blend) - -#endif /* GL_ARB_vertex_blend */ - -/* ---------------------- GL_ARB_vertex_buffer_object ---------------------- */ - -#ifndef GL_ARB_vertex_buffer_object -#define GL_ARB_vertex_buffer_object 1 - -#define GL_BUFFER_SIZE_ARB 0x8764 -#define GL_BUFFER_USAGE_ARB 0x8765 -#define GL_ARRAY_BUFFER_ARB 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 -#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 -#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 -#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 -#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 -#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 -#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A -#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B -#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C -#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D -#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F -#define GL_READ_ONLY_ARB 0x88B8 -#define GL_WRITE_ONLY_ARB 0x88B9 -#define GL_READ_WRITE_ARB 0x88BA -#define GL_BUFFER_ACCESS_ARB 0x88BB -#define GL_BUFFER_MAPPED_ARB 0x88BC -#define GL_BUFFER_MAP_POINTER_ARB 0x88BD -#define GL_STREAM_DRAW_ARB 0x88E0 -#define GL_STREAM_READ_ARB 0x88E1 -#define GL_STREAM_COPY_ARB 0x88E2 -#define GL_STATIC_DRAW_ARB 0x88E4 -#define GL_STATIC_READ_ARB 0x88E5 -#define GL_STATIC_COPY_ARB 0x88E6 -#define GL_DYNAMIC_DRAW_ARB 0x88E8 -#define GL_DYNAMIC_READ_ARB 0x88E9 -#define GL_DYNAMIC_COPY_ARB 0x88EA - -typedef ptrdiff_t GLintptrARB; -typedef ptrdiff_t GLsizeiptrARB; - -typedef void (GLAPIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint* buffers); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERARBPROC) (GLuint buffer); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPBUFFERARBPROC) (GLenum target); - -#define glBindBufferARB GLEW_GET_FUN(__glewBindBufferARB) -#define glBufferDataARB GLEW_GET_FUN(__glewBufferDataARB) -#define glBufferSubDataARB GLEW_GET_FUN(__glewBufferSubDataARB) -#define glDeleteBuffersARB GLEW_GET_FUN(__glewDeleteBuffersARB) -#define glGenBuffersARB GLEW_GET_FUN(__glewGenBuffersARB) -#define glGetBufferParameterivARB GLEW_GET_FUN(__glewGetBufferParameterivARB) -#define glGetBufferPointervARB GLEW_GET_FUN(__glewGetBufferPointervARB) -#define glGetBufferSubDataARB GLEW_GET_FUN(__glewGetBufferSubDataARB) -#define glIsBufferARB GLEW_GET_FUN(__glewIsBufferARB) -#define glMapBufferARB GLEW_GET_FUN(__glewMapBufferARB) -#define glUnmapBufferARB GLEW_GET_FUN(__glewUnmapBufferARB) - -#define GLEW_ARB_vertex_buffer_object GLEW_GET_VAR(__GLEW_ARB_vertex_buffer_object) - -#endif /* GL_ARB_vertex_buffer_object */ - -/* ------------------------- GL_ARB_vertex_program ------------------------- */ - -#ifndef GL_ARB_vertex_program -#define GL_ARB_vertex_program 1 - -#define GL_COLOR_SUM_ARB 0x8458 -#define GL_VERTEX_PROGRAM_ARB 0x8620 -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 -#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 -#define GL_PROGRAM_LENGTH_ARB 0x8627 -#define GL_PROGRAM_STRING_ARB 0x8628 -#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E -#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F -#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 -#define GL_CURRENT_MATRIX_ARB 0x8641 -#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 -#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 -#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B -#define GL_PROGRAM_BINDING_ARB 0x8677 -#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A -#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 -#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 -#define GL_PROGRAM_FORMAT_ARB 0x8876 -#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 -#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 -#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 -#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 -#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 -#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 -#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 -#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 -#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 -#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 -#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA -#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB -#define GL_PROGRAM_ATTRIBS_ARB 0x88AC -#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD -#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE -#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF -#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 -#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 -#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 -#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 -#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 -#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 -#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 -#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 -#define GL_MATRIX0_ARB 0x88C0 -#define GL_MATRIX1_ARB 0x88C1 -#define GL_MATRIX2_ARB 0x88C2 -#define GL_MATRIX3_ARB 0x88C3 -#define GL_MATRIX4_ARB 0x88C4 -#define GL_MATRIX5_ARB 0x88C5 -#define GL_MATRIX6_ARB 0x88C6 -#define GL_MATRIX7_ARB 0x88C7 -#define GL_MATRIX8_ARB 0x88C8 -#define GL_MATRIX9_ARB 0x88C9 -#define GL_MATRIX10_ARB 0x88CA -#define GL_MATRIX11_ARB 0x88CB -#define GL_MATRIX12_ARB 0x88CC -#define GL_MATRIX13_ARB 0x88CD -#define GL_MATRIX14_ARB 0x88CE -#define GL_MATRIX15_ARB 0x88CF -#define GL_MATRIX16_ARB 0x88D0 -#define GL_MATRIX17_ARB 0x88D1 -#define GL_MATRIX18_ARB 0x88D2 -#define GL_MATRIX19_ARB 0x88D3 -#define GL_MATRIX20_ARB 0x88D4 -#define GL_MATRIX21_ARB 0x88D5 -#define GL_MATRIX22_ARB 0x88D6 -#define GL_MATRIX23_ARB 0x88D7 -#define GL_MATRIX24_ARB 0x88D8 -#define GL_MATRIX25_ARB 0x88D9 -#define GL_MATRIX26_ARB 0x88DA -#define GL_MATRIX27_ARB 0x88DB -#define GL_MATRIX28_ARB 0x88DC -#define GL_MATRIX29_ARB 0x88DD -#define GL_MATRIX30_ARB 0x88DE -#define GL_MATRIX31_ARB 0x88DF - -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint* programs); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); - -#define glBindProgramARB GLEW_GET_FUN(__glewBindProgramARB) -#define glDeleteProgramsARB GLEW_GET_FUN(__glewDeleteProgramsARB) -#define glDisableVertexAttribArrayARB GLEW_GET_FUN(__glewDisableVertexAttribArrayARB) -#define glEnableVertexAttribArrayARB GLEW_GET_FUN(__glewEnableVertexAttribArrayARB) -#define glGenProgramsARB GLEW_GET_FUN(__glewGenProgramsARB) -#define glGetProgramEnvParameterdvARB GLEW_GET_FUN(__glewGetProgramEnvParameterdvARB) -#define glGetProgramEnvParameterfvARB GLEW_GET_FUN(__glewGetProgramEnvParameterfvARB) -#define glGetProgramLocalParameterdvARB GLEW_GET_FUN(__glewGetProgramLocalParameterdvARB) -#define glGetProgramLocalParameterfvARB GLEW_GET_FUN(__glewGetProgramLocalParameterfvARB) -#define glGetProgramStringARB GLEW_GET_FUN(__glewGetProgramStringARB) -#define glGetProgramivARB GLEW_GET_FUN(__glewGetProgramivARB) -#define glGetVertexAttribPointervARB GLEW_GET_FUN(__glewGetVertexAttribPointervARB) -#define glGetVertexAttribdvARB GLEW_GET_FUN(__glewGetVertexAttribdvARB) -#define glGetVertexAttribfvARB GLEW_GET_FUN(__glewGetVertexAttribfvARB) -#define glGetVertexAttribivARB GLEW_GET_FUN(__glewGetVertexAttribivARB) -#define glIsProgramARB GLEW_GET_FUN(__glewIsProgramARB) -#define glProgramEnvParameter4dARB GLEW_GET_FUN(__glewProgramEnvParameter4dARB) -#define glProgramEnvParameter4dvARB GLEW_GET_FUN(__glewProgramEnvParameter4dvARB) -#define glProgramEnvParameter4fARB GLEW_GET_FUN(__glewProgramEnvParameter4fARB) -#define glProgramEnvParameter4fvARB GLEW_GET_FUN(__glewProgramEnvParameter4fvARB) -#define glProgramLocalParameter4dARB GLEW_GET_FUN(__glewProgramLocalParameter4dARB) -#define glProgramLocalParameter4dvARB GLEW_GET_FUN(__glewProgramLocalParameter4dvARB) -#define glProgramLocalParameter4fARB GLEW_GET_FUN(__glewProgramLocalParameter4fARB) -#define glProgramLocalParameter4fvARB GLEW_GET_FUN(__glewProgramLocalParameter4fvARB) -#define glProgramStringARB GLEW_GET_FUN(__glewProgramStringARB) -#define glVertexAttrib1dARB GLEW_GET_FUN(__glewVertexAttrib1dARB) -#define glVertexAttrib1dvARB GLEW_GET_FUN(__glewVertexAttrib1dvARB) -#define glVertexAttrib1fARB GLEW_GET_FUN(__glewVertexAttrib1fARB) -#define glVertexAttrib1fvARB GLEW_GET_FUN(__glewVertexAttrib1fvARB) -#define glVertexAttrib1sARB GLEW_GET_FUN(__glewVertexAttrib1sARB) -#define glVertexAttrib1svARB GLEW_GET_FUN(__glewVertexAttrib1svARB) -#define glVertexAttrib2dARB GLEW_GET_FUN(__glewVertexAttrib2dARB) -#define glVertexAttrib2dvARB GLEW_GET_FUN(__glewVertexAttrib2dvARB) -#define glVertexAttrib2fARB GLEW_GET_FUN(__glewVertexAttrib2fARB) -#define glVertexAttrib2fvARB GLEW_GET_FUN(__glewVertexAttrib2fvARB) -#define glVertexAttrib2sARB GLEW_GET_FUN(__glewVertexAttrib2sARB) -#define glVertexAttrib2svARB GLEW_GET_FUN(__glewVertexAttrib2svARB) -#define glVertexAttrib3dARB GLEW_GET_FUN(__glewVertexAttrib3dARB) -#define glVertexAttrib3dvARB GLEW_GET_FUN(__glewVertexAttrib3dvARB) -#define glVertexAttrib3fARB GLEW_GET_FUN(__glewVertexAttrib3fARB) -#define glVertexAttrib3fvARB GLEW_GET_FUN(__glewVertexAttrib3fvARB) -#define glVertexAttrib3sARB GLEW_GET_FUN(__glewVertexAttrib3sARB) -#define glVertexAttrib3svARB GLEW_GET_FUN(__glewVertexAttrib3svARB) -#define glVertexAttrib4NbvARB GLEW_GET_FUN(__glewVertexAttrib4NbvARB) -#define glVertexAttrib4NivARB GLEW_GET_FUN(__glewVertexAttrib4NivARB) -#define glVertexAttrib4NsvARB GLEW_GET_FUN(__glewVertexAttrib4NsvARB) -#define glVertexAttrib4NubARB GLEW_GET_FUN(__glewVertexAttrib4NubARB) -#define glVertexAttrib4NubvARB GLEW_GET_FUN(__glewVertexAttrib4NubvARB) -#define glVertexAttrib4NuivARB GLEW_GET_FUN(__glewVertexAttrib4NuivARB) -#define glVertexAttrib4NusvARB GLEW_GET_FUN(__glewVertexAttrib4NusvARB) -#define glVertexAttrib4bvARB GLEW_GET_FUN(__glewVertexAttrib4bvARB) -#define glVertexAttrib4dARB GLEW_GET_FUN(__glewVertexAttrib4dARB) -#define glVertexAttrib4dvARB GLEW_GET_FUN(__glewVertexAttrib4dvARB) -#define glVertexAttrib4fARB GLEW_GET_FUN(__glewVertexAttrib4fARB) -#define glVertexAttrib4fvARB GLEW_GET_FUN(__glewVertexAttrib4fvARB) -#define glVertexAttrib4ivARB GLEW_GET_FUN(__glewVertexAttrib4ivARB) -#define glVertexAttrib4sARB GLEW_GET_FUN(__glewVertexAttrib4sARB) -#define glVertexAttrib4svARB GLEW_GET_FUN(__glewVertexAttrib4svARB) -#define glVertexAttrib4ubvARB GLEW_GET_FUN(__glewVertexAttrib4ubvARB) -#define glVertexAttrib4uivARB GLEW_GET_FUN(__glewVertexAttrib4uivARB) -#define glVertexAttrib4usvARB GLEW_GET_FUN(__glewVertexAttrib4usvARB) -#define glVertexAttribPointerARB GLEW_GET_FUN(__glewVertexAttribPointerARB) - -#define GLEW_ARB_vertex_program GLEW_GET_VAR(__GLEW_ARB_vertex_program) - -#endif /* GL_ARB_vertex_program */ - -/* -------------------------- GL_ARB_vertex_shader ------------------------- */ - -#ifndef GL_ARB_vertex_shader -#define GL_ARB_vertex_shader 1 - -#define GL_VERTEX_SHADER_ARB 0x8B31 -#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A -#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D -#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 -#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A - -typedef void (GLAPIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB* name); -typedef void (GLAPIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei* length, GLint *size, GLenum *type, GLcharARB *name); -typedef GLint (GLAPIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB* name); - -#define glBindAttribLocationARB GLEW_GET_FUN(__glewBindAttribLocationARB) -#define glGetActiveAttribARB GLEW_GET_FUN(__glewGetActiveAttribARB) -#define glGetAttribLocationARB GLEW_GET_FUN(__glewGetAttribLocationARB) - -#define GLEW_ARB_vertex_shader GLEW_GET_VAR(__GLEW_ARB_vertex_shader) - -#endif /* GL_ARB_vertex_shader */ - -/* ------------------- GL_ARB_vertex_type_10f_11f_11f_rev ------------------ */ - -#ifndef GL_ARB_vertex_type_10f_11f_11f_rev -#define GL_ARB_vertex_type_10f_11f_11f_rev 1 - -#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B - -#define GLEW_ARB_vertex_type_10f_11f_11f_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_10f_11f_11f_rev) - -#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ - -/* ------------------- GL_ARB_vertex_type_2_10_10_10_rev ------------------- */ - -#ifndef GL_ARB_vertex_type_2_10_10_10_rev -#define GL_ARB_vertex_type_2_10_10_10_rev 1 - -#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 -#define GL_INT_2_10_10_10_REV 0x8D9F - -typedef void (GLAPIENTRY * PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint* color); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); -typedef void (GLAPIENTRY * PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint* coords); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); -typedef void (GLAPIENTRY * PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint* value); - -#define glColorP3ui GLEW_GET_FUN(__glewColorP3ui) -#define glColorP3uiv GLEW_GET_FUN(__glewColorP3uiv) -#define glColorP4ui GLEW_GET_FUN(__glewColorP4ui) -#define glColorP4uiv GLEW_GET_FUN(__glewColorP4uiv) -#define glMultiTexCoordP1ui GLEW_GET_FUN(__glewMultiTexCoordP1ui) -#define glMultiTexCoordP1uiv GLEW_GET_FUN(__glewMultiTexCoordP1uiv) -#define glMultiTexCoordP2ui GLEW_GET_FUN(__glewMultiTexCoordP2ui) -#define glMultiTexCoordP2uiv GLEW_GET_FUN(__glewMultiTexCoordP2uiv) -#define glMultiTexCoordP3ui GLEW_GET_FUN(__glewMultiTexCoordP3ui) -#define glMultiTexCoordP3uiv GLEW_GET_FUN(__glewMultiTexCoordP3uiv) -#define glMultiTexCoordP4ui GLEW_GET_FUN(__glewMultiTexCoordP4ui) -#define glMultiTexCoordP4uiv GLEW_GET_FUN(__glewMultiTexCoordP4uiv) -#define glNormalP3ui GLEW_GET_FUN(__glewNormalP3ui) -#define glNormalP3uiv GLEW_GET_FUN(__glewNormalP3uiv) -#define glSecondaryColorP3ui GLEW_GET_FUN(__glewSecondaryColorP3ui) -#define glSecondaryColorP3uiv GLEW_GET_FUN(__glewSecondaryColorP3uiv) -#define glTexCoordP1ui GLEW_GET_FUN(__glewTexCoordP1ui) -#define glTexCoordP1uiv GLEW_GET_FUN(__glewTexCoordP1uiv) -#define glTexCoordP2ui GLEW_GET_FUN(__glewTexCoordP2ui) -#define glTexCoordP2uiv GLEW_GET_FUN(__glewTexCoordP2uiv) -#define glTexCoordP3ui GLEW_GET_FUN(__glewTexCoordP3ui) -#define glTexCoordP3uiv GLEW_GET_FUN(__glewTexCoordP3uiv) -#define glTexCoordP4ui GLEW_GET_FUN(__glewTexCoordP4ui) -#define glTexCoordP4uiv GLEW_GET_FUN(__glewTexCoordP4uiv) -#define glVertexAttribP1ui GLEW_GET_FUN(__glewVertexAttribP1ui) -#define glVertexAttribP1uiv GLEW_GET_FUN(__glewVertexAttribP1uiv) -#define glVertexAttribP2ui GLEW_GET_FUN(__glewVertexAttribP2ui) -#define glVertexAttribP2uiv GLEW_GET_FUN(__glewVertexAttribP2uiv) -#define glVertexAttribP3ui GLEW_GET_FUN(__glewVertexAttribP3ui) -#define glVertexAttribP3uiv GLEW_GET_FUN(__glewVertexAttribP3uiv) -#define glVertexAttribP4ui GLEW_GET_FUN(__glewVertexAttribP4ui) -#define glVertexAttribP4uiv GLEW_GET_FUN(__glewVertexAttribP4uiv) -#define glVertexP2ui GLEW_GET_FUN(__glewVertexP2ui) -#define glVertexP2uiv GLEW_GET_FUN(__glewVertexP2uiv) -#define glVertexP3ui GLEW_GET_FUN(__glewVertexP3ui) -#define glVertexP3uiv GLEW_GET_FUN(__glewVertexP3uiv) -#define glVertexP4ui GLEW_GET_FUN(__glewVertexP4ui) -#define glVertexP4uiv GLEW_GET_FUN(__glewVertexP4uiv) - -#define GLEW_ARB_vertex_type_2_10_10_10_rev GLEW_GET_VAR(__GLEW_ARB_vertex_type_2_10_10_10_rev) - -#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ - -/* ------------------------- GL_ARB_viewport_array ------------------------- */ - -#ifndef GL_ARB_viewport_array -#define GL_ARB_viewport_array 1 - -#define GL_DEPTH_RANGE 0x0B70 -#define GL_VIEWPORT 0x0BA2 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_MAX_VIEWPORTS 0x825B -#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C -#define GL_VIEWPORT_BOUNDS_RANGE 0x825D -#define GL_LAYER_PROVOKING_VERTEX 0x825E -#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F -#define GL_UNDEFINED_VERTEX 0x8260 -#define GL_FIRST_VERTEX_CONVENTION 0x8E4D -#define GL_LAST_VERTEX_CONVENTION 0x8E4E -#define GL_PROVOKING_VERTEX 0x8E4F - -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLclampd * v); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLclampd n, GLclampd f); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble* data); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat* data); -typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint * v); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat * v); - -#define glDepthRangeArrayv GLEW_GET_FUN(__glewDepthRangeArrayv) -#define glDepthRangeIndexed GLEW_GET_FUN(__glewDepthRangeIndexed) -#define glGetDoublei_v GLEW_GET_FUN(__glewGetDoublei_v) -#define glGetFloati_v GLEW_GET_FUN(__glewGetFloati_v) -#define glScissorArrayv GLEW_GET_FUN(__glewScissorArrayv) -#define glScissorIndexed GLEW_GET_FUN(__glewScissorIndexed) -#define glScissorIndexedv GLEW_GET_FUN(__glewScissorIndexedv) -#define glViewportArrayv GLEW_GET_FUN(__glewViewportArrayv) -#define glViewportIndexedf GLEW_GET_FUN(__glewViewportIndexedf) -#define glViewportIndexedfv GLEW_GET_FUN(__glewViewportIndexedfv) - -#define GLEW_ARB_viewport_array GLEW_GET_VAR(__GLEW_ARB_viewport_array) - -#endif /* GL_ARB_viewport_array */ - -/* --------------------------- GL_ARB_window_pos --------------------------- */ - -#ifndef GL_ARB_window_pos -#define GL_ARB_window_pos 1 - -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVARBPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVARBPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVARBPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVARBPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVARBPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVARBPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVARBPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVARBPROC) (const GLshort* p); - -#define glWindowPos2dARB GLEW_GET_FUN(__glewWindowPos2dARB) -#define glWindowPos2dvARB GLEW_GET_FUN(__glewWindowPos2dvARB) -#define glWindowPos2fARB GLEW_GET_FUN(__glewWindowPos2fARB) -#define glWindowPos2fvARB GLEW_GET_FUN(__glewWindowPos2fvARB) -#define glWindowPos2iARB GLEW_GET_FUN(__glewWindowPos2iARB) -#define glWindowPos2ivARB GLEW_GET_FUN(__glewWindowPos2ivARB) -#define glWindowPos2sARB GLEW_GET_FUN(__glewWindowPos2sARB) -#define glWindowPos2svARB GLEW_GET_FUN(__glewWindowPos2svARB) -#define glWindowPos3dARB GLEW_GET_FUN(__glewWindowPos3dARB) -#define glWindowPos3dvARB GLEW_GET_FUN(__glewWindowPos3dvARB) -#define glWindowPos3fARB GLEW_GET_FUN(__glewWindowPos3fARB) -#define glWindowPos3fvARB GLEW_GET_FUN(__glewWindowPos3fvARB) -#define glWindowPos3iARB GLEW_GET_FUN(__glewWindowPos3iARB) -#define glWindowPos3ivARB GLEW_GET_FUN(__glewWindowPos3ivARB) -#define glWindowPos3sARB GLEW_GET_FUN(__glewWindowPos3sARB) -#define glWindowPos3svARB GLEW_GET_FUN(__glewWindowPos3svARB) - -#define GLEW_ARB_window_pos GLEW_GET_VAR(__GLEW_ARB_window_pos) - -#endif /* GL_ARB_window_pos */ - -/* ----------------------- GL_ARM_mali_program_binary ---------------------- */ - -#ifndef GL_ARM_mali_program_binary -#define GL_ARM_mali_program_binary 1 - -#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 - -#define GLEW_ARM_mali_program_binary GLEW_GET_VAR(__GLEW_ARM_mali_program_binary) - -#endif /* GL_ARM_mali_program_binary */ - -/* ----------------------- GL_ARM_mali_shader_binary ----------------------- */ - -#ifndef GL_ARM_mali_shader_binary -#define GL_ARM_mali_shader_binary 1 - -#define GL_MALI_SHADER_BINARY_ARM 0x8F60 - -#define GLEW_ARM_mali_shader_binary GLEW_GET_VAR(__GLEW_ARM_mali_shader_binary) - -#endif /* GL_ARM_mali_shader_binary */ - -/* ------------------------------ GL_ARM_rgba8 ----------------------------- */ - -#ifndef GL_ARM_rgba8 -#define GL_ARM_rgba8 1 - -#define GL_RGBA8_OES 0x8058 - -#define GLEW_ARM_rgba8 GLEW_GET_VAR(__GLEW_ARM_rgba8) - -#endif /* GL_ARM_rgba8 */ - -/* -------------------- GL_ARM_shader_framebuffer_fetch -------------------- */ - -#ifndef GL_ARM_shader_framebuffer_fetch -#define GL_ARM_shader_framebuffer_fetch 1 - -#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 -#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 - -#define GLEW_ARM_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch) - -#endif /* GL_ARM_shader_framebuffer_fetch */ - -/* ------------- GL_ARM_shader_framebuffer_fetch_depth_stencil ------------- */ - -#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil -#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 - -#define GLEW_ARM_shader_framebuffer_fetch_depth_stencil GLEW_GET_VAR(__GLEW_ARM_shader_framebuffer_fetch_depth_stencil) - -#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ - -/* ------------------------- GL_ATIX_point_sprites ------------------------- */ - -#ifndef GL_ATIX_point_sprites -#define GL_ATIX_point_sprites 1 - -#define GL_TEXTURE_POINT_MODE_ATIX 0x60B0 -#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60B1 -#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60B2 -#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60B3 -#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60B4 -#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60B5 - -#define GLEW_ATIX_point_sprites GLEW_GET_VAR(__GLEW_ATIX_point_sprites) - -#endif /* GL_ATIX_point_sprites */ - -/* ---------------------- GL_ATIX_texture_env_combine3 --------------------- */ - -#ifndef GL_ATIX_texture_env_combine3 -#define GL_ATIX_texture_env_combine3 1 - -#define GL_MODULATE_ADD_ATIX 0x8744 -#define GL_MODULATE_SIGNED_ADD_ATIX 0x8745 -#define GL_MODULATE_SUBTRACT_ATIX 0x8746 - -#define GLEW_ATIX_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATIX_texture_env_combine3) - -#endif /* GL_ATIX_texture_env_combine3 */ - -/* ----------------------- GL_ATIX_texture_env_route ----------------------- */ - -#ifndef GL_ATIX_texture_env_route -#define GL_ATIX_texture_env_route 1 - -#define GL_SECONDARY_COLOR_ATIX 0x8747 -#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748 -#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749 - -#define GLEW_ATIX_texture_env_route GLEW_GET_VAR(__GLEW_ATIX_texture_env_route) - -#endif /* GL_ATIX_texture_env_route */ - -/* ---------------- GL_ATIX_vertex_shader_output_point_size ---------------- */ - -#ifndef GL_ATIX_vertex_shader_output_point_size -#define GL_ATIX_vertex_shader_output_point_size 1 - -#define GL_OUTPUT_POINT_SIZE_ATIX 0x610E - -#define GLEW_ATIX_vertex_shader_output_point_size GLEW_GET_VAR(__GLEW_ATIX_vertex_shader_output_point_size) - -#endif /* GL_ATIX_vertex_shader_output_point_size */ - -/* -------------------------- GL_ATI_draw_buffers -------------------------- */ - -#ifndef GL_ATI_draw_buffers -#define GL_ATI_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 -#define GL_DRAW_BUFFER0_ATI 0x8825 -#define GL_DRAW_BUFFER1_ATI 0x8826 -#define GL_DRAW_BUFFER2_ATI 0x8827 -#define GL_DRAW_BUFFER3_ATI 0x8828 -#define GL_DRAW_BUFFER4_ATI 0x8829 -#define GL_DRAW_BUFFER5_ATI 0x882A -#define GL_DRAW_BUFFER6_ATI 0x882B -#define GL_DRAW_BUFFER7_ATI 0x882C -#define GL_DRAW_BUFFER8_ATI 0x882D -#define GL_DRAW_BUFFER9_ATI 0x882E -#define GL_DRAW_BUFFER10_ATI 0x882F -#define GL_DRAW_BUFFER11_ATI 0x8830 -#define GL_DRAW_BUFFER12_ATI 0x8831 -#define GL_DRAW_BUFFER13_ATI 0x8832 -#define GL_DRAW_BUFFER14_ATI 0x8833 -#define GL_DRAW_BUFFER15_ATI 0x8834 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersATI GLEW_GET_FUN(__glewDrawBuffersATI) - -#define GLEW_ATI_draw_buffers GLEW_GET_VAR(__GLEW_ATI_draw_buffers) - -#endif /* GL_ATI_draw_buffers */ - -/* -------------------------- GL_ATI_element_array ------------------------- */ - -#ifndef GL_ATI_element_array -#define GL_ATI_element_array 1 - -#define GL_ELEMENT_ARRAY_ATI 0x8768 -#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 -#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); -typedef void (GLAPIENTRY * PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); - -#define glDrawElementArrayATI GLEW_GET_FUN(__glewDrawElementArrayATI) -#define glDrawRangeElementArrayATI GLEW_GET_FUN(__glewDrawRangeElementArrayATI) -#define glElementPointerATI GLEW_GET_FUN(__glewElementPointerATI) - -#define GLEW_ATI_element_array GLEW_GET_VAR(__GLEW_ATI_element_array) - -#endif /* GL_ATI_element_array */ - -/* ------------------------- GL_ATI_envmap_bumpmap ------------------------- */ - -#ifndef GL_ATI_envmap_bumpmap -#define GL_ATI_envmap_bumpmap 1 - -#define GL_BUMP_ROT_MATRIX_ATI 0x8775 -#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 -#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 -#define GL_BUMP_TEX_UNITS_ATI 0x8778 -#define GL_DUDV_ATI 0x8779 -#define GL_DU8DV8_ATI 0x877A -#define GL_BUMP_ENVMAP_ATI 0x877B -#define GL_BUMP_TARGET_ATI 0x877C - -typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); -typedef void (GLAPIENTRY * PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); -typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); -typedef void (GLAPIENTRY * PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); - -#define glGetTexBumpParameterfvATI GLEW_GET_FUN(__glewGetTexBumpParameterfvATI) -#define glGetTexBumpParameterivATI GLEW_GET_FUN(__glewGetTexBumpParameterivATI) -#define glTexBumpParameterfvATI GLEW_GET_FUN(__glewTexBumpParameterfvATI) -#define glTexBumpParameterivATI GLEW_GET_FUN(__glewTexBumpParameterivATI) - -#define GLEW_ATI_envmap_bumpmap GLEW_GET_VAR(__GLEW_ATI_envmap_bumpmap) - -#endif /* GL_ATI_envmap_bumpmap */ - -/* ------------------------- GL_ATI_fragment_shader ------------------------ */ - -#ifndef GL_ATI_fragment_shader -#define GL_ATI_fragment_shader 1 - -#define GL_2X_BIT_ATI 0x00000001 -#define GL_RED_BIT_ATI 0x00000001 -#define GL_4X_BIT_ATI 0x00000002 -#define GL_COMP_BIT_ATI 0x00000002 -#define GL_GREEN_BIT_ATI 0x00000002 -#define GL_8X_BIT_ATI 0x00000004 -#define GL_BLUE_BIT_ATI 0x00000004 -#define GL_NEGATE_BIT_ATI 0x00000004 -#define GL_BIAS_BIT_ATI 0x00000008 -#define GL_HALF_BIT_ATI 0x00000008 -#define GL_QUARTER_BIT_ATI 0x00000010 -#define GL_EIGHTH_BIT_ATI 0x00000020 -#define GL_SATURATE_BIT_ATI 0x00000040 -#define GL_FRAGMENT_SHADER_ATI 0x8920 -#define GL_REG_0_ATI 0x8921 -#define GL_REG_1_ATI 0x8922 -#define GL_REG_2_ATI 0x8923 -#define GL_REG_3_ATI 0x8924 -#define GL_REG_4_ATI 0x8925 -#define GL_REG_5_ATI 0x8926 -#define GL_CON_0_ATI 0x8941 -#define GL_CON_1_ATI 0x8942 -#define GL_CON_2_ATI 0x8943 -#define GL_CON_3_ATI 0x8944 -#define GL_CON_4_ATI 0x8945 -#define GL_CON_5_ATI 0x8946 -#define GL_CON_6_ATI 0x8947 -#define GL_CON_7_ATI 0x8948 -#define GL_MOV_ATI 0x8961 -#define GL_ADD_ATI 0x8963 -#define GL_MUL_ATI 0x8964 -#define GL_SUB_ATI 0x8965 -#define GL_DOT3_ATI 0x8966 -#define GL_DOT4_ATI 0x8967 -#define GL_MAD_ATI 0x8968 -#define GL_LERP_ATI 0x8969 -#define GL_CND_ATI 0x896A -#define GL_CND0_ATI 0x896B -#define GL_DOT2_ADD_ATI 0x896C -#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D -#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E -#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F -#define GL_NUM_PASSES_ATI 0x8970 -#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 -#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 -#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 -#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 -#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 -#define GL_SWIZZLE_STR_ATI 0x8976 -#define GL_SWIZZLE_STQ_ATI 0x8977 -#define GL_SWIZZLE_STR_DR_ATI 0x8978 -#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 -#define GL_SWIZZLE_STRQ_ATI 0x897A -#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B - -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -typedef void (GLAPIENTRY * PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -typedef void (GLAPIENTRY * PFNGLBEGINFRAGMENTSHADERATIPROC) (void); -typedef void (GLAPIENTRY * PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); -typedef void (GLAPIENTRY * PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); -typedef void (GLAPIENTRY * PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDFRAGMENTSHADERATIPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); -typedef void (GLAPIENTRY * PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); -typedef void (GLAPIENTRY * PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); -typedef void (GLAPIENTRY * PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat* value); - -#define glAlphaFragmentOp1ATI GLEW_GET_FUN(__glewAlphaFragmentOp1ATI) -#define glAlphaFragmentOp2ATI GLEW_GET_FUN(__glewAlphaFragmentOp2ATI) -#define glAlphaFragmentOp3ATI GLEW_GET_FUN(__glewAlphaFragmentOp3ATI) -#define glBeginFragmentShaderATI GLEW_GET_FUN(__glewBeginFragmentShaderATI) -#define glBindFragmentShaderATI GLEW_GET_FUN(__glewBindFragmentShaderATI) -#define glColorFragmentOp1ATI GLEW_GET_FUN(__glewColorFragmentOp1ATI) -#define glColorFragmentOp2ATI GLEW_GET_FUN(__glewColorFragmentOp2ATI) -#define glColorFragmentOp3ATI GLEW_GET_FUN(__glewColorFragmentOp3ATI) -#define glDeleteFragmentShaderATI GLEW_GET_FUN(__glewDeleteFragmentShaderATI) -#define glEndFragmentShaderATI GLEW_GET_FUN(__glewEndFragmentShaderATI) -#define glGenFragmentShadersATI GLEW_GET_FUN(__glewGenFragmentShadersATI) -#define glPassTexCoordATI GLEW_GET_FUN(__glewPassTexCoordATI) -#define glSampleMapATI GLEW_GET_FUN(__glewSampleMapATI) -#define glSetFragmentShaderConstantATI GLEW_GET_FUN(__glewSetFragmentShaderConstantATI) - -#define GLEW_ATI_fragment_shader GLEW_GET_VAR(__GLEW_ATI_fragment_shader) - -#endif /* GL_ATI_fragment_shader */ - -/* ------------------------ GL_ATI_map_object_buffer ----------------------- */ - -#ifndef GL_ATI_map_object_buffer -#define GL_ATI_map_object_buffer 1 - -typedef void * (GLAPIENTRY * PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); - -#define glMapObjectBufferATI GLEW_GET_FUN(__glewMapObjectBufferATI) -#define glUnmapObjectBufferATI GLEW_GET_FUN(__glewUnmapObjectBufferATI) - -#define GLEW_ATI_map_object_buffer GLEW_GET_VAR(__GLEW_ATI_map_object_buffer) - -#endif /* GL_ATI_map_object_buffer */ - -/* ----------------------------- GL_ATI_meminfo ---------------------------- */ - -#ifndef GL_ATI_meminfo -#define GL_ATI_meminfo 1 - -#define GL_VBO_FREE_MEMORY_ATI 0x87FB -#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC -#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD - -#define GLEW_ATI_meminfo GLEW_GET_VAR(__GLEW_ATI_meminfo) - -#endif /* GL_ATI_meminfo */ - -/* -------------------------- GL_ATI_pn_triangles -------------------------- */ - -#ifndef GL_ATI_pn_triangles -#define GL_ATI_pn_triangles 1 - -#define GL_PN_TRIANGLES_ATI 0x87F0 -#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 -#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 -#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 -#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 -#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 -#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 -#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 -#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 - -typedef void (GLAPIENTRY * PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); - -#define glPNTrianglesfATI GLEW_GET_FUN(__glewPNTrianglesfATI) -#define glPNTrianglesiATI GLEW_GET_FUN(__glewPNTrianglesiATI) - -#define GLEW_ATI_pn_triangles GLEW_GET_VAR(__GLEW_ATI_pn_triangles) - -#endif /* GL_ATI_pn_triangles */ - -/* ------------------------ GL_ATI_separate_stencil ------------------------ */ - -#ifndef GL_ATI_separate_stencil -#define GL_ATI_separate_stencil 1 - -#define GL_STENCIL_BACK_FUNC_ATI 0x8800 -#define GL_STENCIL_BACK_FAIL_ATI 0x8801 -#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 -#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 - -typedef void (GLAPIENTRY * PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); - -#define glStencilFuncSeparateATI GLEW_GET_FUN(__glewStencilFuncSeparateATI) -#define glStencilOpSeparateATI GLEW_GET_FUN(__glewStencilOpSeparateATI) - -#define GLEW_ATI_separate_stencil GLEW_GET_VAR(__GLEW_ATI_separate_stencil) - -#endif /* GL_ATI_separate_stencil */ - -/* ----------------------- GL_ATI_shader_texture_lod ----------------------- */ - -#ifndef GL_ATI_shader_texture_lod -#define GL_ATI_shader_texture_lod 1 - -#define GLEW_ATI_shader_texture_lod GLEW_GET_VAR(__GLEW_ATI_shader_texture_lod) - -#endif /* GL_ATI_shader_texture_lod */ - -/* ---------------------- GL_ATI_text_fragment_shader ---------------------- */ - -#ifndef GL_ATI_text_fragment_shader -#define GL_ATI_text_fragment_shader 1 - -#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 - -#define GLEW_ATI_text_fragment_shader GLEW_GET_VAR(__GLEW_ATI_text_fragment_shader) - -#endif /* GL_ATI_text_fragment_shader */ - -/* --------------------- GL_ATI_texture_compression_3dc -------------------- */ - -#ifndef GL_ATI_texture_compression_3dc -#define GL_ATI_texture_compression_3dc 1 - -#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 - -#define GLEW_ATI_texture_compression_3dc GLEW_GET_VAR(__GLEW_ATI_texture_compression_3dc) - -#endif /* GL_ATI_texture_compression_3dc */ - -/* ---------------------- GL_ATI_texture_env_combine3 ---------------------- */ - -#ifndef GL_ATI_texture_env_combine3 -#define GL_ATI_texture_env_combine3 1 - -#define GL_MODULATE_ADD_ATI 0x8744 -#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 -#define GL_MODULATE_SUBTRACT_ATI 0x8746 - -#define GLEW_ATI_texture_env_combine3 GLEW_GET_VAR(__GLEW_ATI_texture_env_combine3) - -#endif /* GL_ATI_texture_env_combine3 */ - -/* -------------------------- GL_ATI_texture_float ------------------------- */ - -#ifndef GL_ATI_texture_float -#define GL_ATI_texture_float 1 - -#define GL_RGBA_FLOAT32_ATI 0x8814 -#define GL_RGB_FLOAT32_ATI 0x8815 -#define GL_ALPHA_FLOAT32_ATI 0x8816 -#define GL_INTENSITY_FLOAT32_ATI 0x8817 -#define GL_LUMINANCE_FLOAT32_ATI 0x8818 -#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 -#define GL_RGBA_FLOAT16_ATI 0x881A -#define GL_RGB_FLOAT16_ATI 0x881B -#define GL_ALPHA_FLOAT16_ATI 0x881C -#define GL_INTENSITY_FLOAT16_ATI 0x881D -#define GL_LUMINANCE_FLOAT16_ATI 0x881E -#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F - -#define GLEW_ATI_texture_float GLEW_GET_VAR(__GLEW_ATI_texture_float) - -#endif /* GL_ATI_texture_float */ - -/* ----------------------- GL_ATI_texture_mirror_once ---------------------- */ - -#ifndef GL_ATI_texture_mirror_once -#define GL_ATI_texture_mirror_once 1 - -#define GL_MIRROR_CLAMP_ATI 0x8742 -#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 - -#define GLEW_ATI_texture_mirror_once GLEW_GET_VAR(__GLEW_ATI_texture_mirror_once) - -#endif /* GL_ATI_texture_mirror_once */ - -/* ----------------------- GL_ATI_vertex_array_object ---------------------- */ - -#ifndef GL_ATI_vertex_array_object -#define GL_ATI_vertex_array_object 1 - -#define GL_STATIC_ATI 0x8760 -#define GL_DYNAMIC_ATI 0x8761 -#define GL_PRESERVE_ATI 0x8762 -#define GL_DISCARD_ATI 0x8763 -#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 -#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 -#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 -#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 - -typedef void (GLAPIENTRY * PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); -typedef void (GLAPIENTRY * PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); -typedef GLuint (GLAPIENTRY * PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); -typedef void (GLAPIENTRY * PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); -typedef void (GLAPIENTRY * PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); - -#define glArrayObjectATI GLEW_GET_FUN(__glewArrayObjectATI) -#define glFreeObjectBufferATI GLEW_GET_FUN(__glewFreeObjectBufferATI) -#define glGetArrayObjectfvATI GLEW_GET_FUN(__glewGetArrayObjectfvATI) -#define glGetArrayObjectivATI GLEW_GET_FUN(__glewGetArrayObjectivATI) -#define glGetObjectBufferfvATI GLEW_GET_FUN(__glewGetObjectBufferfvATI) -#define glGetObjectBufferivATI GLEW_GET_FUN(__glewGetObjectBufferivATI) -#define glGetVariantArrayObjectfvATI GLEW_GET_FUN(__glewGetVariantArrayObjectfvATI) -#define glGetVariantArrayObjectivATI GLEW_GET_FUN(__glewGetVariantArrayObjectivATI) -#define glIsObjectBufferATI GLEW_GET_FUN(__glewIsObjectBufferATI) -#define glNewObjectBufferATI GLEW_GET_FUN(__glewNewObjectBufferATI) -#define glUpdateObjectBufferATI GLEW_GET_FUN(__glewUpdateObjectBufferATI) -#define glVariantArrayObjectATI GLEW_GET_FUN(__glewVariantArrayObjectATI) - -#define GLEW_ATI_vertex_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_array_object) - -#endif /* GL_ATI_vertex_array_object */ - -/* ------------------- GL_ATI_vertex_attrib_array_object ------------------- */ - -#ifndef GL_ATI_vertex_attrib_array_object -#define GL_ATI_vertex_attrib_array_object 1 - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); - -#define glGetVertexAttribArrayObjectfvATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectfvATI) -#define glGetVertexAttribArrayObjectivATI GLEW_GET_FUN(__glewGetVertexAttribArrayObjectivATI) -#define glVertexAttribArrayObjectATI GLEW_GET_FUN(__glewVertexAttribArrayObjectATI) - -#define GLEW_ATI_vertex_attrib_array_object GLEW_GET_VAR(__GLEW_ATI_vertex_attrib_array_object) - -#endif /* GL_ATI_vertex_attrib_array_object */ - -/* ------------------------- GL_ATI_vertex_streams ------------------------- */ - -#ifndef GL_ATI_vertex_streams -#define GL_ATI_vertex_streams 1 - -#define GL_MAX_VERTEX_STREAMS_ATI 0x876B -#define GL_VERTEX_SOURCE_ATI 0x876C -#define GL_VERTEX_STREAM0_ATI 0x876D -#define GL_VERTEX_STREAM1_ATI 0x876E -#define GL_VERTEX_STREAM2_ATI 0x876F -#define GL_VERTEX_STREAM3_ATI 0x8770 -#define GL_VERTEX_STREAM4_ATI 0x8771 -#define GL_VERTEX_STREAM5_ATI 0x8772 -#define GL_VERTEX_STREAM6_ATI 0x8773 -#define GL_VERTEX_STREAM7_ATI 0x8774 - -typedef void (GLAPIENTRY * PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); - -#define glClientActiveVertexStreamATI GLEW_GET_FUN(__glewClientActiveVertexStreamATI) -#define glNormalStream3bATI GLEW_GET_FUN(__glewNormalStream3bATI) -#define glNormalStream3bvATI GLEW_GET_FUN(__glewNormalStream3bvATI) -#define glNormalStream3dATI GLEW_GET_FUN(__glewNormalStream3dATI) -#define glNormalStream3dvATI GLEW_GET_FUN(__glewNormalStream3dvATI) -#define glNormalStream3fATI GLEW_GET_FUN(__glewNormalStream3fATI) -#define glNormalStream3fvATI GLEW_GET_FUN(__glewNormalStream3fvATI) -#define glNormalStream3iATI GLEW_GET_FUN(__glewNormalStream3iATI) -#define glNormalStream3ivATI GLEW_GET_FUN(__glewNormalStream3ivATI) -#define glNormalStream3sATI GLEW_GET_FUN(__glewNormalStream3sATI) -#define glNormalStream3svATI GLEW_GET_FUN(__glewNormalStream3svATI) -#define glVertexBlendEnvfATI GLEW_GET_FUN(__glewVertexBlendEnvfATI) -#define glVertexBlendEnviATI GLEW_GET_FUN(__glewVertexBlendEnviATI) -#define glVertexStream1dATI GLEW_GET_FUN(__glewVertexStream1dATI) -#define glVertexStream1dvATI GLEW_GET_FUN(__glewVertexStream1dvATI) -#define glVertexStream1fATI GLEW_GET_FUN(__glewVertexStream1fATI) -#define glVertexStream1fvATI GLEW_GET_FUN(__glewVertexStream1fvATI) -#define glVertexStream1iATI GLEW_GET_FUN(__glewVertexStream1iATI) -#define glVertexStream1ivATI GLEW_GET_FUN(__glewVertexStream1ivATI) -#define glVertexStream1sATI GLEW_GET_FUN(__glewVertexStream1sATI) -#define glVertexStream1svATI GLEW_GET_FUN(__glewVertexStream1svATI) -#define glVertexStream2dATI GLEW_GET_FUN(__glewVertexStream2dATI) -#define glVertexStream2dvATI GLEW_GET_FUN(__glewVertexStream2dvATI) -#define glVertexStream2fATI GLEW_GET_FUN(__glewVertexStream2fATI) -#define glVertexStream2fvATI GLEW_GET_FUN(__glewVertexStream2fvATI) -#define glVertexStream2iATI GLEW_GET_FUN(__glewVertexStream2iATI) -#define glVertexStream2ivATI GLEW_GET_FUN(__glewVertexStream2ivATI) -#define glVertexStream2sATI GLEW_GET_FUN(__glewVertexStream2sATI) -#define glVertexStream2svATI GLEW_GET_FUN(__glewVertexStream2svATI) -#define glVertexStream3dATI GLEW_GET_FUN(__glewVertexStream3dATI) -#define glVertexStream3dvATI GLEW_GET_FUN(__glewVertexStream3dvATI) -#define glVertexStream3fATI GLEW_GET_FUN(__glewVertexStream3fATI) -#define glVertexStream3fvATI GLEW_GET_FUN(__glewVertexStream3fvATI) -#define glVertexStream3iATI GLEW_GET_FUN(__glewVertexStream3iATI) -#define glVertexStream3ivATI GLEW_GET_FUN(__glewVertexStream3ivATI) -#define glVertexStream3sATI GLEW_GET_FUN(__glewVertexStream3sATI) -#define glVertexStream3svATI GLEW_GET_FUN(__glewVertexStream3svATI) -#define glVertexStream4dATI GLEW_GET_FUN(__glewVertexStream4dATI) -#define glVertexStream4dvATI GLEW_GET_FUN(__glewVertexStream4dvATI) -#define glVertexStream4fATI GLEW_GET_FUN(__glewVertexStream4fATI) -#define glVertexStream4fvATI GLEW_GET_FUN(__glewVertexStream4fvATI) -#define glVertexStream4iATI GLEW_GET_FUN(__glewVertexStream4iATI) -#define glVertexStream4ivATI GLEW_GET_FUN(__glewVertexStream4ivATI) -#define glVertexStream4sATI GLEW_GET_FUN(__glewVertexStream4sATI) -#define glVertexStream4svATI GLEW_GET_FUN(__glewVertexStream4svATI) - -#define GLEW_ATI_vertex_streams GLEW_GET_VAR(__GLEW_ATI_vertex_streams) - -#endif /* GL_ATI_vertex_streams */ - -/* -------------------- GL_EGL_KHR_context_flush_control ------------------- */ - -#ifndef GL_EGL_KHR_context_flush_control -#define GL_EGL_KHR_context_flush_control 1 - -#define GLEW_EGL_KHR_context_flush_control GLEW_GET_VAR(__GLEW_EGL_KHR_context_flush_control) - -#endif /* GL_EGL_KHR_context_flush_control */ - -/* ---------------- GL_EGL_NV_robustness_video_memory_purge ---------------- */ - -#ifndef GL_EGL_NV_robustness_video_memory_purge -#define GL_EGL_NV_robustness_video_memory_purge 1 - -#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C -#define GL_PURGED_CONTEXT_RESET_NV 0x92BB - -#define GLEW_EGL_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_EGL_NV_robustness_video_memory_purge) - -#endif /* GL_EGL_NV_robustness_video_memory_purge */ - -/* --------------------------- GL_EXT_422_pixels --------------------------- */ - -#ifndef GL_EXT_422_pixels -#define GL_EXT_422_pixels 1 - -#define GL_422_EXT 0x80CC -#define GL_422_REV_EXT 0x80CD -#define GL_422_AVERAGE_EXT 0x80CE -#define GL_422_REV_AVERAGE_EXT 0x80CF - -#define GLEW_EXT_422_pixels GLEW_GET_VAR(__GLEW_EXT_422_pixels) - -#endif /* GL_EXT_422_pixels */ - -/* ---------------------------- GL_EXT_Cg_shader --------------------------- */ - -#ifndef GL_EXT_Cg_shader -#define GL_EXT_Cg_shader 1 - -#define GL_CG_VERTEX_SHADER_EXT 0x890E -#define GL_CG_FRAGMENT_SHADER_EXT 0x890F - -#define GLEW_EXT_Cg_shader GLEW_GET_VAR(__GLEW_EXT_Cg_shader) - -#endif /* GL_EXT_Cg_shader */ - -/* ------------------------- GL_EXT_EGL_image_array ------------------------ */ - -#ifndef GL_EXT_EGL_image_array -#define GL_EXT_EGL_image_array 1 - -#define GLEW_EXT_EGL_image_array GLEW_GET_VAR(__GLEW_EXT_EGL_image_array) - -#endif /* GL_EXT_EGL_image_array */ - -/* --------------------------- GL_EXT_YUV_target --------------------------- */ - -#ifndef GL_EXT_YUV_target -#define GL_EXT_YUV_target 1 - -#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 - -#define GLEW_EXT_YUV_target GLEW_GET_VAR(__GLEW_EXT_YUV_target) - -#endif /* GL_EXT_YUV_target */ - -/* ------------------------------ GL_EXT_abgr ------------------------------ */ - -#ifndef GL_EXT_abgr -#define GL_EXT_abgr 1 - -#define GL_ABGR_EXT 0x8000 - -#define GLEW_EXT_abgr GLEW_GET_VAR(__GLEW_EXT_abgr) - -#endif /* GL_EXT_abgr */ - -/* -------------------------- GL_EXT_base_instance ------------------------- */ - -#ifndef GL_EXT_base_instance -#define GL_EXT_base_instance 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); - -#define glDrawArraysInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawArraysInstancedBaseInstanceEXT) -#define glDrawElementsInstancedBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseInstanceEXT) -#define glDrawElementsInstancedBaseVertexBaseInstanceEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexBaseInstanceEXT) - -#define GLEW_EXT_base_instance GLEW_GET_VAR(__GLEW_EXT_base_instance) - -#endif /* GL_EXT_base_instance */ - -/* ------------------------------ GL_EXT_bgra ------------------------------ */ - -#ifndef GL_EXT_bgra -#define GL_EXT_bgra 1 - -#define GL_BGR_EXT 0x80E0 -#define GL_BGRA_EXT 0x80E1 - -#define GLEW_EXT_bgra GLEW_GET_VAR(__GLEW_EXT_bgra) - -#endif /* GL_EXT_bgra */ - -/* ------------------------ GL_EXT_bindable_uniform ------------------------ */ - -#ifndef GL_EXT_bindable_uniform -#define GL_EXT_bindable_uniform 1 - -#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 -#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 -#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 -#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED -#define GL_UNIFORM_BUFFER_EXT 0x8DEE -#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF - -typedef GLint (GLAPIENTRY * PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); -typedef GLintptr (GLAPIENTRY * PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); -typedef void (GLAPIENTRY * PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); - -#define glGetUniformBufferSizeEXT GLEW_GET_FUN(__glewGetUniformBufferSizeEXT) -#define glGetUniformOffsetEXT GLEW_GET_FUN(__glewGetUniformOffsetEXT) -#define glUniformBufferEXT GLEW_GET_FUN(__glewUniformBufferEXT) - -#define GLEW_EXT_bindable_uniform GLEW_GET_VAR(__GLEW_EXT_bindable_uniform) - -#endif /* GL_EXT_bindable_uniform */ - -/* --------------------------- GL_EXT_blend_color -------------------------- */ - -#ifndef GL_EXT_blend_color -#define GL_EXT_blend_color 1 - -#define GL_CONSTANT_COLOR_EXT 0x8001 -#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 -#define GL_CONSTANT_ALPHA_EXT 0x8003 -#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 -#define GL_BLEND_COLOR_EXT 0x8005 - -typedef void (GLAPIENTRY * PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); - -#define glBlendColorEXT GLEW_GET_FUN(__glewBlendColorEXT) - -#define GLEW_EXT_blend_color GLEW_GET_VAR(__GLEW_EXT_blend_color) - -#endif /* GL_EXT_blend_color */ - -/* --------------------- GL_EXT_blend_equation_separate -------------------- */ - -#ifndef GL_EXT_blend_equation_separate -#define GL_EXT_blend_equation_separate 1 - -#define GL_BLEND_EQUATION_RGB_EXT 0x8009 -#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); - -#define glBlendEquationSeparateEXT GLEW_GET_FUN(__glewBlendEquationSeparateEXT) - -#define GLEW_EXT_blend_equation_separate GLEW_GET_VAR(__GLEW_EXT_blend_equation_separate) - -#endif /* GL_EXT_blend_equation_separate */ - -/* ----------------------- GL_EXT_blend_func_extended ---------------------- */ - -#ifndef GL_EXT_blend_func_extended -#define GL_EXT_blend_func_extended 1 - -#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 -#define GL_SRC1_ALPHA_EXT 0x8589 -#define GL_SRC1_COLOR_EXT 0x88F9 -#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA -#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB -#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC -#define GL_LOCATION_INDEX_EXT 0x930F - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar * name); -typedef GLint (GLAPIENTRY * PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar* name); - -#define glBindFragDataLocationIndexedEXT GLEW_GET_FUN(__glewBindFragDataLocationIndexedEXT) -#define glGetFragDataIndexEXT GLEW_GET_FUN(__glewGetFragDataIndexEXT) -#define glGetProgramResourceLocationIndexEXT GLEW_GET_FUN(__glewGetProgramResourceLocationIndexEXT) - -#define GLEW_EXT_blend_func_extended GLEW_GET_VAR(__GLEW_EXT_blend_func_extended) - -#endif /* GL_EXT_blend_func_extended */ - -/* ----------------------- GL_EXT_blend_func_separate ---------------------- */ - -#ifndef GL_EXT_blend_func_separate -#define GL_EXT_blend_func_separate 1 - -#define GL_BLEND_DST_RGB_EXT 0x80C8 -#define GL_BLEND_SRC_RGB_EXT 0x80C9 -#define GL_BLEND_DST_ALPHA_EXT 0x80CA -#define GL_BLEND_SRC_ALPHA_EXT 0x80CB - -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); - -#define glBlendFuncSeparateEXT GLEW_GET_FUN(__glewBlendFuncSeparateEXT) - -#define GLEW_EXT_blend_func_separate GLEW_GET_VAR(__GLEW_EXT_blend_func_separate) - -#endif /* GL_EXT_blend_func_separate */ - -/* ------------------------- GL_EXT_blend_logic_op ------------------------- */ - -#ifndef GL_EXT_blend_logic_op -#define GL_EXT_blend_logic_op 1 - -#define GLEW_EXT_blend_logic_op GLEW_GET_VAR(__GLEW_EXT_blend_logic_op) - -#endif /* GL_EXT_blend_logic_op */ - -/* -------------------------- GL_EXT_blend_minmax -------------------------- */ - -#ifndef GL_EXT_blend_minmax -#define GL_EXT_blend_minmax 1 - -#define GL_FUNC_ADD_EXT 0x8006 -#define GL_MIN_EXT 0x8007 -#define GL_MAX_EXT 0x8008 -#define GL_BLEND_EQUATION_EXT 0x8009 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); - -#define glBlendEquationEXT GLEW_GET_FUN(__glewBlendEquationEXT) - -#define GLEW_EXT_blend_minmax GLEW_GET_VAR(__GLEW_EXT_blend_minmax) - -#endif /* GL_EXT_blend_minmax */ - -/* ------------------------- GL_EXT_blend_subtract ------------------------- */ - -#ifndef GL_EXT_blend_subtract -#define GL_EXT_blend_subtract 1 - -#define GL_FUNC_SUBTRACT_EXT 0x800A -#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B - -#define GLEW_EXT_blend_subtract GLEW_GET_VAR(__GLEW_EXT_blend_subtract) - -#endif /* GL_EXT_blend_subtract */ - -/* ------------------------- GL_EXT_buffer_storage ------------------------- */ - -#ifndef GL_EXT_buffer_storage -#define GL_EXT_buffer_storage 1 - -#define GL_MAP_READ_BIT 0x0001 -#define GL_MAP_WRITE_BIT 0x0002 -#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 -#define GL_MAP_COHERENT_BIT_EXT 0x0080 -#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 -#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 -#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 -#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F -#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); - -#define glBufferStorageEXT GLEW_GET_FUN(__glewBufferStorageEXT) -#define glNamedBufferStorageEXT GLEW_GET_FUN(__glewNamedBufferStorageEXT) - -#define GLEW_EXT_buffer_storage GLEW_GET_VAR(__GLEW_EXT_buffer_storage) - -#endif /* GL_EXT_buffer_storage */ - -/* -------------------------- GL_EXT_clear_texture ------------------------- */ - -#ifndef GL_EXT_clear_texture -#define GL_EXT_clear_texture 1 - -typedef void (GLAPIENTRY * PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); - -#define glClearTexImageEXT GLEW_GET_FUN(__glewClearTexImageEXT) -#define glClearTexSubImageEXT GLEW_GET_FUN(__glewClearTexSubImageEXT) - -#define GLEW_EXT_clear_texture GLEW_GET_VAR(__GLEW_EXT_clear_texture) - -#endif /* GL_EXT_clear_texture */ - -/* ----------------------- GL_EXT_clip_cull_distance ----------------------- */ - -#ifndef GL_EXT_clip_cull_distance -#define GL_EXT_clip_cull_distance 1 - -#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 -#define GL_CLIP_DISTANCE0_EXT 0x3000 -#define GL_CLIP_DISTANCE1_EXT 0x3001 -#define GL_CLIP_DISTANCE2_EXT 0x3002 -#define GL_CLIP_DISTANCE3_EXT 0x3003 -#define GL_CLIP_DISTANCE4_EXT 0x3004 -#define GL_CLIP_DISTANCE5_EXT 0x3005 -#define GL_CLIP_DISTANCE6_EXT 0x3006 -#define GL_CLIP_DISTANCE7_EXT 0x3007 -#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 -#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA - -#define GLEW_EXT_clip_cull_distance GLEW_GET_VAR(__GLEW_EXT_clip_cull_distance) - -#endif /* GL_EXT_clip_cull_distance */ - -/* ------------------------ GL_EXT_clip_volume_hint ------------------------ */ - -#ifndef GL_EXT_clip_volume_hint -#define GL_EXT_clip_volume_hint 1 - -#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 - -#define GLEW_EXT_clip_volume_hint GLEW_GET_VAR(__GLEW_EXT_clip_volume_hint) - -#endif /* GL_EXT_clip_volume_hint */ - -/* ------------------------------ GL_EXT_cmyka ----------------------------- */ - -#ifndef GL_EXT_cmyka -#define GL_EXT_cmyka 1 - -#define GL_CMYK_EXT 0x800C -#define GL_CMYKA_EXT 0x800D -#define GL_PACK_CMYK_HINT_EXT 0x800E -#define GL_UNPACK_CMYK_HINT_EXT 0x800F - -#define GLEW_EXT_cmyka GLEW_GET_VAR(__GLEW_EXT_cmyka) - -#endif /* GL_EXT_cmyka */ - -/* ----------------------- GL_EXT_color_buffer_float ----------------------- */ - -#ifndef GL_EXT_color_buffer_float -#define GL_EXT_color_buffer_float 1 - -#define GLEW_EXT_color_buffer_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_float) - -#endif /* GL_EXT_color_buffer_float */ - -/* --------------------- GL_EXT_color_buffer_half_float -------------------- */ - -#ifndef GL_EXT_color_buffer_half_float -#define GL_EXT_color_buffer_half_float 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 -#define GL_R16F_EXT 0x822D -#define GL_RG16F_EXT 0x822F -#define GL_RGBA16F_EXT 0x881A -#define GL_RGB16F_EXT 0x881B -#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 - -#define GLEW_EXT_color_buffer_half_float GLEW_GET_VAR(__GLEW_EXT_color_buffer_half_float) - -#endif /* GL_EXT_color_buffer_half_float */ - -/* ------------------------- GL_EXT_color_subtable ------------------------- */ - -#ifndef GL_EXT_color_subtable -#define GL_EXT_color_subtable 1 - -typedef void (GLAPIENTRY * PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); - -#define glColorSubTableEXT GLEW_GET_FUN(__glewColorSubTableEXT) -#define glCopyColorSubTableEXT GLEW_GET_FUN(__glewCopyColorSubTableEXT) - -#define GLEW_EXT_color_subtable GLEW_GET_VAR(__GLEW_EXT_color_subtable) - -#endif /* GL_EXT_color_subtable */ - -/* ---------------------- GL_EXT_compiled_vertex_array --------------------- */ - -#ifndef GL_EXT_compiled_vertex_array -#define GL_EXT_compiled_vertex_array 1 - -#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 -#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 - -typedef void (GLAPIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void); - -#define glLockArraysEXT GLEW_GET_FUN(__glewLockArraysEXT) -#define glUnlockArraysEXT GLEW_GET_FUN(__glewUnlockArraysEXT) - -#define GLEW_EXT_compiled_vertex_array GLEW_GET_VAR(__GLEW_EXT_compiled_vertex_array) - -#endif /* GL_EXT_compiled_vertex_array */ - -/* ---------------- GL_EXT_compressed_ETC1_RGB8_sub_texture ---------------- */ - -#ifndef GL_EXT_compressed_ETC1_RGB8_sub_texture -#define GL_EXT_compressed_ETC1_RGB8_sub_texture 1 - -#define GLEW_EXT_compressed_ETC1_RGB8_sub_texture GLEW_GET_VAR(__GLEW_EXT_compressed_ETC1_RGB8_sub_texture) - -#endif /* GL_EXT_compressed_ETC1_RGB8_sub_texture */ - -/* ----------------------- GL_EXT_conservative_depth ----------------------- */ - -#ifndef GL_EXT_conservative_depth -#define GL_EXT_conservative_depth 1 - -#define GLEW_EXT_conservative_depth GLEW_GET_VAR(__GLEW_EXT_conservative_depth) - -#endif /* GL_EXT_conservative_depth */ - -/* --------------------------- GL_EXT_convolution -------------------------- */ - -#ifndef GL_EXT_convolution -#define GL_EXT_convolution 1 - -#define GL_CONVOLUTION_1D_EXT 0x8010 -#define GL_CONVOLUTION_2D_EXT 0x8011 -#define GL_SEPARABLE_2D_EXT 0x8012 -#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 -#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 -#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 -#define GL_REDUCE_EXT 0x8016 -#define GL_CONVOLUTION_FORMAT_EXT 0x8017 -#define GL_CONVOLUTION_WIDTH_EXT 0x8018 -#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 -#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A -#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B -#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C -#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D -#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E -#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F -#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 -#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 -#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 -#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 - -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); -typedef void (GLAPIENTRY * PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); - -#define glConvolutionFilter1DEXT GLEW_GET_FUN(__glewConvolutionFilter1DEXT) -#define glConvolutionFilter2DEXT GLEW_GET_FUN(__glewConvolutionFilter2DEXT) -#define glConvolutionParameterfEXT GLEW_GET_FUN(__glewConvolutionParameterfEXT) -#define glConvolutionParameterfvEXT GLEW_GET_FUN(__glewConvolutionParameterfvEXT) -#define glConvolutionParameteriEXT GLEW_GET_FUN(__glewConvolutionParameteriEXT) -#define glConvolutionParameterivEXT GLEW_GET_FUN(__glewConvolutionParameterivEXT) -#define glCopyConvolutionFilter1DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter1DEXT) -#define glCopyConvolutionFilter2DEXT GLEW_GET_FUN(__glewCopyConvolutionFilter2DEXT) -#define glGetConvolutionFilterEXT GLEW_GET_FUN(__glewGetConvolutionFilterEXT) -#define glGetConvolutionParameterfvEXT GLEW_GET_FUN(__glewGetConvolutionParameterfvEXT) -#define glGetConvolutionParameterivEXT GLEW_GET_FUN(__glewGetConvolutionParameterivEXT) -#define glGetSeparableFilterEXT GLEW_GET_FUN(__glewGetSeparableFilterEXT) -#define glSeparableFilter2DEXT GLEW_GET_FUN(__glewSeparableFilter2DEXT) - -#define GLEW_EXT_convolution GLEW_GET_VAR(__GLEW_EXT_convolution) - -#endif /* GL_EXT_convolution */ - -/* ------------------------ GL_EXT_coordinate_frame ------------------------ */ - -#ifndef GL_EXT_coordinate_frame -#define GL_EXT_coordinate_frame 1 - -#define GL_TANGENT_ARRAY_EXT 0x8439 -#define GL_BINORMAL_ARRAY_EXT 0x843A -#define GL_CURRENT_TANGENT_EXT 0x843B -#define GL_CURRENT_BINORMAL_EXT 0x843C -#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E -#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F -#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 -#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 -#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 -#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 -#define GL_MAP1_TANGENT_EXT 0x8444 -#define GL_MAP2_TANGENT_EXT 0x8445 -#define GL_MAP1_BINORMAL_EXT 0x8446 -#define GL_MAP2_BINORMAL_EXT 0x8447 - -typedef void (GLAPIENTRY * PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, void *pointer); - -#define glBinormalPointerEXT GLEW_GET_FUN(__glewBinormalPointerEXT) -#define glTangentPointerEXT GLEW_GET_FUN(__glewTangentPointerEXT) - -#define GLEW_EXT_coordinate_frame GLEW_GET_VAR(__GLEW_EXT_coordinate_frame) - -#endif /* GL_EXT_coordinate_frame */ - -/* --------------------------- GL_EXT_copy_image --------------------------- */ - -#ifndef GL_EXT_copy_image -#define GL_EXT_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); - -#define glCopyImageSubDataEXT GLEW_GET_FUN(__glewCopyImageSubDataEXT) - -#define GLEW_EXT_copy_image GLEW_GET_VAR(__GLEW_EXT_copy_image) - -#endif /* GL_EXT_copy_image */ - -/* -------------------------- GL_EXT_copy_texture -------------------------- */ - -#ifndef GL_EXT_copy_texture -#define GL_EXT_copy_texture 1 - -typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); - -#define glCopyTexImage1DEXT GLEW_GET_FUN(__glewCopyTexImage1DEXT) -#define glCopyTexImage2DEXT GLEW_GET_FUN(__glewCopyTexImage2DEXT) -#define glCopyTexSubImage1DEXT GLEW_GET_FUN(__glewCopyTexSubImage1DEXT) -#define glCopyTexSubImage2DEXT GLEW_GET_FUN(__glewCopyTexSubImage2DEXT) -#define glCopyTexSubImage3DEXT GLEW_GET_FUN(__glewCopyTexSubImage3DEXT) - -#define GLEW_EXT_copy_texture GLEW_GET_VAR(__GLEW_EXT_copy_texture) - -#endif /* GL_EXT_copy_texture */ - -/* --------------------------- GL_EXT_cull_vertex -------------------------- */ - -#ifndef GL_EXT_cull_vertex -#define GL_EXT_cull_vertex 1 - -#define GL_CULL_VERTEX_EXT 0x81AA -#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB -#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC - -typedef void (GLAPIENTRY * PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat* params); - -#define glCullParameterdvEXT GLEW_GET_FUN(__glewCullParameterdvEXT) -#define glCullParameterfvEXT GLEW_GET_FUN(__glewCullParameterfvEXT) - -#define GLEW_EXT_cull_vertex GLEW_GET_VAR(__GLEW_EXT_cull_vertex) - -#endif /* GL_EXT_cull_vertex */ - -/* --------------------------- GL_EXT_debug_label -------------------------- */ - -#ifndef GL_EXT_debug_label -#define GL_EXT_debug_label 1 - -#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F -#define GL_PROGRAM_OBJECT_EXT 0x8B40 -#define GL_SHADER_OBJECT_EXT 0x8B48 -#define GL_BUFFER_OBJECT_EXT 0x9151 -#define GL_QUERY_OBJECT_EXT 0x9153 -#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 - -typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar* label); - -#define glGetObjectLabelEXT GLEW_GET_FUN(__glewGetObjectLabelEXT) -#define glLabelObjectEXT GLEW_GET_FUN(__glewLabelObjectEXT) - -#define GLEW_EXT_debug_label GLEW_GET_VAR(__GLEW_EXT_debug_label) - -#endif /* GL_EXT_debug_label */ - -/* -------------------------- GL_EXT_debug_marker -------------------------- */ - -#ifndef GL_EXT_debug_marker -#define GL_EXT_debug_marker 1 - -typedef void (GLAPIENTRY * PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar* marker); -typedef void (GLAPIENTRY * PFNGLPOPGROUPMARKEREXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar* marker); - -#define glInsertEventMarkerEXT GLEW_GET_FUN(__glewInsertEventMarkerEXT) -#define glPopGroupMarkerEXT GLEW_GET_FUN(__glewPopGroupMarkerEXT) -#define glPushGroupMarkerEXT GLEW_GET_FUN(__glewPushGroupMarkerEXT) - -#define GLEW_EXT_debug_marker GLEW_GET_VAR(__GLEW_EXT_debug_marker) - -#endif /* GL_EXT_debug_marker */ - -/* ------------------------ GL_EXT_depth_bounds_test ----------------------- */ - -#ifndef GL_EXT_depth_bounds_test -#define GL_EXT_depth_bounds_test 1 - -#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 -#define GL_DEPTH_BOUNDS_EXT 0x8891 - -typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); - -#define glDepthBoundsEXT GLEW_GET_FUN(__glewDepthBoundsEXT) - -#define GLEW_EXT_depth_bounds_test GLEW_GET_VAR(__GLEW_EXT_depth_bounds_test) - -#endif /* GL_EXT_depth_bounds_test */ - -/* ----------------------- GL_EXT_direct_state_access ---------------------- */ - -#ifndef GL_EXT_direct_state_access -#define GL_EXT_direct_state_access 1 - -#define GL_PROGRAM_MATRIX_EXT 0x8E2D -#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E -#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F - -typedef void (GLAPIENTRY * PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); -typedef GLenum (GLAPIENTRY * PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); -typedef void (GLAPIENTRY * PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); -typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum* bufs); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); -typedef void (GLAPIENTRY * PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); -typedef void (GLAPIENTRY * PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, void *img); -typedef void (GLAPIENTRY * PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, void *img); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void** params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); -typedef void (GLAPIENTRY * PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); -typedef void (GLAPIENTRY * PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void** params); -typedef void (GLAPIENTRY * PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void** params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint* param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void** param); -typedef void (GLAPIENTRY * PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void** param); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); -typedef void * (GLAPIENTRY * PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); -typedef void (GLAPIENTRY * PFNGLMATRIXFRUSTUMEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTDEXTPROC) (GLenum matrixMode, const GLdouble* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTFEXTPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXORTHOEXTPROC) (GLenum matrixMode, GLdouble l, GLdouble r, GLdouble b, GLdouble t, GLdouble n, GLdouble f); -typedef void (GLAPIENTRY * PFNGLMATRIXPOPEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXPUSHEXTPROC) (GLenum matrixMode); -typedef void (GLAPIENTRY * PFNGLMATRIXROTATEDEXTPROC) (GLenum matrixMode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXROTATEFEXTPROC) (GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMATRIXSCALEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXSCALEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint* params); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat* param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint* param); -typedef void (GLAPIENTRY * PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); -typedef GLboolean (GLAPIENTRY * PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); - -#define glBindMultiTextureEXT GLEW_GET_FUN(__glewBindMultiTextureEXT) -#define glCheckNamedFramebufferStatusEXT GLEW_GET_FUN(__glewCheckNamedFramebufferStatusEXT) -#define glClientAttribDefaultEXT GLEW_GET_FUN(__glewClientAttribDefaultEXT) -#define glCompressedMultiTexImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage1DEXT) -#define glCompressedMultiTexImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage2DEXT) -#define glCompressedMultiTexImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexImage3DEXT) -#define glCompressedMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage1DEXT) -#define glCompressedMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage2DEXT) -#define glCompressedMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCompressedMultiTexSubImage3DEXT) -#define glCompressedTextureImage1DEXT GLEW_GET_FUN(__glewCompressedTextureImage1DEXT) -#define glCompressedTextureImage2DEXT GLEW_GET_FUN(__glewCompressedTextureImage2DEXT) -#define glCompressedTextureImage3DEXT GLEW_GET_FUN(__glewCompressedTextureImage3DEXT) -#define glCompressedTextureSubImage1DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage1DEXT) -#define glCompressedTextureSubImage2DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage2DEXT) -#define glCompressedTextureSubImage3DEXT GLEW_GET_FUN(__glewCompressedTextureSubImage3DEXT) -#define glCopyMultiTexImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexImage1DEXT) -#define glCopyMultiTexImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexImage2DEXT) -#define glCopyMultiTexSubImage1DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage1DEXT) -#define glCopyMultiTexSubImage2DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage2DEXT) -#define glCopyMultiTexSubImage3DEXT GLEW_GET_FUN(__glewCopyMultiTexSubImage3DEXT) -#define glCopyTextureImage1DEXT GLEW_GET_FUN(__glewCopyTextureImage1DEXT) -#define glCopyTextureImage2DEXT GLEW_GET_FUN(__glewCopyTextureImage2DEXT) -#define glCopyTextureSubImage1DEXT GLEW_GET_FUN(__glewCopyTextureSubImage1DEXT) -#define glCopyTextureSubImage2DEXT GLEW_GET_FUN(__glewCopyTextureSubImage2DEXT) -#define glCopyTextureSubImage3DEXT GLEW_GET_FUN(__glewCopyTextureSubImage3DEXT) -#define glDisableClientStateIndexedEXT GLEW_GET_FUN(__glewDisableClientStateIndexedEXT) -#define glDisableClientStateiEXT GLEW_GET_FUN(__glewDisableClientStateiEXT) -#define glDisableVertexArrayAttribEXT GLEW_GET_FUN(__glewDisableVertexArrayAttribEXT) -#define glDisableVertexArrayEXT GLEW_GET_FUN(__glewDisableVertexArrayEXT) -#define glEnableClientStateIndexedEXT GLEW_GET_FUN(__glewEnableClientStateIndexedEXT) -#define glEnableClientStateiEXT GLEW_GET_FUN(__glewEnableClientStateiEXT) -#define glEnableVertexArrayAttribEXT GLEW_GET_FUN(__glewEnableVertexArrayAttribEXT) -#define glEnableVertexArrayEXT GLEW_GET_FUN(__glewEnableVertexArrayEXT) -#define glFlushMappedNamedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedNamedBufferRangeEXT) -#define glFramebufferDrawBufferEXT GLEW_GET_FUN(__glewFramebufferDrawBufferEXT) -#define glFramebufferDrawBuffersEXT GLEW_GET_FUN(__glewFramebufferDrawBuffersEXT) -#define glFramebufferReadBufferEXT GLEW_GET_FUN(__glewFramebufferReadBufferEXT) -#define glGenerateMultiTexMipmapEXT GLEW_GET_FUN(__glewGenerateMultiTexMipmapEXT) -#define glGenerateTextureMipmapEXT GLEW_GET_FUN(__glewGenerateTextureMipmapEXT) -#define glGetCompressedMultiTexImageEXT GLEW_GET_FUN(__glewGetCompressedMultiTexImageEXT) -#define glGetCompressedTextureImageEXT GLEW_GET_FUN(__glewGetCompressedTextureImageEXT) -#define glGetDoubleIndexedvEXT GLEW_GET_FUN(__glewGetDoubleIndexedvEXT) -#define glGetDoublei_vEXT GLEW_GET_FUN(__glewGetDoublei_vEXT) -#define glGetFloatIndexedvEXT GLEW_GET_FUN(__glewGetFloatIndexedvEXT) -#define glGetFloati_vEXT GLEW_GET_FUN(__glewGetFloati_vEXT) -#define glGetFramebufferParameterivEXT GLEW_GET_FUN(__glewGetFramebufferParameterivEXT) -#define glGetMultiTexEnvfvEXT GLEW_GET_FUN(__glewGetMultiTexEnvfvEXT) -#define glGetMultiTexEnvivEXT GLEW_GET_FUN(__glewGetMultiTexEnvivEXT) -#define glGetMultiTexGendvEXT GLEW_GET_FUN(__glewGetMultiTexGendvEXT) -#define glGetMultiTexGenfvEXT GLEW_GET_FUN(__glewGetMultiTexGenfvEXT) -#define glGetMultiTexGenivEXT GLEW_GET_FUN(__glewGetMultiTexGenivEXT) -#define glGetMultiTexImageEXT GLEW_GET_FUN(__glewGetMultiTexImageEXT) -#define glGetMultiTexLevelParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterfvEXT) -#define glGetMultiTexLevelParameterivEXT GLEW_GET_FUN(__glewGetMultiTexLevelParameterivEXT) -#define glGetMultiTexParameterIivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIivEXT) -#define glGetMultiTexParameterIuivEXT GLEW_GET_FUN(__glewGetMultiTexParameterIuivEXT) -#define glGetMultiTexParameterfvEXT GLEW_GET_FUN(__glewGetMultiTexParameterfvEXT) -#define glGetMultiTexParameterivEXT GLEW_GET_FUN(__glewGetMultiTexParameterivEXT) -#define glGetNamedBufferParameterivEXT GLEW_GET_FUN(__glewGetNamedBufferParameterivEXT) -#define glGetNamedBufferPointervEXT GLEW_GET_FUN(__glewGetNamedBufferPointervEXT) -#define glGetNamedBufferSubDataEXT GLEW_GET_FUN(__glewGetNamedBufferSubDataEXT) -#define glGetNamedFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetNamedFramebufferAttachmentParameterivEXT) -#define glGetNamedProgramLocalParameterIivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIivEXT) -#define glGetNamedProgramLocalParameterIuivEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterIuivEXT) -#define glGetNamedProgramLocalParameterdvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterdvEXT) -#define glGetNamedProgramLocalParameterfvEXT GLEW_GET_FUN(__glewGetNamedProgramLocalParameterfvEXT) -#define glGetNamedProgramStringEXT GLEW_GET_FUN(__glewGetNamedProgramStringEXT) -#define glGetNamedProgramivEXT GLEW_GET_FUN(__glewGetNamedProgramivEXT) -#define glGetNamedRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetNamedRenderbufferParameterivEXT) -#define glGetPointerIndexedvEXT GLEW_GET_FUN(__glewGetPointerIndexedvEXT) -#define glGetPointeri_vEXT GLEW_GET_FUN(__glewGetPointeri_vEXT) -#define glGetTextureImageEXT GLEW_GET_FUN(__glewGetTextureImageEXT) -#define glGetTextureLevelParameterfvEXT GLEW_GET_FUN(__glewGetTextureLevelParameterfvEXT) -#define glGetTextureLevelParameterivEXT GLEW_GET_FUN(__glewGetTextureLevelParameterivEXT) -#define glGetTextureParameterIivEXT GLEW_GET_FUN(__glewGetTextureParameterIivEXT) -#define glGetTextureParameterIuivEXT GLEW_GET_FUN(__glewGetTextureParameterIuivEXT) -#define glGetTextureParameterfvEXT GLEW_GET_FUN(__glewGetTextureParameterfvEXT) -#define glGetTextureParameterivEXT GLEW_GET_FUN(__glewGetTextureParameterivEXT) -#define glGetVertexArrayIntegeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayIntegeri_vEXT) -#define glGetVertexArrayIntegervEXT GLEW_GET_FUN(__glewGetVertexArrayIntegervEXT) -#define glGetVertexArrayPointeri_vEXT GLEW_GET_FUN(__glewGetVertexArrayPointeri_vEXT) -#define glGetVertexArrayPointervEXT GLEW_GET_FUN(__glewGetVertexArrayPointervEXT) -#define glMapNamedBufferEXT GLEW_GET_FUN(__glewMapNamedBufferEXT) -#define glMapNamedBufferRangeEXT GLEW_GET_FUN(__glewMapNamedBufferRangeEXT) -#define glMatrixFrustumEXT GLEW_GET_FUN(__glewMatrixFrustumEXT) -#define glMatrixLoadIdentityEXT GLEW_GET_FUN(__glewMatrixLoadIdentityEXT) -#define glMatrixLoadTransposedEXT GLEW_GET_FUN(__glewMatrixLoadTransposedEXT) -#define glMatrixLoadTransposefEXT GLEW_GET_FUN(__glewMatrixLoadTransposefEXT) -#define glMatrixLoaddEXT GLEW_GET_FUN(__glewMatrixLoaddEXT) -#define glMatrixLoadfEXT GLEW_GET_FUN(__glewMatrixLoadfEXT) -#define glMatrixMultTransposedEXT GLEW_GET_FUN(__glewMatrixMultTransposedEXT) -#define glMatrixMultTransposefEXT GLEW_GET_FUN(__glewMatrixMultTransposefEXT) -#define glMatrixMultdEXT GLEW_GET_FUN(__glewMatrixMultdEXT) -#define glMatrixMultfEXT GLEW_GET_FUN(__glewMatrixMultfEXT) -#define glMatrixOrthoEXT GLEW_GET_FUN(__glewMatrixOrthoEXT) -#define glMatrixPopEXT GLEW_GET_FUN(__glewMatrixPopEXT) -#define glMatrixPushEXT GLEW_GET_FUN(__glewMatrixPushEXT) -#define glMatrixRotatedEXT GLEW_GET_FUN(__glewMatrixRotatedEXT) -#define glMatrixRotatefEXT GLEW_GET_FUN(__glewMatrixRotatefEXT) -#define glMatrixScaledEXT GLEW_GET_FUN(__glewMatrixScaledEXT) -#define glMatrixScalefEXT GLEW_GET_FUN(__glewMatrixScalefEXT) -#define glMatrixTranslatedEXT GLEW_GET_FUN(__glewMatrixTranslatedEXT) -#define glMatrixTranslatefEXT GLEW_GET_FUN(__glewMatrixTranslatefEXT) -#define glMultiTexBufferEXT GLEW_GET_FUN(__glewMultiTexBufferEXT) -#define glMultiTexCoordPointerEXT GLEW_GET_FUN(__glewMultiTexCoordPointerEXT) -#define glMultiTexEnvfEXT GLEW_GET_FUN(__glewMultiTexEnvfEXT) -#define glMultiTexEnvfvEXT GLEW_GET_FUN(__glewMultiTexEnvfvEXT) -#define glMultiTexEnviEXT GLEW_GET_FUN(__glewMultiTexEnviEXT) -#define glMultiTexEnvivEXT GLEW_GET_FUN(__glewMultiTexEnvivEXT) -#define glMultiTexGendEXT GLEW_GET_FUN(__glewMultiTexGendEXT) -#define glMultiTexGendvEXT GLEW_GET_FUN(__glewMultiTexGendvEXT) -#define glMultiTexGenfEXT GLEW_GET_FUN(__glewMultiTexGenfEXT) -#define glMultiTexGenfvEXT GLEW_GET_FUN(__glewMultiTexGenfvEXT) -#define glMultiTexGeniEXT GLEW_GET_FUN(__glewMultiTexGeniEXT) -#define glMultiTexGenivEXT GLEW_GET_FUN(__glewMultiTexGenivEXT) -#define glMultiTexImage1DEXT GLEW_GET_FUN(__glewMultiTexImage1DEXT) -#define glMultiTexImage2DEXT GLEW_GET_FUN(__glewMultiTexImage2DEXT) -#define glMultiTexImage3DEXT GLEW_GET_FUN(__glewMultiTexImage3DEXT) -#define glMultiTexParameterIivEXT GLEW_GET_FUN(__glewMultiTexParameterIivEXT) -#define glMultiTexParameterIuivEXT GLEW_GET_FUN(__glewMultiTexParameterIuivEXT) -#define glMultiTexParameterfEXT GLEW_GET_FUN(__glewMultiTexParameterfEXT) -#define glMultiTexParameterfvEXT GLEW_GET_FUN(__glewMultiTexParameterfvEXT) -#define glMultiTexParameteriEXT GLEW_GET_FUN(__glewMultiTexParameteriEXT) -#define glMultiTexParameterivEXT GLEW_GET_FUN(__glewMultiTexParameterivEXT) -#define glMultiTexRenderbufferEXT GLEW_GET_FUN(__glewMultiTexRenderbufferEXT) -#define glMultiTexSubImage1DEXT GLEW_GET_FUN(__glewMultiTexSubImage1DEXT) -#define glMultiTexSubImage2DEXT GLEW_GET_FUN(__glewMultiTexSubImage2DEXT) -#define glMultiTexSubImage3DEXT GLEW_GET_FUN(__glewMultiTexSubImage3DEXT) -#define glNamedBufferDataEXT GLEW_GET_FUN(__glewNamedBufferDataEXT) -#define glNamedBufferSubDataEXT GLEW_GET_FUN(__glewNamedBufferSubDataEXT) -#define glNamedCopyBufferSubDataEXT GLEW_GET_FUN(__glewNamedCopyBufferSubDataEXT) -#define glNamedFramebufferRenderbufferEXT GLEW_GET_FUN(__glewNamedFramebufferRenderbufferEXT) -#define glNamedFramebufferTexture1DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture1DEXT) -#define glNamedFramebufferTexture2DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture2DEXT) -#define glNamedFramebufferTexture3DEXT GLEW_GET_FUN(__glewNamedFramebufferTexture3DEXT) -#define glNamedFramebufferTextureEXT GLEW_GET_FUN(__glewNamedFramebufferTextureEXT) -#define glNamedFramebufferTextureFaceEXT GLEW_GET_FUN(__glewNamedFramebufferTextureFaceEXT) -#define glNamedFramebufferTextureLayerEXT GLEW_GET_FUN(__glewNamedFramebufferTextureLayerEXT) -#define glNamedProgramLocalParameter4dEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dEXT) -#define glNamedProgramLocalParameter4dvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4dvEXT) -#define glNamedProgramLocalParameter4fEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fEXT) -#define glNamedProgramLocalParameter4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameter4fvEXT) -#define glNamedProgramLocalParameterI4iEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4iEXT) -#define glNamedProgramLocalParameterI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4ivEXT) -#define glNamedProgramLocalParameterI4uiEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uiEXT) -#define glNamedProgramLocalParameterI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParameterI4uivEXT) -#define glNamedProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewNamedProgramLocalParameters4fvEXT) -#define glNamedProgramLocalParametersI4ivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4ivEXT) -#define glNamedProgramLocalParametersI4uivEXT GLEW_GET_FUN(__glewNamedProgramLocalParametersI4uivEXT) -#define glNamedProgramStringEXT GLEW_GET_FUN(__glewNamedProgramStringEXT) -#define glNamedRenderbufferStorageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageEXT) -#define glNamedRenderbufferStorageMultisampleCoverageEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleCoverageEXT) -#define glNamedRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewNamedRenderbufferStorageMultisampleEXT) -#define glProgramUniform1fEXT GLEW_GET_FUN(__glewProgramUniform1fEXT) -#define glProgramUniform1fvEXT GLEW_GET_FUN(__glewProgramUniform1fvEXT) -#define glProgramUniform1iEXT GLEW_GET_FUN(__glewProgramUniform1iEXT) -#define glProgramUniform1ivEXT GLEW_GET_FUN(__glewProgramUniform1ivEXT) -#define glProgramUniform1uiEXT GLEW_GET_FUN(__glewProgramUniform1uiEXT) -#define glProgramUniform1uivEXT GLEW_GET_FUN(__glewProgramUniform1uivEXT) -#define glProgramUniform2fEXT GLEW_GET_FUN(__glewProgramUniform2fEXT) -#define glProgramUniform2fvEXT GLEW_GET_FUN(__glewProgramUniform2fvEXT) -#define glProgramUniform2iEXT GLEW_GET_FUN(__glewProgramUniform2iEXT) -#define glProgramUniform2ivEXT GLEW_GET_FUN(__glewProgramUniform2ivEXT) -#define glProgramUniform2uiEXT GLEW_GET_FUN(__glewProgramUniform2uiEXT) -#define glProgramUniform2uivEXT GLEW_GET_FUN(__glewProgramUniform2uivEXT) -#define glProgramUniform3fEXT GLEW_GET_FUN(__glewProgramUniform3fEXT) -#define glProgramUniform3fvEXT GLEW_GET_FUN(__glewProgramUniform3fvEXT) -#define glProgramUniform3iEXT GLEW_GET_FUN(__glewProgramUniform3iEXT) -#define glProgramUniform3ivEXT GLEW_GET_FUN(__glewProgramUniform3ivEXT) -#define glProgramUniform3uiEXT GLEW_GET_FUN(__glewProgramUniform3uiEXT) -#define glProgramUniform3uivEXT GLEW_GET_FUN(__glewProgramUniform3uivEXT) -#define glProgramUniform4fEXT GLEW_GET_FUN(__glewProgramUniform4fEXT) -#define glProgramUniform4fvEXT GLEW_GET_FUN(__glewProgramUniform4fvEXT) -#define glProgramUniform4iEXT GLEW_GET_FUN(__glewProgramUniform4iEXT) -#define glProgramUniform4ivEXT GLEW_GET_FUN(__glewProgramUniform4ivEXT) -#define glProgramUniform4uiEXT GLEW_GET_FUN(__glewProgramUniform4uiEXT) -#define glProgramUniform4uivEXT GLEW_GET_FUN(__glewProgramUniform4uivEXT) -#define glProgramUniformMatrix2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2fvEXT) -#define glProgramUniformMatrix2x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x3fvEXT) -#define glProgramUniformMatrix2x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix2x4fvEXT) -#define glProgramUniformMatrix3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3fvEXT) -#define glProgramUniformMatrix3x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x2fvEXT) -#define glProgramUniformMatrix3x4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix3x4fvEXT) -#define glProgramUniformMatrix4fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4fvEXT) -#define glProgramUniformMatrix4x2fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x2fvEXT) -#define glProgramUniformMatrix4x3fvEXT GLEW_GET_FUN(__glewProgramUniformMatrix4x3fvEXT) -#define glPushClientAttribDefaultEXT GLEW_GET_FUN(__glewPushClientAttribDefaultEXT) -#define glTextureBufferEXT GLEW_GET_FUN(__glewTextureBufferEXT) -#define glTextureImage1DEXT GLEW_GET_FUN(__glewTextureImage1DEXT) -#define glTextureImage2DEXT GLEW_GET_FUN(__glewTextureImage2DEXT) -#define glTextureImage3DEXT GLEW_GET_FUN(__glewTextureImage3DEXT) -#define glTextureParameterIivEXT GLEW_GET_FUN(__glewTextureParameterIivEXT) -#define glTextureParameterIuivEXT GLEW_GET_FUN(__glewTextureParameterIuivEXT) -#define glTextureParameterfEXT GLEW_GET_FUN(__glewTextureParameterfEXT) -#define glTextureParameterfvEXT GLEW_GET_FUN(__glewTextureParameterfvEXT) -#define glTextureParameteriEXT GLEW_GET_FUN(__glewTextureParameteriEXT) -#define glTextureParameterivEXT GLEW_GET_FUN(__glewTextureParameterivEXT) -#define glTextureRenderbufferEXT GLEW_GET_FUN(__glewTextureRenderbufferEXT) -#define glTextureSubImage1DEXT GLEW_GET_FUN(__glewTextureSubImage1DEXT) -#define glTextureSubImage2DEXT GLEW_GET_FUN(__glewTextureSubImage2DEXT) -#define glTextureSubImage3DEXT GLEW_GET_FUN(__glewTextureSubImage3DEXT) -#define glUnmapNamedBufferEXT GLEW_GET_FUN(__glewUnmapNamedBufferEXT) -#define glVertexArrayColorOffsetEXT GLEW_GET_FUN(__glewVertexArrayColorOffsetEXT) -#define glVertexArrayEdgeFlagOffsetEXT GLEW_GET_FUN(__glewVertexArrayEdgeFlagOffsetEXT) -#define glVertexArrayFogCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayFogCoordOffsetEXT) -#define glVertexArrayIndexOffsetEXT GLEW_GET_FUN(__glewVertexArrayIndexOffsetEXT) -#define glVertexArrayMultiTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayMultiTexCoordOffsetEXT) -#define glVertexArrayNormalOffsetEXT GLEW_GET_FUN(__glewVertexArrayNormalOffsetEXT) -#define glVertexArraySecondaryColorOffsetEXT GLEW_GET_FUN(__glewVertexArraySecondaryColorOffsetEXT) -#define glVertexArrayTexCoordOffsetEXT GLEW_GET_FUN(__glewVertexArrayTexCoordOffsetEXT) -#define glVertexArrayVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribDivisorEXT) -#define glVertexArrayVertexAttribIOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribIOffsetEXT) -#define glVertexArrayVertexAttribOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribOffsetEXT) -#define glVertexArrayVertexOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexOffsetEXT) - -#define GLEW_EXT_direct_state_access GLEW_GET_VAR(__GLEW_EXT_direct_state_access) - -#endif /* GL_EXT_direct_state_access */ - -/* ----------------------- GL_EXT_discard_framebuffer ---------------------- */ - -#ifndef GL_EXT_discard_framebuffer -#define GL_EXT_discard_framebuffer 1 - -#define GL_COLOR_EXT 0x1800 -#define GL_DEPTH_EXT 0x1801 -#define GL_STENCIL_EXT 0x1802 - -typedef void (GLAPIENTRY * PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum* attachments); - -#define glDiscardFramebufferEXT GLEW_GET_FUN(__glewDiscardFramebufferEXT) - -#define GLEW_EXT_discard_framebuffer GLEW_GET_VAR(__GLEW_EXT_discard_framebuffer) - -#endif /* GL_EXT_discard_framebuffer */ - -/* -------------------------- GL_EXT_draw_buffers -------------------------- */ - -#ifndef GL_EXT_draw_buffers -#define GL_EXT_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 -#define GL_DRAW_BUFFER0_EXT 0x8825 -#define GL_DRAW_BUFFER1_EXT 0x8826 -#define GL_DRAW_BUFFER2_EXT 0x8827 -#define GL_DRAW_BUFFER3_EXT 0x8828 -#define GL_DRAW_BUFFER4_EXT 0x8829 -#define GL_DRAW_BUFFER5_EXT 0x882A -#define GL_DRAW_BUFFER6_EXT 0x882B -#define GL_DRAW_BUFFER7_EXT 0x882C -#define GL_DRAW_BUFFER8_EXT 0x882D -#define GL_DRAW_BUFFER9_EXT 0x882E -#define GL_DRAW_BUFFER10_EXT 0x882F -#define GL_DRAW_BUFFER11_EXT 0x8830 -#define GL_DRAW_BUFFER12_EXT 0x8831 -#define GL_DRAW_BUFFER13_EXT 0x8832 -#define GL_DRAW_BUFFER14_EXT 0x8833 -#define GL_DRAW_BUFFER15_EXT 0x8834 -#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF -#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 -#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 -#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 -#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 -#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 -#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 -#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 -#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 -#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 -#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 -#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA -#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB -#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC -#define GL_COLOR_ATTACHMENT13_EXT 0x8CED -#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE -#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersEXT GLEW_GET_FUN(__glewDrawBuffersEXT) - -#define GLEW_EXT_draw_buffers GLEW_GET_VAR(__GLEW_EXT_draw_buffers) - -#endif /* GL_EXT_draw_buffers */ - -/* -------------------------- GL_EXT_draw_buffers2 ------------------------- */ - -#ifndef GL_EXT_draw_buffers2 -#define GL_EXT_draw_buffers2 1 - -typedef void (GLAPIENTRY * PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); -typedef void (GLAPIENTRY * PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum value, GLuint index, GLboolean* data); -typedef void (GLAPIENTRY * PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum value, GLuint index, GLint* data); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); - -#define glColorMaskIndexedEXT GLEW_GET_FUN(__glewColorMaskIndexedEXT) -#define glDisableIndexedEXT GLEW_GET_FUN(__glewDisableIndexedEXT) -#define glEnableIndexedEXT GLEW_GET_FUN(__glewEnableIndexedEXT) -#define glGetBooleanIndexedvEXT GLEW_GET_FUN(__glewGetBooleanIndexedvEXT) -#define glGetIntegerIndexedvEXT GLEW_GET_FUN(__glewGetIntegerIndexedvEXT) -#define glIsEnabledIndexedEXT GLEW_GET_FUN(__glewIsEnabledIndexedEXT) - -#define GLEW_EXT_draw_buffers2 GLEW_GET_VAR(__GLEW_EXT_draw_buffers2) - -#endif /* GL_EXT_draw_buffers2 */ - -/* ---------------------- GL_EXT_draw_buffers_indexed ---------------------- */ - -#ifndef GL_EXT_draw_buffers_indexed -#define GL_EXT_draw_buffers_indexed 1 - -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); -typedef void (GLAPIENTRY * PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); -typedef void (GLAPIENTRY * PFNGLCOLORMASKIEXTPROC) (GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a); -typedef void (GLAPIENTRY * PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); - -#define glBlendEquationSeparateiEXT GLEW_GET_FUN(__glewBlendEquationSeparateiEXT) -#define glBlendEquationiEXT GLEW_GET_FUN(__glewBlendEquationiEXT) -#define glBlendFuncSeparateiEXT GLEW_GET_FUN(__glewBlendFuncSeparateiEXT) -#define glBlendFunciEXT GLEW_GET_FUN(__glewBlendFunciEXT) -#define glColorMaskiEXT GLEW_GET_FUN(__glewColorMaskiEXT) -#define glDisableiEXT GLEW_GET_FUN(__glewDisableiEXT) -#define glEnableiEXT GLEW_GET_FUN(__glewEnableiEXT) -#define glIsEnablediEXT GLEW_GET_FUN(__glewIsEnablediEXT) - -#define GLEW_EXT_draw_buffers_indexed GLEW_GET_VAR(__GLEW_EXT_draw_buffers_indexed) - -#endif /* GL_EXT_draw_buffers_indexed */ - -/* -------------------- GL_EXT_draw_elements_base_vertex ------------------- */ - -#ifndef GL_EXT_draw_elements_base_vertex -#define GL_EXT_draw_elements_base_vertex 1 - -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount, const GLint *basevertex); - -#define glDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsBaseVertexEXT) -#define glDrawElementsInstancedBaseVertexEXT GLEW_GET_FUN(__glewDrawElementsInstancedBaseVertexEXT) -#define glDrawRangeElementsBaseVertexEXT GLEW_GET_FUN(__glewDrawRangeElementsBaseVertexEXT) -#define glMultiDrawElementsBaseVertexEXT GLEW_GET_FUN(__glewMultiDrawElementsBaseVertexEXT) - -#define GLEW_EXT_draw_elements_base_vertex GLEW_GET_VAR(__GLEW_EXT_draw_elements_base_vertex) - -#endif /* GL_EXT_draw_elements_base_vertex */ - -/* ------------------------- GL_EXT_draw_instanced ------------------------- */ - -#ifndef GL_EXT_draw_instanced -#define GL_EXT_draw_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - -#define glDrawArraysInstancedEXT GLEW_GET_FUN(__glewDrawArraysInstancedEXT) -#define glDrawElementsInstancedEXT GLEW_GET_FUN(__glewDrawElementsInstancedEXT) - -#define GLEW_EXT_draw_instanced GLEW_GET_VAR(__GLEW_EXT_draw_instanced) - -#endif /* GL_EXT_draw_instanced */ - -/* ----------------------- GL_EXT_draw_range_elements ---------------------- */ - -#ifndef GL_EXT_draw_range_elements -#define GL_EXT_draw_range_elements 1 - -#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 -#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 - -typedef void (GLAPIENTRY * PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); - -#define glDrawRangeElementsEXT GLEW_GET_FUN(__glewDrawRangeElementsEXT) - -#define GLEW_EXT_draw_range_elements GLEW_GET_VAR(__GLEW_EXT_draw_range_elements) - -#endif /* GL_EXT_draw_range_elements */ - -/* ------------------------- GL_EXT_external_buffer ------------------------ */ - -#ifndef GL_EXT_external_buffer -#define GL_EXT_external_buffer 1 - -typedef void* GLeglClientBufferEXT; - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); - -#define glBufferStorageExternalEXT GLEW_GET_FUN(__glewBufferStorageExternalEXT) -#define glNamedBufferStorageExternalEXT GLEW_GET_FUN(__glewNamedBufferStorageExternalEXT) - -#define GLEW_EXT_external_buffer GLEW_GET_VAR(__GLEW_EXT_external_buffer) - -#endif /* GL_EXT_external_buffer */ - -/* --------------------------- GL_EXT_float_blend -------------------------- */ - -#ifndef GL_EXT_float_blend -#define GL_EXT_float_blend 1 - -#define GLEW_EXT_float_blend GLEW_GET_VAR(__GLEW_EXT_float_blend) - -#endif /* GL_EXT_float_blend */ - -/* ---------------------------- GL_EXT_fog_coord --------------------------- */ - -#ifndef GL_EXT_fog_coord -#define GL_EXT_fog_coord 1 - -#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 -#define GL_FOG_COORDINATE_EXT 0x8451 -#define GL_FRAGMENT_DEPTH_EXT 0x8452 -#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 -#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 -#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 -#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 -#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 - -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDEXTPROC) (GLdouble coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); - -#define glFogCoordPointerEXT GLEW_GET_FUN(__glewFogCoordPointerEXT) -#define glFogCoorddEXT GLEW_GET_FUN(__glewFogCoorddEXT) -#define glFogCoorddvEXT GLEW_GET_FUN(__glewFogCoorddvEXT) -#define glFogCoordfEXT GLEW_GET_FUN(__glewFogCoordfEXT) -#define glFogCoordfvEXT GLEW_GET_FUN(__glewFogCoordfvEXT) - -#define GLEW_EXT_fog_coord GLEW_GET_VAR(__GLEW_EXT_fog_coord) - -#endif /* GL_EXT_fog_coord */ - -/* --------------------------- GL_EXT_frag_depth --------------------------- */ - -#ifndef GL_EXT_frag_depth -#define GL_EXT_frag_depth 1 - -#define GLEW_EXT_frag_depth GLEW_GET_VAR(__GLEW_EXT_frag_depth) - -#endif /* GL_EXT_frag_depth */ - -/* ------------------------ GL_EXT_fragment_lighting ----------------------- */ - -#ifndef GL_EXT_fragment_lighting -#define GL_EXT_fragment_lighting 1 - -#define GL_FRAGMENT_LIGHTING_EXT 0x8400 -#define GL_FRAGMENT_COLOR_MATERIAL_EXT 0x8401 -#define GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT 0x8402 -#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT 0x8403 -#define GL_MAX_FRAGMENT_LIGHTS_EXT 0x8404 -#define GL_MAX_ACTIVE_LIGHTS_EXT 0x8405 -#define GL_CURRENT_RASTER_NORMAL_EXT 0x8406 -#define GL_LIGHT_ENV_MODE_EXT 0x8407 -#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT 0x8408 -#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT 0x8409 -#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT 0x840A -#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT 0x840B -#define GL_FRAGMENT_LIGHT0_EXT 0x840C -#define GL_FRAGMENT_LIGHT7_EXT 0x8413 - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALEXTPROC) (GLenum face, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFEXTPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVEXTPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIEXTPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVEXTPROC) (GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFEXTPROC) (GLenum light, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIEXTPROC) (GLenum light, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFEXTPROC) (GLenum face, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIEXTPROC) (GLenum face, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVEXTPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVEXTPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVEXTPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVEXTPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLLIGHTENVIEXTPROC) (GLenum pname, GLint param); - -#define glFragmentColorMaterialEXT GLEW_GET_FUN(__glewFragmentColorMaterialEXT) -#define glFragmentLightModelfEXT GLEW_GET_FUN(__glewFragmentLightModelfEXT) -#define glFragmentLightModelfvEXT GLEW_GET_FUN(__glewFragmentLightModelfvEXT) -#define glFragmentLightModeliEXT GLEW_GET_FUN(__glewFragmentLightModeliEXT) -#define glFragmentLightModelivEXT GLEW_GET_FUN(__glewFragmentLightModelivEXT) -#define glFragmentLightfEXT GLEW_GET_FUN(__glewFragmentLightfEXT) -#define glFragmentLightfvEXT GLEW_GET_FUN(__glewFragmentLightfvEXT) -#define glFragmentLightiEXT GLEW_GET_FUN(__glewFragmentLightiEXT) -#define glFragmentLightivEXT GLEW_GET_FUN(__glewFragmentLightivEXT) -#define glFragmentMaterialfEXT GLEW_GET_FUN(__glewFragmentMaterialfEXT) -#define glFragmentMaterialfvEXT GLEW_GET_FUN(__glewFragmentMaterialfvEXT) -#define glFragmentMaterialiEXT GLEW_GET_FUN(__glewFragmentMaterialiEXT) -#define glFragmentMaterialivEXT GLEW_GET_FUN(__glewFragmentMaterialivEXT) -#define glGetFragmentLightfvEXT GLEW_GET_FUN(__glewGetFragmentLightfvEXT) -#define glGetFragmentLightivEXT GLEW_GET_FUN(__glewGetFragmentLightivEXT) -#define glGetFragmentMaterialfvEXT GLEW_GET_FUN(__glewGetFragmentMaterialfvEXT) -#define glGetFragmentMaterialivEXT GLEW_GET_FUN(__glewGetFragmentMaterialivEXT) -#define glLightEnviEXT GLEW_GET_FUN(__glewLightEnviEXT) - -#define GLEW_EXT_fragment_lighting GLEW_GET_VAR(__GLEW_EXT_fragment_lighting) - -#endif /* GL_EXT_fragment_lighting */ - -/* ------------------------ GL_EXT_framebuffer_blit ------------------------ */ - -#ifndef GL_EXT_framebuffer_blit -#define GL_EXT_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferEXT GLEW_GET_FUN(__glewBlitFramebufferEXT) - -#define GLEW_EXT_framebuffer_blit GLEW_GET_VAR(__GLEW_EXT_framebuffer_blit) - -#endif /* GL_EXT_framebuffer_blit */ - -/* --------------------- GL_EXT_framebuffer_multisample -------------------- */ - -#ifndef GL_EXT_framebuffer_multisample -#define GL_EXT_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 -#define GL_MAX_SAMPLES_EXT 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleEXT GLEW_GET_FUN(__glewRenderbufferStorageMultisampleEXT) - -#define GLEW_EXT_framebuffer_multisample GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample) - -#endif /* GL_EXT_framebuffer_multisample */ - -/* --------------- GL_EXT_framebuffer_multisample_blit_scaled -------------- */ - -#ifndef GL_EXT_framebuffer_multisample_blit_scaled -#define GL_EXT_framebuffer_multisample_blit_scaled 1 - -#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA -#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB - -#define GLEW_EXT_framebuffer_multisample_blit_scaled GLEW_GET_VAR(__GLEW_EXT_framebuffer_multisample_blit_scaled) - -#endif /* GL_EXT_framebuffer_multisample_blit_scaled */ - -/* ----------------------- GL_EXT_framebuffer_object ----------------------- */ - -#ifndef GL_EXT_framebuffer_object -#define GL_EXT_framebuffer_object 1 - -#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 -#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 -#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 -#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 -#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 -#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 -#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA -#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB -#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC -#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD -#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF -#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 -#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 -#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 -#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 -#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 -#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 -#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 -#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 -#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 -#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 -#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA -#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB -#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC -#define GL_COLOR_ATTACHMENT13_EXT 0x8CED -#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE -#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF -#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 -#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 -#define GL_FRAMEBUFFER_EXT 0x8D40 -#define GL_RENDERBUFFER_EXT 0x8D41 -#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 -#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 -#define GL_STENCIL_INDEX1_EXT 0x8D46 -#define GL_STENCIL_INDEX4_EXT 0x8D47 -#define GL_STENCIL_INDEX8_EXT 0x8D48 -#define GL_STENCIL_INDEX16_EXT 0x8D49 -#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 -#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 -#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 -#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 -#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 -#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 - -typedef void (GLAPIENTRY * PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); -typedef void (GLAPIENTRY * PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); -typedef GLenum (GLAPIENTRY * PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); -typedef void (GLAPIENTRY * PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint* framebuffers); -typedef void (GLAPIENTRY * PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint* renderbuffers); -typedef void (GLAPIENTRY * PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); -typedef GLboolean (GLAPIENTRY * PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); - -#define glBindFramebufferEXT GLEW_GET_FUN(__glewBindFramebufferEXT) -#define glBindRenderbufferEXT GLEW_GET_FUN(__glewBindRenderbufferEXT) -#define glCheckFramebufferStatusEXT GLEW_GET_FUN(__glewCheckFramebufferStatusEXT) -#define glDeleteFramebuffersEXT GLEW_GET_FUN(__glewDeleteFramebuffersEXT) -#define glDeleteRenderbuffersEXT GLEW_GET_FUN(__glewDeleteRenderbuffersEXT) -#define glFramebufferRenderbufferEXT GLEW_GET_FUN(__glewFramebufferRenderbufferEXT) -#define glFramebufferTexture1DEXT GLEW_GET_FUN(__glewFramebufferTexture1DEXT) -#define glFramebufferTexture2DEXT GLEW_GET_FUN(__glewFramebufferTexture2DEXT) -#define glFramebufferTexture3DEXT GLEW_GET_FUN(__glewFramebufferTexture3DEXT) -#define glGenFramebuffersEXT GLEW_GET_FUN(__glewGenFramebuffersEXT) -#define glGenRenderbuffersEXT GLEW_GET_FUN(__glewGenRenderbuffersEXT) -#define glGenerateMipmapEXT GLEW_GET_FUN(__glewGenerateMipmapEXT) -#define glGetFramebufferAttachmentParameterivEXT GLEW_GET_FUN(__glewGetFramebufferAttachmentParameterivEXT) -#define glGetRenderbufferParameterivEXT GLEW_GET_FUN(__glewGetRenderbufferParameterivEXT) -#define glIsFramebufferEXT GLEW_GET_FUN(__glewIsFramebufferEXT) -#define glIsRenderbufferEXT GLEW_GET_FUN(__glewIsRenderbufferEXT) -#define glRenderbufferStorageEXT GLEW_GET_FUN(__glewRenderbufferStorageEXT) - -#define GLEW_EXT_framebuffer_object GLEW_GET_VAR(__GLEW_EXT_framebuffer_object) - -#endif /* GL_EXT_framebuffer_object */ - -/* ------------------------ GL_EXT_framebuffer_sRGB ------------------------ */ - -#ifndef GL_EXT_framebuffer_sRGB -#define GL_EXT_framebuffer_sRGB 1 - -#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 -#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA - -#define GLEW_EXT_framebuffer_sRGB GLEW_GET_VAR(__GLEW_EXT_framebuffer_sRGB) - -#endif /* GL_EXT_framebuffer_sRGB */ - -/* ----------------------- GL_EXT_geometry_point_size ---------------------- */ - -#ifndef GL_EXT_geometry_point_size -#define GL_EXT_geometry_point_size 1 - -#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E -#define GL_UNDEFINED_VERTEX_EXT 0x8260 -#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F -#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 -#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 -#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 -#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 -#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 - -#define GLEW_EXT_geometry_point_size GLEW_GET_VAR(__GLEW_EXT_geometry_point_size) - -#endif /* GL_EXT_geometry_point_size */ - -/* ------------------------- GL_EXT_geometry_shader ------------------------ */ - -#ifndef GL_EXT_geometry_shader -#define GL_EXT_geometry_shader 1 - -#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E -#define GL_UNDEFINED_VERTEX_EXT 0x8260 -#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F -#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 -#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 -#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 -#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C -#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A -#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD -#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 -#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 -#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 -#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF -#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 -#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 -#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 -#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 - -#define GLEW_EXT_geometry_shader GLEW_GET_VAR(__GLEW_EXT_geometry_shader) - -#endif /* GL_EXT_geometry_shader */ - -/* ------------------------ GL_EXT_geometry_shader4 ------------------------ */ - -#ifndef GL_EXT_geometry_shader4 -#define GL_EXT_geometry_shader4 1 - -#define GL_LINES_ADJACENCY_EXT 0xA -#define GL_LINE_STRIP_ADJACENCY_EXT 0xB -#define GL_TRIANGLES_ADJACENCY_EXT 0xC -#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0xD -#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 -#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B -#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 -#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 -#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 -#define GL_GEOMETRY_SHADER_EXT 0x8DD9 -#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA -#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB -#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC -#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD -#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE -#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF -#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 -#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); - -#define glFramebufferTextureEXT GLEW_GET_FUN(__glewFramebufferTextureEXT) -#define glFramebufferTextureFaceEXT GLEW_GET_FUN(__glewFramebufferTextureFaceEXT) -#define glProgramParameteriEXT GLEW_GET_FUN(__glewProgramParameteriEXT) - -#define GLEW_EXT_geometry_shader4 GLEW_GET_VAR(__GLEW_EXT_geometry_shader4) - -#endif /* GL_EXT_geometry_shader4 */ - -/* --------------------- GL_EXT_gpu_program_parameters --------------------- */ - -#ifndef GL_EXT_gpu_program_parameters -#define GL_EXT_gpu_program_parameters 1 - -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat* params); - -#define glProgramEnvParameters4fvEXT GLEW_GET_FUN(__glewProgramEnvParameters4fvEXT) -#define glProgramLocalParameters4fvEXT GLEW_GET_FUN(__glewProgramLocalParameters4fvEXT) - -#define GLEW_EXT_gpu_program_parameters GLEW_GET_VAR(__GLEW_EXT_gpu_program_parameters) - -#endif /* GL_EXT_gpu_program_parameters */ - -/* --------------------------- GL_EXT_gpu_shader4 -------------------------- */ - -#ifndef GL_EXT_gpu_shader4 -#define GL_EXT_gpu_shader4 1 - -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD -#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 -#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 -#define GL_SAMPLER_BUFFER_EXT 0x8DC2 -#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 -#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 -#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 -#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 -#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 -#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 -#define GL_INT_SAMPLER_1D_EXT 0x8DC9 -#define GL_INT_SAMPLER_2D_EXT 0x8DCA -#define GL_INT_SAMPLER_3D_EXT 0x8DCB -#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC -#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD -#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE -#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF -#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 -#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 -#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 -#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 -#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 -#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 -#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 -#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 -#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 - -typedef void (GLAPIENTRY * PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); -typedef GLint (GLAPIENTRY * PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glBindFragDataLocationEXT GLEW_GET_FUN(__glewBindFragDataLocationEXT) -#define glGetFragDataLocationEXT GLEW_GET_FUN(__glewGetFragDataLocationEXT) -#define glGetUniformuivEXT GLEW_GET_FUN(__glewGetUniformuivEXT) -#define glGetVertexAttribIivEXT GLEW_GET_FUN(__glewGetVertexAttribIivEXT) -#define glGetVertexAttribIuivEXT GLEW_GET_FUN(__glewGetVertexAttribIuivEXT) -#define glUniform1uiEXT GLEW_GET_FUN(__glewUniform1uiEXT) -#define glUniform1uivEXT GLEW_GET_FUN(__glewUniform1uivEXT) -#define glUniform2uiEXT GLEW_GET_FUN(__glewUniform2uiEXT) -#define glUniform2uivEXT GLEW_GET_FUN(__glewUniform2uivEXT) -#define glUniform3uiEXT GLEW_GET_FUN(__glewUniform3uiEXT) -#define glUniform3uivEXT GLEW_GET_FUN(__glewUniform3uivEXT) -#define glUniform4uiEXT GLEW_GET_FUN(__glewUniform4uiEXT) -#define glUniform4uivEXT GLEW_GET_FUN(__glewUniform4uivEXT) -#define glVertexAttribI1iEXT GLEW_GET_FUN(__glewVertexAttribI1iEXT) -#define glVertexAttribI1ivEXT GLEW_GET_FUN(__glewVertexAttribI1ivEXT) -#define glVertexAttribI1uiEXT GLEW_GET_FUN(__glewVertexAttribI1uiEXT) -#define glVertexAttribI1uivEXT GLEW_GET_FUN(__glewVertexAttribI1uivEXT) -#define glVertexAttribI2iEXT GLEW_GET_FUN(__glewVertexAttribI2iEXT) -#define glVertexAttribI2ivEXT GLEW_GET_FUN(__glewVertexAttribI2ivEXT) -#define glVertexAttribI2uiEXT GLEW_GET_FUN(__glewVertexAttribI2uiEXT) -#define glVertexAttribI2uivEXT GLEW_GET_FUN(__glewVertexAttribI2uivEXT) -#define glVertexAttribI3iEXT GLEW_GET_FUN(__glewVertexAttribI3iEXT) -#define glVertexAttribI3ivEXT GLEW_GET_FUN(__glewVertexAttribI3ivEXT) -#define glVertexAttribI3uiEXT GLEW_GET_FUN(__glewVertexAttribI3uiEXT) -#define glVertexAttribI3uivEXT GLEW_GET_FUN(__glewVertexAttribI3uivEXT) -#define glVertexAttribI4bvEXT GLEW_GET_FUN(__glewVertexAttribI4bvEXT) -#define glVertexAttribI4iEXT GLEW_GET_FUN(__glewVertexAttribI4iEXT) -#define glVertexAttribI4ivEXT GLEW_GET_FUN(__glewVertexAttribI4ivEXT) -#define glVertexAttribI4svEXT GLEW_GET_FUN(__glewVertexAttribI4svEXT) -#define glVertexAttribI4ubvEXT GLEW_GET_FUN(__glewVertexAttribI4ubvEXT) -#define glVertexAttribI4uiEXT GLEW_GET_FUN(__glewVertexAttribI4uiEXT) -#define glVertexAttribI4uivEXT GLEW_GET_FUN(__glewVertexAttribI4uivEXT) -#define glVertexAttribI4usvEXT GLEW_GET_FUN(__glewVertexAttribI4usvEXT) -#define glVertexAttribIPointerEXT GLEW_GET_FUN(__glewVertexAttribIPointerEXT) - -#define GLEW_EXT_gpu_shader4 GLEW_GET_VAR(__GLEW_EXT_gpu_shader4) - -#endif /* GL_EXT_gpu_shader4 */ - -/* --------------------------- GL_EXT_gpu_shader5 -------------------------- */ - -#ifndef GL_EXT_gpu_shader5 -#define GL_EXT_gpu_shader5 1 - -#define GLEW_EXT_gpu_shader5 GLEW_GET_VAR(__GLEW_EXT_gpu_shader5) - -#endif /* GL_EXT_gpu_shader5 */ - -/* ---------------------------- GL_EXT_histogram --------------------------- */ - -#ifndef GL_EXT_histogram -#define GL_EXT_histogram 1 - -#define GL_HISTOGRAM_EXT 0x8024 -#define GL_PROXY_HISTOGRAM_EXT 0x8025 -#define GL_HISTOGRAM_WIDTH_EXT 0x8026 -#define GL_HISTOGRAM_FORMAT_EXT 0x8027 -#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 -#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 -#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A -#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B -#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C -#define GL_HISTOGRAM_SINK_EXT 0x802D -#define GL_MINMAX_EXT 0x802E -#define GL_MINMAX_FORMAT_EXT 0x802F -#define GL_MINMAX_SINK_EXT 0x8030 - -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); -typedef void (GLAPIENTRY * PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLRESETMINMAXEXTPROC) (GLenum target); - -#define glGetHistogramEXT GLEW_GET_FUN(__glewGetHistogramEXT) -#define glGetHistogramParameterfvEXT GLEW_GET_FUN(__glewGetHistogramParameterfvEXT) -#define glGetHistogramParameterivEXT GLEW_GET_FUN(__glewGetHistogramParameterivEXT) -#define glGetMinmaxEXT GLEW_GET_FUN(__glewGetMinmaxEXT) -#define glGetMinmaxParameterfvEXT GLEW_GET_FUN(__glewGetMinmaxParameterfvEXT) -#define glGetMinmaxParameterivEXT GLEW_GET_FUN(__glewGetMinmaxParameterivEXT) -#define glHistogramEXT GLEW_GET_FUN(__glewHistogramEXT) -#define glMinmaxEXT GLEW_GET_FUN(__glewMinmaxEXT) -#define glResetHistogramEXT GLEW_GET_FUN(__glewResetHistogramEXT) -#define glResetMinmaxEXT GLEW_GET_FUN(__glewResetMinmaxEXT) - -#define GLEW_EXT_histogram GLEW_GET_VAR(__GLEW_EXT_histogram) - -#endif /* GL_EXT_histogram */ - -/* ----------------------- GL_EXT_index_array_formats ---------------------- */ - -#ifndef GL_EXT_index_array_formats -#define GL_EXT_index_array_formats 1 - -#define GLEW_EXT_index_array_formats GLEW_GET_VAR(__GLEW_EXT_index_array_formats) - -#endif /* GL_EXT_index_array_formats */ - -/* --------------------------- GL_EXT_index_func --------------------------- */ - -#ifndef GL_EXT_index_func -#define GL_EXT_index_func 1 - -typedef void (GLAPIENTRY * PFNGLINDEXFUNCEXTPROC) (GLenum func, GLfloat ref); - -#define glIndexFuncEXT GLEW_GET_FUN(__glewIndexFuncEXT) - -#define GLEW_EXT_index_func GLEW_GET_VAR(__GLEW_EXT_index_func) - -#endif /* GL_EXT_index_func */ - -/* ------------------------- GL_EXT_index_material ------------------------- */ - -#ifndef GL_EXT_index_material -#define GL_EXT_index_material 1 - -typedef void (GLAPIENTRY * PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); - -#define glIndexMaterialEXT GLEW_GET_FUN(__glewIndexMaterialEXT) - -#define GLEW_EXT_index_material GLEW_GET_VAR(__GLEW_EXT_index_material) - -#endif /* GL_EXT_index_material */ - -/* -------------------------- GL_EXT_index_texture ------------------------- */ - -#ifndef GL_EXT_index_texture -#define GL_EXT_index_texture 1 - -#define GLEW_EXT_index_texture GLEW_GET_VAR(__GLEW_EXT_index_texture) - -#endif /* GL_EXT_index_texture */ - -/* ------------------------ GL_EXT_instanced_arrays ------------------------ */ - -#ifndef GL_EXT_instanced_arrays -#define GL_EXT_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisorEXT GLEW_GET_FUN(__glewVertexAttribDivisorEXT) - -#define GLEW_EXT_instanced_arrays GLEW_GET_VAR(__GLEW_EXT_instanced_arrays) - -#endif /* GL_EXT_instanced_arrays */ - -/* -------------------------- GL_EXT_light_texture ------------------------- */ - -#ifndef GL_EXT_light_texture -#define GL_EXT_light_texture 1 - -#define GL_FRAGMENT_MATERIAL_EXT 0x8349 -#define GL_FRAGMENT_NORMAL_EXT 0x834A -#define GL_FRAGMENT_COLOR_EXT 0x834C -#define GL_ATTENUATION_EXT 0x834D -#define GL_SHADOW_ATTENUATION_EXT 0x834E -#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F -#define GL_TEXTURE_LIGHT_EXT 0x8350 -#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 -#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 - -typedef void (GLAPIENTRY * PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); -typedef void (GLAPIENTRY * PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); -typedef void (GLAPIENTRY * PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); - -#define glApplyTextureEXT GLEW_GET_FUN(__glewApplyTextureEXT) -#define glTextureLightEXT GLEW_GET_FUN(__glewTextureLightEXT) -#define glTextureMaterialEXT GLEW_GET_FUN(__glewTextureMaterialEXT) - -#define GLEW_EXT_light_texture GLEW_GET_VAR(__GLEW_EXT_light_texture) - -#endif /* GL_EXT_light_texture */ - -/* ------------------------ GL_EXT_map_buffer_range ------------------------ */ - -#ifndef GL_EXT_map_buffer_range -#define GL_EXT_map_buffer_range 1 - -#define GL_MAP_READ_BIT_EXT 0x0001 -#define GL_MAP_WRITE_BIT_EXT 0x0002 -#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 -#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 -#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 -#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 - -typedef void (GLAPIENTRY * PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); -typedef void * (GLAPIENTRY * PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); - -#define glFlushMappedBufferRangeEXT GLEW_GET_FUN(__glewFlushMappedBufferRangeEXT) -#define glMapBufferRangeEXT GLEW_GET_FUN(__glewMapBufferRangeEXT) - -#define GLEW_EXT_map_buffer_range GLEW_GET_VAR(__GLEW_EXT_map_buffer_range) - -#endif /* GL_EXT_map_buffer_range */ - -/* -------------------------- GL_EXT_memory_object ------------------------- */ - -#ifndef GL_EXT_memory_object -#define GL_EXT_memory_object 1 - -#define GL_UUID_SIZE_EXT 16 -#define GL_TEXTURE_TILING_EXT 0x9580 -#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 -#define GL_NUM_TILING_TYPES_EXT 0x9582 -#define GL_TILING_TYPES_EXT 0x9583 -#define GL_OPTIMAL_TILING_EXT 0x9584 -#define GL_LINEAR_TILING_EXT 0x9585 -#define GL_LAYOUT_GENERAL_EXT 0x958D -#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E -#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F -#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 -#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 -#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 -#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 -#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 -#define GL_DEVICE_UUID_EXT 0x9597 -#define GL_DRIVER_UUID_EXT 0x9598 -#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B - -typedef void (GLAPIENTRY * PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint* memoryObjects); -typedef void (GLAPIENTRY * PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint* memoryObjects); -typedef void (GLAPIENTRY * PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte* data); -typedef void (GLAPIENTRY * PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte* data); -typedef GLboolean (GLAPIENTRY * PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); -typedef void (GLAPIENTRY * PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); - -#define glBufferStorageMemEXT GLEW_GET_FUN(__glewBufferStorageMemEXT) -#define glCreateMemoryObjectsEXT GLEW_GET_FUN(__glewCreateMemoryObjectsEXT) -#define glDeleteMemoryObjectsEXT GLEW_GET_FUN(__glewDeleteMemoryObjectsEXT) -#define glGetMemoryObjectParameterivEXT GLEW_GET_FUN(__glewGetMemoryObjectParameterivEXT) -#define glGetUnsignedBytei_vEXT GLEW_GET_FUN(__glewGetUnsignedBytei_vEXT) -#define glGetUnsignedBytevEXT GLEW_GET_FUN(__glewGetUnsignedBytevEXT) -#define glIsMemoryObjectEXT GLEW_GET_FUN(__glewIsMemoryObjectEXT) -#define glMemoryObjectParameterivEXT GLEW_GET_FUN(__glewMemoryObjectParameterivEXT) -#define glNamedBufferStorageMemEXT GLEW_GET_FUN(__glewNamedBufferStorageMemEXT) -#define glTexStorageMem1DEXT GLEW_GET_FUN(__glewTexStorageMem1DEXT) -#define glTexStorageMem2DEXT GLEW_GET_FUN(__glewTexStorageMem2DEXT) -#define glTexStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem2DMultisampleEXT) -#define glTexStorageMem3DEXT GLEW_GET_FUN(__glewTexStorageMem3DEXT) -#define glTexStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTexStorageMem3DMultisampleEXT) -#define glTextureStorageMem1DEXT GLEW_GET_FUN(__glewTextureStorageMem1DEXT) -#define glTextureStorageMem2DEXT GLEW_GET_FUN(__glewTextureStorageMem2DEXT) -#define glTextureStorageMem2DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem2DMultisampleEXT) -#define glTextureStorageMem3DEXT GLEW_GET_FUN(__glewTextureStorageMem3DEXT) -#define glTextureStorageMem3DMultisampleEXT GLEW_GET_FUN(__glewTextureStorageMem3DMultisampleEXT) - -#define GLEW_EXT_memory_object GLEW_GET_VAR(__GLEW_EXT_memory_object) - -#endif /* GL_EXT_memory_object */ - -/* ------------------------ GL_EXT_memory_object_fd ------------------------ */ - -#ifndef GL_EXT_memory_object_fd -#define GL_EXT_memory_object_fd 1 - -#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 - -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); - -#define glImportMemoryFdEXT GLEW_GET_FUN(__glewImportMemoryFdEXT) - -#define GLEW_EXT_memory_object_fd GLEW_GET_VAR(__GLEW_EXT_memory_object_fd) - -#endif /* GL_EXT_memory_object_fd */ - -/* ----------------------- GL_EXT_memory_object_win32 ---------------------- */ - -#ifndef GL_EXT_memory_object_win32 -#define GL_EXT_memory_object_win32 1 - -#define GL_LUID_SIZE_EXT 8 -#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 -#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 -#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 -#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A -#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B -#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C -#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 -#define GL_D3D12_FENCE_VALUE_EXT 0x9595 -#define GL_DEVICE_LUID_EXT 0x9599 -#define GL_DEVICE_NODE_MASK_EXT 0x959A - -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); -typedef void (GLAPIENTRY * PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); - -#define glImportMemoryWin32HandleEXT GLEW_GET_FUN(__glewImportMemoryWin32HandleEXT) -#define glImportMemoryWin32NameEXT GLEW_GET_FUN(__glewImportMemoryWin32NameEXT) - -#define GLEW_EXT_memory_object_win32 GLEW_GET_VAR(__GLEW_EXT_memory_object_win32) - -#endif /* GL_EXT_memory_object_win32 */ - -/* ------------------------- GL_EXT_misc_attribute ------------------------- */ - -#ifndef GL_EXT_misc_attribute -#define GL_EXT_misc_attribute 1 - -#define GLEW_EXT_misc_attribute GLEW_GET_VAR(__GLEW_EXT_misc_attribute) - -#endif /* GL_EXT_misc_attribute */ - -/* ------------------------ GL_EXT_multi_draw_arrays ----------------------- */ - -#ifndef GL_EXT_multi_draw_arrays -#define GL_EXT_multi_draw_arrays 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint* first, const GLsizei *count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, GLsizei* count, GLenum type, const void *const *indices, GLsizei primcount); - -#define glMultiDrawArraysEXT GLEW_GET_FUN(__glewMultiDrawArraysEXT) -#define glMultiDrawElementsEXT GLEW_GET_FUN(__glewMultiDrawElementsEXT) - -#define GLEW_EXT_multi_draw_arrays GLEW_GET_VAR(__GLEW_EXT_multi_draw_arrays) - -#endif /* GL_EXT_multi_draw_arrays */ - -/* ----------------------- GL_EXT_multi_draw_indirect ---------------------- */ - -#ifndef GL_EXT_multi_draw_indirect -#define GL_EXT_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); - -#define glMultiDrawArraysIndirectEXT GLEW_GET_FUN(__glewMultiDrawArraysIndirectEXT) -#define glMultiDrawElementsIndirectEXT GLEW_GET_FUN(__glewMultiDrawElementsIndirectEXT) - -#define GLEW_EXT_multi_draw_indirect GLEW_GET_VAR(__GLEW_EXT_multi_draw_indirect) - -#endif /* GL_EXT_multi_draw_indirect */ - -/* ------------------------ GL_EXT_multiple_textures ----------------------- */ - -#ifndef GL_EXT_multiple_textures -#define GL_EXT_multiple_textures 1 - -#define GLEW_EXT_multiple_textures GLEW_GET_VAR(__GLEW_EXT_multiple_textures) - -#endif /* GL_EXT_multiple_textures */ - -/* --------------------------- GL_EXT_multisample -------------------------- */ - -#ifndef GL_EXT_multisample -#define GL_EXT_multisample 1 - -#define GL_MULTISAMPLE_EXT 0x809D -#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F -#define GL_SAMPLE_MASK_EXT 0x80A0 -#define GL_1PASS_EXT 0x80A1 -#define GL_2PASS_0_EXT 0x80A2 -#define GL_2PASS_1_EXT 0x80A3 -#define GL_4PASS_0_EXT 0x80A4 -#define GL_4PASS_1_EXT 0x80A5 -#define GL_4PASS_2_EXT 0x80A6 -#define GL_4PASS_3_EXT 0x80A7 -#define GL_SAMPLE_BUFFERS_EXT 0x80A8 -#define GL_SAMPLES_EXT 0x80A9 -#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA -#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB -#define GL_SAMPLE_PATTERN_EXT 0x80AC -#define GL_MULTISAMPLE_BIT_EXT 0x20000000 - -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); - -#define glSampleMaskEXT GLEW_GET_FUN(__glewSampleMaskEXT) -#define glSamplePatternEXT GLEW_GET_FUN(__glewSamplePatternEXT) - -#define GLEW_EXT_multisample GLEW_GET_VAR(__GLEW_EXT_multisample) - -#endif /* GL_EXT_multisample */ - -/* -------------------- GL_EXT_multisample_compatibility ------------------- */ - -#ifndef GL_EXT_multisample_compatibility -#define GL_EXT_multisample_compatibility 1 - -#define GL_MULTISAMPLE_EXT 0x809D -#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F - -#define GLEW_EXT_multisample_compatibility GLEW_GET_VAR(__GLEW_EXT_multisample_compatibility) - -#endif /* GL_EXT_multisample_compatibility */ - -/* ----------------- GL_EXT_multisampled_render_to_texture ----------------- */ - -#ifndef GL_EXT_multisampled_render_to_texture -#define GL_EXT_multisampled_render_to_texture 1 - -#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 -#define GL_MAX_SAMPLES_EXT 0x8D57 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); - -#define glFramebufferTexture2DMultisampleEXT GLEW_GET_FUN(__glewFramebufferTexture2DMultisampleEXT) - -#define GLEW_EXT_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture) - -#endif /* GL_EXT_multisampled_render_to_texture */ - -/* ----------------- GL_EXT_multisampled_render_to_texture2 ---------------- */ - -#ifndef GL_EXT_multisampled_render_to_texture2 -#define GL_EXT_multisampled_render_to_texture2 1 - -#define GLEW_EXT_multisampled_render_to_texture2 GLEW_GET_VAR(__GLEW_EXT_multisampled_render_to_texture2) - -#endif /* GL_EXT_multisampled_render_to_texture2 */ - -/* --------------------- GL_EXT_multiview_draw_buffers --------------------- */ - -#ifndef GL_EXT_multiview_draw_buffers -#define GL_EXT_multiview_draw_buffers 1 - -#define GL_DRAW_BUFFER_EXT 0x0C01 -#define GL_READ_BUFFER_EXT 0x0C02 -#define GL_COLOR_ATTACHMENT_EXT 0x90F0 -#define GL_MULTIVIEW_EXT 0x90F1 -#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum* location, const GLint *indices); -typedef void (GLAPIENTRY * PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint* data); -typedef void (GLAPIENTRY * PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); - -#define glDrawBuffersIndexedEXT GLEW_GET_FUN(__glewDrawBuffersIndexedEXT) -#define glGetIntegeri_vEXT GLEW_GET_FUN(__glewGetIntegeri_vEXT) -#define glReadBufferIndexedEXT GLEW_GET_FUN(__glewReadBufferIndexedEXT) - -#define GLEW_EXT_multiview_draw_buffers GLEW_GET_VAR(__GLEW_EXT_multiview_draw_buffers) - -#endif /* GL_EXT_multiview_draw_buffers */ - -/* ---------------------- GL_EXT_packed_depth_stencil ---------------------- */ - -#ifndef GL_EXT_packed_depth_stencil -#define GL_EXT_packed_depth_stencil 1 - -#define GL_DEPTH_STENCIL_EXT 0x84F9 -#define GL_UNSIGNED_INT_24_8_EXT 0x84FA -#define GL_DEPTH24_STENCIL8_EXT 0x88F0 -#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 - -#define GLEW_EXT_packed_depth_stencil GLEW_GET_VAR(__GLEW_EXT_packed_depth_stencil) - -#endif /* GL_EXT_packed_depth_stencil */ - -/* -------------------------- GL_EXT_packed_float -------------------------- */ - -#ifndef GL_EXT_packed_float -#define GL_EXT_packed_float 1 - -#define GL_R11F_G11F_B10F_EXT 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B -#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C - -#define GLEW_EXT_packed_float GLEW_GET_VAR(__GLEW_EXT_packed_float) - -#endif /* GL_EXT_packed_float */ - -/* -------------------------- GL_EXT_packed_pixels ------------------------- */ - -#ifndef GL_EXT_packed_pixels -#define GL_EXT_packed_pixels 1 - -#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 -#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 -#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 -#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 - -#define GLEW_EXT_packed_pixels GLEW_GET_VAR(__GLEW_EXT_packed_pixels) - -#endif /* GL_EXT_packed_pixels */ - -/* ------------------------ GL_EXT_paletted_texture ------------------------ */ - -#ifndef GL_EXT_paletted_texture -#define GL_EXT_paletted_texture 1 - -#define GL_TEXTURE_1D 0x0DE0 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_COLOR_TABLE_FORMAT_EXT 0x80D8 -#define GL_COLOR_TABLE_WIDTH_EXT 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE_EXT 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE_EXT 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE_EXT 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE_EXT 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF -#define GL_COLOR_INDEX1_EXT 0x80E2 -#define GL_COLOR_INDEX2_EXT 0x80E3 -#define GL_COLOR_INDEX4_EXT 0x80E4 -#define GL_COLOR_INDEX8_EXT 0x80E5 -#define GL_COLOR_INDEX12_EXT 0x80E6 -#define GL_COLOR_INDEX16_EXT 0x80E7 -#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED -#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 -#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B - -typedef void (GLAPIENTRY * PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *data); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint* params); - -#define glColorTableEXT GLEW_GET_FUN(__glewColorTableEXT) -#define glGetColorTableEXT GLEW_GET_FUN(__glewGetColorTableEXT) -#define glGetColorTableParameterfvEXT GLEW_GET_FUN(__glewGetColorTableParameterfvEXT) -#define glGetColorTableParameterivEXT GLEW_GET_FUN(__glewGetColorTableParameterivEXT) - -#define GLEW_EXT_paletted_texture GLEW_GET_VAR(__GLEW_EXT_paletted_texture) - -#endif /* GL_EXT_paletted_texture */ - -/* ----------------------- GL_EXT_pixel_buffer_object ---------------------- */ - -#ifndef GL_EXT_pixel_buffer_object -#define GL_EXT_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF - -#define GLEW_EXT_pixel_buffer_object GLEW_GET_VAR(__GLEW_EXT_pixel_buffer_object) - -#endif /* GL_EXT_pixel_buffer_object */ - -/* ------------------------- GL_EXT_pixel_transform ------------------------ */ - -#ifndef GL_EXT_pixel_transform -#define GL_EXT_pixel_transform 1 - -#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 -#define GL_PIXEL_MAG_FILTER_EXT 0x8331 -#define GL_PIXEL_MIN_FILTER_EXT 0x8332 -#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 -#define GL_CUBIC_EXT 0x8334 -#define GL_AVERAGE_EXT 0x8335 -#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 -#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 -#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 - -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glGetPixelTransformParameterfvEXT GLEW_GET_FUN(__glewGetPixelTransformParameterfvEXT) -#define glGetPixelTransformParameterivEXT GLEW_GET_FUN(__glewGetPixelTransformParameterivEXT) -#define glPixelTransformParameterfEXT GLEW_GET_FUN(__glewPixelTransformParameterfEXT) -#define glPixelTransformParameterfvEXT GLEW_GET_FUN(__glewPixelTransformParameterfvEXT) -#define glPixelTransformParameteriEXT GLEW_GET_FUN(__glewPixelTransformParameteriEXT) -#define glPixelTransformParameterivEXT GLEW_GET_FUN(__glewPixelTransformParameterivEXT) - -#define GLEW_EXT_pixel_transform GLEW_GET_VAR(__GLEW_EXT_pixel_transform) - -#endif /* GL_EXT_pixel_transform */ - -/* ------------------- GL_EXT_pixel_transform_color_table ------------------ */ - -#ifndef GL_EXT_pixel_transform_color_table -#define GL_EXT_pixel_transform_color_table 1 - -#define GLEW_EXT_pixel_transform_color_table GLEW_GET_VAR(__GLEW_EXT_pixel_transform_color_table) - -#endif /* GL_EXT_pixel_transform_color_table */ - -/* ------------------------ GL_EXT_point_parameters ------------------------ */ - -#ifndef GL_EXT_point_parameters -#define GL_EXT_point_parameters 1 - -#define GL_POINT_SIZE_MIN_EXT 0x8126 -#define GL_POINT_SIZE_MAX_EXT 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 -#define GL_DISTANCE_ATTENUATION_EXT 0x8129 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat* params); - -#define glPointParameterfEXT GLEW_GET_FUN(__glewPointParameterfEXT) -#define glPointParameterfvEXT GLEW_GET_FUN(__glewPointParameterfvEXT) - -#define GLEW_EXT_point_parameters GLEW_GET_VAR(__GLEW_EXT_point_parameters) - -#endif /* GL_EXT_point_parameters */ - -/* ------------------------- GL_EXT_polygon_offset ------------------------- */ - -#ifndef GL_EXT_polygon_offset -#define GL_EXT_polygon_offset 1 - -#define GL_POLYGON_OFFSET_EXT 0x8037 -#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 -#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); - -#define glPolygonOffsetEXT GLEW_GET_FUN(__glewPolygonOffsetEXT) - -#define GLEW_EXT_polygon_offset GLEW_GET_VAR(__GLEW_EXT_polygon_offset) - -#endif /* GL_EXT_polygon_offset */ - -/* ---------------------- GL_EXT_polygon_offset_clamp ---------------------- */ - -#ifndef GL_EXT_polygon_offset_clamp -#define GL_EXT_polygon_offset_clamp 1 - -#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B - -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); - -#define glPolygonOffsetClampEXT GLEW_GET_FUN(__glewPolygonOffsetClampEXT) - -#define GLEW_EXT_polygon_offset_clamp GLEW_GET_VAR(__GLEW_EXT_polygon_offset_clamp) - -#endif /* GL_EXT_polygon_offset_clamp */ - -/* ----------------------- GL_EXT_post_depth_coverage ---------------------- */ - -#ifndef GL_EXT_post_depth_coverage -#define GL_EXT_post_depth_coverage 1 - -#define GLEW_EXT_post_depth_coverage GLEW_GET_VAR(__GLEW_EXT_post_depth_coverage) - -#endif /* GL_EXT_post_depth_coverage */ - -/* ------------------------ GL_EXT_provoking_vertex ------------------------ */ - -#ifndef GL_EXT_provoking_vertex -#define GL_EXT_provoking_vertex 1 - -#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C -#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D -#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E -#define GL_PROVOKING_VERTEX_EXT 0x8E4F - -typedef void (GLAPIENTRY * PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); - -#define glProvokingVertexEXT GLEW_GET_FUN(__glewProvokingVertexEXT) - -#define GLEW_EXT_provoking_vertex GLEW_GET_VAR(__GLEW_EXT_provoking_vertex) - -#endif /* GL_EXT_provoking_vertex */ - -/* --------------------------- GL_EXT_pvrtc_sRGB --------------------------- */ - -#ifndef GL_EXT_pvrtc_sRGB -#define GL_EXT_pvrtc_sRGB 1 - -#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 -#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 -#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 -#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 - -#define GLEW_EXT_pvrtc_sRGB GLEW_GET_VAR(__GLEW_EXT_pvrtc_sRGB) - -#endif /* GL_EXT_pvrtc_sRGB */ - -/* ----------------------- GL_EXT_raster_multisample ----------------------- */ - -#ifndef GL_EXT_raster_multisample -#define GL_EXT_raster_multisample 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 -#define GL_RASTER_MULTISAMPLE_EXT 0x9327 -#define GL_RASTER_SAMPLES_EXT 0x9328 -#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 -#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A -#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B -#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C -#define GL_DEPTH_SAMPLES_NV 0x932D -#define GL_STENCIL_SAMPLES_NV 0x932E -#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F -#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 -#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 -#define GL_COVERAGE_MODULATION_NV 0x9332 -#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 - -typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); -typedef void (GLAPIENTRY * PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufsize, GLfloat* v); -typedef void (GLAPIENTRY * PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); - -#define glCoverageModulationNV GLEW_GET_FUN(__glewCoverageModulationNV) -#define glCoverageModulationTableNV GLEW_GET_FUN(__glewCoverageModulationTableNV) -#define glGetCoverageModulationTableNV GLEW_GET_FUN(__glewGetCoverageModulationTableNV) -#define glRasterSamplesEXT GLEW_GET_FUN(__glewRasterSamplesEXT) - -#define GLEW_EXT_raster_multisample GLEW_GET_VAR(__GLEW_EXT_raster_multisample) - -#endif /* GL_EXT_raster_multisample */ - -/* ------------------------ GL_EXT_read_format_bgra ------------------------ */ - -#ifndef GL_EXT_read_format_bgra -#define GL_EXT_read_format_bgra 1 - -#define GL_BGRA_EXT 0x80E1 -#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 -#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 - -#define GLEW_EXT_read_format_bgra GLEW_GET_VAR(__GLEW_EXT_read_format_bgra) - -#endif /* GL_EXT_read_format_bgra */ - -/* -------------------------- GL_EXT_render_snorm -------------------------- */ - -#ifndef GL_EXT_render_snorm -#define GL_EXT_render_snorm 1 - -#define GL_BYTE 0x1400 -#define GL_SHORT 0x1402 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM_EXT 0x8F98 -#define GL_RG16_SNORM_EXT 0x8F99 -#define GL_RGBA16_SNORM_EXT 0x8F9B - -#define GLEW_EXT_render_snorm GLEW_GET_VAR(__GLEW_EXT_render_snorm) - -#endif /* GL_EXT_render_snorm */ - -/* ------------------------- GL_EXT_rescale_normal ------------------------- */ - -#ifndef GL_EXT_rescale_normal -#define GL_EXT_rescale_normal 1 - -#define GL_RESCALE_NORMAL_EXT 0x803A - -#define GLEW_EXT_rescale_normal GLEW_GET_VAR(__GLEW_EXT_rescale_normal) - -#endif /* GL_EXT_rescale_normal */ - -/* ------------------------------ GL_EXT_sRGB ------------------------------ */ - -#ifndef GL_EXT_sRGB -#define GL_EXT_sRGB 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 -#define GL_SRGB_EXT 0x8C40 -#define GL_SRGB_ALPHA_EXT 0x8C42 -#define GL_SRGB8_ALPHA8_EXT 0x8C43 - -#define GLEW_EXT_sRGB GLEW_GET_VAR(__GLEW_EXT_sRGB) - -#endif /* GL_EXT_sRGB */ - -/* ----------------------- GL_EXT_sRGB_write_control ----------------------- */ - -#ifndef GL_EXT_sRGB_write_control -#define GL_EXT_sRGB_write_control 1 - -#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 - -#define GLEW_EXT_sRGB_write_control GLEW_GET_VAR(__GLEW_EXT_sRGB_write_control) - -#endif /* GL_EXT_sRGB_write_control */ - -/* -------------------------- GL_EXT_scene_marker -------------------------- */ - -#ifndef GL_EXT_scene_marker -#define GL_EXT_scene_marker 1 - -typedef void (GLAPIENTRY * PFNGLBEGINSCENEEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLENDSCENEEXTPROC) (void); - -#define glBeginSceneEXT GLEW_GET_FUN(__glewBeginSceneEXT) -#define glEndSceneEXT GLEW_GET_FUN(__glewEndSceneEXT) - -#define GLEW_EXT_scene_marker GLEW_GET_VAR(__GLEW_EXT_scene_marker) - -#endif /* GL_EXT_scene_marker */ - -/* ------------------------- GL_EXT_secondary_color ------------------------ */ - -#ifndef GL_EXT_secondary_color -#define GL_EXT_secondary_color 1 - -#define GL_COLOR_SUM_EXT 0x8458 -#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 -#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A -#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B -#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C -#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D -#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E - -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glSecondaryColor3bEXT GLEW_GET_FUN(__glewSecondaryColor3bEXT) -#define glSecondaryColor3bvEXT GLEW_GET_FUN(__glewSecondaryColor3bvEXT) -#define glSecondaryColor3dEXT GLEW_GET_FUN(__glewSecondaryColor3dEXT) -#define glSecondaryColor3dvEXT GLEW_GET_FUN(__glewSecondaryColor3dvEXT) -#define glSecondaryColor3fEXT GLEW_GET_FUN(__glewSecondaryColor3fEXT) -#define glSecondaryColor3fvEXT GLEW_GET_FUN(__glewSecondaryColor3fvEXT) -#define glSecondaryColor3iEXT GLEW_GET_FUN(__glewSecondaryColor3iEXT) -#define glSecondaryColor3ivEXT GLEW_GET_FUN(__glewSecondaryColor3ivEXT) -#define glSecondaryColor3sEXT GLEW_GET_FUN(__glewSecondaryColor3sEXT) -#define glSecondaryColor3svEXT GLEW_GET_FUN(__glewSecondaryColor3svEXT) -#define glSecondaryColor3ubEXT GLEW_GET_FUN(__glewSecondaryColor3ubEXT) -#define glSecondaryColor3ubvEXT GLEW_GET_FUN(__glewSecondaryColor3ubvEXT) -#define glSecondaryColor3uiEXT GLEW_GET_FUN(__glewSecondaryColor3uiEXT) -#define glSecondaryColor3uivEXT GLEW_GET_FUN(__glewSecondaryColor3uivEXT) -#define glSecondaryColor3usEXT GLEW_GET_FUN(__glewSecondaryColor3usEXT) -#define glSecondaryColor3usvEXT GLEW_GET_FUN(__glewSecondaryColor3usvEXT) -#define glSecondaryColorPointerEXT GLEW_GET_FUN(__glewSecondaryColorPointerEXT) - -#define GLEW_EXT_secondary_color GLEW_GET_VAR(__GLEW_EXT_secondary_color) - -#endif /* GL_EXT_secondary_color */ - -/* ---------------------------- GL_EXT_semaphore --------------------------- */ - -#ifndef GL_EXT_semaphore -#define GL_EXT_semaphore 1 - -typedef void (GLAPIENTRY * PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint* semaphores); -typedef void (GLAPIENTRY * PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint* semaphores); -typedef void (GLAPIENTRY * PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64* params); -typedef GLboolean (GLAPIENTRY * PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); -typedef void (GLAPIENTRY * PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64* params); -typedef void (GLAPIENTRY * PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); -typedef void (GLAPIENTRY * PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint* buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); - -#define glDeleteSemaphoresEXT GLEW_GET_FUN(__glewDeleteSemaphoresEXT) -#define glGenSemaphoresEXT GLEW_GET_FUN(__glewGenSemaphoresEXT) -#define glGetSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewGetSemaphoreParameterui64vEXT) -#define glIsSemaphoreEXT GLEW_GET_FUN(__glewIsSemaphoreEXT) -#define glSemaphoreParameterui64vEXT GLEW_GET_FUN(__glewSemaphoreParameterui64vEXT) -#define glSignalSemaphoreEXT GLEW_GET_FUN(__glewSignalSemaphoreEXT) -#define glWaitSemaphoreEXT GLEW_GET_FUN(__glewWaitSemaphoreEXT) - -#define GLEW_EXT_semaphore GLEW_GET_VAR(__GLEW_EXT_semaphore) - -#endif /* GL_EXT_semaphore */ - -/* -------------------------- GL_EXT_semaphore_fd -------------------------- */ - -#ifndef GL_EXT_semaphore_fd -#define GL_EXT_semaphore_fd 1 - -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); - -#define glImportSemaphoreFdEXT GLEW_GET_FUN(__glewImportSemaphoreFdEXT) - -#define GLEW_EXT_semaphore_fd GLEW_GET_VAR(__GLEW_EXT_semaphore_fd) - -#endif /* GL_EXT_semaphore_fd */ - -/* ------------------------- GL_EXT_semaphore_win32 ------------------------ */ - -#ifndef GL_EXT_semaphore_win32 -#define GL_EXT_semaphore_win32 1 - -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); -typedef void (GLAPIENTRY * PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); - -#define glImportSemaphoreWin32HandleEXT GLEW_GET_FUN(__glewImportSemaphoreWin32HandleEXT) -#define glImportSemaphoreWin32NameEXT GLEW_GET_FUN(__glewImportSemaphoreWin32NameEXT) - -#define GLEW_EXT_semaphore_win32 GLEW_GET_VAR(__GLEW_EXT_semaphore_win32) - -#endif /* GL_EXT_semaphore_win32 */ - -/* --------------------- GL_EXT_separate_shader_objects -------------------- */ - -#ifndef GL_EXT_separate_shader_objects -#define GL_EXT_separate_shader_objects 1 - -#define GL_ACTIVE_PROGRAM_EXT 0x8B8D - -typedef void (GLAPIENTRY * PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); -typedef GLuint (GLAPIENTRY * PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar* string); -typedef void (GLAPIENTRY * PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); - -#define glActiveProgramEXT GLEW_GET_FUN(__glewActiveProgramEXT) -#define glCreateShaderProgramEXT GLEW_GET_FUN(__glewCreateShaderProgramEXT) -#define glUseShaderProgramEXT GLEW_GET_FUN(__glewUseShaderProgramEXT) - -#define GLEW_EXT_separate_shader_objects GLEW_GET_VAR(__GLEW_EXT_separate_shader_objects) - -#endif /* GL_EXT_separate_shader_objects */ - -/* --------------------- GL_EXT_separate_specular_color -------------------- */ - -#ifndef GL_EXT_separate_specular_color -#define GL_EXT_separate_specular_color 1 - -#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 -#define GL_SINGLE_COLOR_EXT 0x81F9 -#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA - -#define GLEW_EXT_separate_specular_color GLEW_GET_VAR(__GLEW_EXT_separate_specular_color) - -#endif /* GL_EXT_separate_specular_color */ - -/* -------------------- GL_EXT_shader_framebuffer_fetch -------------------- */ - -#ifndef GL_EXT_shader_framebuffer_fetch -#define GL_EXT_shader_framebuffer_fetch 1 - -#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 - -#define GLEW_EXT_shader_framebuffer_fetch GLEW_GET_VAR(__GLEW_EXT_shader_framebuffer_fetch) - -#endif /* GL_EXT_shader_framebuffer_fetch */ - -/* ------------------------ GL_EXT_shader_group_vote ----------------------- */ - -#ifndef GL_EXT_shader_group_vote -#define GL_EXT_shader_group_vote 1 - -#define GLEW_EXT_shader_group_vote GLEW_GET_VAR(__GLEW_EXT_shader_group_vote) - -#endif /* GL_EXT_shader_group_vote */ - -/* ------------------- GL_EXT_shader_image_load_formatted ------------------ */ - -#ifndef GL_EXT_shader_image_load_formatted -#define GL_EXT_shader_image_load_formatted 1 - -#define GLEW_EXT_shader_image_load_formatted GLEW_GET_VAR(__GLEW_EXT_shader_image_load_formatted) - -#endif /* GL_EXT_shader_image_load_formatted */ - -/* --------------------- GL_EXT_shader_image_load_store -------------------- */ - -#ifndef GL_EXT_shader_image_load_store -#define GL_EXT_shader_image_load_store 1 - -#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 -#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 -#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 -#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 -#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 -#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 -#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 -#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 -#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 -#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 -#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 -#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 -#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 -#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A -#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B -#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C -#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D -#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E -#define GL_IMAGE_1D_EXT 0x904C -#define GL_IMAGE_2D_EXT 0x904D -#define GL_IMAGE_3D_EXT 0x904E -#define GL_IMAGE_2D_RECT_EXT 0x904F -#define GL_IMAGE_CUBE_EXT 0x9050 -#define GL_IMAGE_BUFFER_EXT 0x9051 -#define GL_IMAGE_1D_ARRAY_EXT 0x9052 -#define GL_IMAGE_2D_ARRAY_EXT 0x9053 -#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 -#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 -#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 -#define GL_INT_IMAGE_1D_EXT 0x9057 -#define GL_INT_IMAGE_2D_EXT 0x9058 -#define GL_INT_IMAGE_3D_EXT 0x9059 -#define GL_INT_IMAGE_2D_RECT_EXT 0x905A -#define GL_INT_IMAGE_CUBE_EXT 0x905B -#define GL_INT_IMAGE_BUFFER_EXT 0x905C -#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D -#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E -#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F -#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 -#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 -#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 -#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 -#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 -#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 -#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 -#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 -#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 -#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B -#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C -#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D -#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E -#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF - -typedef void (GLAPIENTRY * PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); -typedef void (GLAPIENTRY * PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); - -#define glBindImageTextureEXT GLEW_GET_FUN(__glewBindImageTextureEXT) -#define glMemoryBarrierEXT GLEW_GET_FUN(__glewMemoryBarrierEXT) - -#define GLEW_EXT_shader_image_load_store GLEW_GET_VAR(__GLEW_EXT_shader_image_load_store) - -#endif /* GL_EXT_shader_image_load_store */ - -/* ------------------- GL_EXT_shader_implicit_conversions ------------------ */ - -#ifndef GL_EXT_shader_implicit_conversions -#define GL_EXT_shader_implicit_conversions 1 - -#define GLEW_EXT_shader_implicit_conversions GLEW_GET_VAR(__GLEW_EXT_shader_implicit_conversions) - -#endif /* GL_EXT_shader_implicit_conversions */ - -/* ----------------------- GL_EXT_shader_integer_mix ----------------------- */ - -#ifndef GL_EXT_shader_integer_mix -#define GL_EXT_shader_integer_mix 1 - -#define GLEW_EXT_shader_integer_mix GLEW_GET_VAR(__GLEW_EXT_shader_integer_mix) - -#endif /* GL_EXT_shader_integer_mix */ - -/* ------------------------ GL_EXT_shader_io_blocks ------------------------ */ - -#ifndef GL_EXT_shader_io_blocks -#define GL_EXT_shader_io_blocks 1 - -#define GLEW_EXT_shader_io_blocks GLEW_GET_VAR(__GLEW_EXT_shader_io_blocks) - -#endif /* GL_EXT_shader_io_blocks */ - -/* ------------- GL_EXT_shader_non_constant_global_initializers ------------ */ - -#ifndef GL_EXT_shader_non_constant_global_initializers -#define GL_EXT_shader_non_constant_global_initializers 1 - -#define GLEW_EXT_shader_non_constant_global_initializers GLEW_GET_VAR(__GLEW_EXT_shader_non_constant_global_initializers) - -#endif /* GL_EXT_shader_non_constant_global_initializers */ - -/* ------------------- GL_EXT_shader_pixel_local_storage ------------------- */ - -#ifndef GL_EXT_shader_pixel_local_storage -#define GL_EXT_shader_pixel_local_storage 1 - -#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 -#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 -#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 - -#define GLEW_EXT_shader_pixel_local_storage GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage) - -#endif /* GL_EXT_shader_pixel_local_storage */ - -/* ------------------- GL_EXT_shader_pixel_local_storage2 ------------------ */ - -#ifndef GL_EXT_shader_pixel_local_storage2 -#define GL_EXT_shader_pixel_local_storage2 1 - -#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 -#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 -#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 - -typedef void (GLAPIENTRY * PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint* values); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); -typedef GLsizei (GLAPIENTRY * PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); - -#define glClearPixelLocalStorageuiEXT GLEW_GET_FUN(__glewClearPixelLocalStorageuiEXT) -#define glFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewFramebufferPixelLocalStorageSizeEXT) -#define glGetFramebufferPixelLocalStorageSizeEXT GLEW_GET_FUN(__glewGetFramebufferPixelLocalStorageSizeEXT) - -#define GLEW_EXT_shader_pixel_local_storage2 GLEW_GET_VAR(__GLEW_EXT_shader_pixel_local_storage2) - -#endif /* GL_EXT_shader_pixel_local_storage2 */ - -/* ----------------------- GL_EXT_shader_texture_lod ----------------------- */ - -#ifndef GL_EXT_shader_texture_lod -#define GL_EXT_shader_texture_lod 1 - -#define GLEW_EXT_shader_texture_lod GLEW_GET_VAR(__GLEW_EXT_shader_texture_lod) - -#endif /* GL_EXT_shader_texture_lod */ - -/* -------------------------- GL_EXT_shadow_funcs -------------------------- */ - -#ifndef GL_EXT_shadow_funcs -#define GL_EXT_shadow_funcs 1 - -#define GLEW_EXT_shadow_funcs GLEW_GET_VAR(__GLEW_EXT_shadow_funcs) - -#endif /* GL_EXT_shadow_funcs */ - -/* ------------------------- GL_EXT_shadow_samplers ------------------------ */ - -#ifndef GL_EXT_shadow_samplers -#define GL_EXT_shadow_samplers 1 - -#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C -#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D -#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E -#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 - -#define GLEW_EXT_shadow_samplers GLEW_GET_VAR(__GLEW_EXT_shadow_samplers) - -#endif /* GL_EXT_shadow_samplers */ - -/* --------------------- GL_EXT_shared_texture_palette --------------------- */ - -#ifndef GL_EXT_shared_texture_palette -#define GL_EXT_shared_texture_palette 1 - -#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB - -#define GLEW_EXT_shared_texture_palette GLEW_GET_VAR(__GLEW_EXT_shared_texture_palette) - -#endif /* GL_EXT_shared_texture_palette */ - -/* ------------------------- GL_EXT_sparse_texture ------------------------- */ - -#ifndef GL_EXT_sparse_texture -#define GL_EXT_sparse_texture 1 - -#define GL_TEXTURE_2D 0x0DE1 -#define GL_TEXTURE_3D 0x806F -#define GL_TEXTURE_CUBE_MAP 0x8513 -#define GL_TEXTURE_2D_ARRAY 0x8C1A -#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 -#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 -#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 -#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 -#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 -#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 -#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A -#define GL_TEXTURE_SPARSE_EXT 0x91A6 -#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 -#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 -#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 -#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA - -typedef void (GLAPIENTRY * PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); -typedef void (GLAPIENTRY * PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); - -#define glTexPageCommitmentEXT GLEW_GET_FUN(__glewTexPageCommitmentEXT) -#define glTexturePageCommitmentEXT GLEW_GET_FUN(__glewTexturePageCommitmentEXT) - -#define GLEW_EXT_sparse_texture GLEW_GET_VAR(__GLEW_EXT_sparse_texture) - -#endif /* GL_EXT_sparse_texture */ - -/* ------------------------- GL_EXT_sparse_texture2 ------------------------ */ - -#ifndef GL_EXT_sparse_texture2 -#define GL_EXT_sparse_texture2 1 - -#define GLEW_EXT_sparse_texture2 GLEW_GET_VAR(__GLEW_EXT_sparse_texture2) - -#endif /* GL_EXT_sparse_texture2 */ - -/* ------------------------ GL_EXT_stencil_clear_tag ----------------------- */ - -#ifndef GL_EXT_stencil_clear_tag -#define GL_EXT_stencil_clear_tag 1 - -#define GL_STENCIL_TAG_BITS_EXT 0x88F2 -#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 - -#define GLEW_EXT_stencil_clear_tag GLEW_GET_VAR(__GLEW_EXT_stencil_clear_tag) - -#endif /* GL_EXT_stencil_clear_tag */ - -/* ------------------------ GL_EXT_stencil_two_side ------------------------ */ - -#ifndef GL_EXT_stencil_two_side -#define GL_EXT_stencil_two_side 1 - -#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 -#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 - -typedef void (GLAPIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); - -#define glActiveStencilFaceEXT GLEW_GET_FUN(__glewActiveStencilFaceEXT) - -#define GLEW_EXT_stencil_two_side GLEW_GET_VAR(__GLEW_EXT_stencil_two_side) - -#endif /* GL_EXT_stencil_two_side */ - -/* -------------------------- GL_EXT_stencil_wrap -------------------------- */ - -#ifndef GL_EXT_stencil_wrap -#define GL_EXT_stencil_wrap 1 - -#define GL_INCR_WRAP_EXT 0x8507 -#define GL_DECR_WRAP_EXT 0x8508 - -#define GLEW_EXT_stencil_wrap GLEW_GET_VAR(__GLEW_EXT_stencil_wrap) - -#endif /* GL_EXT_stencil_wrap */ - -/* --------------------------- GL_EXT_subtexture --------------------------- */ - -#ifndef GL_EXT_subtexture -#define GL_EXT_subtexture 1 - -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glTexSubImage1DEXT GLEW_GET_FUN(__glewTexSubImage1DEXT) -#define glTexSubImage2DEXT GLEW_GET_FUN(__glewTexSubImage2DEXT) -#define glTexSubImage3DEXT GLEW_GET_FUN(__glewTexSubImage3DEXT) - -#define GLEW_EXT_subtexture GLEW_GET_VAR(__GLEW_EXT_subtexture) - -#endif /* GL_EXT_subtexture */ - -/* ----------------------------- GL_EXT_texture ---------------------------- */ - -#ifndef GL_EXT_texture -#define GL_EXT_texture 1 - -#define GL_ALPHA4_EXT 0x803B -#define GL_ALPHA8_EXT 0x803C -#define GL_ALPHA12_EXT 0x803D -#define GL_ALPHA16_EXT 0x803E -#define GL_LUMINANCE4_EXT 0x803F -#define GL_LUMINANCE8_EXT 0x8040 -#define GL_LUMINANCE12_EXT 0x8041 -#define GL_LUMINANCE16_EXT 0x8042 -#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 -#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 -#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 -#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 -#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 -#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 -#define GL_INTENSITY_EXT 0x8049 -#define GL_INTENSITY4_EXT 0x804A -#define GL_INTENSITY8_EXT 0x804B -#define GL_INTENSITY12_EXT 0x804C -#define GL_INTENSITY16_EXT 0x804D -#define GL_RGB2_EXT 0x804E -#define GL_RGB4_EXT 0x804F -#define GL_RGB5_EXT 0x8050 -#define GL_RGB8_EXT 0x8051 -#define GL_RGB10_EXT 0x8052 -#define GL_RGB12_EXT 0x8053 -#define GL_RGB16_EXT 0x8054 -#define GL_RGBA2_EXT 0x8055 -#define GL_RGBA4_EXT 0x8056 -#define GL_RGB5_A1_EXT 0x8057 -#define GL_RGBA8_EXT 0x8058 -#define GL_RGB10_A2_EXT 0x8059 -#define GL_RGBA12_EXT 0x805A -#define GL_RGBA16_EXT 0x805B -#define GL_TEXTURE_RED_SIZE_EXT 0x805C -#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D -#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E -#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 -#define GL_REPLACE_EXT 0x8062 -#define GL_PROXY_TEXTURE_1D_EXT 0x8063 -#define GL_PROXY_TEXTURE_2D_EXT 0x8064 - -#define GLEW_EXT_texture GLEW_GET_VAR(__GLEW_EXT_texture) - -#endif /* GL_EXT_texture */ - -/* ---------------------------- GL_EXT_texture3D --------------------------- */ - -#ifndef GL_EXT_texture3D -#define GL_EXT_texture3D 1 - -#define GL_PACK_SKIP_IMAGES_EXT 0x806B -#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C -#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D -#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E -#define GL_TEXTURE_3D_EXT 0x806F -#define GL_PROXY_TEXTURE_3D_EXT 0x8070 -#define GL_TEXTURE_DEPTH_EXT 0x8071 -#define GL_TEXTURE_WRAP_R_EXT 0x8072 -#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); - -#define glTexImage3DEXT GLEW_GET_FUN(__glewTexImage3DEXT) - -#define GLEW_EXT_texture3D GLEW_GET_VAR(__GLEW_EXT_texture3D) - -#endif /* GL_EXT_texture3D */ - -/* -------------------------- GL_EXT_texture_array ------------------------- */ - -#ifndef GL_EXT_texture_array -#define GL_EXT_texture_array 1 - -#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E -#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF -#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 -#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 -#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A -#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B -#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C -#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); - -#define glFramebufferTextureLayerEXT GLEW_GET_FUN(__glewFramebufferTextureLayerEXT) - -#define GLEW_EXT_texture_array GLEW_GET_VAR(__GLEW_EXT_texture_array) - -#endif /* GL_EXT_texture_array */ - -/* ---------------------- GL_EXT_texture_buffer_object --------------------- */ - -#ifndef GL_EXT_texture_buffer_object -#define GL_EXT_texture_buffer_object 1 - -#define GL_TEXTURE_BUFFER_EXT 0x8C2A -#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B -#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C -#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D -#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E - -typedef void (GLAPIENTRY * PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); - -#define glTexBufferEXT GLEW_GET_FUN(__glewTexBufferEXT) - -#define GLEW_EXT_texture_buffer_object GLEW_GET_VAR(__GLEW_EXT_texture_buffer_object) - -#endif /* GL_EXT_texture_buffer_object */ - -/* -------------- GL_EXT_texture_compression_astc_decode_mode -------------- */ - -#ifndef GL_EXT_texture_compression_astc_decode_mode -#define GL_EXT_texture_compression_astc_decode_mode 1 - -#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 - -#define GLEW_EXT_texture_compression_astc_decode_mode GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode) - -#endif /* GL_EXT_texture_compression_astc_decode_mode */ - -/* ----------- GL_EXT_texture_compression_astc_decode_mode_rgb9e5 ---------- */ - -#ifndef GL_EXT_texture_compression_astc_decode_mode_rgb9e5 -#define GL_EXT_texture_compression_astc_decode_mode_rgb9e5 1 - -#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 - -#define GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5 GLEW_GET_VAR(__GLEW_EXT_texture_compression_astc_decode_mode_rgb9e5) - -#endif /* GL_EXT_texture_compression_astc_decode_mode_rgb9e5 */ - -/* -------------------- GL_EXT_texture_compression_bptc -------------------- */ - -#ifndef GL_EXT_texture_compression_bptc -#define GL_EXT_texture_compression_bptc 1 - -#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C -#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D -#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E -#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F - -#define GLEW_EXT_texture_compression_bptc GLEW_GET_VAR(__GLEW_EXT_texture_compression_bptc) - -#endif /* GL_EXT_texture_compression_bptc */ - -/* -------------------- GL_EXT_texture_compression_dxt1 -------------------- */ - -#ifndef GL_EXT_texture_compression_dxt1 -#define GL_EXT_texture_compression_dxt1 1 - -#define GLEW_EXT_texture_compression_dxt1 GLEW_GET_VAR(__GLEW_EXT_texture_compression_dxt1) - -#endif /* GL_EXT_texture_compression_dxt1 */ - -/* -------------------- GL_EXT_texture_compression_latc -------------------- */ - -#ifndef GL_EXT_texture_compression_latc -#define GL_EXT_texture_compression_latc 1 - -#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 -#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 -#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 -#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 - -#define GLEW_EXT_texture_compression_latc GLEW_GET_VAR(__GLEW_EXT_texture_compression_latc) - -#endif /* GL_EXT_texture_compression_latc */ - -/* -------------------- GL_EXT_texture_compression_rgtc -------------------- */ - -#ifndef GL_EXT_texture_compression_rgtc -#define GL_EXT_texture_compression_rgtc 1 - -#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB -#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC -#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD -#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE - -#define GLEW_EXT_texture_compression_rgtc GLEW_GET_VAR(__GLEW_EXT_texture_compression_rgtc) - -#endif /* GL_EXT_texture_compression_rgtc */ - -/* -------------------- GL_EXT_texture_compression_s3tc -------------------- */ - -#ifndef GL_EXT_texture_compression_s3tc -#define GL_EXT_texture_compression_s3tc 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 - -#define GLEW_EXT_texture_compression_s3tc GLEW_GET_VAR(__GLEW_EXT_texture_compression_s3tc) - -#endif /* GL_EXT_texture_compression_s3tc */ - -/* ------------------------ GL_EXT_texture_cube_map ------------------------ */ - -#ifndef GL_EXT_texture_cube_map -#define GL_EXT_texture_cube_map 1 - -#define GL_NORMAL_MAP_EXT 0x8511 -#define GL_REFLECTION_MAP_EXT 0x8512 -#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 -#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A -#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C - -#define GLEW_EXT_texture_cube_map GLEW_GET_VAR(__GLEW_EXT_texture_cube_map) - -#endif /* GL_EXT_texture_cube_map */ - -/* --------------------- GL_EXT_texture_cube_map_array --------------------- */ - -#ifndef GL_EXT_texture_cube_map_array -#define GL_EXT_texture_cube_map_array 1 - -#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 -#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A -#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C -#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D -#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E -#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F -#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 -#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F -#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A - -#define GLEW_EXT_texture_cube_map_array GLEW_GET_VAR(__GLEW_EXT_texture_cube_map_array) - -#endif /* GL_EXT_texture_cube_map_array */ - -/* ----------------------- GL_EXT_texture_edge_clamp ----------------------- */ - -#ifndef GL_EXT_texture_edge_clamp -#define GL_EXT_texture_edge_clamp 1 - -#define GL_CLAMP_TO_EDGE_EXT 0x812F - -#define GLEW_EXT_texture_edge_clamp GLEW_GET_VAR(__GLEW_EXT_texture_edge_clamp) - -#endif /* GL_EXT_texture_edge_clamp */ - -/* --------------------------- GL_EXT_texture_env -------------------------- */ - -#ifndef GL_EXT_texture_env -#define GL_EXT_texture_env 1 - -#define GLEW_EXT_texture_env GLEW_GET_VAR(__GLEW_EXT_texture_env) - -#endif /* GL_EXT_texture_env */ - -/* ------------------------- GL_EXT_texture_env_add ------------------------ */ - -#ifndef GL_EXT_texture_env_add -#define GL_EXT_texture_env_add 1 - -#define GLEW_EXT_texture_env_add GLEW_GET_VAR(__GLEW_EXT_texture_env_add) - -#endif /* GL_EXT_texture_env_add */ - -/* ----------------------- GL_EXT_texture_env_combine ---------------------- */ - -#ifndef GL_EXT_texture_env_combine -#define GL_EXT_texture_env_combine 1 - -#define GL_COMBINE_EXT 0x8570 -#define GL_COMBINE_RGB_EXT 0x8571 -#define GL_COMBINE_ALPHA_EXT 0x8572 -#define GL_RGB_SCALE_EXT 0x8573 -#define GL_ADD_SIGNED_EXT 0x8574 -#define GL_INTERPOLATE_EXT 0x8575 -#define GL_CONSTANT_EXT 0x8576 -#define GL_PRIMARY_COLOR_EXT 0x8577 -#define GL_PREVIOUS_EXT 0x8578 -#define GL_SOURCE0_RGB_EXT 0x8580 -#define GL_SOURCE1_RGB_EXT 0x8581 -#define GL_SOURCE2_RGB_EXT 0x8582 -#define GL_SOURCE0_ALPHA_EXT 0x8588 -#define GL_SOURCE1_ALPHA_EXT 0x8589 -#define GL_SOURCE2_ALPHA_EXT 0x858A -#define GL_OPERAND0_RGB_EXT 0x8590 -#define GL_OPERAND1_RGB_EXT 0x8591 -#define GL_OPERAND2_RGB_EXT 0x8592 -#define GL_OPERAND0_ALPHA_EXT 0x8598 -#define GL_OPERAND1_ALPHA_EXT 0x8599 -#define GL_OPERAND2_ALPHA_EXT 0x859A - -#define GLEW_EXT_texture_env_combine GLEW_GET_VAR(__GLEW_EXT_texture_env_combine) - -#endif /* GL_EXT_texture_env_combine */ - -/* ------------------------ GL_EXT_texture_env_dot3 ------------------------ */ - -#ifndef GL_EXT_texture_env_dot3 -#define GL_EXT_texture_env_dot3 1 - -#define GL_DOT3_RGB_EXT 0x8740 -#define GL_DOT3_RGBA_EXT 0x8741 - -#define GLEW_EXT_texture_env_dot3 GLEW_GET_VAR(__GLEW_EXT_texture_env_dot3) - -#endif /* GL_EXT_texture_env_dot3 */ - -/* ------------------- GL_EXT_texture_filter_anisotropic ------------------- */ - -#ifndef GL_EXT_texture_filter_anisotropic -#define GL_EXT_texture_filter_anisotropic 1 - -#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF - -#define GLEW_EXT_texture_filter_anisotropic GLEW_GET_VAR(__GLEW_EXT_texture_filter_anisotropic) - -#endif /* GL_EXT_texture_filter_anisotropic */ - -/* ---------------------- GL_EXT_texture_filter_minmax --------------------- */ - -#ifndef GL_EXT_texture_filter_minmax -#define GL_EXT_texture_filter_minmax 1 - -#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 -#define GL_WEIGHTED_AVERAGE_EXT 0x9367 - -#define GLEW_EXT_texture_filter_minmax GLEW_GET_VAR(__GLEW_EXT_texture_filter_minmax) - -#endif /* GL_EXT_texture_filter_minmax */ - -/* --------------------- GL_EXT_texture_format_BGRA8888 -------------------- */ - -#ifndef GL_EXT_texture_format_BGRA8888 -#define GL_EXT_texture_format_BGRA8888 1 - -#define GL_BGRA_EXT 0x80E1 - -#define GLEW_EXT_texture_format_BGRA8888 GLEW_GET_VAR(__GLEW_EXT_texture_format_BGRA8888) - -#endif /* GL_EXT_texture_format_BGRA8888 */ - -/* ------------------------- GL_EXT_texture_integer ------------------------ */ - -#ifndef GL_EXT_texture_integer -#define GL_EXT_texture_integer 1 - -#define GL_RGBA32UI_EXT 0x8D70 -#define GL_RGB32UI_EXT 0x8D71 -#define GL_ALPHA32UI_EXT 0x8D72 -#define GL_INTENSITY32UI_EXT 0x8D73 -#define GL_LUMINANCE32UI_EXT 0x8D74 -#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 -#define GL_RGBA16UI_EXT 0x8D76 -#define GL_RGB16UI_EXT 0x8D77 -#define GL_ALPHA16UI_EXT 0x8D78 -#define GL_INTENSITY16UI_EXT 0x8D79 -#define GL_LUMINANCE16UI_EXT 0x8D7A -#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B -#define GL_RGBA8UI_EXT 0x8D7C -#define GL_RGB8UI_EXT 0x8D7D -#define GL_ALPHA8UI_EXT 0x8D7E -#define GL_INTENSITY8UI_EXT 0x8D7F -#define GL_LUMINANCE8UI_EXT 0x8D80 -#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 -#define GL_RGBA32I_EXT 0x8D82 -#define GL_RGB32I_EXT 0x8D83 -#define GL_ALPHA32I_EXT 0x8D84 -#define GL_INTENSITY32I_EXT 0x8D85 -#define GL_LUMINANCE32I_EXT 0x8D86 -#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 -#define GL_RGBA16I_EXT 0x8D88 -#define GL_RGB16I_EXT 0x8D89 -#define GL_ALPHA16I_EXT 0x8D8A -#define GL_INTENSITY16I_EXT 0x8D8B -#define GL_LUMINANCE16I_EXT 0x8D8C -#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D -#define GL_RGBA8I_EXT 0x8D8E -#define GL_RGB8I_EXT 0x8D8F -#define GL_ALPHA8I_EXT 0x8D90 -#define GL_INTENSITY8I_EXT 0x8D91 -#define GL_LUMINANCE8I_EXT 0x8D92 -#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 -#define GL_RED_INTEGER_EXT 0x8D94 -#define GL_GREEN_INTEGER_EXT 0x8D95 -#define GL_BLUE_INTEGER_EXT 0x8D96 -#define GL_ALPHA_INTEGER_EXT 0x8D97 -#define GL_RGB_INTEGER_EXT 0x8D98 -#define GL_RGBA_INTEGER_EXT 0x8D99 -#define GL_BGR_INTEGER_EXT 0x8D9A -#define GL_BGRA_INTEGER_EXT 0x8D9B -#define GL_LUMINANCE_INTEGER_EXT 0x8D9C -#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D -#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E - -typedef void (GLAPIENTRY * PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); -typedef void (GLAPIENTRY * PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); - -#define glClearColorIiEXT GLEW_GET_FUN(__glewClearColorIiEXT) -#define glClearColorIuiEXT GLEW_GET_FUN(__glewClearColorIuiEXT) -#define glGetTexParameterIivEXT GLEW_GET_FUN(__glewGetTexParameterIivEXT) -#define glGetTexParameterIuivEXT GLEW_GET_FUN(__glewGetTexParameterIuivEXT) -#define glTexParameterIivEXT GLEW_GET_FUN(__glewTexParameterIivEXT) -#define glTexParameterIuivEXT GLEW_GET_FUN(__glewTexParameterIuivEXT) - -#define GLEW_EXT_texture_integer GLEW_GET_VAR(__GLEW_EXT_texture_integer) - -#endif /* GL_EXT_texture_integer */ - -/* ------------------------ GL_EXT_texture_lod_bias ------------------------ */ - -#ifndef GL_EXT_texture_lod_bias -#define GL_EXT_texture_lod_bias 1 - -#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD -#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 -#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 - -#define GLEW_EXT_texture_lod_bias GLEW_GET_VAR(__GLEW_EXT_texture_lod_bias) - -#endif /* GL_EXT_texture_lod_bias */ - -/* ---------------------- GL_EXT_texture_mirror_clamp ---------------------- */ - -#ifndef GL_EXT_texture_mirror_clamp -#define GL_EXT_texture_mirror_clamp 1 - -#define GL_MIRROR_CLAMP_EXT 0x8742 -#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 -#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 - -#define GLEW_EXT_texture_mirror_clamp GLEW_GET_VAR(__GLEW_EXT_texture_mirror_clamp) - -#endif /* GL_EXT_texture_mirror_clamp */ - -/* ------------------------- GL_EXT_texture_norm16 ------------------------- */ - -#ifndef GL_EXT_texture_norm16 -#define GL_EXT_texture_norm16 1 - -#define GL_RGB16_EXT 0x8054 -#define GL_RGBA16_EXT 0x805B -#define GL_R16_EXT 0x822A -#define GL_RG16_EXT 0x822C -#define GL_R16_SNORM_EXT 0x8F98 -#define GL_RG16_SNORM_EXT 0x8F99 -#define GL_RGB16_SNORM_EXT 0x8F9A -#define GL_RGBA16_SNORM_EXT 0x8F9B - -#define GLEW_EXT_texture_norm16 GLEW_GET_VAR(__GLEW_EXT_texture_norm16) - -#endif /* GL_EXT_texture_norm16 */ - -/* ------------------------- GL_EXT_texture_object ------------------------- */ - -#ifndef GL_EXT_texture_object -#define GL_EXT_texture_object 1 - -#define GL_TEXTURE_PRIORITY_EXT 0x8066 -#define GL_TEXTURE_RESIDENT_EXT 0x8067 -#define GL_TEXTURE_1D_BINDING_EXT 0x8068 -#define GL_TEXTURE_2D_BINDING_EXT 0x8069 -#define GL_TEXTURE_3D_BINDING_EXT 0x806A - -typedef GLboolean (GLAPIENTRY * PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint* textures, GLboolean* residences); -typedef void (GLAPIENTRY * PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); -typedef void (GLAPIENTRY * PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint* textures); -typedef void (GLAPIENTRY * PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint* textures); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREEXTPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint* textures, const GLclampf* priorities); - -#define glAreTexturesResidentEXT GLEW_GET_FUN(__glewAreTexturesResidentEXT) -#define glBindTextureEXT GLEW_GET_FUN(__glewBindTextureEXT) -#define glDeleteTexturesEXT GLEW_GET_FUN(__glewDeleteTexturesEXT) -#define glGenTexturesEXT GLEW_GET_FUN(__glewGenTexturesEXT) -#define glIsTextureEXT GLEW_GET_FUN(__glewIsTextureEXT) -#define glPrioritizeTexturesEXT GLEW_GET_FUN(__glewPrioritizeTexturesEXT) - -#define GLEW_EXT_texture_object GLEW_GET_VAR(__GLEW_EXT_texture_object) - -#endif /* GL_EXT_texture_object */ - -/* --------------------- GL_EXT_texture_perturb_normal --------------------- */ - -#ifndef GL_EXT_texture_perturb_normal -#define GL_EXT_texture_perturb_normal 1 - -#define GL_PERTURB_EXT 0x85AE -#define GL_TEXTURE_NORMAL_EXT 0x85AF - -typedef void (GLAPIENTRY * PFNGLTEXTURENORMALEXTPROC) (GLenum mode); - -#define glTextureNormalEXT GLEW_GET_FUN(__glewTextureNormalEXT) - -#define GLEW_EXT_texture_perturb_normal GLEW_GET_VAR(__GLEW_EXT_texture_perturb_normal) - -#endif /* GL_EXT_texture_perturb_normal */ - -/* ------------------------ GL_EXT_texture_rectangle ----------------------- */ - -#ifndef GL_EXT_texture_rectangle -#define GL_EXT_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_EXT 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_EXT 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_EXT 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT 0x84F8 - -#define GLEW_EXT_texture_rectangle GLEW_GET_VAR(__GLEW_EXT_texture_rectangle) - -#endif /* GL_EXT_texture_rectangle */ - -/* --------------------------- GL_EXT_texture_rg --------------------------- */ - -#ifndef GL_EXT_texture_rg -#define GL_EXT_texture_rg 1 - -#define GL_RED_EXT 0x1903 -#define GL_RG_EXT 0x8227 -#define GL_R8_EXT 0x8229 -#define GL_RG8_EXT 0x822B - -#define GLEW_EXT_texture_rg GLEW_GET_VAR(__GLEW_EXT_texture_rg) - -#endif /* GL_EXT_texture_rg */ - -/* -------------------------- GL_EXT_texture_sRGB -------------------------- */ - -#ifndef GL_EXT_texture_sRGB -#define GL_EXT_texture_sRGB 1 - -#define GL_SRGB_EXT 0x8C40 -#define GL_SRGB8_EXT 0x8C41 -#define GL_SRGB_ALPHA_EXT 0x8C42 -#define GL_SRGB8_ALPHA8_EXT 0x8C43 -#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 -#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 -#define GL_SLUMINANCE_EXT 0x8C46 -#define GL_SLUMINANCE8_EXT 0x8C47 -#define GL_COMPRESSED_SRGB_EXT 0x8C48 -#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 -#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A -#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B -#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F - -#define GLEW_EXT_texture_sRGB GLEW_GET_VAR(__GLEW_EXT_texture_sRGB) - -#endif /* GL_EXT_texture_sRGB */ - -/* ------------------------- GL_EXT_texture_sRGB_R8 ------------------------ */ - -#ifndef GL_EXT_texture_sRGB_R8 -#define GL_EXT_texture_sRGB_R8 1 - -#define GL_SR8_EXT 0x8FBD - -#define GLEW_EXT_texture_sRGB_R8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_R8) - -#endif /* GL_EXT_texture_sRGB_R8 */ - -/* ------------------------ GL_EXT_texture_sRGB_RG8 ------------------------ */ - -#ifndef GL_EXT_texture_sRGB_RG8 -#define GL_EXT_texture_sRGB_RG8 1 - -#define GL_SRG8_EXT 0x8FBE - -#define GLEW_EXT_texture_sRGB_RG8 GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_RG8) - -#endif /* GL_EXT_texture_sRGB_RG8 */ - -/* ----------------------- GL_EXT_texture_sRGB_decode ---------------------- */ - -#ifndef GL_EXT_texture_sRGB_decode -#define GL_EXT_texture_sRGB_decode 1 - -#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 -#define GL_DECODE_EXT 0x8A49 -#define GL_SKIP_DECODE_EXT 0x8A4A - -#define GLEW_EXT_texture_sRGB_decode GLEW_GET_VAR(__GLEW_EXT_texture_sRGB_decode) - -#endif /* GL_EXT_texture_sRGB_decode */ - -/* --------------------- GL_EXT_texture_shared_exponent -------------------- */ - -#ifndef GL_EXT_texture_shared_exponent -#define GL_EXT_texture_shared_exponent 1 - -#define GL_RGB9_E5_EXT 0x8C3D -#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E -#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F - -#define GLEW_EXT_texture_shared_exponent GLEW_GET_VAR(__GLEW_EXT_texture_shared_exponent) - -#endif /* GL_EXT_texture_shared_exponent */ - -/* -------------------------- GL_EXT_texture_snorm ------------------------- */ - -#ifndef GL_EXT_texture_snorm -#define GL_EXT_texture_snorm 1 - -#define GL_RED_SNORM 0x8F90 -#define GL_RG_SNORM 0x8F91 -#define GL_RGB_SNORM 0x8F92 -#define GL_RGBA_SNORM 0x8F93 -#define GL_R8_SNORM 0x8F94 -#define GL_RG8_SNORM 0x8F95 -#define GL_RGB8_SNORM 0x8F96 -#define GL_RGBA8_SNORM 0x8F97 -#define GL_R16_SNORM 0x8F98 -#define GL_RG16_SNORM 0x8F99 -#define GL_RGB16_SNORM 0x8F9A -#define GL_RGBA16_SNORM 0x8F9B -#define GL_SIGNED_NORMALIZED 0x8F9C -#define GL_ALPHA_SNORM 0x9010 -#define GL_LUMINANCE_SNORM 0x9011 -#define GL_LUMINANCE_ALPHA_SNORM 0x9012 -#define GL_INTENSITY_SNORM 0x9013 -#define GL_ALPHA8_SNORM 0x9014 -#define GL_LUMINANCE8_SNORM 0x9015 -#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 -#define GL_INTENSITY8_SNORM 0x9017 -#define GL_ALPHA16_SNORM 0x9018 -#define GL_LUMINANCE16_SNORM 0x9019 -#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A -#define GL_INTENSITY16_SNORM 0x901B - -#define GLEW_EXT_texture_snorm GLEW_GET_VAR(__GLEW_EXT_texture_snorm) - -#endif /* GL_EXT_texture_snorm */ - -/* ------------------------- GL_EXT_texture_storage ------------------------ */ - -#ifndef GL_EXT_texture_storage -#define GL_EXT_texture_storage 1 - -#define GL_ALPHA8_EXT 0x803C -#define GL_LUMINANCE8_EXT 0x8040 -#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 -#define GL_RGB10_EXT 0x8052 -#define GL_RGB10_A2_EXT 0x8059 -#define GL_R8_EXT 0x8229 -#define GL_RG8_EXT 0x822B -#define GL_R16F_EXT 0x822D -#define GL_R32F_EXT 0x822E -#define GL_RG16F_EXT 0x822F -#define GL_RG32F_EXT 0x8230 -#define GL_RGBA32F_EXT 0x8814 -#define GL_RGB32F_EXT 0x8815 -#define GL_ALPHA32F_EXT 0x8816 -#define GL_LUMINANCE32F_EXT 0x8818 -#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 -#define GL_RGBA16F_EXT 0x881A -#define GL_RGB16F_EXT 0x881B -#define GL_ALPHA16F_EXT 0x881C -#define GL_LUMINANCE16F_EXT 0x881E -#define GL_LUMINANCE_ALPHA16F_EXT 0x881F -#define GL_RGB_RAW_422_APPLE 0x8A51 -#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F -#define GL_BGRA8_EXT 0x93A1 - -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); - -#define glTexStorage1DEXT GLEW_GET_FUN(__glewTexStorage1DEXT) -#define glTexStorage2DEXT GLEW_GET_FUN(__glewTexStorage2DEXT) -#define glTexStorage3DEXT GLEW_GET_FUN(__glewTexStorage3DEXT) -#define glTextureStorage1DEXT GLEW_GET_FUN(__glewTextureStorage1DEXT) -#define glTextureStorage2DEXT GLEW_GET_FUN(__glewTextureStorage2DEXT) -#define glTextureStorage3DEXT GLEW_GET_FUN(__glewTextureStorage3DEXT) - -#define GLEW_EXT_texture_storage GLEW_GET_VAR(__GLEW_EXT_texture_storage) - -#endif /* GL_EXT_texture_storage */ - -/* ------------------------- GL_EXT_texture_swizzle ------------------------ */ - -#ifndef GL_EXT_texture_swizzle -#define GL_EXT_texture_swizzle 1 - -#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 -#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 -#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 -#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 -#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 - -#define GLEW_EXT_texture_swizzle GLEW_GET_VAR(__GLEW_EXT_texture_swizzle) - -#endif /* GL_EXT_texture_swizzle */ - -/* ------------------- GL_EXT_texture_type_2_10_10_10_REV ------------------ */ - -#ifndef GL_EXT_texture_type_2_10_10_10_REV -#define GL_EXT_texture_type_2_10_10_10_REV 1 - -#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 - -#define GLEW_EXT_texture_type_2_10_10_10_REV GLEW_GET_VAR(__GLEW_EXT_texture_type_2_10_10_10_REV) - -#endif /* GL_EXT_texture_type_2_10_10_10_REV */ - -/* -------------------------- GL_EXT_texture_view -------------------------- */ - -#ifndef GL_EXT_texture_view -#define GL_EXT_texture_view 1 - -#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB -#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC -#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD -#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE -#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF - -typedef void (GLAPIENTRY * PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); - -#define glTextureViewEXT GLEW_GET_FUN(__glewTextureViewEXT) - -#define GLEW_EXT_texture_view GLEW_GET_VAR(__GLEW_EXT_texture_view) - -#endif /* GL_EXT_texture_view */ - -/* --------------------------- GL_EXT_timer_query -------------------------- */ - -#ifndef GL_EXT_timer_query -#define GL_EXT_timer_query 1 - -#define GL_TIME_ELAPSED_EXT 0x88BF - -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params); -typedef void (GLAPIENTRY * PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params); - -#define glGetQueryObjecti64vEXT GLEW_GET_FUN(__glewGetQueryObjecti64vEXT) -#define glGetQueryObjectui64vEXT GLEW_GET_FUN(__glewGetQueryObjectui64vEXT) - -#define GLEW_EXT_timer_query GLEW_GET_VAR(__GLEW_EXT_timer_query) - -#endif /* GL_EXT_timer_query */ - -/* ----------------------- GL_EXT_transform_feedback ----------------------- */ - -#ifndef GL_EXT_transform_feedback -#define GL_EXT_transform_feedback 1 - -#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 -#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 -#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 -#define GL_RASTERIZER_DISCARD_EXT 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B -#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C -#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F - -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei *size, GLenum *type, GLchar *name); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar * const* varyings, GLenum bufferMode); - -#define glBeginTransformFeedbackEXT GLEW_GET_FUN(__glewBeginTransformFeedbackEXT) -#define glBindBufferBaseEXT GLEW_GET_FUN(__glewBindBufferBaseEXT) -#define glBindBufferOffsetEXT GLEW_GET_FUN(__glewBindBufferOffsetEXT) -#define glBindBufferRangeEXT GLEW_GET_FUN(__glewBindBufferRangeEXT) -#define glEndTransformFeedbackEXT GLEW_GET_FUN(__glewEndTransformFeedbackEXT) -#define glGetTransformFeedbackVaryingEXT GLEW_GET_FUN(__glewGetTransformFeedbackVaryingEXT) -#define glTransformFeedbackVaryingsEXT GLEW_GET_FUN(__glewTransformFeedbackVaryingsEXT) - -#define GLEW_EXT_transform_feedback GLEW_GET_VAR(__GLEW_EXT_transform_feedback) - -#endif /* GL_EXT_transform_feedback */ - -/* ------------------------- GL_EXT_unpack_subimage ------------------------ */ - -#ifndef GL_EXT_unpack_subimage -#define GL_EXT_unpack_subimage 1 - -#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 -#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 -#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 - -#define GLEW_EXT_unpack_subimage GLEW_GET_VAR(__GLEW_EXT_unpack_subimage) - -#endif /* GL_EXT_unpack_subimage */ - -/* -------------------------- GL_EXT_vertex_array -------------------------- */ - -#ifndef GL_EXT_vertex_array -#define GL_EXT_vertex_array 1 - -#define GL_DOUBLE_EXT 0x140A -#define GL_VERTEX_ARRAY_EXT 0x8074 -#define GL_NORMAL_ARRAY_EXT 0x8075 -#define GL_COLOR_ARRAY_EXT 0x8076 -#define GL_INDEX_ARRAY_EXT 0x8077 -#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 -#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 -#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A -#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B -#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C -#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D -#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E -#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F -#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 -#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 -#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 -#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 -#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 -#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 -#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 -#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 -#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A -#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B -#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C -#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D -#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E -#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F -#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 -#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 -#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 -#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 - -typedef void (GLAPIENTRY * PFNGLARRAYELEMENTEXTPROC) (GLint i); -typedef void (GLAPIENTRY * PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean* pointer); -typedef void (GLAPIENTRY * PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); - -#define glArrayElementEXT GLEW_GET_FUN(__glewArrayElementEXT) -#define glColorPointerEXT GLEW_GET_FUN(__glewColorPointerEXT) -#define glDrawArraysEXT GLEW_GET_FUN(__glewDrawArraysEXT) -#define glEdgeFlagPointerEXT GLEW_GET_FUN(__glewEdgeFlagPointerEXT) -#define glIndexPointerEXT GLEW_GET_FUN(__glewIndexPointerEXT) -#define glNormalPointerEXT GLEW_GET_FUN(__glewNormalPointerEXT) -#define glTexCoordPointerEXT GLEW_GET_FUN(__glewTexCoordPointerEXT) -#define glVertexPointerEXT GLEW_GET_FUN(__glewVertexPointerEXT) - -#define GLEW_EXT_vertex_array GLEW_GET_VAR(__GLEW_EXT_vertex_array) - -#endif /* GL_EXT_vertex_array */ - -/* ------------------------ GL_EXT_vertex_array_bgra ----------------------- */ - -#ifndef GL_EXT_vertex_array_bgra -#define GL_EXT_vertex_array_bgra 1 - -#define GL_BGRA 0x80E1 - -#define GLEW_EXT_vertex_array_bgra GLEW_GET_VAR(__GLEW_EXT_vertex_array_bgra) - -#endif /* GL_EXT_vertex_array_bgra */ - -/* ----------------------- GL_EXT_vertex_array_setXXX ---------------------- */ - -#ifndef GL_EXT_vertex_array_setXXX -#define GL_EXT_vertex_array_setXXX 1 - -typedef void (GLAPIENTRY * PFNGLBINDARRAYSETEXTPROC) (const void *arrayset); -typedef const void * (GLAPIENTRY * PFNGLCREATEARRAYSETEXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLDELETEARRAYSETSEXTPROC) (GLsizei n, const void *arrayset[]); - -#define glBindArraySetEXT GLEW_GET_FUN(__glewBindArraySetEXT) -#define glCreateArraySetExt GLEW_GET_FUN(__glewCreateArraySetExt) -#define glDeleteArraySetsEXT GLEW_GET_FUN(__glewDeleteArraySetsEXT) - -#define GLEW_EXT_vertex_array_setXXX GLEW_GET_VAR(__GLEW_EXT_vertex_array_setXXX) - -#endif /* GL_EXT_vertex_array_setXXX */ - -/* ----------------------- GL_EXT_vertex_attrib_64bit ---------------------- */ - -#ifndef GL_EXT_vertex_attrib_64bit -#define GL_EXT_vertex_attrib_64bit 1 - -#define GL_DOUBLE_MAT2_EXT 0x8F46 -#define GL_DOUBLE_MAT3_EXT 0x8F47 -#define GL_DOUBLE_MAT4_EXT 0x8F48 -#define GL_DOUBLE_MAT2x3_EXT 0x8F49 -#define GL_DOUBLE_MAT2x4_EXT 0x8F4A -#define GL_DOUBLE_MAT3x2_EXT 0x8F4B -#define GL_DOUBLE_MAT3x4_EXT 0x8F4C -#define GL_DOUBLE_MAT4x2_EXT 0x8F4D -#define GL_DOUBLE_MAT4x3_EXT 0x8F4E -#define GL_DOUBLE_VEC2_EXT 0x8FFC -#define GL_DOUBLE_VEC3_EXT 0x8FFD -#define GL_DOUBLE_VEC4_EXT 0x8FFE - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); - -#define glGetVertexAttribLdvEXT GLEW_GET_FUN(__glewGetVertexAttribLdvEXT) -#define glVertexArrayVertexAttribLOffsetEXT GLEW_GET_FUN(__glewVertexArrayVertexAttribLOffsetEXT) -#define glVertexAttribL1dEXT GLEW_GET_FUN(__glewVertexAttribL1dEXT) -#define glVertexAttribL1dvEXT GLEW_GET_FUN(__glewVertexAttribL1dvEXT) -#define glVertexAttribL2dEXT GLEW_GET_FUN(__glewVertexAttribL2dEXT) -#define glVertexAttribL2dvEXT GLEW_GET_FUN(__glewVertexAttribL2dvEXT) -#define glVertexAttribL3dEXT GLEW_GET_FUN(__glewVertexAttribL3dEXT) -#define glVertexAttribL3dvEXT GLEW_GET_FUN(__glewVertexAttribL3dvEXT) -#define glVertexAttribL4dEXT GLEW_GET_FUN(__glewVertexAttribL4dEXT) -#define glVertexAttribL4dvEXT GLEW_GET_FUN(__glewVertexAttribL4dvEXT) -#define glVertexAttribLPointerEXT GLEW_GET_FUN(__glewVertexAttribLPointerEXT) - -#define GLEW_EXT_vertex_attrib_64bit GLEW_GET_VAR(__GLEW_EXT_vertex_attrib_64bit) - -#endif /* GL_EXT_vertex_attrib_64bit */ - -/* -------------------------- GL_EXT_vertex_shader ------------------------- */ - -#ifndef GL_EXT_vertex_shader -#define GL_EXT_vertex_shader 1 - -#define GL_VERTEX_SHADER_EXT 0x8780 -#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 -#define GL_OP_INDEX_EXT 0x8782 -#define GL_OP_NEGATE_EXT 0x8783 -#define GL_OP_DOT3_EXT 0x8784 -#define GL_OP_DOT4_EXT 0x8785 -#define GL_OP_MUL_EXT 0x8786 -#define GL_OP_ADD_EXT 0x8787 -#define GL_OP_MADD_EXT 0x8788 -#define GL_OP_FRAC_EXT 0x8789 -#define GL_OP_MAX_EXT 0x878A -#define GL_OP_MIN_EXT 0x878B -#define GL_OP_SET_GE_EXT 0x878C -#define GL_OP_SET_LT_EXT 0x878D -#define GL_OP_CLAMP_EXT 0x878E -#define GL_OP_FLOOR_EXT 0x878F -#define GL_OP_ROUND_EXT 0x8790 -#define GL_OP_EXP_BASE_2_EXT 0x8791 -#define GL_OP_LOG_BASE_2_EXT 0x8792 -#define GL_OP_POWER_EXT 0x8793 -#define GL_OP_RECIP_EXT 0x8794 -#define GL_OP_RECIP_SQRT_EXT 0x8795 -#define GL_OP_SUB_EXT 0x8796 -#define GL_OP_CROSS_PRODUCT_EXT 0x8797 -#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 -#define GL_OP_MOV_EXT 0x8799 -#define GL_OUTPUT_VERTEX_EXT 0x879A -#define GL_OUTPUT_COLOR0_EXT 0x879B -#define GL_OUTPUT_COLOR1_EXT 0x879C -#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D -#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E -#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F -#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 -#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 -#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 -#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 -#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 -#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 -#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 -#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 -#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 -#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 -#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA -#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB -#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC -#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD -#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE -#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF -#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 -#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 -#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 -#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 -#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 -#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 -#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 -#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 -#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 -#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 -#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA -#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB -#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC -#define GL_OUTPUT_FOG_EXT 0x87BD -#define GL_SCALAR_EXT 0x87BE -#define GL_VECTOR_EXT 0x87BF -#define GL_MATRIX_EXT 0x87C0 -#define GL_VARIANT_EXT 0x87C1 -#define GL_INVARIANT_EXT 0x87C2 -#define GL_LOCAL_CONSTANT_EXT 0x87C3 -#define GL_LOCAL_EXT 0x87C4 -#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 -#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 -#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 -#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 -#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD -#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE -#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF -#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 -#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 -#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 -#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 -#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 -#define GL_X_EXT 0x87D5 -#define GL_Y_EXT 0x87D6 -#define GL_Z_EXT 0x87D7 -#define GL_W_EXT 0x87D8 -#define GL_NEGATIVE_X_EXT 0x87D9 -#define GL_NEGATIVE_Y_EXT 0x87DA -#define GL_NEGATIVE_Z_EXT 0x87DB -#define GL_NEGATIVE_W_EXT 0x87DC -#define GL_ZERO_EXT 0x87DD -#define GL_ONE_EXT 0x87DE -#define GL_NEGATIVE_ONE_EXT 0x87DF -#define GL_NORMALIZED_RANGE_EXT 0x87E0 -#define GL_FULL_RANGE_EXT 0x87E1 -#define GL_CURRENT_VERTEX_EXT 0x87E2 -#define GL_MVP_MATRIX_EXT 0x87E3 -#define GL_VARIANT_VALUE_EXT 0x87E4 -#define GL_VARIANT_DATATYPE_EXT 0x87E5 -#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 -#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 -#define GL_VARIANT_ARRAY_EXT 0x87E8 -#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 -#define GL_INVARIANT_VALUE_EXT 0x87EA -#define GL_INVARIANT_DATATYPE_EXT 0x87EB -#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC -#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED - -typedef void (GLAPIENTRY * PFNGLBEGINVERTEXSHADEREXTPROC) (void); -typedef GLuint (GLAPIENTRY * PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDPARAMETEREXTPROC) (GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); -typedef GLuint (GLAPIENTRY * PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDVERTEXSHADEREXTPROC) (void); -typedef void (GLAPIENTRY * PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); -typedef GLuint (GLAPIENTRY * PFNGLGENSYMBOLSEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components); -typedef GLuint (GLAPIENTRY * PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); -typedef void (GLAPIENTRY * PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); -typedef void (GLAPIENTRY * PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); -typedef GLboolean (GLAPIENTRY * PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); -typedef void (GLAPIENTRY * PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, void *addr); -typedef void (GLAPIENTRY * PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, void *addr); -typedef void (GLAPIENTRY * PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); -typedef void (GLAPIENTRY * PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); -typedef void (GLAPIENTRY * PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); -typedef void (GLAPIENTRY * PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); -typedef void (GLAPIENTRY * PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, void *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTBVEXTPROC) (GLuint id, GLbyte *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTDVEXTPROC) (GLuint id, GLdouble *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTFVEXTPROC) (GLuint id, GLfloat *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTIVEXTPROC) (GLuint id, GLint *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTSVEXTPROC) (GLuint id, GLshort *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUBVEXTPROC) (GLuint id, GLubyte *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUIVEXTPROC) (GLuint id, GLuint *addr); -typedef void (GLAPIENTRY * PFNGLVARIANTUSVEXTPROC) (GLuint id, GLushort *addr); -typedef void (GLAPIENTRY * PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); - -#define glBeginVertexShaderEXT GLEW_GET_FUN(__glewBeginVertexShaderEXT) -#define glBindLightParameterEXT GLEW_GET_FUN(__glewBindLightParameterEXT) -#define glBindMaterialParameterEXT GLEW_GET_FUN(__glewBindMaterialParameterEXT) -#define glBindParameterEXT GLEW_GET_FUN(__glewBindParameterEXT) -#define glBindTexGenParameterEXT GLEW_GET_FUN(__glewBindTexGenParameterEXT) -#define glBindTextureUnitParameterEXT GLEW_GET_FUN(__glewBindTextureUnitParameterEXT) -#define glBindVertexShaderEXT GLEW_GET_FUN(__glewBindVertexShaderEXT) -#define glDeleteVertexShaderEXT GLEW_GET_FUN(__glewDeleteVertexShaderEXT) -#define glDisableVariantClientStateEXT GLEW_GET_FUN(__glewDisableVariantClientStateEXT) -#define glEnableVariantClientStateEXT GLEW_GET_FUN(__glewEnableVariantClientStateEXT) -#define glEndVertexShaderEXT GLEW_GET_FUN(__glewEndVertexShaderEXT) -#define glExtractComponentEXT GLEW_GET_FUN(__glewExtractComponentEXT) -#define glGenSymbolsEXT GLEW_GET_FUN(__glewGenSymbolsEXT) -#define glGenVertexShadersEXT GLEW_GET_FUN(__glewGenVertexShadersEXT) -#define glGetInvariantBooleanvEXT GLEW_GET_FUN(__glewGetInvariantBooleanvEXT) -#define glGetInvariantFloatvEXT GLEW_GET_FUN(__glewGetInvariantFloatvEXT) -#define glGetInvariantIntegervEXT GLEW_GET_FUN(__glewGetInvariantIntegervEXT) -#define glGetLocalConstantBooleanvEXT GLEW_GET_FUN(__glewGetLocalConstantBooleanvEXT) -#define glGetLocalConstantFloatvEXT GLEW_GET_FUN(__glewGetLocalConstantFloatvEXT) -#define glGetLocalConstantIntegervEXT GLEW_GET_FUN(__glewGetLocalConstantIntegervEXT) -#define glGetVariantBooleanvEXT GLEW_GET_FUN(__glewGetVariantBooleanvEXT) -#define glGetVariantFloatvEXT GLEW_GET_FUN(__glewGetVariantFloatvEXT) -#define glGetVariantIntegervEXT GLEW_GET_FUN(__glewGetVariantIntegervEXT) -#define glGetVariantPointervEXT GLEW_GET_FUN(__glewGetVariantPointervEXT) -#define glInsertComponentEXT GLEW_GET_FUN(__glewInsertComponentEXT) -#define glIsVariantEnabledEXT GLEW_GET_FUN(__glewIsVariantEnabledEXT) -#define glSetInvariantEXT GLEW_GET_FUN(__glewSetInvariantEXT) -#define glSetLocalConstantEXT GLEW_GET_FUN(__glewSetLocalConstantEXT) -#define glShaderOp1EXT GLEW_GET_FUN(__glewShaderOp1EXT) -#define glShaderOp2EXT GLEW_GET_FUN(__glewShaderOp2EXT) -#define glShaderOp3EXT GLEW_GET_FUN(__glewShaderOp3EXT) -#define glSwizzleEXT GLEW_GET_FUN(__glewSwizzleEXT) -#define glVariantPointerEXT GLEW_GET_FUN(__glewVariantPointerEXT) -#define glVariantbvEXT GLEW_GET_FUN(__glewVariantbvEXT) -#define glVariantdvEXT GLEW_GET_FUN(__glewVariantdvEXT) -#define glVariantfvEXT GLEW_GET_FUN(__glewVariantfvEXT) -#define glVariantivEXT GLEW_GET_FUN(__glewVariantivEXT) -#define glVariantsvEXT GLEW_GET_FUN(__glewVariantsvEXT) -#define glVariantubvEXT GLEW_GET_FUN(__glewVariantubvEXT) -#define glVariantuivEXT GLEW_GET_FUN(__glewVariantuivEXT) -#define glVariantusvEXT GLEW_GET_FUN(__glewVariantusvEXT) -#define glWriteMaskEXT GLEW_GET_FUN(__glewWriteMaskEXT) - -#define GLEW_EXT_vertex_shader GLEW_GET_VAR(__GLEW_EXT_vertex_shader) - -#endif /* GL_EXT_vertex_shader */ - -/* ------------------------ GL_EXT_vertex_weighting ------------------------ */ - -#ifndef GL_EXT_vertex_weighting -#define GL_EXT_vertex_weighting 1 - -#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 -#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 -#define GL_MODELVIEW0_EXT 0x1700 -#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 -#define GL_MODELVIEW1_MATRIX_EXT 0x8506 -#define GL_VERTEX_WEIGHTING_EXT 0x8509 -#define GL_MODELVIEW1_EXT 0x850A -#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B -#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C -#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D -#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E -#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F -#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 - -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTFVEXTPROC) (GLfloat* weight); - -#define glVertexWeightPointerEXT GLEW_GET_FUN(__glewVertexWeightPointerEXT) -#define glVertexWeightfEXT GLEW_GET_FUN(__glewVertexWeightfEXT) -#define glVertexWeightfvEXT GLEW_GET_FUN(__glewVertexWeightfvEXT) - -#define GLEW_EXT_vertex_weighting GLEW_GET_VAR(__GLEW_EXT_vertex_weighting) - -#endif /* GL_EXT_vertex_weighting */ - -/* ------------------------ GL_EXT_win32_keyed_mutex ----------------------- */ - -#ifndef GL_EXT_win32_keyed_mutex -#define GL_EXT_win32_keyed_mutex 1 - -typedef GLboolean (GLAPIENTRY * PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); -typedef GLboolean (GLAPIENTRY * PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); - -#define glAcquireKeyedMutexWin32EXT GLEW_GET_FUN(__glewAcquireKeyedMutexWin32EXT) -#define glReleaseKeyedMutexWin32EXT GLEW_GET_FUN(__glewReleaseKeyedMutexWin32EXT) - -#define GLEW_EXT_win32_keyed_mutex GLEW_GET_VAR(__GLEW_EXT_win32_keyed_mutex) - -#endif /* GL_EXT_win32_keyed_mutex */ - -/* ------------------------ GL_EXT_window_rectangles ----------------------- */ - -#ifndef GL_EXT_window_rectangles -#define GL_EXT_window_rectangles 1 - -#define GL_INCLUSIVE_EXT 0x8F10 -#define GL_EXCLUSIVE_EXT 0x8F11 -#define GL_WINDOW_RECTANGLE_EXT 0x8F12 -#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 -#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 -#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 - -typedef void (GLAPIENTRY * PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint box[]); - -#define glWindowRectanglesEXT GLEW_GET_FUN(__glewWindowRectanglesEXT) - -#define GLEW_EXT_window_rectangles GLEW_GET_VAR(__GLEW_EXT_window_rectangles) - -#endif /* GL_EXT_window_rectangles */ - -/* ------------------------- GL_EXT_x11_sync_object ------------------------ */ - -#ifndef GL_EXT_x11_sync_object -#define GL_EXT_x11_sync_object 1 - -#define GL_SYNC_X11_FENCE_EXT 0x90E1 - -typedef GLsync (GLAPIENTRY * PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); - -#define glImportSyncEXT GLEW_GET_FUN(__glewImportSyncEXT) - -#define GLEW_EXT_x11_sync_object GLEW_GET_VAR(__GLEW_EXT_x11_sync_object) - -#endif /* GL_EXT_x11_sync_object */ - -/* ---------------------- GL_GREMEDY_frame_terminator ---------------------- */ - -#ifndef GL_GREMEDY_frame_terminator -#define GL_GREMEDY_frame_terminator 1 - -typedef void (GLAPIENTRY * PFNGLFRAMETERMINATORGREMEDYPROC) (void); - -#define glFrameTerminatorGREMEDY GLEW_GET_FUN(__glewFrameTerminatorGREMEDY) - -#define GLEW_GREMEDY_frame_terminator GLEW_GET_VAR(__GLEW_GREMEDY_frame_terminator) - -#endif /* GL_GREMEDY_frame_terminator */ - -/* ------------------------ GL_GREMEDY_string_marker ----------------------- */ - -#ifndef GL_GREMEDY_string_marker -#define GL_GREMEDY_string_marker 1 - -typedef void (GLAPIENTRY * PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); - -#define glStringMarkerGREMEDY GLEW_GET_FUN(__glewStringMarkerGREMEDY) - -#define GLEW_GREMEDY_string_marker GLEW_GET_VAR(__GLEW_GREMEDY_string_marker) - -#endif /* GL_GREMEDY_string_marker */ - -/* --------------------- GL_HP_convolution_border_modes -------------------- */ - -#ifndef GL_HP_convolution_border_modes -#define GL_HP_convolution_border_modes 1 - -#define GLEW_HP_convolution_border_modes GLEW_GET_VAR(__GLEW_HP_convolution_border_modes) - -#endif /* GL_HP_convolution_border_modes */ - -/* ------------------------- GL_HP_image_transform ------------------------- */ - -#ifndef GL_HP_image_transform -#define GL_HP_image_transform 1 - -typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glGetImageTransformParameterfvHP GLEW_GET_FUN(__glewGetImageTransformParameterfvHP) -#define glGetImageTransformParameterivHP GLEW_GET_FUN(__glewGetImageTransformParameterivHP) -#define glImageTransformParameterfHP GLEW_GET_FUN(__glewImageTransformParameterfHP) -#define glImageTransformParameterfvHP GLEW_GET_FUN(__glewImageTransformParameterfvHP) -#define glImageTransformParameteriHP GLEW_GET_FUN(__glewImageTransformParameteriHP) -#define glImageTransformParameterivHP GLEW_GET_FUN(__glewImageTransformParameterivHP) - -#define GLEW_HP_image_transform GLEW_GET_VAR(__GLEW_HP_image_transform) - -#endif /* GL_HP_image_transform */ - -/* -------------------------- GL_HP_occlusion_test ------------------------- */ - -#ifndef GL_HP_occlusion_test -#define GL_HP_occlusion_test 1 - -#define GLEW_HP_occlusion_test GLEW_GET_VAR(__GLEW_HP_occlusion_test) - -#endif /* GL_HP_occlusion_test */ - -/* ------------------------- GL_HP_texture_lighting ------------------------ */ - -#ifndef GL_HP_texture_lighting -#define GL_HP_texture_lighting 1 - -#define GLEW_HP_texture_lighting GLEW_GET_VAR(__GLEW_HP_texture_lighting) - -#endif /* GL_HP_texture_lighting */ - -/* --------------------------- GL_IBM_cull_vertex -------------------------- */ - -#ifndef GL_IBM_cull_vertex -#define GL_IBM_cull_vertex 1 - -#define GL_CULL_VERTEX_IBM 103050 - -#define GLEW_IBM_cull_vertex GLEW_GET_VAR(__GLEW_IBM_cull_vertex) - -#endif /* GL_IBM_cull_vertex */ - -/* ---------------------- GL_IBM_multimode_draw_arrays --------------------- */ - -#ifndef GL_IBM_multimode_draw_arrays -#define GL_IBM_multimode_draw_arrays 1 - -typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum* mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); -typedef void (GLAPIENTRY * PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum* mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei primcount, GLint modestride); - -#define glMultiModeDrawArraysIBM GLEW_GET_FUN(__glewMultiModeDrawArraysIBM) -#define glMultiModeDrawElementsIBM GLEW_GET_FUN(__glewMultiModeDrawElementsIBM) - -#define GLEW_IBM_multimode_draw_arrays GLEW_GET_VAR(__GLEW_IBM_multimode_draw_arrays) - -#endif /* GL_IBM_multimode_draw_arrays */ - -/* ------------------------- GL_IBM_rasterpos_clip ------------------------- */ - -#ifndef GL_IBM_rasterpos_clip -#define GL_IBM_rasterpos_clip 1 - -#define GL_RASTER_POSITION_UNCLIPPED_IBM 103010 - -#define GLEW_IBM_rasterpos_clip GLEW_GET_VAR(__GLEW_IBM_rasterpos_clip) - -#endif /* GL_IBM_rasterpos_clip */ - -/* --------------------------- GL_IBM_static_data -------------------------- */ - -#ifndef GL_IBM_static_data -#define GL_IBM_static_data 1 - -#define GL_ALL_STATIC_DATA_IBM 103060 -#define GL_STATIC_VERTEX_ARRAY_IBM 103061 - -#define GLEW_IBM_static_data GLEW_GET_VAR(__GLEW_IBM_static_data) - -#endif /* GL_IBM_static_data */ - -/* --------------------- GL_IBM_texture_mirrored_repeat -------------------- */ - -#ifndef GL_IBM_texture_mirrored_repeat -#define GL_IBM_texture_mirrored_repeat 1 - -#define GL_MIRRORED_REPEAT_IBM 0x8370 - -#define GLEW_IBM_texture_mirrored_repeat GLEW_GET_VAR(__GLEW_IBM_texture_mirrored_repeat) - -#endif /* GL_IBM_texture_mirrored_repeat */ - -/* ----------------------- GL_IBM_vertex_array_lists ----------------------- */ - -#ifndef GL_IBM_vertex_array_lists -#define GL_IBM_vertex_array_lists 1 - -#define GL_VERTEX_ARRAY_LIST_IBM 103070 -#define GL_NORMAL_ARRAY_LIST_IBM 103071 -#define GL_COLOR_ARRAY_LIST_IBM 103072 -#define GL_INDEX_ARRAY_LIST_IBM 103073 -#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 -#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 -#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 -#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 -#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 -#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 -#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 -#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 -#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 -#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 -#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 -#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 - -typedef void (GLAPIENTRY * PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean ** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void** pointer, GLint ptrstride); - -#define glColorPointerListIBM GLEW_GET_FUN(__glewColorPointerListIBM) -#define glEdgeFlagPointerListIBM GLEW_GET_FUN(__glewEdgeFlagPointerListIBM) -#define glFogCoordPointerListIBM GLEW_GET_FUN(__glewFogCoordPointerListIBM) -#define glIndexPointerListIBM GLEW_GET_FUN(__glewIndexPointerListIBM) -#define glNormalPointerListIBM GLEW_GET_FUN(__glewNormalPointerListIBM) -#define glSecondaryColorPointerListIBM GLEW_GET_FUN(__glewSecondaryColorPointerListIBM) -#define glTexCoordPointerListIBM GLEW_GET_FUN(__glewTexCoordPointerListIBM) -#define glVertexPointerListIBM GLEW_GET_FUN(__glewVertexPointerListIBM) - -#define GLEW_IBM_vertex_array_lists GLEW_GET_VAR(__GLEW_IBM_vertex_array_lists) - -#endif /* GL_IBM_vertex_array_lists */ - -/* -------------------------- GL_INGR_color_clamp -------------------------- */ - -#ifndef GL_INGR_color_clamp -#define GL_INGR_color_clamp 1 - -#define GL_RED_MIN_CLAMP_INGR 0x8560 -#define GL_GREEN_MIN_CLAMP_INGR 0x8561 -#define GL_BLUE_MIN_CLAMP_INGR 0x8562 -#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 -#define GL_RED_MAX_CLAMP_INGR 0x8564 -#define GL_GREEN_MAX_CLAMP_INGR 0x8565 -#define GL_BLUE_MAX_CLAMP_INGR 0x8566 -#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 - -#define GLEW_INGR_color_clamp GLEW_GET_VAR(__GLEW_INGR_color_clamp) - -#endif /* GL_INGR_color_clamp */ - -/* ------------------------- GL_INGR_interlace_read ------------------------ */ - -#ifndef GL_INGR_interlace_read -#define GL_INGR_interlace_read 1 - -#define GL_INTERLACE_READ_INGR 0x8568 - -#define GLEW_INGR_interlace_read GLEW_GET_VAR(__GLEW_INGR_interlace_read) - -#endif /* GL_INGR_interlace_read */ - -/* ------------------ GL_INTEL_conservative_rasterization ------------------ */ - -#ifndef GL_INTEL_conservative_rasterization -#define GL_INTEL_conservative_rasterization 1 - -#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE - -#define GLEW_INTEL_conservative_rasterization GLEW_GET_VAR(__GLEW_INTEL_conservative_rasterization) - -#endif /* GL_INTEL_conservative_rasterization */ - -/* ------------------- GL_INTEL_fragment_shader_ordering ------------------- */ - -#ifndef GL_INTEL_fragment_shader_ordering -#define GL_INTEL_fragment_shader_ordering 1 - -#define GLEW_INTEL_fragment_shader_ordering GLEW_GET_VAR(__GLEW_INTEL_fragment_shader_ordering) - -#endif /* GL_INTEL_fragment_shader_ordering */ - -/* ----------------------- GL_INTEL_framebuffer_CMAA ----------------------- */ - -#ifndef GL_INTEL_framebuffer_CMAA -#define GL_INTEL_framebuffer_CMAA 1 - -#define GLEW_INTEL_framebuffer_CMAA GLEW_GET_VAR(__GLEW_INTEL_framebuffer_CMAA) - -#endif /* GL_INTEL_framebuffer_CMAA */ - -/* -------------------------- GL_INTEL_map_texture ------------------------- */ - -#ifndef GL_INTEL_map_texture -#define GL_INTEL_map_texture 1 - -#define GL_LAYOUT_DEFAULT_INTEL 0 -#define GL_LAYOUT_LINEAR_INTEL 1 -#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 -#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF - -typedef void * (GLAPIENTRY * PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint* stride, GLenum *layout); -typedef void (GLAPIENTRY * PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); -typedef void (GLAPIENTRY * PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); - -#define glMapTexture2DINTEL GLEW_GET_FUN(__glewMapTexture2DINTEL) -#define glSyncTextureINTEL GLEW_GET_FUN(__glewSyncTextureINTEL) -#define glUnmapTexture2DINTEL GLEW_GET_FUN(__glewUnmapTexture2DINTEL) - -#define GLEW_INTEL_map_texture GLEW_GET_VAR(__GLEW_INTEL_map_texture) - -#endif /* GL_INTEL_map_texture */ - -/* ------------------------ GL_INTEL_parallel_arrays ----------------------- */ - -#ifndef GL_INTEL_parallel_arrays -#define GL_INTEL_parallel_arrays 1 - -#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 -#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 -#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 -#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 -#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 - -typedef void (GLAPIENTRY * PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void** pointer); - -#define glColorPointervINTEL GLEW_GET_FUN(__glewColorPointervINTEL) -#define glNormalPointervINTEL GLEW_GET_FUN(__glewNormalPointervINTEL) -#define glTexCoordPointervINTEL GLEW_GET_FUN(__glewTexCoordPointervINTEL) -#define glVertexPointervINTEL GLEW_GET_FUN(__glewVertexPointervINTEL) - -#define GLEW_INTEL_parallel_arrays GLEW_GET_VAR(__GLEW_INTEL_parallel_arrays) - -#endif /* GL_INTEL_parallel_arrays */ - -/* ----------------------- GL_INTEL_performance_query ---------------------- */ - -#ifndef GL_INTEL_performance_query -#define GL_INTEL_performance_query 1 - -#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x0000 -#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x0001 -#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 -#define GL_PERFQUERY_FLUSH_INTEL 0x83FA -#define GL_PERFQUERY_WAIT_INTEL 0x83FB -#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 -#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 -#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 -#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 -#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 -#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 -#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 -#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 -#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA -#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB -#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC -#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD -#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE -#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF -#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 - -typedef void (GLAPIENTRY * PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint* queryHandle); -typedef void (GLAPIENTRY * PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); -typedef void (GLAPIENTRY * PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint* queryId); -typedef void (GLAPIENTRY * PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint* nextQueryId); -typedef void (GLAPIENTRY * PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar* counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar* queryName, GLuint *queryId); -typedef void (GLAPIENTRY * PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar* queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); - -#define glBeginPerfQueryINTEL GLEW_GET_FUN(__glewBeginPerfQueryINTEL) -#define glCreatePerfQueryINTEL GLEW_GET_FUN(__glewCreatePerfQueryINTEL) -#define glDeletePerfQueryINTEL GLEW_GET_FUN(__glewDeletePerfQueryINTEL) -#define glEndPerfQueryINTEL GLEW_GET_FUN(__glewEndPerfQueryINTEL) -#define glGetFirstPerfQueryIdINTEL GLEW_GET_FUN(__glewGetFirstPerfQueryIdINTEL) -#define glGetNextPerfQueryIdINTEL GLEW_GET_FUN(__glewGetNextPerfQueryIdINTEL) -#define glGetPerfCounterInfoINTEL GLEW_GET_FUN(__glewGetPerfCounterInfoINTEL) -#define glGetPerfQueryDataINTEL GLEW_GET_FUN(__glewGetPerfQueryDataINTEL) -#define glGetPerfQueryIdByNameINTEL GLEW_GET_FUN(__glewGetPerfQueryIdByNameINTEL) -#define glGetPerfQueryInfoINTEL GLEW_GET_FUN(__glewGetPerfQueryInfoINTEL) - -#define GLEW_INTEL_performance_query GLEW_GET_VAR(__GLEW_INTEL_performance_query) - -#endif /* GL_INTEL_performance_query */ - -/* ------------------------ GL_INTEL_texture_scissor ----------------------- */ - -#ifndef GL_INTEL_texture_scissor -#define GL_INTEL_texture_scissor 1 - -typedef void (GLAPIENTRY * PFNGLTEXSCISSORFUNCINTELPROC) (GLenum target, GLenum lfunc, GLenum hfunc); -typedef void (GLAPIENTRY * PFNGLTEXSCISSORINTELPROC) (GLenum target, GLclampf tlow, GLclampf thigh); - -#define glTexScissorFuncINTEL GLEW_GET_FUN(__glewTexScissorFuncINTEL) -#define glTexScissorINTEL GLEW_GET_FUN(__glewTexScissorINTEL) - -#define GLEW_INTEL_texture_scissor GLEW_GET_VAR(__GLEW_INTEL_texture_scissor) - -#endif /* GL_INTEL_texture_scissor */ - -/* --------------------- GL_KHR_blend_equation_advanced -------------------- */ - -#ifndef GL_KHR_blend_equation_advanced -#define GL_KHR_blend_equation_advanced 1 - -#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 -#define GL_MULTIPLY_KHR 0x9294 -#define GL_SCREEN_KHR 0x9295 -#define GL_OVERLAY_KHR 0x9296 -#define GL_DARKEN_KHR 0x9297 -#define GL_LIGHTEN_KHR 0x9298 -#define GL_COLORDODGE_KHR 0x9299 -#define GL_COLORBURN_KHR 0x929A -#define GL_HARDLIGHT_KHR 0x929B -#define GL_SOFTLIGHT_KHR 0x929C -#define GL_DIFFERENCE_KHR 0x929E -#define GL_EXCLUSION_KHR 0x92A0 -#define GL_HSL_HUE_KHR 0x92AD -#define GL_HSL_SATURATION_KHR 0x92AE -#define GL_HSL_COLOR_KHR 0x92AF -#define GL_HSL_LUMINOSITY_KHR 0x92B0 - -typedef void (GLAPIENTRY * PFNGLBLENDBARRIERKHRPROC) (void); - -#define glBlendBarrierKHR GLEW_GET_FUN(__glewBlendBarrierKHR) - -#define GLEW_KHR_blend_equation_advanced GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced) - -#endif /* GL_KHR_blend_equation_advanced */ - -/* ---------------- GL_KHR_blend_equation_advanced_coherent ---------------- */ - -#ifndef GL_KHR_blend_equation_advanced_coherent -#define GL_KHR_blend_equation_advanced_coherent 1 - -#define GLEW_KHR_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_KHR_blend_equation_advanced_coherent) - -#endif /* GL_KHR_blend_equation_advanced_coherent */ - -/* ---------------------- GL_KHR_context_flush_control --------------------- */ - -#ifndef GL_KHR_context_flush_control -#define GL_KHR_context_flush_control 1 - -#define GLEW_KHR_context_flush_control GLEW_GET_VAR(__GLEW_KHR_context_flush_control) - -#endif /* GL_KHR_context_flush_control */ - -/* ------------------------------ GL_KHR_debug ----------------------------- */ - -#ifndef GL_KHR_debug -#define GL_KHR_debug 1 - -#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 -#define GL_STACK_OVERFLOW 0x0503 -#define GL_STACK_UNDERFLOW 0x0504 -#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 -#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 -#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 -#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 -#define GL_DEBUG_SOURCE_API 0x8246 -#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 -#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 -#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 -#define GL_DEBUG_SOURCE_APPLICATION 0x824A -#define GL_DEBUG_SOURCE_OTHER 0x824B -#define GL_DEBUG_TYPE_ERROR 0x824C -#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D -#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E -#define GL_DEBUG_TYPE_PORTABILITY 0x824F -#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 -#define GL_DEBUG_TYPE_OTHER 0x8251 -#define GL_DEBUG_TYPE_MARKER 0x8268 -#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 -#define GL_DEBUG_TYPE_POP_GROUP 0x826A -#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B -#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C -#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D -#define GL_BUFFER 0x82E0 -#define GL_SHADER 0x82E1 -#define GL_PROGRAM 0x82E2 -#define GL_QUERY 0x82E3 -#define GL_PROGRAM_PIPELINE 0x82E4 -#define GL_SAMPLER 0x82E6 -#define GL_DISPLAY_LIST 0x82E7 -#define GL_MAX_LABEL_LENGTH 0x82E8 -#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 -#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 -#define GL_DEBUG_LOGGED_MESSAGES 0x9145 -#define GL_DEBUG_SEVERITY_HIGH 0x9146 -#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 -#define GL_DEBUG_SEVERITY_LOW 0x9148 -#define GL_DEBUG_OUTPUT 0x92E0 - -typedef void (GLAPIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); - -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled); -typedef void (GLAPIENTRY * PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf); -typedef GLuint (GLAPIENTRY * PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog); -typedef void (GLAPIENTRY * PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLGETOBJECTPTRLABELPROC) (void* ptr, GLsizei bufSize, GLsizei* length, GLchar *label); -typedef void (GLAPIENTRY * PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label); -typedef void (GLAPIENTRY * PFNGLOBJECTPTRLABELPROC) (void* ptr, GLsizei length, const GLchar* label); -typedef void (GLAPIENTRY * PFNGLPOPDEBUGGROUPPROC) (void); -typedef void (GLAPIENTRY * PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar * message); - -#define glDebugMessageCallback GLEW_GET_FUN(__glewDebugMessageCallback) -#define glDebugMessageControl GLEW_GET_FUN(__glewDebugMessageControl) -#define glDebugMessageInsert GLEW_GET_FUN(__glewDebugMessageInsert) -#define glGetDebugMessageLog GLEW_GET_FUN(__glewGetDebugMessageLog) -#define glGetObjectLabel GLEW_GET_FUN(__glewGetObjectLabel) -#define glGetObjectPtrLabel GLEW_GET_FUN(__glewGetObjectPtrLabel) -#define glObjectLabel GLEW_GET_FUN(__glewObjectLabel) -#define glObjectPtrLabel GLEW_GET_FUN(__glewObjectPtrLabel) -#define glPopDebugGroup GLEW_GET_FUN(__glewPopDebugGroup) -#define glPushDebugGroup GLEW_GET_FUN(__glewPushDebugGroup) - -#define GLEW_KHR_debug GLEW_GET_VAR(__GLEW_KHR_debug) - -#endif /* GL_KHR_debug */ - -/* ---------------------------- GL_KHR_no_error ---------------------------- */ - -#ifndef GL_KHR_no_error -#define GL_KHR_no_error 1 - -#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 - -#define GLEW_KHR_no_error GLEW_GET_VAR(__GLEW_KHR_no_error) - -#endif /* GL_KHR_no_error */ - -/* --------------------- GL_KHR_parallel_shader_compile -------------------- */ - -#ifndef GL_KHR_parallel_shader_compile -#define GL_KHR_parallel_shader_compile 1 - -#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 -#define GL_COMPLETION_STATUS_KHR 0x91B1 - -typedef void (GLAPIENTRY * PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); - -#define glMaxShaderCompilerThreadsKHR GLEW_GET_FUN(__glewMaxShaderCompilerThreadsKHR) - -#define GLEW_KHR_parallel_shader_compile GLEW_GET_VAR(__GLEW_KHR_parallel_shader_compile) - -#endif /* GL_KHR_parallel_shader_compile */ - -/* ------------------ GL_KHR_robust_buffer_access_behavior ----------------- */ - -#ifndef GL_KHR_robust_buffer_access_behavior -#define GL_KHR_robust_buffer_access_behavior 1 - -#define GLEW_KHR_robust_buffer_access_behavior GLEW_GET_VAR(__GLEW_KHR_robust_buffer_access_behavior) - -#endif /* GL_KHR_robust_buffer_access_behavior */ - -/* --------------------------- GL_KHR_robustness --------------------------- */ - -#ifndef GL_KHR_robustness -#define GL_KHR_robustness 1 - -#define GL_CONTEXT_LOST 0x0507 -#define GL_LOSE_CONTEXT_ON_RESET 0x8252 -#define GL_GUILTY_CONTEXT_RESET 0x8253 -#define GL_INNOCENT_CONTEXT_RESET 0x8254 -#define GL_UNKNOWN_CONTEXT_RESET 0x8255 -#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 -#define GL_NO_RESET_NOTIFICATION 0x8261 -#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 - -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint* params); -typedef void (GLAPIENTRY * PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); - -#define glGetnUniformfv GLEW_GET_FUN(__glewGetnUniformfv) -#define glGetnUniformiv GLEW_GET_FUN(__glewGetnUniformiv) -#define glGetnUniformuiv GLEW_GET_FUN(__glewGetnUniformuiv) -#define glReadnPixels GLEW_GET_FUN(__glewReadnPixels) - -#define GLEW_KHR_robustness GLEW_GET_VAR(__GLEW_KHR_robustness) - -#endif /* GL_KHR_robustness */ - -/* ------------------ GL_KHR_texture_compression_astc_hdr ------------------ */ - -#ifndef GL_KHR_texture_compression_astc_hdr -#define GL_KHR_texture_compression_astc_hdr 1 - -#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 -#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 -#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 -#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 -#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 -#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 -#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 -#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 -#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 -#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 -#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA -#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB -#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC -#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD - -#define GLEW_KHR_texture_compression_astc_hdr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_hdr) - -#endif /* GL_KHR_texture_compression_astc_hdr */ - -/* ------------------ GL_KHR_texture_compression_astc_ldr ------------------ */ - -#ifndef GL_KHR_texture_compression_astc_ldr -#define GL_KHR_texture_compression_astc_ldr 1 - -#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 -#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 -#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 -#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 -#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 -#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 -#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 -#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 -#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 -#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 -#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA -#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB -#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC -#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC -#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD - -#define GLEW_KHR_texture_compression_astc_ldr GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_ldr) - -#endif /* GL_KHR_texture_compression_astc_ldr */ - -/* --------------- GL_KHR_texture_compression_astc_sliced_3d --------------- */ - -#ifndef GL_KHR_texture_compression_astc_sliced_3d -#define GL_KHR_texture_compression_astc_sliced_3d 1 - -#define GLEW_KHR_texture_compression_astc_sliced_3d GLEW_GET_VAR(__GLEW_KHR_texture_compression_astc_sliced_3d) - -#endif /* GL_KHR_texture_compression_astc_sliced_3d */ - -/* -------------------------- GL_KTX_buffer_region ------------------------- */ - -#ifndef GL_KTX_buffer_region -#define GL_KTX_buffer_region 1 - -#define GL_KTX_FRONT_REGION 0x0 -#define GL_KTX_BACK_REGION 0x1 -#define GL_KTX_Z_REGION 0x2 -#define GL_KTX_STENCIL_REGION 0x3 - -typedef GLuint (GLAPIENTRY * PFNGLBUFFERREGIONENABLEDPROC) (void); -typedef void (GLAPIENTRY * PFNGLDELETEBUFFERREGIONPROC) (GLenum region); -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest); -typedef GLuint (GLAPIENTRY * PFNGLNEWBUFFERREGIONPROC) (GLenum region); -typedef void (GLAPIENTRY * PFNGLREADBUFFERREGIONPROC) (GLuint region, GLint x, GLint y, GLsizei width, GLsizei height); - -#define glBufferRegionEnabled GLEW_GET_FUN(__glewBufferRegionEnabled) -#define glDeleteBufferRegion GLEW_GET_FUN(__glewDeleteBufferRegion) -#define glDrawBufferRegion GLEW_GET_FUN(__glewDrawBufferRegion) -#define glNewBufferRegion GLEW_GET_FUN(__glewNewBufferRegion) -#define glReadBufferRegion GLEW_GET_FUN(__glewReadBufferRegion) - -#define GLEW_KTX_buffer_region GLEW_GET_VAR(__GLEW_KTX_buffer_region) - -#endif /* GL_KTX_buffer_region */ - -/* ------------------------- GL_MESAX_texture_stack ------------------------ */ - -#ifndef GL_MESAX_texture_stack -#define GL_MESAX_texture_stack 1 - -#define GL_TEXTURE_1D_STACK_MESAX 0x8759 -#define GL_TEXTURE_2D_STACK_MESAX 0x875A -#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B -#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C -#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D -#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E - -#define GLEW_MESAX_texture_stack GLEW_GET_VAR(__GLEW_MESAX_texture_stack) - -#endif /* GL_MESAX_texture_stack */ - -/* -------------------------- GL_MESA_pack_invert -------------------------- */ - -#ifndef GL_MESA_pack_invert -#define GL_MESA_pack_invert 1 - -#define GL_PACK_INVERT_MESA 0x8758 - -#define GLEW_MESA_pack_invert GLEW_GET_VAR(__GLEW_MESA_pack_invert) - -#endif /* GL_MESA_pack_invert */ - -/* ------------------------- GL_MESA_resize_buffers ------------------------ */ - -#ifndef GL_MESA_resize_buffers -#define GL_MESA_resize_buffers 1 - -typedef void (GLAPIENTRY * PFNGLRESIZEBUFFERSMESAPROC) (void); - -#define glResizeBuffersMESA GLEW_GET_FUN(__glewResizeBuffersMESA) - -#define GLEW_MESA_resize_buffers GLEW_GET_VAR(__GLEW_MESA_resize_buffers) - -#endif /* GL_MESA_resize_buffers */ - -/* -------------------- GL_MESA_shader_integer_functions ------------------- */ - -#ifndef GL_MESA_shader_integer_functions -#define GL_MESA_shader_integer_functions 1 - -#define GLEW_MESA_shader_integer_functions GLEW_GET_VAR(__GLEW_MESA_shader_integer_functions) - -#endif /* GL_MESA_shader_integer_functions */ - -/* --------------------------- GL_MESA_window_pos -------------------------- */ - -#ifndef GL_MESA_window_pos -#define GL_MESA_window_pos 1 - -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS2SVMESAPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS3SVMESAPROC) (const GLshort* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4IVMESAPROC) (const GLint* p); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLWINDOWPOS4SVMESAPROC) (const GLshort* p); - -#define glWindowPos2dMESA GLEW_GET_FUN(__glewWindowPos2dMESA) -#define glWindowPos2dvMESA GLEW_GET_FUN(__glewWindowPos2dvMESA) -#define glWindowPos2fMESA GLEW_GET_FUN(__glewWindowPos2fMESA) -#define glWindowPos2fvMESA GLEW_GET_FUN(__glewWindowPos2fvMESA) -#define glWindowPos2iMESA GLEW_GET_FUN(__glewWindowPos2iMESA) -#define glWindowPos2ivMESA GLEW_GET_FUN(__glewWindowPos2ivMESA) -#define glWindowPos2sMESA GLEW_GET_FUN(__glewWindowPos2sMESA) -#define glWindowPos2svMESA GLEW_GET_FUN(__glewWindowPos2svMESA) -#define glWindowPos3dMESA GLEW_GET_FUN(__glewWindowPos3dMESA) -#define glWindowPos3dvMESA GLEW_GET_FUN(__glewWindowPos3dvMESA) -#define glWindowPos3fMESA GLEW_GET_FUN(__glewWindowPos3fMESA) -#define glWindowPos3fvMESA GLEW_GET_FUN(__glewWindowPos3fvMESA) -#define glWindowPos3iMESA GLEW_GET_FUN(__glewWindowPos3iMESA) -#define glWindowPos3ivMESA GLEW_GET_FUN(__glewWindowPos3ivMESA) -#define glWindowPos3sMESA GLEW_GET_FUN(__glewWindowPos3sMESA) -#define glWindowPos3svMESA GLEW_GET_FUN(__glewWindowPos3svMESA) -#define glWindowPos4dMESA GLEW_GET_FUN(__glewWindowPos4dMESA) -#define glWindowPos4dvMESA GLEW_GET_FUN(__glewWindowPos4dvMESA) -#define glWindowPos4fMESA GLEW_GET_FUN(__glewWindowPos4fMESA) -#define glWindowPos4fvMESA GLEW_GET_FUN(__glewWindowPos4fvMESA) -#define glWindowPos4iMESA GLEW_GET_FUN(__glewWindowPos4iMESA) -#define glWindowPos4ivMESA GLEW_GET_FUN(__glewWindowPos4ivMESA) -#define glWindowPos4sMESA GLEW_GET_FUN(__glewWindowPos4sMESA) -#define glWindowPos4svMESA GLEW_GET_FUN(__glewWindowPos4svMESA) - -#define GLEW_MESA_window_pos GLEW_GET_VAR(__GLEW_MESA_window_pos) - -#endif /* GL_MESA_window_pos */ - -/* ------------------------- GL_MESA_ycbcr_texture ------------------------- */ - -#ifndef GL_MESA_ycbcr_texture -#define GL_MESA_ycbcr_texture 1 - -#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA -#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB -#define GL_YCBCR_MESA 0x8757 - -#define GLEW_MESA_ycbcr_texture GLEW_GET_VAR(__GLEW_MESA_ycbcr_texture) - -#endif /* GL_MESA_ycbcr_texture */ - -/* ----------- GL_NVX_blend_equation_advanced_multi_draw_buffers ----------- */ - -#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers -#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 - -#define GLEW_NVX_blend_equation_advanced_multi_draw_buffers GLEW_GET_VAR(__GLEW_NVX_blend_equation_advanced_multi_draw_buffers) - -#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ - -/* ----------------------- GL_NVX_conditional_render ----------------------- */ - -#ifndef GL_NVX_conditional_render -#define GL_NVX_conditional_render 1 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVXPROC) (void); - -#define glBeginConditionalRenderNVX GLEW_GET_FUN(__glewBeginConditionalRenderNVX) -#define glEndConditionalRenderNVX GLEW_GET_FUN(__glewEndConditionalRenderNVX) - -#define GLEW_NVX_conditional_render GLEW_GET_VAR(__GLEW_NVX_conditional_render) - -#endif /* GL_NVX_conditional_render */ - -/* ------------------------- GL_NVX_gpu_memory_info ------------------------ */ - -#ifndef GL_NVX_gpu_memory_info -#define GL_NVX_gpu_memory_info 1 - -#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 -#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 -#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 -#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A -#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B - -#define GLEW_NVX_gpu_memory_info GLEW_GET_VAR(__GLEW_NVX_gpu_memory_info) - -#endif /* GL_NVX_gpu_memory_info */ - -/* ---------------------- GL_NVX_linked_gpu_multicast ---------------------- */ - -#ifndef GL_NVX_linked_gpu_multicast -#define GL_NVX_linked_gpu_multicast 1 - -#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 -#define GL_MAX_LGPU_GPUS_NVX 0x92BA - -typedef void (GLAPIENTRY * PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); -typedef void (GLAPIENTRY * PFNGLLGPUINTERLOCKNVXPROC) (void); -typedef void (GLAPIENTRY * PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); - -#define glLGPUCopyImageSubDataNVX GLEW_GET_FUN(__glewLGPUCopyImageSubDataNVX) -#define glLGPUInterlockNVX GLEW_GET_FUN(__glewLGPUInterlockNVX) -#define glLGPUNamedBufferSubDataNVX GLEW_GET_FUN(__glewLGPUNamedBufferSubDataNVX) - -#define GLEW_NVX_linked_gpu_multicast GLEW_GET_VAR(__GLEW_NVX_linked_gpu_multicast) - -#endif /* GL_NVX_linked_gpu_multicast */ - -/* ------------------------ GL_NV_3dvision_settings ------------------------ */ - -#ifndef GL_NV_3dvision_settings -#define GL_NV_3dvision_settings 1 - -#define GL_3DVISION_STEREO_NV 0x90F4 -#define GL_STEREO_SEPARATION_NV 0x90F5 -#define GL_STEREO_CONVERGENCE_NV 0x90F6 -#define GL_STEREO_CUTOFF_NV 0x90F7 -#define GL_STEREO_PROJECTION_NV 0x90F8 -#define GL_STEREO_PROJECTION_PERSPECTIVE_NV 0x90F9 -#define GL_STEREO_PROJECTION_ORTHO_NV 0x90FA - -typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERFNVPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSTEREOPARAMETERINVPROC) (GLenum pname, GLint param); - -#define glStereoParameterfNV GLEW_GET_FUN(__glewStereoParameterfNV) -#define glStereoParameteriNV GLEW_GET_FUN(__glewStereoParameteriNV) - -#define GLEW_NV_3dvision_settings GLEW_GET_VAR(__GLEW_NV_3dvision_settings) - -#endif /* GL_NV_3dvision_settings */ - -/* ------------------- GL_NV_EGL_stream_consumer_external ------------------ */ - -#ifndef GL_NV_EGL_stream_consumer_external -#define GL_NV_EGL_stream_consumer_external 1 - -#define GL_TEXTURE_EXTERNAL_OES 0x8D65 -#define GL_SAMPLER_EXTERNAL_OES 0x8D66 -#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 -#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 - -#define GLEW_NV_EGL_stream_consumer_external GLEW_GET_VAR(__GLEW_NV_EGL_stream_consumer_external) - -#endif /* GL_NV_EGL_stream_consumer_external */ - -/* ----------------- GL_NV_alpha_to_coverage_dither_control ---------------- */ - -#ifndef GL_NV_alpha_to_coverage_dither_control -#define GL_NV_alpha_to_coverage_dither_control 1 - -#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF -#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D -#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E -#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F - -#define GLEW_NV_alpha_to_coverage_dither_control GLEW_GET_VAR(__GLEW_NV_alpha_to_coverage_dither_control) - -#endif /* GL_NV_alpha_to_coverage_dither_control */ - -/* ------------------------------- GL_NV_bgr ------------------------------- */ - -#ifndef GL_NV_bgr -#define GL_NV_bgr 1 - -#define GL_BGR_NV 0x80E0 - -#define GLEW_NV_bgr GLEW_GET_VAR(__GLEW_NV_bgr) - -#endif /* GL_NV_bgr */ - -/* ------------------- GL_NV_bindless_multi_draw_indirect ------------------ */ - -#ifndef GL_NV_bindless_multi_draw_indirect -#define GL_NV_bindless_multi_draw_indirect 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); - -#define glMultiDrawArraysIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessNV) -#define glMultiDrawElementsIndirectBindlessNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessNV) - -#define GLEW_NV_bindless_multi_draw_indirect GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect) - -#endif /* GL_NV_bindless_multi_draw_indirect */ - -/* ---------------- GL_NV_bindless_multi_draw_indirect_count --------------- */ - -#ifndef GL_NV_bindless_multi_draw_indirect_count -#define GL_NV_bindless_multi_draw_indirect_count 1 - -typedef void (GLAPIENTRY * PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); -typedef void (GLAPIENTRY * PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); - -#define glMultiDrawArraysIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawArraysIndirectBindlessCountNV) -#define glMultiDrawElementsIndirectBindlessCountNV GLEW_GET_FUN(__glewMultiDrawElementsIndirectBindlessCountNV) - -#define GLEW_NV_bindless_multi_draw_indirect_count GLEW_GET_VAR(__GLEW_NV_bindless_multi_draw_indirect_count) - -#endif /* GL_NV_bindless_multi_draw_indirect_count */ - -/* ------------------------- GL_NV_bindless_texture ------------------------ */ - -#ifndef GL_NV_bindless_texture -#define GL_NV_bindless_texture 1 - -typedef GLuint64 (GLAPIENTRY * PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); -typedef GLuint64 (GLAPIENTRY * PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); -typedef GLboolean (GLAPIENTRY * PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef GLboolean (GLAPIENTRY * PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64* values); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); -typedef void (GLAPIENTRY * PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64* value); - -#define glGetImageHandleNV GLEW_GET_FUN(__glewGetImageHandleNV) -#define glGetTextureHandleNV GLEW_GET_FUN(__glewGetTextureHandleNV) -#define glGetTextureSamplerHandleNV GLEW_GET_FUN(__glewGetTextureSamplerHandleNV) -#define glIsImageHandleResidentNV GLEW_GET_FUN(__glewIsImageHandleResidentNV) -#define glIsTextureHandleResidentNV GLEW_GET_FUN(__glewIsTextureHandleResidentNV) -#define glMakeImageHandleNonResidentNV GLEW_GET_FUN(__glewMakeImageHandleNonResidentNV) -#define glMakeImageHandleResidentNV GLEW_GET_FUN(__glewMakeImageHandleResidentNV) -#define glMakeTextureHandleNonResidentNV GLEW_GET_FUN(__glewMakeTextureHandleNonResidentNV) -#define glMakeTextureHandleResidentNV GLEW_GET_FUN(__glewMakeTextureHandleResidentNV) -#define glProgramUniformHandleui64NV GLEW_GET_FUN(__glewProgramUniformHandleui64NV) -#define glProgramUniformHandleui64vNV GLEW_GET_FUN(__glewProgramUniformHandleui64vNV) -#define glUniformHandleui64NV GLEW_GET_FUN(__glewUniformHandleui64NV) -#define glUniformHandleui64vNV GLEW_GET_FUN(__glewUniformHandleui64vNV) - -#define GLEW_NV_bindless_texture GLEW_GET_VAR(__GLEW_NV_bindless_texture) - -#endif /* GL_NV_bindless_texture */ - -/* --------------------- GL_NV_blend_equation_advanced --------------------- */ - -#ifndef GL_NV_blend_equation_advanced -#define GL_NV_blend_equation_advanced 1 - -#define GL_XOR_NV 0x1506 -#define GL_RED_NV 0x1903 -#define GL_GREEN_NV 0x1904 -#define GL_BLUE_NV 0x1905 -#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 -#define GL_BLEND_OVERLAP_NV 0x9281 -#define GL_UNCORRELATED_NV 0x9282 -#define GL_DISJOINT_NV 0x9283 -#define GL_CONJOINT_NV 0x9284 -#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 -#define GL_SRC_NV 0x9286 -#define GL_DST_NV 0x9287 -#define GL_SRC_OVER_NV 0x9288 -#define GL_DST_OVER_NV 0x9289 -#define GL_SRC_IN_NV 0x928A -#define GL_DST_IN_NV 0x928B -#define GL_SRC_OUT_NV 0x928C -#define GL_DST_OUT_NV 0x928D -#define GL_SRC_ATOP_NV 0x928E -#define GL_DST_ATOP_NV 0x928F -#define GL_PLUS_NV 0x9291 -#define GL_PLUS_DARKER_NV 0x9292 -#define GL_MULTIPLY_NV 0x9294 -#define GL_SCREEN_NV 0x9295 -#define GL_OVERLAY_NV 0x9296 -#define GL_DARKEN_NV 0x9297 -#define GL_LIGHTEN_NV 0x9298 -#define GL_COLORDODGE_NV 0x9299 -#define GL_COLORBURN_NV 0x929A -#define GL_HARDLIGHT_NV 0x929B -#define GL_SOFTLIGHT_NV 0x929C -#define GL_DIFFERENCE_NV 0x929E -#define GL_MINUS_NV 0x929F -#define GL_EXCLUSION_NV 0x92A0 -#define GL_CONTRAST_NV 0x92A1 -#define GL_INVERT_RGB_NV 0x92A3 -#define GL_LINEARDODGE_NV 0x92A4 -#define GL_LINEARBURN_NV 0x92A5 -#define GL_VIVIDLIGHT_NV 0x92A6 -#define GL_LINEARLIGHT_NV 0x92A7 -#define GL_PINLIGHT_NV 0x92A8 -#define GL_HARDMIX_NV 0x92A9 -#define GL_HSL_HUE_NV 0x92AD -#define GL_HSL_SATURATION_NV 0x92AE -#define GL_HSL_COLOR_NV 0x92AF -#define GL_HSL_LUMINOSITY_NV 0x92B0 -#define GL_PLUS_CLAMPED_NV 0x92B1 -#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 -#define GL_MINUS_CLAMPED_NV 0x92B3 -#define GL_INVERT_OVG_NV 0x92B4 - -typedef void (GLAPIENTRY * PFNGLBLENDBARRIERNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); - -#define glBlendBarrierNV GLEW_GET_FUN(__glewBlendBarrierNV) -#define glBlendParameteriNV GLEW_GET_FUN(__glewBlendParameteriNV) - -#define GLEW_NV_blend_equation_advanced GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced) - -#endif /* GL_NV_blend_equation_advanced */ - -/* ----------------- GL_NV_blend_equation_advanced_coherent ---------------- */ - -#ifndef GL_NV_blend_equation_advanced_coherent -#define GL_NV_blend_equation_advanced_coherent 1 - -#define GLEW_NV_blend_equation_advanced_coherent GLEW_GET_VAR(__GLEW_NV_blend_equation_advanced_coherent) - -#endif /* GL_NV_blend_equation_advanced_coherent */ - -/* ----------------------- GL_NV_blend_minmax_factor ----------------------- */ - -#ifndef GL_NV_blend_minmax_factor -#define GL_NV_blend_minmax_factor 1 - -#define GL_FACTOR_MIN_AMD 0x901C -#define GL_FACTOR_MAX_AMD 0x901D - -#define GLEW_NV_blend_minmax_factor GLEW_GET_VAR(__GLEW_NV_blend_minmax_factor) - -#endif /* GL_NV_blend_minmax_factor */ - -/* --------------------------- GL_NV_blend_square -------------------------- */ - -#ifndef GL_NV_blend_square -#define GL_NV_blend_square 1 - -#define GLEW_NV_blend_square GLEW_GET_VAR(__GLEW_NV_blend_square) - -#endif /* GL_NV_blend_square */ - -/* ----------------------- GL_NV_clip_space_w_scaling ---------------------- */ - -#ifndef GL_NV_clip_space_w_scaling -#define GL_NV_clip_space_w_scaling 1 - -#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C -#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D -#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E - -typedef void (GLAPIENTRY * PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); - -#define glViewportPositionWScaleNV GLEW_GET_FUN(__glewViewportPositionWScaleNV) - -#define GLEW_NV_clip_space_w_scaling GLEW_GET_VAR(__GLEW_NV_clip_space_w_scaling) - -#endif /* GL_NV_clip_space_w_scaling */ - -/* --------------------------- GL_NV_command_list -------------------------- */ - -#ifndef GL_NV_command_list -#define GL_NV_command_list 1 - -#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 -#define GL_NOP_COMMAND_NV 0x0001 -#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 -#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 -#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 -#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 -#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 -#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 -#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 -#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 -#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000a -#define GL_BLEND_COLOR_COMMAND_NV 0x000b -#define GL_STENCIL_REF_COMMAND_NV 0x000c -#define GL_LINE_WIDTH_COMMAND_NV 0x000d -#define GL_POLYGON_OFFSET_COMMAND_NV 0x000e -#define GL_ALPHA_REF_COMMAND_NV 0x000f -#define GL_VIEWPORT_COMMAND_NV 0x0010 -#define GL_SCISSOR_COMMAND_NV 0x0011 -#define GL_FRONT_FACE_COMMAND_NV 0x0012 - -typedef void (GLAPIENTRY * PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); -typedef void (GLAPIENTRY * PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); -typedef void (GLAPIENTRY * PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); -typedef void (GLAPIENTRY * PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint* lists); -typedef void (GLAPIENTRY * PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint* states); -typedef void (GLAPIENTRY * PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint* lists); -typedef void (GLAPIENTRY * PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint* states); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64* indirects, const GLsizei* sizes, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef void (GLAPIENTRY * PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr* indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef GLuint (GLAPIENTRY * PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); -typedef GLushort (GLAPIENTRY * PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); -typedef GLboolean (GLAPIENTRY * PFNGLISCOMMANDLISTNVPROC) (GLuint list); -typedef GLboolean (GLAPIENTRY * PFNGLISSTATENVPROC) (GLuint state); -typedef void (GLAPIENTRY * PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void** indirects, const GLsizei* sizes, const GLuint* states, const GLuint* fbos, GLuint count); -typedef void (GLAPIENTRY * PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); - -#define glCallCommandListNV GLEW_GET_FUN(__glewCallCommandListNV) -#define glCommandListSegmentsNV GLEW_GET_FUN(__glewCommandListSegmentsNV) -#define glCompileCommandListNV GLEW_GET_FUN(__glewCompileCommandListNV) -#define glCreateCommandListsNV GLEW_GET_FUN(__glewCreateCommandListsNV) -#define glCreateStatesNV GLEW_GET_FUN(__glewCreateStatesNV) -#define glDeleteCommandListsNV GLEW_GET_FUN(__glewDeleteCommandListsNV) -#define glDeleteStatesNV GLEW_GET_FUN(__glewDeleteStatesNV) -#define glDrawCommandsAddressNV GLEW_GET_FUN(__glewDrawCommandsAddressNV) -#define glDrawCommandsNV GLEW_GET_FUN(__glewDrawCommandsNV) -#define glDrawCommandsStatesAddressNV GLEW_GET_FUN(__glewDrawCommandsStatesAddressNV) -#define glDrawCommandsStatesNV GLEW_GET_FUN(__glewDrawCommandsStatesNV) -#define glGetCommandHeaderNV GLEW_GET_FUN(__glewGetCommandHeaderNV) -#define glGetStageIndexNV GLEW_GET_FUN(__glewGetStageIndexNV) -#define glIsCommandListNV GLEW_GET_FUN(__glewIsCommandListNV) -#define glIsStateNV GLEW_GET_FUN(__glewIsStateNV) -#define glListDrawCommandsStatesClientNV GLEW_GET_FUN(__glewListDrawCommandsStatesClientNV) -#define glStateCaptureNV GLEW_GET_FUN(__glewStateCaptureNV) - -#define GLEW_NV_command_list GLEW_GET_VAR(__GLEW_NV_command_list) - -#endif /* GL_NV_command_list */ - -/* ------------------------- GL_NV_compute_program5 ------------------------ */ - -#ifndef GL_NV_compute_program5 -#define GL_NV_compute_program5 1 - -#define GL_COMPUTE_PROGRAM_NV 0x90FB -#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC - -#define GLEW_NV_compute_program5 GLEW_GET_VAR(__GLEW_NV_compute_program5) - -#endif /* GL_NV_compute_program5 */ - -/* ------------------------ GL_NV_conditional_render ----------------------- */ - -#ifndef GL_NV_conditional_render -#define GL_NV_conditional_render 1 - -#define GL_QUERY_WAIT_NV 0x8E13 -#define GL_QUERY_NO_WAIT_NV 0x8E14 -#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 -#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 - -typedef void (GLAPIENTRY * PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); -typedef void (GLAPIENTRY * PFNGLENDCONDITIONALRENDERNVPROC) (void); - -#define glBeginConditionalRenderNV GLEW_GET_FUN(__glewBeginConditionalRenderNV) -#define glEndConditionalRenderNV GLEW_GET_FUN(__glewEndConditionalRenderNV) - -#define GLEW_NV_conditional_render GLEW_GET_VAR(__GLEW_NV_conditional_render) - -#endif /* GL_NV_conditional_render */ - -/* ----------------------- GL_NV_conservative_raster ----------------------- */ - -#ifndef GL_NV_conservative_raster -#define GL_NV_conservative_raster 1 - -#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 -#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 -#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 -#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 - -typedef void (GLAPIENTRY * PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); - -#define glSubpixelPrecisionBiasNV GLEW_GET_FUN(__glewSubpixelPrecisionBiasNV) - -#define GLEW_NV_conservative_raster GLEW_GET_VAR(__GLEW_NV_conservative_raster) - -#endif /* GL_NV_conservative_raster */ - -/* -------------------- GL_NV_conservative_raster_dilate ------------------- */ - -#ifndef GL_NV_conservative_raster_dilate -#define GL_NV_conservative_raster_dilate 1 - -#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 -#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A -#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B - -typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); - -#define glConservativeRasterParameterfNV GLEW_GET_FUN(__glewConservativeRasterParameterfNV) - -#define GLEW_NV_conservative_raster_dilate GLEW_GET_VAR(__GLEW_NV_conservative_raster_dilate) - -#endif /* GL_NV_conservative_raster_dilate */ - -/* -------------- GL_NV_conservative_raster_pre_snap_triangles ------------- */ - -#ifndef GL_NV_conservative_raster_pre_snap_triangles -#define GL_NV_conservative_raster_pre_snap_triangles 1 - -#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D -#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E -#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F - -typedef void (GLAPIENTRY * PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); - -#define glConservativeRasterParameteriNV GLEW_GET_FUN(__glewConservativeRasterParameteriNV) - -#define GLEW_NV_conservative_raster_pre_snap_triangles GLEW_GET_VAR(__GLEW_NV_conservative_raster_pre_snap_triangles) - -#endif /* GL_NV_conservative_raster_pre_snap_triangles */ - -/* --------------------------- GL_NV_copy_buffer --------------------------- */ - -#ifndef GL_NV_copy_buffer -#define GL_NV_copy_buffer 1 - -#define GL_COPY_READ_BUFFER_NV 0x8F36 -#define GL_COPY_WRITE_BUFFER_NV 0x8F37 - -typedef void (GLAPIENTRY * PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); - -#define glCopyBufferSubDataNV GLEW_GET_FUN(__glewCopyBufferSubDataNV) - -#define GLEW_NV_copy_buffer GLEW_GET_VAR(__GLEW_NV_copy_buffer) - -#endif /* GL_NV_copy_buffer */ - -/* ----------------------- GL_NV_copy_depth_to_color ----------------------- */ - -#ifndef GL_NV_copy_depth_to_color -#define GL_NV_copy_depth_to_color 1 - -#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E -#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F - -#define GLEW_NV_copy_depth_to_color GLEW_GET_VAR(__GLEW_NV_copy_depth_to_color) - -#endif /* GL_NV_copy_depth_to_color */ - -/* ---------------------------- GL_NV_copy_image --------------------------- */ - -#ifndef GL_NV_copy_image -#define GL_NV_copy_image 1 - -typedef void (GLAPIENTRY * PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define glCopyImageSubDataNV GLEW_GET_FUN(__glewCopyImageSubDataNV) - -#define GLEW_NV_copy_image GLEW_GET_VAR(__GLEW_NV_copy_image) - -#endif /* GL_NV_copy_image */ - -/* -------------------------- GL_NV_deep_texture3D ------------------------- */ - -#ifndef GL_NV_deep_texture3D -#define GL_NV_deep_texture3D 1 - -#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 -#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 - -#define GLEW_NV_deep_texture3D GLEW_GET_VAR(__GLEW_NV_deep_texture3D) - -#endif /* GL_NV_deep_texture3D */ - -/* ------------------------ GL_NV_depth_buffer_float ----------------------- */ - -#ifndef GL_NV_depth_buffer_float -#define GL_NV_depth_buffer_float 1 - -#define GL_DEPTH_COMPONENT32F_NV 0x8DAB -#define GL_DEPTH32F_STENCIL8_NV 0x8DAC -#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD -#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF - -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); -typedef void (GLAPIENTRY * PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); - -#define glClearDepthdNV GLEW_GET_FUN(__glewClearDepthdNV) -#define glDepthBoundsdNV GLEW_GET_FUN(__glewDepthBoundsdNV) -#define glDepthRangedNV GLEW_GET_FUN(__glewDepthRangedNV) - -#define GLEW_NV_depth_buffer_float GLEW_GET_VAR(__GLEW_NV_depth_buffer_float) - -#endif /* GL_NV_depth_buffer_float */ - -/* --------------------------- GL_NV_depth_clamp --------------------------- */ - -#ifndef GL_NV_depth_clamp -#define GL_NV_depth_clamp 1 - -#define GL_DEPTH_CLAMP_NV 0x864F - -#define GLEW_NV_depth_clamp GLEW_GET_VAR(__GLEW_NV_depth_clamp) - -#endif /* GL_NV_depth_clamp */ - -/* ---------------------- GL_NV_depth_range_unclamped ---------------------- */ - -#ifndef GL_NV_depth_range_unclamped -#define GL_NV_depth_range_unclamped 1 - -#define GL_SAMPLE_COUNT_BITS_NV 0x8864 -#define GL_CURRENT_SAMPLE_COUNT_QUERY_NV 0x8865 -#define GL_QUERY_RESULT_NV 0x8866 -#define GL_QUERY_RESULT_AVAILABLE_NV 0x8867 -#define GL_SAMPLE_COUNT_NV 0x8914 - -#define GLEW_NV_depth_range_unclamped GLEW_GET_VAR(__GLEW_NV_depth_range_unclamped) - -#endif /* GL_NV_depth_range_unclamped */ - -/* --------------------------- GL_NV_draw_buffers -------------------------- */ - -#ifndef GL_NV_draw_buffers -#define GL_NV_draw_buffers 1 - -#define GL_MAX_DRAW_BUFFERS_NV 0x8824 -#define GL_DRAW_BUFFER0_NV 0x8825 -#define GL_DRAW_BUFFER1_NV 0x8826 -#define GL_DRAW_BUFFER2_NV 0x8827 -#define GL_DRAW_BUFFER3_NV 0x8828 -#define GL_DRAW_BUFFER4_NV 0x8829 -#define GL_DRAW_BUFFER5_NV 0x882A -#define GL_DRAW_BUFFER6_NV 0x882B -#define GL_DRAW_BUFFER7_NV 0x882C -#define GL_DRAW_BUFFER8_NV 0x882D -#define GL_DRAW_BUFFER9_NV 0x882E -#define GL_DRAW_BUFFER10_NV 0x882F -#define GL_DRAW_BUFFER11_NV 0x8830 -#define GL_DRAW_BUFFER12_NV 0x8831 -#define GL_DRAW_BUFFER13_NV 0x8832 -#define GL_DRAW_BUFFER14_NV 0x8833 -#define GL_DRAW_BUFFER15_NV 0x8834 -#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 -#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 -#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 -#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 -#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 -#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 -#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 -#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 -#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 -#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 -#define GL_COLOR_ATTACHMENT10_NV 0x8CEA -#define GL_COLOR_ATTACHMENT11_NV 0x8CEB -#define GL_COLOR_ATTACHMENT12_NV 0x8CEC -#define GL_COLOR_ATTACHMENT13_NV 0x8CED -#define GL_COLOR_ATTACHMENT14_NV 0x8CEE -#define GL_COLOR_ATTACHMENT15_NV 0x8CEF - -typedef void (GLAPIENTRY * PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum* bufs); - -#define glDrawBuffersNV GLEW_GET_FUN(__glewDrawBuffersNV) - -#define GLEW_NV_draw_buffers GLEW_GET_VAR(__GLEW_NV_draw_buffers) - -#endif /* GL_NV_draw_buffers */ - -/* -------------------------- GL_NV_draw_instanced ------------------------- */ - -#ifndef GL_NV_draw_instanced -#define GL_NV_draw_instanced 1 - -typedef void (GLAPIENTRY * PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); -typedef void (GLAPIENTRY * PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); - -#define glDrawArraysInstancedNV GLEW_GET_FUN(__glewDrawArraysInstancedNV) -#define glDrawElementsInstancedNV GLEW_GET_FUN(__glewDrawElementsInstancedNV) - -#define GLEW_NV_draw_instanced GLEW_GET_VAR(__GLEW_NV_draw_instanced) - -#endif /* GL_NV_draw_instanced */ - -/* --------------------------- GL_NV_draw_texture -------------------------- */ - -#ifndef GL_NV_draw_texture -#define GL_NV_draw_texture 1 - -typedef void (GLAPIENTRY * PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); - -#define glDrawTextureNV GLEW_GET_FUN(__glewDrawTextureNV) - -#define GLEW_NV_draw_texture GLEW_GET_VAR(__GLEW_NV_draw_texture) - -#endif /* GL_NV_draw_texture */ - -/* ------------------------ GL_NV_draw_vulkan_image ------------------------ */ - -#ifndef GL_NV_draw_vulkan_image -#define GL_NV_draw_vulkan_image 1 - -typedef void (APIENTRY *GLVULKANPROCNV)(void); - -typedef void (GLAPIENTRY * PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); -typedef GLVULKANPROCNV (GLAPIENTRY * PFNGLGETVKPROCADDRNVPROC) (const GLchar* name); -typedef void (GLAPIENTRY * PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); -typedef void (GLAPIENTRY * PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); -typedef void (GLAPIENTRY * PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); - -#define glDrawVkImageNV GLEW_GET_FUN(__glewDrawVkImageNV) -#define glGetVkProcAddrNV GLEW_GET_FUN(__glewGetVkProcAddrNV) -#define glSignalVkFenceNV GLEW_GET_FUN(__glewSignalVkFenceNV) -#define glSignalVkSemaphoreNV GLEW_GET_FUN(__glewSignalVkSemaphoreNV) -#define glWaitVkSemaphoreNV GLEW_GET_FUN(__glewWaitVkSemaphoreNV) - -#define GLEW_NV_draw_vulkan_image GLEW_GET_VAR(__GLEW_NV_draw_vulkan_image) - -#endif /* GL_NV_draw_vulkan_image */ - -/* ---------------------------- GL_NV_evaluators --------------------------- */ - -#ifndef GL_NV_evaluators -#define GL_NV_evaluators 1 - -#define GL_EVAL_2D_NV 0x86C0 -#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 -#define GL_MAP_TESSELLATION_NV 0x86C2 -#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 -#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 -#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 -#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 -#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 -#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 -#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 -#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA -#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB -#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC -#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD -#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE -#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF -#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 -#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 -#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 -#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 -#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 -#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 -#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 -#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 - -typedef void (GLAPIENTRY * PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); -typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); -typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); -typedef void (GLAPIENTRY * PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint* params); - -#define glEvalMapsNV GLEW_GET_FUN(__glewEvalMapsNV) -#define glGetMapAttribParameterfvNV GLEW_GET_FUN(__glewGetMapAttribParameterfvNV) -#define glGetMapAttribParameterivNV GLEW_GET_FUN(__glewGetMapAttribParameterivNV) -#define glGetMapControlPointsNV GLEW_GET_FUN(__glewGetMapControlPointsNV) -#define glGetMapParameterfvNV GLEW_GET_FUN(__glewGetMapParameterfvNV) -#define glGetMapParameterivNV GLEW_GET_FUN(__glewGetMapParameterivNV) -#define glMapControlPointsNV GLEW_GET_FUN(__glewMapControlPointsNV) -#define glMapParameterfvNV GLEW_GET_FUN(__glewMapParameterfvNV) -#define glMapParameterivNV GLEW_GET_FUN(__glewMapParameterivNV) - -#define GLEW_NV_evaluators GLEW_GET_VAR(__GLEW_NV_evaluators) - -#endif /* GL_NV_evaluators */ - -/* --------------------- GL_NV_explicit_attrib_location -------------------- */ - -#ifndef GL_NV_explicit_attrib_location -#define GL_NV_explicit_attrib_location 1 - -#define GLEW_NV_explicit_attrib_location GLEW_GET_VAR(__GLEW_NV_explicit_attrib_location) - -#endif /* GL_NV_explicit_attrib_location */ - -/* ----------------------- GL_NV_explicit_multisample ---------------------- */ - -#ifndef GL_NV_explicit_multisample -#define GL_NV_explicit_multisample 1 - -#define GL_SAMPLE_POSITION_NV 0x8E50 -#define GL_SAMPLE_MASK_NV 0x8E51 -#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 -#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 -#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 -#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 -#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 -#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 -#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 -#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 - -typedef void (GLAPIENTRY * PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat* val); -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); - -#define glGetMultisamplefvNV GLEW_GET_FUN(__glewGetMultisamplefvNV) -#define glSampleMaskIndexedNV GLEW_GET_FUN(__glewSampleMaskIndexedNV) -#define glTexRenderbufferNV GLEW_GET_FUN(__glewTexRenderbufferNV) - -#define GLEW_NV_explicit_multisample GLEW_GET_VAR(__GLEW_NV_explicit_multisample) - -#endif /* GL_NV_explicit_multisample */ - -/* ---------------------- GL_NV_fbo_color_attachments ---------------------- */ - -#ifndef GL_NV_fbo_color_attachments -#define GL_NV_fbo_color_attachments 1 - -#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF -#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 -#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 -#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 -#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 -#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 -#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 -#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 -#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 -#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 -#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 -#define GL_COLOR_ATTACHMENT10_NV 0x8CEA -#define GL_COLOR_ATTACHMENT11_NV 0x8CEB -#define GL_COLOR_ATTACHMENT12_NV 0x8CEC -#define GL_COLOR_ATTACHMENT13_NV 0x8CED -#define GL_COLOR_ATTACHMENT14_NV 0x8CEE -#define GL_COLOR_ATTACHMENT15_NV 0x8CEF - -#define GLEW_NV_fbo_color_attachments GLEW_GET_VAR(__GLEW_NV_fbo_color_attachments) - -#endif /* GL_NV_fbo_color_attachments */ - -/* ------------------------------ GL_NV_fence ------------------------------ */ - -#ifndef GL_NV_fence -#define GL_NV_fence 1 - -#define GL_ALL_COMPLETED_NV 0x84F2 -#define GL_FENCE_STATUS_NV 0x84F3 -#define GL_FENCE_CONDITION_NV 0x84F4 - -typedef void (GLAPIENTRY * PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint* fences); -typedef void (GLAPIENTRY * PFNGLFINISHFENCENVPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLGENFENCESNVPROC) (GLsizei n, GLuint* fences); -typedef void (GLAPIENTRY * PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISFENCENVPROC) (GLuint fence); -typedef void (GLAPIENTRY * PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); -typedef GLboolean (GLAPIENTRY * PFNGLTESTFENCENVPROC) (GLuint fence); - -#define glDeleteFencesNV GLEW_GET_FUN(__glewDeleteFencesNV) -#define glFinishFenceNV GLEW_GET_FUN(__glewFinishFenceNV) -#define glGenFencesNV GLEW_GET_FUN(__glewGenFencesNV) -#define glGetFenceivNV GLEW_GET_FUN(__glewGetFenceivNV) -#define glIsFenceNV GLEW_GET_FUN(__glewIsFenceNV) -#define glSetFenceNV GLEW_GET_FUN(__glewSetFenceNV) -#define glTestFenceNV GLEW_GET_FUN(__glewTestFenceNV) - -#define GLEW_NV_fence GLEW_GET_VAR(__GLEW_NV_fence) - -#endif /* GL_NV_fence */ - -/* -------------------------- GL_NV_fill_rectangle ------------------------- */ - -#ifndef GL_NV_fill_rectangle -#define GL_NV_fill_rectangle 1 - -#define GL_FILL_RECTANGLE_NV 0x933C - -#define GLEW_NV_fill_rectangle GLEW_GET_VAR(__GLEW_NV_fill_rectangle) - -#endif /* GL_NV_fill_rectangle */ - -/* --------------------------- GL_NV_float_buffer -------------------------- */ - -#ifndef GL_NV_float_buffer -#define GL_NV_float_buffer 1 - -#define GL_FLOAT_R_NV 0x8880 -#define GL_FLOAT_RG_NV 0x8881 -#define GL_FLOAT_RGB_NV 0x8882 -#define GL_FLOAT_RGBA_NV 0x8883 -#define GL_FLOAT_R16_NV 0x8884 -#define GL_FLOAT_R32_NV 0x8885 -#define GL_FLOAT_RG16_NV 0x8886 -#define GL_FLOAT_RG32_NV 0x8887 -#define GL_FLOAT_RGB16_NV 0x8888 -#define GL_FLOAT_RGB32_NV 0x8889 -#define GL_FLOAT_RGBA16_NV 0x888A -#define GL_FLOAT_RGBA32_NV 0x888B -#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C -#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D -#define GL_FLOAT_RGBA_MODE_NV 0x888E - -#define GLEW_NV_float_buffer GLEW_GET_VAR(__GLEW_NV_float_buffer) - -#endif /* GL_NV_float_buffer */ - -/* --------------------------- GL_NV_fog_distance -------------------------- */ - -#ifndef GL_NV_fog_distance -#define GL_NV_fog_distance 1 - -#define GL_FOG_DISTANCE_MODE_NV 0x855A -#define GL_EYE_RADIAL_NV 0x855B -#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C - -#define GLEW_NV_fog_distance GLEW_GET_VAR(__GLEW_NV_fog_distance) - -#endif /* GL_NV_fog_distance */ - -/* -------------------- GL_NV_fragment_coverage_to_color ------------------- */ - -#ifndef GL_NV_fragment_coverage_to_color -#define GL_NV_fragment_coverage_to_color 1 - -#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD -#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); - -#define glFragmentCoverageColorNV GLEW_GET_FUN(__glewFragmentCoverageColorNV) - -#define GLEW_NV_fragment_coverage_to_color GLEW_GET_VAR(__GLEW_NV_fragment_coverage_to_color) - -#endif /* GL_NV_fragment_coverage_to_color */ - -/* ------------------------- GL_NV_fragment_program ------------------------ */ - -#ifndef GL_NV_fragment_program -#define GL_NV_fragment_program 1 - -#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 -#define GL_FRAGMENT_PROGRAM_NV 0x8870 -#define GL_MAX_TEXTURE_COORDS_NV 0x8871 -#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 -#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 -#define GL_PROGRAM_ERROR_STRING_NV 0x8874 - -typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble *params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLdouble v[]); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte* name, const GLfloat v[]); - -#define glGetProgramNamedParameterdvNV GLEW_GET_FUN(__glewGetProgramNamedParameterdvNV) -#define glGetProgramNamedParameterfvNV GLEW_GET_FUN(__glewGetProgramNamedParameterfvNV) -#define glProgramNamedParameter4dNV GLEW_GET_FUN(__glewProgramNamedParameter4dNV) -#define glProgramNamedParameter4dvNV GLEW_GET_FUN(__glewProgramNamedParameter4dvNV) -#define glProgramNamedParameter4fNV GLEW_GET_FUN(__glewProgramNamedParameter4fNV) -#define glProgramNamedParameter4fvNV GLEW_GET_FUN(__glewProgramNamedParameter4fvNV) - -#define GLEW_NV_fragment_program GLEW_GET_VAR(__GLEW_NV_fragment_program) - -#endif /* GL_NV_fragment_program */ - -/* ------------------------ GL_NV_fragment_program2 ------------------------ */ - -#ifndef GL_NV_fragment_program2 -#define GL_NV_fragment_program2 1 - -#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 -#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 -#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 -#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 -#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 - -#define GLEW_NV_fragment_program2 GLEW_GET_VAR(__GLEW_NV_fragment_program2) - -#endif /* GL_NV_fragment_program2 */ - -/* ------------------------ GL_NV_fragment_program4 ------------------------ */ - -#ifndef GL_NV_fragment_program4 -#define GL_NV_fragment_program4 1 - -#define GLEW_NV_fragment_program4 GLEW_GET_VAR(__GLEW_NV_fragment_program4) - -#endif /* GL_NV_fragment_program4 */ - -/* --------------------- GL_NV_fragment_program_option --------------------- */ - -#ifndef GL_NV_fragment_program_option -#define GL_NV_fragment_program_option 1 - -#define GLEW_NV_fragment_program_option GLEW_GET_VAR(__GLEW_NV_fragment_program_option) - -#endif /* GL_NV_fragment_program_option */ - -/* -------------------- GL_NV_fragment_shader_interlock -------------------- */ - -#ifndef GL_NV_fragment_shader_interlock -#define GL_NV_fragment_shader_interlock 1 - -#define GLEW_NV_fragment_shader_interlock GLEW_GET_VAR(__GLEW_NV_fragment_shader_interlock) - -#endif /* GL_NV_fragment_shader_interlock */ - -/* ------------------------- GL_NV_framebuffer_blit ------------------------ */ - -#ifndef GL_NV_framebuffer_blit -#define GL_NV_framebuffer_blit 1 - -#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 -#define GL_READ_FRAMEBUFFER_NV 0x8CA8 -#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 -#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA - -typedef void (GLAPIENTRY * PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); - -#define glBlitFramebufferNV GLEW_GET_FUN(__glewBlitFramebufferNV) - -#define GLEW_NV_framebuffer_blit GLEW_GET_VAR(__GLEW_NV_framebuffer_blit) - -#endif /* GL_NV_framebuffer_blit */ - -/* -------------------- GL_NV_framebuffer_mixed_samples -------------------- */ - -#ifndef GL_NV_framebuffer_mixed_samples -#define GL_NV_framebuffer_mixed_samples 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 -#define GL_RASTER_MULTISAMPLE_EXT 0x9327 -#define GL_RASTER_SAMPLES_EXT 0x9328 -#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 -#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A -#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B -#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C -#define GL_DEPTH_SAMPLES_NV 0x932D -#define GL_STENCIL_SAMPLES_NV 0x932E -#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F -#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 -#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 -#define GL_COVERAGE_MODULATION_NV 0x9332 -#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 - -#define GLEW_NV_framebuffer_mixed_samples GLEW_GET_VAR(__GLEW_NV_framebuffer_mixed_samples) - -#endif /* GL_NV_framebuffer_mixed_samples */ - -/* --------------------- GL_NV_framebuffer_multisample --------------------- */ - -#ifndef GL_NV_framebuffer_multisample -#define GL_NV_framebuffer_multisample 1 - -#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB -#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 -#define GL_MAX_SAMPLES_NV 0x8D57 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleNV) - -#define GLEW_NV_framebuffer_multisample GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample) - -#endif /* GL_NV_framebuffer_multisample */ - -/* ----------------- GL_NV_framebuffer_multisample_coverage ---------------- */ - -#ifndef GL_NV_framebuffer_multisample_coverage -#define GL_NV_framebuffer_multisample_coverage 1 - -#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB -#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 -#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 -#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 - -typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); - -#define glRenderbufferStorageMultisampleCoverageNV GLEW_GET_FUN(__glewRenderbufferStorageMultisampleCoverageNV) - -#define GLEW_NV_framebuffer_multisample_coverage GLEW_GET_VAR(__GLEW_NV_framebuffer_multisample_coverage) - -#endif /* GL_NV_framebuffer_multisample_coverage */ - -/* ----------------------- GL_NV_generate_mipmap_sRGB ---------------------- */ - -#ifndef GL_NV_generate_mipmap_sRGB -#define GL_NV_generate_mipmap_sRGB 1 - -#define GLEW_NV_generate_mipmap_sRGB GLEW_GET_VAR(__GLEW_NV_generate_mipmap_sRGB) - -#endif /* GL_NV_generate_mipmap_sRGB */ - -/* ------------------------ GL_NV_geometry_program4 ------------------------ */ - -#ifndef GL_NV_geometry_program4 -#define GL_NV_geometry_program4 1 - -#define GL_GEOMETRY_PROGRAM_NV 0x8C26 -#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 -#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 - -typedef void (GLAPIENTRY * PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); - -#define glProgramVertexLimitNV GLEW_GET_FUN(__glewProgramVertexLimitNV) - -#define GLEW_NV_geometry_program4 GLEW_GET_VAR(__GLEW_NV_geometry_program4) - -#endif /* GL_NV_geometry_program4 */ - -/* ------------------------- GL_NV_geometry_shader4 ------------------------ */ - -#ifndef GL_NV_geometry_shader4 -#define GL_NV_geometry_shader4 1 - -#define GLEW_NV_geometry_shader4 GLEW_GET_VAR(__GLEW_NV_geometry_shader4) - -#endif /* GL_NV_geometry_shader4 */ - -/* ------------------- GL_NV_geometry_shader_passthrough ------------------- */ - -#ifndef GL_NV_geometry_shader_passthrough -#define GL_NV_geometry_shader_passthrough 1 - -#define GLEW_NV_geometry_shader_passthrough GLEW_GET_VAR(__GLEW_NV_geometry_shader_passthrough) - -#endif /* GL_NV_geometry_shader_passthrough */ - -/* -------------------------- GL_NV_gpu_multicast -------------------------- */ - -#ifndef GL_NV_gpu_multicast -#define GL_NV_gpu_multicast 1 - -#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 -#define GL_MULTICAST_GPUS_NV 0x92BA -#define GL_PER_GPU_STORAGE_NV 0x9548 -#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 -#define GL_RENDER_GPU_MASK_NV 0x9558 - -typedef void (GLAPIENTRY * PFNGLMULTICASTBARRIERNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef void (GLAPIENTRY * PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); -typedef void (GLAPIENTRY * PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask); -typedef void (GLAPIENTRY * PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); - -#define glMulticastBarrierNV GLEW_GET_FUN(__glewMulticastBarrierNV) -#define glMulticastBlitFramebufferNV GLEW_GET_FUN(__glewMulticastBlitFramebufferNV) -#define glMulticastBufferSubDataNV GLEW_GET_FUN(__glewMulticastBufferSubDataNV) -#define glMulticastCopyBufferSubDataNV GLEW_GET_FUN(__glewMulticastCopyBufferSubDataNV) -#define glMulticastCopyImageSubDataNV GLEW_GET_FUN(__glewMulticastCopyImageSubDataNV) -#define glMulticastFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewMulticastFramebufferSampleLocationsfvNV) -#define glMulticastGetQueryObjecti64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjecti64vNV) -#define glMulticastGetQueryObjectivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectivNV) -#define glMulticastGetQueryObjectui64vNV GLEW_GET_FUN(__glewMulticastGetQueryObjectui64vNV) -#define glMulticastGetQueryObjectuivNV GLEW_GET_FUN(__glewMulticastGetQueryObjectuivNV) -#define glMulticastWaitSyncNV GLEW_GET_FUN(__glewMulticastWaitSyncNV) -#define glRenderGpuMaskNV GLEW_GET_FUN(__glewRenderGpuMaskNV) - -#define GLEW_NV_gpu_multicast GLEW_GET_VAR(__GLEW_NV_gpu_multicast) - -#endif /* GL_NV_gpu_multicast */ - -/* --------------------------- GL_NV_gpu_program4 -------------------------- */ - -#ifndef GL_NV_gpu_program4 -#define GL_NV_gpu_program4 1 - -#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 -#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 -#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 -#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 -#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 -#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 -#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 -#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 - -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); - -#define glProgramEnvParameterI4iNV GLEW_GET_FUN(__glewProgramEnvParameterI4iNV) -#define glProgramEnvParameterI4ivNV GLEW_GET_FUN(__glewProgramEnvParameterI4ivNV) -#define glProgramEnvParameterI4uiNV GLEW_GET_FUN(__glewProgramEnvParameterI4uiNV) -#define glProgramEnvParameterI4uivNV GLEW_GET_FUN(__glewProgramEnvParameterI4uivNV) -#define glProgramEnvParametersI4ivNV GLEW_GET_FUN(__glewProgramEnvParametersI4ivNV) -#define glProgramEnvParametersI4uivNV GLEW_GET_FUN(__glewProgramEnvParametersI4uivNV) -#define glProgramLocalParameterI4iNV GLEW_GET_FUN(__glewProgramLocalParameterI4iNV) -#define glProgramLocalParameterI4ivNV GLEW_GET_FUN(__glewProgramLocalParameterI4ivNV) -#define glProgramLocalParameterI4uiNV GLEW_GET_FUN(__glewProgramLocalParameterI4uiNV) -#define glProgramLocalParameterI4uivNV GLEW_GET_FUN(__glewProgramLocalParameterI4uivNV) -#define glProgramLocalParametersI4ivNV GLEW_GET_FUN(__glewProgramLocalParametersI4ivNV) -#define glProgramLocalParametersI4uivNV GLEW_GET_FUN(__glewProgramLocalParametersI4uivNV) - -#define GLEW_NV_gpu_program4 GLEW_GET_VAR(__GLEW_NV_gpu_program4) - -#endif /* GL_NV_gpu_program4 */ - -/* --------------------------- GL_NV_gpu_program5 -------------------------- */ - -#ifndef GL_NV_gpu_program5 -#define GL_NV_gpu_program5 1 - -#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A -#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B -#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C -#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D -#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E -#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F - -#define GLEW_NV_gpu_program5 GLEW_GET_VAR(__GLEW_NV_gpu_program5) - -#endif /* GL_NV_gpu_program5 */ - -/* -------------------- GL_NV_gpu_program5_mem_extended -------------------- */ - -#ifndef GL_NV_gpu_program5_mem_extended -#define GL_NV_gpu_program5_mem_extended 1 - -#define GLEW_NV_gpu_program5_mem_extended GLEW_GET_VAR(__GLEW_NV_gpu_program5_mem_extended) - -#endif /* GL_NV_gpu_program5_mem_extended */ - -/* ------------------------- GL_NV_gpu_program_fp64 ------------------------ */ - -#ifndef GL_NV_gpu_program_fp64 -#define GL_NV_gpu_program_fp64 1 - -#define GLEW_NV_gpu_program_fp64 GLEW_GET_VAR(__GLEW_NV_gpu_program_fp64) - -#endif /* GL_NV_gpu_program_fp64 */ - -/* --------------------------- GL_NV_gpu_shader5 --------------------------- */ - -#ifndef GL_NV_gpu_shader5 -#define GL_NV_gpu_shader5 1 - -#define GL_INT64_NV 0x140E -#define GL_UNSIGNED_INT64_NV 0x140F -#define GL_INT8_NV 0x8FE0 -#define GL_INT8_VEC2_NV 0x8FE1 -#define GL_INT8_VEC3_NV 0x8FE2 -#define GL_INT8_VEC4_NV 0x8FE3 -#define GL_INT16_NV 0x8FE4 -#define GL_INT16_VEC2_NV 0x8FE5 -#define GL_INT16_VEC3_NV 0x8FE6 -#define GL_INT16_VEC4_NV 0x8FE7 -#define GL_INT64_VEC2_NV 0x8FE9 -#define GL_INT64_VEC3_NV 0x8FEA -#define GL_INT64_VEC4_NV 0x8FEB -#define GL_UNSIGNED_INT8_NV 0x8FEC -#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED -#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE -#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF -#define GL_UNSIGNED_INT16_NV 0x8FF0 -#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 -#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 -#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 -#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 -#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 -#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 -#define GL_FLOAT16_NV 0x8FF8 -#define GL_FLOAT16_VEC2_NV 0x8FF9 -#define GL_FLOAT16_VEC3_NV 0x8FFA -#define GL_FLOAT16_VEC4_NV 0x8FFB - -typedef void (GLAPIENTRY * PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); - -#define glGetUniformi64vNV GLEW_GET_FUN(__glewGetUniformi64vNV) -#define glGetUniformui64vNV GLEW_GET_FUN(__glewGetUniformui64vNV) -#define glProgramUniform1i64NV GLEW_GET_FUN(__glewProgramUniform1i64NV) -#define glProgramUniform1i64vNV GLEW_GET_FUN(__glewProgramUniform1i64vNV) -#define glProgramUniform1ui64NV GLEW_GET_FUN(__glewProgramUniform1ui64NV) -#define glProgramUniform1ui64vNV GLEW_GET_FUN(__glewProgramUniform1ui64vNV) -#define glProgramUniform2i64NV GLEW_GET_FUN(__glewProgramUniform2i64NV) -#define glProgramUniform2i64vNV GLEW_GET_FUN(__glewProgramUniform2i64vNV) -#define glProgramUniform2ui64NV GLEW_GET_FUN(__glewProgramUniform2ui64NV) -#define glProgramUniform2ui64vNV GLEW_GET_FUN(__glewProgramUniform2ui64vNV) -#define glProgramUniform3i64NV GLEW_GET_FUN(__glewProgramUniform3i64NV) -#define glProgramUniform3i64vNV GLEW_GET_FUN(__glewProgramUniform3i64vNV) -#define glProgramUniform3ui64NV GLEW_GET_FUN(__glewProgramUniform3ui64NV) -#define glProgramUniform3ui64vNV GLEW_GET_FUN(__glewProgramUniform3ui64vNV) -#define glProgramUniform4i64NV GLEW_GET_FUN(__glewProgramUniform4i64NV) -#define glProgramUniform4i64vNV GLEW_GET_FUN(__glewProgramUniform4i64vNV) -#define glProgramUniform4ui64NV GLEW_GET_FUN(__glewProgramUniform4ui64NV) -#define glProgramUniform4ui64vNV GLEW_GET_FUN(__glewProgramUniform4ui64vNV) -#define glUniform1i64NV GLEW_GET_FUN(__glewUniform1i64NV) -#define glUniform1i64vNV GLEW_GET_FUN(__glewUniform1i64vNV) -#define glUniform1ui64NV GLEW_GET_FUN(__glewUniform1ui64NV) -#define glUniform1ui64vNV GLEW_GET_FUN(__glewUniform1ui64vNV) -#define glUniform2i64NV GLEW_GET_FUN(__glewUniform2i64NV) -#define glUniform2i64vNV GLEW_GET_FUN(__glewUniform2i64vNV) -#define glUniform2ui64NV GLEW_GET_FUN(__glewUniform2ui64NV) -#define glUniform2ui64vNV GLEW_GET_FUN(__glewUniform2ui64vNV) -#define glUniform3i64NV GLEW_GET_FUN(__glewUniform3i64NV) -#define glUniform3i64vNV GLEW_GET_FUN(__glewUniform3i64vNV) -#define glUniform3ui64NV GLEW_GET_FUN(__glewUniform3ui64NV) -#define glUniform3ui64vNV GLEW_GET_FUN(__glewUniform3ui64vNV) -#define glUniform4i64NV GLEW_GET_FUN(__glewUniform4i64NV) -#define glUniform4i64vNV GLEW_GET_FUN(__glewUniform4i64vNV) -#define glUniform4ui64NV GLEW_GET_FUN(__glewUniform4ui64NV) -#define glUniform4ui64vNV GLEW_GET_FUN(__glewUniform4ui64vNV) - -#define GLEW_NV_gpu_shader5 GLEW_GET_VAR(__GLEW_NV_gpu_shader5) - -#endif /* GL_NV_gpu_shader5 */ - -/* ---------------------------- GL_NV_half_float --------------------------- */ - -#ifndef GL_NV_half_float -#define GL_NV_half_float 1 - -#define GL_HALF_FLOAT_NV 0x140B - -typedef unsigned short GLhalf; - -typedef void (GLAPIENTRY * PFNGLCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); -typedef void (GLAPIENTRY * PFNGLCOLOR3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLCOLOR4HNVPROC) (GLhalf red, GLhalf green, GLhalf blue, GLhalf alpha); -typedef void (GLAPIENTRY * PFNGLCOLOR4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLFOGCOORDHNVPROC) (GLhalf fog); -typedef void (GLAPIENTRY * PFNGLFOGCOORDHVNVPROC) (const GLhalf* fog); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalf s); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalf s, GLhalf t); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalf s, GLhalf t, GLhalf r, GLhalf q); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLNORMAL3HNVPROC) (GLhalf nx, GLhalf ny, GLhalf nz); -typedef void (GLAPIENTRY * PFNGLNORMAL3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HNVPROC) (GLhalf red, GLhalf green, GLhalf blue); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD1HNVPROC) (GLhalf s); -typedef void (GLAPIENTRY * PFNGLTEXCOORD1HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2HNVPROC) (GLhalf s, GLhalf t); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD3HNVPROC) (GLhalf s, GLhalf t, GLhalf r); -typedef void (GLAPIENTRY * PFNGLTEXCOORD3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4HNVPROC) (GLhalf s, GLhalf t, GLhalf r, GLhalf q); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX2HNVPROC) (GLhalf x, GLhalf y); -typedef void (GLAPIENTRY * PFNGLVERTEX2HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX3HNVPROC) (GLhalf x, GLhalf y, GLhalf z); -typedef void (GLAPIENTRY * PFNGLVERTEX3HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEX4HNVPROC) (GLhalf x, GLhalf y, GLhalf z, GLhalf w); -typedef void (GLAPIENTRY * PFNGLVERTEX4HVNVPROC) (const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalf x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalf x, GLhalf y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalf x, GLhalf y, GLhalf z, GLhalf w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalf* v); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHNVPROC) (GLhalf weight); -typedef void (GLAPIENTRY * PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalf* weight); - -#define glColor3hNV GLEW_GET_FUN(__glewColor3hNV) -#define glColor3hvNV GLEW_GET_FUN(__glewColor3hvNV) -#define glColor4hNV GLEW_GET_FUN(__glewColor4hNV) -#define glColor4hvNV GLEW_GET_FUN(__glewColor4hvNV) -#define glFogCoordhNV GLEW_GET_FUN(__glewFogCoordhNV) -#define glFogCoordhvNV GLEW_GET_FUN(__glewFogCoordhvNV) -#define glMultiTexCoord1hNV GLEW_GET_FUN(__glewMultiTexCoord1hNV) -#define glMultiTexCoord1hvNV GLEW_GET_FUN(__glewMultiTexCoord1hvNV) -#define glMultiTexCoord2hNV GLEW_GET_FUN(__glewMultiTexCoord2hNV) -#define glMultiTexCoord2hvNV GLEW_GET_FUN(__glewMultiTexCoord2hvNV) -#define glMultiTexCoord3hNV GLEW_GET_FUN(__glewMultiTexCoord3hNV) -#define glMultiTexCoord3hvNV GLEW_GET_FUN(__glewMultiTexCoord3hvNV) -#define glMultiTexCoord4hNV GLEW_GET_FUN(__glewMultiTexCoord4hNV) -#define glMultiTexCoord4hvNV GLEW_GET_FUN(__glewMultiTexCoord4hvNV) -#define glNormal3hNV GLEW_GET_FUN(__glewNormal3hNV) -#define glNormal3hvNV GLEW_GET_FUN(__glewNormal3hvNV) -#define glSecondaryColor3hNV GLEW_GET_FUN(__glewSecondaryColor3hNV) -#define glSecondaryColor3hvNV GLEW_GET_FUN(__glewSecondaryColor3hvNV) -#define glTexCoord1hNV GLEW_GET_FUN(__glewTexCoord1hNV) -#define glTexCoord1hvNV GLEW_GET_FUN(__glewTexCoord1hvNV) -#define glTexCoord2hNV GLEW_GET_FUN(__glewTexCoord2hNV) -#define glTexCoord2hvNV GLEW_GET_FUN(__glewTexCoord2hvNV) -#define glTexCoord3hNV GLEW_GET_FUN(__glewTexCoord3hNV) -#define glTexCoord3hvNV GLEW_GET_FUN(__glewTexCoord3hvNV) -#define glTexCoord4hNV GLEW_GET_FUN(__glewTexCoord4hNV) -#define glTexCoord4hvNV GLEW_GET_FUN(__glewTexCoord4hvNV) -#define glVertex2hNV GLEW_GET_FUN(__glewVertex2hNV) -#define glVertex2hvNV GLEW_GET_FUN(__glewVertex2hvNV) -#define glVertex3hNV GLEW_GET_FUN(__glewVertex3hNV) -#define glVertex3hvNV GLEW_GET_FUN(__glewVertex3hvNV) -#define glVertex4hNV GLEW_GET_FUN(__glewVertex4hNV) -#define glVertex4hvNV GLEW_GET_FUN(__glewVertex4hvNV) -#define glVertexAttrib1hNV GLEW_GET_FUN(__glewVertexAttrib1hNV) -#define glVertexAttrib1hvNV GLEW_GET_FUN(__glewVertexAttrib1hvNV) -#define glVertexAttrib2hNV GLEW_GET_FUN(__glewVertexAttrib2hNV) -#define glVertexAttrib2hvNV GLEW_GET_FUN(__glewVertexAttrib2hvNV) -#define glVertexAttrib3hNV GLEW_GET_FUN(__glewVertexAttrib3hNV) -#define glVertexAttrib3hvNV GLEW_GET_FUN(__glewVertexAttrib3hvNV) -#define glVertexAttrib4hNV GLEW_GET_FUN(__glewVertexAttrib4hNV) -#define glVertexAttrib4hvNV GLEW_GET_FUN(__glewVertexAttrib4hvNV) -#define glVertexAttribs1hvNV GLEW_GET_FUN(__glewVertexAttribs1hvNV) -#define glVertexAttribs2hvNV GLEW_GET_FUN(__glewVertexAttribs2hvNV) -#define glVertexAttribs3hvNV GLEW_GET_FUN(__glewVertexAttribs3hvNV) -#define glVertexAttribs4hvNV GLEW_GET_FUN(__glewVertexAttribs4hvNV) -#define glVertexWeighthNV GLEW_GET_FUN(__glewVertexWeighthNV) -#define glVertexWeighthvNV GLEW_GET_FUN(__glewVertexWeighthvNV) - -#define GLEW_NV_half_float GLEW_GET_VAR(__GLEW_NV_half_float) - -#endif /* GL_NV_half_float */ - -/* -------------------------- GL_NV_image_formats -------------------------- */ - -#ifndef GL_NV_image_formats -#define GL_NV_image_formats 1 - -#define GLEW_NV_image_formats GLEW_GET_VAR(__GLEW_NV_image_formats) - -#endif /* GL_NV_image_formats */ - -/* ------------------------- GL_NV_instanced_arrays ------------------------ */ - -#ifndef GL_NV_instanced_arrays -#define GL_NV_instanced_arrays 1 - -#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE - -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); - -#define glVertexAttribDivisorNV GLEW_GET_FUN(__glewVertexAttribDivisorNV) - -#define GLEW_NV_instanced_arrays GLEW_GET_VAR(__GLEW_NV_instanced_arrays) - -#endif /* GL_NV_instanced_arrays */ - -/* ------------------- GL_NV_internalformat_sample_query ------------------- */ - -#ifndef GL_NV_internalformat_sample_query -#define GL_NV_internalformat_sample_query 1 - -#define GL_MULTISAMPLES_NV 0x9371 -#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 -#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 -#define GL_CONFORMANT_NV 0x9374 - -typedef void (GLAPIENTRY * PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei bufSize, GLint* params); - -#define glGetInternalformatSampleivNV GLEW_GET_FUN(__glewGetInternalformatSampleivNV) - -#define GLEW_NV_internalformat_sample_query GLEW_GET_VAR(__GLEW_NV_internalformat_sample_query) - -#endif /* GL_NV_internalformat_sample_query */ - -/* ------------------------ GL_NV_light_max_exponent ----------------------- */ - -#ifndef GL_NV_light_max_exponent -#define GL_NV_light_max_exponent 1 - -#define GL_MAX_SHININESS_NV 0x8504 -#define GL_MAX_SPOT_EXPONENT_NV 0x8505 - -#define GLEW_NV_light_max_exponent GLEW_GET_VAR(__GLEW_NV_light_max_exponent) - -#endif /* GL_NV_light_max_exponent */ - -/* ----------------------- GL_NV_multisample_coverage ---------------------- */ - -#ifndef GL_NV_multisample_coverage -#define GL_NV_multisample_coverage 1 - -#define GL_COLOR_SAMPLES_NV 0x8E20 - -#define GLEW_NV_multisample_coverage GLEW_GET_VAR(__GLEW_NV_multisample_coverage) - -#endif /* GL_NV_multisample_coverage */ - -/* --------------------- GL_NV_multisample_filter_hint --------------------- */ - -#ifndef GL_NV_multisample_filter_hint -#define GL_NV_multisample_filter_hint 1 - -#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 - -#define GLEW_NV_multisample_filter_hint GLEW_GET_VAR(__GLEW_NV_multisample_filter_hint) - -#endif /* GL_NV_multisample_filter_hint */ - -/* ----------------------- GL_NV_non_square_matrices ----------------------- */ - -#ifndef GL_NV_non_square_matrices -#define GL_NV_non_square_matrices 1 - -#define GL_FLOAT_MAT2x3_NV 0x8B65 -#define GL_FLOAT_MAT2x4_NV 0x8B66 -#define GL_FLOAT_MAT3x2_NV 0x8B67 -#define GL_FLOAT_MAT3x4_NV 0x8B68 -#define GL_FLOAT_MAT4x2_NV 0x8B69 -#define GL_FLOAT_MAT4x3_NV 0x8B6A - -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); - -#define glUniformMatrix2x3fvNV GLEW_GET_FUN(__glewUniformMatrix2x3fvNV) -#define glUniformMatrix2x4fvNV GLEW_GET_FUN(__glewUniformMatrix2x4fvNV) -#define glUniformMatrix3x2fvNV GLEW_GET_FUN(__glewUniformMatrix3x2fvNV) -#define glUniformMatrix3x4fvNV GLEW_GET_FUN(__glewUniformMatrix3x4fvNV) -#define glUniformMatrix4x2fvNV GLEW_GET_FUN(__glewUniformMatrix4x2fvNV) -#define glUniformMatrix4x3fvNV GLEW_GET_FUN(__glewUniformMatrix4x3fvNV) - -#define GLEW_NV_non_square_matrices GLEW_GET_VAR(__GLEW_NV_non_square_matrices) - -#endif /* GL_NV_non_square_matrices */ - -/* ------------------------- GL_NV_occlusion_query ------------------------- */ - -#ifndef GL_NV_occlusion_query -#define GL_NV_occlusion_query 1 - -#define GL_PIXEL_COUNTER_BITS_NV 0x8864 -#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 -#define GL_PIXEL_COUNT_NV 0x8866 -#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 - -typedef void (GLAPIENTRY * PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLENDOCCLUSIONQUERYNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); - -#define glBeginOcclusionQueryNV GLEW_GET_FUN(__glewBeginOcclusionQueryNV) -#define glDeleteOcclusionQueriesNV GLEW_GET_FUN(__glewDeleteOcclusionQueriesNV) -#define glEndOcclusionQueryNV GLEW_GET_FUN(__glewEndOcclusionQueryNV) -#define glGenOcclusionQueriesNV GLEW_GET_FUN(__glewGenOcclusionQueriesNV) -#define glGetOcclusionQueryivNV GLEW_GET_FUN(__glewGetOcclusionQueryivNV) -#define glGetOcclusionQueryuivNV GLEW_GET_FUN(__glewGetOcclusionQueryuivNV) -#define glIsOcclusionQueryNV GLEW_GET_FUN(__glewIsOcclusionQueryNV) - -#define GLEW_NV_occlusion_query GLEW_GET_VAR(__GLEW_NV_occlusion_query) - -#endif /* GL_NV_occlusion_query */ - -/* -------------------------- GL_NV_pack_subimage -------------------------- */ - -#ifndef GL_NV_pack_subimage -#define GL_NV_pack_subimage 1 - -#define GL_PACK_ROW_LENGTH_NV 0x0D02 -#define GL_PACK_SKIP_ROWS_NV 0x0D03 -#define GL_PACK_SKIP_PIXELS_NV 0x0D04 - -#define GLEW_NV_pack_subimage GLEW_GET_VAR(__GLEW_NV_pack_subimage) - -#endif /* GL_NV_pack_subimage */ - -/* ----------------------- GL_NV_packed_depth_stencil ---------------------- */ - -#ifndef GL_NV_packed_depth_stencil -#define GL_NV_packed_depth_stencil 1 - -#define GL_DEPTH_STENCIL_NV 0x84F9 -#define GL_UNSIGNED_INT_24_8_NV 0x84FA - -#define GLEW_NV_packed_depth_stencil GLEW_GET_VAR(__GLEW_NV_packed_depth_stencil) - -#endif /* GL_NV_packed_depth_stencil */ - -/* --------------------------- GL_NV_packed_float -------------------------- */ - -#ifndef GL_NV_packed_float -#define GL_NV_packed_float 1 - -#define GL_R11F_G11F_B10F_NV 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B - -#define GLEW_NV_packed_float GLEW_GET_VAR(__GLEW_NV_packed_float) - -#endif /* GL_NV_packed_float */ - -/* ----------------------- GL_NV_packed_float_linear ----------------------- */ - -#ifndef GL_NV_packed_float_linear -#define GL_NV_packed_float_linear 1 - -#define GL_R11F_G11F_B10F_NV 0x8C3A -#define GL_UNSIGNED_INT_10F_11F_11F_REV_NV 0x8C3B - -#define GLEW_NV_packed_float_linear GLEW_GET_VAR(__GLEW_NV_packed_float_linear) - -#endif /* GL_NV_packed_float_linear */ - -/* --------------------- GL_NV_parameter_buffer_object --------------------- */ - -#ifndef GL_NV_parameter_buffer_object -#define GL_NV_parameter_buffer_object 1 - -#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 -#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 -#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 -#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 -#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 - -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params); -typedef void (GLAPIENTRY * PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params); - -#define glProgramBufferParametersIivNV GLEW_GET_FUN(__glewProgramBufferParametersIivNV) -#define glProgramBufferParametersIuivNV GLEW_GET_FUN(__glewProgramBufferParametersIuivNV) -#define glProgramBufferParametersfvNV GLEW_GET_FUN(__glewProgramBufferParametersfvNV) - -#define GLEW_NV_parameter_buffer_object GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object) - -#endif /* GL_NV_parameter_buffer_object */ - -/* --------------------- GL_NV_parameter_buffer_object2 -------------------- */ - -#ifndef GL_NV_parameter_buffer_object2 -#define GL_NV_parameter_buffer_object2 1 - -#define GLEW_NV_parameter_buffer_object2 GLEW_GET_VAR(__GLEW_NV_parameter_buffer_object2) - -#endif /* GL_NV_parameter_buffer_object2 */ - -/* -------------------------- GL_NV_path_rendering ------------------------- */ - -#ifndef GL_NV_path_rendering -#define GL_NV_path_rendering 1 - -#define GL_CLOSE_PATH_NV 0x00 -#define GL_BOLD_BIT_NV 0x01 -#define GL_GLYPH_WIDTH_BIT_NV 0x01 -#define GL_GLYPH_HEIGHT_BIT_NV 0x02 -#define GL_ITALIC_BIT_NV 0x02 -#define GL_MOVE_TO_NV 0x02 -#define GL_RELATIVE_MOVE_TO_NV 0x03 -#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 -#define GL_LINE_TO_NV 0x04 -#define GL_RELATIVE_LINE_TO_NV 0x05 -#define GL_HORIZONTAL_LINE_TO_NV 0x06 -#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 -#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 -#define GL_VERTICAL_LINE_TO_NV 0x08 -#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 -#define GL_QUADRATIC_CURVE_TO_NV 0x0A -#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B -#define GL_CUBIC_CURVE_TO_NV 0x0C -#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D -#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E -#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F -#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 -#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 -#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 -#define GL_SMALL_CCW_ARC_TO_NV 0x12 -#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 -#define GL_SMALL_CW_ARC_TO_NV 0x14 -#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 -#define GL_LARGE_CCW_ARC_TO_NV 0x16 -#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 -#define GL_LARGE_CW_ARC_TO_NV 0x18 -#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 -#define GL_CONIC_CURVE_TO_NV 0x1A -#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B -#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 -#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 -#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 -#define GL_ROUNDED_RECT_NV 0xE8 -#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 -#define GL_ROUNDED_RECT2_NV 0xEA -#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB -#define GL_ROUNDED_RECT4_NV 0xEC -#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED -#define GL_ROUNDED_RECT8_NV 0xEE -#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF -#define GL_RESTART_PATH_NV 0xF0 -#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 -#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 -#define GL_RECT_NV 0xF6 -#define GL_RELATIVE_RECT_NV 0xF7 -#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 -#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA -#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC -#define GL_ARC_TO_NV 0xFE -#define GL_RELATIVE_ARC_TO_NV 0xFF -#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 -#define GL_PRIMARY_COLOR_NV 0x852C -#define GL_SECONDARY_COLOR_NV 0x852D -#define GL_PRIMARY_COLOR 0x8577 -#define GL_PATH_FORMAT_SVG_NV 0x9070 -#define GL_PATH_FORMAT_PS_NV 0x9071 -#define GL_STANDARD_FONT_NAME_NV 0x9072 -#define GL_SYSTEM_FONT_NAME_NV 0x9073 -#define GL_FILE_NAME_NV 0x9074 -#define GL_PATH_STROKE_WIDTH_NV 0x9075 -#define GL_PATH_END_CAPS_NV 0x9076 -#define GL_PATH_INITIAL_END_CAP_NV 0x9077 -#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 -#define GL_PATH_JOIN_STYLE_NV 0x9079 -#define GL_PATH_MITER_LIMIT_NV 0x907A -#define GL_PATH_DASH_CAPS_NV 0x907B -#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C -#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D -#define GL_PATH_DASH_OFFSET_NV 0x907E -#define GL_PATH_CLIENT_LENGTH_NV 0x907F -#define GL_PATH_FILL_MODE_NV 0x9080 -#define GL_PATH_FILL_MASK_NV 0x9081 -#define GL_PATH_FILL_COVER_MODE_NV 0x9082 -#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 -#define GL_PATH_STROKE_MASK_NV 0x9084 -#define GL_PATH_STROKE_BOUND_NV 0x9086 -#define GL_COUNT_UP_NV 0x9088 -#define GL_COUNT_DOWN_NV 0x9089 -#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A -#define GL_CONVEX_HULL_NV 0x908B -#define GL_BOUNDING_BOX_NV 0x908D -#define GL_TRANSLATE_X_NV 0x908E -#define GL_TRANSLATE_Y_NV 0x908F -#define GL_TRANSLATE_2D_NV 0x9090 -#define GL_TRANSLATE_3D_NV 0x9091 -#define GL_AFFINE_2D_NV 0x9092 -#define GL_AFFINE_3D_NV 0x9094 -#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 -#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 -#define GL_UTF8_NV 0x909A -#define GL_UTF16_NV 0x909B -#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C -#define GL_PATH_COMMAND_COUNT_NV 0x909D -#define GL_PATH_COORD_COUNT_NV 0x909E -#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F -#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 -#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 -#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 -#define GL_SQUARE_NV 0x90A3 -#define GL_ROUND_NV 0x90A4 -#define GL_TRIANGULAR_NV 0x90A5 -#define GL_BEVEL_NV 0x90A6 -#define GL_MITER_REVERT_NV 0x90A7 -#define GL_MITER_TRUNCATE_NV 0x90A8 -#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 -#define GL_USE_MISSING_GLYPH_NV 0x90AA -#define GL_PATH_ERROR_POSITION_NV 0x90AB -#define GL_PATH_FOG_GEN_MODE_NV 0x90AC -#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD -#define GL_ADJACENT_PAIRS_NV 0x90AE -#define GL_FIRST_TO_REST_NV 0x90AF -#define GL_PATH_GEN_MODE_NV 0x90B0 -#define GL_PATH_GEN_COEFF_NV 0x90B1 -#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 -#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 -#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 -#define GL_MOVE_TO_RESETS_NV 0x90B5 -#define GL_MOVE_TO_CONTINUES_NV 0x90B6 -#define GL_PATH_STENCIL_FUNC_NV 0x90B7 -#define GL_PATH_STENCIL_REF_NV 0x90B8 -#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 -#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD -#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE -#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF -#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 -#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 -#define GL_FONT_UNAVAILABLE_NV 0x936A -#define GL_FONT_UNINTELLIGIBLE_NV 0x936B -#define GL_STANDARD_FONT_FORMAT_NV 0x936C -#define GL_FRAGMENT_INPUT_NV 0x936D -#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 -#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 -#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 -#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 -#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 -#define GL_FONT_ASCENDER_BIT_NV 0x00200000 -#define GL_FONT_DESCENDER_BIT_NV 0x00400000 -#define GL_FONT_HEIGHT_BIT_NV 0x00800000 -#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 -#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 -#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 -#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 -#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 -#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 - -typedef void (GLAPIENTRY * PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); -typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); -typedef GLuint (GLAPIENTRY * PFNGLGENPATHSNVPROC) (GLsizei range); -typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte* commands); -typedef void (GLAPIENTRY * PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat* coords); -typedef void (GLAPIENTRY * PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat* dashArray); -typedef GLfloat (GLAPIENTRY * PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); -typedef void (GLAPIENTRY * PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat* metrics); -typedef void (GLAPIENTRY * PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); -typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); -typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat* value); -typedef void (GLAPIENTRY * PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint* value); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei *length, GLfloat *params); -typedef void (GLAPIENTRY * PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); -typedef GLboolean (GLAPIENTRY * PFNGLISPATHNVPROC) (GLuint path); -typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); -typedef GLboolean (GLAPIENTRY * PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat* m); -typedef void (GLAPIENTRY * PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat* coeffs); -typedef void (GLAPIENTRY * PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); -typedef void (GLAPIENTRY * PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); -typedef void (GLAPIENTRY * PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum zfunc); -typedef void (GLAPIENTRY * PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat* dashArray); -typedef void (GLAPIENTRY * PFNGLPATHFOGGENNVPROC) (GLenum genMode); -typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef GLenum (GLAPIENTRY * PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint baseAndCount[2]); -typedef void (GLAPIENTRY * PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef void (GLAPIENTRY * PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void*charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef GLenum (GLAPIENTRY * PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat* value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); -typedef void (GLAPIENTRY * PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint* value); -typedef void (GLAPIENTRY * PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); -typedef void (GLAPIENTRY * PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); -typedef void (GLAPIENTRY * PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); -typedef void (GLAPIENTRY * PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const void*coords); -typedef void (GLAPIENTRY * PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); -typedef void (GLAPIENTRY * PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat* coeffs); -typedef GLboolean (GLAPIENTRY * PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat* x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); -typedef void (GLAPIENTRY * PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat* coeffs); -typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); -typedef void (GLAPIENTRY * PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); -typedef void (GLAPIENTRY * PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat* transformValues); -typedef void (GLAPIENTRY * PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint paths[], const GLfloat weights[]); - -#define glCopyPathNV GLEW_GET_FUN(__glewCopyPathNV) -#define glCoverFillPathInstancedNV GLEW_GET_FUN(__glewCoverFillPathInstancedNV) -#define glCoverFillPathNV GLEW_GET_FUN(__glewCoverFillPathNV) -#define glCoverStrokePathInstancedNV GLEW_GET_FUN(__glewCoverStrokePathInstancedNV) -#define glCoverStrokePathNV GLEW_GET_FUN(__glewCoverStrokePathNV) -#define glDeletePathsNV GLEW_GET_FUN(__glewDeletePathsNV) -#define glGenPathsNV GLEW_GET_FUN(__glewGenPathsNV) -#define glGetPathColorGenfvNV GLEW_GET_FUN(__glewGetPathColorGenfvNV) -#define glGetPathColorGenivNV GLEW_GET_FUN(__glewGetPathColorGenivNV) -#define glGetPathCommandsNV GLEW_GET_FUN(__glewGetPathCommandsNV) -#define glGetPathCoordsNV GLEW_GET_FUN(__glewGetPathCoordsNV) -#define glGetPathDashArrayNV GLEW_GET_FUN(__glewGetPathDashArrayNV) -#define glGetPathLengthNV GLEW_GET_FUN(__glewGetPathLengthNV) -#define glGetPathMetricRangeNV GLEW_GET_FUN(__glewGetPathMetricRangeNV) -#define glGetPathMetricsNV GLEW_GET_FUN(__glewGetPathMetricsNV) -#define glGetPathParameterfvNV GLEW_GET_FUN(__glewGetPathParameterfvNV) -#define glGetPathParameterivNV GLEW_GET_FUN(__glewGetPathParameterivNV) -#define glGetPathSpacingNV GLEW_GET_FUN(__glewGetPathSpacingNV) -#define glGetPathTexGenfvNV GLEW_GET_FUN(__glewGetPathTexGenfvNV) -#define glGetPathTexGenivNV GLEW_GET_FUN(__glewGetPathTexGenivNV) -#define glGetProgramResourcefvNV GLEW_GET_FUN(__glewGetProgramResourcefvNV) -#define glInterpolatePathsNV GLEW_GET_FUN(__glewInterpolatePathsNV) -#define glIsPathNV GLEW_GET_FUN(__glewIsPathNV) -#define glIsPointInFillPathNV GLEW_GET_FUN(__glewIsPointInFillPathNV) -#define glIsPointInStrokePathNV GLEW_GET_FUN(__glewIsPointInStrokePathNV) -#define glMatrixLoad3x2fNV GLEW_GET_FUN(__glewMatrixLoad3x2fNV) -#define glMatrixLoad3x3fNV GLEW_GET_FUN(__glewMatrixLoad3x3fNV) -#define glMatrixLoadTranspose3x3fNV GLEW_GET_FUN(__glewMatrixLoadTranspose3x3fNV) -#define glMatrixMult3x2fNV GLEW_GET_FUN(__glewMatrixMult3x2fNV) -#define glMatrixMult3x3fNV GLEW_GET_FUN(__glewMatrixMult3x3fNV) -#define glMatrixMultTranspose3x3fNV GLEW_GET_FUN(__glewMatrixMultTranspose3x3fNV) -#define glPathColorGenNV GLEW_GET_FUN(__glewPathColorGenNV) -#define glPathCommandsNV GLEW_GET_FUN(__glewPathCommandsNV) -#define glPathCoordsNV GLEW_GET_FUN(__glewPathCoordsNV) -#define glPathCoverDepthFuncNV GLEW_GET_FUN(__glewPathCoverDepthFuncNV) -#define glPathDashArrayNV GLEW_GET_FUN(__glewPathDashArrayNV) -#define glPathFogGenNV GLEW_GET_FUN(__glewPathFogGenNV) -#define glPathGlyphIndexArrayNV GLEW_GET_FUN(__glewPathGlyphIndexArrayNV) -#define glPathGlyphIndexRangeNV GLEW_GET_FUN(__glewPathGlyphIndexRangeNV) -#define glPathGlyphRangeNV GLEW_GET_FUN(__glewPathGlyphRangeNV) -#define glPathGlyphsNV GLEW_GET_FUN(__glewPathGlyphsNV) -#define glPathMemoryGlyphIndexArrayNV GLEW_GET_FUN(__glewPathMemoryGlyphIndexArrayNV) -#define glPathParameterfNV GLEW_GET_FUN(__glewPathParameterfNV) -#define glPathParameterfvNV GLEW_GET_FUN(__glewPathParameterfvNV) -#define glPathParameteriNV GLEW_GET_FUN(__glewPathParameteriNV) -#define glPathParameterivNV GLEW_GET_FUN(__glewPathParameterivNV) -#define glPathStencilDepthOffsetNV GLEW_GET_FUN(__glewPathStencilDepthOffsetNV) -#define glPathStencilFuncNV GLEW_GET_FUN(__glewPathStencilFuncNV) -#define glPathStringNV GLEW_GET_FUN(__glewPathStringNV) -#define glPathSubCommandsNV GLEW_GET_FUN(__glewPathSubCommandsNV) -#define glPathSubCoordsNV GLEW_GET_FUN(__glewPathSubCoordsNV) -#define glPathTexGenNV GLEW_GET_FUN(__glewPathTexGenNV) -#define glPointAlongPathNV GLEW_GET_FUN(__glewPointAlongPathNV) -#define glProgramPathFragmentInputGenNV GLEW_GET_FUN(__glewProgramPathFragmentInputGenNV) -#define glStencilFillPathInstancedNV GLEW_GET_FUN(__glewStencilFillPathInstancedNV) -#define glStencilFillPathNV GLEW_GET_FUN(__glewStencilFillPathNV) -#define glStencilStrokePathInstancedNV GLEW_GET_FUN(__glewStencilStrokePathInstancedNV) -#define glStencilStrokePathNV GLEW_GET_FUN(__glewStencilStrokePathNV) -#define glStencilThenCoverFillPathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverFillPathInstancedNV) -#define glStencilThenCoverFillPathNV GLEW_GET_FUN(__glewStencilThenCoverFillPathNV) -#define glStencilThenCoverStrokePathInstancedNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathInstancedNV) -#define glStencilThenCoverStrokePathNV GLEW_GET_FUN(__glewStencilThenCoverStrokePathNV) -#define glTransformPathNV GLEW_GET_FUN(__glewTransformPathNV) -#define glWeightPathsNV GLEW_GET_FUN(__glewWeightPathsNV) - -#define GLEW_NV_path_rendering GLEW_GET_VAR(__GLEW_NV_path_rendering) - -#endif /* GL_NV_path_rendering */ - -/* -------------------- GL_NV_path_rendering_shared_edge ------------------- */ - -#ifndef GL_NV_path_rendering_shared_edge -#define GL_NV_path_rendering_shared_edge 1 - -#define GL_SHARED_EDGE_NV 0xC0 - -#define GLEW_NV_path_rendering_shared_edge GLEW_GET_VAR(__GLEW_NV_path_rendering_shared_edge) - -#endif /* GL_NV_path_rendering_shared_edge */ - -/* ----------------------- GL_NV_pixel_buffer_object ----------------------- */ - -#ifndef GL_NV_pixel_buffer_object -#define GL_NV_pixel_buffer_object 1 - -#define GL_PIXEL_PACK_BUFFER_NV 0x88EB -#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC -#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED -#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF - -#define GLEW_NV_pixel_buffer_object GLEW_GET_VAR(__GLEW_NV_pixel_buffer_object) - -#endif /* GL_NV_pixel_buffer_object */ - -/* ------------------------- GL_NV_pixel_data_range ------------------------ */ - -#ifndef GL_NV_pixel_data_range -#define GL_NV_pixel_data_range 1 - -#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 -#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 -#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A -#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B -#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C -#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D - -typedef void (GLAPIENTRY * PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, void *pointer); - -#define glFlushPixelDataRangeNV GLEW_GET_FUN(__glewFlushPixelDataRangeNV) -#define glPixelDataRangeNV GLEW_GET_FUN(__glewPixelDataRangeNV) - -#define GLEW_NV_pixel_data_range GLEW_GET_VAR(__GLEW_NV_pixel_data_range) - -#endif /* GL_NV_pixel_data_range */ - -/* ------------------------- GL_NV_platform_binary ------------------------- */ - -#ifndef GL_NV_platform_binary -#define GL_NV_platform_binary 1 - -#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B - -#define GLEW_NV_platform_binary GLEW_GET_VAR(__GLEW_NV_platform_binary) - -#endif /* GL_NV_platform_binary */ - -/* --------------------------- GL_NV_point_sprite -------------------------- */ - -#ifndef GL_NV_point_sprite -#define GL_NV_point_sprite 1 - -#define GL_POINT_SPRITE_NV 0x8861 -#define GL_COORD_REPLACE_NV 0x8862 -#define GL_POINT_SPRITE_R_MODE_NV 0x8863 - -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint* params); - -#define glPointParameteriNV GLEW_GET_FUN(__glewPointParameteriNV) -#define glPointParameterivNV GLEW_GET_FUN(__glewPointParameterivNV) - -#define GLEW_NV_point_sprite GLEW_GET_VAR(__GLEW_NV_point_sprite) - -#endif /* GL_NV_point_sprite */ - -/* --------------------------- GL_NV_polygon_mode -------------------------- */ - -#ifndef GL_NV_polygon_mode -#define GL_NV_polygon_mode 1 - -#define GL_POLYGON_MODE_NV 0x0B40 -#define GL_POINT_NV 0x1B00 -#define GL_LINE_NV 0x1B01 -#define GL_FILL_NV 0x1B02 -#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 -#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 - -typedef void (GLAPIENTRY * PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); - -#define glPolygonModeNV GLEW_GET_FUN(__glewPolygonModeNV) - -#define GLEW_NV_polygon_mode GLEW_GET_VAR(__GLEW_NV_polygon_mode) - -#endif /* GL_NV_polygon_mode */ - -/* -------------------------- GL_NV_present_video -------------------------- */ - -#ifndef GL_NV_present_video -#define GL_NV_present_video 1 - -#define GL_FRAME_NV 0x8E26 -#define GL_FIELDS_NV 0x8E27 -#define GL_CURRENT_TIME_NV 0x8E28 -#define GL_NUM_FILL_STREAMS_NV 0x8E29 -#define GL_PRESENT_TIME_NV 0x8E2A -#define GL_PRESENT_DURATION_NV 0x8E2B - -typedef void (GLAPIENTRY * PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint* params); -typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); -typedef void (GLAPIENTRY * PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); - -#define glGetVideoi64vNV GLEW_GET_FUN(__glewGetVideoi64vNV) -#define glGetVideoivNV GLEW_GET_FUN(__glewGetVideoivNV) -#define glGetVideoui64vNV GLEW_GET_FUN(__glewGetVideoui64vNV) -#define glGetVideouivNV GLEW_GET_FUN(__glewGetVideouivNV) -#define glPresentFrameDualFillNV GLEW_GET_FUN(__glewPresentFrameDualFillNV) -#define glPresentFrameKeyedNV GLEW_GET_FUN(__glewPresentFrameKeyedNV) - -#define GLEW_NV_present_video GLEW_GET_VAR(__GLEW_NV_present_video) - -#endif /* GL_NV_present_video */ - -/* ------------------------ GL_NV_primitive_restart ------------------------ */ - -#ifndef GL_NV_primitive_restart -#define GL_NV_primitive_restart 1 - -#define GL_PRIMITIVE_RESTART_NV 0x8558 -#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 - -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); -typedef void (GLAPIENTRY * PFNGLPRIMITIVERESTARTNVPROC) (void); - -#define glPrimitiveRestartIndexNV GLEW_GET_FUN(__glewPrimitiveRestartIndexNV) -#define glPrimitiveRestartNV GLEW_GET_FUN(__glewPrimitiveRestartNV) - -#define GLEW_NV_primitive_restart GLEW_GET_VAR(__GLEW_NV_primitive_restart) - -#endif /* GL_NV_primitive_restart */ - -/* ---------------------------- GL_NV_read_depth --------------------------- */ - -#ifndef GL_NV_read_depth -#define GL_NV_read_depth 1 - -#define GLEW_NV_read_depth GLEW_GET_VAR(__GLEW_NV_read_depth) - -#endif /* GL_NV_read_depth */ - -/* ------------------------ GL_NV_read_depth_stencil ----------------------- */ - -#ifndef GL_NV_read_depth_stencil -#define GL_NV_read_depth_stencil 1 - -#define GLEW_NV_read_depth_stencil GLEW_GET_VAR(__GLEW_NV_read_depth_stencil) - -#endif /* GL_NV_read_depth_stencil */ - -/* --------------------------- GL_NV_read_stencil -------------------------- */ - -#ifndef GL_NV_read_stencil -#define GL_NV_read_stencil 1 - -#define GLEW_NV_read_stencil GLEW_GET_VAR(__GLEW_NV_read_stencil) - -#endif /* GL_NV_read_stencil */ - -/* ------------------------ GL_NV_register_combiners ----------------------- */ - -#ifndef GL_NV_register_combiners -#define GL_NV_register_combiners 1 - -#define GL_REGISTER_COMBINERS_NV 0x8522 -#define GL_VARIABLE_A_NV 0x8523 -#define GL_VARIABLE_B_NV 0x8524 -#define GL_VARIABLE_C_NV 0x8525 -#define GL_VARIABLE_D_NV 0x8526 -#define GL_VARIABLE_E_NV 0x8527 -#define GL_VARIABLE_F_NV 0x8528 -#define GL_VARIABLE_G_NV 0x8529 -#define GL_CONSTANT_COLOR0_NV 0x852A -#define GL_CONSTANT_COLOR1_NV 0x852B -#define GL_PRIMARY_COLOR_NV 0x852C -#define GL_SECONDARY_COLOR_NV 0x852D -#define GL_SPARE0_NV 0x852E -#define GL_SPARE1_NV 0x852F -#define GL_DISCARD_NV 0x8530 -#define GL_E_TIMES_F_NV 0x8531 -#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 -#define GL_UNSIGNED_IDENTITY_NV 0x8536 -#define GL_UNSIGNED_INVERT_NV 0x8537 -#define GL_EXPAND_NORMAL_NV 0x8538 -#define GL_EXPAND_NEGATE_NV 0x8539 -#define GL_HALF_BIAS_NORMAL_NV 0x853A -#define GL_HALF_BIAS_NEGATE_NV 0x853B -#define GL_SIGNED_IDENTITY_NV 0x853C -#define GL_SIGNED_NEGATE_NV 0x853D -#define GL_SCALE_BY_TWO_NV 0x853E -#define GL_SCALE_BY_FOUR_NV 0x853F -#define GL_SCALE_BY_ONE_HALF_NV 0x8540 -#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 -#define GL_COMBINER_INPUT_NV 0x8542 -#define GL_COMBINER_MAPPING_NV 0x8543 -#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 -#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 -#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 -#define GL_COMBINER_MUX_SUM_NV 0x8547 -#define GL_COMBINER_SCALE_NV 0x8548 -#define GL_COMBINER_BIAS_NV 0x8549 -#define GL_COMBINER_AB_OUTPUT_NV 0x854A -#define GL_COMBINER_CD_OUTPUT_NV 0x854B -#define GL_COMBINER_SUM_OUTPUT_NV 0x854C -#define GL_MAX_GENERAL_COMBINERS_NV 0x854D -#define GL_NUM_GENERAL_COMBINERS_NV 0x854E -#define GL_COLOR_SUM_CLAMP_NV 0x854F -#define GL_COMBINER0_NV 0x8550 -#define GL_COMBINER1_NV 0x8551 -#define GL_COMBINER2_NV 0x8552 -#define GL_COMBINER3_NV 0x8553 -#define GL_COMBINER4_NV 0x8554 -#define GL_COMBINER5_NV 0x8555 -#define GL_COMBINER6_NV 0x8556 -#define GL_COMBINER7_NV 0x8557 - -typedef void (GLAPIENTRY * PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); -typedef void (GLAPIENTRY * PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint* params); - -#define glCombinerInputNV GLEW_GET_FUN(__glewCombinerInputNV) -#define glCombinerOutputNV GLEW_GET_FUN(__glewCombinerOutputNV) -#define glCombinerParameterfNV GLEW_GET_FUN(__glewCombinerParameterfNV) -#define glCombinerParameterfvNV GLEW_GET_FUN(__glewCombinerParameterfvNV) -#define glCombinerParameteriNV GLEW_GET_FUN(__glewCombinerParameteriNV) -#define glCombinerParameterivNV GLEW_GET_FUN(__glewCombinerParameterivNV) -#define glFinalCombinerInputNV GLEW_GET_FUN(__glewFinalCombinerInputNV) -#define glGetCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetCombinerInputParameterfvNV) -#define glGetCombinerInputParameterivNV GLEW_GET_FUN(__glewGetCombinerInputParameterivNV) -#define glGetCombinerOutputParameterfvNV GLEW_GET_FUN(__glewGetCombinerOutputParameterfvNV) -#define glGetCombinerOutputParameterivNV GLEW_GET_FUN(__glewGetCombinerOutputParameterivNV) -#define glGetFinalCombinerInputParameterfvNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterfvNV) -#define glGetFinalCombinerInputParameterivNV GLEW_GET_FUN(__glewGetFinalCombinerInputParameterivNV) - -#define GLEW_NV_register_combiners GLEW_GET_VAR(__GLEW_NV_register_combiners) - -#endif /* GL_NV_register_combiners */ - -/* ----------------------- GL_NV_register_combiners2 ----------------------- */ - -#ifndef GL_NV_register_combiners2 -#define GL_NV_register_combiners2 1 - -#define GL_PER_STAGE_CONSTANTS_NV 0x8535 - -typedef void (GLAPIENTRY * PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat* params); - -#define glCombinerStageParameterfvNV GLEW_GET_FUN(__glewCombinerStageParameterfvNV) -#define glGetCombinerStageParameterfvNV GLEW_GET_FUN(__glewGetCombinerStageParameterfvNV) - -#define GLEW_NV_register_combiners2 GLEW_GET_VAR(__GLEW_NV_register_combiners2) - -#endif /* GL_NV_register_combiners2 */ - -/* ------------------ GL_NV_robustness_video_memory_purge ------------------ */ - -#ifndef GL_NV_robustness_video_memory_purge -#define GL_NV_robustness_video_memory_purge 1 - -#define GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C -#define GL_PURGED_CONTEXT_RESET_NV 0x92BB - -#define GLEW_NV_robustness_video_memory_purge GLEW_GET_VAR(__GLEW_NV_robustness_video_memory_purge) - -#endif /* GL_NV_robustness_video_memory_purge */ - -/* --------------------------- GL_NV_sRGB_formats -------------------------- */ - -#ifndef GL_NV_sRGB_formats -#define GL_NV_sRGB_formats 1 - -#define GL_ETC1_SRGB8_NV 0x88EE -#define GL_SRGB8_NV 0x8C41 -#define GL_SLUMINANCE_ALPHA_NV 0x8C44 -#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 -#define GL_SLUMINANCE_NV 0x8C46 -#define GL_SLUMINANCE8_NV 0x8C47 -#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E -#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F - -#define GLEW_NV_sRGB_formats GLEW_GET_VAR(__GLEW_NV_sRGB_formats) - -#endif /* GL_NV_sRGB_formats */ - -/* ------------------------- GL_NV_sample_locations ------------------------ */ - -#ifndef GL_NV_sample_locations -#define GL_NV_sample_locations 1 - -#define GL_SAMPLE_LOCATION_NV 0x8E50 -#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D -#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E -#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 -#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 -#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 -#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat* v); - -#define glFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewFramebufferSampleLocationsfvNV) -#define glNamedFramebufferSampleLocationsfvNV GLEW_GET_FUN(__glewNamedFramebufferSampleLocationsfvNV) - -#define GLEW_NV_sample_locations GLEW_GET_VAR(__GLEW_NV_sample_locations) - -#endif /* GL_NV_sample_locations */ - -/* ------------------ GL_NV_sample_mask_override_coverage ------------------ */ - -#ifndef GL_NV_sample_mask_override_coverage -#define GL_NV_sample_mask_override_coverage 1 - -#define GLEW_NV_sample_mask_override_coverage GLEW_GET_VAR(__GLEW_NV_sample_mask_override_coverage) - -#endif /* GL_NV_sample_mask_override_coverage */ - -/* ---------------------- GL_NV_shader_atomic_counters --------------------- */ - -#ifndef GL_NV_shader_atomic_counters -#define GL_NV_shader_atomic_counters 1 - -#define GLEW_NV_shader_atomic_counters GLEW_GET_VAR(__GLEW_NV_shader_atomic_counters) - -#endif /* GL_NV_shader_atomic_counters */ - -/* ----------------------- GL_NV_shader_atomic_float ----------------------- */ - -#ifndef GL_NV_shader_atomic_float -#define GL_NV_shader_atomic_float 1 - -#define GLEW_NV_shader_atomic_float GLEW_GET_VAR(__GLEW_NV_shader_atomic_float) - -#endif /* GL_NV_shader_atomic_float */ - -/* ---------------------- GL_NV_shader_atomic_float64 ---------------------- */ - -#ifndef GL_NV_shader_atomic_float64 -#define GL_NV_shader_atomic_float64 1 - -#define GLEW_NV_shader_atomic_float64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_float64) - -#endif /* GL_NV_shader_atomic_float64 */ - -/* -------------------- GL_NV_shader_atomic_fp16_vector -------------------- */ - -#ifndef GL_NV_shader_atomic_fp16_vector -#define GL_NV_shader_atomic_fp16_vector 1 - -#define GLEW_NV_shader_atomic_fp16_vector GLEW_GET_VAR(__GLEW_NV_shader_atomic_fp16_vector) - -#endif /* GL_NV_shader_atomic_fp16_vector */ - -/* ----------------------- GL_NV_shader_atomic_int64 ----------------------- */ - -#ifndef GL_NV_shader_atomic_int64 -#define GL_NV_shader_atomic_int64 1 - -#define GLEW_NV_shader_atomic_int64 GLEW_GET_VAR(__GLEW_NV_shader_atomic_int64) - -#endif /* GL_NV_shader_atomic_int64 */ - -/* ------------------------ GL_NV_shader_buffer_load ----------------------- */ - -#ifndef GL_NV_shader_buffer_load -#define GL_NV_shader_buffer_load 1 - -#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D -#define GL_GPU_ADDRESS_NV 0x8F34 -#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 - -typedef void (GLAPIENTRY * PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT* result); -typedef void (GLAPIENTRY * PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT* params); -typedef GLboolean (GLAPIENTRY * PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); -typedef GLboolean (GLAPIENTRY * PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); -typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); -typedef void (GLAPIENTRY * PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); -typedef void (GLAPIENTRY * PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT* value); -typedef void (GLAPIENTRY * PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); -typedef void (GLAPIENTRY * PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT* value); - -#define glGetBufferParameterui64vNV GLEW_GET_FUN(__glewGetBufferParameterui64vNV) -#define glGetIntegerui64vNV GLEW_GET_FUN(__glewGetIntegerui64vNV) -#define glGetNamedBufferParameterui64vNV GLEW_GET_FUN(__glewGetNamedBufferParameterui64vNV) -#define glIsBufferResidentNV GLEW_GET_FUN(__glewIsBufferResidentNV) -#define glIsNamedBufferResidentNV GLEW_GET_FUN(__glewIsNamedBufferResidentNV) -#define glMakeBufferNonResidentNV GLEW_GET_FUN(__glewMakeBufferNonResidentNV) -#define glMakeBufferResidentNV GLEW_GET_FUN(__glewMakeBufferResidentNV) -#define glMakeNamedBufferNonResidentNV GLEW_GET_FUN(__glewMakeNamedBufferNonResidentNV) -#define glMakeNamedBufferResidentNV GLEW_GET_FUN(__glewMakeNamedBufferResidentNV) -#define glProgramUniformui64NV GLEW_GET_FUN(__glewProgramUniformui64NV) -#define glProgramUniformui64vNV GLEW_GET_FUN(__glewProgramUniformui64vNV) -#define glUniformui64NV GLEW_GET_FUN(__glewUniformui64NV) -#define glUniformui64vNV GLEW_GET_FUN(__glewUniformui64vNV) - -#define GLEW_NV_shader_buffer_load GLEW_GET_VAR(__GLEW_NV_shader_buffer_load) - -#endif /* GL_NV_shader_buffer_load */ - -/* ---------------- GL_NV_shader_noperspective_interpolation --------------- */ - -#ifndef GL_NV_shader_noperspective_interpolation -#define GL_NV_shader_noperspective_interpolation 1 - -#define GLEW_NV_shader_noperspective_interpolation GLEW_GET_VAR(__GLEW_NV_shader_noperspective_interpolation) - -#endif /* GL_NV_shader_noperspective_interpolation */ - -/* ------------------- GL_NV_shader_storage_buffer_object ------------------ */ - -#ifndef GL_NV_shader_storage_buffer_object -#define GL_NV_shader_storage_buffer_object 1 - -#define GLEW_NV_shader_storage_buffer_object GLEW_GET_VAR(__GLEW_NV_shader_storage_buffer_object) - -#endif /* GL_NV_shader_storage_buffer_object */ - -/* ----------------------- GL_NV_shader_thread_group ----------------------- */ - -#ifndef GL_NV_shader_thread_group -#define GL_NV_shader_thread_group 1 - -#define GL_WARP_SIZE_NV 0x9339 -#define GL_WARPS_PER_SM_NV 0x933A -#define GL_SM_COUNT_NV 0x933B - -#define GLEW_NV_shader_thread_group GLEW_GET_VAR(__GLEW_NV_shader_thread_group) - -#endif /* GL_NV_shader_thread_group */ - -/* ---------------------- GL_NV_shader_thread_shuffle ---------------------- */ - -#ifndef GL_NV_shader_thread_shuffle -#define GL_NV_shader_thread_shuffle 1 - -#define GLEW_NV_shader_thread_shuffle GLEW_GET_VAR(__GLEW_NV_shader_thread_shuffle) - -#endif /* GL_NV_shader_thread_shuffle */ - -/* ---------------------- GL_NV_shadow_samplers_array ---------------------- */ - -#ifndef GL_NV_shadow_samplers_array -#define GL_NV_shadow_samplers_array 1 - -#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 - -#define GLEW_NV_shadow_samplers_array GLEW_GET_VAR(__GLEW_NV_shadow_samplers_array) - -#endif /* GL_NV_shadow_samplers_array */ - -/* ----------------------- GL_NV_shadow_samplers_cube ---------------------- */ - -#ifndef GL_NV_shadow_samplers_cube -#define GL_NV_shadow_samplers_cube 1 - -#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 - -#define GLEW_NV_shadow_samplers_cube GLEW_GET_VAR(__GLEW_NV_shadow_samplers_cube) - -#endif /* GL_NV_shadow_samplers_cube */ - -/* ---------------------- GL_NV_stereo_view_rendering ---------------------- */ - -#ifndef GL_NV_stereo_view_rendering -#define GL_NV_stereo_view_rendering 1 - -#define GLEW_NV_stereo_view_rendering GLEW_GET_VAR(__GLEW_NV_stereo_view_rendering) - -#endif /* GL_NV_stereo_view_rendering */ - -/* ---------------------- GL_NV_tessellation_program5 ---------------------- */ - -#ifndef GL_NV_tessellation_program5 -#define GL_NV_tessellation_program5 1 - -#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 -#define GL_TESS_CONTROL_PROGRAM_NV 0x891E -#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F -#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 -#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 - -#define GLEW_NV_tessellation_program5 GLEW_GET_VAR(__GLEW_NV_tessellation_program5) - -#endif /* GL_NV_tessellation_program5 */ - -/* -------------------------- GL_NV_texgen_emboss -------------------------- */ - -#ifndef GL_NV_texgen_emboss -#define GL_NV_texgen_emboss 1 - -#define GL_EMBOSS_LIGHT_NV 0x855D -#define GL_EMBOSS_CONSTANT_NV 0x855E -#define GL_EMBOSS_MAP_NV 0x855F - -#define GLEW_NV_texgen_emboss GLEW_GET_VAR(__GLEW_NV_texgen_emboss) - -#endif /* GL_NV_texgen_emboss */ - -/* ------------------------ GL_NV_texgen_reflection ------------------------ */ - -#ifndef GL_NV_texgen_reflection -#define GL_NV_texgen_reflection 1 - -#define GL_NORMAL_MAP_NV 0x8511 -#define GL_REFLECTION_MAP_NV 0x8512 - -#define GLEW_NV_texgen_reflection GLEW_GET_VAR(__GLEW_NV_texgen_reflection) - -#endif /* GL_NV_texgen_reflection */ - -/* -------------------------- GL_NV_texture_array -------------------------- */ - -#ifndef GL_NV_texture_array -#define GL_NV_texture_array 1 - -#define GL_UNPACK_SKIP_IMAGES_NV 0x806D -#define GL_UNPACK_IMAGE_HEIGHT_NV 0x806E -#define GL_MAX_ARRAY_TEXTURE_LAYERS_NV 0x88FF -#define GL_TEXTURE_2D_ARRAY_NV 0x8C1A -#define GL_TEXTURE_BINDING_2D_ARRAY_NV 0x8C1D -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV 0x8CD4 -#define GL_SAMPLER_2D_ARRAY_NV 0x8DC1 - -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); -typedef void (GLAPIENTRY * PFNGLCOPYTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTURELAYERNVPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DNVPROC) (GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE3DNVPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); - -#define glCompressedTexImage3DNV GLEW_GET_FUN(__glewCompressedTexImage3DNV) -#define glCompressedTexSubImage3DNV GLEW_GET_FUN(__glewCompressedTexSubImage3DNV) -#define glCopyTexSubImage3DNV GLEW_GET_FUN(__glewCopyTexSubImage3DNV) -#define glFramebufferTextureLayerNV GLEW_GET_FUN(__glewFramebufferTextureLayerNV) -#define glTexImage3DNV GLEW_GET_FUN(__glewTexImage3DNV) -#define glTexSubImage3DNV GLEW_GET_FUN(__glewTexSubImage3DNV) - -#define GLEW_NV_texture_array GLEW_GET_VAR(__GLEW_NV_texture_array) - -#endif /* GL_NV_texture_array */ - -/* ------------------------- GL_NV_texture_barrier ------------------------- */ - -#ifndef GL_NV_texture_barrier -#define GL_NV_texture_barrier 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREBARRIERNVPROC) (void); - -#define glTextureBarrierNV GLEW_GET_FUN(__glewTextureBarrierNV) - -#define GLEW_NV_texture_barrier GLEW_GET_VAR(__GLEW_NV_texture_barrier) - -#endif /* GL_NV_texture_barrier */ - -/* ----------------------- GL_NV_texture_border_clamp ---------------------- */ - -#ifndef GL_NV_texture_border_clamp -#define GL_NV_texture_border_clamp 1 - -#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 -#define GL_CLAMP_TO_BORDER_NV 0x812D - -#define GLEW_NV_texture_border_clamp GLEW_GET_VAR(__GLEW_NV_texture_border_clamp) - -#endif /* GL_NV_texture_border_clamp */ - -/* --------------------- GL_NV_texture_compression_latc -------------------- */ - -#ifndef GL_NV_texture_compression_latc -#define GL_NV_texture_compression_latc 1 - -#define GL_COMPRESSED_LUMINANCE_LATC1_NV 0x8C70 -#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV 0x8C71 -#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV 0x8C72 -#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV 0x8C73 - -#define GLEW_NV_texture_compression_latc GLEW_GET_VAR(__GLEW_NV_texture_compression_latc) - -#endif /* GL_NV_texture_compression_latc */ - -/* --------------------- GL_NV_texture_compression_s3tc -------------------- */ - -#ifndef GL_NV_texture_compression_s3tc -#define GL_NV_texture_compression_s3tc 1 - -#define GL_COMPRESSED_RGB_S3TC_DXT1_NV 0x83F0 -#define GL_COMPRESSED_RGBA_S3TC_DXT1_NV 0x83F1 -#define GL_COMPRESSED_RGBA_S3TC_DXT3_NV 0x83F2 -#define GL_COMPRESSED_RGBA_S3TC_DXT5_NV 0x83F3 - -#define GLEW_NV_texture_compression_s3tc GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc) - -#endif /* GL_NV_texture_compression_s3tc */ - -/* ----------------- GL_NV_texture_compression_s3tc_update ----------------- */ - -#ifndef GL_NV_texture_compression_s3tc_update -#define GL_NV_texture_compression_s3tc_update 1 - -#define GLEW_NV_texture_compression_s3tc_update GLEW_GET_VAR(__GLEW_NV_texture_compression_s3tc_update) - -#endif /* GL_NV_texture_compression_s3tc_update */ - -/* --------------------- GL_NV_texture_compression_vtc --------------------- */ - -#ifndef GL_NV_texture_compression_vtc -#define GL_NV_texture_compression_vtc 1 - -#define GLEW_NV_texture_compression_vtc GLEW_GET_VAR(__GLEW_NV_texture_compression_vtc) - -#endif /* GL_NV_texture_compression_vtc */ - -/* ----------------------- GL_NV_texture_env_combine4 ---------------------- */ - -#ifndef GL_NV_texture_env_combine4 -#define GL_NV_texture_env_combine4 1 - -#define GL_COMBINE4_NV 0x8503 -#define GL_SOURCE3_RGB_NV 0x8583 -#define GL_SOURCE3_ALPHA_NV 0x858B -#define GL_OPERAND3_RGB_NV 0x8593 -#define GL_OPERAND3_ALPHA_NV 0x859B - -#define GLEW_NV_texture_env_combine4 GLEW_GET_VAR(__GLEW_NV_texture_env_combine4) - -#endif /* GL_NV_texture_env_combine4 */ - -/* ---------------------- GL_NV_texture_expand_normal ---------------------- */ - -#ifndef GL_NV_texture_expand_normal -#define GL_NV_texture_expand_normal 1 - -#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F - -#define GLEW_NV_texture_expand_normal GLEW_GET_VAR(__GLEW_NV_texture_expand_normal) - -#endif /* GL_NV_texture_expand_normal */ - -/* ----------------------- GL_NV_texture_multisample ----------------------- */ - -#ifndef GL_NV_texture_multisample -#define GL_NV_texture_multisample 1 - -#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 -#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); -typedef void (GLAPIENTRY * PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); - -#define glTexImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage2DMultisampleCoverageNV) -#define glTexImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTexImage3DMultisampleCoverageNV) -#define glTextureImage2DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage2DMultisampleCoverageNV) -#define glTextureImage2DMultisampleNV GLEW_GET_FUN(__glewTextureImage2DMultisampleNV) -#define glTextureImage3DMultisampleCoverageNV GLEW_GET_FUN(__glewTextureImage3DMultisampleCoverageNV) -#define glTextureImage3DMultisampleNV GLEW_GET_FUN(__glewTextureImage3DMultisampleNV) - -#define GLEW_NV_texture_multisample GLEW_GET_VAR(__GLEW_NV_texture_multisample) - -#endif /* GL_NV_texture_multisample */ - -/* ---------------------- GL_NV_texture_npot_2D_mipmap --------------------- */ - -#ifndef GL_NV_texture_npot_2D_mipmap -#define GL_NV_texture_npot_2D_mipmap 1 - -#define GLEW_NV_texture_npot_2D_mipmap GLEW_GET_VAR(__GLEW_NV_texture_npot_2D_mipmap) - -#endif /* GL_NV_texture_npot_2D_mipmap */ - -/* ------------------------ GL_NV_texture_rectangle ------------------------ */ - -#ifndef GL_NV_texture_rectangle -#define GL_NV_texture_rectangle 1 - -#define GL_TEXTURE_RECTANGLE_NV 0x84F5 -#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 -#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 -#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 - -#define GLEW_NV_texture_rectangle GLEW_GET_VAR(__GLEW_NV_texture_rectangle) - -#endif /* GL_NV_texture_rectangle */ - -/* ------------------- GL_NV_texture_rectangle_compressed ------------------ */ - -#ifndef GL_NV_texture_rectangle_compressed -#define GL_NV_texture_rectangle_compressed 1 - -#define GLEW_NV_texture_rectangle_compressed GLEW_GET_VAR(__GLEW_NV_texture_rectangle_compressed) - -#endif /* GL_NV_texture_rectangle_compressed */ - -/* -------------------------- GL_NV_texture_shader ------------------------- */ - -#ifndef GL_NV_texture_shader -#define GL_NV_texture_shader 1 - -#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C -#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D -#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E -#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 -#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA -#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB -#define GL_DSDT_MAG_INTENSITY_NV 0x86DC -#define GL_SHADER_CONSISTENT_NV 0x86DD -#define GL_TEXTURE_SHADER_NV 0x86DE -#define GL_SHADER_OPERATION_NV 0x86DF -#define GL_CULL_MODES_NV 0x86E0 -#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 -#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 -#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 -#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 -#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 -#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 -#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 -#define GL_CONST_EYE_NV 0x86E5 -#define GL_PASS_THROUGH_NV 0x86E6 -#define GL_CULL_FRAGMENT_NV 0x86E7 -#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 -#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 -#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA -#define GL_DOT_PRODUCT_NV 0x86EC -#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED -#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE -#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 -#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 -#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 -#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 -#define GL_HILO_NV 0x86F4 -#define GL_DSDT_NV 0x86F5 -#define GL_DSDT_MAG_NV 0x86F6 -#define GL_DSDT_MAG_VIB_NV 0x86F7 -#define GL_HILO16_NV 0x86F8 -#define GL_SIGNED_HILO_NV 0x86F9 -#define GL_SIGNED_HILO16_NV 0x86FA -#define GL_SIGNED_RGBA_NV 0x86FB -#define GL_SIGNED_RGBA8_NV 0x86FC -#define GL_SIGNED_RGB_NV 0x86FE -#define GL_SIGNED_RGB8_NV 0x86FF -#define GL_SIGNED_LUMINANCE_NV 0x8701 -#define GL_SIGNED_LUMINANCE8_NV 0x8702 -#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 -#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 -#define GL_SIGNED_ALPHA_NV 0x8705 -#define GL_SIGNED_ALPHA8_NV 0x8706 -#define GL_SIGNED_INTENSITY_NV 0x8707 -#define GL_SIGNED_INTENSITY8_NV 0x8708 -#define GL_DSDT8_NV 0x8709 -#define GL_DSDT8_MAG8_NV 0x870A -#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B -#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C -#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D -#define GL_HI_SCALE_NV 0x870E -#define GL_LO_SCALE_NV 0x870F -#define GL_DS_SCALE_NV 0x8710 -#define GL_DT_SCALE_NV 0x8711 -#define GL_MAGNITUDE_SCALE_NV 0x8712 -#define GL_VIBRANCE_SCALE_NV 0x8713 -#define GL_HI_BIAS_NV 0x8714 -#define GL_LO_BIAS_NV 0x8715 -#define GL_DS_BIAS_NV 0x8716 -#define GL_DT_BIAS_NV 0x8717 -#define GL_MAGNITUDE_BIAS_NV 0x8718 -#define GL_VIBRANCE_BIAS_NV 0x8719 -#define GL_TEXTURE_BORDER_VALUES_NV 0x871A -#define GL_TEXTURE_HI_SIZE_NV 0x871B -#define GL_TEXTURE_LO_SIZE_NV 0x871C -#define GL_TEXTURE_DS_SIZE_NV 0x871D -#define GL_TEXTURE_DT_SIZE_NV 0x871E -#define GL_TEXTURE_MAG_SIZE_NV 0x871F - -#define GLEW_NV_texture_shader GLEW_GET_VAR(__GLEW_NV_texture_shader) - -#endif /* GL_NV_texture_shader */ - -/* ------------------------- GL_NV_texture_shader2 ------------------------- */ - -#ifndef GL_NV_texture_shader2 -#define GL_NV_texture_shader2 1 - -#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA -#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB -#define GL_DSDT_MAG_INTENSITY_NV 0x86DC -#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF -#define GL_HILO_NV 0x86F4 -#define GL_DSDT_NV 0x86F5 -#define GL_DSDT_MAG_NV 0x86F6 -#define GL_DSDT_MAG_VIB_NV 0x86F7 -#define GL_HILO16_NV 0x86F8 -#define GL_SIGNED_HILO_NV 0x86F9 -#define GL_SIGNED_HILO16_NV 0x86FA -#define GL_SIGNED_RGBA_NV 0x86FB -#define GL_SIGNED_RGBA8_NV 0x86FC -#define GL_SIGNED_RGB_NV 0x86FE -#define GL_SIGNED_RGB8_NV 0x86FF -#define GL_SIGNED_LUMINANCE_NV 0x8701 -#define GL_SIGNED_LUMINANCE8_NV 0x8702 -#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 -#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 -#define GL_SIGNED_ALPHA_NV 0x8705 -#define GL_SIGNED_ALPHA8_NV 0x8706 -#define GL_SIGNED_INTENSITY_NV 0x8707 -#define GL_SIGNED_INTENSITY8_NV 0x8708 -#define GL_DSDT8_NV 0x8709 -#define GL_DSDT8_MAG8_NV 0x870A -#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B -#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C -#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D - -#define GLEW_NV_texture_shader2 GLEW_GET_VAR(__GLEW_NV_texture_shader2) - -#endif /* GL_NV_texture_shader2 */ - -/* ------------------------- GL_NV_texture_shader3 ------------------------- */ - -#ifndef GL_NV_texture_shader3 -#define GL_NV_texture_shader3 1 - -#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 -#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 -#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 -#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 -#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 -#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 -#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 -#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 -#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 -#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 -#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A -#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B -#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C -#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D -#define GL_HILO8_NV 0x885E -#define GL_SIGNED_HILO8_NV 0x885F -#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 - -#define GLEW_NV_texture_shader3 GLEW_GET_VAR(__GLEW_NV_texture_shader3) - -#endif /* GL_NV_texture_shader3 */ - -/* ------------------------ GL_NV_transform_feedback ----------------------- */ - -#ifndef GL_NV_transform_feedback -#define GL_NV_transform_feedback 1 - -#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 -#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 -#define GL_TEXTURE_COORD_NV 0x8C79 -#define GL_CLIP_DISTANCE_NV 0x8C7A -#define GL_VERTEX_ID_NV 0x8C7B -#define GL_PRIMITIVE_ID_NV 0x8C7C -#define GL_GENERIC_ATTRIB_NV 0x8C7D -#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E -#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 -#define GL_ACTIVE_VARYINGS_NV 0x8C81 -#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 -#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 -#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 -#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 -#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 -#define GL_PRIMITIVES_GENERATED_NV 0x8C87 -#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 -#define GL_RASTERIZER_DISCARD_NV 0x8C89 -#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A -#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B -#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C -#define GL_SEPARATE_ATTRIBS_NV 0x8C8D -#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E -#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F - -typedef void (GLAPIENTRY * PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); -typedef void (GLAPIENTRY * PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); -typedef void (GLAPIENTRY * PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); -typedef void (GLAPIENTRY * PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); -typedef void (GLAPIENTRY * PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); -typedef GLint (GLAPIENTRY * PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode); -typedef void (GLAPIENTRY * PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); - -#define glActiveVaryingNV GLEW_GET_FUN(__glewActiveVaryingNV) -#define glBeginTransformFeedbackNV GLEW_GET_FUN(__glewBeginTransformFeedbackNV) -#define glBindBufferBaseNV GLEW_GET_FUN(__glewBindBufferBaseNV) -#define glBindBufferOffsetNV GLEW_GET_FUN(__glewBindBufferOffsetNV) -#define glBindBufferRangeNV GLEW_GET_FUN(__glewBindBufferRangeNV) -#define glEndTransformFeedbackNV GLEW_GET_FUN(__glewEndTransformFeedbackNV) -#define glGetActiveVaryingNV GLEW_GET_FUN(__glewGetActiveVaryingNV) -#define glGetTransformFeedbackVaryingNV GLEW_GET_FUN(__glewGetTransformFeedbackVaryingNV) -#define glGetVaryingLocationNV GLEW_GET_FUN(__glewGetVaryingLocationNV) -#define glTransformFeedbackAttribsNV GLEW_GET_FUN(__glewTransformFeedbackAttribsNV) -#define glTransformFeedbackVaryingsNV GLEW_GET_FUN(__glewTransformFeedbackVaryingsNV) - -#define GLEW_NV_transform_feedback GLEW_GET_VAR(__GLEW_NV_transform_feedback) - -#endif /* GL_NV_transform_feedback */ - -/* ----------------------- GL_NV_transform_feedback2 ----------------------- */ - -#ifndef GL_NV_transform_feedback2 -#define GL_NV_transform_feedback2 1 - -#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 -#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 -#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 -#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 - -typedef void (GLAPIENTRY * PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); -typedef void (GLAPIENTRY * PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint* ids); -typedef GLboolean (GLAPIENTRY * PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); -typedef void (GLAPIENTRY * PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); - -#define glBindTransformFeedbackNV GLEW_GET_FUN(__glewBindTransformFeedbackNV) -#define glDeleteTransformFeedbacksNV GLEW_GET_FUN(__glewDeleteTransformFeedbacksNV) -#define glDrawTransformFeedbackNV GLEW_GET_FUN(__glewDrawTransformFeedbackNV) -#define glGenTransformFeedbacksNV GLEW_GET_FUN(__glewGenTransformFeedbacksNV) -#define glIsTransformFeedbackNV GLEW_GET_FUN(__glewIsTransformFeedbackNV) -#define glPauseTransformFeedbackNV GLEW_GET_FUN(__glewPauseTransformFeedbackNV) -#define glResumeTransformFeedbackNV GLEW_GET_FUN(__glewResumeTransformFeedbackNV) - -#define GLEW_NV_transform_feedback2 GLEW_GET_VAR(__GLEW_NV_transform_feedback2) - -#endif /* GL_NV_transform_feedback2 */ - -/* ------------------ GL_NV_uniform_buffer_unified_memory ------------------ */ - -#ifndef GL_NV_uniform_buffer_unified_memory -#define GL_NV_uniform_buffer_unified_memory 1 - -#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E -#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F -#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 - -#define GLEW_NV_uniform_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_uniform_buffer_unified_memory) - -#endif /* GL_NV_uniform_buffer_unified_memory */ - -/* -------------------------- GL_NV_vdpau_interop -------------------------- */ - -#ifndef GL_NV_vdpau_interop -#define GL_NV_vdpau_interop 1 - -#define GL_SURFACE_STATE_NV 0x86EB -#define GL_SURFACE_REGISTERED_NV 0x86FD -#define GL_SURFACE_MAPPED_NV 0x8700 -#define GL_WRITE_DISCARD_NV 0x88BE - -typedef GLintptr GLvdpauSurfaceNV; - -typedef void (GLAPIENTRY * PFNGLVDPAUFININVPROC) (void); -typedef void (GLAPIENTRY * PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei bufSize, GLsizei* length, GLint *values); -typedef void (GLAPIENTRY * PFNGLVDPAUINITNVPROC) (const void* vdpDevice, const void*getProcAddress); -typedef void (GLAPIENTRY * PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); -typedef void (GLAPIENTRY * PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV* surfaces); -typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); -typedef GLvdpauSurfaceNV (GLAPIENTRY * PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void* vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); -typedef void (GLAPIENTRY * PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); -typedef void (GLAPIENTRY * PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV* surfaces); -typedef void (GLAPIENTRY * PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); - -#define glVDPAUFiniNV GLEW_GET_FUN(__glewVDPAUFiniNV) -#define glVDPAUGetSurfaceivNV GLEW_GET_FUN(__glewVDPAUGetSurfaceivNV) -#define glVDPAUInitNV GLEW_GET_FUN(__glewVDPAUInitNV) -#define glVDPAUIsSurfaceNV GLEW_GET_FUN(__glewVDPAUIsSurfaceNV) -#define glVDPAUMapSurfacesNV GLEW_GET_FUN(__glewVDPAUMapSurfacesNV) -#define glVDPAURegisterOutputSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterOutputSurfaceNV) -#define glVDPAURegisterVideoSurfaceNV GLEW_GET_FUN(__glewVDPAURegisterVideoSurfaceNV) -#define glVDPAUSurfaceAccessNV GLEW_GET_FUN(__glewVDPAUSurfaceAccessNV) -#define glVDPAUUnmapSurfacesNV GLEW_GET_FUN(__glewVDPAUUnmapSurfacesNV) -#define glVDPAUUnregisterSurfaceNV GLEW_GET_FUN(__glewVDPAUUnregisterSurfaceNV) - -#define GLEW_NV_vdpau_interop GLEW_GET_VAR(__GLEW_NV_vdpau_interop) - -#endif /* GL_NV_vdpau_interop */ - -/* ------------------------ GL_NV_vertex_array_range ----------------------- */ - -#ifndef GL_NV_vertex_array_range -#define GL_NV_vertex_array_range 1 - -#define GL_VERTEX_ARRAY_RANGE_NV 0x851D -#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E -#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F -#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 -#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 - -typedef void (GLAPIENTRY * PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); -typedef void (GLAPIENTRY * PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, void *pointer); - -#define glFlushVertexArrayRangeNV GLEW_GET_FUN(__glewFlushVertexArrayRangeNV) -#define glVertexArrayRangeNV GLEW_GET_FUN(__glewVertexArrayRangeNV) - -#define GLEW_NV_vertex_array_range GLEW_GET_VAR(__GLEW_NV_vertex_array_range) - -#endif /* GL_NV_vertex_array_range */ - -/* ----------------------- GL_NV_vertex_array_range2 ----------------------- */ - -#ifndef GL_NV_vertex_array_range2 -#define GL_NV_vertex_array_range2 1 - -#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 - -#define GLEW_NV_vertex_array_range2 GLEW_GET_VAR(__GLEW_NV_vertex_array_range2) - -#endif /* GL_NV_vertex_array_range2 */ - -/* ------------------- GL_NV_vertex_attrib_integer_64bit ------------------- */ - -#ifndef GL_NV_vertex_attrib_integer_64bit -#define GL_NV_vertex_attrib_integer_64bit 1 - -#define GL_INT64_NV 0x140E -#define GL_UNSIGNED_INT64_NV 0x140F - -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT* params); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); - -#define glGetVertexAttribLi64vNV GLEW_GET_FUN(__glewGetVertexAttribLi64vNV) -#define glGetVertexAttribLui64vNV GLEW_GET_FUN(__glewGetVertexAttribLui64vNV) -#define glVertexAttribL1i64NV GLEW_GET_FUN(__glewVertexAttribL1i64NV) -#define glVertexAttribL1i64vNV GLEW_GET_FUN(__glewVertexAttribL1i64vNV) -#define glVertexAttribL1ui64NV GLEW_GET_FUN(__glewVertexAttribL1ui64NV) -#define glVertexAttribL1ui64vNV GLEW_GET_FUN(__glewVertexAttribL1ui64vNV) -#define glVertexAttribL2i64NV GLEW_GET_FUN(__glewVertexAttribL2i64NV) -#define glVertexAttribL2i64vNV GLEW_GET_FUN(__glewVertexAttribL2i64vNV) -#define glVertexAttribL2ui64NV GLEW_GET_FUN(__glewVertexAttribL2ui64NV) -#define glVertexAttribL2ui64vNV GLEW_GET_FUN(__glewVertexAttribL2ui64vNV) -#define glVertexAttribL3i64NV GLEW_GET_FUN(__glewVertexAttribL3i64NV) -#define glVertexAttribL3i64vNV GLEW_GET_FUN(__glewVertexAttribL3i64vNV) -#define glVertexAttribL3ui64NV GLEW_GET_FUN(__glewVertexAttribL3ui64NV) -#define glVertexAttribL3ui64vNV GLEW_GET_FUN(__glewVertexAttribL3ui64vNV) -#define glVertexAttribL4i64NV GLEW_GET_FUN(__glewVertexAttribL4i64NV) -#define glVertexAttribL4i64vNV GLEW_GET_FUN(__glewVertexAttribL4i64vNV) -#define glVertexAttribL4ui64NV GLEW_GET_FUN(__glewVertexAttribL4ui64NV) -#define glVertexAttribL4ui64vNV GLEW_GET_FUN(__glewVertexAttribL4ui64vNV) -#define glVertexAttribLFormatNV GLEW_GET_FUN(__glewVertexAttribLFormatNV) - -#define GLEW_NV_vertex_attrib_integer_64bit GLEW_GET_VAR(__GLEW_NV_vertex_attrib_integer_64bit) - -#endif /* GL_NV_vertex_attrib_integer_64bit */ - -/* ------------------- GL_NV_vertex_buffer_unified_memory ------------------ */ - -#ifndef GL_NV_vertex_buffer_unified_memory -#define GL_NV_vertex_buffer_unified_memory 1 - -#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E -#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F -#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 -#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 -#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 -#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 -#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 -#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 -#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 -#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 -#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 -#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 -#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A -#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B -#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C -#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D -#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E -#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F -#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 -#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 -#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 -#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 -#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 -#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 -#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 - -typedef void (GLAPIENTRY * PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); -typedef void (GLAPIENTRY * PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); -typedef void (GLAPIENTRY * PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT result[]); -typedef void (GLAPIENTRY * PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); -typedef void (GLAPIENTRY * PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); - -#define glBufferAddressRangeNV GLEW_GET_FUN(__glewBufferAddressRangeNV) -#define glColorFormatNV GLEW_GET_FUN(__glewColorFormatNV) -#define glEdgeFlagFormatNV GLEW_GET_FUN(__glewEdgeFlagFormatNV) -#define glFogCoordFormatNV GLEW_GET_FUN(__glewFogCoordFormatNV) -#define glGetIntegerui64i_vNV GLEW_GET_FUN(__glewGetIntegerui64i_vNV) -#define glIndexFormatNV GLEW_GET_FUN(__glewIndexFormatNV) -#define glNormalFormatNV GLEW_GET_FUN(__glewNormalFormatNV) -#define glSecondaryColorFormatNV GLEW_GET_FUN(__glewSecondaryColorFormatNV) -#define glTexCoordFormatNV GLEW_GET_FUN(__glewTexCoordFormatNV) -#define glVertexAttribFormatNV GLEW_GET_FUN(__glewVertexAttribFormatNV) -#define glVertexAttribIFormatNV GLEW_GET_FUN(__glewVertexAttribIFormatNV) -#define glVertexFormatNV GLEW_GET_FUN(__glewVertexFormatNV) - -#define GLEW_NV_vertex_buffer_unified_memory GLEW_GET_VAR(__GLEW_NV_vertex_buffer_unified_memory) - -#endif /* GL_NV_vertex_buffer_unified_memory */ - -/* -------------------------- GL_NV_vertex_program ------------------------- */ - -#ifndef GL_NV_vertex_program -#define GL_NV_vertex_program 1 - -#define GL_VERTEX_PROGRAM_NV 0x8620 -#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 -#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 -#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 -#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 -#define GL_CURRENT_ATTRIB_NV 0x8626 -#define GL_PROGRAM_LENGTH_NV 0x8627 -#define GL_PROGRAM_STRING_NV 0x8628 -#define GL_MODELVIEW_PROJECTION_NV 0x8629 -#define GL_IDENTITY_NV 0x862A -#define GL_INVERSE_NV 0x862B -#define GL_TRANSPOSE_NV 0x862C -#define GL_INVERSE_TRANSPOSE_NV 0x862D -#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E -#define GL_MAX_TRACK_MATRICES_NV 0x862F -#define GL_MATRIX0_NV 0x8630 -#define GL_MATRIX1_NV 0x8631 -#define GL_MATRIX2_NV 0x8632 -#define GL_MATRIX3_NV 0x8633 -#define GL_MATRIX4_NV 0x8634 -#define GL_MATRIX5_NV 0x8635 -#define GL_MATRIX6_NV 0x8636 -#define GL_MATRIX7_NV 0x8637 -#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 -#define GL_CURRENT_MATRIX_NV 0x8641 -#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 -#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 -#define GL_PROGRAM_PARAMETER_NV 0x8644 -#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 -#define GL_PROGRAM_TARGET_NV 0x8646 -#define GL_PROGRAM_RESIDENT_NV 0x8647 -#define GL_TRACK_MATRIX_NV 0x8648 -#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 -#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A -#define GL_PROGRAM_ERROR_POSITION_NV 0x864B -#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 -#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 -#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 -#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 -#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 -#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 -#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 -#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 -#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 -#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 -#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A -#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B -#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C -#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D -#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E -#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F -#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 -#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 -#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 -#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 -#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 -#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 -#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 -#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 -#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 -#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 -#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A -#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B -#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C -#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D -#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E -#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F -#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 -#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 -#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 -#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 -#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 -#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 -#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 -#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 -#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 -#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 -#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A -#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B -#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C -#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D -#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E -#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F - -typedef GLboolean (GLAPIENTRY * PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint* ids, GLboolean *residences); -typedef void (GLAPIENTRY * PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); -typedef void (GLAPIENTRY * PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint* ids); -typedef void (GLAPIENTRY * PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte* program); -typedef void (GLAPIENTRY * PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void** pointer); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint* params); -typedef GLboolean (GLAPIENTRY * PFNGLISPROGRAMNVPROC) (GLuint id); -typedef void (GLAPIENTRY * PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte* program); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei num, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, GLuint* ids); -typedef void (GLAPIENTRY * PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei n, const GLdouble* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei n, const GLfloat* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei n, const GLshort* v); -typedef void (GLAPIENTRY * PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei n, const GLubyte* v); - -#define glAreProgramsResidentNV GLEW_GET_FUN(__glewAreProgramsResidentNV) -#define glBindProgramNV GLEW_GET_FUN(__glewBindProgramNV) -#define glDeleteProgramsNV GLEW_GET_FUN(__glewDeleteProgramsNV) -#define glExecuteProgramNV GLEW_GET_FUN(__glewExecuteProgramNV) -#define glGenProgramsNV GLEW_GET_FUN(__glewGenProgramsNV) -#define glGetProgramParameterdvNV GLEW_GET_FUN(__glewGetProgramParameterdvNV) -#define glGetProgramParameterfvNV GLEW_GET_FUN(__glewGetProgramParameterfvNV) -#define glGetProgramStringNV GLEW_GET_FUN(__glewGetProgramStringNV) -#define glGetProgramivNV GLEW_GET_FUN(__glewGetProgramivNV) -#define glGetTrackMatrixivNV GLEW_GET_FUN(__glewGetTrackMatrixivNV) -#define glGetVertexAttribPointervNV GLEW_GET_FUN(__glewGetVertexAttribPointervNV) -#define glGetVertexAttribdvNV GLEW_GET_FUN(__glewGetVertexAttribdvNV) -#define glGetVertexAttribfvNV GLEW_GET_FUN(__glewGetVertexAttribfvNV) -#define glGetVertexAttribivNV GLEW_GET_FUN(__glewGetVertexAttribivNV) -#define glIsProgramNV GLEW_GET_FUN(__glewIsProgramNV) -#define glLoadProgramNV GLEW_GET_FUN(__glewLoadProgramNV) -#define glProgramParameter4dNV GLEW_GET_FUN(__glewProgramParameter4dNV) -#define glProgramParameter4dvNV GLEW_GET_FUN(__glewProgramParameter4dvNV) -#define glProgramParameter4fNV GLEW_GET_FUN(__glewProgramParameter4fNV) -#define glProgramParameter4fvNV GLEW_GET_FUN(__glewProgramParameter4fvNV) -#define glProgramParameters4dvNV GLEW_GET_FUN(__glewProgramParameters4dvNV) -#define glProgramParameters4fvNV GLEW_GET_FUN(__glewProgramParameters4fvNV) -#define glRequestResidentProgramsNV GLEW_GET_FUN(__glewRequestResidentProgramsNV) -#define glTrackMatrixNV GLEW_GET_FUN(__glewTrackMatrixNV) -#define glVertexAttrib1dNV GLEW_GET_FUN(__glewVertexAttrib1dNV) -#define glVertexAttrib1dvNV GLEW_GET_FUN(__glewVertexAttrib1dvNV) -#define glVertexAttrib1fNV GLEW_GET_FUN(__glewVertexAttrib1fNV) -#define glVertexAttrib1fvNV GLEW_GET_FUN(__glewVertexAttrib1fvNV) -#define glVertexAttrib1sNV GLEW_GET_FUN(__glewVertexAttrib1sNV) -#define glVertexAttrib1svNV GLEW_GET_FUN(__glewVertexAttrib1svNV) -#define glVertexAttrib2dNV GLEW_GET_FUN(__glewVertexAttrib2dNV) -#define glVertexAttrib2dvNV GLEW_GET_FUN(__glewVertexAttrib2dvNV) -#define glVertexAttrib2fNV GLEW_GET_FUN(__glewVertexAttrib2fNV) -#define glVertexAttrib2fvNV GLEW_GET_FUN(__glewVertexAttrib2fvNV) -#define glVertexAttrib2sNV GLEW_GET_FUN(__glewVertexAttrib2sNV) -#define glVertexAttrib2svNV GLEW_GET_FUN(__glewVertexAttrib2svNV) -#define glVertexAttrib3dNV GLEW_GET_FUN(__glewVertexAttrib3dNV) -#define glVertexAttrib3dvNV GLEW_GET_FUN(__glewVertexAttrib3dvNV) -#define glVertexAttrib3fNV GLEW_GET_FUN(__glewVertexAttrib3fNV) -#define glVertexAttrib3fvNV GLEW_GET_FUN(__glewVertexAttrib3fvNV) -#define glVertexAttrib3sNV GLEW_GET_FUN(__glewVertexAttrib3sNV) -#define glVertexAttrib3svNV GLEW_GET_FUN(__glewVertexAttrib3svNV) -#define glVertexAttrib4dNV GLEW_GET_FUN(__glewVertexAttrib4dNV) -#define glVertexAttrib4dvNV GLEW_GET_FUN(__glewVertexAttrib4dvNV) -#define glVertexAttrib4fNV GLEW_GET_FUN(__glewVertexAttrib4fNV) -#define glVertexAttrib4fvNV GLEW_GET_FUN(__glewVertexAttrib4fvNV) -#define glVertexAttrib4sNV GLEW_GET_FUN(__glewVertexAttrib4sNV) -#define glVertexAttrib4svNV GLEW_GET_FUN(__glewVertexAttrib4svNV) -#define glVertexAttrib4ubNV GLEW_GET_FUN(__glewVertexAttrib4ubNV) -#define glVertexAttrib4ubvNV GLEW_GET_FUN(__glewVertexAttrib4ubvNV) -#define glVertexAttribPointerNV GLEW_GET_FUN(__glewVertexAttribPointerNV) -#define glVertexAttribs1dvNV GLEW_GET_FUN(__glewVertexAttribs1dvNV) -#define glVertexAttribs1fvNV GLEW_GET_FUN(__glewVertexAttribs1fvNV) -#define glVertexAttribs1svNV GLEW_GET_FUN(__glewVertexAttribs1svNV) -#define glVertexAttribs2dvNV GLEW_GET_FUN(__glewVertexAttribs2dvNV) -#define glVertexAttribs2fvNV GLEW_GET_FUN(__glewVertexAttribs2fvNV) -#define glVertexAttribs2svNV GLEW_GET_FUN(__glewVertexAttribs2svNV) -#define glVertexAttribs3dvNV GLEW_GET_FUN(__glewVertexAttribs3dvNV) -#define glVertexAttribs3fvNV GLEW_GET_FUN(__glewVertexAttribs3fvNV) -#define glVertexAttribs3svNV GLEW_GET_FUN(__glewVertexAttribs3svNV) -#define glVertexAttribs4dvNV GLEW_GET_FUN(__glewVertexAttribs4dvNV) -#define glVertexAttribs4fvNV GLEW_GET_FUN(__glewVertexAttribs4fvNV) -#define glVertexAttribs4svNV GLEW_GET_FUN(__glewVertexAttribs4svNV) -#define glVertexAttribs4ubvNV GLEW_GET_FUN(__glewVertexAttribs4ubvNV) - -#define GLEW_NV_vertex_program GLEW_GET_VAR(__GLEW_NV_vertex_program) - -#endif /* GL_NV_vertex_program */ - -/* ------------------------ GL_NV_vertex_program1_1 ------------------------ */ - -#ifndef GL_NV_vertex_program1_1 -#define GL_NV_vertex_program1_1 1 - -#define GLEW_NV_vertex_program1_1 GLEW_GET_VAR(__GLEW_NV_vertex_program1_1) - -#endif /* GL_NV_vertex_program1_1 */ - -/* ------------------------- GL_NV_vertex_program2 ------------------------- */ - -#ifndef GL_NV_vertex_program2 -#define GL_NV_vertex_program2 1 - -#define GLEW_NV_vertex_program2 GLEW_GET_VAR(__GLEW_NV_vertex_program2) - -#endif /* GL_NV_vertex_program2 */ - -/* ---------------------- GL_NV_vertex_program2_option --------------------- */ - -#ifndef GL_NV_vertex_program2_option -#define GL_NV_vertex_program2_option 1 - -#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 -#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 - -#define GLEW_NV_vertex_program2_option GLEW_GET_VAR(__GLEW_NV_vertex_program2_option) - -#endif /* GL_NV_vertex_program2_option */ - -/* ------------------------- GL_NV_vertex_program3 ------------------------- */ - -#ifndef GL_NV_vertex_program3 -#define GL_NV_vertex_program3 1 - -#define MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C - -#define GLEW_NV_vertex_program3 GLEW_GET_VAR(__GLEW_NV_vertex_program3) - -#endif /* GL_NV_vertex_program3 */ - -/* ------------------------- GL_NV_vertex_program4 ------------------------- */ - -#ifndef GL_NV_vertex_program4 -#define GL_NV_vertex_program4 1 - -#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD - -#define GLEW_NV_vertex_program4 GLEW_GET_VAR(__GLEW_NV_vertex_program4) - -#endif /* GL_NV_vertex_program4 */ - -/* -------------------------- GL_NV_video_capture -------------------------- */ - -#ifndef GL_NV_video_capture -#define GL_NV_video_capture 1 - -#define GL_VIDEO_BUFFER_NV 0x9020 -#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 -#define GL_FIELD_UPPER_NV 0x9022 -#define GL_FIELD_LOWER_NV 0x9023 -#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 -#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 -#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 -#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 -#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 -#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 -#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A -#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B -#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C -#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D -#define GL_PARTIAL_SUCCESS_NV 0x902E -#define GL_SUCCESS_NV 0x902F -#define GL_FAILURE_NV 0x9030 -#define GL_YCBYCR8_422_NV 0x9031 -#define GL_YCBAYCR8A_4224_NV 0x9032 -#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 -#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 -#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 -#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 -#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 -#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 -#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 -#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A -#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B -#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C - -typedef void (GLAPIENTRY * PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); -typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); -typedef void (GLAPIENTRY * PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); -typedef void (GLAPIENTRY * PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint* params); -typedef GLenum (GLAPIENTRY * PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint* sequence_num, GLuint64EXT *capture_time); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble* params); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint* params); - -#define glBeginVideoCaptureNV GLEW_GET_FUN(__glewBeginVideoCaptureNV) -#define glBindVideoCaptureStreamBufferNV GLEW_GET_FUN(__glewBindVideoCaptureStreamBufferNV) -#define glBindVideoCaptureStreamTextureNV GLEW_GET_FUN(__glewBindVideoCaptureStreamTextureNV) -#define glEndVideoCaptureNV GLEW_GET_FUN(__glewEndVideoCaptureNV) -#define glGetVideoCaptureStreamdvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamdvNV) -#define glGetVideoCaptureStreamfvNV GLEW_GET_FUN(__glewGetVideoCaptureStreamfvNV) -#define glGetVideoCaptureStreamivNV GLEW_GET_FUN(__glewGetVideoCaptureStreamivNV) -#define glGetVideoCaptureivNV GLEW_GET_FUN(__glewGetVideoCaptureivNV) -#define glVideoCaptureNV GLEW_GET_FUN(__glewVideoCaptureNV) -#define glVideoCaptureStreamParameterdvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterdvNV) -#define glVideoCaptureStreamParameterfvNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterfvNV) -#define glVideoCaptureStreamParameterivNV GLEW_GET_FUN(__glewVideoCaptureStreamParameterivNV) - -#define GLEW_NV_video_capture GLEW_GET_VAR(__GLEW_NV_video_capture) - -#endif /* GL_NV_video_capture */ - -/* -------------------------- GL_NV_viewport_array ------------------------- */ - -#ifndef GL_NV_viewport_array -#define GL_NV_viewport_array 1 - -#define GL_DEPTH_RANGE 0x0B70 -#define GL_VIEWPORT 0x0BA2 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_MAX_VIEWPORTS_NV 0x825B -#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C -#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D -#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F - -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); -typedef void (GLAPIENTRY * PFNGLDISABLEINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLENABLEINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat* data); -typedef GLboolean (GLAPIENTRY * PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); -typedef void (GLAPIENTRY * PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint * v); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); -typedef void (GLAPIENTRY * PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat * v); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); -typedef void (GLAPIENTRY * PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat * v); - -#define glDepthRangeArrayfvNV GLEW_GET_FUN(__glewDepthRangeArrayfvNV) -#define glDepthRangeIndexedfNV GLEW_GET_FUN(__glewDepthRangeIndexedfNV) -#define glDisableiNV GLEW_GET_FUN(__glewDisableiNV) -#define glEnableiNV GLEW_GET_FUN(__glewEnableiNV) -#define glGetFloati_vNV GLEW_GET_FUN(__glewGetFloati_vNV) -#define glIsEnablediNV GLEW_GET_FUN(__glewIsEnablediNV) -#define glScissorArrayvNV GLEW_GET_FUN(__glewScissorArrayvNV) -#define glScissorIndexedNV GLEW_GET_FUN(__glewScissorIndexedNV) -#define glScissorIndexedvNV GLEW_GET_FUN(__glewScissorIndexedvNV) -#define glViewportArrayvNV GLEW_GET_FUN(__glewViewportArrayvNV) -#define glViewportIndexedfNV GLEW_GET_FUN(__glewViewportIndexedfNV) -#define glViewportIndexedfvNV GLEW_GET_FUN(__glewViewportIndexedfvNV) - -#define GLEW_NV_viewport_array GLEW_GET_VAR(__GLEW_NV_viewport_array) - -#endif /* GL_NV_viewport_array */ - -/* ------------------------- GL_NV_viewport_array2 ------------------------- */ - -#ifndef GL_NV_viewport_array2 -#define GL_NV_viewport_array2 1 - -#define GLEW_NV_viewport_array2 GLEW_GET_VAR(__GLEW_NV_viewport_array2) - -#endif /* GL_NV_viewport_array2 */ - -/* ------------------------- GL_NV_viewport_swizzle ------------------------ */ - -#ifndef GL_NV_viewport_swizzle -#define GL_NV_viewport_swizzle 1 - -#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 -#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 -#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 -#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 -#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 -#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A -#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B - -typedef void (GLAPIENTRY * PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); - -#define glViewportSwizzleNV GLEW_GET_FUN(__glewViewportSwizzleNV) - -#define GLEW_NV_viewport_swizzle GLEW_GET_VAR(__GLEW_NV_viewport_swizzle) - -#endif /* GL_NV_viewport_swizzle */ - -/* ------------------------ GL_OES_byte_coordinates ------------------------ */ - -#ifndef GL_OES_byte_coordinates -#define GL_OES_byte_coordinates 1 - -#define GLEW_OES_byte_coordinates GLEW_GET_VAR(__GLEW_OES_byte_coordinates) - -#endif /* GL_OES_byte_coordinates */ - -/* ---------------------------- GL_OML_interlace --------------------------- */ - -#ifndef GL_OML_interlace -#define GL_OML_interlace 1 - -#define GL_INTERLACE_OML 0x8980 -#define GL_INTERLACE_READ_OML 0x8981 - -#define GLEW_OML_interlace GLEW_GET_VAR(__GLEW_OML_interlace) - -#endif /* GL_OML_interlace */ - -/* ---------------------------- GL_OML_resample ---------------------------- */ - -#ifndef GL_OML_resample -#define GL_OML_resample 1 - -#define GL_PACK_RESAMPLE_OML 0x8984 -#define GL_UNPACK_RESAMPLE_OML 0x8985 -#define GL_RESAMPLE_REPLICATE_OML 0x8986 -#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 -#define GL_RESAMPLE_AVERAGE_OML 0x8988 -#define GL_RESAMPLE_DECIMATE_OML 0x8989 - -#define GLEW_OML_resample GLEW_GET_VAR(__GLEW_OML_resample) - -#endif /* GL_OML_resample */ - -/* ---------------------------- GL_OML_subsample --------------------------- */ - -#ifndef GL_OML_subsample -#define GL_OML_subsample 1 - -#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 -#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 - -#define GLEW_OML_subsample GLEW_GET_VAR(__GLEW_OML_subsample) - -#endif /* GL_OML_subsample */ - -/* ---------------------------- GL_OVR_multiview --------------------------- */ - -#ifndef GL_OVR_multiview -#define GL_OVR_multiview 1 - -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 -#define GL_MAX_VIEWS_OVR 0x9631 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 -#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); - -#define glFramebufferTextureMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultiviewOVR) - -#define GLEW_OVR_multiview GLEW_GET_VAR(__GLEW_OVR_multiview) - -#endif /* GL_OVR_multiview */ - -/* --------------------------- GL_OVR_multiview2 --------------------------- */ - -#ifndef GL_OVR_multiview2 -#define GL_OVR_multiview2 1 - -#define GLEW_OVR_multiview2 GLEW_GET_VAR(__GLEW_OVR_multiview2) - -#endif /* GL_OVR_multiview2 */ - -/* ------------ GL_OVR_multiview_multisampled_render_to_texture ------------ */ - -#ifndef GL_OVR_multiview_multisampled_render_to_texture -#define GL_OVR_multiview_multisampled_render_to_texture 1 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); - -#define glFramebufferTextureMultisampleMultiviewOVR GLEW_GET_FUN(__glewFramebufferTextureMultisampleMultiviewOVR) - -#define GLEW_OVR_multiview_multisampled_render_to_texture GLEW_GET_VAR(__GLEW_OVR_multiview_multisampled_render_to_texture) - -#endif /* GL_OVR_multiview_multisampled_render_to_texture */ - -/* --------------------------- GL_PGI_misc_hints --------------------------- */ - -#ifndef GL_PGI_misc_hints -#define GL_PGI_misc_hints 1 - -#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 107000 -#define GL_CONSERVE_MEMORY_HINT_PGI 107005 -#define GL_RECLAIM_MEMORY_HINT_PGI 107006 -#define GL_NATIVE_GRAPHICS_HANDLE_PGI 107010 -#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 107011 -#define GL_NATIVE_GRAPHICS_END_HINT_PGI 107012 -#define GL_ALWAYS_FAST_HINT_PGI 107020 -#define GL_ALWAYS_SOFT_HINT_PGI 107021 -#define GL_ALLOW_DRAW_OBJ_HINT_PGI 107022 -#define GL_ALLOW_DRAW_WIN_HINT_PGI 107023 -#define GL_ALLOW_DRAW_FRG_HINT_PGI 107024 -#define GL_ALLOW_DRAW_MEM_HINT_PGI 107025 -#define GL_STRICT_DEPTHFUNC_HINT_PGI 107030 -#define GL_STRICT_LIGHTING_HINT_PGI 107031 -#define GL_STRICT_SCISSOR_HINT_PGI 107032 -#define GL_FULL_STIPPLE_HINT_PGI 107033 -#define GL_CLIP_NEAR_HINT_PGI 107040 -#define GL_CLIP_FAR_HINT_PGI 107041 -#define GL_WIDE_LINE_HINT_PGI 107042 -#define GL_BACK_NORMALS_HINT_PGI 107043 - -#define GLEW_PGI_misc_hints GLEW_GET_VAR(__GLEW_PGI_misc_hints) - -#endif /* GL_PGI_misc_hints */ - -/* -------------------------- GL_PGI_vertex_hints -------------------------- */ - -#ifndef GL_PGI_vertex_hints -#define GL_PGI_vertex_hints 1 - -#define GL_VERTEX23_BIT_PGI 0x00000004 -#define GL_VERTEX4_BIT_PGI 0x00000008 -#define GL_COLOR3_BIT_PGI 0x00010000 -#define GL_COLOR4_BIT_PGI 0x00020000 -#define GL_EDGEFLAG_BIT_PGI 0x00040000 -#define GL_INDEX_BIT_PGI 0x00080000 -#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 -#define GL_VERTEX_DATA_HINT_PGI 107050 -#define GL_VERTEX_CONSISTENT_HINT_PGI 107051 -#define GL_MATERIAL_SIDE_HINT_PGI 107052 -#define GL_MAX_VERTEX_HINT_PGI 107053 -#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 -#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 -#define GL_MAT_EMISSION_BIT_PGI 0x00800000 -#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 -#define GL_MAT_SHININESS_BIT_PGI 0x02000000 -#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 -#define GL_NORMAL_BIT_PGI 0x08000000 -#define GL_TEXCOORD1_BIT_PGI 0x10000000 -#define GL_TEXCOORD2_BIT_PGI 0x20000000 -#define GL_TEXCOORD3_BIT_PGI 0x40000000 -#define GL_TEXCOORD4_BIT_PGI 0x80000000 - -#define GLEW_PGI_vertex_hints GLEW_GET_VAR(__GLEW_PGI_vertex_hints) - -#endif /* GL_PGI_vertex_hints */ - -/* --------------------------- GL_QCOM_alpha_test -------------------------- */ - -#ifndef GL_QCOM_alpha_test -#define GL_QCOM_alpha_test 1 - -#define GL_ALPHA_TEST_QCOM 0x0BC0 -#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 -#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 - -typedef void (GLAPIENTRY * PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); - -#define glAlphaFuncQCOM GLEW_GET_FUN(__glewAlphaFuncQCOM) - -#define GLEW_QCOM_alpha_test GLEW_GET_VAR(__GLEW_QCOM_alpha_test) - -#endif /* GL_QCOM_alpha_test */ - -/* ------------------------ GL_QCOM_binning_control ------------------------ */ - -#ifndef GL_QCOM_binning_control -#define GL_QCOM_binning_control 1 - -#define GL_DONT_CARE 0x1100 -#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 -#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 -#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 -#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 - -#define GLEW_QCOM_binning_control GLEW_GET_VAR(__GLEW_QCOM_binning_control) - -#endif /* GL_QCOM_binning_control */ - -/* ------------------------- GL_QCOM_driver_control ------------------------ */ - -#ifndef GL_QCOM_driver_control -#define GL_QCOM_driver_control 1 - -typedef void (GLAPIENTRY * PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); -typedef void (GLAPIENTRY * PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); -typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar *driverControlString); -typedef void (GLAPIENTRY * PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint* num, GLsizei size, GLuint *driverControls); - -#define glDisableDriverControlQCOM GLEW_GET_FUN(__glewDisableDriverControlQCOM) -#define glEnableDriverControlQCOM GLEW_GET_FUN(__glewEnableDriverControlQCOM) -#define glGetDriverControlStringQCOM GLEW_GET_FUN(__glewGetDriverControlStringQCOM) -#define glGetDriverControlsQCOM GLEW_GET_FUN(__glewGetDriverControlsQCOM) - -#define GLEW_QCOM_driver_control GLEW_GET_VAR(__GLEW_QCOM_driver_control) - -#endif /* GL_QCOM_driver_control */ - -/* -------------------------- GL_QCOM_extended_get ------------------------- */ - -#ifndef GL_QCOM_extended_get -#define GL_QCOM_extended_get 1 - -#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 -#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 -#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 -#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 -#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 -#define GL_TEXTURE_TYPE_QCOM 0x8BD7 -#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 -#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 -#define GL_TEXTURE_TARGET_QCOM 0x8BDA -#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB -#define GL_STATE_RESTORE 0x8BDC - -typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void** params); -typedef void (GLAPIENTRY * PFNGLEXTGETBUFFERSQCOMPROC) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); -typedef void (GLAPIENTRY * PFNGLEXTGETTEXTURESQCOMPROC) (GLuint* textures, GLint maxTextures, GLint* numTextures); -typedef void (GLAPIENTRY * PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); - -#define glExtGetBufferPointervQCOM GLEW_GET_FUN(__glewExtGetBufferPointervQCOM) -#define glExtGetBuffersQCOM GLEW_GET_FUN(__glewExtGetBuffersQCOM) -#define glExtGetFramebuffersQCOM GLEW_GET_FUN(__glewExtGetFramebuffersQCOM) -#define glExtGetRenderbuffersQCOM GLEW_GET_FUN(__glewExtGetRenderbuffersQCOM) -#define glExtGetTexLevelParameterivQCOM GLEW_GET_FUN(__glewExtGetTexLevelParameterivQCOM) -#define glExtGetTexSubImageQCOM GLEW_GET_FUN(__glewExtGetTexSubImageQCOM) -#define glExtGetTexturesQCOM GLEW_GET_FUN(__glewExtGetTexturesQCOM) -#define glExtTexObjectStateOverrideiQCOM GLEW_GET_FUN(__glewExtTexObjectStateOverrideiQCOM) - -#define GLEW_QCOM_extended_get GLEW_GET_VAR(__GLEW_QCOM_extended_get) - -#endif /* GL_QCOM_extended_get */ - -/* ------------------------- GL_QCOM_extended_get2 ------------------------- */ - -#ifndef GL_QCOM_extended_get2 -#define GL_QCOM_extended_get2 1 - -typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar* source, GLint* length); -typedef void (GLAPIENTRY * PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint* programs, GLint maxPrograms, GLint* numPrograms); -typedef void (GLAPIENTRY * PFNGLEXTGETSHADERSQCOMPROC) (GLuint* shaders, GLint maxShaders, GLint* numShaders); -typedef GLboolean (GLAPIENTRY * PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); - -#define glExtGetProgramBinarySourceQCOM GLEW_GET_FUN(__glewExtGetProgramBinarySourceQCOM) -#define glExtGetProgramsQCOM GLEW_GET_FUN(__glewExtGetProgramsQCOM) -#define glExtGetShadersQCOM GLEW_GET_FUN(__glewExtGetShadersQCOM) -#define glExtIsProgramBinaryQCOM GLEW_GET_FUN(__glewExtIsProgramBinaryQCOM) - -#define GLEW_QCOM_extended_get2 GLEW_GET_VAR(__GLEW_QCOM_extended_get2) - -#endif /* GL_QCOM_extended_get2 */ - -/* ---------------------- GL_QCOM_framebuffer_foveated --------------------- */ - -#ifndef GL_QCOM_framebuffer_foveated -#define GL_QCOM_framebuffer_foveated 1 - -#define GL_FOVEATION_ENABLE_BIT_QCOM 0x1 -#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x2 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint fbo, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint* providedFeatures); -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint fbo, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); - -#define glFramebufferFoveationConfigQCOM GLEW_GET_FUN(__glewFramebufferFoveationConfigQCOM) -#define glFramebufferFoveationParametersQCOM GLEW_GET_FUN(__glewFramebufferFoveationParametersQCOM) - -#define GLEW_QCOM_framebuffer_foveated GLEW_GET_VAR(__GLEW_QCOM_framebuffer_foveated) - -#endif /* GL_QCOM_framebuffer_foveated */ - -/* ---------------------- GL_QCOM_perfmon_global_mode ---------------------- */ - -#ifndef GL_QCOM_perfmon_global_mode -#define GL_QCOM_perfmon_global_mode 1 - -#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 - -#define GLEW_QCOM_perfmon_global_mode GLEW_GET_VAR(__GLEW_QCOM_perfmon_global_mode) - -#endif /* GL_QCOM_perfmon_global_mode */ - -/* -------------- GL_QCOM_shader_framebuffer_fetch_noncoherent ------------- */ - -#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent -#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 - -#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 - -typedef void (GLAPIENTRY * PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); - -#define glFramebufferFetchBarrierQCOM GLEW_GET_FUN(__glewFramebufferFetchBarrierQCOM) - -#define GLEW_QCOM_shader_framebuffer_fetch_noncoherent GLEW_GET_VAR(__GLEW_QCOM_shader_framebuffer_fetch_noncoherent) - -#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ - -/* ------------------------ GL_QCOM_tiled_rendering ------------------------ */ - -#ifndef GL_QCOM_tiled_rendering -#define GL_QCOM_tiled_rendering 1 - -#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 -#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 -#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 -#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 -#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 -#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 -#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 -#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 -#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 -#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 -#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 -#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 -#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 -#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 -#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 -#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 -#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 -#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 -#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 -#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 -#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 -#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 -#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 -#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 -#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 -#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 -#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 -#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 -#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 -#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 -#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 -#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 - -typedef void (GLAPIENTRY * PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); -typedef void (GLAPIENTRY * PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); - -#define glEndTilingQCOM GLEW_GET_FUN(__glewEndTilingQCOM) -#define glStartTilingQCOM GLEW_GET_FUN(__glewStartTilingQCOM) - -#define GLEW_QCOM_tiled_rendering GLEW_GET_VAR(__GLEW_QCOM_tiled_rendering) - -#endif /* GL_QCOM_tiled_rendering */ - -/* ---------------------- GL_QCOM_writeonly_rendering ---------------------- */ - -#ifndef GL_QCOM_writeonly_rendering -#define GL_QCOM_writeonly_rendering 1 - -#define GL_WRITEONLY_RENDERING_QCOM 0x8823 - -#define GLEW_QCOM_writeonly_rendering GLEW_GET_VAR(__GLEW_QCOM_writeonly_rendering) - -#endif /* GL_QCOM_writeonly_rendering */ - -/* ---------------------- GL_REGAL_ES1_0_compatibility --------------------- */ - -#ifndef GL_REGAL_ES1_0_compatibility -#define GL_REGAL_ES1_0_compatibility 1 - -typedef int GLclampx; - -typedef void (GLAPIENTRY * PFNGLALPHAFUNCXPROC) (GLenum func, GLclampx ref); -typedef void (GLAPIENTRY * PFNGLCLEARCOLORXPROC) (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha); -typedef void (GLAPIENTRY * PFNGLCLEARDEPTHXPROC) (GLclampx depth); -typedef void (GLAPIENTRY * PFNGLCOLOR4XPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); -typedef void (GLAPIENTRY * PFNGLDEPTHRANGEXPROC) (GLclampx zNear, GLclampx zFar); -typedef void (GLAPIENTRY * PFNGLFOGXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLFOGXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLFRUSTUMFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -typedef void (GLAPIENTRY * PFNGLFRUSTUMXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); -typedef void (GLAPIENTRY * PFNGLLIGHTMODELXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLLIGHTMODELXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLLIGHTXPROC) (GLenum light, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLLIGHTXVPROC) (GLenum light, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLLINEWIDTHXPROC) (GLfixed width); -typedef void (GLAPIENTRY * PFNGLLOADMATRIXXPROC) (const GLfixed* m); -typedef void (GLAPIENTRY * PFNGLMATERIALXPROC) (GLenum face, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLMATERIALXVPROC) (GLenum face, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLMULTMATRIXXPROC) (const GLfixed* m); -typedef void (GLAPIENTRY * PFNGLMULTITEXCOORD4XPROC) (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q); -typedef void (GLAPIENTRY * PFNGLNORMAL3XPROC) (GLfixed nx, GLfixed ny, GLfixed nz); -typedef void (GLAPIENTRY * PFNGLORTHOFPROC) (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -typedef void (GLAPIENTRY * PFNGLORTHOXPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar); -typedef void (GLAPIENTRY * PFNGLPOINTSIZEXPROC) (GLfixed size); -typedef void (GLAPIENTRY * PFNGLPOLYGONOFFSETXPROC) (GLfixed factor, GLfixed units); -typedef void (GLAPIENTRY * PFNGLROTATEXPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); -typedef void (GLAPIENTRY * PFNGLSAMPLECOVERAGEXPROC) (GLclampx value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSCALEXPROC) (GLfixed x, GLfixed y, GLfixed z); -typedef void (GLAPIENTRY * PFNGLTEXENVXPROC) (GLenum target, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLTEXENVXVPROC) (GLenum target, GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXPROC) (GLenum target, GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLTRANSLATEXPROC) (GLfixed x, GLfixed y, GLfixed z); - -#define glAlphaFuncx GLEW_GET_FUN(__glewAlphaFuncx) -#define glClearColorx GLEW_GET_FUN(__glewClearColorx) -#define glClearDepthx GLEW_GET_FUN(__glewClearDepthx) -#define glColor4x GLEW_GET_FUN(__glewColor4x) -#define glDepthRangex GLEW_GET_FUN(__glewDepthRangex) -#define glFogx GLEW_GET_FUN(__glewFogx) -#define glFogxv GLEW_GET_FUN(__glewFogxv) -#define glFrustumf GLEW_GET_FUN(__glewFrustumf) -#define glFrustumx GLEW_GET_FUN(__glewFrustumx) -#define glLightModelx GLEW_GET_FUN(__glewLightModelx) -#define glLightModelxv GLEW_GET_FUN(__glewLightModelxv) -#define glLightx GLEW_GET_FUN(__glewLightx) -#define glLightxv GLEW_GET_FUN(__glewLightxv) -#define glLineWidthx GLEW_GET_FUN(__glewLineWidthx) -#define glLoadMatrixx GLEW_GET_FUN(__glewLoadMatrixx) -#define glMaterialx GLEW_GET_FUN(__glewMaterialx) -#define glMaterialxv GLEW_GET_FUN(__glewMaterialxv) -#define glMultMatrixx GLEW_GET_FUN(__glewMultMatrixx) -#define glMultiTexCoord4x GLEW_GET_FUN(__glewMultiTexCoord4x) -#define glNormal3x GLEW_GET_FUN(__glewNormal3x) -#define glOrthof GLEW_GET_FUN(__glewOrthof) -#define glOrthox GLEW_GET_FUN(__glewOrthox) -#define glPointSizex GLEW_GET_FUN(__glewPointSizex) -#define glPolygonOffsetx GLEW_GET_FUN(__glewPolygonOffsetx) -#define glRotatex GLEW_GET_FUN(__glewRotatex) -#define glSampleCoveragex GLEW_GET_FUN(__glewSampleCoveragex) -#define glScalex GLEW_GET_FUN(__glewScalex) -#define glTexEnvx GLEW_GET_FUN(__glewTexEnvx) -#define glTexEnvxv GLEW_GET_FUN(__glewTexEnvxv) -#define glTexParameterx GLEW_GET_FUN(__glewTexParameterx) -#define glTranslatex GLEW_GET_FUN(__glewTranslatex) - -#define GLEW_REGAL_ES1_0_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_0_compatibility) - -#endif /* GL_REGAL_ES1_0_compatibility */ - -/* ---------------------- GL_REGAL_ES1_1_compatibility --------------------- */ - -#ifndef GL_REGAL_ES1_1_compatibility -#define GL_REGAL_ES1_1_compatibility 1 - -typedef void (GLAPIENTRY * PFNGLCLIPPLANEFPROC) (GLenum plane, const GLfloat* equation); -typedef void (GLAPIENTRY * PFNGLCLIPPLANEXPROC) (GLenum plane, const GLfixed* equation); -typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEFPROC) (GLenum pname, GLfloat eqn[4]); -typedef void (GLAPIENTRY * PFNGLGETCLIPPLANEXPROC) (GLenum pname, GLfixed eqn[4]); -typedef void (GLAPIENTRY * PFNGLGETFIXEDVPROC) (GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETLIGHTXVPROC) (GLenum light, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETMATERIALXVPROC) (GLenum face, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETTEXENVXVPROC) (GLenum env, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLGETTEXPARAMETERXVPROC) (GLenum target, GLenum pname, GLfixed* params); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXPROC) (GLenum pname, GLfixed param); -typedef void (GLAPIENTRY * PFNGLPOINTPARAMETERXVPROC) (GLenum pname, const GLfixed* params); -typedef void (GLAPIENTRY * PFNGLPOINTSIZEPOINTEROESPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLTEXPARAMETERXVPROC) (GLenum target, GLenum pname, const GLfixed* params); - -#define glClipPlanef GLEW_GET_FUN(__glewClipPlanef) -#define glClipPlanex GLEW_GET_FUN(__glewClipPlanex) -#define glGetClipPlanef GLEW_GET_FUN(__glewGetClipPlanef) -#define glGetClipPlanex GLEW_GET_FUN(__glewGetClipPlanex) -#define glGetFixedv GLEW_GET_FUN(__glewGetFixedv) -#define glGetLightxv GLEW_GET_FUN(__glewGetLightxv) -#define glGetMaterialxv GLEW_GET_FUN(__glewGetMaterialxv) -#define glGetTexEnvxv GLEW_GET_FUN(__glewGetTexEnvxv) -#define glGetTexParameterxv GLEW_GET_FUN(__glewGetTexParameterxv) -#define glPointParameterx GLEW_GET_FUN(__glewPointParameterx) -#define glPointParameterxv GLEW_GET_FUN(__glewPointParameterxv) -#define glPointSizePointerOES GLEW_GET_FUN(__glewPointSizePointerOES) -#define glTexParameterxv GLEW_GET_FUN(__glewTexParameterxv) - -#define GLEW_REGAL_ES1_1_compatibility GLEW_GET_VAR(__GLEW_REGAL_ES1_1_compatibility) - -#endif /* GL_REGAL_ES1_1_compatibility */ - -/* ---------------------------- GL_REGAL_enable ---------------------------- */ - -#ifndef GL_REGAL_enable -#define GL_REGAL_enable 1 - -#define GL_ERROR_REGAL 0x9322 -#define GL_DEBUG_REGAL 0x9323 -#define GL_LOG_REGAL 0x9324 -#define GL_EMULATION_REGAL 0x9325 -#define GL_DRIVER_REGAL 0x9326 -#define GL_MISSING_REGAL 0x9360 -#define GL_TRACE_REGAL 0x9361 -#define GL_CACHE_REGAL 0x9362 -#define GL_CODE_REGAL 0x9363 -#define GL_STATISTICS_REGAL 0x9364 - -#define GLEW_REGAL_enable GLEW_GET_VAR(__GLEW_REGAL_enable) - -#endif /* GL_REGAL_enable */ - -/* ------------------------- GL_REGAL_error_string ------------------------- */ - -#ifndef GL_REGAL_error_string -#define GL_REGAL_error_string 1 - -typedef const GLchar* (GLAPIENTRY * PFNGLERRORSTRINGREGALPROC) (GLenum error); - -#define glErrorStringREGAL GLEW_GET_FUN(__glewErrorStringREGAL) - -#define GLEW_REGAL_error_string GLEW_GET_VAR(__GLEW_REGAL_error_string) - -#endif /* GL_REGAL_error_string */ - -/* ------------------------ GL_REGAL_extension_query ----------------------- */ - -#ifndef GL_REGAL_extension_query -#define GL_REGAL_extension_query 1 - -typedef GLboolean (GLAPIENTRY * PFNGLGETEXTENSIONREGALPROC) (const GLchar* ext); -typedef GLboolean (GLAPIENTRY * PFNGLISSUPPORTEDREGALPROC) (const GLchar* ext); - -#define glGetExtensionREGAL GLEW_GET_FUN(__glewGetExtensionREGAL) -#define glIsSupportedREGAL GLEW_GET_FUN(__glewIsSupportedREGAL) - -#define GLEW_REGAL_extension_query GLEW_GET_VAR(__GLEW_REGAL_extension_query) - -#endif /* GL_REGAL_extension_query */ - -/* ------------------------------ GL_REGAL_log ----------------------------- */ - -#ifndef GL_REGAL_log -#define GL_REGAL_log 1 - -#define GL_LOG_ERROR_REGAL 0x9319 -#define GL_LOG_WARNING_REGAL 0x931A -#define GL_LOG_INFO_REGAL 0x931B -#define GL_LOG_APP_REGAL 0x931C -#define GL_LOG_DRIVER_REGAL 0x931D -#define GL_LOG_INTERNAL_REGAL 0x931E -#define GL_LOG_DEBUG_REGAL 0x931F -#define GL_LOG_STATUS_REGAL 0x9320 -#define GL_LOG_HTTP_REGAL 0x9321 - -typedef void (APIENTRY *GLLOGPROCREGAL)(GLenum stream, GLsizei length, const GLchar *message, void *context); - -typedef void (GLAPIENTRY * PFNGLLOGMESSAGECALLBACKREGALPROC) (GLLOGPROCREGAL callback); - -#define glLogMessageCallbackREGAL GLEW_GET_FUN(__glewLogMessageCallbackREGAL) - -#define GLEW_REGAL_log GLEW_GET_VAR(__GLEW_REGAL_log) - -#endif /* GL_REGAL_log */ - -/* ------------------------- GL_REGAL_proc_address ------------------------- */ - -#ifndef GL_REGAL_proc_address -#define GL_REGAL_proc_address 1 - -typedef void * (GLAPIENTRY * PFNGLGETPROCADDRESSREGALPROC) (const GLchar *name); - -#define glGetProcAddressREGAL GLEW_GET_FUN(__glewGetProcAddressREGAL) - -#define GLEW_REGAL_proc_address GLEW_GET_VAR(__GLEW_REGAL_proc_address) - -#endif /* GL_REGAL_proc_address */ - -/* ----------------------- GL_REND_screen_coordinates ---------------------- */ - -#ifndef GL_REND_screen_coordinates -#define GL_REND_screen_coordinates 1 - -#define GL_SCREEN_COORDINATES_REND 0x8490 -#define GL_INVERTED_SCREEN_W_REND 0x8491 - -#define GLEW_REND_screen_coordinates GLEW_GET_VAR(__GLEW_REND_screen_coordinates) - -#endif /* GL_REND_screen_coordinates */ - -/* ------------------------------- GL_S3_s3tc ------------------------------ */ - -#ifndef GL_S3_s3tc -#define GL_S3_s3tc 1 - -#define GL_RGB_S3TC 0x83A0 -#define GL_RGB4_S3TC 0x83A1 -#define GL_RGBA_S3TC 0x83A2 -#define GL_RGBA4_S3TC 0x83A3 -#define GL_RGBA_DXT5_S3TC 0x83A4 -#define GL_RGBA4_DXT5_S3TC 0x83A5 - -#define GLEW_S3_s3tc GLEW_GET_VAR(__GLEW_S3_s3tc) - -#endif /* GL_S3_s3tc */ - -/* ------------------------- GL_SGIS_clip_band_hint ------------------------ */ - -#ifndef GL_SGIS_clip_band_hint -#define GL_SGIS_clip_band_hint 1 - -#define GLEW_SGIS_clip_band_hint GLEW_GET_VAR(__GLEW_SGIS_clip_band_hint) - -#endif /* GL_SGIS_clip_band_hint */ - -/* -------------------------- GL_SGIS_color_range -------------------------- */ - -#ifndef GL_SGIS_color_range -#define GL_SGIS_color_range 1 - -#define GL_EXTENDED_RANGE_SGIS 0x85A5 -#define GL_MIN_RED_SGIS 0x85A6 -#define GL_MAX_RED_SGIS 0x85A7 -#define GL_MIN_GREEN_SGIS 0x85A8 -#define GL_MAX_GREEN_SGIS 0x85A9 -#define GL_MIN_BLUE_SGIS 0x85AA -#define GL_MAX_BLUE_SGIS 0x85AB -#define GL_MIN_ALPHA_SGIS 0x85AC -#define GL_MAX_ALPHA_SGIS 0x85AD - -#define GLEW_SGIS_color_range GLEW_GET_VAR(__GLEW_SGIS_color_range) - -#endif /* GL_SGIS_color_range */ - -/* ------------------------- GL_SGIS_detail_texture ------------------------ */ - -#ifndef GL_SGIS_detail_texture -#define GL_SGIS_detail_texture 1 - -typedef void (GLAPIENTRY * PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat* points); - -#define glDetailTexFuncSGIS GLEW_GET_FUN(__glewDetailTexFuncSGIS) -#define glGetDetailTexFuncSGIS GLEW_GET_FUN(__glewGetDetailTexFuncSGIS) - -#define GLEW_SGIS_detail_texture GLEW_GET_VAR(__GLEW_SGIS_detail_texture) - -#endif /* GL_SGIS_detail_texture */ - -/* -------------------------- GL_SGIS_fog_function ------------------------- */ - -#ifndef GL_SGIS_fog_function -#define GL_SGIS_fog_function 1 - -typedef void (GLAPIENTRY * PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETFOGFUNCSGISPROC) (GLfloat* points); - -#define glFogFuncSGIS GLEW_GET_FUN(__glewFogFuncSGIS) -#define glGetFogFuncSGIS GLEW_GET_FUN(__glewGetFogFuncSGIS) - -#define GLEW_SGIS_fog_function GLEW_GET_VAR(__GLEW_SGIS_fog_function) - -#endif /* GL_SGIS_fog_function */ - -/* ------------------------ GL_SGIS_generate_mipmap ------------------------ */ - -#ifndef GL_SGIS_generate_mipmap -#define GL_SGIS_generate_mipmap 1 - -#define GL_GENERATE_MIPMAP_SGIS 0x8191 -#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 - -#define GLEW_SGIS_generate_mipmap GLEW_GET_VAR(__GLEW_SGIS_generate_mipmap) - -#endif /* GL_SGIS_generate_mipmap */ - -/* -------------------------- GL_SGIS_line_texgen -------------------------- */ - -#ifndef GL_SGIS_line_texgen -#define GL_SGIS_line_texgen 1 - -#define GLEW_SGIS_line_texgen GLEW_GET_VAR(__GLEW_SGIS_line_texgen) - -#endif /* GL_SGIS_line_texgen */ - -/* -------------------------- GL_SGIS_multisample -------------------------- */ - -#ifndef GL_SGIS_multisample -#define GL_SGIS_multisample 1 - -#define GL_MULTISAMPLE_SGIS 0x809D -#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F -#define GL_SAMPLE_MASK_SGIS 0x80A0 -#define GL_1PASS_SGIS 0x80A1 -#define GL_2PASS_0_SGIS 0x80A2 -#define GL_2PASS_1_SGIS 0x80A3 -#define GL_4PASS_0_SGIS 0x80A4 -#define GL_4PASS_1_SGIS 0x80A5 -#define GL_4PASS_2_SGIS 0x80A6 -#define GL_4PASS_3_SGIS 0x80A7 -#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 -#define GL_SAMPLES_SGIS 0x80A9 -#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA -#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB -#define GL_SAMPLE_PATTERN_SGIS 0x80AC - -typedef void (GLAPIENTRY * PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); -typedef void (GLAPIENTRY * PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); - -#define glSampleMaskSGIS GLEW_GET_FUN(__glewSampleMaskSGIS) -#define glSamplePatternSGIS GLEW_GET_FUN(__glewSamplePatternSGIS) - -#define GLEW_SGIS_multisample GLEW_GET_VAR(__GLEW_SGIS_multisample) - -#endif /* GL_SGIS_multisample */ - -/* -------------------------- GL_SGIS_multitexture ------------------------- */ - -#ifndef GL_SGIS_multitexture -#define GL_SGIS_multitexture 1 - -#define GL_SELECTED_TEXTURE_SGIS 0x83C0 -#define GL_SELECTED_TEXTURE_COORD_SET_SGIS 0x83C1 -#define GL_SELECTED_TEXTURE_TRANSFORM_SGIS 0x83C2 -#define GL_MAX_TEXTURES_SGIS 0x83C3 -#define GL_MAX_TEXTURE_COORD_SETS_SGIS 0x83C4 -#define GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS 0x83C5 -#define GL_TEXTURE_ENV_COORD_SET_SGIS 0x83C6 -#define GL_TEXTURE0_SGIS 0x83C7 -#define GL_TEXTURE1_SGIS 0x83C8 -#define GL_TEXTURE2_SGIS 0x83C9 -#define GL_TEXTURE3_SGIS 0x83CA - -typedef void (GLAPIENTRY * PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC) (GLint factor); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURECOORDSETSGISPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURESGISPROC) (GLenum target); -typedef void (GLAPIENTRY * PFNGLSELECTTEXTURETRANSFORMSGISPROC) (GLenum target); - -#define glInterleavedTextureCoordSetsSGIS GLEW_GET_FUN(__glewInterleavedTextureCoordSetsSGIS) -#define glSelectTextureCoordSetSGIS GLEW_GET_FUN(__glewSelectTextureCoordSetSGIS) -#define glSelectTextureSGIS GLEW_GET_FUN(__glewSelectTextureSGIS) -#define glSelectTextureTransformSGIS GLEW_GET_FUN(__glewSelectTextureTransformSGIS) - -#define GLEW_SGIS_multitexture GLEW_GET_VAR(__GLEW_SGIS_multitexture) - -#endif /* GL_SGIS_multitexture */ - -/* ------------------------- GL_SGIS_pixel_texture ------------------------- */ - -#ifndef GL_SGIS_pixel_texture -#define GL_SGIS_pixel_texture 1 - -#define GLEW_SGIS_pixel_texture GLEW_GET_VAR(__GLEW_SGIS_pixel_texture) - -#endif /* GL_SGIS_pixel_texture */ - -/* ----------------------- GL_SGIS_point_line_texgen ----------------------- */ - -#ifndef GL_SGIS_point_line_texgen -#define GL_SGIS_point_line_texgen 1 - -#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 -#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 -#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 -#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 -#define GL_EYE_POINT_SGIS 0x81F4 -#define GL_OBJECT_POINT_SGIS 0x81F5 -#define GL_EYE_LINE_SGIS 0x81F6 -#define GL_OBJECT_LINE_SGIS 0x81F7 - -#define GLEW_SGIS_point_line_texgen GLEW_GET_VAR(__GLEW_SGIS_point_line_texgen) - -#endif /* GL_SGIS_point_line_texgen */ - -/* ----------------------- GL_SGIS_shared_multisample ---------------------- */ - -#ifndef GL_SGIS_shared_multisample -#define GL_SGIS_shared_multisample 1 - -typedef void (GLAPIENTRY * PFNGLMULTISAMPLESUBRECTPOSSGISPROC) (GLint x, GLint y); - -#define glMultisampleSubRectPosSGIS GLEW_GET_FUN(__glewMultisampleSubRectPosSGIS) - -#define GLEW_SGIS_shared_multisample GLEW_GET_VAR(__GLEW_SGIS_shared_multisample) - -#endif /* GL_SGIS_shared_multisample */ - -/* ------------------------ GL_SGIS_sharpen_texture ------------------------ */ - -#ifndef GL_SGIS_sharpen_texture -#define GL_SGIS_sharpen_texture 1 - -typedef void (GLAPIENTRY * PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat* points); -typedef void (GLAPIENTRY * PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat* points); - -#define glGetSharpenTexFuncSGIS GLEW_GET_FUN(__glewGetSharpenTexFuncSGIS) -#define glSharpenTexFuncSGIS GLEW_GET_FUN(__glewSharpenTexFuncSGIS) - -#define GLEW_SGIS_sharpen_texture GLEW_GET_VAR(__GLEW_SGIS_sharpen_texture) - -#endif /* GL_SGIS_sharpen_texture */ - -/* --------------------------- GL_SGIS_texture4D --------------------------- */ - -#ifndef GL_SGIS_texture4D -#define GL_SGIS_texture4D 1 - -typedef void (GLAPIENTRY * PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei extent, GLenum format, GLenum type, const void *pixels); - -#define glTexImage4DSGIS GLEW_GET_FUN(__glewTexImage4DSGIS) -#define glTexSubImage4DSGIS GLEW_GET_FUN(__glewTexSubImage4DSGIS) - -#define GLEW_SGIS_texture4D GLEW_GET_VAR(__GLEW_SGIS_texture4D) - -#endif /* GL_SGIS_texture4D */ - -/* ---------------------- GL_SGIS_texture_border_clamp --------------------- */ - -#ifndef GL_SGIS_texture_border_clamp -#define GL_SGIS_texture_border_clamp 1 - -#define GL_CLAMP_TO_BORDER_SGIS 0x812D - -#define GLEW_SGIS_texture_border_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_border_clamp) - -#endif /* GL_SGIS_texture_border_clamp */ - -/* ----------------------- GL_SGIS_texture_edge_clamp ---------------------- */ - -#ifndef GL_SGIS_texture_edge_clamp -#define GL_SGIS_texture_edge_clamp 1 - -#define GL_CLAMP_TO_EDGE_SGIS 0x812F - -#define GLEW_SGIS_texture_edge_clamp GLEW_GET_VAR(__GLEW_SGIS_texture_edge_clamp) - -#endif /* GL_SGIS_texture_edge_clamp */ - -/* ------------------------ GL_SGIS_texture_filter4 ------------------------ */ - -#ifndef GL_SGIS_texture_filter4 -#define GL_SGIS_texture_filter4 1 - -typedef void (GLAPIENTRY * PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat* weights); -typedef void (GLAPIENTRY * PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat* weights); - -#define glGetTexFilterFuncSGIS GLEW_GET_FUN(__glewGetTexFilterFuncSGIS) -#define glTexFilterFuncSGIS GLEW_GET_FUN(__glewTexFilterFuncSGIS) - -#define GLEW_SGIS_texture_filter4 GLEW_GET_VAR(__GLEW_SGIS_texture_filter4) - -#endif /* GL_SGIS_texture_filter4 */ - -/* -------------------------- GL_SGIS_texture_lod -------------------------- */ - -#ifndef GL_SGIS_texture_lod -#define GL_SGIS_texture_lod 1 - -#define GL_TEXTURE_MIN_LOD_SGIS 0x813A -#define GL_TEXTURE_MAX_LOD_SGIS 0x813B -#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C -#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D - -#define GLEW_SGIS_texture_lod GLEW_GET_VAR(__GLEW_SGIS_texture_lod) - -#endif /* GL_SGIS_texture_lod */ - -/* ------------------------- GL_SGIS_texture_select ------------------------ */ - -#ifndef GL_SGIS_texture_select -#define GL_SGIS_texture_select 1 - -#define GLEW_SGIS_texture_select GLEW_GET_VAR(__GLEW_SGIS_texture_select) - -#endif /* GL_SGIS_texture_select */ - -/* ----------------------------- GL_SGIX_async ----------------------------- */ - -#ifndef GL_SGIX_async -#define GL_SGIX_async 1 - -#define GL_ASYNC_MARKER_SGIX 0x8329 - -typedef void (GLAPIENTRY * PFNGLASYNCMARKERSGIXPROC) (GLuint marker); -typedef void (GLAPIENTRY * PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); -typedef GLint (GLAPIENTRY * PFNGLFINISHASYNCSGIXPROC) (GLuint* markerp); -typedef GLuint (GLAPIENTRY * PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); -typedef GLboolean (GLAPIENTRY * PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); -typedef GLint (GLAPIENTRY * PFNGLPOLLASYNCSGIXPROC) (GLuint* markerp); - -#define glAsyncMarkerSGIX GLEW_GET_FUN(__glewAsyncMarkerSGIX) -#define glDeleteAsyncMarkersSGIX GLEW_GET_FUN(__glewDeleteAsyncMarkersSGIX) -#define glFinishAsyncSGIX GLEW_GET_FUN(__glewFinishAsyncSGIX) -#define glGenAsyncMarkersSGIX GLEW_GET_FUN(__glewGenAsyncMarkersSGIX) -#define glIsAsyncMarkerSGIX GLEW_GET_FUN(__glewIsAsyncMarkerSGIX) -#define glPollAsyncSGIX GLEW_GET_FUN(__glewPollAsyncSGIX) - -#define GLEW_SGIX_async GLEW_GET_VAR(__GLEW_SGIX_async) - -#endif /* GL_SGIX_async */ - -/* ------------------------ GL_SGIX_async_histogram ------------------------ */ - -#ifndef GL_SGIX_async_histogram -#define GL_SGIX_async_histogram 1 - -#define GL_ASYNC_HISTOGRAM_SGIX 0x832C -#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D - -#define GLEW_SGIX_async_histogram GLEW_GET_VAR(__GLEW_SGIX_async_histogram) - -#endif /* GL_SGIX_async_histogram */ - -/* -------------------------- GL_SGIX_async_pixel -------------------------- */ - -#ifndef GL_SGIX_async_pixel -#define GL_SGIX_async_pixel 1 - -#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C -#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D -#define GL_ASYNC_READ_PIXELS_SGIX 0x835E -#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F -#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 -#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 - -#define GLEW_SGIX_async_pixel GLEW_GET_VAR(__GLEW_SGIX_async_pixel) - -#endif /* GL_SGIX_async_pixel */ - -/* ----------------------- GL_SGIX_bali_g_instruments ---------------------- */ - -#ifndef GL_SGIX_bali_g_instruments -#define GL_SGIX_bali_g_instruments 1 - -#define GL_BALI_NUM_TRIS_CULLED_INSTRUMENT 0x6080 -#define GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT 0x6081 -#define GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT 0x6082 -#define GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT 0x6083 - -#define GLEW_SGIX_bali_g_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_g_instruments) - -#endif /* GL_SGIX_bali_g_instruments */ - -/* ----------------------- GL_SGIX_bali_r_instruments ---------------------- */ - -#ifndef GL_SGIX_bali_r_instruments -#define GL_SGIX_bali_r_instruments 1 - -#define GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT 0x6090 -#define GL_BALI_DEPTH_PASS_INSTRUMENT 0x6091 -#define GL_BALI_R_CHIP_COUNT 0x6092 - -#define GLEW_SGIX_bali_r_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_r_instruments) - -#endif /* GL_SGIX_bali_r_instruments */ - -/* --------------------- GL_SGIX_bali_timer_instruments -------------------- */ - -#ifndef GL_SGIX_bali_timer_instruments -#define GL_SGIX_bali_timer_instruments 1 - -#define GLEW_SGIX_bali_timer_instruments GLEW_GET_VAR(__GLEW_SGIX_bali_timer_instruments) - -#endif /* GL_SGIX_bali_timer_instruments */ - -/* ----------------------- GL_SGIX_blend_alpha_minmax ---------------------- */ - -#ifndef GL_SGIX_blend_alpha_minmax -#define GL_SGIX_blend_alpha_minmax 1 - -#define GL_ALPHA_MIN_SGIX 0x8320 -#define GL_ALPHA_MAX_SGIX 0x8321 - -#define GLEW_SGIX_blend_alpha_minmax GLEW_GET_VAR(__GLEW_SGIX_blend_alpha_minmax) - -#endif /* GL_SGIX_blend_alpha_minmax */ - -/* --------------------------- GL_SGIX_blend_cadd -------------------------- */ - -#ifndef GL_SGIX_blend_cadd -#define GL_SGIX_blend_cadd 1 - -#define GL_FUNC_COMPLEX_ADD_EXT 0x601C - -#define GLEW_SGIX_blend_cadd GLEW_GET_VAR(__GLEW_SGIX_blend_cadd) - -#endif /* GL_SGIX_blend_cadd */ - -/* ------------------------ GL_SGIX_blend_cmultiply ------------------------ */ - -#ifndef GL_SGIX_blend_cmultiply -#define GL_SGIX_blend_cmultiply 1 - -#define GL_FUNC_COMPLEX_MULTIPLY_EXT 0x601B - -#define GLEW_SGIX_blend_cmultiply GLEW_GET_VAR(__GLEW_SGIX_blend_cmultiply) - -#endif /* GL_SGIX_blend_cmultiply */ - -/* --------------------- GL_SGIX_calligraphic_fragment --------------------- */ - -#ifndef GL_SGIX_calligraphic_fragment -#define GL_SGIX_calligraphic_fragment 1 - -#define GLEW_SGIX_calligraphic_fragment GLEW_GET_VAR(__GLEW_SGIX_calligraphic_fragment) - -#endif /* GL_SGIX_calligraphic_fragment */ - -/* ---------------------------- GL_SGIX_clipmap ---------------------------- */ - -#ifndef GL_SGIX_clipmap -#define GL_SGIX_clipmap 1 - -#define GLEW_SGIX_clipmap GLEW_GET_VAR(__GLEW_SGIX_clipmap) - -#endif /* GL_SGIX_clipmap */ - -/* --------------------- GL_SGIX_color_matrix_accuracy --------------------- */ - -#ifndef GL_SGIX_color_matrix_accuracy -#define GL_SGIX_color_matrix_accuracy 1 - -#define GL_COLOR_MATRIX_HINT 0x8317 - -#define GLEW_SGIX_color_matrix_accuracy GLEW_GET_VAR(__GLEW_SGIX_color_matrix_accuracy) - -#endif /* GL_SGIX_color_matrix_accuracy */ - -/* --------------------- GL_SGIX_color_table_index_mode -------------------- */ - -#ifndef GL_SGIX_color_table_index_mode -#define GL_SGIX_color_table_index_mode 1 - -#define GLEW_SGIX_color_table_index_mode GLEW_GET_VAR(__GLEW_SGIX_color_table_index_mode) - -#endif /* GL_SGIX_color_table_index_mode */ - -/* ------------------------- GL_SGIX_complex_polar ------------------------- */ - -#ifndef GL_SGIX_complex_polar -#define GL_SGIX_complex_polar 1 - -#define GLEW_SGIX_complex_polar GLEW_GET_VAR(__GLEW_SGIX_complex_polar) - -#endif /* GL_SGIX_complex_polar */ - -/* ---------------------- GL_SGIX_convolution_accuracy --------------------- */ - -#ifndef GL_SGIX_convolution_accuracy -#define GL_SGIX_convolution_accuracy 1 - -#define GL_CONVOLUTION_HINT_SGIX 0x8316 - -#define GLEW_SGIX_convolution_accuracy GLEW_GET_VAR(__GLEW_SGIX_convolution_accuracy) - -#endif /* GL_SGIX_convolution_accuracy */ - -/* ---------------------------- GL_SGIX_cube_map --------------------------- */ - -#ifndef GL_SGIX_cube_map -#define GL_SGIX_cube_map 1 - -#define GL_ENV_MAP_SGIX 0x8340 -#define GL_CUBE_MAP_SGIX 0x8341 -#define GL_CUBE_MAP_ZP_SGIX 0x8342 -#define GL_CUBE_MAP_ZN_SGIX 0x8343 -#define GL_CUBE_MAP_XN_SGIX 0x8344 -#define GL_CUBE_MAP_XP_SGIX 0x8345 -#define GL_CUBE_MAP_YN_SGIX 0x8346 -#define GL_CUBE_MAP_YP_SGIX 0x8347 -#define GL_CUBE_MAP_BINDING_SGIX 0x8348 - -#define GLEW_SGIX_cube_map GLEW_GET_VAR(__GLEW_SGIX_cube_map) - -#endif /* GL_SGIX_cube_map */ - -/* ------------------------ GL_SGIX_cylinder_texgen ------------------------ */ - -#ifndef GL_SGIX_cylinder_texgen -#define GL_SGIX_cylinder_texgen 1 - -#define GLEW_SGIX_cylinder_texgen GLEW_GET_VAR(__GLEW_SGIX_cylinder_texgen) - -#endif /* GL_SGIX_cylinder_texgen */ - -/* ---------------------------- GL_SGIX_datapipe --------------------------- */ - -#ifndef GL_SGIX_datapipe -#define GL_SGIX_datapipe 1 - -#define GL_GEOMETRY_BIT 0x1 -#define GL_IMAGE_BIT 0x2 - -typedef void (GLAPIENTRY * PFNGLADDRESSSPACEPROC) (GLenum space, GLbitfield mask); -typedef GLint (GLAPIENTRY * PFNGLDATAPIPEPROC) (GLenum space); - -#define glAddressSpace GLEW_GET_FUN(__glewAddressSpace) -#define glDataPipe GLEW_GET_FUN(__glewDataPipe) - -#define GLEW_SGIX_datapipe GLEW_GET_VAR(__GLEW_SGIX_datapipe) - -#endif /* GL_SGIX_datapipe */ - -/* --------------------------- GL_SGIX_decimation -------------------------- */ - -#ifndef GL_SGIX_decimation -#define GL_SGIX_decimation 1 - -#define GLEW_SGIX_decimation GLEW_GET_VAR(__GLEW_SGIX_decimation) - -#endif /* GL_SGIX_decimation */ - -/* --------------------- GL_SGIX_depth_pass_instrument --------------------- */ - -#ifndef GL_SGIX_depth_pass_instrument -#define GL_SGIX_depth_pass_instrument 1 - -#define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310 -#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311 -#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312 - -#define GLEW_SGIX_depth_pass_instrument GLEW_GET_VAR(__GLEW_SGIX_depth_pass_instrument) - -#endif /* GL_SGIX_depth_pass_instrument */ - -/* ------------------------- GL_SGIX_depth_texture ------------------------- */ - -#ifndef GL_SGIX_depth_texture -#define GL_SGIX_depth_texture 1 - -#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 -#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 -#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 - -#define GLEW_SGIX_depth_texture GLEW_GET_VAR(__GLEW_SGIX_depth_texture) - -#endif /* GL_SGIX_depth_texture */ - -/* ------------------------------ GL_SGIX_dvc ------------------------------ */ - -#ifndef GL_SGIX_dvc -#define GL_SGIX_dvc 1 - -#define GLEW_SGIX_dvc GLEW_GET_VAR(__GLEW_SGIX_dvc) - -#endif /* GL_SGIX_dvc */ - -/* -------------------------- GL_SGIX_flush_raster ------------------------- */ - -#ifndef GL_SGIX_flush_raster -#define GL_SGIX_flush_raster 1 - -typedef void (GLAPIENTRY * PFNGLFLUSHRASTERSGIXPROC) (void); - -#define glFlushRasterSGIX GLEW_GET_FUN(__glewFlushRasterSGIX) - -#define GLEW_SGIX_flush_raster GLEW_GET_VAR(__GLEW_SGIX_flush_raster) - -#endif /* GL_SGIX_flush_raster */ - -/* --------------------------- GL_SGIX_fog_blend --------------------------- */ - -#ifndef GL_SGIX_fog_blend -#define GL_SGIX_fog_blend 1 - -#define GL_FOG_BLEND_ALPHA_SGIX 0x81FE -#define GL_FOG_BLEND_COLOR_SGIX 0x81FF - -#define GLEW_SGIX_fog_blend GLEW_GET_VAR(__GLEW_SGIX_fog_blend) - -#endif /* GL_SGIX_fog_blend */ - -/* ---------------------- GL_SGIX_fog_factor_to_alpha ---------------------- */ - -#ifndef GL_SGIX_fog_factor_to_alpha -#define GL_SGIX_fog_factor_to_alpha 1 - -#define GLEW_SGIX_fog_factor_to_alpha GLEW_GET_VAR(__GLEW_SGIX_fog_factor_to_alpha) - -#endif /* GL_SGIX_fog_factor_to_alpha */ - -/* --------------------------- GL_SGIX_fog_layers -------------------------- */ - -#ifndef GL_SGIX_fog_layers -#define GL_SGIX_fog_layers 1 - -#define GL_FOG_TYPE_SGIX 0x8323 -#define GL_UNIFORM_SGIX 0x8324 -#define GL_LAYERED_SGIX 0x8325 -#define GL_FOG_GROUND_PLANE_SGIX 0x8326 -#define GL_FOG_LAYERS_POINTS_SGIX 0x8327 -#define GL_MAX_FOG_LAYERS_POINTS_SGIX 0x8328 - -typedef void (GLAPIENTRY * PFNGLFOGLAYERSSGIXPROC) (GLsizei n, const GLfloat* points); -typedef void (GLAPIENTRY * PFNGLGETFOGLAYERSSGIXPROC) (GLfloat* points); - -#define glFogLayersSGIX GLEW_GET_FUN(__glewFogLayersSGIX) -#define glGetFogLayersSGIX GLEW_GET_FUN(__glewGetFogLayersSGIX) - -#define GLEW_SGIX_fog_layers GLEW_GET_VAR(__GLEW_SGIX_fog_layers) - -#endif /* GL_SGIX_fog_layers */ - -/* --------------------------- GL_SGIX_fog_offset -------------------------- */ - -#ifndef GL_SGIX_fog_offset -#define GL_SGIX_fog_offset 1 - -#define GL_FOG_OFFSET_SGIX 0x8198 -#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 - -#define GLEW_SGIX_fog_offset GLEW_GET_VAR(__GLEW_SGIX_fog_offset) - -#endif /* GL_SGIX_fog_offset */ - -/* --------------------------- GL_SGIX_fog_patchy -------------------------- */ - -#ifndef GL_SGIX_fog_patchy -#define GL_SGIX_fog_patchy 1 - -#define GLEW_SGIX_fog_patchy GLEW_GET_VAR(__GLEW_SGIX_fog_patchy) - -#endif /* GL_SGIX_fog_patchy */ - -/* --------------------------- GL_SGIX_fog_scale --------------------------- */ - -#ifndef GL_SGIX_fog_scale -#define GL_SGIX_fog_scale 1 - -#define GL_FOG_SCALE_SGIX 0x81FC -#define GL_FOG_SCALE_VALUE_SGIX 0x81FD - -#define GLEW_SGIX_fog_scale GLEW_GET_VAR(__GLEW_SGIX_fog_scale) - -#endif /* GL_SGIX_fog_scale */ - -/* -------------------------- GL_SGIX_fog_texture -------------------------- */ - -#ifndef GL_SGIX_fog_texture -#define GL_SGIX_fog_texture 1 - -typedef void (GLAPIENTRY * PFNGLTEXTUREFOGSGIXPROC) (GLenum pname); - -#define glTextureFogSGIX GLEW_GET_FUN(__glewTextureFogSGIX) - -#define GLEW_SGIX_fog_texture GLEW_GET_VAR(__GLEW_SGIX_fog_texture) - -#endif /* GL_SGIX_fog_texture */ - -/* -------------------- GL_SGIX_fragment_lighting_space -------------------- */ - -#ifndef GL_SGIX_fragment_lighting_space -#define GL_SGIX_fragment_lighting_space 1 - -#define GL_EYE_SPACE_SGIX 0x8436 -#define GL_TANGENT_SPACE_SGIX 0x8437 -#define GL_OBJECT_SPACE_SGIX 0x8438 -#define GL_FRAGMENT_LIGHT_SPACE_SGIX 0x843D - -#define GLEW_SGIX_fragment_lighting_space GLEW_GET_VAR(__GLEW_SGIX_fragment_lighting_space) - -#endif /* GL_SGIX_fragment_lighting_space */ - -/* ------------------- GL_SGIX_fragment_specular_lighting ------------------ */ - -#ifndef GL_SGIX_fragment_specular_lighting -#define GL_SGIX_fragment_specular_lighting 1 - -typedef void (GLAPIENTRY * PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, const GLfloat param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, const GLint param); -typedef void (GLAPIENTRY * PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum value, GLfloat* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum value, GLint* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat* data); -typedef void (GLAPIENTRY * PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint* data); - -#define glFragmentColorMaterialSGIX GLEW_GET_FUN(__glewFragmentColorMaterialSGIX) -#define glFragmentLightModelfSGIX GLEW_GET_FUN(__glewFragmentLightModelfSGIX) -#define glFragmentLightModelfvSGIX GLEW_GET_FUN(__glewFragmentLightModelfvSGIX) -#define glFragmentLightModeliSGIX GLEW_GET_FUN(__glewFragmentLightModeliSGIX) -#define glFragmentLightModelivSGIX GLEW_GET_FUN(__glewFragmentLightModelivSGIX) -#define glFragmentLightfSGIX GLEW_GET_FUN(__glewFragmentLightfSGIX) -#define glFragmentLightfvSGIX GLEW_GET_FUN(__glewFragmentLightfvSGIX) -#define glFragmentLightiSGIX GLEW_GET_FUN(__glewFragmentLightiSGIX) -#define glFragmentLightivSGIX GLEW_GET_FUN(__glewFragmentLightivSGIX) -#define glFragmentMaterialfSGIX GLEW_GET_FUN(__glewFragmentMaterialfSGIX) -#define glFragmentMaterialfvSGIX GLEW_GET_FUN(__glewFragmentMaterialfvSGIX) -#define glFragmentMaterialiSGIX GLEW_GET_FUN(__glewFragmentMaterialiSGIX) -#define glFragmentMaterialivSGIX GLEW_GET_FUN(__glewFragmentMaterialivSGIX) -#define glGetFragmentLightfvSGIX GLEW_GET_FUN(__glewGetFragmentLightfvSGIX) -#define glGetFragmentLightivSGIX GLEW_GET_FUN(__glewGetFragmentLightivSGIX) -#define glGetFragmentMaterialfvSGIX GLEW_GET_FUN(__glewGetFragmentMaterialfvSGIX) -#define glGetFragmentMaterialivSGIX GLEW_GET_FUN(__glewGetFragmentMaterialivSGIX) - -#define GLEW_SGIX_fragment_specular_lighting GLEW_GET_VAR(__GLEW_SGIX_fragment_specular_lighting) - -#endif /* GL_SGIX_fragment_specular_lighting */ - -/* ---------------------- GL_SGIX_fragments_instrument --------------------- */ - -#ifndef GL_SGIX_fragments_instrument -#define GL_SGIX_fragments_instrument 1 - -#define GL_FRAGMENTS_INSTRUMENT_SGIX 0x8313 -#define GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX 0x8314 -#define GL_FRAGMENTS_INSTRUMENT_MAX_SGIX 0x8315 - -#define GLEW_SGIX_fragments_instrument GLEW_GET_VAR(__GLEW_SGIX_fragments_instrument) - -#endif /* GL_SGIX_fragments_instrument */ - -/* --------------------------- GL_SGIX_framezoom --------------------------- */ - -#ifndef GL_SGIX_framezoom -#define GL_SGIX_framezoom 1 - -typedef void (GLAPIENTRY * PFNGLFRAMEZOOMSGIXPROC) (GLint factor); - -#define glFrameZoomSGIX GLEW_GET_FUN(__glewFrameZoomSGIX) - -#define GLEW_SGIX_framezoom GLEW_GET_VAR(__GLEW_SGIX_framezoom) - -#endif /* GL_SGIX_framezoom */ - -/* -------------------------- GL_SGIX_icc_texture -------------------------- */ - -#ifndef GL_SGIX_icc_texture -#define GL_SGIX_icc_texture 1 - -#define GL_RGB_ICC_SGIX 0x8460 -#define GL_RGBA_ICC_SGIX 0x8461 -#define GL_ALPHA_ICC_SGIX 0x8462 -#define GL_LUMINANCE_ICC_SGIX 0x8463 -#define GL_INTENSITY_ICC_SGIX 0x8464 -#define GL_LUMINANCE_ALPHA_ICC_SGIX 0x8465 -#define GL_R5_G6_B5_ICC_SGIX 0x8466 -#define GL_R5_G6_B5_A8_ICC_SGIX 0x8467 -#define GL_ALPHA16_ICC_SGIX 0x8468 -#define GL_LUMINANCE16_ICC_SGIX 0x8469 -#define GL_INTENSITY16_ICC_SGIX 0x846A -#define GL_LUMINANCE16_ALPHA8_ICC_SGIX 0x846B - -#define GLEW_SGIX_icc_texture GLEW_GET_VAR(__GLEW_SGIX_icc_texture) - -#endif /* GL_SGIX_icc_texture */ - -/* ------------------------ GL_SGIX_igloo_interface ------------------------ */ - -#ifndef GL_SGIX_igloo_interface -#define GL_SGIX_igloo_interface 1 - -#define GL_IGLOO_FULLSCREEN_SGIX 0x819E -#define GL_IGLOO_VIEWPORT_OFFSET_SGIX 0x819F -#define GL_IGLOO_SWAPTMESH_SGIX 0x81A0 -#define GL_IGLOO_COLORNORMAL_SGIX 0x81A1 -#define GL_IGLOO_IRISGL_MODE_SGIX 0x81A2 -#define GL_IGLOO_LMC_COLOR_SGIX 0x81A3 -#define GL_IGLOO_TMESHMODE_SGIX 0x81A4 -#define GL_LIGHT31 0xBEAD - -typedef void (GLAPIENTRY * PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, void *param); - -#define glIglooInterfaceSGIX GLEW_GET_FUN(__glewIglooInterfaceSGIX) - -#define GLEW_SGIX_igloo_interface GLEW_GET_VAR(__GLEW_SGIX_igloo_interface) - -#endif /* GL_SGIX_igloo_interface */ - -/* ----------------------- GL_SGIX_image_compression ----------------------- */ - -#ifndef GL_SGIX_image_compression -#define GL_SGIX_image_compression 1 - -#define GLEW_SGIX_image_compression GLEW_GET_VAR(__GLEW_SGIX_image_compression) - -#endif /* GL_SGIX_image_compression */ - -/* ---------------------- GL_SGIX_impact_pixel_texture --------------------- */ - -#ifndef GL_SGIX_impact_pixel_texture -#define GL_SGIX_impact_pixel_texture 1 - -#define GLEW_SGIX_impact_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_impact_pixel_texture) - -#endif /* GL_SGIX_impact_pixel_texture */ - -/* ------------------------ GL_SGIX_instrument_error ----------------------- */ - -#ifndef GL_SGIX_instrument_error -#define GL_SGIX_instrument_error 1 - -#define GLEW_SGIX_instrument_error GLEW_GET_VAR(__GLEW_SGIX_instrument_error) - -#endif /* GL_SGIX_instrument_error */ - -/* --------------------------- GL_SGIX_interlace --------------------------- */ - -#ifndef GL_SGIX_interlace -#define GL_SGIX_interlace 1 - -#define GL_INTERLACE_SGIX 0x8094 - -#define GLEW_SGIX_interlace GLEW_GET_VAR(__GLEW_SGIX_interlace) - -#endif /* GL_SGIX_interlace */ - -/* ------------------------- GL_SGIX_ir_instrument1 ------------------------ */ - -#ifndef GL_SGIX_ir_instrument1 -#define GL_SGIX_ir_instrument1 1 - -#define GLEW_SGIX_ir_instrument1 GLEW_GET_VAR(__GLEW_SGIX_ir_instrument1) - -#endif /* GL_SGIX_ir_instrument1 */ - -/* ----------------------- GL_SGIX_line_quality_hint ----------------------- */ - -#ifndef GL_SGIX_line_quality_hint -#define GL_SGIX_line_quality_hint 1 - -#define GL_LINE_QUALITY_HINT_SGIX 0x835B - -#define GLEW_SGIX_line_quality_hint GLEW_GET_VAR(__GLEW_SGIX_line_quality_hint) - -#endif /* GL_SGIX_line_quality_hint */ - -/* ------------------------- GL_SGIX_list_priority ------------------------- */ - -#ifndef GL_SGIX_list_priority -#define GL_SGIX_list_priority 1 - -#define GLEW_SGIX_list_priority GLEW_GET_VAR(__GLEW_SGIX_list_priority) - -#endif /* GL_SGIX_list_priority */ - -/* ----------------------------- GL_SGIX_mpeg1 ----------------------------- */ - -#ifndef GL_SGIX_mpeg1 -#define GL_SGIX_mpeg1 1 - -typedef void (GLAPIENTRY * PFNGLALLOCMPEGPREDICTORSSGIXPROC) (GLsizei width, GLsizei height, GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLDELETEMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLGENMPEGPREDICTORSSGIXPROC) (GLsizei n, GLuint* predictors); -typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERFVSGIXPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETMPEGPARAMETERIVSGIXPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLGETMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); -typedef GLboolean (GLAPIENTRY * PFNGLISMPEGPREDICTORSGIXPROC) (GLuint predictor); -typedef void (GLAPIENTRY * PFNGLMPEGPREDICTORSGIXPROC) (GLenum target, GLenum format, GLenum type, void *pixels); -typedef void (GLAPIENTRY * PFNGLMPEGQUANTTABLEUBVPROC) (GLenum target, GLubyte* values); -typedef void (GLAPIENTRY * PFNGLSWAPMPEGPREDICTORSSGIXPROC) (GLenum target0, GLenum target1); - -#define glAllocMPEGPredictorsSGIX GLEW_GET_FUN(__glewAllocMPEGPredictorsSGIX) -#define glDeleteMPEGPredictorsSGIX GLEW_GET_FUN(__glewDeleteMPEGPredictorsSGIX) -#define glGenMPEGPredictorsSGIX GLEW_GET_FUN(__glewGenMPEGPredictorsSGIX) -#define glGetMPEGParameterfvSGIX GLEW_GET_FUN(__glewGetMPEGParameterfvSGIX) -#define glGetMPEGParameterivSGIX GLEW_GET_FUN(__glewGetMPEGParameterivSGIX) -#define glGetMPEGPredictorSGIX GLEW_GET_FUN(__glewGetMPEGPredictorSGIX) -#define glGetMPEGQuantTableubv GLEW_GET_FUN(__glewGetMPEGQuantTableubv) -#define glIsMPEGPredictorSGIX GLEW_GET_FUN(__glewIsMPEGPredictorSGIX) -#define glMPEGPredictorSGIX GLEW_GET_FUN(__glewMPEGPredictorSGIX) -#define glMPEGQuantTableubv GLEW_GET_FUN(__glewMPEGQuantTableubv) -#define glSwapMPEGPredictorsSGIX GLEW_GET_FUN(__glewSwapMPEGPredictorsSGIX) - -#define GLEW_SGIX_mpeg1 GLEW_GET_VAR(__GLEW_SGIX_mpeg1) - -#endif /* GL_SGIX_mpeg1 */ - -/* ----------------------------- GL_SGIX_mpeg2 ----------------------------- */ - -#ifndef GL_SGIX_mpeg2 -#define GL_SGIX_mpeg2 1 - -#define GLEW_SGIX_mpeg2 GLEW_GET_VAR(__GLEW_SGIX_mpeg2) - -#endif /* GL_SGIX_mpeg2 */ - -/* ------------------ GL_SGIX_nonlinear_lighting_pervertex ----------------- */ - -#ifndef GL_SGIX_nonlinear_lighting_pervertex -#define GL_SGIX_nonlinear_lighting_pervertex 1 - -typedef void (GLAPIENTRY * PFNGLGETNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint* terms, GLfloat *data); -typedef void (GLAPIENTRY * PFNGLGETNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint* terms, const GLfloat *data); -typedef void (GLAPIENTRY * PFNGLNONLINLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLint terms, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLNONLINMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLint terms, const GLfloat* params); - -#define glGetNonlinLightfvSGIX GLEW_GET_FUN(__glewGetNonlinLightfvSGIX) -#define glGetNonlinMaterialfvSGIX GLEW_GET_FUN(__glewGetNonlinMaterialfvSGIX) -#define glNonlinLightfvSGIX GLEW_GET_FUN(__glewNonlinLightfvSGIX) -#define glNonlinMaterialfvSGIX GLEW_GET_FUN(__glewNonlinMaterialfvSGIX) - -#define GLEW_SGIX_nonlinear_lighting_pervertex GLEW_GET_VAR(__GLEW_SGIX_nonlinear_lighting_pervertex) - -#endif /* GL_SGIX_nonlinear_lighting_pervertex */ - -/* --------------------------- GL_SGIX_nurbs_eval -------------------------- */ - -#ifndef GL_SGIX_nurbs_eval -#define GL_SGIX_nurbs_eval 1 - -#define GL_MAP1_VERTEX_3_NURBS_SGIX 0x81CB -#define GL_MAP1_VERTEX_4_NURBS_SGIX 0x81CC -#define GL_MAP1_INDEX_NURBS_SGIX 0x81CD -#define GL_MAP1_COLOR_4_NURBS_SGIX 0x81CE -#define GL_MAP1_NORMAL_NURBS_SGIX 0x81CF -#define GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX 0x81E0 -#define GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX 0x81E1 -#define GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX 0x81E2 -#define GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX 0x81E3 -#define GL_MAP2_VERTEX_3_NURBS_SGIX 0x81E4 -#define GL_MAP2_VERTEX_4_NURBS_SGIX 0x81E5 -#define GL_MAP2_INDEX_NURBS_SGIX 0x81E6 -#define GL_MAP2_COLOR_4_NURBS_SGIX 0x81E7 -#define GL_MAP2_NORMAL_NURBS_SGIX 0x81E8 -#define GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX 0x81E9 -#define GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX 0x81EA -#define GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX 0x81EB -#define GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX 0x81EC -#define GL_NURBS_KNOT_COUNT_SGIX 0x81ED -#define GL_NURBS_KNOT_VECTOR_SGIX 0x81EE - -#define GLEW_SGIX_nurbs_eval GLEW_GET_VAR(__GLEW_SGIX_nurbs_eval) - -#endif /* GL_SGIX_nurbs_eval */ - -/* ---------------------- GL_SGIX_occlusion_instrument --------------------- */ - -#ifndef GL_SGIX_occlusion_instrument -#define GL_SGIX_occlusion_instrument 1 - -#define GL_OCCLUSION_INSTRUMENT_SGIX 0x6060 - -#define GLEW_SGIX_occlusion_instrument GLEW_GET_VAR(__GLEW_SGIX_occlusion_instrument) - -#endif /* GL_SGIX_occlusion_instrument */ - -/* ------------------------- GL_SGIX_packed_6bytes ------------------------- */ - -#ifndef GL_SGIX_packed_6bytes -#define GL_SGIX_packed_6bytes 1 - -#define GLEW_SGIX_packed_6bytes GLEW_GET_VAR(__GLEW_SGIX_packed_6bytes) - -#endif /* GL_SGIX_packed_6bytes */ - -/* ------------------------- GL_SGIX_pixel_texture ------------------------- */ - -#ifndef GL_SGIX_pixel_texture -#define GL_SGIX_pixel_texture 1 - -typedef void (GLAPIENTRY * PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); - -#define glPixelTexGenSGIX GLEW_GET_FUN(__glewPixelTexGenSGIX) - -#define GLEW_SGIX_pixel_texture GLEW_GET_VAR(__GLEW_SGIX_pixel_texture) - -#endif /* GL_SGIX_pixel_texture */ - -/* ----------------------- GL_SGIX_pixel_texture_bits ---------------------- */ - -#ifndef GL_SGIX_pixel_texture_bits -#define GL_SGIX_pixel_texture_bits 1 - -#define GLEW_SGIX_pixel_texture_bits GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_bits) - -#endif /* GL_SGIX_pixel_texture_bits */ - -/* ----------------------- GL_SGIX_pixel_texture_lod ----------------------- */ - -#ifndef GL_SGIX_pixel_texture_lod -#define GL_SGIX_pixel_texture_lod 1 - -#define GLEW_SGIX_pixel_texture_lod GLEW_GET_VAR(__GLEW_SGIX_pixel_texture_lod) - -#endif /* GL_SGIX_pixel_texture_lod */ - -/* -------------------------- GL_SGIX_pixel_tiles -------------------------- */ - -#ifndef GL_SGIX_pixel_tiles -#define GL_SGIX_pixel_tiles 1 - -#define GLEW_SGIX_pixel_tiles GLEW_GET_VAR(__GLEW_SGIX_pixel_tiles) - -#endif /* GL_SGIX_pixel_tiles */ - -/* ------------------------- GL_SGIX_polynomial_ffd ------------------------ */ - -#ifndef GL_SGIX_polynomial_ffd -#define GL_SGIX_polynomial_ffd 1 - -#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x1 -#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x2 - -typedef void (GLAPIENTRY * PFNGLDEFORMSGIXPROC) (GLbitfield mask); -typedef void (GLAPIENTRY * PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); - -#define glDeformSGIX GLEW_GET_FUN(__glewDeformSGIX) -#define glLoadIdentityDeformationMapSGIX GLEW_GET_FUN(__glewLoadIdentityDeformationMapSGIX) - -#define GLEW_SGIX_polynomial_ffd GLEW_GET_VAR(__GLEW_SGIX_polynomial_ffd) - -#endif /* GL_SGIX_polynomial_ffd */ - -/* --------------------------- GL_SGIX_quad_mesh --------------------------- */ - -#ifndef GL_SGIX_quad_mesh -#define GL_SGIX_quad_mesh 1 - -typedef void (GLAPIENTRY * PFNGLMESHBREADTHSGIXPROC) (GLint breadth); -typedef void (GLAPIENTRY * PFNGLMESHSTRIDESGIXPROC) (GLint stride); - -#define glMeshBreadthSGIX GLEW_GET_FUN(__glewMeshBreadthSGIX) -#define glMeshStrideSGIX GLEW_GET_FUN(__glewMeshStrideSGIX) - -#define GLEW_SGIX_quad_mesh GLEW_GET_VAR(__GLEW_SGIX_quad_mesh) - -#endif /* GL_SGIX_quad_mesh */ - -/* ------------------------ GL_SGIX_reference_plane ------------------------ */ - -#ifndef GL_SGIX_reference_plane -#define GL_SGIX_reference_plane 1 - -typedef void (GLAPIENTRY * PFNGLREFERENCEPLANESGIXPROC) (const GLdouble* equation); - -#define glReferencePlaneSGIX GLEW_GET_FUN(__glewReferencePlaneSGIX) - -#define GLEW_SGIX_reference_plane GLEW_GET_VAR(__GLEW_SGIX_reference_plane) - -#endif /* GL_SGIX_reference_plane */ - -/* ---------------------------- GL_SGIX_resample --------------------------- */ - -#ifndef GL_SGIX_resample -#define GL_SGIX_resample 1 - -#define GL_PACK_RESAMPLE_SGIX 0x842E -#define GL_UNPACK_RESAMPLE_SGIX 0x842F -#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 -#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 -#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 - -#define GLEW_SGIX_resample GLEW_GET_VAR(__GLEW_SGIX_resample) - -#endif /* GL_SGIX_resample */ - -/* ------------------------- GL_SGIX_scalebias_hint ------------------------ */ - -#ifndef GL_SGIX_scalebias_hint -#define GL_SGIX_scalebias_hint 1 - -#define GL_SCALEBIAS_HINT_SGIX 0x8322 - -#define GLEW_SGIX_scalebias_hint GLEW_GET_VAR(__GLEW_SGIX_scalebias_hint) - -#endif /* GL_SGIX_scalebias_hint */ - -/* ----------------------------- GL_SGIX_shadow ---------------------------- */ - -#ifndef GL_SGIX_shadow -#define GL_SGIX_shadow 1 - -#define GL_TEXTURE_COMPARE_SGIX 0x819A -#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B -#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C -#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D - -#define GLEW_SGIX_shadow GLEW_GET_VAR(__GLEW_SGIX_shadow) - -#endif /* GL_SGIX_shadow */ - -/* ------------------------- GL_SGIX_shadow_ambient ------------------------ */ - -#ifndef GL_SGIX_shadow_ambient -#define GL_SGIX_shadow_ambient 1 - -#define GL_SHADOW_AMBIENT_SGIX 0x80BF - -#define GLEW_SGIX_shadow_ambient GLEW_GET_VAR(__GLEW_SGIX_shadow_ambient) - -#endif /* GL_SGIX_shadow_ambient */ - -/* ------------------------------ GL_SGIX_slim ----------------------------- */ - -#ifndef GL_SGIX_slim -#define GL_SGIX_slim 1 - -#define GL_PACK_MAX_COMPRESSED_SIZE_SGIX 0x831B -#define GL_SLIM8U_SGIX 0x831D -#define GL_SLIM10U_SGIX 0x831E -#define GL_SLIM12S_SGIX 0x831F - -#define GLEW_SGIX_slim GLEW_GET_VAR(__GLEW_SGIX_slim) - -#endif /* GL_SGIX_slim */ - -/* ------------------------ GL_SGIX_spotlight_cutoff ----------------------- */ - -#ifndef GL_SGIX_spotlight_cutoff -#define GL_SGIX_spotlight_cutoff 1 - -#define GL_SPOT_CUTOFF_DELTA_SGIX 0x8193 - -#define GLEW_SGIX_spotlight_cutoff GLEW_GET_VAR(__GLEW_SGIX_spotlight_cutoff) - -#endif /* GL_SGIX_spotlight_cutoff */ - -/* ----------------------------- GL_SGIX_sprite ---------------------------- */ - -#ifndef GL_SGIX_sprite -#define GL_SGIX_sprite 1 - -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, GLint* params); - -#define glSpriteParameterfSGIX GLEW_GET_FUN(__glewSpriteParameterfSGIX) -#define glSpriteParameterfvSGIX GLEW_GET_FUN(__glewSpriteParameterfvSGIX) -#define glSpriteParameteriSGIX GLEW_GET_FUN(__glewSpriteParameteriSGIX) -#define glSpriteParameterivSGIX GLEW_GET_FUN(__glewSpriteParameterivSGIX) - -#define GLEW_SGIX_sprite GLEW_GET_VAR(__GLEW_SGIX_sprite) - -#endif /* GL_SGIX_sprite */ - -/* -------------------------- GL_SGIX_subdiv_patch ------------------------- */ - -#ifndef GL_SGIX_subdiv_patch -#define GL_SGIX_subdiv_patch 1 - -#define GLEW_SGIX_subdiv_patch GLEW_GET_VAR(__GLEW_SGIX_subdiv_patch) - -#endif /* GL_SGIX_subdiv_patch */ - -/* --------------------------- GL_SGIX_subsample --------------------------- */ - -#ifndef GL_SGIX_subsample -#define GL_SGIX_subsample 1 - -#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 -#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 -#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 -#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 -#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 - -#define GLEW_SGIX_subsample GLEW_GET_VAR(__GLEW_SGIX_subsample) - -#endif /* GL_SGIX_subsample */ - -/* ----------------------- GL_SGIX_tag_sample_buffer ----------------------- */ - -#ifndef GL_SGIX_tag_sample_buffer -#define GL_SGIX_tag_sample_buffer 1 - -typedef void (GLAPIENTRY * PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); - -#define glTagSampleBufferSGIX GLEW_GET_FUN(__glewTagSampleBufferSGIX) - -#define GLEW_SGIX_tag_sample_buffer GLEW_GET_VAR(__GLEW_SGIX_tag_sample_buffer) - -#endif /* GL_SGIX_tag_sample_buffer */ - -/* ------------------------ GL_SGIX_texture_add_env ------------------------ */ - -#ifndef GL_SGIX_texture_add_env -#define GL_SGIX_texture_add_env 1 - -#define GLEW_SGIX_texture_add_env GLEW_GET_VAR(__GLEW_SGIX_texture_add_env) - -#endif /* GL_SGIX_texture_add_env */ - -/* -------------------- GL_SGIX_texture_coordinate_clamp ------------------- */ - -#ifndef GL_SGIX_texture_coordinate_clamp -#define GL_SGIX_texture_coordinate_clamp 1 - -#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 -#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A -#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B - -#define GLEW_SGIX_texture_coordinate_clamp GLEW_GET_VAR(__GLEW_SGIX_texture_coordinate_clamp) - -#endif /* GL_SGIX_texture_coordinate_clamp */ - -/* ------------------------ GL_SGIX_texture_lod_bias ----------------------- */ - -#ifndef GL_SGIX_texture_lod_bias -#define GL_SGIX_texture_lod_bias 1 - -#define GLEW_SGIX_texture_lod_bias GLEW_GET_VAR(__GLEW_SGIX_texture_lod_bias) - -#endif /* GL_SGIX_texture_lod_bias */ - -/* ------------------- GL_SGIX_texture_mipmap_anisotropic ------------------ */ - -#ifndef GL_SGIX_texture_mipmap_anisotropic -#define GL_SGIX_texture_mipmap_anisotropic 1 - -#define GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX 0x832E -#define GL_MAX_MIPMAP_ANISOTROPY_SGIX 0x832F - -#define GLEW_SGIX_texture_mipmap_anisotropic GLEW_GET_VAR(__GLEW_SGIX_texture_mipmap_anisotropic) - -#endif /* GL_SGIX_texture_mipmap_anisotropic */ - -/* ---------------------- GL_SGIX_texture_multi_buffer --------------------- */ - -#ifndef GL_SGIX_texture_multi_buffer -#define GL_SGIX_texture_multi_buffer 1 - -#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E - -#define GLEW_SGIX_texture_multi_buffer GLEW_GET_VAR(__GLEW_SGIX_texture_multi_buffer) - -#endif /* GL_SGIX_texture_multi_buffer */ - -/* ------------------------- GL_SGIX_texture_phase ------------------------- */ - -#ifndef GL_SGIX_texture_phase -#define GL_SGIX_texture_phase 1 - -#define GL_PHASE_SGIX 0x832A - -#define GLEW_SGIX_texture_phase GLEW_GET_VAR(__GLEW_SGIX_texture_phase) - -#endif /* GL_SGIX_texture_phase */ - -/* ------------------------- GL_SGIX_texture_range ------------------------- */ - -#ifndef GL_SGIX_texture_range -#define GL_SGIX_texture_range 1 - -#define GL_RGB_SIGNED_SGIX 0x85E0 -#define GL_RGBA_SIGNED_SGIX 0x85E1 -#define GL_ALPHA_SIGNED_SGIX 0x85E2 -#define GL_LUMINANCE_SIGNED_SGIX 0x85E3 -#define GL_INTENSITY_SIGNED_SGIX 0x85E4 -#define GL_LUMINANCE_ALPHA_SIGNED_SGIX 0x85E5 -#define GL_RGB16_SIGNED_SGIX 0x85E6 -#define GL_RGBA16_SIGNED_SGIX 0x85E7 -#define GL_ALPHA16_SIGNED_SGIX 0x85E8 -#define GL_LUMINANCE16_SIGNED_SGIX 0x85E9 -#define GL_INTENSITY16_SIGNED_SGIX 0x85EA -#define GL_LUMINANCE16_ALPHA16_SIGNED_SGIX 0x85EB -#define GL_RGB_EXTENDED_RANGE_SGIX 0x85EC -#define GL_RGBA_EXTENDED_RANGE_SGIX 0x85ED -#define GL_ALPHA_EXTENDED_RANGE_SGIX 0x85EE -#define GL_LUMINANCE_EXTENDED_RANGE_SGIX 0x85EF -#define GL_INTENSITY_EXTENDED_RANGE_SGIX 0x85F0 -#define GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX 0x85F1 -#define GL_RGB16_EXTENDED_RANGE_SGIX 0x85F2 -#define GL_RGBA16_EXTENDED_RANGE_SGIX 0x85F3 -#define GL_ALPHA16_EXTENDED_RANGE_SGIX 0x85F4 -#define GL_LUMINANCE16_EXTENDED_RANGE_SGIX 0x85F5 -#define GL_INTENSITY16_EXTENDED_RANGE_SGIX 0x85F6 -#define GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX 0x85F7 -#define GL_MIN_LUMINANCE_SGIS 0x85F8 -#define GL_MAX_LUMINANCE_SGIS 0x85F9 -#define GL_MIN_INTENSITY_SGIS 0x85FA -#define GL_MAX_INTENSITY_SGIS 0x85FB - -#define GLEW_SGIX_texture_range GLEW_GET_VAR(__GLEW_SGIX_texture_range) - -#endif /* GL_SGIX_texture_range */ - -/* ----------------------- GL_SGIX_texture_scale_bias ---------------------- */ - -#ifndef GL_SGIX_texture_scale_bias -#define GL_SGIX_texture_scale_bias 1 - -#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 -#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A -#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B -#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C - -#define GLEW_SGIX_texture_scale_bias GLEW_GET_VAR(__GLEW_SGIX_texture_scale_bias) - -#endif /* GL_SGIX_texture_scale_bias */ - -/* ---------------------- GL_SGIX_texture_supersample ---------------------- */ - -#ifndef GL_SGIX_texture_supersample -#define GL_SGIX_texture_supersample 1 - -#define GLEW_SGIX_texture_supersample GLEW_GET_VAR(__GLEW_SGIX_texture_supersample) - -#endif /* GL_SGIX_texture_supersample */ - -/* --------------------------- GL_SGIX_vector_ops -------------------------- */ - -#ifndef GL_SGIX_vector_ops -#define GL_SGIX_vector_ops 1 - -typedef void (GLAPIENTRY * PFNGLGETVECTOROPERATIONSGIXPROC) (GLenum operation); -typedef void (GLAPIENTRY * PFNGLVECTOROPERATIONSGIXPROC) (GLenum operation); - -#define glGetVectorOperationSGIX GLEW_GET_FUN(__glewGetVectorOperationSGIX) -#define glVectorOperationSGIX GLEW_GET_FUN(__glewVectorOperationSGIX) - -#define GLEW_SGIX_vector_ops GLEW_GET_VAR(__GLEW_SGIX_vector_ops) - -#endif /* GL_SGIX_vector_ops */ - -/* ---------------------- GL_SGIX_vertex_array_object ---------------------- */ - -#ifndef GL_SGIX_vertex_array_object -#define GL_SGIX_vertex_array_object 1 - -typedef GLboolean (GLAPIENTRY * PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC) (GLsizei n, const GLuint* arrays, GLboolean* residences); -typedef void (GLAPIENTRY * PFNGLBINDVERTEXARRAYSGIXPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLDELETEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays); -typedef void (GLAPIENTRY * PFNGLGENVERTEXARRAYSSGIXPROC) (GLsizei n, GLuint* arrays); -typedef GLboolean (GLAPIENTRY * PFNGLISVERTEXARRAYSGIXPROC) (GLuint array); -typedef void (GLAPIENTRY * PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC) (GLsizei n, const GLuint* arrays, const GLclampf* priorities); - -#define glAreVertexArraysResidentSGIX GLEW_GET_FUN(__glewAreVertexArraysResidentSGIX) -#define glBindVertexArraySGIX GLEW_GET_FUN(__glewBindVertexArraySGIX) -#define glDeleteVertexArraysSGIX GLEW_GET_FUN(__glewDeleteVertexArraysSGIX) -#define glGenVertexArraysSGIX GLEW_GET_FUN(__glewGenVertexArraysSGIX) -#define glIsVertexArraySGIX GLEW_GET_FUN(__glewIsVertexArraySGIX) -#define glPrioritizeVertexArraysSGIX GLEW_GET_FUN(__glewPrioritizeVertexArraysSGIX) - -#define GLEW_SGIX_vertex_array_object GLEW_GET_VAR(__GLEW_SGIX_vertex_array_object) - -#endif /* GL_SGIX_vertex_array_object */ - -/* ------------------------- GL_SGIX_vertex_preclip ------------------------ */ - -#ifndef GL_SGIX_vertex_preclip -#define GL_SGIX_vertex_preclip 1 - -#define GL_VERTEX_PRECLIP_SGIX 0x83EE -#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF - -#define GLEW_SGIX_vertex_preclip GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip) - -#endif /* GL_SGIX_vertex_preclip */ - -/* ---------------------- GL_SGIX_vertex_preclip_hint ---------------------- */ - -#ifndef GL_SGIX_vertex_preclip_hint -#define GL_SGIX_vertex_preclip_hint 1 - -#define GL_VERTEX_PRECLIP_SGIX 0x83EE -#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF - -#define GLEW_SGIX_vertex_preclip_hint GLEW_GET_VAR(__GLEW_SGIX_vertex_preclip_hint) - -#endif /* GL_SGIX_vertex_preclip_hint */ - -/* ----------------------------- GL_SGIX_ycrcb ----------------------------- */ - -#ifndef GL_SGIX_ycrcb -#define GL_SGIX_ycrcb 1 - -#define GLEW_SGIX_ycrcb GLEW_GET_VAR(__GLEW_SGIX_ycrcb) - -#endif /* GL_SGIX_ycrcb */ - -/* ------------------------ GL_SGIX_ycrcb_subsample ------------------------ */ - -#ifndef GL_SGIX_ycrcb_subsample -#define GL_SGIX_ycrcb_subsample 1 - -#define GLEW_SGIX_ycrcb_subsample GLEW_GET_VAR(__GLEW_SGIX_ycrcb_subsample) - -#endif /* GL_SGIX_ycrcb_subsample */ - -/* ----------------------------- GL_SGIX_ycrcba ---------------------------- */ - -#ifndef GL_SGIX_ycrcba -#define GL_SGIX_ycrcba 1 - -#define GL_YCRCB_SGIX 0x8318 -#define GL_YCRCBA_SGIX 0x8319 - -#define GLEW_SGIX_ycrcba GLEW_GET_VAR(__GLEW_SGIX_ycrcba) - -#endif /* GL_SGIX_ycrcba */ - -/* -------------------------- GL_SGI_color_matrix -------------------------- */ - -#ifndef GL_SGI_color_matrix -#define GL_SGI_color_matrix 1 - -#define GL_COLOR_MATRIX_SGI 0x80B1 -#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 -#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 -#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 -#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 -#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 -#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 -#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 -#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 -#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA -#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB - -#define GLEW_SGI_color_matrix GLEW_GET_VAR(__GLEW_SGI_color_matrix) - -#endif /* GL_SGI_color_matrix */ - -/* --------------------------- GL_SGI_color_table -------------------------- */ - -#ifndef GL_SGI_color_table -#define GL_SGI_color_table 1 - -#define GL_COLOR_TABLE_SGI 0x80D0 -#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 -#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 -#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 -#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 -#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 -#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 -#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 -#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 -#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 -#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA -#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB -#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC -#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD -#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE -#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF - -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); -typedef void (GLAPIENTRY * PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); - -#define glColorTableParameterfvSGI GLEW_GET_FUN(__glewColorTableParameterfvSGI) -#define glColorTableParameterivSGI GLEW_GET_FUN(__glewColorTableParameterivSGI) -#define glColorTableSGI GLEW_GET_FUN(__glewColorTableSGI) -#define glCopyColorTableSGI GLEW_GET_FUN(__glewCopyColorTableSGI) -#define glGetColorTableParameterfvSGI GLEW_GET_FUN(__glewGetColorTableParameterfvSGI) -#define glGetColorTableParameterivSGI GLEW_GET_FUN(__glewGetColorTableParameterivSGI) -#define glGetColorTableSGI GLEW_GET_FUN(__glewGetColorTableSGI) - -#define GLEW_SGI_color_table GLEW_GET_VAR(__GLEW_SGI_color_table) - -#endif /* GL_SGI_color_table */ - -/* ----------------------------- GL_SGI_complex ---------------------------- */ - -#ifndef GL_SGI_complex -#define GL_SGI_complex 1 - -#define GLEW_SGI_complex GLEW_GET_VAR(__GLEW_SGI_complex) - -#endif /* GL_SGI_complex */ - -/* -------------------------- GL_SGI_complex_type -------------------------- */ - -#ifndef GL_SGI_complex_type -#define GL_SGI_complex_type 1 - -#define GL_COMPLEX_UNSIGNED_BYTE_SGI 0x81BD -#define GL_COMPLEX_BYTE_SGI 0x81BE -#define GL_COMPLEX_UNSIGNED_SHORT_SGI 0x81BF -#define GL_COMPLEX_SHORT_SGI 0x81C0 -#define GL_COMPLEX_UNSIGNED_INT_SGI 0x81C1 -#define GL_COMPLEX_INT_SGI 0x81C2 -#define GL_COMPLEX_FLOAT_SGI 0x81C3 - -#define GLEW_SGI_complex_type GLEW_GET_VAR(__GLEW_SGI_complex_type) - -#endif /* GL_SGI_complex_type */ - -/* ------------------------------- GL_SGI_fft ------------------------------ */ - -#ifndef GL_SGI_fft -#define GL_SGI_fft 1 - -#define GL_PIXEL_TRANSFORM_OPERATOR_SGI 0x81C4 -#define GL_CONVOLUTION_SGI 0x81C5 -#define GL_FFT_1D_SGI 0x81C6 -#define GL_PIXEL_TRANSFORM_SGI 0x81C7 -#define GL_MAX_FFT_WIDTH_SGI 0x81C8 - -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat* params); -typedef void (GLAPIENTRY * PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFSGIPROC) (GLenum target, GLenum pname, GLfloat param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERISGIPROC) (GLenum target, GLenum pname, GLint param); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint* params); -typedef void (GLAPIENTRY * PFNGLPIXELTRANSFORMSGIPROC) (GLenum target); - -#define glGetPixelTransformParameterfvSGI GLEW_GET_FUN(__glewGetPixelTransformParameterfvSGI) -#define glGetPixelTransformParameterivSGI GLEW_GET_FUN(__glewGetPixelTransformParameterivSGI) -#define glPixelTransformParameterfSGI GLEW_GET_FUN(__glewPixelTransformParameterfSGI) -#define glPixelTransformParameterfvSGI GLEW_GET_FUN(__glewPixelTransformParameterfvSGI) -#define glPixelTransformParameteriSGI GLEW_GET_FUN(__glewPixelTransformParameteriSGI) -#define glPixelTransformParameterivSGI GLEW_GET_FUN(__glewPixelTransformParameterivSGI) -#define glPixelTransformSGI GLEW_GET_FUN(__glewPixelTransformSGI) - -#define GLEW_SGI_fft GLEW_GET_VAR(__GLEW_SGI_fft) - -#endif /* GL_SGI_fft */ - -/* ----------------------- GL_SGI_texture_color_table ---------------------- */ - -#ifndef GL_SGI_texture_color_table -#define GL_SGI_texture_color_table 1 - -#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC -#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD - -#define GLEW_SGI_texture_color_table GLEW_GET_VAR(__GLEW_SGI_texture_color_table) - -#endif /* GL_SGI_texture_color_table */ - -/* ------------------------- GL_SUNX_constant_data ------------------------- */ - -#ifndef GL_SUNX_constant_data -#define GL_SUNX_constant_data 1 - -#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 -#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 - -typedef void (GLAPIENTRY * PFNGLFINISHTEXTURESUNXPROC) (void); - -#define glFinishTextureSUNX GLEW_GET_FUN(__glewFinishTextureSUNX) - -#define GLEW_SUNX_constant_data GLEW_GET_VAR(__GLEW_SUNX_constant_data) - -#endif /* GL_SUNX_constant_data */ - -/* -------------------- GL_SUN_convolution_border_modes -------------------- */ - -#ifndef GL_SUN_convolution_border_modes -#define GL_SUN_convolution_border_modes 1 - -#define GL_WRAP_BORDER_SUN 0x81D4 - -#define GLEW_SUN_convolution_border_modes GLEW_GET_VAR(__GLEW_SUN_convolution_border_modes) - -#endif /* GL_SUN_convolution_border_modes */ - -/* -------------------------- GL_SUN_global_alpha -------------------------- */ - -#ifndef GL_SUN_global_alpha -#define GL_SUN_global_alpha 1 - -#define GL_GLOBAL_ALPHA_SUN 0x81D9 -#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA - -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); -typedef void (GLAPIENTRY * PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); - -#define glGlobalAlphaFactorbSUN GLEW_GET_FUN(__glewGlobalAlphaFactorbSUN) -#define glGlobalAlphaFactordSUN GLEW_GET_FUN(__glewGlobalAlphaFactordSUN) -#define glGlobalAlphaFactorfSUN GLEW_GET_FUN(__glewGlobalAlphaFactorfSUN) -#define glGlobalAlphaFactoriSUN GLEW_GET_FUN(__glewGlobalAlphaFactoriSUN) -#define glGlobalAlphaFactorsSUN GLEW_GET_FUN(__glewGlobalAlphaFactorsSUN) -#define glGlobalAlphaFactorubSUN GLEW_GET_FUN(__glewGlobalAlphaFactorubSUN) -#define glGlobalAlphaFactoruiSUN GLEW_GET_FUN(__glewGlobalAlphaFactoruiSUN) -#define glGlobalAlphaFactorusSUN GLEW_GET_FUN(__glewGlobalAlphaFactorusSUN) - -#define GLEW_SUN_global_alpha GLEW_GET_VAR(__GLEW_SUN_global_alpha) - -#endif /* GL_SUN_global_alpha */ - -/* --------------------------- GL_SUN_mesh_array --------------------------- */ - -#ifndef GL_SUN_mesh_array -#define GL_SUN_mesh_array 1 - -#define GL_QUAD_MESH_SUN 0x8614 -#define GL_TRIANGLE_MESH_SUN 0x8615 - -#define GLEW_SUN_mesh_array GLEW_GET_VAR(__GLEW_SUN_mesh_array) - -#endif /* GL_SUN_mesh_array */ - -/* ------------------------ GL_SUN_read_video_pixels ----------------------- */ - -#ifndef GL_SUN_read_video_pixels -#define GL_SUN_read_video_pixels 1 - -typedef void (GLAPIENTRY * PFNGLREADVIDEOPIXELSSUNPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); - -#define glReadVideoPixelsSUN GLEW_GET_FUN(__glewReadVideoPixelsSUN) - -#define GLEW_SUN_read_video_pixels GLEW_GET_VAR(__GLEW_SUN_read_video_pixels) - -#endif /* GL_SUN_read_video_pixels */ - -/* --------------------------- GL_SUN_slice_accum -------------------------- */ - -#ifndef GL_SUN_slice_accum -#define GL_SUN_slice_accum 1 - -#define GL_SLICE_ACCUM_SUN 0x85CC - -#define GLEW_SUN_slice_accum GLEW_GET_VAR(__GLEW_SUN_slice_accum) - -#endif /* GL_SUN_slice_accum */ - -/* -------------------------- GL_SUN_triangle_list ------------------------- */ - -#ifndef GL_SUN_triangle_list -#define GL_SUN_triangle_list 1 - -#define GL_RESTART_SUN 0x01 -#define GL_REPLACE_MIDDLE_SUN 0x02 -#define GL_REPLACE_OLDEST_SUN 0x03 -#define GL_TRIANGLE_LIST_SUN 0x81D7 -#define GL_REPLACEMENT_CODE_SUN 0x81D8 -#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 -#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 -#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 -#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 -#define GL_R1UI_V3F_SUN 0x85C4 -#define GL_R1UI_C4UB_V3F_SUN 0x85C5 -#define GL_R1UI_C3F_V3F_SUN 0x85C6 -#define GL_R1UI_N3F_V3F_SUN 0x85C7 -#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 -#define GL_R1UI_T2F_V3F_SUN 0x85C9 -#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA -#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB - -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void *pointer); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte* code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint* code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort* code); - -#define glReplacementCodePointerSUN GLEW_GET_FUN(__glewReplacementCodePointerSUN) -#define glReplacementCodeubSUN GLEW_GET_FUN(__glewReplacementCodeubSUN) -#define glReplacementCodeubvSUN GLEW_GET_FUN(__glewReplacementCodeubvSUN) -#define glReplacementCodeuiSUN GLEW_GET_FUN(__glewReplacementCodeuiSUN) -#define glReplacementCodeuivSUN GLEW_GET_FUN(__glewReplacementCodeuivSUN) -#define glReplacementCodeusSUN GLEW_GET_FUN(__glewReplacementCodeusSUN) -#define glReplacementCodeusvSUN GLEW_GET_FUN(__glewReplacementCodeusvSUN) - -#define GLEW_SUN_triangle_list GLEW_GET_VAR(__GLEW_SUN_triangle_list) - -#endif /* GL_SUN_triangle_list */ - -/* ----------------------------- GL_SUN_vertex ----------------------------- */ - -#ifndef GL_SUN_vertex -#define GL_SUN_vertex 1 - -typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte* c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint* rc, const GLubyte *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *tc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint* rc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat* tc, const GLubyte *c, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); -typedef void (GLAPIENTRY * PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat* tc, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); -typedef void (GLAPIENTRY * PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat* tc, const GLfloat *v); - -#define glColor3fVertex3fSUN GLEW_GET_FUN(__glewColor3fVertex3fSUN) -#define glColor3fVertex3fvSUN GLEW_GET_FUN(__glewColor3fVertex3fvSUN) -#define glColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fSUN) -#define glColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewColor4fNormal3fVertex3fvSUN) -#define glColor4ubVertex2fSUN GLEW_GET_FUN(__glewColor4ubVertex2fSUN) -#define glColor4ubVertex2fvSUN GLEW_GET_FUN(__glewColor4ubVertex2fvSUN) -#define glColor4ubVertex3fSUN GLEW_GET_FUN(__glewColor4ubVertex3fSUN) -#define glColor4ubVertex3fvSUN GLEW_GET_FUN(__glewColor4ubVertex3fvSUN) -#define glNormal3fVertex3fSUN GLEW_GET_FUN(__glewNormal3fVertex3fSUN) -#define glNormal3fVertex3fvSUN GLEW_GET_FUN(__glewNormal3fVertex3fvSUN) -#define glReplacementCodeuiColor3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fSUN) -#define glReplacementCodeuiColor3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor3fVertex3fvSUN) -#define glReplacementCodeuiColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fSUN) -#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4fNormal3fVertex3fvSUN) -#define glReplacementCodeuiColor4ubVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fSUN) -#define glReplacementCodeuiColor4ubVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiColor4ubVertex3fvSUN) -#define glReplacementCodeuiNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fSUN) -#define glReplacementCodeuiNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN) -#define glReplacementCodeuiTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fSUN) -#define glReplacementCodeuiTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiTexCoord2fVertex3fvSUN) -#define glReplacementCodeuiVertex3fSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fSUN) -#define glReplacementCodeuiVertex3fvSUN GLEW_GET_FUN(__glewReplacementCodeuiVertex3fvSUN) -#define glTexCoord2fColor3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fSUN) -#define glTexCoord2fColor3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor3fVertex3fvSUN) -#define glTexCoord2fColor4fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fSUN) -#define glTexCoord2fColor4fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4fNormal3fVertex3fvSUN) -#define glTexCoord2fColor4ubVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fSUN) -#define glTexCoord2fColor4ubVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fColor4ubVertex3fvSUN) -#define glTexCoord2fNormal3fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fSUN) -#define glTexCoord2fNormal3fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fNormal3fVertex3fvSUN) -#define glTexCoord2fVertex3fSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fSUN) -#define glTexCoord2fVertex3fvSUN GLEW_GET_FUN(__glewTexCoord2fVertex3fvSUN) -#define glTexCoord4fColor4fNormal3fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fSUN) -#define glTexCoord4fColor4fNormal3fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fColor4fNormal3fVertex4fvSUN) -#define glTexCoord4fVertex4fSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fSUN) -#define glTexCoord4fVertex4fvSUN GLEW_GET_FUN(__glewTexCoord4fVertex4fvSUN) - -#define GLEW_SUN_vertex GLEW_GET_VAR(__GLEW_SUN_vertex) - -#endif /* GL_SUN_vertex */ - -/* -------------------------- GL_WIN_phong_shading ------------------------- */ - -#ifndef GL_WIN_phong_shading -#define GL_WIN_phong_shading 1 - -#define GL_PHONG_WIN 0x80EA -#define GL_PHONG_HINT_WIN 0x80EB - -#define GLEW_WIN_phong_shading GLEW_GET_VAR(__GLEW_WIN_phong_shading) - -#endif /* GL_WIN_phong_shading */ - -/* ------------------------- GL_WIN_scene_markerXXX ------------------------ */ - -#ifndef GL_WIN_scene_markerXXX -#define GL_WIN_scene_markerXXX 1 - -#define GLEW_WIN_scene_markerXXX GLEW_GET_VAR(__GLEW_WIN_scene_markerXXX) - -#endif /* GL_WIN_scene_markerXXX */ - -/* -------------------------- GL_WIN_specular_fog -------------------------- */ - -#ifndef GL_WIN_specular_fog -#define GL_WIN_specular_fog 1 - -#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC - -#define GLEW_WIN_specular_fog GLEW_GET_VAR(__GLEW_WIN_specular_fog) - -#endif /* GL_WIN_specular_fog */ - -/* ---------------------------- GL_WIN_swap_hint --------------------------- */ - -#ifndef GL_WIN_swap_hint -#define GL_WIN_swap_hint 1 - -typedef void (GLAPIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x, GLint y, GLsizei width, GLsizei height); - -#define glAddSwapHintRectWIN GLEW_GET_FUN(__glewAddSwapHintRectWIN) - -#define GLEW_WIN_swap_hint GLEW_GET_VAR(__GLEW_WIN_swap_hint) - -#endif /* GL_WIN_swap_hint */ - -/* ------------------------------------------------------------------------- */ - - - -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DPROC __glewCopyTexSubImage3D; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSPROC __glewDrawRangeElements; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DPROC __glewTexImage3D; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DPROC __glewTexSubImage3D; - -GLEW_FUN_EXPORT PFNGLACTIVETEXTUREPROC __glewActiveTexture; -GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREPROC __glewClientActiveTexture; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DPROC __glewCompressedTexImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DPROC __glewCompressedTexImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DPROC __glewCompressedTexImage3D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC __glewCompressedTexSubImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC __glewCompressedTexSubImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC __glewCompressedTexSubImage3D; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEPROC __glewGetCompressedTexImage; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDPROC __glewLoadTransposeMatrixd; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFPROC __glewLoadTransposeMatrixf; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDPROC __glewMultTransposeMatrixd; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFPROC __glewMultTransposeMatrixf; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DPROC __glewMultiTexCoord1d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVPROC __glewMultiTexCoord1dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FPROC __glewMultiTexCoord1f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVPROC __glewMultiTexCoord1fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IPROC __glewMultiTexCoord1i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVPROC __glewMultiTexCoord1iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SPROC __glewMultiTexCoord1s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVPROC __glewMultiTexCoord1sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DPROC __glewMultiTexCoord2d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVPROC __glewMultiTexCoord2dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FPROC __glewMultiTexCoord2f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVPROC __glewMultiTexCoord2fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IPROC __glewMultiTexCoord2i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVPROC __glewMultiTexCoord2iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SPROC __glewMultiTexCoord2s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVPROC __glewMultiTexCoord2sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DPROC __glewMultiTexCoord3d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVPROC __glewMultiTexCoord3dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FPROC __glewMultiTexCoord3f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVPROC __glewMultiTexCoord3fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IPROC __glewMultiTexCoord3i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVPROC __glewMultiTexCoord3iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SPROC __glewMultiTexCoord3s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVPROC __glewMultiTexCoord3sv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DPROC __glewMultiTexCoord4d; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVPROC __glewMultiTexCoord4dv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FPROC __glewMultiTexCoord4f; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVPROC __glewMultiTexCoord4fv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IPROC __glewMultiTexCoord4i; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVPROC __glewMultiTexCoord4iv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SPROC __glewMultiTexCoord4s; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVPROC __glewMultiTexCoord4sv; -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEPROC __glewSampleCoverage; - -GLEW_FUN_EXPORT PFNGLBLENDCOLORPROC __glewBlendColor; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONPROC __glewBlendEquation; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEPROC __glewBlendFuncSeparate; -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERPROC __glewFogCoordPointer; -GLEW_FUN_EXPORT PFNGLFOGCOORDDPROC __glewFogCoordd; -GLEW_FUN_EXPORT PFNGLFOGCOORDDVPROC __glewFogCoorddv; -GLEW_FUN_EXPORT PFNGLFOGCOORDFPROC __glewFogCoordf; -GLEW_FUN_EXPORT PFNGLFOGCOORDFVPROC __glewFogCoordfv; -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSPROC __glewMultiDrawArrays; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSPROC __glewMultiDrawElements; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFPROC __glewPointParameterf; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVPROC __glewPointParameterfv; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIPROC __glewPointParameteri; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVPROC __glewPointParameteriv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BPROC __glewSecondaryColor3b; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVPROC __glewSecondaryColor3bv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DPROC __glewSecondaryColor3d; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVPROC __glewSecondaryColor3dv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FPROC __glewSecondaryColor3f; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVPROC __glewSecondaryColor3fv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IPROC __glewSecondaryColor3i; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVPROC __glewSecondaryColor3iv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SPROC __glewSecondaryColor3s; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVPROC __glewSecondaryColor3sv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBPROC __glewSecondaryColor3ub; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVPROC __glewSecondaryColor3ubv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIPROC __glewSecondaryColor3ui; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVPROC __glewSecondaryColor3uiv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USPROC __glewSecondaryColor3us; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVPROC __glewSecondaryColor3usv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERPROC __glewSecondaryColorPointer; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DPROC __glewWindowPos2d; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVPROC __glewWindowPos2dv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FPROC __glewWindowPos2f; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVPROC __glewWindowPos2fv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IPROC __glewWindowPos2i; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVPROC __glewWindowPos2iv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SPROC __glewWindowPos2s; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVPROC __glewWindowPos2sv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DPROC __glewWindowPos3d; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVPROC __glewWindowPos3dv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FPROC __glewWindowPos3f; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVPROC __glewWindowPos3fv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IPROC __glewWindowPos3i; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVPROC __glewWindowPos3iv; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SPROC __glewWindowPos3s; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVPROC __glewWindowPos3sv; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYPROC __glewBeginQuery; -GLEW_FUN_EXPORT PFNGLBINDBUFFERPROC __glewBindBuffer; -GLEW_FUN_EXPORT PFNGLBUFFERDATAPROC __glewBufferData; -GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAPROC __glewBufferSubData; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERSPROC __glewDeleteBuffers; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESPROC __glewDeleteQueries; -GLEW_FUN_EXPORT PFNGLENDQUERYPROC __glewEndQuery; -GLEW_FUN_EXPORT PFNGLGENBUFFERSPROC __glewGenBuffers; -GLEW_FUN_EXPORT PFNGLGENQUERIESPROC __glewGenQueries; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVPROC __glewGetBufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVPROC __glewGetBufferPointerv; -GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAPROC __glewGetBufferSubData; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVPROC __glewGetQueryObjectiv; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVPROC __glewGetQueryObjectuiv; -GLEW_FUN_EXPORT PFNGLGETQUERYIVPROC __glewGetQueryiv; -GLEW_FUN_EXPORT PFNGLISBUFFERPROC __glewIsBuffer; -GLEW_FUN_EXPORT PFNGLISQUERYPROC __glewIsQuery; -GLEW_FUN_EXPORT PFNGLMAPBUFFERPROC __glewMapBuffer; -GLEW_FUN_EXPORT PFNGLUNMAPBUFFERPROC __glewUnmapBuffer; - -GLEW_FUN_EXPORT PFNGLATTACHSHADERPROC __glewAttachShader; -GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONPROC __glewBindAttribLocation; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEPROC __glewBlendEquationSeparate; -GLEW_FUN_EXPORT PFNGLCOMPILESHADERPROC __glewCompileShader; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPROC __glewCreateProgram; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROC __glewCreateShader; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPROC __glewDeleteProgram; -GLEW_FUN_EXPORT PFNGLDELETESHADERPROC __glewDeleteShader; -GLEW_FUN_EXPORT PFNGLDETACHSHADERPROC __glewDetachShader; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYPROC __glewDisableVertexAttribArray; -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSPROC __glewDrawBuffers; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYPROC __glewEnableVertexAttribArray; -GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBPROC __glewGetActiveAttrib; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMPROC __glewGetActiveUniform; -GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders; -GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONPROC __glewGetAttribLocation; -GLEW_FUN_EXPORT PFNGLGETPROGRAMINFOLOGPROC __glewGetProgramInfoLog; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVPROC __glewGetProgramiv; -GLEW_FUN_EXPORT PFNGLGETSHADERINFOLOGPROC __glewGetShaderInfoLog; -GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEPROC __glewGetShaderSource; -GLEW_FUN_EXPORT PFNGLGETSHADERIVPROC __glewGetShaderiv; -GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONPROC __glewGetUniformLocation; -GLEW_FUN_EXPORT PFNGLGETUNIFORMFVPROC __glewGetUniformfv; -GLEW_FUN_EXPORT PFNGLGETUNIFORMIVPROC __glewGetUniformiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVPROC __glewGetVertexAttribPointerv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVPROC __glewGetVertexAttribdv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVPROC __glewGetVertexAttribfv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVPROC __glewGetVertexAttribiv; -GLEW_FUN_EXPORT PFNGLISPROGRAMPROC __glewIsProgram; -GLEW_FUN_EXPORT PFNGLISSHADERPROC __glewIsShader; -GLEW_FUN_EXPORT PFNGLLINKPROGRAMPROC __glewLinkProgram; -GLEW_FUN_EXPORT PFNGLSHADERSOURCEPROC __glewShaderSource; -GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEPROC __glewStencilFuncSeparate; -GLEW_FUN_EXPORT PFNGLSTENCILMASKSEPARATEPROC __glewStencilMaskSeparate; -GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEPROC __glewStencilOpSeparate; -GLEW_FUN_EXPORT PFNGLUNIFORM1FPROC __glewUniform1f; -GLEW_FUN_EXPORT PFNGLUNIFORM1FVPROC __glewUniform1fv; -GLEW_FUN_EXPORT PFNGLUNIFORM1IPROC __glewUniform1i; -GLEW_FUN_EXPORT PFNGLUNIFORM1IVPROC __glewUniform1iv; -GLEW_FUN_EXPORT PFNGLUNIFORM2FPROC __glewUniform2f; -GLEW_FUN_EXPORT PFNGLUNIFORM2FVPROC __glewUniform2fv; -GLEW_FUN_EXPORT PFNGLUNIFORM2IPROC __glewUniform2i; -GLEW_FUN_EXPORT PFNGLUNIFORM2IVPROC __glewUniform2iv; -GLEW_FUN_EXPORT PFNGLUNIFORM3FPROC __glewUniform3f; -GLEW_FUN_EXPORT PFNGLUNIFORM3FVPROC __glewUniform3fv; -GLEW_FUN_EXPORT PFNGLUNIFORM3IPROC __glewUniform3i; -GLEW_FUN_EXPORT PFNGLUNIFORM3IVPROC __glewUniform3iv; -GLEW_FUN_EXPORT PFNGLUNIFORM4FPROC __glewUniform4f; -GLEW_FUN_EXPORT PFNGLUNIFORM4FVPROC __glewUniform4fv; -GLEW_FUN_EXPORT PFNGLUNIFORM4IPROC __glewUniform4i; -GLEW_FUN_EXPORT PFNGLUNIFORM4IVPROC __glewUniform4iv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVPROC __glewUniformMatrix2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVPROC __glewUniformMatrix3fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVPROC __glewUniformMatrix4fv; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMPROC __glewUseProgram; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPROC __glewValidateProgram; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DPROC __glewVertexAttrib1d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVPROC __glewVertexAttrib1dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FPROC __glewVertexAttrib1f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVPROC __glewVertexAttrib1fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SPROC __glewVertexAttrib1s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVPROC __glewVertexAttrib1sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DPROC __glewVertexAttrib2d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVPROC __glewVertexAttrib2dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FPROC __glewVertexAttrib2f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVPROC __glewVertexAttrib2fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SPROC __glewVertexAttrib2s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVPROC __glewVertexAttrib2sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DPROC __glewVertexAttrib3d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVPROC __glewVertexAttrib3dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FPROC __glewVertexAttrib3f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVPROC __glewVertexAttrib3fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SPROC __glewVertexAttrib3s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVPROC __glewVertexAttrib3sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVPROC __glewVertexAttrib4Nbv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVPROC __glewVertexAttrib4Niv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVPROC __glewVertexAttrib4Nsv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBPROC __glewVertexAttrib4Nub; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVPROC __glewVertexAttrib4Nubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVPROC __glewVertexAttrib4Nuiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVPROC __glewVertexAttrib4Nusv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVPROC __glewVertexAttrib4bv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DPROC __glewVertexAttrib4d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVPROC __glewVertexAttrib4dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FPROC __glewVertexAttrib4f; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVPROC __glewVertexAttrib4fv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVPROC __glewVertexAttrib4iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SPROC __glewVertexAttrib4s; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVPROC __glewVertexAttrib4sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVPROC __glewVertexAttrib4ubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVPROC __glewVertexAttrib4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVPROC __glewVertexAttrib4usv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERPROC __glewVertexAttribPointer; - -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVPROC __glewUniformMatrix2x3fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVPROC __glewUniformMatrix2x4fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVPROC __glewUniformMatrix3x2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVPROC __glewUniformMatrix3x4fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVPROC __glewUniformMatrix4x2fv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVPROC __glewUniformMatrix4x3fv; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERPROC __glewBeginConditionalRender; -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKPROC __glewBeginTransformFeedback; -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONPROC __glewBindFragDataLocation; -GLEW_FUN_EXPORT PFNGLCLAMPCOLORPROC __glewClampColor; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERFIPROC __glewClearBufferfi; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERFVPROC __glewClearBufferfv; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERIVPROC __glewClearBufferiv; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERUIVPROC __glewClearBufferuiv; -GLEW_FUN_EXPORT PFNGLCOLORMASKIPROC __glewColorMaski; -GLEW_FUN_EXPORT PFNGLDISABLEIPROC __glewDisablei; -GLEW_FUN_EXPORT PFNGLENABLEIPROC __glewEnablei; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERPROC __glewEndConditionalRender; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKPROC __glewEndTransformFeedback; -GLEW_FUN_EXPORT PFNGLGETBOOLEANI_VPROC __glewGetBooleani_v; -GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONPROC __glewGetFragDataLocation; -GLEW_FUN_EXPORT PFNGLGETSTRINGIPROC __glewGetStringi; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVPROC __glewGetTexParameterIiv; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVPROC __glewGetTexParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGPROC __glewGetTransformFeedbackVarying; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVPROC __glewGetUniformuiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVPROC __glewGetVertexAttribIiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVPROC __glewGetVertexAttribIuiv; -GLEW_FUN_EXPORT PFNGLISENABLEDIPROC __glewIsEnabledi; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVPROC __glewTexParameterIiv; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVPROC __glewTexParameterIuiv; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSPROC __glewTransformFeedbackVaryings; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIPROC __glewUniform1ui; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIVPROC __glewUniform1uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIPROC __glewUniform2ui; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIVPROC __glewUniform2uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIPROC __glewUniform3ui; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIVPROC __glewUniform3uiv; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIPROC __glewUniform4ui; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIVPROC __glewUniform4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IPROC __glewVertexAttribI1i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVPROC __glewVertexAttribI1iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIPROC __glewVertexAttribI1ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVPROC __glewVertexAttribI1uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IPROC __glewVertexAttribI2i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVPROC __glewVertexAttribI2iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIPROC __glewVertexAttribI2ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVPROC __glewVertexAttribI2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IPROC __glewVertexAttribI3i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVPROC __glewVertexAttribI3iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIPROC __glewVertexAttribI3ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVPROC __glewVertexAttribI3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVPROC __glewVertexAttribI4bv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IPROC __glewVertexAttribI4i; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVPROC __glewVertexAttribI4iv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVPROC __glewVertexAttribI4sv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVPROC __glewVertexAttribI4ubv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIPROC __glewVertexAttribI4ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVPROC __glewVertexAttribI4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVPROC __glewVertexAttribI4usv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTERPROC __glewVertexAttribIPointer; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDPROC __glewDrawArraysInstanced; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDPROC __glewDrawElementsInstanced; -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXPROC __glewPrimitiveRestartIndex; -GLEW_FUN_EXPORT PFNGLTEXBUFFERPROC __glewTexBuffer; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREPROC __glewFramebufferTexture; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERI64VPROC __glewGetBufferParameteri64v; -GLEW_FUN_EXPORT PFNGLGETINTEGER64I_VPROC __glewGetInteger64i_v; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORPROC __glewVertexAttribDivisor; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIPROC __glewBlendEquationSeparatei; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIPROC __glewBlendEquationi; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIPROC __glewBlendFuncSeparatei; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIPROC __glewBlendFunci; -GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGPROC __glewMinSampleShading; - -GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSPROC __glewGetGraphicsResetStatus; -GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEPROC __glewGetnCompressedTexImage; -GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEPROC __glewGetnTexImage; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVPROC __glewGetnUniformdv; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC __glewMultiDrawArraysIndirectCount; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC __glewMultiDrawElementsIndirectCount; -GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERPROC __glewSpecializeShader; - -GLEW_FUN_EXPORT PFNGLTBUFFERMASK3DFXPROC __glewTbufferMask3DFX; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKAMDPROC __glewDebugMessageCallbackAMD; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEENABLEAMDPROC __glewDebugMessageEnableAMD; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTAMDPROC __glewDebugMessageInsertAMD; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGAMDPROC __glewGetDebugMessageLogAMD; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONINDEXEDAMDPROC __glewBlendEquationIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC __glewBlendEquationSeparateIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDFUNCINDEXEDAMDPROC __glewBlendFuncIndexedAMD; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC __glewBlendFuncSeparateIndexedAMD; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewFramebufferSamplePositionsfvAMD; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC __glewGetFramebufferParameterfvAMD; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC __glewGetNamedFramebufferParameterfvAMD; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC __glewNamedFramebufferSamplePositionsfvAMD; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPARAMETERIAMDPROC __glewVertexAttribParameteriAMD; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC __glewMultiDrawArraysIndirectAMD; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC __glewMultiDrawElementsIndirectAMD; - -GLEW_FUN_EXPORT PFNGLDELETENAMESAMDPROC __glewDeleteNamesAMD; -GLEW_FUN_EXPORT PFNGLGENNAMESAMDPROC __glewGenNamesAMD; -GLEW_FUN_EXPORT PFNGLISNAMEAMDPROC __glewIsNameAMD; - -GLEW_FUN_EXPORT PFNGLQUERYOBJECTPARAMETERUIAMDPROC __glewQueryObjectParameteruiAMD; - -GLEW_FUN_EXPORT PFNGLBEGINPERFMONITORAMDPROC __glewBeginPerfMonitorAMD; -GLEW_FUN_EXPORT PFNGLDELETEPERFMONITORSAMDPROC __glewDeletePerfMonitorsAMD; -GLEW_FUN_EXPORT PFNGLENDPERFMONITORAMDPROC __glewEndPerfMonitorAMD; -GLEW_FUN_EXPORT PFNGLGENPERFMONITORSAMDPROC __glewGenPerfMonitorsAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERDATAAMDPROC __glewGetPerfMonitorCounterDataAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERINFOAMDPROC __glewGetPerfMonitorCounterInfoAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC __glewGetPerfMonitorCounterStringAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORCOUNTERSAMDPROC __glewGetPerfMonitorCountersAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSTRINGAMDPROC __glewGetPerfMonitorGroupStringAMD; -GLEW_FUN_EXPORT PFNGLGETPERFMONITORGROUPSAMDPROC __glewGetPerfMonitorGroupsAMD; -GLEW_FUN_EXPORT PFNGLSELECTPERFMONITORCOUNTERSAMDPROC __glewSelectPerfMonitorCountersAMD; - -GLEW_FUN_EXPORT PFNGLSETMULTISAMPLEFVAMDPROC __glewSetMultisamplefvAMD; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGESPARSEAMDPROC __glewTexStorageSparseAMD; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGESPARSEAMDPROC __glewTextureStorageSparseAMD; - -GLEW_FUN_EXPORT PFNGLSTENCILOPVALUEAMDPROC __glewStencilOpValueAMD; - -GLEW_FUN_EXPORT PFNGLTESSELLATIONFACTORAMDPROC __glewTessellationFactorAMD; -GLEW_FUN_EXPORT PFNGLTESSELLATIONMODEAMDPROC __glewTessellationModeAMD; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERANGLEPROC __glewBlitFramebufferANGLE; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC __glewRenderbufferStorageMultisampleANGLE; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDANGLEPROC __glewDrawArraysInstancedANGLE; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDANGLEPROC __glewDrawElementsInstancedANGLE; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORANGLEPROC __glewVertexAttribDivisorANGLE; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYANGLEPROC __glewBeginQueryANGLE; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESANGLEPROC __glewDeleteQueriesANGLE; -GLEW_FUN_EXPORT PFNGLENDQUERYANGLEPROC __glewEndQueryANGLE; -GLEW_FUN_EXPORT PFNGLGENQUERIESANGLEPROC __glewGenQueriesANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VANGLEPROC __glewGetQueryObjecti64vANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVANGLEPROC __glewGetQueryObjectivANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VANGLEPROC __glewGetQueryObjectui64vANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVANGLEPROC __glewGetQueryObjectuivANGLE; -GLEW_FUN_EXPORT PFNGLGETQUERYIVANGLEPROC __glewGetQueryivANGLE; -GLEW_FUN_EXPORT PFNGLISQUERYANGLEPROC __glewIsQueryANGLE; -GLEW_FUN_EXPORT PFNGLQUERYCOUNTERANGLEPROC __glewQueryCounterANGLE; - -GLEW_FUN_EXPORT PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC __glewGetTranslatedShaderSourceANGLE; - -GLEW_FUN_EXPORT PFNGLCOPYTEXTURELEVELSAPPLEPROC __glewCopyTextureLevelsAPPLE; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYAPPLEPROC __glewDrawElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC __glewDrawRangeElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLELEMENTPOINTERAPPLEPROC __glewElementPointerAPPLE; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC __glewMultiDrawElementArrayAPPLE; -GLEW_FUN_EXPORT PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC __glewMultiDrawRangeElementArrayAPPLE; - -GLEW_FUN_EXPORT PFNGLDELETEFENCESAPPLEPROC __glewDeleteFencesAPPLE; -GLEW_FUN_EXPORT PFNGLFINISHFENCEAPPLEPROC __glewFinishFenceAPPLE; -GLEW_FUN_EXPORT PFNGLFINISHOBJECTAPPLEPROC __glewFinishObjectAPPLE; -GLEW_FUN_EXPORT PFNGLGENFENCESAPPLEPROC __glewGenFencesAPPLE; -GLEW_FUN_EXPORT PFNGLISFENCEAPPLEPROC __glewIsFenceAPPLE; -GLEW_FUN_EXPORT PFNGLSETFENCEAPPLEPROC __glewSetFenceAPPLE; -GLEW_FUN_EXPORT PFNGLTESTFENCEAPPLEPROC __glewTestFenceAPPLE; -GLEW_FUN_EXPORT PFNGLTESTOBJECTAPPLEPROC __glewTestObjectAPPLE; - -GLEW_FUN_EXPORT PFNGLBUFFERPARAMETERIAPPLEPROC __glewBufferParameteriAPPLE; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC __glewFlushMappedBufferRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC __glewRenderbufferStorageMultisampleAPPLE; -GLEW_FUN_EXPORT PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC __glewResolveMultisampleFramebufferAPPLE; - -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVAPPLEPROC __glewGetObjectParameterivAPPLE; -GLEW_FUN_EXPORT PFNGLOBJECTPURGEABLEAPPLEPROC __glewObjectPurgeableAPPLE; -GLEW_FUN_EXPORT PFNGLOBJECTUNPURGEABLEAPPLEPROC __glewObjectUnpurgeableAPPLE; - -GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCAPPLEPROC __glewClientWaitSyncAPPLE; -GLEW_FUN_EXPORT PFNGLDELETESYNCAPPLEPROC __glewDeleteSyncAPPLE; -GLEW_FUN_EXPORT PFNGLFENCESYNCAPPLEPROC __glewFenceSyncAPPLE; -GLEW_FUN_EXPORT PFNGLGETINTEGER64VAPPLEPROC __glewGetInteger64vAPPLE; -GLEW_FUN_EXPORT PFNGLGETSYNCIVAPPLEPROC __glewGetSyncivAPPLE; -GLEW_FUN_EXPORT PFNGLISSYNCAPPLEPROC __glewIsSyncAPPLE; -GLEW_FUN_EXPORT PFNGLWAITSYNCAPPLEPROC __glewWaitSyncAPPLE; - -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC __glewGetTexParameterPointervAPPLE; -GLEW_FUN_EXPORT PFNGLTEXTURERANGEAPPLEPROC __glewTextureRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYAPPLEPROC __glewBindVertexArrayAPPLE; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSAPPLEPROC __glewDeleteVertexArraysAPPLE; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSAPPLEPROC __glewGenVertexArraysAPPLE; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYAPPLEPROC __glewIsVertexArrayAPPLE; - -GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC __glewFlushVertexArrayRangeAPPLE; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYPARAMETERIAPPLEPROC __glewVertexArrayParameteriAPPLE; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGEAPPLEPROC __glewVertexArrayRangeAPPLE; - -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBAPPLEPROC __glewDisableVertexAttribAPPLE; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBAPPLEPROC __glewEnableVertexAttribAPPLE; -GLEW_FUN_EXPORT PFNGLISVERTEXATTRIBENABLEDAPPLEPROC __glewIsVertexAttribEnabledAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1DAPPLEPROC __glewMapVertexAttrib1dAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB1FAPPLEPROC __glewMapVertexAttrib1fAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2DAPPLEPROC __glewMapVertexAttrib2dAPPLE; -GLEW_FUN_EXPORT PFNGLMAPVERTEXATTRIB2FAPPLEPROC __glewMapVertexAttrib2fAPPLE; - -GLEW_FUN_EXPORT PFNGLCLEARDEPTHFPROC __glewClearDepthf; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEFPROC __glewDepthRangef; -GLEW_FUN_EXPORT PFNGLGETSHADERPRECISIONFORMATPROC __glewGetShaderPrecisionFormat; -GLEW_FUN_EXPORT PFNGLRELEASESHADERCOMPILERPROC __glewReleaseShaderCompiler; -GLEW_FUN_EXPORT PFNGLSHADERBINARYPROC __glewShaderBinary; - -GLEW_FUN_EXPORT PFNGLMEMORYBARRIERBYREGIONPROC __glewMemoryBarrierByRegion; - -GLEW_FUN_EXPORT PFNGLPRIMITIVEBOUNDINGBOXARBPROC __glewPrimitiveBoundingBoxARB; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC __glewDrawArraysInstancedBaseInstance; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC __glewDrawElementsInstancedBaseInstance; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC __glewDrawElementsInstancedBaseVertexBaseInstance; - -GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLEARBPROC __glewGetImageHandleARB; -GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLEARBPROC __glewGetTextureHandleARB; -GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLEARBPROC __glewGetTextureSamplerHandleARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VARBPROC __glewGetVertexAttribLui64vARB; -GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTARBPROC __glewIsImageHandleResidentARB; -GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTARBPROC __glewIsTextureHandleResidentARB; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC __glewMakeImageHandleNonResidentARB; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTARBPROC __glewMakeImageHandleResidentARB; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC __glewMakeTextureHandleNonResidentARB; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTARBPROC __glewMakeTextureHandleResidentARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC __glewProgramUniformHandleui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC __glewProgramUniformHandleui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64ARBPROC __glewUniformHandleui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VARBPROC __glewUniformHandleui64vARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64ARBPROC __glewVertexAttribL1ui64ARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VARBPROC __glewVertexAttribL1ui64vARB; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDPROC __glewBindFragDataLocationIndexed; -GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXPROC __glewGetFragDataIndex; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEPROC __glewBufferStorage; - -GLEW_FUN_EXPORT PFNGLCREATESYNCFROMCLEVENTARBPROC __glewCreateSyncFromCLeventARB; - -GLEW_FUN_EXPORT PFNGLCLEARBUFFERDATAPROC __glewClearBufferData; -GLEW_FUN_EXPORT PFNGLCLEARBUFFERSUBDATAPROC __glewClearBufferSubData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAEXTPROC __glewClearNamedBufferDataEXT; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC __glewClearNamedBufferSubDataEXT; - -GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEPROC __glewClearTexImage; -GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEPROC __glewClearTexSubImage; - -GLEW_FUN_EXPORT PFNGLCLIPCONTROLPROC __glewClipControl; - -GLEW_FUN_EXPORT PFNGLCLAMPCOLORARBPROC __glewClampColorARB; - -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEPROC __glewDispatchCompute; -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEINDIRECTPROC __glewDispatchComputeIndirect; - -GLEW_FUN_EXPORT PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC __glewDispatchComputeGroupSizeARB; - -GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATAPROC __glewCopyBufferSubData; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAPROC __glewCopyImageSubData; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKARBPROC __glewDebugMessageCallbackARB; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLARBPROC __glewDebugMessageControlARB; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTARBPROC __glewDebugMessageInsertARB; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGARBPROC __glewGetDebugMessageLogARB; - -GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPROC __glewBindTextureUnit; -GLEW_FUN_EXPORT PFNGLBLITNAMEDFRAMEBUFFERPROC __glewBlitNamedFramebuffer; -GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC __glewCheckNamedFramebufferStatus; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERDATAPROC __glewClearNamedBufferData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDBUFFERSUBDATAPROC __glewClearNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFIPROC __glewClearNamedFramebufferfi; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERFVPROC __glewClearNamedFramebufferfv; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERIVPROC __glewClearNamedFramebufferiv; -GLEW_FUN_EXPORT PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC __glewClearNamedFramebufferuiv; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC __glewCompressedTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC __glewCompressedTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC __glewCompressedTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLCOPYNAMEDBUFFERSUBDATAPROC __glewCopyNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DPROC __glewCopyTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DPROC __glewCopyTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DPROC __glewCopyTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLCREATEBUFFERSPROC __glewCreateBuffers; -GLEW_FUN_EXPORT PFNGLCREATEFRAMEBUFFERSPROC __glewCreateFramebuffers; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMPIPELINESPROC __glewCreateProgramPipelines; -GLEW_FUN_EXPORT PFNGLCREATEQUERIESPROC __glewCreateQueries; -GLEW_FUN_EXPORT PFNGLCREATERENDERBUFFERSPROC __glewCreateRenderbuffers; -GLEW_FUN_EXPORT PFNGLCREATESAMPLERSPROC __glewCreateSamplers; -GLEW_FUN_EXPORT PFNGLCREATETEXTURESPROC __glewCreateTextures; -GLEW_FUN_EXPORT PFNGLCREATETRANSFORMFEEDBACKSPROC __glewCreateTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLCREATEVERTEXARRAYSPROC __glewCreateVertexArrays; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBPROC __glewDisableVertexArrayAttrib; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBPROC __glewEnableVertexArrayAttrib; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC __glewFlushMappedNamedBufferRange; -GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPPROC __glewGenerateTextureMipmap; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC __glewGetCompressedTextureImage; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERI64VPROC __glewGetNamedBufferParameteri64v; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVPROC __glewGetNamedBufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVPROC __glewGetNamedBufferPointerv; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAPROC __glewGetNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetNamedFramebufferAttachmentParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC __glewGetNamedFramebufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC __glewGetNamedRenderbufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTI64VPROC __glewGetQueryBufferObjecti64v; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTIVPROC __glewGetQueryBufferObjectiv; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUI64VPROC __glewGetQueryBufferObjectui64v; -GLEW_FUN_EXPORT PFNGLGETQUERYBUFFEROBJECTUIVPROC __glewGetQueryBufferObjectuiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEPROC __glewGetTextureImage; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVPROC __glewGetTextureLevelParameterfv; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVPROC __glewGetTextureLevelParameteriv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVPROC __glewGetTextureParameterIiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVPROC __glewGetTextureParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVPROC __glewGetTextureParameterfv; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVPROC __glewGetTextureParameteriv; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI64_VPROC __glewGetTransformFeedbacki64_v; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKI_VPROC __glewGetTransformFeedbacki_v; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKIVPROC __glewGetTransformFeedbackiv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXED64IVPROC __glewGetVertexArrayIndexed64iv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINDEXEDIVPROC __glewGetVertexArrayIndexediv; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYIVPROC __glewGetVertexArrayiv; -GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC __glewInvalidateNamedFramebufferData; -GLEW_FUN_EXPORT PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC __glewInvalidateNamedFramebufferSubData; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERPROC __glewMapNamedBuffer; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEPROC __glewMapNamedBufferRange; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAPROC __glewNamedBufferData; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEPROC __glewNamedBufferStorage; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAPROC __glewNamedBufferSubData; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC __glewNamedFramebufferDrawBuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC __glewNamedFramebufferDrawBuffers; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC __glewNamedFramebufferParameteri; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC __glewNamedFramebufferReadBuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC __glewNamedFramebufferRenderbuffer; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREPROC __glewNamedFramebufferTexture; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC __glewNamedFramebufferTextureLayer; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEPROC __glewNamedRenderbufferStorage; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewNamedRenderbufferStorageMultisample; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERPROC __glewTextureBuffer; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEPROC __glewTextureBufferRange; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVPROC __glewTextureParameterIiv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVPROC __glewTextureParameterIuiv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFPROC __glewTextureParameterf; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVPROC __glewTextureParameterfv; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIPROC __glewTextureParameteri; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVPROC __glewTextureParameteriv; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DPROC __glewTextureStorage1D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DPROC __glewTextureStorage2D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC __glewTextureStorage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DPROC __glewTextureStorage3D; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC __glewTextureStorage3DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DPROC __glewTextureSubImage1D; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DPROC __glewTextureSubImage2D; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DPROC __glewTextureSubImage3D; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC __glewTransformFeedbackBufferBase; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC __glewTransformFeedbackBufferRange; -GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFERPROC __glewUnmapNamedBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBBINDINGPROC __glewVertexArrayAttribBinding; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBFORMATPROC __glewVertexArrayAttribFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBIFORMATPROC __glewVertexArrayAttribIFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYATTRIBLFORMATPROC __glewVertexArrayAttribLFormat; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDINGDIVISORPROC __glewVertexArrayBindingDivisor; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYELEMENTBUFFERPROC __glewVertexArrayElementBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERPROC __glewVertexArrayVertexBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBUFFERSPROC __glewVertexArrayVertexBuffers; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSARBPROC __glewDrawBuffersARB; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIARBPROC __glewBlendEquationSeparateiARB; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIARBPROC __glewBlendEquationiARB; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIARBPROC __glewBlendFuncSeparateiARB; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIARBPROC __glewBlendFunciARB; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXPROC __glewDrawElementsBaseVertex; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC __glewDrawElementsInstancedBaseVertex; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC __glewDrawRangeElementsBaseVertex; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC __glewMultiDrawElementsBaseVertex; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINDIRECTPROC __glewDrawArraysIndirect; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINDIRECTPROC __glewDrawElementsIndirect; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPARAMETERIPROC __glewFramebufferParameteri; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVPROC __glewGetFramebufferParameteriv; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC __glewGetNamedFramebufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC __glewNamedFramebufferParameteriEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFERPROC __glewBindFramebuffer; -GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFERPROC __glewBindRenderbuffer; -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERPROC __glewBlitFramebuffer; -GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSPROC __glewCheckFramebufferStatus; -GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSPROC __glewDeleteFramebuffers; -GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSPROC __glewDeleteRenderbuffers; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFERPROC __glewFramebufferRenderbuffer; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DPROC __glewFramebufferTexture1D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DPROC __glewFramebufferTexture2D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DPROC __glewFramebufferTexture3D; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERPROC __glewFramebufferTextureLayer; -GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSPROC __glewGenFramebuffers; -GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSPROC __glewGenRenderbuffers; -GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPPROC __glewGenerateMipmap; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC __glewGetFramebufferAttachmentParameteriv; -GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVPROC __glewGetRenderbufferParameteriv; -GLEW_FUN_EXPORT PFNGLISFRAMEBUFFERPROC __glewIsFramebuffer; -GLEW_FUN_EXPORT PFNGLISRENDERBUFFERPROC __glewIsRenderbuffer; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEPROC __glewRenderbufferStorage; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC __glewRenderbufferStorageMultisample; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREARBPROC __glewFramebufferTextureARB; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEARBPROC __glewFramebufferTextureFaceARB; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERARBPROC __glewFramebufferTextureLayerARB; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIARBPROC __glewProgramParameteriARB; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMBINARYPROC __glewGetProgramBinary; -GLEW_FUN_EXPORT PFNGLPROGRAMBINARYPROC __glewProgramBinary; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIPROC __glewProgramParameteri; - -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC __glewGetCompressedTextureSubImage; -GLEW_FUN_EXPORT PFNGLGETTEXTURESUBIMAGEPROC __glewGetTextureSubImage; - -GLEW_FUN_EXPORT PFNGLSPECIALIZESHADERARBPROC __glewSpecializeShaderARB; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMDVPROC __glewGetUniformdv; -GLEW_FUN_EXPORT PFNGLUNIFORM1DPROC __glewUniform1d; -GLEW_FUN_EXPORT PFNGLUNIFORM1DVPROC __glewUniform1dv; -GLEW_FUN_EXPORT PFNGLUNIFORM2DPROC __glewUniform2d; -GLEW_FUN_EXPORT PFNGLUNIFORM2DVPROC __glewUniform2dv; -GLEW_FUN_EXPORT PFNGLUNIFORM3DPROC __glewUniform3d; -GLEW_FUN_EXPORT PFNGLUNIFORM3DVPROC __glewUniform3dv; -GLEW_FUN_EXPORT PFNGLUNIFORM4DPROC __glewUniform4d; -GLEW_FUN_EXPORT PFNGLUNIFORM4DVPROC __glewUniform4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2DVPROC __glewUniformMatrix2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3DVPROC __glewUniformMatrix2x3dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4DVPROC __glewUniformMatrix2x4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3DVPROC __glewUniformMatrix3dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2DVPROC __glewUniformMatrix3x2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4DVPROC __glewUniformMatrix3x4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4DVPROC __glewUniformMatrix4dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2DVPROC __glewUniformMatrix4x2dv; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3DVPROC __glewUniformMatrix4x3dv; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VARBPROC __glewGetUniformi64vARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VARBPROC __glewGetUniformui64vARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMI64VARBPROC __glewGetnUniformi64vARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUI64VARBPROC __glewGetnUniformui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64ARBPROC __glewProgramUniform1i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VARBPROC __glewProgramUniform1i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64ARBPROC __glewProgramUniform1ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VARBPROC __glewProgramUniform1ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64ARBPROC __glewProgramUniform2i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VARBPROC __glewProgramUniform2i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64ARBPROC __glewProgramUniform2ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VARBPROC __glewProgramUniform2ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64ARBPROC __glewProgramUniform3i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VARBPROC __glewProgramUniform3i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64ARBPROC __glewProgramUniform3ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VARBPROC __glewProgramUniform3ui64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64ARBPROC __glewProgramUniform4i64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VARBPROC __glewProgramUniform4i64vARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64ARBPROC __glewProgramUniform4ui64ARB; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VARBPROC __glewProgramUniform4ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64ARBPROC __glewUniform1i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64VARBPROC __glewUniform1i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64ARBPROC __glewUniform1ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VARBPROC __glewUniform1ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64ARBPROC __glewUniform2i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64VARBPROC __glewUniform2i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64ARBPROC __glewUniform2ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VARBPROC __glewUniform2ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64ARBPROC __glewUniform3i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64VARBPROC __glewUniform3i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64ARBPROC __glewUniform3ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VARBPROC __glewUniform3ui64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64ARBPROC __glewUniform4i64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64VARBPROC __glewUniform4i64vARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64ARBPROC __glewUniform4ui64ARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VARBPROC __glewUniform4ui64vARB; - -GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEPROC __glewColorSubTable; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPROC __glewColorTable; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVPROC __glewColorTableParameterfv; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVPROC __glewColorTableParameteriv; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DPROC __glewConvolutionFilter1D; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DPROC __glewConvolutionFilter2D; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFPROC __glewConvolutionParameterf; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVPROC __glewConvolutionParameterfv; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIPROC __glewConvolutionParameteri; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVPROC __glewConvolutionParameteriv; -GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEPROC __glewCopyColorSubTable; -GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLEPROC __glewCopyColorTable; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DPROC __glewCopyConvolutionFilter1D; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DPROC __glewCopyConvolutionFilter2D; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPROC __glewGetColorTable; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVPROC __glewGetColorTableParameterfv; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVPROC __glewGetColorTableParameteriv; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTERPROC __glewGetConvolutionFilter; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVPROC __glewGetConvolutionParameterfv; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVPROC __glewGetConvolutionParameteriv; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPROC __glewGetHistogram; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVPROC __glewGetHistogramParameterfv; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVPROC __glewGetHistogramParameteriv; -GLEW_FUN_EXPORT PFNGLGETMINMAXPROC __glewGetMinmax; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVPROC __glewGetMinmaxParameterfv; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVPROC __glewGetMinmaxParameteriv; -GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTERPROC __glewGetSeparableFilter; -GLEW_FUN_EXPORT PFNGLHISTOGRAMPROC __glewHistogram; -GLEW_FUN_EXPORT PFNGLMINMAXPROC __glewMinmax; -GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMPROC __glewResetHistogram; -GLEW_FUN_EXPORT PFNGLRESETMINMAXPROC __glewResetMinmax; -GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DPROC __glewSeparableFilter2D; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC __glewMultiDrawArraysIndirectCountARB; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC __glewMultiDrawElementsIndirectCountARB; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDARBPROC __glewDrawArraysInstancedARB; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDARBPROC __glewDrawElementsInstancedARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORARBPROC __glewVertexAttribDivisorARB; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATIVPROC __glewGetInternalformativ; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATI64VPROC __glewGetInternalformati64v; - -GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERDATAPROC __glewInvalidateBufferData; -GLEW_FUN_EXPORT PFNGLINVALIDATEBUFFERSUBDATAPROC __glewInvalidateBufferSubData; -GLEW_FUN_EXPORT PFNGLINVALIDATEFRAMEBUFFERPROC __glewInvalidateFramebuffer; -GLEW_FUN_EXPORT PFNGLINVALIDATESUBFRAMEBUFFERPROC __glewInvalidateSubFramebuffer; -GLEW_FUN_EXPORT PFNGLINVALIDATETEXIMAGEPROC __glewInvalidateTexImage; -GLEW_FUN_EXPORT PFNGLINVALIDATETEXSUBIMAGEPROC __glewInvalidateTexSubImage; - -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEPROC __glewFlushMappedBufferRange; -GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEPROC __glewMapBufferRange; - -GLEW_FUN_EXPORT PFNGLCURRENTPALETTEMATRIXARBPROC __glewCurrentPaletteMatrixARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXPOINTERARBPROC __glewMatrixIndexPointerARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUBVARBPROC __glewMatrixIndexubvARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUIVARBPROC __glewMatrixIndexuivARB; -GLEW_FUN_EXPORT PFNGLMATRIXINDEXUSVARBPROC __glewMatrixIndexusvARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERSBASEPROC __glewBindBuffersBase; -GLEW_FUN_EXPORT PFNGLBINDBUFFERSRANGEPROC __glewBindBuffersRange; -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTURESPROC __glewBindImageTextures; -GLEW_FUN_EXPORT PFNGLBINDSAMPLERSPROC __glewBindSamplers; -GLEW_FUN_EXPORT PFNGLBINDTEXTURESPROC __glewBindTextures; -GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERSPROC __glewBindVertexBuffers; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTPROC __glewMultiDrawArraysIndirect; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTPROC __glewMultiDrawElementsIndirect; - -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEARBPROC __glewSampleCoverageARB; - -GLEW_FUN_EXPORT PFNGLACTIVETEXTUREARBPROC __glewActiveTextureARB; -GLEW_FUN_EXPORT PFNGLCLIENTACTIVETEXTUREARBPROC __glewClientActiveTextureARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DARBPROC __glewMultiTexCoord1dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1DVARBPROC __glewMultiTexCoord1dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FARBPROC __glewMultiTexCoord1fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1FVARBPROC __glewMultiTexCoord1fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IARBPROC __glewMultiTexCoord1iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1IVARBPROC __glewMultiTexCoord1ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SARBPROC __glewMultiTexCoord1sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1SVARBPROC __glewMultiTexCoord1svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DARBPROC __glewMultiTexCoord2dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2DVARBPROC __glewMultiTexCoord2dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FARBPROC __glewMultiTexCoord2fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2FVARBPROC __glewMultiTexCoord2fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IARBPROC __glewMultiTexCoord2iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2IVARBPROC __glewMultiTexCoord2ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SARBPROC __glewMultiTexCoord2sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2SVARBPROC __glewMultiTexCoord2svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DARBPROC __glewMultiTexCoord3dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3DVARBPROC __glewMultiTexCoord3dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FARBPROC __glewMultiTexCoord3fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3FVARBPROC __glewMultiTexCoord3fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IARBPROC __glewMultiTexCoord3iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3IVARBPROC __glewMultiTexCoord3ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SARBPROC __glewMultiTexCoord3sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3SVARBPROC __glewMultiTexCoord3svARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DARBPROC __glewMultiTexCoord4dARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4DVARBPROC __glewMultiTexCoord4dvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FARBPROC __glewMultiTexCoord4fARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4FVARBPROC __glewMultiTexCoord4fvARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IARBPROC __glewMultiTexCoord4iARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4IVARBPROC __glewMultiTexCoord4ivARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SARBPROC __glewMultiTexCoord4sARB; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4SVARBPROC __glewMultiTexCoord4svARB; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYARBPROC __glewBeginQueryARB; -GLEW_FUN_EXPORT PFNGLDELETEQUERIESARBPROC __glewDeleteQueriesARB; -GLEW_FUN_EXPORT PFNGLENDQUERYARBPROC __glewEndQueryARB; -GLEW_FUN_EXPORT PFNGLGENQUERIESARBPROC __glewGenQueriesARB; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTIVARBPROC __glewGetQueryObjectivARB; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUIVARBPROC __glewGetQueryObjectuivARB; -GLEW_FUN_EXPORT PFNGLGETQUERYIVARBPROC __glewGetQueryivARB; -GLEW_FUN_EXPORT PFNGLISQUERYARBPROC __glewIsQueryARB; - -GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSARBPROC __glewMaxShaderCompilerThreadsARB; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFARBPROC __glewPointParameterfARB; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVARBPROC __glewPointParameterfvARB; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPPROC __glewPolygonOffsetClamp; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMINTERFACEIVPROC __glewGetProgramInterfaceiv; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEINDEXPROC __glewGetProgramResourceIndex; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONPROC __glewGetProgramResourceLocation; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC __glewGetProgramResourceLocationIndex; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCENAMEPROC __glewGetProgramResourceName; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEIVPROC __glewGetProgramResourceiv; - -GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXPROC __glewProvokingVertex; - -GLEW_FUN_EXPORT PFNGLGETGRAPHICSRESETSTATUSARBPROC __glewGetGraphicsResetStatusARB; -GLEW_FUN_EXPORT PFNGLGETNCOLORTABLEARBPROC __glewGetnColorTableARB; -GLEW_FUN_EXPORT PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC __glewGetnCompressedTexImageARB; -GLEW_FUN_EXPORT PFNGLGETNCONVOLUTIONFILTERARBPROC __glewGetnConvolutionFilterARB; -GLEW_FUN_EXPORT PFNGLGETNHISTOGRAMARBPROC __glewGetnHistogramARB; -GLEW_FUN_EXPORT PFNGLGETNMAPDVARBPROC __glewGetnMapdvARB; -GLEW_FUN_EXPORT PFNGLGETNMAPFVARBPROC __glewGetnMapfvARB; -GLEW_FUN_EXPORT PFNGLGETNMAPIVARBPROC __glewGetnMapivARB; -GLEW_FUN_EXPORT PFNGLGETNMINMAXARBPROC __glewGetnMinmaxARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPFVARBPROC __glewGetnPixelMapfvARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUIVARBPROC __glewGetnPixelMapuivARB; -GLEW_FUN_EXPORT PFNGLGETNPIXELMAPUSVARBPROC __glewGetnPixelMapusvARB; -GLEW_FUN_EXPORT PFNGLGETNPOLYGONSTIPPLEARBPROC __glewGetnPolygonStippleARB; -GLEW_FUN_EXPORT PFNGLGETNSEPARABLEFILTERARBPROC __glewGetnSeparableFilterARB; -GLEW_FUN_EXPORT PFNGLGETNTEXIMAGEARBPROC __glewGetnTexImageARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMDVARBPROC __glewGetnUniformdvARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVARBPROC __glewGetnUniformfvARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVARBPROC __glewGetnUniformivARB; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVARBPROC __glewGetnUniformuivARB; -GLEW_FUN_EXPORT PFNGLREADNPIXELSARBPROC __glewReadnPixelsARB; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewFramebufferSampleLocationsfvARB; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC __glewNamedFramebufferSampleLocationsfvARB; - -GLEW_FUN_EXPORT PFNGLMINSAMPLESHADINGARBPROC __glewMinSampleShadingARB; - -GLEW_FUN_EXPORT PFNGLBINDSAMPLERPROC __glewBindSampler; -GLEW_FUN_EXPORT PFNGLDELETESAMPLERSPROC __glewDeleteSamplers; -GLEW_FUN_EXPORT PFNGLGENSAMPLERSPROC __glewGenSamplers; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIIVPROC __glewGetSamplerParameterIiv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIUIVPROC __glewGetSamplerParameterIuiv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERFVPROC __glewGetSamplerParameterfv; -GLEW_FUN_EXPORT PFNGLGETSAMPLERPARAMETERIVPROC __glewGetSamplerParameteriv; -GLEW_FUN_EXPORT PFNGLISSAMPLERPROC __glewIsSampler; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIIVPROC __glewSamplerParameterIiv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIUIVPROC __glewSamplerParameterIuiv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFPROC __glewSamplerParameterf; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERFVPROC __glewSamplerParameterfv; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIPROC __glewSamplerParameteri; -GLEW_FUN_EXPORT PFNGLSAMPLERPARAMETERIVPROC __glewSamplerParameteriv; - -GLEW_FUN_EXPORT PFNGLACTIVESHADERPROGRAMPROC __glewActiveShaderProgram; -GLEW_FUN_EXPORT PFNGLBINDPROGRAMPIPELINEPROC __glewBindProgramPipeline; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMVPROC __glewCreateShaderProgramv; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMPIPELINESPROC __glewDeleteProgramPipelines; -GLEW_FUN_EXPORT PFNGLGENPROGRAMPIPELINESPROC __glewGenProgramPipelines; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEINFOLOGPROC __glewGetProgramPipelineInfoLog; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPIPELINEIVPROC __glewGetProgramPipelineiv; -GLEW_FUN_EXPORT PFNGLISPROGRAMPIPELINEPROC __glewIsProgramPipeline; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DPROC __glewProgramUniform1d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1DVPROC __glewProgramUniform1dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FPROC __glewProgramUniform1f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVPROC __glewProgramUniform1fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IPROC __glewProgramUniform1i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVPROC __glewProgramUniform1iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIPROC __glewProgramUniform1ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVPROC __glewProgramUniform1uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DPROC __glewProgramUniform2d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2DVPROC __glewProgramUniform2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FPROC __glewProgramUniform2f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVPROC __glewProgramUniform2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IPROC __glewProgramUniform2i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVPROC __glewProgramUniform2iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIPROC __glewProgramUniform2ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVPROC __glewProgramUniform2uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DPROC __glewProgramUniform3d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3DVPROC __glewProgramUniform3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FPROC __glewProgramUniform3f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVPROC __glewProgramUniform3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IPROC __glewProgramUniform3i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVPROC __glewProgramUniform3iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIPROC __glewProgramUniform3ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVPROC __glewProgramUniform3uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DPROC __glewProgramUniform4d; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4DVPROC __glewProgramUniform4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FPROC __glewProgramUniform4f; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVPROC __glewProgramUniform4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IPROC __glewProgramUniform4i; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVPROC __glewProgramUniform4iv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIPROC __glewProgramUniform4ui; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVPROC __glewProgramUniform4uiv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2DVPROC __glewProgramUniformMatrix2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVPROC __glewProgramUniformMatrix2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC __glewProgramUniformMatrix2x3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC __glewProgramUniformMatrix2x3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC __glewProgramUniformMatrix2x4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC __glewProgramUniformMatrix2x4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3DVPROC __glewProgramUniformMatrix3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVPROC __glewProgramUniformMatrix3fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC __glewProgramUniformMatrix3x2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC __glewProgramUniformMatrix3x2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC __glewProgramUniformMatrix3x4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC __glewProgramUniformMatrix3x4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4DVPROC __glewProgramUniformMatrix4dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVPROC __glewProgramUniformMatrix4fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC __glewProgramUniformMatrix4x2dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC __glewProgramUniformMatrix4x2fv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC __glewProgramUniformMatrix4x3dv; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC __glewProgramUniformMatrix4x3fv; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMSTAGESPROC __glewUseProgramStages; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMPIPELINEPROC __glewValidateProgramPipeline; - -GLEW_FUN_EXPORT PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC __glewGetActiveAtomicCounterBufferiv; - -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREPROC __glewBindImageTexture; -GLEW_FUN_EXPORT PFNGLMEMORYBARRIERPROC __glewMemoryBarrier; - -GLEW_FUN_EXPORT PFNGLATTACHOBJECTARBPROC __glewAttachObjectARB; -GLEW_FUN_EXPORT PFNGLCOMPILESHADERARBPROC __glewCompileShaderARB; -GLEW_FUN_EXPORT PFNGLCREATEPROGRAMOBJECTARBPROC __glewCreateProgramObjectARB; -GLEW_FUN_EXPORT PFNGLCREATESHADEROBJECTARBPROC __glewCreateShaderObjectARB; -GLEW_FUN_EXPORT PFNGLDELETEOBJECTARBPROC __glewDeleteObjectARB; -GLEW_FUN_EXPORT PFNGLDETACHOBJECTARBPROC __glewDetachObjectARB; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMARBPROC __glewGetActiveUniformARB; -GLEW_FUN_EXPORT PFNGLGETATTACHEDOBJECTSARBPROC __glewGetAttachedObjectsARB; -GLEW_FUN_EXPORT PFNGLGETHANDLEARBPROC __glewGetHandleARB; -GLEW_FUN_EXPORT PFNGLGETINFOLOGARBPROC __glewGetInfoLogARB; -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERFVARBPROC __glewGetObjectParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETOBJECTPARAMETERIVARBPROC __glewGetObjectParameterivARB; -GLEW_FUN_EXPORT PFNGLGETSHADERSOURCEARBPROC __glewGetShaderSourceARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMLOCATIONARBPROC __glewGetUniformLocationARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMFVARBPROC __glewGetUniformfvARB; -GLEW_FUN_EXPORT PFNGLGETUNIFORMIVARBPROC __glewGetUniformivARB; -GLEW_FUN_EXPORT PFNGLLINKPROGRAMARBPROC __glewLinkProgramARB; -GLEW_FUN_EXPORT PFNGLSHADERSOURCEARBPROC __glewShaderSourceARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1FARBPROC __glewUniform1fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1FVARBPROC __glewUniform1fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1IARBPROC __glewUniform1iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM1IVARBPROC __glewUniform1ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2FARBPROC __glewUniform2fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2FVARBPROC __glewUniform2fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2IARBPROC __glewUniform2iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM2IVARBPROC __glewUniform2ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3FARBPROC __glewUniform3fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3FVARBPROC __glewUniform3fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3IARBPROC __glewUniform3iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM3IVARBPROC __glewUniform3ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4FARBPROC __glewUniform4fARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4FVARBPROC __glewUniform4fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4IARBPROC __glewUniform4iARB; -GLEW_FUN_EXPORT PFNGLUNIFORM4IVARBPROC __glewUniform4ivARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2FVARBPROC __glewUniformMatrix2fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3FVARBPROC __glewUniformMatrix3fvARB; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4FVARBPROC __glewUniformMatrix4fvARB; -GLEW_FUN_EXPORT PFNGLUSEPROGRAMOBJECTARBPROC __glewUseProgramObjectARB; -GLEW_FUN_EXPORT PFNGLVALIDATEPROGRAMARBPROC __glewValidateProgramARB; - -GLEW_FUN_EXPORT PFNGLSHADERSTORAGEBLOCKBINDINGPROC __glewShaderStorageBlockBinding; - -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINENAMEPROC __glewGetActiveSubroutineName; -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC __glewGetActiveSubroutineUniformName; -GLEW_FUN_EXPORT PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC __glewGetActiveSubroutineUniformiv; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTAGEIVPROC __glewGetProgramStageiv; -GLEW_FUN_EXPORT PFNGLGETSUBROUTINEINDEXPROC __glewGetSubroutineIndex; -GLEW_FUN_EXPORT PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC __glewGetSubroutineUniformLocation; -GLEW_FUN_EXPORT PFNGLGETUNIFORMSUBROUTINEUIVPROC __glewGetUniformSubroutineuiv; -GLEW_FUN_EXPORT PFNGLUNIFORMSUBROUTINESUIVPROC __glewUniformSubroutinesuiv; - -GLEW_FUN_EXPORT PFNGLCOMPILESHADERINCLUDEARBPROC __glewCompileShaderIncludeARB; -GLEW_FUN_EXPORT PFNGLDELETENAMEDSTRINGARBPROC __glewDeleteNamedStringARB; -GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGARBPROC __glewGetNamedStringARB; -GLEW_FUN_EXPORT PFNGLGETNAMEDSTRINGIVARBPROC __glewGetNamedStringivARB; -GLEW_FUN_EXPORT PFNGLISNAMEDSTRINGARBPROC __glewIsNamedStringARB; -GLEW_FUN_EXPORT PFNGLNAMEDSTRINGARBPROC __glewNamedStringARB; - -GLEW_FUN_EXPORT PFNGLBUFFERPAGECOMMITMENTARBPROC __glewBufferPageCommitmentARB; - -GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTARBPROC __glewTexPageCommitmentARB; - -GLEW_FUN_EXPORT PFNGLCLIENTWAITSYNCPROC __glewClientWaitSync; -GLEW_FUN_EXPORT PFNGLDELETESYNCPROC __glewDeleteSync; -GLEW_FUN_EXPORT PFNGLFENCESYNCPROC __glewFenceSync; -GLEW_FUN_EXPORT PFNGLGETINTEGER64VPROC __glewGetInteger64v; -GLEW_FUN_EXPORT PFNGLGETSYNCIVPROC __glewGetSynciv; -GLEW_FUN_EXPORT PFNGLISSYNCPROC __glewIsSync; -GLEW_FUN_EXPORT PFNGLWAITSYNCPROC __glewWaitSync; - -GLEW_FUN_EXPORT PFNGLPATCHPARAMETERFVPROC __glewPatchParameterfv; -GLEW_FUN_EXPORT PFNGLPATCHPARAMETERIPROC __glewPatchParameteri; - -GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERPROC __glewTextureBarrier; - -GLEW_FUN_EXPORT PFNGLTEXBUFFERARBPROC __glewTexBufferARB; - -GLEW_FUN_EXPORT PFNGLTEXBUFFERRANGEPROC __glewTexBufferRange; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFERRANGEEXTPROC __glewTextureBufferRangeEXT; - -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE1DARBPROC __glewCompressedTexImage1DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE2DARBPROC __glewCompressedTexImage2DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DARBPROC __glewCompressedTexImage3DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC __glewCompressedTexSubImage1DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC __glewCompressedTexSubImage2DARB; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC __glewCompressedTexSubImage3DARB; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXIMAGEARBPROC __glewGetCompressedTexImageARB; - -GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVPROC __glewGetMultisamplefv; -GLEW_FUN_EXPORT PFNGLSAMPLEMASKIPROC __glewSampleMaski; -GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLEPROC __glewTexImage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLEPROC __glewTexImage3DMultisample; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DPROC __glewTexStorage1D; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DPROC __glewTexStorage2D; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DPROC __glewTexStorage3D; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DMULTISAMPLEPROC __glewTexStorage2DMultisample; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DMULTISAMPLEPROC __glewTexStorage3DMultisample; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC __glewTextureStorage2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC __glewTextureStorage3DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLTEXTUREVIEWPROC __glewTextureView; - -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VPROC __glewGetQueryObjecti64v; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VPROC __glewGetQueryObjectui64v; -GLEW_FUN_EXPORT PFNGLQUERYCOUNTERPROC __glewQueryCounter; - -GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKPROC __glewBindTransformFeedback; -GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSPROC __glewDeleteTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKPROC __glewDrawTransformFeedback; -GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSPROC __glewGenTransformFeedbacks; -GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKPROC __glewIsTransformFeedback; -GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKPROC __glewPauseTransformFeedback; -GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKPROC __glewResumeTransformFeedback; - -GLEW_FUN_EXPORT PFNGLBEGINQUERYINDEXEDPROC __glewBeginQueryIndexed; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC __glewDrawTransformFeedbackStream; -GLEW_FUN_EXPORT PFNGLENDQUERYINDEXEDPROC __glewEndQueryIndexed; -GLEW_FUN_EXPORT PFNGLGETQUERYINDEXEDIVPROC __glewGetQueryIndexediv; - -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC __glewDrawTransformFeedbackInstanced; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC __glewDrawTransformFeedbackStreamInstanced; - -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXDARBPROC __glewLoadTransposeMatrixdARB; -GLEW_FUN_EXPORT PFNGLLOADTRANSPOSEMATRIXFARBPROC __glewLoadTransposeMatrixfARB; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXDARBPROC __glewMultTransposeMatrixdARB; -GLEW_FUN_EXPORT PFNGLMULTTRANSPOSEMATRIXFARBPROC __glewMultTransposeMatrixfARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEPROC __glewBindBufferBase; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEPROC __glewBindBufferRange; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC __glewGetActiveUniformBlockName; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMBLOCKIVPROC __glewGetActiveUniformBlockiv; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMNAMEPROC __glewGetActiveUniformName; -GLEW_FUN_EXPORT PFNGLGETACTIVEUNIFORMSIVPROC __glewGetActiveUniformsiv; -GLEW_FUN_EXPORT PFNGLGETINTEGERI_VPROC __glewGetIntegeri_v; -GLEW_FUN_EXPORT PFNGLGETUNIFORMBLOCKINDEXPROC __glewGetUniformBlockIndex; -GLEW_FUN_EXPORT PFNGLGETUNIFORMINDICESPROC __glewGetUniformIndices; -GLEW_FUN_EXPORT PFNGLUNIFORMBLOCKBINDINGPROC __glewUniformBlockBinding; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYPROC __glewBindVertexArray; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSPROC __glewDeleteVertexArrays; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSPROC __glewGenVertexArrays; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYPROC __glewIsVertexArray; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVPROC __glewGetVertexAttribLdv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DPROC __glewVertexAttribL1d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVPROC __glewVertexAttribL1dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DPROC __glewVertexAttribL2d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVPROC __glewVertexAttribL2dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DPROC __glewVertexAttribL3d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVPROC __glewVertexAttribL3dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DPROC __glewVertexAttribL4d; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVPROC __glewVertexAttribL4dv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTERPROC __glewVertexAttribLPointer; - -GLEW_FUN_EXPORT PFNGLBINDVERTEXBUFFERPROC __glewBindVertexBuffer; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC __glewVertexArrayBindVertexBufferEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC __glewVertexArrayVertexAttribBindingEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC __glewVertexArrayVertexAttribFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC __glewVertexArrayVertexAttribIFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC __glewVertexArrayVertexAttribLFormatEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC __glewVertexArrayVertexBindingDivisorEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBBINDINGPROC __glewVertexAttribBinding; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATPROC __glewVertexAttribFormat; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATPROC __glewVertexAttribIFormat; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATPROC __glewVertexAttribLFormat; -GLEW_FUN_EXPORT PFNGLVERTEXBINDINGDIVISORPROC __glewVertexBindingDivisor; - -GLEW_FUN_EXPORT PFNGLVERTEXBLENDARBPROC __glewVertexBlendARB; -GLEW_FUN_EXPORT PFNGLWEIGHTPOINTERARBPROC __glewWeightPointerARB; -GLEW_FUN_EXPORT PFNGLWEIGHTBVARBPROC __glewWeightbvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTDVARBPROC __glewWeightdvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTFVARBPROC __glewWeightfvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTIVARBPROC __glewWeightivARB; -GLEW_FUN_EXPORT PFNGLWEIGHTSVARBPROC __glewWeightsvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUBVARBPROC __glewWeightubvARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUIVARBPROC __glewWeightuivARB; -GLEW_FUN_EXPORT PFNGLWEIGHTUSVARBPROC __glewWeightusvARB; - -GLEW_FUN_EXPORT PFNGLBINDBUFFERARBPROC __glewBindBufferARB; -GLEW_FUN_EXPORT PFNGLBUFFERDATAARBPROC __glewBufferDataARB; -GLEW_FUN_EXPORT PFNGLBUFFERSUBDATAARBPROC __glewBufferSubDataARB; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERSARBPROC __glewDeleteBuffersARB; -GLEW_FUN_EXPORT PFNGLGENBUFFERSARBPROC __glewGenBuffersARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERIVARBPROC __glewGetBufferParameterivARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERPOINTERVARBPROC __glewGetBufferPointervARB; -GLEW_FUN_EXPORT PFNGLGETBUFFERSUBDATAARBPROC __glewGetBufferSubDataARB; -GLEW_FUN_EXPORT PFNGLISBUFFERARBPROC __glewIsBufferARB; -GLEW_FUN_EXPORT PFNGLMAPBUFFERARBPROC __glewMapBufferARB; -GLEW_FUN_EXPORT PFNGLUNMAPBUFFERARBPROC __glewUnmapBufferARB; - -GLEW_FUN_EXPORT PFNGLBINDPROGRAMARBPROC __glewBindProgramARB; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSARBPROC __glewDeleteProgramsARB; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXATTRIBARRAYARBPROC __glewDisableVertexAttribArrayARB; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXATTRIBARRAYARBPROC __glewEnableVertexAttribArrayARB; -GLEW_FUN_EXPORT PFNGLGENPROGRAMSARBPROC __glewGenProgramsARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERDVARBPROC __glewGetProgramEnvParameterdvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMENVPARAMETERFVARBPROC __glewGetProgramEnvParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC __glewGetProgramLocalParameterdvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC __glewGetProgramLocalParameterfvARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGARBPROC __glewGetProgramStringARB; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVARBPROC __glewGetProgramivARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVARBPROC __glewGetVertexAttribPointervARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVARBPROC __glewGetVertexAttribdvARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVARBPROC __glewGetVertexAttribfvARB; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVARBPROC __glewGetVertexAttribivARB; -GLEW_FUN_EXPORT PFNGLISPROGRAMARBPROC __glewIsProgramARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DARBPROC __glewProgramEnvParameter4dARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4DVARBPROC __glewProgramEnvParameter4dvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FARBPROC __glewProgramEnvParameter4fARB; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETER4FVARBPROC __glewProgramEnvParameter4fvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DARBPROC __glewProgramLocalParameter4dARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4DVARBPROC __glewProgramLocalParameter4dvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FARBPROC __glewProgramLocalParameter4fARB; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETER4FVARBPROC __glewProgramLocalParameter4fvARB; -GLEW_FUN_EXPORT PFNGLPROGRAMSTRINGARBPROC __glewProgramStringARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DARBPROC __glewVertexAttrib1dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVARBPROC __glewVertexAttrib1dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FARBPROC __glewVertexAttrib1fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVARBPROC __glewVertexAttrib1fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SARBPROC __glewVertexAttrib1sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVARBPROC __glewVertexAttrib1svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DARBPROC __glewVertexAttrib2dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVARBPROC __glewVertexAttrib2dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FARBPROC __glewVertexAttrib2fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVARBPROC __glewVertexAttrib2fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SARBPROC __glewVertexAttrib2sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVARBPROC __glewVertexAttrib2svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DARBPROC __glewVertexAttrib3dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVARBPROC __glewVertexAttrib3dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FARBPROC __glewVertexAttrib3fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVARBPROC __glewVertexAttrib3fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SARBPROC __glewVertexAttrib3sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVARBPROC __glewVertexAttrib3svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NBVARBPROC __glewVertexAttrib4NbvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NIVARBPROC __glewVertexAttrib4NivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NSVARBPROC __glewVertexAttrib4NsvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBARBPROC __glewVertexAttrib4NubARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUBVARBPROC __glewVertexAttrib4NubvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUIVARBPROC __glewVertexAttrib4NuivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4NUSVARBPROC __glewVertexAttrib4NusvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4BVARBPROC __glewVertexAttrib4bvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DARBPROC __glewVertexAttrib4dARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVARBPROC __glewVertexAttrib4dvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FARBPROC __glewVertexAttrib4fARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVARBPROC __glewVertexAttrib4fvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4IVARBPROC __glewVertexAttrib4ivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SARBPROC __glewVertexAttrib4sARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVARBPROC __glewVertexAttrib4svARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVARBPROC __glewVertexAttrib4ubvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UIVARBPROC __glewVertexAttrib4uivARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4USVARBPROC __glewVertexAttrib4usvARB; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERARBPROC __glewVertexAttribPointerARB; - -GLEW_FUN_EXPORT PFNGLBINDATTRIBLOCATIONARBPROC __glewBindAttribLocationARB; -GLEW_FUN_EXPORT PFNGLGETACTIVEATTRIBARBPROC __glewGetActiveAttribARB; -GLEW_FUN_EXPORT PFNGLGETATTRIBLOCATIONARBPROC __glewGetAttribLocationARB; - -GLEW_FUN_EXPORT PFNGLCOLORP3UIPROC __glewColorP3ui; -GLEW_FUN_EXPORT PFNGLCOLORP3UIVPROC __glewColorP3uiv; -GLEW_FUN_EXPORT PFNGLCOLORP4UIPROC __glewColorP4ui; -GLEW_FUN_EXPORT PFNGLCOLORP4UIVPROC __glewColorP4uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIPROC __glewMultiTexCoordP1ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP1UIVPROC __glewMultiTexCoordP1uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIPROC __glewMultiTexCoordP2ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP2UIVPROC __glewMultiTexCoordP2uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIPROC __glewMultiTexCoordP3ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP3UIVPROC __glewMultiTexCoordP3uiv; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIPROC __glewMultiTexCoordP4ui; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDP4UIVPROC __glewMultiTexCoordP4uiv; -GLEW_FUN_EXPORT PFNGLNORMALP3UIPROC __glewNormalP3ui; -GLEW_FUN_EXPORT PFNGLNORMALP3UIVPROC __glewNormalP3uiv; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIPROC __glewSecondaryColorP3ui; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORP3UIVPROC __glewSecondaryColorP3uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIPROC __glewTexCoordP1ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP1UIVPROC __glewTexCoordP1uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIPROC __glewTexCoordP2ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP2UIVPROC __glewTexCoordP2uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIPROC __glewTexCoordP3ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP3UIVPROC __glewTexCoordP3uiv; -GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIPROC __glewTexCoordP4ui; -GLEW_FUN_EXPORT PFNGLTEXCOORDP4UIVPROC __glewTexCoordP4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIPROC __glewVertexAttribP1ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP1UIVPROC __glewVertexAttribP1uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIPROC __glewVertexAttribP2ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP2UIVPROC __glewVertexAttribP2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIPROC __glewVertexAttribP3ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP3UIVPROC __glewVertexAttribP3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIPROC __glewVertexAttribP4ui; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBP4UIVPROC __glewVertexAttribP4uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP2UIPROC __glewVertexP2ui; -GLEW_FUN_EXPORT PFNGLVERTEXP2UIVPROC __glewVertexP2uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP3UIPROC __glewVertexP3ui; -GLEW_FUN_EXPORT PFNGLVERTEXP3UIVPROC __glewVertexP3uiv; -GLEW_FUN_EXPORT PFNGLVERTEXP4UIPROC __glewVertexP4ui; -GLEW_FUN_EXPORT PFNGLVERTEXP4UIVPROC __glewVertexP4uiv; - -GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYVPROC __glewDepthRangeArrayv; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDPROC __glewDepthRangeIndexed; -GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VPROC __glewGetDoublei_v; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VPROC __glewGetFloati_v; -GLEW_FUN_EXPORT PFNGLSCISSORARRAYVPROC __glewScissorArrayv; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDPROC __glewScissorIndexed; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVPROC __glewScissorIndexedv; -GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVPROC __glewViewportArrayv; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFPROC __glewViewportIndexedf; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVPROC __glewViewportIndexedfv; - -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DARBPROC __glewWindowPos2dARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVARBPROC __glewWindowPos2dvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FARBPROC __glewWindowPos2fARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVARBPROC __glewWindowPos2fvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IARBPROC __glewWindowPos2iARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVARBPROC __glewWindowPos2ivARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SARBPROC __glewWindowPos2sARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVARBPROC __glewWindowPos2svARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DARBPROC __glewWindowPos3dARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVARBPROC __glewWindowPos3dvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FARBPROC __glewWindowPos3fARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVARBPROC __glewWindowPos3fvARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IARBPROC __glewWindowPos3iARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVARBPROC __glewWindowPos3ivARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SARBPROC __glewWindowPos3sARB; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVARBPROC __glewWindowPos3svARB; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSATIPROC __glewDrawBuffersATI; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTARRAYATIPROC __glewDrawElementArrayATI; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTARRAYATIPROC __glewDrawRangeElementArrayATI; -GLEW_FUN_EXPORT PFNGLELEMENTPOINTERATIPROC __glewElementPointerATI; - -GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERFVATIPROC __glewGetTexBumpParameterfvATI; -GLEW_FUN_EXPORT PFNGLGETTEXBUMPPARAMETERIVATIPROC __glewGetTexBumpParameterivATI; -GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERFVATIPROC __glewTexBumpParameterfvATI; -GLEW_FUN_EXPORT PFNGLTEXBUMPPARAMETERIVATIPROC __glewTexBumpParameterivATI; - -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP1ATIPROC __glewAlphaFragmentOp1ATI; -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP2ATIPROC __glewAlphaFragmentOp2ATI; -GLEW_FUN_EXPORT PFNGLALPHAFRAGMENTOP3ATIPROC __glewAlphaFragmentOp3ATI; -GLEW_FUN_EXPORT PFNGLBEGINFRAGMENTSHADERATIPROC __glewBeginFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLBINDFRAGMENTSHADERATIPROC __glewBindFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP1ATIPROC __glewColorFragmentOp1ATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP2ATIPROC __glewColorFragmentOp2ATI; -GLEW_FUN_EXPORT PFNGLCOLORFRAGMENTOP3ATIPROC __glewColorFragmentOp3ATI; -GLEW_FUN_EXPORT PFNGLDELETEFRAGMENTSHADERATIPROC __glewDeleteFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLENDFRAGMENTSHADERATIPROC __glewEndFragmentShaderATI; -GLEW_FUN_EXPORT PFNGLGENFRAGMENTSHADERSATIPROC __glewGenFragmentShadersATI; -GLEW_FUN_EXPORT PFNGLPASSTEXCOORDATIPROC __glewPassTexCoordATI; -GLEW_FUN_EXPORT PFNGLSAMPLEMAPATIPROC __glewSampleMapATI; -GLEW_FUN_EXPORT PFNGLSETFRAGMENTSHADERCONSTANTATIPROC __glewSetFragmentShaderConstantATI; - -GLEW_FUN_EXPORT PFNGLMAPOBJECTBUFFERATIPROC __glewMapObjectBufferATI; -GLEW_FUN_EXPORT PFNGLUNMAPOBJECTBUFFERATIPROC __glewUnmapObjectBufferATI; - -GLEW_FUN_EXPORT PFNGLPNTRIANGLESFATIPROC __glewPNTrianglesfATI; -GLEW_FUN_EXPORT PFNGLPNTRIANGLESIATIPROC __glewPNTrianglesiATI; - -GLEW_FUN_EXPORT PFNGLSTENCILFUNCSEPARATEATIPROC __glewStencilFuncSeparateATI; -GLEW_FUN_EXPORT PFNGLSTENCILOPSEPARATEATIPROC __glewStencilOpSeparateATI; - -GLEW_FUN_EXPORT PFNGLARRAYOBJECTATIPROC __glewArrayObjectATI; -GLEW_FUN_EXPORT PFNGLFREEOBJECTBUFFERATIPROC __glewFreeObjectBufferATI; -GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTFVATIPROC __glewGetArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETARRAYOBJECTIVATIPROC __glewGetArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERFVATIPROC __glewGetObjectBufferfvATI; -GLEW_FUN_EXPORT PFNGLGETOBJECTBUFFERIVATIPROC __glewGetObjectBufferivATI; -GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTFVATIPROC __glewGetVariantArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETVARIANTARRAYOBJECTIVATIPROC __glewGetVariantArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLISOBJECTBUFFERATIPROC __glewIsObjectBufferATI; -GLEW_FUN_EXPORT PFNGLNEWOBJECTBUFFERATIPROC __glewNewObjectBufferATI; -GLEW_FUN_EXPORT PFNGLUPDATEOBJECTBUFFERATIPROC __glewUpdateObjectBufferATI; -GLEW_FUN_EXPORT PFNGLVARIANTARRAYOBJECTATIPROC __glewVariantArrayObjectATI; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC __glewGetVertexAttribArrayObjectfvATI; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC __glewGetVertexAttribArrayObjectivATI; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBARRAYOBJECTATIPROC __glewVertexAttribArrayObjectATI; - -GLEW_FUN_EXPORT PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC __glewClientActiveVertexStreamATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BATIPROC __glewNormalStream3bATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3BVATIPROC __glewNormalStream3bvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DATIPROC __glewNormalStream3dATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3DVATIPROC __glewNormalStream3dvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FATIPROC __glewNormalStream3fATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3FVATIPROC __glewNormalStream3fvATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IATIPROC __glewNormalStream3iATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3IVATIPROC __glewNormalStream3ivATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SATIPROC __glewNormalStream3sATI; -GLEW_FUN_EXPORT PFNGLNORMALSTREAM3SVATIPROC __glewNormalStream3svATI; -GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVFATIPROC __glewVertexBlendEnvfATI; -GLEW_FUN_EXPORT PFNGLVERTEXBLENDENVIATIPROC __glewVertexBlendEnviATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DATIPROC __glewVertexStream1dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1DVATIPROC __glewVertexStream1dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FATIPROC __glewVertexStream1fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1FVATIPROC __glewVertexStream1fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IATIPROC __glewVertexStream1iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1IVATIPROC __glewVertexStream1ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SATIPROC __glewVertexStream1sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM1SVATIPROC __glewVertexStream1svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DATIPROC __glewVertexStream2dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2DVATIPROC __glewVertexStream2dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FATIPROC __glewVertexStream2fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2FVATIPROC __glewVertexStream2fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IATIPROC __glewVertexStream2iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2IVATIPROC __glewVertexStream2ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SATIPROC __glewVertexStream2sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM2SVATIPROC __glewVertexStream2svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DATIPROC __glewVertexStream3dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3DVATIPROC __glewVertexStream3dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FATIPROC __glewVertexStream3fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3FVATIPROC __glewVertexStream3fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IATIPROC __glewVertexStream3iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3IVATIPROC __glewVertexStream3ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SATIPROC __glewVertexStream3sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM3SVATIPROC __glewVertexStream3svATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DATIPROC __glewVertexStream4dATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4DVATIPROC __glewVertexStream4dvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FATIPROC __glewVertexStream4fATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4FVATIPROC __glewVertexStream4fvATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IATIPROC __glewVertexStream4iATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4IVATIPROC __glewVertexStream4ivATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SATIPROC __glewVertexStream4sATI; -GLEW_FUN_EXPORT PFNGLVERTEXSTREAM4SVATIPROC __glewVertexStream4svATI; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC __glewDrawArraysInstancedBaseInstanceEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseInstanceEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC __glewDrawElementsInstancedBaseVertexBaseInstanceEXT; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMBUFFERSIZEEXTPROC __glewGetUniformBufferSizeEXT; -GLEW_FUN_EXPORT PFNGLGETUNIFORMOFFSETEXTPROC __glewGetUniformOffsetEXT; -GLEW_FUN_EXPORT PFNGLUNIFORMBUFFEREXTPROC __glewUniformBufferEXT; - -GLEW_FUN_EXPORT PFNGLBLENDCOLOREXTPROC __glewBlendColorEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEEXTPROC __glewBlendEquationSeparateEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC __glewBindFragDataLocationIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGDATAINDEXEXTPROC __glewGetFragDataIndexEXT; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC __glewGetProgramResourceLocationIndexEXT; - -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEEXTPROC __glewBlendFuncSeparateEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONEXTPROC __glewBlendEquationEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTPROC __glewBufferStorageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTPROC __glewNamedBufferStorageEXT; - -GLEW_FUN_EXPORT PFNGLCLEARTEXIMAGEEXTPROC __glewClearTexImageEXT; -GLEW_FUN_EXPORT PFNGLCLEARTEXSUBIMAGEEXTPROC __glewClearTexSubImageEXT; - -GLEW_FUN_EXPORT PFNGLCOLORSUBTABLEEXTPROC __glewColorSubTableEXT; -GLEW_FUN_EXPORT PFNGLCOPYCOLORSUBTABLEEXTPROC __glewCopyColorSubTableEXT; - -GLEW_FUN_EXPORT PFNGLLOCKARRAYSEXTPROC __glewLockArraysEXT; -GLEW_FUN_EXPORT PFNGLUNLOCKARRAYSEXTPROC __glewUnlockArraysEXT; - -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER1DEXTPROC __glewConvolutionFilter1DEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONFILTER2DEXTPROC __glewConvolutionFilter2DEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFEXTPROC __glewConvolutionParameterfEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERFVEXTPROC __glewConvolutionParameterfvEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIEXTPROC __glewConvolutionParameteriEXT; -GLEW_FUN_EXPORT PFNGLCONVOLUTIONPARAMETERIVEXTPROC __glewConvolutionParameterivEXT; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC __glewCopyConvolutionFilter1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC __glewCopyConvolutionFilter2DEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONFILTEREXTPROC __glewGetConvolutionFilterEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC __glewGetConvolutionParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC __glewGetConvolutionParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETSEPARABLEFILTEREXTPROC __glewGetSeparableFilterEXT; -GLEW_FUN_EXPORT PFNGLSEPARABLEFILTER2DEXTPROC __glewSeparableFilter2DEXT; - -GLEW_FUN_EXPORT PFNGLBINORMALPOINTEREXTPROC __glewBinormalPointerEXT; -GLEW_FUN_EXPORT PFNGLTANGENTPOINTEREXTPROC __glewTangentPointerEXT; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATAEXTPROC __glewCopyImageSubDataEXT; - -GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE1DEXTPROC __glewCopyTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXIMAGE2DEXTPROC __glewCopyTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE1DEXTPROC __glewCopyTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE2DEXTPROC __glewCopyTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DEXTPROC __glewCopyTexSubImage3DEXT; - -GLEW_FUN_EXPORT PFNGLCULLPARAMETERDVEXTPROC __glewCullParameterdvEXT; -GLEW_FUN_EXPORT PFNGLCULLPARAMETERFVEXTPROC __glewCullParameterfvEXT; - -GLEW_FUN_EXPORT PFNGLGETOBJECTLABELEXTPROC __glewGetObjectLabelEXT; -GLEW_FUN_EXPORT PFNGLLABELOBJECTEXTPROC __glewLabelObjectEXT; - -GLEW_FUN_EXPORT PFNGLINSERTEVENTMARKEREXTPROC __glewInsertEventMarkerEXT; -GLEW_FUN_EXPORT PFNGLPOPGROUPMARKEREXTPROC __glewPopGroupMarkerEXT; -GLEW_FUN_EXPORT PFNGLPUSHGROUPMARKEREXTPROC __glewPushGroupMarkerEXT; - -GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSEXTPROC __glewDepthBoundsEXT; - -GLEW_FUN_EXPORT PFNGLBINDMULTITEXTUREEXTPROC __glewBindMultiTextureEXT; -GLEW_FUN_EXPORT PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC __glewCheckNamedFramebufferStatusEXT; -GLEW_FUN_EXPORT PFNGLCLIENTATTRIBDEFAULTEXTPROC __glewClientAttribDefaultEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC __glewCompressedMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC __glewCompressedMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC __glewCompressedMultiTexImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC __glewCompressedMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC __glewCompressedMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC __glewCompressedMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC __glewCompressedTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC __glewCompressedTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC __glewCompressedTextureImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC __glewCompressedTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC __glewCompressedTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC __glewCompressedTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE1DEXTPROC __glewCopyMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXIMAGE2DEXTPROC __glewCopyMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC __glewCopyMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC __glewCopyMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC __glewCopyMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE1DEXTPROC __glewCopyTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTUREIMAGE2DEXTPROC __glewCopyTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC __glewCopyTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC __glewCopyTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC __glewCopyTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC __glewDisableClientStateIndexedEXT; -GLEW_FUN_EXPORT PFNGLDISABLECLIENTSTATEIEXTPROC __glewDisableClientStateiEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC __glewDisableVertexArrayAttribEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVERTEXARRAYEXTPROC __glewDisableVertexArrayEXT; -GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEINDEXEDEXTPROC __glewEnableClientStateIndexedEXT; -GLEW_FUN_EXPORT PFNGLENABLECLIENTSTATEIEXTPROC __glewEnableClientStateiEXT; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYATTRIBEXTPROC __glewEnableVertexArrayAttribEXT; -GLEW_FUN_EXPORT PFNGLENABLEVERTEXARRAYEXTPROC __glewEnableVertexArrayEXT; -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC __glewFlushMappedNamedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC __glewFramebufferDrawBufferEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC __glewFramebufferDrawBuffersEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERREADBUFFEREXTPROC __glewFramebufferReadBufferEXT; -GLEW_FUN_EXPORT PFNGLGENERATEMULTITEXMIPMAPEXTPROC __glewGenerateMultiTexMipmapEXT; -GLEW_FUN_EXPORT PFNGLGENERATETEXTUREMIPMAPEXTPROC __glewGenerateTextureMipmapEXT; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC __glewGetCompressedMultiTexImageEXT; -GLEW_FUN_EXPORT PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC __glewGetCompressedTextureImageEXT; -GLEW_FUN_EXPORT PFNGLGETDOUBLEINDEXEDVEXTPROC __glewGetDoubleIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETDOUBLEI_VEXTPROC __glewGetDoublei_vEXT; -GLEW_FUN_EXPORT PFNGLGETFLOATINDEXEDVEXTPROC __glewGetFloatIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VEXTPROC __glewGetFloati_vEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC __glewGetFramebufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXENVFVEXTPROC __glewGetMultiTexEnvfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXENVIVEXTPROC __glewGetMultiTexEnvivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENDVEXTPROC __glewGetMultiTexGendvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENFVEXTPROC __glewGetMultiTexGenfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXGENIVEXTPROC __glewGetMultiTexGenivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXIMAGEEXTPROC __glewGetMultiTexImageEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC __glewGetMultiTexLevelParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC __glewGetMultiTexLevelParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIIVEXTPROC __glewGetMultiTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIUIVEXTPROC __glewGetMultiTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERFVEXTPROC __glewGetMultiTexParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMULTITEXPARAMETERIVEXTPROC __glewGetMultiTexParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC __glewGetNamedBufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPOINTERVEXTPROC __glewGetNamedBufferPointervEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERSUBDATAEXTPROC __glewGetNamedBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetNamedFramebufferAttachmentParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC __glewGetNamedProgramLocalParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC __glewGetNamedProgramLocalParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC __glewGetNamedProgramLocalParameterdvEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC __glewGetNamedProgramLocalParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMSTRINGEXTPROC __glewGetNamedProgramStringEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDPROGRAMIVEXTPROC __glewGetNamedProgramivEXT; -GLEW_FUN_EXPORT PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC __glewGetNamedRenderbufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETPOINTERINDEXEDVEXTPROC __glewGetPointerIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETPOINTERI_VEXTPROC __glewGetPointeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREIMAGEEXTPROC __glewGetTextureImageEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC __glewGetTextureLevelParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC __glewGetTextureLevelParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIIVEXTPROC __glewGetTextureParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIUIVEXTPROC __glewGetTextureParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERFVEXTPROC __glewGetTextureParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETTEXTUREPARAMETERIVEXTPROC __glewGetTextureParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC __glewGetVertexArrayIntegeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYINTEGERVEXTPROC __glewGetVertexArrayIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC __glewGetVertexArrayPointeri_vEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXARRAYPOINTERVEXTPROC __glewGetVertexArrayPointervEXT; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFEREXTPROC __glewMapNamedBufferEXT; -GLEW_FUN_EXPORT PFNGLMAPNAMEDBUFFERRANGEEXTPROC __glewMapNamedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLMATRIXFRUSTUMEXTPROC __glewMatrixFrustumEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADIDENTITYEXTPROC __glewMatrixLoadIdentityEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEDEXTPROC __glewMatrixLoadTransposedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSEFEXTPROC __glewMatrixLoadTransposefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADDEXTPROC __glewMatrixLoaddEXT; -GLEW_FUN_EXPORT PFNGLMATRIXLOADFEXTPROC __glewMatrixLoadfEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEDEXTPROC __glewMatrixMultTransposedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSEFEXTPROC __glewMatrixMultTransposefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTDEXTPROC __glewMatrixMultdEXT; -GLEW_FUN_EXPORT PFNGLMATRIXMULTFEXTPROC __glewMatrixMultfEXT; -GLEW_FUN_EXPORT PFNGLMATRIXORTHOEXTPROC __glewMatrixOrthoEXT; -GLEW_FUN_EXPORT PFNGLMATRIXPOPEXTPROC __glewMatrixPopEXT; -GLEW_FUN_EXPORT PFNGLMATRIXPUSHEXTPROC __glewMatrixPushEXT; -GLEW_FUN_EXPORT PFNGLMATRIXROTATEDEXTPROC __glewMatrixRotatedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXROTATEFEXTPROC __glewMatrixRotatefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXSCALEDEXTPROC __glewMatrixScaledEXT; -GLEW_FUN_EXPORT PFNGLMATRIXSCALEFEXTPROC __glewMatrixScalefEXT; -GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEDEXTPROC __glewMatrixTranslatedEXT; -GLEW_FUN_EXPORT PFNGLMATRIXTRANSLATEFEXTPROC __glewMatrixTranslatefEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXBUFFEREXTPROC __glewMultiTexBufferEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORDPOINTEREXTPROC __glewMultiTexCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVFEXTPROC __glewMultiTexEnvfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVFVEXTPROC __glewMultiTexEnvfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVIEXTPROC __glewMultiTexEnviEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXENVIVEXTPROC __glewMultiTexEnvivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENDEXTPROC __glewMultiTexGendEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENDVEXTPROC __glewMultiTexGendvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENFEXTPROC __glewMultiTexGenfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENFVEXTPROC __glewMultiTexGenfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENIEXTPROC __glewMultiTexGeniEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXGENIVEXTPROC __glewMultiTexGenivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE1DEXTPROC __glewMultiTexImage1DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE2DEXTPROC __glewMultiTexImage2DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXIMAGE3DEXTPROC __glewMultiTexImage3DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIIVEXTPROC __glewMultiTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIUIVEXTPROC __glewMultiTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFEXTPROC __glewMultiTexParameterfEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERFVEXTPROC __glewMultiTexParameterfvEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIEXTPROC __glewMultiTexParameteriEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXPARAMETERIVEXTPROC __glewMultiTexParameterivEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXRENDERBUFFEREXTPROC __glewMultiTexRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE1DEXTPROC __glewMultiTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE2DEXTPROC __glewMultiTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLMULTITEXSUBIMAGE3DEXTPROC __glewMultiTexSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERDATAEXTPROC __glewNamedBufferDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSUBDATAEXTPROC __glewNamedBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC __glewNamedCopyBufferSubDataEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC __glewNamedFramebufferRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC __glewNamedFramebufferTexture1DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC __glewNamedFramebufferTexture2DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC __glewNamedFramebufferTexture3DEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC __glewNamedFramebufferTextureEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC __glewNamedFramebufferTextureFaceEXT; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC __glewNamedFramebufferTextureLayerEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC __glewNamedProgramLocalParameter4dEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC __glewNamedProgramLocalParameter4dvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC __glewNamedProgramLocalParameter4fEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC __glewNamedProgramLocalParameter4fvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC __glewNamedProgramLocalParameterI4iEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC __glewNamedProgramLocalParameterI4ivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC __glewNamedProgramLocalParameterI4uiEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC __glewNamedProgramLocalParameterI4uivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC __glewNamedProgramLocalParameters4fvEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC __glewNamedProgramLocalParametersI4ivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC __glewNamedProgramLocalParametersI4uivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDPROGRAMSTRINGEXTPROC __glewNamedProgramStringEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC __glewNamedRenderbufferStorageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC __glewNamedRenderbufferStorageMultisampleCoverageEXT; -GLEW_FUN_EXPORT PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewNamedRenderbufferStorageMultisampleEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FEXTPROC __glewProgramUniform1fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1FVEXTPROC __glewProgramUniform1fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IEXTPROC __glewProgramUniform1iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1IVEXTPROC __glewProgramUniform1ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIEXTPROC __glewProgramUniform1uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UIVEXTPROC __glewProgramUniform1uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FEXTPROC __glewProgramUniform2fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2FVEXTPROC __glewProgramUniform2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IEXTPROC __glewProgramUniform2iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2IVEXTPROC __glewProgramUniform2ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIEXTPROC __glewProgramUniform2uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UIVEXTPROC __glewProgramUniform2uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FEXTPROC __glewProgramUniform3fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3FVEXTPROC __glewProgramUniform3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IEXTPROC __glewProgramUniform3iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3IVEXTPROC __glewProgramUniform3ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIEXTPROC __glewProgramUniform3uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UIVEXTPROC __glewProgramUniform3uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FEXTPROC __glewProgramUniform4fEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4FVEXTPROC __glewProgramUniform4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IEXTPROC __glewProgramUniform4iEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4IVEXTPROC __glewProgramUniform4ivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIEXTPROC __glewProgramUniform4uiEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UIVEXTPROC __glewProgramUniform4uivEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC __glewProgramUniformMatrix2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC __glewProgramUniformMatrix2x3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC __glewProgramUniformMatrix2x4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC __glewProgramUniformMatrix3fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC __glewProgramUniformMatrix3x2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC __glewProgramUniformMatrix3x4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC __glewProgramUniformMatrix4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC __glewProgramUniformMatrix4x2fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC __glewProgramUniformMatrix4x3fvEXT; -GLEW_FUN_EXPORT PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC __glewPushClientAttribDefaultEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREBUFFEREXTPROC __glewTextureBufferEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE1DEXTPROC __glewTextureImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DEXTPROC __glewTextureImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DEXTPROC __glewTextureImage3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIIVEXTPROC __glewTextureParameterIivEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIUIVEXTPROC __glewTextureParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFEXTPROC __glewTextureParameterfEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERFVEXTPROC __glewTextureParameterfvEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIEXTPROC __glewTextureParameteriEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPARAMETERIVEXTPROC __glewTextureParameterivEXT; -GLEW_FUN_EXPORT PFNGLTEXTURERENDERBUFFEREXTPROC __glewTextureRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE1DEXTPROC __glewTextureSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE2DEXTPROC __glewTextureSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESUBIMAGE3DEXTPROC __glewTextureSubImage3DEXT; -GLEW_FUN_EXPORT PFNGLUNMAPNAMEDBUFFEREXTPROC __glewUnmapNamedBufferEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYCOLOROFFSETEXTPROC __glewVertexArrayColorOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC __glewVertexArrayEdgeFlagOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC __glewVertexArrayFogCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYINDEXOFFSETEXTPROC __glewVertexArrayIndexOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC __glewVertexArrayMultiTexCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYNORMALOFFSETEXTPROC __glewVertexArrayNormalOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC __glewVertexArraySecondaryColorOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC __glewVertexArrayTexCoordOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC __glewVertexArrayVertexAttribDivisorEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC __glewVertexArrayVertexAttribIOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC __glewVertexArrayVertexAttribOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC __glewVertexArrayVertexOffsetEXT; - -GLEW_FUN_EXPORT PFNGLDISCARDFRAMEBUFFEREXTPROC __glewDiscardFramebufferEXT; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSEXTPROC __glewDrawBuffersEXT; - -GLEW_FUN_EXPORT PFNGLCOLORMASKINDEXEDEXTPROC __glewColorMaskIndexedEXT; -GLEW_FUN_EXPORT PFNGLDISABLEINDEXEDEXTPROC __glewDisableIndexedEXT; -GLEW_FUN_EXPORT PFNGLENABLEINDEXEDEXTPROC __glewEnableIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETBOOLEANINDEXEDVEXTPROC __glewGetBooleanIndexedvEXT; -GLEW_FUN_EXPORT PFNGLGETINTEGERINDEXEDVEXTPROC __glewGetIntegerIndexedvEXT; -GLEW_FUN_EXPORT PFNGLISENABLEDINDEXEDEXTPROC __glewIsEnabledIndexedEXT; - -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONSEPARATEIEXTPROC __glewBlendEquationSeparateiEXT; -GLEW_FUN_EXPORT PFNGLBLENDEQUATIONIEXTPROC __glewBlendEquationiEXT; -GLEW_FUN_EXPORT PFNGLBLENDFUNCSEPARATEIEXTPROC __glewBlendFuncSeparateiEXT; -GLEW_FUN_EXPORT PFNGLBLENDFUNCIEXTPROC __glewBlendFunciEXT; -GLEW_FUN_EXPORT PFNGLCOLORMASKIEXTPROC __glewColorMaskiEXT; -GLEW_FUN_EXPORT PFNGLDISABLEIEXTPROC __glewDisableiEXT; -GLEW_FUN_EXPORT PFNGLENABLEIEXTPROC __glewEnableiEXT; -GLEW_FUN_EXPORT PFNGLISENABLEDIEXTPROC __glewIsEnablediEXT; - -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSBASEVERTEXEXTPROC __glewDrawElementsBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC __glewDrawElementsInstancedBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC __glewDrawRangeElementsBaseVertexEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC __glewMultiDrawElementsBaseVertexEXT; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDEXTPROC __glewDrawArraysInstancedEXT; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDEXTPROC __glewDrawElementsInstancedEXT; - -GLEW_FUN_EXPORT PFNGLDRAWRANGEELEMENTSEXTPROC __glewDrawRangeElementsEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEEXTERNALEXTPROC __glewBufferStorageExternalEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC __glewNamedBufferStorageExternalEXT; - -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTEREXTPROC __glewFogCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDDEXTPROC __glewFogCoorddEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDDVEXTPROC __glewFogCoorddvEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDFEXTPROC __glewFogCoordfEXT; -GLEW_FUN_EXPORT PFNGLFOGCOORDFVEXTPROC __glewFogCoordfvEXT; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALEXTPROC __glewFragmentColorMaterialEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFEXTPROC __glewFragmentLightModelfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVEXTPROC __glewFragmentLightModelfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIEXTPROC __glewFragmentLightModeliEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVEXTPROC __glewFragmentLightModelivEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFEXTPROC __glewFragmentLightfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVEXTPROC __glewFragmentLightfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIEXTPROC __glewFragmentLightiEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVEXTPROC __glewFragmentLightivEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFEXTPROC __glewFragmentMaterialfEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVEXTPROC __glewFragmentMaterialfvEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIEXTPROC __glewFragmentMaterialiEXT; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVEXTPROC __glewFragmentMaterialivEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVEXTPROC __glewGetFragmentLightfvEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVEXTPROC __glewGetFragmentLightivEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVEXTPROC __glewGetFragmentMaterialfvEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVEXTPROC __glewGetFragmentMaterialivEXT; -GLEW_FUN_EXPORT PFNGLLIGHTENVIEXTPROC __glewLightEnviEXT; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFEREXTPROC __glewBlitFramebufferEXT; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC __glewRenderbufferStorageMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAMEBUFFEREXTPROC __glewBindFramebufferEXT; -GLEW_FUN_EXPORT PFNGLBINDRENDERBUFFEREXTPROC __glewBindRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC __glewCheckFramebufferStatusEXT; -GLEW_FUN_EXPORT PFNGLDELETEFRAMEBUFFERSEXTPROC __glewDeleteFramebuffersEXT; -GLEW_FUN_EXPORT PFNGLDELETERENDERBUFFERSEXTPROC __glewDeleteRenderbuffersEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC __glewFramebufferRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE1DEXTPROC __glewFramebufferTexture1DEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DEXTPROC __glewFramebufferTexture2DEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE3DEXTPROC __glewFramebufferTexture3DEXT; -GLEW_FUN_EXPORT PFNGLGENFRAMEBUFFERSEXTPROC __glewGenFramebuffersEXT; -GLEW_FUN_EXPORT PFNGLGENRENDERBUFFERSEXTPROC __glewGenRenderbuffersEXT; -GLEW_FUN_EXPORT PFNGLGENERATEMIPMAPEXTPROC __glewGenerateMipmapEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC __glewGetFramebufferAttachmentParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC __glewGetRenderbufferParameterivEXT; -GLEW_FUN_EXPORT PFNGLISFRAMEBUFFEREXTPROC __glewIsFramebufferEXT; -GLEW_FUN_EXPORT PFNGLISRENDERBUFFEREXTPROC __glewIsRenderbufferEXT; -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEEXTPROC __glewRenderbufferStorageEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREEXTPROC __glewFramebufferTextureEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC __glewFramebufferTextureFaceEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERIEXTPROC __glewProgramParameteriEXT; - -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERS4FVEXTPROC __glewProgramEnvParameters4fvEXT; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC __glewProgramLocalParameters4fvEXT; - -GLEW_FUN_EXPORT PFNGLBINDFRAGDATALOCATIONEXTPROC __glewBindFragDataLocationEXT; -GLEW_FUN_EXPORT PFNGLGETFRAGDATALOCATIONEXTPROC __glewGetFragDataLocationEXT; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUIVEXTPROC __glewGetUniformuivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIIVEXTPROC __glewGetVertexAttribIivEXT; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIUIVEXTPROC __glewGetVertexAttribIuivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIEXTPROC __glewUniform1uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM1UIVEXTPROC __glewUniform1uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIEXTPROC __glewUniform2uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM2UIVEXTPROC __glewUniform2uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIEXTPROC __glewUniform3uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM3UIVEXTPROC __glewUniform3uivEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIEXTPROC __glewUniform4uiEXT; -GLEW_FUN_EXPORT PFNGLUNIFORM4UIVEXTPROC __glewUniform4uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IEXTPROC __glewVertexAttribI1iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1IVEXTPROC __glewVertexAttribI1ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIEXTPROC __glewVertexAttribI1uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI1UIVEXTPROC __glewVertexAttribI1uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IEXTPROC __glewVertexAttribI2iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2IVEXTPROC __glewVertexAttribI2ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIEXTPROC __glewVertexAttribI2uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI2UIVEXTPROC __glewVertexAttribI2uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IEXTPROC __glewVertexAttribI3iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3IVEXTPROC __glewVertexAttribI3ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIEXTPROC __glewVertexAttribI3uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI3UIVEXTPROC __glewVertexAttribI3uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4BVEXTPROC __glewVertexAttribI4bvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IEXTPROC __glewVertexAttribI4iEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4IVEXTPROC __glewVertexAttribI4ivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4SVEXTPROC __glewVertexAttribI4svEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UBVEXTPROC __glewVertexAttribI4ubvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIEXTPROC __glewVertexAttribI4uiEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4UIVEXTPROC __glewVertexAttribI4uivEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBI4USVEXTPROC __glewVertexAttribI4usvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIPOINTEREXTPROC __glewVertexAttribIPointerEXT; - -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMEXTPROC __glewGetHistogramEXT; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERFVEXTPROC __glewGetHistogramParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETHISTOGRAMPARAMETERIVEXTPROC __glewGetHistogramParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXEXTPROC __glewGetMinmaxEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERFVEXTPROC __glewGetMinmaxParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETMINMAXPARAMETERIVEXTPROC __glewGetMinmaxParameterivEXT; -GLEW_FUN_EXPORT PFNGLHISTOGRAMEXTPROC __glewHistogramEXT; -GLEW_FUN_EXPORT PFNGLMINMAXEXTPROC __glewMinmaxEXT; -GLEW_FUN_EXPORT PFNGLRESETHISTOGRAMEXTPROC __glewResetHistogramEXT; -GLEW_FUN_EXPORT PFNGLRESETMINMAXEXTPROC __glewResetMinmaxEXT; - -GLEW_FUN_EXPORT PFNGLINDEXFUNCEXTPROC __glewIndexFuncEXT; - -GLEW_FUN_EXPORT PFNGLINDEXMATERIALEXTPROC __glewIndexMaterialEXT; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISOREXTPROC __glewVertexAttribDivisorEXT; - -GLEW_FUN_EXPORT PFNGLAPPLYTEXTUREEXTPROC __glewApplyTextureEXT; -GLEW_FUN_EXPORT PFNGLTEXTURELIGHTEXTPROC __glewTextureLightEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREMATERIALEXTPROC __glewTextureMaterialEXT; - -GLEW_FUN_EXPORT PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC __glewFlushMappedBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLMAPBUFFERRANGEEXTPROC __glewMapBufferRangeEXT; - -GLEW_FUN_EXPORT PFNGLBUFFERSTORAGEMEMEXTPROC __glewBufferStorageMemEXT; -GLEW_FUN_EXPORT PFNGLCREATEMEMORYOBJECTSEXTPROC __glewCreateMemoryObjectsEXT; -GLEW_FUN_EXPORT PFNGLDELETEMEMORYOBJECTSEXTPROC __glewDeleteMemoryObjectsEXT; -GLEW_FUN_EXPORT PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC __glewGetMemoryObjectParameterivEXT; -GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEI_VEXTPROC __glewGetUnsignedBytei_vEXT; -GLEW_FUN_EXPORT PFNGLGETUNSIGNEDBYTEVEXTPROC __glewGetUnsignedBytevEXT; -GLEW_FUN_EXPORT PFNGLISMEMORYOBJECTEXTPROC __glewIsMemoryObjectEXT; -GLEW_FUN_EXPORT PFNGLMEMORYOBJECTPARAMETERIVEXTPROC __glewMemoryObjectParameterivEXT; -GLEW_FUN_EXPORT PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC __glewNamedBufferStorageMemEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM1DEXTPROC __glewTexStorageMem1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DEXTPROC __glewTexStorageMem2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC __glewTexStorageMem2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DEXTPROC __glewTexStorageMem3DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC __glewTexStorageMem3DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM1DEXTPROC __glewTextureStorageMem1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DEXTPROC __glewTextureStorageMem2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC __glewTextureStorageMem2DMultisampleEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DEXTPROC __glewTextureStorageMem3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC __glewTextureStorageMem3DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYFDEXTPROC __glewImportMemoryFdEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC __glewImportMemoryWin32HandleEXT; -GLEW_FUN_EXPORT PFNGLIMPORTMEMORYWIN32NAMEEXTPROC __glewImportMemoryWin32NameEXT; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSEXTPROC __glewMultiDrawArraysEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSEXTPROC __glewMultiDrawElementsEXT; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC __glewMultiDrawArraysIndirectEXT; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC __glewMultiDrawElementsIndirectEXT; - -GLEW_FUN_EXPORT PFNGLSAMPLEMASKEXTPROC __glewSampleMaskEXT; -GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNEXTPROC __glewSamplePatternEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC __glewFramebufferTexture2DMultisampleEXT; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSINDEXEDEXTPROC __glewDrawBuffersIndexedEXT; -GLEW_FUN_EXPORT PFNGLGETINTEGERI_VEXTPROC __glewGetIntegeri_vEXT; -GLEW_FUN_EXPORT PFNGLREADBUFFERINDEXEDEXTPROC __glewReadBufferIndexedEXT; - -GLEW_FUN_EXPORT PFNGLCOLORTABLEEXTPROC __glewColorTableEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEEXTPROC __glewGetColorTableEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVEXTPROC __glewGetColorTableParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVEXTPROC __glewGetColorTableParameterivEXT; - -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC __glewGetPixelTransformParameterfvEXT; -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC __glewGetPixelTransformParameterivEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFEXTPROC __glewPixelTransformParameterfEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC __glewPixelTransformParameterfvEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIEXTPROC __glewPixelTransformParameteriEXT; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC __glewPixelTransformParameterivEXT; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFEXTPROC __glewPointParameterfEXT; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERFVEXTPROC __glewPointParameterfvEXT; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETEXTPROC __glewPolygonOffsetEXT; - -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETCLAMPEXTPROC __glewPolygonOffsetClampEXT; - -GLEW_FUN_EXPORT PFNGLPROVOKINGVERTEXEXTPROC __glewProvokingVertexEXT; - -GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONNVPROC __glewCoverageModulationNV; -GLEW_FUN_EXPORT PFNGLCOVERAGEMODULATIONTABLENVPROC __glewCoverageModulationTableNV; -GLEW_FUN_EXPORT PFNGLGETCOVERAGEMODULATIONTABLENVPROC __glewGetCoverageModulationTableNV; -GLEW_FUN_EXPORT PFNGLRASTERSAMPLESEXTPROC __glewRasterSamplesEXT; - -GLEW_FUN_EXPORT PFNGLBEGINSCENEEXTPROC __glewBeginSceneEXT; -GLEW_FUN_EXPORT PFNGLENDSCENEEXTPROC __glewEndSceneEXT; - -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BEXTPROC __glewSecondaryColor3bEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3BVEXTPROC __glewSecondaryColor3bvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DEXTPROC __glewSecondaryColor3dEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3DVEXTPROC __glewSecondaryColor3dvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FEXTPROC __glewSecondaryColor3fEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3FVEXTPROC __glewSecondaryColor3fvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IEXTPROC __glewSecondaryColor3iEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3IVEXTPROC __glewSecondaryColor3ivEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SEXTPROC __glewSecondaryColor3sEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3SVEXTPROC __glewSecondaryColor3svEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBEXTPROC __glewSecondaryColor3ubEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UBVEXTPROC __glewSecondaryColor3ubvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIEXTPROC __glewSecondaryColor3uiEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3UIVEXTPROC __glewSecondaryColor3uivEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USEXTPROC __glewSecondaryColor3usEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3USVEXTPROC __glewSecondaryColor3usvEXT; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTEREXTPROC __glewSecondaryColorPointerEXT; - -GLEW_FUN_EXPORT PFNGLDELETESEMAPHORESEXTPROC __glewDeleteSemaphoresEXT; -GLEW_FUN_EXPORT PFNGLGENSEMAPHORESEXTPROC __glewGenSemaphoresEXT; -GLEW_FUN_EXPORT PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC __glewGetSemaphoreParameterui64vEXT; -GLEW_FUN_EXPORT PFNGLISSEMAPHOREEXTPROC __glewIsSemaphoreEXT; -GLEW_FUN_EXPORT PFNGLSEMAPHOREPARAMETERUI64VEXTPROC __glewSemaphoreParameterui64vEXT; -GLEW_FUN_EXPORT PFNGLSIGNALSEMAPHOREEXTPROC __glewSignalSemaphoreEXT; -GLEW_FUN_EXPORT PFNGLWAITSEMAPHOREEXTPROC __glewWaitSemaphoreEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREFDEXTPROC __glewImportSemaphoreFdEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC __glewImportSemaphoreWin32HandleEXT; -GLEW_FUN_EXPORT PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC __glewImportSemaphoreWin32NameEXT; - -GLEW_FUN_EXPORT PFNGLACTIVEPROGRAMEXTPROC __glewActiveProgramEXT; -GLEW_FUN_EXPORT PFNGLCREATESHADERPROGRAMEXTPROC __glewCreateShaderProgramEXT; -GLEW_FUN_EXPORT PFNGLUSESHADERPROGRAMEXTPROC __glewUseShaderProgramEXT; - -GLEW_FUN_EXPORT PFNGLBINDIMAGETEXTUREEXTPROC __glewBindImageTextureEXT; -GLEW_FUN_EXPORT PFNGLMEMORYBARRIEREXTPROC __glewMemoryBarrierEXT; - -GLEW_FUN_EXPORT PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC __glewClearPixelLocalStorageuiEXT; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewFramebufferPixelLocalStorageSizeEXT; -GLEW_FUN_EXPORT PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC __glewGetFramebufferPixelLocalStorageSizeEXT; - -GLEW_FUN_EXPORT PFNGLTEXPAGECOMMITMENTEXTPROC __glewTexPageCommitmentEXT; -GLEW_FUN_EXPORT PFNGLTEXTUREPAGECOMMITMENTEXTPROC __glewTexturePageCommitmentEXT; - -GLEW_FUN_EXPORT PFNGLACTIVESTENCILFACEEXTPROC __glewActiveStencilFaceEXT; - -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE1DEXTPROC __glewTexSubImage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE2DEXTPROC __glewTexSubImage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DEXTPROC __glewTexSubImage3DEXT; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DEXTPROC __glewTexImage3DEXT; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC __glewFramebufferTextureLayerEXT; - -GLEW_FUN_EXPORT PFNGLTEXBUFFEREXTPROC __glewTexBufferEXT; - -GLEW_FUN_EXPORT PFNGLCLEARCOLORIIEXTPROC __glewClearColorIiEXT; -GLEW_FUN_EXPORT PFNGLCLEARCOLORIUIEXTPROC __glewClearColorIuiEXT; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIIVEXTPROC __glewGetTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERIUIVEXTPROC __glewGetTexParameterIuivEXT; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIIVEXTPROC __glewTexParameterIivEXT; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERIUIVEXTPROC __glewTexParameterIuivEXT; - -GLEW_FUN_EXPORT PFNGLARETEXTURESRESIDENTEXTPROC __glewAreTexturesResidentEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXTUREEXTPROC __glewBindTextureEXT; -GLEW_FUN_EXPORT PFNGLDELETETEXTURESEXTPROC __glewDeleteTexturesEXT; -GLEW_FUN_EXPORT PFNGLGENTEXTURESEXTPROC __glewGenTexturesEXT; -GLEW_FUN_EXPORT PFNGLISTEXTUREEXTPROC __glewIsTextureEXT; -GLEW_FUN_EXPORT PFNGLPRIORITIZETEXTURESEXTPROC __glewPrioritizeTexturesEXT; - -GLEW_FUN_EXPORT PFNGLTEXTURENORMALEXTPROC __glewTextureNormalEXT; - -GLEW_FUN_EXPORT PFNGLTEXSTORAGE1DEXTPROC __glewTexStorage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE2DEXTPROC __glewTexStorage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXSTORAGE3DEXTPROC __glewTexStorage3DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE1DEXTPROC __glewTextureStorage1DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE2DEXTPROC __glewTextureStorage2DEXT; -GLEW_FUN_EXPORT PFNGLTEXTURESTORAGE3DEXTPROC __glewTextureStorage3DEXT; - -GLEW_FUN_EXPORT PFNGLTEXTUREVIEWEXTPROC __glewTextureViewEXT; - -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTI64VEXTPROC __glewGetQueryObjecti64vEXT; -GLEW_FUN_EXPORT PFNGLGETQUERYOBJECTUI64VEXTPROC __glewGetQueryObjectui64vEXT; - -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKEXTPROC __glewBeginTransformFeedbackEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASEEXTPROC __glewBindBufferBaseEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETEXTPROC __glewBindBufferOffsetEXT; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGEEXTPROC __glewBindBufferRangeEXT; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKEXTPROC __glewEndTransformFeedbackEXT; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC __glewGetTransformFeedbackVaryingEXT; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC __glewTransformFeedbackVaryingsEXT; - -GLEW_FUN_EXPORT PFNGLARRAYELEMENTEXTPROC __glewArrayElementEXT; -GLEW_FUN_EXPORT PFNGLCOLORPOINTEREXTPROC __glewColorPointerEXT; -GLEW_FUN_EXPORT PFNGLDRAWARRAYSEXTPROC __glewDrawArraysEXT; -GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTEREXTPROC __glewEdgeFlagPointerEXT; -GLEW_FUN_EXPORT PFNGLINDEXPOINTEREXTPROC __glewIndexPointerEXT; -GLEW_FUN_EXPORT PFNGLNORMALPOINTEREXTPROC __glewNormalPointerEXT; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTEREXTPROC __glewTexCoordPointerEXT; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTEREXTPROC __glewVertexPointerEXT; - -GLEW_FUN_EXPORT PFNGLBINDARRAYSETEXTPROC __glewBindArraySetEXT; -GLEW_FUN_EXPORT PFNGLCREATEARRAYSETEXTPROC __glewCreateArraySetExt; -GLEW_FUN_EXPORT PFNGLDELETEARRAYSETSEXTPROC __glewDeleteArraySetsEXT; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLDVEXTPROC __glewGetVertexAttribLdvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC __glewVertexArrayVertexAttribLOffsetEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DEXTPROC __glewVertexAttribL1dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1DVEXTPROC __glewVertexAttribL1dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DEXTPROC __glewVertexAttribL2dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2DVEXTPROC __glewVertexAttribL2dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DEXTPROC __glewVertexAttribL3dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3DVEXTPROC __glewVertexAttribL3dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DEXTPROC __glewVertexAttribL4dEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4DVEXTPROC __glewVertexAttribL4dvEXT; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLPOINTEREXTPROC __glewVertexAttribLPointerEXT; - -GLEW_FUN_EXPORT PFNGLBEGINVERTEXSHADEREXTPROC __glewBeginVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLBINDLIGHTPARAMETEREXTPROC __glewBindLightParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDMATERIALPARAMETEREXTPROC __glewBindMaterialParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDPARAMETEREXTPROC __glewBindParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXGENPARAMETEREXTPROC __glewBindTexGenParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDTEXTUREUNITPARAMETEREXTPROC __glewBindTextureUnitParameterEXT; -GLEW_FUN_EXPORT PFNGLBINDVERTEXSHADEREXTPROC __glewBindVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXSHADEREXTPROC __glewDeleteVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC __glewDisableVariantClientStateEXT; -GLEW_FUN_EXPORT PFNGLENABLEVARIANTCLIENTSTATEEXTPROC __glewEnableVariantClientStateEXT; -GLEW_FUN_EXPORT PFNGLENDVERTEXSHADEREXTPROC __glewEndVertexShaderEXT; -GLEW_FUN_EXPORT PFNGLEXTRACTCOMPONENTEXTPROC __glewExtractComponentEXT; -GLEW_FUN_EXPORT PFNGLGENSYMBOLSEXTPROC __glewGenSymbolsEXT; -GLEW_FUN_EXPORT PFNGLGENVERTEXSHADERSEXTPROC __glewGenVertexShadersEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTBOOLEANVEXTPROC __glewGetInvariantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTFLOATVEXTPROC __glewGetInvariantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETINVARIANTINTEGERVEXTPROC __glewGetInvariantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC __glewGetLocalConstantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTFLOATVEXTPROC __glewGetLocalConstantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETLOCALCONSTANTINTEGERVEXTPROC __glewGetLocalConstantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTBOOLEANVEXTPROC __glewGetVariantBooleanvEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTFLOATVEXTPROC __glewGetVariantFloatvEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTINTEGERVEXTPROC __glewGetVariantIntegervEXT; -GLEW_FUN_EXPORT PFNGLGETVARIANTPOINTERVEXTPROC __glewGetVariantPointervEXT; -GLEW_FUN_EXPORT PFNGLINSERTCOMPONENTEXTPROC __glewInsertComponentEXT; -GLEW_FUN_EXPORT PFNGLISVARIANTENABLEDEXTPROC __glewIsVariantEnabledEXT; -GLEW_FUN_EXPORT PFNGLSETINVARIANTEXTPROC __glewSetInvariantEXT; -GLEW_FUN_EXPORT PFNGLSETLOCALCONSTANTEXTPROC __glewSetLocalConstantEXT; -GLEW_FUN_EXPORT PFNGLSHADEROP1EXTPROC __glewShaderOp1EXT; -GLEW_FUN_EXPORT PFNGLSHADEROP2EXTPROC __glewShaderOp2EXT; -GLEW_FUN_EXPORT PFNGLSHADEROP3EXTPROC __glewShaderOp3EXT; -GLEW_FUN_EXPORT PFNGLSWIZZLEEXTPROC __glewSwizzleEXT; -GLEW_FUN_EXPORT PFNGLVARIANTPOINTEREXTPROC __glewVariantPointerEXT; -GLEW_FUN_EXPORT PFNGLVARIANTBVEXTPROC __glewVariantbvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTDVEXTPROC __glewVariantdvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTFVEXTPROC __glewVariantfvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTIVEXTPROC __glewVariantivEXT; -GLEW_FUN_EXPORT PFNGLVARIANTSVEXTPROC __glewVariantsvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUBVEXTPROC __glewVariantubvEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUIVEXTPROC __glewVariantuivEXT; -GLEW_FUN_EXPORT PFNGLVARIANTUSVEXTPROC __glewVariantusvEXT; -GLEW_FUN_EXPORT PFNGLWRITEMASKEXTPROC __glewWriteMaskEXT; - -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTPOINTEREXTPROC __glewVertexWeightPointerEXT; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFEXTPROC __glewVertexWeightfEXT; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTFVEXTPROC __glewVertexWeightfvEXT; - -GLEW_FUN_EXPORT PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC __glewAcquireKeyedMutexWin32EXT; -GLEW_FUN_EXPORT PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC __glewReleaseKeyedMutexWin32EXT; - -GLEW_FUN_EXPORT PFNGLWINDOWRECTANGLESEXTPROC __glewWindowRectanglesEXT; - -GLEW_FUN_EXPORT PFNGLIMPORTSYNCEXTPROC __glewImportSyncEXT; - -GLEW_FUN_EXPORT PFNGLFRAMETERMINATORGREMEDYPROC __glewFrameTerminatorGREMEDY; - -GLEW_FUN_EXPORT PFNGLSTRINGMARKERGREMEDYPROC __glewStringMarkerGREMEDY; - -GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC __glewGetImageTransformParameterfvHP; -GLEW_FUN_EXPORT PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC __glewGetImageTransformParameterivHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFHPPROC __glewImageTransformParameterfHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERFVHPPROC __glewImageTransformParameterfvHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIHPPROC __glewImageTransformParameteriHP; -GLEW_FUN_EXPORT PFNGLIMAGETRANSFORMPARAMETERIVHPPROC __glewImageTransformParameterivHP; - -GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWARRAYSIBMPROC __glewMultiModeDrawArraysIBM; -GLEW_FUN_EXPORT PFNGLMULTIMODEDRAWELEMENTSIBMPROC __glewMultiModeDrawElementsIBM; - -GLEW_FUN_EXPORT PFNGLCOLORPOINTERLISTIBMPROC __glewColorPointerListIBM; -GLEW_FUN_EXPORT PFNGLEDGEFLAGPOINTERLISTIBMPROC __glewEdgeFlagPointerListIBM; -GLEW_FUN_EXPORT PFNGLFOGCOORDPOINTERLISTIBMPROC __glewFogCoordPointerListIBM; -GLEW_FUN_EXPORT PFNGLINDEXPOINTERLISTIBMPROC __glewIndexPointerListIBM; -GLEW_FUN_EXPORT PFNGLNORMALPOINTERLISTIBMPROC __glewNormalPointerListIBM; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORPOINTERLISTIBMPROC __glewSecondaryColorPointerListIBM; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERLISTIBMPROC __glewTexCoordPointerListIBM; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTERLISTIBMPROC __glewVertexPointerListIBM; - -GLEW_FUN_EXPORT PFNGLMAPTEXTURE2DINTELPROC __glewMapTexture2DINTEL; -GLEW_FUN_EXPORT PFNGLSYNCTEXTUREINTELPROC __glewSyncTextureINTEL; -GLEW_FUN_EXPORT PFNGLUNMAPTEXTURE2DINTELPROC __glewUnmapTexture2DINTEL; - -GLEW_FUN_EXPORT PFNGLCOLORPOINTERVINTELPROC __glewColorPointervINTEL; -GLEW_FUN_EXPORT PFNGLNORMALPOINTERVINTELPROC __glewNormalPointervINTEL; -GLEW_FUN_EXPORT PFNGLTEXCOORDPOINTERVINTELPROC __glewTexCoordPointervINTEL; -GLEW_FUN_EXPORT PFNGLVERTEXPOINTERVINTELPROC __glewVertexPointervINTEL; - -GLEW_FUN_EXPORT PFNGLBEGINPERFQUERYINTELPROC __glewBeginPerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLCREATEPERFQUERYINTELPROC __glewCreatePerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLDELETEPERFQUERYINTELPROC __glewDeletePerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLENDPERFQUERYINTELPROC __glewEndPerfQueryINTEL; -GLEW_FUN_EXPORT PFNGLGETFIRSTPERFQUERYIDINTELPROC __glewGetFirstPerfQueryIdINTEL; -GLEW_FUN_EXPORT PFNGLGETNEXTPERFQUERYIDINTELPROC __glewGetNextPerfQueryIdINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFCOUNTERINFOINTELPROC __glewGetPerfCounterInfoINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYDATAINTELPROC __glewGetPerfQueryDataINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYIDBYNAMEINTELPROC __glewGetPerfQueryIdByNameINTEL; -GLEW_FUN_EXPORT PFNGLGETPERFQUERYINFOINTELPROC __glewGetPerfQueryInfoINTEL; - -GLEW_FUN_EXPORT PFNGLTEXSCISSORFUNCINTELPROC __glewTexScissorFuncINTEL; -GLEW_FUN_EXPORT PFNGLTEXSCISSORINTELPROC __glewTexScissorINTEL; - -GLEW_FUN_EXPORT PFNGLBLENDBARRIERKHRPROC __glewBlendBarrierKHR; - -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECALLBACKPROC __glewDebugMessageCallback; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGECONTROLPROC __glewDebugMessageControl; -GLEW_FUN_EXPORT PFNGLDEBUGMESSAGEINSERTPROC __glewDebugMessageInsert; -GLEW_FUN_EXPORT PFNGLGETDEBUGMESSAGELOGPROC __glewGetDebugMessageLog; -GLEW_FUN_EXPORT PFNGLGETOBJECTLABELPROC __glewGetObjectLabel; -GLEW_FUN_EXPORT PFNGLGETOBJECTPTRLABELPROC __glewGetObjectPtrLabel; -GLEW_FUN_EXPORT PFNGLOBJECTLABELPROC __glewObjectLabel; -GLEW_FUN_EXPORT PFNGLOBJECTPTRLABELPROC __glewObjectPtrLabel; -GLEW_FUN_EXPORT PFNGLPOPDEBUGGROUPPROC __glewPopDebugGroup; -GLEW_FUN_EXPORT PFNGLPUSHDEBUGGROUPPROC __glewPushDebugGroup; - -GLEW_FUN_EXPORT PFNGLMAXSHADERCOMPILERTHREADSKHRPROC __glewMaxShaderCompilerThreadsKHR; - -GLEW_FUN_EXPORT PFNGLGETNUNIFORMFVPROC __glewGetnUniformfv; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMIVPROC __glewGetnUniformiv; -GLEW_FUN_EXPORT PFNGLGETNUNIFORMUIVPROC __glewGetnUniformuiv; -GLEW_FUN_EXPORT PFNGLREADNPIXELSPROC __glewReadnPixels; - -GLEW_FUN_EXPORT PFNGLBUFFERREGIONENABLEDPROC __glewBufferRegionEnabled; -GLEW_FUN_EXPORT PFNGLDELETEBUFFERREGIONPROC __glewDeleteBufferRegion; -GLEW_FUN_EXPORT PFNGLDRAWBUFFERREGIONPROC __glewDrawBufferRegion; -GLEW_FUN_EXPORT PFNGLNEWBUFFERREGIONPROC __glewNewBufferRegion; -GLEW_FUN_EXPORT PFNGLREADBUFFERREGIONPROC __glewReadBufferRegion; - -GLEW_FUN_EXPORT PFNGLRESIZEBUFFERSMESAPROC __glewResizeBuffersMESA; - -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DMESAPROC __glewWindowPos2dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2DVMESAPROC __glewWindowPos2dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FMESAPROC __glewWindowPos2fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2FVMESAPROC __glewWindowPos2fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IMESAPROC __glewWindowPos2iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2IVMESAPROC __glewWindowPos2ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SMESAPROC __glewWindowPos2sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS2SVMESAPROC __glewWindowPos2svMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DMESAPROC __glewWindowPos3dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3DVMESAPROC __glewWindowPos3dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FMESAPROC __glewWindowPos3fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3FVMESAPROC __glewWindowPos3fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IMESAPROC __glewWindowPos3iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3IVMESAPROC __glewWindowPos3ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SMESAPROC __glewWindowPos3sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS3SVMESAPROC __glewWindowPos3svMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4DMESAPROC __glewWindowPos4dMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4DVMESAPROC __glewWindowPos4dvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4FMESAPROC __glewWindowPos4fMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4FVMESAPROC __glewWindowPos4fvMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4IMESAPROC __glewWindowPos4iMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4IVMESAPROC __glewWindowPos4ivMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4SMESAPROC __glewWindowPos4sMESA; -GLEW_FUN_EXPORT PFNGLWINDOWPOS4SVMESAPROC __glewWindowPos4svMESA; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVXPROC __glewBeginConditionalRenderNVX; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVXPROC __glewEndConditionalRenderNVX; - -GLEW_FUN_EXPORT PFNGLLGPUCOPYIMAGESUBDATANVXPROC __glewLGPUCopyImageSubDataNVX; -GLEW_FUN_EXPORT PFNGLLGPUINTERLOCKNVXPROC __glewLGPUInterlockNVX; -GLEW_FUN_EXPORT PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC __glewLGPUNamedBufferSubDataNVX; - -GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERFNVPROC __glewStereoParameterfNV; -GLEW_FUN_EXPORT PFNGLSTEREOPARAMETERINVPROC __glewStereoParameteriNV; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC __glewMultiDrawArraysIndirectBindlessNV; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC __glewMultiDrawElementsIndirectBindlessNV; - -GLEW_FUN_EXPORT PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawArraysIndirectBindlessCountNV; -GLEW_FUN_EXPORT PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC __glewMultiDrawElementsIndirectBindlessCountNV; - -GLEW_FUN_EXPORT PFNGLGETIMAGEHANDLENVPROC __glewGetImageHandleNV; -GLEW_FUN_EXPORT PFNGLGETTEXTUREHANDLENVPROC __glewGetTextureHandleNV; -GLEW_FUN_EXPORT PFNGLGETTEXTURESAMPLERHANDLENVPROC __glewGetTextureSamplerHandleNV; -GLEW_FUN_EXPORT PFNGLISIMAGEHANDLERESIDENTNVPROC __glewIsImageHandleResidentNV; -GLEW_FUN_EXPORT PFNGLISTEXTUREHANDLERESIDENTNVPROC __glewIsTextureHandleResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC __glewMakeImageHandleNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEIMAGEHANDLERESIDENTNVPROC __glewMakeImageHandleResidentNV; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC __glewMakeTextureHandleNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKETEXTUREHANDLERESIDENTNVPROC __glewMakeTextureHandleResidentNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC __glewProgramUniformHandleui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC __glewProgramUniformHandleui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64NVPROC __glewUniformHandleui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORMHANDLEUI64VNVPROC __glewUniformHandleui64vNV; - -GLEW_FUN_EXPORT PFNGLBLENDBARRIERNVPROC __glewBlendBarrierNV; -GLEW_FUN_EXPORT PFNGLBLENDPARAMETERINVPROC __glewBlendParameteriNV; - -GLEW_FUN_EXPORT PFNGLVIEWPORTPOSITIONWSCALENVPROC __glewViewportPositionWScaleNV; - -GLEW_FUN_EXPORT PFNGLCALLCOMMANDLISTNVPROC __glewCallCommandListNV; -GLEW_FUN_EXPORT PFNGLCOMMANDLISTSEGMENTSNVPROC __glewCommandListSegmentsNV; -GLEW_FUN_EXPORT PFNGLCOMPILECOMMANDLISTNVPROC __glewCompileCommandListNV; -GLEW_FUN_EXPORT PFNGLCREATECOMMANDLISTSNVPROC __glewCreateCommandListsNV; -GLEW_FUN_EXPORT PFNGLCREATESTATESNVPROC __glewCreateStatesNV; -GLEW_FUN_EXPORT PFNGLDELETECOMMANDLISTSNVPROC __glewDeleteCommandListsNV; -GLEW_FUN_EXPORT PFNGLDELETESTATESNVPROC __glewDeleteStatesNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSADDRESSNVPROC __glewDrawCommandsAddressNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSNVPROC __glewDrawCommandsNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC __glewDrawCommandsStatesAddressNV; -GLEW_FUN_EXPORT PFNGLDRAWCOMMANDSSTATESNVPROC __glewDrawCommandsStatesNV; -GLEW_FUN_EXPORT PFNGLGETCOMMANDHEADERNVPROC __glewGetCommandHeaderNV; -GLEW_FUN_EXPORT PFNGLGETSTAGEINDEXNVPROC __glewGetStageIndexNV; -GLEW_FUN_EXPORT PFNGLISCOMMANDLISTNVPROC __glewIsCommandListNV; -GLEW_FUN_EXPORT PFNGLISSTATENVPROC __glewIsStateNV; -GLEW_FUN_EXPORT PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC __glewListDrawCommandsStatesClientNV; -GLEW_FUN_EXPORT PFNGLSTATECAPTURENVPROC __glewStateCaptureNV; - -GLEW_FUN_EXPORT PFNGLBEGINCONDITIONALRENDERNVPROC __glewBeginConditionalRenderNV; -GLEW_FUN_EXPORT PFNGLENDCONDITIONALRENDERNVPROC __glewEndConditionalRenderNV; - -GLEW_FUN_EXPORT PFNGLSUBPIXELPRECISIONBIASNVPROC __glewSubpixelPrecisionBiasNV; - -GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERFNVPROC __glewConservativeRasterParameterfNV; - -GLEW_FUN_EXPORT PFNGLCONSERVATIVERASTERPARAMETERINVPROC __glewConservativeRasterParameteriNV; - -GLEW_FUN_EXPORT PFNGLCOPYBUFFERSUBDATANVPROC __glewCopyBufferSubDataNV; - -GLEW_FUN_EXPORT PFNGLCOPYIMAGESUBDATANVPROC __glewCopyImageSubDataNV; - -GLEW_FUN_EXPORT PFNGLCLEARDEPTHDNVPROC __glewClearDepthdNV; -GLEW_FUN_EXPORT PFNGLDEPTHBOUNDSDNVPROC __glewDepthBoundsdNV; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEDNVPROC __glewDepthRangedNV; - -GLEW_FUN_EXPORT PFNGLDRAWBUFFERSNVPROC __glewDrawBuffersNV; - -GLEW_FUN_EXPORT PFNGLDRAWARRAYSINSTANCEDNVPROC __glewDrawArraysInstancedNV; -GLEW_FUN_EXPORT PFNGLDRAWELEMENTSINSTANCEDNVPROC __glewDrawElementsInstancedNV; - -GLEW_FUN_EXPORT PFNGLDRAWTEXTURENVPROC __glewDrawTextureNV; - -GLEW_FUN_EXPORT PFNGLDRAWVKIMAGENVPROC __glewDrawVkImageNV; -GLEW_FUN_EXPORT PFNGLGETVKPROCADDRNVPROC __glewGetVkProcAddrNV; -GLEW_FUN_EXPORT PFNGLSIGNALVKFENCENVPROC __glewSignalVkFenceNV; -GLEW_FUN_EXPORT PFNGLSIGNALVKSEMAPHORENVPROC __glewSignalVkSemaphoreNV; -GLEW_FUN_EXPORT PFNGLWAITVKSEMAPHORENVPROC __glewWaitVkSemaphoreNV; - -GLEW_FUN_EXPORT PFNGLEVALMAPSNVPROC __glewEvalMapsNV; -GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERFVNVPROC __glewGetMapAttribParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETMAPATTRIBPARAMETERIVNVPROC __glewGetMapAttribParameterivNV; -GLEW_FUN_EXPORT PFNGLGETMAPCONTROLPOINTSNVPROC __glewGetMapControlPointsNV; -GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERFVNVPROC __glewGetMapParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETMAPPARAMETERIVNVPROC __glewGetMapParameterivNV; -GLEW_FUN_EXPORT PFNGLMAPCONTROLPOINTSNVPROC __glewMapControlPointsNV; -GLEW_FUN_EXPORT PFNGLMAPPARAMETERFVNVPROC __glewMapParameterfvNV; -GLEW_FUN_EXPORT PFNGLMAPPARAMETERIVNVPROC __glewMapParameterivNV; - -GLEW_FUN_EXPORT PFNGLGETMULTISAMPLEFVNVPROC __glewGetMultisamplefvNV; -GLEW_FUN_EXPORT PFNGLSAMPLEMASKINDEXEDNVPROC __glewSampleMaskIndexedNV; -GLEW_FUN_EXPORT PFNGLTEXRENDERBUFFERNVPROC __glewTexRenderbufferNV; - -GLEW_FUN_EXPORT PFNGLDELETEFENCESNVPROC __glewDeleteFencesNV; -GLEW_FUN_EXPORT PFNGLFINISHFENCENVPROC __glewFinishFenceNV; -GLEW_FUN_EXPORT PFNGLGENFENCESNVPROC __glewGenFencesNV; -GLEW_FUN_EXPORT PFNGLGETFENCEIVNVPROC __glewGetFenceivNV; -GLEW_FUN_EXPORT PFNGLISFENCENVPROC __glewIsFenceNV; -GLEW_FUN_EXPORT PFNGLSETFENCENVPROC __glewSetFenceNV; -GLEW_FUN_EXPORT PFNGLTESTFENCENVPROC __glewTestFenceNV; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOVERAGECOLORNVPROC __glewFragmentCoverageColorNV; - -GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC __glewGetProgramNamedParameterdvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC __glewGetProgramNamedParameterfvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DNVPROC __glewProgramNamedParameter4dNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC __glewProgramNamedParameter4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FNVPROC __glewProgramNamedParameter4fNV; -GLEW_FUN_EXPORT PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC __glewProgramNamedParameter4fvNV; - -GLEW_FUN_EXPORT PFNGLBLITFRAMEBUFFERNVPROC __glewBlitFramebufferNV; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC __glewRenderbufferStorageMultisampleNV; - -GLEW_FUN_EXPORT PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC __glewRenderbufferStorageMultisampleCoverageNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMVERTEXLIMITNVPROC __glewProgramVertexLimitNV; - -GLEW_FUN_EXPORT PFNGLMULTICASTBARRIERNVPROC __glewMulticastBarrierNV; -GLEW_FUN_EXPORT PFNGLMULTICASTBLITFRAMEBUFFERNVPROC __glewMulticastBlitFramebufferNV; -GLEW_FUN_EXPORT PFNGLMULTICASTBUFFERSUBDATANVPROC __glewMulticastBufferSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC __glewMulticastCopyBufferSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTCOPYIMAGESUBDATANVPROC __glewMulticastCopyImageSubDataNV; -GLEW_FUN_EXPORT PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewMulticastFramebufferSampleLocationsfvNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC __glewMulticastGetQueryObjecti64vNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTIVNVPROC __glewMulticastGetQueryObjectivNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC __glewMulticastGetQueryObjectui64vNV; -GLEW_FUN_EXPORT PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC __glewMulticastGetQueryObjectuivNV; -GLEW_FUN_EXPORT PFNGLMULTICASTWAITSYNCNVPROC __glewMulticastWaitSyncNV; -GLEW_FUN_EXPORT PFNGLRENDERGPUMASKNVPROC __glewRenderGpuMaskNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4INVPROC __glewProgramEnvParameterI4iNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4IVNVPROC __glewProgramEnvParameterI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UINVPROC __glewProgramEnvParameterI4uiNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERI4UIVNVPROC __glewProgramEnvParameterI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4IVNVPROC __glewProgramEnvParametersI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC __glewProgramEnvParametersI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4INVPROC __glewProgramLocalParameterI4iNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC __glewProgramLocalParameterI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UINVPROC __glewProgramLocalParameterI4uiNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC __glewProgramLocalParameterI4uivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC __glewProgramLocalParametersI4ivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC __glewProgramLocalParametersI4uivNV; - -GLEW_FUN_EXPORT PFNGLGETUNIFORMI64VNVPROC __glewGetUniformi64vNV; -GLEW_FUN_EXPORT PFNGLGETUNIFORMUI64VNVPROC __glewGetUniformui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64NVPROC __glewProgramUniform1i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1I64VNVPROC __glewProgramUniform1i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64NVPROC __glewProgramUniform1ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM1UI64VNVPROC __glewProgramUniform1ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64NVPROC __glewProgramUniform2i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2I64VNVPROC __glewProgramUniform2i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64NVPROC __glewProgramUniform2ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM2UI64VNVPROC __glewProgramUniform2ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64NVPROC __glewProgramUniform3i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3I64VNVPROC __glewProgramUniform3i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64NVPROC __glewProgramUniform3ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM3UI64VNVPROC __glewProgramUniform3ui64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64NVPROC __glewProgramUniform4i64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4I64VNVPROC __glewProgramUniform4i64vNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64NVPROC __glewProgramUniform4ui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORM4UI64VNVPROC __glewProgramUniform4ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64NVPROC __glewUniform1i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM1I64VNVPROC __glewUniform1i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64NVPROC __glewUniform1ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM1UI64VNVPROC __glewUniform1ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64NVPROC __glewUniform2i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM2I64VNVPROC __glewUniform2i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64NVPROC __glewUniform2ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM2UI64VNVPROC __glewUniform2ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64NVPROC __glewUniform3i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM3I64VNVPROC __glewUniform3i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64NVPROC __glewUniform3ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM3UI64VNVPROC __glewUniform3ui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64NVPROC __glewUniform4i64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM4I64VNVPROC __glewUniform4i64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64NVPROC __glewUniform4ui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORM4UI64VNVPROC __glewUniform4ui64vNV; - -GLEW_FUN_EXPORT PFNGLCOLOR3HNVPROC __glewColor3hNV; -GLEW_FUN_EXPORT PFNGLCOLOR3HVNVPROC __glewColor3hvNV; -GLEW_FUN_EXPORT PFNGLCOLOR4HNVPROC __glewColor4hNV; -GLEW_FUN_EXPORT PFNGLCOLOR4HVNVPROC __glewColor4hvNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDHNVPROC __glewFogCoordhNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDHVNVPROC __glewFogCoordhvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HNVPROC __glewMultiTexCoord1hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD1HVNVPROC __glewMultiTexCoord1hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HNVPROC __glewMultiTexCoord2hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD2HVNVPROC __glewMultiTexCoord2hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HNVPROC __glewMultiTexCoord3hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD3HVNVPROC __glewMultiTexCoord3hvNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HNVPROC __glewMultiTexCoord4hNV; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4HVNVPROC __glewMultiTexCoord4hvNV; -GLEW_FUN_EXPORT PFNGLNORMAL3HNVPROC __glewNormal3hNV; -GLEW_FUN_EXPORT PFNGLNORMAL3HVNVPROC __glewNormal3hvNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HNVPROC __glewSecondaryColor3hNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLOR3HVNVPROC __glewSecondaryColor3hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD1HNVPROC __glewTexCoord1hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD1HVNVPROC __glewTexCoord1hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD2HNVPROC __glewTexCoord2hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD2HVNVPROC __glewTexCoord2hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD3HNVPROC __glewTexCoord3hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD3HVNVPROC __glewTexCoord3hvNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD4HNVPROC __glewTexCoord4hNV; -GLEW_FUN_EXPORT PFNGLTEXCOORD4HVNVPROC __glewTexCoord4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX2HNVPROC __glewVertex2hNV; -GLEW_FUN_EXPORT PFNGLVERTEX2HVNVPROC __glewVertex2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX3HNVPROC __glewVertex3hNV; -GLEW_FUN_EXPORT PFNGLVERTEX3HVNVPROC __glewVertex3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEX4HNVPROC __glewVertex4hNV; -GLEW_FUN_EXPORT PFNGLVERTEX4HVNVPROC __glewVertex4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HNVPROC __glewVertexAttrib1hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1HVNVPROC __glewVertexAttrib1hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HNVPROC __glewVertexAttrib2hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2HVNVPROC __glewVertexAttrib2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HNVPROC __glewVertexAttrib3hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3HVNVPROC __glewVertexAttrib3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HNVPROC __glewVertexAttrib4hNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4HVNVPROC __glewVertexAttrib4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1HVNVPROC __glewVertexAttribs1hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2HVNVPROC __glewVertexAttribs2hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3HVNVPROC __glewVertexAttribs3hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4HVNVPROC __glewVertexAttribs4hvNV; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHNVPROC __glewVertexWeighthNV; -GLEW_FUN_EXPORT PFNGLVERTEXWEIGHTHVNVPROC __glewVertexWeighthvNV; - -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBDIVISORNVPROC __glewVertexAttribDivisorNV; - -GLEW_FUN_EXPORT PFNGLGETINTERNALFORMATSAMPLEIVNVPROC __glewGetInternalformatSampleivNV; - -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X3FVNVPROC __glewUniformMatrix2x3fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX2X4FVNVPROC __glewUniformMatrix2x4fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X2FVNVPROC __glewUniformMatrix3x2fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX3X4FVNVPROC __glewUniformMatrix3x4fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X2FVNVPROC __glewUniformMatrix4x2fvNV; -GLEW_FUN_EXPORT PFNGLUNIFORMMATRIX4X3FVNVPROC __glewUniformMatrix4x3fvNV; - -GLEW_FUN_EXPORT PFNGLBEGINOCCLUSIONQUERYNVPROC __glewBeginOcclusionQueryNV; -GLEW_FUN_EXPORT PFNGLDELETEOCCLUSIONQUERIESNVPROC __glewDeleteOcclusionQueriesNV; -GLEW_FUN_EXPORT PFNGLENDOCCLUSIONQUERYNVPROC __glewEndOcclusionQueryNV; -GLEW_FUN_EXPORT PFNGLGENOCCLUSIONQUERIESNVPROC __glewGenOcclusionQueriesNV; -GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYIVNVPROC __glewGetOcclusionQueryivNV; -GLEW_FUN_EXPORT PFNGLGETOCCLUSIONQUERYUIVNVPROC __glewGetOcclusionQueryuivNV; -GLEW_FUN_EXPORT PFNGLISOCCLUSIONQUERYNVPROC __glewIsOcclusionQueryNV; - -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC __glewProgramBufferParametersIivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC __glewProgramBufferParametersIuivNV; -GLEW_FUN_EXPORT PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC __glewProgramBufferParametersfvNV; - -GLEW_FUN_EXPORT PFNGLCOPYPATHNVPROC __glewCopyPathNV; -GLEW_FUN_EXPORT PFNGLCOVERFILLPATHINSTANCEDNVPROC __glewCoverFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLCOVERFILLPATHNVPROC __glewCoverFillPathNV; -GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHINSTANCEDNVPROC __glewCoverStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLCOVERSTROKEPATHNVPROC __glewCoverStrokePathNV; -GLEW_FUN_EXPORT PFNGLDELETEPATHSNVPROC __glewDeletePathsNV; -GLEW_FUN_EXPORT PFNGLGENPATHSNVPROC __glewGenPathsNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENFVNVPROC __glewGetPathColorGenfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOLORGENIVNVPROC __glewGetPathColorGenivNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOMMANDSNVPROC __glewGetPathCommandsNV; -GLEW_FUN_EXPORT PFNGLGETPATHCOORDSNVPROC __glewGetPathCoordsNV; -GLEW_FUN_EXPORT PFNGLGETPATHDASHARRAYNVPROC __glewGetPathDashArrayNV; -GLEW_FUN_EXPORT PFNGLGETPATHLENGTHNVPROC __glewGetPathLengthNV; -GLEW_FUN_EXPORT PFNGLGETPATHMETRICRANGENVPROC __glewGetPathMetricRangeNV; -GLEW_FUN_EXPORT PFNGLGETPATHMETRICSNVPROC __glewGetPathMetricsNV; -GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERFVNVPROC __glewGetPathParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHPARAMETERIVNVPROC __glewGetPathParameterivNV; -GLEW_FUN_EXPORT PFNGLGETPATHSPACINGNVPROC __glewGetPathSpacingNV; -GLEW_FUN_EXPORT PFNGLGETPATHTEXGENFVNVPROC __glewGetPathTexGenfvNV; -GLEW_FUN_EXPORT PFNGLGETPATHTEXGENIVNVPROC __glewGetPathTexGenivNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMRESOURCEFVNVPROC __glewGetProgramResourcefvNV; -GLEW_FUN_EXPORT PFNGLINTERPOLATEPATHSNVPROC __glewInterpolatePathsNV; -GLEW_FUN_EXPORT PFNGLISPATHNVPROC __glewIsPathNV; -GLEW_FUN_EXPORT PFNGLISPOINTINFILLPATHNVPROC __glewIsPointInFillPathNV; -GLEW_FUN_EXPORT PFNGLISPOINTINSTROKEPATHNVPROC __glewIsPointInStrokePathNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X2FNVPROC __glewMatrixLoad3x2fNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOAD3X3FNVPROC __glewMatrixLoad3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC __glewMatrixLoadTranspose3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULT3X2FNVPROC __glewMatrixMult3x2fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULT3X3FNVPROC __glewMatrixMult3x3fNV; -GLEW_FUN_EXPORT PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC __glewMatrixMultTranspose3x3fNV; -GLEW_FUN_EXPORT PFNGLPATHCOLORGENNVPROC __glewPathColorGenNV; -GLEW_FUN_EXPORT PFNGLPATHCOMMANDSNVPROC __glewPathCommandsNV; -GLEW_FUN_EXPORT PFNGLPATHCOORDSNVPROC __glewPathCoordsNV; -GLEW_FUN_EXPORT PFNGLPATHCOVERDEPTHFUNCNVPROC __glewPathCoverDepthFuncNV; -GLEW_FUN_EXPORT PFNGLPATHDASHARRAYNVPROC __glewPathDashArrayNV; -GLEW_FUN_EXPORT PFNGLPATHFOGGENNVPROC __glewPathFogGenNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXARRAYNVPROC __glewPathGlyphIndexArrayNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHINDEXRANGENVPROC __glewPathGlyphIndexRangeNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHRANGENVPROC __glewPathGlyphRangeNV; -GLEW_FUN_EXPORT PFNGLPATHGLYPHSNVPROC __glewPathGlyphsNV; -GLEW_FUN_EXPORT PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC __glewPathMemoryGlyphIndexArrayNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERFNVPROC __glewPathParameterfNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERFVNVPROC __glewPathParameterfvNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERINVPROC __glewPathParameteriNV; -GLEW_FUN_EXPORT PFNGLPATHPARAMETERIVNVPROC __glewPathParameterivNV; -GLEW_FUN_EXPORT PFNGLPATHSTENCILDEPTHOFFSETNVPROC __glewPathStencilDepthOffsetNV; -GLEW_FUN_EXPORT PFNGLPATHSTENCILFUNCNVPROC __glewPathStencilFuncNV; -GLEW_FUN_EXPORT PFNGLPATHSTRINGNVPROC __glewPathStringNV; -GLEW_FUN_EXPORT PFNGLPATHSUBCOMMANDSNVPROC __glewPathSubCommandsNV; -GLEW_FUN_EXPORT PFNGLPATHSUBCOORDSNVPROC __glewPathSubCoordsNV; -GLEW_FUN_EXPORT PFNGLPATHTEXGENNVPROC __glewPathTexGenNV; -GLEW_FUN_EXPORT PFNGLPOINTALONGPATHNVPROC __glewPointAlongPathNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC __glewProgramPathFragmentInputGenNV; -GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHINSTANCEDNVPROC __glewStencilFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILFILLPATHNVPROC __glewStencilFillPathNV; -GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC __glewStencilStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILSTROKEPATHNVPROC __glewStencilStrokePathNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC __glewStencilThenCoverFillPathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERFILLPATHNVPROC __glewStencilThenCoverFillPathNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC __glewStencilThenCoverStrokePathInstancedNV; -GLEW_FUN_EXPORT PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC __glewStencilThenCoverStrokePathNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMPATHNVPROC __glewTransformPathNV; -GLEW_FUN_EXPORT PFNGLWEIGHTPATHSNVPROC __glewWeightPathsNV; - -GLEW_FUN_EXPORT PFNGLFLUSHPIXELDATARANGENVPROC __glewFlushPixelDataRangeNV; -GLEW_FUN_EXPORT PFNGLPIXELDATARANGENVPROC __glewPixelDataRangeNV; - -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERINVPROC __glewPointParameteriNV; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERIVNVPROC __glewPointParameterivNV; - -GLEW_FUN_EXPORT PFNGLPOLYGONMODENVPROC __glewPolygonModeNV; - -GLEW_FUN_EXPORT PFNGLGETVIDEOI64VNVPROC __glewGetVideoi64vNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOIVNVPROC __glewGetVideoivNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOUI64VNVPROC __glewGetVideoui64vNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOUIVNVPROC __glewGetVideouivNV; -GLEW_FUN_EXPORT PFNGLPRESENTFRAMEDUALFILLNVPROC __glewPresentFrameDualFillNV; -GLEW_FUN_EXPORT PFNGLPRESENTFRAMEKEYEDNVPROC __glewPresentFrameKeyedNV; - -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTINDEXNVPROC __glewPrimitiveRestartIndexNV; -GLEW_FUN_EXPORT PFNGLPRIMITIVERESTARTNVPROC __glewPrimitiveRestartNV; - -GLEW_FUN_EXPORT PFNGLCOMBINERINPUTNVPROC __glewCombinerInputNV; -GLEW_FUN_EXPORT PFNGLCOMBINEROUTPUTNVPROC __glewCombinerOutputNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFNVPROC __glewCombinerParameterfNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERFVNVPROC __glewCombinerParameterfvNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERINVPROC __glewCombinerParameteriNV; -GLEW_FUN_EXPORT PFNGLCOMBINERPARAMETERIVNVPROC __glewCombinerParameterivNV; -GLEW_FUN_EXPORT PFNGLFINALCOMBINERINPUTNVPROC __glewFinalCombinerInputNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC __glewGetCombinerInputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC __glewGetCombinerInputParameterivNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC __glewGetCombinerOutputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC __glewGetCombinerOutputParameterivNV; -GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC __glewGetFinalCombinerInputParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC __glewGetFinalCombinerInputParameterivNV; - -GLEW_FUN_EXPORT PFNGLCOMBINERSTAGEPARAMETERFVNVPROC __glewCombinerStageParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC __glewGetCombinerStageParameterfvNV; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewFramebufferSampleLocationsfvNV; -GLEW_FUN_EXPORT PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC __glewNamedFramebufferSampleLocationsfvNV; - -GLEW_FUN_EXPORT PFNGLGETBUFFERPARAMETERUI64VNVPROC __glewGetBufferParameterui64vNV; -GLEW_FUN_EXPORT PFNGLGETINTEGERUI64VNVPROC __glewGetIntegerui64vNV; -GLEW_FUN_EXPORT PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC __glewGetNamedBufferParameterui64vNV; -GLEW_FUN_EXPORT PFNGLISBUFFERRESIDENTNVPROC __glewIsBufferResidentNV; -GLEW_FUN_EXPORT PFNGLISNAMEDBUFFERRESIDENTNVPROC __glewIsNamedBufferResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEBUFFERNONRESIDENTNVPROC __glewMakeBufferNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKEBUFFERRESIDENTNVPROC __glewMakeBufferResidentNV; -GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC __glewMakeNamedBufferNonResidentNV; -GLEW_FUN_EXPORT PFNGLMAKENAMEDBUFFERRESIDENTNVPROC __glewMakeNamedBufferResidentNV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64NVPROC __glewProgramUniformui64NV; -GLEW_FUN_EXPORT PFNGLPROGRAMUNIFORMUI64VNVPROC __glewProgramUniformui64vNV; -GLEW_FUN_EXPORT PFNGLUNIFORMUI64NVPROC __glewUniformui64NV; -GLEW_FUN_EXPORT PFNGLUNIFORMUI64VNVPROC __glewUniformui64vNV; - -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXIMAGE3DNVPROC __glewCompressedTexImage3DNV; -GLEW_FUN_EXPORT PFNGLCOMPRESSEDTEXSUBIMAGE3DNVPROC __glewCompressedTexSubImage3DNV; -GLEW_FUN_EXPORT PFNGLCOPYTEXSUBIMAGE3DNVPROC __glewCopyTexSubImage3DNV; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTURELAYERNVPROC __glewFramebufferTextureLayerNV; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DNVPROC __glewTexImage3DNV; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE3DNVPROC __glewTexSubImage3DNV; - -GLEW_FUN_EXPORT PFNGLTEXTUREBARRIERNVPROC __glewTextureBarrierNV; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTexImage2DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTexImage3DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC __glewTextureImage2DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC __glewTextureImage2DMultisampleNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC __glewTextureImage3DMultisampleCoverageNV; -GLEW_FUN_EXPORT PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC __glewTextureImage3DMultisampleNV; - -GLEW_FUN_EXPORT PFNGLACTIVEVARYINGNVPROC __glewActiveVaryingNV; -GLEW_FUN_EXPORT PFNGLBEGINTRANSFORMFEEDBACKNVPROC __glewBeginTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFERBASENVPROC __glewBindBufferBaseNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFEROFFSETNVPROC __glewBindBufferOffsetNV; -GLEW_FUN_EXPORT PFNGLBINDBUFFERRANGENVPROC __glewBindBufferRangeNV; -GLEW_FUN_EXPORT PFNGLENDTRANSFORMFEEDBACKNVPROC __glewEndTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLGETACTIVEVARYINGNVPROC __glewGetActiveVaryingNV; -GLEW_FUN_EXPORT PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC __glewGetTransformFeedbackVaryingNV; -GLEW_FUN_EXPORT PFNGLGETVARYINGLOCATIONNVPROC __glewGetVaryingLocationNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC __glewTransformFeedbackAttribsNV; -GLEW_FUN_EXPORT PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC __glewTransformFeedbackVaryingsNV; - -GLEW_FUN_EXPORT PFNGLBINDTRANSFORMFEEDBACKNVPROC __glewBindTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLDELETETRANSFORMFEEDBACKSNVPROC __glewDeleteTransformFeedbacksNV; -GLEW_FUN_EXPORT PFNGLDRAWTRANSFORMFEEDBACKNVPROC __glewDrawTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLGENTRANSFORMFEEDBACKSNVPROC __glewGenTransformFeedbacksNV; -GLEW_FUN_EXPORT PFNGLISTRANSFORMFEEDBACKNVPROC __glewIsTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLPAUSETRANSFORMFEEDBACKNVPROC __glewPauseTransformFeedbackNV; -GLEW_FUN_EXPORT PFNGLRESUMETRANSFORMFEEDBACKNVPROC __glewResumeTransformFeedbackNV; - -GLEW_FUN_EXPORT PFNGLVDPAUFININVPROC __glewVDPAUFiniNV; -GLEW_FUN_EXPORT PFNGLVDPAUGETSURFACEIVNVPROC __glewVDPAUGetSurfaceivNV; -GLEW_FUN_EXPORT PFNGLVDPAUINITNVPROC __glewVDPAUInitNV; -GLEW_FUN_EXPORT PFNGLVDPAUISSURFACENVPROC __glewVDPAUIsSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUMAPSURFACESNVPROC __glewVDPAUMapSurfacesNV; -GLEW_FUN_EXPORT PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC __glewVDPAURegisterOutputSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUREGISTERVIDEOSURFACENVPROC __glewVDPAURegisterVideoSurfaceNV; -GLEW_FUN_EXPORT PFNGLVDPAUSURFACEACCESSNVPROC __glewVDPAUSurfaceAccessNV; -GLEW_FUN_EXPORT PFNGLVDPAUUNMAPSURFACESNVPROC __glewVDPAUUnmapSurfacesNV; -GLEW_FUN_EXPORT PFNGLVDPAUUNREGISTERSURFACENVPROC __glewVDPAUUnregisterSurfaceNV; - -GLEW_FUN_EXPORT PFNGLFLUSHVERTEXARRAYRANGENVPROC __glewFlushVertexArrayRangeNV; -GLEW_FUN_EXPORT PFNGLVERTEXARRAYRANGENVPROC __glewVertexArrayRangeNV; - -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLI64VNVPROC __glewGetVertexAttribLi64vNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBLUI64VNVPROC __glewGetVertexAttribLui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64NVPROC __glewVertexAttribL1i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1I64VNVPROC __glewVertexAttribL1i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64NVPROC __glewVertexAttribL1ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL1UI64VNVPROC __glewVertexAttribL1ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64NVPROC __glewVertexAttribL2i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2I64VNVPROC __glewVertexAttribL2i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64NVPROC __glewVertexAttribL2ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL2UI64VNVPROC __glewVertexAttribL2ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64NVPROC __glewVertexAttribL3i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3I64VNVPROC __glewVertexAttribL3i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64NVPROC __glewVertexAttribL3ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL3UI64VNVPROC __glewVertexAttribL3ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64NVPROC __glewVertexAttribL4i64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4I64VNVPROC __glewVertexAttribL4i64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64NVPROC __glewVertexAttribL4ui64NV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBL4UI64VNVPROC __glewVertexAttribL4ui64vNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBLFORMATNVPROC __glewVertexAttribLFormatNV; - -GLEW_FUN_EXPORT PFNGLBUFFERADDRESSRANGENVPROC __glewBufferAddressRangeNV; -GLEW_FUN_EXPORT PFNGLCOLORFORMATNVPROC __glewColorFormatNV; -GLEW_FUN_EXPORT PFNGLEDGEFLAGFORMATNVPROC __glewEdgeFlagFormatNV; -GLEW_FUN_EXPORT PFNGLFOGCOORDFORMATNVPROC __glewFogCoordFormatNV; -GLEW_FUN_EXPORT PFNGLGETINTEGERUI64I_VNVPROC __glewGetIntegerui64i_vNV; -GLEW_FUN_EXPORT PFNGLINDEXFORMATNVPROC __glewIndexFormatNV; -GLEW_FUN_EXPORT PFNGLNORMALFORMATNVPROC __glewNormalFormatNV; -GLEW_FUN_EXPORT PFNGLSECONDARYCOLORFORMATNVPROC __glewSecondaryColorFormatNV; -GLEW_FUN_EXPORT PFNGLTEXCOORDFORMATNVPROC __glewTexCoordFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBFORMATNVPROC __glewVertexAttribFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBIFORMATNVPROC __glewVertexAttribIFormatNV; -GLEW_FUN_EXPORT PFNGLVERTEXFORMATNVPROC __glewVertexFormatNV; - -GLEW_FUN_EXPORT PFNGLAREPROGRAMSRESIDENTNVPROC __glewAreProgramsResidentNV; -GLEW_FUN_EXPORT PFNGLBINDPROGRAMNVPROC __glewBindProgramNV; -GLEW_FUN_EXPORT PFNGLDELETEPROGRAMSNVPROC __glewDeleteProgramsNV; -GLEW_FUN_EXPORT PFNGLEXECUTEPROGRAMNVPROC __glewExecuteProgramNV; -GLEW_FUN_EXPORT PFNGLGENPROGRAMSNVPROC __glewGenProgramsNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERDVNVPROC __glewGetProgramParameterdvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMPARAMETERFVNVPROC __glewGetProgramParameterfvNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMSTRINGNVPROC __glewGetProgramStringNV; -GLEW_FUN_EXPORT PFNGLGETPROGRAMIVNVPROC __glewGetProgramivNV; -GLEW_FUN_EXPORT PFNGLGETTRACKMATRIXIVNVPROC __glewGetTrackMatrixivNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBPOINTERVNVPROC __glewGetVertexAttribPointervNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBDVNVPROC __glewGetVertexAttribdvNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBFVNVPROC __glewGetVertexAttribfvNV; -GLEW_FUN_EXPORT PFNGLGETVERTEXATTRIBIVNVPROC __glewGetVertexAttribivNV; -GLEW_FUN_EXPORT PFNGLISPROGRAMNVPROC __glewIsProgramNV; -GLEW_FUN_EXPORT PFNGLLOADPROGRAMNVPROC __glewLoadProgramNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DNVPROC __glewProgramParameter4dNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4DVNVPROC __glewProgramParameter4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FNVPROC __glewProgramParameter4fNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETER4FVNVPROC __glewProgramParameter4fvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4DVNVPROC __glewProgramParameters4dvNV; -GLEW_FUN_EXPORT PFNGLPROGRAMPARAMETERS4FVNVPROC __glewProgramParameters4fvNV; -GLEW_FUN_EXPORT PFNGLREQUESTRESIDENTPROGRAMSNVPROC __glewRequestResidentProgramsNV; -GLEW_FUN_EXPORT PFNGLTRACKMATRIXNVPROC __glewTrackMatrixNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DNVPROC __glewVertexAttrib1dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1DVNVPROC __glewVertexAttrib1dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FNVPROC __glewVertexAttrib1fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1FVNVPROC __glewVertexAttrib1fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SNVPROC __glewVertexAttrib1sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB1SVNVPROC __glewVertexAttrib1svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DNVPROC __glewVertexAttrib2dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2DVNVPROC __glewVertexAttrib2dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FNVPROC __glewVertexAttrib2fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2FVNVPROC __glewVertexAttrib2fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SNVPROC __glewVertexAttrib2sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB2SVNVPROC __glewVertexAttrib2svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DNVPROC __glewVertexAttrib3dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3DVNVPROC __glewVertexAttrib3dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FNVPROC __glewVertexAttrib3fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3FVNVPROC __glewVertexAttrib3fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SNVPROC __glewVertexAttrib3sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB3SVNVPROC __glewVertexAttrib3svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DNVPROC __glewVertexAttrib4dNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4DVNVPROC __glewVertexAttrib4dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FNVPROC __glewVertexAttrib4fNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4FVNVPROC __glewVertexAttrib4fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SNVPROC __glewVertexAttrib4sNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4SVNVPROC __glewVertexAttrib4svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBNVPROC __glewVertexAttrib4ubNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIB4UBVNVPROC __glewVertexAttrib4ubvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBPOINTERNVPROC __glewVertexAttribPointerNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1DVNVPROC __glewVertexAttribs1dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1FVNVPROC __glewVertexAttribs1fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS1SVNVPROC __glewVertexAttribs1svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2DVNVPROC __glewVertexAttribs2dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2FVNVPROC __glewVertexAttribs2fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS2SVNVPROC __glewVertexAttribs2svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3DVNVPROC __glewVertexAttribs3dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3FVNVPROC __glewVertexAttribs3fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS3SVNVPROC __glewVertexAttribs3svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4DVNVPROC __glewVertexAttribs4dvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4FVNVPROC __glewVertexAttribs4fvNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4SVNVPROC __glewVertexAttribs4svNV; -GLEW_FUN_EXPORT PFNGLVERTEXATTRIBS4UBVNVPROC __glewVertexAttribs4ubvNV; - -GLEW_FUN_EXPORT PFNGLBEGINVIDEOCAPTURENVPROC __glewBeginVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC __glewBindVideoCaptureStreamBufferNV; -GLEW_FUN_EXPORT PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC __glewBindVideoCaptureStreamTextureNV; -GLEW_FUN_EXPORT PFNGLENDVIDEOCAPTURENVPROC __glewEndVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMDVNVPROC __glewGetVideoCaptureStreamdvNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMFVNVPROC __glewGetVideoCaptureStreamfvNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTURESTREAMIVNVPROC __glewGetVideoCaptureStreamivNV; -GLEW_FUN_EXPORT PFNGLGETVIDEOCAPTUREIVNVPROC __glewGetVideoCaptureivNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURENVPROC __glewVideoCaptureNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC __glewVideoCaptureStreamParameterdvNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC __glewVideoCaptureStreamParameterfvNV; -GLEW_FUN_EXPORT PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC __glewVideoCaptureStreamParameterivNV; - -GLEW_FUN_EXPORT PFNGLDEPTHRANGEARRAYFVNVPROC __glewDepthRangeArrayfvNV; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEINDEXEDFNVPROC __glewDepthRangeIndexedfNV; -GLEW_FUN_EXPORT PFNGLDISABLEINVPROC __glewDisableiNV; -GLEW_FUN_EXPORT PFNGLENABLEINVPROC __glewEnableiNV; -GLEW_FUN_EXPORT PFNGLGETFLOATI_VNVPROC __glewGetFloati_vNV; -GLEW_FUN_EXPORT PFNGLISENABLEDINVPROC __glewIsEnablediNV; -GLEW_FUN_EXPORT PFNGLSCISSORARRAYVNVPROC __glewScissorArrayvNV; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDNVPROC __glewScissorIndexedNV; -GLEW_FUN_EXPORT PFNGLSCISSORINDEXEDVNVPROC __glewScissorIndexedvNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTARRAYVNVPROC __glewViewportArrayvNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFNVPROC __glewViewportIndexedfNV; -GLEW_FUN_EXPORT PFNGLVIEWPORTINDEXEDFVNVPROC __glewViewportIndexedfvNV; - -GLEW_FUN_EXPORT PFNGLVIEWPORTSWIZZLENVPROC __glewViewportSwizzleNV; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC __glewFramebufferTextureMultiviewOVR; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC __glewFramebufferTextureMultisampleMultiviewOVR; - -GLEW_FUN_EXPORT PFNGLALPHAFUNCQCOMPROC __glewAlphaFuncQCOM; - -GLEW_FUN_EXPORT PFNGLDISABLEDRIVERCONTROLQCOMPROC __glewDisableDriverControlQCOM; -GLEW_FUN_EXPORT PFNGLENABLEDRIVERCONTROLQCOMPROC __glewEnableDriverControlQCOM; -GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSTRINGQCOMPROC __glewGetDriverControlStringQCOM; -GLEW_FUN_EXPORT PFNGLGETDRIVERCONTROLSQCOMPROC __glewGetDriverControlsQCOM; - -GLEW_FUN_EXPORT PFNGLEXTGETBUFFERPOINTERVQCOMPROC __glewExtGetBufferPointervQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETBUFFERSQCOMPROC __glewExtGetBuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETFRAMEBUFFERSQCOMPROC __glewExtGetFramebuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETRENDERBUFFERSQCOMPROC __glewExtGetRenderbuffersQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC __glewExtGetTexLevelParameterivQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXSUBIMAGEQCOMPROC __glewExtGetTexSubImageQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETTEXTURESQCOMPROC __glewExtGetTexturesQCOM; -GLEW_FUN_EXPORT PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC __glewExtTexObjectStateOverrideiQCOM; - -GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC __glewExtGetProgramBinarySourceQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETPROGRAMSQCOMPROC __glewExtGetProgramsQCOM; -GLEW_FUN_EXPORT PFNGLEXTGETSHADERSQCOMPROC __glewExtGetShadersQCOM; -GLEW_FUN_EXPORT PFNGLEXTISPROGRAMBINARYQCOMPROC __glewExtIsProgramBinaryQCOM; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC __glewFramebufferFoveationConfigQCOM; -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC __glewFramebufferFoveationParametersQCOM; - -GLEW_FUN_EXPORT PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC __glewFramebufferFetchBarrierQCOM; - -GLEW_FUN_EXPORT PFNGLENDTILINGQCOMPROC __glewEndTilingQCOM; -GLEW_FUN_EXPORT PFNGLSTARTTILINGQCOMPROC __glewStartTilingQCOM; - -GLEW_FUN_EXPORT PFNGLALPHAFUNCXPROC __glewAlphaFuncx; -GLEW_FUN_EXPORT PFNGLCLEARCOLORXPROC __glewClearColorx; -GLEW_FUN_EXPORT PFNGLCLEARDEPTHXPROC __glewClearDepthx; -GLEW_FUN_EXPORT PFNGLCOLOR4XPROC __glewColor4x; -GLEW_FUN_EXPORT PFNGLDEPTHRANGEXPROC __glewDepthRangex; -GLEW_FUN_EXPORT PFNGLFOGXPROC __glewFogx; -GLEW_FUN_EXPORT PFNGLFOGXVPROC __glewFogxv; -GLEW_FUN_EXPORT PFNGLFRUSTUMFPROC __glewFrustumf; -GLEW_FUN_EXPORT PFNGLFRUSTUMXPROC __glewFrustumx; -GLEW_FUN_EXPORT PFNGLLIGHTMODELXPROC __glewLightModelx; -GLEW_FUN_EXPORT PFNGLLIGHTMODELXVPROC __glewLightModelxv; -GLEW_FUN_EXPORT PFNGLLIGHTXPROC __glewLightx; -GLEW_FUN_EXPORT PFNGLLIGHTXVPROC __glewLightxv; -GLEW_FUN_EXPORT PFNGLLINEWIDTHXPROC __glewLineWidthx; -GLEW_FUN_EXPORT PFNGLLOADMATRIXXPROC __glewLoadMatrixx; -GLEW_FUN_EXPORT PFNGLMATERIALXPROC __glewMaterialx; -GLEW_FUN_EXPORT PFNGLMATERIALXVPROC __glewMaterialxv; -GLEW_FUN_EXPORT PFNGLMULTMATRIXXPROC __glewMultMatrixx; -GLEW_FUN_EXPORT PFNGLMULTITEXCOORD4XPROC __glewMultiTexCoord4x; -GLEW_FUN_EXPORT PFNGLNORMAL3XPROC __glewNormal3x; -GLEW_FUN_EXPORT PFNGLORTHOFPROC __glewOrthof; -GLEW_FUN_EXPORT PFNGLORTHOXPROC __glewOrthox; -GLEW_FUN_EXPORT PFNGLPOINTSIZEXPROC __glewPointSizex; -GLEW_FUN_EXPORT PFNGLPOLYGONOFFSETXPROC __glewPolygonOffsetx; -GLEW_FUN_EXPORT PFNGLROTATEXPROC __glewRotatex; -GLEW_FUN_EXPORT PFNGLSAMPLECOVERAGEXPROC __glewSampleCoveragex; -GLEW_FUN_EXPORT PFNGLSCALEXPROC __glewScalex; -GLEW_FUN_EXPORT PFNGLTEXENVXPROC __glewTexEnvx; -GLEW_FUN_EXPORT PFNGLTEXENVXVPROC __glewTexEnvxv; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERXPROC __glewTexParameterx; -GLEW_FUN_EXPORT PFNGLTRANSLATEXPROC __glewTranslatex; - -GLEW_FUN_EXPORT PFNGLCLIPPLANEFPROC __glewClipPlanef; -GLEW_FUN_EXPORT PFNGLCLIPPLANEXPROC __glewClipPlanex; -GLEW_FUN_EXPORT PFNGLGETCLIPPLANEFPROC __glewGetClipPlanef; -GLEW_FUN_EXPORT PFNGLGETCLIPPLANEXPROC __glewGetClipPlanex; -GLEW_FUN_EXPORT PFNGLGETFIXEDVPROC __glewGetFixedv; -GLEW_FUN_EXPORT PFNGLGETLIGHTXVPROC __glewGetLightxv; -GLEW_FUN_EXPORT PFNGLGETMATERIALXVPROC __glewGetMaterialxv; -GLEW_FUN_EXPORT PFNGLGETTEXENVXVPROC __glewGetTexEnvxv; -GLEW_FUN_EXPORT PFNGLGETTEXPARAMETERXVPROC __glewGetTexParameterxv; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXPROC __glewPointParameterx; -GLEW_FUN_EXPORT PFNGLPOINTPARAMETERXVPROC __glewPointParameterxv; -GLEW_FUN_EXPORT PFNGLPOINTSIZEPOINTEROESPROC __glewPointSizePointerOES; -GLEW_FUN_EXPORT PFNGLTEXPARAMETERXVPROC __glewTexParameterxv; - -GLEW_FUN_EXPORT PFNGLERRORSTRINGREGALPROC __glewErrorStringREGAL; - -GLEW_FUN_EXPORT PFNGLGETEXTENSIONREGALPROC __glewGetExtensionREGAL; -GLEW_FUN_EXPORT PFNGLISSUPPORTEDREGALPROC __glewIsSupportedREGAL; - -GLEW_FUN_EXPORT PFNGLLOGMESSAGECALLBACKREGALPROC __glewLogMessageCallbackREGAL; - -GLEW_FUN_EXPORT PFNGLGETPROCADDRESSREGALPROC __glewGetProcAddressREGAL; - -GLEW_FUN_EXPORT PFNGLDETAILTEXFUNCSGISPROC __glewDetailTexFuncSGIS; -GLEW_FUN_EXPORT PFNGLGETDETAILTEXFUNCSGISPROC __glewGetDetailTexFuncSGIS; - -GLEW_FUN_EXPORT PFNGLFOGFUNCSGISPROC __glewFogFuncSGIS; -GLEW_FUN_EXPORT PFNGLGETFOGFUNCSGISPROC __glewGetFogFuncSGIS; - -GLEW_FUN_EXPORT PFNGLSAMPLEMASKSGISPROC __glewSampleMaskSGIS; -GLEW_FUN_EXPORT PFNGLSAMPLEPATTERNSGISPROC __glewSamplePatternSGIS; - -GLEW_FUN_EXPORT PFNGLINTERLEAVEDTEXTURECOORDSETSSGISPROC __glewInterleavedTextureCoordSetsSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURECOORDSETSGISPROC __glewSelectTextureCoordSetSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURESGISPROC __glewSelectTextureSGIS; -GLEW_FUN_EXPORT PFNGLSELECTTEXTURETRANSFORMSGISPROC __glewSelectTextureTransformSGIS; - -GLEW_FUN_EXPORT PFNGLMULTISAMPLESUBRECTPOSSGISPROC __glewMultisampleSubRectPosSGIS; - -GLEW_FUN_EXPORT PFNGLGETSHARPENTEXFUNCSGISPROC __glewGetSharpenTexFuncSGIS; -GLEW_FUN_EXPORT PFNGLSHARPENTEXFUNCSGISPROC __glewSharpenTexFuncSGIS; - -GLEW_FUN_EXPORT PFNGLTEXIMAGE4DSGISPROC __glewTexImage4DSGIS; -GLEW_FUN_EXPORT PFNGLTEXSUBIMAGE4DSGISPROC __glewTexSubImage4DSGIS; - -GLEW_FUN_EXPORT PFNGLGETTEXFILTERFUNCSGISPROC __glewGetTexFilterFuncSGIS; -GLEW_FUN_EXPORT PFNGLTEXFILTERFUNCSGISPROC __glewTexFilterFuncSGIS; - -GLEW_FUN_EXPORT PFNGLASYNCMARKERSGIXPROC __glewAsyncMarkerSGIX; -GLEW_FUN_EXPORT PFNGLDELETEASYNCMARKERSSGIXPROC __glewDeleteAsyncMarkersSGIX; -GLEW_FUN_EXPORT PFNGLFINISHASYNCSGIXPROC __glewFinishAsyncSGIX; -GLEW_FUN_EXPORT PFNGLGENASYNCMARKERSSGIXPROC __glewGenAsyncMarkersSGIX; -GLEW_FUN_EXPORT PFNGLISASYNCMARKERSGIXPROC __glewIsAsyncMarkerSGIX; -GLEW_FUN_EXPORT PFNGLPOLLASYNCSGIXPROC __glewPollAsyncSGIX; - -GLEW_FUN_EXPORT PFNGLADDRESSSPACEPROC __glewAddressSpace; -GLEW_FUN_EXPORT PFNGLDATAPIPEPROC __glewDataPipe; - -GLEW_FUN_EXPORT PFNGLFLUSHRASTERSGIXPROC __glewFlushRasterSGIX; - -GLEW_FUN_EXPORT PFNGLFOGLAYERSSGIXPROC __glewFogLayersSGIX; -GLEW_FUN_EXPORT PFNGLGETFOGLAYERSSGIXPROC __glewGetFogLayersSGIX; - -GLEW_FUN_EXPORT PFNGLTEXTUREFOGSGIXPROC __glewTextureFogSGIX; - -GLEW_FUN_EXPORT PFNGLFRAGMENTCOLORMATERIALSGIXPROC __glewFragmentColorMaterialSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFSGIXPROC __glewFragmentLightModelfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELFVSGIXPROC __glewFragmentLightModelfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELISGIXPROC __glewFragmentLightModeliSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTMODELIVSGIXPROC __glewFragmentLightModelivSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFSGIXPROC __glewFragmentLightfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTFVSGIXPROC __glewFragmentLightfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTISGIXPROC __glewFragmentLightiSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTLIGHTIVSGIXPROC __glewFragmentLightivSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFSGIXPROC __glewFragmentMaterialfSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALFVSGIXPROC __glewFragmentMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALISGIXPROC __glewFragmentMaterialiSGIX; -GLEW_FUN_EXPORT PFNGLFRAGMENTMATERIALIVSGIXPROC __glewFragmentMaterialivSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTFVSGIXPROC __glewGetFragmentLightfvSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTLIGHTIVSGIXPROC __glewGetFragmentLightivSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALFVSGIXPROC __glewGetFragmentMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLGETFRAGMENTMATERIALIVSGIXPROC __glewGetFragmentMaterialivSGIX; - -GLEW_FUN_EXPORT PFNGLFRAMEZOOMSGIXPROC __glewFrameZoomSGIX; - -GLEW_FUN_EXPORT PFNGLIGLOOINTERFACESGIXPROC __glewIglooInterfaceSGIX; - -GLEW_FUN_EXPORT PFNGLALLOCMPEGPREDICTORSSGIXPROC __glewAllocMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLDELETEMPEGPREDICTORSSGIXPROC __glewDeleteMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLGENMPEGPREDICTORSSGIXPROC __glewGenMPEGPredictorsSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERFVSGIXPROC __glewGetMPEGParameterfvSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPARAMETERIVSGIXPROC __glewGetMPEGParameterivSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGPREDICTORSGIXPROC __glewGetMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLGETMPEGQUANTTABLEUBVPROC __glewGetMPEGQuantTableubv; -GLEW_FUN_EXPORT PFNGLISMPEGPREDICTORSGIXPROC __glewIsMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLMPEGPREDICTORSGIXPROC __glewMPEGPredictorSGIX; -GLEW_FUN_EXPORT PFNGLMPEGQUANTTABLEUBVPROC __glewMPEGQuantTableubv; -GLEW_FUN_EXPORT PFNGLSWAPMPEGPREDICTORSSGIXPROC __glewSwapMPEGPredictorsSGIX; - -GLEW_FUN_EXPORT PFNGLGETNONLINLIGHTFVSGIXPROC __glewGetNonlinLightfvSGIX; -GLEW_FUN_EXPORT PFNGLGETNONLINMATERIALFVSGIXPROC __glewGetNonlinMaterialfvSGIX; -GLEW_FUN_EXPORT PFNGLNONLINLIGHTFVSGIXPROC __glewNonlinLightfvSGIX; -GLEW_FUN_EXPORT PFNGLNONLINMATERIALFVSGIXPROC __glewNonlinMaterialfvSGIX; - -GLEW_FUN_EXPORT PFNGLPIXELTEXGENSGIXPROC __glewPixelTexGenSGIX; - -GLEW_FUN_EXPORT PFNGLDEFORMSGIXPROC __glewDeformSGIX; -GLEW_FUN_EXPORT PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC __glewLoadIdentityDeformationMapSGIX; - -GLEW_FUN_EXPORT PFNGLMESHBREADTHSGIXPROC __glewMeshBreadthSGIX; -GLEW_FUN_EXPORT PFNGLMESHSTRIDESGIXPROC __glewMeshStrideSGIX; - -GLEW_FUN_EXPORT PFNGLREFERENCEPLANESGIXPROC __glewReferencePlaneSGIX; - -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFSGIXPROC __glewSpriteParameterfSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERFVSGIXPROC __glewSpriteParameterfvSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERISGIXPROC __glewSpriteParameteriSGIX; -GLEW_FUN_EXPORT PFNGLSPRITEPARAMETERIVSGIXPROC __glewSpriteParameterivSGIX; - -GLEW_FUN_EXPORT PFNGLTAGSAMPLEBUFFERSGIXPROC __glewTagSampleBufferSGIX; - -GLEW_FUN_EXPORT PFNGLGETVECTOROPERATIONSGIXPROC __glewGetVectorOperationSGIX; -GLEW_FUN_EXPORT PFNGLVECTOROPERATIONSGIXPROC __glewVectorOperationSGIX; - -GLEW_FUN_EXPORT PFNGLAREVERTEXARRAYSRESIDENTSGIXPROC __glewAreVertexArraysResidentSGIX; -GLEW_FUN_EXPORT PFNGLBINDVERTEXARRAYSGIXPROC __glewBindVertexArraySGIX; -GLEW_FUN_EXPORT PFNGLDELETEVERTEXARRAYSSGIXPROC __glewDeleteVertexArraysSGIX; -GLEW_FUN_EXPORT PFNGLGENVERTEXARRAYSSGIXPROC __glewGenVertexArraysSGIX; -GLEW_FUN_EXPORT PFNGLISVERTEXARRAYSGIXPROC __glewIsVertexArraySGIX; -GLEW_FUN_EXPORT PFNGLPRIORITIZEVERTEXARRAYSSGIXPROC __glewPrioritizeVertexArraysSGIX; - -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERFVSGIPROC __glewColorTableParameterfvSGI; -GLEW_FUN_EXPORT PFNGLCOLORTABLEPARAMETERIVSGIPROC __glewColorTableParameterivSGI; -GLEW_FUN_EXPORT PFNGLCOLORTABLESGIPROC __glewColorTableSGI; -GLEW_FUN_EXPORT PFNGLCOPYCOLORTABLESGIPROC __glewCopyColorTableSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERFVSGIPROC __glewGetColorTableParameterfvSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLEPARAMETERIVSGIPROC __glewGetColorTableParameterivSGI; -GLEW_FUN_EXPORT PFNGLGETCOLORTABLESGIPROC __glewGetColorTableSGI; - -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERFVSGIPROC __glewGetPixelTransformParameterfvSGI; -GLEW_FUN_EXPORT PFNGLGETPIXELTRANSFORMPARAMETERIVSGIPROC __glewGetPixelTransformParameterivSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFSGIPROC __glewPixelTransformParameterfSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERFVSGIPROC __glewPixelTransformParameterfvSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERISGIPROC __glewPixelTransformParameteriSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMPARAMETERIVSGIPROC __glewPixelTransformParameterivSGI; -GLEW_FUN_EXPORT PFNGLPIXELTRANSFORMSGIPROC __glewPixelTransformSGI; - -GLEW_FUN_EXPORT PFNGLFINISHTEXTURESUNXPROC __glewFinishTextureSUNX; - -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORBSUNPROC __glewGlobalAlphaFactorbSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORDSUNPROC __glewGlobalAlphaFactordSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORFSUNPROC __glewGlobalAlphaFactorfSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORISUNPROC __glewGlobalAlphaFactoriSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORSSUNPROC __glewGlobalAlphaFactorsSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUBSUNPROC __glewGlobalAlphaFactorubSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUISUNPROC __glewGlobalAlphaFactoruiSUN; -GLEW_FUN_EXPORT PFNGLGLOBALALPHAFACTORUSSUNPROC __glewGlobalAlphaFactorusSUN; - -GLEW_FUN_EXPORT PFNGLREADVIDEOPIXELSSUNPROC __glewReadVideoPixelsSUN; - -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEPOINTERSUNPROC __glewReplacementCodePointerSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBSUNPROC __glewReplacementCodeubSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUBVSUNPROC __glewReplacementCodeubvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUISUNPROC __glewReplacementCodeuiSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVSUNPROC __glewReplacementCodeuivSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSSUNPROC __glewReplacementCodeusSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUSVSUNPROC __glewReplacementCodeusvSUN; - -GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FSUNPROC __glewColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR3FVERTEX3FVSUNPROC __glewColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FSUNPROC __glewColor4ubVertex2fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX2FVSUNPROC __glewColor4ubVertex2fvSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FSUNPROC __glewColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLCOLOR4UBVERTEX3FVSUNPROC __glewColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FSUNPROC __glewNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLNORMAL3FVERTEX3FVSUNPROC __glewNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC __glewReplacementCodeuiColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC __glewReplacementCodeuiColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC __glewReplacementCodeuiColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC __glewReplacementCodeuiTexCoord2fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC __glewReplacementCodeuiVertex3fSUN; -GLEW_FUN_EXPORT PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC __glewReplacementCodeuiVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC __glewTexCoord2fColor3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC __glewTexCoord2fColor3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fColor4fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC __glewTexCoord2fColor4ubVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC __glewTexCoord2fColor4ubVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC __glewTexCoord2fNormal3fVertex3fSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC __glewTexCoord2fNormal3fVertex3fvSUN; -GLEW_FUN_EXPORT PFNGLTEXCOORD2FVERTEX3FSUNPROC 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-GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_atomic_int64; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_buffer_load; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_noperspective_interpolation; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_storage_buffer_object; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_group; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shader_thread_shuffle; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_array; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_shadow_samplers_cube; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_stereo_view_rendering; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_tessellation_program5; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_emboss; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texgen_reflection; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_array; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_barrier; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_border_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_NV_texture_compression_latc; -GLEW_VAR_EXPORT GLboolean 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-GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragment_specular_lighting; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_fragments_instrument; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_framezoom; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_icc_texture; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_igloo_interface; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_image_compression; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_impact_pixel_texture; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_instrument_error; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_interlace; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ir_instrument1; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_line_quality_hint; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_list_priority; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg1; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_mpeg2; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nonlinear_lighting_pervertex; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_nurbs_eval; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_occlusion_instrument; -GLEW_VAR_EXPORT GLboolean 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GLboolean __GLEW_SGIX_texture_coordinate_clamp; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_lod_bias; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_mipmap_anisotropic; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_multi_buffer; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_phase; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_range; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_scale_bias; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_texture_supersample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vector_ops; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_array_object; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_vertex_preclip_hint; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcb_subsample; -GLEW_VAR_EXPORT GLboolean __GLEW_SGIX_ycrcba; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_matrix; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_color_table; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_complex_type; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_fft; -GLEW_VAR_EXPORT GLboolean __GLEW_SGI_texture_color_table; -GLEW_VAR_EXPORT GLboolean __GLEW_SUNX_constant_data; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_convolution_border_modes; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_global_alpha; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_mesh_array; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_read_video_pixels; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_slice_accum; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_triangle_list; -GLEW_VAR_EXPORT GLboolean __GLEW_SUN_vertex; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_phong_shading; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_scene_markerXXX; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_specular_fog; -GLEW_VAR_EXPORT GLboolean __GLEW_WIN_swap_hint; -/* ------------------------------------------------------------------------- */ - -/* error codes */ -#define GLEW_OK 0 -#define GLEW_NO_ERROR 0 -#define GLEW_ERROR_NO_GL_VERSION 1 /* missing GL version */ -#define GLEW_ERROR_GL_VERSION_10_ONLY 2 /* Need at least OpenGL 1.1 */ -#define GLEW_ERROR_GLX_VERSION_11_ONLY 3 /* Need at least GLX 1.2 */ -#define GLEW_ERROR_NO_GLX_DISPLAY 4 /* Need GLX display for GLX support */ - -/* string codes */ -#define GLEW_VERSION 1 -#define GLEW_VERSION_MAJOR 2 -#define GLEW_VERSION_MINOR 3 -#define GLEW_VERSION_MICRO 4 - -/* ------------------------------------------------------------------------- */ - -/* GLEW version info */ - -/* -VERSION 2.1.0 -VERSION_MAJOR 2 -VERSION_MINOR 1 -VERSION_MICRO 0 -*/ - -/* API */ -GLEWAPI GLenum GLEWAPIENTRY glewInit (void); -GLEWAPI GLboolean GLEWAPIENTRY glewIsSupported (const char *name); -#define glewIsExtensionSupported(x) glewIsSupported(x) - -#ifndef GLEW_GET_VAR -#define GLEW_GET_VAR(x) (*(const GLboolean*)&x) -#endif - -#ifndef GLEW_GET_FUN -#define GLEW_GET_FUN(x) x -#endif - -GLEWAPI GLboolean glewExperimental; -GLEWAPI GLboolean GLEWAPIENTRY glewGetExtension (const char *name); -GLEWAPI const GLubyte * GLEWAPIENTRY glewGetErrorString (GLenum error); -GLEWAPI const GLubyte * GLEWAPIENTRY glewGetString (GLenum name); - -#ifdef __cplusplus -} -#endif - -#ifdef GLEW_APIENTRY_DEFINED -#undef GLEW_APIENTRY_DEFINED -#undef APIENTRY -#endif - -#ifdef GLEW_CALLBACK_DEFINED -#undef GLEW_CALLBACK_DEFINED -#undef CALLBACK -#endif - -#ifdef GLEW_WINGDIAPI_DEFINED -#undef GLEW_WINGDIAPI_DEFINED -#undef WINGDIAPI -#endif - -#undef GLAPI -/* #undef GLEWAPI */ - -#endif /* __glew_h__ */ diff --git a/glew/include/GL/glxew.h b/glew/include/GL/glxew.h deleted file mode 100644 index 7e39c2f..0000000 --- a/glew/include/GL/glxew.h +++ /dev/null @@ -1,1775 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* - * Mesa 3-D graphics library - * Version: 7.0 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __glxew_h__ -#define __glxew_h__ -#define __GLXEW_H__ - -#ifdef __glxext_h_ -#error glxext.h included before glxew.h -#endif - -#if defined(GLX_H) || defined(__GLX_glx_h__) || defined(__glx_h__) -#error glx.h included before glxew.h -#endif - -#define __glxext_h_ - -#define GLX_H -#define __GLX_glx_h__ -#define __glx_h__ - -#include -#include -#include -#include - -#ifdef __cplusplus -extern "C" { -#endif - -/* ---------------------------- GLX_VERSION_1_0 --------------------------- */ - -#ifndef GLX_VERSION_1_0 -#define GLX_VERSION_1_0 1 - -#define GLX_USE_GL 1 -#define GLX_BUFFER_SIZE 2 -#define GLX_LEVEL 3 -#define GLX_RGBA 4 -#define GLX_DOUBLEBUFFER 5 -#define GLX_STEREO 6 -#define GLX_AUX_BUFFERS 7 -#define GLX_RED_SIZE 8 -#define GLX_GREEN_SIZE 9 -#define GLX_BLUE_SIZE 10 -#define GLX_ALPHA_SIZE 11 -#define GLX_DEPTH_SIZE 12 -#define GLX_STENCIL_SIZE 13 -#define GLX_ACCUM_RED_SIZE 14 -#define GLX_ACCUM_GREEN_SIZE 15 -#define GLX_ACCUM_BLUE_SIZE 16 -#define GLX_ACCUM_ALPHA_SIZE 17 -#define GLX_BAD_SCREEN 1 -#define GLX_BAD_ATTRIBUTE 2 -#define GLX_NO_EXTENSION 3 -#define GLX_BAD_VISUAL 4 -#define GLX_BAD_CONTEXT 5 -#define GLX_BAD_VALUE 6 -#define GLX_BAD_ENUM 7 - -typedef XID GLXDrawable; -typedef XID GLXPixmap; -#ifdef __sun -typedef struct __glXContextRec *GLXContext; -#else -typedef struct __GLXcontextRec *GLXContext; -#endif - -typedef unsigned int GLXVideoDeviceNV; - -extern Bool glXQueryExtension (Display *dpy, int *errorBase, int *eventBase); -extern Bool glXQueryVersion (Display *dpy, int *major, int *minor); -extern int glXGetConfig (Display *dpy, XVisualInfo *vis, int attrib, int *value); -extern XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList); -extern GLXPixmap glXCreateGLXPixmap (Display *dpy, XVisualInfo *vis, Pixmap pixmap); -extern void glXDestroyGLXPixmap (Display *dpy, GLXPixmap pix); -extern GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct); -extern void glXDestroyContext (Display *dpy, GLXContext ctx); -extern Bool glXIsDirect (Display *dpy, GLXContext ctx); -extern void glXCopyContext (Display *dpy, GLXContext src, GLXContext dst, GLulong mask); -extern Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx); -extern GLXContext glXGetCurrentContext (void); -extern GLXDrawable glXGetCurrentDrawable (void); -extern void glXWaitGL (void); -extern void glXWaitX (void); -extern void glXSwapBuffers (Display *dpy, GLXDrawable drawable); -extern void glXUseXFont (Font font, int first, int count, int listBase); - -#define GLXEW_VERSION_1_0 GLXEW_GET_VAR(__GLXEW_VERSION_1_0) - -#endif /* GLX_VERSION_1_0 */ - -/* ---------------------------- GLX_VERSION_1_1 --------------------------- */ - -#ifndef GLX_VERSION_1_1 -#define GLX_VERSION_1_1 - -#define GLX_VENDOR 0x1 -#define GLX_VERSION 0x2 -#define GLX_EXTENSIONS 0x3 - -extern const char* glXQueryExtensionsString (Display *dpy, int screen); -extern const char* glXGetClientString (Display *dpy, int name); -extern const char* glXQueryServerString (Display *dpy, int screen, int name); - -#define GLXEW_VERSION_1_1 GLXEW_GET_VAR(__GLXEW_VERSION_1_1) - -#endif /* GLX_VERSION_1_1 */ - -/* ---------------------------- GLX_VERSION_1_2 ---------------------------- */ - -#ifndef GLX_VERSION_1_2 -#define GLX_VERSION_1_2 1 - -typedef Display* ( * PFNGLXGETCURRENTDISPLAYPROC) (void); - -#define glXGetCurrentDisplay GLXEW_GET_FUN(__glewXGetCurrentDisplay) - -#define GLXEW_VERSION_1_2 GLXEW_GET_VAR(__GLXEW_VERSION_1_2) - -#endif /* GLX_VERSION_1_2 */ - -/* ---------------------------- GLX_VERSION_1_3 ---------------------------- */ - -#ifndef GLX_VERSION_1_3 -#define GLX_VERSION_1_3 1 - -#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001 -#define GLX_RGBA_BIT 0x00000001 -#define GLX_WINDOW_BIT 0x00000001 -#define GLX_COLOR_INDEX_BIT 0x00000002 -#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002 -#define GLX_PIXMAP_BIT 0x00000002 -#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004 -#define GLX_PBUFFER_BIT 0x00000004 -#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008 -#define GLX_AUX_BUFFERS_BIT 0x00000010 -#define GLX_CONFIG_CAVEAT 0x20 -#define GLX_DEPTH_BUFFER_BIT 0x00000020 -#define GLX_X_VISUAL_TYPE 0x22 -#define GLX_TRANSPARENT_TYPE 0x23 -#define GLX_TRANSPARENT_INDEX_VALUE 0x24 -#define GLX_TRANSPARENT_RED_VALUE 0x25 -#define GLX_TRANSPARENT_GREEN_VALUE 0x26 -#define GLX_TRANSPARENT_BLUE_VALUE 0x27 -#define GLX_TRANSPARENT_ALPHA_VALUE 0x28 -#define GLX_STENCIL_BUFFER_BIT 0x00000040 -#define GLX_ACCUM_BUFFER_BIT 0x00000080 -#define GLX_NONE 0x8000 -#define GLX_SLOW_CONFIG 0x8001 -#define GLX_TRUE_COLOR 0x8002 -#define GLX_DIRECT_COLOR 0x8003 -#define GLX_PSEUDO_COLOR 0x8004 -#define GLX_STATIC_COLOR 0x8005 -#define GLX_GRAY_SCALE 0x8006 -#define GLX_STATIC_GRAY 0x8007 -#define GLX_TRANSPARENT_RGB 0x8008 -#define GLX_TRANSPARENT_INDEX 0x8009 -#define GLX_VISUAL_ID 0x800B -#define GLX_SCREEN 0x800C -#define GLX_NON_CONFORMANT_CONFIG 0x800D -#define GLX_DRAWABLE_TYPE 0x8010 -#define GLX_RENDER_TYPE 0x8011 -#define GLX_X_RENDERABLE 0x8012 -#define GLX_FBCONFIG_ID 0x8013 -#define GLX_RGBA_TYPE 0x8014 -#define GLX_COLOR_INDEX_TYPE 0x8015 -#define GLX_MAX_PBUFFER_WIDTH 0x8016 -#define GLX_MAX_PBUFFER_HEIGHT 0x8017 -#define GLX_MAX_PBUFFER_PIXELS 0x8018 -#define GLX_PRESERVED_CONTENTS 0x801B -#define GLX_LARGEST_PBUFFER 0x801C -#define GLX_WIDTH 0x801D -#define GLX_HEIGHT 0x801E -#define GLX_EVENT_MASK 0x801F -#define GLX_DAMAGED 0x8020 -#define GLX_SAVED 0x8021 -#define GLX_WINDOW 0x8022 -#define GLX_PBUFFER 0x8023 -#define GLX_PBUFFER_HEIGHT 0x8040 -#define GLX_PBUFFER_WIDTH 0x8041 -#define GLX_PBUFFER_CLOBBER_MASK 0x08000000 -#define GLX_DONT_CARE 0xFFFFFFFF - -typedef XID GLXFBConfigID; -typedef XID GLXPbuffer; -typedef XID GLXWindow; -typedef struct __GLXFBConfigRec *GLXFBConfig; - -typedef struct { - int event_type; - int draw_type; - unsigned long serial; - Bool send_event; - Display *display; - GLXDrawable drawable; - unsigned int buffer_mask; - unsigned int aux_buffer; - int x, y; - int width, height; - int count; -} GLXPbufferClobberEvent; -typedef union __GLXEvent { - GLXPbufferClobberEvent glxpbufferclobber; - long pad[24]; -} GLXEvent; - -typedef GLXFBConfig* ( * PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); -typedef GLXContext ( * PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); -typedef GLXPbuffer ( * PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list); -typedef GLXPixmap ( * PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list); -typedef GLXWindow ( * PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list); -typedef void ( * PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf); -typedef void ( * PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap); -typedef void ( * PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win); -typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLEPROC) (void); -typedef int ( * PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value); -typedef GLXFBConfig* ( * PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements); -typedef void ( * PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask); -typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config); -typedef Bool ( * PFNGLXMAKECONTEXTCURRENTPROC) (Display *display, GLXDrawable draw, GLXDrawable read, GLXContext ctx); -typedef int ( * PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value); -typedef void ( * PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value); -typedef void ( * PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask); - -#define glXChooseFBConfig GLXEW_GET_FUN(__glewXChooseFBConfig) -#define glXCreateNewContext GLXEW_GET_FUN(__glewXCreateNewContext) -#define glXCreatePbuffer GLXEW_GET_FUN(__glewXCreatePbuffer) -#define glXCreatePixmap GLXEW_GET_FUN(__glewXCreatePixmap) -#define glXCreateWindow GLXEW_GET_FUN(__glewXCreateWindow) -#define glXDestroyPbuffer GLXEW_GET_FUN(__glewXDestroyPbuffer) -#define glXDestroyPixmap GLXEW_GET_FUN(__glewXDestroyPixmap) -#define glXDestroyWindow GLXEW_GET_FUN(__glewXDestroyWindow) -#define glXGetCurrentReadDrawable GLXEW_GET_FUN(__glewXGetCurrentReadDrawable) -#define glXGetFBConfigAttrib GLXEW_GET_FUN(__glewXGetFBConfigAttrib) -#define glXGetFBConfigs GLXEW_GET_FUN(__glewXGetFBConfigs) -#define glXGetSelectedEvent GLXEW_GET_FUN(__glewXGetSelectedEvent) -#define glXGetVisualFromFBConfig GLXEW_GET_FUN(__glewXGetVisualFromFBConfig) -#define glXMakeContextCurrent GLXEW_GET_FUN(__glewXMakeContextCurrent) -#define glXQueryContext GLXEW_GET_FUN(__glewXQueryContext) -#define glXQueryDrawable GLXEW_GET_FUN(__glewXQueryDrawable) -#define glXSelectEvent GLXEW_GET_FUN(__glewXSelectEvent) - -#define GLXEW_VERSION_1_3 GLXEW_GET_VAR(__GLXEW_VERSION_1_3) - -#endif /* GLX_VERSION_1_3 */ - -/* ---------------------------- GLX_VERSION_1_4 ---------------------------- */ - -#ifndef GLX_VERSION_1_4 -#define GLX_VERSION_1_4 1 - -#define GLX_SAMPLE_BUFFERS 100000 -#define GLX_SAMPLES 100001 - -extern void ( * glXGetProcAddress (const GLubyte *procName)) (void); - -#define GLXEW_VERSION_1_4 GLXEW_GET_VAR(__GLXEW_VERSION_1_4) - -#endif /* GLX_VERSION_1_4 */ - -/* -------------------------- GLX_3DFX_multisample ------------------------- */ - -#ifndef GLX_3DFX_multisample -#define GLX_3DFX_multisample 1 - -#define GLX_SAMPLE_BUFFERS_3DFX 0x8050 -#define GLX_SAMPLES_3DFX 0x8051 - -#define GLXEW_3DFX_multisample GLXEW_GET_VAR(__GLXEW_3DFX_multisample) - -#endif /* GLX_3DFX_multisample */ - -/* ------------------------ GLX_AMD_gpu_association ------------------------ */ - -#ifndef GLX_AMD_gpu_association -#define GLX_AMD_gpu_association 1 - -#define GLX_GPU_VENDOR_AMD 0x1F00 -#define GLX_GPU_RENDERER_STRING_AMD 0x1F01 -#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 -#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 -#define GLX_GPU_RAM_AMD 0x21A3 -#define GLX_GPU_CLOCK_AMD 0x21A4 -#define GLX_GPU_NUM_PIPES_AMD 0x21A5 -#define GLX_GPU_NUM_SIMD_AMD 0x21A6 -#define GLX_GPU_NUM_RB_AMD 0x21A7 -#define GLX_GPU_NUM_SPI_AMD 0x21A8 - -typedef void ( * PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC) (GLXContext dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC) (unsigned int id, GLXContext share_list); -typedef GLXContext ( * PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (unsigned int id, GLXContext share_context, const int* attribList); -typedef Bool ( * PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC) (GLXContext ctx); -typedef unsigned int ( * PFNGLXGETCONTEXTGPUIDAMDPROC) (GLXContext ctx); -typedef GLXContext ( * PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); -typedef unsigned int ( * PFNGLXGETGPUIDSAMDPROC) (unsigned int maxCount, unsigned int* ids); -typedef int ( * PFNGLXGETGPUINFOAMDPROC) (unsigned int id, int property, GLenum dataType, unsigned int size, void* data); -typedef Bool ( * PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (GLXContext ctx); - -#define glXBlitContextFramebufferAMD GLXEW_GET_FUN(__glewXBlitContextFramebufferAMD) -#define glXCreateAssociatedContextAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAMD) -#define glXCreateAssociatedContextAttribsAMD GLXEW_GET_FUN(__glewXCreateAssociatedContextAttribsAMD) -#define glXDeleteAssociatedContextAMD GLXEW_GET_FUN(__glewXDeleteAssociatedContextAMD) -#define glXGetContextGPUIDAMD GLXEW_GET_FUN(__glewXGetContextGPUIDAMD) -#define glXGetCurrentAssociatedContextAMD GLXEW_GET_FUN(__glewXGetCurrentAssociatedContextAMD) -#define glXGetGPUIDsAMD GLXEW_GET_FUN(__glewXGetGPUIDsAMD) -#define glXGetGPUInfoAMD GLXEW_GET_FUN(__glewXGetGPUInfoAMD) -#define glXMakeAssociatedContextCurrentAMD GLXEW_GET_FUN(__glewXMakeAssociatedContextCurrentAMD) - -#define GLXEW_AMD_gpu_association GLXEW_GET_VAR(__GLXEW_AMD_gpu_association) - -#endif /* GLX_AMD_gpu_association */ - -/* --------------------- GLX_ARB_context_flush_control --------------------- */ - -#ifndef GLX_ARB_context_flush_control -#define GLX_ARB_context_flush_control 1 - -#define GLXEW_ARB_context_flush_control GLXEW_GET_VAR(__GLXEW_ARB_context_flush_control) - -#endif /* GLX_ARB_context_flush_control */ - -/* ------------------------- GLX_ARB_create_context ------------------------ */ - -#ifndef GLX_ARB_create_context -#define GLX_ARB_create_context 1 - -#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001 -#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 -#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 -#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 -#define GLX_CONTEXT_FLAGS_ARB 0x2094 - -typedef GLXContext ( * PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list); - -#define glXCreateContextAttribsARB GLXEW_GET_FUN(__glewXCreateContextAttribsARB) - -#define GLXEW_ARB_create_context GLXEW_GET_VAR(__GLXEW_ARB_create_context) - -#endif /* GLX_ARB_create_context */ - -/* -------------------- GLX_ARB_create_context_no_error -------------------- */ - -#ifndef GLX_ARB_create_context_no_error -#define GLX_ARB_create_context_no_error 1 - -#define GLXEW_ARB_create_context_no_error GLXEW_GET_VAR(__GLXEW_ARB_create_context_no_error) - -#endif /* GLX_ARB_create_context_no_error */ - -/* --------------------- GLX_ARB_create_context_profile -------------------- */ - -#ifndef GLX_ARB_create_context_profile -#define GLX_ARB_create_context_profile 1 - -#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 -#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 -#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126 - -#define GLXEW_ARB_create_context_profile GLXEW_GET_VAR(__GLXEW_ARB_create_context_profile) - -#endif /* GLX_ARB_create_context_profile */ - -/* ------------------- GLX_ARB_create_context_robustness ------------------- */ - -#ifndef GLX_ARB_create_context_robustness -#define GLX_ARB_create_context_robustness 1 - -#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261 - -#define GLXEW_ARB_create_context_robustness GLXEW_GET_VAR(__GLXEW_ARB_create_context_robustness) - -#endif /* GLX_ARB_create_context_robustness */ - -/* ------------------------- GLX_ARB_fbconfig_float ------------------------ */ - -#ifndef GLX_ARB_fbconfig_float -#define GLX_ARB_fbconfig_float 1 - -#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004 -#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9 - -#define GLXEW_ARB_fbconfig_float GLXEW_GET_VAR(__GLXEW_ARB_fbconfig_float) - -#endif /* GLX_ARB_fbconfig_float */ - -/* ------------------------ GLX_ARB_framebuffer_sRGB ----------------------- */ - -#ifndef GLX_ARB_framebuffer_sRGB -#define GLX_ARB_framebuffer_sRGB 1 - -#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2 - -#define GLXEW_ARB_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_ARB_framebuffer_sRGB) - -#endif /* GLX_ARB_framebuffer_sRGB */ - -/* ------------------------ GLX_ARB_get_proc_address ----------------------- */ - -#ifndef GLX_ARB_get_proc_address -#define GLX_ARB_get_proc_address 1 - -extern void ( * glXGetProcAddressARB (const GLubyte *procName)) (void); - -#define GLXEW_ARB_get_proc_address GLXEW_GET_VAR(__GLXEW_ARB_get_proc_address) - -#endif /* GLX_ARB_get_proc_address */ - -/* -------------------------- GLX_ARB_multisample -------------------------- */ - -#ifndef GLX_ARB_multisample -#define GLX_ARB_multisample 1 - -#define GLX_SAMPLE_BUFFERS_ARB 100000 -#define GLX_SAMPLES_ARB 100001 - -#define GLXEW_ARB_multisample GLXEW_GET_VAR(__GLXEW_ARB_multisample) - -#endif /* GLX_ARB_multisample */ - -/* ---------------- GLX_ARB_robustness_application_isolation --------------- */ - -#ifndef GLX_ARB_robustness_application_isolation -#define GLX_ARB_robustness_application_isolation 1 - -#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define GLXEW_ARB_robustness_application_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_application_isolation) - -#endif /* GLX_ARB_robustness_application_isolation */ - -/* ---------------- GLX_ARB_robustness_share_group_isolation --------------- */ - -#ifndef GLX_ARB_robustness_share_group_isolation -#define GLX_ARB_robustness_share_group_isolation 1 - -#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define GLXEW_ARB_robustness_share_group_isolation GLXEW_GET_VAR(__GLXEW_ARB_robustness_share_group_isolation) - -#endif /* GLX_ARB_robustness_share_group_isolation */ - -/* ---------------------- GLX_ARB_vertex_buffer_object --------------------- */ - -#ifndef GLX_ARB_vertex_buffer_object -#define GLX_ARB_vertex_buffer_object 1 - -#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095 - -#define GLXEW_ARB_vertex_buffer_object GLXEW_GET_VAR(__GLXEW_ARB_vertex_buffer_object) - -#endif /* GLX_ARB_vertex_buffer_object */ - -/* ----------------------- GLX_ATI_pixel_format_float ---------------------- */ - -#ifndef GLX_ATI_pixel_format_float -#define GLX_ATI_pixel_format_float 1 - -#define GLX_RGBA_FLOAT_ATI_BIT 0x00000100 - -#define GLXEW_ATI_pixel_format_float GLXEW_GET_VAR(__GLXEW_ATI_pixel_format_float) - -#endif /* GLX_ATI_pixel_format_float */ - -/* ------------------------- GLX_ATI_render_texture ------------------------ */ - -#ifndef GLX_ATI_render_texture -#define GLX_ATI_render_texture 1 - -#define GLX_BIND_TO_TEXTURE_RGB_ATI 0x9800 -#define GLX_BIND_TO_TEXTURE_RGBA_ATI 0x9801 -#define GLX_TEXTURE_FORMAT_ATI 0x9802 -#define GLX_TEXTURE_TARGET_ATI 0x9803 -#define GLX_MIPMAP_TEXTURE_ATI 0x9804 -#define GLX_TEXTURE_RGB_ATI 0x9805 -#define GLX_TEXTURE_RGBA_ATI 0x9806 -#define GLX_NO_TEXTURE_ATI 0x9807 -#define GLX_TEXTURE_CUBE_MAP_ATI 0x9808 -#define GLX_TEXTURE_1D_ATI 0x9809 -#define GLX_TEXTURE_2D_ATI 0x980A -#define GLX_MIPMAP_LEVEL_ATI 0x980B -#define GLX_CUBE_MAP_FACE_ATI 0x980C -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_X_ATI 0x980D -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_X_ATI 0x980E -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Y_ATI 0x980F -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Y_ATI 0x9810 -#define GLX_TEXTURE_CUBE_MAP_POSITIVE_Z_ATI 0x9811 -#define GLX_TEXTURE_CUBE_MAP_NEGATIVE_Z_ATI 0x9812 -#define GLX_FRONT_LEFT_ATI 0x9813 -#define GLX_FRONT_RIGHT_ATI 0x9814 -#define GLX_BACK_LEFT_ATI 0x9815 -#define GLX_BACK_RIGHT_ATI 0x9816 -#define GLX_AUX0_ATI 0x9817 -#define GLX_AUX1_ATI 0x9818 -#define GLX_AUX2_ATI 0x9819 -#define GLX_AUX3_ATI 0x981A -#define GLX_AUX4_ATI 0x981B -#define GLX_AUX5_ATI 0x981C -#define GLX_AUX6_ATI 0x981D -#define GLX_AUX7_ATI 0x981E -#define GLX_AUX8_ATI 0x981F -#define GLX_AUX9_ATI 0x9820 -#define GLX_BIND_TO_TEXTURE_LUMINANCE_ATI 0x9821 -#define GLX_BIND_TO_TEXTURE_INTENSITY_ATI 0x9822 - -typedef void ( * PFNGLXBINDTEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); -typedef void ( * PFNGLXDRAWABLEATTRIBATIPROC) (Display *dpy, GLXDrawable draw, const int *attrib_list); -typedef void ( * PFNGLXRELEASETEXIMAGEATIPROC) (Display *dpy, GLXPbuffer pbuf, int buffer); - -#define glXBindTexImageATI GLXEW_GET_FUN(__glewXBindTexImageATI) -#define glXDrawableAttribATI GLXEW_GET_FUN(__glewXDrawableAttribATI) -#define glXReleaseTexImageATI GLXEW_GET_FUN(__glewXReleaseTexImageATI) - -#define GLXEW_ATI_render_texture GLXEW_GET_VAR(__GLXEW_ATI_render_texture) - -#endif /* GLX_ATI_render_texture */ - -/* --------------------------- GLX_EXT_buffer_age -------------------------- */ - -#ifndef GLX_EXT_buffer_age -#define GLX_EXT_buffer_age 1 - -#define GLX_BACK_BUFFER_AGE_EXT 0x20F4 - -#define GLXEW_EXT_buffer_age GLXEW_GET_VAR(__GLXEW_EXT_buffer_age) - -#endif /* GLX_EXT_buffer_age */ - -/* ------------------- GLX_EXT_create_context_es2_profile ------------------ */ - -#ifndef GLX_EXT_create_context_es2_profile -#define GLX_EXT_create_context_es2_profile 1 - -#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 - -#define GLXEW_EXT_create_context_es2_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es2_profile) - -#endif /* GLX_EXT_create_context_es2_profile */ - -/* ------------------- GLX_EXT_create_context_es_profile ------------------- */ - -#ifndef GLX_EXT_create_context_es_profile -#define GLX_EXT_create_context_es_profile 1 - -#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 - -#define GLXEW_EXT_create_context_es_profile GLXEW_GET_VAR(__GLXEW_EXT_create_context_es_profile) - -#endif /* GLX_EXT_create_context_es_profile */ - -/* --------------------- GLX_EXT_fbconfig_packed_float --------------------- */ - -#ifndef GLX_EXT_fbconfig_packed_float -#define GLX_EXT_fbconfig_packed_float 1 - -#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008 -#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1 - -#define GLXEW_EXT_fbconfig_packed_float GLXEW_GET_VAR(__GLXEW_EXT_fbconfig_packed_float) - -#endif /* GLX_EXT_fbconfig_packed_float */ - -/* ------------------------ GLX_EXT_framebuffer_sRGB ----------------------- */ - -#ifndef GLX_EXT_framebuffer_sRGB -#define GLX_EXT_framebuffer_sRGB 1 - -#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2 - -#define GLXEW_EXT_framebuffer_sRGB GLXEW_GET_VAR(__GLXEW_EXT_framebuffer_sRGB) - -#endif /* GLX_EXT_framebuffer_sRGB */ - -/* ------------------------- GLX_EXT_import_context ------------------------ */ - -#ifndef GLX_EXT_import_context -#define GLX_EXT_import_context 1 - -#define GLX_SHARE_CONTEXT_EXT 0x800A -#define GLX_VISUAL_ID_EXT 0x800B -#define GLX_SCREEN_EXT 0x800C - -typedef XID GLXContextID; - -typedef void ( * PFNGLXFREECONTEXTEXTPROC) (Display* dpy, GLXContext context); -typedef GLXContextID ( * PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context); -typedef GLXContext ( * PFNGLXIMPORTCONTEXTEXTPROC) (Display* dpy, GLXContextID contextID); -typedef int ( * PFNGLXQUERYCONTEXTINFOEXTPROC) (Display* dpy, GLXContext context, int attribute,int *value); - -#define glXFreeContextEXT GLXEW_GET_FUN(__glewXFreeContextEXT) -#define glXGetContextIDEXT GLXEW_GET_FUN(__glewXGetContextIDEXT) -#define glXImportContextEXT GLXEW_GET_FUN(__glewXImportContextEXT) -#define glXQueryContextInfoEXT GLXEW_GET_FUN(__glewXQueryContextInfoEXT) - -#define GLXEW_EXT_import_context GLXEW_GET_VAR(__GLXEW_EXT_import_context) - -#endif /* GLX_EXT_import_context */ - -/* ---------------------------- GLX_EXT_libglvnd --------------------------- */ - -#ifndef GLX_EXT_libglvnd -#define GLX_EXT_libglvnd 1 - -#define GLX_VENDOR_NAMES_EXT 0x20F6 - -#define GLXEW_EXT_libglvnd GLXEW_GET_VAR(__GLXEW_EXT_libglvnd) - -#endif /* GLX_EXT_libglvnd */ - -/* -------------------------- GLX_EXT_scene_marker ------------------------- */ - -#ifndef GLX_EXT_scene_marker -#define GLX_EXT_scene_marker 1 - -#define GLXEW_EXT_scene_marker GLXEW_GET_VAR(__GLXEW_EXT_scene_marker) - -#endif /* GLX_EXT_scene_marker */ - -/* -------------------------- GLX_EXT_stereo_tree -------------------------- */ - -#ifndef GLX_EXT_stereo_tree -#define GLX_EXT_stereo_tree 1 - -#define GLX_STEREO_NOTIFY_EXT 0x00000000 -#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001 -#define GLX_STEREO_TREE_EXT 0x20F5 - -#define GLXEW_EXT_stereo_tree GLXEW_GET_VAR(__GLXEW_EXT_stereo_tree) - -#endif /* GLX_EXT_stereo_tree */ - -/* -------------------------- GLX_EXT_swap_control ------------------------- */ - -#ifndef GLX_EXT_swap_control -#define GLX_EXT_swap_control 1 - -#define GLX_SWAP_INTERVAL_EXT 0x20F1 -#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2 - -typedef void ( * PFNGLXSWAPINTERVALEXTPROC) (Display* dpy, GLXDrawable drawable, int interval); - -#define glXSwapIntervalEXT GLXEW_GET_FUN(__glewXSwapIntervalEXT) - -#define GLXEW_EXT_swap_control GLXEW_GET_VAR(__GLXEW_EXT_swap_control) - -#endif /* GLX_EXT_swap_control */ - -/* ----------------------- GLX_EXT_swap_control_tear ----------------------- */ - -#ifndef GLX_EXT_swap_control_tear -#define GLX_EXT_swap_control_tear 1 - -#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3 - -#define GLXEW_EXT_swap_control_tear GLXEW_GET_VAR(__GLXEW_EXT_swap_control_tear) - -#endif /* GLX_EXT_swap_control_tear */ - -/* ---------------------- GLX_EXT_texture_from_pixmap ---------------------- */ - -#ifndef GLX_EXT_texture_from_pixmap -#define GLX_EXT_texture_from_pixmap 1 - -#define GLX_TEXTURE_1D_BIT_EXT 0x00000001 -#define GLX_TEXTURE_2D_BIT_EXT 0x00000002 -#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004 -#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0 -#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1 -#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2 -#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3 -#define GLX_Y_INVERTED_EXT 0x20D4 -#define GLX_TEXTURE_FORMAT_EXT 0x20D5 -#define GLX_TEXTURE_TARGET_EXT 0x20D6 -#define GLX_MIPMAP_TEXTURE_EXT 0x20D7 -#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8 -#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9 -#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA -#define GLX_TEXTURE_1D_EXT 0x20DB -#define GLX_TEXTURE_2D_EXT 0x20DC -#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD -#define GLX_FRONT_LEFT_EXT 0x20DE -#define GLX_FRONT_RIGHT_EXT 0x20DF -#define GLX_BACK_LEFT_EXT 0x20E0 -#define GLX_BACK_RIGHT_EXT 0x20E1 -#define GLX_AUX0_EXT 0x20E2 -#define GLX_AUX1_EXT 0x20E3 -#define GLX_AUX2_EXT 0x20E4 -#define GLX_AUX3_EXT 0x20E5 -#define GLX_AUX4_EXT 0x20E6 -#define GLX_AUX5_EXT 0x20E7 -#define GLX_AUX6_EXT 0x20E8 -#define GLX_AUX7_EXT 0x20E9 -#define GLX_AUX8_EXT 0x20EA -#define GLX_AUX9_EXT 0x20EB - -typedef void ( * PFNGLXBINDTEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer, const int *attrib_list); -typedef void ( * PFNGLXRELEASETEXIMAGEEXTPROC) (Display* display, GLXDrawable drawable, int buffer); - -#define glXBindTexImageEXT GLXEW_GET_FUN(__glewXBindTexImageEXT) -#define glXReleaseTexImageEXT GLXEW_GET_FUN(__glewXReleaseTexImageEXT) - -#define GLXEW_EXT_texture_from_pixmap GLXEW_GET_VAR(__GLXEW_EXT_texture_from_pixmap) - -#endif /* GLX_EXT_texture_from_pixmap */ - -/* -------------------------- GLX_EXT_visual_info -------------------------- */ - -#ifndef GLX_EXT_visual_info -#define GLX_EXT_visual_info 1 - -#define GLX_X_VISUAL_TYPE_EXT 0x22 -#define GLX_TRANSPARENT_TYPE_EXT 0x23 -#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24 -#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25 -#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26 -#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27 -#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28 -#define GLX_NONE_EXT 0x8000 -#define GLX_TRUE_COLOR_EXT 0x8002 -#define GLX_DIRECT_COLOR_EXT 0x8003 -#define GLX_PSEUDO_COLOR_EXT 0x8004 -#define GLX_STATIC_COLOR_EXT 0x8005 -#define GLX_GRAY_SCALE_EXT 0x8006 -#define GLX_STATIC_GRAY_EXT 0x8007 -#define GLX_TRANSPARENT_RGB_EXT 0x8008 -#define GLX_TRANSPARENT_INDEX_EXT 0x8009 - -#define GLXEW_EXT_visual_info GLXEW_GET_VAR(__GLXEW_EXT_visual_info) - -#endif /* GLX_EXT_visual_info */ - -/* ------------------------- GLX_EXT_visual_rating ------------------------- */ - -#ifndef GLX_EXT_visual_rating -#define GLX_EXT_visual_rating 1 - -#define GLX_VISUAL_CAVEAT_EXT 0x20 -#define GLX_SLOW_VISUAL_EXT 0x8001 -#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D - -#define GLXEW_EXT_visual_rating GLXEW_GET_VAR(__GLXEW_EXT_visual_rating) - -#endif /* GLX_EXT_visual_rating */ - -/* -------------------------- GLX_INTEL_swap_event ------------------------- */ - -#ifndef GLX_INTEL_swap_event -#define GLX_INTEL_swap_event 1 - -#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180 -#define GLX_COPY_COMPLETE_INTEL 0x8181 -#define GLX_FLIP_COMPLETE_INTEL 0x8182 -#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000 - -#define GLXEW_INTEL_swap_event GLXEW_GET_VAR(__GLXEW_INTEL_swap_event) - -#endif /* GLX_INTEL_swap_event */ - -/* -------------------------- GLX_MESA_agp_offset -------------------------- */ - -#ifndef GLX_MESA_agp_offset -#define GLX_MESA_agp_offset 1 - -typedef unsigned int ( * PFNGLXGETAGPOFFSETMESAPROC) (const void* pointer); - -#define glXGetAGPOffsetMESA GLXEW_GET_FUN(__glewXGetAGPOffsetMESA) - -#define GLXEW_MESA_agp_offset GLXEW_GET_VAR(__GLXEW_MESA_agp_offset) - -#endif /* GLX_MESA_agp_offset */ - -/* ------------------------ GLX_MESA_copy_sub_buffer ----------------------- */ - -#ifndef GLX_MESA_copy_sub_buffer -#define GLX_MESA_copy_sub_buffer 1 - -typedef void ( * PFNGLXCOPYSUBBUFFERMESAPROC) (Display* dpy, GLXDrawable drawable, int x, int y, int width, int height); - -#define glXCopySubBufferMESA GLXEW_GET_FUN(__glewXCopySubBufferMESA) - -#define GLXEW_MESA_copy_sub_buffer GLXEW_GET_VAR(__GLXEW_MESA_copy_sub_buffer) - -#endif /* GLX_MESA_copy_sub_buffer */ - -/* ------------------------ GLX_MESA_pixmap_colormap ----------------------- */ - -#ifndef GLX_MESA_pixmap_colormap -#define GLX_MESA_pixmap_colormap 1 - -typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPMESAPROC) (Display* dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap); - -#define glXCreateGLXPixmapMESA GLXEW_GET_FUN(__glewXCreateGLXPixmapMESA) - -#define GLXEW_MESA_pixmap_colormap GLXEW_GET_VAR(__GLXEW_MESA_pixmap_colormap) - -#endif /* GLX_MESA_pixmap_colormap */ - -/* ------------------------ GLX_MESA_query_renderer ------------------------ */ - -#ifndef GLX_MESA_query_renderer -#define GLX_MESA_query_renderer 1 - -#define GLX_RENDERER_VENDOR_ID_MESA 0x8183 -#define GLX_RENDERER_DEVICE_ID_MESA 0x8184 -#define GLX_RENDERER_VERSION_MESA 0x8185 -#define GLX_RENDERER_ACCELERATED_MESA 0x8186 -#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187 -#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188 -#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189 -#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A -#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B -#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C -#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D -#define GLX_RENDERER_ID_MESA 0x818E - -typedef Bool ( * PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int* value); -typedef const char* ( * PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute); -typedef Bool ( * PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display* dpy, int screen, int renderer, int attribute, unsigned int *value); -typedef const char* ( * PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute); - -#define glXQueryCurrentRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererIntegerMESA) -#define glXQueryCurrentRendererStringMESA GLXEW_GET_FUN(__glewXQueryCurrentRendererStringMESA) -#define glXQueryRendererIntegerMESA GLXEW_GET_FUN(__glewXQueryRendererIntegerMESA) -#define glXQueryRendererStringMESA GLXEW_GET_FUN(__glewXQueryRendererStringMESA) - -#define GLXEW_MESA_query_renderer GLXEW_GET_VAR(__GLXEW_MESA_query_renderer) - -#endif /* GLX_MESA_query_renderer */ - -/* ------------------------ GLX_MESA_release_buffers ----------------------- */ - -#ifndef GLX_MESA_release_buffers -#define GLX_MESA_release_buffers 1 - -typedef Bool ( * PFNGLXRELEASEBUFFERSMESAPROC) (Display* dpy, GLXDrawable d); - -#define glXReleaseBuffersMESA GLXEW_GET_FUN(__glewXReleaseBuffersMESA) - -#define GLXEW_MESA_release_buffers GLXEW_GET_VAR(__GLXEW_MESA_release_buffers) - -#endif /* GLX_MESA_release_buffers */ - -/* ------------------------- GLX_MESA_set_3dfx_mode ------------------------ */ - -#ifndef GLX_MESA_set_3dfx_mode -#define GLX_MESA_set_3dfx_mode 1 - -#define GLX_3DFX_WINDOW_MODE_MESA 0x1 -#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2 - -typedef GLboolean ( * PFNGLXSET3DFXMODEMESAPROC) (GLint mode); - -#define glXSet3DfxModeMESA GLXEW_GET_FUN(__glewXSet3DfxModeMESA) - -#define GLXEW_MESA_set_3dfx_mode GLXEW_GET_VAR(__GLXEW_MESA_set_3dfx_mode) - -#endif /* GLX_MESA_set_3dfx_mode */ - -/* ------------------------- GLX_MESA_swap_control ------------------------- */ - -#ifndef GLX_MESA_swap_control -#define GLX_MESA_swap_control 1 - -typedef int ( * PFNGLXGETSWAPINTERVALMESAPROC) (void); -typedef int ( * PFNGLXSWAPINTERVALMESAPROC) (unsigned int interval); - -#define glXGetSwapIntervalMESA GLXEW_GET_FUN(__glewXGetSwapIntervalMESA) -#define glXSwapIntervalMESA GLXEW_GET_FUN(__glewXSwapIntervalMESA) - -#define GLXEW_MESA_swap_control GLXEW_GET_VAR(__GLXEW_MESA_swap_control) - -#endif /* GLX_MESA_swap_control */ - -/* --------------------------- GLX_NV_copy_buffer -------------------------- */ - -#ifndef GLX_NV_copy_buffer -#define GLX_NV_copy_buffer 1 - -typedef void ( * PFNGLXCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); -typedef void ( * PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC) (Display* dpy, GLXContext readCtx, GLXContext writeCtx, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); - -#define glXCopyBufferSubDataNV GLXEW_GET_FUN(__glewXCopyBufferSubDataNV) -#define glXNamedCopyBufferSubDataNV GLXEW_GET_FUN(__glewXNamedCopyBufferSubDataNV) - -#define GLXEW_NV_copy_buffer GLXEW_GET_VAR(__GLXEW_NV_copy_buffer) - -#endif /* GLX_NV_copy_buffer */ - -/* --------------------------- GLX_NV_copy_image --------------------------- */ - -#ifndef GLX_NV_copy_image -#define GLX_NV_copy_image 1 - -typedef void ( * PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define glXCopyImageSubDataNV GLXEW_GET_FUN(__glewXCopyImageSubDataNV) - -#define GLXEW_NV_copy_image GLXEW_GET_VAR(__GLXEW_NV_copy_image) - -#endif /* GLX_NV_copy_image */ - -/* ------------------------ GLX_NV_delay_before_swap ----------------------- */ - -#ifndef GLX_NV_delay_before_swap -#define GLX_NV_delay_before_swap 1 - -typedef Bool ( * PFNGLXDELAYBEFORESWAPNVPROC) (Display* dpy, GLXDrawable drawable, GLfloat seconds); - -#define glXDelayBeforeSwapNV GLXEW_GET_FUN(__glewXDelayBeforeSwapNV) - -#define GLXEW_NV_delay_before_swap GLXEW_GET_VAR(__GLXEW_NV_delay_before_swap) - -#endif /* GLX_NV_delay_before_swap */ - -/* -------------------------- GLX_NV_float_buffer -------------------------- */ - -#ifndef GLX_NV_float_buffer -#define GLX_NV_float_buffer 1 - -#define GLX_FLOAT_COMPONENTS_NV 0x20B0 - -#define GLXEW_NV_float_buffer GLXEW_GET_VAR(__GLXEW_NV_float_buffer) - -#endif /* GLX_NV_float_buffer */ - -/* ---------------------- GLX_NV_multisample_coverage ---------------------- */ - -#ifndef GLX_NV_multisample_coverage -#define GLX_NV_multisample_coverage 1 - -#define GLX_COLOR_SAMPLES_NV 0x20B3 -#define GLX_COVERAGE_SAMPLES_NV 100001 - -#define GLXEW_NV_multisample_coverage GLXEW_GET_VAR(__GLXEW_NV_multisample_coverage) - -#endif /* GLX_NV_multisample_coverage */ - -/* -------------------------- GLX_NV_present_video ------------------------- */ - -#ifndef GLX_NV_present_video -#define GLX_NV_present_video 1 - -#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0 - -typedef int ( * PFNGLXBINDVIDEODEVICENVPROC) (Display* dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list); -typedef unsigned int* ( * PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements); - -#define glXBindVideoDeviceNV GLXEW_GET_FUN(__glewXBindVideoDeviceNV) -#define glXEnumerateVideoDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoDevicesNV) - -#define GLXEW_NV_present_video GLXEW_GET_VAR(__GLXEW_NV_present_video) - -#endif /* GLX_NV_present_video */ - -/* ------------------ GLX_NV_robustness_video_memory_purge ----------------- */ - -#ifndef GLX_NV_robustness_video_memory_purge -#define GLX_NV_robustness_video_memory_purge 1 - -#define GLX_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x20F7 - -#define GLXEW_NV_robustness_video_memory_purge GLXEW_GET_VAR(__GLXEW_NV_robustness_video_memory_purge) - -#endif /* GLX_NV_robustness_video_memory_purge */ - -/* --------------------------- GLX_NV_swap_group --------------------------- */ - -#ifndef GLX_NV_swap_group -#define GLX_NV_swap_group 1 - -typedef Bool ( * PFNGLXBINDSWAPBARRIERNVPROC) (Display* dpy, GLuint group, GLuint barrier); -typedef Bool ( * PFNGLXJOINSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint group); -typedef Bool ( * PFNGLXQUERYFRAMECOUNTNVPROC) (Display* dpy, int screen, GLuint *count); -typedef Bool ( * PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display* dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers); -typedef Bool ( * PFNGLXQUERYSWAPGROUPNVPROC) (Display* dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier); -typedef Bool ( * PFNGLXRESETFRAMECOUNTNVPROC) (Display* dpy, int screen); - -#define glXBindSwapBarrierNV GLXEW_GET_FUN(__glewXBindSwapBarrierNV) -#define glXJoinSwapGroupNV GLXEW_GET_FUN(__glewXJoinSwapGroupNV) -#define glXQueryFrameCountNV GLXEW_GET_FUN(__glewXQueryFrameCountNV) -#define glXQueryMaxSwapGroupsNV GLXEW_GET_FUN(__glewXQueryMaxSwapGroupsNV) -#define glXQuerySwapGroupNV GLXEW_GET_FUN(__glewXQuerySwapGroupNV) -#define glXResetFrameCountNV GLXEW_GET_FUN(__glewXResetFrameCountNV) - -#define GLXEW_NV_swap_group GLXEW_GET_VAR(__GLXEW_NV_swap_group) - -#endif /* GLX_NV_swap_group */ - -/* ----------------------- GLX_NV_vertex_array_range ----------------------- */ - -#ifndef GLX_NV_vertex_array_range -#define GLX_NV_vertex_array_range 1 - -typedef void * ( * PFNGLXALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); -typedef void ( * PFNGLXFREEMEMORYNVPROC) (void *pointer); - -#define glXAllocateMemoryNV GLXEW_GET_FUN(__glewXAllocateMemoryNV) -#define glXFreeMemoryNV GLXEW_GET_FUN(__glewXFreeMemoryNV) - -#define GLXEW_NV_vertex_array_range GLXEW_GET_VAR(__GLXEW_NV_vertex_array_range) - -#endif /* GLX_NV_vertex_array_range */ - -/* -------------------------- GLX_NV_video_capture ------------------------- */ - -#ifndef GLX_NV_video_capture -#define GLX_NV_video_capture 1 - -#define GLX_DEVICE_ID_NV 0x20CD -#define GLX_UNIQUE_ID_NV 0x20CE -#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF - -typedef XID GLXVideoCaptureDeviceNV; - -typedef int ( * PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display* dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device); -typedef GLXVideoCaptureDeviceNV * ( * PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display* dpy, int screen, int *nelements); -typedef void ( * PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); -typedef int ( * PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value); -typedef void ( * PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display* dpy, GLXVideoCaptureDeviceNV device); - -#define glXBindVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXBindVideoCaptureDeviceNV) -#define glXEnumerateVideoCaptureDevicesNV GLXEW_GET_FUN(__glewXEnumerateVideoCaptureDevicesNV) -#define glXLockVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXLockVideoCaptureDeviceNV) -#define glXQueryVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXQueryVideoCaptureDeviceNV) -#define glXReleaseVideoCaptureDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoCaptureDeviceNV) - -#define GLXEW_NV_video_capture GLXEW_GET_VAR(__GLXEW_NV_video_capture) - -#endif /* GLX_NV_video_capture */ - -/* ---------------------------- GLX_NV_video_out --------------------------- */ - -#ifndef GLX_NV_video_out -#define GLX_NV_video_out 1 - -#define GLX_VIDEO_OUT_COLOR_NV 0x20C3 -#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4 -#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5 -#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 -#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 -#define GLX_VIDEO_OUT_FRAME_NV 0x20C8 -#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9 -#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA -#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB -#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC - -typedef int ( * PFNGLXBINDVIDEOIMAGENVPROC) (Display* dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer); -typedef int ( * PFNGLXGETVIDEODEVICENVPROC) (Display* dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice); -typedef int ( * PFNGLXGETVIDEOINFONVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); -typedef int ( * PFNGLXRELEASEVIDEODEVICENVPROC) (Display* dpy, int screen, GLXVideoDeviceNV VideoDevice); -typedef int ( * PFNGLXRELEASEVIDEOIMAGENVPROC) (Display* dpy, GLXPbuffer pbuf); -typedef int ( * PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display* dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock); - -#define glXBindVideoImageNV GLXEW_GET_FUN(__glewXBindVideoImageNV) -#define glXGetVideoDeviceNV GLXEW_GET_FUN(__glewXGetVideoDeviceNV) -#define glXGetVideoInfoNV GLXEW_GET_FUN(__glewXGetVideoInfoNV) -#define glXReleaseVideoDeviceNV GLXEW_GET_FUN(__glewXReleaseVideoDeviceNV) -#define glXReleaseVideoImageNV GLXEW_GET_FUN(__glewXReleaseVideoImageNV) -#define glXSendPbufferToVideoNV GLXEW_GET_FUN(__glewXSendPbufferToVideoNV) - -#define GLXEW_NV_video_out GLXEW_GET_VAR(__GLXEW_NV_video_out) - -#endif /* GLX_NV_video_out */ - -/* -------------------------- GLX_OML_swap_method -------------------------- */ - -#ifndef GLX_OML_swap_method -#define GLX_OML_swap_method 1 - -#define GLX_SWAP_METHOD_OML 0x8060 -#define GLX_SWAP_EXCHANGE_OML 0x8061 -#define GLX_SWAP_COPY_OML 0x8062 -#define GLX_SWAP_UNDEFINED_OML 0x8063 - -#define GLXEW_OML_swap_method GLXEW_GET_VAR(__GLXEW_OML_swap_method) - -#endif /* GLX_OML_swap_method */ - -/* -------------------------- GLX_OML_sync_control ------------------------- */ - -#ifndef GLX_OML_sync_control -#define GLX_OML_sync_control 1 - -typedef Bool ( * PFNGLXGETMSCRATEOMLPROC) (Display* dpy, GLXDrawable drawable, int32_t* numerator, int32_t* denominator); -typedef Bool ( * PFNGLXGETSYNCVALUESOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t* ust, int64_t* msc, int64_t* sbc); -typedef int64_t ( * PFNGLXSWAPBUFFERSMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder); -typedef Bool ( * PFNGLXWAITFORMSCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t* ust, int64_t* msc, int64_t* sbc); -typedef Bool ( * PFNGLXWAITFORSBCOMLPROC) (Display* dpy, GLXDrawable drawable, int64_t target_sbc, int64_t* ust, int64_t* msc, int64_t* sbc); - -#define glXGetMscRateOML GLXEW_GET_FUN(__glewXGetMscRateOML) -#define glXGetSyncValuesOML GLXEW_GET_FUN(__glewXGetSyncValuesOML) -#define glXSwapBuffersMscOML GLXEW_GET_FUN(__glewXSwapBuffersMscOML) -#define glXWaitForMscOML GLXEW_GET_FUN(__glewXWaitForMscOML) -#define glXWaitForSbcOML GLXEW_GET_FUN(__glewXWaitForSbcOML) - -#define GLXEW_OML_sync_control GLXEW_GET_VAR(__GLXEW_OML_sync_control) - -#endif /* GLX_OML_sync_control */ - -/* ------------------------ GLX_SGIS_blended_overlay ----------------------- */ - -#ifndef GLX_SGIS_blended_overlay -#define GLX_SGIS_blended_overlay 1 - -#define GLX_BLENDED_RGBA_SGIS 0x8025 - -#define GLXEW_SGIS_blended_overlay GLXEW_GET_VAR(__GLXEW_SGIS_blended_overlay) - -#endif /* GLX_SGIS_blended_overlay */ - -/* -------------------------- GLX_SGIS_color_range ------------------------- */ - -#ifndef GLX_SGIS_color_range -#define GLX_SGIS_color_range 1 - -#define GLXEW_SGIS_color_range GLXEW_GET_VAR(__GLXEW_SGIS_color_range) - -#endif /* GLX_SGIS_color_range */ - -/* -------------------------- GLX_SGIS_multisample ------------------------- */ - -#ifndef GLX_SGIS_multisample -#define GLX_SGIS_multisample 1 - -#define GLX_SAMPLE_BUFFERS_SGIS 100000 -#define GLX_SAMPLES_SGIS 100001 - -#define GLXEW_SGIS_multisample GLXEW_GET_VAR(__GLXEW_SGIS_multisample) - -#endif /* GLX_SGIS_multisample */ - -/* ---------------------- GLX_SGIS_shared_multisample ---------------------- */ - -#ifndef GLX_SGIS_shared_multisample -#define GLX_SGIS_shared_multisample 1 - -#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026 -#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027 - -#define GLXEW_SGIS_shared_multisample GLXEW_GET_VAR(__GLXEW_SGIS_shared_multisample) - -#endif /* GLX_SGIS_shared_multisample */ - -/* --------------------------- GLX_SGIX_fbconfig --------------------------- */ - -#ifndef GLX_SGIX_fbconfig -#define GLX_SGIX_fbconfig 1 - -#define GLX_RGBA_BIT_SGIX 0x00000001 -#define GLX_WINDOW_BIT_SGIX 0x00000001 -#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002 -#define GLX_PIXMAP_BIT_SGIX 0x00000002 -#define GLX_SCREEN_EXT 0x800C -#define GLX_DRAWABLE_TYPE_SGIX 0x8010 -#define GLX_RENDER_TYPE_SGIX 0x8011 -#define GLX_X_RENDERABLE_SGIX 0x8012 -#define GLX_FBCONFIG_ID_SGIX 0x8013 -#define GLX_RGBA_TYPE_SGIX 0x8014 -#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015 - -typedef XID GLXFBConfigIDSGIX; -typedef struct __GLXFBConfigRec *GLXFBConfigSGIX; - -typedef GLXFBConfigSGIX* ( * PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements); -typedef GLXContext ( * PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct); -typedef GLXPixmap ( * PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display* dpy, GLXFBConfig config, Pixmap pixmap); -typedef int ( * PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display* dpy, GLXFBConfigSGIX config, int attribute, int *value); -typedef GLXFBConfigSGIX ( * PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display* dpy, XVisualInfo *vis); -typedef XVisualInfo* ( * PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfig config); - -#define glXChooseFBConfigSGIX GLXEW_GET_FUN(__glewXChooseFBConfigSGIX) -#define glXCreateContextWithConfigSGIX GLXEW_GET_FUN(__glewXCreateContextWithConfigSGIX) -#define glXCreateGLXPixmapWithConfigSGIX GLXEW_GET_FUN(__glewXCreateGLXPixmapWithConfigSGIX) -#define glXGetFBConfigAttribSGIX GLXEW_GET_FUN(__glewXGetFBConfigAttribSGIX) -#define glXGetFBConfigFromVisualSGIX GLXEW_GET_FUN(__glewXGetFBConfigFromVisualSGIX) -#define glXGetVisualFromFBConfigSGIX GLXEW_GET_FUN(__glewXGetVisualFromFBConfigSGIX) - -#define GLXEW_SGIX_fbconfig GLXEW_GET_VAR(__GLXEW_SGIX_fbconfig) - -#endif /* GLX_SGIX_fbconfig */ - -/* --------------------------- GLX_SGIX_hyperpipe -------------------------- */ - -#ifndef GLX_SGIX_hyperpipe -#define GLX_SGIX_hyperpipe 1 - -#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001 -#define GLX_PIPE_RECT_SGIX 0x00000001 -#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002 -#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002 -#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003 -#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004 -#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80 -#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91 -#define GLX_BAD_HYPERPIPE_SGIX 92 -#define GLX_HYPERPIPE_ID_SGIX 0x8030 - -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int networkId; -} GLXHyperpipeNetworkSGIX; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int XOrigin; - int YOrigin; - int maxHeight; - int maxWidth; -} GLXPipeRectLimits; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int channel; - unsigned int participationType; - int timeSlice; -} GLXHyperpipeConfigSGIX; -typedef struct { - char pipeName[GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX]; - int srcXOrigin; - int srcYOrigin; - int srcWidth; - int srcHeight; - int destXOrigin; - int destYOrigin; - int destWidth; - int destHeight; -} GLXPipeRect; - -typedef int ( * PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId); -typedef int ( * PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId); -typedef int ( * PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList); -typedef int ( * PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId); -typedef int ( * PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList); -typedef int ( * PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList); -typedef GLXHyperpipeConfigSGIX * ( * PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes); -typedef GLXHyperpipeNetworkSGIX * ( * PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes); - -#define glXBindHyperpipeSGIX GLXEW_GET_FUN(__glewXBindHyperpipeSGIX) -#define glXDestroyHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXDestroyHyperpipeConfigSGIX) -#define glXHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXHyperpipeAttribSGIX) -#define glXHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXHyperpipeConfigSGIX) -#define glXQueryHyperpipeAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeAttribSGIX) -#define glXQueryHyperpipeBestAttribSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeBestAttribSGIX) -#define glXQueryHyperpipeConfigSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeConfigSGIX) -#define glXQueryHyperpipeNetworkSGIX GLXEW_GET_FUN(__glewXQueryHyperpipeNetworkSGIX) - -#define GLXEW_SGIX_hyperpipe GLXEW_GET_VAR(__GLXEW_SGIX_hyperpipe) - -#endif /* GLX_SGIX_hyperpipe */ - -/* ---------------------------- GLX_SGIX_pbuffer --------------------------- */ - -#ifndef GLX_SGIX_pbuffer -#define GLX_SGIX_pbuffer 1 - -#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001 -#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002 -#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004 -#define GLX_PBUFFER_BIT_SGIX 0x00000004 -#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008 -#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010 -#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020 -#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040 -#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080 -#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100 -#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016 -#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017 -#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018 -#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019 -#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A -#define GLX_PRESERVED_CONTENTS_SGIX 0x801B -#define GLX_LARGEST_PBUFFER_SGIX 0x801C -#define GLX_WIDTH_SGIX 0x801D -#define GLX_HEIGHT_SGIX 0x801E -#define GLX_EVENT_MASK_SGIX 0x801F -#define GLX_DAMAGED_SGIX 0x8020 -#define GLX_SAVED_SGIX 0x8021 -#define GLX_WINDOW_SGIX 0x8022 -#define GLX_PBUFFER_SGIX 0x8023 -#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000 - -typedef XID GLXPbufferSGIX; -typedef struct { int type; unsigned long serial; Bool send_event; Display *display; GLXDrawable drawable; int event_type; int draw_type; unsigned int mask; int x, y; int width, height; int count; } GLXBufferClobberEventSGIX; - -typedef GLXPbuffer ( * PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display* dpy, GLXFBConfig config, unsigned int width, unsigned int height, int *attrib_list); -typedef void ( * PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf); -typedef void ( * PFNGLXGETSELECTEDEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long *mask); -typedef void ( * PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display* dpy, GLXPbuffer pbuf, int attribute, unsigned int *value); -typedef void ( * PFNGLXSELECTEVENTSGIXPROC) (Display* dpy, GLXDrawable drawable, unsigned long mask); - -#define glXCreateGLXPbufferSGIX GLXEW_GET_FUN(__glewXCreateGLXPbufferSGIX) -#define glXDestroyGLXPbufferSGIX GLXEW_GET_FUN(__glewXDestroyGLXPbufferSGIX) -#define glXGetSelectedEventSGIX GLXEW_GET_FUN(__glewXGetSelectedEventSGIX) -#define glXQueryGLXPbufferSGIX GLXEW_GET_FUN(__glewXQueryGLXPbufferSGIX) -#define glXSelectEventSGIX GLXEW_GET_FUN(__glewXSelectEventSGIX) - -#define GLXEW_SGIX_pbuffer GLXEW_GET_VAR(__GLXEW_SGIX_pbuffer) - -#endif /* GLX_SGIX_pbuffer */ - -/* ------------------------- GLX_SGIX_swap_barrier ------------------------- */ - -#ifndef GLX_SGIX_swap_barrier -#define GLX_SGIX_swap_barrier 1 - -typedef void ( * PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier); -typedef Bool ( * PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max); - -#define glXBindSwapBarrierSGIX GLXEW_GET_FUN(__glewXBindSwapBarrierSGIX) -#define glXQueryMaxSwapBarriersSGIX GLXEW_GET_FUN(__glewXQueryMaxSwapBarriersSGIX) - -#define GLXEW_SGIX_swap_barrier GLXEW_GET_VAR(__GLXEW_SGIX_swap_barrier) - -#endif /* GLX_SGIX_swap_barrier */ - -/* -------------------------- GLX_SGIX_swap_group -------------------------- */ - -#ifndef GLX_SGIX_swap_group -#define GLX_SGIX_swap_group 1 - -typedef void ( * PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member); - -#define glXJoinSwapGroupSGIX GLXEW_GET_FUN(__glewXJoinSwapGroupSGIX) - -#define GLXEW_SGIX_swap_group GLXEW_GET_VAR(__GLXEW_SGIX_swap_group) - -#endif /* GLX_SGIX_swap_group */ - -/* ------------------------- GLX_SGIX_video_resize ------------------------- */ - -#ifndef GLX_SGIX_video_resize -#define GLX_SGIX_video_resize 1 - -#define GLX_SYNC_FRAME_SGIX 0x00000000 -#define GLX_SYNC_SWAP_SGIX 0x00000001 - -typedef int ( * PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display* display, int screen, int channel, Window window); -typedef int ( * PFNGLXCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int x, int y, int w, int h); -typedef int ( * PFNGLXCHANNELRECTSYNCSGIXPROC) (Display* display, int screen, int channel, GLenum synctype); -typedef int ( * PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display* display, int screen, int channel, int *x, int *y, int *w, int *h); -typedef int ( * PFNGLXQUERYCHANNELRECTSGIXPROC) (Display* display, int screen, int channel, int *dx, int *dy, int *dw, int *dh); - -#define glXBindChannelToWindowSGIX GLXEW_GET_FUN(__glewXBindChannelToWindowSGIX) -#define glXChannelRectSGIX GLXEW_GET_FUN(__glewXChannelRectSGIX) -#define glXChannelRectSyncSGIX GLXEW_GET_FUN(__glewXChannelRectSyncSGIX) -#define glXQueryChannelDeltasSGIX GLXEW_GET_FUN(__glewXQueryChannelDeltasSGIX) -#define glXQueryChannelRectSGIX GLXEW_GET_FUN(__glewXQueryChannelRectSGIX) - -#define GLXEW_SGIX_video_resize GLXEW_GET_VAR(__GLXEW_SGIX_video_resize) - -#endif /* GLX_SGIX_video_resize */ - -/* ---------------------- GLX_SGIX_visual_select_group --------------------- */ - -#ifndef GLX_SGIX_visual_select_group -#define GLX_SGIX_visual_select_group 1 - -#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028 - -#define GLXEW_SGIX_visual_select_group GLXEW_GET_VAR(__GLXEW_SGIX_visual_select_group) - -#endif /* GLX_SGIX_visual_select_group */ - -/* ---------------------------- GLX_SGI_cushion ---------------------------- */ - -#ifndef GLX_SGI_cushion -#define GLX_SGI_cushion 1 - -typedef void ( * PFNGLXCUSHIONSGIPROC) (Display* dpy, Window window, float cushion); - -#define glXCushionSGI GLXEW_GET_FUN(__glewXCushionSGI) - -#define GLXEW_SGI_cushion GLXEW_GET_VAR(__GLXEW_SGI_cushion) - -#endif /* GLX_SGI_cushion */ - -/* ----------------------- GLX_SGI_make_current_read ----------------------- */ - -#ifndef GLX_SGI_make_current_read -#define GLX_SGI_make_current_read 1 - -typedef GLXDrawable ( * PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void); -typedef Bool ( * PFNGLXMAKECURRENTREADSGIPROC) (Display* dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx); - -#define glXGetCurrentReadDrawableSGI GLXEW_GET_FUN(__glewXGetCurrentReadDrawableSGI) -#define glXMakeCurrentReadSGI GLXEW_GET_FUN(__glewXMakeCurrentReadSGI) - -#define GLXEW_SGI_make_current_read GLXEW_GET_VAR(__GLXEW_SGI_make_current_read) - -#endif /* GLX_SGI_make_current_read */ - -/* -------------------------- GLX_SGI_swap_control ------------------------- */ - -#ifndef GLX_SGI_swap_control -#define GLX_SGI_swap_control 1 - -typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval); - -#define glXSwapIntervalSGI GLXEW_GET_FUN(__glewXSwapIntervalSGI) - -#define GLXEW_SGI_swap_control GLXEW_GET_VAR(__GLXEW_SGI_swap_control) - -#endif /* GLX_SGI_swap_control */ - -/* --------------------------- GLX_SGI_video_sync -------------------------- */ - -#ifndef GLX_SGI_video_sync -#define GLX_SGI_video_sync 1 - -typedef int ( * PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int* count); -typedef int ( * PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int* count); - -#define glXGetVideoSyncSGI GLXEW_GET_FUN(__glewXGetVideoSyncSGI) -#define glXWaitVideoSyncSGI GLXEW_GET_FUN(__glewXWaitVideoSyncSGI) - -#define GLXEW_SGI_video_sync GLXEW_GET_VAR(__GLXEW_SGI_video_sync) - -#endif /* GLX_SGI_video_sync */ - -/* --------------------- GLX_SUN_get_transparent_index --------------------- */ - -#ifndef GLX_SUN_get_transparent_index -#define GLX_SUN_get_transparent_index 1 - -typedef Status ( * PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display* dpy, Window overlay, Window underlay, unsigned long *pTransparentIndex); - -#define glXGetTransparentIndexSUN GLXEW_GET_FUN(__glewXGetTransparentIndexSUN) - -#define GLXEW_SUN_get_transparent_index GLXEW_GET_VAR(__GLXEW_SUN_get_transparent_index) - -#endif /* GLX_SUN_get_transparent_index */ - -/* -------------------------- GLX_SUN_video_resize ------------------------- */ - -#ifndef GLX_SUN_video_resize -#define GLX_SUN_video_resize 1 - -#define GLX_VIDEO_RESIZE_SUN 0x8171 -#define GL_VIDEO_RESIZE_COMPENSATION_SUN 0x85CD - -typedef int ( * PFNGLXGETVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float* factor); -typedef int ( * PFNGLXVIDEORESIZESUNPROC) (Display* display, GLXDrawable window, float factor); - -#define glXGetVideoResizeSUN GLXEW_GET_FUN(__glewXGetVideoResizeSUN) -#define glXVideoResizeSUN GLXEW_GET_FUN(__glewXVideoResizeSUN) - -#define GLXEW_SUN_video_resize GLXEW_GET_VAR(__GLXEW_SUN_video_resize) - -#endif /* GLX_SUN_video_resize */ - -/* ------------------------------------------------------------------------- */ - -#define GLXEW_FUN_EXPORT GLEW_FUN_EXPORT -#define GLXEW_VAR_EXPORT GLEW_VAR_EXPORT - -GLXEW_FUN_EXPORT PFNGLXGETCURRENTDISPLAYPROC __glewXGetCurrentDisplay; - -GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGPROC __glewXChooseFBConfig; -GLXEW_FUN_EXPORT PFNGLXCREATENEWCONTEXTPROC __glewXCreateNewContext; -GLXEW_FUN_EXPORT PFNGLXCREATEPBUFFERPROC __glewXCreatePbuffer; -GLXEW_FUN_EXPORT PFNGLXCREATEPIXMAPPROC __glewXCreatePixmap; -GLXEW_FUN_EXPORT PFNGLXCREATEWINDOWPROC __glewXCreateWindow; -GLXEW_FUN_EXPORT PFNGLXDESTROYPBUFFERPROC __glewXDestroyPbuffer; -GLXEW_FUN_EXPORT PFNGLXDESTROYPIXMAPPROC __glewXDestroyPixmap; -GLXEW_FUN_EXPORT PFNGLXDESTROYWINDOWPROC __glewXDestroyWindow; -GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLEPROC __glewXGetCurrentReadDrawable; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBPROC __glewXGetFBConfigAttrib; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGSPROC __glewXGetFBConfigs; -GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTPROC __glewXGetSelectedEvent; -GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGPROC __glewXGetVisualFromFBConfig; -GLXEW_FUN_EXPORT PFNGLXMAKECONTEXTCURRENTPROC __glewXMakeContextCurrent; -GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTPROC __glewXQueryContext; -GLXEW_FUN_EXPORT PFNGLXQUERYDRAWABLEPROC __glewXQueryDrawable; -GLXEW_FUN_EXPORT PFNGLXSELECTEVENTPROC __glewXSelectEvent; - -GLXEW_FUN_EXPORT PFNGLXBLITCONTEXTFRAMEBUFFERAMDPROC __glewXBlitContextFramebufferAMD; -GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTAMDPROC __glewXCreateAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __glewXCreateAssociatedContextAttribsAMD; -GLXEW_FUN_EXPORT PFNGLXDELETEASSOCIATEDCONTEXTAMDPROC __glewXDeleteAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXGETCONTEXTGPUIDAMDPROC __glewXGetContextGPUIDAMD; -GLXEW_FUN_EXPORT PFNGLXGETCURRENTASSOCIATEDCONTEXTAMDPROC __glewXGetCurrentAssociatedContextAMD; -GLXEW_FUN_EXPORT PFNGLXGETGPUIDSAMDPROC __glewXGetGPUIDsAMD; -GLXEW_FUN_EXPORT PFNGLXGETGPUINFOAMDPROC __glewXGetGPUInfoAMD; -GLXEW_FUN_EXPORT PFNGLXMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __glewXMakeAssociatedContextCurrentAMD; - -GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTATTRIBSARBPROC __glewXCreateContextAttribsARB; - -GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEATIPROC __glewXBindTexImageATI; -GLXEW_FUN_EXPORT PFNGLXDRAWABLEATTRIBATIPROC __glewXDrawableAttribATI; -GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEATIPROC __glewXReleaseTexImageATI; - -GLXEW_FUN_EXPORT PFNGLXFREECONTEXTEXTPROC __glewXFreeContextEXT; -GLXEW_FUN_EXPORT PFNGLXGETCONTEXTIDEXTPROC __glewXGetContextIDEXT; -GLXEW_FUN_EXPORT PFNGLXIMPORTCONTEXTEXTPROC __glewXImportContextEXT; -GLXEW_FUN_EXPORT PFNGLXQUERYCONTEXTINFOEXTPROC __glewXQueryContextInfoEXT; - -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALEXTPROC __glewXSwapIntervalEXT; - -GLXEW_FUN_EXPORT PFNGLXBINDTEXIMAGEEXTPROC __glewXBindTexImageEXT; -GLXEW_FUN_EXPORT PFNGLXRELEASETEXIMAGEEXTPROC __glewXReleaseTexImageEXT; - -GLXEW_FUN_EXPORT PFNGLXGETAGPOFFSETMESAPROC __glewXGetAGPOffsetMESA; - -GLXEW_FUN_EXPORT PFNGLXCOPYSUBBUFFERMESAPROC __glewXCopySubBufferMESA; - -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPMESAPROC __glewXCreateGLXPixmapMESA; - -GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC __glewXQueryCurrentRendererIntegerMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC __glewXQueryCurrentRendererStringMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERINTEGERMESAPROC __glewXQueryRendererIntegerMESA; -GLXEW_FUN_EXPORT PFNGLXQUERYRENDERERSTRINGMESAPROC __glewXQueryRendererStringMESA; - -GLXEW_FUN_EXPORT PFNGLXRELEASEBUFFERSMESAPROC __glewXReleaseBuffersMESA; - -GLXEW_FUN_EXPORT PFNGLXSET3DFXMODEMESAPROC __glewXSet3DfxModeMESA; - -GLXEW_FUN_EXPORT PFNGLXGETSWAPINTERVALMESAPROC __glewXGetSwapIntervalMESA; -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALMESAPROC __glewXSwapIntervalMESA; - -GLXEW_FUN_EXPORT PFNGLXCOPYBUFFERSUBDATANVPROC __glewXCopyBufferSubDataNV; -GLXEW_FUN_EXPORT PFNGLXNAMEDCOPYBUFFERSUBDATANVPROC __glewXNamedCopyBufferSubDataNV; - -GLXEW_FUN_EXPORT PFNGLXCOPYIMAGESUBDATANVPROC __glewXCopyImageSubDataNV; - -GLXEW_FUN_EXPORT PFNGLXDELAYBEFORESWAPNVPROC __glewXDelayBeforeSwapNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEODEVICENVPROC __glewXBindVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEODEVICESNVPROC __glewXEnumerateVideoDevicesNV; - -GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERNVPROC __glewXBindSwapBarrierNV; -GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPNVPROC __glewXJoinSwapGroupNV; -GLXEW_FUN_EXPORT PFNGLXQUERYFRAMECOUNTNVPROC __glewXQueryFrameCountNV; -GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPGROUPSNVPROC __glewXQueryMaxSwapGroupsNV; -GLXEW_FUN_EXPORT PFNGLXQUERYSWAPGROUPNVPROC __glewXQuerySwapGroupNV; -GLXEW_FUN_EXPORT PFNGLXRESETFRAMECOUNTNVPROC __glewXResetFrameCountNV; - -GLXEW_FUN_EXPORT PFNGLXALLOCATEMEMORYNVPROC __glewXAllocateMemoryNV; -GLXEW_FUN_EXPORT PFNGLXFREEMEMORYNVPROC __glewXFreeMemoryNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEOCAPTUREDEVICENVPROC __glewXBindVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC __glewXEnumerateVideoCaptureDevicesNV; -GLXEW_FUN_EXPORT PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC __glewXLockVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC __glewXQueryVideoCaptureDeviceNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC __glewXReleaseVideoCaptureDeviceNV; - -GLXEW_FUN_EXPORT PFNGLXBINDVIDEOIMAGENVPROC __glewXBindVideoImageNV; -GLXEW_FUN_EXPORT PFNGLXGETVIDEODEVICENVPROC __glewXGetVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXGETVIDEOINFONVPROC __glewXGetVideoInfoNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEODEVICENVPROC __glewXReleaseVideoDeviceNV; -GLXEW_FUN_EXPORT PFNGLXRELEASEVIDEOIMAGENVPROC __glewXReleaseVideoImageNV; -GLXEW_FUN_EXPORT PFNGLXSENDPBUFFERTOVIDEONVPROC __glewXSendPbufferToVideoNV; - -GLXEW_FUN_EXPORT PFNGLXGETMSCRATEOMLPROC __glewXGetMscRateOML; -GLXEW_FUN_EXPORT PFNGLXGETSYNCVALUESOMLPROC __glewXGetSyncValuesOML; -GLXEW_FUN_EXPORT PFNGLXSWAPBUFFERSMSCOMLPROC __glewXSwapBuffersMscOML; -GLXEW_FUN_EXPORT PFNGLXWAITFORMSCOMLPROC __glewXWaitForMscOML; -GLXEW_FUN_EXPORT PFNGLXWAITFORSBCOMLPROC __glewXWaitForSbcOML; - -GLXEW_FUN_EXPORT PFNGLXCHOOSEFBCONFIGSGIXPROC __glewXChooseFBConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC __glewXCreateContextWithConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC __glewXCreateGLXPixmapWithConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGATTRIBSGIXPROC __glewXGetFBConfigAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXGETFBCONFIGFROMVISUALSGIXPROC __glewXGetFBConfigFromVisualSGIX; -GLXEW_FUN_EXPORT PFNGLXGETVISUALFROMFBCONFIGSGIXPROC __glewXGetVisualFromFBConfigSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDHYPERPIPESGIXPROC __glewXBindHyperpipeSGIX; -GLXEW_FUN_EXPORT PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC __glewXDestroyHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXHYPERPIPEATTRIBSGIXPROC __glewXHyperpipeAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXHYPERPIPECONFIGSGIXPROC __glewXHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC __glewXQueryHyperpipeAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC __glewXQueryHyperpipeBestAttribSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPECONFIGSGIXPROC __glewXQueryHyperpipeConfigSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYHYPERPIPENETWORKSGIXPROC __glewXQueryHyperpipeNetworkSGIX; - -GLXEW_FUN_EXPORT PFNGLXCREATEGLXPBUFFERSGIXPROC __glewXCreateGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXDESTROYGLXPBUFFERSGIXPROC __glewXDestroyGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXGETSELECTEDEVENTSGIXPROC __glewXGetSelectedEventSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYGLXPBUFFERSGIXPROC __glewXQueryGLXPbufferSGIX; -GLXEW_FUN_EXPORT PFNGLXSELECTEVENTSGIXPROC __glewXSelectEventSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDSWAPBARRIERSGIXPROC __glewXBindSwapBarrierSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC __glewXQueryMaxSwapBarriersSGIX; - -GLXEW_FUN_EXPORT PFNGLXJOINSWAPGROUPSGIXPROC __glewXJoinSwapGroupSGIX; - -GLXEW_FUN_EXPORT PFNGLXBINDCHANNELTOWINDOWSGIXPROC __glewXBindChannelToWindowSGIX; -GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSGIXPROC __glewXChannelRectSGIX; -GLXEW_FUN_EXPORT PFNGLXCHANNELRECTSYNCSGIXPROC __glewXChannelRectSyncSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELDELTASSGIXPROC __glewXQueryChannelDeltasSGIX; -GLXEW_FUN_EXPORT PFNGLXQUERYCHANNELRECTSGIXPROC __glewXQueryChannelRectSGIX; - -GLXEW_FUN_EXPORT PFNGLXCUSHIONSGIPROC __glewXCushionSGI; - -GLXEW_FUN_EXPORT PFNGLXGETCURRENTREADDRAWABLESGIPROC __glewXGetCurrentReadDrawableSGI; -GLXEW_FUN_EXPORT PFNGLXMAKECURRENTREADSGIPROC __glewXMakeCurrentReadSGI; - -GLXEW_FUN_EXPORT PFNGLXSWAPINTERVALSGIPROC __glewXSwapIntervalSGI; - -GLXEW_FUN_EXPORT PFNGLXGETVIDEOSYNCSGIPROC __glewXGetVideoSyncSGI; -GLXEW_FUN_EXPORT PFNGLXWAITVIDEOSYNCSGIPROC __glewXWaitVideoSyncSGI; - -GLXEW_FUN_EXPORT PFNGLXGETTRANSPARENTINDEXSUNPROC __glewXGetTransparentIndexSUN; - -GLXEW_FUN_EXPORT PFNGLXGETVIDEORESIZESUNPROC __glewXGetVideoResizeSUN; -GLXEW_FUN_EXPORT PFNGLXVIDEORESIZESUNPROC __glewXVideoResizeSUN; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_0; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_1; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_2; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_3; -GLXEW_VAR_EXPORT GLboolean __GLXEW_VERSION_1_4; -GLXEW_VAR_EXPORT GLboolean __GLXEW_3DFX_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_AMD_gpu_association; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_context_flush_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_no_error; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_create_context_robustness; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_fbconfig_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_framebuffer_sRGB; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_get_proc_address; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_application_isolation; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_robustness_share_group_isolation; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ARB_vertex_buffer_object; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_pixel_format_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_ATI_render_texture; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_buffer_age; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es2_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_create_context_es_profile; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_fbconfig_packed_float; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_framebuffer_sRGB; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_import_context; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_libglvnd; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_scene_marker; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_stereo_tree; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_swap_control_tear; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_texture_from_pixmap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_info; -GLXEW_VAR_EXPORT GLboolean __GLXEW_EXT_visual_rating; -GLXEW_VAR_EXPORT GLboolean __GLXEW_INTEL_swap_event; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_agp_offset; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_copy_sub_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_pixmap_colormap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_query_renderer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_release_buffers; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_set_3dfx_mode; -GLXEW_VAR_EXPORT GLboolean __GLXEW_MESA_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_copy_image; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_delay_before_swap; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_float_buffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_multisample_coverage; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_present_video; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_robustness_video_memory_purge; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_swap_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_vertex_array_range; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_capture; -GLXEW_VAR_EXPORT GLboolean __GLXEW_NV_video_out; -GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_swap_method; -GLXEW_VAR_EXPORT GLboolean __GLXEW_OML_sync_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_blended_overlay; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_color_range; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIS_shared_multisample; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_fbconfig; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_hyperpipe; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_pbuffer; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_barrier; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_swap_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_video_resize; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGIX_visual_select_group; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_cushion; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_make_current_read; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_swap_control; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SGI_video_sync; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_get_transparent_index; -GLXEW_VAR_EXPORT GLboolean __GLXEW_SUN_video_resize; -/* ------------------------------------------------------------------------ */ - -GLEWAPI GLenum GLEWAPIENTRY glxewInit (); -GLEWAPI GLboolean GLEWAPIENTRY glxewIsSupported (const char *name); - -#ifndef GLXEW_GET_VAR -#define GLXEW_GET_VAR(x) (*(const GLboolean*)&x) -#endif - -#ifndef GLXEW_GET_FUN -#define GLXEW_GET_FUN(x) x -#endif - -GLEWAPI GLboolean GLEWAPIENTRY glxewGetExtension (const char *name); - -#ifdef __cplusplus -} -#endif - -#endif /* __glxew_h__ */ diff --git a/glew/include/GL/wglew.h b/glew/include/GL/wglew.h deleted file mode 100644 index 2097c0f..0000000 --- a/glew/include/GL/wglew.h +++ /dev/null @@ -1,1447 +0,0 @@ -/* -** The OpenGL Extension Wrangler Library -** Copyright (C) 2008-2017, Nigel Stewart -** Copyright (C) 2002-2008, Milan Ikits -** Copyright (C) 2002-2008, Marcelo E. Magallon -** Copyright (C) 2002, Lev Povalahev -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are met: -** -** * Redistributions of source code must retain the above copyright notice, -** this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright notice, -** this list of conditions and the following disclaimer in the documentation -** and/or other materials provided with the distribution. -** * The name of the author may be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -** AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -** IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -** ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -** LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -** CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -** SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -** INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -** CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -** ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF -** THE POSSIBILITY OF SUCH DAMAGE. -*/ - -/* -** Copyright (c) 2007 The Khronos Group Inc. -** -** Permission is hereby granted, free of charge, to any person obtaining a -** copy of this software and/or associated documentation files (the -** "Materials"), to deal in the Materials without restriction, including -** without limitation the rights to use, copy, modify, merge, publish, -** distribute, sublicense, and/or sell copies of the Materials, and to -** permit persons to whom the Materials are furnished to do so, subject to -** the following conditions: -** -** The above copyright notice and this permission notice shall be included -** in all copies or substantial portions of the Materials. -** -** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. -*/ - -#ifndef __wglew_h__ -#define __wglew_h__ -#define __WGLEW_H__ - -#ifdef __wglext_h_ -#error wglext.h included before wglew.h -#endif - -#define __wglext_h_ - -#if !defined(WINAPI) -# ifndef WIN32_LEAN_AND_MEAN -# define WIN32_LEAN_AND_MEAN 1 -# endif -#include -# undef WIN32_LEAN_AND_MEAN -#endif - -/* - * GLEW_STATIC needs to be set when using the static version. - * GLEW_BUILD is set when building the DLL version. - */ -#ifdef GLEW_STATIC -# define GLEWAPI extern -#else -# ifdef GLEW_BUILD -# define GLEWAPI extern __declspec(dllexport) -# else -# define GLEWAPI extern __declspec(dllimport) -# endif -#endif - -#ifdef __cplusplus -extern "C" { -#endif - -/* -------------------------- WGL_3DFX_multisample ------------------------- */ - -#ifndef WGL_3DFX_multisample -#define WGL_3DFX_multisample 1 - -#define WGL_SAMPLE_BUFFERS_3DFX 0x2060 -#define WGL_SAMPLES_3DFX 0x2061 - -#define WGLEW_3DFX_multisample WGLEW_GET_VAR(__WGLEW_3DFX_multisample) - -#endif /* WGL_3DFX_multisample */ - -/* ------------------------- WGL_3DL_stereo_control ------------------------ */ - -#ifndef WGL_3DL_stereo_control -#define WGL_3DL_stereo_control 1 - -#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055 -#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056 -#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057 -#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058 - -typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState); - -#define wglSetStereoEmitterState3DL WGLEW_GET_FUN(__wglewSetStereoEmitterState3DL) - -#define WGLEW_3DL_stereo_control WGLEW_GET_VAR(__WGLEW_3DL_stereo_control) - -#endif /* WGL_3DL_stereo_control */ - -/* ------------------------ WGL_AMD_gpu_association ------------------------ */ - -#ifndef WGL_AMD_gpu_association -#define WGL_AMD_gpu_association 1 - -#define WGL_GPU_VENDOR_AMD 0x1F00 -#define WGL_GPU_RENDERER_STRING_AMD 0x1F01 -#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02 -#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2 -#define WGL_GPU_RAM_AMD 0x21A3 -#define WGL_GPU_CLOCK_AMD 0x21A4 -#define WGL_GPU_NUM_PIPES_AMD 0x21A5 -#define WGL_GPU_NUM_SIMD_AMD 0x21A6 -#define WGL_GPU_NUM_RB_AMD 0x21A7 -#define WGL_GPU_NUM_SPI_AMD 0x21A8 - -typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); -typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id); -typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int* attribList); -typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc); -typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc); -typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void); -typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT* ids); -typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, INT property, GLenum dataType, UINT size, void* data); -typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc); - -#define wglBlitContextFramebufferAMD WGLEW_GET_FUN(__wglewBlitContextFramebufferAMD) -#define wglCreateAssociatedContextAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAMD) -#define wglCreateAssociatedContextAttribsAMD WGLEW_GET_FUN(__wglewCreateAssociatedContextAttribsAMD) -#define wglDeleteAssociatedContextAMD WGLEW_GET_FUN(__wglewDeleteAssociatedContextAMD) -#define wglGetContextGPUIDAMD WGLEW_GET_FUN(__wglewGetContextGPUIDAMD) -#define wglGetCurrentAssociatedContextAMD WGLEW_GET_FUN(__wglewGetCurrentAssociatedContextAMD) -#define wglGetGPUIDsAMD WGLEW_GET_FUN(__wglewGetGPUIDsAMD) -#define wglGetGPUInfoAMD WGLEW_GET_FUN(__wglewGetGPUInfoAMD) -#define wglMakeAssociatedContextCurrentAMD WGLEW_GET_FUN(__wglewMakeAssociatedContextCurrentAMD) - -#define WGLEW_AMD_gpu_association WGLEW_GET_VAR(__WGLEW_AMD_gpu_association) - -#endif /* WGL_AMD_gpu_association */ - -/* ------------------------- WGL_ARB_buffer_region ------------------------- */ - -#ifndef WGL_ARB_buffer_region -#define WGL_ARB_buffer_region 1 - -#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001 -#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002 -#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004 -#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008 - -typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType); -typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion); -typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc); -typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height); - -#define wglCreateBufferRegionARB WGLEW_GET_FUN(__wglewCreateBufferRegionARB) -#define wglDeleteBufferRegionARB WGLEW_GET_FUN(__wglewDeleteBufferRegionARB) -#define wglRestoreBufferRegionARB WGLEW_GET_FUN(__wglewRestoreBufferRegionARB) -#define wglSaveBufferRegionARB WGLEW_GET_FUN(__wglewSaveBufferRegionARB) - -#define WGLEW_ARB_buffer_region WGLEW_GET_VAR(__WGLEW_ARB_buffer_region) - -#endif /* WGL_ARB_buffer_region */ - -/* --------------------- WGL_ARB_context_flush_control --------------------- */ - -#ifndef WGL_ARB_context_flush_control -#define WGL_ARB_context_flush_control 1 - -#define WGLEW_ARB_context_flush_control WGLEW_GET_VAR(__WGLEW_ARB_context_flush_control) - -#endif /* WGL_ARB_context_flush_control */ - -/* ------------------------- WGL_ARB_create_context ------------------------ */ - -#ifndef WGL_ARB_create_context -#define WGL_ARB_create_context 1 - -#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001 -#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002 -#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 -#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 -#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093 -#define WGL_CONTEXT_FLAGS_ARB 0x2094 -#define ERROR_INVALID_VERSION_ARB 0x2095 -#define ERROR_INVALID_PROFILE_ARB 0x2096 - -typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int* attribList); - -#define wglCreateContextAttribsARB WGLEW_GET_FUN(__wglewCreateContextAttribsARB) - -#define WGLEW_ARB_create_context WGLEW_GET_VAR(__WGLEW_ARB_create_context) - -#endif /* WGL_ARB_create_context */ - -/* -------------------- WGL_ARB_create_context_no_error -------------------- */ - -#ifndef WGL_ARB_create_context_no_error -#define WGL_ARB_create_context_no_error 1 - -#define WGLEW_ARB_create_context_no_error WGLEW_GET_VAR(__WGLEW_ARB_create_context_no_error) - -#endif /* WGL_ARB_create_context_no_error */ - -/* --------------------- WGL_ARB_create_context_profile -------------------- */ - -#ifndef WGL_ARB_create_context_profile -#define WGL_ARB_create_context_profile 1 - -#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 -#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 -#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 - -#define WGLEW_ARB_create_context_profile WGLEW_GET_VAR(__WGLEW_ARB_create_context_profile) - -#endif /* WGL_ARB_create_context_profile */ - -/* ------------------- WGL_ARB_create_context_robustness ------------------- */ - -#ifndef WGL_ARB_create_context_robustness -#define WGL_ARB_create_context_robustness 1 - -#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004 -#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 -#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 -#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261 - -#define WGLEW_ARB_create_context_robustness WGLEW_GET_VAR(__WGLEW_ARB_create_context_robustness) - -#endif /* WGL_ARB_create_context_robustness */ - -/* ----------------------- WGL_ARB_extensions_string ----------------------- */ - -#ifndef WGL_ARB_extensions_string -#define WGL_ARB_extensions_string 1 - -typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc); - -#define wglGetExtensionsStringARB WGLEW_GET_FUN(__wglewGetExtensionsStringARB) - -#define WGLEW_ARB_extensions_string WGLEW_GET_VAR(__WGLEW_ARB_extensions_string) - -#endif /* WGL_ARB_extensions_string */ - -/* ------------------------ WGL_ARB_framebuffer_sRGB ----------------------- */ - -#ifndef WGL_ARB_framebuffer_sRGB -#define WGL_ARB_framebuffer_sRGB 1 - -#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9 - -#define WGLEW_ARB_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_ARB_framebuffer_sRGB) - -#endif /* WGL_ARB_framebuffer_sRGB */ - -/* ----------------------- WGL_ARB_make_current_read ----------------------- */ - -#ifndef WGL_ARB_make_current_read -#define WGL_ARB_make_current_read 1 - -#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043 -#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054 - -typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); - -#define wglGetCurrentReadDCARB WGLEW_GET_FUN(__wglewGetCurrentReadDCARB) -#define wglMakeContextCurrentARB WGLEW_GET_FUN(__wglewMakeContextCurrentARB) - -#define WGLEW_ARB_make_current_read WGLEW_GET_VAR(__WGLEW_ARB_make_current_read) - -#endif /* WGL_ARB_make_current_read */ - -/* -------------------------- WGL_ARB_multisample -------------------------- */ - -#ifndef WGL_ARB_multisample -#define WGL_ARB_multisample 1 - -#define WGL_SAMPLE_BUFFERS_ARB 0x2041 -#define WGL_SAMPLES_ARB 0x2042 - -#define WGLEW_ARB_multisample WGLEW_GET_VAR(__WGLEW_ARB_multisample) - -#endif /* WGL_ARB_multisample */ - -/* ---------------------------- WGL_ARB_pbuffer ---------------------------- */ - -#ifndef WGL_ARB_pbuffer -#define WGL_ARB_pbuffer 1 - -#define WGL_DRAW_TO_PBUFFER_ARB 0x202D -#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E -#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F -#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030 -#define WGL_PBUFFER_LARGEST_ARB 0x2033 -#define WGL_PBUFFER_WIDTH_ARB 0x2034 -#define WGL_PBUFFER_HEIGHT_ARB 0x2035 -#define WGL_PBUFFER_LOST_ARB 0x2036 - -DECLARE_HANDLE(HPBUFFERARB); - -typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); -typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer); -typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer); -typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int* piValue); -typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC); - -#define wglCreatePbufferARB WGLEW_GET_FUN(__wglewCreatePbufferARB) -#define wglDestroyPbufferARB WGLEW_GET_FUN(__wglewDestroyPbufferARB) -#define wglGetPbufferDCARB WGLEW_GET_FUN(__wglewGetPbufferDCARB) -#define wglQueryPbufferARB WGLEW_GET_FUN(__wglewQueryPbufferARB) -#define wglReleasePbufferDCARB WGLEW_GET_FUN(__wglewReleasePbufferDCARB) - -#define WGLEW_ARB_pbuffer WGLEW_GET_VAR(__WGLEW_ARB_pbuffer) - -#endif /* WGL_ARB_pbuffer */ - -/* -------------------------- WGL_ARB_pixel_format ------------------------- */ - -#ifndef WGL_ARB_pixel_format -#define WGL_ARB_pixel_format 1 - -#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 -#define WGL_DRAW_TO_WINDOW_ARB 0x2001 -#define WGL_DRAW_TO_BITMAP_ARB 0x2002 -#define WGL_ACCELERATION_ARB 0x2003 -#define WGL_NEED_PALETTE_ARB 0x2004 -#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005 -#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006 -#define WGL_SWAP_METHOD_ARB 0x2007 -#define WGL_NUMBER_OVERLAYS_ARB 0x2008 -#define WGL_NUMBER_UNDERLAYS_ARB 0x2009 -#define WGL_TRANSPARENT_ARB 0x200A -#define WGL_SHARE_DEPTH_ARB 0x200C -#define WGL_SHARE_STENCIL_ARB 0x200D -#define WGL_SHARE_ACCUM_ARB 0x200E -#define WGL_SUPPORT_GDI_ARB 0x200F -#define WGL_SUPPORT_OPENGL_ARB 0x2010 -#define WGL_DOUBLE_BUFFER_ARB 0x2011 -#define WGL_STEREO_ARB 0x2012 -#define WGL_PIXEL_TYPE_ARB 0x2013 -#define WGL_COLOR_BITS_ARB 0x2014 -#define WGL_RED_BITS_ARB 0x2015 -#define WGL_RED_SHIFT_ARB 0x2016 -#define WGL_GREEN_BITS_ARB 0x2017 -#define WGL_GREEN_SHIFT_ARB 0x2018 -#define WGL_BLUE_BITS_ARB 0x2019 -#define WGL_BLUE_SHIFT_ARB 0x201A -#define WGL_ALPHA_BITS_ARB 0x201B -#define WGL_ALPHA_SHIFT_ARB 0x201C -#define WGL_ACCUM_BITS_ARB 0x201D -#define WGL_ACCUM_RED_BITS_ARB 0x201E -#define WGL_ACCUM_GREEN_BITS_ARB 0x201F -#define WGL_ACCUM_BLUE_BITS_ARB 0x2020 -#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021 -#define WGL_DEPTH_BITS_ARB 0x2022 -#define WGL_STENCIL_BITS_ARB 0x2023 -#define WGL_AUX_BUFFERS_ARB 0x2024 -#define WGL_NO_ACCELERATION_ARB 0x2025 -#define WGL_GENERIC_ACCELERATION_ARB 0x2026 -#define WGL_FULL_ACCELERATION_ARB 0x2027 -#define WGL_SWAP_EXCHANGE_ARB 0x2028 -#define WGL_SWAP_COPY_ARB 0x2029 -#define WGL_SWAP_UNDEFINED_ARB 0x202A -#define WGL_TYPE_RGBA_ARB 0x202B -#define WGL_TYPE_COLORINDEX_ARB 0x202C -#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037 -#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038 -#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039 -#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A -#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B - -typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, FLOAT *pfValues); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int* piAttributes, int *piValues); - -#define wglChoosePixelFormatARB WGLEW_GET_FUN(__wglewChoosePixelFormatARB) -#define wglGetPixelFormatAttribfvARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvARB) -#define wglGetPixelFormatAttribivARB WGLEW_GET_FUN(__wglewGetPixelFormatAttribivARB) - -#define WGLEW_ARB_pixel_format WGLEW_GET_VAR(__WGLEW_ARB_pixel_format) - -#endif /* WGL_ARB_pixel_format */ - -/* ----------------------- WGL_ARB_pixel_format_float ---------------------- */ - -#ifndef WGL_ARB_pixel_format_float -#define WGL_ARB_pixel_format_float 1 - -#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0 - -#define WGLEW_ARB_pixel_format_float WGLEW_GET_VAR(__WGLEW_ARB_pixel_format_float) - -#endif /* WGL_ARB_pixel_format_float */ - -/* ------------------------- WGL_ARB_render_texture ------------------------ */ - -#ifndef WGL_ARB_render_texture -#define WGL_ARB_render_texture 1 - -#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070 -#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071 -#define WGL_TEXTURE_FORMAT_ARB 0x2072 -#define WGL_TEXTURE_TARGET_ARB 0x2073 -#define WGL_MIPMAP_TEXTURE_ARB 0x2074 -#define WGL_TEXTURE_RGB_ARB 0x2075 -#define WGL_TEXTURE_RGBA_ARB 0x2076 -#define WGL_NO_TEXTURE_ARB 0x2077 -#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078 -#define WGL_TEXTURE_1D_ARB 0x2079 -#define WGL_TEXTURE_2D_ARB 0x207A -#define WGL_MIPMAP_LEVEL_ARB 0x207B -#define WGL_CUBE_MAP_FACE_ARB 0x207C -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080 -#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081 -#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082 -#define WGL_FRONT_LEFT_ARB 0x2083 -#define WGL_FRONT_RIGHT_ARB 0x2084 -#define WGL_BACK_LEFT_ARB 0x2085 -#define WGL_BACK_RIGHT_ARB 0x2086 -#define WGL_AUX0_ARB 0x2087 -#define WGL_AUX1_ARB 0x2088 -#define WGL_AUX2_ARB 0x2089 -#define WGL_AUX3_ARB 0x208A -#define WGL_AUX4_ARB 0x208B -#define WGL_AUX5_ARB 0x208C -#define WGL_AUX6_ARB 0x208D -#define WGL_AUX7_ARB 0x208E -#define WGL_AUX8_ARB 0x208F -#define WGL_AUX9_ARB 0x2090 - -typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); -typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer); -typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int* piAttribList); - -#define wglBindTexImageARB WGLEW_GET_FUN(__wglewBindTexImageARB) -#define wglReleaseTexImageARB WGLEW_GET_FUN(__wglewReleaseTexImageARB) -#define wglSetPbufferAttribARB WGLEW_GET_FUN(__wglewSetPbufferAttribARB) - -#define WGLEW_ARB_render_texture WGLEW_GET_VAR(__WGLEW_ARB_render_texture) - -#endif /* WGL_ARB_render_texture */ - -/* ---------------- WGL_ARB_robustness_application_isolation --------------- */ - -#ifndef WGL_ARB_robustness_application_isolation -#define WGL_ARB_robustness_application_isolation 1 - -#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define WGLEW_ARB_robustness_application_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_application_isolation) - -#endif /* WGL_ARB_robustness_application_isolation */ - -/* ---------------- WGL_ARB_robustness_share_group_isolation --------------- */ - -#ifndef WGL_ARB_robustness_share_group_isolation -#define WGL_ARB_robustness_share_group_isolation 1 - -#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008 - -#define WGLEW_ARB_robustness_share_group_isolation WGLEW_GET_VAR(__WGLEW_ARB_robustness_share_group_isolation) - -#endif /* WGL_ARB_robustness_share_group_isolation */ - -/* ----------------------- WGL_ATI_pixel_format_float ---------------------- */ - -#ifndef WGL_ATI_pixel_format_float -#define WGL_ATI_pixel_format_float 1 - -#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0 -#define GL_RGBA_FLOAT_MODE_ATI 0x8820 -#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 - -#define WGLEW_ATI_pixel_format_float WGLEW_GET_VAR(__WGLEW_ATI_pixel_format_float) - -#endif /* WGL_ATI_pixel_format_float */ - -/* -------------------- WGL_ATI_render_texture_rectangle ------------------- */ - -#ifndef WGL_ATI_render_texture_rectangle -#define WGL_ATI_render_texture_rectangle 1 - -#define WGL_TEXTURE_RECTANGLE_ATI 0x21A5 - -#define WGLEW_ATI_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_ATI_render_texture_rectangle) - -#endif /* WGL_ATI_render_texture_rectangle */ - -/* --------------------------- WGL_EXT_colorspace -------------------------- */ - -#ifndef WGL_EXT_colorspace -#define WGL_EXT_colorspace 1 - -#define WGL_COLORSPACE_SRGB_EXT 0x3089 -#define WGL_COLORSPACE_LINEAR_EXT 0x308A -#define WGL_COLORSPACE_EXT 0x309D - -#define WGLEW_EXT_colorspace WGLEW_GET_VAR(__WGLEW_EXT_colorspace) - -#endif /* WGL_EXT_colorspace */ - -/* ------------------- WGL_EXT_create_context_es2_profile ------------------ */ - -#ifndef WGL_EXT_create_context_es2_profile -#define WGL_EXT_create_context_es2_profile 1 - -#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004 - -#define WGLEW_EXT_create_context_es2_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es2_profile) - -#endif /* WGL_EXT_create_context_es2_profile */ - -/* ------------------- WGL_EXT_create_context_es_profile ------------------- */ - -#ifndef WGL_EXT_create_context_es_profile -#define WGL_EXT_create_context_es_profile 1 - -#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004 - -#define WGLEW_EXT_create_context_es_profile WGLEW_GET_VAR(__WGLEW_EXT_create_context_es_profile) - -#endif /* WGL_EXT_create_context_es_profile */ - -/* -------------------------- WGL_EXT_depth_float -------------------------- */ - -#ifndef WGL_EXT_depth_float -#define WGL_EXT_depth_float 1 - -#define WGL_DEPTH_FLOAT_EXT 0x2040 - -#define WGLEW_EXT_depth_float WGLEW_GET_VAR(__WGLEW_EXT_depth_float) - -#endif /* WGL_EXT_depth_float */ - -/* ---------------------- WGL_EXT_display_color_table ---------------------- */ - -#ifndef WGL_EXT_display_color_table -#define WGL_EXT_display_color_table 1 - -typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef void (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id); -typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (GLushort* table, GLuint length); - -#define wglBindDisplayColorTableEXT WGLEW_GET_FUN(__wglewBindDisplayColorTableEXT) -#define wglCreateDisplayColorTableEXT WGLEW_GET_FUN(__wglewCreateDisplayColorTableEXT) -#define wglDestroyDisplayColorTableEXT WGLEW_GET_FUN(__wglewDestroyDisplayColorTableEXT) -#define wglLoadDisplayColorTableEXT WGLEW_GET_FUN(__wglewLoadDisplayColorTableEXT) - -#define WGLEW_EXT_display_color_table WGLEW_GET_VAR(__WGLEW_EXT_display_color_table) - -#endif /* WGL_EXT_display_color_table */ - -/* ----------------------- WGL_EXT_extensions_string ----------------------- */ - -#ifndef WGL_EXT_extensions_string -#define WGL_EXT_extensions_string 1 - -typedef const char* (WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void); - -#define wglGetExtensionsStringEXT WGLEW_GET_FUN(__wglewGetExtensionsStringEXT) - -#define WGLEW_EXT_extensions_string WGLEW_GET_VAR(__WGLEW_EXT_extensions_string) - -#endif /* WGL_EXT_extensions_string */ - -/* ------------------------ WGL_EXT_framebuffer_sRGB ----------------------- */ - -#ifndef WGL_EXT_framebuffer_sRGB -#define WGL_EXT_framebuffer_sRGB 1 - -#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9 - -#define WGLEW_EXT_framebuffer_sRGB WGLEW_GET_VAR(__WGLEW_EXT_framebuffer_sRGB) - -#endif /* WGL_EXT_framebuffer_sRGB */ - -/* ----------------------- WGL_EXT_make_current_read ----------------------- */ - -#ifndef WGL_EXT_make_current_read -#define WGL_EXT_make_current_read 1 - -#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043 - -typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); - -#define wglGetCurrentReadDCEXT WGLEW_GET_FUN(__wglewGetCurrentReadDCEXT) -#define wglMakeContextCurrentEXT WGLEW_GET_FUN(__wglewMakeContextCurrentEXT) - -#define WGLEW_EXT_make_current_read WGLEW_GET_VAR(__WGLEW_EXT_make_current_read) - -#endif /* WGL_EXT_make_current_read */ - -/* -------------------------- WGL_EXT_multisample -------------------------- */ - -#ifndef WGL_EXT_multisample -#define WGL_EXT_multisample 1 - -#define WGL_SAMPLE_BUFFERS_EXT 0x2041 -#define WGL_SAMPLES_EXT 0x2042 - -#define WGLEW_EXT_multisample WGLEW_GET_VAR(__WGLEW_EXT_multisample) - -#endif /* WGL_EXT_multisample */ - -/* ---------------------------- WGL_EXT_pbuffer ---------------------------- */ - -#ifndef WGL_EXT_pbuffer -#define WGL_EXT_pbuffer 1 - -#define WGL_DRAW_TO_PBUFFER_EXT 0x202D -#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E -#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F -#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030 -#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031 -#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032 -#define WGL_PBUFFER_LARGEST_EXT 0x2033 -#define WGL_PBUFFER_WIDTH_EXT 0x2034 -#define WGL_PBUFFER_HEIGHT_EXT 0x2035 - -DECLARE_HANDLE(HPBUFFEREXT); - -typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int* piAttribList); -typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer); -typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer); -typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int* piValue); -typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC); - -#define wglCreatePbufferEXT WGLEW_GET_FUN(__wglewCreatePbufferEXT) -#define wglDestroyPbufferEXT WGLEW_GET_FUN(__wglewDestroyPbufferEXT) -#define wglGetPbufferDCEXT WGLEW_GET_FUN(__wglewGetPbufferDCEXT) -#define wglQueryPbufferEXT WGLEW_GET_FUN(__wglewQueryPbufferEXT) -#define wglReleasePbufferDCEXT WGLEW_GET_FUN(__wglewReleasePbufferDCEXT) - -#define WGLEW_EXT_pbuffer WGLEW_GET_VAR(__WGLEW_EXT_pbuffer) - -#endif /* WGL_EXT_pbuffer */ - -/* -------------------------- WGL_EXT_pixel_format ------------------------- */ - -#ifndef WGL_EXT_pixel_format -#define WGL_EXT_pixel_format 1 - -#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000 -#define WGL_DRAW_TO_WINDOW_EXT 0x2001 -#define WGL_DRAW_TO_BITMAP_EXT 0x2002 -#define WGL_ACCELERATION_EXT 0x2003 -#define WGL_NEED_PALETTE_EXT 0x2004 -#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005 -#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006 -#define WGL_SWAP_METHOD_EXT 0x2007 -#define WGL_NUMBER_OVERLAYS_EXT 0x2008 -#define WGL_NUMBER_UNDERLAYS_EXT 0x2009 -#define WGL_TRANSPARENT_EXT 0x200A -#define WGL_TRANSPARENT_VALUE_EXT 0x200B -#define WGL_SHARE_DEPTH_EXT 0x200C -#define WGL_SHARE_STENCIL_EXT 0x200D -#define WGL_SHARE_ACCUM_EXT 0x200E -#define WGL_SUPPORT_GDI_EXT 0x200F -#define WGL_SUPPORT_OPENGL_EXT 0x2010 -#define WGL_DOUBLE_BUFFER_EXT 0x2011 -#define WGL_STEREO_EXT 0x2012 -#define WGL_PIXEL_TYPE_EXT 0x2013 -#define WGL_COLOR_BITS_EXT 0x2014 -#define WGL_RED_BITS_EXT 0x2015 -#define WGL_RED_SHIFT_EXT 0x2016 -#define WGL_GREEN_BITS_EXT 0x2017 -#define WGL_GREEN_SHIFT_EXT 0x2018 -#define WGL_BLUE_BITS_EXT 0x2019 -#define WGL_BLUE_SHIFT_EXT 0x201A -#define WGL_ALPHA_BITS_EXT 0x201B -#define WGL_ALPHA_SHIFT_EXT 0x201C -#define WGL_ACCUM_BITS_EXT 0x201D -#define WGL_ACCUM_RED_BITS_EXT 0x201E -#define WGL_ACCUM_GREEN_BITS_EXT 0x201F -#define WGL_ACCUM_BLUE_BITS_EXT 0x2020 -#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021 -#define WGL_DEPTH_BITS_EXT 0x2022 -#define WGL_STENCIL_BITS_EXT 0x2023 -#define WGL_AUX_BUFFERS_EXT 0x2024 -#define WGL_NO_ACCELERATION_EXT 0x2025 -#define WGL_GENERIC_ACCELERATION_EXT 0x2026 -#define WGL_FULL_ACCELERATION_EXT 0x2027 -#define WGL_SWAP_EXCHANGE_EXT 0x2028 -#define WGL_SWAP_COPY_EXT 0x2029 -#define WGL_SWAP_UNDEFINED_EXT 0x202A -#define WGL_TYPE_RGBA_EXT 0x202B -#define WGL_TYPE_COLORINDEX_EXT 0x202C - -typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int* piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, FLOAT *pfValues); -typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int* piAttributes, int *piValues); - -#define wglChoosePixelFormatEXT WGLEW_GET_FUN(__wglewChoosePixelFormatEXT) -#define wglGetPixelFormatAttribfvEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribfvEXT) -#define wglGetPixelFormatAttribivEXT WGLEW_GET_FUN(__wglewGetPixelFormatAttribivEXT) - -#define WGLEW_EXT_pixel_format WGLEW_GET_VAR(__WGLEW_EXT_pixel_format) - -#endif /* WGL_EXT_pixel_format */ - -/* ------------------- WGL_EXT_pixel_format_packed_float ------------------- */ - -#ifndef WGL_EXT_pixel_format_packed_float -#define WGL_EXT_pixel_format_packed_float 1 - -#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8 - -#define WGLEW_EXT_pixel_format_packed_float WGLEW_GET_VAR(__WGLEW_EXT_pixel_format_packed_float) - -#endif /* WGL_EXT_pixel_format_packed_float */ - -/* -------------------------- WGL_EXT_swap_control ------------------------- */ - -#ifndef WGL_EXT_swap_control -#define WGL_EXT_swap_control 1 - -typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void); -typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval); - -#define wglGetSwapIntervalEXT WGLEW_GET_FUN(__wglewGetSwapIntervalEXT) -#define wglSwapIntervalEXT WGLEW_GET_FUN(__wglewSwapIntervalEXT) - -#define WGLEW_EXT_swap_control WGLEW_GET_VAR(__WGLEW_EXT_swap_control) - -#endif /* WGL_EXT_swap_control */ - -/* ----------------------- WGL_EXT_swap_control_tear ----------------------- */ - -#ifndef WGL_EXT_swap_control_tear -#define WGL_EXT_swap_control_tear 1 - -#define WGLEW_EXT_swap_control_tear WGLEW_GET_VAR(__WGLEW_EXT_swap_control_tear) - -#endif /* WGL_EXT_swap_control_tear */ - -/* --------------------- WGL_I3D_digital_video_control --------------------- */ - -#ifndef WGL_I3D_digital_video_control -#define WGL_I3D_digital_video_control 1 - -#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050 -#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051 -#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052 -#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053 - -typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); - -#define wglGetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewGetDigitalVideoParametersI3D) -#define wglSetDigitalVideoParametersI3D WGLEW_GET_FUN(__wglewSetDigitalVideoParametersI3D) - -#define WGLEW_I3D_digital_video_control WGLEW_GET_VAR(__WGLEW_I3D_digital_video_control) - -#endif /* WGL_I3D_digital_video_control */ - -/* ----------------------------- WGL_I3D_gamma ----------------------------- */ - -#ifndef WGL_I3D_gamma -#define WGL_I3D_gamma 1 - -#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E -#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F - -typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT* puRed, USHORT *puGreen, USHORT *puBlue); -typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT* puRed, const USHORT *puGreen, const USHORT *puBlue); -typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int* piValue); - -#define wglGetGammaTableI3D WGLEW_GET_FUN(__wglewGetGammaTableI3D) -#define wglGetGammaTableParametersI3D WGLEW_GET_FUN(__wglewGetGammaTableParametersI3D) -#define wglSetGammaTableI3D WGLEW_GET_FUN(__wglewSetGammaTableI3D) -#define wglSetGammaTableParametersI3D WGLEW_GET_FUN(__wglewSetGammaTableParametersI3D) - -#define WGLEW_I3D_gamma WGLEW_GET_VAR(__WGLEW_I3D_gamma) - -#endif /* WGL_I3D_gamma */ - -/* ---------------------------- WGL_I3D_genlock ---------------------------- */ - -#ifndef WGL_I3D_genlock -#define WGL_I3D_genlock 1 - -#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044 -#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045 -#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046 -#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047 -#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048 -#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049 -#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A -#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B -#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C - -typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC); -typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC); -typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge); -typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT* uRate); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT* uDelay); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT* uEdge); -typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT* uSource); -typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL* pFlag); -typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT* uMaxLineDelay, UINT *uMaxPixelDelay); - -#define wglDisableGenlockI3D WGLEW_GET_FUN(__wglewDisableGenlockI3D) -#define wglEnableGenlockI3D WGLEW_GET_FUN(__wglewEnableGenlockI3D) -#define wglGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGenlockSampleRateI3D) -#define wglGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGenlockSourceDelayI3D) -#define wglGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGenlockSourceEdgeI3D) -#define wglGenlockSourceI3D WGLEW_GET_FUN(__wglewGenlockSourceI3D) -#define wglGetGenlockSampleRateI3D WGLEW_GET_FUN(__wglewGetGenlockSampleRateI3D) -#define wglGetGenlockSourceDelayI3D WGLEW_GET_FUN(__wglewGetGenlockSourceDelayI3D) -#define wglGetGenlockSourceEdgeI3D WGLEW_GET_FUN(__wglewGetGenlockSourceEdgeI3D) -#define wglGetGenlockSourceI3D WGLEW_GET_FUN(__wglewGetGenlockSourceI3D) -#define wglIsEnabledGenlockI3D WGLEW_GET_FUN(__wglewIsEnabledGenlockI3D) -#define wglQueryGenlockMaxSourceDelayI3D WGLEW_GET_FUN(__wglewQueryGenlockMaxSourceDelayI3D) - -#define WGLEW_I3D_genlock WGLEW_GET_VAR(__WGLEW_I3D_genlock) - -#endif /* WGL_I3D_genlock */ - -/* -------------------------- WGL_I3D_image_buffer ------------------------- */ - -#ifndef WGL_I3D_image_buffer -#define WGL_I3D_image_buffer 1 - -#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001 -#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002 - -typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, HANDLE* pEvent, LPVOID *pAddress, DWORD *pSize, UINT count); -typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags); -typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress); -typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hdc, LPVOID* pAddress, UINT count); - -#define wglAssociateImageBufferEventsI3D WGLEW_GET_FUN(__wglewAssociateImageBufferEventsI3D) -#define wglCreateImageBufferI3D WGLEW_GET_FUN(__wglewCreateImageBufferI3D) -#define wglDestroyImageBufferI3D WGLEW_GET_FUN(__wglewDestroyImageBufferI3D) -#define wglReleaseImageBufferEventsI3D WGLEW_GET_FUN(__wglewReleaseImageBufferEventsI3D) - -#define WGLEW_I3D_image_buffer WGLEW_GET_VAR(__WGLEW_I3D_image_buffer) - -#endif /* WGL_I3D_image_buffer */ - -/* ------------------------ WGL_I3D_swap_frame_lock ------------------------ */ - -#ifndef WGL_I3D_swap_frame_lock -#define WGL_I3D_swap_frame_lock 1 - -typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (VOID); -typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL* pFlag); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL* pFlag); - -#define wglDisableFrameLockI3D WGLEW_GET_FUN(__wglewDisableFrameLockI3D) -#define wglEnableFrameLockI3D WGLEW_GET_FUN(__wglewEnableFrameLockI3D) -#define wglIsEnabledFrameLockI3D WGLEW_GET_FUN(__wglewIsEnabledFrameLockI3D) -#define wglQueryFrameLockMasterI3D WGLEW_GET_FUN(__wglewQueryFrameLockMasterI3D) - -#define WGLEW_I3D_swap_frame_lock WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_lock) - -#endif /* WGL_I3D_swap_frame_lock */ - -/* ------------------------ WGL_I3D_swap_frame_usage ----------------------- */ - -#ifndef WGL_I3D_swap_frame_usage -#define WGL_I3D_swap_frame_usage 1 - -typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void); -typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void); -typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float* pUsage); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD* pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage); - -#define wglBeginFrameTrackingI3D WGLEW_GET_FUN(__wglewBeginFrameTrackingI3D) -#define wglEndFrameTrackingI3D WGLEW_GET_FUN(__wglewEndFrameTrackingI3D) -#define wglGetFrameUsageI3D WGLEW_GET_FUN(__wglewGetFrameUsageI3D) -#define wglQueryFrameTrackingI3D WGLEW_GET_FUN(__wglewQueryFrameTrackingI3D) - -#define WGLEW_I3D_swap_frame_usage WGLEW_GET_VAR(__WGLEW_I3D_swap_frame_usage) - -#endif /* WGL_I3D_swap_frame_usage */ - -/* --------------------------- WGL_NV_DX_interop --------------------------- */ - -#ifndef WGL_NV_DX_interop -#define WGL_NV_DX_interop 1 - -#define WGL_ACCESS_READ_ONLY_NV 0x0000 -#define WGL_ACCESS_READ_WRITE_NV 0x0001 -#define WGL_ACCESS_WRITE_DISCARD_NV 0x0002 - -typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice); -typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); -typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access); -typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void* dxDevice); -typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void* dxObject, GLuint name, GLenum type, GLenum access); -typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void* dxObject, HANDLE shareHandle); -typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE* hObjects); -typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject); - -#define wglDXCloseDeviceNV WGLEW_GET_FUN(__wglewDXCloseDeviceNV) -#define wglDXLockObjectsNV WGLEW_GET_FUN(__wglewDXLockObjectsNV) -#define wglDXObjectAccessNV WGLEW_GET_FUN(__wglewDXObjectAccessNV) -#define wglDXOpenDeviceNV WGLEW_GET_FUN(__wglewDXOpenDeviceNV) -#define wglDXRegisterObjectNV WGLEW_GET_FUN(__wglewDXRegisterObjectNV) -#define wglDXSetResourceShareHandleNV WGLEW_GET_FUN(__wglewDXSetResourceShareHandleNV) -#define wglDXUnlockObjectsNV WGLEW_GET_FUN(__wglewDXUnlockObjectsNV) -#define wglDXUnregisterObjectNV WGLEW_GET_FUN(__wglewDXUnregisterObjectNV) - -#define WGLEW_NV_DX_interop WGLEW_GET_VAR(__WGLEW_NV_DX_interop) - -#endif /* WGL_NV_DX_interop */ - -/* --------------------------- WGL_NV_DX_interop2 -------------------------- */ - -#ifndef WGL_NV_DX_interop2 -#define WGL_NV_DX_interop2 1 - -#define WGLEW_NV_DX_interop2 WGLEW_GET_VAR(__WGLEW_NV_DX_interop2) - -#endif /* WGL_NV_DX_interop2 */ - -/* --------------------------- WGL_NV_copy_image --------------------------- */ - -#ifndef WGL_NV_copy_image -#define WGL_NV_copy_image 1 - -typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); - -#define wglCopyImageSubDataNV WGLEW_GET_FUN(__wglewCopyImageSubDataNV) - -#define WGLEW_NV_copy_image WGLEW_GET_VAR(__WGLEW_NV_copy_image) - -#endif /* WGL_NV_copy_image */ - -/* ------------------------ WGL_NV_delay_before_swap ----------------------- */ - -#ifndef WGL_NV_delay_before_swap -#define WGL_NV_delay_before_swap 1 - -typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds); - -#define wglDelayBeforeSwapNV WGLEW_GET_FUN(__wglewDelayBeforeSwapNV) - -#define WGLEW_NV_delay_before_swap WGLEW_GET_VAR(__WGLEW_NV_delay_before_swap) - -#endif /* WGL_NV_delay_before_swap */ - -/* -------------------------- WGL_NV_float_buffer -------------------------- */ - -#ifndef WGL_NV_float_buffer -#define WGL_NV_float_buffer 1 - -#define WGL_FLOAT_COMPONENTS_NV 0x20B0 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4 -#define WGL_TEXTURE_FLOAT_R_NV 0x20B5 -#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6 -#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7 -#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8 - -#define WGLEW_NV_float_buffer WGLEW_GET_VAR(__WGLEW_NV_float_buffer) - -#endif /* WGL_NV_float_buffer */ - -/* -------------------------- WGL_NV_gpu_affinity -------------------------- */ - -#ifndef WGL_NV_gpu_affinity -#define WGL_NV_gpu_affinity 1 - -#define WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0 -#define WGL_ERROR_MISSING_AFFINITY_MASK_NV 0x20D1 - -DECLARE_HANDLE(HGPUNV); -typedef struct _GPU_DEVICE { - DWORD cb; - CHAR DeviceName[32]; - CHAR DeviceString[128]; - DWORD Flags; - RECT rcVirtualScreen; -} GPU_DEVICE, *PGPU_DEVICE; - -typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList); -typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc); -typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice); -typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu); -typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu); - -#define wglCreateAffinityDCNV WGLEW_GET_FUN(__wglewCreateAffinityDCNV) -#define wglDeleteDCNV WGLEW_GET_FUN(__wglewDeleteDCNV) -#define wglEnumGpuDevicesNV WGLEW_GET_FUN(__wglewEnumGpuDevicesNV) -#define wglEnumGpusFromAffinityDCNV WGLEW_GET_FUN(__wglewEnumGpusFromAffinityDCNV) -#define wglEnumGpusNV WGLEW_GET_FUN(__wglewEnumGpusNV) - -#define WGLEW_NV_gpu_affinity WGLEW_GET_VAR(__WGLEW_NV_gpu_affinity) - -#endif /* WGL_NV_gpu_affinity */ - -/* ---------------------- WGL_NV_multisample_coverage ---------------------- */ - -#ifndef WGL_NV_multisample_coverage -#define WGL_NV_multisample_coverage 1 - -#define WGL_COVERAGE_SAMPLES_NV 0x2042 -#define WGL_COLOR_SAMPLES_NV 0x20B9 - -#define WGLEW_NV_multisample_coverage WGLEW_GET_VAR(__WGLEW_NV_multisample_coverage) - -#endif /* WGL_NV_multisample_coverage */ - -/* -------------------------- WGL_NV_present_video ------------------------- */ - -#ifndef WGL_NV_present_video -#define WGL_NV_present_video 1 - -#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0 - -DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDc, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int* piAttribList); -typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDc, HVIDEOOUTPUTDEVICENV* phDeviceList); -typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int* piValue); - -#define wglBindVideoDeviceNV WGLEW_GET_FUN(__wglewBindVideoDeviceNV) -#define wglEnumerateVideoDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoDevicesNV) -#define wglQueryCurrentContextNV WGLEW_GET_FUN(__wglewQueryCurrentContextNV) - -#define WGLEW_NV_present_video WGLEW_GET_VAR(__WGLEW_NV_present_video) - -#endif /* WGL_NV_present_video */ - -/* ---------------------- WGL_NV_render_depth_texture ---------------------- */ - -#ifndef WGL_NV_render_depth_texture -#define WGL_NV_render_depth_texture 1 - -#define WGL_NO_TEXTURE_ARB 0x2077 -#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4 -#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5 -#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6 -#define WGL_DEPTH_COMPONENT_NV 0x20A7 - -#define WGLEW_NV_render_depth_texture WGLEW_GET_VAR(__WGLEW_NV_render_depth_texture) - -#endif /* WGL_NV_render_depth_texture */ - -/* -------------------- WGL_NV_render_texture_rectangle -------------------- */ - -#ifndef WGL_NV_render_texture_rectangle -#define WGL_NV_render_texture_rectangle 1 - -#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0 -#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1 -#define WGL_TEXTURE_RECTANGLE_NV 0x20A2 - -#define WGLEW_NV_render_texture_rectangle WGLEW_GET_VAR(__WGLEW_NV_render_texture_rectangle) - -#endif /* WGL_NV_render_texture_rectangle */ - -/* --------------------------- WGL_NV_swap_group --------------------------- */ - -#ifndef WGL_NV_swap_group -#define WGL_NV_swap_group 1 - -typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier); -typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group); -typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint* count); -typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint* maxGroups, GLuint *maxBarriers); -typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint* group, GLuint *barrier); -typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC); - -#define wglBindSwapBarrierNV WGLEW_GET_FUN(__wglewBindSwapBarrierNV) -#define wglJoinSwapGroupNV WGLEW_GET_FUN(__wglewJoinSwapGroupNV) -#define wglQueryFrameCountNV WGLEW_GET_FUN(__wglewQueryFrameCountNV) -#define wglQueryMaxSwapGroupsNV WGLEW_GET_FUN(__wglewQueryMaxSwapGroupsNV) -#define wglQuerySwapGroupNV WGLEW_GET_FUN(__wglewQuerySwapGroupNV) -#define wglResetFrameCountNV WGLEW_GET_FUN(__wglewResetFrameCountNV) - -#define WGLEW_NV_swap_group WGLEW_GET_VAR(__WGLEW_NV_swap_group) - -#endif /* WGL_NV_swap_group */ - -/* ----------------------- WGL_NV_vertex_array_range ----------------------- */ - -#ifndef WGL_NV_vertex_array_range -#define WGL_NV_vertex_array_range 1 - -typedef void * (WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority); -typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer); - -#define wglAllocateMemoryNV WGLEW_GET_FUN(__wglewAllocateMemoryNV) -#define wglFreeMemoryNV WGLEW_GET_FUN(__wglewFreeMemoryNV) - -#define WGLEW_NV_vertex_array_range WGLEW_GET_VAR(__WGLEW_NV_vertex_array_range) - -#endif /* WGL_NV_vertex_array_range */ - -/* -------------------------- WGL_NV_video_capture ------------------------- */ - -#ifndef WGL_NV_video_capture -#define WGL_NV_video_capture 1 - -#define WGL_UNIQUE_ID_NV 0x20CE -#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF - -DECLARE_HANDLE(HVIDEOINPUTDEVICENV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice); -typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV* phDeviceList); -typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); -typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int* piValue); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice); - -#define wglBindVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewBindVideoCaptureDeviceNV) -#define wglEnumerateVideoCaptureDevicesNV WGLEW_GET_FUN(__wglewEnumerateVideoCaptureDevicesNV) -#define wglLockVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewLockVideoCaptureDeviceNV) -#define wglQueryVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewQueryVideoCaptureDeviceNV) -#define wglReleaseVideoCaptureDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoCaptureDeviceNV) - -#define WGLEW_NV_video_capture WGLEW_GET_VAR(__WGLEW_NV_video_capture) - -#endif /* WGL_NV_video_capture */ - -/* -------------------------- WGL_NV_video_output -------------------------- */ - -#ifndef WGL_NV_video_output -#define WGL_NV_video_output 1 - -#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0 -#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1 -#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2 -#define WGL_VIDEO_OUT_COLOR_NV 0x20C3 -#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4 -#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5 -#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6 -#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7 -#define WGL_VIDEO_OUT_FRAME 0x20C8 -#define WGL_VIDEO_OUT_FIELD_1 0x20C9 -#define WGL_VIDEO_OUT_FIELD_2 0x20CA -#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB -#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC - -DECLARE_HANDLE(HPVIDEODEV); - -typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer); -typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV* hVideoDevice); -typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long* pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice); -typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer); -typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long* pulCounterPbuffer, BOOL bBlock); - -#define wglBindVideoImageNV WGLEW_GET_FUN(__wglewBindVideoImageNV) -#define wglGetVideoDeviceNV WGLEW_GET_FUN(__wglewGetVideoDeviceNV) -#define wglGetVideoInfoNV WGLEW_GET_FUN(__wglewGetVideoInfoNV) -#define wglReleaseVideoDeviceNV WGLEW_GET_FUN(__wglewReleaseVideoDeviceNV) -#define wglReleaseVideoImageNV WGLEW_GET_FUN(__wglewReleaseVideoImageNV) -#define wglSendPbufferToVideoNV WGLEW_GET_FUN(__wglewSendPbufferToVideoNV) - -#define WGLEW_NV_video_output WGLEW_GET_VAR(__WGLEW_NV_video_output) - -#endif /* WGL_NV_video_output */ - -/* -------------------------- WGL_OML_sync_control ------------------------- */ - -#ifndef WGL_OML_sync_control -#define WGL_OML_sync_control 1 - -typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32* numerator, INT32 *denominator); -typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64* ust, INT64 *msc, INT64 *sbc); -typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder); -typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, INT fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder); -typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64* ust, INT64 *msc, INT64 *sbc); -typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64* ust, INT64 *msc, INT64 *sbc); - -#define wglGetMscRateOML WGLEW_GET_FUN(__wglewGetMscRateOML) -#define wglGetSyncValuesOML WGLEW_GET_FUN(__wglewGetSyncValuesOML) -#define wglSwapBuffersMscOML WGLEW_GET_FUN(__wglewSwapBuffersMscOML) -#define wglSwapLayerBuffersMscOML WGLEW_GET_FUN(__wglewSwapLayerBuffersMscOML) -#define wglWaitForMscOML WGLEW_GET_FUN(__wglewWaitForMscOML) -#define wglWaitForSbcOML WGLEW_GET_FUN(__wglewWaitForSbcOML) - -#define WGLEW_OML_sync_control WGLEW_GET_VAR(__WGLEW_OML_sync_control) - -#endif /* WGL_OML_sync_control */ - -/* ------------------------------------------------------------------------- */ - -#define WGLEW_FUN_EXPORT GLEW_FUN_EXPORT -#define WGLEW_VAR_EXPORT GLEW_VAR_EXPORT - -WGLEW_FUN_EXPORT PFNWGLSETSTEREOEMITTERSTATE3DLPROC __wglewSetStereoEmitterState3DL; - -WGLEW_FUN_EXPORT PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC __wglewBlitContextFramebufferAMD; -WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC __wglewCreateAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC __wglewCreateAssociatedContextAttribsAMD; -WGLEW_FUN_EXPORT PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC __wglewDeleteAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLGETCONTEXTGPUIDAMDPROC __wglewGetContextGPUIDAMD; -WGLEW_FUN_EXPORT PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC __wglewGetCurrentAssociatedContextAMD; -WGLEW_FUN_EXPORT PFNWGLGETGPUIDSAMDPROC __wglewGetGPUIDsAMD; -WGLEW_FUN_EXPORT PFNWGLGETGPUINFOAMDPROC __wglewGetGPUInfoAMD; -WGLEW_FUN_EXPORT PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC __wglewMakeAssociatedContextCurrentAMD; - -WGLEW_FUN_EXPORT PFNWGLCREATEBUFFERREGIONARBPROC __wglewCreateBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLDELETEBUFFERREGIONARBPROC __wglewDeleteBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLRESTOREBUFFERREGIONARBPROC __wglewRestoreBufferRegionARB; -WGLEW_FUN_EXPORT PFNWGLSAVEBUFFERREGIONARBPROC __wglewSaveBufferRegionARB; - -WGLEW_FUN_EXPORT PFNWGLCREATECONTEXTATTRIBSARBPROC __wglewCreateContextAttribsARB; - -WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGARBPROC __wglewGetExtensionsStringARB; - -WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCARBPROC __wglewGetCurrentReadDCARB; -WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTARBPROC __wglewMakeContextCurrentARB; - -WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFERARBPROC __wglewCreatePbufferARB; -WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFERARBPROC __wglewDestroyPbufferARB; -WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCARBPROC __wglewGetPbufferDCARB; -WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFERARBPROC __wglewQueryPbufferARB; -WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCARBPROC __wglewReleasePbufferDCARB; - -WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATARBPROC __wglewChoosePixelFormatARB; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVARBPROC __wglewGetPixelFormatAttribfvARB; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVARBPROC __wglewGetPixelFormatAttribivARB; - -WGLEW_FUN_EXPORT PFNWGLBINDTEXIMAGEARBPROC __wglewBindTexImageARB; -WGLEW_FUN_EXPORT PFNWGLRELEASETEXIMAGEARBPROC __wglewReleaseTexImageARB; -WGLEW_FUN_EXPORT PFNWGLSETPBUFFERATTRIBARBPROC __wglewSetPbufferAttribARB; - -WGLEW_FUN_EXPORT PFNWGLBINDDISPLAYCOLORTABLEEXTPROC __wglewBindDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC __wglewCreateDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC __wglewDestroyDisplayColorTableEXT; -WGLEW_FUN_EXPORT PFNWGLLOADDISPLAYCOLORTABLEEXTPROC __wglewLoadDisplayColorTableEXT; - -WGLEW_FUN_EXPORT PFNWGLGETEXTENSIONSSTRINGEXTPROC __wglewGetExtensionsStringEXT; - -WGLEW_FUN_EXPORT PFNWGLGETCURRENTREADDCEXTPROC __wglewGetCurrentReadDCEXT; -WGLEW_FUN_EXPORT PFNWGLMAKECONTEXTCURRENTEXTPROC __wglewMakeContextCurrentEXT; - -WGLEW_FUN_EXPORT PFNWGLCREATEPBUFFEREXTPROC __wglewCreatePbufferEXT; -WGLEW_FUN_EXPORT PFNWGLDESTROYPBUFFEREXTPROC __wglewDestroyPbufferEXT; -WGLEW_FUN_EXPORT PFNWGLGETPBUFFERDCEXTPROC __wglewGetPbufferDCEXT; -WGLEW_FUN_EXPORT PFNWGLQUERYPBUFFEREXTPROC __wglewQueryPbufferEXT; -WGLEW_FUN_EXPORT PFNWGLRELEASEPBUFFERDCEXTPROC __wglewReleasePbufferDCEXT; - -WGLEW_FUN_EXPORT PFNWGLCHOOSEPIXELFORMATEXTPROC __wglewChoosePixelFormatEXT; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBFVEXTPROC __wglewGetPixelFormatAttribfvEXT; -WGLEW_FUN_EXPORT PFNWGLGETPIXELFORMATATTRIBIVEXTPROC __wglewGetPixelFormatAttribivEXT; - -WGLEW_FUN_EXPORT PFNWGLGETSWAPINTERVALEXTPROC __wglewGetSwapIntervalEXT; -WGLEW_FUN_EXPORT PFNWGLSWAPINTERVALEXTPROC __wglewSwapIntervalEXT; - -WGLEW_FUN_EXPORT PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC __wglewGetDigitalVideoParametersI3D; -WGLEW_FUN_EXPORT PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC __wglewSetDigitalVideoParametersI3D; - -WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEI3DPROC __wglewGetGammaTableI3D; -WGLEW_FUN_EXPORT PFNWGLGETGAMMATABLEPARAMETERSI3DPROC __wglewGetGammaTableParametersI3D; -WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEI3DPROC __wglewSetGammaTableI3D; -WGLEW_FUN_EXPORT PFNWGLSETGAMMATABLEPARAMETERSI3DPROC __wglewSetGammaTableParametersI3D; - -WGLEW_FUN_EXPORT PFNWGLDISABLEGENLOCKI3DPROC __wglewDisableGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLENABLEGENLOCKI3DPROC __wglewEnableGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSAMPLERATEI3DPROC __wglewGenlockSampleRateI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEDELAYI3DPROC __wglewGenlockSourceDelayI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEEDGEI3DPROC __wglewGenlockSourceEdgeI3D; -WGLEW_FUN_EXPORT PFNWGLGENLOCKSOURCEI3DPROC __wglewGenlockSourceI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSAMPLERATEI3DPROC __wglewGetGenlockSampleRateI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEDELAYI3DPROC __wglewGetGenlockSourceDelayI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEEDGEI3DPROC __wglewGetGenlockSourceEdgeI3D; -WGLEW_FUN_EXPORT PFNWGLGETGENLOCKSOURCEI3DPROC __wglewGetGenlockSourceI3D; -WGLEW_FUN_EXPORT PFNWGLISENABLEDGENLOCKI3DPROC __wglewIsEnabledGenlockI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC __wglewQueryGenlockMaxSourceDelayI3D; - -WGLEW_FUN_EXPORT PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC __wglewAssociateImageBufferEventsI3D; -WGLEW_FUN_EXPORT PFNWGLCREATEIMAGEBUFFERI3DPROC __wglewCreateImageBufferI3D; -WGLEW_FUN_EXPORT PFNWGLDESTROYIMAGEBUFFERI3DPROC __wglewDestroyImageBufferI3D; -WGLEW_FUN_EXPORT PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC __wglewReleaseImageBufferEventsI3D; - -WGLEW_FUN_EXPORT PFNWGLDISABLEFRAMELOCKI3DPROC __wglewDisableFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLENABLEFRAMELOCKI3DPROC __wglewEnableFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLISENABLEDFRAMELOCKI3DPROC __wglewIsEnabledFrameLockI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMELOCKMASTERI3DPROC __wglewQueryFrameLockMasterI3D; - -WGLEW_FUN_EXPORT PFNWGLBEGINFRAMETRACKINGI3DPROC __wglewBeginFrameTrackingI3D; -WGLEW_FUN_EXPORT PFNWGLENDFRAMETRACKINGI3DPROC __wglewEndFrameTrackingI3D; -WGLEW_FUN_EXPORT PFNWGLGETFRAMEUSAGEI3DPROC __wglewGetFrameUsageI3D; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMETRACKINGI3DPROC __wglewQueryFrameTrackingI3D; - -WGLEW_FUN_EXPORT PFNWGLDXCLOSEDEVICENVPROC __wglewDXCloseDeviceNV; -WGLEW_FUN_EXPORT PFNWGLDXLOCKOBJECTSNVPROC __wglewDXLockObjectsNV; -WGLEW_FUN_EXPORT PFNWGLDXOBJECTACCESSNVPROC __wglewDXObjectAccessNV; -WGLEW_FUN_EXPORT PFNWGLDXOPENDEVICENVPROC __wglewDXOpenDeviceNV; -WGLEW_FUN_EXPORT PFNWGLDXREGISTEROBJECTNVPROC __wglewDXRegisterObjectNV; -WGLEW_FUN_EXPORT PFNWGLDXSETRESOURCESHAREHANDLENVPROC __wglewDXSetResourceShareHandleNV; -WGLEW_FUN_EXPORT PFNWGLDXUNLOCKOBJECTSNVPROC __wglewDXUnlockObjectsNV; -WGLEW_FUN_EXPORT PFNWGLDXUNREGISTEROBJECTNVPROC __wglewDXUnregisterObjectNV; - -WGLEW_FUN_EXPORT PFNWGLCOPYIMAGESUBDATANVPROC __wglewCopyImageSubDataNV; - -WGLEW_FUN_EXPORT PFNWGLDELAYBEFORESWAPNVPROC __wglewDelayBeforeSwapNV; - -WGLEW_FUN_EXPORT PFNWGLCREATEAFFINITYDCNVPROC __wglewCreateAffinityDCNV; -WGLEW_FUN_EXPORT PFNWGLDELETEDCNVPROC __wglewDeleteDCNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUDEVICESNVPROC __wglewEnumGpuDevicesNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUSFROMAFFINITYDCNVPROC __wglewEnumGpusFromAffinityDCNV; -WGLEW_FUN_EXPORT PFNWGLENUMGPUSNVPROC __wglewEnumGpusNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEODEVICENVPROC __wglewBindVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEODEVICESNVPROC __wglewEnumerateVideoDevicesNV; -WGLEW_FUN_EXPORT PFNWGLQUERYCURRENTCONTEXTNVPROC __wglewQueryCurrentContextNV; - -WGLEW_FUN_EXPORT PFNWGLBINDSWAPBARRIERNVPROC __wglewBindSwapBarrierNV; -WGLEW_FUN_EXPORT PFNWGLJOINSWAPGROUPNVPROC __wglewJoinSwapGroupNV; -WGLEW_FUN_EXPORT PFNWGLQUERYFRAMECOUNTNVPROC __wglewQueryFrameCountNV; -WGLEW_FUN_EXPORT PFNWGLQUERYMAXSWAPGROUPSNVPROC __wglewQueryMaxSwapGroupsNV; -WGLEW_FUN_EXPORT PFNWGLQUERYSWAPGROUPNVPROC __wglewQuerySwapGroupNV; -WGLEW_FUN_EXPORT PFNWGLRESETFRAMECOUNTNVPROC __wglewResetFrameCountNV; - -WGLEW_FUN_EXPORT PFNWGLALLOCATEMEMORYNVPROC __wglewAllocateMemoryNV; -WGLEW_FUN_EXPORT PFNWGLFREEMEMORYNVPROC __wglewFreeMemoryNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEOCAPTUREDEVICENVPROC __wglewBindVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC __wglewEnumerateVideoCaptureDevicesNV; -WGLEW_FUN_EXPORT PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC __wglewLockVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC __wglewQueryVideoCaptureDeviceNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC __wglewReleaseVideoCaptureDeviceNV; - -WGLEW_FUN_EXPORT PFNWGLBINDVIDEOIMAGENVPROC __wglewBindVideoImageNV; -WGLEW_FUN_EXPORT PFNWGLGETVIDEODEVICENVPROC __wglewGetVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLGETVIDEOINFONVPROC __wglewGetVideoInfoNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEODEVICENVPROC __wglewReleaseVideoDeviceNV; -WGLEW_FUN_EXPORT PFNWGLRELEASEVIDEOIMAGENVPROC __wglewReleaseVideoImageNV; -WGLEW_FUN_EXPORT PFNWGLSENDPBUFFERTOVIDEONVPROC __wglewSendPbufferToVideoNV; - -WGLEW_FUN_EXPORT PFNWGLGETMSCRATEOMLPROC __wglewGetMscRateOML; -WGLEW_FUN_EXPORT PFNWGLGETSYNCVALUESOMLPROC __wglewGetSyncValuesOML; -WGLEW_FUN_EXPORT PFNWGLSWAPBUFFERSMSCOMLPROC __wglewSwapBuffersMscOML; -WGLEW_FUN_EXPORT PFNWGLSWAPLAYERBUFFERSMSCOMLPROC __wglewSwapLayerBuffersMscOML; -WGLEW_FUN_EXPORT PFNWGLWAITFORMSCOMLPROC __wglewWaitForMscOML; -WGLEW_FUN_EXPORT PFNWGLWAITFORSBCOMLPROC __wglewWaitForSbcOML; -WGLEW_VAR_EXPORT GLboolean __WGLEW_3DFX_multisample; -WGLEW_VAR_EXPORT GLboolean __WGLEW_3DL_stereo_control; -WGLEW_VAR_EXPORT GLboolean __WGLEW_AMD_gpu_association; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_buffer_region; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_context_flush_control; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_no_error; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_profile; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_create_context_robustness; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_extensions_string; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_framebuffer_sRGB; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_make_current_read; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_multisample; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pbuffer; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_pixel_format_float; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_render_texture; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_application_isolation; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ARB_robustness_share_group_isolation; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_pixel_format_float; -WGLEW_VAR_EXPORT GLboolean __WGLEW_ATI_render_texture_rectangle; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_colorspace; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es2_profile; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_create_context_es_profile; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_depth_float; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_display_color_table; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_extensions_string; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_framebuffer_sRGB; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_make_current_read; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_multisample; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pbuffer; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_pixel_format_packed_float; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control; -WGLEW_VAR_EXPORT GLboolean __WGLEW_EXT_swap_control_tear; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_digital_video_control; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_gamma; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_genlock; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_image_buffer; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_lock; -WGLEW_VAR_EXPORT GLboolean __WGLEW_I3D_swap_frame_usage; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_DX_interop2; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_copy_image; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_delay_before_swap; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_float_buffer; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_gpu_affinity; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_multisample_coverage; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_present_video; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_depth_texture; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_render_texture_rectangle; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_swap_group; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_vertex_array_range; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_capture; -WGLEW_VAR_EXPORT GLboolean __WGLEW_NV_video_output; -WGLEW_VAR_EXPORT GLboolean __WGLEW_OML_sync_control; -/* ------------------------------------------------------------------------- */ - -GLEWAPI GLenum GLEWAPIENTRY wglewInit (); -GLEWAPI GLboolean GLEWAPIENTRY wglewIsSupported (const char *name); - -#ifndef WGLEW_GET_VAR -#define WGLEW_GET_VAR(x) (*(const GLboolean*)&x) -#endif - -#ifndef WGLEW_GET_FUN -#define WGLEW_GET_FUN(x) x -#endif - -GLEWAPI GLboolean GLEWAPIENTRY wglewGetExtension (const char *name); - -#ifdef __cplusplus -} -#endif - -#undef GLEWAPI - -#endif /* __wglew_h__ */ diff --git a/overlay_experimental/Base_Hook.cpp b/overlay_experimental/Base_Hook.cpp index 21867b8..6a732ea 100644 --- a/overlay_experimental/Base_Hook.cpp +++ b/overlay_experimental/Base_Hook.cpp @@ -1,5 +1,4 @@ #include "Base_Hook.h" -#include "Hook_Manager.h" #include diff --git a/overlay_experimental/Hook_Manager.cpp b/overlay_experimental/Hook_Manager.cpp deleted file mode 100644 index 3462c98..0000000 --- a/overlay_experimental/Hook_Manager.cpp +++ /dev/null @@ -1,36 +0,0 @@ -#include "../dll/dll.h" -#include "Hook_Manager.h" - -#ifdef EMU_OVERLAY - -Hook_Manager::Hook_Manager() -{} - -Hook_Manager::~Hook_Manager() -{ - for (auto& i : _hooks) - delete i; -} - -Hook_Manager& Hook_Manager::Inst() -{ - static Hook_Manager hook; - return hook; -} - -void Hook_Manager::AddHook(Base_Hook* hook) -{ - _hooks.insert(hook); -} - -void Hook_Manager::RemoveHook(Base_Hook* hook) -{ - auto it = _hooks.find(hook); - if (it != _hooks.end()) - { - delete hook; - _hooks.erase(it); - } -} - -#endif//EMU_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/Hook_Manager.h b/overlay_experimental/Hook_Manager.h deleted file mode 100644 index d79e920..0000000 --- a/overlay_experimental/Hook_Manager.h +++ /dev/null @@ -1,27 +0,0 @@ -#ifndef __INCLUDED_HOOK_BASE_H__ -#define __INCLUDED_HOOK_BASE_H__ - -#include "Base_Hook.h" - -#ifdef EMU_OVERLAY - -class Hook_Manager -{ - friend class Base_Hook; - -protected: - std::set _hooks; - - Hook_Manager(); - virtual ~Hook_Manager(); - -public: - static Hook_Manager& Inst(); - - void AddHook(Base_Hook* hook); - void RemoveHook(Base_Hook* hook); -}; - -#endif//EMU_OVERLAY - -#endif//__INCLUDED_HOOK_BASE_H__ \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 41fd7cd..b914691 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -1,232 +1,518 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#include + #include "Renderer_Detector.h" -#include "Hook_Manager.h" -constexpr int max_hook_retries = 500; +#include "System/Encoding.hpp" +#include "System/String.hpp" +#include "System/System.h" +#include "System/Library.h" + +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) \ + || defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define RENDERERDETECTOR_OS_WINDOWS +#elif defined(__linux__) || defined(linux) + #define RENDERERDETECTOR_OS_LINUX +#elif defined(__APPLE__) + #define RENDERERDETECTOR_OS_APPLE +#endif + +#ifdef RENDERERDETECTOR_OS_WINDOWS +#define GLAD_GL_IMPLEMENTATION +#include -#ifdef __WINDOWS__ #include "windows/DX12_Hook.h" #include "windows/DX11_Hook.h" #include "windows/DX10_Hook.h" #include "windows/DX9_Hook.h" #include "windows/OpenGL_Hook.h" -#include "windows/Windows_Hook.h" +#include "windows/Vulkan_Hook.h" -static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr; -static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr; -static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr; -static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr; +#include "windows/DirectX_VTables.h" -static constexpr auto windowClassName = "___overlay_window_class___"; +#include -void Renderer_Detector::create_hwnd() +#ifdef GetModuleHandle +#undef GetModuleHandle +#endif + +class Renderer_Detector { - if (dummy_hWnd == nullptr) + static Renderer_Detector* instance; +public: + static Renderer_Detector* Inst() { - HINSTANCE hInst = GetModuleHandle(nullptr); - if (atom == 0) + if (instance == nullptr) { - // Register a window class for creating our render window with. - WNDCLASSEX windowClass = {}; + instance = new Renderer_Detector; + } + return instance; + } - windowClass.cbSize = sizeof(WNDCLASSEX); - windowClass.style = CS_HREDRAW | CS_VREDRAW; - windowClass.lpfnWndProc = DefWindowProc; - windowClass.cbClsExtra = 0; - windowClass.cbWndExtra = 0; - windowClass.hInstance = hInst; - windowClass.hIcon = NULL; - windowClass.hCursor = ::LoadCursor(NULL, IDC_ARROW); - windowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); - windowClass.lpszMenuName = NULL; - windowClass.lpszClassName = windowClassName; - windowClass.hIconSm = NULL; + ~Renderer_Detector() + { + delete dx9_hook; + delete dx10_hook; + delete dx11_hook; + delete dx12_hook; + delete opengl_hook; + delete vulkan_hook; + } - atom = ::RegisterClassEx(&windowClass); +private: + Renderer_Detector(): + dxgi_hooked(false), + dxgi1_2_hooked(false), + dx12_hooked(false), + dx11_hooked(false), + dx10_hooked(false), + dx9_hooked(false), + opengl_hooked(false), + vulkan_hooked(false), + renderer_hook(nullptr), + dx9_hook(nullptr), + dx10_hook(nullptr), + dx11_hook(nullptr), + dx12_hook(nullptr), + opengl_hook(nullptr), + vulkan_hook(nullptr), + detection_done(false) + { + std::wstring tmp(4096, L'\0'); + tmp.resize(GetSystemDirectoryW(&tmp[0], tmp.size())); + _SystemDir = System::Encoding::WCharToUtf8(tmp); + + System::String::ToLower(_SystemDir); + + wchar_t random_str[] = L"0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"; + std::random_device rd; + std::mt19937_64 gen(rd()); + + std::uniform_int_distribution dis(0, 61); + _WindowClassName.resize(64); + for (int i = 0; i < 64; ++i) + _WindowClassName[i] = random_str[dis(gen)]; + } + + std::timed_mutex detector_mutex; + std::mutex renderer_mutex; + + decltype(&IDXGISwapChain::Present) IDXGISwapChainPresent; + decltype(&IDXGISwapChain1::Present1) IDXGISwapChainPresent1; + decltype(&IDirect3DDevice9::Present) IDirect3DDevice9Present; + decltype(&IDirect3DDevice9Ex::PresentEx) IDirect3DDevice9ExPresentEx; + decltype(&IDirect3DSwapChain9::Present) IDirect3DSwapChain9Present; + decltype(::SwapBuffers)* wglSwapBuffers; + decltype(::vkQueuePresentKHR)* vkQueuePresentKHR; + + bool dxgi_hooked; + bool dxgi1_2_hooked; + bool dx12_hooked; + bool dx11_hooked; + bool dx10_hooked; + bool dx9_hooked; + bool opengl_hooked; + bool vulkan_hooked; + + Base_Hook detection_hooks; + Renderer_Hook* renderer_hook; + DX12_Hook* dx12_hook; + DX11_Hook* dx11_hook; + DX10_Hook* dx10_hook; + DX9_Hook* dx9_hook; + OpenGL_Hook* opengl_hook; + Vulkan_Hook* vulkan_hook; + + bool detection_done; + + HWND dummyWindow = nullptr; + std::wstring _WindowClassName; + std::string _SystemDir; + ATOM atom = 0; + + std::string FindPreferedModulePath(std::string const& name) + { + std::string res; + std::string tmp; + auto modules = System::GetModules(); + for (auto& item : modules) + { + tmp = System::String::CopyLower(item); + if (tmp.length() >= name.length() && strcmp(tmp.c_str() + tmp.length() - name.length(), name.c_str()) == 0) + { + if (strncmp(tmp.c_str(), _SystemDir.c_str(), _SystemDir.length()) == 0) + return item; + + // I don't care which one is picked if we can't find a library in the system32 folder... + res = std::move(item); + } } - if (atom > 0) - { - dummy_hWnd = ::CreateWindowEx( - NULL, - windowClassName, - "", - WS_OVERLAPPEDWINDOW, - 0, - 0, - 1, - 1, - NULL, - NULL, - hInst, - nullptr - ); + return res; + } - assert(dummy_hWnd && "Failed to create window"); + HWND CreateHWND() + { + if (dummyWindow == nullptr) + { + HINSTANCE hInst = GetModuleHandleW(nullptr); + if (atom == 0) + { + // Register a window class for creating our render window with. + WNDCLASSEXW windowClass = {}; + + windowClass.cbSize = sizeof(WNDCLASSEX); + windowClass.style = CS_HREDRAW | CS_VREDRAW; + windowClass.lpfnWndProc = DefWindowProc; + windowClass.cbClsExtra = 0; + windowClass.cbWndExtra = 0; + windowClass.hInstance = hInst; + windowClass.hIcon = NULL; + windowClass.hCursor = ::LoadCursor(NULL, IDC_ARROW); + windowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); + windowClass.lpszMenuName = NULL; + windowClass.lpszClassName = _WindowClassName.c_str(); + windowClass.hIconSm = NULL; + + atom = ::RegisterClassExW(&windowClass); + } + + if (atom > 0) + { + dummyWindow = ::CreateWindowExW( + NULL, + _WindowClassName.c_str(), + L"", + WS_OVERLAPPEDWINDOW, + 0, + 0, + 1, + 1, + NULL, + NULL, + hInst, + nullptr + ); + + assert(dummyWindow && "Failed to create window"); + } + } + + return dummyWindow; + } + + void DestroyHWND() + { + if (dummyWindow != nullptr) + { + DestroyWindow(dummyWindow); + UnregisterClassW(_WindowClassName.c_str(), GetModuleHandleW(nullptr)); + + dummyWindow = nullptr; + atom = 0; } } -} - -void Renderer_Detector::destroy_hwnd() -{ - if (dummy_hWnd != nullptr) + template + void HookDetected(T*& detected_renderer) { - DestroyWindow(dummy_hWnd); - UnregisterClass(windowClassName, GetModuleHandle(nullptr)); + detection_hooks.UnhookAll(); + renderer_hook = static_cast(detected_renderer); + detected_renderer = nullptr; + detection_done = true; + DestroyHWND(); } -} -HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - - auto res = (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags); - if (!inst.stop_retry()) + void DeduceDXVersionFromSwapChain(IDXGISwapChain* pSwapChain) { IUnknown* pDevice = nullptr; - if (inst._dx12_hooked) + if (Inst()->dx12_hooked) { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + pSwapChain->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); } - if (pDevice) + if (pDevice != nullptr) { - DX12_Hook::Inst()->start_hook(); + HookDetected(dx12_hook); } else { - if (inst._dx11_hooked) + if (dx11_hooked) { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + pSwapChain->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); } - if (pDevice) + if (pDevice != nullptr) { - DX11_Hook::Inst()->start_hook(); + HookDetected(dx11_hook); } else { - if (inst._dx10_hooked) + if (dx10_hooked) { - _this->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); + pSwapChain->GetDevice(IID_PPV_ARGS(reinterpret_cast(&pDevice))); } - if (pDevice) + if (pDevice != nullptr) { - DX10_Hook::Inst()->start_hook(); + HookDetected(dx10_hook); } } } - if (pDevice) pDevice->Release(); - } - - return res; -} - -HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - auto res = (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); - if (!inst.stop_retry()) - { - DX9_Hook::Inst()->start_hook(); - } - return res; -} - -HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - auto res = (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); - if (!inst.stop_retry()) - { - DX9_Hook::Inst()->start_hook(); - } - return res; -} - -BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC) -{ - Renderer_Detector& inst = Renderer_Detector::Inst(); - Hook_Manager& hm = Hook_Manager::Inst(); - auto res = _wglMakeCurrent(hDC, hGLRC); - if (!inst.stop_retry()) - { - OpenGL_Hook::Inst()->start_hook(); - } - return res; -} - -void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain) -{ - if (!_dxgi_hooked) - { - _dxgi_hooked = true; - (void*&)_IDXGISwapChain_Present = (*reinterpret_cast(pSwapChain))[(int)IDXGISwapChainVTable::Present]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDXGISwapChain_Present, &Renderer_Detector::MyIDXGISwapChain_Present) - ); - - rendererdetect_hook->EndHook(); - } -} - -void Renderer_Detector::HookDX9Present(IDirect3DDevice9* pDevice, bool ex) -{ - (void*&)_IDirect3DDevice9_Present = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::Present]; - if (ex) - (void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast(pDevice))[(int)IDirect3DDevice9VTable::PresentEx]; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9_Present, &Renderer_Detector::MyPresent) - ); - if (ex) - { - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Renderer_Detector::MyPresentEx) - ); - } - - rendererdetect_hook->EndHook(); -} - -void Renderer_Detector::HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent) -{ - _wglMakeCurrent = wglMakeCurrent; - - rendererdetect_hook->BeginHook(); - - rendererdetect_hook->HookFuncs( - std::pair((PVOID*)& _wglMakeCurrent, &Renderer_Detector::MywglMakeCurrent) - ); - - rendererdetect_hook->EndHook(); -} - -void Renderer_Detector::hook_dx9() -{ - if (!_dx9_hooked && !_renderer_found) - { - create_hwnd(); - if (dummy_hWnd == nullptr) - return; - - IDirect3D9Ex* pD3D = nullptr; - IUnknown* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX9_DLL); - decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr; - if (library != nullptr) + if (pDevice != nullptr) { - Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex"); + pDevice->Release(); + } + } + + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags) + { + auto inst = Inst(); + HRESULT res; + bool locked; + std::unique_lock lk(inst->renderer_mutex, std::defer_lock); + + // It appears that (NVidia at least) calls IDXGISwapChain when calling OpenGL or Vulkan SwapBuffers. + // So only lock when OpenGL or Vulkan hasn't already locked the mutex. + locked = lk.try_lock(); + res = (_this->*inst->IDXGISwapChainPresent)(SyncInterval, Flags); + if (!locked || inst->detection_done) + return res; + + inst->DeduceDXVersionFromSwapChain(_this); + + return res; + } + + static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters) + { + auto inst = Inst(); + HRESULT res; + bool locked; + std::unique_lock lk(inst->renderer_mutex, std::defer_lock); + + // It appears that (NVidia at least) calls IDXGISwapChain when calling OpenGL or Vulkan SwapBuffers. + // So only lock when OpenGL or Vulkan hasn't already locked the mutex. + locked = lk.try_lock(); + res = (_this->*inst->IDXGISwapChainPresent1)(SyncInterval, Flags, pPresentParameters); + if (!locked || inst->detection_done) + return res; + + inst->DeduceDXVersionFromSwapChain(_this); + + return res; + } + + static HRESULT STDMETHODCALLTYPE MyDX9Present(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + + auto res = (_this->*inst->IDirect3DDevice9Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + if (inst->detection_done) + return res; + + inst->HookDetected(inst->dx9_hook); + + return res; + } + + static HRESULT STDMETHODCALLTYPE MyDX9PresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + + auto res = (_this->*inst->IDirect3DDevice9ExPresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + if (inst->detection_done) + return res; + + inst->HookDetected(inst->dx9_hook); + + return res; + } + + static HRESULT STDMETHODCALLTYPE MyDX9SwapChainPresent(IDirect3DSwapChain9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + + auto res = (_this->*inst->IDirect3DSwapChain9Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + if (inst->detection_done) + return res; + + inst->HookDetected(inst->dx9_hook); + + return res; + } + + static BOOL WINAPI MywglSwapBuffers(HDC hDC) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + + auto res = inst->wglSwapBuffers(hDC); + if (inst->detection_done) + return res; + + if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(3, 1)) + { + inst->HookDetected(inst->opengl_hook); + } + + return res; + } + + static VkResult VKAPI_CALL MyvkQueuePresentKHR(VkQueue Queue, const VkPresentInfoKHR* pPresentInfo) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + + auto res = inst->vkQueuePresentKHR(Queue, pPresentInfo); + if (inst->detection_done) + return res; + + inst->HookDetected(inst->vulkan_hook); + + return res; + } + + void HookDXGIPresent(IDXGISwapChain* pSwapChain, decltype(&IDXGISwapChain::Present)& pfnPresent, decltype(&IDXGISwapChain::ResizeBuffers)& pfnResizeBuffers, decltype(&IDXGISwapChain::ResizeTarget)& pfnResizeTarget) + { + void** vTable = *reinterpret_cast(pSwapChain); + (void*&)pfnPresent = vTable[(int)IDXGISwapChainVTable::Present]; + (void*&)pfnResizeBuffers = vTable[(int)IDXGISwapChainVTable::ResizeBuffers]; + (void*&)pfnResizeTarget = vTable[(int)IDXGISwapChainVTable::ResizeTarget]; + + if (!dxgi_hooked) + { + dxgi_hooked = true; + + (void*&)IDXGISwapChainPresent = vTable[(int)IDXGISwapChainVTable::Present]; + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&IDXGISwapChainPresent, (void*)&MyIDXGISwapChain_Present}); + detection_hooks.EndHook(); + } + } + + void HookDXGIPresent1(IDXGISwapChain1* pSwapChain1, decltype(&IDXGISwapChain1::Present1)& pfnPresent1) + { + void** vTable = *reinterpret_cast(pSwapChain1); + (void*&)pfnPresent1 = vTable[(int)IDXGISwapChainVTable::Present1]; + + if (!dxgi1_2_hooked) + { + dxgi1_2_hooked = true; + + (void*&)IDXGISwapChainPresent1 = vTable[(int)IDXGISwapChainVTable::Present1]; + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&IDXGISwapChainPresent1, (void*)&MyIDXGISwapChain_Present1}); + detection_hooks.EndHook(); + } + } + + void HookDX9Present(IDirect3DDevice9* pDevice, bool ex, IDirect3DSwapChain9* pSwapChain, + decltype(&IDirect3DDevice9::Present)& pfnPresent, + decltype(&IDirect3DDevice9::Reset)& pfnReset, + decltype(&IDirect3DDevice9Ex::PresentEx)& pfnPresentEx, + decltype(&IDirect3DSwapChain9::Present)& pfnSwapChainPresent) + { + void** vTable = *reinterpret_cast(pDevice); + (void*&)pfnPresent = vTable[(int)IDirect3DDevice9VTable::Present]; + (void*&)pfnReset = vTable[(int)IDirect3DDevice9VTable::Reset]; + + (void*&)IDirect3DDevice9Present = vTable[(int)IDirect3DDevice9VTable::Present]; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DDevice9Present, (void*)&MyDX9Present }); + detection_hooks.EndHook(); + + if (ex) + { + (void*&)pfnPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; + (void*&)IDirect3DDevice9ExPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DDevice9ExPresentEx, (void*)&MyDX9PresentEx }); + detection_hooks.EndHook(); + } + else + { + pfnPresentEx = nullptr; + IDirect3DDevice9ExPresentEx = nullptr; + } + + if (pSwapChain != nullptr) + { + IDirect3DSwapChain9VTable* vTable = *reinterpret_cast(pSwapChain); + pfnSwapChainPresent = vTable->pPresent; + IDirect3DSwapChain9Present = vTable->pPresent; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DSwapChain9Present, (void*)&MyDX9SwapChainPresent }); + detection_hooks.EndHook(); + } + else + { + pfnSwapChainPresent = nullptr; + } + } + + void HookwglSwapBuffers(decltype(::SwapBuffers)* _wglSwapBuffers) + { + wglSwapBuffers = _wglSwapBuffers; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&wglSwapBuffers, (void*)&MywglSwapBuffers }); + detection_hooks.EndHook(); + } + + void HookvkQueuePresentKHR(decltype(::vkQueuePresentKHR)* _vkQueuePresentKHR) + { + vkQueuePresentKHR = _vkQueuePresentKHR; + + detection_hooks.BeginHook(); + detection_hooks.HookFuncs( + std::pair{ (void**)&vkQueuePresentKHR, (void*)&MyvkQueuePresentKHR } + ); + detection_hooks.EndHook(); + } + + void hook_dx9(std::string const& library_path) + { + if (!dx9_hooked) + { + System::Library::Library libD3d9; + if (!libD3d9.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect DX9", library_path); + return; + } + + IDirect3D9Ex* pD3D = nullptr; + IDirect3DDevice9* pDevice = nullptr; + IDirect3DSwapChain9* pSwapChain = nullptr; + + auto Direct3DCreate9Ex = libD3d9.GetSymbol("Direct3DCreate9Ex"); + D3DPRESENT_PARAMETERS params = {}; params.BackBufferWidth = 1; params.BackBufferHeight = 1; - params.hDeviceWindow = dummy_hWnd; + params.hDeviceWindow = dummyWindow; params.BackBufferCount = 1; params.Windowed = TRUE; params.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -234,166 +520,305 @@ void Renderer_Detector::hook_dx9() if (Direct3DCreate9Ex != nullptr) { Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); - pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); + } + + if (pDevice == nullptr) + { + Direct3DCreate9Ex = nullptr; + auto Direct3DCreate9 = libD3d9.GetSymbol("Direct3DCreate9"); + if (Direct3DCreate9 != nullptr) + { + // D3DDEVTYPE_HAL + pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); + pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, &pDevice); + } + } + + if (pDevice != nullptr) + { + SPDLOG_INFO("Hooked D3D9::Present to detect DX Version"); + + dx9_hooked = true; + + pDevice->GetSwapChain(0, &pSwapChain); + + decltype(&IDirect3DDevice9::Present) pfnPresent; + decltype(&IDirect3DDevice9::Reset) pfnReset; + decltype(&IDirect3DDevice9Ex::PresentEx) pfnPresentEx; + decltype(&IDirect3DSwapChain9::Present) pfnSwapChainPresent; + + HookDX9Present(pDevice, Direct3DCreate9Ex != nullptr, pSwapChain, pfnPresent, pfnReset, pfnPresentEx, pfnSwapChainPresent); + + dx9_hook = DX9_Hook::Inst(); + dx9_hook->LibraryName = library_path; + dx9_hook->LoadFunctions(pfnPresent, pfnReset, pfnPresentEx, pfnSwapChainPresent); } else { - decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9"); - if (Direct3DCreate9 != nullptr) + SPDLOG_WARN("Failed to hook D3D9::Present to detect DX Version"); + } + + if (pSwapChain) pSwapChain->Release(); + if (pDevice) pDevice->Release(); + if (pD3D) pD3D->Release(); + } + } + + void hook_dx10(std::string const& library_path) + { + if (!dx10_hooked) + { + System::Library::Library libD3d10; + if (!libD3d10.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect DX10", library_path); + return; + } + std::string dxgi_path = FindPreferedModulePath("dxgi.dll"); + + IDXGISwapChain* pSwapChain = nullptr; + ID3D10Device* pDevice = nullptr; + int version = 0; + + if (!dxgi_path.empty()) + { + HMODULE dxgi = GetModuleHandleA(dxgi_path.c_str()); + if (dxgi != nullptr) { - pD3D = reinterpret_cast(Direct3DCreate9(D3D_SDK_VERSION)); - pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast(&pDevice)); + IDXGIFactory2* pDXGIFactory = nullptr; + + auto D3D10CreateDevice = libD3d10.GetSymbol("D3D10CreateDevice"); + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + + if (D3D10CreateDevice != nullptr && CreateDXGIFactory1 != nullptr) + { + D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &pDevice); + if (pDevice != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + pDXGIFactory->CreateSwapChainForHwnd(pDevice, dummyWindow, &SwapChainDesc, NULL, NULL, reinterpret_cast(&pSwapChain)); + } + } + } + + if (pDXGIFactory) pDXGIFactory->Release(); } } - } - if (pDevice != nullptr) - { - PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n"); - - _dx9_hooked = true; - auto h = DX9_Hook::Inst(); - h->loadFunctions(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - Hook_Manager::Inst().AddHook(h); - HookDX9Present(reinterpret_cast(pDevice), Direct3DCreate9Ex != nullptr); - } - else - { - PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n"); - } - - if (pDevice) pDevice->Release(); - if (pD3D) pD3D->Release(); - } -} - -void Renderer_Detector::hook_dx10() -{ - if (!_dx10_hooked && !_renderer_found) - { - create_hwnd(); - if (dummy_hWnd == nullptr) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D10Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX10_DLL); - if (library != nullptr) - { - decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = - (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain"); - if (D3D10CreateDeviceAndSwapChain != nullptr) + if (pDevice != nullptr && pSwapChain != nullptr) { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; - - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = dummy_hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; - - D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + version = 1; } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - - _dx10_hooked = true; - auto h = DX10_Hook::Inst(); - h->loadFunctions(pSwapChain); - Hook_Manager::Inst().AddHook(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - if (pDevice)pDevice->Release(); - if (pSwapChain)pSwapChain->Release(); - } -} - -void Renderer_Detector::hook_dx11() -{ - if (!_dx11_hooked && !_renderer_found) - { - create_hwnd(); - if (dummy_hWnd == nullptr) - return; - - IDXGISwapChain* pSwapChain = nullptr; - ID3D11Device* pDevice = nullptr; - HMODULE library = GetModuleHandle(DX11_DLL); - if (library != nullptr) - { - decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain = - (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain"); - if (D3D11CreateDeviceAndSwapChain != nullptr) + else { - DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + SPDLOG_WARN("Failed to instanciate IDXGISwapChain1, fallback to pure DX10 detection"); - SwapChainDesc.BufferCount = 1; - SwapChainDesc.BufferDesc.Width = 1; - SwapChainDesc.BufferDesc.Height = 1; - SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; - SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.OutputWindow = dummy_hWnd; - SwapChainDesc.SampleDesc.Count = 1; - SwapChainDesc.SampleDesc.Quality = 0; - SwapChainDesc.Windowed = TRUE; + auto D3D10CreateDeviceAndSwapChain = libD3d10.GetSymbol("D3D10CreateDeviceAndSwapChain"); - D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + if (D3D10CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummyWindow; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); + } } - } - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - _dx11_hooked = true; - auto h = DX11_Hook::Inst(); - h->loadFunctions(pSwapChain); - Hook_Manager::Inst().AddHook(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } + if (pSwapChain != nullptr) + { + SPDLOG_INFO("Hooked IDXGISwapChain::Present to detect DX Version"); - if (pDevice) pDevice->Release(); - if (pSwapChain) pSwapChain->Release(); + dx10_hooked = true; + + decltype(&IDXGISwapChain::Present) pfnPresent; + decltype(&IDXGISwapChain::ResizeBuffers) pfnResizeBuffers; + decltype(&IDXGISwapChain::ResizeTarget) pfnResizeTarget; + decltype(&IDXGISwapChain1::Present1) pfnPresent1 = nullptr; + + HookDXGIPresent(pSwapChain, pfnPresent, pfnResizeBuffers, pfnResizeTarget); + if (version > 0) + { + HookDXGIPresent1(reinterpret_cast(pSwapChain), pfnPresent1); + } + + dx10_hook = DX10_Hook::Inst(); + dx10_hook->LibraryName = library_path; + dx10_hook->LoadFunctions(pfnPresent, pfnResizeBuffers, pfnResizeTarget, pfnPresent1); + } + else + { + SPDLOG_WARN("Failed to Hook IDXGISwapChain::Present to detect DX Version"); + } + if (pDevice)pDevice->Release(); + if (pSwapChain)pSwapChain->Release(); + } } -} -void Renderer_Detector::hook_dx12() -{ - if (!_dx12_hooked && !_renderer_found) + void hook_dx11(std::string const& library_path) { - create_hwnd(); - if (dummy_hWnd == nullptr) - return; - - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - ID3D12CommandAllocator* pCommandAllocator = nullptr; - ID3D12GraphicsCommandList* pCommandList = nullptr; - - HMODULE library = GetModuleHandle(DX12_DLL); - if (library != nullptr) + if (!dx11_hooked) { - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice"); + System::Library::Library libD3d11; + if (!libD3d11.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect DX11", library_path); + return; + } + std::string dxgi_path = FindPreferedModulePath("dxgi.dll"); + + IDXGISwapChain* pSwapChain = nullptr; + ID3D11Device* pDevice = nullptr; + int version = 0; + + if (!dxgi_path.empty()) + { + HMODULE dxgi = GetModuleHandleA(dxgi_path.c_str()); + if (dxgi != nullptr) + { + IDXGIFactory2* pDXGIFactory = nullptr; + + auto D3D11CreateDevice = libD3d11.GetSymbol("D3D11CreateDevice"); + decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); + + if (D3D11CreateDevice != nullptr && CreateDXGIFactory1 != nullptr) + { + D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &pDevice, NULL, NULL); + if (pDevice != nullptr) + { + CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); + if (pDXGIFactory != nullptr) + { + DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; + SwapChainDesc.BufferCount = 2; + SwapChainDesc.Width = 1; + SwapChainDesc.Height = 1; + SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.Stereo = FALSE; + SwapChainDesc.SampleDesc = { 1, 0 }; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.Scaling = DXGI_SCALING_NONE; + SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + + pDXGIFactory->CreateSwapChainForHwnd(pDevice, dummyWindow, &SwapChainDesc, NULL, NULL, reinterpret_cast(&pSwapChain)); + } + } + } + + if (pDXGIFactory) pDXGIFactory->Release(); + } + } + + if (pDevice != nullptr && pSwapChain != nullptr) + { + version = 1; + } + else + { + SPDLOG_WARN("Failed to instanciate IDXGISwapChain1, fallback to pure DX11 detection"); + + auto D3D11CreateDeviceAndSwapChain = libD3d11.GetSymbol("D3D11CreateDeviceAndSwapChain"); + + if (D3D11CreateDeviceAndSwapChain != nullptr) + { + DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; + + SwapChainDesc.BufferCount = 1; + SwapChainDesc.BufferDesc.Width = 1; + SwapChainDesc.BufferDesc.Height = 1; + SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; + SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + SwapChainDesc.OutputWindow = dummyWindow; + SwapChainDesc.SampleDesc.Count = 1; + SwapChainDesc.SampleDesc.Quality = 0; + SwapChainDesc.Windowed = TRUE; + + D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL); + } + } + + if (pSwapChain != nullptr) + { + SPDLOG_INFO("Hooked IDXGISwapChain::Present to detect DX Version"); + + dx11_hooked = true; + + decltype(&IDXGISwapChain::Present) pfnPresent = nullptr; + decltype(&IDXGISwapChain::ResizeBuffers) pfnResizeBuffers = nullptr; + decltype(&IDXGISwapChain::ResizeTarget) pfnResizeTarget = nullptr; + decltype(&IDXGISwapChain1::Present1) pfnPresent1 = nullptr; + + HookDXGIPresent(pSwapChain, pfnPresent, pfnResizeBuffers, pfnResizeTarget); + if (version > 0) + { + HookDXGIPresent1(reinterpret_cast(pSwapChain), pfnPresent1); + } + + dx11_hook = DX11_Hook::Inst(); + dx11_hook->LibraryName = library_path; + dx11_hook->LoadFunctions(pfnPresent, pfnResizeBuffers, pfnResizeTarget, pfnPresent1); + } + else + { + SPDLOG_WARN("Failed to Hook IDXGISwapChain::Present to detect DX Version"); + } + + if (pDevice) pDevice->Release(); + if (pSwapChain) pSwapChain->Release(); + } + } + + void hook_dx12(std::string const& library_path) + { + if (!dx12_hooked) + { + System::Library::Library libD3d12; + if (!libD3d12.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect DX12", library_path); + return; + } + std::string dxgi_path = FindPreferedModulePath("dxgi.dll"); + if (dxgi_path.empty()) + { + SPDLOG_WARN("Failed to load dxgi.dll to detect DX12"); + return; + } + + IDXGIFactory4* pDXGIFactory = nullptr; + IDXGISwapChain1* pSwapChain = nullptr; + ID3D12CommandQueue* pCommandQueue = nullptr; + ID3D12Device* pDevice = nullptr; + + auto D3D12CreateDevice = libD3d12.GetSymbol("D3D12CreateDevice"); if (D3D12CreateDevice != nullptr) { @@ -420,7 +845,7 @@ void Renderer_Detector::hook_dx12() if (pCommandQueue != nullptr) { - HMODULE dxgi = GetModuleHandle("dxgi.dll"); + HMODULE dxgi = GetModuleHandleA(dxgi_path.c_str()); if (dxgi != nullptr) { decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1"); @@ -429,402 +854,564 @@ void Renderer_Detector::hook_dx12() CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory)); if (pDXGIFactory != nullptr) { - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, dummy_hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); - if (pCommandAllocator != nullptr) - { - pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); - } + pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, dummyWindow, &SwapChainDesc, NULL, NULL, &pSwapChain); } } } } }//if (pDevice != nullptr) }//if (D3D12CreateDevice != nullptr) - }//if (library != nullptr) - if (pCommandQueue != nullptr && pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n"); - _dx12_hooked = true; - auto h = DX12_Hook::Inst(); - h->loadFunctions(pCommandQueue, pSwapChain); - Hook_Manager::Inst().AddHook(h); - HookDXGIPresent(pSwapChain); - } - else - { - PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n"); - } - - if (pCommandList) pCommandList->Release(); - if (pCommandAllocator) pCommandAllocator->Release(); - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); - } -} - -void Renderer_Detector::hook_opengl() -{ - if (!_ogl_hooked && !_renderer_found) - { - HMODULE library = GetModuleHandle(OPENGL_DLL); - decltype(wglMakeCurrent)* wglMakeCurrent = nullptr; - OpenGL_Hook::wglSwapBuffers_t wglSwapBuffers = nullptr; - if (library != nullptr) - { - wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent"); - wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(library, "wglSwapBuffers"); - } - if (wglMakeCurrent != nullptr && wglSwapBuffers != nullptr) - { - PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n"); - - _ogl_hooked = true; - auto h = OpenGL_Hook::Inst(); - h->loadFunctions(wglSwapBuffers); - Hook_Manager::Inst().AddHook(h); - HookwglMakeCurrent(wglMakeCurrent); - } - else - { - PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n"); - } - } -} - -void Renderer_Detector::create_hook(const char* libname) -{ - if (!_stricmp(libname, DX9_DLL)) - hook_dx9(); - else if (!_stricmp(libname, DX10_DLL)) - hook_dx10(); - else if (!_stricmp(libname, DX11_DLL)) - hook_dx11(); - else if (!_stricmp(libname, DX12_DLL)) - hook_dx12(); - else if (!_stricmp(libname, OPENGL_DLL)) - hook_opengl(); -} - -void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) -{ - _this->rendererdetect_hook = new Base_Hook(); - Hook_Manager& hm = Hook_Manager::Inst(); - hm.AddHook(_this->rendererdetect_hook); - - std::vector const libraries = { - OPENGL_DLL, - DX12_DLL, - DX11_DLL, - DX10_DLL, - DX9_DLL - }; - - while (!_this->_renderer_found && !_this->stop_retry()) - { - std::vector::const_iterator it = libraries.begin(); - while (it != libraries.end()) - { + if (pCommandQueue != nullptr && pSwapChain != nullptr) { - std::lock_guard lock(_this->_found_mutex); - if (_this->_renderer_found) - break; + SPDLOG_INFO("Hooked IDXGISwapChain::Present to detect DX Version"); - it = std::find_if(it, libraries.end(), [](std::string const& name) { - auto x = GetModuleHandle(name.c_str()); - if (x != NULL) - return true; - return false; - }); + dx12_hooked = true; - if (it == libraries.end()) - break; + decltype(&IDXGISwapChain::Present) pfnPresent = nullptr; + decltype(&IDXGISwapChain::ResizeBuffers) pfnResizeBuffers = nullptr; + decltype(&IDXGISwapChain::ResizeTarget) pfnResizeTarget = nullptr; + decltype(&IDXGISwapChain1::Present1) pfnPresent1 = nullptr; - _this->create_hook(it->c_str()); - ++it; + HookDXGIPresent(pSwapChain, pfnPresent, pfnResizeBuffers, pfnResizeTarget); + HookDXGIPresent1(reinterpret_cast(pSwapChain), pfnPresent1); + + void** vTable = *reinterpret_cast(pCommandQueue); + decltype(&ID3D12CommandQueue::ExecuteCommandLists) pfnExecuteCommandLists; + (void*&)pfnExecuteCommandLists = vTable[(int)ID3D12CommandQueueVTable::ExecuteCommandLists]; + + dx12_hook = DX12_Hook::Inst(); + dx12_hook->LibraryName = library_path; + dx12_hook->LoadFunctions(pfnPresent, pfnResizeBuffers, pfnResizeTarget, pfnExecuteCommandLists, pfnPresent1); + } + else + { + SPDLOG_WARN("Failed to Hook IDXGISwapChain::Present to detect DX Version"); + } + + if (pSwapChain) pSwapChain->Release(); + if (pDXGIFactory) pDXGIFactory->Release(); + if (pCommandQueue) pCommandQueue->Release(); + if (pDevice) pDevice->Release(); + } + } + + void hook_opengl(std::string const& library_path) + { + if (!opengl_hooked) + { + System::Library::Library libOpenGL; + if (!libOpenGL.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect OpenGL", library_path); + return; + } + + auto wglSwapBuffers = libOpenGL.GetSymbol("wglSwapBuffers"); + if (wglSwapBuffers != nullptr) + { + SPDLOG_INFO("Hooked wglSwapBuffers to detect OpenGL"); + + opengl_hooked = true; + + opengl_hook = OpenGL_Hook::Inst(); + opengl_hook->LibraryName = library_path; + opengl_hook->LoadFunctions(wglSwapBuffers); + + HookwglSwapBuffers(wglSwapBuffers); + } + else + { + SPDLOG_WARN("Failed to Hook wglSwapBuffers to detect OpenGL"); + } + } + } + + void hook_vulkan(std::string const& library_path) + { + // Vulkan hook disabled until proper implementation. + return; + if (!vulkan_hooked) + { + System::Library::Library libVulkan; + if (!libVulkan.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect Vulkan", library_path); + return; + } + + auto vkCreateInstance = libVulkan.GetSymbol("vkCreateInstance"); + auto vkDestroyInstance = libVulkan.GetSymbol("vkDestroyInstance"); + auto vkGetInstanceProcAddr = libVulkan.GetSymbol("vkGetInstanceProcAddr"); + + decltype(::vkQueuePresentKHR)* vkQueuePresentKHR = nullptr; + decltype(::vkAcquireNextImageKHR)* vkAcquireNextImageKHR = nullptr; + decltype(::vkAcquireNextImage2KHR)* vkAcquireNextImage2KHR = nullptr; + + VkInstanceCreateInfo instance_infos{}; + VkInstance instance{}; + std::vector phyDevices; + VkDeviceCreateInfo create_info{}; + VkDevice pDevice{}; + uint32_t count = 0; + + instance_infos.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + vkCreateInstance(&instance_infos, nullptr, &instance); + + auto vkCreateDevice = (decltype(::vkCreateDevice)*)vkGetInstanceProcAddr(instance, "vkCreateDevice"); + auto vkDestroyDevice = (decltype(::vkDestroyDevice)*)vkGetInstanceProcAddr(instance, "vkDestroyDevice"); + auto vkGetDeviceProcAddr = (decltype(::vkGetDeviceProcAddr)*)vkGetInstanceProcAddr(instance, "vkGetDeviceProcAddr"); + auto vkEnumeratePhysicalDevices = (decltype(::vkEnumeratePhysicalDevices)*)vkGetInstanceProcAddr(instance, "vkEnumeratePhysicalDevices"); + auto vkEnumerateDeviceExtensionProperties = (decltype(::vkEnumerateDeviceExtensionProperties)*)vkGetInstanceProcAddr(instance, "vkEnumerateDeviceExtensionProperties"); + auto vkGetPhysicalDeviceProperties = (decltype(::vkGetPhysicalDeviceProperties)*)vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceProperties"); + + vkEnumeratePhysicalDevices(instance, &count, nullptr); + phyDevices.resize(count); + vkEnumeratePhysicalDevices(instance, &count, phyDevices.data()); + + [&]() { + VkPhysicalDeviceProperties props{}; + std::vector ext_props; + + for (auto& device : phyDevices) + { + vkGetPhysicalDeviceProperties(device, &props); + if (props.deviceType == VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU || props.deviceType == VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU) + { + count = 0; + vkEnumerateDeviceExtensionProperties(device, nullptr, &count, nullptr); + ext_props.resize(count); + vkEnumerateDeviceExtensionProperties(device, nullptr, &count, ext_props.data()); + + for (auto& ext : ext_props) + { + if (strcmp(ext.extensionName, "VK_KHR_swapchain") == 0) + { + create_info.sType = VkStructureType::VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.enabledExtensionCount = 1; + const char* str = "VK_KHR_swapchain"; + create_info.ppEnabledExtensionNames = &str; + vkCreateDevice(device, &create_info, nullptr, &pDevice); + if(pDevice != nullptr) + return; + } + } + } + } + }(); + + if (pDevice != nullptr) + { + vkQueuePresentKHR = (decltype(::vkQueuePresentKHR)*)vkGetDeviceProcAddr(pDevice, "vkQueuePresentKHR"); + vkAcquireNextImageKHR = (decltype(::vkAcquireNextImageKHR)*)vkGetDeviceProcAddr(pDevice, "vkAcquireNextImageKHR"); + vkAcquireNextImage2KHR = (decltype(::vkAcquireNextImage2KHR)*)vkGetDeviceProcAddr(pDevice, "vkAcquireNextImage2KHR"); + vkDestroyDevice(pDevice, nullptr); + } + vkDestroyInstance(instance, nullptr); + + if (vkQueuePresentKHR != nullptr /* && (vkAcquireNextImageKHR != nullptr || vkAcquireNextImage2KHR != nullptr)*/) + { + SPDLOG_INFO("Hooked vkQueuePresentKHR to detect Vulkan"); + + vulkan_hooked = true; + + vulkan_hook = Vulkan_Hook::Inst(); + vulkan_hook->LibraryName = library_path; + vulkan_hook->LoadFunctions(vkQueuePresentKHR); + + HookvkQueuePresentKHR(vkQueuePresentKHR); + } + else + { + SPDLOG_WARN("Failed to Hook vkQueuePresentKHR to detect Vulkan"); + } + } + } + +public: + Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + { + std::unique_lock detection_lock(detector_mutex, std::defer_lock); + + if (!detection_lock.try_lock_for(timeout)) + return nullptr; + + { + std::lock_guard lk(renderer_mutex); + if (detection_done) + { + return renderer_hook; + } + + if (CreateHWND() == nullptr) + { + return nullptr; } } - std::this_thread::sleep_for(std::chrono::milliseconds(500)); + SPDLOG_TRACE("Started renderer detection."); + + std::pair libraries[]{ + {OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl}, + {Vulkan_Hook::DLL_NAME, &Renderer_Detector::hook_vulkan}, + { DX12_Hook::DLL_NAME, &Renderer_Detector::hook_dx12 }, + { DX11_Hook::DLL_NAME, &Renderer_Detector::hook_dx11 }, + { DX10_Hook::DLL_NAME, &Renderer_Detector::hook_dx10 }, + { DX9_Hook::DLL_NAME, &Renderer_Detector::hook_dx9 }, + }; + std::string name; + + auto start_time = std::chrono::steady_clock::now(); + do + { + for (auto const& library : libraries) + { + void* lib_handle = System::Library::GetLibraryHandle(library.first.c_str()); + if (lib_handle != nullptr) + { + std::lock_guard lk(renderer_mutex); + name = FindPreferedModulePath(library.first); + (this->*library.second)(name); + } + } + std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); + + { + std::lock_guard lk(renderer_mutex); + DestroyHWND(); + + detection_done = true; + delete dx9_hook ; dx9_hook = nullptr; + delete dx10_hook ; dx10_hook = nullptr; + delete dx11_hook ; dx11_hook = nullptr; + delete dx12_hook ; dx12_hook = nullptr; + delete opengl_hook; opengl_hook = nullptr; + delete vulkan_hook; vulkan_hook = nullptr; + detection_hooks.UnhookAll(); + } + + SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); + + return renderer_hook; + } +}; + +Renderer_Detector* Renderer_Detector::instance = nullptr; + +#elif defined(RENDERERDETECTOR_OS_LINUX) +#define GLAD_GL_IMPLEMENTATION +#include + +#include "linux/OpenGLX_Hook.h" + +class Renderer_Detector +{ + static Renderer_Detector* instance; +public: + static Renderer_Detector* Inst() + { + if (instance == nullptr) + { + instance = new Renderer_Detector; + } + return instance; } - _this->destroy_hwnd(); + ~Renderer_Detector() + { + delete openglx_hook; + //delete vulkan_hook; + } - if (_this->game_renderer == nullptr) // Couldn't hook renderer +private: + Renderer_Detector() : + openglx_hooked(false), + renderer_hook(nullptr), + openglx_hook(nullptr), + //vulkan_hook(nullptr), + detection_done(false) + {} + + std::timed_mutex detector_mutex; + std::mutex renderer_mutex; + + Base_Hook detection_hooks; + + decltype(::glXSwapBuffers)* glXSwapBuffers; + + bool openglx_hooked; + //bool vulkan_hooked; + + Renderer_Hook* renderer_hook; + OpenGLX_Hook* openglx_hook; + + bool detection_done; + + static void MyglXSwapBuffers(Display* dpy, GLXDrawable drawable) { - hm.RemoveHook(Windows_Hook::Inst()); - } - else - { - hm.AddHook(Windows_Hook::Inst()); - } - if (_this->_ogl_hooked) - { - auto h = OpenGL_Hook::Inst(); - if (h != _this->game_renderer) + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + inst->glXSwapBuffers(dpy, drawable); + if (inst->detection_done) + return; + + if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(3, 1)) { - _this->_ogl_hooked = false; - hm.RemoveHook(h); - } - } - if (_this->_dx9_hooked) - { - auto h = DX9_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_dx9_hooked = false; - hm.RemoveHook(h); - } - } - if (_this->_dx10_hooked) - { - auto h = DX10_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_dx10_hooked = false; - hm.RemoveHook(h); - } - } - if (_this->_dx11_hooked) - { - auto h = DX11_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_dx11_hooked = false; - hm.RemoveHook(h); - } - } - if (_this->_dx12_hooked) - { - auto h = DX12_Hook::Inst(); - if (h != _this->game_renderer) - { - _this->_dx12_hooked = false; - hm.RemoveHook(h); + inst->detection_hooks.UnhookAll(); + inst->renderer_hook = static_cast(Inst()->openglx_hook); + inst->openglx_hook = nullptr; + inst->detection_done = true; } } - delete _this->_hook_thread; - _this->_hook_thread = nullptr; -} - -Renderer_Detector::Renderer_Detector(): - _hook_thread(nullptr), - _hook_retries(0), - _renderer_found(false), - _dx9_hooked(false), - _dx10_hooked(false), - _dx11_hooked(false), - _dx12_hooked(false), - _dxgi_hooked(false), - _ogl_hooked(false), - rendererdetect_hook(nullptr), - game_renderer(nullptr), - atom(0), - dummy_hWnd(nullptr) -{} - -#else// defined(__LINUX__)//!STEAM_WIN32 -#include "linux/X11_Hook.h" - -#include - -extern "C" void *_dl_sym(void *, const char *, void *); - -static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr; -static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr; - -static decltype(dlsym)* real_dlsym = nullptr; - -extern "C" int XEventsQueued(Display *display, int mode) -{ - auto h = X11_Hook::Inst(); - if( h->_XEventsQueued == nullptr ) - h->_XEventsQueued = reinterpret_cast(real_dlsym(RTLD_NEXT, "XEventsQueued")); - - return X11_Hook::MyXEventsQueued(display, mode); -} - -//extern "C" int XPeekEvent(Display *display, XEvent *event) -//{ -// auto h = X11_Hook::Inst(); -// if( h->_XPeekEvent == nullptr ) -// h->_XPeekEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPeekEvent")); -// -// return X11_Hook::MyXPeekEvent(display, mode); -//} - -//extern "C" int XNextEvent(Display *display, XEvent *event) -//{ -// auto h = X11_Hook::Inst(); -// if( h->_XNextEvent == nullptr ) -// h->_XNextEvent = reinterpret_cast(real_dlsym(RTLD_NEXT, "XNextEvent")); -// -// return X11_Hook::MyXNextEvent(display, mode); -//} - -extern "C" int XPending(Display *display) -{ - auto h = X11_Hook::Inst(); - if( h->_XPending == nullptr ) - h->_XPending = reinterpret_cast(real_dlsym(RTLD_NEXT, "XPending")); - - return X11_Hook::MyXPending(display); -} - -extern "C" void glXSwapBuffers(Display *display, GLXDrawable drawable) -{ - OpenGLX_Hook::Inst()->start_hook(); - OpenGLX_Hook::MyglXSwapBuffers(display, drawable); -} - -extern "C" __GLXextFuncPtr glXGetProcAddress(const GLubyte * procName) -{ - if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + void HookglXSwapBuffers(decltype(::glXSwapBuffers)* _glXSwapBuffers) { - decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddress(procName); - OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); - return (__GLXextFuncPtr)glXSwapBuffers; + glXSwapBuffers = _glXSwapBuffers; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&glXSwapBuffers, (void*)&MyglXSwapBuffers }); + detection_hooks.EndHook(); } - __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddress(procName); - - return func; -} - -extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName) -{ - if( strcmp((const char*)procName, "glXSwapBuffers") == 0 ) + void hook_openglx(std::string const& library_path) { - decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddressARB(procName); - OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers); - return (__GLXextFuncPtr)glXSwapBuffers; - } - - __GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddressARB(procName); - - return func; -} - -void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this) -{ - /* - _this->rendererdetect_hook = new Base_Hook(); - Hook_Manager& hm = Hook_Manager::Inst(); - hm.AddHook(_this->rendererdetect_hook); - */ -} - -Renderer_Detector::Renderer_Detector(): - _hook_thread(nullptr), - _hook_retries(0), - _renderer_found(false), - _oglx_hooked(false), - rendererdetect_hook(nullptr), - game_renderer(nullptr) -{} - -extern "C" void* dlsym(void* handle, const char* name) -{ - if (real_dlsym == nullptr) - real_dlsym = (decltype(dlsym)*)_dl_sym(RTLD_NEXT, "dlsym", reinterpret_cast(dlsym)); - - if ( strcmp(name,"dlsym") == 0 ) - return (void*)dlsym; - - if( strcmp(name, "glXGetProcAddress") == 0 ) - { - if( real_glXGetProcAddress == nullptr ) + if (!openglx_hooked) { - real_glXGetProcAddress = (decltype(glXGetProcAddress)*)real_dlsym(RTLD_NEXT, "glXGetProcAddress"); + System::Library::Library libGLX; + if (!libGLX.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect OpenGLX", library_path); + return; + } + + auto glXSwapBuffers = libGLX.GetSymbol("glXSwapBuffers"); + if (glXSwapBuffers != nullptr) + { + SPDLOG_INFO("Hooked glXSwapBuffers to detect OpenGLX"); + + openglx_hooked = true; + + openglx_hook = OpenGLX_Hook::Inst(); + openglx_hook->LibraryName = library_path; + openglx_hook->LoadFunctions(glXSwapBuffers); + + HookglXSwapBuffers(glXSwapBuffers); + } + else + { + SPDLOG_WARN("Failed to Hook glXSwapBuffers to detect OpenGLX"); + } } - return (void*)glXGetProcAddress; - } - if( strcmp(name, "glXGetProcAddressARB") == 0 ) - { - if( real_glXGetProcAddressARB == nullptr ) - { - real_glXGetProcAddressARB = (decltype(glXGetProcAddressARB)*)real_dlsym(RTLD_NEXT, "glXGetProcAddressARB"); - } - return (void*)glXGetProcAddressARB; - } - if( strcmp(name, "XEventsQueued") == 0 ) - { - return (void*)XEventsQueued; - } - //if( strcmp(name, "XNextEvent") == 0 ) - //{ - // return (void*)XNextEvent; - //} - //if( strcmp(name, "XPeekEvent") == 0 ) - //{ - // return (void*)XPeekEvent; - //} - if( strcmp(name, "XPending") == 0 ) - { - return (void*)XPending; } - return real_dlsym(handle,name); -} +public: + Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + { + std::pair libraries[]{ + std::pair{OpenGLX_Hook::DLL_NAME, &Renderer_Detector::hook_openglx}, + }; + + std::unique_lock detection_lock(detector_mutex, std::defer_lock); + + if (!detection_lock.try_lock_for(timeout)) + return nullptr; + + { + std::lock_guard lk(renderer_mutex); + if (detection_done) + return renderer_hook; + } + + SPDLOG_TRACE("Started renderer detection."); + + auto start_time = std::chrono::steady_clock::now(); + do + { + for (auto const& library : libraries) + { + void* lib_handle = System::Library::GetLibraryHandle(library.first); + if (lib_handle != nullptr) + { + std::lock_guard lk(renderer_mutex); + std::string lib_path = System::Library::GetLibraryPath(lib_handle); + (this->*library.second)(lib_path); + } + } + std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); + + { + std::lock_guard lk(renderer_mutex); + detection_done = true; + delete openglx_hook; openglx_hook = nullptr; + //delete vulkan_hook; vulkan_hook = nullptr; + } + + SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); + + return renderer_hook; + } +}; + +Renderer_Detector* Renderer_Detector::instance = nullptr; + +#elif defined(RENDERERDETECTOR_OS_APPLE) +#include "macosx/OpenGL_Hook.h" +#define GLAD_GL_IMPLEMENTATION +#include + +class Renderer_Detector +{ + static Renderer_Detector* instance; +public: + static Renderer_Detector* Inst() + { + if (instance == nullptr) + { + instance = new Renderer_Detector; + } + return instance; + } + + ~Renderer_Detector() + { + delete opengl_hook; + } + +private: + Renderer_Detector(): + opengl_hooked(false), + renderer_hook(nullptr), + opengl_hook(nullptr), + detection_done(false) + {} + + std::timed_mutex detector_mutex; + std::mutex renderer_mutex; + + Base_Hook detection_hooks; + + decltype(::CGLFlushDrawable)* CGLFlushDrawable; + + bool opengl_hooked; + + Renderer_Hook* renderer_hook; + OpenGL_Hook* opengl_hook; + + bool detection_done; + + static int64_t MyCGLFlushDrawable(CGLDrawable_t* glDrawable) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + int64_t res = inst->CGLFlushDrawable(glDrawable); + + if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(2, 0)) + { + inst->detection_hooks.UnhookAll(); + inst->renderer_hook = static_cast(Inst()->opengl_hook); + inst->opengl_hook = nullptr; + inst->detection_done = true; + } + + return res; + } + + void HookglFlushDrawable(decltype(::CGLFlushDrawable)* _CGLFlushDrawable) + { + CGLFlushDrawable = _CGLFlushDrawable; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&CGLFlushDrawable, (void*)&MyCGLFlushDrawable }); + detection_hooks.EndHook(); + } + + void hook_opengl(std::string const& library_path) + { + if (!opengl_hooked) + { + System::Library::Library libOpenGL; + if (!libOpenGL.OpenLibrary(library_path, false)) + { + SPDLOG_WARN("Failed to load {} to detect OpenGL", library_path); + return; + } + + auto CGLFlushDrawable = libOpenGL.GetSymbol("CGLFlushDrawable"); + if (CGLFlushDrawable != nullptr) + { + SPDLOG_INFO("Hooked CGLFlushDrawable to detect OpenGL"); + + opengl_hooked = true; + + opengl_hook = OpenGL_Hook::Inst(); + opengl_hook->LibraryName = library_path; + opengl_hook->LoadFunctions(CGLFlushDrawable); + + HookglFlushDrawable(CGLFlushDrawable); + } + else + { + SPDLOG_WARN("Failed to Hook CGLFlushDrawable to detect OpenGL"); + } + } + } + +public: + Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + { + std::pair libraries[]{ + std::pair{OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl} + }; + + std::unique_lock detection_lock(detector_mutex, std::defer_lock); + + if (!detection_lock.try_lock_for(timeout)) + return nullptr; + + { + std::lock_guard lk(renderer_mutex); + if (detection_done) + return renderer_hook; + } + + SPDLOG_TRACE("Started renderer detection."); + + auto start_time = std::chrono::steady_clock::now(); + do + { + for (auto const& library : libraries) + { + void* lib_handle = System::Library::GetLibraryHandle(library.first); + if (lib_handle != nullptr) + { + std::lock_guard lk(renderer_mutex); + std::string lib_path = System::Library::GetLibraryPath(lib_handle); + (this->*library.second)(lib_path); + } + } + std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); + + { + std::lock_guard lk(renderer_mutex); + detection_done = true; + delete opengl_hook; opengl_hook = nullptr; + //delete vulkan_hook; vulkan_hook = nullptr; + } + + SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); + + return renderer_hook; + } +}; + +Renderer_Detector* Renderer_Detector::instance = nullptr; #endif -void Renderer_Detector::renderer_found(Base_Hook* hook) +std::future detect_renderer(std::chrono::milliseconds timeout) { - std::lock_guard lock(_found_mutex); - Hook_Manager& hm = Hook_Manager::Inst(); - - _renderer_found = true; - game_renderer = hook; - - if (hook == nullptr) - PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n"); - else - PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries); - - hm.RemoveHook(rendererdetect_hook); -} - -bool Renderer_Detector::stop_retry() -{ - // Retry or not - bool stop = ++_hook_retries >= max_hook_retries; - - if (stop) - renderer_found(nullptr); - - return stop; -} - -void Renderer_Detector::find_renderer() -{ - if (_hook_thread == nullptr) - { - _hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this); - _hook_thread->detach(); - } -} - -Renderer_Detector& Renderer_Detector::Inst() -{ - static Renderer_Detector inst; - return inst; -} - -Base_Hook* Renderer_Detector::get_renderer() const -{ - return game_renderer; -} - -Renderer_Detector::~Renderer_Detector() -{ - if (_hook_thread != nullptr) - { - _hook_retries = max_hook_retries; - } + return std::async(std::launch::async, &Renderer_Detector::detect_renderer, Renderer_Detector::Inst(), timeout); } diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 4872c13..f6972e1 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -1,104 +1,30 @@ -#ifndef __INCLUDED_RENDERER_DETECTOR_H__ -#define __INCLUDED_RENDERER_DETECTOR_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "Base_Hook.h" +#pragma once -#ifdef EMU_OVERLAY -#ifdef __WINDOWS__ +#include "../dll/base.h" -struct IDXGISwapChain; -struct IDirect3DDevice9; -struct IDirect3DDevice9Ex; +#include +#include +#include -class Renderer_Detector -{ -private: - // Variables - std::thread* _hook_thread; - std::mutex _found_mutex; - unsigned int _hook_retries; - bool _renderer_found; // Is the renderer hooked ? - bool _dx9_hooked; - bool _dx10_hooked; - bool _dx11_hooked; - bool _dx12_hooked; - bool _dxgi_hooked; - bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl) - Base_Hook* rendererdetect_hook; - Base_Hook* game_renderer; +#include "Renderer_Hook.h" - ATOM atom; - HWND dummy_hWnd; - - // Functions - Renderer_Detector(); - ~Renderer_Detector(); - - static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); - static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); - static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); - static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC); - - void HookDXGIPresent(IDXGISwapChain* pSwapChain); - void HookDX9Present(IDirect3DDevice9* pDevice, bool ex); - void HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent); - - void hook_dx9(); - void hook_dx10(); - void hook_dx11(); - void hook_dx12(); - void hook_opengl(); - - void create_hwnd(); - void destroy_hwnd(); - void create_hook(const char* libname); - bool stop_retry(); - - static void find_renderer_proc(Renderer_Detector* _this); - -public: - void find_renderer(); - void renderer_found(Base_Hook* hook); - Base_Hook* get_renderer() const; - static Renderer_Detector& Inst(); -}; - -#elif defined __LINUX__ -#include "linux/OpenGLX_Hook.h" - -class Renderer_Detector -{ - // Variables - std::thread* _hook_thread; - std::mutex _found_mutex; - unsigned int _hook_retries; - bool _oglx_hooked; - bool _renderer_found; // Is the renderer hooked ? - Base_Hook* rendererdetect_hook; - Base_Hook* game_renderer; - - // Functions - Renderer_Detector(); - ~Renderer_Detector(); - - static void MyglXSwapBuffers(Display *dpy, GLXDrawable drawable); - - void HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers); - - void hook_openglx(const char* libname); - - void create_hook(const char* libname); - bool stop_retry(); - - static void find_renderer_proc(Renderer_Detector* _this); - -public: - void find_renderer(); - void renderer_found(Base_Hook* hook); - Base_Hook* get_renderer() const; - static Renderer_Detector& Inst(); -}; - -#endif//__WINDOWS__ -#endif//EMU_OVERLAY -#endif//__INCLUDED_RENDERER_DETECTOR_H__ +std::future detect_renderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{-1}); diff --git a/overlay_experimental/Renderer_Hook.h b/overlay_experimental/Renderer_Hook.h new file mode 100644 index 0000000..e11c816 --- /dev/null +++ b/overlay_experimental/Renderer_Hook.h @@ -0,0 +1,47 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#pragma once + +#include +#include +#include +#include + +class Renderer_Hook +{ +public: + Renderer_Hook(): + OverlayProc(&DefaultOverlayProc), + OverlayHookReady(&DefaultOverlayHookReady) + {} + + static void DefaultOverlayProc() {} + static void DefaultOverlayHookReady(bool) {} + std::function OverlayProc; + std::function OverlayHookReady; + + virtual bool StartHook(std::function key_combination_callback) = 0; + virtual bool IsStarted() = 0; + // Returns a Handle to the renderer image ressource or nullptr if it failed to create the resource, the handle can be used in ImGui's Image calls, image_buffer must be RGBA ordered + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height) = 0; + virtual void ReleaseImageResource(std::weak_ptr resource) = 0; + + virtual std::string GetLibraryName() const = 0; +}; diff --git a/overlay_experimental/System/ClassEnumUtils.hpp b/overlay_experimental/System/ClassEnumUtils.hpp new file mode 100644 index 0000000..ad7693d --- /dev/null +++ b/overlay_experimental/System/ClassEnumUtils.hpp @@ -0,0 +1,116 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include + +namespace System { + template + struct EnableBitMaskOperators + { + static constexpr bool enable = false; + }; + + template + constexpr typename std::underlying_type::type GetEnumValue(T enum_value) + { + return static_cast::type>(enum_value); + } +} + +template +constexpr typename std::enable_if::enable, Enum>::type +operator |(Enum lhs, Enum rhs) +{ + using underlying = typename std::underlying_type::type; + return static_cast ( + static_cast(lhs) | + static_cast(rhs) + ); +} + +template +constexpr typename std::enable_if::enable, Enum>::type +operator &(Enum lhs, Enum rhs) +{ + using underlying = typename std::underlying_type::type; + return static_cast ( + static_cast(lhs) & + static_cast(rhs) + ); +} + +template +constexpr typename std::enable_if::enable, Enum>::type +operator ^(Enum lhs, Enum rhs) +{ + using underlying = typename std::underlying_type::type; + return static_cast ( + static_cast(lhs) ^ + static_cast(rhs) + ); +} + +template +constexpr typename std::enable_if::enable, Enum>::type +operator ~(Enum lhs) +{ + using underlying = typename std::underlying_type::type; + return static_cast (~static_cast(lhs)); +} + +template +constexpr typename std::enable_if::enable, Enum>::type& +operator |=(Enum& lhs, Enum rhs) +{ + lhs = lhs | rhs; + return lhs; +} + +template +constexpr typename std::enable_if::enable, Enum>::type& +operator &=(Enum& lhs, Enum rhs) +{ + lhs = lhs & rhs; + return lhs; +} + +template +constexpr typename std::enable_if::enable, Enum>::type& +operator ^=(Enum& lhs, Enum rhs) +{ + lhs = lhs ^ rhs; + return lhs; +} + +template +constexpr typename std::enable_if::enable, bool>::type +operator !(Enum lhs) +{ + using underlying = typename std::underlying_type::type; + return !static_cast(lhs); +} + +#define UTILS_ENABLE_BITMASK_OPERATORS(T) \ +template<> \ +struct System::EnableBitMaskOperators \ +{ \ + static constexpr bool enable = true; \ +} diff --git a/overlay_experimental/System/ConstExpressions.hpp b/overlay_experimental/System/ConstExpressions.hpp new file mode 100644 index 0000000..4dbd739 --- /dev/null +++ b/overlay_experimental/System/ConstExpressions.hpp @@ -0,0 +1,45 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include // size_t + +namespace System { +namespace ConstExpr { + template + constexpr size_t CountOf(T(&)[N]) + { + return N; + } + + template + constexpr size_t StrLen(T(&)[N]) + { + return N-1; + } + + // Sum of all parameter pack sizeof + template + constexpr size_t size_of = 0; + + template + constexpr size_t size_of = sizeof(T) + size_of; +} +} \ No newline at end of file diff --git a/overlay_experimental/System/Encoding.cpp b/overlay_experimental/System/Encoding.cpp new file mode 100644 index 0000000..f076f49 --- /dev/null +++ b/overlay_experimental/System/Encoding.cpp @@ -0,0 +1,127 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "System_internals.h" + +#include "Encoding.hpp" +#include "utfcpp/utf8.h" + +#include +#include + +namespace System { +namespace Encoding { + +namespace details { + template + struct string_deducer + { + static std::string convert_string(T const& str) = delete; + static std::wstring convert_wstring(T const& str) = delete; + }; + + template + struct string_deducer + { + static std::string convert_string(T const& str) + { + return std::string(std::begin(str), std::end(str)); + } + + static std::wstring convert_wstring(std::string const& str) + { + std::wstring r(std::begin(str), std::end(str)); + return r; + } + }; + + template + struct string_deducer + { + static std::string convert_string(T const& str) + { + std::string r; + utf8::utf16to8(std::begin(str), std::end(str), std::back_inserter(r)); + return r; + } + + static std::wstring convert_wstring(std::string const& str) + { + std::wstring r; + utf8::utf8to16(std::begin(str), std::end(str), std::back_inserter(r)); + return r; + } + }; + + template + struct string_deducer + { + static std::string convert_string(T const& str) + { + std::string r; + utf8::utf32to8(std::begin(str), std::end(str), std::back_inserter(r)); + return r; + } + + static std::wstring convert_wstring(std::string const& str) + { + std::wstring r; + utf8::utf8to32(std::begin(str), std::end(str), std::back_inserter(r)); + return r; + } + }; +} + +std::wstring Utf8ToWChar(std::string const& str) +{ + return details::string_deducer::convert_wstring(str); +} + +std::u16string Utf8ToUtf16(std::string const& str) +{ + return utf8::utf8to16(str); +} + +std::u32string Utf8ToUtf32(std::string const& str) +{ + return utf8::utf8to32(str); +} + +std::string WCharToUtf8(std::wstring const& str) +{ + return details::string_deducer::convert_string(str); +} + +std::string Utf16ToUtf8(std::u16string const& str) +{ + return utf8::utf16to8(str); +} + +std::string Utf32ToUtf8(std::u32string const& str) +{ + return utf8::utf32to8(str); +} + +size_t EncodedLength(std::string const& str) +{ + return utf8::distance(str.begin(), str.end()); +} + +}// namespace Encoding +}// namespace System \ No newline at end of file diff --git a/overlay_experimental/System/Encoding.hpp b/overlay_experimental/System/Encoding.hpp new file mode 100644 index 0000000..408fa2f --- /dev/null +++ b/overlay_experimental/System/Encoding.hpp @@ -0,0 +1,43 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the System; if not, see + * . + */ + +#pragma once + +#include + +namespace System { +namespace Encoding { + +std::wstring Utf8ToWChar(std::string const& str); + +std::u16string Utf8ToUtf16(std::string const& str); + +std::u32string Utf8ToUtf32(std::string const& str); + +std::string WCharToUtf8(std::wstring const& str); + +std::string Utf16ToUtf8(std::u16string const& str); + +std::string Utf32ToUtf8(std::u32string const& str); + +// Size of UTF8 chars (not the size of the byte buffer). +size_t EncodedLength(std::string const& str); + +} +} \ No newline at end of file diff --git a/overlay_experimental/System/Endianness.hpp b/overlay_experimental/System/Endianness.hpp new file mode 100644 index 0000000..baa653d --- /dev/null +++ b/overlay_experimental/System/Endianness.hpp @@ -0,0 +1,128 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include // size_t +#include // uint*_t + +namespace System { + class Endian + { + private: + template + struct ByteSwapImpl + { + constexpr static inline T swap(T v) + { + for (int i = 0; i < (byte_count/2); ++i) + { + uint8_t tmp = reinterpret_cast(&v)[i]; + reinterpret_cast(&v)[i] = reinterpret_cast(&v)[byte_count - i - 1]; + reinterpret_cast(&v)[byte_count - i - 1] = tmp; + } + + return v; + } + }; + + template + struct ByteSwapImpl + { + constexpr static inline T swap(T v) { return v; } + }; + + template + struct ByteSwapImpl + { + constexpr static inline T swap(T v) + { + uint16_t& tmp = *reinterpret_cast(&v); + tmp = ((tmp & 0x00ffu) << 8) + | ((tmp & 0xff00u) >> 8); + return v; + } + }; + + template + struct ByteSwapImpl + { + constexpr static inline T swap(T v) + { + uint32_t& tmp = *reinterpret_cast(&v); + tmp = ((tmp & 0x000000fful) << 24) + | ((tmp & 0x0000ff00ul) << 8) + | ((tmp & 0x00ff0000ul) >> 8) + | ((tmp & 0xff000000ul) >> 24); + return v; + } + }; + + template + struct ByteSwapImpl + { + constexpr static inline T swap(T v) + { + uint64_t& tmp = *reinterpret_cast(&v); + tmp = ((tmp & 0x00000000000000ffull) << 56) + | ((tmp & 0x000000000000ff00ull) << 40) + | ((tmp & 0x0000000000ff0000ull) << 24) + | ((tmp & 0x00000000ff000000ull) << 8) + | ((tmp & 0x000000ff00000000ull) >> 8) + | ((tmp & 0x0000ff0000000000ull) >> 24) + | ((tmp & 0x00ff000000000000ull) >> 40) + | ((tmp & 0xff00000000000000ull) >> 56); + return v; + } + }; + + public: + static inline bool little() + { + const uint32_t endian_magic = 0x01020304; + return reinterpret_cast(&endian_magic)[0] == 0x04; + } + + static inline bool big() + { + const uint32_t endian_magic = 0x01020304; + return reinterpret_cast(&endian_magic)[0] == 0x01; + } + + template + constexpr static inline T net_swap(T v) + { + if(Endian::little()) + { + return ByteSwapImpl::swap(v); + } + + return v; + } + + template + constexpr static inline T swap(T v) + { + return ByteSwapImpl::swap(v); + } + + private: + Endian() = delete; + }; +} \ No newline at end of file diff --git a/overlay_experimental/System/Filesystem.cpp b/overlay_experimental/System/Filesystem.cpp new file mode 100644 index 0000000..5fdc735 --- /dev/null +++ b/overlay_experimental/System/Filesystem.cpp @@ -0,0 +1,562 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "Filesystem.h" +#include "Encoding.hpp" +#include "System_internals.h" + +#if defined(SYSTEM_OS_WINDOWS) + #define WIN32_LEAN_AND_MEAN + #define VC_EXTRALEAN + #define NOMINMAX + #include + + #ifdef CreateDirectory + #undef CreateDirectory + #endif + #ifdef DeleteFile + #undef DeleteFile + #endif + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + #include + #include // get iface broadcast + #include // stats on a file (is directory, size, mtime) + + #include // to open directories + #include // dlopen (like dll for linux) + + #include + #include // PATH_MAX + #include + +#else + #error "unknown arch" +#endif + +#include +#include +#include + +#include + +namespace System { +namespace Filesystem { + +static void _CleanSlashes(std::string& str); + +std::string Filename(std::string const& path) +{ + size_t pos = path.find_last_of("/\\"); + if (pos != std::string::npos) + return path.substr(pos+1); + + return path; +} + +std::string Dirname(std::string const& path) +{ + std::string r(path); + _CleanSlashes(r); + size_t pos = r.find_last_of("/\\"); + + if (pos == std::string::npos || (pos == 0 && r.length() == 1)) + return std::string(); + + if (pos == 0) + ++pos; + + return r.substr(0, pos); +} + +std::string Join(StringView r, StringView l) +{ + std::string result(r.to_string()); + + result += Separator; + result += l.to_string(); + + _CleanSlashes(result); + return result; +} + +std::string CanonicalPath(std::string const& path) +{ + if (IsAbsolute(path)) + return CleanPath(path); + + return CleanPath(Join(GetCwd(),path)); +} + +size_t FileSize(std::string const& path) +{ + std::ifstream in_file(path, std::ios::in | std::ios::binary | std::ios::ate); + if (in_file) + { + return in_file.tellg(); + } + + return 0; +} + +std::chrono::system_clock::time_point FileATime(std::string const& path) +{ + struct stat file_stat = {}; + if (stat(path.c_str(), &file_stat) != 0) + return std::chrono::system_clock::time_point{}; + + return std::chrono::system_clock::from_time_t(file_stat.st_atime); +} + +std::chrono::system_clock::time_point FileMTime(std::string const& path) +{ + struct stat file_stat = {}; + if (stat(path.c_str(), &file_stat) != 0) + return std::chrono::system_clock::time_point{}; + + return std::chrono::system_clock::from_time_t(file_stat.st_mtime); +} + +std::chrono::system_clock::time_point FileCTime(std::string const& path) +{ + struct stat file_stat = {}; + if (stat(path.c_str(), &file_stat) != 0) + return std::chrono::system_clock::time_point{}; + + return std::chrono::system_clock::from_time_t(file_stat.st_ctime); +} + +#ifdef SYSTEM_OS_WINDOWS + +static void _CleanSlashes(std::string& str) +{ + size_t pos; + std::replace(str.begin(), str.end(), '/', '\\'); + + while ((pos = str.find("\\\\")) != std::string::npos) + str.replace(pos, 2, "\\"); + + pos = 0; + while ((pos = str.find("\\.", pos)) != std::string::npos) + { + if (str[pos + 2] == '\\' || (pos + 2) >= str.length()) + { + str.replace(pos, 3, "\\"); + } + else + { + ++pos; + } + } +} + +std::string GetCwd() +{ + DWORD size = GetCurrentDirectoryW(0, nullptr); + if (size == 0) + return "."; + + std::wstring wdirectory; + ++size; + wdirectory.resize(size); + wdirectory.resize(GetCurrentDirectoryW(size, &wdirectory[0])); + wdirectory += L'\\'; + + return System::Encoding::WCharToUtf8(wdirectory); +} + +bool IsAbsolute(std::string const& path) +{ + return path.length() >= 2 && (((path[0] >= 'a' && path[0] <= 'z') || (path[0] >= 'A' && path[0] <= 'Z')) && path[1] == ':'); +} + +std::string CleanPath(std::string const& path) +{ + std::string cleaned_path(path); + size_t pos; + size_t size; + + _CleanSlashes(cleaned_path); + + pos = 0; + while ((pos = cleaned_path.find("\\..", pos)) != std::string::npos ) + { + if (cleaned_path[pos + 3] == '\\' || (pos+3) >= cleaned_path.length()) + { + if (pos == 0) + size = 3; + else + { + size_t parent_pos = cleaned_path.rfind("\\", pos - 1); + if (parent_pos == std::string::npos) + { + size = pos + 3; + pos = 0; + } + else + { + size = 3 + pos - parent_pos; + pos = parent_pos; + } + } + + cleaned_path.replace(pos, size, ""); + } + else + { + ++pos; + } + } + + return cleaned_path; +} + +bool IsDir(std::string const& path) +{ + std::wstring wpath(System::Encoding::Utf8ToWChar(path)); + + DWORD attrs = GetFileAttributesW(wpath.c_str()); + return attrs != INVALID_FILE_ATTRIBUTES && attrs & FILE_ATTRIBUTE_DIRECTORY; +} + +bool IsFile(std::string const& path) +{ + std::wstring wpath(System::Encoding::Utf8ToWChar(path)); + + DWORD attrs = GetFileAttributesW(wpath.c_str()); + return attrs != INVALID_FILE_ATTRIBUTES && ((attrs & FILE_ATTRIBUTE_DIRECTORY) != FILE_ATTRIBUTE_DIRECTORY); +} + +bool Exists(std::string const& path) +{ + std::wstring wpath(System::Encoding::Utf8ToWChar(path)); + + DWORD attrs = GetFileAttributesW(wpath.c_str()); + return attrs != INVALID_FILE_ATTRIBUTES; +} + +bool CreateDirectory(std::string const& directory, bool recursive) +{ + size_t pos = 0; + struct _stat sb; + + std::wstring sub_dir; + std::wstring wdirectory(System::Encoding::Utf8ToWChar(directory)); + + if (wdirectory.empty()) + return false; + + if (recursive) + { + pos = 3; + + do + { + pos = wdirectory.find_first_of(L"\\/", pos + 1); + sub_dir = std::move(wdirectory.substr(0, pos)); + if (_wstat(sub_dir.c_str(), &sb) == 0) + { + if (!(sb.st_mode & _S_IFDIR)) + {// A subpath in the target is not a directory + return false; + } + // Folder Exists + } + else if (CreateDirectoryW(wdirectory.substr(0, pos).c_str(), NULL) == FALSE && GetLastError() != ERROR_ALREADY_EXISTS) + {// Failed to create directory + return false; + } + } + while (pos != std::string::npos); + + return true; + } + + return (CreateDirectoryW(wdirectory.c_str(), NULL) != FALSE || GetLastError() == ERROR_ALREADY_EXISTS); +} + +bool DeleteFile(std::string const& path) +{ + std::wstring wpath(System::Encoding::Utf8ToWChar(path)); + return DeleteFileW(wpath.c_str()) == TRUE || GetLastError() == ERROR_FILE_NOT_FOUND; +} + +static std::vector ListFiles(std::wstring const& path, bool files_only, bool recursive) +{ + std::vector files; + WIN32_FIND_DATAW hfind_data; + HANDLE hfind = INVALID_HANDLE_VALUE; + + std::wstring search_path = path; + + if (*path.rbegin() != L'\\') + search_path += L'\\'; + + search_path += L'*'; + + // Start iterating over the files in the path directory. + hfind = FindFirstFileW(search_path.c_str(), &hfind_data); + if (hfind != INVALID_HANDLE_VALUE) + { + search_path.pop_back(); + do // Managed to locate and create an handle to that folder. + { + if (wcscmp(L".", hfind_data.cFileName) == 0 + || wcscmp(L"..", hfind_data.cFileName) == 0) + continue; + + if (hfind_data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) + { + if (recursive) + { + std::wstring dir_name = hfind_data.cFileName; + + std::vector sub_files = std::move(ListFiles(search_path + dir_name, files_only, true)); + std::transform(sub_files.begin(), sub_files.end(), std::back_inserter(files), [&dir_name](std::wstring& Filename) + { + return dir_name + L'\\' + Filename; + }); + } + if (!files_only) + { + files.emplace_back(hfind_data.cFileName); + } + } + else + { + files.emplace_back(hfind_data.cFileName); + } + } while (FindNextFileW(hfind, &hfind_data) == TRUE); + FindClose(hfind); + } + + return files; +} + +std::vector ListFiles(std::string const& path, bool files_only, bool recursive) +{ + std::vector files; + std::wstring wpath(System::Encoding::Utf8ToWChar(path)); + + std::vector wfiles(std::move(ListFiles(wpath, files_only, recursive))); + + files.reserve(wfiles.size()); + std::transform(wfiles.begin(), wfiles.end(), std::back_inserter(files), [](std::wstring const& wFilename) + { + return System::Encoding::WCharToUtf8(wFilename); + }); + + return files; +} + +#else + +static void _CleanSlashes(std::string& str) +{ + size_t pos; + std::replace(str.begin(), str.end(), '\\', '/'); + + while ((pos = str.find("//")) != std::string::npos) + str.replace(pos, 2, "/"); + + pos = 0; + while ((pos = str.find("/.", pos)) != std::string::npos) + { + if (str[pos + 2] == '/' || (pos + 2) >= str.length()) + { + str.replace(pos, 3, "/"); + } + else + { + ++pos; + } + } +} + +std::string GetCwd() +{ + char buff[4096]; + std::string tmp(getcwd(buff, 4096) == nullptr ? "." : buff); + + tmp += '/'; + return tmp; +} + +bool IsAbsolute(std::string const& path) +{ + return path[0] == '/'; +} + +std::string CleanPath(std::string const& path) +{ + std::string cleaned_path(path); + size_t pos; + size_t size; + + std::replace(cleaned_path.begin(), cleaned_path.end(), '\\', '/'); + + _CleanSlashes(cleaned_path); + + pos = 0; + while ((pos = cleaned_path.find("/..", pos)) != std::string::npos) + { + if (cleaned_path[pos + 3] == '/' || (pos + 3) >= cleaned_path.length()) + { + if (pos == 0) + size = 3; + else + { + size_t parent_pos = cleaned_path.rfind("/", pos - 1); + if (parent_pos == std::string::npos) + { + size = pos + 3; + pos = 0; + } + else + { + size = 3 + pos - parent_pos; + pos = parent_pos; + } + } + + cleaned_path.replace(pos, size, ""); + } + else + { + ++pos; + } + } + + return cleaned_path; +} + +bool IsDir(std::string const& path) +{ + struct stat sb; + if (stat(path.c_str(), &sb) == 0) + { + return S_ISDIR(sb.st_mode); + } + + return false; +} + +bool IsFile(std::string const& path) +{ + struct stat sb; + if (stat(path.c_str(), &sb) == 0) + { + return S_ISREG(sb.st_mode); + } + + return false; +} + +bool Exists(std::string const& path) +{ + struct stat sb; + return stat(path.c_str(), &sb) == 0; +} + +bool CreateDirectory(std::string const& directory, bool recursive) +{ + size_t pos = 0; + struct stat sb; + + std::string sub_dir; + + do + { + pos = directory.find("/", pos + 1); + sub_dir = std::move(directory.substr(0, pos)); + if (stat(sub_dir.c_str(), &sb) == 0) + { + if (!S_ISDIR(sb.st_mode)) + {// A subpath in the target is not a directory + return false; + } + // Folder Exists + } + else if (mkdir(sub_dir.c_str(), 0755) < 0 && errno != EEXIST) + {// Failed to create directory (no permission?) + return false; + } + } + while (pos != std::string::npos); + + return true; +} + +bool DeleteFile(std::string const& path) +{ + return unlink(path.c_str()) == 0; +} + +std::vector ListFiles(std::string const& path, bool files_only, bool recursive) +{ + std::vector files; + + std::string search_path = path; + + if (*path.rbegin() != Separator) + search_path += Separator; + + DIR* dir = opendir(search_path.c_str()); + struct dirent* entry; + + if (dir == nullptr) + return files; + + while ((entry = readdir(dir)) != nullptr) + { + if (strcmp(entry->d_name, ".") == 0 + || strcmp(entry->d_name, "..") == 0) + continue; + + if (entry->d_type == DT_DIR) + { + if (recursive) + { + std::string dir_name = entry->d_name; + std::vector sub_files = std::move(ListFiles(search_path + dir_name, true)); + std::transform(sub_files.begin(), sub_files.end(), std::back_inserter(files), [&dir_name](std::string& Filename) + { + return dir_name + Separator + Filename; + }); + } + if (!files_only) + { + files.emplace_back(entry->d_name); + } + } + else if (entry->d_type == DT_REG) + { + files.emplace_back(entry->d_name); + } + } + + closedir(dir); + + return files; +} + +#endif + +} +} diff --git a/overlay_experimental/System/Filesystem.h b/overlay_experimental/System/Filesystem.h new file mode 100644 index 0000000..751dfc7 --- /dev/null +++ b/overlay_experimental/System/Filesystem.h @@ -0,0 +1,77 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include +#include +#include + +#include "StringView.hpp" + +#ifdef CreateDirectory +#undef CreateDirectory +#endif +#ifdef DeleteFile +#undef DeleteFile +#endif + +namespace System { +namespace Filesystem { + + constexpr static char WindowsSeparator = '\\'; + constexpr static char UnixSeparator = '/'; + + #if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) || defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + constexpr static char Separator = WindowsSeparator; + #else + constexpr static char Separator = UnixSeparator; + #endif + + std::string CleanPath(std::string const& path); + std::string Filename(std::string const& path); + std::string Dirname(std::string const& path); + bool IsAbsolute(std::string const& path); + + inline std::string Join(StringView s) { return s.to_string(); } + std::string Join(StringView r, StringView l); + + template + std::string Join(StringView path, Args&& ...args) + { + return Join(path, StringView(Join(args...))); + } + + std::string GetCwd(); + std::string CanonicalPath(std::string const& path); + + bool IsDir(std::string const& path); + bool IsFile(std::string const& path); + bool Exists(std::string const& path); + size_t FileSize(std::string const& path); + std::chrono::system_clock::time_point FileATime(std::string const& path); + std::chrono::system_clock::time_point FileMTime(std::string const& path); + std::chrono::system_clock::time_point FileCTime(std::string const& path); + + bool CreateDirectory(std::string const& folder, bool recursive = true); + bool DeleteFile(std::string const& path); + std::vector ListFiles(std::string const& path, bool files_only, bool recursive = false); + +} +} \ No newline at end of file diff --git a/overlay_experimental/System/Library.cpp b/overlay_experimental/System/Library.cpp new file mode 100644 index 0000000..11109b2 --- /dev/null +++ b/overlay_experimental/System/Library.cpp @@ -0,0 +1,418 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "Library.h" +#include "Encoding.hpp" +#include "System_internals.h" +#include + +#if defined(SYSTEM_OS_WINDOWS) + #define WIN32_LEAN_AND_MEAN + #define VC_EXTRALEAN + #define NOMINMAX + #include + + constexpr char library_suffix[] = ".dll"; + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + #include + #include + + #if defined(SYSTEM_OS_LINUX) + #include // to open directories + #include + + constexpr char library_suffix[] = ".so"; + #else + #include + + constexpr char library_suffix[] = ".dylib"; + #endif +#endif + +namespace System { + +namespace Library { + +#if defined(SYSTEM_OS_WINDOWS) + +void* OpenLibrary(const char* library_name) +{ + if (library_name == nullptr) + return nullptr; + + std::wstring wide(System::Encoding::Utf8ToWChar(library_name)); + return LoadLibraryW(wide.c_str()); +} + +void CloseLibrary(void* handle) +{ + if(handle != nullptr) + FreeLibrary((HMODULE)handle); +} + +void* GetSymbol(void* handle, const char* symbol_name) +{ + if (symbol_name == nullptr) + return nullptr; + + return GetProcAddress((HMODULE)handle, symbol_name); +} + +void* GetLibraryHandle(const char* library_name) +{ + if (library_name == nullptr) + return nullptr; + + std::wstring wide(System::Encoding::Utf8ToWChar(library_name)); + return GetModuleHandleW(wide.c_str()); +} + +std::string GetLibraryPath(void* handle) +{ + if (handle == nullptr) + return std::string(); + + std::wstring wpath(1024, L'\0'); + + DWORD size; + while ((size = GetModuleFileNameW((HMODULE)handle, &wpath[0], wpath.length())) == wpath.length()) + { + wpath.resize(wpath.length() * 2); + } + + wpath.resize(size); + return System::Encoding::WCharToUtf8(wpath); +} + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + +void* OpenLibrary(const char* library_name) +{ + if (library_name == nullptr) + return nullptr; + + return dlopen(library_name, RTLD_NOW); +} + +void CloseLibrary(void* handle) +{ + if(handle != nullptr) + dlclose(handle); +} + +void* GetSymbol(void* handle, const char* symbol_name) +{ + if (handle == nullptr) + return nullptr; + + return dlsym(handle, symbol_name); +} + +#if defined(SYSTEM_OS_LINUX) + std::string GetLibraryPath(void* handle) + { + if (handle == nullptr) + return std::string(); + + std::string const self("/proc/self/map_files/"); + DIR* dir; + struct dirent* dir_entry; + std::string file_path; + std::string res; + + dir = opendir(self.c_str()); + if (dir != nullptr) + { + while ((dir_entry = readdir(dir)) != nullptr) + { + file_path = (self + dir_entry->d_name); + if (dir_entry->d_type != DT_LNK) + {// Not a link + continue; + } + + file_path = System::ExpandSymlink(file_path); + + void* lib_handle = dlopen(file_path.c_str(), RTLD_NOW); + if (lib_handle != nullptr) + {// Don't increment ref_counter. + dlclose(lib_handle); + if (handle == lib_handle) + { + res = std::move(file_path); + break; + } + } + } + + closedir(dir); + } + + return res; + } + + void* GetLibraryHandle(const char* library_name) + { + if (library_name == nullptr) + return nullptr; + + std::string const self("/proc/self/map_files/"); + DIR* dir; + struct dirent* dir_entry; + void* res = nullptr; + size_t library_name_len = strlen(library_name); + + dir = opendir(self.c_str()); + if (dir != nullptr) + { + std::string file_path; + while ((dir_entry = readdir(dir)) != nullptr) + { + file_path = (self + dir_entry->d_name); + if (dir_entry->d_type != DT_LNK) + {// Not a link + continue; + } + + file_path = System::ExpandSymlink(file_path); + + auto pos = file_path.rfind('/'); + if (pos != std::string::npos) + { + ++pos; + if (strncmp(file_path.c_str() + pos, library_name, library_name_len) == 0) + { + res = dlopen(file_path.c_str(), RTLD_NOW); + if (res != nullptr) + {// Like Windows' GetModuleHandle, we don't want to increment the ref counter + dlclose(res); + } + break; + } + } + } + + closedir(dir); + } + + return res; + } +#else + + std::string GetLibraryPath(void* handle) + { + if (handle == nullptr) + return std::string(); + + task_dyld_info dyld_info; + task_t t; + pid_t pid = getpid(); + task_for_pid(mach_task_self(), pid, &t); + mach_msg_type_number_t count = TASK_DYLD_INFO_COUNT; + + if (task_info(t, TASK_DYLD_INFO, reinterpret_cast(&dyld_info), &count) == KERN_SUCCESS) + { + dyld_all_image_infos* dyld_img_infos = reinterpret_cast(dyld_info.all_image_info_addr); + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + void* res = dlopen(dyld_img_infos->infoArray[i].imageFilePath, RTLD_NOW); + if (res != nullptr) + { + dlclose(res); + if(res == handle) + return std::string(dyld_img_infos->infoArray[i].imageFilePath); + } + } + } + + return std::string(); + } + + void* GetLibraryHandle(const char* library_name) + { + if (library_name == nullptr) + return nullptr; + + void* res = nullptr; + + size_t library_name_len = strlen(library_name); + + task_dyld_info dyld_info; + task_t t; + pid_t pid = getpid(); + task_for_pid(mach_task_self(), pid, &t); + mach_msg_type_number_t count = TASK_DYLD_INFO_COUNT; + + if (task_info(t, TASK_DYLD_INFO, reinterpret_cast(&dyld_info), &count) == KERN_SUCCESS) + { + const char* pos; + dyld_all_image_infos* dyld_img_infos = reinterpret_cast(dyld_info.all_image_info_addr); + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + pos = strrchr(dyld_img_infos->infoArray[i].imageFilePath, '/'); + if (pos != nullptr) + { + ++pos; + if (strncmp(pos, library_name, library_name_len) == 0) + { + res = dlopen(dyld_img_infos->infoArray[i].imageFilePath, RTLD_NOW); + if (res != nullptr) + {// Like Windows' GetModuleHandle, we don't want to increment the ref counter + dlclose(res); + } + break; + } + } + } + } + + return res; + } +#endif + +#endif + +std::string GetLibraryExtension() +{ + return std::string{ library_suffix }; +} + +class LibraryImpl +{ + std::shared_ptr _Handle; + + struct LibraryHandleDestructor + { + void operator()(void* h) + { + System::Library::CloseLibrary(h); + } + }; + +public: + inline bool OpenLibrary(std::string const& library_name, bool append_extension) + { + std::string lib_name = (append_extension ? library_name + library_suffix : library_name); + + void* lib = System::Library::OpenLibrary(lib_name.c_str()); + + if (lib == nullptr) + { + lib_name = "lib" + lib_name; + lib = System::Library::OpenLibrary(lib_name.c_str()); + + if (lib == nullptr) + return false; + } + + _Handle = std::shared_ptr(lib, LibraryHandleDestructor()); + return true; + } + + inline void CloseLibrary() + { + _Handle.reset(); + } + + inline void* GetVSymbol(std::string const& symbol_name) const + { + return System::Library::GetSymbol(_Handle.get(), symbol_name.c_str()); + } + + inline std::string GetLibraryPath() const + { + return System::Library::GetLibraryPath(_Handle.get()); + } + + inline void* GetLibraryNativeHandle() const + { + return _Handle.get(); + } + + inline bool IsLoaded() const + { + return _Handle != nullptr; + } +}; + +Library::Library(): + _Impl(new LibraryImpl) +{} + +Library::Library(Library const& other): + _Impl(new LibraryImpl(*other._Impl)) +{} + +Library::Library(Library&& other) noexcept: + _Impl(other._Impl) +{ + other._Impl = nullptr; +} + +Library& Library::operator=(Library const& other) +{ + *_Impl = *other._Impl; + return *this; +} + +Library& Library::operator=(Library&& other) noexcept +{ + std::swap(_Impl, other._Impl); + return *this; +} + +Library::~Library() +{ + delete _Impl; _Impl = nullptr; +} + +bool Library::OpenLibrary(std::string const& library_name, bool append_extension) +{ + return _Impl->OpenLibrary(library_name, append_extension); +} + +void Library::CloseLibrary() +{ + _Impl->CloseLibrary(); +} + +void* Library::GetVSymbol(std::string const& symbol_name) const +{ + return _Impl->GetVSymbol(symbol_name); +} + +std::string Library::GetLibraryPath() const +{ + return _Impl->GetLibraryPath(); +} + +void* Library::GetLibraryNativeHandle() const +{ + return _Impl->GetLibraryNativeHandle(); +} + +bool Library::IsLoaded() const +{ + return _Impl->IsLoaded(); +} + +} + +} diff --git a/overlay_experimental/System/Library.h b/overlay_experimental/System/Library.h new file mode 100644 index 0000000..12a4acc --- /dev/null +++ b/overlay_experimental/System/Library.h @@ -0,0 +1,80 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include + +namespace System { + +namespace Library { + +class Library +{ + class LibraryImpl* _Impl; + +public: + Library(); + + Library(Library const& other); + + Library(Library&& other) noexcept; + + Library& operator=(Library const& other); + + Library& operator=(Library&& other) noexcept; + + ~Library(); + + bool OpenLibrary(std::string const& library_name, bool append_extension); + + void CloseLibrary(); + + void* GetVSymbol(std::string const& symbol_name) const; + + template + inline T* GetSymbol(std::string const& symbol_name) const + { + return reinterpret_cast(GetVSymbol(symbol_name)); + } + + std::string GetLibraryPath() const; + + void* GetLibraryNativeHandle() const; + + bool IsLoaded() const; +}; + +// Triies to load the library, I suggest that you use a Library instance instead +void* OpenLibrary(const char* library_name); +// Will decrease the OS' ref counter on the library, use it to close a handle opened by open_library. +// A Library instance will automatically call this in the destructor +void CloseLibrary(void* handle); +// Will try to retrieve a symbol address from the library handle +void* GetSymbol(void* handle, const char* symbol_name); +// Get a pointer to the library, if it is not loaded, will return nullptr. This doesn't increment the OS' internal ref counter +void* GetLibraryHandle(const char* library_name); +// Get the library path of a module handle +std::string GetLibraryPath(void* handle); +// Get the native extension representing a shared library. +std::string GetLibraryExtension(); + +} + +} diff --git a/overlay_experimental/System/ScopedLock.hpp b/overlay_experimental/System/ScopedLock.hpp new file mode 100644 index 0000000..6a340ba --- /dev/null +++ b/overlay_experimental/System/ScopedLock.hpp @@ -0,0 +1,96 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include +#include + +namespace System { + +class scoped_lock { + struct value_holder + { + virtual ~value_holder() noexcept {} + }; + + template + struct templated_value_holder : value_holder + { + template + inline typename std::enable_if::type unlock(std::tuple& t) { } + + template + inline typename std::enable_if::type unlock(std::tuple& t) + { + std::get(t).unlock(); + unlock(t); + } + + explicit templated_value_holder(Args&... mutexes) : _mutexes(mutexes...) { std::lock(mutexes...); } + explicit templated_value_holder(std::adopt_lock_t, Args&... mutexes) : _mutexes(mutexes...) {} // construct but don't lock + + virtual ~templated_value_holder() noexcept { unlock(_mutexes); } + + std::tuple _mutexes; + }; + + template + struct templated_value_holder : value_holder + { + explicit templated_value_holder(Arg& mutex) : _mutex(mutex) { _mutex.lock(); } + explicit templated_value_holder(std::adopt_lock_t, Arg& mutex) : _mutex(mutex) {} // construct but don't lock + + virtual ~templated_value_holder() noexcept { _mutex.unlock(); } + + Arg& _mutex; + }; + + value_holder* _val; + +public: + template + explicit scoped_lock(Args&... mutexes) : _val(new templated_value_holder(mutexes...)) { } + + template + explicit scoped_lock(std::adopt_lock_t, Args&... mutexes) : _val(new templated_value_holder(std::adopt_lock, mutexes...)) { } + + explicit scoped_lock(scoped_lock && other): + _val(other._val) + { + other._val = nullptr; + } + + scoped_lock() noexcept: + _val(nullptr) + {} + ~scoped_lock() noexcept { delete _val; } + + scoped_lock& operator=(scoped_lock && other) + { + _val = other._val; + other._val = nullptr; + return *this; + } + + scoped_lock(const scoped_lock&) = delete; + scoped_lock& operator=(const scoped_lock&) = delete; +}; + +} \ No newline at end of file diff --git a/overlay_experimental/System/String.cpp b/overlay_experimental/System/String.cpp new file mode 100644 index 0000000..3040b44 --- /dev/null +++ b/overlay_experimental/System/String.cpp @@ -0,0 +1,89 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "System_internals.h" + +#include "String.hpp" + +#include +#include +#include + +namespace System { +namespace String { +namespace details { + +void LeftTrim(std::string& str) +{ + str.erase(str.begin(), std::find_if(str.begin(), str.end(), [](const char c) + { + return !std::isspace((unsigned char)c); + })); +} + +void RightTrim(std::string& str) +{ + str.erase(std::find_if(str.rbegin(), str.rend(), [](const char c) + { + return !std::isspace((unsigned char)c); + }).base(), str.end()); +} + +void ToUpper(char* str, size_t len) +{ + while(len--) + { + unsigned char c = (unsigned char)*str; + *str++ = std::toupper(c); + } +} + +void ToLower(char* str, size_t len) +{ + while (len--) + { + unsigned char c = (unsigned char)*str; + *str++ = std::tolower(c); + } +} + +char* CloneString(System::StringView src) +{ + size_t len = src.length() + 1; + char* res = new char[len]; + memcpy(res, src.data(), len); + return res; +} + +size_t CopyString(System::StringView src, char* dst, size_t dst_size) +{ + size_t written = 0; + if (dst != nullptr && dst_size > 0) + { + written = src.length() > dst_size ? dst_size - 1 : src.length(); + memcpy(dst, src.data(), written); + dst[written] = '\0'; + } + return written; +} + +}// namespace details + +}// namespace String +}// namespace System \ No newline at end of file diff --git a/overlay_experimental/System/String.hpp b/overlay_experimental/System/String.hpp new file mode 100644 index 0000000..db5fb08 --- /dev/null +++ b/overlay_experimental/System/String.hpp @@ -0,0 +1,290 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the System; if not, see + * . + */ + +#pragma once + +#include +#include +#include +#include + +#include "StringView.hpp" +#include "StringSwitch.hpp" + +namespace System { +namespace String { + +/////////////////////////////////////////////////////////// +// Implementations + +namespace details { + void LeftTrim(std::string& str); + + void RightTrim(std::string& str); + + void ToUpper(char* str, size_t len); + + void ToLower(char* str, size_t len); + + char* CloneString(System::StringView src); + + size_t CopyString(System::StringView src, char *dst, size_t dst_size); +} + + +inline void LeftTrim(std::string& str) +{ + details::LeftTrim(str); +} + +inline void RightTrim(std::string& str) +{ + details::RightTrim(str); +} + +inline void Trim(std::string& str) +{ + LeftTrim(str); + RightTrim(str); +} + +inline std::string CopyLeftTrim(const char* str) +{ + if (str == nullptr) + return std::string(); + + std::string r(str); + LeftTrim(r); + return r; +} + +inline std::string CopyLeftTrim(System::StringView str) +{ + std::string r(str.to_string()); + LeftTrim(r); + return r; +} + +inline std::string CopyLeftTrim(std::string const& str) +{ + std::string r(str); + LeftTrim(r); + return r; +} + +inline std::string CopyRightTrim(const char* str) +{ + if (str == nullptr) + return std::string(); + + std::string r(str); + RightTrim(r); + return r; +} + +inline std::string CopyRightTrim(System::StringView str) +{ + std::string r(str.to_string()); + RightTrim(r); + return r; +} + +inline std::string CopyRightTrim(std::string const& str) +{ + std::string r(str); + RightTrim(r); + return r; +} + +inline std::string CopyTrim(const char* str) +{ + if (str == nullptr) + return std::string(); + + std::string r(str); + Trim(r); + return r; +} + +inline std::string CopyTrim(System::StringView str) +{ + std::string r(str.to_string()); + Trim(r); + return r; +} + +inline std::string CopyTrim(std::string const& str) +{ + std::string r(str); + Trim(r); + return r; +} + +inline void ToLower(std::string& str) +{ + details::ToLower(&str[0], str.length()); +} + +inline void ToLower(char* str) +{ + if (str == nullptr) + return; + + details::ToLower(str, strlen(str)); +} + +inline std::string CopyLower(std::string const& str) +{ + std::string r(str); + details::ToLower(&r[0], r.length()); + return r; +} + +inline std::string CopyLower(const char* str) +{ + std::string r(str == nullptr ? "" : str); + details::ToLower(&r[0], r.length()); + return r; +} + +inline std::string CopyLower(System::StringView str) +{ + std::string r = str.to_string(); + details::ToLower(&r[0], r.length()); + return r; +} + +inline void ToUpper(std::string& str) +{ + details::ToUpper(&str[0], str.length()); +} + +inline void ToUpper(char* str) +{ + if (str == nullptr) + return; + + details::ToUpper(str, strlen(str)); +} + +inline std::string CopyUpper(std::string const& str) +{ + std::string r(str); + details::ToUpper(&r[0], r.length()); + return r; +} + +inline std::string CopyUpper(const char* str) +{ + std::string r(str == nullptr ? "" : str); + details::ToUpper(&r[0], r.length()); + return r; +} + +inline std::string CopyUpper(System::StringView str) +{ + std::string r = str.to_string(); + details::ToUpper(&r[0], r.length()); + return r; +} + +template +inline std::string Join(IteratorType begin, IteratorType end, const std::string& sep) +{ + std::string res; + + if (begin != end) + res = *begin++; + + while (begin != end) + { + res += sep; + res += *begin++; + } + + return res; +} + +template +inline std::string Join(T const& container, const std::string& sep) +{ + return Join(std::begin(container), std::end(container), sep); +} + +// Clone a string allocated with the "new" operator, if str is nullptr, an empty string ("") will be returned, NOT nullptr ! +inline char* CloneString(const char* str) +{ + if (str == nullptr) + return details::CloneString(System::StringView("")); + + return details::CloneString(System::StringView(str, strlen(str))); +} + +inline char* CloneString(std::string const& str) +{ + return details::CloneString(System::StringView(str)); +} + +inline char* CloneString(System::StringView str) +{ + return details::CloneString(str); +} + +// Will always end the C-String with a null char. +inline size_t CopyString(const char* src, char* dst, size_t dst_size) +{ + if (src == nullptr) + return details::CopyString(System::StringView(""), dst, dst_size); + + return details::CopyString(System::StringView(src, strlen(src)), dst, dst_size); +} + +inline size_t CopyString(System::StringView src, char* dst, size_t dst_size) +{ + return details::CopyString(src, dst, dst_size); +} + +inline size_t CopyString(std::string const& src, char* dst, size_t dst_size) +{ + return details::CopyString(System::StringView(src), dst, dst_size); +} + +template +inline size_t CopyString(const char* src, char(&dst)[N]) +{ + if (src == nullptr) + return details::CopyString(System::StringView(""), dst, N); + + return details::CopyString(System::StringView(src, strlen(src)), dst, N); +} + +template +inline size_t CopyString(System::StringView src, char(&dst)[N]) +{ + return details::CopyString(src, dst, N); +} + +template +inline size_t CopyString(std::string const& src, char(&dst)[N]) +{ + return details::CopyString(System::StringView(src), dst, N); +} + +} +} \ No newline at end of file diff --git a/overlay_experimental/System/StringSwitch.hpp b/overlay_experimental/System/StringSwitch.hpp new file mode 100644 index 0000000..8fb8f66 --- /dev/null +++ b/overlay_experimental/System/StringSwitch.hpp @@ -0,0 +1,64 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include +#include + +#include "SystemDetector.h" +#include "StringView.hpp" + +namespace System { + +namespace StringSwitch { + +#if defined(SYSTEM_ARCH_X86) + using hash_type = uint32_t; +#else + using hash_type = uint64_t; +#endif + +namespace Detail { + constexpr char lower_char(char c) { return ((c >= 'A' && c <= 'Z') ? c + 32 : c); } +} + +// switch case on a string +constexpr hash_type Hash(const char* input, size_t len) { return (len > 0 ? static_cast(*input) + 33 * Hash(input + 1, len - 1) : 5381); } + +template +constexpr hash_type Hash(const char(&input)[N]) { return Hash(input, N-1); } + +constexpr hash_type Hash(System::StringView sv) { return Hash(sv.data(), sv.length()); } + +inline hash_type Hash(const std::string& input) { return Hash(input.c_str(), input.length()); } + + + +constexpr hash_type IHash(const char* input, size_t len) { return (len > 0 ? static_cast(Detail::lower_char(*input)) + 33 * IHash(input + 1, len - 1) : 5381); } + +template +constexpr inline hash_type IHash(const char(&input)[N]) { return IHash(input, N - 1); } + +constexpr hash_type IHash(System::StringView sv) { return IHash(sv.data(), sv.length()); } + +inline hash_type IHash(const std::string& input) { return IHash(input.c_str(), input.length()); } + +} +} diff --git a/overlay_experimental/System/StringView.hpp b/overlay_experimental/System/StringView.hpp new file mode 100644 index 0000000..aa8f743 --- /dev/null +++ b/overlay_experimental/System/StringView.hpp @@ -0,0 +1,256 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include +#include +#include +#include + +namespace System { + +template +class BasicStringView { + const char_type* _string; + size_t _length; + + using type = BasicStringView; + +public: + class iterator { + const char_type* _value; + + public: + constexpr iterator(const iterator& o) : _value(o._value) {} + constexpr iterator(const char_type* value) : _value(value) {} + + constexpr iterator& operator++() { ++_value; return *this; } + constexpr iterator operator++(int) { iterator retval = *this; ++(*this); return retval; } + constexpr iterator& operator--() { --_value; return *this; } + constexpr iterator operator--(int) { iterator retval = *this; --(*this); return retval; } + constexpr bool operator==(iterator other) const { return _value == other._value; } + constexpr bool operator!=(iterator other) const { return !(*this == other); } + constexpr const char_type& operator*() const { return *_value; } + + // iterator traits + using difference_type = long; + using value_type = char_type; + using pointer = const char_type*; + using reference = const char_type&; + using iterator_category = std::random_access_iterator_tag; + }; + + constexpr BasicStringView() : _string(nullptr), _length(0) + {} + + constexpr BasicStringView(const char_type* str, size_t length) : _string(str), _length(length) + {} + + constexpr BasicStringView(std::basic_string, std::allocator> const& str) : _string(str.data()), _length(str.length()) + {} + + template + constexpr BasicStringView(const char_type(&str)[N]) : _string(str), _length(N - 1) + {} + + template + constexpr BasicStringView(std::array const& str) : _string(&str.at[0]), _length(N) + {} + + constexpr BasicStringView(type const& other) : _string(other._string), _length(other._length) + {} + + constexpr BasicStringView(type&& other) : _string(other._string), _length(other._length) + {} + + constexpr type& operator=(type const& other) + { + _string = other._string; + _length = other._length; + return *this; + } + + constexpr type& operator=(type&& other) + { + _string = other._string; + _length = other._length; + return *this; + } + + constexpr const char_type* data() const { return _string; } + + constexpr bool empty() const { return _length == 0; } + + constexpr size_t size() const { return _length; } + + constexpr size_t length() const { return _length; } + + constexpr const char_type& operator[](size_t index) const { return _string[index]; } + + constexpr size_t find_first_of(type const& string, const size_t offset = 0) const + { + if(_length == 0) + return std::string::npos; + + for (size_t i = offset; i < _length; ++i) + { + for (size_t j = 0; j < string._length; ++j) + { + if (_string[i] == string[j]) + return i; + } + } + + return std::string::npos; + } + + constexpr size_t find_first_not_of(type const& string, const size_t offset = 0) const + { + if(_length == 0) + return std::string::npos; + + for (size_t i = offset; i < _length; ++i) + { + for (size_t j = 0; j < string._length; ++j) + { + if (_string[i] == string[j]) + break; + + if (j == (string._length - 1)) + return i; + } + } + + return std::string::npos; + } + + constexpr size_t find(type const& string, const size_t offset = 0) const + { + if (_length < string._length) + return std::string::npos; + + for (size_t i = offset; i < (_length - string._length + 1); ++i) + { + for (size_t j = 0; j < string._length; ++j) + { + if (_string[i + j] != string[j]) + break; + + if (j == (string._length - 1)) + return i; + } + } + + return std::string::npos; + } + + constexpr size_t find_not(type const& string, const size_t offset = 0) const + { + if (_length < string._length) + return std::string::npos; + + for (size_t i = offset; i < (_length - string._length + 1); ++i) + { + for (size_t j = 0; j < string._length; ++j) + { + if (_string[i + j] == string[j]) + break; + + if (j == (string._length - 1)) + return i; + } + } + + return std::string::npos; + } + + constexpr size_t count(char_type const c) const + { + size_t n = 0; + for (size_t i = 0; i < _length; ++i) + if (_string[i] == c) + ++n; + + return n; + } + + constexpr type substr(size_t offset, size_t length = std::string::npos) const + { + if (offset >= _length) + return type(); + + return type(_string + offset, (_length - offset) > length ? length : _length - offset); + } + + constexpr iterator begin() const + { + return iterator(_string); + } + + constexpr iterator end() const + { + return iterator(_string + _length); + } + + std::string to_string() const + { + return std::string(_string, _string + _length); + } + + size_t copy(char_type* p, size_t p_size) const + { + size_t written = 0; + if (p != nullptr) + { + size_t to_write = (_length > p_size ? p_size : _length); + char_type* b = _string; + while (to_write--) + { + *p++ = *b++; + ++written; + } + } + + return written; + } +}; + +using StringView = BasicStringView; + +} + +template +std::basic_ostream& operator<<(std::basic_ostream& os, System::BasicStringView const& sv) +{ + return os.write(sv.data(), sv.length()); +} + +template +std::basic_string operator+(std::basic_string const& str, System::BasicStringView const& sv) +{ + std::string r(str); + return r.append(sv.data(), sv.data() + sv.length()); +} + +template +std::basic_string& operator+=(std::basic_string& str, System::BasicStringView const& sv) +{ + return str.append(sv.data(), sv.data() + sv.length()); +} \ No newline at end of file diff --git a/overlay_experimental/System/System.cpp b/overlay_experimental/System/System.cpp new file mode 100644 index 0000000..0a5fece --- /dev/null +++ b/overlay_experimental/System/System.cpp @@ -0,0 +1,593 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "System.h" +#include "Filesystem.h" +#include "Encoding.hpp" +#include "System_internals.h" + +#if defined(SYSTEM_OS_WINDOWS) + #define WIN32_LEAN_AND_MEAN + #define VC_EXTRALEAN + #define NOMINMAX + #include + #include + #include + #include // (shell32.lib) Infos about current user folders + + inline bool handle_is_valid(HANDLE h) + { + return (h != (HANDLE)0 && h != (HANDLE)-1); + } + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + #if defined(SYSTEM_OS_LINUX) + #include // Get uptime (second resolution) + #include + #else + #include + #include + #endif + + #include + #include + #include + #include + +#else + #error "unknown arch" +#endif + +#include + +namespace System { + +std::chrono::microseconds GetUpTime() +{ + return std::chrono::duration_cast(std::chrono::system_clock::now() - GetBootTime()); +} + +} + +namespace System { + +#if defined(SYSTEM_OS_WINDOWS) + +std::chrono::system_clock::time_point GetBootTime() +{ + static std::chrono::system_clock::time_point boottime(std::chrono::system_clock::now() - std::chrono::milliseconds(GetTickCount64())); + return boottime; +} + +std::vector GetProcArgs() +{ + std::vector res; + + LPWSTR* szArglist; + int nArgs; + + szArglist = CommandLineToArgvW(GetCommandLineW(), &nArgs); + + res.reserve(nArgs); + for (int i = 0; i < nArgs; ++i) + { + res.emplace_back(System::Encoding::WCharToUtf8(szArglist[i])); + } + + LocalFree(szArglist); + + return res; +} + +std::string GetEnvVar(std::string const& var) +{ + std::wstring wide(System::Encoding::Utf8ToWChar(var)); + std::wstring wVar; + + DWORD size = GetEnvironmentVariableW(wide.c_str(), nullptr, 0); + // Size can be 0, and the size includes the null char, so resize to size - 1 + if (size < 2) + return std::string(); + + wVar.resize(size - 1); + GetEnvironmentVariableW(wide.c_str(), &wVar[0], size); + + return System::Encoding::WCharToUtf8(wVar); +} + +std::string GetUserdataPath() +{ + WCHAR szPath[4096] = {}; + HRESULT hr = SHGetFolderPathW(NULL, CSIDL_APPDATA, NULL, 0, szPath); + + if (FAILED(hr)) + return std::string(); + + return System::Encoding::WCharToUtf8(std::wstring(szPath)); +} + +std::string GetExecutablePath() +{ + std::string path; + std::wstring wpath(4096, L'\0'); + + wpath.resize(GetModuleFileNameW(nullptr, &wpath[0], wpath.length())); + return System::Encoding::WCharToUtf8(wpath); +} + +std::string GetModulePath() +{ + std::string path; + std::wstring wpath(4096, L'\0'); + HMODULE hModule; + + if (GetModuleHandleExW(GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT | GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (LPCWSTR)&GetModulePath, &hModule) != FALSE) + { + DWORD size = GetModuleFileNameW((HINSTANCE)hModule, &wpath[0], wpath.length()); + wpath.resize(size); + } + return System::Encoding::WCharToUtf8(wpath); +} + +std::vector GetModules() +{ + std::vector paths; + std::wstring wpath; + DWORD size; + HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, GetProcessId(GetCurrentProcess())); + if (handle_is_valid(hSnap)) + { + MODULEENTRY32W entry{}; + entry.dwSize = sizeof(entry); + if (Module32FirstW(hSnap, &entry) != FALSE) + { + wpath.resize(4096); + size = GetModuleFileNameW((HINSTANCE)entry.hModule, &wpath[0], wpath.length()); + wpath.resize(size); + paths.emplace_back(System::Encoding::WCharToUtf8(wpath)); + + while (Module32NextW(hSnap, &entry) != FALSE) + { + wpath.resize(4096); + size = GetModuleFileNameW((HINSTANCE)entry.hModule, &wpath[0], wpath.length()); + wpath.resize(size); + paths.emplace_back(System::Encoding::WCharToUtf8(wpath)); + } + } + + CloseHandle(hSnap); + } + + return paths; +} + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) +#ifdef SYSTEM_OS_LINUX + +std::chrono::system_clock::time_point GetBootTime() +{ + static std::chrono::system_clock::time_point boottime(std::chrono::seconds(0)); + if (boottime == std::chrono::system_clock::time_point{}) + { + std::ifstream uptime_file("/proc/uptime"); + + double uptime; + if (uptime_file) + {// Get uptime (millisecond resolution) + uptime_file >> uptime; + uptime_file.close(); + } + else + {// If we can't open /proc/uptime, fallback to sysinfo (second resolution) + struct sysinfo infos; + if (sysinfo(&infos) != 0) + return boottime; + + uptime = infos.uptime; + } + + std::chrono::system_clock::time_point now_tp = std::chrono::system_clock::now(); + std::chrono::system_clock::time_point uptime_tp(std::chrono::milliseconds(static_cast(uptime * 1000))); + + boottime = std::chrono::system_clock::time_point(now_tp - uptime_tp); + } + + return boottime; +} + +std::string GetExecutablePath() +{ + std::string exec_path("./"); + + char link[2048] = {}; + if (readlink("/proc/self/exe", link, sizeof(link)) > 0) + { + exec_path = link; + } + + return exec_path; +} + +std::string GetModulePath() +{ + std::string const self("/proc/self/map_files/"); + DIR* dir; + struct dirent* dir_entry; + std::string file_path; + std::string res; + uint64_t handle = (uint64_t)&GetModulePath; + uint64_t low, high; + char* tmp; + + dir = opendir(self.c_str()); + if (dir != nullptr) + { + while ((dir_entry = readdir(dir)) != nullptr) + { + file_path = dir_entry->d_name; + if (dir_entry->d_type != DT_LNK) + {// Not a link + continue; + } + + tmp = &file_path[0]; + low = strtoull(tmp, &tmp, 16); + if ((tmp - file_path.c_str()) < file_path.length()) + { + high = strtoull(tmp+1, nullptr, 16); + if (low != 0 && high > low && low <= handle && handle <= high) + { + res = System::ExpandSymlink(self + file_path); + break; + } + } + } + + closedir(dir); + } + + return res; +} + +std::vector GetModules() +{ + std::string const self("/proc/self/map_files/"); + std::vector paths; + + DIR* dir; + struct dirent* dir_entry; + std::string path; + bool found; + + dir = opendir(self.c_str()); + if (dir != nullptr) + { + while ((dir_entry = readdir(dir)) != nullptr) + { + if (dir_entry->d_type != DT_LNK) + {// Not a link + continue; + } + + found = false; + path = System::ExpandSymlink(self + dir_entry->d_name); + for (auto const& item : paths) + { + if (item == path) + { + found = true; + break; + } + } + + if (!found) + paths.emplace_back(std::move(path)); + } + + closedir(dir); + } + + return paths; +} + +std::vector GetProcArgs() +{ + std::vector res; + std::ifstream fcmdline("/proc/self/cmdline", std::ios::in | std::ios::binary); + + if (fcmdline) + { + for (std::string line; std::getline(fcmdline, line, '\0');) + { + res.emplace_back(std::move(line)); + } + } + + return res; +} + +#else + +static int IsProcessTranslated() +{ + int ret = 0; + size_t size = sizeof(ret); + + // Call the sysctl and if successful return the result + if (sysctlbyname("sysctl.proc_translated", &ret, &size, NULL, 0) != -1) + return ret; + + // If "sysctl.proc_translated" is not present then must be native + if (errno == ENOENT) + return 0; + + return -1; +} + +std::chrono::system_clock::time_point GetBootTime() +{ + static std::chrono::system_clock::time_point boottime{}; + if (boottime == std::chrono::system_clock::time_point{}) + { + struct timeval boottime_tv; + size_t len = sizeof(boottime_tv); + int mib[2] = { CTL_KERN, KERN_BOOTTIME }; + if (sysctl(mib, sizeof(mib)/sizeof(*mib), &boottime_tv, &len, nullptr, 0) < 0) + return boottime; + + boottime = std::chrono::system_clock::time_point( + std::chrono::seconds(boottime_tv.tv_sec) + + std::chrono::microseconds(boottime_tv.tv_usec)); + } + + return boottime; +} + +std::string GetExecutablePath() +{ + std::string exec_path("./"); + + task_dyld_info dyld_info; + task_t t; + pid_t pid = getpid(); + task_for_pid(mach_task_self(), pid, &t); + mach_msg_type_number_t count = TASK_DYLD_INFO_COUNT; + + if (task_info(t, TASK_DYLD_INFO, reinterpret_cast(&dyld_info), &count) == KERN_SUCCESS) + { + dyld_all_image_infos *dyld_img_infos = reinterpret_cast(dyld_info.all_image_info_addr); + if (IsProcessTranslated() == 1) + { + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + exec_path = dyld_img_infos->infoArray[i].imageFilePath; + if (strcasestr(exec_path.c_str(), "rosetta") != nullptr) + continue; + + // In case of a translated process (Rosetta maybe ?), the executable path is not the first entry. + size_t pos; + while ((pos = exec_path.find("/./")) != std::string::npos) + { + exec_path.replace(pos, 3, "/"); + } + break; + } + } + else + { + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + // For now I don't know how to be sure to get the executable path + // but looks like the 1st entry is the executable path + exec_path = dyld_img_infos->infoArray[i].imageFilePath; + size_t pos; + while ((pos = exec_path.find("/./")) != std::string::npos) + { + exec_path.replace(pos, 3, "/"); + } + break; + } + } + } + + return exec_path; +} + +// Workaround for MacOS, I don't know how to get module path from address. +SYSTEM_EXPORT_API(SYSTEM_EXTERN_C, void, SYSTEM_MODE_EXPORT, SYSTEM_CALL_DEFAULT) GetModulePathPlaceholder() {} + +std::string GetModulePath() +{ + task_dyld_info dyld_info; + task_t t; + pid_t pid = getpid(); + task_for_pid(mach_task_self(), pid, &t); + mach_msg_type_number_t count = TASK_DYLD_INFO_COUNT; + + if (task_info(t, TASK_DYLD_INFO, reinterpret_cast(&dyld_info), &count) == KERN_SUCCESS) + { + dyld_all_image_infos* dyld_img_infos = reinterpret_cast(dyld_info.all_image_info_addr); + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + void* res = dlopen(dyld_img_infos->infoArray[i].imageFilePath, RTLD_NOW); + if (res != nullptr) + { + void* placeholder = dlsym(res, "GetModulePathPlaceholder"); + dlclose(res); + if(placeholder == (void*)&GetModulePathPlaceholder) + { + std::string res(dyld_img_infos->infoArray[i].imageFilePath); + size_t pos; + while((pos = res.find("/./")) != std::string::npos) + { + res.replace(pos, 3, "/"); + } + return res; + } + } + } + } + + return std::string(); +} + +std::vector GetModules() +{ + std::vector paths; + std::string path; + size_t pos; + task_dyld_info dyld_info; + task_t t; + pid_t pid = getpid(); + task_for_pid(mach_task_self(), pid, &t); + mach_msg_type_number_t count = TASK_DYLD_INFO_COUNT; + + if (task_info(t, TASK_DYLD_INFO, reinterpret_cast(&dyld_info), &count) == KERN_SUCCESS) + { + dyld_all_image_infos* dyld_img_infos = reinterpret_cast(dyld_info.all_image_info_addr); + for (int i = 0; i < dyld_img_infos->infoArrayCount; ++i) + { + path = dyld_img_infos->infoArray[i].imageFilePath; + while ((pos = path.find("/./")) != std::string::npos) + { + path.replace(pos, 3, "/"); + } + paths.emplace_back(std::move(path)); + } + } + + return paths; +} + +std::vector GetProcArgs() +{ + std::vector res; + int mib[3]; + int argmax; + size_t size; + int nargs; + + mib[0] = CTL_KERN; + mib[1] = KERN_ARGMAX; + + size = sizeof(argmax); + if (sysctl(mib, 2, &argmax, &size, NULL, 0) == -1) + { + return res; + } + + std::unique_ptr procargs(new char[argmax]); + if (procargs == nullptr) + { + return res; + } + + mib[0] = CTL_KERN; + mib[1] = KERN_PROCARGS2; + mib[2] = getpid(); + + size = (size_t)argmax; + if (sysctl(mib, 3, procargs.get(), &size, NULL, 0) == -1) + { + return res; + } + + memcpy(&nargs, procargs.get(), sizeof(nargs)); + if (nargs <= 0) + { + return res; + } + + char* args_end = procargs.get() + size; + char* arg_iterator = procargs.get() + sizeof(nargs); + // Skip saved exec path + while (*arg_iterator != '\0' && arg_iterator < args_end) + { + ++arg_iterator; + } + // Skip trailing(s) '\0' + while (*arg_iterator == '\0' && arg_iterator < args_end) + { + ++arg_iterator; + } + + res.reserve(nargs); + char* arg = arg_iterator; + for (int i = 0; i < nargs && arg_iterator < args_end; ++arg_iterator) + { + if (*arg_iterator == '\0') + { + ++i; + res.emplace_back(arg); + arg = arg_iterator + 1; + } + } + + return res; +} + +#endif + +std::string GetUserdataPath() +{ + std::string user_appdata_path; + /* + ~/Library/Application Support/ + ~/Library/Preferences/ + ~/Library// + */ + + struct passwd* user_entry = getpwuid(getuid()); + if (user_entry == nullptr || user_entry->pw_dir == nullptr) + { + char* env_var = getenv("HOME"); + if (env_var != nullptr) + { + user_appdata_path = env_var; + } + } + else + { + user_appdata_path = user_entry->pw_dir; + } + + if (!user_appdata_path.empty()) + { +#ifdef SYSTEM_OS_LINUX + user_appdata_path = System::Filesystem::Join(user_appdata_path, ".config"); +#else + user_appdata_path = System::Filesystem::Join(user_appdata_path, "Library", "Application Support"); +#endif + } + + return user_appdata_path; +} + +std::string GetEnvVar(std::string const& var) +{ + char* env = getenv(var.c_str()); + if (env == nullptr) + return std::string(); + + return env; +} + +#endif + +} diff --git a/overlay_experimental/System/System.h b/overlay_experimental/System/System.h new file mode 100644 index 0000000..8ba54f6 --- /dev/null +++ b/overlay_experimental/System/System.h @@ -0,0 +1,44 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the System; if not, see + * . + */ + +#pragma once + +#include +#include +#include + +namespace System { + +std::chrono::system_clock::time_point GetBootTime(); +std::chrono::microseconds GetUpTime(); + +// Get the current process argv +std::vector GetProcArgs(); +// Get User env variable +std::string GetEnvVar(std::string const& var); +// User appdata full path +std::string GetUserdataPath(); +// Executable full path +std::string GetExecutablePath(); +// .dll, .so or .dylib full path +std::string GetModulePath(); +// List all loaded modules +std::vector GetModules(); + +} diff --git a/overlay_experimental/System/SystemDetector.h b/overlay_experimental/System/SystemDetector.h new file mode 100644 index 0000000..228923e --- /dev/null +++ b/overlay_experimental/System/SystemDetector.h @@ -0,0 +1,105 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) || defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) + #define SYSTEM_OS_WINDOWS + + #if defined(_M_IX86) + #define SYSTEM_ARCH_X86 + #elif defined(_M_AMD64) + #define SYSTEM_ARCH_X64 + #elif defined(_M_ARM) + #define SYSTEM_ARCH_ARM + #elif defined(_M_ARM64) + #define SYSTEM_ARCH_ARM64 + #else + #error "Unhandled arch" + #endif +#elif defined(__linux__) || defined(linux) + #define SYSTEM_OS_LINUX + + #if defined(__i386__) || defined(__i386) || defined(i386) + #define SYSTEM_ARCH_X86 + #elif defined(__x86_64__) || defined(__x86_64) || defined(__amd64) || defined(__amd64__) + #define SYSTEM_ARCH_X64 + #elif defined(__arm__) + #define SYSTEM_ARCH_ARM + #elif defined(__aarch64__) + #define SYSTEM_ARCH_ARM64 + #else + #error "Unhandled arch" + #endif +#elif defined(__APPLE__) + #define SYSTEM_OS_APPLE + + #if defined(__i386__) || defined(__i386) || defined(i386) + #define SYSTEM_ARCH_X86 + #elif defined(__x86_64__) || defined(__x86_64) || defined(__amd64) || defined(__amd64__) + #define SYSTEM_ARCH_X64 + #elif defined(__arm__) + #define SYSTEM_ARCH_ARM + #elif defined(__aarch64__) + #define SYSTEM_ARCH_ARM64 + #else + #error "Unhandled arch" + #endif +#else + //#error "Unknown OS" +#endif + +#ifdef __cplusplus +// Some constexpr for C++17 constexpr if. +namespace System { + enum class OperatingSystem { + Windows = 0, + Linux = 1, + Apple = 2, + }; + + enum class Arch { + x86 = 0, + x64 = 1, + arm = 2, + aarch64 = 3, + }; + + static constexpr OperatingSystem os = +#if defined(SYSTEM_OS_WINDOWS) + OperatingSystem::Windows; +#elif defined(SYSTEM_OS_LINUX) + OperatingSystem::Linux; +#elif defined(SYSTEM_OS_APPLE) + OperatingSystem::Apple; +#endif + + static constexpr Arch arch = +#if defined(SYSTEM_ARCH_X86) + Arch::x86; +#elif defined(SYSTEM_ARCH_X64) + Arch::x64; +#elif defined(SYSTEM_ARCH_ARM) + Arch::arm; +#elif defined(SYSTEM_ARCH_ARM64) + Arch::aarch64; +#endif + +} +#endif diff --git a/overlay_experimental/System/SystemExports.h b/overlay_experimental/System/SystemExports.h new file mode 100644 index 0000000..e5cfe05 --- /dev/null +++ b/overlay_experimental/System/SystemExports.h @@ -0,0 +1,125 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#pragma once + +#include "SystemDetector.h" + +#ifdef __cplusplus + #define SYSTEM_EXTERN_NONE + #define SYSTEM_EXTERN_C extern "C" + #define SYSTEM_EXTERN_CXX extern +#else + #define SYSTEM_EXTERN_NONE + #define SYSTEM_EXTERN_C extern + #define SYSTEM_EXTERN_CXX #error "No C++ export in C" +#endif + +#if defined(SYSTEM_OS_WINDOWS) + #if defined(__clang__) + #define SYSTEM_CALL_DEFAULT + #define SYSTEM_CALL_STDL __stdcall + #define SYSTEM_CALL_CDECL __cdecl + #define SYSTEM_CALL_FAST __fastcall + #define SYSTEM_CALL_THIS __thiscall + + #define SYSTEM_MODE_DEFAULT + #define SYSTEM_MODE_EXPORT __declspec(dllexport) + #define SYSTEM_MODE_IMPORT __declspec(dllimport) + #define SYSTEM_MODE_HIDDEN + + #define SYSTEM_HIDE_CLASS(keyword) SYSTEM_EXTERN_NONE SYSTEM_MODE_HIDDEN keyword + #define SYSTEM_HIDE_API(return_type, call_convention) SYSTEM_EXTERN_NONE SYSTEM_MODE_HIDDEN return_type call_convention + #define SYSTEM_EXPORT_API(extern_type, return_type, mode, call_convention) extern_type mode return_type call_convention + #else + #define SYSTEM_CALL_DEFAULT + #define SYSTEM_CALL_STDL __stdcall + #define SYSTEM_CALL_CDECL __cdecl + #define SYSTEM_CALL_FAST __fastcall + #define SYSTEM_CALL_THIS __thiscall + + #define SYSTEM_MODE_DEFAULT + #define SYSTEM_MODE_EXPORT __declspec(dllexport) + #define SYSTEM_MODE_IMPORT __declspec(dllimport) + #define SYSTEM_MODE_HIDDEN + + #define SYSTEM_HIDE_CLASS(keyword) SYSTEM_EXTERN_NONE SYSTEM_MODE_HIDDEN keyword + #define SYSTEM_HIDE_API(return_type, call_convention) SYSTEM_EXTERN_NONE SYSTEM_MODE_HIDDEN return_type call_convention + #define SYSTEM_EXPORT_API(extern_type, return_type, mode, call_convention) extern_type mode return_type call_convention + #endif +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + #define SYSTEM_CALL_DEFAULT + #define SYSTEM_CALL_STD __attribute__((stdcall)) + #define SYSTEM_CALL_CDECL __attribute__((cdecl)) + #define SYSTEM_CALL_FAST __attribute__((fastcall)) + #define SYSTEM_CALL_THIS __attribute__((thiscall)) + + #define SYSTEM_MODE_DEFAULT + #define SYSTEM_MODE_EXPORT __attribute__((visibility("default"))) + #define SYSTEM_MODE_IMPORT __attribute__((visibility("default"))) + #define SYSTEM_MODE_HIDDEN __attribute__((visibility("hidden"))) + + #define SYSTEM_HIDE_CLASS(keyword) SYSTEM_EXTERN_NONE keyword SYSTEM_MODE_HIDDEN + #define SYSTEM_HIDE_API(return_type, call_convention) SYSTEM_EXTERN_NONE SYSTEM_MODE_HIDDEN return_type call_convention + #define SYSTEM_EXPORT_API(extern_type, return_type, mode, call_convention) extern_type mode return_type call_convention + + //#define LOCAL_API __attribute__((visibility ("internal"))) +#endif + +/* +Copy/Paste this code in some source file if you want to call a function when the shared_library is loaded/unloaded. + +#if defined(SYSTEM_OS_WINDOWS) + +#define VC_EXTRALEAN +#define WIN32_LEAN_AND_MEAN +#include + +BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved) +{ + switch (fdwReason) + { + case DLL_PROCESS_ATTACH: + shared_library_load(); + break; + case DLL_THREAD_ATTACH: + break; + case DLL_THREAD_DETACH: + break; + case DLL_PROCESS_DETACH: + shared_library_unload(); + break; + } + return TRUE; +} + +#elif defined(SYSTEM_OS_LINUX) || defined(SYSTEM_OS_APPLE) + +__attribute__((constructor)) SYSTEM_HIDE_API(void, SYSTEM_CALL_DEFAULT) system_shared_library_constructor() +{ + shared_library_load(); +} + +__attribute__((destructor)) SYSTEM_HIDE_API(void, SYSTEM_CALL_DEFAULT) system_shared_library_destructor() +{ + shared_library_unload(); +} + +#endif +*/ \ No newline at end of file diff --git a/overlay_experimental/System/System_internals.cpp b/overlay_experimental/System/System_internals.cpp new file mode 100644 index 0000000..ff51b99 --- /dev/null +++ b/overlay_experimental/System/System_internals.cpp @@ -0,0 +1,60 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "System_internals.h" + +#if defined(SYSTEM_OS_WINDOWS) +#define WIN32_LEAN_AND_MEAN +#define VC_EXTRALEAN +#define NOMINMAX +#include + +namespace System { + +} + +#elif defined(SYSTEM_OS_LINUX) +#include +#include +#include + +namespace System { +SYSTEM_HIDE_API(std::string, SYSTEM_CALL_DEFAULT) ExpandSymlink(std::string file_path) +{ + struct stat file_stat; + std::string link_target; + ssize_t name_len = 128; + while(lstat(file_path.c_str(), &file_stat) >= 0 && S_ISLNK(file_stat.st_mode) == 1) + { + do + { + name_len *= 2; + link_target.resize(name_len); + name_len = readlink(file_path.c_str(), &link_target[0], link_target.length()); + } while (name_len == link_target.length()); + link_target.resize(name_len); + file_path = std::move(link_target); + } + + return file_path; +} + +} + +#endif diff --git a/overlay_experimental/System/System_internals.h b/overlay_experimental/System/System_internals.h new file mode 100644 index 0000000..d51eb63 --- /dev/null +++ b/overlay_experimental/System/System_internals.h @@ -0,0 +1,37 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with System; if not, see + * . + */ + +#include "SystemExports.h" + +#if defined(SYSTEM_OS_WINDOWS) + +#include + +namespace System { +} + +#elif defined(SYSTEM_OS_LINUX) + +#include + +namespace System { +SYSTEM_HIDE_API(std::string , SYSTEM_CALL_DEFAULT) ExpandSymlink(std::string file_path); +} + +#endif diff --git a/overlay_experimental/System/ThreadPool.hpp b/overlay_experimental/System/ThreadPool.hpp new file mode 100644 index 0000000..4c93512 --- /dev/null +++ b/overlay_experimental/System/ThreadPool.hpp @@ -0,0 +1,164 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of System. + * + * System is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * System is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the System; if not, see + * . + */ + +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +namespace System { +class ThreadPool +{ + using task_t = std::function; + + std::atomic _StopWorkers; + std::atomic _ActiveCount; + + std::condition_variable _WorkerNotifier; + std::mutex _Mutex; + + std::vector _Workers; + std::queue _Tasks; + +public: + explicit ThreadPool(): + _ActiveCount(0) + { + } + + ~ThreadPool() + { + Join(); + } + + ThreadPool(ThreadPool const &) = delete; + ThreadPool(ThreadPool&&) = default; + + ThreadPool&operator=(ThreadPool const &) = delete; + ThreadPool&operator=(ThreadPool&&) = default; + + template + auto Push(Func &&fn, Args &&...args) + { + using return_type = typename std::result_of::type; + + auto task{ std::make_shared>( + std::bind(std::forward(fn), std::forward(args)...) + ) }; + + auto future{ task->get_future() }; + { + std::lock_guard lock(_Mutex); + + _Tasks.emplace([task]() + { + (*task)(); + }); + } + + _WorkerNotifier.notify_one(); + return future; + } + + // Remove all pending tasks from the queue + void Clear() + { + std::lock_guard lock(_Mutex); + _Tasks = {}; + } + + // Stops all previous and creates new worker threads. + void Start(std::size_t worker_count = std::thread::hardware_concurrency()) + { + Join(); + + _StopWorkers = false; + for (std::size_t i = 0; i < worker_count; ++i) + _Workers.emplace_back(std::bind(&ThreadPool::_WorkerLoop, this)); + } + + // Wait all workers to finish + void Join() + { + _StopWorkers = true; + _WorkerNotifier.notify_all(); + + for (auto &thread : _Workers) + { + if (thread.joinable()) + thread.join(); + } + + _Workers.clear(); + } + + std::size_t WorkerCount() const + { + return _Workers.size(); + } + + // Get the number of active workers + std::size_t ActiveCount() const + { + return _ActiveCount; + } + +private: + void _WorkerLoop() + { + while (true) + { + auto task{ _NextTask() }; + + if (task) + { + ++_ActiveCount; + task(); + --_ActiveCount; + } + else if (_StopWorkers) + { + break; + } + } + } + + task_t _NextTask() + { + std::unique_lock lock{ _Mutex }; + + _WorkerNotifier.wait(lock, [this]() { return !_Tasks.empty() || _StopWorkers; }); + + if (_Tasks.empty()) + return {}; + + auto task{ _Tasks.front() }; + _Tasks.pop(); + return task; + } +}; +} \ No newline at end of file diff --git a/overlay_experimental/System/utfcpp/utf8.h b/overlay_experimental/System/utfcpp/utf8.h new file mode 100644 index 0000000..82b13f5 --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8.h @@ -0,0 +1,34 @@ +// Copyright 2006 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_2675DCD0_9480_4c0c_B92A_CC14C027B731 +#define UTF8_FOR_CPP_2675DCD0_9480_4c0c_B92A_CC14C027B731 + +#include "utf8/checked.h" +#include "utf8/unchecked.h" + +#endif // header guard diff --git a/overlay_experimental/System/utfcpp/utf8/checked.h b/overlay_experimental/System/utfcpp/utf8/checked.h new file mode 100644 index 0000000..f36470d --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8/checked.h @@ -0,0 +1,336 @@ +// Copyright 2006-2016 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_CHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 +#define UTF8_FOR_CPP_CHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 + +#include "core.h" +#include + +namespace utf8 +{ + // Base for the exceptions that may be thrown from the library + class exception : public ::std::exception { + }; + + // Exceptions that may be thrown from the library functions. + class invalid_code_point : public exception { + uint32_t cp; + public: + invalid_code_point(uint32_t codepoint) : cp(codepoint) {} + virtual const char* what() const UTF_CPP_NOEXCEPT UTF_CPP_OVERRIDE { return "Invalid code point"; } + uint32_t code_point() const {return cp;} + }; + + class invalid_utf8 : public exception { + uint8_t u8; + public: + invalid_utf8 (uint8_t u) : u8(u) {} + virtual const char* what() const UTF_CPP_NOEXCEPT UTF_CPP_OVERRIDE { return "Invalid UTF-8"; } + uint8_t utf8_octet() const {return u8;} + }; + + class invalid_utf16 : public exception { + uint16_t u16; + public: + invalid_utf16 (uint16_t u) : u16(u) {} + virtual const char* what() const UTF_CPP_NOEXCEPT UTF_CPP_OVERRIDE { return "Invalid UTF-16"; } + uint16_t utf16_word() const {return u16;} + }; + + class not_enough_room : public exception { + public: + virtual const char* what() const UTF_CPP_NOEXCEPT UTF_CPP_OVERRIDE { return "Not enough space"; } + }; + + /// The library API - functions intended to be called by the users + + template + octet_iterator append(uint32_t cp, octet_iterator result) + { + if (!utf8::internal::is_code_point_valid(cp)) + throw invalid_code_point(cp); + + if (cp < 0x80) // one octet + *(result++) = static_cast(cp); + else if (cp < 0x800) { // two octets + *(result++) = static_cast((cp >> 6) | 0xc0); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + else if (cp < 0x10000) { // three octets + *(result++) = static_cast((cp >> 12) | 0xe0); + *(result++) = static_cast(((cp >> 6) & 0x3f) | 0x80); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + else { // four octets + *(result++) = static_cast((cp >> 18) | 0xf0); + *(result++) = static_cast(((cp >> 12) & 0x3f) | 0x80); + *(result++) = static_cast(((cp >> 6) & 0x3f) | 0x80); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + return result; + } + + template + output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out, uint32_t replacement) + { + while (start != end) { + octet_iterator sequence_start = start; + internal::utf_error err_code = utf8::internal::validate_next(start, end); + switch (err_code) { + case internal::UTF8_OK : + for (octet_iterator it = sequence_start; it != start; ++it) + *out++ = *it; + break; + case internal::NOT_ENOUGH_ROOM: + out = utf8::append (replacement, out); + start = end; + break; + case internal::INVALID_LEAD: + out = utf8::append (replacement, out); + ++start; + break; + case internal::INCOMPLETE_SEQUENCE: + case internal::OVERLONG_SEQUENCE: + case internal::INVALID_CODE_POINT: + out = utf8::append (replacement, out); + ++start; + // just one replacement mark for the sequence + while (start != end && utf8::internal::is_trail(*start)) + ++start; + break; + } + } + return out; + } + + template + inline output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out) + { + static const uint32_t replacement_marker = utf8::internal::mask16(0xfffd); + return utf8::replace_invalid(start, end, out, replacement_marker); + } + + template + uint32_t next(octet_iterator& it, octet_iterator end) + { + uint32_t cp = 0; + internal::utf_error err_code = utf8::internal::validate_next(it, end, cp); + switch (err_code) { + case internal::UTF8_OK : + break; + case internal::NOT_ENOUGH_ROOM : + throw not_enough_room(); + case internal::INVALID_LEAD : + case internal::INCOMPLETE_SEQUENCE : + case internal::OVERLONG_SEQUENCE : + throw invalid_utf8(*it); + case internal::INVALID_CODE_POINT : + throw invalid_code_point(cp); + } + return cp; + } + + template + uint32_t peek_next(octet_iterator it, octet_iterator end) + { + return utf8::next(it, end); + } + + template + uint32_t prior(octet_iterator& it, octet_iterator start) + { + // can't do much if it == start + if (it == start) + throw not_enough_room(); + + octet_iterator end = it; + // Go back until we hit either a lead octet or start + while (utf8::internal::is_trail(*(--it))) + if (it == start) + throw invalid_utf8(*it); // error - no lead byte in the sequence + return utf8::peek_next(it, end); + } + + template + void advance (octet_iterator& it, distance_type n, octet_iterator end) + { + const distance_type zero(0); + if (n < zero) { + // backward + for (distance_type i = n; i < zero; ++i) + utf8::prior(it, end); + } else { + // forward + for (distance_type i = zero; i < n; ++i) + utf8::next(it, end); + } + } + + template + typename std::iterator_traits::difference_type + distance (octet_iterator first, octet_iterator last) + { + typename std::iterator_traits::difference_type dist; + for (dist = 0; first < last; ++dist) + utf8::next(first, last); + return dist; + } + + template + octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result) + { + while (start != end) { + uint32_t cp = utf8::internal::mask16(*start++); + // Take care of surrogate pairs first + if (utf8::internal::is_lead_surrogate(cp)) { + if (start != end) { + uint32_t trail_surrogate = utf8::internal::mask16(*start++); + if (utf8::internal::is_trail_surrogate(trail_surrogate)) + cp = (cp << 10) + trail_surrogate + internal::SURROGATE_OFFSET; + else + throw invalid_utf16(static_cast(trail_surrogate)); + } + else + throw invalid_utf16(static_cast(cp)); + + } + // Lone trail surrogate + else if (utf8::internal::is_trail_surrogate(cp)) + throw invalid_utf16(static_cast(cp)); + + result = utf8::append(cp, result); + } + return result; + } + + template + u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result) + { + while (start < end) { + uint32_t cp = utf8::next(start, end); + if (cp > 0xffff) { //make a surrogate pair + *result++ = static_cast((cp >> 10) + internal::LEAD_OFFSET); + *result++ = static_cast((cp & 0x3ff) + internal::TRAIL_SURROGATE_MIN); + } + else + *result++ = static_cast(cp); + } + return result; + } + + template + octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result) + { + while (start != end) + result = utf8::append(*(start++), result); + + return result; + } + + template + u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result) + { + while (start < end) + (*result++) = utf8::next(start, end); + + return result; + } + + // The iterator class + template + class iterator { + octet_iterator it; + octet_iterator range_start; + octet_iterator range_end; + public: + typedef uint32_t value_type; + typedef uint32_t* pointer; + typedef uint32_t& reference; + typedef std::ptrdiff_t difference_type; + typedef std::bidirectional_iterator_tag iterator_category; + iterator () {} + explicit iterator (const octet_iterator& octet_it, + const octet_iterator& rangestart, + const octet_iterator& rangeend) : + it(octet_it), range_start(rangestart), range_end(rangeend) + { + if (it < range_start || it > range_end) + throw std::out_of_range("Invalid utf-8 iterator position"); + } + // the default "big three" are OK + octet_iterator base () const { return it; } + uint32_t operator * () const + { + octet_iterator temp = it; + return utf8::next(temp, range_end); + } + bool operator == (const iterator& rhs) const + { + if (range_start != rhs.range_start || range_end != rhs.range_end) + throw std::logic_error("Comparing utf-8 iterators defined with different ranges"); + return (it == rhs.it); + } + bool operator != (const iterator& rhs) const + { + return !(operator == (rhs)); + } + iterator& operator ++ () + { + utf8::next(it, range_end); + return *this; + } + iterator operator ++ (int) + { + iterator temp = *this; + utf8::next(it, range_end); + return temp; + } + iterator& operator -- () + { + utf8::prior(it, range_start); + return *this; + } + iterator operator -- (int) + { + iterator temp = *this; + utf8::prior(it, range_start); + return temp; + } + }; // class iterator + +} // namespace utf8 + +#if UTF_CPP_CPLUSPLUS >= 201703L // C++ 17 or later +#include "cpp17.h" +//#elif UTF_CPP_CPLUSPLUS >= 201103L // C++ 11 or later +#else +#include "cpp11.h" +#endif // C++ 11 or later + +#endif //header guard + diff --git a/overlay_experimental/System/utfcpp/utf8/core.h b/overlay_experimental/System/utfcpp/utf8/core.h new file mode 100644 index 0000000..332f349 --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8/core.h @@ -0,0 +1,338 @@ +// Copyright 2006 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_CORE_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 +#define UTF8_FOR_CPP_CORE_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 + +#include + +// Determine the C++ standard version. +// If the user defines UTF_CPP_CPLUSPLUS, use that. +// Otherwise, trust the unreliable predefined macro __cplusplus + +#if !defined UTF_CPP_CPLUSPLUS + #define UTF_CPP_CPLUSPLUS __cplusplus +#endif + +#if UTF_CPP_CPLUSPLUS >= 201103L // C++ 11 or later + #define UTF_CPP_OVERRIDE override + #define UTF_CPP_NOEXCEPT noexcept +#else // C++ 98/03 + #define UTF_CPP_OVERRIDE + #define UTF_CPP_NOEXCEPT throw() +#endif // C++ 11 or later + + +namespace utf8 +{ + // The typedefs for 8-bit, 16-bit and 32-bit unsigned integers + // You may need to change them to match your system. + // These typedefs have the same names as ones from cstdint, or boost/cstdint + typedef unsigned char uint8_t; + typedef unsigned short uint16_t; + typedef unsigned int uint32_t; + +// Helper code - not intended to be directly called by the library users. May be changed at any time +namespace internal +{ + // Unicode constants + // Leading (high) surrogates: 0xd800 - 0xdbff + // Trailing (low) surrogates: 0xdc00 - 0xdfff + const uint16_t LEAD_SURROGATE_MIN = 0xd800u; + const uint16_t LEAD_SURROGATE_MAX = 0xdbffu; + const uint16_t TRAIL_SURROGATE_MIN = 0xdc00u; + const uint16_t TRAIL_SURROGATE_MAX = 0xdfffu; + const uint16_t LEAD_OFFSET = 0xd7c0u; // LEAD_SURROGATE_MIN - (0x10000 >> 10) + const uint32_t SURROGATE_OFFSET = 0xfca02400u; // 0x10000u - (LEAD_SURROGATE_MIN << 10) - TRAIL_SURROGATE_MIN + + // Maximum valid value for a Unicode code point + const uint32_t CODE_POINT_MAX = 0x0010ffffu; + + template + inline uint8_t mask8(octet_type oc) + { + return static_cast(0xff & oc); + } + template + inline uint16_t mask16(u16_type oc) + { + return static_cast(0xffff & oc); + } + template + inline bool is_trail(octet_type oc) + { + return ((utf8::internal::mask8(oc) >> 6) == 0x2); + } + + template + inline bool is_lead_surrogate(u16 cp) + { + return (cp >= LEAD_SURROGATE_MIN && cp <= LEAD_SURROGATE_MAX); + } + + template + inline bool is_trail_surrogate(u16 cp) + { + return (cp >= TRAIL_SURROGATE_MIN && cp <= TRAIL_SURROGATE_MAX); + } + + template + inline bool is_surrogate(u16 cp) + { + return (cp >= LEAD_SURROGATE_MIN && cp <= TRAIL_SURROGATE_MAX); + } + + template + inline bool is_code_point_valid(u32 cp) + { + return (cp <= CODE_POINT_MAX && !utf8::internal::is_surrogate(cp)); + } + + template + inline typename std::iterator_traits::difference_type + sequence_length(octet_iterator lead_it) + { + uint8_t lead = utf8::internal::mask8(*lead_it); + if (lead < 0x80) + return 1; + else if ((lead >> 5) == 0x6) + return 2; + else if ((lead >> 4) == 0xe) + return 3; + else if ((lead >> 3) == 0x1e) + return 4; + else + return 0; + } + + template + inline bool is_overlong_sequence(uint32_t cp, octet_difference_type length) + { + if (cp < 0x80) { + if (length != 1) + return true; + } + else if (cp < 0x800) { + if (length != 2) + return true; + } + else if (cp < 0x10000) { + if (length != 3) + return true; + } + + return false; + } + + enum utf_error {UTF8_OK, NOT_ENOUGH_ROOM, INVALID_LEAD, INCOMPLETE_SEQUENCE, OVERLONG_SEQUENCE, INVALID_CODE_POINT}; + + /// Helper for get_sequence_x + template + utf_error increase_safely(octet_iterator& it, octet_iterator end) + { + if (++it == end) + return NOT_ENOUGH_ROOM; + + if (!utf8::internal::is_trail(*it)) + return INCOMPLETE_SEQUENCE; + + return UTF8_OK; + } + + #define UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(IT, END) {utf_error ret = increase_safely(IT, END); if (ret != UTF8_OK) return ret;} + + /// get_sequence_x functions decode utf-8 sequences of the length x + template + utf_error get_sequence_1(octet_iterator& it, octet_iterator end, uint32_t& code_point) + { + if (it == end) + return NOT_ENOUGH_ROOM; + + code_point = utf8::internal::mask8(*it); + + return UTF8_OK; + } + + template + utf_error get_sequence_2(octet_iterator& it, octet_iterator end, uint32_t& code_point) + { + if (it == end) + return NOT_ENOUGH_ROOM; + + code_point = utf8::internal::mask8(*it); + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point = ((code_point << 6) & 0x7ff) + ((*it) & 0x3f); + + return UTF8_OK; + } + + template + utf_error get_sequence_3(octet_iterator& it, octet_iterator end, uint32_t& code_point) + { + if (it == end) + return NOT_ENOUGH_ROOM; + + code_point = utf8::internal::mask8(*it); + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point = ((code_point << 12) & 0xffff) + ((utf8::internal::mask8(*it) << 6) & 0xfff); + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point += (*it) & 0x3f; + + return UTF8_OK; + } + + template + utf_error get_sequence_4(octet_iterator& it, octet_iterator end, uint32_t& code_point) + { + if (it == end) + return NOT_ENOUGH_ROOM; + + code_point = utf8::internal::mask8(*it); + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point = ((code_point << 18) & 0x1fffff) + ((utf8::internal::mask8(*it) << 12) & 0x3ffff); + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point += (utf8::internal::mask8(*it) << 6) & 0xfff; + + UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end) + + code_point += (*it) & 0x3f; + + return UTF8_OK; + } + + #undef UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR + + template + utf_error validate_next(octet_iterator& it, octet_iterator end, uint32_t& code_point) + { + if (it == end) + return NOT_ENOUGH_ROOM; + + // Save the original value of it so we can go back in case of failure + // Of course, it does not make much sense with i.e. stream iterators + octet_iterator original_it = it; + + uint32_t cp = 0; + // Determine the sequence length based on the lead octet + typedef typename std::iterator_traits::difference_type octet_difference_type; + const octet_difference_type length = utf8::internal::sequence_length(it); + + // Get trail octets and calculate the code point + utf_error err = UTF8_OK; + switch (length) { + case 0: + return INVALID_LEAD; + case 1: + err = utf8::internal::get_sequence_1(it, end, cp); + break; + case 2: + err = utf8::internal::get_sequence_2(it, end, cp); + break; + case 3: + err = utf8::internal::get_sequence_3(it, end, cp); + break; + case 4: + err = utf8::internal::get_sequence_4(it, end, cp); + break; + } + + if (err == UTF8_OK) { + // Decoding succeeded. Now, security checks... + if (utf8::internal::is_code_point_valid(cp)) { + if (!utf8::internal::is_overlong_sequence(cp, length)){ + // Passed! Return here. + code_point = cp; + ++it; + return UTF8_OK; + } + else + err = OVERLONG_SEQUENCE; + } + else + err = INVALID_CODE_POINT; + } + + // Failure branch - restore the original value of the iterator + it = original_it; + return err; + } + + template + inline utf_error validate_next(octet_iterator& it, octet_iterator end) { + uint32_t ignored; + return utf8::internal::validate_next(it, end, ignored); + } + +} // namespace internal + + /// The library API - functions intended to be called by the users + + // Byte order mark + constexpr uint8_t bom[] = {0xef, 0xbb, 0xbf}; + + template + octet_iterator find_invalid(octet_iterator start, octet_iterator end) + { + octet_iterator result = start; + while (result != end) { + utf8::internal::utf_error err_code = utf8::internal::validate_next(result, end); + if (err_code != internal::UTF8_OK) + return result; + } + return result; + } + + template + inline bool is_valid(octet_iterator start, octet_iterator end) + { + return (utf8::find_invalid(start, end) == end); + } + + template + inline bool starts_with_bom (octet_iterator it, octet_iterator end) + { + return ( + ((it != end) && (utf8::internal::mask8(*it++)) == bom[0]) && + ((it != end) && (utf8::internal::mask8(*it++)) == bom[1]) && + ((it != end) && (utf8::internal::mask8(*it)) == bom[2]) + ); + } +} // namespace utf8 + +#endif // header guard + + diff --git a/overlay_experimental/System/utfcpp/utf8/cpp11.h b/overlay_experimental/System/utfcpp/utf8/cpp11.h new file mode 100644 index 0000000..d93961b --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8/cpp11.h @@ -0,0 +1,103 @@ +// Copyright 2018 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_a184c22c_d012_11e8_a8d5_f2801f1b9fd1 +#define UTF8_FOR_CPP_a184c22c_d012_11e8_a8d5_f2801f1b9fd1 + +#include "checked.h" +#include + +namespace utf8 +{ + + inline void append(char32_t cp, std::string& s) + { + append(uint32_t(cp), std::back_inserter(s)); + } + + inline std::string utf16to8(const std::u16string& s) + { + std::string result; + utf16to8(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::u16string utf8to16(const std::string& s) + { + std::u16string result; + utf8to16(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::string utf32to8(const std::u32string& s) + { + std::string result; + utf32to8(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::u32string utf8to32(const std::string& s) + { + std::u32string result; + utf8to32(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::size_t find_invalid(const std::string& s) + { + std::string::const_iterator invalid = find_invalid(s.begin(), s.end()); + return (invalid == s.end()) ? std::string::npos : (invalid - s.begin()); + } + + inline bool is_valid(const std::string& s) + { + return is_valid(s.begin(), s.end()); + } + + inline std::string replace_invalid(const std::string& s, char32_t replacement) + { + std::string result; + replace_invalid(s.begin(), s.end(), std::back_inserter(result), replacement); + return result; + } + + inline std::string replace_invalid(const std::string& s) + { + std::string result; + replace_invalid(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline bool starts_with_bom(const std::string& s) + { + return starts_with_bom(s.begin(), s.end()); + } + +} // namespace utf8 + +#endif // header guard + diff --git a/overlay_experimental/System/utfcpp/utf8/cpp17.h b/overlay_experimental/System/utfcpp/utf8/cpp17.h new file mode 100644 index 0000000..7bfa869 --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8/cpp17.h @@ -0,0 +1,103 @@ +// Copyright 2018 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_7e906c01_03a3_4daf_b420_ea7ea952b3c9 +#define UTF8_FOR_CPP_7e906c01_03a3_4daf_b420_ea7ea952b3c9 + +#include "checked.h" +#include + +namespace utf8 +{ + + inline void append(char32_t cp, std::string& s) + { + append(uint32_t(cp), std::back_inserter(s)); + } + + inline std::string utf16to8(std::u16string_view s) + { + std::string result; + utf16to8(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::u16string utf8to16(std::string_view s) + { + std::u16string result; + utf8to16(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::string utf32to8(std::u32string_view s) + { + std::string result; + utf32to8(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::u32string utf8to32(std::string_view s) + { + std::u32string result; + utf8to32(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline std::size_t find_invalid(std::string_view s) + { + std::string_view::const_iterator invalid = find_invalid(s.begin(), s.end()); + return (invalid == s.end()) ? std::string_view::npos : (invalid - s.begin()); + } + + inline bool is_valid(std::string_view s) + { + return is_valid(s.begin(), s.end()); + } + + inline std::string replace_invalid(std::string_view s, char32_t replacement) + { + std::string result; + replace_invalid(s.begin(), s.end(), std::back_inserter(result), replacement); + return result; + } + + inline std::string replace_invalid(std::string_view s) + { + std::string result; + replace_invalid(s.begin(), s.end(), std::back_inserter(result)); + return result; + } + + inline bool starts_with_bom(std::string_view s) + { + return starts_with_bom(s.begin(), s.end()); + } + +} // namespace utf8 + +#endif // header guard + diff --git a/overlay_experimental/System/utfcpp/utf8/unchecked.h b/overlay_experimental/System/utfcpp/utf8/unchecked.h new file mode 100644 index 0000000..0e1b51c --- /dev/null +++ b/overlay_experimental/System/utfcpp/utf8/unchecked.h @@ -0,0 +1,274 @@ +// Copyright 2006 Nemanja Trifunovic + +/* +Permission is hereby granted, free of charge, to any person or organization +obtaining a copy of the software and accompanying documentation covered by +this license (the "Software") to use, reproduce, display, distribute, +execute, and transmit the Software, and to prepare derivative works of the +Software, and to permit third-parties to whom the Software is furnished to +do so, all subject to the following: + +The copyright notices in the Software and this entire statement, including +the above license grant, this restriction and the following disclaimer, +must be included in all copies of the Software, in whole or in part, and +all derivative works of the Software, unless such copies or derivative +works are solely in the form of machine-executable object code generated by +a source language processor. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT +SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE +FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, +ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. +*/ + + +#ifndef UTF8_FOR_CPP_UNCHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 +#define UTF8_FOR_CPP_UNCHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731 + +#include "core.h" + +namespace utf8 +{ + namespace unchecked + { + template + octet_iterator append(uint32_t cp, octet_iterator result) + { + if (cp < 0x80) // one octet + *(result++) = static_cast(cp); + else if (cp < 0x800) { // two octets + *(result++) = static_cast((cp >> 6) | 0xc0); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + else if (cp < 0x10000) { // three octets + *(result++) = static_cast((cp >> 12) | 0xe0); + *(result++) = static_cast(((cp >> 6) & 0x3f) | 0x80); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + else { // four octets + *(result++) = static_cast((cp >> 18) | 0xf0); + *(result++) = static_cast(((cp >> 12) & 0x3f)| 0x80); + *(result++) = static_cast(((cp >> 6) & 0x3f) | 0x80); + *(result++) = static_cast((cp & 0x3f) | 0x80); + } + return result; + } + + template + output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out, uint32_t replacement) + { + while (start != end) { + octet_iterator sequence_start = start; + internal::utf_error err_code = utf8::internal::validate_next(start, end); + switch (err_code) { + case internal::UTF8_OK : + for (octet_iterator it = sequence_start; it != start; ++it) + *out++ = *it; + break; + case internal::NOT_ENOUGH_ROOM: + out = utf8::unchecked::append (replacement, out); + start = end; + break; + case internal::INVALID_LEAD: + out = utf8::unchecked::append (replacement, out); + ++start; + break; + case internal::INCOMPLETE_SEQUENCE: + case internal::OVERLONG_SEQUENCE: + case internal::INVALID_CODE_POINT: + out = utf8::unchecked::append (replacement, out); + ++start; + // just one replacement mark for the sequence + while (start != end && utf8::internal::is_trail(*start)) + ++start; + break; + } + } + return out; + } + + template + inline output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out) + { + static const uint32_t replacement_marker = utf8::internal::mask16(0xfffd); + return utf8::unchecked::replace_invalid(start, end, out, replacement_marker); + } + + template + uint32_t next(octet_iterator& it) + { + uint32_t cp = utf8::internal::mask8(*it); + typename std::iterator_traits::difference_type length = utf8::internal::sequence_length(it); + switch (length) { + case 1: + break; + case 2: + it++; + cp = ((cp << 6) & 0x7ff) + ((*it) & 0x3f); + break; + case 3: + ++it; + cp = ((cp << 12) & 0xffff) + ((utf8::internal::mask8(*it) << 6) & 0xfff); + ++it; + cp += (*it) & 0x3f; + break; + case 4: + ++it; + cp = ((cp << 18) & 0x1fffff) + ((utf8::internal::mask8(*it) << 12) & 0x3ffff); + ++it; + cp += (utf8::internal::mask8(*it) << 6) & 0xfff; + ++it; + cp += (*it) & 0x3f; + break; + } + ++it; + return cp; + } + + template + uint32_t peek_next(octet_iterator it) + { + return utf8::unchecked::next(it); + } + + template + uint32_t prior(octet_iterator& it) + { + while (utf8::internal::is_trail(*(--it))) ; + octet_iterator temp = it; + return utf8::unchecked::next(temp); + } + + template + void advance (octet_iterator& it, distance_type n) + { + const distance_type zero(0); + if (n < zero) { + // backward + for (distance_type i = n; i < zero; ++i) + utf8::unchecked::prior(it); + } else { + // forward + for (distance_type i = zero; i < n; ++i) + utf8::unchecked::next(it); + } + } + + template + typename std::iterator_traits::difference_type + distance (octet_iterator first, octet_iterator last) + { + typename std::iterator_traits::difference_type dist; + for (dist = 0; first < last; ++dist) + utf8::unchecked::next(first); + return dist; + } + + template + octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result) + { + while (start != end) { + uint32_t cp = utf8::internal::mask16(*start++); + // Take care of surrogate pairs first + if (utf8::internal::is_lead_surrogate(cp)) { + uint32_t trail_surrogate = utf8::internal::mask16(*start++); + cp = (cp << 10) + trail_surrogate + internal::SURROGATE_OFFSET; + } + result = utf8::unchecked::append(cp, result); + } + return result; + } + + template + u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result) + { + while (start < end) { + uint32_t cp = utf8::unchecked::next(start); + if (cp > 0xffff) { //make a surrogate pair + *result++ = static_cast((cp >> 10) + internal::LEAD_OFFSET); + *result++ = static_cast((cp & 0x3ff) + internal::TRAIL_SURROGATE_MIN); + } + else + *result++ = static_cast(cp); + } + return result; + } + + template + octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result) + { + while (start != end) + result = utf8::unchecked::append(*(start++), result); + + return result; + } + + template + u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result) + { + while (start < end) + (*result++) = utf8::unchecked::next(start); + + return result; + } + + // The iterator class + template + class iterator { + octet_iterator it; + public: + typedef uint32_t value_type; + typedef uint32_t* pointer; + typedef uint32_t& reference; + typedef std::ptrdiff_t difference_type; + typedef std::bidirectional_iterator_tag iterator_category; + iterator () {} + explicit iterator (const octet_iterator& octet_it): it(octet_it) {} + // the default "big three" are OK + octet_iterator base () const { return it; } + uint32_t operator * () const + { + octet_iterator temp = it; + return utf8::unchecked::next(temp); + } + bool operator == (const iterator& rhs) const + { + return (it == rhs.it); + } + bool operator != (const iterator& rhs) const + { + return !(operator == (rhs)); + } + iterator& operator ++ () + { + ::std::advance(it, utf8::internal::sequence_length(it)); + return *this; + } + iterator operator ++ (int) + { + iterator temp = *this; + ::std::advance(it, utf8::internal::sequence_length(it)); + return temp; + } + iterator& operator -- () + { + utf8::unchecked::prior(it); + return *this; + } + iterator operator -- (int) + { + iterator temp = *this; + utf8::unchecked::prior(it); + return temp; + } + }; // class iterator + + } // namespace utf8::unchecked +} // namespace utf8 + + +#endif // header guard + diff --git a/overlay_experimental/glad/gl.h b/overlay_experimental/glad/gl.h new file mode 100644 index 0000000..1390ad0 --- /dev/null +++ b/overlay_experimental/glad/gl.h @@ -0,0 +1,25603 @@ +/** + * Loader generated by glad 2.0.0-beta on Sat Jun 12 16:04:35 2021 + * + * Generator: C/C++ + * Specification: gl + * Extensions: 615 + * + * APIs: + * - gl:compatibility=3.1 + * + * Options: + * - ALIAS = True + * - DEBUG = False + * - HEADER_ONLY = True + * - LOADER = True + * - MX = False + * - MX_GLOBAL = False + * - ON_DEMAND = False + * + * Commandline: + * --api='gl:compatibility=3.1' --extensions='GL_3DFX_multisample,GL_3DFX_tbuffer,GL_3DFX_texture_compression_FXT1,GL_AMD_blend_minmax_factor,GL_AMD_conservative_depth,GL_AMD_debug_output,GL_AMD_depth_clamp_separate,GL_AMD_draw_buffers_blend,GL_AMD_framebuffer_multisample_advanced,GL_AMD_framebuffer_sample_positions,GL_AMD_gcn_shader,GL_AMD_gpu_shader_half_float,GL_AMD_gpu_shader_int16,GL_AMD_gpu_shader_int64,GL_AMD_interleaved_elements,GL_AMD_multi_draw_indirect,GL_AMD_name_gen_delete,GL_AMD_occlusion_query_event,GL_AMD_performance_monitor,GL_AMD_pinned_memory,GL_AMD_query_buffer_object,GL_AMD_sample_positions,GL_AMD_seamless_cubemap_per_texture,GL_AMD_shader_atomic_counter_ops,GL_AMD_shader_ballot,GL_AMD_shader_explicit_vertex_parameter,GL_AMD_shader_gpu_shader_half_float_fetch,GL_AMD_shader_image_load_store_lod,GL_AMD_shader_stencil_export,GL_AMD_shader_trinary_minmax,GL_AMD_sparse_texture,GL_AMD_stencil_operation_extended,GL_AMD_texture_gather_bias_lod,GL_AMD_texture_texture4,GL_AMD_transform_feedback3_lines_triangles,GL_AMD_transform_feedback4,GL_AMD_vertex_shader_layer,GL_AMD_vertex_shader_tessellator,GL_AMD_vertex_shader_viewport_index,GL_APPLE_aux_depth_stencil,GL_APPLE_client_storage,GL_APPLE_element_array,GL_APPLE_fence,GL_APPLE_float_pixels,GL_APPLE_flush_buffer_range,GL_APPLE_object_purgeable,GL_APPLE_rgb_422,GL_APPLE_row_bytes,GL_APPLE_specular_vector,GL_APPLE_texture_range,GL_APPLE_transform_hint,GL_APPLE_vertex_array_object,GL_APPLE_vertex_array_range,GL_APPLE_vertex_program_evaluators,GL_APPLE_ycbcr_422,GL_ARB_ES2_compatibility,GL_ARB_ES3_1_compatibility,GL_ARB_ES3_2_compatibility,GL_ARB_ES3_compatibility,GL_ARB_arrays_of_arrays,GL_ARB_base_instance,GL_ARB_bindless_texture,GL_ARB_blend_func_extended,GL_ARB_buffer_storage,GL_ARB_cl_event,GL_ARB_clear_buffer_object,GL_ARB_clear_texture,GL_ARB_clip_control,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_compute_shader,GL_ARB_compute_variable_group_size,GL_ARB_conditional_render_inverted,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_copy_image,GL_ARB_cull_distance,GL_ARB_debug_output,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_derivative_control,GL_ARB_direct_state_access,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_indirect,GL_ARB_draw_instanced,GL_ARB_enhanced_layouts,GL_ARB_explicit_attrib_location,GL_ARB_explicit_uniform_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_layer_viewport,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_fragment_shader_interlock,GL_ARB_framebuffer_no_attachments,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_get_texture_sub_image,GL_ARB_gl_spirv,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_gpu_shader_int64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_indirect_parameters,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_internalformat_query2,GL_ARB_invalidate_subdata,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_matrix_palette,GL_ARB_multi_bind,GL_ARB_multi_draw_indirect,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_parallel_shader_compile,GL_ARB_pipeline_statistics_query,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_polygon_offset_clamp,GL_ARB_post_depth_coverage,GL_ARB_program_interface_query,GL_ARB_provoking_vertex,GL_ARB_query_buffer_object,GL_ARB_robust_buffer_access_behavior,GL_ARB_robustness,GL_ARB_robustness_isolation,GL_ARB_sample_locations,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_seamless_cubemap_per_texture,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counter_ops,GL_ARB_shader_atomic_counters,GL_ARB_shader_ballot,GL_ARB_shader_bit_encoding,GL_ARB_shader_clock,GL_ARB_shader_draw_parameters,GL_ARB_shader_group_vote,GL_ARB_shader_image_load_store,GL_ARB_shader_image_size,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_stencil_export,GL_ARB_shader_storage_buffer_object,GL_ARB_shader_subroutine,GL_ARB_shader_texture_image_samples,GL_ARB_shader_texture_lod,GL_ARB_shader_viewport_layer_array,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_shadow_ambient,GL_ARB_sparse_buffer,GL_ARB_sparse_texture,GL_ARB_sparse_texture2,GL_ARB_sparse_texture_clamp,GL_ARB_spirv_extensions,GL_ARB_stencil_texturing,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_barrier,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_buffer_range,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_filter_minmax,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_levels,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_stencil8,GL_ARB_texture_storage,GL_ARB_texture_storage_multisample,GL_ARB_texture_swizzle,GL_ARB_texture_view,GL_ARB_timer_query,GL_ARB_transform_feedback2,GL_ARB_transform_feedback3,GL_ARB_transform_feedback_instanced,GL_ARB_transform_feedback_overflow_query,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_attrib_binding,GL_ARB_vertex_blend,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_10f_11f_11f_rev,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ATI_draw_buffers,GL_ATI_element_array,GL_ATI_envmap_bumpmap,GL_ATI_fragment_shader,GL_ATI_map_object_buffer,GL_ATI_meminfo,GL_ATI_pixel_format_float,GL_ATI_pn_triangles,GL_ATI_separate_stencil,GL_ATI_text_fragment_shader,GL_ATI_texture_env_combine3,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_ATI_vertex_array_object,GL_ATI_vertex_attrib_array_object,GL_ATI_vertex_streams,GL_EXT_422_pixels,GL_EXT_EGL_image_storage,GL_EXT_EGL_sync,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_separate,GL_EXT_blend_logic_op,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_clip_volume_hint,GL_EXT_cmyka,GL_EXT_color_subtable,GL_EXT_compiled_vertex_array,GL_EXT_convolution,GL_EXT_coordinate_frame,GL_EXT_copy_texture,GL_EXT_cull_vertex,GL_EXT_debug_label,GL_EXT_debug_marker,GL_EXT_depth_bounds_test,GL_EXT_direct_state_access,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_external_buffer,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_multisample_blit_scaled,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_histogram,GL_EXT_index_array_formats,GL_EXT_index_func,GL_EXT_index_material,GL_EXT_index_texture,GL_EXT_light_texture,GL_EXT_memory_object,GL_EXT_memory_object_fd,GL_EXT_memory_object_win32,GL_EXT_misc_attribute,GL_EXT_multi_draw_arrays,GL_EXT_multisample,GL_EXT_multiview_tessellation_geometry_shader,GL_EXT_multiview_texture_multisample,GL_EXT_multiview_timer_query,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_paletted_texture,GL_EXT_pixel_buffer_object,GL_EXT_pixel_transform,GL_EXT_pixel_transform_color_table,GL_EXT_point_parameters,GL_EXT_polygon_offset,GL_EXT_polygon_offset_clamp,GL_EXT_post_depth_coverage,GL_EXT_provoking_vertex,GL_EXT_raster_multisample,GL_EXT_rescale_normal,GL_EXT_secondary_color,GL_EXT_semaphore,GL_EXT_semaphore_fd,GL_EXT_semaphore_win32,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_framebuffer_fetch_non_coherent,GL_EXT_shader_image_load_formatted,GL_EXT_shader_image_load_store,GL_EXT_shader_integer_mix,GL_EXT_shadow_funcs,GL_EXT_shared_texture_palette,GL_EXT_sparse_texture2,GL_EXT_stencil_clear_tag,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_subtexture,GL_EXT_texture,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map,GL_EXT_texture_env_add,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_filter_minmax,GL_EXT_texture_integer,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_object,GL_EXT_texture_perturb_normal,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_RG8,GL_EXT_texture_sRGB_decode,GL_EXT_texture_shadow_lod,GL_EXT_texture_shared_exponent,GL_EXT_texture_snorm,GL_EXT_texture_swizzle,GL_EXT_timer_query,GL_EXT_transform_feedback,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_vertex_shader,GL_EXT_vertex_weighting,GL_EXT_win32_keyed_mutex,GL_EXT_window_rectangles,GL_EXT_x11_sync_object,GL_GREMEDY_frame_terminator,GL_GREMEDY_string_marker,GL_HP_convolution_border_modes,GL_HP_image_transform,GL_HP_occlusion_test,GL_HP_texture_lighting,GL_IBM_cull_vertex,GL_IBM_multimode_draw_arrays,GL_IBM_rasterpos_clip,GL_IBM_static_data,GL_IBM_texture_mirrored_repeat,GL_IBM_vertex_array_lists,GL_INGR_blend_func_separate,GL_INGR_color_clamp,GL_INGR_interlace_read,GL_INTEL_blackhole_render,GL_INTEL_conservative_rasterization,GL_INTEL_fragment_shader_ordering,GL_INTEL_framebuffer_CMAA,GL_INTEL_map_texture,GL_INTEL_parallel_arrays,GL_INTEL_performance_query,GL_KHR_blend_equation_advanced,GL_KHR_blend_equation_advanced_coherent,GL_KHR_context_flush_control,GL_KHR_debug,GL_KHR_no_error,GL_KHR_parallel_shader_compile,GL_KHR_robust_buffer_access_behavior,GL_KHR_robustness,GL_KHR_shader_subgroup,GL_KHR_texture_compression_astc_hdr,GL_KHR_texture_compression_astc_ldr,GL_KHR_texture_compression_astc_sliced_3d,GL_MESAX_texture_stack,GL_MESA_framebuffer_flip_x,GL_MESA_framebuffer_flip_y,GL_MESA_framebuffer_swap_xy,GL_MESA_pack_invert,GL_MESA_program_binary_formats,GL_MESA_resize_buffers,GL_MESA_shader_integer_functions,GL_MESA_tile_raster_order,GL_MESA_window_pos,GL_MESA_ycbcr_texture,GL_NVX_blend_equation_advanced_multi_draw_buffers,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_NVX_gpu_multicast2,GL_NVX_linked_gpu_multicast,GL_NVX_progress_fence,GL_NV_alpha_to_coverage_dither_control,GL_NV_bindless_multi_draw_indirect,GL_NV_bindless_multi_draw_indirect_count,GL_NV_bindless_texture,GL_NV_blend_equation_advanced,GL_NV_blend_equation_advanced_coherent,GL_NV_blend_minmax_factor,GL_NV_blend_square,GL_NV_clip_space_w_scaling,GL_NV_command_list,GL_NV_compute_program5,GL_NV_compute_shader_derivatives,GL_NV_conditional_render,GL_NV_conservative_raster,GL_NV_conservative_raster_dilate,GL_NV_conservative_raster_pre_snap,GL_NV_conservative_raster_pre_snap_triangles,GL_NV_conservative_raster_underestimation,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_deep_texture3D,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_draw_texture,GL_NV_draw_vulkan_image,GL_NV_evaluators,GL_NV_explicit_multisample,GL_NV_fence,GL_NV_fill_rectangle,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragment_coverage_to_color,GL_NV_fragment_program,GL_NV_fragment_program2,GL_NV_fragment_program4,GL_NV_fragment_program_option,GL_NV_fragment_shader_barycentric,GL_NV_fragment_shader_interlock,GL_NV_framebuffer_mixed_samples,GL_NV_framebuffer_multisample_coverage,GL_NV_geometry_program4,GL_NV_geometry_shader4,GL_NV_geometry_shader_passthrough,GL_NV_gpu_multicast,GL_NV_gpu_program4,GL_NV_gpu_program5,GL_NV_gpu_program5_mem_extended,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_internalformat_sample_query,GL_NV_light_max_exponent,GL_NV_memory_attachment,GL_NV_memory_object_sparse,GL_NV_mesh_shader,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_path_rendering_shared_edge,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_present_video,GL_NV_primitive_restart,GL_NV_primitive_shading_rate,GL_NV_query_resource,GL_NV_query_resource_tag,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_representative_fragment_test,GL_NV_robustness_video_memory_purge,GL_NV_sample_locations,GL_NV_sample_mask_override_coverage,GL_NV_scissor_exclusive,GL_NV_shader_atomic_counters,GL_NV_shader_atomic_float,GL_NV_shader_atomic_float64,GL_NV_shader_atomic_fp16_vector,GL_NV_shader_atomic_int64,GL_NV_shader_buffer_load,GL_NV_shader_buffer_store,GL_NV_shader_storage_buffer_object,GL_NV_shader_subgroup_partitioned,GL_NV_shader_texture_footprint,GL_NV_shader_thread_group,GL_NV_shader_thread_shuffle,GL_NV_shading_rate_image,GL_NV_stereo_view_rendering,GL_NV_tessellation_program5,GL_NV_texgen_emboss,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_multisample,GL_NV_texture_rectangle,GL_NV_texture_rectangle_compressed,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_timeline_semaphore,GL_NV_transform_feedback,GL_NV_transform_feedback2,GL_NV_uniform_buffer_unified_memory,GL_NV_vdpau_interop,GL_NV_vdpau_interop2,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NV_vertex_program4,GL_NV_video_capture,GL_NV_viewport_array2,GL_NV_viewport_swizzle,GL_OES_byte_coordinates,GL_OES_compressed_paletted_texture,GL_OES_fixed_point,GL_OES_query_matrix,GL_OES_read_format,GL_OES_single_precision,GL_OML_interlace,GL_OML_resample,GL_OML_subsample,GL_OVR_multiview,GL_OVR_multiview2,GL_PGI_misc_hints,GL_PGI_vertex_hints,GL_REND_screen_coordinates,GL_S3_s3tc,GL_SGIS_detail_texture,GL_SGIS_fog_function,GL_SGIS_generate_mipmap,GL_SGIS_multisample,GL_SGIS_pixel_texture,GL_SGIS_point_line_texgen,GL_SGIS_point_parameters,GL_SGIS_sharpen_texture,GL_SGIS_texture4D,GL_SGIS_texture_border_clamp,GL_SGIS_texture_color_mask,GL_SGIS_texture_edge_clamp,GL_SGIS_texture_filter4,GL_SGIS_texture_lod,GL_SGIS_texture_select,GL_SGIX_async,GL_SGIX_async_histogram,GL_SGIX_async_pixel,GL_SGIX_blend_alpha_minmax,GL_SGIX_calligraphic_fragment,GL_SGIX_clipmap,GL_SGIX_convolution_accuracy,GL_SGIX_depth_pass_instrument,GL_SGIX_depth_texture,GL_SGIX_flush_raster,GL_SGIX_fog_offset,GL_SGIX_fragment_lighting,GL_SGIX_framezoom,GL_SGIX_igloo_interface,GL_SGIX_instruments,GL_SGIX_interlace,GL_SGIX_ir_instrument1,GL_SGIX_list_priority,GL_SGIX_pixel_texture,GL_SGIX_pixel_tiles,GL_SGIX_polynomial_ffd,GL_SGIX_reference_plane,GL_SGIX_resample,GL_SGIX_scalebias_hint,GL_SGIX_shadow,GL_SGIX_shadow_ambient,GL_SGIX_sprite,GL_SGIX_subsample,GL_SGIX_tag_sample_buffer,GL_SGIX_texture_add_env,GL_SGIX_texture_coordinate_clamp,GL_SGIX_texture_lod_bias,GL_SGIX_texture_multi_buffer,GL_SGIX_texture_scale_bias,GL_SGIX_vertex_preclip,GL_SGIX_ycrcb,GL_SGIX_ycrcb_subsample,GL_SGIX_ycrcba,GL_SGI_color_matrix,GL_SGI_color_table,GL_SGI_texture_color_table,GL_SUNX_constant_data,GL_SUN_convolution_border_modes,GL_SUN_global_alpha,GL_SUN_mesh_array,GL_SUN_slice_accum,GL_SUN_triangle_list,GL_SUN_vertex,GL_WIN_phong_shading,GL_WIN_specular_fog' c --alias --header-only --loader + * + * Online: + * http://glad.sh/#api=gl%3Acompatibility%3D3.1&generator=c&options=ALIAS%2CHEADER_ONLY%2CLOADER + * + */ + +#ifndef GLAD_GL_H_ +#define GLAD_GL_H_ + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wreserved-id-macro" +#endif +#ifdef __gl_h_ + #error OpenGL (gl.h) header already included (API: gl), remove previous include! +#endif +#define __gl_h_ 1 +#ifdef __gl3_h_ + #error OpenGL (gl3.h) header already included (API: gl), remove previous include! +#endif +#define __gl3_h_ 1 +#ifdef __glext_h_ + #error OpenGL (glext.h) header already included (API: gl), remove previous include! +#endif +#define __glext_h_ 1 +#ifdef __gl3ext_h_ + #error OpenGL (gl3ext.h) header already included (API: gl), remove previous include! +#endif +#define __gl3ext_h_ 1 +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#define GLAD_GL +#define GLAD_OPTION_GL_ALIAS +#define GLAD_OPTION_GL_HEADER_ONLY +#define GLAD_OPTION_GL_LOADER + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef GLAD_PLATFORM_H_ +#define GLAD_PLATFORM_H_ + +#ifndef GLAD_PLATFORM_WIN32 + #if defined(_WIN32) || defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__) + #define GLAD_PLATFORM_WIN32 1 + #else + #define GLAD_PLATFORM_WIN32 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_APPLE + #ifdef __APPLE__ + #define GLAD_PLATFORM_APPLE 1 + #else + #define GLAD_PLATFORM_APPLE 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_EMSCRIPTEN + #ifdef __EMSCRIPTEN__ + #define GLAD_PLATFORM_EMSCRIPTEN 1 + #else + #define GLAD_PLATFORM_EMSCRIPTEN 0 + #endif +#endif + +#ifndef GLAD_PLATFORM_UWP + #if defined(_MSC_VER) && !defined(GLAD_INTERNAL_HAVE_WINAPIFAMILY) + #ifdef __has_include + #if __has_include() + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define GLAD_INTERNAL_HAVE_WINAPIFAMILY 1 + #endif + #endif + + #ifdef GLAD_INTERNAL_HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define GLAD_PLATFORM_UWP 1 + #endif + #endif + + #ifndef GLAD_PLATFORM_UWP + #define GLAD_PLATFORM_UWP 0 + #endif +#endif + +#ifdef __GNUC__ + #define GLAD_GNUC_EXTENSION __extension__ +#else + #define GLAD_GNUC_EXTENSION +#endif + +#ifndef GLAD_API_CALL + #if defined(GLAD_API_CALL_EXPORT) + #if GLAD_PLATFORM_WIN32 || defined(__CYGWIN__) + #if defined(GLAD_API_CALL_EXPORT_BUILD) + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllexport)) extern + #else + #define GLAD_API_CALL __declspec(dllexport) extern + #endif + #else + #if defined(__GNUC__) + #define GLAD_API_CALL __attribute__ ((dllimport)) extern + #else + #define GLAD_API_CALL __declspec(dllimport) extern + #endif + #endif + #elif defined(__GNUC__) && defined(GLAD_API_CALL_EXPORT_BUILD) + #define GLAD_API_CALL __attribute__ ((visibility ("default"))) extern + #else + #define GLAD_API_CALL extern + #endif + #else + #define GLAD_API_CALL extern + #endif +#endif + +#ifdef APIENTRY + #define GLAD_API_PTR APIENTRY +#elif GLAD_PLATFORM_WIN32 + #define GLAD_API_PTR __stdcall +#else + #define GLAD_API_PTR +#endif + +#ifndef GLAPI +#define GLAPI GLAD_API_CALL +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY GLAD_API_PTR +#endif + +#define GLAD_MAKE_VERSION(major, minor) (major * 10000 + minor) +#define GLAD_VERSION_MAJOR(version) (version / 10000) +#define GLAD_VERSION_MINOR(version) (version % 10000) + +#define GLAD_GENERATOR_VERSION "2.0.0-beta" + +typedef void (*GLADapiproc)(void); + +typedef GLADapiproc (*GLADloadfunc)(const char *name); +typedef GLADapiproc (*GLADuserptrloadfunc)(void *userptr, const char *name); + +typedef void (*GLADprecallback)(const char *name, GLADapiproc apiproc, int len_args, ...); +typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apiproc, int len_args, ...); + +#endif /* GLAD_PLATFORM_H_ */ + +#define GL_1PASS_EXT 0x80A1 +#define GL_1PASS_SGIS 0x80A1 +#define GL_2D 0x0600 +#define GL_2PASS_0_EXT 0x80A2 +#define GL_2PASS_0_SGIS 0x80A2 +#define GL_2PASS_1_EXT 0x80A3 +#define GL_2PASS_1_SGIS 0x80A3 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_2_BYTES 0x1407 +#define GL_2_BYTES_NV 0x1407 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_3_BYTES 0x1408 +#define GL_3_BYTES_NV 0x1408 +#define GL_422_AVERAGE_EXT 0x80CE +#define GL_422_EXT 0x80CC +#define GL_422_REV_AVERAGE_EXT 0x80CF +#define GL_422_REV_EXT 0x80CD +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_4PASS_0_EXT 0x80A4 +#define GL_4PASS_0_SGIS 0x80A4 +#define GL_4PASS_1_EXT 0x80A5 +#define GL_4PASS_1_SGIS 0x80A5 +#define GL_4PASS_2_EXT 0x80A6 +#define GL_4PASS_2_SGIS 0x80A6 +#define GL_4PASS_3_EXT 0x80A7 +#define GL_4PASS_3_SGIS 0x80A7 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_4_BYTES 0x1409 +#define GL_4_BYTES_NV 0x1409 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_ABGR_EXT 0x8000 +#define GL_ACCUM 0x0100 +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_ACTIVE_PROGRAM_EXT 0x8B8D +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_ACTIVE_VARYINGS_NV 0x8C81 +#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_ADD 0x0104 +#define GL_ADD_ATI 0x8963 +#define GL_ADD_SIGNED 0x8574 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 +#define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 +#define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E +#define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F +#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_ALL_PIXELS_AMD 0xFFFFFFFF +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_ALL_STATIC_DATA_IBM 103060 +#define GL_ALPHA 0x1906 +#define GL_ALPHA12 0x803D +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16 0x803E +#define GL_ALPHA16F_ARB 0x881C +#define GL_ALPHA16I_EXT 0x8D8A +#define GL_ALPHA16UI_EXT 0x8D78 +#define GL_ALPHA16_EXT 0x803E +#define GL_ALPHA16_SNORM 0x9018 +#define GL_ALPHA32F_ARB 0x8816 +#define GL_ALPHA32I_EXT 0x8D84 +#define GL_ALPHA32UI_EXT 0x8D72 +#define GL_ALPHA4 0x803B +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA8I_EXT 0x8D90 +#define GL_ALPHA8UI_EXT 0x8D7E +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA8_SNORM 0x9014 +#define GL_ALPHA_BIAS 0x0D1D +#define GL_ALPHA_BITS 0x0D55 +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_ALPHA_FLOAT16_ATI 0x881C +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_ALPHA_FLOAT32_ATI 0x8816 +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_ALPHA_INTEGER_EXT 0x8D97 +#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 +#define GL_ALPHA_MAX_SGIX 0x8321 +#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 +#define GL_ALPHA_MIN_SGIX 0x8320 +#define GL_ALPHA_REF_COMMAND_NV 0x000F +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_SNORM 0x9010 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D +#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F +#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E +#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF +#define GL_ALREADY_SIGNALED 0x911A +#define GL_ALWAYS 0x0207 +#define GL_ALWAYS_FAST_HINT_PGI 0x1A20C +#define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D +#define GL_AMBIENT 0x1200 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_AND 0x1501 +#define GL_AND_INVERTED 0x1504 +#define GL_AND_REVERSE 0x1502 +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_ARC_TO_NV 0xFE +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 +#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 +#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 +#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 +#define GL_ARRAY_SIZE 0x92FB +#define GL_ARRAY_STRIDE 0x92FE +#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D +#define GL_ASYNC_HISTOGRAM_SGIX 0x832C +#define GL_ASYNC_MARKER_SGIX 0x8329 +#define GL_ASYNC_READ_PIXELS_SGIX 0x835E +#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ATTENUATION_EXT 0x834D +#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 +#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 +#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 +#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 +#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_AUX_BUFFERS 0x0C00 +#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 +#define GL_AVERAGE_EXT 0x8335 +#define GL_AVERAGE_HP 0x8160 +#define GL_BACK 0x0405 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_NORMALS_HINT_PGI 0x1A223 +#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 +#define GL_BACK_RIGHT 0x0403 +#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 +#define GL_BEVEL_NV 0x90A6 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_BGRA_EXT 0x80E1 +#define GL_BGRA_INTEGER 0x8D9B +#define GL_BGRA_INTEGER_EXT 0x8D9B +#define GL_BGR_EXT 0x80E0 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGR_INTEGER_EXT 0x8D9A +#define GL_BIAS_BIT_ATI 0x00000008 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_BINORMAL_ARRAY_EXT 0x843A +#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 +#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 +#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 +#define GL_BITMAP 0x1A00 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#define GL_BLEND 0x0BE2 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_COLOR_COMMAND_NV 0x000B +#define GL_BLEND_COLOR_EXT 0x8005 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D +#define GL_BLEND_EQUATION_EXT 0x8009 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_BLEND_EQUATION_RGB_EXT 0x8009 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLOCK_INDEX 0x92FD +#define GL_BLUE 0x1905 +#define GL_BLUE_BIAS 0x0D1B +#define GL_BLUE_BITS 0x0D54 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_BLUE_INTEGER_EXT 0x8D96 +#define GL_BLUE_MAX_CLAMP_INGR 0x8566 +#define GL_BLUE_MIN_CLAMP_INGR 0x8562 +#define GL_BLUE_NV 0x1905 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BOLD_BIT_NV 0x01 +#define GL_BOOL 0x8B56 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_BUFFER 0x82E0 +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 +#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_BUFFER_OBJECT_APPLE 0x85B3 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_STORAGE_FLAGS 0x8220 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 +#define GL_BUFFER_USAGE 0x8765 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_BUMP_ENVMAP_ATI 0x877B +#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 +#define GL_BUMP_ROT_MATRIX_ATI 0x8775 +#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 +#define GL_BUMP_TARGET_ATI 0x877C +#define GL_BUMP_TEX_UNITS_ATI 0x8778 +#define GL_BYTE 0x1400 +#define GL_C3F_V3F 0x2A24 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_CCW 0x0901 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_CLAMP 0x2900 +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLAMP_TO_BORDER_ARB 0x812D +#define GL_CLAMP_TO_BORDER_SGIS 0x812D +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_CLAMP_TO_EDGE_SGIS 0x812F +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLEAR 0x1500 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_CLEAR_TEXTURE 0x9365 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 +#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 +#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_CLIP_DISTANCE_NV 0x8C7A +#define GL_CLIP_FAR_HINT_PGI 0x1A221 +#define GL_CLIP_NEAR_HINT_PGI 0x1A220 +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_CMYKA_EXT 0x800D +#define GL_CMYK_EXT 0x800C +#define GL_CND0_ATI 0x896B +#define GL_CND_ATI 0x896A +#define GL_COEFF 0x0A00 +#define GL_COLOR 0x1800 +#define GL_COLOR3_BIT_PGI 0x00010000 +#define GL_COLOR4_BIT_PGI 0x00020000 +#define GL_COLORBURN_KHR 0x929A +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORDODGE_NV 0x9299 +#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 +#define GL_COLOR_ARRAY 0x8076 +#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D +#define GL_COLOR_ARRAY_LIST_IBM 103072 +#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 +#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_COLOR_ENCODING 0x8296 +#define GL_COLOR_FLOAT_APPLE 0x8A0F +#define GL_COLOR_INDEX 0x1900 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEXES 0x1603 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_SGI 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_COLOR_SUM 0x8458 +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_COLOR_TABLE 0x80D0 +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 +#define GL_COLOR_TABLE_SGI 0x80D0 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_COMBINE 0x8570 +#define GL_COMBINE4_NV 0x8503 +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_COMBINE_ALPHA 0x8572 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 +#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_COMPLETION_STATUS_ARB 0x91B1 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_ALPHA_ARB 0x84E9 +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_INTENSITY_ARB 0x84EC +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA +#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_RG 0x8226 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_RGBA_ARB 0x84EE +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#define GL_COMPRESSED_RGB_ARB 0x84ED +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F +#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 +#define GL_COMPUTE_PROGRAM_NV 0x90FB +#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 +#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_CONDITION_SATISFIED 0x911C +#define GL_CONFORMANT_NV 0x9374 +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_CONJOINT_NV 0x9284 +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B +#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 +#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +#define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD +#define GL_CONSTANT 0x8576 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_CONSTANT_ALPHA_EXT 0x8003 +#define GL_CONSTANT_ARB 0x8576 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_CONSTANT_BORDER 0x8151 +#define GL_CONSTANT_BORDER_HP 0x8151 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_CONSTANT_COLOR_EXT 0x8001 +#define GL_CONSTANT_EXT 0x8576 +#define GL_CONSTANT_NV 0x8576 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_CONTEXT_FLAGS 0x821E +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_CONTEXT_LOST 0x0507 +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC +#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 +#define GL_CONTINUOUS_AMD 0x9007 +#define GL_CONTRAST_NV 0x92A1 +#define GL_CONVEX_HULL_NV 0x908B +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_1D_EXT 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_CONVOLUTION_2D_EXT 0x8011 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +#define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_FORMAT_EXT 0x8017 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 +#define GL_CONVOLUTION_HINT_SGIX 0x8316 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_WIDTH_EXT 0x8018 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_10_ATI 0x894B +#define GL_CON_11_ATI 0x894C +#define GL_CON_12_ATI 0x894D +#define GL_CON_13_ATI 0x894E +#define GL_CON_14_ATI 0x894F +#define GL_CON_15_ATI 0x8950 +#define GL_CON_16_ATI 0x8951 +#define GL_CON_17_ATI 0x8952 +#define GL_CON_18_ATI 0x8953 +#define GL_CON_19_ATI 0x8954 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_20_ATI 0x8955 +#define GL_CON_21_ATI 0x8956 +#define GL_CON_22_ATI 0x8957 +#define GL_CON_23_ATI 0x8958 +#define GL_CON_24_ATI 0x8959 +#define GL_CON_25_ATI 0x895A +#define GL_CON_26_ATI 0x895B +#define GL_CON_27_ATI 0x895C +#define GL_CON_28_ATI 0x895D +#define GL_CON_29_ATI 0x895E +#define GL_CON_2_ATI 0x8943 +#define GL_CON_30_ATI 0x895F +#define GL_CON_31_ATI 0x8960 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_CON_8_ATI 0x8949 +#define GL_CON_9_ATI 0x894A +#define GL_COORD_REPLACE 0x8862 +#define GL_COORD_REPLACE_ARB 0x8862 +#define GL_COORD_REPLACE_NV 0x8862 +#define GL_COPY 0x1503 +#define GL_COPY_INVERTED 0x150C +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_CUBIC_EXT 0x8334 +#define GL_CUBIC_HP 0x815F +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_CULL_MODES_NV 0x86E0 +#define GL_CULL_VERTEX_EXT 0x81AA +#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB +#define GL_CULL_VERTEX_IBM 103050 +#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC +#define GL_CURRENT_ATTRIB_NV 0x8626 +#define GL_CURRENT_BINORMAL_EXT 0x843C +#define GL_CURRENT_BIT 0x00000001 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 +#define GL_CURRENT_MATRIX_NV 0x8641 +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_CURRENT_QUERY 0x8865 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_CURRENT_TANGENT_EXT 0x843B +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_TIME_NV 0x8E28 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_CURRENT_VERTEX_EXT 0x87E2 +#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_CW 0x0900 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +#define GL_DARKEN_KHR 0x9297 +#define GL_DARKEN_NV 0x9297 +#define GL_DATA_BUFFER_AMD 0x9151 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 +#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F +#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B +#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 +#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D +#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E +#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C +#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DECAL 0x2101 +#define GL_DECODE_EXT 0x8A49 +#define GL_DECR 0x1E03 +#define GL_DECR_WRAP 0x8508 +#define GL_DECR_WRAP_EXT 0x8508 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_DEFORMATIONS_MASK_SGIX 0x8196 +#define GL_DELETE_STATUS 0x8B80 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DEPTH 0x1801 +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_DEPTH24_STENCIL8_EXT 0x88F0 +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_DEPTH32F_STENCIL8_NV 0x8DAC +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_DEPTH_BIAS 0x0D1F +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_BOUNDS_EXT 0x8891 +#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF +#define GL_DEPTH_CLAMP 0x864F +#define GL_DEPTH_CLAMP_FAR_AMD 0x901F +#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E +#define GL_DEPTH_CLAMP_NV 0x864F +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH_COMPONENT32F_NV 0x8DAB +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_DEPTH_STENCIL_EXT 0x84F9 +#define GL_DEPTH_STENCIL_NV 0x84F9 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F +#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 +#define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 +#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C +#define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A +#define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DIFFERENCE_KHR 0x929E +#define GL_DIFFERENCE_NV 0x929E +#define GL_DIFFUSE 0x1201 +#define GL_DISCARD_ATI 0x8763 +#define GL_DISCARD_NV 0x8530 +#define GL_DISCRETE_AMD 0x9006 +#define GL_DISJOINT_NV 0x9283 +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_DISPLAY_LIST 0x82E7 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 +#define GL_DISTANCE_ATTENUATION_SGIS 0x8129 +#define GL_DITHER 0x0BD0 +#define GL_DOMAIN 0x0A02 +#define GL_DONT_CARE 0x1100 +#define GL_DOT2_ADD_ATI 0x896C +#define GL_DOT3_ATI 0x8966 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_DOT3_RGBA_ARB 0x86AF +#define GL_DOT3_RGBA_EXT 0x8741 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT4_ATI 0x8967 +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_DOUBLE 0x140A +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT2_EXT 0x8F46 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x3_EXT 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT2x4_EXT 0x8F4A +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT3_EXT 0x8F47 +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x2_EXT 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT3x4_EXT 0x8F4C +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT4_EXT 0x8F48 +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x2_EXT 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_DOUBLE_MAT4x3_EXT 0x8F4E +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC2_EXT 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC3_EXT 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_VEC4_EXT 0x8FFE +#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 +#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 +#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER0_ATI 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER10_ATI 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER11_ATI 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER12_ATI 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER13_ATI 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER14_ATI 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_DRAW_BUFFER15_ARB 0x8834 +#define GL_DRAW_BUFFER15_ATI 0x8834 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER1_ATI 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER2_ATI 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER3_ATI 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER4_ATI 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER5_ATI 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER6_ATI 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER7_ATI 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER8_ATI 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER9_ATI 0x882E +#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 +#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 +#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 +#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_DSDT_NV 0x86F5 +#define GL_DST_ALPHA 0x0304 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_COLOR 0x0306 +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_BIAS_NV 0x8717 +#define GL_DT_SCALE_NV 0x8711 +#define GL_DU8DV8_ATI 0x877A +#define GL_DUAL_ALPHA12_SGIS 0x8112 +#define GL_DUAL_ALPHA16_SGIS 0x8113 +#define GL_DUAL_ALPHA4_SGIS 0x8110 +#define GL_DUAL_ALPHA8_SGIS 0x8111 +#define GL_DUAL_INTENSITY12_SGIS 0x811A +#define GL_DUAL_INTENSITY16_SGIS 0x811B +#define GL_DUAL_INTENSITY4_SGIS 0x8118 +#define GL_DUAL_INTENSITY8_SGIS 0x8119 +#define GL_DUAL_LUMINANCE12_SGIS 0x8116 +#define GL_DUAL_LUMINANCE16_SGIS 0x8117 +#define GL_DUAL_LUMINANCE4_SGIS 0x8114 +#define GL_DUAL_LUMINANCE8_SGIS 0x8115 +#define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C +#define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D +#define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 +#define GL_DUDV_ATI 0x8779 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_DYNAMIC_ATI 0x8761 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_DYNAMIC_COPY_ARB 0x88EA +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_EDGEFLAG_BIT_PGI 0x00040000 +#define GL_EDGE_FLAG 0x0B43 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 +#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 +#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 +#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 +#define GL_ELEMENT_ARRAY_APPLE 0x8A0C +#define GL_ELEMENT_ARRAY_ATI 0x8768 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 +#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E +#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A +#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D +#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 +#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F +#define GL_EMBOSS_CONSTANT_NV 0x855E +#define GL_EMBOSS_LIGHT_NV 0x855D +#define GL_EMBOSS_MAP_NV 0x855F +#define GL_EMISSION 0x1600 +#define GL_ENABLE_BIT 0x00002000 +#define GL_EQUAL 0x0202 +#define GL_EQUIV 0x1509 +#define GL_EVAL_2D_NV 0x86C0 +#define GL_EVAL_BIT 0x00010000 +#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 +#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 +#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 +#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 +#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 +#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 +#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 +#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 +#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 +#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 +#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 +#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 +#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA +#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB +#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC +#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD +#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE +#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXTENSIONS 0x1F03 +#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 +#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 +#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_LINEAR_NV 0x2400 +#define GL_EYE_LINE_SGIS 0x81F6 +#define GL_EYE_PLANE 0x2502 +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C +#define GL_EYE_POINT_SGIS 0x81F4 +#define GL_EYE_RADIAL_NV 0x855B +#define GL_E_TIMES_F_NV 0x8531 +#define GL_FACTOR_MAX_AMD 0x901D +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FAILURE_NV 0x9030 +#define GL_FALSE 0 +#define GL_FASTEST 0x1101 +#define GL_FEEDBACK 0x1C01 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_FENCE_APPLE 0x8A0B +#define GL_FENCE_CONDITION_NV 0x84F4 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FIELDS_NV 0x8E27 +#define GL_FIELD_LOWER_NV 0x9023 +#define GL_FIELD_UPPER_NV 0x9022 +#define GL_FILE_NAME_NV 0x9074 +#define GL_FILL 0x1B02 +#define GL_FILL_RECTANGLE_NV 0x933C +#define GL_FILTER 0x829A +#define GL_FILTER4_SGIS 0x8146 +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_FIXED 0x140C +#define GL_FIXED_OES 0x140C +#define GL_FIXED_ONLY 0x891D +#define GL_FIXED_ONLY_ARB 0x891D +#define GL_FLAT 0x1D00 +#define GL_FLOAT 0x1406 +#define GL_FLOAT16_MAT2_AMD 0x91C5 +#define GL_FLOAT16_MAT2x3_AMD 0x91C8 +#define GL_FLOAT16_MAT2x4_AMD 0x91C9 +#define GL_FLOAT16_MAT3_AMD 0x91C6 +#define GL_FLOAT16_MAT3x2_AMD 0x91CA +#define GL_FLOAT16_MAT3x4_AMD 0x91CB +#define GL_FLOAT16_MAT4_AMD 0x91C7 +#define GL_FLOAT16_MAT4x2_AMD 0x91CC +#define GL_FLOAT16_MAT4x3_AMD 0x91CD +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD +#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4 0x8B5C +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_FLOAT_R16_NV 0x8884 +#define GL_FLOAT_R32_NV 0x8885 +#define GL_FLOAT_RG16_NV 0x8886 +#define GL_FLOAT_RG32_NV 0x8887 +#define GL_FLOAT_RGB16_NV 0x8888 +#define GL_FLOAT_RGB32_NV 0x8889 +#define GL_FLOAT_RGBA16_NV 0x888A +#define GL_FLOAT_RGBA32_NV 0x888B +#define GL_FLOAT_RGBA_MODE_NV 0x888E +#define GL_FLOAT_RGBA_NV 0x8883 +#define GL_FLOAT_RGB_NV 0x8882 +#define GL_FLOAT_RG_NV 0x8881 +#define GL_FLOAT_R_NV 0x8880 +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_FOG 0x0B60 +#define GL_FOG_BIT 0x00000080 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_COORD 0x8451 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 +#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 +#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_FOG_END 0x0B64 +#define GL_FOG_FUNC_POINTS_SGIS 0x812B +#define GL_FOG_FUNC_SGIS 0x812A +#define GL_FOG_HINT 0x0C54 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_OFFSET_SGIX 0x8198 +#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC +#define GL_FOG_START 0x0B63 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 +#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 +#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRAGMENT_COLOR_EXT 0x834C +#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 +#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 +#define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_FRAGMENT_INPUT_NV 0x936D +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_FRAGMENT_LIGHT0_SGIX 0x840C +#define GL_FRAGMENT_LIGHT1_SGIX 0x840D +#define GL_FRAGMENT_LIGHT2_SGIX 0x840E +#define GL_FRAGMENT_LIGHT3_SGIX 0x840F +#define GL_FRAGMENT_LIGHT4_SGIX 0x8410 +#define GL_FRAGMENT_LIGHT5_SGIX 0x8411 +#define GL_FRAGMENT_LIGHT6_SGIX 0x8412 +#define GL_FRAGMENT_LIGHT7_SGIX 0x8413 +#define GL_FRAGMENT_LIGHTING_SGIX 0x8400 +#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A +#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 +#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B +#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 +#define GL_FRAGMENT_MATERIAL_EXT 0x8349 +#define GL_FRAGMENT_NORMAL_EXT 0x834A +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 +#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D +#define GL_FRAGMENT_PROGRAM_NV 0x8870 +#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 +#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_FRAMEBUFFER 0x8D40 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_FRAMEZOOM_FACTOR_SGIX 0x818C +#define GL_FRAMEZOOM_SGIX 0x818B +#define GL_FRAME_NV 0x8E26 +#define GL_FRONT 0x0404 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_FRONT_FACE 0x0B46 +#define GL_FRONT_FACE_COMMAND_NV 0x0012 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_FULL_RANGE_EXT 0x87E1 +#define GL_FULL_STIPPLE_HINT_PGI 0x1A219 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_ADD_EXT 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_SUBTRACT_EXT 0x800A +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERIC_ATTRIB_NV 0x8C7D +#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 +#define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 +#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB +#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC +#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC +#define GL_GEOMETRY_PROGRAM_NV 0x8C26 +#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 +#define GL_GEOMETRY_SHADER_ARB 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA +#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA +#define GL_GEQUAL 0x0206 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA +#define GL_GLOBAL_ALPHA_SUN 0x81D9 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GPU_ADDRESS_NV 0x8F34 +#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 +#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 +#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B +#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A +#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 +#define GL_GREATER 0x0204 +#define GL_GREEN 0x1904 +#define GL_GREEN_BIAS 0x0D19 +#define GL_GREEN_BITS 0x0D53 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_GREEN_INTEGER_EXT 0x8D95 +#define GL_GREEN_MAX_CLAMP_INGR 0x8565 +#define GL_GREEN_MIN_CLAMP_INGR 0x8561 +#define GL_GREEN_NV 0x1904 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_HALF_APPLE 0x140B +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_HALF_FLOAT 0x140B +#define GL_HALF_FLOAT_ARB 0x140B +#define GL_HALF_FLOAT_NV 0x140B +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_HARDLIGHT_KHR 0x929B +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_HIGH_INT 0x8DF5 +#define GL_HILO16_NV 0x86F8 +#define GL_HILO8_NV 0x885E +#define GL_HILO_NV 0x86F4 +#define GL_HINT_BIT 0x00008000 +#define GL_HISTOGRAM 0x8024 +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A +#define GL_HISTOGRAM_EXT 0x8024 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_FORMAT_EXT 0x8027 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 +#define GL_HISTOGRAM_SINK 0x802D +#define GL_HISTOGRAM_SINK_EXT 0x802D +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_WIDTH_EXT 0x8026 +#define GL_HI_BIAS_NV 0x8714 +#define GL_HI_SCALE_NV 0x870E +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_IDENTITY_NV 0x862A +#define GL_IGNORE_BORDER_HP 0x8150 +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_1D_ARRAY_EXT 0x9052 +#define GL_IMAGE_1D_EXT 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_2D_ARRAY_EXT 0x9053 +#define GL_IMAGE_2D_EXT 0x904D +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 +#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_2D_RECT_EXT 0x904F +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_3D_EXT 0x904E +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C +#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_CUBE_EXT 0x9050 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_MAG_FILTER_HP 0x815C +#define GL_IMAGE_MIN_FILTER_HP 0x815D +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 +#define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A +#define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B +#define GL_IMAGE_SCALE_X_HP 0x8155 +#define GL_IMAGE_SCALE_Y_HP 0x8156 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_TRANSFORM_2D_HP 0x8161 +#define GL_IMAGE_TRANSLATE_X_HP 0x8157 +#define GL_IMAGE_TRANSLATE_Y_HP 0x8158 +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_INCR 0x1E02 +#define GL_INCR_WRAP 0x8507 +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_INDEX 0x8222 +#define GL_INDEX_ARRAY 0x8077 +#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E +#define GL_INDEX_ARRAY_LIST_IBM 103073 +#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_BITS 0x0D51 +#define GL_INDEX_BIT_PGI 0x00080000 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_INDEX_MATERIAL_EXT 0x81B8 +#define GL_INDEX_MATERIAL_FACE_EXT 0x81BA +#define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_TEST_EXT 0x81B5 +#define GL_INDEX_TEST_FUNC_EXT 0x81B6 +#define GL_INDEX_TEST_REF_EXT 0x81B7 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 +#define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 +#define GL_INT 0x1404 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_ARB 0x140E +#define GL_INT64_NV 0x140E +#define GL_INT64_VEC2_ARB 0x8FE9 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_ARB 0x8FEA +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_ARB 0x8FEB +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16 0x804D +#define GL_INTENSITY16F_ARB 0x881D +#define GL_INTENSITY16I_EXT 0x8D8B +#define GL_INTENSITY16UI_EXT 0x8D79 +#define GL_INTENSITY16_EXT 0x804D +#define GL_INTENSITY16_SNORM 0x901B +#define GL_INTENSITY32F_ARB 0x8817 +#define GL_INTENSITY32I_EXT 0x8D85 +#define GL_INTENSITY32UI_EXT 0x8D73 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY8I_EXT 0x8D91 +#define GL_INTENSITY8UI_EXT 0x8D7F +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY8_SNORM 0x9017 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_INTENSITY_FLOAT16_ATI 0x881D +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_INTENSITY_FLOAT32_ATI 0x8817 +#define GL_INTENSITY_SNORM 0x9013 +#define GL_INTERLACE_OML 0x8980 +#define GL_INTERLACE_READ_INGR 0x8568 +#define GL_INTERLACE_READ_OML 0x8981 +#define GL_INTERLACE_SGIX 0x8094 +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C +#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERPOLATE 0x8575 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_INT_2_10_10_10_REV 0x8D9F +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D +#define GL_INT_IMAGE_1D_EXT 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E +#define GL_INT_IMAGE_2D_EXT 0x9058 +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 +#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_2D_RECT_EXT 0x905A +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_3D_EXT 0x9059 +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_CUBE_EXT 0x905B +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE +#define GL_INT_SAMPLER_1D_EXT 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF +#define GL_INT_SAMPLER_2D_EXT 0x8DCA +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_3D_EXT 0x8DCB +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_INVALID_OPERATION 0x0502 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVARIANT_DATATYPE_EXT 0x87EB +#define GL_INVARIANT_EXT 0x87C2 +#define GL_INVARIANT_VALUE_EXT 0x87EA +#define GL_INVERSE_NV 0x862B +#define GL_INVERSE_TRANSPOSE_NV 0x862D +#define GL_INVERT 0x150A +#define GL_INVERTED_SCREEN_W_REND 0x8491 +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_IR_INSTRUMENT1_SGIX 0x817F +#define GL_ISOLINES 0x8E7A +#define GL_IS_PER_PATCH 0x92E7 +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_IUI_N3F_V2F_EXT 0x81AF +#define GL_IUI_N3F_V3F_EXT 0x81B0 +#define GL_IUI_V2F_EXT 0x81AD +#define GL_IUI_V3F_EXT 0x81AE +#define GL_KEEP 0x1E00 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 +#define GL_LAYER_NV 0x8DAA +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEFAULT_INTEL 0 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 +#define GL_LAYOUT_LINEAR_INTEL 1 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LEFT 0x0406 +#define GL_LEQUAL 0x0203 +#define GL_LERP_ATI 0x8969 +#define GL_LESS 0x0201 +#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_LIGHT_ENV_MODE_SGIX 0x8407 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LINE 0x1B01 +#define GL_LINEAR 0x2601 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 +#define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F +#define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 +#define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 +#define GL_LINEAR_DETAIL_SGIS 0x8097 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE +#define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF +#define GL_LINEAR_SHARPEN_SGIS 0x80AD +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_LINES 0x0001 +#define GL_LINES_ADJACENCY_ARB 0x000A +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_BIT 0x00000004 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LINE_STRIP 0x0003 +#define GL_LINE_STRIP_ADJACENCY_ARB 0x000B +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_LINE_TOKEN 0x0702 +#define GL_LINE_TO_NV 0x04 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_COMMAND_NV 0x000D +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINK_STATUS 0x8B82 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_BIT 0x00020000 +#define GL_LIST_INDEX 0x0B33 +#define GL_LIST_MODE 0x0B30 +#define GL_LIST_PRIORITY_SGIX 0x8182 +#define GL_LOAD 0x0101 +#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED +#define GL_LOCAL_CONSTANT_EXT 0x87C3 +#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC +#define GL_LOCAL_EXT 0x87C4 +#define GL_LOCATION 0x930E +#define GL_LOCATION_COMPONENT 0x934A +#define GL_LOCATION_INDEX 0x930F +#define GL_LOGIC_OP 0x0BF1 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_LOW_INT 0x8DF3 +#define GL_LO_BIAS_NV 0x8715 +#define GL_LO_SCALE_NV 0x870F +#define GL_LUID_SIZE_EXT 8 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE16F_ARB 0x881E +#define GL_LUMINANCE16I_EXT 0x8D8C +#define GL_LUMINANCE16UI_EXT 0x8D7A +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE16_SNORM 0x9019 +#define GL_LUMINANCE32F_ARB 0x8818 +#define GL_LUMINANCE32I_EXT 0x8D86 +#define GL_LUMINANCE32UI_EXT 0x8D74 +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE8I_EXT 0x8D92 +#define GL_LUMINANCE8UI_EXT 0x8D80 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE8_SNORM 0x9015 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_LUMINANCE_ALPHA16F_ARB 0x881F +#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D +#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B +#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 +#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 +#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 +#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 +#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 +#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D +#define GL_LUMINANCE_ALPHA_SNORM 0x9012 +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_FLOAT16_ATI 0x881E +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_FLOAT32_ATI 0x8818 +#define GL_LUMINANCE_INTEGER_EXT 0x8D9C +#define GL_LUMINANCE_SNORM 0x9011 +#define GL_MAD_ATI 0x8968 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_MAJOR_VERSION 0x821B +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_MAP1_BINORMAL_EXT 0x8446 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TANGENT_EXT 0x8444 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 +#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A +#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B +#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C +#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D +#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E +#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F +#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 +#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 +#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 +#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 +#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 +#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 +#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 +#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 +#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 +#define GL_MAP2_BINORMAL_EXT 0x8447 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TANGENT_EXT 0x8445 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 +#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A +#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B +#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C +#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D +#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E +#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F +#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 +#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 +#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 +#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 +#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 +#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 +#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 +#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 +#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 +#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 +#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 +#define GL_MAP_COHERENT_BIT 0x0080 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_PERSISTENT_BIT 0x0040 +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_STENCIL 0x0D11 +#define GL_MAP_TESSELLATION_NV 0x86C2 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX0_NV 0x8630 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX1_NV 0x8631 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX2_NV 0x8632 +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX3_NV 0x8633 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX4_NV 0x8634 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX5_NV 0x8635 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX6_NV 0x8636 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX7_NV 0x8637 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX_EXT 0x87C0 +#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 +#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 +#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 +#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 +#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MATRIX_PALETTE_ARB 0x8840 +#define GL_MATRIX_STRIDE 0x92FF +#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 +#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 +#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 +#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 +#define GL_MAT_EMISSION_BIT_PGI 0x00800000 +#define GL_MAT_SHININESS_BIT_PGI 0x02000000 +#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 +#define GL_MAX 0x8008 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 +#define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 +#define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF +#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 +#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D +#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 +#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 +#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB +#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 +#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 +#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 +#define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_EXT 0x8008 +#define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C +#define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 +#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_LGPU_GPUS_NVX 0x92BA +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 +#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB +#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 +#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 +#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 +#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 +#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 +#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 +#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 +#define GL_MAX_PROGRAM_SUBROUTINE_NUM_NV 0x8F45 +#define GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV 0x8F44 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_MAX_SAMPLES_EXT 0x8D57 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 +#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A +#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 +#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_COORDS_NV 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 +#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 +#define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 +#define GL_MAX_TRACK_MATRICES_NV 0x862F +#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 +#define GL_MAX_VERTEX_HINT_PGI 0x1A22D +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 +#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 +#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 +#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#define GL_MAX_VERTEX_STREAMS_ATI 0x876B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE +#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE +#define GL_MAX_VIEWPORTS 0x825B +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_MESH_SHADER_NV 0x9559 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_MIN 0x8007 +#define GL_MINMAX 0x802E +#define GL_MINMAX_EXT 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_FORMAT_EXT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_MINMAX_SINK_EXT 0x8030 +#define GL_MINOR_VERSION 0x821C +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MIN_EXT 0x8007 +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B +#define GL_MIN_LOD_WARNING_AMD 0x919C +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 +#define GL_MIN_SPARSE_LEVEL_AMD 0x919B +#define GL_MIPMAP 0x8293 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MIRRORED_REPEAT_ARB 0x8370 +#define GL_MIRRORED_REPEAT_IBM 0x8370 +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_EXT 0x8742 +#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_MODELVIEW 0x1700 +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW0_EXT 0x1700 +#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 +#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MODELVIEW1_EXT 0x850A +#define GL_MODELVIEW1_MATRIX_EXT 0x8506 +#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_PROJECTION_NV 0x8629 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_MODULATE 0x2100 +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_MOVE_TO_NV 0x02 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOV_ATI 0x8961 +#define GL_MULT 0x0103 +#define GL_MULTICAST_GPUS_NV 0x92BA +#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_MULTIPLY_NV 0x9294 +#define GL_MULTISAMPLE 0x809D +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_MULTISAMPLE_3DFX 0x86B2 +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +#define GL_MULTISAMPLE_BIT_EXT 0x20000000 +#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 +#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 +#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_MULTISAMPLE_SGIS 0x809D +#define GL_MUL_ATI 0x8964 +#define GL_MVP_MATRIX_EXT 0x87E3 +#define GL_N3F_V3F 0x2A25 +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA +#define GL_NAME_LENGTH 0x92F9 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_NAND 0x150E +#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 +#define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 +#define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 +#define GL_NEAREST 0x2600 +#define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E +#define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_NEGATIVE_ONE_EXT 0x87DF +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_NEGATIVE_W_EXT 0x87DC +#define GL_NEGATIVE_X_EXT 0x87D9 +#define GL_NEGATIVE_Y_EXT 0x87DA +#define GL_NEGATIVE_Z_EXT 0x87DB +#define GL_NEVER 0x0200 +#define GL_NEXT_BUFFER_NV -2 +#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 +#define GL_NICEST 0x1102 +#define GL_NONE 0 +#define GL_NOOP 0x1505 +#define GL_NOP_COMMAND_NV 0x0001 +#define GL_NOR 0x1508 +#define GL_NORMALIZE 0x0BA1 +#define GL_NORMALIZED_RANGE_EXT 0x87E0 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C +#define GL_NORMAL_ARRAY_LIST_IBM 103071 +#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 +#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_BIT_PGI 0x08000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_NORMAL_MAP_EXT 0x8511 +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_NOTEQUAL 0x0205 +#define GL_NO_ERROR 0 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_NUM_EXTENSIONS 0x821D +#define GL_NUM_FILL_STREAMS_NV 0x8E29 +#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F +#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 +#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 +#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 +#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 +#define GL_NUM_PASSES_ATI 0x8970 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 +#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 +#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 +#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_LINEAR_NV 0x2401 +#define GL_OBJECT_LINE_SGIS 0x81F7 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_PLANE 0x2501 +#define GL_OBJECT_POINT_SGIS 0x81F5 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_OBJECT_TYPE 0x9112 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F +#define GL_OCCLUSION_TEST_HP 0x8165 +#define GL_OCCLUSION_TEST_RESULT_HP 0x8166 +#define GL_OFFSET 0x92FC +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_ONE 1 +#define GL_ONE_EXT 0x87DE +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_OPERAND2_ALPHA_ARB 0x859A +#define GL_OPERAND2_ALPHA_EXT 0x859A +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND3_ALPHA_NV 0x859B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_OP_ADD_EXT 0x8787 +#define GL_OP_CLAMP_EXT 0x878E +#define GL_OP_CROSS_PRODUCT_EXT 0x8797 +#define GL_OP_DOT3_EXT 0x8784 +#define GL_OP_DOT4_EXT 0x8785 +#define GL_OP_EXP_BASE_2_EXT 0x8791 +#define GL_OP_FLOOR_EXT 0x878F +#define GL_OP_FRAC_EXT 0x8789 +#define GL_OP_INDEX_EXT 0x8782 +#define GL_OP_LOG_BASE_2_EXT 0x8792 +#define GL_OP_MADD_EXT 0x8788 +#define GL_OP_MAX_EXT 0x878A +#define GL_OP_MIN_EXT 0x878B +#define GL_OP_MOV_EXT 0x8799 +#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 +#define GL_OP_MUL_EXT 0x8786 +#define GL_OP_NEGATE_EXT 0x8783 +#define GL_OP_POWER_EXT 0x8793 +#define GL_OP_RECIP_EXT 0x8794 +#define GL_OP_RECIP_SQRT_EXT 0x8795 +#define GL_OP_ROUND_EXT 0x8790 +#define GL_OP_SET_GE_EXT 0x878C +#define GL_OP_SET_LT_EXT 0x878D +#define GL_OP_SUB_EXT 0x8796 +#define GL_OR 0x1507 +#define GL_ORDER 0x0A01 +#define GL_OR_INVERTED 0x150D +#define GL_OR_REVERSE 0x150B +#define GL_OUTPUT_COLOR0_EXT 0x879B +#define GL_OUTPUT_COLOR1_EXT 0x879C +#define GL_OUTPUT_FOG_EXT 0x87BD +#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D +#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 +#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 +#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 +#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA +#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB +#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC +#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD +#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE +#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF +#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 +#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E +#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 +#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 +#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 +#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 +#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 +#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 +#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 +#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 +#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 +#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA +#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F +#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB +#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC +#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 +#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 +#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 +#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 +#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 +#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 +#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 +#define GL_OUTPUT_VERTEX_EXT 0x879A +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_OVERLAY_KHR 0x9296 +#define GL_OVERLAY_NV 0x9296 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_PACK_CMYK_HINT_EXT 0x800E +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_PACK_INVERT_MESA 0x8758 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_RESAMPLE_OML 0x8984 +#define GL_PACK_RESAMPLE_SGIX 0x842E +#define GL_PACK_ROW_BYTES_APPLE 0x8A15 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 +#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 +#define GL_PARAMETER_BUFFER 0x80EE +#define GL_PARAMETER_BUFFER_ARB 0x80EE +#define GL_PARAMETER_BUFFER_BINDING 0x80EF +#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF +#define GL_PARTIAL_SUCCESS_NV 0x902E +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_PATCHES 0x000E +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FOG_GEN_MODE_NV 0x90AC +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFORMANCE_MONITOR_AMD 0x9152 +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_PERTURB_EXT 0x85AE +#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 +#define GL_PER_GPU_STORAGE_NV 0x9548 +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 +#define GL_PHONG_HINT_WIN 0x80EB +#define GL_PHONG_WIN 0x80EA +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE +#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 +#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 +#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 +#define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 +#define GL_PIXEL_MAG_FILTER_EXT 0x8331 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MIN_FILTER_EXT 0x8332 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED +#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB +#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 +#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 +#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 +#define GL_PIXEL_TEXTURE_SGIS 0x8353 +#define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B +#define GL_PIXEL_TEX_GEN_SGIX 0x8139 +#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E +#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F +#define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 +#define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 +#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 +#define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 +#define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 +#define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 +#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 +#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 +#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF +#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_PN_TRIANGLES_ATI 0x87F0 +#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 +#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 +#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 +#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 +#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 +#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 +#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 +#define GL_POINT 0x1B00 +#define GL_POINTS 0x0000 +#define GL_POINT_BIT 0x00000002 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_SIZE_MAX_SGIS 0x8127 +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MIN_SGIS 0x8126 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_POINT_SPRITE 0x8861 +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_POINT_SPRITE_NV 0x8861 +#define GL_POINT_SPRITE_R_MODE_NV 0x8863 +#define GL_POINT_TOKEN 0x0701 +#define GL_POLYGON 0x0009 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +#define GL_POLYGON_OFFSET_COMMAND_NV 0x000E +#define GL_POLYGON_OFFSET_EXT 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_POSITION 0x1203 +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C +#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 +#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B +#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 +#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C +#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A +#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 +#define GL_PRESENT_DURATION_NV 0x8E2B +#define GL_PRESENT_TIME_NV 0x8E2A +#define GL_PRESERVE_ATI 0x8762 +#define GL_PREVIOUS 0x8578 +#define GL_PREVIOUS_ARB 0x8578 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_PRIMITIVES_GENERATED_NV 0x8C87 +#define GL_PRIMITIVES_SUBMITTED 0x82EF +#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF +#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE +#define GL_PRIMITIVE_ID_NV 0x8C7C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 +#define GL_PRIMITIVE_RESTART_NV 0x8558 +#define GL_PROGRAM 0x82E2 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_PROGRAM_ERROR_POSITION_NV 0x864B +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_PROGRAM_ERROR_STRING_NV 0x8874 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_LENGTH_NV 0x8627 +#define GL_PROGRAM_MATRIX_EXT 0x8E2D +#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_PROGRAM_PARAMETER_NV 0x8644 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 +#define GL_PROGRAM_RESIDENT_NV 0x8647 +#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_PROGRAM_STRING_NV 0x8628 +#define GL_PROGRAM_TARGET_NV 0x8646 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_PROJECTION 0x1701 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_PROVOKING_VERTEX_EXT 0x8E4F +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_PROXY_HISTOGRAM_EXT 0x8025 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 +#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_PROXY_TEXTURE_4D_SGIS 0x8135 +#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 +#define GL_PURGEABLE_APPLE 0x8A1D +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB +#define GL_Q 0x2003 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_QUADS 0x0007 +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C +#define GL_QUAD_ALPHA4_SGIS 0x811E +#define GL_QUAD_ALPHA8_SGIS 0x811F +#define GL_QUAD_INTENSITY4_SGIS 0x8122 +#define GL_QUAD_INTENSITY8_SGIS 0x8123 +#define GL_QUAD_LUMINANCE4_SGIS 0x8120 +#define GL_QUAD_LUMINANCE8_SGIS 0x8121 +#define GL_QUAD_MESH_SUN 0x8614 +#define GL_QUAD_STRIP 0x0008 +#define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_QUERY 0x82E3 +#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_AMD 0x9192 +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 +#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 +#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_OBJECT_AMD 0x9153 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_QUERY_RESOURCE_BUFFEROBJECT_NV 0x9547 +#define GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV 0x9542 +#define GL_QUERY_RESOURCE_RENDERBUFFER_NV 0x9546 +#define GL_QUERY_RESOURCE_SYS_RESERVED_NV 0x9544 +#define GL_QUERY_RESOURCE_TEXTURE_NV 0x9545 +#define GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV 0x9540 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 +#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 +#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 +#define GL_QUERY_TARGET 0x82EA +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_R 0x2002 +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_R11F_G11F_B10F_EXT 0x8C3A +#define GL_R16 0x822A +#define GL_R16F 0x822D +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R16_SNORM 0x8F98 +#define GL_R1UI_C3F_V3F_SUN 0x85C6 +#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 +#define GL_R1UI_C4UB_V3F_SUN 0x85C5 +#define GL_R1UI_N3F_V3F_SUN 0x85C7 +#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB +#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA +#define GL_R1UI_T2F_V3F_SUN 0x85C9 +#define GL_R1UI_V3F_SUN 0x85C4 +#define GL_R32F 0x822E +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_R3_G3_B2 0x2A10 +#define GL_R8 0x8229 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R8_SNORM 0x8F94 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_RASTERIZER_DISCARD_EXT 0x8C89 +#define GL_RASTERIZER_DISCARD_NV 0x8C89 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_READ_BUFFER 0x0C02 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_READ_ONLY 0x88B8 +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B +#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 +#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D +#define GL_READ_WRITE 0x88BA +#define GL_READ_WRITE_ARB 0x88BA +#define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE +#define GL_RECT_NV 0xF6 +#define GL_RED 0x1903 +#define GL_REDUCE 0x8016 +#define GL_REDUCE_EXT 0x8016 +#define GL_RED_BIAS 0x0D15 +#define GL_RED_BITS 0x0D52 +#define GL_RED_BIT_ATI 0x00000001 +#define GL_RED_INTEGER 0x8D94 +#define GL_RED_INTEGER_EXT 0x8D94 +#define GL_RED_MAX_CLAMP_INGR 0x8564 +#define GL_RED_MIN_CLAMP_INGR 0x8560 +#define GL_RED_NV 0x1903 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_SNORM 0x8F90 +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E +#define GL_REFERENCE_PLANE_SGIX 0x817D +#define GL_REFLECTION_MAP 0x8512 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_REFLECTION_MAP_EXT 0x8512 +#define GL_REFLECTION_MAP_NV 0x8512 +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_10_ATI 0x892B +#define GL_REG_11_ATI 0x892C +#define GL_REG_12_ATI 0x892D +#define GL_REG_13_ATI 0x892E +#define GL_REG_14_ATI 0x892F +#define GL_REG_15_ATI 0x8930 +#define GL_REG_16_ATI 0x8931 +#define GL_REG_17_ATI 0x8932 +#define GL_REG_18_ATI 0x8933 +#define GL_REG_19_ATI 0x8934 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_20_ATI 0x8935 +#define GL_REG_21_ATI 0x8936 +#define GL_REG_22_ATI 0x8937 +#define GL_REG_23_ATI 0x8938 +#define GL_REG_24_ATI 0x8939 +#define GL_REG_25_ATI 0x893A +#define GL_REG_26_ATI 0x893B +#define GL_REG_27_ATI 0x893C +#define GL_REG_28_ATI 0x893D +#define GL_REG_29_ATI 0x893E +#define GL_REG_2_ATI 0x8923 +#define GL_REG_30_ATI 0x893F +#define GL_REG_31_ATI 0x8940 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_REG_6_ATI 0x8927 +#define GL_REG_7_ATI 0x8928 +#define GL_REG_8_ATI 0x8929 +#define GL_REG_9_ATI 0x892A +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_RELEASED_APPLE 0x8A19 +#define GL_RENDER 0x1C00 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 +#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERER 0x1F01 +#define GL_RENDER_GPU_MASK_NV 0x9558 +#define GL_RENDER_MODE 0x0C40 +#define GL_REPEAT 0x2901 +#define GL_REPLACE 0x1E01 +#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 +#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 +#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 +#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 +#define GL_REPLACEMENT_CODE_SUN 0x81D8 +#define GL_REPLACE_EXT 0x8062 +#define GL_REPLACE_MIDDLE_SUN 0x0002 +#define GL_REPLACE_OLDEST_SUN 0x0003 +#define GL_REPLACE_VALUE_AMD 0x874B +#define GL_REPLICATE_BORDER 0x8153 +#define GL_REPLICATE_BORDER_HP 0x8153 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#define GL_RESAMPLE_AVERAGE_OML 0x8988 +#define GL_RESAMPLE_DECIMATE_OML 0x8989 +#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 +#define GL_RESAMPLE_REPLICATE_OML 0x8986 +#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 +#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 +#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 +#define GL_RESCALE_NORMAL 0x803A +#define GL_RESCALE_NORMAL_EXT 0x803A +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_RESTART_SUN 0x0001 +#define GL_RETAINED_APPLE 0x8A1B +#define GL_RETURN 0x0102 +#define GL_RG 0x8227 +#define GL_RG16 0x822C +#define GL_RG16F 0x822F +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG16_SNORM 0x8F99 +#define GL_RG32F 0x8230 +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_RG8 0x822B +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB 0x1907 +#define GL_RGB10 0x8052 +#define GL_RGB10_A2 0x8059 +#define GL_RGB10_A2UI 0x906F +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGB16F 0x881B +#define GL_RGB16F_ARB 0x881B +#define GL_RGB16I 0x8D89 +#define GL_RGB16I_EXT 0x8D89 +#define GL_RGB16UI 0x8D77 +#define GL_RGB16UI_EXT 0x8D77 +#define GL_RGB16_EXT 0x8054 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGB2_EXT 0x804E +#define GL_RGB32F 0x8815 +#define GL_RGB32F_ARB 0x8815 +#define GL_RGB32I 0x8D83 +#define GL_RGB32I_EXT 0x8D83 +#define GL_RGB32UI 0x8D71 +#define GL_RGB32UI_EXT 0x8D71 +#define GL_RGB4 0x804F +#define GL_RGB4_EXT 0x804F +#define GL_RGB4_S3TC 0x83A1 +#define GL_RGB5 0x8050 +#define GL_RGB565 0x8D62 +#define GL_RGB5_A1 0x8057 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB8I 0x8D8F +#define GL_RGB8I_EXT 0x8D8F +#define GL_RGB8UI 0x8D7D +#define GL_RGB8UI_EXT 0x8D7D +#define GL_RGB8_EXT 0x8051 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGB9_E5 0x8C3D +#define GL_RGB9_E5_EXT 0x8C3D +#define GL_RGBA 0x1908 +#define GL_RGBA12 0x805A +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16 0x805B +#define GL_RGBA16F 0x881A +#define GL_RGBA16F_ARB 0x881A +#define GL_RGBA16I 0x8D88 +#define GL_RGBA16I_EXT 0x8D88 +#define GL_RGBA16UI 0x8D76 +#define GL_RGBA16UI_EXT 0x8D76 +#define GL_RGBA16_EXT 0x805B +#define GL_RGBA16_SNORM 0x8F9B +#define GL_RGBA2 0x8055 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA32F 0x8814 +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGBA32I 0x8D82 +#define GL_RGBA32I_EXT 0x8D82 +#define GL_RGBA32UI 0x8D70 +#define GL_RGBA32UI_EXT 0x8D70 +#define GL_RGBA4 0x8056 +#define GL_RGBA4_DXT5_S3TC 0x83A5 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGBA4_S3TC 0x83A3 +#define GL_RGBA8 0x8058 +#define GL_RGBA8I 0x8D8E +#define GL_RGBA8I_EXT 0x8D8E +#define GL_RGBA8UI 0x8D7C +#define GL_RGBA8UI_EXT 0x8D7C +#define GL_RGBA8_EXT 0x8058 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_RGBA_DXT5_S3TC 0x83A4 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGBA_FLOAT16_ATI 0x881A +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGBA_FLOAT32_ATI 0x8814 +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_RGBA_FLOAT_MODE_ATI 0x8820 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_RGBA_INTEGER_EXT 0x8D99 +#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E +#define GL_RGBA_MODE 0x0C31 +#define GL_RGBA_S3TC 0x83A2 +#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C +#define GL_RGBA_SNORM 0x8F93 +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_RGB_422_APPLE 0x8A1F +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_RGB_FLOAT16_ATI 0x881B +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_RGB_FLOAT32_ATI 0x8815 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGB_INTEGER_EXT 0x8D98 +#define GL_RGB_RAW_422_APPLE 0x8A51 +#define GL_RGB_S3TC 0x83A0 +#define GL_RGB_SCALE 0x8573 +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_RGB_SNORM 0x8F92 +#define GL_RG_INTEGER 0x8228 +#define GL_RG_SNORM 0x8F91 +#define GL_RIGHT 0x0407 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_ROUND_NV 0x90A4 +#define GL_S 0x2000 +#define GL_SAMPLER 0x82E6 +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_SAMPLER_BUFFER_AMD 0x9001 +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 +#define GL_SAMPLER_OBJECT_AMD 0x9155 +#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLES_3DFX 0x86B4 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLES_EXT 0x80A9 +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SAMPLES_PASSED_ARB 0x8914 +#define GL_SAMPLES_SGIS 0x80A9 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E +#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLE_BUFFERS_EXT 0x80A8 +#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_LOCATION_ARB 0x8E50 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_EXT 0x80A0 +#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB +#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB +#define GL_SAMPLE_MASK_NV 0x8E51 +#define GL_SAMPLE_MASK_SGIS 0x80A0 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA +#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 +#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA +#define GL_SAMPLE_PATTERN_EXT 0x80AC +#define GL_SAMPLE_PATTERN_SGIS 0x80AC +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_POSITION_NV 0x8E50 +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_SCALAR_EXT 0x87BE +#define GL_SCALEBIAS_HINT_SGIX 0x8322 +#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCISSOR_BIT 0x00080000 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +#define GL_SCISSOR_COMMAND_NV 0x0011 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCREEN_COORDINATES_REND 0x8490 +#define GL_SCREEN_KHR 0x9295 +#define GL_SCREEN_NV 0x9295 +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E +#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 +#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 +#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_SELECT 0x1C02 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 +#define GL_SEMAPHORE_TYPE_NV 0x95B3 +#define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 +#define GL_SEPARABLE_2D 0x8012 +#define GL_SEPARABLE_2D_EXT 0x8012 +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D +#define GL_SEPARATE_ATTRIBS_NV 0x8C8D +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA +#define GL_SET 0x150F +#define GL_SET_AMD 0x874A +#define GL_SHADER 0x82E1 +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 +#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV 0x00000010 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_TYPE 0x8B4F +#define GL_SHADE_MODEL 0x0B54 +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +#define GL_SHADOW_AMBIENT_SGIX 0x80BF +#define GL_SHADOW_ATTENUATION_EXT 0x834E +#define GL_SHARED_EDGE_NV 0xC0 +#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB +#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 +#define GL_SHININESS 0x1601 +#define GL_SHORT 0x1402 +#define GL_SIGNALED 0x9119 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SKIP_COMPONENTS1_NV -6 +#define GL_SKIP_COMPONENTS2_NV -5 +#define GL_SKIP_COMPONENTS3_NV -4 +#define GL_SKIP_COMPONENTS4_NV -3 +#define GL_SKIP_DECODE_EXT 0x8A4A +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_SLICE_ACCUM_SUN 0x85CC +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_SMOOTH 0x1D01 +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_SM_COUNT_NV 0x933B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SPARE0_NV 0x852E +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_SPARE1_NV 0x852F +#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 +#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 +#define GL_SPECULAR 0x1202 +#define GL_SPHERE_MAP 0x2402 +#define GL_SPIR_V_BINARY 0x9552 +#define GL_SPIR_V_BINARY_ARB 0x9552 +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPRITE_AXIAL_SGIX 0x814C +#define GL_SPRITE_AXIS_SGIX 0x814A +#define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E +#define GL_SPRITE_MODE_SGIX 0x8149 +#define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D +#define GL_SPRITE_SGIX 0x8148 +#define GL_SPRITE_TRANSLATION_SGIX 0x814B +#define GL_SQUARE_NV 0x90A3 +#define GL_SR8_EXT 0x8FBD +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_ALPHA 0x8589 +#define GL_SRC1_COLOR 0x88F9 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_ALPHA 0x858A +#define GL_SRC2_RGB 0x8582 +#define GL_SRC_ALPHA 0x0302 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_COLOR 0x0300 +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_SRG8_EXT 0x8FBE +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_STATIC_ATI 0x8760 +#define GL_STATIC_COPY 0x88E6 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_VERTEX_ARRAY_IBM 103061 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_INDEX 0x1901 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_OP_VALUE_AMD 0x874C +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_REF_COMMAND_NV 0x000C +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_STENCIL_TAG_BITS_EXT 0x88F2 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STEREO 0x0C33 +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_CLIENT_APPLE 0x85B4 +#define GL_STORAGE_PRIVATE_APPLE 0x85BD +#define GL_STORAGE_SHARED_APPLE 0x85BF +#define GL_STREAM_COPY 0x88E2 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_RASTERIZATION_AMD 0x91A0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 +#define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 +#define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F +#define GL_SUBTRACT 0x84E7 +#define GL_SUBTRACT_ARB 0x84E7 +#define GL_SUB_ATI 0x8965 +#define GL_SUCCESS_NV 0x902F +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +#define GL_SURFACE_MAPPED_NV 0x8700 +#define GL_SURFACE_REGISTERED_NV 0x86FD +#define GL_SURFACE_STATE_NV 0x86EB +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_SWIZZLE_STRQ_ATI 0x897A +#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_X11_FENCE_EXT 0x90E1 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_T 0x2001 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 +#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 +#define GL_T2F_IUI_V2F_EXT 0x81B1 +#define GL_T2F_IUI_V3F_EXT 0x81B2 +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_T4F_V4F 0x2A28 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_TABLE_TOO_LARGE_EXT 0x8031 +#define GL_TANGENT_ARRAY_EXT 0x8439 +#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 +#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F +#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_TASK_SHADER_NV 0x955A +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 +#define GL_TESSELLATION_FACTOR_AMD 0x9005 +#define GL_TESSELLATION_MODE_AMD 0x9004 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_CONTROL_PROGRAM_NV 0x891E +#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 +#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F +#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TEXCOORD1_BIT_PGI 0x10000000 +#define GL_TEXCOORD2_BIT_PGI 0x20000000 +#define GL_TEXCOORD3_BIT_PGI 0x40000000 +#define GL_TEXCOORD4_BIT_PGI 0x80000000 +#define GL_TEXTURE 0x1702 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_TEXTURE31_ARB 0x84DF +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 +#define GL_TEXTURE_1D_BINDING_EXT 0x8068 +#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D +#define GL_TEXTURE_1D_STACK_MESAX 0x8759 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A +#define GL_TEXTURE_2D_BINDING_EXT 0x8069 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E +#define GL_TEXTURE_2D_STACK_MESAX 0x875A +#define GL_TEXTURE_3D 0x806F +#define GL_TEXTURE_3D_BINDING_EXT 0x806A +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_TEXTURE_4DSIZE_SGIS 0x8136 +#define GL_TEXTURE_4D_BINDING_SGIS 0x814F +#define GL_TEXTURE_4D_SGIS 0x8134 +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 +#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 +#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_TEXTURE_BUFFER_ARB 0x8C2A +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E +#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 +#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 +#define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 +#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 +#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 +#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 +#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 +#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC +#define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF +#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C +#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B +#define GL_TEXTURE_COMPARE_SGIX 0x819A +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF +#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F +#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 +#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 +#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_NV 0x8C79 +#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 +#define GL_TEXTURE_DEFORMATION_SGIX 0x8195 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 +#define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C +#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C +#define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 +#define GL_TEXTURE_LIGHT_EXT 0x8350 +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 +#define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 +#define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E +#define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MAG_SIZE_NV 0x871F +#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 +#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B +#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 +#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_MAX_LOD_SGIS 0x813B +#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MIN_LOD_SGIS 0x813A +#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E +#define GL_TEXTURE_NORMAL_EXT 0x85AF +#define GL_TEXTURE_POST_SPECULAR_HP 0x8168 +#define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_PRIORITY_EXT 0x8066 +#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 +#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_RECTANGLE_NV 0x84F5 +#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 +#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 +#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_RESIDENT_EXT 0x8067 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F +#define GL_TEXTURE_SPARSE_ARB 0x91A6 +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 +#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC +#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 +#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 +#define GL_TEXTURE_TARGET 0x1006 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 +#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_WRAP_Q_SGIS 0x8137 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 +#define GL_TILE_RASTER_ORDER_FIXED_MESA 0x8BB8 +#define GL_TILE_RASTER_ORDER_INCREASING_X_MESA 0x8BB9 +#define GL_TILE_RASTER_ORDER_INCREASING_Y_MESA 0x8BBA +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_TIMESTAMP 0x8E28 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIME_ELAPSED_EXT 0x88BF +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_TRACK_MATRIX_NV 0x8648 +#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F +#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F +#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C +#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 +#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC +#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 +#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 +#define GL_TRANSFORM_HINT_APPLE 0x85B1 +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 +#define GL_TRANSPOSE_NV 0x862C +#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLES_ADJACENCY_ARB 0x000C +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_FAN 0x0006 +#define GL_TRIANGLE_LIST_SUN 0x81D7 +#define GL_TRIANGLE_MESH_SUN 0x8615 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_TRUE 1 +#define GL_TYPE 0x92FA +#define GL_UNCORRELATED_NV 0x9282 +#define GL_UNDEFINED_APPLE 0x8A1C +#define GL_UNDEFINED_VERTEX 0x8260 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000A +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF +#define GL_UNIFORM_BUFFER_EXT 0x8DEE +#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 +#define GL_UNPACK_CMYK_HINT_EXT 0x800F +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 +#define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_RESAMPLE_OML 0x8985 +#define GL_UNPACK_RESAMPLE_SGIX 0x842F +#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 +#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNSIGNALED 0x9118 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INT 0x1405 +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_UNSIGNED_INT64_ARB 0x140F +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_UNSIGNED_INT_24_8_EXT 0x84FA +#define GL_UNSIGNED_INT_24_8_NV 0x84FA +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 +#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 +#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F +#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB +#define GL_UPLOAD_GPU_MASK_NVX 0x954A +#define GL_UPPER_LEFT 0x8CA2 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_UTF16_NV 0x909B +#define GL_UTF8_NV 0x909A +#define GL_UUID_SIZE_EXT 16 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_VARIANT_ARRAY_EXT 0x87E8 +#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 +#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 +#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 +#define GL_VARIANT_DATATYPE_EXT 0x87E5 +#define GL_VARIANT_EXT 0x87C1 +#define GL_VARIANT_VALUE_EXT 0x87E4 +#define GL_VBO_FREE_MEMORY_ATI 0x87FB +#define GL_VECTOR_EXT 0x87BF +#define GL_VENDOR 0x1F00 +#define GL_VERSION 0x1F02 +#define GL_VERTEX23_BIT_PGI 0x00000004 +#define GL_VERTEX4_BIT_PGI 0x00000008 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B +#define GL_VERTEX_ARRAY_LIST_IBM 103070 +#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 +#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E +#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E +#define GL_VERTEX_ARRAY_RANGE_NV 0x851D +#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 +#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 +#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F +#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 +#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A +#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B +#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C +#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D +#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E +#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F +#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 +#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 +#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 +#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 +#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 +#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 +#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 +#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 +#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 +#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD +#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 +#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 +#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 +#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 +#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 +#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 +#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 +#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 +#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 +#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B +#define GL_VERTEX_DATA_HINT_PGI 0x1A22A +#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 +#define GL_VERTEX_ID_NV 0x8C7B +#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A +#define GL_VERTEX_PROGRAM_NV 0x8620 +#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_VERTEX_SHADER_EXT 0x8780 +#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF +#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 +#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 +#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 +#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 +#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 +#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 +#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 +#define GL_VERTEX_SOURCE_ATI 0x8774 +#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 +#define GL_VERTEX_STREAM0_ATI 0x876C +#define GL_VERTEX_STREAM1_ATI 0x876D +#define GL_VERTEX_STREAM2_ATI 0x876E +#define GL_VERTEX_STREAM3_ATI 0x876F +#define GL_VERTEX_STREAM4_ATI 0x8770 +#define GL_VERTEX_STREAM5_ATI 0x8771 +#define GL_VERTEX_STREAM6_ATI 0x8772 +#define GL_VERTEX_STREAM7_ATI 0x8773 +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_VERTEX_TEXTURE 0x829B +#define GL_VERTEX_WEIGHTING_EXT 0x8509 +#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C +#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 +#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D +#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F +#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_VERTICES_SUBMITTED 0x82EE +#define GL_VERTICES_SUBMITTED_ARB 0x82EE +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 +#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D +#define GL_VIDEO_BUFFER_NV 0x9020 +#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 +#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B +#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A +#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 +#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 +#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C +#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 +#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 +#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A +#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B +#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C +#define GL_VIEWPORT 0x0BA2 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_VIEWPORT_COMMAND_NV 0x0010 +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_ASTC_10x10_RGBA 0x9393 +#define GL_VIEW_CLASS_ASTC_10x5_RGBA 0x9390 +#define GL_VIEW_CLASS_ASTC_10x6_RGBA 0x9391 +#define GL_VIEW_CLASS_ASTC_10x8_RGBA 0x9392 +#define GL_VIEW_CLASS_ASTC_12x10_RGBA 0x9394 +#define GL_VIEW_CLASS_ASTC_12x12_RGBA 0x9395 +#define GL_VIEW_CLASS_ASTC_4x4_RGBA 0x9388 +#define GL_VIEW_CLASS_ASTC_5x4_RGBA 0x9389 +#define GL_VIEW_CLASS_ASTC_5x5_RGBA 0x938A +#define GL_VIEW_CLASS_ASTC_6x5_RGBA 0x938B +#define GL_VIEW_CLASS_ASTC_6x6_RGBA 0x938C +#define GL_VIEW_CLASS_ASTC_8x5_RGBA 0x938D +#define GL_VIEW_CLASS_ASTC_8x6_RGBA 0x938E +#define GL_VIEW_CLASS_ASTC_8x8_RGBA 0x938F +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_EAC_R11 0x9383 +#define GL_VIEW_CLASS_EAC_RG11 0x9384 +#define GL_VIEW_CLASS_ETC2_EAC_RGBA 0x9387 +#define GL_VIEW_CLASS_ETC2_RGB 0x9385 +#define GL_VIEW_CLASS_ETC2_RGBA 0x9386 +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 +#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 +#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_VOLATILE_APPLE 0x8A1A +#define GL_WAIT_FAILED 0x911D +#define GL_WARPS_PER_SM_NV 0x933A +#define GL_WARP_SIZE_NV 0x9339 +#define GL_WEIGHTED_AVERAGE_ARB 0x9367 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_WIDE_LINE_HINT_PGI 0x1A222 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_WRAP_BORDER_SUN 0x81D4 +#define GL_WRITE_DISCARD_NV 0x88BE +#define GL_WRITE_ONLY 0x88B9 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A +#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 +#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C +#define GL_W_EXT 0x87D8 +#define GL_XOR 0x1506 +#define GL_XOR_NV 0x1506 +#define GL_X_EXT 0x87D5 +#define GL_YCBAYCR8A_4224_NV 0x9032 +#define GL_YCBCR_422_APPLE 0x85B9 +#define GL_YCBCR_MESA 0x8757 +#define GL_YCBYCR8_422_NV 0x9031 +#define GL_YCRCBA_SGIX 0x8319 +#define GL_YCRCB_422_SGIX 0x81BB +#define GL_YCRCB_444_SGIX 0x81BC +#define GL_YCRCB_SGIX 0x8318 +#define GL_Y_EXT 0x87D6 +#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 +#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 +#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 +#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 +#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 +#define GL_ZERO 0 +#define GL_ZERO_EXT 0x87DD +#define GL_ZERO_TO_ONE 0x935F +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_Z_EXT 0x87D7 + + +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_GLAD_API_PTR + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_GLAD_API_PTR funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_GLAD_API_PTR + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_GLAD_API_PTR __stdcall +#else +# define KHRONOS_GLAD_API_PTR +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + +typedef unsigned int GLenum; + +typedef unsigned char GLboolean; + +typedef unsigned int GLbitfield; + +typedef void GLvoid; + +typedef khronos_int8_t GLbyte; + +typedef khronos_uint8_t GLubyte; + +typedef khronos_int16_t GLshort; + +typedef khronos_uint16_t GLushort; + +typedef int GLint; + +typedef unsigned int GLuint; + +typedef khronos_int32_t GLclampx; + +typedef int GLsizei; + +typedef khronos_float_t GLfloat; + +typedef khronos_float_t GLclampf; + +typedef double GLdouble; + +typedef double GLclampd; + +typedef void *GLeglClientBufferEXT; + +typedef void *GLeglImageOES; + +typedef char GLchar; + +typedef char GLcharARB; + +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif + +typedef khronos_uint16_t GLhalf; + +typedef khronos_uint16_t GLhalfARB; + +typedef khronos_int32_t GLfixed; + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptr; +#else +typedef khronos_intptr_t GLintptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_intptr_t GLintptrARB; +#else +typedef khronos_intptr_t GLintptrARB; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptr; +#else +typedef khronos_ssize_t GLsizeiptr; +#endif + +#if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) +typedef khronos_ssize_t GLsizeiptrARB; +#else +typedef khronos_ssize_t GLsizeiptrARB; +#endif + +typedef khronos_int64_t GLint64; + +typedef khronos_int64_t GLint64EXT; + +typedef khronos_uint64_t GLuint64; + +typedef khronos_uint64_t GLuint64EXT; + +typedef struct __GLsync *GLsync; + +struct _cl_context; + +struct _cl_event; + +typedef void (GLAD_API_PTR *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + +typedef void (GLAD_API_PTR *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); + +typedef unsigned short GLhalfNV; + +typedef GLintptr GLvdpauSurfaceNV; + +typedef void (GLAD_API_PTR *GLVULKANPROCNV)(void); + + + +#define GL_VERSION_1_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_0; +#define GL_VERSION_1_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_1; +#define GL_VERSION_1_2 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_2; +#define GL_VERSION_1_3 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_3; +#define GL_VERSION_1_4 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_4; +#define GL_VERSION_1_5 1 +GLAD_API_CALL int GLAD_GL_VERSION_1_5; +#define GL_VERSION_2_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_2_0; +#define GL_VERSION_2_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_2_1; +#define GL_VERSION_3_0 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_0; +#define GL_VERSION_3_1 1 +GLAD_API_CALL int GLAD_GL_VERSION_3_1; +#define GL_3DFX_multisample 1 +GLAD_API_CALL int GLAD_GL_3DFX_multisample; +#define GL_3DFX_tbuffer 1 +GLAD_API_CALL int GLAD_GL_3DFX_tbuffer; +#define GL_3DFX_texture_compression_FXT1 1 +GLAD_API_CALL int GLAD_GL_3DFX_texture_compression_FXT1; +#define GL_AMD_blend_minmax_factor 1 +GLAD_API_CALL int GLAD_GL_AMD_blend_minmax_factor; +#define GL_AMD_conservative_depth 1 +GLAD_API_CALL int GLAD_GL_AMD_conservative_depth; +#define GL_AMD_debug_output 1 +GLAD_API_CALL int GLAD_GL_AMD_debug_output; +#define GL_AMD_depth_clamp_separate 1 +GLAD_API_CALL int GLAD_GL_AMD_depth_clamp_separate; +#define GL_AMD_draw_buffers_blend 1 +GLAD_API_CALL int GLAD_GL_AMD_draw_buffers_blend; +#define GL_AMD_framebuffer_multisample_advanced 1 +GLAD_API_CALL int GLAD_GL_AMD_framebuffer_multisample_advanced; +#define GL_AMD_framebuffer_sample_positions 1 +GLAD_API_CALL int GLAD_GL_AMD_framebuffer_sample_positions; +#define GL_AMD_gcn_shader 1 +GLAD_API_CALL int GLAD_GL_AMD_gcn_shader; +#define GL_AMD_gpu_shader_half_float 1 +GLAD_API_CALL int GLAD_GL_AMD_gpu_shader_half_float; +#define GL_AMD_gpu_shader_int16 1 +GLAD_API_CALL int GLAD_GL_AMD_gpu_shader_int16; +#define GL_AMD_gpu_shader_int64 1 +GLAD_API_CALL int GLAD_GL_AMD_gpu_shader_int64; +#define GL_AMD_interleaved_elements 1 +GLAD_API_CALL int GLAD_GL_AMD_interleaved_elements; +#define GL_AMD_multi_draw_indirect 1 +GLAD_API_CALL int GLAD_GL_AMD_multi_draw_indirect; +#define GL_AMD_name_gen_delete 1 +GLAD_API_CALL int GLAD_GL_AMD_name_gen_delete; +#define GL_AMD_occlusion_query_event 1 +GLAD_API_CALL int GLAD_GL_AMD_occlusion_query_event; +#define GL_AMD_performance_monitor 1 +GLAD_API_CALL int GLAD_GL_AMD_performance_monitor; +#define GL_AMD_pinned_memory 1 +GLAD_API_CALL int GLAD_GL_AMD_pinned_memory; +#define GL_AMD_query_buffer_object 1 +GLAD_API_CALL int GLAD_GL_AMD_query_buffer_object; +#define GL_AMD_sample_positions 1 +GLAD_API_CALL int GLAD_GL_AMD_sample_positions; +#define GL_AMD_seamless_cubemap_per_texture 1 +GLAD_API_CALL int GLAD_GL_AMD_seamless_cubemap_per_texture; +#define GL_AMD_shader_atomic_counter_ops 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_atomic_counter_ops; +#define GL_AMD_shader_ballot 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_ballot; +#define GL_AMD_shader_explicit_vertex_parameter 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_explicit_vertex_parameter; +#define GL_AMD_shader_gpu_shader_half_float_fetch 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_gpu_shader_half_float_fetch; +#define GL_AMD_shader_image_load_store_lod 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_image_load_store_lod; +#define GL_AMD_shader_stencil_export 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_stencil_export; +#define GL_AMD_shader_trinary_minmax 1 +GLAD_API_CALL int GLAD_GL_AMD_shader_trinary_minmax; +#define GL_AMD_sparse_texture 1 +GLAD_API_CALL int GLAD_GL_AMD_sparse_texture; +#define GL_AMD_stencil_operation_extended 1 +GLAD_API_CALL int GLAD_GL_AMD_stencil_operation_extended; +#define GL_AMD_texture_gather_bias_lod 1 +GLAD_API_CALL int GLAD_GL_AMD_texture_gather_bias_lod; +#define GL_AMD_texture_texture4 1 +GLAD_API_CALL int GLAD_GL_AMD_texture_texture4; +#define GL_AMD_transform_feedback3_lines_triangles 1 +GLAD_API_CALL int GLAD_GL_AMD_transform_feedback3_lines_triangles; +#define GL_AMD_transform_feedback4 1 +GLAD_API_CALL int GLAD_GL_AMD_transform_feedback4; +#define GL_AMD_vertex_shader_layer 1 +GLAD_API_CALL int GLAD_GL_AMD_vertex_shader_layer; +#define GL_AMD_vertex_shader_tessellator 1 +GLAD_API_CALL int GLAD_GL_AMD_vertex_shader_tessellator; +#define GL_AMD_vertex_shader_viewport_index 1 +GLAD_API_CALL int GLAD_GL_AMD_vertex_shader_viewport_index; +#define GL_APPLE_aux_depth_stencil 1 +GLAD_API_CALL int GLAD_GL_APPLE_aux_depth_stencil; +#define GL_APPLE_client_storage 1 +GLAD_API_CALL int GLAD_GL_APPLE_client_storage; +#define GL_APPLE_element_array 1 +GLAD_API_CALL int GLAD_GL_APPLE_element_array; +#define GL_APPLE_fence 1 +GLAD_API_CALL int GLAD_GL_APPLE_fence; +#define GL_APPLE_float_pixels 1 +GLAD_API_CALL int GLAD_GL_APPLE_float_pixels; +#define GL_APPLE_flush_buffer_range 1 +GLAD_API_CALL int GLAD_GL_APPLE_flush_buffer_range; +#define GL_APPLE_object_purgeable 1 +GLAD_API_CALL int GLAD_GL_APPLE_object_purgeable; +#define GL_APPLE_rgb_422 1 +GLAD_API_CALL int GLAD_GL_APPLE_rgb_422; +#define GL_APPLE_row_bytes 1 +GLAD_API_CALL int GLAD_GL_APPLE_row_bytes; +#define GL_APPLE_specular_vector 1 +GLAD_API_CALL int GLAD_GL_APPLE_specular_vector; +#define GL_APPLE_texture_range 1 +GLAD_API_CALL int GLAD_GL_APPLE_texture_range; +#define GL_APPLE_transform_hint 1 +GLAD_API_CALL int GLAD_GL_APPLE_transform_hint; +#define GL_APPLE_vertex_array_object 1 +GLAD_API_CALL int GLAD_GL_APPLE_vertex_array_object; +#define GL_APPLE_vertex_array_range 1 +GLAD_API_CALL int GLAD_GL_APPLE_vertex_array_range; +#define GL_APPLE_vertex_program_evaluators 1 +GLAD_API_CALL int GLAD_GL_APPLE_vertex_program_evaluators; +#define GL_APPLE_ycbcr_422 1 +GLAD_API_CALL int GLAD_GL_APPLE_ycbcr_422; +#define GL_ARB_ES2_compatibility 1 +GLAD_API_CALL int GLAD_GL_ARB_ES2_compatibility; +#define GL_ARB_ES3_1_compatibility 1 +GLAD_API_CALL int GLAD_GL_ARB_ES3_1_compatibility; +#define GL_ARB_ES3_2_compatibility 1 +GLAD_API_CALL int GLAD_GL_ARB_ES3_2_compatibility; +#define GL_ARB_ES3_compatibility 1 +GLAD_API_CALL int GLAD_GL_ARB_ES3_compatibility; +#define GL_ARB_arrays_of_arrays 1 +GLAD_API_CALL int GLAD_GL_ARB_arrays_of_arrays; +#define GL_ARB_base_instance 1 +GLAD_API_CALL int GLAD_GL_ARB_base_instance; +#define GL_ARB_bindless_texture 1 +GLAD_API_CALL int GLAD_GL_ARB_bindless_texture; +#define GL_ARB_blend_func_extended 1 +GLAD_API_CALL int GLAD_GL_ARB_blend_func_extended; +#define GL_ARB_buffer_storage 1 +GLAD_API_CALL int GLAD_GL_ARB_buffer_storage; +#define GL_ARB_cl_event 1 +GLAD_API_CALL int GLAD_GL_ARB_cl_event; +#define GL_ARB_clear_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_clear_buffer_object; +#define GL_ARB_clear_texture 1 +GLAD_API_CALL int GLAD_GL_ARB_clear_texture; +#define GL_ARB_clip_control 1 +GLAD_API_CALL int GLAD_GL_ARB_clip_control; +#define GL_ARB_color_buffer_float 1 +GLAD_API_CALL int GLAD_GL_ARB_color_buffer_float; +#define GL_ARB_compatibility 1 +GLAD_API_CALL int GLAD_GL_ARB_compatibility; +#define GL_ARB_compressed_texture_pixel_storage 1 +GLAD_API_CALL int GLAD_GL_ARB_compressed_texture_pixel_storage; +#define GL_ARB_compute_shader 1 +GLAD_API_CALL int GLAD_GL_ARB_compute_shader; +#define GL_ARB_compute_variable_group_size 1 +GLAD_API_CALL int GLAD_GL_ARB_compute_variable_group_size; +#define GL_ARB_conditional_render_inverted 1 +GLAD_API_CALL int GLAD_GL_ARB_conditional_render_inverted; +#define GL_ARB_conservative_depth 1 +GLAD_API_CALL int GLAD_GL_ARB_conservative_depth; +#define GL_ARB_copy_buffer 1 +GLAD_API_CALL int GLAD_GL_ARB_copy_buffer; +#define GL_ARB_copy_image 1 +GLAD_API_CALL int GLAD_GL_ARB_copy_image; +#define GL_ARB_cull_distance 1 +GLAD_API_CALL int GLAD_GL_ARB_cull_distance; +#define GL_ARB_debug_output 1 +GLAD_API_CALL int GLAD_GL_ARB_debug_output; +#define GL_ARB_depth_buffer_float 1 +GLAD_API_CALL int GLAD_GL_ARB_depth_buffer_float; +#define GL_ARB_depth_clamp 1 +GLAD_API_CALL int GLAD_GL_ARB_depth_clamp; +#define GL_ARB_depth_texture 1 +GLAD_API_CALL int GLAD_GL_ARB_depth_texture; +#define GL_ARB_derivative_control 1 +GLAD_API_CALL int GLAD_GL_ARB_derivative_control; +#define GL_ARB_direct_state_access 1 +GLAD_API_CALL int GLAD_GL_ARB_direct_state_access; +#define GL_ARB_draw_buffers 1 +GLAD_API_CALL int GLAD_GL_ARB_draw_buffers; +#define GL_ARB_draw_buffers_blend 1 +GLAD_API_CALL int GLAD_GL_ARB_draw_buffers_blend; +#define GL_ARB_draw_elements_base_vertex 1 +GLAD_API_CALL int GLAD_GL_ARB_draw_elements_base_vertex; +#define GL_ARB_draw_indirect 1 +GLAD_API_CALL int GLAD_GL_ARB_draw_indirect; +#define GL_ARB_draw_instanced 1 +GLAD_API_CALL int GLAD_GL_ARB_draw_instanced; +#define GL_ARB_enhanced_layouts 1 +GLAD_API_CALL int GLAD_GL_ARB_enhanced_layouts; +#define GL_ARB_explicit_attrib_location 1 +GLAD_API_CALL int GLAD_GL_ARB_explicit_attrib_location; +#define GL_ARB_explicit_uniform_location 1 +GLAD_API_CALL int GLAD_GL_ARB_explicit_uniform_location; +#define GL_ARB_fragment_coord_conventions 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_coord_conventions; +#define GL_ARB_fragment_layer_viewport 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_layer_viewport; +#define GL_ARB_fragment_program 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_program; +#define GL_ARB_fragment_program_shadow 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_program_shadow; +#define GL_ARB_fragment_shader 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_shader; +#define GL_ARB_fragment_shader_interlock 1 +GLAD_API_CALL int GLAD_GL_ARB_fragment_shader_interlock; +#define GL_ARB_framebuffer_no_attachments 1 +GLAD_API_CALL int GLAD_GL_ARB_framebuffer_no_attachments; +#define GL_ARB_framebuffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_framebuffer_object; +#define GL_ARB_framebuffer_sRGB 1 +GLAD_API_CALL int GLAD_GL_ARB_framebuffer_sRGB; +#define GL_ARB_geometry_shader4 1 +GLAD_API_CALL int GLAD_GL_ARB_geometry_shader4; +#define GL_ARB_get_program_binary 1 +GLAD_API_CALL int GLAD_GL_ARB_get_program_binary; +#define GL_ARB_get_texture_sub_image 1 +GLAD_API_CALL int GLAD_GL_ARB_get_texture_sub_image; +#define GL_ARB_gl_spirv 1 +GLAD_API_CALL int GLAD_GL_ARB_gl_spirv; +#define GL_ARB_gpu_shader5 1 +GLAD_API_CALL int GLAD_GL_ARB_gpu_shader5; +#define GL_ARB_gpu_shader_fp64 1 +GLAD_API_CALL int GLAD_GL_ARB_gpu_shader_fp64; +#define GL_ARB_gpu_shader_int64 1 +GLAD_API_CALL int GLAD_GL_ARB_gpu_shader_int64; +#define GL_ARB_half_float_pixel 1 +GLAD_API_CALL int GLAD_GL_ARB_half_float_pixel; +#define GL_ARB_half_float_vertex 1 +GLAD_API_CALL int GLAD_GL_ARB_half_float_vertex; +#define GL_ARB_imaging 1 +GLAD_API_CALL int GLAD_GL_ARB_imaging; +#define GL_ARB_indirect_parameters 1 +GLAD_API_CALL int GLAD_GL_ARB_indirect_parameters; +#define GL_ARB_instanced_arrays 1 +GLAD_API_CALL int GLAD_GL_ARB_instanced_arrays; +#define GL_ARB_internalformat_query 1 +GLAD_API_CALL int GLAD_GL_ARB_internalformat_query; +#define GL_ARB_internalformat_query2 1 +GLAD_API_CALL int GLAD_GL_ARB_internalformat_query2; +#define GL_ARB_invalidate_subdata 1 +GLAD_API_CALL int GLAD_GL_ARB_invalidate_subdata; +#define GL_ARB_map_buffer_alignment 1 +GLAD_API_CALL int GLAD_GL_ARB_map_buffer_alignment; +#define GL_ARB_map_buffer_range 1 +GLAD_API_CALL int GLAD_GL_ARB_map_buffer_range; +#define GL_ARB_matrix_palette 1 +GLAD_API_CALL int GLAD_GL_ARB_matrix_palette; +#define GL_ARB_multi_bind 1 +GLAD_API_CALL int GLAD_GL_ARB_multi_bind; +#define GL_ARB_multi_draw_indirect 1 +GLAD_API_CALL int GLAD_GL_ARB_multi_draw_indirect; +#define GL_ARB_multisample 1 +GLAD_API_CALL int GLAD_GL_ARB_multisample; +#define GL_ARB_multitexture 1 +GLAD_API_CALL int GLAD_GL_ARB_multitexture; +#define GL_ARB_occlusion_query 1 +GLAD_API_CALL int GLAD_GL_ARB_occlusion_query; +#define GL_ARB_occlusion_query2 1 +GLAD_API_CALL int GLAD_GL_ARB_occlusion_query2; +#define GL_ARB_parallel_shader_compile 1 +GLAD_API_CALL int GLAD_GL_ARB_parallel_shader_compile; +#define GL_ARB_pipeline_statistics_query 1 +GLAD_API_CALL int GLAD_GL_ARB_pipeline_statistics_query; +#define GL_ARB_pixel_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_pixel_buffer_object; +#define GL_ARB_point_parameters 1 +GLAD_API_CALL int GLAD_GL_ARB_point_parameters; +#define GL_ARB_point_sprite 1 +GLAD_API_CALL int GLAD_GL_ARB_point_sprite; +#define GL_ARB_polygon_offset_clamp 1 +GLAD_API_CALL int GLAD_GL_ARB_polygon_offset_clamp; +#define GL_ARB_post_depth_coverage 1 +GLAD_API_CALL int GLAD_GL_ARB_post_depth_coverage; +#define GL_ARB_program_interface_query 1 +GLAD_API_CALL int GLAD_GL_ARB_program_interface_query; +#define GL_ARB_provoking_vertex 1 +GLAD_API_CALL int GLAD_GL_ARB_provoking_vertex; +#define GL_ARB_query_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_query_buffer_object; +#define GL_ARB_robust_buffer_access_behavior 1 +GLAD_API_CALL int GLAD_GL_ARB_robust_buffer_access_behavior; +#define GL_ARB_robustness 1 +GLAD_API_CALL int GLAD_GL_ARB_robustness; +#define GL_ARB_robustness_isolation 1 +GLAD_API_CALL int GLAD_GL_ARB_robustness_isolation; +#define GL_ARB_sample_locations 1 +GLAD_API_CALL int GLAD_GL_ARB_sample_locations; +#define GL_ARB_sample_shading 1 +GLAD_API_CALL int GLAD_GL_ARB_sample_shading; +#define GL_ARB_sampler_objects 1 +GLAD_API_CALL int GLAD_GL_ARB_sampler_objects; +#define GL_ARB_seamless_cube_map 1 +GLAD_API_CALL int GLAD_GL_ARB_seamless_cube_map; +#define GL_ARB_seamless_cubemap_per_texture 1 +GLAD_API_CALL int GLAD_GL_ARB_seamless_cubemap_per_texture; +#define GL_ARB_separate_shader_objects 1 +GLAD_API_CALL int GLAD_GL_ARB_separate_shader_objects; +#define GL_ARB_shader_atomic_counter_ops 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_atomic_counter_ops; +#define GL_ARB_shader_atomic_counters 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_atomic_counters; +#define GL_ARB_shader_ballot 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_ballot; +#define GL_ARB_shader_bit_encoding 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_bit_encoding; +#define GL_ARB_shader_clock 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_clock; +#define GL_ARB_shader_draw_parameters 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_draw_parameters; +#define GL_ARB_shader_group_vote 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_group_vote; +#define GL_ARB_shader_image_load_store 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_image_load_store; +#define GL_ARB_shader_image_size 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_image_size; +#define GL_ARB_shader_objects 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_objects; +#define GL_ARB_shader_precision 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_precision; +#define GL_ARB_shader_stencil_export 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_stencil_export; +#define GL_ARB_shader_storage_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_storage_buffer_object; +#define GL_ARB_shader_subroutine 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_subroutine; +#define GL_ARB_shader_texture_image_samples 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_texture_image_samples; +#define GL_ARB_shader_texture_lod 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_texture_lod; +#define GL_ARB_shader_viewport_layer_array 1 +GLAD_API_CALL int GLAD_GL_ARB_shader_viewport_layer_array; +#define GL_ARB_shading_language_100 1 +GLAD_API_CALL int GLAD_GL_ARB_shading_language_100; +#define GL_ARB_shading_language_420pack 1 +GLAD_API_CALL int GLAD_GL_ARB_shading_language_420pack; +#define GL_ARB_shading_language_include 1 +GLAD_API_CALL int GLAD_GL_ARB_shading_language_include; +#define GL_ARB_shading_language_packing 1 +GLAD_API_CALL int GLAD_GL_ARB_shading_language_packing; +#define GL_ARB_shadow 1 +GLAD_API_CALL int GLAD_GL_ARB_shadow; +#define GL_ARB_shadow_ambient 1 +GLAD_API_CALL int GLAD_GL_ARB_shadow_ambient; +#define GL_ARB_sparse_buffer 1 +GLAD_API_CALL int GLAD_GL_ARB_sparse_buffer; +#define GL_ARB_sparse_texture 1 +GLAD_API_CALL int GLAD_GL_ARB_sparse_texture; +#define GL_ARB_sparse_texture2 1 +GLAD_API_CALL int GLAD_GL_ARB_sparse_texture2; +#define GL_ARB_sparse_texture_clamp 1 +GLAD_API_CALL int GLAD_GL_ARB_sparse_texture_clamp; +#define GL_ARB_spirv_extensions 1 +GLAD_API_CALL int GLAD_GL_ARB_spirv_extensions; +#define GL_ARB_stencil_texturing 1 +GLAD_API_CALL int GLAD_GL_ARB_stencil_texturing; +#define GL_ARB_sync 1 +GLAD_API_CALL int GLAD_GL_ARB_sync; +#define GL_ARB_tessellation_shader 1 +GLAD_API_CALL int GLAD_GL_ARB_tessellation_shader; +#define GL_ARB_texture_barrier 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_barrier; +#define GL_ARB_texture_border_clamp 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_border_clamp; +#define GL_ARB_texture_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_buffer_object; +#define GL_ARB_texture_buffer_object_rgb32 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_buffer_object_rgb32; +#define GL_ARB_texture_buffer_range 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_buffer_range; +#define GL_ARB_texture_compression 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_compression; +#define GL_ARB_texture_compression_bptc 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_compression_bptc; +#define GL_ARB_texture_compression_rgtc 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_compression_rgtc; +#define GL_ARB_texture_cube_map 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_cube_map; +#define GL_ARB_texture_cube_map_array 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_cube_map_array; +#define GL_ARB_texture_env_add 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_env_add; +#define GL_ARB_texture_env_combine 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_env_combine; +#define GL_ARB_texture_env_crossbar 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_env_crossbar; +#define GL_ARB_texture_env_dot3 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_env_dot3; +#define GL_ARB_texture_filter_anisotropic 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_filter_anisotropic; +#define GL_ARB_texture_filter_minmax 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_filter_minmax; +#define GL_ARB_texture_float 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_float; +#define GL_ARB_texture_gather 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_gather; +#define GL_ARB_texture_mirror_clamp_to_edge 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_mirror_clamp_to_edge; +#define GL_ARB_texture_mirrored_repeat 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_mirrored_repeat; +#define GL_ARB_texture_multisample 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_multisample; +#define GL_ARB_texture_non_power_of_two 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_non_power_of_two; +#define GL_ARB_texture_query_levels 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_query_levels; +#define GL_ARB_texture_query_lod 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_query_lod; +#define GL_ARB_texture_rectangle 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_rectangle; +#define GL_ARB_texture_rg 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_rg; +#define GL_ARB_texture_rgb10_a2ui 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_rgb10_a2ui; +#define GL_ARB_texture_stencil8 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_stencil8; +#define GL_ARB_texture_storage 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_storage; +#define GL_ARB_texture_storage_multisample 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_storage_multisample; +#define GL_ARB_texture_swizzle 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_swizzle; +#define GL_ARB_texture_view 1 +GLAD_API_CALL int GLAD_GL_ARB_texture_view; +#define GL_ARB_timer_query 1 +GLAD_API_CALL int GLAD_GL_ARB_timer_query; +#define GL_ARB_transform_feedback2 1 +GLAD_API_CALL int GLAD_GL_ARB_transform_feedback2; +#define GL_ARB_transform_feedback3 1 +GLAD_API_CALL int GLAD_GL_ARB_transform_feedback3; +#define GL_ARB_transform_feedback_instanced 1 +GLAD_API_CALL int GLAD_GL_ARB_transform_feedback_instanced; +#define GL_ARB_transform_feedback_overflow_query 1 +GLAD_API_CALL int GLAD_GL_ARB_transform_feedback_overflow_query; +#define GL_ARB_transpose_matrix 1 +GLAD_API_CALL int GLAD_GL_ARB_transpose_matrix; +#define GL_ARB_uniform_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_uniform_buffer_object; +#define GL_ARB_vertex_array_bgra 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_array_bgra; +#define GL_ARB_vertex_array_object 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_array_object; +#define GL_ARB_vertex_attrib_64bit 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_attrib_64bit; +#define GL_ARB_vertex_attrib_binding 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_attrib_binding; +#define GL_ARB_vertex_blend 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_blend; +#define GL_ARB_vertex_buffer_object 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_buffer_object; +#define GL_ARB_vertex_program 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_program; +#define GL_ARB_vertex_shader 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_shader; +#define GL_ARB_vertex_type_10f_11f_11f_rev 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev; +#define GL_ARB_vertex_type_2_10_10_10_rev 1 +GLAD_API_CALL int GLAD_GL_ARB_vertex_type_2_10_10_10_rev; +#define GL_ARB_viewport_array 1 +GLAD_API_CALL int GLAD_GL_ARB_viewport_array; +#define GL_ARB_window_pos 1 +GLAD_API_CALL int GLAD_GL_ARB_window_pos; +#define GL_ATI_draw_buffers 1 +GLAD_API_CALL int GLAD_GL_ATI_draw_buffers; +#define GL_ATI_element_array 1 +GLAD_API_CALL int GLAD_GL_ATI_element_array; +#define GL_ATI_envmap_bumpmap 1 +GLAD_API_CALL int GLAD_GL_ATI_envmap_bumpmap; +#define GL_ATI_fragment_shader 1 +GLAD_API_CALL int GLAD_GL_ATI_fragment_shader; +#define GL_ATI_map_object_buffer 1 +GLAD_API_CALL int GLAD_GL_ATI_map_object_buffer; +#define GL_ATI_meminfo 1 +GLAD_API_CALL int GLAD_GL_ATI_meminfo; +#define GL_ATI_pixel_format_float 1 +GLAD_API_CALL int GLAD_GL_ATI_pixel_format_float; +#define GL_ATI_pn_triangles 1 +GLAD_API_CALL int GLAD_GL_ATI_pn_triangles; +#define GL_ATI_separate_stencil 1 +GLAD_API_CALL int GLAD_GL_ATI_separate_stencil; +#define GL_ATI_text_fragment_shader 1 +GLAD_API_CALL int GLAD_GL_ATI_text_fragment_shader; +#define GL_ATI_texture_env_combine3 1 +GLAD_API_CALL int GLAD_GL_ATI_texture_env_combine3; +#define GL_ATI_texture_float 1 +GLAD_API_CALL int GLAD_GL_ATI_texture_float; +#define GL_ATI_texture_mirror_once 1 +GLAD_API_CALL int GLAD_GL_ATI_texture_mirror_once; +#define GL_ATI_vertex_array_object 1 +GLAD_API_CALL int GLAD_GL_ATI_vertex_array_object; +#define GL_ATI_vertex_attrib_array_object 1 +GLAD_API_CALL int GLAD_GL_ATI_vertex_attrib_array_object; +#define GL_ATI_vertex_streams 1 +GLAD_API_CALL int GLAD_GL_ATI_vertex_streams; +#define GL_EXT_422_pixels 1 +GLAD_API_CALL int GLAD_GL_EXT_422_pixels; +#define GL_EXT_EGL_image_storage 1 +GLAD_API_CALL int GLAD_GL_EXT_EGL_image_storage; +#define GL_EXT_EGL_sync 1 +GLAD_API_CALL int GLAD_GL_EXT_EGL_sync; +#define GL_EXT_abgr 1 +GLAD_API_CALL int GLAD_GL_EXT_abgr; +#define GL_EXT_bgra 1 +GLAD_API_CALL int GLAD_GL_EXT_bgra; +#define GL_EXT_bindable_uniform 1 +GLAD_API_CALL int GLAD_GL_EXT_bindable_uniform; +#define GL_EXT_blend_color 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_color; +#define GL_EXT_blend_equation_separate 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_equation_separate; +#define GL_EXT_blend_func_separate 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_func_separate; +#define GL_EXT_blend_logic_op 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_logic_op; +#define GL_EXT_blend_minmax 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_minmax; +#define GL_EXT_blend_subtract 1 +GLAD_API_CALL int GLAD_GL_EXT_blend_subtract; +#define GL_EXT_clip_volume_hint 1 +GLAD_API_CALL int GLAD_GL_EXT_clip_volume_hint; +#define GL_EXT_cmyka 1 +GLAD_API_CALL int GLAD_GL_EXT_cmyka; +#define GL_EXT_color_subtable 1 +GLAD_API_CALL int GLAD_GL_EXT_color_subtable; +#define GL_EXT_compiled_vertex_array 1 +GLAD_API_CALL int GLAD_GL_EXT_compiled_vertex_array; +#define GL_EXT_convolution 1 +GLAD_API_CALL int GLAD_GL_EXT_convolution; +#define GL_EXT_coordinate_frame 1 +GLAD_API_CALL int GLAD_GL_EXT_coordinate_frame; +#define GL_EXT_copy_texture 1 +GLAD_API_CALL int GLAD_GL_EXT_copy_texture; +#define GL_EXT_cull_vertex 1 +GLAD_API_CALL int GLAD_GL_EXT_cull_vertex; +#define GL_EXT_debug_label 1 +GLAD_API_CALL int GLAD_GL_EXT_debug_label; +#define GL_EXT_debug_marker 1 +GLAD_API_CALL int GLAD_GL_EXT_debug_marker; +#define GL_EXT_depth_bounds_test 1 +GLAD_API_CALL int GLAD_GL_EXT_depth_bounds_test; +#define GL_EXT_direct_state_access 1 +GLAD_API_CALL int GLAD_GL_EXT_direct_state_access; +#define GL_EXT_draw_buffers2 1 +GLAD_API_CALL int GLAD_GL_EXT_draw_buffers2; +#define GL_EXT_draw_instanced 1 +GLAD_API_CALL int GLAD_GL_EXT_draw_instanced; +#define GL_EXT_draw_range_elements 1 +GLAD_API_CALL int GLAD_GL_EXT_draw_range_elements; +#define GL_EXT_external_buffer 1 +GLAD_API_CALL int GLAD_GL_EXT_external_buffer; +#define GL_EXT_fog_coord 1 +GLAD_API_CALL int GLAD_GL_EXT_fog_coord; +#define GL_EXT_framebuffer_blit 1 +GLAD_API_CALL int GLAD_GL_EXT_framebuffer_blit; +#define GL_EXT_framebuffer_multisample 1 +GLAD_API_CALL int GLAD_GL_EXT_framebuffer_multisample; +#define GL_EXT_framebuffer_multisample_blit_scaled 1 +GLAD_API_CALL int GLAD_GL_EXT_framebuffer_multisample_blit_scaled; +#define GL_EXT_framebuffer_object 1 +GLAD_API_CALL int GLAD_GL_EXT_framebuffer_object; +#define GL_EXT_framebuffer_sRGB 1 +GLAD_API_CALL int GLAD_GL_EXT_framebuffer_sRGB; +#define GL_EXT_geometry_shader4 1 +GLAD_API_CALL int GLAD_GL_EXT_geometry_shader4; +#define GL_EXT_gpu_program_parameters 1 +GLAD_API_CALL int GLAD_GL_EXT_gpu_program_parameters; +#define GL_EXT_gpu_shader4 1 +GLAD_API_CALL int GLAD_GL_EXT_gpu_shader4; +#define GL_EXT_histogram 1 +GLAD_API_CALL int GLAD_GL_EXT_histogram; +#define GL_EXT_index_array_formats 1 +GLAD_API_CALL int GLAD_GL_EXT_index_array_formats; +#define GL_EXT_index_func 1 +GLAD_API_CALL int GLAD_GL_EXT_index_func; +#define GL_EXT_index_material 1 +GLAD_API_CALL int GLAD_GL_EXT_index_material; +#define GL_EXT_index_texture 1 +GLAD_API_CALL int GLAD_GL_EXT_index_texture; +#define GL_EXT_light_texture 1 +GLAD_API_CALL int GLAD_GL_EXT_light_texture; +#define GL_EXT_memory_object 1 +GLAD_API_CALL int GLAD_GL_EXT_memory_object; +#define GL_EXT_memory_object_fd 1 +GLAD_API_CALL int GLAD_GL_EXT_memory_object_fd; +#define GL_EXT_memory_object_win32 1 +GLAD_API_CALL int GLAD_GL_EXT_memory_object_win32; +#define GL_EXT_misc_attribute 1 +GLAD_API_CALL int GLAD_GL_EXT_misc_attribute; +#define GL_EXT_multi_draw_arrays 1 +GLAD_API_CALL int GLAD_GL_EXT_multi_draw_arrays; +#define GL_EXT_multisample 1 +GLAD_API_CALL int GLAD_GL_EXT_multisample; +#define GL_EXT_multiview_tessellation_geometry_shader 1 +GLAD_API_CALL int GLAD_GL_EXT_multiview_tessellation_geometry_shader; +#define GL_EXT_multiview_texture_multisample 1 +GLAD_API_CALL int GLAD_GL_EXT_multiview_texture_multisample; +#define GL_EXT_multiview_timer_query 1 +GLAD_API_CALL int GLAD_GL_EXT_multiview_timer_query; +#define GL_EXT_packed_depth_stencil 1 +GLAD_API_CALL int GLAD_GL_EXT_packed_depth_stencil; +#define GL_EXT_packed_float 1 +GLAD_API_CALL int GLAD_GL_EXT_packed_float; +#define GL_EXT_packed_pixels 1 +GLAD_API_CALL int GLAD_GL_EXT_packed_pixels; +#define GL_EXT_paletted_texture 1 +GLAD_API_CALL int GLAD_GL_EXT_paletted_texture; +#define GL_EXT_pixel_buffer_object 1 +GLAD_API_CALL int GLAD_GL_EXT_pixel_buffer_object; +#define GL_EXT_pixel_transform 1 +GLAD_API_CALL int GLAD_GL_EXT_pixel_transform; +#define GL_EXT_pixel_transform_color_table 1 +GLAD_API_CALL int GLAD_GL_EXT_pixel_transform_color_table; +#define GL_EXT_point_parameters 1 +GLAD_API_CALL int GLAD_GL_EXT_point_parameters; +#define GL_EXT_polygon_offset 1 +GLAD_API_CALL int GLAD_GL_EXT_polygon_offset; +#define GL_EXT_polygon_offset_clamp 1 +GLAD_API_CALL int GLAD_GL_EXT_polygon_offset_clamp; +#define GL_EXT_post_depth_coverage 1 +GLAD_API_CALL int GLAD_GL_EXT_post_depth_coverage; +#define GL_EXT_provoking_vertex 1 +GLAD_API_CALL int GLAD_GL_EXT_provoking_vertex; +#define GL_EXT_raster_multisample 1 +GLAD_API_CALL int GLAD_GL_EXT_raster_multisample; +#define GL_EXT_rescale_normal 1 +GLAD_API_CALL int GLAD_GL_EXT_rescale_normal; +#define GL_EXT_secondary_color 1 +GLAD_API_CALL int GLAD_GL_EXT_secondary_color; +#define GL_EXT_semaphore 1 +GLAD_API_CALL int GLAD_GL_EXT_semaphore; +#define GL_EXT_semaphore_fd 1 +GLAD_API_CALL int GLAD_GL_EXT_semaphore_fd; +#define GL_EXT_semaphore_win32 1 +GLAD_API_CALL int GLAD_GL_EXT_semaphore_win32; +#define GL_EXT_separate_shader_objects 1 +GLAD_API_CALL int GLAD_GL_EXT_separate_shader_objects; +#define GL_EXT_separate_specular_color 1 +GLAD_API_CALL int GLAD_GL_EXT_separate_specular_color; +#define GL_EXT_shader_framebuffer_fetch 1 +GLAD_API_CALL int GLAD_GL_EXT_shader_framebuffer_fetch; +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +GLAD_API_CALL int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent; +#define GL_EXT_shader_image_load_formatted 1 +GLAD_API_CALL int GLAD_GL_EXT_shader_image_load_formatted; +#define GL_EXT_shader_image_load_store 1 +GLAD_API_CALL int GLAD_GL_EXT_shader_image_load_store; +#define GL_EXT_shader_integer_mix 1 +GLAD_API_CALL int GLAD_GL_EXT_shader_integer_mix; +#define GL_EXT_shadow_funcs 1 +GLAD_API_CALL int GLAD_GL_EXT_shadow_funcs; +#define GL_EXT_shared_texture_palette 1 +GLAD_API_CALL int GLAD_GL_EXT_shared_texture_palette; +#define GL_EXT_sparse_texture2 1 +GLAD_API_CALL int GLAD_GL_EXT_sparse_texture2; +#define GL_EXT_stencil_clear_tag 1 +GLAD_API_CALL int GLAD_GL_EXT_stencil_clear_tag; +#define GL_EXT_stencil_two_side 1 +GLAD_API_CALL int GLAD_GL_EXT_stencil_two_side; +#define GL_EXT_stencil_wrap 1 +GLAD_API_CALL int GLAD_GL_EXT_stencil_wrap; +#define GL_EXT_subtexture 1 +GLAD_API_CALL int GLAD_GL_EXT_subtexture; +#define GL_EXT_texture 1 +GLAD_API_CALL int GLAD_GL_EXT_texture; +#define GL_EXT_texture3D 1 +GLAD_API_CALL int GLAD_GL_EXT_texture3D; +#define GL_EXT_texture_array 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_array; +#define GL_EXT_texture_buffer_object 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_buffer_object; +#define GL_EXT_texture_compression_latc 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_compression_latc; +#define GL_EXT_texture_compression_rgtc 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_compression_rgtc; +#define GL_EXT_texture_compression_s3tc 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_compression_s3tc; +#define GL_EXT_texture_cube_map 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_cube_map; +#define GL_EXT_texture_env_add 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_env_add; +#define GL_EXT_texture_env_combine 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_env_combine; +#define GL_EXT_texture_env_dot3 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_env_dot3; +#define GL_EXT_texture_filter_anisotropic 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_filter_anisotropic; +#define GL_EXT_texture_filter_minmax 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_filter_minmax; +#define GL_EXT_texture_integer 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_integer; +#define GL_EXT_texture_lod_bias 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_lod_bias; +#define GL_EXT_texture_mirror_clamp 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_mirror_clamp; +#define GL_EXT_texture_object 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_object; +#define GL_EXT_texture_perturb_normal 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_perturb_normal; +#define GL_EXT_texture_sRGB 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_sRGB; +#define GL_EXT_texture_sRGB_R8 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_sRGB_R8; +#define GL_EXT_texture_sRGB_RG8 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_sRGB_RG8; +#define GL_EXT_texture_sRGB_decode 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_sRGB_decode; +#define GL_EXT_texture_shadow_lod 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_shadow_lod; +#define GL_EXT_texture_shared_exponent 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_shared_exponent; +#define GL_EXT_texture_snorm 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_snorm; +#define GL_EXT_texture_swizzle 1 +GLAD_API_CALL int GLAD_GL_EXT_texture_swizzle; +#define GL_EXT_timer_query 1 +GLAD_API_CALL int GLAD_GL_EXT_timer_query; +#define GL_EXT_transform_feedback 1 +GLAD_API_CALL int GLAD_GL_EXT_transform_feedback; +#define GL_EXT_vertex_array 1 +GLAD_API_CALL int GLAD_GL_EXT_vertex_array; +#define GL_EXT_vertex_array_bgra 1 +GLAD_API_CALL int GLAD_GL_EXT_vertex_array_bgra; +#define GL_EXT_vertex_attrib_64bit 1 +GLAD_API_CALL int GLAD_GL_EXT_vertex_attrib_64bit; +#define GL_EXT_vertex_shader 1 +GLAD_API_CALL int GLAD_GL_EXT_vertex_shader; +#define GL_EXT_vertex_weighting 1 +GLAD_API_CALL int GLAD_GL_EXT_vertex_weighting; +#define GL_EXT_win32_keyed_mutex 1 +GLAD_API_CALL int GLAD_GL_EXT_win32_keyed_mutex; +#define GL_EXT_window_rectangles 1 +GLAD_API_CALL int GLAD_GL_EXT_window_rectangles; +#define GL_EXT_x11_sync_object 1 +GLAD_API_CALL int GLAD_GL_EXT_x11_sync_object; +#define GL_GREMEDY_frame_terminator 1 +GLAD_API_CALL int GLAD_GL_GREMEDY_frame_terminator; +#define GL_GREMEDY_string_marker 1 +GLAD_API_CALL int GLAD_GL_GREMEDY_string_marker; +#define GL_HP_convolution_border_modes 1 +GLAD_API_CALL int GLAD_GL_HP_convolution_border_modes; +#define GL_HP_image_transform 1 +GLAD_API_CALL int GLAD_GL_HP_image_transform; +#define GL_HP_occlusion_test 1 +GLAD_API_CALL int GLAD_GL_HP_occlusion_test; +#define GL_HP_texture_lighting 1 +GLAD_API_CALL int GLAD_GL_HP_texture_lighting; +#define GL_IBM_cull_vertex 1 +GLAD_API_CALL int GLAD_GL_IBM_cull_vertex; +#define GL_IBM_multimode_draw_arrays 1 +GLAD_API_CALL int GLAD_GL_IBM_multimode_draw_arrays; +#define GL_IBM_rasterpos_clip 1 +GLAD_API_CALL int GLAD_GL_IBM_rasterpos_clip; +#define GL_IBM_static_data 1 +GLAD_API_CALL int GLAD_GL_IBM_static_data; +#define GL_IBM_texture_mirrored_repeat 1 +GLAD_API_CALL int GLAD_GL_IBM_texture_mirrored_repeat; +#define GL_IBM_vertex_array_lists 1 +GLAD_API_CALL int GLAD_GL_IBM_vertex_array_lists; +#define GL_INGR_blend_func_separate 1 +GLAD_API_CALL int GLAD_GL_INGR_blend_func_separate; +#define GL_INGR_color_clamp 1 +GLAD_API_CALL int GLAD_GL_INGR_color_clamp; +#define GL_INGR_interlace_read 1 +GLAD_API_CALL int GLAD_GL_INGR_interlace_read; +#define GL_INTEL_blackhole_render 1 +GLAD_API_CALL int GLAD_GL_INTEL_blackhole_render; +#define GL_INTEL_conservative_rasterization 1 +GLAD_API_CALL int GLAD_GL_INTEL_conservative_rasterization; +#define GL_INTEL_fragment_shader_ordering 1 +GLAD_API_CALL int GLAD_GL_INTEL_fragment_shader_ordering; +#define GL_INTEL_framebuffer_CMAA 1 +GLAD_API_CALL int GLAD_GL_INTEL_framebuffer_CMAA; +#define GL_INTEL_map_texture 1 +GLAD_API_CALL int GLAD_GL_INTEL_map_texture; +#define GL_INTEL_parallel_arrays 1 +GLAD_API_CALL int GLAD_GL_INTEL_parallel_arrays; +#define GL_INTEL_performance_query 1 +GLAD_API_CALL int GLAD_GL_INTEL_performance_query; +#define GL_KHR_blend_equation_advanced 1 +GLAD_API_CALL int GLAD_GL_KHR_blend_equation_advanced; +#define GL_KHR_blend_equation_advanced_coherent 1 +GLAD_API_CALL int GLAD_GL_KHR_blend_equation_advanced_coherent; +#define GL_KHR_context_flush_control 1 +GLAD_API_CALL int GLAD_GL_KHR_context_flush_control; +#define GL_KHR_debug 1 +GLAD_API_CALL int GLAD_GL_KHR_debug; +#define GL_KHR_no_error 1 +GLAD_API_CALL int GLAD_GL_KHR_no_error; +#define GL_KHR_parallel_shader_compile 1 +GLAD_API_CALL int GLAD_GL_KHR_parallel_shader_compile; +#define GL_KHR_robust_buffer_access_behavior 1 +GLAD_API_CALL int GLAD_GL_KHR_robust_buffer_access_behavior; +#define GL_KHR_robustness 1 +GLAD_API_CALL int GLAD_GL_KHR_robustness; +#define GL_KHR_shader_subgroup 1 +GLAD_API_CALL int GLAD_GL_KHR_shader_subgroup; +#define GL_KHR_texture_compression_astc_hdr 1 +GLAD_API_CALL int GLAD_GL_KHR_texture_compression_astc_hdr; +#define GL_KHR_texture_compression_astc_ldr 1 +GLAD_API_CALL int GLAD_GL_KHR_texture_compression_astc_ldr; +#define GL_KHR_texture_compression_astc_sliced_3d 1 +GLAD_API_CALL int GLAD_GL_KHR_texture_compression_astc_sliced_3d; +#define GL_MESAX_texture_stack 1 +GLAD_API_CALL int GLAD_GL_MESAX_texture_stack; +#define GL_MESA_framebuffer_flip_x 1 +GLAD_API_CALL int GLAD_GL_MESA_framebuffer_flip_x; +#define GL_MESA_framebuffer_flip_y 1 +GLAD_API_CALL int GLAD_GL_MESA_framebuffer_flip_y; +#define GL_MESA_framebuffer_swap_xy 1 +GLAD_API_CALL int GLAD_GL_MESA_framebuffer_swap_xy; +#define GL_MESA_pack_invert 1 +GLAD_API_CALL int GLAD_GL_MESA_pack_invert; +#define GL_MESA_program_binary_formats 1 +GLAD_API_CALL int GLAD_GL_MESA_program_binary_formats; +#define GL_MESA_resize_buffers 1 +GLAD_API_CALL int GLAD_GL_MESA_resize_buffers; +#define GL_MESA_shader_integer_functions 1 +GLAD_API_CALL int GLAD_GL_MESA_shader_integer_functions; +#define GL_MESA_tile_raster_order 1 +GLAD_API_CALL int GLAD_GL_MESA_tile_raster_order; +#define GL_MESA_window_pos 1 +GLAD_API_CALL int GLAD_GL_MESA_window_pos; +#define GL_MESA_ycbcr_texture 1 +GLAD_API_CALL int GLAD_GL_MESA_ycbcr_texture; +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +GLAD_API_CALL int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers; +#define GL_NVX_conditional_render 1 +GLAD_API_CALL int GLAD_GL_NVX_conditional_render; +#define GL_NVX_gpu_memory_info 1 +GLAD_API_CALL int GLAD_GL_NVX_gpu_memory_info; +#define GL_NVX_gpu_multicast2 1 +GLAD_API_CALL int GLAD_GL_NVX_gpu_multicast2; +#define GL_NVX_linked_gpu_multicast 1 +GLAD_API_CALL int GLAD_GL_NVX_linked_gpu_multicast; +#define GL_NVX_progress_fence 1 +GLAD_API_CALL int GLAD_GL_NVX_progress_fence; +#define GL_NV_alpha_to_coverage_dither_control 1 +GLAD_API_CALL int GLAD_GL_NV_alpha_to_coverage_dither_control; +#define GL_NV_bindless_multi_draw_indirect 1 +GLAD_API_CALL int GLAD_GL_NV_bindless_multi_draw_indirect; +#define GL_NV_bindless_multi_draw_indirect_count 1 +GLAD_API_CALL int GLAD_GL_NV_bindless_multi_draw_indirect_count; +#define GL_NV_bindless_texture 1 +GLAD_API_CALL int GLAD_GL_NV_bindless_texture; +#define GL_NV_blend_equation_advanced 1 +GLAD_API_CALL int GLAD_GL_NV_blend_equation_advanced; +#define GL_NV_blend_equation_advanced_coherent 1 +GLAD_API_CALL int GLAD_GL_NV_blend_equation_advanced_coherent; +#define GL_NV_blend_minmax_factor 1 +GLAD_API_CALL int GLAD_GL_NV_blend_minmax_factor; +#define GL_NV_blend_square 1 +GLAD_API_CALL int GLAD_GL_NV_blend_square; +#define GL_NV_clip_space_w_scaling 1 +GLAD_API_CALL int GLAD_GL_NV_clip_space_w_scaling; +#define GL_NV_command_list 1 +GLAD_API_CALL int GLAD_GL_NV_command_list; +#define GL_NV_compute_program5 1 +GLAD_API_CALL int GLAD_GL_NV_compute_program5; +#define GL_NV_compute_shader_derivatives 1 +GLAD_API_CALL int GLAD_GL_NV_compute_shader_derivatives; +#define GL_NV_conditional_render 1 +GLAD_API_CALL int GLAD_GL_NV_conditional_render; +#define GL_NV_conservative_raster 1 +GLAD_API_CALL int GLAD_GL_NV_conservative_raster; +#define GL_NV_conservative_raster_dilate 1 +GLAD_API_CALL int GLAD_GL_NV_conservative_raster_dilate; +#define GL_NV_conservative_raster_pre_snap 1 +GLAD_API_CALL int GLAD_GL_NV_conservative_raster_pre_snap; +#define GL_NV_conservative_raster_pre_snap_triangles 1 +GLAD_API_CALL int GLAD_GL_NV_conservative_raster_pre_snap_triangles; +#define GL_NV_conservative_raster_underestimation 1 +GLAD_API_CALL int GLAD_GL_NV_conservative_raster_underestimation; +#define GL_NV_copy_depth_to_color 1 +GLAD_API_CALL int GLAD_GL_NV_copy_depth_to_color; +#define GL_NV_copy_image 1 +GLAD_API_CALL int GLAD_GL_NV_copy_image; +#define GL_NV_deep_texture3D 1 +GLAD_API_CALL int GLAD_GL_NV_deep_texture3D; +#define GL_NV_depth_buffer_float 1 +GLAD_API_CALL int GLAD_GL_NV_depth_buffer_float; +#define GL_NV_depth_clamp 1 +GLAD_API_CALL int GLAD_GL_NV_depth_clamp; +#define GL_NV_draw_texture 1 +GLAD_API_CALL int GLAD_GL_NV_draw_texture; +#define GL_NV_draw_vulkan_image 1 +GLAD_API_CALL int GLAD_GL_NV_draw_vulkan_image; +#define GL_NV_evaluators 1 +GLAD_API_CALL int GLAD_GL_NV_evaluators; +#define GL_NV_explicit_multisample 1 +GLAD_API_CALL int GLAD_GL_NV_explicit_multisample; +#define GL_NV_fence 1 +GLAD_API_CALL int GLAD_GL_NV_fence; +#define GL_NV_fill_rectangle 1 +GLAD_API_CALL int GLAD_GL_NV_fill_rectangle; +#define GL_NV_float_buffer 1 +GLAD_API_CALL int GLAD_GL_NV_float_buffer; +#define GL_NV_fog_distance 1 +GLAD_API_CALL int GLAD_GL_NV_fog_distance; +#define GL_NV_fragment_coverage_to_color 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_coverage_to_color; +#define GL_NV_fragment_program 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_program; +#define GL_NV_fragment_program2 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_program2; +#define GL_NV_fragment_program4 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_program4; +#define GL_NV_fragment_program_option 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_program_option; +#define GL_NV_fragment_shader_barycentric 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_shader_barycentric; +#define GL_NV_fragment_shader_interlock 1 +GLAD_API_CALL int GLAD_GL_NV_fragment_shader_interlock; +#define GL_NV_framebuffer_mixed_samples 1 +GLAD_API_CALL int GLAD_GL_NV_framebuffer_mixed_samples; +#define GL_NV_framebuffer_multisample_coverage 1 +GLAD_API_CALL int GLAD_GL_NV_framebuffer_multisample_coverage; +#define GL_NV_geometry_program4 1 +GLAD_API_CALL int GLAD_GL_NV_geometry_program4; +#define GL_NV_geometry_shader4 1 +GLAD_API_CALL int GLAD_GL_NV_geometry_shader4; +#define GL_NV_geometry_shader_passthrough 1 +GLAD_API_CALL int GLAD_GL_NV_geometry_shader_passthrough; +#define GL_NV_gpu_multicast 1 +GLAD_API_CALL int GLAD_GL_NV_gpu_multicast; +#define GL_NV_gpu_program4 1 +GLAD_API_CALL int GLAD_GL_NV_gpu_program4; +#define GL_NV_gpu_program5 1 +GLAD_API_CALL int GLAD_GL_NV_gpu_program5; +#define GL_NV_gpu_program5_mem_extended 1 +GLAD_API_CALL int GLAD_GL_NV_gpu_program5_mem_extended; +#define GL_NV_gpu_shader5 1 +GLAD_API_CALL int GLAD_GL_NV_gpu_shader5; +#define GL_NV_half_float 1 +GLAD_API_CALL int GLAD_GL_NV_half_float; +#define GL_NV_internalformat_sample_query 1 +GLAD_API_CALL int GLAD_GL_NV_internalformat_sample_query; +#define GL_NV_light_max_exponent 1 +GLAD_API_CALL int GLAD_GL_NV_light_max_exponent; +#define GL_NV_memory_attachment 1 +GLAD_API_CALL int GLAD_GL_NV_memory_attachment; +#define GL_NV_memory_object_sparse 1 +GLAD_API_CALL int GLAD_GL_NV_memory_object_sparse; +#define GL_NV_mesh_shader 1 +GLAD_API_CALL int GLAD_GL_NV_mesh_shader; +#define GL_NV_multisample_coverage 1 +GLAD_API_CALL int GLAD_GL_NV_multisample_coverage; +#define GL_NV_multisample_filter_hint 1 +GLAD_API_CALL int GLAD_GL_NV_multisample_filter_hint; +#define GL_NV_occlusion_query 1 +GLAD_API_CALL int GLAD_GL_NV_occlusion_query; +#define GL_NV_packed_depth_stencil 1 +GLAD_API_CALL int GLAD_GL_NV_packed_depth_stencil; +#define GL_NV_parameter_buffer_object 1 +GLAD_API_CALL int GLAD_GL_NV_parameter_buffer_object; +#define GL_NV_parameter_buffer_object2 1 +GLAD_API_CALL int GLAD_GL_NV_parameter_buffer_object2; +#define GL_NV_path_rendering 1 +GLAD_API_CALL int GLAD_GL_NV_path_rendering; +#define GL_NV_path_rendering_shared_edge 1 +GLAD_API_CALL int GLAD_GL_NV_path_rendering_shared_edge; +#define GL_NV_pixel_data_range 1 +GLAD_API_CALL int GLAD_GL_NV_pixel_data_range; +#define GL_NV_point_sprite 1 +GLAD_API_CALL int GLAD_GL_NV_point_sprite; +#define GL_NV_present_video 1 +GLAD_API_CALL int GLAD_GL_NV_present_video; +#define GL_NV_primitive_restart 1 +GLAD_API_CALL int GLAD_GL_NV_primitive_restart; +#define GL_NV_primitive_shading_rate 1 +GLAD_API_CALL int GLAD_GL_NV_primitive_shading_rate; +#define GL_NV_query_resource 1 +GLAD_API_CALL int GLAD_GL_NV_query_resource; +#define GL_NV_query_resource_tag 1 +GLAD_API_CALL int GLAD_GL_NV_query_resource_tag; +#define GL_NV_register_combiners 1 +GLAD_API_CALL int GLAD_GL_NV_register_combiners; +#define GL_NV_register_combiners2 1 +GLAD_API_CALL int GLAD_GL_NV_register_combiners2; +#define GL_NV_representative_fragment_test 1 +GLAD_API_CALL int GLAD_GL_NV_representative_fragment_test; +#define GL_NV_robustness_video_memory_purge 1 +GLAD_API_CALL int GLAD_GL_NV_robustness_video_memory_purge; +#define GL_NV_sample_locations 1 +GLAD_API_CALL int GLAD_GL_NV_sample_locations; +#define GL_NV_sample_mask_override_coverage 1 +GLAD_API_CALL int GLAD_GL_NV_sample_mask_override_coverage; +#define GL_NV_scissor_exclusive 1 +GLAD_API_CALL int GLAD_GL_NV_scissor_exclusive; +#define GL_NV_shader_atomic_counters 1 +GLAD_API_CALL int GLAD_GL_NV_shader_atomic_counters; +#define GL_NV_shader_atomic_float 1 +GLAD_API_CALL int GLAD_GL_NV_shader_atomic_float; +#define GL_NV_shader_atomic_float64 1 +GLAD_API_CALL int GLAD_GL_NV_shader_atomic_float64; +#define GL_NV_shader_atomic_fp16_vector 1 +GLAD_API_CALL int GLAD_GL_NV_shader_atomic_fp16_vector; +#define GL_NV_shader_atomic_int64 1 +GLAD_API_CALL int GLAD_GL_NV_shader_atomic_int64; +#define GL_NV_shader_buffer_load 1 +GLAD_API_CALL int GLAD_GL_NV_shader_buffer_load; +#define GL_NV_shader_buffer_store 1 +GLAD_API_CALL int GLAD_GL_NV_shader_buffer_store; +#define GL_NV_shader_storage_buffer_object 1 +GLAD_API_CALL int GLAD_GL_NV_shader_storage_buffer_object; +#define GL_NV_shader_subgroup_partitioned 1 +GLAD_API_CALL int GLAD_GL_NV_shader_subgroup_partitioned; +#define GL_NV_shader_texture_footprint 1 +GLAD_API_CALL int GLAD_GL_NV_shader_texture_footprint; +#define GL_NV_shader_thread_group 1 +GLAD_API_CALL int GLAD_GL_NV_shader_thread_group; +#define GL_NV_shader_thread_shuffle 1 +GLAD_API_CALL int GLAD_GL_NV_shader_thread_shuffle; +#define GL_NV_shading_rate_image 1 +GLAD_API_CALL int GLAD_GL_NV_shading_rate_image; +#define GL_NV_stereo_view_rendering 1 +GLAD_API_CALL int GLAD_GL_NV_stereo_view_rendering; +#define GL_NV_tessellation_program5 1 +GLAD_API_CALL int GLAD_GL_NV_tessellation_program5; +#define GL_NV_texgen_emboss 1 +GLAD_API_CALL int GLAD_GL_NV_texgen_emboss; +#define GL_NV_texgen_reflection 1 +GLAD_API_CALL int GLAD_GL_NV_texgen_reflection; +#define GL_NV_texture_barrier 1 +GLAD_API_CALL int GLAD_GL_NV_texture_barrier; +#define GL_NV_texture_compression_vtc 1 +GLAD_API_CALL int GLAD_GL_NV_texture_compression_vtc; +#define GL_NV_texture_env_combine4 1 +GLAD_API_CALL int GLAD_GL_NV_texture_env_combine4; +#define GL_NV_texture_expand_normal 1 +GLAD_API_CALL int GLAD_GL_NV_texture_expand_normal; +#define GL_NV_texture_multisample 1 +GLAD_API_CALL int GLAD_GL_NV_texture_multisample; +#define GL_NV_texture_rectangle 1 +GLAD_API_CALL int GLAD_GL_NV_texture_rectangle; +#define GL_NV_texture_rectangle_compressed 1 +GLAD_API_CALL int GLAD_GL_NV_texture_rectangle_compressed; +#define GL_NV_texture_shader 1 +GLAD_API_CALL int GLAD_GL_NV_texture_shader; +#define GL_NV_texture_shader2 1 +GLAD_API_CALL int GLAD_GL_NV_texture_shader2; +#define GL_NV_texture_shader3 1 +GLAD_API_CALL int GLAD_GL_NV_texture_shader3; +#define GL_NV_timeline_semaphore 1 +GLAD_API_CALL int GLAD_GL_NV_timeline_semaphore; +#define GL_NV_transform_feedback 1 +GLAD_API_CALL int GLAD_GL_NV_transform_feedback; +#define GL_NV_transform_feedback2 1 +GLAD_API_CALL int GLAD_GL_NV_transform_feedback2; +#define GL_NV_uniform_buffer_unified_memory 1 +GLAD_API_CALL int GLAD_GL_NV_uniform_buffer_unified_memory; +#define GL_NV_vdpau_interop 1 +GLAD_API_CALL int GLAD_GL_NV_vdpau_interop; +#define GL_NV_vdpau_interop2 1 +GLAD_API_CALL int GLAD_GL_NV_vdpau_interop2; +#define GL_NV_vertex_array_range 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_array_range; +#define GL_NV_vertex_array_range2 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_array_range2; +#define GL_NV_vertex_attrib_integer_64bit 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_attrib_integer_64bit; +#define GL_NV_vertex_buffer_unified_memory 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_buffer_unified_memory; +#define GL_NV_vertex_program 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program; +#define GL_NV_vertex_program1_1 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program1_1; +#define GL_NV_vertex_program2 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program2; +#define GL_NV_vertex_program2_option 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program2_option; +#define GL_NV_vertex_program3 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program3; +#define GL_NV_vertex_program4 1 +GLAD_API_CALL int GLAD_GL_NV_vertex_program4; +#define GL_NV_video_capture 1 +GLAD_API_CALL int GLAD_GL_NV_video_capture; +#define GL_NV_viewport_array2 1 +GLAD_API_CALL int GLAD_GL_NV_viewport_array2; +#define GL_NV_viewport_swizzle 1 +GLAD_API_CALL int GLAD_GL_NV_viewport_swizzle; +#define GL_OES_byte_coordinates 1 +GLAD_API_CALL int GLAD_GL_OES_byte_coordinates; +#define GL_OES_compressed_paletted_texture 1 +GLAD_API_CALL int GLAD_GL_OES_compressed_paletted_texture; +#define GL_OES_fixed_point 1 +GLAD_API_CALL int GLAD_GL_OES_fixed_point; +#define GL_OES_query_matrix 1 +GLAD_API_CALL int GLAD_GL_OES_query_matrix; +#define GL_OES_read_format 1 +GLAD_API_CALL int GLAD_GL_OES_read_format; +#define GL_OES_single_precision 1 +GLAD_API_CALL int GLAD_GL_OES_single_precision; +#define GL_OML_interlace 1 +GLAD_API_CALL int GLAD_GL_OML_interlace; +#define GL_OML_resample 1 +GLAD_API_CALL int GLAD_GL_OML_resample; +#define GL_OML_subsample 1 +GLAD_API_CALL int GLAD_GL_OML_subsample; +#define GL_OVR_multiview 1 +GLAD_API_CALL int GLAD_GL_OVR_multiview; +#define GL_OVR_multiview2 1 +GLAD_API_CALL int GLAD_GL_OVR_multiview2; +#define GL_PGI_misc_hints 1 +GLAD_API_CALL int GLAD_GL_PGI_misc_hints; +#define GL_PGI_vertex_hints 1 +GLAD_API_CALL int GLAD_GL_PGI_vertex_hints; +#define GL_REND_screen_coordinates 1 +GLAD_API_CALL int GLAD_GL_REND_screen_coordinates; +#define GL_S3_s3tc 1 +GLAD_API_CALL int GLAD_GL_S3_s3tc; +#define GL_SGIS_detail_texture 1 +GLAD_API_CALL int GLAD_GL_SGIS_detail_texture; +#define GL_SGIS_fog_function 1 +GLAD_API_CALL int GLAD_GL_SGIS_fog_function; +#define GL_SGIS_generate_mipmap 1 +GLAD_API_CALL int GLAD_GL_SGIS_generate_mipmap; +#define GL_SGIS_multisample 1 +GLAD_API_CALL int GLAD_GL_SGIS_multisample; +#define GL_SGIS_pixel_texture 1 +GLAD_API_CALL int GLAD_GL_SGIS_pixel_texture; +#define GL_SGIS_point_line_texgen 1 +GLAD_API_CALL int GLAD_GL_SGIS_point_line_texgen; +#define GL_SGIS_point_parameters 1 +GLAD_API_CALL int GLAD_GL_SGIS_point_parameters; +#define GL_SGIS_sharpen_texture 1 +GLAD_API_CALL int GLAD_GL_SGIS_sharpen_texture; +#define GL_SGIS_texture4D 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture4D; +#define GL_SGIS_texture_border_clamp 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_border_clamp; +#define GL_SGIS_texture_color_mask 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_color_mask; +#define GL_SGIS_texture_edge_clamp 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_edge_clamp; +#define GL_SGIS_texture_filter4 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_filter4; +#define GL_SGIS_texture_lod 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_lod; +#define GL_SGIS_texture_select 1 +GLAD_API_CALL int GLAD_GL_SGIS_texture_select; +#define GL_SGIX_async 1 +GLAD_API_CALL int GLAD_GL_SGIX_async; +#define GL_SGIX_async_histogram 1 +GLAD_API_CALL int GLAD_GL_SGIX_async_histogram; +#define GL_SGIX_async_pixel 1 +GLAD_API_CALL int GLAD_GL_SGIX_async_pixel; +#define GL_SGIX_blend_alpha_minmax 1 +GLAD_API_CALL int GLAD_GL_SGIX_blend_alpha_minmax; +#define GL_SGIX_calligraphic_fragment 1 +GLAD_API_CALL int GLAD_GL_SGIX_calligraphic_fragment; +#define GL_SGIX_clipmap 1 +GLAD_API_CALL int GLAD_GL_SGIX_clipmap; +#define GL_SGIX_convolution_accuracy 1 +GLAD_API_CALL int GLAD_GL_SGIX_convolution_accuracy; +#define GL_SGIX_depth_pass_instrument 1 +GLAD_API_CALL int GLAD_GL_SGIX_depth_pass_instrument; +#define GL_SGIX_depth_texture 1 +GLAD_API_CALL int GLAD_GL_SGIX_depth_texture; +#define GL_SGIX_flush_raster 1 +GLAD_API_CALL int GLAD_GL_SGIX_flush_raster; +#define GL_SGIX_fog_offset 1 +GLAD_API_CALL int GLAD_GL_SGIX_fog_offset; +#define GL_SGIX_fragment_lighting 1 +GLAD_API_CALL int GLAD_GL_SGIX_fragment_lighting; +#define GL_SGIX_framezoom 1 +GLAD_API_CALL int GLAD_GL_SGIX_framezoom; +#define GL_SGIX_igloo_interface 1 +GLAD_API_CALL int GLAD_GL_SGIX_igloo_interface; +#define GL_SGIX_instruments 1 +GLAD_API_CALL int GLAD_GL_SGIX_instruments; +#define GL_SGIX_interlace 1 +GLAD_API_CALL int GLAD_GL_SGIX_interlace; +#define GL_SGIX_ir_instrument1 1 +GLAD_API_CALL int GLAD_GL_SGIX_ir_instrument1; +#define GL_SGIX_list_priority 1 +GLAD_API_CALL int GLAD_GL_SGIX_list_priority; +#define GL_SGIX_pixel_texture 1 +GLAD_API_CALL int GLAD_GL_SGIX_pixel_texture; +#define GL_SGIX_pixel_tiles 1 +GLAD_API_CALL int GLAD_GL_SGIX_pixel_tiles; +#define GL_SGIX_polynomial_ffd 1 +GLAD_API_CALL int GLAD_GL_SGIX_polynomial_ffd; +#define GL_SGIX_reference_plane 1 +GLAD_API_CALL int GLAD_GL_SGIX_reference_plane; +#define GL_SGIX_resample 1 +GLAD_API_CALL int GLAD_GL_SGIX_resample; +#define GL_SGIX_scalebias_hint 1 +GLAD_API_CALL int GLAD_GL_SGIX_scalebias_hint; +#define GL_SGIX_shadow 1 +GLAD_API_CALL int GLAD_GL_SGIX_shadow; +#define GL_SGIX_shadow_ambient 1 +GLAD_API_CALL int GLAD_GL_SGIX_shadow_ambient; +#define GL_SGIX_sprite 1 +GLAD_API_CALL int GLAD_GL_SGIX_sprite; +#define GL_SGIX_subsample 1 +GLAD_API_CALL int GLAD_GL_SGIX_subsample; +#define GL_SGIX_tag_sample_buffer 1 +GLAD_API_CALL int GLAD_GL_SGIX_tag_sample_buffer; +#define GL_SGIX_texture_add_env 1 +GLAD_API_CALL int GLAD_GL_SGIX_texture_add_env; +#define GL_SGIX_texture_coordinate_clamp 1 +GLAD_API_CALL int GLAD_GL_SGIX_texture_coordinate_clamp; +#define GL_SGIX_texture_lod_bias 1 +GLAD_API_CALL int GLAD_GL_SGIX_texture_lod_bias; +#define GL_SGIX_texture_multi_buffer 1 +GLAD_API_CALL int GLAD_GL_SGIX_texture_multi_buffer; +#define GL_SGIX_texture_scale_bias 1 +GLAD_API_CALL int GLAD_GL_SGIX_texture_scale_bias; +#define GL_SGIX_vertex_preclip 1 +GLAD_API_CALL int GLAD_GL_SGIX_vertex_preclip; +#define GL_SGIX_ycrcb 1 +GLAD_API_CALL int GLAD_GL_SGIX_ycrcb; +#define GL_SGIX_ycrcb_subsample 1 +GLAD_API_CALL int GLAD_GL_SGIX_ycrcb_subsample; +#define GL_SGIX_ycrcba 1 +GLAD_API_CALL int GLAD_GL_SGIX_ycrcba; +#define GL_SGI_color_matrix 1 +GLAD_API_CALL int GLAD_GL_SGI_color_matrix; +#define GL_SGI_color_table 1 +GLAD_API_CALL int GLAD_GL_SGI_color_table; +#define GL_SGI_texture_color_table 1 +GLAD_API_CALL int GLAD_GL_SGI_texture_color_table; +#define GL_SUNX_constant_data 1 +GLAD_API_CALL int GLAD_GL_SUNX_constant_data; +#define GL_SUN_convolution_border_modes 1 +GLAD_API_CALL int GLAD_GL_SUN_convolution_border_modes; +#define GL_SUN_global_alpha 1 +GLAD_API_CALL int GLAD_GL_SUN_global_alpha; +#define GL_SUN_mesh_array 1 +GLAD_API_CALL int GLAD_GL_SUN_mesh_array; +#define GL_SUN_slice_accum 1 +GLAD_API_CALL int GLAD_GL_SUN_slice_accum; +#define GL_SUN_triangle_list 1 +GLAD_API_CALL int GLAD_GL_SUN_triangle_list; +#define GL_SUN_vertex 1 +GLAD_API_CALL int GLAD_GL_SUN_vertex; +#define GL_WIN_phong_shading 1 +GLAD_API_CALL int GLAD_GL_WIN_phong_shading; +#define GL_WIN_specular_fog 1 +GLAD_API_CALL int GLAD_GL_WIN_specular_fog; + + +typedef void (GLAD_API_PTR *PFNGLACCUMPROC)(GLenum op, GLfloat value); +typedef void (GLAD_API_PTR *PFNGLACCUMXOESPROC)(GLenum op, GLfixed value); +typedef GLboolean (GLAD_API_PTR *PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC)(GLuint memory, GLuint64 key, GLuint timeout); +typedef void (GLAD_API_PTR *PFNGLACTIVEPROGRAMEXTPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program); +typedef void (GLAD_API_PTR *PFNGLACTIVESTENCILFACEEXTPROC)(GLenum face); +typedef void (GLAD_API_PTR *PFNGLACTIVETEXTUREPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLACTIVETEXTUREARBPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLACTIVEVARYINGNVPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLALPHAFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (GLAD_API_PTR *PFNGLALPHAFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (GLAD_API_PTR *PFNGLALPHAFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (GLAD_API_PTR *PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref); +typedef void (GLAD_API_PTR *PFNGLALPHAFUNCXOESPROC)(GLenum func, GLfixed ref); +typedef void (GLAD_API_PTR *PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC)(void); +typedef void (GLAD_API_PTR *PFNGLAPPLYTEXTUREEXTPROC)(GLenum mode); +typedef GLboolean (GLAD_API_PTR *PFNGLAREPROGRAMSRESIDENTNVPROC)(GLsizei n, const GLuint * programs, GLboolean * residences); +typedef GLboolean (GLAD_API_PTR *PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint * textures, GLboolean * residences); +typedef GLboolean (GLAD_API_PTR *PFNGLARETEXTURESRESIDENTEXTPROC)(GLsizei n, const GLuint * textures, GLboolean * residences); +typedef void (GLAD_API_PTR *PFNGLARRAYELEMENTPROC)(GLint i); +typedef void (GLAD_API_PTR *PFNGLARRAYELEMENTEXTPROC)(GLint i); +typedef void (GLAD_API_PTR *PFNGLARRAYOBJECTATIPROC)(GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef GLuint (GLAD_API_PTR *PFNGLASYNCCOPYBUFFERSUBDATANVXPROC)(GLsizei waitSemaphoreCount, const GLuint * waitSemaphoreArray, const GLuint64 * fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint * signalSemaphoreArray, const GLuint64 * signalValueArray); +typedef GLuint (GLAD_API_PTR *PFNGLASYNCCOPYIMAGESUBDATANVXPROC)(GLsizei waitSemaphoreCount, const GLuint * waitSemaphoreArray, const GLuint64 * waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint * signalSemaphoreArray, const GLuint64 * signalValueArray); +typedef void (GLAD_API_PTR *PFNGLASYNCMARKERSGIXPROC)(GLuint marker); +typedef void (GLAD_API_PTR *PFNGLATTACHOBJECTARBPROC)(GLhandleARB containerObj, GLhandleARB obj); +typedef void (GLAD_API_PTR *PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLBEGINPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBEGINCONDITIONALRENDERNVPROC)(GLuint id, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBEGINCONDITIONALRENDERNVXPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINFRAGMENTSHADERATIPROC)(void); +typedef void (GLAD_API_PTR *PFNGLBEGINOCCLUSIONQUERYNVPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINPERFMONITORAMDPROC)(GLuint monitor); +typedef void (GLAD_API_PTR *PFNGLBEGINPERFQUERYINTELPROC)(GLuint queryHandle); +typedef void (GLAD_API_PTR *PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINQUERYARBPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +typedef void (GLAD_API_PTR *PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)(GLenum primitiveMode); +typedef void (GLAD_API_PTR *PFNGLBEGINTRANSFORMFEEDBACKNVPROC)(GLenum primitiveMode); +typedef void (GLAD_API_PTR *PFNGLBEGINVERTEXSHADEREXTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLBEGINVIDEOCAPTURENVPROC)(GLuint video_capture_slot); +typedef void (GLAD_API_PTR *PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDATTRIBLOCATIONARBPROC)(GLhandleARB programObj, GLuint index, const GLcharARB * name); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERARBPROC)(GLenum target, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERBASEEXTPROC)(GLenum target, GLuint index, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERBASENVPROC)(GLenum target, GLuint index, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFEROFFSETEXTPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFEROFFSETNVPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERRANGEEXTPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERRANGENVPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint * buffers, const GLintptr * offsets, const GLsizeiptr * sizes); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGDATALOCATIONEXTPROC)(GLuint program, GLuint color, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLBINDFRAGMENTSHADERATIPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +typedef void (GLAD_API_PTR *PFNGLBINDFRAMEBUFFEREXTPROC)(GLenum target, GLuint framebuffer); +typedef void (GLAD_API_PTR *PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +typedef void (GLAD_API_PTR *PFNGLBINDIMAGETEXTUREEXTPROC)(GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +typedef void (GLAD_API_PTR *PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint * textures); +typedef GLuint (GLAD_API_PTR *PFNGLBINDLIGHTPARAMETEREXTPROC)(GLenum light, GLenum value); +typedef GLuint (GLAD_API_PTR *PFNGLBINDMATERIALPARAMETEREXTPROC)(GLenum face, GLenum value); +typedef void (GLAD_API_PTR *PFNGLBINDMULTITEXTUREEXTPROC)(GLenum texunit, GLenum target, GLuint texture); +typedef GLuint (GLAD_API_PTR *PFNGLBINDPARAMETEREXTPROC)(GLenum value); +typedef void (GLAD_API_PTR *PFNGLBINDPROGRAMARBPROC)(GLenum target, GLuint program); +typedef void (GLAD_API_PTR *PFNGLBINDPROGRAMNVPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline); +typedef void (GLAD_API_PTR *PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLBINDRENDERBUFFEREXTPROC)(GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +typedef void (GLAD_API_PTR *PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLBINDSHADINGRATEIMAGENVPROC)(GLuint texture); +typedef GLuint (GLAD_API_PTR *PFNGLBINDTEXGENPARAMETEREXTPROC)(GLenum unit, GLenum coord, GLenum value); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTUREEXTPROC)(GLenum target, GLuint texture); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture); +typedef GLuint (GLAD_API_PTR *PFNGLBINDTEXTUREUNITPARAMETEREXTPROC)(GLenum unit, GLenum value); +typedef void (GLAD_API_PTR *PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBINDTRANSFORMFEEDBACKNVPROC)(GLenum target, GLuint id); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXARRAYPROC)(GLuint array); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXARRAYAPPLEPROC)(GLuint array); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint * buffers, const GLintptr * offsets, const GLsizei * strides); +typedef void (GLAD_API_PTR *PFNGLBINDVERTEXSHADEREXTPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +typedef void (GLAD_API_PTR *PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC)(GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3BEXTPROC)(GLbyte bx, GLbyte by, GLbyte bz); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3BVEXTPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3DEXTPROC)(GLdouble bx, GLdouble by, GLdouble bz); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3DVEXTPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3FEXTPROC)(GLfloat bx, GLfloat by, GLfloat bz); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3FVEXTPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3IEXTPROC)(GLint bx, GLint by, GLint bz); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3IVEXTPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3SEXTPROC)(GLshort bx, GLshort by, GLshort bz); +typedef void (GLAD_API_PTR *PFNGLBINORMAL3SVEXTPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLBINORMALPOINTEREXTPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap); +typedef void (GLAD_API_PTR *PFNGLBITMAPXOESPROC)(GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte * bitmap); +typedef void (GLAD_API_PTR *PFNGLBLENDBARRIERKHRPROC)(void); +typedef void (GLAD_API_PTR *PFNGLBLENDBARRIERNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLBLENDCOLOREXTPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLBLENDCOLORXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONINDEXEDAMDPROC)(GLuint buf, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEEXTPROC)(GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONSEPARATEIARBPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDEQUATIONIARBPROC)(GLuint buf, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCINDEXEDAMDPROC)(GLuint buf, GLenum src, GLenum dst); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEEXTPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEINGRPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCSEPARATEIARBPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GLAD_API_PTR *PFNGLBLENDFUNCIARBPROC)(GLuint buf, GLenum src, GLenum dst); +typedef void (GLAD_API_PTR *PFNGLBLENDPARAMETERINVPROC)(GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAD_API_PTR *PFNGLBLITFRAMEBUFFEREXTPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAD_API_PTR *PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAD_API_PTR *PFNGLBUFFERADDRESSRANGENVPROC)(GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLBUFFERATTACHMEMORYNVPROC)(GLenum target, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLBUFFERDATAARBPROC)(GLenum target, GLsizeiptrARB size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLBUFFERPAGECOMMITMENTARBPROC)(GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLBUFFERPAGECOMMITMENTMEMNVPROC)(GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLBUFFERPARAMETERIAPPLEPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLBUFFERSTORAGEEXTERNALEXTPROC)(GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLBUFFERSTORAGEMEMEXTPROC)(GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void * data); +typedef void (GLAD_API_PTR *PFNGLCALLCOMMANDLISTNVPROC)(GLuint list); +typedef void (GLAD_API_PTR *PFNGLCALLLISTPROC)(GLuint list); +typedef void (GLAD_API_PTR *PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void * lists); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)(GLenum target); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target); +typedef GLenum (GLAD_API_PTR *PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC)(GLuint framebuffer, GLenum target); +typedef void (GLAD_API_PTR *PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +typedef void (GLAD_API_PTR *PFNGLCLAMPCOLORARBPROC)(GLenum target, GLenum clamp); +typedef void (GLAD_API_PTR *PFNGLCLEARPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARACCUMXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORIIEXTPROC)(GLint red, GLint green, GLint blue, GLint alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORIUIEXTPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARCOLORXOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHPROC)(GLdouble depth); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHDNVPROC)(GLdouble depth); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHFPROC)(GLfloat d); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHFOESPROC)(GLclampf depth); +typedef void (GLAD_API_PTR *PFNGLCLEARDEPTHXOESPROC)(GLfixed depth); +typedef void (GLAD_API_PTR *PFNGLCLEARINDEXPROC)(GLfloat c); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDBUFFERDATAEXTPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLCLEARSTENCILPROC)(GLint s); +typedef void (GLAD_API_PTR *PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLCLIENTACTIVETEXTUREARBPROC)(GLenum texture); +typedef void (GLAD_API_PTR *PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC)(GLenum stream); +typedef void (GLAD_API_PTR *PFNGLCLIENTATTRIBDEFAULTEXTPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC)(GLsizei fenceObjectCount, const GLuint * semaphoreArray, const GLuint64 * fenceValueArray); +typedef GLenum (GLAD_API_PTR *PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GLAD_API_PTR *PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth); +typedef void (GLAD_API_PTR *PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble * equation); +typedef void (GLAD_API_PTR *PFNGLCLIPPLANEFOESPROC)(GLenum plane, const GLfloat * equation); +typedef void (GLAD_API_PTR *PFNGLCLIPPLANEXOESPROC)(GLenum plane, const GLfixed * equation); +typedef void (GLAD_API_PTR *PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FVERTEX3FSUNPROC)(GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FVERTEX3FVSUNPROC)(const GLfloat * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR3XOESPROC)(GLfixed red, GLfixed green, GLfixed blue); +typedef void (GLAD_API_PTR *PFNGLCOLOR3XVOESPROC)(const GLfixed * components); +typedef void (GLAD_API_PTR *PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat * c, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVERTEX2FSUNPROC)(GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVERTEX2FVSUNPROC)(const GLubyte * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVERTEX3FSUNPROC)(GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVERTEX3FVSUNPROC)(const GLubyte * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLCOLOR4XOESPROC)(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (GLAD_API_PTR *PFNGLCOLOR4XVOESPROC)(const GLfixed * components); +typedef void (GLAD_API_PTR *PFNGLCOLORFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLCOLORFRAGMENTOP1ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (GLAD_API_PTR *PFNGLCOLORFRAGMENTOP2ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (GLAD_API_PTR *PFNGLCOLORFRAGMENTOP3ATIPROC)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKINDEXEDEXTPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (GLAD_API_PTR *PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (GLAD_API_PTR *PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLCOLORPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLCOLORPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLCOLORPOINTERVINTELPROC)(GLint size, GLenum type, const void ** pointer); +typedef void (GLAD_API_PTR *PFNGLCOLORSUBTABLEPROC)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOLORSUBTABLEEXTPROC)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void * table); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEEXTPROC)(GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void * table); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEPARAMETERFVSGIPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLEPARAMETERIVSGIPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLCOLORTABLESGIPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void * table); +typedef void (GLAD_API_PTR *PFNGLCOMBINERINPUTNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (GLAD_API_PTR *PFNGLCOMBINEROUTPUTNVPROC)(GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +typedef void (GLAD_API_PTR *PFNGLCOMBINERPARAMETERFNVPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLCOMBINERPARAMETERFVNVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCOMBINERPARAMETERINVPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLCOMBINERPARAMETERIVNVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLCOMBINERSTAGEPARAMETERFVNVPROC)(GLenum stage, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCOMMANDLISTSEGMENTSNVPROC)(GLuint list, GLuint segments); +typedef void (GLAD_API_PTR *PFNGLCOMPILECOMMANDLISTNVPROC)(GLuint list); +typedef void (GLAD_API_PTR *PFNGLCOMPILESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLCOMPILESHADERARBPROC)(GLhandleARB shaderObj); +typedef void (GLAD_API_PTR *PFNGLCOMPILESHADERINCLUDEARBPROC)(GLuint shader, GLsizei count, const GLchar *const* path, const GLint * length); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +typedef void (GLAD_API_PTR *PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * bits); +typedef void (GLAD_API_PTR *PFNGLCONSERVATIVERASTERPARAMETERFNVPROC)(GLenum pname, GLfloat value); +typedef void (GLAD_API_PTR *PFNGLCONSERVATIVERASTERPARAMETERINVPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONFILTER1DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void * image); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONFILTER1DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void * image); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONFILTER2DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * image); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * image); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERFEXTPROC)(GLenum target, GLenum pname, GLfloat params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERFVEXTPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERIPROC)(GLenum target, GLenum pname, GLint params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERIEXTPROC)(GLenum target, GLenum pname, GLint params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERIVEXTPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERXOESPROC)(GLenum target, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLCONVOLUTIONPARAMETERXVOESPROC)(GLenum target, GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLCOPYCOLORSUBTABLEPROC)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCOLORSUBTABLEEXTPROC)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCOLORTABLEPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCOLORTABLESGIPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCONVOLUTIONFILTER1DPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYCONVOLUTIONFILTER2DPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (GLAD_API_PTR *PFNGLCOPYIMAGESUBDATANVPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAD_API_PTR *PFNGLCOPYMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLCOPYPATHNVPROC)(GLuint resultPath, GLuint srcPath); +typedef void (GLAD_API_PTR *PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE1DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXIMAGE2DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE1DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE2DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXSUBIMAGE3DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLCOVERFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLCOVERFILLPATHNVPROC)(GLuint path, GLenum coverMode); +typedef void (GLAD_API_PTR *PFNGLCOVERSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLCOVERSTROKEPATHNVPROC)(GLuint path, GLenum coverMode); +typedef void (GLAD_API_PTR *PFNGLCOVERAGEMODULATIONNVPROC)(GLenum components); +typedef void (GLAD_API_PTR *PFNGLCOVERAGEMODULATIONTABLENVPROC)(GLsizei n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLCREATECOMMANDLISTSNVPROC)(GLsizei n, GLuint * lists); +typedef void (GLAD_API_PTR *PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLCREATEMEMORYOBJECTSEXTPROC)(GLsizei n, GLuint * memoryObjects); +typedef void (GLAD_API_PTR *PFNGLCREATEPERFQUERYINTELPROC)(GLuint queryId, GLuint * queryHandle); +typedef GLuint (GLAD_API_PTR *PFNGLCREATEPROGRAMPROC)(void); +typedef GLhandleARB (GLAD_API_PTR *PFNGLCREATEPROGRAMOBJECTARBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint * pipelines); +typedef GLuint (GLAD_API_PTR *PFNGLCREATEPROGRESSFENCENVXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLCREATESEMAPHORESNVPROC)(GLsizei n, GLuint * semaphores); +typedef GLuint (GLAD_API_PTR *PFNGLCREATESHADERPROC)(GLenum type); +typedef GLhandleARB (GLAD_API_PTR *PFNGLCREATESHADEROBJECTARBPROC)(GLenum shaderType); +typedef GLuint (GLAD_API_PTR *PFNGLCREATESHADERPROGRAMEXTPROC)(GLenum type, const GLchar * string); +typedef GLuint (GLAD_API_PTR *PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const* strings); +typedef void (GLAD_API_PTR *PFNGLCREATESTATESNVPROC)(GLsizei n, GLuint * states); +typedef GLsync (GLAD_API_PTR *PFNGLCREATESYNCFROMCLEVENTARBPROC)(struct _cl_context * context, struct _cl_event * event, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLCULLFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLCULLPARAMETERDVEXTPROC)(GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLCULLPARAMETERFVEXTPROC)(GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLCURRENTPALETTEMATRIXARBPROC)(GLint index); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void * userParam); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECALLBACKAMDPROC)(GLDEBUGPROCAMD callback, void * userParam); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void * userParam); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGEENABLEAMDPROC)(GLenum category, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar * buf); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGEINSERTAMDPROC)(GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar * buf); +typedef void (GLAD_API_PTR *PFNGLDEBUGMESSAGEINSERTARBPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar * buf); +typedef void (GLAD_API_PTR *PFNGLDEFORMSGIXPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLDEFORMATIONMAP3DSGIXPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLDEFORMATIONMAP3FSGIXPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLDELETEASYNCMARKERSSGIXPROC)(GLuint marker, GLsizei range); +typedef void (GLAD_API_PTR *PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLDELETEBUFFERSARBPROC)(GLsizei n, const GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLDELETECOMMANDLISTSNVPROC)(GLsizei n, const GLuint * lists); +typedef void (GLAD_API_PTR *PFNGLDELETEFENCESAPPLEPROC)(GLsizei n, const GLuint * fences); +typedef void (GLAD_API_PTR *PFNGLDELETEFENCESNVPROC)(GLsizei n, const GLuint * fences); +typedef void (GLAD_API_PTR *PFNGLDELETEFRAGMENTSHADERATIPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLDELETEFRAMEBUFFERSEXTPROC)(GLsizei n, const GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); +typedef void (GLAD_API_PTR *PFNGLDELETEMEMORYOBJECTSEXTPROC)(GLsizei n, const GLuint * memoryObjects); +typedef void (GLAD_API_PTR *PFNGLDELETENAMEDSTRINGARBPROC)(GLint namelen, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLDELETENAMESAMDPROC)(GLenum identifier, GLuint num, const GLuint * names); +typedef void (GLAD_API_PTR *PFNGLDELETEOBJECTARBPROC)(GLhandleARB obj); +typedef void (GLAD_API_PTR *PFNGLDELETEOCCLUSIONQUERIESNVPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETEPATHSNVPROC)(GLuint path, GLsizei range); +typedef void (GLAD_API_PTR *PFNGLDELETEPERFMONITORSAMDPROC)(GLsizei n, GLuint * monitors); +typedef void (GLAD_API_PTR *PFNGLDELETEPERFQUERYINTELPROC)(GLuint queryHandle); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint * pipelines); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMSARBPROC)(GLsizei n, const GLuint * programs); +typedef void (GLAD_API_PTR *PFNGLDELETEPROGRAMSNVPROC)(GLsizei n, const GLuint * programs); +typedef void (GLAD_API_PTR *PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETEQUERIESARBPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETEQUERYRESOURCETAGNVPROC)(GLsizei n, const GLint * tagIds); +typedef void (GLAD_API_PTR *PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLDELETERENDERBUFFERSEXTPROC)(GLsizei n, const GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLDELETESEMAPHORESEXTPROC)(GLsizei n, const GLuint * semaphores); +typedef void (GLAD_API_PTR *PFNGLDELETESHADERPROC)(GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDELETESTATESNVPROC)(GLsizei n, const GLuint * states); +typedef void (GLAD_API_PTR *PFNGLDELETESYNCPROC)(GLsync sync); +typedef void (GLAD_API_PTR *PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLDELETETEXTURESEXTPROC)(GLsizei n, const GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETETRANSFORMFEEDBACKSNVPROC)(GLsizei n, const GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLDELETEVERTEXARRAYSAPPLEPROC)(GLsizei n, const GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLDELETEVERTEXSHADEREXTPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLDEPTHBOUNDSEXTPROC)(GLclampd zmin, GLclampd zmax); +typedef void (GLAD_API_PTR *PFNGLDEPTHBOUNDSDNVPROC)(GLdouble zmin, GLdouble zmax); +typedef void (GLAD_API_PTR *PFNGLDEPTHFUNCPROC)(GLenum func); +typedef void (GLAD_API_PTR *PFNGLDEPTHMASKPROC)(GLboolean flag); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEARRAYDVNVPROC)(GLuint first, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEINDEXEDDNVPROC)(GLuint index, GLdouble n, GLdouble f); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEDNVPROC)(GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEFOESPROC)(GLclampf n, GLclampf f); +typedef void (GLAD_API_PTR *PFNGLDEPTHRANGEXOESPROC)(GLfixed n, GLfixed f); +typedef void (GLAD_API_PTR *PFNGLDETACHOBJECTARBPROC)(GLhandleARB containerObj, GLhandleARB attachedObj); +typedef void (GLAD_API_PTR *PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +typedef void (GLAD_API_PTR *PFNGLDETAILTEXFUNCSGISPROC)(GLenum target, GLsizei n, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLDISABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLDISABLECLIENTSTATEPROC)(GLenum array); +typedef void (GLAD_API_PTR *PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC)(GLenum array, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLECLIENTSTATEIEXTPROC)(GLenum array, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEINDEXEDEXTPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC)(GLuint vaobj, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXARRAYEXTPROC)(GLuint vaobj, GLenum array); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXATTRIBAPPLEPROC)(GLuint index, GLenum pname); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISABLEIPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +typedef void (GLAD_API_PTR *PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +typedef void (GLAD_API_PTR *PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSEXTPROC)(GLenum mode, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void * indirect); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINSTANCEDARBPROC)(GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (GLAD_API_PTR *PFNGLDRAWARRAYSINSTANCEDEXTPROC)(GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERPROC)(GLenum buf); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERSARBPROC)(GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLDRAWBUFFERSATIPROC)(GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLDRAWCOMMANDSADDRESSNVPROC)(GLenum primitiveMode, const GLuint64 * indirects, const GLsizei * sizes, GLuint count); +typedef void (GLAD_API_PTR *PFNGLDRAWCOMMANDSNVPROC)(GLenum primitiveMode, GLuint buffer, const GLintptr * indirects, const GLsizei * sizes, GLuint count); +typedef void (GLAD_API_PTR *PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC)(const GLuint64 * indirects, const GLsizei * sizes, const GLuint * states, const GLuint * fbos, GLuint count); +typedef void (GLAD_API_PTR *PFNGLDRAWCOMMANDSSTATESNVPROC)(GLuint buffer, const GLintptr * indirects, const GLsizei * sizes, const GLuint * states, const GLuint * fbos, GLuint count); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTARRAYAPPLEPROC)(GLenum mode, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTARRAYATIPROC)(GLenum mode, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void * indirect); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDARBPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLuint baseinstance); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +typedef void (GLAD_API_PTR *PFNGLDRAWELEMENTSINSTANCEDEXTPROC)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLDRAWMESHARRAYSSUNPROC)(GLenum mode, GLint first, GLsizei count, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLDRAWMESHTASKSINDIRECTNVPROC)(GLintptr indirect); +typedef void (GLAD_API_PTR *PFNGLDRAWMESHTASKSNVPROC)(GLuint first, GLuint count); +typedef void (GLAD_API_PTR *PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC)(GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTARRAYATIPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef void (GLAD_API_PTR *PFNGLDRAWRANGEELEMENTSEXTPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); +typedef void (GLAD_API_PTR *PFNGLDRAWTEXTURENVPROC)(GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef void (GLAD_API_PTR *PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); +typedef void (GLAD_API_PTR *PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWTRANSFORMFEEDBACKNVPROC)(GLenum mode, GLuint id); +typedef void (GLAD_API_PTR *PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); +typedef void (GLAD_API_PTR *PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +typedef void (GLAD_API_PTR *PFNGLDRAWVKIMAGENVPROC)(GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef void (GLAD_API_PTR *PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC)(GLenum target, GLeglImageOES image, const GLint * attrib_list); +typedef void (GLAD_API_PTR *PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC)(GLuint texture, GLeglImageOES image, const GLint * attrib_list); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPROC)(GLboolean flag); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGFORMATNVPROC)(GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride, GLsizei count, const GLboolean * pointer); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGPOINTERLISTIBMPROC)(GLint stride, const GLboolean ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLEDGEFLAGVPROC)(const GLboolean * flag); +typedef void (GLAD_API_PTR *PFNGLELEMENTPOINTERAPPLEPROC)(GLenum type, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLELEMENTPOINTERATIPROC)(GLenum type, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLENABLEPROC)(GLenum cap); +typedef void (GLAD_API_PTR *PFNGLENABLECLIENTSTATEPROC)(GLenum array); +typedef void (GLAD_API_PTR *PFNGLENABLECLIENTSTATEINDEXEDEXTPROC)(GLenum array, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLECLIENTSTATEIEXTPROC)(GLenum array, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEINDEXEDEXTPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEVARIANTCLIENTSTATEEXTPROC)(GLuint id); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXARRAYATTRIBEXTPROC)(GLuint vaobj, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXARRAYEXTPROC)(GLuint vaobj, GLenum array); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXATTRIBAPPLEPROC)(GLuint index, GLenum pname); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEVERTEXATTRIBARRAYARBPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLENABLEIPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENDPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDCONDITIONALRENDERPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDCONDITIONALRENDERNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDCONDITIONALRENDERNVXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDFRAGMENTSHADERATIPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDLISTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDOCCLUSIONQUERYNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDPERFMONITORAMDPROC)(GLuint monitor); +typedef void (GLAD_API_PTR *PFNGLENDPERFQUERYINTELPROC)(GLuint queryHandle); +typedef void (GLAD_API_PTR *PFNGLENDQUERYPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLENDQUERYARBPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); +typedef void (GLAD_API_PTR *PFNGLENDTRANSFORMFEEDBACKPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDTRANSFORMFEEDBACKEXTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDTRANSFORMFEEDBACKNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDVERTEXSHADEREXTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLENDVIDEOCAPTURENVPROC)(GLuint video_capture_slot); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1DPROC)(GLdouble u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1DVPROC)(const GLdouble * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1FPROC)(GLfloat u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1FVPROC)(const GLfloat * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1XOESPROC)(GLfixed u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD1XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2DVPROC)(const GLdouble * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2FVPROC)(const GLfloat * u); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2XOESPROC)(GLfixed u, GLfixed v); +typedef void (GLAD_API_PTR *PFNGLEVALCOORD2XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLEVALMAPSNVPROC)(GLenum target, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2); +typedef void (GLAD_API_PTR *PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +typedef void (GLAD_API_PTR *PFNGLEVALPOINT1PROC)(GLint i); +typedef void (GLAD_API_PTR *PFNGLEVALPOINT2PROC)(GLint i, GLint j); +typedef void (GLAD_API_PTR *PFNGLEVALUATEDEPTHVALUESARBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLEXECUTEPROGRAMNVPROC)(GLenum target, GLuint id, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLEXTRACTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); +typedef void (GLAD_API_PTR *PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat * buffer); +typedef void (GLAD_API_PTR *PFNGLFEEDBACKBUFFERXOESPROC)(GLsizei n, GLenum type, const GLfixed * buffer); +typedef GLsync (GLAD_API_PTR *PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLFINALCOMBINERINPUTNVPROC)(GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (GLAD_API_PTR *PFNGLFINISHPROC)(void); +typedef GLint (GLAD_API_PTR *PFNGLFINISHASYNCSGIXPROC)(GLuint * markerp); +typedef void (GLAD_API_PTR *PFNGLFINISHFENCEAPPLEPROC)(GLuint fence); +typedef void (GLAD_API_PTR *PFNGLFINISHFENCENVPROC)(GLuint fence); +typedef void (GLAD_API_PTR *PFNGLFINISHOBJECTAPPLEPROC)(GLenum object, GLint name); +typedef void (GLAD_API_PTR *PFNGLFINISHTEXTURESUNXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)(GLenum target, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLFLUSHPIXELDATARANGENVPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLFLUSHRASTERSGIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFLUSHSTATICDATAIBMPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC)(GLsizei length, void * pointer); +typedef void (GLAD_API_PTR *PFNGLFLUSHVERTEXARRAYRANGENVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFORMATNVPROC)(GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDPOINTEREXTPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDPROC)(GLdouble coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDEXTPROC)(GLdouble coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDVPROC)(const GLdouble * coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDDVEXTPROC)(const GLdouble * coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFPROC)(GLfloat coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFEXTPROC)(GLfloat coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFVPROC)(const GLfloat * coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDFVEXTPROC)(const GLfloat * coord); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDHNVPROC)(GLhalfNV fog); +typedef void (GLAD_API_PTR *PFNGLFOGCOORDHVNVPROC)(const GLhalfNV * fog); +typedef void (GLAD_API_PTR *PFNGLFOGFUNCSGISPROC)(GLsizei n, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLFOGFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLFOGFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLFOGIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFOGIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLFOGXOESPROC)(GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLFOGXVOESPROC)(GLenum pname, const GLfixed * param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTCOLORMATERIALSGIXPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTCOVERAGECOLORNVPROC)(GLuint color); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTMODELFSGIXPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTMODELFVSGIXPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTMODELISGIXPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTMODELIVSGIXPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTFSGIXPROC)(GLenum light, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTFVSGIXPROC)(GLenum light, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTISGIXPROC)(GLenum light, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTLIGHTIVSGIXPROC)(GLenum light, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTMATERIALFSGIXPROC)(GLenum face, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTMATERIALFVSGIXPROC)(GLenum face, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTMATERIALISGIXPROC)(GLenum face, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFRAGMENTMATERIALIVSGIXPROC)(GLenum face, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLFRAMETERMINATORGREMEDYPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFRAMEZOOMSGIXPROC)(GLint factor); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC)(GLuint framebuffer, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC)(GLuint framebuffer, GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERPARAMETERIMESAPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERREADBUFFEREXTPROC)(GLuint framebuffer, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLenum target, GLuint start, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLenum target, GLuint start, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)(GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREEXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +typedef void (GLAD_API_PTR *PFNGLFREEOBJECTBUFFERATIPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLFRONTFACEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLFRUSTUMFOESPROC)(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +typedef void (GLAD_API_PTR *PFNGLFRUSTUMXOESPROC)(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef GLuint (GLAD_API_PTR *PFNGLGENASYNCMARKERSSGIXPROC)(GLsizei range); +typedef void (GLAD_API_PTR *PFNGLGENBUFFERSPROC)(GLsizei n, GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLGENBUFFERSARBPROC)(GLsizei n, GLuint * buffers); +typedef void (GLAD_API_PTR *PFNGLGENFENCESAPPLEPROC)(GLsizei n, GLuint * fences); +typedef void (GLAD_API_PTR *PFNGLGENFENCESNVPROC)(GLsizei n, GLuint * fences); +typedef GLuint (GLAD_API_PTR *PFNGLGENFRAGMENTSHADERSATIPROC)(GLuint range); +typedef void (GLAD_API_PTR *PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint * framebuffers); +typedef void (GLAD_API_PTR *PFNGLGENFRAMEBUFFERSEXTPROC)(GLsizei n, GLuint * framebuffers); +typedef GLuint (GLAD_API_PTR *PFNGLGENLISTSPROC)(GLsizei range); +typedef void (GLAD_API_PTR *PFNGLGENNAMESAMDPROC)(GLenum identifier, GLuint num, GLuint * names); +typedef void (GLAD_API_PTR *PFNGLGENOCCLUSIONQUERIESNVPROC)(GLsizei n, GLuint * ids); +typedef GLuint (GLAD_API_PTR *PFNGLGENPATHSNVPROC)(GLsizei range); +typedef void (GLAD_API_PTR *PFNGLGENPERFMONITORSAMDPROC)(GLsizei n, GLuint * monitors); +typedef void (GLAD_API_PTR *PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint * pipelines); +typedef void (GLAD_API_PTR *PFNGLGENPROGRAMSARBPROC)(GLsizei n, GLuint * programs); +typedef void (GLAD_API_PTR *PFNGLGENPROGRAMSNVPROC)(GLsizei n, GLuint * programs); +typedef void (GLAD_API_PTR *PFNGLGENQUERIESPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLGENQUERIESARBPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLGENQUERYRESOURCETAGNVPROC)(GLsizei n, GLint * tagIds); +typedef void (GLAD_API_PTR *PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLGENRENDERBUFFERSEXTPROC)(GLsizei n, GLuint * renderbuffers); +typedef void (GLAD_API_PTR *PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint * samplers); +typedef void (GLAD_API_PTR *PFNGLGENSEMAPHORESEXTPROC)(GLsizei n, GLuint * semaphores); +typedef GLuint (GLAD_API_PTR *PFNGLGENSYMBOLSEXTPROC)(GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +typedef void (GLAD_API_PTR *PFNGLGENTEXTURESPROC)(GLsizei n, GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLGENTEXTURESEXTPROC)(GLsizei n, GLuint * textures); +typedef void (GLAD_API_PTR *PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLGENTRANSFORMFEEDBACKSNVPROC)(GLsizei n, GLuint * ids); +typedef void (GLAD_API_PTR *PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint * arrays); +typedef void (GLAD_API_PTR *PFNGLGENVERTEXARRAYSAPPLEPROC)(GLsizei n, GLuint * arrays); +typedef GLuint (GLAD_API_PTR *PFNGLGENVERTEXSHADERSEXTPROC)(GLuint range); +typedef void (GLAD_API_PTR *PFNGLGENERATEMIPMAPPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLGENERATEMIPMAPEXTPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLGENERATEMULTITEXMIPMAPEXTPROC)(GLenum texunit, GLenum target); +typedef void (GLAD_API_PTR *PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture); +typedef void (GLAD_API_PTR *PFNGLGENERATETEXTUREMIPMAPEXTPROC)(GLuint texture, GLenum target); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEATTRIBARBPROC)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei * length, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei * length, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint * values); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMARBPROC)(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETACTIVEVARYINGNVPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETARRAYOBJECTFVATIPROC)(GLenum array, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETARRAYOBJECTIVATIPROC)(GLenum array, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETATTACHEDOBJECTSARBPROC)(GLhandleARB containerObj, GLsizei maxCount, GLsizei * count, GLhandleARB * obj); +typedef void (GLAD_API_PTR *PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders); +typedef GLint (GLAD_API_PTR *PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETATTRIBLOCATIONARBPROC)(GLhandleARB programObj, const GLcharARB * name); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANINDEXEDVEXTPROC)(GLenum target, GLuint index, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERIVARBPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPARAMETERUI64VNVPROC)(GLenum target, GLenum pname, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERPOINTERVARBPROC)(GLenum target, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void * data); +typedef void (GLAD_API_PTR *PFNGLGETBUFFERSUBDATAARBPROC)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, void * data); +typedef void (GLAD_API_PTR *PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble * equation); +typedef void (GLAD_API_PTR *PFNGLGETCLIPPLANEFOESPROC)(GLenum plane, GLfloat * equation); +typedef void (GLAD_API_PTR *PFNGLGETCLIPPLANEXOESPROC)(GLenum plane, GLfixed * equation); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, void * table); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEEXTPROC)(GLenum target, GLenum format, GLenum type, void * data); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERFVSGIPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLEPARAMETERIVSGIPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCOLORTABLESGIPROC)(GLenum target, GLenum format, GLenum type, void * table); +typedef void (GLAD_API_PTR *PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC)(GLenum stage, GLenum portion, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC)(GLenum stage, GLenum portion, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC)(GLenum stage, GLenum pname, GLfloat * params); +typedef GLuint (GLAD_API_PTR *PFNGLGETCOMMANDHEADERNVPROC)(GLenum tokenID, GLuint size); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC)(GLenum texunit, GLenum target, GLint lod, void * img); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void * img); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint level, void * img); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC)(GLuint texture, GLenum target, GLint lod, void * img); +typedef void (GLAD_API_PTR *PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, void * image); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONFILTEREXTPROC)(GLenum target, GLenum format, GLenum type, void * image); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETCONVOLUTIONPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETCOVERAGEMODULATIONTABLENVPROC)(GLsizei bufSize, GLfloat * v); +typedef GLuint (GLAD_API_PTR *PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum * sources, GLenum * types, GLuint * ids, GLenum * severities, GLsizei * lengths, GLchar * messageLog); +typedef GLuint (GLAD_API_PTR *PFNGLGETDEBUGMESSAGELOGAMDPROC)(GLuint count, GLsizei bufSize, GLenum * categories, GLuint * severities, GLuint * ids, GLsizei * lengths, GLchar * message); +typedef GLuint (GLAD_API_PTR *PFNGLGETDEBUGMESSAGELOGARBPROC)(GLuint count, GLsizei bufSize, GLenum * sources, GLenum * types, GLuint * ids, GLenum * severities, GLsizei * lengths, GLchar * messageLog); +typedef void (GLAD_API_PTR *PFNGLGETDETAILTEXFUNCSGISPROC)(GLenum target, GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLGETDOUBLEINDEXEDVEXTPROC)(GLenum target, GLuint index, GLdouble * data); +typedef void (GLAD_API_PTR *PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble * data); +typedef void (GLAD_API_PTR *PFNGLGETDOUBLEI_VEXTPROC)(GLenum pname, GLuint index, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble * data); +typedef GLenum (GLAD_API_PTR *PFNGLGETERRORPROC)(void); +typedef void (GLAD_API_PTR *PFNGLGETFENCEIVNVPROC)(GLuint fence, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC)(GLenum variable, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC)(GLenum variable, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFIRSTPERFQUERYIDINTELPROC)(GLuint * queryId); +typedef void (GLAD_API_PTR *PFNGLGETFIXEDVOESPROC)(GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETFLOATINDEXEDVEXTPROC)(GLenum target, GLuint index, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETFLOATI_VEXTPROC)(GLenum pname, GLuint index, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETFLOATVPROC)(GLenum pname, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETFOGFUNCSGISPROC)(GLfloat * points); +typedef GLint (GLAD_API_PTR *PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETFRAGDATALOCATIONEXTPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETFRAGMENTLIGHTFVSGIXPROC)(GLenum light, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAGMENTLIGHTIVSGIXPROC)(GLenum light, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAGMENTMATERIALFVSGIXPROC)(GLenum face, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAGMENTMATERIALIVSGIXPROC)(GLenum face, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLenum target, GLenum attachment, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC)(GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC)(GLenum target, GLenum pname, GLint * params); +typedef GLenum (GLAD_API_PTR *PFNGLGETGRAPHICSRESETSTATUSPROC)(void); +typedef GLenum (GLAD_API_PTR *PFNGLGETGRAPHICSRESETSTATUSARBPROC)(void); +typedef GLhandleARB (GLAD_API_PTR *PFNGLGETHANDLEARBPROC)(GLenum pname); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void * values); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMEXTPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void * values); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETHISTOGRAMPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed * params); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETIMAGEHANDLEARBPROC)(GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETIMAGEHANDLENVPROC)(GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (GLAD_API_PTR *PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETINFOLOGARBPROC)(GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog); +typedef GLint (GLAD_API_PTR *PFNGLGETINSTRUMENTSSGIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERINDEXEDVEXTPROC)(GLenum target, GLuint index, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERUI64I_VNVPROC)(GLenum value, GLuint index, GLuint64EXT * result); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERUI64VNVPROC)(GLenum value, GLuint64EXT * result); +typedef void (GLAD_API_PTR *PFNGLGETINTEGERVPROC)(GLenum pname, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETINTERNALFORMATSAMPLEIVNVPROC)(GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETINVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETINVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETINVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETLIGHTXOESPROC)(GLenum light, GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETLISTPARAMETERFVSGIXPROC)(GLuint list, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETLISTPARAMETERIVSGIXPROC)(GLuint list, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETLOCALCONSTANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETLOCALCONSTANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETMAPATTRIBPARAMETERFVNVPROC)(GLenum target, GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMAPATTRIBPARAMETERIVNVPROC)(GLenum target, GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMAPCONTROLPOINTSNVPROC)(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void * points); +typedef void (GLAD_API_PTR *PFNGLGETMAPPARAMETERFVNVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMAPPARAMETERIVNVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint * v); +typedef void (GLAD_API_PTR *PFNGLGETMAPXVOESPROC)(GLenum target, GLenum query, GLfixed * v); +typedef void (GLAD_API_PTR *PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMATERIALXOESPROC)(GLenum face, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC)(GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC)(GLuint memoryObject, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void * values); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXEXTPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, void * values); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMINMAXPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXENVFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXENVIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXGENDVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXGENFVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXGENIVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXIMAGEEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLint level, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXPARAMETERIIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXPARAMETERIUIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTITEXPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat * val); +typedef void (GLAD_API_PTR *PFNGLGETMULTISAMPLEFVNVPROC)(GLenum pname, GLuint index, GLfloat * val); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC)(GLuint buffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC)(GLuint buffer, GLenum pname, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERPOINTERVEXTPROC)(GLuint buffer, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void * data); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void * data); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC)(GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC)(GLuint framebuffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC)(GLuint program, GLenum target, GLuint index, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC)(GLuint program, GLenum target, GLuint index, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMSTRINGEXTPROC)(GLuint program, GLenum target, GLenum pname, void * string); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDPROGRAMIVEXTPROC)(GLuint program, GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC)(GLuint renderbuffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDSTRINGARBPROC)(GLint namelen, const GLchar * name, GLsizei bufSize, GLint * stringlen, GLchar * string); +typedef void (GLAD_API_PTR *PFNGLGETNAMEDSTRINGIVARBPROC)(GLint namelen, const GLchar * name, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNEXTPERFQUERYIDINTELPROC)(GLuint queryId, GLuint * nextQueryId); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTBUFFERFVATIPROC)(GLuint buffer, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTBUFFERIVATIPROC)(GLuint buffer, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei * length, GLchar * label); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTLABELEXTPROC)(GLenum type, GLuint object, GLsizei bufSize, GLsizei * length, GLchar * label); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTPARAMETERFVARBPROC)(GLhandleARB obj, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTPARAMETERIVAPPLEPROC)(GLenum objectType, GLuint name, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTPARAMETERIVARBPROC)(GLhandleARB obj, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETOBJECTPTRLABELPROC)(const void * ptr, GLsizei bufSize, GLsizei * length, GLchar * label); +typedef void (GLAD_API_PTR *PFNGLGETOCCLUSIONQUERYIVNVPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETOCCLUSIONQUERYUIVNVPROC)(GLuint id, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETPATHCOLORGENFVNVPROC)(GLenum color, GLenum pname, GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLGETPATHCOLORGENIVNVPROC)(GLenum color, GLenum pname, GLint * value); +typedef void (GLAD_API_PTR *PFNGLGETPATHCOMMANDSNVPROC)(GLuint path, GLubyte * commands); +typedef void (GLAD_API_PTR *PFNGLGETPATHCOORDSNVPROC)(GLuint path, GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLGETPATHDASHARRAYNVPROC)(GLuint path, GLfloat * dashArray); +typedef GLfloat (GLAD_API_PTR *PFNGLGETPATHLENGTHNVPROC)(GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef void (GLAD_API_PTR *PFNGLGETPATHMETRICRANGENVPROC)(GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat * metrics); +typedef void (GLAD_API_PTR *PFNGLGETPATHMETRICSNVPROC)(GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLsizei stride, GLfloat * metrics); +typedef void (GLAD_API_PTR *PFNGLGETPATHPARAMETERFVNVPROC)(GLuint path, GLenum pname, GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLGETPATHPARAMETERIVNVPROC)(GLuint path, GLenum pname, GLint * value); +typedef void (GLAD_API_PTR *PFNGLGETPATHSPACINGNVPROC)(GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat * returnedSpacing); +typedef void (GLAD_API_PTR *PFNGLGETPATHTEXGENFVNVPROC)(GLenum texCoordSet, GLenum pname, GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLGETPATHTEXGENIVNVPROC)(GLenum texCoordSet, GLenum pname, GLint * value); +typedef void (GLAD_API_PTR *PFNGLGETPERFCOUNTERINFOINTELPROC)(GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar * counterName, GLuint counterDescLength, GLchar * counterDesc, GLuint * counterOffset, GLuint * counterDataSize, GLuint * counterTypeEnum, GLuint * counterDataTypeEnum, GLuint64 * rawCounterMaxValue); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORCOUNTERDATAAMDPROC)(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint * data, GLint * bytesWritten); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORCOUNTERINFOAMDPROC)(GLuint group, GLuint counter, GLenum pname, void * data); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC)(GLuint group, GLuint counter, GLsizei bufSize, GLsizei * length, GLchar * counterString); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORCOUNTERSAMDPROC)(GLuint group, GLint * numCounters, GLint * maxActiveCounters, GLsizei counterSize, GLuint * counters); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORGROUPSTRINGAMDPROC)(GLuint group, GLsizei bufSize, GLsizei * length, GLchar * groupString); +typedef void (GLAD_API_PTR *PFNGLGETPERFMONITORGROUPSAMDPROC)(GLint * numGroups, GLsizei groupsSize, GLuint * groups); +typedef void (GLAD_API_PTR *PFNGLGETPERFQUERYDATAINTELPROC)(GLuint queryHandle, GLuint flags, GLsizei dataSize, void * data, GLuint * bytesWritten); +typedef void (GLAD_API_PTR *PFNGLGETPERFQUERYIDBYNAMEINTELPROC)(GLchar * queryName, GLuint * queryId); +typedef void (GLAD_API_PTR *PFNGLGETPERFQUERYINFOINTELPROC)(GLuint queryId, GLuint queryNameLength, GLchar * queryName, GLuint * dataSize, GLuint * noCounters, GLuint * noInstances, GLuint * capsMask); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELMAPXVPROC)(GLenum map, GLint size, GLfixed * values); +typedef void (GLAD_API_PTR *PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC)(GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC)(GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPOINTERINDEXEDVEXTPROC)(GLenum target, GLuint index, void ** data); +typedef void (GLAD_API_PTR *PFNGLGETPOINTERI_VEXTPROC)(GLenum pname, GLuint index, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETPOINTERVPROC)(GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETPOINTERVEXTPROC)(GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte * mask); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei * length, GLenum * binaryFormat, void * binary); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMENVPARAMETERIIVNVPROC)(GLenum target, GLuint index, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC)(GLenum target, GLuint index, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMENVPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMENVPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC)(GLenum target, GLuint index, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC)(GLenum target, GLuint index, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC)(GLenum target, GLuint index, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC)(GLenum target, GLuint index, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC)(GLuint id, GLsizei len, const GLubyte * name, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC)(GLuint id, GLsizei len, const GLubyte * name, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMPARAMETERDVNVPROC)(GLenum target, GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMPARAMETERFVNVPROC)(GLenum target, GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint * params); +typedef GLuint (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei * length, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCEFVNVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum * props, GLsizei count, GLsizei * length, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum * props, GLsizei count, GLsizei * length, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint * values); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMSTRINGARBPROC)(GLenum target, GLenum pname, void * string); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMSTRINGNVPROC)(GLuint id, GLenum pname, GLubyte * program); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC)(GLenum target, GLuint index, GLuint * param); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMIVARBPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETPROGRAMIVNVPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTI64VEXTPROC)(GLuint id, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTIVARBPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUI64VEXTPROC)(GLuint id, GLenum pname, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYOBJECTUIVARBPROC)(GLuint id, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETQUERYIVARBPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSEMAPHOREPARAMETERIVNVPROC)(GLuint semaphore, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC)(GLuint semaphore, GLenum pname, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, void * row, void * column, void * span); +typedef void (GLAD_API_PTR *PFNGLGETSEPARABLEFILTEREXTPROC)(GLenum target, GLenum format, GLenum type, void * row, void * column, void * span); +typedef void (GLAD_API_PTR *PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (GLAD_API_PTR *PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); +typedef void (GLAD_API_PTR *PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source); +typedef void (GLAD_API_PTR *PFNGLGETSHADERSOURCEARBPROC)(GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * source); +typedef void (GLAD_API_PTR *PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETSHADINGRATEIMAGEPALETTENVPROC)(GLuint viewport, GLuint entry, GLenum * rate); +typedef void (GLAD_API_PTR *PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC)(GLenum rate, GLuint samples, GLuint index, GLint * location); +typedef void (GLAD_API_PTR *PFNGLGETSHARPENTEXFUNCSGISPROC)(GLenum target, GLfloat * points); +typedef GLushort (GLAD_API_PTR *PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype); +typedef const GLubyte * (GLAD_API_PTR *PFNGLGETSTRINGPROC)(GLenum name); +typedef const GLubyte * (GLAD_API_PTR *PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +typedef GLuint (GLAD_API_PTR *PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei * length, GLint * values); +typedef void (GLAD_API_PTR *PFNGLGETTEXBUMPPARAMETERFVATIPROC)(GLenum pname, GLfloat * param); +typedef void (GLAD_API_PTR *PFNGLGETTEXBUMPPARAMETERIVATIPROC)(GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXENVXVOESPROC)(GLenum target, GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXFILTERFUNCSGISPROC)(GLenum target, GLenum filter, GLfloat * weights); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXGENXVOESPROC)(GLenum coord, GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXLEVELPARAMETERXVOESPROC)(GLenum target, GLint level, GLenum pname, GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIIVEXTPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIUIVEXTPROC)(GLenum target, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC)(GLenum target, GLenum pname, void ** params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXPARAMETERXVOESPROC)(GLenum target, GLenum pname, GLfixed * params); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETTEXTUREHANDLEARBPROC)(GLuint texture); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETTEXTUREHANDLENVPROC)(GLuint texture); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREIMAGEEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLint level, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIUIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTEXTUREPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint * params); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETTEXTURESAMPLERHANDLEARBPROC)(GLuint texture, GLuint sampler); +typedef GLuint64 (GLAD_API_PTR *PFNGLGETTEXTURESAMPLERHANDLENVPROC)(GLuint texture, GLuint sampler); +typedef void (GLAD_API_PTR *PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void * pixels); +typedef void (GLAD_API_PTR *PFNGLGETTRACKMATRIXIVNVPROC)(GLenum target, GLuint address, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC)(GLuint program, GLuint index, GLint * location); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 * param); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint * param); +typedef GLuint (GLAD_API_PTR *PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar * uniformBlockName); +typedef GLint (GLAD_API_PTR *PFNGLGETUNIFORMBUFFERSIZEEXTPROC)(GLuint program, GLint location); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices); +typedef GLint (GLAD_API_PTR *PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar * name); +typedef GLint (GLAD_API_PTR *PFNGLGETUNIFORMLOCATIONARBPROC)(GLhandleARB programObj, const GLcharARB * name); +typedef GLintptr (GLAD_API_PTR *PFNGLGETUNIFORMOFFSETEXTPROC)(GLuint program, GLint location); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMFVARBPROC)(GLhandleARB programObj, GLint location, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMI64VARBPROC)(GLuint program, GLint location, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMI64VNVPROC)(GLuint program, GLint location, GLint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMIVARBPROC)(GLhandleARB programObj, GLint location, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMUI64VARBPROC)(GLuint program, GLint location, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMUI64VNVPROC)(GLuint program, GLint location, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNIFORMUIVEXTPROC)(GLuint program, GLint location, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETUNSIGNEDBYTEI_VEXTPROC)(GLenum target, GLuint index, GLubyte * data); +typedef void (GLAD_API_PTR *PFNGLGETUNSIGNEDBYTEVEXTPROC)(GLenum pname, GLubyte * data); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTARRAYOBJECTFVATIPROC)(GLuint id, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTARRAYOBJECTIVATIPROC)(GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTBOOLEANVEXTPROC)(GLuint id, GLenum value, GLboolean * data); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTFLOATVEXTPROC)(GLuint id, GLenum value, GLfloat * data); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTINTEGERVEXTPROC)(GLuint id, GLenum value, GLint * data); +typedef void (GLAD_API_PTR *PFNGLGETVARIANTPOINTERVEXTPROC)(GLuint id, GLenum value, void ** data); +typedef GLint (GLAD_API_PTR *PFNGLGETVARYINGLOCATIONNVPROC)(GLuint program, const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 * param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYINTEGERVEXTPROC)(GLuint vaobj, GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC)(GLuint vaobj, GLuint index, GLenum pname, void ** param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYPOINTERVEXTPROC)(GLuint vaobj, GLenum pname, void ** param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint * param); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIIVEXTPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIUIVEXTPROC)(GLuint index, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBLDVEXTPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBLI64VNVPROC)(GLuint index, GLenum pname, GLint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBLUI64VARBPROC)(GLuint index, GLenum pname, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBLUI64VNVPROC)(GLuint index, GLenum pname, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void ** pointer); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBPOINTERVARBPROC)(GLuint index, GLenum pname, void ** pointer); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBPOINTERVNVPROC)(GLuint index, GLenum pname, void ** pointer); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBDVARBPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBDVNVPROC)(GLuint index, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBFVARBPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBFVNVPROC)(GLuint index, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIVARBPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVERTEXATTRIBIVNVPROC)(GLuint index, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOCAPTURESTREAMDVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOCAPTURESTREAMFVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOCAPTURESTREAMIVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOCAPTUREIVNVPROC)(GLuint video_capture_slot, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOI64VNVPROC)(GLuint video_slot, GLenum pname, GLint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOIVNVPROC)(GLuint video_slot, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOUI64VNVPROC)(GLuint video_slot, GLenum pname, GLuint64EXT * params); +typedef void (GLAD_API_PTR *PFNGLGETVIDEOUIVNVPROC)(GLuint video_slot, GLenum pname, GLuint * params); +typedef GLVULKANPROCNV (GLAD_API_PTR *PFNGLGETVKPROCADDRNVPROC)(const GLchar * name); +typedef void (GLAD_API_PTR *PFNGLGETNCOLORTABLEARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void * table); +typedef void (GLAD_API_PTR *PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC)(GLenum target, GLint lod, GLsizei bufSize, void * img); +typedef void (GLAD_API_PTR *PFNGLGETNCONVOLUTIONFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void * image); +typedef void (GLAD_API_PTR *PFNGLGETNHISTOGRAMARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void * values); +typedef void (GLAD_API_PTR *PFNGLGETNMAPDVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLGETNMAPFVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLGETNMAPIVARBPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint * v); +typedef void (GLAD_API_PTR *PFNGLGETNMINMAXARBPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPFVARBPROC)(GLenum map, GLsizei bufSize, GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPUIVARBPROC)(GLenum map, GLsizei bufSize, GLuint * values); +typedef void (GLAD_API_PTR *PFNGLGETNPIXELMAPUSVARBPROC)(GLenum map, GLsizei bufSize, GLushort * values); +typedef void (GLAD_API_PTR *PFNGLGETNPOLYGONSTIPPLEARBPROC)(GLsizei bufSize, GLubyte * pattern); +typedef void (GLAD_API_PTR *PFNGLGETNSEPARABLEFILTERARBPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void * row, GLsizei columnBufSize, void * column, void * span); +typedef void (GLAD_API_PTR *PFNGLGETNTEXIMAGEARBPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void * img); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMDVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMFVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMI64VARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLint * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMUI64VARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGETNUNIFORMUIVARBPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORBSUNPROC)(GLbyte factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORDSUNPROC)(GLdouble factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORFSUNPROC)(GLfloat factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORISUNPROC)(GLint factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORSSUNPROC)(GLshort factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORUBSUNPROC)(GLubyte factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORUISUNPROC)(GLuint factor); +typedef void (GLAD_API_PTR *PFNGLGLOBALALPHAFACTORUSSUNPROC)(GLushort factor); +typedef void (GLAD_API_PTR *PFNGLHINTPROC)(GLenum target, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLHINTPGIPROC)(GLenum target, GLint mode); +typedef void (GLAD_API_PTR *PFNGLHISTOGRAMPROC)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (GLAD_API_PTR *PFNGLHISTOGRAMEXTPROC)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (GLAD_API_PTR *PFNGLIGLOOINTERFACESGIXPROC)(GLenum pname, const void * params); +typedef void (GLAD_API_PTR *PFNGLIMAGETRANSFORMPARAMETERFHPPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLIMAGETRANSFORMPARAMETERFVHPPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLIMAGETRANSFORMPARAMETERIHPPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLIMAGETRANSFORMPARAMETERIVHPPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLIMPORTMEMORYFDEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +typedef void (GLAD_API_PTR *PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, void * handle); +typedef void (GLAD_API_PTR *PFNGLIMPORTMEMORYWIN32NAMEEXTPROC)(GLuint memory, GLuint64 size, GLenum handleType, const void * name); +typedef void (GLAD_API_PTR *PFNGLIMPORTSEMAPHOREFDEXTPROC)(GLuint semaphore, GLenum handleType, GLint fd); +typedef void (GLAD_API_PTR *PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC)(GLuint semaphore, GLenum handleType, void * handle); +typedef void (GLAD_API_PTR *PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC)(GLuint semaphore, GLenum handleType, const void * name); +typedef GLsync (GLAD_API_PTR *PFNGLIMPORTSYNCEXTPROC)(GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLINDEXFORMATNVPROC)(GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLINDEXFUNCEXTPROC)(GLenum func, GLclampf ref); +typedef void (GLAD_API_PTR *PFNGLINDEXMASKPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLINDEXMATERIALEXTPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLINDEXPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLINDEXPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLINDEXDPROC)(GLdouble c); +typedef void (GLAD_API_PTR *PFNGLINDEXDVPROC)(const GLdouble * c); +typedef void (GLAD_API_PTR *PFNGLINDEXFPROC)(GLfloat c); +typedef void (GLAD_API_PTR *PFNGLINDEXFVPROC)(const GLfloat * c); +typedef void (GLAD_API_PTR *PFNGLINDEXIPROC)(GLint c); +typedef void (GLAD_API_PTR *PFNGLINDEXIVPROC)(const GLint * c); +typedef void (GLAD_API_PTR *PFNGLINDEXSPROC)(GLshort c); +typedef void (GLAD_API_PTR *PFNGLINDEXSVPROC)(const GLshort * c); +typedef void (GLAD_API_PTR *PFNGLINDEXUBPROC)(GLubyte c); +typedef void (GLAD_API_PTR *PFNGLINDEXUBVPROC)(const GLubyte * c); +typedef void (GLAD_API_PTR *PFNGLINDEXXOESPROC)(GLfixed component); +typedef void (GLAD_API_PTR *PFNGLINDEXXVOESPROC)(const GLfixed * component); +typedef void (GLAD_API_PTR *PFNGLINITNAMESPROC)(void); +typedef void (GLAD_API_PTR *PFNGLINSERTCOMPONENTEXTPROC)(GLuint res, GLuint src, GLuint num); +typedef void (GLAD_API_PTR *PFNGLINSERTEVENTMARKEREXTPROC)(GLsizei length, const GLchar * marker); +typedef void (GLAD_API_PTR *PFNGLINSTRUMENTSBUFFERSGIXPROC)(GLsizei size, GLint * buffer); +typedef void (GLAD_API_PTR *PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLINTERPOLATEPATHSNVPROC)(GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef void (GLAD_API_PTR *PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (GLAD_API_PTR *PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum * attachments); +typedef void (GLAD_API_PTR *PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum * attachments); +typedef void (GLAD_API_PTR *PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +typedef GLboolean (GLAD_API_PTR *PFNGLISASYNCMARKERSGIXPROC)(GLuint marker); +typedef GLboolean (GLAD_API_PTR *PFNGLISBUFFERPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISBUFFERARBPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISBUFFERRESIDENTNVPROC)(GLenum target); +typedef GLboolean (GLAD_API_PTR *PFNGLISCOMMANDLISTNVPROC)(GLuint list); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDPROC)(GLenum cap); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDINDEXEDEXTPROC)(GLenum target, GLuint index); +typedef GLboolean (GLAD_API_PTR *PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +typedef GLboolean (GLAD_API_PTR *PFNGLISFENCEAPPLEPROC)(GLuint fence); +typedef GLboolean (GLAD_API_PTR *PFNGLISFENCENVPROC)(GLuint fence); +typedef GLboolean (GLAD_API_PTR *PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISFRAMEBUFFEREXTPROC)(GLuint framebuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISIMAGEHANDLERESIDENTARBPROC)(GLuint64 handle); +typedef GLboolean (GLAD_API_PTR *PFNGLISIMAGEHANDLERESIDENTNVPROC)(GLuint64 handle); +typedef GLboolean (GLAD_API_PTR *PFNGLISLISTPROC)(GLuint list); +typedef GLboolean (GLAD_API_PTR *PFNGLISMEMORYOBJECTEXTPROC)(GLuint memoryObject); +typedef GLboolean (GLAD_API_PTR *PFNGLISNAMEAMDPROC)(GLenum identifier, GLuint name); +typedef GLboolean (GLAD_API_PTR *PFNGLISNAMEDBUFFERRESIDENTNVPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISNAMEDSTRINGARBPROC)(GLint namelen, const GLchar * name); +typedef GLboolean (GLAD_API_PTR *PFNGLISOBJECTBUFFERATIPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISOCCLUSIONQUERYNVPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISPATHNVPROC)(GLuint path); +typedef GLboolean (GLAD_API_PTR *PFNGLISPOINTINFILLPATHNVPROC)(GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (GLAD_API_PTR *PFNGLISPOINTINSTROKEPATHNVPROC)(GLuint path, GLfloat x, GLfloat y); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMPROC)(GLuint program); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMARBPROC)(GLuint program); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMNVPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline); +typedef GLboolean (GLAD_API_PTR *PFNGLISQUERYPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISQUERYARBPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISRENDERBUFFEREXTPROC)(GLuint renderbuffer); +typedef GLboolean (GLAD_API_PTR *PFNGLISSAMPLERPROC)(GLuint sampler); +typedef GLboolean (GLAD_API_PTR *PFNGLISSEMAPHOREEXTPROC)(GLuint semaphore); +typedef GLboolean (GLAD_API_PTR *PFNGLISSHADERPROC)(GLuint shader); +typedef GLboolean (GLAD_API_PTR *PFNGLISSTATENVPROC)(GLuint state); +typedef GLboolean (GLAD_API_PTR *PFNGLISSYNCPROC)(GLsync sync); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREPROC)(GLuint texture); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREEXTPROC)(GLuint texture); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREHANDLERESIDENTARBPROC)(GLuint64 handle); +typedef GLboolean (GLAD_API_PTR *PFNGLISTEXTUREHANDLERESIDENTNVPROC)(GLuint64 handle); +typedef GLboolean (GLAD_API_PTR *PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISTRANSFORMFEEDBACKNVPROC)(GLuint id); +typedef GLboolean (GLAD_API_PTR *PFNGLISVARIANTENABLEDEXTPROC)(GLuint id, GLenum cap); +typedef GLboolean (GLAD_API_PTR *PFNGLISVERTEXARRAYPROC)(GLuint array); +typedef GLboolean (GLAD_API_PTR *PFNGLISVERTEXARRAYAPPLEPROC)(GLuint array); +typedef GLboolean (GLAD_API_PTR *PFNGLISVERTEXATTRIBENABLEDAPPLEPROC)(GLuint index, GLenum pname); +typedef void (GLAD_API_PTR *PFNGLLGPUCOPYIMAGESUBDATANVXPROC)(GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAD_API_PTR *PFNGLLGPUINTERLOCKNVXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC)(GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLLABELOBJECTEXTPROC)(GLenum type, GLuint object, GLsizei length, const GLchar * label); +typedef void (GLAD_API_PTR *PFNGLLIGHTENVISGIXPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELXOESPROC)(GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLLIGHTMODELXVOESPROC)(GLenum pname, const GLfixed * param); +typedef void (GLAD_API_PTR *PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLLIGHTXOESPROC)(GLenum light, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLLIGHTXVOESPROC)(GLenum light, GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern); +typedef void (GLAD_API_PTR *PFNGLLINEWIDTHPROC)(GLfloat width); +typedef void (GLAD_API_PTR *PFNGLLINEWIDTHXOESPROC)(GLfixed width); +typedef void (GLAD_API_PTR *PFNGLLINKPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLLINKPROGRAMARBPROC)(GLhandleARB programObj); +typedef void (GLAD_API_PTR *PFNGLLISTBASEPROC)(GLuint base); +typedef void (GLAD_API_PTR *PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC)(GLuint list, GLuint segment, const void ** indirects, const GLsizei * sizes, const GLuint * states, const GLuint * fbos, GLuint count); +typedef void (GLAD_API_PTR *PFNGLLISTPARAMETERFSGIXPROC)(GLuint list, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLLISTPARAMETERFVSGIXPROC)(GLuint list, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLLISTPARAMETERISGIXPROC)(GLuint list, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLLISTPARAMETERIVSGIXPROC)(GLuint list, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLLOADIDENTITYPROC)(void); +typedef void (GLAD_API_PTR *PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLLOADMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLLOADMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLLOADMATRIXXOESPROC)(const GLfixed * m); +typedef void (GLAD_API_PTR *PFNGLLOADNAMEPROC)(GLuint name); +typedef void (GLAD_API_PTR *PFNGLLOADPROGRAMNVPROC)(GLenum target, GLuint id, GLsizei len, const GLubyte * program); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXDARBPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXFARBPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLLOADTRANSPOSEMATRIXXOESPROC)(const GLfixed * m); +typedef void (GLAD_API_PTR *PFNGLLOCKARRAYSEXTPROC)(GLint first, GLsizei count); +typedef void (GLAD_API_PTR *PFNGLLOGICOPPROC)(GLenum opcode); +typedef void (GLAD_API_PTR *PFNGLMAKEBUFFERNONRESIDENTNVPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLMAKEBUFFERRESIDENTNVPROC)(GLenum target, GLenum access); +typedef void (GLAD_API_PTR *PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAKEIMAGEHANDLERESIDENTARBPROC)(GLuint64 handle, GLenum access); +typedef void (GLAD_API_PTR *PFNGLMAKEIMAGEHANDLERESIDENTNVPROC)(GLuint64 handle, GLenum access); +typedef void (GLAD_API_PTR *PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLMAKENAMEDBUFFERRESIDENTNVPROC)(GLuint buffer, GLenum access); +typedef void (GLAD_API_PTR *PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAKETEXTUREHANDLERESIDENTARBPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAKETEXTUREHANDLERESIDENTNVPROC)(GLuint64 handle); +typedef void (GLAD_API_PTR *PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLMAP1XOESPROC)(GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +typedef void (GLAD_API_PTR *PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLMAP2XOESPROC)(GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +typedef void * (GLAD_API_PTR *PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +typedef void * (GLAD_API_PTR *PFNGLMAPBUFFERARBPROC)(GLenum target, GLenum access); +typedef void * (GLAD_API_PTR *PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GLAD_API_PTR *PFNGLMAPCONTROLPOINTSNVPROC)(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void * points); +typedef void (GLAD_API_PTR *PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID1XOESPROC)(GLint n, GLfixed u1, GLfixed u2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLMAPGRID2XOESPROC)(GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +typedef void * (GLAD_API_PTR *PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access); +typedef void * (GLAD_API_PTR *PFNGLMAPNAMEDBUFFEREXTPROC)(GLuint buffer, GLenum access); +typedef void * (GLAD_API_PTR *PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void * (GLAD_API_PTR *PFNGLMAPNAMEDBUFFERRANGEEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void * (GLAD_API_PTR *PFNGLMAPOBJECTBUFFERATIPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLMAPPARAMETERFVNVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMAPPARAMETERIVNVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void * (GLAD_API_PTR *PFNGLMAPTEXTURE2DINTELPROC)(GLuint texture, GLint level, GLbitfield access, GLint * stride, GLenum * layout); +typedef void (GLAD_API_PTR *PFNGLMAPVERTEXATTRIB1DAPPLEPROC)(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAPVERTEXATTRIB1FAPPLEPROC)(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLMAPVERTEXATTRIB2DAPPLEPROC)(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points); +typedef void (GLAD_API_PTR *PFNGLMAPVERTEXATTRIB2FAPPLEPROC)(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMATERIALXOESPROC)(GLenum face, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLMATERIALXVOESPROC)(GLenum face, GLenum pname, const GLfixed * param); +typedef void (GLAD_API_PTR *PFNGLMATRIXFRUSTUMEXTPROC)(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLMATRIXINDEXPOINTERARBPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLMATRIXINDEXUBVARBPROC)(GLint size, const GLubyte * indices); +typedef void (GLAD_API_PTR *PFNGLMATRIXINDEXUIVARBPROC)(GLint size, const GLuint * indices); +typedef void (GLAD_API_PTR *PFNGLMATRIXINDEXUSVARBPROC)(GLint size, const GLushort * indices); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOAD3X2FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOAD3X3FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADIDENTITYEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADTRANSPOSEDEXTPROC)(GLenum mode, const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADTRANSPOSEFEXTPROC)(GLenum mode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADDEXTPROC)(GLenum mode, const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXLOADFEXTPROC)(GLenum mode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMODEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULT3X2FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULT3X3FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC)(GLenum matrixMode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULTTRANSPOSEDEXTPROC)(GLenum mode, const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULTTRANSPOSEFEXTPROC)(GLenum mode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULTDEXTPROC)(GLenum mode, const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXMULTFEXTPROC)(GLenum mode, const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMATRIXORTHOEXTPROC)(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLMATRIXPOPEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLMATRIXPUSHEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLMATRIXROTATEDEXTPROC)(GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLMATRIXROTATEFEXTPROC)(GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLMATRIXSCALEDEXTPROC)(GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLMATRIXSCALEFEXTPROC)(GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLMATRIXTRANSLATEDEXTPROC)(GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLMATRIXTRANSLATEFEXTPROC)(GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLMAXSHADERCOMPILERTHREADSARBPROC)(GLuint count); +typedef void (GLAD_API_PTR *PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)(GLuint count); +typedef void (GLAD_API_PTR *PFNGLMEMORYBARRIERPROC)(GLbitfield barriers); +typedef void (GLAD_API_PTR *PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); +typedef void (GLAD_API_PTR *PFNGLMEMORYBARRIEREXTPROC)(GLbitfield barriers); +typedef void (GLAD_API_PTR *PFNGLMEMORYOBJECTPARAMETERIVEXTPROC)(GLuint memoryObject, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMINSAMPLESHADINGARBPROC)(GLfloat value); +typedef void (GLAD_API_PTR *PFNGLMINMAXPROC)(GLenum target, GLenum internalformat, GLboolean sink); +typedef void (GLAD_API_PTR *PFNGLMINMAXEXTPROC)(GLenum target, GLenum internalformat, GLboolean sink); +typedef void (GLAD_API_PTR *PFNGLMULTMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMULTMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMULTMATRIXXOESPROC)(const GLfixed * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXDARBPROC)(const GLdouble * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXFARBPROC)(const GLfloat * m); +typedef void (GLAD_API_PTR *PFNGLMULTTRANSPOSEMATRIXXOESPROC)(const GLfixed * m); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSEXTPROC)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void * indirect, GLsizei drawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)(GLenum mode, const void * indirect, GLsizei primcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC)(GLenum mode, const void * indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC)(GLenum mode, const void * indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC)(GLenum mode, const void * indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint * basevertex); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSEXTPROC)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void * indirect, GLsizei drawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)(GLenum mode, GLenum type, const void * indirect, GLsizei primcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC)(GLenum mode, GLenum type, const void * indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC)(GLenum mode, GLenum type, const void * indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC)(GLenum mode, GLenum type, const void * indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC)(GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC)(GLintptr indirect, GLsizei drawcount, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC)(GLenum mode, GLuint start, GLuint end, const GLint * first, const GLsizei * count, GLsizei primcount); +typedef void (GLAD_API_PTR *PFNGLMULTIMODEDRAWARRAYSIBMPROC)(const GLenum * mode, const GLint * first, const GLsizei * count, GLsizei primcount, GLint modestride); +typedef void (GLAD_API_PTR *PFNGLMULTIMODEDRAWELEMENTSIBMPROC)(const GLenum * mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei primcount, GLint modestride); +typedef void (GLAD_API_PTR *PFNGLMULTITEXBUFFEREXTPROC)(GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1BOESPROC)(GLenum texture, GLbyte s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1BVOESPROC)(GLenum texture, const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DARBPROC)(GLenum target, GLdouble s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1DVARBPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FARBPROC)(GLenum target, GLfloat s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1FVARBPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1HNVPROC)(GLenum target, GLhalfNV s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1HVNVPROC)(GLenum target, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IARBPROC)(GLenum target, GLint s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1IVARBPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SARBPROC)(GLenum target, GLshort s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1SVARBPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1XOESPROC)(GLenum texture, GLfixed s); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD1XVOESPROC)(GLenum texture, const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2BOESPROC)(GLenum texture, GLbyte s, GLbyte t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2BVOESPROC)(GLenum texture, const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DARBPROC)(GLenum target, GLdouble s, GLdouble t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2DVARBPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FARBPROC)(GLenum target, GLfloat s, GLfloat t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2FVARBPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2HVNVPROC)(GLenum target, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IARBPROC)(GLenum target, GLint s, GLint t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2IVARBPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SARBPROC)(GLenum target, GLshort s, GLshort t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2SVARBPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2XOESPROC)(GLenum texture, GLfixed s, GLfixed t); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD2XVOESPROC)(GLenum texture, const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3BOESPROC)(GLenum texture, GLbyte s, GLbyte t, GLbyte r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3BVOESPROC)(GLenum texture, const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DARBPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3DVARBPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3FVARBPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3HVNVPROC)(GLenum target, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IARBPROC)(GLenum target, GLint s, GLint t, GLint r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3IVARBPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SARBPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3SVARBPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3XOESPROC)(GLenum texture, GLfixed s, GLfixed t, GLfixed r); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD3XVOESPROC)(GLenum texture, const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4BOESPROC)(GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4BVOESPROC)(GLenum texture, const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DARBPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4DVARBPROC)(GLenum target, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4FVARBPROC)(GLenum target, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4HNVPROC)(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4HVNVPROC)(GLenum target, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IARBPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4IVARBPROC)(GLenum target, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SARBPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4SVARBPROC)(GLenum target, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4XOESPROC)(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORD4XVOESPROC)(GLenum texture, const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLMULTITEXCOORDPOINTEREXTPROC)(GLenum texunit, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLMULTITEXENVFEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXENVFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXENVIEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXENVIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENDEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENDVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENFEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENFVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENIEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXGENIVEXTPROC)(GLenum texunit, GLenum coord, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTITEXIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTITEXIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERIIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERIUIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERFEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERFVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERIEXTPROC)(GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLMULTITEXPARAMETERIVEXTPROC)(GLenum texunit, GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLMULTITEXRENDERBUFFEREXTPROC)(GLenum texunit, GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLMULTITEXSUBIMAGE1DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTITEXSUBIMAGE2DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTITEXSUBIMAGE3DEXTPROC)(GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLMULTICASTBARRIERNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLMULTICASTBLITFRAMEBUFFERNVPROC)(GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (GLAD_API_PTR *PFNGLMULTICASTBUFFERSUBDATANVPROC)(GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC)(GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLMULTICASTCOPYIMAGESUBDATANVPROC)(GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (GLAD_API_PTR *PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLint64 * params); +typedef void (GLAD_API_PTR *PFNGLMULTICASTGETQUERYOBJECTIVNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLint * params); +typedef void (GLAD_API_PTR *PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC)(GLuint gpu, GLuint id, GLenum pname, GLuint * params); +typedef void (GLAD_API_PTR *PFNGLMULTICASTSCISSORARRAYVNVXPROC)(GLuint gpu, GLuint first, GLsizei count, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLMULTICASTVIEWPORTARRAYVNVXPROC)(GLuint gpu, GLuint first, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC)(GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +typedef void (GLAD_API_PTR *PFNGLMULTICASTWAITSYNCNVPROC)(GLuint signalGpu, GLbitfield waitGpuMask); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERATTACHMEMORYNVPROC)(GLuint buffer, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERDATAEXTPROC)(GLuint buffer, GLsizeiptr size, const void * data, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void * data, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSTORAGEEXTPROC)(GLuint buffer, GLsizeiptr size, const void * data, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC)(GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLNAMEDBUFFERSUBDATAEXTPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (GLAD_API_PTR *PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum * bufs); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC)(GLuint framebuffer, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC)(GLuint framebuffer, GLuint start, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC)(GLuint framebuffer, GLuint start, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC)(GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC)(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC)(GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC)(GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC)(GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC)(GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC)(GLuint program, GLenum target, GLuint index, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC)(GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLNAMEDPROGRAMSTRINGEXTPROC)(GLuint program, GLenum target, GLenum format, GLsizei len, const void * string); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC)(GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC)(GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLNAMEDSTRINGARBPROC)(GLenum type, GLint namelen, const GLchar * name, GLint stringlen, const GLchar * string); +typedef void (GLAD_API_PTR *PFNGLNEWLISTPROC)(GLuint list, GLenum mode); +typedef GLuint (GLAD_API_PTR *PFNGLNEWOBJECTBUFFERATIPROC)(GLsizei size, const void * pointer, GLenum usage); +typedef void (GLAD_API_PTR *PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FVERTEX3FSUNPROC)(GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FVERTEX3FVSUNPROC)(const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3HNVPROC)(GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLNORMAL3XOESPROC)(GLfixed nx, GLfixed ny, GLfixed nz); +typedef void (GLAD_API_PTR *PFNGLNORMAL3XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALFORMATNVPROC)(GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLNORMALPOINTEREXTPROC)(GLenum type, GLsizei stride, GLsizei count, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLNORMALPOINTERLISTIBMPROC)(GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLNORMALPOINTERVINTELPROC)(GLenum type, const void ** pointer); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3BATIPROC)(GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3BVATIPROC)(GLenum stream, const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3DATIPROC)(GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3DVATIPROC)(GLenum stream, const GLdouble * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3FATIPROC)(GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3FVATIPROC)(GLenum stream, const GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3IATIPROC)(GLenum stream, GLint nx, GLint ny, GLint nz); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3IVATIPROC)(GLenum stream, const GLint * coords); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3SATIPROC)(GLenum stream, GLshort nx, GLshort ny, GLshort nz); +typedef void (GLAD_API_PTR *PFNGLNORMALSTREAM3SVATIPROC)(GLenum stream, const GLshort * coords); +typedef void (GLAD_API_PTR *PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar * label); +typedef void (GLAD_API_PTR *PFNGLOBJECTPTRLABELPROC)(const void * ptr, GLsizei length, const GLchar * label); +typedef GLenum (GLAD_API_PTR *PFNGLOBJECTPURGEABLEAPPLEPROC)(GLenum objectType, GLuint name, GLenum option); +typedef GLenum (GLAD_API_PTR *PFNGLOBJECTUNPURGEABLEAPPLEPROC)(GLenum objectType, GLuint name, GLenum option); +typedef void (GLAD_API_PTR *PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GLAD_API_PTR *PFNGLORTHOFOESPROC)(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +typedef void (GLAD_API_PTR *PFNGLORTHOXOESPROC)(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef void (GLAD_API_PTR *PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPASSTEXCOORDATIPROC)(GLuint dst, GLuint coord, GLenum swizzle); +typedef void (GLAD_API_PTR *PFNGLPASSTHROUGHPROC)(GLfloat token); +typedef void (GLAD_API_PTR *PFNGLPASSTHROUGHXOESPROC)(GLfixed token); +typedef void (GLAD_API_PTR *PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLPATHCOLORGENNVPROC)(GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat * coeffs); +typedef void (GLAD_API_PTR *PFNGLPATHCOMMANDSNVPROC)(GLuint path, GLsizei numCommands, const GLubyte * commands, GLsizei numCoords, GLenum coordType, const void * coords); +typedef void (GLAD_API_PTR *PFNGLPATHCOORDSNVPROC)(GLuint path, GLsizei numCoords, GLenum coordType, const void * coords); +typedef void (GLAD_API_PTR *PFNGLPATHCOVERDEPTHFUNCNVPROC)(GLenum func); +typedef void (GLAD_API_PTR *PFNGLPATHDASHARRAYNVPROC)(GLuint path, GLsizei dashCount, const GLfloat * dashArray); +typedef void (GLAD_API_PTR *PFNGLPATHFOGGENNVPROC)(GLenum genMode); +typedef GLenum (GLAD_API_PTR *PFNGLPATHGLYPHINDEXARRAYNVPROC)(GLuint firstPathName, GLenum fontTarget, const void * fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GLAD_API_PTR *PFNGLPATHGLYPHINDEXRANGENVPROC)(GLenum fontTarget, const void * fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint * baseAndCount); +typedef void (GLAD_API_PTR *PFNGLPATHGLYPHRANGENVPROC)(GLuint firstPathName, GLenum fontTarget, const void * fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GLAD_API_PTR *PFNGLPATHGLYPHSNVPROC)(GLuint firstPathName, GLenum fontTarget, const void * fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void * charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GLAD_API_PTR *PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC)(GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void * fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GLAD_API_PTR *PFNGLPATHPARAMETERFNVPROC)(GLuint path, GLenum pname, GLfloat value); +typedef void (GLAD_API_PTR *PFNGLPATHPARAMETERFVNVPROC)(GLuint path, GLenum pname, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPATHPARAMETERINVPROC)(GLuint path, GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLPATHPARAMETERIVNVPROC)(GLuint path, GLenum pname, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPATHSTENCILDEPTHOFFSETNVPROC)(GLfloat factor, GLfloat units); +typedef void (GLAD_API_PTR *PFNGLPATHSTENCILFUNCNVPROC)(GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLPATHSTRINGNVPROC)(GLuint path, GLenum format, GLsizei length, const void * pathString); +typedef void (GLAD_API_PTR *PFNGLPATHSUBCOMMANDSNVPROC)(GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte * commands, GLsizei numCoords, GLenum coordType, const void * coords); +typedef void (GLAD_API_PTR *PFNGLPATHSUBCOORDSNVPROC)(GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void * coords); +typedef void (GLAD_API_PTR *PFNGLPATHTEXGENNVPROC)(GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat * coeffs); +typedef void (GLAD_API_PTR *PFNGLPAUSETRANSFORMFEEDBACKPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPAUSETRANSFORMFEEDBACKNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPIXELDATARANGENVPROC)(GLenum target, GLsizei length, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat * values); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint * values); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort * values); +typedef void (GLAD_API_PTR *PFNGLPIXELMAPXPROC)(GLenum map, GLint size, const GLfixed * values); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELSTOREXPROC)(GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLPIXELTEXGENPARAMETERFSGISPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELTEXGENPARAMETERFVSGISPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPIXELTEXGENPARAMETERISGISPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELTEXGENPARAMETERIVSGISPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPIXELTEXGENSGIXPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFERXOESPROC)(GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFORMPARAMETERFEXTPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFORMPARAMETERIEXTPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor); +typedef void (GLAD_API_PTR *PFNGLPIXELZOOMXOESPROC)(GLfixed xfactor, GLfixed yfactor); +typedef GLboolean (GLAD_API_PTR *PFNGLPOINTALONGPATHNVPROC)(GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat * x, GLfloat * y, GLfloat * tangentX, GLfloat * tangentY); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFARBPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFSGISPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFVARBPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERFVSGISPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERINVPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERIVNVPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPOINTPARAMETERXVOESPROC)(GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLPOINTSIZEPROC)(GLfloat size); +typedef void (GLAD_API_PTR *PFNGLPOINTSIZEXOESPROC)(GLfixed size); +typedef GLint (GLAD_API_PTR *PFNGLPOLLASYNCSGIXPROC)(GLuint * markerp); +typedef GLint (GLAD_API_PTR *PFNGLPOLLINSTRUMENTSSGIXPROC)(GLint * marker_p); +typedef void (GLAD_API_PTR *PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETCLAMPPROC)(GLfloat factor, GLfloat units, GLfloat clamp); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETCLAMPEXTPROC)(GLfloat factor, GLfloat units, GLfloat clamp); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETEXTPROC)(GLfloat factor, GLfloat bias); +typedef void (GLAD_API_PTR *PFNGLPOLYGONOFFSETXOESPROC)(GLfixed factor, GLfixed units); +typedef void (GLAD_API_PTR *PFNGLPOLYGONSTIPPLEPROC)(const GLubyte * mask); +typedef void (GLAD_API_PTR *PFNGLPOPATTRIBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPCLIENTATTRIBPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPDEBUGGROUPPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPGROUPMARKEREXTPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPMATRIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPOPNAMEPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPRESENTFRAMEDUALFILLNVPROC)(GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +typedef void (GLAD_API_PTR *PFNGLPRESENTFRAMEKEYEDNVPROC)(GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +typedef void (GLAD_API_PTR *PFNGLPRIMITIVEBOUNDINGBOXARBPROC)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +typedef void (GLAD_API_PTR *PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLPRIMITIVERESTARTINDEXNVPROC)(GLuint index); +typedef void (GLAD_API_PTR *PFNGLPRIMITIVERESTARTNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint * textures, const GLfloat * priorities); +typedef void (GLAD_API_PTR *PFNGLPRIORITIZETEXTURESEXTPROC)(GLsizei n, const GLuint * textures, const GLclampf * priorities); +typedef void (GLAD_API_PTR *PFNGLPRIORITIZETEXTURESXOESPROC)(GLsizei n, const GLuint * textures, const GLfixed * priorities); +typedef void (GLAD_API_PTR *PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void * binary, GLsizei length); +typedef void (GLAD_API_PTR *PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC)(GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERI4INVPROC)(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERI4IVNVPROC)(GLenum target, GLuint index, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERI4UINVPROC)(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERI4UIVNVPROC)(GLenum target, GLuint index, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERS4FVEXTPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERSI4IVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETER4DARBPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETER4DVARBPROC)(GLenum target, GLuint index, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETER4FARBPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)(GLenum target, GLuint index, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERI4INVPROC)(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC)(GLenum target, GLuint index, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERI4UINVPROC)(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC)(GLenum target, GLuint index, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMNAMEDPARAMETER4DNVPROC)(GLuint id, GLsizei len, const GLubyte * name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC)(GLuint id, GLsizei len, const GLubyte * name, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMNAMEDPARAMETER4FNVPROC)(GLuint id, GLsizei len, const GLubyte * name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC)(GLuint id, GLsizei len, const GLubyte * name, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETER4DNVPROC)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETER4DVNVPROC)(GLenum target, GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETER4FNVPROC)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETER4FVNVPROC)(GLenum target, GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETERIARBPROC)(GLuint program, GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETERIEXTPROC)(GLuint program, GLenum pname, GLint value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETERS4DVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPARAMETERS4FVNVPROC)(GLenum target, GLuint index, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC)(GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat * coeffs); +typedef void (GLAD_API_PTR *PFNGLPROGRAMSTRINGARBPROC)(GLenum target, GLenum format, GLsizei len, const void * string); +typedef void (GLAD_API_PTR *PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC)(GLenum target, GLsizei count, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1DEXTPROC)(GLuint program, GLint location, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1FEXTPROC)(GLuint program, GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1I64ARBPROC)(GLuint program, GLint location, GLint64 x); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1I64NVPROC)(GLuint program, GLint location, GLint64EXT x); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1IEXTPROC)(GLuint program, GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UI64ARBPROC)(GLuint program, GLint location, GLuint64 x); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UIEXTPROC)(GLuint program, GLint location, GLuint v0); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM1UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM2UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM3UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4DEXTPROC)(GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4DVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4FEXTPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4FVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4I64ARBPROC)(GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4I64NVPROC)(GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4I64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4I64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4IEXTPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4IVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UI64ARBPROC)(GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UI64NVPROC)(GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UIEXTPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORM4UIVEXTPROC)(GLuint program, GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC)(GLuint program, GLint location, GLuint64 value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC)(GLuint program, GLint location, GLuint64 value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * values); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64 * values); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMUI64NVPROC)(GLuint program, GLint location, GLuint64EXT value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMUNIFORMUI64VNVPROC)(GLuint program, GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLPROGRAMVERTEXLIMITNVPROC)(GLenum target, GLint limit); +typedef void (GLAD_API_PTR *PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPROVOKINGVERTEXEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLPUSHATTRIBPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar * message); +typedef void (GLAD_API_PTR *PFNGLPUSHGROUPMARKEREXTPROC)(GLsizei length, const GLchar * marker); +typedef void (GLAD_API_PTR *PFNGLPUSHMATRIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLPUSHNAMEPROC)(GLuint name); +typedef void (GLAD_API_PTR *PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +typedef GLbitfield (GLAD_API_PTR *PFNGLQUERYMATRIXXOESPROC)(GLfixed * mantissa, GLint * exponent); +typedef void (GLAD_API_PTR *PFNGLQUERYOBJECTPARAMETERUIAMDPROC)(GLenum target, GLuint id, GLenum pname, GLuint param); +typedef GLint (GLAD_API_PTR *PFNGLQUERYRESOURCENVPROC)(GLenum queryType, GLint tagId, GLuint count, GLint * buffer); +typedef void (GLAD_API_PTR *PFNGLQUERYRESOURCETAGNVPROC)(GLint tagId, const GLchar * tagString); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2XOESPROC)(GLfixed x, GLfixed y); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS2XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3XOESPROC)(GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS3XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4XOESPROC)(GLfixed x, GLfixed y, GLfixed z, GLfixed w); +typedef void (GLAD_API_PTR *PFNGLRASTERPOS4XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLRASTERSAMPLESEXTPROC)(GLuint samples, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLREADBUFFERPROC)(GLenum src); +typedef void (GLAD_API_PTR *PFNGLREADINSTRUMENTSSGIXPROC)(GLint marker); +typedef void (GLAD_API_PTR *PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels); +typedef void (GLAD_API_PTR *PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void * data); +typedef void (GLAD_API_PTR *PFNGLREADNPIXELSARBPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void * data); +typedef void (GLAD_API_PTR *PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +typedef void (GLAD_API_PTR *PFNGLRECTDVPROC)(const GLdouble * v1, const GLdouble * v2); +typedef void (GLAD_API_PTR *PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +typedef void (GLAD_API_PTR *PFNGLRECTFVPROC)(const GLfloat * v1, const GLfloat * v2); +typedef void (GLAD_API_PTR *PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2); +typedef void (GLAD_API_PTR *PFNGLRECTIVPROC)(const GLint * v1, const GLint * v2); +typedef void (GLAD_API_PTR *PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); +typedef void (GLAD_API_PTR *PFNGLRECTSVPROC)(const GLshort * v1, const GLshort * v2); +typedef void (GLAD_API_PTR *PFNGLRECTXOESPROC)(GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +typedef void (GLAD_API_PTR *PFNGLRECTXVOESPROC)(const GLfixed * v1, const GLfixed * v2); +typedef void (GLAD_API_PTR *PFNGLREFERENCEPLANESGIXPROC)(const GLdouble * equation); +typedef GLboolean (GLAD_API_PTR *PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC)(GLuint memory, GLuint64 key); +typedef void (GLAD_API_PTR *PFNGLRELEASESHADERCOMPILERPROC)(void); +typedef void (GLAD_API_PTR *PFNGLRENDERGPUMASKNVPROC)(GLbitfield mask); +typedef GLint (GLAD_API_PTR *PFNGLRENDERMODEPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC)(GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEPOINTERSUNPROC)(GLenum type, GLsizei stride, const void ** pointer); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUBSUNPROC)(GLubyte code); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUBVSUNPROC)(const GLubyte * code); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC)(GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * c, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC)(GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC)(const GLuint * rc, const GLubyte * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUISUNPROC)(GLuint code); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * tc, const GLfloat * c, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * tc, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC)(GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * tc, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC)(GLuint rc, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC)(const GLuint * rc, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUIVSUNPROC)(const GLuint * code); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUSSUNPROC)(GLushort code); +typedef void (GLAD_API_PTR *PFNGLREPLACEMENTCODEUSVSUNPROC)(const GLushort * code); +typedef void (GLAD_API_PTR *PFNGLREQUESTRESIDENTPROGRAMSNVPROC)(GLsizei n, const GLuint * programs); +typedef void (GLAD_API_PTR *PFNGLRESETHISTOGRAMPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLRESETHISTOGRAMEXTPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLRESETMEMORYOBJECTPARAMETERNVPROC)(GLuint memory, GLenum pname); +typedef void (GLAD_API_PTR *PFNGLRESETMINMAXPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLRESETMINMAXEXTPROC)(GLenum target); +typedef void (GLAD_API_PTR *PFNGLRESIZEBUFFERSMESAPROC)(void); +typedef void (GLAD_API_PTR *PFNGLRESOLVEDEPTHVALUESNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); +typedef void (GLAD_API_PTR *PFNGLRESUMETRANSFORMFEEDBACKNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLROTATEXOESPROC)(GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAD_API_PTR *PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLECOVERAGEARBPROC)(GLfloat value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMAPATIPROC)(GLuint dst, GLuint interp, GLenum swizzle); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMASKEXTPROC)(GLclampf value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMASKINDEXEDNVPROC)(GLuint index, GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMASKSGISPROC)(GLclampf value, GLboolean invert); +typedef void (GLAD_API_PTR *PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLSAMPLEPATTERNEXTPROC)(GLenum pattern); +typedef void (GLAD_API_PTR *PFNGLSAMPLEPATTERNSGISPROC)(GLenum pattern); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat * param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLSCALEXOESPROC)(GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAD_API_PTR *PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSCISSOREXCLUSIVEARRAYVNVPROC)(GLuint first, GLsizei count, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSCISSOREXCLUSIVENVPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BEXTPROC)(GLbyte red, GLbyte green, GLbyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3BVEXTPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DEXTPROC)(GLdouble red, GLdouble green, GLdouble blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3DVEXTPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FEXTPROC)(GLfloat red, GLfloat green, GLfloat blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3FVEXTPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3HNVPROC)(GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IEXTPROC)(GLint red, GLint green, GLint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3IVEXTPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SEXTPROC)(GLshort red, GLshort green, GLshort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3SVEXTPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBEXTPROC)(GLubyte red, GLubyte green, GLubyte blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UBVEXTPROC)(const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIEXTPROC)(GLuint red, GLuint green, GLuint blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3UIVEXTPROC)(const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USEXTPROC)(GLushort red, GLushort green, GLushort blue); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USVPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLOR3USVEXTPROC)(const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint * color); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLSECONDARYCOLORPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint * buffer); +typedef void (GLAD_API_PTR *PFNGLSELECTPERFMONITORCOUNTERSAMDPROC)(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint * counterList); +typedef void (GLAD_API_PTR *PFNGLSEMAPHOREPARAMETERIVNVPROC)(GLuint semaphore, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLSEMAPHOREPARAMETERUI64VEXTPROC)(GLuint semaphore, GLenum pname, const GLuint64 * params); +typedef void (GLAD_API_PTR *PFNGLSEPARABLEFILTER2DPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * row, const void * column); +typedef void (GLAD_API_PTR *PFNGLSEPARABLEFILTER2DEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * row, const void * column); +typedef void (GLAD_API_PTR *PFNGLSETFENCEAPPLEPROC)(GLuint fence); +typedef void (GLAD_API_PTR *PFNGLSETFENCENVPROC)(GLuint fence, GLenum condition); +typedef void (GLAD_API_PTR *PFNGLSETFRAGMENTSHADERCONSTANTATIPROC)(GLuint dst, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLSETINVARIANTEXTPROC)(GLuint id, GLenum type, const void * addr); +typedef void (GLAD_API_PTR *PFNGLSETLOCALCONSTANTEXTPROC)(GLuint id, GLenum type, const void * addr); +typedef void (GLAD_API_PTR *PFNGLSETMULTISAMPLEFVAMDPROC)(GLenum pname, GLuint index, const GLfloat * val); +typedef void (GLAD_API_PTR *PFNGLSHADEMODELPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint * shaders, GLenum binaryFormat, const void * binary, GLsizei length); +typedef void (GLAD_API_PTR *PFNGLSHADEROP1EXTPROC)(GLenum op, GLuint res, GLuint arg1); +typedef void (GLAD_API_PTR *PFNGLSHADEROP2EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2); +typedef void (GLAD_API_PTR *PFNGLSHADEROP3EXTPROC)(GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +typedef void (GLAD_API_PTR *PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length); +typedef void (GLAD_API_PTR *PFNGLSHADERSOURCEARBPROC)(GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint * length); +typedef void (GLAD_API_PTR *PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +typedef void (GLAD_API_PTR *PFNGLSHADINGRATEIMAGEBARRIERNVPROC)(GLboolean synchronize); +typedef void (GLAD_API_PTR *PFNGLSHADINGRATEIMAGEPALETTENVPROC)(GLuint viewport, GLuint first, GLsizei count, const GLenum * rates); +typedef void (GLAD_API_PTR *PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC)(GLenum rate, GLuint samples, const GLint * locations); +typedef void (GLAD_API_PTR *PFNGLSHADINGRATESAMPLEORDERNVPROC)(GLenum order); +typedef void (GLAD_API_PTR *PFNGLSHARPENTEXFUNCSGISPROC)(GLenum target, GLsizei n, const GLfloat * points); +typedef void (GLAD_API_PTR *PFNGLSIGNALSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint * buffers, GLuint numTextureBarriers, const GLuint * textures, const GLenum * dstLayouts); +typedef void (GLAD_API_PTR *PFNGLSIGNALSEMAPHOREUI64NVXPROC)(GLuint signalGpu, GLsizei fenceObjectCount, const GLuint * semaphoreArray, const GLuint64 * fenceValueArray); +typedef void (GLAD_API_PTR *PFNGLSIGNALVKFENCENVPROC)(GLuint64 vkFence); +typedef void (GLAD_API_PTR *PFNGLSIGNALVKSEMAPHORENVPROC)(GLuint64 vkSemaphore); +typedef void (GLAD_API_PTR *PFNGLSPECIALIZESHADERARBPROC)(GLuint shader, const GLchar * pEntryPoint, GLuint numSpecializationConstants, const GLuint * pConstantIndex, const GLuint * pConstantValue); +typedef void (GLAD_API_PTR *PFNGLSPRITEPARAMETERFSGIXPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLSPRITEPARAMETERFVSGIXPROC)(GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLSPRITEPARAMETERISGIXPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLSPRITEPARAMETERIVSGIXPROC)(GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLSTARTINSTRUMENTSSGIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLSTATECAPTURENVPROC)(GLuint state, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLSTENCILCLEARTAGEXTPROC)(GLsizei stencilTagBits, GLuint stencilClearTag); +typedef void (GLAD_API_PTR *PFNGLSTENCILFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLSTENCILFILLPATHNVPROC)(GLuint path, GLenum fillMode, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILFUNCSEPARATEATIPROC)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPSEPARATEATIPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GLAD_API_PTR *PFNGLSTENCILOPVALUEAMDPROC)(GLenum face, GLuint value); +typedef void (GLAD_API_PTR *PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLSTENCILSTROKEPATHNVPROC)(GLuint path, GLint reference, GLuint mask); +typedef void (GLAD_API_PTR *PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLSTENCILTHENCOVERFILLPATHNVPROC)(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (GLAD_API_PTR *PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC)(GLsizei numPaths, GLenum pathNameType, const void * paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC)(GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (GLAD_API_PTR *PFNGLSTOPINSTRUMENTSSGIXPROC)(GLint marker); +typedef void (GLAD_API_PTR *PFNGLSTRINGMARKERGREMEDYPROC)(GLsizei len, const void * string); +typedef void (GLAD_API_PTR *PFNGLSUBPIXELPRECISIONBIASNVPROC)(GLuint xbits, GLuint ybits); +typedef void (GLAD_API_PTR *PFNGLSWIZZLEEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (GLAD_API_PTR *PFNGLSYNCTEXTUREINTELPROC)(GLuint texture); +typedef void (GLAD_API_PTR *PFNGLTAGSAMPLEBUFFERSGIXPROC)(void); +typedef void (GLAD_API_PTR *PFNGLTANGENT3BEXTPROC)(GLbyte tx, GLbyte ty, GLbyte tz); +typedef void (GLAD_API_PTR *PFNGLTANGENT3BVEXTPROC)(const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLTANGENT3DEXTPROC)(GLdouble tx, GLdouble ty, GLdouble tz); +typedef void (GLAD_API_PTR *PFNGLTANGENT3DVEXTPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTANGENT3FEXTPROC)(GLfloat tx, GLfloat ty, GLfloat tz); +typedef void (GLAD_API_PTR *PFNGLTANGENT3FVEXTPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTANGENT3IEXTPROC)(GLint tx, GLint ty, GLint tz); +typedef void (GLAD_API_PTR *PFNGLTANGENT3IVEXTPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTANGENT3SEXTPROC)(GLshort tx, GLshort ty, GLshort tz); +typedef void (GLAD_API_PTR *PFNGLTANGENT3SVEXTPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTANGENTPOINTEREXTPROC)(GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLTBUFFERMASK3DFXPROC)(GLuint mask); +typedef void (GLAD_API_PTR *PFNGLTESSELLATIONFACTORAMDPROC)(GLfloat factor); +typedef void (GLAD_API_PTR *PFNGLTESSELLATIONMODEAMDPROC)(GLenum mode); +typedef GLboolean (GLAD_API_PTR *PFNGLTESTFENCEAPPLEPROC)(GLuint fence); +typedef GLboolean (GLAD_API_PTR *PFNGLTESTFENCENVPROC)(GLuint fence); +typedef GLboolean (GLAD_API_PTR *PFNGLTESTOBJECTAPPLEPROC)(GLenum object, GLuint name); +typedef void (GLAD_API_PTR *PFNGLTEXATTACHMEMORYNVPROC)(GLenum target, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXBUFFERARBPROC)(GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXBUFFEREXTPROC)(GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLTEXBUMPPARAMETERFVATIPROC)(GLenum pname, const GLfloat * param); +typedef void (GLAD_API_PTR *PFNGLTEXBUMPPARAMETERIVATIPROC)(GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1BOESPROC)(GLbyte s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1DPROC)(GLdouble s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1FPROC)(GLfloat s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1HNVPROC)(GLhalfNV s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1IPROC)(GLint s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1SPROC)(GLshort s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1XOESPROC)(GLfixed s); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD1XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2BOESPROC)(GLbyte s, GLbyte t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC)(const GLfloat * tc, const GLfloat * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat * tc, const GLfloat * c, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC)(const GLfloat * tc, const GLubyte * c, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC)(const GLfloat * tc, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FVERTEX3FSUNPROC)(GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FVERTEX3FVSUNPROC)(const GLfloat * tc, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2HNVPROC)(GLhalfNV s, GLhalfNV t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2IPROC)(GLint s, GLint t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2XOESPROC)(GLfixed s, GLfixed t); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD2XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3BOESPROC)(GLbyte s, GLbyte t, GLbyte r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3HNVPROC)(GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3XOESPROC)(GLfixed s, GLfixed t, GLfixed r); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD3XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4BOESPROC)(GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC)(GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC)(const GLfloat * tc, const GLfloat * c, const GLfloat * n, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FVERTEX4FSUNPROC)(GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FVERTEX4FVSUNPROC)(const GLfloat * tc, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4HNVPROC)(GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4XOESPROC)(GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (GLAD_API_PTR *PFNGLTEXCOORD4XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint * coords); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLTEXCOORDPOINTERVINTELPROC)(GLint size, GLenum type, const void ** pointer); +typedef void (GLAD_API_PTR *PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXENVXOESPROC)(GLenum target, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLTEXENVXVOESPROC)(GLenum target, GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLTEXFILTERFUNCSGISPROC)(GLenum target, GLenum filter, GLsizei n, const GLfloat * weights); +typedef void (GLAD_API_PTR *PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param); +typedef void (GLAD_API_PTR *PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXGENXOESPROC)(GLenum coord, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLTEXGENXVOESPROC)(GLenum coord, GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DEXTPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC)(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXIMAGE4DSGISPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXPAGECOMMITMENTARBPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLTEXPAGECOMMITMENTMEMNVPROC)(GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIIVEXTPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIUIVEXTPROC)(GLenum target, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERXOESPROC)(GLenum target, GLenum pname, GLfixed param); +typedef void (GLAD_API_PTR *PFNGLTEXPARAMETERXVOESPROC)(GLenum target, GLenum pname, const GLfixed * params); +typedef void (GLAD_API_PTR *PFNGLTEXRENDERBUFFERNVPROC)(GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGEMEM1DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGEMEM2DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGEMEM3DEXTPROC)(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXSTORAGESPARSEAMDPROC)(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE1DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE2DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE3DEXTPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXSUBIMAGE4DSGISPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTUREATTACHMEMORYNVPROC)(GLuint texture, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBARRIERPROC)(void); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBARRIERNVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBUFFEREXTPROC)(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLTEXTUREBUFFERRANGEEXTPROC)(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLTEXTURECOLORMASKSGISPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC)(GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC)(GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC)(GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC)(GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (GLAD_API_PTR *PFNGLTEXTURELIGHTEXTPROC)(GLenum pname); +typedef void (GLAD_API_PTR *PFNGLTEXTUREMATERIALEXTPROC)(GLenum face, GLenum mode); +typedef void (GLAD_API_PTR *PFNGLTEXTURENORMALEXTPROC)(GLenum mode); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPAGECOMMITMENTEXTPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC)(GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIUIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLuint * params); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERFEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat * param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERFVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIEXTPROC)(GLuint texture, GLenum target, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint * param); +typedef void (GLAD_API_PTR *PFNGLTEXTUREPARAMETERIVEXTPROC)(GLuint texture, GLenum target, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLTEXTURERANGEAPPLEPROC)(GLenum target, GLsizei length, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLTEXTURERENDERBUFFEREXTPROC)(GLuint texture, GLenum target, GLuint renderbuffer); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE1DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE2DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC)(GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE3DEXTPROC)(GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC)(GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGEMEM1DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGEMEM2DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC)(GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGEMEM3DEXTPROC)(GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC)(GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GLAD_API_PTR *PFNGLTEXTURESTORAGESPARSEAMDPROC)(GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE1DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE2DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTURESUBIMAGE3DEXTPROC)(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); +typedef void (GLAD_API_PTR *PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +typedef void (GLAD_API_PTR *PFNGLTRACKMATRIXNVPROC)(GLenum target, GLuint address, GLenum matrix, GLenum transform); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC)(GLsizei count, const GLint * attribs, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC)(GLsizei count, const GLint * attribs, GLsizei nbuffers, const GLint * bufstreams, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC)(GLuint program, GLsizei count, const GLint * locations, GLenum bufferMode); +typedef void (GLAD_API_PTR *PFNGLTRANSFORMPATHNVPROC)(GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat * transformValues); +typedef void (GLAD_API_PTR *PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLTRANSLATEXOESPROC)(GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FARBPROC)(GLint location, GLfloat v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1FVARBPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1I64ARBPROC)(GLint location, GLint64 x); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1I64NVPROC)(GLint location, GLint64EXT x); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1I64VARBPROC)(GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IARBPROC)(GLint location, GLint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1IVARBPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UI64ARBPROC)(GLint location, GLuint64 x); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UI64NVPROC)(GLint location, GLuint64EXT x); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIEXTPROC)(GLint location, GLuint v0); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM1UIVEXTPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FARBPROC)(GLint location, GLfloat v0, GLfloat v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2FVARBPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2I64ARBPROC)(GLint location, GLint64 x, GLint64 y); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2I64VARBPROC)(GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IARBPROC)(GLint location, GLint v0, GLint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2IVARBPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIEXTPROC)(GLint location, GLuint v0, GLuint v1); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM2UIVEXTPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FARBPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3FVARBPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3I64ARBPROC)(GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3I64VARBPROC)(GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IARBPROC)(GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3IVARBPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIEXTPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM3UIVEXTPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FARBPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4FVARBPROC)(GLint location, GLsizei count, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4I64ARBPROC)(GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4I64NVPROC)(GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4I64VARBPROC)(GLint location, GLsizei count, const GLint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4I64VNVPROC)(GLint location, GLsizei count, const GLint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IARBPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4IVARBPROC)(GLint location, GLsizei count, const GLint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UI64ARBPROC)(GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UI64NVPROC)(GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UI64VARBPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIEXTPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORM4UIVEXTPROC)(GLint location, GLsizei count, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +typedef void (GLAD_API_PTR *PFNGLUNIFORMBUFFEREXTPROC)(GLuint program, GLint location, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLUNIFORMHANDLEUI64ARBPROC)(GLint location, GLuint64 value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMHANDLEUI64NVPROC)(GLint location, GLuint64 value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMHANDLEUI64VARBPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMHANDLEUI64VNVPROC)(GLint location, GLsizei count, const GLuint64 * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4FVARBPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint * indices); +typedef void (GLAD_API_PTR *PFNGLUNIFORMUI64NVPROC)(GLint location, GLuint64EXT value); +typedef void (GLAD_API_PTR *PFNGLUNIFORMUI64VNVPROC)(GLint location, GLsizei count, const GLuint64EXT * value); +typedef void (GLAD_API_PTR *PFNGLUNLOCKARRAYSEXTPROC)(void); +typedef GLboolean (GLAD_API_PTR *PFNGLUNMAPBUFFERPROC)(GLenum target); +typedef GLboolean (GLAD_API_PTR *PFNGLUNMAPBUFFERARBPROC)(GLenum target); +typedef GLboolean (GLAD_API_PTR *PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer); +typedef GLboolean (GLAD_API_PTR *PFNGLUNMAPNAMEDBUFFEREXTPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLUNMAPOBJECTBUFFERATIPROC)(GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLUNMAPTEXTURE2DINTELPROC)(GLuint texture, GLint level); +typedef void (GLAD_API_PTR *PFNGLUPDATEOBJECTBUFFERATIPROC)(GLuint buffer, GLuint offset, GLsizei size, const void * pointer, GLenum preserve); +typedef void (GLAD_API_PTR *PFNGLUPLOADGPUMASKNVXPROC)(GLbitfield mask); +typedef void (GLAD_API_PTR *PFNGLUSEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLUSEPROGRAMOBJECTARBPROC)(GLhandleARB programObj); +typedef void (GLAD_API_PTR *PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (GLAD_API_PTR *PFNGLUSESHADERPROGRAMEXTPROC)(GLenum type, GLuint program); +typedef void (GLAD_API_PTR *PFNGLVDPAUFININVPROC)(void); +typedef void (GLAD_API_PTR *PFNGLVDPAUGETSURFACEIVNVPROC)(GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei * length, GLint * values); +typedef void (GLAD_API_PTR *PFNGLVDPAUINITNVPROC)(const void * vdpDevice, const void * getProcAddress); +typedef GLboolean (GLAD_API_PTR *PFNGLVDPAUISSURFACENVPROC)(GLvdpauSurfaceNV surface); +typedef void (GLAD_API_PTR *PFNGLVDPAUMAPSURFACESNVPROC)(GLsizei numSurfaces, const GLvdpauSurfaceNV * surfaces); +typedef GLvdpauSurfaceNV (GLAD_API_PTR *PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC)(const void * vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint * textureNames); +typedef GLvdpauSurfaceNV (GLAD_API_PTR *PFNGLVDPAUREGISTERVIDEOSURFACENVPROC)(const void * vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint * textureNames); +typedef GLvdpauSurfaceNV (GLAD_API_PTR *PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC)(const void * vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint * textureNames, GLboolean isFrameStructure); +typedef void (GLAD_API_PTR *PFNGLVDPAUSURFACEACCESSNVPROC)(GLvdpauSurfaceNV surface, GLenum access); +typedef void (GLAD_API_PTR *PFNGLVDPAUUNMAPSURFACESNVPROC)(GLsizei numSurface, const GLvdpauSurfaceNV * surfaces); +typedef void (GLAD_API_PTR *PFNGLVDPAUUNREGISTERSURFACENVPROC)(GLvdpauSurfaceNV surface); +typedef void (GLAD_API_PTR *PFNGLVALIDATEPROGRAMPROC)(GLuint program); +typedef void (GLAD_API_PTR *PFNGLVALIDATEPROGRAMARBPROC)(GLhandleARB programObj); +typedef void (GLAD_API_PTR *PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline); +typedef void (GLAD_API_PTR *PFNGLVARIANTARRAYOBJECTATIPROC)(GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (GLAD_API_PTR *PFNGLVARIANTPOINTEREXTPROC)(GLuint id, GLenum type, GLuint stride, const void * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTBVEXTPROC)(GLuint id, const GLbyte * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTDVEXTPROC)(GLuint id, const GLdouble * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTFVEXTPROC)(GLuint id, const GLfloat * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTIVEXTPROC)(GLuint id, const GLint * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTSVEXTPROC)(GLuint id, const GLshort * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTUBVEXTPROC)(GLuint id, const GLubyte * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTUIVEXTPROC)(GLuint id, const GLuint * addr); +typedef void (GLAD_API_PTR *PFNGLVARIANTUSVEXTPROC)(GLuint id, const GLushort * addr); +typedef void (GLAD_API_PTR *PFNGLVERTEX2BOESPROC)(GLbyte x, GLbyte y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2HNVPROC)(GLhalfNV x, GLhalfNV y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEX2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX2XOESPROC)(GLfixed x); +typedef void (GLAD_API_PTR *PFNGLVERTEX2XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEX3BOESPROC)(GLbyte x, GLbyte y, GLbyte z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3HNVPROC)(GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEX3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX3XOESPROC)(GLfixed x, GLfixed y); +typedef void (GLAD_API_PTR *PFNGLVERTEX3XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEX4BOESPROC)(GLbyte x, GLbyte y, GLbyte z, GLbyte w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4BVOESPROC)(const GLbyte * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4HNVPROC)(GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4HVNVPROC)(const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEX4SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEX4XOESPROC)(GLfixed x, GLfixed y, GLfixed z); +typedef void (GLAD_API_PTR *PFNGLVERTEX4XVOESPROC)(const GLfixed * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYCOLOROFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYINDEXOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYNORMALOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYPARAMETERIAPPLEPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYRANGEAPPLEPROC)(GLsizei length, void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYRANGENVPROC)(GLsizei length, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC)(GLuint vaobj, GLuint index, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint * buffers, const GLintptr * offsets, const GLsizei * strides); +typedef void (GLAD_API_PTR *PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC)(GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DARBPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DNVPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DVARBPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1DVNVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FARBPROC)(GLuint index, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FNVPROC)(GLuint index, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FVARBPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1FVNVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1HNVPROC)(GLuint index, GLhalfNV x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1HVNVPROC)(GLuint index, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SARBPROC)(GLuint index, GLshort x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SNVPROC)(GLuint index, GLshort x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SVARBPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB1SVNVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DARBPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DNVPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DVARBPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2DVNVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FARBPROC)(GLuint index, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FNVPROC)(GLuint index, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FVARBPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2FVNVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2HVNVPROC)(GLuint index, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SARBPROC)(GLuint index, GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SNVPROC)(GLuint index, GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SVARBPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB2SVNVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DNVPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DVARBPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3DVNVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FNVPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FVARBPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3FVNVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3HVNVPROC)(GLuint index, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SNVPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SVARBPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB3SVNVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NBVARBPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NIVARBPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NSVARBPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBARBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUBVARBPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUIVARBPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4NUSVARBPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4BVARBPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DARBPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DNVPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DVARBPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4DVNVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FARBPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FNVPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FVARBPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4FVNVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4HNVPROC)(GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4HVNVPROC)(GLuint index, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4IVARBPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SARBPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SNVPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SVARBPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4SVNVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UBNVPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UBVARBPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UBVNVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4UIVARBPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIB4USVARBPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBARRAYOBJECTATIPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBDIVISORARBPROC)(GLuint index, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IEXTPROC)(GLuint index, GLint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1IVEXTPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIEXTPROC)(GLuint index, GLuint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI1UIVEXTPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IEXTPROC)(GLuint index, GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2IVEXTPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIEXTPROC)(GLuint index, GLuint x, GLuint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI2UIVEXTPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IEXTPROC)(GLuint index, GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3IVEXTPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIEXTPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI3UIVEXTPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4BVEXTPROC)(GLuint index, const GLbyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IEXTPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4IVEXTPROC)(GLuint index, const GLint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4SVEXTPROC)(GLuint index, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UBVEXTPROC)(GLuint index, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIEXTPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4UIVEXTPROC)(GLuint index, const GLuint * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBI4USVEXTPROC)(GLuint index, const GLushort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBIFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBIPOINTEREXTPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1DEXTPROC)(GLuint index, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1DVEXTPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1I64NVPROC)(GLuint index, GLint64EXT x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1I64VNVPROC)(GLuint index, const GLint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1UI64ARBPROC)(GLuint index, GLuint64EXT x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1UI64NVPROC)(GLuint index, GLuint64EXT x); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1UI64VARBPROC)(GLuint index, const GLuint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL1UI64VNVPROC)(GLuint index, const GLuint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2DEXTPROC)(GLuint index, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2DVEXTPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2I64VNVPROC)(GLuint index, const GLint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL2UI64VNVPROC)(GLuint index, const GLuint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3DEXTPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3DVEXTPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3I64VNVPROC)(GLuint index, const GLint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL3UI64VNVPROC)(GLuint index, const GLuint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4DEXTPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4DVEXTPROC)(GLuint index, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4I64NVPROC)(GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4I64VNVPROC)(GLuint index, const GLint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4UI64NVPROC)(GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBL4UI64VNVPROC)(GLuint index, const GLuint64EXT * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBLFORMATNVPROC)(GLuint index, GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBLPOINTEREXTPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPARAMETERIAMDPROC)(GLuint index, GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPOINTERARBPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBPOINTERNVPROC)(GLuint index, GLint fsize, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS1DVNVPROC)(GLuint index, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS1FVNVPROC)(GLuint index, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS1HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS1SVNVPROC)(GLuint index, GLsizei count, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS2DVNVPROC)(GLuint index, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS2FVNVPROC)(GLuint index, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS2HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS2SVNVPROC)(GLuint index, GLsizei count, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS3DVNVPROC)(GLuint index, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS3FVNVPROC)(GLuint index, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS3HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS3SVNVPROC)(GLuint index, GLsizei count, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS4DVNVPROC)(GLuint index, GLsizei count, const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS4FVNVPROC)(GLuint index, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS4HVNVPROC)(GLuint index, GLsizei n, const GLhalfNV * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS4SVNVPROC)(GLuint index, GLsizei count, const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXATTRIBS4UBVNVPROC)(GLuint index, GLsizei count, const GLubyte * v); +typedef void (GLAD_API_PTR *PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); +typedef void (GLAD_API_PTR *PFNGLVERTEXBLENDARBPROC)(GLint count); +typedef void (GLAD_API_PTR *PFNGLVERTEXBLENDENVFATIPROC)(GLenum pname, GLfloat param); +typedef void (GLAD_API_PTR *PFNGLVERTEXBLENDENVIATIPROC)(GLenum pname, GLint param); +typedef void (GLAD_API_PTR *PFNGLVERTEXFORMATNVPROC)(GLint size, GLenum type, GLsizei stride); +typedef void (GLAD_API_PTR *PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +typedef void (GLAD_API_PTR *PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint * value); +typedef void (GLAD_API_PTR *PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, GLsizei count, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXPOINTERLISTIBMPROC)(GLint size, GLenum type, GLint stride, const void ** pointer, GLint ptrstride); +typedef void (GLAD_API_PTR *PFNGLVERTEXPOINTERVINTELPROC)(GLint size, GLenum type, const void ** pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1DATIPROC)(GLenum stream, GLdouble x); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1DVATIPROC)(GLenum stream, const GLdouble * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1FATIPROC)(GLenum stream, GLfloat x); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1FVATIPROC)(GLenum stream, const GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1IATIPROC)(GLenum stream, GLint x); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1IVATIPROC)(GLenum stream, const GLint * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1SATIPROC)(GLenum stream, GLshort x); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM1SVATIPROC)(GLenum stream, const GLshort * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2DATIPROC)(GLenum stream, GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2DVATIPROC)(GLenum stream, const GLdouble * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2FATIPROC)(GLenum stream, GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2FVATIPROC)(GLenum stream, const GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2IATIPROC)(GLenum stream, GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2IVATIPROC)(GLenum stream, const GLint * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2SATIPROC)(GLenum stream, GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM2SVATIPROC)(GLenum stream, const GLshort * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3DATIPROC)(GLenum stream, GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3DVATIPROC)(GLenum stream, const GLdouble * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3FATIPROC)(GLenum stream, GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3FVATIPROC)(GLenum stream, const GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3IATIPROC)(GLenum stream, GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3IVATIPROC)(GLenum stream, const GLint * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3SATIPROC)(GLenum stream, GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM3SVATIPROC)(GLenum stream, const GLshort * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4DATIPROC)(GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4DVATIPROC)(GLenum stream, const GLdouble * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4FATIPROC)(GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4FVATIPROC)(GLenum stream, const GLfloat * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4IATIPROC)(GLenum stream, GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4IVATIPROC)(GLenum stream, const GLint * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4SATIPROC)(GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLVERTEXSTREAM4SVATIPROC)(GLenum stream, const GLshort * coords); +typedef void (GLAD_API_PTR *PFNGLVERTEXWEIGHTPOINTEREXTPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLVERTEXWEIGHTFEXTPROC)(GLfloat weight); +typedef void (GLAD_API_PTR *PFNGLVERTEXWEIGHTFVEXTPROC)(const GLfloat * weight); +typedef void (GLAD_API_PTR *PFNGLVERTEXWEIGHTHNVPROC)(GLhalfNV weight); +typedef void (GLAD_API_PTR *PFNGLVERTEXWEIGHTHVNVPROC)(const GLhalfNV * weight); +typedef GLenum (GLAD_API_PTR *PFNGLVIDEOCAPTURENVPROC)(GLuint video_capture_slot, GLuint * sequence_num, GLuint64EXT * capture_time); +typedef void (GLAD_API_PTR *PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble * params); +typedef void (GLAD_API_PTR *PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat * params); +typedef void (GLAD_API_PTR *PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC)(GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint * params); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTPOSITIONWSCALENVPROC)(GLuint index, GLfloat xcoeff, GLfloat ycoeff); +typedef void (GLAD_API_PTR *PFNGLVIEWPORTSWIZZLENVPROC)(GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +typedef void (GLAD_API_PTR *PFNGLWAITSEMAPHOREEXTPROC)(GLuint semaphore, GLuint numBufferBarriers, const GLuint * buffers, GLuint numTextureBarriers, const GLuint * textures, const GLenum * srcLayouts); +typedef void (GLAD_API_PTR *PFNGLWAITSEMAPHOREUI64NVXPROC)(GLuint waitGpu, GLsizei fenceObjectCount, const GLuint * semaphoreArray, const GLuint64 * fenceValueArray); +typedef void (GLAD_API_PTR *PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GLAD_API_PTR *PFNGLWAITVKSEMAPHORENVPROC)(GLuint64 vkSemaphore); +typedef void (GLAD_API_PTR *PFNGLWEIGHTPATHSNVPROC)(GLuint resultPath, GLsizei numPaths, const GLuint * paths, const GLfloat * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTPOINTERARBPROC)(GLint size, GLenum type, GLsizei stride, const void * pointer); +typedef void (GLAD_API_PTR *PFNGLWEIGHTBVARBPROC)(GLint size, const GLbyte * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTDVARBPROC)(GLint size, const GLdouble * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTFVARBPROC)(GLint size, const GLfloat * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTIVARBPROC)(GLint size, const GLint * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTSVARBPROC)(GLint size, const GLshort * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTUBVARBPROC)(GLint size, const GLubyte * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTUIVARBPROC)(GLint size, const GLuint * weights); +typedef void (GLAD_API_PTR *PFNGLWEIGHTUSVARBPROC)(GLint size, const GLushort * weights); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DARBPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DMESAPROC)(GLdouble x, GLdouble y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DVARBPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2DVMESAPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FARBPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FMESAPROC)(GLfloat x, GLfloat y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FVARBPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2FVMESAPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IARBPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IMESAPROC)(GLint x, GLint y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IVARBPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2IVMESAPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SARBPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SMESAPROC)(GLshort x, GLshort y); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SVARBPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS2SVMESAPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DARBPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DMESAPROC)(GLdouble x, GLdouble y, GLdouble z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DVPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DVARBPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3DVMESAPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FARBPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FMESAPROC)(GLfloat x, GLfloat y, GLfloat z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FVPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FVARBPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3FVMESAPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IARBPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IMESAPROC)(GLint x, GLint y, GLint z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IVPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IVARBPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3IVMESAPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SARBPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SMESAPROC)(GLshort x, GLshort y, GLshort z); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SVPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SVARBPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS3SVMESAPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4DMESAPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4DVMESAPROC)(const GLdouble * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4FMESAPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4FVMESAPROC)(const GLfloat * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4IMESAPROC)(GLint x, GLint y, GLint z, GLint w); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4IVMESAPROC)(const GLint * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4SMESAPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (GLAD_API_PTR *PFNGLWINDOWPOS4SVMESAPROC)(const GLshort * v); +typedef void (GLAD_API_PTR *PFNGLWINDOWRECTANGLESEXTPROC)(GLenum mode, GLsizei count, const GLint * box); +typedef void (GLAD_API_PTR *PFNGLWRITEMASKEXTPROC)(GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); + +GLAD_API_CALL PFNGLACCUMPROC glad_glAccum; +#define glAccum glad_glAccum +GLAD_API_CALL PFNGLACCUMXOESPROC glad_glAccumxOES; +#define glAccumxOES glad_glAccumxOES +GLAD_API_CALL PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT; +#define glAcquireKeyedMutexWin32EXT glad_glAcquireKeyedMutexWin32EXT +GLAD_API_CALL PFNGLACTIVEPROGRAMEXTPROC glad_glActiveProgramEXT; +#define glActiveProgramEXT glad_glActiveProgramEXT +GLAD_API_CALL PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; +#define glActiveShaderProgram glad_glActiveShaderProgram +GLAD_API_CALL PFNGLACTIVESTENCILFACEEXTPROC glad_glActiveStencilFaceEXT; +#define glActiveStencilFaceEXT glad_glActiveStencilFaceEXT +GLAD_API_CALL PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +GLAD_API_CALL PFNGLACTIVETEXTUREARBPROC glad_glActiveTextureARB; +#define glActiveTextureARB glad_glActiveTextureARB +GLAD_API_CALL PFNGLACTIVEVARYINGNVPROC glad_glActiveVaryingNV; +#define glActiveVaryingNV glad_glActiveVaryingNV +GLAD_API_CALL PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI; +#define glAlphaFragmentOp1ATI glad_glAlphaFragmentOp1ATI +GLAD_API_CALL PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI; +#define glAlphaFragmentOp2ATI glad_glAlphaFragmentOp2ATI +GLAD_API_CALL PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI; +#define glAlphaFragmentOp3ATI glad_glAlphaFragmentOp3ATI +GLAD_API_CALL PFNGLALPHAFUNCPROC glad_glAlphaFunc; +#define glAlphaFunc glad_glAlphaFunc +GLAD_API_CALL PFNGLALPHAFUNCXOESPROC glad_glAlphaFuncxOES; +#define glAlphaFuncxOES glad_glAlphaFuncxOES +GLAD_API_CALL PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC glad_glAlphaToCoverageDitherControlNV; +#define glAlphaToCoverageDitherControlNV glad_glAlphaToCoverageDitherControlNV +GLAD_API_CALL PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC glad_glApplyFramebufferAttachmentCMAAINTEL; +#define glApplyFramebufferAttachmentCMAAINTEL glad_glApplyFramebufferAttachmentCMAAINTEL +GLAD_API_CALL PFNGLAPPLYTEXTUREEXTPROC glad_glApplyTextureEXT; +#define glApplyTextureEXT glad_glApplyTextureEXT +GLAD_API_CALL PFNGLAREPROGRAMSRESIDENTNVPROC glad_glAreProgramsResidentNV; +#define glAreProgramsResidentNV glad_glAreProgramsResidentNV +GLAD_API_CALL PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +#define glAreTexturesResident glad_glAreTexturesResident +GLAD_API_CALL PFNGLARETEXTURESRESIDENTEXTPROC glad_glAreTexturesResidentEXT; +#define glAreTexturesResidentEXT glad_glAreTexturesResidentEXT +GLAD_API_CALL PFNGLARRAYELEMENTPROC glad_glArrayElement; +#define glArrayElement glad_glArrayElement +GLAD_API_CALL PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT; +#define glArrayElementEXT glad_glArrayElementEXT +GLAD_API_CALL PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI; +#define glArrayObjectATI glad_glArrayObjectATI +GLAD_API_CALL PFNGLASYNCCOPYBUFFERSUBDATANVXPROC glad_glAsyncCopyBufferSubDataNVX; +#define glAsyncCopyBufferSubDataNVX glad_glAsyncCopyBufferSubDataNVX +GLAD_API_CALL PFNGLASYNCCOPYIMAGESUBDATANVXPROC glad_glAsyncCopyImageSubDataNVX; +#define glAsyncCopyImageSubDataNVX glad_glAsyncCopyImageSubDataNVX +GLAD_API_CALL PFNGLASYNCMARKERSGIXPROC glad_glAsyncMarkerSGIX; +#define glAsyncMarkerSGIX glad_glAsyncMarkerSGIX +GLAD_API_CALL PFNGLATTACHOBJECTARBPROC glad_glAttachObjectARB; +#define glAttachObjectARB glad_glAttachObjectARB +GLAD_API_CALL PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +GLAD_API_CALL PFNGLBEGINPROC glad_glBegin; +#define glBegin glad_glBegin +GLAD_API_CALL PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +GLAD_API_CALL PFNGLBEGINCONDITIONALRENDERNVPROC glad_glBeginConditionalRenderNV; +#define glBeginConditionalRenderNV glad_glBeginConditionalRenderNV +GLAD_API_CALL PFNGLBEGINCONDITIONALRENDERNVXPROC glad_glBeginConditionalRenderNVX; +#define glBeginConditionalRenderNVX glad_glBeginConditionalRenderNVX +GLAD_API_CALL PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI; +#define glBeginFragmentShaderATI glad_glBeginFragmentShaderATI +GLAD_API_CALL PFNGLBEGINOCCLUSIONQUERYNVPROC glad_glBeginOcclusionQueryNV; +#define glBeginOcclusionQueryNV glad_glBeginOcclusionQueryNV +GLAD_API_CALL PFNGLBEGINPERFMONITORAMDPROC glad_glBeginPerfMonitorAMD; +#define glBeginPerfMonitorAMD glad_glBeginPerfMonitorAMD +GLAD_API_CALL PFNGLBEGINPERFQUERYINTELPROC glad_glBeginPerfQueryINTEL; +#define glBeginPerfQueryINTEL glad_glBeginPerfQueryINTEL +GLAD_API_CALL PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +GLAD_API_CALL PFNGLBEGINQUERYARBPROC glad_glBeginQueryARB; +#define glBeginQueryARB glad_glBeginQueryARB +GLAD_API_CALL PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; +#define glBeginQueryIndexed glad_glBeginQueryIndexed +GLAD_API_CALL PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +GLAD_API_CALL PFNGLBEGINTRANSFORMFEEDBACKEXTPROC glad_glBeginTransformFeedbackEXT; +#define glBeginTransformFeedbackEXT glad_glBeginTransformFeedbackEXT +GLAD_API_CALL PFNGLBEGINTRANSFORMFEEDBACKNVPROC glad_glBeginTransformFeedbackNV; +#define glBeginTransformFeedbackNV glad_glBeginTransformFeedbackNV +GLAD_API_CALL PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT; +#define glBeginVertexShaderEXT glad_glBeginVertexShaderEXT +GLAD_API_CALL PFNGLBEGINVIDEOCAPTURENVPROC glad_glBeginVideoCaptureNV; +#define glBeginVideoCaptureNV glad_glBeginVideoCaptureNV +GLAD_API_CALL PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +GLAD_API_CALL PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB; +#define glBindAttribLocationARB glad_glBindAttribLocationARB +GLAD_API_CALL PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +GLAD_API_CALL PFNGLBINDBUFFERARBPROC glad_glBindBufferARB; +#define glBindBufferARB glad_glBindBufferARB +GLAD_API_CALL PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +GLAD_API_CALL PFNGLBINDBUFFERBASEEXTPROC glad_glBindBufferBaseEXT; +#define glBindBufferBaseEXT glad_glBindBufferBaseEXT +GLAD_API_CALL PFNGLBINDBUFFERBASENVPROC glad_glBindBufferBaseNV; +#define glBindBufferBaseNV glad_glBindBufferBaseNV +GLAD_API_CALL PFNGLBINDBUFFEROFFSETEXTPROC glad_glBindBufferOffsetEXT; +#define glBindBufferOffsetEXT glad_glBindBufferOffsetEXT +GLAD_API_CALL PFNGLBINDBUFFEROFFSETNVPROC glad_glBindBufferOffsetNV; +#define glBindBufferOffsetNV glad_glBindBufferOffsetNV +GLAD_API_CALL PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +GLAD_API_CALL PFNGLBINDBUFFERRANGEEXTPROC glad_glBindBufferRangeEXT; +#define glBindBufferRangeEXT glad_glBindBufferRangeEXT +GLAD_API_CALL PFNGLBINDBUFFERRANGENVPROC glad_glBindBufferRangeNV; +#define glBindBufferRangeNV glad_glBindBufferRangeNV +GLAD_API_CALL PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; +#define glBindBuffersBase glad_glBindBuffersBase +GLAD_API_CALL PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; +#define glBindBuffersRange glad_glBindBuffersRange +GLAD_API_CALL PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +GLAD_API_CALL PFNGLBINDFRAGDATALOCATIONEXTPROC glad_glBindFragDataLocationEXT; +#define glBindFragDataLocationEXT glad_glBindFragDataLocationEXT +GLAD_API_CALL PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +GLAD_API_CALL PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI; +#define glBindFragmentShaderATI glad_glBindFragmentShaderATI +GLAD_API_CALL PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +GLAD_API_CALL PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT; +#define glBindFramebufferEXT glad_glBindFramebufferEXT +GLAD_API_CALL PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; +#define glBindImageTexture glad_glBindImageTexture +GLAD_API_CALL PFNGLBINDIMAGETEXTUREEXTPROC glad_glBindImageTextureEXT; +#define glBindImageTextureEXT glad_glBindImageTextureEXT +GLAD_API_CALL PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; +#define glBindImageTextures glad_glBindImageTextures +GLAD_API_CALL PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT; +#define glBindLightParameterEXT glad_glBindLightParameterEXT +GLAD_API_CALL PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT; +#define glBindMaterialParameterEXT glad_glBindMaterialParameterEXT +GLAD_API_CALL PFNGLBINDMULTITEXTUREEXTPROC glad_glBindMultiTextureEXT; +#define glBindMultiTextureEXT glad_glBindMultiTextureEXT +GLAD_API_CALL PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT; +#define glBindParameterEXT glad_glBindParameterEXT +GLAD_API_CALL PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB; +#define glBindProgramARB glad_glBindProgramARB +GLAD_API_CALL PFNGLBINDPROGRAMNVPROC glad_glBindProgramNV; +#define glBindProgramNV glad_glBindProgramNV +GLAD_API_CALL PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; +#define glBindProgramPipeline glad_glBindProgramPipeline +GLAD_API_CALL PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +GLAD_API_CALL PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT; +#define glBindRenderbufferEXT glad_glBindRenderbufferEXT +GLAD_API_CALL PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +GLAD_API_CALL PFNGLBINDSAMPLERSPROC glad_glBindSamplers; +#define glBindSamplers glad_glBindSamplers +GLAD_API_CALL PFNGLBINDSHADINGRATEIMAGENVPROC glad_glBindShadingRateImageNV; +#define glBindShadingRateImageNV glad_glBindShadingRateImageNV +GLAD_API_CALL PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT; +#define glBindTexGenParameterEXT glad_glBindTexGenParameterEXT +GLAD_API_CALL PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +GLAD_API_CALL PFNGLBINDTEXTUREEXTPROC glad_glBindTextureEXT; +#define glBindTextureEXT glad_glBindTextureEXT +GLAD_API_CALL PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; +#define glBindTextureUnit glad_glBindTextureUnit +GLAD_API_CALL PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT; +#define glBindTextureUnitParameterEXT glad_glBindTextureUnitParameterEXT +GLAD_API_CALL PFNGLBINDTEXTURESPROC glad_glBindTextures; +#define glBindTextures glad_glBindTextures +GLAD_API_CALL PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; +#define glBindTransformFeedback glad_glBindTransformFeedback +GLAD_API_CALL PFNGLBINDTRANSFORMFEEDBACKNVPROC glad_glBindTransformFeedbackNV; +#define glBindTransformFeedbackNV glad_glBindTransformFeedbackNV +GLAD_API_CALL PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +GLAD_API_CALL PFNGLBINDVERTEXARRAYAPPLEPROC glad_glBindVertexArrayAPPLE; +#define glBindVertexArrayAPPLE glad_glBindVertexArrayAPPLE +GLAD_API_CALL PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; +#define glBindVertexBuffer glad_glBindVertexBuffer +GLAD_API_CALL PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; +#define glBindVertexBuffers glad_glBindVertexBuffers +GLAD_API_CALL PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT; +#define glBindVertexShaderEXT glad_glBindVertexShaderEXT +GLAD_API_CALL PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC glad_glBindVideoCaptureStreamBufferNV; +#define glBindVideoCaptureStreamBufferNV glad_glBindVideoCaptureStreamBufferNV +GLAD_API_CALL PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC glad_glBindVideoCaptureStreamTextureNV; +#define glBindVideoCaptureStreamTextureNV glad_glBindVideoCaptureStreamTextureNV +GLAD_API_CALL PFNGLBINORMAL3BEXTPROC glad_glBinormal3bEXT; +#define glBinormal3bEXT glad_glBinormal3bEXT +GLAD_API_CALL PFNGLBINORMAL3BVEXTPROC glad_glBinormal3bvEXT; +#define glBinormal3bvEXT glad_glBinormal3bvEXT +GLAD_API_CALL PFNGLBINORMAL3DEXTPROC glad_glBinormal3dEXT; +#define glBinormal3dEXT glad_glBinormal3dEXT +GLAD_API_CALL PFNGLBINORMAL3DVEXTPROC glad_glBinormal3dvEXT; +#define glBinormal3dvEXT glad_glBinormal3dvEXT +GLAD_API_CALL PFNGLBINORMAL3FEXTPROC glad_glBinormal3fEXT; +#define glBinormal3fEXT glad_glBinormal3fEXT +GLAD_API_CALL PFNGLBINORMAL3FVEXTPROC glad_glBinormal3fvEXT; +#define glBinormal3fvEXT glad_glBinormal3fvEXT +GLAD_API_CALL PFNGLBINORMAL3IEXTPROC glad_glBinormal3iEXT; +#define glBinormal3iEXT glad_glBinormal3iEXT +GLAD_API_CALL PFNGLBINORMAL3IVEXTPROC glad_glBinormal3ivEXT; +#define glBinormal3ivEXT glad_glBinormal3ivEXT +GLAD_API_CALL PFNGLBINORMAL3SEXTPROC glad_glBinormal3sEXT; +#define glBinormal3sEXT glad_glBinormal3sEXT +GLAD_API_CALL PFNGLBINORMAL3SVEXTPROC glad_glBinormal3svEXT; +#define glBinormal3svEXT glad_glBinormal3svEXT +GLAD_API_CALL PFNGLBINORMALPOINTEREXTPROC glad_glBinormalPointerEXT; +#define glBinormalPointerEXT glad_glBinormalPointerEXT +GLAD_API_CALL PFNGLBITMAPPROC glad_glBitmap; +#define glBitmap glad_glBitmap +GLAD_API_CALL PFNGLBITMAPXOESPROC glad_glBitmapxOES; +#define glBitmapxOES glad_glBitmapxOES +GLAD_API_CALL PFNGLBLENDBARRIERKHRPROC glad_glBlendBarrierKHR; +#define glBlendBarrierKHR glad_glBlendBarrierKHR +GLAD_API_CALL PFNGLBLENDBARRIERNVPROC glad_glBlendBarrierNV; +#define glBlendBarrierNV glad_glBlendBarrierNV +GLAD_API_CALL PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +GLAD_API_CALL PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT; +#define glBlendColorEXT glad_glBlendColorEXT +GLAD_API_CALL PFNGLBLENDCOLORXOESPROC glad_glBlendColorxOES; +#define glBlendColorxOES glad_glBlendColorxOES +GLAD_API_CALL PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +GLAD_API_CALL PFNGLBLENDEQUATIONEXTPROC glad_glBlendEquationEXT; +#define glBlendEquationEXT glad_glBlendEquationEXT +GLAD_API_CALL PFNGLBLENDEQUATIONINDEXEDAMDPROC glad_glBlendEquationIndexedAMD; +#define glBlendEquationIndexedAMD glad_glBlendEquationIndexedAMD +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT; +#define glBlendEquationSeparateEXT glad_glBlendEquationSeparateEXT +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC glad_glBlendEquationSeparateIndexedAMD; +#define glBlendEquationSeparateIndexedAMD glad_glBlendEquationSeparateIndexedAMD +GLAD_API_CALL PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB; +#define glBlendEquationSeparateiARB glad_glBlendEquationSeparateiARB +GLAD_API_CALL PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB; +#define glBlendEquationiARB glad_glBlendEquationiARB +GLAD_API_CALL PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +GLAD_API_CALL PFNGLBLENDFUNCINDEXEDAMDPROC glad_glBlendFuncIndexedAMD; +#define glBlendFuncIndexedAMD glad_glBlendFuncIndexedAMD +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT; +#define glBlendFuncSeparateEXT glad_glBlendFuncSeparateEXT +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEINGRPROC glad_glBlendFuncSeparateINGR; +#define glBlendFuncSeparateINGR glad_glBlendFuncSeparateINGR +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC glad_glBlendFuncSeparateIndexedAMD; +#define glBlendFuncSeparateIndexedAMD glad_glBlendFuncSeparateIndexedAMD +GLAD_API_CALL PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB; +#define glBlendFuncSeparateiARB glad_glBlendFuncSeparateiARB +GLAD_API_CALL PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB; +#define glBlendFunciARB glad_glBlendFunciARB +GLAD_API_CALL PFNGLBLENDPARAMETERINVPROC glad_glBlendParameteriNV; +#define glBlendParameteriNV glad_glBlendParameteriNV +GLAD_API_CALL PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +GLAD_API_CALL PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT; +#define glBlitFramebufferEXT glad_glBlitFramebufferEXT +GLAD_API_CALL PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; +#define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer +GLAD_API_CALL PFNGLBUFFERADDRESSRANGENVPROC glad_glBufferAddressRangeNV; +#define glBufferAddressRangeNV glad_glBufferAddressRangeNV +GLAD_API_CALL PFNGLBUFFERATTACHMEMORYNVPROC glad_glBufferAttachMemoryNV; +#define glBufferAttachMemoryNV glad_glBufferAttachMemoryNV +GLAD_API_CALL PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +GLAD_API_CALL PFNGLBUFFERDATAARBPROC glad_glBufferDataARB; +#define glBufferDataARB glad_glBufferDataARB +GLAD_API_CALL PFNGLBUFFERPAGECOMMITMENTARBPROC glad_glBufferPageCommitmentARB; +#define glBufferPageCommitmentARB glad_glBufferPageCommitmentARB +GLAD_API_CALL PFNGLBUFFERPAGECOMMITMENTMEMNVPROC glad_glBufferPageCommitmentMemNV; +#define glBufferPageCommitmentMemNV glad_glBufferPageCommitmentMemNV +GLAD_API_CALL PFNGLBUFFERPARAMETERIAPPLEPROC glad_glBufferParameteriAPPLE; +#define glBufferParameteriAPPLE glad_glBufferParameteriAPPLE +GLAD_API_CALL PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; +#define glBufferStorage glad_glBufferStorage +GLAD_API_CALL PFNGLBUFFERSTORAGEEXTERNALEXTPROC glad_glBufferStorageExternalEXT; +#define glBufferStorageExternalEXT glad_glBufferStorageExternalEXT +GLAD_API_CALL PFNGLBUFFERSTORAGEMEMEXTPROC glad_glBufferStorageMemEXT; +#define glBufferStorageMemEXT glad_glBufferStorageMemEXT +GLAD_API_CALL PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +GLAD_API_CALL PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB; +#define glBufferSubDataARB glad_glBufferSubDataARB +GLAD_API_CALL PFNGLCALLCOMMANDLISTNVPROC glad_glCallCommandListNV; +#define glCallCommandListNV glad_glCallCommandListNV +GLAD_API_CALL PFNGLCALLLISTPROC glad_glCallList; +#define glCallList glad_glCallList +GLAD_API_CALL PFNGLCALLLISTSPROC glad_glCallLists; +#define glCallLists glad_glCallLists +GLAD_API_CALL PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +GLAD_API_CALL PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT; +#define glCheckFramebufferStatusEXT glad_glCheckFramebufferStatusEXT +GLAD_API_CALL PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; +#define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus +GLAD_API_CALL PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC glad_glCheckNamedFramebufferStatusEXT; +#define glCheckNamedFramebufferStatusEXT glad_glCheckNamedFramebufferStatusEXT +GLAD_API_CALL PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +GLAD_API_CALL PFNGLCLAMPCOLORARBPROC glad_glClampColorARB; +#define glClampColorARB glad_glClampColorARB +GLAD_API_CALL PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +GLAD_API_CALL PFNGLCLEARACCUMPROC glad_glClearAccum; +#define glClearAccum glad_glClearAccum +GLAD_API_CALL PFNGLCLEARACCUMXOESPROC glad_glClearAccumxOES; +#define glClearAccumxOES glad_glClearAccumxOES +GLAD_API_CALL PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; +#define glClearBufferData glad_glClearBufferData +GLAD_API_CALL PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; +#define glClearBufferSubData glad_glClearBufferSubData +GLAD_API_CALL PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +GLAD_API_CALL PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +GLAD_API_CALL PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +GLAD_API_CALL PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +GLAD_API_CALL PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +GLAD_API_CALL PFNGLCLEARCOLORIIEXTPROC glad_glClearColorIiEXT; +#define glClearColorIiEXT glad_glClearColorIiEXT +GLAD_API_CALL PFNGLCLEARCOLORIUIEXTPROC glad_glClearColorIuiEXT; +#define glClearColorIuiEXT glad_glClearColorIuiEXT +GLAD_API_CALL PFNGLCLEARCOLORXOESPROC glad_glClearColorxOES; +#define glClearColorxOES glad_glClearColorxOES +GLAD_API_CALL PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +GLAD_API_CALL PFNGLCLEARDEPTHDNVPROC glad_glClearDepthdNV; +#define glClearDepthdNV glad_glClearDepthdNV +GLAD_API_CALL PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +GLAD_API_CALL PFNGLCLEARDEPTHFOESPROC glad_glClearDepthfOES; +#define glClearDepthfOES glad_glClearDepthfOES +GLAD_API_CALL PFNGLCLEARDEPTHXOESPROC glad_glClearDepthxOES; +#define glClearDepthxOES glad_glClearDepthxOES +GLAD_API_CALL PFNGLCLEARINDEXPROC glad_glClearIndex; +#define glClearIndex glad_glClearIndex +GLAD_API_CALL PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; +#define glClearNamedBufferData glad_glClearNamedBufferData +GLAD_API_CALL PFNGLCLEARNAMEDBUFFERDATAEXTPROC glad_glClearNamedBufferDataEXT; +#define glClearNamedBufferDataEXT glad_glClearNamedBufferDataEXT +GLAD_API_CALL PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; +#define glClearNamedBufferSubData glad_glClearNamedBufferSubData +GLAD_API_CALL PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC glad_glClearNamedBufferSubDataEXT; +#define glClearNamedBufferSubDataEXT glad_glClearNamedBufferSubDataEXT +GLAD_API_CALL PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; +#define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi +GLAD_API_CALL PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; +#define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv +GLAD_API_CALL PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; +#define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv +GLAD_API_CALL PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; +#define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv +GLAD_API_CALL PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +GLAD_API_CALL PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; +#define glClearTexImage glad_glClearTexImage +GLAD_API_CALL PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; +#define glClearTexSubImage glad_glClearTexSubImage +GLAD_API_CALL PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +#define glClientActiveTexture glad_glClientActiveTexture +GLAD_API_CALL PFNGLCLIENTACTIVETEXTUREARBPROC glad_glClientActiveTextureARB; +#define glClientActiveTextureARB glad_glClientActiveTextureARB +GLAD_API_CALL PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC glad_glClientActiveVertexStreamATI; +#define glClientActiveVertexStreamATI glad_glClientActiveVertexStreamATI +GLAD_API_CALL PFNGLCLIENTATTRIBDEFAULTEXTPROC glad_glClientAttribDefaultEXT; +#define glClientAttribDefaultEXT glad_glClientAttribDefaultEXT +GLAD_API_CALL PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC glad_glClientWaitSemaphoreui64NVX; +#define glClientWaitSemaphoreui64NVX glad_glClientWaitSemaphoreui64NVX +GLAD_API_CALL PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +GLAD_API_CALL PFNGLCLIPCONTROLPROC glad_glClipControl; +#define glClipControl glad_glClipControl +GLAD_API_CALL PFNGLCLIPPLANEPROC glad_glClipPlane; +#define glClipPlane glad_glClipPlane +GLAD_API_CALL PFNGLCLIPPLANEFOESPROC glad_glClipPlanefOES; +#define glClipPlanefOES glad_glClipPlanefOES +GLAD_API_CALL PFNGLCLIPPLANEXOESPROC glad_glClipPlanexOES; +#define glClipPlanexOES glad_glClipPlanexOES +GLAD_API_CALL PFNGLCOLOR3BPROC glad_glColor3b; +#define glColor3b glad_glColor3b +GLAD_API_CALL PFNGLCOLOR3BVPROC glad_glColor3bv; +#define glColor3bv glad_glColor3bv +GLAD_API_CALL PFNGLCOLOR3DPROC glad_glColor3d; +#define glColor3d glad_glColor3d +GLAD_API_CALL PFNGLCOLOR3DVPROC glad_glColor3dv; +#define glColor3dv glad_glColor3dv +GLAD_API_CALL PFNGLCOLOR3FPROC glad_glColor3f; +#define glColor3f glad_glColor3f +GLAD_API_CALL PFNGLCOLOR3FVERTEX3FSUNPROC glad_glColor3fVertex3fSUN; +#define glColor3fVertex3fSUN glad_glColor3fVertex3fSUN +GLAD_API_CALL PFNGLCOLOR3FVERTEX3FVSUNPROC glad_glColor3fVertex3fvSUN; +#define glColor3fVertex3fvSUN glad_glColor3fVertex3fvSUN +GLAD_API_CALL PFNGLCOLOR3FVPROC glad_glColor3fv; +#define glColor3fv glad_glColor3fv +GLAD_API_CALL PFNGLCOLOR3HNVPROC glad_glColor3hNV; +#define glColor3hNV glad_glColor3hNV +GLAD_API_CALL PFNGLCOLOR3HVNVPROC glad_glColor3hvNV; +#define glColor3hvNV glad_glColor3hvNV +GLAD_API_CALL PFNGLCOLOR3IPROC glad_glColor3i; +#define glColor3i glad_glColor3i +GLAD_API_CALL PFNGLCOLOR3IVPROC glad_glColor3iv; +#define glColor3iv glad_glColor3iv +GLAD_API_CALL PFNGLCOLOR3SPROC glad_glColor3s; +#define glColor3s glad_glColor3s +GLAD_API_CALL PFNGLCOLOR3SVPROC glad_glColor3sv; +#define glColor3sv glad_glColor3sv +GLAD_API_CALL PFNGLCOLOR3UBPROC glad_glColor3ub; +#define glColor3ub glad_glColor3ub +GLAD_API_CALL PFNGLCOLOR3UBVPROC glad_glColor3ubv; +#define glColor3ubv glad_glColor3ubv +GLAD_API_CALL PFNGLCOLOR3UIPROC glad_glColor3ui; +#define glColor3ui glad_glColor3ui +GLAD_API_CALL PFNGLCOLOR3UIVPROC glad_glColor3uiv; +#define glColor3uiv glad_glColor3uiv +GLAD_API_CALL PFNGLCOLOR3USPROC glad_glColor3us; +#define glColor3us glad_glColor3us +GLAD_API_CALL PFNGLCOLOR3USVPROC glad_glColor3usv; +#define glColor3usv glad_glColor3usv +GLAD_API_CALL PFNGLCOLOR3XOESPROC glad_glColor3xOES; +#define glColor3xOES glad_glColor3xOES +GLAD_API_CALL PFNGLCOLOR3XVOESPROC glad_glColor3xvOES; +#define glColor3xvOES glad_glColor3xvOES +GLAD_API_CALL PFNGLCOLOR4BPROC glad_glColor4b; +#define glColor4b glad_glColor4b +GLAD_API_CALL PFNGLCOLOR4BVPROC glad_glColor4bv; +#define glColor4bv glad_glColor4bv +GLAD_API_CALL PFNGLCOLOR4DPROC glad_glColor4d; +#define glColor4d glad_glColor4d +GLAD_API_CALL PFNGLCOLOR4DVPROC glad_glColor4dv; +#define glColor4dv glad_glColor4dv +GLAD_API_CALL PFNGLCOLOR4FPROC glad_glColor4f; +#define glColor4f glad_glColor4f +GLAD_API_CALL PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glColor4fNormal3fVertex3fSUN; +#define glColor4fNormal3fVertex3fSUN glad_glColor4fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glColor4fNormal3fVertex3fvSUN; +#define glColor4fNormal3fVertex3fvSUN glad_glColor4fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLCOLOR4FVPROC glad_glColor4fv; +#define glColor4fv glad_glColor4fv +GLAD_API_CALL PFNGLCOLOR4HNVPROC glad_glColor4hNV; +#define glColor4hNV glad_glColor4hNV +GLAD_API_CALL PFNGLCOLOR4HVNVPROC glad_glColor4hvNV; +#define glColor4hvNV glad_glColor4hvNV +GLAD_API_CALL PFNGLCOLOR4IPROC glad_glColor4i; +#define glColor4i glad_glColor4i +GLAD_API_CALL PFNGLCOLOR4IVPROC glad_glColor4iv; +#define glColor4iv glad_glColor4iv +GLAD_API_CALL PFNGLCOLOR4SPROC glad_glColor4s; +#define glColor4s glad_glColor4s +GLAD_API_CALL PFNGLCOLOR4SVPROC glad_glColor4sv; +#define glColor4sv glad_glColor4sv +GLAD_API_CALL PFNGLCOLOR4UBPROC glad_glColor4ub; +#define glColor4ub glad_glColor4ub +GLAD_API_CALL PFNGLCOLOR4UBVERTEX2FSUNPROC glad_glColor4ubVertex2fSUN; +#define glColor4ubVertex2fSUN glad_glColor4ubVertex2fSUN +GLAD_API_CALL PFNGLCOLOR4UBVERTEX2FVSUNPROC glad_glColor4ubVertex2fvSUN; +#define glColor4ubVertex2fvSUN glad_glColor4ubVertex2fvSUN +GLAD_API_CALL PFNGLCOLOR4UBVERTEX3FSUNPROC glad_glColor4ubVertex3fSUN; +#define glColor4ubVertex3fSUN glad_glColor4ubVertex3fSUN +GLAD_API_CALL PFNGLCOLOR4UBVERTEX3FVSUNPROC glad_glColor4ubVertex3fvSUN; +#define glColor4ubVertex3fvSUN glad_glColor4ubVertex3fvSUN +GLAD_API_CALL PFNGLCOLOR4UBVPROC glad_glColor4ubv; +#define glColor4ubv glad_glColor4ubv +GLAD_API_CALL PFNGLCOLOR4UIPROC glad_glColor4ui; +#define glColor4ui glad_glColor4ui +GLAD_API_CALL PFNGLCOLOR4UIVPROC glad_glColor4uiv; +#define glColor4uiv glad_glColor4uiv +GLAD_API_CALL PFNGLCOLOR4USPROC glad_glColor4us; +#define glColor4us glad_glColor4us +GLAD_API_CALL PFNGLCOLOR4USVPROC glad_glColor4usv; +#define glColor4usv glad_glColor4usv +GLAD_API_CALL PFNGLCOLOR4XOESPROC glad_glColor4xOES; +#define glColor4xOES glad_glColor4xOES +GLAD_API_CALL PFNGLCOLOR4XVOESPROC glad_glColor4xvOES; +#define glColor4xvOES glad_glColor4xvOES +GLAD_API_CALL PFNGLCOLORFORMATNVPROC glad_glColorFormatNV; +#define glColorFormatNV glad_glColorFormatNV +GLAD_API_CALL PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI; +#define glColorFragmentOp1ATI glad_glColorFragmentOp1ATI +GLAD_API_CALL PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI; +#define glColorFragmentOp2ATI glad_glColorFragmentOp2ATI +GLAD_API_CALL PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI; +#define glColorFragmentOp3ATI glad_glColorFragmentOp3ATI +GLAD_API_CALL PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +GLAD_API_CALL PFNGLCOLORMASKINDEXEDEXTPROC glad_glColorMaskIndexedEXT; +#define glColorMaskIndexedEXT glad_glColorMaskIndexedEXT +GLAD_API_CALL PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +GLAD_API_CALL PFNGLCOLORMATERIALPROC glad_glColorMaterial; +#define glColorMaterial glad_glColorMaterial +GLAD_API_CALL PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +GLAD_API_CALL PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +GLAD_API_CALL PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +GLAD_API_CALL PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +GLAD_API_CALL PFNGLCOLORPOINTERPROC glad_glColorPointer; +#define glColorPointer glad_glColorPointer +GLAD_API_CALL PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT; +#define glColorPointerEXT glad_glColorPointerEXT +GLAD_API_CALL PFNGLCOLORPOINTERLISTIBMPROC glad_glColorPointerListIBM; +#define glColorPointerListIBM glad_glColorPointerListIBM +GLAD_API_CALL PFNGLCOLORPOINTERVINTELPROC glad_glColorPointervINTEL; +#define glColorPointervINTEL glad_glColorPointervINTEL +GLAD_API_CALL PFNGLCOLORSUBTABLEPROC glad_glColorSubTable; +#define glColorSubTable glad_glColorSubTable +GLAD_API_CALL PFNGLCOLORSUBTABLEEXTPROC glad_glColorSubTableEXT; +#define glColorSubTableEXT glad_glColorSubTableEXT +GLAD_API_CALL PFNGLCOLORTABLEPROC glad_glColorTable; +#define glColorTable glad_glColorTable +GLAD_API_CALL PFNGLCOLORTABLEEXTPROC glad_glColorTableEXT; +#define glColorTableEXT glad_glColorTableEXT +GLAD_API_CALL PFNGLCOLORTABLEPARAMETERFVPROC glad_glColorTableParameterfv; +#define glColorTableParameterfv glad_glColorTableParameterfv +GLAD_API_CALL PFNGLCOLORTABLEPARAMETERFVSGIPROC glad_glColorTableParameterfvSGI; +#define glColorTableParameterfvSGI glad_glColorTableParameterfvSGI +GLAD_API_CALL PFNGLCOLORTABLEPARAMETERIVPROC glad_glColorTableParameteriv; +#define glColorTableParameteriv glad_glColorTableParameteriv +GLAD_API_CALL PFNGLCOLORTABLEPARAMETERIVSGIPROC glad_glColorTableParameterivSGI; +#define glColorTableParameterivSGI glad_glColorTableParameterivSGI +GLAD_API_CALL PFNGLCOLORTABLESGIPROC glad_glColorTableSGI; +#define glColorTableSGI glad_glColorTableSGI +GLAD_API_CALL PFNGLCOMBINERINPUTNVPROC glad_glCombinerInputNV; +#define glCombinerInputNV glad_glCombinerInputNV +GLAD_API_CALL PFNGLCOMBINEROUTPUTNVPROC glad_glCombinerOutputNV; +#define glCombinerOutputNV glad_glCombinerOutputNV +GLAD_API_CALL PFNGLCOMBINERPARAMETERFNVPROC glad_glCombinerParameterfNV; +#define glCombinerParameterfNV glad_glCombinerParameterfNV +GLAD_API_CALL PFNGLCOMBINERPARAMETERFVNVPROC glad_glCombinerParameterfvNV; +#define glCombinerParameterfvNV glad_glCombinerParameterfvNV +GLAD_API_CALL PFNGLCOMBINERPARAMETERINVPROC glad_glCombinerParameteriNV; +#define glCombinerParameteriNV glad_glCombinerParameteriNV +GLAD_API_CALL PFNGLCOMBINERPARAMETERIVNVPROC glad_glCombinerParameterivNV; +#define glCombinerParameterivNV glad_glCombinerParameterivNV +GLAD_API_CALL PFNGLCOMBINERSTAGEPARAMETERFVNVPROC glad_glCombinerStageParameterfvNV; +#define glCombinerStageParameterfvNV glad_glCombinerStageParameterfvNV +GLAD_API_CALL PFNGLCOMMANDLISTSEGMENTSNVPROC glad_glCommandListSegmentsNV; +#define glCommandListSegmentsNV glad_glCommandListSegmentsNV +GLAD_API_CALL PFNGLCOMPILECOMMANDLISTNVPROC glad_glCompileCommandListNV; +#define glCompileCommandListNV glad_glCompileCommandListNV +GLAD_API_CALL PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +GLAD_API_CALL PFNGLCOMPILESHADERARBPROC glad_glCompileShaderARB; +#define glCompileShaderARB glad_glCompileShaderARB +GLAD_API_CALL PFNGLCOMPILESHADERINCLUDEARBPROC glad_glCompileShaderIncludeARB; +#define glCompileShaderIncludeARB glad_glCompileShaderIncludeARB +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC glad_glCompressedMultiTexImage1DEXT; +#define glCompressedMultiTexImage1DEXT glad_glCompressedMultiTexImage1DEXT +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC glad_glCompressedMultiTexImage2DEXT; +#define glCompressedMultiTexImage2DEXT glad_glCompressedMultiTexImage2DEXT +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC glad_glCompressedMultiTexImage3DEXT; +#define glCompressedMultiTexImage3DEXT glad_glCompressedMultiTexImage3DEXT +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC glad_glCompressedMultiTexSubImage1DEXT; +#define glCompressedMultiTexSubImage1DEXT glad_glCompressedMultiTexSubImage1DEXT +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC glad_glCompressedMultiTexSubImage2DEXT; +#define glCompressedMultiTexSubImage2DEXT glad_glCompressedMultiTexSubImage2DEXT +GLAD_API_CALL PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC glad_glCompressedMultiTexSubImage3DEXT; +#define glCompressedMultiTexSubImage3DEXT glad_glCompressedMultiTexSubImage3DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB; +#define glCompressedTexImage1DARB glad_glCompressedTexImage1DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB; +#define glCompressedTexImage2DARB glad_glCompressedTexImage2DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +GLAD_API_CALL PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB; +#define glCompressedTexImage3DARB glad_glCompressedTexImage3DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB; +#define glCompressedTexSubImage1DARB glad_glCompressedTexSubImage1DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB; +#define glCompressedTexSubImage2DARB glad_glCompressedTexSubImage2DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +GLAD_API_CALL PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB; +#define glCompressedTexSubImage3DARB glad_glCompressedTexSubImage3DARB +GLAD_API_CALL PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC glad_glCompressedTextureImage1DEXT; +#define glCompressedTextureImage1DEXT glad_glCompressedTextureImage1DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC glad_glCompressedTextureImage2DEXT; +#define glCompressedTextureImage2DEXT glad_glCompressedTextureImage2DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC glad_glCompressedTextureImage3DEXT; +#define glCompressedTextureImage3DEXT glad_glCompressedTextureImage3DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; +#define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC glad_glCompressedTextureSubImage1DEXT; +#define glCompressedTextureSubImage1DEXT glad_glCompressedTextureSubImage1DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; +#define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC glad_glCompressedTextureSubImage2DEXT; +#define glCompressedTextureSubImage2DEXT glad_glCompressedTextureSubImage2DEXT +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; +#define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D +GLAD_API_CALL PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC glad_glCompressedTextureSubImage3DEXT; +#define glCompressedTextureSubImage3DEXT glad_glCompressedTextureSubImage3DEXT +GLAD_API_CALL PFNGLCONSERVATIVERASTERPARAMETERFNVPROC glad_glConservativeRasterParameterfNV; +#define glConservativeRasterParameterfNV glad_glConservativeRasterParameterfNV +GLAD_API_CALL PFNGLCONSERVATIVERASTERPARAMETERINVPROC glad_glConservativeRasterParameteriNV; +#define glConservativeRasterParameteriNV glad_glConservativeRasterParameteriNV +GLAD_API_CALL PFNGLCONVOLUTIONFILTER1DPROC glad_glConvolutionFilter1D; +#define glConvolutionFilter1D glad_glConvolutionFilter1D +GLAD_API_CALL PFNGLCONVOLUTIONFILTER1DEXTPROC glad_glConvolutionFilter1DEXT; +#define glConvolutionFilter1DEXT glad_glConvolutionFilter1DEXT +GLAD_API_CALL PFNGLCONVOLUTIONFILTER2DPROC glad_glConvolutionFilter2D; +#define glConvolutionFilter2D glad_glConvolutionFilter2D +GLAD_API_CALL PFNGLCONVOLUTIONFILTER2DEXTPROC glad_glConvolutionFilter2DEXT; +#define glConvolutionFilter2DEXT glad_glConvolutionFilter2DEXT +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERFPROC glad_glConvolutionParameterf; +#define glConvolutionParameterf glad_glConvolutionParameterf +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERFEXTPROC glad_glConvolutionParameterfEXT; +#define glConvolutionParameterfEXT glad_glConvolutionParameterfEXT +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERFVPROC glad_glConvolutionParameterfv; +#define glConvolutionParameterfv glad_glConvolutionParameterfv +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERFVEXTPROC glad_glConvolutionParameterfvEXT; +#define glConvolutionParameterfvEXT glad_glConvolutionParameterfvEXT +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERIPROC glad_glConvolutionParameteri; +#define glConvolutionParameteri glad_glConvolutionParameteri +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERIEXTPROC glad_glConvolutionParameteriEXT; +#define glConvolutionParameteriEXT glad_glConvolutionParameteriEXT +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERIVPROC glad_glConvolutionParameteriv; +#define glConvolutionParameteriv glad_glConvolutionParameteriv +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERIVEXTPROC glad_glConvolutionParameterivEXT; +#define glConvolutionParameterivEXT glad_glConvolutionParameterivEXT +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERXOESPROC glad_glConvolutionParameterxOES; +#define glConvolutionParameterxOES glad_glConvolutionParameterxOES +GLAD_API_CALL PFNGLCONVOLUTIONPARAMETERXVOESPROC glad_glConvolutionParameterxvOES; +#define glConvolutionParameterxvOES glad_glConvolutionParameterxvOES +GLAD_API_CALL PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +GLAD_API_CALL PFNGLCOPYCOLORSUBTABLEPROC glad_glCopyColorSubTable; +#define glCopyColorSubTable glad_glCopyColorSubTable +GLAD_API_CALL PFNGLCOPYCOLORSUBTABLEEXTPROC glad_glCopyColorSubTableEXT; +#define glCopyColorSubTableEXT glad_glCopyColorSubTableEXT +GLAD_API_CALL PFNGLCOPYCOLORTABLEPROC glad_glCopyColorTable; +#define glCopyColorTable glad_glCopyColorTable +GLAD_API_CALL PFNGLCOPYCOLORTABLESGIPROC glad_glCopyColorTableSGI; +#define glCopyColorTableSGI glad_glCopyColorTableSGI +GLAD_API_CALL PFNGLCOPYCONVOLUTIONFILTER1DPROC glad_glCopyConvolutionFilter1D; +#define glCopyConvolutionFilter1D glad_glCopyConvolutionFilter1D +GLAD_API_CALL PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC glad_glCopyConvolutionFilter1DEXT; +#define glCopyConvolutionFilter1DEXT glad_glCopyConvolutionFilter1DEXT +GLAD_API_CALL PFNGLCOPYCONVOLUTIONFILTER2DPROC glad_glCopyConvolutionFilter2D; +#define glCopyConvolutionFilter2D glad_glCopyConvolutionFilter2D +GLAD_API_CALL PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC glad_glCopyConvolutionFilter2DEXT; +#define glCopyConvolutionFilter2DEXT glad_glCopyConvolutionFilter2DEXT +GLAD_API_CALL PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; +#define glCopyImageSubData glad_glCopyImageSubData +GLAD_API_CALL PFNGLCOPYIMAGESUBDATANVPROC glad_glCopyImageSubDataNV; +#define glCopyImageSubDataNV glad_glCopyImageSubDataNV +GLAD_API_CALL PFNGLCOPYMULTITEXIMAGE1DEXTPROC glad_glCopyMultiTexImage1DEXT; +#define glCopyMultiTexImage1DEXT glad_glCopyMultiTexImage1DEXT +GLAD_API_CALL PFNGLCOPYMULTITEXIMAGE2DEXTPROC glad_glCopyMultiTexImage2DEXT; +#define glCopyMultiTexImage2DEXT glad_glCopyMultiTexImage2DEXT +GLAD_API_CALL PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC glad_glCopyMultiTexSubImage1DEXT; +#define glCopyMultiTexSubImage1DEXT glad_glCopyMultiTexSubImage1DEXT +GLAD_API_CALL PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC glad_glCopyMultiTexSubImage2DEXT; +#define glCopyMultiTexSubImage2DEXT glad_glCopyMultiTexSubImage2DEXT +GLAD_API_CALL PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC glad_glCopyMultiTexSubImage3DEXT; +#define glCopyMultiTexSubImage3DEXT glad_glCopyMultiTexSubImage3DEXT +GLAD_API_CALL PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; +#define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData +GLAD_API_CALL PFNGLCOPYPATHNVPROC glad_glCopyPathNV; +#define glCopyPathNV glad_glCopyPathNV +GLAD_API_CALL PFNGLCOPYPIXELSPROC glad_glCopyPixels; +#define glCopyPixels glad_glCopyPixels +GLAD_API_CALL PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +GLAD_API_CALL PFNGLCOPYTEXIMAGE1DEXTPROC glad_glCopyTexImage1DEXT; +#define glCopyTexImage1DEXT glad_glCopyTexImage1DEXT +GLAD_API_CALL PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +GLAD_API_CALL PFNGLCOPYTEXIMAGE2DEXTPROC glad_glCopyTexImage2DEXT; +#define glCopyTexImage2DEXT glad_glCopyTexImage2DEXT +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE1DEXTPROC glad_glCopyTexSubImage1DEXT; +#define glCopyTexSubImage1DEXT glad_glCopyTexSubImage1DEXT +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE2DEXTPROC glad_glCopyTexSubImage2DEXT; +#define glCopyTexSubImage2DEXT glad_glCopyTexSubImage2DEXT +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +GLAD_API_CALL PFNGLCOPYTEXSUBIMAGE3DEXTPROC glad_glCopyTexSubImage3DEXT; +#define glCopyTexSubImage3DEXT glad_glCopyTexSubImage3DEXT +GLAD_API_CALL PFNGLCOPYTEXTUREIMAGE1DEXTPROC glad_glCopyTextureImage1DEXT; +#define glCopyTextureImage1DEXT glad_glCopyTextureImage1DEXT +GLAD_API_CALL PFNGLCOPYTEXTUREIMAGE2DEXTPROC glad_glCopyTextureImage2DEXT; +#define glCopyTextureImage2DEXT glad_glCopyTextureImage2DEXT +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; +#define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC glad_glCopyTextureSubImage1DEXT; +#define glCopyTextureSubImage1DEXT glad_glCopyTextureSubImage1DEXT +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; +#define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC glad_glCopyTextureSubImage2DEXT; +#define glCopyTextureSubImage2DEXT glad_glCopyTextureSubImage2DEXT +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; +#define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D +GLAD_API_CALL PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC glad_glCopyTextureSubImage3DEXT; +#define glCopyTextureSubImage3DEXT glad_glCopyTextureSubImage3DEXT +GLAD_API_CALL PFNGLCOVERFILLPATHINSTANCEDNVPROC glad_glCoverFillPathInstancedNV; +#define glCoverFillPathInstancedNV glad_glCoverFillPathInstancedNV +GLAD_API_CALL PFNGLCOVERFILLPATHNVPROC glad_glCoverFillPathNV; +#define glCoverFillPathNV glad_glCoverFillPathNV +GLAD_API_CALL PFNGLCOVERSTROKEPATHINSTANCEDNVPROC glad_glCoverStrokePathInstancedNV; +#define glCoverStrokePathInstancedNV glad_glCoverStrokePathInstancedNV +GLAD_API_CALL PFNGLCOVERSTROKEPATHNVPROC glad_glCoverStrokePathNV; +#define glCoverStrokePathNV glad_glCoverStrokePathNV +GLAD_API_CALL PFNGLCOVERAGEMODULATIONNVPROC glad_glCoverageModulationNV; +#define glCoverageModulationNV glad_glCoverageModulationNV +GLAD_API_CALL PFNGLCOVERAGEMODULATIONTABLENVPROC glad_glCoverageModulationTableNV; +#define glCoverageModulationTableNV glad_glCoverageModulationTableNV +GLAD_API_CALL PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; +#define glCreateBuffers glad_glCreateBuffers +GLAD_API_CALL PFNGLCREATECOMMANDLISTSNVPROC glad_glCreateCommandListsNV; +#define glCreateCommandListsNV glad_glCreateCommandListsNV +GLAD_API_CALL PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; +#define glCreateFramebuffers glad_glCreateFramebuffers +GLAD_API_CALL PFNGLCREATEMEMORYOBJECTSEXTPROC glad_glCreateMemoryObjectsEXT; +#define glCreateMemoryObjectsEXT glad_glCreateMemoryObjectsEXT +GLAD_API_CALL PFNGLCREATEPERFQUERYINTELPROC glad_glCreatePerfQueryINTEL; +#define glCreatePerfQueryINTEL glad_glCreatePerfQueryINTEL +GLAD_API_CALL PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +GLAD_API_CALL PFNGLCREATEPROGRAMOBJECTARBPROC glad_glCreateProgramObjectARB; +#define glCreateProgramObjectARB glad_glCreateProgramObjectARB +GLAD_API_CALL PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; +#define glCreateProgramPipelines glad_glCreateProgramPipelines +GLAD_API_CALL PFNGLCREATEPROGRESSFENCENVXPROC glad_glCreateProgressFenceNVX; +#define glCreateProgressFenceNVX glad_glCreateProgressFenceNVX +GLAD_API_CALL PFNGLCREATEQUERIESPROC glad_glCreateQueries; +#define glCreateQueries glad_glCreateQueries +GLAD_API_CALL PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; +#define glCreateRenderbuffers glad_glCreateRenderbuffers +GLAD_API_CALL PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; +#define glCreateSamplers glad_glCreateSamplers +GLAD_API_CALL PFNGLCREATESEMAPHORESNVPROC glad_glCreateSemaphoresNV; +#define glCreateSemaphoresNV glad_glCreateSemaphoresNV +GLAD_API_CALL PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +GLAD_API_CALL PFNGLCREATESHADEROBJECTARBPROC glad_glCreateShaderObjectARB; +#define glCreateShaderObjectARB glad_glCreateShaderObjectARB +GLAD_API_CALL PFNGLCREATESHADERPROGRAMEXTPROC glad_glCreateShaderProgramEXT; +#define glCreateShaderProgramEXT glad_glCreateShaderProgramEXT +GLAD_API_CALL PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; +#define glCreateShaderProgramv glad_glCreateShaderProgramv +GLAD_API_CALL PFNGLCREATESTATESNVPROC glad_glCreateStatesNV; +#define glCreateStatesNV glad_glCreateStatesNV +GLAD_API_CALL PFNGLCREATESYNCFROMCLEVENTARBPROC glad_glCreateSyncFromCLeventARB; +#define glCreateSyncFromCLeventARB glad_glCreateSyncFromCLeventARB +GLAD_API_CALL PFNGLCREATETEXTURESPROC glad_glCreateTextures; +#define glCreateTextures glad_glCreateTextures +GLAD_API_CALL PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; +#define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks +GLAD_API_CALL PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; +#define glCreateVertexArrays glad_glCreateVertexArrays +GLAD_API_CALL PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +GLAD_API_CALL PFNGLCULLPARAMETERDVEXTPROC glad_glCullParameterdvEXT; +#define glCullParameterdvEXT glad_glCullParameterdvEXT +GLAD_API_CALL PFNGLCULLPARAMETERFVEXTPROC glad_glCullParameterfvEXT; +#define glCullParameterfvEXT glad_glCullParameterfvEXT +GLAD_API_CALL PFNGLCURRENTPALETTEMATRIXARBPROC glad_glCurrentPaletteMatrixARB; +#define glCurrentPaletteMatrixARB glad_glCurrentPaletteMatrixARB +GLAD_API_CALL PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +GLAD_API_CALL PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD; +#define glDebugMessageCallbackAMD glad_glDebugMessageCallbackAMD +GLAD_API_CALL PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; +#define glDebugMessageCallbackARB glad_glDebugMessageCallbackARB +GLAD_API_CALL PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +GLAD_API_CALL PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; +#define glDebugMessageControlARB glad_glDebugMessageControlARB +GLAD_API_CALL PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD; +#define glDebugMessageEnableAMD glad_glDebugMessageEnableAMD +GLAD_API_CALL PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +GLAD_API_CALL PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD; +#define glDebugMessageInsertAMD glad_glDebugMessageInsertAMD +GLAD_API_CALL PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; +#define glDebugMessageInsertARB glad_glDebugMessageInsertARB +GLAD_API_CALL PFNGLDEFORMSGIXPROC glad_glDeformSGIX; +#define glDeformSGIX glad_glDeformSGIX +GLAD_API_CALL PFNGLDEFORMATIONMAP3DSGIXPROC glad_glDeformationMap3dSGIX; +#define glDeformationMap3dSGIX glad_glDeformationMap3dSGIX +GLAD_API_CALL PFNGLDEFORMATIONMAP3FSGIXPROC glad_glDeformationMap3fSGIX; +#define glDeformationMap3fSGIX glad_glDeformationMap3fSGIX +GLAD_API_CALL PFNGLDELETEASYNCMARKERSSGIXPROC glad_glDeleteAsyncMarkersSGIX; +#define glDeleteAsyncMarkersSGIX glad_glDeleteAsyncMarkersSGIX +GLAD_API_CALL PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +GLAD_API_CALL PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB; +#define glDeleteBuffersARB glad_glDeleteBuffersARB +GLAD_API_CALL PFNGLDELETECOMMANDLISTSNVPROC glad_glDeleteCommandListsNV; +#define glDeleteCommandListsNV glad_glDeleteCommandListsNV +GLAD_API_CALL PFNGLDELETEFENCESAPPLEPROC glad_glDeleteFencesAPPLE; +#define glDeleteFencesAPPLE glad_glDeleteFencesAPPLE +GLAD_API_CALL PFNGLDELETEFENCESNVPROC glad_glDeleteFencesNV; +#define glDeleteFencesNV glad_glDeleteFencesNV +GLAD_API_CALL PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI; +#define glDeleteFragmentShaderATI glad_glDeleteFragmentShaderATI +GLAD_API_CALL PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +GLAD_API_CALL PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT; +#define glDeleteFramebuffersEXT glad_glDeleteFramebuffersEXT +GLAD_API_CALL PFNGLDELETELISTSPROC glad_glDeleteLists; +#define glDeleteLists glad_glDeleteLists +GLAD_API_CALL PFNGLDELETEMEMORYOBJECTSEXTPROC glad_glDeleteMemoryObjectsEXT; +#define glDeleteMemoryObjectsEXT glad_glDeleteMemoryObjectsEXT +GLAD_API_CALL PFNGLDELETENAMEDSTRINGARBPROC glad_glDeleteNamedStringARB; +#define glDeleteNamedStringARB glad_glDeleteNamedStringARB +GLAD_API_CALL PFNGLDELETENAMESAMDPROC glad_glDeleteNamesAMD; +#define glDeleteNamesAMD glad_glDeleteNamesAMD +GLAD_API_CALL PFNGLDELETEOBJECTARBPROC glad_glDeleteObjectARB; +#define glDeleteObjectARB glad_glDeleteObjectARB +GLAD_API_CALL PFNGLDELETEOCCLUSIONQUERIESNVPROC glad_glDeleteOcclusionQueriesNV; +#define glDeleteOcclusionQueriesNV glad_glDeleteOcclusionQueriesNV +GLAD_API_CALL PFNGLDELETEPATHSNVPROC glad_glDeletePathsNV; +#define glDeletePathsNV glad_glDeletePathsNV +GLAD_API_CALL PFNGLDELETEPERFMONITORSAMDPROC glad_glDeletePerfMonitorsAMD; +#define glDeletePerfMonitorsAMD glad_glDeletePerfMonitorsAMD +GLAD_API_CALL PFNGLDELETEPERFQUERYINTELPROC glad_glDeletePerfQueryINTEL; +#define glDeletePerfQueryINTEL glad_glDeletePerfQueryINTEL +GLAD_API_CALL PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +GLAD_API_CALL PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; +#define glDeleteProgramPipelines glad_glDeleteProgramPipelines +GLAD_API_CALL PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB; +#define glDeleteProgramsARB glad_glDeleteProgramsARB +GLAD_API_CALL PFNGLDELETEPROGRAMSNVPROC glad_glDeleteProgramsNV; +#define glDeleteProgramsNV glad_glDeleteProgramsNV +GLAD_API_CALL PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +GLAD_API_CALL PFNGLDELETEQUERIESARBPROC glad_glDeleteQueriesARB; +#define glDeleteQueriesARB glad_glDeleteQueriesARB +GLAD_API_CALL PFNGLDELETEQUERYRESOURCETAGNVPROC glad_glDeleteQueryResourceTagNV; +#define glDeleteQueryResourceTagNV glad_glDeleteQueryResourceTagNV +GLAD_API_CALL PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +GLAD_API_CALL PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT; +#define glDeleteRenderbuffersEXT glad_glDeleteRenderbuffersEXT +GLAD_API_CALL PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +GLAD_API_CALL PFNGLDELETESEMAPHORESEXTPROC glad_glDeleteSemaphoresEXT; +#define glDeleteSemaphoresEXT glad_glDeleteSemaphoresEXT +GLAD_API_CALL PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +GLAD_API_CALL PFNGLDELETESTATESNVPROC glad_glDeleteStatesNV; +#define glDeleteStatesNV glad_glDeleteStatesNV +GLAD_API_CALL PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +GLAD_API_CALL PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +GLAD_API_CALL PFNGLDELETETEXTURESEXTPROC glad_glDeleteTexturesEXT; +#define glDeleteTexturesEXT glad_glDeleteTexturesEXT +GLAD_API_CALL PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; +#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks +GLAD_API_CALL PFNGLDELETETRANSFORMFEEDBACKSNVPROC glad_glDeleteTransformFeedbacksNV; +#define glDeleteTransformFeedbacksNV glad_glDeleteTransformFeedbacksNV +GLAD_API_CALL PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +GLAD_API_CALL PFNGLDELETEVERTEXARRAYSAPPLEPROC glad_glDeleteVertexArraysAPPLE; +#define glDeleteVertexArraysAPPLE glad_glDeleteVertexArraysAPPLE +GLAD_API_CALL PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT; +#define glDeleteVertexShaderEXT glad_glDeleteVertexShaderEXT +GLAD_API_CALL PFNGLDEPTHBOUNDSEXTPROC glad_glDepthBoundsEXT; +#define glDepthBoundsEXT glad_glDepthBoundsEXT +GLAD_API_CALL PFNGLDEPTHBOUNDSDNVPROC glad_glDepthBoundsdNV; +#define glDepthBoundsdNV glad_glDepthBoundsdNV +GLAD_API_CALL PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +GLAD_API_CALL PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +GLAD_API_CALL PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +GLAD_API_CALL PFNGLDEPTHRANGEARRAYDVNVPROC glad_glDepthRangeArraydvNV; +#define glDepthRangeArraydvNV glad_glDepthRangeArraydvNV +GLAD_API_CALL PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; +#define glDepthRangeArrayv glad_glDepthRangeArrayv +GLAD_API_CALL PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; +#define glDepthRangeIndexed glad_glDepthRangeIndexed +GLAD_API_CALL PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV; +#define glDepthRangeIndexeddNV glad_glDepthRangeIndexeddNV +GLAD_API_CALL PFNGLDEPTHRANGEDNVPROC glad_glDepthRangedNV; +#define glDepthRangedNV glad_glDepthRangedNV +GLAD_API_CALL PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +GLAD_API_CALL PFNGLDEPTHRANGEFOESPROC glad_glDepthRangefOES; +#define glDepthRangefOES glad_glDepthRangefOES +GLAD_API_CALL PFNGLDEPTHRANGEXOESPROC glad_glDepthRangexOES; +#define glDepthRangexOES glad_glDepthRangexOES +GLAD_API_CALL PFNGLDETACHOBJECTARBPROC glad_glDetachObjectARB; +#define glDetachObjectARB glad_glDetachObjectARB +GLAD_API_CALL PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +GLAD_API_CALL PFNGLDETAILTEXFUNCSGISPROC glad_glDetailTexFuncSGIS; +#define glDetailTexFuncSGIS glad_glDetailTexFuncSGIS +GLAD_API_CALL PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +GLAD_API_CALL PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +#define glDisableClientState glad_glDisableClientState +GLAD_API_CALL PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC glad_glDisableClientStateIndexedEXT; +#define glDisableClientStateIndexedEXT glad_glDisableClientStateIndexedEXT +GLAD_API_CALL PFNGLDISABLECLIENTSTATEIEXTPROC glad_glDisableClientStateiEXT; +#define glDisableClientStateiEXT glad_glDisableClientStateiEXT +GLAD_API_CALL PFNGLDISABLEINDEXEDEXTPROC glad_glDisableIndexedEXT; +#define glDisableIndexedEXT glad_glDisableIndexedEXT +GLAD_API_CALL PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC glad_glDisableVariantClientStateEXT; +#define glDisableVariantClientStateEXT glad_glDisableVariantClientStateEXT +GLAD_API_CALL PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; +#define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib +GLAD_API_CALL PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC glad_glDisableVertexArrayAttribEXT; +#define glDisableVertexArrayAttribEXT glad_glDisableVertexArrayAttribEXT +GLAD_API_CALL PFNGLDISABLEVERTEXARRAYEXTPROC glad_glDisableVertexArrayEXT; +#define glDisableVertexArrayEXT glad_glDisableVertexArrayEXT +GLAD_API_CALL PFNGLDISABLEVERTEXATTRIBAPPLEPROC glad_glDisableVertexAttribAPPLE; +#define glDisableVertexAttribAPPLE glad_glDisableVertexAttribAPPLE +GLAD_API_CALL PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +GLAD_API_CALL PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB; +#define glDisableVertexAttribArrayARB glad_glDisableVertexAttribArrayARB +GLAD_API_CALL PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +GLAD_API_CALL PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; +#define glDispatchCompute glad_glDispatchCompute +GLAD_API_CALL PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC glad_glDispatchComputeGroupSizeARB; +#define glDispatchComputeGroupSizeARB glad_glDispatchComputeGroupSizeARB +GLAD_API_CALL PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; +#define glDispatchComputeIndirect glad_glDispatchComputeIndirect +GLAD_API_CALL PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +GLAD_API_CALL PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT; +#define glDrawArraysEXT glad_glDrawArraysEXT +GLAD_API_CALL PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; +#define glDrawArraysIndirect glad_glDrawArraysIndirect +GLAD_API_CALL PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +GLAD_API_CALL PFNGLDRAWARRAYSINSTANCEDARBPROC glad_glDrawArraysInstancedARB; +#define glDrawArraysInstancedARB glad_glDrawArraysInstancedARB +GLAD_API_CALL PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; +#define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance +GLAD_API_CALL PFNGLDRAWARRAYSINSTANCEDEXTPROC glad_glDrawArraysInstancedEXT; +#define glDrawArraysInstancedEXT glad_glDrawArraysInstancedEXT +GLAD_API_CALL PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +GLAD_API_CALL PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +GLAD_API_CALL PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB; +#define glDrawBuffersARB glad_glDrawBuffersARB +GLAD_API_CALL PFNGLDRAWBUFFERSATIPROC glad_glDrawBuffersATI; +#define glDrawBuffersATI glad_glDrawBuffersATI +GLAD_API_CALL PFNGLDRAWCOMMANDSADDRESSNVPROC glad_glDrawCommandsAddressNV; +#define glDrawCommandsAddressNV glad_glDrawCommandsAddressNV +GLAD_API_CALL PFNGLDRAWCOMMANDSNVPROC glad_glDrawCommandsNV; +#define glDrawCommandsNV glad_glDrawCommandsNV +GLAD_API_CALL PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC glad_glDrawCommandsStatesAddressNV; +#define glDrawCommandsStatesAddressNV glad_glDrawCommandsStatesAddressNV +GLAD_API_CALL PFNGLDRAWCOMMANDSSTATESNVPROC glad_glDrawCommandsStatesNV; +#define glDrawCommandsStatesNV glad_glDrawCommandsStatesNV +GLAD_API_CALL PFNGLDRAWELEMENTARRAYAPPLEPROC glad_glDrawElementArrayAPPLE; +#define glDrawElementArrayAPPLE glad_glDrawElementArrayAPPLE +GLAD_API_CALL PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI; +#define glDrawElementArrayATI glad_glDrawElementArrayATI +GLAD_API_CALL PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +GLAD_API_CALL PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +GLAD_API_CALL PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; +#define glDrawElementsIndirect glad_glDrawElementsIndirect +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDARBPROC glad_glDrawElementsInstancedARB; +#define glDrawElementsInstancedARB glad_glDrawElementsInstancedARB +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; +#define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; +#define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance +GLAD_API_CALL PFNGLDRAWELEMENTSINSTANCEDEXTPROC glad_glDrawElementsInstancedEXT; +#define glDrawElementsInstancedEXT glad_glDrawElementsInstancedEXT +GLAD_API_CALL PFNGLDRAWMESHARRAYSSUNPROC glad_glDrawMeshArraysSUN; +#define glDrawMeshArraysSUN glad_glDrawMeshArraysSUN +GLAD_API_CALL PFNGLDRAWMESHTASKSINDIRECTNVPROC glad_glDrawMeshTasksIndirectNV; +#define glDrawMeshTasksIndirectNV glad_glDrawMeshTasksIndirectNV +GLAD_API_CALL PFNGLDRAWMESHTASKSNVPROC glad_glDrawMeshTasksNV; +#define glDrawMeshTasksNV glad_glDrawMeshTasksNV +GLAD_API_CALL PFNGLDRAWPIXELSPROC glad_glDrawPixels; +#define glDrawPixels glad_glDrawPixels +GLAD_API_CALL PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC glad_glDrawRangeElementArrayAPPLE; +#define glDrawRangeElementArrayAPPLE glad_glDrawRangeElementArrayAPPLE +GLAD_API_CALL PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI; +#define glDrawRangeElementArrayATI glad_glDrawRangeElementArrayATI +GLAD_API_CALL PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +GLAD_API_CALL PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +GLAD_API_CALL PFNGLDRAWRANGEELEMENTSEXTPROC glad_glDrawRangeElementsEXT; +#define glDrawRangeElementsEXT glad_glDrawRangeElementsEXT +GLAD_API_CALL PFNGLDRAWTEXTURENVPROC glad_glDrawTextureNV; +#define glDrawTextureNV glad_glDrawTextureNV +GLAD_API_CALL PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; +#define glDrawTransformFeedback glad_glDrawTransformFeedback +GLAD_API_CALL PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; +#define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced +GLAD_API_CALL PFNGLDRAWTRANSFORMFEEDBACKNVPROC glad_glDrawTransformFeedbackNV; +#define glDrawTransformFeedbackNV glad_glDrawTransformFeedbackNV +GLAD_API_CALL PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; +#define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream +GLAD_API_CALL PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; +#define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced +GLAD_API_CALL PFNGLDRAWVKIMAGENVPROC glad_glDrawVkImageNV; +#define glDrawVkImageNV glad_glDrawVkImageNV +GLAD_API_CALL PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC glad_glEGLImageTargetTexStorageEXT; +#define glEGLImageTargetTexStorageEXT glad_glEGLImageTargetTexStorageEXT +GLAD_API_CALL PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC glad_glEGLImageTargetTextureStorageEXT; +#define glEGLImageTargetTextureStorageEXT glad_glEGLImageTargetTextureStorageEXT +GLAD_API_CALL PFNGLEDGEFLAGPROC glad_glEdgeFlag; +#define glEdgeFlag glad_glEdgeFlag +GLAD_API_CALL PFNGLEDGEFLAGFORMATNVPROC glad_glEdgeFlagFormatNV; +#define glEdgeFlagFormatNV glad_glEdgeFlagFormatNV +GLAD_API_CALL PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +#define glEdgeFlagPointer glad_glEdgeFlagPointer +GLAD_API_CALL PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT; +#define glEdgeFlagPointerEXT glad_glEdgeFlagPointerEXT +GLAD_API_CALL PFNGLEDGEFLAGPOINTERLISTIBMPROC glad_glEdgeFlagPointerListIBM; +#define glEdgeFlagPointerListIBM glad_glEdgeFlagPointerListIBM +GLAD_API_CALL PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +#define glEdgeFlagv glad_glEdgeFlagv +GLAD_API_CALL PFNGLELEMENTPOINTERAPPLEPROC glad_glElementPointerAPPLE; +#define glElementPointerAPPLE glad_glElementPointerAPPLE +GLAD_API_CALL PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI; +#define glElementPointerATI glad_glElementPointerATI +GLAD_API_CALL PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +GLAD_API_CALL PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +#define glEnableClientState glad_glEnableClientState +GLAD_API_CALL PFNGLENABLECLIENTSTATEINDEXEDEXTPROC glad_glEnableClientStateIndexedEXT; +#define glEnableClientStateIndexedEXT glad_glEnableClientStateIndexedEXT +GLAD_API_CALL PFNGLENABLECLIENTSTATEIEXTPROC glad_glEnableClientStateiEXT; +#define glEnableClientStateiEXT glad_glEnableClientStateiEXT +GLAD_API_CALL PFNGLENABLEINDEXEDEXTPROC glad_glEnableIndexedEXT; +#define glEnableIndexedEXT glad_glEnableIndexedEXT +GLAD_API_CALL PFNGLENABLEVARIANTCLIENTSTATEEXTPROC glad_glEnableVariantClientStateEXT; +#define glEnableVariantClientStateEXT glad_glEnableVariantClientStateEXT +GLAD_API_CALL PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; +#define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib +GLAD_API_CALL PFNGLENABLEVERTEXARRAYATTRIBEXTPROC glad_glEnableVertexArrayAttribEXT; +#define glEnableVertexArrayAttribEXT glad_glEnableVertexArrayAttribEXT +GLAD_API_CALL PFNGLENABLEVERTEXARRAYEXTPROC glad_glEnableVertexArrayEXT; +#define glEnableVertexArrayEXT glad_glEnableVertexArrayEXT +GLAD_API_CALL PFNGLENABLEVERTEXATTRIBAPPLEPROC glad_glEnableVertexAttribAPPLE; +#define glEnableVertexAttribAPPLE glad_glEnableVertexAttribAPPLE +GLAD_API_CALL PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +GLAD_API_CALL PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB; +#define glEnableVertexAttribArrayARB glad_glEnableVertexAttribArrayARB +GLAD_API_CALL PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +GLAD_API_CALL PFNGLENDPROC glad_glEnd; +#define glEnd glad_glEnd +GLAD_API_CALL PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +GLAD_API_CALL PFNGLENDCONDITIONALRENDERNVPROC glad_glEndConditionalRenderNV; +#define glEndConditionalRenderNV glad_glEndConditionalRenderNV +GLAD_API_CALL PFNGLENDCONDITIONALRENDERNVXPROC glad_glEndConditionalRenderNVX; +#define glEndConditionalRenderNVX glad_glEndConditionalRenderNVX +GLAD_API_CALL PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI; +#define glEndFragmentShaderATI glad_glEndFragmentShaderATI +GLAD_API_CALL PFNGLENDLISTPROC glad_glEndList; +#define glEndList glad_glEndList +GLAD_API_CALL PFNGLENDOCCLUSIONQUERYNVPROC glad_glEndOcclusionQueryNV; +#define glEndOcclusionQueryNV glad_glEndOcclusionQueryNV +GLAD_API_CALL PFNGLENDPERFMONITORAMDPROC glad_glEndPerfMonitorAMD; +#define glEndPerfMonitorAMD glad_glEndPerfMonitorAMD +GLAD_API_CALL PFNGLENDPERFQUERYINTELPROC glad_glEndPerfQueryINTEL; +#define glEndPerfQueryINTEL glad_glEndPerfQueryINTEL +GLAD_API_CALL PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +GLAD_API_CALL PFNGLENDQUERYARBPROC glad_glEndQueryARB; +#define glEndQueryARB glad_glEndQueryARB +GLAD_API_CALL PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; +#define glEndQueryIndexed glad_glEndQueryIndexed +GLAD_API_CALL PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +GLAD_API_CALL PFNGLENDTRANSFORMFEEDBACKEXTPROC glad_glEndTransformFeedbackEXT; +#define glEndTransformFeedbackEXT glad_glEndTransformFeedbackEXT +GLAD_API_CALL PFNGLENDTRANSFORMFEEDBACKNVPROC glad_glEndTransformFeedbackNV; +#define glEndTransformFeedbackNV glad_glEndTransformFeedbackNV +GLAD_API_CALL PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT; +#define glEndVertexShaderEXT glad_glEndVertexShaderEXT +GLAD_API_CALL PFNGLENDVIDEOCAPTURENVPROC glad_glEndVideoCaptureNV; +#define glEndVideoCaptureNV glad_glEndVideoCaptureNV +GLAD_API_CALL PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +#define glEvalCoord1d glad_glEvalCoord1d +GLAD_API_CALL PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +#define glEvalCoord1dv glad_glEvalCoord1dv +GLAD_API_CALL PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +#define glEvalCoord1f glad_glEvalCoord1f +GLAD_API_CALL PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +#define glEvalCoord1fv glad_glEvalCoord1fv +GLAD_API_CALL PFNGLEVALCOORD1XOESPROC glad_glEvalCoord1xOES; +#define glEvalCoord1xOES glad_glEvalCoord1xOES +GLAD_API_CALL PFNGLEVALCOORD1XVOESPROC glad_glEvalCoord1xvOES; +#define glEvalCoord1xvOES glad_glEvalCoord1xvOES +GLAD_API_CALL PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +#define glEvalCoord2d glad_glEvalCoord2d +GLAD_API_CALL PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +#define glEvalCoord2dv glad_glEvalCoord2dv +GLAD_API_CALL PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +#define glEvalCoord2f glad_glEvalCoord2f +GLAD_API_CALL PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +#define glEvalCoord2fv glad_glEvalCoord2fv +GLAD_API_CALL PFNGLEVALCOORD2XOESPROC glad_glEvalCoord2xOES; +#define glEvalCoord2xOES glad_glEvalCoord2xOES +GLAD_API_CALL PFNGLEVALCOORD2XVOESPROC glad_glEvalCoord2xvOES; +#define glEvalCoord2xvOES glad_glEvalCoord2xvOES +GLAD_API_CALL PFNGLEVALMAPSNVPROC glad_glEvalMapsNV; +#define glEvalMapsNV glad_glEvalMapsNV +GLAD_API_CALL PFNGLEVALMESH1PROC glad_glEvalMesh1; +#define glEvalMesh1 glad_glEvalMesh1 +GLAD_API_CALL PFNGLEVALMESH2PROC glad_glEvalMesh2; +#define glEvalMesh2 glad_glEvalMesh2 +GLAD_API_CALL PFNGLEVALPOINT1PROC glad_glEvalPoint1; +#define glEvalPoint1 glad_glEvalPoint1 +GLAD_API_CALL PFNGLEVALPOINT2PROC glad_glEvalPoint2; +#define glEvalPoint2 glad_glEvalPoint2 +GLAD_API_CALL PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB; +#define glEvaluateDepthValuesARB glad_glEvaluateDepthValuesARB +GLAD_API_CALL PFNGLEXECUTEPROGRAMNVPROC glad_glExecuteProgramNV; +#define glExecuteProgramNV glad_glExecuteProgramNV +GLAD_API_CALL PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT; +#define glExtractComponentEXT glad_glExtractComponentEXT +GLAD_API_CALL PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +#define glFeedbackBuffer glad_glFeedbackBuffer +GLAD_API_CALL PFNGLFEEDBACKBUFFERXOESPROC glad_glFeedbackBufferxOES; +#define glFeedbackBufferxOES glad_glFeedbackBufferxOES +GLAD_API_CALL PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +GLAD_API_CALL PFNGLFINALCOMBINERINPUTNVPROC glad_glFinalCombinerInputNV; +#define glFinalCombinerInputNV glad_glFinalCombinerInputNV +GLAD_API_CALL PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +GLAD_API_CALL PFNGLFINISHASYNCSGIXPROC glad_glFinishAsyncSGIX; +#define glFinishAsyncSGIX glad_glFinishAsyncSGIX +GLAD_API_CALL PFNGLFINISHFENCEAPPLEPROC glad_glFinishFenceAPPLE; +#define glFinishFenceAPPLE glad_glFinishFenceAPPLE +GLAD_API_CALL PFNGLFINISHFENCENVPROC glad_glFinishFenceNV; +#define glFinishFenceNV glad_glFinishFenceNV +GLAD_API_CALL PFNGLFINISHOBJECTAPPLEPROC glad_glFinishObjectAPPLE; +#define glFinishObjectAPPLE glad_glFinishObjectAPPLE +GLAD_API_CALL PFNGLFINISHTEXTURESUNXPROC glad_glFinishTextureSUNX; +#define glFinishTextureSUNX glad_glFinishTextureSUNX +GLAD_API_CALL PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +GLAD_API_CALL PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +GLAD_API_CALL PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC glad_glFlushMappedBufferRangeAPPLE; +#define glFlushMappedBufferRangeAPPLE glad_glFlushMappedBufferRangeAPPLE +GLAD_API_CALL PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; +#define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange +GLAD_API_CALL PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC glad_glFlushMappedNamedBufferRangeEXT; +#define glFlushMappedNamedBufferRangeEXT glad_glFlushMappedNamedBufferRangeEXT +GLAD_API_CALL PFNGLFLUSHPIXELDATARANGENVPROC glad_glFlushPixelDataRangeNV; +#define glFlushPixelDataRangeNV glad_glFlushPixelDataRangeNV +GLAD_API_CALL PFNGLFLUSHRASTERSGIXPROC glad_glFlushRasterSGIX; +#define glFlushRasterSGIX glad_glFlushRasterSGIX +GLAD_API_CALL PFNGLFLUSHSTATICDATAIBMPROC glad_glFlushStaticDataIBM; +#define glFlushStaticDataIBM glad_glFlushStaticDataIBM +GLAD_API_CALL PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC glad_glFlushVertexArrayRangeAPPLE; +#define glFlushVertexArrayRangeAPPLE glad_glFlushVertexArrayRangeAPPLE +GLAD_API_CALL PFNGLFLUSHVERTEXARRAYRANGENVPROC glad_glFlushVertexArrayRangeNV; +#define glFlushVertexArrayRangeNV glad_glFlushVertexArrayRangeNV +GLAD_API_CALL PFNGLFOGCOORDFORMATNVPROC glad_glFogCoordFormatNV; +#define glFogCoordFormatNV glad_glFogCoordFormatNV +GLAD_API_CALL PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +#define glFogCoordPointer glad_glFogCoordPointer +GLAD_API_CALL PFNGLFOGCOORDPOINTEREXTPROC glad_glFogCoordPointerEXT; +#define glFogCoordPointerEXT glad_glFogCoordPointerEXT +GLAD_API_CALL PFNGLFOGCOORDPOINTERLISTIBMPROC glad_glFogCoordPointerListIBM; +#define glFogCoordPointerListIBM glad_glFogCoordPointerListIBM +GLAD_API_CALL PFNGLFOGCOORDDPROC glad_glFogCoordd; +#define glFogCoordd glad_glFogCoordd +GLAD_API_CALL PFNGLFOGCOORDDEXTPROC glad_glFogCoorddEXT; +#define glFogCoorddEXT glad_glFogCoorddEXT +GLAD_API_CALL PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +#define glFogCoorddv glad_glFogCoorddv +GLAD_API_CALL PFNGLFOGCOORDDVEXTPROC glad_glFogCoorddvEXT; +#define glFogCoorddvEXT glad_glFogCoorddvEXT +GLAD_API_CALL PFNGLFOGCOORDFPROC glad_glFogCoordf; +#define glFogCoordf glad_glFogCoordf +GLAD_API_CALL PFNGLFOGCOORDFEXTPROC glad_glFogCoordfEXT; +#define glFogCoordfEXT glad_glFogCoordfEXT +GLAD_API_CALL PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +#define glFogCoordfv glad_glFogCoordfv +GLAD_API_CALL PFNGLFOGCOORDFVEXTPROC glad_glFogCoordfvEXT; +#define glFogCoordfvEXT glad_glFogCoordfvEXT +GLAD_API_CALL PFNGLFOGCOORDHNVPROC glad_glFogCoordhNV; +#define glFogCoordhNV glad_glFogCoordhNV +GLAD_API_CALL PFNGLFOGCOORDHVNVPROC glad_glFogCoordhvNV; +#define glFogCoordhvNV glad_glFogCoordhvNV +GLAD_API_CALL PFNGLFOGFUNCSGISPROC glad_glFogFuncSGIS; +#define glFogFuncSGIS glad_glFogFuncSGIS +GLAD_API_CALL PFNGLFOGFPROC glad_glFogf; +#define glFogf glad_glFogf +GLAD_API_CALL PFNGLFOGFVPROC glad_glFogfv; +#define glFogfv glad_glFogfv +GLAD_API_CALL PFNGLFOGIPROC glad_glFogi; +#define glFogi glad_glFogi +GLAD_API_CALL PFNGLFOGIVPROC glad_glFogiv; +#define glFogiv glad_glFogiv +GLAD_API_CALL PFNGLFOGXOESPROC glad_glFogxOES; +#define glFogxOES glad_glFogxOES +GLAD_API_CALL PFNGLFOGXVOESPROC glad_glFogxvOES; +#define glFogxvOES glad_glFogxvOES +GLAD_API_CALL PFNGLFRAGMENTCOLORMATERIALSGIXPROC glad_glFragmentColorMaterialSGIX; +#define glFragmentColorMaterialSGIX glad_glFragmentColorMaterialSGIX +GLAD_API_CALL PFNGLFRAGMENTCOVERAGECOLORNVPROC glad_glFragmentCoverageColorNV; +#define glFragmentCoverageColorNV glad_glFragmentCoverageColorNV +GLAD_API_CALL PFNGLFRAGMENTLIGHTMODELFSGIXPROC glad_glFragmentLightModelfSGIX; +#define glFragmentLightModelfSGIX glad_glFragmentLightModelfSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTMODELFVSGIXPROC glad_glFragmentLightModelfvSGIX; +#define glFragmentLightModelfvSGIX glad_glFragmentLightModelfvSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTMODELISGIXPROC glad_glFragmentLightModeliSGIX; +#define glFragmentLightModeliSGIX glad_glFragmentLightModeliSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTMODELIVSGIXPROC glad_glFragmentLightModelivSGIX; +#define glFragmentLightModelivSGIX glad_glFragmentLightModelivSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTFSGIXPROC glad_glFragmentLightfSGIX; +#define glFragmentLightfSGIX glad_glFragmentLightfSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTFVSGIXPROC glad_glFragmentLightfvSGIX; +#define glFragmentLightfvSGIX glad_glFragmentLightfvSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTISGIXPROC glad_glFragmentLightiSGIX; +#define glFragmentLightiSGIX glad_glFragmentLightiSGIX +GLAD_API_CALL PFNGLFRAGMENTLIGHTIVSGIXPROC glad_glFragmentLightivSGIX; +#define glFragmentLightivSGIX glad_glFragmentLightivSGIX +GLAD_API_CALL PFNGLFRAGMENTMATERIALFSGIXPROC glad_glFragmentMaterialfSGIX; +#define glFragmentMaterialfSGIX glad_glFragmentMaterialfSGIX +GLAD_API_CALL PFNGLFRAGMENTMATERIALFVSGIXPROC glad_glFragmentMaterialfvSGIX; +#define glFragmentMaterialfvSGIX glad_glFragmentMaterialfvSGIX +GLAD_API_CALL PFNGLFRAGMENTMATERIALISGIXPROC glad_glFragmentMaterialiSGIX; +#define glFragmentMaterialiSGIX glad_glFragmentMaterialiSGIX +GLAD_API_CALL PFNGLFRAGMENTMATERIALIVSGIXPROC glad_glFragmentMaterialivSGIX; +#define glFragmentMaterialivSGIX glad_glFragmentMaterialivSGIX +GLAD_API_CALL PFNGLFRAMETERMINATORGREMEDYPROC glad_glFrameTerminatorGREMEDY; +#define glFrameTerminatorGREMEDY glad_glFrameTerminatorGREMEDY +GLAD_API_CALL PFNGLFRAMEZOOMSGIXPROC glad_glFrameZoomSGIX; +#define glFrameZoomSGIX glad_glFrameZoomSGIX +GLAD_API_CALL PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC glad_glFramebufferDrawBufferEXT; +#define glFramebufferDrawBufferEXT glad_glFramebufferDrawBufferEXT +GLAD_API_CALL PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC glad_glFramebufferDrawBuffersEXT; +#define glFramebufferDrawBuffersEXT glad_glFramebufferDrawBuffersEXT +GLAD_API_CALL PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC glad_glFramebufferFetchBarrierEXT; +#define glFramebufferFetchBarrierEXT glad_glFramebufferFetchBarrierEXT +GLAD_API_CALL PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; +#define glFramebufferParameteri glad_glFramebufferParameteri +GLAD_API_CALL PFNGLFRAMEBUFFERPARAMETERIMESAPROC glad_glFramebufferParameteriMESA; +#define glFramebufferParameteriMESA glad_glFramebufferParameteriMESA +GLAD_API_CALL PFNGLFRAMEBUFFERREADBUFFEREXTPROC glad_glFramebufferReadBufferEXT; +#define glFramebufferReadBufferEXT glad_glFramebufferReadBufferEXT +GLAD_API_CALL PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +GLAD_API_CALL PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT; +#define glFramebufferRenderbufferEXT glad_glFramebufferRenderbufferEXT +GLAD_API_CALL PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB; +#define glFramebufferSampleLocationsfvARB glad_glFramebufferSampleLocationsfvARB +GLAD_API_CALL PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glFramebufferSampleLocationsfvNV; +#define glFramebufferSampleLocationsfvNV glad_glFramebufferSampleLocationsfvNV +GLAD_API_CALL PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glFramebufferSamplePositionsfvAMD; +#define glFramebufferSamplePositionsfvAMD glad_glFramebufferSamplePositionsfvAMD +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT; +#define glFramebufferTexture1DEXT glad_glFramebufferTexture1DEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT; +#define glFramebufferTexture2DEXT glad_glFramebufferTexture2DEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT; +#define glFramebufferTexture3DEXT glad_glFramebufferTexture3DEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREARBPROC glad_glFramebufferTextureARB; +#define glFramebufferTextureARB glad_glFramebufferTextureARB +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREEXTPROC glad_glFramebufferTextureEXT; +#define glFramebufferTextureEXT glad_glFramebufferTextureEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREFACEARBPROC glad_glFramebufferTextureFaceARB; +#define glFramebufferTextureFaceARB glad_glFramebufferTextureFaceARB +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC glad_glFramebufferTextureFaceEXT; +#define glFramebufferTextureFaceEXT glad_glFramebufferTextureFaceEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURELAYERARBPROC glad_glFramebufferTextureLayerARB; +#define glFramebufferTextureLayerARB glad_glFramebufferTextureLayerARB +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC glad_glFramebufferTextureLayerEXT; +#define glFramebufferTextureLayerEXT glad_glFramebufferTextureLayerEXT +GLAD_API_CALL PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC glad_glFramebufferTextureMultiviewOVR; +#define glFramebufferTextureMultiviewOVR glad_glFramebufferTextureMultiviewOVR +GLAD_API_CALL PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI; +#define glFreeObjectBufferATI glad_glFreeObjectBufferATI +GLAD_API_CALL PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +GLAD_API_CALL PFNGLFRUSTUMPROC glad_glFrustum; +#define glFrustum glad_glFrustum +GLAD_API_CALL PFNGLFRUSTUMFOESPROC glad_glFrustumfOES; +#define glFrustumfOES glad_glFrustumfOES +GLAD_API_CALL PFNGLFRUSTUMXOESPROC glad_glFrustumxOES; +#define glFrustumxOES glad_glFrustumxOES +GLAD_API_CALL PFNGLGENASYNCMARKERSSGIXPROC glad_glGenAsyncMarkersSGIX; +#define glGenAsyncMarkersSGIX glad_glGenAsyncMarkersSGIX +GLAD_API_CALL PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +GLAD_API_CALL PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB; +#define glGenBuffersARB glad_glGenBuffersARB +GLAD_API_CALL PFNGLGENFENCESAPPLEPROC glad_glGenFencesAPPLE; +#define glGenFencesAPPLE glad_glGenFencesAPPLE +GLAD_API_CALL PFNGLGENFENCESNVPROC glad_glGenFencesNV; +#define glGenFencesNV glad_glGenFencesNV +GLAD_API_CALL PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI; +#define glGenFragmentShadersATI glad_glGenFragmentShadersATI +GLAD_API_CALL PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +GLAD_API_CALL PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT; +#define glGenFramebuffersEXT glad_glGenFramebuffersEXT +GLAD_API_CALL PFNGLGENLISTSPROC glad_glGenLists; +#define glGenLists glad_glGenLists +GLAD_API_CALL PFNGLGENNAMESAMDPROC glad_glGenNamesAMD; +#define glGenNamesAMD glad_glGenNamesAMD +GLAD_API_CALL PFNGLGENOCCLUSIONQUERIESNVPROC glad_glGenOcclusionQueriesNV; +#define glGenOcclusionQueriesNV glad_glGenOcclusionQueriesNV +GLAD_API_CALL PFNGLGENPATHSNVPROC glad_glGenPathsNV; +#define glGenPathsNV glad_glGenPathsNV +GLAD_API_CALL PFNGLGENPERFMONITORSAMDPROC glad_glGenPerfMonitorsAMD; +#define glGenPerfMonitorsAMD glad_glGenPerfMonitorsAMD +GLAD_API_CALL PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; +#define glGenProgramPipelines glad_glGenProgramPipelines +GLAD_API_CALL PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB; +#define glGenProgramsARB glad_glGenProgramsARB +GLAD_API_CALL PFNGLGENPROGRAMSNVPROC glad_glGenProgramsNV; +#define glGenProgramsNV glad_glGenProgramsNV +GLAD_API_CALL PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +GLAD_API_CALL PFNGLGENQUERIESARBPROC glad_glGenQueriesARB; +#define glGenQueriesARB glad_glGenQueriesARB +GLAD_API_CALL PFNGLGENQUERYRESOURCETAGNVPROC glad_glGenQueryResourceTagNV; +#define glGenQueryResourceTagNV glad_glGenQueryResourceTagNV +GLAD_API_CALL PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +GLAD_API_CALL PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT; +#define glGenRenderbuffersEXT glad_glGenRenderbuffersEXT +GLAD_API_CALL PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +GLAD_API_CALL PFNGLGENSEMAPHORESEXTPROC glad_glGenSemaphoresEXT; +#define glGenSemaphoresEXT glad_glGenSemaphoresEXT +GLAD_API_CALL PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT; +#define glGenSymbolsEXT glad_glGenSymbolsEXT +GLAD_API_CALL PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +GLAD_API_CALL PFNGLGENTEXTURESEXTPROC glad_glGenTexturesEXT; +#define glGenTexturesEXT glad_glGenTexturesEXT +GLAD_API_CALL PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; +#define glGenTransformFeedbacks glad_glGenTransformFeedbacks +GLAD_API_CALL PFNGLGENTRANSFORMFEEDBACKSNVPROC glad_glGenTransformFeedbacksNV; +#define glGenTransformFeedbacksNV glad_glGenTransformFeedbacksNV +GLAD_API_CALL PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +GLAD_API_CALL PFNGLGENVERTEXARRAYSAPPLEPROC glad_glGenVertexArraysAPPLE; +#define glGenVertexArraysAPPLE glad_glGenVertexArraysAPPLE +GLAD_API_CALL PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT; +#define glGenVertexShadersEXT glad_glGenVertexShadersEXT +GLAD_API_CALL PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +GLAD_API_CALL PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT; +#define glGenerateMipmapEXT glad_glGenerateMipmapEXT +GLAD_API_CALL PFNGLGENERATEMULTITEXMIPMAPEXTPROC glad_glGenerateMultiTexMipmapEXT; +#define glGenerateMultiTexMipmapEXT glad_glGenerateMultiTexMipmapEXT +GLAD_API_CALL PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; +#define glGenerateTextureMipmap glad_glGenerateTextureMipmap +GLAD_API_CALL PFNGLGENERATETEXTUREMIPMAPEXTPROC glad_glGenerateTextureMipmapEXT; +#define glGenerateTextureMipmapEXT glad_glGenerateTextureMipmapEXT +GLAD_API_CALL PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; +#define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv +GLAD_API_CALL PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +GLAD_API_CALL PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB; +#define glGetActiveAttribARB glad_glGetActiveAttribARB +GLAD_API_CALL PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; +#define glGetActiveSubroutineName glad_glGetActiveSubroutineName +GLAD_API_CALL PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; +#define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName +GLAD_API_CALL PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; +#define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv +GLAD_API_CALL PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +GLAD_API_CALL PFNGLGETACTIVEUNIFORMARBPROC glad_glGetActiveUniformARB; +#define glGetActiveUniformARB glad_glGetActiveUniformARB +GLAD_API_CALL PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +GLAD_API_CALL PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +GLAD_API_CALL PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +GLAD_API_CALL PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +GLAD_API_CALL PFNGLGETACTIVEVARYINGNVPROC glad_glGetActiveVaryingNV; +#define glGetActiveVaryingNV glad_glGetActiveVaryingNV +GLAD_API_CALL PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI; +#define glGetArrayObjectfvATI glad_glGetArrayObjectfvATI +GLAD_API_CALL PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI; +#define glGetArrayObjectivATI glad_glGetArrayObjectivATI +GLAD_API_CALL PFNGLGETATTACHEDOBJECTSARBPROC glad_glGetAttachedObjectsARB; +#define glGetAttachedObjectsARB glad_glGetAttachedObjectsARB +GLAD_API_CALL PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +GLAD_API_CALL PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +GLAD_API_CALL PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB; +#define glGetAttribLocationARB glad_glGetAttribLocationARB +GLAD_API_CALL PFNGLGETBOOLEANINDEXEDVEXTPROC glad_glGetBooleanIndexedvEXT; +#define glGetBooleanIndexedvEXT glad_glGetBooleanIndexedvEXT +GLAD_API_CALL PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +GLAD_API_CALL PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +GLAD_API_CALL PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +GLAD_API_CALL PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB; +#define glGetBufferParameterivARB glad_glGetBufferParameterivARB +GLAD_API_CALL PFNGLGETBUFFERPARAMETERUI64VNVPROC glad_glGetBufferParameterui64vNV; +#define glGetBufferParameterui64vNV glad_glGetBufferParameterui64vNV +GLAD_API_CALL PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +GLAD_API_CALL PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB; +#define glGetBufferPointervARB glad_glGetBufferPointervARB +GLAD_API_CALL PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +GLAD_API_CALL PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB; +#define glGetBufferSubDataARB glad_glGetBufferSubDataARB +GLAD_API_CALL PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +#define glGetClipPlane glad_glGetClipPlane +GLAD_API_CALL PFNGLGETCLIPPLANEFOESPROC glad_glGetClipPlanefOES; +#define glGetClipPlanefOES glad_glGetClipPlanefOES +GLAD_API_CALL PFNGLGETCLIPPLANEXOESPROC glad_glGetClipPlanexOES; +#define glGetClipPlanexOES glad_glGetClipPlanexOES +GLAD_API_CALL PFNGLGETCOLORTABLEPROC glad_glGetColorTable; +#define glGetColorTable glad_glGetColorTable +GLAD_API_CALL PFNGLGETCOLORTABLEEXTPROC glad_glGetColorTableEXT; +#define glGetColorTableEXT glad_glGetColorTableEXT +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERFVPROC glad_glGetColorTableParameterfv; +#define glGetColorTableParameterfv glad_glGetColorTableParameterfv +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERFVEXTPROC glad_glGetColorTableParameterfvEXT; +#define glGetColorTableParameterfvEXT glad_glGetColorTableParameterfvEXT +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERFVSGIPROC glad_glGetColorTableParameterfvSGI; +#define glGetColorTableParameterfvSGI glad_glGetColorTableParameterfvSGI +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERIVPROC glad_glGetColorTableParameteriv; +#define glGetColorTableParameteriv glad_glGetColorTableParameteriv +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERIVEXTPROC glad_glGetColorTableParameterivEXT; +#define glGetColorTableParameterivEXT glad_glGetColorTableParameterivEXT +GLAD_API_CALL PFNGLGETCOLORTABLEPARAMETERIVSGIPROC glad_glGetColorTableParameterivSGI; +#define glGetColorTableParameterivSGI glad_glGetColorTableParameterivSGI +GLAD_API_CALL PFNGLGETCOLORTABLESGIPROC glad_glGetColorTableSGI; +#define glGetColorTableSGI glad_glGetColorTableSGI +GLAD_API_CALL PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC glad_glGetCombinerInputParameterfvNV; +#define glGetCombinerInputParameterfvNV glad_glGetCombinerInputParameterfvNV +GLAD_API_CALL PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC glad_glGetCombinerInputParameterivNV; +#define glGetCombinerInputParameterivNV glad_glGetCombinerInputParameterivNV +GLAD_API_CALL PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC glad_glGetCombinerOutputParameterfvNV; +#define glGetCombinerOutputParameterfvNV glad_glGetCombinerOutputParameterfvNV +GLAD_API_CALL PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC glad_glGetCombinerOutputParameterivNV; +#define glGetCombinerOutputParameterivNV glad_glGetCombinerOutputParameterivNV +GLAD_API_CALL PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC glad_glGetCombinerStageParameterfvNV; +#define glGetCombinerStageParameterfvNV glad_glGetCombinerStageParameterfvNV +GLAD_API_CALL PFNGLGETCOMMANDHEADERNVPROC glad_glGetCommandHeaderNV; +#define glGetCommandHeaderNV glad_glGetCommandHeaderNV +GLAD_API_CALL PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC glad_glGetCompressedMultiTexImageEXT; +#define glGetCompressedMultiTexImageEXT glad_glGetCompressedMultiTexImageEXT +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB; +#define glGetCompressedTexImageARB glad_glGetCompressedTexImageARB +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; +#define glGetCompressedTextureImage glad_glGetCompressedTextureImage +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC glad_glGetCompressedTextureImageEXT; +#define glGetCompressedTextureImageEXT glad_glGetCompressedTextureImageEXT +GLAD_API_CALL PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; +#define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage +GLAD_API_CALL PFNGLGETCONVOLUTIONFILTERPROC glad_glGetConvolutionFilter; +#define glGetConvolutionFilter glad_glGetConvolutionFilter +GLAD_API_CALL PFNGLGETCONVOLUTIONFILTEREXTPROC glad_glGetConvolutionFilterEXT; +#define glGetConvolutionFilterEXT glad_glGetConvolutionFilterEXT +GLAD_API_CALL PFNGLGETCONVOLUTIONPARAMETERFVPROC glad_glGetConvolutionParameterfv; +#define glGetConvolutionParameterfv glad_glGetConvolutionParameterfv +GLAD_API_CALL PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC glad_glGetConvolutionParameterfvEXT; +#define glGetConvolutionParameterfvEXT glad_glGetConvolutionParameterfvEXT +GLAD_API_CALL PFNGLGETCONVOLUTIONPARAMETERIVPROC glad_glGetConvolutionParameteriv; +#define glGetConvolutionParameteriv glad_glGetConvolutionParameteriv +GLAD_API_CALL PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC glad_glGetConvolutionParameterivEXT; +#define glGetConvolutionParameterivEXT glad_glGetConvolutionParameterivEXT +GLAD_API_CALL PFNGLGETCONVOLUTIONPARAMETERXVOESPROC glad_glGetConvolutionParameterxvOES; +#define glGetConvolutionParameterxvOES glad_glGetConvolutionParameterxvOES +GLAD_API_CALL PFNGLGETCOVERAGEMODULATIONTABLENVPROC glad_glGetCoverageModulationTableNV; +#define glGetCoverageModulationTableNV glad_glGetCoverageModulationTableNV +GLAD_API_CALL PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +GLAD_API_CALL PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD; +#define glGetDebugMessageLogAMD glad_glGetDebugMessageLogAMD +GLAD_API_CALL PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; +#define glGetDebugMessageLogARB glad_glGetDebugMessageLogARB +GLAD_API_CALL PFNGLGETDETAILTEXFUNCSGISPROC glad_glGetDetailTexFuncSGIS; +#define glGetDetailTexFuncSGIS glad_glGetDetailTexFuncSGIS +GLAD_API_CALL PFNGLGETDOUBLEINDEXEDVEXTPROC glad_glGetDoubleIndexedvEXT; +#define glGetDoubleIndexedvEXT glad_glGetDoubleIndexedvEXT +GLAD_API_CALL PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; +#define glGetDoublei_v glad_glGetDoublei_v +GLAD_API_CALL PFNGLGETDOUBLEI_VEXTPROC glad_glGetDoublei_vEXT; +#define glGetDoublei_vEXT glad_glGetDoublei_vEXT +GLAD_API_CALL PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +GLAD_API_CALL PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +GLAD_API_CALL PFNGLGETFENCEIVNVPROC glad_glGetFenceivNV; +#define glGetFenceivNV glad_glGetFenceivNV +GLAD_API_CALL PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC glad_glGetFinalCombinerInputParameterfvNV; +#define glGetFinalCombinerInputParameterfvNV glad_glGetFinalCombinerInputParameterfvNV +GLAD_API_CALL PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC glad_glGetFinalCombinerInputParameterivNV; +#define glGetFinalCombinerInputParameterivNV glad_glGetFinalCombinerInputParameterivNV +GLAD_API_CALL PFNGLGETFIRSTPERFQUERYIDINTELPROC glad_glGetFirstPerfQueryIdINTEL; +#define glGetFirstPerfQueryIdINTEL glad_glGetFirstPerfQueryIdINTEL +GLAD_API_CALL PFNGLGETFIXEDVOESPROC glad_glGetFixedvOES; +#define glGetFixedvOES glad_glGetFixedvOES +GLAD_API_CALL PFNGLGETFLOATINDEXEDVEXTPROC glad_glGetFloatIndexedvEXT; +#define glGetFloatIndexedvEXT glad_glGetFloatIndexedvEXT +GLAD_API_CALL PFNGLGETFLOATI_VPROC glad_glGetFloati_v; +#define glGetFloati_v glad_glGetFloati_v +GLAD_API_CALL PFNGLGETFLOATI_VEXTPROC glad_glGetFloati_vEXT; +#define glGetFloati_vEXT glad_glGetFloati_vEXT +GLAD_API_CALL PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +GLAD_API_CALL PFNGLGETFOGFUNCSGISPROC glad_glGetFogFuncSGIS; +#define glGetFogFuncSGIS glad_glGetFogFuncSGIS +GLAD_API_CALL PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +GLAD_API_CALL PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +GLAD_API_CALL PFNGLGETFRAGDATALOCATIONEXTPROC glad_glGetFragDataLocationEXT; +#define glGetFragDataLocationEXT glad_glGetFragDataLocationEXT +GLAD_API_CALL PFNGLGETFRAGMENTLIGHTFVSGIXPROC glad_glGetFragmentLightfvSGIX; +#define glGetFragmentLightfvSGIX glad_glGetFragmentLightfvSGIX +GLAD_API_CALL PFNGLGETFRAGMENTLIGHTIVSGIXPROC glad_glGetFragmentLightivSGIX; +#define glGetFragmentLightivSGIX glad_glGetFragmentLightivSGIX +GLAD_API_CALL PFNGLGETFRAGMENTMATERIALFVSGIXPROC glad_glGetFragmentMaterialfvSGIX; +#define glGetFragmentMaterialfvSGIX glad_glGetFragmentMaterialfvSGIX +GLAD_API_CALL PFNGLGETFRAGMENTMATERIALIVSGIXPROC glad_glGetFragmentMaterialivSGIX; +#define glGetFragmentMaterialivSGIX glad_glGetFragmentMaterialivSGIX +GLAD_API_CALL PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +GLAD_API_CALL PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT; +#define glGetFramebufferAttachmentParameterivEXT glad_glGetFramebufferAttachmentParameterivEXT +GLAD_API_CALL PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetFramebufferParameterfvAMD; +#define glGetFramebufferParameterfvAMD glad_glGetFramebufferParameterfvAMD +GLAD_API_CALL PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; +#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv +GLAD_API_CALL PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetFramebufferParameterivEXT; +#define glGetFramebufferParameterivEXT glad_glGetFramebufferParameterivEXT +GLAD_API_CALL PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC glad_glGetFramebufferParameterivMESA; +#define glGetFramebufferParameterivMESA glad_glGetFramebufferParameterivMESA +GLAD_API_CALL PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; +#define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus +GLAD_API_CALL PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB; +#define glGetGraphicsResetStatusARB glad_glGetGraphicsResetStatusARB +GLAD_API_CALL PFNGLGETHANDLEARBPROC glad_glGetHandleARB; +#define glGetHandleARB glad_glGetHandleARB +GLAD_API_CALL PFNGLGETHISTOGRAMPROC glad_glGetHistogram; +#define glGetHistogram glad_glGetHistogram +GLAD_API_CALL PFNGLGETHISTOGRAMEXTPROC glad_glGetHistogramEXT; +#define glGetHistogramEXT glad_glGetHistogramEXT +GLAD_API_CALL PFNGLGETHISTOGRAMPARAMETERFVPROC glad_glGetHistogramParameterfv; +#define glGetHistogramParameterfv glad_glGetHistogramParameterfv +GLAD_API_CALL PFNGLGETHISTOGRAMPARAMETERFVEXTPROC glad_glGetHistogramParameterfvEXT; +#define glGetHistogramParameterfvEXT glad_glGetHistogramParameterfvEXT +GLAD_API_CALL PFNGLGETHISTOGRAMPARAMETERIVPROC glad_glGetHistogramParameteriv; +#define glGetHistogramParameteriv glad_glGetHistogramParameteriv +GLAD_API_CALL PFNGLGETHISTOGRAMPARAMETERIVEXTPROC glad_glGetHistogramParameterivEXT; +#define glGetHistogramParameterivEXT glad_glGetHistogramParameterivEXT +GLAD_API_CALL PFNGLGETHISTOGRAMPARAMETERXVOESPROC glad_glGetHistogramParameterxvOES; +#define glGetHistogramParameterxvOES glad_glGetHistogramParameterxvOES +GLAD_API_CALL PFNGLGETIMAGEHANDLEARBPROC glad_glGetImageHandleARB; +#define glGetImageHandleARB glad_glGetImageHandleARB +GLAD_API_CALL PFNGLGETIMAGEHANDLENVPROC glad_glGetImageHandleNV; +#define glGetImageHandleNV glad_glGetImageHandleNV +GLAD_API_CALL PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC glad_glGetImageTransformParameterfvHP; +#define glGetImageTransformParameterfvHP glad_glGetImageTransformParameterfvHP +GLAD_API_CALL PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC glad_glGetImageTransformParameterivHP; +#define glGetImageTransformParameterivHP glad_glGetImageTransformParameterivHP +GLAD_API_CALL PFNGLGETINFOLOGARBPROC glad_glGetInfoLogARB; +#define glGetInfoLogARB glad_glGetInfoLogARB +GLAD_API_CALL PFNGLGETINSTRUMENTSSGIXPROC glad_glGetInstrumentsSGIX; +#define glGetInstrumentsSGIX glad_glGetInstrumentsSGIX +GLAD_API_CALL PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +GLAD_API_CALL PFNGLGETINTEGERINDEXEDVEXTPROC glad_glGetIntegerIndexedvEXT; +#define glGetIntegerIndexedvEXT glad_glGetIntegerIndexedvEXT +GLAD_API_CALL PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +GLAD_API_CALL PFNGLGETINTEGERUI64I_VNVPROC glad_glGetIntegerui64i_vNV; +#define glGetIntegerui64i_vNV glad_glGetIntegerui64i_vNV +GLAD_API_CALL PFNGLGETINTEGERUI64VNVPROC glad_glGetIntegerui64vNV; +#define glGetIntegerui64vNV glad_glGetIntegerui64vNV +GLAD_API_CALL PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +GLAD_API_CALL PFNGLGETINTERNALFORMATSAMPLEIVNVPROC glad_glGetInternalformatSampleivNV; +#define glGetInternalformatSampleivNV glad_glGetInternalformatSampleivNV +GLAD_API_CALL PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; +#define glGetInternalformati64v glad_glGetInternalformati64v +GLAD_API_CALL PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; +#define glGetInternalformativ glad_glGetInternalformativ +GLAD_API_CALL PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT; +#define glGetInvariantBooleanvEXT glad_glGetInvariantBooleanvEXT +GLAD_API_CALL PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT; +#define glGetInvariantFloatvEXT glad_glGetInvariantFloatvEXT +GLAD_API_CALL PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT; +#define glGetInvariantIntegervEXT glad_glGetInvariantIntegervEXT +GLAD_API_CALL PFNGLGETLIGHTFVPROC glad_glGetLightfv; +#define glGetLightfv glad_glGetLightfv +GLAD_API_CALL PFNGLGETLIGHTIVPROC glad_glGetLightiv; +#define glGetLightiv glad_glGetLightiv +GLAD_API_CALL PFNGLGETLIGHTXOESPROC glad_glGetLightxOES; +#define glGetLightxOES glad_glGetLightxOES +GLAD_API_CALL PFNGLGETLISTPARAMETERFVSGIXPROC glad_glGetListParameterfvSGIX; +#define glGetListParameterfvSGIX glad_glGetListParameterfvSGIX +GLAD_API_CALL PFNGLGETLISTPARAMETERIVSGIXPROC glad_glGetListParameterivSGIX; +#define glGetListParameterivSGIX glad_glGetListParameterivSGIX +GLAD_API_CALL PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT; +#define glGetLocalConstantBooleanvEXT glad_glGetLocalConstantBooleanvEXT +GLAD_API_CALL PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT; +#define glGetLocalConstantFloatvEXT glad_glGetLocalConstantFloatvEXT +GLAD_API_CALL PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT; +#define glGetLocalConstantIntegervEXT glad_glGetLocalConstantIntegervEXT +GLAD_API_CALL PFNGLGETMAPATTRIBPARAMETERFVNVPROC glad_glGetMapAttribParameterfvNV; +#define glGetMapAttribParameterfvNV glad_glGetMapAttribParameterfvNV +GLAD_API_CALL PFNGLGETMAPATTRIBPARAMETERIVNVPROC glad_glGetMapAttribParameterivNV; +#define glGetMapAttribParameterivNV glad_glGetMapAttribParameterivNV +GLAD_API_CALL PFNGLGETMAPCONTROLPOINTSNVPROC glad_glGetMapControlPointsNV; +#define glGetMapControlPointsNV glad_glGetMapControlPointsNV +GLAD_API_CALL PFNGLGETMAPPARAMETERFVNVPROC glad_glGetMapParameterfvNV; +#define glGetMapParameterfvNV glad_glGetMapParameterfvNV +GLAD_API_CALL PFNGLGETMAPPARAMETERIVNVPROC glad_glGetMapParameterivNV; +#define glGetMapParameterivNV glad_glGetMapParameterivNV +GLAD_API_CALL PFNGLGETMAPDVPROC glad_glGetMapdv; +#define glGetMapdv glad_glGetMapdv +GLAD_API_CALL PFNGLGETMAPFVPROC glad_glGetMapfv; +#define glGetMapfv glad_glGetMapfv +GLAD_API_CALL PFNGLGETMAPIVPROC glad_glGetMapiv; +#define glGetMapiv glad_glGetMapiv +GLAD_API_CALL PFNGLGETMAPXVOESPROC glad_glGetMapxvOES; +#define glGetMapxvOES glad_glGetMapxvOES +GLAD_API_CALL PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +#define glGetMaterialfv glad_glGetMaterialfv +GLAD_API_CALL PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +#define glGetMaterialiv glad_glGetMaterialiv +GLAD_API_CALL PFNGLGETMATERIALXOESPROC glad_glGetMaterialxOES; +#define glGetMaterialxOES glad_glGetMaterialxOES +GLAD_API_CALL PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC glad_glGetMemoryObjectDetachedResourcesuivNV; +#define glGetMemoryObjectDetachedResourcesuivNV glad_glGetMemoryObjectDetachedResourcesuivNV +GLAD_API_CALL PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC glad_glGetMemoryObjectParameterivEXT; +#define glGetMemoryObjectParameterivEXT glad_glGetMemoryObjectParameterivEXT +GLAD_API_CALL PFNGLGETMINMAXPROC glad_glGetMinmax; +#define glGetMinmax glad_glGetMinmax +GLAD_API_CALL PFNGLGETMINMAXEXTPROC glad_glGetMinmaxEXT; +#define glGetMinmaxEXT glad_glGetMinmaxEXT +GLAD_API_CALL PFNGLGETMINMAXPARAMETERFVPROC glad_glGetMinmaxParameterfv; +#define glGetMinmaxParameterfv glad_glGetMinmaxParameterfv +GLAD_API_CALL PFNGLGETMINMAXPARAMETERFVEXTPROC glad_glGetMinmaxParameterfvEXT; +#define glGetMinmaxParameterfvEXT glad_glGetMinmaxParameterfvEXT +GLAD_API_CALL PFNGLGETMINMAXPARAMETERIVPROC glad_glGetMinmaxParameteriv; +#define glGetMinmaxParameteriv glad_glGetMinmaxParameteriv +GLAD_API_CALL PFNGLGETMINMAXPARAMETERIVEXTPROC glad_glGetMinmaxParameterivEXT; +#define glGetMinmaxParameterivEXT glad_glGetMinmaxParameterivEXT +GLAD_API_CALL PFNGLGETMULTITEXENVFVEXTPROC glad_glGetMultiTexEnvfvEXT; +#define glGetMultiTexEnvfvEXT glad_glGetMultiTexEnvfvEXT +GLAD_API_CALL PFNGLGETMULTITEXENVIVEXTPROC glad_glGetMultiTexEnvivEXT; +#define glGetMultiTexEnvivEXT glad_glGetMultiTexEnvivEXT +GLAD_API_CALL PFNGLGETMULTITEXGENDVEXTPROC glad_glGetMultiTexGendvEXT; +#define glGetMultiTexGendvEXT glad_glGetMultiTexGendvEXT +GLAD_API_CALL PFNGLGETMULTITEXGENFVEXTPROC glad_glGetMultiTexGenfvEXT; +#define glGetMultiTexGenfvEXT glad_glGetMultiTexGenfvEXT +GLAD_API_CALL PFNGLGETMULTITEXGENIVEXTPROC glad_glGetMultiTexGenivEXT; +#define glGetMultiTexGenivEXT glad_glGetMultiTexGenivEXT +GLAD_API_CALL PFNGLGETMULTITEXIMAGEEXTPROC glad_glGetMultiTexImageEXT; +#define glGetMultiTexImageEXT glad_glGetMultiTexImageEXT +GLAD_API_CALL PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC glad_glGetMultiTexLevelParameterfvEXT; +#define glGetMultiTexLevelParameterfvEXT glad_glGetMultiTexLevelParameterfvEXT +GLAD_API_CALL PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC glad_glGetMultiTexLevelParameterivEXT; +#define glGetMultiTexLevelParameterivEXT glad_glGetMultiTexLevelParameterivEXT +GLAD_API_CALL PFNGLGETMULTITEXPARAMETERIIVEXTPROC glad_glGetMultiTexParameterIivEXT; +#define glGetMultiTexParameterIivEXT glad_glGetMultiTexParameterIivEXT +GLAD_API_CALL PFNGLGETMULTITEXPARAMETERIUIVEXTPROC glad_glGetMultiTexParameterIuivEXT; +#define glGetMultiTexParameterIuivEXT glad_glGetMultiTexParameterIuivEXT +GLAD_API_CALL PFNGLGETMULTITEXPARAMETERFVEXTPROC glad_glGetMultiTexParameterfvEXT; +#define glGetMultiTexParameterfvEXT glad_glGetMultiTexParameterfvEXT +GLAD_API_CALL PFNGLGETMULTITEXPARAMETERIVEXTPROC glad_glGetMultiTexParameterivEXT; +#define glGetMultiTexParameterivEXT glad_glGetMultiTexParameterivEXT +GLAD_API_CALL PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +GLAD_API_CALL PFNGLGETMULTISAMPLEFVNVPROC glad_glGetMultisamplefvNV; +#define glGetMultisamplefvNV glad_glGetMultisamplefvNV +GLAD_API_CALL PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; +#define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v +GLAD_API_CALL PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; +#define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv +GLAD_API_CALL PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC glad_glGetNamedBufferParameterivEXT; +#define glGetNamedBufferParameterivEXT glad_glGetNamedBufferParameterivEXT +GLAD_API_CALL PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC glad_glGetNamedBufferParameterui64vNV; +#define glGetNamedBufferParameterui64vNV glad_glGetNamedBufferParameterui64vNV +GLAD_API_CALL PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; +#define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv +GLAD_API_CALL PFNGLGETNAMEDBUFFERPOINTERVEXTPROC glad_glGetNamedBufferPointervEXT; +#define glGetNamedBufferPointervEXT glad_glGetNamedBufferPointervEXT +GLAD_API_CALL PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; +#define glGetNamedBufferSubData glad_glGetNamedBufferSubData +GLAD_API_CALL PFNGLGETNAMEDBUFFERSUBDATAEXTPROC glad_glGetNamedBufferSubDataEXT; +#define glGetNamedBufferSubDataEXT glad_glGetNamedBufferSubDataEXT +GLAD_API_CALL PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; +#define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv +GLAD_API_CALL PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetNamedFramebufferAttachmentParameterivEXT; +#define glGetNamedFramebufferAttachmentParameterivEXT glad_glGetNamedFramebufferAttachmentParameterivEXT +GLAD_API_CALL PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetNamedFramebufferParameterfvAMD; +#define glGetNamedFramebufferParameterfvAMD glad_glGetNamedFramebufferParameterfvAMD +GLAD_API_CALL PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; +#define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv +GLAD_API_CALL PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetNamedFramebufferParameterivEXT; +#define glGetNamedFramebufferParameterivEXT glad_glGetNamedFramebufferParameterivEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC glad_glGetNamedProgramLocalParameterIivEXT; +#define glGetNamedProgramLocalParameterIivEXT glad_glGetNamedProgramLocalParameterIivEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC glad_glGetNamedProgramLocalParameterIuivEXT; +#define glGetNamedProgramLocalParameterIuivEXT glad_glGetNamedProgramLocalParameterIuivEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC glad_glGetNamedProgramLocalParameterdvEXT; +#define glGetNamedProgramLocalParameterdvEXT glad_glGetNamedProgramLocalParameterdvEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC glad_glGetNamedProgramLocalParameterfvEXT; +#define glGetNamedProgramLocalParameterfvEXT glad_glGetNamedProgramLocalParameterfvEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMSTRINGEXTPROC glad_glGetNamedProgramStringEXT; +#define glGetNamedProgramStringEXT glad_glGetNamedProgramStringEXT +GLAD_API_CALL PFNGLGETNAMEDPROGRAMIVEXTPROC glad_glGetNamedProgramivEXT; +#define glGetNamedProgramivEXT glad_glGetNamedProgramivEXT +GLAD_API_CALL PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; +#define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv +GLAD_API_CALL PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC glad_glGetNamedRenderbufferParameterivEXT; +#define glGetNamedRenderbufferParameterivEXT glad_glGetNamedRenderbufferParameterivEXT +GLAD_API_CALL PFNGLGETNAMEDSTRINGARBPROC glad_glGetNamedStringARB; +#define glGetNamedStringARB glad_glGetNamedStringARB +GLAD_API_CALL PFNGLGETNAMEDSTRINGIVARBPROC glad_glGetNamedStringivARB; +#define glGetNamedStringivARB glad_glGetNamedStringivARB +GLAD_API_CALL PFNGLGETNEXTPERFQUERYIDINTELPROC glad_glGetNextPerfQueryIdINTEL; +#define glGetNextPerfQueryIdINTEL glad_glGetNextPerfQueryIdINTEL +GLAD_API_CALL PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI; +#define glGetObjectBufferfvATI glad_glGetObjectBufferfvATI +GLAD_API_CALL PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI; +#define glGetObjectBufferivATI glad_glGetObjectBufferivATI +GLAD_API_CALL PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +GLAD_API_CALL PFNGLGETOBJECTLABELEXTPROC glad_glGetObjectLabelEXT; +#define glGetObjectLabelEXT glad_glGetObjectLabelEXT +GLAD_API_CALL PFNGLGETOBJECTPARAMETERFVARBPROC glad_glGetObjectParameterfvARB; +#define glGetObjectParameterfvARB glad_glGetObjectParameterfvARB +GLAD_API_CALL PFNGLGETOBJECTPARAMETERIVAPPLEPROC glad_glGetObjectParameterivAPPLE; +#define glGetObjectParameterivAPPLE glad_glGetObjectParameterivAPPLE +GLAD_API_CALL PFNGLGETOBJECTPARAMETERIVARBPROC glad_glGetObjectParameterivARB; +#define glGetObjectParameterivARB glad_glGetObjectParameterivARB +GLAD_API_CALL PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +GLAD_API_CALL PFNGLGETOCCLUSIONQUERYIVNVPROC glad_glGetOcclusionQueryivNV; +#define glGetOcclusionQueryivNV glad_glGetOcclusionQueryivNV +GLAD_API_CALL PFNGLGETOCCLUSIONQUERYUIVNVPROC glad_glGetOcclusionQueryuivNV; +#define glGetOcclusionQueryuivNV glad_glGetOcclusionQueryuivNV +GLAD_API_CALL PFNGLGETPATHCOLORGENFVNVPROC glad_glGetPathColorGenfvNV; +#define glGetPathColorGenfvNV glad_glGetPathColorGenfvNV +GLAD_API_CALL PFNGLGETPATHCOLORGENIVNVPROC glad_glGetPathColorGenivNV; +#define glGetPathColorGenivNV glad_glGetPathColorGenivNV +GLAD_API_CALL PFNGLGETPATHCOMMANDSNVPROC glad_glGetPathCommandsNV; +#define glGetPathCommandsNV glad_glGetPathCommandsNV +GLAD_API_CALL PFNGLGETPATHCOORDSNVPROC glad_glGetPathCoordsNV; +#define glGetPathCoordsNV glad_glGetPathCoordsNV +GLAD_API_CALL PFNGLGETPATHDASHARRAYNVPROC glad_glGetPathDashArrayNV; +#define glGetPathDashArrayNV glad_glGetPathDashArrayNV +GLAD_API_CALL PFNGLGETPATHLENGTHNVPROC glad_glGetPathLengthNV; +#define glGetPathLengthNV glad_glGetPathLengthNV +GLAD_API_CALL PFNGLGETPATHMETRICRANGENVPROC glad_glGetPathMetricRangeNV; +#define glGetPathMetricRangeNV glad_glGetPathMetricRangeNV +GLAD_API_CALL PFNGLGETPATHMETRICSNVPROC glad_glGetPathMetricsNV; +#define glGetPathMetricsNV glad_glGetPathMetricsNV +GLAD_API_CALL PFNGLGETPATHPARAMETERFVNVPROC glad_glGetPathParameterfvNV; +#define glGetPathParameterfvNV glad_glGetPathParameterfvNV +GLAD_API_CALL PFNGLGETPATHPARAMETERIVNVPROC glad_glGetPathParameterivNV; +#define glGetPathParameterivNV glad_glGetPathParameterivNV +GLAD_API_CALL PFNGLGETPATHSPACINGNVPROC glad_glGetPathSpacingNV; +#define glGetPathSpacingNV glad_glGetPathSpacingNV +GLAD_API_CALL PFNGLGETPATHTEXGENFVNVPROC glad_glGetPathTexGenfvNV; +#define glGetPathTexGenfvNV glad_glGetPathTexGenfvNV +GLAD_API_CALL PFNGLGETPATHTEXGENIVNVPROC glad_glGetPathTexGenivNV; +#define glGetPathTexGenivNV glad_glGetPathTexGenivNV +GLAD_API_CALL PFNGLGETPERFCOUNTERINFOINTELPROC glad_glGetPerfCounterInfoINTEL; +#define glGetPerfCounterInfoINTEL glad_glGetPerfCounterInfoINTEL +GLAD_API_CALL PFNGLGETPERFMONITORCOUNTERDATAAMDPROC glad_glGetPerfMonitorCounterDataAMD; +#define glGetPerfMonitorCounterDataAMD glad_glGetPerfMonitorCounterDataAMD +GLAD_API_CALL PFNGLGETPERFMONITORCOUNTERINFOAMDPROC glad_glGetPerfMonitorCounterInfoAMD; +#define glGetPerfMonitorCounterInfoAMD glad_glGetPerfMonitorCounterInfoAMD +GLAD_API_CALL PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC glad_glGetPerfMonitorCounterStringAMD; +#define glGetPerfMonitorCounterStringAMD glad_glGetPerfMonitorCounterStringAMD +GLAD_API_CALL PFNGLGETPERFMONITORCOUNTERSAMDPROC glad_glGetPerfMonitorCountersAMD; +#define glGetPerfMonitorCountersAMD glad_glGetPerfMonitorCountersAMD +GLAD_API_CALL PFNGLGETPERFMONITORGROUPSTRINGAMDPROC glad_glGetPerfMonitorGroupStringAMD; +#define glGetPerfMonitorGroupStringAMD glad_glGetPerfMonitorGroupStringAMD +GLAD_API_CALL PFNGLGETPERFMONITORGROUPSAMDPROC glad_glGetPerfMonitorGroupsAMD; +#define glGetPerfMonitorGroupsAMD glad_glGetPerfMonitorGroupsAMD +GLAD_API_CALL PFNGLGETPERFQUERYDATAINTELPROC glad_glGetPerfQueryDataINTEL; +#define glGetPerfQueryDataINTEL glad_glGetPerfQueryDataINTEL +GLAD_API_CALL PFNGLGETPERFQUERYIDBYNAMEINTELPROC glad_glGetPerfQueryIdByNameINTEL; +#define glGetPerfQueryIdByNameINTEL glad_glGetPerfQueryIdByNameINTEL +GLAD_API_CALL PFNGLGETPERFQUERYINFOINTELPROC glad_glGetPerfQueryInfoINTEL; +#define glGetPerfQueryInfoINTEL glad_glGetPerfQueryInfoINTEL +GLAD_API_CALL PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +#define glGetPixelMapfv glad_glGetPixelMapfv +GLAD_API_CALL PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +#define glGetPixelMapuiv glad_glGetPixelMapuiv +GLAD_API_CALL PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +#define glGetPixelMapusv glad_glGetPixelMapusv +GLAD_API_CALL PFNGLGETPIXELMAPXVPROC glad_glGetPixelMapxv; +#define glGetPixelMapxv glad_glGetPixelMapxv +GLAD_API_CALL PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC glad_glGetPixelTexGenParameterfvSGIS; +#define glGetPixelTexGenParameterfvSGIS glad_glGetPixelTexGenParameterfvSGIS +GLAD_API_CALL PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC glad_glGetPixelTexGenParameterivSGIS; +#define glGetPixelTexGenParameterivSGIS glad_glGetPixelTexGenParameterivSGIS +GLAD_API_CALL PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC glad_glGetPixelTransformParameterfvEXT; +#define glGetPixelTransformParameterfvEXT glad_glGetPixelTransformParameterfvEXT +GLAD_API_CALL PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC glad_glGetPixelTransformParameterivEXT; +#define glGetPixelTransformParameterivEXT glad_glGetPixelTransformParameterivEXT +GLAD_API_CALL PFNGLGETPOINTERINDEXEDVEXTPROC glad_glGetPointerIndexedvEXT; +#define glGetPointerIndexedvEXT glad_glGetPointerIndexedvEXT +GLAD_API_CALL PFNGLGETPOINTERI_VEXTPROC glad_glGetPointeri_vEXT; +#define glGetPointeri_vEXT glad_glGetPointeri_vEXT +GLAD_API_CALL PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +GLAD_API_CALL PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT; +#define glGetPointervEXT glad_glGetPointervEXT +GLAD_API_CALL PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +#define glGetPolygonStipple glad_glGetPolygonStipple +GLAD_API_CALL PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; +#define glGetProgramBinary glad_glGetProgramBinary +GLAD_API_CALL PFNGLGETPROGRAMENVPARAMETERIIVNVPROC glad_glGetProgramEnvParameterIivNV; +#define glGetProgramEnvParameterIivNV glad_glGetProgramEnvParameterIivNV +GLAD_API_CALL PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC glad_glGetProgramEnvParameterIuivNV; +#define glGetProgramEnvParameterIuivNV glad_glGetProgramEnvParameterIuivNV +GLAD_API_CALL PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB; +#define glGetProgramEnvParameterdvARB glad_glGetProgramEnvParameterdvARB +GLAD_API_CALL PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB; +#define glGetProgramEnvParameterfvARB glad_glGetProgramEnvParameterfvARB +GLAD_API_CALL PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +GLAD_API_CALL PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; +#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv +GLAD_API_CALL PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC glad_glGetProgramLocalParameterIivNV; +#define glGetProgramLocalParameterIivNV glad_glGetProgramLocalParameterIivNV +GLAD_API_CALL PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC glad_glGetProgramLocalParameterIuivNV; +#define glGetProgramLocalParameterIuivNV glad_glGetProgramLocalParameterIuivNV +GLAD_API_CALL PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB; +#define glGetProgramLocalParameterdvARB glad_glGetProgramLocalParameterdvARB +GLAD_API_CALL PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB; +#define glGetProgramLocalParameterfvARB glad_glGetProgramLocalParameterfvARB +GLAD_API_CALL PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC glad_glGetProgramNamedParameterdvNV; +#define glGetProgramNamedParameterdvNV glad_glGetProgramNamedParameterdvNV +GLAD_API_CALL PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC glad_glGetProgramNamedParameterfvNV; +#define glGetProgramNamedParameterfvNV glad_glGetProgramNamedParameterfvNV +GLAD_API_CALL PFNGLGETPROGRAMPARAMETERDVNVPROC glad_glGetProgramParameterdvNV; +#define glGetProgramParameterdvNV glad_glGetProgramParameterdvNV +GLAD_API_CALL PFNGLGETPROGRAMPARAMETERFVNVPROC glad_glGetProgramParameterfvNV; +#define glGetProgramParameterfvNV glad_glGetProgramParameterfvNV +GLAD_API_CALL PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; +#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog +GLAD_API_CALL PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; +#define glGetProgramPipelineiv glad_glGetProgramPipelineiv +GLAD_API_CALL PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; +#define glGetProgramResourceIndex glad_glGetProgramResourceIndex +GLAD_API_CALL PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; +#define glGetProgramResourceLocation glad_glGetProgramResourceLocation +GLAD_API_CALL PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; +#define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex +GLAD_API_CALL PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; +#define glGetProgramResourceName glad_glGetProgramResourceName +GLAD_API_CALL PFNGLGETPROGRAMRESOURCEFVNVPROC glad_glGetProgramResourcefvNV; +#define glGetProgramResourcefvNV glad_glGetProgramResourcefvNV +GLAD_API_CALL PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; +#define glGetProgramResourceiv glad_glGetProgramResourceiv +GLAD_API_CALL PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; +#define glGetProgramStageiv glad_glGetProgramStageiv +GLAD_API_CALL PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB; +#define glGetProgramStringARB glad_glGetProgramStringARB +GLAD_API_CALL PFNGLGETPROGRAMSTRINGNVPROC glad_glGetProgramStringNV; +#define glGetProgramStringNV glad_glGetProgramStringNV +GLAD_API_CALL PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC glad_glGetProgramSubroutineParameteruivNV; +#define glGetProgramSubroutineParameteruivNV glad_glGetProgramSubroutineParameteruivNV +GLAD_API_CALL PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +GLAD_API_CALL PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB; +#define glGetProgramivARB glad_glGetProgramivARB +GLAD_API_CALL PFNGLGETPROGRAMIVNVPROC glad_glGetProgramivNV; +#define glGetProgramivNV glad_glGetProgramivNV +GLAD_API_CALL PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; +#define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v +GLAD_API_CALL PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; +#define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv +GLAD_API_CALL PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; +#define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v +GLAD_API_CALL PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; +#define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv +GLAD_API_CALL PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; +#define glGetQueryIndexediv glad_glGetQueryIndexediv +GLAD_API_CALL PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +GLAD_API_CALL PFNGLGETQUERYOBJECTI64VEXTPROC glad_glGetQueryObjecti64vEXT; +#define glGetQueryObjecti64vEXT glad_glGetQueryObjecti64vEXT +GLAD_API_CALL PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +GLAD_API_CALL PFNGLGETQUERYOBJECTIVARBPROC glad_glGetQueryObjectivARB; +#define glGetQueryObjectivARB glad_glGetQueryObjectivARB +GLAD_API_CALL PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +GLAD_API_CALL PFNGLGETQUERYOBJECTUI64VEXTPROC glad_glGetQueryObjectui64vEXT; +#define glGetQueryObjectui64vEXT glad_glGetQueryObjectui64vEXT +GLAD_API_CALL PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +GLAD_API_CALL PFNGLGETQUERYOBJECTUIVARBPROC glad_glGetQueryObjectuivARB; +#define glGetQueryObjectuivARB glad_glGetQueryObjectuivARB +GLAD_API_CALL PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +GLAD_API_CALL PFNGLGETQUERYIVARBPROC glad_glGetQueryivARB; +#define glGetQueryivARB glad_glGetQueryivARB +GLAD_API_CALL PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +GLAD_API_CALL PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT; +#define glGetRenderbufferParameterivEXT glad_glGetRenderbufferParameterivEXT +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +GLAD_API_CALL PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +GLAD_API_CALL PFNGLGETSEMAPHOREPARAMETERIVNVPROC glad_glGetSemaphoreParameterivNV; +#define glGetSemaphoreParameterivNV glad_glGetSemaphoreParameterivNV +GLAD_API_CALL PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC glad_glGetSemaphoreParameterui64vEXT; +#define glGetSemaphoreParameterui64vEXT glad_glGetSemaphoreParameterui64vEXT +GLAD_API_CALL PFNGLGETSEPARABLEFILTERPROC glad_glGetSeparableFilter; +#define glGetSeparableFilter glad_glGetSeparableFilter +GLAD_API_CALL PFNGLGETSEPARABLEFILTEREXTPROC glad_glGetSeparableFilterEXT; +#define glGetSeparableFilterEXT glad_glGetSeparableFilterEXT +GLAD_API_CALL PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +GLAD_API_CALL PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +GLAD_API_CALL PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +GLAD_API_CALL PFNGLGETSHADERSOURCEARBPROC glad_glGetShaderSourceARB; +#define glGetShaderSourceARB glad_glGetShaderSourceARB +GLAD_API_CALL PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +GLAD_API_CALL PFNGLGETSHADINGRATEIMAGEPALETTENVPROC glad_glGetShadingRateImagePaletteNV; +#define glGetShadingRateImagePaletteNV glad_glGetShadingRateImagePaletteNV +GLAD_API_CALL PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC glad_glGetShadingRateSampleLocationivNV; +#define glGetShadingRateSampleLocationivNV glad_glGetShadingRateSampleLocationivNV +GLAD_API_CALL PFNGLGETSHARPENTEXFUNCSGISPROC glad_glGetSharpenTexFuncSGIS; +#define glGetSharpenTexFuncSGIS glad_glGetSharpenTexFuncSGIS +GLAD_API_CALL PFNGLGETSTAGEINDEXNVPROC glad_glGetStageIndexNV; +#define glGetStageIndexNV glad_glGetStageIndexNV +GLAD_API_CALL PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +GLAD_API_CALL PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +GLAD_API_CALL PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; +#define glGetSubroutineIndex glad_glGetSubroutineIndex +GLAD_API_CALL PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; +#define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation +GLAD_API_CALL PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +GLAD_API_CALL PFNGLGETTEXBUMPPARAMETERFVATIPROC glad_glGetTexBumpParameterfvATI; +#define glGetTexBumpParameterfvATI glad_glGetTexBumpParameterfvATI +GLAD_API_CALL PFNGLGETTEXBUMPPARAMETERIVATIPROC glad_glGetTexBumpParameterivATI; +#define glGetTexBumpParameterivATI glad_glGetTexBumpParameterivATI +GLAD_API_CALL PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +#define glGetTexEnvfv glad_glGetTexEnvfv +GLAD_API_CALL PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +#define glGetTexEnviv glad_glGetTexEnviv +GLAD_API_CALL PFNGLGETTEXENVXVOESPROC glad_glGetTexEnvxvOES; +#define glGetTexEnvxvOES glad_glGetTexEnvxvOES +GLAD_API_CALL PFNGLGETTEXFILTERFUNCSGISPROC glad_glGetTexFilterFuncSGIS; +#define glGetTexFilterFuncSGIS glad_glGetTexFilterFuncSGIS +GLAD_API_CALL PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +#define glGetTexGendv glad_glGetTexGendv +GLAD_API_CALL PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +#define glGetTexGenfv glad_glGetTexGenfv +GLAD_API_CALL PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +#define glGetTexGeniv glad_glGetTexGeniv +GLAD_API_CALL PFNGLGETTEXGENXVOESPROC glad_glGetTexGenxvOES; +#define glGetTexGenxvOES glad_glGetTexGenxvOES +GLAD_API_CALL PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +GLAD_API_CALL PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +GLAD_API_CALL PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +GLAD_API_CALL PFNGLGETTEXLEVELPARAMETERXVOESPROC glad_glGetTexLevelParameterxvOES; +#define glGetTexLevelParameterxvOES glad_glGetTexLevelParameterxvOES +GLAD_API_CALL PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +GLAD_API_CALL PFNGLGETTEXPARAMETERIIVEXTPROC glad_glGetTexParameterIivEXT; +#define glGetTexParameterIivEXT glad_glGetTexParameterIivEXT +GLAD_API_CALL PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +GLAD_API_CALL PFNGLGETTEXPARAMETERIUIVEXTPROC glad_glGetTexParameterIuivEXT; +#define glGetTexParameterIuivEXT glad_glGetTexParameterIuivEXT +GLAD_API_CALL PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC glad_glGetTexParameterPointervAPPLE; +#define glGetTexParameterPointervAPPLE glad_glGetTexParameterPointervAPPLE +GLAD_API_CALL PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +GLAD_API_CALL PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +GLAD_API_CALL PFNGLGETTEXPARAMETERXVOESPROC glad_glGetTexParameterxvOES; +#define glGetTexParameterxvOES glad_glGetTexParameterxvOES +GLAD_API_CALL PFNGLGETTEXTUREHANDLEARBPROC glad_glGetTextureHandleARB; +#define glGetTextureHandleARB glad_glGetTextureHandleARB +GLAD_API_CALL PFNGLGETTEXTUREHANDLENVPROC glad_glGetTextureHandleNV; +#define glGetTextureHandleNV glad_glGetTextureHandleNV +GLAD_API_CALL PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; +#define glGetTextureImage glad_glGetTextureImage +GLAD_API_CALL PFNGLGETTEXTUREIMAGEEXTPROC glad_glGetTextureImageEXT; +#define glGetTextureImageEXT glad_glGetTextureImageEXT +GLAD_API_CALL PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; +#define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv +GLAD_API_CALL PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC glad_glGetTextureLevelParameterfvEXT; +#define glGetTextureLevelParameterfvEXT glad_glGetTextureLevelParameterfvEXT +GLAD_API_CALL PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; +#define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv +GLAD_API_CALL PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC glad_glGetTextureLevelParameterivEXT; +#define glGetTextureLevelParameterivEXT glad_glGetTextureLevelParameterivEXT +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; +#define glGetTextureParameterIiv glad_glGetTextureParameterIiv +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIIVEXTPROC glad_glGetTextureParameterIivEXT; +#define glGetTextureParameterIivEXT glad_glGetTextureParameterIivEXT +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; +#define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIUIVEXTPROC glad_glGetTextureParameterIuivEXT; +#define glGetTextureParameterIuivEXT glad_glGetTextureParameterIuivEXT +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; +#define glGetTextureParameterfv glad_glGetTextureParameterfv +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERFVEXTPROC glad_glGetTextureParameterfvEXT; +#define glGetTextureParameterfvEXT glad_glGetTextureParameterfvEXT +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; +#define glGetTextureParameteriv glad_glGetTextureParameteriv +GLAD_API_CALL PFNGLGETTEXTUREPARAMETERIVEXTPROC glad_glGetTextureParameterivEXT; +#define glGetTextureParameterivEXT glad_glGetTextureParameterivEXT +GLAD_API_CALL PFNGLGETTEXTURESAMPLERHANDLEARBPROC glad_glGetTextureSamplerHandleARB; +#define glGetTextureSamplerHandleARB glad_glGetTextureSamplerHandleARB +GLAD_API_CALL PFNGLGETTEXTURESAMPLERHANDLENVPROC glad_glGetTextureSamplerHandleNV; +#define glGetTextureSamplerHandleNV glad_glGetTextureSamplerHandleNV +GLAD_API_CALL PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; +#define glGetTextureSubImage glad_glGetTextureSubImage +GLAD_API_CALL PFNGLGETTRACKMATRIXIVNVPROC glad_glGetTrackMatrixivNV; +#define glGetTrackMatrixivNV glad_glGetTrackMatrixivNV +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC glad_glGetTransformFeedbackVaryingEXT; +#define glGetTransformFeedbackVaryingEXT glad_glGetTransformFeedbackVaryingEXT +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC glad_glGetTransformFeedbackVaryingNV; +#define glGetTransformFeedbackVaryingNV glad_glGetTransformFeedbackVaryingNV +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; +#define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; +#define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v +GLAD_API_CALL PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; +#define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv +GLAD_API_CALL PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +GLAD_API_CALL PFNGLGETUNIFORMBUFFERSIZEEXTPROC glad_glGetUniformBufferSizeEXT; +#define glGetUniformBufferSizeEXT glad_glGetUniformBufferSizeEXT +GLAD_API_CALL PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +GLAD_API_CALL PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +GLAD_API_CALL PFNGLGETUNIFORMLOCATIONARBPROC glad_glGetUniformLocationARB; +#define glGetUniformLocationARB glad_glGetUniformLocationARB +GLAD_API_CALL PFNGLGETUNIFORMOFFSETEXTPROC glad_glGetUniformOffsetEXT; +#define glGetUniformOffsetEXT glad_glGetUniformOffsetEXT +GLAD_API_CALL PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; +#define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv +GLAD_API_CALL PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; +#define glGetUniformdv glad_glGetUniformdv +GLAD_API_CALL PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +GLAD_API_CALL PFNGLGETUNIFORMFVARBPROC glad_glGetUniformfvARB; +#define glGetUniformfvARB glad_glGetUniformfvARB +GLAD_API_CALL PFNGLGETUNIFORMI64VARBPROC glad_glGetUniformi64vARB; +#define glGetUniformi64vARB glad_glGetUniformi64vARB +GLAD_API_CALL PFNGLGETUNIFORMI64VNVPROC glad_glGetUniformi64vNV; +#define glGetUniformi64vNV glad_glGetUniformi64vNV +GLAD_API_CALL PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +GLAD_API_CALL PFNGLGETUNIFORMIVARBPROC glad_glGetUniformivARB; +#define glGetUniformivARB glad_glGetUniformivARB +GLAD_API_CALL PFNGLGETUNIFORMUI64VARBPROC glad_glGetUniformui64vARB; +#define glGetUniformui64vARB glad_glGetUniformui64vARB +GLAD_API_CALL PFNGLGETUNIFORMUI64VNVPROC glad_glGetUniformui64vNV; +#define glGetUniformui64vNV glad_glGetUniformui64vNV +GLAD_API_CALL PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +GLAD_API_CALL PFNGLGETUNIFORMUIVEXTPROC glad_glGetUniformuivEXT; +#define glGetUniformuivEXT glad_glGetUniformuivEXT +GLAD_API_CALL PFNGLGETUNSIGNEDBYTEI_VEXTPROC glad_glGetUnsignedBytei_vEXT; +#define glGetUnsignedBytei_vEXT glad_glGetUnsignedBytei_vEXT +GLAD_API_CALL PFNGLGETUNSIGNEDBYTEVEXTPROC glad_glGetUnsignedBytevEXT; +#define glGetUnsignedBytevEXT glad_glGetUnsignedBytevEXT +GLAD_API_CALL PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI; +#define glGetVariantArrayObjectfvATI glad_glGetVariantArrayObjectfvATI +GLAD_API_CALL PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI; +#define glGetVariantArrayObjectivATI glad_glGetVariantArrayObjectivATI +GLAD_API_CALL PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT; +#define glGetVariantBooleanvEXT glad_glGetVariantBooleanvEXT +GLAD_API_CALL PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT; +#define glGetVariantFloatvEXT glad_glGetVariantFloatvEXT +GLAD_API_CALL PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT; +#define glGetVariantIntegervEXT glad_glGetVariantIntegervEXT +GLAD_API_CALL PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT; +#define glGetVariantPointervEXT glad_glGetVariantPointervEXT +GLAD_API_CALL PFNGLGETVARYINGLOCATIONNVPROC glad_glGetVaryingLocationNV; +#define glGetVaryingLocationNV glad_glGetVaryingLocationNV +GLAD_API_CALL PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; +#define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv +GLAD_API_CALL PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; +#define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv +GLAD_API_CALL PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC glad_glGetVertexArrayIntegeri_vEXT; +#define glGetVertexArrayIntegeri_vEXT glad_glGetVertexArrayIntegeri_vEXT +GLAD_API_CALL PFNGLGETVERTEXARRAYINTEGERVEXTPROC glad_glGetVertexArrayIntegervEXT; +#define glGetVertexArrayIntegervEXT glad_glGetVertexArrayIntegervEXT +GLAD_API_CALL PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC glad_glGetVertexArrayPointeri_vEXT; +#define glGetVertexArrayPointeri_vEXT glad_glGetVertexArrayPointeri_vEXT +GLAD_API_CALL PFNGLGETVERTEXARRAYPOINTERVEXTPROC glad_glGetVertexArrayPointervEXT; +#define glGetVertexArrayPointervEXT glad_glGetVertexArrayPointervEXT +GLAD_API_CALL PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; +#define glGetVertexArrayiv glad_glGetVertexArrayiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC glad_glGetVertexAttribArrayObjectfvATI; +#define glGetVertexAttribArrayObjectfvATI glad_glGetVertexAttribArrayObjectfvATI +GLAD_API_CALL PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC glad_glGetVertexAttribArrayObjectivATI; +#define glGetVertexAttribArrayObjectivATI glad_glGetVertexAttribArrayObjectivATI +GLAD_API_CALL PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIIVEXTPROC glad_glGetVertexAttribIivEXT; +#define glGetVertexAttribIivEXT glad_glGetVertexAttribIivEXT +GLAD_API_CALL PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIUIVEXTPROC glad_glGetVertexAttribIuivEXT; +#define glGetVertexAttribIuivEXT glad_glGetVertexAttribIuivEXT +GLAD_API_CALL PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; +#define glGetVertexAttribLdv glad_glGetVertexAttribLdv +GLAD_API_CALL PFNGLGETVERTEXATTRIBLDVEXTPROC glad_glGetVertexAttribLdvEXT; +#define glGetVertexAttribLdvEXT glad_glGetVertexAttribLdvEXT +GLAD_API_CALL PFNGLGETVERTEXATTRIBLI64VNVPROC glad_glGetVertexAttribLi64vNV; +#define glGetVertexAttribLi64vNV glad_glGetVertexAttribLi64vNV +GLAD_API_CALL PFNGLGETVERTEXATTRIBLUI64VARBPROC glad_glGetVertexAttribLui64vARB; +#define glGetVertexAttribLui64vARB glad_glGetVertexAttribLui64vARB +GLAD_API_CALL PFNGLGETVERTEXATTRIBLUI64VNVPROC glad_glGetVertexAttribLui64vNV; +#define glGetVertexAttribLui64vNV glad_glGetVertexAttribLui64vNV +GLAD_API_CALL PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +GLAD_API_CALL PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB; +#define glGetVertexAttribPointervARB glad_glGetVertexAttribPointervARB +GLAD_API_CALL PFNGLGETVERTEXATTRIBPOINTERVNVPROC glad_glGetVertexAttribPointervNV; +#define glGetVertexAttribPointervNV glad_glGetVertexAttribPointervNV +GLAD_API_CALL PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +GLAD_API_CALL PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB; +#define glGetVertexAttribdvARB glad_glGetVertexAttribdvARB +GLAD_API_CALL PFNGLGETVERTEXATTRIBDVNVPROC glad_glGetVertexAttribdvNV; +#define glGetVertexAttribdvNV glad_glGetVertexAttribdvNV +GLAD_API_CALL PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +GLAD_API_CALL PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB; +#define glGetVertexAttribfvARB glad_glGetVertexAttribfvARB +GLAD_API_CALL PFNGLGETVERTEXATTRIBFVNVPROC glad_glGetVertexAttribfvNV; +#define glGetVertexAttribfvNV glad_glGetVertexAttribfvNV +GLAD_API_CALL PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +GLAD_API_CALL PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB; +#define glGetVertexAttribivARB glad_glGetVertexAttribivARB +GLAD_API_CALL PFNGLGETVERTEXATTRIBIVNVPROC glad_glGetVertexAttribivNV; +#define glGetVertexAttribivNV glad_glGetVertexAttribivNV +GLAD_API_CALL PFNGLGETVIDEOCAPTURESTREAMDVNVPROC glad_glGetVideoCaptureStreamdvNV; +#define glGetVideoCaptureStreamdvNV glad_glGetVideoCaptureStreamdvNV +GLAD_API_CALL PFNGLGETVIDEOCAPTURESTREAMFVNVPROC glad_glGetVideoCaptureStreamfvNV; +#define glGetVideoCaptureStreamfvNV glad_glGetVideoCaptureStreamfvNV +GLAD_API_CALL PFNGLGETVIDEOCAPTURESTREAMIVNVPROC glad_glGetVideoCaptureStreamivNV; +#define glGetVideoCaptureStreamivNV glad_glGetVideoCaptureStreamivNV +GLAD_API_CALL PFNGLGETVIDEOCAPTUREIVNVPROC glad_glGetVideoCaptureivNV; +#define glGetVideoCaptureivNV glad_glGetVideoCaptureivNV +GLAD_API_CALL PFNGLGETVIDEOI64VNVPROC glad_glGetVideoi64vNV; +#define glGetVideoi64vNV glad_glGetVideoi64vNV +GLAD_API_CALL PFNGLGETVIDEOIVNVPROC glad_glGetVideoivNV; +#define glGetVideoivNV glad_glGetVideoivNV +GLAD_API_CALL PFNGLGETVIDEOUI64VNVPROC glad_glGetVideoui64vNV; +#define glGetVideoui64vNV glad_glGetVideoui64vNV +GLAD_API_CALL PFNGLGETVIDEOUIVNVPROC glad_glGetVideouivNV; +#define glGetVideouivNV glad_glGetVideouivNV +GLAD_API_CALL PFNGLGETVKPROCADDRNVPROC glad_glGetVkProcAddrNV; +#define glGetVkProcAddrNV glad_glGetVkProcAddrNV +GLAD_API_CALL PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB; +#define glGetnColorTableARB glad_glGetnColorTableARB +GLAD_API_CALL PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB; +#define glGetnCompressedTexImageARB glad_glGetnCompressedTexImageARB +GLAD_API_CALL PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB; +#define glGetnConvolutionFilterARB glad_glGetnConvolutionFilterARB +GLAD_API_CALL PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB; +#define glGetnHistogramARB glad_glGetnHistogramARB +GLAD_API_CALL PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB; +#define glGetnMapdvARB glad_glGetnMapdvARB +GLAD_API_CALL PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB; +#define glGetnMapfvARB glad_glGetnMapfvARB +GLAD_API_CALL PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB; +#define glGetnMapivARB glad_glGetnMapivARB +GLAD_API_CALL PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB; +#define glGetnMinmaxARB glad_glGetnMinmaxARB +GLAD_API_CALL PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB; +#define glGetnPixelMapfvARB glad_glGetnPixelMapfvARB +GLAD_API_CALL PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB; +#define glGetnPixelMapuivARB glad_glGetnPixelMapuivARB +GLAD_API_CALL PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB; +#define glGetnPixelMapusvARB glad_glGetnPixelMapusvARB +GLAD_API_CALL PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB; +#define glGetnPolygonStippleARB glad_glGetnPolygonStippleARB +GLAD_API_CALL PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB; +#define glGetnSeparableFilterARB glad_glGetnSeparableFilterARB +GLAD_API_CALL PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB; +#define glGetnTexImageARB glad_glGetnTexImageARB +GLAD_API_CALL PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB; +#define glGetnUniformdvARB glad_glGetnUniformdvARB +GLAD_API_CALL PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; +#define glGetnUniformfv glad_glGetnUniformfv +GLAD_API_CALL PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB; +#define glGetnUniformfvARB glad_glGetnUniformfvARB +GLAD_API_CALL PFNGLGETNUNIFORMI64VARBPROC glad_glGetnUniformi64vARB; +#define glGetnUniformi64vARB glad_glGetnUniformi64vARB +GLAD_API_CALL PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; +#define glGetnUniformiv glad_glGetnUniformiv +GLAD_API_CALL PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB; +#define glGetnUniformivARB glad_glGetnUniformivARB +GLAD_API_CALL PFNGLGETNUNIFORMUI64VARBPROC glad_glGetnUniformui64vARB; +#define glGetnUniformui64vARB glad_glGetnUniformui64vARB +GLAD_API_CALL PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; +#define glGetnUniformuiv glad_glGetnUniformuiv +GLAD_API_CALL PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB; +#define glGetnUniformuivARB glad_glGetnUniformuivARB +GLAD_API_CALL PFNGLGLOBALALPHAFACTORBSUNPROC glad_glGlobalAlphaFactorbSUN; +#define glGlobalAlphaFactorbSUN glad_glGlobalAlphaFactorbSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORDSUNPROC glad_glGlobalAlphaFactordSUN; +#define glGlobalAlphaFactordSUN glad_glGlobalAlphaFactordSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORFSUNPROC glad_glGlobalAlphaFactorfSUN; +#define glGlobalAlphaFactorfSUN glad_glGlobalAlphaFactorfSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORISUNPROC glad_glGlobalAlphaFactoriSUN; +#define glGlobalAlphaFactoriSUN glad_glGlobalAlphaFactoriSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORSSUNPROC glad_glGlobalAlphaFactorsSUN; +#define glGlobalAlphaFactorsSUN glad_glGlobalAlphaFactorsSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORUBSUNPROC glad_glGlobalAlphaFactorubSUN; +#define glGlobalAlphaFactorubSUN glad_glGlobalAlphaFactorubSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORUISUNPROC glad_glGlobalAlphaFactoruiSUN; +#define glGlobalAlphaFactoruiSUN glad_glGlobalAlphaFactoruiSUN +GLAD_API_CALL PFNGLGLOBALALPHAFACTORUSSUNPROC glad_glGlobalAlphaFactorusSUN; +#define glGlobalAlphaFactorusSUN glad_glGlobalAlphaFactorusSUN +GLAD_API_CALL PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +GLAD_API_CALL PFNGLHINTPGIPROC glad_glHintPGI; +#define glHintPGI glad_glHintPGI +GLAD_API_CALL PFNGLHISTOGRAMPROC glad_glHistogram; +#define glHistogram glad_glHistogram +GLAD_API_CALL PFNGLHISTOGRAMEXTPROC glad_glHistogramEXT; +#define glHistogramEXT glad_glHistogramEXT +GLAD_API_CALL PFNGLIGLOOINTERFACESGIXPROC glad_glIglooInterfaceSGIX; +#define glIglooInterfaceSGIX glad_glIglooInterfaceSGIX +GLAD_API_CALL PFNGLIMAGETRANSFORMPARAMETERFHPPROC glad_glImageTransformParameterfHP; +#define glImageTransformParameterfHP glad_glImageTransformParameterfHP +GLAD_API_CALL PFNGLIMAGETRANSFORMPARAMETERFVHPPROC glad_glImageTransformParameterfvHP; +#define glImageTransformParameterfvHP glad_glImageTransformParameterfvHP +GLAD_API_CALL PFNGLIMAGETRANSFORMPARAMETERIHPPROC glad_glImageTransformParameteriHP; +#define glImageTransformParameteriHP glad_glImageTransformParameteriHP +GLAD_API_CALL PFNGLIMAGETRANSFORMPARAMETERIVHPPROC glad_glImageTransformParameterivHP; +#define glImageTransformParameterivHP glad_glImageTransformParameterivHP +GLAD_API_CALL PFNGLIMPORTMEMORYFDEXTPROC glad_glImportMemoryFdEXT; +#define glImportMemoryFdEXT glad_glImportMemoryFdEXT +GLAD_API_CALL PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC glad_glImportMemoryWin32HandleEXT; +#define glImportMemoryWin32HandleEXT glad_glImportMemoryWin32HandleEXT +GLAD_API_CALL PFNGLIMPORTMEMORYWIN32NAMEEXTPROC glad_glImportMemoryWin32NameEXT; +#define glImportMemoryWin32NameEXT glad_glImportMemoryWin32NameEXT +GLAD_API_CALL PFNGLIMPORTSEMAPHOREFDEXTPROC glad_glImportSemaphoreFdEXT; +#define glImportSemaphoreFdEXT glad_glImportSemaphoreFdEXT +GLAD_API_CALL PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC glad_glImportSemaphoreWin32HandleEXT; +#define glImportSemaphoreWin32HandleEXT glad_glImportSemaphoreWin32HandleEXT +GLAD_API_CALL PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC glad_glImportSemaphoreWin32NameEXT; +#define glImportSemaphoreWin32NameEXT glad_glImportSemaphoreWin32NameEXT +GLAD_API_CALL PFNGLIMPORTSYNCEXTPROC glad_glImportSyncEXT; +#define glImportSyncEXT glad_glImportSyncEXT +GLAD_API_CALL PFNGLINDEXFORMATNVPROC glad_glIndexFormatNV; +#define glIndexFormatNV glad_glIndexFormatNV +GLAD_API_CALL PFNGLINDEXFUNCEXTPROC glad_glIndexFuncEXT; +#define glIndexFuncEXT glad_glIndexFuncEXT +GLAD_API_CALL PFNGLINDEXMASKPROC glad_glIndexMask; +#define glIndexMask glad_glIndexMask +GLAD_API_CALL PFNGLINDEXMATERIALEXTPROC glad_glIndexMaterialEXT; +#define glIndexMaterialEXT glad_glIndexMaterialEXT +GLAD_API_CALL PFNGLINDEXPOINTERPROC glad_glIndexPointer; +#define glIndexPointer glad_glIndexPointer +GLAD_API_CALL PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT; +#define glIndexPointerEXT glad_glIndexPointerEXT +GLAD_API_CALL PFNGLINDEXPOINTERLISTIBMPROC glad_glIndexPointerListIBM; +#define glIndexPointerListIBM glad_glIndexPointerListIBM +GLAD_API_CALL PFNGLINDEXDPROC glad_glIndexd; +#define glIndexd glad_glIndexd +GLAD_API_CALL PFNGLINDEXDVPROC glad_glIndexdv; +#define glIndexdv glad_glIndexdv +GLAD_API_CALL PFNGLINDEXFPROC glad_glIndexf; +#define glIndexf glad_glIndexf +GLAD_API_CALL PFNGLINDEXFVPROC glad_glIndexfv; +#define glIndexfv glad_glIndexfv +GLAD_API_CALL PFNGLINDEXIPROC glad_glIndexi; +#define glIndexi glad_glIndexi +GLAD_API_CALL PFNGLINDEXIVPROC glad_glIndexiv; +#define glIndexiv glad_glIndexiv +GLAD_API_CALL PFNGLINDEXSPROC glad_glIndexs; +#define glIndexs glad_glIndexs +GLAD_API_CALL PFNGLINDEXSVPROC glad_glIndexsv; +#define glIndexsv glad_glIndexsv +GLAD_API_CALL PFNGLINDEXUBPROC glad_glIndexub; +#define glIndexub glad_glIndexub +GLAD_API_CALL PFNGLINDEXUBVPROC glad_glIndexubv; +#define glIndexubv glad_glIndexubv +GLAD_API_CALL PFNGLINDEXXOESPROC glad_glIndexxOES; +#define glIndexxOES glad_glIndexxOES +GLAD_API_CALL PFNGLINDEXXVOESPROC glad_glIndexxvOES; +#define glIndexxvOES glad_glIndexxvOES +GLAD_API_CALL PFNGLINITNAMESPROC glad_glInitNames; +#define glInitNames glad_glInitNames +GLAD_API_CALL PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT; +#define glInsertComponentEXT glad_glInsertComponentEXT +GLAD_API_CALL PFNGLINSERTEVENTMARKEREXTPROC glad_glInsertEventMarkerEXT; +#define glInsertEventMarkerEXT glad_glInsertEventMarkerEXT +GLAD_API_CALL PFNGLINSTRUMENTSBUFFERSGIXPROC glad_glInstrumentsBufferSGIX; +#define glInstrumentsBufferSGIX glad_glInstrumentsBufferSGIX +GLAD_API_CALL PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +#define glInterleavedArrays glad_glInterleavedArrays +GLAD_API_CALL PFNGLINTERPOLATEPATHSNVPROC glad_glInterpolatePathsNV; +#define glInterpolatePathsNV glad_glInterpolatePathsNV +GLAD_API_CALL PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; +#define glInvalidateBufferData glad_glInvalidateBufferData +GLAD_API_CALL PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; +#define glInvalidateBufferSubData glad_glInvalidateBufferSubData +GLAD_API_CALL PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; +#define glInvalidateFramebuffer glad_glInvalidateFramebuffer +GLAD_API_CALL PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; +#define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData +GLAD_API_CALL PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; +#define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData +GLAD_API_CALL PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; +#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer +GLAD_API_CALL PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; +#define glInvalidateTexImage glad_glInvalidateTexImage +GLAD_API_CALL PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; +#define glInvalidateTexSubImage glad_glInvalidateTexSubImage +GLAD_API_CALL PFNGLISASYNCMARKERSGIXPROC glad_glIsAsyncMarkerSGIX; +#define glIsAsyncMarkerSGIX glad_glIsAsyncMarkerSGIX +GLAD_API_CALL PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +GLAD_API_CALL PFNGLISBUFFERARBPROC glad_glIsBufferARB; +#define glIsBufferARB glad_glIsBufferARB +GLAD_API_CALL PFNGLISBUFFERRESIDENTNVPROC glad_glIsBufferResidentNV; +#define glIsBufferResidentNV glad_glIsBufferResidentNV +GLAD_API_CALL PFNGLISCOMMANDLISTNVPROC glad_glIsCommandListNV; +#define glIsCommandListNV glad_glIsCommandListNV +GLAD_API_CALL PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +GLAD_API_CALL PFNGLISENABLEDINDEXEDEXTPROC glad_glIsEnabledIndexedEXT; +#define glIsEnabledIndexedEXT glad_glIsEnabledIndexedEXT +GLAD_API_CALL PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +GLAD_API_CALL PFNGLISFENCEAPPLEPROC glad_glIsFenceAPPLE; +#define glIsFenceAPPLE glad_glIsFenceAPPLE +GLAD_API_CALL PFNGLISFENCENVPROC glad_glIsFenceNV; +#define glIsFenceNV glad_glIsFenceNV +GLAD_API_CALL PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +GLAD_API_CALL PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT; +#define glIsFramebufferEXT glad_glIsFramebufferEXT +GLAD_API_CALL PFNGLISIMAGEHANDLERESIDENTARBPROC glad_glIsImageHandleResidentARB; +#define glIsImageHandleResidentARB glad_glIsImageHandleResidentARB +GLAD_API_CALL PFNGLISIMAGEHANDLERESIDENTNVPROC glad_glIsImageHandleResidentNV; +#define glIsImageHandleResidentNV glad_glIsImageHandleResidentNV +GLAD_API_CALL PFNGLISLISTPROC glad_glIsList; +#define glIsList glad_glIsList +GLAD_API_CALL PFNGLISMEMORYOBJECTEXTPROC glad_glIsMemoryObjectEXT; +#define glIsMemoryObjectEXT glad_glIsMemoryObjectEXT +GLAD_API_CALL PFNGLISNAMEAMDPROC glad_glIsNameAMD; +#define glIsNameAMD glad_glIsNameAMD +GLAD_API_CALL PFNGLISNAMEDBUFFERRESIDENTNVPROC glad_glIsNamedBufferResidentNV; +#define glIsNamedBufferResidentNV glad_glIsNamedBufferResidentNV +GLAD_API_CALL PFNGLISNAMEDSTRINGARBPROC glad_glIsNamedStringARB; +#define glIsNamedStringARB glad_glIsNamedStringARB +GLAD_API_CALL PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI; +#define glIsObjectBufferATI glad_glIsObjectBufferATI +GLAD_API_CALL PFNGLISOCCLUSIONQUERYNVPROC glad_glIsOcclusionQueryNV; +#define glIsOcclusionQueryNV glad_glIsOcclusionQueryNV +GLAD_API_CALL PFNGLISPATHNVPROC glad_glIsPathNV; +#define glIsPathNV glad_glIsPathNV +GLAD_API_CALL PFNGLISPOINTINFILLPATHNVPROC glad_glIsPointInFillPathNV; +#define glIsPointInFillPathNV glad_glIsPointInFillPathNV +GLAD_API_CALL PFNGLISPOINTINSTROKEPATHNVPROC glad_glIsPointInStrokePathNV; +#define glIsPointInStrokePathNV glad_glIsPointInStrokePathNV +GLAD_API_CALL PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +GLAD_API_CALL PFNGLISPROGRAMARBPROC glad_glIsProgramARB; +#define glIsProgramARB glad_glIsProgramARB +GLAD_API_CALL PFNGLISPROGRAMNVPROC glad_glIsProgramNV; +#define glIsProgramNV glad_glIsProgramNV +GLAD_API_CALL PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; +#define glIsProgramPipeline glad_glIsProgramPipeline +GLAD_API_CALL PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +GLAD_API_CALL PFNGLISQUERYARBPROC glad_glIsQueryARB; +#define glIsQueryARB glad_glIsQueryARB +GLAD_API_CALL PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +GLAD_API_CALL PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT; +#define glIsRenderbufferEXT glad_glIsRenderbufferEXT +GLAD_API_CALL PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +GLAD_API_CALL PFNGLISSEMAPHOREEXTPROC glad_glIsSemaphoreEXT; +#define glIsSemaphoreEXT glad_glIsSemaphoreEXT +GLAD_API_CALL PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +GLAD_API_CALL PFNGLISSTATENVPROC glad_glIsStateNV; +#define glIsStateNV glad_glIsStateNV +GLAD_API_CALL PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +GLAD_API_CALL PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +GLAD_API_CALL PFNGLISTEXTUREEXTPROC glad_glIsTextureEXT; +#define glIsTextureEXT glad_glIsTextureEXT +GLAD_API_CALL PFNGLISTEXTUREHANDLERESIDENTARBPROC glad_glIsTextureHandleResidentARB; +#define glIsTextureHandleResidentARB glad_glIsTextureHandleResidentARB +GLAD_API_CALL PFNGLISTEXTUREHANDLERESIDENTNVPROC glad_glIsTextureHandleResidentNV; +#define glIsTextureHandleResidentNV glad_glIsTextureHandleResidentNV +GLAD_API_CALL PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; +#define glIsTransformFeedback glad_glIsTransformFeedback +GLAD_API_CALL PFNGLISTRANSFORMFEEDBACKNVPROC glad_glIsTransformFeedbackNV; +#define glIsTransformFeedbackNV glad_glIsTransformFeedbackNV +GLAD_API_CALL PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT; +#define glIsVariantEnabledEXT glad_glIsVariantEnabledEXT +GLAD_API_CALL PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +GLAD_API_CALL PFNGLISVERTEXARRAYAPPLEPROC glad_glIsVertexArrayAPPLE; +#define glIsVertexArrayAPPLE glad_glIsVertexArrayAPPLE +GLAD_API_CALL PFNGLISVERTEXATTRIBENABLEDAPPLEPROC glad_glIsVertexAttribEnabledAPPLE; +#define glIsVertexAttribEnabledAPPLE glad_glIsVertexAttribEnabledAPPLE +GLAD_API_CALL PFNGLLGPUCOPYIMAGESUBDATANVXPROC glad_glLGPUCopyImageSubDataNVX; +#define glLGPUCopyImageSubDataNVX glad_glLGPUCopyImageSubDataNVX +GLAD_API_CALL PFNGLLGPUINTERLOCKNVXPROC glad_glLGPUInterlockNVX; +#define glLGPUInterlockNVX glad_glLGPUInterlockNVX +GLAD_API_CALL PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC glad_glLGPUNamedBufferSubDataNVX; +#define glLGPUNamedBufferSubDataNVX glad_glLGPUNamedBufferSubDataNVX +GLAD_API_CALL PFNGLLABELOBJECTEXTPROC glad_glLabelObjectEXT; +#define glLabelObjectEXT glad_glLabelObjectEXT +GLAD_API_CALL PFNGLLIGHTENVISGIXPROC glad_glLightEnviSGIX; +#define glLightEnviSGIX glad_glLightEnviSGIX +GLAD_API_CALL PFNGLLIGHTMODELFPROC glad_glLightModelf; +#define glLightModelf glad_glLightModelf +GLAD_API_CALL PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +#define glLightModelfv glad_glLightModelfv +GLAD_API_CALL PFNGLLIGHTMODELIPROC glad_glLightModeli; +#define glLightModeli glad_glLightModeli +GLAD_API_CALL PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +#define glLightModeliv glad_glLightModeliv +GLAD_API_CALL PFNGLLIGHTMODELXOESPROC glad_glLightModelxOES; +#define glLightModelxOES glad_glLightModelxOES +GLAD_API_CALL PFNGLLIGHTMODELXVOESPROC glad_glLightModelxvOES; +#define glLightModelxvOES glad_glLightModelxvOES +GLAD_API_CALL PFNGLLIGHTFPROC glad_glLightf; +#define glLightf glad_glLightf +GLAD_API_CALL PFNGLLIGHTFVPROC glad_glLightfv; +#define glLightfv glad_glLightfv +GLAD_API_CALL PFNGLLIGHTIPROC glad_glLighti; +#define glLighti glad_glLighti +GLAD_API_CALL PFNGLLIGHTIVPROC glad_glLightiv; +#define glLightiv glad_glLightiv +GLAD_API_CALL PFNGLLIGHTXOESPROC glad_glLightxOES; +#define glLightxOES glad_glLightxOES +GLAD_API_CALL PFNGLLIGHTXVOESPROC glad_glLightxvOES; +#define glLightxvOES glad_glLightxvOES +GLAD_API_CALL PFNGLLINESTIPPLEPROC glad_glLineStipple; +#define glLineStipple glad_glLineStipple +GLAD_API_CALL PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +GLAD_API_CALL PFNGLLINEWIDTHXOESPROC glad_glLineWidthxOES; +#define glLineWidthxOES glad_glLineWidthxOES +GLAD_API_CALL PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +GLAD_API_CALL PFNGLLINKPROGRAMARBPROC glad_glLinkProgramARB; +#define glLinkProgramARB glad_glLinkProgramARB +GLAD_API_CALL PFNGLLISTBASEPROC glad_glListBase; +#define glListBase glad_glListBase +GLAD_API_CALL PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC glad_glListDrawCommandsStatesClientNV; +#define glListDrawCommandsStatesClientNV glad_glListDrawCommandsStatesClientNV +GLAD_API_CALL PFNGLLISTPARAMETERFSGIXPROC glad_glListParameterfSGIX; +#define glListParameterfSGIX glad_glListParameterfSGIX +GLAD_API_CALL PFNGLLISTPARAMETERFVSGIXPROC glad_glListParameterfvSGIX; +#define glListParameterfvSGIX glad_glListParameterfvSGIX +GLAD_API_CALL PFNGLLISTPARAMETERISGIXPROC glad_glListParameteriSGIX; +#define glListParameteriSGIX glad_glListParameteriSGIX +GLAD_API_CALL PFNGLLISTPARAMETERIVSGIXPROC glad_glListParameterivSGIX; +#define glListParameterivSGIX glad_glListParameterivSGIX +GLAD_API_CALL PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +#define glLoadIdentity glad_glLoadIdentity +GLAD_API_CALL PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC glad_glLoadIdentityDeformationMapSGIX; +#define glLoadIdentityDeformationMapSGIX glad_glLoadIdentityDeformationMapSGIX +GLAD_API_CALL PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +#define glLoadMatrixd glad_glLoadMatrixd +GLAD_API_CALL PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +#define glLoadMatrixf glad_glLoadMatrixf +GLAD_API_CALL PFNGLLOADMATRIXXOESPROC glad_glLoadMatrixxOES; +#define glLoadMatrixxOES glad_glLoadMatrixxOES +GLAD_API_CALL PFNGLLOADNAMEPROC glad_glLoadName; +#define glLoadName glad_glLoadName +GLAD_API_CALL PFNGLLOADPROGRAMNVPROC glad_glLoadProgramNV; +#define glLoadProgramNV glad_glLoadProgramNV +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXDARBPROC glad_glLoadTransposeMatrixdARB; +#define glLoadTransposeMatrixdARB glad_glLoadTransposeMatrixdARB +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXFARBPROC glad_glLoadTransposeMatrixfARB; +#define glLoadTransposeMatrixfARB glad_glLoadTransposeMatrixfARB +GLAD_API_CALL PFNGLLOADTRANSPOSEMATRIXXOESPROC glad_glLoadTransposeMatrixxOES; +#define glLoadTransposeMatrixxOES glad_glLoadTransposeMatrixxOES +GLAD_API_CALL PFNGLLOCKARRAYSEXTPROC glad_glLockArraysEXT; +#define glLockArraysEXT glad_glLockArraysEXT +GLAD_API_CALL PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +GLAD_API_CALL PFNGLMAKEBUFFERNONRESIDENTNVPROC glad_glMakeBufferNonResidentNV; +#define glMakeBufferNonResidentNV glad_glMakeBufferNonResidentNV +GLAD_API_CALL PFNGLMAKEBUFFERRESIDENTNVPROC glad_glMakeBufferResidentNV; +#define glMakeBufferResidentNV glad_glMakeBufferResidentNV +GLAD_API_CALL PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC glad_glMakeImageHandleNonResidentARB; +#define glMakeImageHandleNonResidentARB glad_glMakeImageHandleNonResidentARB +GLAD_API_CALL PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC glad_glMakeImageHandleNonResidentNV; +#define glMakeImageHandleNonResidentNV glad_glMakeImageHandleNonResidentNV +GLAD_API_CALL PFNGLMAKEIMAGEHANDLERESIDENTARBPROC glad_glMakeImageHandleResidentARB; +#define glMakeImageHandleResidentARB glad_glMakeImageHandleResidentARB +GLAD_API_CALL PFNGLMAKEIMAGEHANDLERESIDENTNVPROC glad_glMakeImageHandleResidentNV; +#define glMakeImageHandleResidentNV glad_glMakeImageHandleResidentNV +GLAD_API_CALL PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC glad_glMakeNamedBufferNonResidentNV; +#define glMakeNamedBufferNonResidentNV glad_glMakeNamedBufferNonResidentNV +GLAD_API_CALL PFNGLMAKENAMEDBUFFERRESIDENTNVPROC glad_glMakeNamedBufferResidentNV; +#define glMakeNamedBufferResidentNV glad_glMakeNamedBufferResidentNV +GLAD_API_CALL PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC glad_glMakeTextureHandleNonResidentARB; +#define glMakeTextureHandleNonResidentARB glad_glMakeTextureHandleNonResidentARB +GLAD_API_CALL PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC glad_glMakeTextureHandleNonResidentNV; +#define glMakeTextureHandleNonResidentNV glad_glMakeTextureHandleNonResidentNV +GLAD_API_CALL PFNGLMAKETEXTUREHANDLERESIDENTARBPROC glad_glMakeTextureHandleResidentARB; +#define glMakeTextureHandleResidentARB glad_glMakeTextureHandleResidentARB +GLAD_API_CALL PFNGLMAKETEXTUREHANDLERESIDENTNVPROC glad_glMakeTextureHandleResidentNV; +#define glMakeTextureHandleResidentNV glad_glMakeTextureHandleResidentNV +GLAD_API_CALL PFNGLMAP1DPROC glad_glMap1d; +#define glMap1d glad_glMap1d +GLAD_API_CALL PFNGLMAP1FPROC glad_glMap1f; +#define glMap1f glad_glMap1f +GLAD_API_CALL PFNGLMAP1XOESPROC glad_glMap1xOES; +#define glMap1xOES glad_glMap1xOES +GLAD_API_CALL PFNGLMAP2DPROC glad_glMap2d; +#define glMap2d glad_glMap2d +GLAD_API_CALL PFNGLMAP2FPROC glad_glMap2f; +#define glMap2f glad_glMap2f +GLAD_API_CALL PFNGLMAP2XOESPROC glad_glMap2xOES; +#define glMap2xOES glad_glMap2xOES +GLAD_API_CALL PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +GLAD_API_CALL PFNGLMAPBUFFERARBPROC glad_glMapBufferARB; +#define glMapBufferARB glad_glMapBufferARB +GLAD_API_CALL PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +GLAD_API_CALL PFNGLMAPCONTROLPOINTSNVPROC glad_glMapControlPointsNV; +#define glMapControlPointsNV glad_glMapControlPointsNV +GLAD_API_CALL PFNGLMAPGRID1DPROC glad_glMapGrid1d; +#define glMapGrid1d glad_glMapGrid1d +GLAD_API_CALL PFNGLMAPGRID1FPROC glad_glMapGrid1f; +#define glMapGrid1f glad_glMapGrid1f +GLAD_API_CALL PFNGLMAPGRID1XOESPROC glad_glMapGrid1xOES; +#define glMapGrid1xOES glad_glMapGrid1xOES +GLAD_API_CALL PFNGLMAPGRID2DPROC glad_glMapGrid2d; +#define glMapGrid2d glad_glMapGrid2d +GLAD_API_CALL PFNGLMAPGRID2FPROC glad_glMapGrid2f; +#define glMapGrid2f glad_glMapGrid2f +GLAD_API_CALL PFNGLMAPGRID2XOESPROC glad_glMapGrid2xOES; +#define glMapGrid2xOES glad_glMapGrid2xOES +GLAD_API_CALL PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; +#define glMapNamedBuffer glad_glMapNamedBuffer +GLAD_API_CALL PFNGLMAPNAMEDBUFFEREXTPROC glad_glMapNamedBufferEXT; +#define glMapNamedBufferEXT glad_glMapNamedBufferEXT +GLAD_API_CALL PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; +#define glMapNamedBufferRange glad_glMapNamedBufferRange +GLAD_API_CALL PFNGLMAPNAMEDBUFFERRANGEEXTPROC glad_glMapNamedBufferRangeEXT; +#define glMapNamedBufferRangeEXT glad_glMapNamedBufferRangeEXT +GLAD_API_CALL PFNGLMAPOBJECTBUFFERATIPROC glad_glMapObjectBufferATI; +#define glMapObjectBufferATI glad_glMapObjectBufferATI +GLAD_API_CALL PFNGLMAPPARAMETERFVNVPROC glad_glMapParameterfvNV; +#define glMapParameterfvNV glad_glMapParameterfvNV +GLAD_API_CALL PFNGLMAPPARAMETERIVNVPROC glad_glMapParameterivNV; +#define glMapParameterivNV glad_glMapParameterivNV +GLAD_API_CALL PFNGLMAPTEXTURE2DINTELPROC glad_glMapTexture2DINTEL; +#define glMapTexture2DINTEL glad_glMapTexture2DINTEL +GLAD_API_CALL PFNGLMAPVERTEXATTRIB1DAPPLEPROC glad_glMapVertexAttrib1dAPPLE; +#define glMapVertexAttrib1dAPPLE glad_glMapVertexAttrib1dAPPLE +GLAD_API_CALL PFNGLMAPVERTEXATTRIB1FAPPLEPROC glad_glMapVertexAttrib1fAPPLE; +#define glMapVertexAttrib1fAPPLE glad_glMapVertexAttrib1fAPPLE +GLAD_API_CALL PFNGLMAPVERTEXATTRIB2DAPPLEPROC glad_glMapVertexAttrib2dAPPLE; +#define glMapVertexAttrib2dAPPLE glad_glMapVertexAttrib2dAPPLE +GLAD_API_CALL PFNGLMAPVERTEXATTRIB2FAPPLEPROC glad_glMapVertexAttrib2fAPPLE; +#define glMapVertexAttrib2fAPPLE glad_glMapVertexAttrib2fAPPLE +GLAD_API_CALL PFNGLMATERIALFPROC glad_glMaterialf; +#define glMaterialf glad_glMaterialf +GLAD_API_CALL PFNGLMATERIALFVPROC glad_glMaterialfv; +#define glMaterialfv glad_glMaterialfv +GLAD_API_CALL PFNGLMATERIALIPROC glad_glMateriali; +#define glMateriali glad_glMateriali +GLAD_API_CALL PFNGLMATERIALIVPROC glad_glMaterialiv; +#define glMaterialiv glad_glMaterialiv +GLAD_API_CALL PFNGLMATERIALXOESPROC glad_glMaterialxOES; +#define glMaterialxOES glad_glMaterialxOES +GLAD_API_CALL PFNGLMATERIALXVOESPROC glad_glMaterialxvOES; +#define glMaterialxvOES glad_glMaterialxvOES +GLAD_API_CALL PFNGLMATRIXFRUSTUMEXTPROC glad_glMatrixFrustumEXT; +#define glMatrixFrustumEXT glad_glMatrixFrustumEXT +GLAD_API_CALL PFNGLMATRIXINDEXPOINTERARBPROC glad_glMatrixIndexPointerARB; +#define glMatrixIndexPointerARB glad_glMatrixIndexPointerARB +GLAD_API_CALL PFNGLMATRIXINDEXUBVARBPROC glad_glMatrixIndexubvARB; +#define glMatrixIndexubvARB glad_glMatrixIndexubvARB +GLAD_API_CALL PFNGLMATRIXINDEXUIVARBPROC glad_glMatrixIndexuivARB; +#define glMatrixIndexuivARB glad_glMatrixIndexuivARB +GLAD_API_CALL PFNGLMATRIXINDEXUSVARBPROC glad_glMatrixIndexusvARB; +#define glMatrixIndexusvARB glad_glMatrixIndexusvARB +GLAD_API_CALL PFNGLMATRIXLOAD3X2FNVPROC glad_glMatrixLoad3x2fNV; +#define glMatrixLoad3x2fNV glad_glMatrixLoad3x2fNV +GLAD_API_CALL PFNGLMATRIXLOAD3X3FNVPROC glad_glMatrixLoad3x3fNV; +#define glMatrixLoad3x3fNV glad_glMatrixLoad3x3fNV +GLAD_API_CALL PFNGLMATRIXLOADIDENTITYEXTPROC glad_glMatrixLoadIdentityEXT; +#define glMatrixLoadIdentityEXT glad_glMatrixLoadIdentityEXT +GLAD_API_CALL PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC glad_glMatrixLoadTranspose3x3fNV; +#define glMatrixLoadTranspose3x3fNV glad_glMatrixLoadTranspose3x3fNV +GLAD_API_CALL PFNGLMATRIXLOADTRANSPOSEDEXTPROC glad_glMatrixLoadTransposedEXT; +#define glMatrixLoadTransposedEXT glad_glMatrixLoadTransposedEXT +GLAD_API_CALL PFNGLMATRIXLOADTRANSPOSEFEXTPROC glad_glMatrixLoadTransposefEXT; +#define glMatrixLoadTransposefEXT glad_glMatrixLoadTransposefEXT +GLAD_API_CALL PFNGLMATRIXLOADDEXTPROC glad_glMatrixLoaddEXT; +#define glMatrixLoaddEXT glad_glMatrixLoaddEXT +GLAD_API_CALL PFNGLMATRIXLOADFEXTPROC glad_glMatrixLoadfEXT; +#define glMatrixLoadfEXT glad_glMatrixLoadfEXT +GLAD_API_CALL PFNGLMATRIXMODEPROC glad_glMatrixMode; +#define glMatrixMode glad_glMatrixMode +GLAD_API_CALL PFNGLMATRIXMULT3X2FNVPROC glad_glMatrixMult3x2fNV; +#define glMatrixMult3x2fNV glad_glMatrixMult3x2fNV +GLAD_API_CALL PFNGLMATRIXMULT3X3FNVPROC glad_glMatrixMult3x3fNV; +#define glMatrixMult3x3fNV glad_glMatrixMult3x3fNV +GLAD_API_CALL PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC glad_glMatrixMultTranspose3x3fNV; +#define glMatrixMultTranspose3x3fNV glad_glMatrixMultTranspose3x3fNV +GLAD_API_CALL PFNGLMATRIXMULTTRANSPOSEDEXTPROC glad_glMatrixMultTransposedEXT; +#define glMatrixMultTransposedEXT glad_glMatrixMultTransposedEXT +GLAD_API_CALL PFNGLMATRIXMULTTRANSPOSEFEXTPROC glad_glMatrixMultTransposefEXT; +#define glMatrixMultTransposefEXT glad_glMatrixMultTransposefEXT +GLAD_API_CALL PFNGLMATRIXMULTDEXTPROC glad_glMatrixMultdEXT; +#define glMatrixMultdEXT glad_glMatrixMultdEXT +GLAD_API_CALL PFNGLMATRIXMULTFEXTPROC glad_glMatrixMultfEXT; +#define glMatrixMultfEXT glad_glMatrixMultfEXT +GLAD_API_CALL PFNGLMATRIXORTHOEXTPROC glad_glMatrixOrthoEXT; +#define glMatrixOrthoEXT glad_glMatrixOrthoEXT +GLAD_API_CALL PFNGLMATRIXPOPEXTPROC glad_glMatrixPopEXT; +#define glMatrixPopEXT glad_glMatrixPopEXT +GLAD_API_CALL PFNGLMATRIXPUSHEXTPROC glad_glMatrixPushEXT; +#define glMatrixPushEXT glad_glMatrixPushEXT +GLAD_API_CALL PFNGLMATRIXROTATEDEXTPROC glad_glMatrixRotatedEXT; +#define glMatrixRotatedEXT glad_glMatrixRotatedEXT +GLAD_API_CALL PFNGLMATRIXROTATEFEXTPROC glad_glMatrixRotatefEXT; +#define glMatrixRotatefEXT glad_glMatrixRotatefEXT +GLAD_API_CALL PFNGLMATRIXSCALEDEXTPROC glad_glMatrixScaledEXT; +#define glMatrixScaledEXT glad_glMatrixScaledEXT +GLAD_API_CALL PFNGLMATRIXSCALEFEXTPROC glad_glMatrixScalefEXT; +#define glMatrixScalefEXT glad_glMatrixScalefEXT +GLAD_API_CALL PFNGLMATRIXTRANSLATEDEXTPROC glad_glMatrixTranslatedEXT; +#define glMatrixTranslatedEXT glad_glMatrixTranslatedEXT +GLAD_API_CALL PFNGLMATRIXTRANSLATEFEXTPROC glad_glMatrixTranslatefEXT; +#define glMatrixTranslatefEXT glad_glMatrixTranslatefEXT +GLAD_API_CALL PFNGLMAXSHADERCOMPILERTHREADSARBPROC glad_glMaxShaderCompilerThreadsARB; +#define glMaxShaderCompilerThreadsARB glad_glMaxShaderCompilerThreadsARB +GLAD_API_CALL PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glad_glMaxShaderCompilerThreadsKHR; +#define glMaxShaderCompilerThreadsKHR glad_glMaxShaderCompilerThreadsKHR +GLAD_API_CALL PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; +#define glMemoryBarrier glad_glMemoryBarrier +GLAD_API_CALL PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; +#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion +GLAD_API_CALL PFNGLMEMORYBARRIEREXTPROC glad_glMemoryBarrierEXT; +#define glMemoryBarrierEXT glad_glMemoryBarrierEXT +GLAD_API_CALL PFNGLMEMORYOBJECTPARAMETERIVEXTPROC glad_glMemoryObjectParameterivEXT; +#define glMemoryObjectParameterivEXT glad_glMemoryObjectParameterivEXT +GLAD_API_CALL PFNGLMINSAMPLESHADINGARBPROC glad_glMinSampleShadingARB; +#define glMinSampleShadingARB glad_glMinSampleShadingARB +GLAD_API_CALL PFNGLMINMAXPROC glad_glMinmax; +#define glMinmax glad_glMinmax +GLAD_API_CALL PFNGLMINMAXEXTPROC glad_glMinmaxEXT; +#define glMinmaxEXT glad_glMinmaxEXT +GLAD_API_CALL PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +#define glMultMatrixd glad_glMultMatrixd +GLAD_API_CALL PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +#define glMultMatrixf glad_glMultMatrixf +GLAD_API_CALL PFNGLMULTMATRIXXOESPROC glad_glMultMatrixxOES; +#define glMultMatrixxOES glad_glMultMatrixxOES +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +#define glMultTransposeMatrixd glad_glMultTransposeMatrixd +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXDARBPROC glad_glMultTransposeMatrixdARB; +#define glMultTransposeMatrixdARB glad_glMultTransposeMatrixdARB +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +#define glMultTransposeMatrixf glad_glMultTransposeMatrixf +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXFARBPROC glad_glMultTransposeMatrixfARB; +#define glMultTransposeMatrixfARB glad_glMultTransposeMatrixfARB +GLAD_API_CALL PFNGLMULTTRANSPOSEMATRIXXOESPROC glad_glMultTransposeMatrixxOES; +#define glMultTransposeMatrixxOES glad_glMultTransposeMatrixxOES +GLAD_API_CALL PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +GLAD_API_CALL PFNGLMULTIDRAWARRAYSEXTPROC glad_glMultiDrawArraysEXT; +#define glMultiDrawArraysEXT glad_glMultiDrawArraysEXT +GLAD_API_CALL PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; +#define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect +GLAD_API_CALL PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC glad_glMultiDrawArraysIndirectAMD; +#define glMultiDrawArraysIndirectAMD glad_glMultiDrawArraysIndirectAMD +GLAD_API_CALL PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawArraysIndirectBindlessCountNV; +#define glMultiDrawArraysIndirectBindlessCountNV glad_glMultiDrawArraysIndirectBindlessCountNV +GLAD_API_CALL PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC glad_glMultiDrawArraysIndirectBindlessNV; +#define glMultiDrawArraysIndirectBindlessNV glad_glMultiDrawArraysIndirectBindlessNV +GLAD_API_CALL PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC glad_glMultiDrawArraysIndirectCountARB; +#define glMultiDrawArraysIndirectCountARB glad_glMultiDrawArraysIndirectCountARB +GLAD_API_CALL PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC glad_glMultiDrawElementArrayAPPLE; +#define glMultiDrawElementArrayAPPLE glad_glMultiDrawElementArrayAPPLE +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSEXTPROC glad_glMultiDrawElementsEXT; +#define glMultiDrawElementsEXT glad_glMultiDrawElementsEXT +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; +#define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC glad_glMultiDrawElementsIndirectAMD; +#define glMultiDrawElementsIndirectAMD glad_glMultiDrawElementsIndirectAMD +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawElementsIndirectBindlessCountNV; +#define glMultiDrawElementsIndirectBindlessCountNV glad_glMultiDrawElementsIndirectBindlessCountNV +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC glad_glMultiDrawElementsIndirectBindlessNV; +#define glMultiDrawElementsIndirectBindlessNV glad_glMultiDrawElementsIndirectBindlessNV +GLAD_API_CALL PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC glad_glMultiDrawElementsIndirectCountARB; +#define glMultiDrawElementsIndirectCountARB glad_glMultiDrawElementsIndirectCountARB +GLAD_API_CALL PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC glad_glMultiDrawMeshTasksIndirectCountNV; +#define glMultiDrawMeshTasksIndirectCountNV glad_glMultiDrawMeshTasksIndirectCountNV +GLAD_API_CALL PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC glad_glMultiDrawMeshTasksIndirectNV; +#define glMultiDrawMeshTasksIndirectNV glad_glMultiDrawMeshTasksIndirectNV +GLAD_API_CALL PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC glad_glMultiDrawRangeElementArrayAPPLE; +#define glMultiDrawRangeElementArrayAPPLE glad_glMultiDrawRangeElementArrayAPPLE +GLAD_API_CALL PFNGLMULTIMODEDRAWARRAYSIBMPROC glad_glMultiModeDrawArraysIBM; +#define glMultiModeDrawArraysIBM glad_glMultiModeDrawArraysIBM +GLAD_API_CALL PFNGLMULTIMODEDRAWELEMENTSIBMPROC glad_glMultiModeDrawElementsIBM; +#define glMultiModeDrawElementsIBM glad_glMultiModeDrawElementsIBM +GLAD_API_CALL PFNGLMULTITEXBUFFEREXTPROC glad_glMultiTexBufferEXT; +#define glMultiTexBufferEXT glad_glMultiTexBufferEXT +GLAD_API_CALL PFNGLMULTITEXCOORD1BOESPROC glad_glMultiTexCoord1bOES; +#define glMultiTexCoord1bOES glad_glMultiTexCoord1bOES +GLAD_API_CALL PFNGLMULTITEXCOORD1BVOESPROC glad_glMultiTexCoord1bvOES; +#define glMultiTexCoord1bvOES glad_glMultiTexCoord1bvOES +GLAD_API_CALL PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +#define glMultiTexCoord1d glad_glMultiTexCoord1d +GLAD_API_CALL PFNGLMULTITEXCOORD1DARBPROC glad_glMultiTexCoord1dARB; +#define glMultiTexCoord1dARB glad_glMultiTexCoord1dARB +GLAD_API_CALL PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +#define glMultiTexCoord1dv glad_glMultiTexCoord1dv +GLAD_API_CALL PFNGLMULTITEXCOORD1DVARBPROC glad_glMultiTexCoord1dvARB; +#define glMultiTexCoord1dvARB glad_glMultiTexCoord1dvARB +GLAD_API_CALL PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +#define glMultiTexCoord1f glad_glMultiTexCoord1f +GLAD_API_CALL PFNGLMULTITEXCOORD1FARBPROC glad_glMultiTexCoord1fARB; +#define glMultiTexCoord1fARB glad_glMultiTexCoord1fARB +GLAD_API_CALL PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +#define glMultiTexCoord1fv glad_glMultiTexCoord1fv +GLAD_API_CALL PFNGLMULTITEXCOORD1FVARBPROC glad_glMultiTexCoord1fvARB; +#define glMultiTexCoord1fvARB glad_glMultiTexCoord1fvARB +GLAD_API_CALL PFNGLMULTITEXCOORD1HNVPROC glad_glMultiTexCoord1hNV; +#define glMultiTexCoord1hNV glad_glMultiTexCoord1hNV +GLAD_API_CALL PFNGLMULTITEXCOORD1HVNVPROC glad_glMultiTexCoord1hvNV; +#define glMultiTexCoord1hvNV glad_glMultiTexCoord1hvNV +GLAD_API_CALL PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +#define glMultiTexCoord1i glad_glMultiTexCoord1i +GLAD_API_CALL PFNGLMULTITEXCOORD1IARBPROC glad_glMultiTexCoord1iARB; +#define glMultiTexCoord1iARB glad_glMultiTexCoord1iARB +GLAD_API_CALL PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +#define glMultiTexCoord1iv glad_glMultiTexCoord1iv +GLAD_API_CALL PFNGLMULTITEXCOORD1IVARBPROC glad_glMultiTexCoord1ivARB; +#define glMultiTexCoord1ivARB glad_glMultiTexCoord1ivARB +GLAD_API_CALL PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +#define glMultiTexCoord1s glad_glMultiTexCoord1s +GLAD_API_CALL PFNGLMULTITEXCOORD1SARBPROC glad_glMultiTexCoord1sARB; +#define glMultiTexCoord1sARB glad_glMultiTexCoord1sARB +GLAD_API_CALL PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +#define glMultiTexCoord1sv glad_glMultiTexCoord1sv +GLAD_API_CALL PFNGLMULTITEXCOORD1SVARBPROC glad_glMultiTexCoord1svARB; +#define glMultiTexCoord1svARB glad_glMultiTexCoord1svARB +GLAD_API_CALL PFNGLMULTITEXCOORD1XOESPROC glad_glMultiTexCoord1xOES; +#define glMultiTexCoord1xOES glad_glMultiTexCoord1xOES +GLAD_API_CALL PFNGLMULTITEXCOORD1XVOESPROC glad_glMultiTexCoord1xvOES; +#define glMultiTexCoord1xvOES glad_glMultiTexCoord1xvOES +GLAD_API_CALL PFNGLMULTITEXCOORD2BOESPROC glad_glMultiTexCoord2bOES; +#define glMultiTexCoord2bOES glad_glMultiTexCoord2bOES +GLAD_API_CALL PFNGLMULTITEXCOORD2BVOESPROC glad_glMultiTexCoord2bvOES; +#define glMultiTexCoord2bvOES glad_glMultiTexCoord2bvOES +GLAD_API_CALL PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +#define glMultiTexCoord2d glad_glMultiTexCoord2d +GLAD_API_CALL PFNGLMULTITEXCOORD2DARBPROC glad_glMultiTexCoord2dARB; +#define glMultiTexCoord2dARB glad_glMultiTexCoord2dARB +GLAD_API_CALL PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +#define glMultiTexCoord2dv glad_glMultiTexCoord2dv +GLAD_API_CALL PFNGLMULTITEXCOORD2DVARBPROC glad_glMultiTexCoord2dvARB; +#define glMultiTexCoord2dvARB glad_glMultiTexCoord2dvARB +GLAD_API_CALL PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +#define glMultiTexCoord2f glad_glMultiTexCoord2f +GLAD_API_CALL PFNGLMULTITEXCOORD2FARBPROC glad_glMultiTexCoord2fARB; +#define glMultiTexCoord2fARB glad_glMultiTexCoord2fARB +GLAD_API_CALL PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +#define glMultiTexCoord2fv glad_glMultiTexCoord2fv +GLAD_API_CALL PFNGLMULTITEXCOORD2FVARBPROC glad_glMultiTexCoord2fvARB; +#define glMultiTexCoord2fvARB glad_glMultiTexCoord2fvARB +GLAD_API_CALL PFNGLMULTITEXCOORD2HNVPROC glad_glMultiTexCoord2hNV; +#define glMultiTexCoord2hNV glad_glMultiTexCoord2hNV +GLAD_API_CALL PFNGLMULTITEXCOORD2HVNVPROC glad_glMultiTexCoord2hvNV; +#define glMultiTexCoord2hvNV glad_glMultiTexCoord2hvNV +GLAD_API_CALL PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +#define glMultiTexCoord2i glad_glMultiTexCoord2i +GLAD_API_CALL PFNGLMULTITEXCOORD2IARBPROC glad_glMultiTexCoord2iARB; +#define glMultiTexCoord2iARB glad_glMultiTexCoord2iARB +GLAD_API_CALL PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +#define glMultiTexCoord2iv glad_glMultiTexCoord2iv +GLAD_API_CALL PFNGLMULTITEXCOORD2IVARBPROC glad_glMultiTexCoord2ivARB; +#define glMultiTexCoord2ivARB glad_glMultiTexCoord2ivARB +GLAD_API_CALL PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +#define glMultiTexCoord2s glad_glMultiTexCoord2s +GLAD_API_CALL PFNGLMULTITEXCOORD2SARBPROC glad_glMultiTexCoord2sARB; +#define glMultiTexCoord2sARB glad_glMultiTexCoord2sARB +GLAD_API_CALL PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +#define glMultiTexCoord2sv glad_glMultiTexCoord2sv +GLAD_API_CALL PFNGLMULTITEXCOORD2SVARBPROC glad_glMultiTexCoord2svARB; +#define glMultiTexCoord2svARB glad_glMultiTexCoord2svARB +GLAD_API_CALL PFNGLMULTITEXCOORD2XOESPROC glad_glMultiTexCoord2xOES; +#define glMultiTexCoord2xOES glad_glMultiTexCoord2xOES +GLAD_API_CALL PFNGLMULTITEXCOORD2XVOESPROC glad_glMultiTexCoord2xvOES; +#define glMultiTexCoord2xvOES glad_glMultiTexCoord2xvOES +GLAD_API_CALL PFNGLMULTITEXCOORD3BOESPROC glad_glMultiTexCoord3bOES; +#define glMultiTexCoord3bOES glad_glMultiTexCoord3bOES +GLAD_API_CALL PFNGLMULTITEXCOORD3BVOESPROC glad_glMultiTexCoord3bvOES; +#define glMultiTexCoord3bvOES glad_glMultiTexCoord3bvOES +GLAD_API_CALL PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +#define glMultiTexCoord3d glad_glMultiTexCoord3d +GLAD_API_CALL PFNGLMULTITEXCOORD3DARBPROC glad_glMultiTexCoord3dARB; +#define glMultiTexCoord3dARB glad_glMultiTexCoord3dARB +GLAD_API_CALL PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +#define glMultiTexCoord3dv glad_glMultiTexCoord3dv +GLAD_API_CALL PFNGLMULTITEXCOORD3DVARBPROC glad_glMultiTexCoord3dvARB; +#define glMultiTexCoord3dvARB glad_glMultiTexCoord3dvARB +GLAD_API_CALL PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +#define glMultiTexCoord3f glad_glMultiTexCoord3f +GLAD_API_CALL PFNGLMULTITEXCOORD3FARBPROC glad_glMultiTexCoord3fARB; +#define glMultiTexCoord3fARB glad_glMultiTexCoord3fARB +GLAD_API_CALL PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +#define glMultiTexCoord3fv glad_glMultiTexCoord3fv +GLAD_API_CALL PFNGLMULTITEXCOORD3FVARBPROC glad_glMultiTexCoord3fvARB; +#define glMultiTexCoord3fvARB glad_glMultiTexCoord3fvARB +GLAD_API_CALL PFNGLMULTITEXCOORD3HNVPROC glad_glMultiTexCoord3hNV; +#define glMultiTexCoord3hNV glad_glMultiTexCoord3hNV +GLAD_API_CALL PFNGLMULTITEXCOORD3HVNVPROC glad_glMultiTexCoord3hvNV; +#define glMultiTexCoord3hvNV glad_glMultiTexCoord3hvNV +GLAD_API_CALL PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +#define glMultiTexCoord3i glad_glMultiTexCoord3i +GLAD_API_CALL PFNGLMULTITEXCOORD3IARBPROC glad_glMultiTexCoord3iARB; +#define glMultiTexCoord3iARB glad_glMultiTexCoord3iARB +GLAD_API_CALL PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +#define glMultiTexCoord3iv glad_glMultiTexCoord3iv +GLAD_API_CALL PFNGLMULTITEXCOORD3IVARBPROC glad_glMultiTexCoord3ivARB; +#define glMultiTexCoord3ivARB glad_glMultiTexCoord3ivARB +GLAD_API_CALL PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +#define glMultiTexCoord3s glad_glMultiTexCoord3s +GLAD_API_CALL PFNGLMULTITEXCOORD3SARBPROC glad_glMultiTexCoord3sARB; +#define glMultiTexCoord3sARB glad_glMultiTexCoord3sARB +GLAD_API_CALL PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +#define glMultiTexCoord3sv glad_glMultiTexCoord3sv +GLAD_API_CALL PFNGLMULTITEXCOORD3SVARBPROC glad_glMultiTexCoord3svARB; +#define glMultiTexCoord3svARB glad_glMultiTexCoord3svARB +GLAD_API_CALL PFNGLMULTITEXCOORD3XOESPROC glad_glMultiTexCoord3xOES; +#define glMultiTexCoord3xOES glad_glMultiTexCoord3xOES +GLAD_API_CALL PFNGLMULTITEXCOORD3XVOESPROC glad_glMultiTexCoord3xvOES; +#define glMultiTexCoord3xvOES glad_glMultiTexCoord3xvOES +GLAD_API_CALL PFNGLMULTITEXCOORD4BOESPROC glad_glMultiTexCoord4bOES; +#define glMultiTexCoord4bOES glad_glMultiTexCoord4bOES +GLAD_API_CALL PFNGLMULTITEXCOORD4BVOESPROC glad_glMultiTexCoord4bvOES; +#define glMultiTexCoord4bvOES glad_glMultiTexCoord4bvOES +GLAD_API_CALL PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +#define glMultiTexCoord4d glad_glMultiTexCoord4d +GLAD_API_CALL PFNGLMULTITEXCOORD4DARBPROC glad_glMultiTexCoord4dARB; +#define glMultiTexCoord4dARB glad_glMultiTexCoord4dARB +GLAD_API_CALL PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +#define glMultiTexCoord4dv glad_glMultiTexCoord4dv +GLAD_API_CALL PFNGLMULTITEXCOORD4DVARBPROC glad_glMultiTexCoord4dvARB; +#define glMultiTexCoord4dvARB glad_glMultiTexCoord4dvARB +GLAD_API_CALL PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +#define glMultiTexCoord4f glad_glMultiTexCoord4f +GLAD_API_CALL PFNGLMULTITEXCOORD4FARBPROC glad_glMultiTexCoord4fARB; +#define glMultiTexCoord4fARB glad_glMultiTexCoord4fARB +GLAD_API_CALL PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +#define glMultiTexCoord4fv glad_glMultiTexCoord4fv +GLAD_API_CALL PFNGLMULTITEXCOORD4FVARBPROC glad_glMultiTexCoord4fvARB; +#define glMultiTexCoord4fvARB glad_glMultiTexCoord4fvARB +GLAD_API_CALL PFNGLMULTITEXCOORD4HNVPROC glad_glMultiTexCoord4hNV; +#define glMultiTexCoord4hNV glad_glMultiTexCoord4hNV +GLAD_API_CALL PFNGLMULTITEXCOORD4HVNVPROC glad_glMultiTexCoord4hvNV; +#define glMultiTexCoord4hvNV glad_glMultiTexCoord4hvNV +GLAD_API_CALL PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +#define glMultiTexCoord4i glad_glMultiTexCoord4i +GLAD_API_CALL PFNGLMULTITEXCOORD4IARBPROC glad_glMultiTexCoord4iARB; +#define glMultiTexCoord4iARB glad_glMultiTexCoord4iARB +GLAD_API_CALL PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +#define glMultiTexCoord4iv glad_glMultiTexCoord4iv +GLAD_API_CALL PFNGLMULTITEXCOORD4IVARBPROC glad_glMultiTexCoord4ivARB; +#define glMultiTexCoord4ivARB glad_glMultiTexCoord4ivARB +GLAD_API_CALL PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +#define glMultiTexCoord4s glad_glMultiTexCoord4s +GLAD_API_CALL PFNGLMULTITEXCOORD4SARBPROC glad_glMultiTexCoord4sARB; +#define glMultiTexCoord4sARB glad_glMultiTexCoord4sARB +GLAD_API_CALL PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +#define glMultiTexCoord4sv glad_glMultiTexCoord4sv +GLAD_API_CALL PFNGLMULTITEXCOORD4SVARBPROC glad_glMultiTexCoord4svARB; +#define glMultiTexCoord4svARB glad_glMultiTexCoord4svARB +GLAD_API_CALL PFNGLMULTITEXCOORD4XOESPROC glad_glMultiTexCoord4xOES; +#define glMultiTexCoord4xOES glad_glMultiTexCoord4xOES +GLAD_API_CALL PFNGLMULTITEXCOORD4XVOESPROC glad_glMultiTexCoord4xvOES; +#define glMultiTexCoord4xvOES glad_glMultiTexCoord4xvOES +GLAD_API_CALL PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +GLAD_API_CALL PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +GLAD_API_CALL PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +GLAD_API_CALL PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +GLAD_API_CALL PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +GLAD_API_CALL PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +GLAD_API_CALL PFNGLMULTITEXCOORDPOINTEREXTPROC glad_glMultiTexCoordPointerEXT; +#define glMultiTexCoordPointerEXT glad_glMultiTexCoordPointerEXT +GLAD_API_CALL PFNGLMULTITEXENVFEXTPROC glad_glMultiTexEnvfEXT; +#define glMultiTexEnvfEXT glad_glMultiTexEnvfEXT +GLAD_API_CALL PFNGLMULTITEXENVFVEXTPROC glad_glMultiTexEnvfvEXT; +#define glMultiTexEnvfvEXT glad_glMultiTexEnvfvEXT +GLAD_API_CALL PFNGLMULTITEXENVIEXTPROC glad_glMultiTexEnviEXT; +#define glMultiTexEnviEXT glad_glMultiTexEnviEXT +GLAD_API_CALL PFNGLMULTITEXENVIVEXTPROC glad_glMultiTexEnvivEXT; +#define glMultiTexEnvivEXT glad_glMultiTexEnvivEXT +GLAD_API_CALL PFNGLMULTITEXGENDEXTPROC glad_glMultiTexGendEXT; +#define glMultiTexGendEXT glad_glMultiTexGendEXT +GLAD_API_CALL PFNGLMULTITEXGENDVEXTPROC glad_glMultiTexGendvEXT; +#define glMultiTexGendvEXT glad_glMultiTexGendvEXT +GLAD_API_CALL PFNGLMULTITEXGENFEXTPROC glad_glMultiTexGenfEXT; +#define glMultiTexGenfEXT glad_glMultiTexGenfEXT +GLAD_API_CALL PFNGLMULTITEXGENFVEXTPROC glad_glMultiTexGenfvEXT; +#define glMultiTexGenfvEXT glad_glMultiTexGenfvEXT +GLAD_API_CALL PFNGLMULTITEXGENIEXTPROC glad_glMultiTexGeniEXT; +#define glMultiTexGeniEXT glad_glMultiTexGeniEXT +GLAD_API_CALL PFNGLMULTITEXGENIVEXTPROC glad_glMultiTexGenivEXT; +#define glMultiTexGenivEXT glad_glMultiTexGenivEXT +GLAD_API_CALL PFNGLMULTITEXIMAGE1DEXTPROC glad_glMultiTexImage1DEXT; +#define glMultiTexImage1DEXT glad_glMultiTexImage1DEXT +GLAD_API_CALL PFNGLMULTITEXIMAGE2DEXTPROC glad_glMultiTexImage2DEXT; +#define glMultiTexImage2DEXT glad_glMultiTexImage2DEXT +GLAD_API_CALL PFNGLMULTITEXIMAGE3DEXTPROC glad_glMultiTexImage3DEXT; +#define glMultiTexImage3DEXT glad_glMultiTexImage3DEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERIIVEXTPROC glad_glMultiTexParameterIivEXT; +#define glMultiTexParameterIivEXT glad_glMultiTexParameterIivEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERIUIVEXTPROC glad_glMultiTexParameterIuivEXT; +#define glMultiTexParameterIuivEXT glad_glMultiTexParameterIuivEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERFEXTPROC glad_glMultiTexParameterfEXT; +#define glMultiTexParameterfEXT glad_glMultiTexParameterfEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERFVEXTPROC glad_glMultiTexParameterfvEXT; +#define glMultiTexParameterfvEXT glad_glMultiTexParameterfvEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERIEXTPROC glad_glMultiTexParameteriEXT; +#define glMultiTexParameteriEXT glad_glMultiTexParameteriEXT +GLAD_API_CALL PFNGLMULTITEXPARAMETERIVEXTPROC glad_glMultiTexParameterivEXT; +#define glMultiTexParameterivEXT glad_glMultiTexParameterivEXT +GLAD_API_CALL PFNGLMULTITEXRENDERBUFFEREXTPROC glad_glMultiTexRenderbufferEXT; +#define glMultiTexRenderbufferEXT glad_glMultiTexRenderbufferEXT +GLAD_API_CALL PFNGLMULTITEXSUBIMAGE1DEXTPROC glad_glMultiTexSubImage1DEXT; +#define glMultiTexSubImage1DEXT glad_glMultiTexSubImage1DEXT +GLAD_API_CALL PFNGLMULTITEXSUBIMAGE2DEXTPROC glad_glMultiTexSubImage2DEXT; +#define glMultiTexSubImage2DEXT glad_glMultiTexSubImage2DEXT +GLAD_API_CALL PFNGLMULTITEXSUBIMAGE3DEXTPROC glad_glMultiTexSubImage3DEXT; +#define glMultiTexSubImage3DEXT glad_glMultiTexSubImage3DEXT +GLAD_API_CALL PFNGLMULTICASTBARRIERNVPROC glad_glMulticastBarrierNV; +#define glMulticastBarrierNV glad_glMulticastBarrierNV +GLAD_API_CALL PFNGLMULTICASTBLITFRAMEBUFFERNVPROC glad_glMulticastBlitFramebufferNV; +#define glMulticastBlitFramebufferNV glad_glMulticastBlitFramebufferNV +GLAD_API_CALL PFNGLMULTICASTBUFFERSUBDATANVPROC glad_glMulticastBufferSubDataNV; +#define glMulticastBufferSubDataNV glad_glMulticastBufferSubDataNV +GLAD_API_CALL PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC glad_glMulticastCopyBufferSubDataNV; +#define glMulticastCopyBufferSubDataNV glad_glMulticastCopyBufferSubDataNV +GLAD_API_CALL PFNGLMULTICASTCOPYIMAGESUBDATANVPROC glad_glMulticastCopyImageSubDataNV; +#define glMulticastCopyImageSubDataNV glad_glMulticastCopyImageSubDataNV +GLAD_API_CALL PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glMulticastFramebufferSampleLocationsfvNV; +#define glMulticastFramebufferSampleLocationsfvNV glad_glMulticastFramebufferSampleLocationsfvNV +GLAD_API_CALL PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC glad_glMulticastGetQueryObjecti64vNV; +#define glMulticastGetQueryObjecti64vNV glad_glMulticastGetQueryObjecti64vNV +GLAD_API_CALL PFNGLMULTICASTGETQUERYOBJECTIVNVPROC glad_glMulticastGetQueryObjectivNV; +#define glMulticastGetQueryObjectivNV glad_glMulticastGetQueryObjectivNV +GLAD_API_CALL PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC glad_glMulticastGetQueryObjectui64vNV; +#define glMulticastGetQueryObjectui64vNV glad_glMulticastGetQueryObjectui64vNV +GLAD_API_CALL PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC glad_glMulticastGetQueryObjectuivNV; +#define glMulticastGetQueryObjectuivNV glad_glMulticastGetQueryObjectuivNV +GLAD_API_CALL PFNGLMULTICASTSCISSORARRAYVNVXPROC glad_glMulticastScissorArrayvNVX; +#define glMulticastScissorArrayvNVX glad_glMulticastScissorArrayvNVX +GLAD_API_CALL PFNGLMULTICASTVIEWPORTARRAYVNVXPROC glad_glMulticastViewportArrayvNVX; +#define glMulticastViewportArrayvNVX glad_glMulticastViewportArrayvNVX +GLAD_API_CALL PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC glad_glMulticastViewportPositionWScaleNVX; +#define glMulticastViewportPositionWScaleNVX glad_glMulticastViewportPositionWScaleNVX +GLAD_API_CALL PFNGLMULTICASTWAITSYNCNVPROC glad_glMulticastWaitSyncNV; +#define glMulticastWaitSyncNV glad_glMulticastWaitSyncNV +GLAD_API_CALL PFNGLNAMEDBUFFERATTACHMEMORYNVPROC glad_glNamedBufferAttachMemoryNV; +#define glNamedBufferAttachMemoryNV glad_glNamedBufferAttachMemoryNV +GLAD_API_CALL PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; +#define glNamedBufferData glad_glNamedBufferData +GLAD_API_CALL PFNGLNAMEDBUFFERDATAEXTPROC glad_glNamedBufferDataEXT; +#define glNamedBufferDataEXT glad_glNamedBufferDataEXT +GLAD_API_CALL PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC glad_glNamedBufferPageCommitmentARB; +#define glNamedBufferPageCommitmentARB glad_glNamedBufferPageCommitmentARB +GLAD_API_CALL PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC glad_glNamedBufferPageCommitmentEXT; +#define glNamedBufferPageCommitmentEXT glad_glNamedBufferPageCommitmentEXT +GLAD_API_CALL PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC glad_glNamedBufferPageCommitmentMemNV; +#define glNamedBufferPageCommitmentMemNV glad_glNamedBufferPageCommitmentMemNV +GLAD_API_CALL PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; +#define glNamedBufferStorage glad_glNamedBufferStorage +GLAD_API_CALL PFNGLNAMEDBUFFERSTORAGEEXTPROC glad_glNamedBufferStorageEXT; +#define glNamedBufferStorageEXT glad_glNamedBufferStorageEXT +GLAD_API_CALL PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC glad_glNamedBufferStorageExternalEXT; +#define glNamedBufferStorageExternalEXT glad_glNamedBufferStorageExternalEXT +GLAD_API_CALL PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC glad_glNamedBufferStorageMemEXT; +#define glNamedBufferStorageMemEXT glad_glNamedBufferStorageMemEXT +GLAD_API_CALL PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; +#define glNamedBufferSubData glad_glNamedBufferSubData +GLAD_API_CALL PFNGLNAMEDBUFFERSUBDATAEXTPROC glad_glNamedBufferSubDataEXT; +#define glNamedBufferSubDataEXT glad_glNamedBufferSubDataEXT +GLAD_API_CALL PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC glad_glNamedCopyBufferSubDataEXT; +#define glNamedCopyBufferSubDataEXT glad_glNamedCopyBufferSubDataEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; +#define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; +#define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; +#define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC glad_glNamedFramebufferParameteriEXT; +#define glNamedFramebufferParameteriEXT glad_glNamedFramebufferParameteriEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; +#define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; +#define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC glad_glNamedFramebufferRenderbufferEXT; +#define glNamedFramebufferRenderbufferEXT glad_glNamedFramebufferRenderbufferEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB; +#define glNamedFramebufferSampleLocationsfvARB glad_glNamedFramebufferSampleLocationsfvARB +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glNamedFramebufferSampleLocationsfvNV; +#define glNamedFramebufferSampleLocationsfvNV glad_glNamedFramebufferSampleLocationsfvNV +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glNamedFramebufferSamplePositionsfvAMD; +#define glNamedFramebufferSamplePositionsfvAMD glad_glNamedFramebufferSamplePositionsfvAMD +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; +#define glNamedFramebufferTexture glad_glNamedFramebufferTexture +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC glad_glNamedFramebufferTexture1DEXT; +#define glNamedFramebufferTexture1DEXT glad_glNamedFramebufferTexture1DEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC glad_glNamedFramebufferTexture2DEXT; +#define glNamedFramebufferTexture2DEXT glad_glNamedFramebufferTexture2DEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC glad_glNamedFramebufferTexture3DEXT; +#define glNamedFramebufferTexture3DEXT glad_glNamedFramebufferTexture3DEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC glad_glNamedFramebufferTextureEXT; +#define glNamedFramebufferTextureEXT glad_glNamedFramebufferTextureEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC glad_glNamedFramebufferTextureFaceEXT; +#define glNamedFramebufferTextureFaceEXT glad_glNamedFramebufferTextureFaceEXT +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; +#define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer +GLAD_API_CALL PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC glad_glNamedFramebufferTextureLayerEXT; +#define glNamedFramebufferTextureLayerEXT glad_glNamedFramebufferTextureLayerEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC glad_glNamedProgramLocalParameter4dEXT; +#define glNamedProgramLocalParameter4dEXT glad_glNamedProgramLocalParameter4dEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC glad_glNamedProgramLocalParameter4dvEXT; +#define glNamedProgramLocalParameter4dvEXT glad_glNamedProgramLocalParameter4dvEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC glad_glNamedProgramLocalParameter4fEXT; +#define glNamedProgramLocalParameter4fEXT glad_glNamedProgramLocalParameter4fEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC glad_glNamedProgramLocalParameter4fvEXT; +#define glNamedProgramLocalParameter4fvEXT glad_glNamedProgramLocalParameter4fvEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC glad_glNamedProgramLocalParameterI4iEXT; +#define glNamedProgramLocalParameterI4iEXT glad_glNamedProgramLocalParameterI4iEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC glad_glNamedProgramLocalParameterI4ivEXT; +#define glNamedProgramLocalParameterI4ivEXT glad_glNamedProgramLocalParameterI4ivEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC glad_glNamedProgramLocalParameterI4uiEXT; +#define glNamedProgramLocalParameterI4uiEXT glad_glNamedProgramLocalParameterI4uiEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC glad_glNamedProgramLocalParameterI4uivEXT; +#define glNamedProgramLocalParameterI4uivEXT glad_glNamedProgramLocalParameterI4uivEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glNamedProgramLocalParameters4fvEXT; +#define glNamedProgramLocalParameters4fvEXT glad_glNamedProgramLocalParameters4fvEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC glad_glNamedProgramLocalParametersI4ivEXT; +#define glNamedProgramLocalParametersI4ivEXT glad_glNamedProgramLocalParametersI4ivEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC glad_glNamedProgramLocalParametersI4uivEXT; +#define glNamedProgramLocalParametersI4uivEXT glad_glNamedProgramLocalParametersI4uivEXT +GLAD_API_CALL PFNGLNAMEDPROGRAMSTRINGEXTPROC glad_glNamedProgramStringEXT; +#define glNamedProgramStringEXT glad_glNamedProgramStringEXT +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; +#define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC glad_glNamedRenderbufferStorageEXT; +#define glNamedRenderbufferStorageEXT glad_glNamedRenderbufferStorageEXT +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; +#define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glNamedRenderbufferStorageMultisampleAdvancedAMD; +#define glNamedRenderbufferStorageMultisampleAdvancedAMD glad_glNamedRenderbufferStorageMultisampleAdvancedAMD +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC glad_glNamedRenderbufferStorageMultisampleCoverageEXT; +#define glNamedRenderbufferStorageMultisampleCoverageEXT glad_glNamedRenderbufferStorageMultisampleCoverageEXT +GLAD_API_CALL PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glNamedRenderbufferStorageMultisampleEXT; +#define glNamedRenderbufferStorageMultisampleEXT glad_glNamedRenderbufferStorageMultisampleEXT +GLAD_API_CALL PFNGLNAMEDSTRINGARBPROC glad_glNamedStringARB; +#define glNamedStringARB glad_glNamedStringARB +GLAD_API_CALL PFNGLNEWLISTPROC glad_glNewList; +#define glNewList glad_glNewList +GLAD_API_CALL PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI; +#define glNewObjectBufferATI glad_glNewObjectBufferATI +GLAD_API_CALL PFNGLNORMAL3BPROC glad_glNormal3b; +#define glNormal3b glad_glNormal3b +GLAD_API_CALL PFNGLNORMAL3BVPROC glad_glNormal3bv; +#define glNormal3bv glad_glNormal3bv +GLAD_API_CALL PFNGLNORMAL3DPROC glad_glNormal3d; +#define glNormal3d glad_glNormal3d +GLAD_API_CALL PFNGLNORMAL3DVPROC glad_glNormal3dv; +#define glNormal3dv glad_glNormal3dv +GLAD_API_CALL PFNGLNORMAL3FPROC glad_glNormal3f; +#define glNormal3f glad_glNormal3f +GLAD_API_CALL PFNGLNORMAL3FVERTEX3FSUNPROC glad_glNormal3fVertex3fSUN; +#define glNormal3fVertex3fSUN glad_glNormal3fVertex3fSUN +GLAD_API_CALL PFNGLNORMAL3FVERTEX3FVSUNPROC glad_glNormal3fVertex3fvSUN; +#define glNormal3fVertex3fvSUN glad_glNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLNORMAL3FVPROC glad_glNormal3fv; +#define glNormal3fv glad_glNormal3fv +GLAD_API_CALL PFNGLNORMAL3HNVPROC glad_glNormal3hNV; +#define glNormal3hNV glad_glNormal3hNV +GLAD_API_CALL PFNGLNORMAL3HVNVPROC glad_glNormal3hvNV; +#define glNormal3hvNV glad_glNormal3hvNV +GLAD_API_CALL PFNGLNORMAL3IPROC glad_glNormal3i; +#define glNormal3i glad_glNormal3i +GLAD_API_CALL PFNGLNORMAL3IVPROC glad_glNormal3iv; +#define glNormal3iv glad_glNormal3iv +GLAD_API_CALL PFNGLNORMAL3SPROC glad_glNormal3s; +#define glNormal3s glad_glNormal3s +GLAD_API_CALL PFNGLNORMAL3SVPROC glad_glNormal3sv; +#define glNormal3sv glad_glNormal3sv +GLAD_API_CALL PFNGLNORMAL3XOESPROC glad_glNormal3xOES; +#define glNormal3xOES glad_glNormal3xOES +GLAD_API_CALL PFNGLNORMAL3XVOESPROC glad_glNormal3xvOES; +#define glNormal3xvOES glad_glNormal3xvOES +GLAD_API_CALL PFNGLNORMALFORMATNVPROC glad_glNormalFormatNV; +#define glNormalFormatNV glad_glNormalFormatNV +GLAD_API_CALL PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +GLAD_API_CALL PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +GLAD_API_CALL PFNGLNORMALPOINTERPROC glad_glNormalPointer; +#define glNormalPointer glad_glNormalPointer +GLAD_API_CALL PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT; +#define glNormalPointerEXT glad_glNormalPointerEXT +GLAD_API_CALL PFNGLNORMALPOINTERLISTIBMPROC glad_glNormalPointerListIBM; +#define glNormalPointerListIBM glad_glNormalPointerListIBM +GLAD_API_CALL PFNGLNORMALPOINTERVINTELPROC glad_glNormalPointervINTEL; +#define glNormalPointervINTEL glad_glNormalPointervINTEL +GLAD_API_CALL PFNGLNORMALSTREAM3BATIPROC glad_glNormalStream3bATI; +#define glNormalStream3bATI glad_glNormalStream3bATI +GLAD_API_CALL PFNGLNORMALSTREAM3BVATIPROC glad_glNormalStream3bvATI; +#define glNormalStream3bvATI glad_glNormalStream3bvATI +GLAD_API_CALL PFNGLNORMALSTREAM3DATIPROC glad_glNormalStream3dATI; +#define glNormalStream3dATI glad_glNormalStream3dATI +GLAD_API_CALL PFNGLNORMALSTREAM3DVATIPROC glad_glNormalStream3dvATI; +#define glNormalStream3dvATI glad_glNormalStream3dvATI +GLAD_API_CALL PFNGLNORMALSTREAM3FATIPROC glad_glNormalStream3fATI; +#define glNormalStream3fATI glad_glNormalStream3fATI +GLAD_API_CALL PFNGLNORMALSTREAM3FVATIPROC glad_glNormalStream3fvATI; +#define glNormalStream3fvATI glad_glNormalStream3fvATI +GLAD_API_CALL PFNGLNORMALSTREAM3IATIPROC glad_glNormalStream3iATI; +#define glNormalStream3iATI glad_glNormalStream3iATI +GLAD_API_CALL PFNGLNORMALSTREAM3IVATIPROC glad_glNormalStream3ivATI; +#define glNormalStream3ivATI glad_glNormalStream3ivATI +GLAD_API_CALL PFNGLNORMALSTREAM3SATIPROC glad_glNormalStream3sATI; +#define glNormalStream3sATI glad_glNormalStream3sATI +GLAD_API_CALL PFNGLNORMALSTREAM3SVATIPROC glad_glNormalStream3svATI; +#define glNormalStream3svATI glad_glNormalStream3svATI +GLAD_API_CALL PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +GLAD_API_CALL PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +GLAD_API_CALL PFNGLOBJECTPURGEABLEAPPLEPROC glad_glObjectPurgeableAPPLE; +#define glObjectPurgeableAPPLE glad_glObjectPurgeableAPPLE +GLAD_API_CALL PFNGLOBJECTUNPURGEABLEAPPLEPROC glad_glObjectUnpurgeableAPPLE; +#define glObjectUnpurgeableAPPLE glad_glObjectUnpurgeableAPPLE +GLAD_API_CALL PFNGLORTHOPROC glad_glOrtho; +#define glOrtho glad_glOrtho +GLAD_API_CALL PFNGLORTHOFOESPROC glad_glOrthofOES; +#define glOrthofOES glad_glOrthofOES +GLAD_API_CALL PFNGLORTHOXOESPROC glad_glOrthoxOES; +#define glOrthoxOES glad_glOrthoxOES +GLAD_API_CALL PFNGLPNTRIANGLESFATIPROC glad_glPNTrianglesfATI; +#define glPNTrianglesfATI glad_glPNTrianglesfATI +GLAD_API_CALL PFNGLPNTRIANGLESIATIPROC glad_glPNTrianglesiATI; +#define glPNTrianglesiATI glad_glPNTrianglesiATI +GLAD_API_CALL PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI; +#define glPassTexCoordATI glad_glPassTexCoordATI +GLAD_API_CALL PFNGLPASSTHROUGHPROC glad_glPassThrough; +#define glPassThrough glad_glPassThrough +GLAD_API_CALL PFNGLPASSTHROUGHXOESPROC glad_glPassThroughxOES; +#define glPassThroughxOES glad_glPassThroughxOES +GLAD_API_CALL PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; +#define glPatchParameterfv glad_glPatchParameterfv +GLAD_API_CALL PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; +#define glPatchParameteri glad_glPatchParameteri +GLAD_API_CALL PFNGLPATHCOLORGENNVPROC glad_glPathColorGenNV; +#define glPathColorGenNV glad_glPathColorGenNV +GLAD_API_CALL PFNGLPATHCOMMANDSNVPROC glad_glPathCommandsNV; +#define glPathCommandsNV glad_glPathCommandsNV +GLAD_API_CALL PFNGLPATHCOORDSNVPROC glad_glPathCoordsNV; +#define glPathCoordsNV glad_glPathCoordsNV +GLAD_API_CALL PFNGLPATHCOVERDEPTHFUNCNVPROC glad_glPathCoverDepthFuncNV; +#define glPathCoverDepthFuncNV glad_glPathCoverDepthFuncNV +GLAD_API_CALL PFNGLPATHDASHARRAYNVPROC glad_glPathDashArrayNV; +#define glPathDashArrayNV glad_glPathDashArrayNV +GLAD_API_CALL PFNGLPATHFOGGENNVPROC glad_glPathFogGenNV; +#define glPathFogGenNV glad_glPathFogGenNV +GLAD_API_CALL PFNGLPATHGLYPHINDEXARRAYNVPROC glad_glPathGlyphIndexArrayNV; +#define glPathGlyphIndexArrayNV glad_glPathGlyphIndexArrayNV +GLAD_API_CALL PFNGLPATHGLYPHINDEXRANGENVPROC glad_glPathGlyphIndexRangeNV; +#define glPathGlyphIndexRangeNV glad_glPathGlyphIndexRangeNV +GLAD_API_CALL PFNGLPATHGLYPHRANGENVPROC glad_glPathGlyphRangeNV; +#define glPathGlyphRangeNV glad_glPathGlyphRangeNV +GLAD_API_CALL PFNGLPATHGLYPHSNVPROC glad_glPathGlyphsNV; +#define glPathGlyphsNV glad_glPathGlyphsNV +GLAD_API_CALL PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC glad_glPathMemoryGlyphIndexArrayNV; +#define glPathMemoryGlyphIndexArrayNV glad_glPathMemoryGlyphIndexArrayNV +GLAD_API_CALL PFNGLPATHPARAMETERFNVPROC glad_glPathParameterfNV; +#define glPathParameterfNV glad_glPathParameterfNV +GLAD_API_CALL PFNGLPATHPARAMETERFVNVPROC glad_glPathParameterfvNV; +#define glPathParameterfvNV glad_glPathParameterfvNV +GLAD_API_CALL PFNGLPATHPARAMETERINVPROC glad_glPathParameteriNV; +#define glPathParameteriNV glad_glPathParameteriNV +GLAD_API_CALL PFNGLPATHPARAMETERIVNVPROC glad_glPathParameterivNV; +#define glPathParameterivNV glad_glPathParameterivNV +GLAD_API_CALL PFNGLPATHSTENCILDEPTHOFFSETNVPROC glad_glPathStencilDepthOffsetNV; +#define glPathStencilDepthOffsetNV glad_glPathStencilDepthOffsetNV +GLAD_API_CALL PFNGLPATHSTENCILFUNCNVPROC glad_glPathStencilFuncNV; +#define glPathStencilFuncNV glad_glPathStencilFuncNV +GLAD_API_CALL PFNGLPATHSTRINGNVPROC glad_glPathStringNV; +#define glPathStringNV glad_glPathStringNV +GLAD_API_CALL PFNGLPATHSUBCOMMANDSNVPROC glad_glPathSubCommandsNV; +#define glPathSubCommandsNV glad_glPathSubCommandsNV +GLAD_API_CALL PFNGLPATHSUBCOORDSNVPROC glad_glPathSubCoordsNV; +#define glPathSubCoordsNV glad_glPathSubCoordsNV +GLAD_API_CALL PFNGLPATHTEXGENNVPROC glad_glPathTexGenNV; +#define glPathTexGenNV glad_glPathTexGenNV +GLAD_API_CALL PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; +#define glPauseTransformFeedback glad_glPauseTransformFeedback +GLAD_API_CALL PFNGLPAUSETRANSFORMFEEDBACKNVPROC glad_glPauseTransformFeedbackNV; +#define glPauseTransformFeedbackNV glad_glPauseTransformFeedbackNV +GLAD_API_CALL PFNGLPIXELDATARANGENVPROC glad_glPixelDataRangeNV; +#define glPixelDataRangeNV glad_glPixelDataRangeNV +GLAD_API_CALL PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +#define glPixelMapfv glad_glPixelMapfv +GLAD_API_CALL PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +#define glPixelMapuiv glad_glPixelMapuiv +GLAD_API_CALL PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +#define glPixelMapusv glad_glPixelMapusv +GLAD_API_CALL PFNGLPIXELMAPXPROC glad_glPixelMapx; +#define glPixelMapx glad_glPixelMapx +GLAD_API_CALL PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +GLAD_API_CALL PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +GLAD_API_CALL PFNGLPIXELSTOREXPROC glad_glPixelStorex; +#define glPixelStorex glad_glPixelStorex +GLAD_API_CALL PFNGLPIXELTEXGENPARAMETERFSGISPROC glad_glPixelTexGenParameterfSGIS; +#define glPixelTexGenParameterfSGIS glad_glPixelTexGenParameterfSGIS +GLAD_API_CALL PFNGLPIXELTEXGENPARAMETERFVSGISPROC glad_glPixelTexGenParameterfvSGIS; +#define glPixelTexGenParameterfvSGIS glad_glPixelTexGenParameterfvSGIS +GLAD_API_CALL PFNGLPIXELTEXGENPARAMETERISGISPROC glad_glPixelTexGenParameteriSGIS; +#define glPixelTexGenParameteriSGIS glad_glPixelTexGenParameteriSGIS +GLAD_API_CALL PFNGLPIXELTEXGENPARAMETERIVSGISPROC glad_glPixelTexGenParameterivSGIS; +#define glPixelTexGenParameterivSGIS glad_glPixelTexGenParameterivSGIS +GLAD_API_CALL PFNGLPIXELTEXGENSGIXPROC glad_glPixelTexGenSGIX; +#define glPixelTexGenSGIX glad_glPixelTexGenSGIX +GLAD_API_CALL PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +#define glPixelTransferf glad_glPixelTransferf +GLAD_API_CALL PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +#define glPixelTransferi glad_glPixelTransferi +GLAD_API_CALL PFNGLPIXELTRANSFERXOESPROC glad_glPixelTransferxOES; +#define glPixelTransferxOES glad_glPixelTransferxOES +GLAD_API_CALL PFNGLPIXELTRANSFORMPARAMETERFEXTPROC glad_glPixelTransformParameterfEXT; +#define glPixelTransformParameterfEXT glad_glPixelTransformParameterfEXT +GLAD_API_CALL PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC glad_glPixelTransformParameterfvEXT; +#define glPixelTransformParameterfvEXT glad_glPixelTransformParameterfvEXT +GLAD_API_CALL PFNGLPIXELTRANSFORMPARAMETERIEXTPROC glad_glPixelTransformParameteriEXT; +#define glPixelTransformParameteriEXT glad_glPixelTransformParameteriEXT +GLAD_API_CALL PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC glad_glPixelTransformParameterivEXT; +#define glPixelTransformParameterivEXT glad_glPixelTransformParameterivEXT +GLAD_API_CALL PFNGLPIXELZOOMPROC glad_glPixelZoom; +#define glPixelZoom glad_glPixelZoom +GLAD_API_CALL PFNGLPIXELZOOMXOESPROC glad_glPixelZoomxOES; +#define glPixelZoomxOES glad_glPixelZoomxOES +GLAD_API_CALL PFNGLPOINTALONGPATHNVPROC glad_glPointAlongPathNV; +#define glPointAlongPathNV glad_glPointAlongPathNV +GLAD_API_CALL PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +GLAD_API_CALL PFNGLPOINTPARAMETERFARBPROC glad_glPointParameterfARB; +#define glPointParameterfARB glad_glPointParameterfARB +GLAD_API_CALL PFNGLPOINTPARAMETERFEXTPROC glad_glPointParameterfEXT; +#define glPointParameterfEXT glad_glPointParameterfEXT +GLAD_API_CALL PFNGLPOINTPARAMETERFSGISPROC glad_glPointParameterfSGIS; +#define glPointParameterfSGIS glad_glPointParameterfSGIS +GLAD_API_CALL PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +GLAD_API_CALL PFNGLPOINTPARAMETERFVARBPROC glad_glPointParameterfvARB; +#define glPointParameterfvARB glad_glPointParameterfvARB +GLAD_API_CALL PFNGLPOINTPARAMETERFVEXTPROC glad_glPointParameterfvEXT; +#define glPointParameterfvEXT glad_glPointParameterfvEXT +GLAD_API_CALL PFNGLPOINTPARAMETERFVSGISPROC glad_glPointParameterfvSGIS; +#define glPointParameterfvSGIS glad_glPointParameterfvSGIS +GLAD_API_CALL PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +GLAD_API_CALL PFNGLPOINTPARAMETERINVPROC glad_glPointParameteriNV; +#define glPointParameteriNV glad_glPointParameteriNV +GLAD_API_CALL PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +GLAD_API_CALL PFNGLPOINTPARAMETERIVNVPROC glad_glPointParameterivNV; +#define glPointParameterivNV glad_glPointParameterivNV +GLAD_API_CALL PFNGLPOINTPARAMETERXVOESPROC glad_glPointParameterxvOES; +#define glPointParameterxvOES glad_glPointParameterxvOES +GLAD_API_CALL PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +GLAD_API_CALL PFNGLPOINTSIZEXOESPROC glad_glPointSizexOES; +#define glPointSizexOES glad_glPointSizexOES +GLAD_API_CALL PFNGLPOLLASYNCSGIXPROC glad_glPollAsyncSGIX; +#define glPollAsyncSGIX glad_glPollAsyncSGIX +GLAD_API_CALL PFNGLPOLLINSTRUMENTSSGIXPROC glad_glPollInstrumentsSGIX; +#define glPollInstrumentsSGIX glad_glPollInstrumentsSGIX +GLAD_API_CALL PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +GLAD_API_CALL PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +GLAD_API_CALL PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp; +#define glPolygonOffsetClamp glad_glPolygonOffsetClamp +GLAD_API_CALL PFNGLPOLYGONOFFSETCLAMPEXTPROC glad_glPolygonOffsetClampEXT; +#define glPolygonOffsetClampEXT glad_glPolygonOffsetClampEXT +GLAD_API_CALL PFNGLPOLYGONOFFSETEXTPROC glad_glPolygonOffsetEXT; +#define glPolygonOffsetEXT glad_glPolygonOffsetEXT +GLAD_API_CALL PFNGLPOLYGONOFFSETXOESPROC glad_glPolygonOffsetxOES; +#define glPolygonOffsetxOES glad_glPolygonOffsetxOES +GLAD_API_CALL PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +#define glPolygonStipple glad_glPolygonStipple +GLAD_API_CALL PFNGLPOPATTRIBPROC glad_glPopAttrib; +#define glPopAttrib glad_glPopAttrib +GLAD_API_CALL PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +#define glPopClientAttrib glad_glPopClientAttrib +GLAD_API_CALL PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +GLAD_API_CALL PFNGLPOPGROUPMARKEREXTPROC glad_glPopGroupMarkerEXT; +#define glPopGroupMarkerEXT glad_glPopGroupMarkerEXT +GLAD_API_CALL PFNGLPOPMATRIXPROC glad_glPopMatrix; +#define glPopMatrix glad_glPopMatrix +GLAD_API_CALL PFNGLPOPNAMEPROC glad_glPopName; +#define glPopName glad_glPopName +GLAD_API_CALL PFNGLPRESENTFRAMEDUALFILLNVPROC glad_glPresentFrameDualFillNV; +#define glPresentFrameDualFillNV glad_glPresentFrameDualFillNV +GLAD_API_CALL PFNGLPRESENTFRAMEKEYEDNVPROC glad_glPresentFrameKeyedNV; +#define glPresentFrameKeyedNV glad_glPresentFrameKeyedNV +GLAD_API_CALL PFNGLPRIMITIVEBOUNDINGBOXARBPROC glad_glPrimitiveBoundingBoxARB; +#define glPrimitiveBoundingBoxARB glad_glPrimitiveBoundingBoxARB +GLAD_API_CALL PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +GLAD_API_CALL PFNGLPRIMITIVERESTARTINDEXNVPROC glad_glPrimitiveRestartIndexNV; +#define glPrimitiveRestartIndexNV glad_glPrimitiveRestartIndexNV +GLAD_API_CALL PFNGLPRIMITIVERESTARTNVPROC glad_glPrimitiveRestartNV; +#define glPrimitiveRestartNV glad_glPrimitiveRestartNV +GLAD_API_CALL PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +#define glPrioritizeTextures glad_glPrioritizeTextures +GLAD_API_CALL PFNGLPRIORITIZETEXTURESEXTPROC glad_glPrioritizeTexturesEXT; +#define glPrioritizeTexturesEXT glad_glPrioritizeTexturesEXT +GLAD_API_CALL PFNGLPRIORITIZETEXTURESXOESPROC glad_glPrioritizeTexturesxOES; +#define glPrioritizeTexturesxOES glad_glPrioritizeTexturesxOES +GLAD_API_CALL PFNGLPROGRAMBINARYPROC glad_glProgramBinary; +#define glProgramBinary glad_glProgramBinary +GLAD_API_CALL PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC glad_glProgramBufferParametersIivNV; +#define glProgramBufferParametersIivNV glad_glProgramBufferParametersIivNV +GLAD_API_CALL PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC glad_glProgramBufferParametersIuivNV; +#define glProgramBufferParametersIuivNV glad_glProgramBufferParametersIuivNV +GLAD_API_CALL PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC glad_glProgramBufferParametersfvNV; +#define glProgramBufferParametersfvNV glad_glProgramBufferParametersfvNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB; +#define glProgramEnvParameter4dARB glad_glProgramEnvParameter4dARB +GLAD_API_CALL PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB; +#define glProgramEnvParameter4dvARB glad_glProgramEnvParameter4dvARB +GLAD_API_CALL PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB; +#define glProgramEnvParameter4fARB glad_glProgramEnvParameter4fARB +GLAD_API_CALL PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB; +#define glProgramEnvParameter4fvARB glad_glProgramEnvParameter4fvARB +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERI4INVPROC glad_glProgramEnvParameterI4iNV; +#define glProgramEnvParameterI4iNV glad_glProgramEnvParameterI4iNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERI4IVNVPROC glad_glProgramEnvParameterI4ivNV; +#define glProgramEnvParameterI4ivNV glad_glProgramEnvParameterI4ivNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERI4UINVPROC glad_glProgramEnvParameterI4uiNV; +#define glProgramEnvParameterI4uiNV glad_glProgramEnvParameterI4uiNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERI4UIVNVPROC glad_glProgramEnvParameterI4uivNV; +#define glProgramEnvParameterI4uivNV glad_glProgramEnvParameterI4uivNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERS4FVEXTPROC glad_glProgramEnvParameters4fvEXT; +#define glProgramEnvParameters4fvEXT glad_glProgramEnvParameters4fvEXT +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERSI4IVNVPROC glad_glProgramEnvParametersI4ivNV; +#define glProgramEnvParametersI4ivNV glad_glProgramEnvParametersI4ivNV +GLAD_API_CALL PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC glad_glProgramEnvParametersI4uivNV; +#define glProgramEnvParametersI4uivNV glad_glProgramEnvParametersI4uivNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB; +#define glProgramLocalParameter4dARB glad_glProgramLocalParameter4dARB +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB; +#define glProgramLocalParameter4dvARB glad_glProgramLocalParameter4dvARB +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB; +#define glProgramLocalParameter4fARB glad_glProgramLocalParameter4fARB +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB; +#define glProgramLocalParameter4fvARB glad_glProgramLocalParameter4fvARB +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERI4INVPROC glad_glProgramLocalParameterI4iNV; +#define glProgramLocalParameterI4iNV glad_glProgramLocalParameterI4iNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glad_glProgramLocalParameterI4ivNV; +#define glProgramLocalParameterI4ivNV glad_glProgramLocalParameterI4ivNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERI4UINVPROC glad_glProgramLocalParameterI4uiNV; +#define glProgramLocalParameterI4uiNV glad_glProgramLocalParameterI4uiNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC glad_glProgramLocalParameterI4uivNV; +#define glProgramLocalParameterI4uivNV glad_glProgramLocalParameterI4uivNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glProgramLocalParameters4fvEXT; +#define glProgramLocalParameters4fvEXT glad_glProgramLocalParameters4fvEXT +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC glad_glProgramLocalParametersI4ivNV; +#define glProgramLocalParametersI4ivNV glad_glProgramLocalParametersI4ivNV +GLAD_API_CALL PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC glad_glProgramLocalParametersI4uivNV; +#define glProgramLocalParametersI4uivNV glad_glProgramLocalParametersI4uivNV +GLAD_API_CALL PFNGLPROGRAMNAMEDPARAMETER4DNVPROC glad_glProgramNamedParameter4dNV; +#define glProgramNamedParameter4dNV glad_glProgramNamedParameter4dNV +GLAD_API_CALL PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC glad_glProgramNamedParameter4dvNV; +#define glProgramNamedParameter4dvNV glad_glProgramNamedParameter4dvNV +GLAD_API_CALL PFNGLPROGRAMNAMEDPARAMETER4FNVPROC glad_glProgramNamedParameter4fNV; +#define glProgramNamedParameter4fNV glad_glProgramNamedParameter4fNV +GLAD_API_CALL PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC glad_glProgramNamedParameter4fvNV; +#define glProgramNamedParameter4fvNV glad_glProgramNamedParameter4fvNV +GLAD_API_CALL PFNGLPROGRAMPARAMETER4DNVPROC glad_glProgramParameter4dNV; +#define glProgramParameter4dNV glad_glProgramParameter4dNV +GLAD_API_CALL PFNGLPROGRAMPARAMETER4DVNVPROC glad_glProgramParameter4dvNV; +#define glProgramParameter4dvNV glad_glProgramParameter4dvNV +GLAD_API_CALL PFNGLPROGRAMPARAMETER4FNVPROC glad_glProgramParameter4fNV; +#define glProgramParameter4fNV glad_glProgramParameter4fNV +GLAD_API_CALL PFNGLPROGRAMPARAMETER4FVNVPROC glad_glProgramParameter4fvNV; +#define glProgramParameter4fvNV glad_glProgramParameter4fvNV +GLAD_API_CALL PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; +#define glProgramParameteri glad_glProgramParameteri +GLAD_API_CALL PFNGLPROGRAMPARAMETERIARBPROC glad_glProgramParameteriARB; +#define glProgramParameteriARB glad_glProgramParameteriARB +GLAD_API_CALL PFNGLPROGRAMPARAMETERIEXTPROC glad_glProgramParameteriEXT; +#define glProgramParameteriEXT glad_glProgramParameteriEXT +GLAD_API_CALL PFNGLPROGRAMPARAMETERS4DVNVPROC glad_glProgramParameters4dvNV; +#define glProgramParameters4dvNV glad_glProgramParameters4dvNV +GLAD_API_CALL PFNGLPROGRAMPARAMETERS4FVNVPROC glad_glProgramParameters4fvNV; +#define glProgramParameters4fvNV glad_glProgramParameters4fvNV +GLAD_API_CALL PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC glad_glProgramPathFragmentInputGenNV; +#define glProgramPathFragmentInputGenNV glad_glProgramPathFragmentInputGenNV +GLAD_API_CALL PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB; +#define glProgramStringARB glad_glProgramStringARB +GLAD_API_CALL PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC glad_glProgramSubroutineParametersuivNV; +#define glProgramSubroutineParametersuivNV glad_glProgramSubroutineParametersuivNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; +#define glProgramUniform1d glad_glProgramUniform1d +GLAD_API_CALL PFNGLPROGRAMUNIFORM1DEXTPROC glad_glProgramUniform1dEXT; +#define glProgramUniform1dEXT glad_glProgramUniform1dEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; +#define glProgramUniform1dv glad_glProgramUniform1dv +GLAD_API_CALL PFNGLPROGRAMUNIFORM1DVEXTPROC glad_glProgramUniform1dvEXT; +#define glProgramUniform1dvEXT glad_glProgramUniform1dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; +#define glProgramUniform1f glad_glProgramUniform1f +GLAD_API_CALL PFNGLPROGRAMUNIFORM1FEXTPROC glad_glProgramUniform1fEXT; +#define glProgramUniform1fEXT glad_glProgramUniform1fEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; +#define glProgramUniform1fv glad_glProgramUniform1fv +GLAD_API_CALL PFNGLPROGRAMUNIFORM1FVEXTPROC glad_glProgramUniform1fvEXT; +#define glProgramUniform1fvEXT glad_glProgramUniform1fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; +#define glProgramUniform1i glad_glProgramUniform1i +GLAD_API_CALL PFNGLPROGRAMUNIFORM1I64ARBPROC glad_glProgramUniform1i64ARB; +#define glProgramUniform1i64ARB glad_glProgramUniform1i64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM1I64NVPROC glad_glProgramUniform1i64NV; +#define glProgramUniform1i64NV glad_glProgramUniform1i64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM1I64VARBPROC glad_glProgramUniform1i64vARB; +#define glProgramUniform1i64vARB glad_glProgramUniform1i64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM1I64VNVPROC glad_glProgramUniform1i64vNV; +#define glProgramUniform1i64vNV glad_glProgramUniform1i64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM1IEXTPROC glad_glProgramUniform1iEXT; +#define glProgramUniform1iEXT glad_glProgramUniform1iEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; +#define glProgramUniform1iv glad_glProgramUniform1iv +GLAD_API_CALL PFNGLPROGRAMUNIFORM1IVEXTPROC glad_glProgramUniform1ivEXT; +#define glProgramUniform1ivEXT glad_glProgramUniform1ivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; +#define glProgramUniform1ui glad_glProgramUniform1ui +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UI64ARBPROC glad_glProgramUniform1ui64ARB; +#define glProgramUniform1ui64ARB glad_glProgramUniform1ui64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UI64NVPROC glad_glProgramUniform1ui64NV; +#define glProgramUniform1ui64NV glad_glProgramUniform1ui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UI64VARBPROC glad_glProgramUniform1ui64vARB; +#define glProgramUniform1ui64vARB glad_glProgramUniform1ui64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UI64VNVPROC glad_glProgramUniform1ui64vNV; +#define glProgramUniform1ui64vNV glad_glProgramUniform1ui64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UIEXTPROC glad_glProgramUniform1uiEXT; +#define glProgramUniform1uiEXT glad_glProgramUniform1uiEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; +#define glProgramUniform1uiv glad_glProgramUniform1uiv +GLAD_API_CALL PFNGLPROGRAMUNIFORM1UIVEXTPROC glad_glProgramUniform1uivEXT; +#define glProgramUniform1uivEXT glad_glProgramUniform1uivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; +#define glProgramUniform2d glad_glProgramUniform2d +GLAD_API_CALL PFNGLPROGRAMUNIFORM2DEXTPROC glad_glProgramUniform2dEXT; +#define glProgramUniform2dEXT glad_glProgramUniform2dEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; +#define glProgramUniform2dv glad_glProgramUniform2dv +GLAD_API_CALL PFNGLPROGRAMUNIFORM2DVEXTPROC glad_glProgramUniform2dvEXT; +#define glProgramUniform2dvEXT glad_glProgramUniform2dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; +#define glProgramUniform2f glad_glProgramUniform2f +GLAD_API_CALL PFNGLPROGRAMUNIFORM2FEXTPROC glad_glProgramUniform2fEXT; +#define glProgramUniform2fEXT glad_glProgramUniform2fEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; +#define glProgramUniform2fv glad_glProgramUniform2fv +GLAD_API_CALL PFNGLPROGRAMUNIFORM2FVEXTPROC glad_glProgramUniform2fvEXT; +#define glProgramUniform2fvEXT glad_glProgramUniform2fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; +#define glProgramUniform2i glad_glProgramUniform2i +GLAD_API_CALL PFNGLPROGRAMUNIFORM2I64ARBPROC glad_glProgramUniform2i64ARB; +#define glProgramUniform2i64ARB glad_glProgramUniform2i64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM2I64NVPROC glad_glProgramUniform2i64NV; +#define glProgramUniform2i64NV glad_glProgramUniform2i64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM2I64VARBPROC glad_glProgramUniform2i64vARB; +#define glProgramUniform2i64vARB glad_glProgramUniform2i64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM2I64VNVPROC glad_glProgramUniform2i64vNV; +#define glProgramUniform2i64vNV glad_glProgramUniform2i64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM2IEXTPROC glad_glProgramUniform2iEXT; +#define glProgramUniform2iEXT glad_glProgramUniform2iEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; +#define glProgramUniform2iv glad_glProgramUniform2iv +GLAD_API_CALL PFNGLPROGRAMUNIFORM2IVEXTPROC glad_glProgramUniform2ivEXT; +#define glProgramUniform2ivEXT glad_glProgramUniform2ivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; +#define glProgramUniform2ui glad_glProgramUniform2ui +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UI64ARBPROC glad_glProgramUniform2ui64ARB; +#define glProgramUniform2ui64ARB glad_glProgramUniform2ui64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UI64NVPROC glad_glProgramUniform2ui64NV; +#define glProgramUniform2ui64NV glad_glProgramUniform2ui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UI64VARBPROC glad_glProgramUniform2ui64vARB; +#define glProgramUniform2ui64vARB glad_glProgramUniform2ui64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UI64VNVPROC glad_glProgramUniform2ui64vNV; +#define glProgramUniform2ui64vNV glad_glProgramUniform2ui64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UIEXTPROC glad_glProgramUniform2uiEXT; +#define glProgramUniform2uiEXT glad_glProgramUniform2uiEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; +#define glProgramUniform2uiv glad_glProgramUniform2uiv +GLAD_API_CALL PFNGLPROGRAMUNIFORM2UIVEXTPROC glad_glProgramUniform2uivEXT; +#define glProgramUniform2uivEXT glad_glProgramUniform2uivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; +#define glProgramUniform3d glad_glProgramUniform3d +GLAD_API_CALL PFNGLPROGRAMUNIFORM3DEXTPROC glad_glProgramUniform3dEXT; +#define glProgramUniform3dEXT glad_glProgramUniform3dEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; +#define glProgramUniform3dv glad_glProgramUniform3dv +GLAD_API_CALL PFNGLPROGRAMUNIFORM3DVEXTPROC glad_glProgramUniform3dvEXT; +#define glProgramUniform3dvEXT glad_glProgramUniform3dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; +#define glProgramUniform3f glad_glProgramUniform3f +GLAD_API_CALL PFNGLPROGRAMUNIFORM3FEXTPROC glad_glProgramUniform3fEXT; +#define glProgramUniform3fEXT glad_glProgramUniform3fEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; +#define glProgramUniform3fv glad_glProgramUniform3fv +GLAD_API_CALL PFNGLPROGRAMUNIFORM3FVEXTPROC glad_glProgramUniform3fvEXT; +#define glProgramUniform3fvEXT glad_glProgramUniform3fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; +#define glProgramUniform3i glad_glProgramUniform3i +GLAD_API_CALL PFNGLPROGRAMUNIFORM3I64ARBPROC glad_glProgramUniform3i64ARB; +#define glProgramUniform3i64ARB glad_glProgramUniform3i64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM3I64NVPROC glad_glProgramUniform3i64NV; +#define glProgramUniform3i64NV glad_glProgramUniform3i64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM3I64VARBPROC glad_glProgramUniform3i64vARB; +#define glProgramUniform3i64vARB glad_glProgramUniform3i64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM3I64VNVPROC glad_glProgramUniform3i64vNV; +#define glProgramUniform3i64vNV glad_glProgramUniform3i64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM3IEXTPROC glad_glProgramUniform3iEXT; +#define glProgramUniform3iEXT glad_glProgramUniform3iEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; +#define glProgramUniform3iv glad_glProgramUniform3iv +GLAD_API_CALL PFNGLPROGRAMUNIFORM3IVEXTPROC glad_glProgramUniform3ivEXT; +#define glProgramUniform3ivEXT glad_glProgramUniform3ivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; +#define glProgramUniform3ui glad_glProgramUniform3ui +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UI64ARBPROC glad_glProgramUniform3ui64ARB; +#define glProgramUniform3ui64ARB glad_glProgramUniform3ui64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UI64NVPROC glad_glProgramUniform3ui64NV; +#define glProgramUniform3ui64NV glad_glProgramUniform3ui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UI64VARBPROC glad_glProgramUniform3ui64vARB; +#define glProgramUniform3ui64vARB glad_glProgramUniform3ui64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UI64VNVPROC glad_glProgramUniform3ui64vNV; +#define glProgramUniform3ui64vNV glad_glProgramUniform3ui64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UIEXTPROC glad_glProgramUniform3uiEXT; +#define glProgramUniform3uiEXT glad_glProgramUniform3uiEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; +#define glProgramUniform3uiv glad_glProgramUniform3uiv +GLAD_API_CALL PFNGLPROGRAMUNIFORM3UIVEXTPROC glad_glProgramUniform3uivEXT; +#define glProgramUniform3uivEXT glad_glProgramUniform3uivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; +#define glProgramUniform4d glad_glProgramUniform4d +GLAD_API_CALL PFNGLPROGRAMUNIFORM4DEXTPROC glad_glProgramUniform4dEXT; +#define glProgramUniform4dEXT glad_glProgramUniform4dEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; +#define glProgramUniform4dv glad_glProgramUniform4dv +GLAD_API_CALL PFNGLPROGRAMUNIFORM4DVEXTPROC glad_glProgramUniform4dvEXT; +#define glProgramUniform4dvEXT glad_glProgramUniform4dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; +#define glProgramUniform4f glad_glProgramUniform4f +GLAD_API_CALL PFNGLPROGRAMUNIFORM4FEXTPROC glad_glProgramUniform4fEXT; +#define glProgramUniform4fEXT glad_glProgramUniform4fEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; +#define glProgramUniform4fv glad_glProgramUniform4fv +GLAD_API_CALL PFNGLPROGRAMUNIFORM4FVEXTPROC glad_glProgramUniform4fvEXT; +#define glProgramUniform4fvEXT glad_glProgramUniform4fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; +#define glProgramUniform4i glad_glProgramUniform4i +GLAD_API_CALL PFNGLPROGRAMUNIFORM4I64ARBPROC glad_glProgramUniform4i64ARB; +#define glProgramUniform4i64ARB glad_glProgramUniform4i64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM4I64NVPROC glad_glProgramUniform4i64NV; +#define glProgramUniform4i64NV glad_glProgramUniform4i64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM4I64VARBPROC glad_glProgramUniform4i64vARB; +#define glProgramUniform4i64vARB glad_glProgramUniform4i64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM4I64VNVPROC glad_glProgramUniform4i64vNV; +#define glProgramUniform4i64vNV glad_glProgramUniform4i64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM4IEXTPROC glad_glProgramUniform4iEXT; +#define glProgramUniform4iEXT glad_glProgramUniform4iEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; +#define glProgramUniform4iv glad_glProgramUniform4iv +GLAD_API_CALL PFNGLPROGRAMUNIFORM4IVEXTPROC glad_glProgramUniform4ivEXT; +#define glProgramUniform4ivEXT glad_glProgramUniform4ivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; +#define glProgramUniform4ui glad_glProgramUniform4ui +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UI64ARBPROC glad_glProgramUniform4ui64ARB; +#define glProgramUniform4ui64ARB glad_glProgramUniform4ui64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UI64NVPROC glad_glProgramUniform4ui64NV; +#define glProgramUniform4ui64NV glad_glProgramUniform4ui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UI64VARBPROC glad_glProgramUniform4ui64vARB; +#define glProgramUniform4ui64vARB glad_glProgramUniform4ui64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UI64VNVPROC glad_glProgramUniform4ui64vNV; +#define glProgramUniform4ui64vNV glad_glProgramUniform4ui64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UIEXTPROC glad_glProgramUniform4uiEXT; +#define glProgramUniform4uiEXT glad_glProgramUniform4uiEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; +#define glProgramUniform4uiv glad_glProgramUniform4uiv +GLAD_API_CALL PFNGLPROGRAMUNIFORM4UIVEXTPROC glad_glProgramUniform4uivEXT; +#define glProgramUniform4uivEXT glad_glProgramUniform4uivEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC glad_glProgramUniformHandleui64ARB; +#define glProgramUniformHandleui64ARB glad_glProgramUniformHandleui64ARB +GLAD_API_CALL PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC glad_glProgramUniformHandleui64NV; +#define glProgramUniformHandleui64NV glad_glProgramUniformHandleui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC glad_glProgramUniformHandleui64vARB; +#define glProgramUniformHandleui64vARB glad_glProgramUniformHandleui64vARB +GLAD_API_CALL PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC glad_glProgramUniformHandleui64vNV; +#define glProgramUniformHandleui64vNV glad_glProgramUniformHandleui64vNV +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; +#define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC glad_glProgramUniformMatrix2dvEXT; +#define glProgramUniformMatrix2dvEXT glad_glProgramUniformMatrix2dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; +#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC glad_glProgramUniformMatrix2fvEXT; +#define glProgramUniformMatrix2fvEXT glad_glProgramUniformMatrix2fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; +#define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC glad_glProgramUniformMatrix2x3dvEXT; +#define glProgramUniformMatrix2x3dvEXT glad_glProgramUniformMatrix2x3dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; +#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC glad_glProgramUniformMatrix2x3fvEXT; +#define glProgramUniformMatrix2x3fvEXT glad_glProgramUniformMatrix2x3fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; +#define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC glad_glProgramUniformMatrix2x4dvEXT; +#define glProgramUniformMatrix2x4dvEXT glad_glProgramUniformMatrix2x4dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; +#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC glad_glProgramUniformMatrix2x4fvEXT; +#define glProgramUniformMatrix2x4fvEXT glad_glProgramUniformMatrix2x4fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; +#define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC glad_glProgramUniformMatrix3dvEXT; +#define glProgramUniformMatrix3dvEXT glad_glProgramUniformMatrix3dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; +#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC glad_glProgramUniformMatrix3fvEXT; +#define glProgramUniformMatrix3fvEXT glad_glProgramUniformMatrix3fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; +#define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC glad_glProgramUniformMatrix3x2dvEXT; +#define glProgramUniformMatrix3x2dvEXT glad_glProgramUniformMatrix3x2dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; +#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC glad_glProgramUniformMatrix3x2fvEXT; +#define glProgramUniformMatrix3x2fvEXT glad_glProgramUniformMatrix3x2fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; +#define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC glad_glProgramUniformMatrix3x4dvEXT; +#define glProgramUniformMatrix3x4dvEXT glad_glProgramUniformMatrix3x4dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; +#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC glad_glProgramUniformMatrix3x4fvEXT; +#define glProgramUniformMatrix3x4fvEXT glad_glProgramUniformMatrix3x4fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; +#define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC glad_glProgramUniformMatrix4dvEXT; +#define glProgramUniformMatrix4dvEXT glad_glProgramUniformMatrix4dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; +#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC glad_glProgramUniformMatrix4fvEXT; +#define glProgramUniformMatrix4fvEXT glad_glProgramUniformMatrix4fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; +#define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC glad_glProgramUniformMatrix4x2dvEXT; +#define glProgramUniformMatrix4x2dvEXT glad_glProgramUniformMatrix4x2dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; +#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC glad_glProgramUniformMatrix4x2fvEXT; +#define glProgramUniformMatrix4x2fvEXT glad_glProgramUniformMatrix4x2fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; +#define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC glad_glProgramUniformMatrix4x3dvEXT; +#define glProgramUniformMatrix4x3dvEXT glad_glProgramUniformMatrix4x3dvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; +#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv +GLAD_API_CALL PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC glad_glProgramUniformMatrix4x3fvEXT; +#define glProgramUniformMatrix4x3fvEXT glad_glProgramUniformMatrix4x3fvEXT +GLAD_API_CALL PFNGLPROGRAMUNIFORMUI64NVPROC glad_glProgramUniformui64NV; +#define glProgramUniformui64NV glad_glProgramUniformui64NV +GLAD_API_CALL PFNGLPROGRAMUNIFORMUI64VNVPROC glad_glProgramUniformui64vNV; +#define glProgramUniformui64vNV glad_glProgramUniformui64vNV +GLAD_API_CALL PFNGLPROGRAMVERTEXLIMITNVPROC glad_glProgramVertexLimitNV; +#define glProgramVertexLimitNV glad_glProgramVertexLimitNV +GLAD_API_CALL PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +GLAD_API_CALL PFNGLPROVOKINGVERTEXEXTPROC glad_glProvokingVertexEXT; +#define glProvokingVertexEXT glad_glProvokingVertexEXT +GLAD_API_CALL PFNGLPUSHATTRIBPROC glad_glPushAttrib; +#define glPushAttrib glad_glPushAttrib +GLAD_API_CALL PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +#define glPushClientAttrib glad_glPushClientAttrib +GLAD_API_CALL PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC glad_glPushClientAttribDefaultEXT; +#define glPushClientAttribDefaultEXT glad_glPushClientAttribDefaultEXT +GLAD_API_CALL PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +GLAD_API_CALL PFNGLPUSHGROUPMARKEREXTPROC glad_glPushGroupMarkerEXT; +#define glPushGroupMarkerEXT glad_glPushGroupMarkerEXT +GLAD_API_CALL PFNGLPUSHMATRIXPROC glad_glPushMatrix; +#define glPushMatrix glad_glPushMatrix +GLAD_API_CALL PFNGLPUSHNAMEPROC glad_glPushName; +#define glPushName glad_glPushName +GLAD_API_CALL PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +GLAD_API_CALL PFNGLQUERYMATRIXXOESPROC glad_glQueryMatrixxOES; +#define glQueryMatrixxOES glad_glQueryMatrixxOES +GLAD_API_CALL PFNGLQUERYOBJECTPARAMETERUIAMDPROC glad_glQueryObjectParameteruiAMD; +#define glQueryObjectParameteruiAMD glad_glQueryObjectParameteruiAMD +GLAD_API_CALL PFNGLQUERYRESOURCENVPROC glad_glQueryResourceNV; +#define glQueryResourceNV glad_glQueryResourceNV +GLAD_API_CALL PFNGLQUERYRESOURCETAGNVPROC glad_glQueryResourceTagNV; +#define glQueryResourceTagNV glad_glQueryResourceTagNV +GLAD_API_CALL PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +#define glRasterPos2d glad_glRasterPos2d +GLAD_API_CALL PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +#define glRasterPos2dv glad_glRasterPos2dv +GLAD_API_CALL PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +#define glRasterPos2f glad_glRasterPos2f +GLAD_API_CALL PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +#define glRasterPos2fv glad_glRasterPos2fv +GLAD_API_CALL PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +#define glRasterPos2i glad_glRasterPos2i +GLAD_API_CALL PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +#define glRasterPos2iv glad_glRasterPos2iv +GLAD_API_CALL PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +#define glRasterPos2s glad_glRasterPos2s +GLAD_API_CALL PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +#define glRasterPos2sv glad_glRasterPos2sv +GLAD_API_CALL PFNGLRASTERPOS2XOESPROC glad_glRasterPos2xOES; +#define glRasterPos2xOES glad_glRasterPos2xOES +GLAD_API_CALL PFNGLRASTERPOS2XVOESPROC glad_glRasterPos2xvOES; +#define glRasterPos2xvOES glad_glRasterPos2xvOES +GLAD_API_CALL PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +#define glRasterPos3d glad_glRasterPos3d +GLAD_API_CALL PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +#define glRasterPos3dv glad_glRasterPos3dv +GLAD_API_CALL PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +#define glRasterPos3f glad_glRasterPos3f +GLAD_API_CALL PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +#define glRasterPos3fv glad_glRasterPos3fv +GLAD_API_CALL PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +#define glRasterPos3i glad_glRasterPos3i +GLAD_API_CALL PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +#define glRasterPos3iv glad_glRasterPos3iv +GLAD_API_CALL PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +#define glRasterPos3s glad_glRasterPos3s +GLAD_API_CALL PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +#define glRasterPos3sv glad_glRasterPos3sv +GLAD_API_CALL PFNGLRASTERPOS3XOESPROC glad_glRasterPos3xOES; +#define glRasterPos3xOES glad_glRasterPos3xOES +GLAD_API_CALL PFNGLRASTERPOS3XVOESPROC glad_glRasterPos3xvOES; +#define glRasterPos3xvOES glad_glRasterPos3xvOES +GLAD_API_CALL PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +#define glRasterPos4d glad_glRasterPos4d +GLAD_API_CALL PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +#define glRasterPos4dv glad_glRasterPos4dv +GLAD_API_CALL PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +#define glRasterPos4f glad_glRasterPos4f +GLAD_API_CALL PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +#define glRasterPos4fv glad_glRasterPos4fv +GLAD_API_CALL PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +#define glRasterPos4i glad_glRasterPos4i +GLAD_API_CALL PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +#define glRasterPos4iv glad_glRasterPos4iv +GLAD_API_CALL PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +#define glRasterPos4s glad_glRasterPos4s +GLAD_API_CALL PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +#define glRasterPos4sv glad_glRasterPos4sv +GLAD_API_CALL PFNGLRASTERPOS4XOESPROC glad_glRasterPos4xOES; +#define glRasterPos4xOES glad_glRasterPos4xOES +GLAD_API_CALL PFNGLRASTERPOS4XVOESPROC glad_glRasterPos4xvOES; +#define glRasterPos4xvOES glad_glRasterPos4xvOES +GLAD_API_CALL PFNGLRASTERSAMPLESEXTPROC glad_glRasterSamplesEXT; +#define glRasterSamplesEXT glad_glRasterSamplesEXT +GLAD_API_CALL PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +GLAD_API_CALL PFNGLREADINSTRUMENTSSGIXPROC glad_glReadInstrumentsSGIX; +#define glReadInstrumentsSGIX glad_glReadInstrumentsSGIX +GLAD_API_CALL PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +GLAD_API_CALL PFNGLREADNPIXELSPROC glad_glReadnPixels; +#define glReadnPixels glad_glReadnPixels +GLAD_API_CALL PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB; +#define glReadnPixelsARB glad_glReadnPixelsARB +GLAD_API_CALL PFNGLRECTDPROC glad_glRectd; +#define glRectd glad_glRectd +GLAD_API_CALL PFNGLRECTDVPROC glad_glRectdv; +#define glRectdv glad_glRectdv +GLAD_API_CALL PFNGLRECTFPROC glad_glRectf; +#define glRectf glad_glRectf +GLAD_API_CALL PFNGLRECTFVPROC glad_glRectfv; +#define glRectfv glad_glRectfv +GLAD_API_CALL PFNGLRECTIPROC glad_glRecti; +#define glRecti glad_glRecti +GLAD_API_CALL PFNGLRECTIVPROC glad_glRectiv; +#define glRectiv glad_glRectiv +GLAD_API_CALL PFNGLRECTSPROC glad_glRects; +#define glRects glad_glRects +GLAD_API_CALL PFNGLRECTSVPROC glad_glRectsv; +#define glRectsv glad_glRectsv +GLAD_API_CALL PFNGLRECTXOESPROC glad_glRectxOES; +#define glRectxOES glad_glRectxOES +GLAD_API_CALL PFNGLRECTXVOESPROC glad_glRectxvOES; +#define glRectxvOES glad_glRectxvOES +GLAD_API_CALL PFNGLREFERENCEPLANESGIXPROC glad_glReferencePlaneSGIX; +#define glReferencePlaneSGIX glad_glReferencePlaneSGIX +GLAD_API_CALL PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC glad_glReleaseKeyedMutexWin32EXT; +#define glReleaseKeyedMutexWin32EXT glad_glReleaseKeyedMutexWin32EXT +GLAD_API_CALL PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +GLAD_API_CALL PFNGLRENDERGPUMASKNVPROC glad_glRenderGpuMaskNV; +#define glRenderGpuMaskNV glad_glRenderGpuMaskNV +GLAD_API_CALL PFNGLRENDERMODEPROC glad_glRenderMode; +#define glRenderMode glad_glRenderMode +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT; +#define glRenderbufferStorageEXT glad_glRenderbufferStorageEXT +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glRenderbufferStorageMultisampleAdvancedAMD; +#define glRenderbufferStorageMultisampleAdvancedAMD glad_glRenderbufferStorageMultisampleAdvancedAMD +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glad_glRenderbufferStorageMultisampleCoverageNV; +#define glRenderbufferStorageMultisampleCoverageNV glad_glRenderbufferStorageMultisampleCoverageNV +GLAD_API_CALL PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT; +#define glRenderbufferStorageMultisampleEXT glad_glRenderbufferStorageMultisampleEXT +GLAD_API_CALL PFNGLREPLACEMENTCODEPOINTERSUNPROC glad_glReplacementCodePointerSUN; +#define glReplacementCodePointerSUN glad_glReplacementCodePointerSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUBSUNPROC glad_glReplacementCodeubSUN; +#define glReplacementCodeubSUN glad_glReplacementCodeubSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUBVSUNPROC glad_glReplacementCodeubvSUN; +#define glReplacementCodeubvSUN glad_glReplacementCodeubvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor3fVertex3fSUN; +#define glReplacementCodeuiColor3fVertex3fSUN glad_glReplacementCodeuiColor3fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor3fVertex3fvSUN; +#define glReplacementCodeuiColor3fVertex3fvSUN glad_glReplacementCodeuiColor3fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN; +#define glReplacementCodeuiColor4fNormal3fVertex3fSUN glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN; +#define glReplacementCodeuiColor4fNormal3fVertex3fvSUN glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC glad_glReplacementCodeuiColor4ubVertex3fSUN; +#define glReplacementCodeuiColor4ubVertex3fSUN glad_glReplacementCodeuiColor4ubVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4ubVertex3fvSUN; +#define glReplacementCodeuiColor4ubVertex3fvSUN glad_glReplacementCodeuiColor4ubVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiNormal3fVertex3fSUN; +#define glReplacementCodeuiNormal3fVertex3fSUN glad_glReplacementCodeuiNormal3fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiNormal3fVertex3fvSUN; +#define glReplacementCodeuiNormal3fVertex3fvSUN glad_glReplacementCodeuiNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUISUNPROC glad_glReplacementCodeuiSUN; +#define glReplacementCodeuiSUN glad_glReplacementCodeuiSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fSUN; +#define glReplacementCodeuiTexCoord2fVertex3fSUN glad_glReplacementCodeuiTexCoord2fVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fvSUN; +#define glReplacementCodeuiTexCoord2fVertex3fvSUN glad_glReplacementCodeuiTexCoord2fVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC glad_glReplacementCodeuiVertex3fSUN; +#define glReplacementCodeuiVertex3fSUN glad_glReplacementCodeuiVertex3fSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC glad_glReplacementCodeuiVertex3fvSUN; +#define glReplacementCodeuiVertex3fvSUN glad_glReplacementCodeuiVertex3fvSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUIVSUNPROC glad_glReplacementCodeuivSUN; +#define glReplacementCodeuivSUN glad_glReplacementCodeuivSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUSSUNPROC glad_glReplacementCodeusSUN; +#define glReplacementCodeusSUN glad_glReplacementCodeusSUN +GLAD_API_CALL PFNGLREPLACEMENTCODEUSVSUNPROC glad_glReplacementCodeusvSUN; +#define glReplacementCodeusvSUN glad_glReplacementCodeusvSUN +GLAD_API_CALL PFNGLREQUESTRESIDENTPROGRAMSNVPROC glad_glRequestResidentProgramsNV; +#define glRequestResidentProgramsNV glad_glRequestResidentProgramsNV +GLAD_API_CALL PFNGLRESETHISTOGRAMPROC glad_glResetHistogram; +#define glResetHistogram glad_glResetHistogram +GLAD_API_CALL PFNGLRESETHISTOGRAMEXTPROC glad_glResetHistogramEXT; +#define glResetHistogramEXT glad_glResetHistogramEXT +GLAD_API_CALL PFNGLRESETMEMORYOBJECTPARAMETERNVPROC glad_glResetMemoryObjectParameterNV; +#define glResetMemoryObjectParameterNV glad_glResetMemoryObjectParameterNV +GLAD_API_CALL PFNGLRESETMINMAXPROC glad_glResetMinmax; +#define glResetMinmax glad_glResetMinmax +GLAD_API_CALL PFNGLRESETMINMAXEXTPROC glad_glResetMinmaxEXT; +#define glResetMinmaxEXT glad_glResetMinmaxEXT +GLAD_API_CALL PFNGLRESIZEBUFFERSMESAPROC glad_glResizeBuffersMESA; +#define glResizeBuffersMESA glad_glResizeBuffersMESA +GLAD_API_CALL PFNGLRESOLVEDEPTHVALUESNVPROC glad_glResolveDepthValuesNV; +#define glResolveDepthValuesNV glad_glResolveDepthValuesNV +GLAD_API_CALL PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; +#define glResumeTransformFeedback glad_glResumeTransformFeedback +GLAD_API_CALL PFNGLRESUMETRANSFORMFEEDBACKNVPROC glad_glResumeTransformFeedbackNV; +#define glResumeTransformFeedbackNV glad_glResumeTransformFeedbackNV +GLAD_API_CALL PFNGLROTATEDPROC glad_glRotated; +#define glRotated glad_glRotated +GLAD_API_CALL PFNGLROTATEFPROC glad_glRotatef; +#define glRotatef glad_glRotatef +GLAD_API_CALL PFNGLROTATEXOESPROC glad_glRotatexOES; +#define glRotatexOES glad_glRotatexOES +GLAD_API_CALL PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +GLAD_API_CALL PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB; +#define glSampleCoverageARB glad_glSampleCoverageARB +GLAD_API_CALL PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI; +#define glSampleMapATI glad_glSampleMapATI +GLAD_API_CALL PFNGLSAMPLEMASKEXTPROC glad_glSampleMaskEXT; +#define glSampleMaskEXT glad_glSampleMaskEXT +GLAD_API_CALL PFNGLSAMPLEMASKINDEXEDNVPROC glad_glSampleMaskIndexedNV; +#define glSampleMaskIndexedNV glad_glSampleMaskIndexedNV +GLAD_API_CALL PFNGLSAMPLEMASKSGISPROC glad_glSampleMaskSGIS; +#define glSampleMaskSGIS glad_glSampleMaskSGIS +GLAD_API_CALL PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +GLAD_API_CALL PFNGLSAMPLEPATTERNEXTPROC glad_glSamplePatternEXT; +#define glSamplePatternEXT glad_glSamplePatternEXT +GLAD_API_CALL PFNGLSAMPLEPATTERNSGISPROC glad_glSamplePatternSGIS; +#define glSamplePatternSGIS glad_glSamplePatternSGIS +GLAD_API_CALL PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +GLAD_API_CALL PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +GLAD_API_CALL PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +GLAD_API_CALL PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +GLAD_API_CALL PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +GLAD_API_CALL PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +GLAD_API_CALL PFNGLSCALEDPROC glad_glScaled; +#define glScaled glad_glScaled +GLAD_API_CALL PFNGLSCALEFPROC glad_glScalef; +#define glScalef glad_glScalef +GLAD_API_CALL PFNGLSCALEXOESPROC glad_glScalexOES; +#define glScalexOES glad_glScalexOES +GLAD_API_CALL PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +GLAD_API_CALL PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; +#define glScissorArrayv glad_glScissorArrayv +GLAD_API_CALL PFNGLSCISSOREXCLUSIVEARRAYVNVPROC glad_glScissorExclusiveArrayvNV; +#define glScissorExclusiveArrayvNV glad_glScissorExclusiveArrayvNV +GLAD_API_CALL PFNGLSCISSOREXCLUSIVENVPROC glad_glScissorExclusiveNV; +#define glScissorExclusiveNV glad_glScissorExclusiveNV +GLAD_API_CALL PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; +#define glScissorIndexed glad_glScissorIndexed +GLAD_API_CALL PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; +#define glScissorIndexedv glad_glScissorIndexedv +GLAD_API_CALL PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +#define glSecondaryColor3b glad_glSecondaryColor3b +GLAD_API_CALL PFNGLSECONDARYCOLOR3BEXTPROC glad_glSecondaryColor3bEXT; +#define glSecondaryColor3bEXT glad_glSecondaryColor3bEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +#define glSecondaryColor3bv glad_glSecondaryColor3bv +GLAD_API_CALL PFNGLSECONDARYCOLOR3BVEXTPROC glad_glSecondaryColor3bvEXT; +#define glSecondaryColor3bvEXT glad_glSecondaryColor3bvEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +#define glSecondaryColor3d glad_glSecondaryColor3d +GLAD_API_CALL PFNGLSECONDARYCOLOR3DEXTPROC glad_glSecondaryColor3dEXT; +#define glSecondaryColor3dEXT glad_glSecondaryColor3dEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +#define glSecondaryColor3dv glad_glSecondaryColor3dv +GLAD_API_CALL PFNGLSECONDARYCOLOR3DVEXTPROC glad_glSecondaryColor3dvEXT; +#define glSecondaryColor3dvEXT glad_glSecondaryColor3dvEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +#define glSecondaryColor3f glad_glSecondaryColor3f +GLAD_API_CALL PFNGLSECONDARYCOLOR3FEXTPROC glad_glSecondaryColor3fEXT; +#define glSecondaryColor3fEXT glad_glSecondaryColor3fEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +#define glSecondaryColor3fv glad_glSecondaryColor3fv +GLAD_API_CALL PFNGLSECONDARYCOLOR3FVEXTPROC glad_glSecondaryColor3fvEXT; +#define glSecondaryColor3fvEXT glad_glSecondaryColor3fvEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3HNVPROC glad_glSecondaryColor3hNV; +#define glSecondaryColor3hNV glad_glSecondaryColor3hNV +GLAD_API_CALL PFNGLSECONDARYCOLOR3HVNVPROC glad_glSecondaryColor3hvNV; +#define glSecondaryColor3hvNV glad_glSecondaryColor3hvNV +GLAD_API_CALL PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +#define glSecondaryColor3i glad_glSecondaryColor3i +GLAD_API_CALL PFNGLSECONDARYCOLOR3IEXTPROC glad_glSecondaryColor3iEXT; +#define glSecondaryColor3iEXT glad_glSecondaryColor3iEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +#define glSecondaryColor3iv glad_glSecondaryColor3iv +GLAD_API_CALL PFNGLSECONDARYCOLOR3IVEXTPROC glad_glSecondaryColor3ivEXT; +#define glSecondaryColor3ivEXT glad_glSecondaryColor3ivEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +#define glSecondaryColor3s glad_glSecondaryColor3s +GLAD_API_CALL PFNGLSECONDARYCOLOR3SEXTPROC glad_glSecondaryColor3sEXT; +#define glSecondaryColor3sEXT glad_glSecondaryColor3sEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +#define glSecondaryColor3sv glad_glSecondaryColor3sv +GLAD_API_CALL PFNGLSECONDARYCOLOR3SVEXTPROC glad_glSecondaryColor3svEXT; +#define glSecondaryColor3svEXT glad_glSecondaryColor3svEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +#define glSecondaryColor3ub glad_glSecondaryColor3ub +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBEXTPROC glad_glSecondaryColor3ubEXT; +#define glSecondaryColor3ubEXT glad_glSecondaryColor3ubEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +#define glSecondaryColor3ubv glad_glSecondaryColor3ubv +GLAD_API_CALL PFNGLSECONDARYCOLOR3UBVEXTPROC glad_glSecondaryColor3ubvEXT; +#define glSecondaryColor3ubvEXT glad_glSecondaryColor3ubvEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +#define glSecondaryColor3ui glad_glSecondaryColor3ui +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIEXTPROC glad_glSecondaryColor3uiEXT; +#define glSecondaryColor3uiEXT glad_glSecondaryColor3uiEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +#define glSecondaryColor3uiv glad_glSecondaryColor3uiv +GLAD_API_CALL PFNGLSECONDARYCOLOR3UIVEXTPROC glad_glSecondaryColor3uivEXT; +#define glSecondaryColor3uivEXT glad_glSecondaryColor3uivEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +#define glSecondaryColor3us glad_glSecondaryColor3us +GLAD_API_CALL PFNGLSECONDARYCOLOR3USEXTPROC glad_glSecondaryColor3usEXT; +#define glSecondaryColor3usEXT glad_glSecondaryColor3usEXT +GLAD_API_CALL PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +#define glSecondaryColor3usv glad_glSecondaryColor3usv +GLAD_API_CALL PFNGLSECONDARYCOLOR3USVEXTPROC glad_glSecondaryColor3usvEXT; +#define glSecondaryColor3usvEXT glad_glSecondaryColor3usvEXT +GLAD_API_CALL PFNGLSECONDARYCOLORFORMATNVPROC glad_glSecondaryColorFormatNV; +#define glSecondaryColorFormatNV glad_glSecondaryColorFormatNV +GLAD_API_CALL PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +GLAD_API_CALL PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +GLAD_API_CALL PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +#define glSecondaryColorPointer glad_glSecondaryColorPointer +GLAD_API_CALL PFNGLSECONDARYCOLORPOINTEREXTPROC glad_glSecondaryColorPointerEXT; +#define glSecondaryColorPointerEXT glad_glSecondaryColorPointerEXT +GLAD_API_CALL PFNGLSECONDARYCOLORPOINTERLISTIBMPROC glad_glSecondaryColorPointerListIBM; +#define glSecondaryColorPointerListIBM glad_glSecondaryColorPointerListIBM +GLAD_API_CALL PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +#define glSelectBuffer glad_glSelectBuffer +GLAD_API_CALL PFNGLSELECTPERFMONITORCOUNTERSAMDPROC glad_glSelectPerfMonitorCountersAMD; +#define glSelectPerfMonitorCountersAMD glad_glSelectPerfMonitorCountersAMD +GLAD_API_CALL PFNGLSEMAPHOREPARAMETERIVNVPROC glad_glSemaphoreParameterivNV; +#define glSemaphoreParameterivNV glad_glSemaphoreParameterivNV +GLAD_API_CALL PFNGLSEMAPHOREPARAMETERUI64VEXTPROC glad_glSemaphoreParameterui64vEXT; +#define glSemaphoreParameterui64vEXT glad_glSemaphoreParameterui64vEXT +GLAD_API_CALL PFNGLSEPARABLEFILTER2DPROC glad_glSeparableFilter2D; +#define glSeparableFilter2D glad_glSeparableFilter2D +GLAD_API_CALL PFNGLSEPARABLEFILTER2DEXTPROC glad_glSeparableFilter2DEXT; +#define glSeparableFilter2DEXT glad_glSeparableFilter2DEXT +GLAD_API_CALL PFNGLSETFENCEAPPLEPROC glad_glSetFenceAPPLE; +#define glSetFenceAPPLE glad_glSetFenceAPPLE +GLAD_API_CALL PFNGLSETFENCENVPROC glad_glSetFenceNV; +#define glSetFenceNV glad_glSetFenceNV +GLAD_API_CALL PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI; +#define glSetFragmentShaderConstantATI glad_glSetFragmentShaderConstantATI +GLAD_API_CALL PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT; +#define glSetInvariantEXT glad_glSetInvariantEXT +GLAD_API_CALL PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT; +#define glSetLocalConstantEXT glad_glSetLocalConstantEXT +GLAD_API_CALL PFNGLSETMULTISAMPLEFVAMDPROC glad_glSetMultisamplefvAMD; +#define glSetMultisamplefvAMD glad_glSetMultisamplefvAMD +GLAD_API_CALL PFNGLSHADEMODELPROC glad_glShadeModel; +#define glShadeModel glad_glShadeModel +GLAD_API_CALL PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +GLAD_API_CALL PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT; +#define glShaderOp1EXT glad_glShaderOp1EXT +GLAD_API_CALL PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT; +#define glShaderOp2EXT glad_glShaderOp2EXT +GLAD_API_CALL PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT; +#define glShaderOp3EXT glad_glShaderOp3EXT +GLAD_API_CALL PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +GLAD_API_CALL PFNGLSHADERSOURCEARBPROC glad_glShaderSourceARB; +#define glShaderSourceARB glad_glShaderSourceARB +GLAD_API_CALL PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; +#define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding +GLAD_API_CALL PFNGLSHADINGRATEIMAGEBARRIERNVPROC glad_glShadingRateImageBarrierNV; +#define glShadingRateImageBarrierNV glad_glShadingRateImageBarrierNV +GLAD_API_CALL PFNGLSHADINGRATEIMAGEPALETTENVPROC glad_glShadingRateImagePaletteNV; +#define glShadingRateImagePaletteNV glad_glShadingRateImagePaletteNV +GLAD_API_CALL PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC glad_glShadingRateSampleOrderCustomNV; +#define glShadingRateSampleOrderCustomNV glad_glShadingRateSampleOrderCustomNV +GLAD_API_CALL PFNGLSHADINGRATESAMPLEORDERNVPROC glad_glShadingRateSampleOrderNV; +#define glShadingRateSampleOrderNV glad_glShadingRateSampleOrderNV +GLAD_API_CALL PFNGLSHARPENTEXFUNCSGISPROC glad_glSharpenTexFuncSGIS; +#define glSharpenTexFuncSGIS glad_glSharpenTexFuncSGIS +GLAD_API_CALL PFNGLSIGNALSEMAPHOREEXTPROC glad_glSignalSemaphoreEXT; +#define glSignalSemaphoreEXT glad_glSignalSemaphoreEXT +GLAD_API_CALL PFNGLSIGNALSEMAPHOREUI64NVXPROC glad_glSignalSemaphoreui64NVX; +#define glSignalSemaphoreui64NVX glad_glSignalSemaphoreui64NVX +GLAD_API_CALL PFNGLSIGNALVKFENCENVPROC glad_glSignalVkFenceNV; +#define glSignalVkFenceNV glad_glSignalVkFenceNV +GLAD_API_CALL PFNGLSIGNALVKSEMAPHORENVPROC glad_glSignalVkSemaphoreNV; +#define glSignalVkSemaphoreNV glad_glSignalVkSemaphoreNV +GLAD_API_CALL PFNGLSPECIALIZESHADERARBPROC glad_glSpecializeShaderARB; +#define glSpecializeShaderARB glad_glSpecializeShaderARB +GLAD_API_CALL PFNGLSPRITEPARAMETERFSGIXPROC glad_glSpriteParameterfSGIX; +#define glSpriteParameterfSGIX glad_glSpriteParameterfSGIX +GLAD_API_CALL PFNGLSPRITEPARAMETERFVSGIXPROC glad_glSpriteParameterfvSGIX; +#define glSpriteParameterfvSGIX glad_glSpriteParameterfvSGIX +GLAD_API_CALL PFNGLSPRITEPARAMETERISGIXPROC glad_glSpriteParameteriSGIX; +#define glSpriteParameteriSGIX glad_glSpriteParameteriSGIX +GLAD_API_CALL PFNGLSPRITEPARAMETERIVSGIXPROC glad_glSpriteParameterivSGIX; +#define glSpriteParameterivSGIX glad_glSpriteParameterivSGIX +GLAD_API_CALL PFNGLSTARTINSTRUMENTSSGIXPROC glad_glStartInstrumentsSGIX; +#define glStartInstrumentsSGIX glad_glStartInstrumentsSGIX +GLAD_API_CALL PFNGLSTATECAPTURENVPROC glad_glStateCaptureNV; +#define glStateCaptureNV glad_glStateCaptureNV +GLAD_API_CALL PFNGLSTENCILCLEARTAGEXTPROC glad_glStencilClearTagEXT; +#define glStencilClearTagEXT glad_glStencilClearTagEXT +GLAD_API_CALL PFNGLSTENCILFILLPATHINSTANCEDNVPROC glad_glStencilFillPathInstancedNV; +#define glStencilFillPathInstancedNV glad_glStencilFillPathInstancedNV +GLAD_API_CALL PFNGLSTENCILFILLPATHNVPROC glad_glStencilFillPathNV; +#define glStencilFillPathNV glad_glStencilFillPathNV +GLAD_API_CALL PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +GLAD_API_CALL PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +GLAD_API_CALL PFNGLSTENCILFUNCSEPARATEATIPROC glad_glStencilFuncSeparateATI; +#define glStencilFuncSeparateATI glad_glStencilFuncSeparateATI +GLAD_API_CALL PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +GLAD_API_CALL PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +GLAD_API_CALL PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +GLAD_API_CALL PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +GLAD_API_CALL PFNGLSTENCILOPSEPARATEATIPROC glad_glStencilOpSeparateATI; +#define glStencilOpSeparateATI glad_glStencilOpSeparateATI +GLAD_API_CALL PFNGLSTENCILOPVALUEAMDPROC glad_glStencilOpValueAMD; +#define glStencilOpValueAMD glad_glStencilOpValueAMD +GLAD_API_CALL PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC glad_glStencilStrokePathInstancedNV; +#define glStencilStrokePathInstancedNV glad_glStencilStrokePathInstancedNV +GLAD_API_CALL PFNGLSTENCILSTROKEPATHNVPROC glad_glStencilStrokePathNV; +#define glStencilStrokePathNV glad_glStencilStrokePathNV +GLAD_API_CALL PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC glad_glStencilThenCoverFillPathInstancedNV; +#define glStencilThenCoverFillPathInstancedNV glad_glStencilThenCoverFillPathInstancedNV +GLAD_API_CALL PFNGLSTENCILTHENCOVERFILLPATHNVPROC glad_glStencilThenCoverFillPathNV; +#define glStencilThenCoverFillPathNV glad_glStencilThenCoverFillPathNV +GLAD_API_CALL PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC glad_glStencilThenCoverStrokePathInstancedNV; +#define glStencilThenCoverStrokePathInstancedNV glad_glStencilThenCoverStrokePathInstancedNV +GLAD_API_CALL PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC glad_glStencilThenCoverStrokePathNV; +#define glStencilThenCoverStrokePathNV glad_glStencilThenCoverStrokePathNV +GLAD_API_CALL PFNGLSTOPINSTRUMENTSSGIXPROC glad_glStopInstrumentsSGIX; +#define glStopInstrumentsSGIX glad_glStopInstrumentsSGIX +GLAD_API_CALL PFNGLSTRINGMARKERGREMEDYPROC glad_glStringMarkerGREMEDY; +#define glStringMarkerGREMEDY glad_glStringMarkerGREMEDY +GLAD_API_CALL PFNGLSUBPIXELPRECISIONBIASNVPROC glad_glSubpixelPrecisionBiasNV; +#define glSubpixelPrecisionBiasNV glad_glSubpixelPrecisionBiasNV +GLAD_API_CALL PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT; +#define glSwizzleEXT glad_glSwizzleEXT +GLAD_API_CALL PFNGLSYNCTEXTUREINTELPROC glad_glSyncTextureINTEL; +#define glSyncTextureINTEL glad_glSyncTextureINTEL +GLAD_API_CALL PFNGLTAGSAMPLEBUFFERSGIXPROC glad_glTagSampleBufferSGIX; +#define glTagSampleBufferSGIX glad_glTagSampleBufferSGIX +GLAD_API_CALL PFNGLTANGENT3BEXTPROC glad_glTangent3bEXT; +#define glTangent3bEXT glad_glTangent3bEXT +GLAD_API_CALL PFNGLTANGENT3BVEXTPROC glad_glTangent3bvEXT; +#define glTangent3bvEXT glad_glTangent3bvEXT +GLAD_API_CALL PFNGLTANGENT3DEXTPROC glad_glTangent3dEXT; +#define glTangent3dEXT glad_glTangent3dEXT +GLAD_API_CALL PFNGLTANGENT3DVEXTPROC glad_glTangent3dvEXT; +#define glTangent3dvEXT glad_glTangent3dvEXT +GLAD_API_CALL PFNGLTANGENT3FEXTPROC glad_glTangent3fEXT; +#define glTangent3fEXT glad_glTangent3fEXT +GLAD_API_CALL PFNGLTANGENT3FVEXTPROC glad_glTangent3fvEXT; +#define glTangent3fvEXT glad_glTangent3fvEXT +GLAD_API_CALL PFNGLTANGENT3IEXTPROC glad_glTangent3iEXT; +#define glTangent3iEXT glad_glTangent3iEXT +GLAD_API_CALL PFNGLTANGENT3IVEXTPROC glad_glTangent3ivEXT; +#define glTangent3ivEXT glad_glTangent3ivEXT +GLAD_API_CALL PFNGLTANGENT3SEXTPROC glad_glTangent3sEXT; +#define glTangent3sEXT glad_glTangent3sEXT +GLAD_API_CALL PFNGLTANGENT3SVEXTPROC glad_glTangent3svEXT; +#define glTangent3svEXT glad_glTangent3svEXT +GLAD_API_CALL PFNGLTANGENTPOINTEREXTPROC glad_glTangentPointerEXT; +#define glTangentPointerEXT glad_glTangentPointerEXT +GLAD_API_CALL PFNGLTBUFFERMASK3DFXPROC glad_glTbufferMask3DFX; +#define glTbufferMask3DFX glad_glTbufferMask3DFX +GLAD_API_CALL PFNGLTESSELLATIONFACTORAMDPROC glad_glTessellationFactorAMD; +#define glTessellationFactorAMD glad_glTessellationFactorAMD +GLAD_API_CALL PFNGLTESSELLATIONMODEAMDPROC glad_glTessellationModeAMD; +#define glTessellationModeAMD glad_glTessellationModeAMD +GLAD_API_CALL PFNGLTESTFENCEAPPLEPROC glad_glTestFenceAPPLE; +#define glTestFenceAPPLE glad_glTestFenceAPPLE +GLAD_API_CALL PFNGLTESTFENCENVPROC glad_glTestFenceNV; +#define glTestFenceNV glad_glTestFenceNV +GLAD_API_CALL PFNGLTESTOBJECTAPPLEPROC glad_glTestObjectAPPLE; +#define glTestObjectAPPLE glad_glTestObjectAPPLE +GLAD_API_CALL PFNGLTEXATTACHMEMORYNVPROC glad_glTexAttachMemoryNV; +#define glTexAttachMemoryNV glad_glTexAttachMemoryNV +GLAD_API_CALL PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +GLAD_API_CALL PFNGLTEXBUFFERARBPROC glad_glTexBufferARB; +#define glTexBufferARB glad_glTexBufferARB +GLAD_API_CALL PFNGLTEXBUFFEREXTPROC glad_glTexBufferEXT; +#define glTexBufferEXT glad_glTexBufferEXT +GLAD_API_CALL PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; +#define glTexBufferRange glad_glTexBufferRange +GLAD_API_CALL PFNGLTEXBUMPPARAMETERFVATIPROC glad_glTexBumpParameterfvATI; +#define glTexBumpParameterfvATI glad_glTexBumpParameterfvATI +GLAD_API_CALL PFNGLTEXBUMPPARAMETERIVATIPROC glad_glTexBumpParameterivATI; +#define glTexBumpParameterivATI glad_glTexBumpParameterivATI +GLAD_API_CALL PFNGLTEXCOORD1BOESPROC glad_glTexCoord1bOES; +#define glTexCoord1bOES glad_glTexCoord1bOES +GLAD_API_CALL PFNGLTEXCOORD1BVOESPROC glad_glTexCoord1bvOES; +#define glTexCoord1bvOES glad_glTexCoord1bvOES +GLAD_API_CALL PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +#define glTexCoord1d glad_glTexCoord1d +GLAD_API_CALL PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +#define glTexCoord1dv glad_glTexCoord1dv +GLAD_API_CALL PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +#define glTexCoord1f glad_glTexCoord1f +GLAD_API_CALL PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +#define glTexCoord1fv glad_glTexCoord1fv +GLAD_API_CALL PFNGLTEXCOORD1HNVPROC glad_glTexCoord1hNV; +#define glTexCoord1hNV glad_glTexCoord1hNV +GLAD_API_CALL PFNGLTEXCOORD1HVNVPROC glad_glTexCoord1hvNV; +#define glTexCoord1hvNV glad_glTexCoord1hvNV +GLAD_API_CALL PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +#define glTexCoord1i glad_glTexCoord1i +GLAD_API_CALL PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +#define glTexCoord1iv glad_glTexCoord1iv +GLAD_API_CALL PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +#define glTexCoord1s glad_glTexCoord1s +GLAD_API_CALL PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +#define glTexCoord1sv glad_glTexCoord1sv +GLAD_API_CALL PFNGLTEXCOORD1XOESPROC glad_glTexCoord1xOES; +#define glTexCoord1xOES glad_glTexCoord1xOES +GLAD_API_CALL PFNGLTEXCOORD1XVOESPROC glad_glTexCoord1xvOES; +#define glTexCoord1xvOES glad_glTexCoord1xvOES +GLAD_API_CALL PFNGLTEXCOORD2BOESPROC glad_glTexCoord2bOES; +#define glTexCoord2bOES glad_glTexCoord2bOES +GLAD_API_CALL PFNGLTEXCOORD2BVOESPROC glad_glTexCoord2bvOES; +#define glTexCoord2bvOES glad_glTexCoord2bvOES +GLAD_API_CALL PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +#define glTexCoord2d glad_glTexCoord2d +GLAD_API_CALL PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +#define glTexCoord2dv glad_glTexCoord2dv +GLAD_API_CALL PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +#define glTexCoord2f glad_glTexCoord2f +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC glad_glTexCoord2fColor3fVertex3fSUN; +#define glTexCoord2fColor3fVertex3fSUN glad_glTexCoord2fColor3fVertex3fSUN +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC glad_glTexCoord2fColor3fVertex3fvSUN; +#define glTexCoord2fColor3fVertex3fvSUN glad_glTexCoord2fColor3fVertex3fvSUN +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fSUN; +#define glTexCoord2fColor4fNormal3fVertex3fSUN glad_glTexCoord2fColor4fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fvSUN; +#define glTexCoord2fColor4fNormal3fVertex3fvSUN glad_glTexCoord2fColor4fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC glad_glTexCoord2fColor4ubVertex3fSUN; +#define glTexCoord2fColor4ubVertex3fSUN glad_glTexCoord2fColor4ubVertex3fSUN +GLAD_API_CALL PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC glad_glTexCoord2fColor4ubVertex3fvSUN; +#define glTexCoord2fColor4ubVertex3fvSUN glad_glTexCoord2fColor4ubVertex3fvSUN +GLAD_API_CALL PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fNormal3fVertex3fSUN; +#define glTexCoord2fNormal3fVertex3fSUN glad_glTexCoord2fNormal3fVertex3fSUN +GLAD_API_CALL PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fNormal3fVertex3fvSUN; +#define glTexCoord2fNormal3fVertex3fvSUN glad_glTexCoord2fNormal3fVertex3fvSUN +GLAD_API_CALL PFNGLTEXCOORD2FVERTEX3FSUNPROC glad_glTexCoord2fVertex3fSUN; +#define glTexCoord2fVertex3fSUN glad_glTexCoord2fVertex3fSUN +GLAD_API_CALL PFNGLTEXCOORD2FVERTEX3FVSUNPROC glad_glTexCoord2fVertex3fvSUN; +#define glTexCoord2fVertex3fvSUN glad_glTexCoord2fVertex3fvSUN +GLAD_API_CALL PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +#define glTexCoord2fv glad_glTexCoord2fv +GLAD_API_CALL PFNGLTEXCOORD2HNVPROC glad_glTexCoord2hNV; +#define glTexCoord2hNV glad_glTexCoord2hNV +GLAD_API_CALL PFNGLTEXCOORD2HVNVPROC glad_glTexCoord2hvNV; +#define glTexCoord2hvNV glad_glTexCoord2hvNV +GLAD_API_CALL PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +#define glTexCoord2i glad_glTexCoord2i +GLAD_API_CALL PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +#define glTexCoord2iv glad_glTexCoord2iv +GLAD_API_CALL PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +#define glTexCoord2s glad_glTexCoord2s +GLAD_API_CALL PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +#define glTexCoord2sv glad_glTexCoord2sv +GLAD_API_CALL PFNGLTEXCOORD2XOESPROC glad_glTexCoord2xOES; +#define glTexCoord2xOES glad_glTexCoord2xOES +GLAD_API_CALL PFNGLTEXCOORD2XVOESPROC glad_glTexCoord2xvOES; +#define glTexCoord2xvOES glad_glTexCoord2xvOES +GLAD_API_CALL PFNGLTEXCOORD3BOESPROC glad_glTexCoord3bOES; +#define glTexCoord3bOES glad_glTexCoord3bOES +GLAD_API_CALL PFNGLTEXCOORD3BVOESPROC glad_glTexCoord3bvOES; +#define glTexCoord3bvOES glad_glTexCoord3bvOES +GLAD_API_CALL PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +#define glTexCoord3d glad_glTexCoord3d +GLAD_API_CALL PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +#define glTexCoord3dv glad_glTexCoord3dv +GLAD_API_CALL PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +#define glTexCoord3f glad_glTexCoord3f +GLAD_API_CALL PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +#define glTexCoord3fv glad_glTexCoord3fv +GLAD_API_CALL PFNGLTEXCOORD3HNVPROC glad_glTexCoord3hNV; +#define glTexCoord3hNV glad_glTexCoord3hNV +GLAD_API_CALL PFNGLTEXCOORD3HVNVPROC glad_glTexCoord3hvNV; +#define glTexCoord3hvNV glad_glTexCoord3hvNV +GLAD_API_CALL PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +#define glTexCoord3i glad_glTexCoord3i +GLAD_API_CALL PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +#define glTexCoord3iv glad_glTexCoord3iv +GLAD_API_CALL PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +#define glTexCoord3s glad_glTexCoord3s +GLAD_API_CALL PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +#define glTexCoord3sv glad_glTexCoord3sv +GLAD_API_CALL PFNGLTEXCOORD3XOESPROC glad_glTexCoord3xOES; +#define glTexCoord3xOES glad_glTexCoord3xOES +GLAD_API_CALL PFNGLTEXCOORD3XVOESPROC glad_glTexCoord3xvOES; +#define glTexCoord3xvOES glad_glTexCoord3xvOES +GLAD_API_CALL PFNGLTEXCOORD4BOESPROC glad_glTexCoord4bOES; +#define glTexCoord4bOES glad_glTexCoord4bOES +GLAD_API_CALL PFNGLTEXCOORD4BVOESPROC glad_glTexCoord4bvOES; +#define glTexCoord4bvOES glad_glTexCoord4bvOES +GLAD_API_CALL PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +#define glTexCoord4d glad_glTexCoord4d +GLAD_API_CALL PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +#define glTexCoord4dv glad_glTexCoord4dv +GLAD_API_CALL PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +#define glTexCoord4f glad_glTexCoord4f +GLAD_API_CALL PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fSUN; +#define glTexCoord4fColor4fNormal3fVertex4fSUN glad_glTexCoord4fColor4fNormal3fVertex4fSUN +GLAD_API_CALL PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fvSUN; +#define glTexCoord4fColor4fNormal3fVertex4fvSUN glad_glTexCoord4fColor4fNormal3fVertex4fvSUN +GLAD_API_CALL PFNGLTEXCOORD4FVERTEX4FSUNPROC glad_glTexCoord4fVertex4fSUN; +#define glTexCoord4fVertex4fSUN glad_glTexCoord4fVertex4fSUN +GLAD_API_CALL PFNGLTEXCOORD4FVERTEX4FVSUNPROC glad_glTexCoord4fVertex4fvSUN; +#define glTexCoord4fVertex4fvSUN glad_glTexCoord4fVertex4fvSUN +GLAD_API_CALL PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +#define glTexCoord4fv glad_glTexCoord4fv +GLAD_API_CALL PFNGLTEXCOORD4HNVPROC glad_glTexCoord4hNV; +#define glTexCoord4hNV glad_glTexCoord4hNV +GLAD_API_CALL PFNGLTEXCOORD4HVNVPROC glad_glTexCoord4hvNV; +#define glTexCoord4hvNV glad_glTexCoord4hvNV +GLAD_API_CALL PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +#define glTexCoord4i glad_glTexCoord4i +GLAD_API_CALL PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +#define glTexCoord4iv glad_glTexCoord4iv +GLAD_API_CALL PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +#define glTexCoord4s glad_glTexCoord4s +GLAD_API_CALL PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +#define glTexCoord4sv glad_glTexCoord4sv +GLAD_API_CALL PFNGLTEXCOORD4XOESPROC glad_glTexCoord4xOES; +#define glTexCoord4xOES glad_glTexCoord4xOES +GLAD_API_CALL PFNGLTEXCOORD4XVOESPROC glad_glTexCoord4xvOES; +#define glTexCoord4xvOES glad_glTexCoord4xvOES +GLAD_API_CALL PFNGLTEXCOORDFORMATNVPROC glad_glTexCoordFormatNV; +#define glTexCoordFormatNV glad_glTexCoordFormatNV +GLAD_API_CALL PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +GLAD_API_CALL PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +GLAD_API_CALL PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +GLAD_API_CALL PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +GLAD_API_CALL PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +GLAD_API_CALL PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +GLAD_API_CALL PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +GLAD_API_CALL PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +GLAD_API_CALL PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +#define glTexCoordPointer glad_glTexCoordPointer +GLAD_API_CALL PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT; +#define glTexCoordPointerEXT glad_glTexCoordPointerEXT +GLAD_API_CALL PFNGLTEXCOORDPOINTERLISTIBMPROC glad_glTexCoordPointerListIBM; +#define glTexCoordPointerListIBM glad_glTexCoordPointerListIBM +GLAD_API_CALL PFNGLTEXCOORDPOINTERVINTELPROC glad_glTexCoordPointervINTEL; +#define glTexCoordPointervINTEL glad_glTexCoordPointervINTEL +GLAD_API_CALL PFNGLTEXENVFPROC glad_glTexEnvf; +#define glTexEnvf glad_glTexEnvf +GLAD_API_CALL PFNGLTEXENVFVPROC glad_glTexEnvfv; +#define glTexEnvfv glad_glTexEnvfv +GLAD_API_CALL PFNGLTEXENVIPROC glad_glTexEnvi; +#define glTexEnvi glad_glTexEnvi +GLAD_API_CALL PFNGLTEXENVIVPROC glad_glTexEnviv; +#define glTexEnviv glad_glTexEnviv +GLAD_API_CALL PFNGLTEXENVXOESPROC glad_glTexEnvxOES; +#define glTexEnvxOES glad_glTexEnvxOES +GLAD_API_CALL PFNGLTEXENVXVOESPROC glad_glTexEnvxvOES; +#define glTexEnvxvOES glad_glTexEnvxvOES +GLAD_API_CALL PFNGLTEXFILTERFUNCSGISPROC glad_glTexFilterFuncSGIS; +#define glTexFilterFuncSGIS glad_glTexFilterFuncSGIS +GLAD_API_CALL PFNGLTEXGENDPROC glad_glTexGend; +#define glTexGend glad_glTexGend +GLAD_API_CALL PFNGLTEXGENDVPROC glad_glTexGendv; +#define glTexGendv glad_glTexGendv +GLAD_API_CALL PFNGLTEXGENFPROC glad_glTexGenf; +#define glTexGenf glad_glTexGenf +GLAD_API_CALL PFNGLTEXGENFVPROC glad_glTexGenfv; +#define glTexGenfv glad_glTexGenfv +GLAD_API_CALL PFNGLTEXGENIPROC glad_glTexGeni; +#define glTexGeni glad_glTexGeni +GLAD_API_CALL PFNGLTEXGENIVPROC glad_glTexGeniv; +#define glTexGeniv glad_glTexGeniv +GLAD_API_CALL PFNGLTEXGENXOESPROC glad_glTexGenxOES; +#define glTexGenxOES glad_glTexGenxOES +GLAD_API_CALL PFNGLTEXGENXVOESPROC glad_glTexGenxvOES; +#define glTexGenxvOES glad_glTexGenxvOES +GLAD_API_CALL PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +GLAD_API_CALL PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +GLAD_API_CALL PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +GLAD_API_CALL PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTexImage2DMultisampleCoverageNV; +#define glTexImage2DMultisampleCoverageNV glad_glTexImage2DMultisampleCoverageNV +GLAD_API_CALL PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +GLAD_API_CALL PFNGLTEXIMAGE3DEXTPROC glad_glTexImage3DEXT; +#define glTexImage3DEXT glad_glTexImage3DEXT +GLAD_API_CALL PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +GLAD_API_CALL PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTexImage3DMultisampleCoverageNV; +#define glTexImage3DMultisampleCoverageNV glad_glTexImage3DMultisampleCoverageNV +GLAD_API_CALL PFNGLTEXIMAGE4DSGISPROC glad_glTexImage4DSGIS; +#define glTexImage4DSGIS glad_glTexImage4DSGIS +GLAD_API_CALL PFNGLTEXPAGECOMMITMENTARBPROC glad_glTexPageCommitmentARB; +#define glTexPageCommitmentARB glad_glTexPageCommitmentARB +GLAD_API_CALL PFNGLTEXPAGECOMMITMENTMEMNVPROC glad_glTexPageCommitmentMemNV; +#define glTexPageCommitmentMemNV glad_glTexPageCommitmentMemNV +GLAD_API_CALL PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +GLAD_API_CALL PFNGLTEXPARAMETERIIVEXTPROC glad_glTexParameterIivEXT; +#define glTexParameterIivEXT glad_glTexParameterIivEXT +GLAD_API_CALL PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +GLAD_API_CALL PFNGLTEXPARAMETERIUIVEXTPROC glad_glTexParameterIuivEXT; +#define glTexParameterIuivEXT glad_glTexParameterIuivEXT +GLAD_API_CALL PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +GLAD_API_CALL PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +GLAD_API_CALL PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +GLAD_API_CALL PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +GLAD_API_CALL PFNGLTEXPARAMETERXOESPROC glad_glTexParameterxOES; +#define glTexParameterxOES glad_glTexParameterxOES +GLAD_API_CALL PFNGLTEXPARAMETERXVOESPROC glad_glTexParameterxvOES; +#define glTexParameterxvOES glad_glTexParameterxvOES +GLAD_API_CALL PFNGLTEXRENDERBUFFERNVPROC glad_glTexRenderbufferNV; +#define glTexRenderbufferNV glad_glTexRenderbufferNV +GLAD_API_CALL PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; +#define glTexStorage1D glad_glTexStorage1D +GLAD_API_CALL PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; +#define glTexStorage2D glad_glTexStorage2D +GLAD_API_CALL PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; +#define glTexStorage2DMultisample glad_glTexStorage2DMultisample +GLAD_API_CALL PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; +#define glTexStorage3D glad_glTexStorage3D +GLAD_API_CALL PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; +#define glTexStorage3DMultisample glad_glTexStorage3DMultisample +GLAD_API_CALL PFNGLTEXSTORAGEMEM1DEXTPROC glad_glTexStorageMem1DEXT; +#define glTexStorageMem1DEXT glad_glTexStorageMem1DEXT +GLAD_API_CALL PFNGLTEXSTORAGEMEM2DEXTPROC glad_glTexStorageMem2DEXT; +#define glTexStorageMem2DEXT glad_glTexStorageMem2DEXT +GLAD_API_CALL PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTexStorageMem2DMultisampleEXT; +#define glTexStorageMem2DMultisampleEXT glad_glTexStorageMem2DMultisampleEXT +GLAD_API_CALL PFNGLTEXSTORAGEMEM3DEXTPROC glad_glTexStorageMem3DEXT; +#define glTexStorageMem3DEXT glad_glTexStorageMem3DEXT +GLAD_API_CALL PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTexStorageMem3DMultisampleEXT; +#define glTexStorageMem3DMultisampleEXT glad_glTexStorageMem3DMultisampleEXT +GLAD_API_CALL PFNGLTEXSTORAGESPARSEAMDPROC glad_glTexStorageSparseAMD; +#define glTexStorageSparseAMD glad_glTexStorageSparseAMD +GLAD_API_CALL PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +GLAD_API_CALL PFNGLTEXSUBIMAGE1DEXTPROC glad_glTexSubImage1DEXT; +#define glTexSubImage1DEXT glad_glTexSubImage1DEXT +GLAD_API_CALL PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +GLAD_API_CALL PFNGLTEXSUBIMAGE2DEXTPROC glad_glTexSubImage2DEXT; +#define glTexSubImage2DEXT glad_glTexSubImage2DEXT +GLAD_API_CALL PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +GLAD_API_CALL PFNGLTEXSUBIMAGE3DEXTPROC glad_glTexSubImage3DEXT; +#define glTexSubImage3DEXT glad_glTexSubImage3DEXT +GLAD_API_CALL PFNGLTEXSUBIMAGE4DSGISPROC glad_glTexSubImage4DSGIS; +#define glTexSubImage4DSGIS glad_glTexSubImage4DSGIS +GLAD_API_CALL PFNGLTEXTUREATTACHMEMORYNVPROC glad_glTextureAttachMemoryNV; +#define glTextureAttachMemoryNV glad_glTextureAttachMemoryNV +GLAD_API_CALL PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; +#define glTextureBarrier glad_glTextureBarrier +GLAD_API_CALL PFNGLTEXTUREBARRIERNVPROC glad_glTextureBarrierNV; +#define glTextureBarrierNV glad_glTextureBarrierNV +GLAD_API_CALL PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; +#define glTextureBuffer glad_glTextureBuffer +GLAD_API_CALL PFNGLTEXTUREBUFFEREXTPROC glad_glTextureBufferEXT; +#define glTextureBufferEXT glad_glTextureBufferEXT +GLAD_API_CALL PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; +#define glTextureBufferRange glad_glTextureBufferRange +GLAD_API_CALL PFNGLTEXTUREBUFFERRANGEEXTPROC glad_glTextureBufferRangeEXT; +#define glTextureBufferRangeEXT glad_glTextureBufferRangeEXT +GLAD_API_CALL PFNGLTEXTURECOLORMASKSGISPROC glad_glTextureColorMaskSGIS; +#define glTextureColorMaskSGIS glad_glTextureColorMaskSGIS +GLAD_API_CALL PFNGLTEXTUREIMAGE1DEXTPROC glad_glTextureImage1DEXT; +#define glTextureImage1DEXT glad_glTextureImage1DEXT +GLAD_API_CALL PFNGLTEXTUREIMAGE2DEXTPROC glad_glTextureImage2DEXT; +#define glTextureImage2DEXT glad_glTextureImage2DEXT +GLAD_API_CALL PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTextureImage2DMultisampleCoverageNV; +#define glTextureImage2DMultisampleCoverageNV glad_glTextureImage2DMultisampleCoverageNV +GLAD_API_CALL PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC glad_glTextureImage2DMultisampleNV; +#define glTextureImage2DMultisampleNV glad_glTextureImage2DMultisampleNV +GLAD_API_CALL PFNGLTEXTUREIMAGE3DEXTPROC glad_glTextureImage3DEXT; +#define glTextureImage3DEXT glad_glTextureImage3DEXT +GLAD_API_CALL PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTextureImage3DMultisampleCoverageNV; +#define glTextureImage3DMultisampleCoverageNV glad_glTextureImage3DMultisampleCoverageNV +GLAD_API_CALL PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC glad_glTextureImage3DMultisampleNV; +#define glTextureImage3DMultisampleNV glad_glTextureImage3DMultisampleNV +GLAD_API_CALL PFNGLTEXTURELIGHTEXTPROC glad_glTextureLightEXT; +#define glTextureLightEXT glad_glTextureLightEXT +GLAD_API_CALL PFNGLTEXTUREMATERIALEXTPROC glad_glTextureMaterialEXT; +#define glTextureMaterialEXT glad_glTextureMaterialEXT +GLAD_API_CALL PFNGLTEXTURENORMALEXTPROC glad_glTextureNormalEXT; +#define glTextureNormalEXT glad_glTextureNormalEXT +GLAD_API_CALL PFNGLTEXTUREPAGECOMMITMENTEXTPROC glad_glTexturePageCommitmentEXT; +#define glTexturePageCommitmentEXT glad_glTexturePageCommitmentEXT +GLAD_API_CALL PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC glad_glTexturePageCommitmentMemNV; +#define glTexturePageCommitmentMemNV glad_glTexturePageCommitmentMemNV +GLAD_API_CALL PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; +#define glTextureParameterIiv glad_glTextureParameterIiv +GLAD_API_CALL PFNGLTEXTUREPARAMETERIIVEXTPROC glad_glTextureParameterIivEXT; +#define glTextureParameterIivEXT glad_glTextureParameterIivEXT +GLAD_API_CALL PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; +#define glTextureParameterIuiv glad_glTextureParameterIuiv +GLAD_API_CALL PFNGLTEXTUREPARAMETERIUIVEXTPROC glad_glTextureParameterIuivEXT; +#define glTextureParameterIuivEXT glad_glTextureParameterIuivEXT +GLAD_API_CALL PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; +#define glTextureParameterf glad_glTextureParameterf +GLAD_API_CALL PFNGLTEXTUREPARAMETERFEXTPROC glad_glTextureParameterfEXT; +#define glTextureParameterfEXT glad_glTextureParameterfEXT +GLAD_API_CALL PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; +#define glTextureParameterfv glad_glTextureParameterfv +GLAD_API_CALL PFNGLTEXTUREPARAMETERFVEXTPROC glad_glTextureParameterfvEXT; +#define glTextureParameterfvEXT glad_glTextureParameterfvEXT +GLAD_API_CALL PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; +#define glTextureParameteri glad_glTextureParameteri +GLAD_API_CALL PFNGLTEXTUREPARAMETERIEXTPROC glad_glTextureParameteriEXT; +#define glTextureParameteriEXT glad_glTextureParameteriEXT +GLAD_API_CALL PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; +#define glTextureParameteriv glad_glTextureParameteriv +GLAD_API_CALL PFNGLTEXTUREPARAMETERIVEXTPROC glad_glTextureParameterivEXT; +#define glTextureParameterivEXT glad_glTextureParameterivEXT +GLAD_API_CALL PFNGLTEXTURERANGEAPPLEPROC glad_glTextureRangeAPPLE; +#define glTextureRangeAPPLE glad_glTextureRangeAPPLE +GLAD_API_CALL PFNGLTEXTURERENDERBUFFEREXTPROC glad_glTextureRenderbufferEXT; +#define glTextureRenderbufferEXT glad_glTextureRenderbufferEXT +GLAD_API_CALL PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; +#define glTextureStorage1D glad_glTextureStorage1D +GLAD_API_CALL PFNGLTEXTURESTORAGE1DEXTPROC glad_glTextureStorage1DEXT; +#define glTextureStorage1DEXT glad_glTextureStorage1DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; +#define glTextureStorage2D glad_glTextureStorage2D +GLAD_API_CALL PFNGLTEXTURESTORAGE2DEXTPROC glad_glTextureStorage2DEXT; +#define glTextureStorage2DEXT glad_glTextureStorage2DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; +#define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample +GLAD_API_CALL PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC glad_glTextureStorage2DMultisampleEXT; +#define glTextureStorage2DMultisampleEXT glad_glTextureStorage2DMultisampleEXT +GLAD_API_CALL PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; +#define glTextureStorage3D glad_glTextureStorage3D +GLAD_API_CALL PFNGLTEXTURESTORAGE3DEXTPROC glad_glTextureStorage3DEXT; +#define glTextureStorage3DEXT glad_glTextureStorage3DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; +#define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample +GLAD_API_CALL PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC glad_glTextureStorage3DMultisampleEXT; +#define glTextureStorage3DMultisampleEXT glad_glTextureStorage3DMultisampleEXT +GLAD_API_CALL PFNGLTEXTURESTORAGEMEM1DEXTPROC glad_glTextureStorageMem1DEXT; +#define glTextureStorageMem1DEXT glad_glTextureStorageMem1DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGEMEM2DEXTPROC glad_glTextureStorageMem2DEXT; +#define glTextureStorageMem2DEXT glad_glTextureStorageMem2DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTextureStorageMem2DMultisampleEXT; +#define glTextureStorageMem2DMultisampleEXT glad_glTextureStorageMem2DMultisampleEXT +GLAD_API_CALL PFNGLTEXTURESTORAGEMEM3DEXTPROC glad_glTextureStorageMem3DEXT; +#define glTextureStorageMem3DEXT glad_glTextureStorageMem3DEXT +GLAD_API_CALL PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTextureStorageMem3DMultisampleEXT; +#define glTextureStorageMem3DMultisampleEXT glad_glTextureStorageMem3DMultisampleEXT +GLAD_API_CALL PFNGLTEXTURESTORAGESPARSEAMDPROC glad_glTextureStorageSparseAMD; +#define glTextureStorageSparseAMD glad_glTextureStorageSparseAMD +GLAD_API_CALL PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; +#define glTextureSubImage1D glad_glTextureSubImage1D +GLAD_API_CALL PFNGLTEXTURESUBIMAGE1DEXTPROC glad_glTextureSubImage1DEXT; +#define glTextureSubImage1DEXT glad_glTextureSubImage1DEXT +GLAD_API_CALL PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; +#define glTextureSubImage2D glad_glTextureSubImage2D +GLAD_API_CALL PFNGLTEXTURESUBIMAGE2DEXTPROC glad_glTextureSubImage2DEXT; +#define glTextureSubImage2DEXT glad_glTextureSubImage2DEXT +GLAD_API_CALL PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; +#define glTextureSubImage3D glad_glTextureSubImage3D +GLAD_API_CALL PFNGLTEXTURESUBIMAGE3DEXTPROC glad_glTextureSubImage3DEXT; +#define glTextureSubImage3DEXT glad_glTextureSubImage3DEXT +GLAD_API_CALL PFNGLTEXTUREVIEWPROC glad_glTextureView; +#define glTextureView glad_glTextureView +GLAD_API_CALL PFNGLTRACKMATRIXNVPROC glad_glTrackMatrixNV; +#define glTrackMatrixNV glad_glTrackMatrixNV +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC glad_glTransformFeedbackAttribsNV; +#define glTransformFeedbackAttribsNV glad_glTransformFeedbackAttribsNV +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; +#define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; +#define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC glad_glTransformFeedbackStreamAttribsNV; +#define glTransformFeedbackStreamAttribsNV glad_glTransformFeedbackStreamAttribsNV +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC glad_glTransformFeedbackVaryingsEXT; +#define glTransformFeedbackVaryingsEXT glad_glTransformFeedbackVaryingsEXT +GLAD_API_CALL PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC glad_glTransformFeedbackVaryingsNV; +#define glTransformFeedbackVaryingsNV glad_glTransformFeedbackVaryingsNV +GLAD_API_CALL PFNGLTRANSFORMPATHNVPROC glad_glTransformPathNV; +#define glTransformPathNV glad_glTransformPathNV +GLAD_API_CALL PFNGLTRANSLATEDPROC glad_glTranslated; +#define glTranslated glad_glTranslated +GLAD_API_CALL PFNGLTRANSLATEFPROC glad_glTranslatef; +#define glTranslatef glad_glTranslatef +GLAD_API_CALL PFNGLTRANSLATEXOESPROC glad_glTranslatexOES; +#define glTranslatexOES glad_glTranslatexOES +GLAD_API_CALL PFNGLUNIFORM1DPROC glad_glUniform1d; +#define glUniform1d glad_glUniform1d +GLAD_API_CALL PFNGLUNIFORM1DVPROC glad_glUniform1dv; +#define glUniform1dv glad_glUniform1dv +GLAD_API_CALL PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +GLAD_API_CALL PFNGLUNIFORM1FARBPROC glad_glUniform1fARB; +#define glUniform1fARB glad_glUniform1fARB +GLAD_API_CALL PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +GLAD_API_CALL PFNGLUNIFORM1FVARBPROC glad_glUniform1fvARB; +#define glUniform1fvARB glad_glUniform1fvARB +GLAD_API_CALL PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +GLAD_API_CALL PFNGLUNIFORM1I64ARBPROC glad_glUniform1i64ARB; +#define glUniform1i64ARB glad_glUniform1i64ARB +GLAD_API_CALL PFNGLUNIFORM1I64NVPROC glad_glUniform1i64NV; +#define glUniform1i64NV glad_glUniform1i64NV +GLAD_API_CALL PFNGLUNIFORM1I64VARBPROC glad_glUniform1i64vARB; +#define glUniform1i64vARB glad_glUniform1i64vARB +GLAD_API_CALL PFNGLUNIFORM1I64VNVPROC glad_glUniform1i64vNV; +#define glUniform1i64vNV glad_glUniform1i64vNV +GLAD_API_CALL PFNGLUNIFORM1IARBPROC glad_glUniform1iARB; +#define glUniform1iARB glad_glUniform1iARB +GLAD_API_CALL PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +GLAD_API_CALL PFNGLUNIFORM1IVARBPROC glad_glUniform1ivARB; +#define glUniform1ivARB glad_glUniform1ivARB +GLAD_API_CALL PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +GLAD_API_CALL PFNGLUNIFORM1UI64ARBPROC glad_glUniform1ui64ARB; +#define glUniform1ui64ARB glad_glUniform1ui64ARB +GLAD_API_CALL PFNGLUNIFORM1UI64NVPROC glad_glUniform1ui64NV; +#define glUniform1ui64NV glad_glUniform1ui64NV +GLAD_API_CALL PFNGLUNIFORM1UI64VARBPROC glad_glUniform1ui64vARB; +#define glUniform1ui64vARB glad_glUniform1ui64vARB +GLAD_API_CALL PFNGLUNIFORM1UI64VNVPROC glad_glUniform1ui64vNV; +#define glUniform1ui64vNV glad_glUniform1ui64vNV +GLAD_API_CALL PFNGLUNIFORM1UIEXTPROC glad_glUniform1uiEXT; +#define glUniform1uiEXT glad_glUniform1uiEXT +GLAD_API_CALL PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +GLAD_API_CALL PFNGLUNIFORM1UIVEXTPROC glad_glUniform1uivEXT; +#define glUniform1uivEXT glad_glUniform1uivEXT +GLAD_API_CALL PFNGLUNIFORM2DPROC glad_glUniform2d; +#define glUniform2d glad_glUniform2d +GLAD_API_CALL PFNGLUNIFORM2DVPROC glad_glUniform2dv; +#define glUniform2dv glad_glUniform2dv +GLAD_API_CALL PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +GLAD_API_CALL PFNGLUNIFORM2FARBPROC glad_glUniform2fARB; +#define glUniform2fARB glad_glUniform2fARB +GLAD_API_CALL PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +GLAD_API_CALL PFNGLUNIFORM2FVARBPROC glad_glUniform2fvARB; +#define glUniform2fvARB glad_glUniform2fvARB +GLAD_API_CALL PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +GLAD_API_CALL PFNGLUNIFORM2I64ARBPROC glad_glUniform2i64ARB; +#define glUniform2i64ARB glad_glUniform2i64ARB +GLAD_API_CALL PFNGLUNIFORM2I64NVPROC glad_glUniform2i64NV; +#define glUniform2i64NV glad_glUniform2i64NV +GLAD_API_CALL PFNGLUNIFORM2I64VARBPROC glad_glUniform2i64vARB; +#define glUniform2i64vARB glad_glUniform2i64vARB +GLAD_API_CALL PFNGLUNIFORM2I64VNVPROC glad_glUniform2i64vNV; +#define glUniform2i64vNV glad_glUniform2i64vNV +GLAD_API_CALL PFNGLUNIFORM2IARBPROC glad_glUniform2iARB; +#define glUniform2iARB glad_glUniform2iARB +GLAD_API_CALL PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +GLAD_API_CALL PFNGLUNIFORM2IVARBPROC glad_glUniform2ivARB; +#define glUniform2ivARB glad_glUniform2ivARB +GLAD_API_CALL PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +GLAD_API_CALL PFNGLUNIFORM2UI64ARBPROC glad_glUniform2ui64ARB; +#define glUniform2ui64ARB glad_glUniform2ui64ARB +GLAD_API_CALL PFNGLUNIFORM2UI64NVPROC glad_glUniform2ui64NV; +#define glUniform2ui64NV glad_glUniform2ui64NV +GLAD_API_CALL PFNGLUNIFORM2UI64VARBPROC glad_glUniform2ui64vARB; +#define glUniform2ui64vARB glad_glUniform2ui64vARB +GLAD_API_CALL PFNGLUNIFORM2UI64VNVPROC glad_glUniform2ui64vNV; +#define glUniform2ui64vNV glad_glUniform2ui64vNV +GLAD_API_CALL PFNGLUNIFORM2UIEXTPROC glad_glUniform2uiEXT; +#define glUniform2uiEXT glad_glUniform2uiEXT +GLAD_API_CALL PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +GLAD_API_CALL PFNGLUNIFORM2UIVEXTPROC glad_glUniform2uivEXT; +#define glUniform2uivEXT glad_glUniform2uivEXT +GLAD_API_CALL PFNGLUNIFORM3DPROC glad_glUniform3d; +#define glUniform3d glad_glUniform3d +GLAD_API_CALL PFNGLUNIFORM3DVPROC glad_glUniform3dv; +#define glUniform3dv glad_glUniform3dv +GLAD_API_CALL PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +GLAD_API_CALL PFNGLUNIFORM3FARBPROC glad_glUniform3fARB; +#define glUniform3fARB glad_glUniform3fARB +GLAD_API_CALL PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +GLAD_API_CALL PFNGLUNIFORM3FVARBPROC glad_glUniform3fvARB; +#define glUniform3fvARB glad_glUniform3fvARB +GLAD_API_CALL PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +GLAD_API_CALL PFNGLUNIFORM3I64ARBPROC glad_glUniform3i64ARB; +#define glUniform3i64ARB glad_glUniform3i64ARB +GLAD_API_CALL PFNGLUNIFORM3I64NVPROC glad_glUniform3i64NV; +#define glUniform3i64NV glad_glUniform3i64NV +GLAD_API_CALL PFNGLUNIFORM3I64VARBPROC glad_glUniform3i64vARB; +#define glUniform3i64vARB glad_glUniform3i64vARB +GLAD_API_CALL PFNGLUNIFORM3I64VNVPROC glad_glUniform3i64vNV; +#define glUniform3i64vNV glad_glUniform3i64vNV +GLAD_API_CALL PFNGLUNIFORM3IARBPROC glad_glUniform3iARB; +#define glUniform3iARB glad_glUniform3iARB +GLAD_API_CALL PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +GLAD_API_CALL PFNGLUNIFORM3IVARBPROC glad_glUniform3ivARB; +#define glUniform3ivARB glad_glUniform3ivARB +GLAD_API_CALL PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +GLAD_API_CALL PFNGLUNIFORM3UI64ARBPROC glad_glUniform3ui64ARB; +#define glUniform3ui64ARB glad_glUniform3ui64ARB +GLAD_API_CALL PFNGLUNIFORM3UI64NVPROC glad_glUniform3ui64NV; +#define glUniform3ui64NV glad_glUniform3ui64NV +GLAD_API_CALL PFNGLUNIFORM3UI64VARBPROC glad_glUniform3ui64vARB; +#define glUniform3ui64vARB glad_glUniform3ui64vARB +GLAD_API_CALL PFNGLUNIFORM3UI64VNVPROC glad_glUniform3ui64vNV; +#define glUniform3ui64vNV glad_glUniform3ui64vNV +GLAD_API_CALL PFNGLUNIFORM3UIEXTPROC glad_glUniform3uiEXT; +#define glUniform3uiEXT glad_glUniform3uiEXT +GLAD_API_CALL PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +GLAD_API_CALL PFNGLUNIFORM3UIVEXTPROC glad_glUniform3uivEXT; +#define glUniform3uivEXT glad_glUniform3uivEXT +GLAD_API_CALL PFNGLUNIFORM4DPROC glad_glUniform4d; +#define glUniform4d glad_glUniform4d +GLAD_API_CALL PFNGLUNIFORM4DVPROC glad_glUniform4dv; +#define glUniform4dv glad_glUniform4dv +GLAD_API_CALL PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +GLAD_API_CALL PFNGLUNIFORM4FARBPROC glad_glUniform4fARB; +#define glUniform4fARB glad_glUniform4fARB +GLAD_API_CALL PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +GLAD_API_CALL PFNGLUNIFORM4FVARBPROC glad_glUniform4fvARB; +#define glUniform4fvARB glad_glUniform4fvARB +GLAD_API_CALL PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +GLAD_API_CALL PFNGLUNIFORM4I64ARBPROC glad_glUniform4i64ARB; +#define glUniform4i64ARB glad_glUniform4i64ARB +GLAD_API_CALL PFNGLUNIFORM4I64NVPROC glad_glUniform4i64NV; +#define glUniform4i64NV glad_glUniform4i64NV +GLAD_API_CALL PFNGLUNIFORM4I64VARBPROC glad_glUniform4i64vARB; +#define glUniform4i64vARB glad_glUniform4i64vARB +GLAD_API_CALL PFNGLUNIFORM4I64VNVPROC glad_glUniform4i64vNV; +#define glUniform4i64vNV glad_glUniform4i64vNV +GLAD_API_CALL PFNGLUNIFORM4IARBPROC glad_glUniform4iARB; +#define glUniform4iARB glad_glUniform4iARB +GLAD_API_CALL PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +GLAD_API_CALL PFNGLUNIFORM4IVARBPROC glad_glUniform4ivARB; +#define glUniform4ivARB glad_glUniform4ivARB +GLAD_API_CALL PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +GLAD_API_CALL PFNGLUNIFORM4UI64ARBPROC glad_glUniform4ui64ARB; +#define glUniform4ui64ARB glad_glUniform4ui64ARB +GLAD_API_CALL PFNGLUNIFORM4UI64NVPROC glad_glUniform4ui64NV; +#define glUniform4ui64NV glad_glUniform4ui64NV +GLAD_API_CALL PFNGLUNIFORM4UI64VARBPROC glad_glUniform4ui64vARB; +#define glUniform4ui64vARB glad_glUniform4ui64vARB +GLAD_API_CALL PFNGLUNIFORM4UI64VNVPROC glad_glUniform4ui64vNV; +#define glUniform4ui64vNV glad_glUniform4ui64vNV +GLAD_API_CALL PFNGLUNIFORM4UIEXTPROC glad_glUniform4uiEXT; +#define glUniform4uiEXT glad_glUniform4uiEXT +GLAD_API_CALL PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +GLAD_API_CALL PFNGLUNIFORM4UIVEXTPROC glad_glUniform4uivEXT; +#define glUniform4uivEXT glad_glUniform4uivEXT +GLAD_API_CALL PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +GLAD_API_CALL PFNGLUNIFORMBUFFEREXTPROC glad_glUniformBufferEXT; +#define glUniformBufferEXT glad_glUniformBufferEXT +GLAD_API_CALL PFNGLUNIFORMHANDLEUI64ARBPROC glad_glUniformHandleui64ARB; +#define glUniformHandleui64ARB glad_glUniformHandleui64ARB +GLAD_API_CALL PFNGLUNIFORMHANDLEUI64NVPROC glad_glUniformHandleui64NV; +#define glUniformHandleui64NV glad_glUniformHandleui64NV +GLAD_API_CALL PFNGLUNIFORMHANDLEUI64VARBPROC glad_glUniformHandleui64vARB; +#define glUniformHandleui64vARB glad_glUniformHandleui64vARB +GLAD_API_CALL PFNGLUNIFORMHANDLEUI64VNVPROC glad_glUniformHandleui64vNV; +#define glUniformHandleui64vNV glad_glUniformHandleui64vNV +GLAD_API_CALL PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; +#define glUniformMatrix2dv glad_glUniformMatrix2dv +GLAD_API_CALL PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX2FVARBPROC glad_glUniformMatrix2fvARB; +#define glUniformMatrix2fvARB glad_glUniformMatrix2fvARB +GLAD_API_CALL PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; +#define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv +GLAD_API_CALL PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +GLAD_API_CALL PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; +#define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv +GLAD_API_CALL PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; +#define glUniformMatrix3dv glad_glUniformMatrix3dv +GLAD_API_CALL PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3FVARBPROC glad_glUniformMatrix3fvARB; +#define glUniformMatrix3fvARB glad_glUniformMatrix3fvARB +GLAD_API_CALL PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; +#define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv +GLAD_API_CALL PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; +#define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv +GLAD_API_CALL PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; +#define glUniformMatrix4dv glad_glUniformMatrix4dv +GLAD_API_CALL PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4FVARBPROC glad_glUniformMatrix4fvARB; +#define glUniformMatrix4fvARB glad_glUniformMatrix4fvARB +GLAD_API_CALL PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; +#define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv +GLAD_API_CALL PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +GLAD_API_CALL PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; +#define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv +GLAD_API_CALL PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +GLAD_API_CALL PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; +#define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv +GLAD_API_CALL PFNGLUNIFORMUI64NVPROC glad_glUniformui64NV; +#define glUniformui64NV glad_glUniformui64NV +GLAD_API_CALL PFNGLUNIFORMUI64VNVPROC glad_glUniformui64vNV; +#define glUniformui64vNV glad_glUniformui64vNV +GLAD_API_CALL PFNGLUNLOCKARRAYSEXTPROC glad_glUnlockArraysEXT; +#define glUnlockArraysEXT glad_glUnlockArraysEXT +GLAD_API_CALL PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +GLAD_API_CALL PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB; +#define glUnmapBufferARB glad_glUnmapBufferARB +GLAD_API_CALL PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; +#define glUnmapNamedBuffer glad_glUnmapNamedBuffer +GLAD_API_CALL PFNGLUNMAPNAMEDBUFFEREXTPROC glad_glUnmapNamedBufferEXT; +#define glUnmapNamedBufferEXT glad_glUnmapNamedBufferEXT +GLAD_API_CALL PFNGLUNMAPOBJECTBUFFERATIPROC glad_glUnmapObjectBufferATI; +#define glUnmapObjectBufferATI glad_glUnmapObjectBufferATI +GLAD_API_CALL PFNGLUNMAPTEXTURE2DINTELPROC glad_glUnmapTexture2DINTEL; +#define glUnmapTexture2DINTEL glad_glUnmapTexture2DINTEL +GLAD_API_CALL PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI; +#define glUpdateObjectBufferATI glad_glUpdateObjectBufferATI +GLAD_API_CALL PFNGLUPLOADGPUMASKNVXPROC glad_glUploadGpuMaskNVX; +#define glUploadGpuMaskNVX glad_glUploadGpuMaskNVX +GLAD_API_CALL PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +GLAD_API_CALL PFNGLUSEPROGRAMOBJECTARBPROC glad_glUseProgramObjectARB; +#define glUseProgramObjectARB glad_glUseProgramObjectARB +GLAD_API_CALL PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; +#define glUseProgramStages glad_glUseProgramStages +GLAD_API_CALL PFNGLUSESHADERPROGRAMEXTPROC glad_glUseShaderProgramEXT; +#define glUseShaderProgramEXT glad_glUseShaderProgramEXT +GLAD_API_CALL PFNGLVDPAUFININVPROC glad_glVDPAUFiniNV; +#define glVDPAUFiniNV glad_glVDPAUFiniNV +GLAD_API_CALL PFNGLVDPAUGETSURFACEIVNVPROC glad_glVDPAUGetSurfaceivNV; +#define glVDPAUGetSurfaceivNV glad_glVDPAUGetSurfaceivNV +GLAD_API_CALL PFNGLVDPAUINITNVPROC glad_glVDPAUInitNV; +#define glVDPAUInitNV glad_glVDPAUInitNV +GLAD_API_CALL PFNGLVDPAUISSURFACENVPROC glad_glVDPAUIsSurfaceNV; +#define glVDPAUIsSurfaceNV glad_glVDPAUIsSurfaceNV +GLAD_API_CALL PFNGLVDPAUMAPSURFACESNVPROC glad_glVDPAUMapSurfacesNV; +#define glVDPAUMapSurfacesNV glad_glVDPAUMapSurfacesNV +GLAD_API_CALL PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC glad_glVDPAURegisterOutputSurfaceNV; +#define glVDPAURegisterOutputSurfaceNV glad_glVDPAURegisterOutputSurfaceNV +GLAD_API_CALL PFNGLVDPAUREGISTERVIDEOSURFACENVPROC glad_glVDPAURegisterVideoSurfaceNV; +#define glVDPAURegisterVideoSurfaceNV glad_glVDPAURegisterVideoSurfaceNV +GLAD_API_CALL PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV; +#define glVDPAURegisterVideoSurfaceWithPictureStructureNV glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV +GLAD_API_CALL PFNGLVDPAUSURFACEACCESSNVPROC glad_glVDPAUSurfaceAccessNV; +#define glVDPAUSurfaceAccessNV glad_glVDPAUSurfaceAccessNV +GLAD_API_CALL PFNGLVDPAUUNMAPSURFACESNVPROC glad_glVDPAUUnmapSurfacesNV; +#define glVDPAUUnmapSurfacesNV glad_glVDPAUUnmapSurfacesNV +GLAD_API_CALL PFNGLVDPAUUNREGISTERSURFACENVPROC glad_glVDPAUUnregisterSurfaceNV; +#define glVDPAUUnregisterSurfaceNV glad_glVDPAUUnregisterSurfaceNV +GLAD_API_CALL PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +GLAD_API_CALL PFNGLVALIDATEPROGRAMARBPROC glad_glValidateProgramARB; +#define glValidateProgramARB glad_glValidateProgramARB +GLAD_API_CALL PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; +#define glValidateProgramPipeline glad_glValidateProgramPipeline +GLAD_API_CALL PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI; +#define glVariantArrayObjectATI glad_glVariantArrayObjectATI +GLAD_API_CALL PFNGLVARIANTPOINTEREXTPROC glad_glVariantPointerEXT; +#define glVariantPointerEXT glad_glVariantPointerEXT +GLAD_API_CALL PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT; +#define glVariantbvEXT glad_glVariantbvEXT +GLAD_API_CALL PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT; +#define glVariantdvEXT glad_glVariantdvEXT +GLAD_API_CALL PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT; +#define glVariantfvEXT glad_glVariantfvEXT +GLAD_API_CALL PFNGLVARIANTIVEXTPROC glad_glVariantivEXT; +#define glVariantivEXT glad_glVariantivEXT +GLAD_API_CALL PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT; +#define glVariantsvEXT glad_glVariantsvEXT +GLAD_API_CALL PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT; +#define glVariantubvEXT glad_glVariantubvEXT +GLAD_API_CALL PFNGLVARIANTUIVEXTPROC glad_glVariantuivEXT; +#define glVariantuivEXT glad_glVariantuivEXT +GLAD_API_CALL PFNGLVARIANTUSVEXTPROC glad_glVariantusvEXT; +#define glVariantusvEXT glad_glVariantusvEXT +GLAD_API_CALL PFNGLVERTEX2BOESPROC glad_glVertex2bOES; +#define glVertex2bOES glad_glVertex2bOES +GLAD_API_CALL PFNGLVERTEX2BVOESPROC glad_glVertex2bvOES; +#define glVertex2bvOES glad_glVertex2bvOES +GLAD_API_CALL PFNGLVERTEX2DPROC glad_glVertex2d; +#define glVertex2d glad_glVertex2d +GLAD_API_CALL PFNGLVERTEX2DVPROC glad_glVertex2dv; +#define glVertex2dv glad_glVertex2dv +GLAD_API_CALL PFNGLVERTEX2FPROC glad_glVertex2f; +#define glVertex2f glad_glVertex2f +GLAD_API_CALL PFNGLVERTEX2FVPROC glad_glVertex2fv; +#define glVertex2fv glad_glVertex2fv +GLAD_API_CALL PFNGLVERTEX2HNVPROC glad_glVertex2hNV; +#define glVertex2hNV glad_glVertex2hNV +GLAD_API_CALL PFNGLVERTEX2HVNVPROC glad_glVertex2hvNV; +#define glVertex2hvNV glad_glVertex2hvNV +GLAD_API_CALL PFNGLVERTEX2IPROC glad_glVertex2i; +#define glVertex2i glad_glVertex2i +GLAD_API_CALL PFNGLVERTEX2IVPROC glad_glVertex2iv; +#define glVertex2iv glad_glVertex2iv +GLAD_API_CALL PFNGLVERTEX2SPROC glad_glVertex2s; +#define glVertex2s glad_glVertex2s +GLAD_API_CALL PFNGLVERTEX2SVPROC glad_glVertex2sv; +#define glVertex2sv glad_glVertex2sv +GLAD_API_CALL PFNGLVERTEX2XOESPROC glad_glVertex2xOES; +#define glVertex2xOES glad_glVertex2xOES +GLAD_API_CALL PFNGLVERTEX2XVOESPROC glad_glVertex2xvOES; +#define glVertex2xvOES glad_glVertex2xvOES +GLAD_API_CALL PFNGLVERTEX3BOESPROC glad_glVertex3bOES; +#define glVertex3bOES glad_glVertex3bOES +GLAD_API_CALL PFNGLVERTEX3BVOESPROC glad_glVertex3bvOES; +#define glVertex3bvOES glad_glVertex3bvOES +GLAD_API_CALL PFNGLVERTEX3DPROC glad_glVertex3d; +#define glVertex3d glad_glVertex3d +GLAD_API_CALL PFNGLVERTEX3DVPROC glad_glVertex3dv; +#define glVertex3dv glad_glVertex3dv +GLAD_API_CALL PFNGLVERTEX3FPROC glad_glVertex3f; +#define glVertex3f glad_glVertex3f +GLAD_API_CALL PFNGLVERTEX3FVPROC glad_glVertex3fv; +#define glVertex3fv glad_glVertex3fv +GLAD_API_CALL PFNGLVERTEX3HNVPROC glad_glVertex3hNV; +#define glVertex3hNV glad_glVertex3hNV +GLAD_API_CALL PFNGLVERTEX3HVNVPROC glad_glVertex3hvNV; +#define glVertex3hvNV glad_glVertex3hvNV +GLAD_API_CALL PFNGLVERTEX3IPROC glad_glVertex3i; +#define glVertex3i glad_glVertex3i +GLAD_API_CALL PFNGLVERTEX3IVPROC glad_glVertex3iv; +#define glVertex3iv glad_glVertex3iv +GLAD_API_CALL PFNGLVERTEX3SPROC glad_glVertex3s; +#define glVertex3s glad_glVertex3s +GLAD_API_CALL PFNGLVERTEX3SVPROC glad_glVertex3sv; +#define glVertex3sv glad_glVertex3sv +GLAD_API_CALL PFNGLVERTEX3XOESPROC glad_glVertex3xOES; +#define glVertex3xOES glad_glVertex3xOES +GLAD_API_CALL PFNGLVERTEX3XVOESPROC glad_glVertex3xvOES; +#define glVertex3xvOES glad_glVertex3xvOES +GLAD_API_CALL PFNGLVERTEX4BOESPROC glad_glVertex4bOES; +#define glVertex4bOES glad_glVertex4bOES +GLAD_API_CALL PFNGLVERTEX4BVOESPROC glad_glVertex4bvOES; +#define glVertex4bvOES glad_glVertex4bvOES +GLAD_API_CALL PFNGLVERTEX4DPROC glad_glVertex4d; +#define glVertex4d glad_glVertex4d +GLAD_API_CALL PFNGLVERTEX4DVPROC glad_glVertex4dv; +#define glVertex4dv glad_glVertex4dv +GLAD_API_CALL PFNGLVERTEX4FPROC glad_glVertex4f; +#define glVertex4f glad_glVertex4f +GLAD_API_CALL PFNGLVERTEX4FVPROC glad_glVertex4fv; +#define glVertex4fv glad_glVertex4fv +GLAD_API_CALL PFNGLVERTEX4HNVPROC glad_glVertex4hNV; +#define glVertex4hNV glad_glVertex4hNV +GLAD_API_CALL PFNGLVERTEX4HVNVPROC glad_glVertex4hvNV; +#define glVertex4hvNV glad_glVertex4hvNV +GLAD_API_CALL PFNGLVERTEX4IPROC glad_glVertex4i; +#define glVertex4i glad_glVertex4i +GLAD_API_CALL PFNGLVERTEX4IVPROC glad_glVertex4iv; +#define glVertex4iv glad_glVertex4iv +GLAD_API_CALL PFNGLVERTEX4SPROC glad_glVertex4s; +#define glVertex4s glad_glVertex4s +GLAD_API_CALL PFNGLVERTEX4SVPROC glad_glVertex4sv; +#define glVertex4sv glad_glVertex4sv +GLAD_API_CALL PFNGLVERTEX4XOESPROC glad_glVertex4xOES; +#define glVertex4xOES glad_glVertex4xOES +GLAD_API_CALL PFNGLVERTEX4XVOESPROC glad_glVertex4xvOES; +#define glVertex4xvOES glad_glVertex4xvOES +GLAD_API_CALL PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; +#define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding +GLAD_API_CALL PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; +#define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat +GLAD_API_CALL PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; +#define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat +GLAD_API_CALL PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; +#define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat +GLAD_API_CALL PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC glad_glVertexArrayBindVertexBufferEXT; +#define glVertexArrayBindVertexBufferEXT glad_glVertexArrayBindVertexBufferEXT +GLAD_API_CALL PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; +#define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor +GLAD_API_CALL PFNGLVERTEXARRAYCOLOROFFSETEXTPROC glad_glVertexArrayColorOffsetEXT; +#define glVertexArrayColorOffsetEXT glad_glVertexArrayColorOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC glad_glVertexArrayEdgeFlagOffsetEXT; +#define glVertexArrayEdgeFlagOffsetEXT glad_glVertexArrayEdgeFlagOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; +#define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer +GLAD_API_CALL PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC glad_glVertexArrayFogCoordOffsetEXT; +#define glVertexArrayFogCoordOffsetEXT glad_glVertexArrayFogCoordOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYINDEXOFFSETEXTPROC glad_glVertexArrayIndexOffsetEXT; +#define glVertexArrayIndexOffsetEXT glad_glVertexArrayIndexOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC glad_glVertexArrayMultiTexCoordOffsetEXT; +#define glVertexArrayMultiTexCoordOffsetEXT glad_glVertexArrayMultiTexCoordOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYNORMALOFFSETEXTPROC glad_glVertexArrayNormalOffsetEXT; +#define glVertexArrayNormalOffsetEXT glad_glVertexArrayNormalOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYPARAMETERIAPPLEPROC glad_glVertexArrayParameteriAPPLE; +#define glVertexArrayParameteriAPPLE glad_glVertexArrayParameteriAPPLE +GLAD_API_CALL PFNGLVERTEXARRAYRANGEAPPLEPROC glad_glVertexArrayRangeAPPLE; +#define glVertexArrayRangeAPPLE glad_glVertexArrayRangeAPPLE +GLAD_API_CALL PFNGLVERTEXARRAYRANGENVPROC glad_glVertexArrayRangeNV; +#define glVertexArrayRangeNV glad_glVertexArrayRangeNV +GLAD_API_CALL PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC glad_glVertexArraySecondaryColorOffsetEXT; +#define glVertexArraySecondaryColorOffsetEXT glad_glVertexArraySecondaryColorOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC glad_glVertexArrayTexCoordOffsetEXT; +#define glVertexArrayTexCoordOffsetEXT glad_glVertexArrayTexCoordOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC glad_glVertexArrayVertexAttribBindingEXT; +#define glVertexArrayVertexAttribBindingEXT glad_glVertexArrayVertexAttribBindingEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC glad_glVertexArrayVertexAttribDivisorEXT; +#define glVertexArrayVertexAttribDivisorEXT glad_glVertexArrayVertexAttribDivisorEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC glad_glVertexArrayVertexAttribFormatEXT; +#define glVertexArrayVertexAttribFormatEXT glad_glVertexArrayVertexAttribFormatEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC glad_glVertexArrayVertexAttribIFormatEXT; +#define glVertexArrayVertexAttribIFormatEXT glad_glVertexArrayVertexAttribIFormatEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC glad_glVertexArrayVertexAttribIOffsetEXT; +#define glVertexArrayVertexAttribIOffsetEXT glad_glVertexArrayVertexAttribIOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC glad_glVertexArrayVertexAttribLFormatEXT; +#define glVertexArrayVertexAttribLFormatEXT glad_glVertexArrayVertexAttribLFormatEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC glad_glVertexArrayVertexAttribLOffsetEXT; +#define glVertexArrayVertexAttribLOffsetEXT glad_glVertexArrayVertexAttribLOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC glad_glVertexArrayVertexAttribOffsetEXT; +#define glVertexArrayVertexAttribOffsetEXT glad_glVertexArrayVertexAttribOffsetEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC glad_glVertexArrayVertexBindingDivisorEXT; +#define glVertexArrayVertexBindingDivisorEXT glad_glVertexArrayVertexBindingDivisorEXT +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; +#define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; +#define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers +GLAD_API_CALL PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC glad_glVertexArrayVertexOffsetEXT; +#define glVertexArrayVertexOffsetEXT glad_glVertexArrayVertexOffsetEXT +GLAD_API_CALL PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +GLAD_API_CALL PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB; +#define glVertexAttrib1dARB glad_glVertexAttrib1dARB +GLAD_API_CALL PFNGLVERTEXATTRIB1DNVPROC glad_glVertexAttrib1dNV; +#define glVertexAttrib1dNV glad_glVertexAttrib1dNV +GLAD_API_CALL PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +GLAD_API_CALL PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB; +#define glVertexAttrib1dvARB glad_glVertexAttrib1dvARB +GLAD_API_CALL PFNGLVERTEXATTRIB1DVNVPROC glad_glVertexAttrib1dvNV; +#define glVertexAttrib1dvNV glad_glVertexAttrib1dvNV +GLAD_API_CALL PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +GLAD_API_CALL PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB; +#define glVertexAttrib1fARB glad_glVertexAttrib1fARB +GLAD_API_CALL PFNGLVERTEXATTRIB1FNVPROC glad_glVertexAttrib1fNV; +#define glVertexAttrib1fNV glad_glVertexAttrib1fNV +GLAD_API_CALL PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +GLAD_API_CALL PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB; +#define glVertexAttrib1fvARB glad_glVertexAttrib1fvARB +GLAD_API_CALL PFNGLVERTEXATTRIB1FVNVPROC glad_glVertexAttrib1fvNV; +#define glVertexAttrib1fvNV glad_glVertexAttrib1fvNV +GLAD_API_CALL PFNGLVERTEXATTRIB1HNVPROC glad_glVertexAttrib1hNV; +#define glVertexAttrib1hNV glad_glVertexAttrib1hNV +GLAD_API_CALL PFNGLVERTEXATTRIB1HVNVPROC glad_glVertexAttrib1hvNV; +#define glVertexAttrib1hvNV glad_glVertexAttrib1hvNV +GLAD_API_CALL PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +GLAD_API_CALL PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB; +#define glVertexAttrib1sARB glad_glVertexAttrib1sARB +GLAD_API_CALL PFNGLVERTEXATTRIB1SNVPROC glad_glVertexAttrib1sNV; +#define glVertexAttrib1sNV glad_glVertexAttrib1sNV +GLAD_API_CALL PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +GLAD_API_CALL PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB; +#define glVertexAttrib1svARB glad_glVertexAttrib1svARB +GLAD_API_CALL PFNGLVERTEXATTRIB1SVNVPROC glad_glVertexAttrib1svNV; +#define glVertexAttrib1svNV glad_glVertexAttrib1svNV +GLAD_API_CALL PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +GLAD_API_CALL PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB; +#define glVertexAttrib2dARB glad_glVertexAttrib2dARB +GLAD_API_CALL PFNGLVERTEXATTRIB2DNVPROC glad_glVertexAttrib2dNV; +#define glVertexAttrib2dNV glad_glVertexAttrib2dNV +GLAD_API_CALL PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +GLAD_API_CALL PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB; +#define glVertexAttrib2dvARB glad_glVertexAttrib2dvARB +GLAD_API_CALL PFNGLVERTEXATTRIB2DVNVPROC glad_glVertexAttrib2dvNV; +#define glVertexAttrib2dvNV glad_glVertexAttrib2dvNV +GLAD_API_CALL PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +GLAD_API_CALL PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB; +#define glVertexAttrib2fARB glad_glVertexAttrib2fARB +GLAD_API_CALL PFNGLVERTEXATTRIB2FNVPROC glad_glVertexAttrib2fNV; +#define glVertexAttrib2fNV glad_glVertexAttrib2fNV +GLAD_API_CALL PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +GLAD_API_CALL PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB; +#define glVertexAttrib2fvARB glad_glVertexAttrib2fvARB +GLAD_API_CALL PFNGLVERTEXATTRIB2FVNVPROC glad_glVertexAttrib2fvNV; +#define glVertexAttrib2fvNV glad_glVertexAttrib2fvNV +GLAD_API_CALL PFNGLVERTEXATTRIB2HNVPROC glad_glVertexAttrib2hNV; +#define glVertexAttrib2hNV glad_glVertexAttrib2hNV +GLAD_API_CALL PFNGLVERTEXATTRIB2HVNVPROC glad_glVertexAttrib2hvNV; +#define glVertexAttrib2hvNV glad_glVertexAttrib2hvNV +GLAD_API_CALL PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +GLAD_API_CALL PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB; +#define glVertexAttrib2sARB glad_glVertexAttrib2sARB +GLAD_API_CALL PFNGLVERTEXATTRIB2SNVPROC glad_glVertexAttrib2sNV; +#define glVertexAttrib2sNV glad_glVertexAttrib2sNV +GLAD_API_CALL PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +GLAD_API_CALL PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB; +#define glVertexAttrib2svARB glad_glVertexAttrib2svARB +GLAD_API_CALL PFNGLVERTEXATTRIB2SVNVPROC glad_glVertexAttrib2svNV; +#define glVertexAttrib2svNV glad_glVertexAttrib2svNV +GLAD_API_CALL PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +GLAD_API_CALL PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB; +#define glVertexAttrib3dARB glad_glVertexAttrib3dARB +GLAD_API_CALL PFNGLVERTEXATTRIB3DNVPROC glad_glVertexAttrib3dNV; +#define glVertexAttrib3dNV glad_glVertexAttrib3dNV +GLAD_API_CALL PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +GLAD_API_CALL PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB; +#define glVertexAttrib3dvARB glad_glVertexAttrib3dvARB +GLAD_API_CALL PFNGLVERTEXATTRIB3DVNVPROC glad_glVertexAttrib3dvNV; +#define glVertexAttrib3dvNV glad_glVertexAttrib3dvNV +GLAD_API_CALL PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +GLAD_API_CALL PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB; +#define glVertexAttrib3fARB glad_glVertexAttrib3fARB +GLAD_API_CALL PFNGLVERTEXATTRIB3FNVPROC glad_glVertexAttrib3fNV; +#define glVertexAttrib3fNV glad_glVertexAttrib3fNV +GLAD_API_CALL PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +GLAD_API_CALL PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB; +#define glVertexAttrib3fvARB glad_glVertexAttrib3fvARB +GLAD_API_CALL PFNGLVERTEXATTRIB3FVNVPROC glad_glVertexAttrib3fvNV; +#define glVertexAttrib3fvNV glad_glVertexAttrib3fvNV +GLAD_API_CALL PFNGLVERTEXATTRIB3HNVPROC glad_glVertexAttrib3hNV; +#define glVertexAttrib3hNV glad_glVertexAttrib3hNV +GLAD_API_CALL PFNGLVERTEXATTRIB3HVNVPROC glad_glVertexAttrib3hvNV; +#define glVertexAttrib3hvNV glad_glVertexAttrib3hvNV +GLAD_API_CALL PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +GLAD_API_CALL PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB; +#define glVertexAttrib3sARB glad_glVertexAttrib3sARB +GLAD_API_CALL PFNGLVERTEXATTRIB3SNVPROC glad_glVertexAttrib3sNV; +#define glVertexAttrib3sNV glad_glVertexAttrib3sNV +GLAD_API_CALL PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +GLAD_API_CALL PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB; +#define glVertexAttrib3svARB glad_glVertexAttrib3svARB +GLAD_API_CALL PFNGLVERTEXATTRIB3SVNVPROC glad_glVertexAttrib3svNV; +#define glVertexAttrib3svNV glad_glVertexAttrib3svNV +GLAD_API_CALL PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +GLAD_API_CALL PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB; +#define glVertexAttrib4NbvARB glad_glVertexAttrib4NbvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +GLAD_API_CALL PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB; +#define glVertexAttrib4NivARB glad_glVertexAttrib4NivARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +GLAD_API_CALL PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB; +#define glVertexAttrib4NsvARB glad_glVertexAttrib4NsvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB; +#define glVertexAttrib4NubARB glad_glVertexAttrib4NubARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB; +#define glVertexAttrib4NubvARB glad_glVertexAttrib4NubvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB; +#define glVertexAttrib4NuivARB glad_glVertexAttrib4NuivARB +GLAD_API_CALL PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +GLAD_API_CALL PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB; +#define glVertexAttrib4NusvARB glad_glVertexAttrib4NusvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +GLAD_API_CALL PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB; +#define glVertexAttrib4bvARB glad_glVertexAttrib4bvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +GLAD_API_CALL PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB; +#define glVertexAttrib4dARB glad_glVertexAttrib4dARB +GLAD_API_CALL PFNGLVERTEXATTRIB4DNVPROC glad_glVertexAttrib4dNV; +#define glVertexAttrib4dNV glad_glVertexAttrib4dNV +GLAD_API_CALL PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +GLAD_API_CALL PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB; +#define glVertexAttrib4dvARB glad_glVertexAttrib4dvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4DVNVPROC glad_glVertexAttrib4dvNV; +#define glVertexAttrib4dvNV glad_glVertexAttrib4dvNV +GLAD_API_CALL PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +GLAD_API_CALL PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB; +#define glVertexAttrib4fARB glad_glVertexAttrib4fARB +GLAD_API_CALL PFNGLVERTEXATTRIB4FNVPROC glad_glVertexAttrib4fNV; +#define glVertexAttrib4fNV glad_glVertexAttrib4fNV +GLAD_API_CALL PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +GLAD_API_CALL PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB; +#define glVertexAttrib4fvARB glad_glVertexAttrib4fvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4FVNVPROC glad_glVertexAttrib4fvNV; +#define glVertexAttrib4fvNV glad_glVertexAttrib4fvNV +GLAD_API_CALL PFNGLVERTEXATTRIB4HNVPROC glad_glVertexAttrib4hNV; +#define glVertexAttrib4hNV glad_glVertexAttrib4hNV +GLAD_API_CALL PFNGLVERTEXATTRIB4HVNVPROC glad_glVertexAttrib4hvNV; +#define glVertexAttrib4hvNV glad_glVertexAttrib4hvNV +GLAD_API_CALL PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +GLAD_API_CALL PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB; +#define glVertexAttrib4ivARB glad_glVertexAttrib4ivARB +GLAD_API_CALL PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +GLAD_API_CALL PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB; +#define glVertexAttrib4sARB glad_glVertexAttrib4sARB +GLAD_API_CALL PFNGLVERTEXATTRIB4SNVPROC glad_glVertexAttrib4sNV; +#define glVertexAttrib4sNV glad_glVertexAttrib4sNV +GLAD_API_CALL PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +GLAD_API_CALL PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB; +#define glVertexAttrib4svARB glad_glVertexAttrib4svARB +GLAD_API_CALL PFNGLVERTEXATTRIB4SVNVPROC glad_glVertexAttrib4svNV; +#define glVertexAttrib4svNV glad_glVertexAttrib4svNV +GLAD_API_CALL PFNGLVERTEXATTRIB4UBNVPROC glad_glVertexAttrib4ubNV; +#define glVertexAttrib4ubNV glad_glVertexAttrib4ubNV +GLAD_API_CALL PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +GLAD_API_CALL PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB; +#define glVertexAttrib4ubvARB glad_glVertexAttrib4ubvARB +GLAD_API_CALL PFNGLVERTEXATTRIB4UBVNVPROC glad_glVertexAttrib4ubvNV; +#define glVertexAttrib4ubvNV glad_glVertexAttrib4ubvNV +GLAD_API_CALL PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +GLAD_API_CALL PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB; +#define glVertexAttrib4uivARB glad_glVertexAttrib4uivARB +GLAD_API_CALL PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +GLAD_API_CALL PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB; +#define glVertexAttrib4usvARB glad_glVertexAttrib4usvARB +GLAD_API_CALL PFNGLVERTEXATTRIBARRAYOBJECTATIPROC glad_glVertexAttribArrayObjectATI; +#define glVertexAttribArrayObjectATI glad_glVertexAttribArrayObjectATI +GLAD_API_CALL PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; +#define glVertexAttribBinding glad_glVertexAttribBinding +GLAD_API_CALL PFNGLVERTEXATTRIBDIVISORARBPROC glad_glVertexAttribDivisorARB; +#define glVertexAttribDivisorARB glad_glVertexAttribDivisorARB +GLAD_API_CALL PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; +#define glVertexAttribFormat glad_glVertexAttribFormat +GLAD_API_CALL PFNGLVERTEXATTRIBFORMATNVPROC glad_glVertexAttribFormatNV; +#define glVertexAttribFormatNV glad_glVertexAttribFormatNV +GLAD_API_CALL PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +GLAD_API_CALL PFNGLVERTEXATTRIBI1IEXTPROC glad_glVertexAttribI1iEXT; +#define glVertexAttribI1iEXT glad_glVertexAttribI1iEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +GLAD_API_CALL PFNGLVERTEXATTRIBI1IVEXTPROC glad_glVertexAttribI1ivEXT; +#define glVertexAttribI1ivEXT glad_glVertexAttribI1ivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIEXTPROC glad_glVertexAttribI1uiEXT; +#define glVertexAttribI1uiEXT glad_glVertexAttribI1uiEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI1UIVEXTPROC glad_glVertexAttribI1uivEXT; +#define glVertexAttribI1uivEXT glad_glVertexAttribI1uivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +GLAD_API_CALL PFNGLVERTEXATTRIBI2IEXTPROC glad_glVertexAttribI2iEXT; +#define glVertexAttribI2iEXT glad_glVertexAttribI2iEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +GLAD_API_CALL PFNGLVERTEXATTRIBI2IVEXTPROC glad_glVertexAttribI2ivEXT; +#define glVertexAttribI2ivEXT glad_glVertexAttribI2ivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIEXTPROC glad_glVertexAttribI2uiEXT; +#define glVertexAttribI2uiEXT glad_glVertexAttribI2uiEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI2UIVEXTPROC glad_glVertexAttribI2uivEXT; +#define glVertexAttribI2uivEXT glad_glVertexAttribI2uivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +GLAD_API_CALL PFNGLVERTEXATTRIBI3IEXTPROC glad_glVertexAttribI3iEXT; +#define glVertexAttribI3iEXT glad_glVertexAttribI3iEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +GLAD_API_CALL PFNGLVERTEXATTRIBI3IVEXTPROC glad_glVertexAttribI3ivEXT; +#define glVertexAttribI3ivEXT glad_glVertexAttribI3ivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIEXTPROC glad_glVertexAttribI3uiEXT; +#define glVertexAttribI3uiEXT glad_glVertexAttribI3uiEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI3UIVEXTPROC glad_glVertexAttribI3uivEXT; +#define glVertexAttribI3uivEXT glad_glVertexAttribI3uivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +GLAD_API_CALL PFNGLVERTEXATTRIBI4BVEXTPROC glad_glVertexAttribI4bvEXT; +#define glVertexAttribI4bvEXT glad_glVertexAttribI4bvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +GLAD_API_CALL PFNGLVERTEXATTRIBI4IEXTPROC glad_glVertexAttribI4iEXT; +#define glVertexAttribI4iEXT glad_glVertexAttribI4iEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +GLAD_API_CALL PFNGLVERTEXATTRIBI4IVEXTPROC glad_glVertexAttribI4ivEXT; +#define glVertexAttribI4ivEXT glad_glVertexAttribI4ivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +GLAD_API_CALL PFNGLVERTEXATTRIBI4SVEXTPROC glad_glVertexAttribI4svEXT; +#define glVertexAttribI4svEXT glad_glVertexAttribI4svEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +GLAD_API_CALL PFNGLVERTEXATTRIBI4UBVEXTPROC glad_glVertexAttribI4ubvEXT; +#define glVertexAttribI4ubvEXT glad_glVertexAttribI4ubvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIEXTPROC glad_glVertexAttribI4uiEXT; +#define glVertexAttribI4uiEXT glad_glVertexAttribI4uiEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +GLAD_API_CALL PFNGLVERTEXATTRIBI4UIVEXTPROC glad_glVertexAttribI4uivEXT; +#define glVertexAttribI4uivEXT glad_glVertexAttribI4uivEXT +GLAD_API_CALL PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +GLAD_API_CALL PFNGLVERTEXATTRIBI4USVEXTPROC glad_glVertexAttribI4usvEXT; +#define glVertexAttribI4usvEXT glad_glVertexAttribI4usvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; +#define glVertexAttribIFormat glad_glVertexAttribIFormat +GLAD_API_CALL PFNGLVERTEXATTRIBIFORMATNVPROC glad_glVertexAttribIFormatNV; +#define glVertexAttribIFormatNV glad_glVertexAttribIFormatNV +GLAD_API_CALL PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +GLAD_API_CALL PFNGLVERTEXATTRIBIPOINTEREXTPROC glad_glVertexAttribIPointerEXT; +#define glVertexAttribIPointerEXT glad_glVertexAttribIPointerEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; +#define glVertexAttribL1d glad_glVertexAttribL1d +GLAD_API_CALL PFNGLVERTEXATTRIBL1DEXTPROC glad_glVertexAttribL1dEXT; +#define glVertexAttribL1dEXT glad_glVertexAttribL1dEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; +#define glVertexAttribL1dv glad_glVertexAttribL1dv +GLAD_API_CALL PFNGLVERTEXATTRIBL1DVEXTPROC glad_glVertexAttribL1dvEXT; +#define glVertexAttribL1dvEXT glad_glVertexAttribL1dvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL1I64NVPROC glad_glVertexAttribL1i64NV; +#define glVertexAttribL1i64NV glad_glVertexAttribL1i64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL1I64VNVPROC glad_glVertexAttribL1i64vNV; +#define glVertexAttribL1i64vNV glad_glVertexAttribL1i64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL1UI64ARBPROC glad_glVertexAttribL1ui64ARB; +#define glVertexAttribL1ui64ARB glad_glVertexAttribL1ui64ARB +GLAD_API_CALL PFNGLVERTEXATTRIBL1UI64NVPROC glad_glVertexAttribL1ui64NV; +#define glVertexAttribL1ui64NV glad_glVertexAttribL1ui64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL1UI64VARBPROC glad_glVertexAttribL1ui64vARB; +#define glVertexAttribL1ui64vARB glad_glVertexAttribL1ui64vARB +GLAD_API_CALL PFNGLVERTEXATTRIBL1UI64VNVPROC glad_glVertexAttribL1ui64vNV; +#define glVertexAttribL1ui64vNV glad_glVertexAttribL1ui64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; +#define glVertexAttribL2d glad_glVertexAttribL2d +GLAD_API_CALL PFNGLVERTEXATTRIBL2DEXTPROC glad_glVertexAttribL2dEXT; +#define glVertexAttribL2dEXT glad_glVertexAttribL2dEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; +#define glVertexAttribL2dv glad_glVertexAttribL2dv +GLAD_API_CALL PFNGLVERTEXATTRIBL2DVEXTPROC glad_glVertexAttribL2dvEXT; +#define glVertexAttribL2dvEXT glad_glVertexAttribL2dvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL2I64NVPROC glad_glVertexAttribL2i64NV; +#define glVertexAttribL2i64NV glad_glVertexAttribL2i64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL2I64VNVPROC glad_glVertexAttribL2i64vNV; +#define glVertexAttribL2i64vNV glad_glVertexAttribL2i64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL2UI64NVPROC glad_glVertexAttribL2ui64NV; +#define glVertexAttribL2ui64NV glad_glVertexAttribL2ui64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL2UI64VNVPROC glad_glVertexAttribL2ui64vNV; +#define glVertexAttribL2ui64vNV glad_glVertexAttribL2ui64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; +#define glVertexAttribL3d glad_glVertexAttribL3d +GLAD_API_CALL PFNGLVERTEXATTRIBL3DEXTPROC glad_glVertexAttribL3dEXT; +#define glVertexAttribL3dEXT glad_glVertexAttribL3dEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; +#define glVertexAttribL3dv glad_glVertexAttribL3dv +GLAD_API_CALL PFNGLVERTEXATTRIBL3DVEXTPROC glad_glVertexAttribL3dvEXT; +#define glVertexAttribL3dvEXT glad_glVertexAttribL3dvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL3I64NVPROC glad_glVertexAttribL3i64NV; +#define glVertexAttribL3i64NV glad_glVertexAttribL3i64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL3I64VNVPROC glad_glVertexAttribL3i64vNV; +#define glVertexAttribL3i64vNV glad_glVertexAttribL3i64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL3UI64NVPROC glad_glVertexAttribL3ui64NV; +#define glVertexAttribL3ui64NV glad_glVertexAttribL3ui64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL3UI64VNVPROC glad_glVertexAttribL3ui64vNV; +#define glVertexAttribL3ui64vNV glad_glVertexAttribL3ui64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; +#define glVertexAttribL4d glad_glVertexAttribL4d +GLAD_API_CALL PFNGLVERTEXATTRIBL4DEXTPROC glad_glVertexAttribL4dEXT; +#define glVertexAttribL4dEXT glad_glVertexAttribL4dEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; +#define glVertexAttribL4dv glad_glVertexAttribL4dv +GLAD_API_CALL PFNGLVERTEXATTRIBL4DVEXTPROC glad_glVertexAttribL4dvEXT; +#define glVertexAttribL4dvEXT glad_glVertexAttribL4dvEXT +GLAD_API_CALL PFNGLVERTEXATTRIBL4I64NVPROC glad_glVertexAttribL4i64NV; +#define glVertexAttribL4i64NV glad_glVertexAttribL4i64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL4I64VNVPROC glad_glVertexAttribL4i64vNV; +#define glVertexAttribL4i64vNV glad_glVertexAttribL4i64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBL4UI64NVPROC glad_glVertexAttribL4ui64NV; +#define glVertexAttribL4ui64NV glad_glVertexAttribL4ui64NV +GLAD_API_CALL PFNGLVERTEXATTRIBL4UI64VNVPROC glad_glVertexAttribL4ui64vNV; +#define glVertexAttribL4ui64vNV glad_glVertexAttribL4ui64vNV +GLAD_API_CALL PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; +#define glVertexAttribLFormat glad_glVertexAttribLFormat +GLAD_API_CALL PFNGLVERTEXATTRIBLFORMATNVPROC glad_glVertexAttribLFormatNV; +#define glVertexAttribLFormatNV glad_glVertexAttribLFormatNV +GLAD_API_CALL PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; +#define glVertexAttribLPointer glad_glVertexAttribLPointer +GLAD_API_CALL PFNGLVERTEXATTRIBLPOINTEREXTPROC glad_glVertexAttribLPointerEXT; +#define glVertexAttribLPointerEXT glad_glVertexAttribLPointerEXT +GLAD_API_CALL PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +GLAD_API_CALL PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +GLAD_API_CALL PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +GLAD_API_CALL PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +GLAD_API_CALL PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +GLAD_API_CALL PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +GLAD_API_CALL PFNGLVERTEXATTRIBPARAMETERIAMDPROC glad_glVertexAttribParameteriAMD; +#define glVertexAttribParameteriAMD glad_glVertexAttribParameteriAMD +GLAD_API_CALL PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +GLAD_API_CALL PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB; +#define glVertexAttribPointerARB glad_glVertexAttribPointerARB +GLAD_API_CALL PFNGLVERTEXATTRIBPOINTERNVPROC glad_glVertexAttribPointerNV; +#define glVertexAttribPointerNV glad_glVertexAttribPointerNV +GLAD_API_CALL PFNGLVERTEXATTRIBS1DVNVPROC glad_glVertexAttribs1dvNV; +#define glVertexAttribs1dvNV glad_glVertexAttribs1dvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS1FVNVPROC glad_glVertexAttribs1fvNV; +#define glVertexAttribs1fvNV glad_glVertexAttribs1fvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS1HVNVPROC glad_glVertexAttribs1hvNV; +#define glVertexAttribs1hvNV glad_glVertexAttribs1hvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS1SVNVPROC glad_glVertexAttribs1svNV; +#define glVertexAttribs1svNV glad_glVertexAttribs1svNV +GLAD_API_CALL PFNGLVERTEXATTRIBS2DVNVPROC glad_glVertexAttribs2dvNV; +#define glVertexAttribs2dvNV glad_glVertexAttribs2dvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS2FVNVPROC glad_glVertexAttribs2fvNV; +#define glVertexAttribs2fvNV glad_glVertexAttribs2fvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS2HVNVPROC glad_glVertexAttribs2hvNV; +#define glVertexAttribs2hvNV glad_glVertexAttribs2hvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS2SVNVPROC glad_glVertexAttribs2svNV; +#define glVertexAttribs2svNV glad_glVertexAttribs2svNV +GLAD_API_CALL PFNGLVERTEXATTRIBS3DVNVPROC glad_glVertexAttribs3dvNV; +#define glVertexAttribs3dvNV glad_glVertexAttribs3dvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS3FVNVPROC glad_glVertexAttribs3fvNV; +#define glVertexAttribs3fvNV glad_glVertexAttribs3fvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS3HVNVPROC glad_glVertexAttribs3hvNV; +#define glVertexAttribs3hvNV glad_glVertexAttribs3hvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS3SVNVPROC glad_glVertexAttribs3svNV; +#define glVertexAttribs3svNV glad_glVertexAttribs3svNV +GLAD_API_CALL PFNGLVERTEXATTRIBS4DVNVPROC glad_glVertexAttribs4dvNV; +#define glVertexAttribs4dvNV glad_glVertexAttribs4dvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS4FVNVPROC glad_glVertexAttribs4fvNV; +#define glVertexAttribs4fvNV glad_glVertexAttribs4fvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS4HVNVPROC glad_glVertexAttribs4hvNV; +#define glVertexAttribs4hvNV glad_glVertexAttribs4hvNV +GLAD_API_CALL PFNGLVERTEXATTRIBS4SVNVPROC glad_glVertexAttribs4svNV; +#define glVertexAttribs4svNV glad_glVertexAttribs4svNV +GLAD_API_CALL PFNGLVERTEXATTRIBS4UBVNVPROC glad_glVertexAttribs4ubvNV; +#define glVertexAttribs4ubvNV glad_glVertexAttribs4ubvNV +GLAD_API_CALL PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; +#define glVertexBindingDivisor glad_glVertexBindingDivisor +GLAD_API_CALL PFNGLVERTEXBLENDARBPROC glad_glVertexBlendARB; +#define glVertexBlendARB glad_glVertexBlendARB +GLAD_API_CALL PFNGLVERTEXBLENDENVFATIPROC glad_glVertexBlendEnvfATI; +#define glVertexBlendEnvfATI glad_glVertexBlendEnvfATI +GLAD_API_CALL PFNGLVERTEXBLENDENVIATIPROC glad_glVertexBlendEnviATI; +#define glVertexBlendEnviATI glad_glVertexBlendEnviATI +GLAD_API_CALL PFNGLVERTEXFORMATNVPROC glad_glVertexFormatNV; +#define glVertexFormatNV glad_glVertexFormatNV +GLAD_API_CALL PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +GLAD_API_CALL PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +GLAD_API_CALL PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +GLAD_API_CALL PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +GLAD_API_CALL PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +GLAD_API_CALL PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +GLAD_API_CALL PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +#define glVertexPointer glad_glVertexPointer +GLAD_API_CALL PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT; +#define glVertexPointerEXT glad_glVertexPointerEXT +GLAD_API_CALL PFNGLVERTEXPOINTERLISTIBMPROC glad_glVertexPointerListIBM; +#define glVertexPointerListIBM glad_glVertexPointerListIBM +GLAD_API_CALL PFNGLVERTEXPOINTERVINTELPROC glad_glVertexPointervINTEL; +#define glVertexPointervINTEL glad_glVertexPointervINTEL +GLAD_API_CALL PFNGLVERTEXSTREAM1DATIPROC glad_glVertexStream1dATI; +#define glVertexStream1dATI glad_glVertexStream1dATI +GLAD_API_CALL PFNGLVERTEXSTREAM1DVATIPROC glad_glVertexStream1dvATI; +#define glVertexStream1dvATI glad_glVertexStream1dvATI +GLAD_API_CALL PFNGLVERTEXSTREAM1FATIPROC glad_glVertexStream1fATI; +#define glVertexStream1fATI glad_glVertexStream1fATI +GLAD_API_CALL PFNGLVERTEXSTREAM1FVATIPROC glad_glVertexStream1fvATI; +#define glVertexStream1fvATI glad_glVertexStream1fvATI +GLAD_API_CALL PFNGLVERTEXSTREAM1IATIPROC glad_glVertexStream1iATI; +#define glVertexStream1iATI glad_glVertexStream1iATI +GLAD_API_CALL PFNGLVERTEXSTREAM1IVATIPROC glad_glVertexStream1ivATI; +#define glVertexStream1ivATI glad_glVertexStream1ivATI +GLAD_API_CALL PFNGLVERTEXSTREAM1SATIPROC glad_glVertexStream1sATI; +#define glVertexStream1sATI glad_glVertexStream1sATI +GLAD_API_CALL PFNGLVERTEXSTREAM1SVATIPROC glad_glVertexStream1svATI; +#define glVertexStream1svATI glad_glVertexStream1svATI +GLAD_API_CALL PFNGLVERTEXSTREAM2DATIPROC glad_glVertexStream2dATI; +#define glVertexStream2dATI glad_glVertexStream2dATI +GLAD_API_CALL PFNGLVERTEXSTREAM2DVATIPROC glad_glVertexStream2dvATI; +#define glVertexStream2dvATI glad_glVertexStream2dvATI +GLAD_API_CALL PFNGLVERTEXSTREAM2FATIPROC glad_glVertexStream2fATI; +#define glVertexStream2fATI glad_glVertexStream2fATI +GLAD_API_CALL PFNGLVERTEXSTREAM2FVATIPROC glad_glVertexStream2fvATI; +#define glVertexStream2fvATI glad_glVertexStream2fvATI +GLAD_API_CALL PFNGLVERTEXSTREAM2IATIPROC glad_glVertexStream2iATI; +#define glVertexStream2iATI glad_glVertexStream2iATI +GLAD_API_CALL PFNGLVERTEXSTREAM2IVATIPROC glad_glVertexStream2ivATI; +#define glVertexStream2ivATI glad_glVertexStream2ivATI +GLAD_API_CALL PFNGLVERTEXSTREAM2SATIPROC glad_glVertexStream2sATI; +#define glVertexStream2sATI glad_glVertexStream2sATI +GLAD_API_CALL PFNGLVERTEXSTREAM2SVATIPROC glad_glVertexStream2svATI; +#define glVertexStream2svATI glad_glVertexStream2svATI +GLAD_API_CALL PFNGLVERTEXSTREAM3DATIPROC glad_glVertexStream3dATI; +#define glVertexStream3dATI glad_glVertexStream3dATI +GLAD_API_CALL PFNGLVERTEXSTREAM3DVATIPROC glad_glVertexStream3dvATI; +#define glVertexStream3dvATI glad_glVertexStream3dvATI +GLAD_API_CALL PFNGLVERTEXSTREAM3FATIPROC glad_glVertexStream3fATI; +#define glVertexStream3fATI glad_glVertexStream3fATI +GLAD_API_CALL PFNGLVERTEXSTREAM3FVATIPROC glad_glVertexStream3fvATI; +#define glVertexStream3fvATI glad_glVertexStream3fvATI +GLAD_API_CALL PFNGLVERTEXSTREAM3IATIPROC glad_glVertexStream3iATI; +#define glVertexStream3iATI glad_glVertexStream3iATI +GLAD_API_CALL PFNGLVERTEXSTREAM3IVATIPROC glad_glVertexStream3ivATI; +#define glVertexStream3ivATI glad_glVertexStream3ivATI +GLAD_API_CALL PFNGLVERTEXSTREAM3SATIPROC glad_glVertexStream3sATI; +#define glVertexStream3sATI glad_glVertexStream3sATI +GLAD_API_CALL PFNGLVERTEXSTREAM3SVATIPROC glad_glVertexStream3svATI; +#define glVertexStream3svATI glad_glVertexStream3svATI +GLAD_API_CALL PFNGLVERTEXSTREAM4DATIPROC glad_glVertexStream4dATI; +#define glVertexStream4dATI glad_glVertexStream4dATI +GLAD_API_CALL PFNGLVERTEXSTREAM4DVATIPROC glad_glVertexStream4dvATI; +#define glVertexStream4dvATI glad_glVertexStream4dvATI +GLAD_API_CALL PFNGLVERTEXSTREAM4FATIPROC glad_glVertexStream4fATI; +#define glVertexStream4fATI glad_glVertexStream4fATI +GLAD_API_CALL PFNGLVERTEXSTREAM4FVATIPROC glad_glVertexStream4fvATI; +#define glVertexStream4fvATI glad_glVertexStream4fvATI +GLAD_API_CALL PFNGLVERTEXSTREAM4IATIPROC glad_glVertexStream4iATI; +#define glVertexStream4iATI glad_glVertexStream4iATI +GLAD_API_CALL PFNGLVERTEXSTREAM4IVATIPROC glad_glVertexStream4ivATI; +#define glVertexStream4ivATI glad_glVertexStream4ivATI +GLAD_API_CALL PFNGLVERTEXSTREAM4SATIPROC glad_glVertexStream4sATI; +#define glVertexStream4sATI glad_glVertexStream4sATI +GLAD_API_CALL PFNGLVERTEXSTREAM4SVATIPROC glad_glVertexStream4svATI; +#define glVertexStream4svATI glad_glVertexStream4svATI +GLAD_API_CALL PFNGLVERTEXWEIGHTPOINTEREXTPROC glad_glVertexWeightPointerEXT; +#define glVertexWeightPointerEXT glad_glVertexWeightPointerEXT +GLAD_API_CALL PFNGLVERTEXWEIGHTFEXTPROC glad_glVertexWeightfEXT; +#define glVertexWeightfEXT glad_glVertexWeightfEXT +GLAD_API_CALL PFNGLVERTEXWEIGHTFVEXTPROC glad_glVertexWeightfvEXT; +#define glVertexWeightfvEXT glad_glVertexWeightfvEXT +GLAD_API_CALL PFNGLVERTEXWEIGHTHNVPROC glad_glVertexWeighthNV; +#define glVertexWeighthNV glad_glVertexWeighthNV +GLAD_API_CALL PFNGLVERTEXWEIGHTHVNVPROC glad_glVertexWeighthvNV; +#define glVertexWeighthvNV glad_glVertexWeighthvNV +GLAD_API_CALL PFNGLVIDEOCAPTURENVPROC glad_glVideoCaptureNV; +#define glVideoCaptureNV glad_glVideoCaptureNV +GLAD_API_CALL PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC glad_glVideoCaptureStreamParameterdvNV; +#define glVideoCaptureStreamParameterdvNV glad_glVideoCaptureStreamParameterdvNV +GLAD_API_CALL PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC glad_glVideoCaptureStreamParameterfvNV; +#define glVideoCaptureStreamParameterfvNV glad_glVideoCaptureStreamParameterfvNV +GLAD_API_CALL PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC glad_glVideoCaptureStreamParameterivNV; +#define glVideoCaptureStreamParameterivNV glad_glVideoCaptureStreamParameterivNV +GLAD_API_CALL PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +GLAD_API_CALL PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; +#define glViewportArrayv glad_glViewportArrayv +GLAD_API_CALL PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; +#define glViewportIndexedf glad_glViewportIndexedf +GLAD_API_CALL PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; +#define glViewportIndexedfv glad_glViewportIndexedfv +GLAD_API_CALL PFNGLVIEWPORTPOSITIONWSCALENVPROC glad_glViewportPositionWScaleNV; +#define glViewportPositionWScaleNV glad_glViewportPositionWScaleNV +GLAD_API_CALL PFNGLVIEWPORTSWIZZLENVPROC glad_glViewportSwizzleNV; +#define glViewportSwizzleNV glad_glViewportSwizzleNV +GLAD_API_CALL PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT; +#define glWaitSemaphoreEXT glad_glWaitSemaphoreEXT +GLAD_API_CALL PFNGLWAITSEMAPHOREUI64NVXPROC glad_glWaitSemaphoreui64NVX; +#define glWaitSemaphoreui64NVX glad_glWaitSemaphoreui64NVX +GLAD_API_CALL PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +GLAD_API_CALL PFNGLWAITVKSEMAPHORENVPROC glad_glWaitVkSemaphoreNV; +#define glWaitVkSemaphoreNV glad_glWaitVkSemaphoreNV +GLAD_API_CALL PFNGLWEIGHTPATHSNVPROC glad_glWeightPathsNV; +#define glWeightPathsNV glad_glWeightPathsNV +GLAD_API_CALL PFNGLWEIGHTPOINTERARBPROC glad_glWeightPointerARB; +#define glWeightPointerARB glad_glWeightPointerARB +GLAD_API_CALL PFNGLWEIGHTBVARBPROC glad_glWeightbvARB; +#define glWeightbvARB glad_glWeightbvARB +GLAD_API_CALL PFNGLWEIGHTDVARBPROC glad_glWeightdvARB; +#define glWeightdvARB glad_glWeightdvARB +GLAD_API_CALL PFNGLWEIGHTFVARBPROC glad_glWeightfvARB; +#define glWeightfvARB glad_glWeightfvARB +GLAD_API_CALL PFNGLWEIGHTIVARBPROC glad_glWeightivARB; +#define glWeightivARB glad_glWeightivARB +GLAD_API_CALL PFNGLWEIGHTSVARBPROC glad_glWeightsvARB; +#define glWeightsvARB glad_glWeightsvARB +GLAD_API_CALL PFNGLWEIGHTUBVARBPROC glad_glWeightubvARB; +#define glWeightubvARB glad_glWeightubvARB +GLAD_API_CALL PFNGLWEIGHTUIVARBPROC glad_glWeightuivARB; +#define glWeightuivARB glad_glWeightuivARB +GLAD_API_CALL PFNGLWEIGHTUSVARBPROC glad_glWeightusvARB; +#define glWeightusvARB glad_glWeightusvARB +GLAD_API_CALL PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +#define glWindowPos2d glad_glWindowPos2d +GLAD_API_CALL PFNGLWINDOWPOS2DARBPROC glad_glWindowPos2dARB; +#define glWindowPos2dARB glad_glWindowPos2dARB +GLAD_API_CALL PFNGLWINDOWPOS2DMESAPROC glad_glWindowPos2dMESA; +#define glWindowPos2dMESA glad_glWindowPos2dMESA +GLAD_API_CALL PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +#define glWindowPos2dv glad_glWindowPos2dv +GLAD_API_CALL PFNGLWINDOWPOS2DVARBPROC glad_glWindowPos2dvARB; +#define glWindowPos2dvARB glad_glWindowPos2dvARB +GLAD_API_CALL PFNGLWINDOWPOS2DVMESAPROC glad_glWindowPos2dvMESA; +#define glWindowPos2dvMESA glad_glWindowPos2dvMESA +GLAD_API_CALL PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +#define glWindowPos2f glad_glWindowPos2f +GLAD_API_CALL PFNGLWINDOWPOS2FARBPROC glad_glWindowPos2fARB; +#define glWindowPos2fARB glad_glWindowPos2fARB +GLAD_API_CALL PFNGLWINDOWPOS2FMESAPROC glad_glWindowPos2fMESA; +#define glWindowPos2fMESA glad_glWindowPos2fMESA +GLAD_API_CALL PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +#define glWindowPos2fv glad_glWindowPos2fv +GLAD_API_CALL PFNGLWINDOWPOS2FVARBPROC glad_glWindowPos2fvARB; +#define glWindowPos2fvARB glad_glWindowPos2fvARB +GLAD_API_CALL PFNGLWINDOWPOS2FVMESAPROC glad_glWindowPos2fvMESA; +#define glWindowPos2fvMESA glad_glWindowPos2fvMESA +GLAD_API_CALL PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +#define glWindowPos2i glad_glWindowPos2i +GLAD_API_CALL PFNGLWINDOWPOS2IARBPROC glad_glWindowPos2iARB; +#define glWindowPos2iARB glad_glWindowPos2iARB +GLAD_API_CALL PFNGLWINDOWPOS2IMESAPROC glad_glWindowPos2iMESA; +#define glWindowPos2iMESA glad_glWindowPos2iMESA +GLAD_API_CALL PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +#define glWindowPos2iv glad_glWindowPos2iv +GLAD_API_CALL PFNGLWINDOWPOS2IVARBPROC glad_glWindowPos2ivARB; +#define glWindowPos2ivARB glad_glWindowPos2ivARB +GLAD_API_CALL PFNGLWINDOWPOS2IVMESAPROC glad_glWindowPos2ivMESA; +#define glWindowPos2ivMESA glad_glWindowPos2ivMESA +GLAD_API_CALL PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +#define glWindowPos2s glad_glWindowPos2s +GLAD_API_CALL PFNGLWINDOWPOS2SARBPROC glad_glWindowPos2sARB; +#define glWindowPos2sARB glad_glWindowPos2sARB +GLAD_API_CALL PFNGLWINDOWPOS2SMESAPROC glad_glWindowPos2sMESA; +#define glWindowPos2sMESA glad_glWindowPos2sMESA +GLAD_API_CALL PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +#define glWindowPos2sv glad_glWindowPos2sv +GLAD_API_CALL PFNGLWINDOWPOS2SVARBPROC glad_glWindowPos2svARB; +#define glWindowPos2svARB glad_glWindowPos2svARB +GLAD_API_CALL PFNGLWINDOWPOS2SVMESAPROC glad_glWindowPos2svMESA; +#define glWindowPos2svMESA glad_glWindowPos2svMESA +GLAD_API_CALL PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +#define glWindowPos3d glad_glWindowPos3d +GLAD_API_CALL PFNGLWINDOWPOS3DARBPROC glad_glWindowPos3dARB; +#define glWindowPos3dARB glad_glWindowPos3dARB +GLAD_API_CALL PFNGLWINDOWPOS3DMESAPROC glad_glWindowPos3dMESA; +#define glWindowPos3dMESA glad_glWindowPos3dMESA +GLAD_API_CALL PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +#define glWindowPos3dv glad_glWindowPos3dv +GLAD_API_CALL PFNGLWINDOWPOS3DVARBPROC glad_glWindowPos3dvARB; +#define glWindowPos3dvARB glad_glWindowPos3dvARB +GLAD_API_CALL PFNGLWINDOWPOS3DVMESAPROC glad_glWindowPos3dvMESA; +#define glWindowPos3dvMESA glad_glWindowPos3dvMESA +GLAD_API_CALL PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +#define glWindowPos3f glad_glWindowPos3f +GLAD_API_CALL PFNGLWINDOWPOS3FARBPROC glad_glWindowPos3fARB; +#define glWindowPos3fARB glad_glWindowPos3fARB +GLAD_API_CALL PFNGLWINDOWPOS3FMESAPROC glad_glWindowPos3fMESA; +#define glWindowPos3fMESA glad_glWindowPos3fMESA +GLAD_API_CALL PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +#define glWindowPos3fv glad_glWindowPos3fv +GLAD_API_CALL PFNGLWINDOWPOS3FVARBPROC glad_glWindowPos3fvARB; +#define glWindowPos3fvARB glad_glWindowPos3fvARB +GLAD_API_CALL PFNGLWINDOWPOS3FVMESAPROC glad_glWindowPos3fvMESA; +#define glWindowPos3fvMESA glad_glWindowPos3fvMESA +GLAD_API_CALL PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +#define glWindowPos3i glad_glWindowPos3i +GLAD_API_CALL PFNGLWINDOWPOS3IARBPROC glad_glWindowPos3iARB; +#define glWindowPos3iARB glad_glWindowPos3iARB +GLAD_API_CALL PFNGLWINDOWPOS3IMESAPROC glad_glWindowPos3iMESA; +#define glWindowPos3iMESA glad_glWindowPos3iMESA +GLAD_API_CALL PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +#define glWindowPos3iv glad_glWindowPos3iv +GLAD_API_CALL PFNGLWINDOWPOS3IVARBPROC glad_glWindowPos3ivARB; +#define glWindowPos3ivARB glad_glWindowPos3ivARB +GLAD_API_CALL PFNGLWINDOWPOS3IVMESAPROC glad_glWindowPos3ivMESA; +#define glWindowPos3ivMESA glad_glWindowPos3ivMESA +GLAD_API_CALL PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +#define glWindowPos3s glad_glWindowPos3s +GLAD_API_CALL PFNGLWINDOWPOS3SARBPROC glad_glWindowPos3sARB; +#define glWindowPos3sARB glad_glWindowPos3sARB +GLAD_API_CALL PFNGLWINDOWPOS3SMESAPROC glad_glWindowPos3sMESA; +#define glWindowPos3sMESA glad_glWindowPos3sMESA +GLAD_API_CALL PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +#define glWindowPos3sv glad_glWindowPos3sv +GLAD_API_CALL PFNGLWINDOWPOS3SVARBPROC glad_glWindowPos3svARB; +#define glWindowPos3svARB glad_glWindowPos3svARB +GLAD_API_CALL PFNGLWINDOWPOS3SVMESAPROC glad_glWindowPos3svMESA; +#define glWindowPos3svMESA glad_glWindowPos3svMESA +GLAD_API_CALL PFNGLWINDOWPOS4DMESAPROC glad_glWindowPos4dMESA; +#define glWindowPos4dMESA glad_glWindowPos4dMESA +GLAD_API_CALL PFNGLWINDOWPOS4DVMESAPROC glad_glWindowPos4dvMESA; +#define glWindowPos4dvMESA glad_glWindowPos4dvMESA +GLAD_API_CALL PFNGLWINDOWPOS4FMESAPROC glad_glWindowPos4fMESA; +#define glWindowPos4fMESA glad_glWindowPos4fMESA +GLAD_API_CALL PFNGLWINDOWPOS4FVMESAPROC glad_glWindowPos4fvMESA; +#define glWindowPos4fvMESA glad_glWindowPos4fvMESA +GLAD_API_CALL PFNGLWINDOWPOS4IMESAPROC glad_glWindowPos4iMESA; +#define glWindowPos4iMESA glad_glWindowPos4iMESA +GLAD_API_CALL PFNGLWINDOWPOS4IVMESAPROC glad_glWindowPos4ivMESA; +#define glWindowPos4ivMESA glad_glWindowPos4ivMESA +GLAD_API_CALL PFNGLWINDOWPOS4SMESAPROC glad_glWindowPos4sMESA; +#define glWindowPos4sMESA glad_glWindowPos4sMESA +GLAD_API_CALL PFNGLWINDOWPOS4SVMESAPROC glad_glWindowPos4svMESA; +#define glWindowPos4svMESA glad_glWindowPos4svMESA +GLAD_API_CALL PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT; +#define glWindowRectanglesEXT glad_glWindowRectanglesEXT +GLAD_API_CALL PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT; +#define glWriteMaskEXT glad_glWriteMaskEXT + + + + + +GLAD_API_CALL int gladLoadGLUserPtr( GLADuserptrloadfunc load, void *userptr); +GLAD_API_CALL int gladLoadGL( GLADloadfunc load); + + +#ifdef GLAD_GL + +GLAD_API_CALL int gladLoaderLoadGL(void); +GLAD_API_CALL void gladLoaderUnloadGL(void); + +#endif + +#ifdef __cplusplus +} +#endif + +/* Source */ +#ifdef GLAD_GL_IMPLEMENTATION +#include +#include +#include + +#ifndef GLAD_IMPL_UTIL_C_ +#define GLAD_IMPL_UTIL_C_ + +#ifdef _MSC_VER +#define GLAD_IMPL_UTIL_SSCANF sscanf_s +#else +#define GLAD_IMPL_UTIL_SSCANF sscanf +#endif + +#endif /* GLAD_IMPL_UTIL_C_ */ + +#ifdef __cplusplus +extern "C" { +#endif + + + +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_3DFX_multisample = 0; +int GLAD_GL_3DFX_tbuffer = 0; +int GLAD_GL_3DFX_texture_compression_FXT1 = 0; +int GLAD_GL_AMD_blend_minmax_factor = 0; +int GLAD_GL_AMD_conservative_depth = 0; +int GLAD_GL_AMD_debug_output = 0; +int GLAD_GL_AMD_depth_clamp_separate = 0; +int GLAD_GL_AMD_draw_buffers_blend = 0; +int GLAD_GL_AMD_framebuffer_multisample_advanced = 0; +int GLAD_GL_AMD_framebuffer_sample_positions = 0; +int GLAD_GL_AMD_gcn_shader = 0; +int GLAD_GL_AMD_gpu_shader_half_float = 0; +int GLAD_GL_AMD_gpu_shader_int16 = 0; +int GLAD_GL_AMD_gpu_shader_int64 = 0; +int GLAD_GL_AMD_interleaved_elements = 0; +int GLAD_GL_AMD_multi_draw_indirect = 0; +int GLAD_GL_AMD_name_gen_delete = 0; +int GLAD_GL_AMD_occlusion_query_event = 0; +int GLAD_GL_AMD_performance_monitor = 0; +int GLAD_GL_AMD_pinned_memory = 0; +int GLAD_GL_AMD_query_buffer_object = 0; +int GLAD_GL_AMD_sample_positions = 0; +int GLAD_GL_AMD_seamless_cubemap_per_texture = 0; +int GLAD_GL_AMD_shader_atomic_counter_ops = 0; +int GLAD_GL_AMD_shader_ballot = 0; +int GLAD_GL_AMD_shader_explicit_vertex_parameter = 0; +int GLAD_GL_AMD_shader_gpu_shader_half_float_fetch = 0; +int GLAD_GL_AMD_shader_image_load_store_lod = 0; +int GLAD_GL_AMD_shader_stencil_export = 0; +int GLAD_GL_AMD_shader_trinary_minmax = 0; +int GLAD_GL_AMD_sparse_texture = 0; +int GLAD_GL_AMD_stencil_operation_extended = 0; +int GLAD_GL_AMD_texture_gather_bias_lod = 0; +int GLAD_GL_AMD_texture_texture4 = 0; +int GLAD_GL_AMD_transform_feedback3_lines_triangles = 0; +int GLAD_GL_AMD_transform_feedback4 = 0; +int GLAD_GL_AMD_vertex_shader_layer = 0; +int GLAD_GL_AMD_vertex_shader_tessellator = 0; +int GLAD_GL_AMD_vertex_shader_viewport_index = 0; +int GLAD_GL_APPLE_aux_depth_stencil = 0; +int GLAD_GL_APPLE_client_storage = 0; +int GLAD_GL_APPLE_element_array = 0; +int GLAD_GL_APPLE_fence = 0; +int GLAD_GL_APPLE_float_pixels = 0; +int GLAD_GL_APPLE_flush_buffer_range = 0; +int GLAD_GL_APPLE_object_purgeable = 0; +int GLAD_GL_APPLE_rgb_422 = 0; +int GLAD_GL_APPLE_row_bytes = 0; +int GLAD_GL_APPLE_specular_vector = 0; +int GLAD_GL_APPLE_texture_range = 0; +int GLAD_GL_APPLE_transform_hint = 0; +int GLAD_GL_APPLE_vertex_array_object = 0; +int GLAD_GL_APPLE_vertex_array_range = 0; +int GLAD_GL_APPLE_vertex_program_evaluators = 0; +int GLAD_GL_APPLE_ycbcr_422 = 0; +int GLAD_GL_ARB_ES2_compatibility = 0; +int GLAD_GL_ARB_ES3_1_compatibility = 0; +int GLAD_GL_ARB_ES3_2_compatibility = 0; +int GLAD_GL_ARB_ES3_compatibility = 0; +int GLAD_GL_ARB_arrays_of_arrays = 0; +int GLAD_GL_ARB_base_instance = 0; +int GLAD_GL_ARB_bindless_texture = 0; +int GLAD_GL_ARB_blend_func_extended = 0; +int GLAD_GL_ARB_buffer_storage = 0; +int GLAD_GL_ARB_cl_event = 0; +int GLAD_GL_ARB_clear_buffer_object = 0; +int GLAD_GL_ARB_clear_texture = 0; +int GLAD_GL_ARB_clip_control = 0; +int GLAD_GL_ARB_color_buffer_float = 0; +int GLAD_GL_ARB_compatibility = 0; +int GLAD_GL_ARB_compressed_texture_pixel_storage = 0; +int GLAD_GL_ARB_compute_shader = 0; +int GLAD_GL_ARB_compute_variable_group_size = 0; +int GLAD_GL_ARB_conditional_render_inverted = 0; +int GLAD_GL_ARB_conservative_depth = 0; +int GLAD_GL_ARB_copy_buffer = 0; +int GLAD_GL_ARB_copy_image = 0; +int GLAD_GL_ARB_cull_distance = 0; +int GLAD_GL_ARB_debug_output = 0; +int GLAD_GL_ARB_depth_buffer_float = 0; +int GLAD_GL_ARB_depth_clamp = 0; +int GLAD_GL_ARB_depth_texture = 0; +int GLAD_GL_ARB_derivative_control = 0; +int GLAD_GL_ARB_direct_state_access = 0; +int GLAD_GL_ARB_draw_buffers = 0; +int GLAD_GL_ARB_draw_buffers_blend = 0; +int GLAD_GL_ARB_draw_elements_base_vertex = 0; +int GLAD_GL_ARB_draw_indirect = 0; +int GLAD_GL_ARB_draw_instanced = 0; +int GLAD_GL_ARB_enhanced_layouts = 0; +int GLAD_GL_ARB_explicit_attrib_location = 0; +int GLAD_GL_ARB_explicit_uniform_location = 0; +int GLAD_GL_ARB_fragment_coord_conventions = 0; +int GLAD_GL_ARB_fragment_layer_viewport = 0; +int GLAD_GL_ARB_fragment_program = 0; +int GLAD_GL_ARB_fragment_program_shadow = 0; +int GLAD_GL_ARB_fragment_shader = 0; +int GLAD_GL_ARB_fragment_shader_interlock = 0; +int GLAD_GL_ARB_framebuffer_no_attachments = 0; +int GLAD_GL_ARB_framebuffer_object = 0; +int GLAD_GL_ARB_framebuffer_sRGB = 0; +int GLAD_GL_ARB_geometry_shader4 = 0; +int GLAD_GL_ARB_get_program_binary = 0; +int GLAD_GL_ARB_get_texture_sub_image = 0; +int GLAD_GL_ARB_gl_spirv = 0; +int GLAD_GL_ARB_gpu_shader5 = 0; +int GLAD_GL_ARB_gpu_shader_fp64 = 0; +int GLAD_GL_ARB_gpu_shader_int64 = 0; +int GLAD_GL_ARB_half_float_pixel = 0; +int GLAD_GL_ARB_half_float_vertex = 0; +int GLAD_GL_ARB_imaging = 0; +int GLAD_GL_ARB_indirect_parameters = 0; +int GLAD_GL_ARB_instanced_arrays = 0; +int GLAD_GL_ARB_internalformat_query = 0; +int GLAD_GL_ARB_internalformat_query2 = 0; +int GLAD_GL_ARB_invalidate_subdata = 0; +int GLAD_GL_ARB_map_buffer_alignment = 0; +int GLAD_GL_ARB_map_buffer_range = 0; +int GLAD_GL_ARB_matrix_palette = 0; +int GLAD_GL_ARB_multi_bind = 0; +int GLAD_GL_ARB_multi_draw_indirect = 0; +int GLAD_GL_ARB_multisample = 0; +int GLAD_GL_ARB_multitexture = 0; +int GLAD_GL_ARB_occlusion_query = 0; +int GLAD_GL_ARB_occlusion_query2 = 0; +int GLAD_GL_ARB_parallel_shader_compile = 0; +int GLAD_GL_ARB_pipeline_statistics_query = 0; +int GLAD_GL_ARB_pixel_buffer_object = 0; +int GLAD_GL_ARB_point_parameters = 0; +int GLAD_GL_ARB_point_sprite = 0; +int GLAD_GL_ARB_polygon_offset_clamp = 0; +int GLAD_GL_ARB_post_depth_coverage = 0; +int GLAD_GL_ARB_program_interface_query = 0; +int GLAD_GL_ARB_provoking_vertex = 0; +int GLAD_GL_ARB_query_buffer_object = 0; +int GLAD_GL_ARB_robust_buffer_access_behavior = 0; +int GLAD_GL_ARB_robustness = 0; +int GLAD_GL_ARB_robustness_isolation = 0; +int GLAD_GL_ARB_sample_locations = 0; +int GLAD_GL_ARB_sample_shading = 0; +int GLAD_GL_ARB_sampler_objects = 0; +int GLAD_GL_ARB_seamless_cube_map = 0; +int GLAD_GL_ARB_seamless_cubemap_per_texture = 0; +int GLAD_GL_ARB_separate_shader_objects = 0; +int GLAD_GL_ARB_shader_atomic_counter_ops = 0; +int GLAD_GL_ARB_shader_atomic_counters = 0; +int GLAD_GL_ARB_shader_ballot = 0; +int GLAD_GL_ARB_shader_bit_encoding = 0; +int GLAD_GL_ARB_shader_clock = 0; +int GLAD_GL_ARB_shader_draw_parameters = 0; +int GLAD_GL_ARB_shader_group_vote = 0; +int GLAD_GL_ARB_shader_image_load_store = 0; +int GLAD_GL_ARB_shader_image_size = 0; +int GLAD_GL_ARB_shader_objects = 0; +int GLAD_GL_ARB_shader_precision = 0; +int GLAD_GL_ARB_shader_stencil_export = 0; +int GLAD_GL_ARB_shader_storage_buffer_object = 0; +int GLAD_GL_ARB_shader_subroutine = 0; +int GLAD_GL_ARB_shader_texture_image_samples = 0; +int GLAD_GL_ARB_shader_texture_lod = 0; +int GLAD_GL_ARB_shader_viewport_layer_array = 0; +int GLAD_GL_ARB_shading_language_100 = 0; +int GLAD_GL_ARB_shading_language_420pack = 0; +int GLAD_GL_ARB_shading_language_include = 0; +int GLAD_GL_ARB_shading_language_packing = 0; +int GLAD_GL_ARB_shadow = 0; +int GLAD_GL_ARB_shadow_ambient = 0; +int GLAD_GL_ARB_sparse_buffer = 0; +int GLAD_GL_ARB_sparse_texture = 0; +int GLAD_GL_ARB_sparse_texture2 = 0; +int GLAD_GL_ARB_sparse_texture_clamp = 0; +int GLAD_GL_ARB_spirv_extensions = 0; +int GLAD_GL_ARB_stencil_texturing = 0; +int GLAD_GL_ARB_sync = 0; +int GLAD_GL_ARB_tessellation_shader = 0; +int GLAD_GL_ARB_texture_barrier = 0; +int GLAD_GL_ARB_texture_border_clamp = 0; +int GLAD_GL_ARB_texture_buffer_object = 0; +int GLAD_GL_ARB_texture_buffer_object_rgb32 = 0; +int GLAD_GL_ARB_texture_buffer_range = 0; +int GLAD_GL_ARB_texture_compression = 0; +int GLAD_GL_ARB_texture_compression_bptc = 0; +int GLAD_GL_ARB_texture_compression_rgtc = 0; +int GLAD_GL_ARB_texture_cube_map = 0; +int GLAD_GL_ARB_texture_cube_map_array = 0; +int GLAD_GL_ARB_texture_env_add = 0; +int GLAD_GL_ARB_texture_env_combine = 0; +int GLAD_GL_ARB_texture_env_crossbar = 0; +int GLAD_GL_ARB_texture_env_dot3 = 0; +int GLAD_GL_ARB_texture_filter_anisotropic = 0; +int GLAD_GL_ARB_texture_filter_minmax = 0; +int GLAD_GL_ARB_texture_float = 0; +int GLAD_GL_ARB_texture_gather = 0; +int GLAD_GL_ARB_texture_mirror_clamp_to_edge = 0; +int GLAD_GL_ARB_texture_mirrored_repeat = 0; +int GLAD_GL_ARB_texture_multisample = 0; +int GLAD_GL_ARB_texture_non_power_of_two = 0; +int GLAD_GL_ARB_texture_query_levels = 0; +int GLAD_GL_ARB_texture_query_lod = 0; +int GLAD_GL_ARB_texture_rectangle = 0; +int GLAD_GL_ARB_texture_rg = 0; +int GLAD_GL_ARB_texture_rgb10_a2ui = 0; +int GLAD_GL_ARB_texture_stencil8 = 0; +int GLAD_GL_ARB_texture_storage = 0; +int GLAD_GL_ARB_texture_storage_multisample = 0; +int GLAD_GL_ARB_texture_swizzle = 0; +int GLAD_GL_ARB_texture_view = 0; +int GLAD_GL_ARB_timer_query = 0; +int GLAD_GL_ARB_transform_feedback2 = 0; +int GLAD_GL_ARB_transform_feedback3 = 0; +int GLAD_GL_ARB_transform_feedback_instanced = 0; +int GLAD_GL_ARB_transform_feedback_overflow_query = 0; +int GLAD_GL_ARB_transpose_matrix = 0; +int GLAD_GL_ARB_uniform_buffer_object = 0; +int GLAD_GL_ARB_vertex_array_bgra = 0; +int GLAD_GL_ARB_vertex_array_object = 0; +int GLAD_GL_ARB_vertex_attrib_64bit = 0; +int GLAD_GL_ARB_vertex_attrib_binding = 0; +int GLAD_GL_ARB_vertex_blend = 0; +int GLAD_GL_ARB_vertex_buffer_object = 0; +int GLAD_GL_ARB_vertex_program = 0; +int GLAD_GL_ARB_vertex_shader = 0; +int GLAD_GL_ARB_vertex_type_10f_11f_11f_rev = 0; +int GLAD_GL_ARB_vertex_type_2_10_10_10_rev = 0; +int GLAD_GL_ARB_viewport_array = 0; +int GLAD_GL_ARB_window_pos = 0; +int GLAD_GL_ATI_draw_buffers = 0; +int GLAD_GL_ATI_element_array = 0; +int GLAD_GL_ATI_envmap_bumpmap = 0; +int GLAD_GL_ATI_fragment_shader = 0; +int GLAD_GL_ATI_map_object_buffer = 0; +int GLAD_GL_ATI_meminfo = 0; +int GLAD_GL_ATI_pixel_format_float = 0; +int GLAD_GL_ATI_pn_triangles = 0; +int GLAD_GL_ATI_separate_stencil = 0; +int GLAD_GL_ATI_text_fragment_shader = 0; +int GLAD_GL_ATI_texture_env_combine3 = 0; +int GLAD_GL_ATI_texture_float = 0; +int GLAD_GL_ATI_texture_mirror_once = 0; +int GLAD_GL_ATI_vertex_array_object = 0; +int GLAD_GL_ATI_vertex_attrib_array_object = 0; +int GLAD_GL_ATI_vertex_streams = 0; +int GLAD_GL_EXT_422_pixels = 0; +int GLAD_GL_EXT_EGL_image_storage = 0; +int GLAD_GL_EXT_EGL_sync = 0; +int GLAD_GL_EXT_abgr = 0; +int GLAD_GL_EXT_bgra = 0; +int GLAD_GL_EXT_bindable_uniform = 0; +int GLAD_GL_EXT_blend_color = 0; +int GLAD_GL_EXT_blend_equation_separate = 0; +int GLAD_GL_EXT_blend_func_separate = 0; +int GLAD_GL_EXT_blend_logic_op = 0; +int GLAD_GL_EXT_blend_minmax = 0; +int GLAD_GL_EXT_blend_subtract = 0; +int GLAD_GL_EXT_clip_volume_hint = 0; +int GLAD_GL_EXT_cmyka = 0; +int GLAD_GL_EXT_color_subtable = 0; +int GLAD_GL_EXT_compiled_vertex_array = 0; +int GLAD_GL_EXT_convolution = 0; +int GLAD_GL_EXT_coordinate_frame = 0; +int GLAD_GL_EXT_copy_texture = 0; +int GLAD_GL_EXT_cull_vertex = 0; +int GLAD_GL_EXT_debug_label = 0; +int GLAD_GL_EXT_debug_marker = 0; +int GLAD_GL_EXT_depth_bounds_test = 0; +int GLAD_GL_EXT_direct_state_access = 0; +int GLAD_GL_EXT_draw_buffers2 = 0; +int GLAD_GL_EXT_draw_instanced = 0; +int GLAD_GL_EXT_draw_range_elements = 0; +int GLAD_GL_EXT_external_buffer = 0; +int GLAD_GL_EXT_fog_coord = 0; +int GLAD_GL_EXT_framebuffer_blit = 0; +int GLAD_GL_EXT_framebuffer_multisample = 0; +int GLAD_GL_EXT_framebuffer_multisample_blit_scaled = 0; +int GLAD_GL_EXT_framebuffer_object = 0; +int GLAD_GL_EXT_framebuffer_sRGB = 0; +int GLAD_GL_EXT_geometry_shader4 = 0; +int GLAD_GL_EXT_gpu_program_parameters = 0; +int GLAD_GL_EXT_gpu_shader4 = 0; +int GLAD_GL_EXT_histogram = 0; +int GLAD_GL_EXT_index_array_formats = 0; +int GLAD_GL_EXT_index_func = 0; +int GLAD_GL_EXT_index_material = 0; +int GLAD_GL_EXT_index_texture = 0; +int GLAD_GL_EXT_light_texture = 0; +int GLAD_GL_EXT_memory_object = 0; +int GLAD_GL_EXT_memory_object_fd = 0; +int GLAD_GL_EXT_memory_object_win32 = 0; +int GLAD_GL_EXT_misc_attribute = 0; +int GLAD_GL_EXT_multi_draw_arrays = 0; +int GLAD_GL_EXT_multisample = 0; +int GLAD_GL_EXT_multiview_tessellation_geometry_shader = 0; +int GLAD_GL_EXT_multiview_texture_multisample = 0; +int GLAD_GL_EXT_multiview_timer_query = 0; +int GLAD_GL_EXT_packed_depth_stencil = 0; +int GLAD_GL_EXT_packed_float = 0; +int GLAD_GL_EXT_packed_pixels = 0; +int GLAD_GL_EXT_paletted_texture = 0; +int GLAD_GL_EXT_pixel_buffer_object = 0; +int GLAD_GL_EXT_pixel_transform = 0; +int GLAD_GL_EXT_pixel_transform_color_table = 0; +int GLAD_GL_EXT_point_parameters = 0; +int GLAD_GL_EXT_polygon_offset = 0; +int GLAD_GL_EXT_polygon_offset_clamp = 0; +int GLAD_GL_EXT_post_depth_coverage = 0; +int GLAD_GL_EXT_provoking_vertex = 0; +int GLAD_GL_EXT_raster_multisample = 0; +int GLAD_GL_EXT_rescale_normal = 0; +int GLAD_GL_EXT_secondary_color = 0; +int GLAD_GL_EXT_semaphore = 0; +int GLAD_GL_EXT_semaphore_fd = 0; +int GLAD_GL_EXT_semaphore_win32 = 0; +int GLAD_GL_EXT_separate_shader_objects = 0; +int GLAD_GL_EXT_separate_specular_color = 0; +int GLAD_GL_EXT_shader_framebuffer_fetch = 0; +int GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent = 0; +int GLAD_GL_EXT_shader_image_load_formatted = 0; +int GLAD_GL_EXT_shader_image_load_store = 0; +int GLAD_GL_EXT_shader_integer_mix = 0; +int GLAD_GL_EXT_shadow_funcs = 0; +int GLAD_GL_EXT_shared_texture_palette = 0; +int GLAD_GL_EXT_sparse_texture2 = 0; +int GLAD_GL_EXT_stencil_clear_tag = 0; +int GLAD_GL_EXT_stencil_two_side = 0; +int GLAD_GL_EXT_stencil_wrap = 0; +int GLAD_GL_EXT_subtexture = 0; +int GLAD_GL_EXT_texture = 0; +int GLAD_GL_EXT_texture3D = 0; +int GLAD_GL_EXT_texture_array = 0; +int GLAD_GL_EXT_texture_buffer_object = 0; +int GLAD_GL_EXT_texture_compression_latc = 0; +int GLAD_GL_EXT_texture_compression_rgtc = 0; +int GLAD_GL_EXT_texture_compression_s3tc = 0; +int GLAD_GL_EXT_texture_cube_map = 0; +int GLAD_GL_EXT_texture_env_add = 0; +int GLAD_GL_EXT_texture_env_combine = 0; +int GLAD_GL_EXT_texture_env_dot3 = 0; +int GLAD_GL_EXT_texture_filter_anisotropic = 0; +int GLAD_GL_EXT_texture_filter_minmax = 0; +int GLAD_GL_EXT_texture_integer = 0; +int GLAD_GL_EXT_texture_lod_bias = 0; +int GLAD_GL_EXT_texture_mirror_clamp = 0; +int GLAD_GL_EXT_texture_object = 0; +int GLAD_GL_EXT_texture_perturb_normal = 0; +int GLAD_GL_EXT_texture_sRGB = 0; +int GLAD_GL_EXT_texture_sRGB_R8 = 0; +int GLAD_GL_EXT_texture_sRGB_RG8 = 0; +int GLAD_GL_EXT_texture_sRGB_decode = 0; +int GLAD_GL_EXT_texture_shadow_lod = 0; +int GLAD_GL_EXT_texture_shared_exponent = 0; +int GLAD_GL_EXT_texture_snorm = 0; +int GLAD_GL_EXT_texture_swizzle = 0; +int GLAD_GL_EXT_timer_query = 0; +int GLAD_GL_EXT_transform_feedback = 0; +int GLAD_GL_EXT_vertex_array = 0; +int GLAD_GL_EXT_vertex_array_bgra = 0; +int GLAD_GL_EXT_vertex_attrib_64bit = 0; +int GLAD_GL_EXT_vertex_shader = 0; +int GLAD_GL_EXT_vertex_weighting = 0; +int GLAD_GL_EXT_win32_keyed_mutex = 0; +int GLAD_GL_EXT_window_rectangles = 0; +int GLAD_GL_EXT_x11_sync_object = 0; +int GLAD_GL_GREMEDY_frame_terminator = 0; +int GLAD_GL_GREMEDY_string_marker = 0; +int GLAD_GL_HP_convolution_border_modes = 0; +int GLAD_GL_HP_image_transform = 0; +int GLAD_GL_HP_occlusion_test = 0; +int GLAD_GL_HP_texture_lighting = 0; +int GLAD_GL_IBM_cull_vertex = 0; +int GLAD_GL_IBM_multimode_draw_arrays = 0; +int GLAD_GL_IBM_rasterpos_clip = 0; +int GLAD_GL_IBM_static_data = 0; +int GLAD_GL_IBM_texture_mirrored_repeat = 0; +int GLAD_GL_IBM_vertex_array_lists = 0; +int GLAD_GL_INGR_blend_func_separate = 0; +int GLAD_GL_INGR_color_clamp = 0; +int GLAD_GL_INGR_interlace_read = 0; +int GLAD_GL_INTEL_blackhole_render = 0; +int GLAD_GL_INTEL_conservative_rasterization = 0; +int GLAD_GL_INTEL_fragment_shader_ordering = 0; +int GLAD_GL_INTEL_framebuffer_CMAA = 0; +int GLAD_GL_INTEL_map_texture = 0; +int GLAD_GL_INTEL_parallel_arrays = 0; +int GLAD_GL_INTEL_performance_query = 0; +int GLAD_GL_KHR_blend_equation_advanced = 0; +int GLAD_GL_KHR_blend_equation_advanced_coherent = 0; +int GLAD_GL_KHR_context_flush_control = 0; +int GLAD_GL_KHR_debug = 0; +int GLAD_GL_KHR_no_error = 0; +int GLAD_GL_KHR_parallel_shader_compile = 0; +int GLAD_GL_KHR_robust_buffer_access_behavior = 0; +int GLAD_GL_KHR_robustness = 0; +int GLAD_GL_KHR_shader_subgroup = 0; +int GLAD_GL_KHR_texture_compression_astc_hdr = 0; +int GLAD_GL_KHR_texture_compression_astc_ldr = 0; +int GLAD_GL_KHR_texture_compression_astc_sliced_3d = 0; +int GLAD_GL_MESAX_texture_stack = 0; +int GLAD_GL_MESA_framebuffer_flip_x = 0; +int GLAD_GL_MESA_framebuffer_flip_y = 0; +int GLAD_GL_MESA_framebuffer_swap_xy = 0; +int GLAD_GL_MESA_pack_invert = 0; +int GLAD_GL_MESA_program_binary_formats = 0; +int GLAD_GL_MESA_resize_buffers = 0; +int GLAD_GL_MESA_shader_integer_functions = 0; +int GLAD_GL_MESA_tile_raster_order = 0; +int GLAD_GL_MESA_window_pos = 0; +int GLAD_GL_MESA_ycbcr_texture = 0; +int GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers = 0; +int GLAD_GL_NVX_conditional_render = 0; +int GLAD_GL_NVX_gpu_memory_info = 0; +int GLAD_GL_NVX_gpu_multicast2 = 0; +int GLAD_GL_NVX_linked_gpu_multicast = 0; +int GLAD_GL_NVX_progress_fence = 0; +int GLAD_GL_NV_alpha_to_coverage_dither_control = 0; +int GLAD_GL_NV_bindless_multi_draw_indirect = 0; +int GLAD_GL_NV_bindless_multi_draw_indirect_count = 0; +int GLAD_GL_NV_bindless_texture = 0; +int GLAD_GL_NV_blend_equation_advanced = 0; +int GLAD_GL_NV_blend_equation_advanced_coherent = 0; +int GLAD_GL_NV_blend_minmax_factor = 0; +int GLAD_GL_NV_blend_square = 0; +int GLAD_GL_NV_clip_space_w_scaling = 0; +int GLAD_GL_NV_command_list = 0; +int GLAD_GL_NV_compute_program5 = 0; +int GLAD_GL_NV_compute_shader_derivatives = 0; +int GLAD_GL_NV_conditional_render = 0; +int GLAD_GL_NV_conservative_raster = 0; +int GLAD_GL_NV_conservative_raster_dilate = 0; +int GLAD_GL_NV_conservative_raster_pre_snap = 0; +int GLAD_GL_NV_conservative_raster_pre_snap_triangles = 0; +int GLAD_GL_NV_conservative_raster_underestimation = 0; +int GLAD_GL_NV_copy_depth_to_color = 0; +int GLAD_GL_NV_copy_image = 0; +int GLAD_GL_NV_deep_texture3D = 0; +int GLAD_GL_NV_depth_buffer_float = 0; +int GLAD_GL_NV_depth_clamp = 0; +int GLAD_GL_NV_draw_texture = 0; +int GLAD_GL_NV_draw_vulkan_image = 0; +int GLAD_GL_NV_evaluators = 0; +int GLAD_GL_NV_explicit_multisample = 0; +int GLAD_GL_NV_fence = 0; +int GLAD_GL_NV_fill_rectangle = 0; +int GLAD_GL_NV_float_buffer = 0; +int GLAD_GL_NV_fog_distance = 0; +int GLAD_GL_NV_fragment_coverage_to_color = 0; +int GLAD_GL_NV_fragment_program = 0; +int GLAD_GL_NV_fragment_program2 = 0; +int GLAD_GL_NV_fragment_program4 = 0; +int GLAD_GL_NV_fragment_program_option = 0; +int GLAD_GL_NV_fragment_shader_barycentric = 0; +int GLAD_GL_NV_fragment_shader_interlock = 0; +int GLAD_GL_NV_framebuffer_mixed_samples = 0; +int GLAD_GL_NV_framebuffer_multisample_coverage = 0; +int GLAD_GL_NV_geometry_program4 = 0; +int GLAD_GL_NV_geometry_shader4 = 0; +int GLAD_GL_NV_geometry_shader_passthrough = 0; +int GLAD_GL_NV_gpu_multicast = 0; +int GLAD_GL_NV_gpu_program4 = 0; +int GLAD_GL_NV_gpu_program5 = 0; +int GLAD_GL_NV_gpu_program5_mem_extended = 0; +int GLAD_GL_NV_gpu_shader5 = 0; +int GLAD_GL_NV_half_float = 0; +int GLAD_GL_NV_internalformat_sample_query = 0; +int GLAD_GL_NV_light_max_exponent = 0; +int GLAD_GL_NV_memory_attachment = 0; +int GLAD_GL_NV_memory_object_sparse = 0; +int GLAD_GL_NV_mesh_shader = 0; +int GLAD_GL_NV_multisample_coverage = 0; +int GLAD_GL_NV_multisample_filter_hint = 0; +int GLAD_GL_NV_occlusion_query = 0; +int GLAD_GL_NV_packed_depth_stencil = 0; +int GLAD_GL_NV_parameter_buffer_object = 0; +int GLAD_GL_NV_parameter_buffer_object2 = 0; +int GLAD_GL_NV_path_rendering = 0; +int GLAD_GL_NV_path_rendering_shared_edge = 0; +int GLAD_GL_NV_pixel_data_range = 0; +int GLAD_GL_NV_point_sprite = 0; +int GLAD_GL_NV_present_video = 0; +int GLAD_GL_NV_primitive_restart = 0; +int GLAD_GL_NV_primitive_shading_rate = 0; +int GLAD_GL_NV_query_resource = 0; +int GLAD_GL_NV_query_resource_tag = 0; +int GLAD_GL_NV_register_combiners = 0; +int GLAD_GL_NV_register_combiners2 = 0; +int GLAD_GL_NV_representative_fragment_test = 0; +int GLAD_GL_NV_robustness_video_memory_purge = 0; +int GLAD_GL_NV_sample_locations = 0; +int GLAD_GL_NV_sample_mask_override_coverage = 0; +int GLAD_GL_NV_scissor_exclusive = 0; +int GLAD_GL_NV_shader_atomic_counters = 0; +int GLAD_GL_NV_shader_atomic_float = 0; +int GLAD_GL_NV_shader_atomic_float64 = 0; +int GLAD_GL_NV_shader_atomic_fp16_vector = 0; +int GLAD_GL_NV_shader_atomic_int64 = 0; +int GLAD_GL_NV_shader_buffer_load = 0; +int GLAD_GL_NV_shader_buffer_store = 0; +int GLAD_GL_NV_shader_storage_buffer_object = 0; +int GLAD_GL_NV_shader_subgroup_partitioned = 0; +int GLAD_GL_NV_shader_texture_footprint = 0; +int GLAD_GL_NV_shader_thread_group = 0; +int GLAD_GL_NV_shader_thread_shuffle = 0; +int GLAD_GL_NV_shading_rate_image = 0; +int GLAD_GL_NV_stereo_view_rendering = 0; +int GLAD_GL_NV_tessellation_program5 = 0; +int GLAD_GL_NV_texgen_emboss = 0; +int GLAD_GL_NV_texgen_reflection = 0; +int GLAD_GL_NV_texture_barrier = 0; +int GLAD_GL_NV_texture_compression_vtc = 0; +int GLAD_GL_NV_texture_env_combine4 = 0; +int GLAD_GL_NV_texture_expand_normal = 0; +int GLAD_GL_NV_texture_multisample = 0; +int GLAD_GL_NV_texture_rectangle = 0; +int GLAD_GL_NV_texture_rectangle_compressed = 0; +int GLAD_GL_NV_texture_shader = 0; +int GLAD_GL_NV_texture_shader2 = 0; +int GLAD_GL_NV_texture_shader3 = 0; +int GLAD_GL_NV_timeline_semaphore = 0; +int GLAD_GL_NV_transform_feedback = 0; +int GLAD_GL_NV_transform_feedback2 = 0; +int GLAD_GL_NV_uniform_buffer_unified_memory = 0; +int GLAD_GL_NV_vdpau_interop = 0; +int GLAD_GL_NV_vdpau_interop2 = 0; +int GLAD_GL_NV_vertex_array_range = 0; +int GLAD_GL_NV_vertex_array_range2 = 0; +int GLAD_GL_NV_vertex_attrib_integer_64bit = 0; +int GLAD_GL_NV_vertex_buffer_unified_memory = 0; +int GLAD_GL_NV_vertex_program = 0; +int GLAD_GL_NV_vertex_program1_1 = 0; +int GLAD_GL_NV_vertex_program2 = 0; +int GLAD_GL_NV_vertex_program2_option = 0; +int GLAD_GL_NV_vertex_program3 = 0; +int GLAD_GL_NV_vertex_program4 = 0; +int GLAD_GL_NV_video_capture = 0; +int GLAD_GL_NV_viewport_array2 = 0; +int GLAD_GL_NV_viewport_swizzle = 0; +int GLAD_GL_OES_byte_coordinates = 0; +int GLAD_GL_OES_compressed_paletted_texture = 0; +int GLAD_GL_OES_fixed_point = 0; +int GLAD_GL_OES_query_matrix = 0; +int GLAD_GL_OES_read_format = 0; +int GLAD_GL_OES_single_precision = 0; +int GLAD_GL_OML_interlace = 0; +int GLAD_GL_OML_resample = 0; +int GLAD_GL_OML_subsample = 0; +int GLAD_GL_OVR_multiview = 0; +int GLAD_GL_OVR_multiview2 = 0; +int GLAD_GL_PGI_misc_hints = 0; +int GLAD_GL_PGI_vertex_hints = 0; +int GLAD_GL_REND_screen_coordinates = 0; +int GLAD_GL_S3_s3tc = 0; +int GLAD_GL_SGIS_detail_texture = 0; +int GLAD_GL_SGIS_fog_function = 0; +int GLAD_GL_SGIS_generate_mipmap = 0; +int GLAD_GL_SGIS_multisample = 0; +int GLAD_GL_SGIS_pixel_texture = 0; +int GLAD_GL_SGIS_point_line_texgen = 0; +int GLAD_GL_SGIS_point_parameters = 0; +int GLAD_GL_SGIS_sharpen_texture = 0; +int GLAD_GL_SGIS_texture4D = 0; +int GLAD_GL_SGIS_texture_border_clamp = 0; +int GLAD_GL_SGIS_texture_color_mask = 0; +int GLAD_GL_SGIS_texture_edge_clamp = 0; +int GLAD_GL_SGIS_texture_filter4 = 0; +int GLAD_GL_SGIS_texture_lod = 0; +int GLAD_GL_SGIS_texture_select = 0; +int GLAD_GL_SGIX_async = 0; +int GLAD_GL_SGIX_async_histogram = 0; +int GLAD_GL_SGIX_async_pixel = 0; +int GLAD_GL_SGIX_blend_alpha_minmax = 0; +int GLAD_GL_SGIX_calligraphic_fragment = 0; +int GLAD_GL_SGIX_clipmap = 0; +int GLAD_GL_SGIX_convolution_accuracy = 0; +int GLAD_GL_SGIX_depth_pass_instrument = 0; +int GLAD_GL_SGIX_depth_texture = 0; +int GLAD_GL_SGIX_flush_raster = 0; +int GLAD_GL_SGIX_fog_offset = 0; +int GLAD_GL_SGIX_fragment_lighting = 0; +int GLAD_GL_SGIX_framezoom = 0; +int GLAD_GL_SGIX_igloo_interface = 0; +int GLAD_GL_SGIX_instruments = 0; +int GLAD_GL_SGIX_interlace = 0; +int GLAD_GL_SGIX_ir_instrument1 = 0; +int GLAD_GL_SGIX_list_priority = 0; +int GLAD_GL_SGIX_pixel_texture = 0; +int GLAD_GL_SGIX_pixel_tiles = 0; +int GLAD_GL_SGIX_polynomial_ffd = 0; +int GLAD_GL_SGIX_reference_plane = 0; +int GLAD_GL_SGIX_resample = 0; +int GLAD_GL_SGIX_scalebias_hint = 0; +int GLAD_GL_SGIX_shadow = 0; +int GLAD_GL_SGIX_shadow_ambient = 0; +int GLAD_GL_SGIX_sprite = 0; +int GLAD_GL_SGIX_subsample = 0; +int GLAD_GL_SGIX_tag_sample_buffer = 0; +int GLAD_GL_SGIX_texture_add_env = 0; +int GLAD_GL_SGIX_texture_coordinate_clamp = 0; +int GLAD_GL_SGIX_texture_lod_bias = 0; +int GLAD_GL_SGIX_texture_multi_buffer = 0; +int GLAD_GL_SGIX_texture_scale_bias = 0; +int GLAD_GL_SGIX_vertex_preclip = 0; +int GLAD_GL_SGIX_ycrcb = 0; +int GLAD_GL_SGIX_ycrcb_subsample = 0; +int GLAD_GL_SGIX_ycrcba = 0; +int GLAD_GL_SGI_color_matrix = 0; +int GLAD_GL_SGI_color_table = 0; +int GLAD_GL_SGI_texture_color_table = 0; +int GLAD_GL_SUNX_constant_data = 0; +int GLAD_GL_SUN_convolution_border_modes = 0; +int GLAD_GL_SUN_global_alpha = 0; +int GLAD_GL_SUN_mesh_array = 0; +int GLAD_GL_SUN_slice_accum = 0; +int GLAD_GL_SUN_triangle_list = 0; +int GLAD_GL_SUN_vertex = 0; +int GLAD_GL_WIN_phong_shading = 0; +int GLAD_GL_WIN_specular_fog = 0; + + + +PFNGLACCUMPROC glad_glAccum = NULL; +PFNGLACCUMXOESPROC glad_glAccumxOES = NULL; +PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC glad_glAcquireKeyedMutexWin32EXT = NULL; +PFNGLACTIVEPROGRAMEXTPROC glad_glActiveProgramEXT = NULL; +PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; +PFNGLACTIVESTENCILFACEEXTPROC glad_glActiveStencilFaceEXT = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLACTIVETEXTUREARBPROC glad_glActiveTextureARB = NULL; +PFNGLACTIVEVARYINGNVPROC glad_glActiveVaryingNV = NULL; +PFNGLALPHAFRAGMENTOP1ATIPROC glad_glAlphaFragmentOp1ATI = NULL; +PFNGLALPHAFRAGMENTOP2ATIPROC glad_glAlphaFragmentOp2ATI = NULL; +PFNGLALPHAFRAGMENTOP3ATIPROC glad_glAlphaFragmentOp3ATI = NULL; +PFNGLALPHAFUNCPROC glad_glAlphaFunc = NULL; +PFNGLALPHAFUNCXOESPROC glad_glAlphaFuncxOES = NULL; +PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC glad_glAlphaToCoverageDitherControlNV = NULL; +PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC glad_glApplyFramebufferAttachmentCMAAINTEL = NULL; +PFNGLAPPLYTEXTUREEXTPROC glad_glApplyTextureEXT = NULL; +PFNGLAREPROGRAMSRESIDENTNVPROC glad_glAreProgramsResidentNV = NULL; +PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident = NULL; +PFNGLARETEXTURESRESIDENTEXTPROC glad_glAreTexturesResidentEXT = NULL; +PFNGLARRAYELEMENTPROC glad_glArrayElement = NULL; +PFNGLARRAYELEMENTEXTPROC glad_glArrayElementEXT = NULL; +PFNGLARRAYOBJECTATIPROC glad_glArrayObjectATI = NULL; +PFNGLASYNCCOPYBUFFERSUBDATANVXPROC glad_glAsyncCopyBufferSubDataNVX = NULL; +PFNGLASYNCCOPYIMAGESUBDATANVXPROC glad_glAsyncCopyImageSubDataNVX = NULL; +PFNGLASYNCMARKERSGIXPROC glad_glAsyncMarkerSGIX = NULL; +PFNGLATTACHOBJECTARBPROC glad_glAttachObjectARB = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINPROC glad_glBegin = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINCONDITIONALRENDERNVPROC glad_glBeginConditionalRenderNV = NULL; +PFNGLBEGINCONDITIONALRENDERNVXPROC glad_glBeginConditionalRenderNVX = NULL; +PFNGLBEGINFRAGMENTSHADERATIPROC glad_glBeginFragmentShaderATI = NULL; +PFNGLBEGINOCCLUSIONQUERYNVPROC glad_glBeginOcclusionQueryNV = NULL; +PFNGLBEGINPERFMONITORAMDPROC glad_glBeginPerfMonitorAMD = NULL; +PFNGLBEGINPERFQUERYINTELPROC glad_glBeginPerfQueryINTEL = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINQUERYARBPROC glad_glBeginQueryARB = NULL; +PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBEGINTRANSFORMFEEDBACKEXTPROC glad_glBeginTransformFeedbackEXT = NULL; +PFNGLBEGINTRANSFORMFEEDBACKNVPROC glad_glBeginTransformFeedbackNV = NULL; +PFNGLBEGINVERTEXSHADEREXTPROC glad_glBeginVertexShaderEXT = NULL; +PFNGLBEGINVIDEOCAPTURENVPROC glad_glBeginVideoCaptureNV = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDATTRIBLOCATIONARBPROC glad_glBindAttribLocationARB = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERARBPROC glad_glBindBufferARB = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERBASEEXTPROC glad_glBindBufferBaseEXT = NULL; +PFNGLBINDBUFFERBASENVPROC glad_glBindBufferBaseNV = NULL; +PFNGLBINDBUFFEROFFSETEXTPROC glad_glBindBufferOffsetEXT = NULL; +PFNGLBINDBUFFEROFFSETNVPROC glad_glBindBufferOffsetNV = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDBUFFERRANGEEXTPROC glad_glBindBufferRangeEXT = NULL; +PFNGLBINDBUFFERRANGENVPROC glad_glBindBufferRangeNV = NULL; +PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase = NULL; +PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAGDATALOCATIONEXTPROC glad_glBindFragDataLocationEXT = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAGMENTSHADERATIPROC glad_glBindFragmentShaderATI = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDFRAMEBUFFEREXTPROC glad_glBindFramebufferEXT = NULL; +PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL; +PFNGLBINDIMAGETEXTUREEXTPROC glad_glBindImageTextureEXT = NULL; +PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures = NULL; +PFNGLBINDLIGHTPARAMETEREXTPROC glad_glBindLightParameterEXT = NULL; +PFNGLBINDMATERIALPARAMETEREXTPROC glad_glBindMaterialParameterEXT = NULL; +PFNGLBINDMULTITEXTUREEXTPROC glad_glBindMultiTextureEXT = NULL; +PFNGLBINDPARAMETEREXTPROC glad_glBindParameterEXT = NULL; +PFNGLBINDPROGRAMARBPROC glad_glBindProgramARB = NULL; +PFNGLBINDPROGRAMNVPROC glad_glBindProgramNV = NULL; +PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDRENDERBUFFEREXTPROC glad_glBindRenderbufferEXT = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLBINDSAMPLERSPROC glad_glBindSamplers = NULL; +PFNGLBINDSHADINGRATEIMAGENVPROC glad_glBindShadingRateImageNV = NULL; +PFNGLBINDTEXGENPARAMETEREXTPROC glad_glBindTexGenParameterEXT = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDTEXTUREEXTPROC glad_glBindTextureEXT = NULL; +PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit = NULL; +PFNGLBINDTEXTUREUNITPARAMETEREXTPROC glad_glBindTextureUnitParameterEXT = NULL; +PFNGLBINDTEXTURESPROC glad_glBindTextures = NULL; +PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL; +PFNGLBINDTRANSFORMFEEDBACKNVPROC glad_glBindTransformFeedbackNV = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBINDVERTEXARRAYAPPLEPROC glad_glBindVertexArrayAPPLE = NULL; +PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL; +PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers = NULL; +PFNGLBINDVERTEXSHADEREXTPROC glad_glBindVertexShaderEXT = NULL; +PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC glad_glBindVideoCaptureStreamBufferNV = NULL; +PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC glad_glBindVideoCaptureStreamTextureNV = NULL; +PFNGLBINORMAL3BEXTPROC glad_glBinormal3bEXT = NULL; +PFNGLBINORMAL3BVEXTPROC glad_glBinormal3bvEXT = NULL; +PFNGLBINORMAL3DEXTPROC glad_glBinormal3dEXT = NULL; +PFNGLBINORMAL3DVEXTPROC glad_glBinormal3dvEXT = NULL; +PFNGLBINORMAL3FEXTPROC glad_glBinormal3fEXT = NULL; +PFNGLBINORMAL3FVEXTPROC glad_glBinormal3fvEXT = NULL; +PFNGLBINORMAL3IEXTPROC glad_glBinormal3iEXT = NULL; +PFNGLBINORMAL3IVEXTPROC glad_glBinormal3ivEXT = NULL; +PFNGLBINORMAL3SEXTPROC glad_glBinormal3sEXT = NULL; +PFNGLBINORMAL3SVEXTPROC glad_glBinormal3svEXT = NULL; +PFNGLBINORMALPOINTEREXTPROC glad_glBinormalPointerEXT = NULL; +PFNGLBITMAPPROC glad_glBitmap = NULL; +PFNGLBITMAPXOESPROC glad_glBitmapxOES = NULL; +PFNGLBLENDBARRIERKHRPROC glad_glBlendBarrierKHR = NULL; +PFNGLBLENDBARRIERNVPROC glad_glBlendBarrierNV = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDCOLOREXTPROC glad_glBlendColorEXT = NULL; +PFNGLBLENDCOLORXOESPROC glad_glBlendColorxOES = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONEXTPROC glad_glBlendEquationEXT = NULL; +PFNGLBLENDEQUATIONINDEXEDAMDPROC glad_glBlendEquationIndexedAMD = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDEQUATIONSEPARATEEXTPROC glad_glBlendEquationSeparateEXT = NULL; +PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC glad_glBlendEquationSeparateIndexedAMD = NULL; +PFNGLBLENDEQUATIONSEPARATEIARBPROC glad_glBlendEquationSeparateiARB = NULL; +PFNGLBLENDEQUATIONIARBPROC glad_glBlendEquationiARB = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCINDEXEDAMDPROC glad_glBlendFuncIndexedAMD = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLENDFUNCSEPARATEEXTPROC glad_glBlendFuncSeparateEXT = NULL; +PFNGLBLENDFUNCSEPARATEINGRPROC glad_glBlendFuncSeparateINGR = NULL; +PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC glad_glBlendFuncSeparateIndexedAMD = NULL; +PFNGLBLENDFUNCSEPARATEIARBPROC glad_glBlendFuncSeparateiARB = NULL; +PFNGLBLENDFUNCIARBPROC glad_glBlendFunciARB = NULL; +PFNGLBLENDPARAMETERINVPROC glad_glBlendParameteriNV = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBLITFRAMEBUFFEREXTPROC glad_glBlitFramebufferEXT = NULL; +PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer = NULL; +PFNGLBUFFERADDRESSRANGENVPROC glad_glBufferAddressRangeNV = NULL; +PFNGLBUFFERATTACHMEMORYNVPROC glad_glBufferAttachMemoryNV = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERDATAARBPROC glad_glBufferDataARB = NULL; +PFNGLBUFFERPAGECOMMITMENTARBPROC glad_glBufferPageCommitmentARB = NULL; +PFNGLBUFFERPAGECOMMITMENTMEMNVPROC glad_glBufferPageCommitmentMemNV = NULL; +PFNGLBUFFERPARAMETERIAPPLEPROC glad_glBufferParameteriAPPLE = NULL; +PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL; +PFNGLBUFFERSTORAGEEXTERNALEXTPROC glad_glBufferStorageExternalEXT = NULL; +PFNGLBUFFERSTORAGEMEMEXTPROC glad_glBufferStorageMemEXT = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLBUFFERSUBDATAARBPROC glad_glBufferSubDataARB = NULL; +PFNGLCALLCOMMANDLISTNVPROC glad_glCallCommandListNV = NULL; +PFNGLCALLLISTPROC glad_glCallList = NULL; +PFNGLCALLLISTSPROC glad_glCallLists = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glad_glCheckFramebufferStatusEXT = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC glad_glCheckNamedFramebufferStatusEXT = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLAMPCOLORARBPROC glad_glClampColorARB = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARACCUMPROC glad_glClearAccum = NULL; +PFNGLCLEARACCUMXOESPROC glad_glClearAccumxOES = NULL; +PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL; +PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARCOLORIIEXTPROC glad_glClearColorIiEXT = NULL; +PFNGLCLEARCOLORIUIEXTPROC glad_glClearColorIuiEXT = NULL; +PFNGLCLEARCOLORXOESPROC glad_glClearColorxOES = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARDEPTHDNVPROC glad_glClearDepthdNV = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLCLEARDEPTHFOESPROC glad_glClearDepthfOES = NULL; +PFNGLCLEARDEPTHXOESPROC glad_glClearDepthxOES = NULL; +PFNGLCLEARINDEXPROC glad_glClearIndex = NULL; +PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData = NULL; +PFNGLCLEARNAMEDBUFFERDATAEXTPROC glad_glClearNamedBufferDataEXT = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC glad_glClearNamedBufferSubDataEXT = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL; +PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL; +PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture = NULL; +PFNGLCLIENTACTIVETEXTUREARBPROC glad_glClientActiveTextureARB = NULL; +PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC glad_glClientActiveVertexStreamATI = NULL; +PFNGLCLIENTATTRIBDEFAULTEXTPROC glad_glClientAttribDefaultEXT = NULL; +PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC glad_glClientWaitSemaphoreui64NVX = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCLIPCONTROLPROC glad_glClipControl = NULL; +PFNGLCLIPPLANEPROC glad_glClipPlane = NULL; +PFNGLCLIPPLANEFOESPROC glad_glClipPlanefOES = NULL; +PFNGLCLIPPLANEXOESPROC glad_glClipPlanexOES = NULL; +PFNGLCOLOR3BPROC glad_glColor3b = NULL; +PFNGLCOLOR3BVPROC glad_glColor3bv = NULL; +PFNGLCOLOR3DPROC glad_glColor3d = NULL; +PFNGLCOLOR3DVPROC glad_glColor3dv = NULL; +PFNGLCOLOR3FPROC glad_glColor3f = NULL; +PFNGLCOLOR3FVERTEX3FSUNPROC glad_glColor3fVertex3fSUN = NULL; +PFNGLCOLOR3FVERTEX3FVSUNPROC glad_glColor3fVertex3fvSUN = NULL; +PFNGLCOLOR3FVPROC glad_glColor3fv = NULL; +PFNGLCOLOR3HNVPROC glad_glColor3hNV = NULL; +PFNGLCOLOR3HVNVPROC glad_glColor3hvNV = NULL; +PFNGLCOLOR3IPROC glad_glColor3i = NULL; +PFNGLCOLOR3IVPROC glad_glColor3iv = NULL; +PFNGLCOLOR3SPROC glad_glColor3s = NULL; +PFNGLCOLOR3SVPROC glad_glColor3sv = NULL; +PFNGLCOLOR3UBPROC glad_glColor3ub = NULL; +PFNGLCOLOR3UBVPROC glad_glColor3ubv = NULL; +PFNGLCOLOR3UIPROC glad_glColor3ui = NULL; +PFNGLCOLOR3UIVPROC glad_glColor3uiv = NULL; +PFNGLCOLOR3USPROC glad_glColor3us = NULL; +PFNGLCOLOR3USVPROC glad_glColor3usv = NULL; +PFNGLCOLOR3XOESPROC glad_glColor3xOES = NULL; +PFNGLCOLOR3XVOESPROC glad_glColor3xvOES = NULL; +PFNGLCOLOR4BPROC glad_glColor4b = NULL; +PFNGLCOLOR4BVPROC glad_glColor4bv = NULL; +PFNGLCOLOR4DPROC glad_glColor4d = NULL; +PFNGLCOLOR4DVPROC glad_glColor4dv = NULL; +PFNGLCOLOR4FPROC glad_glColor4f = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glColor4fNormal3fVertex3fSUN = NULL; +PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glColor4fNormal3fVertex3fvSUN = NULL; +PFNGLCOLOR4FVPROC glad_glColor4fv = NULL; +PFNGLCOLOR4HNVPROC glad_glColor4hNV = NULL; +PFNGLCOLOR4HVNVPROC glad_glColor4hvNV = NULL; +PFNGLCOLOR4IPROC glad_glColor4i = NULL; +PFNGLCOLOR4IVPROC glad_glColor4iv = NULL; +PFNGLCOLOR4SPROC glad_glColor4s = NULL; +PFNGLCOLOR4SVPROC glad_glColor4sv = NULL; +PFNGLCOLOR4UBPROC glad_glColor4ub = NULL; +PFNGLCOLOR4UBVERTEX2FSUNPROC glad_glColor4ubVertex2fSUN = NULL; +PFNGLCOLOR4UBVERTEX2FVSUNPROC glad_glColor4ubVertex2fvSUN = NULL; +PFNGLCOLOR4UBVERTEX3FSUNPROC glad_glColor4ubVertex3fSUN = NULL; +PFNGLCOLOR4UBVERTEX3FVSUNPROC glad_glColor4ubVertex3fvSUN = NULL; +PFNGLCOLOR4UBVPROC glad_glColor4ubv = NULL; +PFNGLCOLOR4UIPROC glad_glColor4ui = NULL; +PFNGLCOLOR4UIVPROC glad_glColor4uiv = NULL; +PFNGLCOLOR4USPROC glad_glColor4us = NULL; +PFNGLCOLOR4USVPROC glad_glColor4usv = NULL; +PFNGLCOLOR4XOESPROC glad_glColor4xOES = NULL; +PFNGLCOLOR4XVOESPROC glad_glColor4xvOES = NULL; +PFNGLCOLORFORMATNVPROC glad_glColorFormatNV = NULL; +PFNGLCOLORFRAGMENTOP1ATIPROC glad_glColorFragmentOp1ATI = NULL; +PFNGLCOLORFRAGMENTOP2ATIPROC glad_glColorFragmentOp2ATI = NULL; +PFNGLCOLORFRAGMENTOP3ATIPROC glad_glColorFragmentOp3ATI = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKINDEXEDEXTPROC glad_glColorMaskIndexedEXT = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOLORMATERIALPROC glad_glColorMaterial = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLCOLORPOINTERPROC glad_glColorPointer = NULL; +PFNGLCOLORPOINTEREXTPROC glad_glColorPointerEXT = NULL; +PFNGLCOLORPOINTERLISTIBMPROC glad_glColorPointerListIBM = NULL; +PFNGLCOLORPOINTERVINTELPROC glad_glColorPointervINTEL = NULL; +PFNGLCOLORSUBTABLEPROC glad_glColorSubTable = NULL; +PFNGLCOLORSUBTABLEEXTPROC glad_glColorSubTableEXT = NULL; +PFNGLCOLORTABLEPROC glad_glColorTable = NULL; +PFNGLCOLORTABLEEXTPROC glad_glColorTableEXT = NULL; +PFNGLCOLORTABLEPARAMETERFVPROC glad_glColorTableParameterfv = NULL; +PFNGLCOLORTABLEPARAMETERFVSGIPROC glad_glColorTableParameterfvSGI = NULL; +PFNGLCOLORTABLEPARAMETERIVPROC glad_glColorTableParameteriv = NULL; +PFNGLCOLORTABLEPARAMETERIVSGIPROC glad_glColorTableParameterivSGI = NULL; +PFNGLCOLORTABLESGIPROC glad_glColorTableSGI = NULL; +PFNGLCOMBINERINPUTNVPROC glad_glCombinerInputNV = NULL; +PFNGLCOMBINEROUTPUTNVPROC glad_glCombinerOutputNV = NULL; +PFNGLCOMBINERPARAMETERFNVPROC glad_glCombinerParameterfNV = NULL; +PFNGLCOMBINERPARAMETERFVNVPROC glad_glCombinerParameterfvNV = NULL; +PFNGLCOMBINERPARAMETERINVPROC glad_glCombinerParameteriNV = NULL; +PFNGLCOMBINERPARAMETERIVNVPROC glad_glCombinerParameterivNV = NULL; +PFNGLCOMBINERSTAGEPARAMETERFVNVPROC glad_glCombinerStageParameterfvNV = NULL; +PFNGLCOMMANDLISTSEGMENTSNVPROC glad_glCommandListSegmentsNV = NULL; +PFNGLCOMPILECOMMANDLISTNVPROC glad_glCompileCommandListNV = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPILESHADERARBPROC glad_glCompileShaderARB = NULL; +PFNGLCOMPILESHADERINCLUDEARBPROC glad_glCompileShaderIncludeARB = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC glad_glCompressedMultiTexImage1DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC glad_glCompressedMultiTexImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC glad_glCompressedMultiTexImage3DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC glad_glCompressedMultiTexSubImage1DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC glad_glCompressedMultiTexSubImage2DEXT = NULL; +PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC glad_glCompressedMultiTexSubImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glad_glCompressedTexImage1DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glad_glCompressedTexImage2DARB = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glad_glCompressedTexImage3DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glad_glCompressedTexSubImage1DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glad_glCompressedTexSubImage2DARB = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glad_glCompressedTexSubImage3DARB = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC glad_glCompressedTextureImage1DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC glad_glCompressedTextureImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC glad_glCompressedTextureImage3DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC glad_glCompressedTextureSubImage1DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC glad_glCompressedTextureSubImage2DEXT = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC glad_glCompressedTextureSubImage3DEXT = NULL; +PFNGLCONSERVATIVERASTERPARAMETERFNVPROC glad_glConservativeRasterParameterfNV = NULL; +PFNGLCONSERVATIVERASTERPARAMETERINVPROC glad_glConservativeRasterParameteriNV = NULL; +PFNGLCONVOLUTIONFILTER1DPROC glad_glConvolutionFilter1D = NULL; +PFNGLCONVOLUTIONFILTER1DEXTPROC glad_glConvolutionFilter1DEXT = NULL; +PFNGLCONVOLUTIONFILTER2DPROC glad_glConvolutionFilter2D = NULL; +PFNGLCONVOLUTIONFILTER2DEXTPROC glad_glConvolutionFilter2DEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFPROC glad_glConvolutionParameterf = NULL; +PFNGLCONVOLUTIONPARAMETERFEXTPROC glad_glConvolutionParameterfEXT = NULL; +PFNGLCONVOLUTIONPARAMETERFVPROC glad_glConvolutionParameterfv = NULL; +PFNGLCONVOLUTIONPARAMETERFVEXTPROC glad_glConvolutionParameterfvEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIPROC glad_glConvolutionParameteri = NULL; +PFNGLCONVOLUTIONPARAMETERIEXTPROC glad_glConvolutionParameteriEXT = NULL; +PFNGLCONVOLUTIONPARAMETERIVPROC glad_glConvolutionParameteriv = NULL; +PFNGLCONVOLUTIONPARAMETERIVEXTPROC glad_glConvolutionParameterivEXT = NULL; +PFNGLCONVOLUTIONPARAMETERXOESPROC glad_glConvolutionParameterxOES = NULL; +PFNGLCONVOLUTIONPARAMETERXVOESPROC glad_glConvolutionParameterxvOES = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYCOLORSUBTABLEPROC glad_glCopyColorSubTable = NULL; +PFNGLCOPYCOLORSUBTABLEEXTPROC glad_glCopyColorSubTableEXT = NULL; +PFNGLCOPYCOLORTABLEPROC glad_glCopyColorTable = NULL; +PFNGLCOPYCOLORTABLESGIPROC glad_glCopyColorTableSGI = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DPROC glad_glCopyConvolutionFilter1D = NULL; +PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC glad_glCopyConvolutionFilter1DEXT = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DPROC glad_glCopyConvolutionFilter2D = NULL; +PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC glad_glCopyConvolutionFilter2DEXT = NULL; +PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL; +PFNGLCOPYIMAGESUBDATANVPROC glad_glCopyImageSubDataNV = NULL; +PFNGLCOPYMULTITEXIMAGE1DEXTPROC glad_glCopyMultiTexImage1DEXT = NULL; +PFNGLCOPYMULTITEXIMAGE2DEXTPROC glad_glCopyMultiTexImage2DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC glad_glCopyMultiTexSubImage1DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC glad_glCopyMultiTexSubImage2DEXT = NULL; +PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC glad_glCopyMultiTexSubImage3DEXT = NULL; +PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData = NULL; +PFNGLCOPYPATHNVPROC glad_glCopyPathNV = NULL; +PFNGLCOPYPIXELSPROC glad_glCopyPixels = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE1DEXTPROC glad_glCopyTexImage1DEXT = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXIMAGE2DEXTPROC glad_glCopyTexImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE1DEXTPROC glad_glCopyTexSubImage1DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE2DEXTPROC glad_glCopyTexSubImage2DEXT = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCOPYTEXSUBIMAGE3DEXTPROC glad_glCopyTexSubImage3DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE1DEXTPROC glad_glCopyTextureImage1DEXT = NULL; +PFNGLCOPYTEXTUREIMAGE2DEXTPROC glad_glCopyTextureImage2DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC glad_glCopyTextureSubImage1DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC glad_glCopyTextureSubImage2DEXT = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC glad_glCopyTextureSubImage3DEXT = NULL; +PFNGLCOVERFILLPATHINSTANCEDNVPROC glad_glCoverFillPathInstancedNV = NULL; +PFNGLCOVERFILLPATHNVPROC glad_glCoverFillPathNV = NULL; +PFNGLCOVERSTROKEPATHINSTANCEDNVPROC glad_glCoverStrokePathInstancedNV = NULL; +PFNGLCOVERSTROKEPATHNVPROC glad_glCoverStrokePathNV = NULL; +PFNGLCOVERAGEMODULATIONNVPROC glad_glCoverageModulationNV = NULL; +PFNGLCOVERAGEMODULATIONTABLENVPROC glad_glCoverageModulationTableNV = NULL; +PFNGLCREATEBUFFERSPROC glad_glCreateBuffers = NULL; +PFNGLCREATECOMMANDLISTSNVPROC glad_glCreateCommandListsNV = NULL; +PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers = NULL; +PFNGLCREATEMEMORYOBJECTSEXTPROC glad_glCreateMemoryObjectsEXT = NULL; +PFNGLCREATEPERFQUERYINTELPROC glad_glCreatePerfQueryINTEL = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATEPROGRAMOBJECTARBPROC glad_glCreateProgramObjectARB = NULL; +PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines = NULL; +PFNGLCREATEPROGRESSFENCENVXPROC glad_glCreateProgressFenceNVX = NULL; +PFNGLCREATEQUERIESPROC glad_glCreateQueries = NULL; +PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers = NULL; +PFNGLCREATESAMPLERSPROC glad_glCreateSamplers = NULL; +PFNGLCREATESEMAPHORESNVPROC glad_glCreateSemaphoresNV = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCREATESHADEROBJECTARBPROC glad_glCreateShaderObjectARB = NULL; +PFNGLCREATESHADERPROGRAMEXTPROC glad_glCreateShaderProgramEXT = NULL; +PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL; +PFNGLCREATESTATESNVPROC glad_glCreateStatesNV = NULL; +PFNGLCREATESYNCFROMCLEVENTARBPROC glad_glCreateSyncFromCLeventARB = NULL; +PFNGLCREATETEXTURESPROC glad_glCreateTextures = NULL; +PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks = NULL; +PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLCULLPARAMETERDVEXTPROC glad_glCullParameterdvEXT = NULL; +PFNGLCULLPARAMETERFVEXTPROC glad_glCullParameterfvEXT = NULL; +PFNGLCURRENTPALETTEMATRIXARBPROC glad_glCurrentPaletteMatrixARB = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLDEBUGMESSAGECALLBACKAMDPROC glad_glDebugMessageCallbackAMD = NULL; +PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB = NULL; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB = NULL; +PFNGLDEBUGMESSAGEENABLEAMDPROC glad_glDebugMessageEnableAMD = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLDEBUGMESSAGEINSERTAMDPROC glad_glDebugMessageInsertAMD = NULL; +PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB = NULL; +PFNGLDEFORMSGIXPROC glad_glDeformSGIX = NULL; +PFNGLDEFORMATIONMAP3DSGIXPROC glad_glDeformationMap3dSGIX = NULL; +PFNGLDEFORMATIONMAP3FSGIXPROC glad_glDeformationMap3fSGIX = NULL; +PFNGLDELETEASYNCMARKERSSGIXPROC glad_glDeleteAsyncMarkersSGIX = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEBUFFERSARBPROC glad_glDeleteBuffersARB = NULL; +PFNGLDELETECOMMANDLISTSNVPROC glad_glDeleteCommandListsNV = NULL; +PFNGLDELETEFENCESAPPLEPROC glad_glDeleteFencesAPPLE = NULL; +PFNGLDELETEFENCESNVPROC glad_glDeleteFencesNV = NULL; +PFNGLDELETEFRAGMENTSHADERATIPROC glad_glDeleteFragmentShaderATI = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETEFRAMEBUFFERSEXTPROC glad_glDeleteFramebuffersEXT = NULL; +PFNGLDELETELISTSPROC glad_glDeleteLists = NULL; +PFNGLDELETEMEMORYOBJECTSEXTPROC glad_glDeleteMemoryObjectsEXT = NULL; +PFNGLDELETENAMEDSTRINGARBPROC glad_glDeleteNamedStringARB = NULL; +PFNGLDELETENAMESAMDPROC glad_glDeleteNamesAMD = NULL; +PFNGLDELETEOBJECTARBPROC glad_glDeleteObjectARB = NULL; +PFNGLDELETEOCCLUSIONQUERIESNVPROC glad_glDeleteOcclusionQueriesNV = NULL; +PFNGLDELETEPATHSNVPROC glad_glDeletePathsNV = NULL; +PFNGLDELETEPERFMONITORSAMDPROC glad_glDeletePerfMonitorsAMD = NULL; +PFNGLDELETEPERFQUERYINTELPROC glad_glDeletePerfQueryINTEL = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL; +PFNGLDELETEPROGRAMSARBPROC glad_glDeleteProgramsARB = NULL; +PFNGLDELETEPROGRAMSNVPROC glad_glDeleteProgramsNV = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETEQUERIESARBPROC glad_glDeleteQueriesARB = NULL; +PFNGLDELETEQUERYRESOURCETAGNVPROC glad_glDeleteQueryResourceTagNV = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETERENDERBUFFERSEXTPROC glad_glDeleteRenderbuffersEXT = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLDELETESEMAPHORESEXTPROC glad_glDeleteSemaphoresEXT = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESTATESNVPROC glad_glDeleteStatesNV = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETETEXTURESEXTPROC glad_glDeleteTexturesEXT = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL; +PFNGLDELETETRANSFORMFEEDBACKSNVPROC glad_glDeleteTransformFeedbacksNV = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDELETEVERTEXARRAYSAPPLEPROC glad_glDeleteVertexArraysAPPLE = NULL; +PFNGLDELETEVERTEXSHADEREXTPROC glad_glDeleteVertexShaderEXT = NULL; +PFNGLDEPTHBOUNDSEXTPROC glad_glDepthBoundsEXT = NULL; +PFNGLDEPTHBOUNDSDNVPROC glad_glDepthBoundsdNV = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDEPTHRANGEARRAYDVNVPROC glad_glDepthRangeArraydvNV = NULL; +PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; +PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; +PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV = NULL; +PFNGLDEPTHRANGEDNVPROC glad_glDepthRangedNV = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLDEPTHRANGEFOESPROC glad_glDepthRangefOES = NULL; +PFNGLDEPTHRANGEXOESPROC glad_glDepthRangexOES = NULL; +PFNGLDETACHOBJECTARBPROC glad_glDetachObjectARB = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDETAILTEXFUNCSGISPROC glad_glDetailTexFuncSGIS = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState = NULL; +PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC glad_glDisableClientStateIndexedEXT = NULL; +PFNGLDISABLECLIENTSTATEIEXTPROC glad_glDisableClientStateiEXT = NULL; +PFNGLDISABLEINDEXEDEXTPROC glad_glDisableIndexedEXT = NULL; +PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC glad_glDisableVariantClientStateEXT = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC glad_glDisableVertexArrayAttribEXT = NULL; +PFNGLDISABLEVERTEXARRAYEXTPROC glad_glDisableVertexArrayEXT = NULL; +PFNGLDISABLEVERTEXATTRIBAPPLEPROC glad_glDisableVertexAttribAPPLE = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glad_glDisableVertexAttribArrayARB = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL; +PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC glad_glDispatchComputeGroupSizeARB = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSEXTPROC glad_glDrawArraysEXT = NULL; +PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWARRAYSINSTANCEDARBPROC glad_glDrawArraysInstancedARB = NULL; +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL; +PFNGLDRAWARRAYSINSTANCEDEXTPROC glad_glDrawArraysInstancedEXT = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWBUFFERSARBPROC glad_glDrawBuffersARB = NULL; +PFNGLDRAWBUFFERSATIPROC glad_glDrawBuffersATI = NULL; +PFNGLDRAWCOMMANDSADDRESSNVPROC glad_glDrawCommandsAddressNV = NULL; +PFNGLDRAWCOMMANDSNVPROC glad_glDrawCommandsNV = NULL; +PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC glad_glDrawCommandsStatesAddressNV = NULL; +PFNGLDRAWCOMMANDSSTATESNVPROC glad_glDrawCommandsStatesNV = NULL; +PFNGLDRAWELEMENTARRAYAPPLEPROC glad_glDrawElementArrayAPPLE = NULL; +PFNGLDRAWELEMENTARRAYATIPROC glad_glDrawElementArrayATI = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDARBPROC glad_glDrawElementsInstancedARB = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDEXTPROC glad_glDrawElementsInstancedEXT = NULL; +PFNGLDRAWMESHARRAYSSUNPROC glad_glDrawMeshArraysSUN = NULL; +PFNGLDRAWMESHTASKSINDIRECTNVPROC glad_glDrawMeshTasksIndirectNV = NULL; +PFNGLDRAWMESHTASKSNVPROC glad_glDrawMeshTasksNV = NULL; +PFNGLDRAWPIXELSPROC glad_glDrawPixels = NULL; +PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC glad_glDrawRangeElementArrayAPPLE = NULL; +PFNGLDRAWRANGEELEMENTARRAYATIPROC glad_glDrawRangeElementArrayATI = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLDRAWRANGEELEMENTSEXTPROC glad_glDrawRangeElementsEXT = NULL; +PFNGLDRAWTEXTURENVPROC glad_glDrawTextureNV = NULL; +PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL; +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL; +PFNGLDRAWTRANSFORMFEEDBACKNVPROC glad_glDrawTransformFeedbackNV = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL; +PFNGLDRAWVKIMAGENVPROC glad_glDrawVkImageNV = NULL; +PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC glad_glEGLImageTargetTexStorageEXT = NULL; +PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC glad_glEGLImageTargetTextureStorageEXT = NULL; +PFNGLEDGEFLAGPROC glad_glEdgeFlag = NULL; +PFNGLEDGEFLAGFORMATNVPROC glad_glEdgeFlagFormatNV = NULL; +PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer = NULL; +PFNGLEDGEFLAGPOINTEREXTPROC glad_glEdgeFlagPointerEXT = NULL; +PFNGLEDGEFLAGPOINTERLISTIBMPROC glad_glEdgeFlagPointerListIBM = NULL; +PFNGLEDGEFLAGVPROC glad_glEdgeFlagv = NULL; +PFNGLELEMENTPOINTERAPPLEPROC glad_glElementPointerAPPLE = NULL; +PFNGLELEMENTPOINTERATIPROC glad_glElementPointerATI = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState = NULL; +PFNGLENABLECLIENTSTATEINDEXEDEXTPROC glad_glEnableClientStateIndexedEXT = NULL; +PFNGLENABLECLIENTSTATEIEXTPROC glad_glEnableClientStateiEXT = NULL; +PFNGLENABLEINDEXEDEXTPROC glad_glEnableIndexedEXT = NULL; +PFNGLENABLEVARIANTCLIENTSTATEEXTPROC glad_glEnableVariantClientStateEXT = NULL; +PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib = NULL; +PFNGLENABLEVERTEXARRAYATTRIBEXTPROC glad_glEnableVertexArrayAttribEXT = NULL; +PFNGLENABLEVERTEXARRAYEXTPROC glad_glEnableVertexArrayEXT = NULL; +PFNGLENABLEVERTEXATTRIBAPPLEPROC glad_glEnableVertexAttribAPPLE = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEVERTEXATTRIBARRAYARBPROC glad_glEnableVertexAttribArrayARB = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDPROC glad_glEnd = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDCONDITIONALRENDERNVPROC glad_glEndConditionalRenderNV = NULL; +PFNGLENDCONDITIONALRENDERNVXPROC glad_glEndConditionalRenderNVX = NULL; +PFNGLENDFRAGMENTSHADERATIPROC glad_glEndFragmentShaderATI = NULL; +PFNGLENDLISTPROC glad_glEndList = NULL; +PFNGLENDOCCLUSIONQUERYNVPROC glad_glEndOcclusionQueryNV = NULL; +PFNGLENDPERFMONITORAMDPROC glad_glEndPerfMonitorAMD = NULL; +PFNGLENDPERFQUERYINTELPROC glad_glEndPerfQueryINTEL = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDQUERYARBPROC glad_glEndQueryARB = NULL; +PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLENDTRANSFORMFEEDBACKEXTPROC glad_glEndTransformFeedbackEXT = NULL; +PFNGLENDTRANSFORMFEEDBACKNVPROC glad_glEndTransformFeedbackNV = NULL; +PFNGLENDVERTEXSHADEREXTPROC glad_glEndVertexShaderEXT = NULL; +PFNGLENDVIDEOCAPTURENVPROC glad_glEndVideoCaptureNV = NULL; +PFNGLEVALCOORD1DPROC glad_glEvalCoord1d = NULL; +PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv = NULL; +PFNGLEVALCOORD1FPROC glad_glEvalCoord1f = NULL; +PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv = NULL; +PFNGLEVALCOORD1XOESPROC glad_glEvalCoord1xOES = NULL; +PFNGLEVALCOORD1XVOESPROC glad_glEvalCoord1xvOES = NULL; +PFNGLEVALCOORD2DPROC glad_glEvalCoord2d = NULL; +PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv = NULL; +PFNGLEVALCOORD2FPROC glad_glEvalCoord2f = NULL; +PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv = NULL; +PFNGLEVALCOORD2XOESPROC glad_glEvalCoord2xOES = NULL; +PFNGLEVALCOORD2XVOESPROC glad_glEvalCoord2xvOES = NULL; +PFNGLEVALMAPSNVPROC glad_glEvalMapsNV = NULL; +PFNGLEVALMESH1PROC glad_glEvalMesh1 = NULL; +PFNGLEVALMESH2PROC glad_glEvalMesh2 = NULL; +PFNGLEVALPOINT1PROC glad_glEvalPoint1 = NULL; +PFNGLEVALPOINT2PROC glad_glEvalPoint2 = NULL; +PFNGLEVALUATEDEPTHVALUESARBPROC glad_glEvaluateDepthValuesARB = NULL; +PFNGLEXECUTEPROGRAMNVPROC glad_glExecuteProgramNV = NULL; +PFNGLEXTRACTCOMPONENTEXTPROC glad_glExtractComponentEXT = NULL; +PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer = NULL; +PFNGLFEEDBACKBUFFERXOESPROC glad_glFeedbackBufferxOES = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINALCOMBINERINPUTNVPROC glad_glFinalCombinerInputNV = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFINISHASYNCSGIXPROC glad_glFinishAsyncSGIX = NULL; +PFNGLFINISHFENCEAPPLEPROC glad_glFinishFenceAPPLE = NULL; +PFNGLFINISHFENCENVPROC glad_glFinishFenceNV = NULL; +PFNGLFINISHOBJECTAPPLEPROC glad_glFinishObjectAPPLE = NULL; +PFNGLFINISHTEXTURESUNXPROC glad_glFinishTextureSUNX = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC glad_glFlushMappedBufferRangeAPPLE = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC glad_glFlushMappedNamedBufferRangeEXT = NULL; +PFNGLFLUSHPIXELDATARANGENVPROC glad_glFlushPixelDataRangeNV = NULL; +PFNGLFLUSHRASTERSGIXPROC glad_glFlushRasterSGIX = NULL; +PFNGLFLUSHSTATICDATAIBMPROC glad_glFlushStaticDataIBM = NULL; +PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC glad_glFlushVertexArrayRangeAPPLE = NULL; +PFNGLFLUSHVERTEXARRAYRANGENVPROC glad_glFlushVertexArrayRangeNV = NULL; +PFNGLFOGCOORDFORMATNVPROC glad_glFogCoordFormatNV = NULL; +PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer = NULL; +PFNGLFOGCOORDPOINTEREXTPROC glad_glFogCoordPointerEXT = NULL; +PFNGLFOGCOORDPOINTERLISTIBMPROC glad_glFogCoordPointerListIBM = NULL; +PFNGLFOGCOORDDPROC glad_glFogCoordd = NULL; +PFNGLFOGCOORDDEXTPROC glad_glFogCoorddEXT = NULL; +PFNGLFOGCOORDDVPROC glad_glFogCoorddv = NULL; +PFNGLFOGCOORDDVEXTPROC glad_glFogCoorddvEXT = NULL; +PFNGLFOGCOORDFPROC glad_glFogCoordf = NULL; +PFNGLFOGCOORDFEXTPROC glad_glFogCoordfEXT = NULL; +PFNGLFOGCOORDFVPROC glad_glFogCoordfv = NULL; +PFNGLFOGCOORDFVEXTPROC glad_glFogCoordfvEXT = NULL; +PFNGLFOGCOORDHNVPROC glad_glFogCoordhNV = NULL; +PFNGLFOGCOORDHVNVPROC glad_glFogCoordhvNV = NULL; +PFNGLFOGFUNCSGISPROC glad_glFogFuncSGIS = NULL; +PFNGLFOGFPROC glad_glFogf = NULL; +PFNGLFOGFVPROC glad_glFogfv = NULL; +PFNGLFOGIPROC glad_glFogi = NULL; +PFNGLFOGIVPROC glad_glFogiv = NULL; +PFNGLFOGXOESPROC glad_glFogxOES = NULL; +PFNGLFOGXVOESPROC glad_glFogxvOES = NULL; +PFNGLFRAGMENTCOLORMATERIALSGIXPROC glad_glFragmentColorMaterialSGIX = NULL; +PFNGLFRAGMENTCOVERAGECOLORNVPROC glad_glFragmentCoverageColorNV = NULL; +PFNGLFRAGMENTLIGHTMODELFSGIXPROC glad_glFragmentLightModelfSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELFVSGIXPROC glad_glFragmentLightModelfvSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELISGIXPROC glad_glFragmentLightModeliSGIX = NULL; +PFNGLFRAGMENTLIGHTMODELIVSGIXPROC glad_glFragmentLightModelivSGIX = NULL; +PFNGLFRAGMENTLIGHTFSGIXPROC glad_glFragmentLightfSGIX = NULL; +PFNGLFRAGMENTLIGHTFVSGIXPROC glad_glFragmentLightfvSGIX = NULL; +PFNGLFRAGMENTLIGHTISGIXPROC glad_glFragmentLightiSGIX = NULL; +PFNGLFRAGMENTLIGHTIVSGIXPROC glad_glFragmentLightivSGIX = NULL; +PFNGLFRAGMENTMATERIALFSGIXPROC glad_glFragmentMaterialfSGIX = NULL; +PFNGLFRAGMENTMATERIALFVSGIXPROC glad_glFragmentMaterialfvSGIX = NULL; +PFNGLFRAGMENTMATERIALISGIXPROC glad_glFragmentMaterialiSGIX = NULL; +PFNGLFRAGMENTMATERIALIVSGIXPROC glad_glFragmentMaterialivSGIX = NULL; +PFNGLFRAMETERMINATORGREMEDYPROC glad_glFrameTerminatorGREMEDY = NULL; +PFNGLFRAMEZOOMSGIXPROC glad_glFrameZoomSGIX = NULL; +PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC glad_glFramebufferDrawBufferEXT = NULL; +PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC glad_glFramebufferDrawBuffersEXT = NULL; +PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC glad_glFramebufferFetchBarrierEXT = NULL; +PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL; +PFNGLFRAMEBUFFERPARAMETERIMESAPROC glad_glFramebufferParameteriMESA = NULL; +PFNGLFRAMEBUFFERREADBUFFEREXTPROC glad_glFramebufferReadBufferEXT = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glad_glFramebufferRenderbufferEXT = NULL; +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glFramebufferSampleLocationsfvARB = NULL; +PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glFramebufferSampleLocationsfvNV = NULL; +PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glFramebufferSamplePositionsfvAMD = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glad_glFramebufferTexture1DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glad_glFramebufferTexture2DEXT = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glad_glFramebufferTexture3DEXT = NULL; +PFNGLFRAMEBUFFERTEXTUREARBPROC glad_glFramebufferTextureARB = NULL; +PFNGLFRAMEBUFFERTEXTUREEXTPROC glad_glFramebufferTextureEXT = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEARBPROC glad_glFramebufferTextureFaceARB = NULL; +PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC glad_glFramebufferTextureFaceEXT = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERARBPROC glad_glFramebufferTextureLayerARB = NULL; +PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC glad_glFramebufferTextureLayerEXT = NULL; +PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC glad_glFramebufferTextureMultiviewOVR = NULL; +PFNGLFREEOBJECTBUFFERATIPROC glad_glFreeObjectBufferATI = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLFRUSTUMPROC glad_glFrustum = NULL; +PFNGLFRUSTUMFOESPROC glad_glFrustumfOES = NULL; +PFNGLFRUSTUMXOESPROC glad_glFrustumxOES = NULL; +PFNGLGENASYNCMARKERSSGIXPROC glad_glGenAsyncMarkersSGIX = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENBUFFERSARBPROC glad_glGenBuffersARB = NULL; +PFNGLGENFENCESAPPLEPROC glad_glGenFencesAPPLE = NULL; +PFNGLGENFENCESNVPROC glad_glGenFencesNV = NULL; +PFNGLGENFRAGMENTSHADERSATIPROC glad_glGenFragmentShadersATI = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENFRAMEBUFFERSEXTPROC glad_glGenFramebuffersEXT = NULL; +PFNGLGENLISTSPROC glad_glGenLists = NULL; +PFNGLGENNAMESAMDPROC glad_glGenNamesAMD = NULL; +PFNGLGENOCCLUSIONQUERIESNVPROC glad_glGenOcclusionQueriesNV = NULL; +PFNGLGENPATHSNVPROC glad_glGenPathsNV = NULL; +PFNGLGENPERFMONITORSAMDPROC glad_glGenPerfMonitorsAMD = NULL; +PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL; +PFNGLGENPROGRAMSARBPROC glad_glGenProgramsARB = NULL; +PFNGLGENPROGRAMSNVPROC glad_glGenProgramsNV = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENQUERIESARBPROC glad_glGenQueriesARB = NULL; +PFNGLGENQUERYRESOURCETAGNVPROC glad_glGenQueryResourceTagNV = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENRENDERBUFFERSEXTPROC glad_glGenRenderbuffersEXT = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLGENSEMAPHORESEXTPROC glad_glGenSemaphoresEXT = NULL; +PFNGLGENSYMBOLSEXTPROC glad_glGenSymbolsEXT = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENTEXTURESEXTPROC glad_glGenTexturesEXT = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL; +PFNGLGENTRANSFORMFEEDBACKSNVPROC glad_glGenTransformFeedbacksNV = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENVERTEXARRAYSAPPLEPROC glad_glGenVertexArraysAPPLE = NULL; +PFNGLGENVERTEXSHADERSEXTPROC glad_glGenVertexShadersEXT = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGENERATEMIPMAPEXTPROC glad_glGenerateMipmapEXT = NULL; +PFNGLGENERATEMULTITEXMIPMAPEXTPROC glad_glGenerateMultiTexMipmapEXT = NULL; +PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap = NULL; +PFNGLGENERATETEXTUREMIPMAPEXTPROC glad_glGenerateTextureMipmapEXT = NULL; +PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVEATTRIBARBPROC glad_glGetActiveAttribARB = NULL; +PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMARBPROC glad_glGetActiveUniformARB = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETACTIVEVARYINGNVPROC glad_glGetActiveVaryingNV = NULL; +PFNGLGETARRAYOBJECTFVATIPROC glad_glGetArrayObjectfvATI = NULL; +PFNGLGETARRAYOBJECTIVATIPROC glad_glGetArrayObjectivATI = NULL; +PFNGLGETATTACHEDOBJECTSARBPROC glad_glGetAttachedObjectsARB = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETATTRIBLOCATIONARBPROC glad_glGetAttribLocationARB = NULL; +PFNGLGETBOOLEANINDEXEDVEXTPROC glad_glGetBooleanIndexedvEXT = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPARAMETERIVARBPROC glad_glGetBufferParameterivARB = NULL; +PFNGLGETBUFFERPARAMETERUI64VNVPROC glad_glGetBufferParameterui64vNV = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERPOINTERVARBPROC glad_glGetBufferPointervARB = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETBUFFERSUBDATAARBPROC glad_glGetBufferSubDataARB = NULL; +PFNGLGETCLIPPLANEPROC glad_glGetClipPlane = NULL; +PFNGLGETCLIPPLANEFOESPROC glad_glGetClipPlanefOES = NULL; +PFNGLGETCLIPPLANEXOESPROC glad_glGetClipPlanexOES = NULL; +PFNGLGETCOLORTABLEPROC glad_glGetColorTable = NULL; +PFNGLGETCOLORTABLEEXTPROC glad_glGetColorTableEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERFVPROC glad_glGetColorTableParameterfv = NULL; +PFNGLGETCOLORTABLEPARAMETERFVEXTPROC glad_glGetColorTableParameterfvEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERFVSGIPROC glad_glGetColorTableParameterfvSGI = NULL; +PFNGLGETCOLORTABLEPARAMETERIVPROC glad_glGetColorTableParameteriv = NULL; +PFNGLGETCOLORTABLEPARAMETERIVEXTPROC glad_glGetColorTableParameterivEXT = NULL; +PFNGLGETCOLORTABLEPARAMETERIVSGIPROC glad_glGetColorTableParameterivSGI = NULL; +PFNGLGETCOLORTABLESGIPROC glad_glGetColorTableSGI = NULL; +PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC glad_glGetCombinerInputParameterfvNV = NULL; +PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC glad_glGetCombinerInputParameterivNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC glad_glGetCombinerOutputParameterfvNV = NULL; +PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC glad_glGetCombinerOutputParameterivNV = NULL; +PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC glad_glGetCombinerStageParameterfvNV = NULL; +PFNGLGETCOMMANDHEADERNVPROC glad_glGetCommandHeaderNV = NULL; +PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC glad_glGetCompressedMultiTexImageEXT = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glad_glGetCompressedTexImageARB = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC glad_glGetCompressedTextureImageEXT = NULL; +PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage = NULL; +PFNGLGETCONVOLUTIONFILTERPROC glad_glGetConvolutionFilter = NULL; +PFNGLGETCONVOLUTIONFILTEREXTPROC glad_glGetConvolutionFilterEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVPROC glad_glGetConvolutionParameterfv = NULL; +PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC glad_glGetConvolutionParameterfvEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVPROC glad_glGetConvolutionParameteriv = NULL; +PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC glad_glGetConvolutionParameterivEXT = NULL; +PFNGLGETCONVOLUTIONPARAMETERXVOESPROC glad_glGetConvolutionParameterxvOES = NULL; +PFNGLGETCOVERAGEMODULATIONTABLENVPROC glad_glGetCoverageModulationTableNV = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLGETDEBUGMESSAGELOGAMDPROC glad_glGetDebugMessageLogAMD = NULL; +PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB = NULL; +PFNGLGETDETAILTEXFUNCSGISPROC glad_glGetDetailTexFuncSGIS = NULL; +PFNGLGETDOUBLEINDEXEDVEXTPROC glad_glGetDoubleIndexedvEXT = NULL; +PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL; +PFNGLGETDOUBLEI_VEXTPROC glad_glGetDoublei_vEXT = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFENCEIVNVPROC glad_glGetFenceivNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC glad_glGetFinalCombinerInputParameterfvNV = NULL; +PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC glad_glGetFinalCombinerInputParameterivNV = NULL; +PFNGLGETFIRSTPERFQUERYIDINTELPROC glad_glGetFirstPerfQueryIdINTEL = NULL; +PFNGLGETFIXEDVOESPROC glad_glGetFixedvOES = NULL; +PFNGLGETFLOATINDEXEDVEXTPROC glad_glGetFloatIndexedvEXT = NULL; +PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL; +PFNGLGETFLOATI_VEXTPROC glad_glGetFloati_vEXT = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFOGFUNCSGISPROC glad_glGetFogFuncSGIS = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAGDATALOCATIONEXTPROC glad_glGetFragDataLocationEXT = NULL; +PFNGLGETFRAGMENTLIGHTFVSGIXPROC glad_glGetFragmentLightfvSGIX = NULL; +PFNGLGETFRAGMENTLIGHTIVSGIXPROC glad_glGetFragmentLightivSGIX = NULL; +PFNGLGETFRAGMENTMATERIALFVSGIXPROC glad_glGetFragmentMaterialfvSGIX = NULL; +PFNGLGETFRAGMENTMATERIALIVSGIXPROC glad_glGetFragmentMaterialivSGIX = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetFramebufferAttachmentParameterivEXT = NULL; +PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetFramebufferParameterfvAMD = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetFramebufferParameterivEXT = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC glad_glGetFramebufferParameterivMESA = NULL; +PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus = NULL; +PFNGLGETGRAPHICSRESETSTATUSARBPROC glad_glGetGraphicsResetStatusARB = NULL; +PFNGLGETHANDLEARBPROC glad_glGetHandleARB = NULL; +PFNGLGETHISTOGRAMPROC glad_glGetHistogram = NULL; +PFNGLGETHISTOGRAMEXTPROC glad_glGetHistogramEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERFVPROC glad_glGetHistogramParameterfv = NULL; +PFNGLGETHISTOGRAMPARAMETERFVEXTPROC glad_glGetHistogramParameterfvEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERIVPROC glad_glGetHistogramParameteriv = NULL; +PFNGLGETHISTOGRAMPARAMETERIVEXTPROC glad_glGetHistogramParameterivEXT = NULL; +PFNGLGETHISTOGRAMPARAMETERXVOESPROC glad_glGetHistogramParameterxvOES = NULL; +PFNGLGETIMAGEHANDLEARBPROC glad_glGetImageHandleARB = NULL; +PFNGLGETIMAGEHANDLENVPROC glad_glGetImageHandleNV = NULL; +PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC glad_glGetImageTransformParameterfvHP = NULL; +PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC glad_glGetImageTransformParameterivHP = NULL; +PFNGLGETINFOLOGARBPROC glad_glGetInfoLogARB = NULL; +PFNGLGETINSTRUMENTSSGIXPROC glad_glGetInstrumentsSGIX = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERINDEXEDVEXTPROC glad_glGetIntegerIndexedvEXT = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERUI64I_VNVPROC glad_glGetIntegerui64i_vNV = NULL; +PFNGLGETINTEGERUI64VNVPROC glad_glGetIntegerui64vNV = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETINTERNALFORMATSAMPLEIVNVPROC glad_glGetInternalformatSampleivNV = NULL; +PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL; +PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL; +PFNGLGETINVARIANTBOOLEANVEXTPROC glad_glGetInvariantBooleanvEXT = NULL; +PFNGLGETINVARIANTFLOATVEXTPROC glad_glGetInvariantFloatvEXT = NULL; +PFNGLGETINVARIANTINTEGERVEXTPROC glad_glGetInvariantIntegervEXT = NULL; +PFNGLGETLIGHTFVPROC glad_glGetLightfv = NULL; +PFNGLGETLIGHTIVPROC glad_glGetLightiv = NULL; +PFNGLGETLIGHTXOESPROC glad_glGetLightxOES = NULL; +PFNGLGETLISTPARAMETERFVSGIXPROC glad_glGetListParameterfvSGIX = NULL; +PFNGLGETLISTPARAMETERIVSGIXPROC glad_glGetListParameterivSGIX = NULL; +PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC glad_glGetLocalConstantBooleanvEXT = NULL; +PFNGLGETLOCALCONSTANTFLOATVEXTPROC glad_glGetLocalConstantFloatvEXT = NULL; +PFNGLGETLOCALCONSTANTINTEGERVEXTPROC glad_glGetLocalConstantIntegervEXT = NULL; +PFNGLGETMAPATTRIBPARAMETERFVNVPROC glad_glGetMapAttribParameterfvNV = NULL; +PFNGLGETMAPATTRIBPARAMETERIVNVPROC glad_glGetMapAttribParameterivNV = NULL; +PFNGLGETMAPCONTROLPOINTSNVPROC glad_glGetMapControlPointsNV = NULL; +PFNGLGETMAPPARAMETERFVNVPROC glad_glGetMapParameterfvNV = NULL; +PFNGLGETMAPPARAMETERIVNVPROC glad_glGetMapParameterivNV = NULL; +PFNGLGETMAPDVPROC glad_glGetMapdv = NULL; +PFNGLGETMAPFVPROC glad_glGetMapfv = NULL; +PFNGLGETMAPIVPROC glad_glGetMapiv = NULL; +PFNGLGETMAPXVOESPROC glad_glGetMapxvOES = NULL; +PFNGLGETMATERIALFVPROC glad_glGetMaterialfv = NULL; +PFNGLGETMATERIALIVPROC glad_glGetMaterialiv = NULL; +PFNGLGETMATERIALXOESPROC glad_glGetMaterialxOES = NULL; +PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC glad_glGetMemoryObjectDetachedResourcesuivNV = NULL; +PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC glad_glGetMemoryObjectParameterivEXT = NULL; +PFNGLGETMINMAXPROC glad_glGetMinmax = NULL; +PFNGLGETMINMAXEXTPROC glad_glGetMinmaxEXT = NULL; +PFNGLGETMINMAXPARAMETERFVPROC glad_glGetMinmaxParameterfv = NULL; +PFNGLGETMINMAXPARAMETERFVEXTPROC glad_glGetMinmaxParameterfvEXT = NULL; +PFNGLGETMINMAXPARAMETERIVPROC glad_glGetMinmaxParameteriv = NULL; +PFNGLGETMINMAXPARAMETERIVEXTPROC glad_glGetMinmaxParameterivEXT = NULL; +PFNGLGETMULTITEXENVFVEXTPROC glad_glGetMultiTexEnvfvEXT = NULL; +PFNGLGETMULTITEXENVIVEXTPROC glad_glGetMultiTexEnvivEXT = NULL; +PFNGLGETMULTITEXGENDVEXTPROC glad_glGetMultiTexGendvEXT = NULL; +PFNGLGETMULTITEXGENFVEXTPROC glad_glGetMultiTexGenfvEXT = NULL; +PFNGLGETMULTITEXGENIVEXTPROC glad_glGetMultiTexGenivEXT = NULL; +PFNGLGETMULTITEXIMAGEEXTPROC glad_glGetMultiTexImageEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC glad_glGetMultiTexLevelParameterfvEXT = NULL; +PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC glad_glGetMultiTexLevelParameterivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIIVEXTPROC glad_glGetMultiTexParameterIivEXT = NULL; +PFNGLGETMULTITEXPARAMETERIUIVEXTPROC glad_glGetMultiTexParameterIuivEXT = NULL; +PFNGLGETMULTITEXPARAMETERFVEXTPROC glad_glGetMultiTexParameterfvEXT = NULL; +PFNGLGETMULTITEXPARAMETERIVEXTPROC glad_glGetMultiTexParameterivEXT = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETMULTISAMPLEFVNVPROC glad_glGetMultisamplefvNV = NULL; +PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC glad_glGetNamedBufferParameterivEXT = NULL; +PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC glad_glGetNamedBufferParameterui64vNV = NULL; +PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv = NULL; +PFNGLGETNAMEDBUFFERPOINTERVEXTPROC glad_glGetNamedBufferPointervEXT = NULL; +PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData = NULL; +PFNGLGETNAMEDBUFFERSUBDATAEXTPROC glad_glGetNamedBufferSubDataEXT = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glad_glGetNamedFramebufferAttachmentParameterivEXT = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC glad_glGetNamedFramebufferParameterfvAMD = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC glad_glGetNamedFramebufferParameterivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC glad_glGetNamedProgramLocalParameterIivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC glad_glGetNamedProgramLocalParameterIuivEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC glad_glGetNamedProgramLocalParameterdvEXT = NULL; +PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC glad_glGetNamedProgramLocalParameterfvEXT = NULL; +PFNGLGETNAMEDPROGRAMSTRINGEXTPROC glad_glGetNamedProgramStringEXT = NULL; +PFNGLGETNAMEDPROGRAMIVEXTPROC glad_glGetNamedProgramivEXT = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC glad_glGetNamedRenderbufferParameterivEXT = NULL; +PFNGLGETNAMEDSTRINGARBPROC glad_glGetNamedStringARB = NULL; +PFNGLGETNAMEDSTRINGIVARBPROC glad_glGetNamedStringivARB = NULL; +PFNGLGETNEXTPERFQUERYIDINTELPROC glad_glGetNextPerfQueryIdINTEL = NULL; +PFNGLGETOBJECTBUFFERFVATIPROC glad_glGetObjectBufferfvATI = NULL; +PFNGLGETOBJECTBUFFERIVATIPROC glad_glGetObjectBufferivATI = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLGETOBJECTLABELEXTPROC glad_glGetObjectLabelEXT = NULL; +PFNGLGETOBJECTPARAMETERFVARBPROC glad_glGetObjectParameterfvARB = NULL; +PFNGLGETOBJECTPARAMETERIVAPPLEPROC glad_glGetObjectParameterivAPPLE = NULL; +PFNGLGETOBJECTPARAMETERIVARBPROC glad_glGetObjectParameterivARB = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLGETOCCLUSIONQUERYIVNVPROC glad_glGetOcclusionQueryivNV = NULL; +PFNGLGETOCCLUSIONQUERYUIVNVPROC glad_glGetOcclusionQueryuivNV = NULL; +PFNGLGETPATHCOLORGENFVNVPROC glad_glGetPathColorGenfvNV = NULL; +PFNGLGETPATHCOLORGENIVNVPROC glad_glGetPathColorGenivNV = NULL; +PFNGLGETPATHCOMMANDSNVPROC glad_glGetPathCommandsNV = NULL; +PFNGLGETPATHCOORDSNVPROC glad_glGetPathCoordsNV = NULL; +PFNGLGETPATHDASHARRAYNVPROC glad_glGetPathDashArrayNV = NULL; +PFNGLGETPATHLENGTHNVPROC glad_glGetPathLengthNV = NULL; +PFNGLGETPATHMETRICRANGENVPROC glad_glGetPathMetricRangeNV = NULL; +PFNGLGETPATHMETRICSNVPROC glad_glGetPathMetricsNV = NULL; +PFNGLGETPATHPARAMETERFVNVPROC glad_glGetPathParameterfvNV = NULL; +PFNGLGETPATHPARAMETERIVNVPROC glad_glGetPathParameterivNV = NULL; +PFNGLGETPATHSPACINGNVPROC glad_glGetPathSpacingNV = NULL; +PFNGLGETPATHTEXGENFVNVPROC glad_glGetPathTexGenfvNV = NULL; +PFNGLGETPATHTEXGENIVNVPROC glad_glGetPathTexGenivNV = NULL; +PFNGLGETPERFCOUNTERINFOINTELPROC glad_glGetPerfCounterInfoINTEL = NULL; +PFNGLGETPERFMONITORCOUNTERDATAAMDPROC glad_glGetPerfMonitorCounterDataAMD = NULL; +PFNGLGETPERFMONITORCOUNTERINFOAMDPROC glad_glGetPerfMonitorCounterInfoAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC glad_glGetPerfMonitorCounterStringAMD = NULL; +PFNGLGETPERFMONITORCOUNTERSAMDPROC glad_glGetPerfMonitorCountersAMD = NULL; +PFNGLGETPERFMONITORGROUPSTRINGAMDPROC glad_glGetPerfMonitorGroupStringAMD = NULL; +PFNGLGETPERFMONITORGROUPSAMDPROC glad_glGetPerfMonitorGroupsAMD = NULL; +PFNGLGETPERFQUERYDATAINTELPROC glad_glGetPerfQueryDataINTEL = NULL; +PFNGLGETPERFQUERYIDBYNAMEINTELPROC glad_glGetPerfQueryIdByNameINTEL = NULL; +PFNGLGETPERFQUERYINFOINTELPROC glad_glGetPerfQueryInfoINTEL = NULL; +PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv = NULL; +PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv = NULL; +PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv = NULL; +PFNGLGETPIXELMAPXVPROC glad_glGetPixelMapxv = NULL; +PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC glad_glGetPixelTexGenParameterfvSGIS = NULL; +PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC glad_glGetPixelTexGenParameterivSGIS = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC glad_glGetPixelTransformParameterfvEXT = NULL; +PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC glad_glGetPixelTransformParameterivEXT = NULL; +PFNGLGETPOINTERINDEXEDVEXTPROC glad_glGetPointerIndexedvEXT = NULL; +PFNGLGETPOINTERI_VEXTPROC glad_glGetPointeri_vEXT = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLGETPOINTERVEXTPROC glad_glGetPointervEXT = NULL; +PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple = NULL; +PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL; +PFNGLGETPROGRAMENVPARAMETERIIVNVPROC glad_glGetProgramEnvParameterIivNV = NULL; +PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC glad_glGetProgramEnvParameterIuivNV = NULL; +PFNGLGETPROGRAMENVPARAMETERDVARBPROC glad_glGetProgramEnvParameterdvARB = NULL; +PFNGLGETPROGRAMENVPARAMETERFVARBPROC glad_glGetProgramEnvParameterfvARB = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL; +PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC glad_glGetProgramLocalParameterIivNV = NULL; +PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC glad_glGetProgramLocalParameterIuivNV = NULL; +PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glad_glGetProgramLocalParameterdvARB = NULL; +PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glad_glGetProgramLocalParameterfvARB = NULL; +PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC glad_glGetProgramNamedParameterdvNV = NULL; +PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC glad_glGetProgramNamedParameterfvNV = NULL; +PFNGLGETPROGRAMPARAMETERDVNVPROC glad_glGetProgramParameterdvNV = NULL; +PFNGLGETPROGRAMPARAMETERFVNVPROC glad_glGetProgramParameterfvNV = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL; +PFNGLGETPROGRAMRESOURCEFVNVPROC glad_glGetProgramResourcefvNV = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL; +PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL; +PFNGLGETPROGRAMSTRINGARBPROC glad_glGetProgramStringARB = NULL; +PFNGLGETPROGRAMSTRINGNVPROC glad_glGetProgramStringNV = NULL; +PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC glad_glGetProgramSubroutineParameteruivNV = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETPROGRAMIVARBPROC glad_glGetProgramivARB = NULL; +PFNGLGETPROGRAMIVNVPROC glad_glGetProgramivNV = NULL; +PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v = NULL; +PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv = NULL; +PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v = NULL; +PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv = NULL; +PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTI64VEXTPROC glad_glGetQueryObjecti64vEXT = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTIVARBPROC glad_glGetQueryObjectivARB = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUI64VEXTPROC glad_glGetQueryObjectui64vEXT = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYOBJECTUIVARBPROC glad_glGetQueryObjectuivARB = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETQUERYIVARBPROC glad_glGetQueryivARB = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glad_glGetRenderbufferParameterivEXT = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLGETSEMAPHOREPARAMETERIVNVPROC glad_glGetSemaphoreParameterivNV = NULL; +PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC glad_glGetSemaphoreParameterui64vEXT = NULL; +PFNGLGETSEPARABLEFILTERPROC glad_glGetSeparableFilter = NULL; +PFNGLGETSEPARABLEFILTEREXTPROC glad_glGetSeparableFilterEXT = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERSOURCEARBPROC glad_glGetShaderSourceARB = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSHADINGRATEIMAGEPALETTENVPROC glad_glGetShadingRateImagePaletteNV = NULL; +PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC glad_glGetShadingRateSampleLocationivNV = NULL; +PFNGLGETSHARPENTEXFUNCSGISPROC glad_glGetSharpenTexFuncSGIS = NULL; +PFNGLGETSTAGEINDEXNVPROC glad_glGetStageIndexNV = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL; +PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXBUMPPARAMETERFVATIPROC glad_glGetTexBumpParameterfvATI = NULL; +PFNGLGETTEXBUMPPARAMETERIVATIPROC glad_glGetTexBumpParameterivATI = NULL; +PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv = NULL; +PFNGLGETTEXENVIVPROC glad_glGetTexEnviv = NULL; +PFNGLGETTEXENVXVOESPROC glad_glGetTexEnvxvOES = NULL; +PFNGLGETTEXFILTERFUNCSGISPROC glad_glGetTexFilterFuncSGIS = NULL; +PFNGLGETTEXGENDVPROC glad_glGetTexGendv = NULL; +PFNGLGETTEXGENFVPROC glad_glGetTexGenfv = NULL; +PFNGLGETTEXGENIVPROC glad_glGetTexGeniv = NULL; +PFNGLGETTEXGENXVOESPROC glad_glGetTexGenxvOES = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXLEVELPARAMETERXVOESPROC glad_glGetTexLevelParameterxvOES = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIIVEXTPROC glad_glGetTexParameterIivEXT = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERIUIVEXTPROC glad_glGetTexParameterIuivEXT = NULL; +PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC glad_glGetTexParameterPointervAPPLE = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTEXPARAMETERXVOESPROC glad_glGetTexParameterxvOES = NULL; +PFNGLGETTEXTUREHANDLEARBPROC glad_glGetTextureHandleARB = NULL; +PFNGLGETTEXTUREHANDLENVPROC glad_glGetTextureHandleNV = NULL; +PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage = NULL; +PFNGLGETTEXTUREIMAGEEXTPROC glad_glGetTextureImageEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC glad_glGetTextureLevelParameterfvEXT = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC glad_glGetTextureLevelParameterivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv = NULL; +PFNGLGETTEXTUREPARAMETERIIVEXTPROC glad_glGetTextureParameterIivEXT = NULL; +PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv = NULL; +PFNGLGETTEXTUREPARAMETERIUIVEXTPROC glad_glGetTextureParameterIuivEXT = NULL; +PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv = NULL; +PFNGLGETTEXTUREPARAMETERFVEXTPROC glad_glGetTextureParameterfvEXT = NULL; +PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv = NULL; +PFNGLGETTEXTUREPARAMETERIVEXTPROC glad_glGetTextureParameterivEXT = NULL; +PFNGLGETTEXTURESAMPLERHANDLEARBPROC glad_glGetTextureSamplerHandleARB = NULL; +PFNGLGETTEXTURESAMPLERHANDLENVPROC glad_glGetTextureSamplerHandleNV = NULL; +PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage = NULL; +PFNGLGETTRACKMATRIXIVNVPROC glad_glGetTrackMatrixivNV = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC glad_glGetTransformFeedbackVaryingEXT = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC glad_glGetTransformFeedbackVaryingNV = NULL; +PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v = NULL; +PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v = NULL; +PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMBUFFERSIZEEXTPROC glad_glGetUniformBufferSizeEXT = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMLOCATIONARBPROC glad_glGetUniformLocationARB = NULL; +PFNGLGETUNIFORMOFFSETEXTPROC glad_glGetUniformOffsetEXT = NULL; +PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL; +PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMFVARBPROC glad_glGetUniformfvARB = NULL; +PFNGLGETUNIFORMI64VARBPROC glad_glGetUniformi64vARB = NULL; +PFNGLGETUNIFORMI64VNVPROC glad_glGetUniformi64vNV = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMIVARBPROC glad_glGetUniformivARB = NULL; +PFNGLGETUNIFORMUI64VARBPROC glad_glGetUniformui64vARB = NULL; +PFNGLGETUNIFORMUI64VNVPROC glad_glGetUniformui64vNV = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETUNIFORMUIVEXTPROC glad_glGetUniformuivEXT = NULL; +PFNGLGETUNSIGNEDBYTEI_VEXTPROC glad_glGetUnsignedBytei_vEXT = NULL; +PFNGLGETUNSIGNEDBYTEVEXTPROC glad_glGetUnsignedBytevEXT = NULL; +PFNGLGETVARIANTARRAYOBJECTFVATIPROC glad_glGetVariantArrayObjectfvATI = NULL; +PFNGLGETVARIANTARRAYOBJECTIVATIPROC glad_glGetVariantArrayObjectivATI = NULL; +PFNGLGETVARIANTBOOLEANVEXTPROC glad_glGetVariantBooleanvEXT = NULL; +PFNGLGETVARIANTFLOATVEXTPROC glad_glGetVariantFloatvEXT = NULL; +PFNGLGETVARIANTINTEGERVEXTPROC glad_glGetVariantIntegervEXT = NULL; +PFNGLGETVARIANTPOINTERVEXTPROC glad_glGetVariantPointervEXT = NULL; +PFNGLGETVARYINGLOCATIONNVPROC glad_glGetVaryingLocationNV = NULL; +PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv = NULL; +PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv = NULL; +PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC glad_glGetVertexArrayIntegeri_vEXT = NULL; +PFNGLGETVERTEXARRAYINTEGERVEXTPROC glad_glGetVertexArrayIntegervEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC glad_glGetVertexArrayPointeri_vEXT = NULL; +PFNGLGETVERTEXARRAYPOINTERVEXTPROC glad_glGetVertexArrayPointervEXT = NULL; +PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv = NULL; +PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC glad_glGetVertexAttribArrayObjectfvATI = NULL; +PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC glad_glGetVertexAttribArrayObjectivATI = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIIVEXTPROC glad_glGetVertexAttribIivEXT = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBIUIVEXTPROC glad_glGetVertexAttribIuivEXT = NULL; +PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL; +PFNGLGETVERTEXATTRIBLDVEXTPROC glad_glGetVertexAttribLdvEXT = NULL; +PFNGLGETVERTEXATTRIBLI64VNVPROC glad_glGetVertexAttribLi64vNV = NULL; +PFNGLGETVERTEXATTRIBLUI64VARBPROC glad_glGetVertexAttribLui64vARB = NULL; +PFNGLGETVERTEXATTRIBLUI64VNVPROC glad_glGetVertexAttribLui64vNV = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVARBPROC glad_glGetVertexAttribPointervARB = NULL; +PFNGLGETVERTEXATTRIBPOINTERVNVPROC glad_glGetVertexAttribPointervNV = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBDVARBPROC glad_glGetVertexAttribdvARB = NULL; +PFNGLGETVERTEXATTRIBDVNVPROC glad_glGetVertexAttribdvNV = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBFVARBPROC glad_glGetVertexAttribfvARB = NULL; +PFNGLGETVERTEXATTRIBFVNVPROC glad_glGetVertexAttribfvNV = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLGETVERTEXATTRIBIVARBPROC glad_glGetVertexAttribivARB = NULL; +PFNGLGETVERTEXATTRIBIVNVPROC glad_glGetVertexAttribivNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMDVNVPROC glad_glGetVideoCaptureStreamdvNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMFVNVPROC glad_glGetVideoCaptureStreamfvNV = NULL; +PFNGLGETVIDEOCAPTURESTREAMIVNVPROC glad_glGetVideoCaptureStreamivNV = NULL; +PFNGLGETVIDEOCAPTUREIVNVPROC glad_glGetVideoCaptureivNV = NULL; +PFNGLGETVIDEOI64VNVPROC glad_glGetVideoi64vNV = NULL; +PFNGLGETVIDEOIVNVPROC glad_glGetVideoivNV = NULL; +PFNGLGETVIDEOUI64VNVPROC glad_glGetVideoui64vNV = NULL; +PFNGLGETVIDEOUIVNVPROC glad_glGetVideouivNV = NULL; +PFNGLGETVKPROCADDRNVPROC glad_glGetVkProcAddrNV = NULL; +PFNGLGETNCOLORTABLEARBPROC glad_glGetnColorTableARB = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC glad_glGetnCompressedTexImageARB = NULL; +PFNGLGETNCONVOLUTIONFILTERARBPROC glad_glGetnConvolutionFilterARB = NULL; +PFNGLGETNHISTOGRAMARBPROC glad_glGetnHistogramARB = NULL; +PFNGLGETNMAPDVARBPROC glad_glGetnMapdvARB = NULL; +PFNGLGETNMAPFVARBPROC glad_glGetnMapfvARB = NULL; +PFNGLGETNMAPIVARBPROC glad_glGetnMapivARB = NULL; +PFNGLGETNMINMAXARBPROC glad_glGetnMinmaxARB = NULL; +PFNGLGETNPIXELMAPFVARBPROC glad_glGetnPixelMapfvARB = NULL; +PFNGLGETNPIXELMAPUIVARBPROC glad_glGetnPixelMapuivARB = NULL; +PFNGLGETNPIXELMAPUSVARBPROC glad_glGetnPixelMapusvARB = NULL; +PFNGLGETNPOLYGONSTIPPLEARBPROC glad_glGetnPolygonStippleARB = NULL; +PFNGLGETNSEPARABLEFILTERARBPROC glad_glGetnSeparableFilterARB = NULL; +PFNGLGETNTEXIMAGEARBPROC glad_glGetnTexImageARB = NULL; +PFNGLGETNUNIFORMDVARBPROC glad_glGetnUniformdvARB = NULL; +PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv = NULL; +PFNGLGETNUNIFORMFVARBPROC glad_glGetnUniformfvARB = NULL; +PFNGLGETNUNIFORMI64VARBPROC glad_glGetnUniformi64vARB = NULL; +PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv = NULL; +PFNGLGETNUNIFORMIVARBPROC glad_glGetnUniformivARB = NULL; +PFNGLGETNUNIFORMUI64VARBPROC glad_glGetnUniformui64vARB = NULL; +PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv = NULL; +PFNGLGETNUNIFORMUIVARBPROC glad_glGetnUniformuivARB = NULL; +PFNGLGLOBALALPHAFACTORBSUNPROC glad_glGlobalAlphaFactorbSUN = NULL; +PFNGLGLOBALALPHAFACTORDSUNPROC glad_glGlobalAlphaFactordSUN = NULL; +PFNGLGLOBALALPHAFACTORFSUNPROC glad_glGlobalAlphaFactorfSUN = NULL; +PFNGLGLOBALALPHAFACTORISUNPROC glad_glGlobalAlphaFactoriSUN = NULL; +PFNGLGLOBALALPHAFACTORSSUNPROC glad_glGlobalAlphaFactorsSUN = NULL; +PFNGLGLOBALALPHAFACTORUBSUNPROC glad_glGlobalAlphaFactorubSUN = NULL; +PFNGLGLOBALALPHAFACTORUISUNPROC glad_glGlobalAlphaFactoruiSUN = NULL; +PFNGLGLOBALALPHAFACTORUSSUNPROC glad_glGlobalAlphaFactorusSUN = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLHINTPGIPROC glad_glHintPGI = NULL; +PFNGLHISTOGRAMPROC glad_glHistogram = NULL; +PFNGLHISTOGRAMEXTPROC glad_glHistogramEXT = NULL; +PFNGLIGLOOINTERFACESGIXPROC glad_glIglooInterfaceSGIX = NULL; +PFNGLIMAGETRANSFORMPARAMETERFHPPROC glad_glImageTransformParameterfHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERFVHPPROC glad_glImageTransformParameterfvHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERIHPPROC glad_glImageTransformParameteriHP = NULL; +PFNGLIMAGETRANSFORMPARAMETERIVHPPROC glad_glImageTransformParameterivHP = NULL; +PFNGLIMPORTMEMORYFDEXTPROC glad_glImportMemoryFdEXT = NULL; +PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC glad_glImportMemoryWin32HandleEXT = NULL; +PFNGLIMPORTMEMORYWIN32NAMEEXTPROC glad_glImportMemoryWin32NameEXT = NULL; +PFNGLIMPORTSEMAPHOREFDEXTPROC glad_glImportSemaphoreFdEXT = NULL; +PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC glad_glImportSemaphoreWin32HandleEXT = NULL; +PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC glad_glImportSemaphoreWin32NameEXT = NULL; +PFNGLIMPORTSYNCEXTPROC glad_glImportSyncEXT = NULL; +PFNGLINDEXFORMATNVPROC glad_glIndexFormatNV = NULL; +PFNGLINDEXFUNCEXTPROC glad_glIndexFuncEXT = NULL; +PFNGLINDEXMASKPROC glad_glIndexMask = NULL; +PFNGLINDEXMATERIALEXTPROC glad_glIndexMaterialEXT = NULL; +PFNGLINDEXPOINTERPROC glad_glIndexPointer = NULL; +PFNGLINDEXPOINTEREXTPROC glad_glIndexPointerEXT = NULL; +PFNGLINDEXPOINTERLISTIBMPROC glad_glIndexPointerListIBM = NULL; +PFNGLINDEXDPROC glad_glIndexd = NULL; +PFNGLINDEXDVPROC glad_glIndexdv = NULL; +PFNGLINDEXFPROC glad_glIndexf = NULL; +PFNGLINDEXFVPROC glad_glIndexfv = NULL; +PFNGLINDEXIPROC glad_glIndexi = NULL; +PFNGLINDEXIVPROC glad_glIndexiv = NULL; +PFNGLINDEXSPROC glad_glIndexs = NULL; +PFNGLINDEXSVPROC glad_glIndexsv = NULL; +PFNGLINDEXUBPROC glad_glIndexub = NULL; +PFNGLINDEXUBVPROC glad_glIndexubv = NULL; +PFNGLINDEXXOESPROC glad_glIndexxOES = NULL; +PFNGLINDEXXVOESPROC glad_glIndexxvOES = NULL; +PFNGLINITNAMESPROC glad_glInitNames = NULL; +PFNGLINSERTCOMPONENTEXTPROC glad_glInsertComponentEXT = NULL; +PFNGLINSERTEVENTMARKEREXTPROC glad_glInsertEventMarkerEXT = NULL; +PFNGLINSTRUMENTSBUFFERSGIXPROC glad_glInstrumentsBufferSGIX = NULL; +PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays = NULL; +PFNGLINTERPOLATEPATHSNVPROC glad_glInterpolatePathsNV = NULL; +PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL; +PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL; +PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL; +PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL; +PFNGLISASYNCMARKERSGIXPROC glad_glIsAsyncMarkerSGIX = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISBUFFERARBPROC glad_glIsBufferARB = NULL; +PFNGLISBUFFERRESIDENTNVPROC glad_glIsBufferResidentNV = NULL; +PFNGLISCOMMANDLISTNVPROC glad_glIsCommandListNV = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDINDEXEDEXTPROC glad_glIsEnabledIndexedEXT = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFENCEAPPLEPROC glad_glIsFenceAPPLE = NULL; +PFNGLISFENCENVPROC glad_glIsFenceNV = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISFRAMEBUFFEREXTPROC glad_glIsFramebufferEXT = NULL; +PFNGLISIMAGEHANDLERESIDENTARBPROC glad_glIsImageHandleResidentARB = NULL; +PFNGLISIMAGEHANDLERESIDENTNVPROC glad_glIsImageHandleResidentNV = NULL; +PFNGLISLISTPROC glad_glIsList = NULL; +PFNGLISMEMORYOBJECTEXTPROC glad_glIsMemoryObjectEXT = NULL; +PFNGLISNAMEAMDPROC glad_glIsNameAMD = NULL; +PFNGLISNAMEDBUFFERRESIDENTNVPROC glad_glIsNamedBufferResidentNV = NULL; +PFNGLISNAMEDSTRINGARBPROC glad_glIsNamedStringARB = NULL; +PFNGLISOBJECTBUFFERATIPROC glad_glIsObjectBufferATI = NULL; +PFNGLISOCCLUSIONQUERYNVPROC glad_glIsOcclusionQueryNV = NULL; +PFNGLISPATHNVPROC glad_glIsPathNV = NULL; +PFNGLISPOINTINFILLPATHNVPROC glad_glIsPointInFillPathNV = NULL; +PFNGLISPOINTINSTROKEPATHNVPROC glad_glIsPointInStrokePathNV = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISPROGRAMARBPROC glad_glIsProgramARB = NULL; +PFNGLISPROGRAMNVPROC glad_glIsProgramNV = NULL; +PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISQUERYARBPROC glad_glIsQueryARB = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISRENDERBUFFEREXTPROC glad_glIsRenderbufferEXT = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLISSEMAPHOREEXTPROC glad_glIsSemaphoreEXT = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSTATENVPROC glad_glIsStateNV = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISTEXTUREEXTPROC glad_glIsTextureEXT = NULL; +PFNGLISTEXTUREHANDLERESIDENTARBPROC glad_glIsTextureHandleResidentARB = NULL; +PFNGLISTEXTUREHANDLERESIDENTNVPROC glad_glIsTextureHandleResidentNV = NULL; +PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL; +PFNGLISTRANSFORMFEEDBACKNVPROC glad_glIsTransformFeedbackNV = NULL; +PFNGLISVARIANTENABLEDEXTPROC glad_glIsVariantEnabledEXT = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLISVERTEXARRAYAPPLEPROC glad_glIsVertexArrayAPPLE = NULL; +PFNGLISVERTEXATTRIBENABLEDAPPLEPROC glad_glIsVertexAttribEnabledAPPLE = NULL; +PFNGLLGPUCOPYIMAGESUBDATANVXPROC glad_glLGPUCopyImageSubDataNVX = NULL; +PFNGLLGPUINTERLOCKNVXPROC glad_glLGPUInterlockNVX = NULL; +PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC glad_glLGPUNamedBufferSubDataNVX = NULL; +PFNGLLABELOBJECTEXTPROC glad_glLabelObjectEXT = NULL; +PFNGLLIGHTENVISGIXPROC glad_glLightEnviSGIX = NULL; +PFNGLLIGHTMODELFPROC glad_glLightModelf = NULL; +PFNGLLIGHTMODELFVPROC glad_glLightModelfv = NULL; +PFNGLLIGHTMODELIPROC glad_glLightModeli = NULL; +PFNGLLIGHTMODELIVPROC glad_glLightModeliv = NULL; +PFNGLLIGHTMODELXOESPROC glad_glLightModelxOES = NULL; +PFNGLLIGHTMODELXVOESPROC glad_glLightModelxvOES = NULL; +PFNGLLIGHTFPROC glad_glLightf = NULL; +PFNGLLIGHTFVPROC glad_glLightfv = NULL; +PFNGLLIGHTIPROC glad_glLighti = NULL; +PFNGLLIGHTIVPROC glad_glLightiv = NULL; +PFNGLLIGHTXOESPROC glad_glLightxOES = NULL; +PFNGLLIGHTXVOESPROC glad_glLightxvOES = NULL; +PFNGLLINESTIPPLEPROC glad_glLineStipple = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINEWIDTHXOESPROC glad_glLineWidthxOES = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLINKPROGRAMARBPROC glad_glLinkProgramARB = NULL; +PFNGLLISTBASEPROC glad_glListBase = NULL; +PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC glad_glListDrawCommandsStatesClientNV = NULL; +PFNGLLISTPARAMETERFSGIXPROC glad_glListParameterfSGIX = NULL; +PFNGLLISTPARAMETERFVSGIXPROC glad_glListParameterfvSGIX = NULL; +PFNGLLISTPARAMETERISGIXPROC glad_glListParameteriSGIX = NULL; +PFNGLLISTPARAMETERIVSGIXPROC glad_glListParameterivSGIX = NULL; +PFNGLLOADIDENTITYPROC glad_glLoadIdentity = NULL; +PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC glad_glLoadIdentityDeformationMapSGIX = NULL; +PFNGLLOADMATRIXDPROC glad_glLoadMatrixd = NULL; +PFNGLLOADMATRIXFPROC glad_glLoadMatrixf = NULL; +PFNGLLOADMATRIXXOESPROC glad_glLoadMatrixxOES = NULL; +PFNGLLOADNAMEPROC glad_glLoadName = NULL; +PFNGLLOADPROGRAMNVPROC glad_glLoadProgramNV = NULL; +PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd = NULL; +PFNGLLOADTRANSPOSEMATRIXDARBPROC glad_glLoadTransposeMatrixdARB = NULL; +PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf = NULL; +PFNGLLOADTRANSPOSEMATRIXFARBPROC glad_glLoadTransposeMatrixfARB = NULL; +PFNGLLOADTRANSPOSEMATRIXXOESPROC glad_glLoadTransposeMatrixxOES = NULL; +PFNGLLOCKARRAYSEXTPROC glad_glLockArraysEXT = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAKEBUFFERNONRESIDENTNVPROC glad_glMakeBufferNonResidentNV = NULL; +PFNGLMAKEBUFFERRESIDENTNVPROC glad_glMakeBufferResidentNV = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC glad_glMakeImageHandleNonResidentARB = NULL; +PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC glad_glMakeImageHandleNonResidentNV = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTARBPROC glad_glMakeImageHandleResidentARB = NULL; +PFNGLMAKEIMAGEHANDLERESIDENTNVPROC glad_glMakeImageHandleResidentNV = NULL; +PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC glad_glMakeNamedBufferNonResidentNV = NULL; +PFNGLMAKENAMEDBUFFERRESIDENTNVPROC glad_glMakeNamedBufferResidentNV = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC glad_glMakeTextureHandleNonResidentARB = NULL; +PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC glad_glMakeTextureHandleNonResidentNV = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTARBPROC glad_glMakeTextureHandleResidentARB = NULL; +PFNGLMAKETEXTUREHANDLERESIDENTNVPROC glad_glMakeTextureHandleResidentNV = NULL; +PFNGLMAP1DPROC glad_glMap1d = NULL; +PFNGLMAP1FPROC glad_glMap1f = NULL; +PFNGLMAP1XOESPROC glad_glMap1xOES = NULL; +PFNGLMAP2DPROC glad_glMap2d = NULL; +PFNGLMAP2FPROC glad_glMap2f = NULL; +PFNGLMAP2XOESPROC glad_glMap2xOES = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERARBPROC glad_glMapBufferARB = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMAPCONTROLPOINTSNVPROC glad_glMapControlPointsNV = NULL; +PFNGLMAPGRID1DPROC glad_glMapGrid1d = NULL; +PFNGLMAPGRID1FPROC glad_glMapGrid1f = NULL; +PFNGLMAPGRID1XOESPROC glad_glMapGrid1xOES = NULL; +PFNGLMAPGRID2DPROC glad_glMapGrid2d = NULL; +PFNGLMAPGRID2FPROC glad_glMapGrid2f = NULL; +PFNGLMAPGRID2XOESPROC glad_glMapGrid2xOES = NULL; +PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer = NULL; +PFNGLMAPNAMEDBUFFEREXTPROC glad_glMapNamedBufferEXT = NULL; +PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange = NULL; +PFNGLMAPNAMEDBUFFERRANGEEXTPROC glad_glMapNamedBufferRangeEXT = NULL; +PFNGLMAPOBJECTBUFFERATIPROC glad_glMapObjectBufferATI = NULL; +PFNGLMAPPARAMETERFVNVPROC glad_glMapParameterfvNV = NULL; +PFNGLMAPPARAMETERIVNVPROC glad_glMapParameterivNV = NULL; +PFNGLMAPTEXTURE2DINTELPROC glad_glMapTexture2DINTEL = NULL; +PFNGLMAPVERTEXATTRIB1DAPPLEPROC glad_glMapVertexAttrib1dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB1FAPPLEPROC glad_glMapVertexAttrib1fAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2DAPPLEPROC glad_glMapVertexAttrib2dAPPLE = NULL; +PFNGLMAPVERTEXATTRIB2FAPPLEPROC glad_glMapVertexAttrib2fAPPLE = NULL; +PFNGLMATERIALFPROC glad_glMaterialf = NULL; +PFNGLMATERIALFVPROC glad_glMaterialfv = NULL; +PFNGLMATERIALIPROC glad_glMateriali = NULL; +PFNGLMATERIALIVPROC glad_glMaterialiv = NULL; +PFNGLMATERIALXOESPROC glad_glMaterialxOES = NULL; +PFNGLMATERIALXVOESPROC glad_glMaterialxvOES = NULL; +PFNGLMATRIXFRUSTUMEXTPROC glad_glMatrixFrustumEXT = NULL; +PFNGLMATRIXINDEXPOINTERARBPROC glad_glMatrixIndexPointerARB = NULL; +PFNGLMATRIXINDEXUBVARBPROC glad_glMatrixIndexubvARB = NULL; +PFNGLMATRIXINDEXUIVARBPROC glad_glMatrixIndexuivARB = NULL; +PFNGLMATRIXINDEXUSVARBPROC glad_glMatrixIndexusvARB = NULL; +PFNGLMATRIXLOAD3X2FNVPROC glad_glMatrixLoad3x2fNV = NULL; +PFNGLMATRIXLOAD3X3FNVPROC glad_glMatrixLoad3x3fNV = NULL; +PFNGLMATRIXLOADIDENTITYEXTPROC glad_glMatrixLoadIdentityEXT = NULL; +PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC glad_glMatrixLoadTranspose3x3fNV = NULL; +PFNGLMATRIXLOADTRANSPOSEDEXTPROC glad_glMatrixLoadTransposedEXT = NULL; +PFNGLMATRIXLOADTRANSPOSEFEXTPROC glad_glMatrixLoadTransposefEXT = NULL; +PFNGLMATRIXLOADDEXTPROC glad_glMatrixLoaddEXT = NULL; +PFNGLMATRIXLOADFEXTPROC glad_glMatrixLoadfEXT = NULL; +PFNGLMATRIXMODEPROC glad_glMatrixMode = NULL; +PFNGLMATRIXMULT3X2FNVPROC glad_glMatrixMult3x2fNV = NULL; +PFNGLMATRIXMULT3X3FNVPROC glad_glMatrixMult3x3fNV = NULL; +PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC glad_glMatrixMultTranspose3x3fNV = NULL; +PFNGLMATRIXMULTTRANSPOSEDEXTPROC glad_glMatrixMultTransposedEXT = NULL; +PFNGLMATRIXMULTTRANSPOSEFEXTPROC glad_glMatrixMultTransposefEXT = NULL; +PFNGLMATRIXMULTDEXTPROC glad_glMatrixMultdEXT = NULL; +PFNGLMATRIXMULTFEXTPROC glad_glMatrixMultfEXT = NULL; +PFNGLMATRIXORTHOEXTPROC glad_glMatrixOrthoEXT = NULL; +PFNGLMATRIXPOPEXTPROC glad_glMatrixPopEXT = NULL; +PFNGLMATRIXPUSHEXTPROC glad_glMatrixPushEXT = NULL; +PFNGLMATRIXROTATEDEXTPROC glad_glMatrixRotatedEXT = NULL; +PFNGLMATRIXROTATEFEXTPROC glad_glMatrixRotatefEXT = NULL; +PFNGLMATRIXSCALEDEXTPROC glad_glMatrixScaledEXT = NULL; +PFNGLMATRIXSCALEFEXTPROC glad_glMatrixScalefEXT = NULL; +PFNGLMATRIXTRANSLATEDEXTPROC glad_glMatrixTranslatedEXT = NULL; +PFNGLMATRIXTRANSLATEFEXTPROC glad_glMatrixTranslatefEXT = NULL; +PFNGLMAXSHADERCOMPILERTHREADSARBPROC glad_glMaxShaderCompilerThreadsARB = NULL; +PFNGLMAXSHADERCOMPILERTHREADSKHRPROC glad_glMaxShaderCompilerThreadsKHR = NULL; +PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL; +PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL; +PFNGLMEMORYBARRIEREXTPROC glad_glMemoryBarrierEXT = NULL; +PFNGLMEMORYOBJECTPARAMETERIVEXTPROC glad_glMemoryObjectParameterivEXT = NULL; +PFNGLMINSAMPLESHADINGARBPROC glad_glMinSampleShadingARB = NULL; +PFNGLMINMAXPROC glad_glMinmax = NULL; +PFNGLMINMAXEXTPROC glad_glMinmaxEXT = NULL; +PFNGLMULTMATRIXDPROC glad_glMultMatrixd = NULL; +PFNGLMULTMATRIXFPROC glad_glMultMatrixf = NULL; +PFNGLMULTMATRIXXOESPROC glad_glMultMatrixxOES = NULL; +PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd = NULL; +PFNGLMULTTRANSPOSEMATRIXDARBPROC glad_glMultTransposeMatrixdARB = NULL; +PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf = NULL; +PFNGLMULTTRANSPOSEMATRIXFARBPROC glad_glMultTransposeMatrixfARB = NULL; +PFNGLMULTTRANSPOSEMATRIXXOESPROC glad_glMultTransposeMatrixxOES = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWARRAYSEXTPROC glad_glMultiDrawArraysEXT = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC glad_glMultiDrawArraysIndirectAMD = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawArraysIndirectBindlessCountNV = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC glad_glMultiDrawArraysIndirectBindlessNV = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC glad_glMultiDrawArraysIndirectCountARB = NULL; +PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC glad_glMultiDrawElementArrayAPPLE = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLMULTIDRAWELEMENTSEXTPROC glad_glMultiDrawElementsEXT = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC glad_glMultiDrawElementsIndirectAMD = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC glad_glMultiDrawElementsIndirectBindlessCountNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC glad_glMultiDrawElementsIndirectBindlessNV = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC glad_glMultiDrawElementsIndirectCountARB = NULL; +PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC glad_glMultiDrawMeshTasksIndirectCountNV = NULL; +PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC glad_glMultiDrawMeshTasksIndirectNV = NULL; +PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC glad_glMultiDrawRangeElementArrayAPPLE = NULL; +PFNGLMULTIMODEDRAWARRAYSIBMPROC glad_glMultiModeDrawArraysIBM = NULL; +PFNGLMULTIMODEDRAWELEMENTSIBMPROC glad_glMultiModeDrawElementsIBM = NULL; +PFNGLMULTITEXBUFFEREXTPROC glad_glMultiTexBufferEXT = NULL; +PFNGLMULTITEXCOORD1BOESPROC glad_glMultiTexCoord1bOES = NULL; +PFNGLMULTITEXCOORD1BVOESPROC glad_glMultiTexCoord1bvOES = NULL; +PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d = NULL; +PFNGLMULTITEXCOORD1DARBPROC glad_glMultiTexCoord1dARB = NULL; +PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv = NULL; +PFNGLMULTITEXCOORD1DVARBPROC glad_glMultiTexCoord1dvARB = NULL; +PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f = NULL; +PFNGLMULTITEXCOORD1FARBPROC glad_glMultiTexCoord1fARB = NULL; +PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv = NULL; +PFNGLMULTITEXCOORD1FVARBPROC glad_glMultiTexCoord1fvARB = NULL; +PFNGLMULTITEXCOORD1HNVPROC glad_glMultiTexCoord1hNV = NULL; +PFNGLMULTITEXCOORD1HVNVPROC glad_glMultiTexCoord1hvNV = NULL; +PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i = NULL; +PFNGLMULTITEXCOORD1IARBPROC glad_glMultiTexCoord1iARB = NULL; +PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv = NULL; +PFNGLMULTITEXCOORD1IVARBPROC glad_glMultiTexCoord1ivARB = NULL; +PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s = NULL; +PFNGLMULTITEXCOORD1SARBPROC glad_glMultiTexCoord1sARB = NULL; +PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv = NULL; +PFNGLMULTITEXCOORD1SVARBPROC glad_glMultiTexCoord1svARB = NULL; +PFNGLMULTITEXCOORD1XOESPROC glad_glMultiTexCoord1xOES = NULL; +PFNGLMULTITEXCOORD1XVOESPROC glad_glMultiTexCoord1xvOES = NULL; +PFNGLMULTITEXCOORD2BOESPROC glad_glMultiTexCoord2bOES = NULL; +PFNGLMULTITEXCOORD2BVOESPROC glad_glMultiTexCoord2bvOES = NULL; +PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d = NULL; +PFNGLMULTITEXCOORD2DARBPROC glad_glMultiTexCoord2dARB = NULL; +PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv = NULL; +PFNGLMULTITEXCOORD2DVARBPROC glad_glMultiTexCoord2dvARB = NULL; +PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f = NULL; +PFNGLMULTITEXCOORD2FARBPROC glad_glMultiTexCoord2fARB = NULL; +PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv = NULL; +PFNGLMULTITEXCOORD2FVARBPROC glad_glMultiTexCoord2fvARB = NULL; +PFNGLMULTITEXCOORD2HNVPROC glad_glMultiTexCoord2hNV = NULL; +PFNGLMULTITEXCOORD2HVNVPROC glad_glMultiTexCoord2hvNV = NULL; +PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i = NULL; +PFNGLMULTITEXCOORD2IARBPROC glad_glMultiTexCoord2iARB = NULL; +PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv = NULL; +PFNGLMULTITEXCOORD2IVARBPROC glad_glMultiTexCoord2ivARB = NULL; +PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s = NULL; +PFNGLMULTITEXCOORD2SARBPROC glad_glMultiTexCoord2sARB = NULL; +PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv = NULL; +PFNGLMULTITEXCOORD2SVARBPROC glad_glMultiTexCoord2svARB = NULL; +PFNGLMULTITEXCOORD2XOESPROC glad_glMultiTexCoord2xOES = NULL; +PFNGLMULTITEXCOORD2XVOESPROC glad_glMultiTexCoord2xvOES = NULL; +PFNGLMULTITEXCOORD3BOESPROC glad_glMultiTexCoord3bOES = NULL; +PFNGLMULTITEXCOORD3BVOESPROC glad_glMultiTexCoord3bvOES = NULL; +PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d = NULL; +PFNGLMULTITEXCOORD3DARBPROC glad_glMultiTexCoord3dARB = NULL; +PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv = NULL; +PFNGLMULTITEXCOORD3DVARBPROC glad_glMultiTexCoord3dvARB = NULL; +PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f = NULL; +PFNGLMULTITEXCOORD3FARBPROC glad_glMultiTexCoord3fARB = NULL; +PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv = NULL; +PFNGLMULTITEXCOORD3FVARBPROC glad_glMultiTexCoord3fvARB = NULL; +PFNGLMULTITEXCOORD3HNVPROC glad_glMultiTexCoord3hNV = NULL; +PFNGLMULTITEXCOORD3HVNVPROC glad_glMultiTexCoord3hvNV = NULL; +PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i = NULL; +PFNGLMULTITEXCOORD3IARBPROC glad_glMultiTexCoord3iARB = NULL; +PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv = NULL; +PFNGLMULTITEXCOORD3IVARBPROC glad_glMultiTexCoord3ivARB = NULL; +PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s = NULL; +PFNGLMULTITEXCOORD3SARBPROC glad_glMultiTexCoord3sARB = NULL; +PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv = NULL; +PFNGLMULTITEXCOORD3SVARBPROC glad_glMultiTexCoord3svARB = NULL; +PFNGLMULTITEXCOORD3XOESPROC glad_glMultiTexCoord3xOES = NULL; +PFNGLMULTITEXCOORD3XVOESPROC glad_glMultiTexCoord3xvOES = NULL; +PFNGLMULTITEXCOORD4BOESPROC glad_glMultiTexCoord4bOES = NULL; +PFNGLMULTITEXCOORD4BVOESPROC glad_glMultiTexCoord4bvOES = NULL; +PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d = NULL; +PFNGLMULTITEXCOORD4DARBPROC glad_glMultiTexCoord4dARB = NULL; +PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv = NULL; +PFNGLMULTITEXCOORD4DVARBPROC glad_glMultiTexCoord4dvARB = NULL; +PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f = NULL; +PFNGLMULTITEXCOORD4FARBPROC glad_glMultiTexCoord4fARB = NULL; +PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv = NULL; +PFNGLMULTITEXCOORD4FVARBPROC glad_glMultiTexCoord4fvARB = NULL; +PFNGLMULTITEXCOORD4HNVPROC glad_glMultiTexCoord4hNV = NULL; +PFNGLMULTITEXCOORD4HVNVPROC glad_glMultiTexCoord4hvNV = NULL; +PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i = NULL; +PFNGLMULTITEXCOORD4IARBPROC glad_glMultiTexCoord4iARB = NULL; +PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv = NULL; +PFNGLMULTITEXCOORD4IVARBPROC glad_glMultiTexCoord4ivARB = NULL; +PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s = NULL; +PFNGLMULTITEXCOORD4SARBPROC glad_glMultiTexCoord4sARB = NULL; +PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv = NULL; +PFNGLMULTITEXCOORD4SVARBPROC glad_glMultiTexCoord4svARB = NULL; +PFNGLMULTITEXCOORD4XOESPROC glad_glMultiTexCoord4xOES = NULL; +PFNGLMULTITEXCOORD4XVOESPROC glad_glMultiTexCoord4xvOES = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLMULTITEXCOORDPOINTEREXTPROC glad_glMultiTexCoordPointerEXT = NULL; +PFNGLMULTITEXENVFEXTPROC glad_glMultiTexEnvfEXT = NULL; +PFNGLMULTITEXENVFVEXTPROC glad_glMultiTexEnvfvEXT = NULL; +PFNGLMULTITEXENVIEXTPROC glad_glMultiTexEnviEXT = NULL; +PFNGLMULTITEXENVIVEXTPROC glad_glMultiTexEnvivEXT = NULL; +PFNGLMULTITEXGENDEXTPROC glad_glMultiTexGendEXT = NULL; +PFNGLMULTITEXGENDVEXTPROC glad_glMultiTexGendvEXT = NULL; +PFNGLMULTITEXGENFEXTPROC glad_glMultiTexGenfEXT = NULL; +PFNGLMULTITEXGENFVEXTPROC glad_glMultiTexGenfvEXT = NULL; +PFNGLMULTITEXGENIEXTPROC glad_glMultiTexGeniEXT = NULL; +PFNGLMULTITEXGENIVEXTPROC glad_glMultiTexGenivEXT = NULL; +PFNGLMULTITEXIMAGE1DEXTPROC glad_glMultiTexImage1DEXT = NULL; +PFNGLMULTITEXIMAGE2DEXTPROC glad_glMultiTexImage2DEXT = NULL; +PFNGLMULTITEXIMAGE3DEXTPROC glad_glMultiTexImage3DEXT = NULL; +PFNGLMULTITEXPARAMETERIIVEXTPROC glad_glMultiTexParameterIivEXT = NULL; +PFNGLMULTITEXPARAMETERIUIVEXTPROC glad_glMultiTexParameterIuivEXT = NULL; +PFNGLMULTITEXPARAMETERFEXTPROC glad_glMultiTexParameterfEXT = NULL; +PFNGLMULTITEXPARAMETERFVEXTPROC glad_glMultiTexParameterfvEXT = NULL; +PFNGLMULTITEXPARAMETERIEXTPROC glad_glMultiTexParameteriEXT = NULL; +PFNGLMULTITEXPARAMETERIVEXTPROC glad_glMultiTexParameterivEXT = NULL; +PFNGLMULTITEXRENDERBUFFEREXTPROC glad_glMultiTexRenderbufferEXT = NULL; +PFNGLMULTITEXSUBIMAGE1DEXTPROC glad_glMultiTexSubImage1DEXT = NULL; +PFNGLMULTITEXSUBIMAGE2DEXTPROC glad_glMultiTexSubImage2DEXT = NULL; +PFNGLMULTITEXSUBIMAGE3DEXTPROC glad_glMultiTexSubImage3DEXT = NULL; +PFNGLMULTICASTBARRIERNVPROC glad_glMulticastBarrierNV = NULL; +PFNGLMULTICASTBLITFRAMEBUFFERNVPROC glad_glMulticastBlitFramebufferNV = NULL; +PFNGLMULTICASTBUFFERSUBDATANVPROC glad_glMulticastBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC glad_glMulticastCopyBufferSubDataNV = NULL; +PFNGLMULTICASTCOPYIMAGESUBDATANVPROC glad_glMulticastCopyImageSubDataNV = NULL; +PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glMulticastFramebufferSampleLocationsfvNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC glad_glMulticastGetQueryObjecti64vNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTIVNVPROC glad_glMulticastGetQueryObjectivNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC glad_glMulticastGetQueryObjectui64vNV = NULL; +PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC glad_glMulticastGetQueryObjectuivNV = NULL; +PFNGLMULTICASTSCISSORARRAYVNVXPROC glad_glMulticastScissorArrayvNVX = NULL; +PFNGLMULTICASTVIEWPORTARRAYVNVXPROC glad_glMulticastViewportArrayvNVX = NULL; +PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC glad_glMulticastViewportPositionWScaleNVX = NULL; +PFNGLMULTICASTWAITSYNCNVPROC glad_glMulticastWaitSyncNV = NULL; +PFNGLNAMEDBUFFERATTACHMEMORYNVPROC glad_glNamedBufferAttachMemoryNV = NULL; +PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData = NULL; +PFNGLNAMEDBUFFERDATAEXTPROC glad_glNamedBufferDataEXT = NULL; +PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC glad_glNamedBufferPageCommitmentARB = NULL; +PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC glad_glNamedBufferPageCommitmentEXT = NULL; +PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC glad_glNamedBufferPageCommitmentMemNV = NULL; +PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTPROC glad_glNamedBufferStorageEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC glad_glNamedBufferStorageExternalEXT = NULL; +PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC glad_glNamedBufferStorageMemEXT = NULL; +PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData = NULL; +PFNGLNAMEDBUFFERSUBDATAEXTPROC glad_glNamedBufferSubDataEXT = NULL; +PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC glad_glNamedCopyBufferSubDataEXT = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC glad_glNamedFramebufferParameteriEXT = NULL; +PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC glad_glNamedFramebufferRenderbufferEXT = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC glad_glNamedFramebufferSampleLocationsfvARB = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC glad_glNamedFramebufferSampleLocationsfvNV = NULL; +PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC glad_glNamedFramebufferSamplePositionsfvAMD = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC glad_glNamedFramebufferTexture1DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC glad_glNamedFramebufferTexture2DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC glad_glNamedFramebufferTexture3DEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC glad_glNamedFramebufferTextureEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC glad_glNamedFramebufferTextureFaceEXT = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC glad_glNamedFramebufferTextureLayerEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC glad_glNamedProgramLocalParameter4dEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC glad_glNamedProgramLocalParameter4dvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC glad_glNamedProgramLocalParameter4fEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC glad_glNamedProgramLocalParameter4fvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC glad_glNamedProgramLocalParameterI4iEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC glad_glNamedProgramLocalParameterI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC glad_glNamedProgramLocalParameterI4uiEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC glad_glNamedProgramLocalParameterI4uivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glNamedProgramLocalParameters4fvEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC glad_glNamedProgramLocalParametersI4ivEXT = NULL; +PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC glad_glNamedProgramLocalParametersI4uivEXT = NULL; +PFNGLNAMEDPROGRAMSTRINGEXTPROC glad_glNamedProgramStringEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC glad_glNamedRenderbufferStorageEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glNamedRenderbufferStorageMultisampleAdvancedAMD = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC glad_glNamedRenderbufferStorageMultisampleCoverageEXT = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glNamedRenderbufferStorageMultisampleEXT = NULL; +PFNGLNAMEDSTRINGARBPROC glad_glNamedStringARB = NULL; +PFNGLNEWLISTPROC glad_glNewList = NULL; +PFNGLNEWOBJECTBUFFERATIPROC glad_glNewObjectBufferATI = NULL; +PFNGLNORMAL3BPROC glad_glNormal3b = NULL; +PFNGLNORMAL3BVPROC glad_glNormal3bv = NULL; +PFNGLNORMAL3DPROC glad_glNormal3d = NULL; +PFNGLNORMAL3DVPROC glad_glNormal3dv = NULL; +PFNGLNORMAL3FPROC glad_glNormal3f = NULL; +PFNGLNORMAL3FVERTEX3FSUNPROC glad_glNormal3fVertex3fSUN = NULL; +PFNGLNORMAL3FVERTEX3FVSUNPROC glad_glNormal3fVertex3fvSUN = NULL; +PFNGLNORMAL3FVPROC glad_glNormal3fv = NULL; +PFNGLNORMAL3HNVPROC glad_glNormal3hNV = NULL; +PFNGLNORMAL3HVNVPROC glad_glNormal3hvNV = NULL; +PFNGLNORMAL3IPROC glad_glNormal3i = NULL; +PFNGLNORMAL3IVPROC glad_glNormal3iv = NULL; +PFNGLNORMAL3SPROC glad_glNormal3s = NULL; +PFNGLNORMAL3SVPROC glad_glNormal3sv = NULL; +PFNGLNORMAL3XOESPROC glad_glNormal3xOES = NULL; +PFNGLNORMAL3XVOESPROC glad_glNormal3xvOES = NULL; +PFNGLNORMALFORMATNVPROC glad_glNormalFormatNV = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLNORMALPOINTERPROC glad_glNormalPointer = NULL; +PFNGLNORMALPOINTEREXTPROC glad_glNormalPointerEXT = NULL; +PFNGLNORMALPOINTERLISTIBMPROC glad_glNormalPointerListIBM = NULL; +PFNGLNORMALPOINTERVINTELPROC glad_glNormalPointervINTEL = NULL; +PFNGLNORMALSTREAM3BATIPROC glad_glNormalStream3bATI = NULL; +PFNGLNORMALSTREAM3BVATIPROC glad_glNormalStream3bvATI = NULL; +PFNGLNORMALSTREAM3DATIPROC glad_glNormalStream3dATI = NULL; +PFNGLNORMALSTREAM3DVATIPROC glad_glNormalStream3dvATI = NULL; +PFNGLNORMALSTREAM3FATIPROC glad_glNormalStream3fATI = NULL; +PFNGLNORMALSTREAM3FVATIPROC glad_glNormalStream3fvATI = NULL; +PFNGLNORMALSTREAM3IATIPROC glad_glNormalStream3iATI = NULL; +PFNGLNORMALSTREAM3IVATIPROC glad_glNormalStream3ivATI = NULL; +PFNGLNORMALSTREAM3SATIPROC glad_glNormalStream3sATI = NULL; +PFNGLNORMALSTREAM3SVATIPROC glad_glNormalStream3svATI = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLOBJECTPURGEABLEAPPLEPROC glad_glObjectPurgeableAPPLE = NULL; +PFNGLOBJECTUNPURGEABLEAPPLEPROC glad_glObjectUnpurgeableAPPLE = NULL; +PFNGLORTHOPROC glad_glOrtho = NULL; +PFNGLORTHOFOESPROC glad_glOrthofOES = NULL; +PFNGLORTHOXOESPROC glad_glOrthoxOES = NULL; +PFNGLPNTRIANGLESFATIPROC glad_glPNTrianglesfATI = NULL; +PFNGLPNTRIANGLESIATIPROC glad_glPNTrianglesiATI = NULL; +PFNGLPASSTEXCOORDATIPROC glad_glPassTexCoordATI = NULL; +PFNGLPASSTHROUGHPROC glad_glPassThrough = NULL; +PFNGLPASSTHROUGHXOESPROC glad_glPassThroughxOES = NULL; +PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL; +PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL; +PFNGLPATHCOLORGENNVPROC glad_glPathColorGenNV = NULL; +PFNGLPATHCOMMANDSNVPROC glad_glPathCommandsNV = NULL; +PFNGLPATHCOORDSNVPROC glad_glPathCoordsNV = NULL; +PFNGLPATHCOVERDEPTHFUNCNVPROC glad_glPathCoverDepthFuncNV = NULL; +PFNGLPATHDASHARRAYNVPROC glad_glPathDashArrayNV = NULL; +PFNGLPATHFOGGENNVPROC glad_glPathFogGenNV = NULL; +PFNGLPATHGLYPHINDEXARRAYNVPROC glad_glPathGlyphIndexArrayNV = NULL; +PFNGLPATHGLYPHINDEXRANGENVPROC glad_glPathGlyphIndexRangeNV = NULL; +PFNGLPATHGLYPHRANGENVPROC glad_glPathGlyphRangeNV = NULL; +PFNGLPATHGLYPHSNVPROC glad_glPathGlyphsNV = NULL; +PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC glad_glPathMemoryGlyphIndexArrayNV = NULL; +PFNGLPATHPARAMETERFNVPROC glad_glPathParameterfNV = NULL; +PFNGLPATHPARAMETERFVNVPROC glad_glPathParameterfvNV = NULL; +PFNGLPATHPARAMETERINVPROC glad_glPathParameteriNV = NULL; +PFNGLPATHPARAMETERIVNVPROC glad_glPathParameterivNV = NULL; +PFNGLPATHSTENCILDEPTHOFFSETNVPROC glad_glPathStencilDepthOffsetNV = NULL; +PFNGLPATHSTENCILFUNCNVPROC glad_glPathStencilFuncNV = NULL; +PFNGLPATHSTRINGNVPROC glad_glPathStringNV = NULL; +PFNGLPATHSUBCOMMANDSNVPROC glad_glPathSubCommandsNV = NULL; +PFNGLPATHSUBCOORDSNVPROC glad_glPathSubCoordsNV = NULL; +PFNGLPATHTEXGENNVPROC glad_glPathTexGenNV = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL; +PFNGLPAUSETRANSFORMFEEDBACKNVPROC glad_glPauseTransformFeedbackNV = NULL; +PFNGLPIXELDATARANGENVPROC glad_glPixelDataRangeNV = NULL; +PFNGLPIXELMAPFVPROC glad_glPixelMapfv = NULL; +PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv = NULL; +PFNGLPIXELMAPUSVPROC glad_glPixelMapusv = NULL; +PFNGLPIXELMAPXPROC glad_glPixelMapx = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPIXELSTOREXPROC glad_glPixelStorex = NULL; +PFNGLPIXELTEXGENPARAMETERFSGISPROC glad_glPixelTexGenParameterfSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERFVSGISPROC glad_glPixelTexGenParameterfvSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERISGISPROC glad_glPixelTexGenParameteriSGIS = NULL; +PFNGLPIXELTEXGENPARAMETERIVSGISPROC glad_glPixelTexGenParameterivSGIS = NULL; +PFNGLPIXELTEXGENSGIXPROC glad_glPixelTexGenSGIX = NULL; +PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf = NULL; +PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi = NULL; +PFNGLPIXELTRANSFERXOESPROC glad_glPixelTransferxOES = NULL; +PFNGLPIXELTRANSFORMPARAMETERFEXTPROC glad_glPixelTransformParameterfEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC glad_glPixelTransformParameterfvEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIEXTPROC glad_glPixelTransformParameteriEXT = NULL; +PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC glad_glPixelTransformParameterivEXT = NULL; +PFNGLPIXELZOOMPROC glad_glPixelZoom = NULL; +PFNGLPIXELZOOMXOESPROC glad_glPixelZoomxOES = NULL; +PFNGLPOINTALONGPATHNVPROC glad_glPointAlongPathNV = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFARBPROC glad_glPointParameterfARB = NULL; +PFNGLPOINTPARAMETERFEXTPROC glad_glPointParameterfEXT = NULL; +PFNGLPOINTPARAMETERFSGISPROC glad_glPointParameterfSGIS = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERFVARBPROC glad_glPointParameterfvARB = NULL; +PFNGLPOINTPARAMETERFVEXTPROC glad_glPointParameterfvEXT = NULL; +PFNGLPOINTPARAMETERFVSGISPROC glad_glPointParameterfvSGIS = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERINVPROC glad_glPointParameteriNV = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTPARAMETERIVNVPROC glad_glPointParameterivNV = NULL; +PFNGLPOINTPARAMETERXVOESPROC glad_glPointParameterxvOES = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOINTSIZEXOESPROC glad_glPointSizexOES = NULL; +PFNGLPOLLASYNCSGIXPROC glad_glPollAsyncSGIX = NULL; +PFNGLPOLLINSTRUMENTSSGIXPROC glad_glPollInstrumentsSGIX = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp = NULL; +PFNGLPOLYGONOFFSETCLAMPEXTPROC glad_glPolygonOffsetClampEXT = NULL; +PFNGLPOLYGONOFFSETEXTPROC glad_glPolygonOffsetEXT = NULL; +PFNGLPOLYGONOFFSETXOESPROC glad_glPolygonOffsetxOES = NULL; +PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple = NULL; +PFNGLPOPATTRIBPROC glad_glPopAttrib = NULL; +PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLPOPGROUPMARKEREXTPROC glad_glPopGroupMarkerEXT = NULL; +PFNGLPOPMATRIXPROC glad_glPopMatrix = NULL; +PFNGLPOPNAMEPROC glad_glPopName = NULL; +PFNGLPRESENTFRAMEDUALFILLNVPROC glad_glPresentFrameDualFillNV = NULL; +PFNGLPRESENTFRAMEKEYEDNVPROC glad_glPresentFrameKeyedNV = NULL; +PFNGLPRIMITIVEBOUNDINGBOXARBPROC glad_glPrimitiveBoundingBoxARB = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPRIMITIVERESTARTINDEXNVPROC glad_glPrimitiveRestartIndexNV = NULL; +PFNGLPRIMITIVERESTARTNVPROC glad_glPrimitiveRestartNV = NULL; +PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures = NULL; +PFNGLPRIORITIZETEXTURESEXTPROC glad_glPrioritizeTexturesEXT = NULL; +PFNGLPRIORITIZETEXTURESXOESPROC glad_glPrioritizeTexturesxOES = NULL; +PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; +PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC glad_glProgramBufferParametersIivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC glad_glProgramBufferParametersIuivNV = NULL; +PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC glad_glProgramBufferParametersfvNV = NULL; +PFNGLPROGRAMENVPARAMETER4DARBPROC glad_glProgramEnvParameter4dARB = NULL; +PFNGLPROGRAMENVPARAMETER4DVARBPROC glad_glProgramEnvParameter4dvARB = NULL; +PFNGLPROGRAMENVPARAMETER4FARBPROC glad_glProgramEnvParameter4fARB = NULL; +PFNGLPROGRAMENVPARAMETER4FVARBPROC glad_glProgramEnvParameter4fvARB = NULL; +PFNGLPROGRAMENVPARAMETERI4INVPROC glad_glProgramEnvParameterI4iNV = NULL; +PFNGLPROGRAMENVPARAMETERI4IVNVPROC glad_glProgramEnvParameterI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UINVPROC glad_glProgramEnvParameterI4uiNV = NULL; +PFNGLPROGRAMENVPARAMETERI4UIVNVPROC glad_glProgramEnvParameterI4uivNV = NULL; +PFNGLPROGRAMENVPARAMETERS4FVEXTPROC glad_glProgramEnvParameters4fvEXT = NULL; +PFNGLPROGRAMENVPARAMETERSI4IVNVPROC glad_glProgramEnvParametersI4ivNV = NULL; +PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC glad_glProgramEnvParametersI4uivNV = NULL; +PFNGLPROGRAMLOCALPARAMETER4DARBPROC glad_glProgramLocalParameter4dARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glad_glProgramLocalParameter4dvARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FARBPROC glad_glProgramLocalParameter4fARB = NULL; +PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glad_glProgramLocalParameter4fvARB = NULL; +PFNGLPROGRAMLOCALPARAMETERI4INVPROC glad_glProgramLocalParameterI4iNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glad_glProgramLocalParameterI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UINVPROC glad_glProgramLocalParameterI4uiNV = NULL; +PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC glad_glProgramLocalParameterI4uivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC glad_glProgramLocalParameters4fvEXT = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC glad_glProgramLocalParametersI4ivNV = NULL; +PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC glad_glProgramLocalParametersI4uivNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DNVPROC glad_glProgramNamedParameter4dNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC glad_glProgramNamedParameter4dvNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FNVPROC glad_glProgramNamedParameter4fNV = NULL; +PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC glad_glProgramNamedParameter4fvNV = NULL; +PFNGLPROGRAMPARAMETER4DNVPROC glad_glProgramParameter4dNV = NULL; +PFNGLPROGRAMPARAMETER4DVNVPROC glad_glProgramParameter4dvNV = NULL; +PFNGLPROGRAMPARAMETER4FNVPROC glad_glProgramParameter4fNV = NULL; +PFNGLPROGRAMPARAMETER4FVNVPROC glad_glProgramParameter4fvNV = NULL; +PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL; +PFNGLPROGRAMPARAMETERIARBPROC glad_glProgramParameteriARB = NULL; +PFNGLPROGRAMPARAMETERIEXTPROC glad_glProgramParameteriEXT = NULL; +PFNGLPROGRAMPARAMETERS4DVNVPROC glad_glProgramParameters4dvNV = NULL; +PFNGLPROGRAMPARAMETERS4FVNVPROC glad_glProgramParameters4fvNV = NULL; +PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC glad_glProgramPathFragmentInputGenNV = NULL; +PFNGLPROGRAMSTRINGARBPROC glad_glProgramStringARB = NULL; +PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC glad_glProgramSubroutineParametersuivNV = NULL; +PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL; +PFNGLPROGRAMUNIFORM1DEXTPROC glad_glProgramUniform1dEXT = NULL; +PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL; +PFNGLPROGRAMUNIFORM1DVEXTPROC glad_glProgramUniform1dvEXT = NULL; +PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL; +PFNGLPROGRAMUNIFORM1FEXTPROC glad_glProgramUniform1fEXT = NULL; +PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL; +PFNGLPROGRAMUNIFORM1FVEXTPROC glad_glProgramUniform1fvEXT = NULL; +PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL; +PFNGLPROGRAMUNIFORM1I64ARBPROC glad_glProgramUniform1i64ARB = NULL; +PFNGLPROGRAMUNIFORM1I64NVPROC glad_glProgramUniform1i64NV = NULL; +PFNGLPROGRAMUNIFORM1I64VARBPROC glad_glProgramUniform1i64vARB = NULL; +PFNGLPROGRAMUNIFORM1I64VNVPROC glad_glProgramUniform1i64vNV = NULL; +PFNGLPROGRAMUNIFORM1IEXTPROC glad_glProgramUniform1iEXT = NULL; +PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL; +PFNGLPROGRAMUNIFORM1IVEXTPROC glad_glProgramUniform1ivEXT = NULL; +PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL; +PFNGLPROGRAMUNIFORM1UI64ARBPROC glad_glProgramUniform1ui64ARB = NULL; +PFNGLPROGRAMUNIFORM1UI64NVPROC glad_glProgramUniform1ui64NV = NULL; +PFNGLPROGRAMUNIFORM1UI64VARBPROC glad_glProgramUniform1ui64vARB = NULL; +PFNGLPROGRAMUNIFORM1UI64VNVPROC glad_glProgramUniform1ui64vNV = NULL; +PFNGLPROGRAMUNIFORM1UIEXTPROC glad_glProgramUniform1uiEXT = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL; +PFNGLPROGRAMUNIFORM1UIVEXTPROC glad_glProgramUniform1uivEXT = NULL; +PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL; +PFNGLPROGRAMUNIFORM2DEXTPROC glad_glProgramUniform2dEXT = NULL; +PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL; +PFNGLPROGRAMUNIFORM2DVEXTPROC glad_glProgramUniform2dvEXT = NULL; +PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL; +PFNGLPROGRAMUNIFORM2FEXTPROC glad_glProgramUniform2fEXT = NULL; +PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL; +PFNGLPROGRAMUNIFORM2FVEXTPROC glad_glProgramUniform2fvEXT = NULL; +PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL; +PFNGLPROGRAMUNIFORM2I64ARBPROC glad_glProgramUniform2i64ARB = NULL; +PFNGLPROGRAMUNIFORM2I64NVPROC glad_glProgramUniform2i64NV = NULL; +PFNGLPROGRAMUNIFORM2I64VARBPROC glad_glProgramUniform2i64vARB = NULL; +PFNGLPROGRAMUNIFORM2I64VNVPROC glad_glProgramUniform2i64vNV = NULL; +PFNGLPROGRAMUNIFORM2IEXTPROC glad_glProgramUniform2iEXT = NULL; +PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL; +PFNGLPROGRAMUNIFORM2IVEXTPROC glad_glProgramUniform2ivEXT = NULL; +PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM2UI64ARBPROC glad_glProgramUniform2ui64ARB = NULL; +PFNGLPROGRAMUNIFORM2UI64NVPROC glad_glProgramUniform2ui64NV = NULL; +PFNGLPROGRAMUNIFORM2UI64VARBPROC glad_glProgramUniform2ui64vARB = NULL; +PFNGLPROGRAMUNIFORM2UI64VNVPROC glad_glProgramUniform2ui64vNV = NULL; +PFNGLPROGRAMUNIFORM2UIEXTPROC glad_glProgramUniform2uiEXT = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL; +PFNGLPROGRAMUNIFORM2UIVEXTPROC glad_glProgramUniform2uivEXT = NULL; +PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL; +PFNGLPROGRAMUNIFORM3DEXTPROC glad_glProgramUniform3dEXT = NULL; +PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL; +PFNGLPROGRAMUNIFORM3DVEXTPROC glad_glProgramUniform3dvEXT = NULL; +PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3FEXTPROC glad_glProgramUniform3fEXT = NULL; +PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL; +PFNGLPROGRAMUNIFORM3FVEXTPROC glad_glProgramUniform3fvEXT = NULL; +PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL; +PFNGLPROGRAMUNIFORM3I64ARBPROC glad_glProgramUniform3i64ARB = NULL; +PFNGLPROGRAMUNIFORM3I64NVPROC glad_glProgramUniform3i64NV = NULL; +PFNGLPROGRAMUNIFORM3I64VARBPROC glad_glProgramUniform3i64vARB = NULL; +PFNGLPROGRAMUNIFORM3I64VNVPROC glad_glProgramUniform3i64vNV = NULL; +PFNGLPROGRAMUNIFORM3IEXTPROC glad_glProgramUniform3iEXT = NULL; +PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL; +PFNGLPROGRAMUNIFORM3IVEXTPROC glad_glProgramUniform3ivEXT = NULL; +PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UI64ARBPROC glad_glProgramUniform3ui64ARB = NULL; +PFNGLPROGRAMUNIFORM3UI64NVPROC glad_glProgramUniform3ui64NV = NULL; +PFNGLPROGRAMUNIFORM3UI64VARBPROC glad_glProgramUniform3ui64vARB = NULL; +PFNGLPROGRAMUNIFORM3UI64VNVPROC glad_glProgramUniform3ui64vNV = NULL; +PFNGLPROGRAMUNIFORM3UIEXTPROC glad_glProgramUniform3uiEXT = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL; +PFNGLPROGRAMUNIFORM3UIVEXTPROC glad_glProgramUniform3uivEXT = NULL; +PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL; +PFNGLPROGRAMUNIFORM4DEXTPROC glad_glProgramUniform4dEXT = NULL; +PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL; +PFNGLPROGRAMUNIFORM4DVEXTPROC glad_glProgramUniform4dvEXT = NULL; +PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL; +PFNGLPROGRAMUNIFORM4FEXTPROC glad_glProgramUniform4fEXT = NULL; +PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL; +PFNGLPROGRAMUNIFORM4FVEXTPROC glad_glProgramUniform4fvEXT = NULL; +PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4I64ARBPROC glad_glProgramUniform4i64ARB = NULL; +PFNGLPROGRAMUNIFORM4I64NVPROC glad_glProgramUniform4i64NV = NULL; +PFNGLPROGRAMUNIFORM4I64VARBPROC glad_glProgramUniform4i64vARB = NULL; +PFNGLPROGRAMUNIFORM4I64VNVPROC glad_glProgramUniform4i64vNV = NULL; +PFNGLPROGRAMUNIFORM4IEXTPROC glad_glProgramUniform4iEXT = NULL; +PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL; +PFNGLPROGRAMUNIFORM4IVEXTPROC glad_glProgramUniform4ivEXT = NULL; +PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL; +PFNGLPROGRAMUNIFORM4UI64ARBPROC glad_glProgramUniform4ui64ARB = NULL; +PFNGLPROGRAMUNIFORM4UI64NVPROC glad_glProgramUniform4ui64NV = NULL; +PFNGLPROGRAMUNIFORM4UI64VARBPROC glad_glProgramUniform4ui64vARB = NULL; +PFNGLPROGRAMUNIFORM4UI64VNVPROC glad_glProgramUniform4ui64vNV = NULL; +PFNGLPROGRAMUNIFORM4UIEXTPROC glad_glProgramUniform4uiEXT = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL; +PFNGLPROGRAMUNIFORM4UIVEXTPROC glad_glProgramUniform4uivEXT = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC glad_glProgramUniformHandleui64ARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC glad_glProgramUniformHandleui64NV = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC glad_glProgramUniformHandleui64vARB = NULL; +PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC glad_glProgramUniformHandleui64vNV = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC glad_glProgramUniformMatrix2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC glad_glProgramUniformMatrix2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC glad_glProgramUniformMatrix2x3dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC glad_glProgramUniformMatrix2x3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC glad_glProgramUniformMatrix2x4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC glad_glProgramUniformMatrix2x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC glad_glProgramUniformMatrix3dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC glad_glProgramUniformMatrix3fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC glad_glProgramUniformMatrix3x2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC glad_glProgramUniformMatrix3x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC glad_glProgramUniformMatrix3x4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC glad_glProgramUniformMatrix3x4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC glad_glProgramUniformMatrix4dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC glad_glProgramUniformMatrix4fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC glad_glProgramUniformMatrix4x2dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC glad_glProgramUniformMatrix4x2fvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC glad_glProgramUniformMatrix4x3dvEXT = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC glad_glProgramUniformMatrix4x3fvEXT = NULL; +PFNGLPROGRAMUNIFORMUI64NVPROC glad_glProgramUniformui64NV = NULL; +PFNGLPROGRAMUNIFORMUI64VNVPROC glad_glProgramUniformui64vNV = NULL; +PFNGLPROGRAMVERTEXLIMITNVPROC glad_glProgramVertexLimitNV = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLPROVOKINGVERTEXEXTPROC glad_glProvokingVertexEXT = NULL; +PFNGLPUSHATTRIBPROC glad_glPushAttrib = NULL; +PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib = NULL; +PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC glad_glPushClientAttribDefaultEXT = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLPUSHGROUPMARKEREXTPROC glad_glPushGroupMarkerEXT = NULL; +PFNGLPUSHMATRIXPROC glad_glPushMatrix = NULL; +PFNGLPUSHNAMEPROC glad_glPushName = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLQUERYMATRIXXOESPROC glad_glQueryMatrixxOES = NULL; +PFNGLQUERYOBJECTPARAMETERUIAMDPROC glad_glQueryObjectParameteruiAMD = NULL; +PFNGLQUERYRESOURCENVPROC glad_glQueryResourceNV = NULL; +PFNGLQUERYRESOURCETAGNVPROC glad_glQueryResourceTagNV = NULL; +PFNGLRASTERPOS2DPROC glad_glRasterPos2d = NULL; +PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv = NULL; +PFNGLRASTERPOS2FPROC glad_glRasterPos2f = NULL; +PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv = NULL; +PFNGLRASTERPOS2IPROC glad_glRasterPos2i = NULL; +PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv = NULL; +PFNGLRASTERPOS2SPROC glad_glRasterPos2s = NULL; +PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv = NULL; +PFNGLRASTERPOS2XOESPROC glad_glRasterPos2xOES = NULL; +PFNGLRASTERPOS2XVOESPROC glad_glRasterPos2xvOES = NULL; +PFNGLRASTERPOS3DPROC glad_glRasterPos3d = NULL; +PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv = NULL; +PFNGLRASTERPOS3FPROC glad_glRasterPos3f = NULL; +PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv = NULL; +PFNGLRASTERPOS3IPROC glad_glRasterPos3i = NULL; +PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv = NULL; +PFNGLRASTERPOS3SPROC glad_glRasterPos3s = NULL; +PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv = NULL; +PFNGLRASTERPOS3XOESPROC glad_glRasterPos3xOES = NULL; +PFNGLRASTERPOS3XVOESPROC glad_glRasterPos3xvOES = NULL; +PFNGLRASTERPOS4DPROC glad_glRasterPos4d = NULL; +PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv = NULL; +PFNGLRASTERPOS4FPROC glad_glRasterPos4f = NULL; +PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv = NULL; +PFNGLRASTERPOS4IPROC glad_glRasterPos4i = NULL; +PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv = NULL; +PFNGLRASTERPOS4SPROC glad_glRasterPos4s = NULL; +PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv = NULL; +PFNGLRASTERPOS4XOESPROC glad_glRasterPos4xOES = NULL; +PFNGLRASTERPOS4XVOESPROC glad_glRasterPos4xvOES = NULL; +PFNGLRASTERSAMPLESEXTPROC glad_glRasterSamplesEXT = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADINSTRUMENTSSGIXPROC glad_glReadInstrumentsSGIX = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLREADNPIXELSPROC glad_glReadnPixels = NULL; +PFNGLREADNPIXELSARBPROC glad_glReadnPixelsARB = NULL; +PFNGLRECTDPROC glad_glRectd = NULL; +PFNGLRECTDVPROC glad_glRectdv = NULL; +PFNGLRECTFPROC glad_glRectf = NULL; +PFNGLRECTFVPROC glad_glRectfv = NULL; +PFNGLRECTIPROC glad_glRecti = NULL; +PFNGLRECTIVPROC glad_glRectiv = NULL; +PFNGLRECTSPROC glad_glRects = NULL; +PFNGLRECTSVPROC glad_glRectsv = NULL; +PFNGLRECTXOESPROC glad_glRectxOES = NULL; +PFNGLRECTXVOESPROC glad_glRectxvOES = NULL; +PFNGLREFERENCEPLANESGIXPROC glad_glReferencePlaneSGIX = NULL; +PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC glad_glReleaseKeyedMutexWin32EXT = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLRENDERGPUMASKNVPROC glad_glRenderGpuMaskNV = NULL; +PFNGLRENDERMODEPROC glad_glRenderMode = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEEXTPROC glad_glRenderbufferStorageEXT = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC glad_glRenderbufferStorageMultisampleAdvancedAMD = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glad_glRenderbufferStorageMultisampleCoverageNV = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glad_glRenderbufferStorageMultisampleEXT = NULL; +PFNGLREPLACEMENTCODEPOINTERSUNPROC glad_glReplacementCodePointerSUN = NULL; +PFNGLREPLACEMENTCODEUBSUNPROC glad_glReplacementCodeubSUN = NULL; +PFNGLREPLACEMENTCODEUBVSUNPROC glad_glReplacementCodeubvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC glad_glReplacementCodeuiColor4ubVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC glad_glReplacementCodeuiColor4ubVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUISUNPROC glad_glReplacementCodeuiSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC glad_glReplacementCodeuiTexCoord2fVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC glad_glReplacementCodeuiVertex3fSUN = NULL; +PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC glad_glReplacementCodeuiVertex3fvSUN = NULL; +PFNGLREPLACEMENTCODEUIVSUNPROC glad_glReplacementCodeuivSUN = NULL; +PFNGLREPLACEMENTCODEUSSUNPROC glad_glReplacementCodeusSUN = NULL; +PFNGLREPLACEMENTCODEUSVSUNPROC glad_glReplacementCodeusvSUN = NULL; +PFNGLREQUESTRESIDENTPROGRAMSNVPROC glad_glRequestResidentProgramsNV = NULL; +PFNGLRESETHISTOGRAMPROC glad_glResetHistogram = NULL; +PFNGLRESETHISTOGRAMEXTPROC glad_glResetHistogramEXT = NULL; +PFNGLRESETMEMORYOBJECTPARAMETERNVPROC glad_glResetMemoryObjectParameterNV = NULL; +PFNGLRESETMINMAXPROC glad_glResetMinmax = NULL; +PFNGLRESETMINMAXEXTPROC glad_glResetMinmaxEXT = NULL; +PFNGLRESIZEBUFFERSMESAPROC glad_glResizeBuffersMESA = NULL; +PFNGLRESOLVEDEPTHVALUESNVPROC glad_glResolveDepthValuesNV = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; +PFNGLRESUMETRANSFORMFEEDBACKNVPROC glad_glResumeTransformFeedbackNV = NULL; +PFNGLROTATEDPROC glad_glRotated = NULL; +PFNGLROTATEFPROC glad_glRotatef = NULL; +PFNGLROTATEXOESPROC glad_glRotatexOES = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLECOVERAGEARBPROC glad_glSampleCoverageARB = NULL; +PFNGLSAMPLEMAPATIPROC glad_glSampleMapATI = NULL; +PFNGLSAMPLEMASKEXTPROC glad_glSampleMaskEXT = NULL; +PFNGLSAMPLEMASKINDEXEDNVPROC glad_glSampleMaskIndexedNV = NULL; +PFNGLSAMPLEMASKSGISPROC glad_glSampleMaskSGIS = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSAMPLEPATTERNEXTPROC glad_glSamplePatternEXT = NULL; +PFNGLSAMPLEPATTERNSGISPROC glad_glSamplePatternSGIS = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCALEDPROC glad_glScaled = NULL; +PFNGLSCALEFPROC glad_glScalef = NULL; +PFNGLSCALEXOESPROC glad_glScalexOES = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL; +PFNGLSCISSOREXCLUSIVEARRAYVNVPROC glad_glScissorExclusiveArrayvNV = NULL; +PFNGLSCISSOREXCLUSIVENVPROC glad_glScissorExclusiveNV = NULL; +PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL; +PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL; +PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b = NULL; +PFNGLSECONDARYCOLOR3BEXTPROC glad_glSecondaryColor3bEXT = NULL; +PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv = NULL; +PFNGLSECONDARYCOLOR3BVEXTPROC glad_glSecondaryColor3bvEXT = NULL; +PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d = NULL; +PFNGLSECONDARYCOLOR3DEXTPROC glad_glSecondaryColor3dEXT = NULL; +PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv = NULL; +PFNGLSECONDARYCOLOR3DVEXTPROC glad_glSecondaryColor3dvEXT = NULL; +PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f = NULL; +PFNGLSECONDARYCOLOR3FEXTPROC glad_glSecondaryColor3fEXT = NULL; +PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv = NULL; +PFNGLSECONDARYCOLOR3FVEXTPROC glad_glSecondaryColor3fvEXT = NULL; +PFNGLSECONDARYCOLOR3HNVPROC glad_glSecondaryColor3hNV = NULL; +PFNGLSECONDARYCOLOR3HVNVPROC glad_glSecondaryColor3hvNV = NULL; +PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i = NULL; +PFNGLSECONDARYCOLOR3IEXTPROC glad_glSecondaryColor3iEXT = NULL; +PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv = NULL; +PFNGLSECONDARYCOLOR3IVEXTPROC glad_glSecondaryColor3ivEXT = NULL; +PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s = NULL; +PFNGLSECONDARYCOLOR3SEXTPROC glad_glSecondaryColor3sEXT = NULL; +PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv = NULL; +PFNGLSECONDARYCOLOR3SVEXTPROC glad_glSecondaryColor3svEXT = NULL; +PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub = NULL; +PFNGLSECONDARYCOLOR3UBEXTPROC glad_glSecondaryColor3ubEXT = NULL; +PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv = NULL; +PFNGLSECONDARYCOLOR3UBVEXTPROC glad_glSecondaryColor3ubvEXT = NULL; +PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui = NULL; +PFNGLSECONDARYCOLOR3UIEXTPROC glad_glSecondaryColor3uiEXT = NULL; +PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv = NULL; +PFNGLSECONDARYCOLOR3UIVEXTPROC glad_glSecondaryColor3uivEXT = NULL; +PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us = NULL; +PFNGLSECONDARYCOLOR3USEXTPROC glad_glSecondaryColor3usEXT = NULL; +PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv = NULL; +PFNGLSECONDARYCOLOR3USVEXTPROC glad_glSecondaryColor3usvEXT = NULL; +PFNGLSECONDARYCOLORFORMATNVPROC glad_glSecondaryColorFormatNV = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer = NULL; +PFNGLSECONDARYCOLORPOINTEREXTPROC glad_glSecondaryColorPointerEXT = NULL; +PFNGLSECONDARYCOLORPOINTERLISTIBMPROC glad_glSecondaryColorPointerListIBM = NULL; +PFNGLSELECTBUFFERPROC glad_glSelectBuffer = NULL; +PFNGLSELECTPERFMONITORCOUNTERSAMDPROC glad_glSelectPerfMonitorCountersAMD = NULL; +PFNGLSEMAPHOREPARAMETERIVNVPROC glad_glSemaphoreParameterivNV = NULL; +PFNGLSEMAPHOREPARAMETERUI64VEXTPROC glad_glSemaphoreParameterui64vEXT = NULL; +PFNGLSEPARABLEFILTER2DPROC glad_glSeparableFilter2D = NULL; +PFNGLSEPARABLEFILTER2DEXTPROC glad_glSeparableFilter2DEXT = NULL; +PFNGLSETFENCEAPPLEPROC glad_glSetFenceAPPLE = NULL; +PFNGLSETFENCENVPROC glad_glSetFenceNV = NULL; +PFNGLSETFRAGMENTSHADERCONSTANTATIPROC glad_glSetFragmentShaderConstantATI = NULL; +PFNGLSETINVARIANTEXTPROC glad_glSetInvariantEXT = NULL; +PFNGLSETLOCALCONSTANTEXTPROC glad_glSetLocalConstantEXT = NULL; +PFNGLSETMULTISAMPLEFVAMDPROC glad_glSetMultisamplefvAMD = NULL; +PFNGLSHADEMODELPROC glad_glShadeModel = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLSHADEROP1EXTPROC glad_glShaderOp1EXT = NULL; +PFNGLSHADEROP2EXTPROC glad_glShaderOp2EXT = NULL; +PFNGLSHADEROP3EXTPROC glad_glShaderOp3EXT = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSHADERSOURCEARBPROC glad_glShaderSourceARB = NULL; +PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL; +PFNGLSHADINGRATEIMAGEBARRIERNVPROC glad_glShadingRateImageBarrierNV = NULL; +PFNGLSHADINGRATEIMAGEPALETTENVPROC glad_glShadingRateImagePaletteNV = NULL; +PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC glad_glShadingRateSampleOrderCustomNV = NULL; +PFNGLSHADINGRATESAMPLEORDERNVPROC glad_glShadingRateSampleOrderNV = NULL; +PFNGLSHARPENTEXFUNCSGISPROC glad_glSharpenTexFuncSGIS = NULL; +PFNGLSIGNALSEMAPHOREEXTPROC glad_glSignalSemaphoreEXT = NULL; +PFNGLSIGNALSEMAPHOREUI64NVXPROC glad_glSignalSemaphoreui64NVX = NULL; +PFNGLSIGNALVKFENCENVPROC glad_glSignalVkFenceNV = NULL; +PFNGLSIGNALVKSEMAPHORENVPROC glad_glSignalVkSemaphoreNV = NULL; +PFNGLSPECIALIZESHADERARBPROC glad_glSpecializeShaderARB = NULL; +PFNGLSPRITEPARAMETERFSGIXPROC glad_glSpriteParameterfSGIX = NULL; +PFNGLSPRITEPARAMETERFVSGIXPROC glad_glSpriteParameterfvSGIX = NULL; +PFNGLSPRITEPARAMETERISGIXPROC glad_glSpriteParameteriSGIX = NULL; +PFNGLSPRITEPARAMETERIVSGIXPROC glad_glSpriteParameterivSGIX = NULL; +PFNGLSTARTINSTRUMENTSSGIXPROC glad_glStartInstrumentsSGIX = NULL; +PFNGLSTATECAPTURENVPROC glad_glStateCaptureNV = NULL; +PFNGLSTENCILCLEARTAGEXTPROC glad_glStencilClearTagEXT = NULL; +PFNGLSTENCILFILLPATHINSTANCEDNVPROC glad_glStencilFillPathInstancedNV = NULL; +PFNGLSTENCILFILLPATHNVPROC glad_glStencilFillPathNV = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILFUNCSEPARATEATIPROC glad_glStencilFuncSeparateATI = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLSTENCILOPSEPARATEATIPROC glad_glStencilOpSeparateATI = NULL; +PFNGLSTENCILOPVALUEAMDPROC glad_glStencilOpValueAMD = NULL; +PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC glad_glStencilStrokePathInstancedNV = NULL; +PFNGLSTENCILSTROKEPATHNVPROC glad_glStencilStrokePathNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC glad_glStencilThenCoverFillPathInstancedNV = NULL; +PFNGLSTENCILTHENCOVERFILLPATHNVPROC glad_glStencilThenCoverFillPathNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC glad_glStencilThenCoverStrokePathInstancedNV = NULL; +PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC glad_glStencilThenCoverStrokePathNV = NULL; +PFNGLSTOPINSTRUMENTSSGIXPROC glad_glStopInstrumentsSGIX = NULL; +PFNGLSTRINGMARKERGREMEDYPROC glad_glStringMarkerGREMEDY = NULL; +PFNGLSUBPIXELPRECISIONBIASNVPROC glad_glSubpixelPrecisionBiasNV = NULL; +PFNGLSWIZZLEEXTPROC glad_glSwizzleEXT = NULL; +PFNGLSYNCTEXTUREINTELPROC glad_glSyncTextureINTEL = NULL; +PFNGLTAGSAMPLEBUFFERSGIXPROC glad_glTagSampleBufferSGIX = NULL; +PFNGLTANGENT3BEXTPROC glad_glTangent3bEXT = NULL; +PFNGLTANGENT3BVEXTPROC glad_glTangent3bvEXT = NULL; +PFNGLTANGENT3DEXTPROC glad_glTangent3dEXT = NULL; +PFNGLTANGENT3DVEXTPROC glad_glTangent3dvEXT = NULL; +PFNGLTANGENT3FEXTPROC glad_glTangent3fEXT = NULL; +PFNGLTANGENT3FVEXTPROC glad_glTangent3fvEXT = NULL; +PFNGLTANGENT3IEXTPROC glad_glTangent3iEXT = NULL; +PFNGLTANGENT3IVEXTPROC glad_glTangent3ivEXT = NULL; +PFNGLTANGENT3SEXTPROC glad_glTangent3sEXT = NULL; +PFNGLTANGENT3SVEXTPROC glad_glTangent3svEXT = NULL; +PFNGLTANGENTPOINTEREXTPROC glad_glTangentPointerEXT = NULL; +PFNGLTBUFFERMASK3DFXPROC glad_glTbufferMask3DFX = NULL; +PFNGLTESSELLATIONFACTORAMDPROC glad_glTessellationFactorAMD = NULL; +PFNGLTESSELLATIONMODEAMDPROC glad_glTessellationModeAMD = NULL; +PFNGLTESTFENCEAPPLEPROC glad_glTestFenceAPPLE = NULL; +PFNGLTESTFENCENVPROC glad_glTestFenceNV = NULL; +PFNGLTESTOBJECTAPPLEPROC glad_glTestObjectAPPLE = NULL; +PFNGLTEXATTACHMEMORYNVPROC glad_glTexAttachMemoryNV = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXBUFFERARBPROC glad_glTexBufferARB = NULL; +PFNGLTEXBUFFEREXTPROC glad_glTexBufferEXT = NULL; +PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL; +PFNGLTEXBUMPPARAMETERFVATIPROC glad_glTexBumpParameterfvATI = NULL; +PFNGLTEXBUMPPARAMETERIVATIPROC glad_glTexBumpParameterivATI = NULL; +PFNGLTEXCOORD1BOESPROC glad_glTexCoord1bOES = NULL; +PFNGLTEXCOORD1BVOESPROC glad_glTexCoord1bvOES = NULL; +PFNGLTEXCOORD1DPROC glad_glTexCoord1d = NULL; +PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv = NULL; +PFNGLTEXCOORD1FPROC glad_glTexCoord1f = NULL; +PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv = NULL; +PFNGLTEXCOORD1HNVPROC glad_glTexCoord1hNV = NULL; +PFNGLTEXCOORD1HVNVPROC glad_glTexCoord1hvNV = NULL; +PFNGLTEXCOORD1IPROC glad_glTexCoord1i = NULL; +PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv = NULL; +PFNGLTEXCOORD1SPROC glad_glTexCoord1s = NULL; +PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv = NULL; +PFNGLTEXCOORD1XOESPROC glad_glTexCoord1xOES = NULL; +PFNGLTEXCOORD1XVOESPROC glad_glTexCoord1xvOES = NULL; +PFNGLTEXCOORD2BOESPROC glad_glTexCoord2bOES = NULL; +PFNGLTEXCOORD2BVOESPROC glad_glTexCoord2bvOES = NULL; +PFNGLTEXCOORD2DPROC glad_glTexCoord2d = NULL; +PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv = NULL; +PFNGLTEXCOORD2FPROC glad_glTexCoord2f = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC glad_glTexCoord2fColor3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC glad_glTexCoord2fColor3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fColor4fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC glad_glTexCoord2fColor4ubVertex3fSUN = NULL; +PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC glad_glTexCoord2fColor4ubVertex3fvSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC glad_glTexCoord2fNormal3fVertex3fSUN = NULL; +PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC glad_glTexCoord2fNormal3fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FSUNPROC glad_glTexCoord2fVertex3fSUN = NULL; +PFNGLTEXCOORD2FVERTEX3FVSUNPROC glad_glTexCoord2fVertex3fvSUN = NULL; +PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv = NULL; +PFNGLTEXCOORD2HNVPROC glad_glTexCoord2hNV = NULL; +PFNGLTEXCOORD2HVNVPROC glad_glTexCoord2hvNV = NULL; +PFNGLTEXCOORD2IPROC glad_glTexCoord2i = NULL; +PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv = NULL; +PFNGLTEXCOORD2SPROC glad_glTexCoord2s = NULL; +PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv = NULL; +PFNGLTEXCOORD2XOESPROC glad_glTexCoord2xOES = NULL; +PFNGLTEXCOORD2XVOESPROC glad_glTexCoord2xvOES = NULL; +PFNGLTEXCOORD3BOESPROC glad_glTexCoord3bOES = NULL; +PFNGLTEXCOORD3BVOESPROC glad_glTexCoord3bvOES = NULL; +PFNGLTEXCOORD3DPROC glad_glTexCoord3d = NULL; +PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv = NULL; +PFNGLTEXCOORD3FPROC glad_glTexCoord3f = NULL; +PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv = NULL; +PFNGLTEXCOORD3HNVPROC glad_glTexCoord3hNV = NULL; +PFNGLTEXCOORD3HVNVPROC glad_glTexCoord3hvNV = NULL; +PFNGLTEXCOORD3IPROC glad_glTexCoord3i = NULL; +PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv = NULL; +PFNGLTEXCOORD3SPROC glad_glTexCoord3s = NULL; +PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv = NULL; +PFNGLTEXCOORD3XOESPROC glad_glTexCoord3xOES = NULL; +PFNGLTEXCOORD3XVOESPROC glad_glTexCoord3xvOES = NULL; +PFNGLTEXCOORD4BOESPROC glad_glTexCoord4bOES = NULL; +PFNGLTEXCOORD4BVOESPROC glad_glTexCoord4bvOES = NULL; +PFNGLTEXCOORD4DPROC glad_glTexCoord4d = NULL; +PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv = NULL; +PFNGLTEXCOORD4FPROC glad_glTexCoord4f = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fSUN = NULL; +PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC glad_glTexCoord4fColor4fNormal3fVertex4fvSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FSUNPROC glad_glTexCoord4fVertex4fSUN = NULL; +PFNGLTEXCOORD4FVERTEX4FVSUNPROC glad_glTexCoord4fVertex4fvSUN = NULL; +PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv = NULL; +PFNGLTEXCOORD4HNVPROC glad_glTexCoord4hNV = NULL; +PFNGLTEXCOORD4HVNVPROC glad_glTexCoord4hvNV = NULL; +PFNGLTEXCOORD4IPROC glad_glTexCoord4i = NULL; +PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv = NULL; +PFNGLTEXCOORD4SPROC glad_glTexCoord4s = NULL; +PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv = NULL; +PFNGLTEXCOORD4XOESPROC glad_glTexCoord4xOES = NULL; +PFNGLTEXCOORD4XVOESPROC glad_glTexCoord4xvOES = NULL; +PFNGLTEXCOORDFORMATNVPROC glad_glTexCoordFormatNV = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer = NULL; +PFNGLTEXCOORDPOINTEREXTPROC glad_glTexCoordPointerEXT = NULL; +PFNGLTEXCOORDPOINTERLISTIBMPROC glad_glTexCoordPointerListIBM = NULL; +PFNGLTEXCOORDPOINTERVINTELPROC glad_glTexCoordPointervINTEL = NULL; +PFNGLTEXENVFPROC glad_glTexEnvf = NULL; +PFNGLTEXENVFVPROC glad_glTexEnvfv = NULL; +PFNGLTEXENVIPROC glad_glTexEnvi = NULL; +PFNGLTEXENVIVPROC glad_glTexEnviv = NULL; +PFNGLTEXENVXOESPROC glad_glTexEnvxOES = NULL; +PFNGLTEXENVXVOESPROC glad_glTexEnvxvOES = NULL; +PFNGLTEXFILTERFUNCSGISPROC glad_glTexFilterFuncSGIS = NULL; +PFNGLTEXGENDPROC glad_glTexGend = NULL; +PFNGLTEXGENDVPROC glad_glTexGendv = NULL; +PFNGLTEXGENFPROC glad_glTexGenf = NULL; +PFNGLTEXGENFVPROC glad_glTexGenfv = NULL; +PFNGLTEXGENIPROC glad_glTexGeni = NULL; +PFNGLTEXGENIVPROC glad_glTexGeniv = NULL; +PFNGLTEXGENXOESPROC glad_glTexGenxOES = NULL; +PFNGLTEXGENXVOESPROC glad_glTexGenxvOES = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTexImage2DMultisampleCoverageNV = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DEXTPROC glad_glTexImage3DEXT = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTexImage3DMultisampleCoverageNV = NULL; +PFNGLTEXIMAGE4DSGISPROC glad_glTexImage4DSGIS = NULL; +PFNGLTEXPAGECOMMITMENTARBPROC glad_glTexPageCommitmentARB = NULL; +PFNGLTEXPAGECOMMITMENTMEMNVPROC glad_glTexPageCommitmentMemNV = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIIVEXTPROC glad_glTexParameterIivEXT = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERIUIVEXTPROC glad_glTexParameterIuivEXT = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXPARAMETERXOESPROC glad_glTexParameterxOES = NULL; +PFNGLTEXPARAMETERXVOESPROC glad_glTexParameterxvOES = NULL; +PFNGLTEXRENDERBUFFERNVPROC glad_glTexRenderbufferNV = NULL; +PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL; +PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL; +PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL; +PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL; +PFNGLTEXSTORAGEMEM1DEXTPROC glad_glTexStorageMem1DEXT = NULL; +PFNGLTEXSTORAGEMEM2DEXTPROC glad_glTexStorageMem2DEXT = NULL; +PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTexStorageMem2DMultisampleEXT = NULL; +PFNGLTEXSTORAGEMEM3DEXTPROC glad_glTexStorageMem3DEXT = NULL; +PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTexStorageMem3DMultisampleEXT = NULL; +PFNGLTEXSTORAGESPARSEAMDPROC glad_glTexStorageSparseAMD = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE1DEXTPROC glad_glTexSubImage1DEXT = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE2DEXTPROC glad_glTexSubImage2DEXT = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTEXSUBIMAGE3DEXTPROC glad_glTexSubImage3DEXT = NULL; +PFNGLTEXSUBIMAGE4DSGISPROC glad_glTexSubImage4DSGIS = NULL; +PFNGLTEXTUREATTACHMEMORYNVPROC glad_glTextureAttachMemoryNV = NULL; +PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier = NULL; +PFNGLTEXTUREBARRIERNVPROC glad_glTextureBarrierNV = NULL; +PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer = NULL; +PFNGLTEXTUREBUFFEREXTPROC glad_glTextureBufferEXT = NULL; +PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange = NULL; +PFNGLTEXTUREBUFFERRANGEEXTPROC glad_glTextureBufferRangeEXT = NULL; +PFNGLTEXTURECOLORMASKSGISPROC glad_glTextureColorMaskSGIS = NULL; +PFNGLTEXTUREIMAGE1DEXTPROC glad_glTextureImage1DEXT = NULL; +PFNGLTEXTUREIMAGE2DEXTPROC glad_glTextureImage2DEXT = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC glad_glTextureImage2DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC glad_glTextureImage2DMultisampleNV = NULL; +PFNGLTEXTUREIMAGE3DEXTPROC glad_glTextureImage3DEXT = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC glad_glTextureImage3DMultisampleCoverageNV = NULL; +PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC glad_glTextureImage3DMultisampleNV = NULL; +PFNGLTEXTURELIGHTEXTPROC glad_glTextureLightEXT = NULL; +PFNGLTEXTUREMATERIALEXTPROC glad_glTextureMaterialEXT = NULL; +PFNGLTEXTURENORMALEXTPROC glad_glTextureNormalEXT = NULL; +PFNGLTEXTUREPAGECOMMITMENTEXTPROC glad_glTexturePageCommitmentEXT = NULL; +PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC glad_glTexturePageCommitmentMemNV = NULL; +PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv = NULL; +PFNGLTEXTUREPARAMETERIIVEXTPROC glad_glTextureParameterIivEXT = NULL; +PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv = NULL; +PFNGLTEXTUREPARAMETERIUIVEXTPROC glad_glTextureParameterIuivEXT = NULL; +PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf = NULL; +PFNGLTEXTUREPARAMETERFEXTPROC glad_glTextureParameterfEXT = NULL; +PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv = NULL; +PFNGLTEXTUREPARAMETERFVEXTPROC glad_glTextureParameterfvEXT = NULL; +PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri = NULL; +PFNGLTEXTUREPARAMETERIEXTPROC glad_glTextureParameteriEXT = NULL; +PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv = NULL; +PFNGLTEXTUREPARAMETERIVEXTPROC glad_glTextureParameterivEXT = NULL; +PFNGLTEXTURERANGEAPPLEPROC glad_glTextureRangeAPPLE = NULL; +PFNGLTEXTURERENDERBUFFEREXTPROC glad_glTextureRenderbufferEXT = NULL; +PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D = NULL; +PFNGLTEXTURESTORAGE1DEXTPROC glad_glTextureStorage1DEXT = NULL; +PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D = NULL; +PFNGLTEXTURESTORAGE2DEXTPROC glad_glTextureStorage2DEXT = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC glad_glTextureStorage2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D = NULL; +PFNGLTEXTURESTORAGE3DEXTPROC glad_glTextureStorage3DEXT = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC glad_glTextureStorage3DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGEMEM1DEXTPROC glad_glTextureStorageMem1DEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DEXTPROC glad_glTextureStorageMem2DEXT = NULL; +PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC glad_glTextureStorageMem2DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DEXTPROC glad_glTextureStorageMem3DEXT = NULL; +PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC glad_glTextureStorageMem3DMultisampleEXT = NULL; +PFNGLTEXTURESTORAGESPARSEAMDPROC glad_glTextureStorageSparseAMD = NULL; +PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D = NULL; +PFNGLTEXTURESUBIMAGE1DEXTPROC glad_glTextureSubImage1DEXT = NULL; +PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D = NULL; +PFNGLTEXTURESUBIMAGE2DEXTPROC glad_glTextureSubImage2DEXT = NULL; +PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D = NULL; +PFNGLTEXTURESUBIMAGE3DEXTPROC glad_glTextureSubImage3DEXT = NULL; +PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL; +PFNGLTRACKMATRIXNVPROC glad_glTrackMatrixNV = NULL; +PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC glad_glTransformFeedbackAttribsNV = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange = NULL; +PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC glad_glTransformFeedbackStreamAttribsNV = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC glad_glTransformFeedbackVaryingsEXT = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC glad_glTransformFeedbackVaryingsNV = NULL; +PFNGLTRANSFORMPATHNVPROC glad_glTransformPathNV = NULL; +PFNGLTRANSLATEDPROC glad_glTranslated = NULL; +PFNGLTRANSLATEFPROC glad_glTranslatef = NULL; +PFNGLTRANSLATEXOESPROC glad_glTranslatexOES = NULL; +PFNGLUNIFORM1DPROC glad_glUniform1d = NULL; +PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FARBPROC glad_glUniform1fARB = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1FVARBPROC glad_glUniform1fvARB = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1I64ARBPROC glad_glUniform1i64ARB = NULL; +PFNGLUNIFORM1I64NVPROC glad_glUniform1i64NV = NULL; +PFNGLUNIFORM1I64VARBPROC glad_glUniform1i64vARB = NULL; +PFNGLUNIFORM1I64VNVPROC glad_glUniform1i64vNV = NULL; +PFNGLUNIFORM1IARBPROC glad_glUniform1iARB = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1IVARBPROC glad_glUniform1ivARB = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UI64ARBPROC glad_glUniform1ui64ARB = NULL; +PFNGLUNIFORM1UI64NVPROC glad_glUniform1ui64NV = NULL; +PFNGLUNIFORM1UI64VARBPROC glad_glUniform1ui64vARB = NULL; +PFNGLUNIFORM1UI64VNVPROC glad_glUniform1ui64vNV = NULL; +PFNGLUNIFORM1UIEXTPROC glad_glUniform1uiEXT = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM1UIVEXTPROC glad_glUniform1uivEXT = NULL; +PFNGLUNIFORM2DPROC glad_glUniform2d = NULL; +PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FARBPROC glad_glUniform2fARB = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2FVARBPROC glad_glUniform2fvARB = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2I64ARBPROC glad_glUniform2i64ARB = NULL; +PFNGLUNIFORM2I64NVPROC glad_glUniform2i64NV = NULL; +PFNGLUNIFORM2I64VARBPROC glad_glUniform2i64vARB = NULL; +PFNGLUNIFORM2I64VNVPROC glad_glUniform2i64vNV = NULL; +PFNGLUNIFORM2IARBPROC glad_glUniform2iARB = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2IVARBPROC glad_glUniform2ivARB = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UI64ARBPROC glad_glUniform2ui64ARB = NULL; +PFNGLUNIFORM2UI64NVPROC glad_glUniform2ui64NV = NULL; +PFNGLUNIFORM2UI64VARBPROC glad_glUniform2ui64vARB = NULL; +PFNGLUNIFORM2UI64VNVPROC glad_glUniform2ui64vNV = NULL; +PFNGLUNIFORM2UIEXTPROC glad_glUniform2uiEXT = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM2UIVEXTPROC glad_glUniform2uivEXT = NULL; +PFNGLUNIFORM3DPROC glad_glUniform3d = NULL; +PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FARBPROC glad_glUniform3fARB = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3FVARBPROC glad_glUniform3fvARB = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3I64ARBPROC glad_glUniform3i64ARB = NULL; +PFNGLUNIFORM3I64NVPROC glad_glUniform3i64NV = NULL; +PFNGLUNIFORM3I64VARBPROC glad_glUniform3i64vARB = NULL; +PFNGLUNIFORM3I64VNVPROC glad_glUniform3i64vNV = NULL; +PFNGLUNIFORM3IARBPROC glad_glUniform3iARB = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3IVARBPROC glad_glUniform3ivARB = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UI64ARBPROC glad_glUniform3ui64ARB = NULL; +PFNGLUNIFORM3UI64NVPROC glad_glUniform3ui64NV = NULL; +PFNGLUNIFORM3UI64VARBPROC glad_glUniform3ui64vARB = NULL; +PFNGLUNIFORM3UI64VNVPROC glad_glUniform3ui64vNV = NULL; +PFNGLUNIFORM3UIEXTPROC glad_glUniform3uiEXT = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM3UIVEXTPROC glad_glUniform3uivEXT = NULL; +PFNGLUNIFORM4DPROC glad_glUniform4d = NULL; +PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FARBPROC glad_glUniform4fARB = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4FVARBPROC glad_glUniform4fvARB = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4I64ARBPROC glad_glUniform4i64ARB = NULL; +PFNGLUNIFORM4I64NVPROC glad_glUniform4i64NV = NULL; +PFNGLUNIFORM4I64VARBPROC glad_glUniform4i64vARB = NULL; +PFNGLUNIFORM4I64VNVPROC glad_glUniform4i64vNV = NULL; +PFNGLUNIFORM4IARBPROC glad_glUniform4iARB = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4IVARBPROC glad_glUniform4ivARB = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UI64ARBPROC glad_glUniform4ui64ARB = NULL; +PFNGLUNIFORM4UI64NVPROC glad_glUniform4ui64NV = NULL; +PFNGLUNIFORM4UI64VARBPROC glad_glUniform4ui64vARB = NULL; +PFNGLUNIFORM4UI64VNVPROC glad_glUniform4ui64vNV = NULL; +PFNGLUNIFORM4UIEXTPROC glad_glUniform4uiEXT = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORM4UIVEXTPROC glad_glUniform4uivEXT = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMBUFFEREXTPROC glad_glUniformBufferEXT = NULL; +PFNGLUNIFORMHANDLEUI64ARBPROC glad_glUniformHandleui64ARB = NULL; +PFNGLUNIFORMHANDLEUI64NVPROC glad_glUniformHandleui64NV = NULL; +PFNGLUNIFORMHANDLEUI64VARBPROC glad_glUniformHandleui64vARB = NULL; +PFNGLUNIFORMHANDLEUI64VNVPROC glad_glUniformHandleui64vNV = NULL; +PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2FVARBPROC glad_glUniformMatrix2fvARB = NULL; +PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3FVARBPROC glad_glUniformMatrix3fvARB = NULL; +PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4FVARBPROC glad_glUniformMatrix4fvARB = NULL; +PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL; +PFNGLUNIFORMUI64NVPROC glad_glUniformui64NV = NULL; +PFNGLUNIFORMUI64VNVPROC glad_glUniformui64vNV = NULL; +PFNGLUNLOCKARRAYSEXTPROC glad_glUnlockArraysEXT = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUNMAPBUFFERARBPROC glad_glUnmapBufferARB = NULL; +PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer = NULL; +PFNGLUNMAPNAMEDBUFFEREXTPROC glad_glUnmapNamedBufferEXT = NULL; +PFNGLUNMAPOBJECTBUFFERATIPROC glad_glUnmapObjectBufferATI = NULL; +PFNGLUNMAPTEXTURE2DINTELPROC glad_glUnmapTexture2DINTEL = NULL; +PFNGLUPDATEOBJECTBUFFERATIPROC glad_glUpdateObjectBufferATI = NULL; +PFNGLUPLOADGPUMASKNVXPROC glad_glUploadGpuMaskNVX = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLUSEPROGRAMOBJECTARBPROC glad_glUseProgramObjectARB = NULL; +PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL; +PFNGLUSESHADERPROGRAMEXTPROC glad_glUseShaderProgramEXT = NULL; +PFNGLVDPAUFININVPROC glad_glVDPAUFiniNV = NULL; +PFNGLVDPAUGETSURFACEIVNVPROC glad_glVDPAUGetSurfaceivNV = NULL; +PFNGLVDPAUINITNVPROC glad_glVDPAUInitNV = NULL; +PFNGLVDPAUISSURFACENVPROC glad_glVDPAUIsSurfaceNV = NULL; +PFNGLVDPAUMAPSURFACESNVPROC glad_glVDPAUMapSurfacesNV = NULL; +PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC glad_glVDPAURegisterOutputSurfaceNV = NULL; +PFNGLVDPAUREGISTERVIDEOSURFACENVPROC glad_glVDPAURegisterVideoSurfaceNV = NULL; +PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV = NULL; +PFNGLVDPAUSURFACEACCESSNVPROC glad_glVDPAUSurfaceAccessNV = NULL; +PFNGLVDPAUUNMAPSURFACESNVPROC glad_glVDPAUUnmapSurfacesNV = NULL; +PFNGLVDPAUUNREGISTERSURFACENVPROC glad_glVDPAUUnregisterSurfaceNV = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVALIDATEPROGRAMARBPROC glad_glValidateProgramARB = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL; +PFNGLVARIANTARRAYOBJECTATIPROC glad_glVariantArrayObjectATI = NULL; +PFNGLVARIANTPOINTEREXTPROC glad_glVariantPointerEXT = NULL; +PFNGLVARIANTBVEXTPROC glad_glVariantbvEXT = NULL; +PFNGLVARIANTDVEXTPROC glad_glVariantdvEXT = NULL; +PFNGLVARIANTFVEXTPROC glad_glVariantfvEXT = NULL; +PFNGLVARIANTIVEXTPROC glad_glVariantivEXT = NULL; +PFNGLVARIANTSVEXTPROC glad_glVariantsvEXT = NULL; +PFNGLVARIANTUBVEXTPROC glad_glVariantubvEXT = NULL; +PFNGLVARIANTUIVEXTPROC glad_glVariantuivEXT = NULL; +PFNGLVARIANTUSVEXTPROC glad_glVariantusvEXT = NULL; +PFNGLVERTEX2BOESPROC glad_glVertex2bOES = NULL; +PFNGLVERTEX2BVOESPROC glad_glVertex2bvOES = NULL; +PFNGLVERTEX2DPROC glad_glVertex2d = NULL; +PFNGLVERTEX2DVPROC glad_glVertex2dv = NULL; +PFNGLVERTEX2FPROC glad_glVertex2f = NULL; +PFNGLVERTEX2FVPROC glad_glVertex2fv = NULL; +PFNGLVERTEX2HNVPROC glad_glVertex2hNV = NULL; +PFNGLVERTEX2HVNVPROC glad_glVertex2hvNV = NULL; +PFNGLVERTEX2IPROC glad_glVertex2i = NULL; +PFNGLVERTEX2IVPROC glad_glVertex2iv = NULL; +PFNGLVERTEX2SPROC glad_glVertex2s = NULL; +PFNGLVERTEX2SVPROC glad_glVertex2sv = NULL; +PFNGLVERTEX2XOESPROC glad_glVertex2xOES = NULL; +PFNGLVERTEX2XVOESPROC glad_glVertex2xvOES = NULL; +PFNGLVERTEX3BOESPROC glad_glVertex3bOES = NULL; +PFNGLVERTEX3BVOESPROC glad_glVertex3bvOES = NULL; +PFNGLVERTEX3DPROC glad_glVertex3d = NULL; +PFNGLVERTEX3DVPROC glad_glVertex3dv = NULL; +PFNGLVERTEX3FPROC glad_glVertex3f = NULL; +PFNGLVERTEX3FVPROC glad_glVertex3fv = NULL; +PFNGLVERTEX3HNVPROC glad_glVertex3hNV = NULL; +PFNGLVERTEX3HVNVPROC glad_glVertex3hvNV = NULL; +PFNGLVERTEX3IPROC glad_glVertex3i = NULL; +PFNGLVERTEX3IVPROC glad_glVertex3iv = NULL; +PFNGLVERTEX3SPROC glad_glVertex3s = NULL; +PFNGLVERTEX3SVPROC glad_glVertex3sv = NULL; +PFNGLVERTEX3XOESPROC glad_glVertex3xOES = NULL; +PFNGLVERTEX3XVOESPROC glad_glVertex3xvOES = NULL; +PFNGLVERTEX4BOESPROC glad_glVertex4bOES = NULL; +PFNGLVERTEX4BVOESPROC glad_glVertex4bvOES = NULL; +PFNGLVERTEX4DPROC glad_glVertex4d = NULL; +PFNGLVERTEX4DVPROC glad_glVertex4dv = NULL; +PFNGLVERTEX4FPROC glad_glVertex4f = NULL; +PFNGLVERTEX4FVPROC glad_glVertex4fv = NULL; +PFNGLVERTEX4HNVPROC glad_glVertex4hNV = NULL; +PFNGLVERTEX4HVNVPROC glad_glVertex4hvNV = NULL; +PFNGLVERTEX4IPROC glad_glVertex4i = NULL; +PFNGLVERTEX4IVPROC glad_glVertex4iv = NULL; +PFNGLVERTEX4SPROC glad_glVertex4s = NULL; +PFNGLVERTEX4SVPROC glad_glVertex4sv = NULL; +PFNGLVERTEX4XOESPROC glad_glVertex4xOES = NULL; +PFNGLVERTEX4XVOESPROC glad_glVertex4xvOES = NULL; +PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding = NULL; +PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat = NULL; +PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat = NULL; +PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat = NULL; +PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC glad_glVertexArrayBindVertexBufferEXT = NULL; +PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor = NULL; +PFNGLVERTEXARRAYCOLOROFFSETEXTPROC glad_glVertexArrayColorOffsetEXT = NULL; +PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC glad_glVertexArrayEdgeFlagOffsetEXT = NULL; +PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer = NULL; +PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC glad_glVertexArrayFogCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYINDEXOFFSETEXTPROC glad_glVertexArrayIndexOffsetEXT = NULL; +PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC glad_glVertexArrayMultiTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYNORMALOFFSETEXTPROC glad_glVertexArrayNormalOffsetEXT = NULL; +PFNGLVERTEXARRAYPARAMETERIAPPLEPROC glad_glVertexArrayParameteriAPPLE = NULL; +PFNGLVERTEXARRAYRANGEAPPLEPROC glad_glVertexArrayRangeAPPLE = NULL; +PFNGLVERTEXARRAYRANGENVPROC glad_glVertexArrayRangeNV = NULL; +PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC glad_glVertexArraySecondaryColorOffsetEXT = NULL; +PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC glad_glVertexArrayTexCoordOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC glad_glVertexArrayVertexAttribBindingEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC glad_glVertexArrayVertexAttribDivisorEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC glad_glVertexArrayVertexAttribFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC glad_glVertexArrayVertexAttribIFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC glad_glVertexArrayVertexAttribIOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC glad_glVertexArrayVertexAttribLFormatEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC glad_glVertexArrayVertexAttribLOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC glad_glVertexArrayVertexAttribOffsetEXT = NULL; +PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC glad_glVertexArrayVertexBindingDivisorEXT = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers = NULL; +PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC glad_glVertexArrayVertexOffsetEXT = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DARBPROC glad_glVertexAttrib1dARB = NULL; +PFNGLVERTEXATTRIB1DNVPROC glad_glVertexAttrib1dNV = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1DVARBPROC glad_glVertexAttrib1dvARB = NULL; +PFNGLVERTEXATTRIB1DVNVPROC glad_glVertexAttrib1dvNV = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FARBPROC glad_glVertexAttrib1fARB = NULL; +PFNGLVERTEXATTRIB1FNVPROC glad_glVertexAttrib1fNV = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1FVARBPROC glad_glVertexAttrib1fvARB = NULL; +PFNGLVERTEXATTRIB1FVNVPROC glad_glVertexAttrib1fvNV = NULL; +PFNGLVERTEXATTRIB1HNVPROC glad_glVertexAttrib1hNV = NULL; +PFNGLVERTEXATTRIB1HVNVPROC glad_glVertexAttrib1hvNV = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SARBPROC glad_glVertexAttrib1sARB = NULL; +PFNGLVERTEXATTRIB1SNVPROC glad_glVertexAttrib1sNV = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB1SVARBPROC glad_glVertexAttrib1svARB = NULL; +PFNGLVERTEXATTRIB1SVNVPROC glad_glVertexAttrib1svNV = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DARBPROC glad_glVertexAttrib2dARB = NULL; +PFNGLVERTEXATTRIB2DNVPROC glad_glVertexAttrib2dNV = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2DVARBPROC glad_glVertexAttrib2dvARB = NULL; +PFNGLVERTEXATTRIB2DVNVPROC glad_glVertexAttrib2dvNV = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FARBPROC glad_glVertexAttrib2fARB = NULL; +PFNGLVERTEXATTRIB2FNVPROC glad_glVertexAttrib2fNV = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2FVARBPROC glad_glVertexAttrib2fvARB = NULL; +PFNGLVERTEXATTRIB2FVNVPROC glad_glVertexAttrib2fvNV = NULL; +PFNGLVERTEXATTRIB2HNVPROC glad_glVertexAttrib2hNV = NULL; +PFNGLVERTEXATTRIB2HVNVPROC glad_glVertexAttrib2hvNV = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SARBPROC glad_glVertexAttrib2sARB = NULL; +PFNGLVERTEXATTRIB2SNVPROC glad_glVertexAttrib2sNV = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB2SVARBPROC glad_glVertexAttrib2svARB = NULL; +PFNGLVERTEXATTRIB2SVNVPROC glad_glVertexAttrib2svNV = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DARBPROC glad_glVertexAttrib3dARB = NULL; +PFNGLVERTEXATTRIB3DNVPROC glad_glVertexAttrib3dNV = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3DVARBPROC glad_glVertexAttrib3dvARB = NULL; +PFNGLVERTEXATTRIB3DVNVPROC glad_glVertexAttrib3dvNV = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FARBPROC glad_glVertexAttrib3fARB = NULL; +PFNGLVERTEXATTRIB3FNVPROC glad_glVertexAttrib3fNV = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3FVARBPROC glad_glVertexAttrib3fvARB = NULL; +PFNGLVERTEXATTRIB3FVNVPROC glad_glVertexAttrib3fvNV = NULL; +PFNGLVERTEXATTRIB3HNVPROC glad_glVertexAttrib3hNV = NULL; +PFNGLVERTEXATTRIB3HVNVPROC glad_glVertexAttrib3hvNV = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SARBPROC glad_glVertexAttrib3sARB = NULL; +PFNGLVERTEXATTRIB3SNVPROC glad_glVertexAttrib3sNV = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB3SVARBPROC glad_glVertexAttrib3svARB = NULL; +PFNGLVERTEXATTRIB3SVNVPROC glad_glVertexAttrib3svNV = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NBVARBPROC glad_glVertexAttrib4NbvARB = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NIVARBPROC glad_glVertexAttrib4NivARB = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NSVARBPROC glad_glVertexAttrib4NsvARB = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBARBPROC glad_glVertexAttrib4NubARB = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUBVARBPROC glad_glVertexAttrib4NubvARB = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUIVARBPROC glad_glVertexAttrib4NuivARB = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4NUSVARBPROC glad_glVertexAttrib4NusvARB = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4BVARBPROC glad_glVertexAttrib4bvARB = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DARBPROC glad_glVertexAttrib4dARB = NULL; +PFNGLVERTEXATTRIB4DNVPROC glad_glVertexAttrib4dNV = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4DVARBPROC glad_glVertexAttrib4dvARB = NULL; +PFNGLVERTEXATTRIB4DVNVPROC glad_glVertexAttrib4dvNV = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FARBPROC glad_glVertexAttrib4fARB = NULL; +PFNGLVERTEXATTRIB4FNVPROC glad_glVertexAttrib4fNV = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4FVARBPROC glad_glVertexAttrib4fvARB = NULL; +PFNGLVERTEXATTRIB4FVNVPROC glad_glVertexAttrib4fvNV = NULL; +PFNGLVERTEXATTRIB4HNVPROC glad_glVertexAttrib4hNV = NULL; +PFNGLVERTEXATTRIB4HVNVPROC glad_glVertexAttrib4hvNV = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4IVARBPROC glad_glVertexAttrib4ivARB = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SARBPROC glad_glVertexAttrib4sARB = NULL; +PFNGLVERTEXATTRIB4SNVPROC glad_glVertexAttrib4sNV = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4SVARBPROC glad_glVertexAttrib4svARB = NULL; +PFNGLVERTEXATTRIB4SVNVPROC glad_glVertexAttrib4svNV = NULL; +PFNGLVERTEXATTRIB4UBNVPROC glad_glVertexAttrib4ubNV = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UBVARBPROC glad_glVertexAttrib4ubvARB = NULL; +PFNGLVERTEXATTRIB4UBVNVPROC glad_glVertexAttrib4ubvNV = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4UIVARBPROC glad_glVertexAttrib4uivARB = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIB4USVARBPROC glad_glVertexAttrib4usvARB = NULL; +PFNGLVERTEXATTRIBARRAYOBJECTATIPROC glad_glVertexAttribArrayObjectATI = NULL; +PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL; +PFNGLVERTEXATTRIBDIVISORARBPROC glad_glVertexAttribDivisorARB = NULL; +PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL; +PFNGLVERTEXATTRIBFORMATNVPROC glad_glVertexAttribFormatNV = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IEXTPROC glad_glVertexAttribI1iEXT = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1IVEXTPROC glad_glVertexAttribI1ivEXT = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIEXTPROC glad_glVertexAttribI1uiEXT = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI1UIVEXTPROC glad_glVertexAttribI1uivEXT = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IEXTPROC glad_glVertexAttribI2iEXT = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2IVEXTPROC glad_glVertexAttribI2ivEXT = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIEXTPROC glad_glVertexAttribI2uiEXT = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI2UIVEXTPROC glad_glVertexAttribI2uivEXT = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IEXTPROC glad_glVertexAttribI3iEXT = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3IVEXTPROC glad_glVertexAttribI3ivEXT = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIEXTPROC glad_glVertexAttribI3uiEXT = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI3UIVEXTPROC glad_glVertexAttribI3uivEXT = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4BVEXTPROC glad_glVertexAttribI4bvEXT = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IEXTPROC glad_glVertexAttribI4iEXT = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4IVEXTPROC glad_glVertexAttribI4ivEXT = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4SVEXTPROC glad_glVertexAttribI4svEXT = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UBVEXTPROC glad_glVertexAttribI4ubvEXT = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIEXTPROC glad_glVertexAttribI4uiEXT = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4UIVEXTPROC glad_glVertexAttribI4uivEXT = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBI4USVEXTPROC glad_glVertexAttribI4usvEXT = NULL; +PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL; +PFNGLVERTEXATTRIBIFORMATNVPROC glad_glVertexAttribIFormatNV = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBIPOINTEREXTPROC glad_glVertexAttribIPointerEXT = NULL; +PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL; +PFNGLVERTEXATTRIBL1DEXTPROC glad_glVertexAttribL1dEXT = NULL; +PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL; +PFNGLVERTEXATTRIBL1DVEXTPROC glad_glVertexAttribL1dvEXT = NULL; +PFNGLVERTEXATTRIBL1I64NVPROC glad_glVertexAttribL1i64NV = NULL; +PFNGLVERTEXATTRIBL1I64VNVPROC glad_glVertexAttribL1i64vNV = NULL; +PFNGLVERTEXATTRIBL1UI64ARBPROC glad_glVertexAttribL1ui64ARB = NULL; +PFNGLVERTEXATTRIBL1UI64NVPROC glad_glVertexAttribL1ui64NV = NULL; +PFNGLVERTEXATTRIBL1UI64VARBPROC glad_glVertexAttribL1ui64vARB = NULL; +PFNGLVERTEXATTRIBL1UI64VNVPROC glad_glVertexAttribL1ui64vNV = NULL; +PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL; +PFNGLVERTEXATTRIBL2DEXTPROC glad_glVertexAttribL2dEXT = NULL; +PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL; +PFNGLVERTEXATTRIBL2DVEXTPROC glad_glVertexAttribL2dvEXT = NULL; +PFNGLVERTEXATTRIBL2I64NVPROC glad_glVertexAttribL2i64NV = NULL; +PFNGLVERTEXATTRIBL2I64VNVPROC glad_glVertexAttribL2i64vNV = NULL; +PFNGLVERTEXATTRIBL2UI64NVPROC glad_glVertexAttribL2ui64NV = NULL; +PFNGLVERTEXATTRIBL2UI64VNVPROC glad_glVertexAttribL2ui64vNV = NULL; +PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL; +PFNGLVERTEXATTRIBL3DEXTPROC glad_glVertexAttribL3dEXT = NULL; +PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL; +PFNGLVERTEXATTRIBL3DVEXTPROC glad_glVertexAttribL3dvEXT = NULL; +PFNGLVERTEXATTRIBL3I64NVPROC glad_glVertexAttribL3i64NV = NULL; +PFNGLVERTEXATTRIBL3I64VNVPROC glad_glVertexAttribL3i64vNV = NULL; +PFNGLVERTEXATTRIBL3UI64NVPROC glad_glVertexAttribL3ui64NV = NULL; +PFNGLVERTEXATTRIBL3UI64VNVPROC glad_glVertexAttribL3ui64vNV = NULL; +PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL; +PFNGLVERTEXATTRIBL4DEXTPROC glad_glVertexAttribL4dEXT = NULL; +PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL; +PFNGLVERTEXATTRIBL4DVEXTPROC glad_glVertexAttribL4dvEXT = NULL; +PFNGLVERTEXATTRIBL4I64NVPROC glad_glVertexAttribL4i64NV = NULL; +PFNGLVERTEXATTRIBL4I64VNVPROC glad_glVertexAttribL4i64vNV = NULL; +PFNGLVERTEXATTRIBL4UI64NVPROC glad_glVertexAttribL4ui64NV = NULL; +PFNGLVERTEXATTRIBL4UI64VNVPROC glad_glVertexAttribL4ui64vNV = NULL; +PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL; +PFNGLVERTEXATTRIBLFORMATNVPROC glad_glVertexAttribLFormatNV = NULL; +PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL; +PFNGLVERTEXATTRIBLPOINTEREXTPROC glad_glVertexAttribLPointerEXT = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPARAMETERIAMDPROC glad_glVertexAttribParameteriAMD = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXATTRIBPOINTERARBPROC glad_glVertexAttribPointerARB = NULL; +PFNGLVERTEXATTRIBPOINTERNVPROC glad_glVertexAttribPointerNV = NULL; +PFNGLVERTEXATTRIBS1DVNVPROC glad_glVertexAttribs1dvNV = NULL; +PFNGLVERTEXATTRIBS1FVNVPROC glad_glVertexAttribs1fvNV = NULL; +PFNGLVERTEXATTRIBS1HVNVPROC glad_glVertexAttribs1hvNV = NULL; +PFNGLVERTEXATTRIBS1SVNVPROC glad_glVertexAttribs1svNV = NULL; +PFNGLVERTEXATTRIBS2DVNVPROC glad_glVertexAttribs2dvNV = NULL; +PFNGLVERTEXATTRIBS2FVNVPROC glad_glVertexAttribs2fvNV = NULL; +PFNGLVERTEXATTRIBS2HVNVPROC glad_glVertexAttribs2hvNV = NULL; +PFNGLVERTEXATTRIBS2SVNVPROC glad_glVertexAttribs2svNV = NULL; +PFNGLVERTEXATTRIBS3DVNVPROC glad_glVertexAttribs3dvNV = NULL; +PFNGLVERTEXATTRIBS3FVNVPROC glad_glVertexAttribs3fvNV = NULL; +PFNGLVERTEXATTRIBS3HVNVPROC glad_glVertexAttribs3hvNV = NULL; +PFNGLVERTEXATTRIBS3SVNVPROC glad_glVertexAttribs3svNV = NULL; +PFNGLVERTEXATTRIBS4DVNVPROC glad_glVertexAttribs4dvNV = NULL; +PFNGLVERTEXATTRIBS4FVNVPROC glad_glVertexAttribs4fvNV = NULL; +PFNGLVERTEXATTRIBS4HVNVPROC glad_glVertexAttribs4hvNV = NULL; +PFNGLVERTEXATTRIBS4SVNVPROC glad_glVertexAttribs4svNV = NULL; +PFNGLVERTEXATTRIBS4UBVNVPROC glad_glVertexAttribs4ubvNV = NULL; +PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL; +PFNGLVERTEXBLENDARBPROC glad_glVertexBlendARB = NULL; +PFNGLVERTEXBLENDENVFATIPROC glad_glVertexBlendEnvfATI = NULL; +PFNGLVERTEXBLENDENVIATIPROC glad_glVertexBlendEnviATI = NULL; +PFNGLVERTEXFORMATNVPROC glad_glVertexFormatNV = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVERTEXPOINTERPROC glad_glVertexPointer = NULL; +PFNGLVERTEXPOINTEREXTPROC glad_glVertexPointerEXT = NULL; +PFNGLVERTEXPOINTERLISTIBMPROC glad_glVertexPointerListIBM = NULL; +PFNGLVERTEXPOINTERVINTELPROC glad_glVertexPointervINTEL = NULL; +PFNGLVERTEXSTREAM1DATIPROC glad_glVertexStream1dATI = NULL; +PFNGLVERTEXSTREAM1DVATIPROC glad_glVertexStream1dvATI = NULL; +PFNGLVERTEXSTREAM1FATIPROC glad_glVertexStream1fATI = NULL; +PFNGLVERTEXSTREAM1FVATIPROC glad_glVertexStream1fvATI = NULL; +PFNGLVERTEXSTREAM1IATIPROC glad_glVertexStream1iATI = NULL; +PFNGLVERTEXSTREAM1IVATIPROC glad_glVertexStream1ivATI = NULL; +PFNGLVERTEXSTREAM1SATIPROC glad_glVertexStream1sATI = NULL; +PFNGLVERTEXSTREAM1SVATIPROC glad_glVertexStream1svATI = NULL; +PFNGLVERTEXSTREAM2DATIPROC glad_glVertexStream2dATI = NULL; +PFNGLVERTEXSTREAM2DVATIPROC glad_glVertexStream2dvATI = NULL; +PFNGLVERTEXSTREAM2FATIPROC glad_glVertexStream2fATI = NULL; +PFNGLVERTEXSTREAM2FVATIPROC glad_glVertexStream2fvATI = NULL; +PFNGLVERTEXSTREAM2IATIPROC glad_glVertexStream2iATI = NULL; +PFNGLVERTEXSTREAM2IVATIPROC glad_glVertexStream2ivATI = NULL; +PFNGLVERTEXSTREAM2SATIPROC glad_glVertexStream2sATI = NULL; +PFNGLVERTEXSTREAM2SVATIPROC glad_glVertexStream2svATI = NULL; +PFNGLVERTEXSTREAM3DATIPROC glad_glVertexStream3dATI = NULL; +PFNGLVERTEXSTREAM3DVATIPROC glad_glVertexStream3dvATI = NULL; +PFNGLVERTEXSTREAM3FATIPROC glad_glVertexStream3fATI = NULL; +PFNGLVERTEXSTREAM3FVATIPROC glad_glVertexStream3fvATI = NULL; +PFNGLVERTEXSTREAM3IATIPROC glad_glVertexStream3iATI = NULL; +PFNGLVERTEXSTREAM3IVATIPROC glad_glVertexStream3ivATI = NULL; +PFNGLVERTEXSTREAM3SATIPROC glad_glVertexStream3sATI = NULL; +PFNGLVERTEXSTREAM3SVATIPROC glad_glVertexStream3svATI = NULL; +PFNGLVERTEXSTREAM4DATIPROC glad_glVertexStream4dATI = NULL; +PFNGLVERTEXSTREAM4DVATIPROC glad_glVertexStream4dvATI = NULL; +PFNGLVERTEXSTREAM4FATIPROC glad_glVertexStream4fATI = NULL; +PFNGLVERTEXSTREAM4FVATIPROC glad_glVertexStream4fvATI = NULL; +PFNGLVERTEXSTREAM4IATIPROC glad_glVertexStream4iATI = NULL; +PFNGLVERTEXSTREAM4IVATIPROC glad_glVertexStream4ivATI = NULL; +PFNGLVERTEXSTREAM4SATIPROC glad_glVertexStream4sATI = NULL; +PFNGLVERTEXSTREAM4SVATIPROC glad_glVertexStream4svATI = NULL; +PFNGLVERTEXWEIGHTPOINTEREXTPROC glad_glVertexWeightPointerEXT = NULL; +PFNGLVERTEXWEIGHTFEXTPROC glad_glVertexWeightfEXT = NULL; +PFNGLVERTEXWEIGHTFVEXTPROC glad_glVertexWeightfvEXT = NULL; +PFNGLVERTEXWEIGHTHNVPROC glad_glVertexWeighthNV = NULL; +PFNGLVERTEXWEIGHTHVNVPROC glad_glVertexWeighthvNV = NULL; +PFNGLVIDEOCAPTURENVPROC glad_glVideoCaptureNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC glad_glVideoCaptureStreamParameterdvNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC glad_glVideoCaptureStreamParameterfvNV = NULL; +PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC glad_glVideoCaptureStreamParameterivNV = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL; +PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL; +PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL; +PFNGLVIEWPORTPOSITIONWSCALENVPROC glad_glViewportPositionWScaleNV = NULL; +PFNGLVIEWPORTSWIZZLENVPROC glad_glViewportSwizzleNV = NULL; +PFNGLWAITSEMAPHOREEXTPROC glad_glWaitSemaphoreEXT = NULL; +PFNGLWAITSEMAPHOREUI64NVXPROC glad_glWaitSemaphoreui64NVX = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +PFNGLWAITVKSEMAPHORENVPROC glad_glWaitVkSemaphoreNV = NULL; +PFNGLWEIGHTPATHSNVPROC glad_glWeightPathsNV = NULL; +PFNGLWEIGHTPOINTERARBPROC glad_glWeightPointerARB = NULL; +PFNGLWEIGHTBVARBPROC glad_glWeightbvARB = NULL; +PFNGLWEIGHTDVARBPROC glad_glWeightdvARB = NULL; +PFNGLWEIGHTFVARBPROC glad_glWeightfvARB = NULL; +PFNGLWEIGHTIVARBPROC glad_glWeightivARB = NULL; +PFNGLWEIGHTSVARBPROC glad_glWeightsvARB = NULL; +PFNGLWEIGHTUBVARBPROC glad_glWeightubvARB = NULL; +PFNGLWEIGHTUIVARBPROC glad_glWeightuivARB = NULL; +PFNGLWEIGHTUSVARBPROC glad_glWeightusvARB = NULL; +PFNGLWINDOWPOS2DPROC glad_glWindowPos2d = NULL; +PFNGLWINDOWPOS2DARBPROC glad_glWindowPos2dARB = NULL; +PFNGLWINDOWPOS2DMESAPROC glad_glWindowPos2dMESA = NULL; +PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv = NULL; +PFNGLWINDOWPOS2DVARBPROC glad_glWindowPos2dvARB = NULL; +PFNGLWINDOWPOS2DVMESAPROC glad_glWindowPos2dvMESA = NULL; +PFNGLWINDOWPOS2FPROC glad_glWindowPos2f = NULL; +PFNGLWINDOWPOS2FARBPROC glad_glWindowPos2fARB = NULL; +PFNGLWINDOWPOS2FMESAPROC glad_glWindowPos2fMESA = NULL; +PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv = NULL; +PFNGLWINDOWPOS2FVARBPROC glad_glWindowPos2fvARB = NULL; +PFNGLWINDOWPOS2FVMESAPROC glad_glWindowPos2fvMESA = NULL; +PFNGLWINDOWPOS2IPROC glad_glWindowPos2i = NULL; +PFNGLWINDOWPOS2IARBPROC glad_glWindowPos2iARB = NULL; +PFNGLWINDOWPOS2IMESAPROC glad_glWindowPos2iMESA = NULL; +PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv = NULL; +PFNGLWINDOWPOS2IVARBPROC glad_glWindowPos2ivARB = NULL; +PFNGLWINDOWPOS2IVMESAPROC glad_glWindowPos2ivMESA = NULL; +PFNGLWINDOWPOS2SPROC glad_glWindowPos2s = NULL; +PFNGLWINDOWPOS2SARBPROC glad_glWindowPos2sARB = NULL; +PFNGLWINDOWPOS2SMESAPROC glad_glWindowPos2sMESA = NULL; +PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv = NULL; +PFNGLWINDOWPOS2SVARBPROC glad_glWindowPos2svARB = NULL; +PFNGLWINDOWPOS2SVMESAPROC glad_glWindowPos2svMESA = NULL; +PFNGLWINDOWPOS3DPROC glad_glWindowPos3d = NULL; +PFNGLWINDOWPOS3DARBPROC glad_glWindowPos3dARB = NULL; +PFNGLWINDOWPOS3DMESAPROC glad_glWindowPos3dMESA = NULL; +PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv = NULL; +PFNGLWINDOWPOS3DVARBPROC glad_glWindowPos3dvARB = NULL; +PFNGLWINDOWPOS3DVMESAPROC glad_glWindowPos3dvMESA = NULL; +PFNGLWINDOWPOS3FPROC glad_glWindowPos3f = NULL; +PFNGLWINDOWPOS3FARBPROC glad_glWindowPos3fARB = NULL; +PFNGLWINDOWPOS3FMESAPROC glad_glWindowPos3fMESA = NULL; +PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv = NULL; +PFNGLWINDOWPOS3FVARBPROC glad_glWindowPos3fvARB = NULL; +PFNGLWINDOWPOS3FVMESAPROC glad_glWindowPos3fvMESA = NULL; +PFNGLWINDOWPOS3IPROC glad_glWindowPos3i = NULL; +PFNGLWINDOWPOS3IARBPROC glad_glWindowPos3iARB = NULL; +PFNGLWINDOWPOS3IMESAPROC glad_glWindowPos3iMESA = NULL; +PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv = NULL; +PFNGLWINDOWPOS3IVARBPROC glad_glWindowPos3ivARB = NULL; +PFNGLWINDOWPOS3IVMESAPROC glad_glWindowPos3ivMESA = NULL; +PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL; +PFNGLWINDOWPOS3SARBPROC glad_glWindowPos3sARB = NULL; +PFNGLWINDOWPOS3SMESAPROC glad_glWindowPos3sMESA = NULL; +PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL; +PFNGLWINDOWPOS3SVARBPROC glad_glWindowPos3svARB = NULL; +PFNGLWINDOWPOS3SVMESAPROC glad_glWindowPos3svMESA = NULL; +PFNGLWINDOWPOS4DMESAPROC glad_glWindowPos4dMESA = NULL; +PFNGLWINDOWPOS4DVMESAPROC glad_glWindowPos4dvMESA = NULL; +PFNGLWINDOWPOS4FMESAPROC glad_glWindowPos4fMESA = NULL; +PFNGLWINDOWPOS4FVMESAPROC glad_glWindowPos4fvMESA = NULL; +PFNGLWINDOWPOS4IMESAPROC glad_glWindowPos4iMESA = NULL; +PFNGLWINDOWPOS4IVMESAPROC glad_glWindowPos4ivMESA = NULL; +PFNGLWINDOWPOS4SMESAPROC glad_glWindowPos4sMESA = NULL; +PFNGLWINDOWPOS4SVMESAPROC glad_glWindowPos4svMESA = NULL; +PFNGLWINDOWRECTANGLESEXTPROC glad_glWindowRectanglesEXT = NULL; +PFNGLWRITEMASKEXTPROC glad_glWriteMaskEXT = NULL; + + +static void glad_gl_load_GL_VERSION_1_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glAccum = (PFNGLACCUMPROC) load(userptr, "glAccum"); + glad_glAlphaFunc = (PFNGLALPHAFUNCPROC) load(userptr, "glAlphaFunc"); + glad_glBegin = (PFNGLBEGINPROC) load(userptr, "glBegin"); + glad_glBitmap = (PFNGLBITMAPPROC) load(userptr, "glBitmap"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); + glad_glCallList = (PFNGLCALLLISTPROC) load(userptr, "glCallList"); + glad_glCallLists = (PFNGLCALLLISTSPROC) load(userptr, "glCallLists"); + glad_glClear = (PFNGLCLEARPROC) load(userptr, "glClear"); + glad_glClearAccum = (PFNGLCLEARACCUMPROC) load(userptr, "glClearAccum"); + glad_glClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC) load(userptr, "glClearDepth"); + glad_glClearIndex = (PFNGLCLEARINDEXPROC) load(userptr, "glClearIndex"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); + glad_glClipPlane = (PFNGLCLIPPLANEPROC) load(userptr, "glClipPlane"); + glad_glColor3b = (PFNGLCOLOR3BPROC) load(userptr, "glColor3b"); + glad_glColor3bv = (PFNGLCOLOR3BVPROC) load(userptr, "glColor3bv"); + glad_glColor3d = (PFNGLCOLOR3DPROC) load(userptr, "glColor3d"); + glad_glColor3dv = (PFNGLCOLOR3DVPROC) load(userptr, "glColor3dv"); + glad_glColor3f = (PFNGLCOLOR3FPROC) load(userptr, "glColor3f"); + glad_glColor3fv = (PFNGLCOLOR3FVPROC) load(userptr, "glColor3fv"); + glad_glColor3i = (PFNGLCOLOR3IPROC) load(userptr, "glColor3i"); + glad_glColor3iv = (PFNGLCOLOR3IVPROC) load(userptr, "glColor3iv"); + glad_glColor3s = (PFNGLCOLOR3SPROC) load(userptr, "glColor3s"); + glad_glColor3sv = (PFNGLCOLOR3SVPROC) load(userptr, "glColor3sv"); + glad_glColor3ub = (PFNGLCOLOR3UBPROC) load(userptr, "glColor3ub"); + glad_glColor3ubv = (PFNGLCOLOR3UBVPROC) load(userptr, "glColor3ubv"); + glad_glColor3ui = (PFNGLCOLOR3UIPROC) load(userptr, "glColor3ui"); + glad_glColor3uiv = (PFNGLCOLOR3UIVPROC) load(userptr, "glColor3uiv"); + glad_glColor3us = (PFNGLCOLOR3USPROC) load(userptr, "glColor3us"); + glad_glColor3usv = (PFNGLCOLOR3USVPROC) load(userptr, "glColor3usv"); + glad_glColor4b = (PFNGLCOLOR4BPROC) load(userptr, "glColor4b"); + glad_glColor4bv = (PFNGLCOLOR4BVPROC) load(userptr, "glColor4bv"); + glad_glColor4d = (PFNGLCOLOR4DPROC) load(userptr, "glColor4d"); + glad_glColor4dv = (PFNGLCOLOR4DVPROC) load(userptr, "glColor4dv"); + glad_glColor4f = (PFNGLCOLOR4FPROC) load(userptr, "glColor4f"); + glad_glColor4fv = (PFNGLCOLOR4FVPROC) load(userptr, "glColor4fv"); + glad_glColor4i = (PFNGLCOLOR4IPROC) load(userptr, "glColor4i"); + glad_glColor4iv = (PFNGLCOLOR4IVPROC) load(userptr, "glColor4iv"); + glad_glColor4s = (PFNGLCOLOR4SPROC) load(userptr, "glColor4s"); + glad_glColor4sv = (PFNGLCOLOR4SVPROC) load(userptr, "glColor4sv"); + glad_glColor4ub = (PFNGLCOLOR4UBPROC) load(userptr, "glColor4ub"); + glad_glColor4ubv = (PFNGLCOLOR4UBVPROC) load(userptr, "glColor4ubv"); + glad_glColor4ui = (PFNGLCOLOR4UIPROC) load(userptr, "glColor4ui"); + glad_glColor4uiv = (PFNGLCOLOR4UIVPROC) load(userptr, "glColor4uiv"); + glad_glColor4us = (PFNGLCOLOR4USPROC) load(userptr, "glColor4us"); + glad_glColor4usv = (PFNGLCOLOR4USVPROC) load(userptr, "glColor4usv"); + glad_glColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); + glad_glColorMaterial = (PFNGLCOLORMATERIALPROC) load(userptr, "glColorMaterial"); + glad_glCopyPixels = (PFNGLCOPYPIXELSPROC) load(userptr, "glCopyPixels"); + glad_glCullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); + glad_glDeleteLists = (PFNGLDELETELISTSPROC) load(userptr, "glDeleteLists"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC) load(userptr, "glDepthRange"); + glad_glDisable = (PFNGLDISABLEPROC) load(userptr, "glDisable"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC) load(userptr, "glDrawBuffer"); + glad_glDrawPixels = (PFNGLDRAWPIXELSPROC) load(userptr, "glDrawPixels"); + glad_glEdgeFlag = (PFNGLEDGEFLAGPROC) load(userptr, "glEdgeFlag"); + glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC) load(userptr, "glEdgeFlagv"); + glad_glEnable = (PFNGLENABLEPROC) load(userptr, "glEnable"); + glad_glEnd = (PFNGLENDPROC) load(userptr, "glEnd"); + glad_glEndList = (PFNGLENDLISTPROC) load(userptr, "glEndList"); + glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC) load(userptr, "glEvalCoord1d"); + glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC) load(userptr, "glEvalCoord1dv"); + glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC) load(userptr, "glEvalCoord1f"); + glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC) load(userptr, "glEvalCoord1fv"); + glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC) load(userptr, "glEvalCoord2d"); + glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC) load(userptr, "glEvalCoord2dv"); + glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC) load(userptr, "glEvalCoord2f"); + glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC) load(userptr, "glEvalCoord2fv"); + glad_glEvalMesh1 = (PFNGLEVALMESH1PROC) load(userptr, "glEvalMesh1"); + glad_glEvalMesh2 = (PFNGLEVALMESH2PROC) load(userptr, "glEvalMesh2"); + glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC) load(userptr, "glEvalPoint1"); + glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC) load(userptr, "glEvalPoint2"); + glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC) load(userptr, "glFeedbackBuffer"); + glad_glFinish = (PFNGLFINISHPROC) load(userptr, "glFinish"); + glad_glFlush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); + glad_glFogf = (PFNGLFOGFPROC) load(userptr, "glFogf"); + glad_glFogfv = (PFNGLFOGFVPROC) load(userptr, "glFogfv"); + glad_glFogi = (PFNGLFOGIPROC) load(userptr, "glFogi"); + glad_glFogiv = (PFNGLFOGIVPROC) load(userptr, "glFogiv"); + glad_glFrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); + glad_glFrustum = (PFNGLFRUSTUMPROC) load(userptr, "glFrustum"); + glad_glGenLists = (PFNGLGENLISTSPROC) load(userptr, "glGenLists"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); + glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC) load(userptr, "glGetClipPlane"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC) load(userptr, "glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC) load(userptr, "glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv"); + glad_glGetLightfv = (PFNGLGETLIGHTFVPROC) load(userptr, "glGetLightfv"); + glad_glGetLightiv = (PFNGLGETLIGHTIVPROC) load(userptr, "glGetLightiv"); + glad_glGetMapdv = (PFNGLGETMAPDVPROC) load(userptr, "glGetMapdv"); + glad_glGetMapfv = (PFNGLGETMAPFVPROC) load(userptr, "glGetMapfv"); + glad_glGetMapiv = (PFNGLGETMAPIVPROC) load(userptr, "glGetMapiv"); + glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC) load(userptr, "glGetMaterialfv"); + glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC) load(userptr, "glGetMaterialiv"); + glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC) load(userptr, "glGetPixelMapfv"); + glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC) load(userptr, "glGetPixelMapuiv"); + glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC) load(userptr, "glGetPixelMapusv"); + glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC) load(userptr, "glGetPolygonStipple"); + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC) load(userptr, "glGetTexEnvfv"); + glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC) load(userptr, "glGetTexEnviv"); + glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC) load(userptr, "glGetTexGendv"); + glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC) load(userptr, "glGetTexGenfv"); + glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC) load(userptr, "glGetTexGeniv"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC) load(userptr, "glGetTexImage"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) load(userptr, "glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) load(userptr, "glGetTexLevelParameteriv"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv"); + glad_glHint = (PFNGLHINTPROC) load(userptr, "glHint"); + glad_glIndexMask = (PFNGLINDEXMASKPROC) load(userptr, "glIndexMask"); + glad_glIndexd = (PFNGLINDEXDPROC) load(userptr, "glIndexd"); + glad_glIndexdv = (PFNGLINDEXDVPROC) load(userptr, "glIndexdv"); + glad_glIndexf = (PFNGLINDEXFPROC) load(userptr, "glIndexf"); + glad_glIndexfv = (PFNGLINDEXFVPROC) load(userptr, "glIndexfv"); + glad_glIndexi = (PFNGLINDEXIPROC) load(userptr, "glIndexi"); + glad_glIndexiv = (PFNGLINDEXIVPROC) load(userptr, "glIndexiv"); + glad_glIndexs = (PFNGLINDEXSPROC) load(userptr, "glIndexs"); + glad_glIndexsv = (PFNGLINDEXSVPROC) load(userptr, "glIndexsv"); + glad_glInitNames = (PFNGLINITNAMESPROC) load(userptr, "glInitNames"); + glad_glIsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); + glad_glIsList = (PFNGLISLISTPROC) load(userptr, "glIsList"); + glad_glLightModelf = (PFNGLLIGHTMODELFPROC) load(userptr, "glLightModelf"); + glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC) load(userptr, "glLightModelfv"); + glad_glLightModeli = (PFNGLLIGHTMODELIPROC) load(userptr, "glLightModeli"); + glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC) load(userptr, "glLightModeliv"); + glad_glLightf = (PFNGLLIGHTFPROC) load(userptr, "glLightf"); + glad_glLightfv = (PFNGLLIGHTFVPROC) load(userptr, "glLightfv"); + glad_glLighti = (PFNGLLIGHTIPROC) load(userptr, "glLighti"); + glad_glLightiv = (PFNGLLIGHTIVPROC) load(userptr, "glLightiv"); + glad_glLineStipple = (PFNGLLINESTIPPLEPROC) load(userptr, "glLineStipple"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); + glad_glListBase = (PFNGLLISTBASEPROC) load(userptr, "glListBase"); + glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC) load(userptr, "glLoadIdentity"); + glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC) load(userptr, "glLoadMatrixd"); + glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC) load(userptr, "glLoadMatrixf"); + glad_glLoadName = (PFNGLLOADNAMEPROC) load(userptr, "glLoadName"); + glad_glLogicOp = (PFNGLLOGICOPPROC) load(userptr, "glLogicOp"); + glad_glMap1d = (PFNGLMAP1DPROC) load(userptr, "glMap1d"); + glad_glMap1f = (PFNGLMAP1FPROC) load(userptr, "glMap1f"); + glad_glMap2d = (PFNGLMAP2DPROC) load(userptr, "glMap2d"); + glad_glMap2f = (PFNGLMAP2FPROC) load(userptr, "glMap2f"); + glad_glMapGrid1d = (PFNGLMAPGRID1DPROC) load(userptr, "glMapGrid1d"); + glad_glMapGrid1f = (PFNGLMAPGRID1FPROC) load(userptr, "glMapGrid1f"); + glad_glMapGrid2d = (PFNGLMAPGRID2DPROC) load(userptr, "glMapGrid2d"); + glad_glMapGrid2f = (PFNGLMAPGRID2FPROC) load(userptr, "glMapGrid2f"); + glad_glMaterialf = (PFNGLMATERIALFPROC) load(userptr, "glMaterialf"); + glad_glMaterialfv = (PFNGLMATERIALFVPROC) load(userptr, "glMaterialfv"); + glad_glMateriali = (PFNGLMATERIALIPROC) load(userptr, "glMateriali"); + glad_glMaterialiv = (PFNGLMATERIALIVPROC) load(userptr, "glMaterialiv"); + glad_glMatrixMode = (PFNGLMATRIXMODEPROC) load(userptr, "glMatrixMode"); + glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC) load(userptr, "glMultMatrixd"); + glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC) load(userptr, "glMultMatrixf"); + glad_glNewList = (PFNGLNEWLISTPROC) load(userptr, "glNewList"); + glad_glNormal3b = (PFNGLNORMAL3BPROC) load(userptr, "glNormal3b"); + glad_glNormal3bv = (PFNGLNORMAL3BVPROC) load(userptr, "glNormal3bv"); + glad_glNormal3d = (PFNGLNORMAL3DPROC) load(userptr, "glNormal3d"); + glad_glNormal3dv = (PFNGLNORMAL3DVPROC) load(userptr, "glNormal3dv"); + glad_glNormal3f = (PFNGLNORMAL3FPROC) load(userptr, "glNormal3f"); + glad_glNormal3fv = (PFNGLNORMAL3FVPROC) load(userptr, "glNormal3fv"); + glad_glNormal3i = (PFNGLNORMAL3IPROC) load(userptr, "glNormal3i"); + glad_glNormal3iv = (PFNGLNORMAL3IVPROC) load(userptr, "glNormal3iv"); + glad_glNormal3s = (PFNGLNORMAL3SPROC) load(userptr, "glNormal3s"); + glad_glNormal3sv = (PFNGLNORMAL3SVPROC) load(userptr, "glNormal3sv"); + glad_glOrtho = (PFNGLORTHOPROC) load(userptr, "glOrtho"); + glad_glPassThrough = (PFNGLPASSTHROUGHPROC) load(userptr, "glPassThrough"); + glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC) load(userptr, "glPixelMapfv"); + glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC) load(userptr, "glPixelMapuiv"); + glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC) load(userptr, "glPixelMapusv"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC) load(userptr, "glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); + glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC) load(userptr, "glPixelTransferf"); + glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC) load(userptr, "glPixelTransferi"); + glad_glPixelZoom = (PFNGLPIXELZOOMPROC) load(userptr, "glPixelZoom"); + glad_glPointSize = (PFNGLPOINTSIZEPROC) load(userptr, "glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC) load(userptr, "glPolygonMode"); + glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC) load(userptr, "glPolygonStipple"); + glad_glPopAttrib = (PFNGLPOPATTRIBPROC) load(userptr, "glPopAttrib"); + glad_glPopMatrix = (PFNGLPOPMATRIXPROC) load(userptr, "glPopMatrix"); + glad_glPopName = (PFNGLPOPNAMEPROC) load(userptr, "glPopName"); + glad_glPushAttrib = (PFNGLPUSHATTRIBPROC) load(userptr, "glPushAttrib"); + glad_glPushMatrix = (PFNGLPUSHMATRIXPROC) load(userptr, "glPushMatrix"); + glad_glPushName = (PFNGLPUSHNAMEPROC) load(userptr, "glPushName"); + glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC) load(userptr, "glRasterPos2d"); + glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC) load(userptr, "glRasterPos2dv"); + glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC) load(userptr, "glRasterPos2f"); + glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC) load(userptr, "glRasterPos2fv"); + glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC) load(userptr, "glRasterPos2i"); + glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC) load(userptr, "glRasterPos2iv"); + glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC) load(userptr, "glRasterPos2s"); + glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC) load(userptr, "glRasterPos2sv"); + glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC) load(userptr, "glRasterPos3d"); + glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC) load(userptr, "glRasterPos3dv"); + glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC) load(userptr, "glRasterPos3f"); + glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC) load(userptr, "glRasterPos3fv"); + glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC) load(userptr, "glRasterPos3i"); + glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC) load(userptr, "glRasterPos3iv"); + glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC) load(userptr, "glRasterPos3s"); + glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC) load(userptr, "glRasterPos3sv"); + glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC) load(userptr, "glRasterPos4d"); + glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC) load(userptr, "glRasterPos4dv"); + glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC) load(userptr, "glRasterPos4f"); + glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC) load(userptr, "glRasterPos4fv"); + glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC) load(userptr, "glRasterPos4i"); + glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC) load(userptr, "glRasterPos4iv"); + glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC) load(userptr, "glRasterPos4s"); + glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC) load(userptr, "glRasterPos4sv"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC) load(userptr, "glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels"); + glad_glRectd = (PFNGLRECTDPROC) load(userptr, "glRectd"); + glad_glRectdv = (PFNGLRECTDVPROC) load(userptr, "glRectdv"); + glad_glRectf = (PFNGLRECTFPROC) load(userptr, "glRectf"); + glad_glRectfv = (PFNGLRECTFVPROC) load(userptr, "glRectfv"); + glad_glRecti = (PFNGLRECTIPROC) load(userptr, "glRecti"); + glad_glRectiv = (PFNGLRECTIVPROC) load(userptr, "glRectiv"); + glad_glRects = (PFNGLRECTSPROC) load(userptr, "glRects"); + glad_glRectsv = (PFNGLRECTSVPROC) load(userptr, "glRectsv"); + glad_glRenderMode = (PFNGLRENDERMODEPROC) load(userptr, "glRenderMode"); + glad_glRotated = (PFNGLROTATEDPROC) load(userptr, "glRotated"); + glad_glRotatef = (PFNGLROTATEFPROC) load(userptr, "glRotatef"); + glad_glScaled = (PFNGLSCALEDPROC) load(userptr, "glScaled"); + glad_glScalef = (PFNGLSCALEFPROC) load(userptr, "glScalef"); + glad_glScissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); + glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC) load(userptr, "glSelectBuffer"); + glad_glShadeModel = (PFNGLSHADEMODELPROC) load(userptr, "glShadeModel"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); + glad_glStencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp"); + glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC) load(userptr, "glTexCoord1d"); + glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC) load(userptr, "glTexCoord1dv"); + glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC) load(userptr, "glTexCoord1f"); + glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC) load(userptr, "glTexCoord1fv"); + glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC) load(userptr, "glTexCoord1i"); + glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC) load(userptr, "glTexCoord1iv"); + glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC) load(userptr, "glTexCoord1s"); + glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC) load(userptr, "glTexCoord1sv"); + glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC) load(userptr, "glTexCoord2d"); + glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC) load(userptr, "glTexCoord2dv"); + glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC) load(userptr, "glTexCoord2f"); + glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC) load(userptr, "glTexCoord2fv"); + glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC) load(userptr, "glTexCoord2i"); + glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC) load(userptr, "glTexCoord2iv"); + glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC) load(userptr, "glTexCoord2s"); + glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC) load(userptr, "glTexCoord2sv"); + glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC) load(userptr, "glTexCoord3d"); + glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC) load(userptr, "glTexCoord3dv"); + glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC) load(userptr, "glTexCoord3f"); + glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC) load(userptr, "glTexCoord3fv"); + glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC) load(userptr, "glTexCoord3i"); + glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC) load(userptr, "glTexCoord3iv"); + glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC) load(userptr, "glTexCoord3s"); + glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC) load(userptr, "glTexCoord3sv"); + glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC) load(userptr, "glTexCoord4d"); + glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC) load(userptr, "glTexCoord4dv"); + glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC) load(userptr, "glTexCoord4f"); + glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC) load(userptr, "glTexCoord4fv"); + glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC) load(userptr, "glTexCoord4i"); + glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC) load(userptr, "glTexCoord4iv"); + glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC) load(userptr, "glTexCoord4s"); + glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC) load(userptr, "glTexCoord4sv"); + glad_glTexEnvf = (PFNGLTEXENVFPROC) load(userptr, "glTexEnvf"); + glad_glTexEnvfv = (PFNGLTEXENVFVPROC) load(userptr, "glTexEnvfv"); + glad_glTexEnvi = (PFNGLTEXENVIPROC) load(userptr, "glTexEnvi"); + glad_glTexEnviv = (PFNGLTEXENVIVPROC) load(userptr, "glTexEnviv"); + glad_glTexGend = (PFNGLTEXGENDPROC) load(userptr, "glTexGend"); + glad_glTexGendv = (PFNGLTEXGENDVPROC) load(userptr, "glTexGendv"); + glad_glTexGenf = (PFNGLTEXGENFPROC) load(userptr, "glTexGenf"); + glad_glTexGenfv = (PFNGLTEXGENFVPROC) load(userptr, "glTexGenfv"); + glad_glTexGeni = (PFNGLTEXGENIPROC) load(userptr, "glTexGeni"); + glad_glTexGeniv = (PFNGLTEXGENIVPROC) load(userptr, "glTexGeniv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC) load(userptr, "glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC) load(userptr, "glTexImage2D"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC) load(userptr, "glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC) load(userptr, "glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC) load(userptr, "glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC) load(userptr, "glTexParameteriv"); + glad_glTranslated = (PFNGLTRANSLATEDPROC) load(userptr, "glTranslated"); + glad_glTranslatef = (PFNGLTRANSLATEFPROC) load(userptr, "glTranslatef"); + glad_glVertex2d = (PFNGLVERTEX2DPROC) load(userptr, "glVertex2d"); + glad_glVertex2dv = (PFNGLVERTEX2DVPROC) load(userptr, "glVertex2dv"); + glad_glVertex2f = (PFNGLVERTEX2FPROC) load(userptr, "glVertex2f"); + glad_glVertex2fv = (PFNGLVERTEX2FVPROC) load(userptr, "glVertex2fv"); + glad_glVertex2i = (PFNGLVERTEX2IPROC) load(userptr, "glVertex2i"); + glad_glVertex2iv = (PFNGLVERTEX2IVPROC) load(userptr, "glVertex2iv"); + glad_glVertex2s = (PFNGLVERTEX2SPROC) load(userptr, "glVertex2s"); + glad_glVertex2sv = (PFNGLVERTEX2SVPROC) load(userptr, "glVertex2sv"); + glad_glVertex3d = (PFNGLVERTEX3DPROC) load(userptr, "glVertex3d"); + glad_glVertex3dv = (PFNGLVERTEX3DVPROC) load(userptr, "glVertex3dv"); + glad_glVertex3f = (PFNGLVERTEX3FPROC) load(userptr, "glVertex3f"); + glad_glVertex3fv = (PFNGLVERTEX3FVPROC) load(userptr, "glVertex3fv"); + glad_glVertex3i = (PFNGLVERTEX3IPROC) load(userptr, "glVertex3i"); + glad_glVertex3iv = (PFNGLVERTEX3IVPROC) load(userptr, "glVertex3iv"); + glad_glVertex3s = (PFNGLVERTEX3SPROC) load(userptr, "glVertex3s"); + glad_glVertex3sv = (PFNGLVERTEX3SVPROC) load(userptr, "glVertex3sv"); + glad_glVertex4d = (PFNGLVERTEX4DPROC) load(userptr, "glVertex4d"); + glad_glVertex4dv = (PFNGLVERTEX4DVPROC) load(userptr, "glVertex4dv"); + glad_glVertex4f = (PFNGLVERTEX4FPROC) load(userptr, "glVertex4f"); + glad_glVertex4fv = (PFNGLVERTEX4FVPROC) load(userptr, "glVertex4fv"); + glad_glVertex4i = (PFNGLVERTEX4IPROC) load(userptr, "glVertex4i"); + glad_glVertex4iv = (PFNGLVERTEX4IVPROC) load(userptr, "glVertex4iv"); + glad_glVertex4s = (PFNGLVERTEX4SPROC) load(userptr, "glVertex4s"); + glad_glVertex4sv = (PFNGLVERTEX4SVPROC) load(userptr, "glVertex4sv"); + glad_glViewport = (PFNGLVIEWPORTPROC) load(userptr, "glViewport"); +} +static void glad_gl_load_GL_VERSION_1_1( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC) load(userptr, "glAreTexturesResident"); + glad_glArrayElement = (PFNGLARRAYELEMENTPROC) load(userptr, "glArrayElement"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture"); + glad_glColorPointer = (PFNGLCOLORPOINTERPROC) load(userptr, "glColorPointer"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) load(userptr, "glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) load(userptr, "glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures"); + glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC) load(userptr, "glDisableClientState"); + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); + glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC) load(userptr, "glEdgeFlagPointer"); + glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC) load(userptr, "glEnableClientState"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv"); + glad_glIndexPointer = (PFNGLINDEXPOINTERPROC) load(userptr, "glIndexPointer"); + glad_glIndexub = (PFNGLINDEXUBPROC) load(userptr, "glIndexub"); + glad_glIndexubv = (PFNGLINDEXUBVPROC) load(userptr, "glIndexubv"); + glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC) load(userptr, "glInterleavedArrays"); + glad_glIsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture"); + glad_glNormalPointer = (PFNGLNORMALPOINTERPROC) load(userptr, "glNormalPointer"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset"); + glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC) load(userptr, "glPopClientAttrib"); + glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC) load(userptr, "glPrioritizeTextures"); + glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC) load(userptr, "glPushClientAttrib"); + glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC) load(userptr, "glTexCoordPointer"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) load(userptr, "glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D"); + glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC) load(userptr, "glVertexPointer"); +} +static void glad_gl_load_GL_VERSION_1_2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) load(userptr, "glCopyTexSubImage3D"); + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) load(userptr, "glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC) load(userptr, "glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) load(userptr, "glTexSubImage3D"); +} +static void glad_gl_load_GL_VERSION_1_3( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC) load(userptr, "glActiveTexture"); + glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC) load(userptr, "glClientActiveTexture"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) load(userptr, "glCompressedTexImage1D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) load(userptr, "glCompressedTexImage2D"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) load(userptr, "glCompressedTexImage3D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) load(userptr, "glCompressedTexSubImage1D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) load(userptr, "glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) load(userptr, "glCompressedTexSubImage3D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) load(userptr, "glGetCompressedTexImage"); + glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC) load(userptr, "glLoadTransposeMatrixd"); + glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC) load(userptr, "glLoadTransposeMatrixf"); + glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC) load(userptr, "glMultTransposeMatrixd"); + glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC) load(userptr, "glMultTransposeMatrixf"); + glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC) load(userptr, "glMultiTexCoord1d"); + glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC) load(userptr, "glMultiTexCoord1dv"); + glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC) load(userptr, "glMultiTexCoord1f"); + glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC) load(userptr, "glMultiTexCoord1fv"); + glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC) load(userptr, "glMultiTexCoord1i"); + glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC) load(userptr, "glMultiTexCoord1iv"); + glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC) load(userptr, "glMultiTexCoord1s"); + glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC) load(userptr, "glMultiTexCoord1sv"); + glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC) load(userptr, "glMultiTexCoord2d"); + glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC) load(userptr, "glMultiTexCoord2dv"); + glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) load(userptr, "glMultiTexCoord2f"); + glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) load(userptr, "glMultiTexCoord2fv"); + glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC) load(userptr, "glMultiTexCoord2i"); + glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC) load(userptr, "glMultiTexCoord2iv"); + glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC) load(userptr, "glMultiTexCoord2s"); + glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC) load(userptr, "glMultiTexCoord2sv"); + glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC) load(userptr, "glMultiTexCoord3d"); + glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC) load(userptr, "glMultiTexCoord3dv"); + glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC) load(userptr, "glMultiTexCoord3f"); + glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC) load(userptr, "glMultiTexCoord3fv"); + glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC) load(userptr, "glMultiTexCoord3i"); + glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC) load(userptr, "glMultiTexCoord3iv"); + glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC) load(userptr, "glMultiTexCoord3s"); + glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC) load(userptr, "glMultiTexCoord3sv"); + glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC) load(userptr, "glMultiTexCoord4d"); + glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC) load(userptr, "glMultiTexCoord4dv"); + glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC) load(userptr, "glMultiTexCoord4f"); + glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC) load(userptr, "glMultiTexCoord4fv"); + glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC) load(userptr, "glMultiTexCoord4i"); + glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC) load(userptr, "glMultiTexCoord4iv"); + glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC) load(userptr, "glMultiTexCoord4s"); + glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC) load(userptr, "glMultiTexCoord4sv"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) load(userptr, "glSampleCoverage"); +} +static void glad_gl_load_GL_VERSION_1_4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation"); + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) load(userptr, "glBlendFuncSeparate"); + glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC) load(userptr, "glFogCoordPointer"); + glad_glFogCoordd = (PFNGLFOGCOORDDPROC) load(userptr, "glFogCoordd"); + glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC) load(userptr, "glFogCoorddv"); + glad_glFogCoordf = (PFNGLFOGCOORDFPROC) load(userptr, "glFogCoordf"); + glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC) load(userptr, "glFogCoordfv"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) load(userptr, "glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) load(userptr, "glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC) load(userptr, "glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC) load(userptr, "glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC) load(userptr, "glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC) load(userptr, "glPointParameteriv"); + glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC) load(userptr, "glSecondaryColor3b"); + glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC) load(userptr, "glSecondaryColor3bv"); + glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC) load(userptr, "glSecondaryColor3d"); + glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC) load(userptr, "glSecondaryColor3dv"); + glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC) load(userptr, "glSecondaryColor3f"); + glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC) load(userptr, "glSecondaryColor3fv"); + glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC) load(userptr, "glSecondaryColor3i"); + glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC) load(userptr, "glSecondaryColor3iv"); + glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC) load(userptr, "glSecondaryColor3s"); + glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC) load(userptr, "glSecondaryColor3sv"); + glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC) load(userptr, "glSecondaryColor3ub"); + glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC) load(userptr, "glSecondaryColor3ubv"); + glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC) load(userptr, "glSecondaryColor3ui"); + glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC) load(userptr, "glSecondaryColor3uiv"); + glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC) load(userptr, "glSecondaryColor3us"); + glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC) load(userptr, "glSecondaryColor3usv"); + glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC) load(userptr, "glSecondaryColorPointer"); + glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC) load(userptr, "glWindowPos2d"); + glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC) load(userptr, "glWindowPos2dv"); + glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC) load(userptr, "glWindowPos2f"); + glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC) load(userptr, "glWindowPos2fv"); + glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC) load(userptr, "glWindowPos2i"); + glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC) load(userptr, "glWindowPos2iv"); + glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC) load(userptr, "glWindowPos2s"); + glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC) load(userptr, "glWindowPos2sv"); + glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC) load(userptr, "glWindowPos3d"); + glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC) load(userptr, "glWindowPos3dv"); + glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC) load(userptr, "glWindowPos3f"); + glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC) load(userptr, "glWindowPos3fv"); + glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC) load(userptr, "glWindowPos3i"); + glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC) load(userptr, "glWindowPos3iv"); + glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC) load(userptr, "glWindowPos3s"); + glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC) load(userptr, "glWindowPos3sv"); +} +static void glad_gl_load_GL_VERSION_1_5( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glBeginQuery = (PFNGLBEGINQUERYPROC) load(userptr, "glBeginQuery"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC) load(userptr, "glBindBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC) load(userptr, "glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC) load(userptr, "glBufferSubData"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) load(userptr, "glDeleteBuffers"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC) load(userptr, "glDeleteQueries"); + glad_glEndQuery = (PFNGLENDQUERYPROC) load(userptr, "glEndQuery"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC) load(userptr, "glGenBuffers"); + glad_glGenQueries = (PFNGLGENQUERIESPROC) load(userptr, "glGenQueries"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) load(userptr, "glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) load(userptr, "glGetBufferPointerv"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) load(userptr, "glGetBufferSubData"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) load(userptr, "glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) load(userptr, "glGetQueryObjectuiv"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC) load(userptr, "glGetQueryiv"); + glad_glIsBuffer = (PFNGLISBUFFERPROC) load(userptr, "glIsBuffer"); + glad_glIsQuery = (PFNGLISQUERYPROC) load(userptr, "glIsQuery"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC) load(userptr, "glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) load(userptr, "glUnmapBuffer"); +} +static void glad_gl_load_GL_VERSION_2_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_2_0) return; 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+ glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) load(userptr, "glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) load(userptr, "glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) load(userptr, "glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) load(userptr, "glGetAttribLocation"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) load(userptr, "glGetProgramInfoLog"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC) load(userptr, "glGetProgramiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) load(userptr, "glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC) load(userptr, "glGetShaderSource"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC) load(userptr, "glGetShaderiv"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) load(userptr, "glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC) load(userptr, "glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC) load(userptr, "glGetUniformiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) load(userptr, "glGetVertexAttribPointerv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) load(userptr, "glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) load(userptr, "glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) load(userptr, "glGetVertexAttribiv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC) load(userptr, "glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC) load(userptr, "glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC) load(userptr, "glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC) load(userptr, "glShaderSource"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) load(userptr, "glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) load(userptr, "glStencilMaskSeparate"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) load(userptr, "glStencilOpSeparate"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC) load(userptr, "glUniform1f"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC) load(userptr, "glUniform1fv"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC) load(userptr, "glUniform1i"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC) load(userptr, "glUniform1iv"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC) load(userptr, "glUniform2f"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC) load(userptr, "glUniform2fv"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC) load(userptr, "glUniform2i"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC) load(userptr, "glUniform2iv"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC) load(userptr, "glUniform3f"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC) load(userptr, "glUniform3fv"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC) load(userptr, "glUniform3i"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC) load(userptr, "glUniform3iv"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC) load(userptr, "glUniform4f"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC) load(userptr, "glUniform4fv"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC) load(userptr, "glUniform4i"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC) load(userptr, "glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) load(userptr, "glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) load(userptr, "glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) load(userptr, "glUniformMatrix4fv"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC) load(userptr, "glUseProgram"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) load(userptr, "glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) load(userptr, "glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) load(userptr, "glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) load(userptr, "glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) load(userptr, "glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) load(userptr, "glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) load(userptr, "glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) load(userptr, "glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) load(userptr, "glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) load(userptr, "glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) load(userptr, "glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) load(userptr, "glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) load(userptr, "glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) load(userptr, "glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) load(userptr, "glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) load(userptr, "glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) load(userptr, "glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) load(userptr, "glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) load(userptr, "glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) load(userptr, "glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) load(userptr, "glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) load(userptr, "glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) load(userptr, "glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) load(userptr, "glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) load(userptr, "glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) load(userptr, "glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) load(userptr, "glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) load(userptr, "glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) load(userptr, "glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) load(userptr, "glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) load(userptr, "glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) load(userptr, "glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) load(userptr, "glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) load(userptr, "glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) load(userptr, "glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) load(userptr, "glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) load(userptr, "glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) load(userptr, "glVertexAttribPointer"); +} +static void glad_gl_load_GL_VERSION_2_1( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) load(userptr, "glUniformMatrix2x3fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) load(userptr, "glUniformMatrix2x4fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) load(userptr, "glUniformMatrix3x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) load(userptr, "glUniformMatrix3x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) load(userptr, "glUniformMatrix4x2fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) load(userptr, "glUniformMatrix4x3fv"); +} +static void glad_gl_load_GL_VERSION_3_0( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) load(userptr, "glBeginConditionalRender"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) load(userptr, "glBeginTransformFeedback"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) load(userptr, "glBindFragDataLocation"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) load(userptr, "glBindVertexArray"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) load(userptr, "glBlitFramebuffer"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC) load(userptr, "glClampColor"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC) load(userptr, "glClearBufferfi"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC) load(userptr, "glClearBufferfv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC) load(userptr, "glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) load(userptr, "glClearBufferuiv"); + glad_glColorMaski = (PFNGLCOLORMASKIPROC) load(userptr, "glColorMaski"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) load(userptr, "glDeleteVertexArrays"); + glad_glDisablei = (PFNGLDISABLEIPROC) load(userptr, "glDisablei"); + glad_glEnablei = (PFNGLENABLEIPROC) load(userptr, "glEnablei"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) load(userptr, "glEndConditionalRender"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) load(userptr, "glEndTransformFeedback"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) load(userptr, "glFlushMappedBufferRange"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) load(userptr, "glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) load(userptr, "glFramebufferTexture3D"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glFramebufferTextureLayer"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) load(userptr, "glGenVertexArrays"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC) load(userptr, "glGetBooleani_v"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) load(userptr, "glGetFragDataLocation"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC) load(userptr, "glGetStringi"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) load(userptr, "glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) load(userptr, "glGetTexParameterIuiv"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) load(userptr, "glGetTransformFeedbackVarying"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC) load(userptr, "glGetUniformuiv"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) load(userptr, "glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) load(userptr, "glGetVertexAttribIuiv"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC) load(userptr, "glIsEnabledi"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC) load(userptr, "glIsVertexArray"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) load(userptr, "glMapBufferRange"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glRenderbufferStorageMultisample"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) load(userptr, "glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) load(userptr, "glTexParameterIuiv"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) load(userptr, "glTransformFeedbackVaryings"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC) load(userptr, "glUniform1ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC) load(userptr, "glUniform1uiv"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC) load(userptr, "glUniform2ui"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC) load(userptr, "glUniform2uiv"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC) load(userptr, "glUniform3ui"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC) load(userptr, "glUniform3uiv"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC) load(userptr, "glUniform4ui"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC) load(userptr, "glUniform4uiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) load(userptr, "glVertexAttribI1i"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) load(userptr, "glVertexAttribI1iv"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) load(userptr, "glVertexAttribI1ui"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) load(userptr, "glVertexAttribI1uiv"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) load(userptr, "glVertexAttribI2i"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) load(userptr, "glVertexAttribI2iv"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) load(userptr, "glVertexAttribI2ui"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) load(userptr, "glVertexAttribI2uiv"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) load(userptr, "glVertexAttribI3i"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) load(userptr, "glVertexAttribI3iv"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) load(userptr, "glVertexAttribI3ui"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) load(userptr, "glVertexAttribI3uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) load(userptr, "glVertexAttribI4bv"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) load(userptr, "glVertexAttribI4i"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) load(userptr, "glVertexAttribI4iv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) load(userptr, "glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) load(userptr, "glVertexAttribI4ubv"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) load(userptr, "glVertexAttribI4ui"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) load(userptr, "glVertexAttribI4uiv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) load(userptr, "glVertexAttribI4usv"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) load(userptr, "glVertexAttribIPointer"); +} +static void glad_gl_load_GL_VERSION_3_1( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) load(userptr, "glCopyBufferSubData"); + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) load(userptr, "glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) load(userptr, "glDrawElementsInstanced"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) load(userptr, "glGetActiveUniformBlockName"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) load(userptr, "glGetActiveUniformBlockiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) load(userptr, "glGetActiveUniformName"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) load(userptr, "glGetActiveUniformsiv"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) load(userptr, "glGetUniformBlockIndex"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) load(userptr, "glGetUniformIndices"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) load(userptr, "glPrimitiveRestartIndex"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC) load(userptr, "glTexBuffer"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) load(userptr, "glUniformBlockBinding"); +} +static void glad_gl_load_GL_3DFX_tbuffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_3DFX_tbuffer) return; + glad_glTbufferMask3DFX = (PFNGLTBUFFERMASK3DFXPROC) load(userptr, "glTbufferMask3DFX"); +} +static void glad_gl_load_GL_AMD_debug_output( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_debug_output) return; + glad_glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC) load(userptr, "glDebugMessageCallbackAMD"); + glad_glDebugMessageEnableAMD = (PFNGLDEBUGMESSAGEENABLEAMDPROC) load(userptr, "glDebugMessageEnableAMD"); + glad_glDebugMessageInsertAMD = (PFNGLDEBUGMESSAGEINSERTAMDPROC) load(userptr, "glDebugMessageInsertAMD"); + glad_glGetDebugMessageLogAMD = (PFNGLGETDEBUGMESSAGELOGAMDPROC) load(userptr, "glGetDebugMessageLogAMD"); +} +static void glad_gl_load_GL_AMD_draw_buffers_blend( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_draw_buffers_blend) return; + glad_glBlendEquationIndexedAMD = (PFNGLBLENDEQUATIONINDEXEDAMDPROC) load(userptr, "glBlendEquationIndexedAMD"); + glad_glBlendEquationSeparateIndexedAMD = (PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) load(userptr, "glBlendEquationSeparateIndexedAMD"); + glad_glBlendFuncIndexedAMD = (PFNGLBLENDFUNCINDEXEDAMDPROC) load(userptr, "glBlendFuncIndexedAMD"); + glad_glBlendFuncSeparateIndexedAMD = (PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) load(userptr, "glBlendFuncSeparateIndexedAMD"); +} +static void glad_gl_load_GL_AMD_framebuffer_multisample_advanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_framebuffer_multisample_advanced) return; + glad_glNamedRenderbufferStorageMultisampleAdvancedAMD = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) load(userptr, "glNamedRenderbufferStorageMultisampleAdvancedAMD"); + glad_glRenderbufferStorageMultisampleAdvancedAMD = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) load(userptr, "glRenderbufferStorageMultisampleAdvancedAMD"); +} +static void glad_gl_load_GL_AMD_framebuffer_sample_positions( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_framebuffer_sample_positions) return; + glad_glFramebufferSamplePositionsfvAMD = (PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) load(userptr, "glFramebufferSamplePositionsfvAMD"); + glad_glGetFramebufferParameterfvAMD = (PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) load(userptr, "glGetFramebufferParameterfvAMD"); + glad_glGetNamedFramebufferParameterfvAMD = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) load(userptr, "glGetNamedFramebufferParameterfvAMD"); + glad_glNamedFramebufferSamplePositionsfvAMD = (PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) load(userptr, "glNamedFramebufferSamplePositionsfvAMD"); +} +static void glad_gl_load_GL_AMD_gpu_shader_int64( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_gpu_shader_int64) return; + glad_glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC) load(userptr, "glGetUniformi64vNV"); + glad_glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC) load(userptr, "glGetUniformui64vNV"); + glad_glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC) load(userptr, "glProgramUniform1i64NV"); + glad_glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC) load(userptr, "glProgramUniform1i64vNV"); + glad_glProgramUniform1ui64NV = (PFNGLPROGRAMUNIFORM1UI64NVPROC) load(userptr, "glProgramUniform1ui64NV"); + glad_glProgramUniform1ui64vNV = (PFNGLPROGRAMUNIFORM1UI64VNVPROC) load(userptr, "glProgramUniform1ui64vNV"); + glad_glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC) load(userptr, "glProgramUniform2i64NV"); + glad_glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC) load(userptr, "glProgramUniform2i64vNV"); + glad_glProgramUniform2ui64NV = (PFNGLPROGRAMUNIFORM2UI64NVPROC) load(userptr, "glProgramUniform2ui64NV"); + glad_glProgramUniform2ui64vNV = (PFNGLPROGRAMUNIFORM2UI64VNVPROC) load(userptr, "glProgramUniform2ui64vNV"); + glad_glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC) load(userptr, "glProgramUniform3i64NV"); + glad_glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC) load(userptr, "glProgramUniform3i64vNV"); + glad_glProgramUniform3ui64NV = (PFNGLPROGRAMUNIFORM3UI64NVPROC) load(userptr, "glProgramUniform3ui64NV"); + glad_glProgramUniform3ui64vNV = (PFNGLPROGRAMUNIFORM3UI64VNVPROC) load(userptr, "glProgramUniform3ui64vNV"); + glad_glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC) load(userptr, "glProgramUniform4i64NV"); + glad_glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC) load(userptr, "glProgramUniform4i64vNV"); + glad_glProgramUniform4ui64NV = (PFNGLPROGRAMUNIFORM4UI64NVPROC) load(userptr, "glProgramUniform4ui64NV"); + glad_glProgramUniform4ui64vNV = (PFNGLPROGRAMUNIFORM4UI64VNVPROC) load(userptr, "glProgramUniform4ui64vNV"); + glad_glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC) load(userptr, "glUniform1i64NV"); + glad_glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC) load(userptr, "glUniform1i64vNV"); + glad_glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC) load(userptr, "glUniform1ui64NV"); + glad_glUniform1ui64vNV = (PFNGLUNIFORM1UI64VNVPROC) load(userptr, "glUniform1ui64vNV"); + glad_glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC) load(userptr, "glUniform2i64NV"); + glad_glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC) load(userptr, "glUniform2i64vNV"); + glad_glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC) load(userptr, "glUniform2ui64NV"); + glad_glUniform2ui64vNV = (PFNGLUNIFORM2UI64VNVPROC) load(userptr, "glUniform2ui64vNV"); + glad_glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC) load(userptr, "glUniform3i64NV"); + glad_glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC) load(userptr, "glUniform3i64vNV"); + glad_glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC) load(userptr, "glUniform3ui64NV"); + glad_glUniform3ui64vNV = (PFNGLUNIFORM3UI64VNVPROC) load(userptr, "glUniform3ui64vNV"); + glad_glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC) load(userptr, "glUniform4i64NV"); + glad_glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC) load(userptr, "glUniform4i64vNV"); + glad_glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC) load(userptr, "glUniform4ui64NV"); + glad_glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC) load(userptr, "glUniform4ui64vNV"); +} +static void glad_gl_load_GL_AMD_interleaved_elements( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_interleaved_elements) return; + glad_glVertexAttribParameteriAMD = (PFNGLVERTEXATTRIBPARAMETERIAMDPROC) load(userptr, "glVertexAttribParameteriAMD"); +} +static void glad_gl_load_GL_AMD_multi_draw_indirect( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) load(userptr, "glMultiDrawArraysIndirectAMD"); + glad_glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) load(userptr, "glMultiDrawElementsIndirectAMD"); +} +static void glad_gl_load_GL_AMD_name_gen_delete( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_name_gen_delete) return; + glad_glDeleteNamesAMD = (PFNGLDELETENAMESAMDPROC) load(userptr, "glDeleteNamesAMD"); + glad_glGenNamesAMD = (PFNGLGENNAMESAMDPROC) load(userptr, "glGenNamesAMD"); + glad_glIsNameAMD = (PFNGLISNAMEAMDPROC) load(userptr, "glIsNameAMD"); +} +static void glad_gl_load_GL_AMD_occlusion_query_event( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_occlusion_query_event) return; + glad_glQueryObjectParameteruiAMD = (PFNGLQUERYOBJECTPARAMETERUIAMDPROC) load(userptr, "glQueryObjectParameteruiAMD"); +} +static void glad_gl_load_GL_AMD_performance_monitor( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_performance_monitor) return; + glad_glBeginPerfMonitorAMD = (PFNGLBEGINPERFMONITORAMDPROC) load(userptr, "glBeginPerfMonitorAMD"); + glad_glDeletePerfMonitorsAMD = (PFNGLDELETEPERFMONITORSAMDPROC) load(userptr, "glDeletePerfMonitorsAMD"); + glad_glEndPerfMonitorAMD = (PFNGLENDPERFMONITORAMDPROC) load(userptr, "glEndPerfMonitorAMD"); + glad_glGenPerfMonitorsAMD = (PFNGLGENPERFMONITORSAMDPROC) load(userptr, "glGenPerfMonitorsAMD"); + glad_glGetPerfMonitorCounterDataAMD = (PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) load(userptr, "glGetPerfMonitorCounterDataAMD"); + glad_glGetPerfMonitorCounterInfoAMD = (PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) load(userptr, "glGetPerfMonitorCounterInfoAMD"); + glad_glGetPerfMonitorCounterStringAMD = (PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) load(userptr, "glGetPerfMonitorCounterStringAMD"); + glad_glGetPerfMonitorCountersAMD = (PFNGLGETPERFMONITORCOUNTERSAMDPROC) load(userptr, "glGetPerfMonitorCountersAMD"); + glad_glGetPerfMonitorGroupStringAMD = (PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) load(userptr, "glGetPerfMonitorGroupStringAMD"); + glad_glGetPerfMonitorGroupsAMD = (PFNGLGETPERFMONITORGROUPSAMDPROC) load(userptr, "glGetPerfMonitorGroupsAMD"); + glad_glSelectPerfMonitorCountersAMD = (PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) load(userptr, "glSelectPerfMonitorCountersAMD"); +} +static void glad_gl_load_GL_AMD_sample_positions( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_sample_positions) return; + glad_glSetMultisamplefvAMD = (PFNGLSETMULTISAMPLEFVAMDPROC) load(userptr, "glSetMultisamplefvAMD"); +} +static void glad_gl_load_GL_AMD_sparse_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_sparse_texture) return; + glad_glTexStorageSparseAMD = (PFNGLTEXSTORAGESPARSEAMDPROC) load(userptr, "glTexStorageSparseAMD"); + glad_glTextureStorageSparseAMD = (PFNGLTEXTURESTORAGESPARSEAMDPROC) load(userptr, "glTextureStorageSparseAMD"); +} +static void glad_gl_load_GL_AMD_stencil_operation_extended( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_stencil_operation_extended) return; + glad_glStencilOpValueAMD = (PFNGLSTENCILOPVALUEAMDPROC) load(userptr, "glStencilOpValueAMD"); +} +static void glad_gl_load_GL_AMD_vertex_shader_tessellator( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_AMD_vertex_shader_tessellator) return; + glad_glTessellationFactorAMD = (PFNGLTESSELLATIONFACTORAMDPROC) load(userptr, "glTessellationFactorAMD"); + glad_glTessellationModeAMD = (PFNGLTESSELLATIONMODEAMDPROC) load(userptr, "glTessellationModeAMD"); +} +static void glad_gl_load_GL_APPLE_element_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_element_array) return; + glad_glDrawElementArrayAPPLE = (PFNGLDRAWELEMENTARRAYAPPLEPROC) load(userptr, "glDrawElementArrayAPPLE"); + glad_glDrawRangeElementArrayAPPLE = (PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) load(userptr, "glDrawRangeElementArrayAPPLE"); + glad_glElementPointerAPPLE = (PFNGLELEMENTPOINTERAPPLEPROC) load(userptr, "glElementPointerAPPLE"); + glad_glMultiDrawElementArrayAPPLE = (PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) load(userptr, "glMultiDrawElementArrayAPPLE"); + glad_glMultiDrawRangeElementArrayAPPLE = (PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) load(userptr, "glMultiDrawRangeElementArrayAPPLE"); +} +static void glad_gl_load_GL_APPLE_fence( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_fence) return; + glad_glDeleteFencesAPPLE = (PFNGLDELETEFENCESAPPLEPROC) load(userptr, "glDeleteFencesAPPLE"); + glad_glFinishFenceAPPLE = (PFNGLFINISHFENCEAPPLEPROC) load(userptr, "glFinishFenceAPPLE"); + glad_glFinishObjectAPPLE = (PFNGLFINISHOBJECTAPPLEPROC) load(userptr, "glFinishObjectAPPLE"); + glad_glGenFencesAPPLE = (PFNGLGENFENCESAPPLEPROC) load(userptr, "glGenFencesAPPLE"); + glad_glIsFenceAPPLE = (PFNGLISFENCEAPPLEPROC) load(userptr, "glIsFenceAPPLE"); + glad_glSetFenceAPPLE = (PFNGLSETFENCEAPPLEPROC) load(userptr, "glSetFenceAPPLE"); + glad_glTestFenceAPPLE = (PFNGLTESTFENCEAPPLEPROC) load(userptr, "glTestFenceAPPLE"); + glad_glTestObjectAPPLE = (PFNGLTESTOBJECTAPPLEPROC) load(userptr, "glTestObjectAPPLE"); +} +static void glad_gl_load_GL_APPLE_flush_buffer_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_flush_buffer_range) return; + glad_glBufferParameteriAPPLE = (PFNGLBUFFERPARAMETERIAPPLEPROC) load(userptr, "glBufferParameteriAPPLE"); + glad_glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) load(userptr, "glFlushMappedBufferRangeAPPLE"); +} +static void glad_gl_load_GL_APPLE_object_purgeable( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_object_purgeable) return; + glad_glGetObjectParameterivAPPLE = (PFNGLGETOBJECTPARAMETERIVAPPLEPROC) load(userptr, "glGetObjectParameterivAPPLE"); + glad_glObjectPurgeableAPPLE = (PFNGLOBJECTPURGEABLEAPPLEPROC) load(userptr, "glObjectPurgeableAPPLE"); + glad_glObjectUnpurgeableAPPLE = (PFNGLOBJECTUNPURGEABLEAPPLEPROC) load(userptr, "glObjectUnpurgeableAPPLE"); +} +static void glad_gl_load_GL_APPLE_texture_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_texture_range) return; + glad_glGetTexParameterPointervAPPLE = (PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) load(userptr, "glGetTexParameterPointervAPPLE"); + glad_glTextureRangeAPPLE = (PFNGLTEXTURERANGEAPPLEPROC) load(userptr, "glTextureRangeAPPLE"); +} +static void glad_gl_load_GL_APPLE_vertex_array_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_vertex_array_object) return; + glad_glBindVertexArrayAPPLE = (PFNGLBINDVERTEXARRAYAPPLEPROC) load(userptr, "glBindVertexArrayAPPLE"); + glad_glDeleteVertexArraysAPPLE = (PFNGLDELETEVERTEXARRAYSAPPLEPROC) load(userptr, "glDeleteVertexArraysAPPLE"); + glad_glGenVertexArraysAPPLE = (PFNGLGENVERTEXARRAYSAPPLEPROC) load(userptr, "glGenVertexArraysAPPLE"); + glad_glIsVertexArrayAPPLE = (PFNGLISVERTEXARRAYAPPLEPROC) load(userptr, "glIsVertexArrayAPPLE"); +} +static void glad_gl_load_GL_APPLE_vertex_array_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_vertex_array_range) return; + glad_glFlushVertexArrayRangeAPPLE = (PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) load(userptr, "glFlushVertexArrayRangeAPPLE"); + glad_glVertexArrayParameteriAPPLE = (PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) load(userptr, "glVertexArrayParameteriAPPLE"); + glad_glVertexArrayRangeAPPLE = (PFNGLVERTEXARRAYRANGEAPPLEPROC) load(userptr, "glVertexArrayRangeAPPLE"); +} +static void glad_gl_load_GL_APPLE_vertex_program_evaluators( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_APPLE_vertex_program_evaluators) return; + glad_glDisableVertexAttribAPPLE = (PFNGLDISABLEVERTEXATTRIBAPPLEPROC) load(userptr, "glDisableVertexAttribAPPLE"); + glad_glEnableVertexAttribAPPLE = (PFNGLENABLEVERTEXATTRIBAPPLEPROC) load(userptr, "glEnableVertexAttribAPPLE"); + glad_glIsVertexAttribEnabledAPPLE = (PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) load(userptr, "glIsVertexAttribEnabledAPPLE"); + glad_glMapVertexAttrib1dAPPLE = (PFNGLMAPVERTEXATTRIB1DAPPLEPROC) load(userptr, "glMapVertexAttrib1dAPPLE"); + glad_glMapVertexAttrib1fAPPLE = (PFNGLMAPVERTEXATTRIB1FAPPLEPROC) load(userptr, "glMapVertexAttrib1fAPPLE"); + glad_glMapVertexAttrib2dAPPLE = (PFNGLMAPVERTEXATTRIB2DAPPLEPROC) load(userptr, "glMapVertexAttrib2dAPPLE"); + glad_glMapVertexAttrib2fAPPLE = (PFNGLMAPVERTEXATTRIB2FAPPLEPROC) load(userptr, "glMapVertexAttrib2fAPPLE"); +} +static void glad_gl_load_GL_ARB_ES2_compatibility( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_ES2_compatibility) return; + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC) load(userptr, "glClearDepthf"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC) load(userptr, "glDepthRangef"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) load(userptr, "glGetShaderPrecisionFormat"); + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) load(userptr, "glReleaseShaderCompiler"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC) load(userptr, "glShaderBinary"); +} +static void glad_gl_load_GL_ARB_ES3_1_compatibility( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_ES3_1_compatibility) return; + glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC) load(userptr, "glMemoryBarrierByRegion"); +} +static void glad_gl_load_GL_ARB_ES3_2_compatibility( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_ES3_2_compatibility) return; + glad_glPrimitiveBoundingBoxARB = (PFNGLPRIMITIVEBOUNDINGBOXARBPROC) load(userptr, "glPrimitiveBoundingBoxARB"); +} +static void glad_gl_load_GL_ARB_base_instance( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_base_instance) return; + glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) load(userptr, "glDrawArraysInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) load(userptr, "glDrawElementsInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) load(userptr, "glDrawElementsInstancedBaseVertexBaseInstance"); +} +static void glad_gl_load_GL_ARB_bindless_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_bindless_texture) return; + glad_glGetImageHandleARB = (PFNGLGETIMAGEHANDLEARBPROC) load(userptr, "glGetImageHandleARB"); + glad_glGetTextureHandleARB = (PFNGLGETTEXTUREHANDLEARBPROC) load(userptr, "glGetTextureHandleARB"); + glad_glGetTextureSamplerHandleARB = (PFNGLGETTEXTURESAMPLERHANDLEARBPROC) load(userptr, "glGetTextureSamplerHandleARB"); + glad_glGetVertexAttribLui64vARB = (PFNGLGETVERTEXATTRIBLUI64VARBPROC) load(userptr, "glGetVertexAttribLui64vARB"); + glad_glIsImageHandleResidentARB = (PFNGLISIMAGEHANDLERESIDENTARBPROC) load(userptr, "glIsImageHandleResidentARB"); + glad_glIsTextureHandleResidentARB = (PFNGLISTEXTUREHANDLERESIDENTARBPROC) load(userptr, "glIsTextureHandleResidentARB"); + glad_glMakeImageHandleNonResidentARB = (PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) load(userptr, "glMakeImageHandleNonResidentARB"); + glad_glMakeImageHandleResidentARB = (PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) load(userptr, "glMakeImageHandleResidentARB"); + glad_glMakeTextureHandleNonResidentARB = (PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) load(userptr, "glMakeTextureHandleNonResidentARB"); + glad_glMakeTextureHandleResidentARB = (PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) load(userptr, "glMakeTextureHandleResidentARB"); + glad_glProgramUniformHandleui64ARB = (PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) load(userptr, "glProgramUniformHandleui64ARB"); + glad_glProgramUniformHandleui64vARB = (PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) load(userptr, "glProgramUniformHandleui64vARB"); + glad_glUniformHandleui64ARB = (PFNGLUNIFORMHANDLEUI64ARBPROC) load(userptr, "glUniformHandleui64ARB"); + glad_glUniformHandleui64vARB = (PFNGLUNIFORMHANDLEUI64VARBPROC) load(userptr, "glUniformHandleui64vARB"); + glad_glVertexAttribL1ui64ARB = (PFNGLVERTEXATTRIBL1UI64ARBPROC) load(userptr, "glVertexAttribL1ui64ARB"); + glad_glVertexAttribL1ui64vARB = (PFNGLVERTEXATTRIBL1UI64VARBPROC) load(userptr, "glVertexAttribL1ui64vARB"); +} +static void glad_gl_load_GL_ARB_blend_func_extended( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_blend_func_extended) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) load(userptr, "glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) load(userptr, "glGetFragDataIndex"); +} +static void glad_gl_load_GL_ARB_buffer_storage( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_buffer_storage) return; + glad_glBufferStorage = (PFNGLBUFFERSTORAGEPROC) load(userptr, "glBufferStorage"); +} +static void glad_gl_load_GL_ARB_cl_event( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_cl_event) return; + glad_glCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC) load(userptr, "glCreateSyncFromCLeventARB"); +} +static void glad_gl_load_GL_ARB_clear_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_clear_buffer_object) return; + glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC) load(userptr, "glClearBufferData"); + glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) load(userptr, "glClearBufferSubData"); +} +static void glad_gl_load_GL_ARB_clear_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_clear_texture) return; + glad_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC) load(userptr, "glClearTexImage"); + glad_glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC) load(userptr, "glClearTexSubImage"); +} +static void glad_gl_load_GL_ARB_clip_control( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_clip_control) return; + glad_glClipControl = (PFNGLCLIPCONTROLPROC) load(userptr, "glClipControl"); +} +static void glad_gl_load_GL_ARB_color_buffer_float( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_color_buffer_float) return; + glad_glClampColorARB = (PFNGLCLAMPCOLORARBPROC) load(userptr, "glClampColorARB"); +} +static void glad_gl_load_GL_ARB_compute_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_compute_shader) return; + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) load(userptr, "glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) load(userptr, "glDispatchComputeIndirect"); +} +static void glad_gl_load_GL_ARB_compute_variable_group_size( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_compute_variable_group_size) return; + glad_glDispatchComputeGroupSizeARB = (PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) load(userptr, "glDispatchComputeGroupSizeARB"); +} +static void glad_gl_load_GL_ARB_copy_buffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_copy_buffer) return; + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) load(userptr, "glCopyBufferSubData"); +} +static void glad_gl_load_GL_ARB_copy_image( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_copy_image) return; + glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) load(userptr, "glCopyImageSubData"); +} +static void glad_gl_load_GL_ARB_debug_output( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_debug_output) return; + glad_glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) load(userptr, "glDebugMessageCallbackARB"); + glad_glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) load(userptr, "glDebugMessageControlARB"); + glad_glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) load(userptr, "glDebugMessageInsertARB"); + glad_glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) load(userptr, "glGetDebugMessageLogARB"); +} +static void glad_gl_load_GL_ARB_direct_state_access( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_direct_state_access) return; + glad_glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC) load(userptr, "glBindTextureUnit"); + glad_glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC) load(userptr, "glBlitNamedFramebuffer"); + glad_glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckNamedFramebufferStatus"); + glad_glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC) load(userptr, "glClearNamedBufferData"); + glad_glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC) load(userptr, "glClearNamedBufferSubData"); + glad_glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) load(userptr, "glClearNamedFramebufferfi"); + glad_glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) load(userptr, "glClearNamedFramebufferfv"); + glad_glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) load(userptr, "glClearNamedFramebufferiv"); + glad_glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) load(userptr, "glClearNamedFramebufferuiv"); + glad_glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) load(userptr, "glCompressedTextureSubImage1D"); + glad_glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) load(userptr, "glCompressedTextureSubImage2D"); + glad_glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) load(userptr, "glCompressedTextureSubImage3D"); + glad_glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC) load(userptr, "glCopyNamedBufferSubData"); + glad_glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC) load(userptr, "glCopyTextureSubImage1D"); + glad_glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC) load(userptr, "glCopyTextureSubImage2D"); + glad_glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC) load(userptr, "glCopyTextureSubImage3D"); + glad_glCreateBuffers = (PFNGLCREATEBUFFERSPROC) load(userptr, "glCreateBuffers"); + glad_glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC) load(userptr, "glCreateFramebuffers"); + glad_glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC) load(userptr, "glCreateProgramPipelines"); + glad_glCreateQueries = (PFNGLCREATEQUERIESPROC) load(userptr, "glCreateQueries"); + glad_glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC) load(userptr, "glCreateRenderbuffers"); + glad_glCreateSamplers = (PFNGLCREATESAMPLERSPROC) load(userptr, "glCreateSamplers"); + glad_glCreateTextures = (PFNGLCREATETEXTURESPROC) load(userptr, "glCreateTextures"); + glad_glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC) load(userptr, "glCreateTransformFeedbacks"); + glad_glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC) load(userptr, "glCreateVertexArrays"); + glad_glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC) load(userptr, "glDisableVertexArrayAttrib"); + glad_glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC) load(userptr, "glEnableVertexArrayAttrib"); + glad_glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) load(userptr, "glFlushMappedNamedBufferRange"); + glad_glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC) load(userptr, "glGenerateTextureMipmap"); + glad_glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) load(userptr, "glGetCompressedTextureImage"); + glad_glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) load(userptr, "glGetNamedBufferParameteri64v"); + glad_glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedBufferParameteriv"); + glad_glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC) load(userptr, "glGetNamedBufferPointerv"); + glad_glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC) load(userptr, "glGetNamedBufferSubData"); + glad_glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetNamedFramebufferAttachmentParameteriv"); + glad_glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedFramebufferParameteriv"); + glad_glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedRenderbufferParameteriv"); + glad_glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC) load(userptr, "glGetQueryBufferObjecti64v"); + glad_glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC) load(userptr, "glGetQueryBufferObjectiv"); + glad_glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC) load(userptr, "glGetQueryBufferObjectui64v"); + glad_glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC) load(userptr, "glGetQueryBufferObjectuiv"); + glad_glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC) load(userptr, "glGetTextureImage"); + glad_glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC) load(userptr, "glGetTextureLevelParameterfv"); + glad_glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC) load(userptr, "glGetTextureLevelParameteriv"); + glad_glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC) load(userptr, "glGetTextureParameterIiv"); + glad_glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC) load(userptr, "glGetTextureParameterIuiv"); + glad_glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC) load(userptr, "glGetTextureParameterfv"); + glad_glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC) load(userptr, "glGetTextureParameteriv"); + glad_glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC) load(userptr, "glGetTransformFeedbacki64_v"); + glad_glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC) load(userptr, "glGetTransformFeedbacki_v"); + glad_glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC) load(userptr, "glGetTransformFeedbackiv"); + glad_glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC) load(userptr, "glGetVertexArrayIndexed64iv"); + glad_glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC) load(userptr, "glGetVertexArrayIndexediv"); + glad_glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC) load(userptr, "glGetVertexArrayiv"); + glad_glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) load(userptr, "glInvalidateNamedFramebufferData"); + glad_glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) load(userptr, "glInvalidateNamedFramebufferSubData"); + glad_glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC) load(userptr, "glMapNamedBuffer"); + glad_glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC) load(userptr, "glMapNamedBufferRange"); + glad_glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC) load(userptr, "glNamedBufferData"); + glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC) load(userptr, "glNamedBufferStorage"); + glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC) load(userptr, "glNamedBufferSubData"); + glad_glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) load(userptr, "glNamedFramebufferDrawBuffer"); + glad_glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) load(userptr, "glNamedFramebufferDrawBuffers"); + glad_glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) load(userptr, "glNamedFramebufferParameteri"); + glad_glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) load(userptr, "glNamedFramebufferReadBuffer"); + glad_glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glNamedFramebufferRenderbuffer"); + glad_glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) load(userptr, "glNamedFramebufferTexture"); + glad_glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glNamedFramebufferTextureLayer"); + glad_glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC) load(userptr, "glNamedRenderbufferStorage"); + glad_glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glNamedRenderbufferStorageMultisample"); + glad_glTextureBuffer = (PFNGLTEXTUREBUFFERPROC) load(userptr, "glTextureBuffer"); + glad_glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC) load(userptr, "glTextureBufferRange"); + glad_glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC) load(userptr, "glTextureParameterIiv"); + glad_glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC) load(userptr, "glTextureParameterIuiv"); + glad_glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC) load(userptr, "glTextureParameterf"); + glad_glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC) load(userptr, "glTextureParameterfv"); + glad_glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC) load(userptr, "glTextureParameteri"); + glad_glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC) load(userptr, "glTextureParameteriv"); + glad_glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC) load(userptr, "glTextureStorage1D"); + glad_glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC) load(userptr, "glTextureStorage2D"); + glad_glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) load(userptr, "glTextureStorage2DMultisample"); + glad_glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC) load(userptr, "glTextureStorage3D"); + glad_glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) load(userptr, "glTextureStorage3DMultisample"); + glad_glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC) load(userptr, "glTextureSubImage1D"); + glad_glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC) load(userptr, "glTextureSubImage2D"); + glad_glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC) load(userptr, "glTextureSubImage3D"); + glad_glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) load(userptr, "glTransformFeedbackBufferBase"); + glad_glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) load(userptr, "glTransformFeedbackBufferRange"); + glad_glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC) load(userptr, "glUnmapNamedBuffer"); + glad_glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC) load(userptr, "glVertexArrayAttribBinding"); + glad_glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC) load(userptr, "glVertexArrayAttribFormat"); + glad_glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC) load(userptr, "glVertexArrayAttribIFormat"); + glad_glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC) load(userptr, "glVertexArrayAttribLFormat"); + glad_glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC) load(userptr, "glVertexArrayBindingDivisor"); + glad_glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC) load(userptr, "glVertexArrayElementBuffer"); + glad_glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC) load(userptr, "glVertexArrayVertexBuffer"); + glad_glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC) load(userptr, "glVertexArrayVertexBuffers"); +} +static void glad_gl_load_GL_ARB_draw_buffers( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_draw_buffers) return; + glad_glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC) load(userptr, "glDrawBuffersARB"); +} +static void glad_gl_load_GL_ARB_draw_buffers_blend( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_draw_buffers_blend) return; + glad_glBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC) load(userptr, "glBlendEquationSeparateiARB"); + glad_glBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC) load(userptr, "glBlendEquationiARB"); + glad_glBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC) load(userptr, "glBlendFuncSeparateiARB"); + glad_glBlendFunciARB = (PFNGLBLENDFUNCIARBPROC) load(userptr, "glBlendFunciARB"); +} +static void glad_gl_load_GL_ARB_draw_elements_base_vertex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_draw_elements_base_vertex) return; + glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glDrawElementsBaseVertex"); + glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) load(userptr, "glDrawElementsInstancedBaseVertex"); + glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) load(userptr, "glDrawRangeElementsBaseVertex"); + glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glMultiDrawElementsBaseVertex"); +} +static void glad_gl_load_GL_ARB_draw_indirect( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_draw_indirect) return; + glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) load(userptr, "glDrawArraysIndirect"); + glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) load(userptr, "glDrawElementsIndirect"); +} +static void glad_gl_load_GL_ARB_draw_instanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_draw_instanced) return; + glad_glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC) load(userptr, "glDrawArraysInstancedARB"); + glad_glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC) load(userptr, "glDrawElementsInstancedARB"); +} +static void glad_gl_load_GL_ARB_fragment_program( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_fragment_program) return; + glad_glBindProgramARB = (PFNGLBINDPROGRAMARBPROC) load(userptr, "glBindProgramARB"); + glad_glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC) load(userptr, "glDeleteProgramsARB"); + glad_glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC) load(userptr, "glGenProgramsARB"); + glad_glGetProgramEnvParameterdvARB = (PFNGLGETPROGRAMENVPARAMETERDVARBPROC) load(userptr, "glGetProgramEnvParameterdvARB"); + glad_glGetProgramEnvParameterfvARB = (PFNGLGETPROGRAMENVPARAMETERFVARBPROC) load(userptr, "glGetProgramEnvParameterfvARB"); + glad_glGetProgramLocalParameterdvARB = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) load(userptr, "glGetProgramLocalParameterdvARB"); + glad_glGetProgramLocalParameterfvARB = (PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) load(userptr, "glGetProgramLocalParameterfvARB"); + glad_glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC) load(userptr, "glGetProgramStringARB"); + glad_glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC) load(userptr, "glGetProgramivARB"); + glad_glIsProgramARB = (PFNGLISPROGRAMARBPROC) load(userptr, "glIsProgramARB"); + glad_glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC) load(userptr, "glProgramEnvParameter4dARB"); + glad_glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC) load(userptr, "glProgramEnvParameter4dvARB"); + glad_glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC) load(userptr, "glProgramEnvParameter4fARB"); + glad_glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC) load(userptr, "glProgramEnvParameter4fvARB"); + glad_glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC) load(userptr, "glProgramLocalParameter4dARB"); + glad_glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) load(userptr, "glProgramLocalParameter4dvARB"); + glad_glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC) load(userptr, "glProgramLocalParameter4fARB"); + glad_glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) load(userptr, "glProgramLocalParameter4fvARB"); + glad_glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC) load(userptr, "glProgramStringARB"); +} +static void glad_gl_load_GL_ARB_framebuffer_no_attachments( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_framebuffer_no_attachments) return; + glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) load(userptr, "glFramebufferParameteri"); + glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) load(userptr, "glGetFramebufferParameteriv"); +} +static void glad_gl_load_GL_ARB_framebuffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_framebuffer_object) return; + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) load(userptr, "glBlitFramebuffer"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) load(userptr, "glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) load(userptr, "glFramebufferTexture3D"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glFramebufferTextureLayer"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glRenderbufferStorageMultisample"); +} +static void glad_gl_load_GL_ARB_geometry_shader4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_geometry_shader4) return; + glad_glFramebufferTextureARB = (PFNGLFRAMEBUFFERTEXTUREARBPROC) load(userptr, "glFramebufferTextureARB"); + glad_glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) load(userptr, "glFramebufferTextureFaceARB"); + glad_glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) load(userptr, "glFramebufferTextureLayerARB"); + glad_glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC) load(userptr, "glProgramParameteriARB"); +} +static void glad_gl_load_GL_ARB_get_program_binary( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_get_program_binary) return; + glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) load(userptr, "glGetProgramBinary"); + glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC) load(userptr, "glProgramBinary"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) load(userptr, "glProgramParameteri"); +} +static void glad_gl_load_GL_ARB_get_texture_sub_image( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_get_texture_sub_image) return; + glad_glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) load(userptr, "glGetCompressedTextureSubImage"); + glad_glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC) load(userptr, "glGetTextureSubImage"); +} +static void glad_gl_load_GL_ARB_gl_spirv( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_gl_spirv) return; + glad_glSpecializeShaderARB = (PFNGLSPECIALIZESHADERARBPROC) load(userptr, "glSpecializeShaderARB"); +} +static void glad_gl_load_GL_ARB_gpu_shader_fp64( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_gpu_shader_fp64) return; + glad_glGetUniformdv = (PFNGLGETUNIFORMDVPROC) load(userptr, "glGetUniformdv"); + glad_glUniform1d = (PFNGLUNIFORM1DPROC) load(userptr, "glUniform1d"); + glad_glUniform1dv = (PFNGLUNIFORM1DVPROC) load(userptr, "glUniform1dv"); + glad_glUniform2d = (PFNGLUNIFORM2DPROC) load(userptr, "glUniform2d"); + glad_glUniform2dv = (PFNGLUNIFORM2DVPROC) load(userptr, "glUniform2dv"); + glad_glUniform3d = (PFNGLUNIFORM3DPROC) load(userptr, "glUniform3d"); + glad_glUniform3dv = (PFNGLUNIFORM3DVPROC) load(userptr, "glUniform3dv"); + glad_glUniform4d = (PFNGLUNIFORM4DPROC) load(userptr, "glUniform4d"); + glad_glUniform4dv = (PFNGLUNIFORM4DVPROC) load(userptr, "glUniform4dv"); + glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) load(userptr, "glUniformMatrix2dv"); + glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) load(userptr, "glUniformMatrix2x3dv"); + glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) load(userptr, "glUniformMatrix2x4dv"); + glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) load(userptr, "glUniformMatrix3dv"); + glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) load(userptr, "glUniformMatrix3x2dv"); + glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) load(userptr, "glUniformMatrix3x4dv"); + glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) load(userptr, "glUniformMatrix4dv"); + glad_glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) load(userptr, "glUniformMatrix4x2dv"); + glad_glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) load(userptr, "glUniformMatrix4x3dv"); +} +static void glad_gl_load_GL_ARB_gpu_shader_int64( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_gpu_shader_int64) return; + glad_glGetUniformi64vARB = (PFNGLGETUNIFORMI64VARBPROC) load(userptr, "glGetUniformi64vARB"); + glad_glGetUniformui64vARB = (PFNGLGETUNIFORMUI64VARBPROC) load(userptr, "glGetUniformui64vARB"); + glad_glGetnUniformi64vARB = (PFNGLGETNUNIFORMI64VARBPROC) load(userptr, "glGetnUniformi64vARB"); + glad_glGetnUniformui64vARB = (PFNGLGETNUNIFORMUI64VARBPROC) load(userptr, "glGetnUniformui64vARB"); + glad_glProgramUniform1i64ARB = (PFNGLPROGRAMUNIFORM1I64ARBPROC) load(userptr, "glProgramUniform1i64ARB"); + glad_glProgramUniform1i64vARB = (PFNGLPROGRAMUNIFORM1I64VARBPROC) load(userptr, "glProgramUniform1i64vARB"); + glad_glProgramUniform1ui64ARB = (PFNGLPROGRAMUNIFORM1UI64ARBPROC) load(userptr, "glProgramUniform1ui64ARB"); + glad_glProgramUniform1ui64vARB = (PFNGLPROGRAMUNIFORM1UI64VARBPROC) load(userptr, "glProgramUniform1ui64vARB"); + glad_glProgramUniform2i64ARB = (PFNGLPROGRAMUNIFORM2I64ARBPROC) load(userptr, "glProgramUniform2i64ARB"); + glad_glProgramUniform2i64vARB = (PFNGLPROGRAMUNIFORM2I64VARBPROC) load(userptr, "glProgramUniform2i64vARB"); + glad_glProgramUniform2ui64ARB = (PFNGLPROGRAMUNIFORM2UI64ARBPROC) load(userptr, "glProgramUniform2ui64ARB"); + glad_glProgramUniform2ui64vARB = (PFNGLPROGRAMUNIFORM2UI64VARBPROC) load(userptr, "glProgramUniform2ui64vARB"); + glad_glProgramUniform3i64ARB = (PFNGLPROGRAMUNIFORM3I64ARBPROC) load(userptr, "glProgramUniform3i64ARB"); + glad_glProgramUniform3i64vARB = (PFNGLPROGRAMUNIFORM3I64VARBPROC) load(userptr, "glProgramUniform3i64vARB"); + glad_glProgramUniform3ui64ARB = (PFNGLPROGRAMUNIFORM3UI64ARBPROC) load(userptr, "glProgramUniform3ui64ARB"); + glad_glProgramUniform3ui64vARB = (PFNGLPROGRAMUNIFORM3UI64VARBPROC) load(userptr, "glProgramUniform3ui64vARB"); + glad_glProgramUniform4i64ARB = (PFNGLPROGRAMUNIFORM4I64ARBPROC) load(userptr, "glProgramUniform4i64ARB"); + glad_glProgramUniform4i64vARB = (PFNGLPROGRAMUNIFORM4I64VARBPROC) load(userptr, "glProgramUniform4i64vARB"); + glad_glProgramUniform4ui64ARB = (PFNGLPROGRAMUNIFORM4UI64ARBPROC) load(userptr, "glProgramUniform4ui64ARB"); + glad_glProgramUniform4ui64vARB = (PFNGLPROGRAMUNIFORM4UI64VARBPROC) load(userptr, "glProgramUniform4ui64vARB"); + glad_glUniform1i64ARB = (PFNGLUNIFORM1I64ARBPROC) load(userptr, "glUniform1i64ARB"); + glad_glUniform1i64vARB = (PFNGLUNIFORM1I64VARBPROC) load(userptr, "glUniform1i64vARB"); + glad_glUniform1ui64ARB = (PFNGLUNIFORM1UI64ARBPROC) load(userptr, "glUniform1ui64ARB"); + glad_glUniform1ui64vARB = (PFNGLUNIFORM1UI64VARBPROC) load(userptr, "glUniform1ui64vARB"); + glad_glUniform2i64ARB = (PFNGLUNIFORM2I64ARBPROC) load(userptr, "glUniform2i64ARB"); + glad_glUniform2i64vARB = (PFNGLUNIFORM2I64VARBPROC) load(userptr, "glUniform2i64vARB"); + glad_glUniform2ui64ARB = (PFNGLUNIFORM2UI64ARBPROC) load(userptr, "glUniform2ui64ARB"); + glad_glUniform2ui64vARB = (PFNGLUNIFORM2UI64VARBPROC) load(userptr, "glUniform2ui64vARB"); + glad_glUniform3i64ARB = (PFNGLUNIFORM3I64ARBPROC) load(userptr, "glUniform3i64ARB"); + glad_glUniform3i64vARB = (PFNGLUNIFORM3I64VARBPROC) load(userptr, "glUniform3i64vARB"); + glad_glUniform3ui64ARB = (PFNGLUNIFORM3UI64ARBPROC) load(userptr, "glUniform3ui64ARB"); + glad_glUniform3ui64vARB = (PFNGLUNIFORM3UI64VARBPROC) load(userptr, "glUniform3ui64vARB"); + glad_glUniform4i64ARB = (PFNGLUNIFORM4I64ARBPROC) load(userptr, "glUniform4i64ARB"); + glad_glUniform4i64vARB = (PFNGLUNIFORM4I64VARBPROC) load(userptr, "glUniform4i64vARB"); + glad_glUniform4ui64ARB = (PFNGLUNIFORM4UI64ARBPROC) load(userptr, "glUniform4ui64ARB"); + glad_glUniform4ui64vARB = (PFNGLUNIFORM4UI64VARBPROC) load(userptr, "glUniform4ui64vARB"); +} +static void glad_gl_load_GL_ARB_imaging( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_imaging) return; + glad_glBlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation"); + glad_glColorSubTable = (PFNGLCOLORSUBTABLEPROC) load(userptr, "glColorSubTable"); + glad_glColorTable = (PFNGLCOLORTABLEPROC) load(userptr, "glColorTable"); + glad_glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC) load(userptr, "glColorTableParameterfv"); + glad_glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC) load(userptr, "glColorTableParameteriv"); + glad_glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC) load(userptr, "glConvolutionFilter1D"); + glad_glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC) load(userptr, "glConvolutionFilter2D"); + glad_glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC) load(userptr, "glConvolutionParameterf"); + glad_glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC) load(userptr, "glConvolutionParameterfv"); + glad_glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC) load(userptr, "glConvolutionParameteri"); + glad_glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC) load(userptr, "glConvolutionParameteriv"); + glad_glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC) load(userptr, "glCopyColorSubTable"); + glad_glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC) load(userptr, "glCopyColorTable"); + glad_glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC) load(userptr, "glCopyConvolutionFilter1D"); + glad_glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC) load(userptr, "glCopyConvolutionFilter2D"); + glad_glGetColorTable = (PFNGLGETCOLORTABLEPROC) load(userptr, "glGetColorTable"); + glad_glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC) load(userptr, "glGetColorTableParameterfv"); + glad_glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC) load(userptr, "glGetColorTableParameteriv"); + glad_glGetConvolutionFilter = (PFNGLGETCONVOLUTIONFILTERPROC) load(userptr, "glGetConvolutionFilter"); + glad_glGetConvolutionParameterfv = (PFNGLGETCONVOLUTIONPARAMETERFVPROC) load(userptr, "glGetConvolutionParameterfv"); + glad_glGetConvolutionParameteriv = (PFNGLGETCONVOLUTIONPARAMETERIVPROC) load(userptr, "glGetConvolutionParameteriv"); + glad_glGetHistogram = (PFNGLGETHISTOGRAMPROC) load(userptr, "glGetHistogram"); + glad_glGetHistogramParameterfv = (PFNGLGETHISTOGRAMPARAMETERFVPROC) load(userptr, "glGetHistogramParameterfv"); + glad_glGetHistogramParameteriv = (PFNGLGETHISTOGRAMPARAMETERIVPROC) load(userptr, "glGetHistogramParameteriv"); + glad_glGetMinmax = (PFNGLGETMINMAXPROC) load(userptr, "glGetMinmax"); + glad_glGetMinmaxParameterfv = (PFNGLGETMINMAXPARAMETERFVPROC) load(userptr, "glGetMinmaxParameterfv"); + glad_glGetMinmaxParameteriv = (PFNGLGETMINMAXPARAMETERIVPROC) load(userptr, "glGetMinmaxParameteriv"); + glad_glGetSeparableFilter = (PFNGLGETSEPARABLEFILTERPROC) load(userptr, "glGetSeparableFilter"); + glad_glHistogram = (PFNGLHISTOGRAMPROC) load(userptr, "glHistogram"); + glad_glMinmax = (PFNGLMINMAXPROC) load(userptr, "glMinmax"); + glad_glResetHistogram = (PFNGLRESETHISTOGRAMPROC) load(userptr, "glResetHistogram"); + glad_glResetMinmax = (PFNGLRESETMINMAXPROC) load(userptr, "glResetMinmax"); + glad_glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC) load(userptr, "glSeparableFilter2D"); +} +static void glad_gl_load_GL_ARB_indirect_parameters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_indirect_parameters) return; + glad_glMultiDrawArraysIndirectCountARB = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) load(userptr, "glMultiDrawArraysIndirectCountARB"); + glad_glMultiDrawElementsIndirectCountARB = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) load(userptr, "glMultiDrawElementsIndirectCountARB"); +} +static void glad_gl_load_GL_ARB_instanced_arrays( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_instanced_arrays) return; + glad_glVertexAttribDivisorARB = (PFNGLVERTEXATTRIBDIVISORARBPROC) load(userptr, "glVertexAttribDivisorARB"); +} +static void glad_gl_load_GL_ARB_internalformat_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_internalformat_query) return; + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) load(userptr, "glGetInternalformativ"); +} +static void glad_gl_load_GL_ARB_internalformat_query2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_internalformat_query2) return; + glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) load(userptr, "glGetInternalformati64v"); +} +static void glad_gl_load_GL_ARB_invalidate_subdata( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_invalidate_subdata) return; + glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) load(userptr, "glInvalidateBufferData"); + glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) load(userptr, "glInvalidateBufferSubData"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) load(userptr, "glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) load(userptr, "glInvalidateSubFramebuffer"); + glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) load(userptr, "glInvalidateTexImage"); + glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) load(userptr, "glInvalidateTexSubImage"); +} +static void glad_gl_load_GL_ARB_map_buffer_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_map_buffer_range) return; + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) load(userptr, "glFlushMappedBufferRange"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) load(userptr, "glMapBufferRange"); +} +static void glad_gl_load_GL_ARB_matrix_palette( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_matrix_palette) return; + glad_glCurrentPaletteMatrixARB = (PFNGLCURRENTPALETTEMATRIXARBPROC) load(userptr, "glCurrentPaletteMatrixARB"); + glad_glMatrixIndexPointerARB = (PFNGLMATRIXINDEXPOINTERARBPROC) load(userptr, "glMatrixIndexPointerARB"); + glad_glMatrixIndexubvARB = (PFNGLMATRIXINDEXUBVARBPROC) load(userptr, "glMatrixIndexubvARB"); + glad_glMatrixIndexuivARB = (PFNGLMATRIXINDEXUIVARBPROC) load(userptr, "glMatrixIndexuivARB"); + glad_glMatrixIndexusvARB = (PFNGLMATRIXINDEXUSVARBPROC) load(userptr, "glMatrixIndexusvARB"); +} +static void glad_gl_load_GL_ARB_multi_bind( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_multi_bind) return; + glad_glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC) load(userptr, "glBindBuffersBase"); + glad_glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC) load(userptr, "glBindBuffersRange"); + glad_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC) load(userptr, "glBindImageTextures"); + glad_glBindSamplers = (PFNGLBINDSAMPLERSPROC) load(userptr, "glBindSamplers"); + glad_glBindTextures = (PFNGLBINDTEXTURESPROC) load(userptr, "glBindTextures"); + glad_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC) load(userptr, "glBindVertexBuffers"); +} +static void glad_gl_load_GL_ARB_multi_draw_indirect( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) load(userptr, "glMultiDrawArraysIndirect"); + glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) load(userptr, "glMultiDrawElementsIndirect"); +} +static void glad_gl_load_GL_ARB_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_multisample) return; + glad_glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC) load(userptr, "glSampleCoverageARB"); +} +static void glad_gl_load_GL_ARB_multitexture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_multitexture) return; + glad_glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) load(userptr, "glActiveTextureARB"); + glad_glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC) load(userptr, "glClientActiveTextureARB"); + glad_glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC) load(userptr, "glMultiTexCoord1dARB"); + glad_glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC) load(userptr, "glMultiTexCoord1dvARB"); + glad_glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC) load(userptr, "glMultiTexCoord1fARB"); + glad_glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC) load(userptr, "glMultiTexCoord1fvARB"); + glad_glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC) load(userptr, "glMultiTexCoord1iARB"); + glad_glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC) load(userptr, "glMultiTexCoord1ivARB"); + glad_glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC) load(userptr, "glMultiTexCoord1sARB"); + glad_glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC) load(userptr, "glMultiTexCoord1svARB"); + glad_glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC) load(userptr, "glMultiTexCoord2dARB"); + glad_glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC) load(userptr, "glMultiTexCoord2dvARB"); + glad_glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) load(userptr, "glMultiTexCoord2fARB"); + glad_glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC) load(userptr, "glMultiTexCoord2fvARB"); + glad_glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC) load(userptr, "glMultiTexCoord2iARB"); + glad_glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC) load(userptr, "glMultiTexCoord2ivARB"); + glad_glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC) load(userptr, "glMultiTexCoord2sARB"); + glad_glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC) load(userptr, "glMultiTexCoord2svARB"); + glad_glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC) load(userptr, "glMultiTexCoord3dARB"); + glad_glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC) load(userptr, "glMultiTexCoord3dvARB"); + glad_glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC) load(userptr, "glMultiTexCoord3fARB"); + glad_glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC) load(userptr, "glMultiTexCoord3fvARB"); + glad_glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC) load(userptr, "glMultiTexCoord3iARB"); + glad_glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC) load(userptr, "glMultiTexCoord3ivARB"); + glad_glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC) load(userptr, "glMultiTexCoord3sARB"); + glad_glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC) load(userptr, "glMultiTexCoord3svARB"); + glad_glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC) load(userptr, "glMultiTexCoord4dARB"); + glad_glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC) load(userptr, "glMultiTexCoord4dvARB"); + glad_glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC) load(userptr, "glMultiTexCoord4fARB"); + glad_glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC) load(userptr, "glMultiTexCoord4fvARB"); + glad_glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC) load(userptr, "glMultiTexCoord4iARB"); + glad_glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC) load(userptr, "glMultiTexCoord4ivARB"); + glad_glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC) load(userptr, "glMultiTexCoord4sARB"); + glad_glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC) load(userptr, "glMultiTexCoord4svARB"); +} +static void glad_gl_load_GL_ARB_occlusion_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_occlusion_query) return; + glad_glBeginQueryARB = (PFNGLBEGINQUERYARBPROC) load(userptr, "glBeginQueryARB"); + glad_glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC) load(userptr, "glDeleteQueriesARB"); + glad_glEndQueryARB = (PFNGLENDQUERYARBPROC) load(userptr, "glEndQueryARB"); + glad_glGenQueriesARB = (PFNGLGENQUERIESARBPROC) load(userptr, "glGenQueriesARB"); + glad_glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC) load(userptr, "glGetQueryObjectivARB"); + glad_glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC) load(userptr, "glGetQueryObjectuivARB"); + glad_glGetQueryivARB = (PFNGLGETQUERYIVARBPROC) load(userptr, "glGetQueryivARB"); + glad_glIsQueryARB = (PFNGLISQUERYARBPROC) load(userptr, "glIsQueryARB"); +} +static void glad_gl_load_GL_ARB_parallel_shader_compile( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_parallel_shader_compile) return; + glad_glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC) load(userptr, "glMaxShaderCompilerThreadsARB"); +} +static void glad_gl_load_GL_ARB_point_parameters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_point_parameters) return; + glad_glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC) load(userptr, "glPointParameterfARB"); + glad_glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC) load(userptr, "glPointParameterfvARB"); +} +static void glad_gl_load_GL_ARB_polygon_offset_clamp( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_polygon_offset_clamp) return; + glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC) load(userptr, "glPolygonOffsetClamp"); +} +static void glad_gl_load_GL_ARB_program_interface_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_program_interface_query) return; + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) load(userptr, "glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) load(userptr, "glGetProgramResourceIndex"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) load(userptr, "glGetProgramResourceLocation"); + glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) load(userptr, "glGetProgramResourceLocationIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) load(userptr, "glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) load(userptr, "glGetProgramResourceiv"); +} +static void glad_gl_load_GL_ARB_provoking_vertex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_provoking_vertex) return; + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) load(userptr, "glProvokingVertex"); +} +static void glad_gl_load_GL_ARB_robustness( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_robustness) return; + glad_glGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) load(userptr, "glGetGraphicsResetStatusARB"); + glad_glGetnColorTableARB = (PFNGLGETNCOLORTABLEARBPROC) load(userptr, "glGetnColorTableARB"); + glad_glGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) load(userptr, "glGetnCompressedTexImageARB"); + glad_glGetnConvolutionFilterARB = (PFNGLGETNCONVOLUTIONFILTERARBPROC) load(userptr, "glGetnConvolutionFilterARB"); + glad_glGetnHistogramARB = (PFNGLGETNHISTOGRAMARBPROC) load(userptr, "glGetnHistogramARB"); + glad_glGetnMapdvARB = (PFNGLGETNMAPDVARBPROC) load(userptr, "glGetnMapdvARB"); + glad_glGetnMapfvARB = (PFNGLGETNMAPFVARBPROC) load(userptr, "glGetnMapfvARB"); + glad_glGetnMapivARB = (PFNGLGETNMAPIVARBPROC) load(userptr, "glGetnMapivARB"); + glad_glGetnMinmaxARB = (PFNGLGETNMINMAXARBPROC) load(userptr, "glGetnMinmaxARB"); + glad_glGetnPixelMapfvARB = (PFNGLGETNPIXELMAPFVARBPROC) load(userptr, "glGetnPixelMapfvARB"); + glad_glGetnPixelMapuivARB = (PFNGLGETNPIXELMAPUIVARBPROC) load(userptr, "glGetnPixelMapuivARB"); + glad_glGetnPixelMapusvARB = (PFNGLGETNPIXELMAPUSVARBPROC) load(userptr, "glGetnPixelMapusvARB"); + glad_glGetnPolygonStippleARB = (PFNGLGETNPOLYGONSTIPPLEARBPROC) load(userptr, "glGetnPolygonStippleARB"); + glad_glGetnSeparableFilterARB = (PFNGLGETNSEPARABLEFILTERARBPROC) load(userptr, "glGetnSeparableFilterARB"); + glad_glGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC) load(userptr, "glGetnTexImageARB"); + glad_glGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC) load(userptr, "glGetnUniformdvARB"); + glad_glGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC) load(userptr, "glGetnUniformfvARB"); + glad_glGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC) load(userptr, "glGetnUniformivARB"); + glad_glGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC) load(userptr, "glGetnUniformuivARB"); + glad_glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC) load(userptr, "glReadnPixelsARB"); +} +static void glad_gl_load_GL_ARB_sample_locations( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sample_locations) return; + glad_glEvaluateDepthValuesARB = (PFNGLEVALUATEDEPTHVALUESARBPROC) load(userptr, "glEvaluateDepthValuesARB"); + glad_glFramebufferSampleLocationsfvARB = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) load(userptr, "glFramebufferSampleLocationsfvARB"); + glad_glNamedFramebufferSampleLocationsfvARB = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) load(userptr, "glNamedFramebufferSampleLocationsfvARB"); +} +static void glad_gl_load_GL_ARB_sample_shading( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sample_shading) return; + glad_glMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC) load(userptr, "glMinSampleShadingARB"); +} +static void glad_gl_load_GL_ARB_sampler_objects( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sampler_objects) return; + glad_glBindSampler = (PFNGLBINDSAMPLERPROC) load(userptr, "glBindSampler"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC) load(userptr, "glDeleteSamplers"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC) load(userptr, "glGenSamplers"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) load(userptr, "glGetSamplerParameterIiv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) load(userptr, "glGetSamplerParameterIuiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) load(userptr, "glGetSamplerParameterfv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) load(userptr, "glGetSamplerParameteriv"); + glad_glIsSampler = (PFNGLISSAMPLERPROC) load(userptr, "glIsSampler"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) load(userptr, "glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) load(userptr, "glSamplerParameterIuiv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) load(userptr, "glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) load(userptr, "glSamplerParameterfv"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) load(userptr, "glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) load(userptr, "glSamplerParameteriv"); +} +static void glad_gl_load_GL_ARB_separate_shader_objects( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_separate_shader_objects) return; + glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) load(userptr, "glActiveShaderProgram"); + glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) load(userptr, "glBindProgramPipeline"); + glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) load(userptr, "glCreateShaderProgramv"); + glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) load(userptr, "glDeleteProgramPipelines"); + glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) load(userptr, "glGenProgramPipelines"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) load(userptr, "glGetProgramPipelineInfoLog"); + glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) load(userptr, "glGetProgramPipelineiv"); + glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) load(userptr, "glIsProgramPipeline"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) load(userptr, "glProgramParameteri"); + glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) load(userptr, "glProgramUniform1d"); + glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) load(userptr, "glProgramUniform1dv"); + glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) load(userptr, "glProgramUniform1f"); + glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) load(userptr, "glProgramUniform1fv"); + glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) load(userptr, "glProgramUniform1i"); + glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) load(userptr, "glProgramUniform1iv"); + glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) load(userptr, "glProgramUniform1ui"); + glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) load(userptr, "glProgramUniform1uiv"); + glad_glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) load(userptr, "glProgramUniform2d"); + glad_glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) load(userptr, "glProgramUniform2dv"); + glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) load(userptr, "glProgramUniform2f"); + glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) load(userptr, "glProgramUniform2fv"); + glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) load(userptr, "glProgramUniform2i"); + glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) load(userptr, "glProgramUniform2iv"); + glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) load(userptr, "glProgramUniform2ui"); + glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) load(userptr, "glProgramUniform2uiv"); + glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) load(userptr, "glProgramUniform3d"); + glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) load(userptr, "glProgramUniform3dv"); + glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) load(userptr, "glProgramUniform3f"); + glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) load(userptr, "glProgramUniform3fv"); + glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) load(userptr, "glProgramUniform3i"); + glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) load(userptr, "glProgramUniform3iv"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) load(userptr, "glProgramUniform3ui"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) load(userptr, "glProgramUniform3uiv"); + glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) load(userptr, "glProgramUniform4d"); + glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) load(userptr, "glProgramUniform4dv"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) load(userptr, "glProgramUniform4f"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) load(userptr, "glProgramUniform4fv"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) load(userptr, "glProgramUniform4i"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) load(userptr, "glProgramUniform4iv"); + glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) load(userptr, "glProgramUniform4ui"); + glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) load(userptr, "glProgramUniform4uiv"); + glad_glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) load(userptr, "glProgramUniformMatrix2dv"); + glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) load(userptr, "glProgramUniformMatrix2fv"); + glad_glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) load(userptr, "glProgramUniformMatrix2x3dv"); + glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) load(userptr, "glProgramUniformMatrix2x3fv"); + glad_glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) load(userptr, "glProgramUniformMatrix2x4dv"); + glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) load(userptr, "glProgramUniformMatrix2x4fv"); + glad_glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) load(userptr, "glProgramUniformMatrix3dv"); + glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) load(userptr, "glProgramUniformMatrix3fv"); + glad_glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) load(userptr, "glProgramUniformMatrix3x2dv"); + glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) load(userptr, "glProgramUniformMatrix3x2fv"); + glad_glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) load(userptr, "glProgramUniformMatrix3x4dv"); + glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) load(userptr, "glProgramUniformMatrix3x4fv"); + glad_glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) load(userptr, "glProgramUniformMatrix4dv"); + glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) load(userptr, "glProgramUniformMatrix4fv"); + glad_glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) load(userptr, "glProgramUniformMatrix4x2dv"); + glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) load(userptr, "glProgramUniformMatrix4x2fv"); + glad_glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) load(userptr, "glProgramUniformMatrix4x3dv"); + glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) load(userptr, "glProgramUniformMatrix4x3fv"); + glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) load(userptr, "glUseProgramStages"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) load(userptr, "glValidateProgramPipeline"); +} +static void glad_gl_load_GL_ARB_shader_atomic_counters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shader_atomic_counters) return; + glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) load(userptr, "glGetActiveAtomicCounterBufferiv"); +} +static void glad_gl_load_GL_ARB_shader_image_load_store( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shader_image_load_store) return; + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) load(userptr, "glBindImageTexture"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC) load(userptr, "glMemoryBarrier"); +} +static void glad_gl_load_GL_ARB_shader_objects( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shader_objects) return; + glad_glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) load(userptr, "glAttachObjectARB"); + glad_glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) load(userptr, "glCompileShaderARB"); + glad_glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) load(userptr, "glCreateProgramObjectARB"); + glad_glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) load(userptr, "glCreateShaderObjectARB"); + glad_glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) load(userptr, "glDeleteObjectARB"); + glad_glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC) load(userptr, "glDetachObjectARB"); + glad_glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC) load(userptr, "glGetActiveUniformARB"); + glad_glGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC) load(userptr, "glGetAttachedObjectsARB"); + glad_glGetHandleARB = (PFNGLGETHANDLEARBPROC) load(userptr, "glGetHandleARB"); + glad_glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) load(userptr, "glGetInfoLogARB"); + glad_glGetObjectParameterfvARB = (PFNGLGETOBJECTPARAMETERFVARBPROC) load(userptr, "glGetObjectParameterfvARB"); + glad_glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) load(userptr, "glGetObjectParameterivARB"); + glad_glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC) load(userptr, "glGetShaderSourceARB"); + glad_glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) load(userptr, "glGetUniformLocationARB"); + glad_glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC) load(userptr, "glGetUniformfvARB"); + glad_glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC) load(userptr, "glGetUniformivARB"); + glad_glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) load(userptr, "glLinkProgramARB"); + glad_glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) load(userptr, "glShaderSourceARB"); + glad_glUniform1fARB = (PFNGLUNIFORM1FARBPROC) load(userptr, "glUniform1fARB"); + glad_glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC) load(userptr, "glUniform1fvARB"); + glad_glUniform1iARB = (PFNGLUNIFORM1IARBPROC) load(userptr, "glUniform1iARB"); + glad_glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC) load(userptr, "glUniform1ivARB"); + glad_glUniform2fARB = (PFNGLUNIFORM2FARBPROC) load(userptr, "glUniform2fARB"); + glad_glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC) load(userptr, "glUniform2fvARB"); + glad_glUniform2iARB = (PFNGLUNIFORM2IARBPROC) load(userptr, "glUniform2iARB"); + glad_glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC) load(userptr, "glUniform2ivARB"); + glad_glUniform3fARB = (PFNGLUNIFORM3FARBPROC) load(userptr, "glUniform3fARB"); + glad_glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) load(userptr, "glUniform3fvARB"); + glad_glUniform3iARB = (PFNGLUNIFORM3IARBPROC) load(userptr, "glUniform3iARB"); + glad_glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC) load(userptr, "glUniform3ivARB"); + glad_glUniform4fARB = (PFNGLUNIFORM4FARBPROC) load(userptr, "glUniform4fARB"); + glad_glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) load(userptr, "glUniform4fvARB"); + glad_glUniform4iARB = (PFNGLUNIFORM4IARBPROC) load(userptr, "glUniform4iARB"); + glad_glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC) load(userptr, "glUniform4ivARB"); + glad_glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC) load(userptr, "glUniformMatrix2fvARB"); + glad_glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC) load(userptr, "glUniformMatrix3fvARB"); + glad_glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC) load(userptr, "glUniformMatrix4fvARB"); + glad_glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) load(userptr, "glUseProgramObjectARB"); + glad_glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC) load(userptr, "glValidateProgramARB"); +} +static void glad_gl_load_GL_ARB_shader_storage_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shader_storage_buffer_object) return; + glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) load(userptr, "glShaderStorageBlockBinding"); +} +static void glad_gl_load_GL_ARB_shader_subroutine( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shader_subroutine) return; + glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) load(userptr, "glGetActiveSubroutineName"); + glad_glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) load(userptr, "glGetActiveSubroutineUniformName"); + glad_glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) load(userptr, "glGetActiveSubroutineUniformiv"); + glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) load(userptr, "glGetProgramStageiv"); + glad_glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) load(userptr, "glGetSubroutineIndex"); + glad_glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) load(userptr, "glGetSubroutineUniformLocation"); + glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) load(userptr, "glGetUniformSubroutineuiv"); + glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) load(userptr, "glUniformSubroutinesuiv"); +} +static void glad_gl_load_GL_ARB_shading_language_include( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_shading_language_include) return; + glad_glCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC) load(userptr, "glCompileShaderIncludeARB"); + glad_glDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC) load(userptr, "glDeleteNamedStringARB"); + glad_glGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC) load(userptr, "glGetNamedStringARB"); + glad_glGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC) load(userptr, "glGetNamedStringivARB"); + glad_glIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC) load(userptr, "glIsNamedStringARB"); + glad_glNamedStringARB = (PFNGLNAMEDSTRINGARBPROC) load(userptr, "glNamedStringARB"); +} +static void glad_gl_load_GL_ARB_sparse_buffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sparse_buffer) return; + glad_glBufferPageCommitmentARB = (PFNGLBUFFERPAGECOMMITMENTARBPROC) load(userptr, "glBufferPageCommitmentARB"); + glad_glNamedBufferPageCommitmentARB = (PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC) load(userptr, "glNamedBufferPageCommitmentARB"); + glad_glNamedBufferPageCommitmentEXT = (PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC) load(userptr, "glNamedBufferPageCommitmentEXT"); +} +static void glad_gl_load_GL_ARB_sparse_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sparse_texture) return; + glad_glTexPageCommitmentARB = (PFNGLTEXPAGECOMMITMENTARBPROC) load(userptr, "glTexPageCommitmentARB"); +} +static void glad_gl_load_GL_ARB_sync( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_sync) return; + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) load(userptr, "glClientWaitSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC) load(userptr, "glDeleteSync"); + glad_glFenceSync = (PFNGLFENCESYNCPROC) load(userptr, "glFenceSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC) load(userptr, "glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC) load(userptr, "glGetSynciv"); + glad_glIsSync = (PFNGLISSYNCPROC) load(userptr, "glIsSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC) load(userptr, "glWaitSync"); +} +static void glad_gl_load_GL_ARB_tessellation_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_tessellation_shader) return; + glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) load(userptr, "glPatchParameterfv"); + glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC) load(userptr, "glPatchParameteri"); +} +static void glad_gl_load_GL_ARB_texture_barrier( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_barrier) return; + glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC) load(userptr, "glTextureBarrier"); +} +static void glad_gl_load_GL_ARB_texture_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_buffer_object) return; + glad_glTexBufferARB = (PFNGLTEXBUFFERARBPROC) load(userptr, "glTexBufferARB"); +} +static void glad_gl_load_GL_ARB_texture_buffer_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_buffer_range) return; + glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC) load(userptr, "glTexBufferRange"); +} +static void glad_gl_load_GL_ARB_texture_compression( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_compression) return; + glad_glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) load(userptr, "glCompressedTexImage1DARB"); + glad_glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) load(userptr, "glCompressedTexImage2DARB"); + glad_glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) load(userptr, "glCompressedTexImage3DARB"); + glad_glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) load(userptr, "glCompressedTexSubImage1DARB"); + glad_glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) load(userptr, "glCompressedTexSubImage2DARB"); + glad_glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) load(userptr, "glCompressedTexSubImage3DARB"); + glad_glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) load(userptr, "glGetCompressedTexImageARB"); +} +static void glad_gl_load_GL_ARB_texture_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_multisample) return; + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) load(userptr, "glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC) load(userptr, "glSampleMaski"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) load(userptr, "glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) load(userptr, "glTexImage3DMultisample"); +} +static void glad_gl_load_GL_ARB_texture_storage( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_storage) return; + glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC) load(userptr, "glTexStorage1D"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC) load(userptr, "glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC) load(userptr, "glTexStorage3D"); +} +static void glad_gl_load_GL_ARB_texture_storage_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_storage_multisample) return; + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) load(userptr, "glTexStorage2DMultisample"); + glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) load(userptr, "glTexStorage3DMultisample"); +} +static void glad_gl_load_GL_ARB_texture_view( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_texture_view) return; + glad_glTextureView = (PFNGLTEXTUREVIEWPROC) load(userptr, "glTextureView"); +} +static void glad_gl_load_GL_ARB_timer_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_timer_query) return; + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) load(userptr, "glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) load(userptr, "glGetQueryObjectui64v"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC) load(userptr, "glQueryCounter"); +} +static void glad_gl_load_GL_ARB_transform_feedback2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_transform_feedback2) return; + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) load(userptr, "glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) load(userptr, "glDeleteTransformFeedbacks"); + glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) load(userptr, "glDrawTransformFeedback"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) load(userptr, "glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) load(userptr, "glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) load(userptr, "glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) load(userptr, "glResumeTransformFeedback"); +} +static void glad_gl_load_GL_ARB_transform_feedback3( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_transform_feedback3) return; + glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) load(userptr, "glBeginQueryIndexed"); + glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) load(userptr, "glDrawTransformFeedbackStream"); + glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) load(userptr, "glEndQueryIndexed"); + glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) load(userptr, "glGetQueryIndexediv"); +} +static void glad_gl_load_GL_ARB_transform_feedback_instanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_transform_feedback_instanced) return; + glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) load(userptr, "glDrawTransformFeedbackInstanced"); + glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) load(userptr, "glDrawTransformFeedbackStreamInstanced"); +} +static void glad_gl_load_GL_ARB_transpose_matrix( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_transpose_matrix) return; + glad_glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC) load(userptr, "glLoadTransposeMatrixdARB"); + glad_glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC) load(userptr, "glLoadTransposeMatrixfARB"); + glad_glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC) load(userptr, "glMultTransposeMatrixdARB"); + glad_glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC) load(userptr, "glMultTransposeMatrixfARB"); +} +static void glad_gl_load_GL_ARB_uniform_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_uniform_buffer_object) return; + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) load(userptr, "glGetActiveUniformBlockName"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) load(userptr, "glGetActiveUniformBlockiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) load(userptr, "glGetActiveUniformName"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) load(userptr, "glGetActiveUniformsiv"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) load(userptr, "glGetUniformBlockIndex"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) load(userptr, "glGetUniformIndices"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) load(userptr, "glUniformBlockBinding"); +} +static void glad_gl_load_GL_ARB_vertex_array_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_array_object) return; + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) load(userptr, "glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) load(userptr, "glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) load(userptr, "glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC) load(userptr, "glIsVertexArray"); +} +static void glad_gl_load_GL_ARB_vertex_attrib_64bit( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_attrib_64bit) return; + glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) load(userptr, "glGetVertexAttribLdv"); + glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) load(userptr, "glVertexAttribL1d"); + glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) load(userptr, "glVertexAttribL1dv"); + glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) load(userptr, "glVertexAttribL2d"); + glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) load(userptr, "glVertexAttribL2dv"); + glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) load(userptr, "glVertexAttribL3d"); + glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) load(userptr, "glVertexAttribL3dv"); + glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) load(userptr, "glVertexAttribL4d"); + glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) load(userptr, "glVertexAttribL4dv"); + glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) load(userptr, "glVertexAttribLPointer"); +} +static void glad_gl_load_GL_ARB_vertex_attrib_binding( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_attrib_binding) return; + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) load(userptr, "glBindVertexBuffer"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) load(userptr, "glVertexAttribBinding"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) load(userptr, "glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) load(userptr, "glVertexAttribIFormat"); + glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) load(userptr, "glVertexAttribLFormat"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) load(userptr, "glVertexBindingDivisor"); +} +static void glad_gl_load_GL_ARB_vertex_blend( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_blend) return; + glad_glVertexBlendARB = (PFNGLVERTEXBLENDARBPROC) load(userptr, "glVertexBlendARB"); + glad_glWeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC) load(userptr, "glWeightPointerARB"); + glad_glWeightbvARB = (PFNGLWEIGHTBVARBPROC) load(userptr, "glWeightbvARB"); + glad_glWeightdvARB = (PFNGLWEIGHTDVARBPROC) load(userptr, "glWeightdvARB"); + glad_glWeightfvARB = (PFNGLWEIGHTFVARBPROC) load(userptr, "glWeightfvARB"); + glad_glWeightivARB = (PFNGLWEIGHTIVARBPROC) load(userptr, "glWeightivARB"); + glad_glWeightsvARB = (PFNGLWEIGHTSVARBPROC) load(userptr, "glWeightsvARB"); + glad_glWeightubvARB = (PFNGLWEIGHTUBVARBPROC) load(userptr, "glWeightubvARB"); + glad_glWeightuivARB = (PFNGLWEIGHTUIVARBPROC) load(userptr, "glWeightuivARB"); + glad_glWeightusvARB = (PFNGLWEIGHTUSVARBPROC) load(userptr, "glWeightusvARB"); +} +static void glad_gl_load_GL_ARB_vertex_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_buffer_object) return; + glad_glBindBufferARB = (PFNGLBINDBUFFERARBPROC) load(userptr, "glBindBufferARB"); + glad_glBufferDataARB = (PFNGLBUFFERDATAARBPROC) load(userptr, "glBufferDataARB"); + glad_glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC) load(userptr, "glBufferSubDataARB"); + glad_glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) load(userptr, "glDeleteBuffersARB"); + glad_glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) load(userptr, "glGenBuffersARB"); + glad_glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC) load(userptr, "glGetBufferParameterivARB"); + glad_glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC) load(userptr, "glGetBufferPointervARB"); + glad_glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC) load(userptr, "glGetBufferSubDataARB"); + glad_glIsBufferARB = (PFNGLISBUFFERARBPROC) load(userptr, "glIsBufferARB"); + glad_glMapBufferARB = (PFNGLMAPBUFFERARBPROC) load(userptr, "glMapBufferARB"); + glad_glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC) load(userptr, "glUnmapBufferARB"); +} +static void glad_gl_load_GL_ARB_vertex_program( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_program) return; + glad_glBindProgramARB = (PFNGLBINDPROGRAMARBPROC) load(userptr, "glBindProgramARB"); + glad_glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC) load(userptr, "glDeleteProgramsARB"); + glad_glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) load(userptr, "glDisableVertexAttribArrayARB"); + glad_glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) load(userptr, "glEnableVertexAttribArrayARB"); + glad_glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC) load(userptr, "glGenProgramsARB"); + glad_glGetProgramEnvParameterdvARB = (PFNGLGETPROGRAMENVPARAMETERDVARBPROC) load(userptr, "glGetProgramEnvParameterdvARB"); + glad_glGetProgramEnvParameterfvARB = (PFNGLGETPROGRAMENVPARAMETERFVARBPROC) load(userptr, "glGetProgramEnvParameterfvARB"); + glad_glGetProgramLocalParameterdvARB = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) load(userptr, "glGetProgramLocalParameterdvARB"); + glad_glGetProgramLocalParameterfvARB = (PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) load(userptr, "glGetProgramLocalParameterfvARB"); + glad_glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC) load(userptr, "glGetProgramStringARB"); + glad_glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC) load(userptr, "glGetProgramivARB"); + glad_glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC) load(userptr, "glGetVertexAttribPointervARB"); + glad_glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC) load(userptr, "glGetVertexAttribdvARB"); + glad_glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) load(userptr, "glGetVertexAttribfvARB"); + glad_glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC) load(userptr, "glGetVertexAttribivARB"); + glad_glIsProgramARB = (PFNGLISPROGRAMARBPROC) load(userptr, "glIsProgramARB"); + glad_glProgramEnvParameter4dARB = (PFNGLPROGRAMENVPARAMETER4DARBPROC) load(userptr, "glProgramEnvParameter4dARB"); + glad_glProgramEnvParameter4dvARB = (PFNGLPROGRAMENVPARAMETER4DVARBPROC) load(userptr, "glProgramEnvParameter4dvARB"); + glad_glProgramEnvParameter4fARB = (PFNGLPROGRAMENVPARAMETER4FARBPROC) load(userptr, "glProgramEnvParameter4fARB"); + glad_glProgramEnvParameter4fvARB = (PFNGLPROGRAMENVPARAMETER4FVARBPROC) load(userptr, "glProgramEnvParameter4fvARB"); + glad_glProgramLocalParameter4dARB = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC) load(userptr, "glProgramLocalParameter4dARB"); + glad_glProgramLocalParameter4dvARB = (PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) load(userptr, "glProgramLocalParameter4dvARB"); + glad_glProgramLocalParameter4fARB = (PFNGLPROGRAMLOCALPARAMETER4FARBPROC) load(userptr, "glProgramLocalParameter4fARB"); + glad_glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) load(userptr, "glProgramLocalParameter4fvARB"); + glad_glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC) load(userptr, "glProgramStringARB"); + glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC) load(userptr, "glVertexAttrib1dARB"); + glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC) load(userptr, "glVertexAttrib1dvARB"); + glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC) load(userptr, "glVertexAttrib1fARB"); + glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC) load(userptr, "glVertexAttrib1fvARB"); + glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC) load(userptr, "glVertexAttrib1sARB"); + glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC) load(userptr, "glVertexAttrib1svARB"); + glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC) load(userptr, "glVertexAttrib2dARB"); + glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC) load(userptr, "glVertexAttrib2dvARB"); + glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC) load(userptr, "glVertexAttrib2fARB"); + glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC) load(userptr, "glVertexAttrib2fvARB"); + glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC) load(userptr, "glVertexAttrib2sARB"); + glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC) load(userptr, "glVertexAttrib2svARB"); + glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC) load(userptr, "glVertexAttrib3dARB"); + glad_glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC) load(userptr, "glVertexAttrib3dvARB"); + glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC) load(userptr, "glVertexAttrib3fARB"); + glad_glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC) load(userptr, "glVertexAttrib3fvARB"); + glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC) load(userptr, "glVertexAttrib3sARB"); + glad_glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC) load(userptr, "glVertexAttrib3svARB"); + glad_glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC) load(userptr, "glVertexAttrib4NbvARB"); + glad_glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC) load(userptr, "glVertexAttrib4NivARB"); + glad_glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC) load(userptr, "glVertexAttrib4NsvARB"); + glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC) load(userptr, "glVertexAttrib4NubARB"); + glad_glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC) load(userptr, "glVertexAttrib4NubvARB"); + glad_glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC) load(userptr, "glVertexAttrib4NuivARB"); + glad_glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC) load(userptr, "glVertexAttrib4NusvARB"); + glad_glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC) load(userptr, "glVertexAttrib4bvARB"); + glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC) load(userptr, "glVertexAttrib4dARB"); + glad_glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC) load(userptr, "glVertexAttrib4dvARB"); + glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC) load(userptr, "glVertexAttrib4fARB"); + glad_glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC) load(userptr, "glVertexAttrib4fvARB"); + glad_glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC) load(userptr, "glVertexAttrib4ivARB"); + glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC) load(userptr, "glVertexAttrib4sARB"); + glad_glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC) load(userptr, "glVertexAttrib4svARB"); + glad_glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC) load(userptr, "glVertexAttrib4ubvARB"); + glad_glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC) load(userptr, "glVertexAttrib4uivARB"); + glad_glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC) load(userptr, "glVertexAttrib4usvARB"); + glad_glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC) load(userptr, "glVertexAttribPointerARB"); +} +static void glad_gl_load_GL_ARB_vertex_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_shader) return; + glad_glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC) load(userptr, "glBindAttribLocationARB"); + glad_glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) load(userptr, "glDisableVertexAttribArrayARB"); + glad_glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) load(userptr, "glEnableVertexAttribArrayARB"); + glad_glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC) load(userptr, "glGetActiveAttribARB"); + glad_glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC) load(userptr, "glGetAttribLocationARB"); + glad_glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC) load(userptr, "glGetVertexAttribPointervARB"); + glad_glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC) load(userptr, "glGetVertexAttribdvARB"); + glad_glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) load(userptr, "glGetVertexAttribfvARB"); + glad_glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC) load(userptr, "glGetVertexAttribivARB"); + glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC) load(userptr, "glVertexAttrib1dARB"); + glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC) load(userptr, "glVertexAttrib1dvARB"); + glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC) load(userptr, "glVertexAttrib1fARB"); + glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC) load(userptr, "glVertexAttrib1fvARB"); + glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC) load(userptr, "glVertexAttrib1sARB"); + glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC) load(userptr, "glVertexAttrib1svARB"); + glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC) load(userptr, "glVertexAttrib2dARB"); + glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC) load(userptr, "glVertexAttrib2dvARB"); + glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC) load(userptr, "glVertexAttrib2fARB"); + glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC) load(userptr, "glVertexAttrib2fvARB"); + glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC) load(userptr, "glVertexAttrib2sARB"); + glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC) load(userptr, "glVertexAttrib2svARB"); + glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC) load(userptr, "glVertexAttrib3dARB"); + glad_glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC) load(userptr, "glVertexAttrib3dvARB"); + glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC) load(userptr, "glVertexAttrib3fARB"); + glad_glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC) load(userptr, "glVertexAttrib3fvARB"); + glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC) load(userptr, "glVertexAttrib3sARB"); + glad_glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC) load(userptr, "glVertexAttrib3svARB"); + glad_glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC) load(userptr, "glVertexAttrib4NbvARB"); + glad_glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC) load(userptr, "glVertexAttrib4NivARB"); + glad_glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC) load(userptr, "glVertexAttrib4NsvARB"); + glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC) load(userptr, "glVertexAttrib4NubARB"); + glad_glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC) load(userptr, "glVertexAttrib4NubvARB"); + glad_glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC) load(userptr, "glVertexAttrib4NuivARB"); + glad_glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC) load(userptr, "glVertexAttrib4NusvARB"); + glad_glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC) load(userptr, "glVertexAttrib4bvARB"); + glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC) load(userptr, "glVertexAttrib4dARB"); + glad_glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC) load(userptr, "glVertexAttrib4dvARB"); + glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC) load(userptr, "glVertexAttrib4fARB"); + glad_glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC) load(userptr, "glVertexAttrib4fvARB"); + glad_glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC) load(userptr, "glVertexAttrib4ivARB"); + glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC) load(userptr, "glVertexAttrib4sARB"); + glad_glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC) load(userptr, "glVertexAttrib4svARB"); + glad_glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC) load(userptr, "glVertexAttrib4ubvARB"); + glad_glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC) load(userptr, "glVertexAttrib4uivARB"); + glad_glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC) load(userptr, "glVertexAttrib4usvARB"); + glad_glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC) load(userptr, "glVertexAttribPointerARB"); +} +static void glad_gl_load_GL_ARB_vertex_type_2_10_10_10_rev( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_vertex_type_2_10_10_10_rev) return; + glad_glColorP3ui = (PFNGLCOLORP3UIPROC) load(userptr, "glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC) load(userptr, "glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC) load(userptr, "glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC) load(userptr, "glColorP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) load(userptr, "glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) load(userptr, "glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) load(userptr, "glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) load(userptr, "glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) load(userptr, "glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) load(userptr, "glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) load(userptr, "glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) load(userptr, "glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC) load(userptr, "glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC) load(userptr, "glNormalP3uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) load(userptr, "glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) load(userptr, "glSecondaryColorP3uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) load(userptr, "glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) load(userptr, "glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) load(userptr, "glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) load(userptr, "glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) load(userptr, "glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) load(userptr, "glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) load(userptr, "glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) load(userptr, "glTexCoordP4uiv"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) load(userptr, "glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) load(userptr, "glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) load(userptr, "glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) load(userptr, "glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) load(userptr, "glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) load(userptr, "glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) load(userptr, "glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) load(userptr, "glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC) load(userptr, "glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC) load(userptr, "glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC) load(userptr, "glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC) load(userptr, "glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC) load(userptr, "glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC) load(userptr, "glVertexP4uiv"); +} +static void glad_gl_load_GL_ARB_viewport_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_viewport_array) return; + glad_glDepthRangeArraydvNV = (PFNGLDEPTHRANGEARRAYDVNVPROC) load(userptr, "glDepthRangeArraydvNV"); + glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) load(userptr, "glDepthRangeArrayv"); + glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) load(userptr, "glDepthRangeIndexed"); + glad_glDepthRangeIndexeddNV = (PFNGLDEPTHRANGEINDEXEDDNVPROC) load(userptr, "glDepthRangeIndexeddNV"); + glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC) load(userptr, "glGetDoublei_v"); + glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC) load(userptr, "glGetFloati_v"); + glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC) load(userptr, "glScissorArrayv"); + glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC) load(userptr, "glScissorIndexed"); + glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) load(userptr, "glScissorIndexedv"); + glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) load(userptr, "glViewportArrayv"); + glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) load(userptr, "glViewportIndexedf"); + glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) load(userptr, "glViewportIndexedfv"); +} +static void glad_gl_load_GL_ARB_window_pos( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ARB_window_pos) return; + glad_glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC) load(userptr, "glWindowPos2dARB"); + glad_glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC) load(userptr, "glWindowPos2dvARB"); + glad_glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC) load(userptr, "glWindowPos2fARB"); + glad_glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC) load(userptr, "glWindowPos2fvARB"); + glad_glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC) load(userptr, "glWindowPos2iARB"); + glad_glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC) load(userptr, "glWindowPos2ivARB"); + glad_glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC) load(userptr, "glWindowPos2sARB"); + glad_glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC) load(userptr, "glWindowPos2svARB"); + glad_glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC) load(userptr, "glWindowPos3dARB"); + glad_glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC) load(userptr, "glWindowPos3dvARB"); + glad_glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC) load(userptr, "glWindowPos3fARB"); + glad_glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC) load(userptr, "glWindowPos3fvARB"); + glad_glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC) load(userptr, "glWindowPos3iARB"); + glad_glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC) load(userptr, "glWindowPos3ivARB"); + glad_glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC) load(userptr, "glWindowPos3sARB"); + glad_glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC) load(userptr, "glWindowPos3svARB"); +} +static void glad_gl_load_GL_ATI_draw_buffers( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_draw_buffers) return; + glad_glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC) load(userptr, "glDrawBuffersATI"); +} +static void glad_gl_load_GL_ATI_element_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_element_array) return; + glad_glDrawElementArrayATI = (PFNGLDRAWELEMENTARRAYATIPROC) load(userptr, "glDrawElementArrayATI"); + glad_glDrawRangeElementArrayATI = (PFNGLDRAWRANGEELEMENTARRAYATIPROC) load(userptr, "glDrawRangeElementArrayATI"); + glad_glElementPointerATI = (PFNGLELEMENTPOINTERATIPROC) load(userptr, "glElementPointerATI"); +} +static void glad_gl_load_GL_ATI_envmap_bumpmap( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_envmap_bumpmap) return; + glad_glGetTexBumpParameterfvATI = (PFNGLGETTEXBUMPPARAMETERFVATIPROC) load(userptr, "glGetTexBumpParameterfvATI"); + glad_glGetTexBumpParameterivATI = (PFNGLGETTEXBUMPPARAMETERIVATIPROC) load(userptr, "glGetTexBumpParameterivATI"); + glad_glTexBumpParameterfvATI = (PFNGLTEXBUMPPARAMETERFVATIPROC) load(userptr, "glTexBumpParameterfvATI"); + glad_glTexBumpParameterivATI = (PFNGLTEXBUMPPARAMETERIVATIPROC) load(userptr, "glTexBumpParameterivATI"); +} +static void glad_gl_load_GL_ATI_fragment_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_fragment_shader) return; + glad_glAlphaFragmentOp1ATI = (PFNGLALPHAFRAGMENTOP1ATIPROC) load(userptr, "glAlphaFragmentOp1ATI"); + glad_glAlphaFragmentOp2ATI = (PFNGLALPHAFRAGMENTOP2ATIPROC) load(userptr, "glAlphaFragmentOp2ATI"); + glad_glAlphaFragmentOp3ATI = (PFNGLALPHAFRAGMENTOP3ATIPROC) load(userptr, "glAlphaFragmentOp3ATI"); + glad_glBeginFragmentShaderATI = (PFNGLBEGINFRAGMENTSHADERATIPROC) load(userptr, "glBeginFragmentShaderATI"); + glad_glBindFragmentShaderATI = (PFNGLBINDFRAGMENTSHADERATIPROC) load(userptr, "glBindFragmentShaderATI"); + glad_glColorFragmentOp1ATI = (PFNGLCOLORFRAGMENTOP1ATIPROC) load(userptr, "glColorFragmentOp1ATI"); + glad_glColorFragmentOp2ATI = (PFNGLCOLORFRAGMENTOP2ATIPROC) load(userptr, "glColorFragmentOp2ATI"); + glad_glColorFragmentOp3ATI = (PFNGLCOLORFRAGMENTOP3ATIPROC) load(userptr, "glColorFragmentOp3ATI"); + glad_glDeleteFragmentShaderATI = (PFNGLDELETEFRAGMENTSHADERATIPROC) load(userptr, "glDeleteFragmentShaderATI"); + glad_glEndFragmentShaderATI = (PFNGLENDFRAGMENTSHADERATIPROC) load(userptr, "glEndFragmentShaderATI"); + glad_glGenFragmentShadersATI = (PFNGLGENFRAGMENTSHADERSATIPROC) load(userptr, "glGenFragmentShadersATI"); + glad_glPassTexCoordATI = (PFNGLPASSTEXCOORDATIPROC) load(userptr, "glPassTexCoordATI"); + glad_glSampleMapATI = (PFNGLSAMPLEMAPATIPROC) load(userptr, "glSampleMapATI"); + glad_glSetFragmentShaderConstantATI = (PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) load(userptr, "glSetFragmentShaderConstantATI"); +} +static void glad_gl_load_GL_ATI_map_object_buffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_map_object_buffer) return; + glad_glMapObjectBufferATI = (PFNGLMAPOBJECTBUFFERATIPROC) load(userptr, "glMapObjectBufferATI"); + glad_glUnmapObjectBufferATI = (PFNGLUNMAPOBJECTBUFFERATIPROC) load(userptr, "glUnmapObjectBufferATI"); +} +static void glad_gl_load_GL_ATI_pn_triangles( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_pn_triangles) return; + glad_glPNTrianglesfATI = (PFNGLPNTRIANGLESFATIPROC) load(userptr, "glPNTrianglesfATI"); + glad_glPNTrianglesiATI = (PFNGLPNTRIANGLESIATIPROC) load(userptr, "glPNTrianglesiATI"); +} +static void glad_gl_load_GL_ATI_separate_stencil( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_separate_stencil) return; + glad_glStencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC) load(userptr, "glStencilFuncSeparateATI"); + glad_glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC) load(userptr, "glStencilOpSeparateATI"); +} +static void glad_gl_load_GL_ATI_vertex_array_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_vertex_array_object) return; + glad_glArrayObjectATI = (PFNGLARRAYOBJECTATIPROC) load(userptr, "glArrayObjectATI"); + glad_glFreeObjectBufferATI = (PFNGLFREEOBJECTBUFFERATIPROC) load(userptr, "glFreeObjectBufferATI"); + glad_glGetArrayObjectfvATI = (PFNGLGETARRAYOBJECTFVATIPROC) load(userptr, "glGetArrayObjectfvATI"); + glad_glGetArrayObjectivATI = (PFNGLGETARRAYOBJECTIVATIPROC) load(userptr, "glGetArrayObjectivATI"); + glad_glGetObjectBufferfvATI = (PFNGLGETOBJECTBUFFERFVATIPROC) load(userptr, "glGetObjectBufferfvATI"); + glad_glGetObjectBufferivATI = (PFNGLGETOBJECTBUFFERIVATIPROC) load(userptr, "glGetObjectBufferivATI"); + glad_glGetVariantArrayObjectfvATI = (PFNGLGETVARIANTARRAYOBJECTFVATIPROC) load(userptr, "glGetVariantArrayObjectfvATI"); + glad_glGetVariantArrayObjectivATI = (PFNGLGETVARIANTARRAYOBJECTIVATIPROC) load(userptr, "glGetVariantArrayObjectivATI"); + glad_glIsObjectBufferATI = (PFNGLISOBJECTBUFFERATIPROC) load(userptr, "glIsObjectBufferATI"); + glad_glNewObjectBufferATI = (PFNGLNEWOBJECTBUFFERATIPROC) load(userptr, "glNewObjectBufferATI"); + glad_glUpdateObjectBufferATI = (PFNGLUPDATEOBJECTBUFFERATIPROC) load(userptr, "glUpdateObjectBufferATI"); + glad_glVariantArrayObjectATI = (PFNGLVARIANTARRAYOBJECTATIPROC) load(userptr, "glVariantArrayObjectATI"); +} +static void glad_gl_load_GL_ATI_vertex_attrib_array_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_vertex_attrib_array_object) return; + glad_glGetVertexAttribArrayObjectfvATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) load(userptr, "glGetVertexAttribArrayObjectfvATI"); + glad_glGetVertexAttribArrayObjectivATI = (PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) load(userptr, "glGetVertexAttribArrayObjectivATI"); + glad_glVertexAttribArrayObjectATI = (PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) load(userptr, "glVertexAttribArrayObjectATI"); +} +static void glad_gl_load_GL_ATI_vertex_streams( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_ATI_vertex_streams) return; + glad_glClientActiveVertexStreamATI = (PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) load(userptr, "glClientActiveVertexStreamATI"); + glad_glNormalStream3bATI = (PFNGLNORMALSTREAM3BATIPROC) load(userptr, "glNormalStream3bATI"); + glad_glNormalStream3bvATI = (PFNGLNORMALSTREAM3BVATIPROC) load(userptr, "glNormalStream3bvATI"); + glad_glNormalStream3dATI = (PFNGLNORMALSTREAM3DATIPROC) load(userptr, "glNormalStream3dATI"); + glad_glNormalStream3dvATI = (PFNGLNORMALSTREAM3DVATIPROC) load(userptr, "glNormalStream3dvATI"); + glad_glNormalStream3fATI = (PFNGLNORMALSTREAM3FATIPROC) load(userptr, "glNormalStream3fATI"); + glad_glNormalStream3fvATI = (PFNGLNORMALSTREAM3FVATIPROC) load(userptr, "glNormalStream3fvATI"); + glad_glNormalStream3iATI = (PFNGLNORMALSTREAM3IATIPROC) load(userptr, "glNormalStream3iATI"); + glad_glNormalStream3ivATI = (PFNGLNORMALSTREAM3IVATIPROC) load(userptr, "glNormalStream3ivATI"); + glad_glNormalStream3sATI = (PFNGLNORMALSTREAM3SATIPROC) load(userptr, "glNormalStream3sATI"); + glad_glNormalStream3svATI = (PFNGLNORMALSTREAM3SVATIPROC) load(userptr, "glNormalStream3svATI"); + glad_glVertexBlendEnvfATI = (PFNGLVERTEXBLENDENVFATIPROC) load(userptr, "glVertexBlendEnvfATI"); + glad_glVertexBlendEnviATI = (PFNGLVERTEXBLENDENVIATIPROC) load(userptr, "glVertexBlendEnviATI"); + glad_glVertexStream1dATI = (PFNGLVERTEXSTREAM1DATIPROC) load(userptr, "glVertexStream1dATI"); + glad_glVertexStream1dvATI = (PFNGLVERTEXSTREAM1DVATIPROC) load(userptr, "glVertexStream1dvATI"); + glad_glVertexStream1fATI = (PFNGLVERTEXSTREAM1FATIPROC) load(userptr, "glVertexStream1fATI"); + glad_glVertexStream1fvATI = (PFNGLVERTEXSTREAM1FVATIPROC) load(userptr, "glVertexStream1fvATI"); + glad_glVertexStream1iATI = (PFNGLVERTEXSTREAM1IATIPROC) load(userptr, "glVertexStream1iATI"); + glad_glVertexStream1ivATI = (PFNGLVERTEXSTREAM1IVATIPROC) load(userptr, "glVertexStream1ivATI"); + glad_glVertexStream1sATI = (PFNGLVERTEXSTREAM1SATIPROC) load(userptr, "glVertexStream1sATI"); + glad_glVertexStream1svATI = (PFNGLVERTEXSTREAM1SVATIPROC) load(userptr, "glVertexStream1svATI"); + glad_glVertexStream2dATI = (PFNGLVERTEXSTREAM2DATIPROC) load(userptr, "glVertexStream2dATI"); + glad_glVertexStream2dvATI = (PFNGLVERTEXSTREAM2DVATIPROC) load(userptr, "glVertexStream2dvATI"); + glad_glVertexStream2fATI = (PFNGLVERTEXSTREAM2FATIPROC) load(userptr, "glVertexStream2fATI"); + glad_glVertexStream2fvATI = (PFNGLVERTEXSTREAM2FVATIPROC) load(userptr, "glVertexStream2fvATI"); + glad_glVertexStream2iATI = (PFNGLVERTEXSTREAM2IATIPROC) load(userptr, "glVertexStream2iATI"); + glad_glVertexStream2ivATI = (PFNGLVERTEXSTREAM2IVATIPROC) load(userptr, "glVertexStream2ivATI"); + glad_glVertexStream2sATI = (PFNGLVERTEXSTREAM2SATIPROC) load(userptr, "glVertexStream2sATI"); + glad_glVertexStream2svATI = (PFNGLVERTEXSTREAM2SVATIPROC) load(userptr, "glVertexStream2svATI"); + glad_glVertexStream3dATI = (PFNGLVERTEXSTREAM3DATIPROC) load(userptr, "glVertexStream3dATI"); + glad_glVertexStream3dvATI = (PFNGLVERTEXSTREAM3DVATIPROC) load(userptr, "glVertexStream3dvATI"); + glad_glVertexStream3fATI = (PFNGLVERTEXSTREAM3FATIPROC) load(userptr, "glVertexStream3fATI"); + glad_glVertexStream3fvATI = (PFNGLVERTEXSTREAM3FVATIPROC) load(userptr, "glVertexStream3fvATI"); + glad_glVertexStream3iATI = (PFNGLVERTEXSTREAM3IATIPROC) load(userptr, "glVertexStream3iATI"); + glad_glVertexStream3ivATI = (PFNGLVERTEXSTREAM3IVATIPROC) load(userptr, "glVertexStream3ivATI"); + glad_glVertexStream3sATI = (PFNGLVERTEXSTREAM3SATIPROC) load(userptr, "glVertexStream3sATI"); + glad_glVertexStream3svATI = (PFNGLVERTEXSTREAM3SVATIPROC) load(userptr, "glVertexStream3svATI"); + glad_glVertexStream4dATI = (PFNGLVERTEXSTREAM4DATIPROC) load(userptr, "glVertexStream4dATI"); + glad_glVertexStream4dvATI = (PFNGLVERTEXSTREAM4DVATIPROC) load(userptr, "glVertexStream4dvATI"); + glad_glVertexStream4fATI = (PFNGLVERTEXSTREAM4FATIPROC) load(userptr, "glVertexStream4fATI"); + glad_glVertexStream4fvATI = (PFNGLVERTEXSTREAM4FVATIPROC) load(userptr, "glVertexStream4fvATI"); + glad_glVertexStream4iATI = (PFNGLVERTEXSTREAM4IATIPROC) load(userptr, "glVertexStream4iATI"); + glad_glVertexStream4ivATI = (PFNGLVERTEXSTREAM4IVATIPROC) load(userptr, "glVertexStream4ivATI"); + glad_glVertexStream4sATI = (PFNGLVERTEXSTREAM4SATIPROC) load(userptr, "glVertexStream4sATI"); + glad_glVertexStream4svATI = (PFNGLVERTEXSTREAM4SVATIPROC) load(userptr, "glVertexStream4svATI"); +} +static void glad_gl_load_GL_EXT_EGL_image_storage( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_EGL_image_storage) return; + glad_glEGLImageTargetTexStorageEXT = (PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) load(userptr, "glEGLImageTargetTexStorageEXT"); + glad_glEGLImageTargetTextureStorageEXT = (PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) load(userptr, "glEGLImageTargetTextureStorageEXT"); +} +static void glad_gl_load_GL_EXT_bindable_uniform( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_bindable_uniform) return; + glad_glGetUniformBufferSizeEXT = (PFNGLGETUNIFORMBUFFERSIZEEXTPROC) load(userptr, "glGetUniformBufferSizeEXT"); + glad_glGetUniformOffsetEXT = (PFNGLGETUNIFORMOFFSETEXTPROC) load(userptr, "glGetUniformOffsetEXT"); + glad_glUniformBufferEXT = (PFNGLUNIFORMBUFFEREXTPROC) load(userptr, "glUniformBufferEXT"); +} +static void glad_gl_load_GL_EXT_blend_color( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_blend_color) return; + glad_glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC) load(userptr, "glBlendColorEXT"); +} +static void glad_gl_load_GL_EXT_blend_equation_separate( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_blend_equation_separate) return; + glad_glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC) load(userptr, "glBlendEquationSeparateEXT"); +} +static void glad_gl_load_GL_EXT_blend_func_separate( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_blend_func_separate) return; + glad_glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) load(userptr, "glBlendFuncSeparateEXT"); +} +static void glad_gl_load_GL_EXT_blend_minmax( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_blend_minmax) return; + glad_glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC) load(userptr, "glBlendEquationEXT"); +} +static void glad_gl_load_GL_EXT_color_subtable( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_color_subtable) return; + glad_glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC) load(userptr, "glColorSubTableEXT"); + glad_glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC) load(userptr, "glCopyColorSubTableEXT"); +} +static void glad_gl_load_GL_EXT_compiled_vertex_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_compiled_vertex_array) return; + glad_glLockArraysEXT = (PFNGLLOCKARRAYSEXTPROC) load(userptr, "glLockArraysEXT"); + glad_glUnlockArraysEXT = (PFNGLUNLOCKARRAYSEXTPROC) load(userptr, "glUnlockArraysEXT"); +} +static void glad_gl_load_GL_EXT_convolution( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_convolution) return; + glad_glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC) load(userptr, "glConvolutionFilter1DEXT"); + glad_glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC) load(userptr, "glConvolutionFilter2DEXT"); + glad_glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC) load(userptr, "glConvolutionParameterfEXT"); + glad_glConvolutionParameterfvEXT = (PFNGLCONVOLUTIONPARAMETERFVEXTPROC) load(userptr, "glConvolutionParameterfvEXT"); + glad_glConvolutionParameteriEXT = (PFNGLCONVOLUTIONPARAMETERIEXTPROC) load(userptr, "glConvolutionParameteriEXT"); + glad_glConvolutionParameterivEXT = (PFNGLCONVOLUTIONPARAMETERIVEXTPROC) load(userptr, "glConvolutionParameterivEXT"); + glad_glCopyConvolutionFilter1DEXT = (PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) load(userptr, "glCopyConvolutionFilter1DEXT"); + glad_glCopyConvolutionFilter2DEXT = (PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) load(userptr, "glCopyConvolutionFilter2DEXT"); + glad_glGetConvolutionFilterEXT = (PFNGLGETCONVOLUTIONFILTEREXTPROC) load(userptr, "glGetConvolutionFilterEXT"); + glad_glGetConvolutionParameterfvEXT = (PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) load(userptr, "glGetConvolutionParameterfvEXT"); + glad_glGetConvolutionParameterivEXT = (PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) load(userptr, "glGetConvolutionParameterivEXT"); + glad_glGetSeparableFilterEXT = (PFNGLGETSEPARABLEFILTEREXTPROC) load(userptr, "glGetSeparableFilterEXT"); + glad_glSeparableFilter2DEXT = (PFNGLSEPARABLEFILTER2DEXTPROC) load(userptr, "glSeparableFilter2DEXT"); +} +static void glad_gl_load_GL_EXT_coordinate_frame( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_coordinate_frame) return; + glad_glBinormal3bEXT = (PFNGLBINORMAL3BEXTPROC) load(userptr, "glBinormal3bEXT"); + glad_glBinormal3bvEXT = (PFNGLBINORMAL3BVEXTPROC) load(userptr, "glBinormal3bvEXT"); + glad_glBinormal3dEXT = (PFNGLBINORMAL3DEXTPROC) load(userptr, "glBinormal3dEXT"); + glad_glBinormal3dvEXT = (PFNGLBINORMAL3DVEXTPROC) load(userptr, "glBinormal3dvEXT"); + glad_glBinormal3fEXT = (PFNGLBINORMAL3FEXTPROC) load(userptr, "glBinormal3fEXT"); + glad_glBinormal3fvEXT = (PFNGLBINORMAL3FVEXTPROC) load(userptr, "glBinormal3fvEXT"); + glad_glBinormal3iEXT = (PFNGLBINORMAL3IEXTPROC) load(userptr, "glBinormal3iEXT"); + glad_glBinormal3ivEXT = (PFNGLBINORMAL3IVEXTPROC) load(userptr, "glBinormal3ivEXT"); + glad_glBinormal3sEXT = (PFNGLBINORMAL3SEXTPROC) load(userptr, "glBinormal3sEXT"); + glad_glBinormal3svEXT = (PFNGLBINORMAL3SVEXTPROC) load(userptr, "glBinormal3svEXT"); + glad_glBinormalPointerEXT = (PFNGLBINORMALPOINTEREXTPROC) load(userptr, "glBinormalPointerEXT"); + glad_glTangent3bEXT = (PFNGLTANGENT3BEXTPROC) load(userptr, "glTangent3bEXT"); + glad_glTangent3bvEXT = (PFNGLTANGENT3BVEXTPROC) load(userptr, "glTangent3bvEXT"); + glad_glTangent3dEXT = (PFNGLTANGENT3DEXTPROC) load(userptr, "glTangent3dEXT"); + glad_glTangent3dvEXT = (PFNGLTANGENT3DVEXTPROC) load(userptr, "glTangent3dvEXT"); + glad_glTangent3fEXT = (PFNGLTANGENT3FEXTPROC) load(userptr, "glTangent3fEXT"); + glad_glTangent3fvEXT = (PFNGLTANGENT3FVEXTPROC) load(userptr, "glTangent3fvEXT"); + glad_glTangent3iEXT = (PFNGLTANGENT3IEXTPROC) load(userptr, "glTangent3iEXT"); + glad_glTangent3ivEXT = (PFNGLTANGENT3IVEXTPROC) load(userptr, "glTangent3ivEXT"); + glad_glTangent3sEXT = (PFNGLTANGENT3SEXTPROC) load(userptr, "glTangent3sEXT"); + glad_glTangent3svEXT = (PFNGLTANGENT3SVEXTPROC) load(userptr, "glTangent3svEXT"); + glad_glTangentPointerEXT = (PFNGLTANGENTPOINTEREXTPROC) load(userptr, "glTangentPointerEXT"); +} +static void glad_gl_load_GL_EXT_copy_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_copy_texture) return; + glad_glCopyTexImage1DEXT = (PFNGLCOPYTEXIMAGE1DEXTPROC) load(userptr, "glCopyTexImage1DEXT"); + glad_glCopyTexImage2DEXT = (PFNGLCOPYTEXIMAGE2DEXTPROC) load(userptr, "glCopyTexImage2DEXT"); + glad_glCopyTexSubImage1DEXT = (PFNGLCOPYTEXSUBIMAGE1DEXTPROC) load(userptr, "glCopyTexSubImage1DEXT"); + glad_glCopyTexSubImage2DEXT = (PFNGLCOPYTEXSUBIMAGE2DEXTPROC) load(userptr, "glCopyTexSubImage2DEXT"); + glad_glCopyTexSubImage3DEXT = (PFNGLCOPYTEXSUBIMAGE3DEXTPROC) load(userptr, "glCopyTexSubImage3DEXT"); +} +static void glad_gl_load_GL_EXT_cull_vertex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_cull_vertex) return; + glad_glCullParameterdvEXT = (PFNGLCULLPARAMETERDVEXTPROC) load(userptr, "glCullParameterdvEXT"); + glad_glCullParameterfvEXT = (PFNGLCULLPARAMETERFVEXTPROC) load(userptr, "glCullParameterfvEXT"); +} +static void glad_gl_load_GL_EXT_debug_label( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_debug_label) return; + glad_glGetObjectLabelEXT = (PFNGLGETOBJECTLABELEXTPROC) load(userptr, "glGetObjectLabelEXT"); + glad_glLabelObjectEXT = (PFNGLLABELOBJECTEXTPROC) load(userptr, "glLabelObjectEXT"); +} +static void glad_gl_load_GL_EXT_debug_marker( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_debug_marker) return; + glad_glInsertEventMarkerEXT = (PFNGLINSERTEVENTMARKEREXTPROC) load(userptr, "glInsertEventMarkerEXT"); + glad_glPopGroupMarkerEXT = (PFNGLPOPGROUPMARKEREXTPROC) load(userptr, "glPopGroupMarkerEXT"); + glad_glPushGroupMarkerEXT = (PFNGLPUSHGROUPMARKEREXTPROC) load(userptr, "glPushGroupMarkerEXT"); +} +static void glad_gl_load_GL_EXT_depth_bounds_test( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_depth_bounds_test) return; + glad_glDepthBoundsEXT = (PFNGLDEPTHBOUNDSEXTPROC) load(userptr, "glDepthBoundsEXT"); +} +static void glad_gl_load_GL_EXT_direct_state_access( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_direct_state_access) return; + glad_glBindMultiTextureEXT = (PFNGLBINDMULTITEXTUREEXTPROC) load(userptr, "glBindMultiTextureEXT"); + glad_glCheckNamedFramebufferStatusEXT = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) load(userptr, "glCheckNamedFramebufferStatusEXT"); + glad_glClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC) load(userptr, "glClearNamedBufferDataEXT"); + glad_glClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) load(userptr, "glClearNamedBufferSubDataEXT"); + glad_glClientAttribDefaultEXT = (PFNGLCLIENTATTRIBDEFAULTEXTPROC) load(userptr, "glClientAttribDefaultEXT"); + glad_glCompressedMultiTexImage1DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) load(userptr, "glCompressedMultiTexImage1DEXT"); + glad_glCompressedMultiTexImage2DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) load(userptr, "glCompressedMultiTexImage2DEXT"); + glad_glCompressedMultiTexImage3DEXT = (PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) load(userptr, "glCompressedMultiTexImage3DEXT"); + glad_glCompressedMultiTexSubImage1DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) load(userptr, "glCompressedMultiTexSubImage1DEXT"); + glad_glCompressedMultiTexSubImage2DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) load(userptr, "glCompressedMultiTexSubImage2DEXT"); + glad_glCompressedMultiTexSubImage3DEXT = (PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) load(userptr, "glCompressedMultiTexSubImage3DEXT"); + glad_glCompressedTextureImage1DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) load(userptr, "glCompressedTextureImage1DEXT"); + glad_glCompressedTextureImage2DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) load(userptr, "glCompressedTextureImage2DEXT"); + glad_glCompressedTextureImage3DEXT = (PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) load(userptr, "glCompressedTextureImage3DEXT"); + glad_glCompressedTextureSubImage1DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) load(userptr, "glCompressedTextureSubImage1DEXT"); + glad_glCompressedTextureSubImage2DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) load(userptr, "glCompressedTextureSubImage2DEXT"); + glad_glCompressedTextureSubImage3DEXT = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) load(userptr, "glCompressedTextureSubImage3DEXT"); + glad_glCopyMultiTexImage1DEXT = (PFNGLCOPYMULTITEXIMAGE1DEXTPROC) load(userptr, "glCopyMultiTexImage1DEXT"); + glad_glCopyMultiTexImage2DEXT = (PFNGLCOPYMULTITEXIMAGE2DEXTPROC) load(userptr, "glCopyMultiTexImage2DEXT"); + glad_glCopyMultiTexSubImage1DEXT = (PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) load(userptr, "glCopyMultiTexSubImage1DEXT"); + glad_glCopyMultiTexSubImage2DEXT = (PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) load(userptr, "glCopyMultiTexSubImage2DEXT"); + glad_glCopyMultiTexSubImage3DEXT = (PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) load(userptr, "glCopyMultiTexSubImage3DEXT"); + glad_glCopyTextureImage1DEXT = (PFNGLCOPYTEXTUREIMAGE1DEXTPROC) load(userptr, "glCopyTextureImage1DEXT"); + glad_glCopyTextureImage2DEXT = (PFNGLCOPYTEXTUREIMAGE2DEXTPROC) load(userptr, "glCopyTextureImage2DEXT"); + glad_glCopyTextureSubImage1DEXT = (PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) load(userptr, "glCopyTextureSubImage1DEXT"); + glad_glCopyTextureSubImage2DEXT = (PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) load(userptr, "glCopyTextureSubImage2DEXT"); + glad_glCopyTextureSubImage3DEXT = (PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) load(userptr, "glCopyTextureSubImage3DEXT"); + glad_glDisableClientStateIndexedEXT = (PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) load(userptr, "glDisableClientStateIndexedEXT"); + glad_glDisableClientStateiEXT = (PFNGLDISABLECLIENTSTATEIEXTPROC) load(userptr, "glDisableClientStateiEXT"); + glad_glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC) load(userptr, "glDisableIndexedEXT"); + glad_glDisableVertexArrayAttribEXT = (PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) load(userptr, "glDisableVertexArrayAttribEXT"); + glad_glDisableVertexArrayEXT = (PFNGLDISABLEVERTEXARRAYEXTPROC) load(userptr, "glDisableVertexArrayEXT"); + glad_glEnableClientStateIndexedEXT = (PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) load(userptr, "glEnableClientStateIndexedEXT"); + glad_glEnableClientStateiEXT = (PFNGLENABLECLIENTSTATEIEXTPROC) load(userptr, "glEnableClientStateiEXT"); + glad_glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC) load(userptr, "glEnableIndexedEXT"); + glad_glEnableVertexArrayAttribEXT = (PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) load(userptr, "glEnableVertexArrayAttribEXT"); + glad_glEnableVertexArrayEXT = (PFNGLENABLEVERTEXARRAYEXTPROC) load(userptr, "glEnableVertexArrayEXT"); + glad_glFlushMappedNamedBufferRangeEXT = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) load(userptr, "glFlushMappedNamedBufferRangeEXT"); + glad_glFramebufferDrawBufferEXT = (PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) load(userptr, "glFramebufferDrawBufferEXT"); + glad_glFramebufferDrawBuffersEXT = (PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) load(userptr, "glFramebufferDrawBuffersEXT"); + glad_glFramebufferReadBufferEXT = (PFNGLFRAMEBUFFERREADBUFFEREXTPROC) load(userptr, "glFramebufferReadBufferEXT"); + glad_glGenerateMultiTexMipmapEXT = (PFNGLGENERATEMULTITEXMIPMAPEXTPROC) load(userptr, "glGenerateMultiTexMipmapEXT"); + glad_glGenerateTextureMipmapEXT = (PFNGLGENERATETEXTUREMIPMAPEXTPROC) load(userptr, "glGenerateTextureMipmapEXT"); + glad_glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC) load(userptr, "glGetBooleanIndexedvEXT"); + glad_glGetCompressedMultiTexImageEXT = (PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) load(userptr, "glGetCompressedMultiTexImageEXT"); + glad_glGetCompressedTextureImageEXT = (PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) load(userptr, "glGetCompressedTextureImageEXT"); + glad_glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC) load(userptr, "glGetDoubleIndexedvEXT"); + glad_glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC) load(userptr, "glGetDoublei_vEXT"); + glad_glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC) load(userptr, "glGetFloatIndexedvEXT"); + glad_glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC) load(userptr, "glGetFloati_vEXT"); + glad_glGetFramebufferParameterivEXT = (PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) load(userptr, "glGetFramebufferParameterivEXT"); + glad_glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC) load(userptr, "glGetIntegerIndexedvEXT"); + glad_glGetMultiTexEnvfvEXT = (PFNGLGETMULTITEXENVFVEXTPROC) load(userptr, "glGetMultiTexEnvfvEXT"); + glad_glGetMultiTexEnvivEXT = (PFNGLGETMULTITEXENVIVEXTPROC) load(userptr, "glGetMultiTexEnvivEXT"); + glad_glGetMultiTexGendvEXT = (PFNGLGETMULTITEXGENDVEXTPROC) load(userptr, "glGetMultiTexGendvEXT"); + glad_glGetMultiTexGenfvEXT = (PFNGLGETMULTITEXGENFVEXTPROC) load(userptr, "glGetMultiTexGenfvEXT"); + glad_glGetMultiTexGenivEXT = (PFNGLGETMULTITEXGENIVEXTPROC) load(userptr, "glGetMultiTexGenivEXT"); + glad_glGetMultiTexImageEXT = (PFNGLGETMULTITEXIMAGEEXTPROC) load(userptr, "glGetMultiTexImageEXT"); + glad_glGetMultiTexLevelParameterfvEXT = (PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) load(userptr, "glGetMultiTexLevelParameterfvEXT"); + glad_glGetMultiTexLevelParameterivEXT = (PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) load(userptr, "glGetMultiTexLevelParameterivEXT"); + glad_glGetMultiTexParameterIivEXT = (PFNGLGETMULTITEXPARAMETERIIVEXTPROC) load(userptr, "glGetMultiTexParameterIivEXT"); + glad_glGetMultiTexParameterIuivEXT = (PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) load(userptr, "glGetMultiTexParameterIuivEXT"); + glad_glGetMultiTexParameterfvEXT = (PFNGLGETMULTITEXPARAMETERFVEXTPROC) load(userptr, "glGetMultiTexParameterfvEXT"); + glad_glGetMultiTexParameterivEXT = (PFNGLGETMULTITEXPARAMETERIVEXTPROC) load(userptr, "glGetMultiTexParameterivEXT"); + glad_glGetNamedBufferParameterivEXT = (PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) load(userptr, "glGetNamedBufferParameterivEXT"); + glad_glGetNamedBufferPointervEXT = (PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) load(userptr, "glGetNamedBufferPointervEXT"); + glad_glGetNamedBufferSubDataEXT = (PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) load(userptr, "glGetNamedBufferSubDataEXT"); + glad_glGetNamedFramebufferAttachmentParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) load(userptr, "glGetNamedFramebufferAttachmentParameterivEXT"); + glad_glGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) load(userptr, "glGetNamedFramebufferParameterivEXT"); + glad_glGetNamedProgramLocalParameterIivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) load(userptr, "glGetNamedProgramLocalParameterIivEXT"); + glad_glGetNamedProgramLocalParameterIuivEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) load(userptr, "glGetNamedProgramLocalParameterIuivEXT"); + glad_glGetNamedProgramLocalParameterdvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) load(userptr, "glGetNamedProgramLocalParameterdvEXT"); + glad_glGetNamedProgramLocalParameterfvEXT = (PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) load(userptr, "glGetNamedProgramLocalParameterfvEXT"); + glad_glGetNamedProgramStringEXT = (PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) load(userptr, "glGetNamedProgramStringEXT"); + glad_glGetNamedProgramivEXT = (PFNGLGETNAMEDPROGRAMIVEXTPROC) load(userptr, "glGetNamedProgramivEXT"); + glad_glGetNamedRenderbufferParameterivEXT = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) load(userptr, "glGetNamedRenderbufferParameterivEXT"); + glad_glGetPointerIndexedvEXT = (PFNGLGETPOINTERINDEXEDVEXTPROC) load(userptr, "glGetPointerIndexedvEXT"); + glad_glGetPointeri_vEXT = (PFNGLGETPOINTERI_VEXTPROC) load(userptr, "glGetPointeri_vEXT"); + glad_glGetTextureImageEXT = (PFNGLGETTEXTUREIMAGEEXTPROC) load(userptr, "glGetTextureImageEXT"); + glad_glGetTextureLevelParameterfvEXT = (PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) load(userptr, "glGetTextureLevelParameterfvEXT"); + glad_glGetTextureLevelParameterivEXT = (PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) load(userptr, "glGetTextureLevelParameterivEXT"); + glad_glGetTextureParameterIivEXT = (PFNGLGETTEXTUREPARAMETERIIVEXTPROC) load(userptr, "glGetTextureParameterIivEXT"); + glad_glGetTextureParameterIuivEXT = (PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) load(userptr, "glGetTextureParameterIuivEXT"); + glad_glGetTextureParameterfvEXT = (PFNGLGETTEXTUREPARAMETERFVEXTPROC) load(userptr, "glGetTextureParameterfvEXT"); + glad_glGetTextureParameterivEXT = (PFNGLGETTEXTUREPARAMETERIVEXTPROC) load(userptr, "glGetTextureParameterivEXT"); + glad_glGetVertexArrayIntegeri_vEXT = (PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) load(userptr, "glGetVertexArrayIntegeri_vEXT"); + glad_glGetVertexArrayIntegervEXT = (PFNGLGETVERTEXARRAYINTEGERVEXTPROC) load(userptr, "glGetVertexArrayIntegervEXT"); + glad_glGetVertexArrayPointeri_vEXT = (PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) load(userptr, "glGetVertexArrayPointeri_vEXT"); + glad_glGetVertexArrayPointervEXT = (PFNGLGETVERTEXARRAYPOINTERVEXTPROC) load(userptr, "glGetVertexArrayPointervEXT"); + glad_glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC) load(userptr, "glIsEnabledIndexedEXT"); + glad_glMapNamedBufferEXT = (PFNGLMAPNAMEDBUFFEREXTPROC) load(userptr, "glMapNamedBufferEXT"); + glad_glMapNamedBufferRangeEXT = (PFNGLMAPNAMEDBUFFERRANGEEXTPROC) load(userptr, "glMapNamedBufferRangeEXT"); + glad_glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC) load(userptr, "glMatrixFrustumEXT"); + glad_glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC) load(userptr, "glMatrixLoadIdentityEXT"); + glad_glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC) load(userptr, "glMatrixLoadTransposedEXT"); + glad_glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC) load(userptr, "glMatrixLoadTransposefEXT"); + glad_glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC) load(userptr, "glMatrixLoaddEXT"); + glad_glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC) load(userptr, "glMatrixLoadfEXT"); + glad_glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC) load(userptr, "glMatrixMultTransposedEXT"); + glad_glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC) load(userptr, "glMatrixMultTransposefEXT"); + glad_glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC) load(userptr, "glMatrixMultdEXT"); + glad_glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC) load(userptr, "glMatrixMultfEXT"); + glad_glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC) load(userptr, "glMatrixOrthoEXT"); + glad_glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC) load(userptr, "glMatrixPopEXT"); + glad_glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC) load(userptr, "glMatrixPushEXT"); + glad_glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC) load(userptr, "glMatrixRotatedEXT"); + glad_glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC) load(userptr, "glMatrixRotatefEXT"); + glad_glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC) load(userptr, "glMatrixScaledEXT"); + glad_glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC) load(userptr, "glMatrixScalefEXT"); + glad_glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC) load(userptr, "glMatrixTranslatedEXT"); + glad_glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC) load(userptr, "glMatrixTranslatefEXT"); + glad_glMultiTexBufferEXT = (PFNGLMULTITEXBUFFEREXTPROC) load(userptr, "glMultiTexBufferEXT"); + glad_glMultiTexCoordPointerEXT = (PFNGLMULTITEXCOORDPOINTEREXTPROC) load(userptr, "glMultiTexCoordPointerEXT"); + glad_glMultiTexEnvfEXT = (PFNGLMULTITEXENVFEXTPROC) load(userptr, "glMultiTexEnvfEXT"); + glad_glMultiTexEnvfvEXT = (PFNGLMULTITEXENVFVEXTPROC) load(userptr, "glMultiTexEnvfvEXT"); + glad_glMultiTexEnviEXT = (PFNGLMULTITEXENVIEXTPROC) load(userptr, "glMultiTexEnviEXT"); + glad_glMultiTexEnvivEXT = (PFNGLMULTITEXENVIVEXTPROC) load(userptr, "glMultiTexEnvivEXT"); + glad_glMultiTexGendEXT = (PFNGLMULTITEXGENDEXTPROC) load(userptr, "glMultiTexGendEXT"); + glad_glMultiTexGendvEXT = (PFNGLMULTITEXGENDVEXTPROC) load(userptr, "glMultiTexGendvEXT"); + glad_glMultiTexGenfEXT = (PFNGLMULTITEXGENFEXTPROC) load(userptr, "glMultiTexGenfEXT"); + glad_glMultiTexGenfvEXT = (PFNGLMULTITEXGENFVEXTPROC) load(userptr, "glMultiTexGenfvEXT"); + glad_glMultiTexGeniEXT = (PFNGLMULTITEXGENIEXTPROC) load(userptr, "glMultiTexGeniEXT"); + glad_glMultiTexGenivEXT = (PFNGLMULTITEXGENIVEXTPROC) load(userptr, "glMultiTexGenivEXT"); + glad_glMultiTexImage1DEXT = (PFNGLMULTITEXIMAGE1DEXTPROC) load(userptr, "glMultiTexImage1DEXT"); + glad_glMultiTexImage2DEXT = (PFNGLMULTITEXIMAGE2DEXTPROC) load(userptr, "glMultiTexImage2DEXT"); + glad_glMultiTexImage3DEXT = (PFNGLMULTITEXIMAGE3DEXTPROC) load(userptr, "glMultiTexImage3DEXT"); + glad_glMultiTexParameterIivEXT = (PFNGLMULTITEXPARAMETERIIVEXTPROC) load(userptr, "glMultiTexParameterIivEXT"); + glad_glMultiTexParameterIuivEXT = (PFNGLMULTITEXPARAMETERIUIVEXTPROC) load(userptr, "glMultiTexParameterIuivEXT"); + glad_glMultiTexParameterfEXT = (PFNGLMULTITEXPARAMETERFEXTPROC) load(userptr, "glMultiTexParameterfEXT"); + glad_glMultiTexParameterfvEXT = (PFNGLMULTITEXPARAMETERFVEXTPROC) load(userptr, "glMultiTexParameterfvEXT"); + glad_glMultiTexParameteriEXT = (PFNGLMULTITEXPARAMETERIEXTPROC) load(userptr, "glMultiTexParameteriEXT"); + glad_glMultiTexParameterivEXT = (PFNGLMULTITEXPARAMETERIVEXTPROC) load(userptr, "glMultiTexParameterivEXT"); + glad_glMultiTexRenderbufferEXT = (PFNGLMULTITEXRENDERBUFFEREXTPROC) load(userptr, "glMultiTexRenderbufferEXT"); + glad_glMultiTexSubImage1DEXT = (PFNGLMULTITEXSUBIMAGE1DEXTPROC) load(userptr, "glMultiTexSubImage1DEXT"); + glad_glMultiTexSubImage2DEXT = (PFNGLMULTITEXSUBIMAGE2DEXTPROC) load(userptr, "glMultiTexSubImage2DEXT"); + glad_glMultiTexSubImage3DEXT = (PFNGLMULTITEXSUBIMAGE3DEXTPROC) load(userptr, "glMultiTexSubImage3DEXT"); + glad_glNamedBufferDataEXT = (PFNGLNAMEDBUFFERDATAEXTPROC) load(userptr, "glNamedBufferDataEXT"); + glad_glNamedBufferStorageEXT = (PFNGLNAMEDBUFFERSTORAGEEXTPROC) load(userptr, "glNamedBufferStorageEXT"); + glad_glNamedBufferSubDataEXT = (PFNGLNAMEDBUFFERSUBDATAEXTPROC) load(userptr, "glNamedBufferSubDataEXT"); + glad_glNamedCopyBufferSubDataEXT = (PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) load(userptr, "glNamedCopyBufferSubDataEXT"); + glad_glNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) load(userptr, "glNamedFramebufferParameteriEXT"); + glad_glNamedFramebufferRenderbufferEXT = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) load(userptr, "glNamedFramebufferRenderbufferEXT"); + glad_glNamedFramebufferTexture1DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) load(userptr, "glNamedFramebufferTexture1DEXT"); + glad_glNamedFramebufferTexture2DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) load(userptr, "glNamedFramebufferTexture2DEXT"); + glad_glNamedFramebufferTexture3DEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) load(userptr, "glNamedFramebufferTexture3DEXT"); + glad_glNamedFramebufferTextureEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) load(userptr, "glNamedFramebufferTextureEXT"); + glad_glNamedFramebufferTextureFaceEXT = (PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) load(userptr, "glNamedFramebufferTextureFaceEXT"); + glad_glNamedFramebufferTextureLayerEXT = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) load(userptr, "glNamedFramebufferTextureLayerEXT"); + glad_glNamedProgramLocalParameter4dEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) load(userptr, "glNamedProgramLocalParameter4dEXT"); + glad_glNamedProgramLocalParameter4dvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) load(userptr, "glNamedProgramLocalParameter4dvEXT"); + glad_glNamedProgramLocalParameter4fEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) load(userptr, "glNamedProgramLocalParameter4fEXT"); + glad_glNamedProgramLocalParameter4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) load(userptr, "glNamedProgramLocalParameter4fvEXT"); + glad_glNamedProgramLocalParameterI4iEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) load(userptr, "glNamedProgramLocalParameterI4iEXT"); + glad_glNamedProgramLocalParameterI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) load(userptr, "glNamedProgramLocalParameterI4ivEXT"); + glad_glNamedProgramLocalParameterI4uiEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) load(userptr, "glNamedProgramLocalParameterI4uiEXT"); + glad_glNamedProgramLocalParameterI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) load(userptr, "glNamedProgramLocalParameterI4uivEXT"); + glad_glNamedProgramLocalParameters4fvEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) load(userptr, "glNamedProgramLocalParameters4fvEXT"); + glad_glNamedProgramLocalParametersI4ivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) load(userptr, "glNamedProgramLocalParametersI4ivEXT"); + glad_glNamedProgramLocalParametersI4uivEXT = (PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) load(userptr, "glNamedProgramLocalParametersI4uivEXT"); + glad_glNamedProgramStringEXT = (PFNGLNAMEDPROGRAMSTRINGEXTPROC) load(userptr, "glNamedProgramStringEXT"); + glad_glNamedRenderbufferStorageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) load(userptr, "glNamedRenderbufferStorageEXT"); + glad_glNamedRenderbufferStorageMultisampleCoverageEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) load(userptr, "glNamedRenderbufferStorageMultisampleCoverageEXT"); + glad_glNamedRenderbufferStorageMultisampleEXT = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) load(userptr, "glNamedRenderbufferStorageMultisampleEXT"); + glad_glProgramUniform1dEXT = (PFNGLPROGRAMUNIFORM1DEXTPROC) load(userptr, "glProgramUniform1dEXT"); + glad_glProgramUniform1dvEXT = (PFNGLPROGRAMUNIFORM1DVEXTPROC) load(userptr, "glProgramUniform1dvEXT"); + glad_glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC) load(userptr, "glProgramUniform1fEXT"); + glad_glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC) load(userptr, "glProgramUniform1fvEXT"); + glad_glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC) load(userptr, "glProgramUniform1iEXT"); + glad_glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC) load(userptr, "glProgramUniform1ivEXT"); + glad_glProgramUniform1uiEXT = (PFNGLPROGRAMUNIFORM1UIEXTPROC) load(userptr, "glProgramUniform1uiEXT"); + glad_glProgramUniform1uivEXT = (PFNGLPROGRAMUNIFORM1UIVEXTPROC) load(userptr, "glProgramUniform1uivEXT"); + glad_glProgramUniform2dEXT = (PFNGLPROGRAMUNIFORM2DEXTPROC) load(userptr, "glProgramUniform2dEXT"); + glad_glProgramUniform2dvEXT = (PFNGLPROGRAMUNIFORM2DVEXTPROC) load(userptr, "glProgramUniform2dvEXT"); + glad_glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC) load(userptr, "glProgramUniform2fEXT"); + glad_glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC) load(userptr, "glProgramUniform2fvEXT"); + glad_glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC) load(userptr, "glProgramUniform2iEXT"); + glad_glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC) load(userptr, "glProgramUniform2ivEXT"); + glad_glProgramUniform2uiEXT = (PFNGLPROGRAMUNIFORM2UIEXTPROC) load(userptr, "glProgramUniform2uiEXT"); + glad_glProgramUniform2uivEXT = (PFNGLPROGRAMUNIFORM2UIVEXTPROC) load(userptr, "glProgramUniform2uivEXT"); + glad_glProgramUniform3dEXT = (PFNGLPROGRAMUNIFORM3DEXTPROC) load(userptr, "glProgramUniform3dEXT"); + glad_glProgramUniform3dvEXT = (PFNGLPROGRAMUNIFORM3DVEXTPROC) load(userptr, "glProgramUniform3dvEXT"); + glad_glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC) load(userptr, "glProgramUniform3fEXT"); + glad_glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC) load(userptr, "glProgramUniform3fvEXT"); + glad_glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC) load(userptr, "glProgramUniform3iEXT"); + glad_glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC) load(userptr, "glProgramUniform3ivEXT"); + glad_glProgramUniform3uiEXT = (PFNGLPROGRAMUNIFORM3UIEXTPROC) load(userptr, "glProgramUniform3uiEXT"); + glad_glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC) load(userptr, "glProgramUniform3uivEXT"); + glad_glProgramUniform4dEXT = (PFNGLPROGRAMUNIFORM4DEXTPROC) load(userptr, "glProgramUniform4dEXT"); + glad_glProgramUniform4dvEXT = (PFNGLPROGRAMUNIFORM4DVEXTPROC) load(userptr, "glProgramUniform4dvEXT"); + glad_glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC) load(userptr, "glProgramUniform4fEXT"); + glad_glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC) load(userptr, "glProgramUniform4fvEXT"); + glad_glProgramUniform4iEXT = (PFNGLPROGRAMUNIFORM4IEXTPROC) load(userptr, "glProgramUniform4iEXT"); + glad_glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC) load(userptr, "glProgramUniform4ivEXT"); + glad_glProgramUniform4uiEXT = (PFNGLPROGRAMUNIFORM4UIEXTPROC) load(userptr, "glProgramUniform4uiEXT"); + glad_glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC) load(userptr, "glProgramUniform4uivEXT"); + glad_glProgramUniformMatrix2dvEXT = (PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC) load(userptr, "glProgramUniformMatrix2dvEXT"); + glad_glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) load(userptr, "glProgramUniformMatrix2fvEXT"); + glad_glProgramUniformMatrix2x3dvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC) load(userptr, "glProgramUniformMatrix2x3dvEXT"); + glad_glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) load(userptr, "glProgramUniformMatrix2x3fvEXT"); + glad_glProgramUniformMatrix2x4dvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC) load(userptr, "glProgramUniformMatrix2x4dvEXT"); + glad_glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) load(userptr, "glProgramUniformMatrix2x4fvEXT"); + glad_glProgramUniformMatrix3dvEXT = (PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC) load(userptr, "glProgramUniformMatrix3dvEXT"); + glad_glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) load(userptr, "glProgramUniformMatrix3fvEXT"); + glad_glProgramUniformMatrix3x2dvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC) load(userptr, "glProgramUniformMatrix3x2dvEXT"); + glad_glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) load(userptr, "glProgramUniformMatrix3x2fvEXT"); + glad_glProgramUniformMatrix3x4dvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC) load(userptr, "glProgramUniformMatrix3x4dvEXT"); + glad_glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) load(userptr, "glProgramUniformMatrix3x4fvEXT"); + glad_glProgramUniformMatrix4dvEXT = (PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC) load(userptr, "glProgramUniformMatrix4dvEXT"); + glad_glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) load(userptr, "glProgramUniformMatrix4fvEXT"); + glad_glProgramUniformMatrix4x2dvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC) load(userptr, "glProgramUniformMatrix4x2dvEXT"); + glad_glProgramUniformMatrix4x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) load(userptr, "glProgramUniformMatrix4x2fvEXT"); + glad_glProgramUniformMatrix4x3dvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC) load(userptr, "glProgramUniformMatrix4x3dvEXT"); + glad_glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) load(userptr, "glProgramUniformMatrix4x3fvEXT"); + glad_glPushClientAttribDefaultEXT = (PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) load(userptr, "glPushClientAttribDefaultEXT"); + glad_glTextureBufferEXT = (PFNGLTEXTUREBUFFEREXTPROC) load(userptr, "glTextureBufferEXT"); + glad_glTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC) load(userptr, "glTextureBufferRangeEXT"); + glad_glTextureImage1DEXT = (PFNGLTEXTUREIMAGE1DEXTPROC) load(userptr, "glTextureImage1DEXT"); + glad_glTextureImage2DEXT = (PFNGLTEXTUREIMAGE2DEXTPROC) load(userptr, "glTextureImage2DEXT"); + glad_glTextureImage3DEXT = (PFNGLTEXTUREIMAGE3DEXTPROC) load(userptr, "glTextureImage3DEXT"); + glad_glTexturePageCommitmentEXT = (PFNGLTEXTUREPAGECOMMITMENTEXTPROC) load(userptr, "glTexturePageCommitmentEXT"); + glad_glTextureParameterIivEXT = (PFNGLTEXTUREPARAMETERIIVEXTPROC) load(userptr, "glTextureParameterIivEXT"); + glad_glTextureParameterIuivEXT = (PFNGLTEXTUREPARAMETERIUIVEXTPROC) load(userptr, "glTextureParameterIuivEXT"); + glad_glTextureParameterfEXT = (PFNGLTEXTUREPARAMETERFEXTPROC) load(userptr, "glTextureParameterfEXT"); + glad_glTextureParameterfvEXT = (PFNGLTEXTUREPARAMETERFVEXTPROC) load(userptr, "glTextureParameterfvEXT"); + glad_glTextureParameteriEXT = (PFNGLTEXTUREPARAMETERIEXTPROC) load(userptr, "glTextureParameteriEXT"); + glad_glTextureParameterivEXT = (PFNGLTEXTUREPARAMETERIVEXTPROC) load(userptr, "glTextureParameterivEXT"); + glad_glTextureRenderbufferEXT = (PFNGLTEXTURERENDERBUFFEREXTPROC) load(userptr, "glTextureRenderbufferEXT"); + glad_glTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC) load(userptr, "glTextureStorage1DEXT"); + glad_glTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC) load(userptr, "glTextureStorage2DEXT"); + glad_glTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) load(userptr, "glTextureStorage2DMultisampleEXT"); + glad_glTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC) load(userptr, "glTextureStorage3DEXT"); + glad_glTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) load(userptr, "glTextureStorage3DMultisampleEXT"); + glad_glTextureSubImage1DEXT = (PFNGLTEXTURESUBIMAGE1DEXTPROC) load(userptr, "glTextureSubImage1DEXT"); + glad_glTextureSubImage2DEXT = (PFNGLTEXTURESUBIMAGE2DEXTPROC) load(userptr, "glTextureSubImage2DEXT"); + glad_glTextureSubImage3DEXT = (PFNGLTEXTURESUBIMAGE3DEXTPROC) load(userptr, "glTextureSubImage3DEXT"); + glad_glUnmapNamedBufferEXT = (PFNGLUNMAPNAMEDBUFFEREXTPROC) load(userptr, "glUnmapNamedBufferEXT"); + glad_glVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) load(userptr, "glVertexArrayBindVertexBufferEXT"); + glad_glVertexArrayColorOffsetEXT = (PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) load(userptr, "glVertexArrayColorOffsetEXT"); + glad_glVertexArrayEdgeFlagOffsetEXT = (PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) load(userptr, "glVertexArrayEdgeFlagOffsetEXT"); + glad_glVertexArrayFogCoordOffsetEXT = (PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) load(userptr, "glVertexArrayFogCoordOffsetEXT"); + glad_glVertexArrayIndexOffsetEXT = (PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) load(userptr, "glVertexArrayIndexOffsetEXT"); + glad_glVertexArrayMultiTexCoordOffsetEXT = (PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) load(userptr, "glVertexArrayMultiTexCoordOffsetEXT"); + glad_glVertexArrayNormalOffsetEXT = (PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) load(userptr, "glVertexArrayNormalOffsetEXT"); + glad_glVertexArraySecondaryColorOffsetEXT = (PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) load(userptr, "glVertexArraySecondaryColorOffsetEXT"); + glad_glVertexArrayTexCoordOffsetEXT = (PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) load(userptr, "glVertexArrayTexCoordOffsetEXT"); + glad_glVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) load(userptr, "glVertexArrayVertexAttribBindingEXT"); + glad_glVertexArrayVertexAttribDivisorEXT = (PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) load(userptr, "glVertexArrayVertexAttribDivisorEXT"); + glad_glVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) load(userptr, "glVertexArrayVertexAttribFormatEXT"); + glad_glVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) load(userptr, "glVertexArrayVertexAttribIFormatEXT"); + glad_glVertexArrayVertexAttribIOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) load(userptr, "glVertexArrayVertexAttribIOffsetEXT"); + glad_glVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) load(userptr, "glVertexArrayVertexAttribLFormatEXT"); + glad_glVertexArrayVertexAttribLOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) load(userptr, "glVertexArrayVertexAttribLOffsetEXT"); + glad_glVertexArrayVertexAttribOffsetEXT = (PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) load(userptr, "glVertexArrayVertexAttribOffsetEXT"); + glad_glVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) load(userptr, "glVertexArrayVertexBindingDivisorEXT"); + glad_glVertexArrayVertexOffsetEXT = (PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) load(userptr, "glVertexArrayVertexOffsetEXT"); +} +static void glad_gl_load_GL_EXT_draw_buffers2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_draw_buffers2) return; + glad_glColorMaskIndexedEXT = (PFNGLCOLORMASKINDEXEDEXTPROC) load(userptr, "glColorMaskIndexedEXT"); + glad_glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC) load(userptr, "glDisableIndexedEXT"); + glad_glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC) load(userptr, "glEnableIndexedEXT"); + glad_glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC) load(userptr, "glGetBooleanIndexedvEXT"); + glad_glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC) load(userptr, "glGetIntegerIndexedvEXT"); + glad_glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC) load(userptr, "glIsEnabledIndexedEXT"); +} +static void glad_gl_load_GL_EXT_draw_instanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_draw_instanced) return; + glad_glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC) load(userptr, "glDrawArraysInstancedEXT"); + glad_glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC) load(userptr, "glDrawElementsInstancedEXT"); +} +static void glad_gl_load_GL_EXT_draw_range_elements( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_draw_range_elements) return; + glad_glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC) load(userptr, "glDrawRangeElementsEXT"); +} +static void glad_gl_load_GL_EXT_external_buffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_external_buffer) return; + glad_glBufferStorageExternalEXT = (PFNGLBUFFERSTORAGEEXTERNALEXTPROC) load(userptr, "glBufferStorageExternalEXT"); + glad_glNamedBufferStorageExternalEXT = (PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) load(userptr, "glNamedBufferStorageExternalEXT"); +} +static void glad_gl_load_GL_EXT_fog_coord( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_fog_coord) return; + glad_glFogCoordPointerEXT = (PFNGLFOGCOORDPOINTEREXTPROC) load(userptr, "glFogCoordPointerEXT"); + glad_glFogCoorddEXT = (PFNGLFOGCOORDDEXTPROC) load(userptr, "glFogCoorddEXT"); + glad_glFogCoorddvEXT = (PFNGLFOGCOORDDVEXTPROC) load(userptr, "glFogCoorddvEXT"); + glad_glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC) load(userptr, "glFogCoordfEXT"); + glad_glFogCoordfvEXT = (PFNGLFOGCOORDFVEXTPROC) load(userptr, "glFogCoordfvEXT"); +} +static void glad_gl_load_GL_EXT_framebuffer_blit( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_framebuffer_blit) return; + glad_glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC) load(userptr, "glBlitFramebufferEXT"); +} +static void glad_gl_load_GL_EXT_framebuffer_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_framebuffer_multisample) return; + glad_glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) load(userptr, "glRenderbufferStorageMultisampleEXT"); +} +static void glad_gl_load_GL_EXT_framebuffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_framebuffer_object) return; + glad_glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) load(userptr, "glBindFramebufferEXT"); + glad_glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC) load(userptr, "glBindRenderbufferEXT"); + glad_glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) load(userptr, "glCheckFramebufferStatusEXT"); + glad_glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) load(userptr, "glDeleteFramebuffersEXT"); + glad_glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC) load(userptr, "glDeleteRenderbuffersEXT"); + glad_glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) load(userptr, "glFramebufferRenderbufferEXT"); + glad_glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) load(userptr, "glFramebufferTexture1DEXT"); + glad_glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) load(userptr, "glFramebufferTexture2DEXT"); + glad_glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) load(userptr, "glFramebufferTexture3DEXT"); + glad_glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) load(userptr, "glGenFramebuffersEXT"); + glad_glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC) load(userptr, "glGenRenderbuffersEXT"); + glad_glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC) load(userptr, "glGenerateMipmapEXT"); + glad_glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) load(userptr, "glGetFramebufferAttachmentParameterivEXT"); + glad_glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) load(userptr, "glGetRenderbufferParameterivEXT"); + glad_glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC) load(userptr, "glIsFramebufferEXT"); + glad_glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC) load(userptr, "glIsRenderbufferEXT"); + glad_glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC) load(userptr, "glRenderbufferStorageEXT"); +} +static void glad_gl_load_GL_EXT_geometry_shader4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_geometry_shader4) return; + glad_glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC) load(userptr, "glProgramParameteriEXT"); +} +static void glad_gl_load_GL_EXT_gpu_program_parameters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_gpu_program_parameters) return; + glad_glProgramEnvParameters4fvEXT = (PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) load(userptr, "glProgramEnvParameters4fvEXT"); + glad_glProgramLocalParameters4fvEXT = (PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) load(userptr, "glProgramLocalParameters4fvEXT"); +} +static void glad_gl_load_GL_EXT_gpu_shader4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_gpu_shader4) return; + glad_glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC) load(userptr, "glBindFragDataLocationEXT"); + glad_glGetFragDataLocationEXT = (PFNGLGETFRAGDATALOCATIONEXTPROC) load(userptr, "glGetFragDataLocationEXT"); + glad_glGetUniformuivEXT = (PFNGLGETUNIFORMUIVEXTPROC) load(userptr, "glGetUniformuivEXT"); + glad_glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC) load(userptr, "glGetVertexAttribIivEXT"); + glad_glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC) load(userptr, "glGetVertexAttribIuivEXT"); + glad_glUniform1uiEXT = (PFNGLUNIFORM1UIEXTPROC) load(userptr, "glUniform1uiEXT"); + glad_glUniform1uivEXT = (PFNGLUNIFORM1UIVEXTPROC) load(userptr, "glUniform1uivEXT"); + glad_glUniform2uiEXT = (PFNGLUNIFORM2UIEXTPROC) load(userptr, "glUniform2uiEXT"); + glad_glUniform2uivEXT = (PFNGLUNIFORM2UIVEXTPROC) load(userptr, "glUniform2uivEXT"); + glad_glUniform3uiEXT = (PFNGLUNIFORM3UIEXTPROC) load(userptr, "glUniform3uiEXT"); + glad_glUniform3uivEXT = (PFNGLUNIFORM3UIVEXTPROC) load(userptr, "glUniform3uivEXT"); + glad_glUniform4uiEXT = (PFNGLUNIFORM4UIEXTPROC) load(userptr, "glUniform4uiEXT"); + glad_glUniform4uivEXT = (PFNGLUNIFORM4UIVEXTPROC) load(userptr, "glUniform4uivEXT"); + glad_glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC) load(userptr, "glVertexAttribI1iEXT"); + glad_glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC) load(userptr, "glVertexAttribI1ivEXT"); + glad_glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC) load(userptr, "glVertexAttribI1uiEXT"); + glad_glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC) load(userptr, "glVertexAttribI1uivEXT"); + glad_glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC) load(userptr, "glVertexAttribI2iEXT"); + glad_glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC) load(userptr, "glVertexAttribI2ivEXT"); + glad_glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC) load(userptr, "glVertexAttribI2uiEXT"); + glad_glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC) load(userptr, "glVertexAttribI2uivEXT"); + glad_glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC) load(userptr, "glVertexAttribI3iEXT"); + glad_glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC) load(userptr, "glVertexAttribI3ivEXT"); + glad_glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC) load(userptr, "glVertexAttribI3uiEXT"); + glad_glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC) load(userptr, "glVertexAttribI3uivEXT"); + glad_glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC) load(userptr, "glVertexAttribI4bvEXT"); + glad_glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC) load(userptr, "glVertexAttribI4iEXT"); + glad_glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC) load(userptr, "glVertexAttribI4ivEXT"); + glad_glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC) load(userptr, "glVertexAttribI4svEXT"); + glad_glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC) load(userptr, "glVertexAttribI4ubvEXT"); + glad_glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC) load(userptr, "glVertexAttribI4uiEXT"); + glad_glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC) load(userptr, "glVertexAttribI4uivEXT"); + glad_glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC) load(userptr, "glVertexAttribI4usvEXT"); + glad_glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC) load(userptr, "glVertexAttribIPointerEXT"); +} +static void glad_gl_load_GL_EXT_histogram( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_histogram) return; + glad_glGetHistogramEXT = (PFNGLGETHISTOGRAMEXTPROC) load(userptr, "glGetHistogramEXT"); + glad_glGetHistogramParameterfvEXT = (PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) load(userptr, "glGetHistogramParameterfvEXT"); + glad_glGetHistogramParameterivEXT = (PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) load(userptr, "glGetHistogramParameterivEXT"); + glad_glGetMinmaxEXT = (PFNGLGETMINMAXEXTPROC) load(userptr, "glGetMinmaxEXT"); + glad_glGetMinmaxParameterfvEXT = (PFNGLGETMINMAXPARAMETERFVEXTPROC) load(userptr, "glGetMinmaxParameterfvEXT"); + glad_glGetMinmaxParameterivEXT = (PFNGLGETMINMAXPARAMETERIVEXTPROC) load(userptr, "glGetMinmaxParameterivEXT"); + glad_glHistogramEXT = (PFNGLHISTOGRAMEXTPROC) load(userptr, "glHistogramEXT"); + glad_glMinmaxEXT = (PFNGLMINMAXEXTPROC) load(userptr, "glMinmaxEXT"); + glad_glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC) load(userptr, "glResetHistogramEXT"); + glad_glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC) load(userptr, "glResetMinmaxEXT"); +} +static void glad_gl_load_GL_EXT_index_func( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_index_func) return; + glad_glIndexFuncEXT = (PFNGLINDEXFUNCEXTPROC) load(userptr, "glIndexFuncEXT"); +} +static void glad_gl_load_GL_EXT_index_material( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_index_material) return; + glad_glIndexMaterialEXT = (PFNGLINDEXMATERIALEXTPROC) load(userptr, "glIndexMaterialEXT"); +} +static void glad_gl_load_GL_EXT_light_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_light_texture) return; + glad_glApplyTextureEXT = (PFNGLAPPLYTEXTUREEXTPROC) load(userptr, "glApplyTextureEXT"); + glad_glTextureLightEXT = (PFNGLTEXTURELIGHTEXTPROC) load(userptr, "glTextureLightEXT"); + glad_glTextureMaterialEXT = (PFNGLTEXTUREMATERIALEXTPROC) load(userptr, "glTextureMaterialEXT"); +} +static void glad_gl_load_GL_EXT_memory_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_memory_object) return; + glad_glBufferStorageMemEXT = (PFNGLBUFFERSTORAGEMEMEXTPROC) load(userptr, "glBufferStorageMemEXT"); + glad_glCreateMemoryObjectsEXT = (PFNGLCREATEMEMORYOBJECTSEXTPROC) load(userptr, "glCreateMemoryObjectsEXT"); + glad_glDeleteMemoryObjectsEXT = (PFNGLDELETEMEMORYOBJECTSEXTPROC) load(userptr, "glDeleteMemoryObjectsEXT"); + glad_glGetMemoryObjectParameterivEXT = (PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) load(userptr, "glGetMemoryObjectParameterivEXT"); + glad_glGetUnsignedBytei_vEXT = (PFNGLGETUNSIGNEDBYTEI_VEXTPROC) load(userptr, "glGetUnsignedBytei_vEXT"); + glad_glGetUnsignedBytevEXT = (PFNGLGETUNSIGNEDBYTEVEXTPROC) load(userptr, "glGetUnsignedBytevEXT"); + glad_glIsMemoryObjectEXT = (PFNGLISMEMORYOBJECTEXTPROC) load(userptr, "glIsMemoryObjectEXT"); + glad_glMemoryObjectParameterivEXT = (PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) load(userptr, "glMemoryObjectParameterivEXT"); + glad_glNamedBufferStorageMemEXT = (PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) load(userptr, "glNamedBufferStorageMemEXT"); + glad_glTexStorageMem1DEXT = (PFNGLTEXSTORAGEMEM1DEXTPROC) load(userptr, "glTexStorageMem1DEXT"); + glad_glTexStorageMem2DEXT = (PFNGLTEXSTORAGEMEM2DEXTPROC) load(userptr, "glTexStorageMem2DEXT"); + glad_glTexStorageMem2DMultisampleEXT = (PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) load(userptr, "glTexStorageMem2DMultisampleEXT"); + glad_glTexStorageMem3DEXT = (PFNGLTEXSTORAGEMEM3DEXTPROC) load(userptr, "glTexStorageMem3DEXT"); + glad_glTexStorageMem3DMultisampleEXT = (PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) load(userptr, "glTexStorageMem3DMultisampleEXT"); + glad_glTextureStorageMem1DEXT = (PFNGLTEXTURESTORAGEMEM1DEXTPROC) load(userptr, "glTextureStorageMem1DEXT"); + glad_glTextureStorageMem2DEXT = (PFNGLTEXTURESTORAGEMEM2DEXTPROC) load(userptr, "glTextureStorageMem2DEXT"); + glad_glTextureStorageMem2DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) load(userptr, "glTextureStorageMem2DMultisampleEXT"); + glad_glTextureStorageMem3DEXT = (PFNGLTEXTURESTORAGEMEM3DEXTPROC) load(userptr, "glTextureStorageMem3DEXT"); + glad_glTextureStorageMem3DMultisampleEXT = (PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) load(userptr, "glTextureStorageMem3DMultisampleEXT"); +} +static void glad_gl_load_GL_EXT_memory_object_fd( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_memory_object_fd) return; + glad_glImportMemoryFdEXT = (PFNGLIMPORTMEMORYFDEXTPROC) load(userptr, "glImportMemoryFdEXT"); +} +static void glad_gl_load_GL_EXT_memory_object_win32( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_memory_object_win32) return; + glad_glImportMemoryWin32HandleEXT = (PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) load(userptr, "glImportMemoryWin32HandleEXT"); + glad_glImportMemoryWin32NameEXT = (PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) load(userptr, "glImportMemoryWin32NameEXT"); +} +static void glad_gl_load_GL_EXT_multi_draw_arrays( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_multi_draw_arrays) return; + glad_glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC) load(userptr, "glMultiDrawArraysEXT"); + glad_glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC) load(userptr, "glMultiDrawElementsEXT"); +} +static void glad_gl_load_GL_EXT_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_multisample) return; + glad_glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC) load(userptr, "glSampleMaskEXT"); + glad_glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC) load(userptr, "glSamplePatternEXT"); +} +static void glad_gl_load_GL_EXT_paletted_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_paletted_texture) return; + glad_glColorTableEXT = (PFNGLCOLORTABLEEXTPROC) load(userptr, "glColorTableEXT"); + glad_glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC) load(userptr, "glGetColorTableEXT"); + glad_glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) load(userptr, "glGetColorTableParameterfvEXT"); + glad_glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) load(userptr, "glGetColorTableParameterivEXT"); +} +static void glad_gl_load_GL_EXT_pixel_transform( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_pixel_transform) return; + glad_glGetPixelTransformParameterfvEXT = (PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) load(userptr, "glGetPixelTransformParameterfvEXT"); + glad_glGetPixelTransformParameterivEXT = (PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) load(userptr, "glGetPixelTransformParameterivEXT"); + glad_glPixelTransformParameterfEXT = (PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) load(userptr, "glPixelTransformParameterfEXT"); + glad_glPixelTransformParameterfvEXT = (PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) load(userptr, "glPixelTransformParameterfvEXT"); + glad_glPixelTransformParameteriEXT = (PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) load(userptr, "glPixelTransformParameteriEXT"); + glad_glPixelTransformParameterivEXT = (PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) load(userptr, "glPixelTransformParameterivEXT"); +} +static void glad_gl_load_GL_EXT_point_parameters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_point_parameters) return; + glad_glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC) load(userptr, "glPointParameterfEXT"); + glad_glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC) load(userptr, "glPointParameterfvEXT"); +} +static void glad_gl_load_GL_EXT_polygon_offset( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_polygon_offset) return; + glad_glPolygonOffsetEXT = (PFNGLPOLYGONOFFSETEXTPROC) load(userptr, "glPolygonOffsetEXT"); +} +static void glad_gl_load_GL_EXT_polygon_offset_clamp( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_polygon_offset_clamp) return; + glad_glPolygonOffsetClampEXT = (PFNGLPOLYGONOFFSETCLAMPEXTPROC) load(userptr, "glPolygonOffsetClampEXT"); +} +static void glad_gl_load_GL_EXT_provoking_vertex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_provoking_vertex) return; + glad_glProvokingVertexEXT = (PFNGLPROVOKINGVERTEXEXTPROC) load(userptr, "glProvokingVertexEXT"); +} +static void glad_gl_load_GL_EXT_raster_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_raster_multisample) return; + glad_glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC) load(userptr, "glRasterSamplesEXT"); +} +static void glad_gl_load_GL_EXT_secondary_color( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_secondary_color) return; + glad_glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC) load(userptr, "glSecondaryColor3bEXT"); + glad_glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC) load(userptr, "glSecondaryColor3bvEXT"); + glad_glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC) load(userptr, "glSecondaryColor3dEXT"); + glad_glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC) load(userptr, "glSecondaryColor3dvEXT"); + glad_glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC) load(userptr, "glSecondaryColor3fEXT"); + glad_glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC) load(userptr, "glSecondaryColor3fvEXT"); + glad_glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC) load(userptr, "glSecondaryColor3iEXT"); + glad_glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC) load(userptr, "glSecondaryColor3ivEXT"); + glad_glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC) load(userptr, "glSecondaryColor3sEXT"); + glad_glSecondaryColor3svEXT = (PFNGLSECONDARYCOLOR3SVEXTPROC) load(userptr, "glSecondaryColor3svEXT"); + glad_glSecondaryColor3ubEXT = (PFNGLSECONDARYCOLOR3UBEXTPROC) load(userptr, "glSecondaryColor3ubEXT"); + glad_glSecondaryColor3ubvEXT = (PFNGLSECONDARYCOLOR3UBVEXTPROC) load(userptr, "glSecondaryColor3ubvEXT"); + glad_glSecondaryColor3uiEXT = (PFNGLSECONDARYCOLOR3UIEXTPROC) load(userptr, "glSecondaryColor3uiEXT"); + glad_glSecondaryColor3uivEXT = (PFNGLSECONDARYCOLOR3UIVEXTPROC) load(userptr, "glSecondaryColor3uivEXT"); + glad_glSecondaryColor3usEXT = (PFNGLSECONDARYCOLOR3USEXTPROC) load(userptr, "glSecondaryColor3usEXT"); + glad_glSecondaryColor3usvEXT = (PFNGLSECONDARYCOLOR3USVEXTPROC) load(userptr, "glSecondaryColor3usvEXT"); + glad_glSecondaryColorPointerEXT = (PFNGLSECONDARYCOLORPOINTEREXTPROC) load(userptr, "glSecondaryColorPointerEXT"); +} +static void glad_gl_load_GL_EXT_semaphore( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_semaphore) return; + glad_glDeleteSemaphoresEXT = (PFNGLDELETESEMAPHORESEXTPROC) load(userptr, "glDeleteSemaphoresEXT"); + glad_glGenSemaphoresEXT = (PFNGLGENSEMAPHORESEXTPROC) load(userptr, "glGenSemaphoresEXT"); + glad_glGetSemaphoreParameterui64vEXT = (PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) load(userptr, "glGetSemaphoreParameterui64vEXT"); + glad_glGetUnsignedBytei_vEXT = (PFNGLGETUNSIGNEDBYTEI_VEXTPROC) load(userptr, "glGetUnsignedBytei_vEXT"); + glad_glGetUnsignedBytevEXT = (PFNGLGETUNSIGNEDBYTEVEXTPROC) load(userptr, "glGetUnsignedBytevEXT"); + glad_glIsSemaphoreEXT = (PFNGLISSEMAPHOREEXTPROC) load(userptr, "glIsSemaphoreEXT"); + glad_glSemaphoreParameterui64vEXT = (PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) load(userptr, "glSemaphoreParameterui64vEXT"); + glad_glSignalSemaphoreEXT = (PFNGLSIGNALSEMAPHOREEXTPROC) load(userptr, "glSignalSemaphoreEXT"); + glad_glWaitSemaphoreEXT = (PFNGLWAITSEMAPHOREEXTPROC) load(userptr, "glWaitSemaphoreEXT"); +} +static void glad_gl_load_GL_EXT_semaphore_fd( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_semaphore_fd) return; + glad_glImportSemaphoreFdEXT = (PFNGLIMPORTSEMAPHOREFDEXTPROC) load(userptr, "glImportSemaphoreFdEXT"); +} +static void glad_gl_load_GL_EXT_semaphore_win32( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_semaphore_win32) return; + glad_glImportSemaphoreWin32HandleEXT = (PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) load(userptr, "glImportSemaphoreWin32HandleEXT"); + glad_glImportSemaphoreWin32NameEXT = (PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) load(userptr, "glImportSemaphoreWin32NameEXT"); +} +static void glad_gl_load_GL_EXT_separate_shader_objects( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_separate_shader_objects) return; + glad_glActiveProgramEXT = (PFNGLACTIVEPROGRAMEXTPROC) load(userptr, "glActiveProgramEXT"); + glad_glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC) load(userptr, "glCreateShaderProgramEXT"); + glad_glUseShaderProgramEXT = (PFNGLUSESHADERPROGRAMEXTPROC) load(userptr, "glUseShaderProgramEXT"); +} +static void glad_gl_load_GL_EXT_shader_framebuffer_fetch_non_coherent( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent) return; + glad_glFramebufferFetchBarrierEXT = (PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) load(userptr, "glFramebufferFetchBarrierEXT"); +} +static void glad_gl_load_GL_EXT_shader_image_load_store( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_shader_image_load_store) return; + glad_glBindImageTextureEXT = (PFNGLBINDIMAGETEXTUREEXTPROC) load(userptr, "glBindImageTextureEXT"); + glad_glMemoryBarrierEXT = (PFNGLMEMORYBARRIEREXTPROC) load(userptr, "glMemoryBarrierEXT"); +} +static void glad_gl_load_GL_EXT_stencil_clear_tag( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_stencil_clear_tag) return; + glad_glStencilClearTagEXT = (PFNGLSTENCILCLEARTAGEXTPROC) load(userptr, "glStencilClearTagEXT"); +} +static void glad_gl_load_GL_EXT_stencil_two_side( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_stencil_two_side) return; + glad_glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC) load(userptr, "glActiveStencilFaceEXT"); +} +static void glad_gl_load_GL_EXT_subtexture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_subtexture) return; + glad_glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC) load(userptr, "glTexSubImage1DEXT"); + glad_glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC) load(userptr, "glTexSubImage2DEXT"); +} +static void glad_gl_load_GL_EXT_texture3D( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture3D) return; + glad_glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC) load(userptr, "glTexImage3DEXT"); + glad_glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC) load(userptr, "glTexSubImage3DEXT"); +} +static void glad_gl_load_GL_EXT_texture_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture_array) return; + glad_glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) load(userptr, "glFramebufferTextureLayerEXT"); +} +static void glad_gl_load_GL_EXT_texture_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture_buffer_object) return; + glad_glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC) load(userptr, "glTexBufferEXT"); +} +static void glad_gl_load_GL_EXT_texture_integer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture_integer) return; + glad_glClearColorIiEXT = (PFNGLCLEARCOLORIIEXTPROC) load(userptr, "glClearColorIiEXT"); + glad_glClearColorIuiEXT = (PFNGLCLEARCOLORIUIEXTPROC) load(userptr, "glClearColorIuiEXT"); + glad_glGetTexParameterIivEXT = (PFNGLGETTEXPARAMETERIIVEXTPROC) load(userptr, "glGetTexParameterIivEXT"); + glad_glGetTexParameterIuivEXT = (PFNGLGETTEXPARAMETERIUIVEXTPROC) load(userptr, "glGetTexParameterIuivEXT"); + glad_glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC) load(userptr, "glTexParameterIivEXT"); + glad_glTexParameterIuivEXT = (PFNGLTEXPARAMETERIUIVEXTPROC) load(userptr, "glTexParameterIuivEXT"); +} +static void glad_gl_load_GL_EXT_texture_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture_object) return; + glad_glAreTexturesResidentEXT = (PFNGLARETEXTURESRESIDENTEXTPROC) load(userptr, "glAreTexturesResidentEXT"); + glad_glBindTextureEXT = (PFNGLBINDTEXTUREEXTPROC) load(userptr, "glBindTextureEXT"); + glad_glDeleteTexturesEXT = (PFNGLDELETETEXTURESEXTPROC) load(userptr, "glDeleteTexturesEXT"); + glad_glGenTexturesEXT = (PFNGLGENTEXTURESEXTPROC) load(userptr, "glGenTexturesEXT"); + glad_glIsTextureEXT = (PFNGLISTEXTUREEXTPROC) load(userptr, "glIsTextureEXT"); + glad_glPrioritizeTexturesEXT = (PFNGLPRIORITIZETEXTURESEXTPROC) load(userptr, "glPrioritizeTexturesEXT"); +} +static void glad_gl_load_GL_EXT_texture_perturb_normal( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_texture_perturb_normal) return; + glad_glTextureNormalEXT = (PFNGLTEXTURENORMALEXTPROC) load(userptr, "glTextureNormalEXT"); +} +static void glad_gl_load_GL_EXT_timer_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_timer_query) return; + glad_glGetQueryObjecti64vEXT = (PFNGLGETQUERYOBJECTI64VEXTPROC) load(userptr, "glGetQueryObjecti64vEXT"); + glad_glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC) load(userptr, "glGetQueryObjectui64vEXT"); +} +static void glad_gl_load_GL_EXT_transform_feedback( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_transform_feedback) return; + glad_glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) load(userptr, "glBeginTransformFeedbackEXT"); + glad_glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC) load(userptr, "glBindBufferBaseEXT"); + glad_glBindBufferOffsetEXT = (PFNGLBINDBUFFEROFFSETEXTPROC) load(userptr, "glBindBufferOffsetEXT"); + glad_glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC) load(userptr, "glBindBufferRangeEXT"); + glad_glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC) load(userptr, "glEndTransformFeedbackEXT"); + glad_glGetTransformFeedbackVaryingEXT = (PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) load(userptr, "glGetTransformFeedbackVaryingEXT"); + glad_glTransformFeedbackVaryingsEXT = (PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) load(userptr, "glTransformFeedbackVaryingsEXT"); +} +static void glad_gl_load_GL_EXT_vertex_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_vertex_array) return; + glad_glArrayElementEXT = (PFNGLARRAYELEMENTEXTPROC) load(userptr, "glArrayElementEXT"); + glad_glColorPointerEXT = (PFNGLCOLORPOINTEREXTPROC) load(userptr, "glColorPointerEXT"); + glad_glDrawArraysEXT = (PFNGLDRAWARRAYSEXTPROC) load(userptr, "glDrawArraysEXT"); + glad_glEdgeFlagPointerEXT = (PFNGLEDGEFLAGPOINTEREXTPROC) load(userptr, "glEdgeFlagPointerEXT"); + glad_glGetPointervEXT = (PFNGLGETPOINTERVEXTPROC) load(userptr, "glGetPointervEXT"); + glad_glIndexPointerEXT = (PFNGLINDEXPOINTEREXTPROC) load(userptr, "glIndexPointerEXT"); + glad_glNormalPointerEXT = (PFNGLNORMALPOINTEREXTPROC) load(userptr, "glNormalPointerEXT"); + glad_glTexCoordPointerEXT = (PFNGLTEXCOORDPOINTEREXTPROC) load(userptr, "glTexCoordPointerEXT"); + glad_glVertexPointerEXT = (PFNGLVERTEXPOINTEREXTPROC) load(userptr, "glVertexPointerEXT"); +} +static void glad_gl_load_GL_EXT_vertex_attrib_64bit( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_vertex_attrib_64bit) return; + glad_glGetVertexAttribLdvEXT = (PFNGLGETVERTEXATTRIBLDVEXTPROC) load(userptr, "glGetVertexAttribLdvEXT"); + glad_glVertexAttribL1dEXT = (PFNGLVERTEXATTRIBL1DEXTPROC) load(userptr, "glVertexAttribL1dEXT"); + glad_glVertexAttribL1dvEXT = (PFNGLVERTEXATTRIBL1DVEXTPROC) load(userptr, "glVertexAttribL1dvEXT"); + glad_glVertexAttribL2dEXT = (PFNGLVERTEXATTRIBL2DEXTPROC) load(userptr, "glVertexAttribL2dEXT"); + glad_glVertexAttribL2dvEXT = (PFNGLVERTEXATTRIBL2DVEXTPROC) load(userptr, "glVertexAttribL2dvEXT"); + glad_glVertexAttribL3dEXT = (PFNGLVERTEXATTRIBL3DEXTPROC) load(userptr, "glVertexAttribL3dEXT"); + glad_glVertexAttribL3dvEXT = (PFNGLVERTEXATTRIBL3DVEXTPROC) load(userptr, "glVertexAttribL3dvEXT"); + glad_glVertexAttribL4dEXT = (PFNGLVERTEXATTRIBL4DEXTPROC) load(userptr, "glVertexAttribL4dEXT"); + glad_glVertexAttribL4dvEXT = (PFNGLVERTEXATTRIBL4DVEXTPROC) load(userptr, "glVertexAttribL4dvEXT"); + glad_glVertexAttribLPointerEXT = (PFNGLVERTEXATTRIBLPOINTEREXTPROC) load(userptr, "glVertexAttribLPointerEXT"); +} +static void glad_gl_load_GL_EXT_vertex_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_vertex_shader) return; + glad_glBeginVertexShaderEXT = (PFNGLBEGINVERTEXSHADEREXTPROC) load(userptr, "glBeginVertexShaderEXT"); + glad_glBindLightParameterEXT = (PFNGLBINDLIGHTPARAMETEREXTPROC) load(userptr, "glBindLightParameterEXT"); + glad_glBindMaterialParameterEXT = (PFNGLBINDMATERIALPARAMETEREXTPROC) load(userptr, "glBindMaterialParameterEXT"); + glad_glBindParameterEXT = (PFNGLBINDPARAMETEREXTPROC) load(userptr, "glBindParameterEXT"); + glad_glBindTexGenParameterEXT = (PFNGLBINDTEXGENPARAMETEREXTPROC) load(userptr, "glBindTexGenParameterEXT"); + glad_glBindTextureUnitParameterEXT = (PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) load(userptr, "glBindTextureUnitParameterEXT"); + glad_glBindVertexShaderEXT = (PFNGLBINDVERTEXSHADEREXTPROC) load(userptr, "glBindVertexShaderEXT"); + glad_glDeleteVertexShaderEXT = (PFNGLDELETEVERTEXSHADEREXTPROC) load(userptr, "glDeleteVertexShaderEXT"); + glad_glDisableVariantClientStateEXT = (PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) load(userptr, "glDisableVariantClientStateEXT"); + glad_glEnableVariantClientStateEXT = (PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) load(userptr, "glEnableVariantClientStateEXT"); + glad_glEndVertexShaderEXT = (PFNGLENDVERTEXSHADEREXTPROC) load(userptr, "glEndVertexShaderEXT"); + glad_glExtractComponentEXT = (PFNGLEXTRACTCOMPONENTEXTPROC) load(userptr, "glExtractComponentEXT"); + glad_glGenSymbolsEXT = (PFNGLGENSYMBOLSEXTPROC) load(userptr, "glGenSymbolsEXT"); + glad_glGenVertexShadersEXT = (PFNGLGENVERTEXSHADERSEXTPROC) load(userptr, "glGenVertexShadersEXT"); + glad_glGetInvariantBooleanvEXT = (PFNGLGETINVARIANTBOOLEANVEXTPROC) load(userptr, "glGetInvariantBooleanvEXT"); + glad_glGetInvariantFloatvEXT = (PFNGLGETINVARIANTFLOATVEXTPROC) load(userptr, "glGetInvariantFloatvEXT"); + glad_glGetInvariantIntegervEXT = (PFNGLGETINVARIANTINTEGERVEXTPROC) load(userptr, "glGetInvariantIntegervEXT"); + glad_glGetLocalConstantBooleanvEXT = (PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) load(userptr, "glGetLocalConstantBooleanvEXT"); + glad_glGetLocalConstantFloatvEXT = (PFNGLGETLOCALCONSTANTFLOATVEXTPROC) load(userptr, "glGetLocalConstantFloatvEXT"); + glad_glGetLocalConstantIntegervEXT = (PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) load(userptr, "glGetLocalConstantIntegervEXT"); + glad_glGetVariantBooleanvEXT = (PFNGLGETVARIANTBOOLEANVEXTPROC) load(userptr, "glGetVariantBooleanvEXT"); + glad_glGetVariantFloatvEXT = (PFNGLGETVARIANTFLOATVEXTPROC) load(userptr, "glGetVariantFloatvEXT"); + glad_glGetVariantIntegervEXT = (PFNGLGETVARIANTINTEGERVEXTPROC) load(userptr, "glGetVariantIntegervEXT"); + glad_glGetVariantPointervEXT = (PFNGLGETVARIANTPOINTERVEXTPROC) load(userptr, "glGetVariantPointervEXT"); + glad_glInsertComponentEXT = (PFNGLINSERTCOMPONENTEXTPROC) load(userptr, "glInsertComponentEXT"); + glad_glIsVariantEnabledEXT = (PFNGLISVARIANTENABLEDEXTPROC) load(userptr, "glIsVariantEnabledEXT"); + glad_glSetInvariantEXT = (PFNGLSETINVARIANTEXTPROC) load(userptr, "glSetInvariantEXT"); + glad_glSetLocalConstantEXT = (PFNGLSETLOCALCONSTANTEXTPROC) load(userptr, "glSetLocalConstantEXT"); + glad_glShaderOp1EXT = (PFNGLSHADEROP1EXTPROC) load(userptr, "glShaderOp1EXT"); + glad_glShaderOp2EXT = (PFNGLSHADEROP2EXTPROC) load(userptr, "glShaderOp2EXT"); + glad_glShaderOp3EXT = (PFNGLSHADEROP3EXTPROC) load(userptr, "glShaderOp3EXT"); + glad_glSwizzleEXT = (PFNGLSWIZZLEEXTPROC) load(userptr, "glSwizzleEXT"); + glad_glVariantPointerEXT = (PFNGLVARIANTPOINTEREXTPROC) load(userptr, "glVariantPointerEXT"); + glad_glVariantbvEXT = (PFNGLVARIANTBVEXTPROC) load(userptr, "glVariantbvEXT"); + glad_glVariantdvEXT = (PFNGLVARIANTDVEXTPROC) load(userptr, "glVariantdvEXT"); + glad_glVariantfvEXT = (PFNGLVARIANTFVEXTPROC) load(userptr, "glVariantfvEXT"); + glad_glVariantivEXT = (PFNGLVARIANTIVEXTPROC) load(userptr, "glVariantivEXT"); + glad_glVariantsvEXT = (PFNGLVARIANTSVEXTPROC) load(userptr, "glVariantsvEXT"); + glad_glVariantubvEXT = (PFNGLVARIANTUBVEXTPROC) load(userptr, "glVariantubvEXT"); + glad_glVariantuivEXT = (PFNGLVARIANTUIVEXTPROC) load(userptr, "glVariantuivEXT"); + glad_glVariantusvEXT = (PFNGLVARIANTUSVEXTPROC) load(userptr, "glVariantusvEXT"); + glad_glWriteMaskEXT = (PFNGLWRITEMASKEXTPROC) load(userptr, "glWriteMaskEXT"); +} +static void glad_gl_load_GL_EXT_vertex_weighting( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_vertex_weighting) return; + glad_glVertexWeightPointerEXT = (PFNGLVERTEXWEIGHTPOINTEREXTPROC) load(userptr, "glVertexWeightPointerEXT"); + glad_glVertexWeightfEXT = (PFNGLVERTEXWEIGHTFEXTPROC) load(userptr, "glVertexWeightfEXT"); + glad_glVertexWeightfvEXT = (PFNGLVERTEXWEIGHTFVEXTPROC) load(userptr, "glVertexWeightfvEXT"); +} +static void glad_gl_load_GL_EXT_win32_keyed_mutex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_win32_keyed_mutex) return; + glad_glAcquireKeyedMutexWin32EXT = (PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) load(userptr, "glAcquireKeyedMutexWin32EXT"); + glad_glReleaseKeyedMutexWin32EXT = (PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) load(userptr, "glReleaseKeyedMutexWin32EXT"); +} +static void glad_gl_load_GL_EXT_window_rectangles( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_window_rectangles) return; + glad_glWindowRectanglesEXT = (PFNGLWINDOWRECTANGLESEXTPROC) load(userptr, "glWindowRectanglesEXT"); +} +static void glad_gl_load_GL_EXT_x11_sync_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_EXT_x11_sync_object) return; + glad_glImportSyncEXT = (PFNGLIMPORTSYNCEXTPROC) load(userptr, "glImportSyncEXT"); +} +static void glad_gl_load_GL_GREMEDY_frame_terminator( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_GREMEDY_frame_terminator) return; + glad_glFrameTerminatorGREMEDY = (PFNGLFRAMETERMINATORGREMEDYPROC) load(userptr, "glFrameTerminatorGREMEDY"); +} +static void glad_gl_load_GL_GREMEDY_string_marker( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_GREMEDY_string_marker) return; + glad_glStringMarkerGREMEDY = (PFNGLSTRINGMARKERGREMEDYPROC) load(userptr, "glStringMarkerGREMEDY"); +} +static void glad_gl_load_GL_HP_image_transform( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_HP_image_transform) return; + glad_glGetImageTransformParameterfvHP = (PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) load(userptr, "glGetImageTransformParameterfvHP"); + glad_glGetImageTransformParameterivHP = (PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) load(userptr, "glGetImageTransformParameterivHP"); + glad_glImageTransformParameterfHP = (PFNGLIMAGETRANSFORMPARAMETERFHPPROC) load(userptr, "glImageTransformParameterfHP"); + glad_glImageTransformParameterfvHP = (PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) load(userptr, "glImageTransformParameterfvHP"); + glad_glImageTransformParameteriHP = (PFNGLIMAGETRANSFORMPARAMETERIHPPROC) load(userptr, "glImageTransformParameteriHP"); + glad_glImageTransformParameterivHP = (PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) load(userptr, "glImageTransformParameterivHP"); +} +static void glad_gl_load_GL_IBM_multimode_draw_arrays( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_IBM_multimode_draw_arrays) return; + glad_glMultiModeDrawArraysIBM = (PFNGLMULTIMODEDRAWARRAYSIBMPROC) load(userptr, "glMultiModeDrawArraysIBM"); + glad_glMultiModeDrawElementsIBM = (PFNGLMULTIMODEDRAWELEMENTSIBMPROC) load(userptr, "glMultiModeDrawElementsIBM"); +} +static void glad_gl_load_GL_IBM_static_data( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_IBM_static_data) return; + glad_glFlushStaticDataIBM = (PFNGLFLUSHSTATICDATAIBMPROC) load(userptr, "glFlushStaticDataIBM"); +} +static void glad_gl_load_GL_IBM_vertex_array_lists( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_IBM_vertex_array_lists) return; + glad_glColorPointerListIBM = (PFNGLCOLORPOINTERLISTIBMPROC) load(userptr, "glColorPointerListIBM"); + glad_glEdgeFlagPointerListIBM = (PFNGLEDGEFLAGPOINTERLISTIBMPROC) load(userptr, "glEdgeFlagPointerListIBM"); + glad_glFogCoordPointerListIBM = (PFNGLFOGCOORDPOINTERLISTIBMPROC) load(userptr, "glFogCoordPointerListIBM"); + glad_glIndexPointerListIBM = (PFNGLINDEXPOINTERLISTIBMPROC) load(userptr, "glIndexPointerListIBM"); + glad_glNormalPointerListIBM = (PFNGLNORMALPOINTERLISTIBMPROC) load(userptr, "glNormalPointerListIBM"); + glad_glSecondaryColorPointerListIBM = (PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) load(userptr, "glSecondaryColorPointerListIBM"); + glad_glTexCoordPointerListIBM = (PFNGLTEXCOORDPOINTERLISTIBMPROC) load(userptr, "glTexCoordPointerListIBM"); + glad_glVertexPointerListIBM = (PFNGLVERTEXPOINTERLISTIBMPROC) load(userptr, "glVertexPointerListIBM"); +} +static void glad_gl_load_GL_INGR_blend_func_separate( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_INGR_blend_func_separate) return; + glad_glBlendFuncSeparateINGR = (PFNGLBLENDFUNCSEPARATEINGRPROC) load(userptr, "glBlendFuncSeparateINGR"); +} +static void glad_gl_load_GL_INTEL_framebuffer_CMAA( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_INTEL_framebuffer_CMAA) return; + glad_glApplyFramebufferAttachmentCMAAINTEL = (PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) load(userptr, "glApplyFramebufferAttachmentCMAAINTEL"); +} +static void glad_gl_load_GL_INTEL_map_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_INTEL_map_texture) return; + glad_glMapTexture2DINTEL = (PFNGLMAPTEXTURE2DINTELPROC) load(userptr, "glMapTexture2DINTEL"); + glad_glSyncTextureINTEL = (PFNGLSYNCTEXTUREINTELPROC) load(userptr, "glSyncTextureINTEL"); + glad_glUnmapTexture2DINTEL = (PFNGLUNMAPTEXTURE2DINTELPROC) load(userptr, "glUnmapTexture2DINTEL"); +} +static void glad_gl_load_GL_INTEL_parallel_arrays( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_INTEL_parallel_arrays) return; + glad_glColorPointervINTEL = (PFNGLCOLORPOINTERVINTELPROC) load(userptr, "glColorPointervINTEL"); + glad_glNormalPointervINTEL = (PFNGLNORMALPOINTERVINTELPROC) load(userptr, "glNormalPointervINTEL"); + glad_glTexCoordPointervINTEL = (PFNGLTEXCOORDPOINTERVINTELPROC) load(userptr, "glTexCoordPointervINTEL"); + glad_glVertexPointervINTEL = (PFNGLVERTEXPOINTERVINTELPROC) load(userptr, "glVertexPointervINTEL"); +} +static void glad_gl_load_GL_INTEL_performance_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_INTEL_performance_query) return; + glad_glBeginPerfQueryINTEL = (PFNGLBEGINPERFQUERYINTELPROC) load(userptr, "glBeginPerfQueryINTEL"); + glad_glCreatePerfQueryINTEL = (PFNGLCREATEPERFQUERYINTELPROC) load(userptr, "glCreatePerfQueryINTEL"); + glad_glDeletePerfQueryINTEL = (PFNGLDELETEPERFQUERYINTELPROC) load(userptr, "glDeletePerfQueryINTEL"); + glad_glEndPerfQueryINTEL = (PFNGLENDPERFQUERYINTELPROC) load(userptr, "glEndPerfQueryINTEL"); + glad_glGetFirstPerfQueryIdINTEL = (PFNGLGETFIRSTPERFQUERYIDINTELPROC) load(userptr, "glGetFirstPerfQueryIdINTEL"); + glad_glGetNextPerfQueryIdINTEL = (PFNGLGETNEXTPERFQUERYIDINTELPROC) load(userptr, "glGetNextPerfQueryIdINTEL"); + glad_glGetPerfCounterInfoINTEL = (PFNGLGETPERFCOUNTERINFOINTELPROC) load(userptr, "glGetPerfCounterInfoINTEL"); + glad_glGetPerfQueryDataINTEL = (PFNGLGETPERFQUERYDATAINTELPROC) load(userptr, "glGetPerfQueryDataINTEL"); + glad_glGetPerfQueryIdByNameINTEL = (PFNGLGETPERFQUERYIDBYNAMEINTELPROC) load(userptr, "glGetPerfQueryIdByNameINTEL"); + glad_glGetPerfQueryInfoINTEL = (PFNGLGETPERFQUERYINFOINTELPROC) load(userptr, "glGetPerfQueryInfoINTEL"); +} +static void glad_gl_load_GL_KHR_blend_equation_advanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_KHR_blend_equation_advanced) return; + glad_glBlendBarrierKHR = (PFNGLBLENDBARRIERKHRPROC) load(userptr, "glBlendBarrierKHR"); +} +static void glad_gl_load_GL_KHR_debug( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_KHR_debug) return; + glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) load(userptr, "glDebugMessageCallback"); + glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) load(userptr, "glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) load(userptr, "glDebugMessageInsert"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) load(userptr, "glGetDebugMessageLog"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC) load(userptr, "glGetObjectLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) load(userptr, "glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC) load(userptr, "glObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) load(userptr, "glObjectPtrLabel"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) load(userptr, "glPopDebugGroup"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) load(userptr, "glPushDebugGroup"); +} +static void glad_gl_load_GL_KHR_parallel_shader_compile( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_KHR_parallel_shader_compile) return; + glad_glMaxShaderCompilerThreadsKHR = (PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) load(userptr, "glMaxShaderCompilerThreadsKHR"); +} +static void glad_gl_load_GL_KHR_robustness( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_KHR_robustness) return; + glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC) load(userptr, "glGetGraphicsResetStatus"); + glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC) load(userptr, "glGetnUniformfv"); + glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC) load(userptr, "glGetnUniformiv"); + glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC) load(userptr, "glGetnUniformuiv"); + glad_glReadnPixels = (PFNGLREADNPIXELSPROC) load(userptr, "glReadnPixels"); +} +static void glad_gl_load_GL_MESA_framebuffer_flip_y( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_MESA_framebuffer_flip_y) return; + glad_glFramebufferParameteriMESA = (PFNGLFRAMEBUFFERPARAMETERIMESAPROC) load(userptr, "glFramebufferParameteriMESA"); + glad_glGetFramebufferParameterivMESA = (PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) load(userptr, "glGetFramebufferParameterivMESA"); +} +static void glad_gl_load_GL_MESA_resize_buffers( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_MESA_resize_buffers) return; + glad_glResizeBuffersMESA = (PFNGLRESIZEBUFFERSMESAPROC) load(userptr, "glResizeBuffersMESA"); +} +static void glad_gl_load_GL_MESA_window_pos( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_MESA_window_pos) return; + glad_glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC) load(userptr, "glWindowPos2dMESA"); + glad_glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC) load(userptr, "glWindowPos2dvMESA"); + glad_glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC) load(userptr, "glWindowPos2fMESA"); + glad_glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC) load(userptr, "glWindowPos2fvMESA"); + glad_glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC) load(userptr, "glWindowPos2iMESA"); + glad_glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC) load(userptr, "glWindowPos2ivMESA"); + glad_glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC) load(userptr, "glWindowPos2sMESA"); + glad_glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC) load(userptr, "glWindowPos2svMESA"); + glad_glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC) load(userptr, "glWindowPos3dMESA"); + glad_glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC) load(userptr, "glWindowPos3dvMESA"); + glad_glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC) load(userptr, "glWindowPos3fMESA"); + glad_glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC) load(userptr, "glWindowPos3fvMESA"); + glad_glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC) load(userptr, "glWindowPos3iMESA"); + glad_glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC) load(userptr, "glWindowPos3ivMESA"); + glad_glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC) load(userptr, "glWindowPos3sMESA"); + glad_glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC) load(userptr, "glWindowPos3svMESA"); + glad_glWindowPos4dMESA = (PFNGLWINDOWPOS4DMESAPROC) load(userptr, "glWindowPos4dMESA"); + glad_glWindowPos4dvMESA = (PFNGLWINDOWPOS4DVMESAPROC) load(userptr, "glWindowPos4dvMESA"); + glad_glWindowPos4fMESA = (PFNGLWINDOWPOS4FMESAPROC) load(userptr, "glWindowPos4fMESA"); + glad_glWindowPos4fvMESA = (PFNGLWINDOWPOS4FVMESAPROC) load(userptr, "glWindowPos4fvMESA"); + glad_glWindowPos4iMESA = (PFNGLWINDOWPOS4IMESAPROC) load(userptr, "glWindowPos4iMESA"); + glad_glWindowPos4ivMESA = (PFNGLWINDOWPOS4IVMESAPROC) load(userptr, "glWindowPos4ivMESA"); + glad_glWindowPos4sMESA = (PFNGLWINDOWPOS4SMESAPROC) load(userptr, "glWindowPos4sMESA"); + glad_glWindowPos4svMESA = (PFNGLWINDOWPOS4SVMESAPROC) load(userptr, "glWindowPos4svMESA"); +} +static void glad_gl_load_GL_NVX_conditional_render( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NVX_conditional_render) return; + glad_glBeginConditionalRenderNVX = (PFNGLBEGINCONDITIONALRENDERNVXPROC) load(userptr, "glBeginConditionalRenderNVX"); + glad_glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC) load(userptr, "glEndConditionalRenderNVX"); +} +static void glad_gl_load_GL_NVX_gpu_multicast2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NVX_gpu_multicast2) return; + glad_glAsyncCopyBufferSubDataNVX = (PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) load(userptr, "glAsyncCopyBufferSubDataNVX"); + glad_glAsyncCopyImageSubDataNVX = (PFNGLASYNCCOPYIMAGESUBDATANVXPROC) load(userptr, "glAsyncCopyImageSubDataNVX"); + glad_glMulticastScissorArrayvNVX = (PFNGLMULTICASTSCISSORARRAYVNVXPROC) load(userptr, "glMulticastScissorArrayvNVX"); + glad_glMulticastViewportArrayvNVX = (PFNGLMULTICASTVIEWPORTARRAYVNVXPROC) load(userptr, "glMulticastViewportArrayvNVX"); + glad_glMulticastViewportPositionWScaleNVX = (PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC) load(userptr, "glMulticastViewportPositionWScaleNVX"); + glad_glUploadGpuMaskNVX = (PFNGLUPLOADGPUMASKNVXPROC) load(userptr, "glUploadGpuMaskNVX"); +} +static void glad_gl_load_GL_NVX_linked_gpu_multicast( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NVX_linked_gpu_multicast) return; + glad_glLGPUCopyImageSubDataNVX = (PFNGLLGPUCOPYIMAGESUBDATANVXPROC) load(userptr, "glLGPUCopyImageSubDataNVX"); + glad_glLGPUInterlockNVX = (PFNGLLGPUINTERLOCKNVXPROC) load(userptr, "glLGPUInterlockNVX"); + glad_glLGPUNamedBufferSubDataNVX = (PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) load(userptr, "glLGPUNamedBufferSubDataNVX"); +} +static void glad_gl_load_GL_NVX_progress_fence( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NVX_progress_fence) return; + glad_glClientWaitSemaphoreui64NVX = (PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC) load(userptr, "glClientWaitSemaphoreui64NVX"); + glad_glCreateProgressFenceNVX = (PFNGLCREATEPROGRESSFENCENVXPROC) load(userptr, "glCreateProgressFenceNVX"); + glad_glSignalSemaphoreui64NVX = (PFNGLSIGNALSEMAPHOREUI64NVXPROC) load(userptr, "glSignalSemaphoreui64NVX"); + glad_glWaitSemaphoreui64NVX = (PFNGLWAITSEMAPHOREUI64NVXPROC) load(userptr, "glWaitSemaphoreui64NVX"); +} +static void glad_gl_load_GL_NV_alpha_to_coverage_dither_control( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_alpha_to_coverage_dither_control) return; + glad_glAlphaToCoverageDitherControlNV = (PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC) load(userptr, "glAlphaToCoverageDitherControlNV"); +} +static void glad_gl_load_GL_NV_bindless_multi_draw_indirect( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_bindless_multi_draw_indirect) return; + glad_glMultiDrawArraysIndirectBindlessNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) load(userptr, "glMultiDrawArraysIndirectBindlessNV"); + glad_glMultiDrawElementsIndirectBindlessNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) load(userptr, "glMultiDrawElementsIndirectBindlessNV"); +} +static void glad_gl_load_GL_NV_bindless_multi_draw_indirect_count( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_bindless_multi_draw_indirect_count) return; + glad_glMultiDrawArraysIndirectBindlessCountNV = (PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) load(userptr, "glMultiDrawArraysIndirectBindlessCountNV"); + glad_glMultiDrawElementsIndirectBindlessCountNV = (PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) load(userptr, "glMultiDrawElementsIndirectBindlessCountNV"); +} +static void glad_gl_load_GL_NV_bindless_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_bindless_texture) return; + glad_glGetImageHandleNV = (PFNGLGETIMAGEHANDLENVPROC) load(userptr, "glGetImageHandleNV"); + glad_glGetTextureHandleNV = (PFNGLGETTEXTUREHANDLENVPROC) load(userptr, "glGetTextureHandleNV"); + glad_glGetTextureSamplerHandleNV = (PFNGLGETTEXTURESAMPLERHANDLENVPROC) load(userptr, "glGetTextureSamplerHandleNV"); + glad_glIsImageHandleResidentNV = (PFNGLISIMAGEHANDLERESIDENTNVPROC) load(userptr, "glIsImageHandleResidentNV"); + glad_glIsTextureHandleResidentNV = (PFNGLISTEXTUREHANDLERESIDENTNVPROC) load(userptr, "glIsTextureHandleResidentNV"); + glad_glMakeImageHandleNonResidentNV = (PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) load(userptr, "glMakeImageHandleNonResidentNV"); + glad_glMakeImageHandleResidentNV = (PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) load(userptr, "glMakeImageHandleResidentNV"); + glad_glMakeTextureHandleNonResidentNV = (PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) load(userptr, "glMakeTextureHandleNonResidentNV"); + glad_glMakeTextureHandleResidentNV = (PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) load(userptr, "glMakeTextureHandleResidentNV"); + glad_glProgramUniformHandleui64NV = (PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) load(userptr, "glProgramUniformHandleui64NV"); + glad_glProgramUniformHandleui64vNV = (PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) load(userptr, "glProgramUniformHandleui64vNV"); + glad_glUniformHandleui64NV = (PFNGLUNIFORMHANDLEUI64NVPROC) load(userptr, "glUniformHandleui64NV"); + glad_glUniformHandleui64vNV = (PFNGLUNIFORMHANDLEUI64VNVPROC) load(userptr, "glUniformHandleui64vNV"); +} +static void glad_gl_load_GL_NV_blend_equation_advanced( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_blend_equation_advanced) return; + glad_glBlendBarrierNV = (PFNGLBLENDBARRIERNVPROC) load(userptr, "glBlendBarrierNV"); + glad_glBlendParameteriNV = (PFNGLBLENDPARAMETERINVPROC) load(userptr, "glBlendParameteriNV"); +} +static void glad_gl_load_GL_NV_clip_space_w_scaling( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_clip_space_w_scaling) return; + glad_glViewportPositionWScaleNV = (PFNGLVIEWPORTPOSITIONWSCALENVPROC) load(userptr, "glViewportPositionWScaleNV"); +} +static void glad_gl_load_GL_NV_command_list( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_command_list) return; + glad_glCallCommandListNV = (PFNGLCALLCOMMANDLISTNVPROC) load(userptr, "glCallCommandListNV"); + glad_glCommandListSegmentsNV = (PFNGLCOMMANDLISTSEGMENTSNVPROC) load(userptr, "glCommandListSegmentsNV"); + glad_glCompileCommandListNV = (PFNGLCOMPILECOMMANDLISTNVPROC) load(userptr, "glCompileCommandListNV"); + glad_glCreateCommandListsNV = (PFNGLCREATECOMMANDLISTSNVPROC) load(userptr, "glCreateCommandListsNV"); + glad_glCreateStatesNV = (PFNGLCREATESTATESNVPROC) load(userptr, "glCreateStatesNV"); + glad_glDeleteCommandListsNV = (PFNGLDELETECOMMANDLISTSNVPROC) load(userptr, "glDeleteCommandListsNV"); + glad_glDeleteStatesNV = (PFNGLDELETESTATESNVPROC) load(userptr, "glDeleteStatesNV"); + glad_glDrawCommandsAddressNV = (PFNGLDRAWCOMMANDSADDRESSNVPROC) load(userptr, "glDrawCommandsAddressNV"); + glad_glDrawCommandsNV = (PFNGLDRAWCOMMANDSNVPROC) load(userptr, "glDrawCommandsNV"); + glad_glDrawCommandsStatesAddressNV = (PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) load(userptr, "glDrawCommandsStatesAddressNV"); + glad_glDrawCommandsStatesNV = (PFNGLDRAWCOMMANDSSTATESNVPROC) load(userptr, "glDrawCommandsStatesNV"); + glad_glGetCommandHeaderNV = (PFNGLGETCOMMANDHEADERNVPROC) load(userptr, "glGetCommandHeaderNV"); + glad_glGetStageIndexNV = (PFNGLGETSTAGEINDEXNVPROC) load(userptr, "glGetStageIndexNV"); + glad_glIsCommandListNV = (PFNGLISCOMMANDLISTNVPROC) load(userptr, "glIsCommandListNV"); + glad_glIsStateNV = (PFNGLISSTATENVPROC) load(userptr, "glIsStateNV"); + glad_glListDrawCommandsStatesClientNV = (PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) load(userptr, "glListDrawCommandsStatesClientNV"); + glad_glStateCaptureNV = (PFNGLSTATECAPTURENVPROC) load(userptr, "glStateCaptureNV"); +} +static void glad_gl_load_GL_NV_conditional_render( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_conditional_render) return; + glad_glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC) load(userptr, "glBeginConditionalRenderNV"); + glad_glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC) load(userptr, "glEndConditionalRenderNV"); +} +static void glad_gl_load_GL_NV_conservative_raster( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_conservative_raster) return; + glad_glSubpixelPrecisionBiasNV = (PFNGLSUBPIXELPRECISIONBIASNVPROC) load(userptr, "glSubpixelPrecisionBiasNV"); +} +static void glad_gl_load_GL_NV_conservative_raster_dilate( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_conservative_raster_dilate) return; + glad_glConservativeRasterParameterfNV = (PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) load(userptr, "glConservativeRasterParameterfNV"); +} +static void glad_gl_load_GL_NV_conservative_raster_pre_snap_triangles( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_conservative_raster_pre_snap_triangles) return; + glad_glConservativeRasterParameteriNV = (PFNGLCONSERVATIVERASTERPARAMETERINVPROC) load(userptr, "glConservativeRasterParameteriNV"); +} +static void glad_gl_load_GL_NV_copy_image( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_copy_image) return; + glad_glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC) load(userptr, "glCopyImageSubDataNV"); +} +static void glad_gl_load_GL_NV_depth_buffer_float( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_depth_buffer_float) return; + glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC) load(userptr, "glClearDepthdNV"); + glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC) load(userptr, "glDepthBoundsdNV"); + glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC) load(userptr, "glDepthRangedNV"); +} +static void glad_gl_load_GL_NV_draw_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_draw_texture) return; + glad_glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC) load(userptr, "glDrawTextureNV"); +} +static void glad_gl_load_GL_NV_draw_vulkan_image( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_draw_vulkan_image) return; + glad_glDrawVkImageNV = (PFNGLDRAWVKIMAGENVPROC) load(userptr, "glDrawVkImageNV"); + glad_glGetVkProcAddrNV = (PFNGLGETVKPROCADDRNVPROC) load(userptr, "glGetVkProcAddrNV"); + glad_glSignalVkFenceNV = (PFNGLSIGNALVKFENCENVPROC) load(userptr, "glSignalVkFenceNV"); + glad_glSignalVkSemaphoreNV = (PFNGLSIGNALVKSEMAPHORENVPROC) load(userptr, "glSignalVkSemaphoreNV"); + glad_glWaitVkSemaphoreNV = (PFNGLWAITVKSEMAPHORENVPROC) load(userptr, "glWaitVkSemaphoreNV"); +} +static void glad_gl_load_GL_NV_evaluators( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_evaluators) return; + glad_glEvalMapsNV = (PFNGLEVALMAPSNVPROC) load(userptr, "glEvalMapsNV"); + glad_glGetMapAttribParameterfvNV = (PFNGLGETMAPATTRIBPARAMETERFVNVPROC) load(userptr, "glGetMapAttribParameterfvNV"); + glad_glGetMapAttribParameterivNV = (PFNGLGETMAPATTRIBPARAMETERIVNVPROC) load(userptr, "glGetMapAttribParameterivNV"); + glad_glGetMapControlPointsNV = (PFNGLGETMAPCONTROLPOINTSNVPROC) load(userptr, "glGetMapControlPointsNV"); + glad_glGetMapParameterfvNV = (PFNGLGETMAPPARAMETERFVNVPROC) load(userptr, "glGetMapParameterfvNV"); + glad_glGetMapParameterivNV = (PFNGLGETMAPPARAMETERIVNVPROC) load(userptr, "glGetMapParameterivNV"); + glad_glMapControlPointsNV = (PFNGLMAPCONTROLPOINTSNVPROC) load(userptr, "glMapControlPointsNV"); + glad_glMapParameterfvNV = (PFNGLMAPPARAMETERFVNVPROC) load(userptr, "glMapParameterfvNV"); + glad_glMapParameterivNV = (PFNGLMAPPARAMETERIVNVPROC) load(userptr, "glMapParameterivNV"); +} +static void glad_gl_load_GL_NV_explicit_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_explicit_multisample) return; + glad_glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC) load(userptr, "glGetMultisamplefvNV"); + glad_glSampleMaskIndexedNV = (PFNGLSAMPLEMASKINDEXEDNVPROC) load(userptr, "glSampleMaskIndexedNV"); + glad_glTexRenderbufferNV = (PFNGLTEXRENDERBUFFERNVPROC) load(userptr, "glTexRenderbufferNV"); +} +static void glad_gl_load_GL_NV_fence( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_fence) return; + glad_glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC) load(userptr, "glDeleteFencesNV"); + glad_glFinishFenceNV = (PFNGLFINISHFENCENVPROC) load(userptr, "glFinishFenceNV"); + glad_glGenFencesNV = (PFNGLGENFENCESNVPROC) load(userptr, "glGenFencesNV"); + glad_glGetFenceivNV = (PFNGLGETFENCEIVNVPROC) load(userptr, "glGetFenceivNV"); + glad_glIsFenceNV = (PFNGLISFENCENVPROC) load(userptr, "glIsFenceNV"); + glad_glSetFenceNV = (PFNGLSETFENCENVPROC) load(userptr, "glSetFenceNV"); + glad_glTestFenceNV = (PFNGLTESTFENCENVPROC) load(userptr, "glTestFenceNV"); +} +static void glad_gl_load_GL_NV_fragment_coverage_to_color( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_fragment_coverage_to_color) return; + glad_glFragmentCoverageColorNV = (PFNGLFRAGMENTCOVERAGECOLORNVPROC) load(userptr, "glFragmentCoverageColorNV"); +} +static void glad_gl_load_GL_NV_fragment_program( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_fragment_program) return; + glad_glGetProgramNamedParameterdvNV = (PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) load(userptr, "glGetProgramNamedParameterdvNV"); + glad_glGetProgramNamedParameterfvNV = (PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) load(userptr, "glGetProgramNamedParameterfvNV"); + glad_glProgramNamedParameter4dNV = (PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) load(userptr, "glProgramNamedParameter4dNV"); + glad_glProgramNamedParameter4dvNV = (PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) load(userptr, "glProgramNamedParameter4dvNV"); + glad_glProgramNamedParameter4fNV = (PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) load(userptr, "glProgramNamedParameter4fNV"); + glad_glProgramNamedParameter4fvNV = (PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) load(userptr, "glProgramNamedParameter4fvNV"); +} +static void glad_gl_load_GL_NV_framebuffer_mixed_samples( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_framebuffer_mixed_samples) return; + glad_glCoverageModulationNV = (PFNGLCOVERAGEMODULATIONNVPROC) load(userptr, "glCoverageModulationNV"); + glad_glCoverageModulationTableNV = (PFNGLCOVERAGEMODULATIONTABLENVPROC) load(userptr, "glCoverageModulationTableNV"); + glad_glGetCoverageModulationTableNV = (PFNGLGETCOVERAGEMODULATIONTABLENVPROC) load(userptr, "glGetCoverageModulationTableNV"); + glad_glRasterSamplesEXT = (PFNGLRASTERSAMPLESEXTPROC) load(userptr, "glRasterSamplesEXT"); +} +static void glad_gl_load_GL_NV_framebuffer_multisample_coverage( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_framebuffer_multisample_coverage) return; + glad_glRenderbufferStorageMultisampleCoverageNV = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) load(userptr, "glRenderbufferStorageMultisampleCoverageNV"); +} +static void glad_gl_load_GL_NV_geometry_program4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_geometry_program4) return; + glad_glFramebufferTextureEXT = (PFNGLFRAMEBUFFERTEXTUREEXTPROC) load(userptr, "glFramebufferTextureEXT"); + glad_glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) load(userptr, "glFramebufferTextureFaceEXT"); + glad_glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) load(userptr, "glFramebufferTextureLayerEXT"); + glad_glProgramVertexLimitNV = (PFNGLPROGRAMVERTEXLIMITNVPROC) load(userptr, "glProgramVertexLimitNV"); +} +static void glad_gl_load_GL_NV_gpu_multicast( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_gpu_multicast) return; + glad_glMulticastBarrierNV = (PFNGLMULTICASTBARRIERNVPROC) load(userptr, "glMulticastBarrierNV"); + glad_glMulticastBlitFramebufferNV = (PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) load(userptr, "glMulticastBlitFramebufferNV"); + glad_glMulticastBufferSubDataNV = (PFNGLMULTICASTBUFFERSUBDATANVPROC) load(userptr, "glMulticastBufferSubDataNV"); + glad_glMulticastCopyBufferSubDataNV = (PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) load(userptr, "glMulticastCopyBufferSubDataNV"); + glad_glMulticastCopyImageSubDataNV = (PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) load(userptr, "glMulticastCopyImageSubDataNV"); + glad_glMulticastFramebufferSampleLocationsfvNV = (PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) load(userptr, "glMulticastFramebufferSampleLocationsfvNV"); + glad_glMulticastGetQueryObjecti64vNV = (PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) load(userptr, "glMulticastGetQueryObjecti64vNV"); + glad_glMulticastGetQueryObjectivNV = (PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) load(userptr, "glMulticastGetQueryObjectivNV"); + glad_glMulticastGetQueryObjectui64vNV = (PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) load(userptr, "glMulticastGetQueryObjectui64vNV"); + glad_glMulticastGetQueryObjectuivNV = (PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) load(userptr, "glMulticastGetQueryObjectuivNV"); + glad_glMulticastWaitSyncNV = (PFNGLMULTICASTWAITSYNCNVPROC) load(userptr, "glMulticastWaitSyncNV"); + glad_glRenderGpuMaskNV = (PFNGLRENDERGPUMASKNVPROC) load(userptr, "glRenderGpuMaskNV"); +} +static void glad_gl_load_GL_NV_gpu_program4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_gpu_program4) return; + glad_glGetProgramEnvParameterIivNV = (PFNGLGETPROGRAMENVPARAMETERIIVNVPROC) load(userptr, "glGetProgramEnvParameterIivNV"); + glad_glGetProgramEnvParameterIuivNV = (PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC) load(userptr, "glGetProgramEnvParameterIuivNV"); + glad_glGetProgramLocalParameterIivNV = (PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC) load(userptr, "glGetProgramLocalParameterIivNV"); + glad_glGetProgramLocalParameterIuivNV = (PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC) load(userptr, "glGetProgramLocalParameterIuivNV"); + glad_glProgramEnvParameterI4iNV = (PFNGLPROGRAMENVPARAMETERI4INVPROC) load(userptr, "glProgramEnvParameterI4iNV"); + glad_glProgramEnvParameterI4ivNV = (PFNGLPROGRAMENVPARAMETERI4IVNVPROC) load(userptr, "glProgramEnvParameterI4ivNV"); + glad_glProgramEnvParameterI4uiNV = (PFNGLPROGRAMENVPARAMETERI4UINVPROC) load(userptr, "glProgramEnvParameterI4uiNV"); + glad_glProgramEnvParameterI4uivNV = (PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) load(userptr, "glProgramEnvParameterI4uivNV"); + glad_glProgramEnvParametersI4ivNV = (PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) load(userptr, "glProgramEnvParametersI4ivNV"); + glad_glProgramEnvParametersI4uivNV = (PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) load(userptr, "glProgramEnvParametersI4uivNV"); + glad_glProgramLocalParameterI4iNV = (PFNGLPROGRAMLOCALPARAMETERI4INVPROC) load(userptr, "glProgramLocalParameterI4iNV"); + glad_glProgramLocalParameterI4ivNV = (PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) load(userptr, "glProgramLocalParameterI4ivNV"); + glad_glProgramLocalParameterI4uiNV = (PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) load(userptr, "glProgramLocalParameterI4uiNV"); + glad_glProgramLocalParameterI4uivNV = (PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) load(userptr, "glProgramLocalParameterI4uivNV"); + glad_glProgramLocalParametersI4ivNV = (PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) load(userptr, "glProgramLocalParametersI4ivNV"); + glad_glProgramLocalParametersI4uivNV = (PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) load(userptr, "glProgramLocalParametersI4uivNV"); +} +static void glad_gl_load_GL_NV_gpu_program5( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_gpu_program5) return; + glad_glGetProgramSubroutineParameteruivNV = (PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC) load(userptr, "glGetProgramSubroutineParameteruivNV"); + glad_glProgramSubroutineParametersuivNV = (PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC) load(userptr, "glProgramSubroutineParametersuivNV"); +} +static void glad_gl_load_GL_NV_gpu_shader5( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_gpu_shader5) return; + glad_glGetUniformi64vNV = (PFNGLGETUNIFORMI64VNVPROC) load(userptr, "glGetUniformi64vNV"); + glad_glProgramUniform1i64NV = (PFNGLPROGRAMUNIFORM1I64NVPROC) load(userptr, "glProgramUniform1i64NV"); + glad_glProgramUniform1i64vNV = (PFNGLPROGRAMUNIFORM1I64VNVPROC) load(userptr, "glProgramUniform1i64vNV"); + glad_glProgramUniform1ui64NV = (PFNGLPROGRAMUNIFORM1UI64NVPROC) load(userptr, "glProgramUniform1ui64NV"); + glad_glProgramUniform1ui64vNV = (PFNGLPROGRAMUNIFORM1UI64VNVPROC) load(userptr, "glProgramUniform1ui64vNV"); + glad_glProgramUniform2i64NV = (PFNGLPROGRAMUNIFORM2I64NVPROC) load(userptr, "glProgramUniform2i64NV"); + glad_glProgramUniform2i64vNV = (PFNGLPROGRAMUNIFORM2I64VNVPROC) load(userptr, "glProgramUniform2i64vNV"); + glad_glProgramUniform2ui64NV = (PFNGLPROGRAMUNIFORM2UI64NVPROC) load(userptr, "glProgramUniform2ui64NV"); + glad_glProgramUniform2ui64vNV = (PFNGLPROGRAMUNIFORM2UI64VNVPROC) load(userptr, "glProgramUniform2ui64vNV"); + glad_glProgramUniform3i64NV = (PFNGLPROGRAMUNIFORM3I64NVPROC) load(userptr, "glProgramUniform3i64NV"); + glad_glProgramUniform3i64vNV = (PFNGLPROGRAMUNIFORM3I64VNVPROC) load(userptr, "glProgramUniform3i64vNV"); + glad_glProgramUniform3ui64NV = (PFNGLPROGRAMUNIFORM3UI64NVPROC) load(userptr, "glProgramUniform3ui64NV"); + glad_glProgramUniform3ui64vNV = (PFNGLPROGRAMUNIFORM3UI64VNVPROC) load(userptr, "glProgramUniform3ui64vNV"); + glad_glProgramUniform4i64NV = (PFNGLPROGRAMUNIFORM4I64NVPROC) load(userptr, "glProgramUniform4i64NV"); + glad_glProgramUniform4i64vNV = (PFNGLPROGRAMUNIFORM4I64VNVPROC) load(userptr, "glProgramUniform4i64vNV"); + glad_glProgramUniform4ui64NV = (PFNGLPROGRAMUNIFORM4UI64NVPROC) load(userptr, "glProgramUniform4ui64NV"); + glad_glProgramUniform4ui64vNV = (PFNGLPROGRAMUNIFORM4UI64VNVPROC) load(userptr, "glProgramUniform4ui64vNV"); + glad_glUniform1i64NV = (PFNGLUNIFORM1I64NVPROC) load(userptr, "glUniform1i64NV"); + glad_glUniform1i64vNV = (PFNGLUNIFORM1I64VNVPROC) load(userptr, "glUniform1i64vNV"); + glad_glUniform1ui64NV = (PFNGLUNIFORM1UI64NVPROC) load(userptr, "glUniform1ui64NV"); + glad_glUniform1ui64vNV = (PFNGLUNIFORM1UI64VNVPROC) load(userptr, "glUniform1ui64vNV"); + glad_glUniform2i64NV = (PFNGLUNIFORM2I64NVPROC) load(userptr, "glUniform2i64NV"); + glad_glUniform2i64vNV = (PFNGLUNIFORM2I64VNVPROC) load(userptr, "glUniform2i64vNV"); + glad_glUniform2ui64NV = (PFNGLUNIFORM2UI64NVPROC) load(userptr, "glUniform2ui64NV"); + glad_glUniform2ui64vNV = (PFNGLUNIFORM2UI64VNVPROC) load(userptr, "glUniform2ui64vNV"); + glad_glUniform3i64NV = (PFNGLUNIFORM3I64NVPROC) load(userptr, "glUniform3i64NV"); + glad_glUniform3i64vNV = (PFNGLUNIFORM3I64VNVPROC) load(userptr, "glUniform3i64vNV"); + glad_glUniform3ui64NV = (PFNGLUNIFORM3UI64NVPROC) load(userptr, "glUniform3ui64NV"); + glad_glUniform3ui64vNV = (PFNGLUNIFORM3UI64VNVPROC) load(userptr, "glUniform3ui64vNV"); + glad_glUniform4i64NV = (PFNGLUNIFORM4I64NVPROC) load(userptr, "glUniform4i64NV"); + glad_glUniform4i64vNV = (PFNGLUNIFORM4I64VNVPROC) load(userptr, "glUniform4i64vNV"); + glad_glUniform4ui64NV = (PFNGLUNIFORM4UI64NVPROC) load(userptr, "glUniform4ui64NV"); + glad_glUniform4ui64vNV = (PFNGLUNIFORM4UI64VNVPROC) load(userptr, "glUniform4ui64vNV"); +} +static void glad_gl_load_GL_NV_half_float( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_half_float) return; + glad_glColor3hNV = (PFNGLCOLOR3HNVPROC) load(userptr, "glColor3hNV"); + glad_glColor3hvNV = (PFNGLCOLOR3HVNVPROC) load(userptr, "glColor3hvNV"); + glad_glColor4hNV = (PFNGLCOLOR4HNVPROC) load(userptr, "glColor4hNV"); + glad_glColor4hvNV = (PFNGLCOLOR4HVNVPROC) load(userptr, "glColor4hvNV"); + glad_glFogCoordhNV = (PFNGLFOGCOORDHNVPROC) load(userptr, "glFogCoordhNV"); + glad_glFogCoordhvNV = (PFNGLFOGCOORDHVNVPROC) load(userptr, "glFogCoordhvNV"); + glad_glMultiTexCoord1hNV = (PFNGLMULTITEXCOORD1HNVPROC) load(userptr, "glMultiTexCoord1hNV"); + glad_glMultiTexCoord1hvNV = (PFNGLMULTITEXCOORD1HVNVPROC) load(userptr, "glMultiTexCoord1hvNV"); + glad_glMultiTexCoord2hNV = (PFNGLMULTITEXCOORD2HNVPROC) load(userptr, "glMultiTexCoord2hNV"); + glad_glMultiTexCoord2hvNV = (PFNGLMULTITEXCOORD2HVNVPROC) load(userptr, "glMultiTexCoord2hvNV"); + glad_glMultiTexCoord3hNV = (PFNGLMULTITEXCOORD3HNVPROC) load(userptr, "glMultiTexCoord3hNV"); + glad_glMultiTexCoord3hvNV = (PFNGLMULTITEXCOORD3HVNVPROC) load(userptr, "glMultiTexCoord3hvNV"); + glad_glMultiTexCoord4hNV = (PFNGLMULTITEXCOORD4HNVPROC) load(userptr, "glMultiTexCoord4hNV"); + glad_glMultiTexCoord4hvNV = (PFNGLMULTITEXCOORD4HVNVPROC) load(userptr, "glMultiTexCoord4hvNV"); + glad_glNormal3hNV = (PFNGLNORMAL3HNVPROC) load(userptr, "glNormal3hNV"); + glad_glNormal3hvNV = (PFNGLNORMAL3HVNVPROC) load(userptr, "glNormal3hvNV"); + glad_glSecondaryColor3hNV = (PFNGLSECONDARYCOLOR3HNVPROC) load(userptr, "glSecondaryColor3hNV"); + glad_glSecondaryColor3hvNV = (PFNGLSECONDARYCOLOR3HVNVPROC) load(userptr, "glSecondaryColor3hvNV"); + glad_glTexCoord1hNV = (PFNGLTEXCOORD1HNVPROC) load(userptr, "glTexCoord1hNV"); + glad_glTexCoord1hvNV = (PFNGLTEXCOORD1HVNVPROC) load(userptr, "glTexCoord1hvNV"); + glad_glTexCoord2hNV = (PFNGLTEXCOORD2HNVPROC) load(userptr, "glTexCoord2hNV"); + glad_glTexCoord2hvNV = (PFNGLTEXCOORD2HVNVPROC) load(userptr, "glTexCoord2hvNV"); + glad_glTexCoord3hNV = (PFNGLTEXCOORD3HNVPROC) load(userptr, "glTexCoord3hNV"); + glad_glTexCoord3hvNV = (PFNGLTEXCOORD3HVNVPROC) load(userptr, "glTexCoord3hvNV"); + glad_glTexCoord4hNV = (PFNGLTEXCOORD4HNVPROC) load(userptr, "glTexCoord4hNV"); + glad_glTexCoord4hvNV = (PFNGLTEXCOORD4HVNVPROC) load(userptr, "glTexCoord4hvNV"); + glad_glVertex2hNV = (PFNGLVERTEX2HNVPROC) load(userptr, "glVertex2hNV"); + glad_glVertex2hvNV = (PFNGLVERTEX2HVNVPROC) load(userptr, "glVertex2hvNV"); + glad_glVertex3hNV = (PFNGLVERTEX3HNVPROC) load(userptr, "glVertex3hNV"); + glad_glVertex3hvNV = (PFNGLVERTEX3HVNVPROC) load(userptr, "glVertex3hvNV"); + glad_glVertex4hNV = (PFNGLVERTEX4HNVPROC) load(userptr, "glVertex4hNV"); + glad_glVertex4hvNV = (PFNGLVERTEX4HVNVPROC) load(userptr, "glVertex4hvNV"); + glad_glVertexAttrib1hNV = (PFNGLVERTEXATTRIB1HNVPROC) load(userptr, "glVertexAttrib1hNV"); + glad_glVertexAttrib1hvNV = (PFNGLVERTEXATTRIB1HVNVPROC) load(userptr, "glVertexAttrib1hvNV"); + glad_glVertexAttrib2hNV = (PFNGLVERTEXATTRIB2HNVPROC) load(userptr, "glVertexAttrib2hNV"); + glad_glVertexAttrib2hvNV = (PFNGLVERTEXATTRIB2HVNVPROC) load(userptr, "glVertexAttrib2hvNV"); + glad_glVertexAttrib3hNV = (PFNGLVERTEXATTRIB3HNVPROC) load(userptr, "glVertexAttrib3hNV"); + glad_glVertexAttrib3hvNV = (PFNGLVERTEXATTRIB3HVNVPROC) load(userptr, "glVertexAttrib3hvNV"); + glad_glVertexAttrib4hNV = (PFNGLVERTEXATTRIB4HNVPROC) load(userptr, "glVertexAttrib4hNV"); + glad_glVertexAttrib4hvNV = (PFNGLVERTEXATTRIB4HVNVPROC) load(userptr, "glVertexAttrib4hvNV"); + glad_glVertexAttribs1hvNV = (PFNGLVERTEXATTRIBS1HVNVPROC) load(userptr, "glVertexAttribs1hvNV"); + glad_glVertexAttribs2hvNV = (PFNGLVERTEXATTRIBS2HVNVPROC) load(userptr, "glVertexAttribs2hvNV"); + glad_glVertexAttribs3hvNV = (PFNGLVERTEXATTRIBS3HVNVPROC) load(userptr, "glVertexAttribs3hvNV"); + glad_glVertexAttribs4hvNV = (PFNGLVERTEXATTRIBS4HVNVPROC) load(userptr, "glVertexAttribs4hvNV"); + glad_glVertexWeighthNV = (PFNGLVERTEXWEIGHTHNVPROC) load(userptr, "glVertexWeighthNV"); + glad_glVertexWeighthvNV = (PFNGLVERTEXWEIGHTHVNVPROC) load(userptr, "glVertexWeighthvNV"); +} +static void glad_gl_load_GL_NV_internalformat_sample_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_internalformat_sample_query) return; + glad_glGetInternalformatSampleivNV = (PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) load(userptr, "glGetInternalformatSampleivNV"); +} +static void glad_gl_load_GL_NV_memory_attachment( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_memory_attachment) return; + glad_glBufferAttachMemoryNV = (PFNGLBUFFERATTACHMEMORYNVPROC) load(userptr, "glBufferAttachMemoryNV"); + glad_glGetMemoryObjectDetachedResourcesuivNV = (PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) load(userptr, "glGetMemoryObjectDetachedResourcesuivNV"); + glad_glNamedBufferAttachMemoryNV = (PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) load(userptr, "glNamedBufferAttachMemoryNV"); + glad_glResetMemoryObjectParameterNV = (PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) load(userptr, "glResetMemoryObjectParameterNV"); + glad_glTexAttachMemoryNV = (PFNGLTEXATTACHMEMORYNVPROC) load(userptr, "glTexAttachMemoryNV"); + glad_glTextureAttachMemoryNV = (PFNGLTEXTUREATTACHMEMORYNVPROC) load(userptr, "glTextureAttachMemoryNV"); +} +static void glad_gl_load_GL_NV_memory_object_sparse( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_memory_object_sparse) return; + glad_glBufferPageCommitmentMemNV = (PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) load(userptr, "glBufferPageCommitmentMemNV"); + glad_glNamedBufferPageCommitmentMemNV = (PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) load(userptr, "glNamedBufferPageCommitmentMemNV"); + glad_glTexPageCommitmentMemNV = (PFNGLTEXPAGECOMMITMENTMEMNVPROC) load(userptr, "glTexPageCommitmentMemNV"); + glad_glTexturePageCommitmentMemNV = (PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) load(userptr, "glTexturePageCommitmentMemNV"); +} +static void glad_gl_load_GL_NV_mesh_shader( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_mesh_shader) return; + glad_glDrawMeshTasksIndirectNV = (PFNGLDRAWMESHTASKSINDIRECTNVPROC) load(userptr, "glDrawMeshTasksIndirectNV"); + glad_glDrawMeshTasksNV = (PFNGLDRAWMESHTASKSNVPROC) load(userptr, "glDrawMeshTasksNV"); + glad_glMultiDrawMeshTasksIndirectCountNV = (PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) load(userptr, "glMultiDrawMeshTasksIndirectCountNV"); + glad_glMultiDrawMeshTasksIndirectNV = (PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) load(userptr, "glMultiDrawMeshTasksIndirectNV"); +} +static void glad_gl_load_GL_NV_occlusion_query( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_occlusion_query) return; + glad_glBeginOcclusionQueryNV = (PFNGLBEGINOCCLUSIONQUERYNVPROC) load(userptr, "glBeginOcclusionQueryNV"); + glad_glDeleteOcclusionQueriesNV = (PFNGLDELETEOCCLUSIONQUERIESNVPROC) load(userptr, "glDeleteOcclusionQueriesNV"); + glad_glEndOcclusionQueryNV = (PFNGLENDOCCLUSIONQUERYNVPROC) load(userptr, "glEndOcclusionQueryNV"); + glad_glGenOcclusionQueriesNV = (PFNGLGENOCCLUSIONQUERIESNVPROC) load(userptr, "glGenOcclusionQueriesNV"); + glad_glGetOcclusionQueryivNV = (PFNGLGETOCCLUSIONQUERYIVNVPROC) load(userptr, "glGetOcclusionQueryivNV"); + glad_glGetOcclusionQueryuivNV = (PFNGLGETOCCLUSIONQUERYUIVNVPROC) load(userptr, "glGetOcclusionQueryuivNV"); + glad_glIsOcclusionQueryNV = (PFNGLISOCCLUSIONQUERYNVPROC) load(userptr, "glIsOcclusionQueryNV"); +} +static void glad_gl_load_GL_NV_parameter_buffer_object( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_parameter_buffer_object) return; + glad_glProgramBufferParametersIivNV = (PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) load(userptr, "glProgramBufferParametersIivNV"); + glad_glProgramBufferParametersIuivNV = (PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) load(userptr, "glProgramBufferParametersIuivNV"); + glad_glProgramBufferParametersfvNV = (PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) load(userptr, "glProgramBufferParametersfvNV"); +} +static void glad_gl_load_GL_NV_path_rendering( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_path_rendering) return; + glad_glCopyPathNV = (PFNGLCOPYPATHNVPROC) load(userptr, "glCopyPathNV"); + glad_glCoverFillPathInstancedNV = (PFNGLCOVERFILLPATHINSTANCEDNVPROC) load(userptr, "glCoverFillPathInstancedNV"); + glad_glCoverFillPathNV = (PFNGLCOVERFILLPATHNVPROC) load(userptr, "glCoverFillPathNV"); + glad_glCoverStrokePathInstancedNV = (PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) load(userptr, "glCoverStrokePathInstancedNV"); + glad_glCoverStrokePathNV = (PFNGLCOVERSTROKEPATHNVPROC) load(userptr, "glCoverStrokePathNV"); + glad_glDeletePathsNV = (PFNGLDELETEPATHSNVPROC) load(userptr, "glDeletePathsNV"); + glad_glGenPathsNV = (PFNGLGENPATHSNVPROC) load(userptr, "glGenPathsNV"); + glad_glGetPathColorGenfvNV = (PFNGLGETPATHCOLORGENFVNVPROC) load(userptr, "glGetPathColorGenfvNV"); + glad_glGetPathColorGenivNV = (PFNGLGETPATHCOLORGENIVNVPROC) load(userptr, "glGetPathColorGenivNV"); + glad_glGetPathCommandsNV = (PFNGLGETPATHCOMMANDSNVPROC) load(userptr, "glGetPathCommandsNV"); + glad_glGetPathCoordsNV = (PFNGLGETPATHCOORDSNVPROC) load(userptr, "glGetPathCoordsNV"); + glad_glGetPathDashArrayNV = (PFNGLGETPATHDASHARRAYNVPROC) load(userptr, "glGetPathDashArrayNV"); + glad_glGetPathLengthNV = (PFNGLGETPATHLENGTHNVPROC) load(userptr, "glGetPathLengthNV"); + glad_glGetPathMetricRangeNV = (PFNGLGETPATHMETRICRANGENVPROC) load(userptr, "glGetPathMetricRangeNV"); + glad_glGetPathMetricsNV = (PFNGLGETPATHMETRICSNVPROC) load(userptr, "glGetPathMetricsNV"); + glad_glGetPathParameterfvNV = (PFNGLGETPATHPARAMETERFVNVPROC) load(userptr, "glGetPathParameterfvNV"); + glad_glGetPathParameterivNV = (PFNGLGETPATHPARAMETERIVNVPROC) load(userptr, "glGetPathParameterivNV"); + glad_glGetPathSpacingNV = (PFNGLGETPATHSPACINGNVPROC) load(userptr, "glGetPathSpacingNV"); + glad_glGetPathTexGenfvNV = (PFNGLGETPATHTEXGENFVNVPROC) load(userptr, "glGetPathTexGenfvNV"); + glad_glGetPathTexGenivNV = (PFNGLGETPATHTEXGENIVNVPROC) load(userptr, "glGetPathTexGenivNV"); + glad_glGetProgramResourcefvNV = (PFNGLGETPROGRAMRESOURCEFVNVPROC) load(userptr, "glGetProgramResourcefvNV"); + glad_glInterpolatePathsNV = (PFNGLINTERPOLATEPATHSNVPROC) load(userptr, "glInterpolatePathsNV"); + glad_glIsPathNV = (PFNGLISPATHNVPROC) load(userptr, "glIsPathNV"); + glad_glIsPointInFillPathNV = (PFNGLISPOINTINFILLPATHNVPROC) load(userptr, "glIsPointInFillPathNV"); + glad_glIsPointInStrokePathNV = (PFNGLISPOINTINSTROKEPATHNVPROC) load(userptr, "glIsPointInStrokePathNV"); + glad_glMatrixFrustumEXT = (PFNGLMATRIXFRUSTUMEXTPROC) load(userptr, "glMatrixFrustumEXT"); + glad_glMatrixLoad3x2fNV = (PFNGLMATRIXLOAD3X2FNVPROC) load(userptr, "glMatrixLoad3x2fNV"); + glad_glMatrixLoad3x3fNV = (PFNGLMATRIXLOAD3X3FNVPROC) load(userptr, "glMatrixLoad3x3fNV"); + glad_glMatrixLoadIdentityEXT = (PFNGLMATRIXLOADIDENTITYEXTPROC) load(userptr, "glMatrixLoadIdentityEXT"); + glad_glMatrixLoadTranspose3x3fNV = (PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) load(userptr, "glMatrixLoadTranspose3x3fNV"); + glad_glMatrixLoadTransposedEXT = (PFNGLMATRIXLOADTRANSPOSEDEXTPROC) load(userptr, "glMatrixLoadTransposedEXT"); + glad_glMatrixLoadTransposefEXT = (PFNGLMATRIXLOADTRANSPOSEFEXTPROC) load(userptr, "glMatrixLoadTransposefEXT"); + glad_glMatrixLoaddEXT = (PFNGLMATRIXLOADDEXTPROC) load(userptr, "glMatrixLoaddEXT"); + glad_glMatrixLoadfEXT = (PFNGLMATRIXLOADFEXTPROC) load(userptr, "glMatrixLoadfEXT"); + glad_glMatrixMult3x2fNV = (PFNGLMATRIXMULT3X2FNVPROC) load(userptr, "glMatrixMult3x2fNV"); + glad_glMatrixMult3x3fNV = (PFNGLMATRIXMULT3X3FNVPROC) load(userptr, "glMatrixMult3x3fNV"); + glad_glMatrixMultTranspose3x3fNV = (PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) load(userptr, "glMatrixMultTranspose3x3fNV"); + glad_glMatrixMultTransposedEXT = (PFNGLMATRIXMULTTRANSPOSEDEXTPROC) load(userptr, "glMatrixMultTransposedEXT"); + glad_glMatrixMultTransposefEXT = (PFNGLMATRIXMULTTRANSPOSEFEXTPROC) load(userptr, "glMatrixMultTransposefEXT"); + glad_glMatrixMultdEXT = (PFNGLMATRIXMULTDEXTPROC) load(userptr, "glMatrixMultdEXT"); + glad_glMatrixMultfEXT = (PFNGLMATRIXMULTFEXTPROC) load(userptr, "glMatrixMultfEXT"); + glad_glMatrixOrthoEXT = (PFNGLMATRIXORTHOEXTPROC) load(userptr, "glMatrixOrthoEXT"); + glad_glMatrixPopEXT = (PFNGLMATRIXPOPEXTPROC) load(userptr, "glMatrixPopEXT"); + glad_glMatrixPushEXT = (PFNGLMATRIXPUSHEXTPROC) load(userptr, "glMatrixPushEXT"); + glad_glMatrixRotatedEXT = (PFNGLMATRIXROTATEDEXTPROC) load(userptr, "glMatrixRotatedEXT"); + glad_glMatrixRotatefEXT = (PFNGLMATRIXROTATEFEXTPROC) load(userptr, "glMatrixRotatefEXT"); + glad_glMatrixScaledEXT = (PFNGLMATRIXSCALEDEXTPROC) load(userptr, "glMatrixScaledEXT"); + glad_glMatrixScalefEXT = (PFNGLMATRIXSCALEFEXTPROC) load(userptr, "glMatrixScalefEXT"); + glad_glMatrixTranslatedEXT = (PFNGLMATRIXTRANSLATEDEXTPROC) load(userptr, "glMatrixTranslatedEXT"); + glad_glMatrixTranslatefEXT = (PFNGLMATRIXTRANSLATEFEXTPROC) load(userptr, "glMatrixTranslatefEXT"); + glad_glPathColorGenNV = (PFNGLPATHCOLORGENNVPROC) load(userptr, "glPathColorGenNV"); + glad_glPathCommandsNV = (PFNGLPATHCOMMANDSNVPROC) load(userptr, "glPathCommandsNV"); + glad_glPathCoordsNV = (PFNGLPATHCOORDSNVPROC) load(userptr, "glPathCoordsNV"); + glad_glPathCoverDepthFuncNV = (PFNGLPATHCOVERDEPTHFUNCNVPROC) load(userptr, "glPathCoverDepthFuncNV"); + glad_glPathDashArrayNV = (PFNGLPATHDASHARRAYNVPROC) load(userptr, "glPathDashArrayNV"); + glad_glPathFogGenNV = (PFNGLPATHFOGGENNVPROC) load(userptr, "glPathFogGenNV"); + glad_glPathGlyphIndexArrayNV = (PFNGLPATHGLYPHINDEXARRAYNVPROC) load(userptr, "glPathGlyphIndexArrayNV"); + glad_glPathGlyphIndexRangeNV = (PFNGLPATHGLYPHINDEXRANGENVPROC) load(userptr, "glPathGlyphIndexRangeNV"); + glad_glPathGlyphRangeNV = (PFNGLPATHGLYPHRANGENVPROC) load(userptr, "glPathGlyphRangeNV"); + glad_glPathGlyphsNV = (PFNGLPATHGLYPHSNVPROC) load(userptr, "glPathGlyphsNV"); + glad_glPathMemoryGlyphIndexArrayNV = (PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) load(userptr, "glPathMemoryGlyphIndexArrayNV"); + glad_glPathParameterfNV = (PFNGLPATHPARAMETERFNVPROC) load(userptr, "glPathParameterfNV"); + glad_glPathParameterfvNV = (PFNGLPATHPARAMETERFVNVPROC) load(userptr, "glPathParameterfvNV"); + glad_glPathParameteriNV = (PFNGLPATHPARAMETERINVPROC) load(userptr, "glPathParameteriNV"); + glad_glPathParameterivNV = (PFNGLPATHPARAMETERIVNVPROC) load(userptr, "glPathParameterivNV"); + glad_glPathStencilDepthOffsetNV = (PFNGLPATHSTENCILDEPTHOFFSETNVPROC) load(userptr, "glPathStencilDepthOffsetNV"); + glad_glPathStencilFuncNV = (PFNGLPATHSTENCILFUNCNVPROC) load(userptr, "glPathStencilFuncNV"); + glad_glPathStringNV = (PFNGLPATHSTRINGNVPROC) load(userptr, "glPathStringNV"); + glad_glPathSubCommandsNV = (PFNGLPATHSUBCOMMANDSNVPROC) load(userptr, "glPathSubCommandsNV"); + glad_glPathSubCoordsNV = (PFNGLPATHSUBCOORDSNVPROC) load(userptr, "glPathSubCoordsNV"); + glad_glPathTexGenNV = (PFNGLPATHTEXGENNVPROC) load(userptr, "glPathTexGenNV"); + glad_glPointAlongPathNV = (PFNGLPOINTALONGPATHNVPROC) load(userptr, "glPointAlongPathNV"); + glad_glProgramPathFragmentInputGenNV = (PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) load(userptr, "glProgramPathFragmentInputGenNV"); + glad_glStencilFillPathInstancedNV = (PFNGLSTENCILFILLPATHINSTANCEDNVPROC) load(userptr, "glStencilFillPathInstancedNV"); + glad_glStencilFillPathNV = (PFNGLSTENCILFILLPATHNVPROC) load(userptr, "glStencilFillPathNV"); + glad_glStencilStrokePathInstancedNV = (PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) load(userptr, "glStencilStrokePathInstancedNV"); + glad_glStencilStrokePathNV = (PFNGLSTENCILSTROKEPATHNVPROC) load(userptr, "glStencilStrokePathNV"); + glad_glStencilThenCoverFillPathInstancedNV = (PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) load(userptr, "glStencilThenCoverFillPathInstancedNV"); + glad_glStencilThenCoverFillPathNV = (PFNGLSTENCILTHENCOVERFILLPATHNVPROC) load(userptr, "glStencilThenCoverFillPathNV"); + glad_glStencilThenCoverStrokePathInstancedNV = (PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) load(userptr, "glStencilThenCoverStrokePathInstancedNV"); + glad_glStencilThenCoverStrokePathNV = (PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) load(userptr, "glStencilThenCoverStrokePathNV"); + glad_glTransformPathNV = (PFNGLTRANSFORMPATHNVPROC) load(userptr, "glTransformPathNV"); + glad_glWeightPathsNV = (PFNGLWEIGHTPATHSNVPROC) load(userptr, "glWeightPathsNV"); +} +static void glad_gl_load_GL_NV_pixel_data_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_pixel_data_range) return; + glad_glFlushPixelDataRangeNV = (PFNGLFLUSHPIXELDATARANGENVPROC) load(userptr, "glFlushPixelDataRangeNV"); + glad_glPixelDataRangeNV = (PFNGLPIXELDATARANGENVPROC) load(userptr, "glPixelDataRangeNV"); +} +static void glad_gl_load_GL_NV_point_sprite( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_point_sprite) return; + glad_glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC) load(userptr, "glPointParameteriNV"); + glad_glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC) load(userptr, "glPointParameterivNV"); +} +static void glad_gl_load_GL_NV_present_video( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_present_video) return; + glad_glGetVideoi64vNV = (PFNGLGETVIDEOI64VNVPROC) load(userptr, "glGetVideoi64vNV"); + glad_glGetVideoivNV = (PFNGLGETVIDEOIVNVPROC) load(userptr, "glGetVideoivNV"); + glad_glGetVideoui64vNV = (PFNGLGETVIDEOUI64VNVPROC) load(userptr, "glGetVideoui64vNV"); + glad_glGetVideouivNV = (PFNGLGETVIDEOUIVNVPROC) load(userptr, "glGetVideouivNV"); + glad_glPresentFrameDualFillNV = (PFNGLPRESENTFRAMEDUALFILLNVPROC) load(userptr, "glPresentFrameDualFillNV"); + glad_glPresentFrameKeyedNV = (PFNGLPRESENTFRAMEKEYEDNVPROC) load(userptr, "glPresentFrameKeyedNV"); +} +static void glad_gl_load_GL_NV_primitive_restart( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_primitive_restart) return; + glad_glPrimitiveRestartIndexNV = (PFNGLPRIMITIVERESTARTINDEXNVPROC) load(userptr, "glPrimitiveRestartIndexNV"); + glad_glPrimitiveRestartNV = (PFNGLPRIMITIVERESTARTNVPROC) load(userptr, "glPrimitiveRestartNV"); +} +static void glad_gl_load_GL_NV_query_resource( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_query_resource) return; + glad_glQueryResourceNV = (PFNGLQUERYRESOURCENVPROC) load(userptr, "glQueryResourceNV"); +} +static void glad_gl_load_GL_NV_query_resource_tag( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_query_resource_tag) return; + glad_glDeleteQueryResourceTagNV = (PFNGLDELETEQUERYRESOURCETAGNVPROC) load(userptr, "glDeleteQueryResourceTagNV"); + glad_glGenQueryResourceTagNV = (PFNGLGENQUERYRESOURCETAGNVPROC) load(userptr, "glGenQueryResourceTagNV"); + glad_glQueryResourceTagNV = (PFNGLQUERYRESOURCETAGNVPROC) load(userptr, "glQueryResourceTagNV"); +} +static void glad_gl_load_GL_NV_register_combiners( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_register_combiners) return; + glad_glCombinerInputNV = (PFNGLCOMBINERINPUTNVPROC) load(userptr, "glCombinerInputNV"); + glad_glCombinerOutputNV = (PFNGLCOMBINEROUTPUTNVPROC) load(userptr, "glCombinerOutputNV"); + glad_glCombinerParameterfNV = (PFNGLCOMBINERPARAMETERFNVPROC) load(userptr, "glCombinerParameterfNV"); + glad_glCombinerParameterfvNV = (PFNGLCOMBINERPARAMETERFVNVPROC) load(userptr, "glCombinerParameterfvNV"); + glad_glCombinerParameteriNV = (PFNGLCOMBINERPARAMETERINVPROC) load(userptr, "glCombinerParameteriNV"); + glad_glCombinerParameterivNV = (PFNGLCOMBINERPARAMETERIVNVPROC) load(userptr, "glCombinerParameterivNV"); + glad_glFinalCombinerInputNV = (PFNGLFINALCOMBINERINPUTNVPROC) load(userptr, "glFinalCombinerInputNV"); + glad_glGetCombinerInputParameterfvNV = (PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) load(userptr, "glGetCombinerInputParameterfvNV"); + glad_glGetCombinerInputParameterivNV = (PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) load(userptr, "glGetCombinerInputParameterivNV"); + glad_glGetCombinerOutputParameterfvNV = (PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) load(userptr, "glGetCombinerOutputParameterfvNV"); + glad_glGetCombinerOutputParameterivNV = (PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) load(userptr, "glGetCombinerOutputParameterivNV"); + glad_glGetFinalCombinerInputParameterfvNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) load(userptr, "glGetFinalCombinerInputParameterfvNV"); + glad_glGetFinalCombinerInputParameterivNV = (PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) load(userptr, "glGetFinalCombinerInputParameterivNV"); +} +static void glad_gl_load_GL_NV_register_combiners2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_register_combiners2) return; + glad_glCombinerStageParameterfvNV = (PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) load(userptr, "glCombinerStageParameterfvNV"); + glad_glGetCombinerStageParameterfvNV = (PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) load(userptr, "glGetCombinerStageParameterfvNV"); +} +static void glad_gl_load_GL_NV_sample_locations( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_sample_locations) return; + glad_glFramebufferSampleLocationsfvNV = (PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) load(userptr, "glFramebufferSampleLocationsfvNV"); + glad_glNamedFramebufferSampleLocationsfvNV = (PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) load(userptr, "glNamedFramebufferSampleLocationsfvNV"); + glad_glResolveDepthValuesNV = (PFNGLRESOLVEDEPTHVALUESNVPROC) load(userptr, "glResolveDepthValuesNV"); +} +static void glad_gl_load_GL_NV_scissor_exclusive( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_scissor_exclusive) return; + glad_glScissorExclusiveArrayvNV = (PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) load(userptr, "glScissorExclusiveArrayvNV"); + glad_glScissorExclusiveNV = (PFNGLSCISSOREXCLUSIVENVPROC) load(userptr, "glScissorExclusiveNV"); +} +static void glad_gl_load_GL_NV_shader_buffer_load( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_shader_buffer_load) return; + glad_glGetBufferParameterui64vNV = (PFNGLGETBUFFERPARAMETERUI64VNVPROC) load(userptr, "glGetBufferParameterui64vNV"); + glad_glGetIntegerui64vNV = (PFNGLGETINTEGERUI64VNVPROC) load(userptr, "glGetIntegerui64vNV"); + glad_glGetNamedBufferParameterui64vNV = (PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) load(userptr, "glGetNamedBufferParameterui64vNV"); + glad_glGetUniformui64vNV = (PFNGLGETUNIFORMUI64VNVPROC) load(userptr, "glGetUniformui64vNV"); + glad_glIsBufferResidentNV = (PFNGLISBUFFERRESIDENTNVPROC) load(userptr, "glIsBufferResidentNV"); + glad_glIsNamedBufferResidentNV = (PFNGLISNAMEDBUFFERRESIDENTNVPROC) load(userptr, "glIsNamedBufferResidentNV"); + glad_glMakeBufferNonResidentNV = (PFNGLMAKEBUFFERNONRESIDENTNVPROC) load(userptr, "glMakeBufferNonResidentNV"); + glad_glMakeBufferResidentNV = (PFNGLMAKEBUFFERRESIDENTNVPROC) load(userptr, "glMakeBufferResidentNV"); + glad_glMakeNamedBufferNonResidentNV = (PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) load(userptr, "glMakeNamedBufferNonResidentNV"); + glad_glMakeNamedBufferResidentNV = (PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) load(userptr, "glMakeNamedBufferResidentNV"); + glad_glProgramUniformui64NV = (PFNGLPROGRAMUNIFORMUI64NVPROC) load(userptr, "glProgramUniformui64NV"); + glad_glProgramUniformui64vNV = (PFNGLPROGRAMUNIFORMUI64VNVPROC) load(userptr, "glProgramUniformui64vNV"); + glad_glUniformui64NV = (PFNGLUNIFORMUI64NVPROC) load(userptr, "glUniformui64NV"); + glad_glUniformui64vNV = (PFNGLUNIFORMUI64VNVPROC) load(userptr, "glUniformui64vNV"); +} +static void glad_gl_load_GL_NV_shading_rate_image( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_shading_rate_image) return; + glad_glBindShadingRateImageNV = (PFNGLBINDSHADINGRATEIMAGENVPROC) load(userptr, "glBindShadingRateImageNV"); + glad_glGetShadingRateImagePaletteNV = (PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) load(userptr, "glGetShadingRateImagePaletteNV"); + glad_glGetShadingRateSampleLocationivNV = (PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) load(userptr, "glGetShadingRateSampleLocationivNV"); + glad_glShadingRateImageBarrierNV = (PFNGLSHADINGRATEIMAGEBARRIERNVPROC) load(userptr, "glShadingRateImageBarrierNV"); + glad_glShadingRateImagePaletteNV = (PFNGLSHADINGRATEIMAGEPALETTENVPROC) load(userptr, "glShadingRateImagePaletteNV"); + glad_glShadingRateSampleOrderCustomNV = (PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) load(userptr, "glShadingRateSampleOrderCustomNV"); + glad_glShadingRateSampleOrderNV = (PFNGLSHADINGRATESAMPLEORDERNVPROC) load(userptr, "glShadingRateSampleOrderNV"); +} +static void glad_gl_load_GL_NV_texture_barrier( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_texture_barrier) return; + glad_glTextureBarrierNV = (PFNGLTEXTUREBARRIERNVPROC) load(userptr, "glTextureBarrierNV"); +} +static void glad_gl_load_GL_NV_texture_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_texture_multisample) return; + glad_glTexImage2DMultisampleCoverageNV = (PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) load(userptr, "glTexImage2DMultisampleCoverageNV"); + glad_glTexImage3DMultisampleCoverageNV = (PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) load(userptr, "glTexImage3DMultisampleCoverageNV"); + glad_glTextureImage2DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) load(userptr, "glTextureImage2DMultisampleCoverageNV"); + glad_glTextureImage2DMultisampleNV = (PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) load(userptr, "glTextureImage2DMultisampleNV"); + glad_glTextureImage3DMultisampleCoverageNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) load(userptr, "glTextureImage3DMultisampleCoverageNV"); + glad_glTextureImage3DMultisampleNV = (PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) load(userptr, "glTextureImage3DMultisampleNV"); +} +static void glad_gl_load_GL_NV_timeline_semaphore( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_timeline_semaphore) return; + glad_glCreateSemaphoresNV = (PFNGLCREATESEMAPHORESNVPROC) load(userptr, "glCreateSemaphoresNV"); + glad_glGetSemaphoreParameterivNV = (PFNGLGETSEMAPHOREPARAMETERIVNVPROC) load(userptr, "glGetSemaphoreParameterivNV"); + glad_glSemaphoreParameterivNV = (PFNGLSEMAPHOREPARAMETERIVNVPROC) load(userptr, "glSemaphoreParameterivNV"); +} +static void glad_gl_load_GL_NV_transform_feedback( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_transform_feedback) return; + glad_glActiveVaryingNV = (PFNGLACTIVEVARYINGNVPROC) load(userptr, "glActiveVaryingNV"); + glad_glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC) load(userptr, "glBeginTransformFeedbackNV"); + glad_glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC) load(userptr, "glBindBufferBaseNV"); + glad_glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC) load(userptr, "glBindBufferOffsetNV"); + glad_glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC) load(userptr, "glBindBufferRangeNV"); + glad_glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC) load(userptr, "glEndTransformFeedbackNV"); + glad_glGetActiveVaryingNV = (PFNGLGETACTIVEVARYINGNVPROC) load(userptr, "glGetActiveVaryingNV"); + glad_glGetTransformFeedbackVaryingNV = (PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) load(userptr, "glGetTransformFeedbackVaryingNV"); + glad_glGetVaryingLocationNV = (PFNGLGETVARYINGLOCATIONNVPROC) load(userptr, "glGetVaryingLocationNV"); + glad_glTransformFeedbackAttribsNV = (PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) load(userptr, "glTransformFeedbackAttribsNV"); + glad_glTransformFeedbackStreamAttribsNV = (PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC) load(userptr, "glTransformFeedbackStreamAttribsNV"); + glad_glTransformFeedbackVaryingsNV = (PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) load(userptr, "glTransformFeedbackVaryingsNV"); +} +static void glad_gl_load_GL_NV_transform_feedback2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_transform_feedback2) return; + glad_glBindTransformFeedbackNV = (PFNGLBINDTRANSFORMFEEDBACKNVPROC) load(userptr, "glBindTransformFeedbackNV"); + glad_glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC) load(userptr, "glDeleteTransformFeedbacksNV"); + glad_glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC) load(userptr, "glDrawTransformFeedbackNV"); + glad_glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC) load(userptr, "glGenTransformFeedbacksNV"); + glad_glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC) load(userptr, "glIsTransformFeedbackNV"); + glad_glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC) load(userptr, "glPauseTransformFeedbackNV"); + glad_glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC) load(userptr, "glResumeTransformFeedbackNV"); +} +static void glad_gl_load_GL_NV_vdpau_interop( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vdpau_interop) return; + glad_glVDPAUFiniNV = (PFNGLVDPAUFININVPROC) load(userptr, "glVDPAUFiniNV"); + glad_glVDPAUGetSurfaceivNV = (PFNGLVDPAUGETSURFACEIVNVPROC) load(userptr, "glVDPAUGetSurfaceivNV"); + glad_glVDPAUInitNV = (PFNGLVDPAUINITNVPROC) load(userptr, "glVDPAUInitNV"); + glad_glVDPAUIsSurfaceNV = (PFNGLVDPAUISSURFACENVPROC) load(userptr, "glVDPAUIsSurfaceNV"); + glad_glVDPAUMapSurfacesNV = (PFNGLVDPAUMAPSURFACESNVPROC) load(userptr, "glVDPAUMapSurfacesNV"); + glad_glVDPAURegisterOutputSurfaceNV = (PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) load(userptr, "glVDPAURegisterOutputSurfaceNV"); + glad_glVDPAURegisterVideoSurfaceNV = (PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) load(userptr, "glVDPAURegisterVideoSurfaceNV"); + glad_glVDPAUSurfaceAccessNV = (PFNGLVDPAUSURFACEACCESSNVPROC) load(userptr, "glVDPAUSurfaceAccessNV"); + glad_glVDPAUUnmapSurfacesNV = (PFNGLVDPAUUNMAPSURFACESNVPROC) load(userptr, "glVDPAUUnmapSurfacesNV"); + glad_glVDPAUUnregisterSurfaceNV = (PFNGLVDPAUUNREGISTERSURFACENVPROC) load(userptr, "glVDPAUUnregisterSurfaceNV"); +} +static void glad_gl_load_GL_NV_vdpau_interop2( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vdpau_interop2) return; + glad_glVDPAURegisterVideoSurfaceWithPictureStructureNV = (PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC) load(userptr, "glVDPAURegisterVideoSurfaceWithPictureStructureNV"); +} +static void glad_gl_load_GL_NV_vertex_array_range( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vertex_array_range) return; + glad_glFlushVertexArrayRangeNV = (PFNGLFLUSHVERTEXARRAYRANGENVPROC) load(userptr, "glFlushVertexArrayRangeNV"); + glad_glVertexArrayRangeNV = (PFNGLVERTEXARRAYRANGENVPROC) load(userptr, "glVertexArrayRangeNV"); +} +static void glad_gl_load_GL_NV_vertex_attrib_integer_64bit( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vertex_attrib_integer_64bit) return; + glad_glGetVertexAttribLi64vNV = (PFNGLGETVERTEXATTRIBLI64VNVPROC) load(userptr, "glGetVertexAttribLi64vNV"); + glad_glGetVertexAttribLui64vNV = (PFNGLGETVERTEXATTRIBLUI64VNVPROC) load(userptr, "glGetVertexAttribLui64vNV"); + glad_glVertexAttribL1i64NV = (PFNGLVERTEXATTRIBL1I64NVPROC) load(userptr, "glVertexAttribL1i64NV"); + glad_glVertexAttribL1i64vNV = (PFNGLVERTEXATTRIBL1I64VNVPROC) load(userptr, "glVertexAttribL1i64vNV"); + glad_glVertexAttribL1ui64NV = (PFNGLVERTEXATTRIBL1UI64NVPROC) load(userptr, "glVertexAttribL1ui64NV"); + glad_glVertexAttribL1ui64vNV = (PFNGLVERTEXATTRIBL1UI64VNVPROC) load(userptr, "glVertexAttribL1ui64vNV"); + glad_glVertexAttribL2i64NV = (PFNGLVERTEXATTRIBL2I64NVPROC) load(userptr, "glVertexAttribL2i64NV"); + glad_glVertexAttribL2i64vNV = (PFNGLVERTEXATTRIBL2I64VNVPROC) load(userptr, "glVertexAttribL2i64vNV"); + glad_glVertexAttribL2ui64NV = (PFNGLVERTEXATTRIBL2UI64NVPROC) load(userptr, "glVertexAttribL2ui64NV"); + glad_glVertexAttribL2ui64vNV = (PFNGLVERTEXATTRIBL2UI64VNVPROC) load(userptr, "glVertexAttribL2ui64vNV"); + glad_glVertexAttribL3i64NV = (PFNGLVERTEXATTRIBL3I64NVPROC) load(userptr, "glVertexAttribL3i64NV"); + glad_glVertexAttribL3i64vNV = (PFNGLVERTEXATTRIBL3I64VNVPROC) load(userptr, "glVertexAttribL3i64vNV"); + glad_glVertexAttribL3ui64NV = (PFNGLVERTEXATTRIBL3UI64NVPROC) load(userptr, "glVertexAttribL3ui64NV"); + glad_glVertexAttribL3ui64vNV = (PFNGLVERTEXATTRIBL3UI64VNVPROC) load(userptr, "glVertexAttribL3ui64vNV"); + glad_glVertexAttribL4i64NV = (PFNGLVERTEXATTRIBL4I64NVPROC) load(userptr, "glVertexAttribL4i64NV"); + glad_glVertexAttribL4i64vNV = (PFNGLVERTEXATTRIBL4I64VNVPROC) load(userptr, "glVertexAttribL4i64vNV"); + glad_glVertexAttribL4ui64NV = (PFNGLVERTEXATTRIBL4UI64NVPROC) load(userptr, "glVertexAttribL4ui64NV"); + glad_glVertexAttribL4ui64vNV = (PFNGLVERTEXATTRIBL4UI64VNVPROC) load(userptr, "glVertexAttribL4ui64vNV"); + glad_glVertexAttribLFormatNV = (PFNGLVERTEXATTRIBLFORMATNVPROC) load(userptr, "glVertexAttribLFormatNV"); +} +static void glad_gl_load_GL_NV_vertex_buffer_unified_memory( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vertex_buffer_unified_memory) return; + glad_glBufferAddressRangeNV = (PFNGLBUFFERADDRESSRANGENVPROC) load(userptr, "glBufferAddressRangeNV"); + glad_glColorFormatNV = (PFNGLCOLORFORMATNVPROC) load(userptr, "glColorFormatNV"); + glad_glEdgeFlagFormatNV = (PFNGLEDGEFLAGFORMATNVPROC) load(userptr, "glEdgeFlagFormatNV"); + glad_glFogCoordFormatNV = (PFNGLFOGCOORDFORMATNVPROC) load(userptr, "glFogCoordFormatNV"); + glad_glGetIntegerui64i_vNV = (PFNGLGETINTEGERUI64I_VNVPROC) load(userptr, "glGetIntegerui64i_vNV"); + glad_glIndexFormatNV = (PFNGLINDEXFORMATNVPROC) load(userptr, "glIndexFormatNV"); + glad_glNormalFormatNV = (PFNGLNORMALFORMATNVPROC) load(userptr, "glNormalFormatNV"); + glad_glSecondaryColorFormatNV = (PFNGLSECONDARYCOLORFORMATNVPROC) load(userptr, "glSecondaryColorFormatNV"); + glad_glTexCoordFormatNV = (PFNGLTEXCOORDFORMATNVPROC) load(userptr, "glTexCoordFormatNV"); + glad_glVertexAttribFormatNV = (PFNGLVERTEXATTRIBFORMATNVPROC) load(userptr, "glVertexAttribFormatNV"); + glad_glVertexAttribIFormatNV = (PFNGLVERTEXATTRIBIFORMATNVPROC) load(userptr, "glVertexAttribIFormatNV"); + glad_glVertexFormatNV = (PFNGLVERTEXFORMATNVPROC) load(userptr, "glVertexFormatNV"); +} +static void glad_gl_load_GL_NV_vertex_program( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vertex_program) return; + glad_glAreProgramsResidentNV = (PFNGLAREPROGRAMSRESIDENTNVPROC) load(userptr, "glAreProgramsResidentNV"); + glad_glBindProgramNV = (PFNGLBINDPROGRAMNVPROC) load(userptr, "glBindProgramNV"); + glad_glDeleteProgramsNV = (PFNGLDELETEPROGRAMSNVPROC) load(userptr, "glDeleteProgramsNV"); + glad_glExecuteProgramNV = (PFNGLEXECUTEPROGRAMNVPROC) load(userptr, "glExecuteProgramNV"); + glad_glGenProgramsNV = (PFNGLGENPROGRAMSNVPROC) load(userptr, "glGenProgramsNV"); + glad_glGetProgramParameterdvNV = (PFNGLGETPROGRAMPARAMETERDVNVPROC) load(userptr, "glGetProgramParameterdvNV"); + glad_glGetProgramParameterfvNV = (PFNGLGETPROGRAMPARAMETERFVNVPROC) load(userptr, "glGetProgramParameterfvNV"); + glad_glGetProgramStringNV = (PFNGLGETPROGRAMSTRINGNVPROC) load(userptr, "glGetProgramStringNV"); + glad_glGetProgramivNV = (PFNGLGETPROGRAMIVNVPROC) load(userptr, "glGetProgramivNV"); + glad_glGetTrackMatrixivNV = (PFNGLGETTRACKMATRIXIVNVPROC) load(userptr, "glGetTrackMatrixivNV"); + glad_glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC) load(userptr, "glGetVertexAttribPointervNV"); + glad_glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) load(userptr, "glGetVertexAttribdvNV"); + glad_glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) load(userptr, "glGetVertexAttribfvNV"); + glad_glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) load(userptr, "glGetVertexAttribivNV"); + glad_glIsProgramNV = (PFNGLISPROGRAMNVPROC) load(userptr, "glIsProgramNV"); + glad_glLoadProgramNV = (PFNGLLOADPROGRAMNVPROC) load(userptr, "glLoadProgramNV"); + glad_glProgramParameter4dNV = (PFNGLPROGRAMPARAMETER4DNVPROC) load(userptr, "glProgramParameter4dNV"); + glad_glProgramParameter4dvNV = (PFNGLPROGRAMPARAMETER4DVNVPROC) load(userptr, "glProgramParameter4dvNV"); + glad_glProgramParameter4fNV = (PFNGLPROGRAMPARAMETER4FNVPROC) load(userptr, "glProgramParameter4fNV"); + glad_glProgramParameter4fvNV = (PFNGLPROGRAMPARAMETER4FVNVPROC) load(userptr, "glProgramParameter4fvNV"); + glad_glProgramParameters4dvNV = (PFNGLPROGRAMPARAMETERS4DVNVPROC) load(userptr, "glProgramParameters4dvNV"); + glad_glProgramParameters4fvNV = (PFNGLPROGRAMPARAMETERS4FVNVPROC) load(userptr, "glProgramParameters4fvNV"); + glad_glRequestResidentProgramsNV = (PFNGLREQUESTRESIDENTPROGRAMSNVPROC) load(userptr, "glRequestResidentProgramsNV"); + glad_glTrackMatrixNV = (PFNGLTRACKMATRIXNVPROC) load(userptr, "glTrackMatrixNV"); + glad_glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC) load(userptr, "glVertexAttrib1dNV"); + glad_glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC) load(userptr, "glVertexAttrib1dvNV"); + glad_glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC) load(userptr, "glVertexAttrib1fNV"); + glad_glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC) load(userptr, "glVertexAttrib1fvNV"); + glad_glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC) load(userptr, "glVertexAttrib1sNV"); + glad_glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC) load(userptr, "glVertexAttrib1svNV"); + glad_glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC) load(userptr, "glVertexAttrib2dNV"); + glad_glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC) load(userptr, "glVertexAttrib2dvNV"); + glad_glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC) load(userptr, "glVertexAttrib2fNV"); + glad_glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC) load(userptr, "glVertexAttrib2fvNV"); + glad_glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC) load(userptr, "glVertexAttrib2sNV"); + glad_glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC) load(userptr, "glVertexAttrib2svNV"); + glad_glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC) load(userptr, "glVertexAttrib3dNV"); + glad_glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC) load(userptr, "glVertexAttrib3dvNV"); + glad_glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC) load(userptr, "glVertexAttrib3fNV"); + glad_glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC) load(userptr, "glVertexAttrib3fvNV"); + glad_glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC) load(userptr, "glVertexAttrib3sNV"); + glad_glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC) load(userptr, "glVertexAttrib3svNV"); + glad_glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC) load(userptr, "glVertexAttrib4dNV"); + glad_glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC) load(userptr, "glVertexAttrib4dvNV"); + glad_glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC) load(userptr, "glVertexAttrib4fNV"); + glad_glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC) load(userptr, "glVertexAttrib4fvNV"); + glad_glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC) load(userptr, "glVertexAttrib4sNV"); + glad_glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC) load(userptr, "glVertexAttrib4svNV"); + glad_glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC) load(userptr, "glVertexAttrib4ubNV"); + glad_glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC) load(userptr, "glVertexAttrib4ubvNV"); + glad_glVertexAttribPointerNV = (PFNGLVERTEXATTRIBPOINTERNVPROC) load(userptr, "glVertexAttribPointerNV"); + glad_glVertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC) load(userptr, "glVertexAttribs1dvNV"); + glad_glVertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC) load(userptr, "glVertexAttribs1fvNV"); + glad_glVertexAttribs1svNV = (PFNGLVERTEXATTRIBS1SVNVPROC) load(userptr, "glVertexAttribs1svNV"); + glad_glVertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC) load(userptr, "glVertexAttribs2dvNV"); + glad_glVertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC) load(userptr, "glVertexAttribs2fvNV"); + glad_glVertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC) load(userptr, "glVertexAttribs2svNV"); + glad_glVertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC) load(userptr, "glVertexAttribs3dvNV"); + glad_glVertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC) load(userptr, "glVertexAttribs3fvNV"); + glad_glVertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC) load(userptr, "glVertexAttribs3svNV"); + glad_glVertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC) load(userptr, "glVertexAttribs4dvNV"); + glad_glVertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC) load(userptr, "glVertexAttribs4fvNV"); + glad_glVertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC) load(userptr, "glVertexAttribs4svNV"); + glad_glVertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC) load(userptr, "glVertexAttribs4ubvNV"); +} +static void glad_gl_load_GL_NV_vertex_program4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_vertex_program4) return; + glad_glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC) load(userptr, "glGetVertexAttribIivEXT"); + glad_glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC) load(userptr, "glGetVertexAttribIuivEXT"); + glad_glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC) load(userptr, "glVertexAttribI1iEXT"); + glad_glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC) load(userptr, "glVertexAttribI1ivEXT"); + glad_glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC) load(userptr, "glVertexAttribI1uiEXT"); + glad_glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC) load(userptr, "glVertexAttribI1uivEXT"); + glad_glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC) load(userptr, "glVertexAttribI2iEXT"); + glad_glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC) load(userptr, "glVertexAttribI2ivEXT"); + glad_glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC) load(userptr, "glVertexAttribI2uiEXT"); + glad_glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC) load(userptr, "glVertexAttribI2uivEXT"); + glad_glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC) load(userptr, "glVertexAttribI3iEXT"); + glad_glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC) load(userptr, "glVertexAttribI3ivEXT"); + glad_glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC) load(userptr, "glVertexAttribI3uiEXT"); + glad_glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC) load(userptr, "glVertexAttribI3uivEXT"); + glad_glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC) load(userptr, "glVertexAttribI4bvEXT"); + glad_glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC) load(userptr, "glVertexAttribI4iEXT"); + glad_glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC) load(userptr, "glVertexAttribI4ivEXT"); + glad_glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC) load(userptr, "glVertexAttribI4svEXT"); + glad_glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC) load(userptr, "glVertexAttribI4ubvEXT"); + glad_glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC) load(userptr, "glVertexAttribI4uiEXT"); + glad_glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC) load(userptr, "glVertexAttribI4uivEXT"); + glad_glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC) load(userptr, "glVertexAttribI4usvEXT"); + glad_glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC) load(userptr, "glVertexAttribIPointerEXT"); +} +static void glad_gl_load_GL_NV_video_capture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_video_capture) return; + glad_glBeginVideoCaptureNV = (PFNGLBEGINVIDEOCAPTURENVPROC) load(userptr, "glBeginVideoCaptureNV"); + glad_glBindVideoCaptureStreamBufferNV = (PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) load(userptr, "glBindVideoCaptureStreamBufferNV"); + glad_glBindVideoCaptureStreamTextureNV = (PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) load(userptr, "glBindVideoCaptureStreamTextureNV"); + glad_glEndVideoCaptureNV = (PFNGLENDVIDEOCAPTURENVPROC) load(userptr, "glEndVideoCaptureNV"); + glad_glGetVideoCaptureStreamdvNV = (PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) load(userptr, "glGetVideoCaptureStreamdvNV"); + glad_glGetVideoCaptureStreamfvNV = (PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) load(userptr, "glGetVideoCaptureStreamfvNV"); + glad_glGetVideoCaptureStreamivNV = (PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) load(userptr, "glGetVideoCaptureStreamivNV"); + glad_glGetVideoCaptureivNV = (PFNGLGETVIDEOCAPTUREIVNVPROC) load(userptr, "glGetVideoCaptureivNV"); + glad_glVideoCaptureNV = (PFNGLVIDEOCAPTURENVPROC) load(userptr, "glVideoCaptureNV"); + glad_glVideoCaptureStreamParameterdvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) load(userptr, "glVideoCaptureStreamParameterdvNV"); + glad_glVideoCaptureStreamParameterfvNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) load(userptr, "glVideoCaptureStreamParameterfvNV"); + glad_glVideoCaptureStreamParameterivNV = (PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) load(userptr, "glVideoCaptureStreamParameterivNV"); +} +static void glad_gl_load_GL_NV_viewport_swizzle( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_NV_viewport_swizzle) return; + glad_glViewportSwizzleNV = (PFNGLVIEWPORTSWIZZLENVPROC) load(userptr, "glViewportSwizzleNV"); +} +static void glad_gl_load_GL_OES_byte_coordinates( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_OES_byte_coordinates) return; + glad_glMultiTexCoord1bOES = (PFNGLMULTITEXCOORD1BOESPROC) load(userptr, "glMultiTexCoord1bOES"); + glad_glMultiTexCoord1bvOES = (PFNGLMULTITEXCOORD1BVOESPROC) load(userptr, "glMultiTexCoord1bvOES"); + glad_glMultiTexCoord2bOES = (PFNGLMULTITEXCOORD2BOESPROC) load(userptr, "glMultiTexCoord2bOES"); + glad_glMultiTexCoord2bvOES = (PFNGLMULTITEXCOORD2BVOESPROC) load(userptr, "glMultiTexCoord2bvOES"); + glad_glMultiTexCoord3bOES = (PFNGLMULTITEXCOORD3BOESPROC) load(userptr, "glMultiTexCoord3bOES"); + glad_glMultiTexCoord3bvOES = (PFNGLMULTITEXCOORD3BVOESPROC) load(userptr, "glMultiTexCoord3bvOES"); + glad_glMultiTexCoord4bOES = (PFNGLMULTITEXCOORD4BOESPROC) load(userptr, "glMultiTexCoord4bOES"); + glad_glMultiTexCoord4bvOES = (PFNGLMULTITEXCOORD4BVOESPROC) load(userptr, "glMultiTexCoord4bvOES"); + glad_glTexCoord1bOES = (PFNGLTEXCOORD1BOESPROC) load(userptr, "glTexCoord1bOES"); + glad_glTexCoord1bvOES = (PFNGLTEXCOORD1BVOESPROC) load(userptr, "glTexCoord1bvOES"); + glad_glTexCoord2bOES = (PFNGLTEXCOORD2BOESPROC) load(userptr, "glTexCoord2bOES"); + glad_glTexCoord2bvOES = (PFNGLTEXCOORD2BVOESPROC) load(userptr, "glTexCoord2bvOES"); + glad_glTexCoord3bOES = (PFNGLTEXCOORD3BOESPROC) load(userptr, "glTexCoord3bOES"); + glad_glTexCoord3bvOES = (PFNGLTEXCOORD3BVOESPROC) load(userptr, "glTexCoord3bvOES"); + glad_glTexCoord4bOES = (PFNGLTEXCOORD4BOESPROC) load(userptr, "glTexCoord4bOES"); + glad_glTexCoord4bvOES = (PFNGLTEXCOORD4BVOESPROC) load(userptr, "glTexCoord4bvOES"); + glad_glVertex2bOES = (PFNGLVERTEX2BOESPROC) load(userptr, "glVertex2bOES"); + glad_glVertex2bvOES = (PFNGLVERTEX2BVOESPROC) load(userptr, "glVertex2bvOES"); + glad_glVertex3bOES = (PFNGLVERTEX3BOESPROC) load(userptr, "glVertex3bOES"); + glad_glVertex3bvOES = (PFNGLVERTEX3BVOESPROC) load(userptr, "glVertex3bvOES"); + glad_glVertex4bOES = (PFNGLVERTEX4BOESPROC) load(userptr, "glVertex4bOES"); + glad_glVertex4bvOES = (PFNGLVERTEX4BVOESPROC) load(userptr, "glVertex4bvOES"); +} +static void glad_gl_load_GL_OES_fixed_point( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_OES_fixed_point) return; + glad_glAccumxOES = (PFNGLACCUMXOESPROC) load(userptr, "glAccumxOES"); + glad_glAlphaFuncxOES = (PFNGLALPHAFUNCXOESPROC) load(userptr, "glAlphaFuncxOES"); + glad_glBitmapxOES = (PFNGLBITMAPXOESPROC) load(userptr, "glBitmapxOES"); + glad_glBlendColorxOES = (PFNGLBLENDCOLORXOESPROC) load(userptr, "glBlendColorxOES"); + glad_glClearAccumxOES = (PFNGLCLEARACCUMXOESPROC) load(userptr, "glClearAccumxOES"); + glad_glClearColorxOES = (PFNGLCLEARCOLORXOESPROC) load(userptr, "glClearColorxOES"); + glad_glClearDepthxOES = (PFNGLCLEARDEPTHXOESPROC) load(userptr, "glClearDepthxOES"); + glad_glClipPlanexOES = (PFNGLCLIPPLANEXOESPROC) load(userptr, "glClipPlanexOES"); + glad_glColor3xOES = (PFNGLCOLOR3XOESPROC) load(userptr, "glColor3xOES"); + glad_glColor3xvOES = (PFNGLCOLOR3XVOESPROC) load(userptr, "glColor3xvOES"); + glad_glColor4xOES = (PFNGLCOLOR4XOESPROC) load(userptr, "glColor4xOES"); + glad_glColor4xvOES = (PFNGLCOLOR4XVOESPROC) load(userptr, "glColor4xvOES"); + glad_glConvolutionParameterxOES = (PFNGLCONVOLUTIONPARAMETERXOESPROC) load(userptr, "glConvolutionParameterxOES"); + glad_glConvolutionParameterxvOES = (PFNGLCONVOLUTIONPARAMETERXVOESPROC) load(userptr, "glConvolutionParameterxvOES"); + glad_glDepthRangexOES = (PFNGLDEPTHRANGEXOESPROC) load(userptr, "glDepthRangexOES"); + glad_glEvalCoord1xOES = (PFNGLEVALCOORD1XOESPROC) load(userptr, "glEvalCoord1xOES"); + glad_glEvalCoord1xvOES = (PFNGLEVALCOORD1XVOESPROC) load(userptr, "glEvalCoord1xvOES"); + glad_glEvalCoord2xOES = (PFNGLEVALCOORD2XOESPROC) load(userptr, "glEvalCoord2xOES"); + glad_glEvalCoord2xvOES = (PFNGLEVALCOORD2XVOESPROC) load(userptr, "glEvalCoord2xvOES"); + glad_glFeedbackBufferxOES = (PFNGLFEEDBACKBUFFERXOESPROC) load(userptr, "glFeedbackBufferxOES"); + glad_glFogxOES = (PFNGLFOGXOESPROC) load(userptr, "glFogxOES"); + glad_glFogxvOES = (PFNGLFOGXVOESPROC) load(userptr, "glFogxvOES"); + glad_glFrustumxOES = (PFNGLFRUSTUMXOESPROC) load(userptr, "glFrustumxOES"); + glad_glGetClipPlanexOES = (PFNGLGETCLIPPLANEXOESPROC) load(userptr, "glGetClipPlanexOES"); + glad_glGetConvolutionParameterxvOES = (PFNGLGETCONVOLUTIONPARAMETERXVOESPROC) load(userptr, "glGetConvolutionParameterxvOES"); + glad_glGetFixedvOES = (PFNGLGETFIXEDVOESPROC) load(userptr, "glGetFixedvOES"); + glad_glGetHistogramParameterxvOES = (PFNGLGETHISTOGRAMPARAMETERXVOESPROC) load(userptr, "glGetHistogramParameterxvOES"); + glad_glGetLightxOES = (PFNGLGETLIGHTXOESPROC) load(userptr, "glGetLightxOES"); + glad_glGetMapxvOES = (PFNGLGETMAPXVOESPROC) load(userptr, "glGetMapxvOES"); + glad_glGetMaterialxOES = (PFNGLGETMATERIALXOESPROC) load(userptr, "glGetMaterialxOES"); + glad_glGetPixelMapxv = (PFNGLGETPIXELMAPXVPROC) load(userptr, "glGetPixelMapxv"); + glad_glGetTexEnvxvOES = (PFNGLGETTEXENVXVOESPROC) load(userptr, "glGetTexEnvxvOES"); + glad_glGetTexGenxvOES = (PFNGLGETTEXGENXVOESPROC) load(userptr, "glGetTexGenxvOES"); + glad_glGetTexLevelParameterxvOES = (PFNGLGETTEXLEVELPARAMETERXVOESPROC) load(userptr, "glGetTexLevelParameterxvOES"); + glad_glGetTexParameterxvOES = (PFNGLGETTEXPARAMETERXVOESPROC) load(userptr, "glGetTexParameterxvOES"); + glad_glIndexxOES = (PFNGLINDEXXOESPROC) load(userptr, "glIndexxOES"); + glad_glIndexxvOES = (PFNGLINDEXXVOESPROC) load(userptr, "glIndexxvOES"); + glad_glLightModelxOES = (PFNGLLIGHTMODELXOESPROC) load(userptr, "glLightModelxOES"); + glad_glLightModelxvOES = (PFNGLLIGHTMODELXVOESPROC) load(userptr, "glLightModelxvOES"); + glad_glLightxOES = (PFNGLLIGHTXOESPROC) load(userptr, "glLightxOES"); + glad_glLightxvOES = (PFNGLLIGHTXVOESPROC) load(userptr, "glLightxvOES"); + glad_glLineWidthxOES = (PFNGLLINEWIDTHXOESPROC) load(userptr, "glLineWidthxOES"); + glad_glLoadMatrixxOES = (PFNGLLOADMATRIXXOESPROC) load(userptr, "glLoadMatrixxOES"); + glad_glLoadTransposeMatrixxOES = (PFNGLLOADTRANSPOSEMATRIXXOESPROC) load(userptr, "glLoadTransposeMatrixxOES"); + glad_glMap1xOES = (PFNGLMAP1XOESPROC) load(userptr, "glMap1xOES"); + glad_glMap2xOES = (PFNGLMAP2XOESPROC) load(userptr, "glMap2xOES"); + glad_glMapGrid1xOES = (PFNGLMAPGRID1XOESPROC) load(userptr, "glMapGrid1xOES"); + glad_glMapGrid2xOES = (PFNGLMAPGRID2XOESPROC) load(userptr, "glMapGrid2xOES"); + glad_glMaterialxOES = (PFNGLMATERIALXOESPROC) load(userptr, "glMaterialxOES"); + glad_glMaterialxvOES = (PFNGLMATERIALXVOESPROC) load(userptr, "glMaterialxvOES"); + glad_glMultMatrixxOES = (PFNGLMULTMATRIXXOESPROC) load(userptr, "glMultMatrixxOES"); + glad_glMultTransposeMatrixxOES = (PFNGLMULTTRANSPOSEMATRIXXOESPROC) load(userptr, "glMultTransposeMatrixxOES"); + glad_glMultiTexCoord1xOES = (PFNGLMULTITEXCOORD1XOESPROC) load(userptr, "glMultiTexCoord1xOES"); + glad_glMultiTexCoord1xvOES = (PFNGLMULTITEXCOORD1XVOESPROC) load(userptr, "glMultiTexCoord1xvOES"); + glad_glMultiTexCoord2xOES = (PFNGLMULTITEXCOORD2XOESPROC) load(userptr, "glMultiTexCoord2xOES"); + glad_glMultiTexCoord2xvOES = (PFNGLMULTITEXCOORD2XVOESPROC) load(userptr, "glMultiTexCoord2xvOES"); + glad_glMultiTexCoord3xOES = (PFNGLMULTITEXCOORD3XOESPROC) load(userptr, "glMultiTexCoord3xOES"); + glad_glMultiTexCoord3xvOES = (PFNGLMULTITEXCOORD3XVOESPROC) load(userptr, "glMultiTexCoord3xvOES"); + glad_glMultiTexCoord4xOES = (PFNGLMULTITEXCOORD4XOESPROC) load(userptr, "glMultiTexCoord4xOES"); + glad_glMultiTexCoord4xvOES = (PFNGLMULTITEXCOORD4XVOESPROC) load(userptr, "glMultiTexCoord4xvOES"); + glad_glNormal3xOES = (PFNGLNORMAL3XOESPROC) load(userptr, "glNormal3xOES"); + glad_glNormal3xvOES = (PFNGLNORMAL3XVOESPROC) load(userptr, "glNormal3xvOES"); + glad_glOrthoxOES = (PFNGLORTHOXOESPROC) load(userptr, "glOrthoxOES"); + glad_glPassThroughxOES = (PFNGLPASSTHROUGHXOESPROC) load(userptr, "glPassThroughxOES"); + glad_glPixelMapx = (PFNGLPIXELMAPXPROC) load(userptr, "glPixelMapx"); + glad_glPixelStorex = (PFNGLPIXELSTOREXPROC) load(userptr, "glPixelStorex"); + glad_glPixelTransferxOES = (PFNGLPIXELTRANSFERXOESPROC) load(userptr, "glPixelTransferxOES"); + glad_glPixelZoomxOES = (PFNGLPIXELZOOMXOESPROC) load(userptr, "glPixelZoomxOES"); + glad_glPointParameterxvOES = (PFNGLPOINTPARAMETERXVOESPROC) load(userptr, "glPointParameterxvOES"); + glad_glPointSizexOES = (PFNGLPOINTSIZEXOESPROC) load(userptr, "glPointSizexOES"); + glad_glPolygonOffsetxOES = (PFNGLPOLYGONOFFSETXOESPROC) load(userptr, "glPolygonOffsetxOES"); + glad_glPrioritizeTexturesxOES = (PFNGLPRIORITIZETEXTURESXOESPROC) load(userptr, "glPrioritizeTexturesxOES"); + glad_glRasterPos2xOES = (PFNGLRASTERPOS2XOESPROC) load(userptr, "glRasterPos2xOES"); + glad_glRasterPos2xvOES = (PFNGLRASTERPOS2XVOESPROC) load(userptr, "glRasterPos2xvOES"); + glad_glRasterPos3xOES = (PFNGLRASTERPOS3XOESPROC) load(userptr, "glRasterPos3xOES"); + glad_glRasterPos3xvOES = (PFNGLRASTERPOS3XVOESPROC) load(userptr, "glRasterPos3xvOES"); + glad_glRasterPos4xOES = (PFNGLRASTERPOS4XOESPROC) load(userptr, "glRasterPos4xOES"); + glad_glRasterPos4xvOES = (PFNGLRASTERPOS4XVOESPROC) load(userptr, "glRasterPos4xvOES"); + glad_glRectxOES = (PFNGLRECTXOESPROC) load(userptr, "glRectxOES"); + glad_glRectxvOES = (PFNGLRECTXVOESPROC) load(userptr, "glRectxvOES"); + glad_glRotatexOES = (PFNGLROTATEXOESPROC) load(userptr, "glRotatexOES"); + glad_glScalexOES = (PFNGLSCALEXOESPROC) load(userptr, "glScalexOES"); + glad_glTexCoord1xOES = (PFNGLTEXCOORD1XOESPROC) load(userptr, "glTexCoord1xOES"); + glad_glTexCoord1xvOES = (PFNGLTEXCOORD1XVOESPROC) load(userptr, "glTexCoord1xvOES"); + glad_glTexCoord2xOES = (PFNGLTEXCOORD2XOESPROC) load(userptr, "glTexCoord2xOES"); + glad_glTexCoord2xvOES = (PFNGLTEXCOORD2XVOESPROC) load(userptr, "glTexCoord2xvOES"); + glad_glTexCoord3xOES = (PFNGLTEXCOORD3XOESPROC) load(userptr, "glTexCoord3xOES"); + glad_glTexCoord3xvOES = (PFNGLTEXCOORD3XVOESPROC) load(userptr, "glTexCoord3xvOES"); + glad_glTexCoord4xOES = (PFNGLTEXCOORD4XOESPROC) load(userptr, "glTexCoord4xOES"); + glad_glTexCoord4xvOES = (PFNGLTEXCOORD4XVOESPROC) load(userptr, "glTexCoord4xvOES"); + glad_glTexEnvxOES = (PFNGLTEXENVXOESPROC) load(userptr, "glTexEnvxOES"); + glad_glTexEnvxvOES = (PFNGLTEXENVXVOESPROC) load(userptr, "glTexEnvxvOES"); + glad_glTexGenxOES = (PFNGLTEXGENXOESPROC) load(userptr, "glTexGenxOES"); + glad_glTexGenxvOES = (PFNGLTEXGENXVOESPROC) load(userptr, "glTexGenxvOES"); + glad_glTexParameterxOES = (PFNGLTEXPARAMETERXOESPROC) load(userptr, "glTexParameterxOES"); + glad_glTexParameterxvOES = (PFNGLTEXPARAMETERXVOESPROC) load(userptr, "glTexParameterxvOES"); + glad_glTranslatexOES = (PFNGLTRANSLATEXOESPROC) load(userptr, "glTranslatexOES"); + glad_glVertex2xOES = (PFNGLVERTEX2XOESPROC) load(userptr, "glVertex2xOES"); + glad_glVertex2xvOES = (PFNGLVERTEX2XVOESPROC) load(userptr, "glVertex2xvOES"); + glad_glVertex3xOES = (PFNGLVERTEX3XOESPROC) load(userptr, "glVertex3xOES"); + glad_glVertex3xvOES = (PFNGLVERTEX3XVOESPROC) load(userptr, "glVertex3xvOES"); + glad_glVertex4xOES = (PFNGLVERTEX4XOESPROC) load(userptr, "glVertex4xOES"); + glad_glVertex4xvOES = (PFNGLVERTEX4XVOESPROC) load(userptr, "glVertex4xvOES"); +} +static void glad_gl_load_GL_OES_query_matrix( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_OES_query_matrix) return; + glad_glQueryMatrixxOES = (PFNGLQUERYMATRIXXOESPROC) load(userptr, "glQueryMatrixxOES"); +} +static void glad_gl_load_GL_OES_single_precision( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_OES_single_precision) return; + glad_glClearDepthfOES = (PFNGLCLEARDEPTHFOESPROC) load(userptr, "glClearDepthfOES"); + glad_glClipPlanefOES = (PFNGLCLIPPLANEFOESPROC) load(userptr, "glClipPlanefOES"); + glad_glDepthRangefOES = (PFNGLDEPTHRANGEFOESPROC) load(userptr, "glDepthRangefOES"); + glad_glFrustumfOES = (PFNGLFRUSTUMFOESPROC) load(userptr, "glFrustumfOES"); + glad_glGetClipPlanefOES = (PFNGLGETCLIPPLANEFOESPROC) load(userptr, "glGetClipPlanefOES"); + glad_glOrthofOES = (PFNGLORTHOFOESPROC) load(userptr, "glOrthofOES"); +} +static void glad_gl_load_GL_OVR_multiview( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_OVR_multiview) return; + glad_glFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) load(userptr, "glFramebufferTextureMultiviewOVR"); +} +static void glad_gl_load_GL_PGI_misc_hints( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_PGI_misc_hints) return; + glad_glHintPGI = (PFNGLHINTPGIPROC) load(userptr, "glHintPGI"); +} +static void glad_gl_load_GL_SGIS_detail_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_detail_texture) return; + glad_glDetailTexFuncSGIS = (PFNGLDETAILTEXFUNCSGISPROC) load(userptr, "glDetailTexFuncSGIS"); + glad_glGetDetailTexFuncSGIS = (PFNGLGETDETAILTEXFUNCSGISPROC) load(userptr, "glGetDetailTexFuncSGIS"); +} +static void glad_gl_load_GL_SGIS_fog_function( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_fog_function) return; + glad_glFogFuncSGIS = (PFNGLFOGFUNCSGISPROC) load(userptr, "glFogFuncSGIS"); + glad_glGetFogFuncSGIS = (PFNGLGETFOGFUNCSGISPROC) load(userptr, "glGetFogFuncSGIS"); +} +static void glad_gl_load_GL_SGIS_multisample( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_multisample) return; + glad_glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC) load(userptr, "glSampleMaskSGIS"); + glad_glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC) load(userptr, "glSamplePatternSGIS"); +} +static void glad_gl_load_GL_SGIS_pixel_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_pixel_texture) return; + glad_glGetPixelTexGenParameterfvSGIS = (PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) load(userptr, "glGetPixelTexGenParameterfvSGIS"); + glad_glGetPixelTexGenParameterivSGIS = (PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) load(userptr, "glGetPixelTexGenParameterivSGIS"); + glad_glPixelTexGenParameterfSGIS = (PFNGLPIXELTEXGENPARAMETERFSGISPROC) load(userptr, "glPixelTexGenParameterfSGIS"); + glad_glPixelTexGenParameterfvSGIS = (PFNGLPIXELTEXGENPARAMETERFVSGISPROC) load(userptr, "glPixelTexGenParameterfvSGIS"); + glad_glPixelTexGenParameteriSGIS = (PFNGLPIXELTEXGENPARAMETERISGISPROC) load(userptr, "glPixelTexGenParameteriSGIS"); + glad_glPixelTexGenParameterivSGIS = (PFNGLPIXELTEXGENPARAMETERIVSGISPROC) load(userptr, "glPixelTexGenParameterivSGIS"); +} +static void glad_gl_load_GL_SGIS_point_parameters( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_point_parameters) return; + glad_glPointParameterfSGIS = (PFNGLPOINTPARAMETERFSGISPROC) load(userptr, "glPointParameterfSGIS"); + glad_glPointParameterfvSGIS = (PFNGLPOINTPARAMETERFVSGISPROC) load(userptr, "glPointParameterfvSGIS"); +} +static void glad_gl_load_GL_SGIS_sharpen_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_sharpen_texture) return; + glad_glGetSharpenTexFuncSGIS = (PFNGLGETSHARPENTEXFUNCSGISPROC) load(userptr, "glGetSharpenTexFuncSGIS"); + glad_glSharpenTexFuncSGIS = (PFNGLSHARPENTEXFUNCSGISPROC) load(userptr, "glSharpenTexFuncSGIS"); +} +static void glad_gl_load_GL_SGIS_texture4D( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_texture4D) return; + glad_glTexImage4DSGIS = (PFNGLTEXIMAGE4DSGISPROC) load(userptr, "glTexImage4DSGIS"); + glad_glTexSubImage4DSGIS = (PFNGLTEXSUBIMAGE4DSGISPROC) load(userptr, "glTexSubImage4DSGIS"); +} +static void glad_gl_load_GL_SGIS_texture_color_mask( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_texture_color_mask) return; + glad_glTextureColorMaskSGIS = (PFNGLTEXTURECOLORMASKSGISPROC) load(userptr, "glTextureColorMaskSGIS"); +} +static void glad_gl_load_GL_SGIS_texture_filter4( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIS_texture_filter4) return; + glad_glGetTexFilterFuncSGIS = (PFNGLGETTEXFILTERFUNCSGISPROC) load(userptr, "glGetTexFilterFuncSGIS"); + glad_glTexFilterFuncSGIS = (PFNGLTEXFILTERFUNCSGISPROC) load(userptr, "glTexFilterFuncSGIS"); +} +static void glad_gl_load_GL_SGIX_async( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_async) return; + glad_glAsyncMarkerSGIX = (PFNGLASYNCMARKERSGIXPROC) load(userptr, "glAsyncMarkerSGIX"); + glad_glDeleteAsyncMarkersSGIX = (PFNGLDELETEASYNCMARKERSSGIXPROC) load(userptr, "glDeleteAsyncMarkersSGIX"); + glad_glFinishAsyncSGIX = (PFNGLFINISHASYNCSGIXPROC) load(userptr, "glFinishAsyncSGIX"); + glad_glGenAsyncMarkersSGIX = (PFNGLGENASYNCMARKERSSGIXPROC) load(userptr, "glGenAsyncMarkersSGIX"); + glad_glIsAsyncMarkerSGIX = (PFNGLISASYNCMARKERSGIXPROC) load(userptr, "glIsAsyncMarkerSGIX"); + glad_glPollAsyncSGIX = (PFNGLPOLLASYNCSGIXPROC) load(userptr, "glPollAsyncSGIX"); +} +static void glad_gl_load_GL_SGIX_flush_raster( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_flush_raster) return; + glad_glFlushRasterSGIX = (PFNGLFLUSHRASTERSGIXPROC) load(userptr, "glFlushRasterSGIX"); +} +static void glad_gl_load_GL_SGIX_fragment_lighting( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_fragment_lighting) return; + glad_glFragmentColorMaterialSGIX = (PFNGLFRAGMENTCOLORMATERIALSGIXPROC) load(userptr, "glFragmentColorMaterialSGIX"); + glad_glFragmentLightModelfSGIX = (PFNGLFRAGMENTLIGHTMODELFSGIXPROC) load(userptr, "glFragmentLightModelfSGIX"); + glad_glFragmentLightModelfvSGIX = (PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) load(userptr, "glFragmentLightModelfvSGIX"); + glad_glFragmentLightModeliSGIX = (PFNGLFRAGMENTLIGHTMODELISGIXPROC) load(userptr, "glFragmentLightModeliSGIX"); + glad_glFragmentLightModelivSGIX = (PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) load(userptr, "glFragmentLightModelivSGIX"); + glad_glFragmentLightfSGIX = (PFNGLFRAGMENTLIGHTFSGIXPROC) load(userptr, "glFragmentLightfSGIX"); + glad_glFragmentLightfvSGIX = (PFNGLFRAGMENTLIGHTFVSGIXPROC) load(userptr, "glFragmentLightfvSGIX"); + glad_glFragmentLightiSGIX = (PFNGLFRAGMENTLIGHTISGIXPROC) load(userptr, "glFragmentLightiSGIX"); + glad_glFragmentLightivSGIX = (PFNGLFRAGMENTLIGHTIVSGIXPROC) load(userptr, "glFragmentLightivSGIX"); + glad_glFragmentMaterialfSGIX = (PFNGLFRAGMENTMATERIALFSGIXPROC) load(userptr, "glFragmentMaterialfSGIX"); + glad_glFragmentMaterialfvSGIX = (PFNGLFRAGMENTMATERIALFVSGIXPROC) load(userptr, "glFragmentMaterialfvSGIX"); + glad_glFragmentMaterialiSGIX = (PFNGLFRAGMENTMATERIALISGIXPROC) load(userptr, "glFragmentMaterialiSGIX"); + glad_glFragmentMaterialivSGIX = (PFNGLFRAGMENTMATERIALIVSGIXPROC) load(userptr, "glFragmentMaterialivSGIX"); + glad_glGetFragmentLightfvSGIX = (PFNGLGETFRAGMENTLIGHTFVSGIXPROC) load(userptr, "glGetFragmentLightfvSGIX"); + glad_glGetFragmentLightivSGIX = (PFNGLGETFRAGMENTLIGHTIVSGIXPROC) load(userptr, "glGetFragmentLightivSGIX"); + glad_glGetFragmentMaterialfvSGIX = (PFNGLGETFRAGMENTMATERIALFVSGIXPROC) load(userptr, "glGetFragmentMaterialfvSGIX"); + glad_glGetFragmentMaterialivSGIX = (PFNGLGETFRAGMENTMATERIALIVSGIXPROC) load(userptr, "glGetFragmentMaterialivSGIX"); + glad_glLightEnviSGIX = (PFNGLLIGHTENVISGIXPROC) load(userptr, "glLightEnviSGIX"); +} +static void glad_gl_load_GL_SGIX_framezoom( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_framezoom) return; + glad_glFrameZoomSGIX = (PFNGLFRAMEZOOMSGIXPROC) load(userptr, "glFrameZoomSGIX"); +} +static void glad_gl_load_GL_SGIX_igloo_interface( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_igloo_interface) return; + glad_glIglooInterfaceSGIX = (PFNGLIGLOOINTERFACESGIXPROC) load(userptr, "glIglooInterfaceSGIX"); +} +static void glad_gl_load_GL_SGIX_instruments( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_instruments) return; + glad_glGetInstrumentsSGIX = (PFNGLGETINSTRUMENTSSGIXPROC) load(userptr, "glGetInstrumentsSGIX"); + glad_glInstrumentsBufferSGIX = (PFNGLINSTRUMENTSBUFFERSGIXPROC) load(userptr, "glInstrumentsBufferSGIX"); + glad_glPollInstrumentsSGIX = (PFNGLPOLLINSTRUMENTSSGIXPROC) load(userptr, "glPollInstrumentsSGIX"); + glad_glReadInstrumentsSGIX = (PFNGLREADINSTRUMENTSSGIXPROC) load(userptr, "glReadInstrumentsSGIX"); + glad_glStartInstrumentsSGIX = (PFNGLSTARTINSTRUMENTSSGIXPROC) load(userptr, "glStartInstrumentsSGIX"); + glad_glStopInstrumentsSGIX = (PFNGLSTOPINSTRUMENTSSGIXPROC) load(userptr, "glStopInstrumentsSGIX"); +} +static void glad_gl_load_GL_SGIX_list_priority( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_list_priority) return; + glad_glGetListParameterfvSGIX = (PFNGLGETLISTPARAMETERFVSGIXPROC) load(userptr, "glGetListParameterfvSGIX"); + glad_glGetListParameterivSGIX = (PFNGLGETLISTPARAMETERIVSGIXPROC) load(userptr, "glGetListParameterivSGIX"); + glad_glListParameterfSGIX = (PFNGLLISTPARAMETERFSGIXPROC) load(userptr, "glListParameterfSGIX"); + glad_glListParameterfvSGIX = (PFNGLLISTPARAMETERFVSGIXPROC) load(userptr, "glListParameterfvSGIX"); + glad_glListParameteriSGIX = (PFNGLLISTPARAMETERISGIXPROC) load(userptr, "glListParameteriSGIX"); + glad_glListParameterivSGIX = (PFNGLLISTPARAMETERIVSGIXPROC) load(userptr, "glListParameterivSGIX"); +} +static void glad_gl_load_GL_SGIX_pixel_texture( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_pixel_texture) return; + glad_glPixelTexGenSGIX = (PFNGLPIXELTEXGENSGIXPROC) load(userptr, "glPixelTexGenSGIX"); +} +static void glad_gl_load_GL_SGIX_polynomial_ffd( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_polynomial_ffd) return; + glad_glDeformSGIX = (PFNGLDEFORMSGIXPROC) load(userptr, "glDeformSGIX"); + glad_glDeformationMap3dSGIX = (PFNGLDEFORMATIONMAP3DSGIXPROC) load(userptr, "glDeformationMap3dSGIX"); + glad_glDeformationMap3fSGIX = (PFNGLDEFORMATIONMAP3FSGIXPROC) load(userptr, "glDeformationMap3fSGIX"); + glad_glLoadIdentityDeformationMapSGIX = (PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) load(userptr, "glLoadIdentityDeformationMapSGIX"); +} +static void glad_gl_load_GL_SGIX_reference_plane( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_reference_plane) return; + glad_glReferencePlaneSGIX = (PFNGLREFERENCEPLANESGIXPROC) load(userptr, "glReferencePlaneSGIX"); +} +static void glad_gl_load_GL_SGIX_sprite( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_sprite) return; + glad_glSpriteParameterfSGIX = (PFNGLSPRITEPARAMETERFSGIXPROC) load(userptr, "glSpriteParameterfSGIX"); + glad_glSpriteParameterfvSGIX = (PFNGLSPRITEPARAMETERFVSGIXPROC) load(userptr, "glSpriteParameterfvSGIX"); + glad_glSpriteParameteriSGIX = (PFNGLSPRITEPARAMETERISGIXPROC) load(userptr, "glSpriteParameteriSGIX"); + glad_glSpriteParameterivSGIX = (PFNGLSPRITEPARAMETERIVSGIXPROC) load(userptr, "glSpriteParameterivSGIX"); +} +static void glad_gl_load_GL_SGIX_tag_sample_buffer( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGIX_tag_sample_buffer) return; + glad_glTagSampleBufferSGIX = (PFNGLTAGSAMPLEBUFFERSGIXPROC) load(userptr, "glTagSampleBufferSGIX"); +} +static void glad_gl_load_GL_SGI_color_table( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SGI_color_table) return; + glad_glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC) load(userptr, "glColorTableParameterfvSGI"); + glad_glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC) load(userptr, "glColorTableParameterivSGI"); + glad_glColorTableSGI = (PFNGLCOLORTABLESGIPROC) load(userptr, "glColorTableSGI"); + glad_glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC) load(userptr, "glCopyColorTableSGI"); + glad_glGetColorTableParameterfvSGI = (PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) load(userptr, "glGetColorTableParameterfvSGI"); + glad_glGetColorTableParameterivSGI = (PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) load(userptr, "glGetColorTableParameterivSGI"); + glad_glGetColorTableSGI = (PFNGLGETCOLORTABLESGIPROC) load(userptr, "glGetColorTableSGI"); +} +static void glad_gl_load_GL_SUNX_constant_data( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SUNX_constant_data) return; + glad_glFinishTextureSUNX = (PFNGLFINISHTEXTURESUNXPROC) load(userptr, "glFinishTextureSUNX"); +} +static void glad_gl_load_GL_SUN_global_alpha( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SUN_global_alpha) return; + glad_glGlobalAlphaFactorbSUN = (PFNGLGLOBALALPHAFACTORBSUNPROC) load(userptr, "glGlobalAlphaFactorbSUN"); + glad_glGlobalAlphaFactordSUN = (PFNGLGLOBALALPHAFACTORDSUNPROC) load(userptr, "glGlobalAlphaFactordSUN"); + glad_glGlobalAlphaFactorfSUN = (PFNGLGLOBALALPHAFACTORFSUNPROC) load(userptr, "glGlobalAlphaFactorfSUN"); + glad_glGlobalAlphaFactoriSUN = (PFNGLGLOBALALPHAFACTORISUNPROC) load(userptr, "glGlobalAlphaFactoriSUN"); + glad_glGlobalAlphaFactorsSUN = (PFNGLGLOBALALPHAFACTORSSUNPROC) load(userptr, "glGlobalAlphaFactorsSUN"); + glad_glGlobalAlphaFactorubSUN = (PFNGLGLOBALALPHAFACTORUBSUNPROC) load(userptr, "glGlobalAlphaFactorubSUN"); + glad_glGlobalAlphaFactoruiSUN = (PFNGLGLOBALALPHAFACTORUISUNPROC) load(userptr, "glGlobalAlphaFactoruiSUN"); + glad_glGlobalAlphaFactorusSUN = (PFNGLGLOBALALPHAFACTORUSSUNPROC) load(userptr, "glGlobalAlphaFactorusSUN"); +} +static void glad_gl_load_GL_SUN_mesh_array( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SUN_mesh_array) return; + glad_glDrawMeshArraysSUN = (PFNGLDRAWMESHARRAYSSUNPROC) load(userptr, "glDrawMeshArraysSUN"); +} +static void glad_gl_load_GL_SUN_triangle_list( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SUN_triangle_list) return; + glad_glReplacementCodePointerSUN = (PFNGLREPLACEMENTCODEPOINTERSUNPROC) load(userptr, "glReplacementCodePointerSUN"); + glad_glReplacementCodeubSUN = (PFNGLREPLACEMENTCODEUBSUNPROC) load(userptr, "glReplacementCodeubSUN"); + glad_glReplacementCodeubvSUN = (PFNGLREPLACEMENTCODEUBVSUNPROC) load(userptr, "glReplacementCodeubvSUN"); + glad_glReplacementCodeuiSUN = (PFNGLREPLACEMENTCODEUISUNPROC) load(userptr, "glReplacementCodeuiSUN"); + glad_glReplacementCodeuivSUN = (PFNGLREPLACEMENTCODEUIVSUNPROC) load(userptr, "glReplacementCodeuivSUN"); + glad_glReplacementCodeusSUN = (PFNGLREPLACEMENTCODEUSSUNPROC) load(userptr, "glReplacementCodeusSUN"); + glad_glReplacementCodeusvSUN = (PFNGLREPLACEMENTCODEUSVSUNPROC) load(userptr, "glReplacementCodeusvSUN"); +} +static void glad_gl_load_GL_SUN_vertex( GLADuserptrloadfunc load, void* userptr) { + if(!GLAD_GL_SUN_vertex) return; + glad_glColor3fVertex3fSUN = (PFNGLCOLOR3FVERTEX3FSUNPROC) load(userptr, "glColor3fVertex3fSUN"); + glad_glColor3fVertex3fvSUN = (PFNGLCOLOR3FVERTEX3FVSUNPROC) load(userptr, "glColor3fVertex3fvSUN"); + glad_glColor4fNormal3fVertex3fSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glColor4fNormal3fVertex3fSUN"); + glad_glColor4fNormal3fVertex3fvSUN = (PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glColor4fNormal3fVertex3fvSUN"); + glad_glColor4ubVertex2fSUN = (PFNGLCOLOR4UBVERTEX2FSUNPROC) load(userptr, "glColor4ubVertex2fSUN"); + glad_glColor4ubVertex2fvSUN = (PFNGLCOLOR4UBVERTEX2FVSUNPROC) load(userptr, "glColor4ubVertex2fvSUN"); + glad_glColor4ubVertex3fSUN = (PFNGLCOLOR4UBVERTEX3FSUNPROC) load(userptr, "glColor4ubVertex3fSUN"); + glad_glColor4ubVertex3fvSUN = (PFNGLCOLOR4UBVERTEX3FVSUNPROC) load(userptr, "glColor4ubVertex3fvSUN"); + glad_glNormal3fVertex3fSUN = (PFNGLNORMAL3FVERTEX3FSUNPROC) load(userptr, "glNormal3fVertex3fSUN"); + glad_glNormal3fVertex3fvSUN = (PFNGLNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glNormal3fVertex3fvSUN"); + glad_glReplacementCodeuiColor3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiColor3fVertex3fSUN"); + glad_glReplacementCodeuiColor3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiColor3fVertex3fvSUN"); + glad_glReplacementCodeuiColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiColor4fNormal3fVertex3fSUN"); + glad_glReplacementCodeuiColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiColor4fNormal3fVertex3fvSUN"); + glad_glReplacementCodeuiColor4ubVertex3fSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiColor4ubVertex3fSUN"); + glad_glReplacementCodeuiColor4ubVertex3fvSUN = (PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiColor4ubVertex3fvSUN"); + glad_glReplacementCodeuiNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiNormal3fVertex3fSUN"); + glad_glReplacementCodeuiNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiNormal3fVertex3fvSUN"); + glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN"); + glad_glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN"); + glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN"); + glad_glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN"); + glad_glReplacementCodeuiTexCoord2fVertex3fSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fVertex3fSUN"); + glad_glReplacementCodeuiTexCoord2fVertex3fvSUN = (PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiTexCoord2fVertex3fvSUN"); + glad_glReplacementCodeuiVertex3fSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) load(userptr, "glReplacementCodeuiVertex3fSUN"); + glad_glReplacementCodeuiVertex3fvSUN = (PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) load(userptr, "glReplacementCodeuiVertex3fvSUN"); + glad_glTexCoord2fColor3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) load(userptr, "glTexCoord2fColor3fVertex3fSUN"); + glad_glTexCoord2fColor3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) load(userptr, "glTexCoord2fColor3fVertex3fvSUN"); + glad_glTexCoord2fColor4fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glTexCoord2fColor4fNormal3fVertex3fSUN"); + glad_glTexCoord2fColor4fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glTexCoord2fColor4fNormal3fVertex3fvSUN"); + glad_glTexCoord2fColor4ubVertex3fSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) load(userptr, "glTexCoord2fColor4ubVertex3fSUN"); + glad_glTexCoord2fColor4ubVertex3fvSUN = (PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) load(userptr, "glTexCoord2fColor4ubVertex3fvSUN"); + glad_glTexCoord2fNormal3fVertex3fSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) load(userptr, "glTexCoord2fNormal3fVertex3fSUN"); + glad_glTexCoord2fNormal3fVertex3fvSUN = (PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) load(userptr, "glTexCoord2fNormal3fVertex3fvSUN"); + glad_glTexCoord2fVertex3fSUN = (PFNGLTEXCOORD2FVERTEX3FSUNPROC) load(userptr, "glTexCoord2fVertex3fSUN"); + glad_glTexCoord2fVertex3fvSUN = (PFNGLTEXCOORD2FVERTEX3FVSUNPROC) load(userptr, "glTexCoord2fVertex3fvSUN"); + glad_glTexCoord4fColor4fNormal3fVertex4fSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) load(userptr, "glTexCoord4fColor4fNormal3fVertex4fSUN"); + glad_glTexCoord4fColor4fNormal3fVertex4fvSUN = (PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) load(userptr, "glTexCoord4fColor4fNormal3fVertex4fvSUN"); + glad_glTexCoord4fVertex4fSUN = (PFNGLTEXCOORD4FVERTEX4FSUNPROC) load(userptr, "glTexCoord4fVertex4fSUN"); + glad_glTexCoord4fVertex4fvSUN = (PFNGLTEXCOORD4FVERTEX4FVSUNPROC) load(userptr, "glTexCoord4fVertex4fvSUN"); +} + + +static void glad_gl_resolve_aliases(void) { + if (glad_glActiveTexture == NULL && glad_glActiveTextureARB != NULL) glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)glad_glActiveTextureARB; + if (glad_glActiveTextureARB == NULL && glad_glActiveTexture != NULL) glad_glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)glad_glActiveTexture; + if (glad_glArrayElement == NULL && glad_glArrayElementEXT != NULL) glad_glArrayElement = (PFNGLARRAYELEMENTPROC)glad_glArrayElementEXT; + if (glad_glArrayElementEXT == NULL && glad_glArrayElement != NULL) glad_glArrayElementEXT = (PFNGLARRAYELEMENTEXTPROC)glad_glArrayElement; + if (glad_glAttachObjectARB == NULL && glad_glAttachShader != NULL) glad_glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)glad_glAttachShader; + if (glad_glAttachShader == NULL && glad_glAttachObjectARB != NULL) glad_glAttachShader = (PFNGLATTACHSHADERPROC)glad_glAttachObjectARB; + if (glad_glBeginConditionalRender == NULL && glad_glBeginConditionalRenderNV != NULL) glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)glad_glBeginConditionalRenderNV; + if (glad_glBeginConditionalRenderNV == NULL && glad_glBeginConditionalRender != NULL) glad_glBeginConditionalRenderNV = (PFNGLBEGINCONDITIONALRENDERNVPROC)glad_glBeginConditionalRender; + if (glad_glBeginQuery == NULL && glad_glBeginQueryARB != NULL) glad_glBeginQuery = (PFNGLBEGINQUERYPROC)glad_glBeginQueryARB; + if (glad_glBeginQueryARB == NULL && glad_glBeginQuery != NULL) glad_glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)glad_glBeginQuery; + if (glad_glBeginTransformFeedback == NULL && glad_glBeginTransformFeedbackEXT != NULL) glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)glad_glBeginTransformFeedbackEXT; + if (glad_glBeginTransformFeedback == NULL && glad_glBeginTransformFeedbackNV != NULL) glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)glad_glBeginTransformFeedbackNV; + if (glad_glBeginTransformFeedbackEXT == NULL && glad_glBeginTransformFeedback != NULL) glad_glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)glad_glBeginTransformFeedback; + if (glad_glBeginTransformFeedbackEXT == NULL && glad_glBeginTransformFeedbackNV != NULL) glad_glBeginTransformFeedbackEXT = (PFNGLBEGINTRANSFORMFEEDBACKEXTPROC)glad_glBeginTransformFeedbackNV; + if (glad_glBeginTransformFeedbackNV == NULL && glad_glBeginTransformFeedback != NULL) glad_glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)glad_glBeginTransformFeedback; + if (glad_glBeginTransformFeedbackNV == NULL && glad_glBeginTransformFeedbackEXT != NULL) glad_glBeginTransformFeedbackNV = (PFNGLBEGINTRANSFORMFEEDBACKNVPROC)glad_glBeginTransformFeedbackEXT; + if (glad_glBindAttribLocation == NULL && glad_glBindAttribLocationARB != NULL) glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glad_glBindAttribLocationARB; + if (glad_glBindAttribLocationARB == NULL && glad_glBindAttribLocation != NULL) glad_glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC)glad_glBindAttribLocation; + if (glad_glBindBuffer == NULL && glad_glBindBufferARB != NULL) glad_glBindBuffer = (PFNGLBINDBUFFERPROC)glad_glBindBufferARB; + if (glad_glBindBufferARB == NULL && glad_glBindBuffer != NULL) glad_glBindBufferARB = (PFNGLBINDBUFFERARBPROC)glad_glBindBuffer; + if (glad_glBindBufferBase == NULL && glad_glBindBufferBaseEXT != NULL) glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glad_glBindBufferBaseEXT; + if (glad_glBindBufferBase == NULL && glad_glBindBufferBaseNV != NULL) glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glad_glBindBufferBaseNV; + if (glad_glBindBufferBaseEXT == NULL && glad_glBindBufferBase != NULL) glad_glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC)glad_glBindBufferBase; + if (glad_glBindBufferBaseEXT == NULL && glad_glBindBufferBaseNV != NULL) glad_glBindBufferBaseEXT = (PFNGLBINDBUFFERBASEEXTPROC)glad_glBindBufferBaseNV; + if (glad_glBindBufferBaseNV == NULL && glad_glBindBufferBase != NULL) glad_glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)glad_glBindBufferBase; + if (glad_glBindBufferBaseNV == NULL && glad_glBindBufferBaseEXT != NULL) glad_glBindBufferBaseNV = (PFNGLBINDBUFFERBASENVPROC)glad_glBindBufferBaseEXT; + if (glad_glBindBufferOffsetEXT == NULL && glad_glBindBufferOffsetNV != NULL) glad_glBindBufferOffsetEXT = (PFNGLBINDBUFFEROFFSETEXTPROC)glad_glBindBufferOffsetNV; + if (glad_glBindBufferOffsetNV == NULL && glad_glBindBufferOffsetEXT != NULL) glad_glBindBufferOffsetNV = (PFNGLBINDBUFFEROFFSETNVPROC)glad_glBindBufferOffsetEXT; + if (glad_glBindBufferRange == NULL && glad_glBindBufferRangeEXT != NULL) glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)glad_glBindBufferRangeEXT; + if (glad_glBindBufferRange == NULL && glad_glBindBufferRangeNV != NULL) glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)glad_glBindBufferRangeNV; + if (glad_glBindBufferRangeEXT == NULL && glad_glBindBufferRange != NULL) glad_glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC)glad_glBindBufferRange; + if (glad_glBindBufferRangeEXT == NULL && glad_glBindBufferRangeNV != NULL) glad_glBindBufferRangeEXT = (PFNGLBINDBUFFERRANGEEXTPROC)glad_glBindBufferRangeNV; + if (glad_glBindBufferRangeNV == NULL && glad_glBindBufferRange != NULL) glad_glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)glad_glBindBufferRange; + if (glad_glBindBufferRangeNV == NULL && glad_glBindBufferRangeEXT != NULL) glad_glBindBufferRangeNV = (PFNGLBINDBUFFERRANGENVPROC)glad_glBindBufferRangeEXT; + if (glad_glBindFragDataLocation == NULL && glad_glBindFragDataLocationEXT != NULL) glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)glad_glBindFragDataLocationEXT; + if (glad_glBindFragDataLocationEXT == NULL && glad_glBindFragDataLocation != NULL) glad_glBindFragDataLocationEXT = (PFNGLBINDFRAGDATALOCATIONEXTPROC)glad_glBindFragDataLocation; + if (glad_glBindProgramARB == NULL && glad_glBindProgramNV != NULL) glad_glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)glad_glBindProgramNV; + if (glad_glBindProgramNV == NULL && glad_glBindProgramARB != NULL) glad_glBindProgramNV = (PFNGLBINDPROGRAMNVPROC)glad_glBindProgramARB; + if (glad_glBindTexture == NULL && glad_glBindTextureEXT != NULL) glad_glBindTexture = (PFNGLBINDTEXTUREPROC)glad_glBindTextureEXT; + if (glad_glBindTextureEXT == NULL && glad_glBindTexture != NULL) glad_glBindTextureEXT = (PFNGLBINDTEXTUREEXTPROC)glad_glBindTexture; + if (glad_glBlendColor == NULL && glad_glBlendColorEXT != NULL) glad_glBlendColor = (PFNGLBLENDCOLORPROC)glad_glBlendColorEXT; + if (glad_glBlendColorEXT == NULL && glad_glBlendColor != NULL) glad_glBlendColorEXT = (PFNGLBLENDCOLOREXTPROC)glad_glBlendColor; + if (glad_glBlendEquation == NULL && glad_glBlendEquationEXT != NULL) glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)glad_glBlendEquationEXT; + if (glad_glBlendEquationEXT == NULL && glad_glBlendEquation != NULL) glad_glBlendEquationEXT = (PFNGLBLENDEQUATIONEXTPROC)glad_glBlendEquation; + if (glad_glBlendEquationSeparate == NULL && glad_glBlendEquationSeparateEXT != NULL) glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)glad_glBlendEquationSeparateEXT; + if (glad_glBlendEquationSeparateEXT == NULL && glad_glBlendEquationSeparate != NULL) glad_glBlendEquationSeparateEXT = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)glad_glBlendEquationSeparate; + if (glad_glBlendFuncSeparate == NULL && glad_glBlendFuncSeparateEXT != NULL) glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)glad_glBlendFuncSeparateEXT; + if (glad_glBlendFuncSeparate == NULL && glad_glBlendFuncSeparateINGR != NULL) glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)glad_glBlendFuncSeparateINGR; + if (glad_glBlendFuncSeparateEXT == NULL && glad_glBlendFuncSeparate != NULL) glad_glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)glad_glBlendFuncSeparate; + if (glad_glBlendFuncSeparateEXT == NULL && glad_glBlendFuncSeparateINGR != NULL) glad_glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)glad_glBlendFuncSeparateINGR; + if (glad_glBlendFuncSeparateINGR == NULL && glad_glBlendFuncSeparate != NULL) glad_glBlendFuncSeparateINGR = (PFNGLBLENDFUNCSEPARATEINGRPROC)glad_glBlendFuncSeparate; + if (glad_glBlendFuncSeparateINGR == NULL && glad_glBlendFuncSeparateEXT != NULL) glad_glBlendFuncSeparateINGR = (PFNGLBLENDFUNCSEPARATEINGRPROC)glad_glBlendFuncSeparateEXT; + if (glad_glBlitFramebuffer == NULL && glad_glBlitFramebufferEXT != NULL) glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glad_glBlitFramebufferEXT; + if (glad_glBlitFramebufferEXT == NULL && glad_glBlitFramebuffer != NULL) glad_glBlitFramebufferEXT = (PFNGLBLITFRAMEBUFFEREXTPROC)glad_glBlitFramebuffer; + if (glad_glBufferData == NULL && glad_glBufferDataARB != NULL) glad_glBufferData = (PFNGLBUFFERDATAPROC)glad_glBufferDataARB; + if (glad_glBufferDataARB == NULL && glad_glBufferData != NULL) glad_glBufferDataARB = (PFNGLBUFFERDATAARBPROC)glad_glBufferData; + if (glad_glBufferSubData == NULL && glad_glBufferSubDataARB != NULL) glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glad_glBufferSubDataARB; + if (glad_glBufferSubDataARB == NULL && glad_glBufferSubData != NULL) glad_glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)glad_glBufferSubData; + if (glad_glCheckFramebufferStatus == NULL && glad_glCheckFramebufferStatusEXT != NULL) glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glad_glCheckFramebufferStatusEXT; + if (glad_glCheckFramebufferStatusEXT == NULL && glad_glCheckFramebufferStatus != NULL) glad_glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)glad_glCheckFramebufferStatus; + if (glad_glClampColor == NULL && glad_glClampColorARB != NULL) glad_glClampColor = (PFNGLCLAMPCOLORPROC)glad_glClampColorARB; + if (glad_glClampColorARB == NULL && glad_glClampColor != NULL) glad_glClampColorARB = (PFNGLCLAMPCOLORARBPROC)glad_glClampColor; + if (glad_glClearDepthf == NULL && glad_glClearDepthfOES != NULL) glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)glad_glClearDepthfOES; + if (glad_glClearDepthfOES == NULL && glad_glClearDepthf != NULL) glad_glClearDepthfOES = (PFNGLCLEARDEPTHFOESPROC)glad_glClearDepthf; + if (glad_glClientActiveTexture == NULL && glad_glClientActiveTextureARB != NULL) glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)glad_glClientActiveTextureARB; + if (glad_glClientActiveTextureARB == NULL && glad_glClientActiveTexture != NULL) glad_glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)glad_glClientActiveTexture; + if (glad_glColorMaski == NULL && glad_glColorMaskIndexedEXT != NULL) glad_glColorMaski = (PFNGLCOLORMASKIPROC)glad_glColorMaskIndexedEXT; + if (glad_glColorMaskIndexedEXT == NULL && glad_glColorMaski != NULL) glad_glColorMaskIndexedEXT = (PFNGLCOLORMASKINDEXEDEXTPROC)glad_glColorMaski; + if (glad_glColorSubTable == NULL && glad_glColorSubTableEXT != NULL) glad_glColorSubTable = (PFNGLCOLORSUBTABLEPROC)glad_glColorSubTableEXT; + if (glad_glColorSubTableEXT == NULL && glad_glColorSubTable != NULL) glad_glColorSubTableEXT = (PFNGLCOLORSUBTABLEEXTPROC)glad_glColorSubTable; + if (glad_glColorTable == NULL && glad_glColorTableEXT != NULL) glad_glColorTable = (PFNGLCOLORTABLEPROC)glad_glColorTableEXT; + if (glad_glColorTable == NULL && glad_glColorTableSGI != NULL) glad_glColorTable = (PFNGLCOLORTABLEPROC)glad_glColorTableSGI; + if (glad_glColorTableEXT == NULL && glad_glColorTable != NULL) glad_glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)glad_glColorTable; + if (glad_glColorTableEXT == NULL && glad_glColorTableSGI != NULL) glad_glColorTableEXT = (PFNGLCOLORTABLEEXTPROC)glad_glColorTableSGI; + if (glad_glColorTableParameterfv == NULL && glad_glColorTableParameterfvSGI != NULL) glad_glColorTableParameterfv = (PFNGLCOLORTABLEPARAMETERFVPROC)glad_glColorTableParameterfvSGI; + if (glad_glColorTableParameterfvSGI == NULL && glad_glColorTableParameterfv != NULL) glad_glColorTableParameterfvSGI = (PFNGLCOLORTABLEPARAMETERFVSGIPROC)glad_glColorTableParameterfv; + if (glad_glColorTableParameteriv == NULL && glad_glColorTableParameterivSGI != NULL) glad_glColorTableParameteriv = (PFNGLCOLORTABLEPARAMETERIVPROC)glad_glColorTableParameterivSGI; + if (glad_glColorTableParameterivSGI == NULL && glad_glColorTableParameteriv != NULL) glad_glColorTableParameterivSGI = (PFNGLCOLORTABLEPARAMETERIVSGIPROC)glad_glColorTableParameteriv; + if (glad_glColorTableSGI == NULL && glad_glColorTable != NULL) glad_glColorTableSGI = (PFNGLCOLORTABLESGIPROC)glad_glColorTable; + if (glad_glColorTableSGI == NULL && glad_glColorTableEXT != NULL) glad_glColorTableSGI = (PFNGLCOLORTABLESGIPROC)glad_glColorTableEXT; + if (glad_glCompileShader == NULL && glad_glCompileShaderARB != NULL) glad_glCompileShader = (PFNGLCOMPILESHADERPROC)glad_glCompileShaderARB; + if (glad_glCompileShaderARB == NULL && glad_glCompileShader != NULL) glad_glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)glad_glCompileShader; + if (glad_glCompressedTexImage1D == NULL && glad_glCompressedTexImage1DARB != NULL) glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)glad_glCompressedTexImage1DARB; + if (glad_glCompressedTexImage1DARB == NULL && glad_glCompressedTexImage1D != NULL) glad_glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)glad_glCompressedTexImage1D; + if (glad_glCompressedTexImage2D == NULL && glad_glCompressedTexImage2DARB != NULL) glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)glad_glCompressedTexImage2DARB; + if (glad_glCompressedTexImage2DARB == NULL && glad_glCompressedTexImage2D != NULL) glad_glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)glad_glCompressedTexImage2D; + if (glad_glCompressedTexImage3D == NULL && glad_glCompressedTexImage3DARB != NULL) glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)glad_glCompressedTexImage3DARB; + if (glad_glCompressedTexImage3DARB == NULL && glad_glCompressedTexImage3D != NULL) glad_glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)glad_glCompressedTexImage3D; + if (glad_glCompressedTexSubImage1D == NULL && glad_glCompressedTexSubImage1DARB != NULL) glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)glad_glCompressedTexSubImage1DARB; + if (glad_glCompressedTexSubImage1DARB == NULL && glad_glCompressedTexSubImage1D != NULL) glad_glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)glad_glCompressedTexSubImage1D; + if (glad_glCompressedTexSubImage2D == NULL && glad_glCompressedTexSubImage2DARB != NULL) glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)glad_glCompressedTexSubImage2DARB; + if (glad_glCompressedTexSubImage2DARB == NULL && glad_glCompressedTexSubImage2D != NULL) glad_glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)glad_glCompressedTexSubImage2D; + if (glad_glCompressedTexSubImage3D == NULL && glad_glCompressedTexSubImage3DARB != NULL) glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)glad_glCompressedTexSubImage3DARB; + if (glad_glCompressedTexSubImage3DARB == NULL && glad_glCompressedTexSubImage3D != NULL) glad_glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)glad_glCompressedTexSubImage3D; + if (glad_glConvolutionFilter1D == NULL && glad_glConvolutionFilter1DEXT != NULL) glad_glConvolutionFilter1D = (PFNGLCONVOLUTIONFILTER1DPROC)glad_glConvolutionFilter1DEXT; + if (glad_glConvolutionFilter1DEXT == NULL && glad_glConvolutionFilter1D != NULL) glad_glConvolutionFilter1DEXT = (PFNGLCONVOLUTIONFILTER1DEXTPROC)glad_glConvolutionFilter1D; + if (glad_glConvolutionFilter2D == NULL && glad_glConvolutionFilter2DEXT != NULL) glad_glConvolutionFilter2D = (PFNGLCONVOLUTIONFILTER2DPROC)glad_glConvolutionFilter2DEXT; + if (glad_glConvolutionFilter2DEXT == NULL && glad_glConvolutionFilter2D != NULL) glad_glConvolutionFilter2DEXT = (PFNGLCONVOLUTIONFILTER2DEXTPROC)glad_glConvolutionFilter2D; + if (glad_glConvolutionParameterf == NULL && glad_glConvolutionParameterfEXT != NULL) glad_glConvolutionParameterf = (PFNGLCONVOLUTIONPARAMETERFPROC)glad_glConvolutionParameterfEXT; + if (glad_glConvolutionParameterfEXT == NULL && glad_glConvolutionParameterf != NULL) glad_glConvolutionParameterfEXT = (PFNGLCONVOLUTIONPARAMETERFEXTPROC)glad_glConvolutionParameterf; + if (glad_glConvolutionParameterfv == NULL && glad_glConvolutionParameterfvEXT != NULL) glad_glConvolutionParameterfv = (PFNGLCONVOLUTIONPARAMETERFVPROC)glad_glConvolutionParameterfvEXT; + if (glad_glConvolutionParameterfvEXT == NULL && glad_glConvolutionParameterfv != NULL) glad_glConvolutionParameterfvEXT = (PFNGLCONVOLUTIONPARAMETERFVEXTPROC)glad_glConvolutionParameterfv; + if (glad_glConvolutionParameteri == NULL && glad_glConvolutionParameteriEXT != NULL) glad_glConvolutionParameteri = (PFNGLCONVOLUTIONPARAMETERIPROC)glad_glConvolutionParameteriEXT; + if (glad_glConvolutionParameteriEXT == NULL && glad_glConvolutionParameteri != NULL) glad_glConvolutionParameteriEXT = (PFNGLCONVOLUTIONPARAMETERIEXTPROC)glad_glConvolutionParameteri; + if (glad_glConvolutionParameteriv == NULL && glad_glConvolutionParameterivEXT != NULL) glad_glConvolutionParameteriv = (PFNGLCONVOLUTIONPARAMETERIVPROC)glad_glConvolutionParameterivEXT; + if (glad_glConvolutionParameterivEXT == NULL && glad_glConvolutionParameteriv != NULL) glad_glConvolutionParameterivEXT = (PFNGLCONVOLUTIONPARAMETERIVEXTPROC)glad_glConvolutionParameteriv; + if (glad_glCopyColorSubTable == NULL && glad_glCopyColorSubTableEXT != NULL) glad_glCopyColorSubTable = (PFNGLCOPYCOLORSUBTABLEPROC)glad_glCopyColorSubTableEXT; + if (glad_glCopyColorSubTableEXT == NULL && glad_glCopyColorSubTable != NULL) glad_glCopyColorSubTableEXT = (PFNGLCOPYCOLORSUBTABLEEXTPROC)glad_glCopyColorSubTable; + if (glad_glCopyColorTable == NULL && glad_glCopyColorTableSGI != NULL) glad_glCopyColorTable = (PFNGLCOPYCOLORTABLEPROC)glad_glCopyColorTableSGI; + if (glad_glCopyColorTableSGI == NULL && glad_glCopyColorTable != NULL) glad_glCopyColorTableSGI = (PFNGLCOPYCOLORTABLESGIPROC)glad_glCopyColorTable; + if (glad_glCopyConvolutionFilter1D == NULL && glad_glCopyConvolutionFilter1DEXT != NULL) glad_glCopyConvolutionFilter1D = (PFNGLCOPYCONVOLUTIONFILTER1DPROC)glad_glCopyConvolutionFilter1DEXT; + if (glad_glCopyConvolutionFilter1DEXT == NULL && glad_glCopyConvolutionFilter1D != NULL) glad_glCopyConvolutionFilter1DEXT = (PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC)glad_glCopyConvolutionFilter1D; + if (glad_glCopyConvolutionFilter2D == NULL && glad_glCopyConvolutionFilter2DEXT != NULL) glad_glCopyConvolutionFilter2D = (PFNGLCOPYCONVOLUTIONFILTER2DPROC)glad_glCopyConvolutionFilter2DEXT; + if (glad_glCopyConvolutionFilter2DEXT == NULL && glad_glCopyConvolutionFilter2D != NULL) glad_glCopyConvolutionFilter2DEXT = (PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC)glad_glCopyConvolutionFilter2D; + if (glad_glCopyTexImage1D == NULL && glad_glCopyTexImage1DEXT != NULL) glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)glad_glCopyTexImage1DEXT; + if (glad_glCopyTexImage1DEXT == NULL && glad_glCopyTexImage1D != NULL) glad_glCopyTexImage1DEXT = (PFNGLCOPYTEXIMAGE1DEXTPROC)glad_glCopyTexImage1D; + if (glad_glCopyTexImage2D == NULL && glad_glCopyTexImage2DEXT != NULL) glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)glad_glCopyTexImage2DEXT; + if (glad_glCopyTexImage2DEXT == NULL && glad_glCopyTexImage2D != NULL) glad_glCopyTexImage2DEXT = (PFNGLCOPYTEXIMAGE2DEXTPROC)glad_glCopyTexImage2D; + if (glad_glCopyTexSubImage1D == NULL && glad_glCopyTexSubImage1DEXT != NULL) glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)glad_glCopyTexSubImage1DEXT; + if (glad_glCopyTexSubImage1DEXT == NULL && glad_glCopyTexSubImage1D != NULL) glad_glCopyTexSubImage1DEXT = (PFNGLCOPYTEXSUBIMAGE1DEXTPROC)glad_glCopyTexSubImage1D; + if (glad_glCopyTexSubImage2D == NULL && glad_glCopyTexSubImage2DEXT != NULL) glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)glad_glCopyTexSubImage2DEXT; + if (glad_glCopyTexSubImage2DEXT == NULL && glad_glCopyTexSubImage2D != NULL) glad_glCopyTexSubImage2DEXT = (PFNGLCOPYTEXSUBIMAGE2DEXTPROC)glad_glCopyTexSubImage2D; + if (glad_glCopyTexSubImage3D == NULL && glad_glCopyTexSubImage3DEXT != NULL) glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)glad_glCopyTexSubImage3DEXT; + if (glad_glCopyTexSubImage3DEXT == NULL && glad_glCopyTexSubImage3D != NULL) glad_glCopyTexSubImage3DEXT = (PFNGLCOPYTEXSUBIMAGE3DEXTPROC)glad_glCopyTexSubImage3D; + if (glad_glCreateProgram == NULL && glad_glCreateProgramObjectARB != NULL) glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)glad_glCreateProgramObjectARB; + if (glad_glCreateProgramObjectARB == NULL && glad_glCreateProgram != NULL) glad_glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)glad_glCreateProgram; + if (glad_glCreateShader == NULL && glad_glCreateShaderObjectARB != NULL) glad_glCreateShader = (PFNGLCREATESHADERPROC)glad_glCreateShaderObjectARB; + if (glad_glCreateShaderObjectARB == NULL && glad_glCreateShader != NULL) glad_glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)glad_glCreateShader; + if (glad_glDebugMessageCallback == NULL && glad_glDebugMessageCallbackARB != NULL) glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)glad_glDebugMessageCallbackARB; + if (glad_glDebugMessageCallbackARB == NULL && glad_glDebugMessageCallback != NULL) glad_glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)glad_glDebugMessageCallback; + if (glad_glDebugMessageControl == NULL && glad_glDebugMessageControlARB != NULL) glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)glad_glDebugMessageControlARB; + if (glad_glDebugMessageControlARB == NULL && glad_glDebugMessageControl != NULL) glad_glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)glad_glDebugMessageControl; + if (glad_glDebugMessageInsert == NULL && glad_glDebugMessageInsertARB != NULL) glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)glad_glDebugMessageInsertARB; + if (glad_glDebugMessageInsertARB == NULL && glad_glDebugMessageInsert != NULL) glad_glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)glad_glDebugMessageInsert; + if (glad_glDeleteBuffers == NULL && glad_glDeleteBuffersARB != NULL) glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glad_glDeleteBuffersARB; + if (glad_glDeleteBuffersARB == NULL && glad_glDeleteBuffers != NULL) glad_glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)glad_glDeleteBuffers; + if (glad_glDeleteFramebuffers == NULL && glad_glDeleteFramebuffersEXT != NULL) glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glad_glDeleteFramebuffersEXT; + if (glad_glDeleteFramebuffersEXT == NULL && glad_glDeleteFramebuffers != NULL) glad_glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)glad_glDeleteFramebuffers; + if (glad_glDeleteProgramsARB == NULL && glad_glDeleteProgramsNV != NULL) glad_glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)glad_glDeleteProgramsNV; + if (glad_glDeleteProgramsNV == NULL && glad_glDeleteProgramsARB != NULL) glad_glDeleteProgramsNV = (PFNGLDELETEPROGRAMSNVPROC)glad_glDeleteProgramsARB; + if (glad_glDeleteQueries == NULL && glad_glDeleteQueriesARB != NULL) glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)glad_glDeleteQueriesARB; + if (glad_glDeleteQueriesARB == NULL && glad_glDeleteQueries != NULL) glad_glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)glad_glDeleteQueries; + if (glad_glDeleteRenderbuffers == NULL && glad_glDeleteRenderbuffersEXT != NULL) glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glad_glDeleteRenderbuffersEXT; + if (glad_glDeleteRenderbuffersEXT == NULL && glad_glDeleteRenderbuffers != NULL) glad_glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)glad_glDeleteRenderbuffers; + if (glad_glDeleteTransformFeedbacks == NULL && glad_glDeleteTransformFeedbacksNV != NULL) glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)glad_glDeleteTransformFeedbacksNV; + if (glad_glDeleteTransformFeedbacksNV == NULL && glad_glDeleteTransformFeedbacks != NULL) glad_glDeleteTransformFeedbacksNV = (PFNGLDELETETRANSFORMFEEDBACKSNVPROC)glad_glDeleteTransformFeedbacks; + if (glad_glDeleteVertexArrays == NULL && glad_glDeleteVertexArraysAPPLE != NULL) glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glad_glDeleteVertexArraysAPPLE; + if (glad_glDeleteVertexArraysAPPLE == NULL && glad_glDeleteVertexArrays != NULL) glad_glDeleteVertexArraysAPPLE = (PFNGLDELETEVERTEXARRAYSAPPLEPROC)glad_glDeleteVertexArrays; + if (glad_glDepthRangef == NULL && glad_glDepthRangefOES != NULL) glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)glad_glDepthRangefOES; + if (glad_glDepthRangefOES == NULL && glad_glDepthRangef != NULL) glad_glDepthRangefOES = (PFNGLDEPTHRANGEFOESPROC)glad_glDepthRangef; + if (glad_glDetachObjectARB == NULL && glad_glDetachShader != NULL) glad_glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC)glad_glDetachShader; + if (glad_glDetachShader == NULL && glad_glDetachObjectARB != NULL) glad_glDetachShader = (PFNGLDETACHSHADERPROC)glad_glDetachObjectARB; + if (glad_glDisablei == NULL && glad_glDisableIndexedEXT != NULL) glad_glDisablei = (PFNGLDISABLEIPROC)glad_glDisableIndexedEXT; + if (glad_glDisableIndexedEXT == NULL && glad_glDisablei != NULL) glad_glDisableIndexedEXT = (PFNGLDISABLEINDEXEDEXTPROC)glad_glDisablei; + if (glad_glDisableVertexAttribArray == NULL && glad_glDisableVertexAttribArrayARB != NULL) glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glad_glDisableVertexAttribArrayARB; + if (glad_glDisableVertexAttribArrayARB == NULL && glad_glDisableVertexAttribArray != NULL) glad_glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)glad_glDisableVertexAttribArray; + if (glad_glDrawArrays == NULL && glad_glDrawArraysEXT != NULL) glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)glad_glDrawArraysEXT; + if (glad_glDrawArraysEXT == NULL && glad_glDrawArrays != NULL) glad_glDrawArraysEXT = (PFNGLDRAWARRAYSEXTPROC)glad_glDrawArrays; + if (glad_glDrawArraysInstanced == NULL && glad_glDrawArraysInstancedARB != NULL) glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)glad_glDrawArraysInstancedARB; + if (glad_glDrawArraysInstanced == NULL && glad_glDrawArraysInstancedEXT != NULL) glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)glad_glDrawArraysInstancedEXT; + if (glad_glDrawArraysInstancedARB == NULL && glad_glDrawArraysInstanced != NULL) glad_glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC)glad_glDrawArraysInstanced; + if (glad_glDrawArraysInstancedARB == NULL && glad_glDrawArraysInstancedEXT != NULL) glad_glDrawArraysInstancedARB = (PFNGLDRAWARRAYSINSTANCEDARBPROC)glad_glDrawArraysInstancedEXT; + if (glad_glDrawArraysInstancedEXT == NULL && glad_glDrawArraysInstanced != NULL) glad_glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)glad_glDrawArraysInstanced; + if (glad_glDrawArraysInstancedEXT == NULL && glad_glDrawArraysInstancedARB != NULL) glad_glDrawArraysInstancedEXT = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)glad_glDrawArraysInstancedARB; + if (glad_glDrawBuffers == NULL && glad_glDrawBuffersARB != NULL) glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glad_glDrawBuffersARB; + if (glad_glDrawBuffers == NULL && glad_glDrawBuffersATI != NULL) glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glad_glDrawBuffersATI; + if (glad_glDrawBuffersARB == NULL && glad_glDrawBuffers != NULL) glad_glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)glad_glDrawBuffers; + if (glad_glDrawBuffersARB == NULL && glad_glDrawBuffersATI != NULL) glad_glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)glad_glDrawBuffersATI; + if (glad_glDrawBuffersATI == NULL && glad_glDrawBuffers != NULL) glad_glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)glad_glDrawBuffers; + if (glad_glDrawBuffersATI == NULL && glad_glDrawBuffersARB != NULL) glad_glDrawBuffersATI = (PFNGLDRAWBUFFERSATIPROC)glad_glDrawBuffersARB; + if (glad_glDrawElementsInstanced == NULL && glad_glDrawElementsInstancedARB != NULL) glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)glad_glDrawElementsInstancedARB; + if (glad_glDrawElementsInstanced == NULL && glad_glDrawElementsInstancedEXT != NULL) glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)glad_glDrawElementsInstancedEXT; + if (glad_glDrawElementsInstancedARB == NULL && glad_glDrawElementsInstanced != NULL) glad_glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC)glad_glDrawElementsInstanced; + if (glad_glDrawElementsInstancedARB == NULL && glad_glDrawElementsInstancedEXT != NULL) glad_glDrawElementsInstancedARB = (PFNGLDRAWELEMENTSINSTANCEDARBPROC)glad_glDrawElementsInstancedEXT; + if (glad_glDrawElementsInstancedEXT == NULL && glad_glDrawElementsInstanced != NULL) glad_glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)glad_glDrawElementsInstanced; + if (glad_glDrawElementsInstancedEXT == NULL && glad_glDrawElementsInstancedARB != NULL) glad_glDrawElementsInstancedEXT = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)glad_glDrawElementsInstancedARB; + if (glad_glDrawRangeElements == NULL && glad_glDrawRangeElementsEXT != NULL) glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)glad_glDrawRangeElementsEXT; + if (glad_glDrawRangeElementsEXT == NULL && glad_glDrawRangeElements != NULL) glad_glDrawRangeElementsEXT = (PFNGLDRAWRANGEELEMENTSEXTPROC)glad_glDrawRangeElements; + if (glad_glDrawTransformFeedback == NULL && glad_glDrawTransformFeedbackNV != NULL) glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)glad_glDrawTransformFeedbackNV; + if (glad_glDrawTransformFeedbackNV == NULL && glad_glDrawTransformFeedback != NULL) glad_glDrawTransformFeedbackNV = (PFNGLDRAWTRANSFORMFEEDBACKNVPROC)glad_glDrawTransformFeedback; + if (glad_glEnablei == NULL && glad_glEnableIndexedEXT != NULL) glad_glEnablei = (PFNGLENABLEIPROC)glad_glEnableIndexedEXT; + if (glad_glEnableIndexedEXT == NULL && glad_glEnablei != NULL) glad_glEnableIndexedEXT = (PFNGLENABLEINDEXEDEXTPROC)glad_glEnablei; + if (glad_glEnableVertexAttribArray == NULL && glad_glEnableVertexAttribArrayARB != NULL) glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glad_glEnableVertexAttribArrayARB; + if (glad_glEnableVertexAttribArrayARB == NULL && glad_glEnableVertexAttribArray != NULL) glad_glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)glad_glEnableVertexAttribArray; + if (glad_glEndConditionalRender == NULL && glad_glEndConditionalRenderNV != NULL) glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)glad_glEndConditionalRenderNV; + if (glad_glEndConditionalRender == NULL && glad_glEndConditionalRenderNVX != NULL) glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)glad_glEndConditionalRenderNVX; + if (glad_glEndConditionalRenderNV == NULL && glad_glEndConditionalRender != NULL) glad_glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)glad_glEndConditionalRender; + if (glad_glEndConditionalRenderNV == NULL && glad_glEndConditionalRenderNVX != NULL) glad_glEndConditionalRenderNV = (PFNGLENDCONDITIONALRENDERNVPROC)glad_glEndConditionalRenderNVX; + if (glad_glEndConditionalRenderNVX == NULL && glad_glEndConditionalRender != NULL) glad_glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)glad_glEndConditionalRender; + if (glad_glEndConditionalRenderNVX == NULL && glad_glEndConditionalRenderNV != NULL) glad_glEndConditionalRenderNVX = (PFNGLENDCONDITIONALRENDERNVXPROC)glad_glEndConditionalRenderNV; + if (glad_glEndQuery == NULL && glad_glEndQueryARB != NULL) glad_glEndQuery = (PFNGLENDQUERYPROC)glad_glEndQueryARB; + if (glad_glEndQueryARB == NULL && glad_glEndQuery != NULL) glad_glEndQueryARB = (PFNGLENDQUERYARBPROC)glad_glEndQuery; + if (glad_glEndTransformFeedback == NULL && glad_glEndTransformFeedbackEXT != NULL) glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)glad_glEndTransformFeedbackEXT; + if (glad_glEndTransformFeedback == NULL && glad_glEndTransformFeedbackNV != NULL) glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)glad_glEndTransformFeedbackNV; + if (glad_glEndTransformFeedbackEXT == NULL && glad_glEndTransformFeedback != NULL) glad_glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC)glad_glEndTransformFeedback; + if (glad_glEndTransformFeedbackEXT == NULL && glad_glEndTransformFeedbackNV != NULL) glad_glEndTransformFeedbackEXT = (PFNGLENDTRANSFORMFEEDBACKEXTPROC)glad_glEndTransformFeedbackNV; + if (glad_glEndTransformFeedbackNV == NULL && glad_glEndTransformFeedback != NULL) glad_glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)glad_glEndTransformFeedback; + if (glad_glEndTransformFeedbackNV == NULL && glad_glEndTransformFeedbackEXT != NULL) glad_glEndTransformFeedbackNV = (PFNGLENDTRANSFORMFEEDBACKNVPROC)glad_glEndTransformFeedbackEXT; + if (glad_glFlushMappedBufferRange == NULL && glad_glFlushMappedBufferRangeAPPLE != NULL) glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)glad_glFlushMappedBufferRangeAPPLE; + if (glad_glFlushMappedBufferRangeAPPLE == NULL && glad_glFlushMappedBufferRange != NULL) glad_glFlushMappedBufferRangeAPPLE = (PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC)glad_glFlushMappedBufferRange; + if (glad_glFogCoordd == NULL && glad_glFogCoorddEXT != NULL) glad_glFogCoordd = (PFNGLFOGCOORDDPROC)glad_glFogCoorddEXT; + if (glad_glFogCoorddEXT == NULL && glad_glFogCoordd != NULL) glad_glFogCoorddEXT = (PFNGLFOGCOORDDEXTPROC)glad_glFogCoordd; + if (glad_glFogCoorddv == NULL && glad_glFogCoorddvEXT != NULL) glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC)glad_glFogCoorddvEXT; + if (glad_glFogCoorddvEXT == NULL && glad_glFogCoorddv != NULL) glad_glFogCoorddvEXT = (PFNGLFOGCOORDDVEXTPROC)glad_glFogCoorddv; + if (glad_glFogCoordf == NULL && glad_glFogCoordfEXT != NULL) glad_glFogCoordf = (PFNGLFOGCOORDFPROC)glad_glFogCoordfEXT; + if (glad_glFogCoordfEXT == NULL && glad_glFogCoordf != NULL) glad_glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC)glad_glFogCoordf; + if (glad_glFogCoordfv == NULL && glad_glFogCoordfvEXT != NULL) glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC)glad_glFogCoordfvEXT; + if (glad_glFogCoordfvEXT == NULL && glad_glFogCoordfv != NULL) glad_glFogCoordfvEXT = (PFNGLFOGCOORDFVEXTPROC)glad_glFogCoordfv; + if (glad_glFogCoordPointer == NULL && glad_glFogCoordPointerEXT != NULL) glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)glad_glFogCoordPointerEXT; + if (glad_glFogCoordPointerEXT == NULL && glad_glFogCoordPointer != NULL) glad_glFogCoordPointerEXT = (PFNGLFOGCOORDPOINTEREXTPROC)glad_glFogCoordPointer; + if (glad_glFramebufferRenderbuffer == NULL && glad_glFramebufferRenderbufferEXT != NULL) glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glad_glFramebufferRenderbufferEXT; + if (glad_glFramebufferRenderbufferEXT == NULL && glad_glFramebufferRenderbuffer != NULL) glad_glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)glad_glFramebufferRenderbuffer; + if (glad_glFramebufferTexture1D == NULL && glad_glFramebufferTexture1DEXT != NULL) glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)glad_glFramebufferTexture1DEXT; + if (glad_glFramebufferTexture1DEXT == NULL && glad_glFramebufferTexture1D != NULL) glad_glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)glad_glFramebufferTexture1D; + if (glad_glFramebufferTexture2D == NULL && glad_glFramebufferTexture2DEXT != NULL) glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glad_glFramebufferTexture2DEXT; + if (glad_glFramebufferTexture2DEXT == NULL && glad_glFramebufferTexture2D != NULL) glad_glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)glad_glFramebufferTexture2D; + if (glad_glFramebufferTexture3D == NULL && glad_glFramebufferTexture3DEXT != NULL) glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)glad_glFramebufferTexture3DEXT; + if (glad_glFramebufferTexture3DEXT == NULL && glad_glFramebufferTexture3D != NULL) glad_glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)glad_glFramebufferTexture3D; + if (glad_glFramebufferTextureFaceARB == NULL && glad_glFramebufferTextureFaceEXT != NULL) glad_glFramebufferTextureFaceARB = (PFNGLFRAMEBUFFERTEXTUREFACEARBPROC)glad_glFramebufferTextureFaceEXT; + if (glad_glFramebufferTextureFaceEXT == NULL && glad_glFramebufferTextureFaceARB != NULL) glad_glFramebufferTextureFaceEXT = (PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC)glad_glFramebufferTextureFaceARB; + if (glad_glFramebufferTextureLayer == NULL && glad_glFramebufferTextureLayerARB != NULL) glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)glad_glFramebufferTextureLayerARB; + if (glad_glFramebufferTextureLayer == NULL && glad_glFramebufferTextureLayerEXT != NULL) glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)glad_glFramebufferTextureLayerEXT; + if (glad_glFramebufferTextureLayerARB == NULL && glad_glFramebufferTextureLayer != NULL) glad_glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)glad_glFramebufferTextureLayer; + if (glad_glFramebufferTextureLayerARB == NULL && glad_glFramebufferTextureLayerEXT != NULL) glad_glFramebufferTextureLayerARB = (PFNGLFRAMEBUFFERTEXTURELAYERARBPROC)glad_glFramebufferTextureLayerEXT; + if (glad_glFramebufferTextureLayerEXT == NULL && glad_glFramebufferTextureLayer != NULL) glad_glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)glad_glFramebufferTextureLayer; + if (glad_glFramebufferTextureLayerEXT == NULL && glad_glFramebufferTextureLayerARB != NULL) glad_glFramebufferTextureLayerEXT = (PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC)glad_glFramebufferTextureLayerARB; + if (glad_glGenBuffers == NULL && glad_glGenBuffersARB != NULL) glad_glGenBuffers = (PFNGLGENBUFFERSPROC)glad_glGenBuffersARB; + if (glad_glGenBuffersARB == NULL && glad_glGenBuffers != NULL) glad_glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)glad_glGenBuffers; + if (glad_glGenerateMipmap == NULL && glad_glGenerateMipmapEXT != NULL) glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)glad_glGenerateMipmapEXT; + if (glad_glGenerateMipmapEXT == NULL && glad_glGenerateMipmap != NULL) glad_glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)glad_glGenerateMipmap; + if (glad_glGenFramebuffers == NULL && glad_glGenFramebuffersEXT != NULL) glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glad_glGenFramebuffersEXT; + if (glad_glGenFramebuffersEXT == NULL && glad_glGenFramebuffers != NULL) glad_glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)glad_glGenFramebuffers; + if (glad_glGenProgramsARB == NULL && glad_glGenProgramsNV != NULL) glad_glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)glad_glGenProgramsNV; + if (glad_glGenProgramsNV == NULL && glad_glGenProgramsARB != NULL) glad_glGenProgramsNV = (PFNGLGENPROGRAMSNVPROC)glad_glGenProgramsARB; + if (glad_glGenQueries == NULL && glad_glGenQueriesARB != NULL) glad_glGenQueries = (PFNGLGENQUERIESPROC)glad_glGenQueriesARB; + if (glad_glGenQueriesARB == NULL && glad_glGenQueries != NULL) glad_glGenQueriesARB = (PFNGLGENQUERIESARBPROC)glad_glGenQueries; + if (glad_glGenRenderbuffers == NULL && glad_glGenRenderbuffersEXT != NULL) glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glad_glGenRenderbuffersEXT; + if (glad_glGenRenderbuffersEXT == NULL && glad_glGenRenderbuffers != NULL) glad_glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)glad_glGenRenderbuffers; + if (glad_glGenTransformFeedbacks == NULL && glad_glGenTransformFeedbacksNV != NULL) glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)glad_glGenTransformFeedbacksNV; + if (glad_glGenTransformFeedbacksNV == NULL && glad_glGenTransformFeedbacks != NULL) glad_glGenTransformFeedbacksNV = (PFNGLGENTRANSFORMFEEDBACKSNVPROC)glad_glGenTransformFeedbacks; + if (glad_glGenVertexArrays == NULL && glad_glGenVertexArraysAPPLE != NULL) glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glad_glGenVertexArraysAPPLE; + if (glad_glGenVertexArraysAPPLE == NULL && glad_glGenVertexArrays != NULL) glad_glGenVertexArraysAPPLE = (PFNGLGENVERTEXARRAYSAPPLEPROC)glad_glGenVertexArrays; + if (glad_glGetActiveAttrib == NULL && glad_glGetActiveAttribARB != NULL) glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)glad_glGetActiveAttribARB; + if (glad_glGetActiveAttribARB == NULL && glad_glGetActiveAttrib != NULL) glad_glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC)glad_glGetActiveAttrib; + if (glad_glGetActiveUniform == NULL && glad_glGetActiveUniformARB != NULL) glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)glad_glGetActiveUniformARB; + if (glad_glGetActiveUniformARB == NULL && glad_glGetActiveUniform != NULL) glad_glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)glad_glGetActiveUniform; + if (glad_glGetAttribLocation == NULL && glad_glGetAttribLocationARB != NULL) glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)glad_glGetAttribLocationARB; + if (glad_glGetAttribLocationARB == NULL && glad_glGetAttribLocation != NULL) glad_glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC)glad_glGetAttribLocation; + if (glad_glGetBooleani_v == NULL && glad_glGetBooleanIndexedvEXT != NULL) glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)glad_glGetBooleanIndexedvEXT; + if (glad_glGetBooleanIndexedvEXT == NULL && glad_glGetBooleani_v != NULL) glad_glGetBooleanIndexedvEXT = (PFNGLGETBOOLEANINDEXEDVEXTPROC)glad_glGetBooleani_v; + if (glad_glGetBufferParameteriv == NULL && glad_glGetBufferParameterivARB != NULL) glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)glad_glGetBufferParameterivARB; + if (glad_glGetBufferParameterivARB == NULL && glad_glGetBufferParameteriv != NULL) glad_glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)glad_glGetBufferParameteriv; + if (glad_glGetBufferPointerv == NULL && glad_glGetBufferPointervARB != NULL) glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)glad_glGetBufferPointervARB; + if (glad_glGetBufferPointervARB == NULL && glad_glGetBufferPointerv != NULL) glad_glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)glad_glGetBufferPointerv; + if (glad_glGetBufferSubData == NULL && glad_glGetBufferSubDataARB != NULL) glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)glad_glGetBufferSubDataARB; + if (glad_glGetBufferSubDataARB == NULL && glad_glGetBufferSubData != NULL) glad_glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)glad_glGetBufferSubData; + if (glad_glGetColorTable == NULL && glad_glGetColorTableEXT != NULL) glad_glGetColorTable = (PFNGLGETCOLORTABLEPROC)glad_glGetColorTableEXT; + if (glad_glGetColorTableEXT == NULL && glad_glGetColorTable != NULL) glad_glGetColorTableEXT = (PFNGLGETCOLORTABLEEXTPROC)glad_glGetColorTable; + if (glad_glGetColorTableParameterfv == NULL && glad_glGetColorTableParameterfvEXT != NULL) glad_glGetColorTableParameterfv = (PFNGLGETCOLORTABLEPARAMETERFVPROC)glad_glGetColorTableParameterfvEXT; + if (glad_glGetColorTableParameterfvEXT == NULL && glad_glGetColorTableParameterfv != NULL) glad_glGetColorTableParameterfvEXT = (PFNGLGETCOLORTABLEPARAMETERFVEXTPROC)glad_glGetColorTableParameterfv; + if (glad_glGetColorTableParameteriv == NULL && glad_glGetColorTableParameterivEXT != NULL) glad_glGetColorTableParameteriv = (PFNGLGETCOLORTABLEPARAMETERIVPROC)glad_glGetColorTableParameterivEXT; + if (glad_glGetColorTableParameterivEXT == NULL && glad_glGetColorTableParameteriv != NULL) glad_glGetColorTableParameterivEXT = (PFNGLGETCOLORTABLEPARAMETERIVEXTPROC)glad_glGetColorTableParameteriv; + if (glad_glGetCompressedTexImage == NULL && glad_glGetCompressedTexImageARB != NULL) glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)glad_glGetCompressedTexImageARB; + if (glad_glGetCompressedTexImageARB == NULL && glad_glGetCompressedTexImage != NULL) glad_glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)glad_glGetCompressedTexImage; + if (glad_glGetDebugMessageLog == NULL && glad_glGetDebugMessageLogARB != NULL) glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)glad_glGetDebugMessageLogARB; + if (glad_glGetDebugMessageLogARB == NULL && glad_glGetDebugMessageLog != NULL) glad_glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)glad_glGetDebugMessageLog; + if (glad_glGetDoublei_v == NULL && glad_glGetDoubleIndexedvEXT != NULL) glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)glad_glGetDoubleIndexedvEXT; + if (glad_glGetDoublei_v == NULL && glad_glGetDoublei_vEXT != NULL) glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)glad_glGetDoublei_vEXT; + if (glad_glGetDoublei_vEXT == NULL && glad_glGetDoubleIndexedvEXT != NULL) glad_glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC)glad_glGetDoubleIndexedvEXT; + if (glad_glGetDoublei_vEXT == NULL && glad_glGetDoublei_v != NULL) glad_glGetDoublei_vEXT = (PFNGLGETDOUBLEI_VEXTPROC)glad_glGetDoublei_v; + if (glad_glGetDoubleIndexedvEXT == NULL && glad_glGetDoublei_v != NULL) glad_glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC)glad_glGetDoublei_v; + if (glad_glGetDoubleIndexedvEXT == NULL && glad_glGetDoublei_vEXT != NULL) glad_glGetDoubleIndexedvEXT = (PFNGLGETDOUBLEINDEXEDVEXTPROC)glad_glGetDoublei_vEXT; + if (glad_glGetFloati_v == NULL && glad_glGetFloatIndexedvEXT != NULL) glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)glad_glGetFloatIndexedvEXT; + if (glad_glGetFloati_v == NULL && glad_glGetFloati_vEXT != NULL) glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)glad_glGetFloati_vEXT; + if (glad_glGetFloati_vEXT == NULL && glad_glGetFloatIndexedvEXT != NULL) glad_glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC)glad_glGetFloatIndexedvEXT; + if (glad_glGetFloati_vEXT == NULL && glad_glGetFloati_v != NULL) glad_glGetFloati_vEXT = (PFNGLGETFLOATI_VEXTPROC)glad_glGetFloati_v; + if (glad_glGetFloatIndexedvEXT == NULL && glad_glGetFloati_v != NULL) glad_glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC)glad_glGetFloati_v; + if (glad_glGetFloatIndexedvEXT == NULL && glad_glGetFloati_vEXT != NULL) glad_glGetFloatIndexedvEXT = (PFNGLGETFLOATINDEXEDVEXTPROC)glad_glGetFloati_vEXT; + if (glad_glGetFragDataLocation == NULL && glad_glGetFragDataLocationEXT != NULL) glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)glad_glGetFragDataLocationEXT; + if (glad_glGetFragDataLocationEXT == NULL && glad_glGetFragDataLocation != NULL) glad_glGetFragDataLocationEXT = (PFNGLGETFRAGDATALOCATIONEXTPROC)glad_glGetFragDataLocation; + if (glad_glGetFramebufferAttachmentParameteriv == NULL && glad_glGetFramebufferAttachmentParameterivEXT != NULL) glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)glad_glGetFramebufferAttachmentParameterivEXT; + if (glad_glGetFramebufferAttachmentParameterivEXT == NULL && glad_glGetFramebufferAttachmentParameteriv != NULL) glad_glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)glad_glGetFramebufferAttachmentParameteriv; + if (glad_glGetIntegeri_v == NULL && glad_glGetIntegerIndexedvEXT != NULL) glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)glad_glGetIntegerIndexedvEXT; + if (glad_glGetIntegerIndexedvEXT == NULL && glad_glGetIntegeri_v != NULL) glad_glGetIntegerIndexedvEXT = (PFNGLGETINTEGERINDEXEDVEXTPROC)glad_glGetIntegeri_v; + if (glad_glGetMultisamplefv == NULL && glad_glGetMultisamplefvNV != NULL) glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)glad_glGetMultisamplefvNV; + if (glad_glGetMultisamplefvNV == NULL && glad_glGetMultisamplefv != NULL) glad_glGetMultisamplefvNV = (PFNGLGETMULTISAMPLEFVNVPROC)glad_glGetMultisamplefv; + if (glad_glGetPointerv == NULL && glad_glGetPointervEXT != NULL) glad_glGetPointerv = (PFNGLGETPOINTERVPROC)glad_glGetPointervEXT; + if (glad_glGetPointervEXT == NULL && glad_glGetPointerv != NULL) glad_glGetPointervEXT = (PFNGLGETPOINTERVEXTPROC)glad_glGetPointerv; + if (glad_glGetQueryiv == NULL && glad_glGetQueryivARB != NULL) glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)glad_glGetQueryivARB; + if (glad_glGetQueryivARB == NULL && glad_glGetQueryiv != NULL) glad_glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)glad_glGetQueryiv; + if (glad_glGetQueryObjecti64v == NULL && glad_glGetQueryObjecti64vEXT != NULL) glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)glad_glGetQueryObjecti64vEXT; + if (glad_glGetQueryObjecti64vEXT == NULL && glad_glGetQueryObjecti64v != NULL) glad_glGetQueryObjecti64vEXT = (PFNGLGETQUERYOBJECTI64VEXTPROC)glad_glGetQueryObjecti64v; + if (glad_glGetQueryObjectiv == NULL && glad_glGetQueryObjectivARB != NULL) glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)glad_glGetQueryObjectivARB; + if (glad_glGetQueryObjectivARB == NULL && glad_glGetQueryObjectiv != NULL) glad_glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)glad_glGetQueryObjectiv; + if (glad_glGetQueryObjectui64v == NULL && glad_glGetQueryObjectui64vEXT != NULL) glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)glad_glGetQueryObjectui64vEXT; + if (glad_glGetQueryObjectui64vEXT == NULL && glad_glGetQueryObjectui64v != NULL) glad_glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)glad_glGetQueryObjectui64v; + if (glad_glGetQueryObjectuiv == NULL && glad_glGetQueryObjectuivARB != NULL) glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)glad_glGetQueryObjectuivARB; + if (glad_glGetQueryObjectuivARB == NULL && glad_glGetQueryObjectuiv != NULL) glad_glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)glad_glGetQueryObjectuiv; + if (glad_glGetRenderbufferParameteriv == NULL && glad_glGetRenderbufferParameterivEXT != NULL) glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)glad_glGetRenderbufferParameterivEXT; + if (glad_glGetRenderbufferParameterivEXT == NULL && glad_glGetRenderbufferParameteriv != NULL) glad_glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)glad_glGetRenderbufferParameteriv; + if (glad_glGetShaderSource == NULL && glad_glGetShaderSourceARB != NULL) glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)glad_glGetShaderSourceARB; + if (glad_glGetShaderSourceARB == NULL && glad_glGetShaderSource != NULL) glad_glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC)glad_glGetShaderSource; + if (glad_glGetTexParameterIiv == NULL && glad_glGetTexParameterIivEXT != NULL) glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)glad_glGetTexParameterIivEXT; + if (glad_glGetTexParameterIivEXT == NULL && glad_glGetTexParameterIiv != NULL) glad_glGetTexParameterIivEXT = (PFNGLGETTEXPARAMETERIIVEXTPROC)glad_glGetTexParameterIiv; + if (glad_glGetTexParameterIuiv == NULL && glad_glGetTexParameterIuivEXT != NULL) glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)glad_glGetTexParameterIuivEXT; + if (glad_glGetTexParameterIuivEXT == NULL && glad_glGetTexParameterIuiv != NULL) glad_glGetTexParameterIuivEXT = (PFNGLGETTEXPARAMETERIUIVEXTPROC)glad_glGetTexParameterIuiv; + if (glad_glGetTransformFeedbackVarying == NULL && glad_glGetTransformFeedbackVaryingEXT != NULL) glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)glad_glGetTransformFeedbackVaryingEXT; + if (glad_glGetTransformFeedbackVaryingEXT == NULL && glad_glGetTransformFeedbackVarying != NULL) glad_glGetTransformFeedbackVaryingEXT = (PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC)glad_glGetTransformFeedbackVarying; + if (glad_glGetUniformfv == NULL && glad_glGetUniformfvARB != NULL) glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)glad_glGetUniformfvARB; + if (glad_glGetUniformfvARB == NULL && glad_glGetUniformfv != NULL) glad_glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC)glad_glGetUniformfv; + if (glad_glGetUniformiv == NULL && glad_glGetUniformivARB != NULL) glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)glad_glGetUniformivARB; + if (glad_glGetUniformivARB == NULL && glad_glGetUniformiv != NULL) glad_glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC)glad_glGetUniformiv; + if (glad_glGetUniformLocation == NULL && glad_glGetUniformLocationARB != NULL) glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glad_glGetUniformLocationARB; + if (glad_glGetUniformLocationARB == NULL && glad_glGetUniformLocation != NULL) glad_glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)glad_glGetUniformLocation; + if (glad_glGetUniformuiv == NULL && glad_glGetUniformuivEXT != NULL) glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)glad_glGetUniformuivEXT; + if (glad_glGetUniformuivEXT == NULL && glad_glGetUniformuiv != NULL) glad_glGetUniformuivEXT = (PFNGLGETUNIFORMUIVEXTPROC)glad_glGetUniformuiv; + if (glad_glGetVertexAttribdv == NULL && glad_glGetVertexAttribdvARB != NULL) glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)glad_glGetVertexAttribdvARB; + if (glad_glGetVertexAttribdv == NULL && glad_glGetVertexAttribdvNV != NULL) glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)glad_glGetVertexAttribdvNV; + if (glad_glGetVertexAttribdvARB == NULL && glad_glGetVertexAttribdv != NULL) glad_glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)glad_glGetVertexAttribdv; + if (glad_glGetVertexAttribdvARB == NULL && glad_glGetVertexAttribdvNV != NULL) glad_glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)glad_glGetVertexAttribdvNV; + if (glad_glGetVertexAttribdvNV == NULL && glad_glGetVertexAttribdv != NULL) glad_glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC)glad_glGetVertexAttribdv; + if (glad_glGetVertexAttribdvNV == NULL && glad_glGetVertexAttribdvARB != NULL) glad_glGetVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC)glad_glGetVertexAttribdvARB; + if (glad_glGetVertexAttribfv == NULL && glad_glGetVertexAttribfvARB != NULL) glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)glad_glGetVertexAttribfvARB; + if (glad_glGetVertexAttribfv == NULL && glad_glGetVertexAttribfvNV != NULL) glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)glad_glGetVertexAttribfvNV; + if (glad_glGetVertexAttribfvARB == NULL && glad_glGetVertexAttribfv != NULL) glad_glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)glad_glGetVertexAttribfv; + if (glad_glGetVertexAttribfvARB == NULL && glad_glGetVertexAttribfvNV != NULL) glad_glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)glad_glGetVertexAttribfvNV; + if (glad_glGetVertexAttribfvNV == NULL && glad_glGetVertexAttribfv != NULL) glad_glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC)glad_glGetVertexAttribfv; + if (glad_glGetVertexAttribfvNV == NULL && glad_glGetVertexAttribfvARB != NULL) glad_glGetVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC)glad_glGetVertexAttribfvARB; + if (glad_glGetVertexAttribIiv == NULL && glad_glGetVertexAttribIivEXT != NULL) glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)glad_glGetVertexAttribIivEXT; + if (glad_glGetVertexAttribIivEXT == NULL && glad_glGetVertexAttribIiv != NULL) glad_glGetVertexAttribIivEXT = (PFNGLGETVERTEXATTRIBIIVEXTPROC)glad_glGetVertexAttribIiv; + if (glad_glGetVertexAttribIuiv == NULL && glad_glGetVertexAttribIuivEXT != NULL) glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)glad_glGetVertexAttribIuivEXT; + if (glad_glGetVertexAttribIuivEXT == NULL && glad_glGetVertexAttribIuiv != NULL) glad_glGetVertexAttribIuivEXT = (PFNGLGETVERTEXATTRIBIUIVEXTPROC)glad_glGetVertexAttribIuiv; + if (glad_glGetVertexAttribiv == NULL && glad_glGetVertexAttribivARB != NULL) glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)glad_glGetVertexAttribivARB; + if (glad_glGetVertexAttribiv == NULL && glad_glGetVertexAttribivNV != NULL) glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)glad_glGetVertexAttribivNV; + if (glad_glGetVertexAttribivARB == NULL && glad_glGetVertexAttribiv != NULL) glad_glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)glad_glGetVertexAttribiv; + if (glad_glGetVertexAttribivARB == NULL && glad_glGetVertexAttribivNV != NULL) glad_glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)glad_glGetVertexAttribivNV; + if (glad_glGetVertexAttribivNV == NULL && glad_glGetVertexAttribiv != NULL) glad_glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC)glad_glGetVertexAttribiv; + if (glad_glGetVertexAttribivNV == NULL && glad_glGetVertexAttribivARB != NULL) glad_glGetVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC)glad_glGetVertexAttribivARB; + if (glad_glGetVertexAttribLdv == NULL && glad_glGetVertexAttribLdvEXT != NULL) glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)glad_glGetVertexAttribLdvEXT; + if (glad_glGetVertexAttribLdvEXT == NULL && glad_glGetVertexAttribLdv != NULL) glad_glGetVertexAttribLdvEXT = (PFNGLGETVERTEXATTRIBLDVEXTPROC)glad_glGetVertexAttribLdv; + if (glad_glGetVertexAttribPointerv == NULL && glad_glGetVertexAttribPointervARB != NULL) glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)glad_glGetVertexAttribPointervARB; + if (glad_glGetVertexAttribPointerv == NULL && glad_glGetVertexAttribPointervNV != NULL) glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)glad_glGetVertexAttribPointervNV; + if (glad_glGetVertexAttribPointervARB == NULL && glad_glGetVertexAttribPointerv != NULL) glad_glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)glad_glGetVertexAttribPointerv; + if (glad_glGetVertexAttribPointervARB == NULL && glad_glGetVertexAttribPointervNV != NULL) glad_glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)glad_glGetVertexAttribPointervNV; + if (glad_glGetVertexAttribPointervNV == NULL && glad_glGetVertexAttribPointerv != NULL) glad_glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC)glad_glGetVertexAttribPointerv; + if (glad_glGetVertexAttribPointervNV == NULL && glad_glGetVertexAttribPointervARB != NULL) glad_glGetVertexAttribPointervNV = (PFNGLGETVERTEXATTRIBPOINTERVNVPROC)glad_glGetVertexAttribPointervARB; + if (glad_glHistogram == NULL && glad_glHistogramEXT != NULL) glad_glHistogram = (PFNGLHISTOGRAMPROC)glad_glHistogramEXT; + if (glad_glHistogramEXT == NULL && glad_glHistogram != NULL) glad_glHistogramEXT = (PFNGLHISTOGRAMEXTPROC)glad_glHistogram; + if (glad_glIsBuffer == NULL && glad_glIsBufferARB != NULL) glad_glIsBuffer = (PFNGLISBUFFERPROC)glad_glIsBufferARB; + if (glad_glIsBufferARB == NULL && glad_glIsBuffer != NULL) glad_glIsBufferARB = (PFNGLISBUFFERARBPROC)glad_glIsBuffer; + if (glad_glIsEnabledi == NULL && glad_glIsEnabledIndexedEXT != NULL) glad_glIsEnabledi = (PFNGLISENABLEDIPROC)glad_glIsEnabledIndexedEXT; + if (glad_glIsEnabledIndexedEXT == NULL && glad_glIsEnabledi != NULL) glad_glIsEnabledIndexedEXT = (PFNGLISENABLEDINDEXEDEXTPROC)glad_glIsEnabledi; + if (glad_glIsFramebuffer == NULL && glad_glIsFramebufferEXT != NULL) glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)glad_glIsFramebufferEXT; + if (glad_glIsFramebufferEXT == NULL && glad_glIsFramebuffer != NULL) glad_glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)glad_glIsFramebuffer; + if (glad_glIsProgramARB == NULL && glad_glIsProgramNV != NULL) glad_glIsProgramARB = (PFNGLISPROGRAMARBPROC)glad_glIsProgramNV; + if (glad_glIsProgramNV == NULL && glad_glIsProgramARB != NULL) glad_glIsProgramNV = (PFNGLISPROGRAMNVPROC)glad_glIsProgramARB; + if (glad_glIsQuery == NULL && glad_glIsQueryARB != NULL) glad_glIsQuery = (PFNGLISQUERYPROC)glad_glIsQueryARB; + if (glad_glIsQueryARB == NULL && glad_glIsQuery != NULL) glad_glIsQueryARB = (PFNGLISQUERYARBPROC)glad_glIsQuery; + if (glad_glIsRenderbuffer == NULL && glad_glIsRenderbufferEXT != NULL) glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)glad_glIsRenderbufferEXT; + if (glad_glIsRenderbufferEXT == NULL && glad_glIsRenderbuffer != NULL) glad_glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)glad_glIsRenderbuffer; + if (glad_glIsTransformFeedback == NULL && glad_glIsTransformFeedbackNV != NULL) glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)glad_glIsTransformFeedbackNV; + if (glad_glIsTransformFeedbackNV == NULL && glad_glIsTransformFeedback != NULL) glad_glIsTransformFeedbackNV = (PFNGLISTRANSFORMFEEDBACKNVPROC)glad_glIsTransformFeedback; + if (glad_glIsVertexArray == NULL && glad_glIsVertexArrayAPPLE != NULL) glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)glad_glIsVertexArrayAPPLE; + if (glad_glIsVertexArrayAPPLE == NULL && glad_glIsVertexArray != NULL) glad_glIsVertexArrayAPPLE = (PFNGLISVERTEXARRAYAPPLEPROC)glad_glIsVertexArray; + if (glad_glLinkProgram == NULL && glad_glLinkProgramARB != NULL) glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)glad_glLinkProgramARB; + if (glad_glLinkProgramARB == NULL && glad_glLinkProgram != NULL) glad_glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)glad_glLinkProgram; + if (glad_glLoadTransposeMatrixd == NULL && glad_glLoadTransposeMatrixdARB != NULL) glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)glad_glLoadTransposeMatrixdARB; + if (glad_glLoadTransposeMatrixdARB == NULL && glad_glLoadTransposeMatrixd != NULL) glad_glLoadTransposeMatrixdARB = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glad_glLoadTransposeMatrixd; + if (glad_glLoadTransposeMatrixf == NULL && glad_glLoadTransposeMatrixfARB != NULL) glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)glad_glLoadTransposeMatrixfARB; + if (glad_glLoadTransposeMatrixfARB == NULL && glad_glLoadTransposeMatrixf != NULL) glad_glLoadTransposeMatrixfARB = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glad_glLoadTransposeMatrixf; + if (glad_glMapBuffer == NULL && glad_glMapBufferARB != NULL) glad_glMapBuffer = (PFNGLMAPBUFFERPROC)glad_glMapBufferARB; + if (glad_glMapBufferARB == NULL && glad_glMapBuffer != NULL) glad_glMapBufferARB = (PFNGLMAPBUFFERARBPROC)glad_glMapBuffer; + if (glad_glMaxShaderCompilerThreadsARB == NULL && glad_glMaxShaderCompilerThreadsKHR != NULL) glad_glMaxShaderCompilerThreadsARB = (PFNGLMAXSHADERCOMPILERTHREADSARBPROC)glad_glMaxShaderCompilerThreadsKHR; + if (glad_glMaxShaderCompilerThreadsKHR == NULL && glad_glMaxShaderCompilerThreadsARB != NULL) glad_glMaxShaderCompilerThreadsKHR = (PFNGLMAXSHADERCOMPILERTHREADSKHRPROC)glad_glMaxShaderCompilerThreadsARB; + if (glad_glMemoryBarrier == NULL && glad_glMemoryBarrierEXT != NULL) glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glad_glMemoryBarrierEXT; + if (glad_glMemoryBarrierEXT == NULL && glad_glMemoryBarrier != NULL) glad_glMemoryBarrierEXT = (PFNGLMEMORYBARRIEREXTPROC)glad_glMemoryBarrier; + if (glad_glMinmax == NULL && glad_glMinmaxEXT != NULL) glad_glMinmax = (PFNGLMINMAXPROC)glad_glMinmaxEXT; + if (glad_glMinmaxEXT == NULL && glad_glMinmax != NULL) glad_glMinmaxEXT = (PFNGLMINMAXEXTPROC)glad_glMinmax; + if (glad_glMultiDrawArrays == NULL && glad_glMultiDrawArraysEXT != NULL) glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)glad_glMultiDrawArraysEXT; + if (glad_glMultiDrawArraysEXT == NULL && glad_glMultiDrawArrays != NULL) glad_glMultiDrawArraysEXT = (PFNGLMULTIDRAWARRAYSEXTPROC)glad_glMultiDrawArrays; + if (glad_glMultiDrawArraysIndirect == NULL && glad_glMultiDrawArraysIndirectAMD != NULL) glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)glad_glMultiDrawArraysIndirectAMD; + if (glad_glMultiDrawArraysIndirectAMD == NULL && glad_glMultiDrawArraysIndirect != NULL) glad_glMultiDrawArraysIndirectAMD = (PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC)glad_glMultiDrawArraysIndirect; + if (glad_glMultiDrawElements == NULL && glad_glMultiDrawElementsEXT != NULL) glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)glad_glMultiDrawElementsEXT; + if (glad_glMultiDrawElementsEXT == NULL && glad_glMultiDrawElements != NULL) glad_glMultiDrawElementsEXT = (PFNGLMULTIDRAWELEMENTSEXTPROC)glad_glMultiDrawElements; + if (glad_glMultiDrawElementsIndirect == NULL && glad_glMultiDrawElementsIndirectAMD != NULL) glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)glad_glMultiDrawElementsIndirectAMD; + if (glad_glMultiDrawElementsIndirectAMD == NULL && glad_glMultiDrawElementsIndirect != NULL) glad_glMultiDrawElementsIndirectAMD = (PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC)glad_glMultiDrawElementsIndirect; + if (glad_glMultiTexCoord1d == NULL && glad_glMultiTexCoord1dARB != NULL) glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)glad_glMultiTexCoord1dARB; + if (glad_glMultiTexCoord1dARB == NULL && glad_glMultiTexCoord1d != NULL) glad_glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)glad_glMultiTexCoord1d; + if (glad_glMultiTexCoord1dv == NULL && glad_glMultiTexCoord1dvARB != NULL) glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)glad_glMultiTexCoord1dvARB; + if (glad_glMultiTexCoord1dvARB == NULL && glad_glMultiTexCoord1dv != NULL) glad_glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)glad_glMultiTexCoord1dv; + if (glad_glMultiTexCoord1f == NULL && glad_glMultiTexCoord1fARB != NULL) glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)glad_glMultiTexCoord1fARB; + if (glad_glMultiTexCoord1fARB == NULL && glad_glMultiTexCoord1f != NULL) glad_glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)glad_glMultiTexCoord1f; + if (glad_glMultiTexCoord1fv == NULL && glad_glMultiTexCoord1fvARB != NULL) glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)glad_glMultiTexCoord1fvARB; + if (glad_glMultiTexCoord1fvARB == NULL && glad_glMultiTexCoord1fv != NULL) glad_glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)glad_glMultiTexCoord1fv; + if (glad_glMultiTexCoord1i == NULL && glad_glMultiTexCoord1iARB != NULL) glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)glad_glMultiTexCoord1iARB; + if (glad_glMultiTexCoord1iARB == NULL && glad_glMultiTexCoord1i != NULL) glad_glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)glad_glMultiTexCoord1i; + if (glad_glMultiTexCoord1iv == NULL && glad_glMultiTexCoord1ivARB != NULL) glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)glad_glMultiTexCoord1ivARB; + if (glad_glMultiTexCoord1ivARB == NULL && glad_glMultiTexCoord1iv != NULL) glad_glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)glad_glMultiTexCoord1iv; + if (glad_glMultiTexCoord1s == NULL && glad_glMultiTexCoord1sARB != NULL) glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)glad_glMultiTexCoord1sARB; + if (glad_glMultiTexCoord1sARB == NULL && glad_glMultiTexCoord1s != NULL) glad_glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)glad_glMultiTexCoord1s; + if (glad_glMultiTexCoord1sv == NULL && glad_glMultiTexCoord1svARB != NULL) glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)glad_glMultiTexCoord1svARB; + if (glad_glMultiTexCoord1svARB == NULL && glad_glMultiTexCoord1sv != NULL) glad_glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)glad_glMultiTexCoord1sv; + if (glad_glMultiTexCoord2d == NULL && glad_glMultiTexCoord2dARB != NULL) glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)glad_glMultiTexCoord2dARB; + if (glad_glMultiTexCoord2dARB == NULL && glad_glMultiTexCoord2d != NULL) glad_glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)glad_glMultiTexCoord2d; + if (glad_glMultiTexCoord2dv == NULL && glad_glMultiTexCoord2dvARB != NULL) glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)glad_glMultiTexCoord2dvARB; + if (glad_glMultiTexCoord2dvARB == NULL && glad_glMultiTexCoord2dv != NULL) glad_glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)glad_glMultiTexCoord2dv; + if (glad_glMultiTexCoord2f == NULL && glad_glMultiTexCoord2fARB != NULL) glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)glad_glMultiTexCoord2fARB; + if (glad_glMultiTexCoord2fARB == NULL && glad_glMultiTexCoord2f != NULL) glad_glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)glad_glMultiTexCoord2f; + if (glad_glMultiTexCoord2fv == NULL && glad_glMultiTexCoord2fvARB != NULL) glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)glad_glMultiTexCoord2fvARB; + if (glad_glMultiTexCoord2fvARB == NULL && glad_glMultiTexCoord2fv != NULL) glad_glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)glad_glMultiTexCoord2fv; + if (glad_glMultiTexCoord2i == NULL && glad_glMultiTexCoord2iARB != NULL) glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)glad_glMultiTexCoord2iARB; + if (glad_glMultiTexCoord2iARB == NULL && glad_glMultiTexCoord2i != NULL) glad_glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)glad_glMultiTexCoord2i; + if (glad_glMultiTexCoord2iv == NULL && glad_glMultiTexCoord2ivARB != NULL) glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)glad_glMultiTexCoord2ivARB; + if (glad_glMultiTexCoord2ivARB == NULL && glad_glMultiTexCoord2iv != NULL) glad_glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)glad_glMultiTexCoord2iv; + if (glad_glMultiTexCoord2s == NULL && glad_glMultiTexCoord2sARB != NULL) glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)glad_glMultiTexCoord2sARB; + if (glad_glMultiTexCoord2sARB == NULL && glad_glMultiTexCoord2s != NULL) glad_glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)glad_glMultiTexCoord2s; + if (glad_glMultiTexCoord2sv == NULL && glad_glMultiTexCoord2svARB != NULL) glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)glad_glMultiTexCoord2svARB; + if (glad_glMultiTexCoord2svARB == NULL && glad_glMultiTexCoord2sv != NULL) glad_glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)glad_glMultiTexCoord2sv; + if (glad_glMultiTexCoord3d == NULL && glad_glMultiTexCoord3dARB != NULL) glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)glad_glMultiTexCoord3dARB; + if (glad_glMultiTexCoord3dARB == NULL && glad_glMultiTexCoord3d != NULL) glad_glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)glad_glMultiTexCoord3d; + if (glad_glMultiTexCoord3dv == NULL && glad_glMultiTexCoord3dvARB != NULL) glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)glad_glMultiTexCoord3dvARB; + if (glad_glMultiTexCoord3dvARB == NULL && glad_glMultiTexCoord3dv != NULL) glad_glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)glad_glMultiTexCoord3dv; + if (glad_glMultiTexCoord3f == NULL && glad_glMultiTexCoord3fARB != NULL) glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)glad_glMultiTexCoord3fARB; + if (glad_glMultiTexCoord3fARB == NULL && glad_glMultiTexCoord3f != NULL) glad_glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)glad_glMultiTexCoord3f; + if (glad_glMultiTexCoord3fv == NULL && glad_glMultiTexCoord3fvARB != NULL) glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)glad_glMultiTexCoord3fvARB; + if (glad_glMultiTexCoord3fvARB == NULL && glad_glMultiTexCoord3fv != NULL) glad_glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)glad_glMultiTexCoord3fv; + if (glad_glMultiTexCoord3i == NULL && glad_glMultiTexCoord3iARB != NULL) glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)glad_glMultiTexCoord3iARB; + if (glad_glMultiTexCoord3iARB == NULL && glad_glMultiTexCoord3i != NULL) glad_glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)glad_glMultiTexCoord3i; + if (glad_glMultiTexCoord3iv == NULL && glad_glMultiTexCoord3ivARB != NULL) glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)glad_glMultiTexCoord3ivARB; + if (glad_glMultiTexCoord3ivARB == NULL && glad_glMultiTexCoord3iv != NULL) glad_glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)glad_glMultiTexCoord3iv; + if (glad_glMultiTexCoord3s == NULL && glad_glMultiTexCoord3sARB != NULL) glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)glad_glMultiTexCoord3sARB; + if (glad_glMultiTexCoord3sARB == NULL && glad_glMultiTexCoord3s != NULL) glad_glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)glad_glMultiTexCoord3s; + if (glad_glMultiTexCoord3sv == NULL && glad_glMultiTexCoord3svARB != NULL) glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)glad_glMultiTexCoord3svARB; + if (glad_glMultiTexCoord3svARB == NULL && glad_glMultiTexCoord3sv != NULL) glad_glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)glad_glMultiTexCoord3sv; + if (glad_glMultiTexCoord4d == NULL && glad_glMultiTexCoord4dARB != NULL) glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)glad_glMultiTexCoord4dARB; + if (glad_glMultiTexCoord4dARB == NULL && glad_glMultiTexCoord4d != NULL) glad_glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)glad_glMultiTexCoord4d; + if (glad_glMultiTexCoord4dv == NULL && glad_glMultiTexCoord4dvARB != NULL) glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)glad_glMultiTexCoord4dvARB; + if (glad_glMultiTexCoord4dvARB == NULL && glad_glMultiTexCoord4dv != NULL) glad_glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)glad_glMultiTexCoord4dv; + if (glad_glMultiTexCoord4f == NULL && glad_glMultiTexCoord4fARB != NULL) glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)glad_glMultiTexCoord4fARB; + if (glad_glMultiTexCoord4fARB == NULL && glad_glMultiTexCoord4f != NULL) glad_glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)glad_glMultiTexCoord4f; + if (glad_glMultiTexCoord4fv == NULL && glad_glMultiTexCoord4fvARB != NULL) glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)glad_glMultiTexCoord4fvARB; + if (glad_glMultiTexCoord4fvARB == NULL && glad_glMultiTexCoord4fv != NULL) glad_glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)glad_glMultiTexCoord4fv; + if (glad_glMultiTexCoord4i == NULL && glad_glMultiTexCoord4iARB != NULL) glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)glad_glMultiTexCoord4iARB; + if (glad_glMultiTexCoord4iARB == NULL && glad_glMultiTexCoord4i != NULL) glad_glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)glad_glMultiTexCoord4i; + if (glad_glMultiTexCoord4iv == NULL && glad_glMultiTexCoord4ivARB != NULL) glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)glad_glMultiTexCoord4ivARB; + if (glad_glMultiTexCoord4ivARB == NULL && glad_glMultiTexCoord4iv != NULL) glad_glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)glad_glMultiTexCoord4iv; + if (glad_glMultiTexCoord4s == NULL && glad_glMultiTexCoord4sARB != NULL) glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)glad_glMultiTexCoord4sARB; + if (glad_glMultiTexCoord4sARB == NULL && glad_glMultiTexCoord4s != NULL) glad_glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)glad_glMultiTexCoord4s; + if (glad_glMultiTexCoord4sv == NULL && glad_glMultiTexCoord4svARB != NULL) glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)glad_glMultiTexCoord4svARB; + if (glad_glMultiTexCoord4svARB == NULL && glad_glMultiTexCoord4sv != NULL) glad_glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)glad_glMultiTexCoord4sv; + if (glad_glMultTransposeMatrixd == NULL && glad_glMultTransposeMatrixdARB != NULL) glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)glad_glMultTransposeMatrixdARB; + if (glad_glMultTransposeMatrixdARB == NULL && glad_glMultTransposeMatrixd != NULL) glad_glMultTransposeMatrixdARB = (PFNGLMULTTRANSPOSEMATRIXDARBPROC)glad_glMultTransposeMatrixd; + if (glad_glMultTransposeMatrixf == NULL && glad_glMultTransposeMatrixfARB != NULL) glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)glad_glMultTransposeMatrixfARB; + if (glad_glMultTransposeMatrixfARB == NULL && glad_glMultTransposeMatrixf != NULL) glad_glMultTransposeMatrixfARB = (PFNGLMULTTRANSPOSEMATRIXFARBPROC)glad_glMultTransposeMatrixf; + if (glad_glNamedBufferStorage == NULL && glad_glNamedBufferStorageEXT != NULL) glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)glad_glNamedBufferStorageEXT; + if (glad_glNamedBufferStorageEXT == NULL && glad_glNamedBufferStorage != NULL) glad_glNamedBufferStorageEXT = (PFNGLNAMEDBUFFERSTORAGEEXTPROC)glad_glNamedBufferStorage; + if (glad_glNamedBufferSubData == NULL && glad_glNamedBufferSubDataEXT != NULL) glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)glad_glNamedBufferSubDataEXT; + if (glad_glNamedBufferSubDataEXT == NULL && glad_glNamedBufferSubData != NULL) glad_glNamedBufferSubDataEXT = (PFNGLNAMEDBUFFERSUBDATAEXTPROC)glad_glNamedBufferSubData; + if (glad_glPauseTransformFeedback == NULL && glad_glPauseTransformFeedbackNV != NULL) glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)glad_glPauseTransformFeedbackNV; + if (glad_glPauseTransformFeedbackNV == NULL && glad_glPauseTransformFeedback != NULL) glad_glPauseTransformFeedbackNV = (PFNGLPAUSETRANSFORMFEEDBACKNVPROC)glad_glPauseTransformFeedback; + if (glad_glPointParameterf == NULL && glad_glPointParameterfARB != NULL) glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glad_glPointParameterfARB; + if (glad_glPointParameterf == NULL && glad_glPointParameterfEXT != NULL) glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glad_glPointParameterfEXT; + if (glad_glPointParameterf == NULL && glad_glPointParameterfSGIS != NULL) glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)glad_glPointParameterfSGIS; + if (glad_glPointParameterfARB == NULL && glad_glPointParameterf != NULL) glad_glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glad_glPointParameterf; + if (glad_glPointParameterfARB == NULL && glad_glPointParameterfEXT != NULL) glad_glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glad_glPointParameterfEXT; + if (glad_glPointParameterfARB == NULL && glad_glPointParameterfSGIS != NULL) glad_glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC)glad_glPointParameterfSGIS; + if (glad_glPointParameterfEXT == NULL && glad_glPointParameterf != NULL) glad_glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glad_glPointParameterf; + if (glad_glPointParameterfEXT == NULL && glad_glPointParameterfARB != NULL) glad_glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glad_glPointParameterfARB; + if (glad_glPointParameterfEXT == NULL && glad_glPointParameterfSGIS != NULL) glad_glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)glad_glPointParameterfSGIS; + if (glad_glPointParameterfSGIS == NULL && glad_glPointParameterf != NULL) glad_glPointParameterfSGIS = (PFNGLPOINTPARAMETERFSGISPROC)glad_glPointParameterf; + if (glad_glPointParameterfSGIS == NULL && glad_glPointParameterfARB != NULL) glad_glPointParameterfSGIS = (PFNGLPOINTPARAMETERFSGISPROC)glad_glPointParameterfARB; + if (glad_glPointParameterfSGIS == NULL && glad_glPointParameterfEXT != NULL) glad_glPointParameterfSGIS = (PFNGLPOINTPARAMETERFSGISPROC)glad_glPointParameterfEXT; + if (glad_glPointParameterfv == NULL && glad_glPointParameterfvARB != NULL) glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glad_glPointParameterfvARB; + if (glad_glPointParameterfv == NULL && glad_glPointParameterfvEXT != NULL) glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glad_glPointParameterfvEXT; + if (glad_glPointParameterfv == NULL && glad_glPointParameterfvSGIS != NULL) glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)glad_glPointParameterfvSGIS; + if (glad_glPointParameterfvARB == NULL && glad_glPointParameterfv != NULL) glad_glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glad_glPointParameterfv; + if (glad_glPointParameterfvARB == NULL && glad_glPointParameterfvEXT != NULL) glad_glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glad_glPointParameterfvEXT; + if (glad_glPointParameterfvARB == NULL && glad_glPointParameterfvSGIS != NULL) glad_glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)glad_glPointParameterfvSGIS; + if (glad_glPointParameterfvEXT == NULL && glad_glPointParameterfv != NULL) glad_glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glad_glPointParameterfv; + if (glad_glPointParameterfvEXT == NULL && glad_glPointParameterfvARB != NULL) glad_glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glad_glPointParameterfvARB; + if (glad_glPointParameterfvEXT == NULL && glad_glPointParameterfvSGIS != NULL) glad_glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)glad_glPointParameterfvSGIS; + if (glad_glPointParameterfvSGIS == NULL && glad_glPointParameterfv != NULL) glad_glPointParameterfvSGIS = (PFNGLPOINTPARAMETERFVSGISPROC)glad_glPointParameterfv; + if (glad_glPointParameterfvSGIS == NULL && glad_glPointParameterfvARB != NULL) glad_glPointParameterfvSGIS = (PFNGLPOINTPARAMETERFVSGISPROC)glad_glPointParameterfvARB; + if (glad_glPointParameterfvSGIS == NULL && glad_glPointParameterfvEXT != NULL) glad_glPointParameterfvSGIS = (PFNGLPOINTPARAMETERFVSGISPROC)glad_glPointParameterfvEXT; + if (glad_glPointParameteri == NULL && glad_glPointParameteriNV != NULL) glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)glad_glPointParameteriNV; + if (glad_glPointParameteriNV == NULL && glad_glPointParameteri != NULL) glad_glPointParameteriNV = (PFNGLPOINTPARAMETERINVPROC)glad_glPointParameteri; + if (glad_glPointParameteriv == NULL && glad_glPointParameterivNV != NULL) glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)glad_glPointParameterivNV; + if (glad_glPointParameterivNV == NULL && glad_glPointParameteriv != NULL) glad_glPointParameterivNV = (PFNGLPOINTPARAMETERIVNVPROC)glad_glPointParameteriv; + if (glad_glPolygonOffsetClamp == NULL && glad_glPolygonOffsetClampEXT != NULL) glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)glad_glPolygonOffsetClampEXT; + if (glad_glPolygonOffsetClampEXT == NULL && glad_glPolygonOffsetClamp != NULL) glad_glPolygonOffsetClampEXT = (PFNGLPOLYGONOFFSETCLAMPEXTPROC)glad_glPolygonOffsetClamp; + if (glad_glPrioritizeTextures == NULL && glad_glPrioritizeTexturesEXT != NULL) glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)glad_glPrioritizeTexturesEXT; + if (glad_glPrioritizeTexturesEXT == NULL && glad_glPrioritizeTextures != NULL) glad_glPrioritizeTexturesEXT = (PFNGLPRIORITIZETEXTURESEXTPROC)glad_glPrioritizeTextures; + if (glad_glProgramParameteri == NULL && glad_glProgramParameteriARB != NULL) glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glad_glProgramParameteriARB; + if (glad_glProgramParameteri == NULL && glad_glProgramParameteriEXT != NULL) glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glad_glProgramParameteriEXT; + if (glad_glProgramParameteriARB == NULL && glad_glProgramParameteri != NULL) glad_glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)glad_glProgramParameteri; + if (glad_glProgramParameteriARB == NULL && glad_glProgramParameteriEXT != NULL) glad_glProgramParameteriARB = (PFNGLPROGRAMPARAMETERIARBPROC)glad_glProgramParameteriEXT; + if (glad_glProgramParameteriEXT == NULL && glad_glProgramParameteri != NULL) glad_glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)glad_glProgramParameteri; + if (glad_glProgramParameteriEXT == NULL && glad_glProgramParameteriARB != NULL) glad_glProgramParameteriEXT = (PFNGLPROGRAMPARAMETERIEXTPROC)glad_glProgramParameteriARB; + if (glad_glProgramUniform1f == NULL && glad_glProgramUniform1fEXT != NULL) glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)glad_glProgramUniform1fEXT; + if (glad_glProgramUniform1fEXT == NULL && glad_glProgramUniform1f != NULL) glad_glProgramUniform1fEXT = (PFNGLPROGRAMUNIFORM1FEXTPROC)glad_glProgramUniform1f; + if (glad_glProgramUniform1fv == NULL && glad_glProgramUniform1fvEXT != NULL) glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)glad_glProgramUniform1fvEXT; + if (glad_glProgramUniform1fvEXT == NULL && glad_glProgramUniform1fv != NULL) glad_glProgramUniform1fvEXT = (PFNGLPROGRAMUNIFORM1FVEXTPROC)glad_glProgramUniform1fv; + if (glad_glProgramUniform1i == NULL && glad_glProgramUniform1iEXT != NULL) glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)glad_glProgramUniform1iEXT; + if (glad_glProgramUniform1iEXT == NULL && glad_glProgramUniform1i != NULL) glad_glProgramUniform1iEXT = (PFNGLPROGRAMUNIFORM1IEXTPROC)glad_glProgramUniform1i; + if (glad_glProgramUniform1iv == NULL && glad_glProgramUniform1ivEXT != NULL) glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)glad_glProgramUniform1ivEXT; + if (glad_glProgramUniform1ivEXT == NULL && glad_glProgramUniform1iv != NULL) glad_glProgramUniform1ivEXT = (PFNGLPROGRAMUNIFORM1IVEXTPROC)glad_glProgramUniform1iv; + if (glad_glProgramUniform1ui == NULL && glad_glProgramUniform1uiEXT != NULL) glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)glad_glProgramUniform1uiEXT; + if (glad_glProgramUniform1uiEXT == NULL && glad_glProgramUniform1ui != NULL) glad_glProgramUniform1uiEXT = (PFNGLPROGRAMUNIFORM1UIEXTPROC)glad_glProgramUniform1ui; + if (glad_glProgramUniform1uiv == NULL && glad_glProgramUniform1uivEXT != NULL) glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)glad_glProgramUniform1uivEXT; + if (glad_glProgramUniform1uivEXT == NULL && glad_glProgramUniform1uiv != NULL) glad_glProgramUniform1uivEXT = (PFNGLPROGRAMUNIFORM1UIVEXTPROC)glad_glProgramUniform1uiv; + if (glad_glProgramUniform2f == NULL && glad_glProgramUniform2fEXT != NULL) glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)glad_glProgramUniform2fEXT; + if (glad_glProgramUniform2fEXT == NULL && glad_glProgramUniform2f != NULL) glad_glProgramUniform2fEXT = (PFNGLPROGRAMUNIFORM2FEXTPROC)glad_glProgramUniform2f; + if (glad_glProgramUniform2fv == NULL && glad_glProgramUniform2fvEXT != NULL) glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)glad_glProgramUniform2fvEXT; + if (glad_glProgramUniform2fvEXT == NULL && glad_glProgramUniform2fv != NULL) glad_glProgramUniform2fvEXT = (PFNGLPROGRAMUNIFORM2FVEXTPROC)glad_glProgramUniform2fv; + if (glad_glProgramUniform2i == NULL && glad_glProgramUniform2iEXT != NULL) glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)glad_glProgramUniform2iEXT; + if (glad_glProgramUniform2iEXT == NULL && glad_glProgramUniform2i != NULL) glad_glProgramUniform2iEXT = (PFNGLPROGRAMUNIFORM2IEXTPROC)glad_glProgramUniform2i; + if (glad_glProgramUniform2iv == NULL && glad_glProgramUniform2ivEXT != NULL) glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)glad_glProgramUniform2ivEXT; + if (glad_glProgramUniform2ivEXT == NULL && glad_glProgramUniform2iv != NULL) glad_glProgramUniform2ivEXT = (PFNGLPROGRAMUNIFORM2IVEXTPROC)glad_glProgramUniform2iv; + if (glad_glProgramUniform2ui == NULL && glad_glProgramUniform2uiEXT != NULL) glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)glad_glProgramUniform2uiEXT; + if (glad_glProgramUniform2uiEXT == NULL && glad_glProgramUniform2ui != NULL) glad_glProgramUniform2uiEXT = (PFNGLPROGRAMUNIFORM2UIEXTPROC)glad_glProgramUniform2ui; + if (glad_glProgramUniform2uiv == NULL && glad_glProgramUniform2uivEXT != NULL) glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)glad_glProgramUniform2uivEXT; + if (glad_glProgramUniform2uivEXT == NULL && glad_glProgramUniform2uiv != NULL) glad_glProgramUniform2uivEXT = (PFNGLPROGRAMUNIFORM2UIVEXTPROC)glad_glProgramUniform2uiv; + if (glad_glProgramUniform3f == NULL && glad_glProgramUniform3fEXT != NULL) glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)glad_glProgramUniform3fEXT; + if (glad_glProgramUniform3fEXT == NULL && glad_glProgramUniform3f != NULL) glad_glProgramUniform3fEXT = (PFNGLPROGRAMUNIFORM3FEXTPROC)glad_glProgramUniform3f; + if (glad_glProgramUniform3fv == NULL && glad_glProgramUniform3fvEXT != NULL) glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)glad_glProgramUniform3fvEXT; + if (glad_glProgramUniform3fvEXT == NULL && glad_glProgramUniform3fv != NULL) glad_glProgramUniform3fvEXT = (PFNGLPROGRAMUNIFORM3FVEXTPROC)glad_glProgramUniform3fv; + if (glad_glProgramUniform3i == NULL && glad_glProgramUniform3iEXT != NULL) glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)glad_glProgramUniform3iEXT; + if (glad_glProgramUniform3iEXT == NULL && glad_glProgramUniform3i != NULL) glad_glProgramUniform3iEXT = (PFNGLPROGRAMUNIFORM3IEXTPROC)glad_glProgramUniform3i; + if (glad_glProgramUniform3iv == NULL && glad_glProgramUniform3ivEXT != NULL) glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)glad_glProgramUniform3ivEXT; + if (glad_glProgramUniform3ivEXT == NULL && glad_glProgramUniform3iv != NULL) glad_glProgramUniform3ivEXT = (PFNGLPROGRAMUNIFORM3IVEXTPROC)glad_glProgramUniform3iv; + if (glad_glProgramUniform3ui == NULL && glad_glProgramUniform3uiEXT != NULL) glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)glad_glProgramUniform3uiEXT; + if (glad_glProgramUniform3uiEXT == NULL && glad_glProgramUniform3ui != NULL) glad_glProgramUniform3uiEXT = (PFNGLPROGRAMUNIFORM3UIEXTPROC)glad_glProgramUniform3ui; + if (glad_glProgramUniform3uiv == NULL && glad_glProgramUniform3uivEXT != NULL) glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)glad_glProgramUniform3uivEXT; + if (glad_glProgramUniform3uivEXT == NULL && glad_glProgramUniform3uiv != NULL) glad_glProgramUniform3uivEXT = (PFNGLPROGRAMUNIFORM3UIVEXTPROC)glad_glProgramUniform3uiv; + if (glad_glProgramUniform4f == NULL && glad_glProgramUniform4fEXT != NULL) glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)glad_glProgramUniform4fEXT; + if (glad_glProgramUniform4fEXT == NULL && glad_glProgramUniform4f != NULL) glad_glProgramUniform4fEXT = (PFNGLPROGRAMUNIFORM4FEXTPROC)glad_glProgramUniform4f; + if (glad_glProgramUniform4fv == NULL && glad_glProgramUniform4fvEXT != NULL) glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)glad_glProgramUniform4fvEXT; + if (glad_glProgramUniform4fvEXT == NULL && glad_glProgramUniform4fv != NULL) glad_glProgramUniform4fvEXT = (PFNGLPROGRAMUNIFORM4FVEXTPROC)glad_glProgramUniform4fv; + if (glad_glProgramUniform4i == NULL && glad_glProgramUniform4iEXT != NULL) glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)glad_glProgramUniform4iEXT; + if (glad_glProgramUniform4iEXT == NULL && glad_glProgramUniform4i != NULL) glad_glProgramUniform4iEXT = (PFNGLPROGRAMUNIFORM4IEXTPROC)glad_glProgramUniform4i; + if (glad_glProgramUniform4iv == NULL && glad_glProgramUniform4ivEXT != NULL) glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)glad_glProgramUniform4ivEXT; + if (glad_glProgramUniform4ivEXT == NULL && glad_glProgramUniform4iv != NULL) glad_glProgramUniform4ivEXT = (PFNGLPROGRAMUNIFORM4IVEXTPROC)glad_glProgramUniform4iv; + if (glad_glProgramUniform4ui == NULL && glad_glProgramUniform4uiEXT != NULL) glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)glad_glProgramUniform4uiEXT; + if (glad_glProgramUniform4uiEXT == NULL && glad_glProgramUniform4ui != NULL) glad_glProgramUniform4uiEXT = (PFNGLPROGRAMUNIFORM4UIEXTPROC)glad_glProgramUniform4ui; + if (glad_glProgramUniform4uiv == NULL && glad_glProgramUniform4uivEXT != NULL) glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)glad_glProgramUniform4uivEXT; + if (glad_glProgramUniform4uivEXT == NULL && glad_glProgramUniform4uiv != NULL) glad_glProgramUniform4uivEXT = (PFNGLPROGRAMUNIFORM4UIVEXTPROC)glad_glProgramUniform4uiv; + if (glad_glProgramUniformMatrix2fv == NULL && glad_glProgramUniformMatrix2fvEXT != NULL) glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)glad_glProgramUniformMatrix2fvEXT; + if (glad_glProgramUniformMatrix2fvEXT == NULL && glad_glProgramUniformMatrix2fv != NULL) glad_glProgramUniformMatrix2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC)glad_glProgramUniformMatrix2fv; + if (glad_glProgramUniformMatrix2x3fv == NULL && glad_glProgramUniformMatrix2x3fvEXT != NULL) glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)glad_glProgramUniformMatrix2x3fvEXT; + if (glad_glProgramUniformMatrix2x3fvEXT == NULL && glad_glProgramUniformMatrix2x3fv != NULL) glad_glProgramUniformMatrix2x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC)glad_glProgramUniformMatrix2x3fv; + if (glad_glProgramUniformMatrix2x4fv == NULL && glad_glProgramUniformMatrix2x4fvEXT != NULL) glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)glad_glProgramUniformMatrix2x4fvEXT; + if (glad_glProgramUniformMatrix2x4fvEXT == NULL && glad_glProgramUniformMatrix2x4fv != NULL) glad_glProgramUniformMatrix2x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC)glad_glProgramUniformMatrix2x4fv; + if (glad_glProgramUniformMatrix3fv == NULL && glad_glProgramUniformMatrix3fvEXT != NULL) glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)glad_glProgramUniformMatrix3fvEXT; + if (glad_glProgramUniformMatrix3fvEXT == NULL && glad_glProgramUniformMatrix3fv != NULL) glad_glProgramUniformMatrix3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC)glad_glProgramUniformMatrix3fv; + if (glad_glProgramUniformMatrix3x2fv == NULL && glad_glProgramUniformMatrix3x2fvEXT != NULL) glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)glad_glProgramUniformMatrix3x2fvEXT; + if (glad_glProgramUniformMatrix3x2fvEXT == NULL && glad_glProgramUniformMatrix3x2fv != NULL) glad_glProgramUniformMatrix3x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC)glad_glProgramUniformMatrix3x2fv; + if (glad_glProgramUniformMatrix3x4fv == NULL && glad_glProgramUniformMatrix3x4fvEXT != NULL) glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)glad_glProgramUniformMatrix3x4fvEXT; + if (glad_glProgramUniformMatrix3x4fvEXT == NULL && glad_glProgramUniformMatrix3x4fv != NULL) glad_glProgramUniformMatrix3x4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC)glad_glProgramUniformMatrix3x4fv; + if (glad_glProgramUniformMatrix4fv == NULL && glad_glProgramUniformMatrix4fvEXT != NULL) glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)glad_glProgramUniformMatrix4fvEXT; + if (glad_glProgramUniformMatrix4fvEXT == NULL && glad_glProgramUniformMatrix4fv != NULL) glad_glProgramUniformMatrix4fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC)glad_glProgramUniformMatrix4fv; + if (glad_glProgramUniformMatrix4x2fv == NULL && glad_glProgramUniformMatrix4x2fvEXT != NULL) glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)glad_glProgramUniformMatrix4x2fvEXT; + if (glad_glProgramUniformMatrix4x2fvEXT == NULL && glad_glProgramUniformMatrix4x2fv != NULL) glad_glProgramUniformMatrix4x2fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC)glad_glProgramUniformMatrix4x2fv; + if (glad_glProgramUniformMatrix4x3fv == NULL && glad_glProgramUniformMatrix4x3fvEXT != NULL) glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)glad_glProgramUniformMatrix4x3fvEXT; + if (glad_glProgramUniformMatrix4x3fvEXT == NULL && glad_glProgramUniformMatrix4x3fv != NULL) glad_glProgramUniformMatrix4x3fvEXT = (PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC)glad_glProgramUniformMatrix4x3fv; + if (glad_glProvokingVertex == NULL && glad_glProvokingVertexEXT != NULL) glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)glad_glProvokingVertexEXT; + if (glad_glProvokingVertexEXT == NULL && glad_glProvokingVertex != NULL) glad_glProvokingVertexEXT = (PFNGLPROVOKINGVERTEXEXTPROC)glad_glProvokingVertex; + if (glad_glReadnPixels == NULL && glad_glReadnPixelsARB != NULL) glad_glReadnPixels = (PFNGLREADNPIXELSPROC)glad_glReadnPixelsARB; + if (glad_glReadnPixelsARB == NULL && glad_glReadnPixels != NULL) glad_glReadnPixelsARB = (PFNGLREADNPIXELSARBPROC)glad_glReadnPixels; + if (glad_glRenderbufferStorage == NULL && glad_glRenderbufferStorageEXT != NULL) glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glad_glRenderbufferStorageEXT; + if (glad_glRenderbufferStorageEXT == NULL && glad_glRenderbufferStorage != NULL) glad_glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)glad_glRenderbufferStorage; + if (glad_glRenderbufferStorageMultisample == NULL && glad_glRenderbufferStorageMultisampleEXT != NULL) glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)glad_glRenderbufferStorageMultisampleEXT; + if (glad_glRenderbufferStorageMultisampleEXT == NULL && glad_glRenderbufferStorageMultisample != NULL) glad_glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)glad_glRenderbufferStorageMultisample; + if (glad_glResetHistogram == NULL && glad_glResetHistogramEXT != NULL) glad_glResetHistogram = (PFNGLRESETHISTOGRAMPROC)glad_glResetHistogramEXT; + if (glad_glResetHistogramEXT == NULL && glad_glResetHistogram != NULL) glad_glResetHistogramEXT = (PFNGLRESETHISTOGRAMEXTPROC)glad_glResetHistogram; + if (glad_glResetMinmax == NULL && glad_glResetMinmaxEXT != NULL) glad_glResetMinmax = (PFNGLRESETMINMAXPROC)glad_glResetMinmaxEXT; + if (glad_glResetMinmaxEXT == NULL && glad_glResetMinmax != NULL) glad_glResetMinmaxEXT = (PFNGLRESETMINMAXEXTPROC)glad_glResetMinmax; + if (glad_glResumeTransformFeedback == NULL && glad_glResumeTransformFeedbackNV != NULL) glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)glad_glResumeTransformFeedbackNV; + if (glad_glResumeTransformFeedbackNV == NULL && glad_glResumeTransformFeedback != NULL) glad_glResumeTransformFeedbackNV = (PFNGLRESUMETRANSFORMFEEDBACKNVPROC)glad_glResumeTransformFeedback; + if (glad_glSampleCoverage == NULL && glad_glSampleCoverageARB != NULL) glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)glad_glSampleCoverageARB; + if (glad_glSampleCoverageARB == NULL && glad_glSampleCoverage != NULL) glad_glSampleCoverageARB = (PFNGLSAMPLECOVERAGEARBPROC)glad_glSampleCoverage; + if (glad_glSampleMaskEXT == NULL && glad_glSampleMaskSGIS != NULL) glad_glSampleMaskEXT = (PFNGLSAMPLEMASKEXTPROC)glad_glSampleMaskSGIS; + if (glad_glSampleMaskSGIS == NULL && glad_glSampleMaskEXT != NULL) glad_glSampleMaskSGIS = (PFNGLSAMPLEMASKSGISPROC)glad_glSampleMaskEXT; + if (glad_glSamplePatternEXT == NULL && glad_glSamplePatternSGIS != NULL) glad_glSamplePatternEXT = (PFNGLSAMPLEPATTERNEXTPROC)glad_glSamplePatternSGIS; + if (glad_glSamplePatternSGIS == NULL && glad_glSamplePatternEXT != NULL) glad_glSamplePatternSGIS = (PFNGLSAMPLEPATTERNSGISPROC)glad_glSamplePatternEXT; + if (glad_glSecondaryColor3b == NULL && glad_glSecondaryColor3bEXT != NULL) glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)glad_glSecondaryColor3bEXT; + if (glad_glSecondaryColor3bEXT == NULL && glad_glSecondaryColor3b != NULL) glad_glSecondaryColor3bEXT = (PFNGLSECONDARYCOLOR3BEXTPROC)glad_glSecondaryColor3b; + if (glad_glSecondaryColor3bv == NULL && glad_glSecondaryColor3bvEXT != NULL) glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)glad_glSecondaryColor3bvEXT; + if (glad_glSecondaryColor3bvEXT == NULL && glad_glSecondaryColor3bv != NULL) glad_glSecondaryColor3bvEXT = (PFNGLSECONDARYCOLOR3BVEXTPROC)glad_glSecondaryColor3bv; + if (glad_glSecondaryColor3d == NULL && glad_glSecondaryColor3dEXT != NULL) glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)glad_glSecondaryColor3dEXT; + if (glad_glSecondaryColor3dEXT == NULL && glad_glSecondaryColor3d != NULL) glad_glSecondaryColor3dEXT = (PFNGLSECONDARYCOLOR3DEXTPROC)glad_glSecondaryColor3d; + if (glad_glSecondaryColor3dv == NULL && glad_glSecondaryColor3dvEXT != NULL) glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)glad_glSecondaryColor3dvEXT; + if (glad_glSecondaryColor3dvEXT == NULL && glad_glSecondaryColor3dv != NULL) glad_glSecondaryColor3dvEXT = (PFNGLSECONDARYCOLOR3DVEXTPROC)glad_glSecondaryColor3dv; + if (glad_glSecondaryColor3f == NULL && glad_glSecondaryColor3fEXT != NULL) glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)glad_glSecondaryColor3fEXT; + if (glad_glSecondaryColor3fEXT == NULL && glad_glSecondaryColor3f != NULL) glad_glSecondaryColor3fEXT = (PFNGLSECONDARYCOLOR3FEXTPROC)glad_glSecondaryColor3f; + if (glad_glSecondaryColor3fv == NULL && glad_glSecondaryColor3fvEXT != NULL) glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)glad_glSecondaryColor3fvEXT; + if (glad_glSecondaryColor3fvEXT == NULL && glad_glSecondaryColor3fv != NULL) glad_glSecondaryColor3fvEXT = (PFNGLSECONDARYCOLOR3FVEXTPROC)glad_glSecondaryColor3fv; + if (glad_glSecondaryColor3i == NULL && glad_glSecondaryColor3iEXT != NULL) glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)glad_glSecondaryColor3iEXT; + if (glad_glSecondaryColor3iEXT == NULL && glad_glSecondaryColor3i != NULL) glad_glSecondaryColor3iEXT = (PFNGLSECONDARYCOLOR3IEXTPROC)glad_glSecondaryColor3i; + if (glad_glSecondaryColor3iv == NULL && glad_glSecondaryColor3ivEXT != NULL) glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)glad_glSecondaryColor3ivEXT; + if (glad_glSecondaryColor3ivEXT == NULL && glad_glSecondaryColor3iv != NULL) glad_glSecondaryColor3ivEXT = (PFNGLSECONDARYCOLOR3IVEXTPROC)glad_glSecondaryColor3iv; + if (glad_glSecondaryColor3s == NULL && glad_glSecondaryColor3sEXT != NULL) glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)glad_glSecondaryColor3sEXT; + if (glad_glSecondaryColor3sEXT == NULL && glad_glSecondaryColor3s != NULL) glad_glSecondaryColor3sEXT = (PFNGLSECONDARYCOLOR3SEXTPROC)glad_glSecondaryColor3s; + if (glad_glSecondaryColor3sv == NULL && glad_glSecondaryColor3svEXT != NULL) glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)glad_glSecondaryColor3svEXT; + if (glad_glSecondaryColor3svEXT == NULL && glad_glSecondaryColor3sv != NULL) glad_glSecondaryColor3svEXT = (PFNGLSECONDARYCOLOR3SVEXTPROC)glad_glSecondaryColor3sv; + if (glad_glSecondaryColor3ub == NULL && glad_glSecondaryColor3ubEXT != NULL) glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)glad_glSecondaryColor3ubEXT; + if (glad_glSecondaryColor3ubEXT == NULL && glad_glSecondaryColor3ub != NULL) glad_glSecondaryColor3ubEXT = (PFNGLSECONDARYCOLOR3UBEXTPROC)glad_glSecondaryColor3ub; + if (glad_glSecondaryColor3ubv == NULL && glad_glSecondaryColor3ubvEXT != NULL) glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)glad_glSecondaryColor3ubvEXT; + if (glad_glSecondaryColor3ubvEXT == NULL && glad_glSecondaryColor3ubv != NULL) glad_glSecondaryColor3ubvEXT = (PFNGLSECONDARYCOLOR3UBVEXTPROC)glad_glSecondaryColor3ubv; + if (glad_glSecondaryColor3ui == NULL && glad_glSecondaryColor3uiEXT != NULL) glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)glad_glSecondaryColor3uiEXT; + if (glad_glSecondaryColor3uiEXT == NULL && glad_glSecondaryColor3ui != NULL) glad_glSecondaryColor3uiEXT = (PFNGLSECONDARYCOLOR3UIEXTPROC)glad_glSecondaryColor3ui; + if (glad_glSecondaryColor3uiv == NULL && glad_glSecondaryColor3uivEXT != NULL) glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)glad_glSecondaryColor3uivEXT; + if (glad_glSecondaryColor3uivEXT == NULL && glad_glSecondaryColor3uiv != NULL) glad_glSecondaryColor3uivEXT = (PFNGLSECONDARYCOLOR3UIVEXTPROC)glad_glSecondaryColor3uiv; + if (glad_glSecondaryColor3us == NULL && glad_glSecondaryColor3usEXT != NULL) glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)glad_glSecondaryColor3usEXT; + if (glad_glSecondaryColor3usEXT == NULL && glad_glSecondaryColor3us != NULL) glad_glSecondaryColor3usEXT = (PFNGLSECONDARYCOLOR3USEXTPROC)glad_glSecondaryColor3us; + if (glad_glSecondaryColor3usv == NULL && glad_glSecondaryColor3usvEXT != NULL) glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)glad_glSecondaryColor3usvEXT; + if (glad_glSecondaryColor3usvEXT == NULL && glad_glSecondaryColor3usv != NULL) glad_glSecondaryColor3usvEXT = (PFNGLSECONDARYCOLOR3USVEXTPROC)glad_glSecondaryColor3usv; + if (glad_glSecondaryColorPointer == NULL && glad_glSecondaryColorPointerEXT != NULL) glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)glad_glSecondaryColorPointerEXT; + if (glad_glSecondaryColorPointerEXT == NULL && glad_glSecondaryColorPointer != NULL) glad_glSecondaryColorPointerEXT = (PFNGLSECONDARYCOLORPOINTEREXTPROC)glad_glSecondaryColorPointer; + if (glad_glSeparableFilter2D == NULL && glad_glSeparableFilter2DEXT != NULL) glad_glSeparableFilter2D = (PFNGLSEPARABLEFILTER2DPROC)glad_glSeparableFilter2DEXT; + if (glad_glSeparableFilter2DEXT == NULL && glad_glSeparableFilter2D != NULL) glad_glSeparableFilter2DEXT = (PFNGLSEPARABLEFILTER2DEXTPROC)glad_glSeparableFilter2D; + if (glad_glShaderSource == NULL && glad_glShaderSourceARB != NULL) glad_glShaderSource = (PFNGLSHADERSOURCEPROC)glad_glShaderSourceARB; + if (glad_glShaderSourceARB == NULL && glad_glShaderSource != NULL) glad_glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)glad_glShaderSource; + if (glad_glStencilOpSeparate == NULL && glad_glStencilOpSeparateATI != NULL) glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)glad_glStencilOpSeparateATI; + if (glad_glStencilOpSeparateATI == NULL && glad_glStencilOpSeparate != NULL) glad_glStencilOpSeparateATI = (PFNGLSTENCILOPSEPARATEATIPROC)glad_glStencilOpSeparate; + if (glad_glTexBuffer == NULL && glad_glTexBufferARB != NULL) glad_glTexBuffer = (PFNGLTEXBUFFERPROC)glad_glTexBufferARB; + if (glad_glTexBuffer == NULL && glad_glTexBufferEXT != NULL) glad_glTexBuffer = (PFNGLTEXBUFFERPROC)glad_glTexBufferEXT; + if (glad_glTexBufferARB == NULL && glad_glTexBuffer != NULL) glad_glTexBufferARB = (PFNGLTEXBUFFERARBPROC)glad_glTexBuffer; + if (glad_glTexBufferARB == NULL && glad_glTexBufferEXT != NULL) glad_glTexBufferARB = (PFNGLTEXBUFFERARBPROC)glad_glTexBufferEXT; + if (glad_glTexBufferEXT == NULL && glad_glTexBuffer != NULL) glad_glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)glad_glTexBuffer; + if (glad_glTexBufferEXT == NULL && glad_glTexBufferARB != NULL) glad_glTexBufferEXT = (PFNGLTEXBUFFEREXTPROC)glad_glTexBufferARB; + if (glad_glTexImage3D == NULL && glad_glTexImage3DEXT != NULL) glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)glad_glTexImage3DEXT; + if (glad_glTexImage3DEXT == NULL && glad_glTexImage3D != NULL) glad_glTexImage3DEXT = (PFNGLTEXIMAGE3DEXTPROC)glad_glTexImage3D; + if (glad_glTexParameterIiv == NULL && glad_glTexParameterIivEXT != NULL) glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)glad_glTexParameterIivEXT; + if (glad_glTexParameterIivEXT == NULL && glad_glTexParameterIiv != NULL) glad_glTexParameterIivEXT = (PFNGLTEXPARAMETERIIVEXTPROC)glad_glTexParameterIiv; + if (glad_glTexParameterIuiv == NULL && glad_glTexParameterIuivEXT != NULL) glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)glad_glTexParameterIuivEXT; + if (glad_glTexParameterIuivEXT == NULL && glad_glTexParameterIuiv != NULL) glad_glTexParameterIuivEXT = (PFNGLTEXPARAMETERIUIVEXTPROC)glad_glTexParameterIuiv; + if (glad_glTexSubImage1D == NULL && glad_glTexSubImage1DEXT != NULL) glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)glad_glTexSubImage1DEXT; + if (glad_glTexSubImage1DEXT == NULL && glad_glTexSubImage1D != NULL) glad_glTexSubImage1DEXT = (PFNGLTEXSUBIMAGE1DEXTPROC)glad_glTexSubImage1D; + if (glad_glTexSubImage2D == NULL && glad_glTexSubImage2DEXT != NULL) glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)glad_glTexSubImage2DEXT; + if (glad_glTexSubImage2DEXT == NULL && glad_glTexSubImage2D != NULL) glad_glTexSubImage2DEXT = (PFNGLTEXSUBIMAGE2DEXTPROC)glad_glTexSubImage2D; + if (glad_glTexSubImage3D == NULL && glad_glTexSubImage3DEXT != NULL) glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)glad_glTexSubImage3DEXT; + if (glad_glTexSubImage3DEXT == NULL && glad_glTexSubImage3D != NULL) glad_glTexSubImage3DEXT = (PFNGLTEXSUBIMAGE3DEXTPROC)glad_glTexSubImage3D; + if (glad_glTransformFeedbackVaryings == NULL && glad_glTransformFeedbackVaryingsEXT != NULL) glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)glad_glTransformFeedbackVaryingsEXT; + if (glad_glTransformFeedbackVaryingsEXT == NULL && glad_glTransformFeedbackVaryings != NULL) glad_glTransformFeedbackVaryingsEXT = (PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC)glad_glTransformFeedbackVaryings; + if (glad_glUniform1f == NULL && glad_glUniform1fARB != NULL) glad_glUniform1f = (PFNGLUNIFORM1FPROC)glad_glUniform1fARB; + if (glad_glUniform1fARB == NULL && glad_glUniform1f != NULL) glad_glUniform1fARB = (PFNGLUNIFORM1FARBPROC)glad_glUniform1f; + if (glad_glUniform1fv == NULL && glad_glUniform1fvARB != NULL) glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)glad_glUniform1fvARB; + if (glad_glUniform1fvARB == NULL && glad_glUniform1fv != NULL) glad_glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)glad_glUniform1fv; + if (glad_glUniform1i == NULL && glad_glUniform1iARB != NULL) glad_glUniform1i = (PFNGLUNIFORM1IPROC)glad_glUniform1iARB; + if (glad_glUniform1iARB == NULL && glad_glUniform1i != NULL) glad_glUniform1iARB = (PFNGLUNIFORM1IARBPROC)glad_glUniform1i; + if (glad_glUniform1iv == NULL && glad_glUniform1ivARB != NULL) glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)glad_glUniform1ivARB; + if (glad_glUniform1ivARB == NULL && glad_glUniform1iv != NULL) glad_glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)glad_glUniform1iv; + if (glad_glUniform1ui == NULL && glad_glUniform1uiEXT != NULL) glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)glad_glUniform1uiEXT; + if (glad_glUniform1uiEXT == NULL && glad_glUniform1ui != NULL) glad_glUniform1uiEXT = (PFNGLUNIFORM1UIEXTPROC)glad_glUniform1ui; + if (glad_glUniform1uiv == NULL && glad_glUniform1uivEXT != NULL) glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)glad_glUniform1uivEXT; + if (glad_glUniform1uivEXT == NULL && glad_glUniform1uiv != NULL) glad_glUniform1uivEXT = (PFNGLUNIFORM1UIVEXTPROC)glad_glUniform1uiv; + if (glad_glUniform2f == NULL && glad_glUniform2fARB != NULL) glad_glUniform2f = (PFNGLUNIFORM2FPROC)glad_glUniform2fARB; + if (glad_glUniform2fARB == NULL && glad_glUniform2f != NULL) glad_glUniform2fARB = (PFNGLUNIFORM2FARBPROC)glad_glUniform2f; + if (glad_glUniform2fv == NULL && glad_glUniform2fvARB != NULL) glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)glad_glUniform2fvARB; + if (glad_glUniform2fvARB == NULL && glad_glUniform2fv != NULL) glad_glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)glad_glUniform2fv; + if (glad_glUniform2i == NULL && glad_glUniform2iARB != NULL) glad_glUniform2i = (PFNGLUNIFORM2IPROC)glad_glUniform2iARB; + if (glad_glUniform2iARB == NULL && glad_glUniform2i != NULL) glad_glUniform2iARB = (PFNGLUNIFORM2IARBPROC)glad_glUniform2i; + if (glad_glUniform2iv == NULL && glad_glUniform2ivARB != NULL) glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)glad_glUniform2ivARB; + if (glad_glUniform2ivARB == NULL && glad_glUniform2iv != NULL) glad_glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)glad_glUniform2iv; + if (glad_glUniform2ui == NULL && glad_glUniform2uiEXT != NULL) glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)glad_glUniform2uiEXT; + if (glad_glUniform2uiEXT == NULL && glad_glUniform2ui != NULL) glad_glUniform2uiEXT = (PFNGLUNIFORM2UIEXTPROC)glad_glUniform2ui; + if (glad_glUniform2uiv == NULL && glad_glUniform2uivEXT != NULL) glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)glad_glUniform2uivEXT; + if (glad_glUniform2uivEXT == NULL && glad_glUniform2uiv != NULL) glad_glUniform2uivEXT = (PFNGLUNIFORM2UIVEXTPROC)glad_glUniform2uiv; + if (glad_glUniform3f == NULL && glad_glUniform3fARB != NULL) glad_glUniform3f = (PFNGLUNIFORM3FPROC)glad_glUniform3fARB; + if (glad_glUniform3fARB == NULL && glad_glUniform3f != NULL) glad_glUniform3fARB = (PFNGLUNIFORM3FARBPROC)glad_glUniform3f; + if (glad_glUniform3fv == NULL && glad_glUniform3fvARB != NULL) glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)glad_glUniform3fvARB; + if (glad_glUniform3fvARB == NULL && glad_glUniform3fv != NULL) glad_glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)glad_glUniform3fv; + if (glad_glUniform3i == NULL && glad_glUniform3iARB != NULL) glad_glUniform3i = (PFNGLUNIFORM3IPROC)glad_glUniform3iARB; + if (glad_glUniform3iARB == NULL && glad_glUniform3i != NULL) glad_glUniform3iARB = (PFNGLUNIFORM3IARBPROC)glad_glUniform3i; + if (glad_glUniform3iv == NULL && glad_glUniform3ivARB != NULL) glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)glad_glUniform3ivARB; + if (glad_glUniform3ivARB == NULL && glad_glUniform3iv != NULL) glad_glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)glad_glUniform3iv; + if (glad_glUniform3ui == NULL && glad_glUniform3uiEXT != NULL) glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)glad_glUniform3uiEXT; + if (glad_glUniform3uiEXT == NULL && glad_glUniform3ui != NULL) glad_glUniform3uiEXT = (PFNGLUNIFORM3UIEXTPROC)glad_glUniform3ui; + if (glad_glUniform3uiv == NULL && glad_glUniform3uivEXT != NULL) glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)glad_glUniform3uivEXT; + if (glad_glUniform3uivEXT == NULL && glad_glUniform3uiv != NULL) glad_glUniform3uivEXT = (PFNGLUNIFORM3UIVEXTPROC)glad_glUniform3uiv; + if (glad_glUniform4f == NULL && glad_glUniform4fARB != NULL) glad_glUniform4f = (PFNGLUNIFORM4FPROC)glad_glUniform4fARB; + if (glad_glUniform4fARB == NULL && glad_glUniform4f != NULL) glad_glUniform4fARB = (PFNGLUNIFORM4FARBPROC)glad_glUniform4f; + if (glad_glUniform4fv == NULL && glad_glUniform4fvARB != NULL) glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)glad_glUniform4fvARB; + if (glad_glUniform4fvARB == NULL && glad_glUniform4fv != NULL) glad_glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)glad_glUniform4fv; + if (glad_glUniform4i == NULL && glad_glUniform4iARB != NULL) glad_glUniform4i = (PFNGLUNIFORM4IPROC)glad_glUniform4iARB; + if (glad_glUniform4iARB == NULL && glad_glUniform4i != NULL) glad_glUniform4iARB = (PFNGLUNIFORM4IARBPROC)glad_glUniform4i; + if (glad_glUniform4iv == NULL && glad_glUniform4ivARB != NULL) glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)glad_glUniform4ivARB; + if (glad_glUniform4ivARB == NULL && glad_glUniform4iv != NULL) glad_glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)glad_glUniform4iv; + if (glad_glUniform4ui == NULL && glad_glUniform4uiEXT != NULL) glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)glad_glUniform4uiEXT; + if (glad_glUniform4uiEXT == NULL && glad_glUniform4ui != NULL) glad_glUniform4uiEXT = (PFNGLUNIFORM4UIEXTPROC)glad_glUniform4ui; + if (glad_glUniform4uiv == NULL && glad_glUniform4uivEXT != NULL) glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)glad_glUniform4uivEXT; + if (glad_glUniform4uivEXT == NULL && glad_glUniform4uiv != NULL) glad_glUniform4uivEXT = (PFNGLUNIFORM4UIVEXTPROC)glad_glUniform4uiv; + if (glad_glUniformMatrix2fv == NULL && glad_glUniformMatrix2fvARB != NULL) glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)glad_glUniformMatrix2fvARB; + if (glad_glUniformMatrix2fvARB == NULL && glad_glUniformMatrix2fv != NULL) glad_glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC)glad_glUniformMatrix2fv; + if (glad_glUniformMatrix3fv == NULL && glad_glUniformMatrix3fvARB != NULL) glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)glad_glUniformMatrix3fvARB; + if (glad_glUniformMatrix3fvARB == NULL && glad_glUniformMatrix3fv != NULL) glad_glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC)glad_glUniformMatrix3fv; + if (glad_glUniformMatrix4fv == NULL && glad_glUniformMatrix4fvARB != NULL) glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)glad_glUniformMatrix4fvARB; + if (glad_glUniformMatrix4fvARB == NULL && glad_glUniformMatrix4fv != NULL) glad_glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC)glad_glUniformMatrix4fv; + if (glad_glUnmapBuffer == NULL && glad_glUnmapBufferARB != NULL) glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glad_glUnmapBufferARB; + if (glad_glUnmapBufferARB == NULL && glad_glUnmapBuffer != NULL) glad_glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)glad_glUnmapBuffer; + if (glad_glUseProgram == NULL && glad_glUseProgramObjectARB != NULL) glad_glUseProgram = (PFNGLUSEPROGRAMPROC)glad_glUseProgramObjectARB; + if (glad_glUseProgramObjectARB == NULL && glad_glUseProgram != NULL) glad_glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)glad_glUseProgram; + if (glad_glValidateProgram == NULL && glad_glValidateProgramARB != NULL) glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)glad_glValidateProgramARB; + if (glad_glValidateProgramARB == NULL && glad_glValidateProgram != NULL) glad_glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC)glad_glValidateProgram; + if (glad_glVertexAttrib1d == NULL && glad_glVertexAttrib1dARB != NULL) glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)glad_glVertexAttrib1dARB; + if (glad_glVertexAttrib1d == NULL && glad_glVertexAttrib1dNV != NULL) glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)glad_glVertexAttrib1dNV; + if (glad_glVertexAttrib1dARB == NULL && glad_glVertexAttrib1d != NULL) glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)glad_glVertexAttrib1d; + if (glad_glVertexAttrib1dARB == NULL && glad_glVertexAttrib1dNV != NULL) glad_glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)glad_glVertexAttrib1dNV; + if (glad_glVertexAttrib1dNV == NULL && glad_glVertexAttrib1d != NULL) glad_glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC)glad_glVertexAttrib1d; + if (glad_glVertexAttrib1dNV == NULL && glad_glVertexAttrib1dARB != NULL) glad_glVertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC)glad_glVertexAttrib1dARB; + if (glad_glVertexAttrib1dv == NULL && glad_glVertexAttrib1dvARB != NULL) glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)glad_glVertexAttrib1dvARB; + if (glad_glVertexAttrib1dv == NULL && glad_glVertexAttrib1dvNV != NULL) glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)glad_glVertexAttrib1dvNV; + if (glad_glVertexAttrib1dvARB == NULL && glad_glVertexAttrib1dv != NULL) glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)glad_glVertexAttrib1dv; + if (glad_glVertexAttrib1dvARB == NULL && glad_glVertexAttrib1dvNV != NULL) glad_glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)glad_glVertexAttrib1dvNV; + if (glad_glVertexAttrib1dvNV == NULL && glad_glVertexAttrib1dv != NULL) glad_glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC)glad_glVertexAttrib1dv; + if (glad_glVertexAttrib1dvNV == NULL && glad_glVertexAttrib1dvARB != NULL) glad_glVertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC)glad_glVertexAttrib1dvARB; + if (glad_glVertexAttrib1f == NULL && glad_glVertexAttrib1fARB != NULL) glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)glad_glVertexAttrib1fARB; + if (glad_glVertexAttrib1f == NULL && glad_glVertexAttrib1fNV != NULL) glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)glad_glVertexAttrib1fNV; + if (glad_glVertexAttrib1fARB == NULL && glad_glVertexAttrib1f != NULL) glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)glad_glVertexAttrib1f; + if (glad_glVertexAttrib1fARB == NULL && glad_glVertexAttrib1fNV != NULL) glad_glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)glad_glVertexAttrib1fNV; + if (glad_glVertexAttrib1fNV == NULL && glad_glVertexAttrib1f != NULL) glad_glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)glad_glVertexAttrib1f; + if (glad_glVertexAttrib1fNV == NULL && glad_glVertexAttrib1fARB != NULL) glad_glVertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC)glad_glVertexAttrib1fARB; + if (glad_glVertexAttrib1fv == NULL && glad_glVertexAttrib1fvARB != NULL) glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)glad_glVertexAttrib1fvARB; + if (glad_glVertexAttrib1fv == NULL && glad_glVertexAttrib1fvNV != NULL) glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)glad_glVertexAttrib1fvNV; + if (glad_glVertexAttrib1fvARB == NULL && glad_glVertexAttrib1fv != NULL) glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)glad_glVertexAttrib1fv; + if (glad_glVertexAttrib1fvARB == NULL && glad_glVertexAttrib1fvNV != NULL) glad_glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)glad_glVertexAttrib1fvNV; + if (glad_glVertexAttrib1fvNV == NULL && glad_glVertexAttrib1fv != NULL) glad_glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)glad_glVertexAttrib1fv; + if (glad_glVertexAttrib1fvNV == NULL && glad_glVertexAttrib1fvARB != NULL) glad_glVertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC)glad_glVertexAttrib1fvARB; + if (glad_glVertexAttrib1s == NULL && glad_glVertexAttrib1sARB != NULL) glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)glad_glVertexAttrib1sARB; + if (glad_glVertexAttrib1s == NULL && glad_glVertexAttrib1sNV != NULL) glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)glad_glVertexAttrib1sNV; + if (glad_glVertexAttrib1sARB == NULL && glad_glVertexAttrib1s != NULL) glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)glad_glVertexAttrib1s; + if (glad_glVertexAttrib1sARB == NULL && glad_glVertexAttrib1sNV != NULL) glad_glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)glad_glVertexAttrib1sNV; + if (glad_glVertexAttrib1sNV == NULL && glad_glVertexAttrib1s != NULL) glad_glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)glad_glVertexAttrib1s; + if (glad_glVertexAttrib1sNV == NULL && glad_glVertexAttrib1sARB != NULL) glad_glVertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC)glad_glVertexAttrib1sARB; + if (glad_glVertexAttrib1sv == NULL && glad_glVertexAttrib1svARB != NULL) glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)glad_glVertexAttrib1svARB; + if (glad_glVertexAttrib1sv == NULL && glad_glVertexAttrib1svNV != NULL) glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)glad_glVertexAttrib1svNV; + if (glad_glVertexAttrib1svARB == NULL && glad_glVertexAttrib1sv != NULL) glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)glad_glVertexAttrib1sv; + if (glad_glVertexAttrib1svARB == NULL && glad_glVertexAttrib1svNV != NULL) glad_glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)glad_glVertexAttrib1svNV; + if (glad_glVertexAttrib1svNV == NULL && glad_glVertexAttrib1sv != NULL) glad_glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)glad_glVertexAttrib1sv; + if (glad_glVertexAttrib1svNV == NULL && glad_glVertexAttrib1svARB != NULL) glad_glVertexAttrib1svNV = (PFNGLVERTEXATTRIB1SVNVPROC)glad_glVertexAttrib1svARB; + if (glad_glVertexAttrib2d == NULL && glad_glVertexAttrib2dARB != NULL) glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)glad_glVertexAttrib2dARB; + if (glad_glVertexAttrib2d == NULL && glad_glVertexAttrib2dNV != NULL) glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)glad_glVertexAttrib2dNV; + if (glad_glVertexAttrib2dARB == NULL && glad_glVertexAttrib2d != NULL) glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)glad_glVertexAttrib2d; + if (glad_glVertexAttrib2dARB == NULL && glad_glVertexAttrib2dNV != NULL) glad_glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)glad_glVertexAttrib2dNV; + if (glad_glVertexAttrib2dNV == NULL && glad_glVertexAttrib2d != NULL) glad_glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)glad_glVertexAttrib2d; + if (glad_glVertexAttrib2dNV == NULL && glad_glVertexAttrib2dARB != NULL) glad_glVertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC)glad_glVertexAttrib2dARB; + if (glad_glVertexAttrib2dv == NULL && glad_glVertexAttrib2dvARB != NULL) glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)glad_glVertexAttrib2dvARB; + if (glad_glVertexAttrib2dv == NULL && glad_glVertexAttrib2dvNV != NULL) glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)glad_glVertexAttrib2dvNV; + if (glad_glVertexAttrib2dvARB == NULL && glad_glVertexAttrib2dv != NULL) glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)glad_glVertexAttrib2dv; + if (glad_glVertexAttrib2dvARB == NULL && glad_glVertexAttrib2dvNV != NULL) glad_glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)glad_glVertexAttrib2dvNV; + if (glad_glVertexAttrib2dvNV == NULL && glad_glVertexAttrib2dv != NULL) glad_glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)glad_glVertexAttrib2dv; + if (glad_glVertexAttrib2dvNV == NULL && glad_glVertexAttrib2dvARB != NULL) glad_glVertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC)glad_glVertexAttrib2dvARB; + if (glad_glVertexAttrib2f == NULL && glad_glVertexAttrib2fARB != NULL) glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)glad_glVertexAttrib2fARB; + if (glad_glVertexAttrib2f == NULL && glad_glVertexAttrib2fNV != NULL) glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)glad_glVertexAttrib2fNV; + if (glad_glVertexAttrib2fARB == NULL && glad_glVertexAttrib2f != NULL) glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)glad_glVertexAttrib2f; + if (glad_glVertexAttrib2fARB == NULL && glad_glVertexAttrib2fNV != NULL) glad_glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)glad_glVertexAttrib2fNV; + if (glad_glVertexAttrib2fNV == NULL && glad_glVertexAttrib2f != NULL) glad_glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)glad_glVertexAttrib2f; + if (glad_glVertexAttrib2fNV == NULL && glad_glVertexAttrib2fARB != NULL) glad_glVertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC)glad_glVertexAttrib2fARB; + if (glad_glVertexAttrib2fv == NULL && glad_glVertexAttrib2fvARB != NULL) glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)glad_glVertexAttrib2fvARB; + if (glad_glVertexAttrib2fv == NULL && glad_glVertexAttrib2fvNV != NULL) glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)glad_glVertexAttrib2fvNV; + if (glad_glVertexAttrib2fvARB == NULL && glad_glVertexAttrib2fv != NULL) glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)glad_glVertexAttrib2fv; + if (glad_glVertexAttrib2fvARB == NULL && glad_glVertexAttrib2fvNV != NULL) glad_glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)glad_glVertexAttrib2fvNV; + if (glad_glVertexAttrib2fvNV == NULL && glad_glVertexAttrib2fv != NULL) glad_glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)glad_glVertexAttrib2fv; + if (glad_glVertexAttrib2fvNV == NULL && glad_glVertexAttrib2fvARB != NULL) glad_glVertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC)glad_glVertexAttrib2fvARB; + if (glad_glVertexAttrib2s == NULL && glad_glVertexAttrib2sARB != NULL) glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)glad_glVertexAttrib2sARB; + if (glad_glVertexAttrib2s == NULL && glad_glVertexAttrib2sNV != NULL) glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)glad_glVertexAttrib2sNV; + if (glad_glVertexAttrib2sARB == NULL && glad_glVertexAttrib2s != NULL) glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)glad_glVertexAttrib2s; + if (glad_glVertexAttrib2sARB == NULL && glad_glVertexAttrib2sNV != NULL) glad_glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)glad_glVertexAttrib2sNV; + if (glad_glVertexAttrib2sNV == NULL && glad_glVertexAttrib2s != NULL) glad_glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)glad_glVertexAttrib2s; + if (glad_glVertexAttrib2sNV == NULL && glad_glVertexAttrib2sARB != NULL) glad_glVertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC)glad_glVertexAttrib2sARB; + if (glad_glVertexAttrib2sv == NULL && glad_glVertexAttrib2svARB != NULL) glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)glad_glVertexAttrib2svARB; + if (glad_glVertexAttrib2sv == NULL && glad_glVertexAttrib2svNV != NULL) glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)glad_glVertexAttrib2svNV; + if (glad_glVertexAttrib2svARB == NULL && glad_glVertexAttrib2sv != NULL) glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)glad_glVertexAttrib2sv; + if (glad_glVertexAttrib2svARB == NULL && glad_glVertexAttrib2svNV != NULL) glad_glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)glad_glVertexAttrib2svNV; + if (glad_glVertexAttrib2svNV == NULL && glad_glVertexAttrib2sv != NULL) glad_glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)glad_glVertexAttrib2sv; + if (glad_glVertexAttrib2svNV == NULL && glad_glVertexAttrib2svARB != NULL) glad_glVertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC)glad_glVertexAttrib2svARB; + if (glad_glVertexAttrib3d == NULL && glad_glVertexAttrib3dARB != NULL) glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)glad_glVertexAttrib3dARB; + if (glad_glVertexAttrib3d == NULL && glad_glVertexAttrib3dNV != NULL) glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)glad_glVertexAttrib3dNV; + if (glad_glVertexAttrib3dARB == NULL && glad_glVertexAttrib3d != NULL) glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)glad_glVertexAttrib3d; + if (glad_glVertexAttrib3dARB == NULL && glad_glVertexAttrib3dNV != NULL) glad_glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)glad_glVertexAttrib3dNV; + if (glad_glVertexAttrib3dNV == NULL && glad_glVertexAttrib3d != NULL) glad_glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)glad_glVertexAttrib3d; + if (glad_glVertexAttrib3dNV == NULL && glad_glVertexAttrib3dARB != NULL) glad_glVertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC)glad_glVertexAttrib3dARB; + if (glad_glVertexAttrib3dv == NULL && glad_glVertexAttrib3dvARB != NULL) glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)glad_glVertexAttrib3dvARB; + if (glad_glVertexAttrib3dv == NULL && glad_glVertexAttrib3dvNV != NULL) glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)glad_glVertexAttrib3dvNV; + if (glad_glVertexAttrib3dvARB == NULL && glad_glVertexAttrib3dv != NULL) glad_glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)glad_glVertexAttrib3dv; + if (glad_glVertexAttrib3dvARB == NULL && glad_glVertexAttrib3dvNV != NULL) glad_glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)glad_glVertexAttrib3dvNV; + if (glad_glVertexAttrib3dvNV == NULL && glad_glVertexAttrib3dv != NULL) glad_glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)glad_glVertexAttrib3dv; + if (glad_glVertexAttrib3dvNV == NULL && glad_glVertexAttrib3dvARB != NULL) glad_glVertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC)glad_glVertexAttrib3dvARB; + if (glad_glVertexAttrib3f == NULL && glad_glVertexAttrib3fARB != NULL) glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)glad_glVertexAttrib3fARB; + if (glad_glVertexAttrib3f == NULL && glad_glVertexAttrib3fNV != NULL) glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)glad_glVertexAttrib3fNV; + if (glad_glVertexAttrib3fARB == NULL && glad_glVertexAttrib3f != NULL) glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)glad_glVertexAttrib3f; + if (glad_glVertexAttrib3fARB == NULL && glad_glVertexAttrib3fNV != NULL) glad_glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)glad_glVertexAttrib3fNV; + if (glad_glVertexAttrib3fNV == NULL && glad_glVertexAttrib3f != NULL) glad_glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)glad_glVertexAttrib3f; + if (glad_glVertexAttrib3fNV == NULL && glad_glVertexAttrib3fARB != NULL) glad_glVertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC)glad_glVertexAttrib3fARB; + if (glad_glVertexAttrib3fv == NULL && glad_glVertexAttrib3fvARB != NULL) glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)glad_glVertexAttrib3fvARB; + if (glad_glVertexAttrib3fv == NULL && glad_glVertexAttrib3fvNV != NULL) glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)glad_glVertexAttrib3fvNV; + if (glad_glVertexAttrib3fvARB == NULL && glad_glVertexAttrib3fv != NULL) glad_glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)glad_glVertexAttrib3fv; + if (glad_glVertexAttrib3fvARB == NULL && glad_glVertexAttrib3fvNV != NULL) glad_glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)glad_glVertexAttrib3fvNV; + if (glad_glVertexAttrib3fvNV == NULL && glad_glVertexAttrib3fv != NULL) glad_glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)glad_glVertexAttrib3fv; + if (glad_glVertexAttrib3fvNV == NULL && glad_glVertexAttrib3fvARB != NULL) glad_glVertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC)glad_glVertexAttrib3fvARB; + if (glad_glVertexAttrib3s == NULL && glad_glVertexAttrib3sARB != NULL) glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)glad_glVertexAttrib3sARB; + if (glad_glVertexAttrib3s == NULL && glad_glVertexAttrib3sNV != NULL) glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)glad_glVertexAttrib3sNV; + if (glad_glVertexAttrib3sARB == NULL && glad_glVertexAttrib3s != NULL) glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)glad_glVertexAttrib3s; + if (glad_glVertexAttrib3sARB == NULL && glad_glVertexAttrib3sNV != NULL) glad_glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)glad_glVertexAttrib3sNV; + if (glad_glVertexAttrib3sNV == NULL && glad_glVertexAttrib3s != NULL) glad_glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)glad_glVertexAttrib3s; + if (glad_glVertexAttrib3sNV == NULL && glad_glVertexAttrib3sARB != NULL) glad_glVertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC)glad_glVertexAttrib3sARB; + if (glad_glVertexAttrib3sv == NULL && glad_glVertexAttrib3svARB != NULL) glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)glad_glVertexAttrib3svARB; + if (glad_glVertexAttrib3sv == NULL && glad_glVertexAttrib3svNV != NULL) glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)glad_glVertexAttrib3svNV; + if (glad_glVertexAttrib3svARB == NULL && glad_glVertexAttrib3sv != NULL) glad_glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)glad_glVertexAttrib3sv; + if (glad_glVertexAttrib3svARB == NULL && glad_glVertexAttrib3svNV != NULL) glad_glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)glad_glVertexAttrib3svNV; + if (glad_glVertexAttrib3svNV == NULL && glad_glVertexAttrib3sv != NULL) glad_glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)glad_glVertexAttrib3sv; + if (glad_glVertexAttrib3svNV == NULL && glad_glVertexAttrib3svARB != NULL) glad_glVertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC)glad_glVertexAttrib3svARB; + if (glad_glVertexAttrib4bv == NULL && glad_glVertexAttrib4bvARB != NULL) glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)glad_glVertexAttrib4bvARB; + if (glad_glVertexAttrib4bvARB == NULL && glad_glVertexAttrib4bv != NULL) glad_glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)glad_glVertexAttrib4bv; + if (glad_glVertexAttrib4d == NULL && glad_glVertexAttrib4dARB != NULL) glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)glad_glVertexAttrib4dARB; + if (glad_glVertexAttrib4d == NULL && glad_glVertexAttrib4dNV != NULL) glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)glad_glVertexAttrib4dNV; + if (glad_glVertexAttrib4dARB == NULL && glad_glVertexAttrib4d != NULL) glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)glad_glVertexAttrib4d; + if (glad_glVertexAttrib4dARB == NULL && glad_glVertexAttrib4dNV != NULL) glad_glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)glad_glVertexAttrib4dNV; + if (glad_glVertexAttrib4dNV == NULL && glad_glVertexAttrib4d != NULL) glad_glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)glad_glVertexAttrib4d; + if (glad_glVertexAttrib4dNV == NULL && glad_glVertexAttrib4dARB != NULL) glad_glVertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC)glad_glVertexAttrib4dARB; + if (glad_glVertexAttrib4dv == NULL && glad_glVertexAttrib4dvARB != NULL) glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)glad_glVertexAttrib4dvARB; + if (glad_glVertexAttrib4dv == NULL && glad_glVertexAttrib4dvNV != NULL) glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)glad_glVertexAttrib4dvNV; + if (glad_glVertexAttrib4dvARB == NULL && glad_glVertexAttrib4dv != NULL) glad_glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)glad_glVertexAttrib4dv; + if (glad_glVertexAttrib4dvARB == NULL && glad_glVertexAttrib4dvNV != NULL) glad_glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)glad_glVertexAttrib4dvNV; + if (glad_glVertexAttrib4dvNV == NULL && glad_glVertexAttrib4dv != NULL) glad_glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)glad_glVertexAttrib4dv; + if (glad_glVertexAttrib4dvNV == NULL && glad_glVertexAttrib4dvARB != NULL) glad_glVertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC)glad_glVertexAttrib4dvARB; + if (glad_glVertexAttrib4f == NULL && glad_glVertexAttrib4fARB != NULL) glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glad_glVertexAttrib4fARB; + if (glad_glVertexAttrib4f == NULL && glad_glVertexAttrib4fNV != NULL) glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glad_glVertexAttrib4fNV; + if (glad_glVertexAttrib4fARB == NULL && glad_glVertexAttrib4f != NULL) glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)glad_glVertexAttrib4f; + if (glad_glVertexAttrib4fARB == NULL && glad_glVertexAttrib4fNV != NULL) glad_glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)glad_glVertexAttrib4fNV; + if (glad_glVertexAttrib4fNV == NULL && glad_glVertexAttrib4f != NULL) glad_glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)glad_glVertexAttrib4f; + if (glad_glVertexAttrib4fNV == NULL && glad_glVertexAttrib4fARB != NULL) glad_glVertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC)glad_glVertexAttrib4fARB; + if (glad_glVertexAttrib4fv == NULL && glad_glVertexAttrib4fvARB != NULL) glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glad_glVertexAttrib4fvARB; + if (glad_glVertexAttrib4fv == NULL && glad_glVertexAttrib4fvNV != NULL) glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glad_glVertexAttrib4fvNV; + if (glad_glVertexAttrib4fvARB == NULL && glad_glVertexAttrib4fv != NULL) glad_glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)glad_glVertexAttrib4fv; + if (glad_glVertexAttrib4fvARB == NULL && glad_glVertexAttrib4fvNV != NULL) glad_glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)glad_glVertexAttrib4fvNV; + if (glad_glVertexAttrib4fvNV == NULL && glad_glVertexAttrib4fv != NULL) glad_glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)glad_glVertexAttrib4fv; + if (glad_glVertexAttrib4fvNV == NULL && glad_glVertexAttrib4fvARB != NULL) glad_glVertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC)glad_glVertexAttrib4fvARB; + if (glad_glVertexAttrib4iv == NULL && glad_glVertexAttrib4ivARB != NULL) glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)glad_glVertexAttrib4ivARB; + if (glad_glVertexAttrib4ivARB == NULL && glad_glVertexAttrib4iv != NULL) glad_glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)glad_glVertexAttrib4iv; + if (glad_glVertexAttrib4Nbv == NULL && glad_glVertexAttrib4NbvARB != NULL) glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)glad_glVertexAttrib4NbvARB; + if (glad_glVertexAttrib4NbvARB == NULL && glad_glVertexAttrib4Nbv != NULL) glad_glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)glad_glVertexAttrib4Nbv; + if (glad_glVertexAttrib4Niv == NULL && glad_glVertexAttrib4NivARB != NULL) glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)glad_glVertexAttrib4NivARB; + if (glad_glVertexAttrib4NivARB == NULL && glad_glVertexAttrib4Niv != NULL) glad_glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)glad_glVertexAttrib4Niv; + if (glad_glVertexAttrib4Nsv == NULL && glad_glVertexAttrib4NsvARB != NULL) glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)glad_glVertexAttrib4NsvARB; + if (glad_glVertexAttrib4NsvARB == NULL && glad_glVertexAttrib4Nsv != NULL) glad_glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)glad_glVertexAttrib4Nsv; + if (glad_glVertexAttrib4Nub == NULL && glad_glVertexAttrib4NubARB != NULL) glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)glad_glVertexAttrib4NubARB; + if (glad_glVertexAttrib4Nub == NULL && glad_glVertexAttrib4ubNV != NULL) glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)glad_glVertexAttrib4ubNV; + if (glad_glVertexAttrib4NubARB == NULL && glad_glVertexAttrib4Nub != NULL) glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)glad_glVertexAttrib4Nub; + if (glad_glVertexAttrib4NubARB == NULL && glad_glVertexAttrib4ubNV != NULL) glad_glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)glad_glVertexAttrib4ubNV; + if (glad_glVertexAttrib4Nubv == NULL && glad_glVertexAttrib4NubvARB != NULL) glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)glad_glVertexAttrib4NubvARB; + if (glad_glVertexAttrib4Nubv == NULL && glad_glVertexAttrib4ubvNV != NULL) glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)glad_glVertexAttrib4ubvNV; + if (glad_glVertexAttrib4NubvARB == NULL && glad_glVertexAttrib4Nubv != NULL) glad_glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)glad_glVertexAttrib4Nubv; + if (glad_glVertexAttrib4NubvARB == NULL && glad_glVertexAttrib4ubvNV != NULL) glad_glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)glad_glVertexAttrib4ubvNV; + if (glad_glVertexAttrib4Nuiv == NULL && glad_glVertexAttrib4NuivARB != NULL) glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)glad_glVertexAttrib4NuivARB; + if (glad_glVertexAttrib4NuivARB == NULL && glad_glVertexAttrib4Nuiv != NULL) glad_glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)glad_glVertexAttrib4Nuiv; + if (glad_glVertexAttrib4Nusv == NULL && glad_glVertexAttrib4NusvARB != NULL) glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)glad_glVertexAttrib4NusvARB; + if (glad_glVertexAttrib4NusvARB == NULL && glad_glVertexAttrib4Nusv != NULL) glad_glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)glad_glVertexAttrib4Nusv; + if (glad_glVertexAttrib4s == NULL && glad_glVertexAttrib4sARB != NULL) glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)glad_glVertexAttrib4sARB; + if (glad_glVertexAttrib4s == NULL && glad_glVertexAttrib4sNV != NULL) glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)glad_glVertexAttrib4sNV; + if (glad_glVertexAttrib4sARB == NULL && glad_glVertexAttrib4s != NULL) glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)glad_glVertexAttrib4s; + if (glad_glVertexAttrib4sARB == NULL && glad_glVertexAttrib4sNV != NULL) glad_glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)glad_glVertexAttrib4sNV; + if (glad_glVertexAttrib4sNV == NULL && glad_glVertexAttrib4s != NULL) glad_glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)glad_glVertexAttrib4s; + if (glad_glVertexAttrib4sNV == NULL && glad_glVertexAttrib4sARB != NULL) glad_glVertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC)glad_glVertexAttrib4sARB; + if (glad_glVertexAttrib4sv == NULL && glad_glVertexAttrib4svARB != NULL) glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)glad_glVertexAttrib4svARB; + if (glad_glVertexAttrib4sv == NULL && glad_glVertexAttrib4svNV != NULL) glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)glad_glVertexAttrib4svNV; + if (glad_glVertexAttrib4svARB == NULL && glad_glVertexAttrib4sv != NULL) glad_glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)glad_glVertexAttrib4sv; + if (glad_glVertexAttrib4svARB == NULL && glad_glVertexAttrib4svNV != NULL) glad_glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)glad_glVertexAttrib4svNV; + if (glad_glVertexAttrib4svNV == NULL && glad_glVertexAttrib4sv != NULL) glad_glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)glad_glVertexAttrib4sv; + if (glad_glVertexAttrib4svNV == NULL && glad_glVertexAttrib4svARB != NULL) glad_glVertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC)glad_glVertexAttrib4svARB; + if (glad_glVertexAttrib4ubNV == NULL && glad_glVertexAttrib4Nub != NULL) glad_glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)glad_glVertexAttrib4Nub; + if (glad_glVertexAttrib4ubNV == NULL && glad_glVertexAttrib4NubARB != NULL) glad_glVertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC)glad_glVertexAttrib4NubARB; + if (glad_glVertexAttrib4ubv == NULL && glad_glVertexAttrib4ubvARB != NULL) glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)glad_glVertexAttrib4ubvARB; + if (glad_glVertexAttrib4ubvARB == NULL && glad_glVertexAttrib4ubv != NULL) glad_glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)glad_glVertexAttrib4ubv; + if (glad_glVertexAttrib4ubvNV == NULL && glad_glVertexAttrib4Nubv != NULL) glad_glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)glad_glVertexAttrib4Nubv; + if (glad_glVertexAttrib4ubvNV == NULL && glad_glVertexAttrib4NubvARB != NULL) glad_glVertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC)glad_glVertexAttrib4NubvARB; + if (glad_glVertexAttrib4uiv == NULL && glad_glVertexAttrib4uivARB != NULL) glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)glad_glVertexAttrib4uivARB; + if (glad_glVertexAttrib4uivARB == NULL && glad_glVertexAttrib4uiv != NULL) glad_glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)glad_glVertexAttrib4uiv; + if (glad_glVertexAttrib4usv == NULL && glad_glVertexAttrib4usvARB != NULL) glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)glad_glVertexAttrib4usvARB; + if (glad_glVertexAttrib4usvARB == NULL && glad_glVertexAttrib4usv != NULL) glad_glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)glad_glVertexAttrib4usv; + if (glad_glVertexAttribI1i == NULL && glad_glVertexAttribI1iEXT != NULL) glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)glad_glVertexAttribI1iEXT; + if (glad_glVertexAttribI1iEXT == NULL && glad_glVertexAttribI1i != NULL) glad_glVertexAttribI1iEXT = (PFNGLVERTEXATTRIBI1IEXTPROC)glad_glVertexAttribI1i; + if (glad_glVertexAttribI1iv == NULL && glad_glVertexAttribI1ivEXT != NULL) glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)glad_glVertexAttribI1ivEXT; + if (glad_glVertexAttribI1ivEXT == NULL && glad_glVertexAttribI1iv != NULL) glad_glVertexAttribI1ivEXT = (PFNGLVERTEXATTRIBI1IVEXTPROC)glad_glVertexAttribI1iv; + if (glad_glVertexAttribI1ui == NULL && glad_glVertexAttribI1uiEXT != NULL) glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)glad_glVertexAttribI1uiEXT; + if (glad_glVertexAttribI1uiEXT == NULL && glad_glVertexAttribI1ui != NULL) glad_glVertexAttribI1uiEXT = (PFNGLVERTEXATTRIBI1UIEXTPROC)glad_glVertexAttribI1ui; + if (glad_glVertexAttribI1uiv == NULL && glad_glVertexAttribI1uivEXT != NULL) glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)glad_glVertexAttribI1uivEXT; + if (glad_glVertexAttribI1uivEXT == NULL && glad_glVertexAttribI1uiv != NULL) glad_glVertexAttribI1uivEXT = (PFNGLVERTEXATTRIBI1UIVEXTPROC)glad_glVertexAttribI1uiv; + if (glad_glVertexAttribI2i == NULL && glad_glVertexAttribI2iEXT != NULL) glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)glad_glVertexAttribI2iEXT; + if (glad_glVertexAttribI2iEXT == NULL && glad_glVertexAttribI2i != NULL) glad_glVertexAttribI2iEXT = (PFNGLVERTEXATTRIBI2IEXTPROC)glad_glVertexAttribI2i; + if (glad_glVertexAttribI2iv == NULL && glad_glVertexAttribI2ivEXT != NULL) glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)glad_glVertexAttribI2ivEXT; + if (glad_glVertexAttribI2ivEXT == NULL && glad_glVertexAttribI2iv != NULL) glad_glVertexAttribI2ivEXT = (PFNGLVERTEXATTRIBI2IVEXTPROC)glad_glVertexAttribI2iv; + if (glad_glVertexAttribI2ui == NULL && glad_glVertexAttribI2uiEXT != NULL) glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)glad_glVertexAttribI2uiEXT; + if (glad_glVertexAttribI2uiEXT == NULL && glad_glVertexAttribI2ui != NULL) glad_glVertexAttribI2uiEXT = (PFNGLVERTEXATTRIBI2UIEXTPROC)glad_glVertexAttribI2ui; + if (glad_glVertexAttribI2uiv == NULL && glad_glVertexAttribI2uivEXT != NULL) glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)glad_glVertexAttribI2uivEXT; + if (glad_glVertexAttribI2uivEXT == NULL && glad_glVertexAttribI2uiv != NULL) glad_glVertexAttribI2uivEXT = (PFNGLVERTEXATTRIBI2UIVEXTPROC)glad_glVertexAttribI2uiv; + if (glad_glVertexAttribI3i == NULL && glad_glVertexAttribI3iEXT != NULL) glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)glad_glVertexAttribI3iEXT; + if (glad_glVertexAttribI3iEXT == NULL && glad_glVertexAttribI3i != NULL) glad_glVertexAttribI3iEXT = (PFNGLVERTEXATTRIBI3IEXTPROC)glad_glVertexAttribI3i; + if (glad_glVertexAttribI3iv == NULL && glad_glVertexAttribI3ivEXT != NULL) glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)glad_glVertexAttribI3ivEXT; + if (glad_glVertexAttribI3ivEXT == NULL && glad_glVertexAttribI3iv != NULL) glad_glVertexAttribI3ivEXT = (PFNGLVERTEXATTRIBI3IVEXTPROC)glad_glVertexAttribI3iv; + if (glad_glVertexAttribI3ui == NULL && glad_glVertexAttribI3uiEXT != NULL) glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)glad_glVertexAttribI3uiEXT; + if (glad_glVertexAttribI3uiEXT == NULL && glad_glVertexAttribI3ui != NULL) glad_glVertexAttribI3uiEXT = (PFNGLVERTEXATTRIBI3UIEXTPROC)glad_glVertexAttribI3ui; + if (glad_glVertexAttribI3uiv == NULL && glad_glVertexAttribI3uivEXT != NULL) glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)glad_glVertexAttribI3uivEXT; + if (glad_glVertexAttribI3uivEXT == NULL && glad_glVertexAttribI3uiv != NULL) glad_glVertexAttribI3uivEXT = (PFNGLVERTEXATTRIBI3UIVEXTPROC)glad_glVertexAttribI3uiv; + if (glad_glVertexAttribI4bv == NULL && glad_glVertexAttribI4bvEXT != NULL) glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)glad_glVertexAttribI4bvEXT; + if (glad_glVertexAttribI4bvEXT == NULL && glad_glVertexAttribI4bv != NULL) glad_glVertexAttribI4bvEXT = (PFNGLVERTEXATTRIBI4BVEXTPROC)glad_glVertexAttribI4bv; + if (glad_glVertexAttribI4i == NULL && glad_glVertexAttribI4iEXT != NULL) glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)glad_glVertexAttribI4iEXT; + if (glad_glVertexAttribI4iEXT == NULL && glad_glVertexAttribI4i != NULL) glad_glVertexAttribI4iEXT = (PFNGLVERTEXATTRIBI4IEXTPROC)glad_glVertexAttribI4i; + if (glad_glVertexAttribI4iv == NULL && glad_glVertexAttribI4ivEXT != NULL) glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)glad_glVertexAttribI4ivEXT; + if (glad_glVertexAttribI4ivEXT == NULL && glad_glVertexAttribI4iv != NULL) glad_glVertexAttribI4ivEXT = (PFNGLVERTEXATTRIBI4IVEXTPROC)glad_glVertexAttribI4iv; + if (glad_glVertexAttribI4sv == NULL && glad_glVertexAttribI4svEXT != NULL) glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)glad_glVertexAttribI4svEXT; + if (glad_glVertexAttribI4svEXT == NULL && glad_glVertexAttribI4sv != NULL) glad_glVertexAttribI4svEXT = (PFNGLVERTEXATTRIBI4SVEXTPROC)glad_glVertexAttribI4sv; + if (glad_glVertexAttribI4ubv == NULL && glad_glVertexAttribI4ubvEXT != NULL) glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)glad_glVertexAttribI4ubvEXT; + if (glad_glVertexAttribI4ubvEXT == NULL && glad_glVertexAttribI4ubv != NULL) glad_glVertexAttribI4ubvEXT = (PFNGLVERTEXATTRIBI4UBVEXTPROC)glad_glVertexAttribI4ubv; + if (glad_glVertexAttribI4ui == NULL && glad_glVertexAttribI4uiEXT != NULL) glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)glad_glVertexAttribI4uiEXT; + if (glad_glVertexAttribI4uiEXT == NULL && glad_glVertexAttribI4ui != NULL) glad_glVertexAttribI4uiEXT = (PFNGLVERTEXATTRIBI4UIEXTPROC)glad_glVertexAttribI4ui; + if (glad_glVertexAttribI4uiv == NULL && glad_glVertexAttribI4uivEXT != NULL) glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)glad_glVertexAttribI4uivEXT; + if (glad_glVertexAttribI4uivEXT == NULL && glad_glVertexAttribI4uiv != NULL) glad_glVertexAttribI4uivEXT = (PFNGLVERTEXATTRIBI4UIVEXTPROC)glad_glVertexAttribI4uiv; + if (glad_glVertexAttribI4usv == NULL && glad_glVertexAttribI4usvEXT != NULL) glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)glad_glVertexAttribI4usvEXT; + if (glad_glVertexAttribI4usvEXT == NULL && glad_glVertexAttribI4usv != NULL) glad_glVertexAttribI4usvEXT = (PFNGLVERTEXATTRIBI4USVEXTPROC)glad_glVertexAttribI4usv; + if (glad_glVertexAttribIPointer == NULL && glad_glVertexAttribIPointerEXT != NULL) glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)glad_glVertexAttribIPointerEXT; + if (glad_glVertexAttribIPointerEXT == NULL && glad_glVertexAttribIPointer != NULL) glad_glVertexAttribIPointerEXT = (PFNGLVERTEXATTRIBIPOINTEREXTPROC)glad_glVertexAttribIPointer; + if (glad_glVertexAttribL1d == NULL && glad_glVertexAttribL1dEXT != NULL) glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)glad_glVertexAttribL1dEXT; + if (glad_glVertexAttribL1dEXT == NULL && glad_glVertexAttribL1d != NULL) glad_glVertexAttribL1dEXT = (PFNGLVERTEXATTRIBL1DEXTPROC)glad_glVertexAttribL1d; + if (glad_glVertexAttribL1dv == NULL && glad_glVertexAttribL1dvEXT != NULL) glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)glad_glVertexAttribL1dvEXT; + if (glad_glVertexAttribL1dvEXT == NULL && glad_glVertexAttribL1dv != NULL) glad_glVertexAttribL1dvEXT = (PFNGLVERTEXATTRIBL1DVEXTPROC)glad_glVertexAttribL1dv; + if (glad_glVertexAttribL2d == NULL && glad_glVertexAttribL2dEXT != NULL) glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)glad_glVertexAttribL2dEXT; + if (glad_glVertexAttribL2dEXT == NULL && glad_glVertexAttribL2d != NULL) glad_glVertexAttribL2dEXT = (PFNGLVERTEXATTRIBL2DEXTPROC)glad_glVertexAttribL2d; + if (glad_glVertexAttribL2dv == NULL && glad_glVertexAttribL2dvEXT != NULL) glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)glad_glVertexAttribL2dvEXT; + if (glad_glVertexAttribL2dvEXT == NULL && glad_glVertexAttribL2dv != NULL) glad_glVertexAttribL2dvEXT = (PFNGLVERTEXATTRIBL2DVEXTPROC)glad_glVertexAttribL2dv; + if (glad_glVertexAttribL3d == NULL && glad_glVertexAttribL3dEXT != NULL) glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)glad_glVertexAttribL3dEXT; + if (glad_glVertexAttribL3dEXT == NULL && glad_glVertexAttribL3d != NULL) glad_glVertexAttribL3dEXT = (PFNGLVERTEXATTRIBL3DEXTPROC)glad_glVertexAttribL3d; + if (glad_glVertexAttribL3dv == NULL && glad_glVertexAttribL3dvEXT != NULL) glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)glad_glVertexAttribL3dvEXT; + if (glad_glVertexAttribL3dvEXT == NULL && glad_glVertexAttribL3dv != NULL) glad_glVertexAttribL3dvEXT = (PFNGLVERTEXATTRIBL3DVEXTPROC)glad_glVertexAttribL3dv; + if (glad_glVertexAttribL4d == NULL && glad_glVertexAttribL4dEXT != NULL) glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)glad_glVertexAttribL4dEXT; + if (glad_glVertexAttribL4dEXT == NULL && glad_glVertexAttribL4d != NULL) glad_glVertexAttribL4dEXT = (PFNGLVERTEXATTRIBL4DEXTPROC)glad_glVertexAttribL4d; + if (glad_glVertexAttribL4dv == NULL && glad_glVertexAttribL4dvEXT != NULL) glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)glad_glVertexAttribL4dvEXT; + if (glad_glVertexAttribL4dvEXT == NULL && glad_glVertexAttribL4dv != NULL) glad_glVertexAttribL4dvEXT = (PFNGLVERTEXATTRIBL4DVEXTPROC)glad_glVertexAttribL4dv; + if (glad_glVertexAttribLPointer == NULL && glad_glVertexAttribLPointerEXT != NULL) glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)glad_glVertexAttribLPointerEXT; + if (glad_glVertexAttribLPointerEXT == NULL && glad_glVertexAttribLPointer != NULL) glad_glVertexAttribLPointerEXT = (PFNGLVERTEXATTRIBLPOINTEREXTPROC)glad_glVertexAttribLPointer; + if (glad_glVertexAttribPointer == NULL && glad_glVertexAttribPointerARB != NULL) glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glad_glVertexAttribPointerARB; + if (glad_glVertexAttribPointerARB == NULL && glad_glVertexAttribPointer != NULL) glad_glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)glad_glVertexAttribPointer; + if (glad_glWindowPos2d == NULL && glad_glWindowPos2dARB != NULL) glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)glad_glWindowPos2dARB; + if (glad_glWindowPos2d == NULL && glad_glWindowPos2dMESA != NULL) glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)glad_glWindowPos2dMESA; + if (glad_glWindowPos2dARB == NULL && glad_glWindowPos2d != NULL) glad_glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)glad_glWindowPos2d; + if (glad_glWindowPos2dARB == NULL && glad_glWindowPos2dMESA != NULL) glad_glWindowPos2dARB = (PFNGLWINDOWPOS2DARBPROC)glad_glWindowPos2dMESA; + if (glad_glWindowPos2dMESA == NULL && glad_glWindowPos2d != NULL) glad_glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)glad_glWindowPos2d; + if (glad_glWindowPos2dMESA == NULL && glad_glWindowPos2dARB != NULL) glad_glWindowPos2dMESA = (PFNGLWINDOWPOS2DMESAPROC)glad_glWindowPos2dARB; + if (glad_glWindowPos2dv == NULL && glad_glWindowPos2dvARB != NULL) glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)glad_glWindowPos2dvARB; + if (glad_glWindowPos2dv == NULL && glad_glWindowPos2dvMESA != NULL) glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)glad_glWindowPos2dvMESA; + if (glad_glWindowPos2dvARB == NULL && glad_glWindowPos2dv != NULL) glad_glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)glad_glWindowPos2dv; + if (glad_glWindowPos2dvARB == NULL && glad_glWindowPos2dvMESA != NULL) glad_glWindowPos2dvARB = (PFNGLWINDOWPOS2DVARBPROC)glad_glWindowPos2dvMESA; + if (glad_glWindowPos2dvMESA == NULL && glad_glWindowPos2dv != NULL) glad_glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)glad_glWindowPos2dv; + if (glad_glWindowPos2dvMESA == NULL && glad_glWindowPos2dvARB != NULL) glad_glWindowPos2dvMESA = (PFNGLWINDOWPOS2DVMESAPROC)glad_glWindowPos2dvARB; + if (glad_glWindowPos2f == NULL && glad_glWindowPos2fARB != NULL) glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)glad_glWindowPos2fARB; + if (glad_glWindowPos2f == NULL && glad_glWindowPos2fMESA != NULL) glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)glad_glWindowPos2fMESA; + if (glad_glWindowPos2fARB == NULL && glad_glWindowPos2f != NULL) glad_glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)glad_glWindowPos2f; + if (glad_glWindowPos2fARB == NULL && glad_glWindowPos2fMESA != NULL) glad_glWindowPos2fARB = (PFNGLWINDOWPOS2FARBPROC)glad_glWindowPos2fMESA; + if (glad_glWindowPos2fMESA == NULL && glad_glWindowPos2f != NULL) glad_glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)glad_glWindowPos2f; + if (glad_glWindowPos2fMESA == NULL && glad_glWindowPos2fARB != NULL) glad_glWindowPos2fMESA = (PFNGLWINDOWPOS2FMESAPROC)glad_glWindowPos2fARB; + if (glad_glWindowPos2fv == NULL && glad_glWindowPos2fvARB != NULL) glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)glad_glWindowPos2fvARB; + if (glad_glWindowPos2fv == NULL && glad_glWindowPos2fvMESA != NULL) glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)glad_glWindowPos2fvMESA; + if (glad_glWindowPos2fvARB == NULL && glad_glWindowPos2fv != NULL) glad_glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)glad_glWindowPos2fv; + if (glad_glWindowPos2fvARB == NULL && glad_glWindowPos2fvMESA != NULL) glad_glWindowPos2fvARB = (PFNGLWINDOWPOS2FVARBPROC)glad_glWindowPos2fvMESA; + if (glad_glWindowPos2fvMESA == NULL && glad_glWindowPos2fv != NULL) glad_glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)glad_glWindowPos2fv; + if (glad_glWindowPos2fvMESA == NULL && glad_glWindowPos2fvARB != NULL) glad_glWindowPos2fvMESA = (PFNGLWINDOWPOS2FVMESAPROC)glad_glWindowPos2fvARB; + if (glad_glWindowPos2i == NULL && glad_glWindowPos2iARB != NULL) glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)glad_glWindowPos2iARB; + if (glad_glWindowPos2i == NULL && glad_glWindowPos2iMESA != NULL) glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)glad_glWindowPos2iMESA; + if (glad_glWindowPos2iARB == NULL && glad_glWindowPos2i != NULL) glad_glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)glad_glWindowPos2i; + if (glad_glWindowPos2iARB == NULL && glad_glWindowPos2iMESA != NULL) glad_glWindowPos2iARB = (PFNGLWINDOWPOS2IARBPROC)glad_glWindowPos2iMESA; + if (glad_glWindowPos2iMESA == NULL && glad_glWindowPos2i != NULL) glad_glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)glad_glWindowPos2i; + if (glad_glWindowPos2iMESA == NULL && glad_glWindowPos2iARB != NULL) glad_glWindowPos2iMESA = (PFNGLWINDOWPOS2IMESAPROC)glad_glWindowPos2iARB; + if (glad_glWindowPos2iv == NULL && glad_glWindowPos2ivARB != NULL) glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)glad_glWindowPos2ivARB; + if (glad_glWindowPos2iv == NULL && glad_glWindowPos2ivMESA != NULL) glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)glad_glWindowPos2ivMESA; + if (glad_glWindowPos2ivARB == NULL && glad_glWindowPos2iv != NULL) glad_glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)glad_glWindowPos2iv; + if (glad_glWindowPos2ivARB == NULL && glad_glWindowPos2ivMESA != NULL) glad_glWindowPos2ivARB = (PFNGLWINDOWPOS2IVARBPROC)glad_glWindowPos2ivMESA; + if (glad_glWindowPos2ivMESA == NULL && glad_glWindowPos2iv != NULL) glad_glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)glad_glWindowPos2iv; + if (glad_glWindowPos2ivMESA == NULL && glad_glWindowPos2ivARB != NULL) glad_glWindowPos2ivMESA = (PFNGLWINDOWPOS2IVMESAPROC)glad_glWindowPos2ivARB; + if (glad_glWindowPos2s == NULL && glad_glWindowPos2sARB != NULL) glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)glad_glWindowPos2sARB; + if (glad_glWindowPos2s == NULL && glad_glWindowPos2sMESA != NULL) glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)glad_glWindowPos2sMESA; + if (glad_glWindowPos2sARB == NULL && glad_glWindowPos2s != NULL) glad_glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)glad_glWindowPos2s; + if (glad_glWindowPos2sARB == NULL && glad_glWindowPos2sMESA != NULL) glad_glWindowPos2sARB = (PFNGLWINDOWPOS2SARBPROC)glad_glWindowPos2sMESA; + if (glad_glWindowPos2sMESA == NULL && glad_glWindowPos2s != NULL) glad_glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)glad_glWindowPos2s; + if (glad_glWindowPos2sMESA == NULL && glad_glWindowPos2sARB != NULL) glad_glWindowPos2sMESA = (PFNGLWINDOWPOS2SMESAPROC)glad_glWindowPos2sARB; + if (glad_glWindowPos2sv == NULL && glad_glWindowPos2svARB != NULL) glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)glad_glWindowPos2svARB; + if (glad_glWindowPos2sv == NULL && glad_glWindowPos2svMESA != NULL) glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)glad_glWindowPos2svMESA; + if (glad_glWindowPos2svARB == NULL && glad_glWindowPos2sv != NULL) glad_glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)glad_glWindowPos2sv; + if (glad_glWindowPos2svARB == NULL && glad_glWindowPos2svMESA != NULL) glad_glWindowPos2svARB = (PFNGLWINDOWPOS2SVARBPROC)glad_glWindowPos2svMESA; + if (glad_glWindowPos2svMESA == NULL && glad_glWindowPos2sv != NULL) glad_glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)glad_glWindowPos2sv; + if (glad_glWindowPos2svMESA == NULL && glad_glWindowPos2svARB != NULL) glad_glWindowPos2svMESA = (PFNGLWINDOWPOS2SVMESAPROC)glad_glWindowPos2svARB; + if (glad_glWindowPos3d == NULL && glad_glWindowPos3dARB != NULL) glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)glad_glWindowPos3dARB; + if (glad_glWindowPos3d == NULL && glad_glWindowPos3dMESA != NULL) glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)glad_glWindowPos3dMESA; + if (glad_glWindowPos3dARB == NULL && glad_glWindowPos3d != NULL) glad_glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)glad_glWindowPos3d; + if (glad_glWindowPos3dARB == NULL && glad_glWindowPos3dMESA != NULL) glad_glWindowPos3dARB = (PFNGLWINDOWPOS3DARBPROC)glad_glWindowPos3dMESA; + if (glad_glWindowPos3dMESA == NULL && glad_glWindowPos3d != NULL) glad_glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)glad_glWindowPos3d; + if (glad_glWindowPos3dMESA == NULL && glad_glWindowPos3dARB != NULL) glad_glWindowPos3dMESA = (PFNGLWINDOWPOS3DMESAPROC)glad_glWindowPos3dARB; + if (glad_glWindowPos3dv == NULL && glad_glWindowPos3dvARB != NULL) glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)glad_glWindowPos3dvARB; + if (glad_glWindowPos3dv == NULL && glad_glWindowPos3dvMESA != NULL) glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)glad_glWindowPos3dvMESA; + if (glad_glWindowPos3dvARB == NULL && glad_glWindowPos3dv != NULL) glad_glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)glad_glWindowPos3dv; + if (glad_glWindowPos3dvARB == NULL && glad_glWindowPos3dvMESA != NULL) glad_glWindowPos3dvARB = (PFNGLWINDOWPOS3DVARBPROC)glad_glWindowPos3dvMESA; + if (glad_glWindowPos3dvMESA == NULL && glad_glWindowPos3dv != NULL) glad_glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)glad_glWindowPos3dv; + if (glad_glWindowPos3dvMESA == NULL && glad_glWindowPos3dvARB != NULL) glad_glWindowPos3dvMESA = (PFNGLWINDOWPOS3DVMESAPROC)glad_glWindowPos3dvARB; + if (glad_glWindowPos3f == NULL && glad_glWindowPos3fARB != NULL) glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)glad_glWindowPos3fARB; + if (glad_glWindowPos3f == NULL && glad_glWindowPos3fMESA != NULL) glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)glad_glWindowPos3fMESA; + if (glad_glWindowPos3fARB == NULL && glad_glWindowPos3f != NULL) glad_glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)glad_glWindowPos3f; + if (glad_glWindowPos3fARB == NULL && glad_glWindowPos3fMESA != NULL) glad_glWindowPos3fARB = (PFNGLWINDOWPOS3FARBPROC)glad_glWindowPos3fMESA; + if (glad_glWindowPos3fMESA == NULL && glad_glWindowPos3f != NULL) glad_glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)glad_glWindowPos3f; + if (glad_glWindowPos3fMESA == NULL && glad_glWindowPos3fARB != NULL) glad_glWindowPos3fMESA = (PFNGLWINDOWPOS3FMESAPROC)glad_glWindowPos3fARB; + if (glad_glWindowPos3fv == NULL && glad_glWindowPos3fvARB != NULL) glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)glad_glWindowPos3fvARB; + if (glad_glWindowPos3fv == NULL && glad_glWindowPos3fvMESA != NULL) glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)glad_glWindowPos3fvMESA; + if (glad_glWindowPos3fvARB == NULL && glad_glWindowPos3fv != NULL) glad_glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)glad_glWindowPos3fv; + if (glad_glWindowPos3fvARB == NULL && glad_glWindowPos3fvMESA != NULL) glad_glWindowPos3fvARB = (PFNGLWINDOWPOS3FVARBPROC)glad_glWindowPos3fvMESA; + if (glad_glWindowPos3fvMESA == NULL && glad_glWindowPos3fv != NULL) glad_glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)glad_glWindowPos3fv; + if (glad_glWindowPos3fvMESA == NULL && glad_glWindowPos3fvARB != NULL) glad_glWindowPos3fvMESA = (PFNGLWINDOWPOS3FVMESAPROC)glad_glWindowPos3fvARB; + if (glad_glWindowPos3i == NULL && glad_glWindowPos3iARB != NULL) glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)glad_glWindowPos3iARB; + if (glad_glWindowPos3i == NULL && glad_glWindowPos3iMESA != NULL) glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)glad_glWindowPos3iMESA; + if (glad_glWindowPos3iARB == NULL && glad_glWindowPos3i != NULL) glad_glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)glad_glWindowPos3i; + if (glad_glWindowPos3iARB == NULL && glad_glWindowPos3iMESA != NULL) glad_glWindowPos3iARB = (PFNGLWINDOWPOS3IARBPROC)glad_glWindowPos3iMESA; + if (glad_glWindowPos3iMESA == NULL && glad_glWindowPos3i != NULL) glad_glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)glad_glWindowPos3i; + if (glad_glWindowPos3iMESA == NULL && glad_glWindowPos3iARB != NULL) glad_glWindowPos3iMESA = (PFNGLWINDOWPOS3IMESAPROC)glad_glWindowPos3iARB; + if (glad_glWindowPos3iv == NULL && glad_glWindowPos3ivARB != NULL) glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)glad_glWindowPos3ivARB; + if (glad_glWindowPos3iv == NULL && glad_glWindowPos3ivMESA != NULL) glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)glad_glWindowPos3ivMESA; + if (glad_glWindowPos3ivARB == NULL && glad_glWindowPos3iv != NULL) glad_glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)glad_glWindowPos3iv; + if (glad_glWindowPos3ivARB == NULL && glad_glWindowPos3ivMESA != NULL) glad_glWindowPos3ivARB = (PFNGLWINDOWPOS3IVARBPROC)glad_glWindowPos3ivMESA; + if (glad_glWindowPos3ivMESA == NULL && glad_glWindowPos3iv != NULL) glad_glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)glad_glWindowPos3iv; + if (glad_glWindowPos3ivMESA == NULL && glad_glWindowPos3ivARB != NULL) glad_glWindowPos3ivMESA = (PFNGLWINDOWPOS3IVMESAPROC)glad_glWindowPos3ivARB; + if (glad_glWindowPos3s == NULL && glad_glWindowPos3sARB != NULL) glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)glad_glWindowPos3sARB; + if (glad_glWindowPos3s == NULL && glad_glWindowPos3sMESA != NULL) glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)glad_glWindowPos3sMESA; + if (glad_glWindowPos3sARB == NULL && glad_glWindowPos3s != NULL) glad_glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)glad_glWindowPos3s; + if (glad_glWindowPos3sARB == NULL && glad_glWindowPos3sMESA != NULL) glad_glWindowPos3sARB = (PFNGLWINDOWPOS3SARBPROC)glad_glWindowPos3sMESA; + if (glad_glWindowPos3sMESA == NULL && glad_glWindowPos3s != NULL) glad_glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)glad_glWindowPos3s; + if (glad_glWindowPos3sMESA == NULL && glad_glWindowPos3sARB != NULL) glad_glWindowPos3sMESA = (PFNGLWINDOWPOS3SMESAPROC)glad_glWindowPos3sARB; + if (glad_glWindowPos3sv == NULL && glad_glWindowPos3svARB != NULL) glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)glad_glWindowPos3svARB; + if (glad_glWindowPos3sv == NULL && glad_glWindowPos3svMESA != NULL) glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)glad_glWindowPos3svMESA; + if (glad_glWindowPos3svARB == NULL && glad_glWindowPos3sv != NULL) glad_glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)glad_glWindowPos3sv; + if (glad_glWindowPos3svARB == NULL && glad_glWindowPos3svMESA != NULL) glad_glWindowPos3svARB = (PFNGLWINDOWPOS3SVARBPROC)glad_glWindowPos3svMESA; + if (glad_glWindowPos3svMESA == NULL && glad_glWindowPos3sv != NULL) glad_glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)glad_glWindowPos3sv; + if (glad_glWindowPos3svMESA == NULL && glad_glWindowPos3svARB != NULL) glad_glWindowPos3svMESA = (PFNGLWINDOWPOS3SVMESAPROC)glad_glWindowPos3svARB; +} + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define GLAD_GL_IS_SOME_NEW_VERSION 1 +#else +#define GLAD_GL_IS_SOME_NEW_VERSION 0 +#endif + +static int glad_gl_get_extensions( int version, const char **out_exts, unsigned int *out_num_exts_i, char ***out_exts_i) { +#if GLAD_GL_IS_SOME_NEW_VERSION + if(GLAD_VERSION_MAJOR(version) < 3) { +#else + (void) version; + (void) out_num_exts_i; + (void) out_exts_i; +#endif + if (glad_glGetString == NULL) { + return 0; + } + *out_exts = (const char *)glad_glGetString(GL_EXTENSIONS); +#if GLAD_GL_IS_SOME_NEW_VERSION + } else { + unsigned int index = 0; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (glad_glGetStringi == NULL || glad_glGetIntegerv == NULL) { + return 0; + } + glad_glGetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **) malloc(num_exts_i * (sizeof *exts_i)); + } + if (exts_i == NULL) { + return 0; + } + for(index = 0; index < num_exts_i; index++) { + const char *gl_str_tmp = (const char*) glad_glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp) + 1; + + char *local_str = (char*) malloc(len * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, len * sizeof(char)); + } + + exts_i[index] = local_str; + } + + *out_num_exts_i = num_exts_i; + *out_exts_i = exts_i; + } +#endif + return 1; +} +static void glad_gl_free_extensions(char **exts_i, unsigned int num_exts_i) { + if (exts_i != NULL) { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + free((void *) (exts_i[index])); + } + free((void *)exts_i); + exts_i = NULL; + } +} +static int glad_gl_has_extension(int version, const char *exts, unsigned int num_exts_i, char **exts_i, const char *ext) { + if(GLAD_VERSION_MAJOR(version) < 3 || !GLAD_GL_IS_SOME_NEW_VERSION) { + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } + } else { + unsigned int index; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + if(strcmp(e, ext) == 0) { + return 1; + } + } + } + return 0; +} + +static GLADapiproc glad_gl_get_proc_from_userptr(void *userptr, const char* name) { + return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); +} + +static int glad_gl_find_extensions_gl( int version) { + const char *exts = NULL; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + if (!glad_gl_get_extensions(version, &exts, &num_exts_i, &exts_i)) return 0; + + GLAD_GL_3DFX_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_3DFX_multisample"); + GLAD_GL_3DFX_tbuffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_3DFX_tbuffer"); + GLAD_GL_3DFX_texture_compression_FXT1 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_3DFX_texture_compression_FXT1"); + GLAD_GL_AMD_blend_minmax_factor = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_blend_minmax_factor"); + GLAD_GL_AMD_conservative_depth = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_conservative_depth"); + GLAD_GL_AMD_debug_output = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_debug_output"); + GLAD_GL_AMD_depth_clamp_separate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_depth_clamp_separate"); + GLAD_GL_AMD_draw_buffers_blend = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_draw_buffers_blend"); + GLAD_GL_AMD_framebuffer_multisample_advanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_framebuffer_multisample_advanced"); + GLAD_GL_AMD_framebuffer_sample_positions = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_framebuffer_sample_positions"); + GLAD_GL_AMD_gcn_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_gcn_shader"); + GLAD_GL_AMD_gpu_shader_half_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_gpu_shader_half_float"); + GLAD_GL_AMD_gpu_shader_int16 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_gpu_shader_int16"); + GLAD_GL_AMD_gpu_shader_int64 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_gpu_shader_int64"); + GLAD_GL_AMD_interleaved_elements = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_interleaved_elements"); + GLAD_GL_AMD_multi_draw_indirect = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_multi_draw_indirect"); + GLAD_GL_AMD_name_gen_delete = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_name_gen_delete"); + GLAD_GL_AMD_occlusion_query_event = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_occlusion_query_event"); + GLAD_GL_AMD_performance_monitor = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_performance_monitor"); + GLAD_GL_AMD_pinned_memory = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_pinned_memory"); + GLAD_GL_AMD_query_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_query_buffer_object"); + GLAD_GL_AMD_sample_positions = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_sample_positions"); + GLAD_GL_AMD_seamless_cubemap_per_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_seamless_cubemap_per_texture"); + GLAD_GL_AMD_shader_atomic_counter_ops = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_atomic_counter_ops"); + GLAD_GL_AMD_shader_ballot = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_ballot"); + GLAD_GL_AMD_shader_explicit_vertex_parameter = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_explicit_vertex_parameter"); + GLAD_GL_AMD_shader_gpu_shader_half_float_fetch = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_gpu_shader_half_float_fetch"); + GLAD_GL_AMD_shader_image_load_store_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_image_load_store_lod"); + GLAD_GL_AMD_shader_stencil_export = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_stencil_export"); + GLAD_GL_AMD_shader_trinary_minmax = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_shader_trinary_minmax"); + GLAD_GL_AMD_sparse_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_sparse_texture"); + GLAD_GL_AMD_stencil_operation_extended = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_stencil_operation_extended"); + GLAD_GL_AMD_texture_gather_bias_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_texture_gather_bias_lod"); + GLAD_GL_AMD_texture_texture4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_texture_texture4"); + GLAD_GL_AMD_transform_feedback3_lines_triangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_transform_feedback3_lines_triangles"); + GLAD_GL_AMD_transform_feedback4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_transform_feedback4"); + GLAD_GL_AMD_vertex_shader_layer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_vertex_shader_layer"); + GLAD_GL_AMD_vertex_shader_tessellator = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_vertex_shader_tessellator"); + GLAD_GL_AMD_vertex_shader_viewport_index = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_AMD_vertex_shader_viewport_index"); + GLAD_GL_APPLE_aux_depth_stencil = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_aux_depth_stencil"); + GLAD_GL_APPLE_client_storage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_client_storage"); + GLAD_GL_APPLE_element_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_element_array"); + GLAD_GL_APPLE_fence = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_fence"); + GLAD_GL_APPLE_float_pixels = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_float_pixels"); + GLAD_GL_APPLE_flush_buffer_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_flush_buffer_range"); + GLAD_GL_APPLE_object_purgeable = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_object_purgeable"); + GLAD_GL_APPLE_rgb_422 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_rgb_422"); + GLAD_GL_APPLE_row_bytes = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_row_bytes"); + GLAD_GL_APPLE_specular_vector = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_specular_vector"); + GLAD_GL_APPLE_texture_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_texture_range"); + GLAD_GL_APPLE_transform_hint = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_transform_hint"); + GLAD_GL_APPLE_vertex_array_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_vertex_array_object"); + GLAD_GL_APPLE_vertex_array_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_vertex_array_range"); + GLAD_GL_APPLE_vertex_program_evaluators = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_vertex_program_evaluators"); + GLAD_GL_APPLE_ycbcr_422 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_APPLE_ycbcr_422"); + GLAD_GL_ARB_ES2_compatibility = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_ES2_compatibility"); + GLAD_GL_ARB_ES3_1_compatibility = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_ES3_1_compatibility"); + GLAD_GL_ARB_ES3_2_compatibility = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_ES3_2_compatibility"); + GLAD_GL_ARB_ES3_compatibility = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_ES3_compatibility"); + GLAD_GL_ARB_arrays_of_arrays = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_arrays_of_arrays"); + GLAD_GL_ARB_base_instance = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_base_instance"); + GLAD_GL_ARB_bindless_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_bindless_texture"); + GLAD_GL_ARB_blend_func_extended = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_blend_func_extended"); + GLAD_GL_ARB_buffer_storage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_buffer_storage"); + GLAD_GL_ARB_cl_event = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_cl_event"); + GLAD_GL_ARB_clear_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_clear_buffer_object"); + GLAD_GL_ARB_clear_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_clear_texture"); + GLAD_GL_ARB_clip_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_clip_control"); + GLAD_GL_ARB_color_buffer_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_color_buffer_float"); + GLAD_GL_ARB_compatibility = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_compatibility"); + GLAD_GL_ARB_compressed_texture_pixel_storage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_compressed_texture_pixel_storage"); + GLAD_GL_ARB_compute_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_compute_shader"); + GLAD_GL_ARB_compute_variable_group_size = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_compute_variable_group_size"); + GLAD_GL_ARB_conditional_render_inverted = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_conditional_render_inverted"); + GLAD_GL_ARB_conservative_depth = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_conservative_depth"); + GLAD_GL_ARB_copy_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_copy_buffer"); + GLAD_GL_ARB_copy_image = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_copy_image"); + GLAD_GL_ARB_cull_distance = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_cull_distance"); + GLAD_GL_ARB_debug_output = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_debug_output"); + GLAD_GL_ARB_depth_buffer_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_depth_buffer_float"); + GLAD_GL_ARB_depth_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_depth_clamp"); + GLAD_GL_ARB_depth_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_depth_texture"); + GLAD_GL_ARB_derivative_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_derivative_control"); + GLAD_GL_ARB_direct_state_access = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_direct_state_access"); + GLAD_GL_ARB_draw_buffers = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_draw_buffers"); + GLAD_GL_ARB_draw_buffers_blend = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_draw_buffers_blend"); + GLAD_GL_ARB_draw_elements_base_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_draw_elements_base_vertex"); + GLAD_GL_ARB_draw_indirect = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_draw_indirect"); + GLAD_GL_ARB_draw_instanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_draw_instanced"); + GLAD_GL_ARB_enhanced_layouts = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_enhanced_layouts"); + GLAD_GL_ARB_explicit_attrib_location = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_explicit_attrib_location"); + GLAD_GL_ARB_explicit_uniform_location = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_explicit_uniform_location"); + GLAD_GL_ARB_fragment_coord_conventions = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_coord_conventions"); + GLAD_GL_ARB_fragment_layer_viewport = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_layer_viewport"); + GLAD_GL_ARB_fragment_program = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_program"); + GLAD_GL_ARB_fragment_program_shadow = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_program_shadow"); + GLAD_GL_ARB_fragment_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_shader"); + GLAD_GL_ARB_fragment_shader_interlock = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_fragment_shader_interlock"); + GLAD_GL_ARB_framebuffer_no_attachments = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_framebuffer_no_attachments"); + GLAD_GL_ARB_framebuffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_framebuffer_object"); + GLAD_GL_ARB_framebuffer_sRGB = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_framebuffer_sRGB"); + GLAD_GL_ARB_geometry_shader4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_geometry_shader4"); + GLAD_GL_ARB_get_program_binary = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_get_program_binary"); + GLAD_GL_ARB_get_texture_sub_image = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_get_texture_sub_image"); + GLAD_GL_ARB_gl_spirv = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_gl_spirv"); + GLAD_GL_ARB_gpu_shader5 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_gpu_shader5"); + GLAD_GL_ARB_gpu_shader_fp64 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_gpu_shader_fp64"); + GLAD_GL_ARB_gpu_shader_int64 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_gpu_shader_int64"); + GLAD_GL_ARB_half_float_pixel = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_half_float_pixel"); + GLAD_GL_ARB_half_float_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_half_float_vertex"); + GLAD_GL_ARB_imaging = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_imaging"); + GLAD_GL_ARB_indirect_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_indirect_parameters"); + GLAD_GL_ARB_instanced_arrays = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_instanced_arrays"); + GLAD_GL_ARB_internalformat_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_internalformat_query"); + GLAD_GL_ARB_internalformat_query2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_internalformat_query2"); + GLAD_GL_ARB_invalidate_subdata = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_invalidate_subdata"); + GLAD_GL_ARB_map_buffer_alignment = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_map_buffer_alignment"); + GLAD_GL_ARB_map_buffer_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_map_buffer_range"); + GLAD_GL_ARB_matrix_palette = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_matrix_palette"); + GLAD_GL_ARB_multi_bind = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_multi_bind"); + GLAD_GL_ARB_multi_draw_indirect = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_multi_draw_indirect"); + GLAD_GL_ARB_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_multisample"); + GLAD_GL_ARB_multitexture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_multitexture"); + GLAD_GL_ARB_occlusion_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_occlusion_query"); + GLAD_GL_ARB_occlusion_query2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_occlusion_query2"); + GLAD_GL_ARB_parallel_shader_compile = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_parallel_shader_compile"); + GLAD_GL_ARB_pipeline_statistics_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_pipeline_statistics_query"); + GLAD_GL_ARB_pixel_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_pixel_buffer_object"); + GLAD_GL_ARB_point_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_point_parameters"); + GLAD_GL_ARB_point_sprite = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_point_sprite"); + GLAD_GL_ARB_polygon_offset_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_polygon_offset_clamp"); + GLAD_GL_ARB_post_depth_coverage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_post_depth_coverage"); + GLAD_GL_ARB_program_interface_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_program_interface_query"); + GLAD_GL_ARB_provoking_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_provoking_vertex"); + GLAD_GL_ARB_query_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_query_buffer_object"); + GLAD_GL_ARB_robust_buffer_access_behavior = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_robust_buffer_access_behavior"); + GLAD_GL_ARB_robustness = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_robustness"); + GLAD_GL_ARB_robustness_isolation = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_robustness_isolation"); + GLAD_GL_ARB_sample_locations = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sample_locations"); + GLAD_GL_ARB_sample_shading = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sample_shading"); + GLAD_GL_ARB_sampler_objects = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sampler_objects"); + GLAD_GL_ARB_seamless_cube_map = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_seamless_cube_map"); + GLAD_GL_ARB_seamless_cubemap_per_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_seamless_cubemap_per_texture"); + GLAD_GL_ARB_separate_shader_objects = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_separate_shader_objects"); + GLAD_GL_ARB_shader_atomic_counter_ops = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_atomic_counter_ops"); + GLAD_GL_ARB_shader_atomic_counters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_atomic_counters"); + GLAD_GL_ARB_shader_ballot = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_ballot"); + GLAD_GL_ARB_shader_bit_encoding = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_bit_encoding"); + GLAD_GL_ARB_shader_clock = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_clock"); + GLAD_GL_ARB_shader_draw_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_draw_parameters"); + GLAD_GL_ARB_shader_group_vote = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_group_vote"); + GLAD_GL_ARB_shader_image_load_store = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_image_load_store"); + GLAD_GL_ARB_shader_image_size = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_image_size"); + GLAD_GL_ARB_shader_objects = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_objects"); + GLAD_GL_ARB_shader_precision = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_precision"); + GLAD_GL_ARB_shader_stencil_export = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_stencil_export"); + GLAD_GL_ARB_shader_storage_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_storage_buffer_object"); + GLAD_GL_ARB_shader_subroutine = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_subroutine"); + GLAD_GL_ARB_shader_texture_image_samples = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_texture_image_samples"); + GLAD_GL_ARB_shader_texture_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_texture_lod"); + GLAD_GL_ARB_shader_viewport_layer_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shader_viewport_layer_array"); + GLAD_GL_ARB_shading_language_100 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shading_language_100"); + GLAD_GL_ARB_shading_language_420pack = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shading_language_420pack"); + GLAD_GL_ARB_shading_language_include = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shading_language_include"); + GLAD_GL_ARB_shading_language_packing = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shading_language_packing"); + GLAD_GL_ARB_shadow = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shadow"); + GLAD_GL_ARB_shadow_ambient = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_shadow_ambient"); + GLAD_GL_ARB_sparse_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sparse_buffer"); + GLAD_GL_ARB_sparse_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sparse_texture"); + GLAD_GL_ARB_sparse_texture2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sparse_texture2"); + GLAD_GL_ARB_sparse_texture_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sparse_texture_clamp"); + GLAD_GL_ARB_spirv_extensions = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_spirv_extensions"); + GLAD_GL_ARB_stencil_texturing = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_stencil_texturing"); + GLAD_GL_ARB_sync = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_sync"); + GLAD_GL_ARB_tessellation_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_tessellation_shader"); + GLAD_GL_ARB_texture_barrier = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_barrier"); + GLAD_GL_ARB_texture_border_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_border_clamp"); + GLAD_GL_ARB_texture_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_buffer_object"); + GLAD_GL_ARB_texture_buffer_object_rgb32 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_buffer_object_rgb32"); + GLAD_GL_ARB_texture_buffer_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_buffer_range"); + GLAD_GL_ARB_texture_compression = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_compression"); + GLAD_GL_ARB_texture_compression_bptc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_compression_bptc"); + GLAD_GL_ARB_texture_compression_rgtc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_compression_rgtc"); + GLAD_GL_ARB_texture_cube_map = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_cube_map"); + GLAD_GL_ARB_texture_cube_map_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_cube_map_array"); + GLAD_GL_ARB_texture_env_add = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_env_add"); + GLAD_GL_ARB_texture_env_combine = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_env_combine"); + GLAD_GL_ARB_texture_env_crossbar = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_env_crossbar"); + GLAD_GL_ARB_texture_env_dot3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_env_dot3"); + GLAD_GL_ARB_texture_filter_anisotropic = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_filter_anisotropic"); + GLAD_GL_ARB_texture_filter_minmax = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_filter_minmax"); + GLAD_GL_ARB_texture_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_float"); + GLAD_GL_ARB_texture_gather = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_gather"); + GLAD_GL_ARB_texture_mirror_clamp_to_edge = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_mirror_clamp_to_edge"); + GLAD_GL_ARB_texture_mirrored_repeat = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_mirrored_repeat"); + GLAD_GL_ARB_texture_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_multisample"); + GLAD_GL_ARB_texture_non_power_of_two = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_non_power_of_two"); + GLAD_GL_ARB_texture_query_levels = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_query_levels"); + GLAD_GL_ARB_texture_query_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_query_lod"); + GLAD_GL_ARB_texture_rectangle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_rectangle"); + GLAD_GL_ARB_texture_rg = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_rg"); + GLAD_GL_ARB_texture_rgb10_a2ui = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_rgb10_a2ui"); + GLAD_GL_ARB_texture_stencil8 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_stencil8"); + GLAD_GL_ARB_texture_storage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_storage"); + GLAD_GL_ARB_texture_storage_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_storage_multisample"); + GLAD_GL_ARB_texture_swizzle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_swizzle"); + GLAD_GL_ARB_texture_view = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_texture_view"); + GLAD_GL_ARB_timer_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_timer_query"); + GLAD_GL_ARB_transform_feedback2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_transform_feedback2"); + GLAD_GL_ARB_transform_feedback3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_transform_feedback3"); + GLAD_GL_ARB_transform_feedback_instanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_transform_feedback_instanced"); + GLAD_GL_ARB_transform_feedback_overflow_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_transform_feedback_overflow_query"); + GLAD_GL_ARB_transpose_matrix = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_transpose_matrix"); + GLAD_GL_ARB_uniform_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_uniform_buffer_object"); + GLAD_GL_ARB_vertex_array_bgra = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_array_bgra"); + GLAD_GL_ARB_vertex_array_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_array_object"); + GLAD_GL_ARB_vertex_attrib_64bit = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_attrib_64bit"); + GLAD_GL_ARB_vertex_attrib_binding = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_attrib_binding"); + GLAD_GL_ARB_vertex_blend = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_blend"); + GLAD_GL_ARB_vertex_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_buffer_object"); + GLAD_GL_ARB_vertex_program = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_program"); + GLAD_GL_ARB_vertex_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_shader"); + GLAD_GL_ARB_vertex_type_10f_11f_11f_rev = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_type_10f_11f_11f_rev"); + GLAD_GL_ARB_vertex_type_2_10_10_10_rev = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_vertex_type_2_10_10_10_rev"); + GLAD_GL_ARB_viewport_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_viewport_array"); + GLAD_GL_ARB_window_pos = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ARB_window_pos"); + GLAD_GL_ATI_draw_buffers = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_draw_buffers"); + GLAD_GL_ATI_element_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_element_array"); + GLAD_GL_ATI_envmap_bumpmap = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_envmap_bumpmap"); + GLAD_GL_ATI_fragment_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_fragment_shader"); + GLAD_GL_ATI_map_object_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_map_object_buffer"); + GLAD_GL_ATI_meminfo = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_meminfo"); + GLAD_GL_ATI_pixel_format_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_pixel_format_float"); + GLAD_GL_ATI_pn_triangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_pn_triangles"); + GLAD_GL_ATI_separate_stencil = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_separate_stencil"); + GLAD_GL_ATI_text_fragment_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_text_fragment_shader"); + GLAD_GL_ATI_texture_env_combine3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_texture_env_combine3"); + GLAD_GL_ATI_texture_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_texture_float"); + GLAD_GL_ATI_texture_mirror_once = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_texture_mirror_once"); + GLAD_GL_ATI_vertex_array_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_vertex_array_object"); + GLAD_GL_ATI_vertex_attrib_array_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_vertex_attrib_array_object"); + GLAD_GL_ATI_vertex_streams = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_ATI_vertex_streams"); + GLAD_GL_EXT_422_pixels = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_422_pixels"); + GLAD_GL_EXT_EGL_image_storage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_EGL_image_storage"); + GLAD_GL_EXT_EGL_sync = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_EGL_sync"); + GLAD_GL_EXT_abgr = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_abgr"); + GLAD_GL_EXT_bgra = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_bgra"); + GLAD_GL_EXT_bindable_uniform = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_bindable_uniform"); + GLAD_GL_EXT_blend_color = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_color"); + GLAD_GL_EXT_blend_equation_separate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_equation_separate"); + GLAD_GL_EXT_blend_func_separate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_func_separate"); + GLAD_GL_EXT_blend_logic_op = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_logic_op"); + GLAD_GL_EXT_blend_minmax = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_minmax"); + GLAD_GL_EXT_blend_subtract = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_blend_subtract"); + GLAD_GL_EXT_clip_volume_hint = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_clip_volume_hint"); + GLAD_GL_EXT_cmyka = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_cmyka"); + GLAD_GL_EXT_color_subtable = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_color_subtable"); + GLAD_GL_EXT_compiled_vertex_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_compiled_vertex_array"); + GLAD_GL_EXT_convolution = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_convolution"); + GLAD_GL_EXT_coordinate_frame = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_coordinate_frame"); + GLAD_GL_EXT_copy_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_copy_texture"); + GLAD_GL_EXT_cull_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_cull_vertex"); + GLAD_GL_EXT_debug_label = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_debug_label"); + GLAD_GL_EXT_debug_marker = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_debug_marker"); + GLAD_GL_EXT_depth_bounds_test = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_depth_bounds_test"); + GLAD_GL_EXT_direct_state_access = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_direct_state_access"); + GLAD_GL_EXT_draw_buffers2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_draw_buffers2"); + GLAD_GL_EXT_draw_instanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_draw_instanced"); + GLAD_GL_EXT_draw_range_elements = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_draw_range_elements"); + GLAD_GL_EXT_external_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_external_buffer"); + GLAD_GL_EXT_fog_coord = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_fog_coord"); + GLAD_GL_EXT_framebuffer_blit = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_framebuffer_blit"); + GLAD_GL_EXT_framebuffer_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_framebuffer_multisample"); + GLAD_GL_EXT_framebuffer_multisample_blit_scaled = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_framebuffer_multisample_blit_scaled"); + GLAD_GL_EXT_framebuffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_framebuffer_object"); + GLAD_GL_EXT_framebuffer_sRGB = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_framebuffer_sRGB"); + GLAD_GL_EXT_geometry_shader4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_geometry_shader4"); + GLAD_GL_EXT_gpu_program_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_gpu_program_parameters"); + GLAD_GL_EXT_gpu_shader4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_gpu_shader4"); + GLAD_GL_EXT_histogram = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_histogram"); + GLAD_GL_EXT_index_array_formats = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_index_array_formats"); + GLAD_GL_EXT_index_func = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_index_func"); + GLAD_GL_EXT_index_material = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_index_material"); + GLAD_GL_EXT_index_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_index_texture"); + GLAD_GL_EXT_light_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_light_texture"); + GLAD_GL_EXT_memory_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_memory_object"); + GLAD_GL_EXT_memory_object_fd = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_memory_object_fd"); + GLAD_GL_EXT_memory_object_win32 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_memory_object_win32"); + GLAD_GL_EXT_misc_attribute = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_misc_attribute"); + GLAD_GL_EXT_multi_draw_arrays = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_multi_draw_arrays"); + GLAD_GL_EXT_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_multisample"); + GLAD_GL_EXT_multiview_tessellation_geometry_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_multiview_tessellation_geometry_shader"); + GLAD_GL_EXT_multiview_texture_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_multiview_texture_multisample"); + GLAD_GL_EXT_multiview_timer_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_multiview_timer_query"); + GLAD_GL_EXT_packed_depth_stencil = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_packed_depth_stencil"); + GLAD_GL_EXT_packed_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_packed_float"); + GLAD_GL_EXT_packed_pixels = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_packed_pixels"); + GLAD_GL_EXT_paletted_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_paletted_texture"); + GLAD_GL_EXT_pixel_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_pixel_buffer_object"); + GLAD_GL_EXT_pixel_transform = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_pixel_transform"); + GLAD_GL_EXT_pixel_transform_color_table = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_pixel_transform_color_table"); + GLAD_GL_EXT_point_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_point_parameters"); + GLAD_GL_EXT_polygon_offset = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_polygon_offset"); + GLAD_GL_EXT_polygon_offset_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_polygon_offset_clamp"); + GLAD_GL_EXT_post_depth_coverage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_post_depth_coverage"); + GLAD_GL_EXT_provoking_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_provoking_vertex"); + GLAD_GL_EXT_raster_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_raster_multisample"); + GLAD_GL_EXT_rescale_normal = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_rescale_normal"); + GLAD_GL_EXT_secondary_color = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_secondary_color"); + GLAD_GL_EXT_semaphore = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_semaphore"); + GLAD_GL_EXT_semaphore_fd = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_semaphore_fd"); + GLAD_GL_EXT_semaphore_win32 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_semaphore_win32"); + GLAD_GL_EXT_separate_shader_objects = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_separate_shader_objects"); + GLAD_GL_EXT_separate_specular_color = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_separate_specular_color"); + GLAD_GL_EXT_shader_framebuffer_fetch = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shader_framebuffer_fetch"); + GLAD_GL_EXT_shader_framebuffer_fetch_non_coherent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shader_framebuffer_fetch_non_coherent"); + GLAD_GL_EXT_shader_image_load_formatted = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shader_image_load_formatted"); + GLAD_GL_EXT_shader_image_load_store = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shader_image_load_store"); + GLAD_GL_EXT_shader_integer_mix = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shader_integer_mix"); + GLAD_GL_EXT_shadow_funcs = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shadow_funcs"); + GLAD_GL_EXT_shared_texture_palette = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_shared_texture_palette"); + GLAD_GL_EXT_sparse_texture2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_sparse_texture2"); + GLAD_GL_EXT_stencil_clear_tag = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_stencil_clear_tag"); + GLAD_GL_EXT_stencil_two_side = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_stencil_two_side"); + GLAD_GL_EXT_stencil_wrap = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_stencil_wrap"); + GLAD_GL_EXT_subtexture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_subtexture"); + GLAD_GL_EXT_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture"); + GLAD_GL_EXT_texture3D = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture3D"); + GLAD_GL_EXT_texture_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_array"); + GLAD_GL_EXT_texture_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_buffer_object"); + GLAD_GL_EXT_texture_compression_latc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_compression_latc"); + GLAD_GL_EXT_texture_compression_rgtc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_compression_rgtc"); + GLAD_GL_EXT_texture_compression_s3tc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_compression_s3tc"); + GLAD_GL_EXT_texture_cube_map = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_cube_map"); + GLAD_GL_EXT_texture_env_add = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_env_add"); + GLAD_GL_EXT_texture_env_combine = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_env_combine"); + GLAD_GL_EXT_texture_env_dot3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_env_dot3"); + GLAD_GL_EXT_texture_filter_anisotropic = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_filter_anisotropic"); + GLAD_GL_EXT_texture_filter_minmax = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_filter_minmax"); + GLAD_GL_EXT_texture_integer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_integer"); + GLAD_GL_EXT_texture_lod_bias = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_lod_bias"); + GLAD_GL_EXT_texture_mirror_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_mirror_clamp"); + GLAD_GL_EXT_texture_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_object"); + GLAD_GL_EXT_texture_perturb_normal = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_perturb_normal"); + GLAD_GL_EXT_texture_sRGB = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_sRGB"); + GLAD_GL_EXT_texture_sRGB_R8 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_sRGB_R8"); + GLAD_GL_EXT_texture_sRGB_RG8 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_sRGB_RG8"); + GLAD_GL_EXT_texture_sRGB_decode = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_sRGB_decode"); + GLAD_GL_EXT_texture_shadow_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_shadow_lod"); + GLAD_GL_EXT_texture_shared_exponent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_shared_exponent"); + GLAD_GL_EXT_texture_snorm = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_snorm"); + GLAD_GL_EXT_texture_swizzle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_texture_swizzle"); + GLAD_GL_EXT_timer_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_timer_query"); + GLAD_GL_EXT_transform_feedback = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_transform_feedback"); + GLAD_GL_EXT_vertex_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_vertex_array"); + GLAD_GL_EXT_vertex_array_bgra = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_vertex_array_bgra"); + GLAD_GL_EXT_vertex_attrib_64bit = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_vertex_attrib_64bit"); + GLAD_GL_EXT_vertex_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_vertex_shader"); + GLAD_GL_EXT_vertex_weighting = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_vertex_weighting"); + GLAD_GL_EXT_win32_keyed_mutex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_win32_keyed_mutex"); + GLAD_GL_EXT_window_rectangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_window_rectangles"); + GLAD_GL_EXT_x11_sync_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_EXT_x11_sync_object"); + GLAD_GL_GREMEDY_frame_terminator = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_GREMEDY_frame_terminator"); + GLAD_GL_GREMEDY_string_marker = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_GREMEDY_string_marker"); + GLAD_GL_HP_convolution_border_modes = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_HP_convolution_border_modes"); + GLAD_GL_HP_image_transform = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_HP_image_transform"); + GLAD_GL_HP_occlusion_test = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_HP_occlusion_test"); + GLAD_GL_HP_texture_lighting = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_HP_texture_lighting"); + GLAD_GL_IBM_cull_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_cull_vertex"); + GLAD_GL_IBM_multimode_draw_arrays = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_multimode_draw_arrays"); + GLAD_GL_IBM_rasterpos_clip = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_rasterpos_clip"); + GLAD_GL_IBM_static_data = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_static_data"); + GLAD_GL_IBM_texture_mirrored_repeat = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_texture_mirrored_repeat"); + GLAD_GL_IBM_vertex_array_lists = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_IBM_vertex_array_lists"); + GLAD_GL_INGR_blend_func_separate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INGR_blend_func_separate"); + GLAD_GL_INGR_color_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INGR_color_clamp"); + GLAD_GL_INGR_interlace_read = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INGR_interlace_read"); + GLAD_GL_INTEL_blackhole_render = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_blackhole_render"); + GLAD_GL_INTEL_conservative_rasterization = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_conservative_rasterization"); + GLAD_GL_INTEL_fragment_shader_ordering = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_fragment_shader_ordering"); + GLAD_GL_INTEL_framebuffer_CMAA = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_framebuffer_CMAA"); + GLAD_GL_INTEL_map_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_map_texture"); + GLAD_GL_INTEL_parallel_arrays = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_parallel_arrays"); + GLAD_GL_INTEL_performance_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_INTEL_performance_query"); + GLAD_GL_KHR_blend_equation_advanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced"); + GLAD_GL_KHR_blend_equation_advanced_coherent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_blend_equation_advanced_coherent"); + GLAD_GL_KHR_context_flush_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_context_flush_control"); + GLAD_GL_KHR_debug = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_debug"); + GLAD_GL_KHR_no_error = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_no_error"); + GLAD_GL_KHR_parallel_shader_compile = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_parallel_shader_compile"); + GLAD_GL_KHR_robust_buffer_access_behavior = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_robust_buffer_access_behavior"); + GLAD_GL_KHR_robustness = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_robustness"); + GLAD_GL_KHR_shader_subgroup = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_shader_subgroup"); + GLAD_GL_KHR_texture_compression_astc_hdr = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_texture_compression_astc_hdr"); + GLAD_GL_KHR_texture_compression_astc_ldr = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_texture_compression_astc_ldr"); + GLAD_GL_KHR_texture_compression_astc_sliced_3d = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_KHR_texture_compression_astc_sliced_3d"); + GLAD_GL_MESAX_texture_stack = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESAX_texture_stack"); + GLAD_GL_MESA_framebuffer_flip_x = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_framebuffer_flip_x"); + GLAD_GL_MESA_framebuffer_flip_y = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_framebuffer_flip_y"); + GLAD_GL_MESA_framebuffer_swap_xy = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_framebuffer_swap_xy"); + GLAD_GL_MESA_pack_invert = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_pack_invert"); + GLAD_GL_MESA_program_binary_formats = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_program_binary_formats"); + GLAD_GL_MESA_resize_buffers = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_resize_buffers"); + GLAD_GL_MESA_shader_integer_functions = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_shader_integer_functions"); + GLAD_GL_MESA_tile_raster_order = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_tile_raster_order"); + GLAD_GL_MESA_window_pos = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_window_pos"); + GLAD_GL_MESA_ycbcr_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_MESA_ycbcr_texture"); + GLAD_GL_NVX_blend_equation_advanced_multi_draw_buffers = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_blend_equation_advanced_multi_draw_buffers"); + GLAD_GL_NVX_conditional_render = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_conditional_render"); + GLAD_GL_NVX_gpu_memory_info = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_gpu_memory_info"); + GLAD_GL_NVX_gpu_multicast2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_gpu_multicast2"); + GLAD_GL_NVX_linked_gpu_multicast = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_linked_gpu_multicast"); + GLAD_GL_NVX_progress_fence = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NVX_progress_fence"); + GLAD_GL_NV_alpha_to_coverage_dither_control = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_alpha_to_coverage_dither_control"); + GLAD_GL_NV_bindless_multi_draw_indirect = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_bindless_multi_draw_indirect"); + GLAD_GL_NV_bindless_multi_draw_indirect_count = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_bindless_multi_draw_indirect_count"); + GLAD_GL_NV_bindless_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_bindless_texture"); + GLAD_GL_NV_blend_equation_advanced = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_blend_equation_advanced"); + GLAD_GL_NV_blend_equation_advanced_coherent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_blend_equation_advanced_coherent"); + GLAD_GL_NV_blend_minmax_factor = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_blend_minmax_factor"); + GLAD_GL_NV_blend_square = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_blend_square"); + GLAD_GL_NV_clip_space_w_scaling = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_clip_space_w_scaling"); + GLAD_GL_NV_command_list = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_command_list"); + GLAD_GL_NV_compute_program5 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_compute_program5"); + GLAD_GL_NV_compute_shader_derivatives = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_compute_shader_derivatives"); + GLAD_GL_NV_conditional_render = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conditional_render"); + GLAD_GL_NV_conservative_raster = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conservative_raster"); + GLAD_GL_NV_conservative_raster_dilate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conservative_raster_dilate"); + GLAD_GL_NV_conservative_raster_pre_snap = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conservative_raster_pre_snap"); + GLAD_GL_NV_conservative_raster_pre_snap_triangles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conservative_raster_pre_snap_triangles"); + GLAD_GL_NV_conservative_raster_underestimation = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_conservative_raster_underestimation"); + GLAD_GL_NV_copy_depth_to_color = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_copy_depth_to_color"); + GLAD_GL_NV_copy_image = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_copy_image"); + GLAD_GL_NV_deep_texture3D = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_deep_texture3D"); + GLAD_GL_NV_depth_buffer_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_depth_buffer_float"); + GLAD_GL_NV_depth_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_depth_clamp"); + GLAD_GL_NV_draw_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_draw_texture"); + GLAD_GL_NV_draw_vulkan_image = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_draw_vulkan_image"); + GLAD_GL_NV_evaluators = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_evaluators"); + GLAD_GL_NV_explicit_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_explicit_multisample"); + GLAD_GL_NV_fence = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fence"); + GLAD_GL_NV_fill_rectangle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fill_rectangle"); + GLAD_GL_NV_float_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_float_buffer"); + GLAD_GL_NV_fog_distance = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fog_distance"); + GLAD_GL_NV_fragment_coverage_to_color = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_coverage_to_color"); + GLAD_GL_NV_fragment_program = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_program"); + GLAD_GL_NV_fragment_program2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_program2"); + GLAD_GL_NV_fragment_program4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_program4"); + GLAD_GL_NV_fragment_program_option = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_program_option"); + GLAD_GL_NV_fragment_shader_barycentric = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_shader_barycentric"); + GLAD_GL_NV_fragment_shader_interlock = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_fragment_shader_interlock"); + GLAD_GL_NV_framebuffer_mixed_samples = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_framebuffer_mixed_samples"); + GLAD_GL_NV_framebuffer_multisample_coverage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_framebuffer_multisample_coverage"); + GLAD_GL_NV_geometry_program4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_geometry_program4"); + GLAD_GL_NV_geometry_shader4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_geometry_shader4"); + GLAD_GL_NV_geometry_shader_passthrough = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_geometry_shader_passthrough"); + GLAD_GL_NV_gpu_multicast = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_gpu_multicast"); + GLAD_GL_NV_gpu_program4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_gpu_program4"); + GLAD_GL_NV_gpu_program5 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_gpu_program5"); + GLAD_GL_NV_gpu_program5_mem_extended = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_gpu_program5_mem_extended"); + GLAD_GL_NV_gpu_shader5 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_gpu_shader5"); + GLAD_GL_NV_half_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_half_float"); + GLAD_GL_NV_internalformat_sample_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_internalformat_sample_query"); + GLAD_GL_NV_light_max_exponent = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_light_max_exponent"); + GLAD_GL_NV_memory_attachment = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_memory_attachment"); + GLAD_GL_NV_memory_object_sparse = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_memory_object_sparse"); + GLAD_GL_NV_mesh_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_mesh_shader"); + GLAD_GL_NV_multisample_coverage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_multisample_coverage"); + GLAD_GL_NV_multisample_filter_hint = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_multisample_filter_hint"); + GLAD_GL_NV_occlusion_query = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_occlusion_query"); + GLAD_GL_NV_packed_depth_stencil = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_packed_depth_stencil"); + GLAD_GL_NV_parameter_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_parameter_buffer_object"); + GLAD_GL_NV_parameter_buffer_object2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_parameter_buffer_object2"); + GLAD_GL_NV_path_rendering = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_path_rendering"); + GLAD_GL_NV_path_rendering_shared_edge = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_path_rendering_shared_edge"); + GLAD_GL_NV_pixel_data_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_pixel_data_range"); + GLAD_GL_NV_point_sprite = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_point_sprite"); + GLAD_GL_NV_present_video = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_present_video"); + GLAD_GL_NV_primitive_restart = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_primitive_restart"); + GLAD_GL_NV_primitive_shading_rate = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_primitive_shading_rate"); + GLAD_GL_NV_query_resource = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_query_resource"); + GLAD_GL_NV_query_resource_tag = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_query_resource_tag"); + GLAD_GL_NV_register_combiners = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_register_combiners"); + GLAD_GL_NV_register_combiners2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_register_combiners2"); + GLAD_GL_NV_representative_fragment_test = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_representative_fragment_test"); + GLAD_GL_NV_robustness_video_memory_purge = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_robustness_video_memory_purge"); + GLAD_GL_NV_sample_locations = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_sample_locations"); + GLAD_GL_NV_sample_mask_override_coverage = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_sample_mask_override_coverage"); + GLAD_GL_NV_scissor_exclusive = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_scissor_exclusive"); + GLAD_GL_NV_shader_atomic_counters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_atomic_counters"); + GLAD_GL_NV_shader_atomic_float = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_atomic_float"); + GLAD_GL_NV_shader_atomic_float64 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_atomic_float64"); + GLAD_GL_NV_shader_atomic_fp16_vector = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_atomic_fp16_vector"); + GLAD_GL_NV_shader_atomic_int64 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_atomic_int64"); + GLAD_GL_NV_shader_buffer_load = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_buffer_load"); + GLAD_GL_NV_shader_buffer_store = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_buffer_store"); + GLAD_GL_NV_shader_storage_buffer_object = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_storage_buffer_object"); + GLAD_GL_NV_shader_subgroup_partitioned = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_subgroup_partitioned"); + GLAD_GL_NV_shader_texture_footprint = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_texture_footprint"); + GLAD_GL_NV_shader_thread_group = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_thread_group"); + GLAD_GL_NV_shader_thread_shuffle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shader_thread_shuffle"); + GLAD_GL_NV_shading_rate_image = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_shading_rate_image"); + GLAD_GL_NV_stereo_view_rendering = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_stereo_view_rendering"); + GLAD_GL_NV_tessellation_program5 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_tessellation_program5"); + GLAD_GL_NV_texgen_emboss = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texgen_emboss"); + GLAD_GL_NV_texgen_reflection = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texgen_reflection"); + GLAD_GL_NV_texture_barrier = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_barrier"); + GLAD_GL_NV_texture_compression_vtc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_compression_vtc"); + GLAD_GL_NV_texture_env_combine4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_env_combine4"); + GLAD_GL_NV_texture_expand_normal = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_expand_normal"); + GLAD_GL_NV_texture_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_multisample"); + GLAD_GL_NV_texture_rectangle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_rectangle"); + GLAD_GL_NV_texture_rectangle_compressed = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_rectangle_compressed"); + GLAD_GL_NV_texture_shader = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_shader"); + GLAD_GL_NV_texture_shader2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_shader2"); + GLAD_GL_NV_texture_shader3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_texture_shader3"); + GLAD_GL_NV_timeline_semaphore = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_timeline_semaphore"); + GLAD_GL_NV_transform_feedback = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_transform_feedback"); + GLAD_GL_NV_transform_feedback2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_transform_feedback2"); + GLAD_GL_NV_uniform_buffer_unified_memory = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_uniform_buffer_unified_memory"); + GLAD_GL_NV_vdpau_interop = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vdpau_interop"); + GLAD_GL_NV_vdpau_interop2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vdpau_interop2"); + GLAD_GL_NV_vertex_array_range = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_array_range"); + GLAD_GL_NV_vertex_array_range2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_array_range2"); + GLAD_GL_NV_vertex_attrib_integer_64bit = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_attrib_integer_64bit"); + GLAD_GL_NV_vertex_buffer_unified_memory = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_buffer_unified_memory"); + GLAD_GL_NV_vertex_program = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program"); + GLAD_GL_NV_vertex_program1_1 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program1_1"); + GLAD_GL_NV_vertex_program2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program2"); + GLAD_GL_NV_vertex_program2_option = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program2_option"); + GLAD_GL_NV_vertex_program3 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program3"); + GLAD_GL_NV_vertex_program4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_vertex_program4"); + GLAD_GL_NV_video_capture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_video_capture"); + GLAD_GL_NV_viewport_array2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_viewport_array2"); + GLAD_GL_NV_viewport_swizzle = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_NV_viewport_swizzle"); + GLAD_GL_OES_byte_coordinates = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_byte_coordinates"); + GLAD_GL_OES_compressed_paletted_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_compressed_paletted_texture"); + GLAD_GL_OES_fixed_point = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_fixed_point"); + GLAD_GL_OES_query_matrix = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_query_matrix"); + GLAD_GL_OES_read_format = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_read_format"); + GLAD_GL_OES_single_precision = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_single_precision"); + GLAD_GL_OML_interlace = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OML_interlace"); + GLAD_GL_OML_resample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OML_resample"); + GLAD_GL_OML_subsample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OML_subsample"); + GLAD_GL_OVR_multiview = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OVR_multiview"); + GLAD_GL_OVR_multiview2 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OVR_multiview2"); + GLAD_GL_PGI_misc_hints = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_PGI_misc_hints"); + GLAD_GL_PGI_vertex_hints = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_PGI_vertex_hints"); + GLAD_GL_REND_screen_coordinates = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_REND_screen_coordinates"); + GLAD_GL_S3_s3tc = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_S3_s3tc"); + GLAD_GL_SGIS_detail_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_detail_texture"); + GLAD_GL_SGIS_fog_function = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_fog_function"); + GLAD_GL_SGIS_generate_mipmap = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_generate_mipmap"); + GLAD_GL_SGIS_multisample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_multisample"); + GLAD_GL_SGIS_pixel_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_pixel_texture"); + GLAD_GL_SGIS_point_line_texgen = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_point_line_texgen"); + GLAD_GL_SGIS_point_parameters = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_point_parameters"); + GLAD_GL_SGIS_sharpen_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_sharpen_texture"); + GLAD_GL_SGIS_texture4D = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture4D"); + GLAD_GL_SGIS_texture_border_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_border_clamp"); + GLAD_GL_SGIS_texture_color_mask = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_color_mask"); + GLAD_GL_SGIS_texture_edge_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_edge_clamp"); + GLAD_GL_SGIS_texture_filter4 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_filter4"); + GLAD_GL_SGIS_texture_lod = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_lod"); + GLAD_GL_SGIS_texture_select = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIS_texture_select"); + GLAD_GL_SGIX_async = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_async"); + GLAD_GL_SGIX_async_histogram = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_async_histogram"); + GLAD_GL_SGIX_async_pixel = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_async_pixel"); + GLAD_GL_SGIX_blend_alpha_minmax = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_blend_alpha_minmax"); + GLAD_GL_SGIX_calligraphic_fragment = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_calligraphic_fragment"); + GLAD_GL_SGIX_clipmap = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_clipmap"); + GLAD_GL_SGIX_convolution_accuracy = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_convolution_accuracy"); + GLAD_GL_SGIX_depth_pass_instrument = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_depth_pass_instrument"); + GLAD_GL_SGIX_depth_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_depth_texture"); + GLAD_GL_SGIX_flush_raster = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_flush_raster"); + GLAD_GL_SGIX_fog_offset = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_fog_offset"); + GLAD_GL_SGIX_fragment_lighting = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_fragment_lighting"); + GLAD_GL_SGIX_framezoom = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_framezoom"); + GLAD_GL_SGIX_igloo_interface = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_igloo_interface"); + GLAD_GL_SGIX_instruments = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_instruments"); + GLAD_GL_SGIX_interlace = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_interlace"); + GLAD_GL_SGIX_ir_instrument1 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_ir_instrument1"); + GLAD_GL_SGIX_list_priority = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_list_priority"); + GLAD_GL_SGIX_pixel_texture = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_pixel_texture"); + GLAD_GL_SGIX_pixel_tiles = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_pixel_tiles"); + GLAD_GL_SGIX_polynomial_ffd = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_polynomial_ffd"); + GLAD_GL_SGIX_reference_plane = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_reference_plane"); + GLAD_GL_SGIX_resample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_resample"); + GLAD_GL_SGIX_scalebias_hint = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_scalebias_hint"); + GLAD_GL_SGIX_shadow = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_shadow"); + GLAD_GL_SGIX_shadow_ambient = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_shadow_ambient"); + GLAD_GL_SGIX_sprite = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_sprite"); + GLAD_GL_SGIX_subsample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_subsample"); + GLAD_GL_SGIX_tag_sample_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_tag_sample_buffer"); + GLAD_GL_SGIX_texture_add_env = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_texture_add_env"); + GLAD_GL_SGIX_texture_coordinate_clamp = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_texture_coordinate_clamp"); + GLAD_GL_SGIX_texture_lod_bias = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_texture_lod_bias"); + GLAD_GL_SGIX_texture_multi_buffer = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_texture_multi_buffer"); + GLAD_GL_SGIX_texture_scale_bias = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_texture_scale_bias"); + GLAD_GL_SGIX_vertex_preclip = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_vertex_preclip"); + GLAD_GL_SGIX_ycrcb = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_ycrcb"); + GLAD_GL_SGIX_ycrcb_subsample = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_ycrcb_subsample"); + GLAD_GL_SGIX_ycrcba = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGIX_ycrcba"); + GLAD_GL_SGI_color_matrix = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGI_color_matrix"); + GLAD_GL_SGI_color_table = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGI_color_table"); + GLAD_GL_SGI_texture_color_table = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SGI_texture_color_table"); + GLAD_GL_SUNX_constant_data = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUNX_constant_data"); + GLAD_GL_SUN_convolution_border_modes = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_convolution_border_modes"); + GLAD_GL_SUN_global_alpha = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_global_alpha"); + GLAD_GL_SUN_mesh_array = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_mesh_array"); + GLAD_GL_SUN_slice_accum = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_slice_accum"); + GLAD_GL_SUN_triangle_list = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_triangle_list"); + GLAD_GL_SUN_vertex = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_SUN_vertex"); + GLAD_GL_WIN_phong_shading = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_WIN_phong_shading"); + GLAD_GL_WIN_specular_fog = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_WIN_specular_fog"); + + glad_gl_free_extensions(exts_i, num_exts_i); + + return 1; +} + +static int glad_gl_find_core_gl(void) { + int i, major, minor; + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + version = (const char*) glad_glGetString(GL_VERSION); + if (!version) return 0; + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + + GLAD_IMPL_UTIL_SSCANF(version, "%d.%d", &major, &minor); + + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + + return GLAD_MAKE_VERSION(major, minor); +} + +int gladLoadGLUserPtr( GLADuserptrloadfunc load, void *userptr) { + int version; + + glad_glGetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + if(glad_glGetString == NULL) return 0; + if(glad_glGetString(GL_VERSION) == NULL) return 0; + version = glad_gl_find_core_gl(); + + glad_gl_load_GL_VERSION_1_0(load, userptr); + glad_gl_load_GL_VERSION_1_1(load, userptr); + glad_gl_load_GL_VERSION_1_2(load, userptr); + glad_gl_load_GL_VERSION_1_3(load, userptr); + glad_gl_load_GL_VERSION_1_4(load, userptr); + glad_gl_load_GL_VERSION_1_5(load, userptr); + glad_gl_load_GL_VERSION_2_0(load, userptr); + glad_gl_load_GL_VERSION_2_1(load, userptr); + glad_gl_load_GL_VERSION_3_0(load, userptr); + glad_gl_load_GL_VERSION_3_1(load, userptr); + + if (!glad_gl_find_extensions_gl(version)) return 0; + glad_gl_load_GL_3DFX_tbuffer(load, userptr); + glad_gl_load_GL_AMD_debug_output(load, userptr); + glad_gl_load_GL_AMD_draw_buffers_blend(load, userptr); + glad_gl_load_GL_AMD_framebuffer_multisample_advanced(load, userptr); + glad_gl_load_GL_AMD_framebuffer_sample_positions(load, userptr); + glad_gl_load_GL_AMD_gpu_shader_int64(load, userptr); + glad_gl_load_GL_AMD_interleaved_elements(load, userptr); + glad_gl_load_GL_AMD_multi_draw_indirect(load, userptr); + glad_gl_load_GL_AMD_name_gen_delete(load, userptr); + glad_gl_load_GL_AMD_occlusion_query_event(load, userptr); + glad_gl_load_GL_AMD_performance_monitor(load, userptr); + glad_gl_load_GL_AMD_sample_positions(load, userptr); + glad_gl_load_GL_AMD_sparse_texture(load, userptr); + glad_gl_load_GL_AMD_stencil_operation_extended(load, userptr); + glad_gl_load_GL_AMD_vertex_shader_tessellator(load, userptr); + glad_gl_load_GL_APPLE_element_array(load, userptr); + glad_gl_load_GL_APPLE_fence(load, userptr); + glad_gl_load_GL_APPLE_flush_buffer_range(load, userptr); + glad_gl_load_GL_APPLE_object_purgeable(load, userptr); + glad_gl_load_GL_APPLE_texture_range(load, userptr); + glad_gl_load_GL_APPLE_vertex_array_object(load, userptr); + glad_gl_load_GL_APPLE_vertex_array_range(load, userptr); + glad_gl_load_GL_APPLE_vertex_program_evaluators(load, userptr); + glad_gl_load_GL_ARB_ES2_compatibility(load, userptr); + glad_gl_load_GL_ARB_ES3_1_compatibility(load, userptr); + glad_gl_load_GL_ARB_ES3_2_compatibility(load, userptr); + glad_gl_load_GL_ARB_base_instance(load, userptr); + glad_gl_load_GL_ARB_bindless_texture(load, userptr); + glad_gl_load_GL_ARB_blend_func_extended(load, userptr); + glad_gl_load_GL_ARB_buffer_storage(load, userptr); + glad_gl_load_GL_ARB_cl_event(load, userptr); + glad_gl_load_GL_ARB_clear_buffer_object(load, userptr); + glad_gl_load_GL_ARB_clear_texture(load, userptr); + glad_gl_load_GL_ARB_clip_control(load, userptr); + glad_gl_load_GL_ARB_color_buffer_float(load, userptr); + glad_gl_load_GL_ARB_compute_shader(load, userptr); + glad_gl_load_GL_ARB_compute_variable_group_size(load, userptr); + glad_gl_load_GL_ARB_copy_buffer(load, userptr); + glad_gl_load_GL_ARB_copy_image(load, userptr); + glad_gl_load_GL_ARB_debug_output(load, userptr); + glad_gl_load_GL_ARB_direct_state_access(load, userptr); + glad_gl_load_GL_ARB_draw_buffers(load, userptr); + glad_gl_load_GL_ARB_draw_buffers_blend(load, userptr); + glad_gl_load_GL_ARB_draw_elements_base_vertex(load, userptr); + glad_gl_load_GL_ARB_draw_indirect(load, userptr); + glad_gl_load_GL_ARB_draw_instanced(load, userptr); + glad_gl_load_GL_ARB_fragment_program(load, userptr); + glad_gl_load_GL_ARB_framebuffer_no_attachments(load, userptr); + glad_gl_load_GL_ARB_framebuffer_object(load, userptr); + glad_gl_load_GL_ARB_geometry_shader4(load, userptr); + glad_gl_load_GL_ARB_get_program_binary(load, userptr); + glad_gl_load_GL_ARB_get_texture_sub_image(load, userptr); + glad_gl_load_GL_ARB_gl_spirv(load, userptr); + glad_gl_load_GL_ARB_gpu_shader_fp64(load, userptr); + glad_gl_load_GL_ARB_gpu_shader_int64(load, userptr); + glad_gl_load_GL_ARB_imaging(load, userptr); + glad_gl_load_GL_ARB_indirect_parameters(load, userptr); + glad_gl_load_GL_ARB_instanced_arrays(load, userptr); + glad_gl_load_GL_ARB_internalformat_query(load, userptr); + glad_gl_load_GL_ARB_internalformat_query2(load, userptr); + glad_gl_load_GL_ARB_invalidate_subdata(load, userptr); + glad_gl_load_GL_ARB_map_buffer_range(load, userptr); + glad_gl_load_GL_ARB_matrix_palette(load, userptr); + glad_gl_load_GL_ARB_multi_bind(load, userptr); + glad_gl_load_GL_ARB_multi_draw_indirect(load, userptr); + glad_gl_load_GL_ARB_multisample(load, userptr); + glad_gl_load_GL_ARB_multitexture(load, userptr); + glad_gl_load_GL_ARB_occlusion_query(load, userptr); + glad_gl_load_GL_ARB_parallel_shader_compile(load, userptr); + glad_gl_load_GL_ARB_point_parameters(load, userptr); + glad_gl_load_GL_ARB_polygon_offset_clamp(load, userptr); + glad_gl_load_GL_ARB_program_interface_query(load, userptr); + glad_gl_load_GL_ARB_provoking_vertex(load, userptr); + glad_gl_load_GL_ARB_robustness(load, userptr); + glad_gl_load_GL_ARB_sample_locations(load, userptr); + glad_gl_load_GL_ARB_sample_shading(load, userptr); + glad_gl_load_GL_ARB_sampler_objects(load, userptr); + glad_gl_load_GL_ARB_separate_shader_objects(load, userptr); + glad_gl_load_GL_ARB_shader_atomic_counters(load, userptr); + glad_gl_load_GL_ARB_shader_image_load_store(load, userptr); + glad_gl_load_GL_ARB_shader_objects(load, userptr); + glad_gl_load_GL_ARB_shader_storage_buffer_object(load, userptr); + glad_gl_load_GL_ARB_shader_subroutine(load, userptr); + glad_gl_load_GL_ARB_shading_language_include(load, userptr); + glad_gl_load_GL_ARB_sparse_buffer(load, userptr); + glad_gl_load_GL_ARB_sparse_texture(load, userptr); + glad_gl_load_GL_ARB_sync(load, userptr); + glad_gl_load_GL_ARB_tessellation_shader(load, userptr); + glad_gl_load_GL_ARB_texture_barrier(load, userptr); + glad_gl_load_GL_ARB_texture_buffer_object(load, userptr); + glad_gl_load_GL_ARB_texture_buffer_range(load, userptr); + glad_gl_load_GL_ARB_texture_compression(load, userptr); + glad_gl_load_GL_ARB_texture_multisample(load, userptr); + glad_gl_load_GL_ARB_texture_storage(load, userptr); + glad_gl_load_GL_ARB_texture_storage_multisample(load, userptr); + glad_gl_load_GL_ARB_texture_view(load, userptr); + glad_gl_load_GL_ARB_timer_query(load, userptr); + glad_gl_load_GL_ARB_transform_feedback2(load, userptr); + glad_gl_load_GL_ARB_transform_feedback3(load, userptr); + glad_gl_load_GL_ARB_transform_feedback_instanced(load, userptr); + glad_gl_load_GL_ARB_transpose_matrix(load, userptr); + glad_gl_load_GL_ARB_uniform_buffer_object(load, userptr); + glad_gl_load_GL_ARB_vertex_array_object(load, userptr); + glad_gl_load_GL_ARB_vertex_attrib_64bit(load, userptr); + glad_gl_load_GL_ARB_vertex_attrib_binding(load, userptr); + glad_gl_load_GL_ARB_vertex_blend(load, userptr); + glad_gl_load_GL_ARB_vertex_buffer_object(load, userptr); + glad_gl_load_GL_ARB_vertex_program(load, userptr); + glad_gl_load_GL_ARB_vertex_shader(load, userptr); + glad_gl_load_GL_ARB_vertex_type_2_10_10_10_rev(load, userptr); + glad_gl_load_GL_ARB_viewport_array(load, userptr); + glad_gl_load_GL_ARB_window_pos(load, userptr); + glad_gl_load_GL_ATI_draw_buffers(load, userptr); + glad_gl_load_GL_ATI_element_array(load, userptr); + glad_gl_load_GL_ATI_envmap_bumpmap(load, userptr); + glad_gl_load_GL_ATI_fragment_shader(load, userptr); + glad_gl_load_GL_ATI_map_object_buffer(load, userptr); + glad_gl_load_GL_ATI_pn_triangles(load, userptr); + glad_gl_load_GL_ATI_separate_stencil(load, userptr); + glad_gl_load_GL_ATI_vertex_array_object(load, userptr); + glad_gl_load_GL_ATI_vertex_attrib_array_object(load, userptr); + glad_gl_load_GL_ATI_vertex_streams(load, userptr); + glad_gl_load_GL_EXT_EGL_image_storage(load, userptr); + glad_gl_load_GL_EXT_bindable_uniform(load, userptr); + glad_gl_load_GL_EXT_blend_color(load, userptr); + glad_gl_load_GL_EXT_blend_equation_separate(load, userptr); + glad_gl_load_GL_EXT_blend_func_separate(load, userptr); + glad_gl_load_GL_EXT_blend_minmax(load, userptr); + glad_gl_load_GL_EXT_color_subtable(load, userptr); + glad_gl_load_GL_EXT_compiled_vertex_array(load, userptr); + glad_gl_load_GL_EXT_convolution(load, userptr); + glad_gl_load_GL_EXT_coordinate_frame(load, userptr); + glad_gl_load_GL_EXT_copy_texture(load, userptr); + glad_gl_load_GL_EXT_cull_vertex(load, userptr); + glad_gl_load_GL_EXT_debug_label(load, userptr); + glad_gl_load_GL_EXT_debug_marker(load, userptr); + glad_gl_load_GL_EXT_depth_bounds_test(load, userptr); + glad_gl_load_GL_EXT_direct_state_access(load, userptr); + glad_gl_load_GL_EXT_draw_buffers2(load, userptr); + glad_gl_load_GL_EXT_draw_instanced(load, userptr); + glad_gl_load_GL_EXT_draw_range_elements(load, userptr); + glad_gl_load_GL_EXT_external_buffer(load, userptr); + glad_gl_load_GL_EXT_fog_coord(load, userptr); + glad_gl_load_GL_EXT_framebuffer_blit(load, userptr); + glad_gl_load_GL_EXT_framebuffer_multisample(load, userptr); + glad_gl_load_GL_EXT_framebuffer_object(load, userptr); + glad_gl_load_GL_EXT_geometry_shader4(load, userptr); + glad_gl_load_GL_EXT_gpu_program_parameters(load, userptr); + glad_gl_load_GL_EXT_gpu_shader4(load, userptr); + glad_gl_load_GL_EXT_histogram(load, userptr); + glad_gl_load_GL_EXT_index_func(load, userptr); + glad_gl_load_GL_EXT_index_material(load, userptr); + glad_gl_load_GL_EXT_light_texture(load, userptr); + glad_gl_load_GL_EXT_memory_object(load, userptr); + glad_gl_load_GL_EXT_memory_object_fd(load, userptr); + glad_gl_load_GL_EXT_memory_object_win32(load, userptr); + glad_gl_load_GL_EXT_multi_draw_arrays(load, userptr); + glad_gl_load_GL_EXT_multisample(load, userptr); + glad_gl_load_GL_EXT_paletted_texture(load, userptr); + glad_gl_load_GL_EXT_pixel_transform(load, userptr); + glad_gl_load_GL_EXT_point_parameters(load, userptr); + glad_gl_load_GL_EXT_polygon_offset(load, userptr); + glad_gl_load_GL_EXT_polygon_offset_clamp(load, userptr); + glad_gl_load_GL_EXT_provoking_vertex(load, userptr); + glad_gl_load_GL_EXT_raster_multisample(load, userptr); + glad_gl_load_GL_EXT_secondary_color(load, userptr); + glad_gl_load_GL_EXT_semaphore(load, userptr); + glad_gl_load_GL_EXT_semaphore_fd(load, userptr); + glad_gl_load_GL_EXT_semaphore_win32(load, userptr); + glad_gl_load_GL_EXT_separate_shader_objects(load, userptr); + glad_gl_load_GL_EXT_shader_framebuffer_fetch_non_coherent(load, userptr); + glad_gl_load_GL_EXT_shader_image_load_store(load, userptr); + glad_gl_load_GL_EXT_stencil_clear_tag(load, userptr); + glad_gl_load_GL_EXT_stencil_two_side(load, userptr); + glad_gl_load_GL_EXT_subtexture(load, userptr); + glad_gl_load_GL_EXT_texture3D(load, userptr); + glad_gl_load_GL_EXT_texture_array(load, userptr); + glad_gl_load_GL_EXT_texture_buffer_object(load, userptr); + glad_gl_load_GL_EXT_texture_integer(load, userptr); + glad_gl_load_GL_EXT_texture_object(load, userptr); + glad_gl_load_GL_EXT_texture_perturb_normal(load, userptr); + glad_gl_load_GL_EXT_timer_query(load, userptr); + glad_gl_load_GL_EXT_transform_feedback(load, userptr); + glad_gl_load_GL_EXT_vertex_array(load, userptr); + glad_gl_load_GL_EXT_vertex_attrib_64bit(load, userptr); + glad_gl_load_GL_EXT_vertex_shader(load, userptr); + glad_gl_load_GL_EXT_vertex_weighting(load, userptr); + glad_gl_load_GL_EXT_win32_keyed_mutex(load, userptr); + glad_gl_load_GL_EXT_window_rectangles(load, userptr); + glad_gl_load_GL_EXT_x11_sync_object(load, userptr); + glad_gl_load_GL_GREMEDY_frame_terminator(load, userptr); + glad_gl_load_GL_GREMEDY_string_marker(load, userptr); + glad_gl_load_GL_HP_image_transform(load, userptr); + glad_gl_load_GL_IBM_multimode_draw_arrays(load, userptr); + glad_gl_load_GL_IBM_static_data(load, userptr); + glad_gl_load_GL_IBM_vertex_array_lists(load, userptr); + glad_gl_load_GL_INGR_blend_func_separate(load, userptr); + glad_gl_load_GL_INTEL_framebuffer_CMAA(load, userptr); + glad_gl_load_GL_INTEL_map_texture(load, userptr); + glad_gl_load_GL_INTEL_parallel_arrays(load, userptr); + glad_gl_load_GL_INTEL_performance_query(load, userptr); + glad_gl_load_GL_KHR_blend_equation_advanced(load, userptr); + glad_gl_load_GL_KHR_debug(load, userptr); + glad_gl_load_GL_KHR_parallel_shader_compile(load, userptr); + glad_gl_load_GL_KHR_robustness(load, userptr); + glad_gl_load_GL_MESA_framebuffer_flip_y(load, userptr); + glad_gl_load_GL_MESA_resize_buffers(load, userptr); + glad_gl_load_GL_MESA_window_pos(load, userptr); + glad_gl_load_GL_NVX_conditional_render(load, userptr); + glad_gl_load_GL_NVX_gpu_multicast2(load, userptr); + glad_gl_load_GL_NVX_linked_gpu_multicast(load, userptr); + glad_gl_load_GL_NVX_progress_fence(load, userptr); + glad_gl_load_GL_NV_alpha_to_coverage_dither_control(load, userptr); + glad_gl_load_GL_NV_bindless_multi_draw_indirect(load, userptr); + glad_gl_load_GL_NV_bindless_multi_draw_indirect_count(load, userptr); + glad_gl_load_GL_NV_bindless_texture(load, userptr); + glad_gl_load_GL_NV_blend_equation_advanced(load, userptr); + glad_gl_load_GL_NV_clip_space_w_scaling(load, userptr); + glad_gl_load_GL_NV_command_list(load, userptr); + glad_gl_load_GL_NV_conditional_render(load, userptr); + glad_gl_load_GL_NV_conservative_raster(load, userptr); + glad_gl_load_GL_NV_conservative_raster_dilate(load, userptr); + glad_gl_load_GL_NV_conservative_raster_pre_snap_triangles(load, userptr); + glad_gl_load_GL_NV_copy_image(load, userptr); + glad_gl_load_GL_NV_depth_buffer_float(load, userptr); + glad_gl_load_GL_NV_draw_texture(load, userptr); + glad_gl_load_GL_NV_draw_vulkan_image(load, userptr); + glad_gl_load_GL_NV_evaluators(load, userptr); + glad_gl_load_GL_NV_explicit_multisample(load, userptr); + glad_gl_load_GL_NV_fence(load, userptr); + glad_gl_load_GL_NV_fragment_coverage_to_color(load, userptr); + glad_gl_load_GL_NV_fragment_program(load, userptr); + glad_gl_load_GL_NV_framebuffer_mixed_samples(load, userptr); + glad_gl_load_GL_NV_framebuffer_multisample_coverage(load, userptr); + glad_gl_load_GL_NV_geometry_program4(load, userptr); + glad_gl_load_GL_NV_gpu_multicast(load, userptr); + glad_gl_load_GL_NV_gpu_program4(load, userptr); + glad_gl_load_GL_NV_gpu_program5(load, userptr); + glad_gl_load_GL_NV_gpu_shader5(load, userptr); + glad_gl_load_GL_NV_half_float(load, userptr); + glad_gl_load_GL_NV_internalformat_sample_query(load, userptr); + glad_gl_load_GL_NV_memory_attachment(load, userptr); + glad_gl_load_GL_NV_memory_object_sparse(load, userptr); + glad_gl_load_GL_NV_mesh_shader(load, userptr); + glad_gl_load_GL_NV_occlusion_query(load, userptr); + glad_gl_load_GL_NV_parameter_buffer_object(load, userptr); + glad_gl_load_GL_NV_path_rendering(load, userptr); + glad_gl_load_GL_NV_pixel_data_range(load, userptr); + glad_gl_load_GL_NV_point_sprite(load, userptr); + glad_gl_load_GL_NV_present_video(load, userptr); + glad_gl_load_GL_NV_primitive_restart(load, userptr); + glad_gl_load_GL_NV_query_resource(load, userptr); + glad_gl_load_GL_NV_query_resource_tag(load, userptr); + glad_gl_load_GL_NV_register_combiners(load, userptr); + glad_gl_load_GL_NV_register_combiners2(load, userptr); + glad_gl_load_GL_NV_sample_locations(load, userptr); + glad_gl_load_GL_NV_scissor_exclusive(load, userptr); + glad_gl_load_GL_NV_shader_buffer_load(load, userptr); + glad_gl_load_GL_NV_shading_rate_image(load, userptr); + glad_gl_load_GL_NV_texture_barrier(load, userptr); + glad_gl_load_GL_NV_texture_multisample(load, userptr); + glad_gl_load_GL_NV_timeline_semaphore(load, userptr); + glad_gl_load_GL_NV_transform_feedback(load, userptr); + glad_gl_load_GL_NV_transform_feedback2(load, userptr); + glad_gl_load_GL_NV_vdpau_interop(load, userptr); + glad_gl_load_GL_NV_vdpau_interop2(load, userptr); + glad_gl_load_GL_NV_vertex_array_range(load, userptr); + glad_gl_load_GL_NV_vertex_attrib_integer_64bit(load, userptr); + glad_gl_load_GL_NV_vertex_buffer_unified_memory(load, userptr); + glad_gl_load_GL_NV_vertex_program(load, userptr); + glad_gl_load_GL_NV_vertex_program4(load, userptr); + glad_gl_load_GL_NV_video_capture(load, userptr); + glad_gl_load_GL_NV_viewport_swizzle(load, userptr); + glad_gl_load_GL_OES_byte_coordinates(load, userptr); + glad_gl_load_GL_OES_fixed_point(load, userptr); + glad_gl_load_GL_OES_query_matrix(load, userptr); + glad_gl_load_GL_OES_single_precision(load, userptr); + glad_gl_load_GL_OVR_multiview(load, userptr); + glad_gl_load_GL_PGI_misc_hints(load, userptr); + glad_gl_load_GL_SGIS_detail_texture(load, userptr); + glad_gl_load_GL_SGIS_fog_function(load, userptr); + glad_gl_load_GL_SGIS_multisample(load, userptr); + glad_gl_load_GL_SGIS_pixel_texture(load, userptr); + glad_gl_load_GL_SGIS_point_parameters(load, userptr); + glad_gl_load_GL_SGIS_sharpen_texture(load, userptr); + glad_gl_load_GL_SGIS_texture4D(load, userptr); + glad_gl_load_GL_SGIS_texture_color_mask(load, userptr); + glad_gl_load_GL_SGIS_texture_filter4(load, userptr); + glad_gl_load_GL_SGIX_async(load, userptr); + glad_gl_load_GL_SGIX_flush_raster(load, userptr); + glad_gl_load_GL_SGIX_fragment_lighting(load, userptr); + glad_gl_load_GL_SGIX_framezoom(load, userptr); + glad_gl_load_GL_SGIX_igloo_interface(load, userptr); + glad_gl_load_GL_SGIX_instruments(load, userptr); + glad_gl_load_GL_SGIX_list_priority(load, userptr); + glad_gl_load_GL_SGIX_pixel_texture(load, userptr); + glad_gl_load_GL_SGIX_polynomial_ffd(load, userptr); + glad_gl_load_GL_SGIX_reference_plane(load, userptr); + glad_gl_load_GL_SGIX_sprite(load, userptr); + glad_gl_load_GL_SGIX_tag_sample_buffer(load, userptr); + glad_gl_load_GL_SGI_color_table(load, userptr); + glad_gl_load_GL_SUNX_constant_data(load, userptr); + glad_gl_load_GL_SUN_global_alpha(load, userptr); + glad_gl_load_GL_SUN_mesh_array(load, userptr); + glad_gl_load_GL_SUN_triangle_list(load, userptr); + glad_gl_load_GL_SUN_vertex(load, userptr); + + + glad_gl_resolve_aliases(); + + return version; +} + + +int gladLoadGL( GLADloadfunc load) { + return gladLoadGLUserPtr( glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); +} + + + + + +#ifdef GLAD_GL + +#ifndef GLAD_LOADER_LIBRARY_C_ +#define GLAD_LOADER_LIBRARY_C_ + +#include +#include + +#if GLAD_PLATFORM_WIN32 +#include +#else +#include +#endif + + +static void* glad_get_dlopen_handle(const char *lib_names[], int length) { + void *handle = NULL; + int i; + + for (i = 0; i < length; ++i) { +#if GLAD_PLATFORM_WIN32 + #if GLAD_PLATFORM_UWP + size_t buffer_size = (strlen(lib_names[i]) + 1) * sizeof(WCHAR); + LPWSTR buffer = (LPWSTR) malloc(buffer_size); + if (buffer != NULL) { + int ret = MultiByteToWideChar(CP_ACP, 0, lib_names[i], -1, buffer, buffer_size); + if (ret != 0) { + handle = (void*) LoadPackagedLibrary(buffer, 0); + } + free((void*) buffer); + } + #else + handle = (void*) LoadLibraryA(lib_names[i]); + #endif +#else + handle = dlopen(lib_names[i], RTLD_LAZY | RTLD_LOCAL); +#endif + if (handle != NULL) { + return handle; + } + } + + return NULL; +} + +static void glad_close_dlopen_handle(void* handle) { + if (handle != NULL) { +#if GLAD_PLATFORM_WIN32 + FreeLibrary((HMODULE) handle); +#else + dlclose(handle); +#endif + } +} + +static GLADapiproc glad_dlsym_handle(void* handle, const char *name) { + if (handle == NULL) { + return NULL; + } + +#if GLAD_PLATFORM_WIN32 + return (GLADapiproc) GetProcAddress((HMODULE) handle, name); +#else + return GLAD_GNUC_EXTENSION (GLADapiproc) dlsym(handle, name); +#endif +} + +#endif /* GLAD_LOADER_LIBRARY_C_ */ + +typedef void* (GLAD_API_PTR *GLADglprocaddrfunc)(const char*); +struct _glad_gl_userptr { + void *handle; + GLADglprocaddrfunc gl_get_proc_address_ptr; +}; + +static GLADapiproc glad_gl_get_proc(void *vuserptr, const char *name) { + struct _glad_gl_userptr userptr = *(struct _glad_gl_userptr*) vuserptr; + GLADapiproc result = NULL; + + if(userptr.gl_get_proc_address_ptr != NULL) { + result = GLAD_GNUC_EXTENSION (GLADapiproc) userptr.gl_get_proc_address_ptr(name); + } + if(result == NULL) { + result = glad_dlsym_handle(userptr.handle, name); + } + + return result; +} + +static void* _gl_handle = NULL; + +static void* glad_gl_dlopen_handle(void) { +#if GLAD_PLATFORM_APPLE + static const char *NAMES[] = { + "../Frameworks/OpenGL.framework/OpenGL", + "/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" + }; +#elif GLAD_PLATFORM_WIN32 + static const char *NAMES[] = {"opengl32.dll"}; +#else + static const char *NAMES[] = { + #if defined(__CYGWIN__) + "libGL-1.so", + #endif + "libGL.so.1", + "libGL.so" + }; +#endif + + if (_gl_handle == NULL) { + _gl_handle = glad_get_dlopen_handle(NAMES, sizeof(NAMES) / sizeof(NAMES[0])); + } + + return _gl_handle; +} + +static struct _glad_gl_userptr glad_gl_build_userptr(void *handle) { + struct _glad_gl_userptr userptr; + + userptr.handle = handle; +#if GLAD_PLATFORM_APPLE || defined(__HAIKU__) + userptr.gl_get_proc_address_ptr = NULL; +#elif GLAD_PLATFORM_WIN32 + userptr.gl_get_proc_address_ptr = + (GLADglprocaddrfunc) glad_dlsym_handle(handle, "wglGetProcAddress"); +#else + userptr.gl_get_proc_address_ptr = + (GLADglprocaddrfunc) glad_dlsym_handle(handle, "glXGetProcAddressARB"); +#endif + + return userptr; +} + +int gladLoaderLoadGL(void) { + int version = 0; + void *handle; + int did_load = 0; + struct _glad_gl_userptr userptr; + + did_load = _gl_handle == NULL; + handle = glad_gl_dlopen_handle(); + if (handle) { + userptr = glad_gl_build_userptr(handle); + + version = gladLoadGLUserPtr(glad_gl_get_proc, &userptr); + + if (did_load) { + gladLoaderUnloadGL(); + } + } + + return version; +} + + + +void gladLoaderUnloadGL(void) { + if (_gl_handle != NULL) { + glad_close_dlopen_handle(_gl_handle); + _gl_handle = NULL; + } +} + +#endif /* GLAD_GL */ + +#ifdef __cplusplus +} +#endif + +#endif /* GLAD_GL_IMPLEMENTATION */ + +#endif \ No newline at end of file diff --git a/overlay_experimental/internal_includes.h b/overlay_experimental/internal_includes.h new file mode 100644 index 0000000..16b3291 --- /dev/null +++ b/overlay_experimental/internal_includes.h @@ -0,0 +1,55 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#pragma once + +#include + +#include "Base_Hook.h" +#include "Renderer_Hook.h" + +#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64) + +#include +#ifdef GetModuleHandle +#undef GetModuleHandle +#endif + +#endif + +#ifdef USE_SPDLOG +#define SPDLOG_ACTIVE_LEVEL 0 +#include +#endif + +#ifndef SPDLOG_TRACE +#define SPDLOG_TRACE(x, ...) PRINT_DEBUG(x "\n", __VA_ARGS__) +#endif +#ifndef SPDLOG_DEBUG +#define SPDLOG_DEBUG(x, ...) PRINT_DEBUG(x "\n", __VA_ARGS__) +#endif +#ifndef SPDLOG_INFO +#define SPDLOG_INFO(x, ...) PRINT_DEBUG(x "\n", __VA_ARGS__) +#endif +#ifndef SPDLOG_WARN +#define SPDLOG_WARN(x, ...) PRINT_DEBUG(x "\n", __VA_ARGS__) +#endif +#ifndef SPDLOG_ERROR +#define SPDLOG_ERROR(x, ...) PRINT_DEBUG(x "\n", __VA_ARGS__) +#endif diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index ffbb706..25a07a4 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -1,151 +1,164 @@ +/* + * Copyright (C) 2019-2020 Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#include + #include "OpenGLX_Hook.h" #include "X11_Hook.h" -#include "../Renderer_Detector.h" -#include "../dll/dll.h" - -#ifdef __LINUX__ -#ifdef EMU_OVERLAY #include -#include - -#include "../steam_overlay.h" +#include OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; -bool OpenGLX_Hook::start_hook() +constexpr decltype(OpenGLX_Hook::DLL_NAME) OpenGLX_Hook::DLL_NAME; + +bool OpenGLX_Hook::StartHook(std::function key_combination_callback) { - bool res = true; - if (!hooked) + if (!_Hooked) { - if (!X11_Hook::Inst()->start_hook()) + if (glXSwapBuffers == nullptr) + { + SPDLOG_WARN("Failed to hook OpenGLX: Rendering functions missing."); + return false; + } + + if (!X11_Hook::Inst()->StartHook(key_combination_callback)) return false; - GLenum err = glewInit(); + _X11Hooked = true; - if (err == GLEW_OK) - { - PRINT_DEBUG("Hooked OpenGLX\n"); + SPDLOG_INFO("Hooked OpenGLX"); - hooked = true; - Renderer_Detector::Inst().renderer_found(this); + _Hooked = true; - /* - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) - ); - EndHook(); - */ - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook OpenGLX\n"); - /* Problem: glewInit failed, something is seriously wrong. */ - PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - res = false; - } + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair((void**)&glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers) + ); + EndHook(); } return true; } -void OpenGLX_Hook::resetRenderState() +bool OpenGLX_Hook::IsStarted() { - if (initialized) + return _Hooked; +} + +void OpenGLX_Hook::_ResetRenderState() +{ + if (_Initialized) { + OverlayHookReady(false); + ImGui_ImplOpenGL3_Shutdown(); - X11_Hook::Inst()->resetRenderState(); + X11_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); - glXDestroyContext(display, context); - display = nullptr; - initialized = false; + glXDestroyContext(_Display, _Context); + _Display = nullptr; + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable) +void OpenGLX_Hook::_PrepareForOverlay(Display* display, GLXDrawable drawable) { - PRINT_DEBUG("Called SwapBuffer hook"); - - if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() ) - X11_Hook::Inst()->resetRenderState(); - - if( ! initialized ) + if( !_Initialized ) { ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - ImGui_ImplOpenGL3_Init(); - int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid. - GLX_RGBA, //apparently nothing comes after this? - GLX_RED_SIZE, 8, - GLX_GREEN_SIZE, 8, - GLX_BLUE_SIZE, 8, - GLX_ALPHA_SIZE, 8, - //Ideally, the size would be 32 (or at least 24), but I have actually seen - // this size (on a modern OS even). - GLX_DEPTH_SIZE, 16, - GLX_DOUBLEBUFFER, True, - None - }; + //int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid. + // GLX_RGBA, //apparently nothing comes after this? + // GLX_RED_SIZE, 8, + // GLX_GREEN_SIZE, 8, + // GLX_BLUE_SIZE, 8, + // GLX_ALPHA_SIZE, 8, + // //Ideally, the size would be 32 (or at least 24), but I have actually seen + // // this size (on a modern OS even). + // GLX_DEPTH_SIZE, 16, + // GLX_DOUBLEBUFFER, True, + // None + //}; + // + //XVisualInfo* visual_info = glXChooseVisual(_Display, DefaultScreen(_Display), attributes); + //if (visual_info == nullptr) + // return; + // + //_Context = glXCreateContext(_Display, visual_info, nullptr, True); + //if (_Context == nullptr) + // return; - XVisualInfo* visual_info = glXChooseVisual(display, DefaultScreen(display), attributes); + _Display = display; - context = glXCreateContext(display, visual_info, nullptr, True); - this->display = display; - - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; + _Initialized = true; + OverlayHookReady(true); } - auto oldContext = glXGetCurrentContext(); + //auto oldContext = glXGetCurrentContext(); - glXMakeCurrent(display, drawable, context); + //glXMakeCurrent(_Display, drawable, _Context); - ImGui_ImplOpenGL3_NewFrame(); - X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable); + if (ImGui_ImplOpenGL3_NewFrame() && X11_Hook::Inst()->PrepareForOverlay(_Display, (Window)drawable)) + { + ImGui::NewFrame(); - ImGui::NewFrame(); + OverlayProc(); - get_steam_client()->steam_overlay->OverlayProc(); + ImGui::Render(); - ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - glXMakeCurrent(display, drawable, oldContext); + //glXMakeCurrent(_Display, drawable, oldContext); } void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable) { - OpenGLX_Hook::Inst()->prepareForOverlay(display, drawable); - OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable); + OpenGLX_Hook::Inst()->_PrepareForOverlay(display, drawable); + OpenGLX_Hook::Inst()->glXSwapBuffers(display, drawable); } OpenGLX_Hook::OpenGLX_Hook(): - initialized(false), - hooked(false), - _glXSwapBuffers(nullptr) + _Initialized(false), + _Hooked(false), + _X11Hooked(false), + glXSwapBuffers(nullptr) { //_library = dlopen(DLL_NAME); } OpenGLX_Hook::~OpenGLX_Hook() { - PRINT_DEBUG("OpenGLX Hook removed\n"); + SPDLOG_INFO("OpenGLX Hook removed"); - if (initialized) + if (_X11Hooked) + delete X11_Hook::Inst(); + + if (_Initialized) { ImGui_ImplOpenGL3_Shutdown(); ImGui::DestroyContext(); - glXDestroyContext(display, context); + glXDestroyContext(_Display, _Context); } //dlclose(_library); @@ -161,15 +174,62 @@ OpenGLX_Hook* OpenGLX_Hook::Inst() return _inst; } -const char* OpenGLX_Hook::get_lib_name() const +std::string OpenGLX_Hook::GetLibraryName() const { - return DLL_NAME; + return LibraryName; } -void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers) +void OpenGLX_Hook::LoadFunctions(decltype(::glXSwapBuffers)* pfnglXSwapBuffers) { - _glXSwapBuffers = pfnglXSwapBuffers; + glXSwapBuffers = pfnglXSwapBuffers; } -#endif//EMU_OVERLAY -#endif//__LINUX__ +std::weak_ptr OpenGLX_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + GLuint* texture = new GLuint(0); + glGenTextures(1, texture); + if (glGetError() != GL_NO_ERROR) + { + delete texture; + return std::shared_ptr(nullptr); + } + + // Save old texture id + GLint oldTex; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex); + + glBindTexture(GL_TEXTURE_2D, *texture); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Upload pixels into texture + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + + glBindTexture(GL_TEXTURE_2D, oldTex); + + auto ptr = std::shared_ptr((uint64_t*)texture, [](uint64_t* handle) + { + if (handle != nullptr) + { + GLuint* texture = (GLuint*)handle; + glDeleteTextures(1, texture); + delete texture; + } + }); + + _ImageResources.emplace(ptr); + return ptr; +} + +void OpenGLX_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + auto ptr = resource.lock(); + if (ptr) + { + auto it = _ImageResources.find(ptr); + if (it != _ImageResources.end()) + _ImageResources.erase(it); + } +} diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index f0e3aea..03ae8d9 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -1,14 +1,33 @@ -#ifndef __INCLUDED_OPENGLX_HOOK_H__ -#define __INCLUDED_OPENGLX_HOOK_H__ +/* + * Copyright (C) 2019-2020 Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" +#pragma once + +#include + +#include "../internal_includes.h" -#ifdef __LINUX__ -#ifdef EMU_OVERLAY -#include #include -class OpenGLX_Hook : public Base_Hook +class OpenGLX_Hook : + public Renderer_Hook, + public Base_Hook { public: static constexpr const char *DLL_NAME = "libGLX.so"; @@ -17,33 +36,35 @@ private: static OpenGLX_Hook* _inst; // Variables - bool hooked; - bool initialized; - Display *display; - GLXContext context; + bool _Hooked; + bool _X11Hooked; + bool _Initialized; + Display *_Display; + GLXContext _Context; + std::set> _ImageResources; // Functions OpenGLX_Hook(); - void resetRenderState(); - void prepareForOverlay(Display* display, GLXDrawable drawable); + void _ResetRenderState(); + void _PrepareForOverlay(Display* display, GLXDrawable drawable); // Hook to render functions - - - decltype(glXSwapBuffers)* _glXSwapBuffers; + decltype(::glXSwapBuffers)* glXSwapBuffers; public: + std::string LibraryName; + static void MyglXSwapBuffers(Display* display, GLXDrawable drawable); virtual ~OpenGLX_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static OpenGLX_Hook* Inst(); - virtual const char* get_lib_name() const; - void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers); -}; + virtual std::string GetLibraryName() const; + void LoadFunctions(decltype(::glXSwapBuffers)* pfnglXSwapBuffers); -#endif//EMU_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_OPENGLX_HOOK_H__ + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); +}; diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index 76c0ca5..ebe4d01 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -1,54 +1,107 @@ -#include "X11_Hook.h" -#include "../Renderer_Detector.h" -#include "../dll/dll.h" +/* + * Copyright (C) 2019-2020 Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#ifdef __LINUX__ -#ifdef EMU_OVERLAY +#include "X11_Hook.h" #include -#include - -#include -#include -#include +#include +#include extern int ImGui_ImplX11_EventHandler(XEvent &event); +constexpr decltype(X11_Hook::DLL_NAME) X11_Hook::DLL_NAME; + X11_Hook* X11_Hook::_inst = nullptr; -bool X11_Hook::start_hook() +bool X11_Hook::StartHook(std::function& _key_combination_callback) { - bool res = true; - if (!hooked) + if (!_Hooked) { - PRINT_DEBUG("Hooked X11\n"); - hooked = true; + void* hX11 = System::Library::GetLibraryHandle(DLL_NAME); + if (hX11 == nullptr) + { + SPDLOG_WARN("Failed to hook X11: Cannot find {}", DLL_NAME); + return false; + } + + System::Library::Library libX11; + LibraryName = System::Library::GetLibraryPath(hX11); + + if (!libX11.OpenLibrary(LibraryName, false)) + { + SPDLOG_WARN("Failed to hook X11: Cannot load {}", LibraryName); + return false; + } + + XEventsQueued = libX11.GetSymbol("XEventsQueued"); + XPending = libX11.GetSymbol("XPending"); + + if (XPending == nullptr || XEventsQueued == nullptr) + { + SPDLOG_WARN("Failed to hook X11: Cannot load functions.({}, {})", DLL_NAME, (void*)XEventsQueued, (void*)XPending); + return false; + } + SPDLOG_INFO("Hooked X11"); + + _KeyCombinationCallback = std::move(_key_combination_callback); + _Hooked = true; + + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(void*&)XEventsQueued, (void*)&X11_Hook::MyXEventsQueued), + std::make_pair(&(void*&)XPending, (void*)&X11_Hook::MyXPending) + ); + EndHook(); } - return res; + return true; } -void X11_Hook::resetRenderState() +void X11_Hook::ResetRenderState() { - if (initialized) + if (_Initialized) { - game_wnd = 0; - initialized = false; + _GameWnd = 0; + _Initialized = false; ImGui_ImplX11_Shutdown(); } } -void X11_Hook::prepareForOverlay(Display *display, Window wnd) +bool X11_Hook::PrepareForOverlay(Display *display, Window wnd) { - if (!initialized) + if(!_Hooked) + return false; + + if (_GameWnd != wnd) + ResetRenderState(); + + if (!_Initialized) { ImGui_ImplX11_Init(display, (void*)wnd); + _GameWnd = wnd; - game_wnd = wnd; - - initialized = true; + _Initialized = true; } ImGui_ImplX11_NewFrame(); + + return true; } ///////////////////////////////////////////////////////////////////////////////////// @@ -63,65 +116,56 @@ bool IgnoreEvent(XEvent &event) case ButtonPress: case ButtonRelease: // Mouse move case MotionNotify: + // Copy to clipboard request + case SelectionRequest: return true; } return false; } -int X11_Hook::check_for_overlay(Display *d, int num_events) +int X11_Hook::_CheckForOverlay(Display *d, int num_events) { static Time prev_time = {}; - X11_Hook* inst = Inst(); - if( inst->initialized ) + if( inst->_Initialized ) { XEvent event; while(num_events) { - //inst->_XPeekEvent(d, &event); - XPeekEvent(d, &event); + bool skip_input = inst->_KeyCombinationCallback(false); + + XPeekEvent(d, &event); + ImGui_ImplX11_EventHandler(event); - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); // Is the event is a key press if (event.type == KeyPress) { // Tab is pressed and was not pressed before - //if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) { // if key TAB is held, don't make the overlay flicker :p - if( event.xkey.time != prev_time) + if (event.xkey.time != prev_time) { - overlay->ShowOverlay(!overlay->ShowOverlay()); - - if (overlay->ShowOverlay()) - show = true; + skip_input = true; + inst->_KeyCombinationCallback(true); } } } - //else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab)) else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab)) { prev_time = event.xkey.time; } - if (show) + if (!skip_input || !IgnoreEvent(event)) { - ImGui_ImplX11_EventHandler(event); - - if (IgnoreEvent(event)) - { - //inst->_XNextEvent(d, &event); - XNextEvent(d, &event); - --num_events; - } - else - break; - } - else + if(num_events) + num_events = 1; break; + } + + XNextEvent(d, &event); + --num_events; } } return num_events; @@ -131,33 +175,23 @@ int X11_Hook::MyXEventsQueued(Display *display, int mode) { X11_Hook* inst = X11_Hook::Inst(); - int res = inst->_XEventsQueued(display, mode); + int res = inst->XEventsQueued(display, mode); if( res ) { - res = inst->check_for_overlay(display, res); + res = inst->_CheckForOverlay(display, res); } return res; } -int X11_Hook::MyXNextEvent(Display* display, XEvent *event) -{ - return Inst()->_XNextEvent(display, event); -} - -int X11_Hook::MyXPeekEvent(Display* display, XEvent *event) -{ - return Inst()->_XPeekEvent(display, event); -} - int X11_Hook::MyXPending(Display* display) { - int res = Inst()->_XPending(display); + int res = Inst()->XPending(display); if( res ) { - res = Inst()->check_for_overlay(display, res); + res = Inst()->_CheckForOverlay(display, res); } return res; @@ -166,24 +200,19 @@ int X11_Hook::MyXPending(Display* display) ///////////////////////////////////////////////////////////////////////////////////// X11_Hook::X11_Hook() : - initialized(false), - hooked(false), - game_wnd(0), - _XEventsQueued(nullptr), - _XPeekEvent(nullptr), - _XNextEvent(nullptr), - _XPending(nullptr) + _Initialized(false), + _Hooked(false), + _GameWnd(0), + XEventsQueued(nullptr), + XPending(nullptr) { - //_library = dlopen(DLL_NAME, RTLD_NOW); } X11_Hook::~X11_Hook() { - PRINT_DEBUG("X11 Hook removed\n"); + SPDLOG_INFO("X11 Hook removed"); - resetRenderState(); - - //dlclose(_library); + ResetRenderState(); _inst = nullptr; } @@ -196,10 +225,7 @@ X11_Hook* X11_Hook::Inst() return _inst; } -const char* X11_Hook::get_lib_name() const +std::string X11_Hook::GetLibraryName() const { - return DLL_NAME; + return LibraryName; } - -#endif//EMU_OVERLAY -#endif//#__LINUX__ diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 12b3416..4ecb696 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -1,63 +1,70 @@ -#ifndef __INCLUDED_X11_HOOK_H__ -#define __INCLUDED_X11_HOOK_H__ +/* + * Copyright (C) 2019-2020 Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" +#pragma once -#ifdef __LINUX__ -#ifdef EMU_OVERLAY +#include + +#include "../internal_includes.h" #include // XEvent types #include // XEvent structure +#include // XEvent keysym -extern "C" int XEventsQueued(Display *display, int mode); -extern "C" int XPending(Display *display); - -class X11_Hook : public Base_Hook +class X11_Hook : + public Base_Hook { public: - friend int XEventsQueued(Display *display, int mode); - friend int XPending(Display *display); static constexpr const char* DLL_NAME = "libX11.so"; private: static X11_Hook* _inst; // Variables - bool hooked; - bool initialized; - Window game_wnd; + bool _Hooked; + bool _Initialized; + Window _GameWnd; // Functions X11_Hook(); - int check_for_overlay(Display *d, int num_events); + int _CheckForOverlay(Display *d, int num_events); // Hook to X11 window messages - decltype(XEventsQueued)* _XEventsQueued; - decltype(XPeekEvent)* _XPeekEvent; - decltype(XNextEvent)* _XNextEvent; - decltype(XPending)* _XPending; - //decltype(XKeysymToKeycode)* _XKeysymToKeycode; - //decltype(XLookupKeysym)* _XLookupKeysym; - //decltype(XGetGeometry)* _XGetGeometry; + decltype(::XEventsQueued)* XEventsQueued; + decltype(::XPending)* XPending; static int MyXEventsQueued(Display * display, int mode); - static int MyXNextEvent(Display* display, XEvent *event); - static int MyXPeekEvent(Display* display, XEvent *event); static int MyXPending(Display* display); + std::function _KeyCombinationCallback; + public: + std::string LibraryName; + virtual ~X11_Hook(); - void resetRenderState(); - void prepareForOverlay(Display *display, Window wnd); + void ResetRenderState(); + bool PrepareForOverlay(Display *display, Window wnd); - Window get_game_wnd() const{ return game_wnd; } + Window GetGameWnd() const{ return _GameWnd; } - bool start_hook(); + bool StartHook(std::function& key_combination_callback); static X11_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; }; - -#endif//EMU_OVERLAY -#endif//__LINUX__ -#endif//__INCLUDED_X11_HOOK_H__ diff --git a/overlay_experimental/vulkan/vk_icd.h b/overlay_experimental/vulkan/vk_icd.h new file mode 100644 index 0000000..5e29ef5 --- /dev/null +++ b/overlay_experimental/vulkan/vk_icd.h @@ -0,0 +1,236 @@ +// +// File: vk_icd.h +// +/* + * Copyright (c) 2015-2016 The Khronos Group Inc. + * Copyright (c) 2015-2016 Valve Corporation + * Copyright (c) 2015-2016 LunarG, Inc. + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +#ifndef VKICD_H +#define VKICD_H + +#include "vulkan.h" +#include + +// Loader-ICD version negotiation API. Versions add the following features: +// Version 0 - Initial. Doesn't support vk_icdGetInstanceProcAddr +// or vk_icdNegotiateLoaderICDInterfaceVersion. +// Version 1 - Add support for vk_icdGetInstanceProcAddr. +// Version 2 - Add Loader/ICD Interface version negotiation +// via vk_icdNegotiateLoaderICDInterfaceVersion. +// Version 3 - Add ICD creation/destruction of KHR_surface objects. +// Version 4 - Add unknown physical device extension qyering via +// vk_icdGetPhysicalDeviceProcAddr. +// Version 5 - Tells ICDs that the loader is now paying attention to the +// application version of Vulkan passed into the ApplicationInfo +// structure during vkCreateInstance. This will tell the ICD +// that if the loader is older, it should automatically fail a +// call for any API version > 1.0. Otherwise, the loader will +// manually determine if it can support the expected version. +// Version 6 - Add support for vk_icdEnumerateAdapterPhysicalDevices. +#define CURRENT_LOADER_ICD_INTERFACE_VERSION 6 +#define MIN_SUPPORTED_LOADER_ICD_INTERFACE_VERSION 0 +#define MIN_PHYS_DEV_EXTENSION_ICD_INTERFACE_VERSION 4 + +// Old typedefs that don't follow a proper naming convention but are preserved for compatibility +typedef VkResult(VKAPI_PTR *PFN_vkNegotiateLoaderICDInterfaceVersion)(uint32_t *pVersion); +// This is defined in vk_layer.h which will be found by the loader, but if an ICD is building against this +// file directly, it won't be found. +#ifndef PFN_GetPhysicalDeviceProcAddr +typedef PFN_vkVoidFunction(VKAPI_PTR *PFN_GetPhysicalDeviceProcAddr)(VkInstance instance, const char *pName); +#endif + +// Typedefs for loader/ICD interface +typedef VkResult (VKAPI_PTR *PFN_vk_icdNegotiateLoaderICDInterfaceVersion)(uint32_t* pVersion); +typedef PFN_vkVoidFunction (VKAPI_PTR *PFN_vk_icdGetInstanceProcAddr)(VkInstance instance, const char* pName); +typedef PFN_vkVoidFunction (VKAPI_PTR *PFN_vk_icdGetPhysicalDeviceProcAddr)(VkInstance instance, const char* pName); +#if defined(VK_USE_PLATFORM_WIN32_KHR) +typedef VkResult (VKAPI_PTR *PFN_vk_icdEnumerateAdapterPhysicalDevices)(VkInstance instance, LUID adapterLUID, + uint32_t* pPhysicalDeviceCount, VkPhysicalDevice* pPhysicalDevices); +#endif + +// Prototypes for loader/ICD interface +#if !defined(VK_NO_PROTOTYPES) +#ifdef __cplusplus +extern "C" { +#endif + VKAPI_ATTR VkResult VKAPI_CALL vk_icdNegotiateLoaderICDInterfaceVersion(uint32_t* pVersion); + VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vk_icdGetInstanceProcAddr(VkInstance instance, const char* pName); + VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vk_icdGetPhysicalDeviceProcAddr(VkInstance isntance, const char* pName); +#if defined(VK_USE_PLATFORM_WIN32_KHR) + VKAPI_ATTR VkResult VKAPI_CALL vk_icdEnumerateAdapterPhysicalDevices(VkInstance instance, LUID adapterLUID, + uint32_t* pPhysicalDeviceCount, VkPhysicalDevice* pPhysicalDevices); +#endif +#ifdef __cplusplus +} +#endif +#endif + +/* + * The ICD must reserve space for a pointer for the loader's dispatch + * table, at the start of . + * The ICD must initialize this variable using the SET_LOADER_MAGIC_VALUE macro. + */ + +#define ICD_LOADER_MAGIC 0x01CDC0DE + +typedef union { + uintptr_t loaderMagic; + void *loaderData; +} VK_LOADER_DATA; + +static inline void set_loader_magic_value(void *pNewObject) { + VK_LOADER_DATA *loader_info = (VK_LOADER_DATA *)pNewObject; + loader_info->loaderMagic = ICD_LOADER_MAGIC; +} + +static inline bool valid_loader_magic_value(void *pNewObject) { + const VK_LOADER_DATA *loader_info = (VK_LOADER_DATA *)pNewObject; + return (loader_info->loaderMagic & 0xffffffff) == ICD_LOADER_MAGIC; +} + +/* + * Windows and Linux ICDs will treat VkSurfaceKHR as a pointer to a struct that + * contains the platform-specific connection and surface information. + */ +typedef enum { + VK_ICD_WSI_PLATFORM_MIR, + VK_ICD_WSI_PLATFORM_WAYLAND, + VK_ICD_WSI_PLATFORM_WIN32, + VK_ICD_WSI_PLATFORM_XCB, + VK_ICD_WSI_PLATFORM_XLIB, + VK_ICD_WSI_PLATFORM_ANDROID, + VK_ICD_WSI_PLATFORM_MACOS, + VK_ICD_WSI_PLATFORM_IOS, + VK_ICD_WSI_PLATFORM_DISPLAY, + VK_ICD_WSI_PLATFORM_HEADLESS, + VK_ICD_WSI_PLATFORM_METAL, + VK_ICD_WSI_PLATFORM_DIRECTFB, + VK_ICD_WSI_PLATFORM_VI, + VK_ICD_WSI_PLATFORM_GGP, +} VkIcdWsiPlatform; + +typedef struct { + VkIcdWsiPlatform platform; +} VkIcdSurfaceBase; + +#ifdef VK_USE_PLATFORM_MIR_KHR +typedef struct { + VkIcdSurfaceBase base; + MirConnection *connection; + MirSurface *mirSurface; +} VkIcdSurfaceMir; +#endif // VK_USE_PLATFORM_MIR_KHR + +#ifdef VK_USE_PLATFORM_WAYLAND_KHR +typedef struct { + VkIcdSurfaceBase base; + struct wl_display *display; + struct wl_surface *surface; +} VkIcdSurfaceWayland; +#endif // VK_USE_PLATFORM_WAYLAND_KHR + +#ifdef VK_USE_PLATFORM_WIN32_KHR +typedef struct { + VkIcdSurfaceBase base; + HINSTANCE hinstance; + HWND hwnd; +} VkIcdSurfaceWin32; +#endif // VK_USE_PLATFORM_WIN32_KHR + +#ifdef VK_USE_PLATFORM_XCB_KHR +typedef struct { + VkIcdSurfaceBase base; + xcb_connection_t *connection; + xcb_window_t window; +} VkIcdSurfaceXcb; +#endif // VK_USE_PLATFORM_XCB_KHR + +#ifdef VK_USE_PLATFORM_XLIB_KHR +typedef struct { + VkIcdSurfaceBase base; + Display *dpy; + Window window; +} VkIcdSurfaceXlib; +#endif // VK_USE_PLATFORM_XLIB_KHR + +#ifdef VK_USE_PLATFORM_DIRECTFB_EXT +typedef struct { + VkIcdSurfaceBase base; + IDirectFB *dfb; + IDirectFBSurface *surface; +} VkIcdSurfaceDirectFB; +#endif // VK_USE_PLATFORM_DIRECTFB_EXT + +#ifdef VK_USE_PLATFORM_ANDROID_KHR +typedef struct { + VkIcdSurfaceBase base; + struct ANativeWindow *window; +} VkIcdSurfaceAndroid; +#endif // VK_USE_PLATFORM_ANDROID_KHR + +#ifdef VK_USE_PLATFORM_MACOS_MVK +typedef struct { + VkIcdSurfaceBase base; + const void *pView; +} VkIcdSurfaceMacOS; +#endif // VK_USE_PLATFORM_MACOS_MVK + +#ifdef VK_USE_PLATFORM_IOS_MVK +typedef struct { + VkIcdSurfaceBase base; + const void *pView; +} VkIcdSurfaceIOS; +#endif // VK_USE_PLATFORM_IOS_MVK + +#ifdef VK_USE_PLATFORM_GGP +typedef struct { + VkIcdSurfaceBase base; + GgpStreamDescriptor streamDescriptor; +} VkIcdSurfaceGgp; +#endif // VK_USE_PLATFORM_GGP + +typedef struct { + VkIcdSurfaceBase base; + VkDisplayModeKHR displayMode; + uint32_t planeIndex; + uint32_t planeStackIndex; + VkSurfaceTransformFlagBitsKHR transform; + float globalAlpha; + VkDisplayPlaneAlphaFlagBitsKHR alphaMode; + VkExtent2D imageExtent; +} VkIcdSurfaceDisplay; + +typedef struct { + VkIcdSurfaceBase base; +} VkIcdSurfaceHeadless; + +#ifdef VK_USE_PLATFORM_METAL_EXT +typedef struct { + VkIcdSurfaceBase base; + const CAMetalLayer *pLayer; +} VkIcdSurfaceMetal; +#endif // VK_USE_PLATFORM_METAL_EXT + +#ifdef VK_USE_PLATFORM_VI_NN +typedef struct { + VkIcdSurfaceBase base; + void *window; +} VkIcdSurfaceVi; +#endif // VK_USE_PLATFORM_VI_NN + +#endif // VKICD_H diff --git a/overlay_experimental/vulkan/vk_layer.h b/overlay_experimental/vulkan/vk_layer.h new file mode 100644 index 0000000..0651870 --- /dev/null +++ b/overlay_experimental/vulkan/vk_layer.h @@ -0,0 +1,210 @@ +// +// File: vk_layer.h +// +/* + * Copyright (c) 2015-2017 The Khronos Group Inc. + * Copyright (c) 2015-2017 Valve Corporation + * Copyright (c) 2015-2017 LunarG, Inc. + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +/* Need to define dispatch table + * Core struct can then have ptr to dispatch table at the top + * Along with object ptrs for current and next OBJ + */ +#pragma once + +#include "vulkan.h" +#if defined(__GNUC__) && __GNUC__ >= 4 +#define VK_LAYER_EXPORT __attribute__((visibility("default"))) +#elif defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590) +#define VK_LAYER_EXPORT __attribute__((visibility("default"))) +#else +#define VK_LAYER_EXPORT +#endif + +#define MAX_NUM_UNKNOWN_EXTS 250 + + // Loader-Layer version negotiation API. Versions add the following features: + // Versions 0/1 - Initial. Doesn't support vk_layerGetPhysicalDeviceProcAddr + // or vk_icdNegotiateLoaderLayerInterfaceVersion. + // Version 2 - Add support for vk_layerGetPhysicalDeviceProcAddr and + // vk_icdNegotiateLoaderLayerInterfaceVersion. +#define CURRENT_LOADER_LAYER_INTERFACE_VERSION 2 +#define MIN_SUPPORTED_LOADER_LAYER_INTERFACE_VERSION 1 + +#define VK_CURRENT_CHAIN_VERSION 1 + +// Typedef for use in the interfaces below +typedef PFN_vkVoidFunction (VKAPI_PTR *PFN_GetPhysicalDeviceProcAddr)(VkInstance instance, const char* pName); + +// Version negotiation values +typedef enum VkNegotiateLayerStructType { + LAYER_NEGOTIATE_UNINTIALIZED = 0, + LAYER_NEGOTIATE_INTERFACE_STRUCT = 1, +} VkNegotiateLayerStructType; + +// Version negotiation structures +typedef struct VkNegotiateLayerInterface { + VkNegotiateLayerStructType sType; + void *pNext; + uint32_t loaderLayerInterfaceVersion; + PFN_vkGetInstanceProcAddr pfnGetInstanceProcAddr; + PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr; + PFN_GetPhysicalDeviceProcAddr pfnGetPhysicalDeviceProcAddr; +} VkNegotiateLayerInterface; + +// Version negotiation functions +typedef VkResult (VKAPI_PTR *PFN_vkNegotiateLoaderLayerInterfaceVersion)(VkNegotiateLayerInterface *pVersionStruct); + +// Function prototype for unknown physical device extension command +typedef VkResult(VKAPI_PTR *PFN_PhysDevExt)(VkPhysicalDevice phys_device); + +// ------------------------------------------------------------------------------------------------ +// CreateInstance and CreateDevice support structures + +/* Sub type of structure for instance and device loader ext of CreateInfo. + * When sType == VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO + * or sType == VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO + * then VkLayerFunction indicates struct type pointed to by pNext + */ +typedef enum VkLayerFunction_ { + VK_LAYER_LINK_INFO = 0, + VK_LOADER_DATA_CALLBACK = 1, + VK_LOADER_LAYER_CREATE_DEVICE_CALLBACK = 2, + VK_LOADER_FEATURES = 3, +} VkLayerFunction; + +typedef struct VkLayerInstanceLink_ { + struct VkLayerInstanceLink_ *pNext; + PFN_vkGetInstanceProcAddr pfnNextGetInstanceProcAddr; + PFN_GetPhysicalDeviceProcAddr pfnNextGetPhysicalDeviceProcAddr; +} VkLayerInstanceLink; + +/* + * When creating the device chain the loader needs to pass + * down information about it's device structure needed at + * the end of the chain. Passing the data via the + * VkLayerDeviceInfo avoids issues with finding the + * exact instance being used. + */ +typedef struct VkLayerDeviceInfo_ { + void *device_info; + PFN_vkGetInstanceProcAddr pfnNextGetInstanceProcAddr; +} VkLayerDeviceInfo; + +typedef VkResult (VKAPI_PTR *PFN_vkSetInstanceLoaderData)(VkInstance instance, + void *object); +typedef VkResult (VKAPI_PTR *PFN_vkSetDeviceLoaderData)(VkDevice device, + void *object); +typedef VkResult (VKAPI_PTR *PFN_vkLayerCreateDevice)(VkInstance instance, VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo *pCreateInfo, + const VkAllocationCallbacks *pAllocator, VkDevice *pDevice, PFN_vkGetInstanceProcAddr layerGIPA, PFN_vkGetDeviceProcAddr *nextGDPA); +typedef void (VKAPI_PTR *PFN_vkLayerDestroyDevice)(VkDevice physicalDevice, const VkAllocationCallbacks *pAllocator, PFN_vkDestroyDevice destroyFunction); + +typedef enum VkLoaderFeastureFlagBits { + VK_LOADER_FEATURE_PHYSICAL_DEVICE_SORTING = 0x00000001, +} VkLoaderFlagBits; +typedef VkFlags VkLoaderFeatureFlags; + +typedef struct { + VkStructureType sType; // VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO + const void *pNext; + VkLayerFunction function; + union { + VkLayerInstanceLink *pLayerInfo; + PFN_vkSetInstanceLoaderData pfnSetInstanceLoaderData; + struct { + PFN_vkLayerCreateDevice pfnLayerCreateDevice; + PFN_vkLayerDestroyDevice pfnLayerDestroyDevice; + } layerDevice; + VkLoaderFeatureFlags loaderFeatures; + } u; +} VkLayerInstanceCreateInfo; + +typedef struct VkLayerDeviceLink_ { + struct VkLayerDeviceLink_ *pNext; + PFN_vkGetInstanceProcAddr pfnNextGetInstanceProcAddr; + PFN_vkGetDeviceProcAddr pfnNextGetDeviceProcAddr; +} VkLayerDeviceLink; + +typedef struct { + VkStructureType sType; // VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO + const void *pNext; + VkLayerFunction function; + union { + VkLayerDeviceLink *pLayerInfo; + PFN_vkSetDeviceLoaderData pfnSetDeviceLoaderData; + } u; +} VkLayerDeviceCreateInfo; + +#ifdef __cplusplus +extern "C" { +#endif + +VKAPI_ATTR VkResult VKAPI_CALL vkNegotiateLoaderLayerInterfaceVersion(VkNegotiateLayerInterface *pVersionStruct); + +typedef enum VkChainType { + VK_CHAIN_TYPE_UNKNOWN = 0, + VK_CHAIN_TYPE_ENUMERATE_INSTANCE_EXTENSION_PROPERTIES = 1, + VK_CHAIN_TYPE_ENUMERATE_INSTANCE_LAYER_PROPERTIES = 2, + VK_CHAIN_TYPE_ENUMERATE_INSTANCE_VERSION = 3, +} VkChainType; + +typedef struct VkChainHeader { + VkChainType type; + uint32_t version; + uint32_t size; +} VkChainHeader; + +typedef struct VkEnumerateInstanceExtensionPropertiesChain { + VkChainHeader header; + VkResult(VKAPI_PTR *pfnNextLayer)(const struct VkEnumerateInstanceExtensionPropertiesChain *, const char *, uint32_t *, + VkExtensionProperties *); + const struct VkEnumerateInstanceExtensionPropertiesChain *pNextLink; + +#if defined(__cplusplus) + inline VkResult CallDown(const char *pLayerName, uint32_t *pPropertyCount, VkExtensionProperties *pProperties) const { + return pfnNextLayer(pNextLink, pLayerName, pPropertyCount, pProperties); + } +#endif +} VkEnumerateInstanceExtensionPropertiesChain; + +typedef struct VkEnumerateInstanceLayerPropertiesChain { + VkChainHeader header; + VkResult(VKAPI_PTR *pfnNextLayer)(const struct VkEnumerateInstanceLayerPropertiesChain *, uint32_t *, VkLayerProperties *); + const struct VkEnumerateInstanceLayerPropertiesChain *pNextLink; + +#if defined(__cplusplus) + inline VkResult CallDown(uint32_t *pPropertyCount, VkLayerProperties *pProperties) const { + return pfnNextLayer(pNextLink, pPropertyCount, pProperties); + } +#endif +} VkEnumerateInstanceLayerPropertiesChain; + +typedef struct VkEnumerateInstanceVersionChain { + VkChainHeader header; + VkResult(VKAPI_PTR *pfnNextLayer)(const struct VkEnumerateInstanceVersionChain *, uint32_t *); + const struct VkEnumerateInstanceVersionChain *pNextLink; + +#if defined(__cplusplus) + inline VkResult CallDown(uint32_t *pApiVersion) const { + return pfnNextLayer(pNextLink, pApiVersion); + } +#endif +} VkEnumerateInstanceVersionChain; + +#ifdef __cplusplus +} +#endif diff --git a/overlay_experimental/vulkan/vk_platform.h b/overlay_experimental/vulkan/vk_platform.h new file mode 100644 index 0000000..048322d --- /dev/null +++ b/overlay_experimental/vulkan/vk_platform.h @@ -0,0 +1,82 @@ +// +// File: vk_platform.h +// +/* +** Copyright (c) 2014-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + + +#ifndef VK_PLATFORM_H_ +#define VK_PLATFORM_H_ + +#ifdef __cplusplus +extern "C" +{ +#endif // __cplusplus + +/* +*************************************************************************************************** +* Platform-specific directives and type declarations +*************************************************************************************************** +*/ + +/* Platform-specific calling convention macros. + * + * Platforms should define these so that Vulkan clients call Vulkan commands + * with the same calling conventions that the Vulkan implementation expects. + * + * VKAPI_ATTR - Placed before the return type in function declarations. + * Useful for C++11 and GCC/Clang-style function attribute syntax. + * VKAPI_CALL - Placed after the return type in function declarations. + * Useful for MSVC-style calling convention syntax. + * VKAPI_PTR - Placed between the '(' and '*' in function pointer types. + * + * Function declaration: VKAPI_ATTR void VKAPI_CALL vkCommand(void); + * Function pointer type: typedef void (VKAPI_PTR *PFN_vkCommand)(void); + */ +#if defined(_WIN32) + // On Windows, Vulkan commands use the stdcall convention + #define VKAPI_ATTR + #define VKAPI_CALL __stdcall + #define VKAPI_PTR VKAPI_CALL +#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH < 7 + #error "Vulkan isn't supported for the 'armeabi' NDK ABI" +#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7 && defined(__ARM_32BIT_STATE) + // On Android 32-bit ARM targets, Vulkan functions use the "hardfloat" + // calling convention, i.e. float parameters are passed in registers. This + // is true even if the rest of the application passes floats on the stack, + // as it does by default when compiling for the armeabi-v7a NDK ABI. + #define VKAPI_ATTR __attribute__((pcs("aapcs-vfp"))) + #define VKAPI_CALL + #define VKAPI_PTR VKAPI_ATTR +#else + // On other platforms, use the default calling convention + #define VKAPI_ATTR + #define VKAPI_CALL + #define VKAPI_PTR +#endif + +#include + +#if !defined(VK_NO_STDINT_H) + #if defined(_MSC_VER) && (_MSC_VER < 1600) + typedef signed __int8 int8_t; + typedef unsigned __int8 uint8_t; + typedef signed __int16 int16_t; + typedef unsigned __int16 uint16_t; + typedef signed __int32 int32_t; + typedef unsigned __int32 uint32_t; + typedef signed __int64 int64_t; + typedef unsigned __int64 uint64_t; + #else + #include + #endif +#endif // !defined(VK_NO_STDINT_H) + +#ifdef __cplusplus +} // extern "C" +#endif // __cplusplus + +#endif diff --git a/overlay_experimental/vulkan/vk_sdk_platform.h b/overlay_experimental/vulkan/vk_sdk_platform.h new file mode 100644 index 0000000..96d8676 --- /dev/null +++ b/overlay_experimental/vulkan/vk_sdk_platform.h @@ -0,0 +1,69 @@ +// +// File: vk_sdk_platform.h +// +/* + * Copyright (c) 2015-2016 The Khronos Group Inc. + * Copyright (c) 2015-2016 Valve Corporation + * Copyright (c) 2015-2016 LunarG, Inc. + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef VK_SDK_PLATFORM_H +#define VK_SDK_PLATFORM_H + +#if defined(_WIN32) +#define NOMINMAX +#ifndef __cplusplus +#undef inline +#define inline __inline +#endif // __cplusplus + +#if (defined(_MSC_VER) && _MSC_VER < 1900 /*vs2015*/) +// C99: +// Microsoft didn't implement C99 in Visual Studio; but started adding it with +// VS2013. However, VS2013 still didn't have snprintf(). The following is a +// work-around (Note: The _CRT_SECURE_NO_WARNINGS macro must be set in the +// "CMakeLists.txt" file). +// NOTE: This is fixed in Visual Studio 2015. +#define snprintf _snprintf +#endif + +#define strdup _strdup + +#endif // _WIN32 + +// Check for noexcept support using clang, with fallback to Windows or GCC version numbers +#ifndef NOEXCEPT +#if defined(__clang__) +#if __has_feature(cxx_noexcept) +#define HAS_NOEXCEPT +#endif +#else +#if defined(__GXX_EXPERIMENTAL_CXX0X__) && __GNUC__ * 10 + __GNUC_MINOR__ >= 46 +#define HAS_NOEXCEPT +#else +#if defined(_MSC_FULL_VER) && _MSC_FULL_VER >= 190023026 && defined(_HAS_EXCEPTIONS) && _HAS_EXCEPTIONS +#define HAS_NOEXCEPT +#endif +#endif +#endif + +#ifdef HAS_NOEXCEPT +#define NOEXCEPT noexcept +#else +#define NOEXCEPT +#endif +#endif + +#endif // VK_SDK_PLATFORM_H diff --git a/overlay_experimental/vulkan/vulkan.h b/overlay_experimental/vulkan/vulkan.h new file mode 100644 index 0000000..b7716ec --- /dev/null +++ b/overlay_experimental/vulkan/vulkan.h @@ -0,0 +1,87 @@ +#ifndef VULKAN_H_ +#define VULKAN_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +#include "vk_platform.h" +#include "vulkan_core.h" + +#ifdef VK_USE_PLATFORM_ANDROID_KHR +#include "vulkan_android.h" +#endif + +#ifdef VK_USE_PLATFORM_FUCHSIA +#include +#include "vulkan_fuchsia.h" +#endif + +#ifdef VK_USE_PLATFORM_IOS_MVK +#include "vulkan_ios.h" +#endif + + +#ifdef VK_USE_PLATFORM_MACOS_MVK +#include "vulkan_macos.h" +#endif + +#ifdef VK_USE_PLATFORM_METAL_EXT +#include "vulkan_metal.h" +#endif + +#ifdef VK_USE_PLATFORM_VI_NN +#include "vulkan_vi.h" +#endif + + +#ifdef VK_USE_PLATFORM_WAYLAND_KHR +#include +#include "vulkan_wayland.h" +#endif + + +#ifdef VK_USE_PLATFORM_WIN32_KHR +#include +#include "vulkan_win32.h" +#endif + + +#ifdef VK_USE_PLATFORM_XCB_KHR +#include +#include "vulkan_xcb.h" +#endif + + +#ifdef VK_USE_PLATFORM_XLIB_KHR +#include +#include "vulkan_xlib.h" +#endif + + +#ifdef VK_USE_PLATFORM_DIRECTFB_EXT +#include +#include "vulkan_directfb.h" +#endif + + +#ifdef VK_USE_PLATFORM_XLIB_XRANDR_EXT +#include +#include +#include "vulkan_xlib_xrandr.h" +#endif + + +#ifdef VK_USE_PLATFORM_GGP +#include +#include "vulkan_ggp.h" +#endif + + +#ifdef VK_ENABLE_BETA_EXTENSIONS +#include "vulkan_beta.h" +#endif + +#endif // VULKAN_H_ diff --git a/overlay_experimental/vulkan/vulkan_android.h b/overlay_experimental/vulkan/vulkan_android.h new file mode 100644 index 0000000..50ef85f --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_android.h @@ -0,0 +1,112 @@ +#ifndef VULKAN_ANDROID_H_ +#define VULKAN_ANDROID_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_android_surface 1 +struct ANativeWindow; +#define VK_KHR_ANDROID_SURFACE_SPEC_VERSION 6 +#define VK_KHR_ANDROID_SURFACE_EXTENSION_NAME "VK_KHR_android_surface" +typedef VkFlags VkAndroidSurfaceCreateFlagsKHR; +typedef struct VkAndroidSurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkAndroidSurfaceCreateFlagsKHR flags; + struct ANativeWindow* window; +} VkAndroidSurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateAndroidSurfaceKHR)(VkInstance instance, const VkAndroidSurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateAndroidSurfaceKHR( + VkInstance instance, + const VkAndroidSurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + + +#define VK_ANDROID_external_memory_android_hardware_buffer 1 +struct AHardwareBuffer; +#define VK_ANDROID_EXTERNAL_MEMORY_ANDROID_HARDWARE_BUFFER_SPEC_VERSION 3 +#define VK_ANDROID_EXTERNAL_MEMORY_ANDROID_HARDWARE_BUFFER_EXTENSION_NAME "VK_ANDROID_external_memory_android_hardware_buffer" +typedef struct VkAndroidHardwareBufferUsageANDROID { + VkStructureType sType; + void* pNext; + uint64_t androidHardwareBufferUsage; +} VkAndroidHardwareBufferUsageANDROID; + +typedef struct VkAndroidHardwareBufferPropertiesANDROID { + VkStructureType sType; + void* pNext; + VkDeviceSize allocationSize; + uint32_t memoryTypeBits; +} VkAndroidHardwareBufferPropertiesANDROID; + +typedef struct VkAndroidHardwareBufferFormatPropertiesANDROID { + VkStructureType sType; + void* pNext; + VkFormat format; + uint64_t externalFormat; + VkFormatFeatureFlags formatFeatures; + VkComponentMapping samplerYcbcrConversionComponents; + VkSamplerYcbcrModelConversion suggestedYcbcrModel; + VkSamplerYcbcrRange suggestedYcbcrRange; + VkChromaLocation suggestedXChromaOffset; + VkChromaLocation suggestedYChromaOffset; +} VkAndroidHardwareBufferFormatPropertiesANDROID; + +typedef struct VkImportAndroidHardwareBufferInfoANDROID { + VkStructureType sType; + const void* pNext; + struct AHardwareBuffer* buffer; +} VkImportAndroidHardwareBufferInfoANDROID; + +typedef struct VkMemoryGetAndroidHardwareBufferInfoANDROID { + VkStructureType sType; + const void* pNext; + VkDeviceMemory memory; +} VkMemoryGetAndroidHardwareBufferInfoANDROID; + +typedef struct VkExternalFormatANDROID { + VkStructureType sType; + void* pNext; + uint64_t externalFormat; +} VkExternalFormatANDROID; + +typedef VkResult (VKAPI_PTR *PFN_vkGetAndroidHardwareBufferPropertiesANDROID)(VkDevice device, const struct AHardwareBuffer* buffer, VkAndroidHardwareBufferPropertiesANDROID* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryAndroidHardwareBufferANDROID)(VkDevice device, const VkMemoryGetAndroidHardwareBufferInfoANDROID* pInfo, struct AHardwareBuffer** pBuffer); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetAndroidHardwareBufferPropertiesANDROID( + VkDevice device, + const struct AHardwareBuffer* buffer, + VkAndroidHardwareBufferPropertiesANDROID* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryAndroidHardwareBufferANDROID( + VkDevice device, + const VkMemoryGetAndroidHardwareBufferInfoANDROID* pInfo, + struct AHardwareBuffer** pBuffer); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_beta.h b/overlay_experimental/vulkan/vulkan_beta.h new file mode 100644 index 0000000..23513b3 --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_beta.h @@ -0,0 +1,56 @@ +#ifndef VULKAN_BETA_H_ +#define VULKAN_BETA_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_portability_subset 1 +#define VK_KHR_PORTABILITY_SUBSET_SPEC_VERSION 1 +#define VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME "VK_KHR_portability_subset" +typedef struct VkPhysicalDevicePortabilitySubsetFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 constantAlphaColorBlendFactors; + VkBool32 events; + VkBool32 imageViewFormatReinterpretation; + VkBool32 imageViewFormatSwizzle; + VkBool32 imageView2DOn3DImage; + VkBool32 multisampleArrayImage; + VkBool32 mutableComparisonSamplers; + VkBool32 pointPolygons; + VkBool32 samplerMipLodBias; + VkBool32 separateStencilMaskRef; + VkBool32 shaderSampleRateInterpolationFunctions; + VkBool32 tessellationIsolines; + VkBool32 tessellationPointMode; + VkBool32 triangleFans; + VkBool32 vertexAttributeAccessBeyondStride; +} VkPhysicalDevicePortabilitySubsetFeaturesKHR; + +typedef struct VkPhysicalDevicePortabilitySubsetPropertiesKHR { + VkStructureType sType; + void* pNext; + uint32_t minVertexInputBindingStrideAlignment; +} VkPhysicalDevicePortabilitySubsetPropertiesKHR; + + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_core.h b/overlay_experimental/vulkan/vulkan_core.h new file mode 100644 index 0000000..b2a6ab2 --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_core.h @@ -0,0 +1,11894 @@ +#ifndef VULKAN_CORE_H_ +#define VULKAN_CORE_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_VERSION_1_0 1 +#include "vk_platform.h" + +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; + + +#if !defined(VK_DEFINE_NON_DISPATCHABLE_HANDLE) +#if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) + #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else + #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +#endif + +#define VK_MAKE_VERSION(major, minor, patch) \ + ((((uint32_t)(major)) << 22) | (((uint32_t)(minor)) << 12) | ((uint32_t)(patch))) + +// DEPRECATED: This define has been removed. Specific version defines (e.g. VK_API_VERSION_1_0), or the VK_MAKE_VERSION macro, should be used instead. +//#define VK_API_VERSION VK_MAKE_VERSION(1, 0, 0) // Patch version should always be set to 0 + +// Vulkan 1.0 version number +#define VK_API_VERSION_1_0 VK_MAKE_VERSION(1, 0, 0)// Patch version should always be set to 0 + +// Version of this file +#define VK_HEADER_VERSION 166 + +// Complete version of this file +#define VK_HEADER_VERSION_COMPLETE VK_MAKE_VERSION(1, 2, VK_HEADER_VERSION) + +#define VK_VERSION_MAJOR(version) ((uint32_t)(version) >> 22) +#define VK_VERSION_MINOR(version) (((uint32_t)(version) >> 12) & 0x3ff) +#define VK_VERSION_PATCH(version) ((uint32_t)(version) & 0xfff) + +#define VK_NULL_HANDLE 0 + +typedef uint32_t VkBool32; +typedef uint64_t VkDeviceAddress; +typedef uint64_t VkDeviceSize; +typedef uint32_t VkFlags; +typedef uint32_t VkSampleMask; +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImage) +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_HANDLE(VkPhysicalDevice) +VK_DEFINE_HANDLE(VkDevice) +VK_DEFINE_HANDLE(VkQueue) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSemaphore) +VK_DEFINE_HANDLE(VkCommandBuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFence) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDeviceMemory) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkEvent) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkQueryPool) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBufferView) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImageView) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineCache) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineLayout) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipeline) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkRenderPass) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSetLayout) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSampler) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSet) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorPool) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFramebuffer) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkCommandPool) +#define VK_ATTACHMENT_UNUSED (~0U) +#define VK_FALSE 0 +#define VK_LOD_CLAMP_NONE 1000.0f +#define VK_QUEUE_FAMILY_IGNORED (~0U) +#define VK_REMAINING_ARRAY_LAYERS (~0U) +#define VK_REMAINING_MIP_LEVELS (~0U) +#define VK_SUBPASS_EXTERNAL (~0U) +#define VK_TRUE 1 +#define VK_WHOLE_SIZE (~0ULL) +#define VK_MAX_MEMORY_TYPES 32 +#define VK_MAX_MEMORY_HEAPS 16 +#define VK_MAX_PHYSICAL_DEVICE_NAME_SIZE 256 +#define VK_UUID_SIZE 16 +#define VK_MAX_EXTENSION_NAME_SIZE 256 +#define VK_MAX_DESCRIPTION_SIZE 256 + +typedef enum VkResult { + VK_SUCCESS = 0, + VK_NOT_READY = 1, + VK_TIMEOUT = 2, + VK_EVENT_SET = 3, + VK_EVENT_RESET = 4, + VK_INCOMPLETE = 5, + VK_ERROR_OUT_OF_HOST_MEMORY = -1, + VK_ERROR_OUT_OF_DEVICE_MEMORY = -2, + VK_ERROR_INITIALIZATION_FAILED = -3, + VK_ERROR_DEVICE_LOST = -4, + VK_ERROR_MEMORY_MAP_FAILED = -5, + VK_ERROR_LAYER_NOT_PRESENT = -6, + VK_ERROR_EXTENSION_NOT_PRESENT = -7, + VK_ERROR_FEATURE_NOT_PRESENT = -8, + VK_ERROR_INCOMPATIBLE_DRIVER = -9, + VK_ERROR_TOO_MANY_OBJECTS = -10, + VK_ERROR_FORMAT_NOT_SUPPORTED = -11, + VK_ERROR_FRAGMENTED_POOL = -12, + VK_ERROR_UNKNOWN = -13, + VK_ERROR_OUT_OF_POOL_MEMORY = -1000069000, + VK_ERROR_INVALID_EXTERNAL_HANDLE = -1000072003, + VK_ERROR_FRAGMENTATION = -1000161000, + VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS = -1000257000, + VK_ERROR_SURFACE_LOST_KHR = -1000000000, + VK_ERROR_NATIVE_WINDOW_IN_USE_KHR = -1000000001, + VK_SUBOPTIMAL_KHR = 1000001003, + VK_ERROR_OUT_OF_DATE_KHR = -1000001004, + VK_ERROR_INCOMPATIBLE_DISPLAY_KHR = -1000003001, + VK_ERROR_VALIDATION_FAILED_EXT = -1000011001, + VK_ERROR_INVALID_SHADER_NV = -1000012000, + VK_ERROR_INVALID_DRM_FORMAT_MODIFIER_PLANE_LAYOUT_EXT = -1000158000, + VK_ERROR_NOT_PERMITTED_EXT = -1000174001, + VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT = -1000255000, + VK_THREAD_IDLE_KHR = 1000268000, + VK_THREAD_DONE_KHR = 1000268001, + VK_OPERATION_DEFERRED_KHR = 1000268002, + VK_OPERATION_NOT_DEFERRED_KHR = 1000268003, + VK_PIPELINE_COMPILE_REQUIRED_EXT = 1000297000, + VK_ERROR_OUT_OF_POOL_MEMORY_KHR = VK_ERROR_OUT_OF_POOL_MEMORY, + VK_ERROR_INVALID_EXTERNAL_HANDLE_KHR = VK_ERROR_INVALID_EXTERNAL_HANDLE, + VK_ERROR_FRAGMENTATION_EXT = VK_ERROR_FRAGMENTATION, + VK_ERROR_INVALID_DEVICE_ADDRESS_EXT = VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS, + VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS_KHR = VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS, + VK_ERROR_PIPELINE_COMPILE_REQUIRED_EXT = VK_PIPELINE_COMPILE_REQUIRED_EXT, + VK_RESULT_MAX_ENUM = 0x7FFFFFFF +} VkResult; + +typedef enum VkStructureType { + VK_STRUCTURE_TYPE_APPLICATION_INFO = 0, + VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO = 1, + VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO = 2, + VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO = 3, + VK_STRUCTURE_TYPE_SUBMIT_INFO = 4, + VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO = 5, + VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE = 6, + VK_STRUCTURE_TYPE_BIND_SPARSE_INFO = 7, + VK_STRUCTURE_TYPE_FENCE_CREATE_INFO = 8, + VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO = 9, + VK_STRUCTURE_TYPE_EVENT_CREATE_INFO = 10, + VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO = 11, + VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO = 12, + VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO = 13, + VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO = 14, + VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO = 15, + VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO = 16, + VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO = 17, + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO = 18, + VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO = 19, + VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO = 20, + VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO = 21, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO = 22, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO = 23, + VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO = 24, + VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO = 25, + VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO = 26, + VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO = 27, + VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO = 28, + VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO = 29, + VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO = 30, + VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO = 31, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO = 32, + VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO = 33, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO = 34, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET = 35, + VK_STRUCTURE_TYPE_COPY_DESCRIPTOR_SET = 36, + VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO = 37, + VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO = 38, + VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO = 39, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO = 40, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO = 41, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO = 42, + VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO = 43, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER = 44, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER = 45, + VK_STRUCTURE_TYPE_MEMORY_BARRIER = 46, + VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO = 47, + VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO = 48, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES = 1000094000, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO = 1000157000, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_INFO = 1000157001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES = 1000083000, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS = 1000127000, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO = 1000127001, + VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO = 1000060000, + VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO = 1000060003, + VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO = 1000060004, + VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO = 1000060005, + VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO = 1000060006, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO = 1000060013, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO = 1000060014, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES = 1000070000, + VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO = 1000070001, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2 = 1000146000, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2 = 1000146001, + VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2 = 1000146002, + VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2 = 1000146003, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2 = 1000146004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2 = 1000059000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2 = 1000059001, + VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2 = 1000059002, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2 = 1000059003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2 = 1000059004, + VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2 = 1000059005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2 = 1000059006, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2 = 1000059007, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2 = 1000059008, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES = 1000117000, + VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO = 1000117001, + VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO = 1000117002, + VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO = 1000117003, + VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO = 1000053000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES = 1000053001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES = 1000053002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES = 1000120000, + VK_STRUCTURE_TYPE_PROTECTED_SUBMIT_INFO = 1000145000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_FEATURES = 1000145001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_PROPERTIES = 1000145002, + VK_STRUCTURE_TYPE_DEVICE_QUEUE_INFO_2 = 1000145003, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO = 1000156000, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO = 1000156001, + VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO = 1000156002, + VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO = 1000156003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES = 1000156004, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES = 1000156005, + VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO = 1000085000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO = 1000071000, + VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES = 1000071001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO = 1000071002, + VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES = 1000071003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES = 1000071004, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO = 1000072000, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO = 1000072001, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO = 1000072002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO = 1000112000, + VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES = 1000112001, + VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO = 1000113000, + VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO = 1000077000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO = 1000076000, + VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES = 1000076001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES = 1000168000, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT = 1000168001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES = 1000063000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES = 49, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_PROPERTIES = 50, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES = 51, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_PROPERTIES = 52, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO = 1000147000, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2 = 1000109000, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2 = 1000109001, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2 = 1000109002, + VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 = 1000109003, + VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2 = 1000109004, + VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO = 1000109005, + VK_STRUCTURE_TYPE_SUBPASS_END_INFO = 1000109006, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES = 1000177000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES = 1000196000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES = 1000180000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES = 1000082000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES = 1000197000, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO = 1000161000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES = 1000161001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES = 1000161002, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO = 1000161003, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT = 1000161004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES = 1000199000, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE = 1000199001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES = 1000221000, + VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO = 1000246000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES = 1000130000, + VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO = 1000130001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES = 1000211000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES = 1000108000, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO = 1000108001, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO = 1000108002, + VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO = 1000108003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES = 1000253000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES = 1000175000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES = 1000241000, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT = 1000241001, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_STENCIL_LAYOUT = 1000241002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES = 1000261000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES = 1000207000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES = 1000207001, + VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO = 1000207002, + VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO = 1000207003, + VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO = 1000207004, + VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO = 1000207005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES = 1000257000, + VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO = 1000244001, + VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO = 1000257002, + VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO = 1000257003, + VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO = 1000257004, + VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR = 1000001000, + VK_STRUCTURE_TYPE_PRESENT_INFO_KHR = 1000001001, + VK_STRUCTURE_TYPE_DEVICE_GROUP_PRESENT_CAPABILITIES_KHR = 1000060007, + VK_STRUCTURE_TYPE_IMAGE_SWAPCHAIN_CREATE_INFO_KHR = 1000060008, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_SWAPCHAIN_INFO_KHR = 1000060009, + VK_STRUCTURE_TYPE_ACQUIRE_NEXT_IMAGE_INFO_KHR = 1000060010, + VK_STRUCTURE_TYPE_DEVICE_GROUP_PRESENT_INFO_KHR = 1000060011, + VK_STRUCTURE_TYPE_DEVICE_GROUP_SWAPCHAIN_CREATE_INFO_KHR = 1000060012, + VK_STRUCTURE_TYPE_DISPLAY_MODE_CREATE_INFO_KHR = 1000002000, + VK_STRUCTURE_TYPE_DISPLAY_SURFACE_CREATE_INFO_KHR = 1000002001, + VK_STRUCTURE_TYPE_DISPLAY_PRESENT_INFO_KHR = 1000003000, + VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR = 1000004000, + VK_STRUCTURE_TYPE_XCB_SURFACE_CREATE_INFO_KHR = 1000005000, + VK_STRUCTURE_TYPE_WAYLAND_SURFACE_CREATE_INFO_KHR = 1000006000, + VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR = 1000008000, + VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR = 1000009000, + VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT = 1000011000, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_RASTERIZATION_ORDER_AMD = 1000018000, + VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_NAME_INFO_EXT = 1000022000, + VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_TAG_INFO_EXT = 1000022001, + VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT = 1000022002, + VK_STRUCTURE_TYPE_DEDICATED_ALLOCATION_IMAGE_CREATE_INFO_NV = 1000026000, + VK_STRUCTURE_TYPE_DEDICATED_ALLOCATION_BUFFER_CREATE_INFO_NV = 1000026001, + VK_STRUCTURE_TYPE_DEDICATED_ALLOCATION_MEMORY_ALLOCATE_INFO_NV = 1000026002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TRANSFORM_FEEDBACK_FEATURES_EXT = 1000028000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TRANSFORM_FEEDBACK_PROPERTIES_EXT = 1000028001, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_STREAM_CREATE_INFO_EXT = 1000028002, + VK_STRUCTURE_TYPE_IMAGE_VIEW_HANDLE_INFO_NVX = 1000030000, + VK_STRUCTURE_TYPE_IMAGE_VIEW_ADDRESS_PROPERTIES_NVX = 1000030001, + VK_STRUCTURE_TYPE_TEXTURE_LOD_GATHER_FORMAT_PROPERTIES_AMD = 1000041000, + VK_STRUCTURE_TYPE_STREAM_DESCRIPTOR_SURFACE_CREATE_INFO_GGP = 1000049000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CORNER_SAMPLED_IMAGE_FEATURES_NV = 1000050000, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO_NV = 1000056000, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO_NV = 1000056001, + VK_STRUCTURE_TYPE_IMPORT_MEMORY_WIN32_HANDLE_INFO_NV = 1000057000, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_WIN32_HANDLE_INFO_NV = 1000057001, + VK_STRUCTURE_TYPE_WIN32_KEYED_MUTEX_ACQUIRE_RELEASE_INFO_NV = 1000058000, + VK_STRUCTURE_TYPE_VALIDATION_FLAGS_EXT = 1000061000, + VK_STRUCTURE_TYPE_VI_SURFACE_CREATE_INFO_NN = 1000062000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXTURE_COMPRESSION_ASTC_HDR_FEATURES_EXT = 1000066000, + VK_STRUCTURE_TYPE_IMAGE_VIEW_ASTC_DECODE_MODE_EXT = 1000067000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ASTC_DECODE_FEATURES_EXT = 1000067001, + VK_STRUCTURE_TYPE_IMPORT_MEMORY_WIN32_HANDLE_INFO_KHR = 1000073000, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_WIN32_HANDLE_INFO_KHR = 1000073001, + VK_STRUCTURE_TYPE_MEMORY_WIN32_HANDLE_PROPERTIES_KHR = 1000073002, + VK_STRUCTURE_TYPE_MEMORY_GET_WIN32_HANDLE_INFO_KHR = 1000073003, + VK_STRUCTURE_TYPE_IMPORT_MEMORY_FD_INFO_KHR = 1000074000, + VK_STRUCTURE_TYPE_MEMORY_FD_PROPERTIES_KHR = 1000074001, + VK_STRUCTURE_TYPE_MEMORY_GET_FD_INFO_KHR = 1000074002, + VK_STRUCTURE_TYPE_WIN32_KEYED_MUTEX_ACQUIRE_RELEASE_INFO_KHR = 1000075000, + VK_STRUCTURE_TYPE_IMPORT_SEMAPHORE_WIN32_HANDLE_INFO_KHR = 1000078000, + VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_WIN32_HANDLE_INFO_KHR = 1000078001, + VK_STRUCTURE_TYPE_D3D12_FENCE_SUBMIT_INFO_KHR = 1000078002, + VK_STRUCTURE_TYPE_SEMAPHORE_GET_WIN32_HANDLE_INFO_KHR = 1000078003, + VK_STRUCTURE_TYPE_IMPORT_SEMAPHORE_FD_INFO_KHR = 1000079000, + VK_STRUCTURE_TYPE_SEMAPHORE_GET_FD_INFO_KHR = 1000079001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PUSH_DESCRIPTOR_PROPERTIES_KHR = 1000080000, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_CONDITIONAL_RENDERING_INFO_EXT = 1000081000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CONDITIONAL_RENDERING_FEATURES_EXT = 1000081001, + VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT = 1000081002, + VK_STRUCTURE_TYPE_PRESENT_REGIONS_KHR = 1000084000, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_W_SCALING_STATE_CREATE_INFO_NV = 1000087000, + VK_STRUCTURE_TYPE_SURFACE_CAPABILITIES_2_EXT = 1000090000, + VK_STRUCTURE_TYPE_DISPLAY_POWER_INFO_EXT = 1000091000, + VK_STRUCTURE_TYPE_DEVICE_EVENT_INFO_EXT = 1000091001, + VK_STRUCTURE_TYPE_DISPLAY_EVENT_INFO_EXT = 1000091002, + VK_STRUCTURE_TYPE_SWAPCHAIN_COUNTER_CREATE_INFO_EXT = 1000091003, + VK_STRUCTURE_TYPE_PRESENT_TIMES_INFO_GOOGLE = 1000092000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PER_VIEW_ATTRIBUTES_PROPERTIES_NVX = 1000097000, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_SWIZZLE_STATE_CREATE_INFO_NV = 1000098000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DISCARD_RECTANGLE_PROPERTIES_EXT = 1000099000, + VK_STRUCTURE_TYPE_PIPELINE_DISCARD_RECTANGLE_STATE_CREATE_INFO_EXT = 1000099001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CONSERVATIVE_RASTERIZATION_PROPERTIES_EXT = 1000101000, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_CONSERVATIVE_STATE_CREATE_INFO_EXT = 1000101001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_CLIP_ENABLE_FEATURES_EXT = 1000102000, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_DEPTH_CLIP_STATE_CREATE_INFO_EXT = 1000102001, + VK_STRUCTURE_TYPE_HDR_METADATA_EXT = 1000105000, + VK_STRUCTURE_TYPE_SHARED_PRESENT_SURFACE_CAPABILITIES_KHR = 1000111000, + VK_STRUCTURE_TYPE_IMPORT_FENCE_WIN32_HANDLE_INFO_KHR = 1000114000, + VK_STRUCTURE_TYPE_EXPORT_FENCE_WIN32_HANDLE_INFO_KHR = 1000114001, + VK_STRUCTURE_TYPE_FENCE_GET_WIN32_HANDLE_INFO_KHR = 1000114002, + VK_STRUCTURE_TYPE_IMPORT_FENCE_FD_INFO_KHR = 1000115000, + VK_STRUCTURE_TYPE_FENCE_GET_FD_INFO_KHR = 1000115001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PERFORMANCE_QUERY_FEATURES_KHR = 1000116000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PERFORMANCE_QUERY_PROPERTIES_KHR = 1000116001, + VK_STRUCTURE_TYPE_QUERY_POOL_PERFORMANCE_CREATE_INFO_KHR = 1000116002, + VK_STRUCTURE_TYPE_PERFORMANCE_QUERY_SUBMIT_INFO_KHR = 1000116003, + VK_STRUCTURE_TYPE_ACQUIRE_PROFILING_LOCK_INFO_KHR = 1000116004, + VK_STRUCTURE_TYPE_PERFORMANCE_COUNTER_KHR = 1000116005, + VK_STRUCTURE_TYPE_PERFORMANCE_COUNTER_DESCRIPTION_KHR = 1000116006, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SURFACE_INFO_2_KHR = 1000119000, + VK_STRUCTURE_TYPE_SURFACE_CAPABILITIES_2_KHR = 1000119001, + VK_STRUCTURE_TYPE_SURFACE_FORMAT_2_KHR = 1000119002, + VK_STRUCTURE_TYPE_DISPLAY_PROPERTIES_2_KHR = 1000121000, + VK_STRUCTURE_TYPE_DISPLAY_PLANE_PROPERTIES_2_KHR = 1000121001, + VK_STRUCTURE_TYPE_DISPLAY_MODE_PROPERTIES_2_KHR = 1000121002, + VK_STRUCTURE_TYPE_DISPLAY_PLANE_INFO_2_KHR = 1000121003, + VK_STRUCTURE_TYPE_DISPLAY_PLANE_CAPABILITIES_2_KHR = 1000121004, + VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK = 1000122000, + VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK = 1000123000, + VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT = 1000128000, + VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_TAG_INFO_EXT = 1000128001, + VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT = 1000128002, + VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CALLBACK_DATA_EXT = 1000128003, + VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT = 1000128004, + VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_USAGE_ANDROID = 1000129000, + VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_PROPERTIES_ANDROID = 1000129001, + VK_STRUCTURE_TYPE_ANDROID_HARDWARE_BUFFER_FORMAT_PROPERTIES_ANDROID = 1000129002, + VK_STRUCTURE_TYPE_IMPORT_ANDROID_HARDWARE_BUFFER_INFO_ANDROID = 1000129003, + VK_STRUCTURE_TYPE_MEMORY_GET_ANDROID_HARDWARE_BUFFER_INFO_ANDROID = 1000129004, + VK_STRUCTURE_TYPE_EXTERNAL_FORMAT_ANDROID = 1000129005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_FEATURES_EXT = 1000138000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_PROPERTIES_EXT = 1000138001, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT = 1000138002, + VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT = 1000138003, + VK_STRUCTURE_TYPE_SAMPLE_LOCATIONS_INFO_EXT = 1000143000, + VK_STRUCTURE_TYPE_RENDER_PASS_SAMPLE_LOCATIONS_BEGIN_INFO_EXT = 1000143001, + VK_STRUCTURE_TYPE_PIPELINE_SAMPLE_LOCATIONS_STATE_CREATE_INFO_EXT = 1000143002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLE_LOCATIONS_PROPERTIES_EXT = 1000143003, + VK_STRUCTURE_TYPE_MULTISAMPLE_PROPERTIES_EXT = 1000143004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BLEND_OPERATION_ADVANCED_FEATURES_EXT = 1000148000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BLEND_OPERATION_ADVANCED_PROPERTIES_EXT = 1000148001, + VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_ADVANCED_STATE_CREATE_INFO_EXT = 1000148002, + VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_TO_COLOR_STATE_CREATE_INFO_NV = 1000149000, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR = 1000150007, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR = 1000150000, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_DEVICE_ADDRESS_INFO_KHR = 1000150002, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_AABBS_DATA_KHR = 1000150003, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR = 1000150004, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR = 1000150005, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR = 1000150006, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_VERSION_INFO_KHR = 1000150009, + VK_STRUCTURE_TYPE_COPY_ACCELERATION_STRUCTURE_INFO_KHR = 1000150010, + VK_STRUCTURE_TYPE_COPY_ACCELERATION_STRUCTURE_TO_MEMORY_INFO_KHR = 1000150011, + VK_STRUCTURE_TYPE_COPY_MEMORY_TO_ACCELERATION_STRUCTURE_INFO_KHR = 1000150012, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR = 1000150013, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_PROPERTIES_KHR = 1000150014, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_CREATE_INFO_KHR = 1000150017, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR = 1000150020, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR = 1000347000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR = 1000347001, + VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR = 1000150015, + VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR = 1000150016, + VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_INTERFACE_CREATE_INFO_KHR = 1000150018, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR = 1000348013, + VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_MODULATION_STATE_CREATE_INFO_NV = 1000152000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SM_BUILTINS_FEATURES_NV = 1000154000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SM_BUILTINS_PROPERTIES_NV = 1000154001, + VK_STRUCTURE_TYPE_DRM_FORMAT_MODIFIER_PROPERTIES_LIST_EXT = 1000158000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_DRM_FORMAT_MODIFIER_INFO_EXT = 1000158002, + VK_STRUCTURE_TYPE_IMAGE_DRM_FORMAT_MODIFIER_LIST_CREATE_INFO_EXT = 1000158003, + VK_STRUCTURE_TYPE_IMAGE_DRM_FORMAT_MODIFIER_EXPLICIT_CREATE_INFO_EXT = 1000158004, + VK_STRUCTURE_TYPE_IMAGE_DRM_FORMAT_MODIFIER_PROPERTIES_EXT = 1000158005, + VK_STRUCTURE_TYPE_VALIDATION_CACHE_CREATE_INFO_EXT = 1000160000, + VK_STRUCTURE_TYPE_SHADER_MODULE_VALIDATION_CACHE_CREATE_INFO_EXT = 1000160001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PORTABILITY_SUBSET_FEATURES_KHR = 1000163000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PORTABILITY_SUBSET_PROPERTIES_KHR = 1000163001, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_SHADING_RATE_IMAGE_STATE_CREATE_INFO_NV = 1000164000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADING_RATE_IMAGE_FEATURES_NV = 1000164001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADING_RATE_IMAGE_PROPERTIES_NV = 1000164002, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_COARSE_SAMPLE_ORDER_STATE_CREATE_INFO_NV = 1000164005, + VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NV = 1000165000, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_CREATE_INFO_NV = 1000165001, + VK_STRUCTURE_TYPE_GEOMETRY_NV = 1000165003, + VK_STRUCTURE_TYPE_GEOMETRY_TRIANGLES_NV = 1000165004, + VK_STRUCTURE_TYPE_GEOMETRY_AABB_NV = 1000165005, + VK_STRUCTURE_TYPE_BIND_ACCELERATION_STRUCTURE_MEMORY_INFO_NV = 1000165006, + VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_NV = 1000165007, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_INFO_NV = 1000165008, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PROPERTIES_NV = 1000165009, + VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_NV = 1000165011, + VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_INFO_NV = 1000165012, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_REPRESENTATIVE_FRAGMENT_TEST_FEATURES_NV = 1000166000, + VK_STRUCTURE_TYPE_PIPELINE_REPRESENTATIVE_FRAGMENT_TEST_STATE_CREATE_INFO_NV = 1000166001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_VIEW_IMAGE_FORMAT_INFO_EXT = 1000170000, + VK_STRUCTURE_TYPE_FILTER_CUBIC_IMAGE_VIEW_IMAGE_FORMAT_PROPERTIES_EXT = 1000170001, + VK_STRUCTURE_TYPE_DEVICE_QUEUE_GLOBAL_PRIORITY_CREATE_INFO_EXT = 1000174000, + VK_STRUCTURE_TYPE_IMPORT_MEMORY_HOST_POINTER_INFO_EXT = 1000178000, + VK_STRUCTURE_TYPE_MEMORY_HOST_POINTER_PROPERTIES_EXT = 1000178001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_MEMORY_HOST_PROPERTIES_EXT = 1000178002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CLOCK_FEATURES_KHR = 1000181000, + VK_STRUCTURE_TYPE_PIPELINE_COMPILER_CONTROL_CREATE_INFO_AMD = 1000183000, + VK_STRUCTURE_TYPE_CALIBRATED_TIMESTAMP_INFO_EXT = 1000184000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_AMD = 1000185000, + VK_STRUCTURE_TYPE_DEVICE_MEMORY_OVERALLOCATION_CREATE_INFO_AMD = 1000189000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_ATTRIBUTE_DIVISOR_PROPERTIES_EXT = 1000190000, + VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT = 1000190001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_ATTRIBUTE_DIVISOR_FEATURES_EXT = 1000190002, + VK_STRUCTURE_TYPE_PRESENT_FRAME_TOKEN_GGP = 1000191000, + VK_STRUCTURE_TYPE_PIPELINE_CREATION_FEEDBACK_CREATE_INFO_EXT = 1000192000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COMPUTE_SHADER_DERIVATIVES_FEATURES_NV = 1000201000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_NV = 1000202000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_NV = 1000202001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_NV = 1000203000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_IMAGE_FOOTPRINT_FEATURES_NV = 1000204000, + VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_EXCLUSIVE_SCISSOR_STATE_CREATE_INFO_NV = 1000205000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXCLUSIVE_SCISSOR_FEATURES_NV = 1000205002, + VK_STRUCTURE_TYPE_CHECKPOINT_DATA_NV = 1000206000, + VK_STRUCTURE_TYPE_QUEUE_FAMILY_CHECKPOINT_PROPERTIES_NV = 1000206001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_INTEGER_FUNCTIONS_2_FEATURES_INTEL = 1000209000, + VK_STRUCTURE_TYPE_QUERY_POOL_PERFORMANCE_QUERY_CREATE_INFO_INTEL = 1000210000, + VK_STRUCTURE_TYPE_INITIALIZE_PERFORMANCE_API_INFO_INTEL = 1000210001, + VK_STRUCTURE_TYPE_PERFORMANCE_MARKER_INFO_INTEL = 1000210002, + VK_STRUCTURE_TYPE_PERFORMANCE_STREAM_MARKER_INFO_INTEL = 1000210003, + VK_STRUCTURE_TYPE_PERFORMANCE_OVERRIDE_INFO_INTEL = 1000210004, + VK_STRUCTURE_TYPE_PERFORMANCE_CONFIGURATION_ACQUIRE_INFO_INTEL = 1000210005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PCI_BUS_INFO_PROPERTIES_EXT = 1000212000, + VK_STRUCTURE_TYPE_DISPLAY_NATIVE_HDR_SURFACE_CAPABILITIES_AMD = 1000213000, + VK_STRUCTURE_TYPE_SWAPCHAIN_DISPLAY_NATIVE_HDR_CREATE_INFO_AMD = 1000213001, + VK_STRUCTURE_TYPE_IMAGEPIPE_SURFACE_CREATE_INFO_FUCHSIA = 1000214000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_TERMINATE_INVOCATION_FEATURES_KHR = 1000215000, + VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT = 1000217000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_FEATURES_EXT = 1000218000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_PROPERTIES_EXT = 1000218001, + VK_STRUCTURE_TYPE_RENDER_PASS_FRAGMENT_DENSITY_MAP_CREATE_INFO_EXT = 1000218002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_SIZE_CONTROL_PROPERTIES_EXT = 1000225000, + VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO_EXT = 1000225001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_SIZE_CONTROL_FEATURES_EXT = 1000225002, + VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR = 1000226000, + VK_STRUCTURE_TYPE_PIPELINE_FRAGMENT_SHADING_RATE_STATE_CREATE_INFO_KHR = 1000226001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR = 1000226002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR = 1000226003, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_KHR = 1000226004, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_2_AMD = 1000227000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COHERENT_MEMORY_FEATURES_AMD = 1000229000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_IMAGE_ATOMIC_INT64_FEATURES_EXT = 1000234000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_BUDGET_PROPERTIES_EXT = 1000237000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PRIORITY_FEATURES_EXT = 1000238000, + VK_STRUCTURE_TYPE_MEMORY_PRIORITY_ALLOCATE_INFO_EXT = 1000238001, + VK_STRUCTURE_TYPE_SURFACE_PROTECTED_CAPABILITIES_KHR = 1000239000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEDICATED_ALLOCATION_IMAGE_ALIASING_FEATURES_NV = 1000240000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_EXT = 1000244000, + VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_CREATE_INFO_EXT = 1000244002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TOOL_PROPERTIES_EXT = 1000245000, + VK_STRUCTURE_TYPE_VALIDATION_FEATURES_EXT = 1000247000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_FEATURES_NV = 1000249000, + VK_STRUCTURE_TYPE_COOPERATIVE_MATRIX_PROPERTIES_NV = 1000249001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COOPERATIVE_MATRIX_PROPERTIES_NV = 1000249002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_COVERAGE_REDUCTION_MODE_FEATURES_NV = 1000250000, + VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_REDUCTION_STATE_CREATE_INFO_NV = 1000250001, + VK_STRUCTURE_TYPE_FRAMEBUFFER_MIXED_SAMPLES_COMBINATION_NV = 1000250002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_INTERLOCK_FEATURES_EXT = 1000251000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_YCBCR_IMAGE_ARRAYS_FEATURES_EXT = 1000252000, + VK_STRUCTURE_TYPE_SURFACE_FULL_SCREEN_EXCLUSIVE_INFO_EXT = 1000255000, + VK_STRUCTURE_TYPE_SURFACE_CAPABILITIES_FULL_SCREEN_EXCLUSIVE_EXT = 1000255002, + VK_STRUCTURE_TYPE_SURFACE_FULL_SCREEN_EXCLUSIVE_WIN32_INFO_EXT = 1000255001, + VK_STRUCTURE_TYPE_HEADLESS_SURFACE_CREATE_INFO_EXT = 1000256000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_FEATURES_EXT = 1000259000, + VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_LINE_STATE_CREATE_INFO_EXT = 1000259001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LINE_RASTERIZATION_PROPERTIES_EXT = 1000259002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_FLOAT_FEATURES_EXT = 1000260000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INDEX_TYPE_UINT8_FEATURES_EXT = 1000265000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_FEATURES_EXT = 1000267000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_EXECUTABLE_PROPERTIES_FEATURES_KHR = 1000269000, + VK_STRUCTURE_TYPE_PIPELINE_INFO_KHR = 1000269001, + VK_STRUCTURE_TYPE_PIPELINE_EXECUTABLE_PROPERTIES_KHR = 1000269002, + VK_STRUCTURE_TYPE_PIPELINE_EXECUTABLE_INFO_KHR = 1000269003, + VK_STRUCTURE_TYPE_PIPELINE_EXECUTABLE_STATISTIC_KHR = 1000269004, + VK_STRUCTURE_TYPE_PIPELINE_EXECUTABLE_INTERNAL_REPRESENTATION_KHR = 1000269005, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DEMOTE_TO_HELPER_INVOCATION_FEATURES_EXT = 1000276000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEVICE_GENERATED_COMMANDS_PROPERTIES_NV = 1000277000, + VK_STRUCTURE_TYPE_GRAPHICS_SHADER_GROUP_CREATE_INFO_NV = 1000277001, + VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_SHADER_GROUPS_CREATE_INFO_NV = 1000277002, + VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_TOKEN_NV = 1000277003, + VK_STRUCTURE_TYPE_INDIRECT_COMMANDS_LAYOUT_CREATE_INFO_NV = 1000277004, + VK_STRUCTURE_TYPE_GENERATED_COMMANDS_INFO_NV = 1000277005, + VK_STRUCTURE_TYPE_GENERATED_COMMANDS_MEMORY_REQUIREMENTS_INFO_NV = 1000277006, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEVICE_GENERATED_COMMANDS_FEATURES_NV = 1000277007, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXEL_BUFFER_ALIGNMENT_FEATURES_EXT = 1000281000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXEL_BUFFER_ALIGNMENT_PROPERTIES_EXT = 1000281001, + VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_RENDER_PASS_TRANSFORM_INFO_QCOM = 1000282000, + VK_STRUCTURE_TYPE_RENDER_PASS_TRANSFORM_BEGIN_INFO_QCOM = 1000282001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEVICE_MEMORY_REPORT_FEATURES_EXT = 1000284000, + VK_STRUCTURE_TYPE_DEVICE_DEVICE_MEMORY_REPORT_CREATE_INFO_EXT = 1000284001, + VK_STRUCTURE_TYPE_DEVICE_MEMORY_REPORT_CALLBACK_DATA_EXT = 1000284002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ROBUSTNESS_2_FEATURES_EXT = 1000286000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ROBUSTNESS_2_PROPERTIES_EXT = 1000286001, + VK_STRUCTURE_TYPE_SAMPLER_CUSTOM_BORDER_COLOR_CREATE_INFO_EXT = 1000287000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CUSTOM_BORDER_COLOR_PROPERTIES_EXT = 1000287001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CUSTOM_BORDER_COLOR_FEATURES_EXT = 1000287002, + VK_STRUCTURE_TYPE_PIPELINE_LIBRARY_CREATE_INFO_KHR = 1000290000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRIVATE_DATA_FEATURES_EXT = 1000295000, + VK_STRUCTURE_TYPE_DEVICE_PRIVATE_DATA_CREATE_INFO_EXT = 1000295001, + VK_STRUCTURE_TYPE_PRIVATE_DATA_SLOT_CREATE_INFO_EXT = 1000295002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_CREATION_CACHE_CONTROL_FEATURES_EXT = 1000297000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DIAGNOSTICS_CONFIG_FEATURES_NV = 1000300000, + VK_STRUCTURE_TYPE_DEVICE_DIAGNOSTICS_CONFIG_CREATE_INFO_NV = 1000300001, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_ENUMS_PROPERTIES_NV = 1000326000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_ENUMS_FEATURES_NV = 1000326001, + VK_STRUCTURE_TYPE_PIPELINE_FRAGMENT_SHADING_RATE_ENUM_STATE_CREATE_INFO_NV = 1000326002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_2_FEATURES_EXT = 1000332000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_2_PROPERTIES_EXT = 1000332001, + VK_STRUCTURE_TYPE_COPY_COMMAND_TRANSFORM_INFO_QCOM = 1000333000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_ROBUSTNESS_FEATURES_EXT = 1000335000, + VK_STRUCTURE_TYPE_COPY_BUFFER_INFO_2_KHR = 1000337000, + VK_STRUCTURE_TYPE_COPY_IMAGE_INFO_2_KHR = 1000337001, + VK_STRUCTURE_TYPE_COPY_BUFFER_TO_IMAGE_INFO_2_KHR = 1000337002, + VK_STRUCTURE_TYPE_COPY_IMAGE_TO_BUFFER_INFO_2_KHR = 1000337003, + VK_STRUCTURE_TYPE_BLIT_IMAGE_INFO_2_KHR = 1000337004, + VK_STRUCTURE_TYPE_RESOLVE_IMAGE_INFO_2_KHR = 1000337005, + VK_STRUCTURE_TYPE_BUFFER_COPY_2_KHR = 1000337006, + VK_STRUCTURE_TYPE_IMAGE_COPY_2_KHR = 1000337007, + VK_STRUCTURE_TYPE_IMAGE_BLIT_2_KHR = 1000337008, + VK_STRUCTURE_TYPE_BUFFER_IMAGE_COPY_2_KHR = 1000337009, + VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2_KHR = 1000337010, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_4444_FORMATS_FEATURES_EXT = 1000340000, + VK_STRUCTURE_TYPE_DIRECTFB_SURFACE_CREATE_INFO_EXT = 1000346000, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MUTABLE_DESCRIPTOR_TYPE_FEATURES_VALVE = 1000351000, + VK_STRUCTURE_TYPE_MUTABLE_DESCRIPTOR_TYPE_CREATE_INFO_VALVE = 1000351002, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETER_FEATURES = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES, + VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT, + VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2, + VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2, + VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2_KHR = VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2, + VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO, + VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO, + VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO, + VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO, + VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO_KHR = VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO_KHR = VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES, + VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO, + VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES_KHR = VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO, + VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES_KHR = VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO, + VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO, + VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO_KHR = VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO, + VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES_KHR = VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES, + VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT16_INT8_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES, + VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO, + VK_STRUCTURE_TYPE_SURFACE_CAPABILITIES2_EXT = VK_STRUCTURE_TYPE_SURFACE_CAPABILITIES_2_EXT, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO, + VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO_KHR = VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO, + VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO_KHR = VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2_KHR = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2_KHR = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2, + VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2_KHR = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2, + VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2, + VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO_KHR = VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO, + VK_STRUCTURE_TYPE_SUBPASS_END_INFO_KHR = VK_STRUCTURE_TYPE_SUBPASS_END_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO, + VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES_KHR = VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES, + VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES, + VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO, + VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO, + VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES_KHR, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS_KHR = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS, + VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO_KHR = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES, + VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO_EXT = VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO, + VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2_KHR = VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2, + VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2_KHR = VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2, + VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2_KHR = VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2, + VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2_KHR = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2, + VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2_KHR = VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2, + VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO_KHR = VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO, + VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO_KHR = VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO, + VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO_KHR = VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES, + VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES_KHR = VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES, + VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO_KHR = VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO, + VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_INFO_KHR = VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_INFO, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO_EXT = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT_EXT = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES, + VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT_KHR = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES, + VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE_KHR = VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES, + VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO, + VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO_KHR = VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO, + VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO_KHR = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO, + VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO_KHR = VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO, + VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO_INTEL = VK_STRUCTURE_TYPE_QUERY_POOL_PERFORMANCE_QUERY_CREATE_INFO_INTEL, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES, + VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT_KHR = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT, + VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_STENCIL_LAYOUT_KHR = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_STENCIL_LAYOUT, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_ADDRESS_FEATURES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_EXT, + VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_EXT = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO, + VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO_EXT = VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES_KHR = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES, + VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO, + VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO_KHR = VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO, + VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO_KHR = VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO, + VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO_KHR = VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO, + VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES_EXT = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES, + VK_STRUCTURE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkStructureType; + +typedef enum VkImageLayout { + VK_IMAGE_LAYOUT_UNDEFINED = 0, + VK_IMAGE_LAYOUT_GENERAL = 1, + VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL = 2, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL = 3, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL = 4, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL = 5, + VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL = 6, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL = 7, + VK_IMAGE_LAYOUT_PREINITIALIZED = 8, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL = 1000117000, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL = 1000117001, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL = 1000241000, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL = 1000241001, + VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL = 1000241002, + VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL = 1000241003, + VK_IMAGE_LAYOUT_PRESENT_SRC_KHR = 1000001002, + VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR = 1000111000, + VK_IMAGE_LAYOUT_SHADING_RATE_OPTIMAL_NV = 1000164003, + VK_IMAGE_LAYOUT_FRAGMENT_DENSITY_MAP_OPTIMAL_EXT = 1000218000, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL_KHR = VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL_KHR = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL, + VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR = VK_IMAGE_LAYOUT_SHADING_RATE_OPTIMAL_NV, + VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL, + VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL_KHR = VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL, + VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL_KHR = VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL, + VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL_KHR = VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL, + VK_IMAGE_LAYOUT_MAX_ENUM = 0x7FFFFFFF +} VkImageLayout; + +typedef enum VkObjectType { + VK_OBJECT_TYPE_UNKNOWN = 0, + VK_OBJECT_TYPE_INSTANCE = 1, + VK_OBJECT_TYPE_PHYSICAL_DEVICE = 2, + VK_OBJECT_TYPE_DEVICE = 3, + VK_OBJECT_TYPE_QUEUE = 4, + VK_OBJECT_TYPE_SEMAPHORE = 5, + VK_OBJECT_TYPE_COMMAND_BUFFER = 6, + VK_OBJECT_TYPE_FENCE = 7, + VK_OBJECT_TYPE_DEVICE_MEMORY = 8, + VK_OBJECT_TYPE_BUFFER = 9, + VK_OBJECT_TYPE_IMAGE = 10, + VK_OBJECT_TYPE_EVENT = 11, + VK_OBJECT_TYPE_QUERY_POOL = 12, + VK_OBJECT_TYPE_BUFFER_VIEW = 13, + VK_OBJECT_TYPE_IMAGE_VIEW = 14, + VK_OBJECT_TYPE_SHADER_MODULE = 15, + VK_OBJECT_TYPE_PIPELINE_CACHE = 16, + VK_OBJECT_TYPE_PIPELINE_LAYOUT = 17, + VK_OBJECT_TYPE_RENDER_PASS = 18, + VK_OBJECT_TYPE_PIPELINE = 19, + VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT = 20, + VK_OBJECT_TYPE_SAMPLER = 21, + VK_OBJECT_TYPE_DESCRIPTOR_POOL = 22, + VK_OBJECT_TYPE_DESCRIPTOR_SET = 23, + VK_OBJECT_TYPE_FRAMEBUFFER = 24, + VK_OBJECT_TYPE_COMMAND_POOL = 25, + VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION = 1000156000, + VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE = 1000085000, + VK_OBJECT_TYPE_SURFACE_KHR = 1000000000, + VK_OBJECT_TYPE_SWAPCHAIN_KHR = 1000001000, + VK_OBJECT_TYPE_DISPLAY_KHR = 1000002000, + VK_OBJECT_TYPE_DISPLAY_MODE_KHR = 1000002001, + VK_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT = 1000011000, + VK_OBJECT_TYPE_DEBUG_UTILS_MESSENGER_EXT = 1000128000, + VK_OBJECT_TYPE_ACCELERATION_STRUCTURE_KHR = 1000150000, + VK_OBJECT_TYPE_VALIDATION_CACHE_EXT = 1000160000, + VK_OBJECT_TYPE_ACCELERATION_STRUCTURE_NV = 1000165000, + VK_OBJECT_TYPE_PERFORMANCE_CONFIGURATION_INTEL = 1000210000, + VK_OBJECT_TYPE_DEFERRED_OPERATION_KHR = 1000268000, + VK_OBJECT_TYPE_INDIRECT_COMMANDS_LAYOUT_NV = 1000277000, + VK_OBJECT_TYPE_PRIVATE_DATA_SLOT_EXT = 1000295000, + VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_KHR = VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE, + VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION_KHR = VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION, + VK_OBJECT_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkObjectType; + +typedef enum VkVendorId { + VK_VENDOR_ID_VIV = 0x10001, + VK_VENDOR_ID_VSI = 0x10002, + VK_VENDOR_ID_KAZAN = 0x10003, + VK_VENDOR_ID_CODEPLAY = 0x10004, + VK_VENDOR_ID_MESA = 0x10005, + VK_VENDOR_ID_POCL = 0x10006, + VK_VENDOR_ID_MAX_ENUM = 0x7FFFFFFF +} VkVendorId; + +typedef enum VkPipelineCacheHeaderVersion { + VK_PIPELINE_CACHE_HEADER_VERSION_ONE = 1, + VK_PIPELINE_CACHE_HEADER_VERSION_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCacheHeaderVersion; + +typedef enum VkSystemAllocationScope { + VK_SYSTEM_ALLOCATION_SCOPE_COMMAND = 0, + VK_SYSTEM_ALLOCATION_SCOPE_OBJECT = 1, + VK_SYSTEM_ALLOCATION_SCOPE_CACHE = 2, + VK_SYSTEM_ALLOCATION_SCOPE_DEVICE = 3, + VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE = 4, + VK_SYSTEM_ALLOCATION_SCOPE_MAX_ENUM = 0x7FFFFFFF +} VkSystemAllocationScope; + +typedef enum VkInternalAllocationType { + VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE = 0, + VK_INTERNAL_ALLOCATION_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkInternalAllocationType; + +typedef enum VkFormat { + VK_FORMAT_UNDEFINED = 0, + VK_FORMAT_R4G4_UNORM_PACK8 = 1, + VK_FORMAT_R4G4B4A4_UNORM_PACK16 = 2, + VK_FORMAT_B4G4R4A4_UNORM_PACK16 = 3, + VK_FORMAT_R5G6B5_UNORM_PACK16 = 4, + VK_FORMAT_B5G6R5_UNORM_PACK16 = 5, + VK_FORMAT_R5G5B5A1_UNORM_PACK16 = 6, + VK_FORMAT_B5G5R5A1_UNORM_PACK16 = 7, + VK_FORMAT_A1R5G5B5_UNORM_PACK16 = 8, + VK_FORMAT_R8_UNORM = 9, + VK_FORMAT_R8_SNORM = 10, + VK_FORMAT_R8_USCALED = 11, + VK_FORMAT_R8_SSCALED = 12, + VK_FORMAT_R8_UINT = 13, + VK_FORMAT_R8_SINT = 14, + VK_FORMAT_R8_SRGB = 15, + VK_FORMAT_R8G8_UNORM = 16, + VK_FORMAT_R8G8_SNORM = 17, + VK_FORMAT_R8G8_USCALED = 18, + VK_FORMAT_R8G8_SSCALED = 19, + VK_FORMAT_R8G8_UINT = 20, + VK_FORMAT_R8G8_SINT = 21, + VK_FORMAT_R8G8_SRGB = 22, + VK_FORMAT_R8G8B8_UNORM = 23, + VK_FORMAT_R8G8B8_SNORM = 24, + VK_FORMAT_R8G8B8_USCALED = 25, + VK_FORMAT_R8G8B8_SSCALED = 26, + VK_FORMAT_R8G8B8_UINT = 27, + VK_FORMAT_R8G8B8_SINT = 28, + VK_FORMAT_R8G8B8_SRGB = 29, + VK_FORMAT_B8G8R8_UNORM = 30, + VK_FORMAT_B8G8R8_SNORM = 31, + VK_FORMAT_B8G8R8_USCALED = 32, + VK_FORMAT_B8G8R8_SSCALED = 33, + VK_FORMAT_B8G8R8_UINT = 34, + VK_FORMAT_B8G8R8_SINT = 35, + VK_FORMAT_B8G8R8_SRGB = 36, + VK_FORMAT_R8G8B8A8_UNORM = 37, + VK_FORMAT_R8G8B8A8_SNORM = 38, + VK_FORMAT_R8G8B8A8_USCALED = 39, + VK_FORMAT_R8G8B8A8_SSCALED = 40, + VK_FORMAT_R8G8B8A8_UINT = 41, + VK_FORMAT_R8G8B8A8_SINT = 42, + VK_FORMAT_R8G8B8A8_SRGB = 43, + VK_FORMAT_B8G8R8A8_UNORM = 44, + VK_FORMAT_B8G8R8A8_SNORM = 45, + VK_FORMAT_B8G8R8A8_USCALED = 46, + VK_FORMAT_B8G8R8A8_SSCALED = 47, + VK_FORMAT_B8G8R8A8_UINT = 48, + VK_FORMAT_B8G8R8A8_SINT = 49, + VK_FORMAT_B8G8R8A8_SRGB = 50, + VK_FORMAT_A8B8G8R8_UNORM_PACK32 = 51, + VK_FORMAT_A8B8G8R8_SNORM_PACK32 = 52, + VK_FORMAT_A8B8G8R8_USCALED_PACK32 = 53, + VK_FORMAT_A8B8G8R8_SSCALED_PACK32 = 54, + VK_FORMAT_A8B8G8R8_UINT_PACK32 = 55, + VK_FORMAT_A8B8G8R8_SINT_PACK32 = 56, + VK_FORMAT_A8B8G8R8_SRGB_PACK32 = 57, + VK_FORMAT_A2R10G10B10_UNORM_PACK32 = 58, + VK_FORMAT_A2R10G10B10_SNORM_PACK32 = 59, + VK_FORMAT_A2R10G10B10_USCALED_PACK32 = 60, + VK_FORMAT_A2R10G10B10_SSCALED_PACK32 = 61, + VK_FORMAT_A2R10G10B10_UINT_PACK32 = 62, + VK_FORMAT_A2R10G10B10_SINT_PACK32 = 63, + VK_FORMAT_A2B10G10R10_UNORM_PACK32 = 64, + VK_FORMAT_A2B10G10R10_SNORM_PACK32 = 65, + VK_FORMAT_A2B10G10R10_USCALED_PACK32 = 66, + VK_FORMAT_A2B10G10R10_SSCALED_PACK32 = 67, + VK_FORMAT_A2B10G10R10_UINT_PACK32 = 68, + VK_FORMAT_A2B10G10R10_SINT_PACK32 = 69, + VK_FORMAT_R16_UNORM = 70, + VK_FORMAT_R16_SNORM = 71, + VK_FORMAT_R16_USCALED = 72, + VK_FORMAT_R16_SSCALED = 73, + VK_FORMAT_R16_UINT = 74, + VK_FORMAT_R16_SINT = 75, + VK_FORMAT_R16_SFLOAT = 76, + VK_FORMAT_R16G16_UNORM = 77, + VK_FORMAT_R16G16_SNORM = 78, + VK_FORMAT_R16G16_USCALED = 79, + VK_FORMAT_R16G16_SSCALED = 80, + VK_FORMAT_R16G16_UINT = 81, + VK_FORMAT_R16G16_SINT = 82, + VK_FORMAT_R16G16_SFLOAT = 83, + VK_FORMAT_R16G16B16_UNORM = 84, + VK_FORMAT_R16G16B16_SNORM = 85, + VK_FORMAT_R16G16B16_USCALED = 86, + VK_FORMAT_R16G16B16_SSCALED = 87, + VK_FORMAT_R16G16B16_UINT = 88, + VK_FORMAT_R16G16B16_SINT = 89, + VK_FORMAT_R16G16B16_SFLOAT = 90, + VK_FORMAT_R16G16B16A16_UNORM = 91, + VK_FORMAT_R16G16B16A16_SNORM = 92, + VK_FORMAT_R16G16B16A16_USCALED = 93, + VK_FORMAT_R16G16B16A16_SSCALED = 94, + VK_FORMAT_R16G16B16A16_UINT = 95, + VK_FORMAT_R16G16B16A16_SINT = 96, + VK_FORMAT_R16G16B16A16_SFLOAT = 97, + VK_FORMAT_R32_UINT = 98, + VK_FORMAT_R32_SINT = 99, + VK_FORMAT_R32_SFLOAT = 100, + VK_FORMAT_R32G32_UINT = 101, + VK_FORMAT_R32G32_SINT = 102, + VK_FORMAT_R32G32_SFLOAT = 103, + VK_FORMAT_R32G32B32_UINT = 104, + VK_FORMAT_R32G32B32_SINT = 105, + VK_FORMAT_R32G32B32_SFLOAT = 106, + VK_FORMAT_R32G32B32A32_UINT = 107, + VK_FORMAT_R32G32B32A32_SINT = 108, + VK_FORMAT_R32G32B32A32_SFLOAT = 109, + VK_FORMAT_R64_UINT = 110, + VK_FORMAT_R64_SINT = 111, + VK_FORMAT_R64_SFLOAT = 112, + VK_FORMAT_R64G64_UINT = 113, + VK_FORMAT_R64G64_SINT = 114, + VK_FORMAT_R64G64_SFLOAT = 115, + VK_FORMAT_R64G64B64_UINT = 116, + VK_FORMAT_R64G64B64_SINT = 117, + VK_FORMAT_R64G64B64_SFLOAT = 118, + VK_FORMAT_R64G64B64A64_UINT = 119, + VK_FORMAT_R64G64B64A64_SINT = 120, + VK_FORMAT_R64G64B64A64_SFLOAT = 121, + VK_FORMAT_B10G11R11_UFLOAT_PACK32 = 122, + VK_FORMAT_E5B9G9R9_UFLOAT_PACK32 = 123, + VK_FORMAT_D16_UNORM = 124, + VK_FORMAT_X8_D24_UNORM_PACK32 = 125, + VK_FORMAT_D32_SFLOAT = 126, + VK_FORMAT_S8_UINT = 127, + VK_FORMAT_D16_UNORM_S8_UINT = 128, + VK_FORMAT_D24_UNORM_S8_UINT = 129, + VK_FORMAT_D32_SFLOAT_S8_UINT = 130, + VK_FORMAT_BC1_RGB_UNORM_BLOCK = 131, + VK_FORMAT_BC1_RGB_SRGB_BLOCK = 132, + VK_FORMAT_BC1_RGBA_UNORM_BLOCK = 133, + VK_FORMAT_BC1_RGBA_SRGB_BLOCK = 134, + VK_FORMAT_BC2_UNORM_BLOCK = 135, + VK_FORMAT_BC2_SRGB_BLOCK = 136, + VK_FORMAT_BC3_UNORM_BLOCK = 137, + VK_FORMAT_BC3_SRGB_BLOCK = 138, + VK_FORMAT_BC4_UNORM_BLOCK = 139, + VK_FORMAT_BC4_SNORM_BLOCK = 140, + VK_FORMAT_BC5_UNORM_BLOCK = 141, + VK_FORMAT_BC5_SNORM_BLOCK = 142, + VK_FORMAT_BC6H_UFLOAT_BLOCK = 143, + VK_FORMAT_BC6H_SFLOAT_BLOCK = 144, + VK_FORMAT_BC7_UNORM_BLOCK = 145, + VK_FORMAT_BC7_SRGB_BLOCK = 146, + VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK = 147, + VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK = 148, + VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK = 149, + VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK = 150, + VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK = 151, + VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK = 152, + VK_FORMAT_EAC_R11_UNORM_BLOCK = 153, + VK_FORMAT_EAC_R11_SNORM_BLOCK = 154, + VK_FORMAT_EAC_R11G11_UNORM_BLOCK = 155, + VK_FORMAT_EAC_R11G11_SNORM_BLOCK = 156, + VK_FORMAT_ASTC_4x4_UNORM_BLOCK = 157, + VK_FORMAT_ASTC_4x4_SRGB_BLOCK = 158, + VK_FORMAT_ASTC_5x4_UNORM_BLOCK = 159, + VK_FORMAT_ASTC_5x4_SRGB_BLOCK = 160, + VK_FORMAT_ASTC_5x5_UNORM_BLOCK = 161, + VK_FORMAT_ASTC_5x5_SRGB_BLOCK = 162, + VK_FORMAT_ASTC_6x5_UNORM_BLOCK = 163, + VK_FORMAT_ASTC_6x5_SRGB_BLOCK = 164, + VK_FORMAT_ASTC_6x6_UNORM_BLOCK = 165, + VK_FORMAT_ASTC_6x6_SRGB_BLOCK = 166, + VK_FORMAT_ASTC_8x5_UNORM_BLOCK = 167, + VK_FORMAT_ASTC_8x5_SRGB_BLOCK = 168, + VK_FORMAT_ASTC_8x6_UNORM_BLOCK = 169, + VK_FORMAT_ASTC_8x6_SRGB_BLOCK = 170, + VK_FORMAT_ASTC_8x8_UNORM_BLOCK = 171, + VK_FORMAT_ASTC_8x8_SRGB_BLOCK = 172, + VK_FORMAT_ASTC_10x5_UNORM_BLOCK = 173, + VK_FORMAT_ASTC_10x5_SRGB_BLOCK = 174, + VK_FORMAT_ASTC_10x6_UNORM_BLOCK = 175, + VK_FORMAT_ASTC_10x6_SRGB_BLOCK = 176, + VK_FORMAT_ASTC_10x8_UNORM_BLOCK = 177, + VK_FORMAT_ASTC_10x8_SRGB_BLOCK = 178, + VK_FORMAT_ASTC_10x10_UNORM_BLOCK = 179, + VK_FORMAT_ASTC_10x10_SRGB_BLOCK = 180, + VK_FORMAT_ASTC_12x10_UNORM_BLOCK = 181, + VK_FORMAT_ASTC_12x10_SRGB_BLOCK = 182, + VK_FORMAT_ASTC_12x12_UNORM_BLOCK = 183, + VK_FORMAT_ASTC_12x12_SRGB_BLOCK = 184, + VK_FORMAT_G8B8G8R8_422_UNORM = 1000156000, + VK_FORMAT_B8G8R8G8_422_UNORM = 1000156001, + VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM = 1000156002, + VK_FORMAT_G8_B8R8_2PLANE_420_UNORM = 1000156003, + VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM = 1000156004, + VK_FORMAT_G8_B8R8_2PLANE_422_UNORM = 1000156005, + VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM = 1000156006, + VK_FORMAT_R10X6_UNORM_PACK16 = 1000156007, + VK_FORMAT_R10X6G10X6_UNORM_2PACK16 = 1000156008, + VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 = 1000156009, + VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 = 1000156010, + VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 = 1000156011, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 = 1000156012, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 = 1000156013, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 = 1000156014, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 = 1000156015, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 = 1000156016, + VK_FORMAT_R12X4_UNORM_PACK16 = 1000156017, + VK_FORMAT_R12X4G12X4_UNORM_2PACK16 = 1000156018, + VK_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 = 1000156019, + VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 = 1000156020, + VK_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 = 1000156021, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 = 1000156022, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 = 1000156023, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 = 1000156024, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 = 1000156025, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 = 1000156026, + VK_FORMAT_G16B16G16R16_422_UNORM = 1000156027, + VK_FORMAT_B16G16R16G16_422_UNORM = 1000156028, + VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM = 1000156029, + VK_FORMAT_G16_B16R16_2PLANE_420_UNORM = 1000156030, + VK_FORMAT_G16_B16_R16_3PLANE_422_UNORM = 1000156031, + VK_FORMAT_G16_B16R16_2PLANE_422_UNORM = 1000156032, + VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM = 1000156033, + VK_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG = 1000054000, + VK_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG = 1000054001, + VK_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG = 1000054002, + VK_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG = 1000054003, + VK_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG = 1000054004, + VK_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG = 1000054005, + VK_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG = 1000054006, + VK_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG = 1000054007, + VK_FORMAT_ASTC_4x4_SFLOAT_BLOCK_EXT = 1000066000, + VK_FORMAT_ASTC_5x4_SFLOAT_BLOCK_EXT = 1000066001, + VK_FORMAT_ASTC_5x5_SFLOAT_BLOCK_EXT = 1000066002, + VK_FORMAT_ASTC_6x5_SFLOAT_BLOCK_EXT = 1000066003, + VK_FORMAT_ASTC_6x6_SFLOAT_BLOCK_EXT = 1000066004, + VK_FORMAT_ASTC_8x5_SFLOAT_BLOCK_EXT = 1000066005, + VK_FORMAT_ASTC_8x6_SFLOAT_BLOCK_EXT = 1000066006, + VK_FORMAT_ASTC_8x8_SFLOAT_BLOCK_EXT = 1000066007, + VK_FORMAT_ASTC_10x5_SFLOAT_BLOCK_EXT = 1000066008, + VK_FORMAT_ASTC_10x6_SFLOAT_BLOCK_EXT = 1000066009, + VK_FORMAT_ASTC_10x8_SFLOAT_BLOCK_EXT = 1000066010, + VK_FORMAT_ASTC_10x10_SFLOAT_BLOCK_EXT = 1000066011, + VK_FORMAT_ASTC_12x10_SFLOAT_BLOCK_EXT = 1000066012, + VK_FORMAT_ASTC_12x12_SFLOAT_BLOCK_EXT = 1000066013, + VK_FORMAT_A4R4G4B4_UNORM_PACK16_EXT = 1000340000, + VK_FORMAT_A4B4G4R4_UNORM_PACK16_EXT = 1000340001, + VK_FORMAT_G8B8G8R8_422_UNORM_KHR = VK_FORMAT_G8B8G8R8_422_UNORM, + VK_FORMAT_B8G8R8G8_422_UNORM_KHR = VK_FORMAT_B8G8R8G8_422_UNORM, + VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM_KHR = VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM, + VK_FORMAT_G8_B8R8_2PLANE_420_UNORM_KHR = VK_FORMAT_G8_B8R8_2PLANE_420_UNORM, + VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM_KHR = VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM, + VK_FORMAT_G8_B8R8_2PLANE_422_UNORM_KHR = VK_FORMAT_G8_B8R8_2PLANE_422_UNORM, + VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM_KHR = VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM, + VK_FORMAT_R10X6_UNORM_PACK16_KHR = VK_FORMAT_R10X6_UNORM_PACK16, + VK_FORMAT_R10X6G10X6_UNORM_2PACK16_KHR = VK_FORMAT_R10X6G10X6_UNORM_2PACK16, + VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16_KHR = VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16, + VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16_KHR = VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16, + VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16_KHR = VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16_KHR = VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16_KHR = VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16_KHR = VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16, + VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16_KHR = VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16, + VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16_KHR = VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16, + VK_FORMAT_R12X4_UNORM_PACK16_KHR = VK_FORMAT_R12X4_UNORM_PACK16, + VK_FORMAT_R12X4G12X4_UNORM_2PACK16_KHR = VK_FORMAT_R12X4G12X4_UNORM_2PACK16, + VK_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16_KHR = VK_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16, + VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16_KHR = VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16, + VK_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16_KHR = VK_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16_KHR = VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16_KHR = VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16_KHR = VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16, + VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16_KHR = VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16, + VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16_KHR = VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16, + VK_FORMAT_G16B16G16R16_422_UNORM_KHR = VK_FORMAT_G16B16G16R16_422_UNORM, + VK_FORMAT_B16G16R16G16_422_UNORM_KHR = VK_FORMAT_B16G16R16G16_422_UNORM, + VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM_KHR = VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM, + VK_FORMAT_G16_B16R16_2PLANE_420_UNORM_KHR = VK_FORMAT_G16_B16R16_2PLANE_420_UNORM, + VK_FORMAT_G16_B16_R16_3PLANE_422_UNORM_KHR = VK_FORMAT_G16_B16_R16_3PLANE_422_UNORM, + VK_FORMAT_G16_B16R16_2PLANE_422_UNORM_KHR = VK_FORMAT_G16_B16R16_2PLANE_422_UNORM, + VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM_KHR = VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM, + VK_FORMAT_MAX_ENUM = 0x7FFFFFFF +} VkFormat; + +typedef enum VkImageTiling { + VK_IMAGE_TILING_OPTIMAL = 0, + VK_IMAGE_TILING_LINEAR = 1, + VK_IMAGE_TILING_DRM_FORMAT_MODIFIER_EXT = 1000158000, + VK_IMAGE_TILING_MAX_ENUM = 0x7FFFFFFF +} VkImageTiling; + +typedef enum VkImageType { + VK_IMAGE_TYPE_1D = 0, + VK_IMAGE_TYPE_2D = 1, + VK_IMAGE_TYPE_3D = 2, + VK_IMAGE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkImageType; + +typedef enum VkPhysicalDeviceType { + VK_PHYSICAL_DEVICE_TYPE_OTHER = 0, + VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1, + VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2, + VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3, + VK_PHYSICAL_DEVICE_TYPE_CPU = 4, + VK_PHYSICAL_DEVICE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkPhysicalDeviceType; + +typedef enum VkQueryType { + VK_QUERY_TYPE_OCCLUSION = 0, + VK_QUERY_TYPE_PIPELINE_STATISTICS = 1, + VK_QUERY_TYPE_TIMESTAMP = 2, + VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT = 1000028004, + VK_QUERY_TYPE_PERFORMANCE_QUERY_KHR = 1000116000, + VK_QUERY_TYPE_ACCELERATION_STRUCTURE_COMPACTED_SIZE_KHR = 1000150000, + VK_QUERY_TYPE_ACCELERATION_STRUCTURE_SERIALIZATION_SIZE_KHR = 1000150001, + VK_QUERY_TYPE_ACCELERATION_STRUCTURE_COMPACTED_SIZE_NV = 1000165000, + VK_QUERY_TYPE_PERFORMANCE_QUERY_INTEL = 1000210000, + VK_QUERY_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkQueryType; + +typedef enum VkSharingMode { + VK_SHARING_MODE_EXCLUSIVE = 0, + VK_SHARING_MODE_CONCURRENT = 1, + VK_SHARING_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSharingMode; + +typedef enum VkComponentSwizzle { + VK_COMPONENT_SWIZZLE_IDENTITY = 0, + VK_COMPONENT_SWIZZLE_ZERO = 1, + VK_COMPONENT_SWIZZLE_ONE = 2, + VK_COMPONENT_SWIZZLE_R = 3, + VK_COMPONENT_SWIZZLE_G = 4, + VK_COMPONENT_SWIZZLE_B = 5, + VK_COMPONENT_SWIZZLE_A = 6, + VK_COMPONENT_SWIZZLE_MAX_ENUM = 0x7FFFFFFF +} VkComponentSwizzle; + +typedef enum VkImageViewType { + VK_IMAGE_VIEW_TYPE_1D = 0, + VK_IMAGE_VIEW_TYPE_2D = 1, + VK_IMAGE_VIEW_TYPE_3D = 2, + VK_IMAGE_VIEW_TYPE_CUBE = 3, + VK_IMAGE_VIEW_TYPE_1D_ARRAY = 4, + VK_IMAGE_VIEW_TYPE_2D_ARRAY = 5, + VK_IMAGE_VIEW_TYPE_CUBE_ARRAY = 6, + VK_IMAGE_VIEW_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkImageViewType; + +typedef enum VkBlendFactor { + VK_BLEND_FACTOR_ZERO = 0, + VK_BLEND_FACTOR_ONE = 1, + VK_BLEND_FACTOR_SRC_COLOR = 2, + VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3, + VK_BLEND_FACTOR_DST_COLOR = 4, + VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5, + VK_BLEND_FACTOR_SRC_ALPHA = 6, + VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7, + VK_BLEND_FACTOR_DST_ALPHA = 8, + VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9, + VK_BLEND_FACTOR_CONSTANT_COLOR = 10, + VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11, + VK_BLEND_FACTOR_CONSTANT_ALPHA = 12, + VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13, + VK_BLEND_FACTOR_SRC_ALPHA_SATURATE = 14, + VK_BLEND_FACTOR_SRC1_COLOR = 15, + VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16, + VK_BLEND_FACTOR_SRC1_ALPHA = 17, + VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18, + VK_BLEND_FACTOR_MAX_ENUM = 0x7FFFFFFF +} VkBlendFactor; + +typedef enum VkBlendOp { + VK_BLEND_OP_ADD = 0, + VK_BLEND_OP_SUBTRACT = 1, + VK_BLEND_OP_REVERSE_SUBTRACT = 2, + VK_BLEND_OP_MIN = 3, + VK_BLEND_OP_MAX = 4, + VK_BLEND_OP_ZERO_EXT = 1000148000, + VK_BLEND_OP_SRC_EXT = 1000148001, + VK_BLEND_OP_DST_EXT = 1000148002, + VK_BLEND_OP_SRC_OVER_EXT = 1000148003, + VK_BLEND_OP_DST_OVER_EXT = 1000148004, + VK_BLEND_OP_SRC_IN_EXT = 1000148005, + VK_BLEND_OP_DST_IN_EXT = 1000148006, + VK_BLEND_OP_SRC_OUT_EXT = 1000148007, + VK_BLEND_OP_DST_OUT_EXT = 1000148008, + VK_BLEND_OP_SRC_ATOP_EXT = 1000148009, + VK_BLEND_OP_DST_ATOP_EXT = 1000148010, + VK_BLEND_OP_XOR_EXT = 1000148011, + VK_BLEND_OP_MULTIPLY_EXT = 1000148012, + VK_BLEND_OP_SCREEN_EXT = 1000148013, + VK_BLEND_OP_OVERLAY_EXT = 1000148014, + VK_BLEND_OP_DARKEN_EXT = 1000148015, + VK_BLEND_OP_LIGHTEN_EXT = 1000148016, + VK_BLEND_OP_COLORDODGE_EXT = 1000148017, + VK_BLEND_OP_COLORBURN_EXT = 1000148018, + VK_BLEND_OP_HARDLIGHT_EXT = 1000148019, + VK_BLEND_OP_SOFTLIGHT_EXT = 1000148020, + VK_BLEND_OP_DIFFERENCE_EXT = 1000148021, + VK_BLEND_OP_EXCLUSION_EXT = 1000148022, + VK_BLEND_OP_INVERT_EXT = 1000148023, + VK_BLEND_OP_INVERT_RGB_EXT = 1000148024, + VK_BLEND_OP_LINEARDODGE_EXT = 1000148025, + VK_BLEND_OP_LINEARBURN_EXT = 1000148026, + VK_BLEND_OP_VIVIDLIGHT_EXT = 1000148027, + VK_BLEND_OP_LINEARLIGHT_EXT = 1000148028, + VK_BLEND_OP_PINLIGHT_EXT = 1000148029, + VK_BLEND_OP_HARDMIX_EXT = 1000148030, + VK_BLEND_OP_HSL_HUE_EXT = 1000148031, + VK_BLEND_OP_HSL_SATURATION_EXT = 1000148032, + VK_BLEND_OP_HSL_COLOR_EXT = 1000148033, + VK_BLEND_OP_HSL_LUMINOSITY_EXT = 1000148034, + VK_BLEND_OP_PLUS_EXT = 1000148035, + VK_BLEND_OP_PLUS_CLAMPED_EXT = 1000148036, + VK_BLEND_OP_PLUS_CLAMPED_ALPHA_EXT = 1000148037, + VK_BLEND_OP_PLUS_DARKER_EXT = 1000148038, + VK_BLEND_OP_MINUS_EXT = 1000148039, + VK_BLEND_OP_MINUS_CLAMPED_EXT = 1000148040, + VK_BLEND_OP_CONTRAST_EXT = 1000148041, + VK_BLEND_OP_INVERT_OVG_EXT = 1000148042, + VK_BLEND_OP_RED_EXT = 1000148043, + VK_BLEND_OP_GREEN_EXT = 1000148044, + VK_BLEND_OP_BLUE_EXT = 1000148045, + VK_BLEND_OP_MAX_ENUM = 0x7FFFFFFF +} VkBlendOp; + +typedef enum VkCompareOp { + VK_COMPARE_OP_NEVER = 0, + VK_COMPARE_OP_LESS = 1, + VK_COMPARE_OP_EQUAL = 2, + VK_COMPARE_OP_LESS_OR_EQUAL = 3, + VK_COMPARE_OP_GREATER = 4, + VK_COMPARE_OP_NOT_EQUAL = 5, + VK_COMPARE_OP_GREATER_OR_EQUAL = 6, + VK_COMPARE_OP_ALWAYS = 7, + VK_COMPARE_OP_MAX_ENUM = 0x7FFFFFFF +} VkCompareOp; + +typedef enum VkDynamicState { + VK_DYNAMIC_STATE_VIEWPORT = 0, + VK_DYNAMIC_STATE_SCISSOR = 1, + VK_DYNAMIC_STATE_LINE_WIDTH = 2, + VK_DYNAMIC_STATE_DEPTH_BIAS = 3, + VK_DYNAMIC_STATE_BLEND_CONSTANTS = 4, + VK_DYNAMIC_STATE_DEPTH_BOUNDS = 5, + VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 6, + VK_DYNAMIC_STATE_STENCIL_WRITE_MASK = 7, + VK_DYNAMIC_STATE_STENCIL_REFERENCE = 8, + VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_NV = 1000087000, + VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT = 1000099000, + VK_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT = 1000143000, + VK_DYNAMIC_STATE_RAY_TRACING_PIPELINE_STACK_SIZE_KHR = 1000347000, + VK_DYNAMIC_STATE_VIEWPORT_SHADING_RATE_PALETTE_NV = 1000164004, + VK_DYNAMIC_STATE_VIEWPORT_COARSE_SAMPLE_ORDER_NV = 1000164006, + VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV = 1000205001, + VK_DYNAMIC_STATE_FRAGMENT_SHADING_RATE_KHR = 1000226000, + VK_DYNAMIC_STATE_LINE_STIPPLE_EXT = 1000259000, + VK_DYNAMIC_STATE_CULL_MODE_EXT = 1000267000, + VK_DYNAMIC_STATE_FRONT_FACE_EXT = 1000267001, + VK_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY_EXT = 1000267002, + VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT_EXT = 1000267003, + VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT_EXT = 1000267004, + VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT = 1000267005, + VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT = 1000267006, + VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT = 1000267007, + VK_DYNAMIC_STATE_DEPTH_COMPARE_OP_EXT = 1000267008, + VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE_EXT = 1000267009, + VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT = 1000267010, + VK_DYNAMIC_STATE_STENCIL_OP_EXT = 1000267011, + VK_DYNAMIC_STATE_MAX_ENUM = 0x7FFFFFFF +} VkDynamicState; + +typedef enum VkFrontFace { + VK_FRONT_FACE_COUNTER_CLOCKWISE = 0, + VK_FRONT_FACE_CLOCKWISE = 1, + VK_FRONT_FACE_MAX_ENUM = 0x7FFFFFFF +} VkFrontFace; + +typedef enum VkVertexInputRate { + VK_VERTEX_INPUT_RATE_VERTEX = 0, + VK_VERTEX_INPUT_RATE_INSTANCE = 1, + VK_VERTEX_INPUT_RATE_MAX_ENUM = 0x7FFFFFFF +} VkVertexInputRate; + +typedef enum VkPrimitiveTopology { + VK_PRIMITIVE_TOPOLOGY_POINT_LIST = 0, + VK_PRIMITIVE_TOPOLOGY_LINE_LIST = 1, + VK_PRIMITIVE_TOPOLOGY_LINE_STRIP = 2, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST = 3, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP = 4, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN = 5, + VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY = 6, + VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY = 7, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY = 8, + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY = 9, + VK_PRIMITIVE_TOPOLOGY_PATCH_LIST = 10, + VK_PRIMITIVE_TOPOLOGY_MAX_ENUM = 0x7FFFFFFF +} VkPrimitiveTopology; + +typedef enum VkPolygonMode { + VK_POLYGON_MODE_FILL = 0, + VK_POLYGON_MODE_LINE = 1, + VK_POLYGON_MODE_POINT = 2, + VK_POLYGON_MODE_FILL_RECTANGLE_NV = 1000153000, + VK_POLYGON_MODE_MAX_ENUM = 0x7FFFFFFF +} VkPolygonMode; + +typedef enum VkStencilOp { + VK_STENCIL_OP_KEEP = 0, + VK_STENCIL_OP_ZERO = 1, + VK_STENCIL_OP_REPLACE = 2, + VK_STENCIL_OP_INCREMENT_AND_CLAMP = 3, + VK_STENCIL_OP_DECREMENT_AND_CLAMP = 4, + VK_STENCIL_OP_INVERT = 5, + VK_STENCIL_OP_INCREMENT_AND_WRAP = 6, + VK_STENCIL_OP_DECREMENT_AND_WRAP = 7, + VK_STENCIL_OP_MAX_ENUM = 0x7FFFFFFF +} VkStencilOp; + +typedef enum VkLogicOp { + VK_LOGIC_OP_CLEAR = 0, + VK_LOGIC_OP_AND = 1, + VK_LOGIC_OP_AND_REVERSE = 2, + VK_LOGIC_OP_COPY = 3, + VK_LOGIC_OP_AND_INVERTED = 4, + VK_LOGIC_OP_NO_OP = 5, + VK_LOGIC_OP_XOR = 6, + VK_LOGIC_OP_OR = 7, + VK_LOGIC_OP_NOR = 8, + VK_LOGIC_OP_EQUIVALENT = 9, + VK_LOGIC_OP_INVERT = 10, + VK_LOGIC_OP_OR_REVERSE = 11, + VK_LOGIC_OP_COPY_INVERTED = 12, + VK_LOGIC_OP_OR_INVERTED = 13, + VK_LOGIC_OP_NAND = 14, + VK_LOGIC_OP_SET = 15, + VK_LOGIC_OP_MAX_ENUM = 0x7FFFFFFF +} VkLogicOp; + +typedef enum VkBorderColor { + VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK = 0, + VK_BORDER_COLOR_INT_TRANSPARENT_BLACK = 1, + VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK = 2, + VK_BORDER_COLOR_INT_OPAQUE_BLACK = 3, + VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE = 4, + VK_BORDER_COLOR_INT_OPAQUE_WHITE = 5, + VK_BORDER_COLOR_FLOAT_CUSTOM_EXT = 1000287003, + VK_BORDER_COLOR_INT_CUSTOM_EXT = 1000287004, + VK_BORDER_COLOR_MAX_ENUM = 0x7FFFFFFF +} VkBorderColor; + +typedef enum VkFilter { + VK_FILTER_NEAREST = 0, + VK_FILTER_LINEAR = 1, + VK_FILTER_CUBIC_IMG = 1000015000, + VK_FILTER_CUBIC_EXT = VK_FILTER_CUBIC_IMG, + VK_FILTER_MAX_ENUM = 0x7FFFFFFF +} VkFilter; + +typedef enum VkSamplerAddressMode { + VK_SAMPLER_ADDRESS_MODE_REPEAT = 0, + VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT = 1, + VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE = 2, + VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER = 3, + VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE = 4, + VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE_KHR = VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE, + VK_SAMPLER_ADDRESS_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerAddressMode; + +typedef enum VkSamplerMipmapMode { + VK_SAMPLER_MIPMAP_MODE_NEAREST = 0, + VK_SAMPLER_MIPMAP_MODE_LINEAR = 1, + VK_SAMPLER_MIPMAP_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerMipmapMode; + +typedef enum VkDescriptorType { + VK_DESCRIPTOR_TYPE_SAMPLER = 0, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER = 1, + VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE = 2, + VK_DESCRIPTOR_TYPE_STORAGE_IMAGE = 3, + VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER = 4, + VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER = 5, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER = 6, + VK_DESCRIPTOR_TYPE_STORAGE_BUFFER = 7, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC = 8, + VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC = 9, + VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT = 10, + VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT = 1000138000, + VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR = 1000150000, + VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_NV = 1000165000, + VK_DESCRIPTOR_TYPE_MUTABLE_VALVE = 1000351000, + VK_DESCRIPTOR_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorType; + +typedef enum VkAttachmentLoadOp { + VK_ATTACHMENT_LOAD_OP_LOAD = 0, + VK_ATTACHMENT_LOAD_OP_CLEAR = 1, + VK_ATTACHMENT_LOAD_OP_DONT_CARE = 2, + VK_ATTACHMENT_LOAD_OP_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentLoadOp; + +typedef enum VkAttachmentStoreOp { + VK_ATTACHMENT_STORE_OP_STORE = 0, + VK_ATTACHMENT_STORE_OP_DONT_CARE = 1, + VK_ATTACHMENT_STORE_OP_NONE_QCOM = 1000301000, + VK_ATTACHMENT_STORE_OP_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentStoreOp; + +typedef enum VkPipelineBindPoint { + VK_PIPELINE_BIND_POINT_GRAPHICS = 0, + VK_PIPELINE_BIND_POINT_COMPUTE = 1, + VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR = 1000165000, + VK_PIPELINE_BIND_POINT_RAY_TRACING_NV = VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, + VK_PIPELINE_BIND_POINT_MAX_ENUM = 0x7FFFFFFF +} VkPipelineBindPoint; + +typedef enum VkCommandBufferLevel { + VK_COMMAND_BUFFER_LEVEL_PRIMARY = 0, + VK_COMMAND_BUFFER_LEVEL_SECONDARY = 1, + VK_COMMAND_BUFFER_LEVEL_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferLevel; + +typedef enum VkIndexType { + VK_INDEX_TYPE_UINT16 = 0, + VK_INDEX_TYPE_UINT32 = 1, + VK_INDEX_TYPE_NONE_KHR = 1000165000, + VK_INDEX_TYPE_UINT8_EXT = 1000265000, + VK_INDEX_TYPE_NONE_NV = VK_INDEX_TYPE_NONE_KHR, + VK_INDEX_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkIndexType; + +typedef enum VkSubpassContents { + VK_SUBPASS_CONTENTS_INLINE = 0, + VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS = 1, + VK_SUBPASS_CONTENTS_MAX_ENUM = 0x7FFFFFFF +} VkSubpassContents; + +typedef enum VkAccessFlagBits { + VK_ACCESS_INDIRECT_COMMAND_READ_BIT = 0x00000001, + VK_ACCESS_INDEX_READ_BIT = 0x00000002, + VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = 0x00000004, + VK_ACCESS_UNIFORM_READ_BIT = 0x00000008, + VK_ACCESS_INPUT_ATTACHMENT_READ_BIT = 0x00000010, + VK_ACCESS_SHADER_READ_BIT = 0x00000020, + VK_ACCESS_SHADER_WRITE_BIT = 0x00000040, + VK_ACCESS_COLOR_ATTACHMENT_READ_BIT = 0x00000080, + VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = 0x00000100, + VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 0x00000200, + VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 0x00000400, + VK_ACCESS_TRANSFER_READ_BIT = 0x00000800, + VK_ACCESS_TRANSFER_WRITE_BIT = 0x00001000, + VK_ACCESS_HOST_READ_BIT = 0x00002000, + VK_ACCESS_HOST_WRITE_BIT = 0x00004000, + VK_ACCESS_MEMORY_READ_BIT = 0x00008000, + VK_ACCESS_MEMORY_WRITE_BIT = 0x00010000, + VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT = 0x02000000, + VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT = 0x04000000, + VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT = 0x08000000, + VK_ACCESS_CONDITIONAL_RENDERING_READ_BIT_EXT = 0x00100000, + VK_ACCESS_COLOR_ATTACHMENT_READ_NONCOHERENT_BIT_EXT = 0x00080000, + VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR = 0x00200000, + VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR = 0x00400000, + VK_ACCESS_SHADING_RATE_IMAGE_READ_BIT_NV = 0x00800000, + VK_ACCESS_FRAGMENT_DENSITY_MAP_READ_BIT_EXT = 0x01000000, + VK_ACCESS_COMMAND_PREPROCESS_READ_BIT_NV = 0x00020000, + VK_ACCESS_COMMAND_PREPROCESS_WRITE_BIT_NV = 0x00040000, + VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_NV = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR, + VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_NV = VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, + VK_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR = VK_ACCESS_SHADING_RATE_IMAGE_READ_BIT_NV, + VK_ACCESS_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkAccessFlagBits; +typedef VkFlags VkAccessFlags; + +typedef enum VkImageAspectFlagBits { + VK_IMAGE_ASPECT_COLOR_BIT = 0x00000001, + VK_IMAGE_ASPECT_DEPTH_BIT = 0x00000002, + VK_IMAGE_ASPECT_STENCIL_BIT = 0x00000004, + VK_IMAGE_ASPECT_METADATA_BIT = 0x00000008, + VK_IMAGE_ASPECT_PLANE_0_BIT = 0x00000010, + VK_IMAGE_ASPECT_PLANE_1_BIT = 0x00000020, + VK_IMAGE_ASPECT_PLANE_2_BIT = 0x00000040, + VK_IMAGE_ASPECT_MEMORY_PLANE_0_BIT_EXT = 0x00000080, + VK_IMAGE_ASPECT_MEMORY_PLANE_1_BIT_EXT = 0x00000100, + VK_IMAGE_ASPECT_MEMORY_PLANE_2_BIT_EXT = 0x00000200, + VK_IMAGE_ASPECT_MEMORY_PLANE_3_BIT_EXT = 0x00000400, + VK_IMAGE_ASPECT_PLANE_0_BIT_KHR = VK_IMAGE_ASPECT_PLANE_0_BIT, + VK_IMAGE_ASPECT_PLANE_1_BIT_KHR = VK_IMAGE_ASPECT_PLANE_1_BIT, + VK_IMAGE_ASPECT_PLANE_2_BIT_KHR = VK_IMAGE_ASPECT_PLANE_2_BIT, + VK_IMAGE_ASPECT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageAspectFlagBits; +typedef VkFlags VkImageAspectFlags; + +typedef enum VkFormatFeatureFlagBits { + VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT = 0x00000001, + VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT = 0x00000002, + VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT = 0x00000004, + VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000008, + VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT = 0x00000010, + VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT = 0x00000020, + VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT = 0x00000040, + VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT = 0x00000080, + VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT = 0x00000100, + VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000200, + VK_FORMAT_FEATURE_BLIT_SRC_BIT = 0x00000400, + VK_FORMAT_FEATURE_BLIT_DST_BIT = 0x00000800, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT = 0x00001000, + VK_FORMAT_FEATURE_TRANSFER_SRC_BIT = 0x00004000, + VK_FORMAT_FEATURE_TRANSFER_DST_BIT = 0x00008000, + VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT = 0x00020000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT = 0x00040000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT = 0x00080000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT = 0x00100000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT = 0x00200000, + VK_FORMAT_FEATURE_DISJOINT_BIT = 0x00400000, + VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT = 0x00800000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT = 0x00010000, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_IMG = 0x00002000, + VK_FORMAT_FEATURE_ACCELERATION_STRUCTURE_VERTEX_BUFFER_BIT_KHR = 0x20000000, + VK_FORMAT_FEATURE_FRAGMENT_DENSITY_MAP_BIT_EXT = 0x01000000, + VK_FORMAT_FEATURE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR = 0x40000000, + VK_FORMAT_FEATURE_TRANSFER_SRC_BIT_KHR = VK_FORMAT_FEATURE_TRANSFER_SRC_BIT, + VK_FORMAT_FEATURE_TRANSFER_DST_BIT_KHR = VK_FORMAT_FEATURE_TRANSFER_DST_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT_EXT = VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT, + VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT_KHR = VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT_KHR = VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT_KHR = VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT_KHR = VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT_KHR = VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT, + VK_FORMAT_FEATURE_DISJOINT_BIT_KHR = VK_FORMAT_FEATURE_DISJOINT_BIT, + VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT_KHR = VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT, + VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT = VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_IMG, + VK_FORMAT_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFormatFeatureFlagBits; +typedef VkFlags VkFormatFeatureFlags; + +typedef enum VkImageCreateFlagBits { + VK_IMAGE_CREATE_SPARSE_BINDING_BIT = 0x00000001, + VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002, + VK_IMAGE_CREATE_SPARSE_ALIASED_BIT = 0x00000004, + VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT = 0x00000008, + VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT = 0x00000010, + VK_IMAGE_CREATE_ALIAS_BIT = 0x00000400, + VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT = 0x00000040, + VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT = 0x00000020, + VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT = 0x00000080, + VK_IMAGE_CREATE_EXTENDED_USAGE_BIT = 0x00000100, + VK_IMAGE_CREATE_PROTECTED_BIT = 0x00000800, + VK_IMAGE_CREATE_DISJOINT_BIT = 0x00000200, + VK_IMAGE_CREATE_CORNER_SAMPLED_BIT_NV = 0x00002000, + VK_IMAGE_CREATE_SAMPLE_LOCATIONS_COMPATIBLE_DEPTH_BIT_EXT = 0x00001000, + VK_IMAGE_CREATE_SUBSAMPLED_BIT_EXT = 0x00004000, + VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT_KHR = VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT, + VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT_KHR = VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT, + VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT_KHR = VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT, + VK_IMAGE_CREATE_EXTENDED_USAGE_BIT_KHR = VK_IMAGE_CREATE_EXTENDED_USAGE_BIT, + VK_IMAGE_CREATE_DISJOINT_BIT_KHR = VK_IMAGE_CREATE_DISJOINT_BIT, + VK_IMAGE_CREATE_ALIAS_BIT_KHR = VK_IMAGE_CREATE_ALIAS_BIT, + VK_IMAGE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageCreateFlagBits; +typedef VkFlags VkImageCreateFlags; + +typedef enum VkSampleCountFlagBits { + VK_SAMPLE_COUNT_1_BIT = 0x00000001, + VK_SAMPLE_COUNT_2_BIT = 0x00000002, + VK_SAMPLE_COUNT_4_BIT = 0x00000004, + VK_SAMPLE_COUNT_8_BIT = 0x00000008, + VK_SAMPLE_COUNT_16_BIT = 0x00000010, + VK_SAMPLE_COUNT_32_BIT = 0x00000020, + VK_SAMPLE_COUNT_64_BIT = 0x00000040, + VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSampleCountFlagBits; +typedef VkFlags VkSampleCountFlags; + +typedef enum VkImageUsageFlagBits { + VK_IMAGE_USAGE_TRANSFER_SRC_BIT = 0x00000001, + VK_IMAGE_USAGE_TRANSFER_DST_BIT = 0x00000002, + VK_IMAGE_USAGE_SAMPLED_BIT = 0x00000004, + VK_IMAGE_USAGE_STORAGE_BIT = 0x00000008, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT = 0x00000010, + VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = 0x00000020, + VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT = 0x00000040, + VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT = 0x00000080, + VK_IMAGE_USAGE_SHADING_RATE_IMAGE_BIT_NV = 0x00000100, + VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT = 0x00000200, + VK_IMAGE_USAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR = VK_IMAGE_USAGE_SHADING_RATE_IMAGE_BIT_NV, + VK_IMAGE_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageUsageFlagBits; +typedef VkFlags VkImageUsageFlags; +typedef VkFlags VkInstanceCreateFlags; + +typedef enum VkMemoryHeapFlagBits { + VK_MEMORY_HEAP_DEVICE_LOCAL_BIT = 0x00000001, + VK_MEMORY_HEAP_MULTI_INSTANCE_BIT = 0x00000002, + VK_MEMORY_HEAP_MULTI_INSTANCE_BIT_KHR = VK_MEMORY_HEAP_MULTI_INSTANCE_BIT, + VK_MEMORY_HEAP_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryHeapFlagBits; +typedef VkFlags VkMemoryHeapFlags; + +typedef enum VkMemoryPropertyFlagBits { + VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT = 0x00000001, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT = 0x00000002, + VK_MEMORY_PROPERTY_HOST_COHERENT_BIT = 0x00000004, + VK_MEMORY_PROPERTY_HOST_CACHED_BIT = 0x00000008, + VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT = 0x00000010, + VK_MEMORY_PROPERTY_PROTECTED_BIT = 0x00000020, + VK_MEMORY_PROPERTY_DEVICE_COHERENT_BIT_AMD = 0x00000040, + VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD = 0x00000080, + VK_MEMORY_PROPERTY_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryPropertyFlagBits; +typedef VkFlags VkMemoryPropertyFlags; + +typedef enum VkQueueFlagBits { + VK_QUEUE_GRAPHICS_BIT = 0x00000001, + VK_QUEUE_COMPUTE_BIT = 0x00000002, + VK_QUEUE_TRANSFER_BIT = 0x00000004, + VK_QUEUE_SPARSE_BINDING_BIT = 0x00000008, + VK_QUEUE_PROTECTED_BIT = 0x00000010, + VK_QUEUE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueueFlagBits; +typedef VkFlags VkQueueFlags; +typedef VkFlags VkDeviceCreateFlags; + +typedef enum VkDeviceQueueCreateFlagBits { + VK_DEVICE_QUEUE_CREATE_PROTECTED_BIT = 0x00000001, + VK_DEVICE_QUEUE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDeviceQueueCreateFlagBits; +typedef VkFlags VkDeviceQueueCreateFlags; + +typedef enum VkPipelineStageFlagBits { + VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT = 0x00000001, + VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT = 0x00000002, + VK_PIPELINE_STAGE_VERTEX_INPUT_BIT = 0x00000004, + VK_PIPELINE_STAGE_VERTEX_SHADER_BIT = 0x00000008, + VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = 0x00000010, + VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = 0x00000020, + VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT = 0x00000040, + VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT = 0x00000080, + VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = 0x00000100, + VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = 0x00000200, + VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = 0x00000400, + VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT = 0x00000800, + VK_PIPELINE_STAGE_TRANSFER_BIT = 0x00001000, + VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = 0x00002000, + VK_PIPELINE_STAGE_HOST_BIT = 0x00004000, + VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT = 0x00008000, + VK_PIPELINE_STAGE_ALL_COMMANDS_BIT = 0x00010000, + VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT = 0x01000000, + VK_PIPELINE_STAGE_CONDITIONAL_RENDERING_BIT_EXT = 0x00040000, + VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR = 0x02000000, + VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR = 0x00200000, + VK_PIPELINE_STAGE_SHADING_RATE_IMAGE_BIT_NV = 0x00400000, + VK_PIPELINE_STAGE_TASK_SHADER_BIT_NV = 0x00080000, + VK_PIPELINE_STAGE_MESH_SHADER_BIT_NV = 0x00100000, + VK_PIPELINE_STAGE_FRAGMENT_DENSITY_PROCESS_BIT_EXT = 0x00800000, + VK_PIPELINE_STAGE_COMMAND_PREPROCESS_BIT_NV = 0x00020000, + VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_NV = VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, + VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_NV = VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, + VK_PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR = VK_PIPELINE_STAGE_SHADING_RATE_IMAGE_BIT_NV, + VK_PIPELINE_STAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineStageFlagBits; +typedef VkFlags VkPipelineStageFlags; +typedef VkFlags VkMemoryMapFlags; + +typedef enum VkSparseMemoryBindFlagBits { + VK_SPARSE_MEMORY_BIND_METADATA_BIT = 0x00000001, + VK_SPARSE_MEMORY_BIND_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSparseMemoryBindFlagBits; +typedef VkFlags VkSparseMemoryBindFlags; + +typedef enum VkSparseImageFormatFlagBits { + VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT = 0x00000001, + VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT = 0x00000002, + VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT = 0x00000004, + VK_SPARSE_IMAGE_FORMAT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSparseImageFormatFlagBits; +typedef VkFlags VkSparseImageFormatFlags; + +typedef enum VkFenceCreateFlagBits { + VK_FENCE_CREATE_SIGNALED_BIT = 0x00000001, + VK_FENCE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFenceCreateFlagBits; +typedef VkFlags VkFenceCreateFlags; +typedef VkFlags VkSemaphoreCreateFlags; +typedef VkFlags VkEventCreateFlags; + +typedef enum VkQueryPipelineStatisticFlagBits { + VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT = 0x00000001, + VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT = 0x00000002, + VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT = 0x00000004, + VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT = 0x00000008, + VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT = 0x00000010, + VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT = 0x00000020, + VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT = 0x00000040, + VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT = 0x00000080, + VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT = 0x00000100, + VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT = 0x00000200, + VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT = 0x00000400, + VK_QUERY_PIPELINE_STATISTIC_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryPipelineStatisticFlagBits; +typedef VkFlags VkQueryPipelineStatisticFlags; +typedef VkFlags VkQueryPoolCreateFlags; + +typedef enum VkQueryResultFlagBits { + VK_QUERY_RESULT_64_BIT = 0x00000001, + VK_QUERY_RESULT_WAIT_BIT = 0x00000002, + VK_QUERY_RESULT_WITH_AVAILABILITY_BIT = 0x00000004, + VK_QUERY_RESULT_PARTIAL_BIT = 0x00000008, + VK_QUERY_RESULT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryResultFlagBits; +typedef VkFlags VkQueryResultFlags; + +typedef enum VkBufferCreateFlagBits { + VK_BUFFER_CREATE_SPARSE_BINDING_BIT = 0x00000001, + VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002, + VK_BUFFER_CREATE_SPARSE_ALIASED_BIT = 0x00000004, + VK_BUFFER_CREATE_PROTECTED_BIT = 0x00000008, + VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 0x00000010, + VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT_EXT = VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT, + VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT_KHR = VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT, + VK_BUFFER_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkBufferCreateFlagBits; +typedef VkFlags VkBufferCreateFlags; + +typedef enum VkBufferUsageFlagBits { + VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 0x00000001, + VK_BUFFER_USAGE_TRANSFER_DST_BIT = 0x00000002, + VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000004, + VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT = 0x00000008, + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT = 0x00000010, + VK_BUFFER_USAGE_STORAGE_BUFFER_BIT = 0x00000020, + VK_BUFFER_USAGE_INDEX_BUFFER_BIT = 0x00000040, + VK_BUFFER_USAGE_VERTEX_BUFFER_BIT = 0x00000080, + VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT = 0x00000100, + VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT = 0x00020000, + VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT = 0x00000800, + VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_COUNTER_BUFFER_BIT_EXT = 0x00001000, + VK_BUFFER_USAGE_CONDITIONAL_RENDERING_BIT_EXT = 0x00000200, + VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR = 0x00080000, + VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR = 0x00100000, + VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR = 0x00000400, + VK_BUFFER_USAGE_RAY_TRACING_BIT_NV = VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR, + VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_EXT = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, + VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, + VK_BUFFER_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkBufferUsageFlagBits; +typedef VkFlags VkBufferUsageFlags; +typedef VkFlags VkBufferViewCreateFlags; + +typedef enum VkImageViewCreateFlagBits { + VK_IMAGE_VIEW_CREATE_FRAGMENT_DENSITY_MAP_DYNAMIC_BIT_EXT = 0x00000001, + VK_IMAGE_VIEW_CREATE_FRAGMENT_DENSITY_MAP_DEFERRED_BIT_EXT = 0x00000002, + VK_IMAGE_VIEW_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkImageViewCreateFlagBits; +typedef VkFlags VkImageViewCreateFlags; + +typedef enum VkShaderModuleCreateFlagBits { + VK_SHADER_MODULE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkShaderModuleCreateFlagBits; +typedef VkFlags VkShaderModuleCreateFlags; + +typedef enum VkPipelineCacheCreateFlagBits { + VK_PIPELINE_CACHE_CREATE_EXTERNALLY_SYNCHRONIZED_BIT_EXT = 0x00000001, + VK_PIPELINE_CACHE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCacheCreateFlagBits; +typedef VkFlags VkPipelineCacheCreateFlags; + +typedef enum VkColorComponentFlagBits { + VK_COLOR_COMPONENT_R_BIT = 0x00000001, + VK_COLOR_COMPONENT_G_BIT = 0x00000002, + VK_COLOR_COMPONENT_B_BIT = 0x00000004, + VK_COLOR_COMPONENT_A_BIT = 0x00000008, + VK_COLOR_COMPONENT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkColorComponentFlagBits; +typedef VkFlags VkColorComponentFlags; + +typedef enum VkPipelineCreateFlagBits { + VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT = 0x00000001, + VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT = 0x00000002, + VK_PIPELINE_CREATE_DERIVATIVE_BIT = 0x00000004, + VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT = 0x00000008, + VK_PIPELINE_CREATE_DISPATCH_BASE_BIT = 0x00000010, + VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_ANY_HIT_SHADERS_BIT_KHR = 0x00004000, + VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_CLOSEST_HIT_SHADERS_BIT_KHR = 0x00008000, + VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_MISS_SHADERS_BIT_KHR = 0x00010000, + VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_INTERSECTION_SHADERS_BIT_KHR = 0x00020000, + VK_PIPELINE_CREATE_RAY_TRACING_SKIP_TRIANGLES_BIT_KHR = 0x00001000, + VK_PIPELINE_CREATE_RAY_TRACING_SKIP_AABBS_BIT_KHR = 0x00002000, + VK_PIPELINE_CREATE_RAY_TRACING_SHADER_GROUP_HANDLE_CAPTURE_REPLAY_BIT_KHR = 0x00080000, + VK_PIPELINE_CREATE_DEFER_COMPILE_BIT_NV = 0x00000020, + VK_PIPELINE_CREATE_CAPTURE_STATISTICS_BIT_KHR = 0x00000040, + VK_PIPELINE_CREATE_CAPTURE_INTERNAL_REPRESENTATIONS_BIT_KHR = 0x00000080, + VK_PIPELINE_CREATE_INDIRECT_BINDABLE_BIT_NV = 0x00040000, + VK_PIPELINE_CREATE_LIBRARY_BIT_KHR = 0x00000800, + VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT_EXT = 0x00000100, + VK_PIPELINE_CREATE_EARLY_RETURN_ON_FAILURE_BIT_EXT = 0x00000200, + VK_PIPELINE_CREATE_DISPATCH_BASE = VK_PIPELINE_CREATE_DISPATCH_BASE_BIT, + VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT_KHR = VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT, + VK_PIPELINE_CREATE_DISPATCH_BASE_KHR = VK_PIPELINE_CREATE_DISPATCH_BASE, + VK_PIPELINE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineCreateFlagBits; +typedef VkFlags VkPipelineCreateFlags; + +typedef enum VkPipelineShaderStageCreateFlagBits { + VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT = 0x00000001, + VK_PIPELINE_SHADER_STAGE_CREATE_REQUIRE_FULL_SUBGROUPS_BIT_EXT = 0x00000002, + VK_PIPELINE_SHADER_STAGE_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPipelineShaderStageCreateFlagBits; +typedef VkFlags VkPipelineShaderStageCreateFlags; + +typedef enum VkShaderStageFlagBits { + VK_SHADER_STAGE_VERTEX_BIT = 0x00000001, + VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT = 0x00000002, + VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT = 0x00000004, + VK_SHADER_STAGE_GEOMETRY_BIT = 0x00000008, + VK_SHADER_STAGE_FRAGMENT_BIT = 0x00000010, + VK_SHADER_STAGE_COMPUTE_BIT = 0x00000020, + VK_SHADER_STAGE_ALL_GRAPHICS = 0x0000001F, + VK_SHADER_STAGE_ALL = 0x7FFFFFFF, + VK_SHADER_STAGE_RAYGEN_BIT_KHR = 0x00000100, + VK_SHADER_STAGE_ANY_HIT_BIT_KHR = 0x00000200, + VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR = 0x00000400, + VK_SHADER_STAGE_MISS_BIT_KHR = 0x00000800, + VK_SHADER_STAGE_INTERSECTION_BIT_KHR = 0x00001000, + VK_SHADER_STAGE_CALLABLE_BIT_KHR = 0x00002000, + VK_SHADER_STAGE_TASK_BIT_NV = 0x00000040, + VK_SHADER_STAGE_MESH_BIT_NV = 0x00000080, + VK_SHADER_STAGE_RAYGEN_BIT_NV = VK_SHADER_STAGE_RAYGEN_BIT_KHR, + VK_SHADER_STAGE_ANY_HIT_BIT_NV = VK_SHADER_STAGE_ANY_HIT_BIT_KHR, + VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV = VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, + VK_SHADER_STAGE_MISS_BIT_NV = VK_SHADER_STAGE_MISS_BIT_KHR, + VK_SHADER_STAGE_INTERSECTION_BIT_NV = VK_SHADER_STAGE_INTERSECTION_BIT_KHR, + VK_SHADER_STAGE_CALLABLE_BIT_NV = VK_SHADER_STAGE_CALLABLE_BIT_KHR, + VK_SHADER_STAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkShaderStageFlagBits; + +typedef enum VkCullModeFlagBits { + VK_CULL_MODE_NONE = 0, + VK_CULL_MODE_FRONT_BIT = 0x00000001, + VK_CULL_MODE_BACK_BIT = 0x00000002, + VK_CULL_MODE_FRONT_AND_BACK = 0x00000003, + VK_CULL_MODE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCullModeFlagBits; +typedef VkFlags VkCullModeFlags; +typedef VkFlags VkPipelineVertexInputStateCreateFlags; +typedef VkFlags VkPipelineInputAssemblyStateCreateFlags; +typedef VkFlags VkPipelineTessellationStateCreateFlags; +typedef VkFlags VkPipelineViewportStateCreateFlags; +typedef VkFlags VkPipelineRasterizationStateCreateFlags; +typedef VkFlags VkPipelineMultisampleStateCreateFlags; +typedef VkFlags VkPipelineDepthStencilStateCreateFlags; +typedef VkFlags VkPipelineColorBlendStateCreateFlags; +typedef VkFlags VkPipelineDynamicStateCreateFlags; +typedef VkFlags VkPipelineLayoutCreateFlags; +typedef VkFlags VkShaderStageFlags; + +typedef enum VkSamplerCreateFlagBits { + VK_SAMPLER_CREATE_SUBSAMPLED_BIT_EXT = 0x00000001, + VK_SAMPLER_CREATE_SUBSAMPLED_COARSE_RECONSTRUCTION_BIT_EXT = 0x00000002, + VK_SAMPLER_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSamplerCreateFlagBits; +typedef VkFlags VkSamplerCreateFlags; + +typedef enum VkDescriptorPoolCreateFlagBits { + VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 0x00000001, + VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT = 0x00000002, + VK_DESCRIPTOR_POOL_CREATE_HOST_ONLY_BIT_VALVE = 0x00000004, + VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT_EXT = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT, + VK_DESCRIPTOR_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorPoolCreateFlagBits; +typedef VkFlags VkDescriptorPoolCreateFlags; +typedef VkFlags VkDescriptorPoolResetFlags; + +typedef enum VkDescriptorSetLayoutCreateFlagBits { + VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT = 0x00000002, + VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR = 0x00000001, + VK_DESCRIPTOR_SET_LAYOUT_CREATE_HOST_ONLY_POOL_BIT_VALVE = 0x00000004, + VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT_EXT = VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT, + VK_DESCRIPTOR_SET_LAYOUT_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorSetLayoutCreateFlagBits; +typedef VkFlags VkDescriptorSetLayoutCreateFlags; + +typedef enum VkAttachmentDescriptionFlagBits { + VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT = 0x00000001, + VK_ATTACHMENT_DESCRIPTION_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkAttachmentDescriptionFlagBits; +typedef VkFlags VkAttachmentDescriptionFlags; + +typedef enum VkDependencyFlagBits { + VK_DEPENDENCY_BY_REGION_BIT = 0x00000001, + VK_DEPENDENCY_DEVICE_GROUP_BIT = 0x00000004, + VK_DEPENDENCY_VIEW_LOCAL_BIT = 0x00000002, + VK_DEPENDENCY_VIEW_LOCAL_BIT_KHR = VK_DEPENDENCY_VIEW_LOCAL_BIT, + VK_DEPENDENCY_DEVICE_GROUP_BIT_KHR = VK_DEPENDENCY_DEVICE_GROUP_BIT, + VK_DEPENDENCY_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDependencyFlagBits; +typedef VkFlags VkDependencyFlags; + +typedef enum VkFramebufferCreateFlagBits { + VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT = 0x00000001, + VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT_KHR = VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT, + VK_FRAMEBUFFER_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFramebufferCreateFlagBits; +typedef VkFlags VkFramebufferCreateFlags; + +typedef enum VkRenderPassCreateFlagBits { + VK_RENDER_PASS_CREATE_TRANSFORM_BIT_QCOM = 0x00000002, + VK_RENDER_PASS_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkRenderPassCreateFlagBits; +typedef VkFlags VkRenderPassCreateFlags; + +typedef enum VkSubpassDescriptionFlagBits { + VK_SUBPASS_DESCRIPTION_PER_VIEW_ATTRIBUTES_BIT_NVX = 0x00000001, + VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX = 0x00000002, + VK_SUBPASS_DESCRIPTION_FRAGMENT_REGION_BIT_QCOM = 0x00000004, + VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM = 0x00000008, + VK_SUBPASS_DESCRIPTION_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSubpassDescriptionFlagBits; +typedef VkFlags VkSubpassDescriptionFlags; + +typedef enum VkCommandPoolCreateFlagBits { + VK_COMMAND_POOL_CREATE_TRANSIENT_BIT = 0x00000001, + VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT = 0x00000002, + VK_COMMAND_POOL_CREATE_PROTECTED_BIT = 0x00000004, + VK_COMMAND_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandPoolCreateFlagBits; +typedef VkFlags VkCommandPoolCreateFlags; + +typedef enum VkCommandPoolResetFlagBits { + VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT = 0x00000001, + VK_COMMAND_POOL_RESET_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandPoolResetFlagBits; +typedef VkFlags VkCommandPoolResetFlags; + +typedef enum VkCommandBufferUsageFlagBits { + VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT = 0x00000001, + VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT = 0x00000002, + VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT = 0x00000004, + VK_COMMAND_BUFFER_USAGE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferUsageFlagBits; +typedef VkFlags VkCommandBufferUsageFlags; + +typedef enum VkQueryControlFlagBits { + VK_QUERY_CONTROL_PRECISE_BIT = 0x00000001, + VK_QUERY_CONTROL_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkQueryControlFlagBits; +typedef VkFlags VkQueryControlFlags; + +typedef enum VkCommandBufferResetFlagBits { + VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT = 0x00000001, + VK_COMMAND_BUFFER_RESET_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkCommandBufferResetFlagBits; +typedef VkFlags VkCommandBufferResetFlags; + +typedef enum VkStencilFaceFlagBits { + VK_STENCIL_FACE_FRONT_BIT = 0x00000001, + VK_STENCIL_FACE_BACK_BIT = 0x00000002, + VK_STENCIL_FACE_FRONT_AND_BACK = 0x00000003, + VK_STENCIL_FRONT_AND_BACK = VK_STENCIL_FACE_FRONT_AND_BACK, + VK_STENCIL_FACE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkStencilFaceFlagBits; +typedef VkFlags VkStencilFaceFlags; +typedef struct VkExtent2D { + uint32_t width; + uint32_t height; +} VkExtent2D; + +typedef struct VkExtent3D { + uint32_t width; + uint32_t height; + uint32_t depth; +} VkExtent3D; + +typedef struct VkOffset2D { + int32_t x; + int32_t y; +} VkOffset2D; + +typedef struct VkOffset3D { + int32_t x; + int32_t y; + int32_t z; +} VkOffset3D; + +typedef struct VkRect2D { + VkOffset2D offset; + VkExtent2D extent; +} VkRect2D; + +typedef struct VkBaseInStructure { + VkStructureType sType; + const struct VkBaseInStructure* pNext; +} VkBaseInStructure; + +typedef struct VkBaseOutStructure { + VkStructureType sType; + struct VkBaseOutStructure* pNext; +} VkBaseOutStructure; + +typedef struct VkBufferMemoryBarrier { + VkStructureType sType; + const void* pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize size; +} VkBufferMemoryBarrier; + +typedef struct VkDispatchIndirectCommand { + uint32_t x; + uint32_t y; + uint32_t z; +} VkDispatchIndirectCommand; + +typedef struct VkDrawIndexedIndirectCommand { + uint32_t indexCount; + uint32_t instanceCount; + uint32_t firstIndex; + int32_t vertexOffset; + uint32_t firstInstance; +} VkDrawIndexedIndirectCommand; + +typedef struct VkDrawIndirectCommand { + uint32_t vertexCount; + uint32_t instanceCount; + uint32_t firstVertex; + uint32_t firstInstance; +} VkDrawIndirectCommand; + +typedef struct VkImageSubresourceRange { + VkImageAspectFlags aspectMask; + uint32_t baseMipLevel; + uint32_t levelCount; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkImageSubresourceRange; + +typedef struct VkImageMemoryBarrier { + VkStructureType sType; + const void* pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkImageLayout oldLayout; + VkImageLayout newLayout; + uint32_t srcQueueFamilyIndex; + uint32_t dstQueueFamilyIndex; + VkImage image; + VkImageSubresourceRange subresourceRange; +} VkImageMemoryBarrier; + +typedef struct VkMemoryBarrier { + VkStructureType sType; + const void* pNext; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; +} VkMemoryBarrier; + +typedef void* (VKAPI_PTR *PFN_vkAllocationFunction)( + void* pUserData, + size_t size, + size_t alignment, + VkSystemAllocationScope allocationScope); + +typedef void (VKAPI_PTR *PFN_vkFreeFunction)( + void* pUserData, + void* pMemory); + +typedef void (VKAPI_PTR *PFN_vkInternalAllocationNotification)( + void* pUserData, + size_t size, + VkInternalAllocationType allocationType, + VkSystemAllocationScope allocationScope); + +typedef void (VKAPI_PTR *PFN_vkInternalFreeNotification)( + void* pUserData, + size_t size, + VkInternalAllocationType allocationType, + VkSystemAllocationScope allocationScope); + +typedef void* (VKAPI_PTR *PFN_vkReallocationFunction)( + void* pUserData, + void* pOriginal, + size_t size, + size_t alignment, + VkSystemAllocationScope allocationScope); + +typedef void (VKAPI_PTR *PFN_vkVoidFunction)(void); +typedef struct VkAllocationCallbacks { + void* pUserData; + PFN_vkAllocationFunction pfnAllocation; + PFN_vkReallocationFunction pfnReallocation; + PFN_vkFreeFunction pfnFree; + PFN_vkInternalAllocationNotification pfnInternalAllocation; + PFN_vkInternalFreeNotification pfnInternalFree; +} VkAllocationCallbacks; + +typedef struct VkApplicationInfo { + VkStructureType sType; + const void* pNext; + const char* pApplicationName; + uint32_t applicationVersion; + const char* pEngineName; + uint32_t engineVersion; + uint32_t apiVersion; +} VkApplicationInfo; + +typedef struct VkFormatProperties { + VkFormatFeatureFlags linearTilingFeatures; + VkFormatFeatureFlags optimalTilingFeatures; + VkFormatFeatureFlags bufferFeatures; +} VkFormatProperties; + +typedef struct VkImageFormatProperties { + VkExtent3D maxExtent; + uint32_t maxMipLevels; + uint32_t maxArrayLayers; + VkSampleCountFlags sampleCounts; + VkDeviceSize maxResourceSize; +} VkImageFormatProperties; + +typedef struct VkInstanceCreateInfo { + VkStructureType sType; + const void* pNext; + VkInstanceCreateFlags flags; + const VkApplicationInfo* pApplicationInfo; + uint32_t enabledLayerCount; + const char* const* ppEnabledLayerNames; + uint32_t enabledExtensionCount; + const char* const* ppEnabledExtensionNames; +} VkInstanceCreateInfo; + +typedef struct VkMemoryHeap { + VkDeviceSize size; + VkMemoryHeapFlags flags; +} VkMemoryHeap; + +typedef struct VkMemoryType { + VkMemoryPropertyFlags propertyFlags; + uint32_t heapIndex; +} VkMemoryType; + +typedef struct VkPhysicalDeviceFeatures { + VkBool32 robustBufferAccess; + VkBool32 fullDrawIndexUint32; + VkBool32 imageCubeArray; + VkBool32 independentBlend; + VkBool32 geometryShader; + VkBool32 tessellationShader; + VkBool32 sampleRateShading; + VkBool32 dualSrcBlend; + VkBool32 logicOp; + VkBool32 multiDrawIndirect; + VkBool32 drawIndirectFirstInstance; + VkBool32 depthClamp; + VkBool32 depthBiasClamp; + VkBool32 fillModeNonSolid; + VkBool32 depthBounds; + VkBool32 wideLines; + VkBool32 largePoints; + VkBool32 alphaToOne; + VkBool32 multiViewport; + VkBool32 samplerAnisotropy; + VkBool32 textureCompressionETC2; + VkBool32 textureCompressionASTC_LDR; + VkBool32 textureCompressionBC; + VkBool32 occlusionQueryPrecise; + VkBool32 pipelineStatisticsQuery; + VkBool32 vertexPipelineStoresAndAtomics; + VkBool32 fragmentStoresAndAtomics; + VkBool32 shaderTessellationAndGeometryPointSize; + VkBool32 shaderImageGatherExtended; + VkBool32 shaderStorageImageExtendedFormats; + VkBool32 shaderStorageImageMultisample; + VkBool32 shaderStorageImageReadWithoutFormat; + VkBool32 shaderStorageImageWriteWithoutFormat; + VkBool32 shaderUniformBufferArrayDynamicIndexing; + VkBool32 shaderSampledImageArrayDynamicIndexing; + VkBool32 shaderStorageBufferArrayDynamicIndexing; + VkBool32 shaderStorageImageArrayDynamicIndexing; + VkBool32 shaderClipDistance; + VkBool32 shaderCullDistance; + VkBool32 shaderFloat64; + VkBool32 shaderInt64; + VkBool32 shaderInt16; + VkBool32 shaderResourceResidency; + VkBool32 shaderResourceMinLod; + VkBool32 sparseBinding; + VkBool32 sparseResidencyBuffer; + VkBool32 sparseResidencyImage2D; + VkBool32 sparseResidencyImage3D; + VkBool32 sparseResidency2Samples; + VkBool32 sparseResidency4Samples; + VkBool32 sparseResidency8Samples; + VkBool32 sparseResidency16Samples; + VkBool32 sparseResidencyAliased; + VkBool32 variableMultisampleRate; + VkBool32 inheritedQueries; +} VkPhysicalDeviceFeatures; + +typedef struct VkPhysicalDeviceLimits { + uint32_t maxImageDimension1D; + uint32_t maxImageDimension2D; + uint32_t maxImageDimension3D; + uint32_t maxImageDimensionCube; + uint32_t maxImageArrayLayers; + uint32_t maxTexelBufferElements; + uint32_t maxUniformBufferRange; + uint32_t maxStorageBufferRange; + uint32_t maxPushConstantsSize; + uint32_t maxMemoryAllocationCount; + uint32_t maxSamplerAllocationCount; + VkDeviceSize bufferImageGranularity; + VkDeviceSize sparseAddressSpaceSize; + uint32_t maxBoundDescriptorSets; + uint32_t maxPerStageDescriptorSamplers; + uint32_t maxPerStageDescriptorUniformBuffers; + uint32_t maxPerStageDescriptorStorageBuffers; + uint32_t maxPerStageDescriptorSampledImages; + uint32_t maxPerStageDescriptorStorageImages; + uint32_t maxPerStageDescriptorInputAttachments; + uint32_t maxPerStageResources; + uint32_t maxDescriptorSetSamplers; + uint32_t maxDescriptorSetUniformBuffers; + uint32_t maxDescriptorSetUniformBuffersDynamic; + uint32_t maxDescriptorSetStorageBuffers; + uint32_t maxDescriptorSetStorageBuffersDynamic; + uint32_t maxDescriptorSetSampledImages; + uint32_t maxDescriptorSetStorageImages; + uint32_t maxDescriptorSetInputAttachments; + uint32_t maxVertexInputAttributes; + uint32_t maxVertexInputBindings; + uint32_t maxVertexInputAttributeOffset; + uint32_t maxVertexInputBindingStride; + uint32_t maxVertexOutputComponents; + uint32_t maxTessellationGenerationLevel; + uint32_t maxTessellationPatchSize; + uint32_t maxTessellationControlPerVertexInputComponents; + uint32_t maxTessellationControlPerVertexOutputComponents; + uint32_t maxTessellationControlPerPatchOutputComponents; + uint32_t maxTessellationControlTotalOutputComponents; + uint32_t maxTessellationEvaluationInputComponents; + uint32_t maxTessellationEvaluationOutputComponents; + uint32_t maxGeometryShaderInvocations; + uint32_t maxGeometryInputComponents; + uint32_t maxGeometryOutputComponents; + uint32_t maxGeometryOutputVertices; + uint32_t maxGeometryTotalOutputComponents; + uint32_t maxFragmentInputComponents; + uint32_t maxFragmentOutputAttachments; + uint32_t maxFragmentDualSrcAttachments; + uint32_t maxFragmentCombinedOutputResources; + uint32_t maxComputeSharedMemorySize; + uint32_t maxComputeWorkGroupCount[3]; + uint32_t maxComputeWorkGroupInvocations; + uint32_t maxComputeWorkGroupSize[3]; + uint32_t subPixelPrecisionBits; + uint32_t subTexelPrecisionBits; + uint32_t mipmapPrecisionBits; + uint32_t maxDrawIndexedIndexValue; + uint32_t maxDrawIndirectCount; + float maxSamplerLodBias; + float maxSamplerAnisotropy; + uint32_t maxViewports; + uint32_t maxViewportDimensions[2]; + float viewportBoundsRange[2]; + uint32_t viewportSubPixelBits; + size_t minMemoryMapAlignment; + VkDeviceSize minTexelBufferOffsetAlignment; + VkDeviceSize minUniformBufferOffsetAlignment; + VkDeviceSize minStorageBufferOffsetAlignment; + int32_t minTexelOffset; + uint32_t maxTexelOffset; + int32_t minTexelGatherOffset; + uint32_t maxTexelGatherOffset; + float minInterpolationOffset; + float maxInterpolationOffset; + uint32_t subPixelInterpolationOffsetBits; + uint32_t maxFramebufferWidth; + uint32_t maxFramebufferHeight; + uint32_t maxFramebufferLayers; + VkSampleCountFlags framebufferColorSampleCounts; + VkSampleCountFlags framebufferDepthSampleCounts; + VkSampleCountFlags framebufferStencilSampleCounts; + VkSampleCountFlags framebufferNoAttachmentsSampleCounts; + uint32_t maxColorAttachments; + VkSampleCountFlags sampledImageColorSampleCounts; + VkSampleCountFlags sampledImageIntegerSampleCounts; + VkSampleCountFlags sampledImageDepthSampleCounts; + VkSampleCountFlags sampledImageStencilSampleCounts; + VkSampleCountFlags storageImageSampleCounts; + uint32_t maxSampleMaskWords; + VkBool32 timestampComputeAndGraphics; + float timestampPeriod; + uint32_t maxClipDistances; + uint32_t maxCullDistances; + uint32_t maxCombinedClipAndCullDistances; + uint32_t discreteQueuePriorities; + float pointSizeRange[2]; + float lineWidthRange[2]; + float pointSizeGranularity; + float lineWidthGranularity; + VkBool32 strictLines; + VkBool32 standardSampleLocations; + VkDeviceSize optimalBufferCopyOffsetAlignment; + VkDeviceSize optimalBufferCopyRowPitchAlignment; + VkDeviceSize nonCoherentAtomSize; +} VkPhysicalDeviceLimits; + +typedef struct VkPhysicalDeviceMemoryProperties { + uint32_t memoryTypeCount; + VkMemoryType memoryTypes[VK_MAX_MEMORY_TYPES]; + uint32_t memoryHeapCount; + VkMemoryHeap memoryHeaps[VK_MAX_MEMORY_HEAPS]; +} VkPhysicalDeviceMemoryProperties; + +typedef struct VkPhysicalDeviceSparseProperties { + VkBool32 residencyStandard2DBlockShape; + VkBool32 residencyStandard2DMultisampleBlockShape; + VkBool32 residencyStandard3DBlockShape; + VkBool32 residencyAlignedMipSize; + VkBool32 residencyNonResidentStrict; +} VkPhysicalDeviceSparseProperties; + +typedef struct VkPhysicalDeviceProperties { + uint32_t apiVersion; + uint32_t driverVersion; + uint32_t vendorID; + uint32_t deviceID; + VkPhysicalDeviceType deviceType; + char deviceName[VK_MAX_PHYSICAL_DEVICE_NAME_SIZE]; + uint8_t pipelineCacheUUID[VK_UUID_SIZE]; + VkPhysicalDeviceLimits limits; + VkPhysicalDeviceSparseProperties sparseProperties; +} VkPhysicalDeviceProperties; + +typedef struct VkQueueFamilyProperties { + VkQueueFlags queueFlags; + uint32_t queueCount; + uint32_t timestampValidBits; + VkExtent3D minImageTransferGranularity; +} VkQueueFamilyProperties; + +typedef struct VkDeviceQueueCreateInfo { + VkStructureType sType; + const void* pNext; + VkDeviceQueueCreateFlags flags; + uint32_t queueFamilyIndex; + uint32_t queueCount; + const float* pQueuePriorities; +} VkDeviceQueueCreateInfo; + +typedef struct VkDeviceCreateInfo { + VkStructureType sType; + const void* pNext; + VkDeviceCreateFlags flags; + uint32_t queueCreateInfoCount; + const VkDeviceQueueCreateInfo* pQueueCreateInfos; + uint32_t enabledLayerCount; + const char* const* ppEnabledLayerNames; + uint32_t enabledExtensionCount; + const char* const* ppEnabledExtensionNames; + const VkPhysicalDeviceFeatures* pEnabledFeatures; +} VkDeviceCreateInfo; + +typedef struct VkExtensionProperties { + char extensionName[VK_MAX_EXTENSION_NAME_SIZE]; + uint32_t specVersion; +} VkExtensionProperties; + +typedef struct VkLayerProperties { + char layerName[VK_MAX_EXTENSION_NAME_SIZE]; + uint32_t specVersion; + uint32_t implementationVersion; + char description[VK_MAX_DESCRIPTION_SIZE]; +} VkLayerProperties; + +typedef struct VkSubmitInfo { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore* pWaitSemaphores; + const VkPipelineStageFlags* pWaitDstStageMask; + uint32_t commandBufferCount; + const VkCommandBuffer* pCommandBuffers; + uint32_t signalSemaphoreCount; + const VkSemaphore* pSignalSemaphores; +} VkSubmitInfo; + +typedef struct VkMappedMemoryRange { + VkStructureType sType; + const void* pNext; + VkDeviceMemory memory; + VkDeviceSize offset; + VkDeviceSize size; +} VkMappedMemoryRange; + +typedef struct VkMemoryAllocateInfo { + VkStructureType sType; + const void* pNext; + VkDeviceSize allocationSize; + uint32_t memoryTypeIndex; +} VkMemoryAllocateInfo; + +typedef struct VkMemoryRequirements { + VkDeviceSize size; + VkDeviceSize alignment; + uint32_t memoryTypeBits; +} VkMemoryRequirements; + +typedef struct VkSparseMemoryBind { + VkDeviceSize resourceOffset; + VkDeviceSize size; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; + VkSparseMemoryBindFlags flags; +} VkSparseMemoryBind; + +typedef struct VkSparseBufferMemoryBindInfo { + VkBuffer buffer; + uint32_t bindCount; + const VkSparseMemoryBind* pBinds; +} VkSparseBufferMemoryBindInfo; + +typedef struct VkSparseImageOpaqueMemoryBindInfo { + VkImage image; + uint32_t bindCount; + const VkSparseMemoryBind* pBinds; +} VkSparseImageOpaqueMemoryBindInfo; + +typedef struct VkImageSubresource { + VkImageAspectFlags aspectMask; + uint32_t mipLevel; + uint32_t arrayLayer; +} VkImageSubresource; + +typedef struct VkSparseImageMemoryBind { + VkImageSubresource subresource; + VkOffset3D offset; + VkExtent3D extent; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; + VkSparseMemoryBindFlags flags; +} VkSparseImageMemoryBind; + +typedef struct VkSparseImageMemoryBindInfo { + VkImage image; + uint32_t bindCount; + const VkSparseImageMemoryBind* pBinds; +} VkSparseImageMemoryBindInfo; + +typedef struct VkBindSparseInfo { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore* pWaitSemaphores; + uint32_t bufferBindCount; + const VkSparseBufferMemoryBindInfo* pBufferBinds; + uint32_t imageOpaqueBindCount; + const VkSparseImageOpaqueMemoryBindInfo* pImageOpaqueBinds; + uint32_t imageBindCount; + const VkSparseImageMemoryBindInfo* pImageBinds; + uint32_t signalSemaphoreCount; + const VkSemaphore* pSignalSemaphores; +} VkBindSparseInfo; + +typedef struct VkSparseImageFormatProperties { + VkImageAspectFlags aspectMask; + VkExtent3D imageGranularity; + VkSparseImageFormatFlags flags; +} VkSparseImageFormatProperties; + +typedef struct VkSparseImageMemoryRequirements { + VkSparseImageFormatProperties formatProperties; + uint32_t imageMipTailFirstLod; + VkDeviceSize imageMipTailSize; + VkDeviceSize imageMipTailOffset; + VkDeviceSize imageMipTailStride; +} VkSparseImageMemoryRequirements; + +typedef struct VkFenceCreateInfo { + VkStructureType sType; + const void* pNext; + VkFenceCreateFlags flags; +} VkFenceCreateInfo; + +typedef struct VkSemaphoreCreateInfo { + VkStructureType sType; + const void* pNext; + VkSemaphoreCreateFlags flags; +} VkSemaphoreCreateInfo; + +typedef struct VkEventCreateInfo { + VkStructureType sType; + const void* pNext; + VkEventCreateFlags flags; +} VkEventCreateInfo; + +typedef struct VkQueryPoolCreateInfo { + VkStructureType sType; + const void* pNext; + VkQueryPoolCreateFlags flags; + VkQueryType queryType; + uint32_t queryCount; + VkQueryPipelineStatisticFlags pipelineStatistics; +} VkQueryPoolCreateInfo; + +typedef struct VkBufferCreateInfo { + VkStructureType sType; + const void* pNext; + VkBufferCreateFlags flags; + VkDeviceSize size; + VkBufferUsageFlags usage; + VkSharingMode sharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t* pQueueFamilyIndices; +} VkBufferCreateInfo; + +typedef struct VkBufferViewCreateInfo { + VkStructureType sType; + const void* pNext; + VkBufferViewCreateFlags flags; + VkBuffer buffer; + VkFormat format; + VkDeviceSize offset; + VkDeviceSize range; +} VkBufferViewCreateInfo; + +typedef struct VkImageCreateInfo { + VkStructureType sType; + const void* pNext; + VkImageCreateFlags flags; + VkImageType imageType; + VkFormat format; + VkExtent3D extent; + uint32_t mipLevels; + uint32_t arrayLayers; + VkSampleCountFlagBits samples; + VkImageTiling tiling; + VkImageUsageFlags usage; + VkSharingMode sharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t* pQueueFamilyIndices; + VkImageLayout initialLayout; +} VkImageCreateInfo; + +typedef struct VkSubresourceLayout { + VkDeviceSize offset; + VkDeviceSize size; + VkDeviceSize rowPitch; + VkDeviceSize arrayPitch; + VkDeviceSize depthPitch; +} VkSubresourceLayout; + +typedef struct VkComponentMapping { + VkComponentSwizzle r; + VkComponentSwizzle g; + VkComponentSwizzle b; + VkComponentSwizzle a; +} VkComponentMapping; + +typedef struct VkImageViewCreateInfo { + VkStructureType sType; + const void* pNext; + VkImageViewCreateFlags flags; + VkImage image; + VkImageViewType viewType; + VkFormat format; + VkComponentMapping components; + VkImageSubresourceRange subresourceRange; +} VkImageViewCreateInfo; + +typedef struct VkShaderModuleCreateInfo { + VkStructureType sType; + const void* pNext; + VkShaderModuleCreateFlags flags; + size_t codeSize; + const uint32_t* pCode; +} VkShaderModuleCreateInfo; + +typedef struct VkPipelineCacheCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineCacheCreateFlags flags; + size_t initialDataSize; + const void* pInitialData; +} VkPipelineCacheCreateInfo; + +typedef struct VkSpecializationMapEntry { + uint32_t constantID; + uint32_t offset; + size_t size; +} VkSpecializationMapEntry; + +typedef struct VkSpecializationInfo { + uint32_t mapEntryCount; + const VkSpecializationMapEntry* pMapEntries; + size_t dataSize; + const void* pData; +} VkSpecializationInfo; + +typedef struct VkPipelineShaderStageCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineShaderStageCreateFlags flags; + VkShaderStageFlagBits stage; + VkShaderModule module; + const char* pName; + const VkSpecializationInfo* pSpecializationInfo; +} VkPipelineShaderStageCreateInfo; + +typedef struct VkComputePipelineCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineCreateFlags flags; + VkPipelineShaderStageCreateInfo stage; + VkPipelineLayout layout; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkComputePipelineCreateInfo; + +typedef struct VkVertexInputBindingDescription { + uint32_t binding; + uint32_t stride; + VkVertexInputRate inputRate; +} VkVertexInputBindingDescription; + +typedef struct VkVertexInputAttributeDescription { + uint32_t location; + uint32_t binding; + VkFormat format; + uint32_t offset; +} VkVertexInputAttributeDescription; + +typedef struct VkPipelineVertexInputStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineVertexInputStateCreateFlags flags; + uint32_t vertexBindingDescriptionCount; + const VkVertexInputBindingDescription* pVertexBindingDescriptions; + uint32_t vertexAttributeDescriptionCount; + const VkVertexInputAttributeDescription* pVertexAttributeDescriptions; +} VkPipelineVertexInputStateCreateInfo; + +typedef struct VkPipelineInputAssemblyStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineInputAssemblyStateCreateFlags flags; + VkPrimitiveTopology topology; + VkBool32 primitiveRestartEnable; +} VkPipelineInputAssemblyStateCreateInfo; + +typedef struct VkPipelineTessellationStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineTessellationStateCreateFlags flags; + uint32_t patchControlPoints; +} VkPipelineTessellationStateCreateInfo; + +typedef struct VkViewport { + float x; + float y; + float width; + float height; + float minDepth; + float maxDepth; +} VkViewport; + +typedef struct VkPipelineViewportStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineViewportStateCreateFlags flags; + uint32_t viewportCount; + const VkViewport* pViewports; + uint32_t scissorCount; + const VkRect2D* pScissors; +} VkPipelineViewportStateCreateInfo; + +typedef struct VkPipelineRasterizationStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineRasterizationStateCreateFlags flags; + VkBool32 depthClampEnable; + VkBool32 rasterizerDiscardEnable; + VkPolygonMode polygonMode; + VkCullModeFlags cullMode; + VkFrontFace frontFace; + VkBool32 depthBiasEnable; + float depthBiasConstantFactor; + float depthBiasClamp; + float depthBiasSlopeFactor; + float lineWidth; +} VkPipelineRasterizationStateCreateInfo; + +typedef struct VkPipelineMultisampleStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineMultisampleStateCreateFlags flags; + VkSampleCountFlagBits rasterizationSamples; + VkBool32 sampleShadingEnable; + float minSampleShading; + const VkSampleMask* pSampleMask; + VkBool32 alphaToCoverageEnable; + VkBool32 alphaToOneEnable; +} VkPipelineMultisampleStateCreateInfo; + +typedef struct VkStencilOpState { + VkStencilOp failOp; + VkStencilOp passOp; + VkStencilOp depthFailOp; + VkCompareOp compareOp; + uint32_t compareMask; + uint32_t writeMask; + uint32_t reference; +} VkStencilOpState; + +typedef struct VkPipelineDepthStencilStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineDepthStencilStateCreateFlags flags; + VkBool32 depthTestEnable; + VkBool32 depthWriteEnable; + VkCompareOp depthCompareOp; + VkBool32 depthBoundsTestEnable; + VkBool32 stencilTestEnable; + VkStencilOpState front; + VkStencilOpState back; + float minDepthBounds; + float maxDepthBounds; +} VkPipelineDepthStencilStateCreateInfo; + +typedef struct VkPipelineColorBlendAttachmentState { + VkBool32 blendEnable; + VkBlendFactor srcColorBlendFactor; + VkBlendFactor dstColorBlendFactor; + VkBlendOp colorBlendOp; + VkBlendFactor srcAlphaBlendFactor; + VkBlendFactor dstAlphaBlendFactor; + VkBlendOp alphaBlendOp; + VkColorComponentFlags colorWriteMask; +} VkPipelineColorBlendAttachmentState; + +typedef struct VkPipelineColorBlendStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineColorBlendStateCreateFlags flags; + VkBool32 logicOpEnable; + VkLogicOp logicOp; + uint32_t attachmentCount; + const VkPipelineColorBlendAttachmentState* pAttachments; + float blendConstants[4]; +} VkPipelineColorBlendStateCreateInfo; + +typedef struct VkPipelineDynamicStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineDynamicStateCreateFlags flags; + uint32_t dynamicStateCount; + const VkDynamicState* pDynamicStates; +} VkPipelineDynamicStateCreateInfo; + +typedef struct VkGraphicsPipelineCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineCreateFlags flags; + uint32_t stageCount; + const VkPipelineShaderStageCreateInfo* pStages; + const VkPipelineVertexInputStateCreateInfo* pVertexInputState; + const VkPipelineInputAssemblyStateCreateInfo* pInputAssemblyState; + const VkPipelineTessellationStateCreateInfo* pTessellationState; + const VkPipelineViewportStateCreateInfo* pViewportState; + const VkPipelineRasterizationStateCreateInfo* pRasterizationState; + const VkPipelineMultisampleStateCreateInfo* pMultisampleState; + const VkPipelineDepthStencilStateCreateInfo* pDepthStencilState; + const VkPipelineColorBlendStateCreateInfo* pColorBlendState; + const VkPipelineDynamicStateCreateInfo* pDynamicState; + VkPipelineLayout layout; + VkRenderPass renderPass; + uint32_t subpass; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkGraphicsPipelineCreateInfo; + +typedef struct VkPushConstantRange { + VkShaderStageFlags stageFlags; + uint32_t offset; + uint32_t size; +} VkPushConstantRange; + +typedef struct VkPipelineLayoutCreateInfo { + VkStructureType sType; + const void* pNext; + VkPipelineLayoutCreateFlags flags; + uint32_t setLayoutCount; + const VkDescriptorSetLayout* pSetLayouts; + uint32_t pushConstantRangeCount; + const VkPushConstantRange* pPushConstantRanges; +} VkPipelineLayoutCreateInfo; + +typedef struct VkSamplerCreateInfo { + VkStructureType sType; + const void* pNext; + VkSamplerCreateFlags flags; + VkFilter magFilter; + VkFilter minFilter; + VkSamplerMipmapMode mipmapMode; + VkSamplerAddressMode addressModeU; + VkSamplerAddressMode addressModeV; + VkSamplerAddressMode addressModeW; + float mipLodBias; + VkBool32 anisotropyEnable; + float maxAnisotropy; + VkBool32 compareEnable; + VkCompareOp compareOp; + float minLod; + float maxLod; + VkBorderColor borderColor; + VkBool32 unnormalizedCoordinates; +} VkSamplerCreateInfo; + +typedef struct VkCopyDescriptorSet { + VkStructureType sType; + const void* pNext; + VkDescriptorSet srcSet; + uint32_t srcBinding; + uint32_t srcArrayElement; + VkDescriptorSet dstSet; + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; +} VkCopyDescriptorSet; + +typedef struct VkDescriptorBufferInfo { + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize range; +} VkDescriptorBufferInfo; + +typedef struct VkDescriptorImageInfo { + VkSampler sampler; + VkImageView imageView; + VkImageLayout imageLayout; +} VkDescriptorImageInfo; + +typedef struct VkDescriptorPoolSize { + VkDescriptorType type; + uint32_t descriptorCount; +} VkDescriptorPoolSize; + +typedef struct VkDescriptorPoolCreateInfo { + VkStructureType sType; + const void* pNext; + VkDescriptorPoolCreateFlags flags; + uint32_t maxSets; + uint32_t poolSizeCount; + const VkDescriptorPoolSize* pPoolSizes; +} VkDescriptorPoolCreateInfo; + +typedef struct VkDescriptorSetAllocateInfo { + VkStructureType sType; + const void* pNext; + VkDescriptorPool descriptorPool; + uint32_t descriptorSetCount; + const VkDescriptorSetLayout* pSetLayouts; +} VkDescriptorSetAllocateInfo; + +typedef struct VkDescriptorSetLayoutBinding { + uint32_t binding; + VkDescriptorType descriptorType; + uint32_t descriptorCount; + VkShaderStageFlags stageFlags; + const VkSampler* pImmutableSamplers; +} VkDescriptorSetLayoutBinding; + +typedef struct VkDescriptorSetLayoutCreateInfo { + VkStructureType sType; + const void* pNext; + VkDescriptorSetLayoutCreateFlags flags; + uint32_t bindingCount; + const VkDescriptorSetLayoutBinding* pBindings; +} VkDescriptorSetLayoutCreateInfo; + +typedef struct VkWriteDescriptorSet { + VkStructureType sType; + const void* pNext; + VkDescriptorSet dstSet; + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; + VkDescriptorType descriptorType; + const VkDescriptorImageInfo* pImageInfo; + const VkDescriptorBufferInfo* pBufferInfo; + const VkBufferView* pTexelBufferView; +} VkWriteDescriptorSet; + +typedef struct VkAttachmentDescription { + VkAttachmentDescriptionFlags flags; + VkFormat format; + VkSampleCountFlagBits samples; + VkAttachmentLoadOp loadOp; + VkAttachmentStoreOp storeOp; + VkAttachmentLoadOp stencilLoadOp; + VkAttachmentStoreOp stencilStoreOp; + VkImageLayout initialLayout; + VkImageLayout finalLayout; +} VkAttachmentDescription; + +typedef struct VkAttachmentReference { + uint32_t attachment; + VkImageLayout layout; +} VkAttachmentReference; + +typedef struct VkFramebufferCreateInfo { + VkStructureType sType; + const void* pNext; + VkFramebufferCreateFlags flags; + VkRenderPass renderPass; + uint32_t attachmentCount; + const VkImageView* pAttachments; + uint32_t width; + uint32_t height; + uint32_t layers; +} VkFramebufferCreateInfo; + +typedef struct VkSubpassDescription { + VkSubpassDescriptionFlags flags; + VkPipelineBindPoint pipelineBindPoint; + uint32_t inputAttachmentCount; + const VkAttachmentReference* pInputAttachments; + uint32_t colorAttachmentCount; + const VkAttachmentReference* pColorAttachments; + const VkAttachmentReference* pResolveAttachments; + const VkAttachmentReference* pDepthStencilAttachment; + uint32_t preserveAttachmentCount; + const uint32_t* pPreserveAttachments; +} VkSubpassDescription; + +typedef struct VkSubpassDependency { + uint32_t srcSubpass; + uint32_t dstSubpass; + VkPipelineStageFlags srcStageMask; + VkPipelineStageFlags dstStageMask; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkDependencyFlags dependencyFlags; +} VkSubpassDependency; + +typedef struct VkRenderPassCreateInfo { + VkStructureType sType; + const void* pNext; + VkRenderPassCreateFlags flags; + uint32_t attachmentCount; + const VkAttachmentDescription* pAttachments; + uint32_t subpassCount; + const VkSubpassDescription* pSubpasses; + uint32_t dependencyCount; + const VkSubpassDependency* pDependencies; +} VkRenderPassCreateInfo; + +typedef struct VkCommandPoolCreateInfo { + VkStructureType sType; + const void* pNext; + VkCommandPoolCreateFlags flags; + uint32_t queueFamilyIndex; +} VkCommandPoolCreateInfo; + +typedef struct VkCommandBufferAllocateInfo { + VkStructureType sType; + const void* pNext; + VkCommandPool commandPool; + VkCommandBufferLevel level; + uint32_t commandBufferCount; +} VkCommandBufferAllocateInfo; + +typedef struct VkCommandBufferInheritanceInfo { + VkStructureType sType; + const void* pNext; + VkRenderPass renderPass; + uint32_t subpass; + VkFramebuffer framebuffer; + VkBool32 occlusionQueryEnable; + VkQueryControlFlags queryFlags; + VkQueryPipelineStatisticFlags pipelineStatistics; +} VkCommandBufferInheritanceInfo; + +typedef struct VkCommandBufferBeginInfo { + VkStructureType sType; + const void* pNext; + VkCommandBufferUsageFlags flags; + const VkCommandBufferInheritanceInfo* pInheritanceInfo; +} VkCommandBufferBeginInfo; + +typedef struct VkBufferCopy { + VkDeviceSize srcOffset; + VkDeviceSize dstOffset; + VkDeviceSize size; +} VkBufferCopy; + +typedef struct VkImageSubresourceLayers { + VkImageAspectFlags aspectMask; + uint32_t mipLevel; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkImageSubresourceLayers; + +typedef struct VkBufferImageCopy { + VkDeviceSize bufferOffset; + uint32_t bufferRowLength; + uint32_t bufferImageHeight; + VkImageSubresourceLayers imageSubresource; + VkOffset3D imageOffset; + VkExtent3D imageExtent; +} VkBufferImageCopy; + +typedef union VkClearColorValue { + float float32[4]; + int32_t int32[4]; + uint32_t uint32[4]; +} VkClearColorValue; + +typedef struct VkClearDepthStencilValue { + float depth; + uint32_t stencil; +} VkClearDepthStencilValue; + +typedef union VkClearValue { + VkClearColorValue color; + VkClearDepthStencilValue depthStencil; +} VkClearValue; + +typedef struct VkClearAttachment { + VkImageAspectFlags aspectMask; + uint32_t colorAttachment; + VkClearValue clearValue; +} VkClearAttachment; + +typedef struct VkClearRect { + VkRect2D rect; + uint32_t baseArrayLayer; + uint32_t layerCount; +} VkClearRect; + +typedef struct VkImageBlit { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffsets[2]; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffsets[2]; +} VkImageBlit; + +typedef struct VkImageCopy { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageCopy; + +typedef struct VkImageResolve { + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageResolve; + +typedef struct VkRenderPassBeginInfo { + VkStructureType sType; + const void* pNext; + VkRenderPass renderPass; + VkFramebuffer framebuffer; + VkRect2D renderArea; + uint32_t clearValueCount; + const VkClearValue* pClearValues; +} VkRenderPassBeginInfo; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateInstance)(const VkInstanceCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkInstance* pInstance); +typedef void (VKAPI_PTR *PFN_vkDestroyInstance)(VkInstance instance, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkEnumeratePhysicalDevices)(VkInstance instance, uint32_t* pPhysicalDeviceCount, VkPhysicalDevice* pPhysicalDevices); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFeatures)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures* pFeatures); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkFormatProperties* pFormatProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkImageType type, VkImageTiling tiling, VkImageUsageFlags usage, VkImageCreateFlags flags, VkImageFormatProperties* pImageFormatProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties* pProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties)(VkPhysicalDevice physicalDevice, uint32_t* pQueueFamilyPropertyCount, VkQueueFamilyProperties* pQueueFamilyProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceMemoryProperties)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties* pMemoryProperties); +typedef PFN_vkVoidFunction (VKAPI_PTR *PFN_vkGetInstanceProcAddr)(VkInstance instance, const char* pName); +typedef PFN_vkVoidFunction (VKAPI_PTR *PFN_vkGetDeviceProcAddr)(VkDevice device, const char* pName); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDevice)(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDevice* pDevice); +typedef void (VKAPI_PTR *PFN_vkDestroyDevice)(VkDevice device, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkEnumerateInstanceExtensionProperties)(const char* pLayerName, uint32_t* pPropertyCount, VkExtensionProperties* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkEnumerateDeviceExtensionProperties)(VkPhysicalDevice physicalDevice, const char* pLayerName, uint32_t* pPropertyCount, VkExtensionProperties* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkEnumerateInstanceLayerProperties)(uint32_t* pPropertyCount, VkLayerProperties* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkEnumerateDeviceLayerProperties)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkLayerProperties* pProperties); +typedef void (VKAPI_PTR *PFN_vkGetDeviceQueue)(VkDevice device, uint32_t queueFamilyIndex, uint32_t queueIndex, VkQueue* pQueue); +typedef VkResult (VKAPI_PTR *PFN_vkQueueSubmit)(VkQueue queue, uint32_t submitCount, const VkSubmitInfo* pSubmits, VkFence fence); +typedef VkResult (VKAPI_PTR *PFN_vkQueueWaitIdle)(VkQueue queue); +typedef VkResult (VKAPI_PTR *PFN_vkDeviceWaitIdle)(VkDevice device); +typedef VkResult (VKAPI_PTR *PFN_vkAllocateMemory)(VkDevice device, const VkMemoryAllocateInfo* pAllocateInfo, const VkAllocationCallbacks* pAllocator, VkDeviceMemory* pMemory); +typedef void (VKAPI_PTR *PFN_vkFreeMemory)(VkDevice device, VkDeviceMemory memory, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkMapMemory)(VkDevice device, VkDeviceMemory memory, VkDeviceSize offset, VkDeviceSize size, VkMemoryMapFlags flags, void** ppData); +typedef void (VKAPI_PTR *PFN_vkUnmapMemory)(VkDevice device, VkDeviceMemory memory); +typedef VkResult (VKAPI_PTR *PFN_vkFlushMappedMemoryRanges)(VkDevice device, uint32_t memoryRangeCount, const VkMappedMemoryRange* pMemoryRanges); +typedef VkResult (VKAPI_PTR *PFN_vkInvalidateMappedMemoryRanges)(VkDevice device, uint32_t memoryRangeCount, const VkMappedMemoryRange* pMemoryRanges); +typedef void (VKAPI_PTR *PFN_vkGetDeviceMemoryCommitment)(VkDevice device, VkDeviceMemory memory, VkDeviceSize* pCommittedMemoryInBytes); +typedef VkResult (VKAPI_PTR *PFN_vkBindBufferMemory)(VkDevice device, VkBuffer buffer, VkDeviceMemory memory, VkDeviceSize memoryOffset); +typedef VkResult (VKAPI_PTR *PFN_vkBindImageMemory)(VkDevice device, VkImage image, VkDeviceMemory memory, VkDeviceSize memoryOffset); +typedef void (VKAPI_PTR *PFN_vkGetBufferMemoryRequirements)(VkDevice device, VkBuffer buffer, VkMemoryRequirements* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetImageMemoryRequirements)(VkDevice device, VkImage image, VkMemoryRequirements* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetImageSparseMemoryRequirements)(VkDevice device, VkImage image, uint32_t* pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements* pSparseMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceSparseImageFormatProperties)(VkPhysicalDevice physicalDevice, VkFormat format, VkImageType type, VkSampleCountFlagBits samples, VkImageUsageFlags usage, VkImageTiling tiling, uint32_t* pPropertyCount, VkSparseImageFormatProperties* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkQueueBindSparse)(VkQueue queue, uint32_t bindInfoCount, const VkBindSparseInfo* pBindInfo, VkFence fence); +typedef VkResult (VKAPI_PTR *PFN_vkCreateFence)(VkDevice device, const VkFenceCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkFence* pFence); +typedef void (VKAPI_PTR *PFN_vkDestroyFence)(VkDevice device, VkFence fence, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkResetFences)(VkDevice device, uint32_t fenceCount, const VkFence* pFences); +typedef VkResult (VKAPI_PTR *PFN_vkGetFenceStatus)(VkDevice device, VkFence fence); +typedef VkResult (VKAPI_PTR *PFN_vkWaitForFences)(VkDevice device, uint32_t fenceCount, const VkFence* pFences, VkBool32 waitAll, uint64_t timeout); +typedef VkResult (VKAPI_PTR *PFN_vkCreateSemaphore)(VkDevice device, const VkSemaphoreCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSemaphore* pSemaphore); +typedef void (VKAPI_PTR *PFN_vkDestroySemaphore)(VkDevice device, VkSemaphore semaphore, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateEvent)(VkDevice device, const VkEventCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkEvent* pEvent); +typedef void (VKAPI_PTR *PFN_vkDestroyEvent)(VkDevice device, VkEvent event, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkGetEventStatus)(VkDevice device, VkEvent event); +typedef VkResult (VKAPI_PTR *PFN_vkSetEvent)(VkDevice device, VkEvent event); +typedef VkResult (VKAPI_PTR *PFN_vkResetEvent)(VkDevice device, VkEvent event); +typedef VkResult (VKAPI_PTR *PFN_vkCreateQueryPool)(VkDevice device, const VkQueryPoolCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkQueryPool* pQueryPool); +typedef void (VKAPI_PTR *PFN_vkDestroyQueryPool)(VkDevice device, VkQueryPool queryPool, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkGetQueryPoolResults)(VkDevice device, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount, size_t dataSize, void* pData, VkDeviceSize stride, VkQueryResultFlags flags); +typedef VkResult (VKAPI_PTR *PFN_vkCreateBuffer)(VkDevice device, const VkBufferCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkBuffer* pBuffer); +typedef void (VKAPI_PTR *PFN_vkDestroyBuffer)(VkDevice device, VkBuffer buffer, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateBufferView)(VkDevice device, const VkBufferViewCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkBufferView* pView); +typedef void (VKAPI_PTR *PFN_vkDestroyBufferView)(VkDevice device, VkBufferView bufferView, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateImage)(VkDevice device, const VkImageCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkImage* pImage); +typedef void (VKAPI_PTR *PFN_vkDestroyImage)(VkDevice device, VkImage image, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkGetImageSubresourceLayout)(VkDevice device, VkImage image, const VkImageSubresource* pSubresource, VkSubresourceLayout* pLayout); +typedef VkResult (VKAPI_PTR *PFN_vkCreateImageView)(VkDevice device, const VkImageViewCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkImageView* pView); +typedef void (VKAPI_PTR *PFN_vkDestroyImageView)(VkDevice device, VkImageView imageView, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateShaderModule)(VkDevice device, const VkShaderModuleCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkShaderModule* pShaderModule); +typedef void (VKAPI_PTR *PFN_vkDestroyShaderModule)(VkDevice device, VkShaderModule shaderModule, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreatePipelineCache)(VkDevice device, const VkPipelineCacheCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkPipelineCache* pPipelineCache); +typedef void (VKAPI_PTR *PFN_vkDestroyPipelineCache)(VkDevice device, VkPipelineCache pipelineCache, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkGetPipelineCacheData)(VkDevice device, VkPipelineCache pipelineCache, size_t* pDataSize, void* pData); +typedef VkResult (VKAPI_PTR *PFN_vkMergePipelineCaches)(VkDevice device, VkPipelineCache dstCache, uint32_t srcCacheCount, const VkPipelineCache* pSrcCaches); +typedef VkResult (VKAPI_PTR *PFN_vkCreateGraphicsPipelines)(VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkGraphicsPipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines); +typedef VkResult (VKAPI_PTR *PFN_vkCreateComputePipelines)(VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkComputePipelineCreateInfo* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines); +typedef void (VKAPI_PTR *PFN_vkDestroyPipeline)(VkDevice device, VkPipeline pipeline, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreatePipelineLayout)(VkDevice device, const VkPipelineLayoutCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkPipelineLayout* pPipelineLayout); +typedef void (VKAPI_PTR *PFN_vkDestroyPipelineLayout)(VkDevice device, VkPipelineLayout pipelineLayout, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateSampler)(VkDevice device, const VkSamplerCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSampler* pSampler); +typedef void (VKAPI_PTR *PFN_vkDestroySampler)(VkDevice device, VkSampler sampler, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDescriptorSetLayout)(VkDevice device, const VkDescriptorSetLayoutCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDescriptorSetLayout* pSetLayout); +typedef void (VKAPI_PTR *PFN_vkDestroyDescriptorSetLayout)(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDescriptorPool)(VkDevice device, const VkDescriptorPoolCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDescriptorPool* pDescriptorPool); +typedef void (VKAPI_PTR *PFN_vkDestroyDescriptorPool)(VkDevice device, VkDescriptorPool descriptorPool, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkResetDescriptorPool)(VkDevice device, VkDescriptorPool descriptorPool, VkDescriptorPoolResetFlags flags); +typedef VkResult (VKAPI_PTR *PFN_vkAllocateDescriptorSets)(VkDevice device, const VkDescriptorSetAllocateInfo* pAllocateInfo, VkDescriptorSet* pDescriptorSets); +typedef VkResult (VKAPI_PTR *PFN_vkFreeDescriptorSets)(VkDevice device, VkDescriptorPool descriptorPool, uint32_t descriptorSetCount, const VkDescriptorSet* pDescriptorSets); +typedef void (VKAPI_PTR *PFN_vkUpdateDescriptorSets)(VkDevice device, uint32_t descriptorWriteCount, const VkWriteDescriptorSet* pDescriptorWrites, uint32_t descriptorCopyCount, const VkCopyDescriptorSet* pDescriptorCopies); +typedef VkResult (VKAPI_PTR *PFN_vkCreateFramebuffer)(VkDevice device, const VkFramebufferCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkFramebuffer* pFramebuffer); +typedef void (VKAPI_PTR *PFN_vkDestroyFramebuffer)(VkDevice device, VkFramebuffer framebuffer, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateRenderPass)(VkDevice device, const VkRenderPassCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass); +typedef void (VKAPI_PTR *PFN_vkDestroyRenderPass)(VkDevice device, VkRenderPass renderPass, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkGetRenderAreaGranularity)(VkDevice device, VkRenderPass renderPass, VkExtent2D* pGranularity); +typedef VkResult (VKAPI_PTR *PFN_vkCreateCommandPool)(VkDevice device, const VkCommandPoolCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkCommandPool* pCommandPool); +typedef void (VKAPI_PTR *PFN_vkDestroyCommandPool)(VkDevice device, VkCommandPool commandPool, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkResetCommandPool)(VkDevice device, VkCommandPool commandPool, VkCommandPoolResetFlags flags); +typedef VkResult (VKAPI_PTR *PFN_vkAllocateCommandBuffers)(VkDevice device, const VkCommandBufferAllocateInfo* pAllocateInfo, VkCommandBuffer* pCommandBuffers); +typedef void (VKAPI_PTR *PFN_vkFreeCommandBuffers)(VkDevice device, VkCommandPool commandPool, uint32_t commandBufferCount, const VkCommandBuffer* pCommandBuffers); +typedef VkResult (VKAPI_PTR *PFN_vkBeginCommandBuffer)(VkCommandBuffer commandBuffer, const VkCommandBufferBeginInfo* pBeginInfo); +typedef VkResult (VKAPI_PTR *PFN_vkEndCommandBuffer)(VkCommandBuffer commandBuffer); +typedef VkResult (VKAPI_PTR *PFN_vkResetCommandBuffer)(VkCommandBuffer commandBuffer, VkCommandBufferResetFlags flags); +typedef void (VKAPI_PTR *PFN_vkCmdBindPipeline)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline); +typedef void (VKAPI_PTR *PFN_vkCmdSetViewport)(VkCommandBuffer commandBuffer, uint32_t firstViewport, uint32_t viewportCount, const VkViewport* pViewports); +typedef void (VKAPI_PTR *PFN_vkCmdSetScissor)(VkCommandBuffer commandBuffer, uint32_t firstScissor, uint32_t scissorCount, const VkRect2D* pScissors); +typedef void (VKAPI_PTR *PFN_vkCmdSetLineWidth)(VkCommandBuffer commandBuffer, float lineWidth); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthBias)(VkCommandBuffer commandBuffer, float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor); +typedef void (VKAPI_PTR *PFN_vkCmdSetBlendConstants)(VkCommandBuffer commandBuffer, const float blendConstants[4]); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthBounds)(VkCommandBuffer commandBuffer, float minDepthBounds, float maxDepthBounds); +typedef void (VKAPI_PTR *PFN_vkCmdSetStencilCompareMask)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t compareMask); +typedef void (VKAPI_PTR *PFN_vkCmdSetStencilWriteMask)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t writeMask); +typedef void (VKAPI_PTR *PFN_vkCmdSetStencilReference)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, uint32_t reference); +typedef void (VKAPI_PTR *PFN_vkCmdBindDescriptorSets)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipelineLayout layout, uint32_t firstSet, uint32_t descriptorSetCount, const VkDescriptorSet* pDescriptorSets, uint32_t dynamicOffsetCount, const uint32_t* pDynamicOffsets); +typedef void (VKAPI_PTR *PFN_vkCmdBindIndexBuffer)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkIndexType indexType); +typedef void (VKAPI_PTR *PFN_vkCmdBindVertexBuffers)(VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets); +typedef void (VKAPI_PTR *PFN_vkCmdDraw)(VkCommandBuffer commandBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndexed)(VkCommandBuffer commandBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndexedIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDispatch)(VkCommandBuffer commandBuffer, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); +typedef void (VKAPI_PTR *PFN_vkCmdDispatchIndirect)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset); +typedef void (VKAPI_PTR *PFN_vkCmdCopyBuffer)(VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferCopy* pRegions); +typedef void (VKAPI_PTR *PFN_vkCmdCopyImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageCopy* pRegions); +typedef void (VKAPI_PTR *PFN_vkCmdBlitImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageBlit* pRegions, VkFilter filter); +typedef void (VKAPI_PTR *PFN_vkCmdCopyBufferToImage)(VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkBufferImageCopy* pRegions); +typedef void (VKAPI_PTR *PFN_vkCmdCopyImageToBuffer)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferImageCopy* pRegions); +typedef void (VKAPI_PTR *PFN_vkCmdUpdateBuffer)(VkCommandBuffer commandBuffer, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize dataSize, const void* pData); +typedef void (VKAPI_PTR *PFN_vkCmdFillBuffer)(VkCommandBuffer commandBuffer, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize size, uint32_t data); +typedef void (VKAPI_PTR *PFN_vkCmdClearColorImage)(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout imageLayout, const VkClearColorValue* pColor, uint32_t rangeCount, const VkImageSubresourceRange* pRanges); +typedef void (VKAPI_PTR *PFN_vkCmdClearDepthStencilImage)(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout imageLayout, const VkClearDepthStencilValue* pDepthStencil, uint32_t rangeCount, const VkImageSubresourceRange* pRanges); +typedef void (VKAPI_PTR *PFN_vkCmdClearAttachments)(VkCommandBuffer commandBuffer, uint32_t attachmentCount, const VkClearAttachment* pAttachments, uint32_t rectCount, const VkClearRect* pRects); +typedef void (VKAPI_PTR *PFN_vkCmdResolveImage)(VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageResolve* pRegions); +typedef void (VKAPI_PTR *PFN_vkCmdSetEvent)(VkCommandBuffer commandBuffer, VkEvent event, VkPipelineStageFlags stageMask); +typedef void (VKAPI_PTR *PFN_vkCmdResetEvent)(VkCommandBuffer commandBuffer, VkEvent event, VkPipelineStageFlags stageMask); +typedef void (VKAPI_PTR *PFN_vkCmdWaitEvents)(VkCommandBuffer commandBuffer, uint32_t eventCount, const VkEvent* pEvents, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, uint32_t memoryBarrierCount, const VkMemoryBarrier* pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier* pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier* pImageMemoryBarriers); +typedef void (VKAPI_PTR *PFN_vkCmdPipelineBarrier)(VkCommandBuffer commandBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkDependencyFlags dependencyFlags, uint32_t memoryBarrierCount, const VkMemoryBarrier* pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier* pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier* pImageMemoryBarriers); +typedef void (VKAPI_PTR *PFN_vkCmdBeginQuery)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query, VkQueryControlFlags flags); +typedef void (VKAPI_PTR *PFN_vkCmdEndQuery)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query); +typedef void (VKAPI_PTR *PFN_vkCmdResetQueryPool)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount); +typedef void (VKAPI_PTR *PFN_vkCmdWriteTimestamp)(VkCommandBuffer commandBuffer, VkPipelineStageFlagBits pipelineStage, VkQueryPool queryPool, uint32_t query); +typedef void (VKAPI_PTR *PFN_vkCmdCopyQueryPoolResults)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount, VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize stride, VkQueryResultFlags flags); +typedef void (VKAPI_PTR *PFN_vkCmdPushConstants)(VkCommandBuffer commandBuffer, VkPipelineLayout layout, VkShaderStageFlags stageFlags, uint32_t offset, uint32_t size, const void* pValues); +typedef void (VKAPI_PTR *PFN_vkCmdBeginRenderPass)(VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, VkSubpassContents contents); +typedef void (VKAPI_PTR *PFN_vkCmdNextSubpass)(VkCommandBuffer commandBuffer, VkSubpassContents contents); +typedef void (VKAPI_PTR *PFN_vkCmdEndRenderPass)(VkCommandBuffer commandBuffer); +typedef void (VKAPI_PTR *PFN_vkCmdExecuteCommands)(VkCommandBuffer commandBuffer, uint32_t commandBufferCount, const VkCommandBuffer* pCommandBuffers); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateInstance( + const VkInstanceCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkInstance* pInstance); + +VKAPI_ATTR void VKAPI_CALL vkDestroyInstance( + VkInstance instance, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumeratePhysicalDevices( + VkInstance instance, + uint32_t* pPhysicalDeviceCount, + VkPhysicalDevice* pPhysicalDevices); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFeatures( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceFeatures* pFeatures); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFormatProperties( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkFormatProperties* pFormatProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceImageFormatProperties( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkImageType type, + VkImageTiling tiling, + VkImageUsageFlags usage, + VkImageCreateFlags flags, + VkImageFormatProperties* pImageFormatProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceProperties( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceProperties* pProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceQueueFamilyProperties( + VkPhysicalDevice physicalDevice, + uint32_t* pQueueFamilyPropertyCount, + VkQueueFamilyProperties* pQueueFamilyProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceMemoryProperties( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceMemoryProperties* pMemoryProperties); + +VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetInstanceProcAddr( + VkInstance instance, + const char* pName); + +VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr( + VkDevice device, + const char* pName); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDevice( + VkPhysicalDevice physicalDevice, + const VkDeviceCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDevice* pDevice); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDevice( + VkDevice device, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumerateInstanceExtensionProperties( + const char* pLayerName, + uint32_t* pPropertyCount, + VkExtensionProperties* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumerateDeviceExtensionProperties( + VkPhysicalDevice physicalDevice, + const char* pLayerName, + uint32_t* pPropertyCount, + VkExtensionProperties* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumerateInstanceLayerProperties( + uint32_t* pPropertyCount, + VkLayerProperties* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumerateDeviceLayerProperties( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkLayerProperties* pProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetDeviceQueue( + VkDevice device, + uint32_t queueFamilyIndex, + uint32_t queueIndex, + VkQueue* pQueue); + +VKAPI_ATTR VkResult VKAPI_CALL vkQueueSubmit( + VkQueue queue, + uint32_t submitCount, + const VkSubmitInfo* pSubmits, + VkFence fence); + +VKAPI_ATTR VkResult VKAPI_CALL vkQueueWaitIdle( + VkQueue queue); + +VKAPI_ATTR VkResult VKAPI_CALL vkDeviceWaitIdle( + VkDevice device); + +VKAPI_ATTR VkResult VKAPI_CALL vkAllocateMemory( + VkDevice device, + const VkMemoryAllocateInfo* pAllocateInfo, + const VkAllocationCallbacks* pAllocator, + VkDeviceMemory* pMemory); + +VKAPI_ATTR void VKAPI_CALL vkFreeMemory( + VkDevice device, + VkDeviceMemory memory, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkMapMemory( + VkDevice device, + VkDeviceMemory memory, + VkDeviceSize offset, + VkDeviceSize size, + VkMemoryMapFlags flags, + void** ppData); + +VKAPI_ATTR void VKAPI_CALL vkUnmapMemory( + VkDevice device, + VkDeviceMemory memory); + +VKAPI_ATTR VkResult VKAPI_CALL vkFlushMappedMemoryRanges( + VkDevice device, + uint32_t memoryRangeCount, + const VkMappedMemoryRange* pMemoryRanges); + +VKAPI_ATTR VkResult VKAPI_CALL vkInvalidateMappedMemoryRanges( + VkDevice device, + uint32_t memoryRangeCount, + const VkMappedMemoryRange* pMemoryRanges); + +VKAPI_ATTR void VKAPI_CALL vkGetDeviceMemoryCommitment( + VkDevice device, + VkDeviceMemory memory, + VkDeviceSize* pCommittedMemoryInBytes); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindBufferMemory( + VkDevice device, + VkBuffer buffer, + VkDeviceMemory memory, + VkDeviceSize memoryOffset); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindImageMemory( + VkDevice device, + VkImage image, + VkDeviceMemory memory, + VkDeviceSize memoryOffset); + +VKAPI_ATTR void VKAPI_CALL vkGetBufferMemoryRequirements( + VkDevice device, + VkBuffer buffer, + VkMemoryRequirements* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetImageMemoryRequirements( + VkDevice device, + VkImage image, + VkMemoryRequirements* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetImageSparseMemoryRequirements( + VkDevice device, + VkImage image, + uint32_t* pSparseMemoryRequirementCount, + VkSparseImageMemoryRequirements* pSparseMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceSparseImageFormatProperties( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkImageType type, + VkSampleCountFlagBits samples, + VkImageUsageFlags usage, + VkImageTiling tiling, + uint32_t* pPropertyCount, + VkSparseImageFormatProperties* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkQueueBindSparse( + VkQueue queue, + uint32_t bindInfoCount, + const VkBindSparseInfo* pBindInfo, + VkFence fence); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateFence( + VkDevice device, + const VkFenceCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkFence* pFence); + +VKAPI_ATTR void VKAPI_CALL vkDestroyFence( + VkDevice device, + VkFence fence, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkResetFences( + VkDevice device, + uint32_t fenceCount, + const VkFence* pFences); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetFenceStatus( + VkDevice device, + VkFence fence); + +VKAPI_ATTR VkResult VKAPI_CALL vkWaitForFences( + VkDevice device, + uint32_t fenceCount, + const VkFence* pFences, + VkBool32 waitAll, + uint64_t timeout); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSemaphore( + VkDevice device, + const VkSemaphoreCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSemaphore* pSemaphore); + +VKAPI_ATTR void VKAPI_CALL vkDestroySemaphore( + VkDevice device, + VkSemaphore semaphore, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateEvent( + VkDevice device, + const VkEventCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkEvent* pEvent); + +VKAPI_ATTR void VKAPI_CALL vkDestroyEvent( + VkDevice device, + VkEvent event, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetEventStatus( + VkDevice device, + VkEvent event); + +VKAPI_ATTR VkResult VKAPI_CALL vkSetEvent( + VkDevice device, + VkEvent event); + +VKAPI_ATTR VkResult VKAPI_CALL vkResetEvent( + VkDevice device, + VkEvent event); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateQueryPool( + VkDevice device, + const VkQueryPoolCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkQueryPool* pQueryPool); + +VKAPI_ATTR void VKAPI_CALL vkDestroyQueryPool( + VkDevice device, + VkQueryPool queryPool, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetQueryPoolResults( + VkDevice device, + VkQueryPool queryPool, + uint32_t firstQuery, + uint32_t queryCount, + size_t dataSize, + void* pData, + VkDeviceSize stride, + VkQueryResultFlags flags); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateBuffer( + VkDevice device, + const VkBufferCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkBuffer* pBuffer); + +VKAPI_ATTR void VKAPI_CALL vkDestroyBuffer( + VkDevice device, + VkBuffer buffer, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateBufferView( + VkDevice device, + const VkBufferViewCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkBufferView* pView); + +VKAPI_ATTR void VKAPI_CALL vkDestroyBufferView( + VkDevice device, + VkBufferView bufferView, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateImage( + VkDevice device, + const VkImageCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkImage* pImage); + +VKAPI_ATTR void VKAPI_CALL vkDestroyImage( + VkDevice device, + VkImage image, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkGetImageSubresourceLayout( + VkDevice device, + VkImage image, + const VkImageSubresource* pSubresource, + VkSubresourceLayout* pLayout); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateImageView( + VkDevice device, + const VkImageViewCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkImageView* pView); + +VKAPI_ATTR void VKAPI_CALL vkDestroyImageView( + VkDevice device, + VkImageView imageView, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateShaderModule( + VkDevice device, + const VkShaderModuleCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkShaderModule* pShaderModule); + +VKAPI_ATTR void VKAPI_CALL vkDestroyShaderModule( + VkDevice device, + VkShaderModule shaderModule, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreatePipelineCache( + VkDevice device, + const VkPipelineCacheCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkPipelineCache* pPipelineCache); + +VKAPI_ATTR void VKAPI_CALL vkDestroyPipelineCache( + VkDevice device, + VkPipelineCache pipelineCache, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPipelineCacheData( + VkDevice device, + VkPipelineCache pipelineCache, + size_t* pDataSize, + void* pData); + +VKAPI_ATTR VkResult VKAPI_CALL vkMergePipelineCaches( + VkDevice device, + VkPipelineCache dstCache, + uint32_t srcCacheCount, + const VkPipelineCache* pSrcCaches); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateGraphicsPipelines( + VkDevice device, + VkPipelineCache pipelineCache, + uint32_t createInfoCount, + const VkGraphicsPipelineCreateInfo* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkPipeline* pPipelines); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateComputePipelines( + VkDevice device, + VkPipelineCache pipelineCache, + uint32_t createInfoCount, + const VkComputePipelineCreateInfo* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkPipeline* pPipelines); + +VKAPI_ATTR void VKAPI_CALL vkDestroyPipeline( + VkDevice device, + VkPipeline pipeline, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreatePipelineLayout( + VkDevice device, + const VkPipelineLayoutCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkPipelineLayout* pPipelineLayout); + +VKAPI_ATTR void VKAPI_CALL vkDestroyPipelineLayout( + VkDevice device, + VkPipelineLayout pipelineLayout, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSampler( + VkDevice device, + const VkSamplerCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSampler* pSampler); + +VKAPI_ATTR void VKAPI_CALL vkDestroySampler( + VkDevice device, + VkSampler sampler, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDescriptorSetLayout( + VkDevice device, + const VkDescriptorSetLayoutCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDescriptorSetLayout* pSetLayout); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDescriptorSetLayout( + VkDevice device, + VkDescriptorSetLayout descriptorSetLayout, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDescriptorPool( + VkDevice device, + const VkDescriptorPoolCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDescriptorPool* pDescriptorPool); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDescriptorPool( + VkDevice device, + VkDescriptorPool descriptorPool, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkResetDescriptorPool( + VkDevice device, + VkDescriptorPool descriptorPool, + VkDescriptorPoolResetFlags flags); + +VKAPI_ATTR VkResult VKAPI_CALL vkAllocateDescriptorSets( + VkDevice device, + const VkDescriptorSetAllocateInfo* pAllocateInfo, + VkDescriptorSet* pDescriptorSets); + +VKAPI_ATTR VkResult VKAPI_CALL vkFreeDescriptorSets( + VkDevice device, + VkDescriptorPool descriptorPool, + uint32_t descriptorSetCount, + const VkDescriptorSet* pDescriptorSets); + +VKAPI_ATTR void VKAPI_CALL vkUpdateDescriptorSets( + VkDevice device, + uint32_t descriptorWriteCount, + const VkWriteDescriptorSet* pDescriptorWrites, + uint32_t descriptorCopyCount, + const VkCopyDescriptorSet* pDescriptorCopies); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateFramebuffer( + VkDevice device, + const VkFramebufferCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkFramebuffer* pFramebuffer); + +VKAPI_ATTR void VKAPI_CALL vkDestroyFramebuffer( + VkDevice device, + VkFramebuffer framebuffer, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateRenderPass( + VkDevice device, + const VkRenderPassCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkRenderPass* pRenderPass); + +VKAPI_ATTR void VKAPI_CALL vkDestroyRenderPass( + VkDevice device, + VkRenderPass renderPass, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkGetRenderAreaGranularity( + VkDevice device, + VkRenderPass renderPass, + VkExtent2D* pGranularity); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateCommandPool( + VkDevice device, + const VkCommandPoolCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkCommandPool* pCommandPool); + +VKAPI_ATTR void VKAPI_CALL vkDestroyCommandPool( + VkDevice device, + VkCommandPool commandPool, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkResetCommandPool( + VkDevice device, + VkCommandPool commandPool, + VkCommandPoolResetFlags flags); + +VKAPI_ATTR VkResult VKAPI_CALL vkAllocateCommandBuffers( + VkDevice device, + const VkCommandBufferAllocateInfo* pAllocateInfo, + VkCommandBuffer* pCommandBuffers); + +VKAPI_ATTR void VKAPI_CALL vkFreeCommandBuffers( + VkDevice device, + VkCommandPool commandPool, + uint32_t commandBufferCount, + const VkCommandBuffer* pCommandBuffers); + +VKAPI_ATTR VkResult VKAPI_CALL vkBeginCommandBuffer( + VkCommandBuffer commandBuffer, + const VkCommandBufferBeginInfo* pBeginInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkEndCommandBuffer( + VkCommandBuffer commandBuffer); + +VKAPI_ATTR VkResult VKAPI_CALL vkResetCommandBuffer( + VkCommandBuffer commandBuffer, + VkCommandBufferResetFlags flags); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindPipeline( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipeline pipeline); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetViewport( + VkCommandBuffer commandBuffer, + uint32_t firstViewport, + uint32_t viewportCount, + const VkViewport* pViewports); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetScissor( + VkCommandBuffer commandBuffer, + uint32_t firstScissor, + uint32_t scissorCount, + const VkRect2D* pScissors); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetLineWidth( + VkCommandBuffer commandBuffer, + float lineWidth); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthBias( + VkCommandBuffer commandBuffer, + float depthBiasConstantFactor, + float depthBiasClamp, + float depthBiasSlopeFactor); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetBlendConstants( + VkCommandBuffer commandBuffer, + const float blendConstants[4]); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthBounds( + VkCommandBuffer commandBuffer, + float minDepthBounds, + float maxDepthBounds); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetStencilCompareMask( + VkCommandBuffer commandBuffer, + VkStencilFaceFlags faceMask, + uint32_t compareMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetStencilWriteMask( + VkCommandBuffer commandBuffer, + VkStencilFaceFlags faceMask, + uint32_t writeMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetStencilReference( + VkCommandBuffer commandBuffer, + VkStencilFaceFlags faceMask, + uint32_t reference); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindDescriptorSets( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipelineLayout layout, + uint32_t firstSet, + uint32_t descriptorSetCount, + const VkDescriptorSet* pDescriptorSets, + uint32_t dynamicOffsetCount, + const uint32_t* pDynamicOffsets); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindIndexBuffer( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkIndexType indexType); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindVertexBuffers( + VkCommandBuffer commandBuffer, + uint32_t firstBinding, + uint32_t bindingCount, + const VkBuffer* pBuffers, + const VkDeviceSize* pOffsets); + +VKAPI_ATTR void VKAPI_CALL vkCmdDraw( + VkCommandBuffer commandBuffer, + uint32_t vertexCount, + uint32_t instanceCount, + uint32_t firstVertex, + uint32_t firstInstance); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexed( + VkCommandBuffer commandBuffer, + uint32_t indexCount, + uint32_t instanceCount, + uint32_t firstIndex, + int32_t vertexOffset, + uint32_t firstInstance); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirect( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + uint32_t drawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexedIndirect( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + uint32_t drawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDispatch( + VkCommandBuffer commandBuffer, + uint32_t groupCountX, + uint32_t groupCountY, + uint32_t groupCountZ); + +VKAPI_ATTR void VKAPI_CALL vkCmdDispatchIndirect( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyBuffer( + VkCommandBuffer commandBuffer, + VkBuffer srcBuffer, + VkBuffer dstBuffer, + uint32_t regionCount, + const VkBufferCopy* pRegions); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyImage( + VkCommandBuffer commandBuffer, + VkImage srcImage, + VkImageLayout srcImageLayout, + VkImage dstImage, + VkImageLayout dstImageLayout, + uint32_t regionCount, + const VkImageCopy* pRegions); + +VKAPI_ATTR void VKAPI_CALL vkCmdBlitImage( + VkCommandBuffer commandBuffer, + VkImage srcImage, + VkImageLayout srcImageLayout, + VkImage dstImage, + VkImageLayout dstImageLayout, + uint32_t regionCount, + const VkImageBlit* pRegions, + VkFilter filter); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyBufferToImage( + VkCommandBuffer commandBuffer, + VkBuffer srcBuffer, + VkImage dstImage, + VkImageLayout dstImageLayout, + uint32_t regionCount, + const VkBufferImageCopy* pRegions); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyImageToBuffer( + VkCommandBuffer commandBuffer, + VkImage srcImage, + VkImageLayout srcImageLayout, + VkBuffer dstBuffer, + uint32_t regionCount, + const VkBufferImageCopy* pRegions); + +VKAPI_ATTR void VKAPI_CALL vkCmdUpdateBuffer( + VkCommandBuffer commandBuffer, + VkBuffer dstBuffer, + VkDeviceSize dstOffset, + VkDeviceSize dataSize, + const void* pData); + +VKAPI_ATTR void VKAPI_CALL vkCmdFillBuffer( + VkCommandBuffer commandBuffer, + VkBuffer dstBuffer, + VkDeviceSize dstOffset, + VkDeviceSize size, + uint32_t data); + +VKAPI_ATTR void VKAPI_CALL vkCmdClearColorImage( + VkCommandBuffer commandBuffer, + VkImage image, + VkImageLayout imageLayout, + const VkClearColorValue* pColor, + uint32_t rangeCount, + const VkImageSubresourceRange* pRanges); + +VKAPI_ATTR void VKAPI_CALL vkCmdClearDepthStencilImage( + VkCommandBuffer commandBuffer, + VkImage image, + VkImageLayout imageLayout, + const VkClearDepthStencilValue* pDepthStencil, + uint32_t rangeCount, + const VkImageSubresourceRange* pRanges); + +VKAPI_ATTR void VKAPI_CALL vkCmdClearAttachments( + VkCommandBuffer commandBuffer, + uint32_t attachmentCount, + const VkClearAttachment* pAttachments, + uint32_t rectCount, + const VkClearRect* pRects); + +VKAPI_ATTR void VKAPI_CALL vkCmdResolveImage( + VkCommandBuffer commandBuffer, + VkImage srcImage, + VkImageLayout srcImageLayout, + VkImage dstImage, + VkImageLayout dstImageLayout, + uint32_t regionCount, + const VkImageResolve* pRegions); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetEvent( + VkCommandBuffer commandBuffer, + VkEvent event, + VkPipelineStageFlags stageMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdResetEvent( + VkCommandBuffer commandBuffer, + VkEvent event, + VkPipelineStageFlags stageMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdWaitEvents( + VkCommandBuffer commandBuffer, + uint32_t eventCount, + const VkEvent* pEvents, + VkPipelineStageFlags srcStageMask, + VkPipelineStageFlags dstStageMask, + uint32_t memoryBarrierCount, + const VkMemoryBarrier* pMemoryBarriers, + uint32_t bufferMemoryBarrierCount, + const VkBufferMemoryBarrier* pBufferMemoryBarriers, + uint32_t imageMemoryBarrierCount, + const VkImageMemoryBarrier* pImageMemoryBarriers); + +VKAPI_ATTR void VKAPI_CALL vkCmdPipelineBarrier( + VkCommandBuffer commandBuffer, + VkPipelineStageFlags srcStageMask, + VkPipelineStageFlags dstStageMask, + VkDependencyFlags dependencyFlags, + uint32_t memoryBarrierCount, + const VkMemoryBarrier* pMemoryBarriers, + uint32_t bufferMemoryBarrierCount, + const VkBufferMemoryBarrier* pBufferMemoryBarriers, + uint32_t imageMemoryBarrierCount, + const VkImageMemoryBarrier* pImageMemoryBarriers); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginQuery( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t query, + VkQueryControlFlags flags); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndQuery( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t query); + +VKAPI_ATTR void VKAPI_CALL vkCmdResetQueryPool( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t firstQuery, + uint32_t queryCount); + +VKAPI_ATTR void VKAPI_CALL vkCmdWriteTimestamp( + VkCommandBuffer commandBuffer, + VkPipelineStageFlagBits pipelineStage, + VkQueryPool queryPool, + uint32_t query); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyQueryPoolResults( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t firstQuery, + uint32_t queryCount, + VkBuffer dstBuffer, + VkDeviceSize dstOffset, + VkDeviceSize stride, + VkQueryResultFlags flags); + +VKAPI_ATTR void VKAPI_CALL vkCmdPushConstants( + VkCommandBuffer commandBuffer, + VkPipelineLayout layout, + VkShaderStageFlags stageFlags, + uint32_t offset, + uint32_t size, + const void* pValues); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginRenderPass( + VkCommandBuffer commandBuffer, + const VkRenderPassBeginInfo* pRenderPassBegin, + VkSubpassContents contents); + +VKAPI_ATTR void VKAPI_CALL vkCmdNextSubpass( + VkCommandBuffer commandBuffer, + VkSubpassContents contents); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndRenderPass( + VkCommandBuffer commandBuffer); + +VKAPI_ATTR void VKAPI_CALL vkCmdExecuteCommands( + VkCommandBuffer commandBuffer, + uint32_t commandBufferCount, + const VkCommandBuffer* pCommandBuffers); +#endif + + +#define VK_VERSION_1_1 1 +// Vulkan 1.1 version number +#define VK_API_VERSION_1_1 VK_MAKE_VERSION(1, 1, 0)// Patch version should always be set to 0 + +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSamplerYcbcrConversion) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorUpdateTemplate) +#define VK_MAX_DEVICE_GROUP_SIZE 32 +#define VK_LUID_SIZE 8 +#define VK_QUEUE_FAMILY_EXTERNAL (~0U-1) + +typedef enum VkPointClippingBehavior { + VK_POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES = 0, + VK_POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY = 1, + VK_POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES_KHR = VK_POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES, + VK_POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY_KHR = VK_POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY, + VK_POINT_CLIPPING_BEHAVIOR_MAX_ENUM = 0x7FFFFFFF +} VkPointClippingBehavior; + +typedef enum VkTessellationDomainOrigin { + VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT = 0, + VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT = 1, + VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT_KHR = VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT, + VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT_KHR = VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT, + VK_TESSELLATION_DOMAIN_ORIGIN_MAX_ENUM = 0x7FFFFFFF +} VkTessellationDomainOrigin; + +typedef enum VkSamplerYcbcrModelConversion { + VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY = 0, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY = 1, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709 = 2, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601 = 3, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020 = 4, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY_KHR = VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY_KHR = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709_KHR = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601_KHR = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020_KHR = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020, + VK_SAMPLER_YCBCR_MODEL_CONVERSION_MAX_ENUM = 0x7FFFFFFF +} VkSamplerYcbcrModelConversion; + +typedef enum VkSamplerYcbcrRange { + VK_SAMPLER_YCBCR_RANGE_ITU_FULL = 0, + VK_SAMPLER_YCBCR_RANGE_ITU_NARROW = 1, + VK_SAMPLER_YCBCR_RANGE_ITU_FULL_KHR = VK_SAMPLER_YCBCR_RANGE_ITU_FULL, + VK_SAMPLER_YCBCR_RANGE_ITU_NARROW_KHR = VK_SAMPLER_YCBCR_RANGE_ITU_NARROW, + VK_SAMPLER_YCBCR_RANGE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerYcbcrRange; + +typedef enum VkChromaLocation { + VK_CHROMA_LOCATION_COSITED_EVEN = 0, + VK_CHROMA_LOCATION_MIDPOINT = 1, + VK_CHROMA_LOCATION_COSITED_EVEN_KHR = VK_CHROMA_LOCATION_COSITED_EVEN, + VK_CHROMA_LOCATION_MIDPOINT_KHR = VK_CHROMA_LOCATION_MIDPOINT, + VK_CHROMA_LOCATION_MAX_ENUM = 0x7FFFFFFF +} VkChromaLocation; + +typedef enum VkDescriptorUpdateTemplateType { + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET = 0, + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_PUSH_DESCRIPTORS_KHR = 1, + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET_KHR = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET, + VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorUpdateTemplateType; + +typedef enum VkSubgroupFeatureFlagBits { + VK_SUBGROUP_FEATURE_BASIC_BIT = 0x00000001, + VK_SUBGROUP_FEATURE_VOTE_BIT = 0x00000002, + VK_SUBGROUP_FEATURE_ARITHMETIC_BIT = 0x00000004, + VK_SUBGROUP_FEATURE_BALLOT_BIT = 0x00000008, + VK_SUBGROUP_FEATURE_SHUFFLE_BIT = 0x00000010, + VK_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT = 0x00000020, + VK_SUBGROUP_FEATURE_CLUSTERED_BIT = 0x00000040, + VK_SUBGROUP_FEATURE_QUAD_BIT = 0x00000080, + VK_SUBGROUP_FEATURE_PARTITIONED_BIT_NV = 0x00000100, + VK_SUBGROUP_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSubgroupFeatureFlagBits; +typedef VkFlags VkSubgroupFeatureFlags; + +typedef enum VkPeerMemoryFeatureFlagBits { + VK_PEER_MEMORY_FEATURE_COPY_SRC_BIT = 0x00000001, + VK_PEER_MEMORY_FEATURE_COPY_DST_BIT = 0x00000002, + VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT = 0x00000004, + VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT = 0x00000008, + VK_PEER_MEMORY_FEATURE_COPY_SRC_BIT_KHR = VK_PEER_MEMORY_FEATURE_COPY_SRC_BIT, + VK_PEER_MEMORY_FEATURE_COPY_DST_BIT_KHR = VK_PEER_MEMORY_FEATURE_COPY_DST_BIT, + VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT_KHR = VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT, + VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT_KHR = VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT, + VK_PEER_MEMORY_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkPeerMemoryFeatureFlagBits; +typedef VkFlags VkPeerMemoryFeatureFlags; + +typedef enum VkMemoryAllocateFlagBits { + VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT = 0x00000001, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT = 0x00000002, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 0x00000004, + VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT_KHR = VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT, + VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT_KHR = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT, + VK_MEMORY_ALLOCATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkMemoryAllocateFlagBits; +typedef VkFlags VkMemoryAllocateFlags; +typedef VkFlags VkCommandPoolTrimFlags; +typedef VkFlags VkDescriptorUpdateTemplateCreateFlags; + +typedef enum VkExternalMemoryHandleTypeFlagBits { + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT = 0x00000001, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT = 0x00000002, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 0x00000004, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT = 0x00000008, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT = 0x00000010, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_HEAP_BIT = 0x00000020, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT = 0x00000040, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_DMA_BUF_BIT_EXT = 0x00000200, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_ANDROID_HARDWARE_BUFFER_BIT_ANDROID = 0x00000400, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_ALLOCATION_BIT_EXT = 0x00000080, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_MAPPED_FOREIGN_MEMORY_BIT_EXT = 0x00000100, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_HEAP_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_HEAP_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT_KHR = VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalMemoryHandleTypeFlagBits; +typedef VkFlags VkExternalMemoryHandleTypeFlags; + +typedef enum VkExternalMemoryFeatureFlagBits { + VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT = 0x00000001, + VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT = 0x00000002, + VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT = 0x00000004, + VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT_KHR = VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT, + VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT_KHR = VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT, + VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT_KHR = VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT, + VK_EXTERNAL_MEMORY_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalMemoryFeatureFlagBits; +typedef VkFlags VkExternalMemoryFeatureFlags; + +typedef enum VkExternalFenceHandleTypeFlagBits { + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_FD_BIT = 0x00000001, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_BIT = 0x00000002, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 0x00000004, + VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT = 0x00000008, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_FD_BIT_KHR = VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_FD_BIT, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR = VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_BIT, + VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT_KHR = VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT, + VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT_KHR = VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT, + VK_EXTERNAL_FENCE_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalFenceHandleTypeFlagBits; +typedef VkFlags VkExternalFenceHandleTypeFlags; + +typedef enum VkExternalFenceFeatureFlagBits { + VK_EXTERNAL_FENCE_FEATURE_EXPORTABLE_BIT = 0x00000001, + VK_EXTERNAL_FENCE_FEATURE_IMPORTABLE_BIT = 0x00000002, + VK_EXTERNAL_FENCE_FEATURE_EXPORTABLE_BIT_KHR = VK_EXTERNAL_FENCE_FEATURE_EXPORTABLE_BIT, + VK_EXTERNAL_FENCE_FEATURE_IMPORTABLE_BIT_KHR = VK_EXTERNAL_FENCE_FEATURE_IMPORTABLE_BIT, + VK_EXTERNAL_FENCE_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalFenceFeatureFlagBits; +typedef VkFlags VkExternalFenceFeatureFlags; + +typedef enum VkFenceImportFlagBits { + VK_FENCE_IMPORT_TEMPORARY_BIT = 0x00000001, + VK_FENCE_IMPORT_TEMPORARY_BIT_KHR = VK_FENCE_IMPORT_TEMPORARY_BIT, + VK_FENCE_IMPORT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkFenceImportFlagBits; +typedef VkFlags VkFenceImportFlags; + +typedef enum VkSemaphoreImportFlagBits { + VK_SEMAPHORE_IMPORT_TEMPORARY_BIT = 0x00000001, + VK_SEMAPHORE_IMPORT_TEMPORARY_BIT_KHR = VK_SEMAPHORE_IMPORT_TEMPORARY_BIT, + VK_SEMAPHORE_IMPORT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreImportFlagBits; +typedef VkFlags VkSemaphoreImportFlags; + +typedef enum VkExternalSemaphoreHandleTypeFlagBits { + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT = 0x00000001, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT = 0x00000002, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 0x00000004, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT = 0x00000008, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT = 0x00000010, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D11_FENCE_BIT = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT_KHR = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT_KHR = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT_KHR = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT_KHR = VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT, + VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalSemaphoreHandleTypeFlagBits; +typedef VkFlags VkExternalSemaphoreHandleTypeFlags; + +typedef enum VkExternalSemaphoreFeatureFlagBits { + VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT = 0x00000001, + VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT = 0x00000002, + VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT_KHR = VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT, + VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT_KHR = VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT, + VK_EXTERNAL_SEMAPHORE_FEATURE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkExternalSemaphoreFeatureFlagBits; +typedef VkFlags VkExternalSemaphoreFeatureFlags; +typedef struct VkPhysicalDeviceSubgroupProperties { + VkStructureType sType; + void* pNext; + uint32_t subgroupSize; + VkShaderStageFlags supportedStages; + VkSubgroupFeatureFlags supportedOperations; + VkBool32 quadOperationsInAllStages; +} VkPhysicalDeviceSubgroupProperties; + +typedef struct VkBindBufferMemoryInfo { + VkStructureType sType; + const void* pNext; + VkBuffer buffer; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; +} VkBindBufferMemoryInfo; + +typedef struct VkBindImageMemoryInfo { + VkStructureType sType; + const void* pNext; + VkImage image; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; +} VkBindImageMemoryInfo; + +typedef struct VkPhysicalDevice16BitStorageFeatures { + VkStructureType sType; + void* pNext; + VkBool32 storageBuffer16BitAccess; + VkBool32 uniformAndStorageBuffer16BitAccess; + VkBool32 storagePushConstant16; + VkBool32 storageInputOutput16; +} VkPhysicalDevice16BitStorageFeatures; + +typedef struct VkMemoryDedicatedRequirements { + VkStructureType sType; + void* pNext; + VkBool32 prefersDedicatedAllocation; + VkBool32 requiresDedicatedAllocation; +} VkMemoryDedicatedRequirements; + +typedef struct VkMemoryDedicatedAllocateInfo { + VkStructureType sType; + const void* pNext; + VkImage image; + VkBuffer buffer; +} VkMemoryDedicatedAllocateInfo; + +typedef struct VkMemoryAllocateFlagsInfo { + VkStructureType sType; + const void* pNext; + VkMemoryAllocateFlags flags; + uint32_t deviceMask; +} VkMemoryAllocateFlagsInfo; + +typedef struct VkDeviceGroupRenderPassBeginInfo { + VkStructureType sType; + const void* pNext; + uint32_t deviceMask; + uint32_t deviceRenderAreaCount; + const VkRect2D* pDeviceRenderAreas; +} VkDeviceGroupRenderPassBeginInfo; + +typedef struct VkDeviceGroupCommandBufferBeginInfo { + VkStructureType sType; + const void* pNext; + uint32_t deviceMask; +} VkDeviceGroupCommandBufferBeginInfo; + +typedef struct VkDeviceGroupSubmitInfo { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreCount; + const uint32_t* pWaitSemaphoreDeviceIndices; + uint32_t commandBufferCount; + const uint32_t* pCommandBufferDeviceMasks; + uint32_t signalSemaphoreCount; + const uint32_t* pSignalSemaphoreDeviceIndices; +} VkDeviceGroupSubmitInfo; + +typedef struct VkDeviceGroupBindSparseInfo { + VkStructureType sType; + const void* pNext; + uint32_t resourceDeviceIndex; + uint32_t memoryDeviceIndex; +} VkDeviceGroupBindSparseInfo; + +typedef struct VkBindBufferMemoryDeviceGroupInfo { + VkStructureType sType; + const void* pNext; + uint32_t deviceIndexCount; + const uint32_t* pDeviceIndices; +} VkBindBufferMemoryDeviceGroupInfo; + +typedef struct VkBindImageMemoryDeviceGroupInfo { + VkStructureType sType; + const void* pNext; + uint32_t deviceIndexCount; + const uint32_t* pDeviceIndices; + uint32_t splitInstanceBindRegionCount; + const VkRect2D* pSplitInstanceBindRegions; +} VkBindImageMemoryDeviceGroupInfo; + +typedef struct VkPhysicalDeviceGroupProperties { + VkStructureType sType; + void* pNext; + uint32_t physicalDeviceCount; + VkPhysicalDevice physicalDevices[VK_MAX_DEVICE_GROUP_SIZE]; + VkBool32 subsetAllocation; +} VkPhysicalDeviceGroupProperties; + +typedef struct VkDeviceGroupDeviceCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t physicalDeviceCount; + const VkPhysicalDevice* pPhysicalDevices; +} VkDeviceGroupDeviceCreateInfo; + +typedef struct VkBufferMemoryRequirementsInfo2 { + VkStructureType sType; + const void* pNext; + VkBuffer buffer; +} VkBufferMemoryRequirementsInfo2; + +typedef struct VkImageMemoryRequirementsInfo2 { + VkStructureType sType; + const void* pNext; + VkImage image; +} VkImageMemoryRequirementsInfo2; + +typedef struct VkImageSparseMemoryRequirementsInfo2 { + VkStructureType sType; + const void* pNext; + VkImage image; +} VkImageSparseMemoryRequirementsInfo2; + +typedef struct VkMemoryRequirements2 { + VkStructureType sType; + void* pNext; + VkMemoryRequirements memoryRequirements; +} VkMemoryRequirements2; + +typedef struct VkSparseImageMemoryRequirements2 { + VkStructureType sType; + void* pNext; + VkSparseImageMemoryRequirements memoryRequirements; +} VkSparseImageMemoryRequirements2; + +typedef struct VkPhysicalDeviceFeatures2 { + VkStructureType sType; + void* pNext; + VkPhysicalDeviceFeatures features; +} VkPhysicalDeviceFeatures2; + +typedef struct VkPhysicalDeviceProperties2 { + VkStructureType sType; + void* pNext; + VkPhysicalDeviceProperties properties; +} VkPhysicalDeviceProperties2; + +typedef struct VkFormatProperties2 { + VkStructureType sType; + void* pNext; + VkFormatProperties formatProperties; +} VkFormatProperties2; + +typedef struct VkImageFormatProperties2 { + VkStructureType sType; + void* pNext; + VkImageFormatProperties imageFormatProperties; +} VkImageFormatProperties2; + +typedef struct VkPhysicalDeviceImageFormatInfo2 { + VkStructureType sType; + const void* pNext; + VkFormat format; + VkImageType type; + VkImageTiling tiling; + VkImageUsageFlags usage; + VkImageCreateFlags flags; +} VkPhysicalDeviceImageFormatInfo2; + +typedef struct VkQueueFamilyProperties2 { + VkStructureType sType; + void* pNext; + VkQueueFamilyProperties queueFamilyProperties; +} VkQueueFamilyProperties2; + +typedef struct VkPhysicalDeviceMemoryProperties2 { + VkStructureType sType; + void* pNext; + VkPhysicalDeviceMemoryProperties memoryProperties; +} VkPhysicalDeviceMemoryProperties2; + +typedef struct VkSparseImageFormatProperties2 { + VkStructureType sType; + void* pNext; + VkSparseImageFormatProperties properties; +} VkSparseImageFormatProperties2; + +typedef struct VkPhysicalDeviceSparseImageFormatInfo2 { + VkStructureType sType; + const void* pNext; + VkFormat format; + VkImageType type; + VkSampleCountFlagBits samples; + VkImageUsageFlags usage; + VkImageTiling tiling; +} VkPhysicalDeviceSparseImageFormatInfo2; + +typedef struct VkPhysicalDevicePointClippingProperties { + VkStructureType sType; + void* pNext; + VkPointClippingBehavior pointClippingBehavior; +} VkPhysicalDevicePointClippingProperties; + +typedef struct VkInputAttachmentAspectReference { + uint32_t subpass; + uint32_t inputAttachmentIndex; + VkImageAspectFlags aspectMask; +} VkInputAttachmentAspectReference; + +typedef struct VkRenderPassInputAttachmentAspectCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t aspectReferenceCount; + const VkInputAttachmentAspectReference* pAspectReferences; +} VkRenderPassInputAttachmentAspectCreateInfo; + +typedef struct VkImageViewUsageCreateInfo { + VkStructureType sType; + const void* pNext; + VkImageUsageFlags usage; +} VkImageViewUsageCreateInfo; + +typedef struct VkPipelineTessellationDomainOriginStateCreateInfo { + VkStructureType sType; + const void* pNext; + VkTessellationDomainOrigin domainOrigin; +} VkPipelineTessellationDomainOriginStateCreateInfo; + +typedef struct VkRenderPassMultiviewCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t subpassCount; + const uint32_t* pViewMasks; + uint32_t dependencyCount; + const int32_t* pViewOffsets; + uint32_t correlationMaskCount; + const uint32_t* pCorrelationMasks; +} VkRenderPassMultiviewCreateInfo; + +typedef struct VkPhysicalDeviceMultiviewFeatures { + VkStructureType sType; + void* pNext; + VkBool32 multiview; + VkBool32 multiviewGeometryShader; + VkBool32 multiviewTessellationShader; +} VkPhysicalDeviceMultiviewFeatures; + +typedef struct VkPhysicalDeviceMultiviewProperties { + VkStructureType sType; + void* pNext; + uint32_t maxMultiviewViewCount; + uint32_t maxMultiviewInstanceIndex; +} VkPhysicalDeviceMultiviewProperties; + +typedef struct VkPhysicalDeviceVariablePointersFeatures { + VkStructureType sType; + void* pNext; + VkBool32 variablePointersStorageBuffer; + VkBool32 variablePointers; +} VkPhysicalDeviceVariablePointersFeatures; + +typedef VkPhysicalDeviceVariablePointersFeatures VkPhysicalDeviceVariablePointerFeatures; + +typedef struct VkPhysicalDeviceProtectedMemoryFeatures { + VkStructureType sType; + void* pNext; + VkBool32 protectedMemory; +} VkPhysicalDeviceProtectedMemoryFeatures; + +typedef struct VkPhysicalDeviceProtectedMemoryProperties { + VkStructureType sType; + void* pNext; + VkBool32 protectedNoFault; +} VkPhysicalDeviceProtectedMemoryProperties; + +typedef struct VkDeviceQueueInfo2 { + VkStructureType sType; + const void* pNext; + VkDeviceQueueCreateFlags flags; + uint32_t queueFamilyIndex; + uint32_t queueIndex; +} VkDeviceQueueInfo2; + +typedef struct VkProtectedSubmitInfo { + VkStructureType sType; + const void* pNext; + VkBool32 protectedSubmit; +} VkProtectedSubmitInfo; + +typedef struct VkSamplerYcbcrConversionCreateInfo { + VkStructureType sType; + const void* pNext; + VkFormat format; + VkSamplerYcbcrModelConversion ycbcrModel; + VkSamplerYcbcrRange ycbcrRange; + VkComponentMapping components; + VkChromaLocation xChromaOffset; + VkChromaLocation yChromaOffset; + VkFilter chromaFilter; + VkBool32 forceExplicitReconstruction; +} VkSamplerYcbcrConversionCreateInfo; + +typedef struct VkSamplerYcbcrConversionInfo { + VkStructureType sType; + const void* pNext; + VkSamplerYcbcrConversion conversion; +} VkSamplerYcbcrConversionInfo; + +typedef struct VkBindImagePlaneMemoryInfo { + VkStructureType sType; + const void* pNext; + VkImageAspectFlagBits planeAspect; +} VkBindImagePlaneMemoryInfo; + +typedef struct VkImagePlaneMemoryRequirementsInfo { + VkStructureType sType; + const void* pNext; + VkImageAspectFlagBits planeAspect; +} VkImagePlaneMemoryRequirementsInfo; + +typedef struct VkPhysicalDeviceSamplerYcbcrConversionFeatures { + VkStructureType sType; + void* pNext; + VkBool32 samplerYcbcrConversion; +} VkPhysicalDeviceSamplerYcbcrConversionFeatures; + +typedef struct VkSamplerYcbcrConversionImageFormatProperties { + VkStructureType sType; + void* pNext; + uint32_t combinedImageSamplerDescriptorCount; +} VkSamplerYcbcrConversionImageFormatProperties; + +typedef struct VkDescriptorUpdateTemplateEntry { + uint32_t dstBinding; + uint32_t dstArrayElement; + uint32_t descriptorCount; + VkDescriptorType descriptorType; + size_t offset; + size_t stride; +} VkDescriptorUpdateTemplateEntry; + +typedef struct VkDescriptorUpdateTemplateCreateInfo { + VkStructureType sType; + const void* pNext; + VkDescriptorUpdateTemplateCreateFlags flags; + uint32_t descriptorUpdateEntryCount; + const VkDescriptorUpdateTemplateEntry* pDescriptorUpdateEntries; + VkDescriptorUpdateTemplateType templateType; + VkDescriptorSetLayout descriptorSetLayout; + VkPipelineBindPoint pipelineBindPoint; + VkPipelineLayout pipelineLayout; + uint32_t set; +} VkDescriptorUpdateTemplateCreateInfo; + +typedef struct VkExternalMemoryProperties { + VkExternalMemoryFeatureFlags externalMemoryFeatures; + VkExternalMemoryHandleTypeFlags exportFromImportedHandleTypes; + VkExternalMemoryHandleTypeFlags compatibleHandleTypes; +} VkExternalMemoryProperties; + +typedef struct VkPhysicalDeviceExternalImageFormatInfo { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalImageFormatInfo; + +typedef struct VkExternalImageFormatProperties { + VkStructureType sType; + void* pNext; + VkExternalMemoryProperties externalMemoryProperties; +} VkExternalImageFormatProperties; + +typedef struct VkPhysicalDeviceExternalBufferInfo { + VkStructureType sType; + const void* pNext; + VkBufferCreateFlags flags; + VkBufferUsageFlags usage; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalBufferInfo; + +typedef struct VkExternalBufferProperties { + VkStructureType sType; + void* pNext; + VkExternalMemoryProperties externalMemoryProperties; +} VkExternalBufferProperties; + +typedef struct VkPhysicalDeviceIDProperties { + VkStructureType sType; + void* pNext; + uint8_t deviceUUID[VK_UUID_SIZE]; + uint8_t driverUUID[VK_UUID_SIZE]; + uint8_t deviceLUID[VK_LUID_SIZE]; + uint32_t deviceNodeMask; + VkBool32 deviceLUIDValid; +} VkPhysicalDeviceIDProperties; + +typedef struct VkExternalMemoryImageCreateInfo { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExternalMemoryImageCreateInfo; + +typedef struct VkExternalMemoryBufferCreateInfo { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExternalMemoryBufferCreateInfo; + +typedef struct VkExportMemoryAllocateInfo { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlags handleTypes; +} VkExportMemoryAllocateInfo; + +typedef struct VkPhysicalDeviceExternalFenceInfo { + VkStructureType sType; + const void* pNext; + VkExternalFenceHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalFenceInfo; + +typedef struct VkExternalFenceProperties { + VkStructureType sType; + void* pNext; + VkExternalFenceHandleTypeFlags exportFromImportedHandleTypes; + VkExternalFenceHandleTypeFlags compatibleHandleTypes; + VkExternalFenceFeatureFlags externalFenceFeatures; +} VkExternalFenceProperties; + +typedef struct VkExportFenceCreateInfo { + VkStructureType sType; + const void* pNext; + VkExternalFenceHandleTypeFlags handleTypes; +} VkExportFenceCreateInfo; + +typedef struct VkExportSemaphoreCreateInfo { + VkStructureType sType; + const void* pNext; + VkExternalSemaphoreHandleTypeFlags handleTypes; +} VkExportSemaphoreCreateInfo; + +typedef struct VkPhysicalDeviceExternalSemaphoreInfo { + VkStructureType sType; + const void* pNext; + VkExternalSemaphoreHandleTypeFlagBits handleType; +} VkPhysicalDeviceExternalSemaphoreInfo; + +typedef struct VkExternalSemaphoreProperties { + VkStructureType sType; + void* pNext; + VkExternalSemaphoreHandleTypeFlags exportFromImportedHandleTypes; + VkExternalSemaphoreHandleTypeFlags compatibleHandleTypes; + VkExternalSemaphoreFeatureFlags externalSemaphoreFeatures; +} VkExternalSemaphoreProperties; + +typedef struct VkPhysicalDeviceMaintenance3Properties { + VkStructureType sType; + void* pNext; + uint32_t maxPerSetDescriptors; + VkDeviceSize maxMemoryAllocationSize; +} VkPhysicalDeviceMaintenance3Properties; + +typedef struct VkDescriptorSetLayoutSupport { + VkStructureType sType; + void* pNext; + VkBool32 supported; +} VkDescriptorSetLayoutSupport; + +typedef struct VkPhysicalDeviceShaderDrawParametersFeatures { + VkStructureType sType; + void* pNext; + VkBool32 shaderDrawParameters; +} VkPhysicalDeviceShaderDrawParametersFeatures; + +typedef VkPhysicalDeviceShaderDrawParametersFeatures VkPhysicalDeviceShaderDrawParameterFeatures; + +typedef VkResult (VKAPI_PTR *PFN_vkEnumerateInstanceVersion)(uint32_t* pApiVersion); +typedef VkResult (VKAPI_PTR *PFN_vkBindBufferMemory2)(VkDevice device, uint32_t bindInfoCount, const VkBindBufferMemoryInfo* pBindInfos); +typedef VkResult (VKAPI_PTR *PFN_vkBindImageMemory2)(VkDevice device, uint32_t bindInfoCount, const VkBindImageMemoryInfo* pBindInfos); +typedef void (VKAPI_PTR *PFN_vkGetDeviceGroupPeerMemoryFeatures)(VkDevice device, uint32_t heapIndex, uint32_t localDeviceIndex, uint32_t remoteDeviceIndex, VkPeerMemoryFeatureFlags* pPeerMemoryFeatures); +typedef void (VKAPI_PTR *PFN_vkCmdSetDeviceMask)(VkCommandBuffer commandBuffer, uint32_t deviceMask); +typedef void (VKAPI_PTR *PFN_vkCmdDispatchBase)(VkCommandBuffer commandBuffer, uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); +typedef VkResult (VKAPI_PTR *PFN_vkEnumeratePhysicalDeviceGroups)(VkInstance instance, uint32_t* pPhysicalDeviceGroupCount, VkPhysicalDeviceGroupProperties* pPhysicalDeviceGroupProperties); +typedef void (VKAPI_PTR *PFN_vkGetImageMemoryRequirements2)(VkDevice device, const VkImageMemoryRequirementsInfo2* pInfo, VkMemoryRequirements2* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetBufferMemoryRequirements2)(VkDevice device, const VkBufferMemoryRequirementsInfo2* pInfo, VkMemoryRequirements2* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetImageSparseMemoryRequirements2)(VkDevice device, const VkImageSparseMemoryRequirementsInfo2* pInfo, uint32_t* pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements2* pSparseMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFeatures2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures2* pFeatures); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties2* pProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFormatProperties2)(VkPhysicalDevice physicalDevice, VkFormat format, VkFormatProperties2* pFormatProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties2)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceImageFormatInfo2* pImageFormatInfo, VkImageFormatProperties2* pImageFormatProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties2)(VkPhysicalDevice physicalDevice, uint32_t* pQueueFamilyPropertyCount, VkQueueFamilyProperties2* pQueueFamilyProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceMemoryProperties2)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties2* pMemoryProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceSparseImageFormatProperties2)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSparseImageFormatInfo2* pFormatInfo, uint32_t* pPropertyCount, VkSparseImageFormatProperties2* pProperties); +typedef void (VKAPI_PTR *PFN_vkTrimCommandPool)(VkDevice device, VkCommandPool commandPool, VkCommandPoolTrimFlags flags); +typedef void (VKAPI_PTR *PFN_vkGetDeviceQueue2)(VkDevice device, const VkDeviceQueueInfo2* pQueueInfo, VkQueue* pQueue); +typedef VkResult (VKAPI_PTR *PFN_vkCreateSamplerYcbcrConversion)(VkDevice device, const VkSamplerYcbcrConversionCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSamplerYcbcrConversion* pYcbcrConversion); +typedef void (VKAPI_PTR *PFN_vkDestroySamplerYcbcrConversion)(VkDevice device, VkSamplerYcbcrConversion ycbcrConversion, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDescriptorUpdateTemplate)(VkDevice device, const VkDescriptorUpdateTemplateCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDescriptorUpdateTemplate* pDescriptorUpdateTemplate); +typedef void (VKAPI_PTR *PFN_vkDestroyDescriptorUpdateTemplate)(VkDevice device, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkUpdateDescriptorSetWithTemplate)(VkDevice device, VkDescriptorSet descriptorSet, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const void* pData); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalBufferProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo, VkExternalBufferProperties* pExternalBufferProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalFenceProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalFenceInfo* pExternalFenceInfo, VkExternalFenceProperties* pExternalFenceProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalSemaphoreProperties)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalSemaphoreInfo* pExternalSemaphoreInfo, VkExternalSemaphoreProperties* pExternalSemaphoreProperties); +typedef void (VKAPI_PTR *PFN_vkGetDescriptorSetLayoutSupport)(VkDevice device, const VkDescriptorSetLayoutCreateInfo* pCreateInfo, VkDescriptorSetLayoutSupport* pSupport); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkEnumerateInstanceVersion( + uint32_t* pApiVersion); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindBufferMemory2( + VkDevice device, + uint32_t bindInfoCount, + const VkBindBufferMemoryInfo* pBindInfos); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindImageMemory2( + VkDevice device, + uint32_t bindInfoCount, + const VkBindImageMemoryInfo* pBindInfos); + +VKAPI_ATTR void VKAPI_CALL vkGetDeviceGroupPeerMemoryFeatures( + VkDevice device, + uint32_t heapIndex, + uint32_t localDeviceIndex, + uint32_t remoteDeviceIndex, + VkPeerMemoryFeatureFlags* pPeerMemoryFeatures); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDeviceMask( + VkCommandBuffer commandBuffer, + uint32_t deviceMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdDispatchBase( + VkCommandBuffer commandBuffer, + uint32_t baseGroupX, + uint32_t baseGroupY, + uint32_t baseGroupZ, + uint32_t groupCountX, + uint32_t groupCountY, + uint32_t groupCountZ); + +VKAPI_ATTR VkResult VKAPI_CALL vkEnumeratePhysicalDeviceGroups( + VkInstance instance, + uint32_t* pPhysicalDeviceGroupCount, + VkPhysicalDeviceGroupProperties* pPhysicalDeviceGroupProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetImageMemoryRequirements2( + VkDevice device, + const VkImageMemoryRequirementsInfo2* pInfo, + VkMemoryRequirements2* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetBufferMemoryRequirements2( + VkDevice device, + const VkBufferMemoryRequirementsInfo2* pInfo, + VkMemoryRequirements2* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetImageSparseMemoryRequirements2( + VkDevice device, + const VkImageSparseMemoryRequirementsInfo2* pInfo, + uint32_t* pSparseMemoryRequirementCount, + VkSparseImageMemoryRequirements2* pSparseMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFeatures2( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceFeatures2* pFeatures); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceProperties2( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceProperties2* pProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFormatProperties2( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkFormatProperties2* pFormatProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceImageFormatProperties2( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceImageFormatInfo2* pImageFormatInfo, + VkImageFormatProperties2* pImageFormatProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceQueueFamilyProperties2( + VkPhysicalDevice physicalDevice, + uint32_t* pQueueFamilyPropertyCount, + VkQueueFamilyProperties2* pQueueFamilyProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceMemoryProperties2( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceMemoryProperties2* pMemoryProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceSparseImageFormatProperties2( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceSparseImageFormatInfo2* pFormatInfo, + uint32_t* pPropertyCount, + VkSparseImageFormatProperties2* pProperties); + +VKAPI_ATTR void VKAPI_CALL vkTrimCommandPool( + VkDevice device, + VkCommandPool commandPool, + VkCommandPoolTrimFlags flags); + +VKAPI_ATTR void VKAPI_CALL vkGetDeviceQueue2( + VkDevice device, + const VkDeviceQueueInfo2* pQueueInfo, + VkQueue* pQueue); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSamplerYcbcrConversion( + VkDevice device, + const VkSamplerYcbcrConversionCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSamplerYcbcrConversion* pYcbcrConversion); + +VKAPI_ATTR void VKAPI_CALL vkDestroySamplerYcbcrConversion( + VkDevice device, + VkSamplerYcbcrConversion ycbcrConversion, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDescriptorUpdateTemplate( + VkDevice device, + const VkDescriptorUpdateTemplateCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDescriptorUpdateTemplate* pDescriptorUpdateTemplate); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDescriptorUpdateTemplate( + VkDevice device, + VkDescriptorUpdateTemplate descriptorUpdateTemplate, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkUpdateDescriptorSetWithTemplate( + VkDevice device, + VkDescriptorSet descriptorSet, + VkDescriptorUpdateTemplate descriptorUpdateTemplate, + const void* pData); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalBufferProperties( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo, + VkExternalBufferProperties* pExternalBufferProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalFenceProperties( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalFenceInfo* pExternalFenceInfo, + VkExternalFenceProperties* pExternalFenceProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalSemaphoreProperties( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalSemaphoreInfo* pExternalSemaphoreInfo, + VkExternalSemaphoreProperties* pExternalSemaphoreProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetDescriptorSetLayoutSupport( + VkDevice device, + const VkDescriptorSetLayoutCreateInfo* pCreateInfo, + VkDescriptorSetLayoutSupport* pSupport); +#endif + + +#define VK_VERSION_1_2 1 +// Vulkan 1.2 version number +#define VK_API_VERSION_1_2 VK_MAKE_VERSION(1, 2, 0)// Patch version should always be set to 0 + +#define VK_MAX_DRIVER_NAME_SIZE 256 +#define VK_MAX_DRIVER_INFO_SIZE 256 + +typedef enum VkDriverId { + VK_DRIVER_ID_AMD_PROPRIETARY = 1, + VK_DRIVER_ID_AMD_OPEN_SOURCE = 2, + VK_DRIVER_ID_MESA_RADV = 3, + VK_DRIVER_ID_NVIDIA_PROPRIETARY = 4, + VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS = 5, + VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA = 6, + VK_DRIVER_ID_IMAGINATION_PROPRIETARY = 7, + VK_DRIVER_ID_QUALCOMM_PROPRIETARY = 8, + VK_DRIVER_ID_ARM_PROPRIETARY = 9, + VK_DRIVER_ID_GOOGLE_SWIFTSHADER = 10, + VK_DRIVER_ID_GGP_PROPRIETARY = 11, + VK_DRIVER_ID_BROADCOM_PROPRIETARY = 12, + VK_DRIVER_ID_MESA_LLVMPIPE = 13, + VK_DRIVER_ID_MOLTENVK = 14, + VK_DRIVER_ID_AMD_PROPRIETARY_KHR = VK_DRIVER_ID_AMD_PROPRIETARY, + VK_DRIVER_ID_AMD_OPEN_SOURCE_KHR = VK_DRIVER_ID_AMD_OPEN_SOURCE, + VK_DRIVER_ID_MESA_RADV_KHR = VK_DRIVER_ID_MESA_RADV, + VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR = VK_DRIVER_ID_NVIDIA_PROPRIETARY, + VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS_KHR = VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS, + VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA_KHR = VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA, + VK_DRIVER_ID_IMAGINATION_PROPRIETARY_KHR = VK_DRIVER_ID_IMAGINATION_PROPRIETARY, + VK_DRIVER_ID_QUALCOMM_PROPRIETARY_KHR = VK_DRIVER_ID_QUALCOMM_PROPRIETARY, + VK_DRIVER_ID_ARM_PROPRIETARY_KHR = VK_DRIVER_ID_ARM_PROPRIETARY, + VK_DRIVER_ID_GOOGLE_SWIFTSHADER_KHR = VK_DRIVER_ID_GOOGLE_SWIFTSHADER, + VK_DRIVER_ID_GGP_PROPRIETARY_KHR = VK_DRIVER_ID_GGP_PROPRIETARY, + VK_DRIVER_ID_BROADCOM_PROPRIETARY_KHR = VK_DRIVER_ID_BROADCOM_PROPRIETARY, + VK_DRIVER_ID_MAX_ENUM = 0x7FFFFFFF +} VkDriverId; + +typedef enum VkShaderFloatControlsIndependence { + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_32_BIT_ONLY = 0, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL = 1, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE = 2, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_32_BIT_ONLY_KHR = VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_32_BIT_ONLY, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL_KHR = VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE_KHR = VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE, + VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_MAX_ENUM = 0x7FFFFFFF +} VkShaderFloatControlsIndependence; + +typedef enum VkSamplerReductionMode { + VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE = 0, + VK_SAMPLER_REDUCTION_MODE_MIN = 1, + VK_SAMPLER_REDUCTION_MODE_MAX = 2, + VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE_EXT = VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE, + VK_SAMPLER_REDUCTION_MODE_MIN_EXT = VK_SAMPLER_REDUCTION_MODE_MIN, + VK_SAMPLER_REDUCTION_MODE_MAX_EXT = VK_SAMPLER_REDUCTION_MODE_MAX, + VK_SAMPLER_REDUCTION_MODE_MAX_ENUM = 0x7FFFFFFF +} VkSamplerReductionMode; + +typedef enum VkSemaphoreType { + VK_SEMAPHORE_TYPE_BINARY = 0, + VK_SEMAPHORE_TYPE_TIMELINE = 1, + VK_SEMAPHORE_TYPE_BINARY_KHR = VK_SEMAPHORE_TYPE_BINARY, + VK_SEMAPHORE_TYPE_TIMELINE_KHR = VK_SEMAPHORE_TYPE_TIMELINE, + VK_SEMAPHORE_TYPE_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreType; + +typedef enum VkResolveModeFlagBits { + VK_RESOLVE_MODE_NONE = 0, + VK_RESOLVE_MODE_SAMPLE_ZERO_BIT = 0x00000001, + VK_RESOLVE_MODE_AVERAGE_BIT = 0x00000002, + VK_RESOLVE_MODE_MIN_BIT = 0x00000004, + VK_RESOLVE_MODE_MAX_BIT = 0x00000008, + VK_RESOLVE_MODE_NONE_KHR = VK_RESOLVE_MODE_NONE, + VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT, + VK_RESOLVE_MODE_AVERAGE_BIT_KHR = VK_RESOLVE_MODE_AVERAGE_BIT, + VK_RESOLVE_MODE_MIN_BIT_KHR = VK_RESOLVE_MODE_MIN_BIT, + VK_RESOLVE_MODE_MAX_BIT_KHR = VK_RESOLVE_MODE_MAX_BIT, + VK_RESOLVE_MODE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkResolveModeFlagBits; +typedef VkFlags VkResolveModeFlags; + +typedef enum VkDescriptorBindingFlagBits { + VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT = 0x00000001, + VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT = 0x00000002, + VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT = 0x00000004, + VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT = 0x00000008, + VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT_EXT = VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT, + VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT_EXT = VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT, + VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT_EXT = VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT, + VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT = VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT, + VK_DESCRIPTOR_BINDING_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkDescriptorBindingFlagBits; +typedef VkFlags VkDescriptorBindingFlags; + +typedef enum VkSemaphoreWaitFlagBits { + VK_SEMAPHORE_WAIT_ANY_BIT = 0x00000001, + VK_SEMAPHORE_WAIT_ANY_BIT_KHR = VK_SEMAPHORE_WAIT_ANY_BIT, + VK_SEMAPHORE_WAIT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF +} VkSemaphoreWaitFlagBits; +typedef VkFlags VkSemaphoreWaitFlags; +typedef struct VkPhysicalDeviceVulkan11Features { + VkStructureType sType; + void* pNext; + VkBool32 storageBuffer16BitAccess; + VkBool32 uniformAndStorageBuffer16BitAccess; + VkBool32 storagePushConstant16; + VkBool32 storageInputOutput16; + VkBool32 multiview; + VkBool32 multiviewGeometryShader; + VkBool32 multiviewTessellationShader; + VkBool32 variablePointersStorageBuffer; + VkBool32 variablePointers; + VkBool32 protectedMemory; + VkBool32 samplerYcbcrConversion; + VkBool32 shaderDrawParameters; +} VkPhysicalDeviceVulkan11Features; + +typedef struct VkPhysicalDeviceVulkan11Properties { + VkStructureType sType; + void* pNext; + uint8_t deviceUUID[VK_UUID_SIZE]; + uint8_t driverUUID[VK_UUID_SIZE]; + uint8_t deviceLUID[VK_LUID_SIZE]; + uint32_t deviceNodeMask; + VkBool32 deviceLUIDValid; + uint32_t subgroupSize; + VkShaderStageFlags subgroupSupportedStages; + VkSubgroupFeatureFlags subgroupSupportedOperations; + VkBool32 subgroupQuadOperationsInAllStages; + VkPointClippingBehavior pointClippingBehavior; + uint32_t maxMultiviewViewCount; + uint32_t maxMultiviewInstanceIndex; + VkBool32 protectedNoFault; + uint32_t maxPerSetDescriptors; + VkDeviceSize maxMemoryAllocationSize; +} VkPhysicalDeviceVulkan11Properties; + +typedef struct VkPhysicalDeviceVulkan12Features { + VkStructureType sType; + void* pNext; + VkBool32 samplerMirrorClampToEdge; + VkBool32 drawIndirectCount; + VkBool32 storageBuffer8BitAccess; + VkBool32 uniformAndStorageBuffer8BitAccess; + VkBool32 storagePushConstant8; + VkBool32 shaderBufferInt64Atomics; + VkBool32 shaderSharedInt64Atomics; + VkBool32 shaderFloat16; + VkBool32 shaderInt8; + VkBool32 descriptorIndexing; + VkBool32 shaderInputAttachmentArrayDynamicIndexing; + VkBool32 shaderUniformTexelBufferArrayDynamicIndexing; + VkBool32 shaderStorageTexelBufferArrayDynamicIndexing; + VkBool32 shaderUniformBufferArrayNonUniformIndexing; + VkBool32 shaderSampledImageArrayNonUniformIndexing; + VkBool32 shaderStorageBufferArrayNonUniformIndexing; + VkBool32 shaderStorageImageArrayNonUniformIndexing; + VkBool32 shaderInputAttachmentArrayNonUniformIndexing; + VkBool32 shaderUniformTexelBufferArrayNonUniformIndexing; + VkBool32 shaderStorageTexelBufferArrayNonUniformIndexing; + VkBool32 descriptorBindingUniformBufferUpdateAfterBind; + VkBool32 descriptorBindingSampledImageUpdateAfterBind; + VkBool32 descriptorBindingStorageImageUpdateAfterBind; + VkBool32 descriptorBindingStorageBufferUpdateAfterBind; + VkBool32 descriptorBindingUniformTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingStorageTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingUpdateUnusedWhilePending; + VkBool32 descriptorBindingPartiallyBound; + VkBool32 descriptorBindingVariableDescriptorCount; + VkBool32 runtimeDescriptorArray; + VkBool32 samplerFilterMinmax; + VkBool32 scalarBlockLayout; + VkBool32 imagelessFramebuffer; + VkBool32 uniformBufferStandardLayout; + VkBool32 shaderSubgroupExtendedTypes; + VkBool32 separateDepthStencilLayouts; + VkBool32 hostQueryReset; + VkBool32 timelineSemaphore; + VkBool32 bufferDeviceAddress; + VkBool32 bufferDeviceAddressCaptureReplay; + VkBool32 bufferDeviceAddressMultiDevice; + VkBool32 vulkanMemoryModel; + VkBool32 vulkanMemoryModelDeviceScope; + VkBool32 vulkanMemoryModelAvailabilityVisibilityChains; + VkBool32 shaderOutputViewportIndex; + VkBool32 shaderOutputLayer; + VkBool32 subgroupBroadcastDynamicId; +} VkPhysicalDeviceVulkan12Features; + +typedef struct VkConformanceVersion { + uint8_t major; + uint8_t minor; + uint8_t subminor; + uint8_t patch; +} VkConformanceVersion; + +typedef struct VkPhysicalDeviceVulkan12Properties { + VkStructureType sType; + void* pNext; + VkDriverId driverID; + char driverName[VK_MAX_DRIVER_NAME_SIZE]; + char driverInfo[VK_MAX_DRIVER_INFO_SIZE]; + VkConformanceVersion conformanceVersion; + VkShaderFloatControlsIndependence denormBehaviorIndependence; + VkShaderFloatControlsIndependence roundingModeIndependence; + VkBool32 shaderSignedZeroInfNanPreserveFloat16; + VkBool32 shaderSignedZeroInfNanPreserveFloat32; + VkBool32 shaderSignedZeroInfNanPreserveFloat64; + VkBool32 shaderDenormPreserveFloat16; + VkBool32 shaderDenormPreserveFloat32; + VkBool32 shaderDenormPreserveFloat64; + VkBool32 shaderDenormFlushToZeroFloat16; + VkBool32 shaderDenormFlushToZeroFloat32; + VkBool32 shaderDenormFlushToZeroFloat64; + VkBool32 shaderRoundingModeRTEFloat16; + VkBool32 shaderRoundingModeRTEFloat32; + VkBool32 shaderRoundingModeRTEFloat64; + VkBool32 shaderRoundingModeRTZFloat16; + VkBool32 shaderRoundingModeRTZFloat32; + VkBool32 shaderRoundingModeRTZFloat64; + uint32_t maxUpdateAfterBindDescriptorsInAllPools; + VkBool32 shaderUniformBufferArrayNonUniformIndexingNative; + VkBool32 shaderSampledImageArrayNonUniformIndexingNative; + VkBool32 shaderStorageBufferArrayNonUniformIndexingNative; + VkBool32 shaderStorageImageArrayNonUniformIndexingNative; + VkBool32 shaderInputAttachmentArrayNonUniformIndexingNative; + VkBool32 robustBufferAccessUpdateAfterBind; + VkBool32 quadDivergentImplicitLod; + uint32_t maxPerStageDescriptorUpdateAfterBindSamplers; + uint32_t maxPerStageDescriptorUpdateAfterBindUniformBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindSampledImages; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageImages; + uint32_t maxPerStageDescriptorUpdateAfterBindInputAttachments; + uint32_t maxPerStageUpdateAfterBindResources; + uint32_t maxDescriptorSetUpdateAfterBindSamplers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffers; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindSampledImages; + uint32_t maxDescriptorSetUpdateAfterBindStorageImages; + uint32_t maxDescriptorSetUpdateAfterBindInputAttachments; + VkResolveModeFlags supportedDepthResolveModes; + VkResolveModeFlags supportedStencilResolveModes; + VkBool32 independentResolveNone; + VkBool32 independentResolve; + VkBool32 filterMinmaxSingleComponentFormats; + VkBool32 filterMinmaxImageComponentMapping; + uint64_t maxTimelineSemaphoreValueDifference; + VkSampleCountFlags framebufferIntegerColorSampleCounts; +} VkPhysicalDeviceVulkan12Properties; + +typedef struct VkImageFormatListCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t viewFormatCount; + const VkFormat* pViewFormats; +} VkImageFormatListCreateInfo; + +typedef struct VkAttachmentDescription2 { + VkStructureType sType; + const void* pNext; + VkAttachmentDescriptionFlags flags; + VkFormat format; + VkSampleCountFlagBits samples; + VkAttachmentLoadOp loadOp; + VkAttachmentStoreOp storeOp; + VkAttachmentLoadOp stencilLoadOp; + VkAttachmentStoreOp stencilStoreOp; + VkImageLayout initialLayout; + VkImageLayout finalLayout; +} VkAttachmentDescription2; + +typedef struct VkAttachmentReference2 { + VkStructureType sType; + const void* pNext; + uint32_t attachment; + VkImageLayout layout; + VkImageAspectFlags aspectMask; +} VkAttachmentReference2; + +typedef struct VkSubpassDescription2 { + VkStructureType sType; + const void* pNext; + VkSubpassDescriptionFlags flags; + VkPipelineBindPoint pipelineBindPoint; + uint32_t viewMask; + uint32_t inputAttachmentCount; + const VkAttachmentReference2* pInputAttachments; + uint32_t colorAttachmentCount; + const VkAttachmentReference2* pColorAttachments; + const VkAttachmentReference2* pResolveAttachments; + const VkAttachmentReference2* pDepthStencilAttachment; + uint32_t preserveAttachmentCount; + const uint32_t* pPreserveAttachments; +} VkSubpassDescription2; + +typedef struct VkSubpassDependency2 { + VkStructureType sType; + const void* pNext; + uint32_t srcSubpass; + uint32_t dstSubpass; + VkPipelineStageFlags srcStageMask; + VkPipelineStageFlags dstStageMask; + VkAccessFlags srcAccessMask; + VkAccessFlags dstAccessMask; + VkDependencyFlags dependencyFlags; + int32_t viewOffset; +} VkSubpassDependency2; + +typedef struct VkRenderPassCreateInfo2 { + VkStructureType sType; + const void* pNext; + VkRenderPassCreateFlags flags; + uint32_t attachmentCount; + const VkAttachmentDescription2* pAttachments; + uint32_t subpassCount; + const VkSubpassDescription2* pSubpasses; + uint32_t dependencyCount; + const VkSubpassDependency2* pDependencies; + uint32_t correlatedViewMaskCount; + const uint32_t* pCorrelatedViewMasks; +} VkRenderPassCreateInfo2; + +typedef struct VkSubpassBeginInfo { + VkStructureType sType; + const void* pNext; + VkSubpassContents contents; +} VkSubpassBeginInfo; + +typedef struct VkSubpassEndInfo { + VkStructureType sType; + const void* pNext; +} VkSubpassEndInfo; + +typedef struct VkPhysicalDevice8BitStorageFeatures { + VkStructureType sType; + void* pNext; + VkBool32 storageBuffer8BitAccess; + VkBool32 uniformAndStorageBuffer8BitAccess; + VkBool32 storagePushConstant8; +} VkPhysicalDevice8BitStorageFeatures; + +typedef struct VkPhysicalDeviceDriverProperties { + VkStructureType sType; + void* pNext; + VkDriverId driverID; + char driverName[VK_MAX_DRIVER_NAME_SIZE]; + char driverInfo[VK_MAX_DRIVER_INFO_SIZE]; + VkConformanceVersion conformanceVersion; +} VkPhysicalDeviceDriverProperties; + +typedef struct VkPhysicalDeviceShaderAtomicInt64Features { + VkStructureType sType; + void* pNext; + VkBool32 shaderBufferInt64Atomics; + VkBool32 shaderSharedInt64Atomics; +} VkPhysicalDeviceShaderAtomicInt64Features; + +typedef struct VkPhysicalDeviceShaderFloat16Int8Features { + VkStructureType sType; + void* pNext; + VkBool32 shaderFloat16; + VkBool32 shaderInt8; +} VkPhysicalDeviceShaderFloat16Int8Features; + +typedef struct VkPhysicalDeviceFloatControlsProperties { + VkStructureType sType; + void* pNext; + VkShaderFloatControlsIndependence denormBehaviorIndependence; + VkShaderFloatControlsIndependence roundingModeIndependence; + VkBool32 shaderSignedZeroInfNanPreserveFloat16; + VkBool32 shaderSignedZeroInfNanPreserveFloat32; + VkBool32 shaderSignedZeroInfNanPreserveFloat64; + VkBool32 shaderDenormPreserveFloat16; + VkBool32 shaderDenormPreserveFloat32; + VkBool32 shaderDenormPreserveFloat64; + VkBool32 shaderDenormFlushToZeroFloat16; + VkBool32 shaderDenormFlushToZeroFloat32; + VkBool32 shaderDenormFlushToZeroFloat64; + VkBool32 shaderRoundingModeRTEFloat16; + VkBool32 shaderRoundingModeRTEFloat32; + VkBool32 shaderRoundingModeRTEFloat64; + VkBool32 shaderRoundingModeRTZFloat16; + VkBool32 shaderRoundingModeRTZFloat32; + VkBool32 shaderRoundingModeRTZFloat64; +} VkPhysicalDeviceFloatControlsProperties; + +typedef struct VkDescriptorSetLayoutBindingFlagsCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t bindingCount; + const VkDescriptorBindingFlags* pBindingFlags; +} VkDescriptorSetLayoutBindingFlagsCreateInfo; + +typedef struct VkPhysicalDeviceDescriptorIndexingFeatures { + VkStructureType sType; + void* pNext; + VkBool32 shaderInputAttachmentArrayDynamicIndexing; + VkBool32 shaderUniformTexelBufferArrayDynamicIndexing; + VkBool32 shaderStorageTexelBufferArrayDynamicIndexing; + VkBool32 shaderUniformBufferArrayNonUniformIndexing; + VkBool32 shaderSampledImageArrayNonUniformIndexing; + VkBool32 shaderStorageBufferArrayNonUniformIndexing; + VkBool32 shaderStorageImageArrayNonUniformIndexing; + VkBool32 shaderInputAttachmentArrayNonUniformIndexing; + VkBool32 shaderUniformTexelBufferArrayNonUniformIndexing; + VkBool32 shaderStorageTexelBufferArrayNonUniformIndexing; + VkBool32 descriptorBindingUniformBufferUpdateAfterBind; + VkBool32 descriptorBindingSampledImageUpdateAfterBind; + VkBool32 descriptorBindingStorageImageUpdateAfterBind; + VkBool32 descriptorBindingStorageBufferUpdateAfterBind; + VkBool32 descriptorBindingUniformTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingStorageTexelBufferUpdateAfterBind; + VkBool32 descriptorBindingUpdateUnusedWhilePending; + VkBool32 descriptorBindingPartiallyBound; + VkBool32 descriptorBindingVariableDescriptorCount; + VkBool32 runtimeDescriptorArray; +} VkPhysicalDeviceDescriptorIndexingFeatures; + +typedef struct VkPhysicalDeviceDescriptorIndexingProperties { + VkStructureType sType; + void* pNext; + uint32_t maxUpdateAfterBindDescriptorsInAllPools; + VkBool32 shaderUniformBufferArrayNonUniformIndexingNative; + VkBool32 shaderSampledImageArrayNonUniformIndexingNative; + VkBool32 shaderStorageBufferArrayNonUniformIndexingNative; + VkBool32 shaderStorageImageArrayNonUniformIndexingNative; + VkBool32 shaderInputAttachmentArrayNonUniformIndexingNative; + VkBool32 robustBufferAccessUpdateAfterBind; + VkBool32 quadDivergentImplicitLod; + uint32_t maxPerStageDescriptorUpdateAfterBindSamplers; + uint32_t maxPerStageDescriptorUpdateAfterBindUniformBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageBuffers; + uint32_t maxPerStageDescriptorUpdateAfterBindSampledImages; + uint32_t maxPerStageDescriptorUpdateAfterBindStorageImages; + uint32_t maxPerStageDescriptorUpdateAfterBindInputAttachments; + uint32_t maxPerStageUpdateAfterBindResources; + uint32_t maxDescriptorSetUpdateAfterBindSamplers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffers; + uint32_t maxDescriptorSetUpdateAfterBindUniformBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffers; + uint32_t maxDescriptorSetUpdateAfterBindStorageBuffersDynamic; + uint32_t maxDescriptorSetUpdateAfterBindSampledImages; + uint32_t maxDescriptorSetUpdateAfterBindStorageImages; + uint32_t maxDescriptorSetUpdateAfterBindInputAttachments; +} VkPhysicalDeviceDescriptorIndexingProperties; + +typedef struct VkDescriptorSetVariableDescriptorCountAllocateInfo { + VkStructureType sType; + const void* pNext; + uint32_t descriptorSetCount; + const uint32_t* pDescriptorCounts; +} VkDescriptorSetVariableDescriptorCountAllocateInfo; + +typedef struct VkDescriptorSetVariableDescriptorCountLayoutSupport { + VkStructureType sType; + void* pNext; + uint32_t maxVariableDescriptorCount; +} VkDescriptorSetVariableDescriptorCountLayoutSupport; + +typedef struct VkSubpassDescriptionDepthStencilResolve { + VkStructureType sType; + const void* pNext; + VkResolveModeFlagBits depthResolveMode; + VkResolveModeFlagBits stencilResolveMode; + const VkAttachmentReference2* pDepthStencilResolveAttachment; +} VkSubpassDescriptionDepthStencilResolve; + +typedef struct VkPhysicalDeviceDepthStencilResolveProperties { + VkStructureType sType; + void* pNext; + VkResolveModeFlags supportedDepthResolveModes; + VkResolveModeFlags supportedStencilResolveModes; + VkBool32 independentResolveNone; + VkBool32 independentResolve; +} VkPhysicalDeviceDepthStencilResolveProperties; + +typedef struct VkPhysicalDeviceScalarBlockLayoutFeatures { + VkStructureType sType; + void* pNext; + VkBool32 scalarBlockLayout; +} VkPhysicalDeviceScalarBlockLayoutFeatures; + +typedef struct VkImageStencilUsageCreateInfo { + VkStructureType sType; + const void* pNext; + VkImageUsageFlags stencilUsage; +} VkImageStencilUsageCreateInfo; + +typedef struct VkSamplerReductionModeCreateInfo { + VkStructureType sType; + const void* pNext; + VkSamplerReductionMode reductionMode; +} VkSamplerReductionModeCreateInfo; + +typedef struct VkPhysicalDeviceSamplerFilterMinmaxProperties { + VkStructureType sType; + void* pNext; + VkBool32 filterMinmaxSingleComponentFormats; + VkBool32 filterMinmaxImageComponentMapping; +} VkPhysicalDeviceSamplerFilterMinmaxProperties; + +typedef struct VkPhysicalDeviceVulkanMemoryModelFeatures { + VkStructureType sType; + void* pNext; + VkBool32 vulkanMemoryModel; + VkBool32 vulkanMemoryModelDeviceScope; + VkBool32 vulkanMemoryModelAvailabilityVisibilityChains; +} VkPhysicalDeviceVulkanMemoryModelFeatures; + +typedef struct VkPhysicalDeviceImagelessFramebufferFeatures { + VkStructureType sType; + void* pNext; + VkBool32 imagelessFramebuffer; +} VkPhysicalDeviceImagelessFramebufferFeatures; + +typedef struct VkFramebufferAttachmentImageInfo { + VkStructureType sType; + const void* pNext; + VkImageCreateFlags flags; + VkImageUsageFlags usage; + uint32_t width; + uint32_t height; + uint32_t layerCount; + uint32_t viewFormatCount; + const VkFormat* pViewFormats; +} VkFramebufferAttachmentImageInfo; + +typedef struct VkFramebufferAttachmentsCreateInfo { + VkStructureType sType; + const void* pNext; + uint32_t attachmentImageInfoCount; + const VkFramebufferAttachmentImageInfo* pAttachmentImageInfos; +} VkFramebufferAttachmentsCreateInfo; + +typedef struct VkRenderPassAttachmentBeginInfo { + VkStructureType sType; + const void* pNext; + uint32_t attachmentCount; + const VkImageView* pAttachments; +} VkRenderPassAttachmentBeginInfo; + +typedef struct VkPhysicalDeviceUniformBufferStandardLayoutFeatures { + VkStructureType sType; + void* pNext; + VkBool32 uniformBufferStandardLayout; +} VkPhysicalDeviceUniformBufferStandardLayoutFeatures; + +typedef struct VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures { + VkStructureType sType; + void* pNext; + VkBool32 shaderSubgroupExtendedTypes; +} VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures; + +typedef struct VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures { + VkStructureType sType; + void* pNext; + VkBool32 separateDepthStencilLayouts; +} VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures; + +typedef struct VkAttachmentReferenceStencilLayout { + VkStructureType sType; + void* pNext; + VkImageLayout stencilLayout; +} VkAttachmentReferenceStencilLayout; + +typedef struct VkAttachmentDescriptionStencilLayout { + VkStructureType sType; + void* pNext; + VkImageLayout stencilInitialLayout; + VkImageLayout stencilFinalLayout; +} VkAttachmentDescriptionStencilLayout; + +typedef struct VkPhysicalDeviceHostQueryResetFeatures { + VkStructureType sType; + void* pNext; + VkBool32 hostQueryReset; +} VkPhysicalDeviceHostQueryResetFeatures; + +typedef struct VkPhysicalDeviceTimelineSemaphoreFeatures { + VkStructureType sType; + void* pNext; + VkBool32 timelineSemaphore; +} VkPhysicalDeviceTimelineSemaphoreFeatures; + +typedef struct VkPhysicalDeviceTimelineSemaphoreProperties { + VkStructureType sType; + void* pNext; + uint64_t maxTimelineSemaphoreValueDifference; +} VkPhysicalDeviceTimelineSemaphoreProperties; + +typedef struct VkSemaphoreTypeCreateInfo { + VkStructureType sType; + const void* pNext; + VkSemaphoreType semaphoreType; + uint64_t initialValue; +} VkSemaphoreTypeCreateInfo; + +typedef struct VkTimelineSemaphoreSubmitInfo { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreValueCount; + const uint64_t* pWaitSemaphoreValues; + uint32_t signalSemaphoreValueCount; + const uint64_t* pSignalSemaphoreValues; +} VkTimelineSemaphoreSubmitInfo; + +typedef struct VkSemaphoreWaitInfo { + VkStructureType sType; + const void* pNext; + VkSemaphoreWaitFlags flags; + uint32_t semaphoreCount; + const VkSemaphore* pSemaphores; + const uint64_t* pValues; +} VkSemaphoreWaitInfo; + +typedef struct VkSemaphoreSignalInfo { + VkStructureType sType; + const void* pNext; + VkSemaphore semaphore; + uint64_t value; +} VkSemaphoreSignalInfo; + +typedef struct VkPhysicalDeviceBufferDeviceAddressFeatures { + VkStructureType sType; + void* pNext; + VkBool32 bufferDeviceAddress; + VkBool32 bufferDeviceAddressCaptureReplay; + VkBool32 bufferDeviceAddressMultiDevice; +} VkPhysicalDeviceBufferDeviceAddressFeatures; + +typedef struct VkBufferDeviceAddressInfo { + VkStructureType sType; + const void* pNext; + VkBuffer buffer; +} VkBufferDeviceAddressInfo; + +typedef struct VkBufferOpaqueCaptureAddressCreateInfo { + VkStructureType sType; + const void* pNext; + uint64_t opaqueCaptureAddress; +} VkBufferOpaqueCaptureAddressCreateInfo; + +typedef struct VkMemoryOpaqueCaptureAddressAllocateInfo { + VkStructureType sType; + const void* pNext; + uint64_t opaqueCaptureAddress; +} VkMemoryOpaqueCaptureAddressAllocateInfo; + +typedef struct VkDeviceMemoryOpaqueCaptureAddressInfo { + VkStructureType sType; + const void* pNext; + VkDeviceMemory memory; +} VkDeviceMemoryOpaqueCaptureAddressInfo; + +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndirectCount)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndexedIndirectCount)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef VkResult (VKAPI_PTR *PFN_vkCreateRenderPass2)(VkDevice device, const VkRenderPassCreateInfo2* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass); +typedef void (VKAPI_PTR *PFN_vkCmdBeginRenderPass2)(VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, const VkSubpassBeginInfo* pSubpassBeginInfo); +typedef void (VKAPI_PTR *PFN_vkCmdNextSubpass2)(VkCommandBuffer commandBuffer, const VkSubpassBeginInfo* pSubpassBeginInfo, const VkSubpassEndInfo* pSubpassEndInfo); +typedef void (VKAPI_PTR *PFN_vkCmdEndRenderPass2)(VkCommandBuffer commandBuffer, const VkSubpassEndInfo* pSubpassEndInfo); +typedef void (VKAPI_PTR *PFN_vkResetQueryPool)(VkDevice device, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount); +typedef VkResult (VKAPI_PTR *PFN_vkGetSemaphoreCounterValue)(VkDevice device, VkSemaphore semaphore, uint64_t* pValue); +typedef VkResult (VKAPI_PTR *PFN_vkWaitSemaphores)(VkDevice device, const VkSemaphoreWaitInfo* pWaitInfo, uint64_t timeout); +typedef VkResult (VKAPI_PTR *PFN_vkSignalSemaphore)(VkDevice device, const VkSemaphoreSignalInfo* pSignalInfo); +typedef VkDeviceAddress (VKAPI_PTR *PFN_vkGetBufferDeviceAddress)(VkDevice device, const VkBufferDeviceAddressInfo* pInfo); +typedef uint64_t (VKAPI_PTR *PFN_vkGetBufferOpaqueCaptureAddress)(VkDevice device, const VkBufferDeviceAddressInfo* pInfo); +typedef uint64_t (VKAPI_PTR *PFN_vkGetDeviceMemoryOpaqueCaptureAddress)(VkDevice device, const VkDeviceMemoryOpaqueCaptureAddressInfo* pInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirectCount( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexedIndirectCount( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateRenderPass2( + VkDevice device, + const VkRenderPassCreateInfo2* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkRenderPass* pRenderPass); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginRenderPass2( + VkCommandBuffer commandBuffer, + const VkRenderPassBeginInfo* pRenderPassBegin, + const VkSubpassBeginInfo* pSubpassBeginInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdNextSubpass2( + VkCommandBuffer commandBuffer, + const VkSubpassBeginInfo* pSubpassBeginInfo, + const VkSubpassEndInfo* pSubpassEndInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndRenderPass2( + VkCommandBuffer commandBuffer, + const VkSubpassEndInfo* pSubpassEndInfo); + +VKAPI_ATTR void VKAPI_CALL vkResetQueryPool( + VkDevice device, + VkQueryPool queryPool, + uint32_t firstQuery, + uint32_t queryCount); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetSemaphoreCounterValue( + VkDevice device, + VkSemaphore semaphore, + uint64_t* pValue); + +VKAPI_ATTR VkResult VKAPI_CALL vkWaitSemaphores( + VkDevice device, + const VkSemaphoreWaitInfo* pWaitInfo, + uint64_t timeout); + +VKAPI_ATTR VkResult VKAPI_CALL vkSignalSemaphore( + VkDevice device, + const VkSemaphoreSignalInfo* pSignalInfo); + +VKAPI_ATTR VkDeviceAddress VKAPI_CALL vkGetBufferDeviceAddress( + VkDevice device, + const VkBufferDeviceAddressInfo* pInfo); + +VKAPI_ATTR uint64_t VKAPI_CALL vkGetBufferOpaqueCaptureAddress( + VkDevice device, + const VkBufferDeviceAddressInfo* pInfo); + +VKAPI_ATTR uint64_t VKAPI_CALL vkGetDeviceMemoryOpaqueCaptureAddress( + VkDevice device, + const VkDeviceMemoryOpaqueCaptureAddressInfo* pInfo); +#endif + + +#define VK_KHR_surface 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +#define VK_KHR_SURFACE_SPEC_VERSION 25 +#define VK_KHR_SURFACE_EXTENSION_NAME "VK_KHR_surface" + +typedef enum VkPresentModeKHR { + VK_PRESENT_MODE_IMMEDIATE_KHR = 0, + VK_PRESENT_MODE_MAILBOX_KHR = 1, + VK_PRESENT_MODE_FIFO_KHR = 2, + VK_PRESENT_MODE_FIFO_RELAXED_KHR = 3, + VK_PRESENT_MODE_SHARED_DEMAND_REFRESH_KHR = 1000111000, + VK_PRESENT_MODE_SHARED_CONTINUOUS_REFRESH_KHR = 1000111001, + VK_PRESENT_MODE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPresentModeKHR; + +typedef enum VkColorSpaceKHR { + VK_COLOR_SPACE_SRGB_NONLINEAR_KHR = 0, + VK_COLOR_SPACE_DISPLAY_P3_NONLINEAR_EXT = 1000104001, + VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT = 1000104002, + VK_COLOR_SPACE_DISPLAY_P3_LINEAR_EXT = 1000104003, + VK_COLOR_SPACE_DCI_P3_NONLINEAR_EXT = 1000104004, + VK_COLOR_SPACE_BT709_LINEAR_EXT = 1000104005, + VK_COLOR_SPACE_BT709_NONLINEAR_EXT = 1000104006, + VK_COLOR_SPACE_BT2020_LINEAR_EXT = 1000104007, + VK_COLOR_SPACE_HDR10_ST2084_EXT = 1000104008, + VK_COLOR_SPACE_DOLBYVISION_EXT = 1000104009, + VK_COLOR_SPACE_HDR10_HLG_EXT = 1000104010, + VK_COLOR_SPACE_ADOBERGB_LINEAR_EXT = 1000104011, + VK_COLOR_SPACE_ADOBERGB_NONLINEAR_EXT = 1000104012, + VK_COLOR_SPACE_PASS_THROUGH_EXT = 1000104013, + VK_COLOR_SPACE_EXTENDED_SRGB_NONLINEAR_EXT = 1000104014, + VK_COLOR_SPACE_DISPLAY_NATIVE_AMD = 1000213000, + VK_COLORSPACE_SRGB_NONLINEAR_KHR = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, + VK_COLOR_SPACE_DCI_P3_LINEAR_EXT = VK_COLOR_SPACE_DISPLAY_P3_LINEAR_EXT, + VK_COLOR_SPACE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkColorSpaceKHR; + +typedef enum VkSurfaceTransformFlagBitsKHR { + VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR = 0x00000001, + VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR = 0x00000002, + VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR = 0x00000004, + VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR = 0x00000008, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_BIT_KHR = 0x00000010, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_90_BIT_KHR = 0x00000020, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_180_BIT_KHR = 0x00000040, + VK_SURFACE_TRANSFORM_HORIZONTAL_MIRROR_ROTATE_270_BIT_KHR = 0x00000080, + VK_SURFACE_TRANSFORM_INHERIT_BIT_KHR = 0x00000100, + VK_SURFACE_TRANSFORM_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkSurfaceTransformFlagBitsKHR; + +typedef enum VkCompositeAlphaFlagBitsKHR { + VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR = 0x00000001, + VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR = 0x00000002, + VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR = 0x00000004, + VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR = 0x00000008, + VK_COMPOSITE_ALPHA_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkCompositeAlphaFlagBitsKHR; +typedef VkFlags VkCompositeAlphaFlagsKHR; +typedef VkFlags VkSurfaceTransformFlagsKHR; +typedef struct VkSurfaceCapabilitiesKHR { + uint32_t minImageCount; + uint32_t maxImageCount; + VkExtent2D currentExtent; + VkExtent2D minImageExtent; + VkExtent2D maxImageExtent; + uint32_t maxImageArrayLayers; + VkSurfaceTransformFlagsKHR supportedTransforms; + VkSurfaceTransformFlagBitsKHR currentTransform; + VkCompositeAlphaFlagsKHR supportedCompositeAlpha; + VkImageUsageFlags supportedUsageFlags; +} VkSurfaceCapabilitiesKHR; + +typedef struct VkSurfaceFormatKHR { + VkFormat format; + VkColorSpaceKHR colorSpace; +} VkSurfaceFormatKHR; + +typedef void (VKAPI_PTR *PFN_vkDestroySurfaceKHR)(VkInstance instance, VkSurfaceKHR surface, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, VkSurfaceKHR surface, VkBool32* pSupported); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceCapabilitiesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, VkSurfaceCapabilitiesKHR* pSurfaceCapabilities); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceFormatsKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t* pSurfaceFormatCount, VkSurfaceFormatKHR* pSurfaceFormats); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfacePresentModesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t* pPresentModeCount, VkPresentModeKHR* pPresentModes); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkDestroySurfaceKHR( + VkInstance instance, + VkSurfaceKHR surface, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceSupportKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + VkSurfaceKHR surface, + VkBool32* pSupported); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceCapabilitiesKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + VkSurfaceCapabilitiesKHR* pSurfaceCapabilities); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceFormatsKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + uint32_t* pSurfaceFormatCount, + VkSurfaceFormatKHR* pSurfaceFormats); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfacePresentModesKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + uint32_t* pPresentModeCount, + VkPresentModeKHR* pPresentModes); +#endif + + +#define VK_KHR_swapchain 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSwapchainKHR) +#define VK_KHR_SWAPCHAIN_SPEC_VERSION 70 +#define VK_KHR_SWAPCHAIN_EXTENSION_NAME "VK_KHR_swapchain" + +typedef enum VkSwapchainCreateFlagBitsKHR { + VK_SWAPCHAIN_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT_KHR = 0x00000001, + VK_SWAPCHAIN_CREATE_PROTECTED_BIT_KHR = 0x00000002, + VK_SWAPCHAIN_CREATE_MUTABLE_FORMAT_BIT_KHR = 0x00000004, + VK_SWAPCHAIN_CREATE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkSwapchainCreateFlagBitsKHR; +typedef VkFlags VkSwapchainCreateFlagsKHR; + +typedef enum VkDeviceGroupPresentModeFlagBitsKHR { + VK_DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR = 0x00000001, + VK_DEVICE_GROUP_PRESENT_MODE_REMOTE_BIT_KHR = 0x00000002, + VK_DEVICE_GROUP_PRESENT_MODE_SUM_BIT_KHR = 0x00000004, + VK_DEVICE_GROUP_PRESENT_MODE_LOCAL_MULTI_DEVICE_BIT_KHR = 0x00000008, + VK_DEVICE_GROUP_PRESENT_MODE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkDeviceGroupPresentModeFlagBitsKHR; +typedef VkFlags VkDeviceGroupPresentModeFlagsKHR; +typedef struct VkSwapchainCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkSwapchainCreateFlagsKHR flags; + VkSurfaceKHR surface; + uint32_t minImageCount; + VkFormat imageFormat; + VkColorSpaceKHR imageColorSpace; + VkExtent2D imageExtent; + uint32_t imageArrayLayers; + VkImageUsageFlags imageUsage; + VkSharingMode imageSharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t* pQueueFamilyIndices; + VkSurfaceTransformFlagBitsKHR preTransform; + VkCompositeAlphaFlagBitsKHR compositeAlpha; + VkPresentModeKHR presentMode; + VkBool32 clipped; + VkSwapchainKHR oldSwapchain; +} VkSwapchainCreateInfoKHR; + +typedef struct VkPresentInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreCount; + const VkSemaphore* pWaitSemaphores; + uint32_t swapchainCount; + const VkSwapchainKHR* pSwapchains; + const uint32_t* pImageIndices; + VkResult* pResults; +} VkPresentInfoKHR; + +typedef struct VkImageSwapchainCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkSwapchainKHR swapchain; +} VkImageSwapchainCreateInfoKHR; + +typedef struct VkBindImageMemorySwapchainInfoKHR { + VkStructureType sType; + const void* pNext; + VkSwapchainKHR swapchain; + uint32_t imageIndex; +} VkBindImageMemorySwapchainInfoKHR; + +typedef struct VkAcquireNextImageInfoKHR { + VkStructureType sType; + const void* pNext; + VkSwapchainKHR swapchain; + uint64_t timeout; + VkSemaphore semaphore; + VkFence fence; + uint32_t deviceMask; +} VkAcquireNextImageInfoKHR; + +typedef struct VkDeviceGroupPresentCapabilitiesKHR { + VkStructureType sType; + const void* pNext; + uint32_t presentMask[VK_MAX_DEVICE_GROUP_SIZE]; + VkDeviceGroupPresentModeFlagsKHR modes; +} VkDeviceGroupPresentCapabilitiesKHR; + +typedef struct VkDeviceGroupPresentInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t swapchainCount; + const uint32_t* pDeviceMasks; + VkDeviceGroupPresentModeFlagBitsKHR mode; +} VkDeviceGroupPresentInfoKHR; + +typedef struct VkDeviceGroupSwapchainCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkDeviceGroupPresentModeFlagsKHR modes; +} VkDeviceGroupSwapchainCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateSwapchainKHR)(VkDevice device, const VkSwapchainCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSwapchainKHR* pSwapchain); +typedef void (VKAPI_PTR *PFN_vkDestroySwapchainKHR)(VkDevice device, VkSwapchainKHR swapchain, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkGetSwapchainImagesKHR)(VkDevice device, VkSwapchainKHR swapchain, uint32_t* pSwapchainImageCount, VkImage* pSwapchainImages); +typedef VkResult (VKAPI_PTR *PFN_vkAcquireNextImageKHR)(VkDevice device, VkSwapchainKHR swapchain, uint64_t timeout, VkSemaphore semaphore, VkFence fence, uint32_t* pImageIndex); +typedef VkResult (VKAPI_PTR *PFN_vkQueuePresentKHR)(VkQueue queue, const VkPresentInfoKHR* pPresentInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetDeviceGroupPresentCapabilitiesKHR)(VkDevice device, VkDeviceGroupPresentCapabilitiesKHR* pDeviceGroupPresentCapabilities); +typedef VkResult (VKAPI_PTR *PFN_vkGetDeviceGroupSurfacePresentModesKHR)(VkDevice device, VkSurfaceKHR surface, VkDeviceGroupPresentModeFlagsKHR* pModes); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDevicePresentRectanglesKHR)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, uint32_t* pRectCount, VkRect2D* pRects); +typedef VkResult (VKAPI_PTR *PFN_vkAcquireNextImage2KHR)(VkDevice device, const VkAcquireNextImageInfoKHR* pAcquireInfo, uint32_t* pImageIndex); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSwapchainKHR( + VkDevice device, + const VkSwapchainCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSwapchainKHR* pSwapchain); + +VKAPI_ATTR void VKAPI_CALL vkDestroySwapchainKHR( + VkDevice device, + VkSwapchainKHR swapchain, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetSwapchainImagesKHR( + VkDevice device, + VkSwapchainKHR swapchain, + uint32_t* pSwapchainImageCount, + VkImage* pSwapchainImages); + +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireNextImageKHR( + VkDevice device, + VkSwapchainKHR swapchain, + uint64_t timeout, + VkSemaphore semaphore, + VkFence fence, + uint32_t* pImageIndex); + +VKAPI_ATTR VkResult VKAPI_CALL vkQueuePresentKHR( + VkQueue queue, + const VkPresentInfoKHR* pPresentInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDeviceGroupPresentCapabilitiesKHR( + VkDevice device, + VkDeviceGroupPresentCapabilitiesKHR* pDeviceGroupPresentCapabilities); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDeviceGroupSurfacePresentModesKHR( + VkDevice device, + VkSurfaceKHR surface, + VkDeviceGroupPresentModeFlagsKHR* pModes); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDevicePresentRectanglesKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + uint32_t* pRectCount, + VkRect2D* pRects); + +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireNextImage2KHR( + VkDevice device, + const VkAcquireNextImageInfoKHR* pAcquireInfo, + uint32_t* pImageIndex); +#endif + + +#define VK_KHR_display 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDisplayKHR) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDisplayModeKHR) +#define VK_KHR_DISPLAY_SPEC_VERSION 23 +#define VK_KHR_DISPLAY_EXTENSION_NAME "VK_KHR_display" +typedef VkFlags VkDisplayModeCreateFlagsKHR; + +typedef enum VkDisplayPlaneAlphaFlagBitsKHR { + VK_DISPLAY_PLANE_ALPHA_OPAQUE_BIT_KHR = 0x00000001, + VK_DISPLAY_PLANE_ALPHA_GLOBAL_BIT_KHR = 0x00000002, + VK_DISPLAY_PLANE_ALPHA_PER_PIXEL_BIT_KHR = 0x00000004, + VK_DISPLAY_PLANE_ALPHA_PER_PIXEL_PREMULTIPLIED_BIT_KHR = 0x00000008, + VK_DISPLAY_PLANE_ALPHA_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkDisplayPlaneAlphaFlagBitsKHR; +typedef VkFlags VkDisplayPlaneAlphaFlagsKHR; +typedef VkFlags VkDisplaySurfaceCreateFlagsKHR; +typedef struct VkDisplayModeParametersKHR { + VkExtent2D visibleRegion; + uint32_t refreshRate; +} VkDisplayModeParametersKHR; + +typedef struct VkDisplayModeCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkDisplayModeCreateFlagsKHR flags; + VkDisplayModeParametersKHR parameters; +} VkDisplayModeCreateInfoKHR; + +typedef struct VkDisplayModePropertiesKHR { + VkDisplayModeKHR displayMode; + VkDisplayModeParametersKHR parameters; +} VkDisplayModePropertiesKHR; + +typedef struct VkDisplayPlaneCapabilitiesKHR { + VkDisplayPlaneAlphaFlagsKHR supportedAlpha; + VkOffset2D minSrcPosition; + VkOffset2D maxSrcPosition; + VkExtent2D minSrcExtent; + VkExtent2D maxSrcExtent; + VkOffset2D minDstPosition; + VkOffset2D maxDstPosition; + VkExtent2D minDstExtent; + VkExtent2D maxDstExtent; +} VkDisplayPlaneCapabilitiesKHR; + +typedef struct VkDisplayPlanePropertiesKHR { + VkDisplayKHR currentDisplay; + uint32_t currentStackIndex; +} VkDisplayPlanePropertiesKHR; + +typedef struct VkDisplayPropertiesKHR { + VkDisplayKHR display; + const char* displayName; + VkExtent2D physicalDimensions; + VkExtent2D physicalResolution; + VkSurfaceTransformFlagsKHR supportedTransforms; + VkBool32 planeReorderPossible; + VkBool32 persistentContent; +} VkDisplayPropertiesKHR; + +typedef struct VkDisplaySurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkDisplaySurfaceCreateFlagsKHR flags; + VkDisplayModeKHR displayMode; + uint32_t planeIndex; + uint32_t planeStackIndex; + VkSurfaceTransformFlagBitsKHR transform; + float globalAlpha; + VkDisplayPlaneAlphaFlagBitsKHR alphaMode; + VkExtent2D imageExtent; +} VkDisplaySurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceDisplayPropertiesKHR)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkDisplayPropertiesKHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceDisplayPlanePropertiesKHR)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkDisplayPlanePropertiesKHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetDisplayPlaneSupportedDisplaysKHR)(VkPhysicalDevice physicalDevice, uint32_t planeIndex, uint32_t* pDisplayCount, VkDisplayKHR* pDisplays); +typedef VkResult (VKAPI_PTR *PFN_vkGetDisplayModePropertiesKHR)(VkPhysicalDevice physicalDevice, VkDisplayKHR display, uint32_t* pPropertyCount, VkDisplayModePropertiesKHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDisplayModeKHR)(VkPhysicalDevice physicalDevice, VkDisplayKHR display, const VkDisplayModeCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDisplayModeKHR* pMode); +typedef VkResult (VKAPI_PTR *PFN_vkGetDisplayPlaneCapabilitiesKHR)(VkPhysicalDevice physicalDevice, VkDisplayModeKHR mode, uint32_t planeIndex, VkDisplayPlaneCapabilitiesKHR* pCapabilities); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDisplayPlaneSurfaceKHR)(VkInstance instance, const VkDisplaySurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceDisplayPropertiesKHR( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkDisplayPropertiesKHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceDisplayPlanePropertiesKHR( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkDisplayPlanePropertiesKHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDisplayPlaneSupportedDisplaysKHR( + VkPhysicalDevice physicalDevice, + uint32_t planeIndex, + uint32_t* pDisplayCount, + VkDisplayKHR* pDisplays); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDisplayModePropertiesKHR( + VkPhysicalDevice physicalDevice, + VkDisplayKHR display, + uint32_t* pPropertyCount, + VkDisplayModePropertiesKHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDisplayModeKHR( + VkPhysicalDevice physicalDevice, + VkDisplayKHR display, + const VkDisplayModeCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDisplayModeKHR* pMode); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDisplayPlaneCapabilitiesKHR( + VkPhysicalDevice physicalDevice, + VkDisplayModeKHR mode, + uint32_t planeIndex, + VkDisplayPlaneCapabilitiesKHR* pCapabilities); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDisplayPlaneSurfaceKHR( + VkInstance instance, + const VkDisplaySurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + + +#define VK_KHR_display_swapchain 1 +#define VK_KHR_DISPLAY_SWAPCHAIN_SPEC_VERSION 10 +#define VK_KHR_DISPLAY_SWAPCHAIN_EXTENSION_NAME "VK_KHR_display_swapchain" +typedef struct VkDisplayPresentInfoKHR { + VkStructureType sType; + const void* pNext; + VkRect2D srcRect; + VkRect2D dstRect; + VkBool32 persistent; +} VkDisplayPresentInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateSharedSwapchainsKHR)(VkDevice device, uint32_t swapchainCount, const VkSwapchainCreateInfoKHR* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkSwapchainKHR* pSwapchains); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSharedSwapchainsKHR( + VkDevice device, + uint32_t swapchainCount, + const VkSwapchainCreateInfoKHR* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkSwapchainKHR* pSwapchains); +#endif + + +#define VK_KHR_sampler_mirror_clamp_to_edge 1 +#define VK_KHR_SAMPLER_MIRROR_CLAMP_TO_EDGE_SPEC_VERSION 3 +#define VK_KHR_SAMPLER_MIRROR_CLAMP_TO_EDGE_EXTENSION_NAME "VK_KHR_sampler_mirror_clamp_to_edge" + + +#define VK_KHR_multiview 1 +#define VK_KHR_MULTIVIEW_SPEC_VERSION 1 +#define VK_KHR_MULTIVIEW_EXTENSION_NAME "VK_KHR_multiview" +typedef VkRenderPassMultiviewCreateInfo VkRenderPassMultiviewCreateInfoKHR; + +typedef VkPhysicalDeviceMultiviewFeatures VkPhysicalDeviceMultiviewFeaturesKHR; + +typedef VkPhysicalDeviceMultiviewProperties VkPhysicalDeviceMultiviewPropertiesKHR; + + + +#define VK_KHR_get_physical_device_properties2 1 +#define VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_SPEC_VERSION 2 +#define VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME "VK_KHR_get_physical_device_properties2" +typedef VkPhysicalDeviceFeatures2 VkPhysicalDeviceFeatures2KHR; + +typedef VkPhysicalDeviceProperties2 VkPhysicalDeviceProperties2KHR; + +typedef VkFormatProperties2 VkFormatProperties2KHR; + +typedef VkImageFormatProperties2 VkImageFormatProperties2KHR; + +typedef VkPhysicalDeviceImageFormatInfo2 VkPhysicalDeviceImageFormatInfo2KHR; + +typedef VkQueueFamilyProperties2 VkQueueFamilyProperties2KHR; + +typedef VkPhysicalDeviceMemoryProperties2 VkPhysicalDeviceMemoryProperties2KHR; + +typedef VkSparseImageFormatProperties2 VkSparseImageFormatProperties2KHR; + +typedef VkPhysicalDeviceSparseImageFormatInfo2 VkPhysicalDeviceSparseImageFormatInfo2KHR; + +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFeatures2KHR)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceFeatures2* pFeatures); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceProperties2KHR)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceProperties2* pProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceFormatProperties2KHR)(VkPhysicalDevice physicalDevice, VkFormat format, VkFormatProperties2* pFormatProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceImageFormatProperties2KHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceImageFormatInfo2* pImageFormatInfo, VkImageFormatProperties2* pImageFormatProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceQueueFamilyProperties2KHR)(VkPhysicalDevice physicalDevice, uint32_t* pQueueFamilyPropertyCount, VkQueueFamilyProperties2* pQueueFamilyProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceMemoryProperties2KHR)(VkPhysicalDevice physicalDevice, VkPhysicalDeviceMemoryProperties2* pMemoryProperties); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceSparseImageFormatProperties2KHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSparseImageFormatInfo2* pFormatInfo, uint32_t* pPropertyCount, VkSparseImageFormatProperties2* pProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFeatures2KHR( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceFeatures2* pFeatures); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceProperties2KHR( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceProperties2* pProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceFormatProperties2KHR( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkFormatProperties2* pFormatProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceImageFormatProperties2KHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceImageFormatInfo2* pImageFormatInfo, + VkImageFormatProperties2* pImageFormatProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceQueueFamilyProperties2KHR( + VkPhysicalDevice physicalDevice, + uint32_t* pQueueFamilyPropertyCount, + VkQueueFamilyProperties2* pQueueFamilyProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceMemoryProperties2KHR( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceMemoryProperties2* pMemoryProperties); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceSparseImageFormatProperties2KHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceSparseImageFormatInfo2* pFormatInfo, + uint32_t* pPropertyCount, + VkSparseImageFormatProperties2* pProperties); +#endif + + +#define VK_KHR_device_group 1 +#define VK_KHR_DEVICE_GROUP_SPEC_VERSION 4 +#define VK_KHR_DEVICE_GROUP_EXTENSION_NAME "VK_KHR_device_group" +typedef VkPeerMemoryFeatureFlags VkPeerMemoryFeatureFlagsKHR; + +typedef VkPeerMemoryFeatureFlagBits VkPeerMemoryFeatureFlagBitsKHR; + +typedef VkMemoryAllocateFlags VkMemoryAllocateFlagsKHR; + +typedef VkMemoryAllocateFlagBits VkMemoryAllocateFlagBitsKHR; + +typedef VkMemoryAllocateFlagsInfo VkMemoryAllocateFlagsInfoKHR; + +typedef VkDeviceGroupRenderPassBeginInfo VkDeviceGroupRenderPassBeginInfoKHR; + +typedef VkDeviceGroupCommandBufferBeginInfo VkDeviceGroupCommandBufferBeginInfoKHR; + +typedef VkDeviceGroupSubmitInfo VkDeviceGroupSubmitInfoKHR; + +typedef VkDeviceGroupBindSparseInfo VkDeviceGroupBindSparseInfoKHR; + +typedef VkBindBufferMemoryDeviceGroupInfo VkBindBufferMemoryDeviceGroupInfoKHR; + +typedef VkBindImageMemoryDeviceGroupInfo VkBindImageMemoryDeviceGroupInfoKHR; + +typedef void (VKAPI_PTR *PFN_vkGetDeviceGroupPeerMemoryFeaturesKHR)(VkDevice device, uint32_t heapIndex, uint32_t localDeviceIndex, uint32_t remoteDeviceIndex, VkPeerMemoryFeatureFlags* pPeerMemoryFeatures); +typedef void (VKAPI_PTR *PFN_vkCmdSetDeviceMaskKHR)(VkCommandBuffer commandBuffer, uint32_t deviceMask); +typedef void (VKAPI_PTR *PFN_vkCmdDispatchBaseKHR)(VkCommandBuffer commandBuffer, uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetDeviceGroupPeerMemoryFeaturesKHR( + VkDevice device, + uint32_t heapIndex, + uint32_t localDeviceIndex, + uint32_t remoteDeviceIndex, + VkPeerMemoryFeatureFlags* pPeerMemoryFeatures); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDeviceMaskKHR( + VkCommandBuffer commandBuffer, + uint32_t deviceMask); + +VKAPI_ATTR void VKAPI_CALL vkCmdDispatchBaseKHR( + VkCommandBuffer commandBuffer, + uint32_t baseGroupX, + uint32_t baseGroupY, + uint32_t baseGroupZ, + uint32_t groupCountX, + uint32_t groupCountY, + uint32_t groupCountZ); +#endif + + +#define VK_KHR_shader_draw_parameters 1 +#define VK_KHR_SHADER_DRAW_PARAMETERS_SPEC_VERSION 1 +#define VK_KHR_SHADER_DRAW_PARAMETERS_EXTENSION_NAME "VK_KHR_shader_draw_parameters" + + +#define VK_KHR_maintenance1 1 +#define VK_KHR_MAINTENANCE1_SPEC_VERSION 2 +#define VK_KHR_MAINTENANCE1_EXTENSION_NAME "VK_KHR_maintenance1" +typedef VkCommandPoolTrimFlags VkCommandPoolTrimFlagsKHR; + +typedef void (VKAPI_PTR *PFN_vkTrimCommandPoolKHR)(VkDevice device, VkCommandPool commandPool, VkCommandPoolTrimFlags flags); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkTrimCommandPoolKHR( + VkDevice device, + VkCommandPool commandPool, + VkCommandPoolTrimFlags flags); +#endif + + +#define VK_KHR_device_group_creation 1 +#define VK_KHR_DEVICE_GROUP_CREATION_SPEC_VERSION 1 +#define VK_KHR_DEVICE_GROUP_CREATION_EXTENSION_NAME "VK_KHR_device_group_creation" +#define VK_MAX_DEVICE_GROUP_SIZE_KHR VK_MAX_DEVICE_GROUP_SIZE +typedef VkPhysicalDeviceGroupProperties VkPhysicalDeviceGroupPropertiesKHR; + +typedef VkDeviceGroupDeviceCreateInfo VkDeviceGroupDeviceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkEnumeratePhysicalDeviceGroupsKHR)(VkInstance instance, uint32_t* pPhysicalDeviceGroupCount, VkPhysicalDeviceGroupProperties* pPhysicalDeviceGroupProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkEnumeratePhysicalDeviceGroupsKHR( + VkInstance instance, + uint32_t* pPhysicalDeviceGroupCount, + VkPhysicalDeviceGroupProperties* pPhysicalDeviceGroupProperties); +#endif + + +#define VK_KHR_external_memory_capabilities 1 +#define VK_KHR_EXTERNAL_MEMORY_CAPABILITIES_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_MEMORY_CAPABILITIES_EXTENSION_NAME "VK_KHR_external_memory_capabilities" +#define VK_LUID_SIZE_KHR VK_LUID_SIZE +typedef VkExternalMemoryHandleTypeFlags VkExternalMemoryHandleTypeFlagsKHR; + +typedef VkExternalMemoryHandleTypeFlagBits VkExternalMemoryHandleTypeFlagBitsKHR; + +typedef VkExternalMemoryFeatureFlags VkExternalMemoryFeatureFlagsKHR; + +typedef VkExternalMemoryFeatureFlagBits VkExternalMemoryFeatureFlagBitsKHR; + +typedef VkExternalMemoryProperties VkExternalMemoryPropertiesKHR; + +typedef VkPhysicalDeviceExternalImageFormatInfo VkPhysicalDeviceExternalImageFormatInfoKHR; + +typedef VkExternalImageFormatProperties VkExternalImageFormatPropertiesKHR; + +typedef VkPhysicalDeviceExternalBufferInfo VkPhysicalDeviceExternalBufferInfoKHR; + +typedef VkExternalBufferProperties VkExternalBufferPropertiesKHR; + +typedef VkPhysicalDeviceIDProperties VkPhysicalDeviceIDPropertiesKHR; + +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalBufferPropertiesKHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo, VkExternalBufferProperties* pExternalBufferProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalBufferPropertiesKHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo, + VkExternalBufferProperties* pExternalBufferProperties); +#endif + + +#define VK_KHR_external_memory 1 +#define VK_KHR_EXTERNAL_MEMORY_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_MEMORY_EXTENSION_NAME "VK_KHR_external_memory" +#define VK_QUEUE_FAMILY_EXTERNAL_KHR VK_QUEUE_FAMILY_EXTERNAL +typedef VkExternalMemoryImageCreateInfo VkExternalMemoryImageCreateInfoKHR; + +typedef VkExternalMemoryBufferCreateInfo VkExternalMemoryBufferCreateInfoKHR; + +typedef VkExportMemoryAllocateInfo VkExportMemoryAllocateInfoKHR; + + + +#define VK_KHR_external_memory_fd 1 +#define VK_KHR_EXTERNAL_MEMORY_FD_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_MEMORY_FD_EXTENSION_NAME "VK_KHR_external_memory_fd" +typedef struct VkImportMemoryFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagBits handleType; + int fd; +} VkImportMemoryFdInfoKHR; + +typedef struct VkMemoryFdPropertiesKHR { + VkStructureType sType; + void* pNext; + uint32_t memoryTypeBits; +} VkMemoryFdPropertiesKHR; + +typedef struct VkMemoryGetFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkDeviceMemory memory; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkMemoryGetFdInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryFdKHR)(VkDevice device, const VkMemoryGetFdInfoKHR* pGetFdInfo, int* pFd); +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryFdPropertiesKHR)(VkDevice device, VkExternalMemoryHandleTypeFlagBits handleType, int fd, VkMemoryFdPropertiesKHR* pMemoryFdProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryFdKHR( + VkDevice device, + const VkMemoryGetFdInfoKHR* pGetFdInfo, + int* pFd); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryFdPropertiesKHR( + VkDevice device, + VkExternalMemoryHandleTypeFlagBits handleType, + int fd, + VkMemoryFdPropertiesKHR* pMemoryFdProperties); +#endif + + +#define VK_KHR_external_semaphore_capabilities 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_CAPABILITIES_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_CAPABILITIES_EXTENSION_NAME "VK_KHR_external_semaphore_capabilities" +typedef VkExternalSemaphoreHandleTypeFlags VkExternalSemaphoreHandleTypeFlagsKHR; + +typedef VkExternalSemaphoreHandleTypeFlagBits VkExternalSemaphoreHandleTypeFlagBitsKHR; + +typedef VkExternalSemaphoreFeatureFlags VkExternalSemaphoreFeatureFlagsKHR; + +typedef VkExternalSemaphoreFeatureFlagBits VkExternalSemaphoreFeatureFlagBitsKHR; + +typedef VkPhysicalDeviceExternalSemaphoreInfo VkPhysicalDeviceExternalSemaphoreInfoKHR; + +typedef VkExternalSemaphoreProperties VkExternalSemaphorePropertiesKHR; + +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalSemaphorePropertiesKHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalSemaphoreInfo* pExternalSemaphoreInfo, VkExternalSemaphoreProperties* pExternalSemaphoreProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalSemaphorePropertiesKHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalSemaphoreInfo* pExternalSemaphoreInfo, + VkExternalSemaphoreProperties* pExternalSemaphoreProperties); +#endif + + +#define VK_KHR_external_semaphore 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_EXTENSION_NAME "VK_KHR_external_semaphore" +typedef VkSemaphoreImportFlags VkSemaphoreImportFlagsKHR; + +typedef VkSemaphoreImportFlagBits VkSemaphoreImportFlagBitsKHR; + +typedef VkExportSemaphoreCreateInfo VkExportSemaphoreCreateInfoKHR; + + + +#define VK_KHR_external_semaphore_fd 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_FD_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_FD_EXTENSION_NAME "VK_KHR_external_semaphore_fd" +typedef struct VkImportSemaphoreFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkSemaphore semaphore; + VkSemaphoreImportFlags flags; + VkExternalSemaphoreHandleTypeFlagBits handleType; + int fd; +} VkImportSemaphoreFdInfoKHR; + +typedef struct VkSemaphoreGetFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkSemaphore semaphore; + VkExternalSemaphoreHandleTypeFlagBits handleType; +} VkSemaphoreGetFdInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkImportSemaphoreFdKHR)(VkDevice device, const VkImportSemaphoreFdInfoKHR* pImportSemaphoreFdInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetSemaphoreFdKHR)(VkDevice device, const VkSemaphoreGetFdInfoKHR* pGetFdInfo, int* pFd); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkImportSemaphoreFdKHR( + VkDevice device, + const VkImportSemaphoreFdInfoKHR* pImportSemaphoreFdInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetSemaphoreFdKHR( + VkDevice device, + const VkSemaphoreGetFdInfoKHR* pGetFdInfo, + int* pFd); +#endif + + +#define VK_KHR_push_descriptor 1 +#define VK_KHR_PUSH_DESCRIPTOR_SPEC_VERSION 2 +#define VK_KHR_PUSH_DESCRIPTOR_EXTENSION_NAME "VK_KHR_push_descriptor" +typedef struct VkPhysicalDevicePushDescriptorPropertiesKHR { + VkStructureType sType; + void* pNext; + uint32_t maxPushDescriptors; +} VkPhysicalDevicePushDescriptorPropertiesKHR; + +typedef void (VKAPI_PTR *PFN_vkCmdPushDescriptorSetKHR)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipelineLayout layout, uint32_t set, uint32_t descriptorWriteCount, const VkWriteDescriptorSet* pDescriptorWrites); +typedef void (VKAPI_PTR *PFN_vkCmdPushDescriptorSetWithTemplateKHR)(VkCommandBuffer commandBuffer, VkDescriptorUpdateTemplate descriptorUpdateTemplate, VkPipelineLayout layout, uint32_t set, const void* pData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdPushDescriptorSetKHR( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipelineLayout layout, + uint32_t set, + uint32_t descriptorWriteCount, + const VkWriteDescriptorSet* pDescriptorWrites); + +VKAPI_ATTR void VKAPI_CALL vkCmdPushDescriptorSetWithTemplateKHR( + VkCommandBuffer commandBuffer, + VkDescriptorUpdateTemplate descriptorUpdateTemplate, + VkPipelineLayout layout, + uint32_t set, + const void* pData); +#endif + + +#define VK_KHR_shader_float16_int8 1 +#define VK_KHR_SHADER_FLOAT16_INT8_SPEC_VERSION 1 +#define VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME "VK_KHR_shader_float16_int8" +typedef VkPhysicalDeviceShaderFloat16Int8Features VkPhysicalDeviceShaderFloat16Int8FeaturesKHR; + +typedef VkPhysicalDeviceShaderFloat16Int8Features VkPhysicalDeviceFloat16Int8FeaturesKHR; + + + +#define VK_KHR_16bit_storage 1 +#define VK_KHR_16BIT_STORAGE_SPEC_VERSION 1 +#define VK_KHR_16BIT_STORAGE_EXTENSION_NAME "VK_KHR_16bit_storage" +typedef VkPhysicalDevice16BitStorageFeatures VkPhysicalDevice16BitStorageFeaturesKHR; + + + +#define VK_KHR_incremental_present 1 +#define VK_KHR_INCREMENTAL_PRESENT_SPEC_VERSION 1 +#define VK_KHR_INCREMENTAL_PRESENT_EXTENSION_NAME "VK_KHR_incremental_present" +typedef struct VkRectLayerKHR { + VkOffset2D offset; + VkExtent2D extent; + uint32_t layer; +} VkRectLayerKHR; + +typedef struct VkPresentRegionKHR { + uint32_t rectangleCount; + const VkRectLayerKHR* pRectangles; +} VkPresentRegionKHR; + +typedef struct VkPresentRegionsKHR { + VkStructureType sType; + const void* pNext; + uint32_t swapchainCount; + const VkPresentRegionKHR* pRegions; +} VkPresentRegionsKHR; + + + +#define VK_KHR_descriptor_update_template 1 +typedef VkDescriptorUpdateTemplate VkDescriptorUpdateTemplateKHR; + +#define VK_KHR_DESCRIPTOR_UPDATE_TEMPLATE_SPEC_VERSION 1 +#define VK_KHR_DESCRIPTOR_UPDATE_TEMPLATE_EXTENSION_NAME "VK_KHR_descriptor_update_template" +typedef VkDescriptorUpdateTemplateType VkDescriptorUpdateTemplateTypeKHR; + +typedef VkDescriptorUpdateTemplateCreateFlags VkDescriptorUpdateTemplateCreateFlagsKHR; + +typedef VkDescriptorUpdateTemplateEntry VkDescriptorUpdateTemplateEntryKHR; + +typedef VkDescriptorUpdateTemplateCreateInfo VkDescriptorUpdateTemplateCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateDescriptorUpdateTemplateKHR)(VkDevice device, const VkDescriptorUpdateTemplateCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDescriptorUpdateTemplate* pDescriptorUpdateTemplate); +typedef void (VKAPI_PTR *PFN_vkDestroyDescriptorUpdateTemplateKHR)(VkDevice device, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkUpdateDescriptorSetWithTemplateKHR)(VkDevice device, VkDescriptorSet descriptorSet, VkDescriptorUpdateTemplate descriptorUpdateTemplate, const void* pData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDescriptorUpdateTemplateKHR( + VkDevice device, + const VkDescriptorUpdateTemplateCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDescriptorUpdateTemplate* pDescriptorUpdateTemplate); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDescriptorUpdateTemplateKHR( + VkDevice device, + VkDescriptorUpdateTemplate descriptorUpdateTemplate, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkUpdateDescriptorSetWithTemplateKHR( + VkDevice device, + VkDescriptorSet descriptorSet, + VkDescriptorUpdateTemplate descriptorUpdateTemplate, + const void* pData); +#endif + + +#define VK_KHR_imageless_framebuffer 1 +#define VK_KHR_IMAGELESS_FRAMEBUFFER_SPEC_VERSION 1 +#define VK_KHR_IMAGELESS_FRAMEBUFFER_EXTENSION_NAME "VK_KHR_imageless_framebuffer" +typedef VkPhysicalDeviceImagelessFramebufferFeatures VkPhysicalDeviceImagelessFramebufferFeaturesKHR; + +typedef VkFramebufferAttachmentsCreateInfo VkFramebufferAttachmentsCreateInfoKHR; + +typedef VkFramebufferAttachmentImageInfo VkFramebufferAttachmentImageInfoKHR; + +typedef VkRenderPassAttachmentBeginInfo VkRenderPassAttachmentBeginInfoKHR; + + + +#define VK_KHR_create_renderpass2 1 +#define VK_KHR_CREATE_RENDERPASS_2_SPEC_VERSION 1 +#define VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME "VK_KHR_create_renderpass2" +typedef VkRenderPassCreateInfo2 VkRenderPassCreateInfo2KHR; + +typedef VkAttachmentDescription2 VkAttachmentDescription2KHR; + +typedef VkAttachmentReference2 VkAttachmentReference2KHR; + +typedef VkSubpassDescription2 VkSubpassDescription2KHR; + +typedef VkSubpassDependency2 VkSubpassDependency2KHR; + +typedef VkSubpassBeginInfo VkSubpassBeginInfoKHR; + +typedef VkSubpassEndInfo VkSubpassEndInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateRenderPass2KHR)(VkDevice device, const VkRenderPassCreateInfo2* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass); +typedef void (VKAPI_PTR *PFN_vkCmdBeginRenderPass2KHR)(VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, const VkSubpassBeginInfo* pSubpassBeginInfo); +typedef void (VKAPI_PTR *PFN_vkCmdNextSubpass2KHR)(VkCommandBuffer commandBuffer, const VkSubpassBeginInfo* pSubpassBeginInfo, const VkSubpassEndInfo* pSubpassEndInfo); +typedef void (VKAPI_PTR *PFN_vkCmdEndRenderPass2KHR)(VkCommandBuffer commandBuffer, const VkSubpassEndInfo* pSubpassEndInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateRenderPass2KHR( + VkDevice device, + const VkRenderPassCreateInfo2* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkRenderPass* pRenderPass); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginRenderPass2KHR( + VkCommandBuffer commandBuffer, + const VkRenderPassBeginInfo* pRenderPassBegin, + const VkSubpassBeginInfo* pSubpassBeginInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdNextSubpass2KHR( + VkCommandBuffer commandBuffer, + const VkSubpassBeginInfo* pSubpassBeginInfo, + const VkSubpassEndInfo* pSubpassEndInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndRenderPass2KHR( + VkCommandBuffer commandBuffer, + const VkSubpassEndInfo* pSubpassEndInfo); +#endif + + +#define VK_KHR_shared_presentable_image 1 +#define VK_KHR_SHARED_PRESENTABLE_IMAGE_SPEC_VERSION 1 +#define VK_KHR_SHARED_PRESENTABLE_IMAGE_EXTENSION_NAME "VK_KHR_shared_presentable_image" +typedef struct VkSharedPresentSurfaceCapabilitiesKHR { + VkStructureType sType; + void* pNext; + VkImageUsageFlags sharedPresentSupportedUsageFlags; +} VkSharedPresentSurfaceCapabilitiesKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetSwapchainStatusKHR)(VkDevice device, VkSwapchainKHR swapchain); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetSwapchainStatusKHR( + VkDevice device, + VkSwapchainKHR swapchain); +#endif + + +#define VK_KHR_external_fence_capabilities 1 +#define VK_KHR_EXTERNAL_FENCE_CAPABILITIES_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_FENCE_CAPABILITIES_EXTENSION_NAME "VK_KHR_external_fence_capabilities" +typedef VkExternalFenceHandleTypeFlags VkExternalFenceHandleTypeFlagsKHR; + +typedef VkExternalFenceHandleTypeFlagBits VkExternalFenceHandleTypeFlagBitsKHR; + +typedef VkExternalFenceFeatureFlags VkExternalFenceFeatureFlagsKHR; + +typedef VkExternalFenceFeatureFlagBits VkExternalFenceFeatureFlagBitsKHR; + +typedef VkPhysicalDeviceExternalFenceInfo VkPhysicalDeviceExternalFenceInfoKHR; + +typedef VkExternalFenceProperties VkExternalFencePropertiesKHR; + +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalFencePropertiesKHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalFenceInfo* pExternalFenceInfo, VkExternalFenceProperties* pExternalFenceProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceExternalFencePropertiesKHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceExternalFenceInfo* pExternalFenceInfo, + VkExternalFenceProperties* pExternalFenceProperties); +#endif + + +#define VK_KHR_external_fence 1 +#define VK_KHR_EXTERNAL_FENCE_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_FENCE_EXTENSION_NAME "VK_KHR_external_fence" +typedef VkFenceImportFlags VkFenceImportFlagsKHR; + +typedef VkFenceImportFlagBits VkFenceImportFlagBitsKHR; + +typedef VkExportFenceCreateInfo VkExportFenceCreateInfoKHR; + + + +#define VK_KHR_external_fence_fd 1 +#define VK_KHR_EXTERNAL_FENCE_FD_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_FENCE_FD_EXTENSION_NAME "VK_KHR_external_fence_fd" +typedef struct VkImportFenceFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkFence fence; + VkFenceImportFlags flags; + VkExternalFenceHandleTypeFlagBits handleType; + int fd; +} VkImportFenceFdInfoKHR; + +typedef struct VkFenceGetFdInfoKHR { + VkStructureType sType; + const void* pNext; + VkFence fence; + VkExternalFenceHandleTypeFlagBits handleType; +} VkFenceGetFdInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkImportFenceFdKHR)(VkDevice device, const VkImportFenceFdInfoKHR* pImportFenceFdInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetFenceFdKHR)(VkDevice device, const VkFenceGetFdInfoKHR* pGetFdInfo, int* pFd); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkImportFenceFdKHR( + VkDevice device, + const VkImportFenceFdInfoKHR* pImportFenceFdInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetFenceFdKHR( + VkDevice device, + const VkFenceGetFdInfoKHR* pGetFdInfo, + int* pFd); +#endif + + +#define VK_KHR_performance_query 1 +#define VK_KHR_PERFORMANCE_QUERY_SPEC_VERSION 1 +#define VK_KHR_PERFORMANCE_QUERY_EXTENSION_NAME "VK_KHR_performance_query" + +typedef enum VkPerformanceCounterUnitKHR { + VK_PERFORMANCE_COUNTER_UNIT_GENERIC_KHR = 0, + VK_PERFORMANCE_COUNTER_UNIT_PERCENTAGE_KHR = 1, + VK_PERFORMANCE_COUNTER_UNIT_NANOSECONDS_KHR = 2, + VK_PERFORMANCE_COUNTER_UNIT_BYTES_KHR = 3, + VK_PERFORMANCE_COUNTER_UNIT_BYTES_PER_SECOND_KHR = 4, + VK_PERFORMANCE_COUNTER_UNIT_KELVIN_KHR = 5, + VK_PERFORMANCE_COUNTER_UNIT_WATTS_KHR = 6, + VK_PERFORMANCE_COUNTER_UNIT_VOLTS_KHR = 7, + VK_PERFORMANCE_COUNTER_UNIT_AMPS_KHR = 8, + VK_PERFORMANCE_COUNTER_UNIT_HERTZ_KHR = 9, + VK_PERFORMANCE_COUNTER_UNIT_CYCLES_KHR = 10, + VK_PERFORMANCE_COUNTER_UNIT_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPerformanceCounterUnitKHR; + +typedef enum VkPerformanceCounterScopeKHR { + VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_BUFFER_KHR = 0, + VK_PERFORMANCE_COUNTER_SCOPE_RENDER_PASS_KHR = 1, + VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_KHR = 2, + VK_QUERY_SCOPE_COMMAND_BUFFER_KHR = VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_BUFFER_KHR, + VK_QUERY_SCOPE_RENDER_PASS_KHR = VK_PERFORMANCE_COUNTER_SCOPE_RENDER_PASS_KHR, + VK_QUERY_SCOPE_COMMAND_KHR = VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_KHR, + VK_PERFORMANCE_COUNTER_SCOPE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPerformanceCounterScopeKHR; + +typedef enum VkPerformanceCounterStorageKHR { + VK_PERFORMANCE_COUNTER_STORAGE_INT32_KHR = 0, + VK_PERFORMANCE_COUNTER_STORAGE_INT64_KHR = 1, + VK_PERFORMANCE_COUNTER_STORAGE_UINT32_KHR = 2, + VK_PERFORMANCE_COUNTER_STORAGE_UINT64_KHR = 3, + VK_PERFORMANCE_COUNTER_STORAGE_FLOAT32_KHR = 4, + VK_PERFORMANCE_COUNTER_STORAGE_FLOAT64_KHR = 5, + VK_PERFORMANCE_COUNTER_STORAGE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPerformanceCounterStorageKHR; + +typedef enum VkPerformanceCounterDescriptionFlagBitsKHR { + VK_PERFORMANCE_COUNTER_DESCRIPTION_PERFORMANCE_IMPACTING_BIT_KHR = 0x00000001, + VK_PERFORMANCE_COUNTER_DESCRIPTION_CONCURRENTLY_IMPACTED_BIT_KHR = 0x00000002, + VK_PERFORMANCE_COUNTER_DESCRIPTION_PERFORMANCE_IMPACTING_KHR = VK_PERFORMANCE_COUNTER_DESCRIPTION_PERFORMANCE_IMPACTING_BIT_KHR, + VK_PERFORMANCE_COUNTER_DESCRIPTION_CONCURRENTLY_IMPACTED_KHR = VK_PERFORMANCE_COUNTER_DESCRIPTION_CONCURRENTLY_IMPACTED_BIT_KHR, + VK_PERFORMANCE_COUNTER_DESCRIPTION_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPerformanceCounterDescriptionFlagBitsKHR; +typedef VkFlags VkPerformanceCounterDescriptionFlagsKHR; + +typedef enum VkAcquireProfilingLockFlagBitsKHR { + VK_ACQUIRE_PROFILING_LOCK_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkAcquireProfilingLockFlagBitsKHR; +typedef VkFlags VkAcquireProfilingLockFlagsKHR; +typedef struct VkPhysicalDevicePerformanceQueryFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 performanceCounterQueryPools; + VkBool32 performanceCounterMultipleQueryPools; +} VkPhysicalDevicePerformanceQueryFeaturesKHR; + +typedef struct VkPhysicalDevicePerformanceQueryPropertiesKHR { + VkStructureType sType; + void* pNext; + VkBool32 allowCommandBufferQueryCopies; +} VkPhysicalDevicePerformanceQueryPropertiesKHR; + +typedef struct VkPerformanceCounterKHR { + VkStructureType sType; + const void* pNext; + VkPerformanceCounterUnitKHR unit; + VkPerformanceCounterScopeKHR scope; + VkPerformanceCounterStorageKHR storage; + uint8_t uuid[VK_UUID_SIZE]; +} VkPerformanceCounterKHR; + +typedef struct VkPerformanceCounterDescriptionKHR { + VkStructureType sType; + const void* pNext; + VkPerformanceCounterDescriptionFlagsKHR flags; + char name[VK_MAX_DESCRIPTION_SIZE]; + char category[VK_MAX_DESCRIPTION_SIZE]; + char description[VK_MAX_DESCRIPTION_SIZE]; +} VkPerformanceCounterDescriptionKHR; + +typedef struct VkQueryPoolPerformanceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t queueFamilyIndex; + uint32_t counterIndexCount; + const uint32_t* pCounterIndices; +} VkQueryPoolPerformanceCreateInfoKHR; + +typedef union VkPerformanceCounterResultKHR { + int32_t int32; + int64_t int64; + uint32_t uint32; + uint64_t uint64; + float float32; + double float64; +} VkPerformanceCounterResultKHR; + +typedef struct VkAcquireProfilingLockInfoKHR { + VkStructureType sType; + const void* pNext; + VkAcquireProfilingLockFlagsKHR flags; + uint64_t timeout; +} VkAcquireProfilingLockInfoKHR; + +typedef struct VkPerformanceQuerySubmitInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t counterPassIndex; +} VkPerformanceQuerySubmitInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, uint32_t* pCounterCount, VkPerformanceCounterKHR* pCounters, VkPerformanceCounterDescriptionKHR* pCounterDescriptions); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR)(VkPhysicalDevice physicalDevice, const VkQueryPoolPerformanceCreateInfoKHR* pPerformanceQueryCreateInfo, uint32_t* pNumPasses); +typedef VkResult (VKAPI_PTR *PFN_vkAcquireProfilingLockKHR)(VkDevice device, const VkAcquireProfilingLockInfoKHR* pInfo); +typedef void (VKAPI_PTR *PFN_vkReleaseProfilingLockKHR)(VkDevice device); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkEnumeratePhysicalDeviceQueueFamilyPerformanceQueryCountersKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + uint32_t* pCounterCount, + VkPerformanceCounterKHR* pCounters, + VkPerformanceCounterDescriptionKHR* pCounterDescriptions); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceQueueFamilyPerformanceQueryPassesKHR( + VkPhysicalDevice physicalDevice, + const VkQueryPoolPerformanceCreateInfoKHR* pPerformanceQueryCreateInfo, + uint32_t* pNumPasses); + +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireProfilingLockKHR( + VkDevice device, + const VkAcquireProfilingLockInfoKHR* pInfo); + +VKAPI_ATTR void VKAPI_CALL vkReleaseProfilingLockKHR( + VkDevice device); +#endif + + +#define VK_KHR_maintenance2 1 +#define VK_KHR_MAINTENANCE2_SPEC_VERSION 1 +#define VK_KHR_MAINTENANCE2_EXTENSION_NAME "VK_KHR_maintenance2" +typedef VkPointClippingBehavior VkPointClippingBehaviorKHR; + +typedef VkTessellationDomainOrigin VkTessellationDomainOriginKHR; + +typedef VkPhysicalDevicePointClippingProperties VkPhysicalDevicePointClippingPropertiesKHR; + +typedef VkRenderPassInputAttachmentAspectCreateInfo VkRenderPassInputAttachmentAspectCreateInfoKHR; + +typedef VkInputAttachmentAspectReference VkInputAttachmentAspectReferenceKHR; + +typedef VkImageViewUsageCreateInfo VkImageViewUsageCreateInfoKHR; + +typedef VkPipelineTessellationDomainOriginStateCreateInfo VkPipelineTessellationDomainOriginStateCreateInfoKHR; + + + +#define VK_KHR_get_surface_capabilities2 1 +#define VK_KHR_GET_SURFACE_CAPABILITIES_2_SPEC_VERSION 1 +#define VK_KHR_GET_SURFACE_CAPABILITIES_2_EXTENSION_NAME "VK_KHR_get_surface_capabilities2" +typedef struct VkPhysicalDeviceSurfaceInfo2KHR { + VkStructureType sType; + const void* pNext; + VkSurfaceKHR surface; +} VkPhysicalDeviceSurfaceInfo2KHR; + +typedef struct VkSurfaceCapabilities2KHR { + VkStructureType sType; + void* pNext; + VkSurfaceCapabilitiesKHR surfaceCapabilities; +} VkSurfaceCapabilities2KHR; + +typedef struct VkSurfaceFormat2KHR { + VkStructureType sType; + void* pNext; + VkSurfaceFormatKHR surfaceFormat; +} VkSurfaceFormat2KHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceCapabilities2KHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, VkSurfaceCapabilities2KHR* pSurfaceCapabilities); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceFormats2KHR)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, uint32_t* pSurfaceFormatCount, VkSurfaceFormat2KHR* pSurfaceFormats); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceCapabilities2KHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, + VkSurfaceCapabilities2KHR* pSurfaceCapabilities); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceFormats2KHR( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, + uint32_t* pSurfaceFormatCount, + VkSurfaceFormat2KHR* pSurfaceFormats); +#endif + + +#define VK_KHR_variable_pointers 1 +#define VK_KHR_VARIABLE_POINTERS_SPEC_VERSION 1 +#define VK_KHR_VARIABLE_POINTERS_EXTENSION_NAME "VK_KHR_variable_pointers" +typedef VkPhysicalDeviceVariablePointersFeatures VkPhysicalDeviceVariablePointerFeaturesKHR; + +typedef VkPhysicalDeviceVariablePointersFeatures VkPhysicalDeviceVariablePointersFeaturesKHR; + + + +#define VK_KHR_get_display_properties2 1 +#define VK_KHR_GET_DISPLAY_PROPERTIES_2_SPEC_VERSION 1 +#define VK_KHR_GET_DISPLAY_PROPERTIES_2_EXTENSION_NAME "VK_KHR_get_display_properties2" +typedef struct VkDisplayProperties2KHR { + VkStructureType sType; + void* pNext; + VkDisplayPropertiesKHR displayProperties; +} VkDisplayProperties2KHR; + +typedef struct VkDisplayPlaneProperties2KHR { + VkStructureType sType; + void* pNext; + VkDisplayPlanePropertiesKHR displayPlaneProperties; +} VkDisplayPlaneProperties2KHR; + +typedef struct VkDisplayModeProperties2KHR { + VkStructureType sType; + void* pNext; + VkDisplayModePropertiesKHR displayModeProperties; +} VkDisplayModeProperties2KHR; + +typedef struct VkDisplayPlaneInfo2KHR { + VkStructureType sType; + const void* pNext; + VkDisplayModeKHR mode; + uint32_t planeIndex; +} VkDisplayPlaneInfo2KHR; + +typedef struct VkDisplayPlaneCapabilities2KHR { + VkStructureType sType; + void* pNext; + VkDisplayPlaneCapabilitiesKHR capabilities; +} VkDisplayPlaneCapabilities2KHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceDisplayProperties2KHR)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkDisplayProperties2KHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceDisplayPlaneProperties2KHR)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkDisplayPlaneProperties2KHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetDisplayModeProperties2KHR)(VkPhysicalDevice physicalDevice, VkDisplayKHR display, uint32_t* pPropertyCount, VkDisplayModeProperties2KHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetDisplayPlaneCapabilities2KHR)(VkPhysicalDevice physicalDevice, const VkDisplayPlaneInfo2KHR* pDisplayPlaneInfo, VkDisplayPlaneCapabilities2KHR* pCapabilities); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceDisplayProperties2KHR( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkDisplayProperties2KHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceDisplayPlaneProperties2KHR( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkDisplayPlaneProperties2KHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDisplayModeProperties2KHR( + VkPhysicalDevice physicalDevice, + VkDisplayKHR display, + uint32_t* pPropertyCount, + VkDisplayModeProperties2KHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDisplayPlaneCapabilities2KHR( + VkPhysicalDevice physicalDevice, + const VkDisplayPlaneInfo2KHR* pDisplayPlaneInfo, + VkDisplayPlaneCapabilities2KHR* pCapabilities); +#endif + + +#define VK_KHR_dedicated_allocation 1 +#define VK_KHR_DEDICATED_ALLOCATION_SPEC_VERSION 3 +#define VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME "VK_KHR_dedicated_allocation" +typedef VkMemoryDedicatedRequirements VkMemoryDedicatedRequirementsKHR; + +typedef VkMemoryDedicatedAllocateInfo VkMemoryDedicatedAllocateInfoKHR; + + + +#define VK_KHR_storage_buffer_storage_class 1 +#define VK_KHR_STORAGE_BUFFER_STORAGE_CLASS_SPEC_VERSION 1 +#define VK_KHR_STORAGE_BUFFER_STORAGE_CLASS_EXTENSION_NAME "VK_KHR_storage_buffer_storage_class" + + +#define VK_KHR_relaxed_block_layout 1 +#define VK_KHR_RELAXED_BLOCK_LAYOUT_SPEC_VERSION 1 +#define VK_KHR_RELAXED_BLOCK_LAYOUT_EXTENSION_NAME "VK_KHR_relaxed_block_layout" + + +#define VK_KHR_get_memory_requirements2 1 +#define VK_KHR_GET_MEMORY_REQUIREMENTS_2_SPEC_VERSION 1 +#define VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME "VK_KHR_get_memory_requirements2" +typedef VkBufferMemoryRequirementsInfo2 VkBufferMemoryRequirementsInfo2KHR; + +typedef VkImageMemoryRequirementsInfo2 VkImageMemoryRequirementsInfo2KHR; + +typedef VkImageSparseMemoryRequirementsInfo2 VkImageSparseMemoryRequirementsInfo2KHR; + +typedef VkMemoryRequirements2 VkMemoryRequirements2KHR; + +typedef VkSparseImageMemoryRequirements2 VkSparseImageMemoryRequirements2KHR; + +typedef void (VKAPI_PTR *PFN_vkGetImageMemoryRequirements2KHR)(VkDevice device, const VkImageMemoryRequirementsInfo2* pInfo, VkMemoryRequirements2* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetBufferMemoryRequirements2KHR)(VkDevice device, const VkBufferMemoryRequirementsInfo2* pInfo, VkMemoryRequirements2* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkGetImageSparseMemoryRequirements2KHR)(VkDevice device, const VkImageSparseMemoryRequirementsInfo2* pInfo, uint32_t* pSparseMemoryRequirementCount, VkSparseImageMemoryRequirements2* pSparseMemoryRequirements); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetImageMemoryRequirements2KHR( + VkDevice device, + const VkImageMemoryRequirementsInfo2* pInfo, + VkMemoryRequirements2* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetBufferMemoryRequirements2KHR( + VkDevice device, + const VkBufferMemoryRequirementsInfo2* pInfo, + VkMemoryRequirements2* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkGetImageSparseMemoryRequirements2KHR( + VkDevice device, + const VkImageSparseMemoryRequirementsInfo2* pInfo, + uint32_t* pSparseMemoryRequirementCount, + VkSparseImageMemoryRequirements2* pSparseMemoryRequirements); +#endif + + +#define VK_KHR_image_format_list 1 +#define VK_KHR_IMAGE_FORMAT_LIST_SPEC_VERSION 1 +#define VK_KHR_IMAGE_FORMAT_LIST_EXTENSION_NAME "VK_KHR_image_format_list" +typedef VkImageFormatListCreateInfo VkImageFormatListCreateInfoKHR; + + + +#define VK_KHR_sampler_ycbcr_conversion 1 +typedef VkSamplerYcbcrConversion VkSamplerYcbcrConversionKHR; + +#define VK_KHR_SAMPLER_YCBCR_CONVERSION_SPEC_VERSION 14 +#define VK_KHR_SAMPLER_YCBCR_CONVERSION_EXTENSION_NAME "VK_KHR_sampler_ycbcr_conversion" +typedef VkSamplerYcbcrModelConversion VkSamplerYcbcrModelConversionKHR; + +typedef VkSamplerYcbcrRange VkSamplerYcbcrRangeKHR; + +typedef VkChromaLocation VkChromaLocationKHR; + +typedef VkSamplerYcbcrConversionCreateInfo VkSamplerYcbcrConversionCreateInfoKHR; + +typedef VkSamplerYcbcrConversionInfo VkSamplerYcbcrConversionInfoKHR; + +typedef VkBindImagePlaneMemoryInfo VkBindImagePlaneMemoryInfoKHR; + +typedef VkImagePlaneMemoryRequirementsInfo VkImagePlaneMemoryRequirementsInfoKHR; + +typedef VkPhysicalDeviceSamplerYcbcrConversionFeatures VkPhysicalDeviceSamplerYcbcrConversionFeaturesKHR; + +typedef VkSamplerYcbcrConversionImageFormatProperties VkSamplerYcbcrConversionImageFormatPropertiesKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateSamplerYcbcrConversionKHR)(VkDevice device, const VkSamplerYcbcrConversionCreateInfo* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSamplerYcbcrConversion* pYcbcrConversion); +typedef void (VKAPI_PTR *PFN_vkDestroySamplerYcbcrConversionKHR)(VkDevice device, VkSamplerYcbcrConversion ycbcrConversion, const VkAllocationCallbacks* pAllocator); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateSamplerYcbcrConversionKHR( + VkDevice device, + const VkSamplerYcbcrConversionCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSamplerYcbcrConversion* pYcbcrConversion); + +VKAPI_ATTR void VKAPI_CALL vkDestroySamplerYcbcrConversionKHR( + VkDevice device, + VkSamplerYcbcrConversion ycbcrConversion, + const VkAllocationCallbacks* pAllocator); +#endif + + +#define VK_KHR_bind_memory2 1 +#define VK_KHR_BIND_MEMORY_2_SPEC_VERSION 1 +#define VK_KHR_BIND_MEMORY_2_EXTENSION_NAME "VK_KHR_bind_memory2" +typedef VkBindBufferMemoryInfo VkBindBufferMemoryInfoKHR; + +typedef VkBindImageMemoryInfo VkBindImageMemoryInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkBindBufferMemory2KHR)(VkDevice device, uint32_t bindInfoCount, const VkBindBufferMemoryInfo* pBindInfos); +typedef VkResult (VKAPI_PTR *PFN_vkBindImageMemory2KHR)(VkDevice device, uint32_t bindInfoCount, const VkBindImageMemoryInfo* pBindInfos); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkBindBufferMemory2KHR( + VkDevice device, + uint32_t bindInfoCount, + const VkBindBufferMemoryInfo* pBindInfos); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindImageMemory2KHR( + VkDevice device, + uint32_t bindInfoCount, + const VkBindImageMemoryInfo* pBindInfos); +#endif + + +#define VK_KHR_maintenance3 1 +#define VK_KHR_MAINTENANCE3_SPEC_VERSION 1 +#define VK_KHR_MAINTENANCE3_EXTENSION_NAME "VK_KHR_maintenance3" +typedef VkPhysicalDeviceMaintenance3Properties VkPhysicalDeviceMaintenance3PropertiesKHR; + +typedef VkDescriptorSetLayoutSupport VkDescriptorSetLayoutSupportKHR; + +typedef void (VKAPI_PTR *PFN_vkGetDescriptorSetLayoutSupportKHR)(VkDevice device, const VkDescriptorSetLayoutCreateInfo* pCreateInfo, VkDescriptorSetLayoutSupport* pSupport); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetDescriptorSetLayoutSupportKHR( + VkDevice device, + const VkDescriptorSetLayoutCreateInfo* pCreateInfo, + VkDescriptorSetLayoutSupport* pSupport); +#endif + + +#define VK_KHR_draw_indirect_count 1 +#define VK_KHR_DRAW_INDIRECT_COUNT_SPEC_VERSION 1 +#define VK_KHR_DRAW_INDIRECT_COUNT_EXTENSION_NAME "VK_KHR_draw_indirect_count" +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndirectCountKHR)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndexedIndirectCountKHR)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirectCountKHR( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexedIndirectCountKHR( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); +#endif + + +#define VK_KHR_shader_subgroup_extended_types 1 +#define VK_KHR_SHADER_SUBGROUP_EXTENDED_TYPES_SPEC_VERSION 1 +#define VK_KHR_SHADER_SUBGROUP_EXTENDED_TYPES_EXTENSION_NAME "VK_KHR_shader_subgroup_extended_types" +typedef VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures VkPhysicalDeviceShaderSubgroupExtendedTypesFeaturesKHR; + + + +#define VK_KHR_8bit_storage 1 +#define VK_KHR_8BIT_STORAGE_SPEC_VERSION 1 +#define VK_KHR_8BIT_STORAGE_EXTENSION_NAME "VK_KHR_8bit_storage" +typedef VkPhysicalDevice8BitStorageFeatures VkPhysicalDevice8BitStorageFeaturesKHR; + + + +#define VK_KHR_shader_atomic_int64 1 +#define VK_KHR_SHADER_ATOMIC_INT64_SPEC_VERSION 1 +#define VK_KHR_SHADER_ATOMIC_INT64_EXTENSION_NAME "VK_KHR_shader_atomic_int64" +typedef VkPhysicalDeviceShaderAtomicInt64Features VkPhysicalDeviceShaderAtomicInt64FeaturesKHR; + + + +#define VK_KHR_shader_clock 1 +#define VK_KHR_SHADER_CLOCK_SPEC_VERSION 1 +#define VK_KHR_SHADER_CLOCK_EXTENSION_NAME "VK_KHR_shader_clock" +typedef struct VkPhysicalDeviceShaderClockFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 shaderSubgroupClock; + VkBool32 shaderDeviceClock; +} VkPhysicalDeviceShaderClockFeaturesKHR; + + + +#define VK_KHR_driver_properties 1 +#define VK_KHR_DRIVER_PROPERTIES_SPEC_VERSION 1 +#define VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME "VK_KHR_driver_properties" +#define VK_MAX_DRIVER_NAME_SIZE_KHR VK_MAX_DRIVER_NAME_SIZE +#define VK_MAX_DRIVER_INFO_SIZE_KHR VK_MAX_DRIVER_INFO_SIZE +typedef VkDriverId VkDriverIdKHR; + +typedef VkConformanceVersion VkConformanceVersionKHR; + +typedef VkPhysicalDeviceDriverProperties VkPhysicalDeviceDriverPropertiesKHR; + + + +#define VK_KHR_shader_float_controls 1 +#define VK_KHR_SHADER_FLOAT_CONTROLS_SPEC_VERSION 4 +#define VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME "VK_KHR_shader_float_controls" +typedef VkShaderFloatControlsIndependence VkShaderFloatControlsIndependenceKHR; + +typedef VkPhysicalDeviceFloatControlsProperties VkPhysicalDeviceFloatControlsPropertiesKHR; + + + +#define VK_KHR_depth_stencil_resolve 1 +#define VK_KHR_DEPTH_STENCIL_RESOLVE_SPEC_VERSION 1 +#define VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME "VK_KHR_depth_stencil_resolve" +typedef VkResolveModeFlagBits VkResolveModeFlagBitsKHR; + +typedef VkResolveModeFlags VkResolveModeFlagsKHR; + +typedef VkSubpassDescriptionDepthStencilResolve VkSubpassDescriptionDepthStencilResolveKHR; + +typedef VkPhysicalDeviceDepthStencilResolveProperties VkPhysicalDeviceDepthStencilResolvePropertiesKHR; + + + +#define VK_KHR_swapchain_mutable_format 1 +#define VK_KHR_SWAPCHAIN_MUTABLE_FORMAT_SPEC_VERSION 1 +#define VK_KHR_SWAPCHAIN_MUTABLE_FORMAT_EXTENSION_NAME "VK_KHR_swapchain_mutable_format" + + +#define VK_KHR_timeline_semaphore 1 +#define VK_KHR_TIMELINE_SEMAPHORE_SPEC_VERSION 2 +#define VK_KHR_TIMELINE_SEMAPHORE_EXTENSION_NAME "VK_KHR_timeline_semaphore" +typedef VkSemaphoreType VkSemaphoreTypeKHR; + +typedef VkSemaphoreWaitFlagBits VkSemaphoreWaitFlagBitsKHR; + +typedef VkSemaphoreWaitFlags VkSemaphoreWaitFlagsKHR; + +typedef VkPhysicalDeviceTimelineSemaphoreFeatures VkPhysicalDeviceTimelineSemaphoreFeaturesKHR; + +typedef VkPhysicalDeviceTimelineSemaphoreProperties VkPhysicalDeviceTimelineSemaphorePropertiesKHR; + +typedef VkSemaphoreTypeCreateInfo VkSemaphoreTypeCreateInfoKHR; + +typedef VkTimelineSemaphoreSubmitInfo VkTimelineSemaphoreSubmitInfoKHR; + +typedef VkSemaphoreWaitInfo VkSemaphoreWaitInfoKHR; + +typedef VkSemaphoreSignalInfo VkSemaphoreSignalInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetSemaphoreCounterValueKHR)(VkDevice device, VkSemaphore semaphore, uint64_t* pValue); +typedef VkResult (VKAPI_PTR *PFN_vkWaitSemaphoresKHR)(VkDevice device, const VkSemaphoreWaitInfo* pWaitInfo, uint64_t timeout); +typedef VkResult (VKAPI_PTR *PFN_vkSignalSemaphoreKHR)(VkDevice device, const VkSemaphoreSignalInfo* pSignalInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetSemaphoreCounterValueKHR( + VkDevice device, + VkSemaphore semaphore, + uint64_t* pValue); + +VKAPI_ATTR VkResult VKAPI_CALL vkWaitSemaphoresKHR( + VkDevice device, + const VkSemaphoreWaitInfo* pWaitInfo, + uint64_t timeout); + +VKAPI_ATTR VkResult VKAPI_CALL vkSignalSemaphoreKHR( + VkDevice device, + const VkSemaphoreSignalInfo* pSignalInfo); +#endif + + +#define VK_KHR_vulkan_memory_model 1 +#define VK_KHR_VULKAN_MEMORY_MODEL_SPEC_VERSION 3 +#define VK_KHR_VULKAN_MEMORY_MODEL_EXTENSION_NAME "VK_KHR_vulkan_memory_model" +typedef VkPhysicalDeviceVulkanMemoryModelFeatures VkPhysicalDeviceVulkanMemoryModelFeaturesKHR; + + + +#define VK_KHR_shader_terminate_invocation 1 +#define VK_KHR_SHADER_TERMINATE_INVOCATION_SPEC_VERSION 1 +#define VK_KHR_SHADER_TERMINATE_INVOCATION_EXTENSION_NAME "VK_KHR_shader_terminate_invocation" +typedef struct VkPhysicalDeviceShaderTerminateInvocationFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 shaderTerminateInvocation; +} VkPhysicalDeviceShaderTerminateInvocationFeaturesKHR; + + + +#define VK_KHR_fragment_shading_rate 1 +#define VK_KHR_FRAGMENT_SHADING_RATE_SPEC_VERSION 1 +#define VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME "VK_KHR_fragment_shading_rate" + +typedef enum VkFragmentShadingRateCombinerOpKHR { + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_KHR = 0, + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_KHR = 1, + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_KHR = 2, + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_KHR = 3, + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_KHR = 4, + VK_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_ENUM_KHR = 0x7FFFFFFF +} VkFragmentShadingRateCombinerOpKHR; +typedef struct VkFragmentShadingRateAttachmentInfoKHR { + VkStructureType sType; + const void* pNext; + const VkAttachmentReference2* pFragmentShadingRateAttachment; + VkExtent2D shadingRateAttachmentTexelSize; +} VkFragmentShadingRateAttachmentInfoKHR; + +typedef struct VkPipelineFragmentShadingRateStateCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkExtent2D fragmentSize; + VkFragmentShadingRateCombinerOpKHR combinerOps[2]; +} VkPipelineFragmentShadingRateStateCreateInfoKHR; + +typedef struct VkPhysicalDeviceFragmentShadingRateFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 pipelineFragmentShadingRate; + VkBool32 primitiveFragmentShadingRate; + VkBool32 attachmentFragmentShadingRate; +} VkPhysicalDeviceFragmentShadingRateFeaturesKHR; + +typedef struct VkPhysicalDeviceFragmentShadingRatePropertiesKHR { + VkStructureType sType; + void* pNext; + VkExtent2D minFragmentShadingRateAttachmentTexelSize; + VkExtent2D maxFragmentShadingRateAttachmentTexelSize; + uint32_t maxFragmentShadingRateAttachmentTexelSizeAspectRatio; + VkBool32 primitiveFragmentShadingRateWithMultipleViewports; + VkBool32 layeredShadingRateAttachments; + VkBool32 fragmentShadingRateNonTrivialCombinerOps; + VkExtent2D maxFragmentSize; + uint32_t maxFragmentSizeAspectRatio; + uint32_t maxFragmentShadingRateCoverageSamples; + VkSampleCountFlagBits maxFragmentShadingRateRasterizationSamples; + VkBool32 fragmentShadingRateWithShaderDepthStencilWrites; + VkBool32 fragmentShadingRateWithSampleMask; + VkBool32 fragmentShadingRateWithShaderSampleMask; + VkBool32 fragmentShadingRateWithConservativeRasterization; + VkBool32 fragmentShadingRateWithFragmentShaderInterlock; + VkBool32 fragmentShadingRateWithCustomSampleLocations; + VkBool32 fragmentShadingRateStrictMultiplyCombiner; +} VkPhysicalDeviceFragmentShadingRatePropertiesKHR; + +typedef struct VkPhysicalDeviceFragmentShadingRateKHR { + VkStructureType sType; + void* pNext; + VkSampleCountFlags sampleCounts; + VkExtent2D fragmentSize; +} VkPhysicalDeviceFragmentShadingRateKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceFragmentShadingRatesKHR)(VkPhysicalDevice physicalDevice, uint32_t* pFragmentShadingRateCount, VkPhysicalDeviceFragmentShadingRateKHR* pFragmentShadingRates); +typedef void (VKAPI_PTR *PFN_vkCmdSetFragmentShadingRateKHR)(VkCommandBuffer commandBuffer, const VkExtent2D* pFragmentSize, const VkFragmentShadingRateCombinerOpKHR combinerOps[2]); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceFragmentShadingRatesKHR( + VkPhysicalDevice physicalDevice, + uint32_t* pFragmentShadingRateCount, + VkPhysicalDeviceFragmentShadingRateKHR* pFragmentShadingRates); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetFragmentShadingRateKHR( + VkCommandBuffer commandBuffer, + const VkExtent2D* pFragmentSize, + const VkFragmentShadingRateCombinerOpKHR combinerOps[2]); +#endif + + +#define VK_KHR_spirv_1_4 1 +#define VK_KHR_SPIRV_1_4_SPEC_VERSION 1 +#define VK_KHR_SPIRV_1_4_EXTENSION_NAME "VK_KHR_spirv_1_4" + + +#define VK_KHR_surface_protected_capabilities 1 +#define VK_KHR_SURFACE_PROTECTED_CAPABILITIES_SPEC_VERSION 1 +#define VK_KHR_SURFACE_PROTECTED_CAPABILITIES_EXTENSION_NAME "VK_KHR_surface_protected_capabilities" +typedef struct VkSurfaceProtectedCapabilitiesKHR { + VkStructureType sType; + const void* pNext; + VkBool32 supportsProtected; +} VkSurfaceProtectedCapabilitiesKHR; + + + +#define VK_KHR_separate_depth_stencil_layouts 1 +#define VK_KHR_SEPARATE_DEPTH_STENCIL_LAYOUTS_SPEC_VERSION 1 +#define VK_KHR_SEPARATE_DEPTH_STENCIL_LAYOUTS_EXTENSION_NAME "VK_KHR_separate_depth_stencil_layouts" +typedef VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures VkPhysicalDeviceSeparateDepthStencilLayoutsFeaturesKHR; + +typedef VkAttachmentReferenceStencilLayout VkAttachmentReferenceStencilLayoutKHR; + +typedef VkAttachmentDescriptionStencilLayout VkAttachmentDescriptionStencilLayoutKHR; + + + +#define VK_KHR_uniform_buffer_standard_layout 1 +#define VK_KHR_UNIFORM_BUFFER_STANDARD_LAYOUT_SPEC_VERSION 1 +#define VK_KHR_UNIFORM_BUFFER_STANDARD_LAYOUT_EXTENSION_NAME "VK_KHR_uniform_buffer_standard_layout" +typedef VkPhysicalDeviceUniformBufferStandardLayoutFeatures VkPhysicalDeviceUniformBufferStandardLayoutFeaturesKHR; + + + +#define VK_KHR_buffer_device_address 1 +#define VK_KHR_BUFFER_DEVICE_ADDRESS_SPEC_VERSION 1 +#define VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME "VK_KHR_buffer_device_address" +typedef VkPhysicalDeviceBufferDeviceAddressFeatures VkPhysicalDeviceBufferDeviceAddressFeaturesKHR; + +typedef VkBufferDeviceAddressInfo VkBufferDeviceAddressInfoKHR; + +typedef VkBufferOpaqueCaptureAddressCreateInfo VkBufferOpaqueCaptureAddressCreateInfoKHR; + +typedef VkMemoryOpaqueCaptureAddressAllocateInfo VkMemoryOpaqueCaptureAddressAllocateInfoKHR; + +typedef VkDeviceMemoryOpaqueCaptureAddressInfo VkDeviceMemoryOpaqueCaptureAddressInfoKHR; + +typedef VkDeviceAddress (VKAPI_PTR *PFN_vkGetBufferDeviceAddressKHR)(VkDevice device, const VkBufferDeviceAddressInfo* pInfo); +typedef uint64_t (VKAPI_PTR *PFN_vkGetBufferOpaqueCaptureAddressKHR)(VkDevice device, const VkBufferDeviceAddressInfo* pInfo); +typedef uint64_t (VKAPI_PTR *PFN_vkGetDeviceMemoryOpaqueCaptureAddressKHR)(VkDevice device, const VkDeviceMemoryOpaqueCaptureAddressInfo* pInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkDeviceAddress VKAPI_CALL vkGetBufferDeviceAddressKHR( + VkDevice device, + const VkBufferDeviceAddressInfo* pInfo); + +VKAPI_ATTR uint64_t VKAPI_CALL vkGetBufferOpaqueCaptureAddressKHR( + VkDevice device, + const VkBufferDeviceAddressInfo* pInfo); + +VKAPI_ATTR uint64_t VKAPI_CALL vkGetDeviceMemoryOpaqueCaptureAddressKHR( + VkDevice device, + const VkDeviceMemoryOpaqueCaptureAddressInfo* pInfo); +#endif + + +#define VK_KHR_deferred_host_operations 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDeferredOperationKHR) +#define VK_KHR_DEFERRED_HOST_OPERATIONS_SPEC_VERSION 4 +#define VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME "VK_KHR_deferred_host_operations" +typedef VkResult (VKAPI_PTR *PFN_vkCreateDeferredOperationKHR)(VkDevice device, const VkAllocationCallbacks* pAllocator, VkDeferredOperationKHR* pDeferredOperation); +typedef void (VKAPI_PTR *PFN_vkDestroyDeferredOperationKHR)(VkDevice device, VkDeferredOperationKHR operation, const VkAllocationCallbacks* pAllocator); +typedef uint32_t (VKAPI_PTR *PFN_vkGetDeferredOperationMaxConcurrencyKHR)(VkDevice device, VkDeferredOperationKHR operation); +typedef VkResult (VKAPI_PTR *PFN_vkGetDeferredOperationResultKHR)(VkDevice device, VkDeferredOperationKHR operation); +typedef VkResult (VKAPI_PTR *PFN_vkDeferredOperationJoinKHR)(VkDevice device, VkDeferredOperationKHR operation); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDeferredOperationKHR( + VkDevice device, + const VkAllocationCallbacks* pAllocator, + VkDeferredOperationKHR* pDeferredOperation); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDeferredOperationKHR( + VkDevice device, + VkDeferredOperationKHR operation, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR uint32_t VKAPI_CALL vkGetDeferredOperationMaxConcurrencyKHR( + VkDevice device, + VkDeferredOperationKHR operation); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDeferredOperationResultKHR( + VkDevice device, + VkDeferredOperationKHR operation); + +VKAPI_ATTR VkResult VKAPI_CALL vkDeferredOperationJoinKHR( + VkDevice device, + VkDeferredOperationKHR operation); +#endif + + +#define VK_KHR_pipeline_executable_properties 1 +#define VK_KHR_PIPELINE_EXECUTABLE_PROPERTIES_SPEC_VERSION 1 +#define VK_KHR_PIPELINE_EXECUTABLE_PROPERTIES_EXTENSION_NAME "VK_KHR_pipeline_executable_properties" + +typedef enum VkPipelineExecutableStatisticFormatKHR { + VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_BOOL32_KHR = 0, + VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_INT64_KHR = 1, + VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_UINT64_KHR = 2, + VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_FLOAT64_KHR = 3, + VK_PIPELINE_EXECUTABLE_STATISTIC_FORMAT_MAX_ENUM_KHR = 0x7FFFFFFF +} VkPipelineExecutableStatisticFormatKHR; +typedef struct VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 pipelineExecutableInfo; +} VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR; + +typedef struct VkPipelineInfoKHR { + VkStructureType sType; + const void* pNext; + VkPipeline pipeline; +} VkPipelineInfoKHR; + +typedef struct VkPipelineExecutablePropertiesKHR { + VkStructureType sType; + void* pNext; + VkShaderStageFlags stages; + char name[VK_MAX_DESCRIPTION_SIZE]; + char description[VK_MAX_DESCRIPTION_SIZE]; + uint32_t subgroupSize; +} VkPipelineExecutablePropertiesKHR; + +typedef struct VkPipelineExecutableInfoKHR { + VkStructureType sType; + const void* pNext; + VkPipeline pipeline; + uint32_t executableIndex; +} VkPipelineExecutableInfoKHR; + +typedef union VkPipelineExecutableStatisticValueKHR { + VkBool32 b32; + int64_t i64; + uint64_t u64; + double f64; +} VkPipelineExecutableStatisticValueKHR; + +typedef struct VkPipelineExecutableStatisticKHR { + VkStructureType sType; + void* pNext; + char name[VK_MAX_DESCRIPTION_SIZE]; + char description[VK_MAX_DESCRIPTION_SIZE]; + VkPipelineExecutableStatisticFormatKHR format; + VkPipelineExecutableStatisticValueKHR value; +} VkPipelineExecutableStatisticKHR; + +typedef struct VkPipelineExecutableInternalRepresentationKHR { + VkStructureType sType; + void* pNext; + char name[VK_MAX_DESCRIPTION_SIZE]; + char description[VK_MAX_DESCRIPTION_SIZE]; + VkBool32 isText; + size_t dataSize; + void* pData; +} VkPipelineExecutableInternalRepresentationKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPipelineExecutablePropertiesKHR)(VkDevice device, const VkPipelineInfoKHR* pPipelineInfo, uint32_t* pExecutableCount, VkPipelineExecutablePropertiesKHR* pProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPipelineExecutableStatisticsKHR)(VkDevice device, const VkPipelineExecutableInfoKHR* pExecutableInfo, uint32_t* pStatisticCount, VkPipelineExecutableStatisticKHR* pStatistics); +typedef VkResult (VKAPI_PTR *PFN_vkGetPipelineExecutableInternalRepresentationsKHR)(VkDevice device, const VkPipelineExecutableInfoKHR* pExecutableInfo, uint32_t* pInternalRepresentationCount, VkPipelineExecutableInternalRepresentationKHR* pInternalRepresentations); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPipelineExecutablePropertiesKHR( + VkDevice device, + const VkPipelineInfoKHR* pPipelineInfo, + uint32_t* pExecutableCount, + VkPipelineExecutablePropertiesKHR* pProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPipelineExecutableStatisticsKHR( + VkDevice device, + const VkPipelineExecutableInfoKHR* pExecutableInfo, + uint32_t* pStatisticCount, + VkPipelineExecutableStatisticKHR* pStatistics); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPipelineExecutableInternalRepresentationsKHR( + VkDevice device, + const VkPipelineExecutableInfoKHR* pExecutableInfo, + uint32_t* pInternalRepresentationCount, + VkPipelineExecutableInternalRepresentationKHR* pInternalRepresentations); +#endif + + +#define VK_KHR_pipeline_library 1 +#define VK_KHR_PIPELINE_LIBRARY_SPEC_VERSION 1 +#define VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME "VK_KHR_pipeline_library" +typedef struct VkPipelineLibraryCreateInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t libraryCount; + const VkPipeline* pLibraries; +} VkPipelineLibraryCreateInfoKHR; + + + +#define VK_KHR_shader_non_semantic_info 1 +#define VK_KHR_SHADER_NON_SEMANTIC_INFO_SPEC_VERSION 1 +#define VK_KHR_SHADER_NON_SEMANTIC_INFO_EXTENSION_NAME "VK_KHR_shader_non_semantic_info" + + +#define VK_KHR_copy_commands2 1 +#define VK_KHR_COPY_COMMANDS_2_SPEC_VERSION 1 +#define VK_KHR_COPY_COMMANDS_2_EXTENSION_NAME "VK_KHR_copy_commands2" +typedef struct VkBufferCopy2KHR { + VkStructureType sType; + const void* pNext; + VkDeviceSize srcOffset; + VkDeviceSize dstOffset; + VkDeviceSize size; +} VkBufferCopy2KHR; + +typedef struct VkCopyBufferInfo2KHR { + VkStructureType sType; + const void* pNext; + VkBuffer srcBuffer; + VkBuffer dstBuffer; + uint32_t regionCount; + const VkBufferCopy2KHR* pRegions; +} VkCopyBufferInfo2KHR; + +typedef struct VkImageCopy2KHR { + VkStructureType sType; + const void* pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageCopy2KHR; + +typedef struct VkCopyImageInfo2KHR { + VkStructureType sType; + const void* pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageCopy2KHR* pRegions; +} VkCopyImageInfo2KHR; + +typedef struct VkBufferImageCopy2KHR { + VkStructureType sType; + const void* pNext; + VkDeviceSize bufferOffset; + uint32_t bufferRowLength; + uint32_t bufferImageHeight; + VkImageSubresourceLayers imageSubresource; + VkOffset3D imageOffset; + VkExtent3D imageExtent; +} VkBufferImageCopy2KHR; + +typedef struct VkCopyBufferToImageInfo2KHR { + VkStructureType sType; + const void* pNext; + VkBuffer srcBuffer; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkBufferImageCopy2KHR* pRegions; +} VkCopyBufferToImageInfo2KHR; + +typedef struct VkCopyImageToBufferInfo2KHR { + VkStructureType sType; + const void* pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkBuffer dstBuffer; + uint32_t regionCount; + const VkBufferImageCopy2KHR* pRegions; +} VkCopyImageToBufferInfo2KHR; + +typedef struct VkImageBlit2KHR { + VkStructureType sType; + const void* pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffsets[2]; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffsets[2]; +} VkImageBlit2KHR; + +typedef struct VkBlitImageInfo2KHR { + VkStructureType sType; + const void* pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageBlit2KHR* pRegions; + VkFilter filter; +} VkBlitImageInfo2KHR; + +typedef struct VkImageResolve2KHR { + VkStructureType sType; + const void* pNext; + VkImageSubresourceLayers srcSubresource; + VkOffset3D srcOffset; + VkImageSubresourceLayers dstSubresource; + VkOffset3D dstOffset; + VkExtent3D extent; +} VkImageResolve2KHR; + +typedef struct VkResolveImageInfo2KHR { + VkStructureType sType; + const void* pNext; + VkImage srcImage; + VkImageLayout srcImageLayout; + VkImage dstImage; + VkImageLayout dstImageLayout; + uint32_t regionCount; + const VkImageResolve2KHR* pRegions; +} VkResolveImageInfo2KHR; + +typedef void (VKAPI_PTR *PFN_vkCmdCopyBuffer2KHR)(VkCommandBuffer commandBuffer, const VkCopyBufferInfo2KHR* pCopyBufferInfo); +typedef void (VKAPI_PTR *PFN_vkCmdCopyImage2KHR)(VkCommandBuffer commandBuffer, const VkCopyImageInfo2KHR* pCopyImageInfo); +typedef void (VKAPI_PTR *PFN_vkCmdCopyBufferToImage2KHR)(VkCommandBuffer commandBuffer, const VkCopyBufferToImageInfo2KHR* pCopyBufferToImageInfo); +typedef void (VKAPI_PTR *PFN_vkCmdCopyImageToBuffer2KHR)(VkCommandBuffer commandBuffer, const VkCopyImageToBufferInfo2KHR* pCopyImageToBufferInfo); +typedef void (VKAPI_PTR *PFN_vkCmdBlitImage2KHR)(VkCommandBuffer commandBuffer, const VkBlitImageInfo2KHR* pBlitImageInfo); +typedef void (VKAPI_PTR *PFN_vkCmdResolveImage2KHR)(VkCommandBuffer commandBuffer, const VkResolveImageInfo2KHR* pResolveImageInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdCopyBuffer2KHR( + VkCommandBuffer commandBuffer, + const VkCopyBufferInfo2KHR* pCopyBufferInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyImage2KHR( + VkCommandBuffer commandBuffer, + const VkCopyImageInfo2KHR* pCopyImageInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyBufferToImage2KHR( + VkCommandBuffer commandBuffer, + const VkCopyBufferToImageInfo2KHR* pCopyBufferToImageInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyImageToBuffer2KHR( + VkCommandBuffer commandBuffer, + const VkCopyImageToBufferInfo2KHR* pCopyImageToBufferInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdBlitImage2KHR( + VkCommandBuffer commandBuffer, + const VkBlitImageInfo2KHR* pBlitImageInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdResolveImage2KHR( + VkCommandBuffer commandBuffer, + const VkResolveImageInfo2KHR* pResolveImageInfo); +#endif + + +#define VK_EXT_debug_report 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDebugReportCallbackEXT) +#define VK_EXT_DEBUG_REPORT_SPEC_VERSION 9 +#define VK_EXT_DEBUG_REPORT_EXTENSION_NAME "VK_EXT_debug_report" + +typedef enum VkDebugReportObjectTypeEXT { + VK_DEBUG_REPORT_OBJECT_TYPE_UNKNOWN_EXT = 0, + VK_DEBUG_REPORT_OBJECT_TYPE_INSTANCE_EXT = 1, + VK_DEBUG_REPORT_OBJECT_TYPE_PHYSICAL_DEVICE_EXT = 2, + VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_EXT = 3, + VK_DEBUG_REPORT_OBJECT_TYPE_QUEUE_EXT = 4, + VK_DEBUG_REPORT_OBJECT_TYPE_SEMAPHORE_EXT = 5, + VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_BUFFER_EXT = 6, + VK_DEBUG_REPORT_OBJECT_TYPE_FENCE_EXT = 7, + VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_MEMORY_EXT = 8, + VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT = 9, + VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT = 10, + VK_DEBUG_REPORT_OBJECT_TYPE_EVENT_EXT = 11, + VK_DEBUG_REPORT_OBJECT_TYPE_QUERY_POOL_EXT = 12, + VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_VIEW_EXT = 13, + VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_VIEW_EXT = 14, + VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT = 15, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_CACHE_EXT = 16, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_LAYOUT_EXT = 17, + VK_DEBUG_REPORT_OBJECT_TYPE_RENDER_PASS_EXT = 18, + VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT = 19, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT_EXT = 20, + VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_EXT = 21, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_POOL_EXT = 22, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_EXT = 23, + VK_DEBUG_REPORT_OBJECT_TYPE_FRAMEBUFFER_EXT = 24, + VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_POOL_EXT = 25, + VK_DEBUG_REPORT_OBJECT_TYPE_SURFACE_KHR_EXT = 26, + VK_DEBUG_REPORT_OBJECT_TYPE_SWAPCHAIN_KHR_EXT = 27, + VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT_EXT = 28, + VK_DEBUG_REPORT_OBJECT_TYPE_DISPLAY_KHR_EXT = 29, + VK_DEBUG_REPORT_OBJECT_TYPE_DISPLAY_MODE_KHR_EXT = 30, + VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT_EXT = 33, + VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION_EXT = 1000156000, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_EXT = 1000085000, + VK_DEBUG_REPORT_OBJECT_TYPE_ACCELERATION_STRUCTURE_KHR_EXT = 1000150000, + VK_DEBUG_REPORT_OBJECT_TYPE_ACCELERATION_STRUCTURE_NV_EXT = 1000165000, + VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_DEBUG_REPORT_CALLBACK_EXT_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_VALIDATION_CACHE_EXT_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_KHR_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION_KHR_EXT = VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION_EXT, + VK_DEBUG_REPORT_OBJECT_TYPE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugReportObjectTypeEXT; + +typedef enum VkDebugReportFlagBitsEXT { + VK_DEBUG_REPORT_INFORMATION_BIT_EXT = 0x00000001, + VK_DEBUG_REPORT_WARNING_BIT_EXT = 0x00000002, + VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT = 0x00000004, + VK_DEBUG_REPORT_ERROR_BIT_EXT = 0x00000008, + VK_DEBUG_REPORT_DEBUG_BIT_EXT = 0x00000010, + VK_DEBUG_REPORT_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugReportFlagBitsEXT; +typedef VkFlags VkDebugReportFlagsEXT; +typedef VkBool32 (VKAPI_PTR *PFN_vkDebugReportCallbackEXT)( + VkDebugReportFlagsEXT flags, + VkDebugReportObjectTypeEXT objectType, + uint64_t object, + size_t location, + int32_t messageCode, + const char* pLayerPrefix, + const char* pMessage, + void* pUserData); + +typedef struct VkDebugReportCallbackCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkDebugReportFlagsEXT flags; + PFN_vkDebugReportCallbackEXT pfnCallback; + void* pUserData; +} VkDebugReportCallbackCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateDebugReportCallbackEXT)(VkInstance instance, const VkDebugReportCallbackCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugReportCallbackEXT* pCallback); +typedef void (VKAPI_PTR *PFN_vkDestroyDebugReportCallbackEXT)(VkInstance instance, VkDebugReportCallbackEXT callback, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkDebugReportMessageEXT)(VkInstance instance, VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDebugReportCallbackEXT( + VkInstance instance, + const VkDebugReportCallbackCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDebugReportCallbackEXT* pCallback); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDebugReportCallbackEXT( + VkInstance instance, + VkDebugReportCallbackEXT callback, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkDebugReportMessageEXT( + VkInstance instance, + VkDebugReportFlagsEXT flags, + VkDebugReportObjectTypeEXT objectType, + uint64_t object, + size_t location, + int32_t messageCode, + const char* pLayerPrefix, + const char* pMessage); +#endif + + +#define VK_NV_glsl_shader 1 +#define VK_NV_GLSL_SHADER_SPEC_VERSION 1 +#define VK_NV_GLSL_SHADER_EXTENSION_NAME "VK_NV_glsl_shader" + + +#define VK_EXT_depth_range_unrestricted 1 +#define VK_EXT_DEPTH_RANGE_UNRESTRICTED_SPEC_VERSION 1 +#define VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME "VK_EXT_depth_range_unrestricted" + + +#define VK_IMG_filter_cubic 1 +#define VK_IMG_FILTER_CUBIC_SPEC_VERSION 1 +#define VK_IMG_FILTER_CUBIC_EXTENSION_NAME "VK_IMG_filter_cubic" + + +#define VK_AMD_rasterization_order 1 +#define VK_AMD_RASTERIZATION_ORDER_SPEC_VERSION 1 +#define VK_AMD_RASTERIZATION_ORDER_EXTENSION_NAME "VK_AMD_rasterization_order" + +typedef enum VkRasterizationOrderAMD { + VK_RASTERIZATION_ORDER_STRICT_AMD = 0, + VK_RASTERIZATION_ORDER_RELAXED_AMD = 1, + VK_RASTERIZATION_ORDER_MAX_ENUM_AMD = 0x7FFFFFFF +} VkRasterizationOrderAMD; +typedef struct VkPipelineRasterizationStateRasterizationOrderAMD { + VkStructureType sType; + const void* pNext; + VkRasterizationOrderAMD rasterizationOrder; +} VkPipelineRasterizationStateRasterizationOrderAMD; + + + +#define VK_AMD_shader_trinary_minmax 1 +#define VK_AMD_SHADER_TRINARY_MINMAX_SPEC_VERSION 1 +#define VK_AMD_SHADER_TRINARY_MINMAX_EXTENSION_NAME "VK_AMD_shader_trinary_minmax" + + +#define VK_AMD_shader_explicit_vertex_parameter 1 +#define VK_AMD_SHADER_EXPLICIT_VERTEX_PARAMETER_SPEC_VERSION 1 +#define VK_AMD_SHADER_EXPLICIT_VERTEX_PARAMETER_EXTENSION_NAME "VK_AMD_shader_explicit_vertex_parameter" + + +#define VK_EXT_debug_marker 1 +#define VK_EXT_DEBUG_MARKER_SPEC_VERSION 4 +#define VK_EXT_DEBUG_MARKER_EXTENSION_NAME "VK_EXT_debug_marker" +typedef struct VkDebugMarkerObjectNameInfoEXT { + VkStructureType sType; + const void* pNext; + VkDebugReportObjectTypeEXT objectType; + uint64_t object; + const char* pObjectName; +} VkDebugMarkerObjectNameInfoEXT; + +typedef struct VkDebugMarkerObjectTagInfoEXT { + VkStructureType sType; + const void* pNext; + VkDebugReportObjectTypeEXT objectType; + uint64_t object; + uint64_t tagName; + size_t tagSize; + const void* pTag; +} VkDebugMarkerObjectTagInfoEXT; + +typedef struct VkDebugMarkerMarkerInfoEXT { + VkStructureType sType; + const void* pNext; + const char* pMarkerName; + float color[4]; +} VkDebugMarkerMarkerInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkDebugMarkerSetObjectTagEXT)(VkDevice device, const VkDebugMarkerObjectTagInfoEXT* pTagInfo); +typedef VkResult (VKAPI_PTR *PFN_vkDebugMarkerSetObjectNameEXT)(VkDevice device, const VkDebugMarkerObjectNameInfoEXT* pNameInfo); +typedef void (VKAPI_PTR *PFN_vkCmdDebugMarkerBeginEXT)(VkCommandBuffer commandBuffer, const VkDebugMarkerMarkerInfoEXT* pMarkerInfo); +typedef void (VKAPI_PTR *PFN_vkCmdDebugMarkerEndEXT)(VkCommandBuffer commandBuffer); +typedef void (VKAPI_PTR *PFN_vkCmdDebugMarkerInsertEXT)(VkCommandBuffer commandBuffer, const VkDebugMarkerMarkerInfoEXT* pMarkerInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkDebugMarkerSetObjectTagEXT( + VkDevice device, + const VkDebugMarkerObjectTagInfoEXT* pTagInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkDebugMarkerSetObjectNameEXT( + VkDevice device, + const VkDebugMarkerObjectNameInfoEXT* pNameInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdDebugMarkerBeginEXT( + VkCommandBuffer commandBuffer, + const VkDebugMarkerMarkerInfoEXT* pMarkerInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdDebugMarkerEndEXT( + VkCommandBuffer commandBuffer); + +VKAPI_ATTR void VKAPI_CALL vkCmdDebugMarkerInsertEXT( + VkCommandBuffer commandBuffer, + const VkDebugMarkerMarkerInfoEXT* pMarkerInfo); +#endif + + +#define VK_AMD_gcn_shader 1 +#define VK_AMD_GCN_SHADER_SPEC_VERSION 1 +#define VK_AMD_GCN_SHADER_EXTENSION_NAME "VK_AMD_gcn_shader" + + +#define VK_NV_dedicated_allocation 1 +#define VK_NV_DEDICATED_ALLOCATION_SPEC_VERSION 1 +#define VK_NV_DEDICATED_ALLOCATION_EXTENSION_NAME "VK_NV_dedicated_allocation" +typedef struct VkDedicatedAllocationImageCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkBool32 dedicatedAllocation; +} VkDedicatedAllocationImageCreateInfoNV; + +typedef struct VkDedicatedAllocationBufferCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkBool32 dedicatedAllocation; +} VkDedicatedAllocationBufferCreateInfoNV; + +typedef struct VkDedicatedAllocationMemoryAllocateInfoNV { + VkStructureType sType; + const void* pNext; + VkImage image; + VkBuffer buffer; +} VkDedicatedAllocationMemoryAllocateInfoNV; + + + +#define VK_EXT_transform_feedback 1 +#define VK_EXT_TRANSFORM_FEEDBACK_SPEC_VERSION 1 +#define VK_EXT_TRANSFORM_FEEDBACK_EXTENSION_NAME "VK_EXT_transform_feedback" +typedef VkFlags VkPipelineRasterizationStateStreamCreateFlagsEXT; +typedef struct VkPhysicalDeviceTransformFeedbackFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 transformFeedback; + VkBool32 geometryStreams; +} VkPhysicalDeviceTransformFeedbackFeaturesEXT; + +typedef struct VkPhysicalDeviceTransformFeedbackPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t maxTransformFeedbackStreams; + uint32_t maxTransformFeedbackBuffers; + VkDeviceSize maxTransformFeedbackBufferSize; + uint32_t maxTransformFeedbackStreamDataSize; + uint32_t maxTransformFeedbackBufferDataSize; + uint32_t maxTransformFeedbackBufferDataStride; + VkBool32 transformFeedbackQueries; + VkBool32 transformFeedbackStreamsLinesTriangles; + VkBool32 transformFeedbackRasterizationStreamSelect; + VkBool32 transformFeedbackDraw; +} VkPhysicalDeviceTransformFeedbackPropertiesEXT; + +typedef struct VkPipelineRasterizationStateStreamCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPipelineRasterizationStateStreamCreateFlagsEXT flags; + uint32_t rasterizationStream; +} VkPipelineRasterizationStateStreamCreateInfoEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdBindTransformFeedbackBuffersEXT)(VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets, const VkDeviceSize* pSizes); +typedef void (VKAPI_PTR *PFN_vkCmdBeginTransformFeedbackEXT)(VkCommandBuffer commandBuffer, uint32_t firstCounterBuffer, uint32_t counterBufferCount, const VkBuffer* pCounterBuffers, const VkDeviceSize* pCounterBufferOffsets); +typedef void (VKAPI_PTR *PFN_vkCmdEndTransformFeedbackEXT)(VkCommandBuffer commandBuffer, uint32_t firstCounterBuffer, uint32_t counterBufferCount, const VkBuffer* pCounterBuffers, const VkDeviceSize* pCounterBufferOffsets); +typedef void (VKAPI_PTR *PFN_vkCmdBeginQueryIndexedEXT)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query, VkQueryControlFlags flags, uint32_t index); +typedef void (VKAPI_PTR *PFN_vkCmdEndQueryIndexedEXT)(VkCommandBuffer commandBuffer, VkQueryPool queryPool, uint32_t query, uint32_t index); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndirectByteCountEXT)(VkCommandBuffer commandBuffer, uint32_t instanceCount, uint32_t firstInstance, VkBuffer counterBuffer, VkDeviceSize counterBufferOffset, uint32_t counterOffset, uint32_t vertexStride); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdBindTransformFeedbackBuffersEXT( + VkCommandBuffer commandBuffer, + uint32_t firstBinding, + uint32_t bindingCount, + const VkBuffer* pBuffers, + const VkDeviceSize* pOffsets, + const VkDeviceSize* pSizes); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginTransformFeedbackEXT( + VkCommandBuffer commandBuffer, + uint32_t firstCounterBuffer, + uint32_t counterBufferCount, + const VkBuffer* pCounterBuffers, + const VkDeviceSize* pCounterBufferOffsets); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndTransformFeedbackEXT( + VkCommandBuffer commandBuffer, + uint32_t firstCounterBuffer, + uint32_t counterBufferCount, + const VkBuffer* pCounterBuffers, + const VkDeviceSize* pCounterBufferOffsets); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginQueryIndexedEXT( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t query, + VkQueryControlFlags flags, + uint32_t index); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndQueryIndexedEXT( + VkCommandBuffer commandBuffer, + VkQueryPool queryPool, + uint32_t query, + uint32_t index); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirectByteCountEXT( + VkCommandBuffer commandBuffer, + uint32_t instanceCount, + uint32_t firstInstance, + VkBuffer counterBuffer, + VkDeviceSize counterBufferOffset, + uint32_t counterOffset, + uint32_t vertexStride); +#endif + + +#define VK_NVX_image_view_handle 1 +#define VK_NVX_IMAGE_VIEW_HANDLE_SPEC_VERSION 2 +#define VK_NVX_IMAGE_VIEW_HANDLE_EXTENSION_NAME "VK_NVX_image_view_handle" +typedef struct VkImageViewHandleInfoNVX { + VkStructureType sType; + const void* pNext; + VkImageView imageView; + VkDescriptorType descriptorType; + VkSampler sampler; +} VkImageViewHandleInfoNVX; + +typedef struct VkImageViewAddressPropertiesNVX { + VkStructureType sType; + void* pNext; + VkDeviceAddress deviceAddress; + VkDeviceSize size; +} VkImageViewAddressPropertiesNVX; + +typedef uint32_t (VKAPI_PTR *PFN_vkGetImageViewHandleNVX)(VkDevice device, const VkImageViewHandleInfoNVX* pInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetImageViewAddressNVX)(VkDevice device, VkImageView imageView, VkImageViewAddressPropertiesNVX* pProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR uint32_t VKAPI_CALL vkGetImageViewHandleNVX( + VkDevice device, + const VkImageViewHandleInfoNVX* pInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetImageViewAddressNVX( + VkDevice device, + VkImageView imageView, + VkImageViewAddressPropertiesNVX* pProperties); +#endif + + +#define VK_AMD_draw_indirect_count 1 +#define VK_AMD_DRAW_INDIRECT_COUNT_SPEC_VERSION 2 +#define VK_AMD_DRAW_INDIRECT_COUNT_EXTENSION_NAME "VK_AMD_draw_indirect_count" +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndirectCountAMD)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDrawIndexedIndirectCountAMD)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndirectCountAMD( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawIndexedIndirectCountAMD( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); +#endif + + +#define VK_AMD_negative_viewport_height 1 +#define VK_AMD_NEGATIVE_VIEWPORT_HEIGHT_SPEC_VERSION 1 +#define VK_AMD_NEGATIVE_VIEWPORT_HEIGHT_EXTENSION_NAME "VK_AMD_negative_viewport_height" + + +#define VK_AMD_gpu_shader_half_float 1 +#define VK_AMD_GPU_SHADER_HALF_FLOAT_SPEC_VERSION 2 +#define VK_AMD_GPU_SHADER_HALF_FLOAT_EXTENSION_NAME "VK_AMD_gpu_shader_half_float" + + +#define VK_AMD_shader_ballot 1 +#define VK_AMD_SHADER_BALLOT_SPEC_VERSION 1 +#define VK_AMD_SHADER_BALLOT_EXTENSION_NAME "VK_AMD_shader_ballot" + + +#define VK_AMD_texture_gather_bias_lod 1 +#define VK_AMD_TEXTURE_GATHER_BIAS_LOD_SPEC_VERSION 1 +#define VK_AMD_TEXTURE_GATHER_BIAS_LOD_EXTENSION_NAME "VK_AMD_texture_gather_bias_lod" +typedef struct VkTextureLODGatherFormatPropertiesAMD { + VkStructureType sType; + void* pNext; + VkBool32 supportsTextureGatherLODBiasAMD; +} VkTextureLODGatherFormatPropertiesAMD; + + + +#define VK_AMD_shader_info 1 +#define VK_AMD_SHADER_INFO_SPEC_VERSION 1 +#define VK_AMD_SHADER_INFO_EXTENSION_NAME "VK_AMD_shader_info" + +typedef enum VkShaderInfoTypeAMD { + VK_SHADER_INFO_TYPE_STATISTICS_AMD = 0, + VK_SHADER_INFO_TYPE_BINARY_AMD = 1, + VK_SHADER_INFO_TYPE_DISASSEMBLY_AMD = 2, + VK_SHADER_INFO_TYPE_MAX_ENUM_AMD = 0x7FFFFFFF +} VkShaderInfoTypeAMD; +typedef struct VkShaderResourceUsageAMD { + uint32_t numUsedVgprs; + uint32_t numUsedSgprs; + uint32_t ldsSizePerLocalWorkGroup; + size_t ldsUsageSizeInBytes; + size_t scratchMemUsageInBytes; +} VkShaderResourceUsageAMD; + +typedef struct VkShaderStatisticsInfoAMD { + VkShaderStageFlags shaderStageMask; + VkShaderResourceUsageAMD resourceUsage; + uint32_t numPhysicalVgprs; + uint32_t numPhysicalSgprs; + uint32_t numAvailableVgprs; + uint32_t numAvailableSgprs; + uint32_t computeWorkGroupSize[3]; +} VkShaderStatisticsInfoAMD; + +typedef VkResult (VKAPI_PTR *PFN_vkGetShaderInfoAMD)(VkDevice device, VkPipeline pipeline, VkShaderStageFlagBits shaderStage, VkShaderInfoTypeAMD infoType, size_t* pInfoSize, void* pInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetShaderInfoAMD( + VkDevice device, + VkPipeline pipeline, + VkShaderStageFlagBits shaderStage, + VkShaderInfoTypeAMD infoType, + size_t* pInfoSize, + void* pInfo); +#endif + + +#define VK_AMD_shader_image_load_store_lod 1 +#define VK_AMD_SHADER_IMAGE_LOAD_STORE_LOD_SPEC_VERSION 1 +#define VK_AMD_SHADER_IMAGE_LOAD_STORE_LOD_EXTENSION_NAME "VK_AMD_shader_image_load_store_lod" + + +#define VK_NV_corner_sampled_image 1 +#define VK_NV_CORNER_SAMPLED_IMAGE_SPEC_VERSION 2 +#define VK_NV_CORNER_SAMPLED_IMAGE_EXTENSION_NAME "VK_NV_corner_sampled_image" +typedef struct VkPhysicalDeviceCornerSampledImageFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 cornerSampledImage; +} VkPhysicalDeviceCornerSampledImageFeaturesNV; + + + +#define VK_IMG_format_pvrtc 1 +#define VK_IMG_FORMAT_PVRTC_SPEC_VERSION 1 +#define VK_IMG_FORMAT_PVRTC_EXTENSION_NAME "VK_IMG_format_pvrtc" + + +#define VK_NV_external_memory_capabilities 1 +#define VK_NV_EXTERNAL_MEMORY_CAPABILITIES_SPEC_VERSION 1 +#define VK_NV_EXTERNAL_MEMORY_CAPABILITIES_EXTENSION_NAME "VK_NV_external_memory_capabilities" + +typedef enum VkExternalMemoryHandleTypeFlagBitsNV { + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT_NV = 0x00000001, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT_NV = 0x00000002, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_IMAGE_BIT_NV = 0x00000004, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_IMAGE_KMT_BIT_NV = 0x00000008, + VK_EXTERNAL_MEMORY_HANDLE_TYPE_FLAG_BITS_MAX_ENUM_NV = 0x7FFFFFFF +} VkExternalMemoryHandleTypeFlagBitsNV; +typedef VkFlags VkExternalMemoryHandleTypeFlagsNV; + +typedef enum VkExternalMemoryFeatureFlagBitsNV { + VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT_NV = 0x00000001, + VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT_NV = 0x00000002, + VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT_NV = 0x00000004, + VK_EXTERNAL_MEMORY_FEATURE_FLAG_BITS_MAX_ENUM_NV = 0x7FFFFFFF +} VkExternalMemoryFeatureFlagBitsNV; +typedef VkFlags VkExternalMemoryFeatureFlagsNV; +typedef struct VkExternalImageFormatPropertiesNV { + VkImageFormatProperties imageFormatProperties; + VkExternalMemoryFeatureFlagsNV externalMemoryFeatures; + VkExternalMemoryHandleTypeFlagsNV exportFromImportedHandleTypes; + VkExternalMemoryHandleTypeFlagsNV compatibleHandleTypes; +} VkExternalImageFormatPropertiesNV; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceExternalImageFormatPropertiesNV)(VkPhysicalDevice physicalDevice, VkFormat format, VkImageType type, VkImageTiling tiling, VkImageUsageFlags usage, VkImageCreateFlags flags, VkExternalMemoryHandleTypeFlagsNV externalHandleType, VkExternalImageFormatPropertiesNV* pExternalImageFormatProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceExternalImageFormatPropertiesNV( + VkPhysicalDevice physicalDevice, + VkFormat format, + VkImageType type, + VkImageTiling tiling, + VkImageUsageFlags usage, + VkImageCreateFlags flags, + VkExternalMemoryHandleTypeFlagsNV externalHandleType, + VkExternalImageFormatPropertiesNV* pExternalImageFormatProperties); +#endif + + +#define VK_NV_external_memory 1 +#define VK_NV_EXTERNAL_MEMORY_SPEC_VERSION 1 +#define VK_NV_EXTERNAL_MEMORY_EXTENSION_NAME "VK_NV_external_memory" +typedef struct VkExternalMemoryImageCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagsNV handleTypes; +} VkExternalMemoryImageCreateInfoNV; + +typedef struct VkExportMemoryAllocateInfoNV { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagsNV handleTypes; +} VkExportMemoryAllocateInfoNV; + + + +#define VK_EXT_validation_flags 1 +#define VK_EXT_VALIDATION_FLAGS_SPEC_VERSION 2 +#define VK_EXT_VALIDATION_FLAGS_EXTENSION_NAME "VK_EXT_validation_flags" + +typedef enum VkValidationCheckEXT { + VK_VALIDATION_CHECK_ALL_EXT = 0, + VK_VALIDATION_CHECK_SHADERS_EXT = 1, + VK_VALIDATION_CHECK_MAX_ENUM_EXT = 0x7FFFFFFF +} VkValidationCheckEXT; +typedef struct VkValidationFlagsEXT { + VkStructureType sType; + const void* pNext; + uint32_t disabledValidationCheckCount; + const VkValidationCheckEXT* pDisabledValidationChecks; +} VkValidationFlagsEXT; + + + +#define VK_EXT_shader_subgroup_ballot 1 +#define VK_EXT_SHADER_SUBGROUP_BALLOT_SPEC_VERSION 1 +#define VK_EXT_SHADER_SUBGROUP_BALLOT_EXTENSION_NAME "VK_EXT_shader_subgroup_ballot" + + +#define VK_EXT_shader_subgroup_vote 1 +#define VK_EXT_SHADER_SUBGROUP_VOTE_SPEC_VERSION 1 +#define VK_EXT_SHADER_SUBGROUP_VOTE_EXTENSION_NAME "VK_EXT_shader_subgroup_vote" + + +#define VK_EXT_texture_compression_astc_hdr 1 +#define VK_EXT_TEXTURE_COMPRESSION_ASTC_HDR_SPEC_VERSION 1 +#define VK_EXT_TEXTURE_COMPRESSION_ASTC_HDR_EXTENSION_NAME "VK_EXT_texture_compression_astc_hdr" +typedef struct VkPhysicalDeviceTextureCompressionASTCHDRFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 textureCompressionASTC_HDR; +} VkPhysicalDeviceTextureCompressionASTCHDRFeaturesEXT; + + + +#define VK_EXT_astc_decode_mode 1 +#define VK_EXT_ASTC_DECODE_MODE_SPEC_VERSION 1 +#define VK_EXT_ASTC_DECODE_MODE_EXTENSION_NAME "VK_EXT_astc_decode_mode" +typedef struct VkImageViewASTCDecodeModeEXT { + VkStructureType sType; + const void* pNext; + VkFormat decodeMode; +} VkImageViewASTCDecodeModeEXT; + +typedef struct VkPhysicalDeviceASTCDecodeFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 decodeModeSharedExponent; +} VkPhysicalDeviceASTCDecodeFeaturesEXT; + + + +#define VK_EXT_conditional_rendering 1 +#define VK_EXT_CONDITIONAL_RENDERING_SPEC_VERSION 2 +#define VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME "VK_EXT_conditional_rendering" + +typedef enum VkConditionalRenderingFlagBitsEXT { + VK_CONDITIONAL_RENDERING_INVERTED_BIT_EXT = 0x00000001, + VK_CONDITIONAL_RENDERING_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkConditionalRenderingFlagBitsEXT; +typedef VkFlags VkConditionalRenderingFlagsEXT; +typedef struct VkConditionalRenderingBeginInfoEXT { + VkStructureType sType; + const void* pNext; + VkBuffer buffer; + VkDeviceSize offset; + VkConditionalRenderingFlagsEXT flags; +} VkConditionalRenderingBeginInfoEXT; + +typedef struct VkPhysicalDeviceConditionalRenderingFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 conditionalRendering; + VkBool32 inheritedConditionalRendering; +} VkPhysicalDeviceConditionalRenderingFeaturesEXT; + +typedef struct VkCommandBufferInheritanceConditionalRenderingInfoEXT { + VkStructureType sType; + const void* pNext; + VkBool32 conditionalRenderingEnable; +} VkCommandBufferInheritanceConditionalRenderingInfoEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdBeginConditionalRenderingEXT)(VkCommandBuffer commandBuffer, const VkConditionalRenderingBeginInfoEXT* pConditionalRenderingBegin); +typedef void (VKAPI_PTR *PFN_vkCmdEndConditionalRenderingEXT)(VkCommandBuffer commandBuffer); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdBeginConditionalRenderingEXT( + VkCommandBuffer commandBuffer, + const VkConditionalRenderingBeginInfoEXT* pConditionalRenderingBegin); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndConditionalRenderingEXT( + VkCommandBuffer commandBuffer); +#endif + + +#define VK_NV_clip_space_w_scaling 1 +#define VK_NV_CLIP_SPACE_W_SCALING_SPEC_VERSION 1 +#define VK_NV_CLIP_SPACE_W_SCALING_EXTENSION_NAME "VK_NV_clip_space_w_scaling" +typedef struct VkViewportWScalingNV { + float xcoeff; + float ycoeff; +} VkViewportWScalingNV; + +typedef struct VkPipelineViewportWScalingStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkBool32 viewportWScalingEnable; + uint32_t viewportCount; + const VkViewportWScalingNV* pViewportWScalings; +} VkPipelineViewportWScalingStateCreateInfoNV; + +typedef void (VKAPI_PTR *PFN_vkCmdSetViewportWScalingNV)(VkCommandBuffer commandBuffer, uint32_t firstViewport, uint32_t viewportCount, const VkViewportWScalingNV* pViewportWScalings); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetViewportWScalingNV( + VkCommandBuffer commandBuffer, + uint32_t firstViewport, + uint32_t viewportCount, + const VkViewportWScalingNV* pViewportWScalings); +#endif + + +#define VK_EXT_direct_mode_display 1 +#define VK_EXT_DIRECT_MODE_DISPLAY_SPEC_VERSION 1 +#define VK_EXT_DIRECT_MODE_DISPLAY_EXTENSION_NAME "VK_EXT_direct_mode_display" +typedef VkResult (VKAPI_PTR *PFN_vkReleaseDisplayEXT)(VkPhysicalDevice physicalDevice, VkDisplayKHR display); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkReleaseDisplayEXT( + VkPhysicalDevice physicalDevice, + VkDisplayKHR display); +#endif + + +#define VK_EXT_display_surface_counter 1 +#define VK_EXT_DISPLAY_SURFACE_COUNTER_SPEC_VERSION 1 +#define VK_EXT_DISPLAY_SURFACE_COUNTER_EXTENSION_NAME "VK_EXT_display_surface_counter" + +typedef enum VkSurfaceCounterFlagBitsEXT { + VK_SURFACE_COUNTER_VBLANK_BIT_EXT = 0x00000001, + VK_SURFACE_COUNTER_VBLANK_EXT = VK_SURFACE_COUNTER_VBLANK_BIT_EXT, + VK_SURFACE_COUNTER_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkSurfaceCounterFlagBitsEXT; +typedef VkFlags VkSurfaceCounterFlagsEXT; +typedef struct VkSurfaceCapabilities2EXT { + VkStructureType sType; + void* pNext; + uint32_t minImageCount; + uint32_t maxImageCount; + VkExtent2D currentExtent; + VkExtent2D minImageExtent; + VkExtent2D maxImageExtent; + uint32_t maxImageArrayLayers; + VkSurfaceTransformFlagsKHR supportedTransforms; + VkSurfaceTransformFlagBitsKHR currentTransform; + VkCompositeAlphaFlagsKHR supportedCompositeAlpha; + VkImageUsageFlags supportedUsageFlags; + VkSurfaceCounterFlagsEXT supportedSurfaceCounters; +} VkSurfaceCapabilities2EXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfaceCapabilities2EXT)(VkPhysicalDevice physicalDevice, VkSurfaceKHR surface, VkSurfaceCapabilities2EXT* pSurfaceCapabilities); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceCapabilities2EXT( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + VkSurfaceCapabilities2EXT* pSurfaceCapabilities); +#endif + + +#define VK_EXT_display_control 1 +#define VK_EXT_DISPLAY_CONTROL_SPEC_VERSION 1 +#define VK_EXT_DISPLAY_CONTROL_EXTENSION_NAME "VK_EXT_display_control" + +typedef enum VkDisplayPowerStateEXT { + VK_DISPLAY_POWER_STATE_OFF_EXT = 0, + VK_DISPLAY_POWER_STATE_SUSPEND_EXT = 1, + VK_DISPLAY_POWER_STATE_ON_EXT = 2, + VK_DISPLAY_POWER_STATE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDisplayPowerStateEXT; + +typedef enum VkDeviceEventTypeEXT { + VK_DEVICE_EVENT_TYPE_DISPLAY_HOTPLUG_EXT = 0, + VK_DEVICE_EVENT_TYPE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDeviceEventTypeEXT; + +typedef enum VkDisplayEventTypeEXT { + VK_DISPLAY_EVENT_TYPE_FIRST_PIXEL_OUT_EXT = 0, + VK_DISPLAY_EVENT_TYPE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDisplayEventTypeEXT; +typedef struct VkDisplayPowerInfoEXT { + VkStructureType sType; + const void* pNext; + VkDisplayPowerStateEXT powerState; +} VkDisplayPowerInfoEXT; + +typedef struct VkDeviceEventInfoEXT { + VkStructureType sType; + const void* pNext; + VkDeviceEventTypeEXT deviceEvent; +} VkDeviceEventInfoEXT; + +typedef struct VkDisplayEventInfoEXT { + VkStructureType sType; + const void* pNext; + VkDisplayEventTypeEXT displayEvent; +} VkDisplayEventInfoEXT; + +typedef struct VkSwapchainCounterCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkSurfaceCounterFlagsEXT surfaceCounters; +} VkSwapchainCounterCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkDisplayPowerControlEXT)(VkDevice device, VkDisplayKHR display, const VkDisplayPowerInfoEXT* pDisplayPowerInfo); +typedef VkResult (VKAPI_PTR *PFN_vkRegisterDeviceEventEXT)(VkDevice device, const VkDeviceEventInfoEXT* pDeviceEventInfo, const VkAllocationCallbacks* pAllocator, VkFence* pFence); +typedef VkResult (VKAPI_PTR *PFN_vkRegisterDisplayEventEXT)(VkDevice device, VkDisplayKHR display, const VkDisplayEventInfoEXT* pDisplayEventInfo, const VkAllocationCallbacks* pAllocator, VkFence* pFence); +typedef VkResult (VKAPI_PTR *PFN_vkGetSwapchainCounterEXT)(VkDevice device, VkSwapchainKHR swapchain, VkSurfaceCounterFlagBitsEXT counter, uint64_t* pCounterValue); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkDisplayPowerControlEXT( + VkDevice device, + VkDisplayKHR display, + const VkDisplayPowerInfoEXT* pDisplayPowerInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkRegisterDeviceEventEXT( + VkDevice device, + const VkDeviceEventInfoEXT* pDeviceEventInfo, + const VkAllocationCallbacks* pAllocator, + VkFence* pFence); + +VKAPI_ATTR VkResult VKAPI_CALL vkRegisterDisplayEventEXT( + VkDevice device, + VkDisplayKHR display, + const VkDisplayEventInfoEXT* pDisplayEventInfo, + const VkAllocationCallbacks* pAllocator, + VkFence* pFence); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetSwapchainCounterEXT( + VkDevice device, + VkSwapchainKHR swapchain, + VkSurfaceCounterFlagBitsEXT counter, + uint64_t* pCounterValue); +#endif + + +#define VK_GOOGLE_display_timing 1 +#define VK_GOOGLE_DISPLAY_TIMING_SPEC_VERSION 1 +#define VK_GOOGLE_DISPLAY_TIMING_EXTENSION_NAME "VK_GOOGLE_display_timing" +typedef struct VkRefreshCycleDurationGOOGLE { + uint64_t refreshDuration; +} VkRefreshCycleDurationGOOGLE; + +typedef struct VkPastPresentationTimingGOOGLE { + uint32_t presentID; + uint64_t desiredPresentTime; + uint64_t actualPresentTime; + uint64_t earliestPresentTime; + uint64_t presentMargin; +} VkPastPresentationTimingGOOGLE; + +typedef struct VkPresentTimeGOOGLE { + uint32_t presentID; + uint64_t desiredPresentTime; +} VkPresentTimeGOOGLE; + +typedef struct VkPresentTimesInfoGOOGLE { + VkStructureType sType; + const void* pNext; + uint32_t swapchainCount; + const VkPresentTimeGOOGLE* pTimes; +} VkPresentTimesInfoGOOGLE; + +typedef VkResult (VKAPI_PTR *PFN_vkGetRefreshCycleDurationGOOGLE)(VkDevice device, VkSwapchainKHR swapchain, VkRefreshCycleDurationGOOGLE* pDisplayTimingProperties); +typedef VkResult (VKAPI_PTR *PFN_vkGetPastPresentationTimingGOOGLE)(VkDevice device, VkSwapchainKHR swapchain, uint32_t* pPresentationTimingCount, VkPastPresentationTimingGOOGLE* pPresentationTimings); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetRefreshCycleDurationGOOGLE( + VkDevice device, + VkSwapchainKHR swapchain, + VkRefreshCycleDurationGOOGLE* pDisplayTimingProperties); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPastPresentationTimingGOOGLE( + VkDevice device, + VkSwapchainKHR swapchain, + uint32_t* pPresentationTimingCount, + VkPastPresentationTimingGOOGLE* pPresentationTimings); +#endif + + +#define VK_NV_sample_mask_override_coverage 1 +#define VK_NV_SAMPLE_MASK_OVERRIDE_COVERAGE_SPEC_VERSION 1 +#define VK_NV_SAMPLE_MASK_OVERRIDE_COVERAGE_EXTENSION_NAME "VK_NV_sample_mask_override_coverage" + + +#define VK_NV_geometry_shader_passthrough 1 +#define VK_NV_GEOMETRY_SHADER_PASSTHROUGH_SPEC_VERSION 1 +#define VK_NV_GEOMETRY_SHADER_PASSTHROUGH_EXTENSION_NAME "VK_NV_geometry_shader_passthrough" + + +#define VK_NV_viewport_array2 1 +#define VK_NV_VIEWPORT_ARRAY2_SPEC_VERSION 1 +#define VK_NV_VIEWPORT_ARRAY2_EXTENSION_NAME "VK_NV_viewport_array2" + + +#define VK_NVX_multiview_per_view_attributes 1 +#define VK_NVX_MULTIVIEW_PER_VIEW_ATTRIBUTES_SPEC_VERSION 1 +#define VK_NVX_MULTIVIEW_PER_VIEW_ATTRIBUTES_EXTENSION_NAME "VK_NVX_multiview_per_view_attributes" +typedef struct VkPhysicalDeviceMultiviewPerViewAttributesPropertiesNVX { + VkStructureType sType; + void* pNext; + VkBool32 perViewPositionAllComponents; +} VkPhysicalDeviceMultiviewPerViewAttributesPropertiesNVX; + + + +#define VK_NV_viewport_swizzle 1 +#define VK_NV_VIEWPORT_SWIZZLE_SPEC_VERSION 1 +#define VK_NV_VIEWPORT_SWIZZLE_EXTENSION_NAME "VK_NV_viewport_swizzle" + +typedef enum VkViewportCoordinateSwizzleNV { + VK_VIEWPORT_COORDINATE_SWIZZLE_POSITIVE_X_NV = 0, + VK_VIEWPORT_COORDINATE_SWIZZLE_NEGATIVE_X_NV = 1, + VK_VIEWPORT_COORDINATE_SWIZZLE_POSITIVE_Y_NV = 2, + VK_VIEWPORT_COORDINATE_SWIZZLE_NEGATIVE_Y_NV = 3, + VK_VIEWPORT_COORDINATE_SWIZZLE_POSITIVE_Z_NV = 4, + VK_VIEWPORT_COORDINATE_SWIZZLE_NEGATIVE_Z_NV = 5, + VK_VIEWPORT_COORDINATE_SWIZZLE_POSITIVE_W_NV = 6, + VK_VIEWPORT_COORDINATE_SWIZZLE_NEGATIVE_W_NV = 7, + VK_VIEWPORT_COORDINATE_SWIZZLE_MAX_ENUM_NV = 0x7FFFFFFF +} VkViewportCoordinateSwizzleNV; +typedef VkFlags VkPipelineViewportSwizzleStateCreateFlagsNV; +typedef struct VkViewportSwizzleNV { + VkViewportCoordinateSwizzleNV x; + VkViewportCoordinateSwizzleNV y; + VkViewportCoordinateSwizzleNV z; + VkViewportCoordinateSwizzleNV w; +} VkViewportSwizzleNV; + +typedef struct VkPipelineViewportSwizzleStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineViewportSwizzleStateCreateFlagsNV flags; + uint32_t viewportCount; + const VkViewportSwizzleNV* pViewportSwizzles; +} VkPipelineViewportSwizzleStateCreateInfoNV; + + + +#define VK_EXT_discard_rectangles 1 +#define VK_EXT_DISCARD_RECTANGLES_SPEC_VERSION 1 +#define VK_EXT_DISCARD_RECTANGLES_EXTENSION_NAME "VK_EXT_discard_rectangles" + +typedef enum VkDiscardRectangleModeEXT { + VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT = 0, + VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT = 1, + VK_DISCARD_RECTANGLE_MODE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDiscardRectangleModeEXT; +typedef VkFlags VkPipelineDiscardRectangleStateCreateFlagsEXT; +typedef struct VkPhysicalDeviceDiscardRectanglePropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t maxDiscardRectangles; +} VkPhysicalDeviceDiscardRectanglePropertiesEXT; + +typedef struct VkPipelineDiscardRectangleStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPipelineDiscardRectangleStateCreateFlagsEXT flags; + VkDiscardRectangleModeEXT discardRectangleMode; + uint32_t discardRectangleCount; + const VkRect2D* pDiscardRectangles; +} VkPipelineDiscardRectangleStateCreateInfoEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdSetDiscardRectangleEXT)(VkCommandBuffer commandBuffer, uint32_t firstDiscardRectangle, uint32_t discardRectangleCount, const VkRect2D* pDiscardRectangles); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetDiscardRectangleEXT( + VkCommandBuffer commandBuffer, + uint32_t firstDiscardRectangle, + uint32_t discardRectangleCount, + const VkRect2D* pDiscardRectangles); +#endif + + +#define VK_EXT_conservative_rasterization 1 +#define VK_EXT_CONSERVATIVE_RASTERIZATION_SPEC_VERSION 1 +#define VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME "VK_EXT_conservative_rasterization" + +typedef enum VkConservativeRasterizationModeEXT { + VK_CONSERVATIVE_RASTERIZATION_MODE_DISABLED_EXT = 0, + VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT = 1, + VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT = 2, + VK_CONSERVATIVE_RASTERIZATION_MODE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkConservativeRasterizationModeEXT; +typedef VkFlags VkPipelineRasterizationConservativeStateCreateFlagsEXT; +typedef struct VkPhysicalDeviceConservativeRasterizationPropertiesEXT { + VkStructureType sType; + void* pNext; + float primitiveOverestimationSize; + float maxExtraPrimitiveOverestimationSize; + float extraPrimitiveOverestimationSizeGranularity; + VkBool32 primitiveUnderestimation; + VkBool32 conservativePointAndLineRasterization; + VkBool32 degenerateTrianglesRasterized; + VkBool32 degenerateLinesRasterized; + VkBool32 fullyCoveredFragmentShaderInputVariable; + VkBool32 conservativeRasterizationPostDepthCoverage; +} VkPhysicalDeviceConservativeRasterizationPropertiesEXT; + +typedef struct VkPipelineRasterizationConservativeStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPipelineRasterizationConservativeStateCreateFlagsEXT flags; + VkConservativeRasterizationModeEXT conservativeRasterizationMode; + float extraPrimitiveOverestimationSize; +} VkPipelineRasterizationConservativeStateCreateInfoEXT; + + + +#define VK_EXT_depth_clip_enable 1 +#define VK_EXT_DEPTH_CLIP_ENABLE_SPEC_VERSION 1 +#define VK_EXT_DEPTH_CLIP_ENABLE_EXTENSION_NAME "VK_EXT_depth_clip_enable" +typedef VkFlags VkPipelineRasterizationDepthClipStateCreateFlagsEXT; +typedef struct VkPhysicalDeviceDepthClipEnableFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 depthClipEnable; +} VkPhysicalDeviceDepthClipEnableFeaturesEXT; + +typedef struct VkPipelineRasterizationDepthClipStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPipelineRasterizationDepthClipStateCreateFlagsEXT flags; + VkBool32 depthClipEnable; +} VkPipelineRasterizationDepthClipStateCreateInfoEXT; + + + +#define VK_EXT_swapchain_colorspace 1 +#define VK_EXT_SWAPCHAIN_COLOR_SPACE_SPEC_VERSION 4 +#define VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME "VK_EXT_swapchain_colorspace" + + +#define VK_EXT_hdr_metadata 1 +#define VK_EXT_HDR_METADATA_SPEC_VERSION 2 +#define VK_EXT_HDR_METADATA_EXTENSION_NAME "VK_EXT_hdr_metadata" +typedef struct VkXYColorEXT { + float x; + float y; +} VkXYColorEXT; + +typedef struct VkHdrMetadataEXT { + VkStructureType sType; + const void* pNext; + VkXYColorEXT displayPrimaryRed; + VkXYColorEXT displayPrimaryGreen; + VkXYColorEXT displayPrimaryBlue; + VkXYColorEXT whitePoint; + float maxLuminance; + float minLuminance; + float maxContentLightLevel; + float maxFrameAverageLightLevel; +} VkHdrMetadataEXT; + +typedef void (VKAPI_PTR *PFN_vkSetHdrMetadataEXT)(VkDevice device, uint32_t swapchainCount, const VkSwapchainKHR* pSwapchains, const VkHdrMetadataEXT* pMetadata); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkSetHdrMetadataEXT( + VkDevice device, + uint32_t swapchainCount, + const VkSwapchainKHR* pSwapchains, + const VkHdrMetadataEXT* pMetadata); +#endif + + +#define VK_EXT_external_memory_dma_buf 1 +#define VK_EXT_EXTERNAL_MEMORY_DMA_BUF_SPEC_VERSION 1 +#define VK_EXT_EXTERNAL_MEMORY_DMA_BUF_EXTENSION_NAME "VK_EXT_external_memory_dma_buf" + + +#define VK_EXT_queue_family_foreign 1 +#define VK_EXT_QUEUE_FAMILY_FOREIGN_SPEC_VERSION 1 +#define VK_EXT_QUEUE_FAMILY_FOREIGN_EXTENSION_NAME "VK_EXT_queue_family_foreign" +#define VK_QUEUE_FAMILY_FOREIGN_EXT (~0U-2) + + +#define VK_EXT_debug_utils 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDebugUtilsMessengerEXT) +#define VK_EXT_DEBUG_UTILS_SPEC_VERSION 2 +#define VK_EXT_DEBUG_UTILS_EXTENSION_NAME "VK_EXT_debug_utils" +typedef VkFlags VkDebugUtilsMessengerCallbackDataFlagsEXT; + +typedef enum VkDebugUtilsMessageSeverityFlagBitsEXT { + VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT = 0x00000001, + VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT = 0x00000010, + VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT = 0x00000100, + VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT = 0x00001000, + VK_DEBUG_UTILS_MESSAGE_SEVERITY_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugUtilsMessageSeverityFlagBitsEXT; + +typedef enum VkDebugUtilsMessageTypeFlagBitsEXT { + VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT = 0x00000001, + VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT = 0x00000002, + VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT = 0x00000004, + VK_DEBUG_UTILS_MESSAGE_TYPE_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDebugUtilsMessageTypeFlagBitsEXT; +typedef VkFlags VkDebugUtilsMessageTypeFlagsEXT; +typedef VkFlags VkDebugUtilsMessageSeverityFlagsEXT; +typedef VkFlags VkDebugUtilsMessengerCreateFlagsEXT; +typedef struct VkDebugUtilsLabelEXT { + VkStructureType sType; + const void* pNext; + const char* pLabelName; + float color[4]; +} VkDebugUtilsLabelEXT; + +typedef struct VkDebugUtilsObjectNameInfoEXT { + VkStructureType sType; + const void* pNext; + VkObjectType objectType; + uint64_t objectHandle; + const char* pObjectName; +} VkDebugUtilsObjectNameInfoEXT; + +typedef struct VkDebugUtilsMessengerCallbackDataEXT { + VkStructureType sType; + const void* pNext; + VkDebugUtilsMessengerCallbackDataFlagsEXT flags; + const char* pMessageIdName; + int32_t messageIdNumber; + const char* pMessage; + uint32_t queueLabelCount; + const VkDebugUtilsLabelEXT* pQueueLabels; + uint32_t cmdBufLabelCount; + const VkDebugUtilsLabelEXT* pCmdBufLabels; + uint32_t objectCount; + const VkDebugUtilsObjectNameInfoEXT* pObjects; +} VkDebugUtilsMessengerCallbackDataEXT; + +typedef VkBool32 (VKAPI_PTR *PFN_vkDebugUtilsMessengerCallbackEXT)( + VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, + VkDebugUtilsMessageTypeFlagsEXT messageTypes, + const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, + void* pUserData); + +typedef struct VkDebugUtilsMessengerCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkDebugUtilsMessengerCreateFlagsEXT flags; + VkDebugUtilsMessageSeverityFlagsEXT messageSeverity; + VkDebugUtilsMessageTypeFlagsEXT messageType; + PFN_vkDebugUtilsMessengerCallbackEXT pfnUserCallback; + void* pUserData; +} VkDebugUtilsMessengerCreateInfoEXT; + +typedef struct VkDebugUtilsObjectTagInfoEXT { + VkStructureType sType; + const void* pNext; + VkObjectType objectType; + uint64_t objectHandle; + uint64_t tagName; + size_t tagSize; + const void* pTag; +} VkDebugUtilsObjectTagInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkSetDebugUtilsObjectNameEXT)(VkDevice device, const VkDebugUtilsObjectNameInfoEXT* pNameInfo); +typedef VkResult (VKAPI_PTR *PFN_vkSetDebugUtilsObjectTagEXT)(VkDevice device, const VkDebugUtilsObjectTagInfoEXT* pTagInfo); +typedef void (VKAPI_PTR *PFN_vkQueueBeginDebugUtilsLabelEXT)(VkQueue queue, const VkDebugUtilsLabelEXT* pLabelInfo); +typedef void (VKAPI_PTR *PFN_vkQueueEndDebugUtilsLabelEXT)(VkQueue queue); +typedef void (VKAPI_PTR *PFN_vkQueueInsertDebugUtilsLabelEXT)(VkQueue queue, const VkDebugUtilsLabelEXT* pLabelInfo); +typedef void (VKAPI_PTR *PFN_vkCmdBeginDebugUtilsLabelEXT)(VkCommandBuffer commandBuffer, const VkDebugUtilsLabelEXT* pLabelInfo); +typedef void (VKAPI_PTR *PFN_vkCmdEndDebugUtilsLabelEXT)(VkCommandBuffer commandBuffer); +typedef void (VKAPI_PTR *PFN_vkCmdInsertDebugUtilsLabelEXT)(VkCommandBuffer commandBuffer, const VkDebugUtilsLabelEXT* pLabelInfo); +typedef VkResult (VKAPI_PTR *PFN_vkCreateDebugUtilsMessengerEXT)(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pMessenger); +typedef void (VKAPI_PTR *PFN_vkDestroyDebugUtilsMessengerEXT)(VkInstance instance, VkDebugUtilsMessengerEXT messenger, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkSubmitDebugUtilsMessageEXT)(VkInstance instance, VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageTypes, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkSetDebugUtilsObjectNameEXT( + VkDevice device, + const VkDebugUtilsObjectNameInfoEXT* pNameInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkSetDebugUtilsObjectTagEXT( + VkDevice device, + const VkDebugUtilsObjectTagInfoEXT* pTagInfo); + +VKAPI_ATTR void VKAPI_CALL vkQueueBeginDebugUtilsLabelEXT( + VkQueue queue, + const VkDebugUtilsLabelEXT* pLabelInfo); + +VKAPI_ATTR void VKAPI_CALL vkQueueEndDebugUtilsLabelEXT( + VkQueue queue); + +VKAPI_ATTR void VKAPI_CALL vkQueueInsertDebugUtilsLabelEXT( + VkQueue queue, + const VkDebugUtilsLabelEXT* pLabelInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdBeginDebugUtilsLabelEXT( + VkCommandBuffer commandBuffer, + const VkDebugUtilsLabelEXT* pLabelInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdEndDebugUtilsLabelEXT( + VkCommandBuffer commandBuffer); + +VKAPI_ATTR void VKAPI_CALL vkCmdInsertDebugUtilsLabelEXT( + VkCommandBuffer commandBuffer, + const VkDebugUtilsLabelEXT* pLabelInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDebugUtilsMessengerEXT( + VkInstance instance, + const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDebugUtilsMessengerEXT* pMessenger); + +VKAPI_ATTR void VKAPI_CALL vkDestroyDebugUtilsMessengerEXT( + VkInstance instance, + VkDebugUtilsMessengerEXT messenger, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkSubmitDebugUtilsMessageEXT( + VkInstance instance, + VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, + VkDebugUtilsMessageTypeFlagsEXT messageTypes, + const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData); +#endif + + +#define VK_EXT_sampler_filter_minmax 1 +#define VK_EXT_SAMPLER_FILTER_MINMAX_SPEC_VERSION 2 +#define VK_EXT_SAMPLER_FILTER_MINMAX_EXTENSION_NAME "VK_EXT_sampler_filter_minmax" +typedef VkSamplerReductionMode VkSamplerReductionModeEXT; + +typedef VkSamplerReductionModeCreateInfo VkSamplerReductionModeCreateInfoEXT; + +typedef VkPhysicalDeviceSamplerFilterMinmaxProperties VkPhysicalDeviceSamplerFilterMinmaxPropertiesEXT; + + + +#define VK_AMD_gpu_shader_int16 1 +#define VK_AMD_GPU_SHADER_INT16_SPEC_VERSION 2 +#define VK_AMD_GPU_SHADER_INT16_EXTENSION_NAME "VK_AMD_gpu_shader_int16" + + +#define VK_AMD_mixed_attachment_samples 1 +#define VK_AMD_MIXED_ATTACHMENT_SAMPLES_SPEC_VERSION 1 +#define VK_AMD_MIXED_ATTACHMENT_SAMPLES_EXTENSION_NAME "VK_AMD_mixed_attachment_samples" + + +#define VK_AMD_shader_fragment_mask 1 +#define VK_AMD_SHADER_FRAGMENT_MASK_SPEC_VERSION 1 +#define VK_AMD_SHADER_FRAGMENT_MASK_EXTENSION_NAME "VK_AMD_shader_fragment_mask" + + +#define VK_EXT_inline_uniform_block 1 +#define VK_EXT_INLINE_UNIFORM_BLOCK_SPEC_VERSION 1 +#define VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME "VK_EXT_inline_uniform_block" +typedef struct VkPhysicalDeviceInlineUniformBlockFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 inlineUniformBlock; + VkBool32 descriptorBindingInlineUniformBlockUpdateAfterBind; +} VkPhysicalDeviceInlineUniformBlockFeaturesEXT; + +typedef struct VkPhysicalDeviceInlineUniformBlockPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t maxInlineUniformBlockSize; + uint32_t maxPerStageDescriptorInlineUniformBlocks; + uint32_t maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks; + uint32_t maxDescriptorSetInlineUniformBlocks; + uint32_t maxDescriptorSetUpdateAfterBindInlineUniformBlocks; +} VkPhysicalDeviceInlineUniformBlockPropertiesEXT; + +typedef struct VkWriteDescriptorSetInlineUniformBlockEXT { + VkStructureType sType; + const void* pNext; + uint32_t dataSize; + const void* pData; +} VkWriteDescriptorSetInlineUniformBlockEXT; + +typedef struct VkDescriptorPoolInlineUniformBlockCreateInfoEXT { + VkStructureType sType; + const void* pNext; + uint32_t maxInlineUniformBlockBindings; +} VkDescriptorPoolInlineUniformBlockCreateInfoEXT; + + + +#define VK_EXT_shader_stencil_export 1 +#define VK_EXT_SHADER_STENCIL_EXPORT_SPEC_VERSION 1 +#define VK_EXT_SHADER_STENCIL_EXPORT_EXTENSION_NAME "VK_EXT_shader_stencil_export" + + +#define VK_EXT_sample_locations 1 +#define VK_EXT_SAMPLE_LOCATIONS_SPEC_VERSION 1 +#define VK_EXT_SAMPLE_LOCATIONS_EXTENSION_NAME "VK_EXT_sample_locations" +typedef struct VkSampleLocationEXT { + float x; + float y; +} VkSampleLocationEXT; + +typedef struct VkSampleLocationsInfoEXT { + VkStructureType sType; + const void* pNext; + VkSampleCountFlagBits sampleLocationsPerPixel; + VkExtent2D sampleLocationGridSize; + uint32_t sampleLocationsCount; + const VkSampleLocationEXT* pSampleLocations; +} VkSampleLocationsInfoEXT; + +typedef struct VkAttachmentSampleLocationsEXT { + uint32_t attachmentIndex; + VkSampleLocationsInfoEXT sampleLocationsInfo; +} VkAttachmentSampleLocationsEXT; + +typedef struct VkSubpassSampleLocationsEXT { + uint32_t subpassIndex; + VkSampleLocationsInfoEXT sampleLocationsInfo; +} VkSubpassSampleLocationsEXT; + +typedef struct VkRenderPassSampleLocationsBeginInfoEXT { + VkStructureType sType; + const void* pNext; + uint32_t attachmentInitialSampleLocationsCount; + const VkAttachmentSampleLocationsEXT* pAttachmentInitialSampleLocations; + uint32_t postSubpassSampleLocationsCount; + const VkSubpassSampleLocationsEXT* pPostSubpassSampleLocations; +} VkRenderPassSampleLocationsBeginInfoEXT; + +typedef struct VkPipelineSampleLocationsStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkBool32 sampleLocationsEnable; + VkSampleLocationsInfoEXT sampleLocationsInfo; +} VkPipelineSampleLocationsStateCreateInfoEXT; + +typedef struct VkPhysicalDeviceSampleLocationsPropertiesEXT { + VkStructureType sType; + void* pNext; + VkSampleCountFlags sampleLocationSampleCounts; + VkExtent2D maxSampleLocationGridSize; + float sampleLocationCoordinateRange[2]; + uint32_t sampleLocationSubPixelBits; + VkBool32 variableSampleLocations; +} VkPhysicalDeviceSampleLocationsPropertiesEXT; + +typedef struct VkMultisamplePropertiesEXT { + VkStructureType sType; + void* pNext; + VkExtent2D maxSampleLocationGridSize; +} VkMultisamplePropertiesEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdSetSampleLocationsEXT)(VkCommandBuffer commandBuffer, const VkSampleLocationsInfoEXT* pSampleLocationsInfo); +typedef void (VKAPI_PTR *PFN_vkGetPhysicalDeviceMultisamplePropertiesEXT)(VkPhysicalDevice physicalDevice, VkSampleCountFlagBits samples, VkMultisamplePropertiesEXT* pMultisampleProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetSampleLocationsEXT( + VkCommandBuffer commandBuffer, + const VkSampleLocationsInfoEXT* pSampleLocationsInfo); + +VKAPI_ATTR void VKAPI_CALL vkGetPhysicalDeviceMultisamplePropertiesEXT( + VkPhysicalDevice physicalDevice, + VkSampleCountFlagBits samples, + VkMultisamplePropertiesEXT* pMultisampleProperties); +#endif + + +#define VK_EXT_blend_operation_advanced 1 +#define VK_EXT_BLEND_OPERATION_ADVANCED_SPEC_VERSION 2 +#define VK_EXT_BLEND_OPERATION_ADVANCED_EXTENSION_NAME "VK_EXT_blend_operation_advanced" + +typedef enum VkBlendOverlapEXT { + VK_BLEND_OVERLAP_UNCORRELATED_EXT = 0, + VK_BLEND_OVERLAP_DISJOINT_EXT = 1, + VK_BLEND_OVERLAP_CONJOINT_EXT = 2, + VK_BLEND_OVERLAP_MAX_ENUM_EXT = 0x7FFFFFFF +} VkBlendOverlapEXT; +typedef struct VkPhysicalDeviceBlendOperationAdvancedFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 advancedBlendCoherentOperations; +} VkPhysicalDeviceBlendOperationAdvancedFeaturesEXT; + +typedef struct VkPhysicalDeviceBlendOperationAdvancedPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t advancedBlendMaxColorAttachments; + VkBool32 advancedBlendIndependentBlend; + VkBool32 advancedBlendNonPremultipliedSrcColor; + VkBool32 advancedBlendNonPremultipliedDstColor; + VkBool32 advancedBlendCorrelatedOverlap; + VkBool32 advancedBlendAllOperations; +} VkPhysicalDeviceBlendOperationAdvancedPropertiesEXT; + +typedef struct VkPipelineColorBlendAdvancedStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkBool32 srcPremultiplied; + VkBool32 dstPremultiplied; + VkBlendOverlapEXT blendOverlap; +} VkPipelineColorBlendAdvancedStateCreateInfoEXT; + + + +#define VK_NV_fragment_coverage_to_color 1 +#define VK_NV_FRAGMENT_COVERAGE_TO_COLOR_SPEC_VERSION 1 +#define VK_NV_FRAGMENT_COVERAGE_TO_COLOR_EXTENSION_NAME "VK_NV_fragment_coverage_to_color" +typedef VkFlags VkPipelineCoverageToColorStateCreateFlagsNV; +typedef struct VkPipelineCoverageToColorStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineCoverageToColorStateCreateFlagsNV flags; + VkBool32 coverageToColorEnable; + uint32_t coverageToColorLocation; +} VkPipelineCoverageToColorStateCreateInfoNV; + + + +#define VK_NV_framebuffer_mixed_samples 1 +#define VK_NV_FRAMEBUFFER_MIXED_SAMPLES_SPEC_VERSION 1 +#define VK_NV_FRAMEBUFFER_MIXED_SAMPLES_EXTENSION_NAME "VK_NV_framebuffer_mixed_samples" + +typedef enum VkCoverageModulationModeNV { + VK_COVERAGE_MODULATION_MODE_NONE_NV = 0, + VK_COVERAGE_MODULATION_MODE_RGB_NV = 1, + VK_COVERAGE_MODULATION_MODE_ALPHA_NV = 2, + VK_COVERAGE_MODULATION_MODE_RGBA_NV = 3, + VK_COVERAGE_MODULATION_MODE_MAX_ENUM_NV = 0x7FFFFFFF +} VkCoverageModulationModeNV; +typedef VkFlags VkPipelineCoverageModulationStateCreateFlagsNV; +typedef struct VkPipelineCoverageModulationStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineCoverageModulationStateCreateFlagsNV flags; + VkCoverageModulationModeNV coverageModulationMode; + VkBool32 coverageModulationTableEnable; + uint32_t coverageModulationTableCount; + const float* pCoverageModulationTable; +} VkPipelineCoverageModulationStateCreateInfoNV; + + + +#define VK_NV_fill_rectangle 1 +#define VK_NV_FILL_RECTANGLE_SPEC_VERSION 1 +#define VK_NV_FILL_RECTANGLE_EXTENSION_NAME "VK_NV_fill_rectangle" + + +#define VK_NV_shader_sm_builtins 1 +#define VK_NV_SHADER_SM_BUILTINS_SPEC_VERSION 1 +#define VK_NV_SHADER_SM_BUILTINS_EXTENSION_NAME "VK_NV_shader_sm_builtins" +typedef struct VkPhysicalDeviceShaderSMBuiltinsPropertiesNV { + VkStructureType sType; + void* pNext; + uint32_t shaderSMCount; + uint32_t shaderWarpsPerSM; +} VkPhysicalDeviceShaderSMBuiltinsPropertiesNV; + +typedef struct VkPhysicalDeviceShaderSMBuiltinsFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 shaderSMBuiltins; +} VkPhysicalDeviceShaderSMBuiltinsFeaturesNV; + + + +#define VK_EXT_post_depth_coverage 1 +#define VK_EXT_POST_DEPTH_COVERAGE_SPEC_VERSION 1 +#define VK_EXT_POST_DEPTH_COVERAGE_EXTENSION_NAME "VK_EXT_post_depth_coverage" + + +#define VK_EXT_image_drm_format_modifier 1 +#define VK_EXT_IMAGE_DRM_FORMAT_MODIFIER_SPEC_VERSION 1 +#define VK_EXT_IMAGE_DRM_FORMAT_MODIFIER_EXTENSION_NAME "VK_EXT_image_drm_format_modifier" +typedef struct VkDrmFormatModifierPropertiesEXT { + uint64_t drmFormatModifier; + uint32_t drmFormatModifierPlaneCount; + VkFormatFeatureFlags drmFormatModifierTilingFeatures; +} VkDrmFormatModifierPropertiesEXT; + +typedef struct VkDrmFormatModifierPropertiesListEXT { + VkStructureType sType; + void* pNext; + uint32_t drmFormatModifierCount; + VkDrmFormatModifierPropertiesEXT* pDrmFormatModifierProperties; +} VkDrmFormatModifierPropertiesListEXT; + +typedef struct VkPhysicalDeviceImageDrmFormatModifierInfoEXT { + VkStructureType sType; + const void* pNext; + uint64_t drmFormatModifier; + VkSharingMode sharingMode; + uint32_t queueFamilyIndexCount; + const uint32_t* pQueueFamilyIndices; +} VkPhysicalDeviceImageDrmFormatModifierInfoEXT; + +typedef struct VkImageDrmFormatModifierListCreateInfoEXT { + VkStructureType sType; + const void* pNext; + uint32_t drmFormatModifierCount; + const uint64_t* pDrmFormatModifiers; +} VkImageDrmFormatModifierListCreateInfoEXT; + +typedef struct VkImageDrmFormatModifierExplicitCreateInfoEXT { + VkStructureType sType; + const void* pNext; + uint64_t drmFormatModifier; + uint32_t drmFormatModifierPlaneCount; + const VkSubresourceLayout* pPlaneLayouts; +} VkImageDrmFormatModifierExplicitCreateInfoEXT; + +typedef struct VkImageDrmFormatModifierPropertiesEXT { + VkStructureType sType; + void* pNext; + uint64_t drmFormatModifier; +} VkImageDrmFormatModifierPropertiesEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetImageDrmFormatModifierPropertiesEXT)(VkDevice device, VkImage image, VkImageDrmFormatModifierPropertiesEXT* pProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetImageDrmFormatModifierPropertiesEXT( + VkDevice device, + VkImage image, + VkImageDrmFormatModifierPropertiesEXT* pProperties); +#endif + + +#define VK_EXT_validation_cache 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkValidationCacheEXT) +#define VK_EXT_VALIDATION_CACHE_SPEC_VERSION 1 +#define VK_EXT_VALIDATION_CACHE_EXTENSION_NAME "VK_EXT_validation_cache" + +typedef enum VkValidationCacheHeaderVersionEXT { + VK_VALIDATION_CACHE_HEADER_VERSION_ONE_EXT = 1, + VK_VALIDATION_CACHE_HEADER_VERSION_MAX_ENUM_EXT = 0x7FFFFFFF +} VkValidationCacheHeaderVersionEXT; +typedef VkFlags VkValidationCacheCreateFlagsEXT; +typedef struct VkValidationCacheCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkValidationCacheCreateFlagsEXT flags; + size_t initialDataSize; + const void* pInitialData; +} VkValidationCacheCreateInfoEXT; + +typedef struct VkShaderModuleValidationCacheCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkValidationCacheEXT validationCache; +} VkShaderModuleValidationCacheCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateValidationCacheEXT)(VkDevice device, const VkValidationCacheCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkValidationCacheEXT* pValidationCache); +typedef void (VKAPI_PTR *PFN_vkDestroyValidationCacheEXT)(VkDevice device, VkValidationCacheEXT validationCache, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkMergeValidationCachesEXT)(VkDevice device, VkValidationCacheEXT dstCache, uint32_t srcCacheCount, const VkValidationCacheEXT* pSrcCaches); +typedef VkResult (VKAPI_PTR *PFN_vkGetValidationCacheDataEXT)(VkDevice device, VkValidationCacheEXT validationCache, size_t* pDataSize, void* pData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateValidationCacheEXT( + VkDevice device, + const VkValidationCacheCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkValidationCacheEXT* pValidationCache); + +VKAPI_ATTR void VKAPI_CALL vkDestroyValidationCacheEXT( + VkDevice device, + VkValidationCacheEXT validationCache, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkMergeValidationCachesEXT( + VkDevice device, + VkValidationCacheEXT dstCache, + uint32_t srcCacheCount, + const VkValidationCacheEXT* pSrcCaches); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetValidationCacheDataEXT( + VkDevice device, + VkValidationCacheEXT validationCache, + size_t* pDataSize, + void* pData); +#endif + + +#define VK_EXT_descriptor_indexing 1 +#define VK_EXT_DESCRIPTOR_INDEXING_SPEC_VERSION 2 +#define VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME "VK_EXT_descriptor_indexing" +typedef VkDescriptorBindingFlagBits VkDescriptorBindingFlagBitsEXT; + +typedef VkDescriptorBindingFlags VkDescriptorBindingFlagsEXT; + +typedef VkDescriptorSetLayoutBindingFlagsCreateInfo VkDescriptorSetLayoutBindingFlagsCreateInfoEXT; + +typedef VkPhysicalDeviceDescriptorIndexingFeatures VkPhysicalDeviceDescriptorIndexingFeaturesEXT; + +typedef VkPhysicalDeviceDescriptorIndexingProperties VkPhysicalDeviceDescriptorIndexingPropertiesEXT; + +typedef VkDescriptorSetVariableDescriptorCountAllocateInfo VkDescriptorSetVariableDescriptorCountAllocateInfoEXT; + +typedef VkDescriptorSetVariableDescriptorCountLayoutSupport VkDescriptorSetVariableDescriptorCountLayoutSupportEXT; + + + +#define VK_EXT_shader_viewport_index_layer 1 +#define VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_SPEC_VERSION 1 +#define VK_EXT_SHADER_VIEWPORT_INDEX_LAYER_EXTENSION_NAME "VK_EXT_shader_viewport_index_layer" + + +#define VK_NV_shading_rate_image 1 +#define VK_NV_SHADING_RATE_IMAGE_SPEC_VERSION 3 +#define VK_NV_SHADING_RATE_IMAGE_EXTENSION_NAME "VK_NV_shading_rate_image" + +typedef enum VkShadingRatePaletteEntryNV { + VK_SHADING_RATE_PALETTE_ENTRY_NO_INVOCATIONS_NV = 0, + VK_SHADING_RATE_PALETTE_ENTRY_16_INVOCATIONS_PER_PIXEL_NV = 1, + VK_SHADING_RATE_PALETTE_ENTRY_8_INVOCATIONS_PER_PIXEL_NV = 2, + VK_SHADING_RATE_PALETTE_ENTRY_4_INVOCATIONS_PER_PIXEL_NV = 3, + VK_SHADING_RATE_PALETTE_ENTRY_2_INVOCATIONS_PER_PIXEL_NV = 4, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_PIXEL_NV = 5, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X1_PIXELS_NV = 6, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_1X2_PIXELS_NV = 7, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X2_PIXELS_NV = 8, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X2_PIXELS_NV = 9, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X4_PIXELS_NV = 10, + VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X4_PIXELS_NV = 11, + VK_SHADING_RATE_PALETTE_ENTRY_MAX_ENUM_NV = 0x7FFFFFFF +} VkShadingRatePaletteEntryNV; + +typedef enum VkCoarseSampleOrderTypeNV { + VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NV = 0, + VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NV = 1, + VK_COARSE_SAMPLE_ORDER_TYPE_PIXEL_MAJOR_NV = 2, + VK_COARSE_SAMPLE_ORDER_TYPE_SAMPLE_MAJOR_NV = 3, + VK_COARSE_SAMPLE_ORDER_TYPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkCoarseSampleOrderTypeNV; +typedef struct VkShadingRatePaletteNV { + uint32_t shadingRatePaletteEntryCount; + const VkShadingRatePaletteEntryNV* pShadingRatePaletteEntries; +} VkShadingRatePaletteNV; + +typedef struct VkPipelineViewportShadingRateImageStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkBool32 shadingRateImageEnable; + uint32_t viewportCount; + const VkShadingRatePaletteNV* pShadingRatePalettes; +} VkPipelineViewportShadingRateImageStateCreateInfoNV; + +typedef struct VkPhysicalDeviceShadingRateImageFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 shadingRateImage; + VkBool32 shadingRateCoarseSampleOrder; +} VkPhysicalDeviceShadingRateImageFeaturesNV; + +typedef struct VkPhysicalDeviceShadingRateImagePropertiesNV { + VkStructureType sType; + void* pNext; + VkExtent2D shadingRateTexelSize; + uint32_t shadingRatePaletteSize; + uint32_t shadingRateMaxCoarseSamples; +} VkPhysicalDeviceShadingRateImagePropertiesNV; + +typedef struct VkCoarseSampleLocationNV { + uint32_t pixelX; + uint32_t pixelY; + uint32_t sample; +} VkCoarseSampleLocationNV; + +typedef struct VkCoarseSampleOrderCustomNV { + VkShadingRatePaletteEntryNV shadingRate; + uint32_t sampleCount; + uint32_t sampleLocationCount; + const VkCoarseSampleLocationNV* pSampleLocations; +} VkCoarseSampleOrderCustomNV; + +typedef struct VkPipelineViewportCoarseSampleOrderStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkCoarseSampleOrderTypeNV sampleOrderType; + uint32_t customSampleOrderCount; + const VkCoarseSampleOrderCustomNV* pCustomSampleOrders; +} VkPipelineViewportCoarseSampleOrderStateCreateInfoNV; + +typedef void (VKAPI_PTR *PFN_vkCmdBindShadingRateImageNV)(VkCommandBuffer commandBuffer, VkImageView imageView, VkImageLayout imageLayout); +typedef void (VKAPI_PTR *PFN_vkCmdSetViewportShadingRatePaletteNV)(VkCommandBuffer commandBuffer, uint32_t firstViewport, uint32_t viewportCount, const VkShadingRatePaletteNV* pShadingRatePalettes); +typedef void (VKAPI_PTR *PFN_vkCmdSetCoarseSampleOrderNV)(VkCommandBuffer commandBuffer, VkCoarseSampleOrderTypeNV sampleOrderType, uint32_t customSampleOrderCount, const VkCoarseSampleOrderCustomNV* pCustomSampleOrders); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdBindShadingRateImageNV( + VkCommandBuffer commandBuffer, + VkImageView imageView, + VkImageLayout imageLayout); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetViewportShadingRatePaletteNV( + VkCommandBuffer commandBuffer, + uint32_t firstViewport, + uint32_t viewportCount, + const VkShadingRatePaletteNV* pShadingRatePalettes); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetCoarseSampleOrderNV( + VkCommandBuffer commandBuffer, + VkCoarseSampleOrderTypeNV sampleOrderType, + uint32_t customSampleOrderCount, + const VkCoarseSampleOrderCustomNV* pCustomSampleOrders); +#endif + + +#define VK_NV_ray_tracing 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkAccelerationStructureNV) +#define VK_NV_RAY_TRACING_SPEC_VERSION 3 +#define VK_NV_RAY_TRACING_EXTENSION_NAME "VK_NV_ray_tracing" +#define VK_SHADER_UNUSED_KHR (~0U) +#define VK_SHADER_UNUSED_NV VK_SHADER_UNUSED_KHR + +typedef enum VkRayTracingShaderGroupTypeKHR { + VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR = 0, + VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR = 1, + VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR = 2, + VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_NV = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR, + VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_NV = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR, + VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_NV = VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR, + VK_RAY_TRACING_SHADER_GROUP_TYPE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkRayTracingShaderGroupTypeKHR; +typedef VkRayTracingShaderGroupTypeKHR VkRayTracingShaderGroupTypeNV; + + +typedef enum VkGeometryTypeKHR { + VK_GEOMETRY_TYPE_TRIANGLES_KHR = 0, + VK_GEOMETRY_TYPE_AABBS_KHR = 1, + VK_GEOMETRY_TYPE_INSTANCES_KHR = 2, + VK_GEOMETRY_TYPE_TRIANGLES_NV = VK_GEOMETRY_TYPE_TRIANGLES_KHR, + VK_GEOMETRY_TYPE_AABBS_NV = VK_GEOMETRY_TYPE_AABBS_KHR, + VK_GEOMETRY_TYPE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkGeometryTypeKHR; +typedef VkGeometryTypeKHR VkGeometryTypeNV; + + +typedef enum VkAccelerationStructureTypeKHR { + VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR = 0, + VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR = 1, + VK_ACCELERATION_STRUCTURE_TYPE_GENERIC_KHR = 2, + VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_NV = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR, + VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_NV = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR, + VK_ACCELERATION_STRUCTURE_TYPE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkAccelerationStructureTypeKHR; +typedef VkAccelerationStructureTypeKHR VkAccelerationStructureTypeNV; + + +typedef enum VkCopyAccelerationStructureModeKHR { + VK_COPY_ACCELERATION_STRUCTURE_MODE_CLONE_KHR = 0, + VK_COPY_ACCELERATION_STRUCTURE_MODE_COMPACT_KHR = 1, + VK_COPY_ACCELERATION_STRUCTURE_MODE_SERIALIZE_KHR = 2, + VK_COPY_ACCELERATION_STRUCTURE_MODE_DESERIALIZE_KHR = 3, + VK_COPY_ACCELERATION_STRUCTURE_MODE_CLONE_NV = VK_COPY_ACCELERATION_STRUCTURE_MODE_CLONE_KHR, + VK_COPY_ACCELERATION_STRUCTURE_MODE_COMPACT_NV = VK_COPY_ACCELERATION_STRUCTURE_MODE_COMPACT_KHR, + VK_COPY_ACCELERATION_STRUCTURE_MODE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkCopyAccelerationStructureModeKHR; +typedef VkCopyAccelerationStructureModeKHR VkCopyAccelerationStructureModeNV; + + +typedef enum VkAccelerationStructureMemoryRequirementsTypeNV { + VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_OBJECT_NV = 0, + VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_BUILD_SCRATCH_NV = 1, + VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_UPDATE_SCRATCH_NV = 2, + VK_ACCELERATION_STRUCTURE_MEMORY_REQUIREMENTS_TYPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkAccelerationStructureMemoryRequirementsTypeNV; + +typedef enum VkGeometryFlagBitsKHR { + VK_GEOMETRY_OPAQUE_BIT_KHR = 0x00000001, + VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR = 0x00000002, + VK_GEOMETRY_OPAQUE_BIT_NV = VK_GEOMETRY_OPAQUE_BIT_KHR, + VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_NV = VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR, + VK_GEOMETRY_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkGeometryFlagBitsKHR; +typedef VkFlags VkGeometryFlagsKHR; +typedef VkGeometryFlagsKHR VkGeometryFlagsNV; + +typedef VkGeometryFlagBitsKHR VkGeometryFlagBitsNV; + + +typedef enum VkGeometryInstanceFlagBitsKHR { + VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR = 0x00000001, + VK_GEOMETRY_INSTANCE_TRIANGLE_FRONT_COUNTERCLOCKWISE_BIT_KHR = 0x00000002, + VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR = 0x00000004, + VK_GEOMETRY_INSTANCE_FORCE_NO_OPAQUE_BIT_KHR = 0x00000008, + VK_GEOMETRY_INSTANCE_TRIANGLE_CULL_DISABLE_BIT_NV = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR, + VK_GEOMETRY_INSTANCE_TRIANGLE_FRONT_COUNTERCLOCKWISE_BIT_NV = VK_GEOMETRY_INSTANCE_TRIANGLE_FRONT_COUNTERCLOCKWISE_BIT_KHR, + VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_NV = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR, + VK_GEOMETRY_INSTANCE_FORCE_NO_OPAQUE_BIT_NV = VK_GEOMETRY_INSTANCE_FORCE_NO_OPAQUE_BIT_KHR, + VK_GEOMETRY_INSTANCE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkGeometryInstanceFlagBitsKHR; +typedef VkFlags VkGeometryInstanceFlagsKHR; +typedef VkGeometryInstanceFlagsKHR VkGeometryInstanceFlagsNV; + +typedef VkGeometryInstanceFlagBitsKHR VkGeometryInstanceFlagBitsNV; + + +typedef enum VkBuildAccelerationStructureFlagBitsKHR { + VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR = 0x00000001, + VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_COMPACTION_BIT_KHR = 0x00000002, + VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR = 0x00000004, + VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR = 0x00000008, + VK_BUILD_ACCELERATION_STRUCTURE_LOW_MEMORY_BIT_KHR = 0x00000010, + VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_NV = VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR, + VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_COMPACTION_BIT_NV = VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_COMPACTION_BIT_KHR, + VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_NV = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR, + VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_NV = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR, + VK_BUILD_ACCELERATION_STRUCTURE_LOW_MEMORY_BIT_NV = VK_BUILD_ACCELERATION_STRUCTURE_LOW_MEMORY_BIT_KHR, + VK_BUILD_ACCELERATION_STRUCTURE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkBuildAccelerationStructureFlagBitsKHR; +typedef VkFlags VkBuildAccelerationStructureFlagsKHR; +typedef VkBuildAccelerationStructureFlagsKHR VkBuildAccelerationStructureFlagsNV; + +typedef VkBuildAccelerationStructureFlagBitsKHR VkBuildAccelerationStructureFlagBitsNV; + +typedef struct VkRayTracingShaderGroupCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkRayTracingShaderGroupTypeKHR type; + uint32_t generalShader; + uint32_t closestHitShader; + uint32_t anyHitShader; + uint32_t intersectionShader; +} VkRayTracingShaderGroupCreateInfoNV; + +typedef struct VkRayTracingPipelineCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineCreateFlags flags; + uint32_t stageCount; + const VkPipelineShaderStageCreateInfo* pStages; + uint32_t groupCount; + const VkRayTracingShaderGroupCreateInfoNV* pGroups; + uint32_t maxRecursionDepth; + VkPipelineLayout layout; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkRayTracingPipelineCreateInfoNV; + +typedef struct VkGeometryTrianglesNV { + VkStructureType sType; + const void* pNext; + VkBuffer vertexData; + VkDeviceSize vertexOffset; + uint32_t vertexCount; + VkDeviceSize vertexStride; + VkFormat vertexFormat; + VkBuffer indexData; + VkDeviceSize indexOffset; + uint32_t indexCount; + VkIndexType indexType; + VkBuffer transformData; + VkDeviceSize transformOffset; +} VkGeometryTrianglesNV; + +typedef struct VkGeometryAABBNV { + VkStructureType sType; + const void* pNext; + VkBuffer aabbData; + uint32_t numAABBs; + uint32_t stride; + VkDeviceSize offset; +} VkGeometryAABBNV; + +typedef struct VkGeometryDataNV { + VkGeometryTrianglesNV triangles; + VkGeometryAABBNV aabbs; +} VkGeometryDataNV; + +typedef struct VkGeometryNV { + VkStructureType sType; + const void* pNext; + VkGeometryTypeKHR geometryType; + VkGeometryDataNV geometry; + VkGeometryFlagsKHR flags; +} VkGeometryNV; + +typedef struct VkAccelerationStructureInfoNV { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureTypeNV type; + VkBuildAccelerationStructureFlagsNV flags; + uint32_t instanceCount; + uint32_t geometryCount; + const VkGeometryNV* pGeometries; +} VkAccelerationStructureInfoNV; + +typedef struct VkAccelerationStructureCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkDeviceSize compactedSize; + VkAccelerationStructureInfoNV info; +} VkAccelerationStructureCreateInfoNV; + +typedef struct VkBindAccelerationStructureMemoryInfoNV { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureNV accelerationStructure; + VkDeviceMemory memory; + VkDeviceSize memoryOffset; + uint32_t deviceIndexCount; + const uint32_t* pDeviceIndices; +} VkBindAccelerationStructureMemoryInfoNV; + +typedef struct VkWriteDescriptorSetAccelerationStructureNV { + VkStructureType sType; + const void* pNext; + uint32_t accelerationStructureCount; + const VkAccelerationStructureNV* pAccelerationStructures; +} VkWriteDescriptorSetAccelerationStructureNV; + +typedef struct VkAccelerationStructureMemoryRequirementsInfoNV { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureMemoryRequirementsTypeNV type; + VkAccelerationStructureNV accelerationStructure; +} VkAccelerationStructureMemoryRequirementsInfoNV; + +typedef struct VkPhysicalDeviceRayTracingPropertiesNV { + VkStructureType sType; + void* pNext; + uint32_t shaderGroupHandleSize; + uint32_t maxRecursionDepth; + uint32_t maxShaderGroupStride; + uint32_t shaderGroupBaseAlignment; + uint64_t maxGeometryCount; + uint64_t maxInstanceCount; + uint64_t maxTriangleCount; + uint32_t maxDescriptorSetAccelerationStructures; +} VkPhysicalDeviceRayTracingPropertiesNV; + +typedef struct VkTransformMatrixKHR { + float matrix[3][4]; +} VkTransformMatrixKHR; + +typedef VkTransformMatrixKHR VkTransformMatrixNV; + +typedef struct VkAabbPositionsKHR { + float minX; + float minY; + float minZ; + float maxX; + float maxY; + float maxZ; +} VkAabbPositionsKHR; + +typedef VkAabbPositionsKHR VkAabbPositionsNV; + +typedef struct VkAccelerationStructureInstanceKHR { + VkTransformMatrixKHR transform; + uint32_t instanceCustomIndex:24; + uint32_t mask:8; + uint32_t instanceShaderBindingTableRecordOffset:24; + VkGeometryInstanceFlagsKHR flags:8; + uint64_t accelerationStructureReference; +} VkAccelerationStructureInstanceKHR; + +typedef VkAccelerationStructureInstanceKHR VkAccelerationStructureInstanceNV; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateAccelerationStructureNV)(VkDevice device, const VkAccelerationStructureCreateInfoNV* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkAccelerationStructureNV* pAccelerationStructure); +typedef void (VKAPI_PTR *PFN_vkDestroyAccelerationStructureNV)(VkDevice device, VkAccelerationStructureNV accelerationStructure, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkGetAccelerationStructureMemoryRequirementsNV)(VkDevice device, const VkAccelerationStructureMemoryRequirementsInfoNV* pInfo, VkMemoryRequirements2KHR* pMemoryRequirements); +typedef VkResult (VKAPI_PTR *PFN_vkBindAccelerationStructureMemoryNV)(VkDevice device, uint32_t bindInfoCount, const VkBindAccelerationStructureMemoryInfoNV* pBindInfos); +typedef void (VKAPI_PTR *PFN_vkCmdBuildAccelerationStructureNV)(VkCommandBuffer commandBuffer, const VkAccelerationStructureInfoNV* pInfo, VkBuffer instanceData, VkDeviceSize instanceOffset, VkBool32 update, VkAccelerationStructureNV dst, VkAccelerationStructureNV src, VkBuffer scratch, VkDeviceSize scratchOffset); +typedef void (VKAPI_PTR *PFN_vkCmdCopyAccelerationStructureNV)(VkCommandBuffer commandBuffer, VkAccelerationStructureNV dst, VkAccelerationStructureNV src, VkCopyAccelerationStructureModeKHR mode); +typedef void (VKAPI_PTR *PFN_vkCmdTraceRaysNV)(VkCommandBuffer commandBuffer, VkBuffer raygenShaderBindingTableBuffer, VkDeviceSize raygenShaderBindingOffset, VkBuffer missShaderBindingTableBuffer, VkDeviceSize missShaderBindingOffset, VkDeviceSize missShaderBindingStride, VkBuffer hitShaderBindingTableBuffer, VkDeviceSize hitShaderBindingOffset, VkDeviceSize hitShaderBindingStride, VkBuffer callableShaderBindingTableBuffer, VkDeviceSize callableShaderBindingOffset, VkDeviceSize callableShaderBindingStride, uint32_t width, uint32_t height, uint32_t depth); +typedef VkResult (VKAPI_PTR *PFN_vkCreateRayTracingPipelinesNV)(VkDevice device, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkRayTracingPipelineCreateInfoNV* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines); +typedef VkResult (VKAPI_PTR *PFN_vkGetRayTracingShaderGroupHandlesKHR)(VkDevice device, VkPipeline pipeline, uint32_t firstGroup, uint32_t groupCount, size_t dataSize, void* pData); +typedef VkResult (VKAPI_PTR *PFN_vkGetRayTracingShaderGroupHandlesNV)(VkDevice device, VkPipeline pipeline, uint32_t firstGroup, uint32_t groupCount, size_t dataSize, void* pData); +typedef VkResult (VKAPI_PTR *PFN_vkGetAccelerationStructureHandleNV)(VkDevice device, VkAccelerationStructureNV accelerationStructure, size_t dataSize, void* pData); +typedef void (VKAPI_PTR *PFN_vkCmdWriteAccelerationStructuresPropertiesNV)(VkCommandBuffer commandBuffer, uint32_t accelerationStructureCount, const VkAccelerationStructureNV* pAccelerationStructures, VkQueryType queryType, VkQueryPool queryPool, uint32_t firstQuery); +typedef VkResult (VKAPI_PTR *PFN_vkCompileDeferredNV)(VkDevice device, VkPipeline pipeline, uint32_t shader); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateAccelerationStructureNV( + VkDevice device, + const VkAccelerationStructureCreateInfoNV* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkAccelerationStructureNV* pAccelerationStructure); + +VKAPI_ATTR void VKAPI_CALL vkDestroyAccelerationStructureNV( + VkDevice device, + VkAccelerationStructureNV accelerationStructure, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkGetAccelerationStructureMemoryRequirementsNV( + VkDevice device, + const VkAccelerationStructureMemoryRequirementsInfoNV* pInfo, + VkMemoryRequirements2KHR* pMemoryRequirements); + +VKAPI_ATTR VkResult VKAPI_CALL vkBindAccelerationStructureMemoryNV( + VkDevice device, + uint32_t bindInfoCount, + const VkBindAccelerationStructureMemoryInfoNV* pBindInfos); + +VKAPI_ATTR void VKAPI_CALL vkCmdBuildAccelerationStructureNV( + VkCommandBuffer commandBuffer, + const VkAccelerationStructureInfoNV* pInfo, + VkBuffer instanceData, + VkDeviceSize instanceOffset, + VkBool32 update, + VkAccelerationStructureNV dst, + VkAccelerationStructureNV src, + VkBuffer scratch, + VkDeviceSize scratchOffset); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyAccelerationStructureNV( + VkCommandBuffer commandBuffer, + VkAccelerationStructureNV dst, + VkAccelerationStructureNV src, + VkCopyAccelerationStructureModeKHR mode); + +VKAPI_ATTR void VKAPI_CALL vkCmdTraceRaysNV( + VkCommandBuffer commandBuffer, + VkBuffer raygenShaderBindingTableBuffer, + VkDeviceSize raygenShaderBindingOffset, + VkBuffer missShaderBindingTableBuffer, + VkDeviceSize missShaderBindingOffset, + VkDeviceSize missShaderBindingStride, + VkBuffer hitShaderBindingTableBuffer, + VkDeviceSize hitShaderBindingOffset, + VkDeviceSize hitShaderBindingStride, + VkBuffer callableShaderBindingTableBuffer, + VkDeviceSize callableShaderBindingOffset, + VkDeviceSize callableShaderBindingStride, + uint32_t width, + uint32_t height, + uint32_t depth); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateRayTracingPipelinesNV( + VkDevice device, + VkPipelineCache pipelineCache, + uint32_t createInfoCount, + const VkRayTracingPipelineCreateInfoNV* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkPipeline* pPipelines); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetRayTracingShaderGroupHandlesKHR( + VkDevice device, + VkPipeline pipeline, + uint32_t firstGroup, + uint32_t groupCount, + size_t dataSize, + void* pData); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetRayTracingShaderGroupHandlesNV( + VkDevice device, + VkPipeline pipeline, + uint32_t firstGroup, + uint32_t groupCount, + size_t dataSize, + void* pData); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetAccelerationStructureHandleNV( + VkDevice device, + VkAccelerationStructureNV accelerationStructure, + size_t dataSize, + void* pData); + +VKAPI_ATTR void VKAPI_CALL vkCmdWriteAccelerationStructuresPropertiesNV( + VkCommandBuffer commandBuffer, + uint32_t accelerationStructureCount, + const VkAccelerationStructureNV* pAccelerationStructures, + VkQueryType queryType, + VkQueryPool queryPool, + uint32_t firstQuery); + +VKAPI_ATTR VkResult VKAPI_CALL vkCompileDeferredNV( + VkDevice device, + VkPipeline pipeline, + uint32_t shader); +#endif + + +#define VK_NV_representative_fragment_test 1 +#define VK_NV_REPRESENTATIVE_FRAGMENT_TEST_SPEC_VERSION 2 +#define VK_NV_REPRESENTATIVE_FRAGMENT_TEST_EXTENSION_NAME "VK_NV_representative_fragment_test" +typedef struct VkPhysicalDeviceRepresentativeFragmentTestFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 representativeFragmentTest; +} VkPhysicalDeviceRepresentativeFragmentTestFeaturesNV; + +typedef struct VkPipelineRepresentativeFragmentTestStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkBool32 representativeFragmentTestEnable; +} VkPipelineRepresentativeFragmentTestStateCreateInfoNV; + + + +#define VK_EXT_filter_cubic 1 +#define VK_EXT_FILTER_CUBIC_SPEC_VERSION 3 +#define VK_EXT_FILTER_CUBIC_EXTENSION_NAME "VK_EXT_filter_cubic" +typedef struct VkPhysicalDeviceImageViewImageFormatInfoEXT { + VkStructureType sType; + void* pNext; + VkImageViewType imageViewType; +} VkPhysicalDeviceImageViewImageFormatInfoEXT; + +typedef struct VkFilterCubicImageViewImageFormatPropertiesEXT { + VkStructureType sType; + void* pNext; + VkBool32 filterCubic; + VkBool32 filterCubicMinmax; +} VkFilterCubicImageViewImageFormatPropertiesEXT; + + + +#define VK_QCOM_render_pass_shader_resolve 1 +#define VK_QCOM_RENDER_PASS_SHADER_RESOLVE_SPEC_VERSION 4 +#define VK_QCOM_RENDER_PASS_SHADER_RESOLVE_EXTENSION_NAME "VK_QCOM_render_pass_shader_resolve" + + +#define VK_EXT_global_priority 1 +#define VK_EXT_GLOBAL_PRIORITY_SPEC_VERSION 2 +#define VK_EXT_GLOBAL_PRIORITY_EXTENSION_NAME "VK_EXT_global_priority" + +typedef enum VkQueueGlobalPriorityEXT { + VK_QUEUE_GLOBAL_PRIORITY_LOW_EXT = 128, + VK_QUEUE_GLOBAL_PRIORITY_MEDIUM_EXT = 256, + VK_QUEUE_GLOBAL_PRIORITY_HIGH_EXT = 512, + VK_QUEUE_GLOBAL_PRIORITY_REALTIME_EXT = 1024, + VK_QUEUE_GLOBAL_PRIORITY_MAX_ENUM_EXT = 0x7FFFFFFF +} VkQueueGlobalPriorityEXT; +typedef struct VkDeviceQueueGlobalPriorityCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkQueueGlobalPriorityEXT globalPriority; +} VkDeviceQueueGlobalPriorityCreateInfoEXT; + + + +#define VK_EXT_external_memory_host 1 +#define VK_EXT_EXTERNAL_MEMORY_HOST_SPEC_VERSION 1 +#define VK_EXT_EXTERNAL_MEMORY_HOST_EXTENSION_NAME "VK_EXT_external_memory_host" +typedef struct VkImportMemoryHostPointerInfoEXT { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagBits handleType; + void* pHostPointer; +} VkImportMemoryHostPointerInfoEXT; + +typedef struct VkMemoryHostPointerPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t memoryTypeBits; +} VkMemoryHostPointerPropertiesEXT; + +typedef struct VkPhysicalDeviceExternalMemoryHostPropertiesEXT { + VkStructureType sType; + void* pNext; + VkDeviceSize minImportedHostPointerAlignment; +} VkPhysicalDeviceExternalMemoryHostPropertiesEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryHostPointerPropertiesEXT)(VkDevice device, VkExternalMemoryHandleTypeFlagBits handleType, const void* pHostPointer, VkMemoryHostPointerPropertiesEXT* pMemoryHostPointerProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryHostPointerPropertiesEXT( + VkDevice device, + VkExternalMemoryHandleTypeFlagBits handleType, + const void* pHostPointer, + VkMemoryHostPointerPropertiesEXT* pMemoryHostPointerProperties); +#endif + + +#define VK_AMD_buffer_marker 1 +#define VK_AMD_BUFFER_MARKER_SPEC_VERSION 1 +#define VK_AMD_BUFFER_MARKER_EXTENSION_NAME "VK_AMD_buffer_marker" +typedef void (VKAPI_PTR *PFN_vkCmdWriteBufferMarkerAMD)(VkCommandBuffer commandBuffer, VkPipelineStageFlagBits pipelineStage, VkBuffer dstBuffer, VkDeviceSize dstOffset, uint32_t marker); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdWriteBufferMarkerAMD( + VkCommandBuffer commandBuffer, + VkPipelineStageFlagBits pipelineStage, + VkBuffer dstBuffer, + VkDeviceSize dstOffset, + uint32_t marker); +#endif + + +#define VK_AMD_pipeline_compiler_control 1 +#define VK_AMD_PIPELINE_COMPILER_CONTROL_SPEC_VERSION 1 +#define VK_AMD_PIPELINE_COMPILER_CONTROL_EXTENSION_NAME "VK_AMD_pipeline_compiler_control" + +typedef enum VkPipelineCompilerControlFlagBitsAMD { + VK_PIPELINE_COMPILER_CONTROL_FLAG_BITS_MAX_ENUM_AMD = 0x7FFFFFFF +} VkPipelineCompilerControlFlagBitsAMD; +typedef VkFlags VkPipelineCompilerControlFlagsAMD; +typedef struct VkPipelineCompilerControlCreateInfoAMD { + VkStructureType sType; + const void* pNext; + VkPipelineCompilerControlFlagsAMD compilerControlFlags; +} VkPipelineCompilerControlCreateInfoAMD; + + + +#define VK_EXT_calibrated_timestamps 1 +#define VK_EXT_CALIBRATED_TIMESTAMPS_SPEC_VERSION 1 +#define VK_EXT_CALIBRATED_TIMESTAMPS_EXTENSION_NAME "VK_EXT_calibrated_timestamps" + +typedef enum VkTimeDomainEXT { + VK_TIME_DOMAIN_DEVICE_EXT = 0, + VK_TIME_DOMAIN_CLOCK_MONOTONIC_EXT = 1, + VK_TIME_DOMAIN_CLOCK_MONOTONIC_RAW_EXT = 2, + VK_TIME_DOMAIN_QUERY_PERFORMANCE_COUNTER_EXT = 3, + VK_TIME_DOMAIN_MAX_ENUM_EXT = 0x7FFFFFFF +} VkTimeDomainEXT; +typedef struct VkCalibratedTimestampInfoEXT { + VkStructureType sType; + const void* pNext; + VkTimeDomainEXT timeDomain; +} VkCalibratedTimestampInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceCalibrateableTimeDomainsEXT)(VkPhysicalDevice physicalDevice, uint32_t* pTimeDomainCount, VkTimeDomainEXT* pTimeDomains); +typedef VkResult (VKAPI_PTR *PFN_vkGetCalibratedTimestampsEXT)(VkDevice device, uint32_t timestampCount, const VkCalibratedTimestampInfoEXT* pTimestampInfos, uint64_t* pTimestamps, uint64_t* pMaxDeviation); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceCalibrateableTimeDomainsEXT( + VkPhysicalDevice physicalDevice, + uint32_t* pTimeDomainCount, + VkTimeDomainEXT* pTimeDomains); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetCalibratedTimestampsEXT( + VkDevice device, + uint32_t timestampCount, + const VkCalibratedTimestampInfoEXT* pTimestampInfos, + uint64_t* pTimestamps, + uint64_t* pMaxDeviation); +#endif + + +#define VK_AMD_shader_core_properties 1 +#define VK_AMD_SHADER_CORE_PROPERTIES_SPEC_VERSION 2 +#define VK_AMD_SHADER_CORE_PROPERTIES_EXTENSION_NAME "VK_AMD_shader_core_properties" +typedef struct VkPhysicalDeviceShaderCorePropertiesAMD { + VkStructureType sType; + void* pNext; + uint32_t shaderEngineCount; + uint32_t shaderArraysPerEngineCount; + uint32_t computeUnitsPerShaderArray; + uint32_t simdPerComputeUnit; + uint32_t wavefrontsPerSimd; + uint32_t wavefrontSize; + uint32_t sgprsPerSimd; + uint32_t minSgprAllocation; + uint32_t maxSgprAllocation; + uint32_t sgprAllocationGranularity; + uint32_t vgprsPerSimd; + uint32_t minVgprAllocation; + uint32_t maxVgprAllocation; + uint32_t vgprAllocationGranularity; +} VkPhysicalDeviceShaderCorePropertiesAMD; + + + +#define VK_AMD_memory_overallocation_behavior 1 +#define VK_AMD_MEMORY_OVERALLOCATION_BEHAVIOR_SPEC_VERSION 1 +#define VK_AMD_MEMORY_OVERALLOCATION_BEHAVIOR_EXTENSION_NAME "VK_AMD_memory_overallocation_behavior" + +typedef enum VkMemoryOverallocationBehaviorAMD { + VK_MEMORY_OVERALLOCATION_BEHAVIOR_DEFAULT_AMD = 0, + VK_MEMORY_OVERALLOCATION_BEHAVIOR_ALLOWED_AMD = 1, + VK_MEMORY_OVERALLOCATION_BEHAVIOR_DISALLOWED_AMD = 2, + VK_MEMORY_OVERALLOCATION_BEHAVIOR_MAX_ENUM_AMD = 0x7FFFFFFF +} VkMemoryOverallocationBehaviorAMD; +typedef struct VkDeviceMemoryOverallocationCreateInfoAMD { + VkStructureType sType; + const void* pNext; + VkMemoryOverallocationBehaviorAMD overallocationBehavior; +} VkDeviceMemoryOverallocationCreateInfoAMD; + + + +#define VK_EXT_vertex_attribute_divisor 1 +#define VK_EXT_VERTEX_ATTRIBUTE_DIVISOR_SPEC_VERSION 3 +#define VK_EXT_VERTEX_ATTRIBUTE_DIVISOR_EXTENSION_NAME "VK_EXT_vertex_attribute_divisor" +typedef struct VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t maxVertexAttribDivisor; +} VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT; + +typedef struct VkVertexInputBindingDivisorDescriptionEXT { + uint32_t binding; + uint32_t divisor; +} VkVertexInputBindingDivisorDescriptionEXT; + +typedef struct VkPipelineVertexInputDivisorStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + uint32_t vertexBindingDivisorCount; + const VkVertexInputBindingDivisorDescriptionEXT* pVertexBindingDivisors; +} VkPipelineVertexInputDivisorStateCreateInfoEXT; + +typedef struct VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 vertexAttributeInstanceRateDivisor; + VkBool32 vertexAttributeInstanceRateZeroDivisor; +} VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT; + + + +#define VK_EXT_pipeline_creation_feedback 1 +#define VK_EXT_PIPELINE_CREATION_FEEDBACK_SPEC_VERSION 1 +#define VK_EXT_PIPELINE_CREATION_FEEDBACK_EXTENSION_NAME "VK_EXT_pipeline_creation_feedback" + +typedef enum VkPipelineCreationFeedbackFlagBitsEXT { + VK_PIPELINE_CREATION_FEEDBACK_VALID_BIT_EXT = 0x00000001, + VK_PIPELINE_CREATION_FEEDBACK_APPLICATION_PIPELINE_CACHE_HIT_BIT_EXT = 0x00000002, + VK_PIPELINE_CREATION_FEEDBACK_BASE_PIPELINE_ACCELERATION_BIT_EXT = 0x00000004, + VK_PIPELINE_CREATION_FEEDBACK_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkPipelineCreationFeedbackFlagBitsEXT; +typedef VkFlags VkPipelineCreationFeedbackFlagsEXT; +typedef struct VkPipelineCreationFeedbackEXT { + VkPipelineCreationFeedbackFlagsEXT flags; + uint64_t duration; +} VkPipelineCreationFeedbackEXT; + +typedef struct VkPipelineCreationFeedbackCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPipelineCreationFeedbackEXT* pPipelineCreationFeedback; + uint32_t pipelineStageCreationFeedbackCount; + VkPipelineCreationFeedbackEXT* pPipelineStageCreationFeedbacks; +} VkPipelineCreationFeedbackCreateInfoEXT; + + + +#define VK_NV_shader_subgroup_partitioned 1 +#define VK_NV_SHADER_SUBGROUP_PARTITIONED_SPEC_VERSION 1 +#define VK_NV_SHADER_SUBGROUP_PARTITIONED_EXTENSION_NAME "VK_NV_shader_subgroup_partitioned" + + +#define VK_NV_compute_shader_derivatives 1 +#define VK_NV_COMPUTE_SHADER_DERIVATIVES_SPEC_VERSION 1 +#define VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME "VK_NV_compute_shader_derivatives" +typedef struct VkPhysicalDeviceComputeShaderDerivativesFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 computeDerivativeGroupQuads; + VkBool32 computeDerivativeGroupLinear; +} VkPhysicalDeviceComputeShaderDerivativesFeaturesNV; + + + +#define VK_NV_mesh_shader 1 +#define VK_NV_MESH_SHADER_SPEC_VERSION 1 +#define VK_NV_MESH_SHADER_EXTENSION_NAME "VK_NV_mesh_shader" +typedef struct VkPhysicalDeviceMeshShaderFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 taskShader; + VkBool32 meshShader; +} VkPhysicalDeviceMeshShaderFeaturesNV; + +typedef struct VkPhysicalDeviceMeshShaderPropertiesNV { + VkStructureType sType; + void* pNext; + uint32_t maxDrawMeshTasksCount; + uint32_t maxTaskWorkGroupInvocations; + uint32_t maxTaskWorkGroupSize[3]; + uint32_t maxTaskTotalMemorySize; + uint32_t maxTaskOutputCount; + uint32_t maxMeshWorkGroupInvocations; + uint32_t maxMeshWorkGroupSize[3]; + uint32_t maxMeshTotalMemorySize; + uint32_t maxMeshOutputVertices; + uint32_t maxMeshOutputPrimitives; + uint32_t maxMeshMultiviewViewCount; + uint32_t meshOutputPerVertexGranularity; + uint32_t meshOutputPerPrimitiveGranularity; +} VkPhysicalDeviceMeshShaderPropertiesNV; + +typedef struct VkDrawMeshTasksIndirectCommandNV { + uint32_t taskCount; + uint32_t firstTask; +} VkDrawMeshTasksIndirectCommandNV; + +typedef void (VKAPI_PTR *PFN_vkCmdDrawMeshTasksNV)(VkCommandBuffer commandBuffer, uint32_t taskCount, uint32_t firstTask); +typedef void (VKAPI_PTR *PFN_vkCmdDrawMeshTasksIndirectNV)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdDrawMeshTasksIndirectCountNV)(VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, VkBuffer countBuffer, VkDeviceSize countBufferOffset, uint32_t maxDrawCount, uint32_t stride); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdDrawMeshTasksNV( + VkCommandBuffer commandBuffer, + uint32_t taskCount, + uint32_t firstTask); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawMeshTasksIndirectNV( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + uint32_t drawCount, + uint32_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdDrawMeshTasksIndirectCountNV( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkBuffer countBuffer, + VkDeviceSize countBufferOffset, + uint32_t maxDrawCount, + uint32_t stride); +#endif + + +#define VK_NV_fragment_shader_barycentric 1 +#define VK_NV_FRAGMENT_SHADER_BARYCENTRIC_SPEC_VERSION 1 +#define VK_NV_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME "VK_NV_fragment_shader_barycentric" +typedef struct VkPhysicalDeviceFragmentShaderBarycentricFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 fragmentShaderBarycentric; +} VkPhysicalDeviceFragmentShaderBarycentricFeaturesNV; + + + +#define VK_NV_shader_image_footprint 1 +#define VK_NV_SHADER_IMAGE_FOOTPRINT_SPEC_VERSION 2 +#define VK_NV_SHADER_IMAGE_FOOTPRINT_EXTENSION_NAME "VK_NV_shader_image_footprint" +typedef struct VkPhysicalDeviceShaderImageFootprintFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 imageFootprint; +} VkPhysicalDeviceShaderImageFootprintFeaturesNV; + + + +#define VK_NV_scissor_exclusive 1 +#define VK_NV_SCISSOR_EXCLUSIVE_SPEC_VERSION 1 +#define VK_NV_SCISSOR_EXCLUSIVE_EXTENSION_NAME "VK_NV_scissor_exclusive" +typedef struct VkPipelineViewportExclusiveScissorStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + uint32_t exclusiveScissorCount; + const VkRect2D* pExclusiveScissors; +} VkPipelineViewportExclusiveScissorStateCreateInfoNV; + +typedef struct VkPhysicalDeviceExclusiveScissorFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 exclusiveScissor; +} VkPhysicalDeviceExclusiveScissorFeaturesNV; + +typedef void (VKAPI_PTR *PFN_vkCmdSetExclusiveScissorNV)(VkCommandBuffer commandBuffer, uint32_t firstExclusiveScissor, uint32_t exclusiveScissorCount, const VkRect2D* pExclusiveScissors); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetExclusiveScissorNV( + VkCommandBuffer commandBuffer, + uint32_t firstExclusiveScissor, + uint32_t exclusiveScissorCount, + const VkRect2D* pExclusiveScissors); +#endif + + +#define VK_NV_device_diagnostic_checkpoints 1 +#define VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_SPEC_VERSION 2 +#define VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_EXTENSION_NAME "VK_NV_device_diagnostic_checkpoints" +typedef struct VkQueueFamilyCheckpointPropertiesNV { + VkStructureType sType; + void* pNext; + VkPipelineStageFlags checkpointExecutionStageMask; +} VkQueueFamilyCheckpointPropertiesNV; + +typedef struct VkCheckpointDataNV { + VkStructureType sType; + void* pNext; + VkPipelineStageFlagBits stage; + void* pCheckpointMarker; +} VkCheckpointDataNV; + +typedef void (VKAPI_PTR *PFN_vkCmdSetCheckpointNV)(VkCommandBuffer commandBuffer, const void* pCheckpointMarker); +typedef void (VKAPI_PTR *PFN_vkGetQueueCheckpointDataNV)(VkQueue queue, uint32_t* pCheckpointDataCount, VkCheckpointDataNV* pCheckpointData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetCheckpointNV( + VkCommandBuffer commandBuffer, + const void* pCheckpointMarker); + +VKAPI_ATTR void VKAPI_CALL vkGetQueueCheckpointDataNV( + VkQueue queue, + uint32_t* pCheckpointDataCount, + VkCheckpointDataNV* pCheckpointData); +#endif + + +#define VK_INTEL_shader_integer_functions2 1 +#define VK_INTEL_SHADER_INTEGER_FUNCTIONS_2_SPEC_VERSION 1 +#define VK_INTEL_SHADER_INTEGER_FUNCTIONS_2_EXTENSION_NAME "VK_INTEL_shader_integer_functions2" +typedef struct VkPhysicalDeviceShaderIntegerFunctions2FeaturesINTEL { + VkStructureType sType; + void* pNext; + VkBool32 shaderIntegerFunctions2; +} VkPhysicalDeviceShaderIntegerFunctions2FeaturesINTEL; + + + +#define VK_INTEL_performance_query 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPerformanceConfigurationINTEL) +#define VK_INTEL_PERFORMANCE_QUERY_SPEC_VERSION 2 +#define VK_INTEL_PERFORMANCE_QUERY_EXTENSION_NAME "VK_INTEL_performance_query" + +typedef enum VkPerformanceConfigurationTypeINTEL { + VK_PERFORMANCE_CONFIGURATION_TYPE_COMMAND_QUEUE_METRICS_DISCOVERY_ACTIVATED_INTEL = 0, + VK_PERFORMANCE_CONFIGURATION_TYPE_MAX_ENUM_INTEL = 0x7FFFFFFF +} VkPerformanceConfigurationTypeINTEL; + +typedef enum VkQueryPoolSamplingModeINTEL { + VK_QUERY_POOL_SAMPLING_MODE_MANUAL_INTEL = 0, + VK_QUERY_POOL_SAMPLING_MODE_MAX_ENUM_INTEL = 0x7FFFFFFF +} VkQueryPoolSamplingModeINTEL; + +typedef enum VkPerformanceOverrideTypeINTEL { + VK_PERFORMANCE_OVERRIDE_TYPE_NULL_HARDWARE_INTEL = 0, + VK_PERFORMANCE_OVERRIDE_TYPE_FLUSH_GPU_CACHES_INTEL = 1, + VK_PERFORMANCE_OVERRIDE_TYPE_MAX_ENUM_INTEL = 0x7FFFFFFF +} VkPerformanceOverrideTypeINTEL; + +typedef enum VkPerformanceParameterTypeINTEL { + VK_PERFORMANCE_PARAMETER_TYPE_HW_COUNTERS_SUPPORTED_INTEL = 0, + VK_PERFORMANCE_PARAMETER_TYPE_STREAM_MARKER_VALID_BITS_INTEL = 1, + VK_PERFORMANCE_PARAMETER_TYPE_MAX_ENUM_INTEL = 0x7FFFFFFF +} VkPerformanceParameterTypeINTEL; + +typedef enum VkPerformanceValueTypeINTEL { + VK_PERFORMANCE_VALUE_TYPE_UINT32_INTEL = 0, + VK_PERFORMANCE_VALUE_TYPE_UINT64_INTEL = 1, + VK_PERFORMANCE_VALUE_TYPE_FLOAT_INTEL = 2, + VK_PERFORMANCE_VALUE_TYPE_BOOL_INTEL = 3, + VK_PERFORMANCE_VALUE_TYPE_STRING_INTEL = 4, + VK_PERFORMANCE_VALUE_TYPE_MAX_ENUM_INTEL = 0x7FFFFFFF +} VkPerformanceValueTypeINTEL; +typedef union VkPerformanceValueDataINTEL { + uint32_t value32; + uint64_t value64; + float valueFloat; + VkBool32 valueBool; + const char* valueString; +} VkPerformanceValueDataINTEL; + +typedef struct VkPerformanceValueINTEL { + VkPerformanceValueTypeINTEL type; + VkPerformanceValueDataINTEL data; +} VkPerformanceValueINTEL; + +typedef struct VkInitializePerformanceApiInfoINTEL { + VkStructureType sType; + const void* pNext; + void* pUserData; +} VkInitializePerformanceApiInfoINTEL; + +typedef struct VkQueryPoolPerformanceQueryCreateInfoINTEL { + VkStructureType sType; + const void* pNext; + VkQueryPoolSamplingModeINTEL performanceCountersSampling; +} VkQueryPoolPerformanceQueryCreateInfoINTEL; + +typedef VkQueryPoolPerformanceQueryCreateInfoINTEL VkQueryPoolCreateInfoINTEL; + +typedef struct VkPerformanceMarkerInfoINTEL { + VkStructureType sType; + const void* pNext; + uint64_t marker; +} VkPerformanceMarkerInfoINTEL; + +typedef struct VkPerformanceStreamMarkerInfoINTEL { + VkStructureType sType; + const void* pNext; + uint32_t marker; +} VkPerformanceStreamMarkerInfoINTEL; + +typedef struct VkPerformanceOverrideInfoINTEL { + VkStructureType sType; + const void* pNext; + VkPerformanceOverrideTypeINTEL type; + VkBool32 enable; + uint64_t parameter; +} VkPerformanceOverrideInfoINTEL; + +typedef struct VkPerformanceConfigurationAcquireInfoINTEL { + VkStructureType sType; + const void* pNext; + VkPerformanceConfigurationTypeINTEL type; +} VkPerformanceConfigurationAcquireInfoINTEL; + +typedef VkResult (VKAPI_PTR *PFN_vkInitializePerformanceApiINTEL)(VkDevice device, const VkInitializePerformanceApiInfoINTEL* pInitializeInfo); +typedef void (VKAPI_PTR *PFN_vkUninitializePerformanceApiINTEL)(VkDevice device); +typedef VkResult (VKAPI_PTR *PFN_vkCmdSetPerformanceMarkerINTEL)(VkCommandBuffer commandBuffer, const VkPerformanceMarkerInfoINTEL* pMarkerInfo); +typedef VkResult (VKAPI_PTR *PFN_vkCmdSetPerformanceStreamMarkerINTEL)(VkCommandBuffer commandBuffer, const VkPerformanceStreamMarkerInfoINTEL* pMarkerInfo); +typedef VkResult (VKAPI_PTR *PFN_vkCmdSetPerformanceOverrideINTEL)(VkCommandBuffer commandBuffer, const VkPerformanceOverrideInfoINTEL* pOverrideInfo); +typedef VkResult (VKAPI_PTR *PFN_vkAcquirePerformanceConfigurationINTEL)(VkDevice device, const VkPerformanceConfigurationAcquireInfoINTEL* pAcquireInfo, VkPerformanceConfigurationINTEL* pConfiguration); +typedef VkResult (VKAPI_PTR *PFN_vkReleasePerformanceConfigurationINTEL)(VkDevice device, VkPerformanceConfigurationINTEL configuration); +typedef VkResult (VKAPI_PTR *PFN_vkQueueSetPerformanceConfigurationINTEL)(VkQueue queue, VkPerformanceConfigurationINTEL configuration); +typedef VkResult (VKAPI_PTR *PFN_vkGetPerformanceParameterINTEL)(VkDevice device, VkPerformanceParameterTypeINTEL parameter, VkPerformanceValueINTEL* pValue); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkInitializePerformanceApiINTEL( + VkDevice device, + const VkInitializePerformanceApiInfoINTEL* pInitializeInfo); + +VKAPI_ATTR void VKAPI_CALL vkUninitializePerformanceApiINTEL( + VkDevice device); + +VKAPI_ATTR VkResult VKAPI_CALL vkCmdSetPerformanceMarkerINTEL( + VkCommandBuffer commandBuffer, + const VkPerformanceMarkerInfoINTEL* pMarkerInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkCmdSetPerformanceStreamMarkerINTEL( + VkCommandBuffer commandBuffer, + const VkPerformanceStreamMarkerInfoINTEL* pMarkerInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkCmdSetPerformanceOverrideINTEL( + VkCommandBuffer commandBuffer, + const VkPerformanceOverrideInfoINTEL* pOverrideInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkAcquirePerformanceConfigurationINTEL( + VkDevice device, + const VkPerformanceConfigurationAcquireInfoINTEL* pAcquireInfo, + VkPerformanceConfigurationINTEL* pConfiguration); + +VKAPI_ATTR VkResult VKAPI_CALL vkReleasePerformanceConfigurationINTEL( + VkDevice device, + VkPerformanceConfigurationINTEL configuration); + +VKAPI_ATTR VkResult VKAPI_CALL vkQueueSetPerformanceConfigurationINTEL( + VkQueue queue, + VkPerformanceConfigurationINTEL configuration); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetPerformanceParameterINTEL( + VkDevice device, + VkPerformanceParameterTypeINTEL parameter, + VkPerformanceValueINTEL* pValue); +#endif + + +#define VK_EXT_pci_bus_info 1 +#define VK_EXT_PCI_BUS_INFO_SPEC_VERSION 2 +#define VK_EXT_PCI_BUS_INFO_EXTENSION_NAME "VK_EXT_pci_bus_info" +typedef struct VkPhysicalDevicePCIBusInfoPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t pciDomain; + uint32_t pciBus; + uint32_t pciDevice; + uint32_t pciFunction; +} VkPhysicalDevicePCIBusInfoPropertiesEXT; + + + +#define VK_AMD_display_native_hdr 1 +#define VK_AMD_DISPLAY_NATIVE_HDR_SPEC_VERSION 1 +#define VK_AMD_DISPLAY_NATIVE_HDR_EXTENSION_NAME "VK_AMD_display_native_hdr" +typedef struct VkDisplayNativeHdrSurfaceCapabilitiesAMD { + VkStructureType sType; + void* pNext; + VkBool32 localDimmingSupport; +} VkDisplayNativeHdrSurfaceCapabilitiesAMD; + +typedef struct VkSwapchainDisplayNativeHdrCreateInfoAMD { + VkStructureType sType; + const void* pNext; + VkBool32 localDimmingEnable; +} VkSwapchainDisplayNativeHdrCreateInfoAMD; + +typedef void (VKAPI_PTR *PFN_vkSetLocalDimmingAMD)(VkDevice device, VkSwapchainKHR swapChain, VkBool32 localDimmingEnable); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkSetLocalDimmingAMD( + VkDevice device, + VkSwapchainKHR swapChain, + VkBool32 localDimmingEnable); +#endif + + +#define VK_EXT_fragment_density_map 1 +#define VK_EXT_FRAGMENT_DENSITY_MAP_SPEC_VERSION 1 +#define VK_EXT_FRAGMENT_DENSITY_MAP_EXTENSION_NAME "VK_EXT_fragment_density_map" +typedef struct VkPhysicalDeviceFragmentDensityMapFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 fragmentDensityMap; + VkBool32 fragmentDensityMapDynamic; + VkBool32 fragmentDensityMapNonSubsampledImages; +} VkPhysicalDeviceFragmentDensityMapFeaturesEXT; + +typedef struct VkPhysicalDeviceFragmentDensityMapPropertiesEXT { + VkStructureType sType; + void* pNext; + VkExtent2D minFragmentDensityTexelSize; + VkExtent2D maxFragmentDensityTexelSize; + VkBool32 fragmentDensityInvocations; +} VkPhysicalDeviceFragmentDensityMapPropertiesEXT; + +typedef struct VkRenderPassFragmentDensityMapCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkAttachmentReference fragmentDensityMapAttachment; +} VkRenderPassFragmentDensityMapCreateInfoEXT; + + + +#define VK_EXT_scalar_block_layout 1 +#define VK_EXT_SCALAR_BLOCK_LAYOUT_SPEC_VERSION 1 +#define VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME "VK_EXT_scalar_block_layout" +typedef VkPhysicalDeviceScalarBlockLayoutFeatures VkPhysicalDeviceScalarBlockLayoutFeaturesEXT; + + + +#define VK_GOOGLE_hlsl_functionality1 1 +#define VK_GOOGLE_HLSL_FUNCTIONALITY1_SPEC_VERSION 1 +#define VK_GOOGLE_HLSL_FUNCTIONALITY1_EXTENSION_NAME "VK_GOOGLE_hlsl_functionality1" + + +#define VK_GOOGLE_decorate_string 1 +#define VK_GOOGLE_DECORATE_STRING_SPEC_VERSION 1 +#define VK_GOOGLE_DECORATE_STRING_EXTENSION_NAME "VK_GOOGLE_decorate_string" + + +#define VK_EXT_subgroup_size_control 1 +#define VK_EXT_SUBGROUP_SIZE_CONTROL_SPEC_VERSION 2 +#define VK_EXT_SUBGROUP_SIZE_CONTROL_EXTENSION_NAME "VK_EXT_subgroup_size_control" +typedef struct VkPhysicalDeviceSubgroupSizeControlFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 subgroupSizeControl; + VkBool32 computeFullSubgroups; +} VkPhysicalDeviceSubgroupSizeControlFeaturesEXT; + +typedef struct VkPhysicalDeviceSubgroupSizeControlPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t minSubgroupSize; + uint32_t maxSubgroupSize; + uint32_t maxComputeWorkgroupSubgroups; + VkShaderStageFlags requiredSubgroupSizeStages; +} VkPhysicalDeviceSubgroupSizeControlPropertiesEXT; + +typedef struct VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT { + VkStructureType sType; + void* pNext; + uint32_t requiredSubgroupSize; +} VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT; + + + +#define VK_AMD_shader_core_properties2 1 +#define VK_AMD_SHADER_CORE_PROPERTIES_2_SPEC_VERSION 1 +#define VK_AMD_SHADER_CORE_PROPERTIES_2_EXTENSION_NAME "VK_AMD_shader_core_properties2" + +typedef enum VkShaderCorePropertiesFlagBitsAMD { + VK_SHADER_CORE_PROPERTIES_FLAG_BITS_MAX_ENUM_AMD = 0x7FFFFFFF +} VkShaderCorePropertiesFlagBitsAMD; +typedef VkFlags VkShaderCorePropertiesFlagsAMD; +typedef struct VkPhysicalDeviceShaderCoreProperties2AMD { + VkStructureType sType; + void* pNext; + VkShaderCorePropertiesFlagsAMD shaderCoreFeatures; + uint32_t activeComputeUnitCount; +} VkPhysicalDeviceShaderCoreProperties2AMD; + + + +#define VK_AMD_device_coherent_memory 1 +#define VK_AMD_DEVICE_COHERENT_MEMORY_SPEC_VERSION 1 +#define VK_AMD_DEVICE_COHERENT_MEMORY_EXTENSION_NAME "VK_AMD_device_coherent_memory" +typedef struct VkPhysicalDeviceCoherentMemoryFeaturesAMD { + VkStructureType sType; + void* pNext; + VkBool32 deviceCoherentMemory; +} VkPhysicalDeviceCoherentMemoryFeaturesAMD; + + + +#define VK_EXT_shader_image_atomic_int64 1 +#define VK_EXT_SHADER_IMAGE_ATOMIC_INT64_SPEC_VERSION 1 +#define VK_EXT_SHADER_IMAGE_ATOMIC_INT64_EXTENSION_NAME "VK_EXT_shader_image_atomic_int64" +typedef struct VkPhysicalDeviceShaderImageAtomicInt64FeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 shaderImageInt64Atomics; + VkBool32 sparseImageInt64Atomics; +} VkPhysicalDeviceShaderImageAtomicInt64FeaturesEXT; + + + +#define VK_EXT_memory_budget 1 +#define VK_EXT_MEMORY_BUDGET_SPEC_VERSION 1 +#define VK_EXT_MEMORY_BUDGET_EXTENSION_NAME "VK_EXT_memory_budget" +typedef struct VkPhysicalDeviceMemoryBudgetPropertiesEXT { + VkStructureType sType; + void* pNext; + VkDeviceSize heapBudget[VK_MAX_MEMORY_HEAPS]; + VkDeviceSize heapUsage[VK_MAX_MEMORY_HEAPS]; +} VkPhysicalDeviceMemoryBudgetPropertiesEXT; + + + +#define VK_EXT_memory_priority 1 +#define VK_EXT_MEMORY_PRIORITY_SPEC_VERSION 1 +#define VK_EXT_MEMORY_PRIORITY_EXTENSION_NAME "VK_EXT_memory_priority" +typedef struct VkPhysicalDeviceMemoryPriorityFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 memoryPriority; +} VkPhysicalDeviceMemoryPriorityFeaturesEXT; + +typedef struct VkMemoryPriorityAllocateInfoEXT { + VkStructureType sType; + const void* pNext; + float priority; +} VkMemoryPriorityAllocateInfoEXT; + + + +#define VK_NV_dedicated_allocation_image_aliasing 1 +#define VK_NV_DEDICATED_ALLOCATION_IMAGE_ALIASING_SPEC_VERSION 1 +#define VK_NV_DEDICATED_ALLOCATION_IMAGE_ALIASING_EXTENSION_NAME "VK_NV_dedicated_allocation_image_aliasing" +typedef struct VkPhysicalDeviceDedicatedAllocationImageAliasingFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 dedicatedAllocationImageAliasing; +} VkPhysicalDeviceDedicatedAllocationImageAliasingFeaturesNV; + + + +#define VK_EXT_buffer_device_address 1 +#define VK_EXT_BUFFER_DEVICE_ADDRESS_SPEC_VERSION 2 +#define VK_EXT_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME "VK_EXT_buffer_device_address" +typedef struct VkPhysicalDeviceBufferDeviceAddressFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 bufferDeviceAddress; + VkBool32 bufferDeviceAddressCaptureReplay; + VkBool32 bufferDeviceAddressMultiDevice; +} VkPhysicalDeviceBufferDeviceAddressFeaturesEXT; + +typedef VkPhysicalDeviceBufferDeviceAddressFeaturesEXT VkPhysicalDeviceBufferAddressFeaturesEXT; + +typedef VkBufferDeviceAddressInfo VkBufferDeviceAddressInfoEXT; + +typedef struct VkBufferDeviceAddressCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkDeviceAddress deviceAddress; +} VkBufferDeviceAddressCreateInfoEXT; + +typedef VkDeviceAddress (VKAPI_PTR *PFN_vkGetBufferDeviceAddressEXT)(VkDevice device, const VkBufferDeviceAddressInfo* pInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkDeviceAddress VKAPI_CALL vkGetBufferDeviceAddressEXT( + VkDevice device, + const VkBufferDeviceAddressInfo* pInfo); +#endif + + +#define VK_EXT_tooling_info 1 +#define VK_EXT_TOOLING_INFO_SPEC_VERSION 1 +#define VK_EXT_TOOLING_INFO_EXTENSION_NAME "VK_EXT_tooling_info" + +typedef enum VkToolPurposeFlagBitsEXT { + VK_TOOL_PURPOSE_VALIDATION_BIT_EXT = 0x00000001, + VK_TOOL_PURPOSE_PROFILING_BIT_EXT = 0x00000002, + VK_TOOL_PURPOSE_TRACING_BIT_EXT = 0x00000004, + VK_TOOL_PURPOSE_ADDITIONAL_FEATURES_BIT_EXT = 0x00000008, + VK_TOOL_PURPOSE_MODIFYING_FEATURES_BIT_EXT = 0x00000010, + VK_TOOL_PURPOSE_DEBUG_REPORTING_BIT_EXT = 0x00000020, + VK_TOOL_PURPOSE_DEBUG_MARKERS_BIT_EXT = 0x00000040, + VK_TOOL_PURPOSE_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkToolPurposeFlagBitsEXT; +typedef VkFlags VkToolPurposeFlagsEXT; +typedef struct VkPhysicalDeviceToolPropertiesEXT { + VkStructureType sType; + void* pNext; + char name[VK_MAX_EXTENSION_NAME_SIZE]; + char version[VK_MAX_EXTENSION_NAME_SIZE]; + VkToolPurposeFlagsEXT purposes; + char description[VK_MAX_DESCRIPTION_SIZE]; + char layer[VK_MAX_EXTENSION_NAME_SIZE]; +} VkPhysicalDeviceToolPropertiesEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceToolPropertiesEXT)(VkPhysicalDevice physicalDevice, uint32_t* pToolCount, VkPhysicalDeviceToolPropertiesEXT* pToolProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceToolPropertiesEXT( + VkPhysicalDevice physicalDevice, + uint32_t* pToolCount, + VkPhysicalDeviceToolPropertiesEXT* pToolProperties); +#endif + + +#define VK_EXT_separate_stencil_usage 1 +#define VK_EXT_SEPARATE_STENCIL_USAGE_SPEC_VERSION 1 +#define VK_EXT_SEPARATE_STENCIL_USAGE_EXTENSION_NAME "VK_EXT_separate_stencil_usage" +typedef VkImageStencilUsageCreateInfo VkImageStencilUsageCreateInfoEXT; + + + +#define VK_EXT_validation_features 1 +#define VK_EXT_VALIDATION_FEATURES_SPEC_VERSION 4 +#define VK_EXT_VALIDATION_FEATURES_EXTENSION_NAME "VK_EXT_validation_features" + +typedef enum VkValidationFeatureEnableEXT { + VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT = 0, + VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_RESERVE_BINDING_SLOT_EXT = 1, + VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT = 2, + VK_VALIDATION_FEATURE_ENABLE_DEBUG_PRINTF_EXT = 3, + VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT = 4, + VK_VALIDATION_FEATURE_ENABLE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkValidationFeatureEnableEXT; + +typedef enum VkValidationFeatureDisableEXT { + VK_VALIDATION_FEATURE_DISABLE_ALL_EXT = 0, + VK_VALIDATION_FEATURE_DISABLE_SHADERS_EXT = 1, + VK_VALIDATION_FEATURE_DISABLE_THREAD_SAFETY_EXT = 2, + VK_VALIDATION_FEATURE_DISABLE_API_PARAMETERS_EXT = 3, + VK_VALIDATION_FEATURE_DISABLE_OBJECT_LIFETIMES_EXT = 4, + VK_VALIDATION_FEATURE_DISABLE_CORE_CHECKS_EXT = 5, + VK_VALIDATION_FEATURE_DISABLE_UNIQUE_HANDLES_EXT = 6, + VK_VALIDATION_FEATURE_DISABLE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkValidationFeatureDisableEXT; +typedef struct VkValidationFeaturesEXT { + VkStructureType sType; + const void* pNext; + uint32_t enabledValidationFeatureCount; + const VkValidationFeatureEnableEXT* pEnabledValidationFeatures; + uint32_t disabledValidationFeatureCount; + const VkValidationFeatureDisableEXT* pDisabledValidationFeatures; +} VkValidationFeaturesEXT; + + + +#define VK_NV_cooperative_matrix 1 +#define VK_NV_COOPERATIVE_MATRIX_SPEC_VERSION 1 +#define VK_NV_COOPERATIVE_MATRIX_EXTENSION_NAME "VK_NV_cooperative_matrix" + +typedef enum VkComponentTypeNV { + VK_COMPONENT_TYPE_FLOAT16_NV = 0, + VK_COMPONENT_TYPE_FLOAT32_NV = 1, + VK_COMPONENT_TYPE_FLOAT64_NV = 2, + VK_COMPONENT_TYPE_SINT8_NV = 3, + VK_COMPONENT_TYPE_SINT16_NV = 4, + VK_COMPONENT_TYPE_SINT32_NV = 5, + VK_COMPONENT_TYPE_SINT64_NV = 6, + VK_COMPONENT_TYPE_UINT8_NV = 7, + VK_COMPONENT_TYPE_UINT16_NV = 8, + VK_COMPONENT_TYPE_UINT32_NV = 9, + VK_COMPONENT_TYPE_UINT64_NV = 10, + VK_COMPONENT_TYPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkComponentTypeNV; + +typedef enum VkScopeNV { + VK_SCOPE_DEVICE_NV = 1, + VK_SCOPE_WORKGROUP_NV = 2, + VK_SCOPE_SUBGROUP_NV = 3, + VK_SCOPE_QUEUE_FAMILY_NV = 5, + VK_SCOPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkScopeNV; +typedef struct VkCooperativeMatrixPropertiesNV { + VkStructureType sType; + void* pNext; + uint32_t MSize; + uint32_t NSize; + uint32_t KSize; + VkComponentTypeNV AType; + VkComponentTypeNV BType; + VkComponentTypeNV CType; + VkComponentTypeNV DType; + VkScopeNV scope; +} VkCooperativeMatrixPropertiesNV; + +typedef struct VkPhysicalDeviceCooperativeMatrixFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 cooperativeMatrix; + VkBool32 cooperativeMatrixRobustBufferAccess; +} VkPhysicalDeviceCooperativeMatrixFeaturesNV; + +typedef struct VkPhysicalDeviceCooperativeMatrixPropertiesNV { + VkStructureType sType; + void* pNext; + VkShaderStageFlags cooperativeMatrixSupportedStages; +} VkPhysicalDeviceCooperativeMatrixPropertiesNV; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceCooperativeMatrixPropertiesNV)(VkPhysicalDevice physicalDevice, uint32_t* pPropertyCount, VkCooperativeMatrixPropertiesNV* pProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceCooperativeMatrixPropertiesNV( + VkPhysicalDevice physicalDevice, + uint32_t* pPropertyCount, + VkCooperativeMatrixPropertiesNV* pProperties); +#endif + + +#define VK_NV_coverage_reduction_mode 1 +#define VK_NV_COVERAGE_REDUCTION_MODE_SPEC_VERSION 1 +#define VK_NV_COVERAGE_REDUCTION_MODE_EXTENSION_NAME "VK_NV_coverage_reduction_mode" + +typedef enum VkCoverageReductionModeNV { + VK_COVERAGE_REDUCTION_MODE_MERGE_NV = 0, + VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV = 1, + VK_COVERAGE_REDUCTION_MODE_MAX_ENUM_NV = 0x7FFFFFFF +} VkCoverageReductionModeNV; +typedef VkFlags VkPipelineCoverageReductionStateCreateFlagsNV; +typedef struct VkPhysicalDeviceCoverageReductionModeFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 coverageReductionMode; +} VkPhysicalDeviceCoverageReductionModeFeaturesNV; + +typedef struct VkPipelineCoverageReductionStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineCoverageReductionStateCreateFlagsNV flags; + VkCoverageReductionModeNV coverageReductionMode; +} VkPipelineCoverageReductionStateCreateInfoNV; + +typedef struct VkFramebufferMixedSamplesCombinationNV { + VkStructureType sType; + void* pNext; + VkCoverageReductionModeNV coverageReductionMode; + VkSampleCountFlagBits rasterizationSamples; + VkSampleCountFlags depthStencilSamples; + VkSampleCountFlags colorSamples; +} VkFramebufferMixedSamplesCombinationNV; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV)(VkPhysicalDevice physicalDevice, uint32_t* pCombinationCount, VkFramebufferMixedSamplesCombinationNV* pCombinations); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV( + VkPhysicalDevice physicalDevice, + uint32_t* pCombinationCount, + VkFramebufferMixedSamplesCombinationNV* pCombinations); +#endif + + +#define VK_EXT_fragment_shader_interlock 1 +#define VK_EXT_FRAGMENT_SHADER_INTERLOCK_SPEC_VERSION 1 +#define VK_EXT_FRAGMENT_SHADER_INTERLOCK_EXTENSION_NAME "VK_EXT_fragment_shader_interlock" +typedef struct VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 fragmentShaderSampleInterlock; + VkBool32 fragmentShaderPixelInterlock; + VkBool32 fragmentShaderShadingRateInterlock; +} VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT; + + + +#define VK_EXT_ycbcr_image_arrays 1 +#define VK_EXT_YCBCR_IMAGE_ARRAYS_SPEC_VERSION 1 +#define VK_EXT_YCBCR_IMAGE_ARRAYS_EXTENSION_NAME "VK_EXT_ycbcr_image_arrays" +typedef struct VkPhysicalDeviceYcbcrImageArraysFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 ycbcrImageArrays; +} VkPhysicalDeviceYcbcrImageArraysFeaturesEXT; + + + +#define VK_EXT_headless_surface 1 +#define VK_EXT_HEADLESS_SURFACE_SPEC_VERSION 1 +#define VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME "VK_EXT_headless_surface" +typedef VkFlags VkHeadlessSurfaceCreateFlagsEXT; +typedef struct VkHeadlessSurfaceCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkHeadlessSurfaceCreateFlagsEXT flags; +} VkHeadlessSurfaceCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateHeadlessSurfaceEXT)(VkInstance instance, const VkHeadlessSurfaceCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateHeadlessSurfaceEXT( + VkInstance instance, + const VkHeadlessSurfaceCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + + +#define VK_EXT_line_rasterization 1 +#define VK_EXT_LINE_RASTERIZATION_SPEC_VERSION 1 +#define VK_EXT_LINE_RASTERIZATION_EXTENSION_NAME "VK_EXT_line_rasterization" + +typedef enum VkLineRasterizationModeEXT { + VK_LINE_RASTERIZATION_MODE_DEFAULT_EXT = 0, + VK_LINE_RASTERIZATION_MODE_RECTANGULAR_EXT = 1, + VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT = 2, + VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH_EXT = 3, + VK_LINE_RASTERIZATION_MODE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkLineRasterizationModeEXT; +typedef struct VkPhysicalDeviceLineRasterizationFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 rectangularLines; + VkBool32 bresenhamLines; + VkBool32 smoothLines; + VkBool32 stippledRectangularLines; + VkBool32 stippledBresenhamLines; + VkBool32 stippledSmoothLines; +} VkPhysicalDeviceLineRasterizationFeaturesEXT; + +typedef struct VkPhysicalDeviceLineRasterizationPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t lineSubPixelPrecisionBits; +} VkPhysicalDeviceLineRasterizationPropertiesEXT; + +typedef struct VkPipelineRasterizationLineStateCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkLineRasterizationModeEXT lineRasterizationMode; + VkBool32 stippledLineEnable; + uint32_t lineStippleFactor; + uint16_t lineStipplePattern; +} VkPipelineRasterizationLineStateCreateInfoEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdSetLineStippleEXT)(VkCommandBuffer commandBuffer, uint32_t lineStippleFactor, uint16_t lineStipplePattern); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetLineStippleEXT( + VkCommandBuffer commandBuffer, + uint32_t lineStippleFactor, + uint16_t lineStipplePattern); +#endif + + +#define VK_EXT_shader_atomic_float 1 +#define VK_EXT_SHADER_ATOMIC_FLOAT_SPEC_VERSION 1 +#define VK_EXT_SHADER_ATOMIC_FLOAT_EXTENSION_NAME "VK_EXT_shader_atomic_float" +typedef struct VkPhysicalDeviceShaderAtomicFloatFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 shaderBufferFloat32Atomics; + VkBool32 shaderBufferFloat32AtomicAdd; + VkBool32 shaderBufferFloat64Atomics; + VkBool32 shaderBufferFloat64AtomicAdd; + VkBool32 shaderSharedFloat32Atomics; + VkBool32 shaderSharedFloat32AtomicAdd; + VkBool32 shaderSharedFloat64Atomics; + VkBool32 shaderSharedFloat64AtomicAdd; + VkBool32 shaderImageFloat32Atomics; + VkBool32 shaderImageFloat32AtomicAdd; + VkBool32 sparseImageFloat32Atomics; + VkBool32 sparseImageFloat32AtomicAdd; +} VkPhysicalDeviceShaderAtomicFloatFeaturesEXT; + + + +#define VK_EXT_host_query_reset 1 +#define VK_EXT_HOST_QUERY_RESET_SPEC_VERSION 1 +#define VK_EXT_HOST_QUERY_RESET_EXTENSION_NAME "VK_EXT_host_query_reset" +typedef VkPhysicalDeviceHostQueryResetFeatures VkPhysicalDeviceHostQueryResetFeaturesEXT; + +typedef void (VKAPI_PTR *PFN_vkResetQueryPoolEXT)(VkDevice device, VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkResetQueryPoolEXT( + VkDevice device, + VkQueryPool queryPool, + uint32_t firstQuery, + uint32_t queryCount); +#endif + + +#define VK_EXT_index_type_uint8 1 +#define VK_EXT_INDEX_TYPE_UINT8_SPEC_VERSION 1 +#define VK_EXT_INDEX_TYPE_UINT8_EXTENSION_NAME "VK_EXT_index_type_uint8" +typedef struct VkPhysicalDeviceIndexTypeUint8FeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 indexTypeUint8; +} VkPhysicalDeviceIndexTypeUint8FeaturesEXT; + + + +#define VK_EXT_extended_dynamic_state 1 +#define VK_EXT_EXTENDED_DYNAMIC_STATE_SPEC_VERSION 1 +#define VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME "VK_EXT_extended_dynamic_state" +typedef struct VkPhysicalDeviceExtendedDynamicStateFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 extendedDynamicState; +} VkPhysicalDeviceExtendedDynamicStateFeaturesEXT; + +typedef void (VKAPI_PTR *PFN_vkCmdSetCullModeEXT)(VkCommandBuffer commandBuffer, VkCullModeFlags cullMode); +typedef void (VKAPI_PTR *PFN_vkCmdSetFrontFaceEXT)(VkCommandBuffer commandBuffer, VkFrontFace frontFace); +typedef void (VKAPI_PTR *PFN_vkCmdSetPrimitiveTopologyEXT)(VkCommandBuffer commandBuffer, VkPrimitiveTopology primitiveTopology); +typedef void (VKAPI_PTR *PFN_vkCmdSetViewportWithCountEXT)(VkCommandBuffer commandBuffer, uint32_t viewportCount, const VkViewport* pViewports); +typedef void (VKAPI_PTR *PFN_vkCmdSetScissorWithCountEXT)(VkCommandBuffer commandBuffer, uint32_t scissorCount, const VkRect2D* pScissors); +typedef void (VKAPI_PTR *PFN_vkCmdBindVertexBuffers2EXT)(VkCommandBuffer commandBuffer, uint32_t firstBinding, uint32_t bindingCount, const VkBuffer* pBuffers, const VkDeviceSize* pOffsets, const VkDeviceSize* pSizes, const VkDeviceSize* pStrides); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthTestEnableEXT)(VkCommandBuffer commandBuffer, VkBool32 depthTestEnable); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthWriteEnableEXT)(VkCommandBuffer commandBuffer, VkBool32 depthWriteEnable); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthCompareOpEXT)(VkCommandBuffer commandBuffer, VkCompareOp depthCompareOp); +typedef void (VKAPI_PTR *PFN_vkCmdSetDepthBoundsTestEnableEXT)(VkCommandBuffer commandBuffer, VkBool32 depthBoundsTestEnable); +typedef void (VKAPI_PTR *PFN_vkCmdSetStencilTestEnableEXT)(VkCommandBuffer commandBuffer, VkBool32 stencilTestEnable); +typedef void (VKAPI_PTR *PFN_vkCmdSetStencilOpEXT)(VkCommandBuffer commandBuffer, VkStencilFaceFlags faceMask, VkStencilOp failOp, VkStencilOp passOp, VkStencilOp depthFailOp, VkCompareOp compareOp); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetCullModeEXT( + VkCommandBuffer commandBuffer, + VkCullModeFlags cullMode); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetFrontFaceEXT( + VkCommandBuffer commandBuffer, + VkFrontFace frontFace); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetPrimitiveTopologyEXT( + VkCommandBuffer commandBuffer, + VkPrimitiveTopology primitiveTopology); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetViewportWithCountEXT( + VkCommandBuffer commandBuffer, + uint32_t viewportCount, + const VkViewport* pViewports); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetScissorWithCountEXT( + VkCommandBuffer commandBuffer, + uint32_t scissorCount, + const VkRect2D* pScissors); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindVertexBuffers2EXT( + VkCommandBuffer commandBuffer, + uint32_t firstBinding, + uint32_t bindingCount, + const VkBuffer* pBuffers, + const VkDeviceSize* pOffsets, + const VkDeviceSize* pSizes, + const VkDeviceSize* pStrides); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthTestEnableEXT( + VkCommandBuffer commandBuffer, + VkBool32 depthTestEnable); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthWriteEnableEXT( + VkCommandBuffer commandBuffer, + VkBool32 depthWriteEnable); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthCompareOpEXT( + VkCommandBuffer commandBuffer, + VkCompareOp depthCompareOp); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetDepthBoundsTestEnableEXT( + VkCommandBuffer commandBuffer, + VkBool32 depthBoundsTestEnable); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetStencilTestEnableEXT( + VkCommandBuffer commandBuffer, + VkBool32 stencilTestEnable); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetStencilOpEXT( + VkCommandBuffer commandBuffer, + VkStencilFaceFlags faceMask, + VkStencilOp failOp, + VkStencilOp passOp, + VkStencilOp depthFailOp, + VkCompareOp compareOp); +#endif + + +#define VK_EXT_shader_demote_to_helper_invocation 1 +#define VK_EXT_SHADER_DEMOTE_TO_HELPER_INVOCATION_SPEC_VERSION 1 +#define VK_EXT_SHADER_DEMOTE_TO_HELPER_INVOCATION_EXTENSION_NAME "VK_EXT_shader_demote_to_helper_invocation" +typedef struct VkPhysicalDeviceShaderDemoteToHelperInvocationFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 shaderDemoteToHelperInvocation; +} VkPhysicalDeviceShaderDemoteToHelperInvocationFeaturesEXT; + + + +#define VK_NV_device_generated_commands 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkIndirectCommandsLayoutNV) +#define VK_NV_DEVICE_GENERATED_COMMANDS_SPEC_VERSION 3 +#define VK_NV_DEVICE_GENERATED_COMMANDS_EXTENSION_NAME "VK_NV_device_generated_commands" + +typedef enum VkIndirectCommandsTokenTypeNV { + VK_INDIRECT_COMMANDS_TOKEN_TYPE_SHADER_GROUP_NV = 0, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_STATE_FLAGS_NV = 1, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_INDEX_BUFFER_NV = 2, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_VERTEX_BUFFER_NV = 3, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_NV = 4, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_INDEXED_NV = 5, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_NV = 6, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_TASKS_NV = 7, + VK_INDIRECT_COMMANDS_TOKEN_TYPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkIndirectCommandsTokenTypeNV; + +typedef enum VkIndirectStateFlagBitsNV { + VK_INDIRECT_STATE_FLAG_FRONTFACE_BIT_NV = 0x00000001, + VK_INDIRECT_STATE_FLAG_BITS_MAX_ENUM_NV = 0x7FFFFFFF +} VkIndirectStateFlagBitsNV; +typedef VkFlags VkIndirectStateFlagsNV; + +typedef enum VkIndirectCommandsLayoutUsageFlagBitsNV { + VK_INDIRECT_COMMANDS_LAYOUT_USAGE_EXPLICIT_PREPROCESS_BIT_NV = 0x00000001, + VK_INDIRECT_COMMANDS_LAYOUT_USAGE_INDEXED_SEQUENCES_BIT_NV = 0x00000002, + VK_INDIRECT_COMMANDS_LAYOUT_USAGE_UNORDERED_SEQUENCES_BIT_NV = 0x00000004, + VK_INDIRECT_COMMANDS_LAYOUT_USAGE_FLAG_BITS_MAX_ENUM_NV = 0x7FFFFFFF +} VkIndirectCommandsLayoutUsageFlagBitsNV; +typedef VkFlags VkIndirectCommandsLayoutUsageFlagsNV; +typedef struct VkPhysicalDeviceDeviceGeneratedCommandsPropertiesNV { + VkStructureType sType; + void* pNext; + uint32_t maxGraphicsShaderGroupCount; + uint32_t maxIndirectSequenceCount; + uint32_t maxIndirectCommandsTokenCount; + uint32_t maxIndirectCommandsStreamCount; + uint32_t maxIndirectCommandsTokenOffset; + uint32_t maxIndirectCommandsStreamStride; + uint32_t minSequencesCountBufferOffsetAlignment; + uint32_t minSequencesIndexBufferOffsetAlignment; + uint32_t minIndirectCommandsBufferOffsetAlignment; +} VkPhysicalDeviceDeviceGeneratedCommandsPropertiesNV; + +typedef struct VkPhysicalDeviceDeviceGeneratedCommandsFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 deviceGeneratedCommands; +} VkPhysicalDeviceDeviceGeneratedCommandsFeaturesNV; + +typedef struct VkGraphicsShaderGroupCreateInfoNV { + VkStructureType sType; + const void* pNext; + uint32_t stageCount; + const VkPipelineShaderStageCreateInfo* pStages; + const VkPipelineVertexInputStateCreateInfo* pVertexInputState; + const VkPipelineTessellationStateCreateInfo* pTessellationState; +} VkGraphicsShaderGroupCreateInfoNV; + +typedef struct VkGraphicsPipelineShaderGroupsCreateInfoNV { + VkStructureType sType; + const void* pNext; + uint32_t groupCount; + const VkGraphicsShaderGroupCreateInfoNV* pGroups; + uint32_t pipelineCount; + const VkPipeline* pPipelines; +} VkGraphicsPipelineShaderGroupsCreateInfoNV; + +typedef struct VkBindShaderGroupIndirectCommandNV { + uint32_t groupIndex; +} VkBindShaderGroupIndirectCommandNV; + +typedef struct VkBindIndexBufferIndirectCommandNV { + VkDeviceAddress bufferAddress; + uint32_t size; + VkIndexType indexType; +} VkBindIndexBufferIndirectCommandNV; + +typedef struct VkBindVertexBufferIndirectCommandNV { + VkDeviceAddress bufferAddress; + uint32_t size; + uint32_t stride; +} VkBindVertexBufferIndirectCommandNV; + +typedef struct VkSetStateFlagsIndirectCommandNV { + uint32_t data; +} VkSetStateFlagsIndirectCommandNV; + +typedef struct VkIndirectCommandsStreamNV { + VkBuffer buffer; + VkDeviceSize offset; +} VkIndirectCommandsStreamNV; + +typedef struct VkIndirectCommandsLayoutTokenNV { + VkStructureType sType; + const void* pNext; + VkIndirectCommandsTokenTypeNV tokenType; + uint32_t stream; + uint32_t offset; + uint32_t vertexBindingUnit; + VkBool32 vertexDynamicStride; + VkPipelineLayout pushconstantPipelineLayout; + VkShaderStageFlags pushconstantShaderStageFlags; + uint32_t pushconstantOffset; + uint32_t pushconstantSize; + VkIndirectStateFlagsNV indirectStateFlags; + uint32_t indexTypeCount; + const VkIndexType* pIndexTypes; + const uint32_t* pIndexTypeValues; +} VkIndirectCommandsLayoutTokenNV; + +typedef struct VkIndirectCommandsLayoutCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkIndirectCommandsLayoutUsageFlagsNV flags; + VkPipelineBindPoint pipelineBindPoint; + uint32_t tokenCount; + const VkIndirectCommandsLayoutTokenNV* pTokens; + uint32_t streamCount; + const uint32_t* pStreamStrides; +} VkIndirectCommandsLayoutCreateInfoNV; + +typedef struct VkGeneratedCommandsInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineBindPoint pipelineBindPoint; + VkPipeline pipeline; + VkIndirectCommandsLayoutNV indirectCommandsLayout; + uint32_t streamCount; + const VkIndirectCommandsStreamNV* pStreams; + uint32_t sequencesCount; + VkBuffer preprocessBuffer; + VkDeviceSize preprocessOffset; + VkDeviceSize preprocessSize; + VkBuffer sequencesCountBuffer; + VkDeviceSize sequencesCountOffset; + VkBuffer sequencesIndexBuffer; + VkDeviceSize sequencesIndexOffset; +} VkGeneratedCommandsInfoNV; + +typedef struct VkGeneratedCommandsMemoryRequirementsInfoNV { + VkStructureType sType; + const void* pNext; + VkPipelineBindPoint pipelineBindPoint; + VkPipeline pipeline; + VkIndirectCommandsLayoutNV indirectCommandsLayout; + uint32_t maxSequencesCount; +} VkGeneratedCommandsMemoryRequirementsInfoNV; + +typedef void (VKAPI_PTR *PFN_vkGetGeneratedCommandsMemoryRequirementsNV)(VkDevice device, const VkGeneratedCommandsMemoryRequirementsInfoNV* pInfo, VkMemoryRequirements2* pMemoryRequirements); +typedef void (VKAPI_PTR *PFN_vkCmdPreprocessGeneratedCommandsNV)(VkCommandBuffer commandBuffer, const VkGeneratedCommandsInfoNV* pGeneratedCommandsInfo); +typedef void (VKAPI_PTR *PFN_vkCmdExecuteGeneratedCommandsNV)(VkCommandBuffer commandBuffer, VkBool32 isPreprocessed, const VkGeneratedCommandsInfoNV* pGeneratedCommandsInfo); +typedef void (VKAPI_PTR *PFN_vkCmdBindPipelineShaderGroupNV)(VkCommandBuffer commandBuffer, VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline, uint32_t groupIndex); +typedef VkResult (VKAPI_PTR *PFN_vkCreateIndirectCommandsLayoutNV)(VkDevice device, const VkIndirectCommandsLayoutCreateInfoNV* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkIndirectCommandsLayoutNV* pIndirectCommandsLayout); +typedef void (VKAPI_PTR *PFN_vkDestroyIndirectCommandsLayoutNV)(VkDevice device, VkIndirectCommandsLayoutNV indirectCommandsLayout, const VkAllocationCallbacks* pAllocator); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkGetGeneratedCommandsMemoryRequirementsNV( + VkDevice device, + const VkGeneratedCommandsMemoryRequirementsInfoNV* pInfo, + VkMemoryRequirements2* pMemoryRequirements); + +VKAPI_ATTR void VKAPI_CALL vkCmdPreprocessGeneratedCommandsNV( + VkCommandBuffer commandBuffer, + const VkGeneratedCommandsInfoNV* pGeneratedCommandsInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdExecuteGeneratedCommandsNV( + VkCommandBuffer commandBuffer, + VkBool32 isPreprocessed, + const VkGeneratedCommandsInfoNV* pGeneratedCommandsInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdBindPipelineShaderGroupNV( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipeline pipeline, + uint32_t groupIndex); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateIndirectCommandsLayoutNV( + VkDevice device, + const VkIndirectCommandsLayoutCreateInfoNV* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkIndirectCommandsLayoutNV* pIndirectCommandsLayout); + +VKAPI_ATTR void VKAPI_CALL vkDestroyIndirectCommandsLayoutNV( + VkDevice device, + VkIndirectCommandsLayoutNV indirectCommandsLayout, + const VkAllocationCallbacks* pAllocator); +#endif + + +#define VK_EXT_texel_buffer_alignment 1 +#define VK_EXT_TEXEL_BUFFER_ALIGNMENT_SPEC_VERSION 1 +#define VK_EXT_TEXEL_BUFFER_ALIGNMENT_EXTENSION_NAME "VK_EXT_texel_buffer_alignment" +typedef struct VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 texelBufferAlignment; +} VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT; + +typedef struct VkPhysicalDeviceTexelBufferAlignmentPropertiesEXT { + VkStructureType sType; + void* pNext; + VkDeviceSize storageTexelBufferOffsetAlignmentBytes; + VkBool32 storageTexelBufferOffsetSingleTexelAlignment; + VkDeviceSize uniformTexelBufferOffsetAlignmentBytes; + VkBool32 uniformTexelBufferOffsetSingleTexelAlignment; +} VkPhysicalDeviceTexelBufferAlignmentPropertiesEXT; + + + +#define VK_QCOM_render_pass_transform 1 +#define VK_QCOM_RENDER_PASS_TRANSFORM_SPEC_VERSION 1 +#define VK_QCOM_RENDER_PASS_TRANSFORM_EXTENSION_NAME "VK_QCOM_render_pass_transform" +typedef struct VkRenderPassTransformBeginInfoQCOM { + VkStructureType sType; + void* pNext; + VkSurfaceTransformFlagBitsKHR transform; +} VkRenderPassTransformBeginInfoQCOM; + +typedef struct VkCommandBufferInheritanceRenderPassTransformInfoQCOM { + VkStructureType sType; + void* pNext; + VkSurfaceTransformFlagBitsKHR transform; + VkRect2D renderArea; +} VkCommandBufferInheritanceRenderPassTransformInfoQCOM; + + + +#define VK_EXT_device_memory_report 1 +#define VK_EXT_DEVICE_MEMORY_REPORT_SPEC_VERSION 1 +#define VK_EXT_DEVICE_MEMORY_REPORT_EXTENSION_NAME "VK_EXT_device_memory_report" + +typedef enum VkDeviceMemoryReportEventTypeEXT { + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_ALLOCATE_EXT = 0, + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_FREE_EXT = 1, + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_IMPORT_EXT = 2, + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_UNIMPORT_EXT = 3, + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_ALLOCATION_FAILED_EXT = 4, + VK_DEVICE_MEMORY_REPORT_EVENT_TYPE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkDeviceMemoryReportEventTypeEXT; +typedef VkFlags VkDeviceMemoryReportFlagsEXT; +typedef struct VkPhysicalDeviceDeviceMemoryReportFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 deviceMemoryReport; +} VkPhysicalDeviceDeviceMemoryReportFeaturesEXT; + +typedef struct VkDeviceMemoryReportCallbackDataEXT { + VkStructureType sType; + const void* pNext; + VkDeviceMemoryReportFlagsEXT flags; + VkDeviceMemoryReportEventTypeEXT type; + uint64_t memoryObjectId; + VkDeviceSize size; + VkObjectType objectType; + uint64_t objectHandle; + uint32_t heapIndex; +} VkDeviceMemoryReportCallbackDataEXT; + +typedef void (VKAPI_PTR *PFN_vkDeviceMemoryReportCallbackEXT)( + const VkDeviceMemoryReportCallbackDataEXT* pCallbackData, + void* pUserData); + +typedef struct VkDeviceDeviceMemoryReportCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkDeviceMemoryReportFlagsEXT flags; + PFN_vkDeviceMemoryReportCallbackEXT pfnUserCallback; + void* pUserData; +} VkDeviceDeviceMemoryReportCreateInfoEXT; + + + +#define VK_EXT_robustness2 1 +#define VK_EXT_ROBUSTNESS_2_SPEC_VERSION 1 +#define VK_EXT_ROBUSTNESS_2_EXTENSION_NAME "VK_EXT_robustness2" +typedef struct VkPhysicalDeviceRobustness2FeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 robustBufferAccess2; + VkBool32 robustImageAccess2; + VkBool32 nullDescriptor; +} VkPhysicalDeviceRobustness2FeaturesEXT; + +typedef struct VkPhysicalDeviceRobustness2PropertiesEXT { + VkStructureType sType; + void* pNext; + VkDeviceSize robustStorageBufferAccessSizeAlignment; + VkDeviceSize robustUniformBufferAccessSizeAlignment; +} VkPhysicalDeviceRobustness2PropertiesEXT; + + + +#define VK_EXT_custom_border_color 1 +#define VK_EXT_CUSTOM_BORDER_COLOR_SPEC_VERSION 12 +#define VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME "VK_EXT_custom_border_color" +typedef struct VkSamplerCustomBorderColorCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkClearColorValue customBorderColor; + VkFormat format; +} VkSamplerCustomBorderColorCreateInfoEXT; + +typedef struct VkPhysicalDeviceCustomBorderColorPropertiesEXT { + VkStructureType sType; + void* pNext; + uint32_t maxCustomBorderColorSamplers; +} VkPhysicalDeviceCustomBorderColorPropertiesEXT; + +typedef struct VkPhysicalDeviceCustomBorderColorFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 customBorderColors; + VkBool32 customBorderColorWithoutFormat; +} VkPhysicalDeviceCustomBorderColorFeaturesEXT; + + + +#define VK_GOOGLE_user_type 1 +#define VK_GOOGLE_USER_TYPE_SPEC_VERSION 1 +#define VK_GOOGLE_USER_TYPE_EXTENSION_NAME "VK_GOOGLE_user_type" + + +#define VK_EXT_private_data 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPrivateDataSlotEXT) +#define VK_EXT_PRIVATE_DATA_SPEC_VERSION 1 +#define VK_EXT_PRIVATE_DATA_EXTENSION_NAME "VK_EXT_private_data" + +typedef enum VkPrivateDataSlotCreateFlagBitsEXT { + VK_PRIVATE_DATA_SLOT_CREATE_FLAG_BITS_MAX_ENUM_EXT = 0x7FFFFFFF +} VkPrivateDataSlotCreateFlagBitsEXT; +typedef VkFlags VkPrivateDataSlotCreateFlagsEXT; +typedef struct VkPhysicalDevicePrivateDataFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 privateData; +} VkPhysicalDevicePrivateDataFeaturesEXT; + +typedef struct VkDevicePrivateDataCreateInfoEXT { + VkStructureType sType; + const void* pNext; + uint32_t privateDataSlotRequestCount; +} VkDevicePrivateDataCreateInfoEXT; + +typedef struct VkPrivateDataSlotCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkPrivateDataSlotCreateFlagsEXT flags; +} VkPrivateDataSlotCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreatePrivateDataSlotEXT)(VkDevice device, const VkPrivateDataSlotCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkPrivateDataSlotEXT* pPrivateDataSlot); +typedef void (VKAPI_PTR *PFN_vkDestroyPrivateDataSlotEXT)(VkDevice device, VkPrivateDataSlotEXT privateDataSlot, const VkAllocationCallbacks* pAllocator); +typedef VkResult (VKAPI_PTR *PFN_vkSetPrivateDataEXT)(VkDevice device, VkObjectType objectType, uint64_t objectHandle, VkPrivateDataSlotEXT privateDataSlot, uint64_t data); +typedef void (VKAPI_PTR *PFN_vkGetPrivateDataEXT)(VkDevice device, VkObjectType objectType, uint64_t objectHandle, VkPrivateDataSlotEXT privateDataSlot, uint64_t* pData); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreatePrivateDataSlotEXT( + VkDevice device, + const VkPrivateDataSlotCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkPrivateDataSlotEXT* pPrivateDataSlot); + +VKAPI_ATTR void VKAPI_CALL vkDestroyPrivateDataSlotEXT( + VkDevice device, + VkPrivateDataSlotEXT privateDataSlot, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR VkResult VKAPI_CALL vkSetPrivateDataEXT( + VkDevice device, + VkObjectType objectType, + uint64_t objectHandle, + VkPrivateDataSlotEXT privateDataSlot, + uint64_t data); + +VKAPI_ATTR void VKAPI_CALL vkGetPrivateDataEXT( + VkDevice device, + VkObjectType objectType, + uint64_t objectHandle, + VkPrivateDataSlotEXT privateDataSlot, + uint64_t* pData); +#endif + + +#define VK_EXT_pipeline_creation_cache_control 1 +#define VK_EXT_PIPELINE_CREATION_CACHE_CONTROL_SPEC_VERSION 3 +#define VK_EXT_PIPELINE_CREATION_CACHE_CONTROL_EXTENSION_NAME "VK_EXT_pipeline_creation_cache_control" +typedef struct VkPhysicalDevicePipelineCreationCacheControlFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 pipelineCreationCacheControl; +} VkPhysicalDevicePipelineCreationCacheControlFeaturesEXT; + + + +#define VK_NV_device_diagnostics_config 1 +#define VK_NV_DEVICE_DIAGNOSTICS_CONFIG_SPEC_VERSION 1 +#define VK_NV_DEVICE_DIAGNOSTICS_CONFIG_EXTENSION_NAME "VK_NV_device_diagnostics_config" + +typedef enum VkDeviceDiagnosticsConfigFlagBitsNV { + VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_SHADER_DEBUG_INFO_BIT_NV = 0x00000001, + VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_RESOURCE_TRACKING_BIT_NV = 0x00000002, + VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_AUTOMATIC_CHECKPOINTS_BIT_NV = 0x00000004, + VK_DEVICE_DIAGNOSTICS_CONFIG_FLAG_BITS_MAX_ENUM_NV = 0x7FFFFFFF +} VkDeviceDiagnosticsConfigFlagBitsNV; +typedef VkFlags VkDeviceDiagnosticsConfigFlagsNV; +typedef struct VkPhysicalDeviceDiagnosticsConfigFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 diagnosticsConfig; +} VkPhysicalDeviceDiagnosticsConfigFeaturesNV; + +typedef struct VkDeviceDiagnosticsConfigCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkDeviceDiagnosticsConfigFlagsNV flags; +} VkDeviceDiagnosticsConfigCreateInfoNV; + + + +#define VK_QCOM_render_pass_store_ops 1 +#define VK_QCOM_render_pass_store_ops_SPEC_VERSION 2 +#define VK_QCOM_render_pass_store_ops_EXTENSION_NAME "VK_QCOM_render_pass_store_ops" + + +#define VK_NV_fragment_shading_rate_enums 1 +#define VK_NV_FRAGMENT_SHADING_RATE_ENUMS_SPEC_VERSION 1 +#define VK_NV_FRAGMENT_SHADING_RATE_ENUMS_EXTENSION_NAME "VK_NV_fragment_shading_rate_enums" + +typedef enum VkFragmentShadingRateTypeNV { + VK_FRAGMENT_SHADING_RATE_TYPE_FRAGMENT_SIZE_NV = 0, + VK_FRAGMENT_SHADING_RATE_TYPE_ENUMS_NV = 1, + VK_FRAGMENT_SHADING_RATE_TYPE_MAX_ENUM_NV = 0x7FFFFFFF +} VkFragmentShadingRateTypeNV; + +typedef enum VkFragmentShadingRateNV { + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV = 0, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV = 1, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV = 4, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV = 5, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV = 6, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV = 9, + VK_FRAGMENT_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV = 10, + VK_FRAGMENT_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV = 11, + VK_FRAGMENT_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV = 12, + VK_FRAGMENT_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV = 13, + VK_FRAGMENT_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV = 14, + VK_FRAGMENT_SHADING_RATE_NO_INVOCATIONS_NV = 15, + VK_FRAGMENT_SHADING_RATE_MAX_ENUM_NV = 0x7FFFFFFF +} VkFragmentShadingRateNV; +typedef struct VkPhysicalDeviceFragmentShadingRateEnumsFeaturesNV { + VkStructureType sType; + void* pNext; + VkBool32 fragmentShadingRateEnums; + VkBool32 supersampleFragmentShadingRates; + VkBool32 noInvocationFragmentShadingRates; +} VkPhysicalDeviceFragmentShadingRateEnumsFeaturesNV; + +typedef struct VkPhysicalDeviceFragmentShadingRateEnumsPropertiesNV { + VkStructureType sType; + void* pNext; + VkSampleCountFlagBits maxFragmentShadingRateInvocationCount; +} VkPhysicalDeviceFragmentShadingRateEnumsPropertiesNV; + +typedef struct VkPipelineFragmentShadingRateEnumStateCreateInfoNV { + VkStructureType sType; + const void* pNext; + VkFragmentShadingRateTypeNV shadingRateType; + VkFragmentShadingRateNV shadingRate; + VkFragmentShadingRateCombinerOpKHR combinerOps[2]; +} VkPipelineFragmentShadingRateEnumStateCreateInfoNV; + +typedef void (VKAPI_PTR *PFN_vkCmdSetFragmentShadingRateEnumNV)(VkCommandBuffer commandBuffer, VkFragmentShadingRateNV shadingRate, const VkFragmentShadingRateCombinerOpKHR combinerOps[2]); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdSetFragmentShadingRateEnumNV( + VkCommandBuffer commandBuffer, + VkFragmentShadingRateNV shadingRate, + const VkFragmentShadingRateCombinerOpKHR combinerOps[2]); +#endif + + +#define VK_EXT_fragment_density_map2 1 +#define VK_EXT_FRAGMENT_DENSITY_MAP_2_SPEC_VERSION 1 +#define VK_EXT_FRAGMENT_DENSITY_MAP_2_EXTENSION_NAME "VK_EXT_fragment_density_map2" +typedef struct VkPhysicalDeviceFragmentDensityMap2FeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 fragmentDensityMapDeferred; +} VkPhysicalDeviceFragmentDensityMap2FeaturesEXT; + +typedef struct VkPhysicalDeviceFragmentDensityMap2PropertiesEXT { + VkStructureType sType; + void* pNext; + VkBool32 subsampledLoads; + VkBool32 subsampledCoarseReconstructionEarlyAccess; + uint32_t maxSubsampledArrayLayers; + uint32_t maxDescriptorSetSubsampledSamplers; +} VkPhysicalDeviceFragmentDensityMap2PropertiesEXT; + + + +#define VK_QCOM_rotated_copy_commands 1 +#define VK_QCOM_rotated_copy_commands_SPEC_VERSION 0 +#define VK_QCOM_rotated_copy_commands_EXTENSION_NAME "VK_QCOM_rotated_copy_commands" +typedef struct VkCopyCommandTransformInfoQCOM { + VkStructureType sType; + const void* pNext; + VkSurfaceTransformFlagBitsKHR transform; +} VkCopyCommandTransformInfoQCOM; + + + +#define VK_EXT_image_robustness 1 +#define VK_EXT_IMAGE_ROBUSTNESS_SPEC_VERSION 1 +#define VK_EXT_IMAGE_ROBUSTNESS_EXTENSION_NAME "VK_EXT_image_robustness" +typedef struct VkPhysicalDeviceImageRobustnessFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 robustImageAccess; +} VkPhysicalDeviceImageRobustnessFeaturesEXT; + + + +#define VK_EXT_4444_formats 1 +#define VK_EXT_4444_FORMATS_SPEC_VERSION 1 +#define VK_EXT_4444_FORMATS_EXTENSION_NAME "VK_EXT_4444_formats" +typedef struct VkPhysicalDevice4444FormatsFeaturesEXT { + VkStructureType sType; + void* pNext; + VkBool32 formatA4R4G4B4; + VkBool32 formatA4B4G4R4; +} VkPhysicalDevice4444FormatsFeaturesEXT; + + + +#define VK_NV_acquire_winrt_display 1 +#define VK_NV_ACQUIRE_WINRT_DISPLAY_SPEC_VERSION 1 +#define VK_NV_ACQUIRE_WINRT_DISPLAY_EXTENSION_NAME "VK_NV_acquire_winrt_display" +typedef VkResult (VKAPI_PTR *PFN_vkAcquireWinrtDisplayNV)(VkPhysicalDevice physicalDevice, VkDisplayKHR display); +typedef VkResult (VKAPI_PTR *PFN_vkGetWinrtDisplayNV)(VkPhysicalDevice physicalDevice, uint32_t deviceRelativeId, VkDisplayKHR* pDisplay); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireWinrtDisplayNV( + VkPhysicalDevice physicalDevice, + VkDisplayKHR display); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetWinrtDisplayNV( + VkPhysicalDevice physicalDevice, + uint32_t deviceRelativeId, + VkDisplayKHR* pDisplay); +#endif + + +#define VK_VALVE_mutable_descriptor_type 1 +#define VK_VALVE_MUTABLE_DESCRIPTOR_TYPE_SPEC_VERSION 1 +#define VK_VALVE_MUTABLE_DESCRIPTOR_TYPE_EXTENSION_NAME "VK_VALVE_mutable_descriptor_type" +typedef struct VkPhysicalDeviceMutableDescriptorTypeFeaturesVALVE { + VkStructureType sType; + void* pNext; + VkBool32 mutableDescriptorType; +} VkPhysicalDeviceMutableDescriptorTypeFeaturesVALVE; + +typedef struct VkMutableDescriptorTypeListVALVE { + uint32_t descriptorTypeCount; + const VkDescriptorType* pDescriptorTypes; +} VkMutableDescriptorTypeListVALVE; + +typedef struct VkMutableDescriptorTypeCreateInfoVALVE { + VkStructureType sType; + const void* pNext; + uint32_t mutableDescriptorTypeListCount; + const VkMutableDescriptorTypeListVALVE* pMutableDescriptorTypeLists; +} VkMutableDescriptorTypeCreateInfoVALVE; + + + +#define VK_KHR_acceleration_structure 1 +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkAccelerationStructureKHR) +#define VK_KHR_ACCELERATION_STRUCTURE_SPEC_VERSION 11 +#define VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME "VK_KHR_acceleration_structure" + +typedef enum VkBuildAccelerationStructureModeKHR { + VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR = 0, + VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_KHR = 1, + VK_BUILD_ACCELERATION_STRUCTURE_MODE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkBuildAccelerationStructureModeKHR; + +typedef enum VkAccelerationStructureBuildTypeKHR { + VK_ACCELERATION_STRUCTURE_BUILD_TYPE_HOST_KHR = 0, + VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR = 1, + VK_ACCELERATION_STRUCTURE_BUILD_TYPE_HOST_OR_DEVICE_KHR = 2, + VK_ACCELERATION_STRUCTURE_BUILD_TYPE_MAX_ENUM_KHR = 0x7FFFFFFF +} VkAccelerationStructureBuildTypeKHR; + +typedef enum VkAccelerationStructureCompatibilityKHR { + VK_ACCELERATION_STRUCTURE_COMPATIBILITY_COMPATIBLE_KHR = 0, + VK_ACCELERATION_STRUCTURE_COMPATIBILITY_INCOMPATIBLE_KHR = 1, + VK_ACCELERATION_STRUCTURE_COMPATIBILITY_MAX_ENUM_KHR = 0x7FFFFFFF +} VkAccelerationStructureCompatibilityKHR; + +typedef enum VkAccelerationStructureCreateFlagBitsKHR { + VK_ACCELERATION_STRUCTURE_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT_KHR = 0x00000001, + VK_ACCELERATION_STRUCTURE_CREATE_FLAG_BITS_MAX_ENUM_KHR = 0x7FFFFFFF +} VkAccelerationStructureCreateFlagBitsKHR; +typedef VkFlags VkAccelerationStructureCreateFlagsKHR; +typedef union VkDeviceOrHostAddressKHR { + VkDeviceAddress deviceAddress; + void* hostAddress; +} VkDeviceOrHostAddressKHR; + +typedef union VkDeviceOrHostAddressConstKHR { + VkDeviceAddress deviceAddress; + const void* hostAddress; +} VkDeviceOrHostAddressConstKHR; + +typedef struct VkAccelerationStructureBuildRangeInfoKHR { + uint32_t primitiveCount; + uint32_t primitiveOffset; + uint32_t firstVertex; + uint32_t transformOffset; +} VkAccelerationStructureBuildRangeInfoKHR; + +typedef struct VkAccelerationStructureGeometryTrianglesDataKHR { + VkStructureType sType; + const void* pNext; + VkFormat vertexFormat; + VkDeviceOrHostAddressConstKHR vertexData; + VkDeviceSize vertexStride; + uint32_t maxVertex; + VkIndexType indexType; + VkDeviceOrHostAddressConstKHR indexData; + VkDeviceOrHostAddressConstKHR transformData; +} VkAccelerationStructureGeometryTrianglesDataKHR; + +typedef struct VkAccelerationStructureGeometryAabbsDataKHR { + VkStructureType sType; + const void* pNext; + VkDeviceOrHostAddressConstKHR data; + VkDeviceSize stride; +} VkAccelerationStructureGeometryAabbsDataKHR; + +typedef struct VkAccelerationStructureGeometryInstancesDataKHR { + VkStructureType sType; + const void* pNext; + VkBool32 arrayOfPointers; + VkDeviceOrHostAddressConstKHR data; +} VkAccelerationStructureGeometryInstancesDataKHR; + +typedef union VkAccelerationStructureGeometryDataKHR { + VkAccelerationStructureGeometryTrianglesDataKHR triangles; + VkAccelerationStructureGeometryAabbsDataKHR aabbs; + VkAccelerationStructureGeometryInstancesDataKHR instances; +} VkAccelerationStructureGeometryDataKHR; + +typedef struct VkAccelerationStructureGeometryKHR { + VkStructureType sType; + const void* pNext; + VkGeometryTypeKHR geometryType; + VkAccelerationStructureGeometryDataKHR geometry; + VkGeometryFlagsKHR flags; +} VkAccelerationStructureGeometryKHR; + +typedef struct VkAccelerationStructureBuildGeometryInfoKHR { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureTypeKHR type; + VkBuildAccelerationStructureFlagsKHR flags; + VkBuildAccelerationStructureModeKHR mode; + VkAccelerationStructureKHR srcAccelerationStructure; + VkAccelerationStructureKHR dstAccelerationStructure; + uint32_t geometryCount; + const VkAccelerationStructureGeometryKHR* pGeometries; + const VkAccelerationStructureGeometryKHR* const* ppGeometries; + VkDeviceOrHostAddressKHR scratchData; +} VkAccelerationStructureBuildGeometryInfoKHR; + +typedef struct VkAccelerationStructureCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureCreateFlagsKHR createFlags; + VkBuffer buffer; + VkDeviceSize offset; + VkDeviceSize size; + VkAccelerationStructureTypeKHR type; + VkDeviceAddress deviceAddress; +} VkAccelerationStructureCreateInfoKHR; + +typedef struct VkWriteDescriptorSetAccelerationStructureKHR { + VkStructureType sType; + const void* pNext; + uint32_t accelerationStructureCount; + const VkAccelerationStructureKHR* pAccelerationStructures; +} VkWriteDescriptorSetAccelerationStructureKHR; + +typedef struct VkPhysicalDeviceAccelerationStructureFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 accelerationStructure; + VkBool32 accelerationStructureCaptureReplay; + VkBool32 accelerationStructureIndirectBuild; + VkBool32 accelerationStructureHostCommands; + VkBool32 descriptorBindingAccelerationStructureUpdateAfterBind; +} VkPhysicalDeviceAccelerationStructureFeaturesKHR; + +typedef struct VkPhysicalDeviceAccelerationStructurePropertiesKHR { + VkStructureType sType; + void* pNext; + uint64_t maxGeometryCount; + uint64_t maxInstanceCount; + uint64_t maxPrimitiveCount; + uint32_t maxPerStageDescriptorAccelerationStructures; + uint32_t maxPerStageDescriptorUpdateAfterBindAccelerationStructures; + uint32_t maxDescriptorSetAccelerationStructures; + uint32_t maxDescriptorSetUpdateAfterBindAccelerationStructures; + uint32_t minAccelerationStructureScratchOffsetAlignment; +} VkPhysicalDeviceAccelerationStructurePropertiesKHR; + +typedef struct VkAccelerationStructureDeviceAddressInfoKHR { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureKHR accelerationStructure; +} VkAccelerationStructureDeviceAddressInfoKHR; + +typedef struct VkAccelerationStructureVersionInfoKHR { + VkStructureType sType; + const void* pNext; + const uint8_t* pVersionData; +} VkAccelerationStructureVersionInfoKHR; + +typedef struct VkCopyAccelerationStructureToMemoryInfoKHR { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureKHR src; + VkDeviceOrHostAddressKHR dst; + VkCopyAccelerationStructureModeKHR mode; +} VkCopyAccelerationStructureToMemoryInfoKHR; + +typedef struct VkCopyMemoryToAccelerationStructureInfoKHR { + VkStructureType sType; + const void* pNext; + VkDeviceOrHostAddressConstKHR src; + VkAccelerationStructureKHR dst; + VkCopyAccelerationStructureModeKHR mode; +} VkCopyMemoryToAccelerationStructureInfoKHR; + +typedef struct VkCopyAccelerationStructureInfoKHR { + VkStructureType sType; + const void* pNext; + VkAccelerationStructureKHR src; + VkAccelerationStructureKHR dst; + VkCopyAccelerationStructureModeKHR mode; +} VkCopyAccelerationStructureInfoKHR; + +typedef struct VkAccelerationStructureBuildSizesInfoKHR { + VkStructureType sType; + const void* pNext; + VkDeviceSize accelerationStructureSize; + VkDeviceSize updateScratchSize; + VkDeviceSize buildScratchSize; +} VkAccelerationStructureBuildSizesInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateAccelerationStructureKHR)(VkDevice device, const VkAccelerationStructureCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkAccelerationStructureKHR* pAccelerationStructure); +typedef void (VKAPI_PTR *PFN_vkDestroyAccelerationStructureKHR)(VkDevice device, VkAccelerationStructureKHR accelerationStructure, const VkAllocationCallbacks* pAllocator); +typedef void (VKAPI_PTR *PFN_vkCmdBuildAccelerationStructuresKHR)(VkCommandBuffer commandBuffer, uint32_t infoCount, const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, const VkAccelerationStructureBuildRangeInfoKHR* const* ppBuildRangeInfos); +typedef void (VKAPI_PTR *PFN_vkCmdBuildAccelerationStructuresIndirectKHR)(VkCommandBuffer commandBuffer, uint32_t infoCount, const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, const VkDeviceAddress* pIndirectDeviceAddresses, const uint32_t* pIndirectStrides, const uint32_t* const* ppMaxPrimitiveCounts); +typedef VkResult (VKAPI_PTR *PFN_vkBuildAccelerationStructuresKHR)(VkDevice device, VkDeferredOperationKHR deferredOperation, uint32_t infoCount, const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, const VkAccelerationStructureBuildRangeInfoKHR* const* ppBuildRangeInfos); +typedef VkResult (VKAPI_PTR *PFN_vkCopyAccelerationStructureKHR)(VkDevice device, VkDeferredOperationKHR deferredOperation, const VkCopyAccelerationStructureInfoKHR* pInfo); +typedef VkResult (VKAPI_PTR *PFN_vkCopyAccelerationStructureToMemoryKHR)(VkDevice device, VkDeferredOperationKHR deferredOperation, const VkCopyAccelerationStructureToMemoryInfoKHR* pInfo); +typedef VkResult (VKAPI_PTR *PFN_vkCopyMemoryToAccelerationStructureKHR)(VkDevice device, VkDeferredOperationKHR deferredOperation, const VkCopyMemoryToAccelerationStructureInfoKHR* pInfo); +typedef VkResult (VKAPI_PTR *PFN_vkWriteAccelerationStructuresPropertiesKHR)(VkDevice device, uint32_t accelerationStructureCount, const VkAccelerationStructureKHR* pAccelerationStructures, VkQueryType queryType, size_t dataSize, void* pData, size_t stride); +typedef void (VKAPI_PTR *PFN_vkCmdCopyAccelerationStructureKHR)(VkCommandBuffer commandBuffer, const VkCopyAccelerationStructureInfoKHR* pInfo); +typedef void (VKAPI_PTR *PFN_vkCmdCopyAccelerationStructureToMemoryKHR)(VkCommandBuffer commandBuffer, const VkCopyAccelerationStructureToMemoryInfoKHR* pInfo); +typedef void (VKAPI_PTR *PFN_vkCmdCopyMemoryToAccelerationStructureKHR)(VkCommandBuffer commandBuffer, const VkCopyMemoryToAccelerationStructureInfoKHR* pInfo); +typedef VkDeviceAddress (VKAPI_PTR *PFN_vkGetAccelerationStructureDeviceAddressKHR)(VkDevice device, const VkAccelerationStructureDeviceAddressInfoKHR* pInfo); +typedef void (VKAPI_PTR *PFN_vkCmdWriteAccelerationStructuresPropertiesKHR)(VkCommandBuffer commandBuffer, uint32_t accelerationStructureCount, const VkAccelerationStructureKHR* pAccelerationStructures, VkQueryType queryType, VkQueryPool queryPool, uint32_t firstQuery); +typedef void (VKAPI_PTR *PFN_vkGetDeviceAccelerationStructureCompatibilityKHR)(VkDevice device, const VkAccelerationStructureVersionInfoKHR* pVersionInfo, VkAccelerationStructureCompatibilityKHR* pCompatibility); +typedef void (VKAPI_PTR *PFN_vkGetAccelerationStructureBuildSizesKHR)(VkDevice device, VkAccelerationStructureBuildTypeKHR buildType, const VkAccelerationStructureBuildGeometryInfoKHR* pBuildInfo, const uint32_t* pMaxPrimitiveCounts, VkAccelerationStructureBuildSizesInfoKHR* pSizeInfo); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateAccelerationStructureKHR( + VkDevice device, + const VkAccelerationStructureCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkAccelerationStructureKHR* pAccelerationStructure); + +VKAPI_ATTR void VKAPI_CALL vkDestroyAccelerationStructureKHR( + VkDevice device, + VkAccelerationStructureKHR accelerationStructure, + const VkAllocationCallbacks* pAllocator); + +VKAPI_ATTR void VKAPI_CALL vkCmdBuildAccelerationStructuresKHR( + VkCommandBuffer commandBuffer, + uint32_t infoCount, + const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, + const VkAccelerationStructureBuildRangeInfoKHR* const* ppBuildRangeInfos); + +VKAPI_ATTR void VKAPI_CALL vkCmdBuildAccelerationStructuresIndirectKHR( + VkCommandBuffer commandBuffer, + uint32_t infoCount, + const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, + const VkDeviceAddress* pIndirectDeviceAddresses, + const uint32_t* pIndirectStrides, + const uint32_t* const* ppMaxPrimitiveCounts); + +VKAPI_ATTR VkResult VKAPI_CALL vkBuildAccelerationStructuresKHR( + VkDevice device, + VkDeferredOperationKHR deferredOperation, + uint32_t infoCount, + const VkAccelerationStructureBuildGeometryInfoKHR* pInfos, + const VkAccelerationStructureBuildRangeInfoKHR* const* ppBuildRangeInfos); + +VKAPI_ATTR VkResult VKAPI_CALL vkCopyAccelerationStructureKHR( + VkDevice device, + VkDeferredOperationKHR deferredOperation, + const VkCopyAccelerationStructureInfoKHR* pInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkCopyAccelerationStructureToMemoryKHR( + VkDevice device, + VkDeferredOperationKHR deferredOperation, + const VkCopyAccelerationStructureToMemoryInfoKHR* pInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkCopyMemoryToAccelerationStructureKHR( + VkDevice device, + VkDeferredOperationKHR deferredOperation, + const VkCopyMemoryToAccelerationStructureInfoKHR* pInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkWriteAccelerationStructuresPropertiesKHR( + VkDevice device, + uint32_t accelerationStructureCount, + const VkAccelerationStructureKHR* pAccelerationStructures, + VkQueryType queryType, + size_t dataSize, + void* pData, + size_t stride); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyAccelerationStructureKHR( + VkCommandBuffer commandBuffer, + const VkCopyAccelerationStructureInfoKHR* pInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyAccelerationStructureToMemoryKHR( + VkCommandBuffer commandBuffer, + const VkCopyAccelerationStructureToMemoryInfoKHR* pInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdCopyMemoryToAccelerationStructureKHR( + VkCommandBuffer commandBuffer, + const VkCopyMemoryToAccelerationStructureInfoKHR* pInfo); + +VKAPI_ATTR VkDeviceAddress VKAPI_CALL vkGetAccelerationStructureDeviceAddressKHR( + VkDevice device, + const VkAccelerationStructureDeviceAddressInfoKHR* pInfo); + +VKAPI_ATTR void VKAPI_CALL vkCmdWriteAccelerationStructuresPropertiesKHR( + VkCommandBuffer commandBuffer, + uint32_t accelerationStructureCount, + const VkAccelerationStructureKHR* pAccelerationStructures, + VkQueryType queryType, + VkQueryPool queryPool, + uint32_t firstQuery); + +VKAPI_ATTR void VKAPI_CALL vkGetDeviceAccelerationStructureCompatibilityKHR( + VkDevice device, + const VkAccelerationStructureVersionInfoKHR* pVersionInfo, + VkAccelerationStructureCompatibilityKHR* pCompatibility); + +VKAPI_ATTR void VKAPI_CALL vkGetAccelerationStructureBuildSizesKHR( + VkDevice device, + VkAccelerationStructureBuildTypeKHR buildType, + const VkAccelerationStructureBuildGeometryInfoKHR* pBuildInfo, + const uint32_t* pMaxPrimitiveCounts, + VkAccelerationStructureBuildSizesInfoKHR* pSizeInfo); +#endif + + +#define VK_KHR_ray_tracing_pipeline 1 +#define VK_KHR_RAY_TRACING_PIPELINE_SPEC_VERSION 1 +#define VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME "VK_KHR_ray_tracing_pipeline" + +typedef enum VkShaderGroupShaderKHR { + VK_SHADER_GROUP_SHADER_GENERAL_KHR = 0, + VK_SHADER_GROUP_SHADER_CLOSEST_HIT_KHR = 1, + VK_SHADER_GROUP_SHADER_ANY_HIT_KHR = 2, + VK_SHADER_GROUP_SHADER_INTERSECTION_KHR = 3, + VK_SHADER_GROUP_SHADER_MAX_ENUM_KHR = 0x7FFFFFFF +} VkShaderGroupShaderKHR; +typedef struct VkRayTracingShaderGroupCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkRayTracingShaderGroupTypeKHR type; + uint32_t generalShader; + uint32_t closestHitShader; + uint32_t anyHitShader; + uint32_t intersectionShader; + const void* pShaderGroupCaptureReplayHandle; +} VkRayTracingShaderGroupCreateInfoKHR; + +typedef struct VkRayTracingPipelineInterfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t maxPipelineRayPayloadSize; + uint32_t maxPipelineRayHitAttributeSize; +} VkRayTracingPipelineInterfaceCreateInfoKHR; + +typedef struct VkRayTracingPipelineCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkPipelineCreateFlags flags; + uint32_t stageCount; + const VkPipelineShaderStageCreateInfo* pStages; + uint32_t groupCount; + const VkRayTracingShaderGroupCreateInfoKHR* pGroups; + uint32_t maxPipelineRayRecursionDepth; + const VkPipelineLibraryCreateInfoKHR* pLibraryInfo; + const VkRayTracingPipelineInterfaceCreateInfoKHR* pLibraryInterface; + const VkPipelineDynamicStateCreateInfo* pDynamicState; + VkPipelineLayout layout; + VkPipeline basePipelineHandle; + int32_t basePipelineIndex; +} VkRayTracingPipelineCreateInfoKHR; + +typedef struct VkPhysicalDeviceRayTracingPipelineFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 rayTracingPipeline; + VkBool32 rayTracingPipelineShaderGroupHandleCaptureReplay; + VkBool32 rayTracingPipelineShaderGroupHandleCaptureReplayMixed; + VkBool32 rayTracingPipelineTraceRaysIndirect; + VkBool32 rayTraversalPrimitiveCulling; +} VkPhysicalDeviceRayTracingPipelineFeaturesKHR; + +typedef struct VkPhysicalDeviceRayTracingPipelinePropertiesKHR { + VkStructureType sType; + void* pNext; + uint32_t shaderGroupHandleSize; + uint32_t maxRayRecursionDepth; + uint32_t maxShaderGroupStride; + uint32_t shaderGroupBaseAlignment; + uint32_t shaderGroupHandleCaptureReplaySize; + uint32_t maxRayDispatchInvocationCount; + uint32_t shaderGroupHandleAlignment; + uint32_t maxRayHitAttributeSize; +} VkPhysicalDeviceRayTracingPipelinePropertiesKHR; + +typedef struct VkStridedDeviceAddressRegionKHR { + VkDeviceAddress deviceAddress; + VkDeviceSize stride; + VkDeviceSize size; +} VkStridedDeviceAddressRegionKHR; + +typedef struct VkTraceRaysIndirectCommandKHR { + uint32_t width; + uint32_t height; + uint32_t depth; +} VkTraceRaysIndirectCommandKHR; + +typedef void (VKAPI_PTR *PFN_vkCmdTraceRaysKHR)(VkCommandBuffer commandBuffer, const VkStridedDeviceAddressRegionKHR* pRaygenShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pMissShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pHitShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pCallableShaderBindingTable, uint32_t width, uint32_t height, uint32_t depth); +typedef VkResult (VKAPI_PTR *PFN_vkCreateRayTracingPipelinesKHR)(VkDevice device, VkDeferredOperationKHR deferredOperation, VkPipelineCache pipelineCache, uint32_t createInfoCount, const VkRayTracingPipelineCreateInfoKHR* pCreateInfos, const VkAllocationCallbacks* pAllocator, VkPipeline* pPipelines); +typedef VkResult (VKAPI_PTR *PFN_vkGetRayTracingCaptureReplayShaderGroupHandlesKHR)(VkDevice device, VkPipeline pipeline, uint32_t firstGroup, uint32_t groupCount, size_t dataSize, void* pData); +typedef void (VKAPI_PTR *PFN_vkCmdTraceRaysIndirectKHR)(VkCommandBuffer commandBuffer, const VkStridedDeviceAddressRegionKHR* pRaygenShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pMissShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pHitShaderBindingTable, const VkStridedDeviceAddressRegionKHR* pCallableShaderBindingTable, VkDeviceAddress indirectDeviceAddress); +typedef VkDeviceSize (VKAPI_PTR *PFN_vkGetRayTracingShaderGroupStackSizeKHR)(VkDevice device, VkPipeline pipeline, uint32_t group, VkShaderGroupShaderKHR groupShader); +typedef void (VKAPI_PTR *PFN_vkCmdSetRayTracingPipelineStackSizeKHR)(VkCommandBuffer commandBuffer, uint32_t pipelineStackSize); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR void VKAPI_CALL vkCmdTraceRaysKHR( + VkCommandBuffer commandBuffer, + const VkStridedDeviceAddressRegionKHR* pRaygenShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pMissShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pHitShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pCallableShaderBindingTable, + uint32_t width, + uint32_t height, + uint32_t depth); + +VKAPI_ATTR VkResult VKAPI_CALL vkCreateRayTracingPipelinesKHR( + VkDevice device, + VkDeferredOperationKHR deferredOperation, + VkPipelineCache pipelineCache, + uint32_t createInfoCount, + const VkRayTracingPipelineCreateInfoKHR* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkPipeline* pPipelines); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetRayTracingCaptureReplayShaderGroupHandlesKHR( + VkDevice device, + VkPipeline pipeline, + uint32_t firstGroup, + uint32_t groupCount, + size_t dataSize, + void* pData); + +VKAPI_ATTR void VKAPI_CALL vkCmdTraceRaysIndirectKHR( + VkCommandBuffer commandBuffer, + const VkStridedDeviceAddressRegionKHR* pRaygenShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pMissShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pHitShaderBindingTable, + const VkStridedDeviceAddressRegionKHR* pCallableShaderBindingTable, + VkDeviceAddress indirectDeviceAddress); + +VKAPI_ATTR VkDeviceSize VKAPI_CALL vkGetRayTracingShaderGroupStackSizeKHR( + VkDevice device, + VkPipeline pipeline, + uint32_t group, + VkShaderGroupShaderKHR groupShader); + +VKAPI_ATTR void VKAPI_CALL vkCmdSetRayTracingPipelineStackSizeKHR( + VkCommandBuffer commandBuffer, + uint32_t pipelineStackSize); +#endif + + +#define VK_KHR_ray_query 1 +#define VK_KHR_RAY_QUERY_SPEC_VERSION 1 +#define VK_KHR_RAY_QUERY_EXTENSION_NAME "VK_KHR_ray_query" +typedef struct VkPhysicalDeviceRayQueryFeaturesKHR { + VkStructureType sType; + void* pNext; + VkBool32 rayQuery; +} VkPhysicalDeviceRayQueryFeaturesKHR; + + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_directfb.h b/overlay_experimental/vulkan/vulkan_directfb.h new file mode 100644 index 0000000..f75bd3a --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_directfb.h @@ -0,0 +1,54 @@ +#ifndef VULKAN_DIRECTFB_H_ +#define VULKAN_DIRECTFB_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_EXT_directfb_surface 1 +#define VK_EXT_DIRECTFB_SURFACE_SPEC_VERSION 1 +#define VK_EXT_DIRECTFB_SURFACE_EXTENSION_NAME "VK_EXT_directfb_surface" +typedef VkFlags VkDirectFBSurfaceCreateFlagsEXT; +typedef struct VkDirectFBSurfaceCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkDirectFBSurfaceCreateFlagsEXT flags; + IDirectFB* dfb; + IDirectFBSurface* surface; +} VkDirectFBSurfaceCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateDirectFBSurfaceEXT)(VkInstance instance, const VkDirectFBSurfaceCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); +typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceDirectFBPresentationSupportEXT)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, IDirectFB* dfb); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateDirectFBSurfaceEXT( + VkInstance instance, + const VkDirectFBSurfaceCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); + +VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceDirectFBPresentationSupportEXT( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + IDirectFB* dfb); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_fuchsia.h b/overlay_experimental/vulkan/vulkan_fuchsia.h new file mode 100644 index 0000000..03e27cb --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_fuchsia.h @@ -0,0 +1,47 @@ +#ifndef VULKAN_FUCHSIA_H_ +#define VULKAN_FUCHSIA_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_FUCHSIA_imagepipe_surface 1 +#define VK_FUCHSIA_IMAGEPIPE_SURFACE_SPEC_VERSION 1 +#define VK_FUCHSIA_IMAGEPIPE_SURFACE_EXTENSION_NAME "VK_FUCHSIA_imagepipe_surface" +typedef VkFlags VkImagePipeSurfaceCreateFlagsFUCHSIA; +typedef struct VkImagePipeSurfaceCreateInfoFUCHSIA { + VkStructureType sType; + const void* pNext; + VkImagePipeSurfaceCreateFlagsFUCHSIA flags; + zx_handle_t imagePipeHandle; +} VkImagePipeSurfaceCreateInfoFUCHSIA; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateImagePipeSurfaceFUCHSIA)(VkInstance instance, const VkImagePipeSurfaceCreateInfoFUCHSIA* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateImagePipeSurfaceFUCHSIA( + VkInstance instance, + const VkImagePipeSurfaceCreateInfoFUCHSIA* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_ggp.h b/overlay_experimental/vulkan/vulkan_ggp.h new file mode 100644 index 0000000..273c880 --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_ggp.h @@ -0,0 +1,58 @@ +#ifndef VULKAN_GGP_H_ +#define VULKAN_GGP_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_GGP_stream_descriptor_surface 1 +#define VK_GGP_STREAM_DESCRIPTOR_SURFACE_SPEC_VERSION 1 +#define VK_GGP_STREAM_DESCRIPTOR_SURFACE_EXTENSION_NAME "VK_GGP_stream_descriptor_surface" +typedef VkFlags VkStreamDescriptorSurfaceCreateFlagsGGP; +typedef struct VkStreamDescriptorSurfaceCreateInfoGGP { + VkStructureType sType; + const void* pNext; + VkStreamDescriptorSurfaceCreateFlagsGGP flags; + GgpStreamDescriptor streamDescriptor; +} VkStreamDescriptorSurfaceCreateInfoGGP; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateStreamDescriptorSurfaceGGP)(VkInstance instance, const VkStreamDescriptorSurfaceCreateInfoGGP* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateStreamDescriptorSurfaceGGP( + VkInstance instance, + const VkStreamDescriptorSurfaceCreateInfoGGP* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + + +#define VK_GGP_frame_token 1 +#define VK_GGP_FRAME_TOKEN_SPEC_VERSION 1 +#define VK_GGP_FRAME_TOKEN_EXTENSION_NAME "VK_GGP_frame_token" +typedef struct VkPresentFrameTokenGGP { + VkStructureType sType; + const void* pNext; + GgpFrameToken frameToken; +} VkPresentFrameTokenGGP; + + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_ios.h b/overlay_experimental/vulkan/vulkan_ios.h new file mode 100644 index 0000000..446a269 --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_ios.h @@ -0,0 +1,47 @@ +#ifndef VULKAN_IOS_H_ +#define VULKAN_IOS_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_MVK_ios_surface 1 +#define VK_MVK_IOS_SURFACE_SPEC_VERSION 3 +#define VK_MVK_IOS_SURFACE_EXTENSION_NAME "VK_MVK_ios_surface" +typedef VkFlags VkIOSSurfaceCreateFlagsMVK; +typedef struct VkIOSSurfaceCreateInfoMVK { + VkStructureType sType; + const void* pNext; + VkIOSSurfaceCreateFlagsMVK flags; + const void* pView; +} VkIOSSurfaceCreateInfoMVK; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateIOSSurfaceMVK)(VkInstance instance, const VkIOSSurfaceCreateInfoMVK* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateIOSSurfaceMVK( + VkInstance instance, + const VkIOSSurfaceCreateInfoMVK* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_macos.h b/overlay_experimental/vulkan/vulkan_macos.h new file mode 100644 index 0000000..35fcabe --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_macos.h @@ -0,0 +1,47 @@ +#ifndef VULKAN_MACOS_H_ +#define VULKAN_MACOS_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_MVK_macos_surface 1 +#define VK_MVK_MACOS_SURFACE_SPEC_VERSION 3 +#define VK_MVK_MACOS_SURFACE_EXTENSION_NAME "VK_MVK_macos_surface" +typedef VkFlags VkMacOSSurfaceCreateFlagsMVK; +typedef struct VkMacOSSurfaceCreateInfoMVK { + VkStructureType sType; + const void* pNext; + VkMacOSSurfaceCreateFlagsMVK flags; + const void* pView; +} VkMacOSSurfaceCreateInfoMVK; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateMacOSSurfaceMVK)(VkInstance instance, const VkMacOSSurfaceCreateInfoMVK* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateMacOSSurfaceMVK( + VkInstance instance, + const VkMacOSSurfaceCreateInfoMVK* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_metal.h b/overlay_experimental/vulkan/vulkan_metal.h new file mode 100644 index 0000000..99f097d --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_metal.h @@ -0,0 +1,54 @@ +#ifndef VULKAN_METAL_H_ +#define VULKAN_METAL_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_EXT_metal_surface 1 + +#ifdef __OBJC__ +@class CAMetalLayer; +#else +typedef void CAMetalLayer; +#endif + +#define VK_EXT_METAL_SURFACE_SPEC_VERSION 1 +#define VK_EXT_METAL_SURFACE_EXTENSION_NAME "VK_EXT_metal_surface" +typedef VkFlags VkMetalSurfaceCreateFlagsEXT; +typedef struct VkMetalSurfaceCreateInfoEXT { + VkStructureType sType; + const void* pNext; + VkMetalSurfaceCreateFlagsEXT flags; + const CAMetalLayer* pLayer; +} VkMetalSurfaceCreateInfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateMetalSurfaceEXT)(VkInstance instance, const VkMetalSurfaceCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateMetalSurfaceEXT( + VkInstance instance, + const VkMetalSurfaceCreateInfoEXT* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_vi.h b/overlay_experimental/vulkan/vulkan_vi.h new file mode 100644 index 0000000..2e62d7d --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_vi.h @@ -0,0 +1,47 @@ +#ifndef VULKAN_VI_H_ +#define VULKAN_VI_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_NN_vi_surface 1 +#define VK_NN_VI_SURFACE_SPEC_VERSION 1 +#define VK_NN_VI_SURFACE_EXTENSION_NAME "VK_NN_vi_surface" +typedef VkFlags VkViSurfaceCreateFlagsNN; +typedef struct VkViSurfaceCreateInfoNN { + VkStructureType sType; + const void* pNext; + VkViSurfaceCreateFlagsNN flags; + void* window; +} VkViSurfaceCreateInfoNN; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateViSurfaceNN)(VkInstance instance, const VkViSurfaceCreateInfoNN* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateViSurfaceNN( + VkInstance instance, + const VkViSurfaceCreateInfoNN* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_wayland.h b/overlay_experimental/vulkan/vulkan_wayland.h new file mode 100644 index 0000000..f7b307e --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_wayland.h @@ -0,0 +1,54 @@ +#ifndef VULKAN_WAYLAND_H_ +#define VULKAN_WAYLAND_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_wayland_surface 1 +#define VK_KHR_WAYLAND_SURFACE_SPEC_VERSION 6 +#define VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME "VK_KHR_wayland_surface" +typedef VkFlags VkWaylandSurfaceCreateFlagsKHR; +typedef struct VkWaylandSurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkWaylandSurfaceCreateFlagsKHR flags; + struct wl_display* display; + struct wl_surface* surface; +} VkWaylandSurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateWaylandSurfaceKHR)(VkInstance instance, const VkWaylandSurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); +typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, struct wl_display* display); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateWaylandSurfaceKHR( + VkInstance instance, + const VkWaylandSurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); + +VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceWaylandPresentationSupportKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + struct wl_display* display); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_win32.h b/overlay_experimental/vulkan/vulkan_win32.h new file mode 100644 index 0000000..4b561ea --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_win32.h @@ -0,0 +1,315 @@ +#ifndef VULKAN_WIN32_H_ +#define VULKAN_WIN32_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_win32_surface 1 +#define VK_KHR_WIN32_SURFACE_SPEC_VERSION 6 +#define VK_KHR_WIN32_SURFACE_EXTENSION_NAME "VK_KHR_win32_surface" +typedef VkFlags VkWin32SurfaceCreateFlagsKHR; +typedef struct VkWin32SurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkWin32SurfaceCreateFlagsKHR flags; + HINSTANCE hinstance; + HWND hwnd; +} VkWin32SurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateWin32SurfaceKHR)(VkInstance instance, const VkWin32SurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); +typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateWin32SurfaceKHR( + VkInstance instance, + const VkWin32SurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); + +VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceWin32PresentationSupportKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex); +#endif + + +#define VK_KHR_external_memory_win32 1 +#define VK_KHR_EXTERNAL_MEMORY_WIN32_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_MEMORY_WIN32_EXTENSION_NAME "VK_KHR_external_memory_win32" +typedef struct VkImportMemoryWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagBits handleType; + HANDLE handle; + LPCWSTR name; +} VkImportMemoryWin32HandleInfoKHR; + +typedef struct VkExportMemoryWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + const SECURITY_ATTRIBUTES* pAttributes; + DWORD dwAccess; + LPCWSTR name; +} VkExportMemoryWin32HandleInfoKHR; + +typedef struct VkMemoryWin32HandlePropertiesKHR { + VkStructureType sType; + void* pNext; + uint32_t memoryTypeBits; +} VkMemoryWin32HandlePropertiesKHR; + +typedef struct VkMemoryGetWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkDeviceMemory memory; + VkExternalMemoryHandleTypeFlagBits handleType; +} VkMemoryGetWin32HandleInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryWin32HandleKHR)(VkDevice device, const VkMemoryGetWin32HandleInfoKHR* pGetWin32HandleInfo, HANDLE* pHandle); +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryWin32HandlePropertiesKHR)(VkDevice device, VkExternalMemoryHandleTypeFlagBits handleType, HANDLE handle, VkMemoryWin32HandlePropertiesKHR* pMemoryWin32HandleProperties); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryWin32HandleKHR( + VkDevice device, + const VkMemoryGetWin32HandleInfoKHR* pGetWin32HandleInfo, + HANDLE* pHandle); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryWin32HandlePropertiesKHR( + VkDevice device, + VkExternalMemoryHandleTypeFlagBits handleType, + HANDLE handle, + VkMemoryWin32HandlePropertiesKHR* pMemoryWin32HandleProperties); +#endif + + +#define VK_KHR_win32_keyed_mutex 1 +#define VK_KHR_WIN32_KEYED_MUTEX_SPEC_VERSION 1 +#define VK_KHR_WIN32_KEYED_MUTEX_EXTENSION_NAME "VK_KHR_win32_keyed_mutex" +typedef struct VkWin32KeyedMutexAcquireReleaseInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t acquireCount; + const VkDeviceMemory* pAcquireSyncs; + const uint64_t* pAcquireKeys; + const uint32_t* pAcquireTimeouts; + uint32_t releaseCount; + const VkDeviceMemory* pReleaseSyncs; + const uint64_t* pReleaseKeys; +} VkWin32KeyedMutexAcquireReleaseInfoKHR; + + + +#define VK_KHR_external_semaphore_win32 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_WIN32_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_SEMAPHORE_WIN32_EXTENSION_NAME "VK_KHR_external_semaphore_win32" +typedef struct VkImportSemaphoreWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkSemaphore semaphore; + VkSemaphoreImportFlags flags; + VkExternalSemaphoreHandleTypeFlagBits handleType; + HANDLE handle; + LPCWSTR name; +} VkImportSemaphoreWin32HandleInfoKHR; + +typedef struct VkExportSemaphoreWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + const SECURITY_ATTRIBUTES* pAttributes; + DWORD dwAccess; + LPCWSTR name; +} VkExportSemaphoreWin32HandleInfoKHR; + +typedef struct VkD3D12FenceSubmitInfoKHR { + VkStructureType sType; + const void* pNext; + uint32_t waitSemaphoreValuesCount; + const uint64_t* pWaitSemaphoreValues; + uint32_t signalSemaphoreValuesCount; + const uint64_t* pSignalSemaphoreValues; +} VkD3D12FenceSubmitInfoKHR; + +typedef struct VkSemaphoreGetWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkSemaphore semaphore; + VkExternalSemaphoreHandleTypeFlagBits handleType; +} VkSemaphoreGetWin32HandleInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkImportSemaphoreWin32HandleKHR)(VkDevice device, const VkImportSemaphoreWin32HandleInfoKHR* pImportSemaphoreWin32HandleInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetSemaphoreWin32HandleKHR)(VkDevice device, const VkSemaphoreGetWin32HandleInfoKHR* pGetWin32HandleInfo, HANDLE* pHandle); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkImportSemaphoreWin32HandleKHR( + VkDevice device, + const VkImportSemaphoreWin32HandleInfoKHR* pImportSemaphoreWin32HandleInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetSemaphoreWin32HandleKHR( + VkDevice device, + const VkSemaphoreGetWin32HandleInfoKHR* pGetWin32HandleInfo, + HANDLE* pHandle); +#endif + + +#define VK_KHR_external_fence_win32 1 +#define VK_KHR_EXTERNAL_FENCE_WIN32_SPEC_VERSION 1 +#define VK_KHR_EXTERNAL_FENCE_WIN32_EXTENSION_NAME "VK_KHR_external_fence_win32" +typedef struct VkImportFenceWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkFence fence; + VkFenceImportFlags flags; + VkExternalFenceHandleTypeFlagBits handleType; + HANDLE handle; + LPCWSTR name; +} VkImportFenceWin32HandleInfoKHR; + +typedef struct VkExportFenceWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + const SECURITY_ATTRIBUTES* pAttributes; + DWORD dwAccess; + LPCWSTR name; +} VkExportFenceWin32HandleInfoKHR; + +typedef struct VkFenceGetWin32HandleInfoKHR { + VkStructureType sType; + const void* pNext; + VkFence fence; + VkExternalFenceHandleTypeFlagBits handleType; +} VkFenceGetWin32HandleInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkImportFenceWin32HandleKHR)(VkDevice device, const VkImportFenceWin32HandleInfoKHR* pImportFenceWin32HandleInfo); +typedef VkResult (VKAPI_PTR *PFN_vkGetFenceWin32HandleKHR)(VkDevice device, const VkFenceGetWin32HandleInfoKHR* pGetWin32HandleInfo, HANDLE* pHandle); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkImportFenceWin32HandleKHR( + VkDevice device, + const VkImportFenceWin32HandleInfoKHR* pImportFenceWin32HandleInfo); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetFenceWin32HandleKHR( + VkDevice device, + const VkFenceGetWin32HandleInfoKHR* pGetWin32HandleInfo, + HANDLE* pHandle); +#endif + + +#define VK_NV_external_memory_win32 1 +#define VK_NV_EXTERNAL_MEMORY_WIN32_SPEC_VERSION 1 +#define VK_NV_EXTERNAL_MEMORY_WIN32_EXTENSION_NAME "VK_NV_external_memory_win32" +typedef struct VkImportMemoryWin32HandleInfoNV { + VkStructureType sType; + const void* pNext; + VkExternalMemoryHandleTypeFlagsNV handleType; + HANDLE handle; +} VkImportMemoryWin32HandleInfoNV; + +typedef struct VkExportMemoryWin32HandleInfoNV { + VkStructureType sType; + const void* pNext; + const SECURITY_ATTRIBUTES* pAttributes; + DWORD dwAccess; +} VkExportMemoryWin32HandleInfoNV; + +typedef VkResult (VKAPI_PTR *PFN_vkGetMemoryWin32HandleNV)(VkDevice device, VkDeviceMemory memory, VkExternalMemoryHandleTypeFlagsNV handleType, HANDLE* pHandle); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetMemoryWin32HandleNV( + VkDevice device, + VkDeviceMemory memory, + VkExternalMemoryHandleTypeFlagsNV handleType, + HANDLE* pHandle); +#endif + + +#define VK_NV_win32_keyed_mutex 1 +#define VK_NV_WIN32_KEYED_MUTEX_SPEC_VERSION 2 +#define VK_NV_WIN32_KEYED_MUTEX_EXTENSION_NAME "VK_NV_win32_keyed_mutex" +typedef struct VkWin32KeyedMutexAcquireReleaseInfoNV { + VkStructureType sType; + const void* pNext; + uint32_t acquireCount; + const VkDeviceMemory* pAcquireSyncs; + const uint64_t* pAcquireKeys; + const uint32_t* pAcquireTimeoutMilliseconds; + uint32_t releaseCount; + const VkDeviceMemory* pReleaseSyncs; + const uint64_t* pReleaseKeys; +} VkWin32KeyedMutexAcquireReleaseInfoNV; + + + +#define VK_EXT_full_screen_exclusive 1 +#define VK_EXT_FULL_SCREEN_EXCLUSIVE_SPEC_VERSION 4 +#define VK_EXT_FULL_SCREEN_EXCLUSIVE_EXTENSION_NAME "VK_EXT_full_screen_exclusive" + +typedef enum VkFullScreenExclusiveEXT { + VK_FULL_SCREEN_EXCLUSIVE_DEFAULT_EXT = 0, + VK_FULL_SCREEN_EXCLUSIVE_ALLOWED_EXT = 1, + VK_FULL_SCREEN_EXCLUSIVE_DISALLOWED_EXT = 2, + VK_FULL_SCREEN_EXCLUSIVE_APPLICATION_CONTROLLED_EXT = 3, + VK_FULL_SCREEN_EXCLUSIVE_MAX_ENUM_EXT = 0x7FFFFFFF +} VkFullScreenExclusiveEXT; +typedef struct VkSurfaceFullScreenExclusiveInfoEXT { + VkStructureType sType; + void* pNext; + VkFullScreenExclusiveEXT fullScreenExclusive; +} VkSurfaceFullScreenExclusiveInfoEXT; + +typedef struct VkSurfaceCapabilitiesFullScreenExclusiveEXT { + VkStructureType sType; + void* pNext; + VkBool32 fullScreenExclusiveSupported; +} VkSurfaceCapabilitiesFullScreenExclusiveEXT; + +typedef struct VkSurfaceFullScreenExclusiveWin32InfoEXT { + VkStructureType sType; + const void* pNext; + HMONITOR hmonitor; +} VkSurfaceFullScreenExclusiveWin32InfoEXT; + +typedef VkResult (VKAPI_PTR *PFN_vkGetPhysicalDeviceSurfacePresentModes2EXT)(VkPhysicalDevice physicalDevice, const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, uint32_t* pPresentModeCount, VkPresentModeKHR* pPresentModes); +typedef VkResult (VKAPI_PTR *PFN_vkAcquireFullScreenExclusiveModeEXT)(VkDevice device, VkSwapchainKHR swapchain); +typedef VkResult (VKAPI_PTR *PFN_vkReleaseFullScreenExclusiveModeEXT)(VkDevice device, VkSwapchainKHR swapchain); +typedef VkResult (VKAPI_PTR *PFN_vkGetDeviceGroupSurfacePresentModes2EXT)(VkDevice device, const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, VkDeviceGroupPresentModeFlagsKHR* pModes); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkGetPhysicalDeviceSurfacePresentModes2EXT( + VkPhysicalDevice physicalDevice, + const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, + uint32_t* pPresentModeCount, + VkPresentModeKHR* pPresentModes); + +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireFullScreenExclusiveModeEXT( + VkDevice device, + VkSwapchainKHR swapchain); + +VKAPI_ATTR VkResult VKAPI_CALL vkReleaseFullScreenExclusiveModeEXT( + VkDevice device, + VkSwapchainKHR swapchain); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetDeviceGroupSurfacePresentModes2EXT( + VkDevice device, + const VkPhysicalDeviceSurfaceInfo2KHR* pSurfaceInfo, + VkDeviceGroupPresentModeFlagsKHR* pModes); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_xcb.h b/overlay_experimental/vulkan/vulkan_xcb.h new file mode 100644 index 0000000..c5441b2 --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_xcb.h @@ -0,0 +1,55 @@ +#ifndef VULKAN_XCB_H_ +#define VULKAN_XCB_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_xcb_surface 1 +#define VK_KHR_XCB_SURFACE_SPEC_VERSION 6 +#define VK_KHR_XCB_SURFACE_EXTENSION_NAME "VK_KHR_xcb_surface" +typedef VkFlags VkXcbSurfaceCreateFlagsKHR; +typedef struct VkXcbSurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkXcbSurfaceCreateFlagsKHR flags; + xcb_connection_t* connection; + xcb_window_t window; +} VkXcbSurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateXcbSurfaceKHR)(VkInstance instance, const VkXcbSurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); +typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceXcbPresentationSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, xcb_connection_t* connection, xcb_visualid_t visual_id); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateXcbSurfaceKHR( + VkInstance instance, + const VkXcbSurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); + +VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceXcbPresentationSupportKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + xcb_connection_t* connection, + xcb_visualid_t visual_id); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_xlib.h b/overlay_experimental/vulkan/vulkan_xlib.h new file mode 100644 index 0000000..c54628a --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_xlib.h @@ -0,0 +1,55 @@ +#ifndef VULKAN_XLIB_H_ +#define VULKAN_XLIB_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_KHR_xlib_surface 1 +#define VK_KHR_XLIB_SURFACE_SPEC_VERSION 6 +#define VK_KHR_XLIB_SURFACE_EXTENSION_NAME "VK_KHR_xlib_surface" +typedef VkFlags VkXlibSurfaceCreateFlagsKHR; +typedef struct VkXlibSurfaceCreateInfoKHR { + VkStructureType sType; + const void* pNext; + VkXlibSurfaceCreateFlagsKHR flags; + Display* dpy; + Window window; +} VkXlibSurfaceCreateInfoKHR; + +typedef VkResult (VKAPI_PTR *PFN_vkCreateXlibSurfaceKHR)(VkInstance instance, const VkXlibSurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface); +typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, Display* dpy, VisualID visualID); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkCreateXlibSurfaceKHR( + VkInstance instance, + const VkXlibSurfaceCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSurfaceKHR* pSurface); + +VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceXlibPresentationSupportKHR( + VkPhysicalDevice physicalDevice, + uint32_t queueFamilyIndex, + Display* dpy, + VisualID visualID); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/vulkan/vulkan_xlib_xrandr.h b/overlay_experimental/vulkan/vulkan_xlib_xrandr.h new file mode 100644 index 0000000..436432f --- /dev/null +++ b/overlay_experimental/vulkan/vulkan_xlib_xrandr.h @@ -0,0 +1,45 @@ +#ifndef VULKAN_XLIB_XRANDR_H_ +#define VULKAN_XLIB_XRANDR_H_ 1 + +/* +** Copyright (c) 2015-2020 The Khronos Group Inc. +** +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* +** This header is generated from the Khronos Vulkan XML API Registry. +** +*/ + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define VK_EXT_acquire_xlib_display 1 +#define VK_EXT_ACQUIRE_XLIB_DISPLAY_SPEC_VERSION 1 +#define VK_EXT_ACQUIRE_XLIB_DISPLAY_EXTENSION_NAME "VK_EXT_acquire_xlib_display" +typedef VkResult (VKAPI_PTR *PFN_vkAcquireXlibDisplayEXT)(VkPhysicalDevice physicalDevice, Display* dpy, VkDisplayKHR display); +typedef VkResult (VKAPI_PTR *PFN_vkGetRandROutputDisplayEXT)(VkPhysicalDevice physicalDevice, Display* dpy, RROutput rrOutput, VkDisplayKHR* pDisplay); + +#ifndef VK_NO_PROTOTYPES +VKAPI_ATTR VkResult VKAPI_CALL vkAcquireXlibDisplayEXT( + VkPhysicalDevice physicalDevice, + Display* dpy, + VkDisplayKHR display); + +VKAPI_ATTR VkResult VKAPI_CALL vkGetRandROutputDisplayEXT( + VkPhysicalDevice physicalDevice, + Display* dpy, + RROutput rrOutput, + VkDisplayKHR* pDisplay); +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 924cc4d..1553b80 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -1,146 +1,198 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + #include "DX10_Hook.h" #include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" - -#ifdef EMU_OVERLAY #include -#include +#include DX10_Hook* DX10_Hook::_inst = nullptr; -bool DX10_Hook::start_hook() +template +inline void SafeRelease(T*& pUnk) { - bool res = true; - if (!hooked) + if (pUnk != nullptr) { - if (!Windows_Hook::Inst()->start_hook()) + pUnk->Release(); + pUnk = nullptr; + } +} + +bool DX10_Hook::StartHook(std::function key_combination_callback) +{ + if (!_Hooked) + { + if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr) + { + SPDLOG_WARN("Failed to hook DirectX 11: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) return false; - PRINT_DEBUG("Hooked DirectX 10\n"); - hooked = true; + _WindowsHooked = true; - Renderer_Detector::Inst().renderer_found(this); + SPDLOG_INFO("Hooked DirectX 10"); + _Hooked = true; BeginHook(); HookFuncs( - std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), - std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) + std::make_pair(&(PVOID&)Present , &DX10_Hook::MyPresent), + std::make_pair(&(PVOID&)ResizeTarget , &DX10_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)ResizeBuffers, &DX10_Hook::MyResizeBuffers) ); + if (Present1 != nullptr) + { + HookFuncs( + std::make_pair(&(PVOID&)Present1, &DX10_Hook::MyPresent1) + ); + } EndHook(); - - get_steam_client()->steam_overlay->HookReady(); } - return res; + return true; } -void DX10_Hook::resetRenderState() +bool DX10_Hook::IsStarted() { - if (initialized) + return _Hooked; +} + +void DX10_Hook::_ResetRenderState() +{ + if (_Initialized) { - mainRenderTargetView->Release(); + OverlayHookReady(false); ImGui_ImplDX10_Shutdown(); - Windows_Hook::Inst()->resetRenderState(); + Windows_Hook::Inst()->_ResetRenderState(); ImGui::DestroyContext(); - initialized = false; + SafeRelease(mainRenderTargetView); + SafeRelease(pDevice); + + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +void DX10_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); - if (!initialized) + if (!_Initialized) { if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) return; - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - - ID3D10Texture2D* pBackBuffer; + ID3D10Texture2D* pBackBuffer = nullptr; pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + if (pBackBuffer == nullptr) + { + pDevice->Release(); + return; + } + + pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &mainRenderTargetView); pBackBuffer->Release(); + ImGui::CreateContext(); ImGui_ImplDX10_Init(pDevice); - pDevice->Release(); - - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; + _Initialized = true; + OverlayHookReady(true); } - if (ImGui_ImplDX10_NewFrame()) + if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(desc.OutputWindow)) { - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + OverlayProc(); ImGui::Render(); - pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); + pDevice->OMSetRenderTargets(1, &mainRenderTargetView, nullptr); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); } } HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - DX10_Hook::Inst()->prepareForOverlay(_this); - return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags); + auto inst= DX10_Hook::Inst(); + inst->_PrepareForOverlay(_this); + return (_this->*inst->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - DX10_Hook::Inst()->resetRenderState(); - return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters); + auto inst= DX10_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - DX10_Hook::Inst()->resetRenderState(); - return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + auto inst= DX10_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters) +{ + auto inst = DX10_Hook::Inst(); + inst->_PrepareForOverlay(_this); + return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters); } DX10_Hook::DX10_Hook(): - initialized(false), - hooked(false), + _Initialized(false), + _Hooked(false), + _WindowsHooked(false), pDevice(nullptr), mainRenderTargetView(nullptr), Present(nullptr), ResizeBuffers(nullptr), - ResizeTarget(nullptr) + ResizeTarget(nullptr), + Present1(nullptr) { - _library = LoadLibrary(DX10_DLL); } DX10_Hook::~DX10_Hook() { - PRINT_DEBUG("DX10 Hook removed\n"); + //SPDLOG_INFO("DX10 Hook removed"); - if (initialized) + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) { mainRenderTargetView->Release(); ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui::DestroyContext(); - initialized = false; + _Initialized = false; } - FreeLibrary(reinterpret_cast(_library)); - _inst = nullptr; } @@ -152,21 +204,85 @@ DX10_Hook* DX10_Hook::Inst() return _inst; } -const char* DX10_Hook::get_lib_name() const +std::string DX10_Hook::GetLibraryName() const { - return DX10_DLL; + return LibraryName; } -void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain) +void DX10_Hook::LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(Present1) Present1Fcn) { - void** vTable; - - vTable = *reinterpret_cast(pSwapChain); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] - LOAD_FUNC(Present); - LOAD_FUNC(ResizeBuffers); - LOAD_FUNC(ResizeTarget); -#undef LOAD_FUNC + Present = PresentFcn; + ResizeBuffers = ResizeBuffersFcn; + ResizeTarget = ResizeTargetFcn; + Present1 = Present1Fcn; } -#endif//EMU_OVERLAY \ No newline at end of file +std::weak_ptr DX10_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + ID3D10ShaderResourceView** resource = new ID3D10ShaderResourceView*(nullptr); + + // Create texture + D3D10_TEXTURE2D_DESC desc = {}; + desc.Width = static_cast(width); + desc.Height = static_cast(height); + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D* pTexture = nullptr; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = image_data; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + pDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + if (pTexture != nullptr) + { + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + + pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource); + // Release Texure, the shader resource increases the reference count. + pTexture->Release(); + } + + if (*resource == nullptr) + return std::shared_ptr(); + + auto ptr = std::shared_ptr((uint64_t*)resource, [](uint64_t* handle) + { + if (handle != nullptr) + { + ID3D10ShaderResourceView** resource = reinterpret_cast(handle); + (*resource)->Release(); + delete resource; + } + }); + + _ImageResources.emplace(ptr); + + return ptr; +} + +void DX10_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + auto ptr = resource.lock(); + if (ptr) + { + auto it = _ImageResources.find(ptr); + if (it != _ImageResources.end()) + _ImageResources.erase(it); + } +} \ No newline at end of file diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index 55a118d..44aebbb 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -1,51 +1,80 @@ -#ifndef __INCLUDED_DX10_HOOK_H__ -#define __INCLUDED_DX10_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" -#ifdef EMU_OVERLAY +#pragma once + +#include "../internal_includes.h" #include -#include "DirectX_VTables.h" +#include -class DX10_Hook : public Base_Hook +class DX10_Hook : + public Renderer_Hook, + public Base_Hook { public: - #define DX10_DLL "d3d10.dll" + static constexpr const char *DLL_NAME = "d3d10.dll"; private: static DX10_Hook* _inst; // Variables - bool hooked; - bool initialized; + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; ID3D10Device* pDevice; ID3D10RenderTargetView* mainRenderTargetView; + std::set> _ImageResources; // Functions DX10_Hook(); - void resetRenderState(); - void prepareForOverlay(IDXGISwapChain *pSwapChain); + void _ResetRenderState(); + void _PrepareForOverlay(IDXGISwapChain *pSwapChain); // Hook to render functions static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + decltype(&IDXGISwapChain1::Present1) Present1; public: + std::string LibraryName; + virtual ~DX10_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static DX10_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; - void loadFunctions(IDXGISwapChain *pSwapChain); + void LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(Present1) Present1Fcn); + + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); }; - -#endif//EMU_OVERLAY - -#endif//__INCLUDED_DX10_HOOK_H__ diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index db9c6e5..e8231b9 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -1,16 +1,41 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + #include "DX11_Hook.h" #include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" - -#ifdef EMU_OVERLAY #include -#include +#include DX11_Hook* DX11_Hook::_inst = nullptr; -HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) +template +inline void SafeRelease(T*& pUnk) +{ + if (pUnk != nullptr) + { + pUnk->Release(); + pUnk = nullptr; + } +} + +static HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice)); @@ -20,177 +45,192 @@ HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** return ret; } -bool DX11_Hook::start_hook() +bool DX11_Hook::StartHook(std::function key_combination_callback) { - bool res = true; - if (!hooked) + if (!_Hooked) { - if (!Windows_Hook::Inst()->start_hook()) + if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr) + { + SPDLOG_WARN("Failed to hook DirectX 11: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) return false; - PRINT_DEBUG("Hooked DirectX 11\n"); - hooked = true; + _WindowsHooked = true; - Renderer_Detector::Inst().renderer_found(this); + SPDLOG_INFO("Hooked DirectX 11"); + _Hooked = true; BeginHook(); HookFuncs( - std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), - std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) + std::make_pair(&(PVOID&)Present , &DX11_Hook::MyPresent), + std::make_pair(&(PVOID&)ResizeTarget , &DX11_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)ResizeBuffers, &DX11_Hook::MyResizeBuffers) ); + if (Present1 != nullptr) + { + HookFuncs( + std::make_pair(&(PVOID&)Present1, &DX11_Hook::MyPresent1) + ); + } EndHook(); - - get_steam_client()->steam_overlay->HookReady(); } - return res; + return true; } -void DX11_Hook::resetRenderState() +bool DX11_Hook::IsStarted() { - if (initialized) - { - if (mainRenderTargetView) { - mainRenderTargetView->Release(); - mainRenderTargetView = NULL; - } + return _Hooked; +} - pContext->Release(); +void DX11_Hook::_ResetRenderState() +{ + if (_Initialized) + { + OverlayHookReady(false); ImGui_ImplDX11_Shutdown(); - Windows_Hook::Inst()->resetRenderState(); - ImGui::DestroyContext(); + Windows_Hook::Inst()->_ResetRenderState(); + //ImGui::DestroyContext(); - initialized = false; + SafeRelease(mainRenderTargetView); + SafeRelease(pContext); + SafeRelease(pDevice); + + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +void DX11_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); - if (!initialized) + if (!_Initialized) { - ID3D11Device* pDevice = nullptr; + pDevice = nullptr; if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext))) return; - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - ID3D11Texture2D* pBackBuffer; pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - ID3D11RenderTargetView *get_targets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {}; - pContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, get_targets, NULL); - bool bind_target = true; - - for (unsigned i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { - if (get_targets[i]) { - ID3D11Resource *res = NULL; - get_targets[i]->GetResource(&res); - if (res) { - if (res == (ID3D11Resource*)pBackBuffer) { - bind_target = false; - } - - res->Release(); - } - - get_targets[i]->Release(); - } else { - break; - } - } - - if (bind_target) { - pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); - } - - pBackBuffer->Release(); + pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + //ID3D11RenderTargetView* targets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {}; + //pContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, targets, NULL); + //bool bind_target = true; + // + //for (unsigned i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT && targets[i] != nullptr; ++i) + //{ + // ID3D11Resource* res = NULL; + // targets[i]->GetResource(&res); + // if (res) + // { + // if (res == (ID3D11Resource*)pBackBuffer) + // { + // pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); + // } + // + // res->Release(); + // } + // + // targets[i]->Release(); + //} + + SafeRelease(pBackBuffer); + + if (mainRenderTargetView == nullptr) + return; + + if(ImGui::GetCurrentContext() == nullptr) + ImGui::CreateContext(); + ImGui_ImplDX11_Init(pDevice, pContext); - - pDevice->Release(); - - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; + + _Initialized = true; + OverlayHookReady(true); } - if (ImGui_ImplDX11_NewFrame()) + if (ImGui_ImplDX11_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(desc.OutputWindow)) { - Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow); - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(); - + + OverlayProc(); + ImGui::Render(); - if (mainRenderTargetView) { + if (mainRenderTargetView) + { pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); } - + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } } HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - DX11_Hook::Inst()->prepareForOverlay(_this); - - return (_this->*DX11_Hook::Inst()->Present)(SyncInterval, Flags); + auto inst = DX11_Hook::Inst(); + inst->_PrepareForOverlay(_this); + return (_this->*inst->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - DX11_Hook::Inst()->resetRenderState(); - return (_this->*DX11_Hook::Inst()->ResizeTarget)(pNewTargetParameters); + auto inst = DX11_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - DX11_Hook::Inst()->resetRenderState(); - return (_this->*DX11_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + auto inst = DX11_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); +} + +HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters) +{ + auto inst = DX11_Hook::Inst(); + inst->_PrepareForOverlay(_this); + return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters); } DX11_Hook::DX11_Hook(): - initialized(false), - hooked(false), + _Initialized(false), + _Hooked(false), + _WindowsHooked(false), pContext(nullptr), mainRenderTargetView(nullptr), Present(nullptr), ResizeBuffers(nullptr), - ResizeTarget(nullptr) + ResizeTarget(nullptr), + Present1(nullptr) { - _library = LoadLibrary(DX11_DLL); } DX11_Hook::~DX11_Hook() { - PRINT_DEBUG("DX11 Hook removed\n"); + SPDLOG_INFO("DX11 Hook removed"); - if (initialized) + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) { - if (mainRenderTargetView) { - mainRenderTargetView->Release(); - mainRenderTargetView = NULL; - } - - pContext->Release(); + SafeRelease(mainRenderTargetView); + SafeRelease(pContext); ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui::DestroyContext(); - initialized = false; + _Initialized = false; } - FreeLibrary(reinterpret_cast(_library)); - _inst = nullptr; } @@ -202,21 +242,85 @@ DX11_Hook* DX11_Hook::Inst() return _inst; } -const char* DX11_Hook::get_lib_name() const +std::string DX11_Hook::GetLibraryName() const { - return DX11_DLL; + return LibraryName; } -void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain) +void DX11_Hook::LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(Present1) Present1Fcn) { - void** vTable; - - vTable = *reinterpret_cast(pSwapChain); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] - LOAD_FUNC(Present); - LOAD_FUNC(ResizeBuffers); - LOAD_FUNC(ResizeTarget); -#undef LOAD_FUNC + Present = PresentFcn; + ResizeBuffers = ResizeBuffersFcn; + ResizeTarget = ResizeTargetFcn; + Present1 = Present1Fcn; } -#endif//EMU_OVERLAY \ No newline at end of file +std::weak_ptr DX11_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + ID3D11ShaderResourceView** resource = new ID3D11ShaderResourceView*(nullptr); + + // Create texture + D3D11_TEXTURE2D_DESC desc = {}; + desc.Width = static_cast(width); + desc.Height = static_cast(height); + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D* pTexture = nullptr; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = image_data; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + pDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + if (pTexture != nullptr) + { + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{}; + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + + pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource); + // Release Texture, the shader resource increases the reference count. + pTexture->Release(); + } + + if (*resource == nullptr) + return std::shared_ptr(); + + auto ptr = std::shared_ptr((uint64_t*)resource, [](uint64_t* handle) + { + if(handle != nullptr) + { + ID3D11ShaderResourceView** resource = reinterpret_cast(handle); + (*resource)->Release(); + delete resource; + } + }); + + _ImageResources.emplace(ptr); + + return ptr; +} + +void DX11_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + auto ptr = resource.lock(); + if (ptr) + { + auto it = _ImageResources.find(ptr); + if (it != _ImageResources.end()) + _ImageResources.erase(it); + } +} \ No newline at end of file diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index ae8d932..6bfbe9d 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -1,51 +1,81 @@ -#ifndef __INCLUDED_DX11_HOOK_H__ -#define __INCLUDED_DX11_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" -#ifdef EMU_OVERLAY +#pragma once + +#include "../internal_includes.h" #include -#include "DirectX_VTables.h" +#include -class DX11_Hook : public Base_Hook +class DX11_Hook : + public Renderer_Hook, + public Base_Hook { public: - #define DX11_DLL "d3d11.dll" + static constexpr const char *DLL_NAME = "d3d11.dll"; private: static DX11_Hook* _inst; // Variables - bool hooked; - bool initialized; + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; + ID3D11Device* pDevice; ID3D11DeviceContext* pContext; ID3D11RenderTargetView* mainRenderTargetView; + std::set> _ImageResources; // Functions DX11_Hook(); - void resetRenderState(); - void prepareForOverlay(IDXGISwapChain* pSwapChain); + void _ResetRenderState(); + void _PrepareForOverlay(IDXGISwapChain* pSwapChain); // Hook to render functions static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); + static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + decltype(&IDXGISwapChain1::Present1) Present1; public: + std::string LibraryName; + virtual ~DX11_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static DX11_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; - void loadFunctions(IDXGISwapChain *pSwapChain); + void LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(Present1) Present1Fcn); + + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); }; - -#endif//EMU_OVERLAY - -#endif//__INCLUDED_DX11_HOOK_H__ diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 8081331..afef09d 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -1,74 +1,161 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + #include "DX12_Hook.h" #include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" - -#ifdef EMU_OVERLAY #include -#include - -#include +#include DX12_Hook* DX12_Hook::_inst = nullptr; -bool DX12_Hook::start_hook() +template +inline void SafeRelease(T*& pUnk) { - bool res = true; - if (!hooked) + if (pUnk != nullptr) { - if (!Windows_Hook::Inst()->start_hook()) + pUnk->Release(); + pUnk = nullptr; + } +} + +bool DX12_Hook::StartHook(std::function key_combination_callback) +{ + if (!_Hooked) + { + if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr || ExecuteCommandLists == nullptr) + { + SPDLOG_WARN("Failed to hook DirectX 12: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) return false; - PRINT_DEBUG("Hooked DirectX 12\n"); - hooked = true; + _WindowsHooked = true; - Renderer_Detector::Inst().renderer_found(this); + SPDLOG_INFO("Hooked DirectX 12"); + _Hooked = true; BeginHook(); HookFuncs( - std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), - std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), - std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists) + std::make_pair(&(PVOID&)Present , &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)ResizeTarget , &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)ResizeBuffers , &DX12_Hook::MyResizeBuffers), + std::make_pair(&(PVOID&)ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists) ); + if (Present1 != nullptr) + { + HookFuncs( + std::make_pair(&(PVOID&)Present1, &DX12_Hook::MyPresent1) + ); + } EndHook(); - - get_steam_client()->steam_overlay->HookReady(); } - return res; + return true; } -void DX12_Hook::resetRenderState() +bool DX12_Hook::IsStarted() { - if (initialized) + return _Hooked; +} + +//DX12_Hook::heap_t DX12_Hook::get_free_texture_heap() +//{ +// int64_t i; +// std::vector::reference* free_heap; +// for (i = 0; i < srvDescHeapBitmap.size(); ++i) +// { +// if (!srvDescHeapBitmap[i]) +// { +// srvDescHeapBitmap[i] = true; +// break; +// } +// } +// +// if (i == srvDescHeapBitmap.size()) +// return heap_t{ {}, {}, -1 }; +// +// UINT inc = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); +// +// return heap_t{ +// pSrvDescHeap->GetGPUDescriptorHandleForHeapStart().ptr + inc * i, +// pSrvDescHeap->GetCPUDescriptorHandleForHeapStart().ptr + inc * i, +// i +// }; +//} +// +//bool DX12_Hook::release_texture_heap(int64_t heap_id) +//{ +// srvDescHeapBitmap[heap_id] = false; +// return true; +//} + +ID3D12CommandQueue* DX12_Hook::_FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain) +{ + ID3D12CommandQueue* pCommandQueue = nullptr; + + if (CommandQueueOffset == 0 && pCmdQueue != nullptr) { - pSrvDescHeap->Release(); - for (UINT i = 0; i < bufferCount; ++i) + for (size_t i = 0; i < 1024; ++i) { - pCmdAlloc[i]->Release(); - pBackBuffer[i]->Release(); + if (*reinterpret_cast(reinterpret_cast(pSwapChain) + i) == pCmdQueue) + { + SPDLOG_INFO("Found IDXGISwapChain::ppCommandQueue at offset {}.", i); + CommandQueueOffset = i; + break; + } } - pRtvDescHeap->Release(); - delete[]pCmdAlloc; - delete[]pBackBuffer; + } + + if (CommandQueueOffset != 0) + pCommandQueue = *reinterpret_cast(reinterpret_cast(pSwapChain) + CommandQueueOffset); + + return pCommandQueue; +} + +void DX12_Hook::_ResetRenderState() +{ + if (_Initialized) + { + OverlayHookReady(false); ImGui_ImplDX12_Shutdown(); - Windows_Hook::Inst()->resetRenderState(); + Windows_Hook::Inst()->_ResetRenderState(); ImGui::DestroyContext(); - initialized = false; + OverlayFrames.clear(); + + SafeRelease(pSrvDescHeap); + SafeRelease(pRtvDescHeap); + SafeRelease(pDevice); + + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) +void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue) { - if (pCmdQueue == nullptr) + if (pCommandQueue == nullptr) return; - ID3D12CommandQueue* pCmdQueue = this->pCmdQueue; - IDXGISwapChain3* pSwapChain3 = nullptr; DXGI_SWAP_CHAIN_DESC sc_desc; pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); @@ -77,21 +164,24 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pSwapChain3->GetDesc(&sc_desc); - if (!initialized) + if (!_Initialized) { UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); - ID3D12Device* pDevice; + pDevice = nullptr; if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; - bufferCount = sc_desc.BufferCount; + UINT bufferCount = sc_desc.BufferCount; - mainRenderTargets.clear(); + //srvDescHeapBitmap.clear(); + + //constexpr UINT descriptor_count = 1024; { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 1; + //desc.NumDescriptors = descriptor_count; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) { @@ -100,6 +190,9 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) return; } } + + //srvDescHeapBitmap.resize(descriptor_count, false); + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; @@ -116,88 +209,92 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - pCmdAlloc = new ID3D12CommandAllocator * [bufferCount]; - for (int i = 0; i < bufferCount; ++i) + ID3D12CommandAllocator* pCmdAlloc; + ID3D12Resource* pBackBuffer; + + for (UINT i = 0; i < bufferCount; ++i) { - mainRenderTargets.push_back(rtvHandle); + pCmdAlloc = nullptr; + pBackBuffer = nullptr; + + if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr) + { + OverlayFrames.clear(); + pSrvDescHeap->Release(); + pRtvDescHeap->Release(); + pDevice->Release(); + pSwapChain3->Release(); + return; + } + + if (i == 0) + { + if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK || + pCmdList == nullptr || pCmdList->Close() != S_OK) + { + OverlayFrames.clear(); + SafeRelease(pCmdList); + pCmdAlloc->Release(); + pSrvDescHeap->Release(); + pRtvDescHeap->Release(); + pDevice->Release(); + pSwapChain3->Release(); + return; + } + } + + if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr) + { + OverlayFrames.clear(); + pCmdList->Release(); + pCmdAlloc->Release(); + pSrvDescHeap->Release(); + pRtvDescHeap->Release(); + pDevice->Release(); + pSwapChain3->Release(); + return; + } + + pDevice->CreateRenderTargetView(pBackBuffer, NULL, rtvHandle); + + OverlayFrames.emplace_back(rtvHandle, pCmdAlloc, pBackBuffer); rtvHandle.ptr += rtvDescriptorSize; } } - - for (UINT i = 0; i < sc_desc.BufferCount; ++i) - { - if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK) - { - pDevice->Release(); - pSwapChain3->Release(); - pSrvDescHeap->Release(); - for (UINT j = 0; j < i; ++j) - { - pCmdAlloc[j]->Release(); - } - pRtvDescHeap->Release(); - delete[]pCmdAlloc; - return; - } - } - if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK || - pCmdList->Close() != S_OK) - { - pDevice->Release(); - pSwapChain3->Release(); - pSrvDescHeap->Release(); - for (UINT i = 0; i < bufferCount; ++i) - pCmdAlloc[i]->Release(); - pRtvDescHeap->Release(); - delete[]pCmdAlloc; - return; - } - - pBackBuffer = new ID3D12Resource * [bufferCount]; - for (UINT i = 0; i < bufferCount; i++) - { - pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer[i])); - pDevice->CreateRenderTargetView(pBackBuffer[i], NULL, mainRenderTargets[i]); - } + //auto heaps = std::move(get_free_texture_heap()); ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - - ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, NULL, + ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + //heaps.cpu_handle, + //heaps.gpu_handle); - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; - - pDevice->Release(); + _Initialized = true; + OverlayHookReady(true); } - - if (ImGui_ImplDX12_NewFrame()) - { - Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow); + if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(sc_desc.OutputWindow)) + { ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + OverlayProc(); UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = pBackBuffer[bufferIndex]; + barrier.Transition.pResource = OverlayFrames[bufferIndex].pBackBuffer; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; - pCmdAlloc[bufferIndex]->Reset(); - pCmdList->Reset(pCmdAlloc[bufferIndex], NULL); + OverlayFrames[bufferIndex].pCmdAlloc->Reset(); + pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL); pCmdList->ResourceBarrier(1, &barrier); - pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL); + pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); ImGui::Render(); @@ -208,81 +305,98 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) pCmdList->ResourceBarrier(1, &barrier); pCmdList->Close(); - pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList); + pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList); } + pSwapChain3->Release(); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { - DX12_Hook::Inst()->prepareForOverlay(_this); + auto inst = DX12_Hook::Inst(); - return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags); + ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this); + if (pCommandQueue != nullptr) + { + inst->_PrepareForOverlay(_this, pCommandQueue); + } + + return (_this->*inst->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { - DX12_Hook::Inst()->resetRenderState(); - return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters); + auto inst = DX12_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { - DX12_Hook::Inst()->resetRenderState(); - return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); + auto inst = DX12_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) { - DX12_Hook* me = DX12_Hook::Inst(); - me->pCmdQueue = _this; + auto inst = DX12_Hook::Inst(); + inst->pCmdQueue = _this; + (_this->*inst->ExecuteCommandLists)(NumCommandLists, ppCommandLists); +} - (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); +HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters) +{ + auto inst = DX12_Hook::Inst(); + + ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this); + if (pCommandQueue != nullptr) + { + inst->_PrepareForOverlay(_this, pCommandQueue); + } + + return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters); } DX12_Hook::DX12_Hook(): - initialized(false), + _Initialized(false), + CommandQueueOffset(0), + pDevice(nullptr), pCmdQueue(nullptr), - bufferCount(0), - pCmdAlloc(nullptr), pSrvDescHeap(nullptr), pCmdList(nullptr), pRtvDescHeap(nullptr), - hooked(false), + _Hooked(false), + _WindowsHooked(false), Present(nullptr), ResizeBuffers(nullptr), ResizeTarget(nullptr), - ExecuteCommandLists(nullptr) + ExecuteCommandLists(nullptr), + Present1(nullptr) { - _library = LoadLibrary(DX12_DLL); - - PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); + SPDLOG_WARN("DX12 support is experimental, don't complain if it doesn't work as expected."); } DX12_Hook::~DX12_Hook() { - PRINT_DEBUG("DX12 Hook removed\n"); + SPDLOG_INFO("DX12 Hook removed"); - if (initialized) + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) { + OverlayFrames.clear(); + pSrvDescHeap->Release(); - for (UINT i = 0; i < bufferCount; ++i) - { - pCmdAlloc[i]->Release(); - pBackBuffer[i]->Release(); - } pRtvDescHeap->Release(); - delete[]pCmdAlloc; - delete[]pBackBuffer; ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); - initialized = false; + _Initialized = false; } - FreeLibrary(reinterpret_cast(_library)); - _inst = nullptr; } @@ -294,26 +408,204 @@ DX12_Hook* DX12_Hook::Inst() return _inst; } -const char* DX12_Hook::get_lib_name() const +std::string DX12_Hook::GetLibraryName() const { - return DX12_DLL; + return LibraryName; } -void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) +void DX12_Hook::LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(ExecuteCommandLists) ExecuteCommandListsFcn, + decltype(Present1) Present1Fcn) { - void** vTable; - - vTable = *reinterpret_cast(pCommandQueue); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] - LOAD_FUNC(ExecuteCommandLists); -#undef LOAD_FUNC + Present = PresentFcn; + ResizeBuffers = ResizeBuffersFcn; + ResizeTarget = ResizeTargetFcn; - vTable = *reinterpret_cast(pSwapChain); -#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] - LOAD_FUNC(Present); - LOAD_FUNC(ResizeBuffers); - LOAD_FUNC(ResizeTarget); -#undef LOAD_FUNC + ExecuteCommandLists = ExecuteCommandListsFcn; + + Present1 = Present1Fcn; } -#endif//EMU_OVERLAY \ No newline at end of file +std::weak_ptr DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + return std::shared_ptr(); + //heap_t heap = get_free_texture_heap(); + // + //if (heap.id == -1) + // return nullptr; + // + //HRESULT hr; + // + //D3D12_HEAP_PROPERTIES props; + //memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + //props.Type = D3D12_HEAP_TYPE_DEFAULT; + //props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + //props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + // + //D3D12_RESOURCE_DESC desc; + //ZeroMemory(&desc, sizeof(desc)); + //desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + //desc.Alignment = 0; + //desc.Width = source->width(); + //desc.Height = source->height(); + //desc.DepthOrArraySize = 1; + //desc.MipLevels = 1; + //desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + //desc.SampleDesc.Count = 1; + //desc.SampleDesc.Quality = 0; + //desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + //desc.Flags = D3D12_RESOURCE_FLAG_NONE; + // + //ID3D12Resource* pTexture = NULL; + //pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + // D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + // + //UINT uploadPitch = (source->width() * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + //UINT uploadSize = source->height() * uploadPitch; + //desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + //desc.Alignment = 0; + //desc.Width = uploadSize; + //desc.Height = 1; + //desc.DepthOrArraySize = 1; + //desc.MipLevels = 1; + //desc.Format = DXGI_FORMAT_UNKNOWN; + //desc.SampleDesc.Count = 1; + //desc.SampleDesc.Quality = 0; + //desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + //desc.Flags = D3D12_RESOURCE_FLAG_NONE; + // + //props.Type = D3D12_HEAP_TYPE_UPLOAD; + //props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + //props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + // + //ID3D12Resource* uploadBuffer = NULL; + //hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + // D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + //IM_ASSERT(SUCCEEDED(hr)); + // + //void* mapped = NULL; + //D3D12_RANGE range = { 0, uploadSize }; + //hr = uploadBuffer->Map(0, &range, &mapped); + //IM_ASSERT(SUCCEEDED(hr)); + //for (int y = 0; y < source->height(); y++) + // memcpy((void*)((uintptr_t)mapped + y * uploadPitch), reinterpret_cast(source->get_raw_pointer()) + y * source->width() * 4, source->width() * 4); + //uploadBuffer->Unmap(0, &range); + // + //D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + //srcLocation.pResource = uploadBuffer; + //srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + //srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + //srcLocation.PlacedFootprint.Footprint.Width = source->width(); + //srcLocation.PlacedFootprint.Footprint.Height = source->height(); + //srcLocation.PlacedFootprint.Footprint.Depth = 1; + //srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + // + //D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + //dstLocation.pResource = pTexture; + //dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + //dstLocation.SubresourceIndex = 0; + // + //D3D12_RESOURCE_BARRIER barrier = {}; + //barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + //barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + //barrier.Transition.pResource = pTexture; + //barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + //barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + //barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + // + //ID3D12Fence* fence = NULL; + //hr = pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + //IM_ASSERT(SUCCEEDED(hr)); + // + //HANDLE event = CreateEvent(0, 0, 0, 0); + //IM_ASSERT(event != NULL); + // + //D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + //queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + //queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + //queueDesc.NodeMask = 1; + // + //ID3D12CommandQueue* cmdQueue = NULL; + //hr = pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + //IM_ASSERT(SUCCEEDED(hr)); + // + //ID3D12CommandAllocator* cmdAlloc = NULL; + //hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + //IM_ASSERT(SUCCEEDED(hr)); + // + //ID3D12GraphicsCommandList* cmdList = NULL; + //hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + //IM_ASSERT(SUCCEEDED(hr)); + // + //cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + //cmdList->ResourceBarrier(1, &barrier); + // + //hr = cmdList->Close(); + //IM_ASSERT(SUCCEEDED(hr)); + // + //cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + //hr = cmdQueue->Signal(fence, 1); + //IM_ASSERT(SUCCEEDED(hr)); + // + //fence->SetEventOnCompletion(1, event); + //WaitForSingleObject(event, INFINITE); + // + //cmdList->Release(); + //cmdAlloc->Release(); + //cmdQueue->Release(); + //CloseHandle(event); + //fence->Release(); + //uploadBuffer->Release(); + // + //// Create texture view + //D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + //ZeroMemory(&srvDesc, sizeof(srvDesc)); + //srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + //srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + //srvDesc.Texture2D.MipLevels = desc.MipLevels; + //srvDesc.Texture2D.MostDetailedMip = 0; + //srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + // + //pDevice->CreateShaderResourceView(pTexture, &srvDesc, heap.cpu_handle); + // + ////pSrvDescHeap->Release(); + ////pTexture->Release(); + // + //using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr); + //struct texture_t{ + // gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr + // ID3D12Resource* pTexture; + // int64_t heap_id; + //}; + // + //texture_t* texture_data = new texture_t; + //texture_data->gpu_handle = heap.gpu_handle.ptr; + //texture_data->pTexture = pTexture; + //texture_data->heap_id = heap.id; + // + //return std::shared_ptr((uint64_t*)texture_data, [this](uint64_t* handle) + //{ + // if (handle != nullptr) + // { + // texture_t* pTextureData = reinterpret_cast(handle); + // pTextureData->pTexture->Release(); + // release_texture_heap(pTextureData->heap_id); + // + // delete pTextureData; + // } + //}); +} + +void DX12_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + //auto ptr = resource.lock(); + //if (ptr) + //{ + // auto it = _ImageResources.find(ptr); + // if (it != _ImageResources.end()) + // _ImageResources.erase(it); + //} +} \ No newline at end of file diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index 386d32f..1a5ce49 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -1,60 +1,144 @@ -#ifndef __INCLUDED_DX12_HOOK_H__ -#define __INCLUDED_DX12_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" -#ifdef EMU_OVERLAY +#pragma once + +#include "../internal_includes.h" #include #include -#include "DirectX_VTables.h" -class DX12_Hook : public Base_Hook +class DX12_Hook : + public Renderer_Hook, + public Base_Hook { public: - #define DX12_DLL "d3d12.dll" + static constexpr const char *DLL_NAME = "d3d12.dll"; private: static DX12_Hook* _inst; - // Variables - bool hooked; - bool initialized; + struct DX12Frame_t + { + D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget = {}; + ID3D12CommandAllocator* pCmdAlloc = nullptr; + ID3D12Resource* pBackBuffer = nullptr; + inline void Reset() + { + pCmdAlloc = nullptr; + pBackBuffer = nullptr; + } + + DX12Frame_t(DX12Frame_t const&) = delete; + DX12Frame_t& operator=(DX12Frame_t const&) = delete; + + DX12Frame_t(D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget, ID3D12CommandAllocator* pCmdAlloc, ID3D12Resource* pBackBuffer): + RenderTarget(RenderTarget), pCmdAlloc(pCmdAlloc), pBackBuffer(pBackBuffer) + {} + + DX12Frame_t(DX12Frame_t&& other) noexcept: + RenderTarget(other.RenderTarget), pCmdAlloc(other.pCmdAlloc), pBackBuffer(other.pBackBuffer) + { + other.Reset(); + } + + DX12Frame_t& operator=(DX12Frame_t&& other) noexcept + { + DX12Frame_t tmp(std::move(other)); + RenderTarget = tmp.RenderTarget; + pCmdAlloc = tmp.pCmdAlloc; + pBackBuffer = tmp.pBackBuffer; + tmp.Reset(); + + return *this; + } + + ~DX12Frame_t() + { + if (pCmdAlloc != nullptr) pCmdAlloc->Release(); + if (pBackBuffer != nullptr) pBackBuffer->Release(); + } + }; + + // Variables + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; + + size_t CommandQueueOffset; ID3D12CommandQueue* pCmdQueue; - UINT bufferCount; - std::vector mainRenderTargets; - ID3D12CommandAllocator** pCmdAlloc; + ID3D12Device* pDevice; + std::vector OverlayFrames; + //std::vector srvDescHeapBitmap; ID3D12DescriptorHeap* pSrvDescHeap; ID3D12GraphicsCommandList* pCmdList; ID3D12DescriptorHeap* pRtvDescHeap; - ID3D12Resource** pBackBuffer; // Functions DX12_Hook(); - void resetRenderState(); - void prepareForOverlay(IDXGISwapChain* pSwapChain); + //struct heap_t + //{ + // D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; + // D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + // int64_t id; + //}; + // + //heap_t get_free_texture_heap(); + //bool release_texture_heap(int64_t heap_id); + + ID3D12CommandQueue* _FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain); + + void _ResetRenderState(); + void _PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue); // Hook to render functions static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); + static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; + decltype(&IDXGISwapChain1::Present1) Present1; public: + std::string LibraryName; + virtual ~DX12_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static DX12_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; - void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain); + void LoadFunctions( + decltype(Present) PresentFcn, + decltype(ResizeBuffers) ResizeBuffersFcn, + decltype(ResizeTarget) ResizeTargetFcn, + decltype(ExecuteCommandLists) ExecuteCommandListsFcn, + decltype(Present1) Present1Fcn1); + + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); }; - -#endif//EMU_OVERLAY -#endif//__INCLUDED_DX12_HOOK_H__ diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index a3a65f4..bbc6a31 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -1,26 +1,58 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + #include "DX9_Hook.h" #include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" - -#ifdef EMU_OVERLAY +#include "DirectX_VTables.h" #include -#include +#include DX9_Hook* DX9_Hook::_inst = nullptr; -bool DX9_Hook::start_hook() +template +inline void SafeRelease(T*& pUnk) { - if (!hooked) + if (pUnk != nullptr) { - if (!Windows_Hook::Inst()->start_hook()) + pUnk->Release(); + pUnk = nullptr; + } +} + +bool DX9_Hook::StartHook(std::function key_combination_callback) +{ + if (!_Hooked) + { + if (Reset == nullptr || Present == nullptr) + { + SPDLOG_WARN("Failed to hook DirectX 9: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) return false; - PRINT_DEBUG("Hooked DirectX 9\n"); - hooked = true; - - Renderer_Detector::Inst().renderer_found(this); + _WindowsHooked = true; + + SPDLOG_INFO("Hooked DirectX 9"); + _Hooked = true; BeginHook(); HookFuncs( @@ -31,57 +63,89 @@ bool DX9_Hook::start_hook() { HookFuncs( std::make_pair(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx) - //std::make_pair(&(PVOID&)EndScene, &DX9_Hook::MyEndScene) + ); + } + if (SwapChainPresent != nullptr) + { + HookFuncs( + std::make_pair(&(PVOID&)SwapChainPresent, &DX9_Hook::MySwapChainPresent) ); } EndHook(); - - get_steam_client()->steam_overlay->HookReady(); } return true; } -void DX9_Hook::resetRenderState() +bool DX9_Hook::IsStarted() { - if (initialized) + return _Hooked; +} + +void DX9_Hook::_ResetRenderState() +{ + if (_Initialized) { - initialized = false; + OverlayHookReady(false); + ImGui_ImplDX9_Shutdown(); - Windows_Hook::Inst()->resetRenderState(); + Windows_Hook::Inst()->_ResetRenderState(); ImGui::DestroyContext(); + + SafeRelease(_pDevice); + + _LastWindow = nullptr; + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) +void DX9_Hook::_PrepareForOverlay(IDirect3DDevice9 *pDevice, HWND destWindow) { - D3DDEVICE_CREATION_PARAMETERS param; - pDevice->GetCreationParameters(¶m); + if (!destWindow) + { + IDirect3DSwapChain9 *pSwapChain = nullptr; + if (pDevice->GetSwapChain(0, &pSwapChain) == D3D_OK) + { + D3DPRESENT_PARAMETERS params; + if (pSwapChain->GetPresentParameters(¶ms) == D3D_OK) + { + destWindow = params.hDeviceWindow; + } + + pSwapChain->Release(); + } + } + + //Is this necessary anymore? + if (!destWindow) + { + D3DDEVICE_CREATION_PARAMETERS param; + pDevice->GetCreationParameters(¶m); + destWindow = param.hFocusWindow; + } // Workaround to detect if we changed window. - if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd()) - resetRenderState(); + if (destWindow != _LastWindow || _pDevice != pDevice) + _ResetRenderState(); - if (!initialized) + if (!_Initialized) { - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; + pDevice->AddRef(); + _pDevice = pDevice; + ImGui::CreateContext(); ImGui_ImplDX9_Init(pDevice); - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; + _LastWindow = destWindow; + _Initialized = true; + OverlayHookReady(true); } - - if (ImGui_ImplDX9_NewFrame()) - { - Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow); + if (ImGui_ImplDX9_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(destWindow)) + { ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + OverlayProc(); ImGui::Render(); @@ -91,55 +155,72 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice) HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) { - DX9_Hook::Inst()->resetRenderState(); - return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters); -} - -HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this) -{ - if( !DX9_Hook::Inst()->uses_present ) - DX9_Hook::Inst()->prepareForOverlay(_this); - return (_this->*DX9_Hook::Inst()->EndScene)(); + auto inst = DX9_Hook::Inst(); + inst->_ResetRenderState(); + return (_this->*inst->Reset)(pPresentationParameters); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) { - DX9_Hook::Inst()->uses_present = true; - DX9_Hook::Inst()->prepareForOverlay(_this); - return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); + auto inst = DX9_Hook::Inst(); + inst->_PrepareForOverlay(_this, hDestWindowOverride); + return (_this->*inst->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) { - DX9_Hook::Inst()->uses_present = true; - DX9_Hook::Inst()->prepareForOverlay(_this); - return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); + auto inst = DX9_Hook::Inst(); + inst->_PrepareForOverlay(_this, hDestWindowOverride); + return (_this->*inst->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); +} + +HRESULT STDMETHODCALLTYPE DX9_Hook::MySwapChainPresent(IDirect3DSwapChain9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags) +{ + IDirect3DDevice9* pDevice; + auto inst = DX9_Hook::Inst(); + + if (SUCCEEDED(_this->GetDevice(&pDevice))) + { + HWND destWindow = hDestWindowOverride; + if (!destWindow) + { + D3DPRESENT_PARAMETERS param; + if (_this->GetPresentParameters(¶m) == D3D_OK) + { + destWindow = param.hDeviceWindow; + } + } + + inst->_PrepareForOverlay(pDevice, destWindow); + pDevice->Release(); + } + return (_this->*inst->SwapChainPresent)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); } DX9_Hook::DX9_Hook(): - initialized(false), - hooked(false), - uses_present(false), - EndScene(nullptr), + _Initialized(false), + _Hooked(false), + _WindowsHooked(false), + _LastWindow(nullptr), Present(nullptr), PresentEx(nullptr), Reset(nullptr) { - _library = LoadLibrary(DX9_DLL); } DX9_Hook::~DX9_Hook() { - PRINT_DEBUG("DX9 Hook removed\n"); + SPDLOG_INFO("DX9 Hook removed"); - if (initialized) + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) { ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui::DestroyContext(); } - FreeLibrary(reinterpret_cast(_library)); - _inst = nullptr; } @@ -151,22 +232,94 @@ DX9_Hook* DX9_Hook::Inst() return _inst; } -const char* DX9_Hook::get_lib_name() const +std::string DX9_Hook::GetLibraryName() const { - return DX9_DLL; + return LibraryName; } -void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex) +void DX9_Hook::LoadFunctions(decltype(Present) PresentFcn, decltype(Reset) ResetFcn, decltype(PresentEx) PresentExFcn, decltype(&IDirect3DSwapChain9::Present) SwapChainPresentFcn) { - void** vTable = *reinterpret_cast(pDevice); + Present = PresentFcn; + Reset = ResetFcn; -#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X] - LOAD_FUNC(Reset); - LOAD_FUNC(EndScene); - LOAD_FUNC(Present); - if (ex) - LOAD_FUNC(PresentEx); -#undef LOAD_FUNC + PresentEx = PresentExFcn; + + SwapChainPresent = SwapChainPresentFcn; } -#endif//EMU_OVERLAY \ No newline at end of file +std::weak_ptr DX9_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + IDirect3DTexture9** pTexture = new IDirect3DTexture9*(nullptr); + + _pDevice->CreateTexture( + width, + height, + 1, + D3DUSAGE_DYNAMIC, + D3DFMT_A8R8G8B8, + D3DPOOL_DEFAULT, + pTexture, + nullptr + ); + + if (*pTexture != nullptr) + { + D3DLOCKED_RECT rect; + if (SUCCEEDED((*pTexture)->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD))) + { + const uint32_t* pixels = reinterpret_cast(image_data); + uint8_t* texture_bits = reinterpret_cast(rect.pBits); + for (int32_t i = 0; i < height; ++i) + { + for (int32_t j = 0; j < width; ++j) + { + // RGBA to ARGB Conversion, DX9 doesn't have a RGBA loader + uint32_t color = *pixels++; + reinterpret_cast(texture_bits)[j] = ((color & 0xff) << 16) | (color & 0xff00) | ((color & 0xff0000) >> 16) | (color & 0xff000000); + } + texture_bits += rect.Pitch; + } + + if (FAILED((*pTexture)->UnlockRect(0))) + { + (*pTexture)->Release(); + delete pTexture; + pTexture = nullptr; + } + } + else + { + (*pTexture)->Release(); + delete pTexture; + pTexture = nullptr; + } + } + + if (pTexture == nullptr) + return std::shared_ptr(); + + auto ptr = std::shared_ptr((uint64_t*)pTexture, [](uint64_t* handle) + { + if (handle != nullptr) + { + IDirect3DTexture9** resource = reinterpret_cast(handle); + (*resource)->Release(); + delete resource; + } + }); + + _ImageResources.emplace(ptr); + + return ptr; +} + +void DX9_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + auto ptr = resource.lock(); + if (ptr) + { + auto it = _ImageResources.find(ptr); + if (it != _ImageResources.end()) + _ImageResources.erase(it); + } +} \ No newline at end of file diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index ccf57cd..02d6334 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -1,52 +1,75 @@ -#ifndef __INCLUDED_DX9_HOOK_H__ -#define __INCLUDED_DX9_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" -#ifdef EMU_OVERLAY +#pragma once + +#include "../internal_includes.h" #include -#include "DirectX_VTables.h" -class DX9_Hook : public Base_Hook +class DX9_Hook : + public Renderer_Hook, + public Base_Hook { public: - #define DX9_DLL "d3d9.dll" + static constexpr const char *DLL_NAME = "d3d9.dll"; private: static DX9_Hook* _inst; // Variables - bool hooked; - bool initialized; - bool uses_present; + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; + HWND _LastWindow; + IDirect3DDevice9* _pDevice; + std::set> _ImageResources; // Functions DX9_Hook(); - void resetRenderState(); - void prepareForOverlay(IDirect3DDevice9* pDevice); + void _ResetRenderState(); + void _PrepareForOverlay(IDirect3DDevice9* pDevice, HWND destWindow); // Hook to render functions decltype(&IDirect3DDevice9::Reset) Reset; - decltype(&IDirect3DDevice9::EndScene) EndScene; decltype(&IDirect3DDevice9::Present) Present; decltype(&IDirect3DDevice9Ex::PresentEx) PresentEx; + decltype(&IDirect3DSwapChain9::Present) SwapChainPresent; static HRESULT STDMETHODCALLTYPE MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters); - static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9 *_this); static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion); static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); + static HRESULT STDMETHODCALLTYPE MySwapChainPresent(IDirect3DSwapChain9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags); public: + std::string LibraryName; + virtual ~DX9_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static DX9_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; - void loadFunctions(IDirect3DDevice9 *pDevice, bool ex); + void LoadFunctions(decltype(Present) PresentFcn, decltype(Reset) ResetFcn, decltype(PresentEx) PresentExFcn, decltype(&IDirect3DSwapChain9::Present) SwapChainPresentFcn); + + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); }; - -#endif//EMU_OVERLAY - -#endif//__INCLUDED_DX9_HOOK_H__ diff --git a/overlay_experimental/windows/DirectX_VTables.h b/overlay_experimental/windows/DirectX_VTables.h index 46f0497..6a85c75 100644 --- a/overlay_experimental/windows/DirectX_VTables.h +++ b/overlay_experimental/windows/DirectX_VTables.h @@ -1,6 +1,23 @@ -#pragma once +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include +#pragma once enum class IDXGISwapChainVTable { @@ -446,3 +463,44 @@ enum class IDirect3DDevice9VTable ResetEx, GetDisplayModeEx, }; + +struct IDirect3DSwapChain9VTable +{ + enum class Index + { + // IUnknown + QueryInterface, + AddRef, + Release, + + // IDirect3DSwapChain9 + Present, + GetFrontBufferData, + GetBackBuffer, + GetRasterStatus, + GetDisplayMode, + GetDevice, + GetPresentParameters, + + // IDirect3DSwapChain9Ex + GetLastPresentCount, + GetPresentStats, + GetDisplayModeEx, + }; + + decltype(&IDirect3DSwapChain9::QueryInterface) pQueryInterface; + decltype(&IDirect3DSwapChain9::AddRef) pAddRef; + decltype(&IDirect3DSwapChain9::Release) pRelease; + + decltype(&IDirect3DSwapChain9::Present) pPresent; + decltype(&IDirect3DSwapChain9::GetFrontBufferData) pGetFrontBufferData; + decltype(&IDirect3DSwapChain9::GetBackBuffer) pGetBackBuffer; + decltype(&IDirect3DSwapChain9::GetRasterStatus) pGetRasterStatus; + decltype(&IDirect3DSwapChain9::GetDisplayMode) pGetDisplayMode; + decltype(&IDirect3DSwapChain9::GetDevice) pGetDevice; + decltype(&IDirect3DSwapChain9::GetPresentParameters) pGetPresentParameters; + + decltype(&IDirect3DSwapChain9Ex::GetLastPresentCount) pGetLastPresentCount; + decltype(&IDirect3DSwapChain9Ex::GetPresentStats) pGetPresentStats; + decltype(&IDirect3DSwapChain9Ex::GetDisplayModeEx) pGetDisplayModeEx; +}; \ No newline at end of file diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 0b8ac08..80993e3 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -1,96 +1,104 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + #include "OpenGL_Hook.h" #include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" - -#ifdef EMU_OVERLAY #include -#include +#include -#include - -#include "../steam_overlay.h" +#include OpenGL_Hook* OpenGL_Hook::_inst = nullptr; -bool OpenGL_Hook::start_hook() +bool OpenGL_Hook::StartHook(std::function key_combination_callback) { - bool res = true; - if (!hooked) + if (!_Hooked) { - if (!Windows_Hook::Inst()->start_hook()) + if (wglSwapBuffers == nullptr) + { + SPDLOG_WARN("Failed to hook OpenGL: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) return false; - GLenum err = glewInit(); + _WindowsHooked = true; - if (err == GLEW_OK) - { - PRINT_DEBUG("Hooked OpenGL\n"); + SPDLOG_INFO("Hooked OpenGL"); - hooked = true; - Renderer_Detector::Inst().renderer_found(this); + _Hooked = true; - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook OpenGL\n"); - /* Problem: glewInit failed, something is seriously wrong. */ - PRINT_DEBUG("Error: %s\n", glewGetErrorString(err)); - res = false; - } + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers) + ); + EndHook(); } return true; } -void OpenGL_Hook::resetRenderState() +bool OpenGL_Hook::IsStarted() { - if (initialized) + return _Hooked; +} + +void OpenGL_Hook::_ResetRenderState() +{ + if (_Initialized) { + OverlayHookReady(false); + ImGui_ImplOpenGL3_Shutdown(); - Windows_Hook::Inst()->resetRenderState(); + Windows_Hook::Inst()->_ResetRenderState(); ImGui::DestroyContext(); - initialized = false; + last_window = nullptr; + _Initialized = false; } } // Try to make this function and overlay's proc as short as possible or it might affect game's fps. -void OpenGL_Hook::prepareForOverlay(HDC hDC) +void OpenGL_Hook::_PrepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); - if (hWnd != Windows_Hook::Inst()->GetGameHwnd()) - resetRenderState(); + if (hWnd != last_window) + _ResetRenderState(); - if (!initialized) + if (!_Initialized) { ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = NULL; - ImGui_ImplOpenGL3_Init(); - get_steam_client()->steam_overlay->CreateFonts(); - - initialized = true; + last_window = hWnd; + _Initialized = true; + OverlayHookReady(true); } - if (ImGui_ImplOpenGL3_NewFrame()) + if (ImGui_ImplOpenGL3_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(hWnd)) { - Windows_Hook::Inst()->prepareForOverlay(hWnd); - ImGui::NewFrame(); - get_steam_client()->steam_overlay->OverlayProc(); + OverlayProc(); ImGui::Render(); @@ -100,30 +108,33 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC) BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC) { - OpenGL_Hook::Inst()->prepareForOverlay(hDC); - return OpenGL_Hook::Inst()->wglSwapBuffers(hDC); + auto inst = OpenGL_Hook::Inst(); + inst->_PrepareForOverlay(hDC); + return inst->wglSwapBuffers(hDC); } OpenGL_Hook::OpenGL_Hook(): - initialized(false), - hooked(false), + _Hooked(false), + _WindowsHooked(false), + _Initialized(false), + last_window(nullptr), wglSwapBuffers(nullptr) { - _library = LoadLibrary(OPENGL_DLL); } OpenGL_Hook::~OpenGL_Hook() { - PRINT_DEBUG("OpenGL Hook removed\n"); + SPDLOG_INFO("OpenGL Hook removed"); - if (initialized) + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) { ImGui_ImplOpenGL3_Shutdown(); ImGui::DestroyContext(); } - FreeLibrary(reinterpret_cast(_library)); - _inst = nullptr; } @@ -135,14 +146,62 @@ OpenGL_Hook* OpenGL_Hook::Inst() return _inst; } -const char* OpenGL_Hook::get_lib_name() const +std::string OpenGL_Hook::GetLibraryName() const { - return OPENGL_DLL; + return LibraryName; } -void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) +void OpenGL_Hook::LoadFunctions(wglSwapBuffers_t pfnwglSwapBuffers) { wglSwapBuffers = pfnwglSwapBuffers; } -#endif//EMU_OVERLAY \ No newline at end of file +std::weak_ptr OpenGL_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + GLuint* texture = new GLuint(0); + glGenTextures(1, texture); + if (glGetError() != GL_NO_ERROR) + { + delete texture; + return std::shared_ptr(nullptr); + } + + // Save old texture id + GLint oldTex; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex); + + glBindTexture(GL_TEXTURE_2D, *texture); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Upload pixels into texture + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + + glBindTexture(GL_TEXTURE_2D, oldTex); + + auto ptr = std::shared_ptr((uint64_t*)texture, [](uint64_t* handle) + { + if (handle != nullptr) + { + GLuint* texture = (GLuint*)handle; + glDeleteTextures(1, texture); + delete texture; + } + }); + + _ImageResources.emplace(ptr); + return ptr; +} + +void OpenGL_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + auto ptr = resource.lock(); + if (ptr) + { + auto it = _ImageResources.find(ptr); + if (it != _ImageResources.end()) + _ImageResources.erase(it); + } +} \ No newline at end of file diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index 58817fc..7dbf8d3 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -1,13 +1,32 @@ -#ifndef __INCLUDED_OPENGL_HOOK_H__ -#define __INCLUDED_OPENGL_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" -#ifdef EMU_OVERLAY +#pragma once -class OpenGL_Hook : public Base_Hook +#include "../internal_includes.h" + +class OpenGL_Hook : + public Renderer_Hook, + public Base_Hook { public: - #define OPENGL_DLL "opengl32.dll" + static constexpr const char *DLL_NAME = "opengl32.dll"; using wglSwapBuffers_t = BOOL(WINAPI*)(HDC); @@ -15,14 +34,17 @@ private: static OpenGL_Hook* _inst; // Variables - bool hooked; - bool initialized; + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; + HWND last_window; + std::set> _ImageResources; // Functions OpenGL_Hook(); - void resetRenderState(); - void prepareForOverlay(HDC hDC); + void _ResetRenderState(); + void _PrepareForOverlay(HDC hDC); // Hook to render functions static BOOL WINAPI MywglSwapBuffers(HDC hDC); @@ -30,13 +52,16 @@ private: wglSwapBuffers_t wglSwapBuffers; public: + std::string LibraryName; + virtual ~OpenGL_Hook(); - bool start_hook(); + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); static OpenGL_Hook* Inst(); - virtual const char* get_lib_name() const; - void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers); -}; + virtual std::string GetLibraryName() const; + void LoadFunctions(wglSwapBuffers_t pfnwglSwapBuffers); -#endif//EMU_OVERLAY -#endif//__INCLUDED_OPENGL_HOOK_H__ + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); +}; diff --git a/overlay_experimental/windows/Vulkan_Hook.cpp b/overlay_experimental/windows/Vulkan_Hook.cpp new file mode 100644 index 0000000..75accdc --- /dev/null +++ b/overlay_experimental/windows/Vulkan_Hook.cpp @@ -0,0 +1,128 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#include "Vulkan_Hook.h" +#include "Windows_Hook.h" + +#include +#include + +Vulkan_Hook* Vulkan_Hook::_inst = nullptr; + +bool Vulkan_Hook::StartHook(std::function key_combination_callback) +{ + SPDLOG_WARN("Vulkan overlay is not yet supported."); + return false; + if (!_Hooked) + { + if (vkQueuePresentKHR == nullptr) + { + SPDLOG_WARN("Failed to hook Vulkan: Rendering functions missing."); + return false; + } + + if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + return false; + + _WindowsHooked = true; + + SPDLOG_INFO("Hooked Vulkan"); + _Hooked = true; + + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)vkQueuePresentKHR, &Vulkan_Hook::MyvkQueuePresentKHR) + ); + EndHook(); + } + return true; +} + +bool Vulkan_Hook::IsStarted() +{ + return _Hooked; +} + +void Vulkan_Hook::_ResetRenderState() +{ +} + +// Try to make this function and overlay's proc as short as possible or it might affect game's fps. +void Vulkan_Hook::_PrepareForOverlay() +{ + + +} + +VKAPI_ATTR VkResult VKAPI_CALL Vulkan_Hook::MyvkQueuePresentKHR(VkQueue queue, const VkPresentInfoKHR* pPresentInfo) +{ + auto inst = Vulkan_Hook::Inst(); + inst->_PrepareForOverlay(); + return inst->vkQueuePresentKHR(queue, pPresentInfo); +} + +Vulkan_Hook::Vulkan_Hook(): + _Hooked(false), + _WindowsHooked(false), + _Initialized(false), + vkQueuePresentKHR(nullptr) +{ +} + +Vulkan_Hook::~Vulkan_Hook() +{ + SPDLOG_INFO("Vulkan_Hook Hook removed"); + + if (_WindowsHooked) + delete Windows_Hook::Inst(); + + if (_Initialized) + { + } + + _inst = nullptr; +} + +Vulkan_Hook* Vulkan_Hook::Inst() +{ + if (_inst == nullptr) + _inst = new Vulkan_Hook; + + return _inst; +} + +std::string Vulkan_Hook::GetLibraryName() const +{ + return LibraryName; +} + +void Vulkan_Hook::LoadFunctions(decltype(::vkQueuePresentKHR)* _vkQueuePresentKHR) +{ + vkQueuePresentKHR = _vkQueuePresentKHR; +} + +std::weak_ptr Vulkan_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) +{ + return std::shared_ptr(nullptr); +} + +void Vulkan_Hook::ReleaseImageResource(std::weak_ptr resource) +{ + +} \ No newline at end of file diff --git a/overlay_experimental/windows/Vulkan_Hook.h b/overlay_experimental/windows/Vulkan_Hook.h new file mode 100644 index 0000000..33eb507 --- /dev/null +++ b/overlay_experimental/windows/Vulkan_Hook.h @@ -0,0 +1,65 @@ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ + +#pragma once + +#include "../internal_includes.h" + +#include + +class Vulkan_Hook : + public Renderer_Hook, + public Base_Hook +{ +public: + static constexpr const char *DLL_NAME = "vulkan-1.dll"; + +private: + static Vulkan_Hook* _inst; + + // Variables + bool _Hooked; + bool _WindowsHooked; + bool _Initialized; + + // Functions + Vulkan_Hook(); + + void _ResetRenderState(); + void _PrepareForOverlay(); + + // Hook to render functions + static VKAPI_ATTR VkResult VKAPI_CALL MyvkQueuePresentKHR(VkQueue queue, const VkPresentInfoKHR* pPresentInfo); + + decltype(::vkQueuePresentKHR)* vkQueuePresentKHR; + +public: + std::string LibraryName; + + virtual ~Vulkan_Hook(); + + virtual bool StartHook(std::function key_combination_callback); + virtual bool IsStarted(); + static Vulkan_Hook* Inst(); + virtual std::string GetLibraryName() const; + void LoadFunctions(decltype(::vkQueuePresentKHR)* _vkQueuePresentKHR); + + virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); + virtual void ReleaseImageResource(std::weak_ptr resource); +}; diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 4127aec..62eeef2 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -1,75 +1,152 @@ -#include "Windows_Hook.h" -#include "../Renderer_Detector.h" -#include "../../dll/dll.h" +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#ifdef EMU_OVERLAY +#include "Windows_Hook.h" #include -#include +#include +#include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +constexpr decltype(Windows_Hook::DLL_NAME) Windows_Hook::DLL_NAME; + Windows_Hook* Windows_Hook::_inst = nullptr; -bool Windows_Hook::start_hook() +bool Windows_Hook::StartHook(std::function& _key_combination_callback) { - bool res = true; - if (!hooked) + if (!_Hooked) { - GetRawInputBuffer = ::GetRawInputBuffer; - GetRawInputData = ::GetRawInputData; - SetCursorPos = ::SetCursorPos; + void* hUser32 = System::Library::GetLibraryHandle(DLL_NAME); + if (hUser32 == nullptr) + { + SPDLOG_WARN("Failed to hook Windows: Cannot find {}", DLL_NAME); + return false; + } - PRINT_DEBUG("Hooked Windows\n"); + System::Library::Library libUser32; + LibraryName = System::Library::GetLibraryPath(hUser32); + if (!libUser32.OpenLibrary(LibraryName, false)) + { + SPDLOG_WARN("Failed to hook Windows: Cannot load {}", LibraryName); + return false; + } + + GetRawInputBuffer = libUser32.GetSymbol("GetRawInputBuffer"); + GetRawInputData = libUser32.GetSymbol("GetRawInputData"); + GetKeyState = libUser32.GetSymbol("GetKeyState"); + GetAsyncKeyState = libUser32.GetSymbol("GetAsyncKeyState"); + GetKeyboardState = libUser32.GetSymbol("GetKeyboardState"); + GetCursorPos = libUser32.GetSymbol("GetCursorPos"); + SetCursorPos = libUser32.GetSymbol("SetCursorPos"); + + if(GetRawInputBuffer == nullptr || + GetRawInputData == nullptr || + GetKeyState == nullptr || + GetAsyncKeyState == nullptr || + GetKeyboardState == nullptr || + GetCursorPos == nullptr || + SetCursorPos == nullptr) + { + SPDLOG_ERROR("Failed to hook Windows: Events functions missing."); + return false; + } + + SPDLOG_INFO("Hooked Windows"); + _KeyCombinationCallback = std::move(_key_combination_callback); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData), - std::make_pair(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos) + std::make_pair(&(PVOID&)GetKeyState , &Windows_Hook::MyGetKeyState), + std::make_pair(&(PVOID&)GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState), + std::make_pair(&(PVOID&)GetKeyboardState , &Windows_Hook::MyGetKeyboardState), + std::make_pair(&(PVOID&)GetCursorPos , &Windows_Hook::MyGetCursorPos), + std::make_pair(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos) ); EndHook(); - hooked = true; + _Hooked = true; } - return res; + return true; } -void Windows_Hook::resetRenderState() +void Windows_Hook::_ResetRenderState() { - if (initialized) + if (_Initialized) { - initialized = false; - SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc); - _game_hwnd = nullptr; - _game_wndproc = nullptr; + _Initialized = false; + SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)_GameWndProc); + _GameHwnd = nullptr; + _GameWndProc = nullptr; ImGui_ImplWin32_Shutdown(); } } -void Windows_Hook::prepareForOverlay(HWND hWnd) +bool Windows_Hook::_PrepareForOverlay(HWND hWnd) { - if (!initialized) + if (_GameHwnd != hWnd) + _ResetRenderState(); + + if (!_Initialized) { - ImGui_ImplWin32_Init(hWnd); + _GameHwnd = hWnd; + ImGui_ImplWin32_Init(_GameHwnd); - _game_hwnd = hWnd; - _game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc); - - initialized = true; + _GameWndProc = (WNDPROC)SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc); + _Initialized = true; } - ImGui_ImplWin32_NewFrame(); + if (_Initialized) + { + void* current_proc = (void*)GetWindowLongPtr(_GameHwnd, GWLP_WNDPROC); + if (current_proc == nullptr) + return false; + + ImGui_ImplWin32_NewFrame(); + // Read keyboard modifiers inputs + auto& io = ImGui::GetIO(); + + POINT pos; + if (this->GetCursorPos(&pos) && ScreenToClient(hWnd, &pos)) + { + io.MousePos = ImVec2((float)pos.x, (float)pos.y); + } + + io.KeyCtrl = (this->GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (this->GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (this->GetKeyState(VK_MENU) & 0x8000) != 0; + return true; + } + + return false; } HWND Windows_Hook::GetGameHwnd() const { - return _game_hwnd; + return _GameHwnd; } WNDPROC Windows_Hook::GetGameWndProc() const { - return _game_wndproc; + return _GameWndProc; } ///////////////////////////////////////////////////////////////////////////////////// @@ -97,112 +174,207 @@ bool IgnoreMsg(UINT uMsg) return false; } -void RawMouseEvent(RAWINPUT& raw) +void RawEvent(RAWINPUT& raw) { - if (raw.header.dwType == RIM_TYPEMOUSE) + HWND hWnd = Windows_Hook::Inst()->GetGameHwnd(); + switch(raw.header.dwType) { - if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0); - else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0); - else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0); - else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0); - else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0); - else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP) - ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0); + case RIM_TYPEMOUSE: + if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONDOWN, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONUP, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONDOWN, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONUP, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONDOWN, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONUP, 0, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_WHEEL) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0); + if (raw.data.mouse.usButtonFlags & RI_MOUSE_HWHEEL) + ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEHWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0); + break; + + //case RIM_TYPEKEYBOARD: + //ImGui_ImplWin32_WndProcHandler(hWnd, raw.data.keyboard.Message, raw.data.keyboard.VKey, 0); + //break; } } LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { - Steam_Overlay* overlay = get_steam_client()->steam_overlay; - bool show = overlay->ShowOverlay(); - // Is the event is a key press - if (uMsg == WM_KEYDOWN) + Windows_Hook* inst = Windows_Hook::Inst(); + bool skip_input = inst->_KeyCombinationCallback(false); + bool clean_keys = false; + if (inst->_Initialized) { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) + // Is the event is a key press + if (uMsg == WM_KEYDOWN) { - // If Left Shift is pressed - if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + // Tab is pressed and was not pressed before + if (wParam == VK_TAB && !(lParam & (1 << 30))) { - show = !overlay->ShowOverlay(); - overlay->ShowOverlay(show); + // If Left Shift is pressed + if (inst->GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + { + if (inst->_KeyCombinationCallback(true)) + { + skip_input = true; + // Save the last known cursor pos when opening the overlay + // so we can spoof the GetCursorPos return value. + inst->GetCursorPos(&inst->_SavedCursorPos); + } + else + { + clean_keys = true; + } + } } } + + if (skip_input && IgnoreMsg(uMsg)) + { + ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); + if (clean_keys) + { + auto& io = ImGui::GetIO(); + memset(io.KeysDown, 0, sizeof(io.KeysDown)); + } + return 0; + } } - ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); - if (show) - { - if (IgnoreMsg(uMsg)) - return 0; - } + // Protect against recursive call of the WindowProc... + if (inst->_RecurseCallCount > 16) + return 0; + ++inst->_RecurseCallCount; // Call the overlay window procedure - return CallWindowProc(Windows_Hook::Inst()->_game_wndproc, hWnd, uMsg, wParam, lParam); + auto res = CallWindowProc(Windows_Hook::Inst()->_GameWndProc, hWnd, uMsg, wParam, lParam); + --inst->_RecurseCallCount; + return res; } UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader) { - if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + Windows_Hook* inst = Windows_Hook::Inst(); + int res = inst->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); + if (!inst->_Initialized) + return res; - int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader); - for (int i = 0; i < num; ++i) - RawMouseEvent(pData[i]); + if (pData != nullptr) + { + for (int i = 0; i < res; ++i) + RawEvent(pData[i]); + } + + if (!inst->_KeyCombinationCallback(false)) + return res; return 0; } UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader) { - if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay()) - return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + Windows_Hook* inst = Windows_Hook::Inst(); + auto res = inst->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + if (!inst->_Initialized || pData == nullptr) + return res; - Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader); + if (uiCommand == RID_INPUT && res == sizeof(RAWINPUT)) + RawEvent(*reinterpret_cast(pData)); - RawMouseEvent(*reinterpret_cast(pData)); + if (!inst->_KeyCombinationCallback(false)) + return res; + memset(pData, 0, *pcbSize); *pcbSize = 0; - return 0; } -BOOL WINAPI Windows_Hook::MySetCursorPos(int x, int y) +SHORT WINAPI Windows_Hook::MyGetKeyState(int nVirtKey) { - if (get_steam_client()->steam_overlay->ShowOverlay()) { - POINT p; - GetCursorPos(&p); - x = p.x; - y = p.y; + Windows_Hook* inst = Windows_Hook::Inst(); + + if (inst->_Initialized && inst->_KeyCombinationCallback(false)) + return 0; + + return inst->GetKeyState(nVirtKey); +} + +SHORT WINAPI Windows_Hook::MyGetAsyncKeyState(int vKey) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + + if (inst->_Initialized && inst->_KeyCombinationCallback(false)) + return 0; + + return inst->GetAsyncKeyState(vKey); +} + +BOOL WINAPI Windows_Hook::MyGetKeyboardState(PBYTE lpKeyState) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + + if (inst->_Initialized && inst->_KeyCombinationCallback(false)) + return FALSE; + + return inst->GetKeyboardState(lpKeyState); +} + +BOOL WINAPI Windows_Hook::MyGetCursorPos(LPPOINT lpPoint) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + + BOOL res = inst->GetCursorPos(lpPoint); + if (inst->_Initialized && inst->_KeyCombinationCallback(false) && lpPoint != nullptr) + { + *lpPoint = inst->_SavedCursorPos; } - return Windows_Hook::Inst()->SetCursorPos(x, y); + return res; } + +BOOL WINAPI Windows_Hook::MySetCursorPos(int X, int Y) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + + if (inst->_Initialized && inst->_KeyCombinationCallback(false)) + {// That way, it will fail only if the real API fails. + // Hides error messages on some Unity debug builds. + POINT pos; + inst->GetCursorPos(&pos); + X = pos.x; + Y = pos.y; + } + + return inst->SetCursorPos(X, Y); +} + ///////////////////////////////////////////////////////////////////////////////////// Windows_Hook::Windows_Hook() : - initialized(false), - hooked(false), - _game_hwnd(nullptr), - _game_wndproc(nullptr), + _Initialized(false), + _Hooked(false), + _RecurseCallCount(0), + _GameHwnd(nullptr), + _GameWndProc(nullptr), GetRawInputBuffer(nullptr), - GetRawInputData(nullptr) + GetRawInputData(nullptr), + GetKeyState(nullptr), + GetAsyncKeyState(nullptr), + GetKeyboardState(nullptr) { - //_library = LoadLibrary(DLL_NAME); } Windows_Hook::~Windows_Hook() { - PRINT_DEBUG("Windows Hook removed\n"); + SPDLOG_INFO("Windows Hook removed"); - resetRenderState(); - - //FreeLibrary(reinterpret_cast(_library)); + _ResetRenderState(); _inst = nullptr; } @@ -215,9 +387,7 @@ Windows_Hook* Windows_Hook::Inst() return _inst; } -const char* Windows_Hook::get_lib_name() const +std::string Windows_Hook::GetLibraryName() const { - return WINDOWS_DLL; -} - -#endif//EMU_OVERLAY \ No newline at end of file + return LibraryName; +} \ No newline at end of file diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index 0547dfc..05eecf7 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -1,52 +1,80 @@ -#ifndef __INCLUDED_WINDOWS_HOOK_H__ -#define __INCLUDED_WINDOWS_HOOK_H__ +/* + * Copyright (C) Nemirtingas + * This file is part of the ingame overlay project + * + * The ingame overlay project is free software; you can redistribute it + * and/or modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 3 of the License, or (at your option) any later version. + * + * The ingame overlay project is distributed in the hope that it will be + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with the ingame overlay project; if not, see + * . + */ -#include "../Base_Hook.h" +#pragma once -#ifdef __WINDOWS__ -#ifdef EMU_OVERLAY +#include "../internal_includes.h" -class Windows_Hook : public Base_Hook +class Windows_Hook : + public Base_Hook { public: - #define WINDOWS_DLL "user32.dll" + static constexpr const char* DLL_NAME = "user32.dll"; private: static Windows_Hook* _inst; // Variables - bool hooked; - bool initialized; - HWND _game_hwnd; - WNDPROC _game_wndproc; + bool _Hooked; + bool _Initialized; + int _RecurseCallCount; + HWND _GameHwnd; + WNDPROC _GameWndProc; + POINT _SavedCursorPos; // Functions Windows_Hook(); // Hook to Windows window messages - decltype(GetRawInputBuffer)* GetRawInputBuffer; - decltype(GetRawInputData)* GetRawInputData; - decltype(SetCursorPos)* SetCursorPos; + decltype(::GetRawInputBuffer) *GetRawInputBuffer; + decltype(::GetRawInputData) *GetRawInputData; + decltype(::GetKeyState) *GetKeyState; + decltype(::GetAsyncKeyState) *GetAsyncKeyState; + decltype(::GetKeyboardState) *GetKeyboardState; + decltype(::GetCursorPos) *GetCursorPos; + decltype(::SetCursorPos) *SetCursorPos; static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); - static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); + static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader); + static SHORT WINAPI MyGetKeyState(int nVirtKey); + static SHORT WINAPI MyGetAsyncKeyState(int vKey); + static BOOL WINAPI MyGetKeyboardState(PBYTE lpKeyState); + static BOOL WINAPI MyGetCursorPos(LPPOINT lpPoint); + static BOOL WINAPI MySetCursorPos(int X, int Y); + + // In (bool): Is toggle wanted + // Out(bool): Is the overlay visible, if true, inputs will be disabled + std::function _KeyCombinationCallback; - static BOOL WINAPI MySetCursorPos(int x, int y); public: + std::string LibraryName; + virtual ~Windows_Hook(); - void resetRenderState(); - void prepareForOverlay(HWND); + void _ResetRenderState(); + bool _PrepareForOverlay(HWND hWnd); HWND GetGameHwnd() const; WNDPROC GetGameWndProc() const; - bool start_hook(); + bool StartHook(std::function& key_combination_callback); static Windows_Hook* Inst(); - virtual const char* get_lib_name() const; + virtual std::string GetLibraryName() const; }; - -#endif//EMU_OVERLAY -#endif//__WINDOWS__ -#endif//__INCLUDED_WINDOWS_HOOK_H__ diff --git a/overlay_experimental/windows/vulkan_lib.cpp b/overlay_experimental/windows/vulkan_lib.cpp new file mode 100644 index 0000000..747d546 --- /dev/null +++ b/overlay_experimental/windows/vulkan_lib.cpp @@ -0,0 +1,1009 @@ +#include "Vulkan_Hook.h" +#include "../vulkan/vulkan.h" +#define VULKAN_DLL (Vulkan_Hook::DLL_NAME) + +void VKAPI_CALL vkGetPhysicalDeviceMemoryProperties( + VkPhysicalDevice physicalDevice, + VkPhysicalDeviceMemoryProperties* pMemoryProperties) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetPhysicalDeviceMemoryProperties) *fun = (decltype(vkGetPhysicalDeviceMemoryProperties) *)GetProcAddress(vulkan_lib, "vkGetPhysicalDeviceMemoryProperties"); + if (fun) { + return fun(physicalDevice, pMemoryProperties); + } + } + } + + +VkResult VKAPI_CALL vkDeviceWaitIdle( + VkDevice device) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDeviceWaitIdle) *fun = (decltype(vkDeviceWaitIdle) *)GetProcAddress(vulkan_lib, "vkDeviceWaitIdle"); + if (fun) { + return fun(device); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkAllocateMemory( + VkDevice device, + const VkMemoryAllocateInfo* pAllocateInfo, + const VkAllocationCallbacks* pAllocator, + VkDeviceMemory* pMemory) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkAllocateMemory) *fun = (decltype(vkAllocateMemory) *)GetProcAddress(vulkan_lib, "vkAllocateMemory"); + if (fun) { + return fun(device, pAllocateInfo, pAllocator, pMemory); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkFreeMemory( + VkDevice device, + VkDeviceMemory memory, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkFreeMemory) *fun = (decltype(vkFreeMemory) *)GetProcAddress(vulkan_lib, "vkFreeMemory"); + if (fun) { + return fun(device, memory, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkMapMemory( + VkDevice device, + VkDeviceMemory memory, + VkDeviceSize offset, + VkDeviceSize size, + VkMemoryMapFlags flags, + void** ppData) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkMapMemory) *fun = (decltype(vkMapMemory) *)GetProcAddress(vulkan_lib, "vkMapMemory"); + if (fun) { + return fun(device, memory, offset, size, flags, ppData); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkUnmapMemory( + VkDevice device, + VkDeviceMemory memory) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkUnmapMemory) *fun = (decltype(vkUnmapMemory) *)GetProcAddress(vulkan_lib, "vkUnmapMemory"); + if (fun) { + return fun(device, memory); + } + } + } + + +VkResult VKAPI_CALL vkFlushMappedMemoryRanges( + VkDevice device, + uint32_t memoryRangeCount, + const VkMappedMemoryRange* pMemoryRanges) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkFlushMappedMemoryRanges) *fun = (decltype(vkFlushMappedMemoryRanges) *)GetProcAddress(vulkan_lib, "vkFlushMappedMemoryRanges"); + if (fun) { + return fun(device, memoryRangeCount, pMemoryRanges); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkBindBufferMemory( + VkDevice device, + VkBuffer buffer, + VkDeviceMemory memory, + VkDeviceSize memoryOffset) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkBindBufferMemory) *fun = (decltype(vkBindBufferMemory) *)GetProcAddress(vulkan_lib, "vkBindBufferMemory"); + if (fun) { + return fun(device, buffer, memory, memoryOffset); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkBindImageMemory( + VkDevice device, + VkImage image, + VkDeviceMemory memory, + VkDeviceSize memoryOffset) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkBindImageMemory) *fun = (decltype(vkBindImageMemory) *)GetProcAddress(vulkan_lib, "vkBindImageMemory"); + if (fun) { + return fun(device, image, memory, memoryOffset); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkGetBufferMemoryRequirements( + VkDevice device, + VkBuffer buffer, + VkMemoryRequirements* pMemoryRequirements) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetBufferMemoryRequirements) *fun = (decltype(vkGetBufferMemoryRequirements) *)GetProcAddress(vulkan_lib, "vkGetBufferMemoryRequirements"); + if (fun) { + return fun(device, buffer, pMemoryRequirements); + } + } + } + + +void VKAPI_CALL vkGetImageMemoryRequirements( + VkDevice device, + VkImage image, + VkMemoryRequirements* pMemoryRequirements) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetImageMemoryRequirements) *fun = (decltype(vkGetImageMemoryRequirements) *)GetProcAddress(vulkan_lib, "vkGetImageMemoryRequirements"); + if (fun) { + return fun(device, image, pMemoryRequirements); + } + } + } + + +VkResult VKAPI_CALL vkCreateFence( + VkDevice device, + const VkFenceCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkFence* pFence) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateFence) *fun = (decltype(vkCreateFence) *)GetProcAddress(vulkan_lib, "vkCreateFence"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pFence); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyFence( + VkDevice device, + VkFence fence, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyFence) *fun = (decltype(vkDestroyFence) *)GetProcAddress(vulkan_lib, "vkDestroyFence"); + if (fun) { + return fun(device, fence, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateSemaphore( + VkDevice device, + const VkSemaphoreCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSemaphore* pSemaphore) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateSemaphore) *fun = (decltype(vkCreateSemaphore) *)GetProcAddress(vulkan_lib, "vkCreateSemaphore"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pSemaphore); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroySemaphore( + VkDevice device, + VkSemaphore semaphore, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroySemaphore) *fun = (decltype(vkDestroySemaphore) *)GetProcAddress(vulkan_lib, "vkDestroySemaphore"); + if (fun) { + return fun(device, semaphore, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateBuffer( + VkDevice device, + const VkBufferCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkBuffer* pBuffer) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateBuffer) *fun = (decltype(vkCreateBuffer) *)GetProcAddress(vulkan_lib, "vkCreateBuffer"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pBuffer); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyBuffer( + VkDevice device, + VkBuffer buffer, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyBuffer) *fun = (decltype(vkDestroyBuffer) *)GetProcAddress(vulkan_lib, "vkDestroyBuffer"); + if (fun) { + return fun(device, buffer, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateImage( + VkDevice device, + const VkImageCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkImage* pImage) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateImage) *fun = (decltype(vkCreateImage) *)GetProcAddress(vulkan_lib, "vkCreateImage"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pImage); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyImage( + VkDevice device, + VkImage image, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyImage) *fun = (decltype(vkDestroyImage) *)GetProcAddress(vulkan_lib, "vkDestroyImage"); + if (fun) { + return fun(device, image, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateImageView( + VkDevice device, + const VkImageViewCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkImageView* pView) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateImageView) *fun = (decltype(vkCreateImageView) *)GetProcAddress(vulkan_lib, "vkCreateImageView"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pView); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyImageView( + VkDevice device, + VkImageView imageView, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyImageView) *fun = (decltype(vkDestroyImageView) *)GetProcAddress(vulkan_lib, "vkDestroyImageView"); + if (fun) { + return fun(device, imageView, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateShaderModule( + VkDevice device, + const VkShaderModuleCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkShaderModule* pShaderModule) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateShaderModule) *fun = (decltype(vkCreateShaderModule) *)GetProcAddress(vulkan_lib, "vkCreateShaderModule"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pShaderModule); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyShaderModule( + VkDevice device, + VkShaderModule shaderModule, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyShaderModule) *fun = (decltype(vkDestroyShaderModule) *)GetProcAddress(vulkan_lib, "vkDestroyShaderModule"); + if (fun) { + return fun(device, shaderModule, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateGraphicsPipelines( + VkDevice device, + VkPipelineCache pipelineCache, + uint32_t createInfoCount, + const VkGraphicsPipelineCreateInfo* pCreateInfos, + const VkAllocationCallbacks* pAllocator, + VkPipeline* pPipelines) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateGraphicsPipelines) *fun = (decltype(vkCreateGraphicsPipelines) *)GetProcAddress(vulkan_lib, "vkCreateGraphicsPipelines"); + if (fun) { + return fun(device, pipelineCache, createInfoCount, pCreateInfos, pAllocator, pPipelines); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyPipeline( + VkDevice device, + VkPipeline pipeline, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyPipeline) *fun = (decltype(vkDestroyPipeline) *)GetProcAddress(vulkan_lib, "vkDestroyPipeline"); + if (fun) { + return fun(device, pipeline, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreatePipelineLayout( + VkDevice device, + const VkPipelineLayoutCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkPipelineLayout* pPipelineLayout) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreatePipelineLayout) *fun = (decltype(vkCreatePipelineLayout) *)GetProcAddress(vulkan_lib, "vkCreatePipelineLayout"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pPipelineLayout); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyPipelineLayout( + VkDevice device, + VkPipelineLayout pipelineLayout, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyPipelineLayout) *fun = (decltype(vkDestroyPipelineLayout) *)GetProcAddress(vulkan_lib, "vkDestroyPipelineLayout"); + if (fun) { + return fun(device, pipelineLayout, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateSampler( + VkDevice device, + const VkSamplerCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSampler* pSampler) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateSampler) *fun = (decltype(vkCreateSampler) *)GetProcAddress(vulkan_lib, "vkCreateSampler"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pSampler); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroySampler( + VkDevice device, + VkSampler sampler, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroySampler) *fun = (decltype(vkDestroySampler) *)GetProcAddress(vulkan_lib, "vkDestroySampler"); + if (fun) { + return fun(device, sampler, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateDescriptorSetLayout( + VkDevice device, + const VkDescriptorSetLayoutCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkDescriptorSetLayout* pSetLayout) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateDescriptorSetLayout) *fun = (decltype(vkCreateDescriptorSetLayout) *)GetProcAddress(vulkan_lib, "vkCreateDescriptorSetLayout"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pSetLayout); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyDescriptorSetLayout( + VkDevice device, + VkDescriptorSetLayout descriptorSetLayout, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyDescriptorSetLayout) *fun = (decltype(vkDestroyDescriptorSetLayout) *)GetProcAddress(vulkan_lib, "vkDestroyDescriptorSetLayout"); + if (fun) { + return fun(device, descriptorSetLayout, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkAllocateDescriptorSets( + VkDevice device, + const VkDescriptorSetAllocateInfo* pAllocateInfo, + VkDescriptorSet* pDescriptorSets) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkAllocateDescriptorSets) *fun = (decltype(vkAllocateDescriptorSets) *)GetProcAddress(vulkan_lib, "vkAllocateDescriptorSets"); + if (fun) { + return fun(device, pAllocateInfo, pDescriptorSets); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkUpdateDescriptorSets( + VkDevice device, + uint32_t descriptorWriteCount, + const VkWriteDescriptorSet* pDescriptorWrites, + uint32_t descriptorCopyCount, + const VkCopyDescriptorSet* pDescriptorCopies) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkUpdateDescriptorSets) *fun = (decltype(vkUpdateDescriptorSets) *)GetProcAddress(vulkan_lib, "vkUpdateDescriptorSets"); + if (fun) { + return fun(device, descriptorWriteCount, pDescriptorWrites, descriptorCopyCount, pDescriptorCopies); + } + } + } + + +VkResult VKAPI_CALL vkCreateFramebuffer( + VkDevice device, + const VkFramebufferCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkFramebuffer* pFramebuffer) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateFramebuffer) *fun = (decltype(vkCreateFramebuffer) *)GetProcAddress(vulkan_lib, "vkCreateFramebuffer"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pFramebuffer); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyFramebuffer( + VkDevice device, + VkFramebuffer framebuffer, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyFramebuffer) *fun = (decltype(vkDestroyFramebuffer) *)GetProcAddress(vulkan_lib, "vkDestroyFramebuffer"); + if (fun) { + return fun(device, framebuffer, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateRenderPass( + VkDevice device, + const VkRenderPassCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkRenderPass* pRenderPass) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateRenderPass) *fun = (decltype(vkCreateRenderPass) *)GetProcAddress(vulkan_lib, "vkCreateRenderPass"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pRenderPass); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyRenderPass( + VkDevice device, + VkRenderPass renderPass, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyRenderPass) *fun = (decltype(vkDestroyRenderPass) *)GetProcAddress(vulkan_lib, "vkDestroyRenderPass"); + if (fun) { + return fun(device, renderPass, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkCreateCommandPool( + VkDevice device, + const VkCommandPoolCreateInfo* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkCommandPool* pCommandPool) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateCommandPool) *fun = (decltype(vkCreateCommandPool) *)GetProcAddress(vulkan_lib, "vkCreateCommandPool"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pCommandPool); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroyCommandPool( + VkDevice device, + VkCommandPool commandPool, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroyCommandPool) *fun = (decltype(vkDestroyCommandPool) *)GetProcAddress(vulkan_lib, "vkDestroyCommandPool"); + if (fun) { + return fun(device, commandPool, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkAllocateCommandBuffers( + VkDevice device, + const VkCommandBufferAllocateInfo* pAllocateInfo, + VkCommandBuffer* pCommandBuffers) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkAllocateCommandBuffers) *fun = (decltype(vkAllocateCommandBuffers) *)GetProcAddress(vulkan_lib, "vkAllocateCommandBuffers"); + if (fun) { + return fun(device, pAllocateInfo, pCommandBuffers); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkFreeCommandBuffers( + VkDevice device, + VkCommandPool commandPool, + uint32_t commandBufferCount, + const VkCommandBuffer* pCommandBuffers) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkFreeCommandBuffers) *fun = (decltype(vkFreeCommandBuffers) *)GetProcAddress(vulkan_lib, "vkFreeCommandBuffers"); + if (fun) { + return fun(device, commandPool, commandBufferCount, pCommandBuffers); + } + } + } + + +void VKAPI_CALL vkCmdBindPipeline( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipeline pipeline) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdBindPipeline) *fun = (decltype(vkCmdBindPipeline) *)GetProcAddress(vulkan_lib, "vkCmdBindPipeline"); + if (fun) { + return fun(commandBuffer, pipelineBindPoint, pipeline); + } + } + } + + +void VKAPI_CALL vkCmdSetViewport( + VkCommandBuffer commandBuffer, + uint32_t firstViewport, + uint32_t viewportCount, + const VkViewport* pViewports) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdSetViewport) *fun = (decltype(vkCmdSetViewport) *)GetProcAddress(vulkan_lib, "vkCmdSetViewport"); + if (fun) { + return fun(commandBuffer, firstViewport, viewportCount, pViewports); + } + } + } + + +void VKAPI_CALL vkCmdSetScissor( + VkCommandBuffer commandBuffer, + uint32_t firstScissor, + uint32_t scissorCount, + const VkRect2D* pScissors) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdSetScissor) *fun = (decltype(vkCmdSetScissor) *)GetProcAddress(vulkan_lib, "vkCmdSetScissor"); + if (fun) { + return fun(commandBuffer, firstScissor, scissorCount, pScissors); + } + } + } + + +void VKAPI_CALL vkCmdBindDescriptorSets( + VkCommandBuffer commandBuffer, + VkPipelineBindPoint pipelineBindPoint, + VkPipelineLayout layout, + uint32_t firstSet, + uint32_t descriptorSetCount, + const VkDescriptorSet* pDescriptorSets, + uint32_t dynamicOffsetCount, + const uint32_t* pDynamicOffsets) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdBindDescriptorSets) *fun = (decltype(vkCmdBindDescriptorSets) *)GetProcAddress(vulkan_lib, "vkCmdBindDescriptorSets"); + if (fun) { + return fun(commandBuffer, pipelineBindPoint, layout, firstSet, descriptorSetCount, pDescriptorSets, dynamicOffsetCount, pDynamicOffsets); + } + } + } + + +void VKAPI_CALL vkCmdBindIndexBuffer( + VkCommandBuffer commandBuffer, + VkBuffer buffer, + VkDeviceSize offset, + VkIndexType indexType) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdBindIndexBuffer) *fun = (decltype(vkCmdBindIndexBuffer) *)GetProcAddress(vulkan_lib, "vkCmdBindIndexBuffer"); + if (fun) { + return fun(commandBuffer, buffer, offset, indexType); + } + } + } + + +void VKAPI_CALL vkCmdBindVertexBuffers( + VkCommandBuffer commandBuffer, + uint32_t firstBinding, + uint32_t bindingCount, + const VkBuffer* pBuffers, + const VkDeviceSize* pOffsets) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdBindVertexBuffers) *fun = (decltype(vkCmdBindVertexBuffers) *)GetProcAddress(vulkan_lib, "vkCmdBindVertexBuffers"); + if (fun) { + return fun(commandBuffer, firstBinding, bindingCount, pBuffers, pOffsets); + } + } + } + + +void VKAPI_CALL vkCmdDraw( + VkCommandBuffer commandBuffer, + uint32_t vertexCount, + uint32_t instanceCount, + uint32_t firstVertex, + uint32_t firstInstance) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdDraw) *fun = (decltype(vkCmdDraw) *)GetProcAddress(vulkan_lib, "vkCmdDraw"); + if (fun) { + return fun(commandBuffer, vertexCount, instanceCount, firstVertex, firstInstance); + } + } + } + + +void VKAPI_CALL vkCmdDrawIndexed( + VkCommandBuffer commandBuffer, + uint32_t indexCount, + uint32_t instanceCount, + uint32_t firstIndex, + int32_t vertexOffset, + uint32_t firstInstance) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdDrawIndexed) *fun = (decltype(vkCmdDrawIndexed) *)GetProcAddress(vulkan_lib, "vkCmdDrawIndexed"); + if (fun) { + return fun(commandBuffer, indexCount, instanceCount, firstIndex, vertexOffset, firstInstance); + } + } + } + + +void VKAPI_CALL vkCmdCopyBuffer( + VkCommandBuffer commandBuffer, + VkBuffer srcBuffer, + VkBuffer dstBuffer, + uint32_t regionCount, + const VkBufferCopy* pRegions) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdCopyBuffer) *fun = (decltype(vkCmdCopyBuffer) *)GetProcAddress(vulkan_lib, "vkCmdCopyBuffer"); + if (fun) { + return fun(commandBuffer, srcBuffer, dstBuffer, regionCount, pRegions); + } + } + } + + +void VKAPI_CALL vkCmdCopyBufferToImage( + VkCommandBuffer commandBuffer, + VkBuffer srcBuffer, + VkImage dstImage, + VkImageLayout dstImageLayout, + uint32_t regionCount, + const VkBufferImageCopy* pRegions) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdCopyBufferToImage) *fun = (decltype(vkCmdCopyBufferToImage) *)GetProcAddress(vulkan_lib, "vkCmdCopyBufferToImage"); + if (fun) { + return fun(commandBuffer, srcBuffer, dstImage, dstImageLayout, regionCount, pRegions); + } + } + } + + +void VKAPI_CALL vkCmdPipelineBarrier( + VkCommandBuffer commandBuffer, + VkPipelineStageFlags srcStageMask, + VkPipelineStageFlags dstStageMask, + VkDependencyFlags dependencyFlags, + uint32_t memoryBarrierCount, + const VkMemoryBarrier* pMemoryBarriers, + uint32_t bufferMemoryBarrierCount, + const VkBufferMemoryBarrier* pBufferMemoryBarriers, + uint32_t imageMemoryBarrierCount, + const VkImageMemoryBarrier* pImageMemoryBarriers) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdPipelineBarrier) *fun = (decltype(vkCmdPipelineBarrier) *)GetProcAddress(vulkan_lib, "vkCmdPipelineBarrier"); + if (fun) { + return fun(commandBuffer, srcStageMask, dstStageMask, dependencyFlags, memoryBarrierCount, pMemoryBarriers, bufferMemoryBarrierCount, pBufferMemoryBarriers, imageMemoryBarrierCount, pImageMemoryBarriers); + } + } + } + + +void VKAPI_CALL vkCmdPushConstants( + VkCommandBuffer commandBuffer, + VkPipelineLayout layout, + VkShaderStageFlags stageFlags, + uint32_t offset, + uint32_t size, + const void* pValues) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCmdPushConstants) *fun = (decltype(vkCmdPushConstants) *)GetProcAddress(vulkan_lib, "vkCmdPushConstants"); + if (fun) { + return fun(commandBuffer, layout, stageFlags, offset, size, pValues); + } + } + } + + +void VKAPI_CALL vkDestroySurfaceKHR( + VkInstance instance, + VkSurfaceKHR surface, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroySurfaceKHR) *fun = (decltype(vkDestroySurfaceKHR) *)GetProcAddress(vulkan_lib, "vkDestroySurfaceKHR"); + if (fun) { + return fun(instance, surface, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceCapabilitiesKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + VkSurfaceCapabilitiesKHR* pSurfaceCapabilities) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) *fun = (decltype(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) *)GetProcAddress(vulkan_lib, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR"); + if (fun) { + return fun(physicalDevice, surface, pSurfaceCapabilities); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkGetPhysicalDeviceSurfaceFormatsKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + uint32_t* pSurfaceFormatCount, + VkSurfaceFormatKHR* pSurfaceFormats) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetPhysicalDeviceSurfaceFormatsKHR) *fun = (decltype(vkGetPhysicalDeviceSurfaceFormatsKHR) *)GetProcAddress(vulkan_lib, "vkGetPhysicalDeviceSurfaceFormatsKHR"); + if (fun) { + return fun(physicalDevice, surface, pSurfaceFormatCount, pSurfaceFormats); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkGetPhysicalDeviceSurfacePresentModesKHR( + VkPhysicalDevice physicalDevice, + VkSurfaceKHR surface, + uint32_t* pPresentModeCount, + VkPresentModeKHR* pPresentModes) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetPhysicalDeviceSurfacePresentModesKHR) *fun = (decltype(vkGetPhysicalDeviceSurfacePresentModesKHR) *)GetProcAddress(vulkan_lib, "vkGetPhysicalDeviceSurfacePresentModesKHR"); + if (fun) { + return fun(physicalDevice, surface, pPresentModeCount, pPresentModes); + } + } + + return VK_NOT_READY; +} + + +VkResult VKAPI_CALL vkCreateSwapchainKHR( + VkDevice device, + const VkSwapchainCreateInfoKHR* pCreateInfo, + const VkAllocationCallbacks* pAllocator, + VkSwapchainKHR* pSwapchain) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkCreateSwapchainKHR) *fun = (decltype(vkCreateSwapchainKHR) *)GetProcAddress(vulkan_lib, "vkCreateSwapchainKHR"); + if (fun) { + return fun(device, pCreateInfo, pAllocator, pSwapchain); + } + } + + return VK_NOT_READY; +} + + +void VKAPI_CALL vkDestroySwapchainKHR( + VkDevice device, + VkSwapchainKHR swapchain, + const VkAllocationCallbacks* pAllocator) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkDestroySwapchainKHR) *fun = (decltype(vkDestroySwapchainKHR) *)GetProcAddress(vulkan_lib, "vkDestroySwapchainKHR"); + if (fun) { + return fun(device, swapchain, pAllocator); + } + } + } + + +VkResult VKAPI_CALL vkGetSwapchainImagesKHR( + VkDevice device, + VkSwapchainKHR swapchain, + uint32_t* pSwapchainImageCount, + VkImage* pSwapchainImages) { + + HMODULE vulkan_lib = GetModuleHandleA(VULKAN_DLL); + if (vulkan_lib) { + decltype(vkGetSwapchainImagesKHR) *fun = (decltype(vkGetSwapchainImagesKHR) *)GetProcAddress(vulkan_lib, "vkGetSwapchainImagesKHR"); + if (fun) { + return fun(device, swapchain, pSwapchainImageCount, pSwapchainImages); + } + } + + return VK_NOT_READY; +} + From 5e880cd9748bd65447853f643fdb5638e9d30e7b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 02:09:43 -0400 Subject: [PATCH 447/494] Add achievements display to overlay and ability to change some settings. --- build_win_debug_experimental.bat | 4 +- build_win_debug_experimental_steamclient.bat | 4 +- build_win_release_experimental.bat | 9 +- ...d_win_release_experimental_steamclient.bat | 4 +- dll/settings.cpp | 10 + dll/settings.h | 9 + dll/settings_parser.cpp | 31 +- dll/settings_parser.h | 2 +- dll/steam_friends.h | 16 +- overlay_experimental/steam_overlay.cpp | 321 +++++++++++++++++- overlay_experimental/steam_overlay.h | 37 +- 11 files changed, 411 insertions(+), 36 deletions(-) diff --git a/build_win_debug_experimental.bat b/build_win_debug_experimental.bat index 806a815..7f3a080 100755 --- a/build_win_debug_experimental.bat +++ b/build_win_debug_experimental.bat @@ -4,11 +4,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll +cl /Z7 /LD /IImGui /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X86_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll +cl /Z7 /LD /IImGui /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X64_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll diff --git a/build_win_debug_experimental_steamclient.bat b/build_win_debug_experimental_steamclient.bat index f247afa..1eec4aa 100644 --- a/build_win_debug_experimental_steamclient.bat +++ b/build_win_debug_experimental_steamclient.bat @@ -3,7 +3,7 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll +cl /LD /IImGui /I%PROTOBUF_X86_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DEMU_OVERLAY /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X86_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient.dll call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DEMU_OVERLAY dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll +cl /LD /IImGui /I%PROTOBUF_X64_DIRECTORY%\include\ /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_EXPERIMENTAL_BUILD /DEMU_OVERLAY /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X64_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steamclient64.dll diff --git a/build_win_release_experimental.bat b/build_win_release_experimental.bat index d3ab784..5c3ff84 100755 --- a/build_win_release_experimental.bat +++ b/build_win_release_experimental.bat @@ -6,11 +6,12 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /I%PROTOBUF_X86_DIRECTORY%\include\ /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X86_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP4 /Ox /link /OUT:release\experimental\steamclient.dll + "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DNDEBUG /IImGui /I%PROTOBUF_X64_DIRECTORY%\include\ /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X64_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP4 /Ox /link /OUT:release\experimental\steamclient64.dll copy Readme_experimental.txt release\experimental\Readme.txt diff --git a/build_win_release_experimental_steamclient.bat b/build_win_release_experimental_steamclient.bat index 22566d4..cd55557 100644 --- a/build_win_release_experimental_steamclient.bat +++ b/build_win_release_experimental_steamclient.bat @@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat "%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto call build_env_x86.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /IImGui /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X86_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient.dll "%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto cl steamclient_loader/*.cpp advapi32.lib user32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient_loader.exe copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\ call build_env_x64.bat cl dll/rtlgenrandom.c dll/rtlgenrandom.def -cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /DGLEW_STATIC /IImGui /Iglew\include /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\glew.c opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient64.dll +cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DSTEAMCLIENT_DLL /DCONTROLLER_SUPPORT /DEMU_OVERLAY /IImGui /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ /Ioverlay_experimental dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/backends/imgui_impl_dx*.cpp ImGui/backends/imgui_impl_win32.cpp ImGui/backends/imgui_impl_vulkan.cpp ImGui/backends/imgui_impl_opengl3.cpp ImGui/backends/imgui_win_shader_blobs.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp overlay_experimental/System/*.cpp "%PROTOBUF_X64_LIBRARY%" opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental_steamclient\steamclient64.dll copy Readme_experimental_steamclient.txt release\experimental_steamclient\Readme.txt diff --git a/dll/settings.cpp b/dll/settings.cpp index 95ab05a..f347c0a 100644 --- a/dll/settings.cpp +++ b/dll/settings.cpp @@ -76,6 +76,16 @@ const char *Settings::get_language() return language.c_str(); } +void Settings::set_local_name(char *name) +{ + this->name = name; +} + +void Settings::set_language(char *language) +{ + this->language = language; +} + void Settings::set_game_id(CGameID game_id) { this->game_id = game_id; diff --git a/dll/settings.h b/dll/settings.h index 03c956d..28fc3f0 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -92,7 +92,10 @@ public: CSteamID get_local_steam_id(); CGameID get_local_game_id(); const char *get_local_name(); + void set_local_name(char *name); const char *get_language(); + void set_language(char *language); + void set_game_id(CGameID game_id); void set_lobby(CSteamID lobby_id); CSteamID get_lobby(); @@ -155,6 +158,12 @@ public: //make lobby creation fail in the matchmaking interface bool disable_lobby_creation = false; + + //warn people who use force_ settings + bool warn_forced = false; + + //warn people who use local save + bool warn_local_save = false; }; #endif diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index fb4a6a8..4d5fcf3 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -180,10 +180,13 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s } } + bool local_save = false; + { char array[33] = {}; if (Local_Storage::get_file_data(program_path + "local_save.txt", array, sizeof(array) - 1) != -1) { save_path = program_path + Settings::sanitize(array); + local_save = true; } } @@ -263,6 +266,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s bool disable_lobby_creation = false; int build_id = 10; + bool warn_forced = false; + { std::string steam_settings_path = Local_Storage::get_game_settings_path(); @@ -279,22 +284,32 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s disable_lobby_creation = true; } else if (p == "force_language.txt") { int len = Local_Storage::get_file_data(steam_settings_path + "force_language.txt", language, sizeof(language) - 1); - if (len > 0) language[len] = 0; + if (len > 0) { + language[len] = 0; + warn_forced = true; + } } else if (p == "force_steamid.txt") { char steam_id_text[32] = {}; if (Local_Storage::get_file_data(steam_settings_path + "force_steamid.txt", steam_id_text, sizeof(steam_id_text) - 1) > 0) { CSteamID temp_id = CSteamID((uint64)std::atoll(steam_id_text)); if (temp_id.IsValid()) { user_id = temp_id; + warn_forced = true; } } } else if (p == "force_account_name.txt") { int len = Local_Storage::get_file_data(steam_settings_path + "force_account_name.txt", name, sizeof(name) - 1); - if (len > 0) name[len] = 0; + if (len > 0) { + name[len] = 0; + warn_forced = true; + } } else if (p == "force_listen_port.txt") { char array_port[10] = {}; int len = Local_Storage::get_file_data(steam_settings_path + "force_listen_port.txt", array_port, sizeof(array_port) - 1); - if (len > 0) port = std::stoi(array_port); + if (len > 0) { + port = std::stoi(array_port); + warn_forced = true; + } } else if (p == "build_id.txt") { char array_id[10] = {}; int len = Local_Storage::get_file_data(steam_settings_path + "build_id.txt", array_id, sizeof(array_id) - 1); @@ -317,6 +332,10 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->disable_lobby_creation = disable_lobby_creation; settings_client->build_id = build_id; settings_server->build_id = build_id; + settings_client->warn_forced = warn_forced; + settings_server->warn_forced = warn_forced; + settings_client->warn_local_save = local_save; + settings_server->warn_local_save = local_save; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; @@ -571,3 +590,9 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s return appid; } + +void save_global_settings(Local_Storage *local_storage, char *name, char *language) +{ + local_storage->store_data_settings("account_name.txt", name, strlen(name)); + local_storage->store_data_settings("language.txt", language, strlen(language)); +} diff --git a/dll/settings_parser.h b/dll/settings_parser.h index 5c20ea4..38b926c 100644 --- a/dll/settings_parser.h +++ b/dll/settings_parser.h @@ -22,6 +22,6 @@ //returns appid uint32 create_localstorage_settings(Settings **settings_client_out, Settings **settings_server_out, Local_Storage **local_storage_out); - +void save_global_settings(Local_Storage *local_storage, char *name, char *language); #endif diff --git a/dll/steam_friends.h b/dll/steam_friends.h index 576ebca..5f28c95 100644 --- a/dll/steam_friends.h +++ b/dll/steam_friends.h @@ -133,6 +133,11 @@ static void steam_friends_run_every_runcb(void *object) steam_friends->RunCallbacks(); } +void resend_friend_data() +{ + modified = true; +} + Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay): settings(settings), network(network), @@ -550,7 +555,8 @@ void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) // full address with protocol type is required, e.g. http://www.steamgames.com/ void ActivateGameOverlayToWebPage( const char *pchURL, EActivateGameOverlayToWebPageMode eMode = k_EActivateGameOverlayToWebPageMode_Default ) { - PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToWebPage\n"); + PRINT_DEBUG("Steam_Friends::ActivateGameOverlayToWebPage %s %u\n", pchURL, eMode); + overlay->OpenOverlayWebpage(pchURL); } void ActivateGameOverlayToWebPage( const char *pchURL ) @@ -721,13 +727,13 @@ bool SetRichPresence( const char *pchKey, const char *pchValue ) auto prev_value = (*us.mutable_rich_presence()).find(pchKey); if (prev_value == (*us.mutable_rich_presence()).end() || prev_value->second != pchValue) { (*us.mutable_rich_presence())[pchKey] = pchValue; - modified = true; + resend_friend_data(); } } else { auto to_remove = us.mutable_rich_presence()->find(pchKey); if (to_remove != us.mutable_rich_presence()->end()) { us.mutable_rich_presence()->erase(to_remove); - modified = true; + resend_friend_data(); } } @@ -739,7 +745,7 @@ void ClearRichPresence() PRINT_DEBUG("Steam_Friends::ClearRichPresence\n"); std::lock_guard lock(global_mutex); us.mutable_rich_presence()->clear(); - modified = true; + resend_friend_data(); } @@ -1053,7 +1059,7 @@ void RunCallbacks() PRINT_DEBUG("Steam_Friends::RunCallbacks\n"); if (settings->get_lobby() != lobby_id) { lobby_id = settings->get_lobby(); - modified = true; + resend_friend_data(); } if (modified) { diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 4002278..26fe2bd 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -9,6 +9,7 @@ #include #include "../dll/dll.h" +#include "../dll/settings_parser.h" #include "Renderer_Detector.h" @@ -17,6 +18,40 @@ static constexpr int base_notif_window_id = 0 * max_window_id; static constexpr int base_friend_window_id = 1 * max_window_id; static constexpr int base_friend_item_id = 2 * max_window_id; +static constexpr char *valid_languages[] = { + "english", + "arabic", + "bulgarian", + "schinese", + "tchinese", + "czech", + "danish", + "dutch", + "finnish", + "french", + "german", + "greek", + "hungarian", + "italian", + "japanese", + "koreana", + "norwegian", + "polish", + "portuguese", + "brazilian", + "romanian", + "russian", + "spanish", + "latam", + "swedish", + "thai", + "turkish", + "ukrainian", + "vietnamese" +}; + +#define URL_WINDOW_NAME "URL Window" + int find_free_id(std::vector & ids, int base) { std::sort(ids.begin(), ids.end()); @@ -90,8 +125,40 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu h_inset(0), v_inset(0), overlay_state_changed(false), - i_have_lobby(false) + i_have_lobby(false), + show_achievements(false), + show_settings(false), + _renderer(nullptr) { + strncpy(username_text, settings->get_local_name(), sizeof(username_text)); + + if (settings->warn_forced) { + this->disable_forced = true; + this->warning_forced = true; + } else { + this->disable_forced = false; + this->warning_forced = false; + } + + if (settings->warn_local_save) { + this->local_save = true; + } else { + this->local_save = false; + } + + current_language = 0; + const char *language = settings->get_language(); + + int i = 0; + for (auto l : valid_languages) { + if (strcmp(l, language) == 0) { + current_language = i; + break; + } + + ++i; + } + run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this); this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this); } @@ -129,21 +196,25 @@ void Steam_Overlay::SetupOverlay() if (!setup_overlay_called) { setup_overlay_called = true; - Renderer_Detector::Inst().find_renderer(); + future_renderer = detect_renderer(); } } -void Steam_Overlay::HookReady() +void Steam_Overlay::HookReady(bool ready) { - if (!is_ready) { // TODO: Uncomment this and draw our own cursor (cosmetics) - //ImGuiIO &io = ImGui::GetIO(); + ImGuiIO &io = ImGui::GetIO(); //io.WantSetMousePos = false; //io.MouseDrawCursor = false; //io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; - is_ready = true; + io.IniFilename = NULL; + + is_ready = ready; + if (is_ready) { + CreateFonts(); + } } } @@ -158,11 +229,26 @@ void Steam_Overlay::OpenOverlay(const char* pchDialog) ShowOverlay(true); } +void Steam_Overlay::OpenOverlayWebpage(const char* pchURL) +{ + show_url = pchURL; + ShowOverlay(true); +} + bool Steam_Overlay::ShowOverlay() const { return show_overlay; } +bool Steam_Overlay::OpenOverlayHook(bool toggle) +{ + if (toggle) { + ShowOverlay(!show_overlay); + } + + return show_overlay; +} + void Steam_Overlay::ShowOverlay(bool state) { if (!Ready() || show_overlay == state) @@ -310,6 +396,7 @@ void Steam_Overlay::AddMessageNotification(std::string const& message) notif.message = message; notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); + have_notifications = true; } else PRINT_DEBUG("No more free id to create a notification window\n"); @@ -328,9 +415,21 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach) notif.message = ach["displayName"].get() + "\n" + ach["description"].get(); notif.start_time = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); + have_notifications = true; } else PRINT_DEBUG("No more free id to create a notification window\n"); + + std::string ach_name = ach.value("name", ""); + for (auto &a : achievements) { + if (a.name == ach_name) { + bool achieved = false; + uint32 unlock_time = 0; + get_steam_client()->steam_user_stats->GetAchievementAndUnlockTime(a.name.c_str(), &achieved, &unlock_time); + a.achieved = achieved; + a.unlock_time = unlock_time; + } + } } void Steam_Overlay::AddInviteNotification(std::pair& wnd_state) @@ -346,6 +445,7 @@ void Steam_Overlay::AddInviteNotification(std::pair(std::chrono::system_clock::now().time_since_epoch()); notifications.emplace_back(notif); + have_notifications = true; } else PRINT_DEBUG("No more free id to create a notification window\n"); @@ -584,6 +684,8 @@ void Steam_Overlay::BuildNotifications(int width, int height) notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) { return (now - item.start_time) > Notification::show_time; }), notifications.end()); + + have_notifications = !notifications.empty(); } if (!friend_actions_temp.empty()) { @@ -604,10 +706,7 @@ void Steam_Overlay::CreateFonts() fontcfg.PixelSnapH = true; fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault(); - fontcfg.SizePixels = std::round(io.DisplaySize.y / 68); font_default = io.Fonts->AddFontDefault(&fontcfg); - - fontcfg.SizePixels = std::round(io.DisplaySize.y / 60); font_notif = io.Fonts->AddFontDefault(&fontcfg); ImGuiStyle& style = ImGui::GetStyle(); @@ -622,9 +721,11 @@ void Steam_Overlay::OverlayProc() ImGuiIO& io = ImGui::GetIO(); - ImGui::PushFont(font_notif); - BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); - ImGui::PopFont(); + if (have_notifications) { + ImGui::PushFont(font_notif); + BuildNotifications(io.DisplaySize.x, io.DisplaySize.y); + ImGui::PopFont(); + } if (show_overlay) { @@ -647,9 +748,21 @@ void Steam_Overlay::OverlayProc() settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::SameLine(); - Base_Hook* hook = Renderer_Detector::Inst().get_renderer(); - ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name())); + ImGui::LabelText("##label", "Renderer: %s", (_renderer == nullptr ? "Unknown" : _renderer->GetLibraryName().c_str())); + + ImGui::Spacing(); + if (ImGui::Button("Show Achievements")) { + show_achievements = true; + } + + ImGui::SameLine(); + + if (ImGui::Button("Settings")) { + show_settings = true; + } + + ImGui::Spacing(); ImGui::Spacing(); ImGui::LabelText("##label", "Friends"); @@ -676,6 +789,123 @@ void Steam_Overlay::OverlayProc() ImGui::ListBoxFooter(); } } + + if (show_achievements && achievements.size()) { + ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); + bool show = show_achievements; + if (ImGui::Begin("Achievement Window", &show)) { + ImGui::Text("List of achievements"); + ImGui::BeginChild("Achievements"); + for (auto & x : achievements) { + bool achieved = x.achieved; + bool hidden = x.hidden && !achieved; + + ImGui::Separator(); + ImGui::Text(x.title.c_str()); + if (x.hidden) { + ImGui::Text("hidden achievement"); + } else { + ImGui::TextWrapped(x.description.c_str()); + } + + if (achieved) { + char buffer[80] = {}; + time_t unlock_time = (time_t)x.unlock_time; + std::strftime(buffer, 80, "%Y-%m-%d at %H:%M:%S", std::localtime(&unlock_time)); + + ImGui::TextColored(ImVec4(0, 255, 0, 255), "achieved on %s", buffer); + } else { + ImGui::TextColored(ImVec4(255, 0, 0, 255), "not achieved"); + } + ImGui::Separator(); + } + ImGui::EndChild(); + } + ImGui::End(); + show_achievements = show; + } + + if (show_settings) { + if (ImGui::Begin("Global Settings Window", &show_settings)) { + ImGui::Text("These are global emulator settings and will apply to all games."); + + ImGui::Separator(); + + ImGui::Text("Username:"); + ImGui::SameLine(); + ImGui::InputText("##username", username_text, sizeof(username_text), disable_forced ? ImGuiInputTextFlags_ReadOnly : 0); + + ImGui::Separator(); + + ImGui::Text("Language:"); + + if (ImGui::ListBox("##language", ¤t_language, valid_languages, sizeof(valid_languages) / sizeof(char *), 7)) { + + } + + ImGui::Text("Selected Language: %s", valid_languages[current_language]); + + ImGui::Separator(); + + if (!disable_forced) { + ImGui::Text("You may have to restart the game for these to apply."); + if (ImGui::Button("Save")) { + save_settings = true; + show_settings = false; + } + } else { + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + ImGui::TextWrapped("Some steam_settings/force_*.txt files have been detected. Please delete them if you want this menu to work."); + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + } + } + + ImGui::End(); + } + + std::string url = show_url; + if (url.size()) { + bool show = true; + if (ImGui::Begin(URL_WINDOW_NAME, &show)) { + ImGui::Text("The game tried to get the steam overlay to open this url:"); + ImGui::Spacing(); + ImGui::PushItemWidth(ImGui::CalcTextSize(url.c_str()).x + 20); + ImGui::InputText("##url_copy", (char *)url.data(), url.size(), ImGuiInputTextFlags_ReadOnly); + ImGui::PopItemWidth(); + ImGui::Spacing(); + if (ImGui::Button("Close") || !show) + show_url = ""; + // ImGui::SetWindowSize(ImVec2(ImGui::CalcTextSize(url.c_str()).x + 10, 0)); + } + ImGui::End(); + } + + bool show_warning = local_save || warning_forced || appid == 0; + if (show_warning) { + ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 64, ImGui::GetFontSize() * 64), ImVec2(8192, 8192)); + ImGui::SetNextWindowFocus(); + if (ImGui::Begin("WARNING", &show_warning)) { + if (appid == 0) { + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + ImGui::TextWrapped("AppID is 0, please create a steam_appid.txt with the right appid and restart the game."); + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + } + if (local_save) { + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + ImGui::TextWrapped("local_save.txt detected, the emu is saving locally to the game folder. Please delete it if you don't want this."); + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + } + if (warning_forced) { + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + ImGui::TextWrapped("Some steam_settings/force_*.txt files have been detected. You will not be able to save some settings."); + ImGui::TextColored(ImVec4(255, 0, 0, 255), "WARNING WARNING WARNING"); + } + } + ImGui::End(); + if (!show_warning) { + local_save = warning_forced = false; + } + } } ImGui::End(); @@ -714,6 +944,22 @@ void Steam_Overlay::Callback(Common_Message *msg) void Steam_Overlay::RunCallbacks() { + if (!Ready() && future_renderer.valid()) { + if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) { + _renderer = future_renderer.get(); + PRINT_DEBUG("got renderer %p\n", _renderer); + } + } + + if (!Ready() && _renderer) { + _renderer->OverlayHookReady = std::bind(&Steam_Overlay::HookReady, this, std::placeholders::_1); + _renderer->OverlayProc = std::bind(&Steam_Overlay::OverlayProc, this); + auto callback = std::bind(&Steam_Overlay::OpenOverlayHook, this, std::placeholders::_1); + PRINT_DEBUG("start renderer\n", _renderer); + bool started = _renderer->StartHook(callback); + PRINT_DEBUG("tried to start renderer %u\n", started); + } + if (overlay_state_changed) { GameOverlayActivated_t data = { 0 }; @@ -726,6 +972,19 @@ void Steam_Overlay::RunCallbacks() Steam_Friends* steamFriends = get_steam_client()->steam_friends; Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking; + if (save_settings) { + char *language_text = valid_languages[current_language]; + save_global_settings(get_steam_client()->local_storage, username_text, language_text); + get_steam_client()->settings_client->set_local_name(username_text); + get_steam_client()->settings_server->set_local_name(username_text); + get_steam_client()->settings_client->set_language(language_text); + get_steam_client()->settings_server->set_language(language_text); + steamFriends->resend_friend_data(); + save_settings = false; + } + + appid = settings->get_local_game_id().AppID(); + i_have_lobby = IHaveLobby(); std::lock_guard lock(overlay_mutex); std::for_each(friends.begin(), friends.end(), [this](std::pair &i) @@ -824,6 +1083,40 @@ void Steam_Overlay::RunCallbacks() } has_friend_action.pop(); } + + if (!achievements.size()) { + Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats; + uint32 achievements_num = steamUserStats->GetNumAchievements(); + if (achievements_num) { + PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS\n"); + for (unsigned i = 0; i < achievements_num; ++i) { + Overlay_Achievement ach; + ach.name = steamUserStats->GetAchievementName(i); + ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name"); + ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc"); + const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden"); + if (strlen(hidden) && hidden[0] == '1') { + ach.hidden = true; + } else { + ach.hidden = false; + } + + bool achieved = false; + uint32 unlock_time = 0; + if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) { + ach.achieved = achieved; + ach.unlock_time = unlock_time; + } else { + ach.achieved = false; + ach.unlock_time = 0; + } + + achievements.push_back(ach); + } + + PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS DONE\n"); + } + } } #endif diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index d3b301e..8345b57 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -70,8 +70,19 @@ struct Notification std::pair* frd; }; -#ifdef EMU_OVERLAY +struct Overlay_Achievement +{ + std::string name; + std::string title; + std::string description; + bool hidden; + bool achieved; + uint32 unlock_time; +}; +#ifdef EMU_OVERLAY +#include +#include "Renderer_Hook.h" class Steam_Overlay { Settings* settings; @@ -88,16 +99,32 @@ class Steam_Overlay bool show_overlay; ENotificationPosition notif_position; int h_inset, v_inset; + std::string show_url; + std::vector achievements; + bool show_achievements, show_settings; + + bool disable_forced, local_save, warning_forced; + uint32_t appid; + + char username_text[256]; + std::atomic_bool save_settings; + + int current_language; + + std::string warning_message; // Callback infos std::queue has_friend_action; std::vector notifications; std::recursive_mutex notifications_mutex; + std::atomic have_notifications; bool overlay_state_changed; std::recursive_mutex overlay_mutex; std::atomic i_have_lobby; + std::future future_renderer; + Renderer_Hook* _renderer; Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; @@ -135,16 +162,18 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset); void SetupOverlay(); - void HookReady(); + void HookReady(bool ready); void CreateFonts(); void OverlayProc(); void OpenOverlayInvite(CSteamID lobbyId); void OpenOverlay(const char* pchDialog); + void OpenOverlayWebpage(const char* pchURL); bool ShowOverlay() const; void ShowOverlay(bool state); + bool OpenOverlayHook(bool toggle); void SetLobbyInvite(Friend friendId, uint64 lobbyId); void SetRichInvite(Friend friendId, const char* connect_str); @@ -174,16 +203,18 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} void SetupOverlay() {} - void HookReady() {} + void HookReady(bool ready) {} void CreateFonts() {} void OverlayProc() {} void OpenOverlayInvite(CSteamID lobbyId) {} void OpenOverlay(const char* pchDialog) {} + void OpenOverlayWebpage(const char* pchURL) {} bool ShowOverlay() const {} void ShowOverlay(bool state) {} + bool OpenOverlayHook(bool toggle) {} void SetLobbyInvite(Friend friendId, uint64 lobbyId) {} void SetRichInvite(Friend friendId, const char* connect_str) {} From 86dba36dbf44186b09f351d46601c1912a3b8e67 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 02:45:36 -0400 Subject: [PATCH 448/494] Fix CI build issue. --- .gitlab-ci.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 33b5e58..69377b7 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -74,8 +74,8 @@ build_windows: - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls overlay_experimental/windows/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/windows/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls ImGui/impls/windows/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/windows/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls ImGui/backends/imgui_impl_dx*.cpp | tr "\n" " ")"; sed "s|ImGui/backends/imgui_impl_dx\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls overlay_experimental/System/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/System/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - sed "s| /MP12 | /MP4 |g" -i *.bat From 5c50ca9e862cf77e390f2228b629d67968234cfc Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 03:41:59 -0400 Subject: [PATCH 449/494] Fail CI build faster on build error. --- .gitlab-ci.yml | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 69377b7..7977031 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -81,9 +81,10 @@ build_windows: - sed "s| /MP12 | /MP4 |g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat + - mkdir debug_experimental + - mv steam_api.dll steam_api64.dll debug_experimental/ - wine cmd /c build_win_release.bat - - mkdir release/debug_experimental - - mv steam_api.dll steam_api64.dll release/debug_experimental/ + - mv debug_experimental release/ - rm -f steamclient.dll steamclient64.dll - wine cmd /c build_win_debug_experimental_steamclient.bat - mkdir release/debug_experimental_steamclient From f8f969b97cacd2118e1bffd62b5d286ffdf7dae2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 04:10:25 -0400 Subject: [PATCH 450/494] Try to fix CI error. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 7977031..00371af 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -78,7 +78,7 @@ build_windows: - DLL_FILES="$(ls overlay_experimental/System/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/System/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - - sed "s| /MP12 | /MP4 |g" -i *.bat + - sed "s| /MP12 | /MP2 |g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat - mkdir debug_experimental From afb32921fcd030f1aee0182a6ab64f4d0cb96684 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 06:28:42 -0400 Subject: [PATCH 451/494] This seems to fix it somehow. --- .gitlab-ci.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 00371af..1f9da43 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -56,7 +56,7 @@ build_steamos: build_windows: stage: build - image: fedora:29 + image: fedora:35 script: - dnf -y install wine wget p7zip sed dos2unix @@ -78,7 +78,7 @@ build_windows: - DLL_FILES="$(ls overlay_experimental/System/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/System/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - - sed "s| /MP12 | /MP2 |g" -i *.bat + - sed "s| /MP12 | /MP5 |g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat - mkdir debug_experimental From 528120d1021f567ca5dc9e08cb1e140afbc7a39d Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 18:44:49 -0400 Subject: [PATCH 452/494] Multiple achievements can now use the same stat as a trigger. --- .gitlab-ci.yml | 2 +- dll/steam_user_stats.h | 16 ++++++++++------ 2 files changed, 11 insertions(+), 7 deletions(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 1f9da43..115d1a8 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -78,7 +78,7 @@ build_windows: - DLL_FILES="$(ls overlay_experimental/System/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/System/\*.cpp|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - - sed "s| /MP12 | /MP5 |g" -i *.bat + - sed "s| /MP12 | /MP4 |g" -i *.bat - export WINEDEBUG=-all - wine cmd /c build_win_debug_experimental.bat - mkdir debug_experimental diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 3461ead..995bd84 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -81,7 +81,7 @@ private: std::map stats_cache_int; std::map stats_cache_float; - std::map achievement_stat_trigger; + std::map> achievement_stat_trigger; unsigned int find_leaderboard(std::string name) { @@ -159,7 +159,7 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa std::string stat_name = ascii_to_lowercase(static_cast(it["progress"]["value"]["operand1"])); trig.min_value = static_cast(it["progress"]["min_val"]); trig.max_value = static_cast(it["progress"]["max_val"]); - achievement_stat_trigger[stat_name] = trig; + achievement_stat_trigger[stat_name].push_back(trig); } catch (...) {} try { @@ -283,8 +283,10 @@ bool SetStat( const char *pchName, int32 nData ) auto stat_trigger = achievement_stat_trigger.find(stat_name); if (stat_trigger != achievement_stat_trigger.end()) { - if (stat_trigger->second.check_triggered(nData)) { - SetAchievement(stat_trigger->second.name.c_str()); + for (auto &t : stat_trigger->second) { + if (t.check_triggered(nData)) { + SetAchievement(t.name.c_str()); + } } } @@ -310,8 +312,10 @@ bool SetStat( const char *pchName, float fData ) auto stat_trigger = achievement_stat_trigger.find(stat_name); if (stat_trigger != achievement_stat_trigger.end()) { - if (stat_trigger->second.check_triggered(fData)) { - SetAchievement(stat_trigger->second.name.c_str()); + for (auto &t : stat_trigger->second) { + if (t.check_triggered(fData)) { + SetAchievement(t.name.c_str()); + } } } From ad66573a20a21326a2458b436c403d61d87e785e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Fri, 5 Aug 2022 18:45:33 -0400 Subject: [PATCH 453/494] Fix crashes. --- dll/steam_gameserver.cpp | 9 ++++++++- overlay_experimental/steam_overlay.cpp | 4 ++-- 2 files changed, 10 insertions(+), 3 deletions(-) diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index bf16d2f..9b51df8 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -45,10 +45,17 @@ bool Steam_GameServer::InitGameServer( uint32 unIP, uint16 usGamePort, uint16 us std::lock_guard lock(global_mutex); if (logged_in) return false; // may not be changed after logged in. + if (!pchVersionString) pchVersionString = ""; + std::string version(pchVersionString); version.erase(std::remove(version.begin(), version.end(), ' '), version.end()); version.erase(std::remove(version.begin(), version.end(), '.'), version.end()); - server_data.set_version(stoi(version)); + try { + server_data.set_version(std::stoi(version)); + } catch (...) { + PRINT_DEBUG("InitGameServer: not a number: %s\n", pchVersionString); + server_data.set_version(0); + } server_data.set_ip(unIP); server_data.set_port(usGamePort); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 26fe2bd..5c0fe4d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -801,11 +801,11 @@ void Steam_Overlay::OverlayProc() bool hidden = x.hidden && !achieved; ImGui::Separator(); - ImGui::Text(x.title.c_str()); + ImGui::Text("%s", x.title.c_str()); if (x.hidden) { ImGui::Text("hidden achievement"); } else { - ImGui::TextWrapped(x.description.c_str()); + ImGui::TextWrapped("%s", x.description.c_str()); } if (achieved) { From eef92f1fe654e5d28c75e834140d36afd10d9574 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 6 Aug 2022 05:23:49 -0400 Subject: [PATCH 454/494] Add early version of script to generate emu config. Only generates achievements and stats configs at the moment. --- overlay_experimental/steam_overlay.cpp | 2 +- scripts/generate_emu_config.py | 75 ++++++++++++++++++++++++++ scripts/generate_emu_config_README.txt | 22 ++++++++ 3 files changed, 98 insertions(+), 1 deletion(-) create mode 100644 scripts/generate_emu_config.py create mode 100644 scripts/generate_emu_config_README.txt diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 5c0fe4d..bac1e51 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -802,7 +802,7 @@ void Steam_Overlay::OverlayProc() ImGui::Separator(); ImGui::Text("%s", x.title.c_str()); - if (x.hidden) { + if (hidden) { ImGui::Text("hidden achievement"); } else { ImGui::TextWrapped("%s", x.description.c_str()); diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py new file mode 100644 index 0000000..2c563cc --- /dev/null +++ b/scripts/generate_emu_config.py @@ -0,0 +1,75 @@ + +USERNAME = "" +PASSWORD = "" + +#steam ids with public profiles that own a lot of games +TOP_OWNER_IDS = [76561198028121353, 76561198001237877, 76561198001678750, 76561198237402290] + +from stats_schema_achievement_gen import achievements_gen +from steam.client import SteamClient +from steam.client.cdn import CDNClient +from steam.enums import common +from steam.enums.emsg import EMsg +from steam.core.msg import MsgProto +import os +import sys + +if len(sys.argv) < 2: + print("\nUsage: {} appid\n\nExample: {} 480\n".format(sys.argv[0], sys.argv[0])) + exit(1) + +appid = int(sys.argv[1]) + +client = SteamClient() +if not os.path.exists("login_temp"): + os.makedirs("login_temp") +client.set_credential_location("login_temp") + +if (len(USERNAME) == 0 or len(PASSWORD) == 0): + client.cli_login() +else: + while True: + ret = client.login(USERNAME, password=PASSWORD) + if ret != common.EResult.OK: + if ret == common.EResult.TryAnotherCM: + continue + print("error logging in with set username and password, trying cli login. error was:", ret) + client.cli_login() + break + else: + break + +def get_stats_schema(client, game_id, owner_id): + message = MsgProto(EMsg.ClientGetUserStats) + message.body.game_id = game_id + message.body.schema_local_version = -1 + message.body.crc_stats = 0 + message.body.steam_id_for_user = owner_id + + client.send(message) + return client.wait_msg(EMsg.ClientGetUserStatsResponse, timeout=5) + +def generate_achievement_stats(client, game_id, output_directory): + steam_id_list = TOP_OWNER_IDS + [client.steam_id] + for x in steam_id_list: + out = get_stats_schema(client, game_id, x) + if out is not None: + if len(out.body.schema) > 0: + with open('UserGameStatsSchema_{}.bin'.format(appid), 'wb') as f: + f.write(out.body.schema) + achievements, stats = achievements_gen.generate_stats_achievements(out.body.schema, output_directory) + return + else: + print("no schema", out) + +out_dir = os.path.join("{}".format( "{}_output".format(appid)), "steam_settings") + +if not os.path.exists(out_dir): + os.makedirs(out_dir) + +print("outputting config to", out_dir) + +generate_achievement_stats(client, appid, out_dir) +with open(os.path.join(out_dir, "steam_appid.txt"), 'w') as f: + f.write(str(appid)) + diff --git a/scripts/generate_emu_config_README.txt b/scripts/generate_emu_config_README.txt new file mode 100644 index 0000000..4b59aa9 --- /dev/null +++ b/scripts/generate_emu_config_README.txt @@ -0,0 +1,22 @@ +Install python then run this in a terminal/powershell to install the dependencies: pip install -U steam[client] + +This script depends on python files that are in subfolders so make sure to download the whole folder not just the script. + +Using the script: python generate_emu_config.py appid + +The appid is the number in the steam url. + +The first time you run the script it will ask you for your steam username, password and email code. +The email code will only be asked the first time and the sentry will be saved to the login_temp folder. + +This script will not save your username/password anywhere. If you don't want to always type it you must +open up the script in a text editor and change: + +USERNAME = "" +PASSWORD = "" + +To: + +USERNAME = "your_username" +PASSWORD = "your_password" + From e59508a696f1cd3762d7588f48cc8e0de8dd3dff Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 04:36:50 -0400 Subject: [PATCH 455/494] generate_emu_config.py fixes and improvements. --- scripts/generate_emu_config.py | 97 ++++++++++++++++++++------ scripts/generate_emu_config_README.txt | 5 +- 2 files changed, 78 insertions(+), 24 deletions(-) diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index 2c563cc..7b5fd2d 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -3,22 +3,28 @@ USERNAME = "" PASSWORD = "" #steam ids with public profiles that own a lot of games -TOP_OWNER_IDS = [76561198028121353, 76561198001237877, 76561198001678750, 76561198237402290] +TOP_OWNER_IDS = [76561198028121353, 76561198001237877, 76561198355625888, 76561198001678750, 76561198237402290] from stats_schema_achievement_gen import achievements_gen from steam.client import SteamClient from steam.client.cdn import CDNClient from steam.enums import common +from steam.enums.common import EResult from steam.enums.emsg import EMsg from steam.core.msg import MsgProto import os import sys +import json + +prompt_for_unavailable = True if len(sys.argv) < 2: - print("\nUsage: {} appid\n\nExample: {} 480\n".format(sys.argv[0], sys.argv[0])) + print("\nUsage: {} appid appid appid etc..\n\nExample: {} 480\n".format(sys.argv[0], sys.argv[0])) exit(1) -appid = int(sys.argv[1]) +appids = [] +for id in sys.argv[1:]: + appids += [int(id)] client = SteamClient() if not os.path.exists("login_temp"): @@ -28,16 +34,40 @@ client.set_credential_location("login_temp") if (len(USERNAME) == 0 or len(PASSWORD) == 0): client.cli_login() else: - while True: - ret = client.login(USERNAME, password=PASSWORD) - if ret != common.EResult.OK: - if ret == common.EResult.TryAnotherCM: - continue - print("error logging in with set username and password, trying cli login. error was:", ret) - client.cli_login() - break - else: - break + result = client.login(USERNAME, password=PASSWORD) + while result in (EResult.AccountLogonDenied, EResult.InvalidLoginAuthCode, + EResult.AccountLoginDeniedNeedTwoFactor, EResult.TwoFactorCodeMismatch, + EResult.TryAnotherCM, EResult.ServiceUnavailable, + EResult.InvalidPassword, + ): + + if result == EResult.InvalidPassword: + print("invalid password, the password you set is wrong.") + exit(1) + + elif result in (EResult.AccountLogonDenied, EResult.InvalidLoginAuthCode): + prompt = ("Enter email code: " if result == EResult.AccountLogonDenied else + "Incorrect code. Enter email code: ") + auth_code, two_factor_code = input(prompt), None + + elif result in (EResult.AccountLoginDeniedNeedTwoFactor, EResult.TwoFactorCodeMismatch): + prompt = ("Enter 2FA code: " if result == EResult.AccountLoginDeniedNeedTwoFactor else + "Incorrect code. Enter 2FA code: ") + auth_code, two_factor_code = None, input(prompt) + + elif result in (EResult.TryAnotherCM, EResult.ServiceUnavailable): + if prompt_for_unavailable and result == EResult.ServiceUnavailable: + while True: + answer = input("Steam is down. Keep retrying? [y/n]: ").lower() + if answer in 'yn': break + + prompt_for_unavailable = False + if answer == 'n': break + + client.reconnect(maxdelay=15) + + result = client.login(USERNAME, PASSWORD, None, auth_code, two_factor_code) + def get_stats_schema(client, game_id, owner_id): message = MsgProto(EMsg.ClientGetUserStats) @@ -49,27 +79,50 @@ def get_stats_schema(client, game_id, owner_id): client.send(message) return client.wait_msg(EMsg.ClientGetUserStatsResponse, timeout=5) -def generate_achievement_stats(client, game_id, output_directory): +def generate_achievement_stats(client, game_id, output_directory, backup_directory): steam_id_list = TOP_OWNER_IDS + [client.steam_id] for x in steam_id_list: out = get_stats_schema(client, game_id, x) if out is not None: if len(out.body.schema) > 0: - with open('UserGameStatsSchema_{}.bin'.format(appid), 'wb') as f: + with open(os.path.join(backup_directory, 'UserGameStatsSchema_{}.bin'.format(appid)), 'wb') as f: f.write(out.body.schema) achievements, stats = achievements_gen.generate_stats_achievements(out.body.schema, output_directory) return else: print("no schema", out) -out_dir = os.path.join("{}".format( "{}_output".format(appid)), "steam_settings") +for appid in appids: + backup_dir = os.path.join("backup","{}".format(appid)) + out_dir = os.path.join("{}".format( "{}_output".format(appid)), "steam_settings") -if not os.path.exists(out_dir): - os.makedirs(out_dir) + if not os.path.exists(backup_dir): + os.makedirs(backup_dir) -print("outputting config to", out_dir) + if not os.path.exists(out_dir): + os.makedirs(out_dir) -generate_achievement_stats(client, appid, out_dir) -with open(os.path.join(out_dir, "steam_appid.txt"), 'w') as f: - f.write(str(appid)) + print("outputting config to", out_dir) + raw = client.get_product_info(apps=[appid]) + game_info = raw["apps"][appid] + + if "common" in game_info: + game_info_common = game_info["common"] + if "community_visible_stats" in game_info_common: + generate_achievement_stats(client, appid, out_dir, backup_dir) + + with open(os.path.join(out_dir, "steam_appid.txt"), 'w') as f: + f.write(str(appid)) + + if "depots" in game_info: + if "branches" in game_info["depots"]: + if "public" in game_info["depots"]["branches"]: + if "buildid" in game_info["depots"]["branches"]["public"]: + buildid = game_info["depots"]["branches"]["public"]["buildid"] + with open(os.path.join(out_dir, "build_id.txt"), 'w') as f: + f.write(str(buildid)) + + game_info_backup = json.dumps(game_info, indent=4) + with open(os.path.join(backup_dir, "product_info.json"), "w") as f: + f.write(game_info_backup) diff --git a/scripts/generate_emu_config_README.txt b/scripts/generate_emu_config_README.txt index 4b59aa9..c0863a0 100644 --- a/scripts/generate_emu_config_README.txt +++ b/scripts/generate_emu_config_README.txt @@ -4,10 +4,11 @@ This script depends on python files that are in subfolders so make sure to downl Using the script: python generate_emu_config.py appid +You can also pass multiple appids to generate multiple configs: python generate_emu_config.py appid appid appid + The appid is the number in the steam url. -The first time you run the script it will ask you for your steam username, password and email code. -The email code will only be asked the first time and the sentry will be saved to the login_temp folder. +The email code should only be asked the first time and the sentry will be saved to the login_temp folder. This script will not save your username/password anywhere. If you don't want to always type it you must open up the script in a text editor and change: From 5234d8b0e669d581baeb20f60ba678404ea1f22e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 04:37:57 -0400 Subject: [PATCH 456/494] Implement leaderboard scores. --- dll/local_storage.h | 1 + dll/steam_user_stats.h | 135 ++++++++++++++++++++++++++++++++++++++--- 2 files changed, 126 insertions(+), 10 deletions(-) diff --git a/dll/local_storage.h b/dll/local_storage.h index 11f520a..ddb1c33 100644 --- a/dll/local_storage.h +++ b/dll/local_storage.h @@ -47,6 +47,7 @@ public: static constexpr auto settings_storage_folder = "settings"; static constexpr auto remote_storage_folder = "remote"; static constexpr auto stats_storage_folder = "stats"; + static constexpr auto leaderboard_storage_folder = "leaderboard"; static constexpr auto user_data_storage = "local"; static constexpr auto screenshots_folder = "screenshots"; static constexpr auto game_settings_folder = "steam_settings"; diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index 995bd84..b7638dd 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -21,10 +21,17 @@ #include "base.h" #include "../overlay_experimental/steam_overlay.h" +struct Steam_Leaderboard_Score { + CSteamID steam_id; + int32 score = 0; + std::vector score_details; +}; + struct Steam_Leaderboard { std::string name; ELeaderboardSortMethod sort_method; ELeaderboardDisplayType display_type; + Steam_Leaderboard_Score self_score; }; struct achievement_trigger { @@ -121,6 +128,60 @@ void save_achievements() local_storage->write_json_file("", achievements_user_file, user_achievements); } +void save_leaderboard_score(Steam_Leaderboard *leaderboard) +{ + std::vector output; + uint64_t steam_id = leaderboard->self_score.steam_id.ConvertToUint64(); + output.push_back(steam_id & 0xFFFFFFFF); + output.push_back(steam_id >> 32); + + output.push_back(leaderboard->self_score.score); + output.push_back(leaderboard->self_score.score_details.size()); + for (auto &s : leaderboard->self_score.score_details) { + output.push_back(s); + } + + std::string leaderboard_name = ascii_to_lowercase(leaderboard->name); + local_storage->store_data(Local_Storage::leaderboard_storage_folder, leaderboard_name, (char* )output.data(), sizeof(uint32_t) * output.size()); +} + +std::vector load_leaderboard_scores(std::string name) +{ + std::vector out; + + std::string leaderboard_name = ascii_to_lowercase(name); + unsigned size = local_storage->file_size(Local_Storage::leaderboard_storage_folder, leaderboard_name); + if (size == 0 || (size % sizeof(uint32_t)) != 0) return out; + + std::vector output(size / sizeof(uint32_t)); + if (local_storage->get_data(Local_Storage::leaderboard_storage_folder, leaderboard_name, (char* )output.data(), size) != size) return out; + + unsigned i = 0; + while (true) { + if ((i + 4) > output.size()) break; + + Steam_Leaderboard_Score score; + score.steam_id = CSteamID((uint64)output[i] + (((uint64)output[i + 1]) << 32)); + i += 2; + score.score = output[i]; + i += 1; + unsigned count = output[i]; + i += 1; + + if ((i + count) > output.size()) break; + + for (unsigned j = 0; j < count; ++j) { + score.score_details.push_back(output[i]); + i += 1; + } + + PRINT_DEBUG("loaded leaderboard score %llu %u\n", score.steam_id.ConvertToUint64(), score.score); + out.push_back(score); + } + + return out; +} + public: Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, Steam_Overlay* overlay): settings(settings), @@ -734,6 +795,14 @@ SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderb leaderboard.name = std::string(pchLeaderboardName); leaderboard.sort_method = eLeaderboardSortMethod; leaderboard.display_type = eLeaderboardDisplayType; + + std::vector scores = load_leaderboard_scores(pchLeaderboardName); + for (auto &s : scores) { + if (s.steam_id == settings->get_local_steam_id()) { + leaderboard.self_score = s; + } + } + leaderboards.push_back(leaderboard); leader = leaderboards.size(); } @@ -826,10 +895,12 @@ SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, { PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd); std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //might return callresult even if hSteamLeaderboard is invalid + LeaderboardScoresDownloaded_t data; data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; + data.m_hSteamLeaderboardEntries = hSteamLeaderboard; + data.m_cEntryCount = leaderboards[hSteamLeaderboard - 1].self_score.steam_id.IsValid(); return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } @@ -843,10 +914,19 @@ SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLead { PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0); std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //might return callresult even if hSteamLeaderboard is invalid + + bool get_for_current_id = false; + for (int i = 0; i < cUsers; ++i) { + if (prgUsers[i] == settings->get_local_steam_id()) { + get_for_current_id = true; + } + } + LeaderboardScoresDownloaded_t data; data.m_hSteamLeaderboard = hSteamLeaderboard; - data.m_hSteamLeaderboardEntries = 123; - data.m_cEntryCount = 0; + data.m_hSteamLeaderboardEntries = hSteamLeaderboard; + data.m_cEntryCount = get_for_current_id && leaderboards[hSteamLeaderboard - 1].self_score.steam_id.IsValid(); return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } @@ -868,7 +948,20 @@ SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLead bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) { PRINT_DEBUG("GetDownloadedLeaderboardEntry\n"); - return false; + std::lock_guard lock(global_mutex); + if (hSteamLeaderboardEntries > leaderboards.size() || hSteamLeaderboardEntries <= 0) return false; + if (index > 0) return false; + + LeaderboardEntry_t entry = {}; + entry.m_steamIDUser = leaderboards[hSteamLeaderboardEntries - 1].self_score.steam_id; + entry.m_nGlobalRank = 1; + entry.m_nScore = leaderboards[hSteamLeaderboardEntries - 1].self_score.score; + for (int i = 0; i < leaderboards[hSteamLeaderboardEntries - 1].self_score.score_details.size() && i < cDetailsMax; ++i) { + pDetails[i] = leaderboards[hSteamLeaderboardEntries - 1].self_score.score_details[i]; + } + + *pLeaderboardEntry = entry; + return true; } @@ -879,17 +972,39 @@ bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardE STEAM_CALL_RESULT( LeaderboardScoreUploaded_t ) SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) { - PRINT_DEBUG("UploadLeaderboardScore\n"); + PRINT_DEBUG("UploadLeaderboardScore %i\n", nScore); std::lock_guard lock(global_mutex); + if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_uAPICallInvalid; //TODO: might return callresult even if hSteamLeaderboard is invalid + + Steam_Leaderboard_Score score; + score.score = nScore; + score.steam_id = settings->get_local_steam_id(); + for (int i = 0; i < cScoreDetailsCount; ++i) { + score.score_details.push_back(pScoreDetails[i]); + } + + bool changed = false; + if (eLeaderboardUploadScoreMethod == k_ELeaderboardUploadScoreMethodKeepBest) { + if (leaderboards[hSteamLeaderboard - 1].self_score.score <= score.score) { + leaderboards[hSteamLeaderboard - 1].self_score = score; + changed = true; + } + } else { + if (leaderboards[hSteamLeaderboard - 1].self_score.score != score.score) changed = true; + leaderboards[hSteamLeaderboard - 1].self_score = score; + } + + if (changed) { + save_leaderboard_score(&(leaderboards[hSteamLeaderboard - 1])); + } + LeaderboardScoreUploaded_t data; data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score. //data.m_bSuccess = 0; data.m_hSteamLeaderboard = hSteamLeaderboard; data.m_nScore = nScore; - //data.m_bScoreChanged = 1; - data.m_bScoreChanged = 0; - //data.m_nGlobalRankNew = 1; - data.m_nGlobalRankNew = 0; + data.m_bScoreChanged = changed; + data.m_nGlobalRankNew = 1; data.m_nGlobalRankPrevious = 0; return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } From 0d65114ee6a5098cdec5537cb5bca30a176bedfe Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 23:06:43 -0400 Subject: [PATCH 457/494] Fix controller rumble code. --- dll/steam_controller.h | 49 ++++++++++++------------------------------ 1 file changed, 14 insertions(+), 35 deletions(-) diff --git a/dll/steam_controller.h b/dll/steam_controller.h index 64b7f4f..db04d60 100644 --- a/dll/steam_controller.h +++ b/dll/steam_controller.h @@ -66,7 +66,7 @@ struct Controller_Action { struct Rumble_Thread_Data { std::condition_variable rumble_thread_cv; - std::atomic_bool kill_rumble_thread; + bool kill_rumble_thread; std::mutex rumble_mutex; struct Rumble_Data { @@ -232,38 +232,21 @@ public: static void background_rumble(Rumble_Thread_Data *data) { - std::mutex mtx; - std::unique_lock lck(mtx); - bool rumbled = false; while (true) { - bool new_data = false; - if (rumbled) { - std::this_thread::sleep_for(std::chrono::milliseconds(20)); - data->rumble_mutex.lock(); - for (int i = 0; i < GAMEPAD_COUNT; ++i) { - if (data->data[i].new_data) { - new_data = true; - break; - } - } - data->rumble_mutex.unlock(); - + unsigned short left, right; + unsigned int rumble_length_ms; + int gamepad = -1; + while (gamepad == -1) { + std::unique_lock lck(data->rumble_mutex); if (data->kill_rumble_thread) { return; } - } - bool x = new_data || data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(100)) != std::cv_status::timeout; - if (data->kill_rumble_thread) { - return; - } + data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(1000)); + if (data->kill_rumble_thread) { + return; + } - rumbled = false; - while (true) { - unsigned short left, right; - unsigned int rumble_length_ms; - int gamepad = -1; - data->rumble_mutex.lock(); for (int i = 0; i < GAMEPAD_COUNT; ++i) { if (data->data[i].new_data) { left = data->data[i].left; @@ -278,15 +261,9 @@ static void background_rumble(Rumble_Thread_Data *data) } } } - - data->rumble_mutex.unlock(); - if (gamepad == -1) { - break; - } - - GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms); - rumbled = true; } + + GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms); } } @@ -370,7 +347,9 @@ bool Shutdown() } controllers = std::map(); + rumble_thread_data->rumble_mutex.lock(); rumble_thread_data->kill_rumble_thread = true; + rumble_thread_data->rumble_mutex.unlock(); rumble_thread_data->rumble_thread_cv.notify_one(); background_rumble_thread.join(); delete rumble_thread_data; From 5ce4ac84290651b1ad010f20651dd9f4b9227a92 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 23:07:30 -0400 Subject: [PATCH 458/494] Add support for multiple languages for achievements. --- dll/steam_user_stats.h | 40 ++++++++++++++++++++++++++++++++++++++-- 1 file changed, 38 insertions(+), 2 deletions(-) diff --git a/dll/steam_user_stats.h b/dll/steam_user_stats.h index b7638dd..4ff4163 100644 --- a/dll/steam_user_stats.h +++ b/dll/steam_user_stats.h @@ -182,6 +182,42 @@ std::vector load_leaderboard_scores(std::string name) return out; } +std::string get_value_for_language(nlohmann::json &json, std::string key, std::string language) +{ + auto x = json.find(key); + if (x == json.end()) return ""; + if (x.value().is_string()) { + return x.value().get(); + } else if (x.value().is_object()) { + auto l = x.value().find(language); + if (l != x.value().end()) { + return l.value().get(); + } + + l = x.value().find("english"); + if (l != x.value().end()) { + return l.value().get(); + } + + l = x.value().begin(); + if (l != x.value().end()) { + if (l.key() == "token") { + std::string token_value = l.value().get(); + l++; + if (l != x.value().end()) { + return l.value().get(); + } + + return token_value; + } + + return l.value().get(); + } + } + + return ""; +} + public: Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, Steam_Overlay* overlay): settings(settings), @@ -227,8 +263,8 @@ Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCa it["hidden"] = std::to_string(it["hidden"].get()); } catch (...) {} - it["displayName"] = it.value("displayName", ""); - it["description"] = it.value("description", ""); + it["displayName"] = get_value_for_language(it, "displayName", settings->get_language()); + it["description"] = get_value_for_language(it, "description", settings->get_language()); } //TODO: not sure if the sort is actually case insensitive, ach names seem to be treated by steam as case insensitive so I assume they are. From e0726f2e9df756651f04ecb3d180f817b0d0e8df Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 23:10:03 -0400 Subject: [PATCH 459/494] Add controller config, multi lang achievements, DLC to generate_emu_config. --- .../parse_controller_vdf.py | 217 +++++++++--------- scripts/generate_emu_config.py | 98 +++++++- .../achievements_gen.py | 7 - 3 files changed, 207 insertions(+), 115 deletions(-) diff --git a/scripts/controller_config_generator/parse_controller_vdf.py b/scripts/controller_config_generator/parse_controller_vdf.py index 569aeb0..4c9495e 100644 --- a/scripts/controller_config_generator/parse_controller_vdf.py +++ b/scripts/controller_config_generator/parse_controller_vdf.py @@ -53,125 +53,128 @@ def add_input_bindings(group, bindings, force_binding=None, keymap=keymap_digita bindings[action_name] = [binding] return bindings -if len(sys.argv) < 2: - print("format: {} xbox_controller_config.vdf".format(sys.argv[0])) - exit(0) -with open(sys.argv[1], 'rb') as f: - t = f.read().decode('utf-8') +def generate_controller_config(controller_vdf, config_dir): + d = vdf.loads(controller_vdf, mapper=vdf.VDFDict, merge_duplicate_keys=False) -d = vdf.loads(t, mapper=vdf.VDFDict, merge_duplicate_keys=False) + controller_mappings = d["controller_mappings"] -controller_mappings = d["controller_mappings"] + groups = controller_mappings.get_all_for("group") + groups_byid = {} + for g in groups: + groups_byid[g["id"]] = g -groups = controller_mappings.get_all_for("group") -groups_byid = {} -for g in groups: - groups_byid[g["id"]] = g + actions = controller_mappings.get_all_for("actions") + action_list = [] + for a in actions: + for k in a: + action_list.append(k) -actions = controller_mappings.get_all_for("actions") -action_list = [] -for a in actions: - for k in a: - action_list.append(k) - -presets = controller_mappings.get_all_for("preset") -all_bindings = {} -for p in presets: - name = p["name"] - if name not in action_list: - continue - group_bindings = p["group_source_bindings"] - bindings = {} - for number in group_bindings: - s = group_bindings[number].split() - if s[1] != "active": + presets = controller_mappings.get_all_for("preset") + all_bindings = {} + for p in presets: + name = p["name"] + if name not in action_list: continue + group_bindings = p["group_source_bindings"] + bindings = {} + for number in group_bindings: + s = group_bindings[number].split() + if s[1] != "active": + continue - #print(s) - if s[0] in ["switch", "button_diamond", "dpad"]: - group = groups_byid[number] - #print(group) - bindings = add_input_bindings(group, bindings) + #print(s) + if s[0] in ["switch", "button_diamond", "dpad"]: + group = groups_byid[number] + #print(group) + bindings = add_input_bindings(group, bindings) - if s[0] in ["left_trigger", "right_trigger"]: - group = groups_byid[number] - if group["mode"] == "trigger": - for g in group: - if g == "gameactions": - #print(group) - action_name = group["gameactions"][name] - if s[0] == "left_trigger": - binding = "LTRIGGER" - else: - binding = "RTRIGGER" - if action_name in bindings: - if binding not in bindings[action_name] and (binding + "=trigger") not in bindings[action_name]: - bindings[action_name].insert(0, binding) - else: - bindings[action_name] = [binding + "=trigger"] - if g == "inputs": - if s[0] == "left_trigger": - binding = "DLTRIGGER" - else: - binding = "DRTRIGGER" - bindings = add_input_bindings(group, bindings, binding) + if s[0] in ["left_trigger", "right_trigger"]: + group = groups_byid[number] + if group["mode"] == "trigger": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "left_trigger": + binding = "LTRIGGER" + else: + binding = "RTRIGGER" + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=trigger") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=trigger"] + if g == "inputs": + if s[0] == "left_trigger": + binding = "DLTRIGGER" + else: + binding = "DRTRIGGER" + bindings = add_input_bindings(group, bindings, binding) - else: - print("unhandled trigger mode", group["mode"]) - if s[0] in ["joystick", "right_joystick", "dpad"]: - group = groups_byid[number] - if group["mode"] == "joystick_move": - for g in group: - if g == "gameactions": - #print(group) - action_name = group["gameactions"][name] - if s[0] == "joystick": - binding = "LJOY" - elif s[0] == "right_joystick": - binding = "RJOY" - elif s[0] == "dpad": - binding = "DPAD" - else: - print("could not handle", s[0]) - if action_name in bindings: - if binding not in bindings[action_name] and (binding + "=joystick_move") not in bindings[action_name]: - bindings[action_name].insert(0, binding) - else: - bindings[action_name] = [binding + "=joystick_move"] - if g == "inputs": - if s[0] == "joystick": - binding = "LSTICK" - else: - binding = "RSTICK" - bindings = add_input_bindings(group, bindings, binding) - - elif group["mode"] == "dpad": - if s[0] == "joystick": - binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT", "click": "LSTICK"} - bindings = add_input_bindings(group, bindings, keymap=binding_map) - elif s[0] == "right_joystick": - binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT", "click": "RSTICK"} - bindings = add_input_bindings(group, bindings, keymap=binding_map) else: - if s[0] != "dpad": - print("no pad", s[0]) - else: - print("unhandled joy mode", group["mode"]) + print("unhandled trigger mode", group["mode"]) + if s[0] in ["joystick", "right_joystick", "dpad"]: + group = groups_byid[number] + if group["mode"] == "joystick_move": + for g in group: + if g == "gameactions": + #print(group) + action_name = group["gameactions"][name] + if s[0] == "joystick": + binding = "LJOY" + elif s[0] == "right_joystick": + binding = "RJOY" + elif s[0] == "dpad": + binding = "DPAD" + else: + print("could not handle", s[0]) + if action_name in bindings: + if binding not in bindings[action_name] and (binding + "=joystick_move") not in bindings[action_name]: + bindings[action_name].insert(0, binding) + else: + bindings[action_name] = [binding + "=joystick_move"] + if g == "inputs": + if s[0] == "joystick": + binding = "LSTICK" + else: + binding = "RSTICK" + bindings = add_input_bindings(group, bindings, binding) - all_bindings[name] = bindings + elif group["mode"] == "dpad": + if s[0] == "joystick": + binding_map = {"dpad_north":"DLJOYUP", "dpad_south": "DLJOYDOWN", "dpad_west": "DLJOYLEFT", "dpad_east": "DLJOYRIGHT", "click": "LSTICK"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + elif s[0] == "right_joystick": + binding_map = {"dpad_north":"DRJOYUP", "dpad_south": "DRJOYDOWN", "dpad_west": "DRJOYLEFT", "dpad_east": "DRJOYRIGHT", "click": "RSTICK"} + bindings = add_input_bindings(group, bindings, keymap=binding_map) + else: + if s[0] != "dpad": + print("no pad", s[0]) + else: + print("unhandled joy mode", group["mode"]) + + all_bindings[name] = bindings + + #print(controller_mappings["preset"][(0, "group_source_bindings")]) + + #print(all_bindings) + + if not os.path.exists(config_dir): + os.makedirs(config_dir) + + for k in all_bindings: + with open(os.path.join(config_dir, k + '.txt'), 'w') as f: + for b in all_bindings[k]: + f.write(b + "=" + ','.join(all_bindings[k][b]) + "\n") +if __name__ == '__main__': + if len(sys.argv) < 2: + print("format: {} xbox_controller_config.vdf".format(sys.argv[0])) + exit(0) -#print(controller_mappings["preset"][(0, "group_source_bindings")]) + with open(sys.argv[1], 'rb') as f: + t = f.read().decode('utf-8') -#print(all_bindings) - -config_directory = sys.argv[1] + "_config/steam_settings" + "/controller/" -if not os.path.exists(config_directory): - os.makedirs(config_directory) - -for k in all_bindings: - with open(config_directory + k + '.txt', 'w') as f: - for b in all_bindings[k]: - f.write(b + "=" + ','.join(all_bindings[k][b]) + "\n") + generate_controller_config(t, os.path.join(sys.argv[1] + "_config/steam_settings", "controller")) diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index 7b5fd2d..be0df7c 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -3,9 +3,10 @@ USERNAME = "" PASSWORD = "" #steam ids with public profiles that own a lot of games -TOP_OWNER_IDS = [76561198028121353, 76561198001237877, 76561198355625888, 76561198001678750, 76561198237402290] +TOP_OWNER_IDS = [76561198028121353, 76561198001237877, 76561198355625888, 76561198001678750, 76561198237402290, 76561197979911851, 76561198152618007, 76561197969050296, 76561198213148949, 76561198037867621, 76561198108581917] from stats_schema_achievement_gen import achievements_gen +from controller_config_generator import parse_controller_vdf from steam.client import SteamClient from steam.client.cdn import CDNClient from steam.enums import common @@ -15,6 +16,7 @@ from steam.core.msg import MsgProto import os import sys import json +import urllib.request prompt_for_unavailable = True @@ -35,6 +37,7 @@ if (len(USERNAME) == 0 or len(PASSWORD) == 0): client.cli_login() else: result = client.login(USERNAME, password=PASSWORD) + auth_code, two_factor_code = None, None while result in (EResult.AccountLogonDenied, EResult.InvalidLoginAuthCode, EResult.AccountLoginDeniedNeedTwoFactor, EResult.TwoFactorCodeMismatch, EResult.TryAnotherCM, EResult.ServiceUnavailable, @@ -92,6 +95,65 @@ def generate_achievement_stats(client, game_id, output_directory, backup_directo else: print("no schema", out) +def get_ugc_info(client, published_file_id): + return client.send_um_and_wait('PublishedFile.GetDetails#1', { + 'publishedfileids': [published_file_id], + 'includetags': False, + 'includeadditionalpreviews': False, + 'includechildren': False, + 'includekvtags': False, + 'includevotes': False, + 'short_description': True, + 'includeforsaledata': False, + 'includemetadata': False, + 'language': 0 + }) + +def download_published_file(client, published_file_id, backup_directory): + ugc_info = get_ugc_info(client, published_file_id) + + if (ugc_info is None): + print("failed getting published file", published_file_id) + return None + + file_details = ugc_info.body.publishedfiledetails[0] + if (file_details.result != EResult.OK): + print("failed getting published file", published_file_id, file_details.result) + return None + + if not os.path.exists(backup_directory): + os.makedirs(backup_directory) + + with open(os.path.join(backup_directory, "info.txt"), "w") as f: + f.write(str(ugc_info.body)) + + with urllib.request.urlopen(file_details.file_url) as response: + data = response.read() + with open(os.path.join(backup_directory, file_details.filename.replace("/", "_").replace("\\", "_")), "wb") as f: + f.write(data) + return data + return None + +def get_dlc(raw_infos): + try: + try: + dlc_list = set(map(lambda a: int(a), raw_infos["extended"]["listofdlc"].split(","))) + except: + dlc_list = set() + depot_app_list = set() + if "depots" in raw_infos: + depots = raw_infos["depots"] + for dep in depots: + depot_info = depots[dep] + if "dlcappid" in depot_info: + dlc_list.add(int(depot_info["dlcappid"])) + if "depotfromapp" in depot_info: + depot_app_list.add(int(depot_info["depotfromapp"])) + return (dlc_list, depot_app_list) + except: + print("could not get dlc infos, are there any dlcs ?") + return (set(), set()) + for appid in appids: backup_dir = os.path.join("backup","{}".format(appid)) out_dir = os.path.join("{}".format( "{}_output".format(appid)), "steam_settings") @@ -123,6 +185,40 @@ for appid in appids: with open(os.path.join(out_dir, "build_id.txt"), 'w') as f: f.write(str(buildid)) + dlc_config_list = [] + dlc_list, depot_app_list = get_dlc(game_info) + if (len(dlc_list) > 0): + dlc_raw = client.get_product_info(apps=dlc_list)["apps"] + for dlc in dlc_raw: + try: + dlc_config_list.append((dlc, dlc_raw[dlc]["common"]["name"])) + except: + dlc_config_list.append((dlc, None)) + + with open(os.path.join(out_dir, "DLC.txt"), 'w') as f: + for x in dlc_config_list: + if (x[1] is not None): + f.write("{}={}\n".format(x[0], x[1])) + + config_generated = False + if "config" in game_info: + if "steamcontrollerconfigdetails" in game_info["config"]: + controller_details = game_info["config"]["steamcontrollerconfigdetails"] + for id in controller_details: + details = controller_details[id] + controller_type = "" + enabled_branches = "" + if "controller_type" in details: + controller_type = details["controller_type"] + if "enabled_branches" in details: + enabled_branches = details["enabled_branches"] + print(id, controller_type) + out_vdf = download_published_file(client, int(id), os.path.join(backup_dir, controller_type + str(id))) + if out_vdf is not None and not config_generated: + if (controller_type in ["controller_xbox360", "controller_xboxone"] and (("default" in enabled_branches) or ("public" in enabled_branches))): + parse_controller_vdf.generate_controller_config(out_vdf.decode('utf-8'), os.path.join(out_dir, "controller")) + config_generated = True + game_info_backup = json.dumps(game_info, indent=4) with open(os.path.join(backup_dir, "product_info.json"), "w") as f: f.write(game_info_backup) diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py index 5d34108..1870a67 100644 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -4,8 +4,6 @@ import os import json -language = 'english' - STAT_TYPE_INT = '1' STAT_TYPE_FLOAT = '2' STAT_TYPE_AVGRATE = '3' @@ -35,11 +33,6 @@ def generate_stats_achievements(schema, config_directory): x = 'description' if x == 'Hidden': x = 'hidden' - if type(value) is dict: - if language in value: - value = value[language] - else: - value = '' out[x] = value out['name'] = ach['name'] if 'progress' in ach: From 7c419e0afe9695b4ace2be26c4b43e1ad08e3711 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 7 Aug 2022 23:11:21 -0400 Subject: [PATCH 460/494] Fix overlay crash in games that load then unload steam api dll. --- dll/steam_client.cpp | 5 +++++ overlay_experimental/Renderer_Detector.cpp | 23 ++++++++++++++++++++-- overlay_experimental/Renderer_Detector.h | 1 + overlay_experimental/steam_overlay.cpp | 11 +++++++++++ overlay_experimental/steam_overlay.h | 2 ++ 5 files changed, 40 insertions(+), 2 deletions(-) diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index b1ee2fe..35ea62b 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -830,6 +830,11 @@ bool Steam_Client::BShutdownIfAllPipesClosed() } steam_controller->Shutdown(); +#ifdef EMU_OVERLAY + if(!settings_client->disable_overlay) + steam_overlay->UnSetupOverlay(); +#endif + if (joinable) { background_keepalive.join(); } diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index b914691..251610c 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -77,6 +77,10 @@ public: delete vulkan_hook; } + bool force_stop_detection; + std::condition_variable detect_renderer_thread_cv; + std::mutex destroy_render_thread_mutex; + private: Renderer_Detector(): dxgi_hooked(false), @@ -94,7 +98,8 @@ private: dx12_hook(nullptr), opengl_hook(nullptr), vulkan_hook(nullptr), - detection_done(false) + detection_done(false), + force_stop_detection(false) { std::wstring tmp(4096, L'\0'); tmp.resize(GetSystemDirectoryW(&tmp[0], tmp.size())); @@ -1064,6 +1069,9 @@ public: auto start_time = std::chrono::steady_clock::now(); do { + std::unique_lock lck(destroy_render_thread_mutex); + if (force_stop_detection) break; + for (auto const& library : libraries) { void* lib_handle = System::Library::GetLibraryHandle(library.first.c_str()); @@ -1074,7 +1082,10 @@ public: (this->*library.second)(name); } } - std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + + detect_renderer_thread_cv.wait_for(lck, std::chrono::milliseconds(100)); + if (force_stop_detection) break; + } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); { @@ -1415,3 +1426,11 @@ std::future detect_renderer(std::chrono::milliseconds timeout) { return std::async(std::launch::async, &Renderer_Detector::detect_renderer, Renderer_Detector::Inst(), timeout); } + +void stop_renderer_detector() +{ + Renderer_Detector::Inst()->destroy_render_thread_mutex.lock(); + Renderer_Detector::Inst()->force_stop_detection = true; + Renderer_Detector::Inst()->destroy_render_thread_mutex.unlock(); + Renderer_Detector::Inst()->detect_renderer_thread_cv.notify_all(); +} diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index f6972e1..190db07 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -28,3 +28,4 @@ #include "Renderer_Hook.h" std::future detect_renderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{-1}); +void stop_renderer_detector(); diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index bac1e51..d94de61 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -200,6 +200,17 @@ void Steam_Overlay::SetupOverlay() } } + +void Steam_Overlay::UnSetupOverlay() +{ + stop_renderer_detector(); + if (!Ready() && future_renderer.valid()) { + if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) { + future_renderer.get(); + } + } +} + void Steam_Overlay::HookReady(bool ready) { { diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 8345b57..6840a0e 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -161,6 +161,7 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset); void SetupOverlay(); + void UnSetupOverlay(); void HookReady(bool ready); @@ -202,6 +203,7 @@ public: void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {} void SetupOverlay() {} + void UnSetupOverlay() {} void HookReady(bool ready) {} From 1ad2818e28013bf5d27aa29660f4806670810887 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 8 Aug 2022 01:38:57 -0400 Subject: [PATCH 461/494] Fix unicode issue with script. --- scripts/generate_emu_config.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index be0df7c..abb5af2 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -195,7 +195,7 @@ for appid in appids: except: dlc_config_list.append((dlc, None)) - with open(os.path.join(out_dir, "DLC.txt"), 'w') as f: + with open(os.path.join(out_dir, "DLC.txt"), 'w', encoding="utf-8") as f: for x in dlc_config_list: if (x[1] is not None): f.write("{}={}\n".format(x[0], x[1])) From 04022c005f88bcbb46a865e4e548fcffa422f646 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 10 Aug 2022 03:22:23 -0400 Subject: [PATCH 462/494] Update nemirtingas overlay to latest. --- overlay_experimental/Renderer_Detector.cpp | 140 +++++++++++++----- overlay_experimental/Renderer_Detector.h | 8 +- overlay_experimental/linux/OpenGLX_Hook.cpp | 2 + overlay_experimental/linux/X11_Hook.cpp | 12 ++ overlay_experimental/linux/X11_Hook.h | 1 + overlay_experimental/steam_overlay.cpp | 4 +- overlay_experimental/windows/DX10_Hook.cpp | 6 +- overlay_experimental/windows/DX11_Hook.cpp | 6 +- overlay_experimental/windows/DX12_Hook.cpp | 6 +- overlay_experimental/windows/DX9_Hook.cpp | 7 +- .../windows/DirectX_VTables.h | 53 +++---- overlay_experimental/windows/OpenGL_Hook.cpp | 15 +- overlay_experimental/windows/OpenGL_Hook.h | 2 +- overlay_experimental/windows/Windows_Hook.cpp | 15 +- overlay_experimental/windows/Windows_Hook.h | 5 +- 15 files changed, 187 insertions(+), 95 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 251610c..997f146 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -25,6 +25,7 @@ #include "System/String.hpp" #include "System/System.h" #include "System/Library.h" +#include "System/ScopedLock.hpp" #if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) \ || defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) @@ -77,10 +78,6 @@ public: delete vulkan_hook; } - bool force_stop_detection; - std::condition_variable detect_renderer_thread_cv; - std::mutex destroy_render_thread_mutex; - private: Renderer_Detector(): dxgi_hooked(false), @@ -98,8 +95,7 @@ private: dx12_hook(nullptr), opengl_hook(nullptr), vulkan_hook(nullptr), - detection_done(false), - force_stop_detection(false) + detection_done(false) { std::wstring tmp(4096, L'\0'); tmp.resize(GetSystemDirectoryW(&tmp[0], tmp.size())); @@ -147,6 +143,8 @@ private: Vulkan_Hook* vulkan_hook; bool detection_done; + std::condition_variable stop_detection_cv; + std::mutex stop_detection_mutex; HWND dummyWindow = nullptr; std::wstring _WindowClassName; @@ -431,14 +429,14 @@ private: } void HookDX9Present(IDirect3DDevice9* pDevice, bool ex, IDirect3DSwapChain9* pSwapChain, - decltype(&IDirect3DDevice9::Present)& pfnPresent, - decltype(&IDirect3DDevice9::Reset)& pfnReset, - decltype(&IDirect3DDevice9Ex::PresentEx)& pfnPresentEx, - decltype(&IDirect3DSwapChain9::Present)& pfnSwapChainPresent) + void*& pfnPresent, + void*& pfnReset, + void*& pfnPresentEx, + void*& pfnSwapChainPresent) { void** vTable = *reinterpret_cast(pDevice); - (void*&)pfnPresent = vTable[(int)IDirect3DDevice9VTable::Present]; - (void*&)pfnReset = vTable[(int)IDirect3DDevice9VTable::Reset]; + pfnPresent = vTable[(int)IDirect3DDevice9VTable::Present]; + pfnReset = vTable[(int)IDirect3DDevice9VTable::Reset]; (void*&)IDirect3DDevice9Present = vTable[(int)IDirect3DDevice9VTable::Present]; @@ -448,7 +446,7 @@ private: if (ex) { - (void*&)pfnPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; + pfnPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; (void*&)IDirect3DDevice9ExPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; detection_hooks.BeginHook(); @@ -463,9 +461,9 @@ private: if (pSwapChain != nullptr) { - IDirect3DSwapChain9VTable* vTable = *reinterpret_cast(pSwapChain); - pfnSwapChainPresent = vTable->pPresent; - IDirect3DSwapChain9Present = vTable->pPresent; + vTable = *reinterpret_cast(pSwapChain); + pfnSwapChainPresent = vTable[(int)IDirect3DSwapChain9VTable::Present]; + (void*&)IDirect3DSwapChain9Present = vTable[(int)IDirect3DSwapChain9VTable::Present]; detection_hooks.BeginHook(); detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DSwapChain9Present, (void*)&MyDX9SwapChainPresent }); @@ -553,7 +551,7 @@ private: decltype(&IDirect3DDevice9Ex::PresentEx) pfnPresentEx; decltype(&IDirect3DSwapChain9::Present) pfnSwapChainPresent; - HookDX9Present(pDevice, Direct3DCreate9Ex != nullptr, pSwapChain, pfnPresent, pfnReset, pfnPresentEx, pfnSwapChainPresent); + HookDX9Present(pDevice, Direct3DCreate9Ex != nullptr, pSwapChain, (void*&)pfnPresent, (void*&)pfnReset, (void*&)pfnPresentEx, (void*&)pfnSwapChainPresent); dx9_hook = DX9_Hook::Inst(); dx9_hook->LibraryName = library_path; @@ -1045,7 +1043,10 @@ public: std::lock_guard lk(renderer_mutex); if (detection_done) { - return renderer_hook; + if (renderer_hook != nullptr) + return renderer_hook; + + detection_done = false; } if (CreateHWND() == nullptr) @@ -1069,8 +1070,9 @@ public: auto start_time = std::chrono::steady_clock::now(); do { - std::unique_lock lck(destroy_render_thread_mutex); - if (force_stop_detection) break; + std::unique_lock lck(stop_detection_mutex); + if (detection_done) + break; for (auto const& library : libraries) { @@ -1083,9 +1085,7 @@ public: } } - detect_renderer_thread_cv.wait_for(lck, std::chrono::milliseconds(100)); - if (force_stop_detection) break; - + stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); { @@ -1093,19 +1093,38 @@ public: DestroyHWND(); detection_done = true; + detection_hooks.UnhookAll(); + + dxgi_hooked = false; + dxgi1_2_hooked = false; + dx12_hooked = false; + dx11_hooked = false; + dx10_hooked = false; + dx9_hooked = false; + opengl_hooked = false; + vulkan_hooked = false; + delete dx9_hook ; dx9_hook = nullptr; delete dx10_hook ; dx10_hook = nullptr; delete dx11_hook ; dx11_hook = nullptr; delete dx12_hook ; dx12_hook = nullptr; delete opengl_hook; opengl_hook = nullptr; delete vulkan_hook; vulkan_hook = nullptr; - detection_hooks.UnhookAll(); } SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); return renderer_hook; } + + void stop_detection() + { + { + System::scoped_lock lk(renderer_mutex, stop_detection_mutex); + detection_done = true; + } + stop_detection_cv.notify_all(); + } }; Renderer_Detector* Renderer_Detector::instance = nullptr; @@ -1158,6 +1177,8 @@ private: OpenGLX_Hook* openglx_hook; bool detection_done; + std::condition_variable stop_detection_cv; + std::mutex stop_detection_mutex; static void MyglXSwapBuffers(Display* dpy, GLXDrawable drawable) { @@ -1231,7 +1252,12 @@ public: { std::lock_guard lk(renderer_mutex); if (detection_done) - return renderer_hook; + { + if (renderer_hook != nullptr) + return renderer_hook; + + detection_done = false; + } } SPDLOG_TRACE("Started renderer detection."); @@ -1239,6 +1265,10 @@ public: auto start_time = std::chrono::steady_clock::now(); do { + std::unique_lock lck(stop_detection_mutex); + if (detection_done) + break; + for (auto const& library : libraries) { void* lib_handle = System::Library::GetLibraryHandle(library.first); @@ -1249,12 +1279,18 @@ public: (this->*library.second)(lib_path); } } - std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + + stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); { std::lock_guard lk(renderer_mutex); + detection_done = true; + detection_hooks.UnhookAll(); + + openglx_hooked = false; + delete openglx_hook; openglx_hook = nullptr; //delete vulkan_hook; vulkan_hook = nullptr; } @@ -1263,6 +1299,15 @@ public: return renderer_hook; } + + void stop_detection() + { + { + System::scoped_lock lk(renderer_mutex, stop_detection_mutex); + detection_done = true; + } + stop_detection_cv.notify_all(); + } }; Renderer_Detector* Renderer_Detector::instance = nullptr; @@ -1311,6 +1356,8 @@ private: OpenGL_Hook* opengl_hook; bool detection_done; + std::condition_variable stop_detection_cv; + std::mutex stop_detection_mutex; static int64_t MyCGLFlushDrawable(CGLDrawable_t* glDrawable) { @@ -1384,7 +1431,12 @@ public: { std::lock_guard lk(renderer_mutex); if (detection_done) - return renderer_hook; + { + if (renderer_hook != nullptr) + return renderer_hook; + + detection_done = false; + } } SPDLOG_TRACE("Started renderer detection."); @@ -1392,6 +1444,10 @@ public: auto start_time = std::chrono::steady_clock::now(); do { + std::unique_lock lck(stop_detection_mutex); + if (detection_done) + break; + for (auto const& library : libraries) { void* lib_handle = System::Library::GetLibraryHandle(library.first); @@ -1402,12 +1458,18 @@ public: (this->*library.second)(lib_path); } } - std::this_thread::sleep_for(std::chrono::milliseconds{ 100 }); + + stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); { std::lock_guard lk(renderer_mutex); + detection_done = true; + detection_hooks.UnhookAll(); + + opengl_hooked = false; + delete opengl_hook; opengl_hook = nullptr; //delete vulkan_hook; vulkan_hook = nullptr; } @@ -1416,21 +1478,31 @@ public: return renderer_hook; } + + void stop_detection() + { + { + System::scoped_lock lk(renderer_mutex, stop_detection_mutex); + detection_done = true; + } + stop_detection_cv.notify_all(); + } }; Renderer_Detector* Renderer_Detector::instance = nullptr; #endif -std::future detect_renderer(std::chrono::milliseconds timeout) +namespace ingame_overlay { + +std::future DetectRenderer(std::chrono::milliseconds timeout) { return std::async(std::launch::async, &Renderer_Detector::detect_renderer, Renderer_Detector::Inst(), timeout); } -void stop_renderer_detector() +void StopRendererDetection() { - Renderer_Detector::Inst()->destroy_render_thread_mutex.lock(); - Renderer_Detector::Inst()->force_stop_detection = true; - Renderer_Detector::Inst()->destroy_render_thread_mutex.unlock(); - Renderer_Detector::Inst()->detect_renderer_thread_cv.notify_all(); + Renderer_Detector::Inst()->stop_detection(); } + +} \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 190db07..d51d135 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -27,5 +27,9 @@ #include "Renderer_Hook.h" -std::future detect_renderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{-1}); -void stop_renderer_detector(); +namespace ingame_overlay { + +std::future DetectRenderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{ -1 }); +void StopRendererDetection(); + +} \ No newline at end of file diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 25a07a4..5c71c7f 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -110,6 +110,8 @@ void OpenGLX_Hook::_PrepareForOverlay(Display* display, GLXDrawable drawable) _Display = display; + X11_Hook::Inst()->SetInitialWindowSize(_Display, (Window)drawable); + _Initialized = true; OverlayHookReady(true); } diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index ebe4d01..562b735 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -83,6 +83,18 @@ void X11_Hook::ResetRenderState() } } +void X11_Hook::SetInitialWindowSize(Display* display, Window wnd) +{ + unsigned int width, height; + Window unused_window; + int unused_int; + unsigned int unused_unsigned_int; + + XGetGeometry(display, wnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int); + + ImGui::GetIO().DisplaySize = ImVec2((float)width, (float)height); +} + bool X11_Hook::PrepareForOverlay(Display *display, Window wnd) { if(!_Hooked) diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index 4ecb696..f1f5339 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -60,6 +60,7 @@ public: virtual ~X11_Hook(); void ResetRenderState(); + void SetInitialWindowSize(Display* display, Window wnd); bool PrepareForOverlay(Display *display, Window wnd); Window GetGameWnd() const{ return _GameWnd; } diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index d94de61..df61f65 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -196,14 +196,14 @@ void Steam_Overlay::SetupOverlay() if (!setup_overlay_called) { setup_overlay_called = true; - future_renderer = detect_renderer(); + future_renderer = ingame_overlay::DetectRenderer(); } } void Steam_Overlay::UnSetupOverlay() { - stop_renderer_detector(); + ingame_overlay::StopRendererDetection(); if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) { future_renderer.get(); diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 1553b80..55ff7b6 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -82,7 +82,7 @@ void DX10_Hook::_ResetRenderState() OverlayHookReady(false); ImGui_ImplDX10_Shutdown(); - Windows_Hook::Inst()->_ResetRenderState(); + Windows_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); SafeRelease(mainRenderTargetView); @@ -118,11 +118,13 @@ void DX10_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) ImGui::CreateContext(); ImGui_ImplDX10_Init(pDevice); + Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow); + _Initialized = true; OverlayHookReady(true); } - if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(desc.OutputWindow)) + if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(desc.OutputWindow)) { ImGui::NewFrame(); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index e8231b9..d34524a 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -92,7 +92,7 @@ void DX11_Hook::_ResetRenderState() OverlayHookReady(false); ImGui_ImplDX11_Shutdown(); - Windows_Hook::Inst()->_ResetRenderState(); + Windows_Hook::Inst()->ResetRenderState(); //ImGui::DestroyContext(); SafeRelease(mainRenderTargetView); @@ -151,11 +151,13 @@ void DX11_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) ImGui_ImplDX11_Init(pDevice, pContext); + Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow); + _Initialized = true; OverlayHookReady(true); } - if (ImGui_ImplDX11_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(desc.OutputWindow)) + if (ImGui_ImplDX11_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(desc.OutputWindow)) { ImGui::NewFrame(); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index afef09d..90e8918 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -137,7 +137,7 @@ void DX12_Hook::_ResetRenderState() OverlayHookReady(false); ImGui_ImplDX12_Shutdown(); - Windows_Hook::Inst()->_ResetRenderState(); + Windows_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); OverlayFrames.clear(); @@ -271,11 +271,13 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu //heaps.cpu_handle, //heaps.gpu_handle); + Windows_Hook::Inst()->SetInitialWindowSize(sc_desc.OutputWindow); + _Initialized = true; OverlayHookReady(true); } - if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(sc_desc.OutputWindow)) + if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(sc_desc.OutputWindow)) { ImGui::NewFrame(); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index bbc6a31..5bdfb6c 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -88,7 +88,7 @@ void DX9_Hook::_ResetRenderState() OverlayHookReady(false); ImGui_ImplDX9_Shutdown(); - Windows_Hook::Inst()->_ResetRenderState(); + Windows_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); SafeRelease(_pDevice); @@ -137,11 +137,14 @@ void DX9_Hook::_PrepareForOverlay(IDirect3DDevice9 *pDevice, HWND destWindow) ImGui_ImplDX9_Init(pDevice); _LastWindow = destWindow; + + Windows_Hook::Inst()->SetInitialWindowSize(destWindow); + _Initialized = true; OverlayHookReady(true); } - if (ImGui_ImplDX9_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(destWindow)) + if (ImGui_ImplDX9_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(destWindow)) { ImGui::NewFrame(); diff --git a/overlay_experimental/windows/DirectX_VTables.h b/overlay_experimental/windows/DirectX_VTables.h index 6a85c75..c4aaf31 100644 --- a/overlay_experimental/windows/DirectX_VTables.h +++ b/overlay_experimental/windows/DirectX_VTables.h @@ -464,43 +464,24 @@ enum class IDirect3DDevice9VTable GetDisplayModeEx, }; -struct IDirect3DSwapChain9VTable +enum class IDirect3DSwapChain9VTable { - enum class Index - { - // IUnknown - QueryInterface, - AddRef, - Release, + // IUnknown + QueryInterface, + AddRef, + Release, - // IDirect3DSwapChain9 - Present, - GetFrontBufferData, - GetBackBuffer, - GetRasterStatus, - GetDisplayMode, - GetDevice, - GetPresentParameters, + // IDirect3DSwapChain9 + Present, + GetFrontBufferData, + GetBackBuffer, + GetRasterStatus, + GetDisplayMode, + GetDevice, + GetPresentParameters, - // IDirect3DSwapChain9Ex - GetLastPresentCount, - GetPresentStats, - GetDisplayModeEx, - }; - - decltype(&IDirect3DSwapChain9::QueryInterface) pQueryInterface; - decltype(&IDirect3DSwapChain9::AddRef) pAddRef; - decltype(&IDirect3DSwapChain9::Release) pRelease; - - decltype(&IDirect3DSwapChain9::Present) pPresent; - decltype(&IDirect3DSwapChain9::GetFrontBufferData) pGetFrontBufferData; - decltype(&IDirect3DSwapChain9::GetBackBuffer) pGetBackBuffer; - decltype(&IDirect3DSwapChain9::GetRasterStatus) pGetRasterStatus; - decltype(&IDirect3DSwapChain9::GetDisplayMode) pGetDisplayMode; - decltype(&IDirect3DSwapChain9::GetDevice) pGetDevice; - decltype(&IDirect3DSwapChain9::GetPresentParameters) pGetPresentParameters; - - decltype(&IDirect3DSwapChain9Ex::GetLastPresentCount) pGetLastPresentCount; - decltype(&IDirect3DSwapChain9Ex::GetPresentStats) pGetPresentStats; - decltype(&IDirect3DSwapChain9Ex::GetDisplayModeEx) pGetDisplayModeEx; + // IDirect3DSwapChain9Ex + GetLastPresentCount, + GetPresentStats, + GetDisplayModeEx, }; \ No newline at end of file diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 80993e3..b2c0085 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -68,10 +68,10 @@ void OpenGL_Hook::_ResetRenderState() OverlayHookReady(false); ImGui_ImplOpenGL3_Shutdown(); - Windows_Hook::Inst()->_ResetRenderState(); + Windows_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); - last_window = nullptr; + _LastWindow = nullptr; _Initialized = false; } } @@ -81,7 +81,7 @@ void OpenGL_Hook::_PrepareForOverlay(HDC hDC) { HWND hWnd = WindowFromDC(hDC); - if (hWnd != last_window) + if (hWnd != _LastWindow) _ResetRenderState(); if (!_Initialized) @@ -89,12 +89,15 @@ void OpenGL_Hook::_PrepareForOverlay(HDC hDC) ImGui::CreateContext(); ImGui_ImplOpenGL3_Init(); - last_window = hWnd; + _LastWindow = hWnd; + + Windows_Hook::Inst()->SetInitialWindowSize(hWnd); + _Initialized = true; OverlayHookReady(true); } - if (ImGui_ImplOpenGL3_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(hWnd)) + if (ImGui_ImplOpenGL3_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(hWnd)) { ImGui::NewFrame(); @@ -117,7 +120,7 @@ OpenGL_Hook::OpenGL_Hook(): _Hooked(false), _WindowsHooked(false), _Initialized(false), - last_window(nullptr), + _LastWindow(nullptr), wglSwapBuffers(nullptr) { } diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index 7dbf8d3..bffe6ba 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -37,7 +37,7 @@ private: bool _Hooked; bool _WindowsHooked; bool _Initialized; - HWND last_window; + HWND _LastWindow; std::set> _ImageResources; // Functions diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 62eeef2..149e9da 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -88,7 +88,7 @@ bool Windows_Hook::StartHook(std::function& _key_combination_callbac return true; } -void Windows_Hook::_ResetRenderState() +void Windows_Hook::ResetRenderState() { if (_Initialized) { @@ -100,10 +100,17 @@ void Windows_Hook::_ResetRenderState() } } -bool Windows_Hook::_PrepareForOverlay(HWND hWnd) +void Windows_Hook::SetInitialWindowSize(HWND hWnd) +{ + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(hWnd, &rect); + ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); +} + +bool Windows_Hook::PrepareForOverlay(HWND hWnd) { if (_GameHwnd != hWnd) - _ResetRenderState(); + ResetRenderState(); if (!_Initialized) { @@ -374,7 +381,7 @@ Windows_Hook::~Windows_Hook() { SPDLOG_INFO("Windows Hook removed"); - _ResetRenderState(); + ResetRenderState(); _inst = nullptr; } diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index 05eecf7..635d5db 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -68,8 +68,9 @@ public: virtual ~Windows_Hook(); - void _ResetRenderState(); - bool _PrepareForOverlay(HWND hWnd); + void ResetRenderState(); + void SetInitialWindowSize(HWND hWnd); + bool PrepareForOverlay(HWND hWnd); HWND GetGameHwnd() const; WNDPROC GetGameWndProc() const; From 7163daa6c1e53921d0c0c95b5ab3b4591596baf1 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 10 Aug 2022 03:24:29 -0400 Subject: [PATCH 463/494] Destroy client, network sockets and other objects on shutdown. --- dll/dll.cpp | 35 +++++++++++++++++---- dll/network.cpp | 26 +++++++++------- dll/network.h | 5 +-- dll/steam_client.cpp | 72 +++++++++++++++++++++++++++++++++++++++----- 4 files changed, 109 insertions(+), 29 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index cd1b570..70d91dc 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -128,13 +128,26 @@ STEAMAPI_API ISteamClient *g_pSteamClientGameServer; ISteamClient *g_pSteamClientGameServer; #endif +static Steam_Client *client; Steam_Client *get_steam_client() { std::lock_guard lock(global_mutex); - static Steam_Client *client = new Steam_Client(); + if (!client) { + client = new Steam_Client(); + } + return client; } +void destroy_client() +{ + std::lock_guard lock(global_mutex); + if (client) { + delete client; + client = NULL; + } +} + Steam_Client *get_steam_client_old() { return get_steam_client(); @@ -298,6 +311,9 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown() old_video_instance = NULL; old_parental_instance = NULL; old_unified_instance = NULL; + if (global_counter == 0) { + destroy_client(); + } } // SteamAPI_RestartAppIfNecessary ensures that your executable was launched through Steam. @@ -607,11 +623,14 @@ STEAMAPI_API ISteamClient *SteamGameServerClient(); STEAMAPI_API steam_bool S_CALLTYPE SteamInternal_GameServer_Init( uint32 unIP, uint16 usPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString ) { PRINT_DEBUG("SteamInternal_GameServer_Init %u %hu %hu %hu %u %s\n", unIP, usPort, usGamePort, usQueryPort, eServerMode, pchVersionString); - load_old_interface_versions(); - get_steam_client()->CreateLocalUser(&server_steam_pipe, k_EAccountTypeGameServer); - ++global_counter; - //g_pSteamClientGameServer is only used in pre 1.37 (where the interface versions are not provided by the game) - g_pSteamClientGameServer = SteamGameServerClient(); + if (!server_steam_pipe) { + load_old_interface_versions(); + get_steam_client()->CreateLocalUser(&server_steam_pipe, k_EAccountTypeGameServer); + ++global_counter; + //g_pSteamClientGameServer is only used in pre 1.37 (where the interface versions are not provided by the game) + g_pSteamClientGameServer = SteamGameServerClient(); + } + uint32 unFlags = 0; if (eServerMode == eServerModeAuthenticationAndSecure) unFlags = k_unServerFlagSecure; return get_steam_client()->steam_gameserver->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, 0, pchVersionString); @@ -678,6 +697,10 @@ STEAMAPI_API void SteamGameServer_Shutdown() old_gamserver_ugc_instance = NULL; old_gamserver_apps_instance = NULL; old_gamserver_masterupdater_instance = NULL; + + if (global_counter == 0) { + destroy_client(); + } } STEAMAPI_API void SteamGameServer_RunCallbacks() diff --git a/dll/network.cpp b/dll/network.cpp index 2ff35d6..d2acafa 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -751,7 +751,6 @@ Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set { tcp_port = udp_port = port; own_ip = 0x7F000001; - alive = true; last_run = std::chrono::high_resolution_clock::now(); this->appid = appid; @@ -843,6 +842,21 @@ Networking::Networking(CSteamID id, uint32 appid, uint16 port, std::set reset_last_error(); } +Networking::~Networking() +{ + for (auto &c : connections) { + kill_tcp_socket(c.tcp_socket_incoming); + kill_tcp_socket(c.tcp_socket_outgoing); + } + + for (auto &c : accepted) { + kill_tcp_socket(c); + } + + kill_socket(udp_socket); + kill_socket(tcp_socket); +} + Common_Message Networking::create_announce(bool request) { Announce *announce = new Announce(); @@ -1265,13 +1279,3 @@ uint32 Networking::getOwnIP() { return own_ip; } - -void Networking::shutDown() -{ - alive = false; -} - -bool Networking::isAlive() -{ - return alive; -} diff --git a/dll/network.h b/dll/network.h index 4231055..72e9f39 100644 --- a/dll/network.h +++ b/dll/network.h @@ -90,7 +90,6 @@ struct Connection { class Networking { bool enabled = false; - bool alive; std::chrono::high_resolution_clock::time_point last_run; sock_t udp_socket, tcp_socket; uint16 udp_port, tcp_port; @@ -126,6 +125,7 @@ public: //ex: 127.0.0.1 should be passed as 0x7F000001 static std::set resolve_ip(std::string dns); Networking(CSteamID id, uint32 appid, uint16 port, std::set *custom_broadcasts, bool disable_sockets); + ~Networking(); void addListenId(CSteamID id); void setAppID(uint32 appid); void Run(); @@ -137,9 +137,6 @@ public: bool setCallback(Callback_Ids id, CSteamID steam_id, void (*message_callback)(void *object, Common_Message *msg), void *object); uint32 getIP(CSteamID id); uint32 getOwnIP(); - - void shutDown(); - bool isAlive(); }; #endif diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 35ea62b..89bd973 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -18,19 +18,21 @@ #include "steam_client.h" #include "settings_parser.h" +static std::mutex kill_background_thread_mutex; static std::condition_variable kill_background_thread_cv; -static std::atomic_bool kill_background_thread; +static bool kill_background_thread; static void background_thread(Steam_Client *client) { PRINT_DEBUG("background thread starting\n"); - std::mutex mtx; - std::unique_lock lck(mtx); while (1) { - if (kill_background_thread || kill_background_thread_cv.wait_for(lck, std::chrono::seconds(1)) != std::cv_status::timeout) { - if (kill_background_thread) { - PRINT_DEBUG("background thread exit\n"); - return; + { + std::unique_lock lck(kill_background_thread_mutex); + if (kill_background_thread || kill_background_thread_cv.wait_for(lck, std::chrono::seconds(1)) != std::cv_status::timeout) { + if (kill_background_thread) { + PRINT_DEBUG("background thread exit\n"); + return; + } } } @@ -122,7 +124,59 @@ Steam_Client::Steam_Client() Steam_Client::~Steam_Client() { - network->shutDown(); + delete steam_gameserver; + delete steam_gameserver_utils; + delete steam_gameserverstats; + delete steam_gameserver_networking; + delete steam_gameserver_http; + delete steam_gameserver_inventory; + delete steam_gameserver_ugc; + delete steam_gameserver_apps; + delete steam_gameserver_networking_sockets; + delete steam_gameserver_networking_sockets_serialized; + delete steam_gameserver_networking_messages; + delete steam_gameserver_game_coordinator; + delete steam_masterserver_updater; + + delete steam_matchmaking; + delete steam_matchmaking_servers; + delete steam_user_stats; + delete steam_apps; + delete steam_networking; + delete steam_remote_storage; + delete steam_screenshots; + delete steam_http; + delete steam_controller; + delete steam_ugc; + delete steam_applist; + delete steam_music; + delete steam_musicremote; + delete steam_HTMLsurface; + delete steam_inventory; + delete steam_video; + delete steam_parental; + delete steam_networking_sockets; + delete steam_networking_sockets_serialized; + delete steam_networking_messages; + delete steam_game_coordinator; + delete steam_networking_utils; + delete steam_unified_messages; + delete steam_game_search; + delete steam_parties; + delete steam_remoteplay; + delete steam_tv; + + delete steam_utils; + delete steam_friends; + delete steam_user; + delete steam_overlay; + + delete run_every_runcb; + delete callbacks_server; + delete callbacks_client; + delete callback_results_server; + delete callback_results_client; + delete network; } void Steam_Client::userLogIn() @@ -825,7 +879,9 @@ bool Steam_Client::BShutdownIfAllPipesClosed() if (!steam_pipes.size()) { bool joinable = background_keepalive.joinable(); if (joinable) { + kill_background_thread_mutex.lock(); kill_background_thread = true; + kill_background_thread_mutex.unlock(); kill_background_thread_cv.notify_one(); } From c22b3cd3d3639a154cff9a77e6080dde13c1c915 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 10 Aug 2022 03:24:53 -0400 Subject: [PATCH 464/494] Fix crash. --- dll/steam_apps.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dll/steam_apps.cpp b/dll/steam_apps.cpp index fc75bf4..edb2616 100644 --- a/dll/steam_apps.cpp +++ b/dll/steam_apps.cpp @@ -173,6 +173,8 @@ void Steam_Apps::RequestAppProofOfPurchaseKey( AppId_t nAppID ) bool Steam_Apps::GetCurrentBetaName( char *pchName, int cchNameBufferSize ) { PRINT_DEBUG("GetCurrentBetaName %i\n", cchNameBufferSize); + if (!pchName) return false; + if (sizeof("public") > cchNameBufferSize) { return false; } From 0c16f1942a2764943efc912378193bd16a1bb214 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 11 Aug 2022 20:50:51 -0400 Subject: [PATCH 465/494] Better appticket format. Thanks Nemirtingas. --- dll/appticket.h | 300 +++++++++++++++++++++++++++++++++++++++++++++++ dll/net.proto | 10 ++ dll/steam_user.h | 55 +++++++-- 3 files changed, 355 insertions(+), 10 deletions(-) create mode 100644 dll/appticket.h diff --git a/dll/appticket.h b/dll/appticket.h new file mode 100644 index 0000000..94f92e7 --- /dev/null +++ b/dll/appticket.h @@ -0,0 +1,300 @@ + +struct AppTicketV1 +{ + // Total ticket size - 16 + uint32_t TicketSize; + uint32_t TicketVersion; + uint32_t Unk2; + std::vector UserData; + + void Reset() + { + TicketSize = 0; + TicketVersion = 0; + Unk2 = 0; + UserData.clear(); + } + + std::vector Serialize() + { + std::vector buffer; + uint8_t* pBuffer; + + buffer.resize(16 + UserData.size()); + pBuffer = buffer.data(); + *reinterpret_cast(pBuffer) = TicketSize; pBuffer += 4; + *reinterpret_cast(pBuffer) = TicketVersion; pBuffer += 4; + *reinterpret_cast(pBuffer) = UserData.size(); pBuffer += 4; + *reinterpret_cast(pBuffer) = Unk2; pBuffer += 4; + memcpy(pBuffer, UserData.data(), UserData.size()); + + return buffer; + } + + bool Deserialize(const uint8_t* pBuffer, size_t size) + { + if (size < 16) + return false; + + uint32_t user_data_size; + + TicketSize = *reinterpret_cast(pBuffer); pBuffer += 4; + TicketVersion = *reinterpret_cast(pBuffer); pBuffer += 4; + user_data_size = *reinterpret_cast(pBuffer); pBuffer += 4; + + if (size < (user_data_size + 16)) + return false; + + Unk2 = *reinterpret_cast(pBuffer); pBuffer += 4; + UserData.resize(user_data_size); + memcpy(UserData.data(), pBuffer, user_data_size); + + return true; + } + + //inline uint32_t TicketSize() { return *reinterpret_cast(_Buffer); } + //inline uint32_t TicketVersion(){ return *reinterpret_cast(reinterpret_cast(_Buffer) + 4); } + //inline uint32_t UserDataSize() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 8); } + //inline uint32_t Unk2() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 12); } + //inline uint8_t* UserData() { return reinterpret_cast(reinterpret_cast(_Buffer) + 16); } +}; + +struct AppTicketV2 +{ + // Totals ticket size - 16 - TicketV1::UserData.size() + uint32_t TicketSize; + uint32_t TicketVersion; + uint64_t SteamID; + uint32_t AppID; + uint32_t Unk1; + uint32_t Unk2; + uint32_t TicketFlags; + uint32_t TicketIssueTime; + uint32_t TicketValidityEnd; + + static constexpr uint32_t LicenseBorrowed = 0x00000002; // Bit 1: IsLicenseBorrowed + static constexpr uint32_t LicenseTemporary = 0x00000004; // Bit 2: IsLicenseTemporary + + void Reset() + { + TicketSize = 0; + TicketVersion = 0; + SteamID = 0; + AppID = 0; + Unk1 = 0; + Unk2 = 0; + TicketFlags = 0; + TicketIssueTime = 0; + TicketValidityEnd = 0; + } + + std::vector Serialize() + { + std::vector buffer; + uint8_t* pBuffer; + + buffer.resize(40); + pBuffer = buffer.data(); + *reinterpret_cast(pBuffer) = TicketSize; pBuffer += 4; + *reinterpret_cast(pBuffer) = TicketVersion; pBuffer += 4; + *reinterpret_cast(pBuffer) = SteamID; pBuffer += 8; + *reinterpret_cast(pBuffer) = AppID; pBuffer += 4; + *reinterpret_cast(pBuffer) = Unk1; pBuffer += 4; + *reinterpret_cast(pBuffer) = Unk2; pBuffer += 4; + *reinterpret_cast(pBuffer) = TicketFlags; pBuffer += 4; + *reinterpret_cast(pBuffer) = TicketIssueTime; pBuffer += 4; + *reinterpret_cast(pBuffer) = TicketValidityEnd; + + return buffer; + } + + bool Deserialize(const uint8_t* pBuffer, size_t size) + { + if (size < 40) + return false; + + TicketSize = *reinterpret_cast(pBuffer); pBuffer += 4; + TicketVersion = *reinterpret_cast(pBuffer); pBuffer += 4; + SteamID = *reinterpret_cast(pBuffer); pBuffer += 8; + AppID = *reinterpret_cast(pBuffer); pBuffer += 4; + Unk1 = *reinterpret_cast(pBuffer); pBuffer += 4; + Unk2 = *reinterpret_cast(pBuffer); pBuffer += 4; + TicketFlags = *reinterpret_cast(pBuffer); pBuffer += 4; + TicketIssueTime = *reinterpret_cast(pBuffer); pBuffer += 4; + TicketValidityEnd = *reinterpret_cast(pBuffer); + + return true; + } + + //inline uint32_t TicketSize() { return *reinterpret_cast(_Buffer); } + //inline uint32_t TicketVersion() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 4); } + //inline uint64_t SteamID() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 8); }; + //inline uint32_t AppID() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 16); } + //inline uint32_t Unk1() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 20); } + //inline uint32_t Unk2() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 24); } + //inline uint32_t TicketFlags() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 28); } + //inline uint32_t TicketIssueTime() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 32); } + //inline uint32_t TicketValidityEnd() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 36); } +}; + +struct AppTicketV4 +{ + std::vector AppIDs; + + bool HasVACStatus = false; + uint32_t VACStatus; + bool HasAppValue = false; + uint32_t AppValue; + + void Reset() + { + AppIDs.clear(); + HasVACStatus = false; + HasAppValue = false; + } + + std::vector Serialize() + { + std::vector appids = AppIDs; + if (appids.size() == 0) + { + appids.emplace_back(0); + } + + uint16_t appid_count = static_cast(appids.size() > 140 ? 140 : appids.size()); + size_t buffer_size = static_cast(appid_count) * 4ul + 2ul; + std::vector buffer; + uint8_t* pBuffer; + + if (HasAppValue) + {// VACStatus + AppValue + buffer_size += 4; + if (!HasVACStatus) + { + HasVACStatus = true; + VACStatus = 0; + } + } + if (HasVACStatus) + {// VACStatus only + buffer_size += 4; + } + + buffer.resize(buffer_size); + pBuffer = buffer.data(); + *reinterpret_cast(pBuffer) = appid_count; + pBuffer += 2; + + for (int i = 0; i < appid_count && i < 140; ++i) + { + *reinterpret_cast(pBuffer) = appids[i]; + pBuffer += 4; + } + + if (HasVACStatus) + { + *reinterpret_cast(pBuffer) = VACStatus; + pBuffer += 4; + } + if (HasAppValue) + { + *reinterpret_cast(pBuffer) = AppValue; + } + + return buffer; + } + + bool Deserialize(const uint8_t* pBuffer, size_t size) + { + if (size < 2) + return false; + + uint16_t appid_count = *reinterpret_cast(pBuffer); + if (size < (appid_count * 4 + 2) || appid_count >= 140) + return false; + + AppIDs.resize(appid_count); + pBuffer += 2; + size -= 2; + for (int i = 0; i < appid_count; ++i) + { + AppIDs[i] = *reinterpret_cast(pBuffer); + pBuffer += 4; + size -= 4; + } + + HasVACStatus = false; + HasAppValue = false; + + if (size < 4) + return true; + + HasVACStatus = true; + VACStatus = *reinterpret_cast(pBuffer); + pBuffer += 4; + size -= 4; + + if (size < 4) + return true; + + HasAppValue = true; + AppValue = *reinterpret_cast(pBuffer); + + return true; + } + + // Often 1 with empty appid + //inline uint16_t AppIDCount() { return *reinterpret_cast(_Buffer); } + //inline uint32_t* AppIDs() { return reinterpret_cast(reinterpret_cast(_Buffer) + 2); } + // Optional + //inline uint32_t VACStatus() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 2 + AppIDCount() * 4); } + // Optional + //inline uint32_t AppValue() { return *reinterpret_cast(reinterpret_cast(_Buffer) + 2 + AppIDCount() * 4 + 4); } +}; + +class DecryptedAppTicket +{ +public: + AppTicketV1 TicketV1; + AppTicketV2 TicketV2; + AppTicketV4 TicketV4; + + bool DeserializeTicket(const uint8_t* pBuffer, size_t buf_size) + { + if (!TicketV1.Deserialize(pBuffer, buf_size)) + return false; + + pBuffer += 16 + TicketV1.UserData.size(); + buf_size -= 16 + TicketV1.UserData.size(); + if (!TicketV2.Deserialize(pBuffer, buf_size)) + return false; + + if (TicketV2.TicketVersion > 2) + { + pBuffer += 40; + buf_size -= 40; + if (!TicketV4.Deserialize(pBuffer, buf_size)) + return false; + } + + return true; + } + + std::vector SerializeTicket() + { + std::vector buffer; + + TicketV1.TicketSize = TicketV1.UserData.size() + 40 + 2 + ((TicketV4.AppIDs.size() == 0 ? 1 : TicketV4.AppIDs.size()) * 4) + (TicketV4.HasVACStatus ? 4 : 0) + (TicketV4.HasAppValue ? 4 : 0); + TicketV2.TicketSize = TicketV1.TicketSize - TicketV1.UserData.size(); + + buffer = TicketV1.Serialize(); + + auto v = TicketV2.Serialize(); + + buffer.insert(buffer.end(), v.begin(), v.end()); + v = TicketV4.Serialize(); + buffer.insert(buffer.end(), v.begin(), v.end()); + + return buffer; + } +}; \ No newline at end of file diff --git a/dll/net.proto b/dll/net.proto index 2b1c2e6..32e7852 100644 --- a/dll/net.proto +++ b/dll/net.proto @@ -235,3 +235,13 @@ message Common_Message { uint32 source_ip = 128; uint32 source_port = 129; } + +//Non networking related protobufs + +message SteamAppTicket_pb { + uint32 ticket_version_no = 1; + uint32 crc_encryptedticket = 2; + uint32 cb_encrypteduserdata = 3; + uint32 cb_encrypted_appownershipticket = 4; + bytes encrypted_ticket = 5; +} diff --git a/dll/steam_user.h b/dll/steam_user.h index 8de6137..6186ef5 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -17,6 +17,8 @@ #include "base.h" +#include "appticket.h" + class Steam_User : public ISteamUser009, public ISteamUser010, @@ -367,7 +369,44 @@ SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToIncl EncryptedAppTicketResponse_t data; data.m_eResult = k_EResultOK; - encrypted_app_ticket = std::string((char *)pDataToInclude, cbDataToInclude); + DecryptedAppTicket ticket; + ticket.TicketV1.Reset(); + ticket.TicketV2.Reset(); + ticket.TicketV4.Reset(); + + ticket.TicketV1.TicketVersion = 1; + if (pDataToInclude) { + ticket.TicketV1.UserData.assign((uint8_t*)pDataToInclude, (uint8_t*)pDataToInclude + cbDataToInclude); + } + + ticket.TicketV2.TicketVersion = 4; + ticket.TicketV2.SteamID = settings->get_local_steam_id().ConvertToUint64(); + ticket.TicketV2.TicketIssueTime = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count(); + ticket.TicketV2.TicketValidityEnd = ticket.TicketV2.TicketIssueTime + (21 * 24 * 60 * 60); + + for (int i = 0; i < 140; ++i) + { + AppId_t appid; + bool available; + std::string name; + if (!settings->getDLC(appid, appid, available, name)) break; + ticket.TicketV4.AppIDs.emplace_back(appid); + } + + ticket.TicketV4.HasVACStatus = true; + ticket.TicketV4.VACStatus = 0; + + auto serialized = ticket.SerializeTicket(); + + SteamAppTicket_pb pb; + pb.set_ticket_version_no(1); + pb.set_crc_encryptedticket(0); // TODO: Find out how to compute the CRC + pb.set_cb_encrypteduserdata(cbDataToInclude); + pb.set_cb_encrypted_appownershipticket(serialized.size() - 16); + pb.mutable_encrypted_ticket()->assign(serialized.begin(), serialized.end()); // TODO: Find how to encrypt datas + + encrypted_app_ticket = pb.SerializeAsString(); + return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); } @@ -375,21 +414,17 @@ SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToIncl bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) { PRINT_DEBUG("Steam_User::GetEncryptedAppTicket %i\n", cbMaxTicket); - if (!pcbTicket) return false; - unsigned int ticket_size = encrypted_app_ticket.size() + 126; + unsigned int ticket_size = encrypted_app_ticket.size(); if (!cbMaxTicket) { + if (!pcbTicket) return false; *pcbTicket = ticket_size; return true; } if (!pTicket) return false; - - //TODO figure out exact sizes? - if (ticket_size < cbMaxTicket) cbMaxTicket = ticket_size; - char ticket_base[] = {0x08, 0x01}; - memset(pTicket, 'g', cbMaxTicket); - memcpy(pTicket, ticket_base, sizeof(ticket_base)); - *pcbTicket = cbMaxTicket; + if (ticket_size > cbMaxTicket) return false; + encrypted_app_ticket.copy((char *)pTicket, cbMaxTicket); + if (pcbTicket) *pcbTicket = ticket_size; return true; } From 3abc5976e00cfa0d5a0b9f0627943dca67c581e0 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 11 Aug 2022 20:52:02 -0400 Subject: [PATCH 466/494] Reset LastError in some functions for game devs that can't code. --- dll/common_includes.h | 6 ++++++ dll/dll.cpp | 1 + dll/local_storage.cpp | 6 ++++++ dll/settings_parser.cpp | 1 + 4 files changed, 14 insertions(+) diff --git a/dll/common_includes.h b/dll/common_includes.h index d4a8635..535d9e8 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -99,6 +99,11 @@ inline std::wstring utf8_decode(const std::string &str) return wstrTo; } +inline void reset_LastError() +{ + SetLastError(0); +} + #elif defined(__LINUX__) #include @@ -129,6 +134,7 @@ inline std::wstring utf8_decode(const std::string &str) #define PATH_SEPARATOR "/" #define utf8_decode(a) a + #define reset_LastError() #endif //#define PRINT_DEBUG(...) fprintf(stdout, __VA_ARGS__) #ifdef EMU_RELEASE_BUILD diff --git a/dll/dll.cpp b/dll/dll.cpp index 70d91dc..174474d 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -112,6 +112,7 @@ static void load_old_interface_versions() PRINT_DEBUG("networking: %s\n", old_networking); PRINT_DEBUG("html surface: %s\n", old_html_surface); PRINT_DEBUG("utils: %s\n", old_utils); + reset_LastError(); loaded = true; } diff --git a/dll/local_storage.cpp b/dll/local_storage.cpp index 9ae0a6b..f6ab1fc 100644 --- a/dll/local_storage.cpp +++ b/dll/local_storage.cpp @@ -261,6 +261,7 @@ static std::vector get_filenames_recursive_w(std::wstring base //printf("Failed to find path: %s", strPath.c_str()); } + reset_LastError(); return output; } @@ -569,6 +570,7 @@ int Local_Storage::get_file_data(std::string full_path, char *data, unsigned int myfile.seekg (offset, std::ios::beg); myfile.read (data, max_length); myfile.close(); + reset_LastError(); return myfile.gcount(); } @@ -726,6 +728,7 @@ bool Local_Storage::load_json(std::string full_path, nlohmann::json& json) PRINT_DEBUG("Couldn't open file \"%s\" to read json\n", full_path.c_str()); } + reset_LastError(); return false; } @@ -759,6 +762,7 @@ bool Local_Storage::write_json_file(std::string folder, std::string const&file, PRINT_DEBUG("Couldn't open file \"%s\" to write json\n", full_path.c_str()); + reset_LastError(); return false; } @@ -774,6 +778,8 @@ std::vector Local_Storage::load_image(std::string const& image_pa stbi_image_free(img); } + + reset_LastError(); return res; } diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 4d5fcf3..3aa8ded 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -588,6 +588,7 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s *settings_server_out = settings_server; *local_storage_out = local_storage; + reset_LastError(); return appid; } From b72b4da8fb035756ed33a317efa15a49d843777a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Thu, 11 Aug 2022 20:52:26 -0400 Subject: [PATCH 467/494] Fix overlay gpu memory leak in some games. --- ImGui/backends/imgui_impl_dx10.cpp | 2 +- ImGui/backends/imgui_impl_dx11.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/ImGui/backends/imgui_impl_dx10.cpp b/ImGui/backends/imgui_impl_dx10.cpp index 085eb22..dd91ff1 100644 --- a/ImGui/backends/imgui_impl_dx10.cpp +++ b/ImGui/backends/imgui_impl_dx10.cpp @@ -346,7 +346,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; + desc.MaxLOD = D3D10_FLOAT32_MAX; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } diff --git a/ImGui/backends/imgui_impl_dx11.cpp b/ImGui/backends/imgui_impl_dx11.cpp index b5e878d..4674b25 100644 --- a/ImGui/backends/imgui_impl_dx11.cpp +++ b/ImGui/backends/imgui_impl_dx11.cpp @@ -358,7 +358,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; + desc.MaxLOD = D3D11_FLOAT32_MAX; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } From 743a81046380367624e86aac7c22eb06ad015d93 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:32:43 -0400 Subject: [PATCH 468/494] Update nemirtingas overlay. --- overlay_experimental/Renderer_Detector.cpp | 20 ++-- overlay_experimental/Renderer_Hook.h | 14 ++- overlay_experimental/linux/OpenGLX_Hook.cpp | 4 +- overlay_experimental/linux/OpenGLX_Hook.h | 4 +- overlay_experimental/linux/X11_Hook.cpp | 106 +++++++++++++++--- overlay_experimental/linux/X11_Hook.h | 10 +- overlay_experimental/steam_overlay.cpp | 3 +- overlay_experimental/steam_overlay.h | 4 +- overlay_experimental/windows/DX10_Hook.cpp | 4 +- overlay_experimental/windows/DX10_Hook.h | 4 +- overlay_experimental/windows/DX11_Hook.cpp | 4 +- overlay_experimental/windows/DX11_Hook.h | 4 +- overlay_experimental/windows/DX12_Hook.cpp | 4 +- overlay_experimental/windows/DX12_Hook.h | 4 +- overlay_experimental/windows/DX9_Hook.cpp | 4 +- overlay_experimental/windows/DX9_Hook.h | 4 +- overlay_experimental/windows/OpenGL_Hook.cpp | 4 +- overlay_experimental/windows/OpenGL_Hook.h | 4 +- overlay_experimental/windows/Vulkan_Hook.cpp | 4 +- overlay_experimental/windows/Vulkan_Hook.h | 4 +- overlay_experimental/windows/Windows_Hook.cpp | 89 ++++++++++++--- overlay_experimental/windows/Windows_Hook.h | 12 +- 22 files changed, 235 insertions(+), 79 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 997f146..576ddec 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -134,7 +134,7 @@ private: bool vulkan_hooked; Base_Hook detection_hooks; - Renderer_Hook* renderer_hook; + ingame_overlay::Renderer_Hook* renderer_hook; DX12_Hook* dx12_hook; DX11_Hook* dx11_hook; DX10_Hook* dx10_hook; @@ -238,7 +238,7 @@ private: void HookDetected(T*& detected_renderer) { detection_hooks.UnhookAll(); - renderer_hook = static_cast(detected_renderer); + renderer_hook = static_cast(detected_renderer); detected_renderer = nullptr; detection_done = true; DestroyHWND(); @@ -1032,7 +1032,7 @@ private: } public: - Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) { std::unique_lock detection_lock(detector_mutex, std::defer_lock); @@ -1173,7 +1173,7 @@ private: bool openglx_hooked; //bool vulkan_hooked; - Renderer_Hook* renderer_hook; + ingame_overlay::Renderer_Hook* renderer_hook; OpenGLX_Hook* openglx_hook; bool detection_done; @@ -1191,7 +1191,7 @@ private: if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(3, 1)) { inst->detection_hooks.UnhookAll(); - inst->renderer_hook = static_cast(Inst()->openglx_hook); + inst->renderer_hook = static_cast(Inst()->openglx_hook); inst->openglx_hook = nullptr; inst->detection_done = true; } @@ -1238,7 +1238,7 @@ private: } public: - Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) { std::pair libraries[]{ std::pair{OpenGLX_Hook::DLL_NAME, &Renderer_Detector::hook_openglx}, @@ -1352,7 +1352,7 @@ private: bool opengl_hooked; - Renderer_Hook* renderer_hook; + ingame_overlay::Renderer_Hook* renderer_hook; OpenGL_Hook* opengl_hook; bool detection_done; @@ -1368,7 +1368,7 @@ private: if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(2, 0)) { inst->detection_hooks.UnhookAll(); - inst->renderer_hook = static_cast(Inst()->opengl_hook); + inst->renderer_hook = static_cast(Inst()->opengl_hook); inst->opengl_hook = nullptr; inst->detection_done = true; } @@ -1417,7 +1417,7 @@ private: } public: - Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) { std::pair libraries[]{ std::pair{OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl} @@ -1495,7 +1495,7 @@ Renderer_Detector* Renderer_Detector::instance = nullptr; namespace ingame_overlay { -std::future DetectRenderer(std::chrono::milliseconds timeout) +std::future DetectRenderer(std::chrono::milliseconds timeout) { return std::async(std::launch::async, &Renderer_Detector::detect_renderer, Renderer_Detector::Inst(), timeout); } diff --git a/overlay_experimental/Renderer_Hook.h b/overlay_experimental/Renderer_Hook.h index e11c816..a14b148 100644 --- a/overlay_experimental/Renderer_Hook.h +++ b/overlay_experimental/Renderer_Hook.h @@ -23,6 +23,16 @@ #include #include #include +#include + +namespace ingame_overlay { + +enum class ToggleKey +{ + SHIFT, CTRL, ALT, + TAB, + F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, +}; class Renderer_Hook { @@ -37,7 +47,7 @@ public: std::function OverlayProc; std::function OverlayHookReady; - virtual bool StartHook(std::function key_combination_callback) = 0; + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys) = 0; virtual bool IsStarted() = 0; // Returns a Handle to the renderer image ressource or nullptr if it failed to create the resource, the handle can be used in ImGui's Image calls, image_buffer must be RGBA ordered virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height) = 0; @@ -45,3 +55,5 @@ public: virtual std::string GetLibraryName() const = 0; }; + +} \ No newline at end of file diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index 5c71c7f..c313874 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -29,7 +29,7 @@ OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr; constexpr decltype(OpenGLX_Hook::DLL_NAME) OpenGLX_Hook::DLL_NAME; -bool OpenGLX_Hook::StartHook(std::function key_combination_callback) +bool OpenGLX_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -39,7 +39,7 @@ bool OpenGLX_Hook::StartHook(std::function key_combination_callback) return false; } - if (!X11_Hook::Inst()->StartHook(key_combination_callback)) + if (!X11_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _X11Hooked = true; diff --git a/overlay_experimental/linux/OpenGLX_Hook.h b/overlay_experimental/linux/OpenGLX_Hook.h index 03ae8d9..ea868c6 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.h +++ b/overlay_experimental/linux/OpenGLX_Hook.h @@ -26,7 +26,7 @@ #include class OpenGLX_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -59,7 +59,7 @@ public: virtual ~OpenGLX_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static OpenGLX_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index 562b735..5ed6721 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -29,10 +29,62 @@ constexpr decltype(X11_Hook::DLL_NAME) X11_Hook::DLL_NAME; X11_Hook* X11_Hook::_inst = nullptr; -bool X11_Hook::StartHook(std::function& _key_combination_callback) +uint32_t ToggleKeyToNativeKey(ingame_overlay::ToggleKey k) +{ + struct { + ingame_overlay::ToggleKey lib_key; + uint32_t native_key; + } mapping[] = { + { ingame_overlay::ToggleKey::ALT , XK_Alt_L }, + { ingame_overlay::ToggleKey::CTRL , XK_Control_L }, + { ingame_overlay::ToggleKey::SHIFT, XK_Shift_L }, + { ingame_overlay::ToggleKey::TAB , XK_Tab }, + { ingame_overlay::ToggleKey::F1 , XK_F1 }, + { ingame_overlay::ToggleKey::F2 , XK_F2 }, + { ingame_overlay::ToggleKey::F3 , XK_F3 }, + { ingame_overlay::ToggleKey::F4 , XK_F4 }, + { ingame_overlay::ToggleKey::F5 , XK_F5 }, + { ingame_overlay::ToggleKey::F6 , XK_F6 }, + { ingame_overlay::ToggleKey::F7 , XK_F7 }, + { ingame_overlay::ToggleKey::F8 , XK_F8 }, + { ingame_overlay::ToggleKey::F9 , XK_F9 }, + { ingame_overlay::ToggleKey::F10 , XK_F10 }, + { ingame_overlay::ToggleKey::F11 , XK_F11 }, + { ingame_overlay::ToggleKey::F12 , XK_F12 }, + }; + + for (auto const& item : mapping) + { + if (item.lib_key == k) + return item.native_key; + } + + return 0; +} + +bool GetKeyState(Display* d, KeySym keySym, char szKey[32]) +{ + int iKeyCodeToFind = XKeysymToKeycode(d, keySym); + + return szKey[iKeyCodeToFind / 8] & (1 << (iKeyCodeToFind % 8)); +} + +bool X11_Hook::StartHook(std::function& _key_combination_callback, std::set const& toggle_keys) { if (!_Hooked) { + if (!_key_combination_callback) + { + SPDLOG_ERROR("Failed to hook X11: No key combination callback."); + return false; + } + + if (toggle_keys.empty()) + { + SPDLOG_ERROR("Failed to hook X11: No key combination."); + return false; + } + void* hX11 = System::Library::GetLibraryHandle(DLL_NAME); if (hX11 == nullptr) { @@ -60,6 +112,16 @@ bool X11_Hook::StartHook(std::function& _key_combination_callback) SPDLOG_INFO("Hooked X11"); _KeyCombinationCallback = std::move(_key_combination_callback); + + for (auto& key : toggle_keys) + { + uint32_t k = ToggleKeyToNativeKey(key); + if (k != 0) + { + _NativeKeyCombination.insert(k); + } + } + _Hooked = true; UnhookAll(); @@ -140,33 +202,47 @@ int X11_Hook::_CheckForOverlay(Display *d, int num_events) static Time prev_time = {}; X11_Hook* inst = Inst(); - if( inst->_Initialized ) + char szKey[32]; + + if( _Initialized ) { XEvent event; while(num_events) { - bool skip_input = inst->_KeyCombinationCallback(false); + bool skip_input = _KeyCombinationCallback(false); XPeekEvent(d, &event); ImGui_ImplX11_EventHandler(event); // Is the event is a key press - if (event.type == KeyPress) + if (event.type == KeyPress || event.type == KeyRelease) { - // Tab is pressed and was not pressed before - if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask) + XQueryKeymap(d, szKey); + int key_count = 0; + for (auto const& key : inst->_NativeKeyCombination) { - // if key TAB is held, don't make the overlay flicker :p - if (event.xkey.time != prev_time) + if (GetKeyState(d, key, szKey)) + ++key_count; + } + + if (key_count == inst->_NativeKeyCombination.size()) + {// All shortcut keys are pressed + if (!inst->_KeyCombinationPushed) { - skip_input = true; - inst->_KeyCombinationCallback(true); + if (inst->_KeyCombinationCallback(true)) + { + skip_input = true; + // Save the last known cursor pos when opening the overlay + // so we can spoof the GetCursorPos return value. + //inst->GetCursorPos(&inst->_SavedCursorPos); + } + inst->_KeyCombinationPushed = true; } } - } - else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab)) - { - prev_time = event.xkey.time; + else + { + inst->_KeyCombinationPushed = false; + } } if (!skip_input || !IgnoreEvent(event)) @@ -215,6 +291,7 @@ X11_Hook::X11_Hook() : _Initialized(false), _Hooked(false), _GameWnd(0), + _KeyCombinationPushed(false), XEventsQueued(nullptr), XPending(nullptr) { @@ -241,3 +318,4 @@ std::string X11_Hook::GetLibraryName() const { return LibraryName; } + diff --git a/overlay_experimental/linux/X11_Hook.h b/overlay_experimental/linux/X11_Hook.h index f1f5339..436469a 100644 --- a/overlay_experimental/linux/X11_Hook.h +++ b/overlay_experimental/linux/X11_Hook.h @@ -41,6 +41,12 @@ private: bool _Initialized; Window _GameWnd; + // In (bool): Is toggle wanted + // Out(bool): Is the overlay visible, if true, inputs will be disabled + std::function _KeyCombinationCallback; + std::set _NativeKeyCombination; + bool _KeyCombinationPushed; + // Functions X11_Hook(); int _CheckForOverlay(Display *d, int num_events); @@ -52,8 +58,6 @@ private: static int MyXEventsQueued(Display * display, int mode); static int MyXPending(Display* display); - std::function _KeyCombinationCallback; - public: std::string LibraryName; @@ -65,7 +69,7 @@ public: Window GetGameWnd() const{ return _GameWnd; } - bool StartHook(std::function& key_combination_callback); + bool StartHook(std::function& key_combination_callback, std::set const& toggle_keys); static X11_Hook* Inst(); virtual std::string GetLibraryName() const; }; diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index df61f65..cf5411d 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -967,7 +967,8 @@ void Steam_Overlay::RunCallbacks() _renderer->OverlayProc = std::bind(&Steam_Overlay::OverlayProc, this); auto callback = std::bind(&Steam_Overlay::OpenOverlayHook, this, std::placeholders::_1); PRINT_DEBUG("start renderer\n", _renderer); - bool started = _renderer->StartHook(callback); + std::set keys = {ingame_overlay::ToggleKey::SHIFT, ingame_overlay::ToggleKey::TAB}; + bool started = _renderer->StartHook(callback, keys); PRINT_DEBUG("tried to start renderer %u\n", started); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 6840a0e..20c7efb 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -123,8 +123,8 @@ class Steam_Overlay std::recursive_mutex overlay_mutex; std::atomic i_have_lobby; - std::future future_renderer; - Renderer_Hook* _renderer; + std::future future_renderer; + ingame_overlay::Renderer_Hook* _renderer; Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 55ff7b6..9abefe2 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -35,7 +35,7 @@ inline void SafeRelease(T*& pUnk) } } -bool DX10_Hook::StartHook(std::function key_combination_callback) +bool DX10_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -45,7 +45,7 @@ bool DX10_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/DX10_Hook.h b/overlay_experimental/windows/DX10_Hook.h index 44aebbb..cf475b0 100644 --- a/overlay_experimental/windows/DX10_Hook.h +++ b/overlay_experimental/windows/DX10_Hook.h @@ -25,7 +25,7 @@ #include class DX10_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -64,7 +64,7 @@ public: virtual ~DX10_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static DX10_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index d34524a..6f5fbec 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -45,7 +45,7 @@ static HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11De return ret; } -bool DX11_Hook::StartHook(std::function key_combination_callback) +bool DX11_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -55,7 +55,7 @@ bool DX11_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/DX11_Hook.h b/overlay_experimental/windows/DX11_Hook.h index 6bfbe9d..d064c13 100644 --- a/overlay_experimental/windows/DX11_Hook.h +++ b/overlay_experimental/windows/DX11_Hook.h @@ -25,7 +25,7 @@ #include class DX11_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -65,7 +65,7 @@ public: virtual ~DX11_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static DX11_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index 90e8918..b3819a1 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -35,7 +35,7 @@ inline void SafeRelease(T*& pUnk) } } -bool DX12_Hook::StartHook(std::function key_combination_callback) +bool DX12_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -45,7 +45,7 @@ bool DX12_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/DX12_Hook.h b/overlay_experimental/windows/DX12_Hook.h index 1a5ce49..730a026 100644 --- a/overlay_experimental/windows/DX12_Hook.h +++ b/overlay_experimental/windows/DX12_Hook.h @@ -25,7 +25,7 @@ #include class DX12_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -127,7 +127,7 @@ public: virtual ~DX12_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static DX12_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 5bdfb6c..90fb470 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -36,7 +36,7 @@ inline void SafeRelease(T*& pUnk) } } -bool DX9_Hook::StartHook(std::function key_combination_callback) +bool DX9_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -46,7 +46,7 @@ bool DX9_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/DX9_Hook.h b/overlay_experimental/windows/DX9_Hook.h index 02d6334..a580856 100644 --- a/overlay_experimental/windows/DX9_Hook.h +++ b/overlay_experimental/windows/DX9_Hook.h @@ -24,7 +24,7 @@ #include class DX9_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -63,7 +63,7 @@ public: virtual ~DX9_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static DX9_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index b2c0085..6a258b5 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -27,7 +27,7 @@ OpenGL_Hook* OpenGL_Hook::_inst = nullptr; -bool OpenGL_Hook::StartHook(std::function key_combination_callback) +bool OpenGL_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { @@ -37,7 +37,7 @@ bool OpenGL_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/OpenGL_Hook.h b/overlay_experimental/windows/OpenGL_Hook.h index bffe6ba..4d8c483 100644 --- a/overlay_experimental/windows/OpenGL_Hook.h +++ b/overlay_experimental/windows/OpenGL_Hook.h @@ -22,7 +22,7 @@ #include "../internal_includes.h" class OpenGL_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -56,7 +56,7 @@ public: virtual ~OpenGL_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static OpenGL_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/Vulkan_Hook.cpp b/overlay_experimental/windows/Vulkan_Hook.cpp index 75accdc..1eeca4a 100644 --- a/overlay_experimental/windows/Vulkan_Hook.cpp +++ b/overlay_experimental/windows/Vulkan_Hook.cpp @@ -25,7 +25,7 @@ Vulkan_Hook* Vulkan_Hook::_inst = nullptr; -bool Vulkan_Hook::StartHook(std::function key_combination_callback) +bool Vulkan_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { SPDLOG_WARN("Vulkan overlay is not yet supported."); return false; @@ -37,7 +37,7 @@ bool Vulkan_Hook::StartHook(std::function key_combination_callback) return false; } - if (!Windows_Hook::Inst()->StartHook(key_combination_callback)) + if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; diff --git a/overlay_experimental/windows/Vulkan_Hook.h b/overlay_experimental/windows/Vulkan_Hook.h index 33eb507..d6e090f 100644 --- a/overlay_experimental/windows/Vulkan_Hook.h +++ b/overlay_experimental/windows/Vulkan_Hook.h @@ -24,7 +24,7 @@ #include class Vulkan_Hook : - public Renderer_Hook, + public ingame_overlay::Renderer_Hook, public Base_Hook { public: @@ -54,7 +54,7 @@ public: virtual ~Vulkan_Hook(); - virtual bool StartHook(std::function key_combination_callback); + virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static Vulkan_Hook* Inst(); virtual std::string GetLibraryName() const; diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 149e9da..9ae55df 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -29,10 +29,55 @@ constexpr decltype(Windows_Hook::DLL_NAME) Windows_Hook::DLL_NAME; Windows_Hook* Windows_Hook::_inst = nullptr; -bool Windows_Hook::StartHook(std::function& _key_combination_callback) +int ToggleKeyToNativeKey(ingame_overlay::ToggleKey k) +{ + struct { + ingame_overlay::ToggleKey lib_key; + int native_key; + } mapping[] = { + { ingame_overlay::ToggleKey::ALT , VK_MENU }, + { ingame_overlay::ToggleKey::CTRL , VK_CONTROL }, + { ingame_overlay::ToggleKey::SHIFT, VK_SHIFT }, + { ingame_overlay::ToggleKey::TAB , VK_TAB }, + { ingame_overlay::ToggleKey::F1 , VK_F1 }, + { ingame_overlay::ToggleKey::F2 , VK_F2 }, + { ingame_overlay::ToggleKey::F3 , VK_F3 }, + { ingame_overlay::ToggleKey::F4 , VK_F4 }, + { ingame_overlay::ToggleKey::F5 , VK_F5 }, + { ingame_overlay::ToggleKey::F6 , VK_F6 }, + { ingame_overlay::ToggleKey::F7 , VK_F7 }, + { ingame_overlay::ToggleKey::F8 , VK_F8 }, + { ingame_overlay::ToggleKey::F9 , VK_F9 }, + { ingame_overlay::ToggleKey::F10 , VK_F10 }, + { ingame_overlay::ToggleKey::F11 , VK_F11 }, + { ingame_overlay::ToggleKey::F12 , VK_F12 }, + }; + + for (auto const& item : mapping) + { + if (item.lib_key == k) + return item.native_key; + } + + return 0; +} + +bool Windows_Hook::StartHook(std::function& _key_combination_callback, std::set const& toggle_keys) { if (!_Hooked) { + if (!_key_combination_callback) + { + SPDLOG_ERROR("Failed to hook Windows: No key combination callback."); + return false; + } + + if (toggle_keys.empty()) + { + SPDLOG_ERROR("Failed to hook Windows: No key combination."); + return false; + } + void* hUser32 = System::Library::GetLibraryHandle(DLL_NAME); if (hUser32 == nullptr) { @@ -71,6 +116,15 @@ bool Windows_Hook::StartHook(std::function& _key_combination_callbac SPDLOG_INFO("Hooked Windows"); _KeyCombinationCallback = std::move(_key_combination_callback); + for (auto& key : toggle_keys) + { + uint32_t k = ToggleKeyToNativeKey(key); + if (k != 0) + { + _NativeKeyCombination.insert(k); + } + } + BeginHook(); HookFuncs( std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), @@ -134,12 +188,9 @@ bool Windows_Hook::PrepareForOverlay(HWND hWnd) POINT pos; if (this->GetCursorPos(&pos) && ScreenToClient(hWnd, &pos)) { - io.MousePos = ImVec2((float)pos.x, (float)pos.y); + io.AddMousePosEvent((float)pos.x, (float)pos.y); } - io.KeyCtrl = (this->GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (this->GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (this->GetKeyState(VK_MENU) & 0x8000) != 0; return true; } @@ -219,13 +270,18 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, if (inst->_Initialized) { // Is the event is a key press - if (uMsg == WM_KEYDOWN) + if (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN || uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP) { - // Tab is pressed and was not pressed before - if (wParam == VK_TAB && !(lParam & (1 << 30))) + int key_count = 0; + for (auto const& key : inst->_NativeKeyCombination) { - // If Left Shift is pressed - if (inst->GetAsyncKeyState(VK_LSHIFT) & (1 << 15)) + if (inst->GetAsyncKeyState(key) & (1 << 15)) + ++key_count; + } + + if (key_count == inst->_NativeKeyCombination.size()) + {// All shortcut keys are pressed + if (!inst->_KeyCombinationPushed) { if (inst->_KeyCombinationCallback(true)) { @@ -234,12 +290,13 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, // so we can spoof the GetCursorPos return value. inst->GetCursorPos(&inst->_SavedCursorPos); } - else - { - clean_keys = true; - } + inst->_KeyCombinationPushed = true; } } + else + { + inst->_KeyCombinationPushed = false; + } } if (skip_input && IgnoreMsg(uMsg)) @@ -248,7 +305,8 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, if (clean_keys) { auto& io = ImGui::GetIO(); - memset(io.KeysDown, 0, sizeof(io.KeysDown)); + io.ClearInputKeys(); + io.ClearInputCharacters(); } return 0; } @@ -369,6 +427,7 @@ Windows_Hook::Windows_Hook() : _RecurseCallCount(0), _GameHwnd(nullptr), _GameWndProc(nullptr), + _KeyCombinationPushed(false), GetRawInputBuffer(nullptr), GetRawInputData(nullptr), GetKeyState(nullptr), diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index 635d5db..c25a176 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -38,6 +38,12 @@ private: WNDPROC _GameWndProc; POINT _SavedCursorPos; + // In (bool): Is toggle wanted + // Out(bool): Is the overlay visible, if true, inputs will be disabled + std::function _KeyCombinationCallback; + std::set _NativeKeyCombination; + bool _KeyCombinationPushed; + // Functions Windows_Hook(); @@ -59,10 +65,6 @@ private: static BOOL WINAPI MyGetCursorPos(LPPOINT lpPoint); static BOOL WINAPI MySetCursorPos(int X, int Y); - // In (bool): Is toggle wanted - // Out(bool): Is the overlay visible, if true, inputs will be disabled - std::function _KeyCombinationCallback; - public: std::string LibraryName; @@ -75,7 +77,7 @@ public: HWND GetGameHwnd() const; WNDPROC GetGameWndProc() const; - bool StartHook(std::function& key_combination_callback); + bool StartHook(std::function& key_combination_callback, std::set const& toggle_keys); static Windows_Hook* Inst(); virtual std::string GetLibraryName() const; }; From 0a80b60b6c070d38da5116781555f0bd015c6e0b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:35:59 -0400 Subject: [PATCH 469/494] Use windows fonts in overlay if present. --- overlay_experimental/steam_overlay.cpp | 127 +++++++++++++++++-------- 1 file changed, 86 insertions(+), 41 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index cf5411d..b54d0e8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -213,6 +213,7 @@ void Steam_Overlay::UnSetupOverlay() void Steam_Overlay::HookReady(bool ready) { + PRINT_DEBUG("%s %u\n", __FUNCTION__, ready); { // TODO: Uncomment this and draw our own cursor (cosmetics) ImGuiIO &io = ImGui::GetIO(); @@ -223,9 +224,6 @@ void Steam_Overlay::HookReady(bool ready) io.IniFilename = NULL; is_ready = ready; - if (is_ready) { - CreateFonts(); - } } } @@ -710,18 +708,64 @@ void Steam_Overlay::BuildNotifications(int width, int height) void Steam_Overlay::CreateFonts() { + //TODO: remove from dx_whatever hook + if(ImGui::GetCurrentContext() == nullptr) + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); ImFontConfig fontcfg; + float font_size = 16.0; fontcfg.OversampleH = fontcfg.OversampleV = 1; fontcfg.PixelSnapH = true; - fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault(); + fontcfg.SizePixels = font_size; - font_default = io.Fonts->AddFontDefault(&fontcfg); - font_notif = io.Fonts->AddFontDefault(&fontcfg); + ImFontGlyphRangesBuilder font_builder; + for (auto & x : achievements) { + font_builder.AddText(x.title.c_str()); + font_builder.AddText(x.description.c_str()); + } + + font_builder.AddRanges(io.Fonts->GetGlyphRangesDefault()); + + ImVector ranges; + font_builder.BuildRanges(&ranges); + + bool need_extra_fonts = false; + for (auto &x : ranges) { + if (x > 0xFF) { + need_extra_fonts = true; + break; + } + } + + fontcfg.GlyphRanges = ranges.Data; + ImFont *font = NULL; + +#if defined(__WINDOWS__) + font = io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\micross.ttf", font_size, &fontcfg); +#endif + + if (!font) { + font = io.Fonts->AddFontDefault(&fontcfg); + } + + font_notif = font_default = font; + + if (need_extra_fonts) { + PRINT_DEBUG("loading extra fonts\n"); + fontcfg.MergeMode = true; +#if defined(__WINDOWS__) + io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\simsun.ttc", font_size, &fontcfg); + io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\malgun.ttf", font_size, &fontcfg); +#endif + } + + io.Fonts->Build(); ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 0.0; // Disable round window + reset_LastError(); } // Try to make this function as short as possible or it might affect game's fps. @@ -893,7 +937,7 @@ void Steam_Overlay::OverlayProc() bool show_warning = local_save || warning_forced || appid == 0; if (show_warning) { - ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 64, ImGui::GetFontSize() * 64), ImVec2(8192, 8192)); + ImGui::SetNextWindowSizeConstraints(ImVec2(ImGui::GetFontSize() * 32, ImGui::GetFontSize() * 32), ImVec2(8192, 8192)); ImGui::SetNextWindowFocus(); if (ImGui::Begin("WARNING", &show_warning)) { if (appid == 0) { @@ -955,10 +999,45 @@ void Steam_Overlay::Callback(Common_Message *msg) void Steam_Overlay::RunCallbacks() { + if (!achievements.size()) { + Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats; + uint32 achievements_num = steamUserStats->GetNumAchievements(); + if (achievements_num) { + PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS\n"); + for (unsigned i = 0; i < achievements_num; ++i) { + Overlay_Achievement ach; + ach.name = steamUserStats->GetAchievementName(i); + ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name"); + ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc"); + const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden"); + if (strlen(hidden) && hidden[0] == '1') { + ach.hidden = true; + } else { + ach.hidden = false; + } + + bool achieved = false; + uint32 unlock_time = 0; + if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) { + ach.achieved = achieved; + ach.unlock_time = unlock_time; + } else { + ach.achieved = false; + ach.unlock_time = 0; + } + + achievements.push_back(ach); + } + + PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS DONE\n"); + } + } + if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{0}) == std::future_status::ready) { _renderer = future_renderer.get(); PRINT_DEBUG("got renderer %p\n", _renderer); + CreateFonts(); } } @@ -1095,40 +1174,6 @@ void Steam_Overlay::RunCallbacks() } has_friend_action.pop(); } - - if (!achievements.size()) { - Steam_User_Stats* steamUserStats = get_steam_client()->steam_user_stats; - uint32 achievements_num = steamUserStats->GetNumAchievements(); - if (achievements_num) { - PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS\n"); - for (unsigned i = 0; i < achievements_num; ++i) { - Overlay_Achievement ach; - ach.name = steamUserStats->GetAchievementName(i); - ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name"); - ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc"); - const char *hidden = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "hidden"); - if (strlen(hidden) && hidden[0] == '1') { - ach.hidden = true; - } else { - ach.hidden = false; - } - - bool achieved = false; - uint32 unlock_time = 0; - if (steamUserStats->GetAchievementAndUnlockTime(ach.name.c_str(), &achieved, &unlock_time)) { - ach.achieved = achieved; - ach.unlock_time = unlock_time; - } else { - ach.achieved = false; - ach.unlock_time = 0; - } - - achievements.push_back(ach); - } - - PRINT_DEBUG("POPULATE OVERLAY ACHIEVEMENTS DONE\n"); - } - } } #endif From 0082242a6f22f8e135df6e6ae514e6f8f24d416a Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:36:34 -0400 Subject: [PATCH 470/494] LAN only filtering now properly handles mapped ipv4. --- dll/base.cpp | 40 ++++++++++++++++++++++++++-------------- 1 file changed, 26 insertions(+), 14 deletions(-) diff --git a/dll/base.cpp b/dll/base.cpp index fbaf580..fd2efc9 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -563,6 +563,23 @@ static bool is_whitelist_ip(unsigned char *ip) return false; } +static bool is_lan_ipv4(unsigned char *ip) +{ + PRINT_DEBUG("CHECK LAN IP %hhu.%hhu.%hhu.%hhu\n", ip[0], ip[1], ip[2], ip[3]); + if (is_whitelist_ip(ip)) return true; + if (ip[0] == 127) return true; + if (ip[0] == 10) return true; + if (ip[0] == 192 && ip[1] == 168) return true; + if (ip[0] == 169 && ip[1] == 254 && ip[2] != 0) return true; + if (ip[0] == 172 && ip[1] >= 16 && ip[1] <= 31) return true; + if ((ip[0] == 100) && ((ip[1] & 0xC0) == 0x40)) return true; + if (ip[0] == 239) return true; //multicast + if (ip[0] == 0) return true; //Current network + if (ip[0] == 192 && (ip[1] == 18 || ip[1] == 19)) return true; //Used for benchmark testing of inter-network communications between two separate subnets. + if (ip[0] >= 224) return true; //ip multicast (224 - 239) future use (240.0.0.0 - 255.255.255.254) broadcast (255.255.255.255) + return false; +} + static bool is_lan_ip(const sockaddr *addr, int namelen) { if (!namelen) return false; @@ -571,24 +588,13 @@ static bool is_lan_ip(const sockaddr *addr, int namelen) struct sockaddr_in *addr_in = (struct sockaddr_in *)addr; unsigned char ip[4]; memcpy(ip, &addr_in->sin_addr, sizeof(ip)); - PRINT_DEBUG("CHECK LAN IP %hhu.%hhu.%hhu.%hhu:%u\n", ip[0], ip[1], ip[2], ip[3], ntohs(addr_in->sin_port)); - if (is_whitelist_ip(ip)) return true; - if (ip[0] == 127) return true; - if (ip[0] == 10) return true; - if (ip[0] == 192 && ip[1] == 168) return true; - if (ip[0] == 169 && ip[1] == 254 && ip[2] != 0) return true; - if (ip[0] == 172 && ip[1] >= 16 && ip[1] <= 31) return true; - if ((ip[0] == 100) && ((ip[1] & 0xC0) == 0x40)) return true; - if (ip[0] == 239) return true; //multicast - if (ip[0] == 0) return true; //Current network - if (ip[0] == 192 && (ip[1] == 18 || ip[1] == 19)) return true; //Used for benchmark testing of inter-network communications between two separate subnets. - if (ip[0] >= 224) return true; //ip multicast (224 - 239) future use (240.0.0.0–255.255.255.254) broadcast (255.255.255.255) + if (is_lan_ipv4(ip)) return true; } else if (addr->sa_family == AF_INET6) { struct sockaddr_in6 *addr_in6 = (struct sockaddr_in6 *)addr; unsigned char ip[16]; unsigned char zeroes[16] = {}; memcpy(ip, &addr_in6->sin6_addr, sizeof(ip)); - PRINT_DEBUG("CHECK LAN IP6 %hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu...%hhu\n", ip[0], ip[1], ip[2], ip[3], ip[4], ip[5], ip[6], ip[7], ip[15]); + PRINT_DEBUG("CHECK LAN IP6 %hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu.%hhu\n", ip[0], ip[1], ip[2], ip[3], ip[4], ip[5], ip[6], ip[7], ip[8], ip[9], ip[10], ip[11], ip[12], ip[13], ip[14], ip[15]); if (((ip[0] == 0xFF) && (ip[1] < 3) && (ip[15] == 1)) || ((ip[0] == 0xFE) && ((ip[1] & 0xC0) == 0x80))) return true; if (memcmp(zeroes, ip, sizeof(ip)) == 0) return true; @@ -596,7 +602,13 @@ static bool is_lan_ip(const sockaddr *addr, int namelen) if (ip[0] == 0xff) return true; //multicast if (ip[0] == 0xfc) return true; //unique local if (ip[0] == 0xfd) return true; //unique local - //TODO: ipv4 mapped? + + unsigned char ipv4_mapped[12] = {}; + ipv4_mapped[10] = 0xFF; + ipv4_mapped[11] = 0xFF; + if (memcmp(ipv4_mapped, ip, sizeof(ipv4_mapped)) == 0) { + if (is_lan_ipv4(ip + 12)) return true; + } } PRINT_DEBUG("NOT LAN IP\n"); From a4ef72cb3cece90c7b28e43ca5fa45f81cdf9298 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:37:23 -0400 Subject: [PATCH 471/494] Don't create new client instance when unregistering callbacks. --- dll/dll.cpp | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/dll/dll.cpp b/dll/dll.cpp index 174474d..4fef715 100644 --- a/dll/dll.cpp +++ b/dll/dll.cpp @@ -129,23 +129,23 @@ STEAMAPI_API ISteamClient *g_pSteamClientGameServer; ISteamClient *g_pSteamClientGameServer; #endif -static Steam_Client *client; +static Steam_Client *steamclient_instance; Steam_Client *get_steam_client() { std::lock_guard lock(global_mutex); - if (!client) { - client = new Steam_Client(); + if (!steamclient_instance) { + steamclient_instance = new Steam_Client(); } - return client; + return steamclient_instance; } void destroy_client() { std::lock_guard lock(global_mutex); - if (client) { - delete client; - client = NULL; + if (steamclient_instance) { + delete steamclient_instance; + steamclient_instance = NULL; } } @@ -416,6 +416,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_UnregisterCallback( class CCallbackBase *p { PRINT_DEBUG("SteamAPI_UnregisterCallback %p\n", pCallback); std::lock_guard lock(global_mutex); + if (!steamclient_instance) return; get_steam_client()->UnregisterCallback(pCallback); } @@ -435,6 +436,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_UnregisterCallResult( class CCallbackBase if (!hAPICall) return; + if (!steamclient_instance) return; get_steam_client()->UnregisterCallResult(pCallback, hAPICall); } From 63128907fd05dab52bf0f3ff1a137416761167a9 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:38:37 -0400 Subject: [PATCH 472/494] Add supported_languages.txt and image downloading to generate_emu_config. --- scripts/generate_emu_config.py | 80 ++++++++++++++++++- .../achievements_gen.py | 2 +- 2 files changed, 80 insertions(+), 2 deletions(-) diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index abb5af2..584a6a1 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -17,6 +17,9 @@ import os import sys import json import urllib.request +import urllib.error +import threading +import queue prompt_for_unavailable = True @@ -82,7 +85,49 @@ def get_stats_schema(client, game_id, owner_id): client.send(message) return client.wait_msg(EMsg.ClientGetUserStatsResponse, timeout=5) +def download_achievement_images(game_id, image_names, output_folder): + q = queue.Queue() + + def downloader_thread(): + while True: + name = q.get() + succeeded = False + if name is None: + q.task_done() + return + for u in ["https://cdn.akamai.steamstatic.com/steamcommunity/public/images/apps/", "https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/apps/"]: + url = "{}{}/{}".format(u, game_id, name) + try: + with urllib.request.urlopen(url) as response: + image_data = response.read() + with open(os.path.join(output_folder, name), "wb") as f: + f.write(image_data) + succeeded = True + break + except urllib.error.HTTPError as e: + print("HTTPError downloading", url, e.code) + except urllib.error.URLError as e: + print("URLError downloading", url, e.code) + if not succeeded: + print("error could not download", name) + q.task_done() + + num_threads = 5 + for i in range(num_threads): + threading.Thread(target=downloader_thread, daemon=True).start() + + for name in image_names: + q.put(name) + q.join() + + for i in range(num_threads): + q.put(None) + q.join() + + def generate_achievement_stats(client, game_id, output_directory, backup_directory): + achievement_images_dir = os.path.join(output_directory, "achievement_images") + images_to_download = [] steam_id_list = TOP_OWNER_IDS + [client.steam_id] for x in steam_id_list: out = get_stats_schema(client, game_id, x) @@ -91,10 +136,20 @@ def generate_achievement_stats(client, game_id, output_directory, backup_directo with open(os.path.join(backup_directory, 'UserGameStatsSchema_{}.bin'.format(appid)), 'wb') as f: f.write(out.body.schema) achievements, stats = achievements_gen.generate_stats_achievements(out.body.schema, output_directory) - return + for ach in achievements: + if "icon" in ach: + images_to_download.append(ach["icon"]) + if "icon_gray" in ach: + images_to_download.append(ach["icon_gray"]) + break else: print("no schema", out) + if (len(images_to_download) > 0): + if not os.path.exists(achievement_images_dir): + os.makedirs(achievement_images_dir) + download_achievement_images(game_id, images_to_download, achievement_images_dir) + def get_ugc_info(client, published_file_id): return client.send_um_and_wait('PublishedFile.GetDetails#1', { 'publishedfileids': [published_file_id], @@ -173,6 +228,13 @@ for appid in appids: game_info_common = game_info["common"] if "community_visible_stats" in game_info_common: generate_achievement_stats(client, appid, out_dir, backup_dir) + if "languages" in game_info_common: + with open(os.path.join(out_dir, "supported_languages.txt"), 'w') as f: + languages = game_info_common["languages"] + for l in languages: + if languages[l] != "0": + f.write("{}\n".format(l)) + with open(os.path.join(out_dir, "steam_appid.txt"), 'w') as f: f.write(str(appid)) @@ -187,6 +249,7 @@ for appid in appids: dlc_config_list = [] dlc_list, depot_app_list = get_dlc(game_info) + dlc_infos_backup = "" if (len(dlc_list) > 0): dlc_raw = client.get_product_info(apps=dlc_list)["apps"] for dlc in dlc_raw: @@ -194,6 +257,7 @@ for appid in appids: dlc_config_list.append((dlc, dlc_raw[dlc]["common"]["name"])) except: dlc_config_list.append((dlc, None)) + dlc_infos_backup = json.dumps(dlc_raw, indent=4) with open(os.path.join(out_dir, "DLC.txt"), 'w', encoding="utf-8") as f: for x in dlc_config_list: @@ -218,7 +282,21 @@ for appid in appids: if (controller_type in ["controller_xbox360", "controller_xboxone"] and (("default" in enabled_branches) or ("public" in enabled_branches))): parse_controller_vdf.generate_controller_config(out_vdf.decode('utf-8'), os.path.join(out_dir, "controller")) config_generated = True + if "steamcontrollertouchconfigdetails" in game_info["config"]: + controller_details = game_info["config"]["steamcontrollertouchconfigdetails"] + for id in controller_details: + details = controller_details[id] + controller_type = "" + enabled_branches = "" + if "controller_type" in details: + controller_type = details["controller_type"] + if "enabled_branches" in details: + enabled_branches = details["enabled_branches"] + print(id, controller_type) + out_vdf = download_published_file(client, int(id), os.path.join(backup_dir, controller_type + str(id))) game_info_backup = json.dumps(game_info, indent=4) with open(os.path.join(backup_dir, "product_info.json"), "w") as f: f.write(game_info_backup) + with open(os.path.join(backup_dir, "dlc_product_info.json"), "w") as f: + f.write(dlc_infos_backup) diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py index 1870a67..30db478 100644 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -75,7 +75,7 @@ def generate_stats_achievements(schema, config_directory): with open(os.path.join(config_directory, "stats.txt"), 'w') as f: f.write(output_stats) - return (output_ach, output_stats) + return (achievements_out, stats_out) if __name__ == '__main__': if len(sys.argv) < 2: From 0800649d8f4048b910fbde78608867b5c96c41b2 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 14:40:55 -0400 Subject: [PATCH 473/494] Add supported_languages.txt to specify which languages are available in a game. --- Readme_release.txt | 4 ++ dll/settings.h | 3 ++ dll/settings_parser.cpp | 37 +++++++++++++++++++ .../supported_languages.EXAMPLE.txt | 8 ++++ 4 files changed, 52 insertions(+) create mode 100644 files_example/steam_settings.EXAMPLE/supported_languages.EXAMPLE.txt diff --git a/Readme_release.txt b/Readme_release.txt index 105f005..2a02c1c 100644 --- a/Readme_release.txt +++ b/Readme_release.txt @@ -44,6 +44,10 @@ If the DLC file is present, the emulator will only unlock the DLCs in that file. The contents of this file are: appid=DLC name See the steam_settings.EXAMPLE folder for an example. +Languages: +You can include a steam_settings\supported_languages.txt file with a list of languages that the game supports. If the global emu language setting is not in this list of languages the emu will default to the first language in the list. +See the steam_settings.EXAMPLE folder for an example. + Depots: This is pretty rare but some games might use depot ids to see if dlcs are installed. You can provide a list of installed depots to the game with a steam_settings\depots.txt file. See the steam_settings.EXAMPLE folder for an example. diff --git a/dll/settings.h b/dll/settings.h index 28fc3f0..a7b2aa9 100644 --- a/dll/settings.h +++ b/dll/settings.h @@ -156,6 +156,9 @@ public: //app build id int build_id = 10; + //supported languages + std::set supported_languages; + //make lobby creation fail in the matchmaking interface bool disable_lobby_creation = false; diff --git a/dll/settings_parser.cpp b/dll/settings_parser.cpp index 3aa8ded..22dad2e 100644 --- a/dll/settings_parser.cpp +++ b/dll/settings_parser.cpp @@ -260,6 +260,41 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s local_storage->store_data_settings("user_steam_id.txt", temp_text, strlen(temp_text)); } + std::set supported_languages; + + { + std::string lang_config_path = Local_Storage::get_game_settings_path() + "supported_languages.txt"; + std::ifstream input( utf8_decode(lang_config_path) ); + + std::string first_language; + if (input.is_open()) { + consume_bom(input); + for( std::string line; getline( input, line ); ) { + if (!line.empty() && line[line.length()-1] == '\n') { + line.pop_back(); + } + + if (!line.empty() && line[line.length()-1] == '\r') { + line.pop_back(); + } + + try { + std::string lang = line; + if (!first_language.size()) first_language = lang; + supported_languages.insert(lang); + PRINT_DEBUG("Added supported_language %s\n", lang.c_str()); + } catch (...) {} + } + } + + if (!supported_languages.count(language)) { + if (first_language.size()) { + memset(language, 0, sizeof(language)); + first_language.copy(language, sizeof(language) - 1); + } + } + } + bool steam_offline_mode = false; bool disable_networking = false; bool disable_overlay = false; @@ -336,6 +371,8 @@ uint32 create_localstorage_settings(Settings **settings_client_out, Settings **s settings_server->warn_forced = warn_forced; settings_client->warn_local_save = local_save; settings_server->warn_local_save = local_save; + settings_client->supported_languages = supported_languages; + settings_server->supported_languages = supported_languages; { std::string dlc_config_path = Local_Storage::get_game_settings_path() + "DLC.txt"; diff --git a/files_example/steam_settings.EXAMPLE/supported_languages.EXAMPLE.txt b/files_example/steam_settings.EXAMPLE/supported_languages.EXAMPLE.txt new file mode 100644 index 0000000..60c84dd --- /dev/null +++ b/files_example/steam_settings.EXAMPLE/supported_languages.EXAMPLE.txt @@ -0,0 +1,8 @@ +english +german +french +spanish +schinese +russian +japanese +latam From 8b9ce58195df965840b744ef2a69f1b422327846 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 13 Aug 2022 16:11:07 -0400 Subject: [PATCH 474/494] Fix supported_languages in generate_emu_config.py script. --- scripts/generate_emu_config.py | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index 584a6a1..fac92f5 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -228,11 +228,11 @@ for appid in appids: game_info_common = game_info["common"] if "community_visible_stats" in game_info_common: generate_achievement_stats(client, appid, out_dir, backup_dir) - if "languages" in game_info_common: + if "supported_languages" in game_info_common: with open(os.path.join(out_dir, "supported_languages.txt"), 'w') as f: - languages = game_info_common["languages"] + languages = game_info_common["supported_languages"] for l in languages: - if languages[l] != "0": + if "supported" in languages[l] and languages[l]["supported"] == "true": f.write("{}\n".format(l)) From f4e6a714a4e28ec8add6fb5ae3baa6b91ad8ef10 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 14 Aug 2022 14:54:12 -0400 Subject: [PATCH 475/494] generate_emu_config can now generate items config. Remove the old generate_game_infos.cpp script. --- generate_game_infos/generate_game_infos.cpp | 591 -------------------- scripts/generate_emu_config.py | 57 +- 2 files changed, 53 insertions(+), 595 deletions(-) delete mode 100644 generate_game_infos/generate_game_infos.cpp diff --git a/generate_game_infos/generate_game_infos.cpp b/generate_game_infos/generate_game_infos.cpp deleted file mode 100644 index 39a4447..0000000 --- a/generate_game_infos/generate_game_infos.cpp +++ /dev/null @@ -1,591 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include -#include - -#include -#include -#include - -class CurlGlobal -{ - bool _init; - - CurlGlobal() :_init(false) {} - - ~CurlGlobal() { cleanup(); } - -public: - static CurlGlobal& Inst() - { - static CurlGlobal _this; - return _this; - } - - CURLcode init(long flags = CURL_GLOBAL_DEFAULT) { return curl_global_init(flags); } - void cleanup() - { - if (_init) - { - curl_global_cleanup(); - _init = false; - } - } -}; - -class CurlEasy -{ - CURL* _me; - bool _init; - std::string _buffer; - - static int writer(char* data, size_t size, size_t nmemb, - CurlEasy *_this) - { - if (_this == nullptr) - return 0; - - _this->_buffer.append(data, size * nmemb); - - return size * nmemb; - } - -public: - CurlEasy() :_me(nullptr), _init(false) {} - ~CurlEasy() { cleanup(); } - - bool init() - { - _init = (_me = curl_easy_init()) != nullptr; - if (_init) - { - if (curl_easy_setopt(_me, CURLOPT_WRITEFUNCTION, writer) != CURLE_OK) - { - cleanup(); - return false; - } - - if (curl_easy_setopt(_me, CURLOPT_WRITEDATA, this) != CURLE_OK) - { - cleanup(); - return false; - } - } - return _init; - } - - void cleanup() - { - if (_init) - { - curl_easy_cleanup(_me); - } - } - - CURLcode set_url(const std::string& url) - { - return curl_easy_setopt(_me, CURLOPT_URL, url.c_str()); - } - - CURLcode skip_verifypeer(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYPEER, skip ? 0L : 1L); - } - - CURLcode skip_verifhost(bool skip = true) - { - return curl_easy_setopt(_me, CURLOPT_SSL_VERIFYHOST, skip ? 0L : 1L); - } - - CURLcode connect_only(bool connect = true) - { - return curl_easy_setopt(_me, CURLOPT_CONNECT_ONLY, connect ? 1L : 0L); - } - - CURLcode perform() - { - _buffer.clear(); - return curl_easy_perform(_me); - } - - CURLcode recv(void *buffer, size_t buflen, size_t* read_len) - { - return curl_easy_recv(_me, buffer, buflen, read_len); - } - - CURLcode get_html_code(long &code) - { - return curl_easy_getinfo(_me, CURLINFO_RESPONSE_CODE, &code); - } - - std::string const& get_answer() const { return _buffer; } -}; - -// Get all steam appid with their name: http://api.steampowered.com/ISteamApps/GetAppList/v2/ -// Steam storefront webapi: https://wiki.teamfortress.com/wiki/User:RJackson/StorefrontAPI -// http://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key=&appid= -/* -{ - "game" : { - "gameName" : "", - "availableGameStats" : { - "achievements" : { - ("" : { - "name" : "achievement_name", - "displayName" : "achievement name on screen", - "hidden" : (0|1), - ["description" : "",] - "icon" : "", - "icongray" : "" - }, - ...) - } - } - } -} -*/ -// Get appid infos: http://store.steampowered.com/api/appdetails/?appids=218620 -/* -"appid" : { - "success" : (true|false), - (success == true "data" : { - ... - "name" : "", - "steam_appid" : , - (OPT "dlc" : [, ]), - "header_image" : "" <-- Use this in the overlay ? - (OPT "achievements" : { - "total" : - }), - "background" : "" <-- Use this as the overlay background ? - (OPT "packages" : [, ]) - }) -} -*/ -// --------------------------------- -// -- Special thanks to psychonic -- -// --------------------------------- -// Get game items definition digest (Phase1): https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key=&appid=218620 -/* -{ - "response": { - "modified": 1566848385, - "digest": "3CDFC1CC1AC2B0D55D12C1C130F4294BDD6DF8D0" - } -} -*/ - -// Get game items definition: https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid=218620&digest= -/* -[ - { - "appid":"218620", - "itemdefid":"0", - "Timestamp":"2016-04-08T18:00:21.3643085Z", - "modified":"20160408T180021Z", - "date_created":"20160408T180021Z", - "type":"", - "display_type":"", - "name":"", - "quantity":0, - "description":"", - "tradable":false, - "marketable":false, - "commodity":false, - "drop_interval":0, - "drop_max_per_window":0, - "workshopid":"0" - }, - { - "appid":"218620", - "itemdefid":"50002", - "Timestamp":"2015-11-13T16:01:18.0338618Z", - "modified":"20151113T160117Z", - "date_created":"20151113T160117Z", - "type":"item", - "display_type":"", - "name":"Sputnik Safe", - "quantity":0, - "description":"[color=#2360D8]THE JUDGE SHOTGUN | Pixel [/color]\n[color=#2360D8]KOBUS 90 SUBMACHINE GUN | Red Stars[/color]\n[color=#2360D8]PLAINSRIDER BOW | Arctic Plains[/color]\n[color=#2360D8]GRUBER KURZ PISTOL | Little Leopard[/color]\n[color=#2360D8]HRL-7 ROCKET LAUNCHER | Headline[/color]\n[color=#2360D8]LOCOMOTIVE 12G SHOTGUN | Cosmonaut[/color]\n[color=#9900FF]FLAMETHROWER | St. Basil[/color]\n[color=#9900FF]JP36 RIFLE | Ice Leopard [/color]\n[color=#9900FF]CAR-4 RIFLE | Stripe On[/color]\n[color=#9900FF]BRONCO .44 REVOLVER | Black Bull[/color]\n[color=#FF00FF]BERNETTI 9 PISTOL | Angry Bear[/color]\n[color=#FF00FF]THANATOS .50 CAL SNIPER RIFLE | Matrjoschka[/color]\n[color=#FF00FF]M308 RIFLE | Helmet Space Program[/color]\n[color=#FF0000]CLARION RIFLE | Breaching Owl[/color]\n[color=#FF0000]MOSCONI 12G SHOTGUN | Bullet Bear Gun[/color]\n[color=#FFAA00]or an exceedingly rare special item![/color]", - "icon_url":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", - "icon_url_large":"http://media.overkillsoftware.com/economy42gF2Y/safes_weapon_01.png", - "store_tags":"safe;sputnik safe;", - "tradable":true, - "marketable":true, - "commodity":false, - "drop_interval":0, - "drop_max_per_window":0, - "workshopid":"0", - "dsl_bonus":"false", - "item_name":"weapon_01", - "item_slot":"safes" - } -*/ - -#ifdef max -#undef max -#endif - -std::string steam_apikey; -std::string app_id; -std::string output_path; - -#if defined(WIN32) || defined(_WIN32) -#include - -static bool create_directory(std::string const& strPath) -{ - DWORD dwAttrib = GetFileAttributesA(strPath.c_str()); - - if (dwAttrib != INVALID_FILE_ATTRIBUTES && dwAttrib & FILE_ATTRIBUTE_DIRECTORY) - return true; - - return CreateDirectoryA(strPath.c_str(), NULL); -} -#elif defined(__linux__) -#include -#include -#include - -static bool create_directory(std::string const& strPath) -{ - struct stat sb; - - if (stat(strPath.c_str(), &sb) != 0) - { - return mkdir(strPath.c_str(), 0755) == 0; - } - if (S_ISDIR(sb.st_mode)) - return true; - - return false; -} - -#endif - -static void generate_achievements(CurlEasy &easy) -{ - std::string url = "https://api.steampowered.com/ISteamUserStats/GetSchemaForGame/v2/?key="; - url += steam_apikey; - url += "&appid="; - url += app_id; - easy.set_url(url); - easy.perform(); - try - { - std::ofstream ach_file(output_path + "/achievements.json", std::ios::trunc | std::ios::out); - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - nlohmann::json output_json = nlohmann::json::array(); - - bool first = true; - int i = 0; - for (auto& item : json["game"]["availableGameStats"]["achievements"].items()) - { - output_json[i]["name"] = item.value()["name"]; - output_json[i]["displayName"] = item.value()["displayName"]; - output_json[i]["hidden"] = std::to_string(item.value()["hidden"].get()); - try - { - if( !item.value()["description"].is_null() ) - output_json[i]["description"] = item.value()["description"]; - else - output_json[i]["description"] = ""; - } - catch (...) - { - output_json[i]["description"] = ""; - } - - { - std::string icon_path = "images/" + item.value()["name"].get() + ".jpg"; - std::ofstream achievement_icon(output_path + "/" + icon_path, std::ios::out | std::ios::trunc | std::ios::binary); - if (!achievement_icon) - { - std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; - return; - } - easy.set_url(item.value()["icon"]); - easy.perform(); - - std::string picture = easy.get_answer(); - achievement_icon.write(picture.c_str(), picture.length()); - - output_json[i]["icon"] = icon_path; - - } - { - std::string icon_path = "images/" + item.value()["name"].get() + "_gray.jpg"; - std::ofstream achievement_icon(output_path + "/" + icon_path, std::ios::out | std::ios::trunc | std::ios::binary); - if (!achievement_icon) - { - std::cerr << "Cannot create achievement icon \"" << icon_path << "\"" << std::endl; - return; - } - easy.set_url(item.value()["icongray"]); - easy.perform(); - - std::string picture = easy.get_answer(); - achievement_icon.write(picture.c_str(), picture.length()); - - output_json[i]["icongray"] = icon_path; - } - ++i; - } - ach_file << std::setw(2) << output_json; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error in webapi key"; - } - else - { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your achivements.json"; - } - std::cerr << std::endl; - } -} - -template -using my_workaround_fifo_map = nlohmann::fifo_map, A>; -using fifo_json = nlohmann::basic_json; - - -static void generate_items(CurlEasy& easy) -{ - std::string url = "https://api.steampowered.com/IInventoryService/GetItemDefMeta/v1?key="; - url += steam_apikey; - url += "&appid="; - url += app_id; - - easy.set_url(url); - easy.perform(); - - try - { - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - std::string digest = json["response"]["digest"]; - - url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid="; - url += app_id; - url += "&digest="; - url += digest; - - easy.set_url(url); - easy.perform(); - - fifo_json item_json; - fifo_json default_item_json; - - json = nlohmann::json::parse(easy.get_answer()); - std::ofstream items_file(output_path + "/items.json", std::ios::trunc | std::ios::out); - std::ofstream default_items_file(output_path + "/default_items.json", std::ios::trunc | std::ios::out); - - for (auto &i : json) - { - for (auto j = i.begin(); j != i.end(); ++j) - { - //if (j.key() == "itemdefid") - //{ - // j.value() = std::stoll(j.value().get()); - //} - //else - { - nlohmann::json& v = j.value(); - switch (v.type()) - { - case nlohmann::json::value_t::boolean: - v = (v.get() ? "true" : "false"); - break; - - case nlohmann::json::value_t::number_float: - v = std::to_string(v.get()); - break; - - case nlohmann::json::value_t::number_integer: - v = std::to_string(v.get()); - break; - - case nlohmann::json::value_t::number_unsigned: - v = std::to_string(v.get()); - break; - } - } - } - item_json[i["itemdefid"].get()] = i; - default_item_json[i["itemdefid"].get()] = 1; - } - - items_file << std::setw(2) << item_json; - default_items_file << std::setw(2) << default_item_json; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error in webapi key"; - } - else - { - std::cerr << "Error while parsing json. Try to go at " << url << " and see what you can do to build your items.json"; - } - std::cerr << std::endl; - } -} - -static std::string get_appid_name(CurlEasy& easy, uint32_t appid) -{ - static std::map appid_names; - static bool done; - - if (!done) { - std::string url = "https://api.steampowered.com/ISteamApps/GetAppList/v2/"; - std::cout << "getting app list" << std::endl; - easy.set_url(url); - easy.perform(); - try - { - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - for (auto &app : json["applist"]["apps"]) { - appid_names[app["appid"].get()] = app["name"].get(); - } - - done = true; - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error 403 while getting app list"; - } - else - { - std::cerr << "Error while parsing json. With " << url << ""; - } - std::cerr << std::endl; - } - } - - if (done) { - if (!appid_names.count(appid)) { - std::cout << "getting app name: " << appid << std::endl; - std::string s_appid = std::to_string(appid); - std::string url = "https://store.steampowered.com/api/appdetails/?appids=" + s_appid; - easy.set_url(url); - easy.perform(); - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - appid_names[appid] = json[s_appid]["data"]["name"].get(); - } - - return appid_names[appid]; - } - - return ""; -} - -static void generate_dlcs(CurlEasy& easy) -{ - std::string base_url = "https://store.steampowered.com/api/appdetails/?appids="; - std::string url = base_url + app_id; - easy.set_url(url); - easy.perform(); - - try - { - nlohmann::json json = nlohmann::json::parse(easy.get_answer()); - std::list dlcs; - std::map dlc_names; - - for (auto& dlc : json[app_id]["data"]["dlc"]) - { - dlcs.push_back(dlc.get()); - } - - std::ofstream dlc_file(output_path + "/DLC.txt", std::ios::trunc | std::ios::out); - for (auto &dlc: dlcs) { - dlc_file << dlc << "=" << get_appid_name(easy, dlc) << std::endl; - } - } - catch (std::exception& e) - { - std::cerr << "Failed to get infos: "; - long code; - if (easy.get_html_code(code) == CURLE_OK && code == 403) - { - std::cerr << "Error 403 while getting dlcs"; - } - else - { - std::cerr << "Error while parsing json. With " << url << ""; - } - std::cerr << std::endl; - } -} - -int main(int argc, char **argv) -{ - CurlGlobal& cglobal = CurlGlobal::Inst(); - cglobal.init(); - - CurlEasy easy; - if (easy.init()) - { - easy.skip_verifypeer(); - - if (argc > 2) { - app_id = argv[2]; - steam_apikey = argv[1]; - } else { - std::cout << "Usage: " << argv[0] << " steam_api_key app_id " << std::endl; - std::cout << "Enter the game appid: "; - std::cin >> app_id; - std::cout << "Enter your webapi key: "; - std::cin.clear(); - std::cin.ignore(std::numeric_limits::max(), '\n'); - std::cin >> steam_apikey; - } - - if (argc > 3) { - output_path = argv[3]; - } else { - output_path = app_id; - create_directory(output_path); - output_path += "/steam_settings"; - } - - if (!create_directory(output_path)) - { - std::cerr << "Cannot create directory: " << output_path << std::endl; - return -1; - } - - if (!create_directory(output_path + "/images")) - { - std::cerr << "Cannot create directory \"images\"" << std::endl; - return -1; - } - - { - std::ofstream appid_file(output_path + "/steam_appid.txt", std::ios::trunc | std::ios::out); - appid_file << app_id; - } - - std::cout << "Generating DLC.txt" << std::endl; - generate_dlcs(easy); - std::cout << "Generating achievements" << std::endl; - generate_achievements(easy); - std::cout << "Generating items" << std::endl; - generate_items(easy); - } -} diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py index fac92f5..31a8dbd 100644 --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -112,7 +112,7 @@ def download_achievement_images(game_id, image_names, output_folder): print("error could not download", name) q.task_done() - num_threads = 5 + num_threads = 20 for i in range(num_threads): threading.Thread(target=downloader_thread, daemon=True).start() @@ -143,7 +143,8 @@ def generate_achievement_stats(client, game_id, output_directory, backup_directo images_to_download.append(ach["icon_gray"]) break else: - print("no schema", out) + pass + # print("no schema", out) if (len(images_to_download) > 0): if not os.path.exists(achievement_images_dir): @@ -189,6 +190,26 @@ def download_published_file(client, published_file_id, backup_directory): return data return None +def get_inventory_info(client, game_id): + return client.send_um_and_wait('Inventory.GetItemDefMeta#1', { + 'appid': game_id + }) + +def generate_inventory(client, game_id): + inventory = get_inventory_info(client, appid) + if inventory.header.eresult != EResult.OK: + return None + + url = "https://api.steampowered.com/IGameInventory/GetItemDefArchive/v0001?appid={}&digest={}".format(game_id, inventory.body.digest) + try: + with urllib.request.urlopen(url) as response: + return response.read() + except urllib.error.HTTPError as e: + print("HTTPError getting", url, e.code) + except urllib.error.URLError as e: + print("URLError getting", url, e.code) + return None + def get_dlc(raw_infos): try: try: @@ -226,8 +247,8 @@ for appid in appids: if "common" in game_info: game_info_common = game_info["common"] - if "community_visible_stats" in game_info_common: - generate_achievement_stats(client, appid, out_dir, backup_dir) + #if "community_visible_stats" in game_info_common: #NOTE: checking this seems to skip stats on a few games so it's commented out + generate_achievement_stats(client, appid, out_dir, backup_dir) if "supported_languages" in game_info_common: with open(os.path.join(out_dir, "supported_languages.txt"), 'w') as f: languages = game_info_common["supported_languages"] @@ -295,6 +316,34 @@ for appid in appids: print(id, controller_type) out_vdf = download_published_file(client, int(id), os.path.join(backup_dir, controller_type + str(id))) + inventory_data = generate_inventory(client, appid) + if inventory_data is not None: + out_inventory = {} + default_items = {} + inventory = json.loads(inventory_data.rstrip(b"\x00")) + raw_inventory = json.dumps(inventory, indent=4) + with open(os.path.join(backup_dir, "inventory.json"), "w") as f: + f.write(raw_inventory) + for i in inventory: + index = str(i["itemdefid"]) + x = {} + for t in i: + if i[t] is True: + x[t] = "true" + elif i[t] is False: + x[t] = "false" + else: + x[t] = str(i[t]) + out_inventory[index] = x + default_items[index] = 1 + + out_json_inventory = json.dumps(out_inventory, indent=2) + with open(os.path.join(out_dir, "items.json"), "w") as f: + f.write(out_json_inventory) + out_json_inventory = json.dumps(default_items, indent=2) + with open(os.path.join(out_dir, "default_items.json"), "w") as f: + f.write(out_json_inventory) + game_info_backup = json.dumps(game_info, indent=4) with open(os.path.join(backup_dir, "product_info.json"), "w") as f: f.write(game_info_backup) From f01bb145b0f6bc85ccc43433eb043e66680246bd Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 12:29:05 -0400 Subject: [PATCH 476/494] Faster CI build. --- .gitlab-ci.yml | 22 +------ generate_build_win_bat.py | 127 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 129 insertions(+), 20 deletions(-) create mode 100644 generate_build_win_bat.py diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 115d1a8..67e3c13 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -69,27 +69,9 @@ build_windows: - 7za x protobuf_x86-windows-static.7z -oprotobuf_x86-windows-static - 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static - 7za x sdk_standalone.7z -osdk_standalone - - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls overlay_experimental/windows/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/windows/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls ImGui/backends/imgui_impl_dx*.cpp | tr "\n" " ")"; sed "s|ImGui/backends/imgui_impl_dx\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls overlay_experimental/System/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/System/\*.cpp|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat - - DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat - - sed "s| /MP12 | /MP4 |g" -i *.bat + - python generate_build_win_bat.py - export WINEDEBUG=-all - - wine cmd /c build_win_debug_experimental.bat - - mkdir debug_experimental - - mv steam_api.dll steam_api64.dll debug_experimental/ - - wine cmd /c build_win_release.bat - - mv debug_experimental release/ - - rm -f steamclient.dll steamclient64.dll - - wine cmd /c build_win_debug_experimental_steamclient.bat - - mkdir release/debug_experimental_steamclient - - mv steamclient.dll steamclient64.dll release/debug_experimental_steamclient/ - - cp Readme_debug.txt release/debug_experimental/Readme.txt + - wine cmd /c build_win_release_test.bat artifacts: paths: - release/ diff --git a/generate_build_win_bat.py b/generate_build_win_bat.py new file mode 100644 index 0000000..f24b6bc --- /dev/null +++ b/generate_build_win_bat.py @@ -0,0 +1,127 @@ +import os + +def files_from_dir(dir, extension, filter=[]): + out = [] + for f in os.listdir(dir): + if f.endswith(extension) and f not in filter: + out.append(os.path.join(dir, f)) + return out + +def convert_to_obj(files, obj_dir): + out = [] + for f in files: + out.append(os.path.join(obj_dir, os.path.splitext(os.path.basename(f))[0] + ".obj")) + return out + +def cl_line_obj(arguments, out_dir): + return "rmdir /S /Q {0}\nmkdir {0}\ncl /Fo:{0}/ /c {1}\n".format(out_dir, ' '.join(arguments)) + +def cl_line_link(arguments, linker_arguments): + return "cl /LD {} /link {}\n".format(' '.join(arguments), ' '.join(linker_arguments)) + +def cl_line_exe(arguments, linker_arguments): + return "cl {} /link {}\n".format(' '.join(arguments), ' '.join(linker_arguments)) + +jobs = 4 +normal_build_args = ["/EHsc", "/Ox", "/MP{}".format(jobs)] + +includes = ["ImGui", "overlay_experimental"] +includes_32 = list(map(lambda a: '/I{}'.format(a), ["%PROTOBUF_X86_DIRECTORY%\\include\\"] + includes)) +includes_64 = list(map(lambda a: '/I{}'.format(a), ["%PROTOBUF_X64_DIRECTORY%\\include\\"] + includes)) + +debug_build_args = [] +release_build_args = ["/DEMU_RELEASE_BUILD", "/DNDEBUG"] +steamclient_build_args = ["/DSTEAMCLIENT_DLL"] + +experimental_build_args = ["/DEMU_EXPERIMENTAL_BUILD", "/DCONTROLLER_SUPPORT", "/DEMU_OVERLAY"] +steamclient_experimental_build_args = experimental_build_args + steamclient_build_args + +normal_linker_libs = ["Iphlpapi.lib", "Ws2_32.lib", "rtlgenrandom.lib", "Shell32.lib"] +experimental_linker_libs = ["opengl32.lib", "Winmm.lib"] + normal_linker_libs +linker_32 = ['"%PROTOBUF_X86_LIBRARY%"'] +linker_64 = ['"%PROTOBUF_X64_LIBRARY%"'] + +controller_deps = ["controller/gamepad.c"] +imgui_deps = files_from_dir("ImGui", ".cpp") + ["ImGui/backends/imgui_impl_dx9.cpp", "ImGui/backends/imgui_impl_dx10.cpp", "ImGui/backends/imgui_impl_dx11.cpp", "ImGui/backends/imgui_impl_dx12.cpp", "ImGui/backends/imgui_impl_win32.cpp", "ImGui/backends/imgui_impl_vulkan.cpp", "ImGui/backends/imgui_impl_opengl3.cpp", "ImGui/backends/imgui_win_shader_blobs.cpp"] +proto_deps = list(map(lambda a: a.replace(".proto", ".pb.cc"), files_from_dir("dll", ".proto"))) +all_deps = proto_deps + files_from_dir("detours", ".cpp") + controller_deps + imgui_deps + files_from_dir("overlay_experimental/System", ".cpp") + +sc_different_deps = ["flat.cpp", "dll.cpp"] +steam_deps = files_from_dir("dll", ".cpp", sc_different_deps) +overlay_deps = files_from_dir("overlay_experimental", ".cpp") + files_from_dir("overlay_experimental/windows", ".cpp") +experimental_steam_deps = steam_deps + overlay_deps +sc_different_deps = list(map(lambda a: "dll/" + a, sc_different_deps)) + +regular_files = [] + +head = """@echo off +cd /d "%~dp0" +rmdir /S /Q release +mkdir release +mkdir release\experimental +mkdir release\experimental_steamclient +mkdir release\debug_experimental +mkdir release\debug_experimental_steamclient +call build_set_protobuf_directories.bat +""" + +head_32bit = """"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\\net.proto +call build_env_x86.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +""" + +head_64bit = """"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\\net.proto +call build_env_x64.bat +cl dll/rtlgenrandom.c dll/rtlgenrandom.def +""" + +footer = """ +copy Readme_release.txt release\Readme.txt +xcopy /s files_example\* release\\ +copy Readme_experimental.txt release\experimental\Readme.txt +copy Readme_debug.txt release\debug_experimental\Readme.txt +copy steamclient_loader\ColdClientLoader.ini release\experimental_steamclient\\ +call build_win_lobby_connect.bat +call build_win_find_interfaces.bat +""" + +out = head +out += head_32bit + +deps_folder = "deps" +sc_deps_folder = "deps_sc" + +def generate_common(include_arch, linker_arch, steam_api_name, steamclient_name): + out = "" + out += cl_line_obj(normal_build_args + release_build_args + include_arch + all_deps, deps_folder) + out += cl_line_link(normal_build_args + release_build_args + include_arch + steam_deps + sc_different_deps + ["deps/net.pb.obj"] + linker_arch + normal_linker_libs, ["/debug:none", "/OUT:release\\{}".format(steam_api_name)]) + + debug_full_args = normal_build_args + debug_build_args + experimental_build_args + include_arch + out += cl_line_obj(debug_full_args + experimental_steam_deps, sc_deps_folder) + + debug_full_dll_args = debug_full_args + sc_different_deps + convert_to_obj(all_deps, deps_folder) + convert_to_obj(experimental_steam_deps, sc_deps_folder) + linker_arch + experimental_linker_libs + out += cl_line_link(debug_full_dll_args, ["/OUT:release\debug_experimental\\{}".format(steam_api_name)]) + out += cl_line_link(steamclient_build_args + debug_full_dll_args, ["/OUT:release\debug_experimental_steamclient\\{}".format(steamclient_name)]) + + release_full_args = normal_build_args + release_build_args + experimental_build_args + include_arch + out += cl_line_obj(release_full_args + experimental_steam_deps, sc_deps_folder) + + release_full_dll_args = release_full_args + sc_different_deps + convert_to_obj(all_deps, deps_folder) + convert_to_obj(experimental_steam_deps, sc_deps_folder) + linker_arch + experimental_linker_libs + out += cl_line_link(release_full_dll_args, ["/debug:none", "/OUT:release\experimental\\{}".format(steam_api_name)]) + out += cl_line_link(steamclient_build_args + release_full_dll_args, ["/debug:none", "/OUT:release\experimental_steamclient\\{}".format(steamclient_name)]) + out += cl_line_link(release_build_args + experimental_build_args + ["steamclient.cpp"] + normal_build_args, ["/debug:none", "/OUT:release\experimental\\{}".format(steamclient_name)]) + return out + +out += generate_common(includes_32, linker_32, "steam_api.dll", "steamclient.dll") + +out += cl_line_exe(files_from_dir("steamclient_loader", ".cpp") + ["advapi32.lib", "user32.lib"] + normal_build_args, ["/debug:none", "/OUT:release\experimental_steamclient\steamclient_loader.exe"]) + +out += head_64bit +out += generate_common(includes_64, linker_64, "steam_api64.dll", "steamclient64.dll") + + +out += footer + + +with open("build_win_release_test.bat", "w") as f: + f.write(out) From 276a9902dfacca50bf68a4ef2915a5bfa50748dc Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 12:29:58 -0400 Subject: [PATCH 477/494] Update nemirtingas overlay to latest to fix clipcursor related issue. --- overlay_experimental/linux/X11_Hook.cpp | 32 ++++-- overlay_experimental/windows/Windows_Hook.cpp | 101 +++++++++++------- overlay_experimental/windows/Windows_Hook.h | 6 ++ 3 files changed, 89 insertions(+), 50 deletions(-) diff --git a/overlay_experimental/linux/X11_Hook.cpp b/overlay_experimental/linux/X11_Hook.cpp index 5ed6721..ff795cb 100644 --- a/overlay_experimental/linux/X11_Hook.cpp +++ b/overlay_experimental/linux/X11_Hook.cpp @@ -101,14 +101,25 @@ bool X11_Hook::StartHook(std::function& _key_combination_callback, s return false; } - XEventsQueued = libX11.GetSymbol("XEventsQueued"); - XPending = libX11.GetSymbol("XPending"); + struct { + void** func_ptr; + void* hook_ptr; + const char* func_name; + } hook_array[] = { + { (void**)&XEventsQueued, &X11_Hook::MyXEventsQueued, "XEventsQueued" }, + { (void**)&XPending , &X11_Hook::MyXPending , "XPending" }, + }; - if (XPending == nullptr || XEventsQueued == nullptr) + for (auto& entry : hook_array) { - SPDLOG_WARN("Failed to hook X11: Cannot load functions.({}, {})", DLL_NAME, (void*)XEventsQueued, (void*)XPending); - return false; + *entry.func_ptr = libX11.GetSymbol(entry.func_name); + if (entry.func_ptr == nullptr) + { + SPDLOG_ERROR("Failed to hook X11: Event function {} missing.", entry.func_name); + return false; + } } + SPDLOG_INFO("Hooked X11"); _KeyCombinationCallback = std::move(_key_combination_callback); @@ -124,12 +135,13 @@ bool X11_Hook::StartHook(std::function& _key_combination_callback, s _Hooked = true; - UnhookAll(); BeginHook(); - HookFuncs( - std::make_pair(&(void*&)XEventsQueued, (void*)&X11_Hook::MyXEventsQueued), - std::make_pair(&(void*&)XPending, (void*)&X11_Hook::MyXPending) - ); + + for (auto& entry : hook_array) + { + HookFunc(std::make_pair(entry.func_ptr, entry.hook_ptr)); + } + EndHook(); } return true; diff --git a/overlay_experimental/windows/Windows_Hook.cpp b/overlay_experimental/windows/Windows_Hook.cpp index 9ae55df..3ac976b 100644 --- a/overlay_experimental/windows/Windows_Hook.cpp +++ b/overlay_experimental/windows/Windows_Hook.cpp @@ -93,24 +93,30 @@ bool Windows_Hook::StartHook(std::function& _key_combination_callbac return false; } - GetRawInputBuffer = libUser32.GetSymbol("GetRawInputBuffer"); - GetRawInputData = libUser32.GetSymbol("GetRawInputData"); - GetKeyState = libUser32.GetSymbol("GetKeyState"); - GetAsyncKeyState = libUser32.GetSymbol("GetAsyncKeyState"); - GetKeyboardState = libUser32.GetSymbol("GetKeyboardState"); - GetCursorPos = libUser32.GetSymbol("GetCursorPos"); - SetCursorPos = libUser32.GetSymbol("SetCursorPos"); + struct { + void** func_ptr; + void* hook_ptr; + const char* func_name; + } hook_array[] = { + { (void**)&GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer, "GetRawInputBuffer" }, + { (void**)&GetRawInputData , &Windows_Hook::MyGetRawInputData , "GetRawInputData" }, + { (void**)&GetKeyState , &Windows_Hook::MyGetKeyState , "GetKeyState" }, + { (void**)&GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState , "GetAsyncKeyState" }, + { (void**)&GetKeyboardState , &Windows_Hook::MyGetKeyboardState , "GetKeyboardState" }, + { (void**)&GetCursorPos , &Windows_Hook::MyGetCursorPos , "GetCursorPos" }, + { (void**)&SetCursorPos , &Windows_Hook::MySetCursorPos , "SetCursorPos" }, + { (void**)&GetClipCursor , &Windows_Hook::MyGetClipCursor , "GetClipCursor" }, + { (void**)&ClipCursor , &Windows_Hook::MyClipCursor , "ClipCursor" }, + }; - if(GetRawInputBuffer == nullptr || - GetRawInputData == nullptr || - GetKeyState == nullptr || - GetAsyncKeyState == nullptr || - GetKeyboardState == nullptr || - GetCursorPos == nullptr || - SetCursorPos == nullptr) + for (auto& entry : hook_array) { - SPDLOG_ERROR("Failed to hook Windows: Events functions missing."); - return false; + *entry.func_ptr = libUser32.GetSymbol(entry.func_name); + if (entry.func_ptr == nullptr) + { + SPDLOG_ERROR("Failed to hook Windows: Events function {} missing.", entry.func_name); + return false; + } } SPDLOG_INFO("Hooked Windows"); @@ -126,15 +132,12 @@ bool Windows_Hook::StartHook(std::function& _key_combination_callbac } BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer), - std::make_pair(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData), - std::make_pair(&(PVOID&)GetKeyState , &Windows_Hook::MyGetKeyState), - std::make_pair(&(PVOID&)GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState), - std::make_pair(&(PVOID&)GetKeyboardState , &Windows_Hook::MyGetKeyboardState), - std::make_pair(&(PVOID&)GetCursorPos , &Windows_Hook::MyGetCursorPos), - std::make_pair(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos) - ); + + for (auto& entry : hook_array) + { + HookFunc(std::make_pair(entry.func_ptr, entry.hook_ptr)); + } + EndHook(); _Hooked = true; @@ -289,6 +292,11 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, // Save the last known cursor pos when opening the overlay // so we can spoof the GetCursorPos return value. inst->GetCursorPos(&inst->_SavedCursorPos); + inst->GetClipCursor(&inst->_SavedClipCursor); + } + else + { + inst->ClipCursor(&inst->_SavedClipCursor); } inst->_KeyCombinationPushed = true; } @@ -407,16 +415,33 @@ BOOL WINAPI Windows_Hook::MySetCursorPos(int X, int Y) { Windows_Hook* inst = Windows_Hook::Inst(); - if (inst->_Initialized && inst->_KeyCombinationCallback(false)) - {// That way, it will fail only if the real API fails. - // Hides error messages on some Unity debug builds. - POINT pos; - inst->GetCursorPos(&pos); - X = pos.x; - Y = pos.y; - } + if (!inst->_Initialized || !inst->_KeyCombinationCallback(false)) + return inst->SetCursorPos(X, Y); - return inst->SetCursorPos(X, Y); + return TRUE; +} + +BOOL WINAPI Windows_Hook::MyGetClipCursor(RECT* lpRect) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + if (lpRect == nullptr || !inst->_Initialized || !inst->_KeyCombinationCallback(false)) + return inst->GetClipCursor(lpRect); + + *lpRect = inst->_SavedClipCursor; + return TRUE; +} + +BOOL WINAPI Windows_Hook::MyClipCursor(CONST RECT* lpRect) +{ + Windows_Hook* inst = Windows_Hook::Inst(); + CONST RECT* v = lpRect == nullptr ? &inst->_DefaultClipCursor : lpRect; + + inst->_SavedClipCursor = *v; + + if (!inst->_Initialized || !inst->_KeyCombinationCallback(false)) + return inst->ClipCursor(v); + + return inst->ClipCursor(&inst->_DefaultClipCursor); } ///////////////////////////////////////////////////////////////////////////////////// @@ -427,12 +452,8 @@ Windows_Hook::Windows_Hook() : _RecurseCallCount(0), _GameHwnd(nullptr), _GameWndProc(nullptr), - _KeyCombinationPushed(false), - GetRawInputBuffer(nullptr), - GetRawInputData(nullptr), - GetKeyState(nullptr), - GetAsyncKeyState(nullptr), - GetKeyboardState(nullptr) + _DefaultClipCursor{ LONG(0xFFFF8000), LONG(0xFFFF8000), LONG(0x00007FFF), LONG(0x00007FFF) }, + _KeyCombinationPushed(false) { } diff --git a/overlay_experimental/windows/Windows_Hook.h b/overlay_experimental/windows/Windows_Hook.h index c25a176..1f11fdb 100644 --- a/overlay_experimental/windows/Windows_Hook.h +++ b/overlay_experimental/windows/Windows_Hook.h @@ -37,6 +37,8 @@ private: HWND _GameHwnd; WNDPROC _GameWndProc; POINT _SavedCursorPos; + RECT _SavedClipCursor; + CONST RECT _DefaultClipCursor; // In (bool): Is toggle wanted // Out(bool): Is the overlay visible, if true, inputs will be disabled @@ -55,6 +57,8 @@ private: decltype(::GetKeyboardState) *GetKeyboardState; decltype(::GetCursorPos) *GetCursorPos; decltype(::SetCursorPos) *SetCursorPos; + decltype(::GetClipCursor) *GetClipCursor; + decltype(::ClipCursor) *ClipCursor; static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader); @@ -64,6 +68,8 @@ private: static BOOL WINAPI MyGetKeyboardState(PBYTE lpKeyState); static BOOL WINAPI MyGetCursorPos(LPPOINT lpPoint); static BOOL WINAPI MySetCursorPos(int X, int Y); + static BOOL WINAPI MyGetClipCursor(RECT* lpRect); + static BOOL WINAPI MyClipCursor(CONST RECT* lpRect); public: std::string LibraryName; From bc4262a4940ee0c26f211b61e22cbf85218fc963 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 12:30:52 -0400 Subject: [PATCH 478/494] Fix stats issue in script. --- .../stats_schema_achievement_gen/achievements_gen.py | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py index 30db478..3bfb30c 100644 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -11,6 +11,7 @@ STAT_TYPE_BITS = '4' def generate_stats_achievements(schema, config_directory): schema = vdf.binary_loads(schema) + # print(schema) achievements_out = [] stats_out = [] @@ -54,14 +55,19 @@ def generate_stats_achievements(schema, config_directory): out['default'] = stat['default'] stats_out += [out] - # print(stat_info[s]) + #print(stat_info[s]) output_ach = json.dumps(achievements_out, indent=4) output_stats = "" for s in stats_out: - output_stats += "{}={}={}\n".format(s['name'], s['type'], s['default']) + default_num = 0 + if (s['type'] == 'int'): + default_num = int(s['default']) + else: + default_num = float(s['default']) + output_stats += "{}={}={}\n".format(s['name'], s['type'], default_num) # print(output_ach) # print(output_stats) @@ -72,7 +78,7 @@ def generate_stats_achievements(schema, config_directory): with open(os.path.join(config_directory, "achievements.json"), 'w') as f: f.write(output_ach) - with open(os.path.join(config_directory, "stats.txt"), 'w') as f: + with open(os.path.join(config_directory, "stats.txt"), 'w', encoding='utf-8') as f: f.write(output_stats) return (achievements_out, stats_out) From 077e532bd2f6d4815bd826b3ec1209d695f89d8f Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 12:32:28 -0400 Subject: [PATCH 479/494] Fix overlay getting stuck if stopped to quickly after being started. --- overlay_experimental/Renderer_Detector.cpp | 28 ++++++++++++++++++---- overlay_experimental/Renderer_Detector.h | 2 +- overlay_experimental/steam_overlay.cpp | 1 + 3 files changed, 25 insertions(+), 6 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 576ddec..02684e6 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -68,6 +68,15 @@ public: return instance; } + static void deleteInst() + { + if (instance != nullptr) + { + delete instance; + instance = nullptr; + } + } + ~Renderer_Detector() { delete dx9_hook; @@ -95,7 +104,8 @@ private: dx12_hook(nullptr), opengl_hook(nullptr), vulkan_hook(nullptr), - detection_done(false) + detection_done(false), + force_done(false) { std::wstring tmp(4096, L'\0'); tmp.resize(GetSystemDirectoryW(&tmp[0], tmp.size())); @@ -142,7 +152,7 @@ private: OpenGL_Hook* opengl_hook; Vulkan_Hook* vulkan_hook; - bool detection_done; + bool detection_done, force_done; std::condition_variable stop_detection_cv; std::mutex stop_detection_mutex; @@ -1043,7 +1053,7 @@ public: std::lock_guard lk(renderer_mutex); if (detection_done) { - if (renderer_hook != nullptr) + if (renderer_hook != nullptr || force_done) return renderer_hook; detection_done = false; @@ -1122,6 +1132,7 @@ public: { System::scoped_lock lk(renderer_mutex, stop_detection_mutex); detection_done = true; + force_done = true; } stop_detection_cv.notify_all(); } @@ -1253,7 +1264,7 @@ public: std::lock_guard lk(renderer_mutex); if (detection_done) { - if (renderer_hook != nullptr) + if (renderer_hook != nullptr || force_done) return renderer_hook; detection_done = false; @@ -1305,6 +1316,7 @@ public: { System::scoped_lock lk(renderer_mutex, stop_detection_mutex); detection_done = true; + force_done = true; } stop_detection_cv.notify_all(); } @@ -1432,7 +1444,7 @@ public: std::lock_guard lk(renderer_mutex); if (detection_done) { - if (renderer_hook != nullptr) + if (renderer_hook != nullptr || force_done) return renderer_hook; detection_done = false; @@ -1484,6 +1496,7 @@ public: { System::scoped_lock lk(renderer_mutex, stop_detection_mutex); detection_done = true; + force_done = true; } stop_detection_cv.notify_all(); } @@ -1505,4 +1518,9 @@ void StopRendererDetection() Renderer_Detector::Inst()->stop_detection(); } +void FreeRendererDetection() +{ + Renderer_Detector::deleteInst(); +} + } \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index d51d135..23abe07 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -31,5 +31,5 @@ namespace ingame_overlay { std::future DetectRenderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{ -1 }); void StopRendererDetection(); - +void FreeRendererDetection(); } \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index b54d0e8..720b2d8 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -207,6 +207,7 @@ void Steam_Overlay::UnSetupOverlay() if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) { future_renderer.get(); + ingame_overlay::FreeRendererDetection(); } } } From 3c1fc7f53d1613377b4e51820b9fe5ad46631174 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 12:39:38 -0400 Subject: [PATCH 480/494] Forgot this. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 67e3c13..15c7ad2 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -59,7 +59,7 @@ build_windows: image: fedora:35 script: - - dnf -y install wine wget p7zip sed dos2unix + - dnf -y install wine wget p7zip sed dos2unix python - unix2dos *.txt - unix2dos files_example/*.txt files_example/*/*.txt - sed -i 's/..\\vcpkg\\installed\\/.\\protobuf_/g' build_set_protobuf_directories.bat From 7e1409596a7984b805002dacc3d2147f2827d6aa Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 19:27:44 -0400 Subject: [PATCH 481/494] Don't crash script when some controller configs don't have URLs. --- scripts/generate_emu_config.py | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) mode change 100644 => 100755 scripts/generate_emu_config.py diff --git a/scripts/generate_emu_config.py b/scripts/generate_emu_config.py old mode 100644 new mode 100755 index 31a8dbd..3022a0c --- a/scripts/generate_emu_config.py +++ b/scripts/generate_emu_config.py @@ -183,12 +183,17 @@ def download_published_file(client, published_file_id, backup_directory): with open(os.path.join(backup_directory, "info.txt"), "w") as f: f.write(str(ugc_info.body)) - with urllib.request.urlopen(file_details.file_url) as response: - data = response.read() - with open(os.path.join(backup_directory, file_details.filename.replace("/", "_").replace("\\", "_")), "wb") as f: - f.write(data) - return data - return None + if len(file_details.file_url) > 0: + with urllib.request.urlopen(file_details.file_url) as response: + data = response.read() + with open(os.path.join(backup_directory, file_details.filename.replace("/", "_").replace("\\", "_")), "wb") as f: + f.write(data) + return data + return None + else: + print("Could not download file", published_file_id, "no url (you can ignore this if the game doesn't need a controller config)") + return None + def get_inventory_info(client, game_id): return client.send_um_and_wait('Inventory.GetItemDefMeta#1', { From 7f3eb9970e27ce0f31711431ddc1c3b1bde8a0e4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 16 Aug 2022 20:38:16 -0400 Subject: [PATCH 482/494] Fix protobuf build. --- .gitlab-ci.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 15c7ad2..91c8f3c 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -16,7 +16,7 @@ protobuf_static_steamos: - echo $BASE_PREFIX_PATH - mkdir deps - cd deps - - git clone https://github.com/protocolbuffers/protobuf.git + - git clone --branch 21.x https://github.com/protocolbuffers/protobuf.git - cd protobuf - sh autogen.sh - ./configure "CC=gcc-4.9 -m32" "CXX=g++-4.9 -m32" CPPFLAGS="-fPIC -Ofast" CXXFLAGS="-fPIC -Ofast" --prefix=$BASE_PREFIX_PATH/protobuf/prefix_x86/ --disable-shared --enable-static From 97a1ff5186f6069b57086ab0e6e9512f69fa2bbf Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Wed, 17 Aug 2022 20:17:37 -0400 Subject: [PATCH 483/494] Try to read default num as float in script if int doesn't work. --- scripts/stats_schema_achievement_gen/achievements_gen.py | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) mode change 100644 => 100755 scripts/stats_schema_achievement_gen/achievements_gen.py diff --git a/scripts/stats_schema_achievement_gen/achievements_gen.py b/scripts/stats_schema_achievement_gen/achievements_gen.py old mode 100644 new mode 100755 index 3bfb30c..5c6a6f4 --- a/scripts/stats_schema_achievement_gen/achievements_gen.py +++ b/scripts/stats_schema_achievement_gen/achievements_gen.py @@ -64,7 +64,10 @@ def generate_stats_achievements(schema, config_directory): for s in stats_out: default_num = 0 if (s['type'] == 'int'): - default_num = int(s['default']) + try: + default_num = int(s['default']) + except ValueError: + default_num = int(float(s['default'])) else: default_num = float(s['default']) output_stats += "{}={}={}\n".format(s['name'], s['type'], default_num) From de6805dd8b15c9425cc1c0f7e175298eab6e4193 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 21 Aug 2022 03:43:24 -0400 Subject: [PATCH 484/494] Update nemirtingas overlay to latest. --- overlay_experimental/Renderer_Detector.cpp | 796 ++++++++++----------- overlay_experimental/Renderer_Detector.h | 3 +- overlay_experimental/steam_overlay.cpp | 2 +- 3 files changed, 362 insertions(+), 439 deletions(-) diff --git a/overlay_experimental/Renderer_Detector.cpp b/overlay_experimental/Renderer_Detector.cpp index 02684e6..687b12f 100644 --- a/overlay_experimental/Renderer_Detector.cpp +++ b/overlay_experimental/Renderer_Detector.cpp @@ -26,33 +26,38 @@ #include "System/System.h" #include "System/Library.h" #include "System/ScopedLock.hpp" +#define GLAD_GL_IMPLEMENTATION +#include #if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__) \ || defined(WIN32) || defined(_WIN32) || defined(__MINGW32__) #define RENDERERDETECTOR_OS_WINDOWS + + #include "windows/DX12_Hook.h" + #include "windows/DX11_Hook.h" + #include "windows/DX10_Hook.h" + #include "windows/DX9_Hook.h" + #include "windows/OpenGL_Hook.h" + #include "windows/Vulkan_Hook.h" + + #include "windows/DirectX_VTables.h" + + #include + + #ifdef GetModuleHandle + #undef GetModuleHandle + #endif + #elif defined(__linux__) || defined(linux) #define RENDERERDETECTOR_OS_LINUX + + #include "linux/OpenGLX_Hook.h" + #elif defined(__APPLE__) #define RENDERERDETECTOR_OS_APPLE -#endif -#ifdef RENDERERDETECTOR_OS_WINDOWS -#define GLAD_GL_IMPLEMENTATION -#include + #include "macosx/OpenGL_Hook.h" -#include "windows/DX12_Hook.h" -#include "windows/DX11_Hook.h" -#include "windows/DX10_Hook.h" -#include "windows/DX9_Hook.h" -#include "windows/OpenGL_Hook.h" -#include "windows/Vulkan_Hook.h" - -#include "windows/DirectX_VTables.h" - -#include - -#ifdef GetModuleHandle -#undef GetModuleHandle #endif class Renderer_Detector @@ -68,27 +73,60 @@ public: return instance; } - static void deleteInst() - { - if (instance != nullptr) - { - delete instance; - instance = nullptr; - } - } +#if defined(RENDERERDETECTOR_OS_WINDOWS) +#define RENDERER_HOOKS { OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl },\ + { Vulkan_Hook::DLL_NAME, &Renderer_Detector::hook_vulkan },\ + { DX12_Hook::DLL_NAME, &Renderer_Detector::hook_dx12 },\ + { DX11_Hook::DLL_NAME, &Renderer_Detector::hook_dx11 },\ + { DX10_Hook::DLL_NAME, &Renderer_Detector::hook_dx10 },\ + { DX9_Hook::DLL_NAME, &Renderer_Detector::hook_dx9 }, ~Renderer_Detector() { + stop_detection(); + delete dx9_hook; delete dx10_hook; delete dx11_hook; delete dx12_hook; delete opengl_hook; delete vulkan_hook; + + instance = nullptr; } private: - Renderer_Detector(): + + decltype(&IDXGISwapChain::Present) IDXGISwapChainPresent; + decltype(&IDXGISwapChain1::Present1) IDXGISwapChainPresent1; + decltype(&IDirect3DDevice9::Present) IDirect3DDevice9Present; + decltype(&IDirect3DDevice9Ex::PresentEx) IDirect3DDevice9ExPresentEx; + decltype(&IDirect3DSwapChain9::Present) IDirect3DSwapChain9Present; + decltype(::SwapBuffers)* wglSwapBuffers; + decltype(::vkQueuePresentKHR)* vkQueuePresentKHR; + + bool dxgi_hooked; + bool dxgi1_2_hooked; + bool dx12_hooked; + bool dx11_hooked; + bool dx10_hooked; + bool dx9_hooked; + bool opengl_hooked; + bool vulkan_hooked; + + DX12_Hook* dx12_hook; + DX11_Hook* dx11_hook; + DX10_Hook* dx10_hook; + DX9_Hook* dx9_hook; + OpenGL_Hook* opengl_hook; + Vulkan_Hook* vulkan_hook; + + HWND dummyWindow = nullptr; + std::wstring _WindowClassName; + std::string _SystemDir; + ATOM atom = 0; + + Renderer_Detector() : dxgi_hooked(false), dxgi1_2_hooked(false), dx12_hooked(false), @@ -105,7 +143,8 @@ private: opengl_hook(nullptr), vulkan_hook(nullptr), detection_done(false), - force_done(false) + detection_count(0), + detection_cancelled(false) { std::wstring tmp(4096, L'\0'); tmp.resize(GetSystemDirectoryW(&tmp[0], tmp.size())); @@ -123,44 +162,6 @@ private: _WindowClassName[i] = random_str[dis(gen)]; } - std::timed_mutex detector_mutex; - std::mutex renderer_mutex; - - decltype(&IDXGISwapChain::Present) IDXGISwapChainPresent; - decltype(&IDXGISwapChain1::Present1) IDXGISwapChainPresent1; - decltype(&IDirect3DDevice9::Present) IDirect3DDevice9Present; - decltype(&IDirect3DDevice9Ex::PresentEx) IDirect3DDevice9ExPresentEx; - decltype(&IDirect3DSwapChain9::Present) IDirect3DSwapChain9Present; - decltype(::SwapBuffers)* wglSwapBuffers; - decltype(::vkQueuePresentKHR)* vkQueuePresentKHR; - - bool dxgi_hooked; - bool dxgi1_2_hooked; - bool dx12_hooked; - bool dx11_hooked; - bool dx10_hooked; - bool dx9_hooked; - bool opengl_hooked; - bool vulkan_hooked; - - Base_Hook detection_hooks; - ingame_overlay::Renderer_Hook* renderer_hook; - DX12_Hook* dx12_hook; - DX11_Hook* dx11_hook; - DX10_Hook* dx10_hook; - DX9_Hook* dx9_hook; - OpenGL_Hook* opengl_hook; - Vulkan_Hook* vulkan_hook; - - bool detection_done, force_done; - std::condition_variable stop_detection_cv; - std::mutex stop_detection_mutex; - - HWND dummyWindow = nullptr; - std::wstring _WindowClassName; - std::string _SystemDir; - ATOM atom = 0; - std::string FindPreferedModulePath(std::string const& name) { std::string res; @@ -400,7 +401,7 @@ private: return res; inst->HookDetected(inst->vulkan_hook); - + return res; } @@ -445,20 +446,20 @@ private: void*& pfnSwapChainPresent) { void** vTable = *reinterpret_cast(pDevice); - pfnPresent = vTable[(int)IDirect3DDevice9VTable::Present]; - pfnReset = vTable[(int)IDirect3DDevice9VTable::Reset]; - + pfnPresent = vTable[(int)IDirect3DDevice9VTable::Present]; + pfnReset = vTable[(int)IDirect3DDevice9VTable::Reset]; + (void*&)IDirect3DDevice9Present = vTable[(int)IDirect3DDevice9VTable::Present]; - + detection_hooks.BeginHook(); detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DDevice9Present, (void*)&MyDX9Present }); detection_hooks.EndHook(); - + if (ex) { pfnPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; (void*&)IDirect3DDevice9ExPresentEx = vTable[(int)IDirect3DDevice9VTable::PresentEx]; - + detection_hooks.BeginHook(); detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DDevice9ExPresentEx, (void*)&MyDX9PresentEx }); detection_hooks.EndHook(); @@ -468,13 +469,13 @@ private: pfnPresentEx = nullptr; IDirect3DDevice9ExPresentEx = nullptr; } - + if (pSwapChain != nullptr) { vTable = *reinterpret_cast(pSwapChain); pfnSwapChainPresent = vTable[(int)IDirect3DSwapChain9VTable::Present]; (void*&)IDirect3DSwapChain9Present = vTable[(int)IDirect3DSwapChain9VTable::Present]; - + detection_hooks.BeginHook(); detection_hooks.HookFunc(std::pair{ (void**)&IDirect3DSwapChain9Present, (void*)&MyDX9SwapChainPresent }); detection_hooks.EndHook(); @@ -535,7 +536,7 @@ private: Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D); pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast(&pDevice)); } - + if (pDevice == nullptr) { Direct3DCreate9Ex = nullptr; @@ -551,7 +552,7 @@ private: if (pDevice != nullptr) { SPDLOG_INFO("Hooked D3D9::Present to detect DX Version"); - + dx9_hooked = true; pDevice->GetSwapChain(0, &pSwapChain); @@ -747,7 +748,7 @@ private: if (pDXGIFactory) pDXGIFactory->Release(); } } - + if (pDevice != nullptr && pSwapChain != nullptr) { version = 1; @@ -982,7 +983,8 @@ private: phyDevices.resize(count); vkEnumeratePhysicalDevices(instance, &count, phyDevices.data()); - [&]() { + [&]() + {// Lambda for nested for break. VkPhysicalDeviceProperties props{}; std::vector ext_props; @@ -1005,7 +1007,7 @@ private: const char* str = "VK_KHR_swapchain"; create_info.ppEnabledExtensionNames = &str; vkCreateDevice(device, &create_info, nullptr, &pDevice); - if(pDevice != nullptr) + if (pDevice != nullptr) return; } } @@ -1027,11 +1029,11 @@ private: SPDLOG_INFO("Hooked vkQueuePresentKHR to detect Vulkan"); vulkan_hooked = true; - + vulkan_hook = Vulkan_Hook::Inst(); vulkan_hook->LibraryName = library_path; vulkan_hook->LoadFunctions(vkQueuePresentKHR); - + HookvkQueuePresentKHR(vkQueuePresentKHR); } else @@ -1041,155 +1043,71 @@ private: } } -public: - ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + bool EnterDetection() { - std::unique_lock detection_lock(detector_mutex, std::defer_lock); - - if (!detection_lock.try_lock_for(timeout)) - return nullptr; - - { - std::lock_guard lk(renderer_mutex); - if (detection_done) - { - if (renderer_hook != nullptr || force_done) - return renderer_hook; - - detection_done = false; - } - - if (CreateHWND() == nullptr) - { - return nullptr; - } - } - - SPDLOG_TRACE("Started renderer detection."); - - std::pair libraries[]{ - {OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl}, - {Vulkan_Hook::DLL_NAME, &Renderer_Detector::hook_vulkan}, - { DX12_Hook::DLL_NAME, &Renderer_Detector::hook_dx12 }, - { DX11_Hook::DLL_NAME, &Renderer_Detector::hook_dx11 }, - { DX10_Hook::DLL_NAME, &Renderer_Detector::hook_dx10 }, - { DX9_Hook::DLL_NAME, &Renderer_Detector::hook_dx9 }, - }; - std::string name; - - auto start_time = std::chrono::steady_clock::now(); - do - { - std::unique_lock lck(stop_detection_mutex); - if (detection_done) - break; - - for (auto const& library : libraries) - { - void* lib_handle = System::Library::GetLibraryHandle(library.first.c_str()); - if (lib_handle != nullptr) - { - std::lock_guard lk(renderer_mutex); - name = FindPreferedModulePath(library.first); - (this->*library.second)(name); - } - } - - stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); - } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); - - { - std::lock_guard lk(renderer_mutex); - DestroyHWND(); - - detection_done = true; - detection_hooks.UnhookAll(); - - dxgi_hooked = false; - dxgi1_2_hooked = false; - dx12_hooked = false; - dx11_hooked = false; - dx10_hooked = false; - dx9_hooked = false; - opengl_hooked = false; - vulkan_hooked = false; - - delete dx9_hook ; dx9_hook = nullptr; - delete dx10_hook ; dx10_hook = nullptr; - delete dx11_hook ; dx11_hook = nullptr; - delete dx12_hook ; dx12_hook = nullptr; - delete opengl_hook; opengl_hook = nullptr; - delete vulkan_hook; vulkan_hook = nullptr; - } - - SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); - - return renderer_hook; + return CreateHWND() != nullptr; } - void stop_detection() + void ExitDetection() { - { - System::scoped_lock lk(renderer_mutex, stop_detection_mutex); - detection_done = true; - force_done = true; - } - stop_detection_cv.notify_all(); - } -}; + DestroyHWND(); -Renderer_Detector* Renderer_Detector::instance = nullptr; + detection_done = true; + detection_hooks.UnhookAll(); + + dxgi_hooked = false; + dxgi1_2_hooked = false; + dx12_hooked = false; + dx11_hooked = false; + dx10_hooked = false; + dx9_hooked = false; + opengl_hooked = false; + vulkan_hooked = false; + + delete dx9_hook ; dx9_hook = nullptr; + delete dx10_hook ; dx10_hook = nullptr; + delete dx11_hook ; dx11_hook = nullptr; + delete dx12_hook ; dx12_hook = nullptr; + delete opengl_hook; opengl_hook = nullptr; + delete vulkan_hook; vulkan_hook = nullptr; + } #elif defined(RENDERERDETECTOR_OS_LINUX) -#define GLAD_GL_IMPLEMENTATION -#include - -#include "linux/OpenGLX_Hook.h" - -class Renderer_Detector -{ - static Renderer_Detector* instance; -public: - static Renderer_Detector* Inst() - { - if (instance == nullptr) - { - instance = new Renderer_Detector; - } - return instance; - } +#define RENDERER_HOOKS { OpenGLX_Hook::DLL_NAME, &Renderer_Detector::hook_openglx }, ~Renderer_Detector() { + stop_detection(); + delete openglx_hook; //delete vulkan_hook; + + instance = nullptr; } private: - Renderer_Detector() : - openglx_hooked(false), - renderer_hook(nullptr), - openglx_hook(nullptr), - //vulkan_hook(nullptr), - detection_done(false) - {} - - std::timed_mutex detector_mutex; - std::mutex renderer_mutex; - - Base_Hook detection_hooks; - decltype(::glXSwapBuffers)* glXSwapBuffers; bool openglx_hooked; //bool vulkan_hooked; - ingame_overlay::Renderer_Hook* renderer_hook; OpenGLX_Hook* openglx_hook; + //Vulkan_Hook* vulkan_hook; - bool detection_done; - std::condition_variable stop_detection_cv; - std::mutex stop_detection_mutex; + Renderer_Detector() : + openglx_hooked(false), + renderer_hook(nullptr), + openglx_hook(nullptr), + //vulkan_hook(nullptr), + detection_done(false), + detection_count(0), + detection_cancelled(false) + {} + + std::string FindPreferedModulePath(std::string const& name) + { + return name; + } static void MyglXSwapBuffers(Display* dpy, GLXDrawable drawable) { @@ -1248,269 +1166,273 @@ private: } } -public: - ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) + bool EnterDetection() { - std::pair libraries[]{ - std::pair{OpenGLX_Hook::DLL_NAME, &Renderer_Detector::hook_openglx}, - }; + return true; + } - std::unique_lock detection_lock(detector_mutex, std::defer_lock); + void ExitDetection() + { + detection_done = true; + detection_hooks.UnhookAll(); - if (!detection_lock.try_lock_for(timeout)) - return nullptr; + openglx_hooked = false; + //vulkan_hooked = false; + delete openglx_hook; openglx_hook = nullptr; + //delete vulkan_hook; vulkan_hook = nullptr; + } + +#elif defined(RENDERERDETECTOR_OS_APPLE) +#define RENDERER_HOOKS { OpenGL_Hook::DLL_NAME, & Renderer_Detector::hook_opengl }, + + ~Renderer_Detector() + { + stop_detection(); + + delete opengl_hook; + + instance = nullptr; + } + +private: + decltype(::CGLFlushDrawable)* CGLFlushDrawable; + + bool opengl_hooked; + //bool metal_hooked; + + OpenGL_Hook* opengl_hook; + //Metal_Hook* metal_hook; + + Renderer_Detector() : + opengl_hooked(false), + renderer_hook(nullptr), + opengl_hook(nullptr), + detection_done(false), + detection_count(0), + detection_cancelled(false) + {} + + std::string FindPreferedModulePath(std::string const& name) + { + return name; + } + + static int64_t MyCGLFlushDrawable(CGLDrawable_t* glDrawable) + { + auto inst = Inst(); + std::lock_guard lk(inst->renderer_mutex); + int64_t res = inst->CGLFlushDrawable(glDrawable); + + if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(2, 0)) { - std::lock_guard lk(renderer_mutex); - if (detection_done) - { - if (renderer_hook != nullptr || force_done) - return renderer_hook; - - detection_done = false; - } + inst->detection_hooks.UnhookAll(); + inst->renderer_hook = static_cast(Inst()->opengl_hook); + inst->opengl_hook = nullptr; + inst->detection_done = true; } - SPDLOG_TRACE("Started renderer detection."); + return res; + } - auto start_time = std::chrono::steady_clock::now(); - do + void HookglFlushDrawable(decltype(::CGLFlushDrawable)* _CGLFlushDrawable) + { + CGLFlushDrawable = _CGLFlushDrawable; + + detection_hooks.BeginHook(); + detection_hooks.HookFunc(std::pair{ (void**)&CGLFlushDrawable, (void*)&MyCGLFlushDrawable }); + detection_hooks.EndHook(); + } + + void hook_opengl(std::string const& library_path) + { + if (!opengl_hooked) { - std::unique_lock lck(stop_detection_mutex); - if (detection_done) - break; - - for (auto const& library : libraries) + System::Library::Library libOpenGL; + if (!libOpenGL.OpenLibrary(library_path, false)) { - void* lib_handle = System::Library::GetLibraryHandle(library.first); - if (lib_handle != nullptr) + SPDLOG_WARN("Failed to load {} to detect OpenGL", library_path); + return; + } + + auto CGLFlushDrawable = libOpenGL.GetSymbol("CGLFlushDrawable"); + if (CGLFlushDrawable != nullptr) + { + SPDLOG_INFO("Hooked CGLFlushDrawable to detect OpenGL"); + + opengl_hooked = true; + + opengl_hook = OpenGL_Hook::Inst(); + opengl_hook->LibraryName = library_path; + opengl_hook->LoadFunctions(CGLFlushDrawable); + + HookglFlushDrawable(CGLFlushDrawable); + } + else + { + SPDLOG_WARN("Failed to Hook CGLFlushDrawable to detect OpenGL"); + } + } + } + + bool EnterDetection() + { + return true; + } + + void ExitDetection() + { + detection_done = true; + detection_hooks.UnhookAll(); + + opengl_hooked = false; + //metal_hooked = false; + + delete opengl_hook; opengl_hook = nullptr; + //delete metal_hook; metal_hook = nullptr; + } + +#endif + +private: + std::timed_mutex detector_mutex; + std::mutex renderer_mutex; + + Base_Hook detection_hooks; + ingame_overlay::Renderer_Hook* renderer_hook; + + bool detection_done; + uint32_t detection_count; + bool detection_cancelled; + std::condition_variable stop_detection_cv; + std::mutex stop_detection_mutex; + +public: + std::future detect_renderer(std::chrono::milliseconds timeout) + { + std::lock_guard lk(stop_detection_mutex); + + if (detection_count == 0) + {// If we have no detections in progress, restart detection. + detection_cancelled = false; + } + + ++detection_count; + + return std::async(std::launch::async, [this, timeout]() -> ingame_overlay::Renderer_Hook* + { + std::unique_lock detection_lock(detector_mutex, std::defer_lock); + constexpr std::chrono::milliseconds infinite_timeout{ -1 }; + + if (!detection_lock.try_lock_for(timeout)) + return nullptr; + + bool cancel = false; + { + System::scoped_lock lk(renderer_mutex, stop_detection_mutex); + + if (!detection_cancelled) { - std::lock_guard lk(renderer_mutex); - std::string lib_path = System::Library::GetLibraryPath(lib_handle); - (this->*library.second)(lib_path); + if (detection_done) + { + if (renderer_hook == nullptr) + {// Renderer detection was run but we didn't find it, restart the detection + detection_done = false; + } + else + {// Renderer already detected, cancel detection and return the renderer. + cancel = true; + } + } + + if (!EnterDetection()) + cancel = true; + } + else + {// Detection was cancelled, cancel this detection + cancel = true; } } - - stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); - } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); - { - std::lock_guard lk(renderer_mutex); - - detection_done = true; - detection_hooks.UnhookAll(); + if (cancel) + { + --detection_count; + stop_detection_cv.notify_all(); + return renderer_hook; + } - openglx_hooked = false; + SPDLOG_TRACE("Started renderer detection."); - delete openglx_hook; openglx_hook = nullptr; - //delete vulkan_hook; vulkan_hook = nullptr; - } + std::pair libraries[]{ + RENDERER_HOOKS + }; + std::string name; - SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); + auto start_time = std::chrono::steady_clock::now(); + do + { + std::unique_lock lck(stop_detection_mutex); + if (detection_cancelled || detection_done) + break; - return renderer_hook; + for (auto const& library : libraries) + { + std::string lib_path = FindPreferedModulePath(library.first); + if (!lib_path.empty()) + { + void* lib_handle = System::Library::GetLibraryHandle(lib_path.c_str()); + if (lib_handle != nullptr) + { + std::lock_guard lk(renderer_mutex); + (this->*library.second)(System::Library::GetLibraryPath(lib_handle)); + } + } + } + + stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); + } while (timeout == infinite_timeout || (std::chrono::steady_clock::now() - start_time) <= timeout); + + { + System::scoped_lock lk(renderer_mutex, stop_detection_mutex); + + ExitDetection(); + + --detection_count; + } + stop_detection_cv.notify_all(); + + SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); + + return renderer_hook; + }); } void stop_detection() { + { + std::lock_guard lk(stop_detection_mutex); + if (detection_count == 0) + return; + } { System::scoped_lock lk(renderer_mutex, stop_detection_mutex); - detection_done = true; - force_done = true; + detection_cancelled = true; } stop_detection_cv.notify_all(); - } -}; - -Renderer_Detector* Renderer_Detector::instance = nullptr; - -#elif defined(RENDERERDETECTOR_OS_APPLE) -#include "macosx/OpenGL_Hook.h" -#define GLAD_GL_IMPLEMENTATION -#include - -class Renderer_Detector -{ - static Renderer_Detector* instance; -public: - static Renderer_Detector* Inst() - { - if (instance == nullptr) - { - instance = new Renderer_Detector; - } - return instance; - } - - ~Renderer_Detector() - { - delete opengl_hook; - } - -private: - Renderer_Detector(): - opengl_hooked(false), - renderer_hook(nullptr), - opengl_hook(nullptr), - detection_done(false) - {} - - std::timed_mutex detector_mutex; - std::mutex renderer_mutex; - - Base_Hook detection_hooks; - - decltype(::CGLFlushDrawable)* CGLFlushDrawable; - - bool opengl_hooked; - - ingame_overlay::Renderer_Hook* renderer_hook; - OpenGL_Hook* opengl_hook; - - bool detection_done; - std::condition_variable stop_detection_cv; - std::mutex stop_detection_mutex; - - static int64_t MyCGLFlushDrawable(CGLDrawable_t* glDrawable) - { - auto inst = Inst(); - std::lock_guard lk(inst->renderer_mutex); - int64_t res = inst->CGLFlushDrawable(glDrawable); - - if (gladLoaderLoadGL() >= GLAD_MAKE_VERSION(2, 0)) - { - inst->detection_hooks.UnhookAll(); - inst->renderer_hook = static_cast(Inst()->opengl_hook); - inst->opengl_hook = nullptr; - inst->detection_done = true; - } - - return res; - } - - void HookglFlushDrawable(decltype(::CGLFlushDrawable)* _CGLFlushDrawable) - { - CGLFlushDrawable = _CGLFlushDrawable; - - detection_hooks.BeginHook(); - detection_hooks.HookFunc(std::pair{ (void**)&CGLFlushDrawable, (void*)&MyCGLFlushDrawable }); - detection_hooks.EndHook(); - } - - void hook_opengl(std::string const& library_path) - { - if (!opengl_hooked) - { - System::Library::Library libOpenGL; - if (!libOpenGL.OpenLibrary(library_path, false)) - { - SPDLOG_WARN("Failed to load {} to detect OpenGL", library_path); - return; - } - - auto CGLFlushDrawable = libOpenGL.GetSymbol("CGLFlushDrawable"); - if (CGLFlushDrawable != nullptr) - { - SPDLOG_INFO("Hooked CGLFlushDrawable to detect OpenGL"); - - opengl_hooked = true; - - opengl_hook = OpenGL_Hook::Inst(); - opengl_hook->LibraryName = library_path; - opengl_hook->LoadFunctions(CGLFlushDrawable); - - HookglFlushDrawable(CGLFlushDrawable); - } - else - { - SPDLOG_WARN("Failed to Hook CGLFlushDrawable to detect OpenGL"); - } - } - } - -public: - ingame_overlay::Renderer_Hook* detect_renderer(std::chrono::milliseconds timeout) - { - std::pair libraries[]{ - std::pair{OpenGL_Hook::DLL_NAME, &Renderer_Detector::hook_opengl} - }; - - std::unique_lock detection_lock(detector_mutex, std::defer_lock); - - if (!detection_lock.try_lock_for(timeout)) - return nullptr; - - { - std::lock_guard lk(renderer_mutex); - if (detection_done) - { - if (renderer_hook != nullptr || force_done) - return renderer_hook; - - detection_done = false; - } - } - - SPDLOG_TRACE("Started renderer detection."); - - auto start_time = std::chrono::steady_clock::now(); - do - { - std::unique_lock lck(stop_detection_mutex); - if (detection_done) - break; - - for (auto const& library : libraries) - { - void* lib_handle = System::Library::GetLibraryHandle(library.first); - if (lib_handle != nullptr) - { - std::lock_guard lk(renderer_mutex); - std::string lib_path = System::Library::GetLibraryPath(lib_handle); - (this->*library.second)(lib_path); - } - } - - stop_detection_cv.wait_for(lck, std::chrono::milliseconds{ 100 }); - } while (!detection_done && (timeout.count() == -1 || (std::chrono::steady_clock::now() - start_time) <= timeout)); - - { - std::lock_guard lk(renderer_mutex); - - detection_done = true; - detection_hooks.UnhookAll(); - - opengl_hooked = false; - - delete opengl_hook; opengl_hook = nullptr; - //delete vulkan_hook; vulkan_hook = nullptr; - } - - SPDLOG_TRACE("Renderer detection done {}.", (void*)renderer_hook); - - return renderer_hook; - } - - void stop_detection() - { - { - System::scoped_lock lk(renderer_mutex, stop_detection_mutex); - detection_done = true; - force_done = true; + { + std::unique_lock lk(stop_detection_mutex); + stop_detection_cv.wait(lk, [&]() { return detection_count == 0; }); } - stop_detection_cv.notify_all(); } }; Renderer_Detector* Renderer_Detector::instance = nullptr; -#endif - namespace ingame_overlay { std::future DetectRenderer(std::chrono::milliseconds timeout) { - return std::async(std::launch::async, &Renderer_Detector::detect_renderer, Renderer_Detector::Inst(), timeout); + return Renderer_Detector::Inst()->detect_renderer(timeout); } void StopRendererDetection() @@ -1518,9 +1440,9 @@ void StopRendererDetection() Renderer_Detector::Inst()->stop_detection(); } -void FreeRendererDetection() +void FreeDetector() { - Renderer_Detector::deleteInst(); + delete Renderer_Detector::Inst(); } } \ No newline at end of file diff --git a/overlay_experimental/Renderer_Detector.h b/overlay_experimental/Renderer_Detector.h index 23abe07..bec8368 100644 --- a/overlay_experimental/Renderer_Detector.h +++ b/overlay_experimental/Renderer_Detector.h @@ -31,5 +31,6 @@ namespace ingame_overlay { std::future DetectRenderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{ -1 }); void StopRendererDetection(); -void FreeRendererDetection(); +void FreeDetector(); + } \ No newline at end of file diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 720b2d8..0f04e84 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -207,7 +207,7 @@ void Steam_Overlay::UnSetupOverlay() if (!Ready() && future_renderer.valid()) { if (future_renderer.wait_for(std::chrono::milliseconds{500}) == std::future_status::ready) { future_renderer.get(); - ingame_overlay::FreeRendererDetection(); + ingame_overlay::FreeDetector(); } } } From c9a102ee302f1cb95bf8fe2d999bf2045ba78476 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sun, 21 Aug 2022 03:45:11 -0400 Subject: [PATCH 485/494] Use shared font atlas and fix crash when opening overlay in some games. --- overlay_experimental/Renderer_Hook.h | 4 ++- overlay_experimental/linux/OpenGLX_Hook.cpp | 2 +- overlay_experimental/steam_overlay.cpp | 28 +++++++++++--------- overlay_experimental/steam_overlay.h | 1 + overlay_experimental/windows/DX10_Hook.cpp | 2 +- overlay_experimental/windows/DX11_Hook.cpp | 2 +- overlay_experimental/windows/DX12_Hook.cpp | 2 +- overlay_experimental/windows/DX9_Hook.cpp | 2 +- overlay_experimental/windows/OpenGL_Hook.cpp | 2 +- 9 files changed, 25 insertions(+), 20 deletions(-) diff --git a/overlay_experimental/Renderer_Hook.h b/overlay_experimental/Renderer_Hook.h index a14b148..78e702b 100644 --- a/overlay_experimental/Renderer_Hook.h +++ b/overlay_experimental/Renderer_Hook.h @@ -39,7 +39,8 @@ class Renderer_Hook public: Renderer_Hook(): OverlayProc(&DefaultOverlayProc), - OverlayHookReady(&DefaultOverlayHookReady) + OverlayHookReady(&DefaultOverlayHookReady), + ImGuiFontAtlas(nullptr) {} static void DefaultOverlayProc() {} @@ -47,6 +48,7 @@ public: std::function OverlayProc; std::function OverlayHookReady; + void *ImGuiFontAtlas; virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys) = 0; virtual bool IsStarted() = 0; // Returns a Handle to the renderer image ressource or nullptr if it failed to create the resource, the handle can be used in ImGui's Image calls, image_buffer must be RGBA ordered diff --git a/overlay_experimental/linux/OpenGLX_Hook.cpp b/overlay_experimental/linux/OpenGLX_Hook.cpp index c313874..9c9f5fd 100644 --- a/overlay_experimental/linux/OpenGLX_Hook.cpp +++ b/overlay_experimental/linux/OpenGLX_Hook.cpp @@ -84,7 +84,7 @@ void OpenGLX_Hook::_PrepareForOverlay(Display* display, GLXDrawable drawable) { if( !_Initialized ) { - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplOpenGL3_Init(); //int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid. diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index 0f04e84..db166d0 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -128,7 +128,8 @@ Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_resu i_have_lobby(false), show_achievements(false), show_settings(false), - _renderer(nullptr) + _renderer(nullptr), + fonts_atlas(nullptr) { strncpy(username_text, settings->get_local_name(), sizeof(username_text)); @@ -709,11 +710,10 @@ void Steam_Overlay::BuildNotifications(int width, int height) void Steam_Overlay::CreateFonts() { - //TODO: remove from dx_whatever hook - if(ImGui::GetCurrentContext() == nullptr) - ImGui::CreateContext(); + if (fonts_atlas) return; + + ImFontAtlas *Fonts = new ImFontAtlas(); - ImGuiIO& io = ImGui::GetIO(); ImFontConfig fontcfg; float font_size = 16.0; @@ -727,7 +727,7 @@ void Steam_Overlay::CreateFonts() font_builder.AddText(x.description.c_str()); } - font_builder.AddRanges(io.Fonts->GetGlyphRangesDefault()); + font_builder.AddRanges(Fonts->GetGlyphRangesDefault()); ImVector ranges; font_builder.BuildRanges(&ranges); @@ -744,11 +744,11 @@ void Steam_Overlay::CreateFonts() ImFont *font = NULL; #if defined(__WINDOWS__) - font = io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\micross.ttf", font_size, &fontcfg); + font = Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\micross.ttf", font_size, &fontcfg); #endif if (!font) { - font = io.Fonts->AddFontDefault(&fontcfg); + font = Fonts->AddFontDefault(&fontcfg); } font_notif = font_default = font; @@ -757,15 +757,16 @@ void Steam_Overlay::CreateFonts() PRINT_DEBUG("loading extra fonts\n"); fontcfg.MergeMode = true; #if defined(__WINDOWS__) - io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\simsun.ttc", font_size, &fontcfg); - io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\malgun.ttf", font_size, &fontcfg); + Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\simsun.ttc", font_size, &fontcfg); + Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\malgun.ttf", font_size, &fontcfg); #endif } - io.Fonts->Build(); + Fonts->Build(); + fonts_atlas = (void *)Fonts; - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 0.0; // Disable round window + // ImGuiStyle& style = ImGui::GetStyle(); + // style.WindowRounding = 0.0; // Disable round window reset_LastError(); } @@ -1048,6 +1049,7 @@ void Steam_Overlay::RunCallbacks() auto callback = std::bind(&Steam_Overlay::OpenOverlayHook, this, std::placeholders::_1); PRINT_DEBUG("start renderer\n", _renderer); std::set keys = {ingame_overlay::ToggleKey::SHIFT, ingame_overlay::ToggleKey::TAB}; + _renderer->ImGuiFontAtlas = fonts_atlas; bool started = _renderer->StartHook(callback, keys); PRINT_DEBUG("tried to start renderer %u\n", started); } diff --git a/overlay_experimental/steam_overlay.h b/overlay_experimental/steam_overlay.h index 20c7efb..ca33e04 100644 --- a/overlay_experimental/steam_overlay.h +++ b/overlay_experimental/steam_overlay.h @@ -102,6 +102,7 @@ class Steam_Overlay std::string show_url; std::vector achievements; bool show_achievements, show_settings; + void *fonts_atlas; bool disable_forced, local_save, warning_forced; uint32_t appid; diff --git a/overlay_experimental/windows/DX10_Hook.cpp b/overlay_experimental/windows/DX10_Hook.cpp index 9abefe2..14e8ec9 100644 --- a/overlay_experimental/windows/DX10_Hook.cpp +++ b/overlay_experimental/windows/DX10_Hook.cpp @@ -115,7 +115,7 @@ void DX10_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &mainRenderTargetView); pBackBuffer->Release(); - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplDX10_Init(pDevice); Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow); diff --git a/overlay_experimental/windows/DX11_Hook.cpp b/overlay_experimental/windows/DX11_Hook.cpp index 6f5fbec..14111fe 100644 --- a/overlay_experimental/windows/DX11_Hook.cpp +++ b/overlay_experimental/windows/DX11_Hook.cpp @@ -147,7 +147,7 @@ void DX11_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain) return; if(ImGui::GetCurrentContext() == nullptr) - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplDX11_Init(pDevice, pContext); diff --git a/overlay_experimental/windows/DX12_Hook.cpp b/overlay_experimental/windows/DX12_Hook.cpp index b3819a1..5f2d85c 100644 --- a/overlay_experimental/windows/DX12_Hook.cpp +++ b/overlay_experimental/windows/DX12_Hook.cpp @@ -264,7 +264,7 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu //auto heaps = std::move(get_free_texture_heap()); - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); diff --git a/overlay_experimental/windows/DX9_Hook.cpp b/overlay_experimental/windows/DX9_Hook.cpp index 90fb470..c3d00fb 100644 --- a/overlay_experimental/windows/DX9_Hook.cpp +++ b/overlay_experimental/windows/DX9_Hook.cpp @@ -133,7 +133,7 @@ void DX9_Hook::_PrepareForOverlay(IDirect3DDevice9 *pDevice, HWND destWindow) pDevice->AddRef(); _pDevice = pDevice; - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplDX9_Init(pDevice); _LastWindow = destWindow; diff --git a/overlay_experimental/windows/OpenGL_Hook.cpp b/overlay_experimental/windows/OpenGL_Hook.cpp index 6a258b5..e88de9d 100644 --- a/overlay_experimental/windows/OpenGL_Hook.cpp +++ b/overlay_experimental/windows/OpenGL_Hook.cpp @@ -86,7 +86,7 @@ void OpenGL_Hook::_PrepareForOverlay(HDC hDC) if (!_Initialized) { - ImGui::CreateContext(); + ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplOpenGL3_Init(); _LastWindow = hWnd; From 5d3bbc85291ad46a6ccdb8549347e75e1d7dec5b Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 3 Sep 2022 04:13:25 -0400 Subject: [PATCH 486/494] Fix lobby_connect.exe not building in CI. --- .gitlab-ci.yml | 3 +++ 1 file changed, 3 insertions(+) diff --git a/.gitlab-ci.yml b/.gitlab-ci.yml index 91c8f3c..c158841 100644 --- a/.gitlab-ci.yml +++ b/.gitlab-ci.yml @@ -69,6 +69,9 @@ build_windows: - 7za x protobuf_x86-windows-static.7z -oprotobuf_x86-windows-static - 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static - 7za x sdk_standalone.7z -osdk_standalone + - DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat + - DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat + - sed "s| /MP12 | /MP4 |g" -i *.bat - python generate_build_win_bat.py - export WINEDEBUG=-all - wine cmd /c build_win_release_test.bat From b1986dfe38dca455332a61e44a851a765debbcdc Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 3 Sep 2022 04:13:58 -0400 Subject: [PATCH 487/494] Overlay chat window improvements. --- overlay_experimental/steam_overlay.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index db166d0..e36eee5 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -568,7 +568,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st } } - ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly); + ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, -2.0f * ImGui::GetFontSize() }, ImGuiInputTextFlags_ReadOnly); // TODO: Fix the layout of the chat line + send button. // It should be like this: chat input should fill the window size minus send button size (button size is fixed) // |------------------------------| @@ -597,6 +597,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue)) { send_chat_msg = true; + ImGui::SetKeyboardFocusHere(-1); } ImGui::PopItemWidth(); @@ -987,7 +988,7 @@ void Steam_Overlay::Callback(Common_Message *msg) { Steam_Messages const& steam_message = msg->steam_messages(); // Change color to cyan for friend - friend_info->second.chat_history.append(steam_message.message()).append("\n", 1); + friend_info->second.chat_history.append(friend_info->first.name() + ": " + steam_message.message()).append("\n", 1); if (!(friend_info->second.window_state & window_state_show)) { friend_info->second.window_state |= window_state_need_attention; @@ -1113,7 +1114,7 @@ void Steam_Overlay::RunCallbacks() msg.set_dest_id(friend_id); network->sendTo(&msg, true); - friend_info->second.chat_history.append(input).append("\n", 1); + friend_info->second.chat_history.append(get_steam_client()->settings_client->get_local_name()).append(": ").append(input).append("\n", 1); } *input = 0; // Reset the input field friend_info->second.window_state &= ~window_state_send_message; From 05e2c3bef0d713fbf2f5a0b1cf0c9a8864399ff5 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 3 Sep 2022 04:20:03 -0400 Subject: [PATCH 488/494] Implement TCP_NODELAY, thanks #209 --- dll/common_includes.h | 1 + dll/network.cpp | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/dll/common_includes.h b/dll/common_includes.h index 535d9e8..5de14c4 100644 --- a/dll/common_includes.h +++ b/dll/common_includes.h @@ -117,6 +117,7 @@ inline void reset_LastError() #include #include + #include #include #include diff --git a/dll/network.cpp b/dll/network.cpp index d2acafa..377177a 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -215,6 +215,11 @@ static int set_socket_nonblocking(sock_t sock) #endif } +static bool disable_nagle(sock_t sock) +{ + int set = 1; + return (setsockopt(sock, IPPROTO_TCP, TCP_NODELAY, (char *)&set, sizeof(set)) == 0); +} static void kill_socket(sock_t sock) { @@ -978,6 +983,7 @@ void Networking::Run() struct TCP_Socket socket; if (set_socket_nonblocking(sock)) { PRINT_DEBUG("SET NONBLOCK\n"); + disable_nagle(sock); socket.sock = sock; socket.received_data = true; socket.last_heartbeat_received = std::chrono::high_resolution_clock::now(); @@ -1031,6 +1037,7 @@ void Networking::Run() sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if (is_socket_valid(sock) && set_socket_nonblocking(sock)) { PRINT_DEBUG("NEW SOCKET %u %u\n", sock, conn.tcp_socket_outgoing.sock); + disable_nagle(sock); connect_socket(sock, conn.tcp_ip_port); conn.tcp_socket_outgoing.sock = sock; conn.tcp_socket_outgoing.last_heartbeat_received = std::chrono::high_resolution_clock::now(); From 373801b3a4eb7556b06a2f96f54b521555bd1ab4 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 3 Sep 2022 04:21:08 -0400 Subject: [PATCH 489/494] Fix some UDP packet size issues --- dll/network.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/dll/network.cpp b/dll/network.cpp index 377177a..c7323c6 100644 --- a/dll/network.cpp +++ b/dll/network.cpp @@ -27,6 +27,8 @@ static uint32_t upper_range_ips[MAX_BROADCASTS]; #define HEARTBEAT_TIMEOUT 20.0 #define USER_TIMEOUT 20.0 +#define MAX_UDP_SIZE 16384 + #if defined(STEAM_WIN32) //windows xp support @@ -925,7 +927,7 @@ void Networking::Run() } IP_PORT ip_port; - char data[2048]; + char data[MAX_UDP_SIZE]; int len; PRINT_DEBUG("RECV UDP\n"); @@ -1178,7 +1180,7 @@ bool Networking::sendTo(Common_Message *msg, bool reliable, Connection *conn) if (!enabled) return false; size_t size = msg->ByteSizeLong(); - if (size >= 65000) reliable = true; //too big for UDP + if (size >= MAX_UDP_SIZE) reliable = true; //too big for UDP bool ret = false; CSteamID dest_id((uint64)msg->dest_id()); From c231c873120439f14c374f274a3fe5e5660f73cc Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Sat, 3 Sep 2022 04:29:08 -0400 Subject: [PATCH 490/494] Allow message sending on not yet connected networking sockets. --- dll/steam_networking_sockets.h | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index 6d6aeb4..eb2a3e6 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -752,7 +752,7 @@ EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, u if (connect_socket == s->connect_sockets.end()) return k_EResultInvalidParam; if (connect_socket->second.status == CONNECT_SOCKET_CLOSED) return k_EResultNoConnection; if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection; - if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState; + if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED && connect_socket->second.status != CONNECT_SOCKET_CONNECTING) return k_EResultInvalidState; Common_Message msg; msg.set_source_id(connect_socket->second.created_by.ConvertToUint64()); @@ -2084,10 +2084,16 @@ void Callback(Common_Message *msg) } else if (msg->networking_sockets().type() == Networking_Sockets::DATA) { auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != s->connect_sockets.end()) { - if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) { + if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && (connect_socket->second.status == CONNECT_SOCKET_CONNECTED)) { PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); connect_socket->second.data.push(msg->networking_sockets()); } + } else { + connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();}); + if (connect_socket != s->connect_sockets.end()) { + PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on not accepted connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); + connect_socket->second.data.push(msg->networking_sockets()); + } } } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) { auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); From 647e894d622e46ee3638d89cd2d4a4c938469cec Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 6 Sep 2022 13:29:02 -0400 Subject: [PATCH 491/494] Add prints for debugging. --- dll/steam_networking_sockets.h | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/dll/steam_networking_sockets.h b/dll/steam_networking_sockets.h index eb2a3e6..235e7bc 100644 --- a/dll/steam_networking_sockets.h +++ b/dll/steam_networking_sockets.h @@ -881,7 +881,7 @@ SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn pMsg->m_pfnRelease = &delete_steam_message; pMsg->m_nChannel = 0; connect_socket->second.data.pop(); - PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size); + PRINT_DEBUG("get_steam_message_connection %u %u, %u\n", hConn, size, pMsg->m_nMessageNumber); return pMsg; } @@ -913,6 +913,7 @@ int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessa ++messages; } + PRINT_DEBUG("messages %u\n", messages); return messages; } @@ -2085,13 +2086,13 @@ void Callback(Common_Message *msg) auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id()); if (connect_socket != s->connect_sockets.end()) { if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && (connect_socket->second.status == CONNECT_SOCKET_CONNECTED)) { - PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); + PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first); connect_socket->second.data.push(msg->networking_sockets()); } } else { connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();}); if (connect_socket != s->connect_sockets.end()) { - PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on not accepted connection %u\n", msg->networking_sockets().data().size(), connect_socket->first); + PRINT_DEBUG("Steam_Networking_Sockets: got data len %u, num %u on not accepted connection %u\n", msg->networking_sockets().data().size(), msg->networking_sockets().message_number(), connect_socket->first); connect_socket->second.data.push(msg->networking_sockets()); } } From 7e1824290a5d2ecde849d03a5a0d55ec9ff6f81e Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 6 Sep 2022 13:29:39 -0400 Subject: [PATCH 492/494] disable_lan_only.txt can now be put inside the steam_settings folder. --- Readme_experimental.txt | 2 +- dll/base.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Readme_experimental.txt b/Readme_experimental.txt index 926b337..97316cf 100644 --- a/Readme_experimental.txt +++ b/Readme_experimental.txt @@ -6,7 +6,7 @@ Then use my emu like you normally would. (Don't forget to put a steam_appid.txt) For the LAN only connections feature: -If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll. +If for some reason you want to disable this feature create a file named: disable_lan_only.txt beside the steam_api dll or inside the steam_settings folder beside the steam api dll. I noticed a lot of games seem to connect to analytics services and other crap that I hate. diff --git a/dll/base.cpp b/dll/base.cpp index fd2efc9..507e034 100644 --- a/dll/base.cpp +++ b/dll/base.cpp @@ -824,7 +824,7 @@ static bool network_functions_attached = false; BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { switch ( dwReason ) { case DLL_PROCESS_ATTACH: - if (!file_exists(get_full_program_path() + "disable_lan_only.txt")) { + if (!file_exists(get_full_program_path() + "disable_lan_only.txt") && !file_exists(get_full_program_path() + "\\steam_settings\\disable_lan_only.txt")) { PRINT_DEBUG("Hooking lan only functions\n"); DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); From 802d8bcc8fc33fed263b98590373a3bacaa19a9c Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Tue, 6 Sep 2022 13:30:20 -0400 Subject: [PATCH 493/494] More accurate SetLobbyData. --- dll/steam_matchmaking.h | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/dll/steam_matchmaking.h b/dll/steam_matchmaking.h index 66a268c..94bd026 100644 --- a/dll/steam_matchmaking.h +++ b/dll/steam_matchmaking.h @@ -809,17 +809,20 @@ bool SetLobbyData( CSteamID steamIDLobby, const char *pchKey, const char *pchVal std::lock_guard lock(global_mutex); Lobby *lobby = get_lobby(steamIDLobby); - if (!lobby || lobby->owner() != settings->get_local_steam_id().ConvertToUint64() || lobby->deleted()) { + if (!lobby || lobby->deleted()) { return false; } - auto result = caseinsensitive_find(lobby->values(), pchKey); bool changed = true; - if (result == lobby->values().end()) { - (*lobby->mutable_values())[pchKey] = pchValue; - } else { - if (result->second == std::string(pchValue)) changed = false; - (*lobby->mutable_values())[result->first] = pchValue; + //callback is always triggered when setlobbydata is called from non owner however no data is actually changed. + if (lobby->owner() == settings->get_local_steam_id().ConvertToUint64()) { + auto result = caseinsensitive_find(lobby->values(), pchKey); + if (result == lobby->values().end()) { + (*lobby->mutable_values())[pchKey] = pchValue; + } else { + if (result->second == std::string(pchValue)) changed = false; + (*lobby->mutable_values())[result->first] = pchValue; + } } if (changed) From 475342f0d8b2bd7eb0d93bd7cfdd61e3ae7cda24 Mon Sep 17 00:00:00 2001 From: Mr_Goldberg Date: Mon, 8 May 2023 22:36:51 -0400 Subject: [PATCH 494/494] SDK 1.56 and 1.57 --- dll/flat.cpp | 70 ++++++- dll/steam_client.cpp | 9 + dll/steam_gameserver.cpp | 7 + dll/steam_gameserver.h | 4 + dll/steam_ugc.h | 17 ++ dll/steam_user.h | 17 ++ overlay_experimental/steam_overlay.cpp | 2 + sdk_includes/isteamcontroller.h | 15 +- sdk_includes/isteamfriends.h | 4 +- sdk_includes/isteamgameserver.h | 6 +- sdk_includes/isteamgameserver014.h | 259 +++++++++++++++++++++++++ sdk_includes/isteaminput.h | 102 ++++++++-- sdk_includes/isteamparentalsettings.h | 1 + sdk_includes/isteamremoteplay.h | 7 +- sdk_includes/isteamugc.h | 15 +- sdk_includes/isteamugc016.h | 181 +++++++++++++++++ sdk_includes/isteamuser.h | 37 +++- sdk_includes/isteamuser021.h | 197 +++++++++++++++++++ sdk_includes/isteamuser022.h | 201 +++++++++++++++++++ sdk_includes/isteamutils.h | 10 + sdk_includes/steam_api.h | 3 + sdk_includes/steam_api_flat.h | 13 +- sdk_includes/steam_api_internal.h | 3 + sdk_includes/steam_gameserver.h | 1 + sdk_includes/steamclientpublic.h | 52 +++-- sdk_includes/steamhttpenums.h | 1 + sdk_includes/steamnetworkingtypes.h | 4 +- 27 files changed, 1181 insertions(+), 57 deletions(-) create mode 100644 sdk_includes/isteamgameserver014.h create mode 100644 sdk_includes/isteamugc016.h create mode 100644 sdk_includes/isteamuser021.h create mode 100644 sdk_includes/isteamuser022.h diff --git a/dll/flat.cpp b/dll/flat.cpp index a407eea..7ba7a6b 100644 --- a/dll/flat.cpp +++ b/dll/flat.cpp @@ -207,6 +207,16 @@ STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( IStea return get_steam_client()->GetISteamRemotePlay(hSteamUser, hSteamPipe, pchVersion); } +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v023() +{ + return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser023"); +} + +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v022() +{ + return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser022"); +} + STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v021() { return get_steam_client()->GetISteamUser(flat_hsteamuser(), flat_hsteampipe(), "SteamUser021"); @@ -292,11 +302,16 @@ STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* s return (get_steam_client()->steam_user)->GetVoiceOptimalSampleRate(); } -STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket, const SteamNetworkingIdentity * pSteamNetworkingIdentity) { return (get_steam_client()->steam_user)->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthTicketForWebApi( ISteamUser* self, const char * pchIdentity ) +{ + return (get_steam_client()->steam_user)->GetAuthTicketForWebApi(pchIdentity); +} + STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession( ISteamUser* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ) { return (get_steam_client()->steam_user)->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); @@ -3493,6 +3508,11 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v016() return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION016"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v017() +{ + return get_steam_client()->GetISteamUGC(flat_hsteamuser(), flat_hsteampipe(), "STEAMUGC_INTERFACE_VERSION017"); +} + STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014() { return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION014"); @@ -3508,6 +3528,11 @@ STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v016() return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION016"); } +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v017() +{ + return get_steam_client()->GetISteamUGC(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "STEAMUGC_INTERFACE_VERSION017"); +} + STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); @@ -3760,6 +3785,18 @@ STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUG return (ptr)->GetQueryUGCKeyValueTag(handle, index, pchKey, pchValue, cchValueSize); } +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCContentDescriptors( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EUGCContentDescriptorID * pvecDescriptors, uint32 cMaxEntries ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->GetQueryUGCContentDescriptors(handle, index, pvecDescriptors, cMaxEntries); +} + STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); @@ -4252,6 +4289,30 @@ STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, U return (ptr)->RemoveItemPreview(handle, index); } +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddContentDescriptor( ISteamUGC* self, UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->AddContentDescriptor(handle, descid); +} + +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveContentDescriptor( ISteamUGC* self, UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) +{ + long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); + long long test2 = ((char *)self - (char*)get_steam_client()->steam_gameserver_ugc); + auto ptr = get_steam_client()->steam_gameserver_ugc; + if (test1 >= 0 && (test2 < 0 || test1 < test2)) { + ptr = get_steam_client()->steam_ugc; + } + + return (ptr)->RemoveContentDescriptor(handle, descid); +} + STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ) { long long test1 = ((char *)self - (char*)get_steam_client()->steam_ugc); @@ -6393,6 +6454,11 @@ STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014() return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer014"); } +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v015() +{ + return get_steam_client()->GetISteamGameServer(flat_gs_hsteamuser(), flat_gs_hsteampipe(), "SteamGameServer015"); +} + STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_InitGameServer(intptr_t instancePtr, uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char * pchVersionString) { return ((ISteamGameServer *)instancePtr)->InitGameServer(unIP, usGamePort, usQueryPort, unFlags, nGameAppId, pchVersionString); @@ -6548,7 +6614,7 @@ STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGame return get_steam_client()->steam_gameserver->SetAdvertiseServerActive(bActive); } -STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ) +STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket, const SteamNetworkingIdentity * pSnid ) { return get_steam_client()->steam_gameserver->GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket); } diff --git a/dll/steam_client.cpp b/dll/steam_client.cpp index 89bd973..17af33e 100644 --- a/dll/steam_client.cpp +++ b/dll/steam_client.cpp @@ -334,6 +334,10 @@ ISteamUser *Steam_Client::GetISteamUser( HSteamUser hSteamUser, HSteamPipe hStea return (ISteamUser *)(void *)(ISteamUser019 *)steam_user; } else if (strcmp(pchVersion, "SteamUser020") == 0) { return (ISteamUser *)(void *)(ISteamUser020 *)steam_user; + } else if (strcmp(pchVersion, "SteamUser021") == 0) { + return (ISteamUser *)(void *)(ISteamUser021 *)steam_user; + } else if (strcmp(pchVersion, "SteamUser022") == 0) { + return (ISteamUser *)(void *)(ISteamUser022 *)steam_user; } else if (strcmp(pchVersion, STEAMUSER_INTERFACE_VERSION) == 0) { return (ISteamUser *)(void *)(ISteamUser *)steam_user; } else { @@ -370,6 +374,9 @@ ISteamGameServer *Steam_Client::GetISteamGameServer( HSteamUser hSteamUser, HSte } else if (strcmp(pchVersion, "SteamGameServer013") == 0) { gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer013 *)steam_gameserver; + } else if (strcmp(pchVersion, "SteamGameServer014") == 0) { + gameserver_has_ipv6_functions = true; + return (ISteamGameServer *)(void *)(ISteamGameServer014 *)steam_gameserver; } else if (strcmp(pchVersion, STEAMGAMESERVER_INTERFACE_VERSION) == 0) { gameserver_has_ipv6_functions = true; return (ISteamGameServer *)(void *)(ISteamGameServer *)steam_gameserver; @@ -1020,6 +1027,8 @@ ISteamUGC *Steam_Client::GetISteamUGC( HSteamUser hSteamUser, HSteamPipe hSteamP return (ISteamUGC *)(void *)(ISteamUGC014 *)steam_ugc_temp; } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION015") == 0) { return (ISteamUGC *)(void *)(ISteamUGC015 *)steam_ugc_temp; + } else if (strcmp(pchVersion, "STEAMUGC_INTERFACE_VERSION016") == 0) { + return (ISteamUGC *)(void *)(ISteamUGC016 *)steam_ugc_temp; } else if (strcmp(pchVersion, STEAMUGC_INTERFACE_VERSION) == 0) { return (ISteamUGC *)(void *)(ISteamUGC *)steam_ugc_temp; } else { diff --git a/dll/steam_gameserver.cpp b/dll/steam_gameserver.cpp index 9b51df8..1a8609d 100644 --- a/dll/steam_gameserver.cpp +++ b/dll/steam_gameserver.cpp @@ -481,6 +481,13 @@ bool Steam_GameServer::BGetUserAchievementStatus( CSteamID steamID, const char * // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). // pcbTicket retrieves the length of the actual ticket. HAuthTicket Steam_GameServer::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) +{ + return GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, NULL); +} + +// SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to +// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address +HAuthTicket Steam_GameServer::GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ) { PRINT_DEBUG("Steam_GameServer::GetAuthSessionTicket\n"); std::lock_guard lock(global_mutex); diff --git a/dll/steam_gameserver.h b/dll/steam_gameserver.h index 275c716..6cd9b70 100644 --- a/dll/steam_gameserver.h +++ b/dll/steam_gameserver.h @@ -37,6 +37,7 @@ public ISteamGameServer010, public ISteamGameServer011, public ISteamGameServer012, public ISteamGameServer013, +public ISteamGameServer014, public ISteamGameServer { class Settings *settings; @@ -253,6 +254,9 @@ public: // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). // pcbTicket retrieves the length of the actual ticket. HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ); + // SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to + // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address + HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ); // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) diff --git a/dll/steam_ugc.h b/dll/steam_ugc.h index abe8ea4..b1ada44 100644 --- a/dll/steam_ugc.h +++ b/dll/steam_ugc.h @@ -40,6 +40,7 @@ public ISteamUGC012, public ISteamUGC013, public ISteamUGC014, public ISteamUGC015, +public ISteamUGC016, public ISteamUGC { class Settings *settings; @@ -273,6 +274,11 @@ bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char * return false; } +uint32 GetQueryUGCContentDescriptors( UGCQueryHandle_t handle, uint32 index, EUGCContentDescriptorID *pvecDescriptors, uint32 cMaxEntries ) +{ + PRINT_DEBUG("Steam_UGC::GetQueryUGCContentDescriptors\n"); + return 0; +} // Release the request to free up memory, after retrieving results bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) @@ -592,6 +598,17 @@ bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) } // remove a preview by index starting at 0 (previews are sorted) +bool AddContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) +{ + PRINT_DEBUG("Steam_UGC::AddContentDescriptor %llu %u\n", handle, index); + return false; +} + +bool RemoveContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) +{ + PRINT_DEBUG("Steam_UGC::RemoveContentDescriptor %llu %u\n", handle, index); + return false; +} STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) diff --git a/dll/steam_user.h b/dll/steam_user.h index 6186ef5..0f21124 100644 --- a/dll/steam_user.h +++ b/dll/steam_user.h @@ -32,6 +32,7 @@ public ISteamUser017, public ISteamUser018, public ISteamUser019, public ISteamUser020, +public ISteamUser021, public ISteamUser { Settings *settings; @@ -299,6 +300,13 @@ uint32 GetVoiceOptimalSampleRate() // Retrieve ticket to be sent to the entity who wishes to authenticate you. // pcbTicket retrieves the length of the actual ticket. HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) +{ + return GetAuthSessionTicket(pTicket, cbMaxTicket, pcbTicket, NULL); +} +// SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to +// if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address +// if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID +HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) { PRINT_DEBUG("Steam_User::GetAuthSessionTicket %i\n", cbMaxTicket); std::lock_guard lock(global_mutex); @@ -306,6 +314,15 @@ HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTic return ticket_manager->getTicket(pTicket, cbMaxTicket, pcbTicket); } +// Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket" +// pchIdentity is an optional input parameter to identify the service the ticket will be sent to +// the ticket will be returned in callback GetTicketForWebApiResponse_t +HAuthTicket GetAuthTicketForWebApi( const char *pchIdentity ) +{ + PRINT_DEBUG("TODO: Steam_User::GetAuthTicketForWebApi %s\n", pchIdentity); + return 0; +} + // Authenticate ticket from entity steamID to be sure it is valid and isnt reused // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) diff --git a/overlay_experimental/steam_overlay.cpp b/overlay_experimental/steam_overlay.cpp index e36eee5..a0205c2 100644 --- a/overlay_experimental/steam_overlay.cpp +++ b/overlay_experimental/steam_overlay.cpp @@ -1059,6 +1059,8 @@ void Steam_Overlay::RunCallbacks() { GameOverlayActivated_t data = { 0 }; data.m_bActive = show_overlay; + data.m_bUserInitiated = true; + data.m_nAppID = settings->get_local_game_id().AppID(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); overlay_state_changed = false; diff --git a/sdk_includes/isteamcontroller.h b/sdk_includes/isteamcontroller.h index 716a396..6a0655f 100644 --- a/sdk_includes/isteamcontroller.h +++ b/sdk_includes/isteamcontroller.h @@ -21,9 +21,9 @@ #define STEAM_CONTROLLER_MAX_COUNT 16 -#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 16 +#define STEAM_CONTROLLER_MAX_ANALOG_ACTIONS 24 -#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 128 +#define STEAM_CONTROLLER_MAX_DIGITAL_ACTIONS 256 #define STEAM_CONTROLLER_MAX_ORIGINS 8 @@ -491,6 +491,16 @@ enum EControllerActionOrigin k_EControllerActionOrigin_SteamDeck_Reserved19, k_EControllerActionOrigin_SteamDeck_Reserved20, + k_EControllerActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical + k_EControllerActionOrigin_Switch_JoyConButton_E, // X + k_EControllerActionOrigin_Switch_JoyConButton_S, // A + k_EControllerActionOrigin_Switch_JoyConButton_W, // B + + k_EControllerActionOrigin_PS5_LeftGrip, + k_EControllerActionOrigin_PS5_RightGrip, + k_EControllerActionOrigin_PS5_LeftFn, + k_EControllerActionOrigin_PS5_RightFn, + k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here. k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits. }; @@ -572,6 +582,7 @@ typedef uint64 ControllerAnalogActionHandle_t; #define ControllerAnalogActionData_t InputAnalogActionData_t #define ControllerDigitalActionData_t InputDigitalActionData_t #define ControllerMotionData_t InputMotionData_t +#define ControllerMotionDataV2_t InputMotionDataV2_t #else struct ControllerAnalogActionData_t { diff --git a/sdk_includes/isteamfriends.h b/sdk_includes/isteamfriends.h index 0e36db6..9a8b46d 100644 --- a/sdk_includes/isteamfriends.h +++ b/sdk_includes/isteamfriends.h @@ -527,7 +527,9 @@ enum EPersonaChange struct GameOverlayActivated_t { enum { k_iCallback = k_iSteamFriendsCallbacks + 31 }; - uint8 m_bActive; // true if it's just been activated, false otherwise + uint8 m_bActive; // true if it's just been activated, false otherwise + bool m_bUserInitiated; // true if the user asked for the overlay to be activated/deactivated + AppId_t m_nAppID; // the appID of the game (should always be the current game) }; diff --git a/sdk_includes/isteamgameserver.h b/sdk_includes/isteamgameserver.h index 6f0444e..8687b15 100644 --- a/sdk_includes/isteamgameserver.h +++ b/sdk_includes/isteamgameserver.h @@ -152,7 +152,9 @@ public: // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). // pcbTicket retrieves the length of the actual ticket. - virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + // SteamNetworkingIdentity is an optional parameter to hold the public IP address of the entity you are connecting to + // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSnid ) = 0; // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) @@ -266,7 +268,7 @@ public: ) }; -#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer014" +#define STEAMGAMESERVER_INTERFACE_VERSION "SteamGameServer015" #ifndef STEAM_API_EXPORTS // Global accessor diff --git a/sdk_includes/isteamgameserver014.h b/sdk_includes/isteamgameserver014.h new file mode 100644 index 0000000..d220945 --- /dev/null +++ b/sdk_includes/isteamgameserver014.h @@ -0,0 +1,259 @@ + +#ifndef ISTEAMGAMESERVER014_H +#define ISTEAMGAMESERVER014_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamGameServer014 +{ +public: + +// +// Basic server data. These properties, if set, must be set before before calling LogOn. They +// may not be changed after logged in. +// + + /// This is called by SteamGameServer_Init, and you will usually not need to call it directly + STEAM_PRIVATE_API( virtual bool InitGameServer( uint32 unIP, uint16 usGamePort, uint16 usQueryPort, uint32 unFlags, AppId_t nGameAppId, const char *pchVersionString ) = 0; ) + + /// Game product identifier. This is currently used by the master server for version checking purposes. + /// It's a required field, but will eventually will go away, and the AppID will be used for this purpose. + virtual void SetProduct( const char *pszProduct ) = 0; + + /// Description of the game. This is a required field and is displayed in the steam server browser....for now. + /// This is a required field, but it will go away eventually, as the data should be determined from the AppID. + virtual void SetGameDescription( const char *pszGameDescription ) = 0; + + /// If your game is a "mod," pass the string that identifies it. The default is an empty string, meaning + /// this application is the original game, not a mod. + /// + /// @see k_cbMaxGameServerGameDir + virtual void SetModDir( const char *pszModDir ) = 0; + + /// Is this is a dedicated server? The default value is false. + virtual void SetDedicatedServer( bool bDedicated ) = 0; + +// +// Login +// + + /// Begin process to login to a persistent game server account + /// + /// You need to register for callbacks to determine the result of this operation. + /// @see SteamServersConnected_t + /// @see SteamServerConnectFailure_t + /// @see SteamServersDisconnected_t + virtual void LogOn( const char *pszToken ) = 0; + + /// Login to a generic, anonymous account. + /// + /// Note: in previous versions of the SDK, this was automatically called within SteamGameServer_Init, + /// but this is no longer the case. + virtual void LogOnAnonymous() = 0; + + /// Begin process of logging game server out of steam + virtual void LogOff() = 0; + + // status functions + virtual bool BLoggedOn() = 0; + virtual bool BSecure() = 0; + virtual CSteamID GetSteamID() = 0; + + /// Returns true if the master server has requested a restart. + /// Only returns true once per request. + virtual bool WasRestartRequested() = 0; + +// +// Server state. These properties may be changed at any time. +// + + /// Max player count that will be reported to server browser and client queries + virtual void SetMaxPlayerCount( int cPlayersMax ) = 0; + + /// Number of bots. Default value is zero + virtual void SetBotPlayerCount( int cBotplayers ) = 0; + + /// Set the name of server as it will appear in the server browser + /// + /// @see k_cbMaxGameServerName + virtual void SetServerName( const char *pszServerName ) = 0; + + /// Set name of map to report in the server browser + /// + /// @see k_cbMaxGameServerMapName + virtual void SetMapName( const char *pszMapName ) = 0; + + /// Let people know if your server will require a password + virtual void SetPasswordProtected( bool bPasswordProtected ) = 0; + + /// Spectator server port to advertise. The default value is zero, meaning the + /// service is not used. If your server receives any info requests on the LAN, + /// this is the value that will be placed into the reply for such local queries. + /// + /// This is also the value that will be advertised by the master server. + /// The only exception is if your server is using a FakeIP. Then then the second + /// fake port number (index 1) assigned to your server will be listed on the master + /// server as the spectator port, if you set this value to any nonzero value. + /// + /// This function merely controls the values that are advertised -- it's up to you to + /// configure the server to actually listen on this port and handle any spectator traffic + virtual void SetSpectatorPort( uint16 unSpectatorPort ) = 0; + + /// Name of the spectator server. (Only used if spectator port is nonzero.) + /// + /// @see k_cbMaxGameServerMapName + virtual void SetSpectatorServerName( const char *pszSpectatorServerName ) = 0; + + /// Call this to clear the whole list of key/values that are sent in rules queries. + virtual void ClearAllKeyValues() = 0; + + /// Call this to add/update a key/value pair. + virtual void SetKeyValue( const char *pKey, const char *pValue ) = 0; + + /// Sets a string defining the "gametags" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// + /// @see k_cbMaxGameServerTags + virtual void SetGameTags( const char *pchGameTags ) = 0; + + /// Sets a string defining the "gamedata" for this server, this is optional, but if it is set + /// it allows users to filter in the matchmaking/server-browser interfaces based on the value + /// + /// @see k_cbMaxGameServerGameData + virtual void SetGameData( const char *pchGameData ) = 0; + + /// Region identifier. This is an optional field, the default value is empty, meaning the "world" region + virtual void SetRegion( const char *pszRegion ) = 0; + + /// Indicate whether you wish to be listed on the master server list + /// and/or respond to server browser / LAN discovery packets. + /// The server starts with this value set to false. You should set all + /// relevant server parameters before enabling advertisement on the server. + /// + /// (This function used to be named EnableHeartbeats, so if you are wondering + /// where that function went, it's right here. It does the same thing as before, + /// the old name was just confusing.) + virtual void SetAdvertiseServerActive( bool bActive ) = 0; + +// +// Player list management / authentication. +// + + // Retrieve ticket to be sent to the entity who wishes to authenticate you ( using BeginAuthSession API ). + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket ( from GetAuthSessionTicket ) from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to SendUserConnectAndAuthenticate, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // Ask if a user in in the specified group, results returns async by GSUserGroupStatus_t + // returns false if we're not connected to the steam servers and thus cannot ask + virtual bool RequestUserGroupStatus( CSteamID steamIDUser, CSteamID steamIDGroup ) = 0; + + + // these two functions s are deprecated, and will not return results + // they will be removed in a future version of the SDK + virtual void GetGameplayStats( ) = 0; + STEAM_CALL_RESULT( GSReputation_t ) + virtual SteamAPICall_t GetServerReputation() = 0; + + // Returns the public IP of the server according to Steam, useful when the server is + // behind NAT and you want to advertise its IP in a lobby for other clients to directly + // connect to + virtual SteamIPAddress_t GetPublicIP() = 0; + +// Server browser related query packet processing for shared socket mode. These are used +// when you pass STEAMGAMESERVER_QUERY_PORT_SHARED as the query port to SteamGameServer_Init. +// IP address and port are in host order, i.e 127.0.0.1 == 0x7f000001 + + // These are used when you've elected to multiplex the game server's UDP socket + // rather than having the master server updater use its own sockets. + // + // Source games use this to simplify the job of the server admins, so they + // don't have to open up more ports on their firewalls. + + // Call this when a packet that starts with 0xFFFFFFFF comes in. That means + // it's for us. + virtual bool HandleIncomingPacket( const void *pData, int cbData, uint32 srcIP, uint16 srcPort ) = 0; + + // AFTER calling HandleIncomingPacket for any packets that came in that frame, call this. + // This gets a packet that the master server updater needs to send out on UDP. + // It returns the length of the packet it wants to send, or 0 if there are no more packets to send. + // Call this each frame until it returns 0. + virtual int GetNextOutgoingPacket( void *pOut, int cbMaxOut, uint32 *pNetAdr, uint16 *pPort ) = 0; + +// +// Server clan association +// + + // associate this game server with this clan for the purposes of computing player compat + STEAM_CALL_RESULT( AssociateWithClanResult_t ) + virtual SteamAPICall_t AssociateWithClan( CSteamID steamIDClan ) = 0; + + // ask if any of the current players dont want to play with this new player - or vice versa + STEAM_CALL_RESULT( ComputeNewPlayerCompatibilityResult_t ) + virtual SteamAPICall_t ComputeNewPlayerCompatibility( CSteamID steamIDNewPlayer ) = 0; + + + + + // Handles receiving a new connection from a Steam user. This call will ask the Steam + // servers to validate the users identity, app ownership, and VAC status. If the Steam servers + // are off-line, then it will validate the cached ticket itself which will validate app ownership + // and identity. The AuthBlob here should be acquired on the game client using SteamUser()->InitiateGameConnection() + // and must then be sent up to the game server for authentication. + // + // Return Value: returns true if the users ticket passes basic checks. pSteamIDUser will contain the Steam ID of this user. pSteamIDUser must NOT be NULL + // If the call succeeds then you should expect a GSClientApprove_t or GSClientDeny_t callback which will tell you whether authentication + // for the user has succeeded or failed (the steamid in the callback will match the one returned by this call) + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual bool SendUserConnectAndAuthenticate_DEPRECATED( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + virtual bool SendUserConnectAndAuthenticate( uint32 unIPClient, const void *pvAuthBlob, uint32 cubAuthBlobSize, CSteamID *pSteamIDUser ) = 0; + + // Creates a fake user (ie, a bot) which will be listed as playing on the server, but skips validation. + // + // Return Value: Returns a SteamID for the user to be tracked with, you should call EndAuthSession() + // when this user leaves the server just like you would for a real user. + virtual CSteamID CreateUnauthenticatedUserConnection() = 0; + + // Should be called whenever a user leaves our game server, this lets Steam internally + // track which users are currently on which servers for the purposes of preventing a single + // account being logged into multiple servers, showing who is currently on a server, etc. + // + // DEPRECATED! This function will be removed from the SDK in an upcoming version. + // Please migrate to BeginAuthSession and related functions. + //virtual void SendUserDisconnect_DEPRECATED( CSteamID steamIDUser ) = 0; + virtual void SendUserDisconnect( CSteamID steamIDUser ) = 0; + + // Update the data to be displayed in the server browser and matchmaking interfaces for a user + // currently connected to the server. For regular users you must call this after you receive a + // GSUserValidationSuccess callback. + // + // Return Value: true if successful, false if failure (ie, steamIDUser wasn't for an active player) + virtual bool BUpdateUserData( CSteamID steamIDUser, const char *pchPlayerName, uint32 uScore ) = 0; + +// Deprecated functions. These will be removed in a future version of the SDK. +// If you really need these, please contact us and help us understand what you are +// using them for. + + STEAM_PRIVATE_API( + virtual void SetMasterServerHeartbeatInterval_DEPRECATED( int iHeartbeatInterval ) = 0; + virtual void ForceMasterServerHeartbeat_DEPRECATED() = 0; + ) +}; + +#endif // ISTEAMGAMESERVER014_H diff --git a/sdk_includes/isteaminput.h b/sdk_includes/isteaminput.h index ebbd8ec..4d6e382 100644 --- a/sdk_includes/isteaminput.h +++ b/sdk_includes/isteaminput.h @@ -17,9 +17,9 @@ #define STEAM_INPUT_MAX_COUNT 16 -#define STEAM_INPUT_MAX_ANALOG_ACTIONS 16 +#define STEAM_INPUT_MAX_ANALOG_ACTIONS 24 -#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 128 +#define STEAM_INPUT_MAX_DIGITAL_ACTIONS 256 #define STEAM_INPUT_MAX_ORIGINS 8 @@ -341,10 +341,10 @@ enum EInputActionOrigin k_EInputActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button k_EInputActionOrigin_Switch_RightGrip_Lower, // Right JoyCon SL Button k_EInputActionOrigin_Switch_RightGrip_Upper, // Right JoyCon SR Button - k_EInputActionOrigin_Switch_Reserved11, - k_EInputActionOrigin_Switch_Reserved12, - k_EInputActionOrigin_Switch_Reserved13, - k_EInputActionOrigin_Switch_Reserved14, + k_EInputActionOrigin_Switch_JoyConButton_N, // With a Horizontal JoyCon this will be Y or what would be Dpad Right when vertical + k_EInputActionOrigin_Switch_JoyConButton_E, // X + k_EInputActionOrigin_Switch_JoyConButton_S, // A + k_EInputActionOrigin_Switch_JoyConButton_W, // B k_EInputActionOrigin_Switch_Reserved15, k_EInputActionOrigin_Switch_Reserved16, k_EInputActionOrigin_Switch_Reserved17, @@ -408,10 +408,10 @@ enum EInputActionOrigin k_EInputActionOrigin_PS5_Gyro_Yaw, k_EInputActionOrigin_PS5_Gyro_Roll, k_EInputActionOrigin_PS5_DPad_Move, - k_EInputActionOrigin_PS5_Reserved1, - k_EInputActionOrigin_PS5_Reserved2, - k_EInputActionOrigin_PS5_Reserved3, - k_EInputActionOrigin_PS5_Reserved4, + k_EInputActionOrigin_PS5_LeftGrip, + k_EInputActionOrigin_PS5_RightGrip, + k_EInputActionOrigin_PS5_LeftFn, + k_EInputActionOrigin_PS5_RightFn, k_EInputActionOrigin_PS5_Reserved5, k_EInputActionOrigin_PS5_Reserved6, k_EInputActionOrigin_PS5_Reserved7, @@ -665,12 +665,12 @@ struct InputDigitalActionData_t struct InputMotionData_t { - // Sensor-fused absolute rotation; will drift in heading + // Sensor-fused absolute rotation; will drift in heading toward average float rotQuatX; float rotQuatY; float rotQuatZ; float rotQuatW; - + // Positional acceleration float posAccelX; float posAccelY; @@ -682,6 +682,58 @@ struct InputMotionData_t float rotVelZ; }; + +struct InputMotionDataV2_t +{ + // + // Gyro post processing: + // + + // Drift Corrected Quaternion is calculated after steam input controller calibration values have been applied. + // Rawest _useful_ version of a quaternion. + // Most camera implementations should use this by comparing last rotation against current rotation, and applying the difference to the in game camera (plus your own sensitivity tweaks) + // It is worth viewing + float driftCorrectedQuatX; + float driftCorrectedQuatY; + float driftCorrectedQuatZ; + float driftCorrectedQuatW; + + // Sensor fusion corrects using accelerometer, and "average forward over time" for "forward". + // This can "ouija" your aim, so it's not so appropriate for camera controls (sensor fusion was originally made for racing game steering ) + // Same result as from old InputMotionData_t::rotQuatX/Y/Z/W + float sensorFusionQuatX; + float sensorFusionQuatY; + float sensorFusionQuatZ; + float sensorFusionQuatW; + + // Deferred Sensor fusion quaternion with deferred correction + // Reduces perception of "ouija" effect by only applying correction when the controller is below "low noise" thresholds, + // while the controller rotates fast - never when the user is attempting precision aim. + float deferredSensorFusionQuatX; + float deferredSensorFusionQuatY; + float deferredSensorFusionQuatZ; + float deferredSensorFusionQuatW; + + // Same as accel but values are calibrated such that 1 unit = 1G. + // X = Right + // Y = Forward out through the joystick USB port. + // Z = Up through the joystick axis. + float gravityX; + float gravityY; + float gravityZ; + + // + // Same as rotVel values in GetMotionData but values are calibrated to degrees per second. + // Local Space (controller relative) + // X = Pitch = left to right axis + // Y = Roll = axis through charging port + // Z = Yaw = axis through sticks + float degreesPerSecondX; + float degreesPerSecondY; + float degreesPerSecondZ; + +}; + //----------------------------------------------------------------------------- // Purpose: when callbacks are enabled this fires each time a controller action // state changes @@ -775,6 +827,12 @@ public: // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks STEAM_CALL_BACK( SteamInputDeviceDisconnected_t ) + // Controllers using Gamepad emulation (XInput, DirectInput, etc) will be seated in the order that + // input is sent by the device. This callback will fire on first input for each device and when the + // a user has manually changed the order via the Steam overlay. This also has the device type info + // so that you can change out glyph sets without making additional API calls + STEAM_CALL_BACK( SteamInputGamepadSlotChange_t ) + // Enable SteamInputActionEvent_t callbacks. Directly calls your callback function // for lower latency than standard Steam callbacks. Supports one callback at a time. // Note: this is called within either SteamInput()->RunFrame or by SteamAPI_RunCallbacks @@ -919,12 +977,12 @@ public: // See isteamremoteplay.h for more information on Steam Remote Play sessions virtual uint32 GetRemotePlaySessionID( InputHandle_t inputHandle ) = 0; - // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values.? + // Get a bitmask of the Steam Input Configuration types opted in for the current session. Returns ESteamInputConfigurationEnableType values. // Note: user can override the settings from the Steamworks Partner site so the returned values may not exactly match your default configuration virtual uint16 GetSessionInputConfigurationSettings() = 0; - // Set the trigger effect for a DualSense controller - virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0; + // Set the trigger effect for a DualSense controller + virtual void SetDualSenseTriggerEffect( InputHandle_t inputHandle, const ScePadTriggerEffectParam *pParam ) = 0; }; #define STEAMINPUT_INTERFACE_VERSION "SteamInput006" @@ -979,6 +1037,20 @@ struct SteamInputConfigurationLoaded_t bool m_bUsesGamepadAPI; // Does the configuration contain any Xinput bindings? }; +//----------------------------------------------------------------------------- +// Purpose: called when controller gamepad slots change - on Linux/macOS these +// slots are shared for all running apps. +//----------------------------------------------------------------------------- +struct SteamInputGamepadSlotChange_t +{ + enum { k_iCallback = k_iSteamControllerCallbacks + 4 }; + AppId_t m_unAppID; + InputHandle_t m_ulDeviceHandle; // Handle for device + ESteamInputType m_eDeviceType; // Type of device + int m_nOldGamepadSlot; // Previous GamepadSlot - can be -1 controller doesn't uses gamepad bindings + int m_nNewGamepadSlot; // New Gamepad Slot - can be -1 controller doesn't uses gamepad bindings +}; + #pragma pack( pop ) #endif // ISTEAMINPUT_H diff --git a/sdk_includes/isteamparentalsettings.h b/sdk_includes/isteamparentalsettings.h index 232f9ba..6705bde 100644 --- a/sdk_includes/isteamparentalsettings.h +++ b/sdk_includes/isteamparentalsettings.h @@ -29,6 +29,7 @@ enum EParentalFeature k_EFeatureLibrary = 11, k_EFeatureTest = 12, k_EFeatureSiteLicense = 13, + k_EFeatureKioskMode = 14, k_EFeatureMax }; diff --git a/sdk_includes/isteamremoteplay.h b/sdk_includes/isteamremoteplay.h index 9c2dafb..569c235 100644 --- a/sdk_includes/isteamremoteplay.h +++ b/sdk_includes/isteamremoteplay.h @@ -51,7 +51,7 @@ public: // This is set to 0x0 if the resolution is not available virtual bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY ) = 0; - // Invite a friend to Remote Play Together + // Invite a friend to Remote Play Together, or create a guest invite if steamIDFriend is empty // This returns false if the invite can't be sent virtual bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend ) = 0; }; @@ -82,6 +82,11 @@ STEAM_CALLBACK_BEGIN( SteamRemotePlaySessionDisconnected_t, k_iSteamRemotePlayCa STEAM_CALLBACK_END( 0 ) +STEAM_CALLBACK_BEGIN( SteamRemotePlayTogetherGuestInvite_t, k_iSteamRemotePlayCallbacks + 3 ) + STEAM_CALLBACK_MEMBER_ARRAY( 0, char, m_szConnectURL, 1024 ) +STEAM_CALLBACK_END( 0 ) + + #pragma pack( pop ) diff --git a/sdk_includes/isteamugc.h b/sdk_includes/isteamugc.h index 0265113..a881136 100644 --- a/sdk_includes/isteamugc.h +++ b/sdk_includes/isteamugc.h @@ -157,6 +157,15 @@ enum EItemPreviewType k_EItemPreviewType_ReservedMax = 255, // you can specify your own types above this value }; +enum EUGCContentDescriptorID +{ + k_EUGCContentDescriptor_NudityOrSexualContent = 1, + k_EUGCContentDescriptor_FrequentViolenceOrGore = 2, + k_EUGCContentDescriptor_AdultOnlySexualContent = 3, + k_EUGCContentDescriptor_GratuitousSexualContent = 4, + k_EUGCContentDescriptor_AnyMatureContent = 5, +}; + const uint32 kNumUGCResultsPerPage = 50; const uint32 k_cchDeveloperMetadataMax = 5000; @@ -237,6 +246,8 @@ public: STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + virtual uint32 GetQueryUGCContentDescriptors( UGCQueryHandle_t handle, uint32 index, EUGCContentDescriptorID *pvecDescriptors, uint32 cMaxEntries ) = 0; + // Release the request to free up memory, after retrieving results virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; @@ -293,6 +304,8 @@ public: virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted) + virtual bool AddContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) = 0; + virtual bool RemoveContentDescriptor( UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ) = 0; STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate() @@ -371,7 +384,7 @@ public: virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; }; -#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION016" +#define STEAMUGC_INTERFACE_VERSION "STEAMUGC_INTERFACE_VERSION017" #ifndef STEAM_API_EXPORTS // Global interface accessor diff --git a/sdk_includes/isteamugc016.h b/sdk_includes/isteamugc016.h new file mode 100644 index 0000000..0e37f77 --- /dev/null +++ b/sdk_includes/isteamugc016.h @@ -0,0 +1,181 @@ + +#ifndef ISTEAMUGC016_H +#define ISTEAMUGC016_H +#ifdef STEAM_WIN32 +#pragma once +#endif + +class ISteamUGC016 +{ +public: + // Query UGC associated with a user. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + virtual UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC. Creator app id or consumer app id must be valid and be set to the current running app. unPage should start at 1. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestPage ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ) = 0; + + // Query for all matching UGC using the new deep paging interface. Creator app id or consumer app id must be valid and be set to the current running app. pchCursor should be set to NULL or "*" to get the first result set. + STEAM_FLAT_NAME( CreateQueryAllUGCRequestCursor ) + virtual UGCQueryHandle_t CreateQueryAllUGCRequest( EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char *pchCursor = NULL ) = 0; + + // Query for the details of the given published file ids (the RequestUGCDetails call is deprecated and replaced with this) + virtual UGCQueryHandle_t CreateQueryUGCDetailsRequest( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + + // Send the query to Steam + STEAM_CALL_RESULT( SteamUGCQueryCompleted_t ) + virtual SteamAPICall_t SendQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Retrieve an individual result after receiving the callback for querying UGC + virtual bool GetQueryUGCResult( UGCQueryHandle_t handle, uint32 index, SteamUGCDetails_t *pDetails ) = 0; + virtual uint32 GetQueryUGCNumTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCTag( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; + virtual bool GetQueryUGCTagDisplayName( UGCQueryHandle_t handle, uint32 index, uint32 indexTag, STEAM_OUT_STRING_COUNT( cchValueSize ) char* pchValue, uint32 cchValueSize ) = 0; + virtual bool GetQueryUGCPreviewURL( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURL, uint32 cchURLSize ) = 0; + virtual bool GetQueryUGCMetadata( UGCQueryHandle_t handle, uint32 index, STEAM_OUT_STRING_COUNT(cchMetadatasize) char *pchMetadata, uint32 cchMetadatasize ) = 0; + virtual bool GetQueryUGCChildren( UGCQueryHandle_t handle, uint32 index, PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; + virtual bool GetQueryUGCStatistic( UGCQueryHandle_t handle, uint32 index, EItemStatistic eStatType, uint64 *pStatValue ) = 0; + virtual uint32 GetQueryUGCNumAdditionalPreviews( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCAdditionalPreview( UGCQueryHandle_t handle, uint32 index, uint32 previewIndex, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchURLOrVideoID, uint32 cchURLSize, STEAM_OUT_STRING_COUNT(cchURLSize) char *pchOriginalFileName, uint32 cchOriginalFileNameSize, EItemPreviewType *pPreviewType ) = 0; + virtual uint32 GetQueryUGCNumKeyValueTags( UGCQueryHandle_t handle, uint32 index ) = 0; + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, STEAM_OUT_STRING_COUNT(cchKeySize) char *pchKey, uint32 cchKeySize, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Return the first value matching the pchKey. Note that a key may map to multiple values. Returns false if there was an error or no matching value was found. + STEAM_FLAT_NAME( GetQueryFirstUGCKeyValueTag ) + virtual bool GetQueryUGCKeyValueTag( UGCQueryHandle_t handle, uint32 index, const char *pchKey, STEAM_OUT_STRING_COUNT(cchValueSize) char *pchValue, uint32 cchValueSize ) = 0; + + // Release the request to free up memory, after retrieving results + virtual bool ReleaseQueryUGCRequest( UGCQueryHandle_t handle ) = 0; + + // Options to set for querying UGC + virtual bool AddRequiredTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTagGroups ) = 0; // match any of the tags in this group + virtual bool AddExcludedTag( UGCQueryHandle_t handle, const char *pTagName ) = 0; + virtual bool SetReturnOnlyIDs( UGCQueryHandle_t handle, bool bReturnOnlyIDs ) = 0; + virtual bool SetReturnKeyValueTags( UGCQueryHandle_t handle, bool bReturnKeyValueTags ) = 0; + virtual bool SetReturnLongDescription( UGCQueryHandle_t handle, bool bReturnLongDescription ) = 0; + virtual bool SetReturnMetadata( UGCQueryHandle_t handle, bool bReturnMetadata ) = 0; + virtual bool SetReturnChildren( UGCQueryHandle_t handle, bool bReturnChildren ) = 0; + virtual bool SetReturnAdditionalPreviews( UGCQueryHandle_t handle, bool bReturnAdditionalPreviews ) = 0; + virtual bool SetReturnTotalOnly( UGCQueryHandle_t handle, bool bReturnTotalOnly ) = 0; + virtual bool SetReturnPlaytimeStats( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetLanguage( UGCQueryHandle_t handle, const char *pchLanguage ) = 0; + virtual bool SetAllowCachedResponse( UGCQueryHandle_t handle, uint32 unMaxAgeSeconds ) = 0; + + // Options only for querying user UGC + virtual bool SetCloudFileNameFilter( UGCQueryHandle_t handle, const char *pMatchCloudFileName ) = 0; + + // Options only for querying all UGC + virtual bool SetMatchAnyTag( UGCQueryHandle_t handle, bool bMatchAnyTag ) = 0; + virtual bool SetSearchText( UGCQueryHandle_t handle, const char *pSearchText ) = 0; + virtual bool SetRankedByTrendDays( UGCQueryHandle_t handle, uint32 unDays ) = 0; + virtual bool SetTimeCreatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; + virtual bool SetTimeUpdatedDateRange( UGCQueryHandle_t handle, RTime32 rtStart, RTime32 rtEnd ) = 0; + virtual bool AddRequiredKeyValueTag( UGCQueryHandle_t handle, const char *pKey, const char *pValue ) = 0; + + // DEPRECATED - Use CreateQueryUGCDetailsRequest call above instead! + STEAM_CALL_RESULT( SteamUGCRequestUGCDetailsResult_t ) + virtual SteamAPICall_t RequestUGCDetails( PublishedFileId_t nPublishedFileID, uint32 unMaxAgeSeconds ) = 0; + + // Steam Workshop Creator API + STEAM_CALL_RESULT( CreateItemResult_t ) + virtual SteamAPICall_t CreateItem( AppId_t nConsumerAppId, EWorkshopFileType eFileType ) = 0; // create new item for this app with no content attached yet + + virtual UGCUpdateHandle_t StartItemUpdate( AppId_t nConsumerAppId, PublishedFileId_t nPublishedFileID ) = 0; // start an UGC item update. Set changed properties before commiting update with CommitItemUpdate() + + virtual bool SetItemTitle( UGCUpdateHandle_t handle, const char *pchTitle ) = 0; // change the title of an UGC item + virtual bool SetItemDescription( UGCUpdateHandle_t handle, const char *pchDescription ) = 0; // change the description of an UGC item + virtual bool SetItemUpdateLanguage( UGCUpdateHandle_t handle, const char *pchLanguage ) = 0; // specify the language of the title or description that will be set + virtual bool SetItemMetadata( UGCUpdateHandle_t handle, const char *pchMetaData ) = 0; // change the metadata of an UGC item (max = k_cchDeveloperMetadataMax) + virtual bool SetItemVisibility( UGCUpdateHandle_t handle, ERemoteStoragePublishedFileVisibility eVisibility ) = 0; // change the visibility of an UGC item + virtual bool SetItemTags( UGCUpdateHandle_t updateHandle, const SteamParamStringArray_t *pTags ) = 0; // change the tags of an UGC item + virtual bool SetItemContent( UGCUpdateHandle_t handle, const char *pszContentFolder ) = 0; // update item content from this local folder + virtual bool SetItemPreview( UGCUpdateHandle_t handle, const char *pszPreviewFile ) = 0; // change preview image file for this item. pszPreviewFile points to local image file, which must be under 1MB in size + virtual bool SetAllowLegacyUpload( UGCUpdateHandle_t handle, bool bAllowLegacyUpload ) = 0; // use legacy upload for a single small file. The parameter to SetItemContent() should either be a directory with one file or the full path to the file. The file must also be less than 10MB in size. + virtual bool RemoveAllItemKeyValueTags( UGCUpdateHandle_t handle ) = 0; // remove all existing key-value tags (you can add new ones via the AddItemKeyValueTag function) + virtual bool RemoveItemKeyValueTags( UGCUpdateHandle_t handle, const char *pchKey ) = 0; // remove any existing key-value tags with the specified key + virtual bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue ) = 0; // add new key-value tags for the item. Note that there can be multiple values for a tag. + virtual bool AddItemPreviewFile( UGCUpdateHandle_t handle, const char *pszPreviewFile, EItemPreviewType type ) = 0; // add preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool AddItemPreviewVideo( UGCUpdateHandle_t handle, const char *pszVideoID ) = 0; // add preview video for this item + virtual bool UpdateItemPreviewFile( UGCUpdateHandle_t handle, uint32 index, const char *pszPreviewFile ) = 0; // updates an existing preview file for this item. pszPreviewFile points to local file, which must be under 1MB in size + virtual bool UpdateItemPreviewVideo( UGCUpdateHandle_t handle, uint32 index, const char *pszVideoID ) = 0; // updates an existing preview video for this item + virtual bool RemoveItemPreview( UGCUpdateHandle_t handle, uint32 index ) = 0; // remove a preview by index starting at 0 (previews are sorted) + + STEAM_CALL_RESULT( SubmitItemUpdateResult_t ) + virtual SteamAPICall_t SubmitItemUpdate( UGCUpdateHandle_t handle, const char *pchChangeNote ) = 0; // commit update process started with StartItemUpdate() + virtual EItemUpdateStatus GetItemUpdateProgress( UGCUpdateHandle_t handle, uint64 *punBytesProcessed, uint64* punBytesTotal ) = 0; + + // Steam Workshop Consumer API + STEAM_CALL_RESULT( SetUserItemVoteResult_t ) + virtual SteamAPICall_t SetUserItemVote( PublishedFileId_t nPublishedFileID, bool bVoteUp ) = 0; + STEAM_CALL_RESULT( GetUserItemVoteResult_t ) + virtual SteamAPICall_t GetUserItemVote( PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t AddItemToFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( UserFavoriteItemsListChanged_t ) + virtual SteamAPICall_t RemoveItemFromFavorites( AppId_t nAppId, PublishedFileId_t nPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoteStorageSubscribePublishedFileResult_t ) + virtual SteamAPICall_t SubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // subscribe to this item, will be installed ASAP + STEAM_CALL_RESULT( RemoteStorageUnsubscribePublishedFileResult_t ) + virtual SteamAPICall_t UnsubscribeItem( PublishedFileId_t nPublishedFileID ) = 0; // unsubscribe from this item, will be uninstalled after game quits + virtual uint32 GetNumSubscribedItems() = 0; // number of subscribed items + virtual uint32 GetSubscribedItems( PublishedFileId_t* pvecPublishedFileID, uint32 cMaxEntries ) = 0; // all subscribed item PublishFileIDs + + // get EItemState flags about item on this client + virtual uint32 GetItemState( PublishedFileId_t nPublishedFileID ) = 0; + + // get info about currently installed content on disc for items that have k_EItemStateInstalled set + // if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder) + virtual bool GetItemInstallInfo( PublishedFileId_t nPublishedFileID, uint64 *punSizeOnDisk, STEAM_OUT_STRING_COUNT( cchFolderSize ) char *pchFolder, uint32 cchFolderSize, uint32 *punTimeStamp ) = 0; + + // get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once + virtual bool GetItemDownloadInfo( PublishedFileId_t nPublishedFileID, uint64 *punBytesDownloaded, uint64 *punBytesTotal ) = 0; + + // download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed, + // then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time. + // If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP. + virtual bool DownloadItem( PublishedFileId_t nPublishedFileID, bool bHighPriority ) = 0; + + // game servers can set a specific workshop folder before issuing any UGC commands. + // This is helpful if you want to support multiple game servers running out of the same install folder + virtual bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder ) = 0; + + // SuspendDownloads( true ) will suspend all workshop downloads until SuspendDownloads( false ) is called or the game ends + virtual void SuspendDownloads( bool bSuspend ) = 0; + + // usage tracking + STEAM_CALL_RESULT( StartPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StartPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTracking( PublishedFileId_t *pvecPublishedFileID, uint32 unNumPublishedFileIDs ) = 0; + STEAM_CALL_RESULT( StopPlaytimeTrackingResult_t ) + virtual SteamAPICall_t StopPlaytimeTrackingForAllItems() = 0; + + // parent-child relationship or dependency management + STEAM_CALL_RESULT( AddUGCDependencyResult_t ) + virtual SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + STEAM_CALL_RESULT( RemoveUGCDependencyResult_t ) + virtual SteamAPICall_t RemoveDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID ) = 0; + + // add/remove app dependence/requirements (usually DLC) + STEAM_CALL_RESULT( AddAppDependencyResult_t ) + virtual SteamAPICall_t AddAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + STEAM_CALL_RESULT( RemoveAppDependencyResult_t ) + virtual SteamAPICall_t RemoveAppDependency( PublishedFileId_t nPublishedFileID, AppId_t nAppID ) = 0; + // request app dependencies. note that whatever callback you register for GetAppDependenciesResult_t may be called multiple times + // until all app dependencies have been returned + STEAM_CALL_RESULT( GetAppDependenciesResult_t ) + virtual SteamAPICall_t GetAppDependencies( PublishedFileId_t nPublishedFileID ) = 0; + + // delete the item without prompting the user + STEAM_CALL_RESULT( DeleteItemResult_t ) + virtual SteamAPICall_t DeleteItem( PublishedFileId_t nPublishedFileID ) = 0; + + // Show the app's latest Workshop EULA to the user in an overlay window, where they can accept it or not + virtual bool ShowWorkshopEULA() = 0; + // Retrieve information related to the user's acceptance or not of the app's specific Workshop EULA + STEAM_CALL_RESULT( WorkshopEULAStatus_t ) + virtual SteamAPICall_t GetWorkshopEULAStatus() = 0; +}; + +#endif // ISTEAMUGC016_H diff --git a/sdk_includes/isteamuser.h b/sdk_includes/isteamuser.h index 1b1ea41..f8ca8f7 100644 --- a/sdk_includes/isteamuser.h +++ b/sdk_includes/isteamuser.h @@ -118,7 +118,16 @@ public: // Retrieve ticket to be sent to the entity who wishes to authenticate you. // pcbTicket retrieves the length of the actual ticket. - virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + // SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to + // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address + // if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID + // not to be used for "ISteamUserAuth\AuthenticateUserTicket" - it will fail + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) = 0; + + // Request a ticket which will be used for webapi "ISteamUserAuth\AuthenticateUserTicket" + // pchIdentity is an optional input parameter to identify the service the ticket will be sent to + // the ticket will be returned in callback GetTicketForWebApiResponse_t + virtual HAuthTicket GetAuthTicketForWebApi( const char *pchIdentity ) = 0; // Authenticate ticket from entity steamID to be sure it is valid and isnt reused // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) @@ -204,7 +213,7 @@ public: }; -#define STEAMUSER_INTERFACE_VERSION "SteamUser021" +#define STEAMUSER_INTERFACE_VERSION "SteamUser023" #ifndef STEAM_API_EXPORTS // Global interface accessor @@ -221,12 +230,13 @@ STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUser *, SteamUser, STEAMUSER_INTERFA #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #endif + //----------------------------------------------------------------------------- -// Purpose: called when a connections to the Steam back-end has been established -// this means the Steam client now has a working connection to the Steam servers -// usually this will have occurred before the game has launched, and should +// Purpose: Called when an authenticated connection to the Steam back-end has been established. +// This means the Steam client now has a working connection to the Steam servers. +// Usually this will have occurred before the game has launched, and should // only be seen if the user has dropped connection due to a networking issue -// or a Steam server update +// or a Steam server update. //----------------------------------------------------------------------------- struct SteamServersConnected_t { @@ -346,7 +356,6 @@ struct GetAuthSessionTicketResponse_t EResult m_eResult; }; - //----------------------------------------------------------------------------- // Purpose: sent to your game in response to a steam://gamewebcallback/ command //----------------------------------------------------------------------------- @@ -407,6 +416,20 @@ struct DurationControl_t }; +//----------------------------------------------------------------------------- +// callback for GetTicketForWebApi +//----------------------------------------------------------------------------- +struct GetTicketForWebApiResponse_t +{ + enum { k_iCallback = k_iSteamUserCallbacks + 68 }; + HAuthTicket m_hAuthTicket; + EResult m_eResult; + int m_cubTicket; + static const int k_nCubTicketMaxLength = 2560; + uint8 m_rgubTicket[k_nCubTicketMaxLength]; +}; + + #pragma pack( pop ) #endif // ISTEAMUSER_H diff --git a/sdk_includes/isteamuser021.h b/sdk_includes/isteamuser021.h new file mode 100644 index 0000000..bb1df24 --- /dev/null +++ b/sdk_includes/isteamuser021.h @@ -0,0 +1,197 @@ + +#ifndef ISTEAMUSER021_H +#define ISTEAMUSER021_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +class ISteamUser021 +{ +public: + // returns the HSteamUser this interface represents + // this is only used internally by the API, and by a few select interfaces that support multi-user + virtual HSteamUser GetHSteamUser() = 0; + + // returns true if the Steam client current has a live connection to the Steam servers. + // If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy. + // The Steam client will automatically be trying to recreate the connection as often as possible. + virtual bool BLoggedOn() = 0; + + // returns the CSteamID of the account currently logged into the Steam client + // a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API + virtual CSteamID GetSteamID() = 0; + + // Multiplayer Authentication functions + + // InitiateGameConnection() starts the state machine for authenticating the game client with the game server + // It is the client portion of a three-way handshake between the client, the game server, and the steam servers + // + // Parameters: + // void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token. + // int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes. + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( ) + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + // bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running) + // + // return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed + // The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process. + virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0; + + // notify of disconnect + // needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call + virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0; + + // Legacy functions + + // used by only a few games to track usage events + virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0; + + // get the local storage folder for current Steam account to write application data, e.g. save games, configs etc. + // this will usually be something like "C:\Progam Files\Steam\userdata\\\local" + virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0; + + // Starts voice recording. Once started, use GetVoice() to get the data + virtual void StartVoiceRecording( ) = 0; + + // Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for + // a little bit after this function is called. GetVoice() should continue to be called until it returns + // k_eVoiceResultNotRecording + virtual void StopVoiceRecording( ) = 0; + + // Determine the size of captured audio data that is available from GetVoice. + // Most applications will only use compressed data and should ignore the other + // parameters, which exist primarily for backwards compatibility. See comments + // below for further explanation of "uncompressed" data. + virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // --------------------------------------------------------------------------- + // NOTE: "uncompressed" audio is a deprecated feature and should not be used + // by most applications. It is raw single-channel 16-bit PCM wave data which + // may have been run through preprocessing filters and/or had silence removed, + // so the uncompressed audio could have a shorter duration than you expect. + // There may be no data at all during long periods of silence. Also, fetching + // uncompressed audio will cause GetVoice to discard any leftover compressed + // audio, so you must fetch both types at once. Finally, GetAvailableVoice is + // not precisely accurate when the uncompressed size is requested. So if you + // really need to use uncompressed audio, you should call GetVoice frequently + // with two very large (20kb+) output buffers instead of trying to allocate + // perfectly-sized buffers. But most applications should ignore all of these + // details and simply leave the "uncompressed" parameters as NULL/zero. + // --------------------------------------------------------------------------- + + // Read captured audio data from the microphone buffer. This should be called + // at least once per frame, and preferably every few milliseconds, to keep the + // microphone input delay as low as possible. Most applications will only use + // compressed data and should pass NULL/zero for the "uncompressed" parameters. + // Compressed data can be transmitted by your application and decoded into raw + // using the DecompressVoice function below. + virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // Decodes the compressed voice data returned by GetVoice. The output data is + // raw single-channel 16-bit PCM audio. The decoder supports any sample rate + // from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details. + // If the output buffer is not large enough, then *nBytesWritten will be set + // to the required buffer size, and k_EVoiceResultBufferTooSmall is returned. + // It is suggested to start with a 20kb buffer and reallocate as necessary. + virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0; + + // This returns the native sample rate of the Steam voice decompressor; using + // this sample rate for DecompressVoice will perform the least CPU processing. + // However, the final audio quality will depend on how well the audio device + // (and/or your application's audio output SDK) deals with lower sample rates. + // You may find that you get the best audio output quality when you ignore + // this function and use the native sample rate of your audio output device, + // which is usually 48000 or 44100. + virtual uint32 GetVoiceOptimalSampleRate() = 0; + + // Retrieve ticket to be sent to the entity who wishes to authenticate you. + // pcbTicket retrieves the length of the actual ticket. + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Authenticate ticket from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to BeginAuthSession, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam + // (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT. + virtual bool BIsBehindNAT() = 0; + + // set data to be replicated to friends so that they can join your game + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0; + + // Requests a ticket encrypted with an app specific shared key + // pDataToInclude, cbDataToInclude will be encrypted into the ticket + // ( This is asynchronous, you must wait for the ticket to be completed by the server ) + STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) + virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; + + // Retrieves a finished ticket. + // If no ticket is available, or your buffer is too small, returns false. + // Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer + // (if true was returned), or the size needed (if false was returned). To determine the + // proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket + // is available, *pcbTicket will contain the size needed, otherwise it will be zero. + virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Trading Card badges data access + // if you only have one set of cards, the series will be 1 + // the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1) + virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0; + + // gets the Steam Level of the user, as shown on their profile + virtual int GetPlayerSteamLevel() = 0; + + // Requests a URL which authenticates an in-game browser for store check-out, + // and then redirects to the specified URL. As long as the in-game browser + // accepts and handles session cookies, Steam microtransaction checkout pages + // will automatically recognize the user instead of presenting a login page. + // The result of this API call will be a StoreAuthURLResponse_t callback. + // NOTE: The URL has a very short lifetime to prevent history-snooping attacks, + // so you should only call this API when you are about to launch the browser, + // or else immediately navigate to the result URL using a hidden browser window. + // NOTE 2: The resulting authorization cookie has an expiration time of one day, + // so it would be a good idea to request and visit a new auth URL every 12 hours. + STEAM_CALL_RESULT( StoreAuthURLResponse_t ) + virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; + + // gets whether the users phone number is verified + virtual bool BIsPhoneVerified() = 0; + + // gets whether the user has two factor enabled on their account + virtual bool BIsTwoFactorEnabled() = 0; + + // gets whether the users phone number is identifying + virtual bool BIsPhoneIdentifying() = 0; + + // gets whether the users phone number is awaiting (re)verification + virtual bool BIsPhoneRequiringVerification() = 0; + + STEAM_CALL_RESULT( MarketEligibilityResponse_t ) + virtual SteamAPICall_t GetMarketEligibility() = 0; + + // Retrieves anti indulgence / duration control for current user + STEAM_CALL_RESULT( DurationControl_t ) + virtual SteamAPICall_t GetDurationControl() = 0; + + // Advise steam china duration control system about the online state of the game. + // This will prevent offline gameplay time from counting against a user's + // playtime limits. + virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0; +}; + + +#endif // ISTEAMUSER021_H diff --git a/sdk_includes/isteamuser022.h b/sdk_includes/isteamuser022.h new file mode 100644 index 0000000..bbb2b23 --- /dev/null +++ b/sdk_includes/isteamuser022.h @@ -0,0 +1,201 @@ + +#ifndef ISTEAMUSER022_H +#define ISTEAMUSER022_H +#ifdef STEAM_WIN32 +#pragma once +#endif + + +class ISteamUser022 +{ +public: + // returns the HSteamUser this interface represents + // this is only used internally by the API, and by a few select interfaces that support multi-user + virtual HSteamUser GetHSteamUser() = 0; + + // returns true if the Steam client current has a live connection to the Steam servers. + // If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy. + // The Steam client will automatically be trying to recreate the connection as often as possible. + virtual bool BLoggedOn() = 0; + + // returns the CSteamID of the account currently logged into the Steam client + // a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API + virtual CSteamID GetSteamID() = 0; + + // Multiplayer Authentication functions + + // InitiateGameConnection() starts the state machine for authenticating the game client with the game server + // It is the client portion of a three-way handshake between the client, the game server, and the steam servers + // + // Parameters: + // void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token. + // int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes. + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( ) + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + // bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running) + // + // return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed + // The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process. + virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0; + + // notify of disconnect + // needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call + virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0; + + // Legacy functions + + // used by only a few games to track usage events + virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0; + + // get the local storage folder for current Steam account to write application data, e.g. save games, configs etc. + // this will usually be something like "C:\Progam Files\Steam\userdata\\\local" + virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0; + + // Starts voice recording. Once started, use GetVoice() to get the data + virtual void StartVoiceRecording( ) = 0; + + // Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for + // a little bit after this function is called. GetVoice() should continue to be called until it returns + // k_eVoiceResultNotRecording + virtual void StopVoiceRecording( ) = 0; + + // Determine the size of captured audio data that is available from GetVoice. + // Most applications will only use compressed data and should ignore the other + // parameters, which exist primarily for backwards compatibility. See comments + // below for further explanation of "uncompressed" data. + virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // --------------------------------------------------------------------------- + // NOTE: "uncompressed" audio is a deprecated feature and should not be used + // by most applications. It is raw single-channel 16-bit PCM wave data which + // may have been run through preprocessing filters and/or had silence removed, + // so the uncompressed audio could have a shorter duration than you expect. + // There may be no data at all during long periods of silence. Also, fetching + // uncompressed audio will cause GetVoice to discard any leftover compressed + // audio, so you must fetch both types at once. Finally, GetAvailableVoice is + // not precisely accurate when the uncompressed size is requested. So if you + // really need to use uncompressed audio, you should call GetVoice frequently + // with two very large (20kb+) output buffers instead of trying to allocate + // perfectly-sized buffers. But most applications should ignore all of these + // details and simply leave the "uncompressed" parameters as NULL/zero. + // --------------------------------------------------------------------------- + + // Read captured audio data from the microphone buffer. This should be called + // at least once per frame, and preferably every few milliseconds, to keep the + // microphone input delay as low as possible. Most applications will only use + // compressed data and should pass NULL/zero for the "uncompressed" parameters. + // Compressed data can be transmitted by your application and decoded into raw + // using the DecompressVoice function below. + virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0; + + // Decodes the compressed voice data returned by GetVoice. The output data is + // raw single-channel 16-bit PCM audio. The decoder supports any sample rate + // from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details. + // If the output buffer is not large enough, then *nBytesWritten will be set + // to the required buffer size, and k_EVoiceResultBufferTooSmall is returned. + // It is suggested to start with a 20kb buffer and reallocate as necessary. + virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0; + + // This returns the native sample rate of the Steam voice decompressor; using + // this sample rate for DecompressVoice will perform the least CPU processing. + // However, the final audio quality will depend on how well the audio device + // (and/or your application's audio output SDK) deals with lower sample rates. + // You may find that you get the best audio output quality when you ignore + // this function and use the native sample rate of your audio output device, + // which is usually 48000 or 44100. + virtual uint32 GetVoiceOptimalSampleRate() = 0; + + // Retrieve ticket to be sent to the entity who wishes to authenticate you. + // pcbTicket retrieves the length of the actual ticket. + // SteamNetworkingIdentity is an optional input parameter to hold the public IP address or SteamID of the entity you are connecting to + // if an IP address is passed Steam will only allow the ticket to be used by an entity with that IP address + // if a Steam ID is passed Steam will only allow the ticket to be used by that Steam ID + virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket, const SteamNetworkingIdentity *pSteamNetworkingIdentity ) = 0; + + // Authenticate ticket from entity steamID to be sure it is valid and isnt reused + // Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse ) + virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0; + + // Stop tracking started by BeginAuthSession - called when no longer playing game with this entity + virtual void EndAuthSession( CSteamID steamID ) = 0; + + // Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to + virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0; + + // After receiving a user's authentication data, and passing it to BeginAuthSession, use this function + // to determine if the user owns downloadable content specified by the provided AppID. + virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0; + + // returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam + // (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT. + virtual bool BIsBehindNAT() = 0; + + // set data to be replicated to friends so that they can join your game + // CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client + // uint32 unIPServer, uint16 usPortServer - the IP address of the game server + virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0; + + // Requests a ticket encrypted with an app specific shared key + // pDataToInclude, cbDataToInclude will be encrypted into the ticket + // ( This is asynchronous, you must wait for the ticket to be completed by the server ) + STEAM_CALL_RESULT( EncryptedAppTicketResponse_t ) + virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0; + + // Retrieves a finished ticket. + // If no ticket is available, or your buffer is too small, returns false. + // Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer + // (if true was returned), or the size needed (if false was returned). To determine the + // proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket + // is available, *pcbTicket will contain the size needed, otherwise it will be zero. + virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0; + + // Trading Card badges data access + // if you only have one set of cards, the series will be 1 + // the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1) + virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0; + + // gets the Steam Level of the user, as shown on their profile + virtual int GetPlayerSteamLevel() = 0; + + // Requests a URL which authenticates an in-game browser for store check-out, + // and then redirects to the specified URL. As long as the in-game browser + // accepts and handles session cookies, Steam microtransaction checkout pages + // will automatically recognize the user instead of presenting a login page. + // The result of this API call will be a StoreAuthURLResponse_t callback. + // NOTE: The URL has a very short lifetime to prevent history-snooping attacks, + // so you should only call this API when you are about to launch the browser, + // or else immediately navigate to the result URL using a hidden browser window. + // NOTE 2: The resulting authorization cookie has an expiration time of one day, + // so it would be a good idea to request and visit a new auth URL every 12 hours. + STEAM_CALL_RESULT( StoreAuthURLResponse_t ) + virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0; + + // gets whether the users phone number is verified + virtual bool BIsPhoneVerified() = 0; + + // gets whether the user has two factor enabled on their account + virtual bool BIsTwoFactorEnabled() = 0; + + // gets whether the users phone number is identifying + virtual bool BIsPhoneIdentifying() = 0; + + // gets whether the users phone number is awaiting (re)verification + virtual bool BIsPhoneRequiringVerification() = 0; + + STEAM_CALL_RESULT( MarketEligibilityResponse_t ) + virtual SteamAPICall_t GetMarketEligibility() = 0; + + // Retrieves anti indulgence / duration control for current user + STEAM_CALL_RESULT( DurationControl_t ) + virtual SteamAPICall_t GetDurationControl() = 0; + + // Advise steam china duration control system about the online state of the game. + // This will prevent offline gameplay time from counting against a user's + // playtime limits. + virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0; + +}; + + +#endif // ISTEAMUSER022_H diff --git a/sdk_includes/isteamutils.h b/sdk_includes/isteamutils.h index 7cab46a..3643a89 100644 --- a/sdk_includes/isteamutils.h +++ b/sdk_includes/isteamutils.h @@ -319,6 +319,7 @@ struct GamepadTextInputDismissed_t enum { k_iCallback = k_iSteamUtilsCallbacks + 14 }; bool m_bSubmitted; // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input uint32 m_unSubmittedText; + AppId_t m_unAppID; }; // k_iSteamUtilsCallbacks + 15 through 35 are taken @@ -336,6 +337,15 @@ struct FloatingGamepadTextInputDismissed_t enum { k_iCallback = k_iSteamUtilsCallbacks + 38 }; }; +//----------------------------------------------------------------------------- +// The text filtering dictionary has changed +//----------------------------------------------------------------------------- +struct FilterTextDictionaryChanged_t +{ + enum { k_iCallback = k_iSteamUtilsCallbacks + 39 }; + int m_eLanguage; // One of ELanguage, or k_LegallyRequiredFiltering +}; + #pragma pack( pop ) #endif // ISTEAMUTILS_H diff --git a/sdk_includes/steam_api.h b/sdk_includes/steam_api.h index c011200..40115e5 100644 --- a/sdk_includes/steam_api.h +++ b/sdk_includes/steam_api.h @@ -48,6 +48,8 @@ #include "isteamuser018.h" #include "isteamuser019.h" #include "isteamuser020.h" +#include "isteamuser021.h" +#include "isteamuser022.h" #include "isteamfriends.h" #include "isteamfriends003.h" #include "isteamfriends004.h" @@ -160,6 +162,7 @@ #include "isteamugc013.h" #include "isteamugc014.h" #include "isteamugc015.h" +#include "isteamugc016.h" #include "isteamapplist.h" #include "isteamhtmlsurface.h" #include "isteamhtmlsurface001.h" diff --git a/sdk_includes/steam_api_flat.h b/sdk_includes/steam_api_flat.h index 1b1877c..f370185 100644 --- a/sdk_includes/steam_api_flat.h +++ b/sdk_includes/steam_api_flat.h @@ -56,6 +56,8 @@ STEAMAPI_API ISteamParties * SteamAPI_ISteamClient_GetISteamParties( ISteamClien STEAMAPI_API ISteamRemotePlay * SteamAPI_ISteamClient_GetISteamRemotePlay( ISteamClient* self, HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char * pchVersion ); // ISteamUser +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v023(); +STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v022(); STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v021(); STEAMAPI_API ISteamUser *SteamAPI_SteamUser_v020(); STEAMAPI_API HSteamUser SteamAPI_ISteamUser_GetHSteamUser( ISteamUser* self ); @@ -73,7 +75,8 @@ STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetAvailableVoice( ISteamUser* sel STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_GetVoice( ISteamUser* self, bool bWantCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, bool bWantUncompressed_Deprecated, void * pUncompressedDestBuffer_Deprecated, uint32 cbUncompressedDestBufferSize_Deprecated, uint32 * nUncompressBytesWritten_Deprecated, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated ); STEAMAPI_API EVoiceResult SteamAPI_ISteamUser_DecompressVoice( ISteamUser* self, const void * pCompressed, uint32 cbCompressed, void * pDestBuffer, uint32 cbDestBufferSize, uint32 * nBytesWritten, uint32 nDesiredSampleRate ); STEAMAPI_API uint32 SteamAPI_ISteamUser_GetVoiceOptimalSampleRate( ISteamUser* self ); -STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthSessionTicket( ISteamUser* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket, const SteamNetworkingIdentity * pSteamNetworkingIdentity ); +STEAMAPI_API HAuthTicket SteamAPI_ISteamUser_GetAuthTicketForWebApi( ISteamUser* self, const char * pchIdentity ); STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamUser_BeginAuthSession( ISteamUser* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamUser_EndAuthSession( ISteamUser* self, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamUser_CancelAuthTicket( ISteamUser* self, HAuthTicket hAuthTicket ); @@ -693,9 +696,11 @@ STEAMAPI_API steam_bool SteamAPI_ISteamController_GetControllerBindingRevision( STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v015(); STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v016(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamUGC_v017(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v014(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v015(); STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v016(); +STEAMAPI_API ISteamUGC *SteamAPI_SteamGameServerUGC_v017(); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryUserUGCRequest( ISteamUGC* self, AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestPage( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage ); STEAMAPI_API UGCQueryHandle_t SteamAPI_ISteamUGC_CreateQueryAllUGCRequestCursor( ISteamUGC* self, EUGCQuery eQueryType, EUGCMatchingUGCType eMatchingeMatchingUGCTypeFileType, AppId_t nCreatorAppID, AppId_t nConsumerAppID, const char * pchCursor ); @@ -714,6 +719,7 @@ STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCAdditionalPreview( ISteamU STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCNumKeyValueTags( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, uint32 keyValueTagIndex, char * pchKey, uint32 cchKeySize, char * pchValue, uint32 cchValueSize ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_GetQueryFirstUGCKeyValueTag( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, const char * pchKey, char * pchValue, uint32 cchValueSize ); +STEAMAPI_API uint32 SteamAPI_ISteamUGC_GetQueryUGCContentDescriptors( ISteamUGC* self, UGCQueryHandle_t handle, uint32 index, EUGCContentDescriptorID * pvecDescriptors, uint32 cMaxEntries ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_ReleaseQueryUGCRequest( ISteamUGC* self, UGCQueryHandle_t handle ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTag( ISteamUGC* self, UGCQueryHandle_t handle, const char * pTagName ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddRequiredTagGroup( ISteamUGC* self, UGCQueryHandle_t handle, const SteamParamStringArray_t * pTagGroups ); @@ -755,6 +761,8 @@ STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddItemPreviewVideo( ISteamUGC* self, STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewFile( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszPreviewFile ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_UpdateItemPreviewVideo( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index, const char * pszVideoID ); STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveItemPreview( ISteamUGC* self, UGCUpdateHandle_t handle, uint32 index ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_AddContentDescriptor( ISteamUGC* self, UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ); +STEAMAPI_API steam_bool SteamAPI_ISteamUGC_RemoveContentDescriptor( ISteamUGC* self, UGCUpdateHandle_t handle, EUGCContentDescriptorID descid ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SubmitItemUpdate( ISteamUGC* self, UGCUpdateHandle_t handle, const char * pchChangeNote ); STEAMAPI_API EItemUpdateStatus SteamAPI_ISteamUGC_GetItemUpdateProgress( ISteamUGC* self, UGCUpdateHandle_t handle, uint64 * punBytesProcessed, uint64 * punBytesTotal ); STEAMAPI_API SteamAPICall_t SteamAPI_ISteamUGC_SetUserItemVote( ISteamUGC* self, PublishedFileId_t nPublishedFileID, bool bVoteUp ); @@ -1039,6 +1047,7 @@ STEAMAPI_API steam_bool SteamAPI_ISteamNetworkingUtils_SteamNetworkingIdentity_P // ISteamGameServer STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v013(); STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v014(); +STEAMAPI_API ISteamGameServer *SteamAPI_SteamGameServer_v015(); STEAMAPI_API void SteamAPI_ISteamGameServer_SetProduct( ISteamGameServer* self, const char * pszProduct ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetGameDescription( ISteamGameServer* self, const char * pszGameDescription ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetModDir( ISteamGameServer* self, const char * pszModDir ); @@ -1067,7 +1076,7 @@ STEAMAPI_API uint64_steamid SteamAPI_ISteamGameServer_CreateUnauthenticatedUserC STEAMAPI_API void SteamAPI_ISteamGameServer_SendUserDisconnect( ISteamGameServer* self, uint64_steamid steamIDUser ); STEAMAPI_API steam_bool SteamAPI_ISteamGameServer_BUpdateUserData( ISteamGameServer* self, uint64_steamid steamIDUser, const char * pchPlayerName, uint32 uScore ); STEAMAPI_API void SteamAPI_ISteamGameServer_SetAdvertiseServerActive( ISteamGameServer* self, bool bActive ); -STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket ); +STEAMAPI_API HAuthTicket SteamAPI_ISteamGameServer_GetAuthSessionTicket( ISteamGameServer* self, void * pTicket, int cbMaxTicket, uint32 * pcbTicket, const SteamNetworkingIdentity * pSnid ); STEAMAPI_API EBeginAuthSessionResult SteamAPI_ISteamGameServer_BeginAuthSession( ISteamGameServer* self, const void * pAuthTicket, int cbAuthTicket, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamGameServer_EndAuthSession( ISteamGameServer* self, uint64_steamid steamID ); STEAMAPI_API void SteamAPI_ISteamGameServer_CancelAuthTicket( ISteamGameServer* self, HAuthTicket hAuthTicket ); diff --git a/sdk_includes/steam_api_internal.h b/sdk_includes/steam_api_internal.h index 3ac7c31..d956bd4 100644 --- a/sdk_includes/steam_api_internal.h +++ b/sdk_includes/steam_api_internal.h @@ -245,6 +245,9 @@ class ISteamParties; class ISteamTV; class ISteamRemotePlay; +// Forward declare types +struct SteamNetworkingIdentity; + //----------------------------------------------------------------------------- // Purpose: Base values for callback identifiers, each callback must // have a unique ID. diff --git a/sdk_includes/steam_gameserver.h b/sdk_includes/steam_gameserver.h index 108b25a..98d92e1 100644 --- a/sdk_includes/steam_gameserver.h +++ b/sdk_includes/steam_gameserver.h @@ -12,6 +12,7 @@ #include "steam_api.h" #include "isteamgameserver.h" +#include "isteamgameserver014.h" #include "isteamgameserver013.h" #include "isteamgameserver012.h" #include "isteamgameserver011.h" diff --git a/sdk_includes/steamclientpublic.h b/sdk_includes/steamclientpublic.h index 2c6ee8d..8747ee6 100644 --- a/sdk_includes/steamclientpublic.h +++ b/sdk_includes/steamclientpublic.h @@ -91,7 +91,7 @@ enum EResult k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure k_EResultCannotUseOldPassword = 64, // The requested new password is not legal k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid - k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent + k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent - partner site specific k_EResultHardwareNotCapableOfIPT = 67, // k_EResultIPTInitError = 68, // k_EResultParentalControlRestricted = 69, // operation failed due to parental control restrictions for current user @@ -152,7 +152,7 @@ enum EResult k_EResultInsufficientBattery = 124, // user device doesn't have enough battery charge currently to complete the action k_EResultChargerRequired = 125, // The operation requires a charger to be plugged in, which wasn't present k_EResultCachedCredentialInvalid = 126, // Cached credential was invalid - user must reauthenticate - K_EResultPhoneNumberIsVOIP = 127, // The phone number provided is a Voice Over IP number + K_EResultPhoneNumberIsVOIP = 127, // The phone number provided is a Voice Over IP number }; // Error codes for use with the voice functions @@ -220,6 +220,7 @@ enum EAuthSessionResponse k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed = 7, // This ticket has already been used, it is not valid. k_EAuthSessionResponseAuthTicketInvalid = 8, // This ticket is not from a user instance currently connected to steam. k_EAuthSessionResponsePublisherIssuedBan = 9, // The user is banned for this game. The ban came via the web api and not VAC + k_EAuthSessionResponseAuthTicketNetworkIdentityFailure = 10, // The network identity in the ticket does not match the server authenticating the ticket }; // results from UserHasLicenseForApp @@ -439,6 +440,7 @@ enum EMarketingMessageFlags //----------------------------------------------------------------------------- enum ENotificationPosition { + k_EPositionInvalid = -1, k_EPositionTopLeft = 0, k_EPositionTopRight = 1, k_EPositionBottomLeft = 2, @@ -1214,6 +1216,14 @@ class CGameID { public: + enum EGameIDType + { + k_EGameIDTypeApp = 0, + k_EGameIDTypeGameMod = 1, + k_EGameIDTypeShortcut = 2, + k_EGameIDTypeP2P = 3, + }; + CGameID() { m_gameID.m_nType = k_EGameIDTypeApp; @@ -1244,12 +1254,12 @@ public: m_gameID.m_nAppID = nAppID; } - CGameID( uint32 nAppID, uint32 nModID ) + // Not validating anything .. use IsValid() + explicit CGameID( uint32 nAppID, uint32 nModID, CGameID::EGameIDType nType ) { - m_ulGameID = 0; m_gameID.m_nAppID = nAppID; m_gameID.m_nModID = nModID; - m_gameID.m_nType = k_EGameIDTypeGameMod; + m_gameID.m_nType = nType; } CGameID( const CGameID &that ) @@ -1374,10 +1384,14 @@ public: return m_gameID.m_nModID; } - uint32 AppID() const +#if !defined(VALVE_SHORTCUT_DEBUG) + uint32 AppID( bool = false ) const { return m_gameID.m_nAppID; } +#else + uint32 AppID( bool bShortcutOK = false ) const; +#endif bool operator == ( const CGameID &rhs ) const { @@ -1403,13 +1417,15 @@ public: return m_gameID.m_nAppID != k_uAppIdInvalid; case k_EGameIDTypeGameMod: - return m_gameID.m_nAppID != k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000; + return m_gameID.m_nAppID != k_uAppIdInvalid && (m_gameID.m_nModID & 0x80000000); case k_EGameIDTypeShortcut: - return (m_gameID.m_nModID & 0x80000000) != 0; + return m_gameID.m_nAppID == k_uAppIdInvalid + && (m_gameID.m_nModID & 0x80000000) + && m_gameID.m_nModID >= (5000 | 0x80000000); // k_unMaxExpectedLocalAppId - shortcuts are pushed beyond that range case k_EGameIDTypeP2P: - return m_gameID.m_nAppID == k_uAppIdInvalid && m_gameID.m_nModID & 0x80000000; + return m_gameID.m_nAppID == k_uAppIdInvalid && (m_gameID.m_nModID & 0x80000000); default: return false; @@ -1422,17 +1438,9 @@ public: m_ulGameID = 0; } - - -private: - - enum EGameIDType - { - k_EGameIDTypeApp = 0, - k_EGameIDTypeGameMod = 1, - k_EGameIDTypeShortcut = 2, - k_EGameIDTypeP2P = 3, - }; +// +// Internal stuff. Use the accessors above if possible +// struct GameID_t { @@ -1452,6 +1460,8 @@ private: uint64 m_ulGameID; GameID_t m_gameID; }; + + friend CGameID GameIDFromAppAndModPath( uint32 nAppID, const char *pchModPath ); }; #pragma pack( pop ) @@ -1521,7 +1531,7 @@ enum ESteamIPv6ConnectivityState // Define compile time assert macros to let us validate the structure sizes. #define VALVE_COMPILE_TIME_ASSERT( pred ) typedef char compile_time_assert_type[(pred) ? 1 : -1]; -#if defined(__linux__) || defined(__APPLE__) +#if defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) // The 32-bit version of gcc has the alignment requirement for uint64 and double set to // 4 meaning that even with #pragma pack(8) these types will only be four-byte aligned. // The 64-bit version of gcc has the alignment requirement for these types set to diff --git a/sdk_includes/steamhttpenums.h b/sdk_includes/steamhttpenums.h index ec72911..4420938 100644 --- a/sdk_includes/steamhttpenums.h +++ b/sdk_includes/steamhttpenums.h @@ -62,6 +62,7 @@ enum EHTTPStatusCode k_EHTTPStatusCode305UseProxy = 305, //k_EHTTPStatusCode306Unused = 306, (used in old HTTP spec, now unused in 1.1) k_EHTTPStatusCode307TemporaryRedirect = 307, + k_EHTTPStatusCode308PermanentRedirect = 308, // Error codes k_EHTTPStatusCode400BadRequest = 400, diff --git a/sdk_includes/steamnetworkingtypes.h b/sdk_includes/steamnetworkingtypes.h index 7be771d..9c4e97f 100644 --- a/sdk_includes/steamnetworkingtypes.h +++ b/sdk_includes/steamnetworkingtypes.h @@ -1701,7 +1701,7 @@ inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char // // There is also extra paranoia to make sure the bytes are not treated as signed. SteamNetworkingPOPID result = (uint32)(uint8)pszCode[0] << 16U; - if ( pszCode[1] ) + if ( result && pszCode[1] ) { result |= ( (uint32)(uint8)pszCode[1] << 8U ); if ( pszCode[2] ) @@ -1718,9 +1718,7 @@ inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char template inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, char (&szCode)[N] ) { -#if !defined( __GNUC__ ) || __GNUC__ >= 5 static_assert( N >= 5, "Fixed-size buffer not big enough to hold SDR POP ID" ); -#endif szCode[0] = char( id >> 16U ); szCode[1] = char( id >> 8U ); szCode[2] = char( id );